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  1. - Top - End - #121
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    Default Re: Iron Chef Optimization Challenge in the Playground XXIII

    And now it's time for the reveal! Eleven builds, eleven domains, but only one can come out on top.
    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 - #122
    Bugbear in the Playground
     
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    Default Re: Iron Chef Optimization Challenge in the Playground XXIII

    Winter is coming.
    Quote Originally Posted by Vald Lokkur
    VALD LOKKUR, The Wolf of Winter


    Much have I fared, / Much have I found,
    Much have I got of the gods;
    What shall life of mankind / when at last there comes
    The mighty winter to men?

    -Othin, The Ballad of Vafthruthnir


    “Move it along,” growled the chieftain. “We should break camp ‘ere dawn. It gets hot quick in these parts!”

    The workers grumbled, but increased their pace. They were war-slaves, accustomed to heavy work. By the time the first lights of dawn began piercing the sky, the mess of tents and fires had disappeared, and Orlag’s berserkers were dressed and ready to ride.

    Orlag gave the order to form, and called for his scouts. “Are we clear?”

    “Chief, the path to the east is clear as day,” said the head scout. “One of our number reported seeing an elfin figure just west of the camp. Accompanied by a white wolf, just as the stories foretold.”

    “Oh, come now,” Orlag scoffed. “Those villagers were a superstitious lot. There are still two moons until harvest. What winter spirits would be caught wandering the countryside now – in the midst of summer?” He laughed. “I would welcome such a visit. Perhaps a taste of winter is just what we need. Our horses and our slaves wilt in this heat.”

    The chieftain stopped. Above the sounds of a busy camp, he could hear the unmistakeable whistling of an arrow cutting through the air. Years of instinct cut in, and without thinking, Orlag deftly stepped aside and avoided the shot. The arrow, a rough-hewn shaft of ash and fletched with blue and white feathers, lay a few feet from him. The wind began to howl.

    “That shot came from the west,” cried Orlag. “Find the one who shot it! Bring him to me!”

    His voice was drowned out by the terrible winds. Suddenly the area was filled with a biting cold and – snow? Yes, snow! Snow was falling throughout the camp, so thick that Orlag could not see his hand in front of his face. He stumbled forward. Already, the snow was past his ankles.

    “What in the name of Llerg is going on? Men, together!” Orlag’s fury was rising, but how could he be expected to fight in this storm? And how could he be expected to hold his camp together against a witch-spirit?

    Somewhere in the distance, he could hear a wolf howl…

    The Icy Fingers of Telchur: The Build
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    "What call do you have to say I must live under your laws, or the laws of man? Your society is but a hiccup, a brief and frantic struggle against the inevitability of winter. But though you are now living high in your false summer, it is but a matter of patience. The whispers you hear on the northern winds are the mutterings of Telchur, and when he passes through, he will leave naught but infinite white silence."

    -Vald Lokkur, Divine Crusader of Telchur

    Arctic Elf, CN, Hexblade 5/Abjurant Champion 3/Arcane Archer 2/Divine Disciple 10

    Dedicated to Telchur, God of Winter (Complete Divine & Frostburn)

    STARTING STATS (post racial adjustments): Str 12/Dex 16/Con 14/Int 10/Wis 10/Cha 16


    Level by level breakdown
    Spoiler
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    Vald Lokkur
    {table=head]Level|Class|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1st|Hexblade 1|
    +1
    |
    +0
    |
    +0
    |
    +2
    |Knowledge Religion 2 ranks, Intimidate 4 ranks|Point Blank Shot|Hexblade's Curse 1/day

    2nd|Hexblade 2|
    +2
    |
    +0
    |
    +0
    |
    +3
    |Intimidate 5 ranks, Ride 1 rank||Arcane resistance

    3rd|Hexblade 3|
    +3
    |
    +1
    |
    +1
    |
    +3
    |Intimidate 6 ranks, Ride 2 ranks|Precise Shot|Mettle

    4th|Hexblade 4|
    +4
    |
    +1
    |
    +1
    |
    +4
    |Intimidate 7 ranks, Ride 3 ranks||Summon Familiar (Owl)

    5th|Hexblade 5|
    +5
    |
    +1
    |
    +1
    |
    +4
    |Intimidate 8 ranks, Ride 4 ranks|Combat Casting|Hexblade's Curse 2/day

    6th|Abjurant Champion 1|
    +6/+1
    |
    +1
    |
    +1
    |
    +6
    |Intimidate 9 ranks, Concentration 1 rank|Weapon Focus (Shortbow)|Abjurant armor, extended abjuration

    7th|Abjurant Champion 2|
    +7/+2
    |
    +1
    |
    +1
    |
    +7
    |Intimidate 10 ranks, Concentration 2 ranks||Swift abjuration

    8th|Divine Crusader 1|
    +7/+2
    |
    +3
    |
    +1
    |
    +9
    |Intimidate 11 ranks, Ride 5 ranks||Aura

    9th|Divine Crusader 2|
    +8/+3
    |
    +4
    |
    +1
    |
    +10
    |Intimidate 12 ranks, Concentration 3 ranks|Improved Familiar (Winter Wolf)|

    10th|Divine Crusader 3|
    +9/+4
    |
    +4
    |
    +2
    |
    +11
    |Intimidate 13 ranks, Concentration 4 ranks||Resistance to electricity 5

    11th|Arcane Archer 1|
    +10/+5
    |
    +6
    |
    +4
    |
    +11
    |Intimidate 14 ranks, Ride 6 ranks, Concentration 4.5 ranks||Enhance arrow +1

    12th|Arcane Archer 2|
    +11/+6/+1
    |
    +7
    |
    +5
    |
    +11
    |Intimidate 15 ranks, Ride 7 ranks, Concentration 5 ranks|Far Shot|Imbue Arrow

    13th|Divine Crusader 4|
    +12/+7/+2
    |
    +8
    |
    +5
    |
    +12
    |Intimidate 16 ranks, Ride 8 ranks||

    14th|Divine Crusader 5|
    +12/+7/+2
    |
    +8
    |
    +5
    |
    +12
    |Intimidate 17 ranks, Ride 9 ranks|Weapon Specialization (Shortbow)|

    15th|Divine Crusader 6|
    +13/+8/+3
    |
    +9
    |
    +6
    |
    +13
    |Intimidate 18 ranks, Ride 10 ranks|Ranged Weapon Mastery (Piercing)|Resistance to acid 5

    16th|Divine Crusader 7|
    +14/+9/+4
    |
    +9
    |
    +6
    |
    +13
    |Intimidate 19 ranks, Ride 11 ranks||Darkvision

    17th|Divine Crusader 8|
    +15/+10/+5
    |
    +10
    |
    +6
    |
    +14
    |Intimidate 20 ranks, Ride 12 ranks||

    18th|Divine Crusader 9|
    +15/+10/+5
    |
    +10
    |
    +7
    |
    +14
    |Intimidate 21 ranks, Ride 13 ranks|Practiced Spellcaster (Divine Crusader)|Resistance to acid and electricity 10

    19th|Divine Crusader 10|
    +16/+11/+6/+1
    |
    +11
    |
    +8
    |
    +15
    |Intimidate 22 ranks, Ride 14 ranks||Perfect self

    20th|Abjurant Champion 3|
    +17/+12/+7/+2
    |
    +12
    |
    +9
    |
    +15
    |Intimidate 23 ranks, Concentration 6 ranks||[/table]


    Hexblade Spells
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    Hexblade Spells per day/Spells Known
    {table=head]Level|1st|2nd|3rd|4th

    1st|-|-|-|-

    2nd|-|-|-|-

    3rd|-|-|-|-

    4th|0/2|-|-|-

    5th|0/2|-|-|-

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    20th|1/4|0/2|-|-[/table]

    Spells Known:
    1- Protection from Law, Augment Familiar, Charm Person
    2- Alter Self, Invisibility


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

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

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

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

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

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

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

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

    8th|-|0|-|-|-|-|-|-|-|-

    9th|-|1|0|-|-|-|-|-|-|-

    10th|-|2|1|0|-|-|-|-|-|-

    11th|-|2|1|0|-|-|-|-|-|-

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

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

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

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

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

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

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

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

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

    WINTER DOMAIN SPELL LIST:
    1- Snowsight
    2- Snow Walk
    3- Winter's Embrace
    4- Ice Storm
    5- Blizzard
    6- Death Hail
    7- Control Weather
    8- Summon Giants
    9- Fimbulwinter




    The Harsh Winter Winds: The Wily Machinations of Vald Lokkur
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    "The hope of spring and summer is but a fragile thing. Telchur once kept the world in his icy grip for a thousand years; he may rule the weather once again. You think this frost will pass? You are naive. You must learn to live through the winter, or you must die. There is no other choice."

    -Vald Lokkur, the Winter-Witch

    The build itself is fairly straightforward. Vald Lokkur uses Imbue Arrow to fire off devastating area lockdown spells like Blizzard, while he and his wolf avoid many of the nastier effects thanks to Snowsight and Snow Walk. That being said, there are a couple of things to bring up.

    Arcane Archer’s “Imbue Arrow” ability is obviously a large part of this build. Although you must be an arcane caster to take levels in the class, the Arcane Archer actually can imbue any spell, arcane or divine, as long as it is an area spell.

    Now, one important note is with the casting time:

    Quote Originally Posted by ”SRD”
    It takes a standard action to cast the spell and fire the arrow. The arrow must be fired in the round the spell is cast, or the spell is wasted.
    This is actually the real secret to the build. While it is nice being able to cast spells like Blizzard and Sleet Storm from a ridiculous distance (between Far Shot, Ranged Weapon Mastery, the distance enhancement, etc., Vard Lokkur can easily hit 2,100 feet if he fires at something ten range increments away), the real advantage is being able to cast all of his spells with longer casting times in a single action. This means that he can move and cast spells like Blizzard and Death Hail, and not worry about the casting being interrupted. It even means that spells like Control Weather and Fimbulwinter, with a casting time of as much as ten minutes, can also be done in a single round.

    Also, oddly enough, the spell Winter’s Embrace is listed as an area spell, meaning it is also a suitable choice for Imbue Arrow.


    Winter Always Lies at the End: On the Use of the Secret Ingredient
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    "The Fimbulvetr is coming. It has been foretold. It will be the end to this life, and the start of the next. For three successive years, summer will not come. The world will remain shrouded in snow. Do not despair! The final winter of this world presages the first blossoms of the next. It is not armageddon - it is Ragnarok!"

    -Vald Lokkur, the Wolf of Winter

    Divine Crusader is a perfect fit flavor-wise for Vald Lokkur. Vard Lokkur is nothing if not a crusader of Telchur, a witch-prince solely dedicated to bringing about the Fimbulwinter that precedes Ragnarok.

    The signature feature of the Divine Crusader is of course its accelerated casting, which aids the build enormously. It would be difficult to fit the many disparate elements of this build and still retain ninth level spells otherwise.

    While the Divine Crusader is otherwise sparse in its remaining class features, they do manage to mesh well with the build. The bonus feat of Weapon Specialization is great, allowing the build to take Ranged Weapon Mastery. This further extends the range of the shortbow, Telchur’s favored weapon. A cold and storm-focused build is also certainly not going to turn its nose up at a built-in resistance to electricity. And the capstone, where Vald Lokkur becomes an outsider, is always useful here, with Alter Self as a Spell Known, and wands of Polymorph so cheap and available.


    The Hard, Frozen Soil: Level-by-level analysis
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    "You believe that winter lies at the end of autumn. I believe it lies at the end of my arrow."

    -Vald Lokkur, Divine Crusader of Telchur


    Levels 1-5
    Spoiler
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    Vald Lokkur begins his career as a standard hexblade. He opens with his curse and ranged attacks, and functions as a decent debuffer and ranged attacker. When his familiar comes on board, it is mostly used as a scout, an extra set of eyes to help keep Vald Lokkur apprised of his surroundings.


    Levels 6-10
    Spoiler
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    These levels, Vald Lokkur begins focusing far more heavily on defensive maneuvers. He still uses his curse as a reasonable debuff, and fights at range, but here his resistance to spells via Arcane Resistance and Mettle pay off much more, and his Abjurant Champion levels make Protection from Law a surprisingly powerful buff. To expand his limited spells per day, Vald Lokkur could always look into wands of spells such as Alter Self, which add a great bit of versatility to him.

    However, he really starts coming into his own at level 9, when he trades in his familiar for a winter wolf. This winter wolf will stay with him for the rest of his career, and when he cannot fight at range, will be his primary form of offense.


    Levels 11-15
    Spoiler
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    In the mid to high levels, Vald Lokkur truly comes into his own. In addition to his combat abilities advancing, his Divine Crusader accelerated casting also begins to catch up with other characters. This is also where his Imbue Arrow tricks come into play, and once he picks up Weapon Specialization, he can use Ranged Weapon Mastery to give him outstanding range on his area attacks.

    His basic modus operandi is to sneak up on a group, buff himself and his wolf with Snowsight and Snow Walk, and fire an Ice Storm, Death Hail or Blizzard spell into their midst. Blizzard is especially potent, completely cutting off all visibility and applying a ridiculous amount of snowfall each round. While his enemies struggle with this, he approaches, immune to many of the effects, and uses his curses to further debuff while his winter wolf engages in melee.


    Levels 16-20
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    In these levels, it is all about planning. Spells like Control Weather and Fimbulwinter can decimate armies if used appropriately, and no one is more adept at using them than Vald Lokkur. He also gets another melee combat option with access to the Summon Giants spell. A favorite tactic is to fire off a Control Weather, and then use lockdown spells like Blizzard and Ice Storm while he and his giants engage in hit and run tactics, firing arrows and throwing boulders at range, until the nastiest of Control Weather’s effects come into play.

    Fimbulwinter has a minor XP cost, but its gigantic area and impact on an environment cannot be underestimated. The fact that it takes only a standard action for Vald Lokkur to cast makes it even more important. It also works well hand-in-hand with Control Weather.

    Also, though at this point it is a minor trick, by 20th level Vald Lokkur has become an outsider, making Alter Self and Polymorph tactics provide even more versatility. Vald Lokkur primarily uses these to buff his defenses and/or his stealth, rather than using them offensively.


    The Sweet Spot
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    Level 15, Hexblade 5/Abjurant Champion 2/Divine Crusader 6/Arcane Archer 2

    Feats: Point Blank Shot, Precise Shot, Combat Casting, WF (Shortbow), Improved Familiar, Far Shot, Weapon Specialization (Shortbow), Ranged Weapon Mastery (Shortbow)

    Casts 6th level spells from the Winter Domain and 1st level Hexblade spells (including Protection From Law, cast as a swift action with an additional +2 bonus to AC, and Augment Familiar).

    BAB +13/+8/+3 (same for Winter Wolf)

    Able to cast Winter’s Embrace, Ice Storm, Blizzard, and Death Hail through his bow, all as standard actions. Can share Snowsight and Snow Walk with his familiar.


    Last edited by Private-Prinny; 2011-08-17 at 08:19 PM.

  3. - Top - End - #123
    Bugbear in the Playground
     
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    Default Re: Iron Chef Optimization Challenge in the Playground XXIII

    I don't know what's worse, fighting him or playing as him.
    Quote Originally Posted by Norrin Radd
    "Please-- I don't want to die."

    "No one wants to die. That is why I have come to warn you. Take your loved ones and leave this place.

    Galactus is coming."


    Norrin Radd of Zenn-La, Herald of Galactus
    Necropolitan Human Paladin 4/Bone Knight 5/Divine Crusader 1/Mystic Wanderer 9/Hierophant 1,
    Begins LG, ends TN

    Build Presentation
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    {table=head]Level|Class|BAB|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1st|Paladin 1|
    1
    |
    2
    |
    0
    |
    0
    |Craft (Armorsmithing) 4, Knowledge (Religion) 4, Ride 4|Spellcasting Prodigy, Able Learner, Trait: Spellgifted|Aura of Good, Detect Evil, Smite Evil 1/day

    2nd|Paladin 1|
    2
    |
    3
    |
    0
    |
    0
    |Craft (Armorsmithing) 1, Ride 1, Diplomacy 1|-|Divine Grace, Lay on Hands

    3rd|Paladin 3|
    3
    |
    3
    |
    1
    |
    1
    |Craft (Armorsmithing) 1, Ride 1, Diplomacy 1|Iron Will|Aura of Courage, Divine Health

    4th|Paladin 4|
    4
    |
    4
    |
    1
    |
    1
    |Diplomacy 3|-|Turn Undead

    5th|Bone Knight 1|
    4
    |
    6
    |
    1
    |
    1
    |Craft (Alchemy) 2, Knowledge (Nature) 1|-|Bonecraft Armor, Paladin Conversion, Rebuke Undead

    6th|Bone Knight 2|
    5
    |
    7
    |
    1
    |
    1
    |Craft (Alchemy) 1, Knowledge (Nature) 2|Weapon Focus (Surfboard)|Bone March, Summon Skeletal Steed

    7th|Bone Knight 3|
    6
    |
    7
    |
    2
    |
    2
    |Perform (Surfboard) 2, Knowledge (Nature) 1|-|Master of the White Banner

    8th-N|Template: Necropolitan|
    -
    |
    -
    |
    -
    |
    -
    |-|-|Undead Qualities, d12 hit dice, Resist Control, Turn Resistance, Unnatural Resilience

    8th|Bone Knight 4|
    7
    |
    8
    |
    2
    |
    2
    |Perform (Surfboard) 1, Profession (Herbalist) 2|-|Improved Bonecraft Armor

    9th|Divine Crusader 1|
    7
    |
    10
    |
    2
    |
    4
    |Diplomacy 3|Split Ray|Aura, Hunger Domain, Patron: Galactus

    10th|Bone Knight 5|
    7
    |
    10
    |
    2
    |
    4
    |Profession (Herbalist) 1, Knowledge (Religion) 2|-|Fill the Ranks

    11th|Mystic Wanderer 1|
    7
    |
    10
    |
    4
    |
    6
    |Knowledge (Religion) 3|-|Glory of the Divine, Sleep

    12th|Mystic Wanderer 2|
    8
    |
    10
    |
    5
    |
    7
    |Knowledge (Religion) 3|Divine Metamagic (Split Ray)|Familiar, Lore of Nature

    13th|Mystic Wanderer 3|
    8
    |
    11
    |
    5
    |
    7
    |Knowledge (Religion) 3|-|Gem Magic, Resist Charm

    14th|Mystic Wanderer 4|
    9
    |
    11
    |
    6
    |
    8
    |{3 unassigned}|-|Brew Potion

    15th|Mystic Wanderer 5|
    9
    |
    11
    |
    6
    |
    8
    |{3 unassigned}|Quicken Spell|Suggestion

    16th|Mystic Wanderer 6|
    10
    |
    12
    |
    7
    |
    9
    |{3 unassigned}|-|Greater Potion I

    17th|Mystic Wanderer 7|
    10
    |
    12
    |
    7
    |
    9
    |{3 unassigned}|-|Charm Monster

    18th|Hierophant 1|
    10
    |
    14
    |
    7
    |
    11
    |{3 unassigned}|Divine Metamagic (Quicken Spell)|Reach Spell

    19th|Mystic Wanderer 8|
    11
    |
    14
    |
    8
    |
    12
    |{3 unassigned}|-|Greater Potion II

    20th|Mystic Wanderer 9|
    11
    |
    15
    |
    8
    |
    12
    |{3 unassigned}|-|Mass Charm Monster[/table]

    Important Build Notes:
    • Elements in Strike-through are lost either at the level 5 alignment shift or when the character becomes an Necropolitan the first time he hits level 8.
    • References to surfboards are placeholders (cool placeholders) because 1) Galactus does not have a canonical favored weapon (and I thought presuming ray would be pushing it) and 2) Because it doesn't honestly matter what his perform is in.
    • At level 5, Norrin's alignment shifts to match that of Galactus, which is presumed in the character presentation to be true Neutral. See the "Chef's Notes" section for more on alignment.
    • For brevity, the table merely notes Necropolitan as a lost level level. Other things being equal, please presume that the character gained and lost a level in Bone Knight. For details on the Necropolatin Process, see Libris Mortis.
    • Mystic Wanderer's Mass Charm SLA is updated to Mass Charm Monster per the 3.5 update rules regarding the base spell.


    Spellcasting Tables
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    Divine Crusader Spells Per Day (before bonus spells from high ability scores)
    {table=head]Level|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

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

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

    11th|2|1|0|-|-|-|-|-|-

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

    13th|3|2|2|1|0|-|-|-|-

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

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

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

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

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

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

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

    Paladin Spells per Day (before bonus spells from high ability scores)
    {table=head]Level|1st|2nd

    4th-6th|0|-

    7th-19th|1|-

    20th|1|0[/table]


    32 PB starting Ability Scores
    Spoiler
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    {table=head]Ability|Score

    Str| 10
    Dex| 14
    Con| 10
    Int| 10
    Wis| 12
    Cha| 18[/table]

    All bonuses from leveling go to Charisma. With +5 inherent, +6 enhancement, +5 from level, you'll be hitting 34 Charisma late game. With Spellcasting Prodigy's virtual +2, you can expect to net 2 bonus level 9 spells per day at level 20.

    Con score is lost after becoming a Necropolitan


    Class Features, Template, and Feats
    Spoiler
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    Spellcasting Prodigy (charisma): Treat Charisma as 2 points higher for the purposes of determining spell DC and bonus spells (PGtF, pg 44).
    Able Learner: Cross class skills bought at class skill rate (Races of Destiny, pg 150). Without this feat, higher int would be required to enter the PRCs on time.
    Spellgifted (trait) Not actually necessary, but since almost all spells come from the Necromancy School it's an easy choice if traits are available.
    Paladin: Divine Grace, since, you know, you're pumping Charisma. This means you should make most saves I forsee that this will be a common theme this competition.
    Bone Knight class Eberron, Five Nations, page 118. Lots of useful features-elements central to this build:
    • Paladin Conversion: Ex-Paladin Bone Knights retain certain class features and Bone Knight levels and Paladin levels stack for some of them. Lay on hands heals living or undead.
    • Master of the White Banner: Charisma bonus as turn resistance for all undead under your control within 60 feet
    • Fill the Ranks: Animate Dead for specific kinds of undead

    Necropolitan template: Acquired template makes character undead. (LM pg. 114) Elements important to this build:
    • Hit Die increased to d12
    • Undead Type moves Concentration to Charisma
    • Energy Drain and Enervate can be used to grant Bonus Hit points

    Hunger Domain (SC 275, canonically available to Doresian, The Keeper, Incabulos, & Laogzed) See tactics section for a discussion of spells.
    Mystic Wanderer class Magic of Faerun, page 35. Elements important to this build:
    • Glory of the Divine-- Charisma bonus to AC (sacred/profane)
    • SLAs (shown in Italics in Class features columns): 1/day with saves keyed to Charisma modifier
    • Gem Magic: Attune Gem as a bonus feat, see MoF pg 13. More in the tactics section.
    • Brew Potion & Greater Potion: Can brew potions from the 1st and 2nd level Wiz/Sorc list

    Hierophant: For Divine Reach
    DMM and Split Ray: Duplicate a Ray spell for a 2 Level metamatic adjustment. (CArc pg 83) Wonderful, since the bread and butter spells are rays.
    DMM and Quicken shenanigans: We all know the drill


    Useful Items
    Spoiler
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    Ring of Evasion: Works well with Divine Grace and high Cha.
    Tabard of Valor: Mettle when below 50% HP (CC pg 142). Not quite as nice as the Ring of Evasion, but the same principle.
    Reliquary Holy Symbol: Variable extra turn/rebuke attempts (MIC pg 120). For this build, it will grant 1 extra rebuke attempt after level 10 and 2 after level 12.
    Nightstick: Useful for extra attempts, but not necessary (LM pg 78). Charisma is the primary stat, so rebuke attempts remain respectable even if they are banned or non-stacking.
    Holy Surge and/or Unholy Suge weapon: Extra damage against Evil/Good targets (respectively) 1+ChaMod times per day. (MIC pg 36/45) Helpful boost until Divine Crusader casting kicks in.
    Profane Weapon: (MIC pg 40) Holy or Unholy Surge will be better if it can be applied predictably, but there's nothing to say you can't have both (though Profane Holy Surge might raise some eyebrows). Crit is not emphasized enough to warrant the Profane Burst upgrade.

