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Old 03-03-2010, 09:29 PM   #91
Hand_of_Vecna
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Default Re: Iron Chef Optimisation Challenge (As seen on BG)

Quote:
Originally Posted by Akal Saris View Post
Bwahahaha! Only because you don't realize the wall-o'-text that my build is.
glad I'm not the only one.

Ok well I'm done can't wait to see how my build stacks up.

Last edited by Hand_of_Vecna : 03-03-2010 at 09:41 PM.
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Old 03-03-2010, 09:51 PM   #92
Wings of Peace
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Default Re: Iron Chef Optimisation Challenge (As seen on BG)

Build almost done. Rushing the gear and then it's finished.
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Old 03-03-2010, 10:06 PM   #93
Wings of Peace
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Build... SUBMITTED
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Old 03-03-2010, 10:28 PM   #94
Hand_of_Vecna
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Default Re: Iron Chef Optimisation Challenge (As seen on BG)

Once there is an official cutoff will can we all check out all the builds if the judges in case it takes awhile for all the judges to chime in.
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Old 03-04-2010, 12:49 AM   #95
Wings of Peace
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Default Re: Iron Chef Optimisation Challenge (As seen on BG)

I don't wanna reveal too much in case people are still building. But I used Entropomancer in my build.
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Old 03-04-2010, 03:44 AM   #96
Heliomance
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Default 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.
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Old 03-04-2010, 03:46 AM   #97
Signmaker
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Default Re: Iron Chef Optimisation Challenge (As seen on BG)

Quote:
Originally Posted by Wings of Peace View Post
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?
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Old 03-04-2010, 03:48 AM   #98
Heliomance
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Default 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.
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Old 03-04-2010, 07:33 AM   #99
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Default Re: Iron Chef Optimisation Challenge (As seen on BG)

Quote:
Originally Posted by Wings of Peace View Post
I don't wanna reveal too much in case people are still building. But I used Entropomancer in my build.
You copycat! I used that class too!
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Old 03-04-2010, 08:03 AM   #100
term1nally s1ck
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Default Re: Iron Chef Optimisation Challenge (As seen on BG)

Observers only:

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Old 03-04-2010, 08:06 AM   #101
BooNL
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Default Re: Iron Chef Optimisation Challenge (As seen on BG)

Quote:
Originally Posted by term1nally s1ck View Post
Stuff
Appreciate the thought process dude, but if I were you I'd edit that out. There might be entries using those classes, after all.

Nice ideas though /
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Old 03-04-2010, 01:44 PM   #102
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Dammit, just saw that I missed it, oh well.
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Old 03-04-2010, 02:07 PM   #103
FishAreWet
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My "would've been " mockup:
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Old 03-04-2010, 02:55 PM   #104
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What I would've made if my life hadn't gotten so busy :
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Old 03-04-2010, 03:11 PM   #105
term1nally s1ck
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Mushroom Ninja+Observers
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Old 03-04-2010, 03:16 PM   #106
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Quote:
Originally Posted by Mushroom Ninja View Post
What I would've made if my life hadn't gotten so busy :
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Also, you guys should stop posting "would-have-been builds" until the contest is officially over.
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Old 03-04-2010, 03:27 PM   #107
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Originally Posted by BenTheJester View Post
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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:
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Old 03-04-2010, 03:34 PM   #108
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Old 03-04-2010, 03:40 PM   #109
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Old 03-04-2010, 03:49 PM   #110
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Old 03-04-2010, 03:54 PM   #111
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Old 03-04-2010, 03:57 PM   #112
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Quote:
Originally Posted by BenTheJester View Post
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I think it works that way, though I'd have to check again.
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Old 03-04-2010, 06:43 PM   #113
Tehnar
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Default 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.
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Old 03-04-2010, 07:15 PM   #114
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Default 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


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

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

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

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...
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Old 03-04-2010, 07:16 PM   #115
Heliomance
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Build number 2!
Quote:
Originally Posted by Lothar Shattershield
Ok this is the finished build. I think it is all legal and without any cheese.

Lothar Shattershield, NE human

Sources used:
Spoiler


Race: Human, 32 point buy

AbilityStartingModified
Strength1628
Dexterity1016
Constitution1220
Intelligence1016
Wisdom1218
Charisma1630


LevelClassBabFortReflWillSkillsFeatSpecial
1Fighter1200Knowledge(Religion) 2.0, Hide 2.0, Sense Motive 2.0Power Attack, Improved Bull Rush, Shield Specialization-
2Fighter2300Knowledge(Religion) 2.5, Hide 2.5, Sense Motive 2.5-Dungeoncrasher I
3Fighter3311Knowledge(Religion) 3.0, Hide 3.0, Sense Motive 3.0Cleave-
4Fighter4411Knowledge(Religion) 3.5, Hide 3.5, Sense Motive 3.5Improved Sunder+1 CHA
5Fighter5411Knowledge(Religion) 4.0, Hide 4.0, Sense Motive 4.0--
6Fighter6522Hide 4.5, UMD 1.0Shield WardDungeoncrasher II
7Witch Slayer7724Hide 5.0, Knowledge (Arcana) 4-Smite Spirit Sharer
8Blackguard8924Concentration 2, Knowledge (Arcana) 4.5-Aura of Evil, detect good, poison use, +1 CHA
9Blackguard91024Concentration 4, Knowledge (Arcana) 5.0Great FortitudeDark Blessing, Smite good 1/day
10Blackguard101035Concentration 5, UMD 1.0 -Command Undead, Aura of Despair
11Blackguard111135Ride 1, UMD 2.0-Sneak Attack +1d6
12Blackguard121135UMD 3.5Magical AptitudeFiendish Servant, Smite good 2/day, +1 CHA
13Blackguard131246UMD 5.0--
14Blackguard141246UMD 6.5-Sneak Attack +2d6
15Entropomancer141448Concentration 8Divine ShieldShard of Entropy 2/day
16Entropomancer151549Concentration 11- Blackguard spellcasting 8, +1 STR
17Entropomancer161559UMD 8.0-Entropic Field 2/day
18Entropomancer1716510UMD 9.5Combat Brute Blackguard spellcasting 9
19Entropomancer1716510UMD 11.0-Entropic Field (reroll), Shard of Entropy (5d6)
20Witch Slayer1817511Spellcraft 5-Mettle, +1 CON

