New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Page 1 of 2 12 LastLast
Results 1 to 30 of 56
  1. - Top - End - #1
    Ettin in the Playground
     
    The Viscount's Avatar

    Join Date
    Dec 2012

    Default Iron Chef Optimization Challenge in the Playground CXXIII

    Welcome to Optimization Stadium, the field of combat for our storied competition. Here the contestants will be transmuting lead into gold as we showcase the overlooked, underused, weird, wild, and wonky prestige classes.

    Planescape is a much-acclaimed setting with many interesting feuding factions. Unfortunately, the prestige classes made to represent those factions are bad. So much so that we have done all of the 10 level prestige classes in the book except one. Today we complete the set. Crack open Planar Handbook and get ready to shock your parents, this time we're cooking with Defiant!

    Welcome, contestants, judges, and guests to Iron Chef. Here in Optimization Colosseum, contestants will endeavor to create an optimized and flavorful character using a specified D&D 3.5 prestige class as a "Secret Ingredient".

    Contestants: You will need to present a full 20-level build for your entry. Also required is a rundown of how your build works at lower levels, to demonstrate that it is a functional character that could be played from 1-20 in a real game. Traditionally contestants give "snapshots" of tactics and abilities at levels 5, 10, 15, and 20. The purpose of these snapshots is not just to showcase your use of the SI, it is to demonstrate that your character is playable at every level. For this reason, it's still worth giving a snapshot before you have entered the SI.

    Menu: The "special ingredient" can be drawn from any legal source. Originally, the plan was to mostly use Core and Completes, but that was a long time ago, and we've started running out of interesting classes to use if we restrict ourselves to those.
    32 point-buy is the presumed creation method.
    If you do use a different point-buy, please make your case for its necessity in your entry. Keep in mind that for using exceptionally large or small point-buys may warrant deductions in elegance and/or power.

    Kitchen: Competitors will be free to use any official 3.5 rulebook in constructing their builds. Dragon magazine is disallowed, and Unearthed Arcana is allowed; but see Elegance below. Web-exclusive 3.0 or 3.5 materials by WotC are expressly allowed, but take care to verify that an updated version did not appear in print elsewhere, as this may cause an Elegance deduction at the judges' discretion. Here's a guide to most of what has and hasn't been updated. Alternate rule systems from UA such as gestalt or Generic Classes are not allowed, as they create a different playing field. Also, item familiars are forbidden. Please refrain from using Taint unless it's necessary for the Secret Ingredient.
    NB: Official Errata and 3.5 updates to 3.0 content are considered valid regardless of whether their sources would otherwise be legal. This includes the 3.5 update of Oriental Adventures given in Dragon Magazine, and the 3.5 updates of Dragonlance Campaign Setting content given in later third party Dragonlance books.

    Cooking Time: Contestants will have until 13:59 GMT on Sunday, December 18th, 2022 to create their builds and PM them to the Chairman, The Viscount. You may submit build by email if it is too large for a single PM. Please put the name of your build in the subject line of your PM. Builds will then be posted simultaneously, to avoid copying. Judges will have until 13:59 GMT on Sunday, January 8th, 2022 to judge the builds and submit their scores. If no judges have scored by that point, only the scores of the first judge to submit will be counted.

    Judging: Judging will be based on the following criteria, with each build rated on a scale from 1 (very poor) to 5 (exemplary) in each area: Originality, Power, Elegance, Use of Secret Ingredient.
    Power level is up to you. Cheese is acceptable, but should be kept to a sane level unless you're showcasing a new TO build you've discovered. In the words of one of my predecessors, a little cheddar can be nice, but avoid the mature Gruyere unless you're making a cheese fondue.
    Elegance could bear a little elaboration. It basically measures how skillfully you put your build together, and whether you sacrificed flavor for power. We're cooking here - if your dish doesn't taste good, it doesn't matter how well-presented it is. Use of flaws is considered in poor taste, and judges are asked to take a dim view of this option, taking it into account while grading. Other things that will cause penalties here are excessive multi-classing, and classes that don't fit the concept. Please note the following: a legal source's relative obscurity should not be considered as penalizing Elegance, excepting the aforementioned issues with Unearthed Arcana. Using conflicting setting material may result in a penalty to Elegance at the judges' discretion, but a book's relative obscurity may not. In that same vein, drawing solely from the Core 3 (and the d20 SRD) should not be punished for lacking Originality.
    Presentation: Builds will be posted anonymously, in order to avoid the potential of bias towards a particular competitor. For this reason, please don't put your name in the build, as I'm likely to miss it when reviewing the entries!
    Due to concerns about standardizing entry format, I'd like everyone to try to use the following table for their entry. (A fillable, pre-formatted version found here)
    Spoiler
    Show
    NAME OF ENTRY
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st New Class Level +x +x +x +x Skills Feats New Class Abilities
    2nd New Class Level +x +x +x +x Skills Feats New Class Abilities
    3rd New Class Level +x +x +x +x Skills Feats New Class Abilities
    4th New Class Level +x +x +x +x Skills Feats New Class Abilities
    5th New Class Level +x +x +x +x Skills Feats New Class Abilities
    6th New Class Level +x +x +x +x Skills Feats New Class Abilities
    7th New Class Level +x +x +x +x Skills Feats New Class Abilities
    8th New Class Level +x +x +x +x Skills Feats New Class Abilities
    9th New Class Level +x +x +x +x Skills Feats New Class Abilities
    10th New Class Level +x +x +x +x Skills Feats New Class Abilities
    11th New Class Level +x +x +x +x Skills Feats New Class Abilities
    12th New Class Level +x +x +x +x Skills Feats New Class Abilities
    13th New Class Level +x +x +x +x Skills Feats New Class Abilities
    14th New Class Level +x +x +x +x Skills Feats New Class Abilities
    15th New Class Level +x +x +x +x Skills Feats New Class Abilities
    16th New Class Level +x +x +x +x Skills Feats New Class Abilities
    17th New Class Level +x +x +x +x Skills Feats New Class Abilities
    18th New Class Level +x +x +x +x Skills Feats New Class Abilities
    19th New Class Level +x +x +x +x Skills Feats New Class Abilities
    20th New Class Level +x +x +x +x Skills Feats New Class Abilities

    Code immediately below (spoiler).
    Spoiler
    Show
    [table="class: head alt1 alt2"]
    [tr]
    [th][B]Level[/B][/th]
    [th][B]Class[/B][/th]
    [th][B]Base Attack Bonus[/B][/th]
    [th][B]Fort Save[/B][/th]
    [th][B]Ref Save[/B][/th]
    [th][B]Will Save[/B][/th]
    [th][B]Skills[/B][/th]
    [th][B]Feats[/B][/th]
    [th][B]Class Features[/B][/th]
    [/tr]
    [tr]
    [td]1st[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [tr]
    [td]2nd[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [tr]
    [td]3rd[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [tr]
    [td]4th[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [tr]
    [td]5th[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [tr]
    [td]6th[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [tr]
    [td]7th[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [tr]
    [td]8th[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [tr]
    [td]9th[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [tr]
    [td]10th[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [tr]
    [td]11th[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [tr]
    [td]12th[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [tr]
    [td]13th[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [tr]
    [td]14th[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [tr]
    [td]15th[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [tr]
    [td]16th[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [tr]
    [td]17th[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [tr]
    [td]18th[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [tr]
    [td]19th[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [tr]
    [td]20th[/td]
    [td]New Class Level[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]+x[/td]
    [td]Skills[/td]
    [td]Feats[/td]
    [td]New Class Abilities[/td]
    [/tr]
    [/table]

    For entries with spellcasting, use the following table for Spells per day and Spells Known. (Spells Known only if necessary, i.e. Sorcerer or Bard, but not Wizard or Warmage)
    Spoiler
    Show
    Spells per Day/Spells Known
    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st - - - - - - - - - -
    2nd - - - - - - - - - -
    3rd - - - - - - - - - -
    4th - - - - - - - - - -
    5th - - - - - - - - - -
    6th - - - - - - - - - -
    7th - - - - - - - - - -
    8th - - - - - - - - - -
    9th - - - - - - - - - -
    10th - - - - - - - - - -
    11th - - - - - - - - - -
    12th - - - - - - - - - -
    13th - - - - - - - - - -
    14th - - - - - - - - - -
    15th - - - - - - - - - -
    16th - - - - - - - - - -
    17th - - - - - - - - - -
    18th - - - - - - - - - -
    19th - - - - - - - - - -
    20th - - - - - - - - - -
    Code immediately below (spoiler)
    Spoiler
    Show
    [B]Spells per Day/Spells Known[/B]
    [table="class:head alt1 alt2"]
    [tr]
    [th][B]Level[/B][/th]
    [th][B]0lvl[/B][/th]
    [th][B]1st[/B][/th]
    [th][B]2nd[/B][/th]
    [th][B]3rd[/B][/th]
    [th][B]4th[/B][/th]
    [th][B]5th[/B][/th]
    [th][B]6th[/B][/th]
    [th][B]7th[/B][/th]
    [th][B]8th[/B][/th]
    [th][B]9th[/B][/th]
    [/tr]
    [tr]
    [td]1st[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]2nd[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]3rd[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]4th[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]5th[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]6th[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]7th[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]8th[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]9th[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]10th[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]11th[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]12th[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]13th[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]14th[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]15th[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]16th[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]17th[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]18th[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]19th[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [tr]
    [td]20th[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [td]-[/td]
    [/tr]
    [/table]

    For other systems (Psionics, ToB, Incarnum, etc.) keep track of PP/maneuvers/essentia separately, preferably in a nice neat list.
    Speculation: Please don't post or speculate on possible builds until the "reveal," in order to avoid spoiling the surprise if a particular competitor is producing a build along those lines.

    Leadership is banned; we're producing a meal, not a seven-course banquet for a hundred diners. If your entry includes a prestige class or ACF that grants Leadership or a Leadership-like ability as a bonus feat, the feat should be ignored and is not eligible to be traded away for another feat or ACF through any means. If your entry includes a prestige class that requires Leadership, you still need to qualify, but the feat should thereafter be ignored.

    So! Who wants to sign up as a contestant, and who wants to sign up as a judge? Looking for as many contestants and judges as feel like playing!

    We will award 1st through 3rd places, as well as a shout-out for honorable mention. The honorable mention prize is given to the most daring or unexpected build. Judges, contestants and guests alike are invited to vote for honorable mention via PM. If there are no votes, Honorable Mention will go to the chairman's favorite build.

    Past Competitions

    Courtesy of some wonderful volunteers, there is a handy-dandy spreadsheet guide to all previous builds here. PM if you'd like to contribute to the spreadsheet for access.

    Spoiler: The First Hundred
    Show
    Iron Chef I: Entropomancer
    Iron Chef II: Psibond Agent
    Iron Chef III: Cancer Mage
    Iron Chef IV: Stonelord
    Iron Chef V: War Chanter
    Iron Chef VI: Master of Masks
    Iron Chef VII: Green Star Adept
    Iron Chef VIII: Pyrokineticist
    Iron Chef IX: Animal Lord
    Iron Chef X: Mythic Exemplar
    Iron Chef XI: Blade Bravo
    Iron Chef XII: War Mind
    Iron Chef XIII: Vigilante
    Iron Chef XIV: Seeker of the Song
    Iron Chef XV: Drunken Master
    Iron Chef XVI: Assassin
    Iron Chef XVII: Ardent Dilettante
    Iron Chef XVIII: Unseelie Dark Hunter
    Iron Chef XIX: Dread Pirate
    Iron Chef XX: Incandescent Champion
    Iron Chef XXI: Ghostwalker
    Iron Chef XXII: Dervish
    Iron Chef XXIII: Divine Crusader
    Iron Chef XXIV: Tactical Soldier
    Iron Chef XXV: Scion of Tem-Et-Nu
    Iron Chef XXVI: Shadowdancer
    Iron Chef XXVII: Mindbender
    Iron Chef XXVIII: Cryokineticist
    Iron Chef XXIX: Consecrated Harrier
    Iron Chef XXX: Initiate of Pistis Sophia
    Iron Chef XXXI: Shadow Sentinel
    Iron Chef XXXII: Temple Raider of Olidammara
    Iron Chef XXXIII: Drow Judicator
    Iron Chef XXXIV: Dragon Disciple
    Iron Chef XXXV: Death Delver
    Iron Chef XXXVI: Acolyte of the Skin
    Iron Chef XXXVII: Justiciar
    Iron Chef XXXVIII: Hand of the Winged Master
    Iron Chef XXXIX: Renegade Mastermaker
    Iron Chef XL: Nightsong Infiltrator
    Iron Chef XLI: Geomancer
    Iron Chef XLII: Shadowblade
    Iron Chef XLIII: Bladesinger
    Iron Chef XLIV: Urban Soul
    Iron Chef XLV: Talon of Tiamat
    Iron Chef XLVI: Cipher Adept
    Iron Chef XLVII: Cold Iron Warrior
    Iron Chef XLVIII: Shadow Sun Ninja
    Iron Chef XLIX: Thrall of Orcus
    Iron Chef L: Corrupt Avenger
    Iron Chef LI: Black Flame Zealot
    Iron Chef LII: Anointed Knight
    Iron Chef LIII: Zerth Cenobite
    Iron Chef LIV: Osteomancer
    Iron Chef LV: Mountebank
    Iron Chef LVI: Dwarven Defender
    Iron Chef LVII: Darkrunner
    Iron Chef LVIII: Spellsword
    Iron Chef LIX: Fleet Runner of Ehlonna
    Iron Chef LX: Lasher
    Iron Chef LX(II): Acolyte of the Ego
    Iron Chef LXII: Dungeon Lord
    Iron Chef LXIII: Witchborn Binder
    Iron Chef LXIV: Slime Lord
    Iron Chef LXV: Thunder Guide
    Iron Chef LXVI: Dwarven Chanter
    Irogn Chef LXVII: Gnome Giant Slayer
    Iron Chef LXVIII: Fang of Lolth
    Iron Chef LXIX: Shiba Protector
    Iron Chef LXX: Order of the Bow Initiate
    Iron Chef LXXI: Silver Key
    Iron Chef LXXII: Spellfire Channeler
    Iron Chef LXXIII: Flux Adept
    Iron Chef LXXIV: Crinti Shadow Marauder
    Iron Chef LXXV: Thief of Life
    Iron Chef LXXVI: Legacy Champion
    Iron Chef LXXVII: Great Rift Skyguard
    Iron Chef LXVIII: Risen Martyr
    Iron Chef LXXIX: Black Blood Hunter
    Iron Chef LXXX: Master of Many Forms
    Iron Chef LXXXI: Serene Guardian
    Iron Chef LXXXII: Elocator
    Iron Chef LXXXIII: Winterhaunt of Iboorighu
    Iron Chef LXXXIV: Waverider
    Iron Chef LXXXV: Astral Dancer
    Iron Chef LXXXVI: Twisted Lord
    Iron Chef LXXXVII: Shadowsmith
    Iron Chef LXXXVIII: Arboreal Guardian
    Iron Chef LXXXIX: Thrall of Demogorgon
    Iron Chef XC: Bloodstorm Blade
    Iron Chef XCI: Fatemaker
    Iron Chef XCII: Eye of the Xanathar
    Iron Chef XCIII: Hoardstealer
    Iron Chef XCIV: Doomlord
    Iron Chef XCV: Gnomish Artificer
    Iron Chef XCVI: Oozemaster
    Iron Chef XCVII: Aerial Avenger
    Iron Chef XCVIII: Visionary Seeker
    Iron Chef XCIX: Life Eater
    Iron Chef C: Swiftblade

