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  1. - Top - End - #61
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimization Challenge in the Playground XXXVIII

    Clearance required beyond this point. Please present papers.

    Quote Originally Posted by SCP
    Spoiler
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    [Image Redacted]


    Category: Safe Euclid

    Containment Procedures: Subject is to be held inside a Standard Humanoid Containment cell, with all surfaces coated with fire-proofing; access to any potentially sharp objects is strictly forbidden, and food is to be delivered by robot. The subject, however, is allowed access to a small library of novels Access to any books by the subject is not allowed at this time.

    Description: SCP --- is a woman of indeterminate race, 153 cm in height who weighs 50 kg. The subject has demonstrated the ability to transform any small, sharp object that she can carry in one hand into a lethal weapon, capable of cutting through body armor with ease. She was apprehended on 01/07/19--, when she went on a killing spree through a shopping mall, screaming that dragons were coming to kill her.

    Once taken into custody, she quickly calmed down, and became readily cooperative with the Foundation; her only request was access to her home library of fantasy books, which was granted after an extensive vetting process to prevent a later episode.

    Addendum: On 05/07/19--, it was noted that her offensive capabilities have steadily grown more potent, and that her general movements and senses have greatly increased in speed and capability; subject also noted to Dr. ------- that the dragons weren't after her any longer, and that they had recruited her as an assassin. It was suggested that the subject should have access to her library restricted until further notice.

    At 10 AM, the subject requested after the next novel in the ---- ---- ---- series, stating that the last one "ended on a hell of a cliffhanger." The requested book was not supplied, and the subject was told that her access to her books was restricted until later notice. Subject was noticeably antagonized; later that day, when her meal was being brought to her, she snapped her spoon into a crude shiv, [redacted] a junior researcher, escaped down a hallway, and was later apprehend with the aid of tranquilizer darts. When brought to review, the guard all reported a feeling of instinctual fear, with similar descriptions to those of [redacted].

    Subject was noted to have somehow coated her makeshift knife with plasma, theorized to be from slicing the molecules in the air. Subject was placed into an insulated cell, rated to withstand temperatures up to [redacted] kelvin.

    15 hours the above incident, Dr. ------- requested that SCP --- be brought to an interview room. A few seconds after entering the room, she was observed to gesticulate angrily, at which moment Dr. ------- and the guards assigned to her case were observed to be visibly shaken. Upon noticing that, she quickly gutted Dr. ------- with the edge of a piece of paper, killed the guards with the same weapon, and proceeded out of the door.

    20 minutes later, she was observed to slice her way through reinforced body armor, and was eventually recovered by Mobile Team Beta 23 "Wild Broncos".

    Requesting change of designation to Euclid.

    Request granted
    -O5

    Previous Containment Report
    Spoiler
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    SCP ---
    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1st|Scout|
    +0
    |
    +0
    |
    +2
    |
    +0
    |Intimidate 2, Hide 4, Move Silently 4, Sense Motive 4, Knowledge (Arcana) 4, Tumble 4|Lion Tribe Warrior, Able Learner|Skirmish (+1d6), Trapfinding

    2nd|Wild-Shape Ranger|
    +1
    |
    +2
    |
    +4
    |
    +0
    |Intimidate 2, Hide 5, Move Silently 5, Sense Motive 5, Knowledge (Arcana) 5, Tumble 5, Jump 2|Track|Favored Enemy (Dragons), Fast Movement +10', Wild Empathy

    3rd|Wild-Shape Ranger|
    +2
    |
    +3
    |
    +5
    |
    +0
    |Intimidate 3, Hide 6, Move Silently 6, Sense Motive 6, Knowledge (Arcana) 6, Tumble 6, Jump 2|Dragontouched|

    4th|Scout|
    +3
    |
    +3
    |
    +6
    |
    +0
    |Intimidate 3, Hide 7, Move Silently 7, Sense Motive 7, Knowledge (Arcana) 7, Tumble 7, Jump 6||Battle Fortitude +1, Uncanny Dodge

    5th|Scout|
    +4
    |
    +4
    |
    +6
    |
    +1
    |Intimidate 4, Hide 8, Move Silently 8, Sense Motive 8, Knowledge (Arcana) 8, Tumble 8, Jump 8, Knowledge (Dungeoneering) 1||Fast Movement +20', Skirmish (+1d6, +1 AC), Trackless Step

    6th|Scout|
    +5
    |
    +4
    |
    +7
    |
    +1
    |Intimidate 4, Hide 9, Move Silently 9, Sense Motive 9, Knowledge (Arcana) 9, Tumble 9, Jump 9, Knowledge (Dungeoneering) 4|Swift Hunter, Improved Skirmish|Skirmish (+2d6, +1 AC)

    7th|Hand of the Winged Masters|
    +5
    |
    +4
    |
    +9
    |
    +3
    |Intimidate 7, Hide 9, Move Silently 9, Sense Motive 10, Knowledge (Arcana) 9, Tumble 10, Jump 10, Knowledge (Dungeoneering) 4|Draconic Senses|

    8th|Hand of the Winged Masters|
    +6/+1
    |
    +4
    |
    +10
    |
    +4
    |Intimidate 11, Hide 10, Move Silently 9, Sense Motive 11, Knowledge (Arcana) 10, Tumble 10, Jump 11, Knowledge (Dungeoneering) 4||Skirmish (+3d6, +1 AC)

    9th|Hand of the Winged Masters|
    +7/+2
    |
    +5
    |
    +10
    |
    +4
    |Intimidate 12, Hide 11, Move Silently 10, Sense Motive 12, Knowledge (Arcana) 11, Tumble 12, Jump 12, Knowledge (Dungeoneering) 4|Dragonfire Strike, Dreadful Presence|

    10th|Hand of the Winged Masters|
    +8/+3
    |
    +5
    |
    +11
    |
    +5
    |Intimidate 13, Hide 13, Move Silently 12, Sense Motive 13, Knowledge (Arcana) 11, Tumble 13, Jump 13, Knowledge (Dungeoneering) 4||

    11th|Avenging Executioner|
    +8/+3
    |
    +5
    |
    +13
    |
    +7
    |Intimidate 14, Hide 14, Move Silently 14, Sense Motive 14, Knowledge (Arcana) 12, Tumble 14, Jump 14, Knowledge (Dungeoneering) 4||Sudden Strike +1d6, Bloody Blade

    12th|Avenging Executioner|
    +9/+4
    |
    +5
    |
    +14
    |
    +8
    |Intimidate 15, Hide 15, Move Silently 15, Sense Motive 15, Knowledge (Arcana) 14, Tumble 15, Jump 15, Knowledge (Dungeoneering) 4|Craven|Rapid Intimidation

    13th|Avenging Executioner|
    +10/+5
    |
    +6
    |
    +14
    |
    +8
    |Intimidate 16, Hide 16, Move Silently 16, Sense Motive 16, Knowledge (Arcana) 16, Tumble 16, Jump 16, Knowledge (Dungeoneering) 4||Sudden Strike +2d6

    14th|Avenging Executioner|
    +11/+6/+1
    |
    +6
    |
    +15
    |
    +9
    |Intimidate 17, Hide 17, Move Silently 17, Sense Motive 17, Knowledge (Arcana) 17, Tumble 17, Jump 17, Knowledge (Dungeoneering) 5||Dread Blade

    15th|Avenging Executioner|
    +11/+6/+1
    |
    +6
    |
    +15
    |
    +9
    |Intimidate 18, Hide 18, Move Silently 18, Sense Motive 18, Knowledge (Arcana) 18, Tumble 18, Jump 18, Knowledge (Dungeoneering) 6|Imperious Command|Sudden Strike +3d6, Bloody Murder

    16th|Hand of the Winged Masters|
    +11/+6/+1
    |
    +6
    |
    +15
    |
    +9
    |Intimidate 19, Hide 19, Move Silently 19, Sense Motive 19, Knowledge (Arcana) 19, Tumble 19, Jump 19, Knowledge (Dungeoneering) 7||Sudden Strike +4d6

    17th|Hand of the Winged Masters|
    +12/+7/+2
    |
    +7
    |
    +16
    |
    +10
    |Intimidate 20, Hide 20, Move Silently 20, Sense Motive 20, Knowledge (Arcana) 20, Tumble 20, Jump 20, Knowledge (Dungeoneering) 8||

    18th|Hand of the Winged Masters|
    +13/+8/+3
    |
    +7
    |
    +16
    |
    +10
    |Intimidate 21, Hide 21, Move Silently 21, Sense Motive 21, Knowledge (Arcana) 21, Tumble 21, Jump 21, Knowledge (Dungeoneering) 9|Staggering Strike|Master's Gift

    19th|Hand of the Winged Masters|
    +14/+9/+4
    |
    +7
    |
    +17
    |
    +11
    |Intimidate 22, Hide 22, Move Silently 22, Sense Motive 22, Knowledge (Arcana) 22, Tumble 22, Jump 22, Knowledge (Dungeoneering) 10||Skirmish (+4d6, +1 AC)

    20th|Hand of the Winged Masters|
    +14/+9/+4
    |
    +8
    |
    +17
    |
    +11
    |Intimidate 23, Hide 23, Move Silently 23, Sense Motive 23, Knowledge (Arcana) 23, Tumble 23, Jump 23, Knowledge (Dungeoneering) 11||Improved Dragonfire Strike[/table]

    32 Point Buy

    TN Human Scout 4/Ranger 2/Hand of the Winged Masters 9/Avenging Executioner.

