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  1. - Top - End - #61
    Barbarian in the Playground
     
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXXVIII

    Quote Originally Posted by daremetoidareyo View Post
    Thank you heliomance. My son was born last sunday and this week just melted under the sheer amount of learning and troubleshooting. I have a build that's 90% done. I'de hate to have wasted that time.
    Have you tried powering it off and powering it back on?
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  2. - Top - End - #62
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXXVIII

    Quote Originally Posted by riccaru View Post
    Have you tried powering it off and powering it back on?
    NB: do not power your baby off
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  3. - Top - End - #63
    Pixie in the Playground
     
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    Default Help me find the right place

    Hi everyone o/

    I'm new to the forum, asking stuff in the threads and learning new things. This week i saw the " Iron Chef Optimisation Challenge in the Playground ", that ZOMG cool idea of making new characters.


    I don't know if i don't understand clearly or have not really found, but where I can find the location where the characters are posted?


    Thanks for the attention ^^


    Work it harder, make it better, do it faster, make us stronger.

  4. - Top - End - #64
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXXVIII

    Idea #1: Fairly straight-forward build, but requires the DM to agree to a very klunky ruling on an oddball rules interpretation. And the combo doesn't work until level 20, so there's 19 levels of meh to slog through.

    Idea #2: More solid rules-wise, but can't quite fit everything in pre-epic... feats won't fit, class levels won't fit, and has trouble finishing off the SI. Ugh.

    Idea #3: Another straight-forward build, and works a lot earlier than #1, but relies very heavily on a very specific RAW ruling... kinda a crapshoot, I figure 50/50 the judge says "Oh hell no!" or "Yes this works, but it's still a twink move."

    Couldn't quite get enthused enough about #3 to flesh it out, so I gave up and was planning to judge. Then the extension is announced... I figure, hey, dust off #3, at least submit it, maybe with a low turnout I'll luck into a bronze.

    So I dug back into the Deathless type, was looking around for rules wrinkles, then I checked another sourcebook... and finally found something interesting.

    Idea #4: Hey, looks like this one might work!

  5. - Top - End - #65
    Bugbear in the Playground
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    Default Re: Help me find the right place

    Characters aren't posted, but sent by Private Message.
    Cooking Time: Contestants will have until 09:59 GMT on Sunday, May 29th, 2016 to create their builds and PM them to the Chairwoman, Heliomance.

  6. - Top - End - #66
    Pixie in the Playground
     
    MindFlayer

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    Default Re: Help me find the right place

    Oh, alright

    I'v become a little bit confused with this haha

    All the character builds are sent by PM and no one, including the winners, are posted later?

    Thanks for the reply o/


    Work it harder, make it better, do it faster, make us stronger.

  7. - Top - End - #67
    Troll in the Playground
     
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    Default Re: Help me find the right place

    Quote Originally Posted by Masamourne View Post
    Oh, alright

    I'v become a little bit confused with this haha

    All the character builds are sent by PM and no one, including the winners, are posted later?

    Thanks for the reply o/
    Character builds are PM'd to the Chair (that would be Heliomance) before the submission deadline. Then Heliomance will post up the builds. Then people who didn't submit a build can step up to judge the builds. Once the judging deadline passes, the Chair compiles the scores and posts up which builds won, and who all the builds belong to.

    Check out any of the past contest (links in the OP) to see how it works (and view all the past builds and winners).
    Last edited by Deadline; 2016-05-31 at 05:50 PM.
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  8. - Top - End - #68
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    eek Re: Iron Chef Optimisation Challenge in the Playground LXXVIII

    Need to commit some hours to formatting tables...not sure how I feel about my entry.

    Not sure if I'm really using the secret ingredient, or desperately trying to build a competent character in spite of it.

  9. - Top - End - #69
    Ogre in the Playground
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXXVIII

    suddenly stumbled over a cool synergy so I'm building the table now

  10. - Top - End - #70
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXXVIII

    Submitted.

    Anyone else getting close?

  11. - Top - End - #71
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXXVIII

    Real life TPK'd my time to do this. I'll post my build stub after the reveal...

  12. - Top - End - #72
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXXVIII

    Quote Originally Posted by Darrin View Post
    Submitted.

    Anyone else getting close?
    I've got all my tables done. Just have to do various write-ups.

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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

  13. - Top - End - #73
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXXVIII

    Definitely nothing for me this round, unfortunately. A combination of an uninspiring ingredient and a separate project I'm working on means that I just haven't been able to get myself excited for this one, sorry to say. But I'm looking forward to seeing what everyone else has come up with.
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    My compiled Iron Chef stuff!

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  14. - Top - End - #74
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXXVIII

    I just haven't gotten the tables written out yet. Otherwise the build is pretty much done. That and I need to do writeups. busy weekend for me.
    Iron Chef in the Playground LXVI - Honorable Mention : Azalin Stonecutter

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  15. - Top - End - #75
    Firbolg in the Playground
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXXVIII

    Just got back from vacation, so no time to make a build for this beautiful stinker of a class.
    Quote Originally Posted by Vaz View Post
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    This is what happens when they let me DM:
    Beyond the Horizon IC / OOC
    A Time to Die: Alpha IC / Bravo IC / OOC

  16. - Top - End - #76
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    Question Re: Iron Chef Optimisation Challenge in the Playground LXXVIII

    What's the consensus - is this the hardest IC ingredient so far to make anything useful out of?

  17. - Top - End - #77
    Troll in the Playground
     
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXXVIII

    Quote Originally Posted by Thurbane View Post
    What's the consensus - is this the hardest IC ingredient so far to make anything useful out of?
    Define useful.

    I think that this particular ingredient required a lot of optimization bricks and subsystems to pull off. An optimization brick is a hunk of user generated rules lawyering that might fly if the DM just doesn't care too hard.

    I mean this prestige class stunk: It didn't advance casting, rage, reats, sneak attack, skirmish, TWF, bab, saves, companions, or anything that a base class offers. Working with that is difficult, especially with these lame immunities as class features that any caster or WBL enemy can get around. What you are left with is a globe of invulnerability and a type change to celestial. I reckon those two traits are the entirety of what people worked with.

  18. - Top - End - #78
    Troll in the Playground
     
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXXVIII

    Build in. I actually ended up sort of liking my entry, strangely enough.

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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

  19. - Top - End - #79
    Ogre in the Playground
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXXVIII

    lost a weekend in a new game ... will post stub idea when chair have revealed

  20. - Top - End - #80
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXXVIII

    Quote Originally Posted by Thurbane View Post
    What's the consensus - is this the hardest IC ingredient so far to make anything useful out of?
    I actually had an idea for this one, but it was leaning heavy on fluff and very little to uniquely distinguish it mechanically. It would have been an average melee support combatant at best with a few tricks, but nothing I felt like entering.
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  21. - Top - End - #81
    Firbolg in the Playground
     
    NecromancerGuy

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    Default Re: Iron Chef Optimisation Challenge in the Playground LXXVIII

    My idea was a rules-argument in the guise of a Character concept. Such things tend to do poorly in this environment.
    Iron Chef in the Playground veteran since Round IV. Play as me!


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  22. - Top - End - #82
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXXVIII

    I had an idea of trying to be immune to everything under the sun and then tanking like a boss, but risen martyr just eats too many of your levels to do that effectively.

  23. - Top - End - #83
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXXVIII

    Quote Originally Posted by Amphetryon View Post
    My idea was a rules-argument in the guise of a Character concept. Such things tend to do poorly in this environment.
    I feel like the cheese fondue clause justifies a rules arguments as character concepts if you pack enough in there and swing for the bleachers.

  24. - Top - End - #84
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXXVIII

    Quote Originally Posted by daremetoidareyo View Post
    I feel like the cheese fondue clause justifies a rules arguments as character concepts if you pack enough in there and swing for the bleachers.
    Depends on the judge. If it were me, I wouldn't give you any points for a trick if I don't think it works, so if it's the foundation of your build, you're definitely going to fare very poorly in my scorings. On the other hand, if it does work, it could potentially land you a good power score, but you might take a hit in elegance if your trick relies on favorable DM rulings and/or is obviously against the spirit of the rules—which is still probably a net positive for the overall score in a round like this where power scores are likely to be on the low side, although it is definitely a risky move. You can minimize the risk by setting it up so that the trick is a cherry on top of a build that functions just fine without it (like Ivarr Deathborn last round, who managed to get away without losing points despite trying to use an infinite loop that wasn't actually an infinite loop).

  25. - Top - End - #85
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXXVIII

    So it looks like everybody who is cooking is in, right? Shall we then?
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    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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  26. - Top - End - #86
    Firbolg in the Playground
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXXVIII

    Quote Originally Posted by daremetoidareyo View Post
    Define useful.

    I think that this particular ingredient required a lot of optimization bricks and subsystems to pull off. An optimization brick is a hunk of user generated rules lawyering that might fly if the DM just doesn't care too hard.

    I mean this prestige class stunk: It didn't advance casting, rage, reats, sneak attack, skirmish, TWF, bab, saves, companions, or anything that a base class offers. Working with that is difficult, especially with these lame immunities as class features that any caster or WBL enemy can get around. What you are left with is a globe of invulnerability and a type change to celestial. I reckon those two traits are the entirety of what people worked with.
    Not to delve into speculation, but I think the whole concept of Deathless drew some interest from possible chefs. Also, Final Ascension is just weird & vague enough for someone to find a unique use for it. But aside from that, I'd be very interested to see if anyone could showcase the odd smattering of SLAs the class provides.

    Quote Originally Posted by Amphetryon View Post
    My idea was a rules-argument in the guise of a Character concept. Such things tend to do poorly in this environment.
    Lump it, I'm more interested in unique tricks than high scores. Entertain me!
    Quote Originally Posted by Vaz View Post
    Ponies, the Kim Karsdashian of GITP.
    This is what happens when they let me DM:
    Beyond the Horizon IC / OOC
    A Time to Die: Alpha IC / Bravo IC / OOC

  27. - Top - End - #87
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXXVIII

    Let's get some builds up in here, shall we?

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    Quote Originally Posted by The Care Bear
    The Care Bear

    “I’m going to love and tolerate the **** out of you.”
    LG Badger Hengeyokai Beguiler 3/Marshal 2/Emissary of Barachiel 3/Risen Martyr 10/ Emissary of Barachiel 5

    Stats(with racial adjustments)
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    Str 10
    Dex 14
    Con 8(10)
    Int 16
    Wis 12(10)
    Cha 16(Increases here, Cha at lvl20 is 25)

    Build
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    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Beguiler 1 +0 +0 +0 +2 Balance 4, Bluff 4, Concentration 4, Diplomacy 4, Escape Artist 4, Knowledge (Arcana) 1, Knowledge (Local) 1, Sleight of Hand 4, Speak Language (Celestial) 1(Starting Languages: Common, Hengeyokai, Goblin, Giant, Nezumi) Spellcraft 1, Tumble 4, Use Magic Device 4 Servant of the Heavens Armored Mage, Trapfinding
    2nd Beguiler 2 +1 +0 +0 +3 Balance 5, Bluff 5, Concentration 5, Diplomacy 5, Escape Artist 5, Sense Motive 1, Sleight of Hand 5, Tumble 5, Use Magic Device 5 Cloaked Casting (+1 DC), Surprise Casting
    3rd Beguiler 3 +1 +1 +1 +3 Bluff 6, Concentration 6, Diplomacy 6, Escape Artist 6, Sense Motive 3, Sleight of Hand 6, Tumble 6, Use Magic Device 6 Skill Focus (Diplomacy) Advanced Learning (Alibi)
    4th Marshal 1 +1 +3 +1 +5 Bluff 7, Diplomacy 7, Knowledge (The Planes) 4, Sense Motive 4 (B)Words of Creation Bonus Feat, Minor Aura (Motivate Charisma)
    5th Marshal 2 +2 +4 +1 +6 Bluff 8, Diplomacy 8, Sense Motive 5, Speak Language (Orc, Undercommon, Draconic, Gnoll) Major Aura +1 (Resilient Troops)
    6th Emissary of Barachiel 1 +2 +4 +1 +8 Concentration 9, Diplomacy 9, Use Magic Device 9 Nimbus of Light Calling, Spells
    7th Emissary of Barachiel 2 +3 +4 +1 +9 Concentration 10, Diplomacy 10, Knowledge (Nobility and Royalty) 4, Use Magic Device 10
    8th Emissary of Barachiel 3 +4 +5 +2 +9 Concentration 11, Diplomacy 11, Knowledge (Nobility and Royalty) 5, Listen 3, Use Magic Device 11 Conversion
    9th Risen Martyr 0 +1 +4 +5 +2 +11 Concentration 12, Diplomacy 12, Listen 4, Spot 2 Sacred Vow Spiritual Body, Cha +2, Deflection, Holy Purpose +1
    10th Risen Martyr 2 +5 +5 +2 +12 Concentration 13, Diplomacy 13, Listen 5, Spot 4 Bless, Magic Circle Against Evil
    11th Risen Martyr 3 +5 +6 +3 +12 Concentration 14, Diplomacy 14, Listen 6, Spot 6 Daylight, Holy Purpose +2
    12th Risen Martyr 4 +6/+1 +6 +3 +13 Concentration 15, Diplomacy 15, Listen 8, Spot 7 Vow of Nonviolence Acid Immunity, Detect Evil
    13th Risen Martyr 5 +6/+1 +6 +3 +13 Concentration 16, Diplomacy 16, Listen 9, Spot 9 Cha +4, Protective Aura
    14th Risen Martyr 6 +7/+2 +7 +4 +14 Concentration 17, Diplomacy 17, Listen 11, Spot 10 Holy Purpose +3, Shield Other
    15th Risen Martyr 7 +7/+2 +7 +4 +14 Concentration 18, Diplomacy 18, Listen 12, Spot 12 Vow of Peace Celestial Brilliance, Cold Immunity
    16th Risen Martyr 8 +8/+3 +7 +4 +15 Diplomacy 19, Listen 14, Spot 14 Holy Aura
    17th Risen Martyr 9 +8/+3 +8 +5 +15 Diplomacy 20, Listen 16, Spot 16 Electricity Immunity, Holy Purpose +4
    18th Risen Martyr 10 +9/+4 +8 +5 +16 Diplomacy 21, Listen 18, Spot 18 Lifesense Perfection, Final Ascension
    19th Emissary of Barachiel 4 +10/+5 +8 +5 +17 Diplomacy 22, Listen 21, Spot 21
    20th Emissary of Barachiel 5 +10/+5 +8 +5 +17 Diplomacy 23, Listen 23, Sense Motive 7, Spot 23 Feats New Class Abilities
    Spells
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    Spells per Day
    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st 5/ 3/ - - - - - - - -
    2nd 6/ 4/ - - - - - - - -
    3rd 6/ 5/ - - - - - - - -
    4th 6/ 5/ - - - - - - - -
    5th 6/ 5/ - - - - - - - -
    6th 6/ 5/0* - - - - - - - -
    7th 6/ 5/1 - - - - - - - -
    8th 6/ 5/2 /0* - - - - - - -
    19th 6/ 5/3 /1 - - - - - - -
    20th 6/ 5/3 /2 /0* - - - - - -

    Spells Known
    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    6th all all/2 - - - - - - - -
    7th all/ all/3 - - - - - - - -
    8th all/ all/3 /2 - - - - - - -
    19th all/ all/4 /3 - - - - - - -
    20th all/ all/4 /3 /2 - - - - - -
    Beguiler spells before slash/Emissary of Barachiel spells after slash in chart
    Emissary of Barachiel Spells Known
    1st:Magic Mouth, Ray of Hope, Sanctuary, Ventriloquism
    2nd:Glitterdust, Hold Person, Suggestion
    3rd:Charm Monster, Haste

    Backstory
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    The Care Bear was a simple fool. He always possessed kindness and great piety, but he always seemed to lack plain horse sense. He was trained in the ways of gentle suggestion and manipulation, he learned to nudge the minds of others toward those things that he wanted. For some strange reason He got it into his furry head that he if he could learn to nudge someone’s mind in one direction or another, then he could politely but firmly shove it in one direction, namely the path of righteousness.

    Fool though he may have been, he was persuasive. He gathered a company of similarly minded creatures from the Hengeyokai village (who knows how many he “nudged” toward following him) and began styling himself as the leader of an army of sorts. He had enough raw force of personality and will to rally them under his banner, calling themselves the warriors of virtue. They were unarmored and unarmed, claiming that love and peace were their weapon and armor (your guess is as good as any as to which was which). Somewhere along the way, the Care Bear found himself a holy cause to follow, the noble cause of Barachiel to bring evil humanoids to the way of good. Having a dogma to follow only strengthened his conviction, and tightened his hold on his followers.

    Their cause was of course, doomed from the start. They made it to the first Gnoll camp, where the Care Bear loudly declared that he was leader of a group of powerful warriors that were invading the encampment to force the evil creatures to see the light. He neglected to mention they planned to do this peacefully. Not that it would have mattered. The Gnolls had long since learned to attack rather than parley with armies talking of religious conversion. Not a one of the warriors of virtue survived.

    The Care Bear may not have been wise, but he was dedicated, pious, and so darn stubborn he either earned a second chance or convinced those in the Upper Planes to send him back. He rose from among the bodies of his warriors, and for once he had learned a lesson. He would continue to carry out his mission to redeem the evil, but he would do so with the gentle encouragement and firm but kind message of redemption. If they resisted his message of love and forgiveness, he’d just have to nudge extra hard.

    Some have said that he was successful enough to earn himself a spot in the Upper Planes, but turned it down and managed to get himself back on the Prime Material saving souls. I don’t put much stock in that. Nobody could be that foolish.

    Level 5
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    Yep, it’s a Care Bear. Badger Hengeyokai is the closest approximation I could make without a mess of trouble, so that’s what we’re using. Just squint your eyes and it’s basically the same, not like the Care Bears look much like real bears. Stay in Hybrid form unless you have a very good reason to be a normal badger, like wriggling through a small space. Burrow speed is on from level 1 in Hybrid form, so use it as your panic button when things get too hairy.

    We don’t pick up the actual Vow of Nonviolence until later but this build assumes a consistent path of at least semi-peaceful engagement. Beguiler’s very good at doing everything other than have a brawl, so use social skills and a good Cha to your advantage. Marshal giving double Cha to all Cha skills makes this happen all the faster, and everyone could use the boost to saves. Remember, Charm Person invokes a Cha check. Marshal says that if you already have Skill Focus (Diplomacy) you can swap its bonus feat for something else, so we’re doing that to nab Words of Creation at 4 when we actually qualify for it. At this point most things are vulnerable to stuff like sleep, charm person, and color spray, so you can mess your enemies up pretty bad without hurting them. Alibi makes someone believe that they’ve interacted with you previously, which is great for starting a conversation about whatever fake thing you did yesterday. Hell, say you did them a favor and get them to do you one in return. This spell has tons of possibilities for all social interactions.

    If for some reason you have to hit somebody, remember blunt arrows for your shortbow to inflict nonlethal. No need to be mean. Don’t fight up close, you’re squishy. Try to not die until you’re ready to.

    Level 10
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    Before we enter the SI, we’re going to make a bit of a stop in Emissary of Barachiel. This provides the Care Bear with his Holy Purpose, converting evil humanoids to the side of good. We’re going to accomplish this largely through lots of Diplomacy rolls, which is why it’s always maxed, we’ve got heavy Cha investment (remember motivate Cha means every increase counts twice), we’re racking up all the synergy bonuses, and even Sacred Vow helps boost it (though that’s more of a side benefit). Emissary of Barachiel provides us with some more great spells for utility and influencing others. Its primary ability of Calling is a nice buff and debuff based on alignment, so make sure you have LG allies. The DC is based on Diplomacy check, so it’s going to be hilariously high. The real useful one is Conversion, which also uses Diplo for save, and changes the alignment of the target. It’s temporary, but if they fail all 7 saves, it becomes permanent. That’s very likely considering how high you can pump your Diplo mod. You’re going to want to get a permanent tongues on yourself as soon as you can to essentially circumvent the language-dependent nature of calling and other effects.

    An effect where you focus your energies so hard at your foe that they are subdued and convert to the side of good? That’s right friends: it’s the Care Bear Stare.

    The SI provides you with its first benefit immediately. Calling and Conversion are Words of Creation, so like other uses have irritation nonlethal damage. As a deathless you are immune to it so you can use it whenever you want without fear. You can also use it to cast Ray of Hope at +1CL, because it’s a good spell. It boosts your Charisma, and adds your bigger Cha to AC. Holy Purpose works for attack and damage if you must use some nonlethal weapons, or to skill checks (and ability checks!) that you’ll be using much more (diplo, charm, conversion, etc). Use bless when you run out of rays of hope or uses of calling (all are morale so won’t stack). As a deathless you now use Cha for Concentration, ask your DM if this means that motivate Cha applies it twice. If so, you can stop investing in Concentration even sooner and free up skill points.

    Constant Magic Circle Against Evil is a pretty nice benefit from this class. Not for the deflection bonus to AC, since it already gave you a better one from your Cha that applies to everything and is higher (because the writers are goobers), and not because of its protection from charm and compulsion, since it already made you immune by being deathless (again, writers=goober). Ok maybe it’s not the best, but it does keep out all nongood summoned creatures and has CL of your HD because they didn’t specify otherwise, so you got good odds against their SR, and it does prevent the handful of possession effects outright, which is less to worry about.

    Level 15
    Spoiler
    Show
    More levels of Risen Martyr, and be honest, most people are probably regretting it by now. But there’s always silver linings. Daylight has CL=HD again, so is great for use against darkness spells, especially since it’s at will. Acid is usually an elemental damage go-to because immunity is rare, but you get that immunity first, which is very helpful. Cold is a pretty common element to encounter, so you’re protected there. Nobody’s going to use fire, since it’s too common, so resistance is as well. Don’t tell anyone you’re not immune, it will be our secret. Detect evil will help you determine whether those you are converting really are moving on the path, and will help you find more targets to convert. Adding on a lesser globe of invulnerability effect is super helpful, because lots of people still use low levels spells with non-scaling effects. Flat immunity to those will help keep you alive, and since it’s big enough for you to cast on you’re still fine. Shield Other is best used to soak up enough damage to save somebody, especially if it’s something like acid or cold. You have a bit more health than it might seem, because as a Hengeyokai you can shift character level+1 times per day, and it’s based off of polymorph so heals you each time. As a deathless the Con change doesn’t affect you, so human and Hybrid shape differ only by burrow speed, both work fine. Every little bit helps.

    Celestial Brilliance is better than it seems. Again it has a CL=HD. Note that its duration is 1 DAY per level, so that 1 use per day is actually generous. It’s the one damage thing you have, so you can use it to kill undead all you want, since that doesn’t trigger vow of peace. As for evil outsiders, you’re going to want to be careful. Be wary of and try to identify anything that looks like it might be one, since you don’t want to ding them. You can target celestial brilliance on an object, so if you put it on your walking stick or what have you, then encounter an outsider by chance and it hurts him, that’s unintentional so you can get it back with atonement. The point is you can have it on all the time, so you might as well.

    Vow of Nonviolence boosts the DC of every spell and effect you have that doesn’t damage humanoids or monstrous humanoids, which is all of your spells and effects. The wording means it applies to calling and conversion as well. Risen Martyr means you’re not competent enough to really hurt anyone anyway. Vow of Peace extends this to all living creatures which is fine, it just means you be a bit selective with celestial brilliance. You can’t let your team members use violence either, but since the Care Bear converts his foes to the side of good, there’s no reason to hurt them. Also enjoy vow of peace’s natural armor bonus, but the real point is that weapons can shatter when used against you and that everyone within 20 feet has to save against calm emotions, with a scaling cha based DC. Is this a DC that vow of nonviolence boosts? Maybe. Oh hey another boost to our very high Diplomacy.

    Level 20
    Spoiler
    Show
    The Care Bear is exactly that foolish. He’s going to leave the Upper Planes once he gets there.

    First let’s finish the SI. Electricity Immunity is another helpful thing, meaning you can now walk right in front blasters using 3 of the 4 basic elements (the 3 that people care about). Holy Aura is added on to make the resistance bonus apply to everything and grant SR 25 against evil spells and effects, and any spells cast by evil creatures, which covers a looooot, since your mission is to go against evil creatures. The final cool kicker of Holy Aura, permanent blindness for evil creatures that strike you, still isn’t harmful, so vow of nonviolence applies here too.

    Perfection does have a use for you, and that’s that you can now use wands of Archon’s Trumpet. It’s a neat debuff with great spread, and again doesn’t hurt anybody so boosted by vow of nonviolence. It’s a fun effect, and now you can actually cast it, unlike a regular Emissary of Barachiel (again, writers are goobers).

    Final Ascension means you take a one way trip up to the Upper Planes. Once he’s there he’s going to want to go back. Doing so is simple enough. As an LG creature that is treated as an archon, he’s going to end up among archons. From there it’s just a matter of using his very large Diplo mod to ask a Trumpet Archon to plane shift him down, pretty please, or to hitch a ride with one that’s going to the Prime Material. Plane shift is a normal spell that the sample one’s prepared, so your DM shouldn’t have a reason to object.

    Once back on the Prime Material and free of the SI, we’re going back to Emissary of Barachiel. It gives a few more spells, Haste and Charm Monster, which have oh so many uses. The real fun capstone for this build is Sustenance, which lets you notably reverse any magical alignment change (if someone’s trying to undo all the good work you did) and create and atonement effect, which means you can make your conversion permanent immediately. If you’d like to top this build off with a decorative swirl of cheese, you might be able to use this atonement effect to atone yourself if you ever accidentally mess up your Vow of Peace.

    UMD is high enough to use wands without error, depending on your investment in Cha it might be available earlier, but you’ve got easy use for a fair amount of this build.

    Our final feat is Lifesense, which makes all living creatures shed light to your eyes. This is like normal light to you, so hiding becomes much harder for them. This also makes it easy to pick out undead targets for zapping with celestial brilliance.

    Sources
    Spoiler
    Show
    Beguiler: Players Handbook II
    Marshal: Miniatures Handbook
    Emissary of Barachiel, Nimbus of Light, Servant of the Heavens, Words of Creation, Sacred Vow, Vow of Nonviolence, Vow of Peace: Book of Exalted Deeds
    Lifesense: Libris Mortis
    Skill Focus: srd
    Alibi: Exemplars of Evil
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  28. - Top - End - #88
    Titan in the Playground
     
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXXVIII

    "A nine-cheese fondue? Certainly a bold choice! I like it, but will our judges?"

    Quote Originally Posted by Aves Maria
    Aves Maria, Celestial Fondue

    Human Dread Necromancer 2 /human paragon 3 /exalted arcanist 5 /risen martyr 10


    Spoiler: cheese fondue
    Show
    Versatile Spellcaster Abuse. Are you ready for this?

    This character went through many transformations. At first, this build was dread necromancer 8/risen martyr 10, with the ghostly visage familiar remaining on the home plane when the necromancer ascends. Using sanctified magic, which is class neutral, the DN could find a way to plane hop, and use the ghostly visage’s share spell ability to channel the PC, using the channel celestial spell, who could then use spells and supernatural abilities to destroy the enemies. I assumed that the sanctified magic rules would work out, then I read them more closely only to find that Spontaneous casters don’t get sanctified spells added to spells Known…unless they are a 5th level exalted arcanist.

    Taking 5 exalted archaist levels required dropping the class-provided familiar, but that could be replaced by obtain familiar and a talking bird. But the earliest entry for exalted arcanist is level 6, and I needed the fifth level ability of exalted arcanist (all sanctified spells added to your spells known) and Risen Martyr’s capstone in order to be channelled by a symbiote or a familiar. So, to get the extra feat for exalted arcanist pre-reqs, I had to trade a caster level to get human paragon’s bonus feat. Then I noticed the 9 skill ranks required for exalted arcanist entry. Jeesh.

    It looked bleak, but then I remembered cityscape’s primary contact feat allowing you to go one more rank up in a single skill. I ate up every feat slot with pre-reqs, had to use flaws (boo!), lost 2 caster levels and thus lost the better spells (planar binding). But I could, theoretically, become a celestial, and, if i had the correct spell slots left over, I could cast channel greater celestial, infect my familiar with myself, and continue to adventure. 

If I had more bonus feats, I’d add a bloodline feat that had a high level summon monster, a reserve feat, celestial summoning specialist, and a divine feat to blow them dread necromancer rebukes on. I ran out of feats, but then again, it seems that I always do… Anyways, the holy Swiss cheese skeleton of the build was now in place, time to flesh it out with cheesy cheesy cheesy.

    Cheese 2: Versatile spell caster: Then I researched versatile spell caster + heighten more deeply. Things got real tricky, real fast. A dread necromancer knows all his spells when he gains the ability to cast spells of a new spell level. With versatile spell caster you can use two spell slots to cast a spell one level higher that you “know.” Rulings vary, but in very strict RAW, the window where you know the next level spell only lasts as long as you are casting the versatile spellcastered spell slots. So, what you CAN do, with a metamagic quicken rod, is use versatile spell caster with two of your highest level spell slots to cast the next level higher spell, then interrupt that casting with your quickened spell of the level that you want. For example: at tenth level in this build, I can use two 4th level slots to cast a heightened 1st level spell that has a full round casting time. This gives me access to a 5th level spell. Now that I have access to fifth level spells, I know all of my known 5th level spells, including the sanctified ones. I interrupt that versatile spell with a quickened 5th spell that just became a known spell.

    “Sure chef,” you’ll say, “but a metamagic rod of quicken doesn’t work on spontaneous spells.” Which is correct. You’re going to need a metamagic rod of sudden quicken. Hopefully it costs about the same, seeing as how it’s based on a +4 metamagic and is only usable 1/day. Either that or you need a really long casting time for one spell that you interrupt to cast the new spell. A 10 minute casting time spell like heightened speak with the dead or animate with the spirit…perhaps?

    The loss of caster levels cuts this build down to a maximum of 4th level spells known, with versatile spellcaster peaking at 5th level spells. But we need 9th level spells to make this work. Thats where ability score bonus spells come in.

    Quote Originally Posted by Heroes of Horror
    “Like other spellcasters, a dread necromancer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given in Table 5—2: The Dread Necromancer. In addition, she receives bonus spells for a high Charisma score (see Table 1—1 on page 8 of the Player's Handbook).”
    When you look up that table at level ten, your charisma is 22, which gives you a fifth level spell slot. All you need is a 28 charisma and when you get two of your 5th level spells slots and your entire class list of spells known, and then you can use versatile spell caster to dump those two 5th level slots to get sixth level spells. So if you use node store to get a fifth level spell slot, you automatically get your bonus spells from your ability score, and can thus burn them using versatile spell caster to get a and a sixth level spell, and thus it becomes a valid choice. I’m sure there is a way to use the heighten spell feat in there to further reach up in spell level…

    Cheese 3: Node store: Now that you have access to your sixth level spells, you can use your node to store them. Store two planar binding spells in your earth node (I did briefly consider using evil nodes, which are more useful, but risen martyr apparently has a code of conduct). Node store literally gives you more spell slots. Two of them.

    Quote Originally Posted by CoR p. 26, Node Store
    Each time you take this feat, choose two spells of any level that you know and can cast. If you are a spellcaster who prepares spells, you can now prepare those two spells in addition to your normal spell complement as long as you are in a node to which you are attuned, just as if you had two extra spell slots per day. These extra prepared spells are stored in the node instead of in your mind. You can cast them normally while you are within that node, even if you have left the node and returned since storing them there. If you are a spellcaster who does not prepare spells, choose two spells that you know. You can now cast those two spells while in a node to which you are attuned as if you had two extra spell slots per day available. Each such slot can be used only to cast its designated spell; it cannot be used for any other spell (including the other spell designated with this feat). If you leave the node, these extra spell slots become unavailable to you, but you can use them again if you return, provided that you haven't already used them since the last time you rested. You do not need to designate a specific node in which to store your spells when you choose this feat, but you can have spells stored in only one node at a time. You can change the node in which your spells are stored by meditating for 1 hour inside the new node you have selected. 
Special You can gain this feat multiple times. Each time you take the feat, it applies to two new spells.
    Did you see that? Now you can versatile spell cast your two planar binding spells from your 6th level spell slots in your node to cast a 7th level spell! Because you chose two spells of any level that you know, and CAN CAST. Further, while in your node, you may have access to your bonus spells from having a high ability score. And you can use this same theory one more time at level 15 to get two 8th level spells: Have a charisma of 32, interrupt your 7th level spell to versatilely quicken an 8th level spell before your 7th level spell is finished using spell slots gained from a high ability score (18+2 paragon +3 level ups +4 risen martyr + a +5 charisma item), that appear because you can cast and have access to 8th level spells. 

Now that you can do this, you can choose two 8th level spells for your second bout of node storage when it becomes feat selection time. And with these two 8th level spell slots, you can versatile spell cast 9ths…And thus sanctify the wicked as many times as you need in order to avoid ascension too early.

    Now, rules gotta be interpreted here. And whatever elegance was lost from doing flaws for early entry on exalted arcanist is now getting doubled. The SRD for ability scores says

    Quote Originally Posted by SRD ability scores
    In addition to having a high ability score, a spellcaster must be of high enough class level to be able to cast spells of a given spell level.”
    Which, is really nebulous in the case of a versatile spell casting dread necromancer. The interpretation used here is that while you are casting a spell one level higher than your class typically allows by using two smaller spell slots, you “are of high enough class level to cast a spell of that level”…at least during the casting. The reason one can be confident that this works is because this build is abiding the stipulation that you are casting a spell one level higher using lower level slots, not insisting that slots are spontaneously generated through versatile spell caster alone. This means that you have the bonus spell slots until you are done casting the spell, so nothing really stops you from employing this, except maybe a common sense real-life DM. Pfft. Like they exist.

    Maybe you’re not allowed to use those ability score bonus spell slots during the little window of casting another spell…Well, you have one more option on pages 135 and 136 of complete mage. Spell components that give you a free heighten. Dragons tears are a prime example. Versatile spell cast two 4th level slots to cast a 5th level mind affecting spell, then use dragon tears to use that 5th level spell to cast what is treated as a 6th level spell. You now can cast any spell of 6th level, and thus can activate the ability to use node store to store 6th level spells.

    So that is the first few cheeses for the fondue. The rest of the cheese follows.

    Cheese 4 and 5: Alignment: Let’s talk about the elephant in the room: Evil. Aves Maria is a dread necromancer. Her best spells have the evil tag. At best, Aves Maria has a neutral alignment…when she begins. During her human paragon levels, she has a lifting of the heart and becomes neutral good. She also has not one but two metamagic feats that add the good descriptor to a spell. A consecrated purified create undead is a necromantic [evil][good][good] spell. Surely the second round of goodness helps, particularly on a PC that isn’t a cleric, the only class for which Evil spells have a mechanical effect. (Hence the malconvoker, being a class that can be entered through divine or arcane magic having a special ability to avoid problematic evil spells). Ask your DM. It doesn’t actually matter, you should be able to do this without casting your evil spells, it will be a bit more difficult, but all you have to do is survive until 10th level. Avoid summon undead, animate dead, & contagion. Those spells are only completely useful, but you’re exalted; personal utility and ability to triumph comes second to arbitrary definitions of evil. FYI: A purified bestow wounds cast on a good aligned person heals you but doesn’t harm them…

    You channel negative energy, but you aren’t a cleric, So rebuking/controlling undead shouldn’t be an alignment hit for you either… If the channeling negative energy = evil thing only applies to clerics specifically. If channelling negative energy is an evil act, regardless of class, just ignore this class feature until you get an item that you can use to dump rebuke slots into. Isn’t being exalted all about having powers that you choose not to use because they are too easy? Anyways, maybe your backstory consists of your conscription by celestial agents of good to infiltrate a coven of necromancers to develop contacts and counter measures for the forces of good? What if that helped explain your flaws based feats and extra rank in knowledge arcana as a mentor to young necromancers that you try to nudge away from power mongering evil? Backstory can make everything be allowed, right? Regardless, it’s worth the argument.

    Cheese 6: Channeling: This build is predicated on channeling celestials. Channeling celestials is covered in a few sources; BOED p.23 and updated in Eberron Campaign setting p.102. Basically it is the consent-friendly form of demonic possession. A celestial jumps into your body like a ghost, boosts your mental stats up their score -5 unless your score is higher, and grants you access to all of its Su, Psi, spell like abilities, and their skill ranks. There is apparently only a single celestial that can do this ability natively, (the throne archon) but there are 3 spells that snag a celestial possession: Animate with the spirit from Champions of Valor, Channel celestial and channel greater celestial from BOED. Animate with the spirit summons a celestial at random of up to 6HD to occupy a “corpse.” You can also request a specific celestial, which will be helpful if you only had a way to know more about celestials. Ask your DM if undead count as “corpses” because commanding the bad guys’ mindless undead and filling them up with hollyphants and movanic devas and then sending them back to their masters seems like a decent battle plan. You automatically get animate with the spirit at 10th level when you get all of the sanctified spells added to your spells known.

    Cheese 7, 8, & 9: Channeling symbionts: The next level of channeling cheese involves symbionts. Symbionts are creatures that attach to you, slowly drain ability scores at about your natural rate of healing, but offer you something in return. The symbionts that service you best are found in Magic of Eberron and the fiend folio. Fiend folio doesn’t have prices for symbionts as treasure, but MoE does on page 154. You can command the 1HD ghostly visages with a rebuke undead check (fiend folio p.222) and thus don’t have to really worry about the ego score. And there is no apparent limit to the number of ghostly visages you can have. You need to redeem these bad boys in order to use them to optimal effect. Redeeming is a process detailed on BOED p.28. Basically 1/day, you spend an hour, make a diplomacy check, the bad guy makes a will save against that diplomacy check, and if they fail 7 in a row they move closer to good. You don’t have to worry about imprisonment, because they are symbiotically attached to you.

    I like ghostly visages because they can become a source of celestially channelled gaze attacks and they are undead, so you can use your dread necromancer class features on them. Plus they have a mouth, so they can use it for channelled perform ranks and bardic music abilities once you begin channelling celestials. It doesn’t matter, but you can channel more celestials into your person if you have more symbionts attached to yourself, and although there isn’t a set limit to the number of celestials can be channeled by one person, RAW, I think we can safely assume that 1 is the number of celestials that most DMs will allow a single entity to channel. Mostly due to the share spells ability of symbionts, you can channel celestials into them, and then the symbiont gets a much sweeter array of skills, spells and spell like abilities to use on your turn to destroy your opponent. And due to share spells, the buffs hat the celestial brings to the table will benefit you.

    Quote Originally Posted by fiend folio p.216
    Share Spells (Su): Any spell the host creature casts on itself automatically also affects the symbiont. Additionally, the host may cast a spell with a target of “You” on the sym- biont instead of on itself. Likewise, a symbiont can choose to have any spell or spell-like ability it uses on itself also affect the host creature, and may cast a spell with a target of “You” on its host instead of on itself. The host and symbiont can share spells even if the spells normally do not affect creatures of the host or symbiont’s type. Spells targeted on the host by another spellcaster do not affect the symbiont, and vice versa.
    With the channel celestial spell, you can turn yourself into a walking tank of sentient celestial armor, rapping off tons of at will abilities. All you have to do is successfully redeem your symbionts to a good alignment. Seriously consider getting a mind leach, a tentacle whip, a ghostly visage, as many breed leaches as you can handle cuz your fort save is trash, a shadow sibling and a spellwurm(s). Turn these things into good guys so that they play nice with your celestials, while also breaking the action economy…

    The SpellWurm symbiont is a great choice in that it adds mage armor, blur and ancestral knowledge as spells to your spells known. Ancestral knowledge is a nice boost for when you channel word archons to use their knowledge skills to access true names for celestials to request when channeling & animating with the spirit. Another great option is the fiendish familiar, (FF p.219) which can serve as a source of new spell knowledge (DMG p.198) Especially with the wonky spell exchange rules for exalted arcanist.

    Quote Originally Posted by BOED’s exalted arcanists spells per day
    “She does not, however, gain any other benefit a character of that class would have gained (bardic music abilities, improved familiar abilities, and so on), though she does retain the ability to exchange spells known with every even-numbered equivalent sorcerer or bard level.”
    Obviously, this ability was invented when the only spontaneous casters were sorcerers and bards, and the verbiage specifically knocks out the Dread Necromancers’ advanced learning ability to augment the spell list. I’d rather not be able to exchange spells or add spells than try to figure out how to parse that weird language to figure out if you can swap out spells as a sorcerer or bard at exalted arcanist level 2 and 4. Regardless, as a dread necro and as a spontaneous caster, it is expected by game designers for you to augment your spell list somehow at spell casting levels that are divisible by 2. It would not be unreasonable for an exalted dread necromancer to somehow receive access to a spell like a sorcerer. A redeemed fiendish familiar can provide this. And seeing as how you are incapable of receiving some of the node spells, this may provide the opportunity to get access to at least the locate node spell.

    The thing is, you can also channel a celestial into your familiar through your share spells ability. So your familiar has access to all of yall’s skill ranks. Further, once you ascend and become a celestial yourself with risen martyr’s sweet capstone, you can cast channel greater celestial (if you’re within your node) to possess your parrot familiar. While you are in heaven, channel a celestial with planeshift, teleport yourself to your familiar, and go on adventures from there! In this case, infect your parrot with your old symbiotic companions and really be the most intimidating form of avian life ever to grace the planet.

    You have access to planar binding, which gives you access to every celestial, which in turn gives you access to a word archon. Channel a word archon to make truespeak checks, and to use those knowledge skills for research of true names to request specific celestials during your animate with the spirit shenanigans. Further, you can give people the celestial template, which, depending on the DM’s ruling, may allow you to channel your friends! Channel a Shirokinu-katsukami (OA p. 191) to haunt the dreams of everyone in the world. Use your words of creation feat when you channel a celestial with bardic music abilities to grant morale bonuses to the animated with the spirit zombies! Ghaele Eladrin gives you access to 14th level cleric casting, (and thus spontaneous sanctified spells, which you can versatile spell caster all you want).

    I used the following resources:
    Channeling celestials guide

    Symbionts HO!!!

    Gear: symbionts as gear is found on page 154 of Magic of eberron. A metamagic rod of sudden quicken is vital for slot cheese. A +6 charisma or greater item is also vital. For even more synergy, consider getting the regalia of righteous war magic item set from complete champion p.136 to pump your rebuke attempts into, especially if your DM decides that negative energy channeling is de facto evil behavior. Memento magica’s (MIC164) recalls spent spell slots to your character. Aquamarine of spell extending (PGTF p.123) gives you a 1/day extend spell. Domain Draught (MIC p.156) attached to the deathless domain can allow you to use those rebuke attempts to command deathless. Component replacements from complete mage p. 135 and 136 are awesome: primal essence can cover your sacrifice cost from sanctified spells, and dragon’s tears are an example of a material component that you can use to store node spells. The A&EG allows you build custom items that offer the benefit of a feat for 5-10,000gp, so consider getting a divine or devotion feat put into your gear to use those rebukes, or perhaps a reserve feat that allows you to summon an elemental based on your summon undead spells.


    5th level: At level one you are neutral and can use summon undead. You are a double agent for celestials working with an arcane organization of necromancers and you have developed contacts within that network. This is good because you need a +1 skill rank that can supersede your class level skill ranks. It is also good because you need access to magic users that can direct you towards very specific gear and symbionts. When you depart into human paragon, apply adaptive learning to UMD, and take some true name skill ranks. During your human paragon levels, convert to neutral good alignment in order to qualify for exalted metamagics.

    10th level: Levels 6-9 are the most difficult levels for your character’s survival. Your spells are way behind and you may not be able to rebuke undead without being de-exalted by the powers at be. But once you reach level 10, you receive knowledge of all of the sanctified spells in all of the books. This is the level where you die and become a risen martyr next level.

    15th level: With node store cheese, you have access to far more spells. All of risen martyr’s abilities are kinda crap, so you are relying on your knowledge of the sanctified spells.

    20th level: The sweet spot! You can channel and be channeled by your talking parrot familiar. You can set up a celestial daisy chain!


    Sources:
    HOH = Heroes of Horror
    BOED = Book of Exalted Deeds
    SW = Stormwrack
    CoR = Champions of Ruin
    CArc = Complete Arcane
    CoV = Champions of Valor
    CM =Complete Mage
    FF = Fiend Folio
    A&EG = Arms and equipment Guide


    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Dread Necromancer 1 (HoH p.84) +0 +0 +0 +2 Spellcraft 4, knowledge arcana 4 +1, Knowledge religion 4, Disguise 4, Bluff 1, decipher script 3 1: Versatile Spell caster (RotD p.101)
    Human: Heighten Spell (SRD)
    Flaw:Favored (CS p.61)
    Flaw: Primary Contact (CS p. 61)
    Charnel Touch (Su), Rebuke Undead (Su)
    2nd Dread Necromancer 2 +1 +0 +0 +3 spellcraft 5, knowledge arcana 5 +1, Bluff 2, concentration 2 Lich Body
    3rd Human Paragon 1 (UA) +1 +x0 +0 +5 Knowledge arcana 6+1, umd 4, truespeak 2 Purify Spell (BOED p.44) Adaptive Learning: UMD
    4th Human Paragon 2 +2 +0 +0 +6 Knowledge arcana 7+1, UMD 7, truespeak 5 Consecrate Spell (BOED p.42) Bonus Feat
    5th Human Paragon 3 +3 +1 +1 +6 Knowledge arcana 8+1, UMD 8, truspeak 8, Bluff 4, Ability Boost: Cha +2
    6th Exalted Arcanist 1 (BOED) +3 +1 +1 +8 Diplomacy 3, UMD 9, spellcraft 8 Node Spellcasting (CoR p.25) Exalted Spell list, Spell knowledge
    7th Exalted Arcanist 2 +4 +1 +1 +9 spellcraft 10, UMD 10, concentration 4, Diplomacy 5 Faster Consecrate
    8th Exalted Arcanist 3 +5 +2 +2 +9 spellcraft 11, UMD 11, Diplomacy 7, concentration 7 Nimbus of stupid light (BOED p.44) Bonus Exalted Feat
    9th Exalted Arcanist 4 +6 +2 +2 +10 spellcraft 12, UMD 12, Concentration 10, diplomacy 9 Obtain Familiar: Parrot (CArc p.81) & (SW p.52) Faster Purify
    10th Exalted Arcanist 5 +6 +2 +2 +10 Speak Language (celestial), UMD 13, spellcraft 13, diplomacy 13 Words of Creation (BOED p.48) Add all sancified spells to spells known, bonus exalted feat
    10th Risen Martyr 0 (BOED) +6 +2 +2 +12 x Spiritual body
    11th Risen Martyr 1 +6 +2 +2 +12 UMD 14, gather information 1, spellcraft 14, diplomacy 14 Cha+2, Deflection bonus to AC, Holy purpose
    12th Risen Martyr 2 +7 +2 +2 +13 UMD 15, gather information 2, spellcraft 15, diplomacy 15 Node Store (CoR p.26) Planar binding (SRD) & channel celestial (BOED p.94) bless: 3/day, magic circle against evil 3/day
    13th Risen Martyr 3 +7 +3 +3 +13 UMD 16, gather information 3, spellcraft 16, diplomacy 16 daylight at will free action
    14th Risen Martyr 4 +8 +3 +3 +14 UMD 17, gather information 4, spellcraft 17, knowledge planes 1 acid immunity, detect evil at will
    15th Risen Martyr 5 +8 +3 +3 +14 UMD 18, gather information 5, Bluff 5.5 Node Store: Heightened channel celestial (8)& Symbol of death (8) protective aura spell
    16th Risen Martyr 6 +9 +4 +4 +15 UMD 19, gather information 6, Bluff 7 shield other 3/day
    17th Risen Martyr 7 +9 +4 +4 +15 UMD 20, gather information 7, Bluff 8, knowledge planes 2 celestial brightness 1/day, cold immunity
    18th Risen Martyr 8 +10 +4 +4 +16 UMD 21, gather information 8, Bluff 9, knowledge planes 3 Practiced Spellcaster (CoD p.82) holy aura
    19th Risen Martyr 9 +10 +5 +5 +16 decipher script 5, gather information 9 immune to electricity
    20th Risen Martyr 10 +11 +5 +5 +17 decipher script 7, gather information 10 Perfection


    Suggested flaws: weak will and shaky.

    Spells per Day/Spells Known
    Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st 3 - - - - - - - -
    2nd 4 - - - - - - - -
    3rd 4 - - - - - - - -
    4th 5 - - - - - - - -
    5th 6 3 - - - - - - -
    6th 6 3 - - - - - - -
    7th 6 4 - - - - - - -
    8th 6 5 3 - - - - - -
    9th 6 6 4 - - - - - -
    10th 6 6 5 3 - - - - -
    11th 6 6 5 3 - - - - -
    12th 6 6 5 3 *1 *1 - - -
    13th 6 6 5 3 *1 *1 - - -
    14th 6 6 5 3 *1 *1 - - -
    15th-20th 6 6 5 3 *1 *1 *1 *1 -

    * - Node store spell slots

    Spell list:
    Dread necro list up until level 10. Then add all of the sanctified spells to spells known.
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  29. - Top - End - #89
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXXVIII

    "A tribute build! It's been a few rounds since we've seen one of those."
    "It has indeed. They've not been popular lately, but this chef might just bring them back!"


    Quote Originally Posted by D
    D



    Race: Half-Vampire Human
    Build Stub: Ranger 1/Rogue 3/Fighter 2/Hellreaver 1/Soldier of Light 1/Risen Martyr 10
    Multiclass Penalty: No.
    Languages: Common, Infernal
    Alignment: NG
    Ability Scores:
    Ability Score Template Points 4th 8th 9th 12th 13th 16th
    Strength 16 +2 6
    Dexterity 16 +2 6
    Constitution 10 2 -- -- -- --
    Intelligence 12 4
    Wisdom 12 4
    Charisma 18 +2 10 19 20 22 23 25 26

    Spoiler: Backstory
    Show

    It is the year 12,090 A.D. The world has all but ended, ravaged in a firestorm of man's wars and madness. But from the wreckage a few humans manage to survive. A few humans... and something else.

    A lone rider enters the village square on a clockwork horse and stops. A whisper of wind tickles at the rider's cape and then dies. The entire village appears deserted, but the rider knows the villagers are just hiding behind bolted doors and locked shutters. He can smell their fear, smell it in their blood.

    There is movement in the shadows, then a sudden glimpse of glowing red eyes. Three vampire spawn skulk out of the shadows, baring their ivory fangs and claws.

    "What have we here?" says one of them with skin like yellowed parchment and bristly black hair split with a white skunk stripe. "A new plaything?" The companion on his left has demon-red skin and tufts of white fur, and the one on his right is green-skinned, bald and bloated with bulging frog-like eyes.

    The rider sits motionless.

    "That looks like a pretty fancy sword you got there," says the skunk-striped spawn. "Hand it over and maybe I'll let you leave here with most of your skin in one piece."

    There is no response.

    "Hey, are you stupid or something? I said hand over that sword! Or how about I just take it, and I peel your skin off with it?"

    A few more seconds stretch by without a response, but the skunk-striped spawn has reached his limit. "Very well, you thick-headed louse. Just remember, you brought this on yourself!" Skunk-stripe motions to his companions. The green-skinned spawn sucks in his gut, bulges his cheeks, and then spits a glob of greenish slime at the rider. Skunk-stripe and his red-skinned companion leap at the rider, fangs and claws extended.

    The rider shifts in his saddle, trying to duck under the glob of slime, but it spatters over his cloak, hissing and smoking. The skunk-striped and red-skinned spawn slash at the rider with thier claws, and one of them manages to catch an arm, dragging the rider off the clockwork horse. As the rider falls, the two spawn gleefully close in, trying to sink their fangs into any exposed flesh.

    In one smooth motion, D twists to get both feet under him and draws the sword off his back. As the blade clears the scabbard, it flashes with a brilliant golden light. D brings the sword down in a high arc, catching the skunk-striped spawn at the shoulder and cleaving straight down through to the opposite hip. Bathed in the intense light of the sword, the skin and blood of the spawn start to sizzle and smoke. The red-skinned spawn, sprayed by hissing black blood of his companion, gibbers and attempts to flee, but D's leg snaps out and sweeps his legs out from under him. The spawn's gibbers turn into burbling screams as the sunlight from the burning blade turns his boiling skin into a pile of smoking ash.

    The frog-eyed spawn stares frozen in horror as dribbles of green slime drip from his bulbous chin, standing just outside the glowing circle of burning sunlight. D steps over what's left of the other two spawn and sets his sword in front of him, point-down as if holding a cross. He addresses the remaining spawn in a clear, resonant voice, "Go and tell your master that he has until the next sunrise to get his affairs in order and leave this domain. If Count Udolpho does not remove himself from the castle, then I will come and remove him from this earth. Go!"

    The frog eyes blink once, twice, then the spawn turns and runs out of the square.


    Spoiler: Build Progression
    Show

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Ranger 1 +1 +2 +2 +0 Disable Device 4, Hide 4, Jump 4, Know:Planes 2(cc), Know:Religion 2(cc), Move Silently 4, Ride 4, Search 4 Nimbus of Light, Nemesis, Improved Initiative Favored Enemy: Undead, Trap Expert ACF, Spiritual Connection ACF, Half-Vampire traits
    2nd Rogue 1 +1 +2 +4 +0 Balance 3(+3), Disable Device 5(+1), Hide 5(+1), Jump 4, Know:Planes 2, Know:Religion 2, Move Silently 5(+1), Ride 4, Search 5(+1), Tumble 3(+3) Sneak Attack 1d6, Mimic ACF
    3rd Rogue 2 +2 +2 +5 +0 Balance 5(+2), Disable Device 6(+1), Hide 6(+1), Jump 4, Know:Planes 3(+2cc), Know:Religion 2, Move Silently 6(+1), Ride 4, Search 6(+1), Tumble 5(+2) Sun Devotion Spell Reflection ACF
    4th Rogue 3 +3 +3 +5 +1 Balance 5, Disable Device 7(+1), Hide 7(+1), Jump 4, Know:Planes 3, Know:Religion 2, Move Silently 7(+1), Ride 4, Search 7(+1), Sense Motive 2(+2), Spot 2(+2), Tumble 7(+2) Sneak Attack 2d6, Death's Ruin ACF
    5th Fighter 1 +4 +5 +5 +1 Balance 5, Disable Device 7, Hide 7, Jump 5(+1), Know:Planes 4(+2cc), Know:Religion 2, Move Silently 7, Ride 5(+1), Search 7, Sense Motive 2, Spot 2, Tumble 7 Power Attack
    6th Fighter 2 +5 +6 +5 +1 Balance 5, Disable Device 8(+2cc), Hide 7, Jump 5, Know:Planes 4, Know:Religion 2, Move Silently 7, Ride 5, Search 8(+2cc), Sense Motive 2, Spot 2, Tumble 7 Improved Bull Rush, Favored Power Attack
    7th Hellreaver 1 +6 +6 +5 +3 Balance 5, Disable Device 8, Hide 7, Jump 5, Know:Planes 4, Know:Religion 4(+2), Move Silently 7, Ride 5, Search 8, Sense Motive 2, Spot 4(+2), Tumble 7
    8th Soldier of Light 1 +7 +8 +5 +3 Balance 5, Disable Device 8, Hide 7, Jump 5, Know:Planes 4, Know:Religion 4, Move Silently 7, Ride 5, Search 8, Sense Motive 4(+2), Spellcraft 2(+2), Spot 4, Tumble 7 Detect Undead, Turn Undead
    9th Risen Martyr 1 +7 +8 +5 +5 Balance 5, Disable Device 9(+2cc), Hide 7, Jump 5, Know:Planes 4, Know:Religion 4, Move Silently 7, Ride 5, Search 9(+2cc), Sense Motive 4, Spellcraft 2, Spot 4, Tumble 7 Sacred Vitality Spiritual Body, Charisma +2, Deflection, Holy Purpose +1
    10th Risen Martyr 2 +8 +8 +5 +6 Balance 5, Disable Device 10(+2cc), Hide 7, Jump 5, Know:Planes 4, Know:Religion 4, Move Silently 7, Ride 5, Search 10(+2cc), Sense Motive 4, Spellcraft 2, Spot 4, Tumble 7 Bless, Magic Circle Against Evil
    11th Risen Martyr 3 +8 +9 +6 +6 Balance 5, Disable Device 11(+2cc), Hide 7, Jump 5, Know:Planes 4, Know:Religion 4, Move Silently 7, Ride 5, Search 11(+2cc), Sense Motive 4, Spellcraft 2, Spot 4, Tumble 7 Daylight, Holy Purpose +2
    12th Risen Martyr 4 +9 +9 +6 +7 Balance 5, Disable Device 12(+2cc), Hide 7, Jump 5, Know:Planes 4, Know:Religion 4, Move Silently 7, Ride 5, Search 12(+2cc), Sense Motive 4, Spellcraft 2, Spot 4, Tumble 7 Shock Trooper Acid Immunity, Detect Evil
    13th Risen Martyr 5 +9 +9 +6 +7 Balance 5, Disable Device 13(+2cc), Hide 7, Jump 5, Know:Planes 4, Know:Religion 4, Move Silently 7, Ride 5, Search 13(+2cc), Sense Motive 4, Spellcraft 2, Spot 4, Tumble 7 Charisma +4, Protective Aura
    14th Risen Martyr 6 +10 +10 +7 +8 Balance 5, Disable Device 14(+2cc), Hide 7, Jump 5, Know:Planes 4, Know:Religion 4, Move Silently 7, Ride 5, Search 14(+2cc), Sense Motive 4, Spellcraft 2, Spot 4, Tumble 7 Shield Other, Holy Purpose +3
    15th Risen Martyr 7 +10 +10 +7 +8 Balance 5, Disable Device 15(+2cc), Hide 7, Jump 5, Know:Planes 4, Know:Religion 4, Move Silently 7, Ride 5, Search 15(+2cc), Sense Motive 4, Spellcraft 2, Spot 4, Tumble 7 Divine Might Celestal Brilliance, Cold Immunity
    16th Risen Martyr 8 +11 +10 +7 +9 Balance 5, Disable Device 16(+2cc), Hide 7, Jump 5, Know:Planes 4, Know:Religion 4, Move Silently 7, Ride 5, Search 16(+2cc), Sense Motive 4, Spellcraft 2, Spot 4, Tumble 7 Holy Aura
    17th Risen Martyr 9 +11 +11 +8 +9 Balance 5, Disable Device 17(+2cc), Hide 7, Jump 5, Know:Planes 4, Know:Religion 4, Move Silently 7, Ride 5, Search 17(+2cc), Sense Motive 4, Spellcraft 2, Spot 4, Tumble 7 Electricity Immunity, Holy Purpose +4
    18th Risen Martyr 10 +12 +11 +8 +10 Balance 5, Disable Device 18(+2cc), Hide 7, Jump 5, Know:Planes 4, Know:Religion 4, Move Silently 7, Ride 5, Search 18(+2cc), Sense Motive 4, Spellcraft 2, Spot 4, Tumble 7 Improved Favored Enemy Perfection, Final Ascension
    19th Level Adjustment +1
    20th Level Adjustment +2


    Spoiler: Spells
    Show

    Soldier of Light Spells per Day
    Level 1st 2nd 3rd 4th
    8th 1 - - -

    Typical Soldier of Light Spell Prepared
    1st: bless weapon or hide from undead


    Spoiler: Levels 1-4
    Show

    Risen Martyr is a very unusual prestige class. Like many previous secret ingredients, most of its class features are weak, passive, and uninspiring. However, no other prestige class offers its most unique feature before you've even taken any levels in the class: the Deathless type. Deathless presents some interesting problems, providing almost all of the immunities and defensive qualities of the Undead type along with some of the drawbacks. However, the most vexing problem with this type is although it is very similar to being Undead, it's distincly a type all its own, and does not work well with any abilities or effects that were designed to work with the Undead type. One of the defenstive qualities shared by both the Deathless and Undead type is a blanket immunity to any effect that relies on a Fortitude save. So I went book-diving for something involving Fortitude saves that would be nice to ignore.

    Half-Vampire is an inherited template from Libris Mortis that can be added to any humanoid or monstrous humanoid. It offers the choice of three different special attacks, and if you choose the Blood Drain (Ex) ability, you also gain the Blood Dependency (Ex) special quality. With Blood Dependency, the half-vampire must make a DC 15 Fortitude save every day or become fatigued. Each day after that, if the half-vampire doesn't use his Blood Drain ability, the DC increases by +1. Once fatigued, the half-vampire must make a DC 20 Fortitude save every week or become exhausted. Becoming Deathless not only provides the half-vampire with permanent immunity to fatigue/exhaustion, he can ingore the effects of Blood Dependency entirely. He can still use Blood Drain if he wants to, but D hardly ever gives in to his more bestial urges, using it mostly as a last resort in only the most dire situations.

    Half-Vampire also gives him the following:
    • 1d6 Slam attack (considered magical for DR purposes)
    • Damage Reduction 5/silver or magic
    • Fast Healing 1
    • Resistance to cold 5
    • Resistance to electricity 5
    • Str +2, Dex +2, Cha +2
    • +2 racial bonus to Bluff, Hide, Listen, Move Silently, and Spot checks
    • Improved Initiative feat

    Vampire Hunter D starts out as a Ranger with the obligatory Favored Enemy: Undead. D has a complicated relationship with his sire, who he sees as both a predatory abomination and an icon of honor and nobility. His sire, likewise, sees D as his greatest success (after a long series of failed half-breed "experiments"), but also a dissapointment that turned his back on him to hunt down his other creations. While Ranger is the natural choice for most "Must Kill X" concepts, there's not much else in Ranger that D really needs. Since most of the animals D is likely to encounter are going to be under the thrall of a vampire lord, he doesn't have much need for Wild Empathy, and so we'll swap that for the Spiritual Connection ACF (Complete Champion), which allows him to talk directly with animals/plants. After Ranger, D takes a few levels of Rogue, and we swap around some more ACFs. D has no need for Track, so we swap it for the Trap Expert ACF (Dungeonscape), and rather than duplicate Trapfinding with Rogue, we grab the Mimic ACF (Exemplars of Evil) for disguise self 1/day. This allows D to slip quietly into or out of the small villages and hamlets in the world dominated by the vampire lords without attracting too much attention. We also trade Evasion for the Spell Reflection ACF (Complete Mage), as a lot of the nastier vampire lords and their demonic minions tend to have SLAs or spellcaster levels.

    D's last ACF is Death's Ruin from Complete Champion. While this is a more limited version of the more popular Penetrating Strike ACF (Dungeonscape or Expedition to Castle Ravenloft), it has several key differences that make it better for hunting vampires: most notably, it still works under all conditions where sneak attack would normally apply, including flat-footed or any other condition where the target's Dex bonus is denied. Penetrating Strike only works when the target is flanked, and since D prefers to work as a "loner" when hunting down vampires, it made more sense that he would rely on tactics that deny Dex bonus rather than flanking (invisibility, balancing, blinding, grappling, etc.). Death's Ruin also only halves the sneak attack dice, so presumably any additional sneak attack modifiers on top of that would not be halved. You may think this would make Craven more attractive, but the Deathless type makes D immune to all mind-effects, including morale and fear effects, so he doesn't qualify for Craven. However, if your DM rules that immunity to fear is not explicitly granted by the Deathless type, you may consider swapping the Sun Devotion for Craven. Instead of Craven, I settled on the Sun Devotion as particularly nasty against vampires: +1 damage per character level against undead, and true sunlight in a 10' radius that staggers a vampire on the first round and completely destroys it on the second.

    At these lower levels, D is likely not hunting down vampire lords, but dealing with their animal minions, undead creations, demonic lackeys, and vampire spawn used to control and terrorize the local villagers. For his first 8 levels, he still has to deal with his Blood Dependency, so he restricts his feeding to animals, evil creatures, and the occasional (presumably) willing maiden. When he can afford it, potions of lesser restoration, allies with ray of resurgence (Lost Empires of Faerun), or icewild lichen paste (50 GP, Secrets of Sarlona) can be used to get rid of fatigue.


    Spoiler: Levels 5-8
    Show

    As he progresses through his vampire-hunting career, D takes two levels of Fighter to pick up Power Attack and Improved Bull Rush, laying the groundwork to leveraging up his Favored Enemy damage. Favored Power Attack gives him a three-to-one damage payout when attacking with a two-handed weapon (generally a silver two-handed sword). There's another ACF you could add here, Hit-and-Run Fighter from Drow of the Underdark, which adds Dex damage to flat-footed oppoents and pairs up nicely with sneak attack, but I left it out because it felt a little bit like overkill.

    After disposing of a demonic minion of some sort, D qualifies for a level of Hellreaver. While this isn't explicitly a vampire-hunting PrC, Holy Fury and Furious Strike work just as well against evil undead as they do against evil hellbeasts. If this doesn't quite match the flavor of "Vampire Hunter" for you, any 1-level dip in a PrC with a good Will save can be substituted instead, or take a third level of Fighter (*shudder*) for the Will +1, and this will satisfy the requirements for Risen Martyr. Our final non-Deathless level is Soldier of Light. While D doesn't appear particularly pious in the source material, the Sunlight-theme works very well against vampires and Turn Undead helps fuel a few of our anti-vampire abilities, notably the Sun Devotion, Sacred Vitality, and later Divine Might.


    Spoiler: Levels 9-11
    Show

    Dirtnap Detour: D somehow managed to get himself killed, but Elishar decides to bring him back to fullfill his "purpose": kill all those bloodsucking vampires. Since the purpose has to be finite, this can be tailored to the specific campaign: kill one specific vampire (Count Strahd, for example), wipe out a particular "noble family" and all their descendants, a specific number (100 vampires, let's say), or for particularly wide-open campaigns maybe even "every single vampire currently walking the earth". Whether half-vampires count, and thus he must include killing himself as part of his purpose, is left unresolved as an ideal source of self-loathing and angst for D to agonize over. Based on his appeal to Lamika Lee in the first movie, D would likely not include vampires and half-vampires who are willing to leave peacefully among humans as part of his purpose.

    Once D has the Deathless type, he no longer needs to worry about Blood Dependency (although he can continue agonize about willing maidens who offer themselves up out of gratitude and so forth). He also is now immune to two of the vampire's special attacks: Blood Drain (Ex) and Dominate (Su). However, there is a large gaping hole in the Deathless defenses: Energy Drain, and we're going to fix that ASAP by taking the Sacred Vitality feat at 9th level. There's some overlap here with the Deathless type, as D is already immune to ability drain and ability damage to his physical ability scores, but Sacred Vitality covers energy drain and any unusual attacks that can drain mental ability scores. He has to spend a standard action to get it started, but he can use that first round to make the obligatory pose with some Dramatic Wind billowing up his Badass Cape. (Warning: links to TVTropes.)

    Going into Risen Martyr was mostly about getting the Deathless type, but here's an interesting bonus: many of Risen Martyr's class abilities are actually useful for killing vampires! We get a little of the short end of the stick on BAB (something of a bitter pill on a Power Attack build) and skill points (what on earth are Risen Martyr class levels supposed to be good at?), but the Charisma bonus to AC is pretty tasty, and we get a Charisma boost to go with it. This also increases D's Turn Undead attempts and Fury Points, so he can use Sacred Vitality, Sun Devotion, and Furious Strikes more times per day. Holy Purpose gives him a bonus on attacks, damage, ability checks, and skill checks whenever he's hunting down vampires. Depending on how broadly you define this purpose, this could be used even when D is dealing with a vampire's minions/lackeys. Bless and magic circle against evil help D protect his allies, the latter in particular keeping them safe from Domination (Su) attempts and from any Children of the Night (Su) or other creatures the vampire manages to summon.


    Spoiler: Level 12 "Sweet Spot"
    Show

    This is the level where D picks up Shock Trooper, so he can take full advantage of Favored Enemy Power Attack without horking up his attack rolls too much. His +6 Charisma bonus from Deflection helps offset the penalty to AC. Bonus damage is probably going to look something like:
    • +27 from Favored Power Attack
    • +12 from Sun Devotion
    • +2 from Favored Enemy
    • +2 from Holy Purpose
    • +1d6 from Nemesis
    • +1d6 from Furious Strike (swift action)
    • +1d6 from Death's Ruin (if target is denied Dex bonus)

    That should be about 53.5 damage on average per attack. Fortunately, vampires have to lug around all that LA and aren't known for being huge piles of HP. Also, with Sun Devotion active, they are staggered if they're within 10' of D, and have to spend their next action to get outside that 10' or they get utterly destroyed.


    Spoiler: Levels 13-18
    Show

    The rest of D's levels are mostly adding more damage: Divine Might adds D's Charisma bonus to damage as a free action (+7), and Improved Favored Enemy adds a little more (+3). Holy Purpose goes up to +4, BAB gets up to +12, and Sun Devotion rises to +18, so average damage tops out around 80.5. D's Magic Circle gets buffed up with Protective Aura, and although it's still disapointing that the deflection bonus doesn't stack with our Cha bonus, the lesser globe of invulnerability is a pretty nifty perk, if not so much for D then particularly for his allies. Shield other allows D to offer some protection to any virginal maidens that manage to wander outside his protective aura (no caster level listed, so HD = caster level, and range is somewhere around 60' to 70'). While this is probably a dumb thing to do (even with the 1d12 hit die, Risen Martyrs are probably not going to be huge piles of HP either), this allows D to make a heroic sacrifice to protect a young innocent maiden from some dramatic catastrophe, like a gothic castle with a bad case of Collapsing Lairs. (TVTropes again. You have been warned.) Celestial brilliance may be gilding the lily a bit, as we already have multiple sources of glowing auras (Nimbus of Light, Sun Devotion, Daylight), but could be useful for clearing out low-level cannon fodder of the undead/demonic variety. Holy Aura upgrades D's Magic Circle/Protective Aura: +4 resistance bonus now applies to all saves, he gets spell resistance 25, and any evil creature that attacks D has to make a Fort save DC 24 or be blinded. Unfortunately this doesn't affect undead (immune to anything involving a Fort save), but is a nice little screw-you to any non-undead evil creatures, who can now enjoy an additional +2d6 sneak attack damage for being blinded. So, to sum up what Risen Martyr does for D:

    Spirutual Body: D can ignore his Blood Dependency (Ex), and he gains a bunch of immunities, including immunity to a vampire's Blood Drain (Ex) and Dominate (Su) attacks.

    Charisma Increases: This adds to D's AC, increases his damage (via Divine Might), increases the save DC on some of his (Su) abilities, and increases his Turn Undead attempts, which in turn gives him more uses of Sacred Vitality, Sun Devotion, and Furious Strike.

    Deflection Bonus: Adds Cha bonus to AC, which is pretty handy when using Shock Trooper.

    Holy Purpose: If defined specifically to just hunting vampires, then this bonus helps make up for the Risen Martyr's sucktastic BAB and skill points. If defined more broadly to apply to dealing with a vampire's minions, infiltrating his castle, or anything done to oppose his influence in the surrounding countryside, then it could be a tremendous boon in a vampire-themed campaign.

    Bless: +1 morale bonus stacks with Holy Purpose (sacred bonus) and Furious Strike (untyped). Allies may also find it useful, either for attacks or for saves against fear (which stacks with the resistance bonus from D's protective aura).

    Magic Circle Against Evil: While the deflection/resistance bonus is redundant or useless for D, they do apply to his allies, and the protection against evil summoned creatures (via Children of the Night or some other summoning ability) works for both D and his allies.

    Daylight: I hate this spell. Mostly because the name of the spell is "daylight", but it doesn't actually count as daylight. In which case, why furthaluva Great Gygax's Ghost would you ever call this spell "daylight"? On the other hand, it's an at-will touch spell, so you can spread it around wherever you like, and it counters darkness, which tends to be a popular SLA among various evil creatures.

    Detect Evil: This overlaps a bit with two other abilities, Detect Undead from Soldier of Light, and the Detect Favored Enemy ability from Nemesis. However, Detect Evil covers non-undead sources of evil, and can also help ascertain if the vampire we're dealing with is the "Misunderstood Monster With a Heart of Gold" variety.

    Protective Aura: As with Magic Circle, the deflection/resistance bonus is redundant for D (not-so-redundant for his allies), but the lesser globe of invulnerability is of course awesomesauce on toast.

    Shield Other: As I mentioned earlier, this allows D to offer some protection to allies who wander out of his protective aura, and could make a few opportunities for a dramatic "hero sacrifices himself to save an ally" scene.

    Celestial Brilliance: Oh my, how could we possibly live (or unlive) without yet another glowing aura ability? While it's a bit doubtful D will need to illuminate something beyond his Nimbus of Light, Sun Devotion, and Daylight abilities, this also is a no-save no-SR area effect that can soften up or get rid of undead/demonic cannon fodder. It can also dispel or counter deeper darkness.

    Holy Aura: Most of this is already covered by Magic Circle/Protective Aura, but there are two new abilities here just for D: Spell Resistance 25 allows him to shrug off any spells that gets past his immunities and lesser globe of invulnerability, and any evil creature that attacks him has to make a Fort save DC 24 vs. blindness. While this doesn't apply to undead (immune to anything involving a Fort save), it opens up some opportunities for D to use sneak attack against non-undead evil creatures.

    Acid/Cold/Electricity Immunity: These are useful because... uh, because... um. Acid-Spitting Vampires... is that a thing? Uttercold Assault Necromancers, maybe. Actually, I may have found a use: use Shield Other on your allies, and then absorb (and ignore) the energy damage they take. Which probably doesn't work the way I think it does, but that's the best I could come up with.

    Perfection: D is now considered a Celestial Guardinal. But what he'd really like to know is... does he still get the same discount at Hot Topic?

    Final Ascension: Presumably after completing his purpose, D gets immediately yanked up into the upper planes for a little bit of facetime with the "Big E". As Elishar weighs his soul on the Balance of Life, D will finally know for certain if redemption possible for a half-vampire? Will his good deeds outweigh the Sins of his Sire, or will he be damned to the fires of Hell for hunting down and killing his own kin? And then Elishar shows him that after the first movie/manga, there are still 26 more novels to go through in the main storyline, and the sidestory stuff, and then some additional short story compilations... And, of course, Elishar is hugely into the fanfic!


    Spoiler: Sources
    Show

    Book of Exalted Deeds: Nimbus of Light, Nemesis
    Complete Champion: Spiritual Connection ACF, Death's Ruin ACF, Sun Devotion
    Complete Mage: Spell Reflection ACF
    Complete Warrior: Favored Power Attack, Shock Trooper, Divine Might, Improved Favored Enemy
    Deities & Demigods: Soldier of Light
    Dungeonscape: Trap Expert ACF
    Fiendish Codex: Hellreaver
    Libris Mortis: Half-Vampire, Sacred Vitality
    Quotebox
    Spoiler
    Show
    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

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  30. - Top - End - #90
    Titan in the Playground
     
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    Default Re: Iron Chef Optimisation Challenge in the Playground LXXVIII

    "I don't know about you, but I'm finding this an awfully persuasive entry..."

    Quote Originally Posted by Voci Causam
    Voci Causam
    Lawful Good
    "Martial" (Changeling) Rogue 1/Marshal 1/(Cloistered) Cleric 1/Savant 2/Emissary of Barachiel 5/Risen Martyr 10

    Spoiler: Stats
    Show

    • Str 10
    • Dex 12
    • Con 08
    • Int 14
    • Wis 12
    • Cha 18

    Int +1 at level 4
    Cha +1/+1/+1/+1 at levels 8/12/16/20


    Spoiler: Backstory
    Show

    Voci Causam was born to the streets of a large city. It was a city overrun by corruption and greed. (Insert villain here -- Liches, devils, demons, dragons) ruled over the city with an iron fist. These overlords used politics and the economy to hold their power and keep the peoples of the city practically enslaved in their poverty.

    As a changeling, Voci could move freely around town, slipping into elven winehouses, gnomish gambling parlors, halfling slave pits, human brothels.... He saw the city for what it was, the divide layers kept separated by the powers that were. He saw the worst of conditions; the best of luxuries. All divided by racial lines.

    And he vowed, one day, to put an end to the oppression.

    But could one man talk everyone around him into banding together, to rise in unity to fight back against their oppressors? Could he somehow sway each race to fight for the freedom of the others? Could he convince everyone to abolish corruption, rewrite the laws of their land, and bring about a peaceful city where all were equal and free?

    And once the city was overthrown? Then what? What of the kingdom? The country? The continent? The world?

    What of the planes beyond?

    Could one man do all that?

    Voci Causam was willing to try.....


    Spoiler: Build Table
    Show

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features Languages
    1st "Martial" (Changeling) Rogue 1 +0 +0 +2 +0
    • 4 Bluff
    • 4 Decipher Script
    • 4 Diplomancy
    • 1 Disable Device
    • 4 Forgery
    • 3 Gather Information
    • 4 Knowledge: N&R
    • 4 Listen
    • 1 Open Lock
    • 2 Search
    • 4 Sense Motive
    • 1 Speak Language
    • 4 Spot
    • 4 Use Magic Device
    • 2 Use Psionic Device
    1st: Master Linguist; B: Improved Initiative Social Intuition Auto: Common; Bonus: Elven; Bonus: Dwarven; Skill Rank: Gnome; ML: Abyssal
    2nd Marshal 1 +0 +2 +2 +2
    • 5 Bluff
    • 4 Decipher Script
    • 5 Diplomancy
    • 1 Disable Device
    • 4 Forgery
    • 3 Gather Information
    • 5 K: N&R
    • 1 K: tP
    • 5 Listen
    • 1 Open Lock
    • 2 Search
    • 5 Sense Motive
    • 1 Speak Language
    • 4 Spot
    • 4 Use Magic Device
    • 2 Use Psionic Device
    B: Skill Focus (Diplomacy) Minor Aura (Motivate Charisma) ML: Sylvan
    3rd (Cloistered) Cleric 1 +0 +4 +2 +4
    • 5 Bluff
    • 6 Decipher Script
    • 6 Diplomancy
    • 1 Disable Device
    • 4 Forgery
    • 3 Gather Information
    • 5 K: N&R
    • 6 K: tP
    • 5 Listen
    • 1 Open Lock
    • 2 Search
    • 5 Sense Motive
    • 1 Speak Language
    • 4 Spot
    • 4 Use Magic Device
    • 2 Use Psionic Device
    3rd: Servant of the Heavens Domains (Community; Knowledge; Mind); Lore; Turn Undead ML: Infernal
    4th Savant 1 +0 +4 +2 +6
    • 5 Bluff
    • 6 Decipher Script
    • 7 Diplomancy
    • 1 Disable Device
    • 4 Forgery
    • 3 Gather Information
    • 5 K: N&R
    • 6 K: tP
    • 5 Listen
    • 1 Open Lock
    • 2 Search
    • 5 Sense Motive
    • 1 Speak Language
    • 4 Spot
    • 7 Use Magic Device
    • 6 Use Psionic Device
    -- Academic Lore; Skill Assistance (Listen); Trapfinding ML: Ignan
    5th Savant 2 +1 +4 +2 +7
    • 5 Bluff
    • 6 Decipher Script
    • 8 Diplomancy
    • 1 Disable Device
    • 4 Forgery
    • 3 Gather Information
    • 5 K: N&R
    • 8 K: tP
    • 7 Listen
    • 1 Open Lock
    • 2 Search
    • 5 Sense Motive
    • 1 Speak Language
    • 4 Spot
    • 8 Use Magic Device
    • 8 Use Psionic Device
    B: Words of Creation -- ML: Auran
    6th Emissary of Barachiel 1 +1 +4 +2 +9
    • 5 Bluff
    • 6 Decipher Script
    • 9 Diplomancy
    • 1 Disable Device
    • 4 Forgery
    • 3 Gather Information
    • 5 K: N&R
    • 8 K: tP
    • 9 Listen
    • 1 Open Lock
    • 2 Search
    • 7 Sense Motive
    • 1 Speak Language
    • 4 Spot
    • 9 Use Magic Device
    • 8 Use Psionic Device
    6th: Planar Touchstone Calling ML: Celestial
    7th Emissary of Barachiel 2 +2 +4 +2 +10
    • 5 Bluff
    • 6 Decipher Script
    • 10 Diplomancy
    • 1 Disable Device
    • 4 Forgery
    • 3 Gather Information
    • 5 K: N&R
    • 8 K: tP
    • 10 Listen
    • 1 Open Lock
    • 2 Search
    • 10 Sense Motive
    • 1 Speak Language
    • 4 Spot
    • 10 Use Magic Device
    • 8 Use Psionic Device
    -- -- ML: Goblin
    8th Emissary of Barachiel 3 +3 +5 +3 +10
    • 5 Bluff
    • 6 Decipher Script
    • 11 Diplomancy
    • 1 Disable Device
    • 4 Forgery
    • 3 Gather Information
    • 1 K: L
    • 5 K: N&R
    • 1 K: R
    • 8 K: tP
    • 11 Listen
    • 1 Open Lock
    • 2 Search
    • 11 Sense Motive
    • 1 Speak Language
    • 4 Spot
    • 11 Use Magic Device
    • 8 Use Psionic Device
    -- Conversion ML: Undercommon
    9th Emissary of Barachiel 4 +4 +5 +3 +11
    • 5 Bluff
    • 6 Decipher Script
    • 12 Diplomancy
    • 1 Disable Device
    • 4 Forgery
    • 3 Gather Information
    • 1 K: A&E
    • 1 K: H
    • 1 K: L
    • 5 K: N&R
    • 1 K: R
    • 8 K: tP
    • 12 Listen
    • 1 Open Lock
    • 2 Search
    • 12 Sense Motive
    • 1 Speak Language
    • 4 Spot
    • 12 Use Magic Device
    • 8 Use Psionic Device
    9th: Nimbus of Light -- ML: Orc
    10th Emissary of Barachiel 5 +4 +5 +3 +11
    • 5 Bluff
    • 6 Decipher Script
    • 13 Diplomancy
    • 1 Disable Device
    • 4 Forgery
    • 3 Gather Information
    • 1 K: A
    • 1 K: A&E
    • 1 K: G
    • 1 K: H
    • 1 K: L
    • 5 K: N&R
    • 1 K: R
    • 8 K: tP
    • 13 Listen
    • 1 Open Lock
    • 2 Search
    • 13 Sense Motive
    • 1 Speak Language
    • 4 Spot
    • 13 Use Magic Device
    • 8 Use Psionic Device
    -- Sustenance ML: Gnoll
    Martyrdom Risen Martyr 0 +4 +5 +3 +13 -- -- Spiritual Body --
    11th Risen Martyr 1 +4 +5 +3 +13
    • 5 Bluff
    • 6 Decipher Script
    • 14 Diplomancy
    • 1 Disable Device
    • 4 Forgery
    • 3 Gather Information
    • 1 K: A
    • 1 K: A&E
    • 1 K: G
    • 1 K: H
    • 1 K: L
    • 5 K: N&R
    • 1 K: R
    • 8 K: tP
    • 14 Listen
    • 1 Open Lock
    • 2 Search
    • 14 Sense Motive
    • 1 Speak Language
    • 5 Spot
    • 13 Use Magic Device
    • 8 Use Psionic Device
    -- Char +2; Deflection; Holy Purpose +1 ML: Draconic
    12th Risen Martyr 2 +5 +5 +3 +14
    • 5 Bluff
    • 6 Decipher Script
    • 15 Diplomancy
    • 1 Disable Device
    • 4 Forgery
    • 3 Gather Information
    • 1 K: A
    • 1 K: A&E
    • 1 K: G
    • 1 K: H
    • 1 K: L
    • 5 K: N&R
    • 1 K: R
    • 8 K: tP
    • 15 Listen
    • 1 Open Lock
    • 2 Search
    • 15 Sense Motive
    • 1 Speak Language
    • 6 Spot
    • 13 Use Magic Device
    • 8 Use Psionic Device
    12th: Ancestral Relic Bless; Magic Circle Against Evil ML: Kenku
    13th Risen Martyr 3 +5 +6 +4 +14
    • 5 Bluff
    • 6 Decipher Script
    • 16 Diplomancy
    • 1 Disable Device
    • 4 Forgery
    • 3 Gather Information
    • 1 K: A
    • 1 K: A&E
    • 1 K: G
    • 1 K: H
    • 1 K: L
    • 5 K: N&R
    • 1 K: R
    • 8 K: tP
    • 16 Listen
    • 1 Open Lock
    • 2 Search
    • 16 Sense Motive
    • 1 Speak Language
    • 7 Spot
    • 13 Use Magic Device
    • 8 Use Psionic Device
    -- Daylight; Holy Purpose +2 ML: Gith
    14th Risen Martyr 4 +6/1 +6 +4 +15
    • 5 Bluff
    • 6 Decipher Script
    • 17 Diplomancy
    • 1 Disable Device
    • 4 Forgery
    • 3 Gather Information
    • 1 K: A
    • 1 K: A&E
    • 1 K: G
    • 1 K: H
    • 1 K: L
    • 5 K: N&R
    • 1 K: R
    • 8 K: tP
    • 17 Listen
    • 1 Open Lock
    • 2 Search
    • 17 Sense Motive
    • 1 Speak Language
    • 8 Spot
    • 13 Use Magic Device
    • 8 Use Psionic Device
    -- Acid Immunity; Detect Evil ML: Drow Sign Language
    15th Risen Martyr 5 +6/1 +6 +4 +15
    • 5 Bluff
    • 6 Decipher Script
    • 18 Diplomancy
    • 1 Disable Device
    • 4 Forgery
    • 3 Gather Information
    • 1 K: A
    • 1 K: A&E
    • 1 K: G
    • 1 K: H
    • 1 K: L
    • 5 K: N&R
    • 1 K: R
    • 8 K: tP
    • 18 Listen
    • 1 Open Lock
    • 2 Search
    • 18 Sense Motive
    • 1 Speak Language
    • 9 Spot
    • 13 Use Magic Device
    • 8 Use Psionic Device
    15th: Widen Supernatural Ability (Conversion) Char +2; Protective Aura ML: Darfellan
    16th Risen Martyr 6 +7/2 +7 +5 +16
    • 5 Bluff
    • 6 Decipher Script
    • 19 Diplomancy
    • 1 Disable Device
    • 4 Forgery
    • 3 Gather Information
    • 1 K: A
    • 1 K: A&E
    • 1 K: G
    • 1 K: H
    • 1 K: L
    • 5 K: N&R
    • 1 K: R
    • 8 K: tP
    • 19 Listen
    • 1 Open Lock
    • 2 Search
    • 19 Sense Motive
    • 1 Speak Language
    • 10 Spot
    • 13 Use Magic Device
    • 8 Use Psionic Device
    -- Holy Purpose +3; Shield Other ML: Tuilvilanuue
    17th Risen Martyr 7 +7/2 +7 +5 +16
    • 5 Bluff
    • 6 Decipher Script
    • 20 Diplomancy
    • 1 Disable Device
    • 4 Forgery
    • 3 Gather Information
    • 1 K: A
    • 1 K: A&E
    • 1 K: G
    • 1 K: H
    • 1 K: L
    • 5 K: N&R
    • 1 K: R
    • 8 K: tP
    • 20 Listen
    • 1 Open Lock
    • 2 Search
    • 20 Sense Motive
    • 1 Speak Language
    • 11 Spot
    • 13 Use Magic Device
    • 8 Use Psionic Device
    -- Celestial Brilliance; Cold Immunity ML: Halfling
    18th Risen Martyr 8 +8/3 +7 +5 +17
    • 5 Bluff
    • 6 Decipher Script
    • 21 Diplomancy
    • 1 Disable Device
    • 4 Forgery
    • 3 Gather Information
    • 1 K: A
    • 1 K: A&E
    • 1 K: G
    • 1 K: H
    • 1 K: L
    • 5 K: N&R
    • 1 K: R
    • 8 K: tP
    • 21 Listen
    • 1 Open Lock
    • 2 Search
    • 21 Sense Motive
    • 1 Speak Language
    • 12 Spot
    • 13 Use Magic Device
    • 8 Use Psionic Device
    18th: Master Manipulator Holy Aura ML: Illumian
    19th Risen Martyr 9 +8/3 +8 +6 +17
    • 5 Bluff
    • 6 Decipher Script
    • 22 Diplomancy
    • 1 Disable Device
    • 4 Forgery
    • 3 Gather Information
    • 1 K: A
    • 1 K: A&E
    • 1 K: G
    • 1 K: H
    • 1 K: L
    • 5 K: N&R
    • 1 K: R
    • 8 K: tP
    • 22 Listen
    • 1 Open Lock
    • 2 Search
    • 22 Sense Motive
    • 1 Speak Language
    • 13 Spot
    • 13 Use Magic Device
    • 8 Use Psionic Device
    -- Electricity Immunity; Holy Purpose +4 ML: Quori
    20th Risen Martyr 10 +9/4 +8 +6 +18
    • 5 Bluff
    • 6 Decipher Script
    • 23 Diplomancy
    • 1 Disable Device
    • 4 Forgery
    • 3 Gather Information
    • 1 K: A
    • 1 K: A&E
    • 1 K: G
    • 1 K: H
    • 1 K: L
    • 5 K: N&R
    • 1 K: R
    • 8 K: tP
    • 23 Listen
    • 1 Open Lock
    • 2 Search
    • 23 Sense Motive
    • 1 Speak Language
    • 14 Spot
    • 13 Use Magic Device
    • 8 Use Psionic Device
    -- Perfection; Final Ascension ML: Buommi


