Re: Iron Chef Optimisation Challenge (As seen on BG)
Submissions close whichever is earlier out of midnight GMT or whenever The Tangled Web comes back up, as I've had one message saying that their build was on TTW.
__________________
Quotebox
Spoiler
Quote:
Originally Posted by shadow_archmagi
You know, I think gods are the exception to the rule that "I built you a shrine" is creepy.
Quote:
Originally Posted by hotel_papa
I maintain that until I see a movie trailer where Patrick Stewart introduces himself as Mordenkainen, there never was and never will be a D&D movie.
Quote:
Originally Posted by dixieboy
I am unable to respond due to the awesomness of seducing a god, sorry
Re: Iron Chef Optimisation Challenge (As seen on BG)
Quote:
Originally Posted by Wings of Peace
I don't wanna reveal too much in case people are still building. But I used Entropomancer in my build.
One would hope.
There's a particular PrC I'm hoping was picked up on as a corollary in terms of originality, but I'm worried that it won't show up in such a small pool of builds. =/
Heliomance, how soon do you want the input of the judges? It should take me a day or so judging from my workload for tomorrow, is that okay?
__________________
"So Marbles, why do they call you Marbles?"
Re: Iron Chef Optimisation Challenge (As seen on BG)
I'll post the builds anonymously in this thread, judging should happen as soon as you can manage it but there's no hard limit. Once the results are in, I'll announce who made what build.
__________________
Quotebox
Spoiler
Quote:
Originally Posted by shadow_archmagi
You know, I think gods are the exception to the rule that "I built you a shrine" is creepy.
Quote:
Originally Posted by hotel_papa
I maintain that until I see a movie trailer where Patrick Stewart introduces himself as Mordenkainen, there never was and never will be a D&D movie.
Quote:
Originally Posted by dixieboy
I am unable to respond due to the awesomness of seducing a god, sorry
Re: Iron Chef Optimisation Challenge (As seen on BG)
Observers only:
Spoiler
I wanted to do this, but the best build I could make would have been one using the setting sun throws to chuck people through my shard repeatedly. And I can't even get the best setting sun throw and still use any decent amount of Entropomancer.
I could improve on that by simply using knockback to beat the enemies through the shard, and then I realised that bloodstorm blade would let me throw my enemies at some object behind the shard every attack, so if I could get away with it, I could full-attack for as many attacks as I could get hold of, and do several d6 damage twice per attack. Then I realised that that build sucked hard for the first 10 levels or so, so was rubbish for this competition.
My next thought was using scout and the gravity effect to full-attack by 'moving' 10'. But it's not very controllable, and would limit me a fair bit, and is rubbish early on.
The only thing I thought of past that was using Drunken Master to attack with the shard as an improvised weapon for the lulz.
The plan was to use palm throw + lots of attacks (from TWF, Rapid Shot, and Haste, and maybe some ToB stuff) while my opponents were in my entropic field and then entangle them or something to let them bleed to death.
__________________
Chaotic Neutral: The alignment where you can kiss a baby then punch its mother!
The plan was to use palm throw + lots of attacks (from TWF, Rapid Shot, and Haste, and maybe some ToB stuff) while my opponents were in my entropic field and then entangle them or something to let them bleed to death.
Spoiler
Entropomancer needs 4th level divine spells, so you need at least Cleric 7
Also, you guys should stop posting "would-have-been builds" until the contest is officially over.
Re: Iron Chef Optimisation Challenge (As seen on BG)
Quote:
Originally Posted by BenTheJester
Spoiler
Entropomancer needs 4th level divine spells, so you need at least Cleric 7
Also, you guys should stop posting "would-have-been builds" until the contest is officially over.
Isn't the contest already over? Submissions are closed.
Here is my idea:
Spoiler
Use the shard's pull ability to draw enemies into a wall of blades or the like, just have to figure out how to make the bullrush check not suck so much...
Re: Iron Chef Optimisation Challenge (As seen on BG)
Quote:
Originally Posted by Tinydwarfman
Spoiler
??? Have you read sanctum spell? It's a metamagic feat.
Spoiler
Yes I have. And your spells don't gain +1 level when casted outside your Sanctified area, which means, you don't qualify for Entropomancer anymore, which means you effectively "lose" the class when outside your area.
Unless the casting you get from Entropomancer can be used to qualify for it, which would be weird
Re: Iron Chef Optimisation Challenge (As seen on BG)
The shard of entropy is really a very poor class feature. If it was only a spell like ability then you could get it quickened and actually do something with it. Not a lot but something. As it is it is better for destroying walls or doors, though a adamantium weapon does the same thing better.
Re: Iron Chef Optimisation Challenge (As seen on BG)
Okay, submissions are now CLOSED! Cue the posting of builds!
Quote:
Originally Posted by Fayne
Spoiler
Here's my submission for the Iron Chef challenge. If there's any problem, feel free to contact me.
Note: Unfortunately, I was forced to use Unearthed Arcana, to get a +3 Base Fort save before level 6, through Savage Bard and to get Perform as a Permanent Class Skill through Human Paragon.
I also went for a more flavorful build, but it is still quite powerful. I didn’t want to include Ur-Priest, nor did I want to multiclass that much, but it was the only way I could get Seeker of the Song 6 AND Entropomancer 5, which was what I aimed for.
Background
Fayne is the single child of two wealthy nobles. She lived a pretty normal, if luxurious, life through most of her childhood; she went to school, played with other kids and showed a marked interest in music ever since she was very young. She started playing the harp when she was about 7 and was very talented at playing it even then.
One weekend like many others, she went in the wilds to her family’s hunting grove with her mother and father. While the sun was setting down, the family was preparing to leave the grove. A strange turn of event, that Fayne never understood, occurred. Both her parents were consumed by the shadow itself. Fayne was still a kid, and this scarred her in unimaginable ways; it psychologically messed her up.
She was left alone in the wilds, unable to find a way back home; luckily, the various animals present there helped her survive.
After a few years, when she reached her teens, she was able to make her way back to a big city, and was happy to be amongst civilized people as she hated the wilds and how everything was so full of life.
One afternoon, she was playing the harp near a public place and people started noticing. A crowd gathered and was cheering for her. As she continued playing, she noticed that her music could manipulate her listeners' feelings. She immediately used this power to make her listener as screwed as she was by instilling a self-destructive pattern in them. She enjoyed destroying people's life, and her appetite in destruction grew stronger and stronger. Soon, she had visions of grandeur; she wanted to see the world reduced to nothingness.
Spoiler
By now she’s a Savage Bard 5. She’s using the Inspire Awe variant(Dragon Magic), which replaces her Inspire Courage by a fear inducing song, and is otherwise a normal bard.