    Str: 12
    Dex: 13
    Con: 12
    Int: 14 (13 PB +1 levels)
    Wis: 12
    cha: 20 (16 PB +4 levels)

    1st level: Nothing much, just your standard scout; Lion Tribe Warrior gives her pounce, which comes in handy... later. Not much to say about this level.

    5th level: Now she's much more nicely set up, what with her 50' land speed (comes from Wildshape Ranger and her Scout levels), which is nice if she wants to escape a battle. Still no crazy tricks yet, so you have to be patient.

    10th level: Now charcoal is added to the awesome! Seriously, watch out, she's getting +4d6/+1 AC from Skirmish, thanks to Dragonfire Strike, and can get that up to +6d6/+3 AC if she moves at least 20 feet! She can also now use the fact that she has a limited Pounce ability, since she has a 20' fear aura that triggers on a charge (how very... Draconic). Draconic senses is kinda meh as a bonus feat, but hey, at least she's finally getting fear in there, for reasons that will become readily apparent.

    15th level: Oh. My. Lord. She gets several sweet abilities from her Avenging Executioner levels, all of which feed towards the general idea of draconic fear. She gets such nice abilities as the ability to Sudden Strike people who are scared (getting her Dragonfire Strike damage on there), which, considering that people have to save against fear whenever she stabs them with a Sudden Strike, means that you are in for a lot of pain if you aren't immune to precision damage or fear (she charges, triggering Dreadful Presence; if you fail, she gets Sudden Strike, which escalated the fear, and which adds Craven damage to her damage output, for a neat little +9d6+15 damage on each attack. Nice.) On top of that, if she's cornered, she can intimidate someone as a Move action, and if she intimidates someone, they Cower for a round, which is excellent for general "people being afraid is awesome", and for the fact that, if all goes well, she could lock a single opponent she's right next to into a Cowering ball while she just stabs away... But yeah.

    20th level: Mmm... I'm sorry, she's getting off +11d6+31 damage on a charge, most of the time (she should have items that boost Charisma by now), and she also forces a save against staggering whenever she deals Sudden Strike damage, which has a really high DC.

    Sources
    PHB, DotU, CAdv, CSc, DM, RoD, CW, one of the Faerun books.
    Iron Chef in the Playground veteran since Round IV. Play as me!


    Spoiler
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  2. - Top - End - #62
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimization Challenge in the Playground XXXVIII

    Prepare for a frosty reception.

    Quote Originally Posted by Dokar
    Name: Dokar Jaggedfang
    Race: Frostblood Half-Orc

    Starting Attributes: Str 12, Dex 17, Con 10, Int 10, Wis 13, Cha 12 (32 point buy)
    Increases: Dex 18 (4th), Dex 19 (8th)
    Dragonborn of Bahumat: Str 12, Dex 17, Con 12, Int 10, Wis 13, Cha 12 (8th)
    Increases: Dex 18 (12th), Dex 19 (16th), Wis 14 (20th)
    Final Attributes: Str 12, Dex 19, Con 12, Int 10, Wis 13, Cha 12

    Background
    Spoiler
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    Dokar doesn't ask questions. Things are less... painful that way. He already knows why the other orcs pick on him, insult him, or beat him within an inch of his life when the adults aren't looking? An accident of birth, a father that only exists as a whispered secret. Why did Captain Rakzak pick him for the Frost Guard patrols? Why is Captain Rakzak so cruel? Will he live to see another spring?

    He doesn't ask these questions. He knows how to get the answers. The other orcs are strong, but they're slow and stupid. Quick to anger, and when they drink they get sloppy. He's faster, so when the swinging fist comes he makes sure he isn't there anymore. He was picked because he's quick, quiet, and knows how to pick his terrain, when to retreat if the odds are against you, and when to strike quickly if the odds are with you. Captain Rakzak is cruel, but he's not a sadist. His cruelty has a purpose. He wants to make sure they can survive in a world that doesn't like orcs, and likes half-orcs even less.

    Dokar was getting ready for a patrol when he heard the clanging alarm from the other end of the village. It was just early morning, after the first heavy snowfall of winter. Icegaunts, four of them. Dokar helped take one down, and Captain Rakzak brought down a second, but the other two grabbed two dead villagers, Harnag the blacksmith and his daughter Vigla, and ran off. They will be back after midnight, with fresh Icegaunts. Captain Rakzak orders the village to evacuate to Fort Winterhold, and they spend the rest of the day moving everyone in the village up through Snaptooth Pass. Rakzak selects a dozen of the Frost Guard, Dokar among them, to guard the pass.

    Just before dawn the icegaunts attack the pass, but only three of them. Vilga is now one of them, but there's no sign of Harnag. The Frost Guard have chosen the terrain well, a bottleneck blocked by several large boulders on the left and a sheer cliff on the right. But the Icegaunts are relentless and crafty, conjuring ice beasts and numbing spheres behind them. The mystery of Harnag is answered when a fourth icegaunt falls with a bone-shattering thud into the middle of their ranks. Looking up, they can see a fifth icegaunt, the bony remains of Harnag, inching his way along a narrow mountain goat path about a hundred feet above them. Rakzak taps Dokar on the shoulder, points up to Harnag, and barks, "Stop him!"

    Dokar knows these mountain goat trails, has climbed all over them as a child. It takes him ten minutes to work his way up. Dokar picks his terrain, a ledge where the path widens enough to give him room to fight. He doesn't have to wait long before Harnag is on him. Dokar dashes forward before Harnag can get to more open ground, but the icegaunt shrugs off his slashes and lumbers forward, slashing with clawlike bony fingers of his own. Dokar falls back, then lunges forward, trying to catch the iceguant off-balance, but Harnag's bony arms slam into him like two massive tree-trunks. He falls back and lunges again, only this time a bony finger slices across his brow, and icecold blackness washes through his head and down his spine, sapping his strength, chilling his bones from the inside. Dokar realizes he can't keep this up, the icegaunt will just wear him down. He falls back towards the edge of the cliff, being careful of the loose shale, but it gives him an idea. As the icegaunt closes on him, he pretends to stumble. Hoping to catch him offguard, the icegaunt lunges in to finish him off, but Dokar pivots, ducks under a slashing arm, and then slams his shoulder into the icegaunt. Harnag slashes wildly, scraping his claws across Dokar's forearm, but the icegaunt is off-balance, slipping, and then he's gone. A couple seconds later, Dokar hears a distant crunch below him.

    Dokar collapses. Apparently the claws raking across his forearm caught something, enough that his entire arm goes numb, and then the rest of his body collapses. He can't move. Somewhere above him, he hears the flapping of leathery wings, and then a brilliant flash blinds him, something reflecting the morning sun into his eyes just as it crests over the mountains. He hears flapping again, and then a large dragon, silver scales sparkling in the morning sun, lands lightly on the ledge. There doesn't seem to be enough room for the dragon, but then it's shape shimmers and shrinks, taking the form of a tall woman with ivory-white skin and long, platinum-blonde hair. She approaches Dokar, uttering a few words in the ancient tongue of the tribal elders, and touches him on the shoulder. Warmth spreads throughout his body.

    "Stand up, if you can, Dokar Jaggedfang," she tells him in a firm, musical voice.

    Dokar finds that his muscles are still a little shaky, but he can stand. The two regard each other quietly for a moment before Dokar finally decides to ask a question.

    "Who are you?" he asks.

    "My name is Aragenthia. I am your grandmother."

    Dokar takes a moment to think this over. Finally, he says, "Your timing could have been better."

    If she takes offense at this jibe, she doesn't show it. "Come with me," she tells him. "There is someone you must meet." She strides past him, moving effortlessly down the mountain goat path.

    Dokar waits a moment, then decides to risk another question. "Who?"

    "Bahumat," she calls out. "You are to become his Hand."