    Iron Chef CI: Night Mask Deathbringer
    Iron Chef CII: Blade Dancer
    Iron Chef CIII: Psion Uncarnate
    Iron Chef CIV: Atavist
    Iron Chev CV: Primeval
    Iron Chef CVI: Disciple of Mammon
    Iron Chef CVII: Insidious Corruptor
    Iron Chef CVIII: Crimson Scourge
    Iron Chef CIX: Tattooed Monk
    Iron Chef CX: Rage Mage
    Iron Chef CXI: Watch Detective
    Iron Chef CXII: Spinemeld Warrior
    Iron Chef CXIII: Celebrant of Sharess
    Iron Chef CXIV: Thayan Gladiator
    Iron Chef CXV: Shining Blade of Heironeous
    Iron Chef CXVI: Peregrine Runner
    Iron Chef CXVII: Imaskari Vengeance Taker
    Iron Chef CXVII: Siren
    Iron Chef CXIX: Arcane Duelist
    Iron Chef CXX: Berserk
    Iron Chef CXXI: Dragon Descendant
    Iron Chef CXXII: Cerebrex
    Last edited by The Viscount; 2022-11-30 at 12:03 PM.
    Kolyarut Avatar by Potatocubed.
    Quote Originally Posted by willpell View Post
    Only playing Tier 1s is like only eating in five-star restaurants [...] sometimes I just want a cheeseburger and some frogurt. Why limit yourself?
    Awards

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

    Join Date
    Dec 2012

    Default Re: Iron Chef Optimization Challenge in the Playground CXXIII

    FAQ:
    Q: What's this even about?
    A: I'm glad you asked, actually...

    Q: Is Dragon Compendium Allowed?
    A: Yes (as well as its Errata), but individual issues of Dragon Magazine are not.

    Q: What about 3.0 materials?
    A: 3.0 materials, whether online or in printed form, are allowed unless they've been officially updated to a 3.5 edition.

    Q: Are Dragonlance, Ravenloft, Planescape, Dark Sun, or Kingdoms of Kalamar allowable sources?
    A: The Dragonlance Campaign Setting is allowed, but the subsequent books for Dragonlance are considered 3rd party, and are therefore not eligible, despite the "WotC approved" status of those books. The same holds for Oriental Adventures (1st party) and the subsequent Rokugan books (3rd party). Materials from Ravenloft, Planescape, Dark Sun, and Kingdoms of Kalamar are considered 3rd party for purposes of this contest, and are therefore not allowed.

    Q: What about online sources in general?
    A: If the online source is a) published by WotC, and b) not replaced by an updated version at a later time, it is eligible. Use it, link it.

    Q: Where's the line drawn with "acceptable/unacceptable" for Unearthed Arcana?
    A: A few specific things are explicitly acceptable. The elemental/environmental races, spelltouched feats, variant character classes, specialist wizard variants, whirling frenzy, aspect of nature, and racial paragon classes are legal. Item Familiars and Gestalt have always been verboten, since before IC migrated to GitP; don't expect that to change. Flaws have similarly always been noted as warranting a deduction; I'm extending that to Traits, though they warrant 1/2 the penalty in Elegance that a Flaw would because they're roughly 1/2 as useful. Alternate spell systems, alternate skill systems and alternate crafting rules all create an uneven playing field, and as such, will be disallowed for as long as I am Chairman. In a similar vein, LA buyoff and fractional BAB are also disallowed. Bloodlines and the Retraining options presented in the PHB2 are ripe for abuse, and will be strongly discouraged as long as I am Chairman. Note that judges are allowed to look askance at any use of Unearthed Arcana not specifically mentioned above, at their discretion, and otherwise penalize Elegance according to their preference.

    Q: What, exactly, does the ban on Leadership mean?
    A: As folks have started to try to work around the edges of this one, I'm forced to spell it out more plainly. No Leadership, Draconic Cohort, or Feats that grant a similar ability are allowed EXCEPT Wild Cohort. Any PrC you choose with Leadership or a Leadership-analog has that ability entirely ignored for this contest, as it may neither be used nor traded away via any means whatsoever.

    Q: What's the minimum score in a category?
    A: Assuming an entry is legal, the minimum score in any category is 1. If a judge is convinced that an entry is mechanically illegal by the RAW, the judge may give the build a score of 0 in Elegance, and proceed to judge the entry as if the offending material was not included. Failing to meet a special requirement for a prestige class does not merit a 0, but may qualify for a penalty, at the judge's discretion. Because this contest focuses on Player Characters, an entry that is not technically allowed for a PC, but is viable as an NPC, counts as a legal entry, but may receive a minimum score at the judges' discretion.

    Q: Creatures and templates with no listed LA are playable, right?
    A: No. No listed LA is equivalent to LA: -. It is not suitable for PCs. If you use it, expect judges to look extremely disfavorably on it.

    Q: So what's the deal with equipment, anyway?
    A: There is no official policy on how much equipment you should list. Historically, judges have frowned upon "item dependent" builds, but unfortunately the definition of that has been applied to mean anything from builds that don't function if you remove one very specific item, to builds that so much as mention a particular weapon. Builds that don't list gear should be assumed to buy useful generics - items to boost their primary stats, cloaks of resistance, appropriate magical weapons and armor, and so forth. If a build would find particular items useful, they should be listed, but experience suggests that the more generic you keep them, the more favorably judges are likely to look upon them, as a build being shut down because the Thundering Bagpipes of Urist McTrumpetbritches were unavailable is considered a weakness. Similarly, requiring items in order to be able to qualify for things tends to be frowned upon.

    Q: Do you have any other rules and guidelines on how to judge?
    A: We do, actually, designed to try and avoid unpleasantness we've encountered in past contests. The things we've come up with to avoid repeating this are given below.

    Spoiler
    Show
    One Mistake, One Penalty
    Spoiler: What does this mean?
    Show

    Judges are only allowed to penalise once for a given mistake. If someone messes up their skills and doesn't qualify for a PrC, ding them as hard as you like. Once. In one category. You don't then get to declare that because they didn't qualify for that PrC, they don't get those levels, and thus don't qualify for anything else. If Ranger is a common ingredient, ding them for Originality. Once. Don't also take off points for Two-Weapon-Fighting being a common ingredient.

    Non-exhaustive list of examples:

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


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

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


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


    Other general things that are no longer allowed:
    • Penalizing because someone has chosen to build a tribute to an existing creative work
    • Deciding that a backstory has not met a fluff prerequisite well enough, or because its method of meeting it is "unrealistic". You may penalize if a fluff prereq is not addressed at all, but not for how well it is addressed.
    • Please don't base your scores off the scores of another judge.


    Note that these are protections, not licenses. Deliberately taking a feat that you know you don't qualify for hoping to just suck up the judging penalty for a feat that you couldn't normally take is not okay, and may lead to your build being disqualified.


    Q: Do you have any contest house rules or clarifications to ambiguous rules?
    A: Some that have come up in previous contests and needed answers to:
    • All creatures are proficient with any natural weapons they may have or acquire.
    • Bonus feats that are granted even if you do not meet the prerequisites do not require you to meet the prerequisites in order to use.
    • Able Learner's benefit applies to the level you take it.
    • Weapons from soulmelds are considered to be magic weapons for the purpose of overcoming DR.
    • Unarmed Swordsage grants Improved Unarmed Strike at level 1.
    • Not finishing Savage Progression is subject to a penalty to Elegance
    • One dispute per entry. Submit disputes by PM to the Chair.
    • Ghostwalk ghost is banned
    • Gold, silver, and bronze are awarded regardless of ties (e.g., 2 silvers does not preclude bronze)
    • Spelltouched feats are legal and can be taken just like any other feat when you meet the prerequisites and have the feat slot available.

    Q: Can I submit more than one entry?
    A: You may submit up to two entries into a given competition.

    Q: What's with the deadlines?
    A: I've included extra time due to the holiday season.
    Kolyarut Avatar by Potatocubed.
    Quote Originally Posted by willpell View Post
    Only playing Tier 1s is like only eating in five-star restaurants [...] sometimes I just want a cheeseburger and some frogurt. Why limit yourself?
    Awards

  3. - Top - End - #3
    Titan in the Playground
     
    Venger's Avatar

    Join Date
    Feb 2011
    Location
    Texas
    Gender
    Male

    Default Re: Iron Chef Optimization Challenge in the Playground CXXIII

    I knew this day would come eventually. In to cook.
    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!
    Amazing Princess Mononoke avatar by Dispozition

  4. - Top - End - #4
    Troll in the Playground
     
    RogueGuy

    Join Date
    Aug 2014

    Default Re: Iron Chef Optimization Challenge in the Playground CXXIII

    Awwwyissssssss

  5. - Top - End - #5
    Dwarf in the Playground
     
    Tohron's Avatar

    Join Date
    Sep 2008

    Default Re: Iron Chef Optimization Challenge in the Playground CXXIII

    Are builds allowed to use the cleric-to-defiant level trade-in outlined in the description of the Defiant PRC?

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

    Join Date
    Dec 2012

    Default Re: Iron Chef Optimization Challenge in the Playground CXXIII

    Quote Originally Posted by Tohron View Post
    Are builds allowed to use the cleric-to-defiant level trade-in outlined in the description of the Defiant PRC?
    Absolutely.
    Kolyarut Avatar by Potatocubed.
    Quote Originally Posted by willpell View Post
    Only playing Tier 1s is like only eating in five-star restaurants [...] sometimes I just want a cheeseburger and some frogurt. Why limit yourself?
    Awards

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

    Join Date
    Feb 2014
    Location
    Arcadia
    Gender
    Intersex

    Default Re: Iron Chef Optimization Challenge in the Playground CXXIII

    A paladin or cleric of a specific god cannot become a defiant until the character renounces all belief and faith in the deity, becoming an ex-cleric or ex-paladin and losing all spells and class features except for armor and shield proficiencies and proficiency with simple weapons.
    Apparently a paladin who forswears their god forgets how longswords work?
    Creator of the LA-assignment thread.

    A new Junkyard Wars round is up! Come join Weapon Bond + Weapon Specialization - Fighter!

    Interested in judging a build competition on the 3.5 forums but not sure where to begin? Check out the judging handbook!

    Extended signature!

  8. - Top - End - #8
    Ogre in the Playground
     
    NecromancerGuy

    Join Date
    Feb 2021
    Location
    France
    Gender
    Male

    Default Re: Iron Chef Optimization Challenge in the Playground CXXIII

    Quote Originally Posted by Inevitability View Post
    Apparently a paladin who forswears their god forgets how longswords work?
    If you're going that way, it doesn't say "all cleric and paladin" class features, so a cleric/barbarian/War Hulk who becomes defiant suddenly becomes much more calm in their everyday life and remembers how to look around before crossing the road.
    Last edited by Beni-Kujaku; 2022-12-01 at 08:34 AM.
    Resurrecting the Negative LA thread, comments and discussion are very welcome!

