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  1. - Top - End - #151
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimization Challenge in the Playground XLI

    I hear he's also conquered the dangers of the Fire Swamp.

    Quote Originally Posted by Dread Roberts
    Dread Roberts the Cruel
    Life is pain. I'm a big fan.

    Roberts likes hurting people. He spent a long time dithering over the best way to do it. Hurt feelings with words? Bodies with weapons? Everything with arcane spells? Channel the forces of pure evil? Finally, he turned to the power of nature, which combines all ways of hurting people into one extra-painful bundle.

    He's not a very deep or thoughtful person. He doesn't need to be.

    The build:
    Spoiler
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    Race: Human
    Alignment: Neutral Evil
    Starting Stats: str: 14, dex: 10, con: 14, int: 10, wis: 14, cha: 16 (boost cha)
    {table=head]Level|class|bab|fort|ref|will|feat|class features
    1|bard|0|0|2|2|power attack, combat casting|Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1||||
    2|bard|1|0|3|3||||||
    3|bard|2|0|3|3|cleave|Inspire Competence||||
    4|bard|3|1|4|4||||||
    5|ranger|4|1|4|4||Favored enemy (humans), Track, wild empathy||||
    6|spellsword|5|2|4|4|improved sunder|Decrease ASF 10%||||
    7|abjorant champion|6|2|5|5||Extend Abjuration, Abjurant Armor||||
    8|blackguard|7|2|5|5||Aura of evil , detect good , poison use||||
    9|blackguard|8|3|5|6|extend spell|Dark blessing , smite good 1/day||||
    10|blackguard|9|3|6|6||Command undead , aura of despair||||
    11|geomancer|9|4|6|6||SV0, Flowers Wilt||||
    12|sublime chord|10|6|6|7|persist spell|||||
    13|geomancer|11|7|7|7||SV1, Leopard Spots, Ley +1 plains||||
    14|geomancer|11|7|7|8||SV2, Elk's Swiftness||||
    15|geomancer|12|8|7|8|dmm(persist)|SV3, Rat's Eyes||||
    16|geomancer|13|8|8|9||SV4, Eagle Eyes||||
    17|geomancer|14|9|8|9||SV5, Deer Antlers, Ley +1 forests||||
    18|geomancer|14|9|8|10|extra smiting|SV6, Leopard's Pounce||||
    19|geomancer|15|10|9|10||SV7, Hound's Nose||||
    20|geomancer|16|10|9|11||SV8, Bat's Wings||||[/table]

    Skills
    Spoiler
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    {table=head]level|class|K(arc)|Lis|Perf(sing)|Pro(astr)|SpCr|H ide|K(rel)|K(nat)|Conc|Cr(Poison)
    1|bard|4|4|4|4|4|4|0|0|4|0
    2|bard|5|5|5|5|5|5|0|0|5|0
    3|bard|6|6|6|6|6|5|1|0|6|0
    4|bard|7|7|7|6|6|5|2|2|7|0
    5|ranger|7|8|8|6|6|5|2|6|7|0
    6|spellsword|9|8|8.5|6|6|5|2|6|7|0
    7|abjorant champion|10|9|8.5|6|6|5|2|6|7|0
    8|blackguard|10|10|9|6|6|5|2|6|7|0
    9|blackguard|10|11|9.5|6|6|5|2|6|7|0
    10|blackguard|10|12|10|6|6|5|2|6|7|0
    11|geomancer|13|13|10|6|6|5|2|6|7|0
    12|sublime chord|13|13|10|6|6|5|2|6|12|0
    13|geomancer|13|13|10|6|7|5|2|6|12|4
    14|geomancer|13|13|10|6|9|5|2|6|12|7
    15|geomancer|13|13|10|6|13|5|2|6|12|8
    16|geomancer|13|13|10|6|16|5|2|6|12|10
    17|geomancer|13|13|10|6|18|5|2|6|12|13
    18|geomancer|15|13|10|6|21|5|2|6|12|13
    19|geomancer|19|13|10|6|22|5|2|6|12|13
    20|geomancer|23|13|10|6|23|5|2|6|12|13[/table]


    Spells:
    Spoiler
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    {table=head]level|class|{colsp=3}casts as level|spells known
    ||bard|blackguard|sublime chord|||||||
    1|bard|1|||Detect Magic,Ghost Sound, Mage Hand, Prestidigitation||||||
    2|bard|2|||Dancing Lights, Improvisation, Grease||||||
    3|bard|3|||Resistance. Cause Fear||||||
    4|bard|4|||Glitterdust, Undetectabe Alignment||||||
    5|ranger||||||||||
    6|spellsword|5|||Detect Thoughts||||||
    7|abjorant champion|6|||||||||
    8|blackguard||1||[usually] Know Greatest Enemy||||||
    9|blackguard||2||[usually] Magic Weapon||||||
    10|blackguard||3||[usually] Darkness||||||
    11|geomancer|7|||Invisibility, Glibness, Haste||||||
    12|sublime chord|||1|Dominate Person, Assay Spell Resistance, Polymorph, Baleful Polymorph||||||
    13|geomancer|||2|Minor Creation, Cloudkill||||||
    14|geomancer|||3|Irresistible Dance||||||
    15|geomancer|||4|Greater Heroism, Chain Lightning||||||
    16|geomancer|||5|Bite of the Werebear||||||
    17|geomancer|||6|Wall of Force, Greater Dispel Magic, Greater Shadow Conjuration||||||
    18|geomancer|||7|Greater Shadow Evocation||||||
    19|geomancer|||8|Contingency, Greater Teleport, Mind Blank||||||
    20|geomancer|||9|Time Stop||||||[/table]



    How it works:
    Spoiler
    Show

    For starters, it's a basic gish. 16 BAB and 9th level arcane spells.

    Then it's divine-meta-magic persisted spells up to 8th level. Polymorph into a Sun Giant, stack Bite of the Werebear, and maybe apply Haste and Greater Heroism for good measure.

    He can also wear heavy armor so long as he isn't casting Time Stop. But Time Stop is a very useful spell, and he'll usually be buffed to nontrivial dex. So he'll just stick with a mithril breastplate, as bards often do. Once he gets his natural armor in place, he doesn't need regular armor all that badly.

    It's charisma to everything: all casting, saves, attacks (when smiting good).

    Aura of Despair becomes useful when combined with Baleful Polymorph and Dominate Person.

    Poison Use becomes useful when combined with Minor Creation. Taking 10 will create dc 20 poisons, which are most of them. Stack Greater Heroism (+4 morale) and Improvisation (+8 luck) makes dc 35, which is the highest.

    The drifts are somewhat nice. Especially pounce. But tripping, wings and perception bonuses are nice too.
    Iron Chef in the Playground veteran since Round IV. Play as me!


    Spoiler
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  2. - Top - End - #152
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimization Challenge in the Playground XLI

    And your little dog, too!

    Quote Originally Posted by Neewa
    Neewa

    Winged Monkey of Oz

    Coolness factors
    • Flying Blue Monkeys are Cool
    • He's wearing a Fez, and everyone knows Fez are cool
    • He's even wearing a bow tie (honest!), bow ties are cool
    • oh and...9th level casting any sorcerer/wizard spells +Air, Chaos, Earth, Fire, Knowledge, Law, Luck, Sun, and Water domain
    • Binder EBL=14



    So their I was just menacing a bunch of munchkins for the wicked witch, I fink you call em halflings and she's all "give me your children... Or I'll turn your leader in to a newt..." And a bloody great big house lands on her head!I means a sodding great big wooden house... BAM! Kerr-splat..Just her skinny legs poking out... And her ruby shoes...

    Anyways iz scarper and takes to the air to assess the situation..Witchy isn't moving and the munchkins aren't doing nothing and then this blond haired girl steps out, wiv her familiar a scruffy looking dog...

    Now I can sense a disturbance in the force as Witchy karks it..And low and behold that fairy goody two shoes from up north comes air walking in... So I creep closer and have a gander

    "oh no, your amongst the little people now" she says and starts talking to this blond haired witch calling her self Dorothy, from the land of Can-Ziss, came with her dog familiar Toto or sumfink , "didn't mean to land the house on the witch"

    Anyhows the northern fairy bint says she can't do plannar travel and she should go see the artificer Oz in the Emerald city.. She even gives Dorothy the ruby slippers, so she can bay that old con artist Oz, the cheek...I should have got them as severance pay, I mean do they know how hard it is for a winged monkey to get work ... Plus the fact I'm gonna have to learn a new trade now.

    So I buggers off, and flys to ransack the old girls house in the woods, before anyone else gets there...

    I has a think and then sets of for the old girls sister... Another wicked witch, we this one at lease may be able to teach me her style of magic, binding or something..

    So WitchySis is right royally pissed, going on about the bloody ruby slippers and how this upstart Dorothy killed her sister.. Sends me and a couple of mates to track her down and kidnap her... I demand payment and a suitable training regime is put in place, she even introduces me to one of the vestiges... Nasty looking thing, but hey Monkeys got to make a living...

    Well I'm good at me job and eventually we've tracked down Dorothy, and she's managed to team up with a few others including a warforged, and a cat-folk, and some awakened construct of a scare crow... I suppose it makes sense heading to that Artificer quack Oz, seeking upgrades...

    Any how we manage to grab Dorothy and get her back to the WitchySis's mountain fortress and I wake her up with one of my special kisses...Up she jumps, and before you can say "I'm a monkeys uncle" ( I am actually)She throws a bucket of water over WitchySis, and WitchySis starts melting, I mean normal bucket of water, shouldn't do anything then realize that that witch Dorothy, must have cast a silent, stilled spell of bless water or somethingWitchySis, contingency spells and ward packs protect her from nearly anything but not holy water... So she melts and Dorothy leaves to go and collect her reward and then tries to buggers off in some planar traveling contraption Oz has cobbled together, which he messes up and goes himself.

    Goody two shoes fairy witch turns up and she's been working on what magic the ruby slippers have, and se realizes that they are in fact plannar traveling shoes, now what arr the chances of that!

    She then sends Dorothy home, and has become the most powerful Witch in Oz, I must say she is a fiend whet comes to these power plays. Well played I say..

    Well this is too much I loose two good employers in as many weeks, it's not gonna look good on my resume, I can tell you!

    Then I starts thinking.... Im all alone in a mountain fortress full of magical books, and stuff, it's impossible to get in to unless you can fly. I have all the stuff from her sister Witchy as well.

    So I go and consolidate my new found wealthy, lay low for a few years to train up my skills, I think revenge is in order, I mean what kind of evil genius for a better tomorrow would I be if I let some goody two shoes upstart kill off two of Oz premier power-brokers....

    So I learn more and more about both sisters magic, and then I realize I can combine them both... And start to research this.

    I start to clean out the rest of the area, and for many years I'm having to defend my castle from the incursions of good parties wanting to rid the land of evil, and there ain't much of a resistance Fromm team evil at the moment, the power vacume hasn't been filled. And then to top it all off some of team evil decide to go solo and try and take my castle!

    Well one succeeded, that charlatan Oz, he came back, said Can-Ziss, was boring, and not to his liking, so he decided to take my castle. Butit cost him 90% of his forces and the castle is now a ruin. I managed to get away with some decent trinkets, and some stuff, including Ozplanar travel gizmo.

    It didn't take me to Can-Ziss, but did take me to another realm, odd place this, they have never seen my kind before, or the way I cast magic.. It's been working to my advantage, but the spirits here are influencing meI woke up on the first night here and all my old fur had come back, and my voice had changed with in a week of fighting off the local inhabitants of a tower in a wild dark forest.

    The tower is impressive, lovely mountains in the background, river and stream. But it looks as if there was a massive battle here once, and loads of trees have over grown the whole area, and it looks as if someone did some mining in the area. Loads of Orc and black Orc ghosts...Oh and a signs of munchkins, bless their hairy little feet...

    Over the ensuing years I kept researching where Can-Ziss was, and the where-abouts the Witch Dorothy lives... I think I'll pay her a visit, give her my warmest regards...

    Race
    • Vanaras (OA) +2 Intelligence, +2 Wisdom, -2 Strength Monkey-people
    • Unseelie fae (DMC): -2 Strength, +2 Dexterity, -2 Constitution, +2 Charisma
    • total stat changes: -4 Strength, +2 Dexterity -2 Constitution, +2 Intelligence,+2 Wisdom, +2 Charisma
    • Unseelie fae, Wings (fly 60'), Darkvision 60 ft, +4 racial bonus to Intimidate, Vernal Touch (Su), Damage Reduction:Cold Iron, Iron Vulnerability (Ex)
    • Vernal Touch (Su): To receive a vernal touch is like being kissed by springtime itself, full of life and promise. At will, as a standard action, the seelie fey can touch a creature with a vernal touch. This touch removes dazed, nauseated, fatigued, and exhausted conditions from living creatures. For undead creatures, a seelie court fey's touch attack acts like a cleric's ability to turn undead with a cleric level equal to the unseelie fey's total Hit Dice -2. Unlike a cleric's turn ability, each use of vernal touch affects only the touched undead.
    • Iron Vulnerability (Ex): The mere touch of iron (including steel) deals point of damage to the unseelie fey. A hit with an iron or steel weapon deals an additional +1d6 points of damage. Unseelie fey with more than 12 Hit Dice gain damage reduction, which protects them from most of this vulnerability. When an unseelie fey of 12 or more Hit Dice is hit with or touched by an iron weapon, calculate damage including the bonus for iron vulnerability (1 point for a touch or normal damage +1d6 for a successful attack) and then apply the creature's damage reduction.

    Stats
    • Str 10/Dex 12/Con 14/Int 12/Wis 08/Cha 18 (32 pt buy)
    • Str 06/Dex 14/Con 12/Int 14/Wis 10/Cha 20 (racial) + level ups and items

    Build Notes
    • Keep Dipolomacy Maxed
    • Get Bluff, and Sense Motive to5 Ranks ASAP, for synergy
    • Get Spellcaft and Conentration next

    Neewa
    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1 | Sha'ir 1 | +0 | +0 | +0 | +2 | Bluff 4 , Diplomacy 4 , Knowledge (the planes) 4 | Versatile Spellcaster, flaw(Extend Spell) | Summon gen familiar

    2 | Binder 1 | +0 | +2 | +0 | +2 | Diplomacy 5, Intimidate 3 | - | Soul Binding (1 vestige)

    3 | Binder 2 | +1 | +3 | +0 | +3 | Diplomacy 6, Intimidate 4, Bluff 5, Sense Motive 1 | Improved Binding | Pact augmentation (1 ability), suppress sign

    4 | Anima Mage 1st| +0| +0| +0| +2| - | - | Soul binding 1 , +1 level of existing arcane spellcasting class

    5 | Anima Mage 2nd| +1| +0| +0| +3| - | - | Exploit vestige, soul binding 2 , +1 level of existing arcane spellcasting class

    6 | Anima Mage 3rd| +1| +1| +1| +3| - | Arcane Preparation | Soul binding 3, vestigial awareness , +1 level of existing arcane spellcasting class

    7 | Anima Mage 4th| +2| +1| +1| +4| - | - | Soul binding 4 , +1 level of existing arcane spellcasting class

    8 | Anima Mage 5th| +2| +1| +1| +4| - | - | Soul binding 5, vestige metamagic (1/day) , +1 level of existing arcane spellcasting class

    9 | Anima Mage 6th| +3| +2| +2| +5| - | Persistent Spell | Soul binding 6 , +1 level of existing arcane spellcasting class

    10 | Anima Mage 7th| +3| +2| +2| +5| - | - | Soul binding 7, vestige metamagic (2/day) , +1 level of existing arcane spellcasting class

    11 | Anima Mage 8th| +4| +2| +2| +6| - | - | Soul binding 8 , +1 level of existing arcane spellcasting class

    12 | Anima Mage 9th| +4| +3| +3| +6| - | - | Soul binding 9, vestige metamagic (3/day) , +1 level of existing arcane spellcasting class

    13 | Anima Mage 10th| +5| +3| +3| +7| - | - | Soul binding 10, vestige casting , +1 level of existing arcane spellcasting class

    14 | Geomancer 1st| +0| +2| +0| +2 | - | - | Drift 1, spell versatility 0, +1 level of existing spellcasting class

    15 | Geomancer 2nd| +1| +3| +0| +3 | - | -| Drift 1, ley lines +1, spell versatility 1, +1 level of existing spellcasting class

    16 | Geomancer 3rd| +2| +3| +1| +3 | - | - | Drift 2, spell versatility 2, +1 level of existing spellcasting class

    17 | Geomancer 4th| +3| +4| +1| +4 | - | - | Drift 2, spell versatility 3, +1 level of existing spellcasting class

    18 | Geomancer 5th| +3| +4| +1| +4 | - | - | Drift 3, spell versatility 4, +1 level of existing spellcasting class

    19 | Geomancer 6th| +4| +5| +2| +5 | - | - | Drift 3, ley lines +2, spell versatility 5, +1 level of existing spellcasting class

    20 | Geomancer 7th| +5| +5| +2| +5 | - | -| Drift 4, spell versatility 6, +1 level of existing spellcasting class
    [/table]

    Tricks
    • Sha'ir only retain spells retrieved in memory for Sha'ir class level/hours after this time the spell has to be fetched again. To get round this the feat: Arcane Preparation, can be used to fill the slots with any of the spells known list of the appropriate level, and these slots will not empty until cast
    • With Naberius bound, we get to take 10 on Diplomacy checks!
    • With Sense Motive and Bluff at Ranks 5+, we get +4 Synergy bonus to Diplomacy
    • With stage 2 drift, "You become as comely as a dryad" we gain a +4 bonus on Diplomacy
    • Courtier's Obi (belt, 2k OA pg 140) +10 circumstance bonus to Dipolomacy
    • "FEZ"; Admirals Bicorne (Stormwrack, 50k) +5 unnamed bonus to Charisma rolls, +5 leadership, +5 Profession (sailor), +2 morale bonus to attacks, saves and skill checks, amplify your voice 100'.
    • With Astaroth bound You gain a +4 competence bonus on Bluff, Diplomacy, and Intimidate checks.
    • With Astaroth bound we gain a Magic Item Creation feat (swapable every time we bind Astaroth)
    • With Zceryll bound we get 100 feet Telepathy and the Mindsight feat
    • With Zceryll bound we get the pseudonatural template
    • With Zceryll bound we get to use Summon Monster I-VII list with the pseudonatural template 1/5 rounds
    • Use Heroics to get Martial Study
    • Persist 3 spells a day via vestige metamagic
    • Dipolomacy 56, and you can take 10
    • oh and you have a familiar too...

    Combat


    Here you can pretty much pick what you need, as you can tailor your spells, and persist 3 of them.
    I'm not goign to put much detail in here reguarding your spell choices, but depending upon what type of sorcerer/wizard you want you can tailor the spells to match, oh and swap out, if and when you need.
    As an example I'll mention the Polymorph spells shinanigans

    If you wanted to use your geomancer given natural attacks then polymorph may be your answer
    • Polymorph - all binder and geomancer effects are class features so transpose over
      • Draconic Polymorph in to a Hydra, but it has all the drift effects as well
    • Persist Draconic Polymorph (if Zceryll, your an Outsider, with the psudonatural template)
    • Persist Wraithstrike

    Spells Known
    • Sha'ir can get use their slots to get any spell on the Sorcerer/Wizards spell list, and a from any of the following domains (which are cast as divine spells) Air, Chaos, Earth, Fire, Knowledge, Law, Luck, Sun, and Water.
    • Their spell known list only gives them a bonus on the Diplomacy check needed to get the spells.
    • Spells know - polymorph example load out, but you should pick your own. (see Sha'ir class for details)
    • 0 level - 9:
    • 1st level - 9:
    • 2nd level - 9: Heroics, Wraithstrike
    • 3rd level - 8:
    • 4th level - 7:
    • 5th level - 6: Dragonic Polymorph, Lord of the Sky
    • 6th level - 5:
    • 7th level - 4:
    • 8th level - 3:
    • 9th level - 2:

    Class Features
    • Soul Binding (EBL = 14)

    Typical binds


    Naberius
    • Naberius 1st (DC 15, 4 ranks in Bluff or Knowledge or Profession skill)
    • Disguise Self (as spell, standard action)
    • Faster Ability Healing (1 damage / round, 1 drain in all abilities / hour)
    • Persuasive Words* (30', Command as spell, Suggestion at 14th, Will neg.)
    • Silver Toungue (can take 10 on any Bluff or Diplomacy check, even if threatened, and as a standard action and don't suffer -10 for rushed check)
    • Naberius's Skills (pick skills = Con that can't be used untrained, and can use them)


    Zceryll, "The Star Spawn" - (http://www.wizards.com/default.asp?x=dnd/frcc/20070718)
    • Zceryll 6th (DC 25)
    • Alien form: While bound to Zceryll, you gain the pseudonatural template (page 161 of Complete Arcane).
    • Alien Mind: Your mind is alien and does not work like that of a normal mortal. You are immune to confusion, insanity, and weird spells. In addition, you receive a +1 bonus per four binder levels on saving throws against mind-affecting effects.
    • Bolts of Madness: You can fire a ray that dazes an opponent for 1d3 rounds. You must succeed on a ranged touch attack with a range of 100 ft. + 10 ft./binder level. A successful Will save negates the effect. Once you have used this ability, you cannot do so again for 5 rounds.
    • Summon Alien: You can summon any creature from the summon monster list that a sorcerer of your level could summon. Any creature you summon with this ability gains the pseudonatural template. Thus, at 10th level you could summon any creature from the summon monster I-V list. When you reach 14th level, you can summon any creature from the summon monster I-VII list. You can only summon creatures that can be affected by the pseudonatural template. Once you have used this ability, you cannot do so again for 5 rounds.
    • Telepathy: You gain the telepathy ability with a range of 100 feet and the Mindsight feat (as described on page 126 of Lords of Madness).


    Astaroth- (http://www.wizards.com/default.asp?x=dnd/we/20070307a)
    • Astaroth 4th (DC 22)
    • Angelic Lore: Astaroth constantly whispers the secrets of reality in the back of your mind, allowing you to draw on his own nigh-infinite knowledge. This functions as the bardic knowledge ability (PH 28), based on your effective binder level.
    • Astaroth's Breath: Once every 5 rounds, you can exhale a 60-foot cone of foul-smelling gas. Creatures within the cone must make a Fortitude save or be nauseated for 1 round and sickened for an additional 1d4 rounds. Those who make the save are merely sickened for 1 round. Creatures immune to poison or disease are immune to this effect.
    • Honeyed Tongue: You gain a +4 competence bonus on Bluff, Diplomacy, and Intimidate checks.
    • Master Craftsman: While bound to Astaroth, you gain a +4 competence bonus on all Craft checks. In addition, each time you bind with Astaroth, you may select one item creation feat as a temporary bonus feat. So long as you continue to bind with Astaroth, you may use that feat as though you possessed it normally; you must still spend all standard gold and XP for any item you create, and you must still provide all necessary spells for a given item. If your effective binder level is not at least as high as the necessary caster level to take a specific item creation feat, you cannot choose that feat. For instance, a 4th-level binder could not choose any item creation feat with a prerequisite of caster level 5th or higher.
    • Word of Astaroth: You may make a suggestion, as the spell, with a caster level equal to your effective binder level. You must wait 5 rounds before attempting another suggestion, and at any given time, you may only have a total number of people under the effects of this ability equal to your Charisma bonus.


    Drift
    • stage 1: Light, downy fur covers your skin.
    • stage 1: Your voice sounds like a dog's, though it is still intelligible.
    • stage 2: You become as comely as a dryad. (You gain a +4 bonus on Diplomacy checks.)
    • stage 2: Your skin adapts like that of an octopus. (You can change color to blend with your surroundings, gaining a +4 bonus on Hide checks.) - mainly to keep me Blue.... I like being Blue!
    • stage 3: Your fingers grow hawklike talons. (You gain Weapon Finesse and can make two claw attacks per round for 1d3 points of damage each.)
    • stage 3: Your toes grow lionlike claws. (You can make two rake attacks for 1d4 points of damage each if you gain a hold on your target.)
    • stage 4: You can trip like a wolf. (If you hit with a natural attack, you can attempt to trip your target as a free action; see the Wolf entry, page 283 of the Monster Manual.) - very useful in polymorph


    Lay Line: +2 CL if in Forest terrain
    Magic Items of note:
    • "FEZ"; Admirals Bicorne (Stormwrack, 50k) +5 unnamed bonus to Charisma rolls, +5 leadership, +5 Profession (sailor), +2 morale bonus to attacks, saves and skill checks, amplify your voice 100'.
    • Sudden Stunning Weapon
    • Courtier's Obi (belt, 2k OA pg 140) +10 circumstance bonus to Dipolomacy
    • The Veil of Allure (Sandstorm) grants a +2 save DC to all charisma-based supernatural abilities.
    • usual standard tombs and such

    Cite
    • Sha'ir from dragon magazine compendium, p. 51
    • Geomancer from Complete Divine variant, p. 41


    Sha'ir Diplomacy checks (DC needed)
    {table=head]Spell Level|Arcane/Divine|Arcane Known|[b]Divine (unknown)[b]

    0 | 20 | 18 | 26

    1 | 22 | 20 | 28

    2 | 24 | 22 | 30

    3 | 26 | 24 | 32

    4 | 28 | 26 | 34

    5 | 30 | 28 | 36

    6 | 32 | 30 | 38

    7 | 34 | 32 | 40

    8 | 36 | 34 | 42

    9 | 38 | 36 | 44
    [/table]

    NB
    • -1 per Sha'ir level
    • +1 per increase in level caused by the use of a metamagic feat.
    • +2 per attempt after a failed check the gen makes to retrieve the same spell in the same day.

    Build Considerations


    I went with taking a flaw to keep the monkey aspect of the character and as I wanted to tell the story of the Wizard of Oz from a flying winged monkey perspective. I could have taken human, and this would have given the extra feat, and more skill points. but I felt that the astetic was more worthwhile

    There are many way to extend this character, picking your own binds, and spells, add in traits, and more flaws.

    If Leadership was allowed you'd make an awesome leader, CHA primary, great diplomacy, decent magic items as well

    But to reiterate, I'm a flying blue monkey in a fez and bowtie

    Spells per day
    {table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    1st | 4 | 2 | - | - | - | - | - | - | - | -

    2nd | 5 | 3 | - | - | - | - | - | - | - | -

    3rd | 5 | 3 | 1 | - | - | - | - | - | - | -

    4th | 5 | 4 | 3 | - | - | - | - | - | - | -

    5th | 5 | 4 | 3 | 1 | - | - | - | - | - | -

    6th | 5 | 4 | 4 | 3 | - | - | - | - | - | -

    7th | 5 | 5 | 4 | 3 | 1 | - | - | - | - | -

    8th | 5 | 5 | 4 | 4 | 3 | - | - | - | - | -

    9th | 5 | 5 | 5 | 4 | 3 | 1 | - | - | - | -

    10th | 5 | 5 | 5 | 4 | 4 | 3 | - | - | - | -

    11th | 5 | 5 | 5 | 5 | 4 | 3 | 1 | - | - | -

    12th | 5 | 5 | 5 | 5 | 4 | 4 | 3 | - | - | -

    13th | 5 | 5 | 5 | 5 | 5 | 4 | 3 | 1 | - | -

    14th | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | - | -

    15th | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 3 | 1 | -

    16th | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | -

    17th | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 3 | -

    18th | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 3
    [/table]

    Spells Known
    {table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    1st | 5 | 3 | - | - | - | - | - | - | - | -

    2nd | 6 | 3 | - | - | - | - | - | - | - | -

    3rd | 6 | 4 | - | - | - | - | - | - | - | -

    4th | 7 | 4 | 2 | - | - | - | - | - | - | -

    5th | 7 | 5 | 3 | - | - | - | - | - | - | -

    6th | 8 | 5 | 3 | 2 | - | - | - | - | - | -

    7th | 8 | 6 | 4 | 3 | - | - | - | - | - | -

    8th | 9 | 6 | 4 | 3 | 2 | - | - | - | - | -

    9th | 9 | 7 | 5 | 4 | 3 | - | - | - | - | -

    10th | 9 | 7 | 5 | 4 | 3 | 2 | - | - | - | -

    11th | 9 | 8 | 6 | 5 | 4 | 3 | - | - | - | -

    12th | 9 | 8 | 6 | 5 | 4 | 3 | 2 | - | - | -

    13th | 9 | 9 | 7 | 6 | 5 | 4 | 3 | - | - | -

    14th | 9 | 9 | 7 | 6 | 5 | 4 | 3 | 2 | - | -

    15th | 9 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | - | -

    16th | 9 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | -

    17th | 9 | 9 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | -

    18th | 9 | 9 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2
    [/table]
    Iron Chef in the Playground veteran since Round IV. Play as me!


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  3. - Top - End - #153
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimization Challenge in the Playground XLI

    "One with the land" doesn't even begin to cover it.

    Quote Originally Posted by Geto the Hermit

    General Info
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    Name: Geto the Hermit
    Race: Human (Mulan)
    God: Grumbar
    Alignment: Neutral
    Size: Medium
    Age: 30
    Eyes: Brown
    Hair: Vines
    Languages*: Common, Mulhorandi, Rashemi, Shou, Terran, Sylvan, Undercommon, Draconic

    *Languages were learned in the order listed

    Stats:
    Str 8
    Dex10
    Con 12
    Int 12
    Wis 14
    Cha 18*

    *Stat bump per four levels will raise Charisma to 22 natural

    Class progression:
    Cloistered Cleric 3/ Geomancer 9/ Sorcerer 1/ Geomancer 1/ Mystic Theurge 6

    Geomancer casting increase allocation:
    Levels 1-9 will raise Cleric Casting
    Level 10 will raise Sorcerer Casting


    Geto the Hermit
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    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1st|Cloistered Cleric |
    +0
    |
    +2
    |
    +0
    |
    +2
    |Concentration 4, Knowledge (Arcana) 4, Knowledge (Dungeoneering) 4, Knowledge (Nature) 4, Knowledge (Religion) 4, Speak Language 4, Spellcraft 4, Survival 2 |Extend Spell, Reach Spell, Improved Initiative(time domain)|Turn Undead, Lore

    2nd|Cloistered Cleric |
    +1
    |
    +3
    |
    +0
    |
    +3
    | Concentration 5, Knowledge (Arcana) 5, Knowledge (Dungeoneering) 5, Knowledge (Nature) 5, Knowledge (Religion) 5, Speak Language 5, Spellcraft 5, Survival 2.5 |-|-

    3rd|Cloistered Cleric|
    +1
    |
    +3
    |
    +1
    |
    +3
    | Concentration 6, Knowledge (Arcana) 6, Knowledge (Dungeoneering) 6, Knowledge (Nature) 6, Knowledge (Religion) 6, Speak Language 6, Spellcraft 6, Survival 3 |Southern Magician|-

    4th|Geomancer |
    +1
    |
    +5
    |
    +1
    |
    +5
    | Climb 1, Concentration 7, Knowledge (Arcana) 7, Knowledge (Dungeoneering) 6, Knowledge (Nature) 7, Knowledge (Religion) 6, Speak Language 6, Spellcraft 7, Survival 4 |-|Drift 1 (Hair becomes vines), Spell Versatility 0

    5th| Geomancer |
    +2
    |
    +6
    |
    +1
    |
    +6
    | Climb 2, Concentration 8, Knowledge (Arcana) 8, Knowledge (Dungeoneering) 6, Knowledge (Nature) 8, Knowledge (Religion) 6, Speak Language 6, Spellcraft 8, Survival 5 |-|Drift 1 (Green bushy eyebrows), Ley Lines (Mountains) +1, Spell Versatility 1

    6th| Geomancer |
    +3
    |
    +6
    |
    +2
    |
    +6
    | Climb 3, Concentration 9, Knowledge (Arcana) 9, Knowledge (Dungeoneering) 6, Knowledge (Nature) 9, Knowledge (Religion) 6, Speak Language 6, Spellcraft 9, Survival 6|Persistent Spell|Drift 2 (Lizard feet- +4 climb), Spell Versatility 2

    7th| Geomancer |
    +4
    |
    +7
    |
    +2
    |
    +7
    | Climb 4, Concentration 10, Knowledge (Arcana) 10, Knowledge (Dungeoneering) 6, Knowledge (Nature) 10, Knowledge (Religion) 6, Speak Language 6, Spellcraft 10, Survival 7|-|Drift 2 (Sprout leaves and become photosynthetic), Spell Versatility 3

    8th| Geomancer |
    +4
    |
    +7
    |
    +2
    |
    +7
    | Climb 5, Concentration 11, Knowledge (Arcana) 11, Knowledge (Dungeoneering) 6, Knowledge (Nature) 11, Knowledge (Religion) 6, Speak Language 6, Spellcraft 11, Survival 8|-|Drift 3 (Thorns grow on your body), Spell Versatility 4

    9th| Geomancer |
    +5
    |
    +8
    |
    +3
    |
    +8
    | Climb 6, Concentration 12, Knowledge (Arcana) 12, Knowledge (Dungeoneering) 6, Knowledge (Nature) 12, Knowledge (Religion) 6, Speak Language 6, Spellcraft 12, Survival 9|Divine Metamagic (Persistent Spell)|Drift 3 (Fish Gills), Ley Lines (Mountains) +2, Spell Versatility 5

    10th| Geomancer |
    +6
    |
    +8
    |
    +3
    |
    +8
    | Climb 7, Concentration 13, Knowledge (Arcana) 13, Knowledge (Dungeoneering) 6, Knowledge (Nature) 13, Knowledge (Religion) 6, Speak Language 6, Spellcraft 13, Survival 10|-|Drift 4 (Boar’s Ferocity- continue to fight without penalty even when disabled or dying), Spell Versatility 6

    11th| Geomancer |
    +7
    |
    +9
    |
    +3
    |
    +9
    | Climb 8, Concentration 14, Knowledge (Arcana) 14, Knowledge (Dungeoneering) 6, Knowledge (Nature) 14, Knowledge (Religion) 6, Speak Language 6, Spellcraft 14, Survival 11|-|Drift 4 (Dog’s Nose- Scent out to a range of 30 feet), Spell Versatility 7

    12th| Geomancer |
    +7
    |
    +9
    |
    +4
    |
    +9
    | Climb 9, Concentration 15, Knowledge (Arcana) 15, Knowledge (Dungeoneering) 6, Knowledge (Nature) 15, Knowledge (Religion) 6, Speak Language 6, Spellcraft 15, Survival 12|Wild Talent| Drift 5 (Senses of a bat- Blindsense 30 ft.), Spell Versatility 8

    13th| Sorcerer |
    +7
    |
    +9
    |
    +4
    |
    +11
    | Climb 9.5, Concentration 16, Knowledge (Arcana) 16, Knowledge (Dungeoneering) 6, Knowledge (Nature) 15, Knowledge (Religion) 6, Speak Language 6, Spellcraft 16, Survival 12|-|-

    14th|Geomancer|
    +8
    |
    +10
    |
    +4
    |
    +12
    | Climb 10.5, Concentration 17, Knowledge (Arcana) 17, Knowledge (Dungeoneering) 6, Knowledge (Nature) 17, Knowledge (Religion) 6, Speak Language 6, Spellcraft 17, Survival 12|-| Drift 5 (Earthworm tremorsense- sense anything in contact with the ground w/ 30ft.), Ley Lines (Mountains) +3, Spell Versatility 9

    15th|Mystic Theurge|
    +8
    |
    +10
    |
    +4
    |
    +14
    | Climb 11, Concentration 18, Knowledge (Arcana) 18, Knowledge (Dungeoneering) 6, Knowledge (Nature) 17, Knowledge (Religion) 6, Speak Language 6, Spellcraft 18, Survival 12|Node Spellcasting|-

    16th| Mystic Theurge |
    +9
    |
    +10
    |
    +4
    |
    +15
    | Climb 11, Concentration 19, Knowledge (Arcana) 19, Knowledge (Dungeoneering) 6, Knowledge (Nature) 17.5, Knowledge (Religion) 6, Speak Language 6, Spellcraft 19, Survival 12|-|-

    17th| Mystic Theurge |
    +9
    |
    +11
    |
    +5
    |
    +15
    | Climb 11, Concentration 20, Knowledge (Arcana) 20, Knowledge (Dungeoneering) 6, Knowledge (Nature) 18, Knowledge (Religion) 6, Speak Language 6, Spellcraft 20, Survival 12|-|-

    18th| Mystic Theurge |
    +10
    |
    +11
    |
    +5
    |
    +16
    | Climb 11, Concentration 21, Knowledge (Arcana) 21, Knowledge (Dungeoneering) 6, Knowledge (Nature) 18, Knowledge (Religion) 6, Speak Language 6, Spellcraft 21, Survival 12.5|Metanode Spell|-

    19th| Mystic Theurge |
    +10
    |
    +11
    |
    +5
    |
    +16
    | Climb 11, Concentration 22, Knowledge (Arcana) 22, Knowledge (Dungeoneering) 6, Knowledge (Nature) 18.5, Knowledge (Religion) 6, Speak Language 6, Spellcraft 22, Survival 13|-|-

    20th| Mystic Theurge |
    +11
    |
    +12
    |
    +6
    |
    +17
    | Climb 11, Concentration 23, Knowledge (Arcana) 23, Knowledge (Dungeoneering) 6, Knowledge (Nature) 19, Knowledge (Religion) 6, Speak Language 6, Spellcraft 23, Survival 13|-|-[/table]


    Cleric Spells
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    Cleric Spells per day
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    {table=head]Level| Base CL|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    1st|1|3|1+1|-|-|-|-|-|-|-|-

    2nd|2|4|2+1|-|-|-|-|-|-|-|-

    3rd|3|4|2+1|1+1|-|-|-|-|-|-|-

    4th|4|5|3+1|2+1|-|-|-|-|-|-|-

    5th|5|5|3+1|2+1|1+1|-|-|-|-|-|-

    6th|6|5|3+1|3+1|2+1|-|-|-|-|-|-

    7th|7|6|4+1|3+1|2+1|1+1|-|-|-|-|-

    8th|8|6|4+1|4+1|3+1|2+1|-|-|-|-|-

    9th|9|6|4+1|4+1|3+1|2+1|1+1|-|-|-|-

    10th|10|6|4+1|4+1|3+1|3+1|2+1|-|-|-|-

    11th|11|6|5+1|4+1|4+1|3+1|2+1|1+1|-|-|-

    12th|12|6|5+1|4+1|4+1|3+1|3+1|2+1|-|-|-

    13th|12|6|5+1|4+1|4+1|3+1|3+1|2+1|-|-|-

    14th|12|6|5+1|4+1|4+1|3+1|3+1|2+1|-|-|-

    15th|13|6|5+1|5+1|4+1|4+1|3+1|2+1|1+1|-|-

    16th|14|6|5+1|5+1|4+1|4+1|3+1|3+1|2+1|-|-

    17th|15|6|5+1|5+1|5+1|4+1|4+1|3+1|2+1|1+1|-

    18th|16|6|5+1|5+1|5+1|4+1|4+1|3+1|3+1|2+1|-

    19th|17|6|5+1|5+1|5+1|5+1|4+1|4+1|3+1|2+1|1+1

    20th|18|6|5+1|5+1|5+1|5+1|4+1|4+1|3+1|3+1|2+1[/table]


    Domains
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    Time Domain
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    Granted Powers: You gain Improved Initiative as a bonus feat.

    Time Domain Spells

    1.True Strike: You gain +20 on your next attack roll.

    2.Gentle Repose: Preserves one corpse.

    3.Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.

    4.Freedom of Movement: Subject moves normally despite impediments.

    5.Permanency: Makes certain spells permanent.

    6.Contingency: Sets trigger condition for another spell.

    7.Moment of Prescience: You gain insight bonus on single attack roll, check, or save.

    8.Foresight: “Sixth sense” warns of impending danger.

    9.Time Stop: You act freely for 1d4+1 rounds


    Earth Domain
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    Granted Power:Turn or destroy air creatures as a good cleric turns undead. Rebuke, command, or bolster earth creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

    Earth Domain Spells

    1.Magic Stone: Three stones become +1 projectiles, 1d6 +1 damage.

