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  1. - Top - End - #31
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    Planetar

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    Default Re: Iron Chef Optimisation Challenge in the Playground XCV

    Quote Originally Posted by weckar View Post
    So this is basically one of my favorite classes ever*. Grabbing popcorn.

    *Right up there with the renegarde mastermaker
    Back once again with the ill behaviour?

  2. - Top - End - #32
    Ogre in the Playground
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    Default Re: Iron Chef Optimisation Challenge in the Playground XCV

    I'm sorry? What did I do?

  3. - Top - End - #33
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    Thurbane's Avatar

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    Default Re: Iron Chef Optimisation Challenge in the Playground XCV

    Quote Originally Posted by Heliomance View Post
    I have a grand total of two entries in my inbox right now. Do y'all need some more time?
    TBH, after reading it more this class just isn't my cup of tea.

    I may judge, depending on my free time and number of entries...

  4. - Top - End - #34
    Ogre in the Playground
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    Default Re: Iron Chef Optimisation Challenge in the Playground XCV

    I've really tried making the class work, but no matter what I try, I suffer from either making the prc feel tacked on, or run into issues with illegality

  5. - Top - End - #35
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    Default Re: Iron Chef Optimisation Challenge in the Playground XCV

    Quote Originally Posted by weckar View Post
    I'm sorry? What did I do?
    It's a song lyric. Don"t worry about it. That class name always reminds me of the song. (Renegade Master)

    - Back once again for the renegade master
    - D4 damager, with the ill behavior

  6. - Top - End - #36
    Ogre in the Playground
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    Default Re: Iron Chef Optimisation Challenge in the Playground XCV

    Okay! That was a tad shocking and confusing out of context (not knowing the lyric at all)

    I was like, "what'd I ever do to get you all riled?"

  7. - Top - End - #37
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    WhamBamSam's Avatar

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    Default Re: Iron Chef Optimisation Challenge in the Playground XCV

    Build in. I can really only hope that there's enough competition for a meaningful HM.

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

    Nick Snarespan - Gold - IC LIII

    Lucy "Legs" Silvertail - Bronze - IC LXVIII

    Bolfarg of Knoss - Gold - IC LXXVII

    Ivarr Deathborn - Bronze - IC LXXVII

    Ahmtel - Silver - IC LXXVIII

    Tocke of Nessus - Gold - IC LXXIX

    The Blessed Third - Silver - IC LXXXI

    Galahad Galapagos - Gold - IC LXXXIV

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

  8. - Top - End - #38
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    RogueGuy

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    Default Re: Iron Chef Optimisation Challenge in the Playground XCV

    I need two more days

  9. - Top - End - #39
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    RogueGuy

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    Default Re: Iron Chef Optimisation Challenge in the Playground XCV

    In! Thanks for waiting everybody

  10. - Top - End - #40
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    MonkGirl

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    Default Re: Iron Chef Optimisation Challenge in the Playground XCV

    I love this PrC way too much but optimizing is not a skill of mine so I'll look forward to what others do.
    Minister of sarcasm and pragmatism of the Grayview fanclub.

    No, none of us were altering the unimutable laws of physics. That would be wrong.

  11. - Top - End - #41
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    RogueGuy

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    Default Re: Iron Chef Optimisation Challenge in the Playground XCV

    Quote Originally Posted by TerrickTerran View Post
    I love this PrC way too much but optimizing is not a skill of mine so I'll look forward to what others do.
    Its not easy to optimize around.

  12. - Top - End - #42
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    Default Re: Iron Chef Optimisation Challenge in the Playground XCV

    Let's get some entries coming in here! Many apologies for the delay.

    Quote Originally Posted by Master Barclay
    Master Barclay

    CG Lantan Human Expert 1/Wu Jen 4/Gnome Artificer 2/Wu Jen +1/Alchemist Savant 4/Gnome +8

    Spoiler: Background
    Show

    Barclay was born different from the others, in many ways. First and foremost he was born into House Cannith's embassy in Lantan, as a son to the Ambassador. Like his parents, and their parents before them, he had the Mark of Making. While other kids were outside playing Bandits and The Watch, he was inside studying in the lab. His parents hinted at some obscure heritage as well, but it was lost to the sands of time, really more of a mystery than anything. Always he would face East, towards "The House" as his parents referred to it. The House being the seat of power of House Cannith in the land of Eberron, far away.

    When it was discovered that he could also wield the cosmic force, a mentor was found for him, and his path diverged slightly. Eventually he took mastery of both paths and combined them together following the path of the Gnomish Artificer and the Savant, some of whom were in his parents employ. His aptitude for the magickal, the mundane, and the alchemical combined to make him a feared opponent, and a stalwart companion as well.

    Always he studied, and in doing so rose above all others. In time surpassing his parents and himself becoming the Master of the House. When not required in his official capacity, he can often be found in his laboratory, surrounded by bits and bobs, knee deep in a pile of flasks and vials of all sorts. It is dangerous to approach him unaware, just last week a young apprentice was maimed horribly when playing a prank. Barclay's 'companion' had up and thrown a particularly nasty vial of poison that had been combined with Luhix. It's doubtful he'll live at this point, or want to if he does.


    Spoiler: Build
    Show

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Expert +0 +0 +0 +2 Concentration 4, Craft-Alchemy 4, Craft-Weaponsmithing 4, Craft-Blacksmithing 4, Craft-Armorsmithing 4, Disable Device 4, Knowledge -Architecture/Engineering 4, Profession-Apothecary 4, Spellcraft 4, UMD 4 Lightning Reflexes, (B) Least Dragonmark - Mark of Making Sweet Skill Selection
    2nd Wu Jen +0 +0 +0 +4 Conc 5, Craft-Alch 5, Craft-Weapon 5, Know 5, Profession 5, Spellcraft 5, cc-UMD 4.5 (B) metamagic feat Watchful Spirit, Spells
    3rd Wu 2 +1 +0 +0 +5 Conc 6, Craft-alch/weapon 6, Know 6, Profession 6, Spellcraft 6, cc-UMD 5 Skill Focus - Craft: Armorsmithing -
    4th Wu 3 +1 +1 +1 +5 Conc 7, Craft-alch/weapon 7, Know 7, Profession 7, Spellcraft 7, cc-UMD 5.5 - Spell Secret -Extend Spell Alter Self
    5th Wu 4 +2 +1 +1 +6 Conc 8, Craft-alch/weapon 8, Know 8, Profession 8, Spellcraft 8, cc-UMD 6 - -
    6th Gnomish Artificer +2 +1 +3 +6 Conc 9, Craft-alch 9, Craft-Armor 5, Know 9, Profession 9, Search 4 Brew Potion Artificer Item, Device Powers
    7th Gnome 2 +3 +1 +4 +6 Conc 10, Craft-alch 10, Craft-Armor 6, Know 10, Profession 10, Search 6, cc-UMD 7 - Bonus Item (Launch Item)
    8th Wu 5 +3 +1 +4+ +6 Conc 11, Craft-Alch 11, Craft-armor 7, Profession 11, Spellcraft 10, cc-Search 7 - -
    9th Alchemist Savant +3 +3 +4 +6 Conc 12, Craft-Alch 12, Craft Armor 10, Spellcraft 11, cc-UMD 8 Natural Heavyweight Efficient Alchemy, Poison Use, +1 spellcasting
    10th Alchemist2 +4 +4 +4+ 6 Conc 13, Craft-Alch/Armor 13, Profession 13, Spellcraft 12 - Brew Spellvial, +1 Spellcasting
    11th Alchemist3 +4 +4 +5 +7 Conc 14, Craft-Alch/Armor 14, Profession 14, Spellcraft 14, cc-UMD 7 - Efficient 2, +1 spellcasting
    12th Alchemist4 +5 +5 +5 +7 Conc 15, Craft-Alch/Armor 15, Craft-Weapon 11, Profession 15, Spellcraft 15 Grenadier Create Alchemical Mixture, +1 Spellcasting
    13th Gnomish 3 +6 +6 +5 +8 Conc 16, Craft-Alch/Armor 16, Craft-Blacksmith 5, Craft-Weapon 12, Disable Device 5, Know 11, Profession 16, Search 8, cc-UMD 9 (B) Skill Focus - Disable Device -
    14th Gnomish 4 +7 +6 +6 +8 Conc 17, Craft-Alch/Armor 17, Craft-Blacksmith 6, Craft-Weapon 13, Disable 6, Know 12, Profession 17, Search 10 - Bonus Item (Shatter)
    15th Gnomish 5 +7 +6 +6 +8 Conc 18, Craft-Alch/Armor 18, Craft-Blacksmith 7, Craft-weapon 14, Disable Device 7, Know 13, Profession 18, cc-UMD 10 Lesser Dragonmark Salvage
    16th Gnomish 6 +8 +7 +7 +9 Conc 19, Craft-Alch/Armor 19, Craft-Blacksmith 8, Craft-weapon 15, Disable Device 9, Know-Eng 14, Profession 19 - Bonus Item (Fly)
    17th Gnomish 7 +9 +7 +7 +9 Conc 20, Craft-Alch 20/20, Craft-Blacksmith 10, Craft-weapon 16, Disable Device 12, Know-Eng 15, Profession 20 - Prototype
    18th Gnomish 8 10 +7 +8 +9 Conc 21, Craft-Alch/Armor 21, Craft-Blacksmith 11, Craft-weapon 17, Disable Device 14, Know-Eng 16, Profession 21, cc-UMD 11 Greater Dragonmark Bonus Item (Shout)
    19th Gnomish 9 +10 +8 +8 +10 Conc 22, Craft-Alch/Armor 22, Craft-Blacksmith 12, Craft-weapon 18, Disable Device 15, Know-Eng 17, Profession 22, Search 13 - Shadow Effect
    20th Gnomish 10 +11 +8 +9 +10 Conc 23, Craft-Alch/Armor 23, Craft-Blacksmith 13, Craft-weapon 19, Disable Device 16, Know-Eng 18, Profession 23, Search 14, cc-UMD 12 - Bonus Item (Solid Fog)



    Spoiler: Spells
    Show


    Spells per Day/Spells Known
    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    2nd 3 1 - - - - - - - -
    3rd 4 2 - - - - - - - -
    4th 4 2 1 - - - - - - -
    5th 4 3 2 - - - - - - -
    8th 4 3 2 1 - - - - - -
    9th 4 3 3 2 - - - - - -
    10th 4 4 3 2 1 - - - - -
    11th 4 4 3 3 2 - - - - -
    12th 4 4 4 3 2 1 - - - -

    Bonus Spells per day:
    1 to 7: 1-2, 2-1, 3-1, 4-1, 5-1
    8 to 15: 1-2, 2-2, 3-1, 4-1, 5-1, 6-1
    16 to 20: 1-2, 2-2, 3-2, 4-1, 5-1, 6-1, 7-1

    Spells Known:
    2: 0=all, 1=7
    3: 0=all, 1=9
    4: 0=all, 1=9, 2=2
    5: 0=all, 1=9, 2=4
    8: 0=all, 1=9, 2=4, 3=2
    9: 0=all, 1=9, 2=4, 3=4
    10: 0=all, 1=9, 2=4, 3=4, 4=2
    11: 0=all, 1=9, 2=4, 3=4, 4=4
    12: 0=all, 1=9, 2=4, 3=4, 4=4, 5=2

    Wu Spells Known:
    1: Animate Wood, Charm Person, Comprehend Languages, Elemental Burst, Fiery Eyes, Magic Missile, Protection from Evil, Silent Image, Unseen Servant
    2: Alter Self, Invisibility, Knock, Spider Climb
    3: Dispel Magic, Gaseous Form, Haste, Terra Cotta Warrior
    4: Dimension Door, Greater Invisibility, Rusting Grasp, Water to Poison
    5: Baleful Polymorph, Teleport


    Spoiler: Breakdown
    Show

    Point Buy: STR 8 DEX 12 CON 12 INT 18 WIS 14 CHA 10
    all points into INT

    HP: 11d6+9d4+20

    5: Expert gets rid of all the skill pre-reqs in one level (minus the req of 8 ranks in a craft skill) and sets up the rest of the build. 3 of 4 feat taxes paid off, and 4 ranks into our primary casting class of Wu Jen which synergizes w/ the need for a high INT character. A Wu Jen can copy spells from another Wu Jen just like a wizard, and this mechanic works with that of the SI, see errata section, to expand the device powers list, (meaning 2 additional device powers can be added to the list at each level gained in the SI, these 2 powers are in addition to those known on the class’s table!).