    Do you want to build monstrous characters with reasonable LA? Join the Monster Mash! Currently, round XII: One-Punch Monster!!! One deadly attack is all it takes!
    Nice find! Have a cookie!
    Searchable spreadsheet of 3.5 monsters by abilities, now with all online monsters

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

  9. - Top - End - #9
    Barbarian in the Playground
     
    GnomeWizardGuy

    Join Date
    Feb 2021
    Location
    France

    Default Re: Iron Chef Optimization Challenge in the Playground CXXIII

    It's been a longtime coming and this ingredient is either veryyyy obvious to me or not at all so to avoid the frustration, I'll be judging this round.

    Moving around a lot during the holidays so I'll be on the train with time to spare. Bring it !

  10. - Top - End - #10
    Troll in the Playground
     
    MonkGuy

    Join Date
    Mar 2016

    Default Re: Iron Chef Optimization Challenge in the Playground CXXIII

    RAW seems like a mess here...
    For the sake of the contest I kindly request some guidance by "The Viscount" on some topics:

    1. Losing Weapon & Armor Proficiencies
    If you are pure cleric and convert all your levels, you are left with no armor and weapon proficiencies...

    By RAW we could try to fall back to:
    Quote Originally Posted by Simple Weapons
    Anybody but a druid, monk, rogue, or wizard is proficient with all simple weapons.
    &
    Quote Originally Posted by Armor Proficiency (light)
    All characters except wizards, sorcerers, and monks automatically have Armor Proficiency (light) as a bonus feat. They need not select it.
    While Simple Weapons are still arguable, at least we should still have Armor Proficiency (light)..

    But imho this "feels" unsatisfying and wrong..^^
    So do we get any global DM fiat by The Viscount here (that we don't forget proficiencies with weapons and armor)?

    2. Missing Caster Level for the SLA
    Dunno, are there any "default/general" rules for SLA I'm missing here? We don't even know any class connection, since some of the spells have varying spell levels for different classes.. IIRC there is a rule when it comes to finding scrolls, but in this case it ain't a scroll...
    So, what are we doing here? (Or did I miss any rules here? help^^)

    3. "Divine Interference" includes the Defiant?
    While it ain't spelled out, "any" seems to include the defiant too.

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

    Join Date
    Dec 2012

    Default Re: Iron Chef Optimization Challenge in the Playground CXXIII

    1. The "special" section of requirements and the "ex-clerics" section both have the following
    loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons.
    This brought to my attention that the clause in "special" is in disagreement with the ex-paladins section. Let's fix that:
    An ex-paladin who renounces their deity to enter defiant retains all paladin-derived weapon proficiencies, not just simple.

    2. If not specified, the caster level for a class-derived SLA defaults to class level, as with the nondetection effect.

    3. That is correct.
    Kolyarut Avatar by Potatocubed.
    Quote Originally Posted by willpell View Post
    Only playing Tier 1s is like only eating in five-star restaurants [...] sometimes I just want a cheeseburger and some frogurt. Why limit yourself?
    Awards

  12. - Top - End - #12
    Troll in the Playground
     
    MonkGuy

    Join Date
    Mar 2016

    Default Re: Iron Chef Optimization Challenge in the Playground CXXIII

    Quote Originally Posted by The Viscount View Post
    1. The "special" section of requirements and the "ex-clerics" section both have the following
    This brought to my attention that the clause in "special" is in disagreement with the ex-paladins section. Let's fix that:
    An ex-paladin who renounces their deity to enter defiant retains all paladin-derived weapon proficiencies, not just simple.
    First, thx for the fast reply.

    (1.)
    Imho that clause sole applies if you are still an "Ex-Cleric". For that, you would need to have at least 10+ cleric level (and I doubt that anyone would take more than 9 cleric levels for this contest). Otherwise you don't have any "Ex-Cleric" levels anymore after entering Defiant.
    So I assume we get the same fiat here!? ^^
    Because if you sole have Defiant lvls left:
    Weapon and Armor Proficiency: Defiants gain no proficiency with any weapon or armor.

  13. - Top - End - #13
    Ettin in the Playground
     
    The Viscount's Avatar

    Join Date
    Dec 2012

    Default Re: Iron Chef Optimization Challenge in the Playground CXXIII

    Ah, I'm sorry. I misunderstood the question. If you trade all your cleric levels for defiant, then you must rely on other sources/classes to give weapon and armor proficiencies. I guess now we know why the sample one has a level of fighter.
    Kolyarut Avatar by Potatocubed.
    Quote Originally Posted by willpell View Post
    Only playing Tier 1s is like only eating in five-star restaurants [...] sometimes I just want a cheeseburger and some frogurt. Why limit yourself?
    Awards

  14. - Top - End - #14
    Ogre in the Playground
     
    DrowGuy

    Join Date
    Mar 2020
    Location
    Moscow
    Gender
    Male

    Default Re: Iron Chef Optimization Challenge in the Playground CXXIII

    I'll maybe judge.
    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.

  15. - Top - End - #15
    Troll in the Playground
     
    MonkGuy

    Join Date
    Mar 2016

    Default Re: Iron Chef Optimization Challenge in the Playground CXXIII

    Quote Originally Posted by The Viscount View Post
    Ah, I'm sorry. I misunderstood the question. If you trade all your cleric levels for defiant, then you must rely on other sources/classes to give weapon and armor proficiencies. I guess now we know why the sample one has a level of fighter.
    That is sad to hear.

    But I still feel kinda inspired by the SI..
    ..I hope that I'll find some time to cook. ( short on time these days.. :/ )

  16. - Top - End - #16
    Dwarf in the Playground
     
    PirateCaptain

    Join Date
    Nov 2014
    Location
    Tenerife
    Gender
    Male

    Default Re: Iron Chef Optimization Challenge in the Playground CXXIII

    What would be the interaction with cloistered cleric and skill ranks?

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

    Join Date
    Feb 2014
    Location
    Arcadia
    Gender
    Intersex

    Default Re: Iron Chef Optimization Challenge in the Playground CXXIII

    Quote Originally Posted by holbita View Post
    What would be the interaction with cloistered cleric and skill ranks?
    His skill ranks remain the same (even though his class skill list changes), and future skill points gained are spent using only the character's current class skill lists.
    Seems pretty clear: you get the knowledge domains and you get the higher skill ranks / level.
    Creator of the LA-assignment thread.

    A new Junkyard Wars round is up! Come join Weapon Bond + Weapon Specialization - Fighter!

    Interested in judging a build competition on the 3.5 forums but not sure where to begin? Check out the judging handbook!

    Extended signature!

  18. - Top - End - #18
    Ettin in the Playground
     
    The Viscount's Avatar

    Join Date
    Dec 2012

    Default Re: Iron Chef Optimization Challenge in the Playground CXXIII

    A cloistered cleric retains the same skill ranks.
    Kolyarut Avatar by Potatocubed.
    Quote Originally Posted by willpell View Post
    Only playing Tier 1s is like only eating in five-star restaurants [...] sometimes I just want a cheeseburger and some frogurt. Why limit yourself?
    Awards

  19. - Top - End - #19
    Troll in the Playground
     
    MonkGuy

    Join Date
    Mar 2016

    Default Re: Iron Chef Optimization Challenge in the Playground CXXIII

    How are you all doing? We are almost at the deadline.
    I kinda have finished one build (need to reread it and look for errors) and my 2nd build is in write-up. I hope that I get both finished in time, but my time management is as always *@!~§...^^

  20. - Top - End - #20
    Ettin in the Playground
     
    The Viscount's Avatar

    Join Date
    Dec 2012

    Default Re: Iron Chef Optimization Challenge in the Playground CXXIII

    It's time for the dishes! (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?
    Awards

  21. - Top - End - #21
    Ettin in the Playground
     
    The Viscount's Avatar

    Join Date
    Dec 2012

    Default Re: Iron Chef Optimization Challenge in the Playground CXXIII

    Breaking off from the Wish for a solo project.

    Quote Originally Posted by The Word
    Spoiler: In the beginning, there was the Word
    Show
    And The Word Became Flesh



    "From the lowest of insects to the proudest of gods, each being owes its life to a single source."

    LE Vivacious Body Hellbred ex-cloistered cleric Defiant 10 / Paladin of Tyranny 3 / Righteous Zealot 2

    Spoiler: Backstory
    Show
    The Word was mortal once. Whether human, inhuman, male, female, it cannot say. Friends, family, allies, enemies: none of these does it remember. It knows only that it was, by the pretender gods' standards, wicked, and was condemned to hell for this wickedness. It often hopes that its original sin was the worship of one of Hell's deities: a fitting pre-existence, total in its opposition to the Word's current aims.

    But then, as it descended through the Astral, its sinful spirit chanced upon the creator of the universe.

    The damned soul found a refuge, a place of healing and transformation, and a place of learning. It learned how its savior was called by many names: Gaia, Pleroma, Monad, Sophia, Ragnorra, no name sufficing as a description of this Great Unknown. It learned how, eons ago, the Great Unknown arose from clashing positive and negative energies, how it shaped the world as a place dominated by the former, possessed of both living flesh and immortal spirit. It learned how the Great Unknown sacrificed of itself to birth its first creations: beings now called gods, meant as stewards of creation.

    But while the Great Unknown was weakened, the stewards struck. Their creator was bound and, being truly immortal and thus impossible to kill, was cast between the planes to drift there forevermore. Over time, the pretender gods deluded themselves with the belief that it had been them who created the world, and that their true creator was but a mindless beast, effortlessly dispatched at the world's beginning.

    But the Word knew now. And, though it was pained to abandon the Divine-Beyond-Words, it understood its new purpose. It returned to the world, a shining, insubstantial thing, a hole in space for life's radiance to emanate through. Where its feet touched the ground, it left bloody marks, drawn from the Unknown's holy body. Where its hands reached out, the Great Unknown reached through them. Where it lingered, germs and fungi bloomed, bloated, and burst, their little souls finding their way through the Word to rejoin their true creator. Its new nature, a passage between worlds, inspired it, allowed it to reach even further beyond, to those dark and shapeless places, to cast-away beings that so desperately sought to experience their creator's works.

    Where it could, it showed the powerlessness of priests, healed the sick, and invited all to join its cause and spread its message further. And those who rejected it? Those, it retained compassion for. Had the Word itself not been blind once? Had it not failed to see? Thus, to those few doubters, it extended the greatest blessing of all.

    It would send them to meet their maker.


    Spoiler: Discussion
    Show
    For this contest, I decided to focus on a template I'd been meaning to use for years.

    Vivacious is one of those beautiful build elements where relatively little level investment gets you basically a complete character: not only does the template make you incorporeal and flying, it gives you fast healing, gives your party unlimited out-of-combat healing, and lets you passively (!) force undamaged living creatures to make DC 20 fortitude saves or instadie, with very few plausible means of survival.

    Why is this a good fit for Defiant? Well, most of Defiant is about surviving divine casters, and turns out we desperately need to do that. We're incorporeal, so martials aren't a huge problem, and we target the weak saving throw of every arcane caster (yes yes except the two 'blades) out there. That leaves divine casters as high-fortitude high-magic roadblocks... so why not take the prestige class devoted to surviving them?

    From there, I needed a charisma-boosting race to really exploit the Vivacious/Defiant charisma synergy, and found Spirit Hellbred as an unconventional option that gives us access to some neat Devil-Touched feats. At some point during building, I realized the feats were outweighing the charisma boost (plus, Telepathy was awkwardly redundant with Tongues), so I switched to Body Hellbred for a total of three free feats.

    Other feats and classes are mostly dedicated to improving bulk and improving our positive energy (surprisingly tricky: we can't even use Ability Focus so we have to focus on lowering saves), with a bit of a noncombat face focus on the side.


    Spoiler: Build Table
    Show
    Ability scores:
    Array: 8/10/12/12/14/18
    Hellbred modifiers: 8/10/14/10/14/18
    Vivacious modifiers: -/10/16/10/14/20
    Ability boosts: -/10/16/10/15/22 (cha wis cha)

    Languages: So apparently hellbred speak Infernal, plus whatever they spoke before their transformation. Common seems like an obvious assumption, and 12 intelligence would've qualified us for at least one bonus language, plus whatever racial ones we previously knew, plus whatever we sank skill points into. Obviously, the more languages the better, but the rules around this are shaky enough that I don't feel comfortable declaring our every pre-transformation skill point was spent on Speak Language.