    2.Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.

    3.Stone Shape: Sculpts stone into any shape.

    4.Spike Stones: Creatures in area take 1d8 damage, may be lowed.

    5.Wall of Stone: Creates a stone wall that can be shaped.

    6.Stoneskin M: Ignore 10 points of damage per attack.

    7.Earthquake: Intense tremor shakes 80-ft.-radius.

    8.Iron Body: Your body becomes living iron.

    9.Elemental Swarm*: Summons multiple elementals.

    *Cast as an earth spell only.


    Knowledge Domain
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    Granted Power: Add all Knowledge skills to your list of cleric class skills. You cast divination spells at +1 caster level.

    Knowledge Domain Spells

    1.Detect Secret Doors: Reveals hidden doors within 60 ft.

    2.Detect Thoughts: Allows “listening” to surface thoughts.

    3.Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.

    4.DivinationM: Provides useful advice for specific proposed actions.

    5.True SeeingM: Lets you see all things as they really are.

    6.Find the Path: Shows most direct way to a location.

    7.Legend LoreMF: Lets you learn tales about a person, place, or thing.

    8.Discern Location: Reveals exact location of creature or object.

    9.Foresight: “Sixth sense” warns of impending danger.


    Important Cleric Spells

    Spoiler
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    Delay Death- Pg 63 Spell Compendium: In conjunction with boar’s ferocity Drift, this spell allows Geto to act normally no matter how far into negatives he goes. Extend spell will often be used to gain a larger duration with this spell.

    Dweomer of Transference- Pg 220 Expanded Psionics Handbook: Geto becomes a legal target of this spell at 12th lvl, and at 12th he can combo it with Contingency to gain its effects in combat. This spell will functionally stop all spells that try to affect Geto and convert their energy into power points. Extend will often be used to gain a larger duration with this spell. It is worth noting that while Dweomer of Transference is active Geto can still cast spells offensively; however Dweomer of Transference will convert all spells that target him or have him in their area, including his own. This will not affect spells already active on him when Dweomer of Transference takes effect.

    Contingency- Time Domain Access, pg 213 Player’s Handbook: Used in conjunction with Dweomer of Transference to gain protection from spells in combat. Trigger: When Geto successfully casts delay death on himself the contingency will trigger. Will utilize extend on this spell. Multiple Contingencies can and will be saved up before the duration of the first ends, however only one triggered spell may be active at any time. When a new trigger activates a spell linked with contingency, the old triggered spell is replaced.

    Divine Insight- pg 70 Spell Compendium: Useful for various skill checks and for tapping spellcraft checks to manipulate the powers of Nodes.

    Guidance of the Avatar- Web Enhancement: Useful for various skill checks and for tapping spellcraft checks to manipulate the powers of Nodes.

    Locate Node- Underdark pg 58-59: essential in the finding of Nodes. Greatly increases the chances of Geto having access to higher Class Nodes.

    General Buff Spells- Examples: Sheltered Vitality (Spell Compendium pg 188) and Death Ward (player’s handbook pg 217)- It is important that anyone playing Geto familiarizes themselves with the available cleric buff spells, and which ones can be persisted with the use of reach spell, especially spells that grant valuable immunities. Note* Geto’s domains add access to a few buffs not normally granted on the cleric list.



    Sorcerer Spells
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    Sorcerer Spells per day
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    {table=head]Level| Base CL|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    13th|1|5|3|-|-|-|-|-|-|-|-

    14th|2|6|4|-|-|-|-|-|-|-|-

    15th|3|6|5|-|-|-|-|-|-|-|-

    16th|4|6|6|3|-|-|-|-|-|-|-

    17th|5|6|6|4|-|-|-|-|-|-|-

    18th|6|6|6|5|3|-|-|-|-|-|-

    19th|7|6|6|6|4|-|-|-|-|-|-

    20th|8|6|6|6|5|3|-|-|-|-|-[/table]



    Sorcerer Spells Known
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    {table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    13th|Stick, Light, Detect Magic, Prestidigitation|Lesser Orb of Acid, Nerveskitter|-|-|-|-|-|-|-|-

    14th|Stick, Light, Detect Magic, Prestidigitation, Arcane Mark|Lesser Orb of Acid, Nerveskitter|-|-|-|-|-|-|-|-

    15th|Stick, Light, Detect Magic, Prestidigitation, Arcane Mark|Lesser Orb of Acid, Nerveskitter, Hail of Stone|-|-|-|-|-|-|-|-

    16th|Stick, Light, Detect Magic, Prestidigitation, Arcane Mark, Acid Splash| Lesser Orb of Acid, Nerveskitter, Hail of Stone |Wings of Cover|-|-|-|-|-|-|-

    17th|Stick, Light, Detect Magic, Prestidigitation, Arcane Mark, Acid Splash| Lesser Orb of Acid, Nerveskitter, Hail of Stone, Magic Missile | Wings of Cover, Node Lock |-|-|-|-|-|-|-

    18th|Stick, Light, Detect Magic, Prestidigitation, Arcane Mark, Acid Splash, Mending| Lesser Orb of Acid, Nerveskitter, Hail of Stone, Magic Missile | Wings of Cover, Node Lock |Primal Instinct|-|-|-|-|-|-

    19th|Stick, Light, Detect Magic, Prestidigitation, Arcane Mark, Acid Splash, Mending| Lesser Orb of Acid, Nerveskitter, Hail of Stone, Magic Missile, True Strike | Wings of Cover, Node Lock, Heroics |Primal Instinct, Node Door |-|-|-|-|-|-

    20th|Stick, Light, Detect Magic, Prestidigitation, Arcane Mark, Acid Splash, Mending, Ghost Sound| Lesser Orb of Acid, Nerveskitter, Hail of Stone, Magic Missile, True Strike| Wings of Cover, Node Lock, Heroics |Primal Instinct, Node Door|Wings of Flurry|-|-|-|-|-[/table]


    Level Breakdown
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    Geto, as a roleplay choice, looks towards the future in a lot of his character choices. This sets him slightly behind the power curve of other similar characters but has the benefit of making him scale exponentially in late game. He is by no means a “weak” character at any level as his classes are innately strong to begin with. All of this makes level 20 the sweet spot for Geto, although he gets large power jumps at 10, 12, and 18.

    LVL 5
    Southern magician has allowed Geto early entry into Geomancer.

    He has the spell casting power of a 5th lvl cleric.

    LVL 10
    Boar’s Ferocity can now be combo’d with Delay Death to ignore hit point damage. This combo is susceptible to dispelling at this stage.

    He has spellcasting of a 10th lvl cleric.

    Divine Metamagic can be used to persistant spell one or more buffs (depending on current magic items).

    LVL 15
    Contingency Dweomer of Transference gives strong protection against magic.

    Nerveskitter, Improved Initiative, and Moment of Prescience ensure a stout initiative modifier.

    Delay Death becomes very powerful with Dweomer of Transference protecting it from dispels and other magical nullifications.

    More buffs can be persisted via the use of reach spell, namely deathward and Sheltered Vitality.

    All of these things together essentially make Geto unkillable while his buffs last.

    Node Spellcasting and Ley Lines +3 give a large caster level increase to spells cast in a node. This greatly boosts his long duration buffs and spells cast while defending his node.

    He may now use his charisma to set the DC’s of his cleric spells.

    He may use his cleric caster level for his Sorcerer spells making them viable for use.

    He may sacrifice any of his spells for a cure spell of an equivalent spell level.

    He has the casting power of a 13th lvl cleric and a 3rd lvl sorcerer.

    LVL 20
    Metanode spell in conjunction with divine metamagic (persistent spell), extend spell, persistant spell and reach spell allow him to cast anywhere from a large list of all day buff spells to a extremely large list of all day buff spells, depending on the highest class of node he has found.

    Foresight from his Time Domain ensures that he can always respond with an immediate action extended delay death which then activates his Contingency Extended Dweomer of Transference. Multiple extended delay deaths and contingent Extended Dweomer of Transference Spells will essentially increase the duration per day of this protection. In conjunction with a large list of immunities from all day buffs and his Boar’s Ferocity Drift class ability, this combo makes him almost impossible to stop.

    His sorcerer spells provide reliable damage, useful buffs and some valuable utility.

    He now has the casting power of an 18th lvl cleric and an 8th lvl sorcerer.


    Story
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    The Perception
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    Deep in the caves of the Sunrise Mountains near where the River Tir births and begins its journey west, Rashemi legend tells of a powerful spirit of the land. Some say he was a mere mortal from Thay who was chosen by the land. Others swear he is and always has been the earth embodied. But those who have bore witness to the creature all agree, whatever its origins, it is a genuine spirit of Rasheman now. Accounts say the creature has the shape of a man, but the plants of the forest grow out of him as if his flesh and the earth were one and the same. Even wilder rumors claim that no mortal magic or mortal blow can fell him.


    The Reality
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    Geto was originally a lowly acolyte of the church of Kossuth in the Thayan city of Eltabbar. Although abnormally curious and studious, he was not particularly intelligent or wise and, compared to his peers, he was a bit of a git. His superiors would often find him casually reading in the library when he was supposed to be performing duties elsewhere. He was also chided for mastering complex magical theories before he actually had the power to apply it to his divine prayers. It was explained to him on many occasions that a cleric of Kossuth should hold order and efficiency close to his heart, and that only those who burn brightest deserve the light of their Lord. Due to his ill-fitted nature, he was regularly passed up for promotion within the church. During one of his frequent unauthorized visits to the library, he ran across a tome discussing the elemental deities of Faerun. It was there that he was first introduced to Grumbar, the Earthlord. Something deeper than curious interest drew him to focus his later study sessions on this timeless and powerful deity, and with each study session he became surer that he was born to revere the King of the Land. He knew that Grumbar held little interest in his worshipers, but that did not matter. He would take up an oath to learn the power of the land and strive every day to emulate the solidity, power, and timelessness of the mountain.

    Shortly after, Geto left Thay for Rasheman. He had read that in Rasheman the land itself held power, and that some could attune themselves to that power by communing with the land. He wandered Rasheman seeking atonement for his former worship of the Firelord and slowly learning more and more about this Land Magic. Eventually he found his way to the Sunrise Mountains. As he mastered his connection with the land he found it easier and easier to delve into the mountain. He began to turn his focus inward, unlocking power in his mind and soul, so that he could be a stronger vessel for the power of the land. His quest to become as permanent and timeless as the land itself drove him deeper into the mountain where he eventually found the quintessential ley lines, the nodes of power.

    Now he haunts the deep mountain converting these nodes of power into holy sites to honor Grumbar. He can occasionally be seen guarding the caves near where the River Tir comes out of the Sunrise Mountains.




    Node Magic
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    Node magic is a little known form of land magic in Faerun. It requires a feat to utilize. The details can be found on page 49-51 of the Forgotten Realms Underdark book.

    Not only does Node Magic fit extremely well, thematically with Geto’s character concept and the fluff concept of Geomancer, it also provides a very large power bump. Aside from free access to random spells (not explored in detail in this build because of its random nature), Node magic will give Geto a boost to caster level on his buffs and reduce his metamagic modifier costs allowing him to apply metamagics to more spells and giving him a more cost efficient divine metamagic.

    The power of Node magic increases the higher class of Node found. With the 3rd lvl cleric spell “Locate Node”. Geto can easily find nodes to work with. And with the skill check bumping spells Guidance of the Avatar, Divine Insight, and Moment of prescience, Geto can easily tap all Node related Spellcraft checks, regardless of how high of a class node he happens to find.

    Here is a breakdown of the translation of power for each class of Node. These bonuses apply to spells cast within the Node and therefore will be mostly relevant to long buffs and spells cast while defending a node.

    Class 1 Node- +1 caster level, Free Extend Spell, Reach Spell only costs 1 spell lvl, Persistant Spell costs 5 spell lvls or 6 turning attempts.

    Class 2 Node- +2 caster level, Free Extend Spell, Free Reach Spell, Persistant Spell costs 4 spell lvls or 5 turning attempts.

    Class 3 Node- +3 caster level, Free Extend Spell, Free Reach Spell, Persistant Spell costs 3 spell lvls or 4 turning attempts.

    Class 4 Node- +4 caster level, Free Extend Spell, Free Reach Spell, Persistant Spell costs 2 spell lvls or 3 turning attempts.

    Class 5 Node- +5 caster level, Free Extend Spell, Free Reach Spell, Persistant Spell costs 1 spell lvls or 2 turning attempts.

    Class 6 Node- +6 caster level, Free Extend Spell, Free Reach Spell, Free Persistant Spell.
    Ley lines +3 , and Spell versatility, and Node Spellcasting will secure a high caster lvl on all his all day buffs. And his list of all day buffs is possibly rather large with reach making more buffs compatible with persistant, and extend persistant being more cost effective.


    The Spell Node Lock will help him secure Nodes found, and the Spell Node Door will allow him to move between Nodes.

    Why Geomancer?
    Spoiler
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    -Aside from providing 80% of this builds class abilities, Geomancer is essential for the build and character story.

    -The drifts provide roleplay flavor to the concept as well as allow him to comfortably exist in his chosen environment. His delay death combo does not work without the Boar’s Ferocity Drift.

    -The Ley Lines give him a solid caster level bump in his chosen environment.

    -The Spell Versatility allows him to focus two different casting classes and still be SAD, not to mention negating the strain of maintaining two different caster levels. It also allows his Sorcerer spells to have a little more value by allowing them to trade out for cure spells. This ensures that no matter how low his HP goes, he can always cure his way back up.

    -And finally, you just can’t beat the roleplay synergy that Geomancer provides this build. Let’s look at some of the components of the build.

    *Geomancer is a class that studies the way that magic flows through the earth and then taps into that flow to gain power that transcends the lines between arcane and divine.

    *The Mulan race is known for its heritage of blurring the lines between the arcane and the divine.

    *Rasheman is a land known for strong ley lines and practitioners of land magic.

    *Node Magic is the art of manipulating nodes of power that form where ley lines meet within the earth.

    *Grumbar is an eternal elemental God who represents the power of the earth and timelessness.
    Every major aspect of the character has some form of synergy with the Geomancer prestige class.


    Magic Items
    Spoiler
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    Other than Stat boosting items, magic items don't really matter for this build. Make the usual buys and you should be fine.

    Charisma- primary stat
    Wisdom- secondary stat

    Nightstick- can be useful. If your DM allows stacking consider buying a few. Not needed.

    Metamagic Rods- always useful for spellcasters.


    Options
    Spoiler
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    Drifts
    Spoiler
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    Since plants grow out of earth, the plant themed drifts were the closest I could get to perfect. But consider asking your GM if you could change the fluff on some drifts to fit even better. Examples: instead of Green Eyebrows and vine hair change it to Rocky looking skin and a gravely deep voice. Instead of leaves providing sustenance, consider moss growing on your body in different places. Same effect but different fluff.

    Melee
    Spoiler
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    Geto is not a melee character functionally or aesthetically, but his kit can be altered easily to add a melee threat. I chose not to do this because I have roleplay standards and a cloistered cleric studybug who also relished in the bashing of skulls just didn't sound right to me. BUT you may not have these reservations. If this is your goal, consider switching the knowledge domain out for the Knowledge devotion feat. Then consider buying a psychic weapon. As dweomer of transference converts the enemies spells into power points, the weapon will grow to a very cost efficient magic weapon. Aside from that load buff spells that enhance melee performance and then extend and persist them (righteous wrath, divine might, ect.) And finally, use extended reach persistent Heroics spells to give yourself entire fighter feat chains. Power attack, Improve Sunder, Improved Bull Rush, Combat Brute, and Shock Trooper would be a good example.


    Sources
    Spoiler
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    Complete Arcane
    Races of the Dragon
    Spell Compendium
    Forgotten Realms Underdark
    Complete Warrior
    Complete Divine
    Expanded Psionics Handbook
    Player's Handbook
    Races of Faerun
    Forgotten Realms Unapproachable East
    Dungeon Masters Guide
    Dragon Magic http://www.wizards.com/dnd/article.a...sb/sb20010504a
    Iron Chef in the Playground veteran since Round IV. Play as me!


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  4. - Top - End - #154
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimization Challenge in the Playground XLI

    And ancient source of destruction.

    Quote Originally Posted by Me’un!tii
    Me’un!tii

    The legend of the Horror of the Deeps
    Spoiler
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    Out in the Lhazaar Principalities, boys, there’s a saying: There’s good reason to be wary of the sea.
    -Tanis d’Deneith, Sergeant of the Blademarks, speaking to the graduating class of 997YK.


    More than six thousand years ago, before humans made the trip from distant Sarlona, a mighty undersea empire ruled what is now know as the Lhazaar Principalities. The pride of the empire was its legions of magic-wielding warriors known as the Kel’tuurm’onna. These mighty warriors protected the empire’s interests and acted much as House Deneith does today, protecting persons of interest and fighting those who would oppose it.

    The Daelkyr War changed all of that.

    Little information survived the long millennia about the empire’s struggle against the aquatic minions (chief among them, the sinister aboleth) of the malevolent Master of Tides, the daelkyr assigned to the Principalities. All that is known is that nearly all mention of the empire was wiped off the face of Eberron , even the races that composed said empire. To the south and east of Trebaz Sinara, however, lies the hidden shoal known as the Wavereaver. Behind a byeshyk door hidden amongst the coral lies the hidden academy of the ancient magic-wielding legions – The Kel-tuurm’okthan.

    Eighty three years ago, a pod of darfellans fleeing the rampaging sahuagin of the Thunder Sea stumbled upon the door in their long flight.

    In the decades since, they have managed to translate the decayed manuals and have begun training their own kel’tuurm’onna, a new generation of warriors to defend their new homeland.

    Me’un!tii was a successful graduate of the program, yet she was held back from graduation for a number of years. Instructors claimed that her spellwork was flawed, but rumours circling the darfellans hinted at her unnatural devotion to the god of their enemy, the monstrous Devourer. Confronted with the claims, she made no attempt to deny them.

    “It is only by embracing the force that has led them to power over us that we can be cleansed and born anew as a stronger people.”

    To prove her claims, she purchased a sahuagin slave from a surface slaver that she had encountered on one of her patrols, seeing no reason why darfellans should involve themselves with surface affairs. She met the four armed abomination in combat and bested is, tearing out its throat with her teeth as the final blow. Following her performance, she was quickly graduated then sent off to the farthest reaches of their territory to “defend” it from outwards threats.

    Me’un!tii didn’t chafe at the assignment – instead, she revelled in it. Freed from the constraints and constant scrutiny of the academy, she was free to seek out other worshippers of The Devourer to learn more of it. She found an old anguillian hermit living beneath the ruins of a sunken House Lyrandar elemental galleon, and he initiated her in the ways of the Devourer, and his connection to the mystical lines of energy that ran through the seas. As his lessons and the years progressed, her body became more and more monstrous, almost as if the knowledge itself was twisting her form.

    Seven years after they’d given her up for dead, a monstrous amalgam of darfellan and beast emerged from the wilds and began slaughtering entire hamlets. It took nearly a score of academy graduates to subdue her, and after magical questioning, it was apparent to their dawning horror that they’d discovered the ultimate fate of Me’un!tii. As the elders were conferring, deciding her fate, they missed the low whispers of her growling voice and the subtle weaving of her hands. They did not, however, miss when Elder En’chaven sudden folded in on himself in deluge of blood. They looked her way to see her swiftly moving towards them... no, towards the door. She only looked down on them as another elder imploded, sneering at the fear on their faces. She walked straight to the solid byeshyk doors, swimming through the crowds as they quietly made way for her.

    A single guard stood in her way – Akila!te, the guard commander who had trained her. With a voiceless cry, he threw himself at her, trident leading. A slight shift of her body and his trident plunged past her. She took a heartbeat to enjoy the panic on his face, before whispering in his ear.

    “Devourer, may his soul stave off your endless hungering”

    A flick of her hand, a roll of her fingers, and a viridian energy charged her hand as she slapped his broad chest. The energy coiled into him as his face grew ashen and seemed to age in front of their eyes. All life left him and he floated down to settle noiselessly onto the floor. She nodded grimly and flicked her fingers, a sign of contempt.

    “A waste of strength. You could have been fighting our enemies, embracing the hunger within. I will destroy the sahuagin, no matter who stands in my way.”

    She swam away without a backwards glance, and shocked gasps filled the sea as a few students floated up after her, willing to learn her ways.


    The Building of a Storm
    Spoiler
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    Me’un!tii
    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1st|Duskblade 1|
    +1
    |
    +5
    |
    +0
    |
    +1
    |Concentration 4, Knowledge (arcana) 4, Knowledge (nature) 4|Power Attack|Arcane attunement, armoured mage (light)

    2nd|Duskblade 2|
    +2
    |
    +6
    |
    +0
    |
    +2
    |Concentration 5, Knowledge (arcana) 5, Knowledge (nature) 5|Combat Casting (B)|Bonus Feat

    3rd|Duskblade 3|
    +3
    |
    +6
    |
    +1
    |
    +2
    |Concentration 6, Knowledge (arcana) 6, Knowledge (nature) 6|Knowledge Devotion |Arcane channeling

    4th|Duskblade 4|
    +4
    |
    +7
    |
    +1
    |
    +3
    |Concentration 7, Knowledge (arcana) 7, Knowledge (nature) 7||Armoured mage (medium), +1 Cha

    5th|Duskblade 5|
    +5
    |
    +7
    |
    +1
    |
    +3
    |Concentration 8, Knowledge (arcana) 8, Knowledge (nature) 8||Quick cast 1/day

    6th|Duskblade 6|
    +6
    |
    +8
    |
    +2
    |
    +4
    |Concentration 9, Knowledge (arcana) 9, Knowledge (nature) 9|Weapon Focus (Trident)|Spell power +2

    7th|Duskblade 7|
    +7
    |
    +8
    |
    +2
    |
    +4
    |Concentration 10, Knowledge (religion) 2||Armoured mage (heavy shield)

    8th|Divine Crusader of The Devourer (Destruction) 1|
    +7
    |
    +10
    |
    +2
    |
    +6
    |Concentration 11, Knowledge (religion) 4||Aura (of Evil), Destruction domain granted power, +1 Cha

    9th| Divine Crusader of The Devourer (Destruction) 2|
    +8
    |
    +11
    |
    +2
    |
    +7
    |Concentration 12, Collector of Stories (skill trick)|Sickening Grasp|

    10th|Geomancer 1|
    +8
    |
    +13
    |
    +2
    |
    +9
    |Concentration 13, Knowledge (arcana) 10, Knowledge (nature) 10, Spellcraft 2||Drift I (flowers wilting in her presence), spell versatility 0, advance divine casting

    11th|Geomancer 2|
    +9
    |
    +14
    |
    +2
    |
    +10
    |Concentration 14, Knowledge (arcana) 11, Knowledge (nature) 11, Spellcraft 4||Drift I (voice growls like a dog), ley line (aquatic) +1, spell versatility 1, advance divine casting

    12th|Geomancer 3|
    +10
    |
    +14
    |
    +3
    |
    +10
    |Concentration 15, Knowledge (religion) 6, Knowledge (arcana) 12, Knowledge (nature) 12|Practiced Spellcaster (Divine Crusader)|Drift II (swiftness of the elk (+5ft to land speed)), spell versatility 2, advance divine casting, +1 Cha

    13th|Geomancer 4|
    +11
    |
    +15
    |
    +3
    |
    +11
    |Concentration 16, Knowledge (religion) 8, Knowledge (arcana) 13, Knowledge (nature) 13||Drift II (blood like sap (half damage from progressive damage)), spell versatility 3, advances divine casting

    14th|Geomancer 5|
    +11
    |
    +15
    |
    +3
    |
    +11
    |Concentration 17, Knowledge (religion) 10, Knowledge (arcana) 14, Knowledge (nature) 14|| Drift III (gills like a fish (freely breathe both air and water)), spell versatility 4, advances divine casting

    15th|Geomancer 6|
    +12
    |
    +16
    |
    +4
    |
    +12
    |Concentration 18, Knowledge (religion) 12, Knowledge (arcana) 15, Knowledge (nature) 15|Battlecaster Offensive| Drift III (web spinning (as Monstrous spiders)), ley lines (aquatic) +2, spell versatility 5, advances arcane casting

    16th|Geomancer 7|
    +13
    |
    +16
    |
    +4
    |
    +12
    |Concentration 19, Knowledge (religion) 14, Knowledge (arcana) 16, Knowledge (nature) 16||Drift IV (pounce like a leopard (gain Pounce)), spell versatility 6, advances arcane casting, +1 Int

    17th|Geomancer 8|
    +14
    |
    +17
    |
    +4
    |
    +13
    |Concentration 20, Knowledge (religion) 16, Knowledge (arcana) 17, Knowledge (nature) 17||Drift IV (ink cloud of the squid (emit a cloud of ink as a free action 1/minute)), spell versatility 7, advances arcane casting

    18th|Geomancer 9|
    +14
    |
    +17
    |
    +5
    |
    +13
    |Concentration 21, Knowledge (religion) 18, Knowledge (arcana) 18, Knowledge (nature) 18|Extra Slot (7th, divine)|Drift V (wings of the bat (fly 60ft)), spell versatility 8, advances divine casting

    19th|Geomancer 10|
    +15
    |
    +18
    |
    +5
    |
    +14
    |Concentration 22, Knowledge (arcana) 20, Knowledge (nature) 20||Drift V (poisonous bite (DC 23, 1d2 Dex/1d4 Dex)), ley lines (aquatic) +3, spell versatility 9, advances divine casting

    20th| Divine Crusader of The Devourer (Destruction) 3|
    +16
    |
    +18
    |
    +6
    |
    +14
    |Concentration 23, Knowledge (religion) 20||Electrical resistance 5, +1 Cha[/table]


    Channeling the Power
    Duskblade (As a 10th level Duskblade)
    Spoiler
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    Spells per day
    {table=head]Level|0|1st|2nd|3rd

    1st|3|3|-|-

    2nd|4|4|-|-

    3rd|5|5|-|-

    4th|6|6|-|-

    5th|6|6|2|-

    6th|6|7|3|-

    7th|6|7|5|-

    8th|6|7|5|-

    9th|6|7|5|-

    10th|6|7|5|-

    11th|6|7|5|-

    12th|6|7|5|-

    13th|6|7|5|-

    14th|6|7|5|-

    15th|6|8|6|-

    16th|6|8|6|2

    17th|6|9|7|3

    18th|6|9|7|3

    19th|6|9|7|3

    20th|6|9|7|3[/table]

    Spells Known
    0- acid splash, disrupt undead, touch of fatigue
    1- chill touch, ray of enfeeblement, resist energy, shocking grasp, true strike
    2- dimensional hop, see invisibility, seeking ray, touch of idiocy
    3- ray of exhaustion, vampiric touch

    Divine Crusader of The Devourer (As a 10th level Divine Crusader)
    Spoiler
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    Spells per day
    {table=head]Level|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    1st|-|-|-|-|-|-|-|-|-

    2nd|-|-|-|-|-|-|-|-|-

    3rd|-|-|-|-|-|-|-|-|-

    4th|-|-|-|-|-|-|-|-|-

    5th|-|-|-|-|-|-|-|-|-

    6th|-|-|-|-|-|-|-|-|-

    7th|-|-|-|-|-|-|-|-|-

    8th|1|-|-|-|-|-|-|-|-

    9th|2|1|-|-|-|-|-|-|-

    10th|3|2|1|-|-|-|-|-|-

    11th|3|3|2|1|-|-|-|-|-

    12th|4|3|3|2|0|-|-|-|-

    13th|4|4|3|3|1|0|-|-|-

    14th|4|4|4|3|2|1|0|-|-

    15th|4|4|4|3|2|1|0|-|-

    16th|4|4|4|3|2|1|0|-|-

    17th|4|4|4|3|2|1|0|-|-

    18th|4|4|4|4|2|2|2|0|-

    19th|4|4|4|4|3|2|3|1|0

    20th|4|4|4|4|3|3|3|2|1[/table]

    Spells Known (Destruction domain)
    1- inflict light wounds
    2- shatter
    3- contagion
    4- inflict critical wounds
    5- inflict light wounds, mass
    6- harm
    7- disintegrate
    8- earthquake
    9- implosion



    The forecast
    Spoiler
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    General Information
    Me’un!tii, NE female Darfellan
    Duskblade 7/Divine Crusader of The Devourer (Destruction) 3/Geomancer 10

    Ability scores:
    Strength 16, Dexterity 10, Constitution 16, Intelligence 12, Wisdom 8, Charisma 15

    Final scores (naked):
    Strength 16, Dexterity 10, Constitution 16, Intelligence 13, Wisdom 8, Charisma 19

    On the path
    Early levels
    Spoiler
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    You’re a duskblade. Do what duskblades do and get into the fray. At the start, you’ll be double handing a spear (or other two handed piercing weapon) for maximum return on Power Attack. Your preferred environment, aquatic, means that ranged combat is composed nearly entirely of opposing spellcasters, so you’ve got the edge, as casters are pretty close to melee at these low levels. Your combat abilities only improve when you get Knowledge Devotion and collector of stories, guaranteeing at least +1 at these levels. You even manage to grab a quick cast and spell power +2 before prestige classing out. Note that dimension hop is a touch spell, not a personal one.

    Mid levels
    Spoiler
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    You’ve got some variety added to you now – three of your four first divine spells are touch range, making them eligible to channel. You pick up a quick, weak smite attack and a minor debuff (sickening grasp) that effects the target even if they pass their save. You quickly manage to reach spell versatility 2, letting you use your high(er) Charisma score to base your arcane spells’ saving DCs off of, giving them a better chance of affecting the target.

    I feel as if Me’un!tii has really hit her stride here at about level 16– she can unleash a 140 point harm or 7d6 vampiric touch with equal impunity. She’s picked up a third attack, Pounce, a method of battlefield control in her spinnerets and she’s got enough ranks in her three knowledge skills to guarantee her a +2 on a wide range of opponents.

    Late levels
    Spoiler
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    Later levels play much like the mid levels – you don’t really get anything new besides some spells (ray of exhaustion/disintegrate/earthquake) and continued improvement to her BAB and Knowledge Devotion. Seeking ray is not a bad spell to start out a fight – a +4 on your to hit for ray of exhaustion/disintegrate is nothing to be sneered at, though disintegrate has at least as much utility as offensive power. You’ve picked up wings for the rare occasion that you leave the water, and an ink cloud to give you total concealment (an an inability to be targeted by spells). You get more spell slots – Me’un!tii tends to fill her 8th level slot with either disintegrate or harm.

    End game
    Spoiler
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    You barely manage to scrape the holy +16 BAB, nabbing the bare minimum for an “acceptable” melee character should you take her to epic levels. You effectively get implosion as a 1/day SLA, which is admittedly pretty neat for a capstone. Electricity resistance 5 doesn’t seem too great... and it really isn’t impressive at all at this level. But at least it’s no dead level.



    Adaptations
    Spoiler
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    What exactly defines a “spellcasting parameter”? In building Me’un!tii, I’ve taken it to be anything pertaining to the act of spellcasting. So components, ASF, save DCs are in... as well as CL. Applying her final divine CL (17) to her arcane spells nets her an extra pair of dice on vampiric touch, as well as helping her to overcome SR.

    Note that her power isn’t significantly reduced with a harsher definition of a parameter – she just has a harder time overcoming (arcane) SR, lessened effectiveness of offensive dimension hop and looses some effect on vampiric touch. Most of her channeling damage comes from harm.


    The Eye of the storm
    Spoiler
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    Use of the Secret Ingredient

    Drift traits(1-5): Me’un!tii’s chosen drift traits either help her melee capabilities (entanglement, pounce, echolocation/ink cloud, water breathing, (weak) poison on her bite), her survivability (blood like sap, flight) or are thematic (the Stage I drifts, really)

    Spell Versatility: Me’un!tii’s greatest uses from this ability would be the ability to completely ditch a divine focus and the ability to use her significantly higher charisma score to determine her few duskblade spells that require a save. See adaptations for further uses of this ability with varying definitions of “spellcasting parameters”.

    Ley Lines: Help improve her less-than CL20 casting levels for both her Duskblade (improving vampiric touch and dimension hop, among others) and Divine Crusader (powering up Harm sooner and generally improving Disintegrate overall) spells, as well as helping her punch through opposing SR.

    Spellcasting progression: Geomancer has the odd distinction of requiring both kinds of casting, yet only advancing one type per level. Me’un!tii takes advantage of this by acquiring her divine casting on a fast-progression rate, finishing up her divine spellcasting and leaving some spare levels for her arcane casting to catch up.


    Meteorology (booklist)
    Spoiler
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    Complete Arcane
    Complete Divine
    Complete Mage
    Faiths of Eberron
    Player’s Handbook
    Player’s Handbook 2
    Stormwrack
    Iron Chef in the Playground veteran since Round IV. Play as me!


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  5. - Top - End - #155
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimization Challenge in the Playground XLI

    Plant yourselves down for a spell.
    Quote Originally Posted by Lo-Kag Rootwatcher
    Lo-Kag Rootwatcher
    "He Who Comes to Claim You"


    The Story:
    Spoiler
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    The young goliath children gathered around the campfire, all eyes locked expectantly on Kila, the tribe's eldest dawncaller. She took up her post in camp for the night's first watch as her younger companions patrolled the perimeter; long ago Kila's health had sidelined her to the role of story teller and morning anthem singer. Rather than being bitter, Kila savored her role. Her wizened face cracked into a thin smile as her faded eyes looked over the children sitting at her feet. "Tell us a scary story!" they all chimed in unison. The bard, fresh from a good day's sleep, chuckled and obliged. "Okay, okay," she said to them as her eyes scanned the perimeter of the camp, "but make sure to go for bed when the tent-mother calls for you; else you'll be tired when I sing the morning anthems. Which story do you want to hear?" The children began to bicker amongst themselves and shout out their preferred tales. "Brittleskin!" one shouted, to which another replied "No, that only scares babies. Tell the one about--" The second child can't even finish, as he's interrupted by a third asking for the tale of the Angry Exile. The dawncaller smirked as the children argued and two of them started to wrestle to decide whose story would be told. She cleared her throat and all fell silent.

    "Tonight I'll tell you one that you haven't heard before. On second thought, maybe I shouldn't...it's scarier than the others and you might not be brave enough." The children were on the edge of their seats and their cacaphony had once again settled into a unified cry of "Please?" The dawncaller nodded and continued. "Very well, I suppose you can handle it. It's time you heard the tale of He Who Comes to Claim You." The children shuddered in delight at the prospect of a new story and gathered closer around the fire.

    "This story actually starts here, in our very own tribe," she began, "long long ago. There was a young boy named Lo-Kag who dreamed of being the tribe's skywatcher. You all know what the skywatchers do, right?" The children all nodded, and one raised her hand. The dawncaller gestured to her, and she piped up: "The skywatchers are the priests who do earth magic and care about all the yummy plants and cute aminals." The dawncaller nodded and silenced the older children that mocked her mispronunciation. "That's right," the dawncaller continued, "Lo-Kag loved all the plants and animals of the mountain. In fact, he loved them so much that he became friends with a pixie that lived in the woods and together the two of them learned how to make star magic. You should have seen the two of them together--Lo-Kag was one of the tallest gol-kaa I've ever seen, and this tiny little pixie would ride around on his shoulder when she wasn't invisible. It was quite the sight!" The younger children laughed, but the older children wanted to get to the scary bits. "Faster," one of them asked of the dawncaller, "it's almost time for bed!"

    The dawncaller nodded through a cough and obliged the child. She sped her pace the slightest bit, but made sure not to skip any part of her tale. "Star magic wasn't enough for Lo-Kag, though. He studied with the skywatchers and tried to mimic their rituals, but the earth magic was harder for him to master. He learned a little bit of it, but it was hard for him and only came after a little bargaining with the spirits and a lot of patience. He tried to be a skywatcher still, but the Chieftain saw his weakness and made him a lamenter instead. He was stuck in the job for many years, and everyone thought he no longer wanted to be a skywatcher. However, he continued to pursue his star magic and learned how to better haggle with the spirits. In turn, they gave him more earth magic. However, it wasn't normal earth magic..."

    The children rubbed their hands together, as it seemed the tale was going to take a turn for the scary. "Lo-Kag still cared about the plants and animals, but he learned from the spirits that the real magic comes from the soil of the mountain itself. He learned how to swim through dirt as if it was water, and made a name for himself in the tribe as he started exploring caverns deeper than the bravest Gol-Kaa had ever seen. He petitioned the Chieftain to name him an honorary skywatcher, but the chieftain refused. Incensed, Lo-Kag gave himself the title of Rootwatcher and descended into the dirt once more, never to be seen again.

    Though he was mad at the Chieftain, Lo-Kag was a good goliath. Since he hadn't been exiled, he still had to complete his job as lamenter. Nobody saw him anymore, but members of the tribe swore they still heard his laments--coming up from the ground whenever it was a Gol-Kaa's time to die!"
    At this, one of the younger children buried her face into the shoulder of her older sister. The older girl, destined to be a tent-mother one day, instinctively wrapped her arms around the child to comfort her. "Psh," one of the older boys chided as the dawncaller stopped to cough once more, "I'm not even scared at all. This story's boring."

    The dawncaller looked at the boy and frowned. "The story doesn't end with rumors, son. No, some claim even to this day that they've seen the Rootwatcher's return. If you believe them, he looks like a creature of the mountain himself, halfway between a plant and an animal. Keep an eye out, children," she dropped her voice to convey spookiness. "They say the first sign that he's near is that the flowers start to wilt as he touches the roots beneath you." The boy who prided himself earlier on his lack of fear spoke up, saying "Ha! Of course the flowers are wilting; it's nearly winter. Dawncaller Kila, this story's not scary at all."

    The dawncaller smirked as she saw one of her companions returning from the perimeter. The children were so engaged with her tale that didn't even know he was approaching. She continued her story, raising her voice just enough for the second dawncaller to hear her. "The dying flowers aren't meant to scare you, boy," she said with more authority in her voice than before, "they're meant to warn you. You see, you don't have to be old or sick like me...the Rootwatcher comes to claim you and drag you to the grave himself whenever he's told. He stopped taking orders from the Chieftain long ago--now he works on the orders of Kuliak herself!" Even the oldest children in the circle straightened up and gasped at the mention of the Dead Goddess' name. Only the lamenters mentioned her name, and even then they didn't dare utter it outside their burial rites. "Once you see the wilting flowers, no amount of climbing can save you. The Rootwatcher can ascend the highest mountain from the inside out, and once he catches you, he drags you down to the grave forever." The boy who had been heckling the dawncaller was quiet now, transfixed by the story. "H-h-how does he do it?" the boy asked nervously, "how does he c-c-claim you?" The dawncaller chuckled as her partner took up his place quietly behind the log the boy was sitting on. "Like any good goliath," she said quietly, "he wrestles you. You'll know it's him because he starts with an anklelock!"

    At that moment, the returning dawncaller helped Kila's story hit home by reaching a stony arm out of the darkness to grab the precocious boy by the ankle. The child let out a shriek, much to the delight of all the others listening to the tale. Kila took a slow, fragile bow and excused herself to take a walk around the perimeter of the camp. As she walked, the light autumn breeze seemed to whisper to her in a singsong voice. Suddenly, Kila was overcome as a coughing fit tore through her. Kila had to kneel among the yellow blooms of the cassia, one of the latest-flowering shrubs on the mountain. While she was doubled over catching her breath, even her faded eyes noticed all the flowers on the nearest bush wither and dry.


