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  1. - Top - End - #151
    Bugbear in the Playground
     
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    Default Re: Iron Chef Optimization Challenge VII

    He's blue, duh buh dee duh buh dye
    Quote Originally Posted by Kao Lei
    Class Progression & Background
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    Kao Lei was a simple human born in the far, icy north to a tribe called the Zifar. Their village is far removed from civilization, and any outsider would deem them primitive savages. However, very few know of the tribe's secret - knowledge of the Azure Star. In times of great need, past master of the Azure Star, or Great Protectors, call for another to join their ranks to protect the tribe and their secret knowledge. Until Kao Lei realizes he is the next Great Protector, he is an apprentice to the village elder because of his magnetic personality natural physical gifts. After Kao Lei embarks on his journey, he transforms from socialite to hermit, especially as he slowly becomes profoundly different from others.

    Kao Lei and his tribesmen revere and pay homage to Lazo, the first Great Protector. All the Great Protectors that come after him are seen as manifestations of this great hero, and when a new Great Protector comes, he is seen as a direct channel to the rest.

    (1) Savage Bard 1 - Able Learner, Melodic Casting

    At this point in his life, Kao Lei is an apprentice to the Zafir village mystic.

    (2) Savage Bard 2
    (3) Brd 2/Paladin of Freedom 1 - Combat Casting


    Kao Lei is named "Heaven Eater" in an ancient tradition carried out by his village. In the ceremony, Kao Lei receives a vision to travel to the resting place of Lazo, the first Great Protector of Zafir.

    (4) Brd 2/Paladin of Freedom 2
    (5) Savage Bard 3/Pal2
    (6) Brd 3/Pal 2/Azure Star Adept 1 - Snowflake Wardance


    After completing his long journey, Kao Lei finds Lazo's shrine and eats his first "Piece of Heaven", after completing a trial. When he returns to the village with proof that he was chosen, he beings training under the village mystic to find the remaining pieces.

    (7) Brd 3/Pal 2/ASA 1/Abjurant Champion 1
    (8) Brd 3/Pal 2/ASA 1/Abjurant Champion 2
    (9) Brd 3/Pal 2/ASA 1/Abjurant Champion 3 - Power Attack
    (10) Brd 3/Pal 2/Azure Star Adept 2/Abj 3
    (11) Brd 3/Pal 2/ASA 2/Abj 3/Sublime Chord 1


    Satisfied with his training the village mystic charges Kao Lei with find another Piece of Heaven. On his successful return, the village mystic reveals to him the secrets of the stars, which will aid him in finding the remaining pieces, which fall from the sky. Now, Kao Lei starts his real journey, and will return only as the next Great Protector of Zifar.

    (12) Brd 3/Pal 2/Azure Star Adept 3/Abj 3/SbC 1 - Minor Shapeshift
    (13) Brd 3/Pal 2/Azure Star Adept 4/Abj 3/SbC 1
    (14) Brd 3/Pal 2/Azure Star Adept 5/Abj 3/SbC 1
    (15) Brd 3/Pal 2/ASA 4/Abj 3/SbC 1/Sacred Exorcist 1 - Divine Might


    After acquiring three more pieces, Kao Lei finds that he must wait several years for the next piece to fall from the heavens. Since he cannot return home until he has completed his transformation, he travels the world with an accepting group of nomads. In exchange for protecting them, he asks the shaman to teach him what they know about the spirit world.

    (16) Brd 3/Pal 2/Azure Star Adept 6/Abj 3/SbC 1/ScE 1
    (17) Brd 3/Pal 2/Azure Star Adept 7/Abj 3/SbC 1/ScE 1
    (18) Brd 3/Pal 2/Azure Star Adept 8/Abj 3/SbC 1/ScE 1 - Arcane Strike
    (19) Brd 3/Pal 2/Azure Star Adept 9/Abj 3/SbC 1/ScE 1
    (20) Brd 3/Pal 2/Azure Star Adept 10/Abj 3/SbC 1/ScE 1


    Upon completion of his destined transformation, Kao Lei returns home, only to find that he is confronted with his greatest challenge yet. He finds that "Mostro del Ghiaccio" is coming, and must veer its course or defeat it as Great Protector of Zafir.


    Statblock
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    Kao Lei, Great Protector
    Male Human Medium Construct

    Hit Dice: 4d6+11d8+5d10+20 (123 hp)
    Initiative: +4
    Speed: 35 ft.
    Armor Class: 35 (+10 armor, +4 Dex, +6 natural, +4 def, +1 insight), touch 19, flat-footed 31; runestaff of abjuration (shield), damage reduction 10/adamantine
    Base Attack/Grapple: +16/+27
    Full Attack*: +5 keen longsword +42/+37/+32/+27 melee (1d8+16/17-20)
    Space/Reach: 5 ft./5 ft.
    Saves: Fort +25, Reflex +24, Will +31
    Abilities: Str 32, Dex 18, Con -, Int 14, Wis 8, Cha 30
    Skills: Decipher Script +4, Diplomacy +11, Knowledge (arcana) +15, Knowledge (arch & eng) +4, Knowledge (history) +4, Knowledge (geography) +4, Knowledge (religion) +9, Knowledge (planes) +12, Listen +12, Perform (dance) +33, Profession (astrologer) +5, Spellcraft +24, Tumble +18, Use Magic Device +33 (+40 to use scrolls)
    Feats: Able Learner, Combat Casting, Snowflake Wardance, Arcane Strike, Minor Shapeshift, Melodic Casting, Power Attack, Divine Might
    Alignment: Chaotic Good
    Languages: Common, Draconic, Giant
    *Includes attack bonus from Snowflake Wardance

    Special:
    Bardic Music (3/day): Inspire Courage (+1), Spellbreaker Song, Healing Hymn (+23)
    Loresong (Su?) (10/day): As an immediate action, add +4 to any attack roll, save, or skill check.
    Aura of Good (moderate)
    Planar Inspiration (Su)
    Detect Evil (Su) (at will)
    Smite Evil (Su) (1/day): Add +10 to attack roll, +2 to damage vs. evil creature.
    Divine Grace (Su): +10 to all saves.
    Lay On Hands (Su): Heal up to 20 points of damage per day.
    Exorcism (Su): Force a creature or spirit inhabiting the body out (+30 to overcome DC).
    Turn Undead (Su) (13/day)
    Natural Weapon (Ex): Slam (1d6+16).
    Otherwordly Vision (Ex): Darkvision 60 ft.
    Null Metabolism (Ex)
    Emerald Perfection (Ex)
    Rapid Repair (Ex)
    Construct Traits (Ex) sans immunity to mind-affecting abilities.

    Items:*
    +5 keen longsword
    +5 mithral breastplate
    Circlet of rapid casting (x2)
    Greatreach bracers (x2)
    Anklet of translocation (x2)
    +6 gloves of dexterity
    +6 winged cloak of charisma (wings of flying)
    +5 vest of resistance
    Hand of the mage
    Ring of greater counterspells (disintegrate)
    +5 ring of protection
    +6 belt of giant strength
    Ring of enduring arcana
    Greater crystal of life drinking (in longsword)
    Crystal of alacrity (in armor)
    Dusty rose prism ioun stone
    Heward's handy haversack
    Infinite scrollcase
    Tome of leadership and influence +4
    Manual of gainful exercise +4
    Extend metamagic rod
    Psychoactive skin of power dampening
    Runestaff of abjuration
    *Kao Lei also has 65,685g to spend on various magical items that will help him prepare for whatever he needs to face. With his great expertise, Kao Lei can use scrolls of 20th caster level with little difficulty.

    Spells: Caster level 18, Save DCs 20 + spell level
    7th (3/day) – greater teleport, limted wish
    6th (5/day) – irresistible dance, azure (ruby) ray of reversal, freezing fog
    5th (5/day) – dismissal, greater dispel magic, greater blinking, commune with nature
    4th (6/day) – polymorph, greater invisibility, repair critical damage, orb of cold
    3rd (2/day) – haste, ray of dizziness
    2nd (5/day) – alter self, whirling blade, glitterdust, mirror image
    1st (6/day) – improvisation, alarm, silent image, charm person


    Combat Notes
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    Generally, Kao Lei will avoid entering combat until he is sufficiently prepared. The legend says that Great Protectors are all but invincible, hence it is a priority for Kao Lei to avoid being damaged.
    • Knowing disintegrate is a great danger for him, he always carries a ring of greater counterspells with to stop it.
    • He uses his runestaff of abjuration for increased physical protection (reap the bonus from Abjurant Champion to shield).
    • In almost every confrontation, he will use either greater blinking or mirror image.
    • Kao Lei makes heavy use of his improvisation spell for delivering heavy attacks or making sure he saves against a deadly spell.
    • He uses Minor Shapeshift as often as he can for temporary hit points.
    • If needed, Kao Lei can forego his Snowflake Wardance to deliver a heavy two-handed blow with his longsword.

    While in combat, Kao Lei does everything he can to devastate his opponent in melee. If he cannot, he falls back on his orb of cold spell.
    • Every time he full attacks, he activates Divine Might.
    • On charges or single strikes, he uses his loresong ability.
    • If he faces many opponents, Kao Lei tries to catch as many as he can with whirling blade.
    • He has multiple usable items for agility on the battlefield, such as anklets of translocation and greatreach bracers.



    Meta-build
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    Instead of "Green Star" Adept, I'm calling it "Azure Star" Adept. No mechanical differences, just a flavor change.

    Viability via survival:
    • Surviving from 1st to about 9th level was harder for Kao Lei than the average adventurer, but not impossible.
    • In the early levels (1-5), he simply acts as a support bard, getting into the front ranks if necessary.
    • In the low-mid levels (6-10), he picks up a lot of speed, getting Snowflake Wardance and filling out with strong Abjurant Champion levels. After this point, he is a respectable Gish.


    Use of variants and other considerations:
    • I used the Savage Bard variant from Unearthed Arcana strictly for flavor reasons. The extra fort save helps a bit, but it makes meeting skill requirements a tad harder with Decipher Script not being a class skill. Either way, there is no mechanical necessity for it.
    • The Paladin of Freedom variant is used mostly for flavor, because I wanted to avoid having the character go through a radical alignment change (chaotic to lawful) so early in his career.
    • I didn't want to spend a fantastic amount of time deciding what scrolls and other one-shot magic items he would be carrying. However, he can succeed using any scroll sans rolling a natural 1, so he can prepare himself however he wants.
    • I don't use the capstone ability in any particular special way, aside from dumping constitution, but it was important for the character's story. The only special way I could've taken advantage of it is by taking the pathetic (constitution) flaw, but I wanted to stay away from that.

    Quotebox
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    Quote Originally Posted by Mr.Moron View Post
    Quote Originally Posted by Optimystik View Post
    'Adding up numbers' is completely independent of roleplay. What you're saying makes as much sense as "peeling a banana is not a good way to drive."


  2. - Top - End - #152
    Bugbear in the Playground
     
    Private-Prinny's Avatar

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    Default Re: Iron Chef Optimization Challenge VII

    I wonder what would happen if he cast Stone to Flesh...
    Quote Originally Posted by Glorgen
    Glorgen, The Stonehearted