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

    1st|Scout 1|
    +0
    |
    +0
    |
    +5
    |
    +1
    | Balance 4, Bluff(cc) 2, Hide 4, MS 4, Know:Arc(cc) 2, SenseMotive 4, SpeakLang:Draconic 1, Tumble 4, DisableDev 3|Dragontouched|Skirmish 1d6

    2nd|Planar Ranger 1|
    +1
    |
    +2
    |
    +7
    |
    +1
    |Know:Planes 5, Survival 1|Track|Favored Enemy:Undead, Wild Empathy -> Spiritual Connection ACF

    3rd|Planar Ranger 2|
    +2
    |
    +3
    |
    +8
    |
    +1
    |Know:Planes 6, Listen 2, Spot 2, Survival 2|TWF, Travel Devotion|

    4th|Scout 2|
    +3
    |
    +3
    |
    +10
    |
    +1
    |Tumble 7, Balance 5, DisableDev 7||Battle Fortitude +1, Uncanny Dodge

    5th|Scout 3|
    +4
    |
    +4
    |
    +10
    |
    +2
    |Bluff(cc) 4, Know:Arc(cc) 4||Fast Movement +10', Trackless Step, Skirmish 1d6AC+1

    6th|Planar Ranger 3|
    +5
    |
    +4
    |
    +10
    |
    +3
    |Know:Planes 8, Hide 6, MS 6|Swap Endurance -> Swift Hunter, Planar Touchstone -> Sun Domain (Dragonlance)|Skirmish 2d6AC+1

    7th|HotWM 1|
    +5
    |
    +4
    |
    +12
    |
    +5
    |Tumble 10, DisableDev 10|Draconic Senses|

    8th|HotWM 2|
    +6
    |
    +5
    |
    +12
    |
    +6
    |Tumble 11, DisableDev 11, Hide 8, MS 8|Swap Draconic Senses -> Dragon Tail (Dragonborn)|Dragonborn of Bahumat(Wings), Skirmish 3d6AC+1

    9th|HotWM 3|
    +7
    |
    +6
    |
    +12
    |
    +6
    |Tumble 12, DisableDev 12, Hide 10, MS 10|Draconic Heritage (Silver/Cold), Dragonfire Strike|Skirmish 4d6AC+1

    10th|Scout 4|
    +8
    |
    +6
    |
    +13
    |
    +6
    |Tumble 13, DisableDev 13, Listen 4, Spot 4, Survival 4|Improved Skirmish|Skirmish 4d6AC+2/6d6AC+4

    11th|Planar Ranger 4|
    +9
    |
    +7
    |
    +14
    |
    +6
    |Concentration 6||Distracting Attack ACF

    12th|Planar Ranger 5|
    +10
    |
    +7
    |
    +15
    |
    +6
    |Concentration 10, Listen 5, Spot 5|Extra Turning|Favored Enemy:Constructs, Skirmish 5d6AC+2/7d6AC+4

    13th|HotWM 4|
    +11
    |
    +7
    |
    +16
    |
    +7
    |Tumble 15, DisableDev 15, Hide 11, MS 11||

    14th|HotWM 5|
    +11
    |
    +7
    |
    +16
    |
    +7
    |Tumble 17, DisableDev 17, Hide 12, MS 12||Skirmish 6d6AC+2/8d6AC+4

    15th|HotWM 6|
    +12
    |
    +8
    |
    +17
    |
    +8
    |Tumble 18, DisableDev 18, Hide 13, MS 13, Listen 6, Spot 6|Imp. TWF|

    16th|HotWM 7|
    +13
    |
    +8
    |
    +17
    |
    +8
    |Tumble 19, DisableDev 19, Hide 14, MS 14, Survival 6||Master's Gift

    17th|HotWM 8|
    +14
    |
    +8
    |
    +18
    |
    +9
    |Tumble 20, DisableDev 20, Hide 15, MS 15, Listen 7, Spot 7||Skirmish 7d6AC+2/9d6AC+4

    18th|HotWM 9|
    +14
    |
    +9
    |
    +18
    |
    +9
    |Tumble 21, DisableDev 21, Listen 8, Spot 8, Survival 8|Gr. TWF|Improved Dragonfire Strike, Skirmish 7d6+7AC+2/9d6+9AC+4

    19th|Highland Stalker 1|
    +15
    |
    +11
    |
    +18
    |
    +9
    |Tumble(cc) 22, DisableDev(cc) 22||Mountain Stride

    20th|Highland Stalker 2|
    +16
    |
    +12
    |
    +18
    |
    +9
    |Tumble(cc) 23, DisableDev(cc) 23||Skirmish 8d6+8AC+2/10d6+10AC+4[/table]


    Spells
    Spoiler
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    Spells per day
    {table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
    1st|1|-|-|-|-|-|-|-|-|-
    [/table]
    Favorite Spells
    1st: entangle, longstrider, conjure ice beast I (Frostburn), instant of power (Forge of War)


    Designer Notes
    Spoiler
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    Of the three "special attacks" that Hand of the Winged Masters (HotWM) can advance, skirmish damage progresses the slowest, so I decided to use HotWM to optimize a Swift Hunter build. Normally skirmish damage goes up 1d6 every 4 class levels, but with HotWM, we get 4d6 skirmish damage over 8 levels. With Improved Skirmish, we can get our skirmish damage up to 10d6, and once Improved Dragonfire Strike kicks in with an extra +10 at HotWM9, we're outpacing most TWF Rogues (well, most non-Craven TWF Rogues) on DPS. I opted not to finish HotWM to pick up an additional 1d6 skirmish from Highland Stalker. I wanted this build to focus on TWF, and since skirmishing relies more on movement than sneaking, I didn't think True Stealth really fit in the build. When Dokar cuts out your intestines, he's not going to be sneaky about it. I did give him some points in Hide and Move Silently, but that's mostly to get him into or out of trouble. With mostly d8s for hit points and a mediocre Constitution, Dokar is a little on the fragile side to be a full-time frontline tank.

    This build relies on two "tricks" to get the most out of TWF + Skirmish. The first is using Planar Touchstone linked to the Catalogues of Enlightenment to pick up Turn Undead as a cleric via the Sun domain from the Dragonlance Campaign Setting. Since this is a rather obscure sourcebook, here's the relevant text from page 104 of DLCS:

    "Sun Domain
    Deities: None (mystic only)
    Granted Power: Turn or destroy undead as a good cleric. Use this ability a number of times per day equal to 3 + your Charisma modifier. This is a supernatural ability."

    There may be some quibbling about how exactly this gets squared away with the Sun domain in the PHB/SRD, but since there's an argument that DLCS was published after the 3.5 PHB/SRD, the DLCS version may in fact supercede the PHB/SRD version. I'm not really arguing for that, but rather I'd like to imagine that there may be many different versions of the domain powers out in the interplanar cosmology somewhere, and if that were the case, then the Catalogues of Enlightenment would probably be the place that knew something about it. That and I thought it was a neat trick to pick up Turn Undead as a cleric with only one feat, and there might be some optimizers out there who aren't aware of it.

    Adding four Turn Undead attempts allows Dokar to activate Travel Devotion up to 3/day, or 30 rounds of swift-action move + full attack. If he needs more, he can pick up a Nightstick for 7500 GP.

    The second trick involves some chicancery with Dragonborn of Bahumat. As is widely known, you lose most of your racial features after the Ritual of Rebirth, including racial bonus feats. However, Frostblood Orcs and Half-Orcs have an additional clause to their racial bonus feat: "If a frostblood orc or half-orc would later gain Endurance as a bonus feat, he can select any other feat for which he qualifies." So when Dokar gets to Ranger 3, he takes the Swift Hunter feat instead. Later, when Dokar goes through the Ritual of Rebirth at level 8, he loses Endurance as a bonus feat (which was nearly useless to begin with), but keeps Swift Hunter.

    Ah, but you may ask, why would a TWF skirmisher even want to go Dragonborn of Bahumat, why not just start with a human, keep the bonus feat, and not worry about going Dragonborn? If TWF is your primary combat mode, then adding a breath weapon doesn't really help, you can get flying via items/grafts/etc., and HotWM already offers some Draconic Senses. Well, in addition to highlighting another trick some optimizers might not be aware of, I also wanted to use Dragonborn to squeeze another feat into the build. At the bottom of page 10 in Races of the Dragon, there's another frequently overlooked feature to Dragonborn of Bahumat:

    "Special: Ordinarily, only a 1st-level character can select certain feats requiring the dragonblood subtype (see Chapter 6). However, upon becoming a dragonborn, you can elect to replace one (and only one) of your existing feats with one of these feats. A character cannot have more than one of these feats."

    There are only two 1st-level only dragonblood feats that actually qualify for this: Dragon Tail and Dragon Wings. Normally, I like to use this with a Ranger dip to swap Track for Dragon Wings, which lets me take the Breath Weapon aspect and also puts me only one feat away from taking Improved Dragon Wings and full-fledged flight. I didn't have enough feats available to get a decent archery build off the ground, but Dragon Tail + TWF + Dragonfire Strike seemed like it was worth pursuing. Unfortunately, I needed to keep Track to qualify for Highland Stalker, so I had to put off Dragonborn of Bahumat until 8th level, when HotWM gives Draconic Senses as a bonus feat. It may seem like it goes against the spirit of the Secret Ingredient to get a class feature just so you can trade it away for something else, but I figured that Dragon Tail is still draconic-themed and just as likely to be granted by a Winged Master as Draconic Senses. If Dokar really needs enhanced senses, they can be obtained via other means: Dragonborn Mind aspect, spells, items, grafts, etc.


    ECL 5
    Spoiler
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    Dokar is a fairly standard TWF Scout at this point, ready to pick up Swift Hunter next level. Most likely, he's still in a support role as a 2nd-line fighter/flanker, a competent Tracker/Trapfinder, and a typical outdoorsish-skillmonkey type. For weapons, Dokar starts with a pair of shortswords, but upgrades to a greatsword (primary) + armor spikes (offhand) once he has a level of Ranger.