    The Build:
    Spoiler
    Show
    {table=head]
    Level
    |
    Class
    |
    Base Attack Bonus
    |
    Fort Save
    |
    Ref Save
    |
    Will Save
    |
    Skills
    |
    Feats
    |
    Class Features

    1
    |
    Sha'ir 1
    |
    +0
    |
    +0
    |
    +0
    |
    +2
    |
    Bluff 4, Diplomacy 4, Know (arcana) 4, Know (nature) 2, Sense Motive 1
    |
    Nymph's Kiss
    |
    Summon gen familiar

    2
    |
    Sha'ir 2
    |
    +1
    |
    +0
    |
    +0
    |
    +3
    |
    Bluff 5, Diplomacy 4, Know (arcana) 5, Know (nature) 2.5, Sense Motive 2, Spellcraft 1
    ||

    3
    |
    Sha'ir 3
    |
    +1
    |
    +1
    |
    +1
    |
    +3
    |
    Bluff 5, Diplomacy 4, Know (arcana) 6, Know (nature) 3, Sense Motive 4, Spellcraft 2
    |
    Knowledge Devotion
    |
    Recognize Genie Works

    4
    |
    Sha'ir 4
    |
    +2
    |
    +1
    |
    +1
    |
    +4
    |
    Bluff 5, Diplomacy 5, Know (arcana) 6, Know (nature) 6, Sense Motive 5, Spellcraft 2
    ||

    5
    |
    Geomancer 1
    |
    +2
    |
    +3
    |
    +1
    |
    +6
    |
    Bluff 5, Concentration 2, Diplomacy 6, Know (arcana) 6, Know (nature) 7, Sense Motive 5, Spellcraft 5
    ||
    Drift 1 (touch wilts flowers), Spell Versatility 0

    6
    |
    Geomancer 2
    |
    +3
    |
    +4
    |
    +1
    |
    +7
    |
    Bluff 5, Concentration 4, Diplomacy 7, Know (arcana) 8, Know (nature) 7, Sense Motive 5, Spellcraft 7
    |
    Earth Sense
    |
    Drift 1 (hair becomes vines), Ley Lines +1, Spell Versatility 1

    7
    |
    Geomancer 3
    |
    +4
    |
    +4
    |
    +2
    |
    +7
    |
    Bluff 5, Concentration 6, Diplomacy 8, Know (arcana) 8, Know (nature) 8, Sense Motive 5, Spellcraft 10
    ||
    Drift 2 (+4 Diplomacy), Spell Versatilty 2

    8
    |
    Earth Dreamer 1
    |
    +4
    |
    +6
    |
    +2
    |
    +9
    |
    Bluff 5, Concentration 8, Diplomacy 9, Know (arcana) 8, Know (nature) 8, Sense Motive 5, Spellcraft 11
    ||
    Earth friend

    9
    |
    Earth Dreamer 2
    |
    +5
    |
    +7
    |
    +2
    |
    +10
    |
    Bluff 5, Concentration 10, Diplomacy 10, Know (arcana) 8, Know (nature) 8, Sense Motive 5, Spellcraft 12
    |
    Shape Soulmeld: Totem Avatar
    |
    Earth dream

    10
    |
    Earth Dreamer 3
    |
    +5
    |
    +7
    |
    +3
    |
    +10
    |
    Bluff 5, Concentration 12, Diplomacy 11, Know (arcana) 8, Know (nature) 8, Sense Motive 5, Spellcraft 13
    ||
    Lesser tremorsense

    11
    |
    Earth Dreamer 4
    |
    +6/+1
    |
    +8
    |
    +3
    |
    +11
    |
    Bluff 5, Concentration 14, Diplomacy 12, Know (arcana) 8, Know (nature) 8, Sense Motive 5, Spellcraft 14
    ||
    Earth sight

    12
    |
    Earth Dreamer 5
    |
    +6/+1
    |
    +8
    |
    +3
    |
    +11
    |
    Bluff 5, Concentration 15, Diplomacy 13, Know (arcana) 8, Know (nature) 9, Sense Motive 5, Spellcraft 15
    |
    Mobile Spellcasting
    |
    Earth glide

    13
    |
    Geomancer 4
    |
    +7/+2
    |
    +9
    |
    +3
    |
    +12
    |
    Bluff 5, Concentration 16, Diplomacy 15, Know (arcana) 10, Know (nature) 10, Sense Motive 5, Spellcraft 16
    ||
    Drift 2 (+4 Climb), Spell Versatility 3

    14
    |
    Geomancer 5
    |
    +7/+2
    |
    +9
    |
    +3
    |
    +12
    |
    Bluff 5, Concentration 17, Diplomacy 16, Know (arcana) 10, Know (nature) 12, Sense Motive 5, Spellcraft 17, Collector of Stories
    ||
    Drift 3 (Bite), Spell Versatility 4

    15
    |
    Geomancer 6
    |
    +8/+3
    |
    +10
    |
    +4
    |
    +13
    |
    Bluff 5, Concentration 18, Diplomacy 17, Know (arcana) 12, Know (nature) 14, Sense Motive 5, Spellcraft 18, Collector of Stories
    |
    Open Lesser Chakra (Arms)
    |
    Drift 3 (Constrict), Ley Lines +2, Spell Versatility 5

    16
    |
    Geomancer 7
    |
    +9/+4
    |
    +10
    |
    +4
    |
    +13
    |
    Bluff 5, Concentration 19, Diplomacy 18, Know (arcana) 14, Know (nature) 16, Sense Motive 5, Spellcraft 19, Collector of Stories
    ||
    Drift 4 (Improved Grab), Spell Versatility 6

    17
    |
    Geomancer 8
    |
    +10/+5
    |
    +11
    |
    +4
    |
    +14
    |
    Bluff 5, Concentration 20, Diplomacy 19, Know (arcana) 16, Know (nature) 18, Sense Motive 5, Spellcraft 20, Collector of Stories
    ||
    Drift 4 (Rake Claws), Spell Versatility 7

    18
    |
    Geomancer 9
    |
    +10/+5
    |
    +11
    |
    +5
    |
    +14
    |
    Bluff 5, Concentration 21, Diplomacy 19, Know (arcana) 19, Know (nature) 20, Sense Motive 5, Spellcraft 21, Collector of Stories
    |
    Still Spell
    |
    Drift 5 (Tremorsense), Spell Versatility 8

    19
    |
    Geomancer 10
    |
    +11/+6/+1
    |
    +12
    |
    +5
    |
    +15
    |
    Bluff 5, Concentration 22, Diplomacy 19, Know (arcana) 22, Know (nature) 22, Sense Motive 5, Spellcraft 22, Collector of Stories
    ||
    Drift 5 (Blindsense), Spell Versatility 9
    [/table]

    {table=head]
    Attribute
    |
    Points
    |
    Base
    |
    Race
    |
    Levels
    |
    Total
    |
    Mod

    STR
    |
    6
    |
    14
    |
    4
    |
    0
    |
    18
    |
    +4

    DEX
    |
    0
    |
    8
    |
    -2
    |
    0
    |
    6
    |
    -2

    CON
    |
    5
    |
    13
    |
    2
    |
    0
    |
    15
    |
    +2

    INT
    |
    6
    |
    14
    |
    0
    |
    0
    |
    14
    |
    +2

    WIS
    |
    5
    |
    13
    |
    0
    |
    0
    |
    13
    |
    +1

    CHA
    |
    10
    |
    16
    |
    0
    |
    4
    |
    20
    |
    +5
    [/table]

    Spellcasting:
    Spoiler
    Show
    Spells Per Day:
    {table=head]Level|0|1|2|3|4|5|6|7|8|9
    1|4|2|-|-|-|-|-|-|-|-
    2|5|3|-|-|-|-|-|-|-|-
    3|5|3|1|-|-|-|-|-|-|-
    4|5|4|3|-|-|-|-|-|-|-
    5|5|4|3|1|-|-|-|-|-|-
    6|5|4|4|3|-|-|-|-|-|-
    7|5|5|4|3|1|-|-|-|-|-
    8|5|5|4|4|3|-|-|-|-|-
    9|5|5|5|4|3|1|-|-|-|-
    10|5|5|5|4|4|3|-|-|-|-
    11|5|5|5|5|4|3|1|-|-|-
    12|5|5|5|5|4|4|3|-|-|-
    13|5|5|5|5|5|4|3|1|-|-
    14|5|5|5|5|5|4|4|3|-|-
    15|5|5|5|5|5|5|4|3|1|-
    16|5|5|5|5|5|5|4|4|3|-
    17|5|5|5|5|5|5|5|4|3|1
    18|5|5|5|5|5|5|5|4|4|3
    19|5|5|5|5|5|5|5|5|4|4[/table]

    {table=head]Level|Spells Known
    1|Prestidigitation; Detect Magic; Ray of Frost; Ghost Sound; Mage Hand; Fist of Stone; Benign Transposition; Mage Armor
    2|Dancing Lights
    3|Charm Person
    4|Caltrops; Wraithstrike; Alter Self
    5|Silent Image; Glitterdust
    6|Silent Portal; Dispel Magic; Fly
    7|Nerveskitter; Eagle's Splendor; Suggestion
    8|Stick; Polymorph; Celerity
    9|Endure Elements; Fearsome Grapple; Haste; Stone Shape
    10|Wall of Stone; Teleport
    11|Babau Slime; Bull's Strength; Clairaudience/Clairvoyance; Stoneskin; Summon Monster V
    12|Circle of Death; Contingency
    13|Unseen Servant; Detect Thoughts; Major Image; Scrying; Dominate Person; Mineralize Warrior
    14|Bite of the Werebear; Spell Turning
    15|Command Undead; Vampiric Touch; Black Tentacles; Shadow Evocation; Antimagic Field; Plane Shift
    16|Earth Glide; Mind Blank
    17|Chain of Eyes; Nondetection; Shadow Conjuration; Prying Eyes; Greater Dispel Magic; Limited Wish; Summon Monster VIII
    18|Shapechange; Time Stop
    19|Anticipate Teleportation; Greater Resistance; Persistent Image; Permanent Image; Greater Shadow Conjuration; Greater Shadow Evocation; Wish[/table]

    At the table:
    Spoiler
    Show
    Note on casting advancement: you can cast spells at the same levels a wizard gains access to a new level of spells. You gain spells known starting the level after, but can cast unknown arcane or divine spells before then.

    • ECL 2: Max ranks in Bluff and Diplomacy coupled with a high CHA allow you to play the role of face at low levels, and your investment in Diplomacy at all levels means this possibility will continue even though your primary role is casting. Assuming that we take 10 on Diplomacy, you’ll always retrieve spells known. Furthermore, you need only roll a 12 to retrieve any first-level sorc/wiz spell you’ve seen and identified with Spellcraft, so pay attention when others are casting spells. Divine spells are in reach, but require a roll of 18. Fist of Stone coupled with your high STR is your go-to spell that allows you to contribute in melee, while Benign Transposition allows us some battlefield control that can save our allies.
    • ECL 3: BAB increases, along with a synergy bonus to Diplomacy. Assuming that we take 10, you’re now guaranteed to retrieve any arcane spell, and divine spells become easier to snag.
    • ECL 4: Knowledge Devotion serves a dual purpose: not only does it allow us to make Knowledge (nature) always a class skill so we can get into Geomancer on time, but it also lets us boost our attack/to-hit against constructs, dragons, magical beasts, animals, fey, giants, monstrous humanoids, plants, and vermin. Charm Person also comes online for great out-of combat utility, and can always be used in conjunction with Diplomacy to adjust someone’s starting attitude.
    • ECL 5: Another synergy bonus to Diplomacy and another rank means that, from here on out, we’re guaranteed to retrieve even our divine spells assuming we take 10. Ask for a few before going to bed, and when you wake up they’re there! We get some second-level spells known, which includes the always powerful Wraithstrike to make sure we hit despite our BAB and Alter Self in all its goodness. Alternate movement and natural attacks are great, but we’re here for any size increases…especially since it seems that the Goliath’s Powerful Build ability still functions in other forms.
    • ECL 6: And we’re in the Secret Ingredient. Though drift 1 is just flavor-based, we pick a sufficiently creepy one. We get Glitterdust for ending encounters and Silent Image for creative applications. We’ll talk about spell versatility here: at first blush, I thought I could use it to reduce the retrieval time of our divine spells down to that of our arcane spells, and it seemed like a huge win for a sha’ir! However, I reread the class feature and found that you still retrieve and prepare spells in the normal way, so that’s a bust. Instead, we’ll be using it to allow us to cast arcane spells in armor as well as swapping out material components for our divine focus.
    • ECL 7: Earth Sense gives us great sensory input that’s always on, so there’s no need to burn spell slots for it. Dispel Magic and Fly provide tremendous power in a bevy of situations, and Ley Lines makes up for the 1 CL we lost from being a Goliath. We’ll choose mountains as our terrain, since there’s never a good reason for a goliath to be anywhere else.
    • ECL 8: Eagle’s Splendor and Suggestion allow us to continue in our role as party face, and we snag a +4 unnamed bonus to Diplomacy to help in that endeavor even further. Because of this bonus, we won’t need max ranks in Diplomacy to guarantee retrieval of our divine spells. Usually, sha’irs don’t PrC out because of the need to keep inflating their diplomacy, but this one level of Geomancer effectively buys us four levels’ worth of the Diplomacy advancement for spell retrieval we would have gotten from sha’ir. Even better, it applies to all Diplomacy checks, unlike the bonus provided by sha’ir levels.
    • ECL 9: Polymorph and Celerity come to visit, along with the chucked DMGs that usually accompany them. Once again, all drifts stack with polymorph, so we can go nuts. We can pick crazy-high STR forms to beef up our grapple checks, forms with multiple attacks to give us more chances at activating Improved Grab later on, and so on. Celerity carries the drawback of being dazed for a round, but we’ll address that later. We enter Earth Dreamer and get better at Diplomacy with earth creatures, which will come in handy since we’ll be on their turf a great deal of the time.
    • ECL 10: Earth dream is a funky little ability, but requires that your questions pertain to the mountains in some way. Luckily, we’re all about the mountains so we’ll be there most often and can ask questions that will help us in our quest. A favorite one is asking questions about which spells to retrieve. Usually casters can only retrieve spells for the next day, but not our sha’ir! You can act on the info you receive immediately thanks to our unique retrieval mechanic. Shape Soulmeld isn’t doing much now, but does a lot of heavy lifting once we open the Arms chakra later. Haste and Stone Shape are always great, but the belle of this ball is Fearsome Grapple. Since we have a caster level above 9, it provides a +8 to grapples and can be cast as an immediate action with no somatic or material components, we can use it even in the middle of a grapple. If you need an offensive edge once you start grappling or even if you need to get out of another creature’s grapple, this spell is a lifesaver.
    • ECL 11: Wall of Stone and Teleport add to our repertoire of “always awesome” spells, and we’ll have fun with Teleport in a few. Lesser tremorsense expands the usefulness of our Earth Sense ability, and will come in handy once we’re actually in the ground in a few levels.
    • ECL 12: Babau Slime and Bull’s Strength help out our grappling skills (which I keep talking about because that becomes our primary schtick in a few levels). We snag some other useful spells, but the reason we care about this level is Earth Sight. Since this ability has a duration but no limit on uses per day, it’s essentially the at-will ability to peer through most dungeon walls…because being surprised is for other casters to worry about, not you!
    • ECL 13 (Sweet Spot): Oh boy, is this level good to us. You pick up Earth Glide, another ridiculous ability that should have had a limitation on uses per day but just never seemed to get one. Since you can now see through and move effortlessly through dirt, I don’t see a reason to ever travel aboveground again. Just pop your head up every five rounds because of the duration like the 8-foot-tall Whack-a-Mole you are, and you’ll be good. Since you have line of sight even underground, I don’t know if you can attack those above ground or cast spells on them. Since most DMs will probably rule that even with line of sight you don’t have line of effect, we’ve designed a way around that. Mobile Spellcasting from Complete Adventurer allows us to emerge from the ground using Earth Glide (move action), then cast a spell and move back into the ground again (standard action). If we’re concerned about AoOs, we can do this defensively for a +5 increase on the Concentration check. Easy as pie. If you want to pop off a little more of a nova power, we can use the above combo with Celerity: move up out of the ground, standard action spell, immediate action Celerity, standard action to cast another spell and move back underground via Mobile Spellcasting. Sure, Celerity dazes us for a round, but good luck getting to us while we wait it out 30 feet below ground! Even creatures with a burrow speed usually have a slow one. In terms of spells, we snag Circle of Death to match our Grim Reaper image as well as Contingency. Always hilarious, this spell is even better for a sha’ir as you cast the contingent spell at the same time as Contingency, so you don’t have to worry about whether it’s retrieved when the trigger activates. Something like “whenever I go into negative hit points, cast Teleport to move me 30 feet underground” should work as long as you’re currently within the duration of one of your Earth Glides. The other options are limitless, but Contingency’s a great Get out of Jail Free card.
    • ECL 14: Back to Geomancer, and we snag a bonus to Climb that pairs nicely with our Goliath bonuses to Climbing. We also pick up a nifty little minion-making trick. Everyone loves the Mineral Warrior template, but I didn’t use it here because of the penalties it provides to our mental scores. However, when we’re making minions they can be as dumb as a brick. There’s actually a spell in Underdark that allows us to bestow the Mineral Warrior template on willing humanoids. We can use our Diplomacy, Charm Person, Detect Thoughts, and Suggestion to convince someone this is a good idea, or if we’re pressed for time we can just dominate them and tell them they’re willing. All of a sudden, we have a posse of lackeys with DR 8/adamantine either waiting for orders above ground or burrowing through the ground around us. The best part of the spell is that, once you create the mineral warrior, it’s compelled to serve you for a whole YEAR (and a day)! After that time, he may be steamed about the whole “dominated me and turned my skin to stone” thing, but you can always diplomacize your way out of it…especially since he’s now an Earth creature.
    • ECL 15: We gain a bite attack now, along with Bite of the Werebear for more natural attacks and Spell Turning for some defense. Since we’re a Goliath, this bite attack is always treated as one size larger than whatever size we are. I say whatever size since we retain the bite attack even when polymorphed. Why does a bite attack (or any natural attacks) matter to us? Well, in one level, we’ll add a free grapple attempt to each natural attack. Bite of the WereX is a great line of spells to use for natural attacks, but having an innate bite attack means even once we’re out of spells, we still have a way to trigger our improved grab.
    • ECL 16: We get a bevy of “always useful” spells at this level, as well as a second bump to caster level from ley lines, so we’ll be dispelling pesky casters way more easily and overcoming SR like a boss. Constrict damage, even though it’s light, guarantees damage whenever we win an opposed grapple check...whether it’s us grappling or our opponent feebly struggling to get free. At this level, we open our Arms chakra which gives a further +2 boost to grapple checks and bind Totem Avatar to our arms for the +4 benefit of Improved Grapple. Don’t forget our spells like Fearsome Grapple, which give us a further +8. Add stat-boosting or grapple boosting items to taste, and the only thing that can stop us is Freedom of Movement…for now. We also snag Anti-Magic Field at this level, so if a pesky caster keeps eluding our grasp we can pop of the sphere of No Magic for You and head into a grapple since most of our grapple-related bonuses aren’t from spells. We’ll miss you, Fearsome Grapple, but the other caster will miss being alive more.
    • ECL 17: Speaking of Improved Grab, here’s where we get it! This level is basically the build’s secondary sweet spot, and here’s why. Not only do we get Improved Grab every time we hit with a natural attack, but reading over Improved Grab I noticed one key difference between it and regular grapple rules. If you succeed on a grapple, you move into the opponent’s square normally. With Improved Grab, you pull the opponent into your square instead. The fun part about this is, nine times out of ten, your square is underground. Congratulations, you can now literally drag folks to their graves.
    • ECL 18: Ahh, ninth level spells. You can’t really go wrong with them. Another bevy of killer spells comes online, including Limited Wish and Shadow Conjuration. Never worry about retrieving the right Conjuration spell again! Just retrieve this nice little illusion, and you’ve effectively prepared a laundry list of possible conjurations. The same holds for Shadow Evocation (and the greater versions of both). Our drift this level is rake claws, since we’ll be establishing a hold on our enemies quite often at this point. By now, we’ll be biting, grappling, constricting, and getting two claw attacks…all of which have their damage boosted by Powerful Build!
    • ECL 19: We snag Shapechange and Time Stop as known spells. While most casters just use Time Stop as a buff, we can use it to call a time out as well if we just really NEED to retrieve an arcane spell known right then and there. It’s not the best use of the spell, but when you need one you need one.Tremorsense expands on our abilities from Earth Sense and lesser Tremorsense even further, but our focus this level is on one little +1 adjustment metamagic from Core: Still Spell. See, we really like spellcasting, but we also really like grappling…what’s a goliath to do? You can cast spells in a grapple if it has no somatic component and you have the material components in hand. Well, Spell Versatility allows us to swap out arcane components for a divine focus (even if the focus required for the spell is divine focus: none). Since there have been SO many splatbooks and domains, there’s a divine version of most of the spells we’re after, so we can stop worrying about material components but still have to gesture to cast…unless we use Still Spell. Now, we can pull a helpless sap below ground and cast all sorts of spells on him and/or his friends. For more shenanigans, ask if you can still use Mobile Spellcasting while grappling. Grapple someone to pull them underground, then keep casting spells and moving the grapple deeper and deeper underground, until you let go and leave the poor sap there. Congratulations, you’ve basically created at-will Imprisonment.
    • ECL 20: We pick up Blindsense as our last drift, because we still want to detect creatures who aren’t too keen on contacting the ground. Flavor-wise, I like to think of this as being so in tune with the mountain that we feel even the slightest vibration of air against it or somesuch. In terms of spells, we round out our repertoire with Anticipate Teleportation (in case some poor sap thought they could use that to escape our grapple), the greater versions of Shadow Conjuration and Evocation for ultimate versatility, and Wish. You now have ninth-level arcane spells, a few domains worth of ninth-level divine spells (including some tasty divinations), and you ARE the Grim Reaper, dragging people to their graves.


    Sources Used:
    Spoiler
    Show
    • Book of Exalted Deeds (Nymph's Kiss)
    • Complete Adventurer (Mobile Spellcasting)
    • Complete Champion (Knowledge Devotion)
    • Complete Divine (Geomancer)
    • Dragon Magazine Compendium, Volume I (sha'ir)
    • Magic of Incarnum (Shape Soulmeld: Totem Avatar, Open Lesser Chakra: Arms)
    • PHB (Still Spell)
    • PHB II (Celerity)
    • Races of Stone (Goliath, Earth Sense, Earth Dreamer)
    • Spell Compendium (various spells)
    • Underdark (Mineralize Warrior)
    Iron Chef in the Playground veteran since Round IV. Play as me!


    Spoiler
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  6. - Top - End - #156
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimization Challenge in the Playground XLI

    A new definition of "bookworm."
    Quote Originally Posted by Xien Ha Feng
    Xien Ha Feng, The Bibliognost of the Library of the End Times
    Neraph Wu Jen 4/Archivist 3/Incantatrix 3/Geomancer 10
    ________________________________




    ________________________________

    The Librarian
    Spoiler
    Show
    "A leopard doesn't change its spots, they say. Rubbish. It's called melanism. Not that a leopard intends to; it's as thick as two short planks always looking for its next meal. And why are short planks thicker than long ones? Never understood that. I guess that's what you get for being clever enough to understand the twaddle everyone comes out with.

    So. What, you want to hear about me, right? Why I'm sitting here in some dusty old library, rather than going out there and actually doing something about changing things? Yeah you don't want the long story.

    Trust me.

    Oh, you do? Damn. Thing is, I only say that when I cannot be bothered to actually tell my story. Still, I've been doing this long enough.

    I was born of the Neraphim. Think Slaad. Just a bit more gorgeous. We moved from place to place, killed a bit of this and that. You know, Neraph stuff, like you have human stuff. Problem was, we were meant to be born a long, long way away. Oh, you couldn't walk there. Needed some magic. Anyway, looks like the locals didn't like us much. Even the armies didn't want us, and we made pretty good scouts and guards. Always got the drop we did, nobody saw us coming, and when they did, always thought we were staying still until we were up in their face sticking sharp things in places they shouldn't have gone.

    Then one day we get some immense red guy come from the skies. Apparently he had some problem with Asmodeus, daddy-issues. Anyway. I've got a mouth on me; decided to shoot it off while he was addressing us like some all conquering hero. Not got a clue who he was, although he was fairly ugly. Fair turned my stomach that mug did, and I've seen Xu Quan eat his own hand after losing a bet. The screams as he cooked his arm in the fire; ooh how my toes curled. Thought it was quite humorous he didn't cut it off first.

    Anyway, this mouth of mine. Turns out it gets me a new father so to speak. Incinerates the rest of the House, something to do with me being the chosen one. Not sure how he worked that one out, but what do you know, I became a bit of an apprentice to him. I knew a few tricks, back where I come from my old teacher taught me a few spells I could impress the ladies with; everyone loves a spray of colour anyway. Look's pretty. So yeah, he sat me down in his study, gave me a few books to read. I read them and learned them, but they had a different way of being done. But one thing they did teach me was that I loved reading. Books are good, as long as they teach. Went travelling for a bit, after that, learned a few more tricks, a few more spells.

    Anyway, what was all that about the Chosen One? Typical fairy story bull. You hear that all the time in them; all the chosen ones think its a load of rubbish and go on until they can no longer refuse it and it's nearly too late. I won't make that mistake. 'Course I'm the chosen one. It's obvious isn't it?

    See, nice, curly horns, claws and teeth everywhere, poisonous bite - no that's not my breath, don't be rude. Match that with my lovely deep red skin, and what do you have? A Devil, you say? These are the marks of the Chosen One. Why am I the Chosen One? Not got a clue. But one thing is for sure, it came from my Father; he gave me these abilities, these growths. Where is he? Somewhere in the Blood War's I'm guessing. Leaves me here to prepare the ground for his new army. He did once tell me that those who can maintain some civilization in Limbo are perfect for what role he has to play. What that is, even I don't know yet, and I'm his son. Still, guess I annoyed him somewhat, can't imagine why. To teach me a lesson, he forced me to pop down into some god-awful cesspit; when I come out, I suppose I had a bit more discipline.

    So, why did you come here? I'm guessing you thought the Librarian was just some fuddy duddy old man that you could steal a ton of spells from, and not some extremely handsome man, with a few extraneous embellishments? Do my horns and antlers and claws scare you? Wait until you see me true form; I look just like father. Like father, like son.

    Don't believe me? I don't suppose you'd believe me if I said that my true form was turning into a half dozen thirty metre tall Pit Fiends? No? Well, how do you think I'd protect the library then? Tell you to shush, and look sternly over my admittedly fetching spectacles?

    Still don't believe me... I guess I should really shrug off this illusion..."

    ________________________________




    ________________________________

    The Contents Page
    Spoiler
    Show

    Neraph Racial Traits
    - Outsider (Extraplanar)
    - Medium
    - 30ft Base Land Speed
    - Darkvision (60ft)
    - Neraph Camouflage
    - Leap (+5 racial bonus to jump)
    - Weapon Familiarity (Annulat)
    - +2 Natural Armour
    - Skills (+2 racial bonus to Spot and Search checks)
    - Automatic Languages; Neraph, Slaad. Bonus Languages; Common, Celestial, Abyssal
    - Favoured Class; Ranger
    - LA; +0
    - Outsider Traits ; Here

    Ability Scores
    {table=head]Ability Score|Base Value|Points Value|Racial Bonuses|Level Increases|Total at 20th

    Strength | 12 | 4 | +0 | +0 | 12
    Dexterity | 14 | 6 | +0 | +0 | 14
    Constitution | 14 | 6 | +0 | +0| 14
    Intelligence | 18 | 16 | +0 | +5 | 23
    Wisdom | 8 | 0 | +0 | +0 | 8
    Charisma | 8 | 0 | +0 | +0 | 8[/table]
    Point-Buy Total = 4+6+6+16 = 32
    Progression
    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1st|Wu Jen 1|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Concentration; 4 ranks, Decipher Script; 2 ranks (cc), Knowledge (Arcana); 4 ranks, Knowledge (Nature); 4 ranks, Spellcraft; 4 ranks, Use Magic Device; 2 ranks (cc)|Extend Spell, Combat Reflexes|Watchful Spirit, Bonus Metamagic, Taboo

    2nd|Wu Jen 2|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Concentration; 4 ranks, Knowledge (Arcana); 5 ranks (+1), Knowledge (Nature); 5 ranks (+1), Spellcraft; 5 ranks (+1), 11 Ranks Free (+3)||Intuitive Spirit

    3rd|Wu Jen 3|
    +1
    |
    +1
    |
    +1
    |
    +3
    |Concentration; 4 ranks, Knowledge (Arcana); 6 ranks (+1), Knowledge (Nature); 6 ranks (+1), Spellcraft; 6 ranks (+1), 14 Ranks Free (+3)|Combat Casting|Spell Secret (Extend Alter Self), Taboo

    4th|Wu Jen 4|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Concentration; 4 ranks, Knowledge (Arcana); 7 ranks (+1), Knowledge (Nature); 6 ranks, Spellcraft; 7 ranks (+1), 18 Ranks Free (+4)||Intelligence +1 (19)

    5th|Archivist 1|
    +2
    |
    +3
    |
    +1
    |
    +6
    |Concentration; 4 ranks, Knowledge (Arcana); 8 ranks (+1), Knowledge (Nature); 6 ranks, Spellcraft; 8 ranks (+1), 24 Ranks Free (+6)||Dark Knowledge (Tactics) 3/day, Scribe Scroll

    6th|Archivist 2|
    +3
    |
    +4
    |
    +1
    |
    +7
    |Concentration; 4 ranks, Knowledge (Arcana); 8 ranks, Knowledge (Nature); 6 ranks, Spellcraft; 8 ranks, 32 Ranks Free (+8)|Smiting Spell|Lore Mastery

    7th|Archivist 3|
    +3
    |
    +4
    |
    +2
    |
    +7
    |Concentration; 4 ranks, Knowledge (Arcana); 8 ranks, Knowledge (Nature); 6 ranks, Spellcraft; 8 ranks, 40 Ranks Free (+8)||Dark Knowledge 4/day

    8th|Incantatrix 1|
    +3
    |
    +4
    |
    +2
    |
    +9
    |Concentration; 4 ranks, Knowledge (Arcana); 8 ranks, Knowledge (Nature); 6 ranks, Spellcraft; 8 ranks, 47 Ranks Free (+7)|Persistent Metamagic|Bonus Metamagic Feat, Focused Studies (Evocation), Advance Wu Jen Spellcasting Intelligence +1 (20)

    9th|Incantatrix 2|
    +4
    |
    +4
    |
    +2
    |
    +10
    |Concentration; 4 ranks, Knowledge (Arcana); 8 ranks, Knowledge (Nature); 6 ranks, Spellcraft; 8 ranks, 54 Ranks Free (+7)|Practised Spellcaster (Wu Jen)|Cooperative Metamagic, Advance Wu Jen Spellcasting

    10th|Incantatrix 3|
    +4
    |
    +5
    |
    +3
    |
    +10
    |Concentration; 4 ranks, Knowledge (Arcana); 8 ranks, Knowledge (Nature); 6 ranks, Spellcraft; 8 ranks, 54 Ranks Free (+7)||Metamagic Effect, Advance Wu Jen Spellcasting

    11th|Geomancer 1|
    +4
    |
    +7
    |
    +3
    |
    +12
    |Concentration; 4 ranks, Knowledge (Arcana); 8 ranks, Knowledge (Nature); 6 ranks, Spellcraft; 8 ranks, 63 Ranks Free (+9)||Drift 1, Spell Versatility 0, Advance Wu Jen Spellcasting

    12th|Geomancer 2|
    +5
    |
    +8
    |
    +3
    |
    +13
    |Concentration; 4 ranks, Knowledge (Arcana); 8 ranks, Knowledge (Nature); 6 ranks, Spellcraft; 8 ranks, 72 Ranks Free (+9)|Free Feat slot|Drift 1, Ley Lines +1 (Mountains), Spell Versatility 1, Advance Wu Jen Spellcasting, Intelligence +1 (21)

    13th|Geomancer 3|
    +6/+1
    |
    +8
    |
    +4
    |
    +13
    |Concentration; 4 ranks, Knowledge (Arcana); 8 ranks, Knowledge (Nature); 6 ranks, Spellcraft; 8 ranks, 81 Ranks Free (+9)||Drift 2, Spell Versatility 2, Advance Wu Jen Spellcasting

    14th|Geomancer 4|
    +7/+2
    |
    +9
    |
    +4
    |
    +14
    |Concentration; 4 ranks, Knowledge (Arcana); 8 ranks, Knowledge (Nature); 6 ranks, Spellcraft; 8 ranks, 90 Ranks Free (+9)||Drift 2, Spell Versatility 3, Advance Wu Jen Spellcasting

    15th|Geomancer 5|
    +7/+2
    |
    +9
    |
    +4
    |
    +14
    |Concentration; 4 ranks, Knowledge (Arcana); 8 ranks, Knowledge (Nature); 6 ranks, Spellcraft; 8 ranks, 99 Ranks Free (+9)|Free feat slot|Drift 3, Spell Versatility 4, Advance Wu Jen Spellcasting

    16th|Geomancer 6|
    +8/+3
    |
    +10
    |
    +5
    |
    +15
    |Concentration; 4 ranks, Knowledge (Arcana); 8 ranks, Knowledge (Nature); 6 ranks, Spellcraft; 8 ranks, 109 Ranks Free (+10)||Drift 3, Ley Lines +2 (Mountains), Spell Versatility 5, Advance Wu Jen Spellcasting, Intelligence +1 (22)

    17th|Geomancer 7|
    +9/+4
    |
    +10
    |
    +5
    |
    +15
    |Concentration; 4 ranks, Knowledge (Arcana); 8 ranks, Knowledge (Nature); 6 ranks, Spellcraft; 8 ranks, 119 Ranks Free (+10)||Drift 4, Spell Versatility 6, Advance Wu Jen Spellcasting

    18th|Geomancer 8|
    +9/+4
    |
    +11
    |
    +5
    |
    +16
    |Concentration; 4 ranks, Knowledge (Arcana); 8 ranks, Knowledge (Nature); 6 ranks, Spellcraft; 8 ranks, 129 Ranks Free (+10)|xxx|Drift 4, Spell Versatility 7, Advance Wu Jen Spellcasting

    19th|Geomancer 9|
    +10/+5
    |
    +11
    |
    +6
    |
    +17
    |Concentration; 4 ranks, Knowledge (Arcana); 8 ranks, Knowledge (Nature); 6 ranks, Spellcraft; 8 ranks, 139 Ranks Free (+10)||Drift 5, Spell Versatility 8, Advance Wu Jen Spellcasting

    20th|Geomancer 10|
    +11/+6/+1
    |
    +12
    |
    +6
    |
    +18
    |Concentration; 4 ranks, Knowledge (Arcana); 8 ranks, Knowledge (Nature); 6 ranks, Spellcraft; 8 ranks, 149 Ranks Free (+10)||Drift 5, Ley Lines +3 (Mountains), Spell Versatility 9, Advance Wu Jen Spellcasting, Intelligence +1 (23)[/table]

    Wu Jen Spells per day
    {table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    1st|3|1|-|-|-|-|-|-|-|-

    2nd|4|3|-|-|-|-|-|-|-|-

    3rd|4|3|2|-|-|-|-|-|-|-

    4th|4|4|3|-|-|-|-|-|-|-

    5th|4|4|3|-|-|-|-|-|-|-

    6th|4|4|3|-|-|-|-|-|-|-

    7th|4|4|3|-|-|-|-|-|-|-

    8th|4|5|3|2|-|-|-|-|-|-

    9th|4|5|4|3|-|-|-|-|-|-

    10th|4|6|4|3|2|-|-|-|-|-

    11th|4|6|4|4|3|-|-|-|-|-

    12th|4|6|5|4|3|2|-|-|-|-

    13th|4|6|5|4|4|3|-|-|-|-

    14th|4|6|5|5|4|3|1|-|-|-

    15th|4|6|5|5|4|4|2|-|-|-

    16th|4|6|6|5|5|4|3|1|-|-

    17th|4|6|6|5|5|4|4|2|-|-

    18th|4|6|6|5|5|5|4|2|1|-

    19th|4|6|6|5|5|5|4|2|2|-

    20th|4|6|6|5|5|5|5|3|2|1[/table]

    Archivist Spells per day
    {table=head]Level|0lvl|1st|2nd

    1st|-|-|-

    2nd|-|-|-

    3rd|-|-|-

    4th|-|-|-

    5th|3|2|-

    6th|4|3|-

    7th|4|3|2

    8th|4|3|2

    9th|4|3|2

    10th|4|3|2

    11th|4|3|2

    12th|4|3|2

    13th|4|3|2

    14th|4|3|2

    15th|4|3|2

    16th|4|3|2

    17th|4|3|2

    18th|4|3|2

    19th|4|3|2

    20th|4|3|2[/table]


    Chapter 1; The SpellPrayerbooks
    Spoiler
    Show
    I'm an Archivist and Wu Jen are both Intelligence Based Casters, one divine, and arcane respectively. Geomancer only advances one side of the progression table, but as I am able to prepare my spells in the same manner, I am able to cast divine spells through an arcane caster, due to spell Versatility, provided I am able to reach the spell versatility level - in this case, as I've got to Geomancer 10, having progressed Arcane all the way I have spell versatility 9.

    How do I do this?

    Well; there is nothing to stop a Wu Jen preparing a Divine Spell from her book, only casting it.

    A Prayerbook is not particularly well defined anywhere; it references Wizard Spellbook learning and preparation, so it's safe to assume it's the equivalent to a Spellbook. Provided I prepare spells from the same book, this means I can prepare both Divine and Arcane simultaneously. Normally, this is a waste, as mentioned, but Spell Versatility defines that at the time of Casting, I can pick and choose the parameters; the example being I can cast Arcane Spells of equal or lower level with the Spell Versatility (I.e, at ECL 20, all of them) with no Arcane Spell Failure.

    If you define parameter;
    Quote Originally Posted by dictionary.com
    b. Usage Problem A factor that restricts what is possible or what results:
    then you can see I can cast a Divine Spell actually as an Arcane Spell at the time of casting, from the Wu Jen list.

    Combine that with the Wu Jen spell list, and Archivist (Spell List=Yes), and I'm cooking on gas.


    Chapter 2; The Staff
    Spoiler
    Show
    As we saw in out introduction, the staff was able to change into a spiked chain, but also increase in size. How? Well firstly, a quarterstaff, with the Morphing, and Sizing enchantments. This allows me to change its size so that it's relevant to me, as well as change type; in this case, a two handed one. If you've been reading carefully, despite having 3 attacks at 20th, I'm still only BAB+11, while this is reasonable, using a weapon I'm not proficient with will get annoying, especially considering I can be every weapon I want to be, thanks to the way to two abilities work together, so the skillful enchantment comes into play; I now have 3/4 BAB and Exotic Weapon Proficiency everything (as an Outsider I have Martial and Simple Weapon proficiency anyway).

    Why would I need it to change size with me though? Well, I touched on it in the introduction; I can become 30 metres tall. Giant Size is a known Wu Jen spell. Oddly enough, the Strength increase is actually not a size bonus, according to the text; provided I have other means of increasing to Gargantuan size, I think I can stack that bonus on top. Sounds broken, it is in the open. But when you're campaigning, it can become an issue.

    Other things of note. It's a staff. It's wooden. It changes into a spiked chain. It's still wooden though. Nothing in the spell says it changes material. While that does have its downsides (which can be got around by the Druid Spell Ironwood), wood allows me to hit through spells like Greater Ironguard, as well as casting Brambles on to give me 19-20 Crit Range and a further +10 damage per hit.

    With Smiting Spell I can have a touch spell affect on my next hit. Throw in Incantatrix to use Metamagic effect, although it is a Full Round Action on top of the cast and is typically used to provide all day buffs for free (and will be), with my potential to have at LEAST 12 uses of Metamagic Effect (see below), I can use it to cast spells such as Withering Touch through it - in addition to my weapon damage (on a Colossal Spiked Chain, with an immense strength boost in the middle 60's - see next chapter's for how), if I crit, it turns into a permanent 30 Constitution Damage at caster level 30 - in otherwords, on a 20th level character, assuming they survive, that's 600 damage. Even if I don't crit, it's still 300 damage in addition to the weapon damage.

    And of course; I will be hitting - Wraithstrike Persist.