    Statblock:
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    {table=head]Class | Str | Dex | Con | Int | Wis | Cha | BAB | Base Fort | Base Ref | Base Will | Feats | Class Features | Eldritch Blast | Skills | Invocations
    Warlock | 16 | 14 | 10 | 14 | 12 | 12 | 0 | 0 | 0 | 2 | Combat Casting | Eldritch Blast 1d6 | 1d6 | Knowledge (Arcana) 4 Knowledge (The Planes) 4 Decipher Script 2 Knowledge (Architecture and Engineering) 2 | Eldritch Glaive
    Warlock | 16 | 14 | 10 | 14 | 12 | 12 | 1 | 0 | 0 | 3 | | Detect Magic | | Knowledge (Arcana) 5 Knowledge (The Planes) 5 Decipher Script 2 Knowledge (Architecture and Engineering) 2 Knowledge (Geography) 1 | Eldritch Glaive, Entropic Warding
    Warlock | 16 | 14 | 10 | 14 | 12 | 12 | 2 | 1 | 1 | 3 | Power Attack | Damage Reduction 1/Cold Iron, Eldritch Blast 2d6 | 2d6 | Knowledge (Arcana) 6 Knowledge (The Planes) 6 Decipher Script 2 Knowledge (Architecture and Engineering) 2 Knowledge (Geography) 2 | Eldritch Glaive, Entropic Warding
    Warlock | 17 | 14 | 10 | 14 | 12 | 12 | 3 | 1 | 1 | 4 | | Deceive Item | | Knowledge (Arcana) 7 Knowledge (The Planes) 7 Decipher Script 2 Knowledge (Architecture and Engineering) 2 Knowledge (Geography) 2 Knowledge (History) 1 | Eldritch Glaive, Entropic Warding, Baleful Utterance
    Warlock | 17 | 14 | 10 | 14 | 12 | 12 | 3 | 1 | 1 | 4 | | Eldritch Blast 3d6 | 3d6 | Knowledge (Arcana) 8 Knowledge (The Planes) 8 Decipher Script 2 Knowledge (Architecture and Engineering) 2 Knowledge (Geography) 2 Knowledge (History) 2 | Eldritch Glaive, Entropic Warding, Baleful Utterance
    Enlightened Spirit | 17 | 14 | 10 | 14 | 12 | 12 | 3 | 1 | 1 | 6 | Battle Caster | Aura of Courage, Aura of Menace, Spirit Blast | | Knowledge (Arcana) 9 Knowledge (The Planes) 9 Decipher Script 2 Knowledge (Architecture and Engineering) 2 Knowledge (Geography) 2 Knowledge (History) 2 Use Magic Device 2 | Eldritch Glaive, Entropic Warding, Baleful Utterance, Sprit Blast
    Enlightened Spirit | 17 | 14 | 10 | 14 | 12 | 12 | 4 | 1 | 1 | 7 | | Eldritch Blast +1d6, Spirit Armour (+1 AC) | 4d6 | Knowledge (Arcana) 10 Knowledge (The Planes) 10 Decipher Script 2 Knowledge (Architecture and Engineering) 2 Knowledge (Geography) 2 Knowledge (History) 2 Use Magic Device 4 | Eldritch Glaive, Entropic Warding, Baleful Utterance, Sprit Blast
    Enlightened Spirit | 18 | 14 | 10 | 14 | 12 | 12 | 5 | 2 | 2 | 7 | | Celestial Flight | | Knowledge (Arcana) 11 Knowledge (The Planes) 11 Decipher Script 2 Knowledge (Architecture and Engineering) 2 Knowledge (Geography) 2 Knowledge (History) 2 Use Magic Device 6 | Eldritch Glaive, Entropic Warding, Baleful Utterance, Sprit Blast, Celestial Flight
    Green Star Adept | 19 | 13 | 10 | 14 | 12 | 12 | 5 | 2 | 2 | 7 | Flyby Attack | Damage Reduction 1/Adamantine, Improved Caster Level, Starmetal Dependancy, Starmetal Rigor 1 | | Knowledge (Arcana) 12 Knowledge (The Planes) 11 Decipher Script 2 Knowledge (Architecture and Engineering) 2 Knowledge (Geography) 2 Knowledge (History) 2 Use Magic Device 7 Concentrate 1 | Eldritch Glaive, Entropic Warding, Baleful Utterance, Sprit Blast, Celestial Flight
    Green Star Adept | 19 | 13 | 10 | 14 | 12 | 12 | 6 | 2 | 2 | 8 | | Natural Attack, Unnatural Metabolism +2 | | Knowledge (Arcana) 13 Knowledge (The Planes) 11 Decipher Script 2 Knowledge (Architecture and Engineering) 2 Knowledge (Geography) 2 Knowledge (History) 2 Use Magic Device 8 Concentrate 2 | Eldritch Glaive, Entropic Warding, Baleful Utterance, Sprit Blast, Celestial Flight, Walk Unseen
    Green Star Adept | 19 | 13 | 10 | 14 | 12 | 12 | 7 | 3 | 3 | 8 | | Fortification (25%) | | Knowledge (Arcana) 14 Knowledge (The Planes) 11 Decipher Script 2 Knowledge (Architecture and Engineering) 2 Knowledge (Geography) 2 Knowledge (History) 2 Use Magic Device 9 Concentrate 3 | Eldritch Glaive, Entropic Warding, Baleful Utterance, Sprit Blast, Celestial Flight, Walk Unseen
    Green Star Adept | 21 | 13 | 10 | 14 | 12 | 12 | 8 | 3 | 3 | 9 | Medium Armour Proficiency | Otherworldly Vision, Starmetal Rigor 2 | 5d6 | Knowledge (Arcana) 15 Knowledge (The Planes) 11 Decipher Script 2 Knowledge (Architecture and Engineering) 2 Knowledge (Geography) 2 Knowledge (History) 2 Use Magic Device 10 Concentrate 4 | Eldritch Glaive, Entropic Warding, Baleful Utterance, Sprit Blast, Celestial Flight, Walk Unseen
    Green Star Adept | 21 | 13 | 10 | 14 | 12 | 12 | 8 | 3 | 3 | 9 | | Unatural Metabolism +4 | | Knowledge (Arcana) 16 Knowledge (The Planes) 11 Decipher Script 2 Knowledge (Architecture and Engineering) 2 Knowledge (Geography) 2 Knowledge (History) 2 Use Magic Device 11 Concentrate 5 | Eldritch Glaive, Entropic Warding, Baleful Utterance, Sprit Blast, Celestial Flight, Walk Unseen
    Green Star Adept | 21 | 13 | 10 | 14 | 12 | 12 | 9 | 4 | 4 | 10 | | Fortification (50%) | | Knowledge (Arcana) 17 Knowledge (The Planes) 11 Decipher Script 2 Knowledge (Architecture and Engineering) 2 Knowledge (Geography) 2 Knowledge (History) 2 Use Magic Device 12 Concentrate 6 | Eldritch Glaive, Entropic Warding, Baleful Utterance, Sprit Blast, Celestial Flight, Walk Unseen, Flee the Scene
    Green Star Adept | 23 | 12 | 10 | 14 | 12 | 12 | 10 | 4 | 4 | 10 | Quicken Spell-like Ability | Null Metabolism, Starmetal Rigor 4 | | Knowledge (Arcana) 18 Knowledge (The Planes) 11 Decipher Script 2 Knowledge (Architecture and Engineering) 2 Knowledge (Geography) 2 Knowledge (History) 2 Use Magic Device 13 Concentrate 7 | Eldritch Glaive, Entropic Warding, Baleful Utterance, Sprit Blast, Celestial Flight, Walk Unseen, Flee the Scene
    Green Star Adept | 24 | 12 | 10 | 14 | 12 | 12 | 11 | 4 | 4 | 11 | | Unatural Metabolism +6 | 6d6 | Knowledge (Arcana) 19 Knowledge (The Planes) 11 Decipher Script 2 Knowledge (Architecture and Engineering) 2 Knowledge (Geography) 2 Knowledge (History) 2 Use Magic Device 14 Concentrate 8 | Eldritch Glaive, Entropic Warding, Baleful Utterance, Sprit Blast, Celestial Flight, Walk Unseen, Flee the Scene
    Green Star Adept | 24 | 12 | 10 | 14 | 12 | 12 | 11 | 5 | 5 | 11 | | Fortification (75%) | | Knowledge (Arcana) 20 Knowledge (The Planes) 11 Decipher Script 2 Knowledge (Architecture and Engineering) 2 Knowledge (Geography) 2 Knowledge (History) 2 Use Magic Device 15 Concentrate 9 | Eldritch Glaive, Entropic Warding, Baleful Utterance, Sprit Blast, Celestial Flight, Walk Unseen, Flee the Scene
    Green Star Adept | 26 | 11 | - | 14 | 12 | 12 | 12 | 5 | 5 | 12 | Maximize Spell-like Ability | Emerald Perfection, Rapid Repair, Starmetal Rigor 6 | | Knowledge (Arcana) 21 Knowledge (The Planes) 11 Decipher Script 2 Knowledge (Architecture and Engineering) 2 Knowledge (Geography) 2 Knowledge (History) 2 Use Magic Device 16 Concentrate 10 | Eldritch Glaive, Entropic Warding, Baleful Utterance, Sprit Blast, Celestial Flight, Walk Unseen, Flee the Scene, Charm
    Enlightened Spirit | 26 | 11 | - | 14 | 12 | 12 | 12 | 5 | 5 | 13 | | Eldritch Blast +2d6, tongues | 7d6 | Knowledge (Arcana) 21 Knowledge (The Planes) 11 Decipher Script 2 Knowledge (Architecture and Engineering) 2 Knowledge (Geography) 2 Knowledge (History) 2 Use Magic Device 20 Concentrate 10 | Eldritch Glaive, Entropic Warding, Baleful Utterance, Sprit Blast, Celestial Flight, Walk Unseen, Flee the Scene, Charm
    Warlock | 26 | 11 | - | 14 | 12 | 12 | 13 | 6 | 6 | 14 | | | 8d6 | Knowledge (Arcana) 22 Knowledge (The Planes) 11 Decipher Script 2 Knowledge (Architecture and Engineering) 2 Knowledge (Geography) 2 Knowledge (History) 2 Use Magic Device 23 Concentrate 10 | Eldritch Glaive, Entropic Warding, Baleful Utterance, Sprit Blast, Celestial Flight, Walk Unseen, Flee the Scene, Charm, Vitriolic Blast
    [/table]


    Backstory:
    Lost Son(Levels 1-5)
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    A hated mix of dwarf and fey, Glorgen's fey ancestry showed itself at a young age, developing powers which were wrong and unnatural. Forced from his home, he wandered into the lands, taking his anger out on those he found, living only for himself. Life was harsh, and Glorgen learnt knowledge is power, and people pay for knowledge, learning bits of obscure lore, learning the scribes tongue and ciphers, further aiding in his misdeeds


    Finding Redemption (6-8)
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    Living a life of hatred could only last so long. Caught and imprisoned, Glorgen was denied his power, and in this place found a friend in one of the mage guardians. Learning friendship, Glorgen became a changed dwarf, swearing to aid those in need and right the wrongs he had caused. Release from his captivity, he travelled the lands bringing hope and courage to those of virtue, fear and terror to those of vice.


    Return to Stone (9-18)
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    Flying the world, Glorgen realized that while he was aiding others, he was leaving his dwarven roots behind. Turning to the stone, he found stories of a rock which fell from the sky, making one more earthy and solid. Tracking down a chunk, he underwent a long ritual, becoming part of the rock, continuing in his quest of self redemption


    Combat Style:
    Levels 1-7
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    Two choices here, sit back and blast or walk forwards and lay into them with your glaive. At level 6 pick up some Mithral Fullplate to give you some defence to make up for the low dex. Does unfortunately reduce your to-hit, so might need to power attack for less, but they are touch attacks. YMMV

    Levels 8+
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    Now you can fly and hover. Sit above the enemy and slash away with the glaive, power attacking as much as you can. At level 12 hitting this suddenly becomes so much easier as suddenly no proficiency problem with the armour. As time goes on you can quicken and maximize the glaive to increase damage output, but tactic mostly remains the same. When you hit level 14, make use of Flee the Scene to teleport into adventitious places to start glaiving away, or to get out of a tight spot caused by your low HP


    Equipment:
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    From level 6, Mithral Full Plate. Other than that, equipment is up to the individual as nothing requires specific items for it. Normal defensive increasers are useful, are wands when combined with the Warlocks deceive item ability. At level 18, grab some wands of repair to get some self healing, easy enough by that stage to UMD them to heal


    Weaknesses:
    Spoiler
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    Green Star Adept sucks... Wants to be a gish, but lack the BAB to support it. Reduced amount you can power attack for. Caster level is also mediocre, so opponent with spell resistance are rather hard to hurt until you get your greater invocation, at level 20.
    Also the build ran out of steam at level 18, there wasn't anything else to really take, so just tacked on another level of warlock for greater invocation and Enlightened Spirit for extra damage
    Quotebox
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    Quote Originally Posted by Mr.Moron View Post
    Quote Originally Posted by Optimystik View Post
    'Adding up numbers' is completely independent of roleplay. What you're saying makes as much sense as "peeling a banana is not a good way to drive."


  3. - Top - End - #153
    Bugbear in the Playground
     
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    Default Re: Iron Chef Optimization Challenge VII

    Presenting the FullStarmetal Alchemist!
    Quote Originally Posted by Xiaojing Wu
    Xiaojing Wu
    Starmetal Alchemist

    Synopsis
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    I decided to go against the expectations of the prestige class as written, namely not creating a Warrior/Arcanist. I chose to focus as much as possible on spellcasting and to make things interesting, elected to use Wu Jen to start off the build. The addition of Anima mage explores the limitations of the practiced binder feat. You will note that the Vestige options are far more restricted than a true Binder/Arcanist, however I think that it adds some spiritual flavour to the Wu Jen concept, as well as offering some occasional versatility.

    The slow casting progression of the Green Star Adept is offset slightly by the abilities it offers. My idea was to focus on debuffs and debilitating effects so that the GSA and his allies could then capitalise on their physical capabilities. I also gave consideration to the needs of an adventuring party over the course of a campaign. I think that this build has plenty of strengths outside of combat in order to assist a band of questing heroes.

    I deliberately avoided infinite loops and common rules exploits. This build would go great with Archmage...Except for the fact that it would break the core unless I made suboptimal choices. I also deliberately avoided spending WBL on specific gear for the build to be able function. This was to highlight the basics of the build, not to confuse it's power with the power of items, which are subject to DM discretion. Atrribute items are nice to have though...Item modifications and skill synergies are presented in statistics blocks.

    This character is capable of entering the Wish economy at 7th level via the Lesser Spirit Ally spell. Build progression and wealth assumptions do not factor this. While I allow a certain latitude in games I run (to a point...), I recognise this is not the case for everyone. If I were to play this character in a game, I think it would be fun between levels 3 and15. The journey is more important than the destination, don't you think? Not quite a Batman wizard, but possessing some versatility, I would rate it a Tier 2 or 3. High Tier 2 or even low Teir 1 if the Spirit Ally chain is used to it's fullest potential.

    Resources used. PH, DMG, CArc, CM, ToM, Bo9S, MiC, LM, HoH, CS, BoVD and OA.