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    6th Cloistered Cleric 1 Defiant 1 +0 +2 +0 +2 Concentration 4, Diplomacy 4, Intimidate 4, Knowledge (Religion) 4, Knowledge (The Planes) 4, Spellcraft 4 Ghostly Grasp, Devil's FavorB Spellcasting, Rebuke Undead, Pact Domain, Trickery Domain Spell Resistance, Self-Healing
    7th CC 2 Defiant 2 +1 +3 +0 +3 Bluff 1, Concentration +1 (5), Diplomacy +1 (5), Intimidate +1 (5), Knowledge (Religion) +1 (5), Spellcraft +1 (5) - Divine Resistance
    8th CC 3 Defiant 3 +2 +3 +1 +3 Bluff +1 (2), Concentration +1 (6), Diplomacy +1 (6), Intimidate +1 (6), Knowledge (Religion) +1 (6), Spellcraft +1 (6) Stench of the Grave Divine Damage Immunity, Imbue with Ability Bonus
    9th CC 4 Defiant 4 +3 +4 +1 +4 Bluff +1 (3), Concentration +1 (7), Diplomacy +1 (7), Intimidate +1 (7), Knowledge (Religion) +1 (7), Spellcraft +1 (7) Devil's TongueB Divine Cancellation
    10th CC 5 Defiant 5 +3 +4 +1 +4 Bluff +1 (4), Concentration +1 (8), Diplomacy +1 (8), Intimidate +1 (8), Knowledge (Religion) +1 (8), Spellcraft +1 (8) - Aligned Strike, Tongues 1/day
    11th CC 6 Defiant 6 +4 +5 +2 +5 Concentration +1 (9), Diplomacy +1 (9), Intimidate +1 (9), Perform(Oratory) {CC} +1 (1) Spellcraft +1 (9) Bind Vestige Divine Prevention
    12th CC 7 Defiant 7 +5 +5 +2 +5 Concentration +1 (10), Diplomacy +1 (10), Intimidate +1 (10), Perform(Oratory) {CC} +1 (2) Spellcraft +1 (10) - Nondetection, 2/day Dismissal
    13th CC 8 Defiant 8 +6 +6 +2 +6 Concentration +1 (11), Diplomacy +1 (11), Intimidate +1 (11), Perform(Oratory) {CC} +1 (3) Spellcraft +1 (11) - Divine Retribution
    14th CC 9 Defiant 9 +6 +6 +3 +6 Concentration +1 (12), Diplomacy +1 (12), Intimidate +1 (12), Sense Motive +2 (2), Spellcraft +1 (12) Improved Bind Vestige Divine Interference, 3/day Plane Shift
    15th Defiant 10 +7 +7 +3 +7 Intimidate +1 (13), Spellcraft +1 (13) - Divine Disavowal
    16th Paladin of Tyranny 1 +8 +9 +3 +7 Sense Motive +2 (4) - Aura of Evil, Detect Good, Smite Good
    17th Paladin of Tyranny 2 +9 +10 +3 +7 Diplomacy +2 (14) Dilate Aura Divine Grace, Deadly Touch
    18th Paladin of Tyranny 3 +10 +10 +4 +8 Diplomacy +2 (16) - Divine Health, Aura of Despair
    19th Righteous Zealot 1 +10 +10 +4 +10 Diplomacy +1 (17), Intimidate +3 (16) Devil's AuraB Enthralling Discourse, Righteous Indignation 1/day
    20th Righteous Zealot 2 +11 +10 +4 +11 Intimidate +2 (18), Never Outnumbered Practiced Binder Compelling Argument, +1 save against Enchantment

    Timing on this whole thing is a little wonky. In mechanical terms, there is no issue, but the implication of the fluff (non-hellbred cleric dies, returns as vivacious hellbred defiant) does not actually work out. I ask judges to remember the highly subjective nature of the backstory, or if need be ignore it entirely. As stated before, the build works out mechanically.

    Also, if you insist on specifying a deity for the prior cleric levels, the Dark Six work.


    Spoiler: Spotlights
    Show
    ECL 6
    Most heavy lifting at this level is going to be done by the template. You're incorporeal while retaining the ability to interact with physical objects, so you can go ahead and break a lock from the inside, rifle through books after phasing into a room, or walk around wearing the bloated carcasses of your slain opponents (why? you're an insane servant of twisted positive energy made flesh: you need no why!). In a notable moment of poor writing, we are told that Positive Energy Aura can be turned off, but this results in... damage to our nonexistent strength stat.

    In combat, just emerging from the floor in a tactical spot should already expose most of any encounter to your aura. Afterwards, snipe priority targets with the positive energy ray to force a second save, and maybe try to demoralize some stuff on your off turns (remember, being shaken lowers saving throws!).

    I'm going to mostly gloss over the cleric levels as they aren't part of the final build: just take good spells while you have them.

    ECL 10
    Charisma to saves against divine spells and immunity to divine damage are very nice when one of those high-fortitude clerics tries to hit you with Flame Strike. Your relatively low reliance on standard actions comes in nice for using Divine Cancellation: explode some mooks as a free action, make their cleric master useless with your standard! It also makes it easier to apply Aligned Strike: if the encounter surprisingly turns out to include an avoral or archon, you can help the melee guy become relevant again without giving up your positive energy for the turn.

    Devil's Tongue is another good use of your standard action: Daze+flatfooted is a powerful effect, and your high charisma helps get it off reliably. Note how well it complements positive energy aura, both in forcing an additional round of saves and in targeting the low-Will martials that neither Defiant nor Vivacious handles amazingly. Tongues can be used to get it working on creatures that don't speak your language.

    Occasional +4 enchantment bonuses to stats aren't exactly impressive, but equipment is a bit of a question mark for incorporeal creatures and charisma SADness is real with this build, so I like to think we make use of the ability slightly better than most characters.

    Also, note that while you're still a cleric, you can cast Guidance of the Avatar and/or Divine Insight in combination with Naberius' skills to solve a bunch of skillful problems with zero investment required.

    ECL 15:
    3/day Plane Shift gives us plenty to do while waiting for positive energy ray to recharge, and bind vestige + improved bind vestige grants access to Focalor, who makes you emo and lets you impose another saving throw penalty with Aura of Sadness. Dismissal has a neat use case where you're a native of the positive energy plane, where few campaigns go, giving you an emergency escape button to a place where few can follow.

    We don't do anything extraordinary with Divine Prevention (which doesn't mean it's useless, of course), but Nondetection serves to block Detect spells while sneaking through walls. Divine Retribution is great for all the reasons that Divine Cancellation was, and Divine Interference and Divine Disavowal both protect you from magical offensives.

    ECL 20:
    Lots going on in the last few levels: you get your sizeable charisma to saves, you get another no-save saving throw penalty aura. Painful Touch has a weird niche use where it lets you pre-damage your allies by 1 point before combat so they don't blow up after wandering into your aura (sure, wielding a knife with ghostly grasp works also, but this is more stylish). Dilate Aura lets you double the range of any of your auras (typically the positive energy one, but who knows) to make positioning less precise, and Practiced Binder gives you access to a wide range of abilities, most notably Naberius's silver tongue, which goes great with our second class. Detect Good is mostly irrelevant, but note how Good servants of the divine light up much more than usual.

    Righteous Zealot gives us another tool for targeting Will saves, letting us duplicate Enthrall and Suggestion. Its abilities are language-dependent, but Tongues neatly solves that little problem. Depending on what your DM considers to be 'obvious threats', healing people might not even count, which gives you a couple free turns to fish for low save results! You can also add another instance of charisma to saves 1/day, which I suppose is mostly useful against tricky Reflex saves.


    Spoiler: Conclusion
    Show
    Our final build's combat routine looks like this.

    -Move: move adjacent to opponent, preferably emerging from the floor.
    -Aura of Despair and Aura of Sadness trigger to impose -4 to saving throws and -2 to attack rolls and skill checks against nearby creatures.
    -Stench of the Grave activates, forcing a DC 18 fortitude saving throw to avoid being Sickened, which imposes another -2 to attacks, saves, and skill checks.

    At this point you can use your standard action to fire a positive energy ray (every 1d4 rounds), use Plane Shift (3/day), activate Devil's Aura (3/day), Devil's Tongue (3/day), buff yourself (3/day), attempt to bounce a divine spell, or activate Enthrall (2/day). Even though you don't have a truly at-will attack option (other than demoralization), in general you should make it through an adventuring day without exhausting all that. If you really want to debuff then a Never Outnumbered demoralization is a solid option: shaken reduces saving throws. Or ready an action to move back into the wall after your aura activates, if that barbarian's Ghost Touch axe looks a little scary!

    Finally, your aura pings everything within 10 (or 20) feet, forcing everything with full health (like, y'know, any monster at the start of an encounter) to make a DC 20 fortitude saving throw (with, if you're keeping track, between a -4 to -8 penalty by this point) or die.

    Defensively, you have saves of +19/+10/+19, which is more than respectable especially when considering your incorporeal resilience to most things that force reflex saves. You get another +6 against divine magic specifically. Boosting your charisma increases the saves to +21/+12/+21 and the divine bonus to +8. You can also add +6/+8 to one roll a day, or three times per day add +2. Your touch AC is 16 or 18, and nearby enemies take at least -2 on attack rolls, so that +10 BAB wizard who dumped strength is taking a real risk when he tries to Shivering Touch you (and even if he does: your aura doesn't care that your body just froze up).

    Against divine spells specifically, you have SR 25. Against negative energy spells or SLAs (like Harm, otherwise a great tool for killing living incorporeals), you have SR 30. Your saves are increased by +6 (or, after the buff, +8) against divine spells. Divine casters must succeed on a DC 25+spell level concentration check to cast near you, which is penalized by focalor's aura and possibly the shaken/sickened conditions.

    Out of combat, you're a solid face. In addition to the aforementioned Enthrall and the rider Suggestions, with your enchantment bonus to charisma and Naberius bound you can make a rushed diplomacy check and get a result of 35 (17 ranks, +8 charisma, roll of 10), which can turn hostile creatures friendly. If you can't spare the turn of setup, burn one of your Devil's Favor uses to get a +2 from there. Your intimidate modifier is +24 (which I'm pretty sure benefits from your saving throw penalties, because a penalty on saves is a penalty on saves against fear), again with a possible +2 from charisma boosting and +2 from Devil's Favor.


    Spoiler: UoSI
    Show
    Looking at the secret ingredient's features one by one:
    -Spell Resistance sees solid use in protecting us from high-fortitude divine casters. I'd also like to note that charisma-focused incorporeal undead are an obvious route to take this class, but unlike them we actually benefit from the mind-affecting resistance.
    -Divine Resistance, Divine Damage Immunity, Divine Cancellation, etc all help against divine casters as well, with the latter also granting us a good use of our standard action on recharge turns.
    -Aligned Strike isn't used for a specific purpose, though we can still make use of it.
    -Nondetection is useful when moving through walls (at which point we're inaudible and invisible, so mostly have to worry about magical detection anyway).
    -Selfheals are mostly useless.
    -The ability boost is good, as we're very charisma-dependent and get a lot of return on a single boost. Our incorporeality makes regular item use hard, so the fact that the bonus is enhancement stings less.
    -Tongues works great with our social role and many language-dependent abilities.
    -Dismissal is both an offensive and defensive tool thanks to our extraplanar subtype. Even if people somehow follow you to your extraplanar hideaway, you can send them right back.
    -Plane Shift is a potent save-or-suck that benefits from our saving throw debuffs.

    In addition to the specific uses of specific abilities, we successfully work around the immense passivity of Defiant, its tendency to eat up standard actions, and its struggle to heal out of combat. Many Defiant builds will have to awkwardly work around the loss of proficiencies that many builds incur, but we are incorporeal and thus don't really care.

    Also, on a fluff level we emphasize the preachiness of the Athar by taking class levels and skill ranks that make us better at interacting with others, and pick a race that knows like no other how unfair the whims of the gods can be.


    Spoiler: Sources
    Show
    Vivacious - PH
    Spirit Hellbred - FCII

    Cloistered Cleric, Paladin of Tyranny - UA
    Righteous Zealot - DCS

    Pact Domain - SC

    Ghostly Grasp - LM
    Devil's Favor, Devil's Tongue, Devil's Aura, Dilate Aura - FCII
    Bind Vestige, Improved Bind Vestige, Practiced Binder - ToM
    Stench of the Grave - UA

    Never Outnumbered - CS
    Kolyarut Avatar by Potatocubed.
    Quote Originally Posted by willpell View Post
    Only playing Tier 1s is like only eating in five-star restaurants [...] sometimes I just want a cheeseburger and some frogurt. Why limit yourself?
    Awards

  22. - Top - End - #22
    Ettin in the Playground
     
    The Viscount's Avatar

    Join Date
    Dec 2012

    Default Re: Iron Chef Optimization Challenge in the Playground CXXIII

    Not to be confused with Raziel.

    Quote Originally Posted by Ka'zi'mir
    Ka'zi'mir, the Soul Reaper


    Backstory:
    While being born as a DWK comes with privileges, it also comes with envy and loneliness. Life ain't easy if you are born under the heavy burden to achieve great things as a dragonwrought kobold. As such Ka'zi'mir leaves his tribe in his younger years to seek out others of "his kind" (dragons). On his journey he gets connected to the Church of Tiamat which seems to be more suited as home for a power seeking dragon. But somehow Ka'zi'mir feels stuck in the church's hierarchy. Since everything runs on ranks and tiles (and sometimes even size...), he get belittled all the time and his requests to go on outside missions to climb up the ranks get either denied, postponed or just straight ignored. It took him most of his life (venerable age) until the higher ups finally agreed (that he is now expendable) and did allow him to do outside mission for the church from now on. Finally the time has come for Ka'zi'mir to shine and get acknowledged. Or not??