A figure of power in the city she had temporarily made her home known as Malik the Bleak sensed a particularly dark aura while strolling through the town square. He was surprised when he saw that it originated from the sweet-looking girl playing harp. A quick scan of her thoughts revealed that she shared his desire to see the world turn to rubble. After the bard’s performance, he went and had a deep conversation with her. He sowed in her the idea that, to destroy the world, the gods would first have to disappear.
He taught her how to steal spells from them, and rob them little by little of their power.
Even though she liked the idea of destroying gods, she did not have the patience of her elven tutor and desired a more direct approach to the demise of the world.
She went on the road again, and, at a time during her quest, she heard about a song that was capable of destroying worlds. A song that was so beautiful that it brought everything down to ruin.
The path for her was now clear; she was to learn that song.
Meanwhile, alongside her stolen divine powers, entropic powers began to develop. Why? Who knows? Perhaps her appetite for destruction was big enough to trigger the appearance of those powers
Spoiler
Fayne is now a Savage Bard 5/Ur-Priest 4/Entropomancer 1.
She is a good spell caster, thanks to her high wisdom scores and the fast progression of Ur-Priest spellcasting. The basic Shard of Entropy helps her destroy anything that has a high will save and protect her from melee attackers with wise placement of the shard.
She can also burn Rebuke Undead attempts(which she’s gonna have gratuitous amount thanks to her high charisma) to gain +10ft speed and 2 temporary HP per character level.
After years, her quest took a big step forward when she met Gemetris. Gemetris was a bard who spent his whole life searching for the perfect song, and did not care what the consequences of playing the song might be.
Spoiler
Fayne is now a Savage Bard 5/Ur-Priest 4/Entropomancer 5/Seeker of the Song 1.
The first sweet spot is hit when she reach level 14. She then has access to 6th level divine spells and 2nd level bard spells. Entropomancer 5 gives her the Entropic Field who allows a reroll once per round.
At level 15 she gains the first Seeker Song, which is quite a good damage dealer.
By staying with him, she progressed incredibly fast in the search. However, she one day surpassed her master, and had no use for him so Fayne left to wander the world again, seeking for that beautiful melody who would end worlds...
Spoiler
Ding- Fayne hits the sweet sweet level 20. At this point she has what she was built around(metagamingly). She gets the Hymn of Spelldeath, which forces any spellcaster in range to roll a concentration check(opposed by a Perform check) to be able to cast his spells, and, thanks to Entropic Field, the caster has to succeed that check twice. And let’s not forget the 6th level casting from Ur-Priest, Divine Vigor(which works in her Entropic Field, since it’s not healing), Persistent Refusal and the ability to cast while playing her songs.
Spoiler
Fayne Parthinia Female Human Savage Bard 3/Human Paragon 2/Ur-Priest 4/Entropomancer 5/Seeker of the Song 6 Medium Humanoid Hit Dice: 9d6+11d8+60 (143 HP) Initiative: +4 Speed: 30ft Armor Class: 25 Touch: 14 Flat-footed: 21 Base Attack/Grapple: +13/+12 (or +15/+14 partial) Attack: +13 melee (1d6 18-20/x2, +1 Sudden Stunning Rapier) Full Attack: +13/+8/+3 melee (1d6 18-20/x2, +1 Sudden Stunning Rapier) Space/Reach: 5ft/5ft Special Qualities: Bardic Music 9/day (Inspire Awe, Countersong, Fascinate, Inspire Competence), Bardic Knowledge 5, Adaptative Learning(Perform), Divine Spell Resistance 15, Rapture of the Song (AC and Saves), Combine Songs, Subvocalize Special Attacks: Rebuke Undead 15/day (+12, 2d6+16, 4th), Shard of Entropy 2/day (5d6), Entropic Field 2/day (reroll), Seeker Music (Burning Melody, Song of Unmaking, Dirge of Frozen Loss, Song of Life, Anthem of Thunder and Pain, Hymn of Spelldeath) Saves: Fort +21, Ref +14, Will +33 Abilities: Str 8, Dex 18, Con 16, Int 10, Wis 26, Cha 34 Skills: Literacy, Bluff +20, Concentration +8, Knowledge(Arcana) +19, Knowledge(History) +1, Knowledge(Nature) +2, Knowledge(The Planes) +6, Knowledge(Religion) +8, Listen +25, Perform(String Instruments) +39, Spellcraft +12, Use Magic Device +19(+21 with scrolls) Skill Tricks: Collector of Story, False Theurgy Feats: Great Fortitude(B), Iron Will(1), Skill Focus(Perform[String Instruments]) (3), Spell Focus(Evil) (B), Magical Aptitude(6), Divine Vigor(Complete Warrior p.108) (9), Versatile Spellcaster(Races of the Dragon) (12), Melodic Casting(CM p.45) (15), Persistent Refusal(Fiendish Codex II p.85) (18) Alignment: Chaotic Evil Languages Spoken: Common Noteworthy Possessions: Ollamh Harp, +1 Sudden Stunning Rapier(DMG II), +1 Mithral Breastplate of Vanishing, Strand of Prayer Beads, Orange Ioun Stone, Periapt of Wisdom, Cloak of Charisma, Amulet of Health(different body slot), Gloves of Dexterity, Vest of Resistance, Various Wands and Scrolls
Ur-Priest - Spells prepared(6/5/5/5/3/2/1):
0: Create Water, Detect Magic, Guidance x4,
1: Ebon Eyes, Entropic Shield, Inhibit, Omen of Peril, Sanctuary
2: Divine Insight x2, Hold Person, Shatter, Undetectable Alignment
3: Dispel Magic x2, Divine Retaliation, Lesser Visage of the Deity, Magic Circle Against Good
4: Death Ward, Freedom of Movement, Spell Immunity
5: Break Enchantment, Plane Shift
6: Energy Immunity
Belt of Magnificence 200,000
Manual of Strength +5 137,500
Manual of Charisma +5 82,500
Manual of Constitution +1 27,500
Vest of Resistance +5 25,000
Staff of Conviction 3,000
Staff of Shield of Faith 3,000
Staff of Barkskin 6,000
Staff of Heroics 6,000
Staff of Enlarge Person 3,000
Staff of Wraithstrike 6,000
Staff of Lions Charge 9,000
Staff of Magic Vestment 9,000
Wings of Flying 54,000
Boots of Speed with Anklet of Translocation attached 14,100
Scout's Headband 3,400
+1 Animated Heavy Shield 9,000
+1 Metalline Great Sword 18,330
Serpent Armor 12,160
Ring of Evasion 25,000
Dusty Rose (+1 Insight to AC) Ioun Stone 5,000
Pale Green (+1 to attack, saves) Ioun Stone 30,000
total: 743,490 gp
Tactics:
Depending on the party composition use various staffs to buff beforehand. Staff charges are pretty cheap so use them when you feel like it. Use the staff of Heroics to get Shock Trooper and Quick Draw (so you can quick draw staff of Wraithstrike) feats. For these low level staffs you can't fail the UMD check except on a 1. Before (or on the first round of the encounter) use Divine shield and activate the entropic field. Engage targets of opportunity with Dungeoncrasher (since you don't roll a attack roll you can even bull rush targets with concealement without miss chance). Try staying close to enemies capable of casting healing magic.