    10: First 2 ranks of the SI, another of Wu Jen to qualify for Alchemist Savant of which we also are 2 ranks deep. Natural Heavyweight allows the carrying of more gear, important for a low STR crafter of bulky items. Alch Savant allows the faster creation of what is basically our ammunition, and will in the next block allow us to combine 2 effects into one “shot”.

    15: Finish Alch Savant and move into the rest of Gnomish. Can now combine 2 effects per shot and have likely crafted a Packmate Homonculous by now, which while basically is a handy haversack, can also be an emergency potion distributor, and also throw another vial per round as well. (Sir-not-appearing-in-this-build: it lists that you have telepathy with the homonculous, but gives no range specifically beyond what readying a potion requires, meaning you could probably create one of these and then have freely met the pre-req for Mindsight, use at your own risk! ) The choices in the build table for the bonus devices reflect the base powers known in the book, but can be expanded upon based on the errata. There are A LOT of 2nd level powers/spells that we can make devices out of, not just for ourselves but to increase the functionality/adaptability of the rest of the party.

    20: Finishing off the SI means a 5th bonus item and the ability to “FINALLY” use the shadow components that have been used already possibly with the bonus item’s wording, or by using the power known via another source with the learning mechanic. With 39 base device powers known, we’d have to go pretty far to find something needed for a prototype device, but could still utilize that for. The text of that ability states it must be on the device powers known list, but that is expanded of course by the errata, yet another contradiction in the class.

    The core device power used, by yourself, is primarily Launch Item, but of course expands as needed. Our basic device will shoot the alchemical potions/oils/poisons/drugs made whether they be vials, spellvials, or alchemical mixes at ranges bordering on massively abusive. (400ft +40/lvl). And our stock can be quickly replaced with just a little downtime.


    Spoiler: errata for G. Artificer
    Show

    states you can research device powers as if they were spells, so therefore should be able to “know” all Wu Jen Spells of all levels available over time. Therefor you should be able to create items for those spells not used as primary casting which are those listed above. Theoretically, you could extend this to all spells of up to 4ths in the game dependent upon the interpretation of access (and this would negate the 7th level class ability of Prototype, and the 9th lvl Shadow Effect ability by allowing you to then apply a normal Fly spell as soon as you had access to 3rds or Level 8 of this build). If you allowed this RAW/RAI ruling, then you could step out of Gnome Artificer entirely at lvl 7 as that allows you access to 4ths, thus negating the need to continue in the class at all. Picking up say 3 more levels of Wu Jen for this build would mean access to 6th lvl spells and the Elemental Mastery class feature (which would pair nicely w/ Spell Thematics), and an additional Spell Secret. Making even a sample list of this would be exhaustive beyond the token one below:

    Level 1 items w/ any spell access: Power Word: Pain
    Level 2: Glitterdust, Wings of Cover, Lastai’s Caress, Silence, Rope Trick, Guidance of the Avatar, Masochism, Sadism, Fangs of the Vampire King, Lahm’s Finger Darts, Heroics, Touch of Idiocy
    Level 3: Shivering Touch, Venomfire
    Level 4: Orb Spell line, Psychic Reformation, Friendly Fire, Celerity, Assay Resistance, Enhance Wild Shape, Morality Undone

    Treating device powers research as spells (PHB 182) means that at each level of the SI, we can add 2 powers/spells known IN ADDITION to those numbers listed on the device powers known table, IN ADDITON to any he has purchased from another Artificer, really there’s no limit beyond available gold/time.

    So our actual powers known list by Gnome Artificer level looks more like:
    1: 0-4, 1-4
    2: 0-5, 1-6
    3: 0-5, 1-7, 2-3
    4: 0-6, 1-7, 2-6
    5: 0-6, 1-8, 2-6, 3-3
    6: 0-7, 1-8, 2-7, 3-6
    7: 0-7, 1-9, 2-7, 3-6, 4-3
    8: 0-8, 1-9, 2-8, 3-7, 4-6
    9: 0-8, 1-9, 2-8, 3-7, 4-8
    10: 0-9, 1-9, 2-9, 3-8, 4-11

    A significant improvement. 39 spells known aside from those copied/purchased from another source.

    Likewise, as posted in thread, spells that have swift action casting times would replace the standard action activation in the class listing, so you could theoretically create a mass of those to further increase your in combat ability or those of your party members. Opening up to any 4th spell in the game also means your support abilities go WAY up in relation to your party then previously available)




    Spoiler: Misc
    Show

    Bonus Item specifically states you can acquire an item of any device power you know. It does not state that you have to be able to “cast” that power at the time you gain the item. In this way, we can acquire an item with Fly for example before attaining the 9th rank in the class where we can actually “cast” that power as normal. In this case, you can gain a fly device 3 levels before the class allows you to use fly in a device yourself.

    Packmate Homonculous:
    MoE 152, basically you make a semi sentient chest to follow you around and retrieve potions for you, feed you a cure potion if you fall, and even to throw another potion/splash weapon each round as well. While you don’t have the requisite spells, you can UMD them from a wand/scroll.
    Least Dragonmark: Mark of Making – make whole 1/day and +2 on craft checks
    Lesser (requires 9 ranks in 2 skills) – minor creation 1/day and least +1/day
    Greater (req 12 ranks in 2 skills) – fabricate 1/day and least/lesser +1/day

    bags of holding, belts of many pockets, packmates, handy haversacks, etc etc. all the things that you can shove things into and then transport them are useful to any of the builds in this round, even more so with the brew potion feat allowing us to stockpile those as well. the better to keep old devices until you want to "recharge" them or scrap them for materials. Hell, lets stuff an alchemists lab into one and carry that around for even more ++crafting goodness.

    Only reaching 5th lvl spells in this build, but most of them are self-target so the lower CL isn't as much of an issue as would otherwise be. Primarily our devices are used as a rifle for ourselves, or take up any number of locations for our buddies based off what is being made.

    the various Craft skills, combined w/ device powers also allow weapons and armor (and other things) to be created, even if it is bulky.

    10, 12, and 17 are the sweet spots in this build



    Spoiler: Sources
    Show

    Complete Arcane: Wu Jen
    Eberron Campaign Setting: Dragonmark stuff
    Magic of Eberron: Alchemist Savant, Packmate Homonculous
    Magic of Faerun: Gnome Artificer
    PHB: Human, Feats
    PHB2: Grenadier
    Planar Handbook: Natural Heavyweight

    http://www.d20srd.org/srd/npcClasses/expert.htm
    http://www.d20srd.org/srd/feats.htm#brewPotion
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    Quote Originally Posted by Kalirren View Post
    The only person in the past two pages who has known what (s)he has been talking about is Heliomance.
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  13. - Top - End - #43
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    Heliomance's Avatar

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    Default Re: Iron Chef Optimisation Challenge in the Playground XCV

    The great thing about being me is... there are so many mes!

    Quote Originally Posted by Maladrax SeDuplicus
    Maladrax SeDuplicus



    Race: Lantanese Human
    Build Stub: Ardent 2/Beguiler 1/Ardent +2/Lantanese Artificer 7/Ardent +3/Lantanese Artificer +3/Ardent +2
    Multiclass Penalty: No.
    Languages: Common, Lantanese, Gnome, Modron
    Alignment: NE
    Ability Scores:
    Ability Score Racial (Points) Increases
    Strength 10 (2)
    Dexterity 14 (6)
    Constitution 14 (6)
    Intelligence 14 (6)
    Wisdom 16 (10) 4th/8th/12th/16th/20th
    Charisma 10 (2)