    In addition to boosting charisma as much as possible with inherent and enhancement bonuses, moderate investment should be made in Dex-- the bread and butter spells are rays, and other important spells will have Divine Reach applied later on, making them ranged touch attacks as well. If there is significant money left, wisdom grants some minor utility through extra paladin spells.



    Chef's Notes
    Spoiler
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    There are a couple of unusual elements in this build that I should probably explain:

    Special Ingredient Usage:

    Divine Crusader is like Basil: too much is easy, too little is hard. I've used only one level in this build, and while I understand that that may not meet with some judges' criteria for Use of Special Ingredient, I wanted to make it clear that this was a conscious optimization choice.

    The only class feature worth noting (Perfect Self) would lean heavily on spells like Alter Self, which would require either a 3rd party domain (from BoEF) or a domain not available for Divine Crusader (i.e. Transformation domain, which has no deity). Even then, with the relevant spells presumed available, the feature in question would come into force a whole 8 levels after Alter Self became available (and, notably, one level after Shapechange). And all this for a type that is available for LA 1 (or LA 0 and a feat).

    In short, unless you're having fairly significant issues with electricity and acid (electric heartburn?), the optimal point to leave Divine Crusader is before the second level.

    Necromancy and Alignment:
    I think the hunger domain is especially suited to Galactus and the Silver Surfer (who should safely be TN). There is a heavy reliance on rays, which fits the Surfer's hand-beam motif in the comics. The fact that Enervation and Energy Drain offer no initial save make them them a good analog for the Power Cosmic, which is effective and powerful even against might foes. Also, Galactus Hungers!
    I recognize, however, that there are the build's necromancy dependence and the hunger domain's canonical limitation to evil deities comes with baggage. As such, this build requires either refluffing or an Eberron-like outlook on alignment, undeath, and negative energy. Regarding this, I have some notes:

    1) Most in-universe beings would regard Galactus as Evil even if the comic audience is given to understand the necessity of his actions.

    2) The build as presented remains legal if migrated to a CE or NE deity who grants the hunger domain.

    3) I like to think of any undead created (if you choose to create them-- there is only a range of 5 or so levels where they would be particularly useful to the build) as being like the Silver Men in Ultimate Extinction-- Galactus is coming, and random people are turning into Silver Surfer-like monsters.

    4) The Necropolatin transformation is intended to be analogous to Norrin Radd transformation into the Surfer-- a living mortal man is changed into an undying servant of Galactus.

    Necropolatin Level Loss, the flexible 20th level, and alternatives
    Because Necropolatin only looses 1 level + 1000XP, this build presumes that the gap will be recovered in a party environment over the life of the character. If, however, that is not the case, the 20th level is mostly icing. The Mass Charm Monster SLA is nice, but not central to the build, and Divine Crusader casting progression is already completed (so the last +1 level spellcasting from Mystic Wanderer reverts to Paladin).

    Because this level is flexible, a second level of Hierophant would also be an appropriate substitution, particularly if the campaign deals predominantly with one extreme alignment, in which case Blast Infidel would largely represent free maximizes for Enervation and Energy Drain. This choice is not exercised in the build because it would be viable only in setting and campaign specific situations.


    Story Presentation
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    It is hard for me to remember why they fight when I only come to warn them. I fought once, long ago. When I was still human. When I was still Norrin Radd, defender of Zenn-La.

    Then I saw him, Galactus: the hungering god who walked the earth, devouring whole lands since the destruction of his plane of Taa.

    And in seeing him, in feeling the presence and power of a god, I knew the fight was without hope. So I begged. I begged that Zenn-La might be spared.

    And for reasons I have never understood, Galactus graced me with an answer.
    "Such things are beneath the concerns of Galactus. Galactus must feed."
    So I begged that he might feed on empty lands, where few people live. With his great power, doing so would cost him little.
    "The greatness of my power does not make it without toil. Seeking out such lands would take time and energy. And in these toils, my hunger grows greater not less. And it would not change the truth that is necessity: Galactus must feed." And for all I wished, for all I hoped, my conscience would not let me say yes.

    But in my despair, I came to a different and horrible hope. I could not beg. But I could bargain. I offered to seek out lands for him where he might feed without destroying great civilizations, where what few people lived there might be driven away rather than die fighting him.
    "You know not what baragin you seek to make, Norrin Radd."
    I knew even then that his words were true.
    "Arise then, my herald, and seek my next meal. Galactus Hungers."

    And so I turned away from Zenn-La never to return.
    In this service, I was transformed. I am no longer human: I am his herald. The weaknesses and joys or mortality have been shrived away by the power cosmic.

    And so I wander without home or nation across the lands of the world, without weariness or rest. I no longer dream of Zenn-La, for I no longer dream.

    I have come to understand the truth that is necessity: Galactus must feed. Sometimes I can find lands without people. As time passes, those seem rarer. Some peoples I can convince to leave with words alone: they have heard of the Hungering God, they can feel the truth in my words. They understand the peril of my warning:

    Galactus is Coming!


    Others resort to force. Even the mightiest of these fall before the power cosmic. But when they fight, I remember Zenn-La. As I strike down the champions that are, I remember the champion that I once was.

    And then I wait, for the command that always comes. For the command that must come. For the truth that is necessity.

    "Herald! I hunger!"


    Tactics, Tools and, Tricks

    Spoiler
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    Hunger Domain Spell Notes
    • Ghoul Light: Not amazing, but some utility in raising Turn Resistance for both you and any undead minions you might have. You can't prepare anything else in these slots anyways, and it might be useful.
    • Ghoul Glyph: No-save, just suck paralysis (fort save applies only to the secondary effect).
      The cast time is prohibitive, but using this via a Gem Ward can bypass that problem. This presents a valuable defensive option: if you activate the gem, any melee attacking you without reach will be paralyzed. Moreover, with sufficient preparation for specific opponents, the triggered activation options for gem magic might allow you to accomplish this without using an action.
      Caster level doesn't matter, so you can make the gem wards at CL2. That means they cost 200g and 8 XP. You'll want some.
    • Ghoul Gesture: Ray, Fort vs paralysis. In conjunction with Split ray, this is a good opener against multiple targets, as it can effectively remove enemies from the fight for several rounds. Targeting should prefer enemies expected to have low fort saves.
    • Enervation: The build's bread and butter. Because it is a ray, it can be split. And thankfully, DMM (Split ray) comes on line the same level as this spell. The average output of a Split Ray Enervation where both rays hit on the same target will be five negative levels: not enough to outright kill a character from drain, but enough to severely hobble most equal level opponents.
      In addition, because Norrin is undead, this can be used as a source of temporary hit points. In non-emergencies, this should be achieved through Gem Wards, to conserve limited spells per day.
    • Ghoul Gauntlet: A steady source of damage, but not an incredible one. Generally, however, using the slots for Enervation or Split Ray Ghoul Gestures is preferable.
    • Eyes of the King: Utility AND minions, what's not to love. Actually, because it requires concentration, it's mostly utility. When used, this should be executed through a gem ward. Most of these slots should instead be spent on split ray Enervation.
    • Field of Ghouls: Because of the level this comes online, the 2hd Ghouls are unlikely to be particularly useful. They might make good cannon fodder though. If used, this should be used thru gem wards and the slots conserved for more directly applicable spells.
    • Bite of the King: Swallow Hole, only better. Once Divine Reach becomes available the level after you gain this spell, it becomes a nice way to deal with less than Batman-esque Arcane Casters. It follows the basic rules of Swallow Hole, but the "stomach" is an pocket stomach dimension, which puts sharp restrictions many teleportation-based contingencies. The concentration to actually cast within the stomach will be in 40s before the spell level modification-- achievable, but difficult.
    • Energy Drain: As Enervation in all aspects, only better. A quickened, split ray Energy Drain flowed by a second Split Energy Drain will take care of most enemies in a turn. Go go DMM. Saddly, this option will be a once per day option. Against most opponents, a split Ennervation instead of a second Energy Drain will be a better use of slots (and still average out to 15 negative levels in one turn).


    Additional tools
    • Mystic Wanderer SLAs:The domain spells provide your basic ammunition and good tools to target fort saves. To instead target will saves, you can make use of your Charm Monster and Mass Charm Monster SLAs. Sleep is largely useless by the time it becomes available, but suggestion remains a significant non-combat tool.
    • Greater Potions: also come online late for direct combat applicability, but the sheer number of qualifying spells on the Wiz/Sorc list means that it will be a significant boon for out of combat purposes.
    • Blessed Aim: You won't get much from your paladin spells, but this one is worth note. +2 to your ranged attacks with a duration measured in minutes per level. This will be nice and cheap to put in gem wards, and it will help make sure your rays hit.


    Levels 1-5
    At these levels, you're essentially a paladin. It's depressing but true. You have low strength and moderate dex: your best option is to aim for a ranged weapon with the Profane, Holy, or Unholy weapon enhancement to get you through till your spellcasting comes online.

    Luckily you have divine grace and good Armor Proficiencies. It won't be spectacular, but you should be able to make it through while contributing some damage.

    Levels 6-10
    For these levels, your best option will be to fill the necromancer role. You have a skeletal warhorse for a base, and you can also control 8-16 HD more of undead, (depending on Bone Knight level) presuming you can find/hire an appropriate divine caster to create them for you and cede control via Bone March. Starting at level 10, you can instead make your own with Fill the Ranks.


    Levels 11+
    At level 11, you gain access to your first directly offensive Divine Crusader spell. From this point forward, your spells begin to define your tactics. Your first spell priority should always be to remove or paralyze one or more enemy arcane casters (specifically arcane casters because they are generally expected to have weak fort saves, and the relevant effects target fort).

    Once you can produce gem wards to ghoul glyphs, you should use them to disable enemy melee attempting to get close enough to attack you.

    With those enemies disabled, you should use Enervate or Energy Drain to deal with any one else-- that is, those staying at range who are not expected to readily fail fort saved. Alternately, you can attempt to close range and use gem wards of Ghoul Glyph for no-save paralysis.

    The Really Fun Spell Combination
    The basic tools of the class are simple: you cast a quickened split ray then another split ray. You brag about the power cosmic and how small the concerns of your enemies are.

    And someone pulls out the big guns. Well you have big guns too.

    Against a target with low fort saves, you can use the following combination.

    Start with a quickened ghoul gesture, followed by a Divine Reach Bite of the King. This puts them paralyzed for 1/round per caster level (between 8 and 11 rounds) in a stomach, taking an average of 33 damage a turn.
    While they are in the stomach, activate a gem ward of Ghoul Glyph. As noted above, they cost you 200g and 8XP to make. You should have plenty.
    When/if the target escapes the stomach dimension, they appear next to you, which is to say within the 5 foot trigger range for that Ghoul Glyph gem you just activated. You now have 3-8 more rounds of a paralyzed opponent in which to either kill them or deal with someone else. Or just send them back to the stomach.
    Last edited by Private-Prinny; 2011-08-17 at 08:20 PM.

  4. - Top - End - #124
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    Default Re: Iron Chef Optimization Challenge in the Playground XXIII

    With this many True Strikes, he'll never strike out.
    Quote Originally Posted by Mighty Casey
    Mighty Casey

    Chaotic Good Goliath of Labelas Enoreth, a Divine Crusader of the Time Domain

    Swordsage 1/Fighter 2/Swordsage +2 (3)/Fighter +2 (4)/Barbarian 1/Divine Crusader 10/Swordsage +1 (4)
    (Swordsage 4/Fighter 4/Barbarian 1/Divine Crusader 10, note that Barbarian is a Favored Class)

    Ability Scores
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    [10] STR 20
    [04] DEX 10
    [02] CON 12
    [06] INT 14
    [00] WIS 08
    [10] CHA 16+4(levels) = 20


    Never Again (Fluff)
    Spoiler
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    Mighty Casey remembered the day of his first battle, long ago when he was young. He had been the best of the new warriors in training, easily surpassing his tribal brothers in the training Arena. He was confident and brave, ready to charge any foe with his trusty battle-stick.

    But battle was different. Casey was surprised and wounded before the fight began. He got stuck in the mud and tripped. He spent too much time shaking off the grabs of inferior opponents. His wits were robbed by enemy spellcasters. And near the very end, when he finally had the chance to strike, he missed.

    Casey survived the battle, but his tribe did not. And that day, Casey swore he would never again be unready, he would never lose concentration when it was needed most, he would never fail in the moment of truth. Eldritch genes long lost in his blood shivered and a God of Knowledge and Time in a place far away took note of the subtle disturbance.

    Casey slowly came into his arcane blood, letting him perform feats in battle that seemed almost supernatural. He was not content to rely upon his blood alone however, and trained with other tribes and peoples all around the land. He learned how to batter his foes through the air from the giants, and how to pounce with wild abandon from the savannah savages. He still charged with fury, but now he also struck with skill and and moved with grace.

    And that might have been all for Casey, who was well on his way to becoming just another normal ToB fused charger among thousands. But Casey was a new thing among Goliaths: he was touched by the Planes. Long after the lost battle of his youth, Casey fought in another battle, this one far more terrible in scope, against a horde of Outsiders unleashed from the Abyss. He charged his Demonic ancestor that day, and slew him with much prejudice, and in so doing saved a whole load of elves. Labelas Enoreth, God of Generations and Study and Elves, had been distractedly watching the battle and appreciated the irony. Mighty Casey became his Champion, a Divine Crusader who could twist the fabric of Time itself in battle, and went from being a really standard charger to being a really weird charger.

    There was another battle about to start now, and his senses brought news of its coming backwards through time to Casey's brain. Quickly he shakes off his memories, waves his hand to Haste himself, and charges into the fight with a smile on his face and a baseball bat in hand.


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

    1st|Goliath LA|
    -
    |
    -
    |
    -
    |
    -
    |-|-|-

    2nd|Swordsage 1|
    +0
    |
    +0
    |
    +2
    |
    +2
    |4 Balance, 4 Concentration, 4 Jump, 2 Knowledge Religion*, 4 Listen, 2 Spellcraft*, 2 Spot*, 4 Tumble|Power Attack, Weapon Focus (Quarterstaff)|Quick to Act +1, Discipline Focus (Weapon Focus: Setting Sun)

    3rd|Fighter 1|
    +1
    |
    +2
    |
    +2
    |
    +2
    |1 Jump, 0.5 Spot*, Extreme Leap|Improved Bull Rush|-

    4th|Fighter 2 (Dungeon Crasher)|
    +2
    |
    +3
    |
    +2
    |
    +2
    |1 Jump, 1 Spellcraft*, 0.5 Spot*|Knockback|Dungeon Crasher

    5th|Swordsage 2|
    +3
    |
    +3
    |
    +3
    |
    +3
    |1 Balance, 2 Concentration, 3 Tumble, Twisted Charge|-|AC Bonus, +1 Charisma

    6th|Swordsage 3|
    +4
    |
    +4
    |
    +3
    |
    +3
    |2 Concentration, 2 Jump, 2 Listen, 0.5 Spot*, 1 Tumble|-|-

    7th|Fighter 3|
    +5
    |
    +4
    |
    +4
    |
    +4
    |1 Jump, 0.5 Spot*, 1 Tumble*|Leap Attack|-

    8th|Fighter 4|
    +6/+1
    |
    +5
    |
    +4
    |
    +4
    |1 Spot*, 1 Tumble*|Shock Trooper|-

    9th|Barbarian 1 (Spiritual Lion Totem)|
    +7/+2
    |
    +7
    |
    +4
    |
    +4
    |2 Jump, 2 Listen, 1 Tumble*|-|Pounce, Rage, +1 Charisma

    10th|Divine Crusader 1|
    +7/+2
    |
    +9
    |
    +4
    |
    +6
    |2 Concentration, 1 Tumble*|Keeper of Forbidden Lore, Improved Initiative|Aura

    11th|Divine Crusader 2|
    +8/+3
    |
    +10
    |
    +4
    |
    +7
    |2 Concentration, 1 Tumble*|-|-

    12th|Divine Crusader 3|
    +9/+4
    |
    +10
    |
    +5
    |
    +7
    |2 Concentration, 1 Tumble*|-|Resistance to Electricity 5

    13th|Divine Crusader 4|
    +10/+5
    |
    +11
    |
    +5
    |
    +8
    |1 Concentration, 1 Jump, 1 Tumble*|Quicken Spell|+1 Charisma

    14th|Divine Crusader 5|
    +10/+5
    |
    +11
    |
    +5
    |
    +8
    |1 Concentration, 3 Spellcraft|-|Weapon Specialization: Quarterstaff

    15th|Divine Crusader 6|
    +11/+6/+1
    |
    +12
    |
    +6
    |
    +9
    |1 Concentration, 3 Spellcraft|-|Resistance to Acid 5

    16th|Divine Crusader 7|
    +12/+7/+2
    |
    +12
    |
    +6
    |
    +9
    |1 Concentration, 3 Spellcraft|Residual Magic|Darkvision

    17th|Divine Crusader 8|
    +13/+8/+3
    |
    +13
    |
    +6
    |
    +10
    |1 Concentration, 3 Jump|-|+1 Charisma

    18th|Divine Crusader 9|
    +13/+8/+3
    |
    +13
    |
    +7
    |
    +10
    |1 Concentration, 3 Jump|-|Resistance to Acid and Electricity 10

    19th|Divine Crusader 10|
    +14/+9/+4
    |
    +14
    |
    +7
    |
    +11
    |1 Concentration, 1 Jump, Nimble Charge|Martial Stance: Hearing the Air|Perfect Self

    20th|Swordsage 4|
    +15/+10/+5
    |
    +14
    |
    +8
    |
    +12
    |1 Concentration, 7 Tumble|-|Discipline Focus (Insightful Strikes: Tiger Claw)[/table]

    Casey is both a gish and a charger, and the unique nature of Divine Crusader allows him to combine these roles in a way doable by very few other builds. Most gishes must carefully regulate nonspellcasting levels, paying dearly for a Barbarian dip, levels of Fighter, and use of Tome of Battle. Casey on the other hand has free reign to both pick up all his charging essentials with levels in Core melee classes and grab a double handful of blade magic to fill in the holes he can't fill with the Time domain.

    On the other hand, chargers are usually finicky beasts, startled easily and apt to break their legs on a tricky rock. Even using Tome of Battle, most chargers still have issues with mobility and accuracy (especially when they can't charge), along with a glaring weakness to many common caster tactics such as miss chance and Solid Fog. The Time Domain contains solutions to all these problems, and even addresses the danger of Save or Dies by letting Casey force his way through one with Moment of Prescience.

    With all the damage potential of a charger, all the powerful spells of the Time Domain, and added versatility from the Tome of Battle, Casey is a devastating triple-threat capable of dealing with numerous difficulties that plague high level play. He has multiple answers to outrageous AC, can strike through miss chance, bypasses terrain obstructions, can see and hit invisible creatures, and can even soar up into the air and smash fliers into the ground.


    Divine Spells
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    {table=head]Level|Caster Level|New Spell Known|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    10th|
    1st
    |True Strike|1|-|-|-|-|-|-|-|-

    11th|
    2nd
    |Gentle Repose|2|1|-|-|-|-|-|-|-

    12th|
    3rd
    |Haste|3|2|1|-|-|-|-|-|-

    13th|
    4th
    |Freedom of Movement|3|3|2|1|-|-|-|-|-

    14th|
    5th
    |Permanency|4|3|3|2|0|-|-|-|-

    15th|
    6th
    |Contingency|4|4|3|3|1|0|-|-|-

    16th|
    7th
    |Moment of Prescience|4|4|4|3|2|1|0|-|-

    17th|
    8th
    |Foresight|5|4|4|4|3|2|1|0|-

    18th|
    9th
    |Time Stop|5|4|4|4|4|2|2|1|0

    19th|
    10th
    |-|5|4|4|4|4|3|2|2|1[/table]

    The above table includes bonus spells from Charisma in its spells per day.

    Our big combo here is using Quickened True Strike + Residual Magic. If we prepare a Quickened True Strike in a level 5 slot and a normal True Strike in a level 1 slot, then on turn 1 we can cast Quickened True Strike, and on turn 2 we can cast the normal True Strike Quickened as well thanks to Residual Magic. This means we effectively have twice as many Quickened True Strikes as we prepare each day, and has the added effect of letting us use up a lot of those low level spell slots which can be difficult to fit into the economy of actions otherwise.

    Spell Slot levels:

    1st and 2nd level: Since Gentle Repose is pretty much junk, you want to fill these levels up with True Strikes. Before our combo is up and running you might not be able to use them all, but you'll always have them ready to spend on a turn where you want to use a move to position yourself or are getting ready for a fight. True Strike negates miss chances due to concealment in addition to its +20 bonus to attack rolls, so be sure to use it against invisible creatures (more on detecting them later) and similar.

    3rd level: Here you probably want to prepare all Haste. If you expect an extremely long day with your Quickened True Strike combo you might have some True Strikes creeping into here but that shouldn't really be necessary. Since Haste has a short duration and requires a Standard Action to cast you want to try to get it off before fights whenever possible. If you don't have magical means of raising your tumble check, Haste will be very neccessary for dealing with reach, giving you a half speed tumble of 30 feet.

    4th level: Similarly, this level should probably be full of Freedom of Movement. One cast before walking into the dungeon should last long enough, with maybe one in reserve in case you run out of time. You can buff the rest of the party with Freedom of Movement too and maybe trade it for some buffs from other people. If you expect a lot of battles in a short period you may want to prepare an extra Haste here.

    5th level: This level should be completely filled with Quickened True Strike and nothing else. Permanency is completely useless to us, but we don't really care.

    6th level: Several useful Contingencies can be set up with your spells, especially to get off timely Haste (sadly only once you're caster level 9) or even to save a swift action by casting True Strike on you under various awkward conditions. However you want more Quickened True Strike so this level will probably be mostly filled with that instead.

    7th level: At this point you've probably got 6 or so Quickened True Strikes stored at lower levels, making for a healthy 12/day total. You could choose to prepare some more here, but Moment of Prescience is an awesome spell and you don't want to have to hesitate to discharge it under dangerous conditions.

    8th level: Foresight is another long duration spell you want always on if possible, but you don't have to discharge it so you don't need to prepare more than one or two in most cases. If you have spare slots here an extra Moment of Prescience never hurt, nor did an extra Quickened True Strike.

    9th level: Time Stop is your best way of getting back the initiative when circumstances have become difficult. You can get off a normal True Strike, Haste yourself, or even refresh your Moment of Prescience or an important maneuver inside Time Stop while you move to a more suitable position on the battlefield. It's usually advisable to come out of Time Stop standing next to an enemy with an action readied to attack.


    Casting Routine Rules Quandries
    Spoiler
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    Since some judges have asked us to be very careful about legality, I have researched a pair of difficult areas in the rules and have collected some evidence to support that Casey's casting routines are legal. First, one can cast spells requiring somatic components while holding a two-handed weapon by shifting one hand off and then back onto the weapon as free actions. This is called out specifically in this Rules of the Game under "Adjacent Squares and Reach Weapons".

    Quote Originally Posted by Skip Williams
    Although the rules don't mention it, letting go of a two-handed weapon with one hand or putting a free hand back on the weapon is a free action for you.
    Another rules clarification we should go over is that we can cast a quickened spell in the middle of our full attack. From Complete Arcane, we know casting a quickened spell is a swift action in 3.5. From the SRD:

    Quote Originally Posted by SRD
    You can take a swift action any time you would normally be allowed to take a free action.
    Quote Originally Posted by SRD
    You can perform one or more free actions while taking another action normally.
    This means that Casey is justified in casting a Quickened True Strike in between swings of his two-handed weapon.


    Swordsage Blade Magic
    Spoiler
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    {table=head]Level|Initiator Level|Maneuvers Readied|Maneuvers Known|Stances Known

    2nd|
    1st
    |
    4
    |Moment of Perfect Mind (DM), Mighty Throw (SS), Shadow Blade Technique (SH), Charging Minotaur (SD), Sudden Leap (TC), Wolf Fang Strike (TC)|Step of the Wind (SS)

    5th|
    3rd
    |
    4
    |Emerald Razor (DM)|Flame's Blessing (DW)

    6th|
    4th
    |
    5
    |Rabid Wolf Strike (TC)|-

    19th|
    10th
    |
    5
    |-|Hearing the Air (DM)

    20th|
    11th
    |
    5
    |Searing Charge (DW), Bounding Assault (DM) (from Wolf Fang Strike)|-[/table]

    Here we fill up some gaps in utility left by our Divine Spells, as well as providing strong options for turns when we cannot manage to charge. Shadow Blade Technique, Emerald Razor, and Rabid Wolf Strike all help us in hitting, which in turn helps us Power Attack. Step of the Wind lets us ignore difficult terrain, and Hearing the Air lets us deal with invisible creatures. Searing Charge and Bounding Assault let us charge more easily. Moment of Perfect Mind gives us a Will Save and Sudden Leap gives mobility.