    Race: Venerable Dragonwrought (Arctic) - Kobold (web enhancement)
    DWK Heritage Black Dragon, thus gaining a +2 bonus on hide checks

    Type: Dragon

    Alignment: n-e > c-e
    (@lvl-10: when evil ain't evil enough^^)
    Starting Religion: Tiamat

    STR: 14 (16 base -2 race)
    DEX: 16 (14 base +2 race)
    CON: 10 (12 base -2 race)
    INT: 12 (9 base +3 DWK)
    WIS: 15 (14 base -2 race +3 DWK)
    CHA: 16 (13 base +3 DWK) * all points from lvling go in here

    Knowledge (planes): 4
    Knowledge (religion): 8
    Knowledge (arcana): 2

    Skills: I started with the skill taxes of the build (all 3 Knowledge skills) and even did put some more point into them for the 9 cleric levels, since I didn't wanted to waste points into crossclass skills. After that I did switch to Hide and Listen, since those skills are more of use for this build's later levels imho. As a mostly melee character, having the option to hide, and listen as some form of perception is nice to have.

    Spoiler: tables
    Show
    LVL Class BAB For Ref Wil Skills Feats Special
    1st Cleric

    Dragonscale Husk (ACF)
    [Dragon Magic]
    +0 +2 +0 +2 Knowledge (planes): 4
    Knowledge (religion): 4
    Knowledge (arcana): 4
    Dragonwrought
    [Races of the Dragon]
    Proficiencies:
    (Simple Weapons)
    (Shields: except Tower Shield)

    Rebuke Undead

    Domains:
    Greed [Spell Compendium]
    Tyranny [Spell Compendium]

    Dragonscale Husk: +5 armor bonus
    [Dragon Magic]


    Draconic Rite of Passage: [Races of the Dragon]
    Parching Touch 1/day [Sandstorm]
    2nd Cleric +1 +3 +0 +3 Knowledge (planes): 5
    Knowledge (religion): 5
    Knowledge (arcana): 5
    3rd Cleric +2 +3 +1 +3 Knowledge (planes): 6
    Knowledge (religion): 6
    Knowledge (arcana): 6
    Improved Dragon Wings
    [Races of the Dragon]
    Dragonscale Husk: +6 armor bonus
    4th Cleric +3 +4 +1 +4 Knowledge (planes): 7
    Knowledge (religion): 7
    Knowledge (arcana): 7
    5th Cleric +3 +4 +1 +4 Knowledge (planes): 8
    Knowledge (religion): 8
    Knowledge (arcana): 8
    Dragonscale Husk: Resistance 5
    6th Cleric +4 +5 +2 +5 Knowledge (planes): 9
    Knowledge (religion): 9
    Knowledge (arcana): 9
    Weapon Focus (Claws) Dragonscale Husk: +7 armor bonus
    7th Cleric +5 +5 +2 +5 Knowledge (planes): 10
    Knowledge (religion): 10
    Knowledge (arcana): 10
    8th Cleric +6 +6 +2 +6 Knowledge (planes): 11
    Knowledge (religion): 11
    Knowledge (arcana): 11
    9th Cleric +6 +6 +3 +6 Knowledge (planes): 12
    Knowledge (religion): 12
    Knowledge (arcana): 12
    Alertness Dragonscale Husk: +8 armor bonus
    10th Defiant (1-10)
    [Planar Handbook]
    +7 +7 +3 +7 Listen: 3 Proficiencies:
    (Simple Weapons)
    (Light Armor)

    Spellresistance
    Divine Resitance
    Divine Damage Immunity
    Divine Cancelation
    Aligned Strike
    Divine Prevention
    Nondetection
    Divine Retribution
    Divine Interference
    Divine Disavowal

    - Heal for 10 x Cha mod per day

    - imbue himself with enhanced strength, health, insight, or force of personality 3/day

    - Tongues 1/day

    - Dismissal 2/day

    - Planeshift 3/day
    11th Soul Eater
    [Book of Vile Darkness]
    +8 +9 +5 +9 Hide: 3 Energy Drain 1
    12th Soul Eater +9 +10 +6 +10 Hide: 6 Flyby Attack Soul Strength
    13th Soul Eater +10 +10 +6 +10 Hide: 9 Soul Blast
    14th Soul Eater +11 +11 +7 +11 Hide: 12 Soul Enhancement
    15th Soul Eater +12 +11 +7 +11 Hide: 15 Greater Flyby Attack
    [Savage Species]
    Soul Endurance
    16th Soul Eater +13 +12 +8 +12 Hide: 18 Soul Radiance
    17th Soul Eater +14 +12 +8 +12 Hide: 20
    Listen: 4
    Energy Drain 2
    18th Soul Eater +15 +13 +9 +13 Hide: 21
    Listen: 6
    Blessing of the Godless
    [Exemplars of Evil]
    Soul Agility
    19th Soul Eater +16 +13 +9 +13 Hide: 22
    Listen: 8
    Soul Slave
    20th Soul Eater +17 +14 +10 +14 Hide: 23
    Listen: 10
    Soul Power

    Spells per Day

    Level 0lvl 1st 2nd 3rd 4th 5th 6th+
    1st 3 1+1 - - - - -
    2nd 4 2+1 - - - - -
    3rd 4 2+1 1+1 - - - -
    4th 5 3+1 2+1 - - - -
    5th 5 3+1 2+1 1+1 - - -
    6th 5 3+1 3+1 2+1 - - -
    7th 6 4+1 3+1 2+1 1+1 - -
    8th 6 4+1 3+1 3+1 2+1 - -
    9th 6 4+1 4+1 3+1 2+1 1+1 -
    10th+ --- --- --- --- --- --- ---

    Spoiler: Being lead by Lies
    Show
    We start out as a cleric with a white Dragonscale Husk (limits the Dex bonus to +2, but gives a nice armor bonus to AC and resistance to elements at lvl 5, counts as medium armor for movement = 20ft movement speed). This gives him a very high starting AC of 20 (10 + 2 dex + 1 natural + 2 size + 5 dragonscales). Not even Ka'zi'mir knows his true scale color (black). As worshiper of Tiamat he has picked the Greed and Tyranny domains which represent his personal interests.

    His early access to Improved Dragonwings...
    Quote Originally Posted by Races of the Dragon p4
    Dragons automatically qualify for any classes, prestige classes, racial substitution levels, feats, powers, or spells that require the dragonblood subtype.
    ... gives him some aerial movement, even if it is still limited till he reaches 12HD. While his Dragonscale Husk counts as medium armor, it doesn't have any additional weight. And our ability to fly is only hampered if we have a medium load, thus no unwanted interactions here.

    Shivering Touch is a fitting (arctic kobold with a white dragonscale husk) touch spell that can be combined with Ka'zi'mir's claw attack routine. Note that with dive attacks (flying charge) he deals double damage with his claw, including the 3d6 Dex dmg from Shivering Touch. This should solve most fights.

    The greed domain also gives access to Knock, which is a handy tool to have.

    Compared to the other clerics at the temple, Ka'zi'mir is making really fast progress (since he doesn't have to deal with RHD and +LA like most of the others). This does seem to bother some of the others dragons in the higher positions, but since Ka'zi'mir lack "Sense Motive", he is easily "bluffed" by the others and still doesn't get the acknowledgement he deserves. This further fuels his anger that's been growing the past decades.
    If the situation remains, Ka'zi'mir intends to force changes.




    Spoiler: The Downfall
    Show
    On his last mission he was in a party to assassinate a necromancer for the loot he had accumulated (to fill the hoard of the temple..). He found an interesting looking (occult) book which instantly grasped his attention. He did hide it from the other party members since he wanted to study it alone. The books tries to reveal the true origin of the power of the gods. It explains how all of em feed upon the souls of their followers & victims, in one way or another. No matter if good or evil. They all do it. Because it is the strongest source of power known. At the end of the book there is even a ritual which grants the ability to tap into that incredible power source known as "souls" (ritual for Soul Eater).

    This blows Ka'zi'mir's mind. Now he knows.. the biggest lie in this existence , the untold lie of the gods. He is once again filled with deep anger. He rejects this whole perverted existence and wants to set and end to it, once and for all. From now on he will forsake the way of the gods and his ultimate goal is to steal their entire power source.
    "From now on it's all about ME, ME and ME!"
    Ka'zi'mir bursts out into an evil laughter as slowly his white Dragonscale Husk begins to shred, reveling his true scales:
    BLACK is BACK!

    Suddenly Ka'zi'mir realizes the full extend of his choice to become a Defiant. He lost most of his former powers, but instead gained a bunch of new abilities. This feels a bit awkward at the first moment, but Ka'zi'mir doesn't care anymore. He has set his mind to make the preparations for the ritual.

    Ka'zi'mir now needs to rely on general proficiency rules for Light Armor & Simple Weapon.
    Quote Originally Posted by Simple Weapons
    Anybody but a druid, monk, rogue, or wizard is proficient with all simple weapons.
    Quote Originally Posted by Light Armor
    All characters except wizards, sorcerers, and monks automatically have Armor Proficiency (light) as a bonus feat. They need not select it.
    Since he lost his Dragonscale Husk ability, for the first time in his life he feels the need to protect his body with some armor. But on the other hand he did gain more mobility (full 30ft base speed now) and Dexterity (full bonus of +3) and thus doesn't wanna wear to heavy armor. The new agility feels kinda nice. As such a (Mithral) Chainshirt is the way to go here on the long run (since the build can get up to +5 Dex modifier later with "Soul Agility").


    While losing the ability to cast spells is a big thing, we get a big list of abilities that work against divine stuff. Aligned Strike helps our claws to bypass any alignment based DR. The ability to heal himself for up to 10 x Cha (+4 at lvl 10)= 40hp should keep us easily at full HP most of the time. We also still have Parching Touch 1/day (HD = charges) for some additional dmg.
    We can also try to banish our foes into another plane of existence (Plane Shift 3/day). Since CHA is our main stat, we get a decent DC of 21 (10 base + 7th lvl Sor/Wiz spell + 4 CHA mod at lvl 10).
    And we can still make use of Parching Touch, which gives us 10 charges by now.
    So unless we face an extreme powerful arcane being, we should somehow survive the lvl until we can finally enter Soul Eater.




    Spoiler: The Awakening
    Show
    Finally Ka'zi'mir can tap into the power of souls. His mere touch can drain the power of others (energy drain 1) which once again give him formidable claw attacks.
    His physical strength gets boosted by the power of the consumed souls (+4 STR & +4 CON) and he becomes extra resilient to magical attacks of all kinds (high base save + Soul Enhancement).
    Once per day he can channel his soul-power into a ranged blast.
    Greater Flyby Attack allows us to fly in a straight line and attack a number of enemies up to our DEX modifier (without provoking AoO!). One roll that gets compared to all AC. Each enemy gets full dmg. Perfect to apply negative levels to multiple enemies at once.
    And for single targets we can abuse dive attacks to get double dmg. Since negative levels can be affected by crit multipliers, I assume the same is true for dive/charge attack multipliers. Thus 2 negative lvls on a dive when you approach a single target. Note that at lvl 12 Improved Dragon Wings provides it full "Benefit".
    Slowly Ka'zi'mir starts to get a feeling for the incredible powers souls can offer.







    Spoiler: Final Form
    Show
    Energy Drain increases to 2 lvls per hit drained, which is just really nice. Now we drain 2 lvls with Greater Flyby Attack and 4 lvls on a diving charge. Soul Agility increases our DEX by +4 and thus allows for 2 more targets with Greater Flyby Attack.

    Soul Radiance allows us to Shapechange into victims that we have fully drained (dead) for 24h. A really strong abusable ability. Combined with Nondetection we can take out most groups or organization with ease. Just switch into you victims and abuse the form to fluke his allies into death. Or later when we have our wight legion (Soul Slave) you can hide between your enemies and provide your wight legion with useful information (you should have some caster wights capable to use some form of telepathy at some point). Really endless options for abuse.

    Later Soul Slave also turns each fully drained victim into a Wight under our command:
    Spoiler: Wight template
    Show
    The sole source for a Wight template I could find was in Dragon #300. Since the ability that turns the victims into Wights is from a legal source (BoVD), I request an exception here. Since "Dragon" is normally not a requirement to be able to judge, I'll give a quick overview of the most important changes here:
    - the template can be applied to any corporeal creature except constructs, oozes, and undead
    - (racial) HD change into D12
    - type change to undead, thus undead immunities
    - Special Attack Saves have a DC of 10 +1/2 the wight's HD + the wight's Charisma modifier
    - Energy Drain (while this has a Save compared to the Energy Drain from Soul Eater, its still nice and can stack with each other. Adds 1 negative lvl)
    - humanoids the Wight leaches to dead also becomes a Wight in 1d4 rounds
    - "+2 Strength, +2 Dexterity, +2 Wisdom, and +4 Charisma; Constitution: - "
    - ECL = +4 LA
    - Advancement: Same as base creature

    Wights can quickly snowball into a Wight-Acopolypse since fully draining a humanoid victim produces another one of em within 1d4 rounds (Note that the Soul Eater's ability to create Wights ain't limited to sole humanoids. This restriction is sole for the Wight's ability). While they have (some) free will (due to INT score), at the same time they have to obey their masters first, which can lead to awkward situations. But in the end, the Soul Eater is at the top of the command chain hierarchy, thus controlling all of em. Build up your own army. Ideally you start with mundane enemies, then divine caster, finally look for arcane casters. Turn everything possible into wights. Even on other planes (Plane Shift). Steal the entire power source of all the gods,except those with undead clerics. At least for the first time being until most of the gods are starving to nonexistence due to the lack of access to souls. And since Ka'zi'mir is a living Defiant (not an undead and almost immune to most dive stuff) maybe he will have a chance to challenge the remaining gods after they are weakened enough (maybe add a dozen epic lvls of Defiant before we try that^^). I also wanted to note that if he have enough wights under full control, we could force em to pray to us to mock the gods and maybe even become a deity ourselves^^?