    Chapter 3; Hellish Apotheosis
    Spoiler
    Show
    So I can become a Pit Fiend. How? There's a "complicated" cheesy way, and a less complicated, less cheesy, but one that's less powerful, but also permanent.

    The latter first; Polymorph Any Object onto self, twice, to make sure. I'm an Outsider (Native, thanks to Naturalized Denizen - if worst comes to worst, I can take the cost of hiring the Wizard to cast Dimensional Anchor out of my WBL), and it's Permanent (until Dispelled, of course; but at that point, I can just cast it again, as well as falling under the territory of the usual Dispel Magic protection; a couple of Rings of Counterspelling with Reaving Dispel or similar works well.

    However, what happened to my Drift? Well these are the ones I'm choosing - the two stage 1's are purely for roleplay, so aren't particularly "important" - not to mention I can simply cast Extended alter self (Free from spell secret)/Persisted Polymorph (Incantatrix) by the stage it comes a problem - but the level 2's are where it becomes a bit better, Octopus Skin for the hide (alongside Neraph Camoflage), and because I think it's hilarious that a Toad-monster with 8 Charisma can be comely, as well as mechanically helpful, Comely-as-a-Dryad. That's small benefits; but Level 3 and onwards is where it's at. Deer Antlers and a Unicorn Horn for 2 Gore attacks, Lion Claws for Rend, Bear's strength for Improved Grab, Pounce like a Leopard, and Poison (Initial 1d2 Dex, Secondary 1d4 Dex). Because these are a feature of my class, this means in Pit Fiend form, my Full Attack is something like 3 Spiked Chain attacks (see above) causing Trip, Bite, 2 Gore Attacks, 2 Wing Attacks, Tail Attack. If I choose to grapple, I can also throw in a Constrict, followed by a Rend; all at Colossal Damage.

    I also mentioned a true apotheosis - I can Shapechange (persisted, if cast Body Outside Body first), for the Supernatural Fear Aura, but I also have a Daddy Pit Fiend; but this is a little bit of well known cheese - Gate in the Pit Fiend, ask for a little bit of him, Wish a Simulacrum spell to get a perfect copy of him. How to get him inside me is a little trickier - this requires a Psicrown using Fusion - a bit expensive and DM dependent considering I don't actually have any Psionics.


    Chapter 5; Incanta-tricks
    Spoiler
    Show
    So, you have an Incantatrix. You've Polymorphed into an Intelligence 26 Pit Fiend, with all the buffs under the sun, and have now popped into the territory of 44 Intelligence for 3 additional 9th Level spells a day. You have 3+17 uses of Metamagic effect. YOU DON'T NEED MORE, DO YOU? Maybe not. But Body Outside Body allows me to make a number of copies equal to Caster-Level/5 - if we say 20 to be fair, this is 4 additional Incantatrix. As I have actually become a Pit Fiend, this means my clones are Pit Fiends as well - but also Incantatrix. If we assume they don't get the benefits of additional buffs still on-going but cast prior to BOB, this means that they themselves have 26 Intelligence (despite no spell caster), and hence 3+8 uses of Metamagic Effect. Oh, and joining together for supporting metamagic decreasing. Can't forget that.


    NB- I ran out of time here. Unfortunately, it has to go in like this.

    Bibliography
    Spoiler
    Show
    - Player's Handbook
    - Planar Handbook
    - Complete Arcane
    - Dead Levels II
    - Unearthed Arcana
    - Heroes of Horror
    - Player's Guide to Faerun
    - Complete Divine
    - Draconic Polymorph
    - Drow of the Underdark
    - Magic Item Comepdnium
    - Magic of Faerun
    - ANY BOOK WITH DIVINE SPELLS.



    All Images credited to Hugh Jamieson.

    Addendum:
    Spoiler
    Show
    I would however be extremely grateful if you could add an addendum to note that Incantatrix requiring Iron Will would be recieved by the Otyugh Hole prior to ECl 8 (Incantatrix 1), or by taking Smiting Spell at a Higher Level while Iron Will was taken at ECL6 (Archivist 2)
    Iron Chef in the Playground veteran since Round IV. Play as me!


    Spoiler
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  7. - Top - End - #157
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimization Challenge in the Playground XLI

    A tale told (but not built) by an idiot.

    Quote Originally Posted by Lou Greene
    Lou Greene
    "The Sound of the Fury"

    Spoiler
    Show
    Azurin Druid 1/Sorcerer 2/Druid +2/Sentinal of Bharrai 3/Geomancer 10/Holt Warden 2
    Memeber of the Guardians of the Green


    Stat Array:

    Spoiler
    Show
    Hunanoid: Str 10; Con 13; Dex 10; Int 14; Wis 17; Cha 12
    (At ECL 8) Bear, Polar: Str 27; Con 19; Dex 13; Int 14; Wis 17; Cha 12
    Level increases (in order): Wis, Wis, Wis, Wis, Wis
    Vow of Poverty: Wis +8, Cha +6, Int +4, Dex +2

    20th level (as Humanoid): Str 10; Con 13; Dex 12; Int 18; Wis 30; Cha 18


    Build:
    Spoiler
    Show
    Lou Greene
    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1st|Avenger Druid (2 UA ACFs)|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Jump 4(2), K:Arcana 4(2), K:Nature 4(4), Listen 4(4), Spellcraft 4(2), Survival 4(4)|1st: Sacred Vow; Human: Vow of Poverty; Track|Fast Movement (as Barbarian), Rage, Nature Sense, Wild Empathy, Favored Enemy (Undead), Ac Bonus

    2nd|Sorcerer|
    +0
    |
    +2
    |
    +0
    |
    +4
    |Jump (2), K:Arcana 3(5), K:Nature (4), Listen (4), Spellcraft 2(4), Survival (4)|Bonus Exalted Feat: Nymph's Kiss|Summon Familiar (Hawk)

    3rd|Sorcerer 2|
    +1
    |
    +2
    |
    +0
    |
    +5
    |Jump (2), K:Arcana 1(6), K:Nature (4), Listen (4), Spellcraft 2(6), Survival (4), Tumble 2(1)|3rd: Aberration Blood (Flexible Limbs)|--

    4th|Druid 2|
    +2
    |
    +3
    |
    +0
    |
    +6
    |Jump (2), K:Arcana 2(7), K:Nature 3(7), Listen (4), Spellcraft 2(7), Survival (4), Tumble (1)|BEF: Intuitive Strike|Woodland Stride

    5th|Druid 3|
    +3
    |
    +3
    |
    +1
    |
    +6
    |Jump (2), K:Arcana 2(8), K:Nature 1(8), Listen (4), Spellcraft 2(8), Survival (4), Tumble 2(2)|--|Trackless Step, Fast movement (as monk)

    6th|Sentinel of Bharrai|
    +3
    |
    +3
    |
    +1
    |
    +8
    |Jump (2), K:Arcana (8), K:Nature (8), Listen (4), Profession: Herbalist 1(1), Spellcraft (8), Survival (4), Tumble 6(5)|6th: Inhuman Reach; BEF: Vow of Obedience; Track|Nature Friendly Spells, (+1 Sorcerer)

    7th|Sentinel of Bharrai 2|
    +4
    |
    +3
    |
    +1
    |
    +9
    |Balance 6(3), Jump (2), K:Arcana (8), K:Nature (8), Listen (4), Profession: Herbalist (1), Spellcraft (8), Survival 1(5), Tumble (5)|--|Resistance 10 (Cold), (+1 Sorcerer)

    8th|Sentinel of Bharrai 3|
    +4
    |
    +4
    |
    +2
    |
    +9
    |Balance 4(5), Jump (2), K:Arcana (8), K:Nature (8), Listen (4), Profession: Herbalist 1(2), Spellcraft (8), Survival (5), Tumble (5), Skill Trick: Nimble Charge|BEF: Nemisis (Undead)|Bear Shape, Quickened Call Lightning 1/day, (+1 Druid)

    9th|Geomancer|
    +4
    |
    +6
    |
    +2
    |
    +11
    |Balance (5), Jump 4(4), K:Arcana (8), K:Nature 1(9), Listen (4), Profession: Herbalist (2), Spellcraft (8), Survival (5), Tumble (5), Skill Trick: Nimble Charge, Skill Trick: Twisted Charge|9th: Deepspawn|Drift 1 (Green, bushy eyebrows), Spell Versatility 0, (+1 Druid)

    10th|Geomancer 2|
    +5
    |
    +6
    |
    +2
    |
    +12
    |Balance (5), Jump 6(7), K:Arcana (8), K:Nature 1(10), Listen (4), Profession: Herbalist (2), Spellcraft (8), Survival (5), Tumble (5), Skill Trick: Nimble Charge, Skill Trick: Twisted Charge|BEF: Touch of Golden Ice|Drift 1 (Light, downy fur), SV 1, Ley line +1 (Forest), (+1 Druid)

    11th|Geomancer 3|
    +6/1
    |
    +6
    |
    +3
    |
    +12
    |Balance (5), Jump 2(8), K:Arcana (8), K:Nature (10), Listen (4), Profession: Herbalist (2), Spellcraft (8), Survival 5(10), Tumble (5), Skill Trick: Nimble Charge, Skill Trick: Twisted Charge|--|Drift 2 (Swift as an elk -- +5 land speed), SV 2, (+1 Druid)

    12th|Geomancer 4|
    +7/2
    |
    +7
    |
    +3
    |
    +13
    |Balance (5), Jump (8), K:Arcana (8), K:Nature (10), Listen (4), Profession: Herbalist 3(5), Spellcraft (8), Survival 4(14), Tumble (5), Skill Trick: Nimble Charge, Skill Trick: Twisted Charge|12th: Shape Soulmeld (Thunderstep Boots); BEF: Sanctify Natural Attack|Drift 2 (Eyes sharp as rat's -- low light vision), SV 3, (+1 Druid)

    13th|Geomancer 5|
    +7/2
    |
    +7
    |
    +3
    |
    +13
    |Balance (5), Concentration 7(7), Jump (8), K:Arcana (8), K:Nature (10), Listen (4), Profession: Herbalist (5), Spellcraft (8), Survival (14), Tumble (5), Skill Trick: Nimble Charge, Skill Trick: Twisted Charge|--|Drift 3 (Lionlike claws -- 2 rake attacks), SV 4, (+1 Druid)

    14th|Geomancer 6|
    +8/3
    |
    +8
    |
    +4
    |
    +14
    |Balance (5), Concentration 7(14), Jump (8), K:Arcana (8), K:Nature (10), Listen (4), Profession: Herbalist (5), Spellcraft (8), Survival (14), Tumble (5), Skill Trick: Nimble Charge, Skill Trick: Twisted Charge|BEF: Righteous Wrath|Drift 3 (Deer antlers -- Gore attack), SV 5, Ley Line +2 (Forest), (+1 Druid)

    15th|Geomancer 7|
    +9/4
    |
    +8
    |
    +4
    |
    +14
    |Balance (5), Concentration (7), Heal 8(8), Jump (8), K:Arcana (8), K:Nature (10), Listen (4), Profession: Herbalist (5), Spellcraft (8), Survival (14), Tumble (5), Skill Trick: Nimble Charge, Skill Trick: Twisted Charge|15th: Open Least Chakra (Feet)|Drift 4 (Pounce like leopard), SV 6, (+1 Druid)

    16th|Geomancer 8|
    +10/5
    |
    +9
    |
    +4
    |
    +15
    |Balance (5), Concentration 3(10), Heal 1(9), Jump (8), K:Arcana (8), K:Nature (10), Listen (4), Profession: Herbalist (5), Spellcraft (8), Survival 4(18), Tumble (5), Skill Trick: Nimble Charge, Skill Trick: Twisted Charge|BEF: Nimbus of Light|Drift 4 (Giant ant stinger -- Sting attack), SV 7, (+1 Druid)

    17th|Geomancer 9|
    +10/5
    |
    +9
    |
    +5
    |
    +15
    |Balance (5), Concentration (10), Heal 1(10), Jump (8), K:Arcana (8), K: Geography 5(5), K:Nature (10), Listen (4), Profession: Herbalist (5), Spellcraft (8), Survival (18), Tumble (5), Skill Trick: Nimble Charge, Skill Trick: Twisted Charge, Skill Trick: Up the Hill|--|Drift 5 (Feathered wings -- Fly speed 60'), SV 8, (+1 Druid)

    18th|Geomancer 10|
    +11/6/1
    |
    +10
    |
    +5
    |
    +16
    |Balance (5), Concentration 4(14), Heal 1(11), Jump (8), K:Arcana (8), K: Geography (5), K:Nature (10), Listen (4), Profession: Herbalist (5), Spellcraft (8), Survival 3(21), Tumble (5), Skill Trick: Nimble Charge, Skill Trick: Twisted Charge, Skill Trick: Up the Hill|18th: Multiattack; BEF: Holy Radiance|Drift 5 (Cheetah speed -- 1/hr charge at 10x speed), SV 9, Ley Lines +3 (Forest), (+1 Druid)

    19th|Holt Warden|
    +11/6/1
    |
    +12
    |
    +5
    |
    +18
    |Balance (5), Concentration (14), Heal (11), Jump (8), K:Arcana (8), K: Geography (5), K:Nature (10), K:Religion 2(2), Listen 7(11), Profession: Herbalist (5), Spellcraft (8), Survival (21), Tumble (5), Skill Trick: Nimble Charge, Skill Trick: Twisted Charge, Skill Trick: Up the Hill|--|Nature Sense (Greater), Plant Affinity, (+1 Druid)

    20th|Holt Warden 2|
    +12/7/2
    |
    +13
    |
    +5
    |
    +19
    |Balance (5), Concentration (14), Heal (11), Jump (8), K:Arcana (8), K: Geography (5), K:Nature (10), K:Religion 2(4), Listen 5(16), Profession: Herbalist (5), Spellcraft (8), Survival 2(23), Tumble (5), Skill Trick: Nimble Charge, Skill Trick: Twisted Charge, Skill Trick: Up the Hill|BEF: Celestial Familiar|Rebuke Plants, +10' Land Speed, (+1 Druid)[/table]


    Druid Spells:
    Spoiler
    Show
    Spells per day/Spells Known
    {table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    1st|3|2|-|-|-|-|-|-|-|-

    2nd|3|2|-|-|-|-|-|-|-|-

    3rd|3|2|-|-|-|-|-|-|-|-

    4th|4|3|-|-|-|-|-|-|-|-

    5th|4|3|2|-|-|-|-|-|-|-

    6th|4|3|2|-|-|-|-|-|-|-

    7th|4|4|2|-|-|-|-|-|-|-

    8th|5|5|3|-|-|-|-|-|-|-

    9th|5|5|3|2|-|-|-|-|-|-

    10th|5|5|4|3|-|-|-|-|-|-

    11th|6|6|5|3|2|-|-|-|-|-

    12th|6|6|5|5|3|-|-|-|-|-

    13th|6|6|6|5|3|2|-|-|-|-

    14th|6|6|6|5|4|3|-|-|-|-

    15th|6|7|6|6|5|3|2|-|-|-

    16th|6|7|6|6|5|4|3|-|-|-

    17th|6|7|7|6|6|4|3|2|-|-

    18th|6|7|7|6|6|4|4|3|-|-

    19th|6|8+1|7+1|7+1|6+1|6+1|4+1|3+1|2+1|-

    20th|6|8+1|8+1|7+1|6+1|6+1|5+1|4+1|3+1|-[/table]


    Sorcerer Spells:
    Spoiler
    Show
    Spells per day/Spells Known
    {table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    1st|-|-|-|-|-|-|-|-|-|-

    2nd|5/4|4/2|-|-|-|-|-|-|-|-

    3rd|6/5|5/2|-|-|-|-|-|-|-|-

    4th|6/5|5/2|-|-|-|-|-|-|-|-

    5th|6/5|5/2|-|-|-|-|-|-|-|-

    6th|6/5|6/3|-|-|-|-|-|-|-|-

    7th|6/6|7/3|3/1|-|-|-|-|-|-|-

    8th|6/6|7/3|3/1|-|-|-|-|-|-|-

    9th|6/6|7/3|3/1|-|-|-|-|-|-|-

    10th|6/6|7/3|3/1|-|-|-|-|-|-|-

    11th|6/6|7/3|4/1|-|-|-|-|-|-|-

    12th|6/6|7/3|4/1|-|-|-|-|-|-|-

    13th|6/6|7/3|4/1|-|-|-|-|-|-|-

    14th|6/6|7/3|4/1|-|-|-|-|-|-|-

    15th|6/6|7/3|4/1|-|-|-|-|-|-|-

    16th|6/6|7/3|4/1|-|-|-|-|-|-|-

    17th|6/6|7/3|4/1|-|-|-|-|-|-|-

    18th|6/6|7/3|4/1|-|-|-|-|-|-|-

    19th|6/6|7/3|4/1|-|-|-|-|-|-|-

    20th|6/6|7/3|4/1|-|-|-|-|-|-|-[/table]



    Story:
    Spoiler
    Show
    “Bah! Lou! I can’t bear it anymore! Tell me! How did you come to be as you are?”

    Lou glanced over at Mitch and rolled his eyes. “Nature has bestowed upon me Her blessings. That’s really all there is to it.”

    He thrust his head down into the stream, relishing the feel of the cool water running over him. There was a purity here, cleansing him, both body and soul. The Mother’s kind reward for a day well spent.

    It was supposed to be a day of recon. Track the plague back to the nest, gather info, report back to the Guardians. But what they’d found…. The sight of them, the abominations, foul and pestilent, defiling the world with their being…. He’d snapped, rushed headlong right into the thick of them. Zombies, skeletons, wights. He tore them all asunder, tooth and claw, tearing the lifelessness from their bodies, and gifting their corpses with the peace they deserved.

    The ichor still matted into his fur was disgusting.
    He let the flow of the stream wash him clean.

    Lou lifted himself up, finally, from the water. Mitch sat a few feet downstream, washing the arrows he’d managed to salvage, taking meticulous care to scrub each one clean.

    “We shouldn’t have done that, you know.” Mitch looked up from his arrows. “Don’t get me wrong, I’m glad we did. But we shouldn’t have, not the way that we did. Still, I am glad to have put an end to that—“

    “We didn’t.”

    “What?”

    Lou sighed. “We didn’t put an end to it. Zombies and wights milling about together? With a few ghouls scrambled in?” He shook his head slowly. “No. We didn’t end it. Someone or something else is out there, keeping them all organized. Something much, much stronger.”

    There was silence that lingered in the air. The forest had grown quiet all around them. Lou paced slowly around the small clearing, muttering to himself, mumbling words that Mitch couldn’t understand.

    And then there was a bear there, pacing the clearing. A tentacled bear with antlers protruding from its head.

    With a sudden lunge that surprised Mitch, the bear thrust its paw into a nearby shrubbery. The tentacles followed, rooting through the bush. With a tug, Lou pulled a man free from his hiding place.

    The man struggled against Lou’s grip. One tentacle curled around his throat, another around his waist, one claw hooked into his flesh – and still he struggled. He drew back his lips, exposing sharp fangs, trying to bite any flesh he could. But Lou held him firmly.

    Before Mitch could fully comprehend what was happening, Lou was rushing headlong into the stream. There was a struggle, the water churned, and then, finally, silence.

    Lou emerged from the stream alone.

    “Yes, someone or something is here, infecting these woods. It has spies everywhere, it seems, watching us, waiting, growing like a cancer through this world. I vow to hunt it down, to wipe out this plague, and to restore vitality and vibrancy to the land!”


    Level 5 Snapshot:
    Spoiler
    Show
    AC: [10 +0(Dex) +4(Wis) +5(exalted)] = 19
    Movement: 30' (Azurin) +10 (Fast movement bonus) +10 enhancement bonus= 50'

    Lou is your run of the mill Druid-Sorcerer. Kinda squishy and happy to stay out of reach of the bad guys. His increased movement speed is best used keeping him out of trouble. He's a tracker, his hawk keeping a wary eye on the world around him. That said, the sight of a skeleton or zombie may very well drive him into a frenzy, pushing him into melee with a quarterstaff. He should be able to hold his own against some low-level mooks. He's a member of the Guardians of the Green, offering his services as an initiate.


    Level 10 Snapshot:
    Spoiler
    Show
    Level 10:
    AC: [10 +0(dex) +5(wis) +7(exalted) +1(deflection) +1(NA)] = 24 (as humanoid) [-1(size) +1(dex) +5(natural)] = 29 (as polar bear)
    DR 5/magic; mind shielding
    Casting: Sorcerer 4, Druid 6

    Lou can change into a few bear forms. Polar bear offers increased strength, speed, and the ability to swim. And a claw/claw/bite. Add in two tenticles for five attacks in the round, with reach. With the nimble charge and twisted charge skill tricks, Lion's Charge (Druid 3), and a 60' movement speed as a polar bear, Lou can get to most anyone on the battlefield effectively. The Improved Grab ability he gets in bear form just adds to the fun. Touch of Golden Ice is just the thing for the undead he finds with Nemisis. Should he find himself in a party of other chargers, he now qualifies to lead the Massed Charge Teamwork Benefit. Evard's Menacing Tentacles (Druid 3) shared with Lou's familiar allows the hawk to fly above the battles (albeit within 5' of Lou) making tentacle attacks with 10' reach. Green eyebrows and light fur just add to Lou's style.


    Level 15 Snapshot:
    Spoiler
    Show
    Level 15:
    AC: [10 +0(dex) +8(wis) +9(exalted) +2(deflection) +1(NA)] = 30 (as humanoid) [-1(size) +1(dex) +5(natural)] = 35 (as polar bear)
    DR5/magic; DR5/evil; mindshielding; Freedom of Movement; Doesn't eat, drink, breathe
    Casting: Sorcerer 4, Druid 11

    Claw/claw/bite/tentacle/tentacle/gore, with two rake attacks in a grapple or a pounce. And speaking of pounce, Lou gets to now, even without the spell. Lou can lead the Crowded Charge Teamwork Benefit now. Druid spells at 6th level opens up Bite of the Werebear (how appropriate!). Thunderstep Boots bound to the feet, along with Soul Boon (Sorc 2), offer pain to those who would defile nature. Sanctify Natural Attack just adds to the ouch. Working his way higher through the ranks of the Guardians of the Green, Lou has vowed to protect the sanctity of nature.


    Level 20 Snapshot:
    Spoiler
    Show
    Level 20:
    AC: [10 +1(dex) +10(wis) +10(exalted) +3(deflection) +2(NA)] = 36 (as humanoid) [-1(size) +1(dex) +5(natural)] = 41 (as polar bear)
    DR5/magic; DR10/evil; mindshielding; Freedom of Movement; Doesn't eat, drink, breathe; regeneration; True Seeing; Resistance 15 Cold/Fire/Acid/Elect/Sonic
    Casting: Sorcerer 4, Druid 16
    Movement: 30'/40' (Azurin/Polar Bear) +10 (Fast Movement) +10(enhancement) +5(drift level 2) +10(Holt Warden) = 65'/75'
    Melee attack (in polar bear form, with Bite of the Werebear active): +12(BAB) +16(str) -1(size) -1(inhuman reach) +5(enhancement) = 31

    Claw/claw/bite/tentacle/tentacle/gore/sting, with two rake attacks. And now, Geomancer gives Lou wings. (Though, he's a White Bear, not a Red Bull.) In polar bear form, Lou moves at 75', coupled with cheetah speed, he can (once per hour) charge 750'. (That's 250 yards!) Just give him a straight-away. If he can see it, he can pounce on it. 8th level druid spells offer uber-utility for a man (uhmm...beast?) living in the forest, protecting nature from Her most vicious enemies. And now he can spontaneously cast off of the Plant Domain list. And he can rebuke plants. The Guardians of the Greene are certainly happy to have embraced (bear hugged?) Lou into their fold!


    Before You Build It:
    Spoiler
    Show
    Questions for the DM:
    Alter Self/Polymorph/Shapeshift/Alternate Form/etc has gone through as many changes in 3.5 as a wildshaper. Some (if not all) could be banned outright at the table. The 3rd level Bear Form ability of the Sentinel of Bharrai is based off of Polymorph (with specific exceptions as noted in the PrC). This build assumes that:
    -- physical stats change to the new form, mental stats don't
    -- type and subtype of the original form are retained
    -- racial (Ex) abilities of original form are lost, (Ex) special attacks of new form are gained
    -- (Su) abilities of original form are retained
    -- ALL class features are retained
    -- spell effects (buffs) carry over to the new form, except...
    -- ...physical spell effects (i.e. Girillion's Blessing, etc.) are not retained, though the spell effect resumes if the previous form is regained before the duration expires.

    Can a Wizard keep (and use) a spellbook with VoP? Perhaps tattooing spells across his body? If yes, using wizard (or wu-jen) instead of sorcerer will let you use another Sentinal of Bharrai level to increase druid casting, eventually offering 9th level spells.

    What is the manuverability class of the flight granted by the wings from Drift 5?

    Can a Lou use his Druid casting level (16) when casting Sorcerer spells via Spell Versitility?


    Resources:
    Spoiler
    Show
    SRD: Druid, Sorcerer, Multiattack
    Book of Exalted Deeds: Sentinal of Bharrai, Sacred Vow, Vow of Poverty, Vow of Obediance, All other exalted feats
    Complete Divine: Geomancer
    Complete Champion: Holt Warden, Guardians of the Green
    Unearthed Arcana: Druidic Avenger ACF, Druid ACF (page 58)
    Complete Scoundral: Skill Tricks
    Lords of Madness: Aberration Blood, Inhuman Reach, Deepspawn
    Magic of Incarnum: Azurin race, Thunderstep Boots, Open Least Chakra, Soul Boon spell
    PHBII: Teamwork Benefits, Evard's Menacing Tentacles spell
    Iron Chef in the Playground veteran since Round IV. Play as me!


    Spoiler
    Show

  8. - Top - End - #158
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimization Challenge in the Playground XLI

    Seems appropriate
    Quote Originally Posted by Verdant
    Verdant

    "I am not one with nature. I am nature. Nature's wrath is my wrath. Now leave before the branches from the trees you have destroyed strangle you." - Verdant, upon being encountered by a group of loggers.


    PLEASE NOTE:
    In order to save table space and make it easier to read it is assumed that Verdant is investing the maximum possible ranks into Knowledge (nature), Concentration, and Spellcraft at each level. As such these are not shown on the table below. In addition I may have referred to Verdant using the incorrect pronoun. Verdant is female personality. Prioritize WIS for stat boosts and items that do so.
    Verdant (True Neutral female personality Warforged)
    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features
    1st|Druid 1|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Survival 4 ranks, Knowledge (arcana) 2 ranks CC, Knowledge (geography) 2 ranks CC|Earth Sense (Races of Stone)|Druid Weapon and Armour Proficiencies, Druid Spellcasting, Animal Companion, Nature Sense, Wild Empathy
    2nd|Druid 1/Wu Jen 1|
    +0
    |
    +2
    |
    +0
    |
    +4
    |Survival 4 ranks, Knowledge (arcana) 3 ranks, Knowledge (geography) 2 ranks CC|Heighten Spell (PHB)|Watchful Spirit, Bonus Metamagic Feat, Taboo (must make a ritual prayer twice a day at morning and dusk)
    3rd|Druid 2/Wu Jen 1|
    +1
    |
    +3
    |
    +0
    |
    +5
    |Survival 5 ranks, Knowledge (arcana) 4 ranks CC, Knowledge (geography) 2 ranks CC|Earth Spell (Races of Stone)|Woodland Stride
    4th|Druid 3/Wu Jen 1|
    +2
    |
    +3
    |
    +1
    |
    +5
    |Survival 7 ranks, Knowledge (arcana) 4.5 ranks CC, Knowledge (geography) 2 ranks CC||Trackless Step
    5th|Druid 4/Wu Jen 1|
    +3
    |
    +4
    |
    +1
    |
    +6
    |Survival 8 ranks, Knowledge (arcana) 5.5 ranks CC, Knowledge (geography) 2 ranks CC||Resist Nature's Lure
    6th|Druid 4/Wu Jen 1/Geomancer 1|
    +3
    |
    +6
    |
    +1
    |
    +8
    |Survival 9 ranks, Knowledge (arcana) 6.5 ranks, Knowledge (geography) 3 ranks|Skill Focus (Knowledge:Nature) (PHB)|Drift 1, Spell Versatility 0
    7th|Druid 4/Wu Jen 1/Geomancer 1/Landforged Walker 1|
    +3
    |
    +8
    |
    +1
    |
    +8
    |Survival 10 ranks, Knowledge (arcana) 7 ranks CC, Knowledge (geography) 4 ranks||Body of Nature (Hide +4, divine focus)
    8th|Druid 4/Wu Jen 1/Geomancer 1/Landforged Walker 2|
    +4
    |
    +9
    |
    +2
    |
    +9
    |Survival 11 ranks, Knowledge (arcana) 7.5 ranks CC, Knowledge (geography) 5 ranks||Body of Nature (resistance 5, natural armour +1), Green Mind
    9th|Druid 4/Wu Jen 1/Geomancer 1/Landforged Walker 3|
    +5
    |
    +9
    |
    +2
    |
    +9
    |Survival 12 ranks, Knowledge (arcana) 8 ranks CC, Knowledge (geography) 6 ranks|Extend Spell (PHB)|Body of Nature (healing herbs), <i>speak with plants</i>
    10th|Druid 4/Wu Jen 1/Geomancer 1/Landforged Walker 4|
    +6
    |
    +10
    |
    +2
    |
    +9
    |Survival 13 ranks, Knowledge (arcana) 8.5 ranks CC, Knowledge (geography) 7 ranks||Body of Nature (resistance 10, natural armour +2)
    11th|Druid 4/Wu Jen 1/Geomancer 1/Landforged Walker 5|
    +6
    |
    +10
    |
    +2
    |
    +9
    |Survival 14 ranks, Knowledge (arcana) 9 ranks CC, Knowledge (geography) 8 ranks||Body of Nature (immune to polymorph, fortification 50%), Plant Shape, Voice of Nature
    12th|Druid 4/Wu Jen 1/Geomancer 2/Landforged Walker 5|
    +7
    |
    +11
    |
    +2
    |
    +10
    |Survival 15 ranks, Knowledge (arcana) 10 ranks, Knowledge (geography) 9 ranks|Natural Spell (PHB)|Drift 1, Ley Lines +1, Spell Versatility 1
    13th|Druid 4/Wu Jen 1/Geomancer 3/Landforged Walker 5|
    +8
    |
    +11
    |
    +3
    |
    +10
    |Survival 16 ranks, Knowledge (arcana) 11 ranks, Knowledge (geography) 10 ranks||Drift 2, Spell Versatility 2
    14th|Druid 4/Wu Jen 1/Geomancer 4/Landforged Walker 5|
    +9
    |
    +12
    |
    +3
    |
    +11
    |Survival 17 ranks, Knowledge (arcana) 12 ranks, Knowledge (geography) 11 ranks||Drift 2, Spell Versatility 3
    15th|Druid 4/Wu Jen 1/Geomancer 5/Landforged Walker 5|
    +9
    |
    +12
    |
    +3
    |
    +11
    |Survival 18 ranks, Knowledge (arcana) 13 ranks, Knowledge (geography) 12 ranks|Quicken Spell (PHB)|Drift 3, Spell Versatility 4
    16th|Druid 4/Wu Jen 1/Geomancer 6/Landforged Walker 5|
    +10
    |
    +13
    |
    +4
    |
    +12
    |Survival 19 ranks, Knowledge (arcana) 14 ranks, Knowledge (geography) 13 ranks||Drift 3, Ley Lines +2, Spell Versatility 5
    17th|Druid 4/Wu Jen 1/Geomancer 7/Landforged Walker 5|
    +11
    |
    +13
    |
    +4
    |
    +12
    |Survival 20 ranks, Knowledge (arcana) 15 ranks, Knowledge (geography) 14 ranks||Drift 4, Spell Versatility 6
    18th|Druid 4/Wu Jen 1/Geomancer 8/Landforged Walker 5|
    +12
    |
    +14
    |
    +4
    |
    +13
    |Survival 21 ranks, Knowledge (arcana) 16 ranks, Knowledge (geography) 15 ranks|Spell Penetration (PHB)|Drift 4, Spell Versatility 7
    19th|Druid 4/Wu Jen 1/Geomancer 9/Landforged Walker 5|
    +12
    |
    +14
    |
    +5
    |
    +13
    |Survival 22 ranks, Knowledge (arcana) 17 ranks, Knowledge (geography) 16 ranks||Drift 5, Spell Versatility 8
    20th|Druid 4/Wu Jen 1/Geomancer 10/Landforged Walker 5|
    +13
    |
    +15
    |
    +5
    |
    +14
    |Survival 23 ranks, Knowledge (arcana) 18 ranks, Knowledge (geography) 17 ranks||Drift 5, Ley Lines +3, Spell Versatility 9[/table]

    Spells (not including WIS bonuses)
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    Spells per day/Spells Known
    {table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
    1st|3|1|-|-|-|-|-|-|-|-
    2nd|3|1|-|-|-|-|-|-|-|-
    3rd|4|2|-|-|-|-|-|-|-|-
    4th|4|2|1|-|-|-|-|-|-|-
    5th|5|3|2|-|-|-|-|-|-|-
    6th|5|3|2|1|-|-|-|-|-|-
    7th|5|3|2|1|-|-|-|-|-|-
    8th|5|3|3|2|-|-|-|-|-|-
    9th|6|4|3|2|1|-|-|-|-|-
    10th|6|4|3|3|2|-|-|-|-|-
    11th|6|4|4|3|2|1|-|-|-|-
    12th|6|4|4|3|3|2|-|-|-|-
    13th|6|5|4|4|3|2|1|-|-|-
    14th|6|5|4|4|3|3|2|-|-|-
    15th|6|5|5|4|4|3|2|1|-|-
    16th|6|5|5|4|4|3|3|2|-|-
    17th|6|5|5|5|4|4|3|2|1|-
    18th|6|5|5|5|4|4|3|3|2|-
    19th|6|5|5|5|5|4|4|3|2|1
    20th|6|5|5|5|5|4|4|3|3|2[/table]

    Starting Stats (32 PB)
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    STR - 10
    DEX - 10
    CON - 14 (16 after racial)
    INT - 14
    WIS - 18 (16 after racial)
    CHA - 8 (6 after racial)


    CHOSEN BONUSES
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    Landforged Walker chosen terrain: Aquatic

    Ley Lines chosen (in order):
    Aquatic
    Jungle
    Forest

    Drifts chosen (in order):
    1 - Hair becomes a tangle of vines (head grows into vines?)
    1 - Voice sounds like a dog's (woof, woof).
    2 - Skin adapts like an octopus (+4 bonus on Hide checks).
    2 - Become as comely as a Dryad (+4 bonus on Diplomacy checks).
    3 - Spin webs like a spider (Web throwing).
    3 - Grow claws (Weapon Finesse + 2x claw attacks).
    4 - Trip like a wolf (Gain wolf-free-tripping effect).
    4 - Pounce like a leopard (Gain Pounce on first round of combat)
    5 - Feathered wings (Fly speed 60ft).
    5 - Canine teeth exude poison (Gain bite attack? Exude poison).


    Verdant - the background behind the beast.
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    Verdant was commissioned four years ago in Cyre, sold to the magicians of Sharn. Bought by the owner of a vast library known as Lady Melil (human aristocrat 1/bard 9) her duties were to sort and categorise the vast library at night, and to act as a butler during the day. As might be expected of a freshly created warforged she performed her tasks as was requested, though during the night while she was sorting the books a treatise on divine magic caught her eye. With the stoic logic of the warforged she reasoned “If I am to categorise these books correctly then I must read at least a modicum of material from them in order to select the correct genre to place the book in.”
    The warforged – after several months of service and having experienced her first emotion (happiness at having successfully sorted all of the remaining uncategorised scrolls) had read summaries of many magical tomes through her time. One night when her mistress had retired for the night and specifically requested that the warforged did not sort any more tomes that night until several new bookshelves had been installed. Having nothing to do, the warforged decided to read a few of the tomes in order to facilitate her categorisation the next night.
    After reading several tomes on the natural world the warforged felt another emotion. Curiosity. She selected more books on similar matters and began to read them as well over the following nights. This caused a drop in her book-sorting efficiency, but her reading coincided with a period of many social occasions her mistress attended. This meant her reduced rate did not go noticed. After several weeks of covert reading on the manners of nature the Warforged decided that it would be of importance to itself if it were to test itself for any latent magical abilities. Consulting an account of a druid who dwelt in the Howling Peaks and had described a minor spell that allowed the user to sense the presence of a specific type of plant or animal in the vicinity, she decided to “meditate” (spend a period of physical inactivity contemplating) on whether this would be an appropriate course of action. The next day during a quiet moment in her mistress’s household the Warforged attempted to broaden her mind, reaching out for a known plant (her mistress’s flowering lily she kept on her desk). Nothing happened for a moment, then the Warforged felt the very light touch of the plant on her consciousness. She focused more, sensing how the plant was suffering from a slight magnesium deficiency – and when her mistress next remarked on how the plant seemed off-colour she suggested a herbal solution that was apparently a suitable remedy for magnesium deficiency. After the plant recovered her mistress – impressed – asked about how she had determined this, and the Warforged told her. The Lady then gave her new orders to carry out, while she was continuing with her reorganisation of the books she was allowed to conduct magical experiments one night a week.
    After several more months of work the Warforged had developed a basic grasp of nature-related magics. While she had dabbled in arcane magic she did not possess the drive to continue with her studies of it. Around this time her wanderlust broke free, and the Warforged – right after the treaty that affirmed her as a citizen was signed – left, in search of ways to better attune herself to the natural world she had such an affinity for.And as such her single-minded view came about - that she would dedicate herself to becoming one with nature. On her travels she stopped by a sea-cliff, and looking off spotted a dark field of kelp. She strode out, off the cliff and into the field - to remain there while she thought about the natural world around her.

    Build Highlights
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    Level 5:
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    At these levels Verdant plays very much like a Druid. Lacking Wild Shape for combat purposes instead she needs to rely on her spells, especially buffing and battlefield control. Her Wu Jen spells are unlikely to be much use, but they allow access to the Wu Jen list for spell-trigger items. This improves versatility quite a lot, allowing spells such as Giant Size, Shapechange, and Summon Elemental Monolith scrolls to be used. Earth Spell is used to boost a cantrip up to 2nd level so that Verdant can qualify for Geomancer next level, and this also fits thematically with the idea of a Warforged drawing their power from the earth around them. The Watchful Spirit provides an initiative reroll, which is incredibly useful at higher levels.

    Level 10:
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    At 10th level Verdant still plays like a straight casting-focused druid. While the loss of two spell levels from levels in Landforged Walker and Wu Jen removes access to 5th level spells at this level, as a full caster this should not impact too severely on the character’s power. Focusing on buffing and battlefield control is suggested, as the real power of the build does not unlock until level 11.

    Level 11 (spotlight):
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    At level 11 Verdant gains an incredibly strong feature – Plant Shape, using the Character level. Not class level. This means that Verdant can Wild Shape into almost anything that is a plant. Warbound Impaler, Ironmaw, Ironthorn, Treant, Sporebat, Saguaro Sentinel, Octopus Tree, Tendriculos – all these and more will eventually be available to you. This increases Verdant’s power substantially, and should allow her to start taking part in melee combat if necessary.

    Level 15:
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    At level 15 Verdant has gained access to a powerful range of Plant Shape forms, and should spend all day in a plant form (I personally like Saguaro Sentinel). While trailing two caster levels she still has access to 7th level spells, and has begun to develop Drifts. While minor overall these still provide some benefit, and especially help the idea of the Warforged who tries to become closer to nature by becoming part-animal.

    Level 20:
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    By level 20 Verdant is a Drifted abomination of a Warforged, skin of plants, wings, poison-dripping teeth – and with 9th level spells, Plant Wild Shape, immunity to polymorph, free 50% fortification, and a surprisingly terrifying appearance – a very strong abomination. At these levels tactics are simple – spells or tentacles, they get ripped to pieces. Combine with Venomfire for some incredibly powerful hits.