    Spoiler: Build Progression
    Show

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Ardent 1 +0 +0 +0 +2 Craft:Alchemy 3, Craft:Armorsmith 4, Craft:Gemcutting 2, Craft:Weaponsmith 4, Profession:Engineer 3, Psicraft 4 Lightning Reflexes, Hidden Talent (synchronicity) Assume Psionic Mantle: Energy, Assume Psionic Mantle: Freedom
    2nd Ardent 2 +1 +0 +0 +3 Craft:Alchemy 3, Craft:Armorsmith 4, Craft:Gemcutting 4(+2), Craft:Weaponsmith 5(+1), Know:Arch&Eng 2(+2), Profession:Engineer 3, Psicraft 4 Assume Psionic Mantle: Magic
    3rd Beguiler 1 +1 +0 +0 +5 Craft:Alchemy 3, Craft:Armorsmith 4, Craft:Gemcutting 4, Craft:Weaponsmith 5, DisableDevice 2(+2), Know:Arch&Eng 2, Profession:Engineer 3, Psicraft 4, Search 1(+1), Spellcraft 4(+4) Skill Focus (Craft:Weaponsmith) Armored Mage, Trapfinding
    4th Ardent 3 +2 +1 +1 +5 Concentration 1(+1), Craft:Alchemy 3, Craft:Armorsmith 4, Craft:Gemcutting 4, Craft:Weaponsmith 7(+2), DisableDevice 2, Know:Arch&Eng 4(+2), Profession:Engineer 3, Psicraft 4, Search 1, Spellcraft 4
    5th Ardent 4 +3 +1 +1 +6 Concentration 5(+4), Craft:Alchemy 3, Craft:Armorsmith 4, Craft:Gemcutting 4, Craft:Weaponsmith 8(+1), DisableDevice 2, Know:Arch&Eng 4, Profession:Engineer 3, Psicraft 4, Search 1, Spellcraft 4
    6th Lantanese Artificer 1 +3 +1 +3 +6 Concentration 9(+4), Craft:Alchemy 3, Craft:Armorsmith 4, Craft:Gemcutting 4, Craft:Weaponsmith 9(+1), DisableDevice 3(+1), Know:Arch&Eng 4, Profession:Engineer 3, Psicraft 4, Search 2(+1), Spellcraft 4 Linked Power Artificer Item
    7th Lantanese Artificer 2 +4 +1 +4 +6 Concentration 10(+1), Craft:Alchemy 3, Craft:Armorsmith 4, Craft:Gemcutting 4, Craft:Weaponsmith 10(+1), DisableDevice 5(+2), Know:Arch&Eng 4, Profession:Engineer 3, Psicraft 4, Search 5(+3), Spellcraft 4 Bonus Item
    8th Lantanese Artificer 3 +5 +2 +4 +7 Concentration 11(+1), Craft:Alchemy 3, Craft:Armorsmith 4, Craft:Gemcutting 4, Craft:Weaponsmith 11(+1), DisableDevice 7(+2), Know:Arch&Eng 4, Profession:Engineer 3, Psicraft 4, Search 8(+3), Spellcraft 4 Skill Focus (Disable Device)
    9th Lantanese Artificer 4 +6 +2 +5 +7 Concentration 12(+1), Craft:Alchemy 3, Craft:Armorsmith 4, Craft:Gemcutting 4, Craft:Weaponsmith 12(+1), DisableDevice 10(+3), Know:Arch&Eng 4, Profession:Engineer 3, Psicraft 4, Search 10(+2), Spellcraft 4 Practiced Manifester Bonus Item
    10th Lantanese Artificer 5 +6 +2 +5 +7 Concentration 13(+1), Craft:Alchemy 3, Craft:Armorsmith 4, Craft:Gemcutting 4, Craft:Weaponsmith 13(+1), DisableDevice 12(+2), Know:Arch&Eng 4, Profession:Engineer 3, Psicraft 4, Search 13(+3), Spellcraft 4 Salvage Item
    11th Lantanese Artificer 6 +7 +3 +6 +8 Concentration 14(+1), Craft:Alchemy 3, Craft:Armorsmith 4, Craft:Gemcutting 4, Craft:Weaponsmith 14(+1), DisableDevice 14(+2), Know:Arch&Eng 4, Listen 2(+2), Profession:Engineer 3, Psicraft 4, Search 14(+1), Spellcraft 4 Bonus Item
    12th Lantanese Artificer 7 +8 +3 +6 +8 Concentration 15(+1), Craft:Alchemy 3, Craft:Armorsmith 4, Craft:Gemcutting 4, Craft:Weaponsmith 15(+1), DisableDevice 15(+2), Know:Arch&Eng 4, Listen 5(+3), Profession:Engineer 3, Psicraft 4, Search 15(+1), Spellcraft 4 Practiced Spellcaster Prototype
    13th Ardent 5 +8 +3 +6 +8 Concentration 16(+1), Craft:Alchemy 3, Craft:Armorsmith 4, Craft:Gemcutting 4, Craft:Weaponsmith 16(+1), Diplomacy 3(+3), DisableDevice 15, Know:Arch&Eng 4, Listen 5, Profession:Engineer 3, Psicraft 4, Search 15, Spellcraft 4 Assume Psionic Mantle: Life
    14th Ardent 6 +9 +4 +7 +9 Concentration 17(+1), Craft:Alchemy 3, Craft:Armorsmith 4, Craft:Gemcutting 4, Craft:Weaponsmith 17(+1), Diplomacy 6(+3), DisableDevice 15, Know:Arch&Eng 4, Listen 5, Profession:Engineer 3, Psicraft 4, Search 15, Spellcraft 4
    15th Ardent 7 +10 +4 +7 +9 Concentration 18(+1), Craft:Alchemy 3, Craft:Armorsmith 4, Craft:Gemcutting 4, Craft:Weaponsmith 18(+1), Diplomacy 9(+3), DisableDevice 15, Know:Arch&Eng 4, Listen 5, Profession:Engineer 3, Psicraft 4, Search 15, Spellcraft 4 Expanded Knowledge (Fission)
    16th Lantanese Artificer 8 +11 +4 +9 +9 Concentration 18, Craft:Alchemy 3, Craft:Armorsmith 4, Craft:Gemcutting 4, Craft:Weaponsmith 19(+1), Diplomacy 9, DisableDevice 17(+2), Know:Arch&Eng 4, Listen 5, Profession:Engineer 3, Psicraft 4, Search 17(+2), Spellcraft 4 Bonus Item
    17th Lantanese Artificer 9 +11 +5 +9 +10 Concentration 18, Craft:Alchemy 3, Craft:Armorsmith 4, Craft:Gemcutting 4, Craft:Weaponsmith 20(+1), Diplomacy 9, DisableDevice 19(+2), Know:Arch&Eng 4, Listen 5, Profession:Engineer 3, Psicraft 4, Search 19(+2), Spellcraft 4 Shadow Effect
    18th Lantanese Artificer 10 +12 +5 +10 +10 Concentration 18, Craft:Alchemy 3, Craft:Armorsmith 4, Craft:Gemcutting 4, Craft:Weaponsmith 21(+1), Diplomacy 9, DisableDevice 21(+2), Know:Arch&Eng 4, Listen 5, Profession:Engineer 3, Psicraft 4, Search 21(+2), Spellcraft 4 Psionic Meditation Bonus Item
    19th Ardent 8 +13 +5 +10 +11 Concentration 18, Craft:Alchemy 3, Craft:Armorsmith 4, Craft:Gemcutting 4, Craft:Weaponsmith 21, Diplomacy 14(+5), DisableDevice 21, Know:Arch&Eng 4, Listen 5, Profession:Engineer 3, Psicraft 4, Search 21, Spellcraft 4
    20th Ardent 9 +13 +6 +11 +11 Concentration 18, Craft:Alchemy 3, Craft:Armorsmith 4, Craft:Gemcutting 4, Craft:Weaponsmith 21, Diplomacy 19(+5), DisableDevice 21, Know:Arch&Eng 4, Listen 5, Profession:Engineer 3, Psicraft 4, Search 21, Spellcraft 4


    Spoiler: Powers, Spells, and Devices
    Show


    Ardent Powers
    Level PP/Day Powers Known Mantles New Powers
    1st 3 2+1 Energy (1), Freedom (1), Other (1) energy ray, dimension hop, synchronicity (Hidden Talent)
    2nd 6 3+1 Energy (1), Freedom (1), Magic (1), Other (1) metaphysical weapon
    3rd 6 3+1 Energy (1), Freedom (1), Magic (1), Other (1) -
    4th 15 4+1 Energy (1), Freedom (2), Magic (1), Other (1) hustle
    5th 23 5+1 Energy (2), Freedom (2), Magic (1), Other (1) energy push
    6th 23 5+1 Energy (2), Freedom (2), Magic (1), Other (1) -
    7th 23 5+1 Energy (2), Freedom (2), Magic (1), Other (1) -
    8th 23 5+1 Energy (2), Freedom (2), Magic (1), Other (1) -
    9th 33 5+1 Energy (2), Freedom (2), Magic (1), Other (1) -
    10th 33 5+1 Energy (2), Freedom (2), Magic (1), Other (1) -
    11th 33 5+1 Energy (2), Freedom (2), Magic (1), Other (1) -
    12th 41 5+1 Energy (2), Freedom (2), Magic (1), Other (1) -
    13th 51 6+1 Energy (2), Freedom (2), Life (1), Magic (1), Other (1) psionic revivify
    14th 63 7+1 Energy (2), Freedom (2), Life (2), Magic (1), Other (1) psionic restoration
    15th 76 8+2 Energy (2), Freedom (3), Life (2), Magic (1), Other (2) psionic greater teleport, fission (Expanded Knowledge)
    16th 83 8+2 Energy (2), Freedom (3), Life (2), Magic (1), Other (2) -
    17th 83 8+2 Energy (2), Freedom (3), Life (2), Magic (1), Other (2) -
    18th 83 9+2 Energy (2), Freedom (3), Life (2), Magic (1), Other (2) -
    19th 98 9+2 Energy (3), Freedom (3), Life (2), Magic (1), Other (2) energy wall
    20th 114 10+2 Energy (3), Freedom (3), Life (3), Magic (1), Other (2) true metabolism

    Beguiler Spells
    Level 0th 1st
    3rd 5 4

    Artificer Device Powers
    Level 0th 1st 2nd 3rd 4th Device Powers Known
    6th 4 2 - - - 0th: acid splash, electric jolt, launch bolt, mage hand
    1st: grease, launch item
    7th 5 2 - - - 0th: acid splash, electric jolt, launch bolt, mage hand, sonic snap
    1st: grease, launch item
    8th 5 3 1 - - 0th: acid splash, electric jolt, launch bolt, mage hand, sonic snap
    1st: grease, launch item, spider climb
    2nd: glitterdust
    9th 6 3 2 - - 0th: acid splash, electric jolt, launch bolt, mage hand, ray of frost, sonic snap
    1st: grease, launch item, spider climb
    2nd: glitterdust, Melf's acid arrow
    10th 6 4 2 1 - 0th: acid splash, electric jolt, launch bolt, mage hand, ray of frost, sonic snap
    1st: burning hands, grease, launch item, spider climb
    2nd: glitterdust, Melf's acid arrow
    3rd: stinking cloud
    11th 7 4 3 2 - 0th: acid splash, electric jolt, launch bolt, light, mage hand, ray of frost, sonic snap
    1st: burning hands, grease, launch item, spider climb
    2nd: flame dagger, glitterdust, Melf's acid arrow
    3rd: lightning bolt, stinking cloud
    12th 7 5 3 2 1 0th: acid splash, electric jolt, launch bolt, light, mage hand, ray of frost, sonic snap
    1st: burning hands, feather fall, grease, launch item, spider climb
    2nd: flame dagger, glitterdust, Melf's acid arrow
    3rd: lightning bolt, stinking cloud
    4th: solid fog
    13th 7 5 3 2 1 0th: acid splash, electric jolt, launch bolt, light, mage hand, ray of frost, sonic snap
    1st: burning hands, feather fall, grease, launch item, spider climb
    2nd: flame dagger, glitterdust, Melf's acid arrow
    3rd: lightning bolt, stinking cloud
    4th: solid fog
    14th 7 5 3 2 1 0th: acid splash, electric jolt, launch bolt, light, mage hand, ray of frost, sonic snap
    1st: burning hands, feather fall, grease, launch item, spider climb
    2nd: flame dagger, glitterdust, Melf's acid arrow
    3rd: lightning bolt, stinking cloud
    4th: solid fog
    15th 7 5 3 2 1 0th: acid splash, electric jolt, launch bolt, light, mage hand, ray of frost, sonic snap
    1st: burning hands, feather fall, grease, launch item, spider climb
    2nd: flame dagger, glitterdust, Melf's acid arrow
    3rd: lightning bolt, stinking cloud
    4th: solid fog
    16th 8 5 4 3 2 0th: acid splash, detect poison, electric jolt, launch bolt, light, mage hand, ray of frost, sonic snap
    1st: burning hands, feather fall, grease, launch item, spider climb
    2nd: flame dagger, glitterdust, Melf's acid arrow, shatter
    3rd: lightning bolt, shatterfloor, stinking cloud
    4th: shout, solid fog
    17th 8 5 4 3 2 0th: acid splash, detect poison, electric jolt, launch bolt, light, mage hand, ray of frost, sonic snap
    1st: burning hands, feather fall, grease, launch item, spider climb
    2nd: flame dagger, glitterdust, Melf's acid arrow, shatter
    3rd: lightning bolt, shatterfloor, stinking cloud
    4th: shout, solid fog
    18th 9 5 5 4 3 0th: acid splash, detect poison, electric jolt, flare, launch bolt, light, mage hand, ray of frost, sonic snap
    1st: burning hands, feather fall, grease, launch item, spider climb
    2nd: flame dagger, fog cloud, glitterdust, Melf's acid arrow, shatter
    3rd: haste, lightning bolt, shatterfloor, stinking cloud
    4th: shout, solid fog, wall of fire



    Spoiler: Background
    Show

    As the eye tyrant gloated, Maladrax and Galladar took cover behind a stone pillar, only to have the pillar disappear in a puff of dust. The lack of cover turned out to be not so pressing as the lack of structural support, as the ceiling above them promptly collapsed. Maladrax was able to roll out of the way. Galladar was not so agile, and was knocked to the ground by debris.

    "Dreyzak!" called out Galladar as he struggled to regain his feat. "Can you-- *ungh*..."

    Dreyzak stepped out from behind another pillar, but the spell sparkling on his outstretched fingers died as the beholder turned it's terrible gaze toward the sorcerer. Dreyzak gurgled, "I... I can't...! Anti-magic fee--" but his words were cut short as a silvery-white beam struck his arm. Dreyzak's entire body stiffened, and before he could finish another word, turned into solid stone.

    Galladar shouldered off the stone block pinning him to the floor, pulling up his greatsword as he turned to face the beholder. "Maladrax! Get the--" but he too was interreupted as a blue beam of energy struck the petrified sorcerer, lifted the previously-respirating statue into the air, and then hurled it at the half-orc ranger, striking him in the right nostril.

    Maladrax stepped up to face the beholder as it turned towards the artificer and opened it's toothy maw to leer at him. Maladrax flexed his electro-shock gauntlets, adjusted the percolator valve on the acidulation tank mounted behind his back, and flipped another switch on his belt-buckle. Maladrax returned the monster's leering grin right back at it. "So sorry, Mr. Peepers! Won't work on me!" He tapped the barrel of the acidulator cannon mounted over his shoulder. "Non-magical!" As the coils lining his arms began to crackle and spark, he strode forward with an unhinged cackle, and launched a volley of lightning bolts and acid globules at the floating monstrousity.