    Prologue
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    Wu remembers very little of his early childhood. He thinks his parents may have been hunters or traders living in a forested valley at the base of the mountains. When he was very young, a stranger wandered into the mountain camp where his relatives spent the harsh winters, trading the goods procured during the warmer months for tools and supplies. Wu remembers that day with perfect clarity. The stranger was a cause for much concern, the mountain folk were worried that she was a thief or bandit. Some even claimed that she was a depraved monk, a witch capable of calling upon evil spirits.

    The mountain folk's suspicions were justified. The stranger was indeed a battle-hardened nomad and witch. Her name was Sun Xiao Yin, master of the Desert Wind, a keeper of mysteries, an Enilghtened Fist. The Spirits had guided her to this remote village, they had told her that she might find an apprentice here, one worthy of her knowledge. After residing in the village for a time and calling upon the Spirits for further guidance, she chose Wu as her apprentice. Wu's parents were initially reluctant to release him to the care of a Nomad, but the gold she offered in exchange was a great fortune to them. Wu soon left with the inscrutable Xiao Yin and his education began soon after.

    Sun Xiao Yin was a harsh instructor, impatient and prone to fits of rage. Wu struggled to comprehend the vast knowledge Xiao Yin foisted upon him. Meditation, martial arts, meditation, lectures on the spirit world, meditation, internal and external alchemy, medidation, spellcasting fundamentals and yet more meditation, Wu struggled under her incessant curriculum. Over time, it became apparent that Wu's aptitudes lay solely with the Arcane, much to Xiao Yin's dissapointment. As the years passed, Xiao Yin's lessons became less and less frequent and she returned to adventuring. Wu was left to continue his own education, with only his masters secluded library of scrolls and tomes to guide him.

    During one of of his master's sojourns, Wu engaged himself in meditation. He focused on a bauble his master had recovered from one of her many adventures, a crystal ball. The power of the object had faded long ago, he had been told, but the object had an indescribable pull on Wu. He spent hours gazing at the object, assessing it's shape, attempting to understand it's form and intrinsic nature. He came to a realisation as he gazed into the ball's centre; the ball was looking back at him! He laughed as he recognised his own reflection in the crystal, then sighed in relief. His reflection grinned at him maliciously, it's toothy grin sparkling hypnotically...

    Wu awakened to the angry shouts of his master. She had returned to find Wu in a dazed state. His features were sallowed and gaunt, his teeth encrusted with gemstones and he had been mumbling in a strange language, with a voice that was not his own. She had dismissed the spirit that had possessed him and then he had collapsed. Wu was perplexed, he had no memory of these events and his excuses did not placate his master. Sun Xiao Yin then became uncharacteristically calm, she declared that Wu's apprenticeship was over and that he was to leave immediately. Wu bowed respectfully, collected his few belongings and set off on his own.

    In respect of his master, he took the name Xiao Jing Wu. He travelled in search of adventure and knowledge. It was not long before he encountered companions with similar interests. They were happy to share their journeys with a spellcaster, and Wu was glad for the protection they offered. He continued his meditations and communion with the spirit world. Some Spirits offered him protection and guidance, others only spoke to him in dreams. He found that he was able to reach out and contact some of the forgotten Spirits, they were eager to give him their guidance. Despite his efforts, he was not able to contact the powerful Spirit that had first spoke to him in his master's crystal ball.


    Xiaojing Wu: Male Human Wu Jen; Medium humanoid; HD 1d4; 4 hp;Init +1;Spd 30ft; AC 11, Touch 11, flat footed 10; BA +1; Grp +1; Attack +1 melee longspear (1d8+1 20/x3), +1 melee touch (1d6 fire) or +1 ranged crossbow(1d8 19-20); SA Halo of Flame; SQ Watchful spirit, Taboo; AL NE; SV Fort 0, Ref +1, Will +2; Str 12, Dex 12, Con 10, Int 18, Wis 10, Cha 12

    Skills and Feats: Autohypnosis +1, Concentration +4, Craft (Alchemy) +5, Decipher Script +5, Knowlegdge (Arcana) +8, Knowledge (Architecture and Engineering) +5, Knowledge (Geography) +5, Knowledge (History) +5, Knowledge (Local) +5, Knowledge (Nature) +5, Knowledge (Planar) +6, Knowledge (Religion) +5, Intimidate +5, Spellcraft +8. Languages: Common, Draconic, Sylvan, Ignan, Auran. Feats: Extend Spell, Martial Study (Devoted Spirit), Bind Vestige.

    IL 1. Maneuver : Vanguards Strike.

    EBL 1. Check +2 . Save DC 11. Current Pact: Aym, Halo of Flame.

    CL 1. Spells Memorised; 0: Detect Magic, Detect Poison, Dancing lights; 1:Sleep, Silent Image. Save DC 14 + spell level.

    Gear

    Backpack, waterskin, rations, bedroll,sack, flint and steel, candles, map case, chalk. Spell component pouch and spellbook. Longspear, dagger and Light Crossbow. Bolt case with bolts. (modified Wizard starting package, the Wu Jen description lacks one)

    Spellbook
    0 level. All. Taken From lists in CArc and CM
    1st level. Fiery Eyes, Ghost Light, Scales of the Lizard, Shield, Silent Image, Sleep, True Strike
    Abilities and tactics

    First level is tough. Low defences, hp and two 1st level spells. Providing you can gather some intelligence about an adventure, try and adjust your prepared spells accordingly. Stay at range, behind cover and make the most of sleep against typical foes. Use your Initiative reroll to help prevent a beatdown before your turn.

    Ghost light causes foes in a mobile 30' burst to become shaken, setting you up for an intimidancer combo in later levels, but is not much use to start with. Foes resistant to mind affecting spells should be set alight with fiery eyes or Ayms vestige if you are feeling reckless. Box in mindless foes with silent image, or use it to give yourself and your alies cover (concealment).

    To conserve spells and prolong the workday, Coup de grace and Aid another when appropriate. Binding Aym for the halo of flame might be a good melee deterrent, otherwise look to Naberius for a great list of abilities to choose from. The only low profile Vestige at this level is Leraje, keep that in mind if there is a need for subtlety. As an amateur Binder, you do not get to turn off abilities when they become inconvenient. Your Vanguards strike ability works best when coupled with a melee touch attack.


    Level 5 Snapsot

    Spoiler
    Show
    Wu awakened with a start. He had heard it's voice in his dreams! Acerarak was it's name and it had been watching Wu's progress for some time. It had been almost a decade since he first encounted the Spirit in the cystal ball, but he responded to it's call immediately. His understanding of Binding had grown considerably over the years, as had his Arcane abilities. Barely containing himself, he eagerly prepared the binding ritual and began the summons.

    Dark power washed over Wu as he was faced with the image of Acerarak. It told him secrets, threatened Wu with annihalation yet at the same time it promised him power and immortality. Acerarak instructed Wu to turn himself into a phylactery, a living vessel for his spirit. Such a vessel could contain far more power than any mortal form, it would also be capable of hosting more powerful Vestiges. Wu listened carefully as the Vestige explained how he could bring about this metamorphosis...

    Xiaojing Wu: Male Human Wu Jen 3/Anima Mage 2; Medium humanoid; HD 5d4; 14 hp;Init +1; Spd 30ft; AC 11, Touch 11, flat footed 10; BA +3; Grp +3; Attack +3 melee longspear (1d8+1 20/x3), +3 ranged Fire Shuriken (3d6+1 19-20) or +3 ranged crossbow(1d8 19-20); SA Faster Ability Healing; SQ Watchful spirit, Taboo x2, Spell Secret (Extend Apparition); AL NE; SV Fort +1, Ref +2, Will +5; Str 12, Dex 12, Con 10, Int 19, Wis 10, Cha 12

    Skills and Feats: Autohypnosis +5, Bluff +2, Concentration +8, Craft (Alchemy) +6, Decipher Script +6, Knowlegdge (Arcana) +12, Knowledge (Architecture and Engineering) +5, Knowledge (Geography) +5, Knowledge (History) +5, Knowledge (Local) +5, Knowledge (Nature) +9, Knowledge (Planar) +10, Knowledge (Religion) +6, Intimidate +6, Spellcraft +12. Languages: Common, Draconic, Sylvan, Ignan, Auran. Feats: Extend Spell, Martial Study (Devoted Spirit), Bind Vestige, Improved Bind Vestige.

    IL 2. Maneuvers (encounter) : Vanguards Strike (Strike).

    EBL 7. Check +8 . Save DC 14. Current Pact: Naberius, Faster Ability Healing.

    CL 5. Spells Memorised; 0: Detect Magic, Detect Poison, Ghost Sound, Presdigitation; 1: Elemental Burst (Water), Elemental Burst (Metal), Ghost Light, Silent Image, Sleep; 2: (Extended) Apparition, Lahm's Finger Darts, Rope Trick; 3: Heart of Water, Stinking Cloud
    Save DC 14 + spell level.

    Gear
    Pearl of Power (1st), Bracers of the Entangling Blast, Hewards Fortifying Bedroll, Fire Shuriken. 2000gp worth of assorted swag, including Starmetal fragments, potions and scrolls.

    Spellbook (PHB, CArc, CM and BoVD) 74 pages.
    0 level. All. Taken From lists in CArc and CM
    1st level. Charm Person*, Climbing Tree*, Comprehend Languages*, Elemental Burst, Fiery Eyes, Ghost Light, Hypnotism*, Scales of the Lizard, Seething Eyebane, Shield, Silent Image, Secret Signs, Sleep, True Strike
    2nd level. Alter Self, Apparition, Detect Thoughts*, Fire Shuriken, Heart of Air*, Invisibility*, Lahm's Finger Darts, Locate Object*, Mirror Image*, Rope Trick*, Torrent of Tears*
    3rd Level. Absorb Mind, Commune with Lesser Spirit*, Heart of Water*, Magnetic Body*, Mount*, Stinking Cloud
    *Researched or bought spells as suggested on p198 DMG and p179 PHB, taking most expensive option. Wu spends a fair proportion of his wealth (at this level, around 1500gp) on his arsenal of spells. Just as a Warrior might on arms and armour. Corrupt spells are aquired through Wu Jen bonus spells. Myriad Vestiges have awakened Wu's hunger for dark and forbidden knowledge.

    Abilities and tactics
    Information Gathering: Commune with lesser Spirit may be able to impart basic information about an area and creatures that reside nearby. Absorb Mind can provide detailed information from a fresh corpse. Detect thoughts, Locate Object, Detect Magic and Detect Poison are situational, but always useful. Charm Person, Hypnotism, Comprehend Languages and Secret signs are great for facilitating communication.

    Mobility: Mount, Alter Self and Heart of Water offer different movement modes. Additionally, the Heart of water spell can be expended for a short duration Freedom of Movement. Climbing Tree acts as a ladder or as cover, useful if noone in the party has ranks in climb.

    Combat: Lahm's Finger Darts deal auto-hit dexterity damage. If this interacts with Bracers of the Entangling Blast it's great. If it does not, it is still great. Corrupt spells like this have their corruption cost eased by making a pact with Naberius. Apparition is extended because of Wu's spell secret. He takes the appearance of a Starmetal green version of himself. All enemies who see him must save vs. will or be shaken. He will occasionally use Ghost Light to create glowing, green duplicates of himself, providing another save vs. shaken effect. Elemental Burst is typically used with the Engtangling Blast his bracers provide. Sleep has almost become obsolete at this level, but is occasionally useful. Stinking Cloud is fantastic for action denial. Fire Shurikens last until thrown, so Wu builds up a supply between adventures. Magnetic Body is thematic, but its use is situational. Wu will prepare this if he expects trouble from weapon weilding humanoids.

    Protection: The Elemental Heart line of spells grant a light fortification bonus when running together. They can also be expended to produce useful buffs. Silent Image, Invisibility, Alter Self and Rope Trick need no explanation. With his magic bedroll, Wu can recover his spells within a standard duration Rope trick.

    At this level, Wu has access to 4th level Vestiges. Unfortunately, Wu's access is limited to one power from one Vestige. Wu may be able to Exploit his low level pacts for an additional spell, but he would be better off taking the pact. Great choices include Naberius for his ability healing, Andromalius for his location and see invisible abilties, Buer for healing and Tenebrous for the ability to rebuke undead. Consider your needs and synergies with spells, before comitting to a pact for the day.

  4. - Top - End - #154
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    Default Re: Iron Chef Optimization Challenge VII

    And now for Part II!
    Quote Originally Posted by Xiaojing Wu
    Level 10 Snapshot

    Spoiler
    Show
    Wu had followed the instructions of his dark master. He had sought out the Starmetal required for his ascendancy and begun the arduous ritual of transformation. His tongue and teeth were stained green from drinking the elixers. Even his skin and hair had taken on an unhealthy tint. But he was resolved in his quest and already Aceraraks promises of power had borne fruit. He could command lesser Vestiges with ease and his Arcane might was astonishing. The powers of nature did his bidding and he ruled over his physical limitations. He could go longer without food, drink and sleep. His body would shrug off minor injuries, blades would barely penetrate his skin, when they did he hardly felt pain. He was resolute in his desire for immortality and none would get in his way...