    Tactics, ECL 2-10
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    Regrettably, we're two levels late getting to Divine Crusader, but the other side of that coin is that this build is more than playable all the way from 2-10; it's actually quite good. We have maneuvers, we have charging, we have Knockback and Dungeon Crasher, and it all comes online with more than reasonable speed. Our AC is probably in the suspect zone even before shock trooper, and we have resoundingly average saves, but we have Moment of Perfect Mind to soak the first will save at least.

    Tactics here are fairly simple: If we can Charge with Shock Trooper, we do that so we can Power Attack and Knockback easily, even before Pounce. If we can't, Emerald Razor probably lets us full Power Attack when we use it, and Rabid Wolf Strike and Shadow Blade Technique probably let us Power Attack at least a little bit so we can win our Knockback checks convincingly. Remember when trying to charge we have both Sudden Leap and Twisted Charge to help us actually do it. Also, when trying to Leap Attack, remember Goliaths treat standing Jumps as if they were running, so you only need 10 feet to Leap Attack Charge in. True Strike is pretty useful when we pick it up at level 10 in a certain sort of campaign where you have a round before you kick down the door, and if you're the gambling sort you can even use a round to position and True Strike preparing for a Pounce.

    The debate of when to Knockback in a Pounce will often be a sort of troublesome thing to decide, but in general unless you really need the target moved or it has crazy high AC the extra hit at -5 in the charge is worth the chance of missing the knockback-dungeon crash altogether. Some selected combat actions from level 10 (assuming all mundane gear and no buffs):

    Pounce: Charge 60 feet (Jump +20, Tumble +16), Ignore Difficult Terrain, DC 10 Jump to Leap Attack
    Attacks: +16/+11 (Shock Trooper PA)
    Quarterstaff Damage = 1d8 + 7 (strength) + 14 (Power Attack) + 14 (Leap Attack) = 39.5
    Knockback = Free Bull Rush on hit +2 (charge) +4 (size) +4 (improved bull rush) +5 (strength) + 14 (Power Attack) = +27
    Dungeon Crasher: 4d6 + 10 = 24
    Full Average Damage: 39.5*2+24 = 103

    Emerald Razor: Quarterstaff +7 vs Touch AC (Full PA)
    Quarterstaff Damage 1d8+7+14 = 25.5
    Knockback = +25, DC damage = 24
    Full Average Damage = 49.5

    Saves: +10/+4/+5 (Moment of Perfect Mind +13)


    Tactics, ECL 11-16
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    In these levels we pick up two important buffs, Haste and Freedom of Movement, and start getting a few Quickened True Strikes. While mechanically we're still doing similar things as we were before, we'll now be doing them much more reliably. An important thing to remember is that Freedom of Movement does very specific things: it allows us to ignore magical movement limiting effects, it beats grapples, and it lets us act underwater. A RAW reading of the spell might or might not let you ignore mundane obstacles and difficult terrain, but we have Step of the Wind for that so we don't really care.

    At these levels reach is going to start showing up everywhere, and that's one thing we don't have an auto-win for and have to think about. We have a decent bonus against Trip, but many monsters are going to have a better one and we really don't want to get tripped in mid-charge. Our tumble is good enough to definitely half speed tumble and probably full speed at these levels, but double move charges are quite hard to tumble during unless we have some sort of tumble boosting item. For this reason in these sorts of situations we are very greedy to get Haste up to double our natural speed, even to the point that if we see a lot of reach around in a battle and can get some allies in it we really won't even hesitate to do it in mid-combat.

    At level 15 you should hoard your one Quickened True Strike for very important situations, and maybe even for when you're facing a miss chance. At level 16 we start having a lot of Quickened True Strikes available and get double use out of them with Residual Magic, so we can use them far more cavalierly to keep things moving along.

    From level 16:

    We have 3/day Quickened True Strike with no magic Cha, and get a "free" one the turn after we use each

    Hasted Pounce, with a Quickened True Strike in mid-full attack: Charge 120 feet (Jump +33, Tumble +19)
    Attacks: +22/+22/+17/+32 (Shock Trooper PA, True Strike between 3rd and 4th blow)
    Quarterstaff Damage = 1d8+7+2+24+24 = 61.5
    Knockback = Free Bull Rush on final hit = 2+4+4+5+24 = +37
    Dungeon Crasher: 4d6+10 = 24
    Full Average Damage: 61.5*4+24 = 270

    Hasted Quickened True Strike Emerald Razor: Quarterstaff +28 vs Touch AC (Full PA)
    Quarterstaff Damage 1d8+7+2+24 = 37.5
    Knockback = +35, DC damage = 24
    Full Average Damage = 61.5

    Saves: +13/+7/+8 (MoPM +21)


    Tactics, ECL 17-20
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    In these levels the build picks up Moment of Prescience and Foresight. These are primarily defensive in nature, allowing us to survive long enough to implement our charging. One important use of Moment of Prescience aside from saves is actually to help when things go wrong on a charge and something with Reach is trying to trip us. Obviously if we get tripped that'll ruin the whole turn, so burning Moment of Prescience for +CL on the opposed strength check (in addition to our +9 natural modifier) is usually wise in such situations. Foresight on the other hand is very good in general, and especially might buy us a turn to get Haste off in some sticky situations.

    We get lots more Quickened True Strikes as we level, and you'll have to feel out your campaign to decide how many high level slots to dedicate to them. One very important note is if you use a Quickened True Strike, you should almost always cast your "freebie" on the next turn even if you don't want to use it on that specific attack (in that case, cast True Strike after attacking), or you don't attack that turn at all for some reason (like desperately needing to cast Haste). Since True Strike lasts until the end of the next round, you'll be able to save it up for a turn and use it next time, still getting the benefit of a saved standard action in battle.

    In our last couple levels we go back and get some more tricks from the Swordsage which will really solidify our high level play. Hearing The Air's Blindsense is synergistic with True Strike, Searing Charge will let us abuse flying foes (but forsake Leap Attack), and Bounding Assault lets us get charges off in otherwise impossible circumstances.

    Hasted Pounce, with a Quickened True Strike in mid-full attack: Charge 120 feet (Jump +40, Tumble +26)
    Attacks: +25/+25/+20/+35 (Shock Trooper PA, True Strike between 3rd and 4th blow)
    Quarterstaff Damage = 1d8+7+2+30+30 = 73.5
    Knockback = Free Bull Rush on final hit +2+4+4+5+30 = +43
    Dungeon Crasher: 4d6+10 = 24
    Full Average Damage: 73.5*4+24 = 318

    Hasted Quickened True Strike Emerald Razor: Quarterstaff +28 vs Touch AC (Full PA)
    Quarterstaff Damage 1d8+7+2+30 = 43.5
    Knockback = +41, DC damage = 24
    Full Average Damage = 67.5

    Saves: +15/+9/+11 (MoPM +25)


    Sources
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    PHB: Fighter, Barbarian, Power Attack, Improved Bull Rush, Quicken Spell
    Complete Divine: Divine Crusader
    Complete Warrior: Shock Trooper
    Complete Adventurer: Leap Attack
    Complete Mage: Residual Magic
    Complete Champion: Lion Totem Barbarian
    Tome of Battle: Swordsage, Martial Stance feat
    Dungeonscape: Dungeoncrasher
    Races of Stone: Goliath, Knockback
    Fiendish Codex I: Keeper of Forbidden Lore
    Player's Guide to Faerun: Time Domain, mention of Labelas Enoreth
    Faiths and Pantheons: Labelas Enoreth's full description


    Adaption & Gear
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    There's a lot of room to arrange things differently or dip more if you can ignore multiclass penalties. Soulborn 1 for Spellcraft as a skill, Hexblade 2 (if you can handwave the alignment) for a nice save bonus as well as Spellcraft, and Fighter to 6 for Dungeoncrasher+ are all defensible choices.

    For items you badly want +tumble and +concentrate. You like Valorous Weapons, and also Blinding Energy, though the latter requires a backup weapon (a Reach weapon may be a good choice for this).

    If we can get us some LA Buyoff, were probably getting a last level of Swordsage for the Stance, or a level of Crusader for the White Raven Powers. In games with extended Dragon Mag content Half Minotaur Human is far superior to Goliath. A liberal DM may let you Dark Chaos Shuffle Keeper of Forbidden Lore, since it IS actually a Dark Chaos feat.

    Hearing the Air or Leap Attack might be traded for Adaptive Style, Battle Jump, or a late Martial Study, depending on gear or campaign. If you can get flaws or the shuffle, all the better.

  5. - Top - End - #125
    Bugbear in the Playground
     
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    Default Re: Iron Chef Optimization Challenge in the Playground XXIII

    They're not tricks. They're Illusions.
    Quote Originally Posted by Glimwyn
    Glimwyn Mardwicket, The Shadow Gnome
    CE Gnome Hexblade 6/Chaotician 1/Divine Crusader of Cyric 10/Shadowcraft Mage 3

    Death to all who oppose Cyric. Bow down before his supreme power, and yield to him the blood of those that do not believe in his supremacy. Fear and obey those in authority, but slay those that are weak, of wholesome persuasion, or false prophets. Bring death to those that oppose Cyric's church or make peace, order, and laws, for only Cyric is the true authority. Break not into open rebellion, for marching armies move false deities into action. Fell one foe at a time and keep all folk afraid, uneasy, and in constant strife. An method or means is justified if it brings about the desired end. - Faiths and Pantheons

    Attributes
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    Base (32 Point-Buy): Str: 12, Dex: 10, Con: 11, Int: 10, Wis: 13, Cha: 18.
    Modified: Str: 10, Dex: 10, Con: 13, Int: 10, Wis: 13, Cha: 18
    At level 20: Str: 10, Dex: 10, Con: 13, Int: 10, Wis: 13, Cha: 23 (All attribute increases)

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

    1st|Hexblade 1|
    +1
    |
    +0
    |
    +0
    |
    +2
    |Bluff: 3(+3), Concentration: 3(+3), Intimidate: 2(+2) |Weapon Focus: Longsword|Hexblade's Curse 1/day

    2nd|Hexblade 2|
    +2
    |
    +0
    |
    +0
    |
    +3
    |Hide: 1(+2)|None|Arcane Resistance

    3rd|Hexblade 3|
    +3
    |
    +1
    |
    +1
    |
    +3
    |Hide: 2 (+2)|Earth Sense|Mettle

    4th|Hexblade 4|
    +4
    |
    +1
    |
    +1
    |
    +4
    |Intimidate: 3(+1), Concentration: 4 (+1)|None|Dark Companion (ACF, PHB 2, Replaces Familair)

    5th|Hexblade 5|
    +5
    |
    +1
    |
    +1
    |
    +4
    |Concentration: 5 (+1), Intimidate: 4 (+1)|Combat Casting|Bonus Feat, Curse 2/day

    6th|Hexblade 6|
    +6/+1
    |
    +2
    |
    +2
    |
    +4
    |Intimidate 5(+1), Spellcraft: 1 (+1)|Heighten Spell|None

    7th|Chaotician 1|
    +7/+2
    |
    +2
    |
    +4
    |
    +4
    |Bluff: 4 (+1), Knowledge (Religion): 2 (+2), Intimidate: 6 (+1)|None|Scofflaw, Chaotic Contagion

    8th|Divine Crusader of Cyric 1|
    +7/+2
    |
    +4
    |
    +4
    |
    +6
    |Hide: 3 (+2)|None|Aura, Spellcasting (Illusion Domain)

    9th|Divine Crusader 2|
    +8/+3
    |
    +5
    |
    +4
    |
    +7
    |Hide: 4 (+2)|Shielded Casting|None

    10th|Divine Crusader 3|
    +9/+4
    |
    +5
    |
    +5
    |
    +7
    |Intimidate: 8 (+2)|None|Resistance to Electricity 5

    11th|Divine Crusader 4|
    +10/+5
    |
    +6
    |
    +5
    |
    +8
    |Intimidate: 10 (+2)|None|None

    12th|Divine Crusader 5|
    +10/+5
    |
    +6
    |
    +5
    |
    +8
    |Intimidate: 12 (+2)|Spell Focus (Illusion)|Weapon Specialization (Longsword)

    13th|Divine Crusader 6|
    +11/+6/+1
    |
    +7
    |
    +6
    |
    +9
    |Intimidate: 14 (+2)|None|Resistance to Acid 5

    14th|Divine Crusader 7|
    +12/+7/+2
    |
    +7
    |
    +6
    |
    +9
    |Intimidate: 16 (+2)|None|Darkvision

    15th|Divine Crusader 8|
    +13/+8/+3
    |
    +8
    |
    +6
    |
    +10
    |Intimidate: 18 (+2)|Earth Spell|None

    16th|Shadowcraft Mage 1|
    +13/+8/+3
    |
    +8
    |
    +6
    |
    +12
    |Spellcraft: 5 (+4)|None|Cloak of Shadows

    17th|Shadowcraft Mage 2|
    +14/+9/+4
    |
    +8
    |
    +6
    |
    +12
    |Spellcraft: 9 (+4)|None|Silent Illusions

    18th|Shadowcraft Mage 3|
    +14/+9/+4
    |
    +9
    |
    +7
    |
    +13
    |Spellcraft: 13 (+4)|Practiced Spellcaster (Divine Crusader)|Shadow Illusion

    19th|Divine Crusader 9|
    +14/+9/+4
    |
    +9
    |
    +8
    |
    +13
    |Intimidate: 18 (+2)|None|Resistance to Acid 10, Resistance to Electricity 10

    20th|Divine Crusader 10|
    +15/+10/+5
    |
    +10
    |
    +8
    |
    +14
    |Intimidate: 20 (+2)|None|Perfect Self[/table]


    Hexblade Spells
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    Spells per day
    {table=head]Level|1st|2nd|3rd|4th

    1st|-|-|-|-|

    2nd|-|-|-|-|

    3rd|-|-|-|-|

    4th|0|-|-|-|

    5th|0|-|-|-|

    6th|1|-|-|-|

    [/table]
    Spells Known
    {table=head]Level|1st|2nd|3rd|4th

    1st|-|-|-|-|

    2nd|-|-|-|-|

    3rd|-|-|-|-|

    4th|2|-|-|-|

    5th|2|-|-|-|

    6th|3|-|-|-|

    [/table]


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

    8th |0|-|-|-|-|-|-|-|-

    9th|1|0|-|-|-|-|-|-|-

    10th|2|1|0|-|-|-|-|-|-

    11th|2|2|1|0|-|-|-|-|-

    12th|3|2|2|1|0|-|-|-|-


    13th|3|3|2|2|1|0|-|-|-

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

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

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

    17th|3|3|3|3|3|3|2|2|1

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

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

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


    Build Crunch
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    Level 1
    Spoiler
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    At this level Glim plays like a standard fighter, and she is a moderately effective at it. The weapon focus partially makes up for her low melee stats. She is, for now, extraordinarily capable as a debuffer, courtesy of her high Charisma. The main tricks she has are her curse, which she uses as often as possible, as well as demoralization.


    Level 5
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    Glim has grown into a more effective Hexblade than she was previously. She now has spells to make up for her crippling stats. She also has gained the dark companion class feature, which allows her to further cripple the stats of her enemy. The dark companion will retain it's usefulness as she levels up and gains prestige. Additionally, Mettle and Arcane resistance coupled with her massive charisma have made her a formidable opponent for wizards and casters.

    She has gained two feats. Earth Sense works to allow her to sense enemies in dark environments, especially useful given her penchant for trying to deny her enemies stats and sight while still remaining functional herself. She has also gained combat casting, which at this point is practically valueless for her, but will give great results at higher levels by essentially eliminating the need for concentration.


    Level 7
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    Glim has now met the requirements for Divine Crusader. She also has taken her first level of prestige, Chaotician. This class is thematically appropriate for a devotee of chaos and evil. Mechanically, she gets (essentially) an additional use of curse per day; as her Charisma will continue to increase the effectiveness of Chaotic Contagion and her curse will continue to increase. She gains non-detection vs. law (Scofflaw), which isn't terribly useful, but is thematically very appropriate for a servant of Dark Sun. Finally, she gets all armor proficiencies, which will be invaluable as she moves from Arcane to Divine casting. The armor proficiencies will allow her to continue to use melee when necessary and give her the ability to use a shield (which will come in VERY handy later, and the higher AC will certainly be useful in melee now.)

    She also has acquired heighten spell, which she can use at mid levels she can use it to fill out bad spells (phantasmal killer), with much better choices from the domain (displacement, etc.)


    Level 8
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    Finally the secret ingredient. Glim chooses the illusion domain, which will eventually be the key to her dark power. She gets her first spell at this level (kinda underwhelming though, it won't be later though, Mwahaha, cough, cough, excuse me, where was I...oh right...HAHAHAHAHAHAHA!!!) She also gains an Aura of Chaotic Evil. Not the best thing to have, but it can't really be helped. Her tactics remain essentially unchanged, though her added armor and shield allow her to mess it up more directly in combat. This is Glim at her most awkward: she has just moved up from being an average melee fighter and will need a few more levels to push herself to ultimate power.


    Level 10
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    Glim has now progressed further in the secret ingredient. She is still mostly a melee fighter, but she is beginning to take advantage of her more formidable tricks. She has gained 3rd level spells thanks to her charisma. She can use shielded casting to cast in melee with impunity, and she can use displacement to make herself harder to hit. The image spells are not terribly useful at this point from a pure optimization standpoint. Despite this, they can still prove useful as distractions. She continues to use her dark companion and curse abilities to mitigate the loss of BAB and strength.


    Level 15
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    At this point Glim is deep into the Divine Crusader. She has obtained 7th level spells. She remains an acceptable melee combatant, although she is no longer as powerful in this area as she once was. Fortunately, her spells are beginning to pick up more of the slack. She can use mislead to escape from situations that are not in her favor. She can use persistent shadow image as a decoy or distraction and frequently uses it as the former after using mislead. She can use project image similarly, and she can also use this ability to deliver her curse attacks to far off opponents. She has also gained phantasmal killer, which at this point is resoundingly valueless and is likely to be replaced by a heightened version of another illusion spell. Her deceptive nature and curses make her a tricky and dangerous opponent, befitting a servant of Cyric. Also, free weapon specialization and darkvision! These two abilties combine to make her a deadly....Well, okay, they're not 7th level spells (I would rate them as mostly harmless), but they are free stuff.


    Level 16
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    First level of Shadowcraft Mage. This one advances Glim's spellcasting further, giving her 8th level spells. At this point her Shadowcraft Mage levels haven't really matured. She gains displacement, which is always good to have. She also gets a hide effect, which is particularly useful in conjunction with her uses of mislead. Screen has its uses, although it's not really that great in terms of combat monkeying. Glim is now beginning the bizarre end-game transition from a mostly melee-focused character to a mostly magic-focused character with some melee ability. At this point she continues her focus as a tricky dicky melee opponent, with the ability to use screen to further conceal herself from scrying (as befits a servant of Cyric.)


    Level 18
    Spoiler
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    This is Glim at her sweetest spot. She retains the ability to prepare her previous tricks and is still a formidable opponent in melee, aided by her curses (though the curses are less effective now), her dark companion (still effective), and her improved cloak of shadows. Her shielded casting allows her to wade into melee and do damage if she so desires. This is all good, but now she has her most powerful trick, the one that shatters the ceiling on Divine Crusader power: shadow illusion. She can replicate a wide swath of Wizard spells. If she carries a jar of earth with her (and she does), she can cast up to 9th level Wizard spells with ease, allowing her to adapt to virtually any scenario. Her spell focus, gnome bonus, curses, and dark companion makes saving against her illusions almost impossible. Practiced Spellcaster boosts her caster level to 15 (Illusion domain makes it 16 for all Illusion spells, conveniently her only spells), and Earth spell makes it 18 (Note: See rules discussion for a brief discussion of the caster level).

    Essentially, in this one level, she goes from a below-average to average melee fighter with a few nasty surprises to a deadly and effective caster. Though she will never be able to compete with the power of a full caster, she is far far more powerful than her single domain would normally allow. Also, at this level, and this level only, her number of 9th level spells is nearly equal to that of a pure caster.


    Level 20
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    Glim is still pretty sweet. She is slightly weaker compared to other casters in that she has not gained any additional 9th level spells, but her options in combat are still fairly versatile. In most other respects she retains all of her previous abilities.

    Basically, the only things of significance she gets are Perfect Body and Resistances, which are kind of underwhelming compared with high-level spells. She is still a hybrid in the truest sense and can react to situations as they develop far better than any other caster. She has also gained slight boosts to charisma.



    Story
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    Level 1
    Spoiler
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    Cold air whipped through the stone building, causing Malin to pull his cloak tighter. The guards silently led him through labyrinthine rooms until, finally, they came to the door of the cell. With a groan only slightly less dreadful than the one it contained, it swung open. Within the barren room was a figure, a small figure.

    ''This is her?'' Malin asked the guard, bewildered. The guard nodded silently, seeming to withdraw slightly at the sight of the prisoner. Looking closer, Malin could see that she was chained hand and foot to the floor of the cell. Her eyes seemed to lash out at him for daring to enter the dank shadows that were her domain. The cleric, however, was unperturbed. ''I have come here to make you an offer,'' Malin stated, smiling cordially as he awaited her response.
    .


    Level 5
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    It had been several years since Malin freed Glim from that dismal prison. She had indeed proven a useful servant, one worthy of the Prince of Lies. Malin remembered having heard stories of how she could twist the luck of those she wanted to suffer, driving him to seek her out in the bleak prison cell. He never discovered exactly why she was imprisoned therein, and she was certainly not inclined to enlighten him. All he knew was that she had been there since she was a child.

    She was beautiful, very beautiful for a gnome, in his opinion, yet her beauty always seemed to be somehow...wrong. In fact, all of her seemed to be wrong. Behind the beauty seemed to always be a wickedness that could not be measured; behind her smile was a savagery that challenged even the dark gods themselves. As he sat pondering this, she returned from her task. ''Is is done?'' he asked her curtly.

    To his surprise (though it shouldn't have been), she laughed and tossed something across his desk. It was a bag, and inside it was something wet. Malin peered within the opening and immediately wished he hadn't. Glim laughed more at this, seemingly driven into hysterics by his discomfort. Then she winked and said, ''In case you were wondering, 'e is quite dead.'' Then she skipped out of the room, her height and gleeful demeanor giving her the appearance of a carefree schoolgirl. Feeling quite sick, Malin let the bag drop to the floor, and the mutilated severed head rolled out of it.


    Level 7
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    Malin gasped in surprise and horror as he looked around what was left of his temple. His followers lay all around the room contorted into horrific positions. Blood seemed to be everywhere. He was, of course, quite sick. What had happened was clear enough to him. What he didn't understand was why she had done this. What could possibly have motivated her to kill her saviors, those who had freed her from imprisonment and had fed her lust for blood and death? The laughter continued rippling through the room. Malin listened, trying to discern if the sound was coming closer.

    Her words come from behind him. ''I see you've found my handiwork. Beautiful isn't it?'' she asked, smirking, her dark armor coated in blood and entrails. Next to her was her horrific pet, a dark and shadowy cat that seemed a deeper shade of black than the shadows around her. It bared its teeth at him as he turned to face her, or so it seemed.

    ''Why... why would you do this?'' Malin stammered partly in anger, but mostly in abject terror.

    ''You never understood,'' she said, no longer laughing. This atypical seriousness was something Malin thought he would have been grateful for, but he certainly was not. It was even more horrifying. ''Little man, little king, or so he thought,'' she said, suddenly giggling. ''You tried to take from the dark master what was his, and he brought me to take from you everything that is and was yours, you poor dear. You tried to impose order on the dark master, laws. The dark master doesn't like laws...and I don't like you. Terrible shame...If I liked you this would be over much more quickly.''

    No one knows what Malin's next words were, but he lived for a few more days under her ''supervision'' before he finally expired from the pain and fear. Glim smiled grimly as she strode out of the concealed church. The dark master must favor her indeed to let her do such work.