Skill summary (with modifiers):
Concentration: +16
Hide +8
Knowledge (Arcana) +8
Knowledge (Religion) +8
Sense Motive +8
Spellcraft +10
Ride: +4
UMD +23 (+25 scrolls)

Hp:10+12d10+7d8 + 20x5= 207 hp
Fort: +17+2+5+5+10=+39
Refl: +5+3+5+10=+23
Will: +11+4+5+10= +30

Pre-buffs
AC: 10+3(armor)+4(Shield) +3 Dex= 20
Touch AC: 17

Equipment:
Spoiler


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

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Old 03-04-2010, 07:18 PM   #116
Heliomance
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And from our very own [redacted], we have:

Quote:
Originally Posted by Jorath
Jorath, Hand of Annihilation.
LE Human Paladin of Tyranny 4/Hexblade 4/Blackguard 7/Entropomancer 5

With links:
Paladin of Tyranny 4/
Hexblade 4/
Blackguard 7/
Entropomancer 5

What is this build designed to do?

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.

Stats: 32 PB
Str: 16
Dex: 8
Con: 14
Int: 10
Wis: 14
Cha: 15
All levels: increase Charisma

Skills at 1st level: Intimidate (4R), Hide (2R cross-class), Knowledge (Arcana) (4R)

Feats:
1: Power Attack
1: Great Fortitude
1B: Dreadful Wrath [Shaky Flaw]
1B: Cleave [Murky-Eyed Flaw]
1B: Willing Deformity [Elder Evil Devotion]
3: Animal Devotion
5B Abominable Form [Elder Evil Devotion]
6: Imperious Command
9: Improved Sunder
10B: Insane Defiance [Elder Evil Devotion]
12: Craven
15: Magical Aptitude
15B Evil's Blessing [Elder Evil Devotion]
18: Earth Devotion
20B Harvester of Souls [Elder Evil Devotion]

Level-by-level breakdown:

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


3rd level: Hexblade 1/Paladin of Tyranny 2
Spoiler


4th level: Hexblade 2/Paladin of Tyranny 2
Spoiler


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
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7th level: Hexblade 3/Paladin of Tyranny 4
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8th level: Hexblade 4/Paladin of Tyranny 4
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9th level: Hexblade 4/Paladin of Tyranny 4/Blackguard 1
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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


12th level: Hexblade 4/Paladin of Tyranny 4/Blackguard 4
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13th level: Hexblade 4/Paladin of Tyranny 4/Blackguard 5
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14th level: Hexblade 4/Paladin of Tyranny 4/Blackguard 6
Spoiler



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.

Skills:
Spoiler


Some alternative builds:
Paladin of Tyranny 4/Hexblade 3/Divine Champion 4/Entropomancer 9
Paladin of Tyranny 4/Hexblade 4/Suel Arcanamach 4/Abjurant Champion 5/Binder 3
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Old 03-04-2010, 07:20 PM   #117
Heliomance
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Default 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!”




Professor Chaos Crusader 7/Divine Champion 1/ Ruby Knight Vindicator(adapted to Gaustus) 4/ Contemplative 1/Entropomancer 4/ Ruby Knight Vindicator 1/ Contemplative 1/ Entropomancer 1

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.

BAB:16

Fort: 27(16base+6 con+2 feat+5 resistence)
Ref: 8 (4base-1 dex+5 resistence)
Will: 25 (14base+6 con+5 resistence)

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)

Feats
1 weapon focus longsword
3 great fortitude
6 improved trip
9 endurance
12 magical aptitude
15 steadfast determination
18 martial stance (immortal fortitude)

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.
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Old 03-04-2010, 07:21 PM   #118
Heliomance
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Default Re: Iron Chef Optimisation Challenge (As seen on BG)

One computer-savvy person submitted their build as a Google Doc
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Old 03-04-2010, 07:22 PM   #119
Heliomance
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Default 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.



Build: Lesser Aasimar Duskblade 7/Divine Crusader of Tharzidun (madness) 8/Entropomancer 5

1)Weapon Focus (Dagger)
3)Magical Aptitude
Otyugh Hole: Great Fortitude
6)Extend Spell
9)Practiced Caster (Divine Crusader)
12)Melee Weapon Mastry (Slashing)
15)Extra Spell: Wraithstrike
18)Slashing Flurry

STR:14
DEX:12
CON:14
INT:14
WIS:10
CHA:28(+2 racial, 5 levels, 5 book)

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.
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Old 03-04-2010, 07:24 PM   #120
Heliomance
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Default 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


Class choices:
Spoiler


Level breakdown

Spoiler

Books, feats, etc.
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