    Verdant in your campaign:
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    Verdant would fit in best as a loner-type character. At low levels it would be best if she appeared as a Warforged who was attempting to forge a connection with the natural world, and would be likely to offer healing or other favours to adventurers if they dealt with enemies of nature. At mid-levels the adventurers might stumble over Verdant accidentally, as the disguise of the Warforged could make it very difficult to see. As at low levels the Warforged would most likely offer a reward if some despoiler of nature was brought to justice, and would probably know the local area intimately. At high levels it is more likely that the PCs may encounter Verdant after hearing of the “abomination Warforged” – a nature-covered mechanical beast. Around these levels Verdant is more likely to be able to deal with threats to nature itself, and may prefer to watch the PCs closely to assess their potential impact on the surrounding area.


    Sourcebooks Used (may not be complete)
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    PHB
    Complete Arcane
    Complete Divine
    Races of Stone
    Secrets of Xen'drik
    Iron Chef in the Playground veteran since Round IV. Play as me!


    Spoiler
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  9. - Top - End - #159
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimization Challenge in the Playground XLI

    "Could I see that for a second?"
    Quote Originally Posted by Borrower of Magic
    The borrower of magic

    "That magic looks like it will be useful, I guess I can borrow it then."

    "My appearance? That's just because I'm an embodiment of pure magical power, now watch while I destroy you."


    The borrower of magic
    An illumian chaotic evil Savage bard 2/human paragon 3/Ur-Priest 1/Geomancer 6/Sublime Chord 1/Geomancer 4/Spellthief 1/Wu-jen 1/Wizard 1
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    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1st|Savage Bard 1|
    +0
    |
    +2
    |
    +0
    |
    +2
    |4 ranks of bluff, 4 ranks of Concentration, 4 ranks of profession (astrologer), 1 rank of knowledge arcana, 4 ranks of knowledge nature, 3 ranks of Knowledge religion, 4 ranks of knowledge the planes, 4 ranks of spellcraft|able learner|Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1

    2nd|Savage bard 2|
    +1
    |
    +3
    |
    +0
    |
    +3
    |5 ranks of bluff, 5 ranks of Concentration, 5 ranks of profession (astrologer), 1 rank of knowledge arcana, 5 ranks of knowledge nature, 5 ranks of Knowledge religion, 5 ranks of knowledge the planes, 5 ranks of spellcraft||

    3rd|Human paragon 1|
    +1
    |
    +3
    |
    +0
    |
    +5
    |6 ranks of bluff, 5 ranks of Concentration, 5 ranks of profession (astrologer), 3 ranks of knowledge arcana, 5 ranks of knowledge nature, 5 ranks of Knowledge religion, 6 ranks of knowledge the planes, 1 rank of listen, 6 ranks of spellcraft|Spell focus (evil)|Adaptive learning(Use magic device)

    4th|Human paragon 2|
    +2
    |
    +3
    |
    +0
    |
    +6
    |6 ranks of bluff, 6 ranks of Concentration, 5 ranks of profession (astrologer), 3 ranks of knowledge arcana, 5 ranks of knowledge nature, 7 ranks of Knowledge religion, 6 ranks of knowledge the planes, 1 rank of listen, 7 ranks of spellcraft|Enhanced power sigils|Bonus feat, advances savage bard casting

    5th|Human paragon 3|
    +3
    |
    +4
    |
    +1
    |
    +6
    |7 ranks of bluff, 6 ranks of Concentration, 5 ranks of profession (astrologer), 5 ranks of knowledge arcana, 6 ranks of knowledge nature, 8 ranks of Knowledge religion, 6 ranks of knowledge the planes, 1 rank of listen, 8 ranks of spellcraft|Iron will|+2 to ability (wisdom), advances savage bard casting

    6th|Ur-priest 1|
    +3
    |
    +4
    |
    +1
    |
    +8
    |8 ranks of bluff, 6 ranks of Concentration, 5 ranks of profession (astrologer), 6 ranks of knowledge arcana, 6 ranks of knowledge nature, 8 ranks of Knowledge religion, 6 ranks of knowledge the planes, 3 ranks of listen, 8 ranks of spellcraft|Improved sigil Krau|New Class Abilities

    7th|Geomancer 1|
    +3
    |
    +6
    |
    +1
    |
    +10
    |8 ranks of bluff, 6 ranks of Concentration, 6 ranks of profession (astrologer), 8 ranks of knowledge arcana, 6 ranks of knowledge nature, 8 ranks of Knowledge religion, 6 ranks of knowledge the planes, 5 ranks of listen, 8 ranks of spellcraft||spell versatility 0, drift(Your touch causes flowers to wilt.), advances Ur-Priest Casting


    8th|Geomancer 2|
    +4
    |
    +7
    |
    +1
    |
    +11
    |8 ranks of bluff, 6 ranks of Concentration, 6 ranks of profession (astrologer), 10 ranks of knowledge arcana, 6 ranks of knowledge nature, 8 ranks of Knowledge religion, 6 ranks of knowledge the planes, 7 ranks of listen, 1 rank of preform, 8 ranks of spellcraft||Drift(Your hair becomes a tangle of short vines.), ley lines +1(forest), spell versatility 1, advances Ur-Priest casting


    9th|Geomancer 3|
    +5
    |
    +7
    |
    +2
    |
    +11
    |8 ranks of bluff, 6 ranks of Concentration, 6 ranks of profession (astrologer), 12 ranks of knowledge arcana, 6 ranks of knowledge nature, 8 ranks of Knowledge religion, 6 ranks of knowledge the planes, 10 ranks of listen, 1 rank of preform, 8 ranks of spellcraft|Practiced spell caster(ur-priest)|Drift(Your eyes become as sharp as a rat’s.),spell versatility 2,advances Ur-Priest casting

    10th|Geomancer 4|
    +6/+1
    |
    +8
    |
    +2
    |
    +12
    |8 ranks of bluff, 6 ranks of Concentration, 6 ranks of profession (astrologer), 12 ranks of knowledge arcana, 6 ranks of knowledge nature, 8 ranks of Knowledge religion, 6 ranks of knowledge the planes, 10 ranks of listen, 6 ranks of preform, 8 ranks of spellcraft||Drift(You become as swift as an elk.),spell versatility 3,advances Ur-Priest casting

    11th|Geomancer 5|
    +6/+1
    |
    +8
    |
    +2
    |
    +12
    |8 ranks of bluff, 6 ranks of Concentration, 6 ranks of profession (astrologer), 13 ranks of knowledge arcana, 6 ranks of knowledge nature, 8 ranks of Knowledge religion, 6 ranks of knowledge the planes, 11 ranks of listen, 9 ranks of preform, 8 ranks of spellcraft||Drift(Your eyes become as sharp as an eagle’s.),spell versatility 4,advances Ur-Priest casting

    12th|Geomancer 6|
    +7/+2
    |
    +9
    |
    +3
    |
    +13
    |8 ranks of bluff, 6 ranks of Concentration, 6 ranks of profession (astrologer), 13 ranks of knowledge arcana, 6 ranks of knowledge nature, 8 ranks of Knowledge religion, 6 ranks of knowledge the planes, 13 ranks of listen, 10 ranks of preform, 10 ranks of spellcraft|Quicken spell| Drift(Your eyes become as sharp as an owl’s.) ,spell versatility 5,Ley Lines +2 (forest),advances Ur-Priest casting

    13th|Sublime Chord 1|
    +7/+2
    |
    +9
    |
    +3
    |
    +15
    |8 ranks of bluff, 6 ranks of Concentration, 6 ranks of profession (astrologer), 13 ranks of knowledge arcana, 6 ranks of knowledge nature, 8 ranks of Knowledge religion, 6 ranks of knowledge the planes, 13 ranks of listen, 10 ranks of preform, 15 ranks of spellcraft||Bardic lore, bardic music

    14th|Geomancer 7|
    +8/+3
    |
    +9
    |
    +3
    |
    +15
    |8 ranks of bluff, 6 ranks of Concentration, 6 ranks of profession (astrologer), 15 ranks of knowledge arcana, 6 ranks of knowledge nature, 10 ranks of Knowledge religion, 6 ranks of knowledge the planes, 13 ranks of listen, 10 ranks of preform, 16 ranks of spellcraft||Drift(Your blood flows as slowly as tree sap.),spell versatility 6,advances Ur-Priest casting

    15th|Geomancer 8|
    +9/+4
    |
    +10
    |
    +3
    |
    +16
    |8 ranks of bluff, 6 ranks of Concentration, 6 ranks of profession (astrologer), 18 ranks of knowledge arcana, 6 ranks of knowledge nature, 10 ranks of Knowledge religion, 6 ranks of knowledge the planes, 13 ranks of listen, 10 ranks of preform, 18 ranks of spellcraft|Extraordinary spell aim|Drift(You can pounce like a leopard.),spell versatility 7,advances Ur-Priest casting

    16th|Geomancer 9|
    +9/+4
    |
    +10
    |
    +4
    |
    +16
    |10 ranks of bluff, 6 ranks of Concentration, 6 ranks of profession (astrologer), 19 ranks of knowledge arcana, 6 ranks of knowledge nature, 11 ranks of Knowledge religion, 6 ranks of knowledge the planes, 13 ranks of listen, 10 ranks of preform, 19 ranks of spellcraft||Drift(You can move like a cheetah.),spell versatility 8,advances Ur-Priest casting

    17th|Geomancer 10|
    +10/+5
    |
    +10
    |
    +4
    |
    +16
    |10 ranks of bluff, 6 ranks of Concentration, 6 ranks of profession (astrologer), 20 ranks of knowledge arcana, 6 ranks of knowledge nature, 14 ranks of Knowledge religion, 6 ranks of knowledge the planes, 13 ranks of listen, 10 ranks of preform, 20 ranks of spellcraft||Drift(Your senses become as sharp as a bat’s.),Ley Lines +3 (forest),spell versatility 9,advances Sublime Chord casting

    18th|Spellthief 1|
    +10/+5
    |
    +10
    |
    +4
    |
    +18
    |10 ranks of bluff, 6 ranks of Concentration, 6 ranks of profession (astrologer), 21 ranks of knowledge arcana, 6 ranks of knowledge nature, 19 ranks of Knowledge religion, 6 ranks of knowledge the planes, 13 ranks of listen, 10 ranks of preform, 21 ranks of spellcraft|Master spellthief|Sneak attack +1d6, steal spell (0 or 1st), trapfinding


    19th|Wu Jen 1|
    +10/+5
    |
    +10
    |
    +4
    |
    +20
    |10 ranks of bluff, 6 ranks of Concentration, 6 ranks of profession (astrologer), 22 ranks of knowledge arcana, 6 ranks of knowledge nature, 20 ranks of Knowledge religion, 6 ranks of knowledge the planes, 13 ranks of listen, 10 ranks of preform, 22 ranks of spellcraft|extend spell|Watchful spirit,bonus feat

    20th|Wizard 1|
    +10/+5
    |
    +10
    |
    +4
    |
    +20
    |10 ranks of bluff, 6 ranks of Concentration, 6 ranks of profession (astrologer), 23 ranks of knowledge arcana, 6 ranks of knowledge nature, 21 ranks of Knowledge religion, 6 ranks of knowledge the planes, 13 ranks of listen, 10 ranks of preform, 23 ranks of spellcraft|Scribe Scroll|Summon familiar,Scribe scroll[/table]

    notes:
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    This uses the assumption that since illumians are humanoid(human) they count as humans for feats and classes.

    using partial BAB rules the BAB at 20th level is 13, and at level 14 the BAB is 9.

    Between 5th and 6th level the Otyugh Hole is visited to gain iron will




    Backstory
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    From birth the borrower was always a charming but wise boy, he was a bit weak and uncoordinated but had good endurance. As a lad the boy had heard of the power of the Ur-priests those who could steal magic from the gods themselves. To train his body he learned the teachings of savage bards, he could read despite the lack of teachings of his masters because of his family's heritage with words and magic. Knowing of the route he wanted to take of magic and power the borrower decided to become magic, having a personal sigil of magic. As he progressed further into the teachings of the savage bards he decided he needed more intelligence if he was to steal magic from the gods and others more effectively, he decided to make his second sigil a Naen sigil. He learned the ways of flexibility his human heritage let him grow and learn the ways of dark magic and how to make his own words, his sigils more powerful. He had heard of the Otyugh Hole and how those who came out of it alive had an unearthly willpower and decided he is going to need to learn that if he is to steal magic from the gods. Once he escaped the Otyugh hole the borrower went to look for an Ur-Priest someone to educate him in how to flit in and out taking magical power from gods. He found the Geomancers those who use magic both from the gods and from the arcana the source of arcane magic and thought how he could use them to advance his power as an Ur-Priest. The only problem was he was not yet powerful enough to be accepted into the ways of them so he learned how to enhance his sigil of magic to fool them into thinking he was strong enough at the time to be one of them. He found out that some druids use a spell to always be connected to their forest he decided that he was going to use his ley lines to connect to the forest because he soon was going to take that spell for himself. All the while he was learning how the geomancers are he felt his body becoming more savage, more animal like, and more terrifying. He studied the ways of the ur-priest more and was capable of using more power from the gods. Through experimenting with magic he learned how he could preform spells almost instantaneously, however it didn't work on his most powerful spellls. He studied the arts that those of the sublime chord consider useful to be accepted as one of them. He used his mastery of his magic sigil to trick them into thinking he has truly studied the ways of the bard to have the power of one who has studied the bardic music and magic. He practiced using magic until he could cast a fireball centered around himself and not touch himself at all. Once he was finished studying the geomancers they told him that all his abilities that work for casting his arcane spells and divine spells will now work together in unison. He used his bardic spells to bluff the low level peons who teach level 1 spells into thinking he knew nothing to borrow their magic to further enhance his own. He got taught how to make his magic last longer from the Wu-Jen and how to scribe his spells onto paper from wizards.


    racial information that is relevant
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    Despite being a savage bard the borrower never looses the ability to speak due to the superior literacy feature of the illumians.
    An illumian gets 2 differents sigils the first one the borrower takes is the Krau sigil he knows that it will enhance the power of all the spells he borrows. The second one he takes is the Naen sigil because there are many kinds of magic that are related to intelligence so being better at intelligence checks wont' hurt. The combined effect is NaenKrau, when preparing spells the borrower can leave 2 slots of 2 different levels unfilled to get a +1 to dc of spells of that level.


    Overviews
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    Level 14
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    This level is very nice, by this time a tome of understanding +5 can be bought giving an inherent bonus to wisdom. The drifts mainly are just a way of having savage features to intimidate opponents with how unatural he looks. The spell versatility class feature means that all the bard and sublime chord casting has a wisdom based DC so all the saves are high. While the ley lines forest does very little at this point, the borrower knows that there is a druid spell that will let him be considered in a forest that he can "borrow" with a casting of miracle.


    Caster level discussion
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    The 1 level dip in sublime chord means that the CL for bard is now 4(base)+3(krau sigil)+4(sublime chord)=10, the CL for Sublime chord is 1(base) +3(krau sigil)+7(bard)=11. That means at the cost of a 1 level dip at level 13 the ur-priest caster level is now for Ur-Priest is now 8(base)+3(krau sigil)+4(practiced spellcaster)+21/2(other spellcasting classes)=a caster level of 25 at only level 14!


    skills
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    8 ranks of bluff, 6 ranks of Concentration, 6 ranks of profession (astrologer), 15 ranks of knowledge arcana, 6 ranks of knowledge nature, 10 ranks of Knowledge religion, 6 ranks of knowledge the planes, 13 ranks of listen, 10 ranks of preform, 16 ranks of spellcraft


    feats
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    able learner, spell focus(evil), enhanced power sigils, iron will, improved sigil krau, practiced spellcaster(ur-priest), and quicken spell



    Level 20
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    Now the borrower is at the peak of his caster level ability and he can borrow almost any spell for free with miracle. At this point it is trivial for a the borrower to go out and gain a free +3 caster level bonus in exchange for casting miracle occasionally to duplicate acorn of far travel.

    Caster level discussion
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    His 3 dips and master spell thief are nice to squeeze even more caster level power out of all his classes and ur-priest. His bard level is now 4(base)+3(krau sigil)+5(sublime chord)+4(spellthief)=16. His sublime chord level is now 2(base)+3(krau sigil)+4(spellthief)+7(bard)=16. His wu-jen caster level is 1(base)+3(krau sigil)+5(sublime chord)+4(spellthief)=13. His wizard caster level is 1(base)+3(krau sigil)+5(sublime chord)+4(spellthief)=13. His spellthief caster level is 1(base)+3(krau sigil)+5(sublime chord)=8. That means his Ur-Priest caster level is now 10(base)+3(krau sigil)+4(practiced spellcaster)+(16+16+13+13+8)/2+3(ley-lines)+5(sublime chord from spell versatility)=58

    His caster level is now 58 without any items when casting an ur-priest spell, that is ignoring any other bonuses he may get like a bonus for consumptive field or a bead of karma.


    skills
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    10 ranks of bluff, 6 ranks of Concentration, 6 ranks of profession (astrologer), 23 ranks of knowledge arcana, 6 ranks of knowledge nature, 21 ranks of Knowledge religion, 6 ranks of knowledge the planes, 13 ranks of listen, 10 ranks of preform, 23 ranks of spellcraft

    feats
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    able learner, spell focus(evil), enhanced power sigils, iron will, improved sigil krau, practiced spellcaster(ur-priest), quicken spell, extraordinary spell aim, master spellthief, extend spell, and scribe scroll.





    Capabilities
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    The borrower has 9th level cleric casting and with miracle can replicate any spell that is 7th or below. That means he can borrow uncapped spells based on caster level like venomfire which adds d6 per caster level uncapped to a venomous attack. Or if you desire a simpler method just use holy word or blasphemy since he has extraordinary spell aim he can center a holy word on himself and still remain unaffected despite being evil. With consumptive field or greater consumptive field the borrower can gain a massive amount of strength and be able to do large amounts of damage and easily hit melee attacks despite having a very low Bab.


    Ability scores
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    Base
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    Strength: 8
    Dexterity: 8
    Constitution:14
    Intelligence:10
    Wisdom:18
    Charisma:15

    All leveling bonuses go into wisdom
    At level 14 a tome of understanding +5 is bought

    Level 14
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    Strength: 8
    Dexterity: 8
    Constitution:14
    Intelligence:10
    Wisdom:28
    Charisma:15


    Level 20
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    Strength: 8
    Dexterity: 8
    Constitution:14
    Intelligence:10
    Wisdom:30
    Charisma:15



    Shopping
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    The borrower does not really require items, except a +5 to wisdom helps bring wisdom up. Additionally a +6 to wisdom and +6 to constitution would always be welcome getting a higher save DC of spells and more health. One item that meshes amazingly with the many dips to boost casting might is an orange ioun stone giving a +1 to all casting classes pumping up that already high caster level to higher extremes.


    Spellcasting
    Spoiler
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    Bard
    Spoiler
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    Spells Known
    {table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    1st|4|-|-|-|-|-|-|-|-|-

    2nd|5|2|-|-|-|-|-|-|-|-

    3rd|5|2|-|-|-|-|-|-|-|-

    4th|6|3|-|-|-|-|-|-|-|-

    5th|6|3|1|-|-|-|-|-|-|-

    6th|6|3|1|-|-|-|-|-|-|-

    7th|6|3|1|-|-|-|-|-|-|-

    8th|6|3|1|-|-|-|-|-|-|-

    9th|6|3|1|-|-|-|-|-|-|-

    10th|6|3|1|-|-|-|-|-|-|-

    11th|6|3|1|-|-|-|-|-|-|-

    12th|6|3|1|-|-|-|-|-|-|-

    13th|6|3|1|-|-|-|-|-|-|-

    14th|6|3|1|-|-|-|-|-|-|-

    15th|6|3|1|-|-|-|-|-|-|-

    16th|6|3|1|-|-|-|-|-|-|-

    17th|6|3|1|-|-|-|-|-|-|-

    18th|6|3|1|-|-|-|-|-|-|-

    19th|6|3|1|-|-|-|-|-|-|-

    20th|6|3|1|-|-|-|-|-|-|-[/table]

    Spells per day
    {table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    1st|2|-|-|-|-|-|-|-|-|-

    2nd|3|1|-|-|-|-|-|-|-|-

    3rd|3|1|-|-|-|-|-|-|-|-

    4th|3|2|-|-|-|-|-|-|-|-

    5th|3|3|1|-|-|-|-|-|-|-

    6th|3|3|1|-|-|-|-|-|-|-

    7th|3|3|1|-|-|-|-|-|-|-

    8th|3|3|1|-|-|-|-|-|-|-

    9th|3|3|1|-|-|-|-|-|-|-

    10th|3|3|1|-|-|-|-|-|-|-

    11th|3|3|1|-|-|-|-|-|-|-

    12th|3|3|1|-|-|-|-|-|-|-

    13th|3|3|1|-|-|-|-|-|-|-

    14th|3|3|1|-|-|-|-|-|-|-

    15th|3|3|1|-|-|-|-|-|-|-

    16th|3|3|1|-|-|-|-|-|-|-

    17th|3|3|1|-|-|-|-|-|-|-

    18th|3|3|1|-|-|-|-|-|-|-

    19th|3|3|1|-|-|-|-|-|-|-

    20th|3|3|1|-|-|-|-|-|-|-[/table]


    Ur-Priest
    Spoiler
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    Spells per day
    {table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    1st|-|-|-|-|-|-|-|-|-|-

    2nd|-|-|-|-|-|-|-|-|-|-

    3rd|-|-|-|-|-|-|-|-|-|-

    4th|-|-|-|-|-|-|-|-|-|-

    5th|-|-|-|-|-|-|-|-|-|-

    6th|4|4|-|-|-|-|-|-|-|-

    7th|5|5|1|-|-|-|-|-|-|-

    8th|5|5|3|1|-|-|-|-|-|-

    9th|6|5|4|2|1|-|-|-|-|-

    10th|6|5|5|3|2|1|-|-|-|-

    11th|6|5|5|4|3|2|1|-|-|-|-

    12th|6|6|5|4|4|2|2|-|-|-

    13th|6|6|5|4|4|2|2|-|-|-

    14th|6|7|6|5|5|5|3|2|1|-

    15th|6|8|6|6|6|6|4|3|2|1

    16th|6|8|7|6|6|6|5|4|3|2

    17th|6|8|7|6|6|6|5|4|3|2

    18th|6|8|7|6|6|6|5|4|3|2

    19th|6|8|7|6|6|6|5|4|3|2

    20th|6|8|7|6|6|6|6|4|3|2[/table]


    Sublime Chord
    Spoiler
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    Spells Known
    {table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    1st|-|-|-|-|-|-|-|-|-|-

    2nd|-|-|-|-|-|-|-|-|-|-

    3rd|-|-|-|-|-|-|-|-|-|-

    4th|-|-|-|-|-|-|-|-|-|-

    5th|-|-|-|-|-|-|-|-|-|-

    6th|-|-|-|-|-|-|-|-|-|-

    7th|-|-|-|-|-|-|-|-|-|-

    8th|-|-|-|-|-|-|-|-|-|-

    9th|-|-|-|-|-|-|-|-|-|-

    10th|-|-|-|-|-|-|-|-|-|-

    11th|-|-|-|-|-|-|-|-|-|-

    12th|-|-|-|-|-|-|-|-|-|-

    13th|3|1|-|-|-|-|-|-|-|-

    14th|3|1|-|-|-|-|-|-|-|-

    15th|3|1|-|-|-|-|-|-|-|-

    16th|3|1|-|-|-|-|-|-|-|-

    17th|4|2|-|-|-|-|-|-|-|-

    18th|4|2|-|-|-|-|-|-|-|-

    19th|4|2|-|-|-|-|-|-|-|-

    20th|4|2|-|-|-|-|-|-|-|-[/table]

    Spells per day
    {table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    1st|-|-|-|-|-|-|-|-|-|-

    2nd|-|-|-|-|-|-|-|-|-|-

    3rd|-|-|-|-|-|-|-|-|-|-

    4th|-|-|-|-|-|-|-|-|-|-

    5th|-|-|-|-|-|-|-|-|-|-

    6th|-|-|-|-|-|-|-|-|-|-

    7th|-|-|-|-|-|-|-|-|-|-

    8th|-|-|-|-|-|-|-|-|-|-

    9th|-|-|-|-|-|-|-|-|-|-

    10th|-|-|-|-|-|-|-|-|-|-

    11th|-|-|-|-|-|-|-|-|-|-

    12th|-|-|-|-|-|-|-|-|-|-

    13th|2|1|-|-|-|-|-|-|-|-

    14th|2|1|-|-|-|-|-|-|-|-

    15th|2|1|-|-|-|-|-|-|-|-

    16th|2|1|-|-|-|-|-|-|-|-

    17th|2|2|-|-|-|-|-|-|-|-

    18th|2|2|-|-|-|-|-|-|-|-

    19th|2|2|-|-|-|-|-|-|-|-

    20th|2|2|-|-|-|-|-|-|-|-[/table]


    Wu-jen
    Spoiler
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    Spells per day
    {table=head]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|3|2|-|-|-|-|-|-|-|-

    20th|3|2|-|-|-|-|-|-|-|-[/table]


    Wizard
    Spoiler
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    Spells per day/Spells Known
    {table=head]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|3|2|-|-|-|-|-|-|-|-[/table]


    Iron Chef in the Playground veteran since Round IV. Play as me!


    Spoiler
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  10. - Top - End - #160
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimization Challenge in the Playground XLI

    Magic is what you make it, and vice versa.
    Quote Originally Posted by Abelard Lindsay
    Abelard Lindsay, Divine Agent of the Sovereign Host
    NG Human, Artificer 3/Duskblade 5/Divine Crusader of the Sovereign Host 2/Geomancer 10

    "He mourned mankind, and the blindness of men, who thought that the world had rules and limits that would shelter them from their own freedom. There were no shelters. There were no final purposes. Futility, and freedom, were Absolute."



    ABELARD LINDSAY
    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1st|Artificer 1|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Use magic device 4 ranks, concentration 2 ranks, spellcraft 4 ranks, search 4 ranks, disable device 4 ranks, sleight of hand 2 ranks, forgery 1 rank, autohypnosis 1 rank, knowledge (religion) 2 ranks, knowledge (nature) 2 ranks, knowledge (arcana) 2 ranks|Scribe Scroll, Death Devotion, Able Learner|Artificer knowledge, artisan bonus, disable trap, item creation, craft reserve 20

    2nd|Artificer 2|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Use magic device 5 ranks, concentration 5 ranks, search 5 ranks, disable device 5 ranks, spellcraft 5 ranks, knowledge (arcana) 4 ranks|Brew Potion|Craft reserve 40

    3rd|Duskblade 1|
    +2
    |
    +2
    |
    +0
    |
    +5
    |Use magic device 6 ranks, sleight of hand 3 ranks, spellcraft 6 ranks, disable device 6 ranks, knowledge (religion) 3 ranks|Weapon Focus (Longsword)|Arcane attunement, armored mage (light armor & shield)

    4th|Duskblade 2|
    +3
    |
    +3
    |
    +0
    |
    +6
    |Use magic device 7 ranks, spellcraft 7 ranks, disable device 7 ranks, knowledge (religion) 4 ranks, knowledge (arcana) 5 ranks|Combat Casting|

    5th|Duskblade 3|
    +4
    |
    +3
    |
    +1
    |
    +6
    |Use magic device 8 ranks, sleight of hand 4 ranks, spellcraft 8 ranks, disable device 8 ranks, knowledge (religion) 5 ranks||Arcane channeling (standard attack)

    6th|Duskblade 4|
    +5
    |
    +4
    |
    +1
    |
    +7
    |Use magic device 9 ranks, disable device 9 ranks, knowledge (religion) 6 ranks, knowledge (nature) 3 ranks, knowledge (arcana) 6 ranks|Animal Devotion|Armored mage (medium armor)

    7th|Duskblade 5|
    +6/+1
    |
    +4
    |
    +1
    |
    +7
    |Use magic device 10 ranks, disable device 10 ranks, sleight of hand 5 ranks, Conceal Spellcasting skill trick||Quick cast 1/day

    8th|Artificer 3|
    +7/+2
    |
    +5
    |
    +2
    |
    +7
    |Use magic device 11 ranks, search 7 ranks, disable device 11 ranks, knowledge (religion) 7 ranks, knowledge (nature) 4 ranks, knowledge (arcana) 7 ranks|Craft Wondrous Item|Craft reserve 60

    9th|Divine Crusader of the Sovereign Host 1|
    +7/+2
    |
    +7
    |
    +2
    |
    +9
    |Use magic device 12 ranks, disable device 12 ranks, sleight of hand 6 ranks, knowledge (nature) 5 ranks, knowledge (arcana) 8 ranks|Practiced Spellcaster (Divine Crusader)|Aura

    10th|Divine Crusader of the Sovereign Host 2|
    +8/+3
    |
    +8
    |
    +2
    |
    +10
    |Use magic device 13 ranks, disable device 13 ranks, search 8 ranks, knowledge (nature) 8 ranks||

    11th|Geomancer 1|
    +8/+3
    |
    +10
    |
    +2
    |
    +12
    |Use magic device 14 ranks, disable device 14 ranks, sleight of hand 7 ranks, knowledge (arcana) 9 ranks, knowledge (religion) 8 ranks, knowledge (nature) 9 ranks, search 6 ranks||Drift 1, spell versatility 0

    12th|Geomancer 2|
    +9/+4
    |
    +11
    |
    +2
    |
    +13
    |Use magic device 15 ranks, disable device 15 ranks, knowledge (arcana) 10 ranks, knowledge (religion) 9 ranks, search 9 ranks|Extend Spell|Drift 1, ley lines (mountains) +1, spell versatility 1

    13th|Geomancer 3|
    +10/+5
    |
    +11
    |
    +3
    |
    +13
    |Use magic device 16 ranks, sleight of hand 8 ranks, knowledge (religion) 10 ranks, disable device 16 ranks, search 10 ranks, False Theurgy skill trick||Drift 2, spell versatility 2

    14th|Geomancer 4|
    +11/+6/+1
    |
    +12
    |
    +3
    |
    +14
    |Use magic device 17 ranks, disable device 17 ranks, knowledge (religion) 11 ranks, knowledge (arcana) 11 ranks, knowledge (nature) 10 ranks, search 12 ranks||Drift 2, spell versatility 3

    15th|Geomancer 5|
    +11/+6/+1
    |
    +12
    |
    +3
    |
    +14
    |Use magic device 18 ranks, disable device 18 ranks, knowledge (religion) 12 ranks, knowledge (arcana) 12 ranks, knowledge (nature) 11 ranks, search 14 ranks|Etch Schema|Drift 3, spell versatility 4

    16th|Geomancer 6|
    +12/+7/+2
    |
    +13
    |
    +4
    |
    +15
    |Use magic device 19 ranks, disable device 19 ranks, knowledge (religion) 13 ranks, knowledge (arcana) 13 ranks, knowledge (nature) 12 ranks, search 16 ranks||Drift 3, ley lines (mountains) +2, spell versatility 5

    17th|Geomancer 7|
    +13/+8/+3
    |
    +13
    |
    +4
    |
    +15
    |Use magic device 20 ranks, disable device 20 ranks, knowledge (religion) 14 ranks, knowledge (arcana) 14 ranks, knowledge (nature) 13 ranks, search 18 ranks||Drift 4, spell versatility 6

    18th|Geomancer 8|
    +14/+9/+4
    |
    +14
    |
    +4
    |
    +16
    |Use magic device 21 ranks, disable device 21 ranks, knowledge (religion) 15 ranks, knowledge (arcana) 15 ranks, knowledge (nature) 14 ranks, search 20 ranks|Persistent Spell|Drift 4, spell versatility 7

    19th|Geomancer 9|
    +14/+9/+4
    |
    +14
    |
    +5
    |
    +16
    |Use magic device 22 ranks, disable device 22 ranks, knowledge (religion) 16 ranks, knowledge (arcana) 16 ranks, knowledge (nature) 16 ranks, search 21 ranks||Drift 5, spell versatility 8

    20th|Geomancer 10|
    +15/+10/+5
    |
    +15
    |
    +5
    |
    +17
    |Use magic device 23 ranks, disable device 23 ranks, knowledge (religion) 17 ranks, knowledge (arcana) 17 ranks, knowledge (nature) 17 ranks, search 23 ranks||Drift 5, ley lines (mountains) +3, spell versatility 9[/table]

    Additional Build Details
    Spoiler
    Show

    "The dreams were pleasant, dreams of warmth and light, an animal's life, an eternal present... As his mind coalesced he burned with insight, a smoldering oneness with this living being. Helpless joy pervaded him as he joined its serene integration."

    Stats
    32 point buy: Str 14/Dex 12/Con 12/Int 14/Wis 10/Cha 16

    Boost Charisma every four levels.

    Drift Choices
    1- You sprout feathers
    1- Light, downy fur covers your skin
    2- Your eyes become as sharp as a rat
    2- You sprout leaves and become photosynthetic
    3- Deer antlers grow from your forehead
    3- You sprout fish gills
    4- You can grab like a bear
    4- Your nose becomes as sensitive as a hound
    5- Feathered wings grow from your back
    5- Your senses become as sharp as a bat

    Artificer Infusions
    Spoiler
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    Artificer Infusions
    {table=head]Level|1st|2nd|3rd|4th|5th

    1st|2|-|-|-|-

    2nd|3|-|-|-|-

    3rd|3|-|-|-|-

    4th|3|-|-|-|-

    5th|3|-|-|-|-

    6th|3|-|-|-|-

    7th|3|-|-|-|-

    8th|3|1|-|-|-

    9th|3|1|-|-|-

    10th|3|1|-|-|-

    11th|3|2|-|-|-

    12th|3|2|-|-|-

    13th|3|2|-|-|-

    14th|3|2|-|-|-

    15th|3|2|-|-|-

    16th|3|2|-|-|-

    17th|3|2|-|-|-

    18th|3|2|-|-|-

    19th|3|2|-|-|-

    20th|3|3|1|-|-[/table]


    Duskblade Spells
    Spoiler
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    Duskblade Spells Per Day
    {table=head]Level|0lvl|1st|2nd|3rd|4th|5th

    1st|-|-|-|-|-|-

    2nd|-|-|-|-|-|-

    3rd|3|2|-|-|-|-

    4th|4|3|-|-|-|-

    5th|5|4|-|-|-|-

    6th|6|5|-|-|-|-

    7th|6|5|2|-|-|-
    [/table]

    Duskblade Spells Known:
    0- Touch of fatigue, acid splash, disrupt undead, ray of frost
    1- Shocking grasp, ray of enfeeblement, true strike, resist energy, swift expeditious retreat
    2- Dimension hop


    Divine Crusader Spells
    Spoiler
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    Divine Crusader Spells per Day
    {table=head]Level|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    9th|0|-|-|-|-|-|-|-|-

    10th|1|0|-|-|-|-|-|-|-

    11th|1|0|-|-|-|-|-|-|-

    12th|2|1|0|-|-|-|-|-|-

    13th|2|2|1|0|-|-|-|-|-

    14th|3|2|2|1|0|-|-|-|-

    15th|3|3|2|2|1|0|-|-|-

    16th|3|3|3|2|2|1|0|-|-

    17th|3|3|3|3|2|2|1|0|-

    18th|3|3|3|3|3|2|2|1|0

    19th|3|3|3|3|3|3|2|2|1

    20th|3|3|3|3|3|3|2|2|1[/table]



    Fire and Flight
    Spoiler
    Show

    “For a moment, sincere human fury had burned through the training, touched a hot core of genuine rage. He felt shaken, but more whole, more truly himself, then he'd been for years.”

    They left in droves, in masses. They fled the war-ravaged cities and villages, leaving entire lives behind, taking only what they could carry. They had seen the skies of Cyre burn in a holocaust of fire, and their only thought was to flee, farther, higher, beyond the reaches of war. Hundreds, thousands fled to the only place the war seemed not to touch, to the wild mountains beyond the Angwar Keep.

    For Abelard Lindsay, it was not his first taste of flight. His family left Eston when he was but six years old, abandoned everything at the first sight of Karnathi soldiers. Now Eston was a burnt ruin, but for Abelard and his family, life moved on. They moved south, traveling on foot until they found a village untouched by war. And they began a new life from scratch, and it was a good life.

    Eight years later came the Day of Mourning, and once again they ran. Abelard was fourteen and an apprentice in his father’s smithy. He had built a life for himself, made friends and lovers. But life moves on, and Abelard still remembered what happened to Eston. He left with all the others, and his second life faded into memory.

    He lost both parents in that second, desperate flight. His father was off trading in the East and was never seen again. His mother had grown ill earlier that year, and a week of hard life on the road was all it took to finish her. Abelard wept for his parents, but he went on. He took up with a priest by the name of Mavrides, a once gentle man hardened by the sight of his entire congregation put to the sword. Lindsay showed Mavrides some of the clever artifice he had picked up in his father’s shop, and Mavrides introduced Lindsay to the Sovereign Host...


    Build Explanation
    Spoiler
    Show

    Words were useless. He had grown impatient with words. They could no longer hold him.
    Suddenly he knew he had to step outside the rules.

    Level 1: Abelard begins as a secondary trap-finder and melee debuffer. Two abilities in particular help him shine in the latter role - the personal weapon augmentation infusion (usually used to nab Bane against a particular enemy), and Death Devotion. Death Devotion means that, for one combat each day, all his attacks start dishing out negative levels on a failed save. At level 1, this is practically a save or die, and with his Charisma focus, it will stay good for a long time.

    Level 2: And now, spell storing item begins competing with personal weapon augmentation as the best infusion choice. Right now Abelard can use this to nab any first level spell on demand, for the low cost of a single point of XP. Some excellent choices include arcane sight, haste, gaseous form, knock and dispel magic off the Trapsmith list, and lesser restoration from the Paladin list. It’s like being able to craft scrolls on demand in only a minute, for a fraction of the XP!

    Level 5: Arcane channeling comes online, adding to Abelard’s melee debuffer role. Between this and Death Devotion, he’s got a variety of tricks to disable enemies in combat.

    Level 6: Animal Devotion adds some excellent versatility, and fits in with Abelard’s evolution theme. Flight, a secondary natural attack (with a debuff tied to it!), offensive and defensive buff all rolled into one, this is a perfect match for Abelard.

    Level 7: The Conceal Spellcasting skill trick is a surprisingly handy choice for Abelard, as his artificer infusions have such a long casting time. This gives him a way to evade notice if he casts them in public. This level also provides the quick cast class feature, which gives you more uses for your swift action, and depending on how your DM interprets Spell Versatility, may also allow for swift Divine Crusader spells in the future.

    Level 8: Wondrous items are nice, but the big draw here is second level infusions. Lesser weapon augmentation is a nice choice to aid the party.

    Level 9: Divine Crusader comes online. As a Divine Crusader of the Sovereign Host, Abelard draws from the Luck domain. This is mostly handy for the reroll, as the minor defensive buffs he gets for the first couple of levels are nice but not great. Don’t worry, he’ll fix that soon.

    Level 11: And, with the first level of Geomancer, everything changes. In addition to gradually shifting all his casting classes to his superior Charisma, Geomancer is also one of the few prestige classes that can advance artificer infusions. And for its first level, that’s exactly what he’s doing. Why? Because now, with CL 4, he can begin begin storing second level spells with spell storing item. There are a lot of good choices (Trapsmith’s stoneskin, for instance, or bone talisman), but the big one is substitute domain. This spell allows Abelard to swap out domains on demand for up to a day/level. With 41 domains to choose from, this gives Abelard a flexibility that rivals most wizards.

    Level 12: Abelard is back to progressing Divine Crusader. Of note here is that the ley lines provide an untyped CL boost to all classes, meaning it applies to the artificer as well. This is nice, as CL boosts for artificers are surprisingly hard to come by. An extended magic vestment or spell storing item infusion now lasts 10 hours.