Commentary:
This build is focused on high defenses and a moderate physical threat. Combat Reflexes feat gained for armor provides a modicum of battlefield control (as in if he charged using shocktrooper you don't want to provoke AoO's from him). I envision him as more of a support character that is hard to bring down.
Use of secret ingredient:
I tried to get a good synergy going with a Entropomancer though its abilities are really poor. The best I can come up with is to make a melee attacker that will use the entropy aura to shut down enemy healers (pretty nasty against heal and mass heal). Also it has good synergy when a friendly caster uses a save or X spell, as you can use the aura to make the target reroll (and a benefit Aura of Despair gives enemies -2 to saves). I originally envisioned the character to bull rush things into his shard of entropy but that takes a lot of effort to pull off. Since creating the shard is a supernatural ability, takes a standard action (and it doesn't stick around for long) setting up such a combo would take a few rounds. As it is I would put the build at the middle of tier 4.
Level rundown:
5= your typical dungeoncrasher
10= blackguard levels bring you much better saves, you are still meleeing it up
15= Divine shield brings you added defense, UMD can activate any wand and most low level staffs
20= mettle and entropy aura finish off the build, this is where it all comes together
Highlights:
: high saves with mettle+evasion
: high defense against bull rush, trip, etc
: high touch AC when properly buffed
: shield AC contributes to touch AC, Divine shield adds CHA modifier to shield AC
: not reliant on other party members for buffs
:18 base BaB.
Downsides:
: mediocre damage, hit points and AC
: poor initiative
: build is extremely feat and skill starved; meeting all prerequisites was tough
: build suffers from MAD syndrome
Spoiler
Touch AC with buffs and Divine Shield: 10+3 dex + 5 deflection +1 insight + 18 (shield, +23 if your DM rules that Shield Ward buffs your shield AC): 37 (42) // 51 normal AC. Buffs are Magic Vestment, Shield of Faith and Divine shield (all which Lothar is able to provide himself).
__________________
Quotebox
Spoiler
Quote:
Originally Posted by shadow_archmagi
You know, I think gods are the exception to the rule that "I built you a shrine" is creepy.
Quote:
Originally Posted by hotel_papa
I maintain that until I see a movie trailer where Patrick Stewart introduces himself as Mordenkainen, there never was and never will be a D&D movie.
Quote:
Originally Posted by dixieboy
I am unable to respond due to the awesomness of seducing a god, sorry
This is a character designed to be the party's primary tank and a support character to the party's primary spellcasters. While he is the quintessential "Big Stupid Fighter", he also reduces opponents' saving throws by -8 to -13 or more every round, allowing the rest of the party to easily subdue the opponent with save-or-die and crowd control spells and abilities.
In addition, the character can reduce opponents to cowering or frightened with ease through its intimidation and fear-inspiring abilities, providing both an additional way to target opponents and further increases crowd control options for the party.
Finally, it's worth noting that the character is designed using a pair of Tier 4 & 5 base classes, and a pair of mediocre to terrible prestige classes. I know BooNL is also using T4 and T5 classes, so it will be pretty awesome if he and I end up with practically the same low tier build.
The purpose behind these classes is twofold: first, accessibility - the baseline build requires only core, the free online SRD, and Complete Warrior and Divine (and links to all of these ingredients are provided below). Second, I wanted to showcase the synergies that can result from the combination of several subpar classes and prestige classes. The build is intended to be a playable character, from 1st to 20th level in a Tier 3 game, and would also make an excellent cohort for an evil PC spellcaster or NPC.
What is this build not doing?
This is not a "God" spellcaster, nor does it use ur-priest or character rebuilding to gain 9th level spells with the entropomancer's half-casting. It is not Theoretical Optimization or an uber-charger. Instead, this is a frontline fighter whose primary purpose is to take a lot of damage, be almost impervious to any spell that grants a saving throw, provide crowd control through fear effects, and debuff his opponents enough to allow the "God" characters in the party to be successful.
Relevant links:
[url="http://www.d20srd.org/srd/variant/classes/variantcharacterclasses.htm"]Paladin of Tyranny
[url="http://www.angelfire.com/pro/demon_1/class_hexblade.htm"]Hexblade
[url="http://www.d20srd.org/srd/prestigeClasses/blackguard.htm"]Blackguard
[url="http://www.wizards.com/default.asp?x=dnd/ex/20040502a"]Entropomancer
Basic stuff:
Jorath, Hand of Annihilation. LE Human Paladin of Tyranny 4/Hexblade 4/Blackguard 7/Entropomancer 5
Hit Dice: 15d10, 5d8 Base Attack: +18 Final Saves: Fort +37, Ref +23, Will +33, +45/+31/+41 against arcane spells or with one round to prepare. (Assumes Cloak of Charisma +6, Vest +5, Divine Grace +8, Arcane Resistance +8, Dark Blessing +8, Evil's Blessing +8). Caster Level: Hexblade 4, Paladin 4, Blackguard 9
Sample character flavor:
What do you get when you combine paladin of tyranny, hexblade, blackguard, entropomancer, and worshipping an elder evil? Pure evil, that's what. Jorath is a paragon of law and evil, and that's just how he rolls. He worships Pandorym, an elder evil (think Cthulhu mythos god-monsters) who is literally a Gargantuan sphere of annihilation. I'm serious. Look at Elder Evils Pg. 82 if you think I'm joking. Joram seeks the destruction of all life - even the gods themselves - and plans to replace them with the cold, dead, utterly unemotional void of annihilation, to rule a shattered world in perfect law after Pandorym has passed from the Material Plane.
Jorath knows that it's him, his party, and a few crazy cultists against the multiverse, and those are just the kind of odds he likes. His job: to carry out Pandorym's will, protect the spellcasters in his party, and neutralize the other side as quickly and efficiently as possible. How does he do it? Through fear, poison, and brute force.
1st level: Hexblade 1
You begin your life as an utterly underwhelming Hexblade 1. You can (and should) power attack, so on an average attack you'll be at +3 for 2d6+6/19-20 x2, for an average of 12 damage. You've got Cleave, which is nifty, and +3 to Intimidate from Willing Deformity, a bonus feat granted by worshipping an elder evil (Pandorym the Gargantuan sphere of annihilation). This is slightly cheesy, but given that the character will end up as an entropomancer (a spellcaster devoted to spheres of annihilation), Pandorym fit so well that it was difficult to resist.