    With Blessing of the Godless we now gain access to 3 rituals (each ritual takes 6 minutes). We should have some evil cleric wights by now, those where the deity has no problems that the cleric is an undead now. As such we should have easy access to enough Unholy Water, which is needed for each ritual. With each ritual we can buff up to 5 allies (wights).
    The first one is a pool of reserve HP that the ritual group has shared access to. Immediate action heals. Infinite duration until depleeted.
    The second ritual gives a +4 morale bonus against Intimidate and Fear effects for 24h.
    The last ritual comes with really fitting fluff for the SI:
    In a sharp voice, you speak the reversed names of thirteen good deities, denying their existence and imbuing your allies with wards of unbelief.
    It provides everybody with a +4 moral bonus against divine spells, which extends our defense against divine stuff even more. And since the wights are undead, there also profit from this. Further the participants get DR 5/- against Smite attack. Finally, if any participant should be affected by a divine spell, all participants in 60 feet reach get a +2 morale bonus to attack and dmg for 1 round. To abuse this, we will search for wight clerics with access to Persistent Spell. They just need to persist a single spell to provide the bonus all day long (best cast before the ritual).
    We are now abusing evil undead clerics to steal spell power from their gods, while slowly denying all other gods their followers. Guess who will be the scapegoat(s) here? ^^ This should cause some mistrust and havoc among the gods.

    His final ability Soul Power enables him to use all his SLA & SU twice as much each day. This affects all the stuff from Defiant and Soul Eater, and even the Parching Touch ability from being a Kobold. It also provides those abilities with a +2 profane bonus to their DCs which is very nice. While not the strongest capstone ability, imho still a very fitting one for the SI (who has a bunch of SLAs).





    Final Notes on the use of the SI in this build:
    While Soul Eater doesn't do that much for Defiant, imho the other way it looks much better. Defiant is imho a perfect match for Soul Eater. I mean, you biggest problem as a Soul Eater will be crusades of good clerics and paladins that try to hunt down the root of the wight problem (Ka'zi'mir). And chances are that some might not even be able to find us due to nondetection. As such all the divine protection Defiant offers is just hitting the nail here. With Defiant you can easily overpower clerics and get sooner or later even get yourself evil undead clerics. And with those you can try to beat higher level arcane character to add em to your legion of wights. Imho defier allows to Soul Eater to become an unstoppable force.


    END
    I hope you all enjoyed this lil silly kobold. My best wishes to all participants in the challenge and a thx to the judges for their work and time.
    Kolyarut Avatar by Potatocubed.
    Quote Originally Posted by willpell View Post
    Only playing Tier 1s is like only eating in five-star restaurants [...] sometimes I just want a cheeseburger and some frogurt. Why limit yourself?
    Awards

  23. - Top - End - #23
    Ettin in the Playground
     
    The Viscount's Avatar

    Join Date
    Dec 2012

    Default Re: Iron Chef Optimization Challenge in the Playground CXXIII

    The latest Shovel Knight spinoff.

    Quote Originally Posted by Skull Knight
    Skull Knight


    Race: Human

    Alignment (deity): L-E (The Blood Of Vol) >> C-E

    STR: 14
    DEX: 10
    CON: 12
    INT: 8
    WIS: 16 (+1 @ lvl 12, 16, 20 = 19 max) (recommended: +6 item +5 wish = 30 max)
    CHA: 16 (+1 @ lvl 4 & 8 = 18 max)




    Leveling Order:
    The first 9 lvls go into Cloistered Cleric. Then we enter Bone Knight before becoming a Defiant.
    By entering Bone Knight at lvl 10 before becoming an ex-cleric, we can save the otherwise needed 2nd lvl of Ur-Priest (for the Turn/Rebuke Undead requirement). And since the first lvl of Bone Knight doesn't progress spells, we don't lose any spell progression for Ur-priest.
    With this approach we get Death Strike from Bone Knight, the last real ability of the prc (the lvl 10 ability is just a minor upgrade from 50% fortification to 100%) and we get 9th lvl spells from Ur-Priest (requires a WIS of 28 to get a 9th lvl bonus spell; Thus a +6 item, +5 wish is recommended as shown in the statblock to get WIS 30 at lvl 20).

    Skills:
    This build has lots of skill requirements:
    BK: Craft (armorsmithing) 6 ranks , Knowledge (religion) 4 ranks , Ride 6 ranks
    UP: Bluff 6 ranks , Knowledge (arcana) 5 ranks , Knowledge (religion) 8 ranks , Knowledge (the planes) 5 ranks , Spellcraft 8 ranks
    De: Knowledge (the planes) 4 ranks , Knowledge (religion) 8 ranks
    Due to some being cross class skills(1/2 max ranks), this causes a somewhat awkward investment flow.
    Concentration and Ride do become the main skills of this build.

    Background Story:
    The was a time where we had a real name. A time without this cursed armor. A time where our skin was gently touched by the sun's light. A time where we had dreams...
    We envisioned ourself as a powerful warlord and wanted everything, maybe even our own kingdom. As such we embraced they way of the Blood Of Vol and sole cared for getting more powerful.
    As such our main character (MC) studies carefully the path that the scriptures of the Blood Of Vol teach. We take a bit longer compared to others (Int:8 & Cloistered Cleric) which cuts down on our time left for physical exercises (Cloistered Cleric).


    Spoiler: tables
    Show

    LVL Class BAB For Ref Wil Skills

    *=double points due to cross class skill
    Feats Class Features
    1st Cloistered Cleric > Defiant


    (Cloist. Cleric is from Unearthed Arcana)
    +0/+0 +2 +0 +2 Craft (armorsmithing): 4
    Craft (weaponsmithing): 4
    Knowledge (arcane): 4
    Knowledge (Religion): 4
    Knowledge (the planes): 4
    Ride: 2*
    Mounted Combat

    Mounted Casting
    (Human Bonus Feat)
    (Miniatures Handbook)
    Rebuke Undead

    Lore

    Domains:
    Knowledge (bonus)
    Death

    Necromancer

    Spell Resistance

    Heal Defiant lvl x Cha/day
    2nd Cloistered Cleric > Defiant +1/+1 +3 +0 +3 Craft (armorsmithing): 5
    Craft (weaponsmithing): 5
    Knowledge (arcane): 5
    Knowledge (Religion): 5
    Knowledge (the planes): 5
    Spellcraft: 1
    Divine Resistance
    3rd Cloistered Cleric > Defiant +1/+2 +3 +1 +3 Craft (armorsmithing): 6
    Craft (weaponsmithing): 6
    Knowledge (Religion): 6
    Ride: 3*
    Spellcraft: 2
    Extend Spell Divine Damage Immunity

    Imbue himself with +4 to either Str, Con, Wis, or Cha 3/day
    4th Cloistered Cleric > Defiant +2/+3 +4 +1 +4 Bluff: 2*
    Knowledge (Religion): 7
    Spellcraft: 3
    Divine Cancellation
    5th Cloistered Cleric > Defiant +2/+3 +4 +1 +4 Bluff: 3*
    Knowledge (Religion): 8
    Ride: 4*
    Spellcraft: 4
    Aligned Strike

    Tongues 1/day
    6th Cloistered Cleric > Defiant +3/+4 +5 +2 +5 Bluff: 4*
    Spellcraft: 8
    Iron Will Divine Prevention
    7th Cloistered Cleric > Defiant +3/+5 +5 +2 +5 Bluff: 5*
    Ride: 5*
    Concentration: 2
    Nondetection

    Dismissal 2/day
    8th Cloistered Cleric > Defiant +4/+6 +6 +2 +6 Concentration: 8 Divine Retribution
    9th Cloistered Cleric > Defiant +4/+6 +6 +3 +6 Bluff: 6*
    Concentration: 10
    Ride: 6*
    Spell Focus (evil) Divine Interference

    Plane Shift 3/day
    10th Bone Knight

    (Five Nations)
    +4/+6 +8 +3 +6 Ride: 8 Bonecraft Armor

    (Paladin Conversion - none)

    Rebuke Undead
    11th Defiant +7 +9 +3 +7 Concentration: 12 Divine Disavowal
    12th Ur-Priest
    (Complete Divine)
    +8 +9 +3 +9 Concentration: 14 Persistent Spell
    13th Bone Knight +8 +10 +3 +9 Concentration: 16 Bone March

    Summon Skeletal Steed
    14th Bone Knight +9 +10 +4 +10 Concentration: 17
    Ride: 8.5
    Master of the White Banner
    15th Bone Knight +10 +11 +4 +10 Concentration: 18
    Ride: 9
    Divine Metamagic
    (Complete Divine)
    Improved Bonecraft Armor
    16th Bone Knight +11 +11 +4 +10 Concentration: 19
    Ride: 9.5
    Fill the Ranks 1/day
    17th Bone Knight +11 +12 +5 +11 Concentration: 20
    Ride: 10
    Bonecraft Weapon
    18th Bone Knight +12 +12 +5 +11 Concentration: 21
    Ride: 10.5
    Ride-by Attack Improved Bonecraft Armor
    19th Bone Knight +13 +13 +5 +11 Concentration: 22
    Ride: 11
    Exoskeleton of Undeath
    20th Bone Knight +14 +13 +6 +12 Concentration: 23
    Craft (armorsmithing): 7
    Death Strike 1/day


    Spells per Day (red = cloistered cleric / black = ur-priest)
    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st 3
    1+1
    - - - - - - - -
    2nd 4
    2+1
    - - - - - - - -
    3rd 4
    2+1
    1+1
    -
    - - - - - -
    4th 5
    3+1
    2+1
    - - - - - - -
    5th 5
    3+1
    2+1
    1+1
    -
    - - - - -
    6th 5
    3+1
    3+1
    2+1
    -
    - - - - -
    7th 6
    4+1
    3+1
    2+1
    1+1
    - - - - -
    8th 6
    4+1
    3+1
    3+1
    2+1
    -
    - - - -
    9th 6
    4+1
    4+1
    3+1
    2+1
    1+1
    - - - -
    10th 6
    4+1
    4+1
    3+1
    2+1
    1+1
    - - - -
    11th - - - - - - - - - -
    12th 4 2 - - - - - - - -
    13th 5 3 0 - - - - - - -
    14th 5 3 1 0 - - - - - -
    15th 6 3 2 1 0 - - - - -
    16th 6 3 3 2 1 0 - - - -
    17th 6 3 3 3 2 1 0 - - -
    18th 6 4 3 3 3 2 1 0 - -
    19th 6 4 4 3 3 3 2 1 0 -
    20th 6 5 4 4 4 4 3 2 1 0

    Spoiler: snapshots
    Show
    1-5
    As cloistered cleric we traded some combat effectiveness for more skills. "Lore" is handy to have and reflects our researches for power. Due to our lack of physical exercises, we prefer to sit on horseback whenever possible (on travel/missions). We are feeling at home when on horseback. Sitting on a cold blooded horse even helps us to calm down when casting spells. The strong cleric spellcasting should easily carry us trough the starting lvls. Extend spell can be still very strong in the early lvls and is needed for Persistent Spell later.6-10
    Our MC needs an Iron Will to endure the big egos of some of the higher rank clerics.
    Finally we reach a point where the MC finally realizes that he still lacks physical conditioning. So far he sole focused light armor and avoided any heavy options. But he gets appointed to more difficult missions now and feels the need for change. But somehow we can't get used to regular heavy armor. This leads his to research the libary for alterantive options. There he finds instructions to create a bone armor. Once he has finished his new armor and donned it, he feels almost like reborn.

    Bone Knight gives access to all armor, shields and martial weapons. Note the slight different phrase the class has regarding armor proficiency:
    Quote Originally Posted by Bone Knight
    Bone knights are proficient with all simple and martial weapons and with all armor and shields (including tower shields)
    Normally it's spelled:
    Quote Originally Posted by Fighter
    with all types of armor (light, medium, and heavy), and with shields (including tower shields).
    By RAW, we could theoretically argue that a Bone Knight could where any armor including exotic, e.g Mountain Plate. If the DM/judge dislikes this kind of cheese, we can fall back to "Heavy Plate" (both in Races of Stone). If the DM/judge is kind enough to extend this even to "all shields" a Rider's Shield would be the optimal choice for the build (again in Races of Stone). If not, just use a regular heavy shield.
    Note that the bonecraft armor doesn't need a check to craft. While the ability talks about the same cost and time it takes to make it, it doesn't provide any DCs, nor does it mention a craft roll at all. It doesn't even say "craft" but sole uses of "make" & "produce" in the rule text.