    Level 13: With a spell list that chances so drastically from day to day, and the outrageous flexibility of spell storing item, Abelard is good at keeping enemies guessing. Enter False Theurgy, which lets him feign one spell while casting another.

    Level 15: Etch Schema is nabbed, which he can use for more uses of spell storing item or early access to metamagic item.

    Level 16: More untyped boosts to CL, plus Extend Spell, means that Abelard can buff up with his artificer infusions at home in the morning and have them last all day. Oh, and he’s casting seventh level spells from his Divine Crusader list now. Some nice domain choices via substitute domain are the Earth domain (earthquake), the Spell domain (greater anyspell and limited wish) and the Force domain (forcecage).

    Level 18: Oh, hey, 9th level spells. Abelard’s base domain choice, Luck, goes back to being the best default domain thanks to miracle, but the Animal and Commerce domains are no slouches either, with shapechange and polymorph any object. He also picks up Persistent Spell, which can be combined with the metamagic item infusion to great effect.

    Level 20: And, as he goes back to progressing Artificer, Abelard no longer requires schemas to cast metamagic item. It’s also worth noting that, with the ley line boost, if Abelard makes his spell storing items at his home base he can now hit the cap of fourth level spells. This is a nice way to pick up some things that never appear on any of Abelard’s domains, including planar binding (Demonologist) and contact other plane (Hexblade).

    More Domain Details
    Spoiler
    Show

    Eberron Campaign Setting and Faiths of Eberron provide rules for worshipping the Sovereign Host as a whole, rather than any specific member. It represents a religion unto itself, grants its followers divine spells and favored weapons, and more. Divine representatives of the Sovereign Host can choose from any of their 41 domains.

    Thanks to substitute domain, this gives Abelard amazing flexibility in spell choice. Depending on what kind of encounters he expects, he adjusts his spell list accordingly.

    The LUCK domain is his default domain. It provides a life-saving re-roll, several powerful defensive buffs (freedom of movement, mislead, spell turning), and at high levels, gives him the ability to cast miracle, the single most flexible spell in all of D&D.

    Other popular domain choices include the SPELL domain (mage armor, silence, anyspell, greater anyspell, limited wish, antimagic field) and the PROTECTION domain (all excellent defensive buffs, with the highlights being mind blank and prismatic sphere).

    For social encounters, his favorite choice is the COMMERCE domain (tongues, glibness, true seeing, polymorph any object), although the CHARM domain is a fun choice as well (charm person/monster, calm emotions, dominate monster, geas/quest).

    For combat encounters, he has several choices. The ANIMAL domain grants him the most powerful buff in the game, shapechange. The COMPETITION domain also has some excellent choices (zeal, divine power, righteous might, moment of prescience, greater visage of the deity).

    For general utility, the ORACLE domain has a lot to offer (scrying, divination, commune, greater scrying, foresight), as does the TRAVEL domain (fly, teleport, find the path, astral projection), and it is hard to beat the raw power of the CREATION domain (minor creation, major creation, permanent image, true creation, genesis).

    This is just a fraction of what Abelard is capable of using. These represent some of his favorite choices, but they are only a quarter of the domains he has access to. For a full list of domains, please see the Eberron Campaign Setting and Faiths of Eberron.



    The Lifesiders
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    "'Happy.' What kind of scam is that? Burn happiness, cousin. This is the world talking. Are you on the side of life, or aren't you?"
    "Is this political? I don't trust politics."
    "Politics? I'm talking biology. Things that live and grow... I'm talking basic loyalties now. Like that tree. Are you on its side?"

    His life began with loss and death. The Host helped him realize that this was as it should be, to understand that Dolurrh is not to be feared. And yet within the Host he found a burning vitality.

    Life moves on. The truest lesson of his youth was that life moves on. Through fire and pain and death, life moves and grows and evolves. What is impossible one day becomes impossible the next. What is held dearest can be discarded. The human heart is far more resilient than it seems.

    Abelard Lindsay had given his early life to death, and so it was only fitting that he gave the rest of it to life. The Sovereign Host helped him here as well. Through his worship he glimpsed the future as it could be. The gray mist and solemn devastation of the Mournlands was but a taste of what could be, of what would if there were no allies on the side of life itself.

    And thus Abelard began his crusade. He looked to the Sovereign Host for guidance, and through the Host he learned that humanity was not finished, that life was not complete. The secret was in the myriad nature of the Host itself - only it wasn't a secret. One merely had to read the Doctrine of Universal Sovereignty with open eyes to see it. Alone, life will always fade and die. But by sharing and growing and bonding together, it evolves into something stronger, more powerful than ever before.

    Abelard began looking beyond the arcanum for answers. He even looked beyond the Holy texts. He began looking at the world itself. He learned from the grass beneath his feet, from the serene grace of a cat, from the slow savageness of a bear. Every creature, from the crawling maggot to the noble tiger, seemed perfectly constructed to survive in its own environment, to live on. If he could learn from them, he could live on too. And he could teach others.

    They called themselves the Lifesiders. They weren't anything special, not really. Mostly they were people living ordinary lives, like you and me. But beneath the banality of the everyday, there was a spark of life. They understood what Abelard was trying to do. They understood that life moves on, and they were prepared. One day, they would move on, too.

    Are you on the side of life, or aren't you?


    Adaptations and Sources
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    "I measured myself against the world, that was why I lived. And I cast a large shadow. Didn't I?"

    The Sovereign Host
    The Sovereign Host is a major part of Eberron, and clerics worship it as they would any single god. However, some DMs may insist that you dedicate yourself to a single aspect of the Sovereign Host, rather than to it in its entirety. If this is the case, there are a few good choices for Abelard.

    Kol Korran is the aspect that represents trade and travel, and the Commerce, Travel and Pact domains provide powerful options such as polymorph any object, gate, find the path and more.

    Aureon represents magic and truth. Though Lawful Neutral is not the alignment I envision for Abelard, Aureon's teachings are in many ways similar to Abelard's philosophy. The key domains of Aureon are the Spell, Magic, Oracle and Mind domains. The Spell domain alone provides a ridiculous amount of flexibility.

    Balinor would be an excellent way to represent Abelard's dedication to life. His domains include the Celerity and Animal domains, which have powerful options such as shapechange and time stop.

    Outside of Eberron, I would recommend looking at deities focused on life and travel - Olidammara or Fharlanghn from Greyhawk, Tymora from the Realms, etc.

    Other Options
    This build assumes Spell Versatility is being used conservatively, and that only the examples provided in Complete Divine apply. However, a broader reading of Spell Versatility can certainly improve the build.

    First and foremost, if Spell Versatility can apply to other class features, then the duskblade's quick cast class feature becomes invaluable, allowing Abelard to cast quickened miracles and the like.

    Second, this build has assumed that Spell Versatility does NOT apply to infusions, but if it does, Abelard will have far more bonus infusions to play around with at high levels. This is especially important when metamagic item comes into play.

    Third, if a more flexible version of Spell Versatility is assumed, it may be worth it for Abelard to take Versatile Spellcaster, Heighten Spell and Arcane Strike in place of Death Devotion, Animal Devotion and Etch Schema. This will allow him to "dump" his leftover high level spell slots from Divine Crusader to improve his melee prowess.

    Sources
    More details about the Sovereign Host and its many domains can be found in the Eberron Campaign Setting and Faiths of Eberron.

    Artificer is from Eberron Campaign Setting. Duskblade is from Player's Handbook 2. Divine Crusader and Geomancer are from Complete Divine.

    Able Learner is in Races of Destiny. Practiced Spellcaster and Persistent Spell are in Complete Arcane. Death Devotion and Animal Devotion are from Complete Champion.

    The quotes peppered throughout this entry, as well as the inspiration for this character, all come from Schismatrix, by Bruce Sterling. It's a good book - go read it!
    "I had a fine time here," the Presence said. "It's quite a place you have here..."

    "Thank you."

    "Hey, the thanks are all yours... But there are other places waiting." The Presence hesitated. "You want to come along?"

    "Yes!"

    "C'mon, we'll follow him. They'll be going someplace soon."

    "Where?" Lindsay said.

    "It doesn't matter. Somewhere wonderful."
    Iron Chef in the Playground veteran since Round IV. Play as me!


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  11. - Top - End - #161
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimization Challenge in the Playground XLI

    Aquaman's darkest, edgiest cousin.
    Quote Originally Posted by Adishesha
    "I cannot think of the deep sea without shuddering at the nameless things that may at this very moment be crawling and floundering on its slimy bed, worshipping their ancient stone idols and carving their own detestable likenesses on submarine obelisks of water-soaked granite. I dream of a day when they may rise above the billows to drag down in their reeking talons the remnants of puny, war-exhausted mankind—of a day when the land shall sink, and the dark ocean floor shall ascend amidst universal pandemonium..."

    -“Dagon,” H.P. Lovecraft



    Adishesha, Lord of the Deep
    Aquatic human, cloistered cleric 7/nar demonbinder 3/geomancer 10
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    ACFs: Cloistered Cleric (UA), Spontaneous Domain Casting (PHB2)
    Domains: Evil, Blackwater, Knowledge

    Adishesha Deep-diver
    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1st|Cloistered Cleric 1|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Concentration 4 ranks, knowledge (arcana) 4 ranks, knowledge (the planes) 4 ranks, knowledge (religion) 4 ranks, knowledge (nature) 4 ranks, intimidate 2 ranks, profession (herbalist) 4 ranks, sense motive 2 ranks, spellcraft 4 ranks|Iron Will, Spell Focus (Conjuration), Willing Deformity|Rebuke undead, lore, spontaneous domain casting (Blackwater domain)

    2nd|Cloistered Cleric 2|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Concentration 5 ranks, knowledge (arcana) 5 ranks, knowledge (the planes) 5 ranks, knowledge (religion) 5 ranks, knowledge (nature) 5 ranks, intimidate 2.5 ranks, profession (herbalist) 5 ranks, spellcraft 5 ranks, use magic device .5 ranks||

    3rd|Cloistered Cleric 3|
    +1
    |
    +3
    |
    +1
    |
    +3
    |Concentration 6 ranks, knowledge (arcana) 6 ranks, knowledge (the planes) 6 ranks, knowledge (religion) 6 ranks, knowledge (nature) 6 ranks, intimidate 3 ranks, profession (herbalist) 6 ranks, spellcraft 6 ranks, use magic device 1 rank|Greater Spell Focus (Conjuration)|

    4th|Cloistered Cleric 4|
    +2
    |
    +4
    |
    +1
    |
    +4
    |Concentration 7 ranks, knowledge (arcana) 7 ranks, knowledge (the planes) 7 ranks, knowledge (religion) 7 ranks, knowledge (nature) 7 ranks, intimidate 3.5 ranks, profession (herbalist) 7 ranks, spellcraft 7 ranks, use magic device 1.5 ranks||

    5th|Cloistered Cleric 5|
    +2
    |
    +4
    |
    +1
    |
    +4
    |Concentration 8 ranks, knowledge (arcana) 8 ranks, knowledge (the planes) 8 ranks, knowledge (religion) 8 ranks, knowledge (nature) 8 ranks, intimidate 4 ranks, profession (herbalist) 8 ranks, spellcraft 8 ranks, use magic device 2 ranks|Abominable Form|

    6th|Cloistered Cleric 6|
    +3
    |
    +5
    |
    +2
    |
    +5
    |Concentration 9 ranks, knowledge (arcana) 9 ranks, knowledge (the planes) 9 ranks, knowledge (religion) 9 ranks, knowledge (nature) 9 ranks, intimidate 4.5 ranks, profession (herbalist) 9 ranks, spellcraft 9 ranks, use magic device 2.5 ranks|Mother Cyst|

    7th|Cloistered Cleric 7|
    +3
    |
    +5
    |
    +2
    |
    +5
    |Concentration 10 ranks, knowledge (arcana) 10 ranks, knowledge (the planes) 10 ranks, knowledge (religion) 10 ranks, knowlege (nature) 10 ranks, intimidate 5 ranks, profession (herbalist) 10 ranks, spellcraft 10 ranks, use magic device 3 ranks||

    8th|Nar Demonbinder 1|
    +3
    |
    +5
    |
    +2
    |
    +7
    |Intimidate 8 ranks, use magic device 4 ranks||Fiendish familiar (imp), inimical casting

    9th|Geomancer 1|
    +3
    |
    +7
    |
    +2
    |
    +9
    |Concentration 11 ranks, knowledge (arcana) 11 ranks, knowledge (religion) 11 ranks, intimidate 9 ranks, use magic device 4.5 ranks|Imperious Command|Drift 1 (flowers wilt), spell versatility 0

    10th|Geomancer 2|
    +4
    |
    +8
    |
    +2
    |
    +10
    |Concentration 12 ranks, knowledge (arcana) 12 ranks, knowledge (the planes) 11 ranks, intimidate 10 ranks, use magic device 5 ranks|Dark Speech|Drift 1 (scaly skin), ley lines +1 (aquatic), spell versatility 1

    11th|Geomancer 3|
    +5
    |
    +8
    |
    +3
    |
    +10
    |Concentration 13 ranks, knowledge (arcana) 13 ranks, knowledge (religion) 12 ranks, intimidate 11 ranks, use magic device 5.5 ranks||Drift 2 (photosynthesis), spell versatility 2

    12th|Geomancer 4|
    +6/+1
    |
    +9
    |
    +3
    |
    +11
    |Concentration 14 ranks, knowledge (arcana) 14 ranks, knowledge (the planes) 12 ranks, intimidate 12 ranks, use magic device 6 ranks|Divine Spell Power|Drift 2 (octopus skin), spell versatility 3

    13th|Geomancer 5|
    +6/+1
    |
    +9
    |
    +3
    |
    +11
    |Concentration 15 ranks, knowledge (arcana) 15 ranks, knowledge (religion) 13 ranks, intimidate 13 ranks, use magic device 6.5 ranks||Drift 3 (fish gills), spell versatility 4

    14th|Geomancer 6|
    +7/+2
    |
    +10
    |
    +4
    |
    +12
    |Concentration 16 ranks, knowledge (arcana) 16 ranks, knowledge (the planes) 13 ranks, intimidate 14 ranks, use magic device 7 ranks||Drift 3 (spider webs), ley lines +2 (aquatic), spell versatility 5

    15th|Geomancer 7|
    +8/+3
    |
    +10
    |
    +4
    |
    +12
    |Concentration 17 ranks, knowledge (arcana) 17 ranks, knowledge (religion) 14 ranks, intimidate 15 ranks, use magic device 7.5 ranks|Primitive Caster, Deformity (Madness)|Drift 4 (squid ink), spell versatility 6

    16th|Geomancer 8|
    +9/+4
    |
    +11
    |
    +4
    |
    +13
    |Concentration 18 ranks, knowledge (arcana) 18 ranks, knowledge (the planes) 14 ranks, intimidate 16 ranks, use magic device 8 ranks||Drift 4 (hound’s nose), spell versatility 7

    17th|Geomancer 9|
    +9/+4
    |
    +11
    |
    +5
    |
    +13
    |Concentration 19 ranks, knowledge (arcana) 19 ranks, knowledge (religion) 15 ranks, intimidate 17 ranks, use magic device 8.5 ranks||Drift 5 (bat’s wings), spell versatility 8

    18th|Nar Demonbinder 2|
    +10/+5
    |
    +11
    |
    +5
    |
    +14
    |Concentration 20 ranks, knowledge (the planes) 16 ranks, intimidate 19 ranks, use magic device 9 ranks|Versatile Spellcaster|Iron Sign

    19th|Nar Demonbinder 3|
    +10/+5
    |
    +12
    |
    +6
    |
    +14
    |Concentration 21 ranks, knowledge (the planes) 17 ranks, intimidate 20 ranks, use magic device 10 ranks||Master Summoner

    20th|Geomancer 10|
    +11/+6/+1
    |
    +13
    |
    +6
    |
    +15
    |Knowledge (arcana) 20 ranks, knowledge (religion) 16 ranks, knowledge (the planes) 18 ranks, use magic device 11 ranks|Deformity (Tongue)|Drift 5 (earthworm’s tremorsense), ley lines +3 (aquatic), spell versatility 9[/table]

    Stats
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    Str 8/Dex 12/Con 14/Int 14/Wis 14/Cha 16
    LEVEL 4: +1 Int
    LEVEL 8: +1 Cha
    LEVEL 12: +1 Cha
    LEVEL 16: +1 Cha
    LEVEL 20: +1 Cha


    Spells
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    Cleric spells per day
    {table=head]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|-|-|-|-|-[/table]

    Nar demonbinder spells per day/known
    {table=head]Level|4th|5th|6th|7th|8th

    8th|2 / 3|1 / 1|-|-|-

    9th|2 / 4|2 / 2|-|-|-

    10th|3 / 4|2 / 2|1 / 1|-|-

    11th|3 / 4|3 / 3|2 / 2|-|-

    12th|3 / 4|3 / 3|2 / 2|1 / 1|-

    13th|4 / 4|3 / 4|3 / 3|2 / 2|-

    14th|4 / 4|4 / 4|3 / 3|2 / 2|1 / 1[/table]

    Spells Known:
    4- lesser planar binding, dimensional anchor, wall of fire, Beltyn's burning blood
    5- flame strike, summon monster v, plane shift, dispel good
    6- planar binding, fiendform, greater dispel magic
    7- blasphemy, fire storm
    8- greater planar binding

    (Further Geomancer levels continue to progress Nar Demonbinder's caster level - see Adishesha Unveiled and Questions & Clarifications for more details.)



    The Call of Leviathan - Adishesha Speaks
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    I.

    Into the depths, I come to thee. I come to thee, Leviathan, Destroyer, Sleeper. Before ever there was life, there was you. You were there, hidden deep in the primordial seas, before mountains were mountains. Ere even the great dragons, there was you, and you were waiting. Yes, you were waiting.

    II.

    You, land-dwellers, you call your city the City of Splendors, you call it Waterdeep, yet never have you guessed at how deep those waters go, at what splendors lay awaiting you there.

    Here is the truth: long before men walked the land, they swam the depths. When Waterdeep was still an ancient elven fortress, we lived, below the crashing waves. You believe you have conquered the realms, but you have only conquered its skin.

    Our kind is mostly gone. Your traders and merchants have seen to that, hiring mercenaries and pirates to sweep the sea clean along your precious trade routes. Most of my brethren have retreated, further into the sea, beyond the reach of your toy boats.

    But I remained. Waterdeep holds many secrets, secrets I am loathe to abandon. Secrets only I have discovered.

    III.

    It began in a temple to Yeathan, cruel god of the deep. There are many such temples in the trenches of Waterdeep, temples to gods that rule the ocean in a way you land-dwellers will never know.

    As a child, living alone, constantly fearing discovery, Yeathan’s dark temple was home to me. Few still worship the old gods of the sea, and so much of my time there was spent alone. But what secrets were kept there! I learned much in that temple. I learned the divine words to make water obey me. I learned how to shield my body from the great pressures of the sea. I learned of the ancient sea-dwellers and their lost kingdoms. And I learned of something in the deep rifts at the bottom of the sea, something asleep but hungry...

    IV.

    O Leviathan! I have seen your sleeping form. When first I saw it, the madness overtook me and I began to claw at my own body and face. But I returned, day after day. I gave myself to you willingly, dedicated myself to your service. You have come to me in dreams, you, oldest of all living things. You have told me of your hunger, and I have promised that civilization shall be your feast.

    Into the depths, I come to thee. I come to thee, Leviathan, Destroyer, Sleeper...


    Rising From the Depths - Adishesha Unveiled
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    Level 5
    Cloistered Cleric 5
    Iron Will, Spell Focus (Conjuration), Willing Deformity, Greater Spell Focus (Conjuration), Abominable Form

    Highlights:
    • Level 3 cleric spells, and all that entails. Spell Focus/GSF shore up low DCs due to middling Wisdom.
    • Black tentacles as a level 3 spell.
    • Able to dive to any depth, allowing him to explore the hidden secrets of Waterdeep.
    • Able to move about on land for 28 rounds without magic, or 10 hours with air breathing.
    • All creatures of lesser HD who look upon him must make DC 19 Will save or be shaken due to Abominable Form.
    • +12 to Intimidate checks before items or spells.


    Other Notes:
    Out of the depths, Adishesha crawls. Immune to the tremendous pressure of the deep, he has discovered signs of the great Leviathan, and dedicated himself to him. He has scarred his face and body in his fervor, and he is terrible to behold.

    Level 10
    Cloistered Cleric 7/Nar Demonbinder 1/Geomancer 2
    Iron Will, Spell Focus (Conjuration), Willing Deformity, Greater Spell Focus (Conjuration), Abominable Form, Mother Cyst, Imperious Command, Dark Speech

    Highlights:
    • Level 4 cleric spells and level 6 nar demonbinder spells, allowing Adishesha to cast spells such as planar binding well before others.
    • Mother Cyst gives him a method of controlling enemies and building his cult, using implanted cysts within his cultists to scry and dominate from afar, and the transformation of the deeps spell to make them powerful allies within his watery domain.
    • Fiendform means that, if it is necessary to attack directly, he can change into a fiendish dire wolf or dire shark.
    • Imp familiar, who runs errands for him on the surface and also communes for him to alert him of any threats and reveal hidden secrets.
    • +19 to Intimidate checks before items or spells, as well as Imperious Command and Abominable Form.
    • Dark Speech allows him to incapacitate or charm enemies, form hiveminds or boost the caster level of his spells, while the restoration line on his cleric side lets him quickly recover from the negative side effects.


    Other Notes:
    His contact with the great eldritch horror resting far below Waterdeep has begun to warp and corrupt Adishesha. His skin has grown scaly and foul, and vegetation wilts at his touch. Strange tumorous growths mar him. But for all this, Adishesha is powerful. He has learned the dark names of things. He can call creatures from the deep, or even reach across the planes and pluck demons from the Abyss to do his bidding. Foul as he is, Adishesha has brought others with him, to bask in Leviathan’s endless hunger...

    Level 15
    Cloistered Cleric 7/Nar Demonbinder 1/Geomancer 7
    Iron Will, Spell Focus (Conjuration), Willing Deformity, Greater Spell Focus (Conjuration), Abominable Form, Mother Cyst, Imperious Command, Dark Speech, Divine Spell Power, Primitive Caster, Deformity (Madness)

    Highlights:
    • Level 4 cleric spells and level 8 nar demonbinder spells, including the full planar binding line, which he uses to further increase his available casting.
    • Thanks to Drift, Adishesha no longer requires the air breathing spell to stay on the surface for extended periods, and has also picked up several new useful abilities, including the ability to shoot ink like a squid and to exist without eating.
    • Immunity to all things mind-affecting thanks to his madness. Spell Versatility allows him to circumvent its downside, allowing him to substitute his Charisma in place of Wisdom.
    • Inimical casting means he can use blasphemy to affect any alignment. With all the myriad ways he has to boost caster level (see below), with items he can consistently toss out CL 28 inimical blasphemies. This is high enough to automatically paralyze, daze and weaken a solar, the most powerful non-dragon creature in the Monster Manual.
    • Spell Versatility allows him to “mix or match spellcasting parameters from any of
      his classes to gain the maximum possible advantage” with all of his spells. In addition to moving all casting to his Charisma and allowing him to replace material components with divine focii, this lets him use his Spontaneous Domain ability to cast Blackwater domain spells from his stronger nar demonbinder casting. Casting his arcane spells as divine also gives him the ability to circumvent Divine Spell Power's non-arcane stipulation, and also to use items such as karma beads to further increase caster level on his demonbinder/cyst spells.
    • Primitive Caster allows him to add material and somatic components to his inimical blasphemies in order to increase their caster level. This is also effective to boost his opposed checks on his planar bindings (as those checks are based on caster level), hit the cap on flame strike and fire storm, and more. Between Primitive Caster, Divine Spell Power, Dark Speech and the Evil domain, Adishesha can pick up +8 to his CL on evil spells (which include inimical blasphemies and the summoning/binding line - ie, all his strongest spells) before items or ley lines are even taken into account.
    • Ley lines mean that, when in his aquatic domain, his caster level jumps by another +2. While this may not help him on the surface, it gives him a considerable boost when summoning/binding or buffing himself or his cultists.


    Other Notes:
    The madness and hunger of Leviathan continues to warp Adishesha, fracturing both mind and body. His limbs turn rubbery and begin to resemble tentacles. Tendrils of seaweed and algae grow from him. Foul words drip from his mouth like bubbling oil, and in their wake, light recedes and all creatures quail. He has learned the old and long-forgotten ways, magics that were old when Waterdeep was still naught but an elven fortress. He builds his cults of the deep, who also begin to warp and change under his dark influence, and he commands an army of fiends who he has forced into the service of Leviathan, the hungry god who waits below.

    Level 20
    Cloistered Cleric 7/Nar Demonbinder 3/Geomancer 10
    Iron Will, Spell Focus (Conjuration), Willing Deformity, Greater Spell Focus (Conjuration), Abominable Form, Mother Cyst, Imperious Command, Dark Speech, Divine Spell Power, Primitive Caster, Deformity (Madness), Deformity (Tongue), Versatile Spellcaster

    Highlights:
    • In addition to his cleric and nar demonbinder casting, Adishesha also has access to 9th-level spells thanks to the combination of Versatile Spellcaster and Mother Cyst.
    • Several alternate senses help shore up Adishesha’s defenses, including tremorsense, scent and blindsense.
    • Wings provide an (Ex) form of flight for when Adishesha is out of the water.
    • With the Necrotic Termination spell, Adishesha commands an army of skulking cysts that he commands and uses to spread necrotic cysts throughout the world, giving him pawns to scry on and dominate.
    • Against lesser enemies, he can easily incapacitate them with fear without needing a single spell. His DC 23 Abominable Form automatically triggers on sight, and Intimidate + Imperious Command + deformities means that anyone without fear immunity is vulnerable to him.
    • Iron Sign allows him to trap outsiders and force them into his service, in addition to simply binding/summoning them.


    Other Notes:
    Leviathan stirs, and the earth trembles...


    The Murky Waters - Questions & Clarifications
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    Nar Demonbinder does not provide second level arcane spells. How does Adishesha qualify for Geomancer?

    A strict reading of Geomancer implies that a Nar Demonbinder would not be able to qualify for Geomancer, because despite it getting up to 8th-level casting, it never actually gains 2nd-level spells. However, thanks to Mother Cyst, Adishesha can use his Nar Demonbinder slots to cast second level cyst spells as 2nd-level arcane spells.

    Divine Spell Power says it cannot be used with arcane spells, and Spell Versatility does not explicitly allow Divine Spell Power in its list of examples!

    Spell Versatility states that it allows Geomancers to “mix or match spellcasting parameters from any of his classes to gain the maximum possible advantage,” and then lists several examples. If your DM considers the list of examples to be exhaustive, rather than indicative, there is an easy work-around. The Southern Magician feat from Races of Faerun can replace Imperious Command, and will allow Divine Spell Power, beads of karma, etc., to work with your demonbinder or cyst spells. Alternatively, since the main reason to boost CL is for inimical blasphemy, simply take Arcane Thesis (Blasphemy) and call it a day.

    How does Adishesha cast Necrotic Termination without 9th-level spell slots?

    Mother Cyst adds Necrotic Termination as a 9th-level spell known, but Nar Demonbinder caps at 8th-level spell slots. However, thanks to Versatile Spellcaster, Adishesha can expend two 8th-level spell slots to cast Necrotic Termination. This also means that, with the addition of knowstones or runestaves, Adishesha can even pick up other 9th-level spells.

    Why are you continuing to progress Nar Demonbinder with Geomancer, even though it caps at seven levels?

    Because caster level is so important to Adishesha’s strategy, he chooses to continue progressing his demonbinder casting even after he no longer gains new spells. As an alternative, consider dropping the last two levels of Nar Demonbinder for two more Cloistered Cleric levels. This will maintain the same caster level but also grant him 5th-level cleric spells. However, he will miss out on Master Summoner and Iron Sign, both of which provide excellent boosts to his planar binding. For yet another alternative, while this alters the build's flavor, two levels of Dragon Disciple can provide two bonus spell slots for Adishesha, which can be used for his highest level spells. If you go this route, I would recommend taking Practiced Spellcaster to maintain the high CL that Adishesha craves.

    Where are all those bonus feats coming from?

    Adishesha is dedicated to Leviathan, the elder evil. For information on these rules, please see Elder Evils p10. For information on Leviathan, including where he fits in within Faerun, please see p64 and p67.

    What items would you recommend for Adishesha?

    Being a full spellcaster off multiple lists, Adishesha is not particularly item dependant. Many of the key ingredients to his success come from things he gathers himself, such as the herbs for primitive casting or the iron sign for binding. In general, equip him like you would any caster, with a special focus on items that boost caster level (beads of karma, terran brandy, ioun stones and the like).

    I’m playing in a very high-op campaign. Can Adishesha’s abilities be dialed up a bit?

    What, CL 36 blasphemies that can be used against any alignment and crazy planar binding isn’t enough for you? Don’t worry - Adishesha can easily be tweaked even further. First of all, there are several ways to add additional spells known, including knowstones and runestaves. This can be combined with the Versatile Spellcaster + Mother Cyst trick to open up powerful spells such as gate and shapechange. Second, the consumptive field spell can raise your CL to 54 with a single casting. Third, the taint mechanics from Heroes of Horror are a natural fit thematically, even though only the most high-optimization campaigns would ever consider allowing them. Finally, the Circle Magic feat from Ghostwalk can provide a CL boost at lower levels, open up several metamagic feats he otherwise would not have access to, and provide effective 10th-level spell slots. Circle Magic participants could be gleaned from his cyst-dominated cultists, or he could use a runestaff or knowstone to add the simulacrum spell for clones. A Cloistered Cleric 7/Nar Demonbinder 2/Geomancer 10/Tainted Spellcaster 1 with Circle Magic and consumptive field up would be a terror to behold in ANY campaign...

    How would you adapt Adishesha to an Eberron campaign?

    The Nar Demonbinder has fluff strongly tied to Faerun, but could be adapted to an Eberron campaign with some generous re-fluffing. Alternatively, an Eberron version with a similar concept could be made using Ur-Priest and an arcane base, although significant portions of the build would need to be changed. Eberron would open up the Elder Giant Magic feat, though, which could add an additional +3 CL.

    What books are used in this build?

    The Player’s Handbook 2, Complete Divine, Unapproachable East, Elder Evils, Races of the Dragon, Libris Mortis, Drow of the Underdark, Frostburn and Heroes of Horror. Unearthed Arcana provides the rules for the aquatic human variant race, as well as cloistered cleric.
    Iron Chef in the Playground veteran since Round IV. Play as me!


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  12. - Top - End - #162
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimization Challenge in the Playground XLI

    With his bear hands.
    Quote Originally Posted by Bjorn Ioreksen
    Bjorn Ioreksen, Righteous Bear of the Mountain
    NG Human Spirit Shaman 3/Beguiler 1/Geomancer 10/Sentinel of Bharrai 6

    Stats
    Spoiler
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    Str:10
    Dex:10
    Con:14
    Int:16
    Wis:16 (all increases here)
    Cha:10


    Backstory
    Spoiler
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    Bjorn Ioreksen was a man with greatness thrust upon him. He grew up with great importance in his tribe, as he was the one who walked between worlds. When the tribe slew a deer or bear, he ensured its spirit settled to rest properly. He warned them when the winter spirits brought snow, and protected them from the evil things they could not see. In time he learned to twist the light and trick the mind as the spirits did. He brought success to the hunters, hiding them from the sharp eyes of their quarry.
    One morning disaster struck. The great mountain above their village shuddered with a mighty roar, and its great cloak of snow broke. The avalanche swallowed the village. Bjorn barely escaped with his life his tribe was not so lucky. The snow was too deep for him to reach them. He was forced to perform the rites there. He begged their spirits to go on to the next world, to not be overcome with rage at their unfair death. He promised that he would punish the spirit who had done this.
    When he asked the spirits who had brought down the avalanche, they answered with fear that they did not know. They said none of them had done this. It was the fault of something else. He searched for days for a spirit that could help him, but found none. He prayed to the gods his elders had spoke of. For a day and a night he called them by name and pleaded for their guidance. At his wits' end, he called on Bharrai, the Bear of Elysium, who had not been seen in generations, and was regarded as a legend as much as a deity. His desperate words rang true, and out of the snow and mist stepped a great bear, twice the size of any he had seen.
    "I have heard your call, youngling. You are not alone in your suffering. The trees and the animals also grieve. They cry out for vengeance. You shall answer them."
    The great bear trained Bjorn to prepare for this task. He taught him to draw on the power of the land and to use the power of the animals, to leap, pounce, and bite. He taught him to fend for himself, to live off of food and water alone, with no need for fire or shelter. He guided Bjorn to the spirits lost to anger and hate, who had been twisted by evil to foul monsters. Bjorn honed his combat skills on these and laid them to rest, cleansing the mountain of corruption. Bjorn learned to become a bear, stronger than his human frame ever was. In time he was more animal than man, and went whole days without turning back.
    One day Bharrai told him he was ready to speak to the mountain itself and find the cause of the avalanche. The mountain could barely be understood through its roars of pain. Bjorn asked why it was troubled so, and it told him it ached inside. Something gnawed at its roots and stole away its bones. Something at the base, on the eastern side.
    Bjorn needed no further prompting. He sped to the eastern base and saw the ugly hole in the mountain. He saw the men coming out laden with the ores they had carved out. He saw the trees felled all around it, and the skinless bodies of animals slain for their pelts tossed aside, with no care for the meat, and no prayers honoring their sacrifice. Bjorn rushed into the clearing as a man, demanding they leave his mountain alone. They told him they owned the mountain, lifting pieces of paper as if they justified the atrocity. Bjorn told them the mountain owned itself. They laughed in his face. He took his bear form and scattered them with mighty winds, demanding they leave. They fled like cowards.
    The next morning, Bharrai woke him, warning that the men had returned with soldiers. He told Bjorn that the time for speech was over. He must become the mountain's vengeance, and slay those who would do it harm. The battle was brief. They came prepared for a bear, not for one who wielded nature itself. He told those who surrendered never to return to the mountain.
    Years passed, the land healed, and the story of Bjorn grew into legend. The few people who got lost and wandered up to the mountain told stories a neat line of grave markers and a bear that seemed to appear from the mountain itself, watching them with all too human eyes, guiding them gently but firmly back into the nearest town.


    Build
    Spoiler
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    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1st|Spirit Shaman 1|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Knowledge (local) 4, Knowledge (nature) 4, Survival 4, Listen 4, Spot 4, Concentration 4, Spellcraft 4, Diplomacy 4|Versatile Spellcaster, Able Learner, Alertness(Bonus)|Spirit Guide (Bear), Wild Empathy

    2nd|Spirit Shaman 2|
    +1
    |
    +3
    |
    +0
    |
    +3
    | Knowledge (local) 5, Knowledge (nature) 5, Survival 5, Listen 5, Spot 5, Concentration 5, Spellcraft 5, Diplomacy 5| |Chastise Spirits

    3rd|Spirit Shaman 3|
    +2
    |
    +3
    |
    +1
    |
    +3
    | Knowledge (local) 6, Knowledge (nature) 6, Survival 6, Listen 6, Spot 6, Concentration 6, Spellcraft 6, Diplomacy 6|Sacred Vow|Detect Spirits

    4th|Beguiler 1|
    +2
    |
    +3
    |
    +1
    |
    +5
    |Knowledge (arcana) 7, Concentration 7, Spellcraft 7, Use Magic Device 1| |Armored Mage, Trapfinding

    5th|Geomancer 1|
    +2
    |
    +5
    |
    +1
    |
    +7
    |Concentration 8, Spellcraft 8, Knowledge (arcana) 8, Knowledge (nature) 8, Use Magic Device 5| |Drift 1 (Green Bushy Eyebrows), Spell Versatility 0

    6th|Geomancer 2|
    +3
    |
    +6
    |
    +1
    |
    +8
    |Concentration 9, Use Magic Device 9, Tumble 3|Extend Spell|Drift 1 (Downy Fur), Ley Lines +1 (Mountains), Spell Versatility 1

    7th|Geomancer 3|
    +4
    |
    +6
    |
    +2
    |
    +8
    |Concentration 10, Use Magic Device 10, Tumble 9| |Drift 2 (Polar Bear Fur), Spell Versatility 2

    8th|Geomancer 4|
    +5
    |
    +7
    |
    +2
    |
    +9
    |Concentration 11, Use Magic Device 11, Tumble 11, Disguise 4| |Drift 2 (Elk Swiftness, +5 land speed), Spell Versatility 3

    9th|Geomancer 5|
    +5
    |
    +7
    |
    +2
    |
    +9
    |Concentration 12, Use Magic Device 12, Tumble 12, Disguise 10|Energy Substitution (Electricity)|Drift 3 (Crocodile Mouth, bite 1d6), Spell Versatility 4

    10th|Geomancer 6|
    +6/+1
    |
    +8
    |
    +3
    |
    +10
    |Concentration 13, Use Magic Device 13, Tumble 13, Disguise 13| |Drift 3 (Leopard Pounce), Ley Lines +2 (Mountains), Spell Versatility 5

    11th|Geomancer 7|
    +7/+2
    |
    +8
    |
    +3
    |
    +10
    |Concentration 14, Use Magic Device 14, Tumble 14, Disguise 14, Survival 8| |Drift 4 (Lion Toes, Rake), Spell Versatility 6

    12th|Geomancer 8|
    +8/+3
    |
    +9
    |
    +3
    |
    +11
    |Concentration 15, Use Magic Device 15, Tumble 15, Disguise 15, Survival 12|Vow of Obedience|Drift 4 (Wolf Trip), Spell Versatility 7

    13th|Geomancer 9|
    +8/+3
    |
    +9
    |
    +4
    |
    +11
    |Concentration 16, Use Magic Device 16, Tumble 16, Disguise 16, Survival 15, Hide 1| |Drift 5 (Poison Fangs, 1d2/1d4 Dex), Spell Versatility 8

    14th|Geomancer 10|
    +9/+4
    |
    +10
    |
    +4
    |
    +12
    |Concentration 17, Use Magic Device 17, Tumble 17, Disguise 17, Hide 5| |Drift 5 (Bat’s Blindsense), Ley Lines +3 (Mountains), Spell Versatility 9

    15th|Sentinel of Bharrai 1|
    +9/+4
    |
    +10
    |
    +4
    |
    +14
    |Concentration 18, Use Magic Device 18, Tumble 18, Disguise 18, Hide 9|Born of Three Thunders|Nature-Friendly Spells, Track

    16th|Sentinel of Bharrai 2|
    +10/+5
    |
    +10
    |
    +4
    |
    +15
    |Concentration 19, Use Magic Device 19, Disguise 19, Hide 14| |Fire Resistance 10

    17th|Sentinel of Bharrai 3|
    +10/+5
    |
    +11
    |
    +5
    |
    +15
    |Concentration 20, Disguise 20, Hide 20| |Bear Shape, quickened call lightning 1/day

    18th|Sentinel of Bharrai 4|
    +11/+6/+1
    |
    +11
    |
    +5
    |
    +16
    |Concentration 21, Disguise 21, Hide 21, Move Silently 5|Surrogate Spellcasting|Cold Resitance 10

    19th|Sentinel of Bharrai 5|
    +11/+6/+1
    |
    +11
    |
    +5
    |
    +16
    |Disguise 22, Hide 22, Move Silently 11| |Nature’s Veil

    20th|Sentinel of Bharrai 6|
    +12/+7/+2
    |
    +12
    |
    +6
    |
    +17
    |Disguise 23, Hide 23, Move Silently 17| |Electricity Resistence 10[/table]


    Spells per day
    {table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    1st|3|2|-|-|-|-|-|-|-|-

    2nd|4|3|-|-|-|-|-|-|-|-

    3rd|5|4|2|-|-|-|-|-|-|-

    4th|5|4|2|-|-|-|-|-|-|-

    5th|6|5|3|-|-|-|-|-|-|-

    6th|6|6|4|2|-|-|-|-|-|-

    7th|6|6|5|3|-|-|-|-|-|-

    8th|6|6|6|4|2|-|-|-|-|-

    9th|6|6|6|5|3|-|-|-|-|-

    10th|6|6|6|6|4|2|-|-|-|-

    11th|6|6|6|6|5|3|-|-|-|-

    12th|6|6|6|6|6|4|2|-|-|-

    13th|6|6|6|6|6|5|3|-|-|-

    14th|6|6|6|6|6|6|4|2|-|-

    15th|6|6|6|6|6|6|5|3|-|-

    16th|6|6|6|6|6|6|6|4|2|-

    17th|6|6|6|6|6|6|6|5|3|-

    18th|6|6|6|6|6|6|6|6|4|2

    19th|6|6|6|6|6|6|6|6|5|3

    20th|6|6|6|6|6|6|6|6|6|4[/table]

    Spells Known
    {table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    1st|3|1|-|-|-|-|-|-|-|-

    2nd|3|2|-|-|-|-|-|-|-|-

    3rd|3|2|1|-|-|-|-|-|-|-

    4th|3|2|1|-|-|-|-|-|-|-

    5th|3|3|1|-|-|-|-|-|-|-

    6th|3|3|1|1|-|-|-|-|-|-

    7th|3|3|2|1|-|-|-|-|-|-

    8th|3|3|2|1|1|-|-|-|-|-

    9th|3|3|2|2|1|-|-|-|-|-

    10th|3|3|3|2|1|1|-|-|-|-

    11th|3|3|3|2|2|1|-|-|-|-

    12th|3|3|3|3|2|1|1|-|-|-

    13th|3|3|3|3|2|2|1|-|-|-

    14th|3|3|3|3|3|2|1|1|-|-

    15th|3|3|3|3|3|2|2|1|-|-

    16th|3|3|3|3|3|3|2|1|1|-

    17th|3|3|3|3|3|3|2|2|1|-

    18th|3|3|3|3|3|3|3|2|1|1

    19th|3|3|3|3|3|3|3|2|2|1

    20th|3|3|3|3|3|3|3|3|2|2[/table]

    At 4th level, you gain 5 0th level and 3 1st level beguiler spells. No need to waste a chart on what doesn't advance.