    ECL 10
    Spoiler
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    Once Improved Skirmish comes online, damage output may start to overshadow Dokar's trapfinding/skillmonkey roles. He dishes out 6d6 cold damage on each attack, and assuming he managed to find some Gloves of the Balanced Hand somewhere, has 5 attacks on a full-round attack: 2 iteratives, 2 offhand attacks, and a tail slap. Thanks to the DLCS Sun Domain, he can activate Travel Devotion 3/day for up to 30 rounds of swift-action move + full attack. He can fly due to Dragonborn of Bahumat, and can deal skirmish damage to undead via Swift Hunter. By now, Dokar has most likely upgraded his weapons to a feycraft (DMGII) + dragonfang (Draconomicon) shortsword and feycraft + dragonfang armor spikes, which gives him the equivalent of Weapon Finesse with those weapons and allows him to take advantage of his higher Dex bonus on attacks (dragonfang offsets the lower damage die from feycraft by adding +1 cold damage). This leaves a hand free to carry a heavy dragoncraft (Draconomicon) shield for additional protection.


    ECL 12 (Sweet Spot)
    Spoiler
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    Dokar's class abilities "peaks" here, as his remaining class abilities don't do much except enhance what he already has. Skirmish damage goes up to 7d6, Extra Turning gives him Travel Devotion up to 5/day, and he can deal skirmish damage to both undead and constructs. He even has a Ranger spell he can cast 1/day, probably entangle, longstrider, or instant of power (Forge of War). Weapons layout would still be feycraft dragonfang shortsword + armor spikes + heavy shield.


    ECL 15
    Spoiler
    Show

    Dokar has a third iterative attack, 8d6 skirmish damage, and he picks up Improved TWF because presumably he wants to upgrade his Gloves of the Balanced Hand to something else. Or if he's not concerned about losing the Gloves, he could pick up Greater TWF here and use his 18th level feat for something else. He has maxed out Tumble and Disable Device, and is starting to backfill some of his sneakish/outdoorsish skills.


    ECL 20
    Spoiler
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    Dokar should now have 8 attacks on a full-round attack: 4 iteratives, 3 offhand, 1 tail slap. Skirmish is up to 10d6+10, or about 45 cold damage per hit.


    Sources:
    Spoiler
    Show

    Frostblood Half-Orc, Dragon Magic
    Scout/Highland Stalker, Complete Adventurer
    Planar Ranger, Unearthed Arcana/SRD
    Spiritual Connection ACF/Travel Devotion, Complete Champion
    Distracting Attack ACF, PHBII
    Swift Hunter/Improved Skirmish, Complete Scoundrel
    Planar Touchstone/Catalogues of Enlightenment , Planar Handbook
    Sun Domain, Dragonlance Campaign Setting
    Dragonborn of Bahumat/Dragon Tail, Races of the Dragon
    Iron Chef in the Playground veteran since Round IV. Play as me!


    Spoiler
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  3. - Top - End - #63
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimization Challenge in the Playground XXXVIII

    This one chose to be chosen. . . or so it seems.
    Quote Originally Posted by Long Sha
    Long Sha: Master of the Flying Dragon Fist
    Backstory
    Spoiler
    Show

    Long Sha was born in an ancient monastery in the midst of many might mountains. The monastery is said to every 500 year manifest the spirit of Bahamut within a single person born. Long Sha was chosen… Raised by the venerable elders of the monastery in all sorts of philosophy and in the martial arts. Long Sha eventually left the monastery, becoming a wandering warrior righting the wrongs whenever he saw them. Eventually, after years of adventuring, Long Sha returned to the monastery to assume the position of Head Abbot. While, wandering the vast libraries of the monastery, Long Sha encountered an ancient set of scrolls written by the last person touched by the spirit of Bahamut. Detailed, were instructions so long that when the scroll was completely opened, it stretched the entirety of the library, martial manuals that would only reveal itself to the touched of Bahamut. Slowly but steadily, Long Sha learned all that the scrolls had to offer. Mastering the sacred move of Bahamut, the Flying Dragon Fist: https://www.youtube.com/watch?v=FFtw7qW7Vcw


    Build
    Starts at STR: 14 DEX: 12 CON: 14 INT: 18 WIS: 8 CHA: 8, places all ability boosts into strength
    Spoiler
    Show
    Long Sha
    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

    1st|Monk|
    +0
    |
    +2
    |
    +2
    |
    +2
    | 4 hide, 4 move silently, 4 knowledge (arcana), 4 jump, 4 sense motive, speak language (draconic),4 spot, 4 tumble, 2 escape artist|Touch of Golden Ice, Stunning Fist, Kung Fu Genius, Improved Unarmed Strike|Bonus feat, flurry of blows, unarmed strike
    2nd|Monk|
    +1
    |
    +3
    |
    +3
    |
    +3
    | 5 hide, 5 move silently, 5 knowledge (arcana), 5 jump, 5 sense motive, speak language (draconic),5 spot, 5 tumble, 3 escape artist,|Combat Reflexes|Bonus feat, evasion

    3rd|Factotum|
    +1
    |
    +3
    |
    +5
    |
    +3
    | 6 hide, 6 move silently, 5 knowledge (arcana), 5 jump, 5 sense motive, speak language (draconic),5 spot, 5 tumble, 3 escape artist,4 bluff, 4 disguise|Power Attack|Inspiration, Cunning Insight, Cunning Knowledge, Trapfinding

    4th|Factotum|
    +2
    |
    +3
    |
    +6
    |
    +3
    | 7 hide, 7 move silently, 5 knowledge (arcana), 7 jump, 5 sense motive, speak language (draconic),5 spot, 5 tumble, 4 escape artist,7 bluff, 4 disguise, Skill Trick: Extreme Leap| |Arcane Dilettante (1 Spell)

    5th|Factotum|
    +3
    |
    +4
    |
    +6
    |
    +4
    | 8 hide, 8 move silently, 5 knowledge (arcana), 7 jump, 5 sense motive, speak language (draconic),5 spot, 5 tumble, 4 escape artist,7 bluff, 4 disguise, Skill Trick: Extreme Leap, 8 Iajitsu Focus| |Brains over Brawn, Cunning Defense

    6th|Avenger|
    +3
    |
    +4
    |
    +8
    |
    +4
    | 9 hide, 9 move silently, 5 knowledge (arcana), 7 jump, 9 sense motive, speak language (draconic),5 spot, 5 tumble, 4 escape artist,7 bluff, 4 disguise, Skill Trick: Extreme Leap, 9 Iajitsu Focus|Flying Kick|Sneak attack +1d6, death attack, poison use, spells

    7th|Avenger|
    +4
    |
    +4
    |
    +9
    |
    +4
    | 10 hide, 10 move silently, 5 knowledge (arcana), 7 jump, 10 sense motive, speak language (draconic),5 spot, 5 tumble, 7 escape artist,7 bluff, 4 disguise, Skill Trick: Extreme Leap, 10 Iajitsu Focus| |+1 save against poison, uncanny dodge

    8th|Avenger|
    +5
    |
    +5
    |
    +9
    |
    +5
    | 11 hide, 11 move silently, 5 knowledge (arcana), 7 jump, 10 sense motive, speak language (draconic),5 spot, 5 tumble, 11 escape artist,7 bluff, 4 disguise, Skill Trick: Extreme Leap, 11 Iajitsu Focus| |Sneak attack +2d6

    9th|Avenger|
    +6
    |
    +5
    |
    +10
    |
    +5
    | 12 hide, 12 move silently, 5 knowledge (arcana), 7 jump, 10 sense motive, speak language (draconic),5 spot, 8 tumble, 12 escape artist,7 bluff, 4 disguise, Skill Trick: Extreme Leap, 12 Iajitsu Focus|Dragon Touched|+2 save against poison

    10th|Avenger|
    +6
    |
    +5
    |
    +10
    |
    +5
    | 13 hide, 13 move silently, 5 knowledge (arcana), 7 jump, 10 sense motive, speak language (draconic),5 spot, 8 tumble, 12 escape artist,11 bluff, 4 disguise, Skill Trick: Extreme Leap, 13 Iajitsu Focus| |Improved uncanny dodge, sneak attack +3d6

    11th|Hand of the Winged Master|
    +6
    |
    +5
    |
    +10
    |
    +7
    | 14 hide, 14 move silently, 5 knowledge (arcana), 7 jump, 10 sense motive, speak language (draconic),5 spot, 8 tumble, 12 escape artist,11 bluff, 10 disguise, Skill Trick: Extreme Leap, 14 Iajitsu Focus|Draconic Senses|Draconic Senses

    12th|Hand of the Winged Master|
    +7
    |
    +5
    |
    +11
    |
    +8
    | 15 hide, 15 move silently, 5 knowledge (arcana), 7 jump, 10 sense motive, speak language (draconic),5 spot, 8 tumble, 14 escape artist,14 bluff, 13 disguise, Skill Trick: Extreme Leap, 15 Iajitsu Focus|Font of Inspiration|Sneak Attack +1d6

    13th|Hand of the Winged Master|
    +8
    |
    +6
    |
    +11
    |
    +8
    | 16 hide, 16 move silently, 5 knowledge (arcana), 7 jump, 10 sense motive, speak language (draconic),5 spot, 13 tumble, 14 escape artist,14 bluff, 14 disguise, Skill Trick: Extreme Leap, 16 Iajitsu Focus|Dragonfire Strike |Dragonfire Strike