More importantly, you have Dreadful Wrath, which means that on a charge, full attack, or spell that targets an opponent, all opponents within 20ft must make a Will save or become shaken (-2 to attacks, saves, skill checks, ability checks) for one minute. The save debuffing starts here, ladies and gentlemen.
Tactics:
R1:
Free: Hexblade's Curse on an opponent, DC 12 Will or -2 to attacks, saves, skill checks, ability checks, and damage rolls for one hour.
Full round: Charge an opponent, at +5 for 2d6+6. Hit or miss, that opponent and all others within 20ft must make a DC 12 Will save or become shaken.
Free: if the opponent dies, Cleave into adjacent foe
R2:
Move: move adjacent to a shaken foe
Standard: Intimidate check at +11, on failure that opponent is now frightened and must run away as fast as possible. Gain a free attack of opportunity on him as he flees.
OR: Standard: hit the foe with your greatsword.
Starting saves: Fort +3, Ref -1, Will +4
Starting equipment: Greatsword (50g), Chain shirt (100g), 50g on a masterwork item of intimidate, 50g to spend on whatever else you like (I like reach weapons and javelins).
2nd level: Hexblade 1/Paladin of Tyranny 1
Spoiler
Now you're is a Hexblade 1/Paladin of Tyranny 1. With with a masterwork greatsword you can smite good and power attack 1/day for +7 for 2d6+9/ 19-20 x2.
Tactics: If you're following my equipment build, then you'll also have a heavy warhorse. A heavy warhorse probably has as many HPs and does as much damage as you do at this level.
Equipment: Sell the chain shirt and greatsword (+75g), then upgrade to a breastplate (200g), a masterwork greatsword (350g), and a heavy warhorse (400g), and buy a lance, potions, scrolls, or other useful items.
3rd level: Hexblade 1/Paladin of Tyranny 2
Spoiler
At third level you get Law Devotion, which you'll be using for the next 17 levels. Technically Animal Devotion is more flexible (free flight!), but I can't see a disciple of Pandorym revering animals. You also get Divine Grace, which helps your saves considerably. And Deadly Touch, which is mostly useless.
Equipment: upgrade to full plate (1,500g) and a cloak of protection +1.
4th level: Hexblade 2/Paladin of Tyranny 2
Spoiler
Another boost to saving throws. +1 to Charisma, so now Hexblade's Curse is DC 13 and Dreadful Wrath is DC 14.
Equipment: Enchant the full plate for +1, enchant the greatsword for +1.
5th level: Hexblade 2/Paladin of Tyranny 3
A solid level here! Abominable Form means that whenever an opponent can see your undisguised form (nipple slip!), living opponents of lower level must save or become shaken for 3 rounds. Paladin of Tyranny 3 means that now opponents within 10ft of you have -2 to saves/skills/etc. And immunity to disease to boot.
Tactics:
R1:
Swift: Law Devotion for +3 to attacks or AC for 1 minute. Let's assume attacks.
Full round: Charge an opponent, at +10 for 2d6+15. Hit or miss, that opponent and all others within 20ft must make a DC 15 Will save or become shaken.
Free: Hexblade's Curse on an opponent, DC 14 Will or -2 to attacks, saves, skill checks, ability checks, and damage rolls for one hour. -2 to the save within 10ft from aura, possible -2 from shaken.
Free: if the opponent dies, Cleave into adjacent foe
Free: reveal your abominable form! All living foes of lower level must make a DC 19 Will save or become shaken (or frightened, since shaken+shaken = frightened) for 3 rounds. -2 to the save within 10ft from aura, possible -2 from shaken, possible -2 from Hexblade's Curse.
R2:
Move: move adjacent to a shaken or frightened foe
Standard: Intimidate check at +18, on failure that opponent is now frightened or panicked and must run away as fast as possible, possibly dropping his weapon. Gain a free attack of opportunity on him as he flees.
OR: Standard: hit the foe with your sword (Smite Good if applicable)
Saves: Fort +11, Ref +5, Will +11, +15/+9/+16 against arcane spells. (Cloak +1, Divine Grace +4, Arcane Resistance +4).
Equipment: Purchase a cloak of charisma +2 for 4K. You might be a little short for cash, but there's no purchases for next level anyhow.
6th level: Hexblade 3/Paladin of Tyranny 3
Spoiler
Finally Mettle (Evasion for Fortitude and Will saves) is ours! Imperious Command at 6th level means that intimidate attempts will cause opponents to cower for one round (doing nothing) and be shaken (or frightened or panicked) the next round.
Tactics:
As before, however now intimidate attempts will cause opponents to cower for one round (doing nothing) and be shaken (or frightened or panicked) the next round.
Equipment: Save up money for a bit, the next item is 5K and well worth it.
7th level: Hexblade 3/Paladin of Tyranny 4
Spoiler
Rebuke undead! While you won't rebuke anything much bigger than a pair of 4 HD skeletons, this ability powers your Law Devotion feat, allowing you to use it another 2 times per day (for 1 minute each use). Second, the Never Outnumbered feat means that now 1/encounter your Intimidate check (at +25) affects all opponents within 10ft (the same radius as your -2 save aura!) Finally, Fearsome armor allows you to do so as a move action, so you can attack and intimidate in the same round, or double intimidate!
And you gain a spell slot! Bane and Doom also further reduce saves, but I'd take divine favor or endure elements most of the time.
Tactics:
As before, however now intimidate attempts will cause all opponents within 10ft to cower for one round (doing nothing) and be shaken (or frightened or panicked) the next round, as a move action.
Equipment: Fearsome armor enchantment (5K, Drow of the Underdark)
8th level: Hexblade 4/Paladin of Tyranny 4
Spoiler
The treat here is the Dark Companion alternative class feature from the PHB II, giving another mobile -2 to attacks, saves, and skill checks. And you gain a spell slot from Hexblade! I'd go for Protection from Evil and Entropic Shield personally.
Tactics:
As before, however now the save reductions look like this: -2 (Curse), -2 (Shaken), -2 (Paladin aura), -2 (Dark Companion) for -4 to -8 at any given time.
Equipment: Dark Companion (100g), buy gloves of strength +2 and upgrade Vest of resistance +1
9th level: Hexblade 4/Paladin of Tyranny 4/Blackguard 1
Spoiler
At last, you're a blackguard! You now have improved sunder, but I can't recommend using it in most fights. Poison use is the real gem of this level.