    Playtips
    Spoiler
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    Lvl 5
    Spoiler
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    Congrats! You're already in the SI. Versatile Spellcaster lets you combine 2 1sts into a 2nd level spell for both base classes, but it's beguiler that lets you shave off a level. Spirit shaman gave you decent health and BA, so buff up with spells and go to town. You doubly cast in light armor, so wear some. Use int for saves on SS spells in place of Cha (thanks, Geomancer) for those it applies to.


    Lvl 10
    Spoiler
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    Now we're into the class good and proper. You can use int for saves for all your spells from now on. Extend buffs as you see fit, and switch damage to electricity where appropriate. Pounce is good, but will become better later.


    Lvl 15
    Spoiler
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    Done with the SI and into sentinel of Bharrai. Bjorn can now fling magic around without fear of killing the residents of the mountain. Your drifts come together now. Buff up for combat, and add extended venomfire. Pounce on your foe and attack, getting iteratives with your weapon of choice followed by venomous bite and acid or electricity damage, and a free trip attempt. Turn invisible and hide before you use a three thunders spell. Your bonus to hide should cover you for the one round you are dazed, and with luck the enemy will be deafened or prone, or both. An int boosting item will help with saves, but if not you can focus on buffs. You can also use wands virtually without error. Make full use of that. Blindsense means you can see those sneaking around.


    Lvl 20 (Sweet Spot)
    Spoiler
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    True power is now yours. Bear shape does many things, all good. First, you get natural attacks, all of which invoke free wolf trip attempt. Your land speed is 45 feet, which gives a 90 foot charge (Thanks again, Geomancer). Your pounce ends in 2 claws plus grab and bite plus poison plus venomfire (or three thunders venom electricity) plus two rakes, assuming the grab works. That also includes 5 free trip attempts, so chances are your enemy is prone. Polar bear's hide bonus hilariously stacks with the hide bonus from Drift 1. Combined with nature's veil and ranks, and that's a +53 bonus before you add a helpful spell or roll a die. Bear shape is a polymorph effect, so your type counts as animal. That means you benefit from all those druid buffs for animals. It also means you can stand in the center of your AoE spells and take nonlethal damage, the first 10 points of which are ignored. You can even speak and cast in bear form, so there is little reason to turn back to a human. I say little because of bear form's final bonus. Because it is keyed off of polymorph, you regain health every time you change. There is no limit on how much you can change, so go back and forth until you are healed.


    Sources
    Spoiler
    Show
    Spirit Shaman, Geomancer: Complete Divine
    Beguiler: PBH2
    Sentinel of Bharrai, sacred Vow, Vow of Obedience: Book of Exalted Deeds.
    Able Learner: Races of Destiny
    Versatile Spellcaster: Races of the Dragon
    Extend Spell: srd
    Energy Substitution, born of the Three Thunders: Complete Arcane
    Surrogate Spellcasting: Savage Species
    Iron Chef in the Playground veteran since Round IV. Play as me!


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  13. - Top - End - #163
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimization Challenge in the Playground XLI

    Feeling uninspired, think I'll start a fire. - STP
    Quote Originally Posted by The Stone Temple Pilot

    The Stone Temple Pilot

    Where we're going, we don't need Wildshape.

    CN Neraph, Deadly Hunter Druidic Avenger (Whirling Frenzy) 3/Focused Specialist Martial Transmuter 3/Geomancer 10/Druid +4.


    Meeting Nature
    Spoiler
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    Namo squeezed himself through the hole, because there was something nice and shiny and bright on the other side, and no way was he going back out to the rest of Bouncing Hail without a souvenir from this unusually stable cave.

    He walked into the chamber. Maybe it had been something wondrous in the past--and it was obviously foreign; dwarven stonework, apparently--but exposed to Limbo, what remained of the structure was on its last legs. Only this room, it looked like, remained. The regular tiling of the floor warped at the edges, and in the middle of the chamber, there stood an oversize statue--maybe 10 feet tall. Yep, dwarven. But Limbo seemed to have corrupted it, too; wicked claws and wings, knobs shaped as feathers...

    <I+FINALLY+SEE>

    Namo leaned back.

    <COME+CLOSER+BEING>

    Eh, why not? Namo walked towards it.

    <WILL+YOU+BE+MY+SALVATION>

    "Dunno. What you want out of me?"

    <TO+BE+A+VESSEL+TO+CARRY+MY+ANCESTRAL+DUTIES>

    "Ew, rules."

    <I+MAY+GRANT+THE+SOURCES+OF+MY+AUGMENTATIONS>

    "They're not from Limbo?"

    The statue raised one foot, and, moving slowly, turned around 360 degrees. Namo could see the mutations more clearly--it looked like grafts from Material, wreathed in mosses and vines.

    "Oh. Is this that 'nature' stuff the people from Material keep yammering about?"

    <THE+SPIRITS+OF+THE+MOUNTAINS>

    "Doesn't look like mountain stuff."

    <ALL+NATURE+IS+ULTIMATELY+THE+SAME>

    "Sure. Why should I listen to your asking me to do the whatever, again?"

    <I+MUST+PROTECT+MY+SOURCE>

    "Not my problem."

    <I+CAN+GRANT+YOU+MY+ESSENCE>

    "Boooored now."

    <YOU+SHALL+GAIN+MY+POWERS>

    "What, really? Like what?"

    <I+AM+A+BIG+STATUE+WITH+CLAWS+DUDE+WHY+ARE+YOU+BEI NG+PICKY+ABOUT+THIS>

    "Point. Can you fly?"

    <YES>

    "So I'll be able to fly."

    <THE+EXCHANGE+IS+THAT+YOU+FOLLOW+MY+DIRECTION+WHEN +YOU+ENTER+MATERIAL>

    Namo blinked. "Enter Material?"

    <OF+COURSE+I+CANNOT+PROTECT+THE+MOUNTAIN+UNLESS+I+ SHIFT+YOU+TO+IT>

    Namo sat down and thought.

    He thought about leaving the annoyingness of Bouncing Hail, and getting the ability to fly.

    "...A cool sword."

    <WHAT>

    "I want a cool sword out of it, too. Can I have a cool sword? Because they never let me have a cool sword."

    <I+AM+A+DWARF+ALL+I+HAVE+IS+A+HUGE+AXE>

    "I'm so in."

    ---

    Days later, Namo awoke in a cave on a mountain in a very stable landscape, feeling a power growing within him. Hurriedly, he cast off his chain shirt, feeling it to be anathema for whatever reason. He felt a connection to this place, the spirit of the dwarven statue within him. Its voice called out, inside, directing him to a stick at the edge of the cave. Namo picked it up in the hand not holding his shiny new blue axe, looked out to the plains in the distance, and gawked. This was "Nature"?

    No wonder it was so hyped! Eagerly, he stepped out of the cave, barefoot. He could get to like this place.


    The Setup
    Spoiler
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    Namo begins play as a CN Neraph, using this point buy:

    {table=head]Ability|Score
    Str|16
    Dex|10
    Con|14
    Int|12
    Wis|16
    Cha|8[/table]

    At levels 4, 8, and 20, increase Wisdom. At 12 and 16, increase Strength.

    While the Stone Temple Pilot does eventually get 9ths, Namo should not be mistaken for the primary spellcaster of the group. He does what CoDzillas do, with a slightly different flair, and is functional at that role even before the 'zilla points. The Stone Temple Pilot is more like a Psychic Warrior than anything else, in its offensive power and secondary spellcasting.


    STONE TEMPLE PILOT
    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1st|Deadly Hunter Druidic Avenger (Whirling Frenzy) 1|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Concentration 4, Knowledge (Arcana) 2, Knowledge (Nature) 4, Spellcraft 4, Survival 4|Shape Soulmeld (Incarnate Weapon), TrackB|Whirling Frenzy 1/day, Fast Movement, Favored Enemy (Undead), Nature Sense, Wild Empathy (with -4)

    2nd|Druid 2|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Concentration 5, Knowledge (Arcana) 2.5, Knowledge (Nature) 5, Spellcraft 5, Survival 5||AC Bonus (Wis+0), Woodland Stride

    3rd|Druid 3|
    +2
    |
    +3
    |
    +1
    |
    +3
    |Concentration 6, Knowledge (Arcana) 3, Knowledge (Nature) 6, Spellcraft 6, Survival 6|Animal Devotion|Fast Movement (+10), Trackless Step

    4th|Martial Focused Specialist Transmuter 1|
    +2
    |
    +3
    |
    +1
    |
    +5
    |Concentration 7, Knowledge (Arcana) 4, Knowledge (Nature) 6, Spellcraft 7, Survival 6|Power AttackB|Summon Familiar, Banned Schools (Necromancy, Evocation, Enchantment)

    5th|Wizard 2|
    +3
    |
    +3
    |
    +1
    |
    +6
    |Concentration 8, Knowledge (Arcana) 5, Knowledge (Nature) 6, Spellcraft 8, Survival 6||

    6th|Wizard 3|
    +3
    |
    +4
    |
    +2
    |
    +6
    |Concentration 9, Knowledge (Arcana) 6, Knowledge (Nature) 6, Spellcraft 9, Survival 6|Practiced Spellcaster (Wizard)|

    7th|Geomancer 1|
    +3
    |
    +6
    |
    +2
    |
    +8
    |Concentration 10, Knowledge (Arcana) 8, Knowledge (Nature) 7, Spellcraft 10, Survival 6||Spell Versatility 0, Drift 1 (Spots)

    8th|Geomancer 2|
    +4
    |
    +7
    |
    +2
    |
    +9
    |Concentration 11, Knowledge (Arcana) 9, Knowledge (Nature) 9, Spellcraft 11, Survival 6||Spell Versatility 1, Drift 1 (Feathers), ley lines +1 (Mountain, but see writeup)

    9th|Geomancer 3|
    +5
    |
    +7
    |
    +3
    |
    +9
    |Concentration 12, Knowledge (Arcana) 11, Knowledge (Nature) 10, Spellcraft 12, Survival 6|Practiced Spellcaster (Druid)|Spell Versatility 2, Drift 2 (Elk [+5' speed])

    10th|Geomancer 4|
    +6/+1
    |
    +8
    |
    +3
    |
    +10
    |Concentration 13, Knowledge (Arcana) 12, Knowledge (Nature) 12, Spellcraft 13, Survival 6||Spell Versatility 3, Drift 2 (Octopus [+4 Hide])

    11th|Geomancer 5|
    +6/+1
    |
    +8
    |
    +3
    |
    +10
    |Concentration 14, Knowledge (Arcana) 14, Knowledge (Nature) 13, Spellcraft 14, Survival 6||Spell Versatility 4, Drift 3 (Hawk [Two Talons, 1d3 damage)

    12th|Geomancer 6|
    +7/+2
    |
    +9
    |
    +4
    |
    +11
    |Concentration 15, Knowledge (Arcana) 15, Knowledge (Nature) 15, Spellcraft 15, Survival 6|Arcane Strike|Spell Versatility 5, Drift 3 (Deer [Gore Attack]), ley lines +2

    13th|Geomancer 7|
    +8/+3
    |
    +9
    |
    +4
    |
    +11
    |Concentration 16, Knowledge (Arcana) 16, Knowledge (Nature) 16, Spellcraft 16, Survival 7||Spell Versatility 6, Drift 4 (Wolverine [Rage -> Whirling Frenzy])

    14th|Geomancer 8|
    +9/+4
    |
    +10
    |
    +4
    |
    +12
    |Concentration 17, Knowledge (Arcana) 17, Knowledge (Nature) 17, Spellcraft 17, Survival 8||Spell Versatility 7, Drift 4 (Wolf [Autotripping])

    15th|Geomancer 9|
    +9/+4
    |
    +10
    |
    +5
    |
    +12
    |Concentration 18, Knowledge (Arcana) 18, Knowledge (Nature) 18, Spellcraft 18, Survival 9|Multiattack|Spell Versatility 8, Drift 5 (Poison)

    16th|Geomancer 10|
    +10/+5
    |
    +11
    |
    +5
    |
    +13
    |Concentration 19, Knowledge (Arcana) 19, Knowledge (Nature) 19, Spellcraft 19, Survival 10||Spell Versatility 9, Drift 5 (Wings), ley lines +3

    17th|Druid 4|
    +11/+6/+1
    |
    +12
    |
    +5
    |
    +14
    |Concentration 20, Knowledge (Arcana) 20, Knowledge (Nature) 20, Spellcraft 20, Survival 11||Resist Nature's Lure

    18th|Druid 5|
    +11/+6/+1
    |
    +12
    |
    +5
    |
    +14
    |Concentration 21, Knowledge (Arcana) 21, Knowledge (Nature) 21, Spellcraft 21, Survival 12|Bonus Essentia|AC Bonus (Wis+1), Favored Enemy (Dragon)

    19th|Druid 6|
    +12/+7/+2
    |
    +13
    |
    +6
    |
    +15
    |Concentration 22, Knowledge (Arcana) 22, Knowledge (Nature) 22, Spellcraft 22, Survival 13||Fast Movement (+20), Whirling Frenzy 2/day

    20th|Druid 7|
    +13/+8/+3
    |
    +13
    |
    +6
    |
    +15
    |Concentration 23, Knowledge (Arcana) 23, Knowledge (Nature) 23, Spellcraft 23, Survival 14||[/table]

    Meet the Pilot (Low Level)
    Spoiler
    Show
    "I find that if I just wig out and pummel things with my huge axe, this world makes more sense to me."

    <YOU+ARE+SUPPOSED+TO+BE+SURE+AND+CALCULATED+LIKE+A +DWARF>

    "Ahahaha I grew up in Limbo. Do you know what chaos even means, talking statue living in my head?"

    ECL 1: With the ability to whirl-frenzy, 10 HP, and a two-handable battleaxe, Namo passes for a frontliner, and that's just what he is, for now. Some explanations are in order: the Druidic Avenger variant was chosen because the animal companion will get useless at higher levels, and Shape Soulmeld (Incarnate Weapon) is a better version of Improved Unarmed Strike for this build--it can be two-handed for Power Attack and then dropped as a free action to free up the rest of the full attack routine (you don't have one besides the Incarnate Weapon yet), then reappears back in Namo's hand when he needs to full attack again. It also cleanly sidesteps the druidic vows of your DM gets antsy, because it's made of incarnum, not metal. Whirling Frenzy is legal because it's a class feature variant, not specific to Barbarians, and isn't being chosen for pounce shenanigans. It's much-needed damage output at low levels and grants AC. (I'll crunch the numbers on that last one later.) Deadly Hunter is chosen because there aren't enough levels to get Wildshape when it's relevant. no1curr about low-HD animals by the time 9th level spells show up on the primary casters.

    "Can't hit me. I'm the wind!"

    <THIS+IS+VERY+UNDWARVENLY+BUT+YOU+ARE+UNDERSTANDIN G+THE+STRENGTHS+OF+NATURE>

    "Chaos, but yeah. I like it."

    <YOU+ARE+BECOMING+READY>

    "Ready? I've already figured out how to poke bits of your nature stuff through."

    <RETURN+TO+THE+BASE+OF+THE+MOUNTAIN+AND+FIND+AN+OA K+TREE>

    ECL 3: 2nd level Druid Spells! Feat!

    Bite of the Wererat and the as-Monk bonus will both increase your AC--we'll keep coming back to that--and you gain Animal Devotion. The feat is basically a swift action Drift-in-a-can to tide you over before becoming a Geomancer, and Namo will eventually find use for all of the four options: Ape, Cheetah, Hawk, and Serpent. The big one right now is Hawk for flight at ECL 3, and Ape's strength bonus is never going to go out of style. You don't really need Cheetah or Serpent yet; your move speed is already 50 ft. (!) and you're not going to do much with that prissy bite unless your DM lets you milk poison in the even that you haven't needed the feat that day. I've included Craft (Poisonmaking) in skills for that possibility, but you shouldn't count on it.

    With Bite of the Wererat, your AC should be 18 at this level. When Whirling, 20. Not great, yet.

    <HERE+YOU+WILL+LEARN+THE+SECRETS+OF+AWAKENING+MY+F ORM>

    "This stuff is transmutation? Cool. I can dig change."

    <THERE+IS+HOPE+IN+YOU+YET>

    "I'm still going to break things, you know. I've been working on that."

    <TO+BE+EXPECTED+BY+NOW>

    ECL 4: Namo picks up Transmutation studies. The banned schools are standard. Power Attack damage bonuses will be modest for now, but they're bringing up the numbers; we don't need Scribe Scroll. That's part of why Martial Wizard is there. Don't trade away that familiar--get a tiny viper. I'll tell you why later.


    Activating the Juggernaut (Moderate Level)
    Spoiler
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    ECL 5: Nothing new to report beyond reiterating ECL 4, and the fact that this is Namo's weakes level, but...

    "I think that's it. Those are the touches."

    <UNLEASH+ME+AND+UNLEASH+YOURSELF>

    "I'm ready for this! It's go time! Unstoppable juggernaut powers are go!"

    ECL 6: 2nd-level Arcane Spells. They're all Transmutation because of how Focused Specialists work and the fact that you only have 12 Int, but it's no problem. Wraithstrike (hello Power Attack) is Transmutation, Rope Trick is Transmutation, Alter Self is Transmutation. And as a Neraph, Namo is an Outsider. No frills, no strings attached, just
    Outsider.

    Wizard caster level is only 3, though. Boo, it's limited.

    Or...you could use that level 6 feat on Practiced Spellcaster (Wizard) to gain a +3 caster level bonus, reaching the 5 needed to become the juggernaut: a Dwarven Ancestor. This piece of awesome increases your natural armor from +2 to +18 (!), makes you large, and has the hands needed for spellcasting. If your DM doesn't turn funny colors when you mix setting specific materials, ask about Elder Giant Magic instead. It's much more general, and will be great for buffing late-game.

    With Bite of the Wererat, a +2 Periapt of Wisdom (they're amulets; they shouldn't be picky about your size), and Dwarf Ancestor natural armor, AC becomes 34. 36 when Whirling. 40 with Mage Armor.

    Shape Soulmeld (Incarnate Weapon) acts weird now. Supposely, it is sized appropriately to you, but at later levels, you will be able to spend the hour needed to reshape soulmelds entirely while Alter Self'd. It's not clear what happens, but whatever the case, talk to your DM about what conditions you need in order not to take inappropriate size penalties while Alter Self'd. Shouldn't be too much of a problem, but Magic of Most Excellent Gimmickry has these editing issues sometimes.

    The only weakness of Dwarf Ancestor form is that you're slow.

    Ahahahaha, sorry, I couldn't type that with a straight face; you've got a +20 move speed bonus from Druid levels and Cheetah can get you +10 more.

    "I think I get it now. This changing is the same as the adaptation of creatures, just in a more arcane way. It's a lot like how magical beasts work."

    <YOUR+ABILITY+TO+ASSUME+MY+ASPECTS+GROWS>

    "Can you be quiet? The feathers are cool and all, but you're distracting me from figuring out how to inject people with lye instead of venom."

    ECL 8: Geomancer entry, finally. The first two drifts don't matter, but I like feathers and spots, personally. 3/4 BAB will be handy, but for now, you're waiting.

    Ley lines are very easily tilted in your favor; just cast Acorn of Far Travel and you're treated as always in that Ley line area. If you can find oak trees growing on the mountain, pick that; otherwise be boring and pick forest as your ley line. You now have +1 caster level, all the time.

    Slow on the uptake for spellcasting, but there's something to be said for not using early entry cheese. At least you have Venomfire now (remember what I said about not mixing setting-specific content? This is the other thing). Incidentally, it's the reason you took a snake as a familiar; now you can share that spell and turn the tiny creature into some DPS, on top of your own DPS if you use Animal Devotion -> Serpent to put it on yourself! (Your familiar is safer than you think, by the way; you have double the hit die of a normal wizard--helps familiar HP--and the snake can crawl in the Juggernaut's squares. It's three size categories smaller than you.) Shame that it's only CL 6 right now...

    "It's so much easier to assume your form now. All I gotta do is prepare as if from nature."

    <PLEASE+SLOW+DOWN>

    "Nope!"

    ECL 9: Practiced Spellcaster (Druid) + Ley Lines = CL 10 without doing anything special. Drift 2 grants uninteresting bonuses, but you can get another +5' to land speed, and it's an (Ex) ability. Alter Self explicitly lets you keep (Ex) abilities when altered. Your move speed is now 45' in Juggernaut form; 60' with Cheetah online. Lightning Bruiser!

    Spell Versatility is starting to catch up to interestingness. You're going to be leaving Int in the dust, so if you ever use Wizard spells for offense, base the save DCs off Wisdom. More importantly, you can mix and match any parameter when you use, say, Mage Armor or Alter Self.

    ...how about Caster Level?

    Your Mage Armors, Shields, and Become Juggernaut Alter Selfs now last over twice as long. Grab a Lesser Rod of Extend, by the way; Mage Armor becomes almost all-day if you do that, Alter Self would last 4 hours, and Barkskin would last 3 hours and 20 minutes.

    These buffs would get better with Elder Giant Magic instead of PS(Wizard), but again, that's crossing the streams. AC can go up to 43 with Barkskin, now.

    ECL 10: Another spell level, but, you know, Druid 4ths aren't really remarkable, and neither are the drifts. Pick the Octopus one; might be handy if you Alter Self into a Skeroloth. This level is basically another step up on the Bite of the Werewhatever line. See above.


    Rocking Out (High Level)
    Spoiler
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    "Dude, help me come up with a sound effect. Are these more of a 'shing' or a 'snikt'?"

    <NO>

    ECL 11: Now for the good drifts! Get the Hawk one for two claw attacks. To use them, drop the Incarnate Weapon after its attacks are done. It'll reappear in Namo's hands afterward. If you've got the slots, remember to Wraithstrike! If you activate Animal Devotion -> Ape, you can get +4 Str for these, which certainly help out for DPS.

    Remember that Drifts are (Ex) and stick around when you have Alter Self up. Becuase your size goes up, so does the attack dice of your drift-based natural weapons. They're mere sprinkles on your damagecake, but who complains about sprinkles?

    You should be looking into a Ring of Wizardry II for more uses of Alter Self and Wraithstrike, at this point. You're not getting more of them otherwise. Maybe a Pearl of Power II?

    "Every day I'm jugglin'."

    <YOU+MOVE+SO+QUICKLY+TO+USE+YOUR+TOOLS+OF+NATURE >

    "Just power up my sword for me again, alright? It makes things so much smoother when I break everything."

    ECL 12 (Sweet Spot): 5th-level druid spells means that we're starting to get to the big guns. No, I don't mean save-or-die nonsense; go out and smash things! Bite of the Weretiger alone grants you +7 AC (Enhancement bonus to natural armor, instead of replacing it? Yay!) on top of tons of Str and a bite, and let's grab the Deer drift for a fourth natural attack. You're going to have to lose an iterative from the Incarnate Weapon because attacks happen in descending order of attack bonus and your claw attacks don't take penalties, but it's worth it--or you could just power up your Incarnate Weapon with Arcane Strike to push that attack bonus up +5, salvage your iterative, and giggle uncontrollably. Yes, you can cast 3rd-level arcane spells; that's sort of the point of Spell Versatility. Animal Devotion -> Ape gets you moar strength, +6 sacred to be precise.

    Sit down with your DM and review the natural weapon rules to use that scheme, and if he says the claws count as secondary natural weapons, then go with that (you'll be able to use your iterative without Arcane Striking--you're fine either way!) Stick Greater Magic Fang on your gore attack, by the way, but leave your claws alone to make sure the above scheme doesn't cheat you out of an iterative even if you Arcane Strike.

    Ley lines +2, for even more CL. What's that, 14 now? At this point, even your familiar can annoy things. Bite of the Weretiger means it has an actual strength score on top of 14d6 acid damage.

    Your AC, with a Periapt of Wisdom +4, Bite of the Weretiger, and Mage Armor (lasts all day now with Lesser Rod of Extend), is 44. 46 when in a Whirling Frenzy. More with a ring of Deflection. Your Strength score can go all the way up to 39 with Bite, Ape, and Whirling Frenzy--if your stunted BAB sounds like a problem, reconsider.

    "WAAAAAAAAAGH"

    <SIGH>

    ECL 13: Pick Wolverine as your drift, and pick the default option instead of the +1 level of rager thing. Go Whirling Frenzy. You now have it basically at-will instead of 1/day. Enjoy.

    <THE+WAY+OF+DEFENDING+THE+MOUNTAIN+IS+TO+STAND+FIR M+AND+FORCE+THE+OTHER+TO+MOVE+INSTEAD+OF+YOURSELF>

    "Knock them down; got it."

    ECL 14: Bite of the Werebear! This buff gives another +1 AC and +2 Strength over Weretiger. Mix with the Wolf drift for free tripping; you have the size, strength, and number of natural weapons for it to work on full attacks.

    ECL 15: As above, but with the Poison drift, you no longer have to blow your Animal Devotion for the day on becoming eligible for Venomfire. It works right there on your Bite of the Werebear. Save it for Apeing!


    The Wrecking Ball (Very High Level)
    Spoiler
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    ECL 16: Finishing Geomancer with the Wings drift. Druid can already basically do everything in the other drifts, but let's take Wings anyway because dispels suck. (You've been preparing Feather Fall in some of those Wizard slots, right? Okay, just checking.) One of your speed bonuses applies, since it says "speed" instead of "land speed", so you move at 70'. More CL, too, and 7ths.

    ECL 17-20: I went searching around for prestige classes, but none of them really fit. Mystic Theurge crimps BAB and is redundant, Arcane Heirophant gives the rules a runtime error or something because you don't have an animal companion, and nothing else worthwhile can be qualified for. Holt Warden, maybe, but honestly...basic Druid has 3/4 BAB. Why not more of that?

    In the end, the build runs into the issue of how to handle the third iterative without losing other attacks, but it can just be lost; it's no big deal. Bonus Essentia powers up the sword, though. By taking more Druid, you get another +10 move speed and +1 AC from that ACF. No Wildshape, but it doesn't matter. Like, at all. As mentioned earlier, no one cares about becoming low-HD animals at this level; you have easy access to almost everything Wildshape could give you.

    The numbers start to sag, but not too badly; Ape matures and your AC is high enough to still be relevant.

    Oh, and you didn't think I'd lose 9ths, did you? As a capstone, Shapechange lets you apply every principle of this build to...well, anything. You crash the gate with an extra +3 CL from ley lines, Solaring pre-epic.


    Sources
    Spoiler
    Show
    Core
    Unearthed Arcana
    Planar Handbook
    Magic of Incarnum
    Monster Manual IV
    Complete Warrior
    Complete Divine
    Complete Champion
    Complete Mage
    Spell Compendium
    Serpent Kingdoms


    Build Customizing
    Spoiler
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    You don't have to enter Geomancer with the standard theurge progression. It can be easier to get your Wizard levels first in some games, or if the multiclassing penalty is in effect, there's no harm in entering with Druid 2/Wizard 2/Druid +1/Wizard +1. For wizard-first entries, you could switch the positions of Practiced Spellcaster (Wizard) and Animal devotion to get CL 5 Alter Self more quickly.

    Practiced Spellcaster (Wizard) is only temporarily useful, so if you're not going to care about caster level for spells besides Alter Self, consider Arcane Thesis (Alter Self) for longer late-game durations.

    Namo's BAB is kinda bad for a gish; the idea is that Bite of the Werewhatever and Animal Devotion -> Ape should pick up the slack, but if it's really bothersome, consider a Contemplative dip at some point for a domain that grants Divine Power. Since you don't have Persistomancy, though, this adds would add your buff time, which is already noticeable. Since meditation fluff is also hard to justify on a CN character, I've gone with the "more Druid" option.

    If you like the Holt Warden and have a nice DM, ask if you can fuel Animal Devotion with Rebuke Plants. If so, go for it.
    Iron Chef in the Playground veteran since Round IV. Play as me!


    Spoiler
    Show

  14. - Top - End - #164
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimization Challenge in the Playground XLI

    You'll have to look in the box.
    Quote Originally Posted by Erwin Schrodinger
    Erwin Schrodinger

    Breakdown
    Spoiler
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    LE Human Wu jen 4/passive way monk 1/ur-priest 2/geomancer 10/assassin1/green dragon disciple 2

    Abilities
    Spoiler
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    str 10
    dex 10
    con 14
    int 16 (Bonus Languages: abyssal, infernal, draconic)
    wis 16
    cha 10

    increases to wis

    final:
    str 12
    dex 10
    con 14
    int 16
    wis 21
    cha 10


    Build
    Spoiler
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    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1st|Wu Jen 1|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Concentration 4, Know (arcana) 4, know (planes) 4, Know (nature) 4, Know (religion) 4, Spellcraft 4| Able Learner, Iron Will|Watchful spirit, bonus feat (Extend Spell)

    2nd|Wu Jen 2|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Concentration 1 (5), Know (arcana) 1 (5), Know (nature) 1 (5), Know (planes) 1 (5), Know (religion) 1 (5), Spellcraft 1 (5)||

    3rd|Wu Jen 3|
    +1
    |
    +1
    |
    +1
    |
    +3
    |Bluff 1, Concentration 1 (6), Disguise 1, Know (nature) 1 (6), Know (religion) 1 (6), Spellcraft 1 (6)| Spell Focus (Evil)|Spell Secret: (Extended Alter Self)

    4th|Wu Jen 4|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Bluff 1 (2), Concentration 1 (7), Disguise 1 (2), Know (nature) 1 (7)Know (religion) 1 (7), Spellcraft 1 (7)||

    5th|Passive Way Monk 1 |
    +2
    |
    +3
    |
    +3
    |
    +6
    |Bluff 4 (6), Disguise 1 (3), Know (religion) 1 (8), Spellcraft 1 (8)||Combat Expertise, Flurry of Blows, Unarmed Strike

    6th|Ur-priest 1|
    +2
    |
    +3
    |
    +3
    |
    +8
    |Bluff 3 (9), Concentration 2 (9), Know (arcana) 1 (6)| Practiced Spellcaster (Ur-priest)|

    7th|Ur-priest 2|
    +3
    |
    +3
    |
    +3
    |
    +9
    |Bluff 1 (10), Concentration 1 (10), Know (arcana) 4 (10)||Rebuke Undead

    8th|Geomancer 1|
    +3
    |
    +5
    |
    +3
    |
    +11
    |Concentration 1 (11), Diplo 7||Drift 1 (Vine hair), spell versatility 0

    9th|Geomancer 2|
    +4
    |
    +6
    |
    +3
    |
    +12
    |Concentration 1 (12), Diplo 5 (12), Know (arcana) 2 (12)| Divine Defiance|Drift 1 (Green eyebrows), spell versatility 1, ley lines +1 plains

    10th|Geomancer 3|
    +5
    |
    +6
    |
    +4
    |
    +12
    |Concentration 1 (13), Diplo 1 (13), Know (nature) 5 (12)||Drift 2 (octopus skin: +4 hide), spell versatility 2

    11th|Geomancer 4|
    +6/+1
    |
    +7
    |
    +4
    |
    +13
    |Concentration 1 (14), Diplo 1 (14), Heal 2, Know (arcana) 2 (14), Know (nature) 2 (14) ||Drift 2 (cat grace: +4 balance), spell versatility 3

    12th|Geomancer 5|
    +6/+1
    |
    +7
    |
    +4
    |
    +13
    |Concentration 1 (15), Diplo 1 (15), Handle animal 5, Know (arcana) 1 (15), Know (nature) 1 (15)| Quicken Spell|Drift 3 (fish gills: breathe underwater), spell versatility 4

    13th|Geomancer 6|
    +7/+2
    |
    +8
    |
    +5
    |
    +14
    |Concentration 1 (16), Diplo 1 (16), Handle animal 5 (10), Know (arcana) 1 (16), Know (nature) 1 (16)||Drift 3 (crocodile snout: bite 1d6), spell versatility 5, ley lines +2 plains

    14th|Geomancer 7|
    +8/+3
    |
    +8
    |
    +5
    |
    +14
    |Concentration 1 (17), Diplo 1 (17), Handle animal 5 (15), Know (arcana) 1 (17)||Drift 4 (wolf trip), spell versatility 6

    15th|Geomancer 8|
    +9/+4
    |
    +9
    |
    +5
    |
    +15
    |Concentration 1 (18), Diplo 1 (18), Handle animal 2 (17), Know (arcana) 1 (18), Know (nature) 2 (18), Move silently 1| Persistent Spell|Drift 4 (hound nose: scent), spell versatility 7

    16th|Geomancer 9|
    +9/+4
    |
    +9
    |
    +6
    |
    +15
    |Hide 1, Move silently 7 (8)||Drift 5 (snake fangs: poison 1d2 dex/1d4 dex), spell versatility 8

    17th|Geomancer 10|
    +10/+5
    |
    +10
    |
    +6
    |
    +16
    |Disguise 1 (4), Hide 7 (8)||Drift 5 (bat ears: blindsense 30), spell versatility 9, ley lines +3 plains

    18th|Assassin 1|
    +10/+5
    |
    +10
    |
    +8
    |
    +16
    |Bluff 8 (18)|Divine Spell Power|Sneak attack +1d6, death attack, poison use

    19th|Green Dragon Disciple 1|
    +10/+5
    |
    +12
    |
    +8
    |
    +18
    |Concentration 4 (22), Know (arcana) 4 (22)||Natural armor increase +1, bonus 9th lvl ur-priest slot

    20th|Green Dragon Disciple 2|
    +11/+6/+1
    |
    +13
    |
    +8
    |
    +19
    |Concentration 1 (23), Know (nature) 5 (23), know (religion) 2 (10)||Ability boost (str+2) claws and bite, bonus 9th lvl ur-priest slot[/table]


    Spells
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    Wu Jen Spells per day
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    {table=head]Level|0lvl|1st|2nd|3rd

    1st|3|1|-|-|-|-|-|-|-|-

    2nd|4|2|-|-|-|-|-|-|-|-

    3rd|4|2|1|-|-|-|-|-|-|-

    4th|4|3|2|-|-|-|-|-|-|-

    5th|4|3|2|-|-|-|-|-|-|-

    6th|4|3|2|-|-|-|-|-|-|-

    7th|4|3|2|-|-|-|-|-|-|-

    8th|4|3|2|-|-|-|-|-|-|-

    9th|4|3|2|-|-|-|-|-|-|-

    10th|4|3|2|-|-|-|-|-|-|-

    11th|4|3|2|-|-|-|-|-|-|-

    12th|4|3|2|-|-|-|-|-|-|-

    13th|4|3|2|-|-|-|-|-|-|-

    14th|4|3|2|-|-|-|-|-|-|-

    15th|4|3|2|-|-|-|-|-|-|-

    16th|4|3|2|1|-|-|-|-|-|-

    17th|4|3|3|2|-|-|-|-|-|-

    18th|4|3|3|2|-|-|-|-|-|-

    19th|4|3|3|2|-|-|-|-|-|-

    20th|4|3|3|2|-|-|-|-|-|-[/table]


    Ur-priest Spells per day
    Spoiler
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    {table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    6th|4|2|-|-|-|-|-|-|-|-

    7th|5|3|0|-|-|-|-|-|-|-

    8th|5|3|1|0|-|-|-|-|-|-

    9th|6|3|2|1|0|-|-|-|-|-

    10th|6|3|3|2|1|0|-|-|-|-

    11th|6|3|3|3|2|1|0|-|-|-

    12th|6|4|3|3|3|2|1|0|-|-

    13th|6|4|4|3|3|3|2|1|0|-

    14th|6|5|4|4|4|4|3|2|1|0

    15th|6|5|5|4|4|4|4|3|2|1

    16th|6|5|5|4|4|4|4|3|2|1

    17th|6|5|5|4|4|4|4|3|2|1

    18th|6|5|5|4|4|4|4|3|2|1

    19th|6|5|5|4|4|4|4|3|2|2

    20th|6|5|5|4|4|4|4|3|2|3[/table]


    Assassin Spells Known
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    {table=head]Level|0lvl|1st

    18th|-|2|-|-|-|-|-|-|-|-

    19th|-|2|-|-|-|-|-|-|-|-

    20th|-|2|-|-|-|-|-|-|-|-[/table]
    Blade of blood, Disguise self



    Assassin Spells per day
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    {table=head]Level|0lvl|1st
    18th|-|0|-|-|-|-|-|-|-|-

    19th|-|0|-|-|-|-|-|-|-|-

    20th|-|0|-|-|-|-|-|-|-|-[/table]


    Backstory
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    Another Day Older and Deeper in Debt
    Spoiler
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    Erwin was running out of time. The war with the neighboring kingdom had been grinding on for an interminable three and a half years, and the arms race was beginning to exceed what he and his fellow researchers had once thought possible.

    If there was one thing this war had taught him, it was that nothing was impossible. If he had heard ten years ago that a spell designed to help lost travelers locate a city would be the cause of thousands of deaths, he probably would have laughed.

    As things now stood, Erwin knew clearly that he had not laughed in a very long time.

    He was done with the day's duties, so ventured out of his laboratory. He flashed his identification at the guards on the outer walls. Despite knowing intellectually that he was safer inside his hermetically sealed office, his lungs and his heart were burning for fresh air, or the closest substitute, at least.

    Erwin leaned onto the railing at the edge of the wall and a small, sad part of him wanted to jump and land face first on the once-busy streets that now stood silent in the evening sun.

    The facility was protected, or so he was told, from enemy divination, and to venture outside its walls would mean certain death for a researcher of his caliber. For this reason, despite his rank within the fortress's walls, he too was effectively a prisoner.

    Whatever the enemy's intentions had been when they set off the bomb, he was sure that if they'd had a hundred years to plan, they couldn't have kept Erwin and his fellows in a more hopeless position than the one he now occupied.

    He scanned the ground for movement. A stray piece of paper or scrap of cloth occasionally blew by, but he hadn't seen an animal in weeks. They'd either moved on or starved after the plants succumbed to the scorched earth in the initial blast. Still, he squinted and looked for a fleck of green in the barren landscape.