    14th|Hand of the Winged Master|
    +8
    |
    +6
    |
    +12
    |
    +9
    | 17 hide, 17 move silently, 5 knowledge (arcana), 7 jump, 10 sense motive, speak language (draconic),5 spot, 13 tumble, 14 escape artist,17 bluff, 17 disguise, Skill Trick: Extreme Leap, 17 Iajitsu Focus| |

    15th|Hand of the Winged Master|
    +9
    |
    +6
    |
    +12
    |
    +9
    | 18 hide, 18 move silently, 5 knowledge (arcana), 7 jump, 10 sense motive, speak language (draconic),5 spot, 13 tumble, 16 escape artist,18 bluff, 18 disguise, Skill Trick: Extreme Leap, 18 Iajitsu Focus|Snap Kick|Sneak Attack+2d6

    16th|Hand of the Winged Master|
    +10
    |
    +7
    |
    +13
    |
    +10
    | 19 hide, 19 move silently, 5 knowledge (arcana), 7 jump, 10 sense motive, speak language (draconic),5 spot, 15 tumble, 18 escape artist,18 bluff, 18 disguise, Skill Trick: Extreme Leap, 19 Iajitsu Focus| |

    17th|Hand of the Winged Master|
    +11
    |
    +7
    |
    +13
    |
    +10
    | 20 hide, 20 move silently, 5 knowledge (arcana), 7 jump, 16 sense motive, speak language (draconic),5 spot, 15 tumble, 18 escape artist,18 bluff, 18 disguise, Skill Trick: Extreme Leap, 20 Iajitsu Focus| | Master’s Gift

    18th|Hand of the Winged Master|
    +12
    |
    +7
    |
    +14
    |
    +11
    | 21 hide, 21 move silently, 5 knowledge (arcana), 7 jump, 16 sense motive, speak language (draconic),5 spot, 15 tumble, 18 escape artist,21 bluff, 21 disguise, Skill Trick: Extreme Leap, 21 Iajitsu Focus|Sacred Strike|Sneak Attack +3d6

    19th|Hand of the Winged Master|
    +12
    |
    +8
    |
    +14
    |
    +11
    | 21 hide, 21 move silently, 5 knowledge (arcana), 7 jump, 16 sense motive, speak language (draconic),15 spot, 15 tumble, 18 escape artist,21 bluff, 21 disguise, Skill Trick: Extreme Leap, 21 Iajitsu Focus| Improved Dragonfire Strike|Improved Dragonfire Strike

    20th|Hand of the Winged Master|
    +13
    |
    +8
    |
    +15
    |
    +12
    | 21 hide, 21 move silently, 13 knowledge (arcana), 7 jump, 16 sense motive, speak language (draconic),15 spot, 15 tumble, 18 escape artist,21 bluff, 21 disguise, Skill Trick: Extreme Leap, 22 Iajitsu Focus| |True Stealth[/table]

    Spells per Day
    Spoiler
    Show

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

    1st |-|-|-|-|

    2nd |-|-|-|-

    3rd |-|-|-|-

    4th |-|-|-|-

    5th |-|-|-|-

    6th|1|-|-|-

    7th|2|-|-|-

    8th|3|1|-|-

    9th|4|2|-|-

    10th| |4|3|1|-

    11th |4|3|1|-

    12th |4|3|1|-

    13th |4|3|1|-

    14th |4|3|1|-

    15th |4|3|1|-

    16th |4|3|1|-

    17th |4|3|1|-

    18th |4|3|1|-

    19th |4|3|1|-

    20th |4|3|1|-[/table]
    Total Sneak Attack Dice = 6d6


    18th Level:
    Spoiler
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    STR: 17 DEX: 12 CON: 14 INT: 18 WIS: 8 CHA: 8
    At 18th Level, Long Sha reaches a nice peak of power, first he cloaks himself by casting invisibility and then lies in wait, observing his target for three rounds to prep Death Attack. Once he preps those three rounds he charge attacks using Iajitsu Focus activating one use of Stunning Fist as well as spending inspiration points to boost the attack roll. Since Long Sha is trying to fight evil opponents, this will usually activate Sacred Strike and Touch of Golden ice, boosting the sneak attack damage as well as forcing a save against a Ravage. If the opponent is not resistant to fire, activate Dragonfire Strike for extra damage. After the initial assault, Long Sha tries to combines feints with flurries to try and activate both sneak attack damage and Touch of Golden Ice.


    20th:
    Spoiler
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    STR: 18 DEX: 12 CON: 14 INT: 18 WIS: 8 CHA: 8
    At 20th level, Long Sha gains minor additional damage in the form of Improved Dragonfire Strike. As well as the ability to attempt to secretly attack foes with blindsense and tremor sense by combining True Stealth with Invisibility.

    Book List (Source: Material):
    Spoiler
    Show

    Book of Exalted Deeds: Touch of Golden Ice, Sacred Strike
    Oriental Adventures: Iajitsu Focus
    Dragon Magic: Hand of the Winged Master, Dragontouched
    Complete Warrior: Flying Kick
    Last edited by Amphetryon; 2012-10-20 at 06:12 PM.
    Iron Chef in the Playground veteran since Round IV. Play as me!


    Spoiler
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  4. - Top - End - #64
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimization Challenge in the Playground XXXVIII

    "No, I didn't say he was RAGING. . ."
    Quote Originally Posted by Raijin
    Abilities
    Spoiler
    Show

    Str 10
    Dex 17
    Con 12
    Int 16: Automatic: Common. Bonus Languages: Draconic, Infernal, Abyssal
    Wis 10
    Cha 11

    skill boosts to int


    Build breakdown
    Spoiler
    Show

    LN Human rogue3/samurai2/hotwm3/ronin2/master of masks 1/hotwm10/ronin4

    Change to CN at level 6 when gaining the first hotwm level. This represents Raijin's casting off of the samurai way and embracing the culture of the dragon, in addition to following the rules for howling dragon heritage.


    The Tale of the Gallant Raijin
    Spoiler
    Show

    Raijin rode back into town on his horse, carrying the banner of his daimyo proudly on his back. The pack jostled with every bit of rough terrain, but it was a small price to pay to spread the glory and renown of his clan across the land.

    The morning had been filled with death, but it seemed more like an aspect of the land than something he and his brethren had caused with their own actions. After a defeat, death was the only way to leave a battle honorably, it was simply understood. Returning to one's daimyo in defeat was unthinkable.

    Raijin dismounted and fell to his knees, not sitting higher than his daimyo for any longer than he had to.

    He gave his report and a familiar smile of pride tinged with what Raijin suspected to be bloodlust danced across the old man's face. It was not there for long before he was wracked with a cough that rattled his whole body and shook the paper doors of the room.

    Raijin heard the chatter of the servants throughout the house dim somewhat as his daimyo cleared his throat and did his best to put forward a brave facade. He resumed his smile, and Raijin couldn't help but notice that his teeth were tinged with blood.

    He gave the rest of his report without looking at the old man's face. It wasn't hard since he kept his mask down, obscuring his face.

    As he was getting ready to leave the house, he caught something out of the corner of his eye. The daimyo's daughter was standing behind the house, looking introspectively into the pond in the back garden.

    He looked around and decided to approach her. He raised his mask. She needed the face of a man, not a snarling oni.

    When he drew breath to ask her what was wrong, he knew she needed no words from him. She told him what he already knew, that her father was ill, and he nodded.

    She then told him something he did not, that there was a tale of a plum tree far away that bore fruit but once every hundred years, and that it was guarded jealously by a fearsome beast. It would cure whoever ate it of anything that ravaged his body, even the mysterious disease that she said was making her father weaker every day.

    A warrior of his caliber did not deserve this slow, wasting death. Raijin knew he had to do all in his power to prevent this. He gave a nod and told her not to worry.

    He did not tell her where he was going, so he would not be shamed if he failed, only that he would be away.

    He came along the hilltop after weeks of travel and saw the tree standing out starkly against the rising sun. There was no sign of the monster. He drew his sword and approached the tree slowly.

    One plum hung, swaying gently in the wind. He nudged at it with the tip of his katana and felt a presence behind him. He turned his blade and looked at the reflection in it, seeing a reptilian eye glinting at him.

    "This tree is my own.
    A stranger approaches it.
    His purpose unknown."

    It spoke as though it didn't care about sneaking up on him, not viewing him as a threat.

    "My lord is sick. This fruit is the only thing that can make him well. You are doing nothing with it. May I take it, or will there be trouble?"

    "A plum for nothing.
    Logic is not your strong suit.
    What shall you give me?"

    "My service is taken in this life. What more could I offer?"

    "Life is not endless.
    After it, you will be mine.
    Do we have a deal?"

    Raijin nodded. His life was not his own, but his afterlife was his to give.

    "Take away the plum.
    Feed it to your sick daimyo.
    I will be waiting."

    Raijin sliced the plum from the tree and caught it in his hand.

    He beat as hasty a path to his daimyo's home as he could.

    He threw open the door without being announced, knowing time was of the essence, and that any disrespect would be understood.

    All that awaited him was his platoon, sitting in pristine white robes, wakizashis in hand.

    They turned to him, the implication understood. He was too late, and when the daimyo died, his samurai followed him.

    Raijin had encountered death many times before, but it had always seemed kept at a distance.