    Level 8
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    It was not the first time she had heard it, the voice whispering maddeningly in her ear. It seemed to crack and twist as it spoke. Glimwyn knew the voice: it was the dark prince, her master. Before she met Malin she had never paid much heed to the call of religion. Now she knew that the dark prince was her master even then, guiding her hands and rewarding her desires. He was pleased with her. She had slain those who claimed to be his servants, slain those who tried to turn his dark gifts to their own petty ends. He would reward her with power beyond her wildest dreams, power that would make her a force of darkness to be recognized as a champion of the prince of lies on this plane.

    As the pain wracked her body, she laughed. After all, the pain she would bear would be but a fraction of the pain she would inflict on her opponents, on the dark master's opponents. She cackled as the savage and maddened power of the insane god ripped through her body, remaking her from a simple servant of the dark god into his champion, his terrible servant.


    Level 10
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    Aldric looked around the crime scene impassively. The bodies lay about the room, most mutilated, all dead. Though he certainly felt it, he displayed no sign of distress. His ranger companion lacked his paladin's reserve. She cursed loudly in surprise as she entered the room, and in that second Aldric envied her that. The bodies had all been tortured ritualistically. The cleric had told Aldric that most of them hadn't died for hours after. The pain they had endured must have been absolutely breaking.

    ''Who the... who would do this... to children?!?'' Anwyn cried. Her generally skillful elven vocabulary failed her as she surveyed the orphanage. Aldric didn't answer. No answer would assuage her pain, no answer would ever be sufficient. The one child Anwyn and Aldric didn't see amongst the dead was one who had left this place behind years before. Glim, the servant of the dark prince, had come home, if only briefly.

    Aldric began to perform last rites on the children while continuing to investigate the scene. He heard his colleague say, ''I don't care how far I have to go. I'll find out who did this to you, and I will make them pay for this. I'll make them pay...'' As she finished her oath she burst into tears. While still impassive on the outside, internally Aldric echoed her oath, perhaps with even greater fervor than she did.


    Level 15
    Spoiler
    Show
    He had come too late again. Perhaps his oath was foolish, but if it had consumed his life before, it would now consume him completely. Somehow this twisted lunatic was always a step ahead of him, always taunting him, always destroying the ones he cared about. Aldric sobbed, his paladin's reserve finally shattering under the strain. His wife, his only true love, was tied to the chair. He could see that she wasn't breathing. He knew that souls so battered and so badly punished in their last moments were unlikely to return to this mortal world. He knew that to resurrect her would only bring her back to a place where she could be made to suffer again. He could not have her brought into this world again to be taken from him again. There was only thing left. The gnome, the one who had done this to him - to her - would pay. He would make her suffer.


    Level 16
    Spoiler
    Show
    Anwyn moved through the shadowy warehouse, her elven ears peaked to listen for the smallest sound. She and Aldric had continued on this quest, which had grown ever more bitter and dangerous. She wondered if this mad quest for vengeance was driving them to the brink. Aldric hardly ever spoke anymore and had grown far grimmer than a paladin ever had right to be. He was investigating the market place while she searched the building where minions of the shadowed gnome who had transformed their lives into hell were rumored to be hiding.

    She felt the air tear from her lungs. There amongst the crates was Glim. She had her back turned to Anwyn; this was her chance. She could end this madness here now and for ever. She quietly and carefully drew out her longbow and notched an arrow, pulling it ever gently back, aiming very carefully. This might be her only shot.

    The arrow flew straight and true slicing through the image and cutting off into the shadows. Anwyn gasped in horror as something cold and steely drove into her ribcage. That shot would be her last.

    Coughing up blood she turned to see the gnome, who has now laughing maniacally. ''I won't give you the satisfaction...'' the elf stammered grimly before driving her arrow, the one she had been readying for the gnome, deeply into her breast. The gnome stopped laughing, looking down in a rage at the elf, who had robbed her of her fun.

    It took Aldric nearly a week to recover all the mutilated body parts the gnome had spread throughout the city. At this point his oath of vengeance took on a new life. He would find the gnome, and he would kill her. He would tear her tiny heart out with his own bare hands. They say that it is a terrible thing to behold a paladin falling, but to look at him you would never have guessed at the rage and anger that had seated itself deeply in his bitter heart.


    Level 18
    Spoiler
    Show
    Glim chortled, parrying another stroke from the foolish oaf. He was her masterpiece, as veritable a work of art as any painting. She had taken a noble paladin and twisted him into a shadowy reflection of herself. It was indeed magnificent to behold. He swung his blade at her again; again she parried and again she laughed. She reached out and touched him, sending of waves of shadowy electricity across his body. She was positively balling with laughter now.

    The mighty paladin fell to his knees, broken by her might and control of magic. This was perfect, what better gift for her dark master than the soul of a fallen paladin. ''I see you learned the truth of things from me, the truth of violence,'' she said, even now unable to restrain her giggling. ''Shame you didn't learn the truth of power. Power that can't come from a sword, power that could only come from the Gods. Pity I had to teach you...'' Whatever she had meant to say afterward was distorted by her twisted laughter. She reached forward and struck the paladin once more with her magic. As she had taught him the meaning of power, so would she teach him the true meaning of suffering, of pain.


    Level 20
    Spoiler
    Show
    Glim bowed at her dark master, at the approach of his great avatar. He had seen fit to reward her for her masterpiece. He stripped her of the last remaining shreds of a soul and remade her in his dark image. She was now and would forever be the servant of the Prince of Lies.



    Desired Magic Items and Equipment
    Spoiler
    Show

    Charisma boosting magic item (such as the cloak of Charisma).
    Masking Heavy Plate Armor (to avoid those pesky divinations. From the MIC)
    Wight Hide Shield (If we're going to use SnB we might as well give out negative levels.
    Magebane Longsword (MIC, complements her other mage stalking stuff.)


    On CL
    Spoiler
    Show
    I could not find a source to verify that Divine Crusader would continue to grant CL increases after it granted spells. SRD states that it is generally the case, as I indicated with my mechanics fluff. I can see no reason why it would not be, but I can't post something that is subject to interpretation without mentioning it is.


    Additional Options
    Spoiler
    Show
    There are several additional options for this build. There are several other deities with access to the illusion domain and most of these could be substituted. If LA buyback is allowed, I would strongly recommend looking at the Chaos Gnome. It loses the bonus to illusion DCs but boosts charisma.

    If early entry isn't as important, Gnome Paragon is likely a very good option as it also boosts illusion abilities and charisma. One could also substitute a variant Paladin class for hexblade levels, although this would hurt your debuffing ability.

    Lastly, those not in love with the idea of becoming an outsider have alternate ways to finish off the build. You could potentially finish all 5 levels of SCM rather than finishing off DC. If you've picked a good deity, you could finish the last three levels with Wonderworker and gain additional spells, although this would likely require bonus feats or flaws.


    Sources
    Spoiler
    Show
    Faith's and Pantheons (Cyric and that juicy quote up there, I didn't take anything mechanical from it), Complete Warrior, Complete Divine, Races of Stone, PHB 2, MIC (for the desired items)
    Last edited by Private-Prinny; 2011-08-17 at 08:25 PM.

  6. - Top - End - #126
    Bugbear in the Playground
     
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    Default Re: Iron Chef Optimization Challenge in the Playground XXIII

    The only way to serve the namesake better would be taking the Saint template.
    Quote Originally Posted by Mother Teresa
    Mother Teresa
    {table=head]Level|Class|Base Attack[br]Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1st|Bard 1|
    +0
    |
    +0
    |
    +2
    |
    +2
    |Craft (Weaving), Perform, Know (Arcana), Spellcraft, Tumble, Use Magic Device|Reach Spell, Melodic Casting|Bardic Music, Bardic Knack, countersong, Healing Hymn, Inspire Courage +1

    2nd|Bard 2|
    +1
    |
    +0
    |
    +3
    |
    +3
    |Craft (Weaving), Perform, Know (Arcana), Spellcraft, Tumble, Use Magic Device|-|-

    3rd|Bard 3|
    +2
    |
    +1
    |
    +3
    |
    +3
    |Craft (Weaving), Perform, Know (Arcana), Spellcraft, Tumble, Use Magic Device|Weapon Focus (Light Mace)|Inspire Competence (yay...)

    4th|Bard 4|
    +3
    |
    +1
    |
    +4
    |
    +4
    |Craft (Weaving), Perform, Know (Arcana), Spellcraft, Tumble, Use Magic Device|-|-

    5th|Bard 5|
    +3
    |
    +1
    |
    +4
    |
    +4
    |Craft (Weaving), Perform, Know (Arcana), Spellcraft, Tumble, Use Magic Device|-|-

    6th|Bard 6|
    +4
    |
    +2
    |
    +5
    |
    +5
    |Craft (Weaving), Perform, Know (Arcana), Spellcraft, Tumble, Use Magic Device|Enlarge Spell|(Unable to take, see later.)

    7th|Bard 7|
    +5
    |
    +2
    |
    +5
    |
    +5
    |Craft (Weaving), Perform, Know (Arcana), Spellcraft, Tumble, Use Magic Device|-|-

    8th|Bard 8|
    +6
    |
    +2
    |
    +6
    |
    +6
    |Craft (Weaving), Perform, Know (Arcana), Spellcraft, Tumble, Use Magic Device|-|Inspire Courage +2

    9th|War Weaver 1
    +6
    |
    +2
    |
    +6
    |
    +8
    |Perform|Practical Metamagic|Eldritch Tapestry

    10th|War Weaver 2|
    +7
    |
    +2
    |
    +6
    |
    +9
    |Perform|-|Quiescent Weaving 1

    11th|Divine Crusader 1|
    +7
    |
    +4
    |
    +6
    |
    +11
    |Perform|-|Aura, Healing Domain.

    12th|Divine Crusader 2|
    +8
    |
    +5
    |
    +6
    |
    +12
    |Perform|Metamagic School Focus|-

    13th|Divine Crusader 3|
    +9
    |
    +5
    |
    +7
    |
    +12
    |Perform|-|Resistance to Electricity 5

    14th|Divine Crusader 4|
    +10
    |
    +6
    |
    +7
    |
    +13
    |Perform|-|-

    15th|Divine Crusader 5|
    +10
    |
    +6
    |
    +7
    |
    +13
    |Perform|Rapid Metamagic|Weapon Specialisation (Light Mace)

    16th|Divine Crusader 6|
    +11
    |
    +7
    |
    +8
    |
    +14
    |Perform|-|Resistance to Acid 5

    17th|Divine Crusader 7|
    +12
    |
    +7
    |
    +8
    |
    +14
    |Perform|-|Darkvision

    18th|Divine Crusader 8|
    +13
    |
    +8
    |
    +8
    |
    +15
    |Perform|Draconic Aura (Vigor)|-

    19th|Divine Crusader 9|
    +13
    |
    +8
    |
    +9
    |
    +15
    |Perform|-|Resistance to Acid and Electricity 10

    20th|Divine Crusader 10|
    +14
    |
    +9
    |
    +9
    |
    +16
    |Perform|-|Perfect Self[/table]
    SilverBrow Human,

    Starting Stats:

    12, 10, 16, 10, 8, 18

    Levelup points go in Cha.

    Bard Spells:

    Level 0:
    Detect Magic, Summon Instrument, Prestidigitation, Mage Hand, Cure Minor Wounds, Message.

    Level 1:
    Improvisation, Inspirational Boost, Cure Light Wounds, Charm Person.

    Level 2:
    Bladeweave, Cure Moderate Wounds, Suggestion, Heroism

    Level 3:
    Cure Serious Wounds, Blink, Glibness.

    Mother Teresa is a singer initially, using her voice to help relax the soldiers as they come home from wars. She falls for a man who cannot live a life free of danger, and follows him to war as a nurse.

    Teresa starts as a straight bard. She's okish at supporting, but her real role shines when healing. She adds her perform rank to all healing spells using Healing Hymn, which leads to a fairly impressive d8+14 healing at level 5 with a single L1 spell.

    As she deals with the harshness of war, often having to take up her mace to protect the injured from raiders, she finds that simply healing or buffing one person at a time isn't enough. She needs to be able to heal more people than she can right now. She takes a couple of levels in War Weaver, gaining the ability to heal more than one person with a single spell.

    She casts Reach CLW as a 2nd level spell, allowing her to heal everyone within 30' for d8+18, and since she can cast it from any slot, it's a really easy way to keep everyone refreshed.

    Sadly, she finds that her bardic training is falling short on the healing front. There are some things that you just can't prevent with only cure light wounds.

    Enter Divine Crusader. Not only is she gaining in the martial abilities that she uses to protect herself and the injured, her choice of Domain (Healing) sets her up to take 9th level healing spells and still be able to heal everyone with a LOT of spell slots. High Cha and 2 classes is a lot of spells to heal with.

    At 20, she can cast CLW to heal everyone for d8+28, and has a vast selection of other healing spells.

    Sources:

    War-Weaver: Heroes of Battle.
    Healing Hymn: Comp Div.
    Bardic Knack: CChamp.
    Silverbrow Human+Practical Meta: Races of the Dragon.
    Melodic casting + rapid meta: Comp Mage
    Draconic Aura: Dragon Magic

  7. - Top - End - #127
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    Default Re: Iron Chef Optimization Challenge in the Playground XXIII

    Now all we need is a Thunderdome.
    Quote Originally Posted by Mad Maks
    Maken'srelli "Mad Maks"(LE)
    Build
    Spoiler
    Show

    Stats: 18Str/12Dex/14Con/8Int/8Wis/14Cha
    Final class levels: 1Fallen Paladin/10Blackguard/3Ocular Adept/6Divine Crusader of The Great Mother
    {table=head]Level|Class|Base Attack[br]Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1st|Fallen Paladin(1)|
    +1
    |
    +2
    |
    +0
    |
    +0
    |Concentration 4, Hide 2, Know(Religion) 2|Power Attack, Cleave|(Smite Good +1/day)

    2nd|Paladin>Blackguard(1)|
    +2
    |
    +4
    |
    +0
    |
    +0
    |Concentration 5, Hide2.5, Know(Religion) 2| |Aura of Evil, Detect Good, Poison Use

    3rd|Paladin>Blackguard(2)|
    +3
    |
    +5
    |
    +0
    |
    +0
    |Concentration 6, Hide3, Know(Religion) 2|Improved Sunder|Dark Blessing, Smite good 1/day

    4th|Paladin>Blackguard(3)|
    +4
    |
    +5
    |
    +1
    |
    +1
    |Concentration 7, Hide3.5, Know(Religion) 2| |Command Undead, aura of despair, Con +1

    5th|Paladin>Blackguard(4)|
    +5
    |
    +6
    |
    +1
    |
    +1
    |Concentration 8, Hide 4, Know(Religion) 2| |Sneak Attack +1d6

    6th|Paladin>Blackguard(5)|
    +6
    |
    +6
    |
    +1
    |
    +1
    |Concentration 8, Hide 4.5, Know(Religion) 2, Move Silent 0.5|Weapon Focus(Greataxe)|Fiendish Servant, Smite good 2/day

    7th|Paladin>Blackguard(6)|
    +7
    |
    +7
    |
    +2
    |
    +2
    |Concentration 8, Hide 5, Know(Religion) 2, Move Silent 1| |

    8th|Paladin>Blackguard(7)|
    +8
    |
    +7
    |
    +2
    |
    +2
    |Concentration 8, Hide 5, Know(Religion) 2, Move Silent 2| |Sneak Attack +2d6, Wis+1

    9th|Paladin>Blackguard(8)|
    +9
    |
    +8
    |
    +2
    |
    +2
    |Concentration 8, Hide 5, Know(Religion) 2, Move Silent 3|Endurance|

    10th|Paladin>Blackguard(9)|
    +10
    |
    +8
    |
    +3
    |
    +3
    |Concentration 8, Hide 5, Know(Religion) 2, Move Silent 3| |

    11th|Paladin>Blackguard(10)|
    +11
    |
    +9
    |
    +3
    |
    +3
    |Concentration 8, Hide 5, Know(Religion) 2, Move Silent 4| |Sneak attack +3d6, Smite good 3/day

    12th|Ocular Adept(1)|
    +11
    |
    +11
    |
    +3
    |
    +5
    |Concentration 8, Hide 5, Know(Religion) 2, Move Silent 4, Spot 2|Combat Brute|Ocular Implant, Charm person ray, Wis+1

    13th|Ocular Adept(2)|
    +12
    |
    +12
    |
    +3
    |
    +6
    |Concentration 8, Hide 5, Know(Religion) 2, Move Silent 4, Spot 4| |Sleep Ray

    14th|Ocular Adept(3)|
    +13
    |
    +12
    |
    +4
    |
    +6
    |Concentration 8, Hide 5, Know(Religion) 2, Move Silent 4, Spot 6| |Inflict Moderate wounds ray

    15th|Divine Crusader(1)|
    +13
    |
    +14
    |
    +4
    |
    +8
    |Concentration 8, Hide 5, Know(Religion) 2, Move Silent 4, Ride 2, Spot 6|Tomb-tainted soul|Aura of Evil, Spells

    16th|Divine Crusader(2)|
    +14
    |
    +15
    |
    +4
    |
    +9
    |Concentration 8, Hide 5, Know(Religion) 2, Move Silent 4, Ride 4, Spot 6| | STR+1

    17th|Divine Crusader(3)|
    +15
    |
    +15
    |
    +5
    |
    +9
    |Concentration 8, Hide 5, Know(Religion) 2, Move Silent 4, Ride 6, Spot 6| | Resistance to Electricity 5

    18th|Divine Crusader(4)|
    +16
    |
    +16
    |
    +5
    |
    +10
    |Concentration 8, Hide 5, Know(Religion) 2, Move Silent 4, Ride 8, Spot 6|Mounted Combat|

    19th|Divine Crusader(5)|
    +16
    |
    +16
    |
    +5
    |
    +9
    |Concentration 8, Hide 5, Know(Religion) 2, Move Silent 4, Ride 10, Spot 6|Weapon Specialization(Greataxe)|

    20th|Divine Crusader(6)|
    +17
    |
    +17
    |
    +6
    |
    +10
    |Concentration 8, Hide 5, Know(Religion) 2, Move Silent 4, Ride 12, Spot 6| |Resistance to Acid 5, STR+1[/table]

    Spellcasting:
    Spoiler
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    Paladin: Spells per day, with proper wisdom adjustment, before fall
    {table=head]Level|1st|2nd|3rd|4th

    4th|0|-|-|-

    5th|0|-|-|-

    6th|1|-|-|-

    7th|1|-|-|-

    8th|1|0|-|-

    9th|1|0|-|-

    10th|1|1|-|-

    11th|1|1|0|-[/table]


    Spoiler
    Show

    Blackguard:Again, with proper wisdom adjustment
    {table=head]Level|1st|2nd|3rd|4th

    11th+|2|2|2|1[/table]


    Spoiler
    Show

    Ocular Adept
    {table=head]Level|0th|1st

    12th|1+1|-

    13th|2+1|-

    14th+|2+1|1+1
    [/table]


    Spoiler
    Show

    Divine Crusader of The Great Mother, Strength Domain casting
    {table=head]Level|1st|2nd|3rd|4th|5th|6th

    15th|0|-|-|-|-|-

    16th|1|0|-|-|-|-

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

    18th|2|2|1|0|-|-

    19th|3|2|2|1|0|-

    20th|3|3|2|2|1|0[/table]


    Build Notes
    Spoiler
    Show

    To adapt this build for a desirable build, either scrap the Divine Crusader side, or the Ocular Adapt side, however the fluff of a Divine crusader denotes that the character has been working for that specific deity for some time, so a straight adaptation directly from a 11th fallen paladin straight to Divine Crusader is more than iffy, unless you have some sort of nonstandard deity that is both good and evil (such if Heironious and Hextor were siamese twins and you have to revere both of them to revere one.)

    It should be noted that falling while in a party is rather a mean move, unless the party is predominantly evil or Jerkful Neutral to begin with, so if you're starting prior to ECL 11 and not in an evil tolerant campaign, forget about this entirely.

    It should be noted that there are paladin like PrCs that do require stealth, so taking crossclass hide and move silent for a paladin is not alltogether unheard of, however move silent and mounted combat do not synergize, so feel free to move those skill points somewhere much better.

    This build is also sadly close to being a good shock charger build, but lacks the feats and skills to do so, but some adjustments always make things better, this is just one way that I could have seen the build work out.


    Level 1-11
    Spoiler
    Show

    This build is highly mutable in the order in which you take the feats. You're more running off of power attack, a high strength score, and those feats than you are the paladin abilities, but the same could be said of almost all non-ToB melee builds. The smites do help out though, a lot.


    Level 12-14
    Spoiler
    Show

    All of a sudden, you have sneak attacks, a 4th level spell, and a ray of charm to compliment the sneak attacks. Sad to say that these levels are when this build shines the most. This is not to any fault of the Divine Crusader, or to say it's boosted because of Ocular Adept. This is purely from having access to this many Blackguard spells this early in the game.

    Level 15-20
    Spoiler
    Show

    Finally into the Divine crusader, the build starts to slow down mainly due to starting a third separate casting advancement, but starts to pick back up after a few levels, but doesn't become great again until 20th level, when you can get a use of Righteous Might, and if you can get your Wis high enough, then TWO uses of it a day.


    Important gear
    Spoiler
    Show

    Early on you'll want a Periapt of Wisdom, but otherwise stick to Macy's everywarrior wear line. Scrolls are also quite good, "because you can" is always a good answer to why you have them, and having three or four variations of cleric casting means you'll almost always have a divine spell on one of your lists.


    References
    Spoiler
    Show

    PHB:Paladin, Feats:(Power Attack, Cleave, Improved Sunder, Weapon Focus, Endurance, Mounted Combat)
    DMG: Blackguard
    CDiv: Divine Crusader
    CWar: Feat: Combat Brute
    Libris Mortis: Feat: Tomb-tainted soul
    Forgotten Realms Faiths and Pantheons/Lords of Madness: Ocular Adept PrC and The Great Mother deity info

  8. - Top - End - #128
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    Default Re: Iron Chef Optimization Challenge in the Playground XXIII

    No matter if he's saving humans or elves, they're not going to be happy about the other half.
    Quote Originally Posted by Braham
    Braham, the half-elf Messiah
    Half-elf Duskblade 7 / Divine Crusader 10 / Duskblade +3


    Story

    Spoiler
    Show
    No matter where you go, the greed of Man knows no bounds. And this is how the Maestor war began, the "noble" human house who dared lay claim to the lands where the elves had lived since the beginning of time.

    And while not all men are evil, those who are will always find a way to mislead the innocent into believing their cause is just, as was the case with Rodrich. The brave commander fell in love with one of the elven prisoners, Ardyla, and their romance made his heart change and see reality for what it was.

    He managed to free her and keep her safe in one of his villas, and he gathered his trusted allies, founding a resistance group whose aim was to undermine the confidence the Senate had in the Maestor house.

    Rodrick was eventually captured betrayed by his own friends, and tortured. He never betrayed his lover, however, and for ten days and ten nights he kept silent without uttering a single cry. Ardyla, full of sorrow, fled as far as she could and gave birth to her son.

    She named his son Braham, and he managed to heal her broken heart. Never did she hide the truth from him as she raised him in the elven lands, teaching him everything she knew, and training him in the ancient art of the Duskblade.

    General Information

    Spoiler
    Show
    Race: Half-Elf

    Racial Features: Immunity to sleep, +2 bonus to saves against enchantments, low-light vision, +1 bonus to Listen, Search, Spot, +2 bonus to Diplomacy and Gather Information, Elven Blood.

    Alignment: Chaotic Good

    Deity: Corellon Larethian

    Divine Crusader Domain: Community*

    *Domain Clarification:
    Spoiler
    Show
    This is the SRD Community Domain, not the Spell Compendium one. This version of the Community Domain can also be found in the Book of Exalted Deeds. The reason is probably that the "Greater Status" spell (which this character is based upon) exists only in BoED and SRD, but not in Spell Compendium, so they replaced it with Tongues. The other change is mostly irrelevant.


    Domain Power: Calm Emotions SLA 1/day, +2 Diplomacy

    Starting ability scores:

    Str 14
    Dex 12
    Con 14
    Int 14
    Wis 10
    Cha 16

    Ability scores at level 20:

    Str 14
    Dex 12
    Con 14
    Int 14
    Wis 10
    Cha 20

    The build

    Spoiler
    Show
    The half-elf Messiah

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

    1st|Duskblade 1|
    +1
    |
    +2
    |
    +0
    |
    +2
    |Concentration 4, Knowledge (religion) 4, Knowledge (arcana) 4, Knowledge (nature) 4 |Weapon Focus (Longsword)|Arcane attunement, armored mage (light)

    2nd|Duskblade 2|
    +2
    |
    +3
    |
    +0
    |
    +3
    |Concentration +1, Knowledge (religion)+1, Knowledge (arcana) +1, Knowledge (nature) +1||Combat Casting

    3rd|Duskblade 3|
    +3
    |
    +3
    |
    +1
    |
    +3
    |Concentration +1, Knowledge (religion)+1, Knowledge (arcana) +1, Knowledge (nature) +1|Obtain Familiar|Arcane channeling

    4th|Duskblade 4|
    +4
    |
    +4
    |
    +1
    |
    +4
    |Concentration +1, Knowledge (religion)+1, Knowledge (arcana) +1, Knowledge (nature) +1||Armored mage (medium)

    5th|Duskblade 5|
    +5
    |
    +4
    |
    +1
    |
    +4
    |Concentration +1, Knowledge (religion)+1, Knowledge (arcana) +1, Knowledge (nature) +1||Quick cast 1/day

    6th|Duskblade 6|
    +6/+1
    |
    +5
    |
    +2
    |
    +5
    |Concentration +1, Knowledge (religion)+1, Knowledge (arcana) +1, Knowledge (nature) +1|Power Attack|Spell power +2

    7th|Duskblade 7|
    +7/+2
    |
    +5
    |
    +2
    |
    +5
    |Concentration +1, Knowledge (religion)+1, Knowledge (arcana) +1, Knowledge (nature) +1||Armored mage (heavy shield)

    8th|Divine Crusader 1|
    +7/+2
    |
    +7
    |
    +2
    |
    +7
    |Diplomacy 4||Aura

    9th|Divine Crusader 2|
    +8/+3
    |
    +8
    |
    +2
    |
    +8
    |Concentration +2, Diplomacy +2|Improved Familiar|

    10th|Divine Crusader 3|
    +9/+4
    |
    +8
    |
    +3
    |
    +8
    |Diplomacy +4||Resistance to Electricity 5

    11th|Divine Crusader 4|
    +10/+5
    |
    +9
    |
    +3
    |
    +9
    |Knowledge (religion) +4||

    12th|Divine Crusader 5|
    +10/+5
    |
    +9
    |
    +3
    |
    +9
    |Diplomacy +4|Practiced Spellcaster (Divine Crusader)|Weapon Specialization

    13th|Divine Crusader 6|
    +11/+6/+1
    |
    +10
    |
    +4
    |
    +10
    |Diplomacy +2, Knowledge (religion) +2||Resistance to Acid 5

    14th|Divine Crusader 7|
    +12/+7/+2
    |
    +10
    |
    +4
    |
    +10
    |Concentration +4||Darkvision

    15th|Divine Crusader 8|
    +13/+8/+3
    |
    +11
    |
    +4
    |
    +11
    |Diplomacy +2, Knowledge (religion) +2|Arcane Strike|

    16th|Divine Crusader 9|
    +13/+8/+3
    |
    +11
    |
    +5
    |
    +11
    |Concentration +2, Diplomacy +1, Knowledge (religion) +1||Resistance to Electricity and Acid 10

    17th|Divine Crusader 10|
    +14/+9/+4
    |
    +12
    |
    +5
    |
    +12
    |Concentration +2, Diplomacy +1, Knowledge (religion) +1||Perfect Self

    18th|Duskblade 8|
    +15/+10/+5
    |
    +13
    |
    +5
    |
    +13
    |Concentration +1, Knowledge (religion)+1, Knowledge (arcana) +1, Knowledge (nature) +1|Knowledge Devotion|

    19th|Duskblade 9|
    +16/+11/+6/+1
    |
    +13
    |
    +6
    |
    +13
    |Concentration +1, Knowledge (religion)+1, Knowledge (arcana) +1, Knowledge (nature) +1||

    20th|Duskblade 10|
    +17/+12/+7/+2
    |
    +14
    |
    +6
    |
    +14
    |Concentration +1, Knowledge (religion)+1, Knowledge (arcana) +1, Knowledge (nature) +1||Quick cast 2/day[/table]

    Duskblade Spells

    {table=head]Level|0lvl|1st|2nd|3rd|New Spells Known

    1st|3|2|-|-|Acid splash, Disrupt undead, Ray of frost, Touch of fatigue, Chill touch, Resist energy

    2nd|4|3|-|-|Ray of enfeeblement

    3rd|5|4|-|-|True strike

    4th|6|5|-|-|Obscuring mist

    5th|6|5|2|-|Dimension hop

    6th|6|6|3|-|Swift fly

    7th|6|6|5|-|Swift invisibility

    18th|6|7|6|-|Touch of idiocy

    19th|6|7|6|2|Regroup

    20th|6|8|7|3|Protection from energy[/table]
    **Spells per day are listed without bonus spells from high Intelligence.

    Divine Crusader Spells

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

    8th|0|-|-|-|-|-|-|-|-|Bless

    9th|1|0|-|-|-|-|-|-|-|Status

    10th|2|1|0|-|-|-|-|-|-|Prayer

    11th|2|2|1|0|-|-|-|-|-|Greater Status

    12th|3|2|2|1|0|-|-|-|-|Telepathic Bond

    13th|3|3|2|2|1|0|-|-|-|Heroes' Feast

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

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

    16th|3|3|3|3|3|2|2|1|0|Mass Heal

    17th|3|3|3|3|3|3|2|2|1|[/table]
    **Spells per day are listed without bonus spells from high Charisma.

    Build explanation

    Spoiler
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    This guy is a leader, and a team player. He is the "glue" that holds the party together. What he lacks in power he makes up for in versatility and support. He's definitely able to hold his own in melee combat, wearing Mithral Full Plate Armor, and using Arcane channeling, Power Attack (he holds his Longsword with both hands) and Arcane Strike, but that's not his main strength.

    The Community domain may seem like a subpar option at first, but it's actually this build's biggest asset. Greater Status is a Community-only spell, and coupled with Telepathic Bond it allows Braham to contribute to battle even when he's separated from his party. In fact, he can contribute while lying down on his bed... which might as well be on the Moon. Distance no longer matters, he can apply any 1st or 2nd level harmless touch spell he knows (this includes Dimension Hop if he has line of sight) to his party members, while telling them what to do via Telepathic Bond.

    He also makes sure the party is as prepared as possible before heading out. This includes a Heroes' Feast and a Refuge, so that everyone can retreat to HQ if they are in mortal peril.

    Quick Cast 2/day means he won't "waste" a turn buffing or helping a party member, or that he'll be able to do it twice in a round. He has a couple of "swift" spells available too.

    A party that has this kind of leader can separate into multiple groups while still being able to communicate with each other and with the leader (who is aware of everything that's happening to everyone), which translates into a much better coordination than usual. Guerilla tactics, ambushes, or dungeons which require splitting the party are easy when this guy is the leader.

    If for some reason Greater Status is dispelled, his Air elemental familiar can move up to 100' and Braham can apply a touch spell through it. It can also flank thanks to its Small size and it benefits from its master's high BAB and HP. Once per day, Braham can scry on it, which makes it possible (although not as effective as actually being there) to use spells that require line of sight, such as Dimension Hop, on allies that are near the familiar, even when Braham is not present. An Air elemental can speak, so it can use wands.

    Mass Heal at level 15 is just the cherry on the cake.

    In short, Braham is an adept swordsman who can buff his allies and control the battle in unique ways. He's also a skilled Diplomat.

    Build at levels 1-7
    Spoiler
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    Braham's desire to end the war burned fiercely in his heart. Now that he was old and powerful enough, he and his mother rebuilt the resistance group. Malcom, a powerful Barbarian that had been his father's friend was the first to join, and they recruited a Shadowdancer named Soren while travelling along the east coast. In the elven village of Fir'lial they were joined by Sila and Daesana, twin sorceresses and childhood friends of Ardyla.


    At low levels Braham plays like any standard Duskblade, so he shouldn't fall too far behind the rest of the party even if they are much more powerful than him.

    Build at level 12 (sweet spot)
    Spoiler
    Show
    But then tragedy struck. Daesana had betrayed them and they were ambushed by the elves, who didn't want the war to end either, instead prefering to conquer the human kingdom that had dared to attack them. Ardyla gave her life to help them escape.

    That night, through his tears, he cursed Daesana and prayed to Corellon for guidance.

    That night, his sword flashed in contact with his tears, and in tune with Corellon Larethian.

    That was the night when the course of his life, and of his sword, changed. His mother's sacrifice would not be in vain. And the powers of the elven god flowed into him, the young half-elf who wanted to change the world.




    Level 12 is when everything comes together. Every level past this is just adding to what's already there. He can now do most of the stuff mentioned in the Build explanation section.

    Build at level 20
    Spoiler
    Show
    For weeks they had sabotaged the enemy's weapon and food supplies, burned their tents, and delayed the armies' approach. Not once were they caught, thanks to their leader's handy Refuge spells. The time for the final strike drew near. They knew the risks, but they were determined to do it all the same.

    Soren had discovered that the following day, both the human and elven Senates would be unprotected simultaneously for little more than an hour, a perfect chance to make them listen. They would have to split up and take the opportunity. That night, they had what could have been their last dinner together, a feast worthy of the heroes they were.

    Braham went with Malcom to the human capital, where they had to face his father's betrayers. Sila and Soren headed for the elven Senate, but Daesana intercepted them.

    The confrontations proved to be tough - too tough, perhaps. Daesana was too powerful for Soren and Sila, who weren't expecting to have to fight, and Braham had to help them through their telepathic bond.

    He left most of the fighting to Malcom while he concentrated on helping the others. He turned Soren invisible after Sila had dispelled her sister's enhanced vision, and that was the end of Daesana.

    Braham and Malcom continued to fight their own battle, but they were heavily outnumbered, wounded and tired. The half-elf concentrated and channeled Corellon's divine power through his body, healing both himself and the barbarian with a powerful spell. This turned the tide of the battle and they were soon victorious.

    The Senates were forced to listen, and Braham's natural charisma did the rest.

    And so, his dream was fulfilled, the war over and justice served. Both kingdoms were now allies, and Braham and his friends formed a new Senate, keeping watch over the peace for the rest of their lives.




    With Divine Crusader finished, he gets 3 more levels of Duskblade, adding new options to his repertoire. He's now an Outsider and has Knowledge Devotion, granting him new bonuses.

    Equipment and other options
    Spoiler
    Show
    Braham benefits from every single ability score, so any equipment that boosts them would be useful.

    +1 Sudden Stunning Longsword, adding other properties as you see fit.

    Mithral Full Plate Armor, enchanted as desired.

    Eternal Wands are very useful, adding touch spells to use through Greater Status. In particular, an Eternal Wand of Chain of Eyes would be great for this character, allowing him to actually see the battlefield while separated from the group (so that he can use Dimension Hop and other Line of Sight spells). His familiar could use some wands as well, since it can speak.

    Metamagic Rods are always useful. Sadly, as a spontaneous caster, Braham can't make use of Quicken Spell rods.

    Other than that, the usual equipment will do fine (Cloak/Vest of Resistance, Belt of Battle, Boots of Speed, whatever).

    A couple of Duskblade levels could be replaced by Paladin, which would boost his saves enormously and give him access to Divine Might.

    Arcane Disciple is another option, for the Protection Domain, but Sanctuary's DC would be too low to be of use and Shield Other is kind of risky.

    Sources
    Spoiler
    Show
    PHB, PHBII (Duskblade), CD (Divine Crusader), CW (Improved Familiar, Arcane Strike), Complete Champion (Knowledge Devotion), SRD / BoED (Community Domain)
    Last edited by Private-Prinny; 2011-08-18 at 12:16 PM.

  9. - Top - End - #129
    Bugbear in the Playground
     
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    Join Date
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    Default Re: Iron Chef Optimization Challenge in the Playground XXIII

    Now we have someone to blame for our natural 1's.
    Quote Originally Posted by Lord of Misfortune
    Lord of Misfortune
    Spoiler
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    *Stat boosts from levels go to charisma
    {table=head]Level|Class|Base Attack[br]Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1st|Hexblade 1|
    +1
    |
    +0
    |
    +0
    |
    +2
    |Knowledge(arcane) 4, Spellcraft 4, Concentration 4|Exotic Weapon Proficiency (scourge), Weapon Focus (scourge)|Hexblade’s Curse 1/day

    2nd|Hexblade 2|
    +2
    |
    +0
    |
    +0
    |
    +3
    |Knowledge(arcana) 5, Spellcraft 5, Concentration 5|-|Arcane Resistance

    3rd|Hexblade 3|
    +3
    |
    +1
    |
    +1
    |
    +3
    |Knowledge(arcane) 6, Spellcraft 6, Concentration 6|Power Attack|Mettle

    4th|Paladin of Slaughter 1|
    +4
    |
    +3
    |
    +1
    |
    +3
    |Concentration 7, Knowledge(religion) 2|-|Aura of Evil, Smite Good 1/day, detect good

    5th|Paladin of Slaughter 2|
    +5
    |
    +4
    |
    +1
    |
    +3
    |Concentration 8, Spellcraft 7|-|Divine Grace, Deadly Touch

    6th|Paladin of Slaughter 3|
    +6
    |
    +4
    |
    +2
    |
    +4
    |Concentration 9, Spellcraft 8|Blind Fight|Debilitating Aura, Divine Health

    7th|Paladin of Slaughter 4|
    +7
    |
    +5
    |
    +2
    |
    +4
    |Concentration 10, Spellcraft 9|-|Rebuke Undead

    8th|Divine Crusader 1|
    +7
    |
    +7
    |
    +2
    |
    +6
    |Concentration 11, Spellcraft 10|-|Aura of Evil

    9th|Divine Crusader 2|
    +8
    |
    +8
    |
    +2
    |
    +7
    |Concentration 12, Spellcraft 11| Divine Might|-

    10th|Divine Crusader 3|
    +9
    |
    +8
    |
    +3
    |
    +8
    |Concentration 13, Spellcraft 12|-|Resistance to Electricity 5

    11th|Divine Crusader 4|
    +10
    |
    +9
    |
    +3
    |
    +9
    |Concentration 14, Spellcraft 13|-|-

    12th|Divine Crusader 5|
    +10
    |
    +9
    |
    +3
    |
    +9
    |Concentration 15, Spellcraft 14|Divine Shield, Weapon Specialization(Scourge)| Bonus Feat: Weapon Specialization

    13th|Divine Crusader 6|
    +11
    |
    +10
    |
    +4
    |
    +10
    |Concentration 16, Spellcraft 15|-|Resistance to Acid 5

    14th|Divine Crusader 7|
    +12
    |
    +10
    |
    +4
    |
    +10
    |Concentration 17, Spellcraft 16|-|Darkvision

    15th|Divine Crusader 8|
    +13
    |
    +11
    |
    +4
    |
    +11
    |Concentration 18, Spellcraft 17|Extra Turning|-

    16th|Divine Crusader 9|
    +13
    |
    +11
    |
    +5
    |
    +11
    |Concentration 19, Spellcraft 18|-|Resistance to Acid and Electricity 10

    17th|Divine Crusader 10|
    +14
    |
    +12
    |
    +5
    |
    +12
    |Concentration 20, Spellcraft 19|-|Perfect Self

    18th|Chaotician 1|
    +15
    |
    +12
    |
    +7
    |
    +12
    |Concentration 21, Spellcraft 20|Extra Turning|Chaotic Contagion, scofflaw

    19th|Chaotician 2|
    +16
    |
    +12
    |
    +8
    |
    +12
    |Concentration 22, Spellcraft 21 |-|Anarchic Grace 1/day

    20th|Chaotician 3|
    +17
    |
    +13
    |
    +8
    |
    +13
    |Concentration 23, Spellcraft 22|-|Babble, Clarity of Confusion[/table]


    Divine Crusader Spells per day(Luck Domain)[Does not include bonus spells]
    Spoiler
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    {table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    1st|-|0|-|-|-|-|-|-|-|-

    2nd|-|1|0|-|-|-|-|-|-|-

    3rd|-|2|1|0|-|-|-|-|-|-

    4th|-|2|2|1|0|-|-|-|-|-

    5th|-|3|2|2|1|0|-|-|-|-

    6th|-|3|3|2|2|1|0|-|-|-

    7th|-|3|3|3|2|2|1|0|-|-

    8th|-|3|3|3|3|2|2|1|0|-

    9th|-|3|3|3|3|3|2|2|1|0

    10th|-|3|3|3|3|3|3|2|2|1[/table]



    General Information
    Spoiler
    Show

    Deckard Malgus, CE Male Human, Lord of Misfortune
    32 Point Build
    Strength: 14
    Dexterity: 10
    Constitution: 14
    Intelligence:10
    Wisdom:8
    Charisma: 18





    A Tale of Woe
    Spoiler
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    The black halls of the citadel rang with the sound of conflict. As the last of Beshaba’s warriors fall before the blades of the forces of good, Torm’s champions enter the hall to confront Beshaba’s chosen, the infamous Lord of Misfortune. The three champions, Heward, the human paladin, Vishaviel, the elven mage, and Sturnock, the orcish fighter, cringe as they enter the zone of the Forbiddance spell around the throne room. They pause as they see their dread foe lounging on his throne. The paladin draws his blade and shouts “Prepare to die wretch!” The Lord of Misfortune smirks and waves his hand, causing the enchanted doors to shut behind the champions. Raising his hand into the air, he shouts “Aid your servants Beshaba. Bring your faithful back to serve once more!” Powerful divine magic radiates from his hands, piercing the entire castle. Barely audible, shouts of alarm emit from outside the room as battle begins anew. The Lord of Misfortune draws his scourge and readies his shield, as the orcish warrior roars a challenge and the elf begins to cast a spell. Completing his spell, the elf begins to move impossibly fast, at a rate imperceptible to any of the warriors there, beginning his task. Less than a fraction of a second later, he returns to his original location, just as five mighty explosions rock the room. As dust and ash swirl around the room, the wizard smiles, confident that their foe has been destroyed. However, as the smoke clears, Deckard’s form becomes clear, with his eyebrow cocked in apparent derision. Gritting his teeth in anger, the paladin charges, with the orc not far behind. Deflectin their blows with ease, the Lord of Misfortune lashes back with his scourge, gravely injuring the duo. They stagger backwards, as the mage finishes another incantation and a ray of thin green death shoots from his hand, hitting Deckard square in the chest, to no apparent effect. Shouting in desperation, the wizard again accelerates, rapidly casting a spell that creates a rapidly shimmering multicolored plane of light between them and their advancing foe. The Lord of Misfortune strides through the wall, completely unharmed, striking the paladin and fighter down as he walks relentlessly towards the wizard. Recovering from his daze in time for another spell, the wizard attempts to cast just as Deckard’s mailed fist closes around his throat, unleashing burning pain upon him, causing the wizard to botch the precise wording of his spell. Collapsing to the ground, the wizard looks up to see the Lord of Misfortune standing above him. Deckard smiles in amusement “Looks like you’ve lost. Better luck next time.” The scourge rips into the elf, ending his life.


    Build Explanation
    Spoiler
    Show

    Deckard’s affiliation for the forces of ill fortune is apparent from the beginning, with his ability to curse his enemies and rivals. As he became more experienced, he was called to the service of Beshaba, the Faerunian deity of misfortune, as an evil paladin, and then as a Divine Crusader for her dark cause. With divine grace and arcane resistance, the Lord of Misfortune will almost always save against spells and other effects that allow saves. With the help of a ring of evasion and his mettle ability, it becomes much more difficult for enemy spellcasters to hurt him. With a decent BAB, access to full plate and heavy shields, and Divine Might and Divine Shield, the Lord of Misfortune functions as a self-buffing gish. His most powerful ability comes at level 16(at the earliest) when he gets access to the spell Miracle, although the spells he gains through the luck domain are all potent buffs that allow him to function better in combat. Deckard’s levels in Chaotician increase his control of the chaotic effects of luck, allowing him to manipulate the effects of chaos to his advantage. Paladin of Slaughter 4 then Hexblade 3 is more efficient in terms of building by allowing the character to take Divine Might earlier, but makes less sense when it comes to possible reasons for taking the levels in that order, which is why this build has Hexblade 3 then Paladin of Slaughter 4.


    Level Showcase
    Spoiler
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    Level 16
    The “sweet spot” of the build, the Lord of Misfortune can use a ninth level spell, miracle, before most casters receive access to it, and should normally have the wealth to capitalize on his abilities. At this point he should have good AC, great saves, and be able to do decent damage with divine might.
    Level 20
    At this point the Lord of Misfortune has more than enough turn undead uses to fight over the course of a day and can use his potent self buffing spells many times over the course of a day as well.


    Tactics by level and playabilityl
    Spoiler
    Show

    From level 1 to 8, besides high BAB and some bonuses to saves, there’s nothing particularly potent that the Lord of Misfortune possesses on his own. His damage comes from regular melee attacks from his weapon of choice, the scourge, and he is mainly reliant on full plate and a heavy shield to avoid damage. If he can acquire a sudden stunning or stunning surge weapon, he gains a potent stunning ability that greatly enhances his abilities during these levels. These are the hardest levels of the build, but the character is neither inordinately weak or inordinately strong at this point, with the ability to stun enemies compensating for lesser damage output.
    At level 9 and 12 the Lord of Misfortune becomes a much stronger gish, boosting both his damage and AC by a considerable amount, not to mention gaining access to more spells. Through levels 9-15 the character is extremely hardy and has a reasonable damage output.
    At level 16 the Lord of Misfortune gets his most powerful ability, the ability to cast miracle, and has the option of using miracle to end combat rather than melee fighting, which is still his primary method of dealing with enemies.
    For the remainder of his levels, the Lord of Misfortune continues to grow stronger, but does not gain any powerful new method of dealing with enemies.
    Also of note, the deadly touch ability is useful as a once per day spell disruption against casters by forcing them to make a fairly difficult concentration check.


    Item Wishlist
    Spoiler
    Show

    A ring of evasion is useful because of the abnormally high saves that the Lord of Misfortune will have.

    Stat boosting items to Cha,Str,Con, and Dex would be useful. Charisma being the primary stat, Str adding to both damage and accuracy, con for obvious reasons, and dex if Deckard has access to mithril full plate. A belt of magnificence would be useful for this.

    Divine Crusader gives darkvision, but for most of his levels Deckard needs a way to see in the dark,, not to mention see through illusions.

    AC boosting items, especially full plate and a heavy shield. With Divine Shield and other AC boosting items, Deckard can reach pretty high AC, making him tough for both monsters and people with class levels to hit.

    A sudden stunning weapon is very powerful for this build, as is a stunning surge weapon. If possible, get a weapon with both.

    Items that give additional turn undead uses are useful to help the Lord of Misfortune fight for a longer period of time. If nightstick stacking is accepted, he can buy those and use some of his extra turning feats for other feats. I’d switch them for mage slayer and practiced spell caster, or mage slayer and pierce magical concealment.


    Sources
    Spoiler
    Show

    Forgotten Realms Campaign Setting: Scourge
    Unearthed Arcana: Paladin of Slaughter
    Complete Warrior: Hexblade, Divine Might, Divine Shield
    PHB: Extra Turning, Paladin, Power Attack
    Planar Handbook: Chaotician
    Faiths and Pantheons: Beshaba

  10. - Top - End - #130
    Bugbear in the Playground
     
    Private-Prinny's Avatar

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    Default Re: Iron Chef Optimization Challenge in the Playground XXIII

    He specializes in protection. Of himself.
    Quote Originally Posted by Uruk
    The Story of Uruk
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    Far in the north, sleeping beneath the eternal ice, lies the father of giants. His dreams flare brightly as colors in the sky, and his descendents haunt the cold mountains. When children are born strange and deformed, the most backwater tribes leave the babes in the foothills of these mountains as sacrifice to Ulutiu. But sometimes, the dreaming forefather of the giants smiles down upon these forgotten scions, and the babes survive, far more powerful for the changes he has wrought upon them in his uneasy, eternal slumber.

    Uruk was one such boy. He was too large at birth, and the trial of his coming slew his mother. The tribe did not know who his father was, though the high priest suspected that the cursed child was his own get. Despite his handsome features, the priest declared the overlarge boy to be spawn of Ulutiu and took the boy out to the mountains. But at the foothills of these mountains, he was beset by a lone frost giant, and killed. The frost giant had just lost her own son, and finding that the man thing had been carrying a newborn babe, took this as an omen from the Giant-father that she was to raise the man-cub.

    And so Uruk grew, raised in the worship of the Ulutiu. And on his tenth birthday, when the Giant-kin who raised him declared him a man, he swore an oath of servitude and protection to Ulutiu, to protect and respect all Giant-kin. Thus, Uruk became the Guardian of Ulutiu, his favored champion, devoted to protection and warrior without equal.


    Uruk, Guardian of Ulutiu
    Spoiler
    Show

    {table=head]Level|Class|BAB|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features
    1|Favoured Soul 1|0|2|2|2|Spellcraft 4, Jump 4, Know(Rel) 2, Concentration 2|Jotunbrud, Power Attack|
    2|Favoured Soul 2|1|3|3|3|Spellcraft 5, Jump 5, Concentration 3||
    3|Favoured Soul 3|2|3|3|3|Spellcraft 6, Concentration 5|Improved Bullrush, Weapon Focus (Longspear)|
    4|Fighter 1|3|5|3|3|Spellcraft 7, Jump 6||+1 Cha
    5|Dungeon Crasher Fighter 2|4|6|3|3|Spellcraft 8, Jump 7|Knockback|Dungeon Crasher +4d6
    6|Fighter 3|5|6|4|4|Spellcraft 9, Jump 8|Leap Attack|
    7|Fighter 4|6|7|4|4|Spellcraft 10, Jump 9||
    8|Fighter 5|7|7|4|4|Spellcraft 11, Jump 10|Shock Trooper|+1 Cha
    9|Divine Crusader 1|7|9|4|6|Spellcraft 12, Concentration 7|Practiced Spellcaster|Protection Domain, Aura
    10|Divine Crusader 2|8|10|4|7|Spellcraft 13, Concentration 8||
    11|Divine Crusader 3|9|10|5|7|Spellcraft 14, Concentration 9||Resistance to electricity 5
    12|Divine Crusader 4|10|11|5|8|Spellcraft 15, Concentration 10|Extraordinary Spell Aim|+1 Cha
    13|Divine Crusader 5|10|11|5|8|Spellcraft 16, Concentration 11|Weapon Spec(Longspear)|
    14|Divine Crusader 6|11|12|6|9|Spellcraft 17, Concentration 12||Resistance to acid 5
    15|Dungeon Crasher Fighter 6|12|7|10|Spellcraft 18, Jump 11|Piercing Weapon Mastery|Dungeon Crasher +8d6
    16|Divine Crusader 7|13|13|7|10|Spellcraft 18, Concentration 13||Darkvision, +1 Cha
    17|Divine Crusader 8|14|14|7|11|Spellcraft 19, Concentration 14||
    18|Divine Crusader 9|14|14|8|11|Spellcraft 20, Concentration 15|Driving Attack|Resistance to acid and electricity 10
    19|Divine Crusader 10|15|15|8|12|Spellcraft 21, Concentration 16||Perfect Self
    [/table]


    Spells:
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    {table=head]Level|FS-0|FS-1|1|2|3|4|5|6|7|8|9
    1|5|3|||||||||
    2|6|4|||||||||
    3|6|5|||||||||
    4|6|5|||||||||
    5|6|5|||||||||
    6|6|5|||||||||
    7|6|5|||||||||
    8|6|5|||||||||
    9|6|5|0||||||||
    10|6|5|1|0|||||||
    11|6|5|2|1|0||||||
    12|6|5|2|2|1|0|||||
    13|6|5|3|2|2|1|0||||
    14|6|5|3|3|2|2|1|0|||
    15|6|5|3|3|2|2|1|0|||
    16|6|5|3|3|3|2|2|1|0||
    17|6|5|3|3|3|3|2|2|1|0|
    18|6|5|3|3|3|3|3|2|2|1|0
    19|6|5|3|3|3|3|3|3|2|2|1
    [/table]
    Spells Known:
    Favoured Soul:
    0th level: Cure Minor Wounds, detect magic, light, mending, create water
    1st level: Blade of Blood, Healthful Rest, Protection from Chaos, Weildskill
    Divine Crusader: Protection domain (see below)


    Use of Secret Ingredient:
    Spoiler
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    Requirements: Although the +7 BAB requirement somewhat limits the choices available for entry (you can just barely make it with 10 levels of 3/4 BAB), the only real requirements are the alignment and weapon focus feat. While taking cleric and choosing the War domain might have worked, I thought it eminently appropriate to enter via the weapon focus ability granted to favoured souls. This slowed down entry by a level, but the class also did something very important - it made spellcraft a class skill.
    Spellcasting: This is the primary class feature of the class, despite its rather stringent limits. In a way, you can think of this class as getting 9 different spell-like-abilities 3-5 times per day each. That's how I'm going to look at them. Each spell in the domain will be considdered seperately.
    Domain: The Protection Domain's power refers to 'cleric level' specifically. This is tough, because you don't have any cleric levels. Most reasonable GMs would let you interpret this as Divine Crusader level. While it's a very nice power, it's still only a 1/day boost to a saving throw, so whether you get it or not is not a big deal. It would be nice to have, though.
    Energy Resistence: It's always nice to be resistent to different kinds of energies. And with the Shield Other spell, it becomes several times more useful, as you're providing that resistence by proxy to one or more party members.
    Weapon Specialization: By itself it may be nothing special, but Weapon Specialization is a requirement to several other very nice feats. In this case, it's being used to get to the Driving Attack feat - which is awesome in combo with a dungeon-crashing charger.
    Darkvision: Thanks to that 'add 30' to existing darkvision' clause, you'll be getting 150' darkvision - which is the largest darkvision range I've heard of.
    Perfect Self: You gain the Native Outsider type, which is probably one of the nicest types available. This and a CL 5 eternal wand of Alter Self will let you pull off some really spiffy tricks.
    1st level spell: Sanctuary is a decent short term self buff, in addition to being a combat utility spell. It may seem like a rather useless buff spell to some, but note that the person warded with sanctuary can still use 'non-attack spells'. Every one of the spells you can cast is a 'non-attack spell'.
    2nd level spell: With your significant reserves of HP and your Fast Healing 5 from the Feral template, the Shield Other spell is something that you use on anyone you want to keep alive. A truly excellent buff spell for your companions.
    3rd level spell: Protection from Energy can fill the gaps in your energy resistences, allowing you to choose which energy type you're going to defend against. Either applied to yourself while you've got shield other up on several allies, or else applied directly to allies to help their survivability.
    4th level spell: Spell Immunity is the cunning parry of the high-end game. Properly used, a casting of spell immunity can be the gateway to some truly awesome 'just as planned' moments. While it only allows you immunity to 4th level and lower spells, this includes spells like Charm and Dispel Magic.
    5th level spell: Spell Resistence is a very nice buff spell. Your CL isn't all that great, but it's a still a worthwhile protective buff if you know you're going to be getting into a magic duel sometime soon.
    6th level spell: This is the real cornerstone spell of the build - Antimagic Field. By itself, this is a really awesome power that can virtually shut down about 80% of things that you'll encounter. And while many of your own special abilities rely on magic to work (spellcasting, resistences, etc.), the majority of them (pounce, darkvision, fast healing, dungeon crasher, power attack, etc) do not, leaving you in a vastly superior relative position. More importantly, if you can get your Extraordinary Spell Aim ability to work (which you should have a 50/50 shot at by the time you get this spell, and which will improve each level), then you'll be far and away the most deadly mage hunter around.
    7th level spell: Repulsion is an odd duck, but a very handy tool to have in your toolbox regardless. With just a bit of tactical awareness, you can play battlefield controller while also dealing large amounts of pounce damage. If nothing else, you can stop a riot or a horde of goblins with it. If it turns out that the spell doesn't get used that often, you can always prepare more Antimagic Fields.
    8th level spell: Mind blank is perhaps the quintessential high-level buff spell. It lasts 24 hours, and you can probably prepare it twice, possibly 3 times. Share it with the whole party!
    9th level spell: This is perhaps the most horrendously evil thing you can do to your enemies. The trick with this spell is that you cast it on the second round of combat - right after charging into the middle of the nastiest nasties. Then, on the third round of combat, you move around behind one and use Knockback to whack one into the sphere. Then repeat the process on every other monster in sight. You can literally put a 'enemy dies here' spot on the playing board, and then use your bullrushes and Repulsion spell to herd your enemies to their eventual slaughter. And I'm not talking about using this to take out goblins - this trick works equally well against Beholders, Iron Golems and Gelatenous Cubes.


    Tactics:
    Spoiler
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    Level 6: This is the point where your primary tactic comes on-line. Whether you're wielding a Longspear or tearing into the enemy with your bare claws, between power attack, pounce, knockback and dungeoncrasher you'll be dealing some serious hurt to the enemy. Add in the fact that you can use Blade of Blood quite often while fast-healing away the damage it deals to you and you're a serious threat to anything on the field. When you considder that you've also got 2 claw attacks, Improved Grab + Jotunbrud, you're nearly as much of a threat unarmed as you are armed with your favorite weapon, and in many circumstances you may choose to forego the longspear in favor of grappling and mauling a single target.
    Level 10: You've gotten 2 levels of divine crusader and now your secondary function comes on-line. With 3+ castings of Shield Other at CL 6 or better, you're now the ultimate body guard. You can choose 1 ally, or spread your protection around the party, but either way you'll be soaking up and fast-healing damage like nothing else. And other than watching your distance from the other PCs, this does nothing to curtail your primary duty as charging-ginsu-machine. And if you ever get seriously hurt, Sanctuary acts as a time-out button in the middle of a fight so you can heal up and re-buff.
    Level 14: Once again, you've got a new skill that's awesome. Cast an Antimagic Field that's targetted to miss you and you're still benefitting from all of your buffs (and your allies are still sharing damage with you) while you deny the same benefit to your enemies. Charge the caster and they cannot cast. Charge the monster and they lose all SU and SLA powers. This is a real game-changer.
    Level 19: You've got all your dirty tricks. Prismatic sphere, driving attack, perfect self. You are a truly terrifying gish, with spells to deal with most situations and a 'you'll have to go through my dead body' attitude regarding harm to your allies.


    Equipment suggestions:
    Spoiler
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    There's not a lot you need in equipment to really get going. Stat increasing items are nice, and especially a +6 charisma item will allow get you a bonus 9th level spell, but every attribute is useful to you (even Int, for spellcraft checks), so the best option would be a +6 belt of magnificence. On top of that, some magical armor (probably mithril full plate), a nice magical longspear, and something to give you flight capability. Beyond that, it's all small stuff - an eternal wand of Alter Self (CL 5) would be very nice as it would give you access to all of the Monstrous Humanoid (or Outsider at higher level) forms, up to 5 HD. Likewise, you can use all clerical wands and similar items, giving you a good bit of versatility in the utility spells you can cast. A couple of metamagic wands (for things like extend, or widen if you can find it), some prayer beads or similar and other utility items should fill out the inventory nicely.


    Build at level 19:
    Spoiler
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    Uruk, Guardian of Ulutiu
    Favored Soul 3/Fighter (DC) 6/Divine Crusader 10
    LN Feral Human (Illuskan, Native Outsider)
    HD: 8 + 12d8 + 6d10 + 57 (152 hp)
    Initiative: +0
    Speed: 40ft
    AC: 16 (10, +6 Natural)
    BAB/Grapple: +14/+18
    Attack: +19 (+22 with a longspear, +21 with claws)
    Full Attack: +19/+14/+9
    Space/Reach: 5ft/5ft
    Special Attacks: Improved Grab, Pounce, Rake, Rend, Dungeon Crasher +8d6, Knockback, Shock Trooper, Driving Attack, Spellcasting
    Special Qualities: Outsider immunities, DR 10/magic, Resist 10 for Electricity and Acid, Aura of Law, Darkvision 150', Fast Healing 5
    Saves: Fort +18, Ref +8, Will +12 (+4 vs Sleep & paralysis)
    Abilities: Str 18, Dex 10, Con 16, Int 10, Wis 10, Cha 20
    Skills: Spellcraft +21, Concentration +20, Jump +15, Know(religion) +2
    Feats: Jotunbrud, Power Attack, Improved Bull Rush, Weapon Focus (Longspear), Knockback, Leap Attack, Shock Trooper, Practiced Spellcaster, Extraordinary Spell Aim, Piercing Weapon Mastery, Driving Attack


    Additions, notes, and improvements:
    Spoiler
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    This character was conceived of first and foremost as a delivery platform for antimagic field. Being able to cast that spell on oneself (with or without the use of Extraordinary spell aim) while simultaneously remaining both a viable threat to the enemy and capable of buffing the other party members is perhaps the most extraordinary trick this class has to offer, in my opinion. Doing this by level 14 (one level after a determined battle-oriented wizard build could manage it) while also shoehorning in the entirety of a dungeoncrasher fighter build? It was too sweet of an opportunity to pass up. While I admit that the dungeoncrasher fighter build is both fairly standard and well-known as are all of its variations (piercing weapon specialist? check), dropping a powerful gish class into the middle of it granting access to 9th level spells has not, to my knowledge, been done before.

    The reason for the Feral template is twofold. First, and most obviously, it gets you Pounce, which every charge-oriented build should have. But just as importantly, it gets you a really awesome fast-healing, which combos extremely well with all of your protection oriented spells (especially Shield Other) to make you a powerful party buffer in addition to being a serious damage engine and magic denial platform. And since all of the Feral templates abilities are EX, it combos extremely well with the Antimagic Field tactic.

    Now, if LA Buyoff is available, then you're pretty much golden - 1 more level of Favoured Soul, which nets you 2nd level spells, +1 to all saves, as well as +16 BAB at level 20, for 4 iterative attacks on a pounce! You can put this level right after you get Fighter 6 so as not to dely getting antimagic field. Add on top of that the Draconic template for +2 to all of your favorite stats (str, con and cha) and an extra point of natural armor, which is a fair trade for an extra +1 LA if you can buy it off.
    If you take a couple of flaws, there's any number of new tricks you can add - but most likely you should go with a couple of more dungeoncrasher/charging fighter feats like Powerful Charge.


    Sources:
    Spoiler
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    Favored Soul, Divine Crusader - Complete Divine
    Leap Attack, Extraordinary Spell Aim - Complete Adventurer
    Shock Trooper - Complete War
    Practiced Spellcaster - Complete Arcane
    Piercing Weapon Mastery, Driving Attack - Players Handbook II
    Feral template - Savage Species
    Ulutiu - Forgotten Realms Campaign Setting, Frostburn
    Jotunbrud - Races of Faerun
    Knockback - Races of Stone
    Dungeon Crasher Fighter - Dungeonscape

  11. - Top - End - #131
    Bugbear in the Playground
     
    Private-Prinny's Avatar

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    Mar 2010
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    Default Re: Iron Chef Optimization Challenge in the Playground XXIII

    Do not meddle in the affairs of demons, as... I couldn't quite make out the rest through the screaming.
    Quote Originally Posted by Nefarious Tate
    Nefarious Tate

    Human – Chaotic Evil – Duskblade 5 / Pious Templar 2 / Divine Crusader of Cyric 9 / Nar Demonbinder 4

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    Spoiler
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    Backstory
    Spoiler
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    Galliard Tate grew up in one of those cities people recommend you never visit. A natural talent for magic combined with the killing instincts of a career warrior meant that he was near the top of the pecking order of the local ruffians. While others would loot and steal, Galliard was the lookout… or more often the distraction. He enjoyed hurting people; he was good at it; and nothing drew the city guard’s attention away from a heist better than a mugging or murder in the streets.

    The crew he ran with became wanted men very quickly and either melted away or were hung; all except for him. Wanted for the murder of several city guards, he was a hard target to bring in. “The Nefarious Galliard Tate” drew the attention of bounty hunters far and wide, and he evaded or killed them for some months, until cornered and outmatched at last. But his hunters were slaughtered in turn by members of the cult of Cyric, Lord of Murder, who appreciated his talents and recruited him.

    He was Nefarious Tate now, and he became a Templar of Murder. Under their tutelage he learned new kinds of magic tricks to kill and maim in melee. Almost as a side effect, he learned how to summon things from the lower planes. Small things, but he was fascinated by them. The way they breathed, the way they longed to hurt things, the way they obeyed his every command…

    So when at last he came across ancient magical tomes (by killing their previous owner and the assassin he was working with who wanted a share of the books) that described the forgotten demon lore of Narfell, he was hooked. His health succumbed to an unearthly pallor, but he crackled with new unearthly energies he could use to split foes apart.

    In a few short years, the cult of Cyric caught up with him for the betrayal of their assassin, but were unable to mete out punishment on him due to the demons that joined him in the resulting melee. The last sight the high priest of Cyric saw was Tate standing over him, accompanied by the massive frame of a Glabrezu demon.

    “I AM Nefarious, and I belong to no one. You, on the other hand… now belong to my friend here.”


    The Build
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    {table=head]STR|DEX|CON|INT|WIS|CHA|-|Level Bonuses
    14|12|12|12|12|16|-|level bonuses into CHA[/table]
    {table=head]Level|Class|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1st| Duskblade 1|
    +1
    |
    +2
    |
    +0
    |
    +2
    |Concentration 4, Knowledge (Religion) 4, Knowledge (Planes) 4, Sense Motive 2, Spellcraft 2|Weapon Focus (Longsword), Iron Will|Armored Mage, Arcane Attunement

    2nd| Duskblade 2|
    +2
    |
    +3
    |
    +0
    |
    +3
    |Concentration 5, Knowledge (Religion) 5, Knowledge (Planes) 5, Sense Motive 2, Spellcraft 3|-|-

    3rd| Duskblade 3|
    +3
    |
    +3
    |
    +1
    |
    +3
    |Concentration 6, Knowledge (Religion) 5, Knowledge (Planes) 6, Sense Motive 2, Spellcraft 5|True Believer|Combat Casting
    4th| Duskblade 4|
    +4
    |
    +4
    |
    +1
    |
    +4
    |Concentration 7, Knowledge (Religion) 5, Knowledge (Planes) 7, Sense Motive 3, Spellcraft 6|-|Armored Mage (Medium)

    5th| Duskblade 5|
    +5
    |
    +4
    |
    +1
    |
    +4
    |Concentration 8, Knowledge (Religion) 5, Knowledge (Planes) 8, Sense Motive 5, Spellcraft 6|-|Quick Cast (1/day)

    6th| Pious Templar 1|
    +6
    |
    +6
    |
    +1
    |
    +6
    |Concentration 9, Knowledge (Religion) 8, Knowledge (Planes) 8, Sense Motive 5, Spellcraft 6|Spell Focus (Conjuration)|Mettle
    7th| Pious Templar 2|
    +7
    |
    +7
    |
    +1
    |
    +7
    |Concentration 10, Craft (Metalsmith) 1, Knowledge (Religion) 10, Knowledge (Planes) 8, Sense Motive 5, Spellcraft 6|-|Smite (1/day)

    8th| Divine Crusader 1|
    +7
    |
    +9
    |
    +1
    |
    +9
    |Concentration 10, Craft (Metalsmith) 1, Intimidate 4, Knowledge (Religion) 10, Knowledge (Planes) 8, Sense Motive 5, Spellcraft 6|-|Aura

    9th| Divine Crusader 2|
    +8
    |
    +10
    |
    +1
    |
    +10
    |Concentration 10, Craft (Metalsmith) 1, Intimidate 8, Knowledge (Religion) 10, Knowledge (Planes) 8, Sense Motive 5, Spellcraft 6|Practiced Spellcaster (Div Cru)|-
    10th| Divine Crusader 3|
    +9
    |
    +10
    |
    +2
    |
    +10
    |Concentration 10, Craft (Metalsmith) 1, Intimidate 10, Knowledge (Religion) 10, Knowledge (Planes) 9, Sense Motive 5, Spellcraft 6|-|Resist Electric (5)

    11th| Divine Crusader 4|
    +10
    |
    +11
    |
    +2
    |
    +11
    |Concentration 10, Craft (Metalsmith) 1, Intimidate 12, Knowledge (Religion) 10, Knowledge (Planes) 10, Sense Motive 5, Spellcraft 6|-|-

    12th| Divine Crusader 5|
    +10
    |
    +11
    |
    +2
    |
    +11
    |Concentration 10, Craft (Metalsmith) 3, Intimidate 14, Knowledge (Religion) 10, Knowledge (Planes) 10, Sense Motive 5, Spellcraft 6|Tomb Tainted Soul|Weapon Specialization (Longsword)

    13th| Divine Crusader 6|
    +11
    |
    +12
    |
    +3
    |
    +12
    |Concentration 10, Craft (Metalsmith) 5, Intimidate 16, Knowledge (Religion) 10, Knowledge (Planes) 10, Sense Motive 5, Spellcraft 6|-|Resist Acid (5)

    14th| Nar Demonbinder 1|
    +11
    |
    +12
    |
    +3
    |
    +14
    |Concentration 10, Craft (Metalsmith) 5, Intimidate 17, Knowledge (Religion) 10, Knowledge (Planes) 11, Sense Motive 5, Spellcraft 8|-|Fiendish Familiar, Inimical Casting

    15th|Nar Demonbinder 2|
    +12
    |
    +12
    |
    +3
    |
    +15
    |Concentration 10, Craft (Metalsmith) 5, Intimidate 18, Knowledge (Religion) 10, Knowledge (Planes) 12, Sense Motive 5, Spellcraft 10|Arcane Strike|Iron Sign

    16th| Nar Demonbinder 3|
    +12
    |
    +13
    |
    +4
    |
    +15
    |Concentration 10, Craft (Metalsmith) 5, Intimidate 19, Knowledge (Religion) 10, Knowledge (Planes) 14, Sense Motive 5, Spellcraft 10|-|Master Summoner

    17th| Nar Demonbinder 4|
    +13
    |
    +13
    |
    +4
    |
    +16
    |Concentration 10, Craft (Metalsmith) 5, Intimidate 20, Knowledge (Religion) 10, Knowledge (Planes) 16, Sense Motive 5, Spellcraft 10|-|Brazen Sign

    18th| Divine Crusader 7|
    +14
    |
    +13
    |
    +4
    |
    +16
    |Concentration 11, Craft (Metalsmith) 5, Intimidate 21, Knowledge (Religion) 12, Knowledge (Planes) 16, Sense Motive 5, Spellcraft 10|Demon Mastery|Darkvision

    19th| Divine Crusader 8|
    +15
    |
    +14
    |
    +4
    |
    +17
    |Concentration 12, Craft (Metalsmith) 5, Intimidate 22, Knowledge (Religion) 14, Knowledge (Planes) 16, Sense Motive 5, Spellcraft 10|-|-

    20th| Divine Crusader 9|
    +15
    |
    +14
    |
    +5
    |
    +17
    |Concentration 13, Craft (Metalsmith) 5, Intimidate 23, Knowledge (Religion) 16, Knowledge (Planes) 16, Sense Motive 5, Spellcraft 10|-|Resist Acid (10), Resist Electric (10)[/table]


    Spells Known
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    {table=head]CL|-|Dusk0|Dusk1|Dusk2|-|PT1|-|DC1|DC2|DC3|DC4|DC5|DC6|DC7|DC8|DC9|-|Nar4|Nar5|Nar6|-|Spells
    1st|-|3|2|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|0(Acid Splash, Ray of Frost, Touch of Fatigue), 1st(Ray of Enfeeblement, Shocking Grasp)
    2nd|-|4|3|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|1st(Resist Energy)
    3rd|-|5|4|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|1st(Obscuring Mist)
    4th|-|6|5|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|1st(Kelgore’s Firebolt)
    5th|-|6|5|2|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|2nd(Touch of Idiocy)
    6th|-|6|5|2|-|0|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|Blackguard List (1st)
    7th|-|6|5|2|-|1|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|(usually Summon Monster I)
    8th|-|6|5|2|-|1|-|0|-|-|-|-|-|-|-|-|-|-|-|-|-|Inflict Light Wounds
    9th|-|6|5|2|-|1|-|1|0|-|-|-|-|-|-|-|-|-|-|-|-|Shatter
    10th|-|6|5|2|-|1|-|2|1|0|-|-|-|-|-|-|-|-|-|-|-|Contagion
    11th|-|6|5|2|-|1|-|2|2|1|0|-|-|-|-|-|-|-|-|-|-|Inflict Critical Wounds
    12th|-|6|5|2|-|1|-|3|2|2|1|0|-|-|-|-|-|-|-|-|-|Inflict Light Wounds, Mass
    13th|-|6|5|2|-|1|-|3|3|2|2|1|0|-|-|-|-|-|-|-|-|Harm
    14th|-|6|5|2|-|1|-|3|3|2|2|1|0|-|-|-|-|2|1|-|-|4th(Dimensional Anchor, Lesser Planar Binding, Magic Circle vs Good), 5th(Spell Resistance)
    15th|-|6|5|2|-|1|-|3|3|2|2|1|0|-|-|-|-|2|2|-|-|4th(Summon Monster IV), 5th(Plane Shift)
    16th|-|6|5|2|-|1|-|3|3|2|2|1|0|-|-|-|-|3|2|1|-|6th(Greater Dispelling)
    17th|-|6|5|2|-|1|-|3|3|2|2|1|0|-|-|-|-|3|3|2|-|5th(Dispel Good), 6th(Planar Binding)
    18th|-|6|5|2|-|1|-|3|3|3|2|2|1|0|-|-|-|3|3|2|-|Disintegrate
    19th|-|6|5|2|-|1|-|3|3|3|3|2|2|1|0|-|-|3|3|2|-|Earthquake
    20th|-|6|5|2|-|1|-|3|3|3|3|3|2|2|1|0|-|3|3|2|-|Implosion [/table]


    Level Highlights
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    Level 7 – Nefarious is a pretty standard Duskblade at this level. He can dump 5d6 of energy damage into a melee attack (or drain STR or INT instead) and has a Smite available to increase his attack roll. Mettle allows him to save for no effect on all Will partial and Fort partial spells, which are his strongest saves. He has become enamored with summoning evil things now, but it’s mostly an unhealthy fascination at this point. =)

    Level 12 – Nefarious has a more damage options now, including channeling Contagion and Inflict Critical Wounds into melee attacks. (Both 4th and 5th level slots will be used for Inflict Critical.) And his Divine Crusader caster level is decent now with Practiced Spellcaster. He also has one (or two, depending on how you read the Pious Templar ability) more Smites per day to improve his to-hit roll for channeled spells. But the big improvement is picking up Tomb Tainted Soul, as he can now heal himself with many of the spells on his Divine Crusader list… and it’s about to get better.

    Level 15 – The build comes together at this level. He has Harm available to channel into melee attacks and to heal himself with, and his levels of Nar Demonbinder provide two major things… out of combat demon summoning, and in combat melee buffs. Sure, Plane Shift, Spell Resistance, and Summon Monster IV are decent in their own right and Dimensional Anchor can be channeled into a melee attack, the Nar Demonbinder spell slots are really there to provide hit and damage bonuses with Arcane Strike. And delivering a Harm or Touch of Idiocy through his Quasit familiar isn’t a poor option either. Plus the Divine Crusader caster levels add to his Nar Demonbinder caster level.

    Level 18 – Sweet Spot – Nefarious has real power at this level. He’s using 6th and 7th level slots for Harm now (and shortly 8th and 9th as well) plus having both Spell Resistance and Greater Dispel with a real caster level (15th), and he is well placed to use Planar Binding on a regular basis. Armed with a CHA item and a Circlet of Persuasion (or similar item with larger bonus) and using his Brazen Sign ability, he has little trouble binding a Glabrezu to aid him in combat and provide the occasional Wish or summoning a Retriever to use as a combat companion or mount.


    Demonic Synergy
    Spoiler
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    Why Nar Demonbinder? – It’s the concept. Murderous individual joins a cult, and without being a real spellcaster he learns to summon and command demons, becoming horrifyingly good at it. It’s hard to do that in 3.5 D&D, and Divine Crusader is one of the few ways to accomplish it. It’s also deliciously synergistic, as both classes rely on Charisma and both can saddle up their spell list to the Duskblade base class that is powering it all.

    The only downside is fitting it all in. Nar Demonbinder really needs that 4th level Brazen Sign ability to keep the powerful outsiders in thrall, and that meant taking the hit for only doing 9 levels of Divine Crusader. The capstone ability (Outsider type and DR 10/magic) is quite minor compared to the missing spell slots that could be filled with more Harm.

    Duskblade and Destruction Domain – The Divine Crusader’s domain ability is augmented in 3 ways with this build. First, Pious Templar and Destruction domain stack, adding 1 or 2 uses of Smite per day, granting an untyped bonus to hit when needed (and a bit of damage too). Second, the domain spells can be channeled into melee attacks by the Duskblade’s Arcane Channeling ability, which is useful when it’s Contagion or Inflict Critical, and damn devastating when it’s Harm. Thirdly, the spell list does double duty as a source of healing once Nefarious picks up Tomb Tainted Soul.

    Demon Binding and Arcane Strike – This is deceptively higher Teir than it might appear. Out of combat, the demon summoning can accomplish a great number of things (including shortening Nefarious’ expected lifespan!) and gain him access to combat companions. In combat, the spell slots can be converted to attack and damage bonuses by Arcane Strike. Only have one Harm left… use both Smite and Arcane Strike for a +10 to hit. At 18th level that’s a bonus +6d4+159 damage, Will save for +6d4+84. =)

    Tomb Tainted Soul – More synergy with the Divine Crusader domain. This feat means he’s healed by the spells on his list, so he can cause massive damage or recover from said same. And a Quick Cast Harm makes all the difference between death and victory when Nefarious is getting pounded on! Sure, he takes damage from Cure spells now, but if an enemy does figure that out, his Mettle ability means he can save for zero damage using his best saving throw!


    Source Books
    Spoiler
    Show
    {table=head]Sourcebook|Class/Race|Feats
    Complete Divine|Divine Crusader, Pious Templar|Practiced Spellcaster, True Believer
    Complete Warrior|-|Arcane Strike
    Fiendish Codex I|-|Demon Mastery
    Libris Mortis|-|Tomb Tainted Soul
    Player’s Handbook|-| Iron Will, Spell Focus, Weapon Focus
    Player’s Handbook 2|Duskblade|-
    Unapproachable East|Nar Demonbinder|-[/table]

  12. - Top - End - #132
    Bugbear in the Playground
     
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    Default Re: Iron Chef Optimization Challenge in the Playground XXIII

    No wit is required here. Just slack-jawed amazement at someone bringing a Truenamer to the table.
    Quote Originally Posted by Sortes
    Sortes
    TN Human Truenamer 10/Divine Crusader 10
    "Knowledge pierces all."



    That Which Has Come Before:
    Spoiler
    Show
    As a lad, I was taught to respect that which has come before, as it points to that which has been destined. The Lady of Our Fates has already spun her web, my mum would say, and we're but stuck in its fibers. However, I began to wonder more and more about these fibers--these plans that had been ordained for us. Unlike the masses who cease their wondering eventually, or the philosophers who never move beyond it, I began to seek my own answers. It is only now that I realize, but I was seeking the answers I was destined to know.

    Still a boy, I beseeched the monks at the temple of Istus to give me any tasks they had available. I fashioned my own gray robes, longing one day to wear the ornately embroided ones of the high priest, bearing the most subtle golden threads stitched into a web. Some of the devout turned me away, but others threw odd jobs my way. Desperate to impress, I chronicled my every waking moment in detailed reports and showed them to the monks. Once again, some laughed, but others smiled knowingly. They took me to the town banquet hall in the dead of night one wintery eve and introduced me to the Paragnostic Assembly. A cabal of various faiths, all dedicated to the pursuit of knowledge, I found a place where I truly belonged.

    Over the years, I have been sent on many missions for the Assembly. I've compiled so many resources that I was actually able to start my own wing of the library, if you ever have the desire and decades to spare reading my detailed retellings of our journeys. Oh, but I can be a bit long-winded...Anyway, as I journeyed, I learned more. As I learned, I longed for more. And as I longed, the Lady revealed more of the web's length to me. Even more so, I was able to peer behind the curtain, to see the very words from which she wove these threads before time began. I have learned to speak some of them, to tangle or untangle the threads as I see fit--or should I say, as the Lady of Our Fates means for me to see.

    Eventually, I learned a name by which I could call upon the most holy Istus, and she answered my call. She granted me the ability to draw from her very divinity the magic I require to continue my unending education. Some think it's a toilsome life, always sitting over dusty tomes in libraries, forever sounding out the finest intricacies of a polysyllabic, archaic word. But not me, for I know those very words are tied to who we are to become...or not to become.

    It is not my decision, friend. Your string ends here. How do I know this? Because I know your name--a name so crucial to the fabric of your life that you have not even been entrusted with it yourself. As I speak it, you may feel your heart slowly stopping, but do not fret--you can not resist your death. It is simply time for you to drop from the web.


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

    1
    |
    Truenamer 1
    |
    +0
    |
    +0
    |
    +0
    |
    +2
    |
    Concentration 4, Know (arcana) 4, Know (dungeoneering) 4, Know (local) 4, Know (nature) 4, Know (planes) 4, Know (religion) 4, Truespeak 4, Use Magic Device 4
    |
    Skill Focus (Truespeak), Known Personal Truename, Mortalbane
    |
    Known Personal Truename

    2
    |
    Truenamer 2
    |
    +1
    |
    +0
    |
    +0
    |
    +3
    |
    Concentration 4, Know (arcana) 5, Know (dungeoneering) 4, Know (local) 5, Know (nature) 5, Know (planes) 5, Know (religion) 5, Truespeak 5, Use Magic Device 5, Collector of Stories
    ||
    Knowledge Focus (local)

    3
    |
    Truenamer 3
    |
    +2
    |
    +1
    |
    +1
    |
    +3
    |
    Concentration 4, Know (arcana) 6, Know (dungeoneering) 6, Know (local) 6, Know (nature) 6, Know (planes) 6, Know (religion) 6, Truespeak 6, Use Magic Device 6, Collector of Stories
    |
    Knowledge Devotion
    |

    4
    |
    Truenamer 4
    |
    +3
    |
    +1
    |
    +1
    |
    +4
    |
    Concentration 5, Know (arcana) 7, Know (dungeoneering) 7, Know (local) 7, Know (nature) 7, Know (planes) 7, Know (religion) 7, Truespeak 7, Use Magic Device 7, Collector of Stories
    ||

    5
    |
    Truenamer 5
    |
    +3
    |
    +1
    |
    +1
    |
    +4
    |
    Concentration 6, Know (arcana) 8, Know (dungeoneering) 8, Know (local) 8, Know (nature) 8, Know (planes) 8, Know (religion) 8, Truespeak 8, Use Magic Device 8, Collector of Stories
    ||

    6
    |
    Truenamer 6
    |
    +4
    |
    +2
    |
    +2
    |
    +5
    |
    Concentration 7, Know (arcana) 9, Know (dungeoneering) 9, Know (local) 9, Know (nature) 9, Know (planes) 9, Know (religion) 9, Truespeak 9, Use Magic Device 9, Collector of Stories
    |
    Weapon Focus (dagger), Truename Research
    |
    Truename Research

    7
    |
    Truenamer 7
    |
    +5
    |
    +2
    |
    +2
    |
    +5
    |
    Concentration 8, Know (arcana) 10, Know (dungeoneering) 10, Know (local) 10, Know (nature) 10, Know (planes) 10, Know (religion) 10, Truespeak 10, Use Magic Device 10, Collector of Stories
    ||
    Knowledge Focus (religion)

    8
    |
    Truenamer 8
    |
    +6/+1
    |
    +2
    |
    +2
    |
    +6
    |
    Concentration 10, Know (arcana) 11, Know (dungeoneering) 11, Know (local) 11, Know (nature) 11, Know (planes) 11, Know (religion) 11, Truespeak 11, Use Magic Device 11, Collector of Stories
    |
    Recitation of the Sanguine State
    |
    Bonus recitation feat

    9
    |
    Truenamer 9
    |
    +6/+1
    |
    +3
    |
    +3
    |
    +6
    |
    Concentration 12, Know (arcana) 12, Know (dungeoneering) 12, Know (local) 12, Know (nature) 12, Know (planes) 12, Know (religion) 12, Truespeak 12, Use Magic Device 12, Collector of Stories
    |
    Quicken Utterance
    |
    See the named 1/day

    10
    |
    Truenamer 10
    |
    +7/+2
    |
    +3
    |
    +3
    |
    +7
    |
    Concentration 13, Know (arcana) 13, Know (dungeoneering) 13, Know (history) 1, Know (local) 13, Know (nature) 13, Know (planes) 13, Know (religion) 13, Truespeak 13, Use Magic Device 13, Collector of Stories
    ||
    Knowledge Focus (nature)

    11
    |
    Divine Crusader 1
    |
    +7/+2
    |
    +5
    |
    +3
    |
    +9
    |
    Concentration 13, Know (arcana) 14, Know (dungeoneering) 14, Know (history) 1, Know (local) 14, Know (nature) 14, Know (planes) 14, Know (religion) 14, Truespeak 14, Use Magic Device 13, Collector of Stories
    ||
    Aura

    12
    |
    Divine Crusader 2
    |
    +8/+3
    |
    +6
    |
    +3
    |
    +10
    |
    Concentration 13, Know (arcana) 15, Know (dungeoneering) 15, Know (history) 1, Know (local) 15, Know (nature) 15, Know (planes) 15, Know (religion) 15, Truespeak 15, Use Magic Device 13.5, Collector of Stories
    |
    Truespeak Training
    ||

    13
    |
    Divine Crusader 3
    |
    +9/+4
    |
    +6
    |
    +4
    |
    +10
    |
    Concentration 13, Know (arcana) 16, Know (dungeoneering) 16, Know (history) 1, Know (local) 16, Know (nature) 16, Know (planes) 16, Know (religion) 16, Truespeak 16, Use Magic Device 14, Collector of Stories
    ||
    Resistance to Electricity 5

    14
    |
    Divine Crusader 4
    |
    +10/+5
    |
    +7
    |
    +4
    |
    +11
    |
    Concentration 13, Know (arcana) 17, Know (dungeoneering) 17, Know (history) 1, Know (local) 17, Know (nature) 17, Know (planes) 17, Know (religion) 17, Spellcraft 1, Truespeak 17, Use Magic Device 14, Collector of Stories
    ||

    15
    |
    Divine Crusader 5
    |
    +10/+5
    |
    +7
    |
    +4
    |
    +11
    |
    Concentration 13, Know (arcana) 18, Know (dungeoneering) 18, Know (history) 1, Know (local) 18, Know (nature) 18, Know (planes) 18, Know (religion) 18, Spellcraft 2, Truespeak 18, Use Magic Device 14, Collector of Stories
    |
    Extend Utterance, Weapon Specialization
    |
    Weapon Specialization

    16
    |
    Divine Crusader 6
    |
    +11/+6/+1
    |
    +8
    |
    +5
    |
    +12
    |
    Concentration 14, Know (arcana) 19, Know (dungeoneering) 19, Know (history) 1, Know (local) 19, Know (nature) 19, Know (planes) 19, Know (religion) 19, Spellcraft 3, Truespeak 19, Use Magic Device 14, Collector of Stories
    ||

    17
    |
    Divine Crusader 7
    |
    +12/+7/+2
    |
    +8
    |
    +5
    |
    +12
    |
    Concentration 15, Know (arcana) 20, Know (dungeoneering) 20, Know (history) 1, Know (local) 20, Know (nature) 20, Know (planes) 20, Know (religion) 20, Spellcraft 4, Truespeak 20, Use Magic Device 14, Collector of Stories
    ||
    Resistance to Acid 5

    18
    |
    Divine Crusader 8
    |
    +13/+8/+3
    |
    +9
    |
    +5
    |
    +13
    |
    Concentration 16, Know (arcana) 21, Know (dungeoneering) 21, Know (history) 1, Know (local) 21, Know (nature) 21, Know (planes) 21, Know (religion) 21, Spellcraft 4, Truespeak 21, Use Magic Device 14.5, Collector of Stories
    |
    Practiced Spellcaster
    |
    Darkvision

    19
    |
    Divine Crusader 9
    |
    +13/+8/+3
    |
    +9
    |
    +6
    |
    +13
    |
    Concentration 17, Know (arcana) 22, Know (dungeoneering) 22, Know (history) 1, Know (local) 22, Know (nature) 22, Know (planes) 22, Know (religion) 22, Spellcraft 4, Truespeak 22, Use Magic Device 15, Collector of Stories
    ||
    Resistance to Acid & Electricity 10

    20
    |
    Divine Crusader 10
    |
    +14/+9/+4
    |
    +10
    |
    +6
    |
    +14
    |
    Concentration 17, Know (arcana) 23, Know (dungeoneering) 23, Know (history) 1, Know (local) 23, Know (nature) 23, Know (planes) 23, Know (religion) 23, Spellcraft 4, Truespeak 23, Use Magic Device 16, Collector of Stories
    ||
    Perfect Self
    [/table]

    {table=head]Attribute|Points|Base|Age|Level|Total|Mod
    STR|0|8|-1|0|7|-2
    DEX|3|11|-1|0|10|+0
    CON|3|11|-1|0|10|+0
    INT|13|17|+1|4|22|+6
    WIS|0|8|+1|0|9|-1
    CHA|13|17|+1|1|19|+4[/table]

    {table=head]Level|Utterances Known
    1|Minor Word of Nurturing
    2|Universal Aptitude
    3|Lesser Word of Nurturing
    4|Perceive the Unseen; Keen Weapon
    5|Hidden Truth
    6|Seek the Sky
    7|Vision Sharpened; Analyze Item
    8|Moderate Word of Nurturing; Fog from the Void
    9|Greater Speed of the Zephyr
    10|Spell Rebirth[/table]


    That Which Shall Come to Pass in Battle:
    Spoiler
    Show
    • Levels 1-5: Whenever possible, you'll be hitting enemies with a reversed word of nurturing. Against appropriate heavy targets, feel free to tack Mortalbane onto it (since utterances are SLAs), and you'll be dealing a respectable amount of damage for your level. Granted, as Knowledge Devotion comes online, you have a way to boost your to-hit and damage on mundane melee or ranged dagger attacks, so you don't have to waste your utterances on every single mook you need to dispatch. Collector of Stories ensures that your Knowledge Devotion bonus will be sufficiently high, and you can couple it with Universal Aptitude or Hidden Knowledge when you really need to pump the check. You can select any Knowledge for your Knowledge Focus; it has been my experience that my DM throws more humanoids at us during lower levels of play. Keen Edge can double your dagger's crit range to multiply the Knowledge Devotion damage more frequently, as well. On the defensive side, Perceive the Unseen can aid in either piercing or creating concealment. Since you're relatively squishy, imposing miss chances against you is a good thing. Total Truespeak modifier @ Level 5: +20 before items (+25 with Universal Aptitude, +32 including items*)
    • Levels 6-10: Weapon Focus helps us qualify for the Secret Ingredient and boosts our dagger attacks for the times when we're not uttering, but the real star of these levels is Quicken Utterance. Affiliation with the Paragnostic Assembly and a Silvertongue Amulet should ensure that our Truespeak checks are high enough to Quicken--Universal Aptitude helps if we're still not making those checks, though. Two more Knowledge Focuses can be added to taste, though I've found Religion and Nature to be most useful in my typical campaigns. You can spread them out differently if you'd like, or stack the bonuses on one type if they're everywhere in your campaign. Seek the Sky at level 6 gives us flight (and the delightful ability to take it away) in line with the time most casters receive it. Vision Sharpened allows us to pierce invisibility or create it for ourselves--the 50% miss chance is higher than that of Perceive the Unseen, and we can stagger the two to avoid that pesky Law of Resistance a little bit. Fog from the Void allows us a decent amount of battlefield control, while Greater Speed of the Zephyr provides us some buffing/debuffing capability beyond that which we already had. The extra attack from the Haste-like effect means more chances to add on bonus damage, while Analyze Item lets us identify loot without the material cost. The last utterance we snag is Spell Rebirth, and it's so good it gets its own blurb below. Suffice it to say that this utterance is the reason we stayed in Truenamer until 10 without picking up a full-BAB base class. Total Truespeak modifier @ Level 10: +25 before items (+30 with Universal Aptitude, +42 including items*)
    • Levels 11-15: Divine casting gets added to the mix, and your primary domain helps you fulfill your schtick of being the party know-it-all. Granted, it also helps you learn the personal truenames of other creatures as well. You snag Truename Training because the Paragnostic Assembly maddeningly won't let you have it as a class skill, but then you pick up Extend Utterance to make sure you worry about the Law of Resistance less frequently. Granted, the Law of Sequence is still in play, but I've found that to be less restrictive. While waiting for an utterance to end, you can simply attack with your dagger or cast a few spells. Weapon Specialization comes on board to ensure even more bonus damage on your dagger attacks. Total Truespeak modifier @ Level 15: +35 before items (+40 with Universal Aptitude, +62 including items*)
    • Levels 16-20: Your casting continues to improve, bolstered by an added point in CHA to ensure you can cast your delightful 9th-level spells. Perfect Self, in conjunction with your ranks in Use Magic Device, allow some delightful shenanigans as always (see below), and Practiced Spellcaster bumps up your Divine Crusader CL in order to get more duration off your spells (especially Choose Destiny...again, see below) as well as making your spells harder to dispel. Of course, your CL still isn't as high as it could be, even with the appropriate gear. If the bad guys are still dispelling your spells, just stick your tongue out and utter Spell Rebirth (once again, you guessed it...see below). Total Truespeak modifier @ Level 20: +40 before items (+45 with Universal Aptitude, +77 including items*)


    *including items means the following:
    • Level 5: Lesser Amulet of the Silver Tongue, Masterwork Tool
    • Level 10: Greater Amulet of the Silver Tongue, Masterwork Tool
    • Level 15: Greater Amulet of the Silver Tongue, +10 Competence Item, Masterwork Tool
    • Level 20: Wand of Polymorph (Logokron Devil), Greater Amulet of the Silver Tongue, +10 Competence Item, Masterwork Tool


    That Which Shall Align in Harmony:
    Spoiler
    Show
    • Master of My Domain(s): Someone jokingly pointed out on another forum that the best thing about Truenamers is that they get Use Magic Device as a class skill. However, that's nothing to sneeze at. Open up your copy of Complete Champion and turn to page 128. Starting in the bottom left, you'll find Substitute Domain, a delightful second-level cleric spell. Now, this spell is actually pretty lackluster for clerics; you switch out one domain of your deity for another. However, when it's used by someone with levels in Divine Crusader, it gives you the ability to rewrite your entire spell list on the fly. Even better, it lasts for 1 day/CL, so you can keep a substituted domain for a few days if it's being good to you--I'm looking at you, Destiny Domain. The 10-minute casting time is obviated by a scroll (since spell completion items only take a standard action to activate via UMD). While you still have to prepare your spells as normal, you can use this scroll right before you prepare spells for the day. Use one of your last Knowledge spells (like Divination) with your +1 CL at night to determine which domain Istus thinks you should prepare tomorrow, then do so in the morning. Even in the middle of a day, if you just NEED one of Istus' granted domain powers, you can use the scroll to snag it. Of course, it's a little hazy whether you keep your already-prepared spells or lose them until your next daily meditation, but it's a great panic button. The domains available to you are Law, Luck (reroll!), Mind, Oracle, Chaos, and Destiny (reroll for a friend!). The Law and Chaos domains open up Summon Monster IX for either Lawful or Chaotic creatures, allowing you to tap a deep reserve of creatures with SLAs or independent spellcasting, thus expanding your spell list even further. Nine spells are plenty when you can swap them out daily between 7 lists of nine, some of which grant further spellcasting access within themselves.
    • Hopelessly Devoted to You: Of course, not every domain power and spell list is a winner. Luckily, there are some alternative options. I'd keep the Luck domain power over Luck Devotion any day, but Law Devotion? Yeah, that's right up my alley--a scaling bonus to either AC or attacks is always nice, especially when it's a sacred bonus that stacks with the insight bonus from Knowledge Devotion. If you're a little more dangerous, Istus also offers Chaos, for the slightly dicier Chaos Devotion. Either way, they're only 1/day. However, using our above trick, you can swap to the Domain via Substitute Domain, swap out the domain power and spells for the devotion feat (as pg 53 of Complete Champion specifically indicates that clerics or any other character who gains access to a domain can snag the devotion feats in place of the domain). Since Substitute Domain is a (D) spell, you can simply dismiss it once the duration of your devotion feat wears off, sending you back to a Knowledge Domain full of spells. Devotion feats, like many good things, can be found in Complete Champion.
    • Organization is Key: Truenamers tend to stick together. They take the same feats to boost their checks, they buy the same items to boost their checks, and they join the same organizations to boost their checks. The Paragnostic Assembly (found where else but Complete Champion) rewards people obsessed with knowledge with various goodies. Depending on your affiliation score, you can snag either a +5 or +10 unnamed bonus to...Truespeak! This is honestly the only mention of Truespeak I was able to find in a WotC source besides Tome of Magic...and it stacks with the bonuses we already have! This is awesome, so we'll make sure to pay our dues on time. Luckily, your affiliation score will be through the roof, as follows:
      {table=head]Criterion|Affiliation Score modifier
      Character level|1/2 level
      Knowledge (any) 5-9 ranks|+6 from levels 2-6
      Knowledge (any) 10+ ranks|+12 from levels 7+ (replaces the above, I believe)
      Has levels in a class that has 3+ Know skills in-class|+1
      Can cast 3rd-level or higher divination spells|+3[/table]
      By a conservative count, you could reach Paragnostic Scholar (up to +5 Truespeak) at level 2, Sage of Worldly Matters (+2 Diplomacy in some circumstances) and Seeker of Unseen Words (add Spellcraft as a class skill for all classes) by level 7, Master of the Unturned Page (up to +10 Truespeak) from level 14, and Exalted Philosopher of Paragnostic Truths is well within reach based on multiple-use benefits. Just be sure to write detailed reports and go on risky missions for the sake of the Assembly. Some things might even be allowed by a kind DM; while you don't have Skill Focus (Knowledge), some DMs may let Skill Focus (truespeak) count. Also, while you don't worship Boccob or Wee Jas, "other knowledge deities" like Istus are listed under Sage of Worldly Matters, so you may be able to swing it for another +1 to your affiliation score. No matter how you slice it, being a part of the Assembly is nothing but solid gold for Sortes.
    • You devil, You: So, Perfect Self makes you an outsider, which is all sorts of cool. Your ranks in Use Magic Device allow you to change into all sorts of silly things, most of them with Alter Self alone. However, for the big guns you want to use Polymorph, as it allows you to change into creatures of your own type (now outsider) of up to 15 HD. While it's a bit expensive, snagging a CL 15 wand or some scrolls of Polymorph will allow you to change shape into a Logokron devil, which provides a +10 racial bonus to Truespeak checks. If you want to go a little tamer, the Word Archon at 10 HD can provide you a +5 racial bonus. Arguably, you could polymorph into an 11 HD Garbler to eliminate the need for any Truespeak checks, but some believe that only applies to the Garbler's innate utterances. Still, a garbler gets free action utterances every round. On the downside: the effects are random, the utterance used is random, and you're basically a pile of mouths. I'd rather go with the Logokron.
    • Undo the Undoing: So, your caster level. It's...abysmal, really. Sure, toss in Practiced Spellcaster and it's a step. Wear a necklace of prayer beads with a bead of karma for +4 CL on your divine spells. Toss in an ioun stone for another +1...or just play a Truenamer and laugh at people who dispel your spells. Spell Rebirth allows you to undispel any effect dispelled within the last round with naught but a Truespeak check. An effect. For those playing along at home, it doesn't even need to be a spell. Just a Truespeak check within a round, and it's undispelled. Congratulations, you just created a double negative.

      Of course, the reversed version is just as sweet: Spell Rebirth simply dispels the spell with the highest CL on the target. No need to roll a dispel check or anything, just another Truespeak check. Granted, the editors wised up and put "spell" instead of "effect," but they still left the little loophole of ANY spell effecting the target. Wave goodbye to that area of effect.
    • Say my Name, Say my Name: Sortes is REALLY good at truename research. He's got the skills, he's got the Truename Research feat, and he's got the magical divinations that can really pump the knowledge checks (at which he happens to excel). The only problem is that truename research is basically useless for a truenamer. It makes your Truespeak check go up by 2, and in turn raises save DC and CL to overcome spell resistance by 2. That's fantastic, aside from the fact that we've selected utterances that don't allow saves. To add salt to the wound, the truenamer can just raise their Truespeak DC by 5 to automatically overcome spell resistance, rather than raising it by 2 to have a slightly better chance.

      So why bother with it? Truename spells, baby! While they're usually not great, if you've got an astronomical truespeak check and knowledge of your target's personal truename, you can use them to great advantage via UMD. Augment Truefriend can buff all of your melee friend's physical attributes at once. Bane of the Archrival is a great buff to toss up as you're going into a boss fight to make the enemy's life difficult (keeps them at least 20 feet away, grants a +4 deflection bonus to AC and saves, and blocks mind control). Scramble True Position doesn't require a personal truename, but I had to include it because it's a great 1st-level spell that can have hilarious results (and reminds me of a favorite 4E power that has let me move multiple enemies over cliffs and off bridges on more than one occasion). Spurn the Supernatural can be squeezed into a bard wand (as it's level 4 for them), and can mess up the day of any enemy whose personal truename you know that relies on supernatural abilities. It usually only suppresses 1 ability, but you can suppress more if your Truespeak check is high enough. Luckily for you, high truespeak checks are the name of the game. True Prayer of the Faithful can give your team a +1 luck bonus to life, essentially. All in all, they're a bunch of useful spells...IF you can make the Truespeak checks. Luckily, that's what Sortes does best.


    That Which Has Been Destined:
    Spoiler
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    • Spellcasting & Domains: Usually a Divine Crusader has access to only nine spells for his or her entire life. When combined with Substitute Domain, however, you get as many domains as your deity grants access to. You could always pick a "God of Everything" to net yourself one metric crapload of domains, but I wanted to make sure Sortes had two domains set in stone: Knowledge & Destiny. Istus provided both, along with a handful of other good ones, so I've decided to dedicate a bit of time to each:
      Domain Powers and Devotion feats:
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      • Chaos: The granted power makes the spells slightly more potent while using them, but the Devotion feat can grant a varying bonus in combat when you've already used Law Devotion for the day.
      • Destiny: Granting a willing creature a reroll once per day is awesome, especially when a party member flubs an otherwise easy roll. Being able to hand out mulligans to your party is sure to make some friends. Between this and the spells below, Destiny is your go-to Substitute Domain choice.
      • Knowledge: We snag all knowledge skills as class skills, and get a +1 CL boost to a whole school, which is pretty solid even if that school is divination. I was tempted to swap this for Knowledge Devotion, but realized I would need to pick up the Knowledge skills in-class another way, as well as giving up access to the spells. Instead, sticking with it pays off in spades; the granted power is only helpful when levelling up or casting divinations (usually done in downtime). When we Substitute Domain, we don't lose the utility of our Knowledge Skills--Curmudgeon confirmed in the Simple RAW thread that you don't lose skill ranks you've already invested. Just be sure to dismiss Substitute Domain right before you level in order to keep knowledge skills in-class as you proceed.
      • Law: Much like the Chaos domain, the granted power is a bit lackluster. The Devotion feat, however, can grant us some decent combat OOMPH with a scaling sacred bonus to attacks or AC that WE get to pick. Again, though it's only 1/day, it's one of my favorites.
      • Luck: If you'd rather save your own butt than the party's, the Luck domain power is for you! Reroll one flub per day. If you ever think about taking the Devotion feat instead, just reread the domain power and remind yourself how much better it is.
      • Mind: You're not the party face, so you don't really care about a bonus to Bluff, Diplomacy, and Sense Motive. However, since you get a small situational Diplomacy bonus from affiliation with the Paragnostic Assembly, you could pop on this domain as well if you wanted to plead your case before an appropriate authority.
      • Oracle: An even bigger bump to CL than the Knowledge Domain, this gives you extra oomph with divinations. If your DM rules that you can keep spells you've already prepared when you Substitute Domains, you can prepare Knowledge Domain spells and then switch to Oracle domain for a +2 CL instead of the regular +1.

      Domain Spells:
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      • Chaos: While most of the spells are only useful against lawful or nonchaotic creatures, Shatter lets you play the party rogue. Animate objects can be fun, and Summon Monster IX opens up a whole world of SLAs and independent spellcasting when you just need a particular spell.
      • Destiny: Omen of Peril and Augury aren't really my favorites, but I think the rest of this list is solid gold. Delay Death is great as always, while the Curses give you a decent non-Truenaming debuff. Stalwart Pact can buff you up a bit, while Warp Destiny can turn the tide when need be. Moment of Prescience is good as always, but Choose Destiny is a fitting capstone here. "Reroll life" is a great spell, especially when Practiced Spellcaster gets you more bang for your buck. My favorite part is that this lets you reroll your Knowledge checks for Knowledge Devotion as well as your Truespeak checks. Sure, sure, you can reroll little things like attacks and saves, but this keeps a flubbed Truespeak check from ruining a round (which can happen all to easily for your typical truenamer). Even if a mighty caster can dispel your precious baby, you can just Spell Rebirth it back up again and rain down hurt on them.
      • Knowledge: Your business is knowing things, and this domain lets you do it best. Divination and Legend Lore provide truename research bonuses, Detect Secret Doors guides you to the fattest lewt, Detect Thoughts allows you to play a crucial role in social interactions and interrogations, Clairaudience/voyance lets you scout without scouting, Divination and Legend Lore can help you with anything from puzzles to plot points, True Seeing can keep your party alive, Find the Path and Discern Location let you play ranger, and Foresight gives you a prescient edge. The domain power helps Sortes, but the spells make him the best in his field.
      • Law: Much like Chaos, some of these spells are situational. However, Hold Monster and Summon Monster IX both provide decent always-available power to your arsenal.
      • Luck: Entropic Shield is great to intersperse with Perceive the Unseen to make sure you have some degree of concealment as often as possible, Aid is always a great little boost, Protection from Energy can supplement the resistances you already have by providing resistance to other elements, Freedom of Movement is a get out of jail free card, Break Enchantment can save your party from nasty effects, Mislead is a defensive double-whammy, Spell Turning can give nasty casters a taste of their own medicine, Moment of Prescience is good as always, and Miracle is freaking Miracle! A great domain for both the spells and power, this is my backup Substitute Domain choice after Destiny.
      • Mind: These spells can make you the party face in a snap, between reading thoughts, detecting lies, telepathy with your party, and understanding all languages. At higher levels, it gets even better between the all-day protection of Mind Blank and the lethal power of Weird.
      • Oracle: This sibling of the Knowledge domain helps you REALLY know everything. It allows you to snag some spells that Knowledge didn't provide like Identify, Scrying, Commune, and Greater Scrying, but a lot of these spells are already on the Knowledge list. Still, it fills in some nice gaps while keeping the more powerful of the Knowledge domain's spells.
    • Aura of Neutrality: This is fantastic! Overzealous paladins and horrible fiends alike never know quite what to make of you. While an aura is usually a giant "AIM AT ME" beacon for those of opposite alignment, an aura of neutrality keeps possible enemies on both sides of the fence guessing.
    • Resistances: These can protect you from a bit of damage. Beyond that, you can always go with Luck Domain to protect yourself from various energies as well, allowing this class feature to act as a lesser version against electricity and acid.
    • Weapon Specialization: in conjunction with Knowledge Devotion and Weapon Focus, you're hitting harder and more often than a dedicated Truenamer. With the haste ability of Greater Speed of the Zephyr and the Keen Weapon utterance, you've got an extra attack per round and a greater chance to crit...two things that make static bonus damage very happy.
    • Darkvision: If Psionics/Magic Transparency is in effect, you can grab some psionic items to manifest Control Light, thus putting the screws to anyone without darkvision. Alternatively, you can always carry around a Dark Lantern (Tome of Magic), though the item might create magical darkness which trumps darkvision. Ask your DM.
    • Perfect Self: You're an outsider. Need I say more? As mentioned above, everyone's first choice will be to start Alter Self-ing until the cows come home. Of course, you can also use polymorph to snag some larger outsider shenanigans as well. While magic weapons are everywhere by the level you get this, you do pick up DR 10/magic as well, which can keep your butt protected against a volley of mook arrows and the like.


    That Which Is to be Sought:
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    • Amulet of the Silver Tongue (lesser): 2,500 for a +5 enhancement bonus on Truespeak. Necessary. Available with 3rd-level WBL, but only realistic at 4th and above.
    • Amulet of the Silver Tongue (greater): 10,000 for a +10 enhancement bonus on Truespeak. Available at level 6, but realistic at levels 8 and above. Replaces the lesser version above, so you may be able to trade up. Necessary, and great because it stacks with...
    • Competence Item of Truespeak +10: 10,000 for a technically custom item. Plead with your DM for the Truenamer's equivalent of a ring of Jumping. If they're nice, see if you can get a higher bonus. Also available by level 8, but you'll probably have better luck snagging the Silvertongue amulet first. Included on the table above at level 15.
    • Truespeak Masterwork Tool: A tome of cribsheets or the like, we'll snag whatever we can get for 50 gp.
    • Wand or scrolls of polymorph: Useful for various outsider shenanigans, as well as transforming into a Logokron Devil for +10 racial bonus on Truespeak.
    • Wands and scrolls of Substitute Domain: as already listed above.
    • Wands or scrolls of Truespeak spells: as already listed above.
    • Dark Lantern: Only if your darkvision can pierce it. Otherwise, go with psionic items of Control Light.
    • Stat-boosting items of INT and CHA: Standard Stat boosters help to pull up your checks and spell save DCs.


    That Which May Not Fly:
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    • LA Buyoff: If this powerful variant is allowed, you may want to play as a Phrenic creature. Not only does this template provide bonuses to INT and CHA (your two main stats, allowing you to supercharge them or redistribute some points to other stats like DEX and CON), but it also provides you some always-augmented psi-like abilities, including some straight blasting power that this build admittedly lacks. The power of a Truenamer is not psionic novaing, but their ability to bypass many of a foe's defenses. This option adds a whole new side to Sortes, for those times that you just want to roll a bunch of dice.
    • Flaws: Inattentive and Noncombatant are always good flaws, especially since you can still throw daggers at your foes and gain the bonus of both Knowledge Devotion and Weapon Specialization. In exchange, you could take Truespeak Training at level 1 to open up the later feat slot, along with a feat of your choosing (I'd go with Combat Expertise, just for a little additional defense). Alternatively, if your DM doesn't allow our Substitute Domain shenanigans, you could even take Able Learner (which just seems a whole lot more boring) to keep all Knowledge skills in-class. If you do this, you're free to choose whichever domain you like for Divine Crusader, and I'd choose Destiny. If your DM DOES allow it, however, you can use one of your free feat slots later to take Heretic of the Faith (found in Power of Faerun), which allows you to pick a domain not normally available to your deity. So if the list above wasn't good enough, and you just need to get a different one, you can scrap any one domain your deity offers and choose a new one. As a side note, you can change the favored weapon as well. As written, of course, the feat requires heavy DM adjudication, so we're keeping it to this section.
    • Divine Crusader doesn't work that way!: Now, some naysayers (or more conservative ayesayers may tell you that Substitute Domain is of no use to a Divine Crusader, since "She may only prepare and cast spells from her chosen domain" (Complete Divine, page 34). However, Subsitute Domain allows you to "swap one of your current domains for another that your deity offers" (Complete Champion, page 128). Simple as that: you no longer have this one, but now you have that one. You still have the same alignment and worship the same deity, so I don't see any reason why it wouldn't work.


    That Which Has Been Written:
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    • Tome of Magic
    • Complete Divine
    • Races of Destiny
    • Complete Champion
    • Book of Vile Darkness
    • Complete Arcane
    • Unearthed Arcana (Adaptation only)
    • Expanded Psionics Handbook (Adaptation only)
    • Power of Faerun (Adaptation only)

  13. - Top - End - #133
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    Default Re: Iron Chef Optimization Challenge in the Playground XXIII

    That's all of them, folks. The judging period begins now!
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    '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 in the Playground XXIII

    Of the three ideas I had, I picked one, and the other two were both used by different people! The 11 domains for 11 entries was pretty fortuitous indeed.

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    Default Re: Iron Chef Optimization Challenge in the Playground XXIII

    0.0

    Wait what... Truenamer... what is this I don't even?
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    Default Re: Iron Chef Optimization Challenge in the Playground XXIII

    I've heard true naming is poorly built and otherwise bad. I don't know why.

    But this seems ok, regardless. No-ones allowed to say (yet), but I wonder who submitted that one.
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    Default Re: Iron Chef Optimization Challenge in the Playground XXIII

    Wow. I wish I was judging this one. There's a LOT of good stuff here.

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    Default Re: Iron Chef Optimization Challenge in the Playground XXIII

    Don't forget to vote for honorable mention. Only votes for entries placed 4th or lower count, however.

    I'll cast the first vote, for Vald Lokkur, the Wolf of Winter.
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    '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 in the Playground XXIII

    I vote for Sortes.
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    Default Re: Iron Chef Optimization Challenge in the Playground XXIII

    I vote for *scrubbed till I find out

    *EDIT

    Oh wait, it says vote by PM. Is it acceptable to do both, does a post here suffice, is a post here not supposed to be done by contestants?
    Last edited by Vandicus; 2011-08-17 at 10:54 PM.

  21. - Top - End - #141
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    Default Re: Iron Chef Optimization Challenge in the Playground XXIII

    Both forms are acceptable, but I don't think an anonymous vote for honorable mention is necessary. I would also prefer if contestants didn't vote at all just to avoid the temptation of voting for yourself.
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    '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 in the Playground XXIII

    I'd also like to vote for Vald Lokkur, the Wolf of Winter. Never thought of using Arcane Archer together with this prestige class ever.
    Last edited by The Gilded Duke; 2011-08-17 at 11:14 PM.
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    Default Re: Iron Chef Optimization Challenge in the Playground XXIII

    Hmm, nobody used either of my ideas, which is nice to see. My first idea was a raptoran using the Animal domain to get into Skypledged, thus opening up a hell of a lot of new spells (low-level, sure, but everything counts). That fell through when I couldn't think of what class to start out as. My second idea was to use the Incarnum domain on either a Totemist or a Soulborn . . . I was really, really close to just going VoP Totemist 10/Divine Crusader 10 with the Incarnum domain, but 1) I didn't know how people would react to me fudging the whole holy symbol/VoP issue, and 2) I ran out of time. (I had also considered using a Soulborn and then going into Wonderworker at the end, thereby snagging more 8th- and 9th-level spells than anyone else would get.)

    I need to look at my free time over the next week or so. I MIGHT judge this. That's quite a few entries, though.
    Last edited by Zaq; 2011-08-18 at 01:39 AM.
    In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers

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    Gentlefolk, learn from Zaq's example, and his suffering. Remember, seven out of eleven players who use truenamer lose their ability to taste ice cream.
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    Kobold

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    Default Re: Iron Chef Optimization Challenge in the Playground XXIII

    I was considering a Raptoran Crusader/Paladin/Divine Crusader/Ruby Knight Vindicator.

    Worship Wee Jas, use the Magic Domain to get Anti Magic Field.
    Fly around, use Crusader and Shadow Hand maneuvers and stances that counted as EX abilities even when they really shouldn't. Fly around in a widened Anti-Magic Field, Shadow Jaunting across the battlefield to shut people down.
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    Thumbs up Re: Iron Chef Optimization Challenge in the Playground XXIII

    I really appreciate those entries who bother giving a brief description of the character (i.e. Race Class A/Class B/PrC A/PrC B) outside of the progression table - it makes it so much easier to get your head around the concept at a glance, rather than having to slog through to whole table before you even get the basics. Nice.

    I haven't had much time on these forums lately (my work blocked access to this a bunch of other sites which I used to browse a lunchtime and other breaks), but if I had, I would have submitted something like Paladin 2/Binder 3/KotSS 5/Divine Crusader X/KotR X).

    I really wish I'd been more active on the forums, this is one comp I really would have liked to enter, as I've thought about DC builds quite a bit...c'est la vie.

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    Default Re: Iron Chef Optimization Challenge in the Playground XXIII

    Before I begin judging, allow me to say this:

    Wow.

    No, really. You guys really stood up to the plate and took a good swing at this one. I don't see ANY builds which are BAD (a couple with some mechanical issues, perhaps, but not bad).

    You've brought me a veritable smorgasbord of culinary delights, and I shall take my time savoring every individual flavor.

    No matter who wins the competition, everyone who submitted a build deserves should know that their creation was certainly worthy of the contest, and acquitted themselves honorably.

    And here I thought I was going to be a jerkface judge this time 'round, with comments like 'Wrong! Please don't try to do it again, you'll only embarrass yourself and sicken myself'. Instead I find myself struggling to not shed at tear at the sheer craftsmanship involved in these builds.

    You may still end up with 'Morbo say it not work that way!', but please know that I use this with tongue-in-cheek. Even a master can improve, it is simply that the improvements become more subtle. If I offer suggestions or constructive criticism, it is primarily to help you achieve even higher pinnacles of perfection in following competitions. It's tough to get better when you are on this level of excellence... but I shall do my humble best to help you improve.

    I'll also say that I think that the Creative scores this round are going to be much higher than average. All of these builds are unique (Barring Shadowcraft Gnome CharOp build copypaste), and leverage abilities in ways that I never thought of going. Using such sub-par classes as Arcane Archer and Truenamer... effectively!
    Last edited by ShneekeyTheLost; 2011-08-18 at 09:45 AM.
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    Quite possibly, the best rebuttal I have ever witnessed.
    Joker Bard - the DM's solution to the Batman Wizard.
    Takahashi no Onisan - The scariest Samurai alive
    Incarnum and YOU: a reference guide
    Soulmelds, by class and slot: Another Incarnum reference
    Multiclassing for Newbies: A reference guide for the rest of us

    My homebrew world in progress: Falcora

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    Default Re: Iron Chef Optimization Challenge in the Playground XXIII

    Quote Originally Posted by flabort View Post
    I've heard true naming is poorly built and otherwise bad. I don't know why.

    But this seems ok, regardless. No-ones allowed to say (yet), but I wonder who submitted that one.
    Truenamer is hard to use because the DCs to cast spells scale the more you use them each day, you can only have one cast of each spell going at once, and your effects are about as good as spells, so the chance of failure isn't really worth it.

    EDIT: All I'm saying is, I did something here I've never seen before anywhere. And I don't even count myself in the top 3 for most inventive. This round is absurdly high-quality.
    Last edited by term1nally s1ck; 2011-08-18 at 05:17 AM.

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    Default Re: Iron Chef Optimization Challenge in the Playground XXIII

    Eleven builds, all alike in dignity...seriously, I second term1nally s1ck. I'm excited to see the judges' comments this round.
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    Default Re: Iron Chef Optimization Challenge in the Playground XXIII

    For those keeping track at home, our submissions this time are...


    {table=head]Main Class|Second Class|Domain Chosen
    Hexblade | Arcane Archer | Winter Domain
    Paladin | Bone Knight | Hunger Domain
    Swordsage | fighter | Time Domain
    Hexblade | Shadowcraft Mage | Illusion Domain
    Bard | Warweaver | Healing Domain
    Blackguard | Ocular Adept | Strength Domain
    Duskblade | - | Community Domain
    Hexblade | Paladin of Slaughter | Luck Domain
    Favored Soul | Fighter | Protection Domain
    Duskblade | Nar Demonbinder | Destruction Domain
    Truenamer | - | Multiple Domains[/table]

    I honestly thought there would be more Duskblades. The ability to channel a high level spell into a melee attack is delicious. But then, there's no shortage of deliciousness on this list. I almost wish I was judging.
    .
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    Don't part with your illusions. When they are gone you may still exist but you have ceased to live. - Samuel Clemens

    Oh, and DFTBA.

  30. - Top - End - #150
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    Default Re: Iron Chef Optimization Challenge in the Playground XXIII

    Going over these a little more in detail, I may end up the jerkface judge after all.

    Game mechanics are there for a reason. Many of the builds have rather gross mechanics violations. Ignoring CL caps, ignoring prerequsites, ignoring swift action limitations... each build will have it set up in my judging post.

    Just remember, I'm doing this to help you improve your optimization skills, not because I enjoy being a meany-face.

    Everyone here is definitely above par for average skill. But the devil is in the details, and a couple of builds look a bit rushed, and some of those details got left behind, and now they're coming back to bite you in the arse.
    Last edited by ShneekeyTheLost; 2011-08-18 at 10:12 AM.
    Quote Originally Posted by The Underlord View Post
    All hail great Shneekeythulhu! Ia Ia Shneeky fthagn
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    Quite possibly, the best rebuttal I have ever witnessed.
    Joker Bard - the DM's solution to the Batman Wizard.
    Takahashi no Onisan - The scariest Samurai alive
    Incarnum and YOU: a reference guide
    Soulmelds, by class and slot: Another Incarnum reference
    Multiclassing for Newbies: A reference guide for the rest of us

    My homebrew world in progress: Falcora

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