    Level 10 snapshot
    Xiaojing Wu: Male Human Wu Jen 4/Anima Mage 4/Green Star Adept 2; Medium humanoid; HD 8d4 +2d8; 35 hp; Init +1; Spd 30ft; AC 11, Touch 10, flat footed 11; BA +6; Grp +6; Attack +6 melee Slam (1d6+1 20/x2) or +5 ranged Fire Shuriken (3d6+1 19-20); SA Faster Ability Healing, Slam; SQ Damage Reduction 2/Adamantine, Starmetal Rigor, Starmetal Dependancy, Unnatural Metabolism, Watchful spirit, Taboo x2, Spell Secret (Extend Apparition); AL NE; SV Fort +2, Ref +2, Will +5; Str 13, Dex 11, Con 10, Int 20 (22), Wis 10, Cha 12

    Skills and Feats: Autohypnosis +7, Bluff +5, Concentration +20, Craft (Alchemy) +9, Decipher Script +8, Knowlegdge (Arcana) +19, Knowledge (Architecture and Engineering) +8, Knowledge (Geography) +8, Knowledge (History) +8, Knowledge (Local) +7, Knowledge (Nature) +12, Knowledge (Planar) +15, Knowledge (Religion) +9, Intimidate +8, Spellcraft +19. Languages: Common, Draconic, Sylvan, Ignan, Auran, Aquan. Feats: Extend Spell, Martial Study (Devoted Spirit), Bind Vestige, Improved Bind Vestige, Combat Casting, Chain Spell.

    Skill Tricks: Collector of Stories. Swift Concentration

    IL 5. Maneuver (encounter) : Vanguards Strike (Strike), (Novice Ring of the Diamond Mind) Action Before Thought(Counter)

    EBL 9. Check +10 . Save DC 15. Current Pact: Naberius, Faster Ability Healing. Pact Phylactery (Acerarak, Liches Energy Immunity)

    ECL 10 (9). Spells Memorised; 0: Detect Magic, Detect Poison, Ghost Sound, Presdigitation; 1: Elemental Burst (Metal), Elemental Burst (water), Ghost Light, Scales of the Lizard, Shield, Silent Image; 2: Alter Self, Detect Thoughts, Heart of Air, Lahm's Finger Darts x 2; Rope Trick 3: Heart of Water, Major Image, (Extended) Protection from Arrows, Stinking Cloud; 4: Greater Invisibility, Heart of Earth, Solid Fog; 5: (Extended, Chained) Apparition, Heart of Fire. Save DC 16 + spell level.

    Gear
    Headband of Intellect + 2, Boccobs Blessed Book, Tunic of Steady Spellcasting, Novice Ring of the Diamond Mind, Pact Phylactery, Pearl of Power (1st), Bracers of the Entangling Blast, Hewards Fortifying Bedroll, Fire Shuriken. 1850gp of assorted swag, including consumables, spell foci and components, alchemical items and starmetal fragments. 2 Starmetal Elixers 2000gp (consumed).

    Spellbook 134 pages
    0 level. All. Taken From lists in CArc and CM
    1st level. Accuracy*, Animate Water*, Animate Wood*, Charm Person*, Climbing Tree*, Comprehend Languages*, Elemental Burst, Fiery Eyes, Ghost Light, Hypnotism*, Jet of Steam*, Magic Missile*, Melt*, Scales of the Lizard, Seething Eyebane, Shield, Silent Image, Secret Signs, Sleep, Summon Monster 1*, True Strike, Unseen Servant*
    2nd level. Alter Self, Apparition, Blackrot*, Detect Thoughts*, Fire Shuriken, Heart of Air*, Ice Blast*, Invisibility*, Lahm's Finger Darts, Locate Object*, Mirror Image*, Protection From Arrows*, Pyrotechnics*, Resist Energy*, Rope Trick*, Torrent of Tears*, Wall of Gloom*
    3rd Level. Absorb Mind, Commune with Lesser Spirit*, Dispel Magic*, Heart of Water*, Magic Circle Against Good/Evil/Chaos/Law*, Magnetic Body*, Major Image, Mount*, Plant Growth, Stinking Cloud, Thornskin*
    4th Level. Absorb Strength, Dismissal, Greater Invisibility*, Heart of Earth*, Lesser Spirit Binding, Minor Creation*, Polymorph*, Rusting Grasp*, Solid Fog, Wall of Bones*
    5th Level. Heart of Fire*, Power Leech, Spirit Self*, Teleport
    *Researched or bought spells as suggested on p198 DMG and p179 PHB. Wu spends a fair proportion of his gold (5,150gp) on his arsenal of spells. Just as a Warrior might on arms and armour. Corrupt spells are aquired through Wu Jen bonus spells. Myriad Vestiges have awakened Wu's hunger for dark and forbidden knowledge.

    Abilities and tactics

    Summoning/Calling. The Spirit Binding line of spells is great. Fey, Elementals, Incorporeal Undead and native Astral Denizens (not Githyanki for example) are valid targets, as are specific listed Spirits in OA. Wu can Call creatures up to 8HD, otherwise the spell functions like Planar Binding. Wu typically attempts to bind creatures for a long term contract. Having them search for Starmetal or act as a guardians for his base of operations (applying extend spell to increase duration). He will also summon a guardian creature to act as a bodyguard on occasion. For a wilderness adventure, this is typically fey. For a Dungeon crawl, this is undead. Planar adventures, it will be an Astral denizen. Templated creatures can be exceptionally powerful and versatile, such as Ghost, Half Fey and Evolved Undead to name a few. Unfortunately, it is difficult (but not impossible) to bind them. Because of the buffs required to succeed in an opposed Charisma test, it is typically a downtime spell. Assume Wu has one powerful spellcasting Fey or Ghost ally at any given time, in addition to the numerous less powerful Spirits searching for Starmetal and protecting his home.

    Buffs. At first glance, Power Leech appears to be an attack spell. Wu uses it as a Buff Spell. Summon a Celestial/Fiendish critter, then drain it's Wisdom/Charisma/Constitution for a 10 mins/level enhancement bonus. Or target an incapacitated foe for the Intelligence. Absorb Strength is a great Strength and Constitution buff. It becomes more powerful depending on the targets attributes, so don't waste it on a small or weak critter. The Elemental Heart line of spells provide numerous buffs. Increased jump/flight, water breathing, 20 temp hp, increased swim/flight/land speed and fire resistance. They provide immunity to critical hits and sneak attacks. Additionally they can be expended as an immediate action to produce a feather fall/freedom of movement/stoneskin/fire shield effect. Spirit Self provides Incoporeality, which works well with the DR provided by GSA and spells. In addition, many Vestiges can offer pacts that provide resistances/immunities.

    Mobility. Mount is now highly effective. Teleport has come on line.

    Attacks. Lahm's Finger Darts now deals 5d4 dex at 200ft. Solid Fog and Wall of Bones are great for action denial. Dismissal is invaluable against extraplanar threats. Apparition can now be Chained, causing up to 10 additional save vs. shaken effects (depending on the size of the party).

    Utility. Polymorph, versatile in form and function. The inherent features of GSA should carry over to polymorph forms. Minor Creation, Wood Shape, Plant Growth to name a few. Wu probably has made himself a secret lair by repeated castings of Wood Shape. He would have then cast plant growth on the surrounding area until it is effectively accessable only by teleport (or slash and burn). Wu has access to an ability from up to a 5th level Vestige. Naberius and Acerarak are of the most use to him, but there are many others available. He makes no effort to disguise his connection to the 'Spirits.'


    Level 15 Snapshot

    Spoiler
    Show
    Power! Wu craved power! Had Acerarak lied to him? Was he simply a puppet? He had spent year after year searching out the Starmetal, but his ascendancy was still out of reach. At every turn he faced another hurdle or barrier. Each time he struggled though these challenges, another, more difficult obstacle presented itself. Acerarak was no help, the Vestige taunted and cajoled him in equal measure. Wu's heart had become as hard as the Starmetal he now struggled to swallow. None would stop him! He had sacrficed so much for this! It was too late to turn back now!

    Xiaojing Wu: Male Human Wu Jen 4/Anima Mage 5/Green Star Adept 6; Medium humanoid; HD 9d4 +6d8; 55 hp; Init +1; Spd 60ft; AC 12, Touch 10, flat footed 12; BA +10; Grp +10; Attack +10 melee Slam (1d6+3 20/x2) or +10/+5 ranged Fire Shuriken (3d6+2 19-20); SA Slam; SQ Damage Reduction 6/Adamantine, Immunity to Cold and Electricity, Negative Energy Healing, Fortification (50%), Otherworldly Vision, Starmetal Rigor, Starmetal Dependancy, Unnatural Metabolism, Watchful spirit, Taboo x2, Spell Secret (Extend Apparition); AL NE; SV Fort +4, Ref +4, Will +13; Str 14, Dex 11, Con 10, Int 21 (27), Wis 10, Cha 12 (16)

    Skills and Feats: Appraise +7, Autohypnosis +7, Bluff +12, Concentration +25, Craft (Alchemy) +10, Decipher Script +8, Knowlegdge (Arcana) +23, Knowledge (Architecture and Engineering) +8, Knowledge (Geography) +10, Knowledge (History) +10, Knowledge (Local) +6, Knowledge (Nature) +12, Knowledge (Planar) +15, Knowledge (Religion) +9, Intimidate +13, Spellcraft +23. Languages: Common, Draconic, Sylvan, Ignan, Auran, Aquan, Terran, Infernal, Abyssal. Feats: Extend Spell, Martial Study (Devoted Spirit), Bind Vestige, Improved Bind Vestige, Combat Casting, Chain Spell, Persistant Spell, Practiced Binder.

    Skill Tricks: Collector of Stories. Swift Concentration

    IL 7. Maneuvers (encounter) : Vanguards Strike (Strike), (Novice Ring of the Diamond Mind) Action Before Thought(Counter)

    EBL 10. Check +13 . Save DC 16. Current Pact: Acerarak, Liches Energy Immunity, Negative Energy Healing. Pact Phylactery (Naberius, Fast Ability Healing, Persuasive Words)

    Spell like abilities: Expeditious Retreat CL 5 at will, Disguise Self CL 5 3/day, Control Undead CL 5 3/day (DC 14).

    ECL 16 (12). Spells Memorised; 0: Detect Magic, Detect Poison, Ghost Sound, Presdigitation; 1: Elemental Burst (water), Ghost Light, Scales of the Lizard, Shield, Silent Image, True Strike; 2: Blackrot, Heart of Air, Lahm's Finger Darts x 2, Mirror Image, Rope Trick 3: (Extended) Alter Self, Heart of Water, Magnetic Body, (Extended) Protection from Arrows, Stinking Cloud, Thornskin; 4: Enervation, Greater Invisibility, Heart of Earth, Solid Fog, Wall of Bones; 5: (Extended, Chained) Apparition, Blade of Deception, Heart of Fire, Teleport; 6: (Extended) Power Leech, Repulsion, True Seeing; Save DC 18 + spell level.

    Gear
    Headband of Intellect +6, Hewards Handy Haversack, Orange Ioun Stone, Mask of Lies, Teeth of Dahlver Nar (Acerarak, Marchosias, Ronove), Ring of Arcane Supremacy, Headband of Intellect + 2 (stowed away or buffing a Spirit Ally), Boccobs Blessed Book, Tunic of Steady Spellcasting, Novice Ring of the Diamond Mind, Pact Phylactery, Pearl of Power (1st) and (2nd), Bracers of the Entangling Blast, Hewards Fortifying Bedroll, Fire Shuriken. Over 20,000gp of assorted swag, including consumables, spell foci and components, alchemical items and starmetal fragments. 6 Starmetal Elixers 6000gp (consumed).

    Spellbook 269 pages
    0 level. All. Taken From lists in CArc and CM
    1st level. Accuracy*, Animate Water*, Animate Wood*, Charm Person*, Climbing Tree*, Comprehend Languages*, Elemental Burst, Fiery Eyes, Ghost Light, Hypnotism*, Jet of Steam*, Magic Missile*, Melt*, Scales of the Lizard, Seething Eyebane, Shield, Silent Image, Secret Signs, Sleep, Summon Monster 1*, True Strike, Unseen Servant*, Ventriloquism*
    2nd level. Alter Self, Apparition, Blackrot*, Detect Thoughts*, Fire Shuriken, Heart of Air*, Ice Blast*, Invisibility*, Kiss of the Toad*, Lahm's Finger Darts, Lightning Blade*, Locate Object*, Mirror Image*, Misdirection*, Protection From Arrows*, Pyrotechnics*, Resist Energy*, Rope Trick*, See invisibility*, Summon Monster 2*, Torrent of Tears*, Wall of Gloom*, Whispering Wind*
    3rd Level. Absorb Mind, Bestow Curse*, Commune with Lesser Spirit*, Dispel Magic*, Elemental Eye*, Heart of Water*, Illusory Script*, Magic Circle Against Good/Evil/Chaos/Law*, Magnetic Body*, Major Image, Mount*, Plant Growth, Remove Curse*, Stinking Cloud, Summon Monster 3*, Thornskin*
    4th Level. Absorb Strength, Confusion*, Dismissal, Enervation*, Fire Trap*, Greater Invisibility*, Heart of Earth*, Lesser Spirit Binding, Locate Creature*, Minor Creation*, Polymorph*, Rain of Spines*, Rusting Grasp*, Solid Fog, Summon Monster 4*, Symbol of Pain*, Symbol of Sleep*, Wall of Bones*
    5th Level. Blade of Deception, Ethereal Jaunt*, Heart of Fire*, Fabricate*, Power Leech, Spirit Self*, Stone Shape*, Teleport, Telekenisis, Wall of Stone*
    6th Level. Consume Likeness, Control Weather, Greater Dispel Magic*, Spirit Binding, Symbol of Fear*, Transfix, True Seeing*, Veil*
    *Researched or bought spells as suggested on p198 DMG and p179 PHB. Wu spends a fair proportion of his gold (13,290gp) on his arsenal of spells. Just as a Warrior might on arms and armour. Corrupt spells are aquired through Wu Jen bonus spells. Myriad Vestiges have awakened Wu's hunger for dark and forbidden knowledge.