    Galladar, still shaky from being hit in the nose with a startlingly lifelike representation of his sorcerous ally, called out a warning, "Mal! Look out for the--"

    Just as Maladrax raised his arms for another volley of lightning bolts, one of the beholder's eyestalks twisted towards the artificer, and a thin emerald-green beam struck Maladrax in the knee. As his leg disintegrated underneath him, he fell, but before the rest of his body had time to fall to the stone floor, the rest of his corporeal form had followed suit, leaving behind only a whisp of black dust. The tangled arrangement of pipes, hoses, tanks, and coils that had been carefully wrapped around Maladrax's body crashed to the ground. As the cackling beholder floated over the remains to close in on the dumbstruck half-orc ranger, a blinking light on the acidulation tank turned red, a shrill warning bell started ringing, and then the entire arrangement exploded, sending shrapnel into and through the body of the beholder. With a blood-gurgling whimper, the beholder collapsed in front of Galladar. Its remaining eyestalks thrashing weakly, the eye tyrant gave one last shudder, and then lay still.

    A potion of cure quite serious wounds brought the druid back into the realm of the living, and she was able to break the enchantment on the petrified sorcerer. The three of them regarded the smoking remains of what was left of the artificer.

    The druid nudged what was left of the acidulation tank and snorted. "Not even enough left to reincarnate."

    Galladar said, "There must be something left. Ashes, at least?"

    Dreyzak blinked slowly at the half-orc. "Do you have a dustpan?"

    Maladrax walked up from behind them and said, "Too late to revivify, I'm afraid." He giggled. "Too late! Yes, I believe I am very late indeed!"

    Galladar gasped. "Maladrax! But... you're alive! Then... who...?"

    Maladrax shrugged. "That was Number 2. A duplicate. Actually, if you want to be technical about it, a former duplicate. Terribly sorry, I am late!"

    The druid rolled her eyes and walked away. Dreyzak hrumphed. Galladar was still having trouble processing things. "But... what..."

    Maladrax grinned. "Late! Get it? It's a pun!"

    Dreyzak cleared his throat. "Well, no, not exactly... a pun implies a double-meaning, and... oh, wait... uh, I suppose..."

    Another Maladrax, an exact duplicate of the one standing in front of the ranger and wizard, walked up to them. "Did he not get the joke?"

    Galladar said, "But... you... exploded!"

    Maladrax nodded. "Yes, that was a prototype, actually... kill switch tied to the percolator valve shuts off the overflow bleed, and then the pressure coupler triggers the pre-fulmination circuit." He smiled at his twin. "Well, I suppose we could consider this the first successful field test, couldn't we?"

    Galladar pointed at the new Maladrax. "But how...? Who...? Which one is...?"

    "We both are," said the original. "Actually, this one is Number 37. I've got a dozen or so working on the door to the treasury. They should have it open in another minute or so."

    Dreyzak asked, "New power?"

    Maladrax said, "Yes, I can split myself into two. Found a bit of a loophole, actually. Number 37, would you see if anything from Number 2 could be salvaged?"

    Number 37 huffed, "Really? Not even a funeral?"

    Maladrax rolled his eyes. "Oh please! We would never demand anything so formal."

    Number 37 said, "Well... a moment of silence, at the very least."

    Maladrax shrugged. "Very well. Let's make it quick, and then loot the body, if you would. I'd like to check back on myselves."

    Galladar observed the moment of silence, but it took another several minutes to explain to him the sudden overabundance of artificers.

    Spoiler: Levels 1-5
    Show

    Maladrax starts his early levels as an Ardent blaster. Energy ray gives him four different energy types to play around with, dimension hop gives him a short-distance teleport as a swift action, and he picks up synchronicity from Hidden Talent for some action-economy shenanigans later on in the build. The actual mantles he picks here aren't too terribly important, so if you would prefer a more defensive or supportive role, you can switch around the Energy and Freedom mantles for something else. (I originally started with Creation and Freedom as primary mantles, taking Ectopic Form: Anathemic Carapace for more blasty-summons.) Moving up Life to primary to pick up touch of health could also work. I also considered the Force mantle for picking up deflection field and concussive blast. At 2nd level, Maladrax takes the Magic Mantle and picks up metaphysical weapon. This is important for ensuring magic/psionic transparency, but doesn't offer any other 1st- or 2nd-level powers.

    At 3rd level, Maladrax dips into Beguiler to pick up access to illusion spells and trapfinding. Beguiler also gives him more skill points to help qualify for Artificer later, but the dip level is fungible: you could substitute Martial Wizard, Sorcerer, or Duskblade here if you prefer. Trapfinding gives Maladrax another party role to fill, and fits in with the "gadgeteer" theme. Access to spontaneous color spray, charm person, silent image, and sleep are also quite useful. After that, Maladrax returns to Ardent, picking up hustle and energy push, but still relying primarily on energy ray for blasting. When he runs out of PP, Maladrax uses a light crossbow or hand crossbow like any respectable REMF. Outside of combat, Maladrax can... make a handful of boring mundane items if you leave him alone for a few weeks.


    Spoiler: Levels 6-10
    Show

    At 6th level, Maladrax enters the Secret Ingredient, which allows him to make what are essentially bulky non-magical wands from a limited list of spell-like effects. His first devices are a grease gun (adding some battlefield control) and a flask-hurler (using launch item for splash weapons). He also takes Linked Power to pair up dimension hop with synchronicity, giving him two standard actions on the following round. This allows him to use two artificer devices in a round, or combine an energy ray with activating a device. If Maladrax doesn't have time to build a device, then 7th level gives him a Bonus Item for free (most likely a grease gun). When his PP runs out, he switches to a shoulder-mounted automatic crossbow with a 50-bolt magazine (a launch bolt device for a somewhat affordable 500 GP). At 8th level, he can add a glitterburst cannon (refluffed glitterdust) or an automated climbing apparatus (spiderclimb) for raining down ranged attacks from the ceiling. At 9th level he can create an acid cannon (Melph's acid arrow) for more direct damage. He also picks up Practiced Manifester, which doesn't add any new powers, but does allow him to increase the manifester level on his energy rays to 8d6. At 10th level, he can add a chokebomb mortar (stinking cloud) or a hand flamer (burning hands) to his repertoire.


    Spoiler: Levels 11-15
    Show

    At 11th level, Maladrax can build a lightning discharge array (lightning bolt) as a line attack or a blowtorch (flame dagger) as a close-range melee weapon. At 12th level, he can create a solid fog device that can't be dispelled, countered, or disrupted. Also at 12th, Maladrax takes advantage of the Magic Mantle to take Practiced Spellcaster and treat Ardent as his spellcasting class. This kicks up his manifester level to 12th, increasing the max damage on his energy ray to 12d6 and paving the way for higher-level powers later... speaking of which, Maladrax heads back into Ardent for 13th and 14th level, picking up the Life Mantle along with psionic revivify and psionic restoration.

    *** SWEET SPOT *** At 15th level, a number of things comes together. Maladrax has access to 8th-level powers, so he picks up psionic greater teleport here. This allows him to take Expanded Knowledge to pick up fission, a 7th-level power from the Egoist list. And that's where things get considerably wackier. Fission creates a duplicate of Maladrax, which includes "a duplicate of all your mundane equipment". Since, as per the text, "Most device powers rely upon completely nonmagical methods", devices that don't use supernatural effects count as mundane equipment. That means at 15th level, Maladrax could split off a duplicate of himself, both versions use Linked Power to manifest synchronicity in the next round, and unleash four simultaneous lightning bolt effects. But that's not really why Maladrax picked up fission... he doesn't want to create temporary duplicates of his artificer devices, he wants to create permanent duplicates. That's where this line in the text for fission becomes particularly important: "If your duplicate dies before the duration expires, no rejoining occurs". That means if his duplicate suffers some particularly tragic accident and dies, he gets to keep all of his duplicate's *mundane* equipment, including artificer devices. The only downside is Maladrax gains a negative level... at which point he manifests psionic restoration for 11 PP and he's all better. This allows Maladrax to stockpile his most powerful artificer devices without worrying about material costs or crafting time. In only a few days, Maladrax can equip the rest of his party with multiple duplicates of any of his devices.

    As far as the "accident" goes, Maladrax prefers to secure his duplicate in an enclosed space and then drop a number of flasks of alchemist's fire in an adjacent square. Since splash damage doesn't involve an attack roll or Reflex save, Maladrax can adjust the number of flasks dropped to deal a specific amount of damage: 100 flasks of alchemist's fire results in 100 splash damage. If the DM gets uncomfortable or squeamish about this, Maladrax can render his duplicate unconscious or incapacitated if need be. Repeatedly using so many splash weapons might normally be considered somewhat expensive, but fortunately Maladrax can use the same method to easily duplicate large amounts of mundane equipment, such as any number of flasks of alchemist's fire. Or he could sell off his duplicate devices to buy more flasks. If the DM insists that no duplicate would willingly commit suicide or allow Maladrax to murder them, Maladrax has a solution: psionic revivify. If Maladrax waits until the last round of fission, he can kill his duplicate, the fission duration expires, and he can then manifest revivify on the dead body to bring it back to life. Even better, according to the wording of revivify, the former duplicate comes back without any lost levels or negative levels. Since Maladrax knows he's going to revivify himself, the duplicate shouldn't have any problem with being temporarily dead for a few seconds. If Maladrax wants to avoid the 200 XP loss from manifesting revivify, he can activate fission again, have his duplicate manifest revivify on his former duplicate's, and then rejoin with his not-so-former duplicate.

    The fission/revifify trick is likely to get you into an argument with the DM about whether or not duplicates have souls, whether they can agree to commit suicide or consent to be murdered, and so forth. The text of fission does not provide any answers for this. Once the duplicate dies, rejoining can no longer occur, and there is no text to suggest that the body and equipment disappear or fade away. If the revivify happens on the round after the fission duration expires, then not even the "only one duplicate" rule applies, as fission is no longer in effect. The DM might rule that the "former duplicate" still has one lost level and/or one negative level even after being revived, since they were lost before the duplicate died, but even in that case you still have a "former duplicate" one level lower than Maladrax who can still manifest revivify and restoration on their own. And even if the DM declares that revivify doesn't work at all because the duplicate has no soul... you still get the duplicate's mundane equipment, which you can then sell off to buy a bunch of ice assassin copies of yourself.

    You might get books thrown at your head. Wear a helmet, and keep in mind Wheaton's Law.


    Spoiler: Levels 16-20
    Show

    Now that Maladrax can endlessly create copies of himself and/or his equipment, he returns to finish off the secret ingredient and get access to higher-level device powers. At 16th level, he adds shatter, shatterfloor, and shout to his available device powers. At 17th level, he gets the Shadow Effect ability, but unfortunately doesn't actually get any new powers, so he can't add any supernatural effects until he reaches 18th level. Once he's done so, he adds haste and wall of fire to his available device powers. Also at 18th, Maladrax finally picks up Psionic Meditation, allowing him to consistently use Linked Power with synchronicity every round for an extra standard action. He can either use his move action to regain his psionic focus or manifest hustle as a swift action. For his last two levels, Maladrax returns to Ardent, picking up energy wall and true metabolism.

    Maladrax does not wind up with a particularly impressive list of powers due to the idiocy in how Ardents are forced to choose their powers. However, with an army of duplicates and access to infinite wealth at his disposal, it is well within his means to pay for psychic reformation for himself or any number of his duplicates, and thus wind up with any possible combination of particular powers he could want, including any number of shenanigans with bestow power, astral seed, fusion, and so forth. Optimization in this regard is perhaps best left as an exercise for the reader.


    Spoiler: Variations
    Show

    As I mentioned previously, the exact mantles you take and the dip into Beguiler are fungible, so long as you can use the Magic Mantle to stack Practiced Manifester with Practiced Spellcaster and then take fission via Expanded Knowledge once you have an 8th level power. The revivify trick is not necessary if all you want are duplicates of your artificer devices, although you'll need restoration to get rid of negative levels after your duplicate dies.