    He was allowed to retire to his room to prepare. As he was ritually purifying himself, he found his hands shaking. Now that death was tying his robe and washing his hair, it seemed like a different force altogether. Something threatening, something that he was not prepared to embrace.

    It planted words in his mind. He had to adhere to the promise he had made. Pledging himself to his daimyo now would invalidate his promise to the dragon. He did not wish to invite its wrath on this house. They had no knowledge of his ill-conceived pact, so they should not pay for his folly. His only choice was escape.

    His skills for stealth served him well and he was able to slip out of the manor undetected. He went out to the garden to climb over the wall and depart. He caught a glimpse of his reflection in the pond and turned away in disgust. He cut off the bun of hair that protruded from his helmet and set it on a lily pad with the plum next to it. His former brethren would need no further explanation. He leapt over the wall and found his way back to that hallowed hill.

    The way to it this seemed much easier, as though the beast slumbering in the hill wanted him to return quickly.

    he fell before the tree, prostrating himself before it.

    "I have returned to you, my master."

    The dragon slithered from the corner of his eye to lie coiled in front of him.

    "You are still breathing.
    And yet you return to me.
    Why are you now here?"

    Raijin raised his head, his hair blowing about him in the wind, unmoored by his bun.

    "My old life is over. I have no way of returning, and now must serve you."

    The dragon cackled and poured himself into a human form.

    "I will enjoy this.
    Exploring this brand new world.
    You will guard the tree."

    Raijin nodded. He didn't ask how long he would be here, already knowing the answer: until it bore fruit again, in one hundred years.

    "What shall I call you?
    You are the new guardian.
    This hill's new yoma."

    Raijin sighed. He no longer struck like the lightning, but ran like a cowardly wind.

    "Fujin. The whispering wind."

    The dragon tilted his head and took his leave.

    Fujin sat down and crosses his legs. He closed his eyes and listened forevermore to the whispering of the wind.


    Raijin
    Spoiler
    Show

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

    1st|Rogue 1|
    +0
    |
    +0
    |
    +2
    |
    +0
    |Balance 4, Bluff 4, Disguise 4, Hide 4, Intimidate 4, Know (arcana) 2, Listen 4, Move Silently 4, Perform (acting) 4, Sense Motive 4, Spot 4, Tumble 4, UMD 2 | Able Learner, Dragontouched|Sneak attack +1d6, Mimic

    2nd|Rogue 2|
    +1
    |
    +0
    |
    +3
    |
    +0
    |Balance 1 (5), Bluff 1 (5), Disguise 1 (5), Hide 1 (5), Intimidate 1 (5), Listen 1 (5), Move Silently 1 (5), Perform (acting) 1 (5), Sense Motive 1 (5), Spot 1 (5), Tumble 1 (5), UMD 1 (3)| |Evasion

    3rd|Rogue 3|
    +2
    |
    +1
    |
    +3
    |
    +1
    | Bluff 1 (6), Disguise 1 (6), Hide 1 (6), Intimidate 1 (6), Know (arcana) 3, Listen 1 (6), Move Silently 1 (6), Perform (acting) 1 (6), Spot 1 (6), UMD 1 (4)|Craven |Sneak attack 2d6, penetrating strike

    4th|Samurai 1|
    +3
    |
    +3
    |
    +3
    |
    +1
    |Bluff 1 (7), Disguise 1 (7), Hide 1 (7), Intimidate 1 (7), Move Silently 1 (7), Perform (acting) 1 (7)| |Daisho proficiency

    5th|Samurai 2|
    +4
    |
    +4
    |
    +3
    |
    +1
    |Bluff 1 (8), Intimidate 1 (8), Know (arcana) 1 (4) , Perform (acting) 1 (8), Never Outnumbered| |Two swords as one

    6th|Hand of the Winged Master 1|
    +4
    |
    +4
    |
    +5
    |
    +3
    |Bluff 1 (9), Disguise 1 (8), Forgery 1, Hide 1 (8), Iaijutsu focus 1 (1), Listen 1 (7), Move Silently 1 (8), Perform (acting) 1 (9), Spot 1 (7), UMD 1 (5)| Draconic heritage (Howling dragon: sonic damage)|Draconic Senses: (+3 Listen, Search, Spot, low-light vision, dark vision 60)

    7th|Hand of the Winged Master 2|
    +5
    |
    +4
    |
    +6
    |
    +4
    |Bluff 1 (10), Disguise 1 (9), Hide 1 (9), Iaijutsu focus 1 (2), Listen 2 (9), Move Silently 1 (9), Spot 2 (9)| |Special attack +1d6 (Sneak attack 3d6)

    8th|Hand of the Winged Master 3|
    +6/+1
    |
    +5
    |
    +6
    |
    +4
    |Bluff 1 (11), Disguise 1 (10), Hide 1 (10), Iaijutsu focus 2 (4), Listen 2 (11), Move Silently 1 (10), Spot 2 (11), UMD 1 (6)| |Dragonfire Strike (+4 Listen, Search, Spot, low-light vision, dark vision 60, blindsense 20)

    9th|Ronin 1|
    +7/+2
    |
    +7
    |
    +6
    |
    +4
    |Bluff 1 (12), Disguise 1 (11), Hide 1 (11), Iaijutsu focus 1 (5), Listen 1 (12), Move Silently 1 (11), Spot 1 (12)| Two-weapon pounce|Infamy, sneak attack +1d6 (4d6)

    10th|Ronin 2|
    +8/+3
    |
    +8
    |
    +6
    |
    +4
    |Bluff 1 (13), Disguise 1 (12), Hide 1 (12), Iaijutsu focus 1 (6), Listen 1 (13), Move Silently 1 (12), Spot 1 (13)| |Banzai charge

    11th|Master of Masks|
    +8/+3
    |
    +8
    |
    +8
    |
    +6
    |Bluff 1 (14), Disguise 1 (13), Hide 1 (13), Iaijutsu focus 1 (7), Listen 1 (14), Move Silently 1 (13), Spot 1 (14), UMD 2 (8)| |Persona masks: Assassin's mask: +1d6 sneak attack (5d6 sneak attack), Faceless mask: +5 competence vs mind-affecting, nondetection (CL 16)

    12th|Hand of the Winged Master 4|
    +9/+4
    |
    +8
    |
    +9
    |
    +7
    |Bluff 1 (14), Disguise 1 (15), Hide 2 (15), Intimidate 1 (9), Listen 1 (15), Move Silently 2 (15), Spot 1 (15), UMD 2 (10)| Improved Two-weapon fighting|

    13th|Hand of the Winged Master 5|
    +9/+4
    |
    +8
    |
    +9
    |
    +7
    |Bluff 1 (16), Disguise 1 (15), Hide 1 (16), Iaijutsu focus 1 (8), Listen 1 (16), Move Silently 1 (16), Spot 1 (16), UMD 4 (14)| |Special attack +2d6 (sneak attack 6d6)

    14th|Hand of the Winged Master 6|
    +10/+5
    |
    +9
    |
    +10
    |
    +8
    |Bluff 1 (17), Disguise 1 (16), Hide 1 (17), Intimidate 5 (14), Listen 1 (17), Move Silently 1 (17), Spot 1 (17)| |

    15th|Hand of the Winged Master 7|
    +11/+6/+1
    |
    +9
    |
    +10
    |
    +8
    |Bluff 1 (18), Disguise 1 (17), Hide 1 (18), Iaijutsu Focus 1 (9), Intimidate 4 (18), Listen 1 (18), Move Silently 1 (18), Spot 1 (18)| Arterial Strike|Master's gift

    16th|Hand of the Winged Master 8|
    +12/+7/+2
    |
    +9
    |
    +11
    |
    +9
    |Bluff 1 (19), Disguise 2 (19), Hide 1 (19), Intimidate 1 (19), Listen 1 (19), Move Silently 1 (19), Sense Motive 4 (9), Spot 1 (19)| |Special attack +3d6 (sneak attack +7d6)

    17th|Hand of the Winged Master 9|
    +12/+7/+2
    |
    +10
    |
    +11
    |
    +9
    |Bluff 1 (20), Disguise 1 (20), Hide 1 (20), Iaijutsu Focus 1 (10), Intimidate 1 (20), Listen 1 (20), Move Silently 1 (20), Sense Motive 6 (15) Spot 1 (20)| |Improved dragonfire strike

    18th|Hand of the Winged Master 10|
    +13/+8/+3
    |
    +10
    |
    +12
    |
    +10
    |Bluff 1 (21), Disguise 1 (21), Hide 1 (21), Intimidate 1 (21), Listen 1 (21), Move Silently 1 (21), Sense Motive 5 (20) Spot 1 (21)| Deafening Strike|True stealth

    19th|Ronin 3|
    +14/+9/+4
    |
    +10
    |
    +13
    |
    +11
    |Bluff 1 (22) Hide 1 (22),Iaijutsu focus 1 (11), Intimidate 1 (22), Listen 1 (22), Move Silently 1 (22), Sense Motive 1 (21) Spot 1 (22)| |

    20th|Ronin 4|
    +15/+10/+5
    |
    +11
    |
    +13
    |
    +11
    |Bluff 1 (23), Disguise 1 (22), Hide 1 (23), Intimidate 1 (23), Listen 1 (23), Move Silently 1 (23), Sense Motive 1 (21) Spot 1 (23)| |Sneak attack +1d6 (+8d6)[/table]


    Play tips
    Spoiler
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    Level 5
    Spoiler
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    Samurai? In my iron chef? Your eyes do not deceive you, samurai does indeed sit before you for your tasting pleasure. The complete warrior version, too. Why? Free TWF! Sure, it's only with 2 specific weapons, but it's free! TWF is a boon to any character with sneak attack, and you're no exception. Your BA is higher than a normal rogue, so you get extra attacks more quickly.