    Abilities and tactics

    Summons/Callings. Now up to 16 HD. Incredibly powerful creatures can now be called, many of which have spellcasting far superior to Wu. Negotiating services is now much easier when buffed. His lairs are well protected and he typically has a powerful, spellcasting bodyguard at all times.

    Buffs. An extended Power Leech (chained via vestige metamagic) can grant an enhancement bonus of over 500 to an attribute. The only impediment is finding a number of creatures with high attributes to drain. Summoned (not called) monsters help, as do incapacitated prisoners. The actual benefit is likely to be in the range of +40-100. Memorising spells with a buffed intelligence is possible due to Hewards Bedroll. Consume Likeness is a great disguise spell, once cast it has a permenant effect that can be called on as a standard action. 2 powers from a Vestige are now available, some of the immunities are fantastic. True Seeing has come online.

    Attacks. A chained telekenisis grapple can shut down an encounter. Blade of deception can gradually lower saving throws. Symbols are effective in an encounter, but also serve as useful traps. Repulsion Keeps the melee beatsticks away. Transfix is effectively a mass Hold Person with a potentially permenant duration. Great for encouraging Power Leech targets to hold still. Many lower leve spells have been researched, providing Wu with a versatile repetoire to call upon. Wu's Ring of Arcane Supremacy allows a reroll on spell penetration tests.

    Utility. Greatly enhanced. Wall of stone and Stone shape further fortifies Wu's lair. Fabricate and Control Weather need no explaination. Many lower level utilities are available, as are the abilities of Spirit Allies.


    Epilogue

    Spoiler
    Show
    Time conquers all things. Cities fall, Mountains crumble and the Skies and the Seas will bleed away. Even the Sun will dim and fade, scorching the Prime in a defiant outburst before it's inevitable collapse. Under the weight of years, even Hope can die...Yet Xiaojing Wu will remain. Were he still mortal, he might weep.

    Deep in the Far Realm, the remains of the Demi-Lich Acerarak coalesced and took form. Long had the Prime been denied to him, but his apprentice had served him well. The time was at hand...The Horror would soon return! His gem encrusted skull contorted into an exaggerated grin and his insane laughter echoed through desolate void.


    Xiaojang Wu: Male Human Wu Jen 4/Anima Mage 6/Green Star Adept 10; Medium construct (augmented humanoid); HD 10d4 +10d8 +20; 101 hp; Init +3; Spd 30ft; AC 17, Touch 11, flat footed 17; BA +16; Grp +16; Attack +16 melee Slam (1d6+6 20/x2) or +11/+6/+1 ranged Fire Shuriken (3d6+4 19-20); SA Slam; SQ Damage Reduction 10/Adamantine, Immunity to Cold and Electricity, Negative Energy Healing, Construct Immunities, Otherworldly Vision, Starmetal Rigor, Starmetal Dependancy, Unnatural Metabolism, Watchful spirit, Taboo x2, Spell Secret (Extend Apparition); AL NE; SV Fort +5, Ref +5, Will +15; Str 18, Dex 12, Con -, Int 28 (34), Wis 10, Cha 17 (21)

    Skills and Feats: Appraise +17, Autohypnosis +7, Bluff +16, Concentration +30, Craft (Alchemy) +18, Craft (Calligraphy) +13, Decipher Script +16, Knowlegdge (Arcana) +35, Knowledge (Architecture and Engineering) +16, Knowledge (Geography) +16, Knowledge (History) +16, Knowledge (Local) +13, Knowledge (Nature) +20, Knowledge (Planar) +23, Knowledge (Religion) +17, Intimidate +30, Spellcraft +35. Languages: Common, Draconic, Sylvan, Ignan, Auran, Aquan, Terran, Infernal, Abyssal, Celestial. Feats: Extend Spell, Martial Study (Devoted Spirit), Bind Vestige, Improved Bind Vestige, Combat Casting, Chain Spell, Persistant Spell, Practiced Binder, Fell Drain.

    Skill Tricks: Collector of Stories, Magical Appraisal, Never Outnumbered, Swift Concentration

    IL 10. Maneuvers (encounter) : Vanguards Strike (Strike), (Novice Ring of the Diamond Mind) Action Before Thought(Counter), (Novice Slippers of the Setting Sun) Step of the Wind (stance), (Master Shadow Hand Gloves) Shadow Blink, (Scholars Devoted Spirit Amulet) Daunting Strike (strike).

    EBL 11. Check +15 . Save DC 17. Current Pact: Acerarak, Liches Energy Immunity, Negative Energy Healing. Pact Phylactery (Haures), Incorporeal Movement, Inaccessable mind.

    Spell like abilities: Expeditious Retreat CL 5 at will, Disguise Self CL 5 3/day, Control Undead CL 5 3/day (DC 14) Phantasmal Killer CL 7 3/day (DC 16), Dispel Magic CL5 3/day, Call Lightning CL 5 3/day, DC 14.

    ECL 21 (15). Spells Memorised; 0: Detect Magic, Detect Poison, Ghost Sound, Presdigitation; 1: Elemental Burst (water), Ghost Light, Scales of the Lizard, Seething Eyebane x2, Silent Image, True Strike; 2: Blackrot, Heart of Air, Ice Spray, Lahm's Finger Darts x 3, Mirror Image; 3: (Extended) Alter Self, Heart of Water, Magnetic Body, (Extended) Protection from Arrows, Stinking Cloud x2, Thornskin; 4: Absorb Strength, Dismissal, Enervation, Greater Invisibility, Heart of Earth, Solid Fog, Wall of Bones; 5: (Extended, Chained) Apparition, Dominate Person, Blade of Deception, Heart of Fire, Telekenisis, Teleport; 6: Consume Form, Repulsion, (Persistant) Shield, Transfix, True Seeing; 7: Absorbtion, Blade of Darkness, Body ouside of Body, Giant Size; 8: (Chained) Power Leech, Mind Blank, (Chained) Telekenisis; Save DC 22 + spell level. CL 22 with Necromancy.

    Gear
    Belt of battle, Manual of Quickness in Action +3 (applied), Tome of Leadership and Influence +5 (applied), Tome of Clear Thought +5 (applied), Cloak of Displacement (minor), Robe of Arcane Might (Necromancy), Novice Slippers of the Setting Sun, Master Shadow Hand Gloves, Scolars Devoted Spirit Amultet, Headband of Intellect +6, Hewards Handy Haversack, Orange Ioun Stone, Mask of Lies, Teeth of Dahlver Nar (Acerarak, Focalor, Haures, Karsus, Marchosias, Ronove), Ring of Arcane Supremacy, Headband of Intellect + 2 (stowed away or buffing a Spirit Ally), Boccobs Blessed Book, Tunic of Steady Spellcasting, Novice Ring of the Diamond Mind, Pact Phylactery, Pearl of Power (1st) and (2nd), Bracers of the Entangling Blast, Hewards Fortifying Bedroll, Fire Shuriken. Over 85,000gp of assorted swag, including consumables, spell foci and components, alchemical items and starmetal fragments. 10,000gp worth of Starmetal Elixers (consumed).

    Spellbook 451 pages.
    0 level. All. Taken From lists in CArc and CM
    1st level. Accuracy*, Animate Water*, Animate Wood*, Charm Person*, Climbing Tree*, Comprehend Languages*, Elemental Burst, Fiery Eyes, Ghost Light, Hypnotism*, Jet of Steam*, Magic Missile*, Melt*, Scales of the Lizard, Seething Eyebane, Shield, Silent Image, Secret Signs, Sleep, Summon Monster 1*, True Strike, Unseen Servant*, Ventriloquism*
    2nd level. Alter Self, Apparition, Blackrot*, Detect Thoughts*, Fire Shuriken, Heart of Air*, Ice Blast*, Invisibility*, Kiss of the Toad*, Lahm's Finger Darts, Lightning Blade*, Locate Object*, Mirror Image*, Misdirection*, Protection From Arrows*, Pyrotechnics*, Resist Energy*, Rope Trick*, See invisibility*, Summon Monster 2*, Torrent of Tears*, Wall of Gloom*, Whispering Wind*
    3rd Level. Absorb Mind, Bestow Curse*, Commune with Lesser Spirit*, Dispel Magic*, Elemental Eye*, Fireball*, Heart of Water*, Illusory Script*, Magic Circle Against Good/Evil/Chaos/Law*, Magnetic Body*, Major Image, Mount*, Plant Growth, Remove Curse*, Stinking Cloud, Summon Monster 3*, Thornskin*
    4th Level. Absorb Strength, Confusion*, Creeping Darkness*, Dimension Door*, Dismissal, Enervation*, Fire Trap*, Greater Invisibility*, Heart of Earth*, Lesser Spirit Binding, Locate Creature*, Minor Creation*, Polymorph*, Rain of Spines*, Rusting Grasp*, Solid Fog, Summon Monster 4*, Symbol of Pain*, Symbol of Sleep*, Wall of Bones*, Wall of Fire*
    5th Level. Blade of Deception, Dream*, Fire and Brimstone*, Heart of Fire*, Fabricate*, Nightmare*, Passwall*, Persistant Image*, Power Leech, Spirit Self*, Stone Shape*, Summon Monster 5, Teleport, Telekenisis, Wall of Stone*, Wall of Force*
    6th Level. Consume Likeness, Control Weather, Greater Dispel Magic*, Permenant Image*, Programmed Image*, Spirit Binding, Storm of Fire and Ice*, Summon Monster 6*, Symbol of Fear*, Transfix, True Seeing*, Veil*
    7th Level. Absorbtion, Adamantine Wings*, Blade of Darkness*, Body Outside of Body, Death By Thorns, Giant Size, Greater Scrying, Greater Teleport*, Great Worm of the Earth*, Limited Wish*, Symbol of Weakness*
    8th Level. Earthquake*, Evil Weather, Greater Spirit Ally*, Mind Blank, Mysterious Redirection*, Polymorph any Object*, Whirlwind*
    *Researched or bought spells as suggested on p198 DMG and p179 PHB. Wu spends a fair proportion of his gold (29,520gp) on his arsenal of spells. Just as a Warrior might on arms and armour. Corrupt spells are aquired through Wu Jen bonus spells. Myriad Vestiges have awakened Wu's hunger for dark and forbidden knowledge.

    Abilities and tactics

    Constructs and Corrupt spells. Read the description in BoVD. The corrupt component inflicts ability damage. Being immune to that damage in no way prevents that component. It does not prevent the physical and mental trauma from taking effect once the spell has ended. It just makes you immune to that trauma. Much in the same way a Fire elemental can still be effected by a Fireball. The spell does no damage, but it still has an effect regardless. I am willing to engage in reasonable debate about this. Is it cheesey? Up to you. I do not think so and I would ask the following. Do you think it is RAI for a Lich or Mummy Lord not to be able to use corrupt magics?

    Summons/Callings: Greater Spirit Allies of up to 24 HD.

    Buffs: Too numerous to count. Highlights include Persistant Chained Power Leech, suck your enemies dry and gain the bonus all day. That is a potential equal to the statistic drained from 22 creatures. Mind Blank. 6th level Vestige pacts. Aceraraks Negative Energy Healing allows healing via negative energy. Absorbtion can also be expended for healing.

    Attacks: Too numerous to mention. Highlights include Chained Telekenisis grapples followed by Chained Power Drain and Blade of Darkness via the Belt of Battle. Magic Immune foes can be swallowed by a Great Worm of the Earth. Earthquake, Whirlwind and Evil Weather can alter landscapes. Body outside of Body duplicates with GSA abilities and access to Binding. Giant Size for when you want to lord over melee types. The thematic Green Fog variant of Evil Weather transmutes enemies (and bystanders) over a wide area.

    Utilities. You're kidding right? Summon an Epic Ghost and let it take care of it for you. Scry and Die is the order of the day. Divine casters can be shut down via Evil Weather. Wu's abilities are exceeded only by a dedicated arcanist.


    Last edited by Private-Prinny; 2010-07-09 at 09:58 PM.
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    Quote Originally Posted by Mr.Moron View Post
    Quote Originally Posted by Optimystik View Post
    'Adding up numbers' is completely independent of roleplay. What you're saying makes as much sense as "peeling a banana is not a good way to drive."