    My original build started as a Gnome Artificer, but I needed the extra feat for Hidden Talent. If your DM allows you to use the substitute powers ACF, you could put synchronicity under the Time domain. However, the other problem with the Gnome version was their favored class switched from Illusionist to Bard in 3.5, and nowhere in the 3.5 updates for the Forgotten Realms do they address whether Faerunian gnomes can still use Illusionist as their favored class. I couldn't use Illusionist without incurring multiclass penalties, and my only viable work-around was to use Fire Gnomes from the Planar Handbook, since their favored class is Sorcerer.

    The other obvious variation is if your DM allows flaws, you can move Psionic Meditation up to 1st level and start the game with the ability to repeatedly regain your psionic focus as a move action. This essentially allows you to dimension hop as a swift action and activate two devices with standard actions every round so long as you have PPs available. For your second flaw, you can move Linked Power up to 1st level, and then take Metapower at 6th, reducing the cost of dimension hop + synchronicity to zero PP.

    I chose not to address whether Maladrax would take advantage of the errata to research new spell effects as additional device powers. I thought an unlimited supply of duplicates firing off lightning bolts was more than sufficiently borked enough.


    Spoiler: Sources
    Show

    Complete Arcane: Practiced Spellcaster
    Complete Psionic: Ardent, Linked Power, Practiced Manifester
    Expanded Psionics Handbook: Hidden Talent, Psionic Meditation
    Player's Ha63ndbook II: Beguiler
    Races of Faerun: Lantanese Human
    Last edited by Heliomance; 2018-11-09 at 10:22 AM.
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  14. - Top - End - #44
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    Inspiring Story Of A Young Girl Without Magic! ECL 15 Made Me Cry!

    Quote Originally Posted by Clio Q. Baet
    Clio Q. Baet
    NG Lantan Karsite Cloistered Cleric 1/Forsaker 6/Martial Wizard 1/Gnome Artificer 10

    This woman learned she would lose her use of magic. She overcame by learning from other cultures!

    Amazing! You won’t believe how she did it!
    Spoiler
    Show
    Point Buy:14 Str, 14 Dex, 16 Con, 14 Int, 12 Wis, 8 Cha

    Increase Con at all opportunities

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Cloistered Cleric 1 +0 +2 +0 +2 Craft (Alchemy) 3*, Craft (Trapmaking) 4, Craft (Locksmithing) 4, Craft (Metalworking) 4, Disable Device 2, Knowledge (Architecture and Engineering) 4, Profession (Siege Engineer) 3, Knowledge (Arcana) 1, Knowledge (Religion) 1, Knowledge (Dungeoneering) 1, Knowledge (Nature) 1, Knowledge (Local) 1, Knowledge (The Planes) 1, Spot 2, Listen 2, Concentration 2 Able Learner, Iron Will, Lightning ReflexesB, Great FortitudeB, Knowledge DevotionB Turn Undead, Lore, Drow Domain, Dwarf Domain
    2nd Forsaker 1 +1 +4 +0 +4 Craft (Alchemy) 3, Craft (Trapmaking) 5, Craft (Locksmithing) 4, Craft (Metalworking) 4, Disable Device 2, Knowledge (Architecture and Engineering) 5, Profession (Siege Engineer) 3, Knowledge (Arcana) 1, Knowledge (Religion) 1, Knowledge (Dungeoneering) 1, Knowledge (Nature) 1, Knowledge (Local) 1, Knowledge (The Planes) 1, Spot 2, Listen 3, Concentration 2, Collector of Stories - Ability Bonus (+1 Con), Fast Healing 1 (10), Forsake Magic, SR 11
    3rd Forsaker 2 +2 +5 +0 +5 Craft (Alchemy) 3, Craft (Trapmaking) 6, Craft (Locksmithing) 4, Craft (Metalworking) 4, Disable Device 3, Knowledge (Architecture and Engineering) 5, Profession (Siege Engineer) 3, Knowledge (Arcana) 1, Knowledge (Religion) 1, Knowledge (Dungeoneering) 1, Knowledge (Nature) 1, Knowledge (Local) 1, Knowledge (The Planes) 1, Spot 2, Listen 6, Concentration 2, Collector of Stories Skill Focus (Craft (Trapmaking)) Ability Bonus (+1 Con), DR 3/Magic, Magic Destruction, SR 12
    4th Forsaker 3 +3 +5 +1 +5 Craft (Alchemy) 3, Craft (Trapmaking) 7, Craft (Locksmithing) 5, Craft (Metalworking) 5, Disable Device 3, Knowledge (Architecture and Engineering) 5, Profession (Siege Engineer) 3, Knowledge (Arcana) 1, Knowledge (Religion) 1, Knowledge (Dungeoneering) 1, Knowledge (Nature) 1, Knowledge (Local) 1, Knowledge (The Planes) 1, Spot 3, Listen 7, Concentration 2, Collector of Stories - Ability Bonus (+1 Con), Fast Healing 1 (20), Natural Weapons, SR 13, Tough Defense
    5th Wizard 1 +3 +5 +1 +7 Craft (Alchemy) 3, Craft (Trapmaking) 8, Craft (Locksmithing) 6, Craft (Metalworking) 6, Disable Device 4, Knowledge (Architecture and Engineering) 5, Profession (Siege Engineer) 3, Knowledge (Arcana) 1, Knowledge (Religion) 1, Knowledge (Dungeoneering) 1, Knowledge (Nature) 1, Knowledge (Local) 1, Knowledge (The Planes) 1, Spot 3, Listen 8, Concentration 2, Collector of Stories Blind-FightB Combat Wizard ACF, Summon Familiar
    6th Gnome Artificer 1 +3 +5 +3 +7 Craft (Alchemy) 3, Craft (Trapmaking) 9, Craft (Locksmithing) 7, Craft (Metalworking) 7, Disable Device 7, Knowledge (Architecture and Engineering) 5, Profession (Siege Engineer) 3, Knowledge (Arcana) 1, Knowledge (Religion) 1, Knowledge (Dungeoneering) 1, Knowledge (Nature) 1, Knowledge (Local) 1, Knowledge (The Planes) 1, Spot 3, Listen 9, Concentration 2, Collector of Stories Aberration Blood Artificer Item
    8th Karsite LA +3 +5 +3 +7 Craft (Alchemy) 3, Craft (Trapmaking) 9, Craft (Locksmithing) 7, Craft (Metalworking) 7, Disable Device 7, Knowledge (Architecture and Engineering) 5, Profession (Siege Engineer) 3, Knowledge (Arcana) 1, Knowledge (Religion) 1, Knowledge (Dungeoneering) 1, Knowledge (Nature) 1, Knowledge (Local) 1, Knowledge (The Planes) 1, Spot 3, Listen 9, Concentration 2, Collector of Stories - Magic Draining Attacks, SR 29, DR 5/Magic, Spell Healing, Spellcasting Inability, Con +2, Cha +2
    9th Gnome Artificer 2 +4 +5 +4 +7 Craft (Alchemy) 3, Craft (Trapmaking) 10, Craft (Locksmithing) 8, Craft (Metalworking) 8, Disable Device 10, Knowledge (Architecture and Engineering) 5, Profession (Siege Engineer) 3, Knowledge (Arcana) 1, Knowledge (Religion) 1, Knowledge (Dungeoneering) 1, Knowledge (Nature) 1, Knowledge (Local) 1, Knowledge (The Planes) 1, Spot 3, Listen 10, Concentration 2, Collector of Stories - Bonus Item (Gloves of Obscuring Mist), SR 30
    10th Gnome Artificer 3 +5 +6 +4 +8 Craft (Alchemy) 3, Craft (Trapmaking) 11, Craft (Locksmithing) 10, Craft (Metalworking) 10, Disable Device 11, Knowledge (Architecture and Engineering) 5, Profession (Siege Engineer) 3, Knowledge (Arcana) 1, Knowledge (Religion) 1, Knowledge (Dungeoneering) 1, Knowledge (Nature) 1, Knowledge (Local) 1, Knowledge (The Planes) 1, Spot 3, Listen 11, Concentration 2, Collector of Stories Skill Focus (Disable Device) SR 31
    11th Gnome Artificer 4 +6 +6 +5 +8 Craft (Alchemy) 3, Craft (Trapmaking) 12, Craft (Locksmithing) 10, Craft (Metalworking) 10, Disable Device 11, Knowledge (Architecture and Engineering) 5, Profession (Siege Engineer) 3, Knowledge (Arcana) 1, Knowledge (Religion) 1, Knowledge (Dungeoneering) 1, Knowledge (Nature) 1, Knowledge (Local) 1, Knowledge (The Planes) 1, Spot 3, Listen 12, Concentration 2, Collector of Stories Warped Mind Bonus Item (Belt of Glitterdust), SR 32
    12th Gnome Artificer 5 +6 +6 +5 +8 Craft (Alchemy) 3, Craft (Trapmaking) 13, Craft (Locksmithing) 12, Craft (Metalworking) 11, Disable Device 13, Knowledge (Architecture and Engineering) 5, Profession (Siege Engineer) 3, Knowledge (Arcana) 1, Knowledge (Religion) 1, Knowledge (Dungeoneering) 1, Knowledge (Nature) 1, Knowledge (Local) 1, Knowledge (The Planes) 1, Spot 3, Listen 13, Concentration 2, Collector of Stories - Salvage, SR 33
    13th Gnome Artificer 6 +7 +7 +6 +9 ] Craft (Alchemy) 3, Craft (Trapmaking) 14, Craft (Locksmithing) 14, Craft (Metalworking) 13, Disable Device 14, Knowledge (Architecture and Engineering) 5, Profession (Siege Engineer) 3, Knowledge (Arcana) 1, Knowledge (Religion) 1, Knowledge (Dungeoneering) 1, Knowledge (Nature) 1, Knowledge (Local) 1, Knowledge (The Planes) 1, Spot 3, Listen 14, Concentration 2, Collector of Stories - Bonus Item (Necklace of Stinking Cloud), SR 34
    14th Gnome Artificer 7 +8 +7 +6 +9 Craft (Alchemy) 3, Craft (Trapmaking) 15, Craft (Locksmithing) 15, Craft (Metalworking) 15, Disable Device 15, Knowledge (Architecture and Engineering) 5, Profession (Siege Engineer) 4, Knowledge (Arcana) 1, Knowledge (Religion) 1, Knowledge (Dungeoneering) 1, Knowledge (Nature) 1, Knowledge (Local) 1, Knowledge (The Planes) 1, Spot 3, Listen 15, Concentration 2, Collector of Stories Starspawn Prototype, SR 35
    15th Gnome Artificer 8 +9 +7 +7 +9 Craft (Alchemy) 3, Craft (Trapmaking) 16, Craft (Locksmithing) 16, Craft (Metalworking) 16, Disable Device 16, Knowledge (Architecture and Engineering) 5, Profession (Siege Engineer) 6, Knowledge (Arcana) 1, Knowledge (Religion) 1, Knowledge (Dungeoneering) 1, Knowledge (Nature) 1, Knowledge (Local) 1, Knowledge (The Planes) 1, Spot 3, Listen 16, Concentration 2, Collector of Stories - Bonus Item (Boots of Solid Fog), SR 36
    16th Gnome Artificer 9 +9 +8 +7 +9 Craft (Alchemy) 3, Craft (Trapmaking) 17, Craft (Locksmithing) 17, Craft (Metalworking) 17, Disable Device 17, Knowledge (Architecture and Engineering) 5, Profession (Siege Engineer) 8, Knowledge (Arcana) 1, Knowledge (Religion) 1, Knowledge (Dungeoneering) 1, Knowledge (Nature) 1, Knowledge (Local) 1, Knowledge (The Planes) 1, Spot 3, Listen 17, Concentration 2, Collector of Stories - Shadow Effect, SR 37
    17th Gnome Artificer 10 +10 +9 +7 +10 Craft (Alchemy) 3, Craft (Trapmaking) 18, Craft (Locksmithing) 18, Craft (Metalworking) 18, Disable Device 18, Knowledge (Architecture and Engineering) 5, Profession (Siege Engineer) 10, Knowledge (Arcana) 1, Knowledge (Religion) 1, Knowledge (Dungeoneering) 1, Knowledge (Nature) 1, Knowledge (Local) 1, Knowledge (The Planes) 1, Spot 3, Listen 18, Concentration 2, Collector of Stories Focused Perception Bonus Item (Mask of Shout), SR 38
    18th Forsaker 4 +11 +10 +7 +11 Craft (Alchemy) 3, Craft (Trapmaking) 19, Craft (Locksmithing) 19, Craft (Metalworking) 19, Disable Device 19, Knowledge (Architecture and Engineering) 5, Profession (Siege Engineer) 10, Knowledge (Arcana) 1, Knowledge (Religion) 1, Knowledge (Dungeoneering) 1, Knowledge (Nature) 1, Knowledge (Local) 1, Knowledge (The Planes) 1, Spot 3, Listen 19, Concentration 2, Collector of Stories - Ability Bonus (+1 Con), DR 5/Magic, SR 40
    19th Forsaker 5 +12 +10 +7 +11 Craft (Alchemy) 3, Craft (Trapmaking) 20, Craft (Locksmithing) 20, Craft (Metalworking) 20, Disable Device 20, Knowledge (Architecture and Engineering) 5, Profession (Siege Engineer) 10, Knowledge (Arcana) 1, Knowledge (Religion) 1, Knowledge (Dungeoneering) 1, Knowledge (Nature) 1, Knowledge (Local) 1, Knowledge (The Planes) 1, Spot 3, Listen 20, Concentration 2, Collector of Stories - Ability Bonus (+1 Con), Fast Healing 2 (30), SR 42
    20th Forsaker 6 +13 +11 +8 +12 Craft (Alchemy) 3, Craft (Trapmaking) 21, Craft (Locksmithing) 21, Craft (Metalworking) 21, Disable Device 21, Knowledge (Architecture and Engineering) 5, Profession (Siege Engineer) 10, Knowledge (Arcana) 1, Knowledge (Religion) 1, Knowledge (Dungeoneering) 1, Knowledge (Nature) 1, Knowledge (Local) 1, Knowledge (The Planes) 1, Spot 3, Listen 21, Concentration 2, Collector of Stories Extraordinary Trapsmith Ability Bonus (+1 Con), DR 7/Magic, Slippery Mind, SR 44
    *The skill selection assumes that Clio will no longer count as a spellcaster and be unable to use Craft (Alchemy) after her Karsite heritage manifests itself. If your DM rules that a Karsite with levels in casting classes can use Craft (Alchemy), then the skill should be kept maxed along with Listen and Craft (Trapmaking), taking priority over other skills.