    Spoiler: Spell Table
    Show

    Spells per Day(Cleric/Emissary)
    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st - - - - - - - - - -
    2nd - - - - - - - - - -
    3rd 3 1+1 - - - - - - - -
    4th 3 1+1 - - - - - - - -
    5th 3 1+1 - - - - - - - -
    6th 3 1+1/0 - - - - - - - -
    7th 3 1+1/1 - - - - - - - -
    8th 3 1+1/2 -/0 - - - - - - -
    9th 3 1+1/3 -/1 - - - - - - -
    10th-20th 3 1+1/3 -/2 -/0 - - - - - -

    Spells Known:
    Character level:
    6: Protection From Chaos; Sanctuary
    7: Message; Protection From Chaos; Sanctuary
    8: Message; Protection From Chaos; Sanctuary; Glitterdust; Whispering Wind
    9: Charm Person; Message; Protection From Chaos; Sanctuary; Blur; Glitterdust; Whispering Wind
    10: Charm Person; Message; Protection From Chaos; Sanctuary; Blur; Glitterdust; Whispering Wind; Clairaudience/Clairvoyance; Remove Curse


    Spoiler: Levels 1-5
    Show

    Through the first five levels, the character is a social skill monkey, with a focus on Diplomancy. He speaks a multitude of languages and can take a crack a Deciphering Scripts he can't otherwise read and possibly forge documents of those languages that he can.

    He has Lore (from Cloistered Cleric) and Academic Lore (from Savant). (Check with your DM about whether or not to stack levels into one ability at your table.) It doesn't make him a know-it-all, but he will probably know some weird stuff from time to time.

    Ranks + Cha + Minor Aura (Marshal) = 16 in both Use Magic Device and Use Psionic Device. A roll of 4 or higher is all that's needed to use wands and dorjes.

    Play as: Party Face


    Spoiler: Levels 6-10
    Show

    Do you notice how that Diplomacy skill keeps getting more ranks? You did? Amazing, isn't it?
    Those knowledge skills keep getting trained, too, bit by bit. Still not a know-it-all, but he's got (presumably) three chances now to figure something out, which makes him a know-some-of-it.

    The 6th level Planar Touchstone feat can be used for many different things, from time to time, depending on opportunity and availability. But when originally taken, he tunes into the Catalogues of Enlightenment to gain the ability of the Pleasure Domain (immunity to damage and drain to CHA score).

    The Calling ability helps out friends (assuming a good party) while simultaneously hindering foes (assuming evil enemies.)

    11 ranks in UMD + double CHA means he's auto-hitting on wand use at level 8.

    The Conversion ability comes into play at the same time that the Undercommon language is learned. Coincidence? Nimbus of Light gets added one level later for those trips to the Underdark. Lawful Good drow, anyone?


    Spoiler: Levels 11-20
    Show

    Ok, if you're going to wander around in the Underdark as a shining torch converting drow and svirfneblim to lawful good, eventually an umber hulk is going to rip you to shreds. Thus, Martyrdom! Welcome to undea--uhm--relife!

    Deathless are immune to non-lethal damage (among many other things) which makes the use of Calling/Conversion/Sustenance that much less taxing.

    The CHA bonus(es) are certainly welcome to this build, as is the added use of said stat (deflection bonus to AC). And the Holy Purpose bonus (including the use of the Diplomacy skill) is useful in the crusade to convert the world to lawful good status and unify the humanoids of the world.

    When 12th level comes around, Charisma gets raised to 22 (+6). With 8 ranks of Use Psionic Device and the Marshal Aura plus bonuses from the Yarmulke (see below), he's auto-hitting dorjes activation.
    Also at 12th comes Ancestral Relic, used to get:
    Spoiler: The Yarmulke of Proselytizing
    Show

    I'm not going to stat out the whole thing here. Just know that it'll gain the abilities of the Amulet of Word Twisting (MIC p.71), the Medal of Gallantry (MIC p.116), the Veil of Allure (MIC p. 145), and the Circlet of Persuasion (SRD).

    But that the real draw to it is in gaining the abilities of the Admiral's Bicorn (Stormwrack p. 131). That allows for the wearer's voice to be amplified to 100 ft, extending the range of the Marshal's Minor Aura and Calling/Conversion. (At 15th, with Widen Supernatural Ability, the Conversion ability can be widened to all humanoids who can hear him within 200ft!)

    Even accounting for all of these abilities stacking onto the same item and (some of them) changing from the throat slot to the head slot, there should still be plenty of room left in the budget to add a solid bonus to Charisma.


    The growing list of immunities are icing on the cake. Any diplomancer is going to find immunity to poison to be a handy thing. Acid, cold, electricity immunity is useful for anyone. And, of course, magic circle of protection from evil, protective aura, and holy aura are very useful indeed to a character that may very well become the focus of assassination attempts of evil orginizations.

    By 20th level, Voci knows every humanoid language (unless I missed one or two) and then some. His Conversion ability extends to 100 ft (double that once each day).
    As for
    Spoiler: Diplomacy
    Show

    • 23 Ranks
    • +6 UNTYPED bonus (Skill Synergy -- Bluff; K:N&R; Sense Motive)
    • +3 UNTYPED bonus (Skill Focus)
    • +2 UNTYPED bonus (Community Domain SpC)
    • +2 UNTYPED bonus (Mind Domain SpC)
    • +2 CIRCUMSTANCE bonus vs. good creatures (Nimbus Of Light)
    • +4 SACRED bonus (Holy Purpose)
    • +4 INSIGHT bonus (Yarmulke -- Amulet of Word Twisting)
    • +2 UNTYPED bonus (Yarmulke -- Medal of Gallantry)
    • +3 COMPETENCE bonus (Yarmulke -- Circlet of Persuasion)
    • +5 UNTYPED bonus (Yarmulke -- Admiral's Bicorn)
    • +2 MORALE bonus (Yarmulke -- Amulet of Word Twisting)
    • +8 Charima modifier (At least. Perhaps +3 more from the Yarmulke)
    • +8 CIRCUMSTANCE bonus (Motivate Charisma Minor Aura [At least. Perhaps +3 more from the Yarmulke])

    Is 72. +2 vs good creatures. (Plus, perhaps, six more from increased Charisma from the Yarmulke.)
    And he can take 10 on the check.
    And add another +2 to the DC of Calling/Conversion (from the Yarmulke's Veil of Allure ability).
    Add to all of that a few one-off bonuses (from a wand of Voice of the Dragon (SpC) or Universal Aptitude (Tome of Magic) or.....)

    Even after he's moved on to another town days after his Conversion speech, that Will save is going to be hard to hit.



    Spoiler: Resources
    Show

    Races of Eberron -- Changeling race; Changeling Rogue sub level; Master Linguist feat;
    Miniatures Handbook -- Marshal class
    Book of Exalted Deeds -- Servant of the Heavens feat; Words of Creation feat; Emissary of Barachiel class; Nibus of Light feat; Risen Martyr class; Ancestral Relic feat
    Spell Compendium -- Community Domain; Mind Domain
    Dragon Compendium -- Savant class
    Planar Handbook -- Planar Touchstone feat
    Tome of Magic -- Widen Supernatural Ability feat
    Player's Handbook II -- Master Manipulator feat
    SRD -- Martial Rogue ACF; Cloistered Cleric ACF
    Quotebox
    Spoiler
    Show
    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!

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