    11-15
    It was on his way back from a mission where he first met the (ur-)priest. He crossed his way when he was setting up for a night camp. With a loud "plop" sound the priest appeared midair in front of him just to fall onto the ground the next moment. Our MC is shocked and a bit curious at the same time. "What the..??" The other person introduces himself as an ur-priest who has "shifted planes" (Plane Shift) to escape an otherwise unescapeable dogma of his home planet/plane. Now we are really curious. The priest explains that in his world (Faerun) the gods have plotted an evil device, a wall, where all the godless get bound to for eternity in the afterlife. They do this to ensure the control over the mortals, so that they get worshiped. As such, they can harness most of the divine power of that world. He further explains that mankind doesn't need the gods to access divine powers. It's just that the gods have become so powerful (by using that divine power) to act as gatekeeper for the divine power source. There is no deeper "divine order" that forces em to do that. They just do it for their personal gains, at the cost of the mortals who worship em. But he heard that at least the "dogma" of the "wall" seems to be a special thing of his world and that other worlds don't have that dogma. Thus he is seeking a new home planet.
    Our MC is totally speechless. His total worldview is upside down. Divine Power without the need of gods!? He feels lied to, and abused as f/tool. He gets interested in the wordview of the ur-priest and his teachings. As conclusion he abandons his former life and even his former name. From now on, he shall be know as SKULL KNIGHT, the Defier!

    Becoming an Defiant is a heavy change. Losing access to divine spells (temporary) is a big thing. But we feel inspired and energized (now medium BAB and more HP due to bigger hit dice (d6 > d8)), kinda reborn. And we can already access some spell powers (SLA). Most notably Plane Shift, which can also be used offensively.
    We can also imbue some of our ability scores with a +4 enhancement bonus temporary, 3 times each day. This is mainly used for STR in melee combat.

    The ability to heal himself for "defiant lvls" x "CHA mod" split into any amount over the day is a great survival tool.
    A bunch of "anti divine" abilities will ensure that we won't get to much trouble with other clerics that have a problem with our "point of view" (especially our former cleric connections). But Skull Knight doesn't care for the other mislead sheep if they wanna stick to their false beliefs. He only cares for himself and the divine powers that he can obtain without the need for any stupid gods.

    Bone March is kinda a 2nd control undead HD pool. At first it sole works with other willing casters that give us their undead. Later we'll get a upgrade for it.
    Master of the White Banner makes our undead minions extra resilient against turning attempts when they are nearby. This "completes" the divine protection provided by Divine Interference. Together your undead minions don't need to fear (almost?) any divine magic at all, not just spells.

    We also get the ability to summon a skeletal steed. Note that due to becoming a "special mount", the skeleton (heavy war-)horse has now an INT score and thus can freely choose (up to 3) feats and skills (4+INT/lvl) for it. As feats we pick immediatly MartialStudy (Shadow Blade Technique: roll attack twice, use higher for attack and deal cold dmg with the lower roll) to access Martial Stance: Child of the Shadow (20% misschance for 1 round after moving). Finally, we pick again Martial Study to pick up Sudden Leap. With Sudden Leap we have another option to abuse swift actions on our mount (more swift actions: see Imbue with Spellability section).

    Finally our Bonecraftarmor improves by granting us immunity to stunning attacks and nonlethal damage.

    With Divine Metamagic we can persist a single spell per day at lvl 15. For the start this will be Divine Power (or anything else that might come in hand for the meanwhile).

    16-20
    Since our mentor is from Faerun, we have an (cheap) excuse to use "Monstrous Regeneration" (5th; Magic of Faerun) and persist it. With the nonlethal immunity from the armor we are basically immune to any damage but acid and fire. And for those two we can switch Energy Immunity back and forth (24h duration, but can't be stacked..).

    Fill the Ranks gives us access to Karrnathi Skeletons and Zombies which count against our Bone March control pool.
    Our Bonearmor now provides a 50% chance to negate crits and sneak attacks.

    We can also now craft Bonecraft Weapons which do extra dmg against living foes (1d6).

    Ride-by Attack is rarely seen on caster (gish) builds and guides. I wonder why. Because the mounted combat rules sole require your mount to take the charge "action" (thus spending the full-round action). The rider sole get the AC penalty and if he attacks at the end of the charge, he counts as charging for that attack. Thus, we can combine the mounts charge with a touch spell (standard action) as example. This allows for a safe application without staying in melee range.

    At the end, the armor starts to grow into our flesh, becoming a part of us (exoskeleton) which extends our immunities immense: (immunity to poison, sleep effects, paralysis, disease, death effects, fatigue, exhaustion, ability damage to your physical ability scores, ability drain, energy drain, and death from massive damage). Nothing can stop Skull Knight!
    The final ability is a Death Strike ability which is imho a fitting capstone ability.



    Imbue with Spell-ability:
    With this our skeletal mount can some up to 3 SLA per day: 2 x 1st lvl and 1 x 2nd lvl
    I did go sole for swift actions since I want to preserve its full round action for charging.

    1st lvl options:
    - Lantern Light gives a ranged touch attack for multiple rounds. Since our mounts HD/lvl/BAB is pretty low, this lets our mount do at least some lil dmg against high AC targets.
    - Protective Interposition (check with DM/judge it the rider counts as carried stuff that gets teleported too - if not this becomes a non-option)
    - Updraft to get to higher positions or to jump/float over obstacles.
    - Sanctuary is a nice defensive option if our mount is running out of HP.

    2nd lvl option:
    - Knight's Move (same as Protective Interposition; pick only if rider also gets teleported as carried stuff) is swift action movement. Another option to get into position for iterative attacks.

    Notable Magic Item:
    Besides from the regular assumed magic items (weapons, armor, shield, + WIS item/whish scrolls, resistance cloak...) there is sole one item worth mentioning for this build and that is: Horseshoes of Flame. It gives the mount the option to fly and is a very fitting visual upgrade.

    Use of the SI
    Imho since the SI takes the place of the base class in this build, it fulfills the same purpose that other base classes would have. It enables you to enter another PRC (Bone Knight in this case) and should fit that prc as good as possible. And imho this is the case here. The SI is just what the Ur-priest/Bone Knight needs. Protection from divine spells for himself and his minions. While normally the question is what the other classes can do for the SI, imho here its the opposite: It's about what the SI can do for the other classes. And imho I couldn't have picked any better fitting option than Defier here to serve as base for the Ur-Bone Knight. We deny others to cast divine spells while easily casting divine spells as long as we are on horseback. Our undead army also profits from the anti-divine protection. All in all imho the best pick as quasi base class.

    Final Words:
    I've accidentally made a Skull Knight (berserk) build. Forgive me for not sticking to the real story with my build's story. But imho the abilities are very fitting for Skull Knight. He is basically immune to almost all dmg, divine spells/stuff, and almost any status effect 3.5 has to offer. The dmg is a bit low, but as cleric with access to stuff like Shivering Touch and other more deadly spells that shouldn't be a problem.
    Kolyarut Avatar by Potatocubed.
    Quote Originally Posted by willpell View Post
    Only playing Tier 1s is like only eating in five-star restaurants [...] sometimes I just want a cheeseburger and some frogurt. Why limit yourself?
    Awards

  24. - Top - End - #24
    Ettin in the Playground
     
    The Viscount's Avatar

    Join Date
    Dec 2012

    Default Re: Iron Chef Optimization Challenge in the Playground CXXIII

    Yeah, see?

    Quote Originally Posted by Fey'do'ra
    Fey’do’ra, the Barbed Rebuttal
    LN Half-Elf Defiant 10/Legacy Champion 10


    Spoiler: The Build
    Show
    Ability Scores
    Str 14, Dex 10, Con 14, Int 12, Wis 15, Cha 14
    Stat increases go to Cha

    Level Class Base Attack Bonus Fort Save Reflex Save Will Save Skills Feats Class Features
    1st Cloistered Cleric 1 0 2 0 2 28: {+4} Concentration: 4; {+2} Gather Information: 2; {+2} Knowledge (Nature): 2; {+4} Knowledge (Local): 4; {+4} Knowledge (The Planes): 4; {+2} Knowledge (Arcana): 2; {+4} Knowledge (Religion): 4; {+2} Knowledge (History): 2; {+4 CC} Swim: 2; Shape Soulmeld (Thereputic Mantle), Incarnum Spellshaping Lore, Turn Undead, City Domain, Incarnum Domain, Knowledge Domain
    2nd Cloistered Cleric 2 1 3 0 3 7: {+1} Concentration: 5; Gather Information: 2; {+1} Knowledge (Nature): 3; {+1} Knowledge (Local): 5; {+1} Knowledge (The Planes): 5; {+1} Knowledge (Arcana): 3; {+1} Knowledge (Religion): 5; {+1} Knowledge (History): 3; Swim: 2; - -
    3rd Cloistered Cleric 3 1 3 1 3 7: Concentration: 5; Gather Information: 2; {+1} Knowledge (Nature): 4; {+1} Knowledge (Local): 6; {+1} Knowledge (The Planes): 6; {+1} Knowledge (Arcana): 4; {+1} Knowledge (Religion): 6; Knowledge (History): 3; Swim: 2; {+2} Collector of Stories; Knowledge Devotion (Local) -
    4th Cloistered Cleric 4 2 4 1 4 7: Concentration: 5; Gather Information: 2; {+2} Knowledge (Nature): 6; {+1} Knowledge (Local): 7; {+1} Knowledge (The Planes): 7; {+1} Knowledge (Arcana): 5; {+1} Knowledge (Religion): 7; {+1} Knowledge (History): 4; Swim: 2; Collector of Stories; - -
    5th Cloistered Cleric 5 2 4 1 4 7: {+1} Concentration: 6; Gather Information: 2; {+1} Knowledge (Nature): 7; {+1} Knowledge (Local): 8; {+1} Knowledge (The Planes): 8; {+1} Knowledge (Arcana): 6; {+1} Knowledge (Religion): 8; {+1} Knowledge (History): 5; Swim: 2; Collector of Stories; - -
    6th Cloistered Cleric 6 3 5 2 5 7: {+1} Concentration: 7; Gather Information: 2; {+1} Knowledge (Nature): 8; {+1} Knowledge (Local): 9; {+1} Knowledge (The Planes): 9; {+2} Knowledge (Arcana): 8; {+1} Knowledge (Religion): 9; Knowledge (History): 5; Swim: 2; Collector of Stories; Planar Touchstone (Catalogues of Enlightenment: Inquisition) -
    7th Cloistered Cleric 7 3 5 2 5 7: {+1} Concentration: 8; Gather Information: 2; {+2} Knowledge (Nature): 10; {+1} Knowledge (Local): 10; {+1} Knowledge (The Planes): 10; {+1} Knowledge (Arcana): 9; {+1} Knowledge (Religion): 10; Knowledge (History): 5; Swim: 2; Collector of Stories; - -
    8th Cloistered Cleric 8 4 6 2 6 7: {+1} Concentration: 9; Gather Information: 2; {+1} Knowledge (Nature): 11; {+1} Knowledge (Local): 11; {+1} Knowledge (The Planes): 11; {+2} Knowledge (Arcana): 11; {+1} Knowledge (Religion): 11; Knowledge (History): 5; Swim: 2; Collector of Stories; Least Legacy (Notched Spear)B -
    9th Cloistered Cleric 9 4 6 3 6 7: {+1} Concentration: 10; {+1} Gather Information: 3; {+1} Knowledge (Nature): 12; {+1} Knowledge (Local): 12; {+1} Knowledge (The Planes): 12; {+1} Knowledge (Arcana): 12; {+1} Knowledge (Religion): 12; Knowledge (History): 5; Swim: 2; Collector of Stories; Bonus Essentia -
    10th Defiant 10 7 7 3 7 3: Concentration: 10; Gather Information: 3; Knowledge (Nature): 12; {+1} Knowledge (Local): 13; {+1} Knowledge (The Planes): 13; Knowledge (Arcana): 12; {+1} Knowledge (Religion): 13; Knowledge (History): 5; Swim: 2; Collector of Stories; - Spell Resistance, Divine Resistance, Divine Damage Immunity, Divine Cancellation, Alligned Strike, Divine Prevention, Nondetection, Divine Retribution, Divine Interference, Divine Disavowal, Healing, Enhancement Bonus, Tongues 1/day, Dismissal 2/day, Plane Shift 3/day
    11th Legacy Champion 1 7 7 3 9 5: {+1} Concentration: 11; {+2} Gather Information: 5; Knowledge (Nature): 12; {+1} Knowledge (Local): 14; Knowledge (The Planes): 13; Knowledge (Arcana): 12; Knowledge (Religion): 13; Knowledge (History): 5; Swim: 2; {+1} Use Magic Device: 1; Collector of Stories; - Reduced Ritual Cost (Lesser), Bond of Lore
    12th Legacy Champion 2 8 7 3 10 5: {+1} Concentration: 12; {+1} Gather Information: 6; Knowledge (Nature): 12; {+1} Knowledge (Local): 15; Knowledge (The Planes): 13; Knowledge (Arcana): 12; Knowledge (Religion): 13; Knowledge (History): 5; Swim: 2; {+2} Use Magic Device: 3; Collector of Stories; Planar Touchstone (Monastery of Zerth'Ad'lun) Replace Legacy Ability (Least: Parliament of Fishes for Cure Light Wounds)
    13th Legacy Champion 3 9 8 4 10 5: {+1} Concentration: 13; {+1} Gather Information: 7; Knowledge (Nature): 12; {+1} Knowledge (Local): 16; Knowledge (The Planes): 13; Knowledge (Arcana): 12; Knowledge (Religion): 13; Knowledge (History): 5; Swim: 2; {+2} Use Magic Device: 5; Collector of Stories; - Extra Legacy Ability Use (Least: Cure Light Wounds)
    14th Legacy Champion 4 10 8 4 11 5: {+1} Concentration: 14; {+1} Gather Information: 8; Knowledge (Nature): 12; {+1} Knowledge (Local): 17; Knowledge (The Planes): 13; Knowledge (Arcana): 12; Knowledge (Religion): 13; Knowledge (History): 5; Swim: 2; {+2} Use Magic Device: 7; Collector of Stories; Quicken Legacy (Scion of the Sea)B -
    15th Legacy Champion 5 10 8 4 11 5: {+1} Concentration: 15; {+1} Gather Information: 9; Knowledge (Nature): 12; {+1} Knowledge (Local): 18; Knowledge (The Planes): 13; Knowledge (Arcana): 12; Knowledge (Religion): 13; Knowledge (History): 5; Swim: 2; {+2} Use Magic Device: 9; Collector of Stories; Elven Spell Lore Replace Legacy Ability (Lesser: Breath of the Triton for Cure Moderate Wounds)
    16th Legacy Champion 6 11 9 5 12 5: Concentration: 15; {+2} Gather Information: 11; Knowledge (Nature): 12; {+1} Knowledge (Local): 19; Knowledge (The Planes): 13; Knowledge (Arcana): 12; Knowledge (Religion): 13; Knowledge (History): 5; Swim: 2; {+2} Use Magic Device: 11; Collector of Stories; - Extra Legacy Ability Use (Lesser: Scion of the Sea)
    17th Legacy Champion 7 12 9 5 12 5: Concentration: 15; {+2} Gather Information: 13; Knowledge (Nature): 12; {+1} Knowledge (Local): 20; Knowledge (The Planes): 13; Knowledge (Arcana): 12; Knowledge (Religion): 13; Knowledge (History): 5; Swim: 2; {+2} Use Magic Device: 13; Collector of Stories; - Reduced Ritual Cost (Greater)
    18th Legacy Champion 8 13 9 5 13 5: Concentration: 15; Gather Information: 13; Knowledge (Nature): 12; {+1} Knowledge (Local): 21; Knowledge (The Planes): 13; Knowledge (Arcana): 12; Knowledge (Religion): 13; Knowledge (History): 5; Swim: 2; {+2 CC} Survival: 1; {+2} Use Magic Device: 15; Collector of Stories; Martial Study (Shadow Stride), Quicken Legacy (Cure Moderate Wounds)B -
    19th Legacy Champion 9 14 10 6 13 5: Concentration: 15; {+2} Gather Information: 15; Knowledge (Nature): 12; {+1} Knowledge (Local): 22; Knowledge (The Planes): 13; Knowledge (Arcana): 12; Knowledge (Religion): 13; Knowledge (History): 5; Swim: 2; Survival: 1; {+2} Use Magic Device: 17; Collector of Stories; - Extra Legacy Ability Use (Greater: Command the Sea Children)
    20th Legacy Champion 10 14 10 6 14 5: Concentration: 15; {+2} Gather Information: 17; Knowledge (Nature): 12; {+1} Knowledge (Local): 23; Knowledge (The Planes): 13; Knowledge (Arcana): 12; Knowledge (Religion): 13; Knowledge (History): 5; Swim: 2; Survival: 1; {+2} Use Magic Device: 19; Collector of Stories; - Replace Legacy Ability (Greater: Weapon Enhancement Improvement for Weapon Enhancement (Collision))