    Device Powers Known
    0th Level: Mage Hand, Horizikaul’s Cough, Launch Bolt, Light, Acid Splash, Detect Poison, Electric Jolt, Ray of Frost, Flare
    1st Level: Obscuring Mist, Horizikaul’s Boom, Spider Climb, Grease, Nerveskitter
    2nd Level: Fog Cloud, Glitterdust, Cat’s Grace, Melf’s Acid Arrow, Battering Ram
    3rd Level: Lightning Bolt, Stinking Cloud, Shatterfloor, Water Breathing
    4th Level: Rusting Grasp, Solid Fog, Shout
    This lists the Device Powers that Clio will learn from leveling up, in the order she learns them at each level. Per the errata, Gnome Artificers can learn Artificer Device powers the way Wizards learn spells. Clio will be able to maintain standard WBL or close to it, but has a significantly limited range of things to spend it on, so she likely will know all Artificer Device powers except perhaps for some Shadow Effect powers.


    Incredible! Her story will inspire you!
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    ECL 5
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    Clio always wanted to be a spellcaster. When she was little she even asked a travelling wizard to be his apprentice. He brushed her off… with a Shocking Grasp spell. She came to in a church where the clerics had been able to patch her up easily enough, but realized something much more concerning. She had a strand of white hair that marked her as being of Karsite heritage. When it manifested fully, she would lose the ability to use magic forever! Even so, she urged the Clerics to teach her the fundamentals of their magic, drawing from the lore and traditions of cultures ranging from Drow to Dwarf, and studied up on rudimentary wizardry, reasoning that she would need to understand it on some level, even as she prepared herself for a life without it.

    That’s right, Forsaker. Caster dips can be good for more than just casting, especially when you find yourself with a bunch of feat taxes to pay. With the bonus feats from the Dwarf and Drow domains from worshipping an ideal of multiculturalism, Clio can enter Forsaker at 2nd level. Though she has forsaken the use of magic, she does technically have the ability to cast arcane illusion spells at 5th level (her Karsite heritage having not yet fully manifested), and hence is in position to enter the SI.


    ECL 10
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    Her insistence on studying the basics of magic was finally vindicated. Following her study of Dwarven and Drow traditions, she delved into Gnomish arts, miraculously discovering through the study of their ephemeral illusions, a hard science of engineering, which could serve as a stand-in for the magic that her ancestry had denied her, just in time for that ancestry to all but sever her connection to the magic of the world forever.

    Per the sidebar on pg. 84 of Tome of Magic, a human character can develop into a Karsite, as their powers mature. Having gotten into our non-CWar SI, Clio no longer needs to meet the arcane spellcasting prereq, and fully realizes her racial identity. Hereafter, she can use her device powers to play at magic in a wholly mundane way that plays nicely with Forsaker.


    ECL 15
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    It turned out that the bloodline of Karsus wasn’t the only strange feature of Clio’s background. As she continued in the study of Gnomish Engineering, she began to notice changes coming over her, ultimately concluding that she also had ancestors even stranger and more alien.

    While Clio will have a use for Shadow Effect items, they are magical, so she can’t actually use them. Hence, she needs another means of flight in order to be viable as a high level character, and to that end we have the Starspawn Aberrant feat. Gnome Artificer is chugging right along with all manner of mundane tricks. Bonus Items can be of the more expensive, single-slot variety, and as her Forsaker DR doesn’t exceed the DR 5 from Karsite yet she doesn’t need to shell out for item destruction, so she can spend her WBL learning other Artificer Device powers, and working on a sweet home base full of snazzy mundane traps with liberal applications of cloud device powers over the top of them (as they imitate the spells exactly, it should be possible to pay for spellcasting services to apply Permanency to them).


    ECL 20
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    Clio still tinkers with magical doodads, ever seeking to understand what makes them tick. Though she may never be the great mage she dreamt of becoming in her youth, it makes her feel stronger all the same.

    With Warped Mind making Clio a Psionic character, she can take Focused Perception for limited Blindsense. Especially given her propensity for cloud effects, extra senses are a necessary hurdle to overcome in living life without magic items – or mostly without magic items at any rate. As a high-level Gnome Artificer, Clio can now create Shadow Effect items, at least as prototypes. She can’t actually use them without violating Forsaker vows, as they’re magic items, but she can destroy them by Salvaging them and reconstituting them as something else if she decides that she’d like the upgrade to DR 7/magic on a given day for whatever reason.


    She overcame, using only these!
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    Complete Champion: Knowledge Devotion
    Complete Psionic: Focused Perception
    Complete Scoundrel: Collector of Stories
    Lords of Madness: Aberration Blood, Starspawn, Warped Mind
    Magic of Faerun: Gnome Artificer
    Masters of the Wild: Forsaker
    Player’s Guide to Faerun: Dwarf Domain, Drow Domain
    Races of Destiny: Able Learner
    Races of the Dragon: Extraordinary Trapsmith
    Spell Compendium: Updated versions of Artificer Device powers.
    Everything else should be in the SRD.
    (why would you do this)
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    The only person in the past two pages who has known what (s)he has been talking about is Heliomance.
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    I just don't want to have long romantic conversations or any sort of drama with my computer, okay? It knows what kind of porn I watch. I don't want to mess that up by allowing it to judge any of my choices in romance.

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    You all have the theme tune stuck in your head now

    Quote Originally Posted by (Doo-be-doo-be-doo) Inspector Gadget
    Inspector Gadget


    "Go Go Gadget Rollerskates!"

    LG Adult Lantan Human Mystic Fire Knight Paladin 6/gnomish artificer 9/Effigy Master 5
    Patron Saint: Mystra
    Str.: 12
    Dex.: 12
    Con.: 12
    Int.: 16
    Wis.: 14
    Cha.: 12
    Stat bonuses go to wisdom

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1 paladin 1 2 0 0 24+2: craft (metal working) 4, disable device 2cc, knowledge (architecture) 4 (2 from apprentice feat), profession (siege engineer) 3, craft gemcutting 4, craft (trapmaking) 4, craft (alchemy) 3 apprentice (craftsmen) (DMG2 p.176), skill focus (craft metalworking) Aura of good, detect evil, smite evil 1/day
    2 paladin 2 3 0 0 6: craft (metalworking) 5, umd 2(cc), ride 1 divine grace, lay on hands
    3 paladin 3 3 1 1 6: craft (metalworking) 6, spellcraft 1(cc), k. arcana 1(cc), ride 2 lightning reflexes aura of courage, divine health
    4 mystic fire knight paladin (champions of Valor p.45) 4 4 1 1 6: craft (metalworking) 7, spellcraft 2 (cc), K. Arcana 2 (cc), ride 3 Bonus Spell (Su), improved spellcasting
    5 mystic fire knight paladin 5 4 1 1 6: craft metalworking 8, spellcraft 3, k. arcana 3, ride 4 Smite evil 2/day, special mount, smite evil bonus effect
    6 mystic fire knight paladin 6 5 2 2 6: spellcraft 4, ride 8 sword of arcane order (Champions of Valor p.34), mentor, spellshatter (Su), dire wolf mount DMG p.204 named BRAIN
    7 gnomish artificer 1 6 5 4 2 8: spellcraft 5, k. arcana 5, craft (metalworking) 10 Artificer item
    8 gnomish artificer 2 7 5 5 2 8: Disable device 6, search 4 Bonus item
    9 gnomish artificer 3 8 6 5 3 8: disable device 8, search 6, k. planes 2cc favored (Cityscape p.61) skill focus
    10 gnomish artificer 4 9 6 6 3 8: disable device 10, search 8, k. planes 4 cc Bonus item
    11 gnomish artificer 5 9 6 6 3 8: disable device 12, search 10, k. planes 6 salvage
    12 gnomish artificer 6 10 7 7 4 8: disable device 14, search 12, k. planes 8 improved web (Savage Species p.36) bonus item
    13 gnomish artificer 7 11 7 7 4 8: disable device 16, search 16, profession siege engineer 5 prototype
    14 gnomish artificer 8 12 7 8 4 8: disable device 17, search 17, profession siege engineer 8, umd 4 bonus item
    15 gnomish artificer 9 12 8 8 5 8: disable device 18, search 18, profession siege engineer 10, umd 6 craft wondrous item shadow effect
    16 effigy master 1 (complete Arcane p.30) 12 8 8 7 6: nothing matters anymore craft effigy
    17 effigy master 2 13 8 8 7 6:
    18 effigy master 3 13 9 9 8 6: planar touchstone, catalogues of enlightenment craft domain improved effigy
    19 effigy master 4 14 9 9 8 6:
    20 effigy master 5 14 9 9 9 6: effigy link


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

    Spells: any paladin spells you want, plus you need to buy/schmooze and write 2 illusion spells into your spellbook. And you get a bonus spell per day as if from a high wisdom score.

    Minimum #Device Powers known
    Level 0lvl 1st 2nd 3rd 4th
    1st - - - - -
    2nd - - - - -
    3rd - - - - -
    4th - - - - -
    5th - - - - -
    6th - - - - -
    7th 4 2 - - -
    8th 5 2 - - -
    9th 5 3 1 - -
    10th 6 3 2 - -
    11th 6 4 2 1 -
    12th 7 4 3 2 -
    13th 7 5 3 2 1
    14th 8 5 4 3 2
    15th 8 6 4 3 2

    Powers known:
    *= research it
    0: Caltrops*, prestigitation* (go go gadget broom!)
    1: magic missile* (gogo gadget lazer!), Master's Touch* (gogo gadget weapon proficiency!), Message* (gogo gadget phone!) spider climb (go go gadget spider legs!), grease (gogo gadget roller skates!), bloodwind* (gogo gadget arms!)
    2: Web* (gogo gadget net!), cat’s grace
    3: fly (gogo gadget copter!)
    4: solid fog (gogo gadget smokescreen!)