Poisons won't get mentioned much beyond this point, but they can be a very effective part of any fight, especially if there's a party spellcaster to make them magically for you. Giving reduced saving throws meshes perfectly with poisons. Drow Poison is only DC 13, but with -8 from your save reducers it becomes a hefty DC 21, for example. DC 27 Pit Fiend venom becomes DC 35, and the secondary effect of that is death.
Tactics:
As before, however now you can add poison to your greatsword and arrows. Do so!
Equipment: Buy poisons and a triple weapon capsule retainer (450g, C. Adv. - lets you apply up to 3 poisons to your weapon as a standard action). This is a good level to fill out your item slots with the cheap stuff like bracers and boots.
10th level: Hexblade 4/Paladin of Tyranny 4/Blackguard 2
A new bonus feat: Insane Defiance. This feat allows you to shrug off a mind-affecting spell and drop it on somebody else with an additional -4 penalty to the save. Naturally, you want your party's wizard to hit you with a Dominate Person, which you then pass on to an opponent at a -4 penalty.
Besides that, Dark Blessing gives your Charisma to saves again.
Also, you gain another smite attack, more spells, and Law Devotion becomes +5 to attacks or AC. It's a good day to be evil. Some good blackguard spells: at this level blades of blood from PHB II for a little extra damage, while strategic charge from the Spell Compendium is a swift action to cast, and grants the Mobility feat.
Tactics:
As before, however now you can pass spells off from your party spellcaster.
Saves: Fort +21, Ref +11, Will +17, +25/+15/+22 against arcane spells. (Cloak +2, Divine Grace +4, Arcane Resistance +4, Dark Blessing +4).
Equipment: 9K - I'd grab a periapt of wisdom and a belt of constitution, and more poisons.
11th level: Hexblade 4/Paladin of Tyranny 4/Blackguard 3
Spoiler
You gain a second aura of despair, which I'll assume doesn't stack with Paladin of Tyranny, since they share the same name and have the same effect. If it does, hey, free -2 again. Additionally, you can Command Undead, so now Law Devotion should be 5/day.
Second level blackguards spells are rock solid - they include gems like curse of ill fortune and wave of grief, which both debuff opponents with -3 to the usual lineup each (wave of grief as a 30ft cone, ill fortune with a long duration). So if you're planning to really drop an opponent's saves, these spells replace charging as a R1 option.
Tactics:
R1:
Move: Move up to within 10ft of opponents
Free: Hexblade's Curse (DC
As before, however now you can start the combat with an AOE save reducer of Wave of Grief, which will then trigger Dreadful Wrath. If everything works out, you could hit a group of opponents with -9 to saves, and then another -4 from insane defiance, at a staggering -13 to saves, and -15 to a cursed opponent.
Equipment: 13K here - upgrade cloak of charisma to +4!
12th level: Hexblade 4/Paladin of Tyranny 4/Blackguard 4
Spoiler
You gain another +1 to Charisma, increasing all your saves and most of your ability DCs. At this point Hexblade's Curse should be DC 18, Dreadful Wrath should be DC 22, Abominable Form should be DC 21, Blackguard spells should be DC 15, and Intimidate should be at +33 or so. The 22 Charisma also means another bonus Hexblade spell and enough Rebuke/Command undead uses to have 7/day Law Devotion.
You gain +1d6 sneak attack, which is absolutely laughable in most situations. However, you also take the Craven feat at this level, which changes the sneak attack to 1d6+12. The dirt cheap Sudden Stunning enchantment from the DMG II allows you to set up your own sneak attack as a swift action for Cha times per day.
Tactics:
As before, but look for opportunities to sneak attack through flanking and stunning.
Equipment: 17K here with lots left over from previous levels! 16K makes your greatsword unholy, and 2K gets the Sudden Stunning enchantment from the DMG II.
13th level: Hexblade 4/Paladin of Tyranny 4/Blackguard 5
Spoiler
Smite good 2/day, and a fiendish servant. I'm not even going to pretend that your new dire rat buddy will scratch the opponent, but it is good for free flanking and that juicy 1d6+13 sneak attack.
In addition, you also get 3rd level spells. This is a good thing for one particular spell on your list: Mass Resurgence (Spell Compendium). Basically, as a standard action you grant 1 ally/level a second save against something they failed. Considering that you probably will never fail a save, this means that you will be there to keep your party in the action whenever they screw up a saving throw.
By now your caster level is also high enough to consider a 2nd level spell, Blade of Pain and Fear. You deal touch attacks for pitiful damage, but every hit forces the subject to make a will save or become frightened.
Now is a good time to purchase a belt of battle, which greatly improves your flexibility by giving variable actions in return for your swift actions.
Tactics:
Not much new here, flanking becomes much easier, belt of battle gives more options, etc.
Equipment: 22K here - spend 12K on a belt of battle (MIC), and 5K on upgrading your vest of protection, and save up 5K.
14th level: Hexblade 4/Paladin of Tyranny 4/Blackguard 6
Spoiler
All the saves improve and another 3rd level spell though. I'd put down the cash for a Ring of Evasion at this point.
Equipment: 22K here with another 5K from last level - spend 25K on a ring of evasion.
15th and 16th levels: Hexblade 4/Paladin of Tyranny 4/Blackguard 7/Entropomancer 1
Another +1d6 SA (Meh), and 4th level spells (Huzzah!). Some very choice picks here, especially Freedom of Movement. Additionally, Entropomancer 1! Shard of Entropy sucks though. Don't use it.
Law Devotion also becomes +7, which keeps it relevant. And a new elder evil feat - Evil's Blessing, which means you can spend a standard action at will to gain +Cha (+7) to saves a THIRD or FOURTH time for 5 rounds. Nifty stuff. +45 Fort against spells, anyone?
Tactics: Just more options and bigger numbers here.
Equipment: 40K at 15th -upgrade the vest for 16K, upgrade the cloak of charisma for 16K, and upgrade the armor by +2 for 8K. I'd do a massive overhaul of stat boosters at 16th and buy an item of flying, as well as a Tooth of Leraje from the Tome of Magic (1/day for 24 hours: Greater Magic Weapon (+5) to a weapon, costs 20K).[/spoiler]
20th level: Hexblade 4/Paladin of Tyranny 4/Blackguard 7/Entropomancer 5
I've skipped the last 3 levels since I want to skip to the good stuff.
Entropomancer 5 is nice: your 2/day Entropic Field now lasts 5 rounds, goes out to a 25ft radius, stops all divine healing, and 1/round forces people to reroll an attack, save, or skill check. In other words, force the opponent to make another save (at -13 or whatever) against the GOD's spell, or reroll his check against your intimidate check, or grant your ally another save as a free action (on top of your chances to do so with Mass Resurgence). Basically, Entropomancer 5 is the sweet, delicious icing on the top of your action-denying evil cake.