    Spoiler: Level Breakdown
    Show
    I have seen the cities and the peoples of the distant planes and deepest oceans. I have marveled at their grand cathedrals and monasteries and even, once upon a time, offered prayers to their supposed deities.
    Spoiler: Level 5
    Show
    We start out as a Cleric. Therapeutic Mantle and the point of essentia from the Incarnum Domain give a little extra healing at levels where that really matters. Cloistered Cleric’s skill points and knowledges from the Knowledge Domain allow us to cover all bases for creature identification for Knowledge Devotion (which will also keep the knowledge skill for humanoids a class skill after we abandon being a Cleric) and the City Domain adds Gather Information, for a bit of continuity into the Defiant and Legacy Champion skill lists. Half-Elf allows for Aquan as a bonus language and a with few cross-class ranks in swim, we meet the wielder requirements for the Notched Spear without too much difficulty.

    Yet one can only read so many variations on the same scripture, modified to the particularities of this or that place or race to conclude that the souls here, as there, as everywhere, look out into the infinite of the Great Unknown, and unable to reckon with it, turn back inward and make gods in their own image.
    Spoiler: Level 10
    Show
    The Notched Spear’s first ritual requires offering a prayer, so we get that done before losing our faith and adopting a strict code of atheism. Trading in 9 levels of Cleric means we get the full suite of extra goodies, including Plane Shift to visit Touchstone sites to charge up higher order abilities and self-healing, which can be stretched to triple its normal value out of combat by healing in increments of 1, due to the 2 point increase in the efficacy of healing effects from Therapeutic Mantle. This is handy as our SR against divine spells will be difficult for enemy and allied spellcasters alike to penetrate. In addition to providing a bit of spellcasting from its Higher Order ability to cast a spell off the domain (though said spell is nowhere referred to as divine) once per day (the ability enhancement power from trading in Cleric levels can help to meet the requisite Wis to cast higher level ones as we go up in levels), the granted power of the Inquisition Domain offers a sizeable boost to Divine Cancellation.

    Yet this is no cause for despair. For if these myths and edifices are the work of mere men, then the supposedly divine spark, the capacity for miracles exists within us all to be claimed as birthright with no need for god or destiny.
    Spoiler: Level 15
    Show
    Legacy Champion continues the progression of Defiant’s various level-dependent abilities, including SR, the amount of daily self-healing, and the DC for Divine Interference, all of which basically require this progression to remain relevant. Sadly, being based on regular Dispel Magic instead of the Greater version means that Divine Cancellation doesn’t get any more juice out of increasing its CL, but Elven Spell Lore offers an extra buff to dispel checks on top of the Inquisition Domain power. The Higher Order ability of the Monastery of Zerth’Ad’lun is a great help for counterspelling on the action economy as well, as it allows for a free, non-specified readied action once per day. We also get a bit more non-divine healing by trading in Legacy abilities for Cure Light Wounds and Cure Moderate Wounds a few times each per day. Against enemies where Divine Cancellation isn’t helpful, the readied action can be used to set the Notched Spear against a charging enemy, for which it grants an extra damage boost on top of the normal doubling for a longspear (which works well with flat bonuses like Knowledge Devotion).

    To say that our prayers go unanswered is ultimately to say that we make our own future and our own legacy.
    Spoiler: Level 20
    Show
    Martial Study (Shadow Stride) is always a decent choice for an 18th level feat, and here it helps us manage positioning for Divine Interference and the move action activation lines up well with readied action tactics. Trading away the last point of enhancement bonus progression on the Notched Spear leaves it only an effective +5 weapon, allowing for a +2 from the Menu G Weapon Enhancement ability. Collision offers a decent sized flat bonus to double when setting the spear against a charge. Summon Monster IX 4/day, even limited to aquatic creatures, is nothing to sneeze at either.


    Spoiler: Non-SRD Sources
    Show
    Complete Champion: Knowledge Devotion
    Magic of Incarnum: Incarnum Domain, Shape Soulmeld, Thereputic Mantle
    Planar Handbook: Defiant, Planar Touchstone, Touchstone Sites
    Races of Destiny: City Domain
    Tome of Battle: Martial Study, Shadow Stride
    Weapons of Legacy: Legacy Champion, Notched Spear
    Kolyarut Avatar by Potatocubed.
    Quote Originally Posted by willpell View Post
    Only playing Tier 1s is like only eating in five-star restaurants [...] sometimes I just want a cheeseburger and some frogurt. Why limit yourself?
    Awards

  25. - Top - End - #25
    Ettin in the Playground
     
    The Viscount's Avatar

    Join Date
    Dec 2012

    Default Re: Iron Chef Optimization Challenge in the Playground CXXIII

    Judges, handing it 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?
    Awards

  26. - Top - End - #26
    Ogre in the Playground
     
    GnomePirate

    Join Date
    Apr 2020
    Location
    Jerusalem
    Gender
    Male

    Default Re: Iron Chef Optimization Challenge in the Playground CXXIII

    Congrats to the contestants!

    Haven't been active lately (free time is sorely missing, and a lot of my hobbies and goals are getting hit pretty hard)

    If I would've submitted something it would be very close to Fedora, so not too bad that I'm out.
    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!)

  27. - Top - End - #27
    Halfling in the Playground
     
    Frostmoon's Avatar

    Join Date
    Oct 2022
    Location
    Canananananada
    Gender
    Female

    Default Re: Iron Chef Optimization Challenge in the Playground CXXIII

    Congrats to the contestants as well! :D I had a vague idea of a Defiant 10/Ur-priest 10, so I'm glad to see that Skull Knight follows down that path (and is probably just better at it, too). XD Good luck to all!
    Hello hello!! I like 3x nonsense and cats~!!!! >:3

    I somehow managed silver in Monster Mash V and Iron Chef CXXV, and bronze in Monster Mash VI!!!

  28. - Top - End - #28
    Troll in the Playground
     
    MonkGuy

    Join Date
    Mar 2016

    Default Re: Iron Chef Optimization Challenge in the Playground CXXIII

    huh? I was kinda expecting more entries. On the other hand its less work for the judges, and always having 10+ builds is kinda heavy work for them.
    I wish everybody "good luck" and at the judges "have fun".

  29. - Top - End - #29
    Ogre in the Playground
     
    DrowGuy

    Join Date
    Mar 2020
    Location
    Moscow
    Gender
    Male

    Default Re: Iron Chef Optimization Challenge in the Playground CXXIII

    Table.

    Name Alignment / Race Class Levels Chef Total Place
    The Word LE Vivacious Body Hellbred ex-Cloistered Cleric Defiant 10/Paladin of Tyranny 3/Righteous Zealot 2
    Ka'zi'mir NE-CE Arctic Kobold ex-Dragonscale Husk Cleric Defiant 10/Soul Eater 10
    Skull Knight LE-CE Human ex-Cloistered Cleric Bone Knight 9/Defiant 10/Ur-Priest 1
    Fey'do'ra LN Half-Elf ex-Cloistered Cleric Defiant 10/Legacy Champion 10
    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.

  30. - Top - End - #30
    Ogre in the Playground
     
    DrowGuy

    Join Date
    Mar 2020
    Location
    Moscow
    Gender
    Male

    Default Re: Iron Chef Optimization Challenge in the Playground CXXIII

    My judging criteria.
    Spoiler
    Show
    Originality. Start is 3. Most subjective part. I look at races, classes, prestiges, feats and clever tricks. Combo that involves SI may be reviewed in UoSI section.

    Before I read all entries I wanna say: "It's ok to enter SI via ex-Cleric-9 replacement. I will not penalized you for this, but give bonuses if somebody avoid this." But I read and... I'm very sad about this. It turned out more frustrating than I expected. I actually doesn't matter because all have the almost same way into Defiant, but I should say: there will be penalties.

    Power. Start is 0. I have four parts 1.25 points in each.
    "Magic". Including Sp, Su, psi, martial and any specific abilities your entries have. Variety, amount, metas, other options, etc.
    Offense. How good are you at making damage? Attack bonuses, damage, attack options, rider effects, etc.
    Defense. Your hp, saves, AC and other defense options.
    Support. Any "out-​of-combat" things. Being face, scouting, making money, tracking, mobility options etc.

    Elegance. Start is 5. I search for any mistakes, inaccuracies, ambiguity and give you a penalty. In rare cases when I find something pretty clever I can add some bonus.
    TO RAW is always less than RAI. There is no way you could make me believe in d43 damage dice and similar nonsense.
    Cross-​setting materials isn't something harmful if you know when to stop.
    Multiclassing isn't sin, either. Multiclass XP penalty - opposite.
    I don't like missed opportunities. If you take toughness five times it isn't pretty elegant in my book.
    I look at formatting. Your entry should be easy to read. All skills in place, all feats clearly came from (regular, bonus, some free, etc.), there are right full sources, etc.

    UoSI. Start is 0.
    Do you qualify for SI and don't break the rules after? - +1 if all is ok. If it isn't... Well, if issue could be easily solved maybe 0, maybe something between. If issue is unsolved you just get 1 point in UoSI.
    Do you entry SI early? - up to +0.5.
    Do you finish SI? - up to +0.5.
    Do you use all SI abilities (Spell resistance, Divine resistance, Divine damage immunity, Divine cancellation, Aligned strike, Divine prevention, Nondetection, Divine retribution, Divine interference, Divine disavowal, Fallen Clerics 1+, Fallen Clerics 3+, Fallen Clerics 5+, Fallen Clerics 7+, Fallen Clerics 9+) at all? - up to +0.15 each.
    Have you found some interesting combos involving SI abilities? - up to +0.5 each.
    It isn't enough just to have, for example, Scent and saying: "It is useful for everybody and for me, too." No, you should have something on top of that, in Scent example it could be Track.
    Combo, in turn, is something that you need to come up with. Synergy of Scent and Track isn't a great find, it is written directly in their description.

    Do you use SI prerequisites or just take it and forget? - up to +0.25.
    Maybe SI makes your entry worse than it could be without SI? - up to -1.


    I'll try to start in several days.
    Last edited by loky1109; 2022-12-19 at 03:03 PM.
    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.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •