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  1. - Top - End - #31
    Titan in the Playground
     
    Heliomance's Avatar

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    Default Re: Iron Chef Optimisation Challenge - Home Cooking Edition

    Quote Originally Posted by The Viscount View Post
    Finally finished my entry. Backstory took me a while to finish hammering out. Could I get confirmation of it getting there to assuage my paranoia?

    I don't think the rules explicitly say you must include a backstory, but you certainly should expect a penalty if you don't have one. That being said we've had successful entries with all sorts of backstory length. We've had ones as short as a few lines of verse.
    Entry received. And... I see some things I need to tweak after the contest O_o
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    Quote Originally Posted by Kalirren View Post
    The only person in the past two pages who has known what (s)he has been talking about is Heliomance.
    Quote Originally Posted by golentan View Post
    I just don't want to have long romantic conversations or any sort of drama with my computer, okay? It knows what kind of porn I watch. I don't want to mess that up by allowing it to judge any of my choices in romance.

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    Wish building characters for D&D 3.5 was simpler? Try HeroForge Anew! An Excel-based, highly automated character builder. v7.4 now out!

  2. - Top - End - #32
    Barbarian in the Playground
     
    PirateWench

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    Default Re: Iron Chef Optimisation Challenge - Home Cooking Edition

    Quote Originally Posted by Heliomance View Post
    Entry received. And... I see some things I need to tweak after the contest O_o
    Tweak with the contest, or with the class?

  3. - Top - End - #33
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    Beholder

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    Default Re: Iron Chef Optimisation Challenge - Home Cooking Edition

    Sent mine in. I just hope nobody got the same ideas as I did . It'll be interesting to see what the other chefs did.
    Spoiler: Build Competitions/Medals
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    LX: Bronze. Krad, the Mad Strangler.
    LXII: Nebbercracker
    LXIII: LOCKDOWN Unit 4456: Honorable Mention
    LXIV: Gold. Xel'Dek, Scourge of the Underdark
    LXVI: Bronze. Sergeant Hammer
    Junkyard Wars X: Bronze. Master Lee

  4. - Top - End - #34
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    Heliomance's Avatar

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    Default Re: Iron Chef Optimisation Challenge - Home Cooking Edition

    Welp, from the two entries I've received so far, I think I've made the class a bit overpowered!

    A note to judges: Unlimited Healing was not intended to break caster level caps on Cure spells and the like. I realise the current wording is a tad unclear, and Death of the Author and all that, but that's the RAI of the ability should it matter.
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    Quote Originally Posted by Kalirren View Post
    The only person in the past two pages who has known what (s)he has been talking about is Heliomance.
    Quote Originally Posted by golentan View Post
    I just don't want to have long romantic conversations or any sort of drama with my computer, okay? It knows what kind of porn I watch. I don't want to mess that up by allowing it to judge any of my choices in romance.

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  5. - Top - End - #35
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    PirateWench

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    Default Re: Iron Chef Optimisation Challenge - Home Cooking Edition

    You'll have a third entry once i finish up the fluff and the table. COuld really use a way to just export it out of hero forge, but that might be a bit much of a coding headache.

  6. - Top - End - #36
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    Default Re: Iron Chef Optimisation Challenge - Home Cooking Edition

    Quote Originally Posted by KrimsonNekros View Post
    You'll have a third entry once i finish up the fluff and the table. COuld really use a way to just export it out of hero forge, but that might be a bit much of a coding headache.
    ... damn you. Damn you to the blackest pits of Tartarus! Now I'm trying to work out how to do that >_>

    Won't be possible to auto populate feats, as HF doesn't keep track of what level they're gained at, but the rest... Maybe. No promises.
    Last edited by Heliomance; 2015-01-03 at 07:27 AM.

  7. - Top - End - #37
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    PirateWench

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    Default Re: Iron Chef Optimisation Challenge - Home Cooking Edition

    Honestly just Classes, BAB, Saves, and Skills are the most time consuming. Copying abilities and feats is easy.

  8. - Top - End - #38
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    Heliomance's Avatar

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    Default Re: Iron Chef Optimisation Challenge - Home Cooking Edition

    Only had two entries, and it was Christmas. Think I'll let this run another week, if that's okay with everyone. The judging phase of the main contest will also run another week.
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    Quote Originally Posted by Kalirren View Post
    The only person in the past two pages who has known what (s)he has been talking about is Heliomance.
    Quote Originally Posted by golentan View Post
    I just don't want to have long romantic conversations or any sort of drama with my computer, okay? It knows what kind of porn I watch. I don't want to mess that up by allowing it to judge any of my choices in romance.

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  9. - Top - End - #39
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    PaladinGuy

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    Default Re: Iron Chef Optimisation Challenge - Home Cooking Edition

    Quote Originally Posted by Heliomance View Post
    Only had two entries, and it was Christmas. Think I'll let this run another week, if that's okay with everyone. The judging phase of the main contest will also run another week.
    Yeah, another week probably would be for the best. I'm fine with it.

  10. - Top - End - #40
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    Default Re: Iron Chef Optimisation Challenge - Home Cooking Edition

    Quote Originally Posted by Heliomance View Post
    Only had two entries, and it was Christmas. Think I'll let this run another week, if that's okay with everyone. The judging phase of the main contest will also run another week.
    Hallelujah. I have a build about half-written, and yeah, it's Christmas' fault. I'll definitely be able to enter with the extension.

  11. - Top - End - #41
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    PirateWench

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    Default Re: Iron Chef Optimisation Challenge - Home Cooking Edition

    I finishing up the writeup then I'll submit. Might throw together another Idea I was tinkering with.

  12. - Top - End - #42
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    Default Re: Iron Chef Optimisation Challenge - Home Cooking Edition

    No objections here.
    Kolyarut Avatar by Potatocubed.
    Quote Originally Posted by willpell View Post
    Only playing Tier 1s is like only eating in five-star restaurants [...] sometimes I just want a cheeseburger and some frogurt. Why limit yourself?
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  13. - Top - End - #43
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    PaladinGuy

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    smile Re: Iron Chef Optimisation Challenge - Home Cooking Edition

    Build submitted. I'm really happy with how it turned out (at least, I think it turned out well. This is my first iron chief challenge, I'm just hoping I didn't make any noobish mistakes. Either way, I had fun making the build.

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    Default Re: Iron Chef Optimisation Challenge - Home Cooking Edition

    I'm in too! Finally.

    I also hope I didn't make any noobish mistakes, and this like my 9th build competition...

  15. - Top - End - #45
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    Default Re: Iron Chef Optimisation Challenge - Home Cooking Edition

    Quote Originally Posted by Michael7123 View Post
    Build submitted. I'm really happy with how it turned out (at least, I think it turned out well. This is my first iron chief challenge, I'm just hoping I didn't make any noobish mistakes. Either way, I had fun making the build.
    Quote Originally Posted by sakuuya View Post
    I'm in too! Finally.

    I also hope I didn't make any noobish mistakes, and this like my 9th build competition...
    I've been cooking for a while and I still make noob mistakes :)

  16. - Top - End - #46
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    Default Re: Iron Chef Optimisation Challenge - Home Cooking Edition

    Only a few hours more to go on this. I have four builds in so far - there going to be any more last minute entries?

    Also, I am so going to nerf the save on Unlimited Healing after this is done.
    Last edited by Heliomance; 2015-01-10 at 07:24 PM.
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    Quote Originally Posted by Kalirren View Post
    The only person in the past two pages who has known what (s)he has been talking about is Heliomance.
    Quote Originally Posted by golentan View Post
    I just don't want to have long romantic conversations or any sort of drama with my computer, okay? It knows what kind of porn I watch. I don't want to mess that up by allowing it to judge any of my choices in romance.

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  17. - Top - End - #47
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    PaladinGuy

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    Default Re: Iron Chef Optimisation Challenge - Home Cooking Edition

    Quote Originally Posted by Heliomance View Post
    Only a few hours more to go on this. I have four builds in so far - there going to be any more last minute entries?

    Also, I am so going to nerf the save on Unlimited Healing after this is done.
    I can't imagine why.

    Also, did you get my recent PM? I forgot to send you my write up at levels 5, 10, 15, and 20 in my original submission. They're in the new PM.

  18. - Top - End - #48
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    Default Re: Iron Chef Optimisation Challenge - Home Cooking Edition

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

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    Wish building characters for D&D 3.5 was simpler? Try HeroForge Anew! An Excel-based, highly automated character builder. v7.4 now out!

  19. - Top - End - #49
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    Default Re: Iron Chef Optimisation Challenge - Home Cooking Edition

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

    Avatar by Rain Dragon

    Wish building characters for D&D 3.5 was simpler? Try HeroForge Anew! An Excel-based, highly automated character builder. v7.4 now out!

  20. - Top - End - #50
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    Default Re: Iron Chef Optimisation Challenge - Home Cooking Edition

    Kᴜɴᴅᴀʀᴀᴋ-Cʀᴇᴀᴛᴏʀ, ᴅᴏᴇs ᴛʜɪs ᴜɴɪᴛ ʜᴀᴠᴇ ᴀ sᴏᴜʟ?

    Quote Originally Posted by Clank
    Clank
    LN Warforged Crusader 3/Fighter 2/Warforged Juggernaut 1/Pious Templar 1/Warforged Juggernaut 4/Fecund Healer 10

    Stats
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    Str 16
    Dex 10
    Con 14
    Int 12
    Wis 16
    Cha 8

    With Racial Adjustments
    Str 16 (Increases here)
    Dex 10
    Con 16
    Int 12
    Wis 14
    Cha 6

    Backstory
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    Clank was born with a soul. His superiors told him many times that he was simply forged with intelligence, but through all the lessons in basic training, Clank never gave up on the idea that he, just like every warforged, had a soul just like every other being in Khorvaire.

    When basic had finished Clank was shipped off with the rest of his battalion to fight in the war. It’s true what they said. War was hell. It was nothing like the sparring matches and practice fights of basic. Battles were messy, disorganized, brutal, and exhaustingly long. Clank was no innocent. He knew he would have to kill to survive. He was prepared for the killing, but not for the screaming, the mess, the fear in the fleshy men’s eyes as they faced death. The mercenaries were brave enough to face the battles without complaint. The reanimated dead bore battle, like everything, in chilling silence. Worst were the living Karrnathi soldiers. They knew that those who fell in battle earned another tour of duty in the Bone March, and it frightened them.

    Clank was assigned the heavy infantry division, which meant he along with his comrades spent a great deal of time blocking enemy advances while artillery or a spoiled wizard bombarded the ground right in front of them. Warforged fit the job perfectly, as they were tough soldiers and the very definition of acceptable losses as far as superiors were concerned. In fact the only fleshy one in their unit was their human commander, Standish. He was a tough man who asked much and forgave little. He was greyed and thinned with age but Clank never knew how much was from age and how much was vitality drained from war. He was not a cruel man, and he only doled out punishment to those who failed or disobeyed. But he was an old commander used to human armies, and he didn’t know how to treat his new recruits. Deep down he was likely a little afraid of them. So he defaulted to the simplest commands and the strictest rigor possible. It made little difference in the long run. The only reward he could have given them was armor polish, but that would have made them too visible.

    As the war dragged on, things got worse for everyone. Supply lines thinned, and what little they received trickled to near nothing. The troops barely noticed at first. Without a need for food, drink, or bedding, they needed little to keep running. But as weeks added up and they pushed deeper into dangerous territory, supplies stopped completely. The troops pushed on as best they could, using whatever scrap metal they could to make kludge repairs, but the gaps in their armor got wider with every battle. Their commander was not so lucky. He was able to scavenge enough to keep in working shape for a while, but a long string of battles with Karrnathi zombies meant there was no food to be found. Starvation weakened him, but he did his best to put on a brave face for the troops.

    After two weeks the commander was getting desperate. He sent the troops out on increasingly daring raids in the hopes of finding something he could use. After a few close calls they finally found something. An ambush of a Karrnathi camp yielded two scroll hidden in the officer’s tent. Standish had enough training to recognize them as scrolls of teleportation, but that was all he could tell. He thought over it for most of the night while eating a modest dinner of trail rations.

    The next morning he gathered his damaged, half rusted troops and informed them he would be selecting a small group to test the scroll with him in the hopes it could take them somewhere where they could reunite with the main army. Clank asked what would happen to those left behind. Standish answered with the phrase used to describe their battalion since day one: acceptable losses.

    Standish selected Clank as one of those who would accompany him. Looking around at the others selected, Clank realized the group had been selected at random. To Standish, they were all the same. Standish stood in the center and recited the activation words on the scroll as best he could, stumbling slightly over the unfamiliar language. A sudden flash of light, and then they were floating in emptiness. Although there was nothing to see, Clank felt immense power flowing into him. Before his eyes, Clank saw the notches and gaps in his armor disappearing. The rest of the troops were similarly regenerating. Standish’s minor nicks were disappearing even faster, but his sunken cheeks remained. Clank spoke up to ask where they were. Standish opened his mouth to answer and found he couldn’t. His hands went to his throat as he gasped for air that wouldn’t come. The troops looked on helplessly as their commander struggled even as he was filled with more life than even they. As Clank moved toward the commander, he felt the life force within him building to levels beyond what he had ever felt before. His insides began burning with the sheer power struggling to find an outlet. From the look on Standish’s face, Clank could tell the same was happening. The purple of Standish’s face gave way to shining gold. The scroll he was reaching for fell from his hands as Standish burst with a wheezing gasp and a shower of blinding gold. Clank felt the burning intensify, and the troops began groaning that it was becoming too much.

    In the following chaos, one of the troops was able to activate the second scroll on pure luck. Someone was smiling down on them for the first time in a long time, and it brought them back to the right plane, reuniting them with the troops. They buried Standish’s remains with as much resembling military honors as they could manage. When they finished, they looked about asking what their next orders were. After an hour of discussion they reached the conclusion that they no longer had any orders. In all their time fighting none of their superiors found it necessary to inform the troops what the larger purpose was. They just followed orders that sent them from battle to battle. Without a commander the troops simply marched forward, looking for something more. In time the war concluded, not that they ever knew. After a while they finally found themselves in the Mournlands, accepted into the growing community of warforged who lived there.

    There they learned about the war they fought, the crimes of men, and the freedom they could now enjoy. Some pushed for war upon the world. Others taught them of the Becoming God, who watched over warforged and needed a body. Then Clank’s life finally made sense. Their teachings reaffirmed what he had known his whole life: that he, like every warforged, had a soul. There he had his revelation: he may have the same soul as men, but he was blessed by the Becoming God with stronger life force. Someone was watching out for them that day. Their trip to the Positive Energy Plane taught Clank that the powerful force of life was too strong for the weak bodies of flesh. Warforged were the ones who most deserved the life force that was the gift of the Becoming God. It was then that Clank dedicated himself to spreading the healing blessing to those who most deserved it: his warforged brethren.

    Build
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    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Crusader 1 +1 +2 +0 +0 Balance 4, Heal 2, Knowledge (the planes) 2, Knowledge (Religion) 4, Martial Lore 1 Adamantine Body Furious Counterstrike, Steely Resolve 5
    2nd Crusader 2 +2 +3 +0 +0 Balance 5, Heal 2.5, Intimidate 2, Knowledge (the planes) 2.5 Indomitable Soul
    3rd Crusader 3 +3 +3 +1 +1 Heal 3, Intimidate 3, Knowledge (the planes) 3 Power Attack Zealous Surge
    4th Fighter 1 +4 +5 +1 +1 Craft (Alchemy) 2, Heal 3.5 Weapon Focus (Slam) Bonus Feat
    5th Fighter 2 +5 +6 +1 +1 Heal 4, Knowledge (the planes) 4 Improved Bullrush Bonus Feat
    6th Warforged Juggernaut 1 +5 +8 +1 +1 Heal 4.5, Intimidate 4, Knowledge (the planes) 4.5 True Believer, Powerful Charge (B) Armor Spikes 1d6, Expert Bull Rush, Powerful Charge, Reserved
    7th Pious Templar 1 +6/+1 +10 +1 +3 Heal 7.5 Mettle
    8th Warforged Juggernaut 2 +7/+2 +11 +1 +3 Heal 8.5, Knowledge (the planes) 5 Charge Bonus +1, Construct Perfection I, Extended Charge
    9th Warforged Juggernaut 3 +8/+3 +11 +2 +4 Heal 10 Shock Trooper Construct Perfection II, Healing Immunity, Superior Bull Rush
    10th Warforged Juggernaut 4 +9/+4 +12 +2 +4 Intimidate 5 Armor Spikes 1d8, Charge Bonus +2, Construct Perfection III
    11th Fecund Healer 1 +9/+4 +14 +2 +6 Concentration 5 Healing Hands, Unlimited Healing
    12th Fecund Healer 2 +10/+5 +15 +2 +7 Concentration 8, Knowledge (Arcana) 1, Knowledge (Nature) 1 Stone Power Vivacious Blast +1d6
    13th Fecund Healer 3 +11/+6/+1 +15 +3 +7 Concentration 13 Brew Restorative Draught
    14th Fecund Healer 4 +12/+7/+2 +16 +3 +8 Concentration 17, Spellcraft 1 Vivacious Blast +2d6
    15th Fecund Healer 5 +12/+7/+2 +16 +3 +8 Concentration 18, Diplomacy 4 Shards of Granite Defy Death, Greater Healing Hands
    16th Fecund Healer 6 +13/+8/+3 +17 +4 +9 Concentration 19, Diplomacy 8 Vivacious Blast +3d6
    17th Fecund Healer 7 +14/+9/+4 +17 +4 +9 Concentration 20, Diplomacy 12 Brew Restorative Draught (4th)
    18th Fecund Healer 8 +15/+10/+5 +18 +4 +10 Concentration 21, Diplomacy 16 Martial Stance (Aura of Perfect Order) Vivacious Blast +4d6
    19th Fecund Healer 9 +15/+10/+5 +18 +5 +10 Concentration 22, Diplomacy 20 Brew Restorative Draught (5th)
    20th Fecund Healer 10 +16/+11+6/+1 +19 +5 +11 Concentration 23, Diplomacy 23, Heal 11 Holy Hands, Master of Life, Vivacious Blast +5d6, Zoetic Transformation

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


    Maneuvers
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    1st: Charging Minotaur, Crusader’s Strike, Douse the Flames, Vanguard Strike, Stone Bones

    2nd: Foehammer

    Stances: Martial Spirit, Leading the Charge, Aura of Perfect Order (Martial Stance)


    Level 5
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    Crusader’s a solid base to start with, and it will go far to keep you alive along with adamantine body giving you DR 2 and your large amounts of health. Leading the Charge is a good stance to start with in combat, as time goes on it becomes more viable to use in as well. Martial Spirit is your bottomless source of healing at 2 per strike (you heal full not half, since it’s not supernatural or a healing spell) so it qualifies you for the SI. Don’t worry about indomitable soul, it only adds bonus (not penalty) and you’re still benefitting from Wis. Zealous Surge becomes extremely useful in preventing yourself from blowing up.

    For maneuvers you get to prepare 5 of 6, so forget about Stone Bones once it stops being useful and just keep in reserve. Charging Minotaur’s bonus and damage stack with Superior Bullrush so it makes itself useful later. Crusader’s Strike is more healing to stay alive and can be used on friends as well, same full benefit as Martial Spirit. Foehammer is great for punching through DR, and you don’t need mountain hammer since your slam and armor spikes are adamantine. Douse the Flames’ primary use will be protecting yourself when you want to use drink a potion or use Vivacious Blast.

    Feat choices are all going toward qualifying for things, and fighter goes a long way toward getting in as soon as possible. Slam is the only favored weapon of the Becoming God; don’t feel compelled to use it over a greatsword.

    Level 10
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    With a level of Pious Templar and four of Warforged Juggernaut your survivability has shout up even higher. Mettle combined with a high fort save, a good Con, and a host of construct immunities mean there’s little that really fazes you. Pious Templar gives you the choice of paladin or blackguard spells as a neutral servant of a neutral god. Personally I prefer blackguard, with more spells from the assassin list and fewer ones centered on a mount you don’t need, and you’re not losing the effect of that many (healing) spells since most of your list is other buffs. The investiture spells in particular are very nice and as a warforged you cannot suffer the fatigue that follows.

    Juggernaut doesn’t do anything to prevent Crusader’s maneuvers and stances from healing you, so use them to your advantage. To summarize, you’re immune to the following: poison, sleep, paralysis, disease, nausea, fatigue, exhaustion, energy drain, nonlethal damage, critical hits (and thus precision damage), death effects, necromancy effects, and mind affecting effects. That’s nearly everything you could want to be protected against, and the SI will fix up what little remains.

    Shock Trooper and Superior Bullrush mean you can run about pushing people around and smashing your enemies with relative impunity, and the bonus from Juggernaut means you will be able to succeed on most checks.

    Level 15
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    The SI begins to pay off quickly, and it’s becoming quite difficult to put you down. Healing hands and greater plug the last defense you were missing and undo ability damage and drain. Brew Restorative Draught gives you a plethora of useful spells, most importantly the vigor line, to keep everyone alive and kicking. Unlimited healing potentially quite the real powerhouse, because it covers Juggernaut’s only real drawback of healing immunity. The exact effect is a bit vague, so it’s not certain whether your spells can heal you half (assuming it treats you like a construct) or heal you full (on the basis of you being a living construct), but either way it’s more than the zero you had before. A stricter DM may rule against you and say you still can’t heal, but regardless your Crusader healing works at full. The second potential outcome of Unlimited Healing is that it might restore your ability to benefit from the potions you brew, since that might fall under the purview of the first clause of the ability. If so, that effectively adds more spells onto your list to be used in the thick of battle, in which case Douse the Flames will save your hide.

    Vivacious Blast similarly has full effectiveness on you since it’s neither a (healing) spell nor a supernatural ability. Your high survivability means if you want to you can engage in a war of attrition with your enemy and heal them until they explode. Your high offensive power means if that doesn’t work you can simply buff and heal yourself and smash them into submission. Vivacious Blast is best used to keep you and friends alive, and Douse the Flames removes the pesky AoO issue, though you’ll automatically make the concentration check if it comes to that from level 14 on. You’ll also make any checks to cast Pious Templar spells, which the SI advances.

    Defy Death worth fantastically with your abilities. Crusader’s strike automatically heals enough to trigger it, so it will come up quite a lot, and will make great use on yourself when in a particularly tough battle as a sort of homemade stance of immortal fortitude. Martial Spirit is great for bringing back those who just died from hp loss, and once your potions can copy higher level spells you can pour a Heal or Panacea down their throat, which will bring back almost anybody.

    Stone Power effectively gives you DR 10, stacking with the 2 from Adamantine Body, and Shock Trooper means you don’t have to worry about the attack penalty bothering you. Shards of Granite lets you save up Foehammer for when you really need it and it gives you extra incentive to use Stone Power. The ability to overcome hardness means you don’t mind Mountain Hammer, and you can fly when you want.

    Level 20
    Spoiler
    Show
    Now true Power is yours. Martial Stance nabs you Aura of Perfect Order, which lets you take 11 on any d20 roll. This is exceptionally useful in doing things like ensuring later iteratives hit, but its strongest power lies in allowing you to run about with a buffer of temporary hitpoints.

    With your bonus to fort saves and the way the DC is calculated at level 18 you can have 55 temporary hitpoints at absolutely no danger, and because only two successive failures are lethal you only have to use the ability on saves every other round, and can use the power on whatever you want for those in between. Once you hit level 20 you can have around 226 temp hp with the same trick, assuming average hp. If you don’t want to use the stance for this, or want to have Martial Spirit up instead you can simply have around 166 temp hp and make no saves since that brings you to double your normal max.

    Granted, once Zoetic transformation kicks in that’s not much of an issue. As we all know, regeneration plus immunity to nonlethal makes for a winning combination. You’ve easily got the healing to cover the little that overcomes it (especially now that with brewing 5ths you can make heal and panacea), and your immunities cover most everything else. The largest source of negative energy is necromancy spells. If your DM decides (as many do) that the immunity to necromancy effects means immunity to necromancy spells, then that’s one source essentially covered. Vile damage as the other is extremely rare so is virtually not a concern. Vivacious Blast now deals enough to trigger Defy Death every time, so you can use it to get out of whatever rare jam you fall into.

    The fact that Zoetic Transformation changes your type to outsider may seem to cause problems at first. However, warforged’s immunities are all based on the living construct subtype, and this subtype is retained even when type changes, so it’s all good and you’re still night invulnerable.

    Sources
    Spoiler
    Show
    Crusader, Martial Stance, Stone Power, Shards of Granite: Tome of Battle
    Warforged, Warforged Juggernaut, Adamantine Body, Powerful Charge: Eberron Campaign Setting
    Pious Templar, True Believer: Complete Divine
    Shock Trooper: Complete Warrior
    Fighter, Weapon Focus, Power Attack, Improved Bull Rush: srd
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  21. - Top - End - #51
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    Have you ever danced with the devil in the warm glow of exploding imps?

    Quote Originally Posted by Solas
    Solas, Bringer of Light
    NG Spirit Hellbred
    6 cleric/4 Radiant Servant of Pelor/10 Fecund Healer

    Str 10 Dex 8 Con 16-2 Int 12 Wis 16(+5) Cha 14+2
    Casting as 17th level cleric, with 20 CL

    Spoiler
    Show


    Spoiler: Backstory
    Show
    “He’s not coming, stupid fleshbag.” barked the first imp
    “Patience, the muck slows down these flightless idiots. A few more hours though and the boss may call it quits.” replied the second.
    Finally a figure appeared out of the dark. It wore white robes, patterned with red and green, the center of its torso holding a large image of a sun, the sign of Pelor. The imps turned invisible and waited as the door was opened. The figure stepped inside and removed its hood to reveal a golden-eyed man, hair cropped short and his neck bearing several holy symbols that pained the imps to be near.
    “I am Solas. Pleased to meet your acquaintance. Apologies for my lateness, Mrs. Harrison was having her baby finally and I stayed to help deliver. I see you’ve already made yourselves at home.” calmly spoke the man. The imps were taken aback. How could he possibly know that they were there? They needed to act quickly.
    “Grab those holy symbols! He can’t focus his magic without them!” yelled the third imp as it darted up to eye level and tried to lift off one of the amulets. The imp instantly regretted the action as holy energy surged into its body, causing it to explode in a golden puff of smoke a few seconds later. The remaining imps stood there, mouths open. “Killing my underlings Solas? I had been told since you were brought back you were man of peace. Unfortunate, given your previous position as a favourite enforcer of mine...” a man dressed in blood red and black robes stepped out of the darkness. “How you used to revel in the bloodshed, collecting contracts from us... It’s sad to see you've stooped to healing those you use to torment.” the robed man waved his imps away, telling them to report back. Solas walked past the man into his kitchen and began to brew himself some tea. The devil winced at being ignored, but continued his speech. “Since you were a favourite, I’ll give you one chance to redeem yourself... Or it’ll be a long time in the pits for you” Solas continued working on his snack. “Well I wouldn’t want to miss my tea. And as the chosen of Pelor, I should be dealing with you. A detect n’ Smite, as the Paladins would say. But since you say we were once good friends I will offer you one chance to leave my home and never return to this city.” The devil laughed and began to transform into his pit fiend form. Solas clapped his hands together. “Oh good, something to do while my tea boils. I always find it so dreadfully boring, I always feel like I could heal ten men in the time it takes. Wiping you out is like healing a thousand!” Solas dusted off his holy symbols. “Well then. Let’s get this over with.”


    Spoiler: The Build
    Show
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Cleric 1 +0 +2 +0 +2 4 Heal, 4 concentration, 4 knowledge religion Extra Turning Turn Undead, Sun Domain, Healing Domain
    2nd Cleric 2 +1 +3 +0 +3 5 Heal, 5 concentration, 5 knowledge religion - -
    3rd Cleric 3 +2 +3 +1 +3 5 Heal, 6 concentration, 6 knowledge (religion), 1 knowledge(planes) Extend Spell -
    4th Cleric 4 +3 +4 +1 +4 5 Heal, 7 concentration, 7 knowledge (religion), 2 knowledge(planes) - -
    5th Cleric 5 +3 +4 +1 +4 5 Heal, 8 concentration, 8 knowledge (religion), 3 knowledge(planes) - -
    6th Cleric 6 +4 +5 +2 +5 5 Heal, 9 concentration, 9 knowledge (religion), 4 knowledge(planes) Persistent Spell -
    7th Radiant Servant of Pelor 1 +4 +7 +2 +7 5 Heal, 10 concentration, 9 knowledge (religion), 5 knowledge(planes), Craft(alchemy) 1 - Greater Turning, Radiance
    8th RSoP 2 +5 +8 +2 +8 6 Heal, 11 concentration, 9 knowledge (religion), 5 knowledge(planes), Craft(alchemy) 2 - Divine Health, Empower Healing
    9th RSoP 3 +6 +8 +3 +8 8 Heal, 12 concentration, 9 knowledge (religion), 5 knowledge(planes), Craft(alchemy) 2 Divine Metamagic(persist) Aura of Warding
    10th Radiant Servant of Pelor 4 +7 +9 +3 +9 10 Heal, 13 concentration, 9 knowledge (religion), 5 knowledge(planes), Craft(alchemy) 2 - -
    11th Fecund Healer 1 +7 +11 +3 +11 10 Heal, 14 concentration, 9 knowledge (religion), 5 knowledge(planes), Craft(alchemy) 2, Spellcraft 4 - Unlimited Healing, Healing hands
    12th Fecund Healer 2 +8 +12 +3 +12 10 Heal, 15 concentration, 9 knowledge (religion), 6 knowledge(planes), Craft(alchemy) 4, Spellcraft 4 Practiced Spellcaster Vivacious Blast +1d6
    13th Fecund Healer 3 +9 +12 +4 +12 10 Heal, 16 concentration, 10 knowledge (religion), 7 knowledge(planes), Craft(alchemy) 5, Spellcraft 4, knowledge (arcana) 1 - Brew Restorative Draught
    14th Fecund Healer 4 +10 +13 +4 +13 10 Heal, 17 concentration, 10 knowledge (religion), 7 knowledge(planes), Craft(alchemy) 6, Spellcraft 6, knowledge (arcana) 2 - Vivacious Blast 2d6
    15th Fecund Healer 5 +10 +13 +4 +13 10 Heal, 18 concentration, 10 knowledge (religion), 7 knowledge(planes), Craft(alchemy) 8, Spellcraft 8, knowledge (arcana) 2 Ocular Spell Defy Death, Greater Healing Hands
    16th Fecund Healer 6 +11 +14 +5 +14 10 Heal, 19 concentration, 10 knowledge (religion), 7 knowledge(planes), Craft(alchemy) 10, Spellcraft 10, knowledge (arcana) 2 - Vivacious Blast 3d6
    17th Fecund Healer 7 +12 +14 +5 +14 10 Heal, 20 concentration, 10 knowledge (religion), 9 knowledge(planes), Craft(alchemy) 10, Spellcraft 12, knowledge (arcana) 2 - Brew restorative draught(4th)
    18th Fecund Healer 8 +13 +14 +5 +14 10 Heal, 21 concentration, 10 knowledge (religion), 10 knowledge(planes), Craft(alchemy) 10, Spellcraft 14, knowledge (arcana) 3 Mindsight Vivacious Blast 4d6
    19th Fecund Healer 9 +13 +14 +6 +14 10 Heal, 22 concentration, 11 knowledge (religion), 11 knowledge(planes), Craft(alchemy) 10, Spellcraft 16, knowledge (arcana) 3 - Brew Restorative draught(5th)
    20th Fecund Healer 10 +14 +15 +6 +15 10 Heal, 23 concentration, 12 knowledge (religion), 12 knowledge(planes), Craft(alchemy) 10, Spellcraft 16, knowledge (arcana) 5 - Zoetic Transformation, Vivacious blast 5d6, Holy hands, Master of Life


    Spoiler: Breakdown
    Show
    1-5
    Solas is a spirit aspect hellbred cleric of Pelor. Spirit aspect was chosen because CHA helps fuel DMM, and the CON penalty can actually be stomached due to the fact that our schtick is being really good at healing. Domains picked are Sun, required for Radiant Servant, but not at all a bad domain, and Healing. Why Healing, you ask? Because we also grab the Spontaneous Domain ACF, which trades spontaneous cure spells for spells from the Healing domain. This serves no purpose at lower levels, but as we progress that means spontaneous Heals and Mass Heals, which is a major part of the build. The +1 CL isn’t bad either. Extra turning is grabbed for pre-reqs, and extend spell is grabbed at level 3.

    6-10
    One more level of cleric here, since Radiant Servant of Pelor(RSoP) needs 9 ranks in heal. It gives more greater turning attempts and stacks with cleric for determining effectiveness, which is a bonus in medium level undead-heavy games. The bonus here is the 2nd level ability, which empowers our domain spells from the Healing domain for free. Based on my reading, this means that any spell prepared as a domain spell is empowered, but not spells cast regularly. However, that’s why we have Spontaneous Domain. We take 4 levels in RSoP to grab the aura of warding, and the required skills before the SI. Persist and DMM(persist) are taken because even though the DMM errata sucks, it’s still powerful and we have plenty of turn attempts so they might as well be put to use.

    11-15
    We enter the SI at level 11. The first level gives a serious boost with Unlimited Healing. With the healing cap broken, and combined with RSoP, even the lowly cure light wounds now heals (1d8+10)*1.5 at this level. Now we can even kill people with it (though it takes 2 rounds, other spells can be used to disable them until then)! We also get lesser restoration and remove disease as spell-likes, and raise dead for no material cost! Here we get vivacious blast, which lets us heal allies as a spell-like for no wasted spell slots. This ensures everyone will be healed between every fight, even though it’s only +1d6 at this point. Brew restorative draught let’s us brew potions at a much higher potency, again thanks to Unlimited Healing. I can’t find anything saying you can’t put metamagic potions either. Empowered cure critical wounds potions, anyone? Defy Death is awesome too. Healing people from out of death’s clutches with no penalty at all? Bananas. Looks like nobody will ever die in your party. ECL 12 also gives 6th level spells, meaning our new favourite toy, Heal. Empowered heal at this point deals ((12 CL+1)*10)*1.5=195, which if I’m doing my math right comes out to a 88 save. We lose 2 CL at this point, and grab practiced spellcaster to mitigate that, since every healing spell is helped by CL. Ocular spell is grabbed at level 15 for laser healing.

    16-20 Sweet spot
    Our sweet spot is here, as with any caster this is where we have the most tools and power. At the last level of Fecund Healer we become an outsider. With regeneration. That is only negated by negative energy. From a simple persisted death ward we are effectively invincible, and with the positive energy subtype we can skyrocket our health past that of a dragon. We also get access to 9th level spells, one of which is Heal, Mass. Stand in a crowd of enemies and cast it twice. Nothing will survive since the save is well over a hundred ((20 CL +1)*10)*1.5=315 hp/5*2=136 save. Not even the tainted scholar(okay, maybe they can with enough time) can get a save like that. Mindsight is grabbed at level 18 to take advantage of our telepathy from Hellbred.


    Spoiler: Use of Secret Ingredient
    Show
    Heal 10 ranks-This sucks, but at least it’s a class skill all the way down.
    Knowledge- the Planes 5 - Knowledges are good. It’s actually beneficial to put ranks in this.
    Craft(alchemy) 2- Only 2 ranks needed, otherwise not bad.

    Race-living- Hellbred are resurrected humanoids.
    Able to heal 20 points a day-Easy. 2 Cure lights a day after our dip into RSoP achieve this.

    Must survive potentially lethal healing- Solas took a vacation to the Positive Energy plane to better understand Life.

    Unlimited Healing- The butter to our bread. Let’s us heal the crap out of anything friendly, and potentially explode the crap out of anything evil.

    Vivacious Blast- Awesome, I wish the build had the capacity to support it more, but with the scaling spell level, it isn’t worth it to throw metamagics on it. Still works as a highly effective way to heal your party between battles, or emergency heal at a range.

    Healing hands- Remove Disease is meh, unless someone gets bit by a mummy. It could be used to stop an epidemic in a village though. Lesser Restoration usable X class level/day? Now that is better. Knock off a large amount of ability damage with a few castings.


    Brew Restorative Draught- Paired with RSoP this lets us brew extra-potent potions for our allies.

    Defy Death- As long as Solas can cast a spell or use vivacious blast, nobody under his care is going to die. Unless they get disintegrated of course.

    Greater healing hands- Like lesser restoration, but more. Once a day is great, saves our spell slots. Resurrection once a week is great too, and since we have it on our spell list we can choose whether to spend gold or exp to revive an ally.

    Zoetic Transformation- Solas has fulfilled his oath to Pelor and redeemed his soul, ascending to a being of pure Life in the process. Giving regeneration to PC’s is always dangerous. With a persisted death ward, Solas is effectively unkillable, barring dispels, since vile damage is so uncommon.

    Holy hands-Same deal as regular resurrection. When you really need to save the barbarian from being tortured in Baator.

    Master of Life- Healing a whole army/city? Why not. The save might be difficult to make, and the loss of Zoetic Transformation for a year sucks, but in a campaign-ending battle against the BBEG, it may be worth it.


    Spoiler: Adaptations
    Show
    I wanted to make vow of nonviolence work, but since every healing spell now has the potential to kill, it renders the whole thing void.

    I also looked at Combat Medic from Heroes of Battle, but I found it didn’t really do anything better than RSoP, since we already get spontaneous heal’s.


    Spoiler: Sources
    Show
    Complete Divine-DMM, RSoP
    Heliomance-Fecund Healer
    Complete Arcane-Practiced Spellcaster, Persistent Spell
    Lords of Madness- Mindsight, Ocular Spell
    Core-Cleric, Domains
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    The only person in the past two pages who has known what (s)he has been talking about is Heliomance.
    Quote Originally Posted by golentan View Post
    I just don't want to have long romantic conversations or any sort of drama with my computer, okay? It knows what kind of porn I watch. I don't want to mess that up by allowing it to judge any of my choices in romance.

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  22. - Top - End - #52
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    Default Re: Iron Chef Optimisation Challenge - Home Cooking Edition

    Light and dark.
    Life and death.
    Oh, who am I kidding? She's just going to kill you either way.

    Quote Originally Posted by Shiv 'Yon Kocot



    Shiv 'Yon Kocot
    Lesser Tiefling, CN, Archivist 4/ Dread Necromancer 6/ Fecund Healer 10
    My Tale:
    Spoiler
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    Positive energy, useless for anything but healing. It was unworthy of my time and intellect, or so I used to think. I was obsessed with negative energy. So much it could do, disable, kill, resurrect. It seemed to have limitless potential so I delved into it's lore, sought every spell I could. It fascinated me, in such ways that positive energy never did, at least until the sojourn.

    There was knowledge I sought but it could only be found on the Positive Energy Plane. Still woefully ignorant of it's power, I wandered out into it's wilds with my compatriots. We had not made any special preparations, and as such had left ourselves vulnerable. We noticed something was off while on the way to our objective. We felt vibrant and full of energy, not necessarily a bad thing, but as we journeyed, it became worse, we started to feel pain that we couldn't describe. Still we continued on. Once we reached our objective, one of our number collapsed and then exploded in a burst of brilliance.

    I'd never seen such a thing happen before, it was fascinating. Unfortunately it didn't take much longer at that point for the rest of us to begin decaying. Fortunately thanks to my intellect I was able to quickly figure out the cause. The energy of the plane was ripping us apart. There seemed to be only one logical counter. I began to hurl what negative energy I could to stabilize us while we completed our task.

    The job done, we all ran making a mad dash back to the portal that we used to enter this place. We lost half our number on that trip, and my remaining comrades were ready to swear off any further adventures. Myself, I found a new fascination. I delved eagerly into this new concept seeking everything I could. I had to understand why things had happened. How could positive energy be so destructive?

    In my studies I chanced upon a curious subject. At one point there existed a group of healers who completely mastered the aspects of positive energy to such an extent that it became part of them. I began digging deeper into their lore and learning their abilities. That was 8 years ago now. I've since mastered their skills, but now, I have to restore my own balance. Once more I delve into the negative energies. I have to master them now, and then nothing will stop me.

    Abilities:
    Spoiler
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    Strength Dexterity Constitution Intelligence Wisdom Charisma Reason
    8 14 10 19 11 14 32-point buy
    8 15 10 20 11 14 4th
    8 16 10 21 11 14 8th
    8 16 10 22 11 14 12th
    8 16 10 22 11 15 16th
    8 16 10 22 11 16 20th


    Build:
    Spoiler
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    Level Class BAB Fort Ref Will Skills Feats Features
    1 Archivist +0 + 2 + 0 + 2 Craft (Alchemy) 4, Heal 4, Knowledge (Arcana) 4, Knowledge (Dungeoneering) 4, Knowledge (Nature) 4, Knowledge (Religion) 4, Knowledge (The Planes) 4, Spellcraft 4 Jack Of All Trades, Scribe Scroll Dark Knowledge 3/Day
    2 Dread Necromancer +0 + 2 + 0 + 4 Bluff 2, Craft (Alchemy) 5, Heal 4, Knowledge (Arcana) 5, Knowledge (Dungeoneering) 4, Knowledge (Nature) 4, Knowledge (Religion) 5, Knowledge (The Planes) 4, Spellcraft 5 Martial Weapon Proficiency (Longsword) Charnel Touch, Rebuke Undead
    3 Dread Necromancer +1 + 2 + 0 + 5 Bluff 2, Craft (Alchemy) 6, Heal 4, Knowledge (Arcana) 6, Knowledge (Dungeoneering) 4, Knowledge (Nature) 4, Knowledge (Religion) 6, Knowledge (The Planes) 4, Spellcraft 6 Combat Casting, Collector of Stories Lich Body (DR 2)
    4 Archivist +2 + 3 + 0 + 6 Bluff 2, Craft (Alchemy) 6, Heal 6, Knowledge (Arcana) 7, Knowledge (Dungeoneering) 5, Knowledge (Nature) 5, Knowledge (Religion) 7, Knowledge (The Planes) 7, Spellcraft 7 - Lore Mastery
    5 Dread Necromancer +2 + 4 + 1 + 6 Bluff 4, Craft (Alchemy) 8, Heal 6, Knowledge (Arcana) 8, Knowledge (Dungeoneering) 5, Knowledge (Nature) 5, Knowledge (Religion) 8, Knowledge (The Planes) 7, Spellcraft 8 - Negative Energy Burst 1/Day
    6 Archivist +2 + 4 + 2 + 6 Bluff 4, Craft (Alchemy) 8, Heal 8, Knowledge (Arcana) 9, Knowledge (Dungeoneering) 6, Knowledge (Nature) 6, Knowledge (Religion) 9, Knowledge (The Planes) 9, Spellcraft 9 Battlecaster Defense Dark Knowledge 4/Day
    7 Archivist +3 + 6 + 2 + 7 Bluff 4, Craft (Alchemy) 8, Heal 10, Knowledge (Arcana) 10, Knowledge (Dungeoneering) 7, Knowledge (Nature) 7, Knowledge (Religion) 10, Knowledge (The Planes) 10, Spellcraft 10 - Still Mind
    8 Fecund Healer +3 + 8 + 2 + 9 Bluff 4.5, Craft (Alchemy) 11, Heal 11, Knowledge (Arcana) 11, Knowledge (Dungeoneering) 8, Knowledge (Nature) 8, Knowledge (Religion) 11, Knowledge (The Planes) 10, Spellcraft 11 - Unlimited Healing, Healing Hands
    9 Fecund Healer +4 + 9 + 2 + 10 Bluff 6, Craft (Alchemy) 12, Heal 12, Knowledge (Arcana) 12, Knowledge (Dungeoneering) 8, Knowledge (Nature) 9, Knowledge (Religion) 12, Knowledge (The Planes) 10, Spellcraft 12 Insightful Reflexes Vivacious Blast +1d6
    10 Fecund Healer +5 + 9 + 3 + 10 Bluff 7.5, Craft (Alchemy) 13, Heal 13, Knowledge (Arcana) 13, Knowledge (Dungeoneering) 8, Knowledge (Nature) 10, Knowledge (Religion) 13, Knowledge (The Planes) 10, Spellcraft 13 - Brew Restorative Draught
    11 Fecund Healer +6/+1 + 10 + 3 + 11 Bluff 9, Craft (Alchemy) 14, Heal 14, Knowledge (Arcana) 14, Knowledge (Dungeoneering) 8, Knowledge (Nature) 11, Knowledge (Religion) 14, Knowledge (The Planes) 10, Spellcraft 14 - Vivacious Blast +2d6
    12 Fecund Healer +6/+1 + 10 + 3 + 11 Bluff 10, Craft (Alchemy) 15, Heal 15, Knowledge (Arcana) 15, Knowledge (Dungeoneering) 8, Knowledge (Nature) 12, Knowledge (Religion) 15, Knowledge (The Planes) 10, Spellcraft 15 Somatic Weaponry, False Theurgy Defy Death, Greater Healing Hands
    13 Fecund Healer +7/+2 + 11 + 4 + 12 Bluff 12.5, Concentration 2, Craft (Alchemy) 15, Heal 16, Knowledge (Arcana) 15, Knowledge (Dungeoneering) 8, Knowledge (Nature) 12, Knowledge (Religion) 15, Knowledge (The Planes) 10, Spellcraft 16 - Vivacious Blast +3d6
    14 Fecund Healer +8/+3 + 11 + 4 + 12 Bluff 14, Concentration 4, Craft (Alchemy) 16, Heal 17, Knowledge (Arcana) 15, Knowledge (Dungeoneering) 8, Knowledge (Nature) 12, Knowledge (Religion) 15, Knowledge (The Planes) 10, Spellcraft 17 - Brew Restorative Draught (4th)
    15 Fecund Healer +9/+4 + 12 + 4 + 13 Bluff 15.5, Concentration 8, Craft (Alchemy) 17, Heal 18, Knowledge (Arcana) 15, Knowledge (Dungeoneering) 8, Knowledge (Nature) 12, Knowledge (Religion) 15, Knowledge (The Planes) 10, Spellcraft 18 Practiced Spellcaster, Swift Concentration Vivacious Blast +4d6
    16 Fecund Healer +10/+5 + 12 + 5 + 13 Bluff 17, Concentration 12, Craft (Alchemy) 18, Heal 19, Knowledge (Arcana) 15, Knowledge (Dungeoneering) 8, Knowledge (Nature) 12, Knowledge (Religion) 15, Knowledge (The Planes) 10, Spellcraft 19 - Brew Restorative Draught (5th)
    17 Fecund Healer +11/+6/+1 + 13 + 5 + 14 Bluff 18, Concentration 17, Craft (Alchemy) 19, Heal 20, Knowledge (Arcana) 15, Knowledge (Dungeoneering) 8, Knowledge (Nature) 12, Knowledge (Religion) 15, Knowledge (The Planes) 10, Spellcraft 20 - Vivacious Blast +5d6, Zoetic Transformation, Holy Hands, Master of Life
    18 Dread Necromancer +12/+7/+2 + 13 + 5 + 15 Bluff 20, Concentration 19, Craft (Alchemy) 20, Heal 21, Knowledge (Arcana) 15, Knowledge (Dungeoneering) 8, Knowledge (Nature) 12, Knowledge (Religion) 15, Knowledge (The Planes) 10, Spellcraft 21 Touch of Healing Advanced Learning, Negative Energy Burst 2/Day
    19 Dread Necromancer +12/+7/+2 + 13 + 5 + 15 Bluff 22, Concentration 21, Craft (Alchemy) 21, Heal 22, Knowledge (Arcana) 15, Knowledge (Dungeoneering) 8, Knowledge (Nature) 12, Knowledge (Religion) 15, Knowledge (The Planes) 10, Spellcraft 22 - Fear Aura
    20 Dread Necromancer +13/+8/+3 + 14 + 6 + 16 Bluff 23, Concentration 23, Craft (Alchemy) 23, Heal 23, Knowledge (Arcana) 15, Knowledge (Dungeoneering) 8, Knowledge (Nature) 12, Knowledge (Religion) 15, Knowledge (The Planes) 10, Spellcraft 23 - Scaborous Touch 1/Day


    Spells Per Day:Archivist/Dread Necromancer
    Spoiler
    Show

    Level Level 0 Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8 Level 9
    1 3 / - 2 / - - / - - / - - / - - / - - / - - / - - / - - / -
    2 3 / - 2 / 3 - / - - / - - / - - / - - / - - / - - / - - / -
    3 3 / - 2 / 4 - / - - / - - / - - / - - / - - / - - / - - / -
    4 4 / - 3 / 4 - / - - / - - / - - / - - / - - / - - / - - / -
    5 4 / - 3 / 5 - / - - / - - / - - / - - / - - / - - / - - / -
    6 4 / - 3 / 5 2 / - - / - - / - - / - - / - - / - - / - - / -
    7 4 / - 4 / 5 3 / - - / - - / - - / - - / - - / - - / - - / -
    8 4 / - 4 / 5 3 / - - / - - / - - / - - / - - / - - / - - / -
    9 4 / - 4 / 5 3 / - 2 / - - / - - / - - / - - / - - / - - / -
    10 4 / - 4 / 5 4 / - 3 / - - / - - / - - / - - / - - / - - / -
    11 4 / - 5 / 5 4 / - 3 / - 2 / - - / - - / - - / - - / - - / -
    12 4 / - 5 / 5 4 / - 3 / - 2 / - - / - - / - - / - - / - - / -
    13 4 / - 5 / 5 4 / - 4 / - 3 / - - / - - / - - / - - / - - / -
    14 4 / - 5 / 5 5 / - 4 / - 3 / - 2 / - - / - - / - - / - - / -
    15 4 / - 5 / 5 5 / - 4 / - 4 / - 3 / - - / - - / - - / - - / -
    16 4 / - 5 / 5 5 / - 5 / - 4 / - 3 / - 2 / - - / - - / - - / -
    17 4 / - 5 / 5 5 / - 5 / - 4 / - 3 / - 2 / - - / - - / - - / -
    18 4 / - 5 / 6 5 / 3 5 / - 4 / - 3 / - 2 / - - / - - / - - / -
    19 4 / - 5 / 6 5 / 4 5 / - 4 / - 3 / - 2 / - - / - - / - - / -
    20 4 / - 5 / 6 5 / 5 5 / 3 4 / - 3 / - 2 / - - / - - / - - / -

    Sources:
    Spoiler
    Show

    Item Book Page
    Lesser Tiefling Player's Guide to Faerun 191
    Dread Necromancer Heroes of Horro 84
    Archvist Heroes of Horro 82
    Jack of all Trades Complete Adventurer 110
    Insightful Reflexes Complete Adventurer 110
    Touch of Healing Complete Champion 62
    Somatic Weaponry Complete Mage 47
    Battlecaster Defense Complete Mage 39
    Practiced Spellcaster Complete Arcane 82
    Skill Tricks Complete Scoundrel 82


    Notes:
    Spoiler
    Show


    Levels 1-7: Initial Build
    Spoiler
    Show

    Archivist is a natural choice for going into this class, we have easy access to divine healing spells and all the prerequisite skill are class skills. The Dark Knowledge class feature gives us an additional use for the knowledge skills we inevitably pick up. The interesting choice is Dread Necromancer which is take for defensive utility. Dread Necromancer gives proficiency with light armor and early on provides damage reduction. As a caster based build we shouldn't be getting mixed up in the fighting too much, but in the event that we get surrounded, or run out of spells we aren't completely useless.

    For feats, Jack of All Trades lets us make use of all our skills, especially any unused Knowledge skills. Combat Casting is a prerequisite into Battlecaster Defense which lets us slip out of some nasty situations. Grabbing the Skill Trick Collector of Stories is also useful as it makes identifying monsters for Dark Knowledge easier.


    Level 17: Sweet Spot
    Spoiler
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    At level 17 we've become a veritable force to deal with. Our high intelligence gives us a large number of spells to choose from, with the highest level we can cast being 6th level divine spells. Thanks to Practiced Spellcaster we also have an effective caster level of 15. Insightful reflexes tightens up our defenses by letting us use our considerably higher intelligence modifier for reflex saves. Somatic weaponry makes it easier for us to cast and fight at the same time since we're able to hold a staff, wand, scroll, or sword in each hand, and still be able to make use of somatic components. False Theurgy is a nice trick that allows us to mask one of our spells as something else. Swift Concentration is also useful.








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    Quote Originally Posted by Kalirren View Post
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    I just don't want to have long romantic conversations or any sort of drama with my computer, okay? It knows what kind of porn I watch. I don't want to mess that up by allowing it to judge any of my choices in romance.

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  23. - Top - End - #53
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    Default Re: Iron Chef Optimisation Challenge - Home Cooking Edition

    Positively plane and simple.

    Quote Originally Posted by Wilfire Tuskgale

    Wilfire Tuskgale was the seventh born child to a moderately poor Alchemist living in the city Mandaree. Like most of his siblings, he possessed some talent for his mother’s trade, but that ultimately prove to be irrelevant. When he was eleven he was sent away to live with the clerics at the local temple of Pelor. At first, he was miserable, to make matters worse, he seemed to have extreme difficulty channeling even the most basic forms of divine magic.

    ` Early into his training, Wilfire was the subject of a plane shift spell gone wrong. Catapulted into the Plane of Positive energy, the life force of the plain embed itself into him. He barely survived the experience, but it marked a turning point in his training. Wilfire quickly one of the temple’s protégés.

    Wilfire completed his training at the age of 19, fairly young among most Clerics. He was so proficient with his divine magic that he was inducted into the Radiant Servants, an elite order mostly comprising of especially talented clerics of Pelor. Not long afterwards, he discovered that his healing powers were… unique.

    Spoiler: General Gameplay Strategy (The TL;DR)
    Show

    At lower levelw, this is a build centered on healing. After the first level of Fecund Healer is obtained, the build becomes focused on nuking opponents with positive energy. By the end of the build, the living will have just as much to fear from your Heal Spells as the undead (if not more so).


    Spoiler: Racial Traits
    Show

    Race: Lesser Aasimar
    Traits:
    • LA +0
    • Energy Resistances: Cold 5, Electricity 5, Acid 5
    • Statistics Adjustments: WIS +2, CHA +2
    • Spell Like Abilities: Daylight 1 per day
    • Skill Bonuses: +2 to Spot and Listen
    • Automatic Languages: Common, Celestial
    • Favored Class: Paladin
    • Medium Size
    • Movement Speed: 30 ft
    • Darkvision 60 ft
    • Humanoid with the Planettouched subtype. Can be affected by spells that affect both humanoids and outsiders. For example, Charm Person and Banishment spells would both work on a Lesser Aasimar.


    Spoiler: Ability Scores
    Show

    Method Used: 32 point buy
    Level STR DEX CON INT WIS CHA
    Base 12 8 14 14 18 8
    Base + Racial Adjustments 12 8 14 14 20 10
    4th 12 8 14 14 21 10
    8th 12 8 14 14 22 10
    12th 12 8 14 14 23 10
    16th 12 8 14 14 24 10
    20th 12 8 14 14 25 10


    Spoiler: Table
    Show

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats New Class Abilities
    1st Cleric 1 +0 +2 +0 +2 Craft (Alchemy) 2, Heal 4, Knowledge (Religion) 4, Knowledge (Planes) 4, Concentration 1, Spellcraft 1 Extra Turning Turn Undead (3/day); Chosen domains, Sun and Strength domains; Aura
    2nd Cleric 2 +1 +3 +0 +3 Knowledge (Religion) 1 [5], Heal 1 [5], Concentration 1 [2], Diplomacy 1 - -
    3rd Cleric 3 +2 +3 +1 +3 Heal 1 [6], Knowledge (Religion) 1 [6], Diplomacy 2 [3] Heighten Spell -
    4th Cleric 4 +3 +4 +1 +x4 Heal 1 [7], Knowledge (Religion) 1 [7], Diplomacy 1 [4], Knowledge (Planes) 1 [5] - -
    5th Cleric 5 +3 +4 +1 +4 Heal 1 [8], Knowledge (Religion) 1 [8], Healing Hands (Skill Trick, costs 2 skill points) - -
    6th Cleric 6 +4 +5 +2 +5 Heal 1 [9], Knowledge (Religion) 1 [9], Concentration 2 [4] Spontaneous Domains -
    7th Cleric 6/ Radiant Servant of Pelor 1 +4 +7 +2 +7 Heal 1 [10], Sense Motive 3 - Extra Greater Turning, Radiance, Turn Undead
    8th Cleric 6/Radiant Servant of Pelor 1/ Fecund Healer 1 +4 +9 +2 +9 Concentration 3 [7], Spellcraft 3 [4] - Unlimited Healing, Healing Hands
    9th Cleric 6/ Radiant Servant of Pelor 2/ Fecund Healer 1 +5 +10 +2 +10 Concentration 3 [10], Spellcraft 1 [5] Imbue Healing Divine Health, Empower Healing
    10th Cleric 6/ Radiant Servant of Pelor 3/ Fecund Healer 1 +6/+1 +10 +3 +10 Sense Motive 2 [5], Diplomacy 2 [6] - Aura of Warding
    11th Cleric 6/Radiant Servant of Pelor 4/ Fecund Healer 1 +7/+2 +11 +3 +11 Knowledge Arcana 3, Sense Motive 1 [6] - -
    12th Cleric 6/ Radiant Servant of Pelor 5/ Fecund Healer 1 +7/+2 +11 +3 +11 Concentration 2 [12], Spellcraft 2 [7] Healing Devotion Bonus Domain: Healing
    13th Cleric 6/Radiant Servant of Pelor 6/ Fecund Healer 1 +8/+3 +12 +4 +12 Sense Motive 4 [10] - Maximize Healing
    14th Cleric 6/Radiant Servant of Pelor 6/ Fecund Healer 2 +9/+4 +13 +4 +13 Knowledge (Nature) 5, Spellcraft 1 [8] - Vivacious Blast +1d6
    15th Cleric 6/ Radiant Servant of Pelor 6/ Fecund Healer 3 +10/+5 +13 +5 +13 Spellcraft 2 [10], Concentration 4 [16] Augment Healing Brew Restorative Draught
    16th Cleric 6/ Radiant Servant of Pelor 6/ Fecund Healer 4 +11/+6/+1 +14 +5 +14 Concentration 3 [19], Spellcraft 3 [11] - Vivacious Blast +2d6
    17th Cleric 6/Radiant Servant of Pelor 6/ Fecund Healer 5 +11/+6/+1 +14 +5 +14 Concentration 1 [20], Knowledge (Planes) 5 [10] - Defy Death, Greater Healing Hands
    18th Cleric 6/ Radiant Servant of Pelor 6/ Fecund Healer 6 +12/+7/+2 +15 +6 +15 Knowledge (Arcana) 5[8], Concentration 1 [21] Practiced Spellcaster Vivacious Blast +3d6
    19th Cleric 7/Radiant Servant of Pelor 6/Fecund Healer 6 +13/+8/+3 +15 +6 +15 Concentration 1 [22], Diplomacy 3 [9] - Healing pool
    20th Cleric 7/Radiant Servant of Pelor 6/ Fecund Healer 7 +14/+9/+4 +16 +6 +16 Diplomacy 6 [15] - Brew Restorative Draught (4th)

    Final Skill List:
    Craft (Alchemy): 2
    Concentration: 22
    Diplomacy: 15
    Heal: 10
    Knowledge (Arcana): 8
    Knowledge (Nature): 5
    Knowledge (Planes ): 10
    Knowledge (Religion): 10
    Sence Motive: 10
    Spellcraft: 11

    Skill Tricks:
    Healing Hands




    Spoiler: Spell Table
    Show

    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st 3 3 +1 - - - - - - - -
    2nd 4 4 +1 - - - - - - - -
    3rd 4 4 +1 2 +1 - - - - - - -
    4th 5 5 + 1 3 + 1 - - - - - - -
    5th 5 5 +1 3 +1 2 +1 - - - - - -
    6th 5 5 + 1 4 + 1 3 + 1 - - - - - -
    7th 6 6 + 1 4 + 1 3 + 1 2 + 1 - - - - -
    8th 6 6 + 1 5 + 1 3 + 1 2 + 1 - - - - -
    9th 6 6 + 1 5 + 1 4 + 1 3 + 1 - - - - -
    10th 6 6 + 1 6 + 1 4 + 1 3 + 1 2 + 1 - - - -
    11th 6 6 + 1 6 + 1 4 + 1 4 + 1 3 + 1 3 + 1 - - -
    12th 6 7 + 1 6 + 1 5 + 1 4 + 1 3 + 1 2 + 1 - - -
    13th 6 7 + 1 6 + 1 5 + 1 4 + 1 4 + 1 3 + 1 - - -
    14th 6 7 + 1 7 + 1 5 + 1 5 + 1 4 + 1 3 + 1 1 + 1 - -
    15th 6 7 + 1 7 + 1 5 + 1 5 + 1 4 + 1 4 + 1 2 + 1 - -
    16th 6 7 + 1 7 + 1 7 + 1 5 + 1 5 + 1 4 + 1 3 + 1 1 + 1 -
    17th 6 7 + 1 7 + 1 7 + 1 5 + 1 5 + 1 4 + 1 3 + 1 1 + 1 -
    18th 6 7 + 1 7 + 1 7 + 1 6 + 1 5 + 1 5 + 1 4 + 1 3 + 1 2 + 1
    19th 6 7 + 1 7 + 1 7 + 1 5 + 1 6 + 1 5 + 1 5 + 1 3 + 1 3 + 1
    20th 6 7 + 1 7 + 1 7 + 1 5 + 1 6 + 1 5 + 1 5 + 1 4 + 1 4 + 1
    NOTES:
    • From sixth level onward, domain spells are left unprepared due to the spontaneous domains feat.
    • At level 19, a fourth level spell slot is lost in order to gain access to the healing pool ability.


    Spoiler: Level 5 Build
    Show

    One of the reasons I love the lesser Aasimar as a race is that they get wisdom and charisma bonuses, and natural energy resistances with no level adjustment. Starting out with a wisdom score of 20 lets Wilfire have relatively high DC’s to all his spells at an early level.
    Access to the sun domain makes his turning skill slightly more useful, considering that his Charisma score was dumped. The strength domain is meant to act as a counter to his average strength score, and I guess if you really need to kick down a door, you can use the feat of strength that it gives you.
    Extra turning gives Wilfire… extra turning. Again, charisma was a dump stat, so he’d normally be limited to a measly 3 turning attempts per day. Now he’s got 7, with one of them being a greater turning, which just obliterates undead instead of turning them.
    At level three, I gave Wilfire the heighten Spell metamagic feat. I've always been frustrated when I find a spell that has a really great effect, but a lousy save DC due to it’s level. Given the sheer size of the cleric spell list, there are plenty of uses for this later on.


    Spoiler: Level 10 Build
    Show

    This is where things start to get fun. At level seven, Wilfire finally unlocks the ability to kill with positive healing.
    I’m used to having all spells be spontaneous. I choose spontaneous domains largely out of personal preference, but it does play an important role later in the build, when I gain access to a third domain from the radiant servant of Pelor Prestige class.
    Imbue healing is an extremely unappreciated feat in my opinion. I've never seen it mentioned, but it’s a no brainier for a class that is centered on healing. This allows you to add extra abilities to heal spells based on your available domains, with no change to spell levels. At this point, the only viable option is the +2 sacred bonus to strength on heal spells. (It’s that or a bonus on spot checks and low light vision.). These effects last for one minute.
    By this point it’s possible, in theory, to kill with healing spells. It doesn't really become practical until level 13, the sweet spot for the class.)


    Spoiler: Level 13 (Sweet Spot) Build
    Show

    At this point, any domain spells cast from the healing domain {which Wilfire gains access to at level 12) are maximized, and can be used to over heal an enemy into oblivion. This is why the spontaneous domain feat was necessary. You now have three domains too choose from. Do you nuke an opponent with positive energy, or do you use something from the strength or sun domains. This allows the class a great deal of versatility. Furthermore, access to the healing domain does allow the player to forego the slight strength boost from imbue healing and replace it with some more temporary hit points.
    [NOTE: it is possible I misread the Maximize healing class ability for the Radiant Servant. It says that any domain spell cast from the healing domain spell gets maximized. This should mean only domain spells would be effected (not a spontaneously cast heal spell). However, if spontaneously cast healing spells from the regular cleric spell list are maximized by this ability, all the better. That would just make this build even more powerful.]
    The healing Devotion feat allows Wilfire to make use of his 7 turning uses per day when not facing undead. You can give yourself or an ally fast healing based on your character level, which lasts for one minute.
    Things only get better from here on out.


    Spoiler: Level 15 Build
    Show

    Augment Healing. More of what this class is good at. Hurl positive energy with more glory and splendor than you thought possible.
    At this point, you can make opponents deal with ridiculously high fortitude saves. Turning people (and monsters, animals, outsiders). Into nice little piles of golden leather should be your primary tactic at this point. As an added bonus, you can use the oodles of XP you get from exploding your enemies to brew healing potions for your party. In case you somehow manage to run out of healing spells.


    Spoiler: Level 20 Build
    Show

    I picked up practiced spellcaster in order to make up for the spells lost from Fecund Healer. Pretty self-explanatory.
    Healing pool allows for you to, you guessed it, heal more. By this point, level 4 spells shouldn't be very crucial you. The ability to heal 205 more points of damage every day, on the other hand, is quite useful. Did someone say dual fortitude saves of over 90 to avoid exploding? Not many dungeon bosses you face could handle that type of save, let alone normal enemies. Heal all your problems away. You could potentially kill some minor deities with a fortitude save like this (Although attempting decide would be unwise for obvious reasons).
    If the positive energy plane is the limit, than you’re in luck, because it’s infinite, just like the destructive opportunities of this build.


    Spoiler: Sources Used
    Show

    -Players handbook:
    * Cleric [Base Class] (p. 30)
    * Extra Turning [Feat] (p. 94)
    * Heighten Spell [Feat] (p. 95)

    -Complete Scoundrel:
    *Healing Hands [Skill Trick] (p. 87)
    .
    -Complete Divine:
    * Radiant Servant of Pelor [Prestige Class] (p. 52)
    * Augment Healing [Feat] (p. 79)
    * Practiced Spellcaster [Feat] (p. 82)

    -Complete Champion:
    * Imbue Healing [Feat] (p. 60)
    * Healing Devotion [Feat] (p. 59)
    * Spontaneous Domains [Feat] (p. 62)
    * Cleric Healing Pool [Class Variant] (p.47)

    -Monster Manuel
    * Aasimar [Race] (p.209)

    -Player’s Guide to Faerun
    *Lesser Planettouched [Race] (p.191)
    Last edited by Heliomance; 2015-01-11 at 12:53 PM.

  24. - Top - End - #54
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    Default Re: Iron Chef Optimisation Challenge - Home Cooking Edition

    Sweet mother, sweet mother, send your wounded unto me.

    Quote Originally Posted by Mother Halfbreed
    Mother Halfbreed
    NE Desert Half-Orc Cleric of Luthic 3/Warlock 2/Eldritch Disciple 5/Fecund Healer 10



    Image by Bram Sels

    Story
    Spoiler
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    No, no, she wasn’t always called Mother. Survival is hard, you know, in the desert, and breeding is not a right. Her mother didn't care about that, copulating with that filthy human and then keeping the child. Of course the child was as weak as her worthless father, and her mother left the tribe so they'd take care of the halfbreed.

    It was a fortunate trade. The little halfbreed was too weak to be a warrior, but that was no matter. She showed promise as a healer's apprentice, and had even the fortitude to survive the test of light, where she shone like a star but never burst, despite the too-much life energy coursing through her body. In time, the old healer taught the halfbreed all the secrets of life energy she knew, though the halfbreed soon surpassed her.

    Now, the tribe's healer is quite an important position, and the halfbreed embraced the better side of her parentage, embracing her proper subservient role despite her great power, and so she was allowed a child, a girl who grew up as strong as any of her age-mates despite her diluted blood.

    But of course, our people can never be allowed to live peacefully, so when Mother Halfbreed's daughter was near to womanhood, a band of elves descended upon us while our warriors were away, slaughtering many, including Mother Halfbreed's daughter. In her grief and rage, she began to glow like a star again, and all of the fallen were returned to life. What's more, her light was a beacon to our warriors, who returned in time to route the elves.

    Since then, something's changed in Mother Halfbreed. Her eyes seem duller. She still heals every wound she touches, but some strange spark is gone. I asked her about it once, but all she said was that it was a sacrifice she felt blessed to make.


    Ability Scores
    Spoiler
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    Starting Scores: Str 8, Dex 14, Con 14, Int 12, Wis 14, Cha 16
    Level-Up Increases: Wis at 4, 8, and 12; Cha at 16 and 20.
    Final Ability Scores (No Items): Str 8, Dex 14, Con 14, Int 12, Wis 17, Cha 18


    Build Table
    Spoiler
    Show

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Cleric +0 +4 +0 +2 Concentration 2, Craft (Alchemy) 2, Heal 4, Knowledge (Religion) 4 Great Fortitude Spontaneous Inflict Spells, Rebuke Undead
    2nd Cleric +1 +5 +0 +3 Concentration 4, Heal 5, Knowledge (Religion) 5
    3rd Warlock +1 +5 +0 +5 Heal 5.5, Knowledge (Planes) 2 Mortalbane Eldritch Blast 1d6
    4th Warlock +2 +5 +0 +6 Heal 6, Knowledge (Planes) 4 Detect Magic
    5th Cleric +3 +5 +1 +6 Knowledge (Religion) 8
    6th Eldritch Disciple +3 +7 +1 +8 Heal 9 Touch of Healing Eldritch Blast 2d6, Corrupting Blast
    7th Eldritch Disciple +4 +8 +1 +9 Concentration 5, Heal 10, Knowledge (Planes) 5
    8th Fecund Healer +4 +10 +1 +11 Concentration 6, Diplomacy 2, Heal 11, Spellcraft 1 Unlimited Healing, Healing Hands
    9th Fecund Healer +5 +11 +1 +12 Concentration 7, Diplomacy 4, Heal 12, Spellcraft 2 Craft Wondrous Item Vivacious Blast 1d6
    10th Fecund Healer +6/+1 +11 +2 +12 Concentration 8, Diplomacy 6, Heal 13, Spellcraft 3 Brew Restorative Draught
    11th Fecund Healer +7/+2 +12 +2 +13 Concentration 9, Diplomacy 8, Heal 14, Spellcraft 4 Vivacious Blast 2d6
    12th Fecund Healer +7/+2 +12 +2 +13 Concentration 10, Diplomacy 10, Heal 15, Spellcraft 5 Extraordinary Artisan Defy Death, Greater Healing Hands
    13th Fecund Healer +8/+3 +12 +3 +14 Concentration 12, Diplomacy 12, Heal 16 Vivacious Blast 3d6
    14th Fecund Healer +9/+4 +12 +3 +14 Concentration 14, Diplomacy 14, Heal 17 Brew Restorative Draught (4th)
    15th Fecund Healer +10/+5 +14 +3 +14 Concentration 16, Diplomacy 16, Heal 18 Cumbrous Fortitude Vivacious Blast 4d6
    16th Fecund Healer +10/+5 +14 +4 +15 Concentration 18, Diplomacy 18, Heal 19 Brew Restorative Draught (5th)
    17th Fecund Healer +11/+6/+1 +15 +4 +16 Concentration 20, Diplomacy 20, Heal 20 Vivacious Blast 5d6, Zoetic Transformation, Holy Hands, Master of Life
    18th Eldritch Disciple +12/+2/+7 +15 +5 +16 Concentration 21, Diplomacy 21, Heal 21 Evil’s Blessing Eldritch Blast 3d6
    19th Eldritch Disciple +13/+8/+3 +16 +5 +17 Concentration 22, Diplomacy 22, Heal 22 Fiendish Resistance
    20th Eldritch Disciple +13/+8/+3 +16 +5 +17 Concentration 23, Diplomacy 23, Heal 23 Eldritch Blast 4d6, Eldritch Spellweave


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

    CL at 20th Level: 14
    Domains: Family, Orc


    Invocations
    Spoiler
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    CL at 20th Level: 7
    Invocations Known(Level Gained): Entropic Warding (3rd), Beguiling Influence (4th), Frightening Blast (7th), Vivacious Blast (9th), Eldritch Chain (19th)


    Level Breakdown
    Spoiler
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    Level 5: The specific order of levels Mother Halfbreed takes here is just to avoid multiclassing penalties, and honestly, her abilities don’t cohere very well yet. She can cast 2nd-level Cleric spells, has a li’l Eldritch Blast, and can detect magic at will. Nothing too special. I chose her domains (Orc and Family) for flavor reasons, as Luthic doesn’t grant any really stellar domains. Great Fortitude is her first-level feat ‘cause it makes her more likely to survive the over-healing fluff requirement of Fecund Healer, which is mentioned in the fluff as being a ritual for (Fecund) (H)ealers in her tribe.. Her other feat is Mortalbane, a nice little thing from BoVD that lets her add 2d6 to her Eldritch Blast 5/day.

    Level 10: The Touch of Healing reserve feat is so good for a healer, because it allows her basically unlimited healing--well, as long as the healees are below half hitpoints. Still, that by itself should qualify her for the 20 HP/day requirement of Fecund Healer, and then that class’ first level ability busts the feat wide open, allowing her literally unlimited healing as long as she has a 2nd-level healing spell left. And why would she waste those spells when, between this and Vivacious Blast, she can now heal everybody forever without expending resources? Her Vitrolic Blast is 3d6 (or 5d6 5/day), assuming no items. Her other feat here is Craft Wondrous Item, which allows her to craft healing items above and beyond her spellcasting and invoking--Healing Belt is a particular good (and inexpensive!) one.

    Level 15: Mother Halfbreed’s Vivacious Blast improves to 6d6 (8d6 5/day), and she’s winnowed her skills down to Concentration (for blasting and casting in combat), Diplomacy (for out-of-combat utility), and Heal (she doesn’t need the stabilization, but the knowledge aspect is still good for someone who’s a professional healer). Feat-wise, Extraordinary Artisan lets her make both wondrous items and healing potions from Brew Restorative Draught more cheaply, and Cumbrous Fortitude is there to help her stay alive if she herself is over-healed.

    Level 20: Okay, Mother Halfbreed’s final Vivacious Blast damage is 9d6 (11d6 5/day) assuming no items, and her one Lesser invocation is Eldritch Chain, which lets her hit one extra target for half, which is particularly handy if she needs to heal an ally while blowing up an enemy. She can’t apply it to spells with Eldritch Spellweave, unfortunately (because it counts a 9th-level spell), but she can use Eldritch Spellweave with Frightful Blast, which, if it succeeds, imposes a -2 penalty for saves vs. exploding. Plus, she gains access to the Heal spell at level 18, which is the single best way to make an enemy explode with positive energy.And speaking of exploding, her Fort save is only +27 (16 +2 Con + 6 Cumbrous Fortitude + 3 (Cha) Evil’s Blessing), which isn’t great for Master of Life, but it’s high enough that it can easily be boosted into a pretty safe range with spells, particularly since she adds both her Con and Cha bonuses. For instance, Bear's Endurance, Eagle's Splendor, and Superior Resistance give her an extra +10. And that's assuming no items.


    Sources
    Spoiler
    Show
    Book of Vile Darkness: Mortalbane
    Complete Arcane: Warlock
    Complete Champion: Touch of Healing
    Complete Mage: Eldritch Disciple
    Eberron Campaign Setting: Extraordinary Artisan
    Elder Evils: Evil's Blessing
    Homebrew: Fecund Healer by Heliomance
    Savage Species: Cumbrous Fortitude
    Spell Compendium: Family and Orc domains
    Unearthed Arcana: Desert Half-Orc
    Quotebox
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    I just don't want to have long romantic conversations or any sort of drama with my computer, okay? It knows what kind of porn I watch. I don't want to mess that up by allowing it to judge any of my choices in romance.

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    Default Re: Iron Chef Optimisation Challenge - Home Cooking Edition

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

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    Default Re: Iron Chef Optimisation Challenge - Home Cooking Edition

    I bet the two Radiant Servant builds are thanking their lucky stars that they didn't take the same number of SI levels. Of course, I'm an entrant, so I may be one of those very thankful people.

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    PaladinGuy

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    Default Re: Iron Chef Optimisation Challenge - Home Cooking Edition

    Quote Originally Posted by sakuuya View Post
    I bet the two Radiant Servant builds are thanking their lucky stars that they didn't take the same number of SI levels. Of course, I'm an entrant, so I may be one of those very thankful people.
    Yeah. That would be awkward.

  28. - Top - End - #58
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    Default Re: Iron Chef Optimisation Challenge - Home Cooking Edition

    Quote Originally Posted by Michael7123 View Post
    Yeah. That would be awkward.
    It's happened before, believe it or not. The tables are a little hard to read now, but these two Shadow Sentinel builds both went Illumian Duskblade 5/Abjurant Champion 5/Shadow Sentinel 10.

  29. - Top - End - #59
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    Default Re: Iron Chef Optimisation Challenge - Home Cooking Edition

    My primary idea was Glimmerskin Halfling Bard 2/Marshal 3/Ur-Priest 2/Fecund Healer 10/Contemplative 1/Bard +2. The idea was to use an Obtained Familiar to carry a (hopefully Empowerd) Heal spell which had been pumped well past the cap by a Motivate Charisma Boosted Divine Spell Power and Reserves of Strength, while also using Martial Study(Mind Over Body) (and crafting Diamond Mind Rings of it for any of his friends who would benefit) with Concentration checks boosted by Motivate Constitution to manage the Fort saves the SI occasionally forces on you. I think it was a pretty good idea, I just couldn't get motivated to work on it and hammer out the details over the holidays.

    I also played around briefly with a Sha'ir build with Arcane Disciple (Healing), trying to get some Arcane Thesis cheese behind my Heal castings, and to work the Heal Skill requirements and Outsider type change (plus the Ritual of Alignment in Savage Species or some Polymorphing shenanigans) into being able to qualify for Graft Flesh (Fiendish Grafts) and toss them around for free by Polymorphing into a Sibriex with either Metamorphic Transfer or Assume Supernatural Ability or mostly free by Shapechanging into one. It was just too feat intensive to get anywhere with though, especially with needing to get Heal as a class skill somehow.

    I might try to judge, seeing as there are only 5 entries and I don't have to change my Iron Chef criteria apart from plugging in the specific abilities of this SI.

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    Sir Driscoll Conia - Silver - IC L

    Nick Snarespan - Gold - IC LIII

    Lucy "Legs" Silvertail - Bronze - IC LXVIII

    Bolfarg of Knoss - Gold - IC LXXVII

    Ivarr Deathborn - Bronze - IC LXXVII

    Ahmtel - Silver - IC LXXVIII

    Tocke of Nessus - Gold - IC LXXIX

    The Blessed Third - Silver - IC LXXXI

    Galahad Galapagos - Gold - IC LXXXIV

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

  30. - Top - End - #60
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    Default Re: Iron Chef Optimisation Challenge - Home Cooking Edition

    Huh, no one went with either of my ideas. The first was a Glimmerskin Halfling Binder 8/Nosomatic Chirurgeon 2/Fecund Healer 10 who used the various Inflict boosting eberron feats, Nosomatic Chirurgeon, and Vivacious Blast's absurdly high spell level to get a Maximized Mass Inflict Critical Wounds and a Quickened Maximized Mass Inflict Critical Wounds every round. The other was a Dvati Warlock 5/Spellfire Channeler 4/Fecund Healer 10 who passed Vivacious Blasts back and forth between eachother to rack up huge Spellfire levels, and rained fiery death on the world below. Unfortunately, depression got in the way of both of these.

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