Damage swings around pretty rapidly at higher levels, and there's no healing inside your Entropic Field, so Improved Toughness is a quick and simple bandaid for that.
Finally, your fiendish servant now should have around 11 HD (8 bonus HD), and assuming you pick its feats, you can give it some very good feats, such as binding and improved binding for Focolor's -2 aura against saves. The fiendish servant shares your base saves, has SR, and improved evasion, so hopefully it won't die if something sneezes in its direction.
Hexblade's Curse should be DC 18, Dreadful Wrath should be DC 28, Abominable Form should be DC 25, Blackguard spells should be DC 15, and Intimidate should be at +40 or so.
Tactics:
Standard battle tactics:
R0: If you get the opportunity to prepare before battle, use Evil's Blessing for +Cha to saves again, buff with Freedom of Movement, or Winged Mount, and cast any swift action spells such as Strategic Charge or use Law Devotion.
R1:
Move: Move up to opponents (-6 to saves from Aura of Despair, Dark Companion, and Fiendish Servant's Focolor's Sadness)
Standard: Activate Entropic field (No magical healing within 25ft, force 1 reroll/round)
Free: Hexblade's Curse (DC 20) (-2 to saves if successful)
Swift: Belt of Battle (2 charges) for a standard action
Standard: Cast Wave of Grief (DC 17 or so, -3 to saves in 30ft cone) (Triggers Dreadful Wrath (DC 27) - now up to -13 to saves)
Free: Abominable Form (DC 25) - another chance to reduce opponents to shaken, or frightened if already shaken
R2:
Swift: Belt of Battle for a move action
Move: Intimidate (opponent goes straight to cowering)
Full round: full attack (+29/+24/+19/+14, for 2d6+14/19-20x2 (assuming 22 strength and +5 weapon), increased accordingly by power attack. Or with flanking and sneak attack, 4d6+34/19-20x2.
R3:
Swift: Law Devotion
Move: Intimidate
Standard: Attack or cast spell
Against foes immune to intimidate and mind-affecting (undead, constructs, vermin, oozes)
R1:
Move: Move up to opponents (-6 to saves from Aura of Despair, Dark Companion, and Fiendish Servant's Focolor's Sadness)
Standard: Activate Entropic field (No magical healing within 25ft, force 1 reroll/round)
Free: Hexblade's Curse (DC 20) (-2 to stuff if successful)
Swift: Belt of Battle (3 charges) for a full round action
Full round: Full attack (+29/+24/+19/+14, for 2d6+14/19-20x2 (assuming 22 strength and +5 weapon), increased accordingly by power attack. Or with flanking and sneak attack, 4d6+34/19-20x2.
R2:
Swift: Law Devotion
Full round: Full attack (+36/+31/+26/+21, for 2d6+14/19-20x2 (assuming 22 strength and +5 weapon from Tooth of Leraje), increased accordingly by power attack and any other buffs or equipment. Or with flanking and sneak attack, 4d6+34/19-20x2.
Saves: Fort +37, Ref +23, Will +33, +45/+31/+41 against arcane spells. (Vest +5, Divine Grace +8, Arcane Resistance +8, Dark Blessing +8).
Equipment: It's pretty campaign-dependent from this point. I'd recommend minor rods of enlarge spell (60ft Cone of Despair!), extend spell, quicken spell, etc.
Equipment that's come before: Cloak of Charisma +6, Gauntlets of Strength +6, Vest of Resistance +5, Ring of Evasion, Belt of Battle, +3 Fearsome Full Plate, +1 Unholy Sudden Stunning Greatsword, Tooth of Leraje, poisons, and various minor magical items. That comes to about 175,000gp, leaving a LOT of room for whatever magic items suit your fancy.
Re: Iron Chef Optimisation Challenge (As seen on BG)
A villain who thinks he's far more villainous than he is, I give you:
Quote:
Originally Posted by Butters
“I do every thing people ask me to and yet nobody accepts me, I am an outcast. A shadow of a man who can find no companionship, no love from others. Fine, if I am to be an outcast then so be it I’m through doing what others tell be to and I’m sick of this world and the stinking people in it. From now on I will dedicate myself life to bringing chaos to the world that has rejected me. I will become the greatest super-villian the world has ever seen. Where I go destruction will follow!
Prepare little town, prepare for the greatest super-villian you ever seen professor chaos.”
“Butters time for bed.”
“Yes, sleep for now for tomorrow the chaos begins!”
Str 32 (16 base+5 inherent+3tome+6 enhancement+2 size)
Dex 8 (base 10-2 size)
Con 22(16base+6 enhancement)
Int 14
Wis 10
Cha 20 (14+6 enhancement)
HP: 7d10+11d8+2d6+120 avg 215
AC: 18 (10-1 size-1dex+9armor) 50% X2 1 is countered by dark vision but, works vs. true seeing the other can be countered by true seeing
AL: Chaotic Stupid I mean N (CN shifted to N at level 7) I visualize him being played by a guy who makes all his characters N, CN or CG and thinks that alignment means the character’s morals ar so mutable they can do whatever the player feels like at the moment.
Longsword +5 devoted spirit, flaming, spell storing (burning hands), causticAnarchic Surge, Caustic Surge, Fiery Surge (silly for the sake of silliness)
+35 to hit 1d10+36+1d6 fire+1d6 acid 16-20 X2 crit
Spells -,6,6,6,5,5,4,4,2,1
Spells known and memmed: 1-burning handsX6, Omen of Peril 2-AuguryX3, Produce FlameX3 3-resist energy(fire or cold only)X3, delay deathX3 4- wall of fireX4, bestow curseX1 5-stalwart pactX1, fire shieldX4 6-warp destinyX3, fire seedsX1 7- fire stormX3, greater bestow curseX1 8-moment of prescienceX2, incendiary cloud 9-choose destinyX1, elemental swarm(fire)
Readied Manuevers
Ancient Mountain Hammer
Revitalizing Strike
Divine Surge
Battle Leader’s charge
White Raven Tactics
Tide of Chaos
Misc abilities
Aeshkrau Str determins bonus spells for all classes, +2 Str checks, +2 caster level
Smite 1/day
Zealous Surge reroll 1 save 1/day
Indomitable Soul Cha mod to Will
Steely resolve 10
Furious Counter strike
Slippery Mind
Entropic Field
Spells cast:
Moment of Presience
Stalwart Pact (temp hp, +4 hit +4 damage, DR10/magic after reduced to ˝ hp)
Equipment
***Body: +1 heavy fortification adamantine plate mail 52,950gp
Throat: Amulet of Second Chances (40,000) with Amulet of Fortune Prevailing(5,000) +6 constitution, 83,500gp*****************
Shoulders: Mantle of Second Chances, +5 saves, +6 charisma 73,000gp shadow veil 32,000 Displacement 75,000
**Waist: +6 strength* 36,000
* Feet: Boots of Temporal Acceleration(43,000) with Boots of the Battle Charger (2,000) 46,000
***Slotless: Karma Bead x2 20,000, Dust of Dispersion(x10) 5,000
Manual of Bodily Health(read) 82,500
Scabbard of keen edges 16.000
Longsword +5 devoted spirit, flaming, spell storing (burning hands), Anarchic Surge, Caustic Surge, Fiery Surge 134,330
Slotless Dark lantern 4,000
Tactics:
Casts augury on numerous topics daily, activates moment of prescience to gain initiative, activates boots of temporal acceleration to cast recast moment of prescience, activate entropic field and cast choose destiny CHARGE!