    Level 6:
    Alright, at this level you are a paladin with nearly zero feat support. You have the apprentice feat at first level, which grants two bonus skill points, and access to knowledge (architecture and engineering) as well as a sweet 10% cost reduction on stuff you make (your devices and later, effigies). At level 6, you can retain the benefit of the apprentice feat and gain the mentor feat. Your apprentice shall be named Penny. Inspector gadget is a Lantan human, which grants access to being a human gnomish artificer. You have sword of arcane order at level 6 which allows you to prepare wizard spells, which gives you access to gnomish artificer. At level 6, your special mount can be a dire wolf, which Inspector gadget names BRAIN. You mayl need permission, but consider giving brain ranks in the disguise skill or research disguise self As a device power and give it to Brain. As a paladin of mystra, Inspector gadget can work as part of the mystic fire knights. These ACFs grant an additional spell slot, a greater caster level, the ability to smite people into losing concentration and the ability to greater dispel magic once per day.

    Level 12:
    You have 6 levels of gnomish artificer behind you, and have thus unlocked your abilities. As per the erratta, what is important is that inspector gadget can research new device powers. For the puposes of this, we are assuming that the wizard spell list is prime allowable material. You’ll see a number of device powers for inspector gadget to research above. The most important of which is web, which you can use the improved web feat on, seeing as how you have an ex web ability. “You may take a full-round action to attack with your webs, and if you do so, you may attack one additional target per point of Dexterity bonus you have. No such target may be more than 10 feet from another target. Using this feat requires two of the daily uses of your web ability.” This means that with a little dex boostage, say via cat’s grace (“gogo gadget balancing boosters!”) you can drop 2 charges of your web device as a fullround action for 4 webs all about your battlefield.
    The favored feat grants you access to contacts, so get yourself a contact named Chief Quimby. Your mount can be equipped by you, so feel free to deck them out with devices which you can use in a pinch.

    Level 15: Go go gadget copter! Inspector gadget is finished! This is the apex of the build.

    Level 20:
    Look, effigy master is a weird choice, until you realize that inspector gadget kinda sucks. You made a bunch of very flavorable choices, but you ain't packing much heat. So craft yourself some 1hd tiny flying creatures and strap devices to them. Any attack device with like 3 charges will do. “Go go gadget lazer bats!”

    And because of your apprenticeship, you get a 10% gp discount on effigies. Make fake copies of yourself “Go go gadget duplicates!” make an effigy dire badger and follow them down their usable tunnels “Gogo gadget tunneler!”

    Access to minor creation as a higher order ability is a fantastic opportunity to spontaneously create your own commercial devices with just a craft check. (Go go gadget whatever i need right now)

    Inspector gadget is marked by one important flaw: his optimism makes him incapable of linking together the clues left by the crimes of nefarious actors. That's where the apprentice, Penny comes in. She should be a rogue or factotum for access to sense motive, gather information, and knowledge skills. She needs access to some sort of big library, a device of the message spell, and some sort of scrying device.

    If flaws are allowed, consider able learner, battleblessing, serenity, or something that grants access to knowledge the planes so that you can take planar touchstone/stalwart planar ally to boost Brain earlier.

    “Go, gadget go!”
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    The only person in the past two pages who has known what (s)he has been talking about is Heliomance.
    Quote Originally Posted by golentan View Post
    I just don't want to have long romantic conversations or any sort of drama with my computer, okay? It knows what kind of porn I watch. I don't want to mess that up by allowing it to judge any of my choices in romance.

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

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    Default Re: Iron Chef Optimisation Challenge in the Playground XCV

    Lol. Not a single frikken gnome

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    Default Re: Iron Chef Optimisation Challenge in the Playground XCV

    I really wish I’d had time for this one! I planned to use Shaper of Form’s ability to turn nonmagical items into other nonmagical items as a way of gaining obnoxious flexibility with gadgets (and arguably even recharging them, though I forget where I ended up when mulling the RAW on that one).

    Looking forward to reviewing these in detail. Good job, chefs!
    In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers

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

    ~ Gay all day, queer all year ~

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    Default Re: Iron Chef Optimisation Challenge in the Playground XCV

    I thought about doing a cleric dip with access to the dro domain and the craft domain to get the prereqs in a single level. I just didn't want to figure out how to get all of that on a human or gnome.

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    Default Re: Iron Chef Optimisation Challenge in the Playground XCV

    Quote Originally Posted by daremetoidareyo View Post
    Lol. Not a single frikken gnome
    I toyed with sneaky Whisper Gnome builds based around hiding and disappearing into the fog, but multiclass penalties stymied everything that felt worth bothering with.

    Quote Originally Posted by daremetoidareyo View Post
    I thought about doing a cleric dip with access to the dro domain and the craft domain to get the prereqs in a single level. I just didn't want to figure out how to get all of that on a human or gnome.
    I also thought about doing that. I found it deeply frustrating that Cleric didn't also meet the spellcasting prereq, and the regional requirement axed Southern Magician as well.

    Iron Chef Medals
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    Sir Driscoll Conia - Silver - IC L

    Nick Snarespan - Gold - IC LIII

    Lucy "Legs" Silvertail - Bronze - IC LXVIII

    Bolfarg of Knoss - Gold - IC LXXVII

    Ivarr Deathborn - Bronze - IC LXXVII

    Ahmtel - Silver - IC LXXVIII

    Tocke of Nessus - Gold - IC LXXIX

    The Blessed Third - Silver - IC LXXXI

    Galahad Galapagos - Gold - IC LXXXIV

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

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    HalflingRogueGuy

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    Default Re: Iron Chef Optimisation Challenge in the Playground XCV

    If I had time to cook for this, I would've used the Siege Weapon rules from Heroes of Battle to make more use of Profession Siege Engineer.
    I also wanted to either use Eberron content (Warforged, Artificer) or Techsmith from Faerun's Faiths and Pantheons somehow. I just had no time.

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    Default Re: Iron Chef Optimisation Challenge in the Playground XCV

    ICO Spreadsheet has been updated with the dishes for this cook.

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    Default Re: Iron Chef Optimisation Challenge in the Playground XCV

    Do we have any judges working on this one?

    Iron Chef Medals
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    Sir Driscoll Conia - Silver - IC L

    Nick Snarespan - Gold - IC LIII

    Lucy "Legs" Silvertail - Bronze - IC LXVIII

    Bolfarg of Knoss - Gold - IC LXXVII

    Ivarr Deathborn - Bronze - IC LXXVII

    Ahmtel - Silver - IC LXXVIII

    Tocke of Nessus - Gold - IC LXXIX

    The Blessed Third - Silver - IC LXXXI

    Galahad Galapagos - Gold - IC LXXXIV

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

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    Default Re: Iron Chef Optimisation Challenge in the Playground XCV

    Quote Originally Posted by WhamBamSam View Post
    Do we have any judges working on this one?
    Yeah, I knew the holidays might throw a wrench into things. Only four entries, so you couldn't really ask for a lighter workload, judging-wise.

    However... if there aren't any judges stepping forward, could we consider maybe borrowing daremetoidareyo's ranked choice voting from his Game Warper's Optimization Challenge?

    Entry Alignment/Race Stub Judge: ??? Total
    Master Barclay (link) CG Lantan Human Expert 1/Wu Jen 4/Gnome Artificer 2/Wu Jen +1/Alchemist Savant 4/Gnome Artificer +8 - -
    Maladrax SeDuplicus (link) NE Lantan Human Ardent 2/Beguiler 1/Ardent +2/Lantanese Artificer 7/Ardent +3/Lantanese Artificer +3/Ardent +2 - -
    Clio Q. Baet (link) NG Lantan Karsite Cloistered Cleric 1/Forsaker 6/Martial Wizard 1/Gnome Artificer 10 - -
    Inspector Gadget (link) LG Lantan Human Mystic Fire Knight Paladin 6/Gnome Artificer 9/Effigy Master 5 - -

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    Default Re: Iron Chef Optimisation Challenge in the Playground XCV

    That's fine by me, but I won't be able to finish it until I get through the e6 judging

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    Dec 2012

    Default Re: Iron Chef Optimisation Challenge in the Playground XCV

    It's time I gave back and judged a round. This will be my first time judging, and I will be shamelessly stealing the criteria used by OMG PONIES, with one edit. I'm not much for penalizing chefs for using the same entry method as other chefs. I will instead judge a build's entry for using interesting or distinctive classes or means of fulfilling prerequisites. It's more subjective and may get some disputes, but as a chef I was always frustrated when I didn't do as well because someone else had the same good idea. I probably won't have time to work on them until this weekend, but I'll try to have them finished before Monday.
    EDIT: Forgot to mention I also don't care about multiclass penalties.

    Spoiler: Criteria from Mr. Ponies
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    All builds will start with a base score of 12, representing 3 points in each category. Those category scores will change based on my answers to a series of questions, presented below. An answer of "Yes" will earn a +0.5 boost to that category, an answer of "No" will earn a -0.5 penalty to that category, while an ambivalent "Yes and no" will not change the score of that category at all. Thus, it is possible for a build to score anywhere between 1 and 5 points in each category. The questions are as follow:

    Originality
    1 Does the build present a compelling backstory or concept?
    2 Does the build enter the Secret Ingredient through a method unique from the sample character in the source as well as other entries in this round? Does the build enter the Secret Ingredient through interesting or distinctive classes, or use interesting or distinctive means to fulfill prerequisites?
    3 Does the build make use of any interesting race, class, feats, or mechanical tricks that the judge hasn't seen in common use before?
    4 Does the build avoid "known cheese" and overused optimization suggestions?


    Power
    1 Does the build utilize established power breakpoints and feat taxes for all classes and prestige classes taken?
    2 Does the build function at the same power level throughout an entire adventuring day, rather than relying on "nova" powers?
    3 Does the build thrive without requiring specific magic items, templates, or other "add-ons" to qualify for anything?
    4 Does the build contribute significantly in terms of offense, defense, and utility?


    Elegance
    1 Does the build qualify for all classes taken outside the Secret Ingredient?
    2 Does the build qualify for all feats taken?
    3 Does the build avoid any rules errors, questionable rules interpretations, cross-setting material, or material specifically disallowed from this competition?
    4 Does the build avoid multi-class penalties and excessive dipping (defined as taking 2 or fewer levels in 2 or more base/prestige classes)?


    Use of the Secret Ingredient
    1 Does the build qualify for the Secret Ingredient and make special use of entry requirements?
    2 Does the build complete the Secret Ingredient or present a compelling reason why not doing so is actually a better use of the Secret Ingredient?
    3 Does the build pair mechanical abilities of the Secret Ingredient with the rest of the build in unique ways (e.g. do something not every other entry can do)?
    4 Does the build complement the concept of its chassis through use of the Secret Ingredient (i.e. does the entry feel like a Gnomish Artificer)?
    Last edited by The Viscount; 2018-12-03 at 08:01 PM.
    Kolyarut Avatar by Potatocubed.
    Quote Originally Posted by willpell View Post
    Only playing Tier 1s is like only eating in five-star restaurants [...] sometimes I just want a cheeseburger and some frogurt. Why limit yourself?
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  27. - Top - End - #57
    Titan in the Playground
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    Default Re: Iron Chef Optimisation Challenge in the Playground XCV

    You’re a class act, Mr. Viscount. Judging is hard, but it’s really rewarding. I guarantee you it’ll at least slightly alter how you make dishes in the future.
    In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers

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

    ~ Gay all day, queer all year ~

  28. - Top - End - #58
    Ettin in the Playground
     
    The Viscount's Avatar

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    Default Re: Iron Chef Optimisation Challenge in the Playground XCV

    Home sick today, which meant I had the time to finish judging this round.
    In my judging the numbers 1-4 at the beginning of a passage indicate which question in my criteria I’m discussing. Number in bold at the end is the additions or subtractions. These will sound harsher than I really feel. I really did enjoy reading every entry and seeing the creativity brought to the table. It’s very possible that I missed some mechanical aspect of your build, don’t feel afraid to correct my mistakes. Please don’t take anything I say too hard, and if nothing else, know that you were smart enough to come up with a dish for this and I wasn’t. On that note, check my math.
    I’m prepared for your disputes. Let the wailing and gnashing of teeth commence!

    Master Barclay 17
    Spoiler
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    Originality 3.5
    1. Mixing Eberron with a Faerunian ingredient is a bold move. Lucky for you I like Eberron. I appreciate you weaving wu jen taboos into your backstory. The Mark of Making is certainly thematically in keeping with the ingredient. Mixing all these fields of magic works with the theme of alchemist savant. Works for me. [/B]+0.5[/B]
    2. Wu jen is an unexpected entry, even if it is just “not wizard” but you’re not bending over backwards to make it work. Expert gets you the skills to get in, but I can’t say I’m excited about it. Call it a wash. +0
    3. Launch item with spellvials may be cool, but it’s not new -0.5
    4. No cheese here [/B]+0.5[/B]

    Power 5
    1. You left alchemist savant a level early, but it’s the only way to finish the SI. Feat choice gives you some good stuff with mark of making, and you’re helping me see your concept of throwing. You use your taxes in making all your items, and I can’t say that anyone can really use lightning reflexes. Take the points, but know I’d be happier if you crammed in Mad Alchemist. [/B]+0.5[/B]
    2. As a wu jen you’ll run out of spells eventually, but you have the SI to back you up, and your build doesn’t call for you to spend your spells profligately. I’ll buy it. [/B]+0.5[/B]
    3. The only items you discuss in detail are ones that you’re making, and this is a crafting SI so that works well. You wisely talked about a packmate as a potential add-on rather than a necessity. [/B]+0.5[/B]
    4. The all-rounder category is always hard, especially in an ingredient like this that limits your options. You’ve certainly presented a reliable offense. Utility and defense are covered reasonably well in your wu jen spell choice. [/B]+0.5[/B]

    Elegance 4
    1. You wisely remembered to make your character Chaotic to appease Wu Jen (why a class that observes strict taboos can’t be lawful I’ll never know) and all other prereqs are met for alchemist savant. [/B]+0.5[/B]
    2. You’re human, so that gets you mark of making. You’ve got the skills for dragonmark feats. [/B]+0.5[/B]
    3. I know I said I liked Eberron, but not enough to ignore the fact that you’re qualifying by being from the Lantan region, which only exists in Faerun. You made a token gesture to explain it, but these are completely different settings. No dice. -0.5
    4. Your dipping isn’t excessive so you get the points, but know I’m eyeing that expert level in a dissatisfied manner. +0.5

    UotSI 4.5
    1. You certainly qualify. You keep the skills up and use them to make your items. That certainly counts. +0.5
    2. SI is indeed completed. +0.5
    3. You mention launch item for your spellvials and the like, but your discussion of other powers is so broad it’s hard to see how it interacts meaningfully with the rest of your build. The wu jen spells you provided may cover utility, but few of them make good ingredients for spellvials to my eyes. I know as a wu jen you can always research more, but it’s so good at blasting, you could afford to showcase that more.+0
    4. The puttering about with various schools, combining junk with alchemy, and mixing magic and devices feels like Gnomish Artificer to me. +0.5


    Maladrax SeDuplicus 20
    Spoiler
    Show
    Originality 5
    1. Ardent and Beguiler? I’m interested already. Brownie points for naming it Lantanese artificer in keeping with your human heritage and showing that you read the classes entry. Good eye for detail. Your mantles go together enough thematically that I can get what you’re doing conceptually without you having to justify it. I very much enjoyed your story, always nice to highlight the use of a class as niche as this one with a scenario that’s just right for them. I greatly appreciate the charts for your powers. It helps me see how things flow as you progress. I like the variations presented at the end for alternate ways to use the build. A good way to show off some other tricks as garnish without muddying your focus. Cool backstory, fun concept. Easily earns your points. +0.5
    2. Fulfilling the prereqs with Beguiler isn’t just interesting, it’s damn clever. I’m only left a bit confused as to why you didn’t start with Beguiler for more skills. The only reason I could think of is because hidden talent has some weird wording that could be read to mean “unless you have psionic class levels when you take this, the manifester level is always 1.” Please let me know if I’m missing something else. +0.5
    3. Jiggery-pokery with copies is something we’ve seen in Iron Chef, but exploiting the SI’s junk being counted as mundane to raid your own corpses is inspired. Magic mantle has been trotted out more than once for optimization, but you’re using it for some sane practical optimization. +0.5
    4. The trick with fission and revivify is entering some territory faintly redolent of cheese, but it’s not a worn out combination. I’ll give you this one because you’re using it to further the build in a way that showcases the SI. +0.5

    Power 5
    1. No prestige classes besides the SI, just lots of ardent, and it clearly works. +0.5
    2. You’ve got the PP to last several encounters, and you’re not going nuts with anything so you have good survivability. +0.5
    3. The only things you talk about are stuff you make with the SI. +0.5
    4. The SI provides you with offense and utility, and you have some of all three with ardent powers. You’re stretched a bit thin, but I’d say you’re covered, especially with all of your clones you have running about. +0.5

    Elegance 5
    1. Your base classes are ones without requirements, and you have no other prestige classes besides the SI. Simple. +0.5
    2. All your feats are qualified for. +0.5
    3. The closest you come to questionable rulings is the magic mantle for practiced spellcaster, but the wording of magic mantle is broad enough that it’s still safe. +0.5
    4. No excessive dipping. That one level of beguiler isn’t the prettiest, but it’s pulling double duty qualifying you, so I’ll accept it. +0.5

    UotSI 5
    1. You certainly qualify for the SI, and you keep up with craft and DD after entering. Good enough for me, especially with how useless some of these prerequisite skills are. +0.5
    2. SI completed, points given. +0.5
    3. Cloning yourself and stealing your corpse’s devices is a trick that’s unique to you. +0.5
    4. Gnome, or in this case Lantanese artificer, is all about thrift and scrounging, and making devices from nothing works with that. This build is definitely in keeping with the cavalier mad scientist attitude as well. There’s a lot you can do with many clones of yourself, but you keep it focused on making you a better Lantanese artificer rather than an ardent who also has gadgets.+0.5


    Clio Q. Baet 18
    Spoiler
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    Originality 4.5
    1. An economically described concept, but it still comes through. Your build has a mish-mash of many ingredients, but it comes across as intentionally all over the place rather than sloppy. Your character is sampling all sorts of magic and schools of learning in her quest, and that comes through. A sort of gumbo rather than a garbage plate if you will. I love me some gumbo. Forsaker is quite an odd duck, and it’s one I like enough to have cooked with before. Funnily enough, I also used Karsite. You entered faster than I did, though, and I know just how hard that can be. Switching to Gnome Artificer’s magic out of necessity for a doomed loss of magic is a neat concept, and you pulled it off. I like the name. Always love a good pun name. +0.5
    2. Using Forsaker to enter this class is certainly interesting, and it’s a decidedly uncommon class. +0.5
    3. I think the last time I saw a Karsite was when I cooked one, and Forsaker is rare indeed. +0.5
    4. Cloistered Cleric 1 is something of a mainstay of Iron Chef. It’s used for a reason, but it’s still not really fresh. +0

    Power 4.75
    1. You put Lightning Reflexes to use more than anyone else. That alone is worth full marks +0.5
    2. Forsaker runs all day, and the SI doesn’t run out very fast. Works for me. +0.5
    3. Karsite isn’t necessary to make everything in the build work, but it does help your Forsaker be better against magic. The only items you talk about are the ones you make. +0.5
    4. Forsaker is a defensive beast, and the SI gives you some offense. It kind of gives you utility, but without the more magical items you’re missing out on some options. You do plug the hole of flight with feats, but utility is broader than that. You’re almost there, but
    not quite. +0.25

    Elegance 4
    1. Your only other prestige class is Forsaker, and you qualify for that. +0.5
    2. You qualify for all your feats, and you remembered to put your feats at the right levels based on HD. +0.5
    3. With your citation of the sidebar, you have an acceptable reason why you can be a Karsite and still in this class. Taking a level of Wizard after Forsaker is incredibly strange, but it’s still legal. +0.5
    4. The cloistered cleric 1 to start is a bit off-putting for me. The 1 level wizard dip as well is a bridge too far. -0.5

    UotSI 4.75
    1. You qualify for the SI, and you put skills to work, even investing a feat in trapmaking. +0.5
    2. You complete the SI. +0.5
    3. Making your own magic items to destroy to fuel forsaker and then salvaging the parts is a unique trick. +0.5
    4. Forsaker may be strong defensively, but it’s also not particularly guiding about what you do. This means that you are a Gnomish Artificer kind of by default. You have a reasoning for why the character has to enter this class, but it doesn’t feel like being a Gnomish Artificer is an actualization of her journey. +0.25


    Inspector Gadget 16.5
    Spoiler
    Show
    Originality 5
    1. Homage builds are always a gamble, as they rely on your judge’s familiarity or attitudes with the work. I didn’t watch the cartoon (though I have somehow seen both films), but I’m familiar enough to know that this is a cool way to re-fluff the class’s features. +0.5
    2. Mystic Fire Paladin is entering the hard way, but that’s dedication to the concept. It’s certainly distinctive. +0.5
    3. I’m giving you this one for dedication to the concept by managing to add in Penny, Brain, and even Chief Quimby. Well done. +0.5
    4. Nothing cheesy about this one. Nice and sane. +0.5

    Power 4
    1. You finished Effigy Master. Paladin 6 is right before your dead levels, so it makes sense to leave then. +0.5
    2. You’ve got devices for all day, but your limited paladin spells and smites mean you’re likely to use them up before the day is done. -0.5
    3. You don’t discuss using anything that you don’t make as part of the class. +0.5
    4. You’ve got some offensive coverage from the SI, and some defensive from paladin and gadgets. Effigy Master fills out enough gaps for me to call you well-rounded. +0.5

    Elegance 3.5
    1. You qualify for effigy master, your only other prestige class. +0.5
    2. Mentor requires 8 ranks in 2 of the skills from your category. You have 8 ranks in craft (metalworking) but not the other skills at level 6 when you take mentor. I don’t see how you’re taking 2 feats at level 6 either. -0.5
    3. You didn’t finish filling out your skills in your chart. It may not matter for prerequisites, but it’s poor form. I know we’re all busy, but if I’ve got the time to read this entry, you have the time to finish filling it out. +0
    4. There are no dips in your build. +0.5

    UotSI 4
    1. You qualify for the SI, and you keep up with some of its skills. +0.5
    2. You didn’t finish the SI, and you didn’t talk about why. Effigy master sort of has a capstone, and I might have been swayed if you explained how much better it is than the last level of the SI. But here we are. -0.5
    3. You contextualized your abilities as specific powers of Inspector Gadget, and I appreciate the time you took to point them out to me. I’ll take that. +0.5
    4. Gnomish Artificer is clearly at the center of your build, and it’s where you get most of your power from. +0.5
    Kolyarut Avatar by Potatocubed.
    Quote Originally Posted by willpell View Post
    Only playing Tier 1s is like only eating in five-star restaurants [...] sometimes I just want a cheeseburger and some frogurt. Why limit yourself?
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  29. - Top - End - #59

  30. - Top - End - #60
    Titan in the Playground
     
    Darrin's Avatar

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    Default Re: Iron Chef Optimisation Challenge in the Playground XCV

    I am also home sick. Found another typo. No disputes.

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