  5. - Top - End - #155
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    Default Re: Iron Chef Optimization Challenge VII

    "The battle of wits has begun. It ends when you guess and we both drink, and find out who is right, and who is dead."
    Quote Originally Posted by Nicolo Egidi
    Nicolo Egidi of House Gallanda
    LE Halfling



    On a dark desert highway (Introduction and the first five levels):
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    "Ogre's eyes, it's hot and dusty out there! Your tavern must be on the shore of the only fresh water pond for a league in any direction!" The traveler shook the sand from his duster with one hand and mussed his hair to shake loose more sand as he spoke. He gave a small cry and jumped when he looked up again to find a slightly built halfling man with piercing eyes standing in front of him.
    "Fancy a drink, or perhaps a hand or two at the card table, gov? I'm Nico. I help out here at the Inn of the Ebon Hound." As he spoke, he smiled, and suddenly the traveler felt a chill down his spine. Something told him he'd be lucky to get away from the card table with his life, let alone his money.
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    Nicolo starts his adult life as a Rogue, but it doesn't suit him especially well. His countenance and mannerisms are too distinctive; his interests, too esoteric. Before long, he finds himself drawn to the life of a Hexblade, where the combination of social skills and an unsettling demeanor are a natural fit. An interest in chemicals and death combine to get Nicolo dabbling in crafting poisons, even though he knows the dangers. Mettle helps minimize the risks. Early on, he focuses his energies on staying hidden and, when that doesn't work, on weakening his foes' resolve through the Hexblade's Curse, Bluff, and Intimidate. His Dark Companion makes the latter much easier. So does Charm Person.


    His mind is Tiffany-twisted (The story continues, and the next 5 levels):
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    "Tower spit! That's the fourth time in a row you bluffed me with a worse hand. What's your secret, Nico?"
    "Just lucky, I guess. Have another cup of mead, gov?"
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    Between Nico's innate interest in poisons and the esoterica he picks up around a card table, he discovers the nature and location of starmetal. The ritual of ingesting it hardens his weak system, and he becomes less vulnerable to the concoctions he creates, and Dallah Thaun's Luck helps out when the starmetal does not. Along the way, he begins to help out his uncle at the family tavern, and learns the the Ebon Hound is poorly concealed code for the Black Dogs' meeting place. He begins to study their techniques as well, so he can better utilize the poisons he enjoys, which work better with the Dark Companion around. When forced to more direct confrontations, Imperious Command + Dark Companion + Hexblade's Curse are a difficult trifecta to deal with, and Entropic Shield helps his defenses.


    So I called up the Captain (The plot thickens, and the next 5 levels):
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    "I fear... I fear the mead was a mite stronger, or my head a mite more woozy, than I had thought, my friends. I think it time to cash out and get a room for... a room for the night, yes. My throat burns some with... with that last round."
    "Here, gov. Let me show you the way to your bed."
    "That's quite... quite nice of you, Nico."
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    At this point in his development, Nico is splitting his time almost evenly between learning more about the starmetal and its secrets, and working for the Black Dogs. He gains a Death Attack to use when his foe is debilitated. He learns of a poison made on another plane, in Cathrys, and works to obtain and specialize in it. By now, the starmetal he's ingested makes him largely immune to the acidic effects of this particular poison. Combining Hexblade's Curse with the Dark Companion and his Poison Expert feat results in opponents saving as if against a DC 30 - no easy task, generally. On obtaining his Sea Snake familiar, Nicolo gains yet another way of debilitating his enemies.


    You can check out any time you like... (How our story and build finish up):
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    "Nico, I don't... I don't feel so well. Was there something... in that mead?" The traveler's face was ashen as Nico helped him adjust the sheets and pillow.
    "I'm sure the barmaid didn't do anything to it, Commander Kor. I may have accidentally spilled a bit of something in it, however," Nico replied with an enigmatic smile.
    "Dagger take you! How do you know who I am, and what did you do.. do to me, boy?"
    "The correct question, Commander, is how did I know who you were, since who you are is just a dying man..."
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    With Empower Poison, Poison Spell and Dhurinda's Touch, Nicolo can apply very deadly poisons in a multitude of ways, including his Slam attack. In completing his transformation to Construct form, he actually gains HP by overcoming his weak Constitution, as well as complete immunity to his favorite toys, should they be turned against him. With the use of Poison Spell on a Touch of Idiocy spell, he's simultaneously doing INT, WIS, CHA, and CON damage, in addition to the HP lost through the attack and the acidic nature of Sinmaker's Surprise. The fact that his CL is 12 instead of 6 by the end is a real boon in overcoming SR. Glitterdust comes too late to be extremely useful, but blinded foes are still more vulnerable to his attentions.


    Options (Suggested flaws and alternatives ignored for the sake of elegance):
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    Nicolo's weapons of choice are a thrown dagger and a hand crossbow, so Noncombatant is an obvious pick. Hexblade and GSA are both strong WILL classes, so Weak Will is not especially painful. Use both to fit in Master of Poisons and Poison Master (which moves Dallah Thaun's Luck up to 1st level), from Drow of the Underdark and Complete Scoundrel, respectively, so that early levels hold no dangers of poisoning himself and the poisons used become more virulent.
    With no change in feats or skills, a build of Rogue 1/Hexblade 5/GSA 10/Black Dog 4/Luckstealer 1 gets 3rd level spells - Hound of Doom, for preference - and an ability that roughly duplicates the Hexblade's Curse for more uses per day.
    Finally, any build using Hexblade should beg or bribe its way to using the Hexblade fix proposed by the class's creator, Mike Mearls.


    Base Stats: STR 8 DEX 14 CON 8 INT 16 WIS 10 CHA 17
    Alternate Class Features used: Dark Companion variant, PH 2 p47
    Boost CHA with level advancements.

    Sources used:
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    Player's Handbook, Player's Handbook II, Eberron Campaign Setting, Complete Warrior, Complete Arcane, Stormwrack, Drow of the Underdark, Dragonmarked, Races of the Wild, Manual of the Planes


    Level Breakdown
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    {TABLE]LEVEL|CLASS|BAB|FORT|REF|WILL|FEAT|SKILLS|FEATURES |SPELLS|
    1|Rogue 1|+0|+0|+5|+1|Least Mark of Hospitality (Prestidigitation)|Bluff 4, Concentration 2.0, Craft (poisonmaking), Decipher Script 2, Hide 4, Intimidate 3, Knowledge (arcana) 2.0, Knowledge (arch & eng) 2.0, Knowledge (geography) 2.0, Knowledge (history) 2.0, Profession (gambler) 4, Sleight of Hand 4|Trapfinding, Sneak Attack +1d6|-|
    2|Hexblade 1|+1|+0|+5|+3|-|Concentration 3, Hide 4.5, Knowledge (arcana) 4, Profession (gambler) 5|Hexblade's Curse|-|
    3|Hexblade 2|+2|+0|+5|+4|Combat Casting|Concentration 4, Hide 5, Knowledge (arcana) 6, Profession (gambler) 6|Arcane Resistance|-|
    4|Hexblade 3|+3|+1|+6|+4|-|Concentration 5, Craft (poisonmaking) 5, Hide 5.5, Knowledge (arcana) 7|Mettle|-|
    5|Hexblade 4|+4|+1|+6|+5|-|Concentration 6, Craft (poisonmaking) 6, Hide 6, Intimidate 4, Knowledge (arcana) 8|Dark Companion|Charm Person|
    6|Green Star Adept 1|+4|+1|+6|+7|Dallah Thaun's Luck|Concentration 7, Craft (poisonmaking) 7, Hide 7, Profession (gambler) 7|DR 1/adamantine, Improved Caster Level, Starmetal Dependency, Starmetal Rigor 1|-|
    7|Green Star Adept 2|+5|+1|+6|+8|-|Concentration 8, Craft (poisonmaking) 8, Hide 8, Profession (gambler) 8|Natural Attack (slam), Unnatural Metabolism +2|-|
    8|Black Dog 1|+5|+3|+8|+8|-|Bluff 5, Concentration 10, Craft (poisonmaking) 9, Hide 9, Intimidate 6, Profession (gambler) 9, Sleight of Hand 5|Heir's Mark, Improved Hospitality, Poison Use, Hand Crossbow Proficiency|-|
    9|Green Star Adept 3|+6/+1|+4|+9|+8|Imperious Command|Concentration 11, Intimidate 8|Fortification (25%)|-|
    10|Green Star Adept 4|+7/+2|+4|+9|+9|-|Concentration 13, Craft (poisonmaking) 11, Knowledge (arcana) 9|Otherworldly Vision, Starmetal Rigor 2|Entropic Shield|
    11|Black Dog 2|+8/+3|+5|+10|+9|-|Bluff 6, Concentration 14, Craft (poisonmaking) 13, Hide 10, Intimidate 10, Knowledge (arcana) 10, Knowledge (the planes) 1.0|Death Attack, Dhurinda's Trick|-|
    12|Green Star Adept 5|+8/+3|+5|+10|+9|Poison Expert (Sinmaker's Surprise)|Concentration 15, Craft (poisonmaking) 15, Knowledge (the planes) 2|Unnatural Metabolism +4|-|
    13|Green Star Adept 6|+9/+4|+6|+11|+10|-|Concentration 16, Craft (poisonmaking) 16, Intimidate 11, Knowledge (arcana) 11|Fortification (50%)|-|
    14|Black Dog 3|+10/+5|+6/+11|+11|-|Bluff 7, Concentration 17, Craft (poisonmaking) 17, Hide 11, Intimidate 13, Knowledge (arcana) 12, Sleight of Hand 7|Create Poison, Refine Poison|-|
    15|Green Star Adept 7|+11/+6/+1|+6/+11/+11|Obtain Familiar (Tiny Sea Snake)|Concentration 18, Craft (poisonmaking) 18, Intimidate 14, Knowledge (arcana) 13|Null Metabolism, Star Metal Rigor 4|-|
    16|Green Star Adept 8|+12/+7/+2|+6/+11/+12|-|Concentration 19, Craft (poisonmaking) 19, Intimidate 15, Knowledge (arcana) 14|Unnatural Metabolism +6|Touch of Idiocy|
    17|Black Dog 4|+13/+8/+3|+7|+12|+12|-|Bluff 8, Concentration 20, Craft (poisonmaking) 20, Hide 12, Intimidate 17, Knowledge (arcana) 15, Sleight of Hand 9|Empower Poison, Lost in the Crowd|-|
    18|Green Star Adept 9|+13/+8/+3|+8|+13|+12|Poison Spell|Concentration 21, Craft (poisonmaking) 21, Intimidate 18, Knowledge (arcana) 16|Fortification (75%)|-|
    19|Black Dog 5|+13/+8/+3|+8|+13|+12|-|Bluff 9, Concentration 22, Craft (poisonmaking) 22, Hide 13, Intimidate 20, Knowledge (arcana) 17, Sleight of Hand 11|Dhurinda's Touch|-|
    20|Green Star Adept 10|+14/+9/+4|+9/+13|+13|-|Concentration 23, Craft (poisonmaking) 23, Intimidate 21, Knowledge (arcana) 18|Emerald Perfection, Rapid Repair, Starmetal Rigor 6|Glitterdust|[/TABLE]


    TOYS & TOOLS:
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    Nicolo wants and needs to use a Hat of Disguise as soon as possible to cover the metamorphosis he is undergoing. Over the course of his career, Nicolo upgrades his dagger to a +1 Feycraft Assassination, Toxic, Virulent Dagger, Triple Weapon Capsule Retainer, Hilt Hollow, and a gets a Tooth of Leraje: (33,803g, 650g, and 20,000g for a weapon that's +5 to hit and damage, +5 to poison save DC, allows you to use poisons without poisoning yourself, you can apply poison to the weapon 4/encounter as a swift action, the poisons last for 2 hits each, and the secondary save is in 5 rounds rather than 10 rounds). He wears leather armor out of habit from the Rogue level, and enchants it with Fearsome as soon as possible. Hexbands are another clear must-have. Other than that, his money goes mostly into his poisons.
    Last edited by Private-Prinny; 2010-07-09 at 09:58 PM.
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    Quote Originally Posted by Mr.Moron View Post
    Quote Originally Posted by Optimystik View Post
    'Adding up numbers' is completely independent of roleplay. What you're saying makes as much sense as "peeling a banana is not a good way to drive."


  6. - Top - End - #156
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    Default Re: Iron Chef Optimization Challenge VII

    That's all of 'em. On your mark, get set, judge!!!

    (Note: I never actually had time to review all of these builds for legality, power, or style, so I'll be just as impressed and surprised as the rest of you on a second look)
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    Quote Originally Posted by Mr.Moron View Post
    Quote Originally Posted by Optimystik View Post
    'Adding up numbers' is completely independent of roleplay. What you're saying makes as much sense as "peeling a banana is not a good way to drive."


  7. - Top - End - #157
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    Default Re: Iron Chef Optimization Challenge VII

    "Choose a glass. By the end of this game, we will find out who is right and who is dead." (I hope someone gets the reference)
    Westley to Vizzini, The Princess Bride.

    EDIT: Stupid half-right memory.
    Last edited by Amphetryon; 2010-07-10 at 05:43 AM.
    Iron Chef in the Playground veteran since Round IV.