Fun stuff: so choose destiny allows you to roll twice for everything this is handy for attacks, damage etc but most importantly saving throws because immortal fortitude allows you to make a save vs. the -hp a hit should bring you to stay conscious and alive so he rolls twice if he fails he expends the reroll from entropic field, if that fails he can use the amulet of fate, after that he has 1/day save reroll from crusader, which would be rolled twice, and he can cast warp destiny to reroll a save with a bonus equal to his caster level, there’s also the destiny domain ability which can force his opponent to reroll a attack roll or miss chance 1/day and finally he has an amulet of second chances to play that entire round over and get back his daily uses of all those rerolls. CHAOS!
Oh, he also has access to Fire Seeds and could carry a ton of Holly Bombs in a bag win initiative drop them at someones feet and run.
__________________
Quotebox
Spoiler
Quote:
Originally Posted by shadow_archmagi
You know, I think gods are the exception to the rule that "I built you a shrine" is creepy.
Quote:
Originally Posted by hotel_papa
I maintain that until I see a movie trailer where Patrick Stewart introduces himself as Mordenkainen, there never was and never will be a D&D movie.
Quote:
Originally Posted by dixieboy
I am unable to respond due to the awesomness of seducing a god, sorry
Re: Iron Chef Optimisation Challenge (As seen on BG)
Here we have the very precise:
Quote:
Originally Posted by Oxford English Dictionary
en·tro·py
1. Symbol S For a closed thermodynamic system, a quantitative measure of the amount of thermal energy not available to do work.
2. A measure of the disorder or randomness in a closed system.
3. A measure of the loss of information in a transmitted message.
4. The tendency for all matter and energy in the universe to evolve toward a state of inert uniformity.
5. Inevitable and steady deterioration of a system or society.
Important items:
Slippers of battledancing (unsocketing)
Mithril Full Plate +1, soulfire, heavy fortification
Tome of Leadership +5
Cloak of Charisma +6
Adamantium Dagger +1, Stunning Surge. Any other enhancements are gravy
Wings of Flight
Leftovers can be spent however liked.
Level 5: Plays like a basic Duskblade at this point, doing most of his damage through spells, enjoying casting two sometimes with his quick cast, mostly relying on being highly mobile and a good AC. His to-hit is a bit shaky, but that's easily taken care of by using a True Strike when it's really needed. Ranks in Knowledge (Religion) to qualify, some crossclass Perform (Dance) for later on too.
Level 10: Starts to grow into his Divine capacity, I would personally consider this to be a weak point of the build. Not as strong as if he had just stayed as a Duskblade, but with a few more options for what spells he throws into his casting, getting a few save vs suck spells to work with.
Level 15: Now we're getting somewhere. With 8th level spells being thrown around, we can quick cast a wraithstrike, then throw a Maddening Scream into Arcane Channeling, for some especially funny moments. Just hope they don't have good SR because your a bit behind on CL. By now you should have your slippers of battledancing, so your Hit/Damage will drastically improve there. You don't really do much for full attack actions, preferring to channel, maybe throwing a Quick Cast Confusion out if need be. One can never have too many ways of making combat random!
Level 20: Now you're a full Entropic bamf. Entropic field lets you reroll bad saves/attacks when needed, or reroll their good saves/attacks, you can slashing flurry your way through two people per arcane channeling, and against groups you can throw a Weird into their midst if you really need some options. Best at 1v1, but with some work can do some crazy things to a full melee. BAB 16, 9th level casting. Seems like a crazy gish to me.
__________________
Quotebox
Spoiler
Quote:
Originally Posted by shadow_archmagi
You know, I think gods are the exception to the rule that "I built you a shrine" is creepy.
Quote:
Originally Posted by hotel_papa
I maintain that until I see a movie trailer where Patrick Stewart introduces himself as Mordenkainen, there never was and never will be a D&D movie.
Quote:
Originally Posted by dixieboy
I am unable to respond due to the awesomness of seducing a god, sorry
Re: Iron Chef Optimisation Challenge (As seen on BG)
And last, but by no means least, we have
Quote:
Originally Posted by Eruth Taal
Let's take a look at the what the Entropomancer can do. First, the entry requirements:
Alignment: Any nongood.
Skills: Concentration 5 ranks, Knowledge (arcana) 5 ranks.
Feats: Great Fortitude, Magical Aptitude.
Spells: Able to cast 4th-level divine spells.
Dear lord these entry requirements are terrible! Know(arcana) is pretty rare on a divine build, so we'd have to find something for that.
Great Fortitude and Magical Aptitude are just terrible feats, so we'll just have to suck it up.
4th level divine spells means this class can be entered at lvl 8 at it's earliest (cleric entry).
Special abilities:
Shard of Entropy: this ability is pretty meh. The 7d6 damage at lvl 20 isn't a lot, especially when you consider this is a 'light' Sphere of Annihilation you're throwing around. The fact that you can direct it with a move action is pretty cool, though it is limited to 2/day, which sucks.
The bull rush ability is pretty nify, but with a +11 modifier, you're not pulling a lot of mobs in.
Entropic Field: this is a pretty cool ability. Basically, if this is up, stuff will start dying. I'm a bit confused by its wording though. The intent seems to be that it blocks all Conjuration (Healing) spells, but the way its written also includes every other magical effect. Personally, I think healing from negative energy (such as inflict spells) should work, but by RAW it doesn't.
Control Sphere: unless you can find a way to get that sphere of annihilation, this ability is useless.
Spellcasting: this class progresses 5/10. Usually this is pretty bad, and in this case it still is. However, we might find a way to make this work.
Building the character:
Now, there's a couple of ways we can go about creating a good Entropomancer. Because of 5/10 spellcasting we have to make a choice though: focus on spellcasting or combat.
I say: we can do both.
Now, the character I want to build should have the following:
- a good BAB or a way to get one.
- 8th or 9th level spells by lvl 20.