    Craven helps with damage, which is good. Able learner also helps with skills for now and for later, making the prereqs for your prcs less painful.

    Mimic allows you to disguise yourself, which'll help you infiltrate and skulk around at low levels, since a disguise check with that kind of bonus will be very difficult to circumvent with normal resources allocated to spot.

    Dragontouched allows you to take other draconic feats like you were a sorcerer(and counts itself) along with being a prereq for the SI. The boost to spot and listen is appreciated and sleep still affects you at low levels.

    Penetrating strike is better than your worthless trap sense ability and lets you beat on things normally immune to SA.

    Daisho proficiency gives you EWP with the bastard sword/katana (a prereq for ronin) and lets you TWF from the start, usually difficult due to feats being tight at low levels.

    As far as combat goes, play it like a rogue. Sneak around. Able learner lets you keep maxing sneaky skills even at levels when they're not class skills without paying extra, so you can put the hurt on your enemies with extra BA without sacrificing what you're good at.


    Level 10
    Spoiler
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    Congratulations! you're in the SI! the game wants you to take 6 levels of rogue, but you've beefed up your BA early and entered at 6 instead of 7. Sweet deal.

    What does the SI actually give you? Well! It gives you your skill points back. What's on its list? Nothing much you didn't already have as a rogue, but having points back to buy ranks in good skills (sorry samurai, you don't know how to skills) certainly helps you excel at your chosen field of speciality (sneaking up on suckers and stabbing them in the neck)

    Draconic heritage is up and running now, and draconic senses is kicking into overdrive as soon as it comes online. Remember, it gives you bonuses the more draconic feats you have. It's not only giving you 3 to spot/search/listen, but also low-light vision, and since you've got 3, dark vision 60. Not too shabby for your first level in the class.

    Dealing sonic damage via dragon fire strike with your SAs is also pretty cool, so make use of it whenever possible. Unless you run into a lot of destruchans (in which case, you are playing in a weird game) then it's almost always a good bet. Plus, this is your 4th draconic feat! that means blind sense 20 at level 8. Not only are you an exceptional sneak (thanks to consistent maxing of disguise and hide/MS), but you're a great anti-sneak too (max spot/listen, plus +4 bonuses to them) along with lowlight, dark vision, and now blind sense too. It's very difficult for anything to get past you.

    You have turned your back on the bushido way and have now become ronin. Disguise, once used to infiltrate in times of conflict, is now used to hide your true identity to try to escape your shame. Your infamy disability is cool and flavorful, but explicitly doesn't apply when you're in disguise, so make use of that.

    You're back to not having very many skill points, but able learner saves the day and makes you still able to sneak around (ronin, despite giving SA, grants neither hide nor MS. What the hell? Fortunately you've planned for this) you get yet more SA, as you did from the SI, and at level 10 are only 1 die behind a straight rogue as far as SA goes, which isn't too shabby looking at all the interesting class features you have, plus having a BA one point higher.

    Ronin's banzai charge ability, like craven, helps to beef up your damage. Tank your AC as much as you like and charge the bejeezus out of your enemies. Two-weapon pounce is online now, so:
    Hide
    Get a bead on your enemies using all your super-senses
    Banzai charge! destroy your AC and deal up to 8 more damage on each of your attacks
    Charge at him, draw a weapon, make a iaijutsu focus roll for bonus damage
    Hit once with each weapon, deal SA with each as normal, use draconic strike to get more damage and make it sonic.

    this routine should be able to deal ruinous damage to CR-appropriate adversaries and if not kill them outright, at least hurt them very badly.


    Iaijutsu focus? On an actual samurai? Yep. The skill's specific, but not very complicated. It's keyed off cha, and if you hit an enemy that's flatfooted (shouldn't be too hard with your elite sneaking skills) immediately after drawing your weapons, then you'll be entitled to make a check. You deal 1d6 extra damage for hitting 10 with the check, and another d6 for every 5 above that (2d6 for 15, 3d6 for 20, etc, capping at 50 for 9d6, which isn't likely for you)

    You'll probably only be able to get it off once per combat. Once per enemy perhaps if you've got stuff to hide behind and can do it without being directly observed. You're not going to be dishing out pandemonic gnomish quick razor levels of damage with it, but it's a nice little boost that'll come up in the situations that you like to engineer anyway, so it's no real extra effort.

    Ronin is where it is because that's the earliest you can qualify, and 2 is a good break point for right now since that's its only unique class feature and can help with damage at mid-levels.


    Level 15
    Spoiler
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    Master of masks! It provides more SA via the assassin's mask in addition to a +2 to hide/ms (just keep getting better at what you're best at!) and the very cool faceless mask for a +5 bonus against mind-affecting things and continuous non detection at CL 16. Best to wear them in and out of combat respectively, but feel free to mix it up if you want to.

    MoM was a largely thematic choice, because samurai wore masks of oni and dragons and animals to practice deindividuation, as many military outfits do, so finding an in-game way to represent this for Raijin really excited me, as these masks represent his loss of his sense of what was once his identity as he loses his honor. The faceless mask represents his questioning state of his own identity, and the assassin's mask represents him finding more and more familiarity with the role of the killer than the warrior of virtue.

    this isn't to say it's useless stats wise, it boosts SA and gives non detection, which are useful for a stealthy, SA focused character, as shown. the SI gives more SA, which is nice, and gies the master's gift ability, which you can make good use of thanks to having plenty of ranks in UMD. buy wands and stuff and have fun with them. greater invisibility is likely a good investment, and the duration booster will certainly be enjoyed. regular invisibility, or even the less-used swift invisibility could also be useful. swift invis usually only lasts a round, but this'd make it 2, which can make all the difference for making a quick getaway, or being able to go invisible and get off a gigantic iaijutsu two weapon pounce banzai charge sonic SA as delineated earlier, since you can have the actions for it thanks to master's gift.

    Arterial strike may seem an odd choice, but it's intended to help represent both in and out of game the sort of hit and run tactics (out of game term, not the actual "hit and run tactics" ability) that you are built around. Hide, hit, reposition, repeat. If you can space out your attacks and pick when the time is best while dealing damage the whole time, then that's all the better. Depending on the method the enemy uses to stop the bleeding wound inflicted by arterial strike, they may well provoke AoOs. Since you only sacrifice 1d6 SA (the same amount you're gaining each time you use dragon fire strike) so it doesn't hurt you too much to use this, especially if you can layer them, since bleed damage does stack.

    Inflicting an arterial strike (or three) and then using a wand of swift invisibility to "flee" (actually staying put) so your enemy treats their wound can give you an AoO, which may make them lose their spell or outright put them in the ground. You can also tail them if they attempt to flee and monitor them bleeding out. Deathwatch wands (which are dirt cheap) may also be handy for tracking how hard the bleed damage is hitting your enemies.


    Level 20
    Spoiler
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    More SA from the SI. Cool. You've finished with it now, gotten improved dragon fire strike (more damage. thanks), and gotten the capstone. What is deafening strike doing there?

    Many of the creatures that you'll be using true stealth against are blind and will observe their environment through hearing (such as a destruchan, pictured in that feat that this class pretends does not exist)

    If you deafen them, they're defenseless against you, and you can land a meaty complicated SA (above) routine against them, dealing a lot more damage than you'd be able to deal without it.

    even against enemies that are not using sonar to track you, you can go ahead and punch them in the ear like ed norton and then go invisible (hi swift invisibility!) due to your stupid mod to hide along with invisibility's boost, spot will be prohibitively difficult. most people prefer to listen for invisible foes, but automatically fail this check if deafened. 3 rounds is plenty of time for you to SA, which is possible thanks to deafening strike working in tandem with true stealth.

    Ronin comes back to say hi and gives more SA after the SI's done giving out goodies. When you're finished at level 20, you've got 8 dice of SA, only 2 less than a straight rogue or other SA build. Your BA is also better than a rogue assassin, scorpion heritor, assassin, avenging executioner, etc. finishing out with a nice 15 (BANZAAAAI!) 2 dice of SA for all the class features and tricks you get seem like a pretty good tradeoff.


    Sources
    Spoiler
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    champions of ruin- craven
    complete scoundrel- master of masks, deafening strike, never outnumbered
    Core- rogue, improved two weapon fighting
    complete warrior- samurai, ronin, arterial strike
    dragon magic- dragon touched, draconic heritage
    dungeonscape- penetrating strike
    exemplars of evil- mimic
    oriental adventures-iaijutsu focus
    PHB2- two weapon pounce
    Races of destiny- able learner
    races of the dragon-draconic heritage (howling dragon)
    Iron Chef in the Playground veteran since Round IV. Play as me!