    Who made my awesome Dwarf Hexblade avatar, you ask? BRC did!
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  8. - Top - End - #158
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    Default Re: Iron Chef Optimization Challenge VII

    Quote Originally Posted by Amphetryon View Post
    Vizzini, The Princess Bride.
    I did a paper on American interventions in Kashmir diplomacy from 1947-2000, and it took every ounce of my self-discipline not to give my paper the subtitle "Never get involved in a land war in Asia!"

    Also, I had to edit my build for legality about 5 minutes after hitting the submit button That will teach me to try and make the character in one sitting!
    Handbooks: (Hosted on BG)
    [3.5] The Poison Handbook
    [3.5] (New) Master of Shrouds Handbook
    [3.5 Base Class] Healer's Handbook

    Trophies!
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    Thanks to Strategos and Jumilk for the awesome Iron Chef trophies!

  9. - Top - End - #159
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    Default Re: Iron Chef Optimization Challenge VII

    Quote Originally Posted by Amphetryon View Post
    Vizzini, The Princess Bride.
    Actually, that one was Westley, IIRC.
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    Quote Originally Posted by Mr.Moron View Post
    Quote Originally Posted by Optimystik View Post
    'Adding up numbers' is completely independent of roleplay. What you're saying makes as much sense as "peeling a banana is not a good way to drive."


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    Default Re: Iron Chef Optimization Challenge VII

    Skimming through these entries, I am very impressed with the creativity here. Much better than anything I had in mind for GSA.

    Quote Originally Posted by Private-Prinny View Post
    Actually, that one was Westley, IIRC.
    Indeed, and the actual quote is more like, "The battle of wits has begun. It ends when you guess and we both drink, and find out who is right, and who is dead."

    Quote Originally Posted by Akal Saris View Post
    I did a paper on American interventions in Kashmir diplomacy from 1947-2000, and it took every ounce of my self-discipline not to give my paper the subtitle "Never get involved in a land war in Asia!"
    That might be the best thing I have heard all day.
    You can call me Draz.
    Trophies:
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    Also of note:

    Work on my homebrew system, CRE8, is still marching slowly onwards. I think I can see the light at the end of the tunnel -- an Alpha release -- in the distance now. Read my Design Goals here.

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    Default Re: Iron Chef Optimization Challenge VII

    Quote Originally Posted by Draz74 View Post
    Indeed, and the actual quote is more like, "The battle of wits has begun. It ends when you guess and we both drink, and find out who is right, and who is dead."
    I updated the witty comment section with the correct version.
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    Quote Originally Posted by Mr.Moron View Post
    Quote Originally Posted by Optimystik View Post
    'Adding up numbers' is completely independent of roleplay. What you're saying makes as much sense as "peeling a banana is not a good way to drive."


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    Default Re: Iron Chef Optimization Challenge VII

    Holy crap. My bad. I hope nobody saw that...

    Gah...

    I guess I must have glossed over that part of the rules.
    Last edited by Keld Denar; 2010-07-09 at 10:03 PM.
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    AILHAY THULUCAY! AILHAY THULUCAY! AILHAY THULUCAY!
    _________________________________
    A beholder’s favorite foods include small live mammals, exotic mushrooms and other fungi, gnomes, beef, pork, colorful leafy vegetables, leaves, flower petals, insects, and birds.

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    Default Re: Iron Chef Optimization Challenge VII

    Very impressive. I have just read though the backrounds and skimmed the basics of the builds. Few of the builds are alike, all of them have unique and interesting stories. Going back for a more detailed read now.

    I look forward to hearing the opinion of our esteemed judges. Thanks to our host Prinny, and also to the judges.

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    Default Re: Iron Chef Optimization Challenge VII

    I'll weigh in tomorrow, as is my wont.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

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    Default Re: Iron Chef Optimization Challenge VII

    OK, this is my first time as a judge here at Iron Chef. Some of you might not know me - my name is Shinken and I'm well known around my neighborhood for being the judge on Beerfest 2007 & 2008. I'm also quite fond of D&D and optimization, and I have a few handbooks around. My favourite color is green and my favourite band is Millencolin. Oh, my ratings, of course...

    Byerek Runeweaver
    Originality: 2
    Illumian, Duskblade, Arcanamach, Abjurant Champion, Greater Mighty Wallop, Minor Shapeshift... I've seen those together a million of times. Nothing new here. I simply didn't like his backstory too.
    Power: 4
    Very solid build with high CL and high base attack, good spell selection and the like. It's a little too 'bread and butter' for my tastes, but that's OK.
    Elegance: 3
    Paladin levels without any justification in your backstory was a very big NO for me. Same could be applied to incarnum.
    Use of Secret Ingredient: 3
    You do get points for the Strenght synergy, but that's about it. There are tons of gish PrCs that would have ended up in a stronger build and without the backstory to back your choice up, I just don't see why GSA.

    Little Starry Eyes
    Originality: 5
    A werebird halfling saint? That surprised me, oh did it surprise me! I like the backstory and the way the choices are explained so neatly in the backstory.
    Power: 2.5
    You probably expected that. That's A LOT of level adjustment you took, you completed GSA which drops your hit points even more, your base attack bonus is lacking, your skills are poor and your spells are very limited.
    You have a few tricks, granted, but they are not spectacular.
    Elegance: 3
    Everything meshes pretty well together in the build, you reason your choices very well and it is backed up by the backstory. Very good.
    You lots points because of Luminous Armor, though. Only prepared spellcasters can cast sanctified spells.
    Use of Secret Ingredient: 3.5
    I'm giving this rating more because of the backstory than because of anything else. Starry-Eyes would be better with more Keeper of the Cerulean Sign, both mechanically and in terms of flavour.

    Dr. Julius
    Originality: 4
    Frankenstein's monster has been done again and again, but the mix of classes is very entertaining... in a creepy way. I also enjoy his tactics and the focus on Inflict Spells.
    Power: 4
    Solid defenses, debuffing and some melee power. Very good.
    Elegance: 2.5
    The doctor feels... odd. First, I can't find the feat Skill Mastery anywhere and it seems it is that feat from UA that adds a skill to your class list: that feat is from an alternate skill system and should not be combined with the normal skill system. Second, your backstory is very open and you don't tie your choices with it; doc is just your average mad wizard, it seems, he just eats starmetal now and then. Third, Dreadful Wrath. That's a regional featthat humans can only take when raised in Rashemen. That's a lot of potential for backstory there - a land of people that love nature and the spirits, you are born there and become something so unnatural... It seems you just took the feat, ignored it was a regional feat and went with it. Fourth, your backstory does not even mention starmetal.
    Use of Secret Ingredient: 3
    You go into the PrC late, don't complete it and the only thing you gain from it are some resistances/immunities you'd gain from Dread Necromancer at high levels anyway. You don't make use of the bonus strenght or increased base attack bonus at all. While the class fits your backstory, Fleshwarper alone also fits that role.

    Stardream
    Originality: 2.5
    OK, another illumian gish... The greater focus on melee than on spellcasting got you a few points. So did the idea of the transformation as curse.
    Power: 3
    You said there is no reason not to try Leap Attack every round... but there is. You are a Duskblade. You channel spells as a standard action and you can't do so on a charge. Also, your hit points suck since you lost your Con score, but that's only on the very last level so I chose to ignore it.
    Elegance: 3
    That Knight levels hit you hard here. They are not needed for the build and not justified in your backstory.
    Use of Secret Ingredient: 2.5
    It's interesting for the backstory... and that's about it, really. You barely focus on spells, going for more of a charger build. You do have some synergy from illumian, but it's not a good use of GSA at all.

    Kao Lei
    Originality: 2.5
    Savage Bard is the only original element here, everything is pretty standard.
    Power: 3.5
    Sublime Chord helped you here, since it allows you to get 7th-level spells. Good feat choices but I think you focused a little too much on taking advantage of your Charisma and it hurt you a little.
    Elegance: 4
    A neat build that fits perfectly the backstory.
    Use of Secret Ingredient: 2.5
    GSA fits your backstory very well... and nothing more. You barely mention the classes abilities.

    Glorgen
    Originality: 4
    A dwarf with fey blood? You don't see that every day. Very good.
    Power: 2.5
    With low base attack bonus and lack of Power Attack (see below), Glorgen is close to the weakest presented build. You don't even deal with the glaivelock's biggest problem - mobility.
    Elegance: 2.5
    That's sad, but you can't Power Attack with eldritch glaive. It's not a weapon at all. You also didn't specify what spell-like ability was the focus of your Quicken Spell-like Ability feat.
    Use of Secret Ingredient: 2.5
    I really don't see what GSA adds to the build. You get a bonus to strenght wich makes hitting with eldritch glaive easier... and that's about it.

    Xiajing Wu
    Originality: 4
    Wow! How amazing! A Wu Jen/Anima Mage?! Sure as hell didn't see that coming! Very interesting!
    Power: 5
    You are the closest thing to a full-caster here, so of course you get the upper hand on power. The researching spells thing of course helps and your spell selection is very very good.
    Elegance: 2.5
    Researching spells is DM-dependant and it cost you some points here.
    Use of Secret Ingredient: 3.5
    You don't make use of all abilities, but the ones you make use of really do count. You get into the class kind of late and you could get the no-Con thing quite easily with other means (say, Necropolitan) but I like what you did.

    Nicolo Egidi
    Originality: 3.5
    I expected a Hexblade here, but not a halfling.
    Power: 2.5
    You focus heavily on poisons and many many things are immune to it. Other than that, you perform pretty poorly on anything other than social situations. A weak build with an ace in a sleeve that can be easily denied, no doubt.
    Elegance: 4
    You needed Rogue levels for the skills, so you took'em and justified them. I like that. The build is increasingly synergetic and meshes it's elements pretty well.
    Use of Secret Ingredient: 2
    I wonder what Green Star Adept does for this build. I see no synergy whatsoever.

    I must say I'm impressed no one tried to use Uncanny Blow to take advantage of the increased Str or Robilar's Gambit to take advantage of the DR, or even Roll With It to increase said DR.
    OK, folks, these are my ratings and thanks for tuning in.

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    Default Re: Iron Chef Optimization Challenge VII

    Quote Originally Posted by true_shinken View Post
    Stardream
    That Knight levels hit you hard here. They are not needed for the build and not justified in your backstory.
    Minor nitpick: He mentions that he was knighted after defeating (and presumably saving the village from) the black dragon.
    Last edited by Pechvarry; 2010-07-10 at 01:33 AM.

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    Default Re: Iron Chef Optimization Challenge VII

    Quote Originally Posted by Pechvarry View Post
    Minor nitpick: He mentions that he was knighted after defeating (and presumably saving the village from) the black dragon.
    Which has got very few to do with the actual Knight class, really. Ian McKellen and Paul McCartney do not seem like the melee type for me. Being knighted does not get you into the Knight mindset.

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    Default Re: Iron Chef Optimization Challenge VII

    Wow, congrats to everyone.

    At first glance, it seems that you carved blood from stones and done very pretty entries. Since most of them are non self explainatory (bad guys, bad) and I see much things to study, I guess I'll show my judgings maybe tomorrow or, at least, monday.

    I had my favourites already: hope they did not mess up something

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    Default Re: Iron Chef Optimization Challenge VII

    Quote Originally Posted by true_shinken View Post
    Which has got very few to do with the actual Knight class, really. Ian McKellen and Paul McCartney do not seem like the melee type for me. Being knighted does not get you into the Knight mindset.
    Thank you, sincerely. I'm chuckling at the mental image of Paul McCartney with a sword, and I'm gonna have to make a Beetles-themed Song of the White Raven build now.

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    Default Re: Iron Chef Optimization Challenge VII

    Boilerplate Disclaimer: anything said below is a reflection of my personal opinion towards the work presented for my viewing, nothing more. I make no judgments about the presenter, as the level of effort expended to create something for this is absolutely marvelous. Well done, everyone.

    Now, the scores!

    Byerek Runeweaver
    Power: 4. Pretty strong entry, actually. Clever usage of GSA's half-casting and Suel's short list.
    Originality: 3.5. I've seen GSA used with other gishy classes before, and though Suel isn't the most common one ever, it's close to my expectations.
    Elegance: 2.5. Lots of jumping around, don't take too much of anything, I don't like the look of it. It's a fine build, but it just feels clumsy. Further, the lack of a connecting story bugs me somewhat, though not majorly.
    Use of Green Star Adept: 2.5. I said I would accept 9 or 10 levels, not 8. That's something that I was very very unhappy to see. It feels much more like Suel Arcanamach and Abjurant Champion are the stars here, not GSA.

    Total: 3.125. It's a fine build, quite strong, but the fact that GSA feels highly redundant and non-special here bothers me.

    Starry-Eyes
    Note: HOLYCRAPITSABOOK. Seriously, damn man. I didn't really expect to be reading a novel today.

    Power: 3.5. She seems quite defensive, and very very focused against aberrations. However, her overall power isn't that great. Now, in an aberration-hunting campaign, this is almost God mode.
    Originality: 4. I didn't expect to see Bard/Keeper/Lycanthrope/Saint. Creative and well-crafted.
    Elegance: 2. Ok, I am really sorry for this, but you used a custom Lycanthropic template (questionable in general), traits (from UA, also questionable and personally I hate them), and Saint (regarded as among the better templates, along with one of the most thorniest in regards to acquiring it).
    Use of Green Star Adept: 4. This felt like a good solid home for GSA. It actually even made sense to take it to 10 here.