- some way to use the Entropomancers abilities.
The build
Spoiler
Warning: this build uses two things from Unearthed Arcana: the variant paladin and LA buy-off. The build is still workable without these, but I feel they are common and would be allowed by most DM's.
LA will be bought off at levels 6 and 9. If LA buy-off is considered too cheesy, the template can easily be removed. All it does is add a little flavor.
Eruth Taal CR20
Male Entropic Human Paladin of Slaughter/Hexblade/Divine Crusader/Contemplative/Entropomancer, Level 4/3/3/1/9,
Lawful Evil Medium Outsider (extraplanar) Init +0 senses: darkvision 60ft Languages: Common, Infernal
AC 25, Touch 15, Flat-footed 25, HP 137, Speed 20ft Fort +34, Ref +16, Will +27 (+12 bonus to all vs spells & spell-like effects) Base Attack Bonus +15 Melee: Flaming, Frost, Shock, Ghost Touch Morningstar +1 (wielded 2h) [/b] +24 (1d8+11+3d6), x2) Ranged: every 1d4 rounds, ranged touch attack Negative Energy Ray +14 (1d4+12, x2) Combat gear: Fullplate +1 of Freedom, Heavy Steel Shield +1 of Heavy Fortification, Ring of Protection +5 (+9 Armor, +1 Shield, +5 Deflect) Abilities Str 24, Dex 10, Con 22, Int 12, Wis 12, Cha 34 Feats: Tomb-tainted Soul, Weapon Focus (morningstar), Great Fortitude, Power Attack, Magical Aptitude, Extend Spell, Holy Warrior, Divine Metamagic, Persist Spell Skills: concentration +29, Intimidate +22, Knowledge (Religion) +24, Knowledge (Arcana) +17 Special abilities: Smite Good, Deadly Touch, Debilitating Aura, Rebuke Undead 15/day, Hexblade's Curse 1/day, Arcane Resistance, Mettle, Resistance to electricity 5, Divine Health, Shards of Entropy 7d6 (consuming) 2/day, Entropy Field 2/day (wounding)
Spell list (domains: War, Trickery):
1st: Magic Weapon, Disguise Self
2nd: Spiritual Weapon, Invisibility
3rd: Magic Vestment, Nondetection
4th: Divine Power, Confusion
5th: Flame Strike, False Vision
6th: Blade Barrier, Mislead
7th: Power Word Blind, Screen
8th: Power Word Stun, Polymorph Any Object
9th: Power Word Kill, Time Stop
Class choices:
Spoiler
Paladin of Slaughter: in order to get into Divine Crusader, we need +7 BAB and a couple of skills in Know(religion). Paladin of Slaughter provides both of those, and gives us a good CHA synergy in Divine Grace and Deadly Touch. Hexblade: the Hexblade is here to give us Know(arcana) in order to get into Entropomancer. Also Mettle and Arcane Resistance are nice bonusses. Divine Crusader: this is where we'll be getting our spellcasting from. This class is a lot weaker than the Ur Priest we could have been using, but I like the Divine Crusader: Erynthul is chosen as a deity, who gives us the War domain. War gives us a couple of good spells, including Divine Power, the spell we need to get us a decent BAB. The Domain ability is useless as we need Weapon Focus to enter the class. Contemplative: this class is only here for one reason: to expand our spell-list. Grabbing one extra Domain essentially doubles our spell-list. We'll grab Trickery, to get us Invisibility, PAO and Time Stop, as well as a couple of other good spells. Entropomancer: I feel the class comes in a bit late, but using Divine Crusader, we can't enter earlier than 12. This means we'll lose out on the Entropomancer's capstone (boo! hiss!) but we do grab all the other goodies.
Level breakdown
Spoiler
Levels 1-7
Eruth, being an entropic creature, starts at ECL 3. But because we can buy off the levels I'll just list him as starting at level 1.
Anyway, Eruth starts pretty much as a melee beast, armed with a morningstar and a heavy shield. Because of tomb-tainted soul, he can heal himself with his own entropic energy. Because he's pretty MAD, he won't be a melee monster yet, but he'll cope. Also, his early feat choices are filled with entry requirements, so not much help there...
His Negative Energy Aura is pretty handy at lower levels, but also means he cannot travel with living comrades. Undead and other entropic creatures will probably be his friends.
Levels 8-11
At level 8 Eruth enters Divine Crusader and gains his first spells. For now, they're a small bonus and Eruth will continue fighting on the front ranks. His magic item selection is focused on a good weapon and STR and CHA increasing items.
Also, at this level his LA is bought off, so he'll level as quickly as other characters now.
At level 11 He'll enter Contemplative and essentially double his spell selection. He'll also gain access to Divine Power, which means from now on he'll keep his full BAB.
Levels 12-20
At level 12 2 cool things happen. First he gains the Holy Warrior feat, which means he'll get a bonus to attack rolls as long as he has spells left. Second, Eruth finally enters Entropomancer.
He'll use both his Entropomancer abilities only in dangerous fights, this because the Shard and the Field are only 2/day. At level 15 he'll finally be able to use those impressiv 15 rebuke attempts/day with Divine Metamagic. He'll get Persist at lvl 18 where he'll be able to keep up his buffs throughout the day. At level 19 Eruth gains access to 9th level spells.
Eruth will stick to the front-line most of the time, falling back only when his health gets too low. In that case he'll use his Negative Energy Ray and Shards of Entropy.
The combination of his Negative Energy Aura and his Entropic Field means everyone starts bleeding the moment they get near him. Blade Barrier is a good synergy with this as well.
Magic item selection should mainly be focused on melee combat and CHA increases. I've made a small selection already from the DMG, but he's not up to WBL.
Combat:
Eruth usually starts combat with Divine Power and Magic Vestment on both his armour and his shield persisted. Giving him 20 BAB and an effective +8 AC. If he knows enemies are looking for him he will cast Mislead, Non-detection and Disguise Self into a frail old woman. By the time his opponents have found his true location they will have taken a few rounds of damage from his Negative Energy Aura and Entropic Field, which results in a constant bleeding.
When he enters the fray Eruth will Power Attack the weakest members down first before he moves on to his larger opponents. When the odds are stacked against him he will cast Time Stop and polymorph into a suitably large monster (such as a Red Dragon or a Beholder).
Books, feats, etc.
Spoiler
ACFs used:
Holy Warrior: grants extra feat at 4th level.
Books used:
Unearthed Arcana (Paladin of Slaughter, LA buy-off, fractional bab/saves)
Complete Divine (Divine Crusader, Contemplative, Entropomancer)
Planar Handbook (entropic template)
Libris Mortis (tomb-tainted soul)
Complete Champion (Holy Warrior, various feats)