    When it became clear to him that there was nothing for him to see, he retired to his quarters.

    Sleep came uneasily, but when it did, Erwin experienced an unnaturally vivid dream. It wasn't the usual fare of the fortress's shields being eaten away by enemy bombs and spells, but something else: an idyllic vision of a landscape he knew at once was from times long past.

    He walked towards a roaring waterfall and sat by the pool it bled into, finding a still patch of water. His reflection looked back at him quizzically and asked him if he was happy.

    "I suppose I am, yes."

    It shook its head. "Not now, dummy. I meant in the real world. Out there." It nodded its head and Erwin followed its gaze over his shoulder.

    Immediately behind him, there lay a more familiar landscape: charred husks of buildings and monuments, the landscape littered with bones that everyone who still remained was too scared to clean up for fear of accompanying them before burial rites could be performed.

    The divide was far too abrupt, falling along a razor sharp line, something he would have doubtless questioned in the waking realm, but didn't strike Erwin as unusual in the least now.

    "Of course not."

    The reflection gave him a boyish wink that he hadn't remembered making since he was still in school, many years ago. Now that he looked at the water more carefully, he saw that as a ripple passed across his reflection's face, it was a bit younger than him. Either that or it simply looked younger. A rosier hue to its cheeks, the gray at its temples more muted, its cheeks less sunken.

    "Well, would you like to be? I know what you're thinking, and I'm not you. Well, I am in a manner of speaking. I'm the you that could have been. The you that could still be if you're interested."

    Erwin rose to his feet and sighed briefly, the dream world not giving him the symphony of cracks and creaks that he had become accustomed to in the waking world.

    "A nice thought, but what use is a bargain in a half-remembered dream?"

    The reflection remained sitting, looking up at him playfully, looking more and more elfin every moment. Erwin wasn't sure how he had thought it a copy of himself in the first place, but that was the way dreams were.

    "You think me just a figment of your imagination, mortal? You were thinking of me today, on the parapets as you surveyed my broken body."

    Erwin swallowed, his mouth suddenly feeling very dry.

    "Am I addressing the valley?"

    The reflection gave a little shrug. "My spirit, at least, since you've seen my body is less than healthy. Just like you though, one can exist without the other."

    Erwin stroked at his beard.

    "What do you wish of me?"

    His reflection broke into a broad grin, revealing far too many teeth to fit in Erwin's mouth.

    "Just keep dreaming of me. As long as there's someone willing to give me what I need, there will be hope for the land yet."

    Erwin felt uneasy. He clutched at his stomach and took a step away from the pool.

    "What is it you need?"

    The reflection smirked and waved its hand at him, throwing up a splash of freezing water that hit him squarely in the face.

    Just as the scene dissolved around him, he heard the spirit's voice chiming.


    Muscle and Blood and Skin and Bone
    Spoiler
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    Erwin awoke and saw a green, ropy strand lying on his pillow. He bent to examine it, but saw more skirt the edges of his vision.

    His hair had become green overnight. He remembered it turning white the morning after the first attack, and was comfortable saying it was shock or the like. He wasn't sure what green meant, but was sure it had something to do with his dream the previous night.

    Erwin wasn't scheduled in the laboratory today, this being his week off in the rotation. As ruthlessly efficient as the ruling party was, they knew the need for rest in their researchers. Without it, the land would never be restored to its former glory.

    He sat in front of his shrine and reached for a tinder twig to light the incense lying in a small silver basket so he could prepare his morning spells. However, he felt an odd sensation: a tingle in his fingers that felt uncomfortably like magic. He reached his thumb out to the cone of incense in front of him and exerted a small amount of his will into it. To Erwin's surprise, it lit before his eyes and smoldered contemplatively in the stillness of his room.

    He gestured and the bowl of water on his nightstand drifted over to him to lie in his lap so he could ritually purify himself before reaching into the world and weaving strands of magic around his fingers. Clearly this wasn't coming from his pre-existing connection with the world. He had felt his magic growing weaker by the day, and this was something young, strong, and unfamiliar. The uncomfortable sensation in his stomach perfectly mirrored the one he had had while conversing with his dream self, and he waited for the ripples in the bowl to die down before he leaned over and peered into it.

    He remained still for a long while to see if the spirit would speak to him again, but it didn't. Whatever its price from him had been, he couldn't say it did not deliver results. The magic he felt humming through his veins made him feel a new man. He flicked his fingers through his beard and tinged it its familiar grey once more, his hair obediently following suit. Whatever it was, his prestidigitation would let him put it out of his mind for a few minutes more.

    However, as the days and dreams wore on, Erwin found his mutations growing gradually harder to hide. The morning after, he found his skin the same color as the sheet he lay on, and it took him some time to figure out how to change it back by contracting muscles he hadn't used in years. What had startled him most was the large reptilian snout he awoke to the morning after.

    Though he knew little time had passed, Erwin found himself sleeping more and more every day, and found his dreams became ever more vivid. The last time he had dreamed, he had found it difficult to imagine himself ever being anywhere else.

    Even though the claws on his fingers made it awkward, he managed to cast a divination spell with his new magic, the things he had learned in school feeling like a long-forgotten memory. He had to know if he were truthfully dealing with the spirit of the land or some malign entity keen on masquerading as it. What he found surprised him more than either.


    I Owe My Soul to the Company Store
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    What he had spoken to in his dream was not the spirit of his ancestral home, but her jailor. The enemy nation's bomb had been more insidious than Erwin or his colleagues had ever dared to theorize. They knew that the fire it had rained down upon them was designed by their worst and brightest to kill their land's body, but they never dreamed that it had the capability to kill her soul.

    In this though, their enemy had overestimated themselves. Inside the incantation of the bomb, a slow, subtle incantation, they summoned a beast from Hell, keen on devouring the spirit of the land. They had underestimated its cunning, and the land's resilience.

    It knew that it could not kill the land's soul, but instead would barter for it.

    Erwin knew that what he was gathering behind his benefactor's back was something he was never intended to know. His new magic's evil origins explained their unfamiliar feeling and explained his body's strange reactions to its permeation of his being.

    The animal parts grew from him like a cancer, and he knew now they were merely a symptom of his rotting soul. While it may be too late for him, he wanted to make sure that he at least got his money's worth out of the trade.

    His divination told him his benefactor's name. An ancient, antediluvian jumble of syllables, only utterable to him because of his damned feral snout, his strange, reptilian tongue performing the clicks and hisses with perfect accuracy as he lay the powdered silver in a circle at his feet.

    The devil stood in front of him, a handsome young incubus with wings coquettishly furled around his body like a nightgown, peeking over a shoulder as his tail swished from side to side.

    "Welcome, sir or madam, to your every wish made-
    it turned slowly on a heel to face him and stopped its carefully-rehearsed speech. "-oh, it's you."

    Erwin nodded and hissed out at the fiend in its native tongue.

    "I'm ready for my lump sum. I know you have my lady in your thrall and wish to propose a trade. I know you would have liked to spend more time toying with me, but I don't wish her to suffer any more than she already has."

    The incubus sighed with a roll of its glassy black eyes. It melted into the shape Erwin had seen in his dreams, of a younger, darker version of himself. He now knew where that ineffable charisma had come from.

    "You're no fun at all. If that's how you want it, just sign your name." The incubus threw a sheaf of parchment at his feet. Erwin awkwardly picked it up in his claw and read over it. To his surprise, everything was exactly as he expected. He ran his thumb over one of the crocodile teeth lining his maw and drew it sloppily across the line at the bottom of the page.

    "Here," he snarled.

    "A pleasure doing business with you," the incubus said as he stepped out of the circle, as per the terms of their agreement, and slithered into an unassuming little form. He tipped his hat to Erwin and stalked out into the hall.

    Before he could long consider his decision, the door to his bedchamber exploded off its hinges, a pair of guards forcing their way in with the incubus behind them.

    "Right there! That thing must have broken in and eaten him!"

    Erwin was about to respond, but felt there was little point. He could easily tear these men asunder with his jaws in half the time it would take him to explain the situation. He squatted down onto all fours and let out a croaking roar.

    It was then he knew he was truly damned, and he hoped for their sake that they were able to get in a lucky strike and pierce his heart before he was able to do too much damage. Before battle could be joined though, his bestial ears detected the noise of something amiss.

    His eyes detected motion on the rough stone wall of his chamber, and saw that it was crawling with thick, green vines. They pulled the wall down and the guards gasped when they saw what lay outside:

    An idyllic scene, bright, verdant, and peaceful. Erwin remembered it from his first encounter with the thing that was now trying to kill him what seemed like so long ago. The vines bundled themselves into a shape not unlike a woman and lay a gnarled hand on top of Erwin's head. The guardsmen behind her and the incubus pointing his accusatory finger had stopped in their tracks, only the two of them unstuck in time.

    "For what you did, I am in your debt. You saved my life, so now I must save yours." She gestured to the hole in the wall behind her.

    Erwin smelled fear on her though he knew it came from no physiological source. He smelled it on her soul.

    "Though you must never again return here. You have made yourself a creature of evil, and your countrymen won't hesitate to kill you when they see you again."

    Erwin looked at the hatred on their faces. He thought of the act of war that had started him down this path and didn't have much trouble deciding the world of men wasn't his any more anyway.

    He could think of nothing better to say, so just licked the roots that made up her hand and walked off into the sunset. Now that the natural world was once more a reality, Erwin wanted to make himself a part of it, now that he was no longer a man. He thought, as he set off for a waterfall he heard crashing in the distance, that he would be quite happy there


    playtips
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    lvl 5
    Spoiler
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    You start as a wu jen and have a little extra defense from monk. It shores up your AC a little letting you add your wis mod (you don't wear armor anyway)

    Enjoy your diverse spell list as a wu jen and make use of alter self as per usual to skulk around in assumed identities or just use enhanced movement modes for a little extra mobility. Your type's only humanoid, so you can't get really weird with it, but spell secret makes the duration 20 min/lvl, which you'll appreciate after wu jen goes offline for a while.


    lvl 10: The ur-ge to theurge
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    You are an ur-priest now, and practiced spell caster helps beef up your lowish caster level for the purpose of effects and the like. Rebuke opens up divine feats, like my favorite "no" button: divine defiance. It lets you burn a rebuke to dispel an enemy's spell without readying an action. Walk around with dispels prepared and just prevent people on the fly.

    You're in the SI and no longer care about the rules due to your green hair. Your wild nature hasn't yet given you any physical abilities proper aside from your ley lines. Since your facility is in the plains, it makes the most sense that you would be most powerful there. Spell versatility's up, so don't forget to use wis for wu jen from now on. Int is a better primary, but since ur-priest needs a 19 wis for all its spells, it's easier to just keep pumping that than to try to catch your int up. This is the painful part for any theurge. Tough it out and it will be worth it.


    lvl 15: sweet spot
    Spoiler
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    You've got quicken up now, and from the span of 12-16, you are more powerful than a normal full caster, so make sure to rub it in as much as possible. Quicken (aside from extend) is the one metamagic worth actually paying for the old fashioned way. you've got 7ths available, so can toss a quickened 3rd on your turn plus a normal round of actions. If you're feeling especially vicious, combine it with your dispel magic and divine defiance combo. Negate an enemy spell and don't even use up your actions! Pretty great deal. Your drift has now started to have some more tangible effect helping you hide, balance, breathe underwater, bite, trip, and track enemies by scent. While the bite is rather lackluster, it's predominantly there as a delivery method for your poison fangs which come online next level (don't forget venom fire is on the cleric list) So bide your time and you'll be able to deal some very big damage in addition to your spells.

    You're going to stop progressing ur-priest when you run out of levels (obviously) and use geomancer 9 and 10 to jog ahead your wu jen casting. It's not much, but it does at least nab 3rds.


    lvl 20
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    This is what you've been waiting for! Fangs are on now so you can bite and deliver venom fire essentially whenever you'd like (ur-priest lvl + 4. it lasts an hour per level and is a prime candidate for extension only being a 3rd, easily making it an all-day buff. Blindsense will help save slots on reactionary measures like invisibility purge and blindsight, as too will your scent.

    Assassin seems to stick out, but is here to set up dragon disciple. Ur-priest can't be progressed past 10, so it seems as though one is stuck only having one base 9th lvl spell. Dragon disciple, however, remedies this. Its two bonus spells can be applied to the highest level of spell you can cast and can be applied to any spell casting class if you have more than one, which is indeed the case for you. You can thus pick ur-priest and have two more 9ths per day. You also get a pair of claws and some more strength and poison use to get even more use from your snake teeth.Enjoy!

    Sources
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    CArc wu jen
    RoD able learner
    SRD iron will, spell focus (evil), passive way monk, assassin, dragon disciple
    Cdiv divine spell power SI ur-priest, practiced spell caster
    FCII divine defiance
    Iron Chef in the Playground veteran since Round IV. Play as me!


    Spoiler
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  15. - Top - End - #165
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimization Challenge in the Playground XLI

    Frequently in the presence of the Harlem Globetrotters.
    Quote Originally Posted by Sweet Brown
    Character Info
    Spoiler
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    Name: Sweet Brown
    Motto: Ain’t nobody got time fo’ dat.
    Race: Dragonwrought Loredrake Kobold
    Class: Sorcerer 1 /Pld of Slaughter 4 /Spellsword 1 /Geomancer 10 /Escalation Mage 4
    Age:121 years old (Venerable)
    Age Category: Great Wyrm
    Type: Dragon
    Subtype: Reptilian
    Ancestry: Shadow Dragon
    God: The Shadow
    Campaign: Eberron


    Stats
    Spoiler
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    Str 14
    Dex 12
    Con 14
    Int 11
    Wis 11
    Cha 17

    Final (racial and age modifiers)

    Str 10
    Dex 14
    Con 12
    Int 14
    Wis 14
    Cha 20

    Stat Bump per level go to charisma.




    Character Sheet

    Spoiler
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    Sweet Brown
    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1st|Sorcerer|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Concentration 4, Knowledge Arcana 4, Knowledge Nature 2, Spellcraft 4|Dragonwrought, |Spell Shield (ACF Dungeonscape pg 13)
    2nd|Paladin of Slaughter|
    +1
    |
    +2
    |
    +0
    |
    +2
    | Concentration 5, Knowledge Arcana 4.5, Knowledge Nature 2.5, Spellcraft 4.5|-|Aura of Evil, Detect Good, Smite Good 1/day
    3rd|Paladin of Slaughter|
    +2
    |
    +3
    |
    +0
    |
    +2
    | Concentration 6, Knowledge Arcana 5, Knowledge Nature 3, Spellcraft 5|Sanctum Spell|Divine grace, Deadly Touch
    4th|Paladin of Slaughter|
    +3
    |
    +3
    |
    +1
    |
    +3
    | Concentration 7, Knowledge Arcana 5.5, Knowledge Nature 3.5, Spellcraft 5.5|-|Debilitating Aura, Divine Health

    5th|Paladin of Slaughter|
    +4
    |
    +4
    |
    +1
    |
    +3
    | Concentration 8, Knowledge Arcana 6, Knowledge Nature 4, Spellcraft 6|-|Rebuke Undead

    6th|Spellsword|
    +5
    |
    +6
    |
    +1
    |
    +5
    | Concentration 9, Knowledge Arcana 6, Knowledge Nature 6, Spellcraft 7|Draconic Reservoir|Ignore Spell Failure 10%

    7th|Geomancer|
    +5
    |
    +8
    |
    +1
    |
    +7
    | Concentration 10, Knowledge Arcana 7, Knowledge Geography 1, Knowledge Nature 7, Spellcraft 8, Survival 1|-|Drift 1 (Green Scaly Skin), Spell Versatility 0

    8th| Geomancer |
    +6
    |
    +9
    |
    +1
    |
    +8
    | Concentration 11, Knowledge Arcana 8, Knowledge Geography 2, Knowledge Nature 8, Spellcraft 9, Survival 2|-|Drift 1 (Dog Voice), Ley Lines +1 (Forest), Spell Versatility 1

    9th| Geomancer |
    +7
    |
    +9
    |
    +2
    |
    +8
    | Concentration 12, Knowledge Arcana 9, Knowledge Geography 3, Knowledge Nature 9, Spellcraft 10, Survival 3|Battle Blessing|Drift 2 (Graceful as a cat- +4 Balance), Spell Versatility 2

    10th| Geomancer |
    +8
    |
    +10
    |
    +2
    |
    +9
    | Concentration 13, Knowledge Arcana 10, Knowledge Geography 4, Knowledge Nature 10, Spellcraft 11, Survival 4|-|Drift 2 (Swift as an Elk, +5 ft land speed), Spell Versatility 3

    11th| Geomancer|
    +8
    |
    +10
    |
    +2
    |
    +9
    | Concentration 14, Knowledge Arcana 11, Knowledge Geography 5, Knowledge Nature 11, Spellcraft 12, Survival 5|-|Drift 3 (Horns grow from head- Gore attack 1d4 dmg), Spell Versatility 4

    12th| Geomancer |
    +9
    |
    +11
    |
    +3
    |
    +10
    | Concentration 15, Knowledge Arcana 12, Knowledge Geography 6, Knowledge Nature 12, Spellcraft 13, Survival 6|Practiced Spellcaster (Sorcerer)|Drift 3 (Gills- Breathe Underwater), Ley Lines +2 (Forest), Spell Versatility 5

    13th| Geomancer |
    +10
    |
    +11
    |
    +3
    |
    +10
    | Concentration 16, Knowledge Arcana 13, Knowledge Geography 7, Knowledge Nature 13, Spellcraft 14, Survival 7|-|Drift 4 (Pounce like a leapord- full attack on charge in the first round of combat), Spell Versatility 6

    14th| Geomancer |
    +11
    |
    +12
    |
    +3
    |
    +11
    | Concentration 17, Knowledge Arcana 14, Knowledge Geography 8, Knowledge Nature 14, Spellcraft 15, Survival 8|-|Drift 4 (Trip like a Wolf- Natural attacks gain trip as wolf), Spell Versatility 7

    15th| Geomancer |
    +11
    |
    +12
    |
    +4
    |
    +11
    | Concentration 18, Knowledge Arcana 15, Knowledge Geography 9, Knowledge Nature 15, Spellcraft 16, Survival 9| Quicken Spell|Drift 5 (Red Batwings like the ones in the class picture for Geomancer- Fly speed of 60 average maneuverability), Spell Versatility 8

    16th| Geomancer |
    +12
    |
    +13
    |
    +4
    |
    +12
    | Concentration 19, Knowledge Arcana 16, Knowledge Geography 10, Knowledge Nature 16, Spellcraft 17, Survival 10|-|Drift 5 (Grow Unicorn horn- +4 Fort vs Poison and a Gore attack for 1d6 dmg), Ley Lines +3 (Forests), Spell Versatility 9

    17th|Escalation Mage|
    +12
    |
    +15
    |
    +4
    |
    +12
    | Concentration 20, Knowledge Arcana 16, Knowledge Geography 10, Knowledge Nature 16, Spellcraft 20, Survival 10|-|The Shade Within

    18th| Escalation Mage |
    +13
    |
    +16
    |
    +4
    |
    +12
    | Concentration 21, Knowledge Arcana 18, Knowledge Geography 10, Knowledge Nature 16, Spellcraft 21, Survival 10|Multispell|Escalation (Shadow Focus)

    19th| Escalation Mage |
    +13
    |
    +16
    |
    +5
    |
    +13
    | Concentration 22, Knowledge Arcana 20, Knowledge Geography 10, Knowledge Nature 16, Spellcraft 22, Survival 10|-|Escalation (Shadow Power)

    20th| Escalation Mage |
    +14
    |
    +17
    |
    +5
    |
    +13
    | Concentration 23, Knowledge Arcana 22, Knowledge Geography 10, Knowledge Nature 16, Spellcraft 23, Survival 10|-|Escalation (Shadow Growth)[/table]



    Spellcasting
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    Sorcerer Spells per day and Caster Level
    {table=head]Level ]| Base CL |0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    1st|3|6|5|-|-|-|-|-|-|-|-

    2nd|3|6|5|-|-|-|-|-|-|-|-

    3rd|3|6|5|-|-|-|-|-|-|-|-

    4th|3|6|5|-|-|-|-|-|-|-|-

    5th|3|6|5|-|-|-|-|-|-|-|-

    6th|5|6|6|4|-|-|-|-|-|-|-

    7th|6|6|6|5|3|-|-|-|-|-|-

    8th|7|6|6|6|4|-|-|-|-|-|-

    9th|8|6|6|6|5|3|-|-|-|-|-

    10th|9|6|6|6|6|4|-|-|-|-|-

    11th|10|6|6|6|6|5|3|-|-|-|-

    12th|15|6|6|6|6|6|4|-|-|-|-

    13th|16|6|6|6|6|6|5|3|-|-|-

    14th|17|6|6|6|6|6|6|4|-|-|-

    15th|18|6|6|6|6|6|6|5|3|-|-

    16th|19|6|6|6|6|6|6|6|4|-|-

    17th|20|6|6|6|6|6|6|6|5|3|-

    18th|21|6|6|6|6|6|6|6|6|4|-

    19th|22|6|6|6|6|6|6|6|6|5|3

    20th|23|6|6|6|6|6|6|6|6|6|4 [/table]


    Sorcerer Spells Known
    {table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    1st|Acid Splash, Detect Magic, Message, Silent Portal, Caltrops|Hail of Stones, Blood Wind, Fists of Stone|-|-|-|-|-|-|-|-

    2nd| Acid Splash, Detect Magic, Message, Silent Portal, Caltrops|Hail of Stones, Blood Wind, Fists of Stone|-|-|-|-|-|-|-|-

    3rd| Acid Splash, Detect Magic, Message, Silent Portal, Caltrops|Hail of Stones, Blood Wind, Fists of Stone|-|-|-|-|-|-|-|-

    4th| Acid Splash, Detect Magic, Message, Silent Portal, Caltrops|Hail of Stones, Blood Wind, Fists of Stone|-|-|-|-|-|-|-|-

    5th| Acid Splash, Detect Magic, Message, Silent Portal, Caltrops|Hail of Stones, Blood Wind, Fists of Stone|-|-|-|-|-|-|-|-

    6th| Acid Splash, Detect Magic, Message, Silent Portal, Caltrops, Read Magic | Hail of Stones, Blood Wind, Fists of Stone, Spell Flower |Combust, Wings of Cover|-|-|-|-|-|-|-

    7th| Acid Splash, Detect Magic, Message, Silent Portal, Caltrops, Read Magic | Hail of Stones, Blood Wind, Fists of Stone, Spell Flower |Combust, Wings of Cover |Arcane Maul|-|-|-|-|-|-

    8th| Acid Splash, Detect Magic, Message, Silent Portal, Caltrops, Read Magic | Hail of Stones, Blood Wind, Fists of Stone, Spell Flower, Disguise Self |Combust, Wings of Cover, Wraithstrike|Arcane Maul, Girallon’s Blessing|-|-|-|-|-|-

    9th| Acid Splash, Detect Magic, Message, Silent Portal, Caltrops, Read Magic, Prestidigitation, Arcane Mark | Hail of Stones, Blood Wind, Fists of Stone, Spell Flower, Disguise Self | Combust, Wings of Cover, Wraithstrike | Arcane Maul, Girallon’s Blessing |Wings of Flurry|-|-|-|-|-

    10th| Acid Splash, Detect Magic, Message, Silent Portal, Caltrops, Read Magic, Prestidigitation, Arcane Mark | Hail of Stones, Blood Wind, Fists of Stone, Spell Flower, Disguise Self | Combust, Wings of Cover, Wraithstrike, Alter Self | Arcane Maul, Girallon’s Blessing, Haste | Wings of Flurry , Firestride Exhalation|-|-|-|-|-

    11th| Acid Splash, Detect Magic, Message, Silent Portal, Caltrops, Read Magic, Prestidigitation, Arcane Mark, Amanuensis | Hail of Stones, Blood Wind, Fists of Stone, Spell Flower, Disguise Self | Combust, Wings of Cover, Wraithstrike, Alter Self | Arcane Maul, Girallon’s Blessing, Haste | Wings of Flurry , Firestride Exhalation |Arcane Fusion|-|-|-|-

    12th| Acid Splash, Detect Magic, Message, Silent Portal, Caltrops, Read Magic, Prestidigitation, Arcane Mark, Amanuensis | Hail of Stones, Blood Wind, Fists of Stone, Spell Flower, Disguise Self | Combust, Wings of Cover, Wraithstrike, Alter Self, Dimension Leap| Arcane Maul, Girallon’s Blessing, Haste, Dispel Magic | Wings of Flurry , Firestride Exhalation, Celerity | Arcane Fusion, Dragonsight |-|-|-|-

    13th| Acid Splash, Detect Magic, Message, Silent Portal, Caltrops, Read Magic, Prestidigitation, Arcane Mark, Amanuensis | Hail of Stones, Blood Wind, Fists of Stone, Spell Flower, Disguise Self | Combust, Wings of Cover, Wraithstrike, Alter Self, Dimension Leap | Arcane Maul, Girallon’s Blessing, Haste, Dispel Magic | Wings of Flurry , Firestride Exhalation, Celerity | Arcane Fusion, Dragonsight | Greater Dispel Magic|-|-|-

    14th| Acid Splash, Detect Magic, Message, Silent Portal, Caltrops, Read Magic, Prestidigitation, Arcane Mark, Amanuensis | Hail of Stones, Blood Wind, Fists of Stone, Spell Flower, Disguise Self | Combust, Wings of Cover, Wraithstrike, Alter Self, Dimension Leap | Arcane Maul, Girallon’s Blessing, Haste, Dispel Magic | Wings of Flurry , Firestride Exhalation, Celerity, Ruin Delver’s Fortune | Arcane Fusion, Dragonsight, Teleport | Greater Dispel Magic, True Seeing |-|-|-

    15th| Acid Splash, Detect Magic, Message, Silent Portal, Caltrops, Read Magic, Prestidigitation, Arcane Mark, Amanuensis | Hail of Stones, Blood Wind, Fists of Stone, Spell Flower, Disguise Self | Combust, Wings of Cover, Wraithstrike, Alter Self, Dimension Leap | Arcane Maul, Girallon’s Blessing, Haste, Dispel Magic | Wings of Flurry , Firestride Exhalation, Celerity, Ruin Delver’s Fortune | Arcane Fusion, Dragonsight, Teleport | Greater Dispel Magic, True Seeing |Force Cage|-|-

    16th| Acid Splash, Detect Magic, Message, Silent Portal, Caltrops, Read Magic, Prestidigitation, Arcane Mark, Amanuensis | Hail of Stones, Blood Wind, Fists of Stone, Spell Flower, Disguise Self | Combust, Wings of Cover, Wraithstrike, Alter Self, Dimension Leap | Arcane Maul, Girallon’s Blessing, Haste, Dispel Magic | Wings of Flurry , Firestride Exhalation, Celerity, Ruin Delver’s Fortune | Arcane Fusion, Dragonsight, Teleport, Wall of Force | Greater Dispel Magic, True Seeing, Contingency | Force Cage, Delayed Blast Fireball|-|-

    17th| Acid Splash, Detect Magic, Message, Silent Portal, Caltrops, Read Magic, Prestidigitation, Arcane Mark, Amanuensis | Hail of Stones, Blood Wind, Fists of Stone, Spell Flower, Disguise Self | Combust, Wings of Cover, Wraithstrike, Alter Self, Dimension Leap | Arcane Maul, Girallon’s Blessing, Haste, Dispel Magic | Wings of Flurry , Firestride Exhalation, Celerity, Ruin Delver’s Fortune | Arcane Fusion, Dragonsight, Teleport, Wall of Force | Greater Dispel Magic, True Seeing, Contingency | Force Cage, Delayed Blast Fireball |Greater Arcane Fusion|-

    18th| Acid Splash, Detect Magic, Message, Silent Portal, Caltrops, Read Magic, Prestidigitation, Arcane Mark, Amanuensis | Hail of Stones, Blood Wind, Fists of Stone, Spell Flower, Disguise Self | Combust, Wings of Cover, Wraithstrike, Alter Self, Dimension Leap | Arcane Maul, Girallon’s Blessing, Haste, Dispel Magic | Wings of Flurry , Firestride Exhalation, Celerity, Ruin Delver’s Fortune | Arcane Fusion, Dragonsight, Teleport, Wall of Force | Greater Dispel Magic, True Seeing, Contingency | Force Cage, Delayed Blast Fireball, Ironguard| Greater Arcane Fusion, Mindblank |-

    19th| Acid Splash, Detect Magic, Message, Silent Portal, Caltrops, Read Magic, Prestidigitation, Arcane Mark, Amanuensis | Hail of Stones, Blood Wind, Fists of Stone, Spell Flower, Disguise Self | Combust, Wings of Cover, Wraithstrike, Alter Self, Dimension Leap | Arcane Maul, Girallon’s Blessing, Haste, Dispel Magic | Wings of Flurry , Firestride Exhalation, Celerity, Ruin Delver’s Fortune | Arcane Fusion, Dragonsight, Teleport, Wall of Force | Greater Dispel Magic, True Seeing, Contingency | Force Cage, Delayed Blast Fireball, Ironguard | Greater Arcane Fusion, Greater Celerity | Foresight

    20th| Acid Splash, Detect Magic, Message, Silent Portal, Caltrops, Read Magic, Prestidigitation, Arcane Mark, Amanuensis | Hail of Stones, Blood Wind, Fists of Stone, Spell Flower, Disguise Self | Combust, Wings of Cover, Wraithstrike, Alter Self, Dimension Leap | Arcane Maul, Girallon’s Blessing, Haste, Dispel Magic | Wings of Flurry , Firestride Exhalation, Celerity, Ruin Delver’s Fortune | Arcane Fusion, Dragonsight, Teleport, Wall of Force | Greater Dispel Magic, True Seeing, Contingency | Force Cage, Delayed Blast Fireball, Ironguard | Greater Arcane Fusion, Greater Celerity, Mindblank | Foresight, Time Stop[/table]



    Paladin Spells per day and Caster Level
    {table=head]Level ]| Base CL|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    5th|2|0|-|-|-|-|-|-|-|-|-[/table]


    Story
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    To ordinary mortals, Sweet Brown has a lifetime left to live, but in her mind she has precious few years left. This personal reality greatly affects Sweet Brown’s general outlook on life. She doesn’t have time for anything trivial or outside her goal. If it doesn’t have anything to do with unlocking secret knowledge and magic then there is a good chance she doesn’t have time for it.



    Level Breakdown
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    Sweet Brown doesn’t have a single sweet spot because she is sweet all the way through.

    Lvl 5
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    Because Sweet Brown has the Sovereign Archetype- Loredrake (page 31 of Dragons of Eberron), she casts sorcerer spells 2 levels higher than her actual sorcerer lvl. This gives Sweet Brown a very powerful early game. At 5th, she casts as a 3rd lvl sorcerer and a 5th lvl pld. Her spells provide great damage and melee support making her strong as either a blaster or a front line. Her saves will continue to be amazing from divine grace.


    Lvl 10
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    Battle Blessing now combos with Spell Versatility 3 to allow Sweet Brown to cast any standard action or lower spell as a swift instead. This newfound action economy can be used for buffing while still being relevant in melee, or just nova’ing with spells, or any combination there in. Her Sorcerer casting is now equivalent to a 9th lvl sorcerer thanks to the addition of the greater draconic rite of passage added at 6th lvl. Her paladin casting is still as a 5th lvl paladin but she can use her sorcerer caster level when casting those spells.


    Lvl 15
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    Casting as a 14th lvl sorcerer and a 5th lvl pld. Spell Versatility now covers the highest lvl spells she can cast, allowing her to use the benefit on all her spells. Now she can deck herself out in armor and use spell versatility to ignore the arcane spell failure chance when casting sorcerer spells. Geomancer has given us more natural attacks and pounce in the first round. Her spell selection is starting to cover defenses as well as nuking and buffing melee.


    Lvl 20
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    Dragons of at least old age also can choose epic feats even if they have no class levels. Sweet Brown is a dragon and she is greater than old age, and she now qualifies for Multispell. This feat gives her an extra quickened spell per round. This makes battle blessing even more powerful than it was before. She can do a LOT of different spell combos at this point. Foresight, Celerity, Greater Celerity, Arcane Fusion, Greater Arcane Fusion, and Time Stop in conjunction with battle blessing making her spells mostly swift actions and Multispell allowing her an extra swift per round, she has superior action economy. At this point her combinations of tricks are just too long to list.
    Escalation mage combos even further by allowing her to essentially sudden empower or sudden widen 4 spells a day.



    Magic Items
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    Magic items aren’t as important on this build, however, Charisma increases and wisdom increases would all be helpful.
    Wands of Fell the Greatest Foe would be efficient and powerful buys. She can cast them thanks to her paladin lvls and with her slight build racial ability she can treat herself as tiny for the purposes of the spell.
    Other than that, just standard items will do fine.


    Sources
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    Player’s Handbook
    Magic of Eberron
    Secrets of Sarlona
    Player’s Handbook II
    Draconomicon
    Dragon Magic
    Races of the Dragon
    Complete Divine
    Spell Compendium
    Complete Warrior
    Dragons of Eberron (Loredrake)
    Unearthed Arcana
    Faiths of Eberron
    Kobold Web Enhancementhttp://www.wizards.com/default.asp?x=dnd/we/20060420a
    Iron Chef in the Playground veteran since Round IV. Play as me!


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  16. - Top - End - #166
    Firbolg in the Playground
     
    NecromancerGuy

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    Default Re: Iron Chef Optimization Challenge in the Playground XLI

    I believe that's the last of them. Ready, judges? Go!

    EDIT: So, immediately after I asked for folks to refrain from posting in the thread, someone posted? Really?
    Last edited by Amphetryon; 2013-01-20 at 08:15 AM.
    Iron Chef in the Playground veteran since Round IV. Play as me!


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  17. - Top - End - #167
    Bugbear in the Playground
     
    Imp

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    Default Re: Iron Chef Optimization Challenge in the Playground XLI

    It was everything i thought it would be and more.

  18. - Top - End - #168
    Barbarian in the Playground
     
    GreenSerpent's Avatar

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    Default Re: Iron Chef Optimization Challenge in the Playground XLI

    My internet has been playing up recently. Snow's been messing things up, and messages have been taking several minutes to get through (last night it was taking five minutes to load up GiTP).

    Sorry!
    Illumian Dread Necromancer Lich avatar by Tinymushroom.
    Quote Originally Posted by Bloodgruve View Post
    Really though, how effin scary would the beach be if an octopus could launch itself outta the water at a 200' move speed every 6 seconds. I'd never go to the beach again... I thought flying sharks were scary...

    Blood~

  19. - Top - End - #169
    Ettin in the Playground
     
    thethird's Avatar

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    Default Re: Iron Chef Optimization Challenge in the Playground XLI

    So since I ended not having time to finish the (two) builds that I was working with can I share the progression of them? Or would it be considered rude to the contestants?

    Also.. good job everyone! There were some great ideas in there that I really liked and probably would have never thought of them.

  20. - Top - End - #170
    Bugbear in the Playground
     
    Imp

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    Default Re: Iron Chef Optimization Challenge in the Playground XLI

    Quote Originally Posted by thethird View Post
    So since I ended not having time to finish the (two) builds that I was working with can I share the progression of them? Or would it be considered rude to the contestants?

    Also.. good job everyone! There were some great ideas in there that I really liked and probably would have never thought of them.
    I'm not "in charge" or anything, but there is usually a lifetime of waiting before the judges post scores and the chat usually meanders around all over the place at this point as we all try to pretend that time is not crawling. So it is probably ok to share your builds.

    But I would give Amph a private message asking him cuz he kinda runs the place and could tell you for sure if its ok or not.

  21. - Top - End - #171
    Bugbear in the Playground
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    Default Re: Iron Chef Optimization Challenge in the Playground XLI

    My entry did not make an appearence. A simple oversight, I'm sure.

  22. - Top - End - #172
    Firbolg in the Playground
     
    NecromancerGuy

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    Default Re: Iron Chef Optimization Challenge in the Playground XLI

    To any and all who did not see their build posted: I have gone through my inbox again, and find no more submissions. I apologize for any apparent glitches that would have prevented them from reaching me, but they are unfortunately out of my control. I have not ever intentionally withheld or deleted a viable submission.
    Iron Chef in the Playground veteran since Round IV. Play as me!


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  23. - Top - End - #173
    Bugbear in the Playground
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    Default Re: Iron Chef Optimization Challenge in the Playground XLI

    Outbox

    IC: Geomancer; sent 12:43 1-8-2013

  24. - Top - End - #174
    Troll in the Playground
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    Default Re: Iron Chef Optimization Challenge in the Playground XLI

    Wow, 17 builds... The judges are going to have their work cut out for them. I think that's the most there has been since I've started ICing except for possibly Shadowdancer.

    My thought for a build that I ended up discarding was Druid 5/Demonologist 2/Blighter 3/Geomancer 10, with a "steal from nature" theme. Fun idea but the execution was kinda meh, so I dropped it. Anyhow, I'm happy with my entry, and from scanning these (haven't done more than glance over the build tables so far) there's a lot of very good stuff here!
    Optimization Showcase in the Playground

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    IC LXXVI: Talos
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  25. - Top - End - #175
    Firbolg in the Playground
     
    NecromancerGuy

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    Default Re: Iron Chef Optimization Challenge in the Playground XLI

    Quote Originally Posted by WinWin View Post
    Outbox

    IC: Geomancer; sent 12:43 1-8-2013
    I'm not doubting you; I wasn't doubting you with the previous comment either. It's not in my inbox, though, and I never knowingly deleted it.
    Iron Chef in the Playground veteran since Round IV. Play as me!


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  26. - Top - End - #176
    Ettin in the Playground
     
    thethird's Avatar

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    Default Re: Iron Chef Optimization Challenge in the Playground XLI

    The two builds that I had in mind were kinda weird.

    One was wildshape ranger 5 / spellthief 1 / Daggerspell shapper 4 / Geomancer 10

    Focusing on wildshape for combat (and adding a lot of natural weapons through geomancer), and using sword of the arcane order for accessing arcane spells. The cheesiest part was using spellversatility with steal spell to steal caster level from other casters, be it allies or enemies.

    The other one was favored soul 4 / Geomancer 7 / Spellguard of Silverymoon 4 / Warweaver 5

    Combining the ACF of the favored soul that grants temporary bonus hit points to the favored soul spells, the geomancer ability to make those spells count as arcane, the spellguard ability to cast spells with a personal range that grant hit points with a range of touch and the warweaver ability to cast touch spells at the whole party at once.

    So the point was buffing everyone at once with the cheesy personal buffs of the cleric. Problem though that feats were REALLY tight and it required a specific reading of spell versatility.

  27. - Top - End - #177
    Barbarian in the Playground
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    Default Re: Iron Chef Optimization Challenge in the Playground XLI

    Scrubbadubdub
    Last edited by Seer_of_Heart; 2013-01-20 at 09:51 AM.

  28. - Top - End - #178
    Titan in the Playground
     
    Dusk Eclipse's Avatar

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    Default Re: Iron Chef Optimization Challenge in the Playground XLI

    My build ideas was Marrulurk, Duskblade/Ur-Priest/ Suel Arcanamach in a steal power from nature/gods to return the Marru; but just before I started typing I asked myself... what does Marrulurk gives the build? And I came with nothing....
    Just call me Dusk
    Avatar by Ceika

    Dming: Eyes of the Lich Queen IC OOC


  29. - Top - End - #179
    Firbolg in the Playground
     
    NecromancerGuy

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    Default Re: Iron Chef Optimization Challenge in the Playground XLI

    Reminder: Please refrain from comments that allow people to guess which build you may or may not have submitted.
    Iron Chef in the Playground veteran since Round IV. Play as me!


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  30. - Top - End - #180
    Barbarian in the Playground
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    Default Re: Iron Chef Optimization Challenge in the Playground XLI

    Quote Originally Posted by Amphetryon View Post
    Reminder: Please refrain from comments that allow people to guess which build you may or may not have submitted.
    Oh yeah, sorry I'll scrub my post now

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