    Note: I am giving you an additional .5 for your story, just because it was excellent and so far beyond the call of duty, it is only far that I acknowledge your hard work.

    Total: 3.5 (accounting for the story, 3.375 otherwise). It's a solid and enjoyable build with a good unifying tale woven into it.

    Dr. Julius Mordenstein
    Power: 4. You set out to build a melee mage, and you succeeded, in an interesting fashion.
    Originality: 3.5. Dread Necromancer was actually not outside the purview of what I was expecting. However, Fleshwarper was. I'm impressed.
    Elegance: 3.5. No issues here. Only three classes, you built on GSA well, I'm pleased.
    Use of Green Star Adept: 2.5. I cannot give you better than this. You didn't finish the class, or even take 9 levels of it. I said 9 or 10 was acceptable to me, not 8. I get that you wanted to take Fleshwarper and whatever, but eh.

    Total: 3.375. It's a fine build, and fairly creative.

    Kaurrek the Eternal
    Power: 2.5. He's a greatsword fighter. Much as I appreciate the straightforwardness of that career choice, it's not super useful. Even worse is that the guy doesn't have Shock Trooper or anything else that makes greatsword users good, he instead has Great Cleave and Monkey Grip.
    Originality: 2.5. He's a Duskblade/fullBABclasses/GSA pretty much. This is par for the course
    Elegance: 3.5. Can't dock you here, it's simple and clean-lined.
    Use of Green Star Adept: 3. This is what GSA was intended for I think, though it's not what it's best at I feel.

    Total: 2.875. It's a basic "break stuff with sticks" character, and in that limited capacity, it's fine. However, I wonder at a few things: why didn't you take Shock Trooper, it's in CWar after all. PHB2 has good feats for meleers, where are they? Given the sources you used, you're missing stuff I would have expected to see here, and I think it hurt you.

    Kao Lei
    Power: 3.5. Kao Lei isn't really crazy strong, just decently strong, and that's alright. However, that sneaky level of Sublime Chord was clever. Good boost there.
    Originality: 4. Savage Bard? Not something I was expecting. The story, while minimalist, was actually quite fresh and creative at the same time. I liked it quite a bit.
    Elegance: 3. You dipped a lot, which I'm opposed to on principle. It wasn't SO bad that I want to light you on fire or anything, but it was highly aggravating.
    Use of Green Star Adept: 4. This is a good, creative, decently strong gish character, and a strong use of GSA. Well done.

    Total: 3.625. This was a good and strong entry. I am well impressed.

    Glorgen
    Power: 2 or 3 (see text). Ok, this is a debatable one. See, I seem to recall that touch attacks cannot be power attacked with (because I believe they are classified as light weapons and you cannot use PA with light weapons). However, as I'm a busy fellow, I cannot find a citation for that. If that is the case, Glorgen's power drops like the stone that he is. If it's NOT, then he's decently powerful. I'll let Prinny make the call there.
    Originality: 4. Warlock was so far out of my expectations that it's on the freaking MOON. Well done, truly.
    Elegance: 3.5. No issues here.
    Use of Green Star Adept: 3. While I loved that you tried something fresh and new, thanks to Warlock, I don't think it works amazingly well here. I appreciate the creativity, but it didn't turn out to be great.

    Total: 3.125 or 3.375, depending. Either way, the character is unique, if not my favorite ever.

    Xiao Jing Wu
    Power: 2.5. You did it wrong. See, Bind Vestige, the feat, has only a specific list of acceptable powers. These are called out on page 74 of Tome of Magic. Further, Anima Mage doesn't actually progress your binding ability, since you have a VERY SPECIFIC list of acceptable vestiges. Now, some folks claim that this style of early entry into Anima Mage gives you full binding abilities, but they'd be wrong, since you never got true binding to start with. You are of course a decently strong caster, so that's in your favor.
    Originality: 4. This one I'll grant you. Binder/Wu Jen/GSA? Didn't see it coming, it was creative and unique.
    Elegance: 3. Other than the fact that you based your build on something that is at best highly questionable and at worse blatantly illegal, it's fine really.
    Use of Green Star Adept: 2.5. As you said, GSA isn't really useful for a full caster, making your decision to use it a bit... questionable, really. Yeah, you ended as a 15th level Wu Jen caster, which is nice, but GSA feels almost forced.

    Total: 3. The Bind Vestige misstep was disastrous, IMO. I really really think you should maybe have checked to see if it actually worked before you built a character around it. I could almost forgive if you just did the early entry, but you apparently missed how the feat works entirely, since at level 1 you bound Aym for the Halo of Fire, an ability explicitly not granted by the feat! This really cheeses me off since while this is a common mistake made with that feat, you should check EVERYTHING in a contest like this one.

    Nicolo Egidi
    Power: 3.5. A poisoner can be quite effective, and Nico (Bellic? ) seems to fit the bill well.
    Originality: 5. Given what else I've seen today, this wasn't what I expected to give a 5 to. However, the irony and creativity inherent in playing a poisoner construct with such elegance as Nicolo has just floors me. Bravo, sir, bravo.
    Elegance: 4. Normally, I'd ride you about that Rogue level, but it actually makes sense here (thanks to needed ranks in Poisonmaking). It's smooth and slick, and I like it.
    Use of Green Star Adept: 3. This is not what the class was designed for, nor what I think it is good at, but you did use all of it, and used it in a clever and unique fashion. I'm impressed, but not enough to call this an excellent use of GSA.

    Total: 3.625. A clever build. I'm impressed.

    Best Score: Kao Lei and Nicolo Egidi tie for this one, with a 3.625.

    Personal Favorite: Damn, that's tough. Starry Eyes wins on text and ability to keep me glued to the screen. Nico was the most "WAIT WUT" of them all, which I prize heavily.

    By the by, I want to speak to the creator of Xiao Jing Wu for a moment. Let me be perfectly clear: I tanked you because you made an assumption, namely that a trick which TheoryOp has said may debatably work would fly here, in a non-TheoryOp environment. Personally, the fact that you based your build around a feat that you misread really bothers me, as it implies you were too lazy to turn a page (quite literally) and check that this thing worked at all!

    All that said though, I wanted to applaud you for something: you tried something NEW. Really really new. Yeah, it failed (but that was due to technical difficulties), but you went out there and made something well beyond everyone's expectations, and I really appreciate that. Don't let this bad scoring bother you too much. Instead, next time, make sure your trick is not TheoryOp and that it actually WORKS, and go for it anyways.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

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    Default Re: Iron Chef Optimization Challenge VII

    Quote Originally Posted by arguskos View Post
    Glorgen
    Power: 2 or 3 (see text). Ok, this is a debatable one. See, I seem to recall that touch attacks cannot be power attacked with (because I believe they are classified as light weapons and you cannot use PA with light weapons). However, as I'm a busy fellow, I cannot find a citation for that. If that is the case, Glorgen's power drops like the stone that he is. If it's NOT, then he's decently powerful. I'll let Prinny make the call there.
    After reading both the Player's Handbook definition of a touch attack and the description of Eldritch Glaive, I see nothing saying that it is a light weapon. It is treated in all other ways as a glaive, including the ability to us PA.

    Quote Originally Posted by Pechvarry View Post
    Thank you, sincerely. I'm chuckling at the mental image of Paul McCartney with a sword, and I'm gonna have to make a Beetles-themed Song of the White Raven build now.
    Don't forget about the puns.
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    Quote Originally Posted by Optimystik View Post
    'Adding up numbers' is completely independent of roleplay. What you're saying makes as much sense as "peeling a banana is not a good way to drive."


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    Default Re: Iron Chef Optimization Challenge VII

    Quote Originally Posted by Private-Prinny View Post
    After reading both the Player's Handbook definition of a touch attack and the description of Eldritch Glaive, I see nothing saying that it is a light weapon. It is treated in all other ways as a glaive, including the ability to us PA.
    I could have sworn I'd see such somewhere, but couldn't find the reference either. Use the higher score.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

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    Default Re: Iron Chef Optimization Challenge VII

    Quote Originally Posted by arguskos View Post
    I could have sworn I'd see such somewhere, but couldn't find the reference either. Use the higher score.
    Quote Originally Posted by Private-Prinny View Post
    After reading both the Player's Handbook definition of a touch attack and the description of Eldritch Glaive, I see nothing saying that it is a light weapon. It is treated in all other ways as a glaive, including the ability to us PA.
    Relevant info is on Complete Arcane. Page 73 lists which feats can be used with weapon-like spells - Power Attack is not one of them. Page 85 mentions that effects that apply to weapon damage can't be applied to weapon-like spells, mentioning prayer and inspire courage as examples.

    Nowhere on eldritch glaive's text does it even mention glaive feats apply to it, really. It only appears similar to a glaive. Now that I re-read it, I realize not even Weapon Focus (glaive) would apply:
    Quote Originally Posted by Eldritch Glaive
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    Least; 2nd; Blast Shape
    Your eldritch blast takes on physical substance, appearing similar to a glaive. As a full-round action, you can make a single melee touch attack as it wielding a reach weapon. If you hit, your target is affected as if struck by your eldritch blast (including any eldritch essence applied to the blast). Unlike
    hideous blow (Complete Arcane 134), you cannot combine your eldritch glaive with damage from a held weapon. Furthermore, until the start of your next turn, you also threaten nearby squares as if wielding a reach weapon, and
    you can make attacks of opportunity with your eldritch glaive.
    These are melee touch attacks. If your base attack bonus is +6 or higher, you can (as part of the full-round action) make as many attacks with your
    eldritch glaive as your base attack bonus allows. For example, a 12th-level warlock could attack twice, once with a base attack bonus of+6, and again with a base attack bonus of +1.
    Last edited by true_shinken; 2010-07-10 at 06:15 PM.

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    Default Re: Iron Chef Optimization Challenge VII

    Good catch. Lower score it is.
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    Quote Originally Posted by Optimystik View Post
    'Adding up numbers' is completely independent of roleplay. What you're saying makes as much sense as "peeling a banana is not a good way to drive."


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    Default Re: Iron Chef Optimization Challenge VII

    I'm just as glad I got hit by RL. My build was a Suel Archanamach, which pretty much was identical to the first submission. Well, not quite, I finished GSA and didn't bother with AbChamp, but that was about it.
    Quote Originally Posted by The Underlord View Post
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    Joker Bard - the DM's solution to the Batman Wizard.
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    Default Re: Iron Chef Optimization Challenge VII

    Quote Originally Posted by ShneekeyTheLost View Post
    I'm just as glad I got hit by RL. My build was a Suel Archanamach, which pretty much was identical to the first submission. Well, not quite, I finished GSA and didn't bother with AbChamp, but that was about it.
    I also thought on Arcanamach, but without Abjurant Champion abuse, Knight of the Weave is just plain better. My idea was a spellscale Spellthief/Knight of the Weave/GSA/Abjurant Champion, going for killer caster level. I also wanted to squeeze a level of Exotic Weapon Master there, but three 3/4 BAB classes were hurting a lot, specially because it made it harder for me to qualify for Robilar's Gambit, which would be my ace in a sleeve.
    Also, please comment on the recently moved Suel Arcanamach Handbook ^^

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    Default Re: Iron Chef Optimization Challenge VII

    Quote Originally Posted by Private-Prinny View Post
    Good catch. Lower score it is.
    A-ha! Vindication!

    Also, sorry Mr. Submitted-That-Guy. I'm nitpicky about some stuff.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

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    Default Re: Iron Chef Optimization Challenge VII

    I suspected I had made a mistake. I had just assumed it was hiding later in the build. Should have stuck with my Jade Pheonix Mage/GSA instead of making the alteration.

    Thanks.

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    Default Re: Iron Chef Optimization Challenge VII

    Quote Originally Posted by WinWin View Post
    I suspected I had made a mistake. I had just assumed it was hiding later in the build. Should have stuck with my Jade Pheonix Mage/GSA instead of making the alteration.

    Thanks.
    If you are Glorgen, well, don't sweat it. It wasn't such a major mistake that you tanked entirely. The build was solid, and even though I don't think Warlock and GSA blended perfectly, you did try something creative and interesting.

    Also, was anyone else surprised at the lack of ToB in this contest? It isn't here ANYWHERE, and I was sorta expecting it.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

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    Default Re: Iron Chef Optimization Challenge VII

    A dwarf with fey blood? You don't see that every day.
    There really should be more than there are. I mean, plenty of mountain fey out there.

    Researching spells is DM-dependant and it cost you some points here.
    Thing is... isn't wizard and archivist the same pretty much? Unless you start at 1st level in the game it's likely you'll have to have the DM's permission to add most of your spell/prayer book. Doesn't seem quite right to dock it.

    Ok, I am really sorry for this, but you used a custom Lycanthropic template (questionable in general),
    Custom? It's a template that can be added to any predator/scavenger/omnivore. The chordevoc or however you spell the bloody thing and halfling seems to meet the prerequisites. Why dock points for that? It looks perfectly legit.
    Last edited by The Vorpal Tribble; 2010-07-10 at 07:58 PM.

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