    Spoiler
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  5. - Top - End - #65
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2006

    Default Re: Iron Chef Optimization Challenge in the Playground XXXVIII

    "The target's a Wizard." 'I don't think that will be a problem.'

    Quote Originally Posted by Ssejternock
    Ssejternocki the Atrum Gix
    Deep in the jungles of Q’barra, in the mighty volcanic city of Haka’thorvak, the mighty wyrm Rhashaak guards the lands from fiend with the help of his chosen warriors, the Blackscales; but he knows that sometimes you need a subtler tool, since the end of the Age of Demons the guardian of the Throne of the Holy dragons has chosen a single member of his subjects to act as his hand and his talon on the world, his Atrum gix.
    Chosen from the ranks of the Poison Dusk Lizardfolk, this hand pledges his life and soul to be the fang in the shadows that will strike his master’s enemies.
    It is said that Rhashaak chooses his hand as soon as it is hatched and at least for this incarnation it was that way. Hatched during one of Poison Dusk Lizardfolks’ pilgrimage to the Throne of the holy dragons, Ssejternocki was immediately chosen by the black dragon, what did he saw on the newly hatched lizardfolk? Apparently Rhashaak detected the blood of the dragons.
    As he proved himself time and again Ssejternocki was eventually recognized as his master’s hand and talon, he was the blade used to track and destroy his enemies, particularly the rogue dragons who put the Chamber ant it’s secrets in Jeopardy.

    Build Overview
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    Poisondusk Lizardfolk LA+1/ Rogue 3/Wildshape Ranger 1/SAThug Fighter 1/HotWM 10/Dragonstalker 4

    Stats
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    32 point buy
    {table=head] -|Strength |Dexterity |Constitution |Intelligence |Wisdom | Charisma
    Pre-racial| 18 |12 | 14 |12 |10 |8
    Post-racial |18 | 14 |16 |12 | 10 |6 [/table]


    Spoiler
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    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features
    1st|Level Adjustment +1 |
    +x
    |
    +x
    |
    +x
    |
    +x
    |-|-|-

    2nd|Rogue |
    +0
    |
    +0
    |
    +2
    |
    +0
    |Bluff +4, Gather Info +4, Hide+4, K: Arcana +2 (4sp), Listen +4, Sense Motive +4, Search +4, Move Silently +4, Spot +4|Dragontouched|Trapfinding, +1d6 Sneak Attack

    3rd|Rogue|
    +1
    |
    +0
    |
    +3
    |
    +0
    |Bluff +1, Gather Info +1, Hide +1, K: Arcana +.5 (1 sp), Listen +1, Sense Motive +1, Search +1, Move silently +1, Spot +1|-|Evasion

    4th|Rogue|
    +2
    |
    +1
    |
    +3
    |
    +1
    |Bluff +1, Gather Info +1, Hide +1, K: Arcana +.5 (1 sp), Listen +1, Sense Motive +1, Search +1, Move silently +1, Spot +1|Draconic Heritage (Howling)| +1d6 Sneak attack (2d6), Penetrating Strike

    5th|Wildshape Ranger|
    +3
    |
    +3
    |
    +5
    |
    +2
    |Hide +1, K:Arcana +.5 (1 cc), Move Silently +1, Spot +1, Listen +1, Spellcraft +1 (2 cc)|Track|Fast Movement (as Barbarian), Favoured Enemy +2 (Arcanists)

    6th|Sneak Attack Thug Fighter|
    +4
    |
    +5
    |
    +5
    |
    +1
    |Move Silently +1 (2 cc), Hide +1 (2 cc ), Spellcraft +.5 (1 cc)|Multiattack|+1d6 Sneak Attack (3d6)

    7th|Hand of the Winged Masters |
    +4
    |
    +5
    |
    +7
    |
    +3
    | Bluff +1, Hide+1, Spellcraft +-5 (1 cc), Move Silently +1, Sense Motive +1, Listen+1, Spot+1 Draconic Senses(b) |-
    8th|Hand of the Winged Masters|
    +4
    |
    +5
    |
    +7
    |
    +4
    |Bluff +1, Hide+1, K:Arcana +1, Move Silently +1, Sense Motive +1, Listen+1, Spot+1 |-|+1d6 Special Attack (+4d6)

    9th|Hand of the Winged Masters|
    +6/+1
    |
    +6
    |
    +8
    |
    +4
    | Bluff +1, Hide+1, K:Arcana +1, Move Silently +1, Sense Motive +1, Listen+1, Spot+1 |Dragonfire Strike* (b), Staggering Strike|Dragonfire Strike +5d6

    10th|Hand of the Winged Masters |
    +7/+2
    |
    +6
    |
    +9
    |
    +5
    |Bluff +1, Hide+1, K:Arcana +1, Move Silently +1, Sense Motive +1, Listen+1, Spot+1|-|-

    11th|Hand of the Winged Masters|
    +7/+2
    |
    +6
    |
    +9
    |
    +5
    |Bluff +1, Hide+1, K:Arcana +1, Move Silently +1, Sense Motive +1, Listen+1, Spot+1|N-|+2d6 Special Attack (+5d6 Sneak Attack) (+6d6 Dragonfire Strike)

    12th|Hand of the Winged Masters|
    +8/+3
    |
    +7
    |
    +10
    |
    +6
    | Bluff+1, Hide+1, K:Arcana +1, Move Silently +1, Sense Motive +1, Listen+1, Spot+1 |Blind fight|-

    13th|Hand of the winged Masters|
    +9/+4
    |
    +7
    |
    +10
    |
    +6
    |Bluff+1, Hide+1, K:Arcana +1, Move Silently +1, Sense Motive +1, Listen+1, Spot+1 |-|Master’s Gift

    14th|Hand of the Winged Mastersl|
    +10/+5
    |
    +7
    |
    +11
    |
    +7
    |Bluff +1 Hide+1, K:Arcana +1, Move Silently +1, Sense Motive +1, Listen+1, Spot+1|-| Special Attack +3d6 ( +6d6 Sneak Attack) (+8d6 Dragonfire Strike)

    15th|Hand of the Winged Masters|
    +10/+5
    |
    +8
    |
    +11
    |
    +7
    |Bluff +1, Hide+1, K:Arcana +1, Move Silently +1, Sense Motive +1, Listen+1, Spot+1|Mage Slayer| Improved Dragonfire Strike

    16th|Hand of the Winged Masters|
    +11/+6/+1
    |
    +8
    |
    +12
    |
    +8
    | Bluff+1, Hide+1, K:Arcana +1, Move Silently +1, Sense Motive +1, Listen+1, Spot+1|-|True Stealth

    17th|Dragonstalker|
    +12/+7/+2
    |
    +8
    |
    +14
    |+10
    +10
    |Hide+1, Move Silently +1, Spot +1, Listen +1, K:Arcana +1|-|Hunting Bonus
    18th|Dragonstalker|
    +13/+8/+3
    |
    +8
    |
    +15
    |
    +11
    | Hide+1, Move Silently +1, Spot +1, Listen +1, K:Arcana +1|Pierce Magical Concealment|Sneak Attack (Dragon) +2d6 (6d6 (8d6 vs. Dragons) Sneak Attack), (7d6 Dragonfire Strike(+9d6 vs Dragons) )

    19th|Dragonstalker|
    +14/+9/+4
    |
    +9
    |
    +15
    |
    +11
    | Hide+1, Move Silently +1, Spot +1, Listen +1, K:Arcana +1|-|Ignore Natural Armour (1/day)

    20th|Dragonstalker |
    +15/+10/+5
    |
    +9
    |
    +16
    |
    +12
    | Hide+1, Move Silently +1, Spot +1, Listen +1, K:Arcana +1|-| Sneak Attack (Dragon) +4d6 (6d6 (10d6 vs. Dragons) Sneak Attack), (7d6 Dragonfire Strike (+11d6 vs. Dragon)) [/table]

    Variants and possible tricks:
    *Important Note
    Depending on your DM’s reading, Dragonfire Strike completely converts your Sneak attack damage into energy damage, thus bypassing the Sneak attack immunity. RAW is unclear and many DM’s won’t rule like this; but in either case you have other ways to bypass said immunities.

    Spoiler
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    ]If Level adjustment buy off is in play, do so and take an extra dragonstalker or any full BAB class, that will give you the awesomeness of 4 iterative attacks.
    In order to maximize you attacks per round, getting a moutpick weapon is also an extremely good option since it will allow you to combine your iterative attack routine with your claw attacks, which in turn will dramatically increase your damage output.
    If fractional BAB is in play and you don’t mind to delay your entry into the secret ingredient yand loosing the 4th iterative you can also drop the fighter level and add two monk levels which will bum your saves, give you some interesting options such as getting two bonus feats, and also one of the best sneak attack enables in the game, Invisble fist (ex) Invisibility condition every other round as early as level 3 depending on how you level up.
    If flaws are in play you can switch up the order of your feats ( getting Dragon touched and Draconic Heritage at first level) and at level 3 getting Sickening Strike (Drow of the Underdark) to add a debuff to your sneak attacks or if you are using your racial Poison Use and get cheap source of Poison (friendly caster, druid, etc) you can take Venomous Strike to improve your venom’s DC. The other flaw can be used to get Craven.
    Darkstalker can be take with a flaw ; but it will rend Hand of the Winged Masters’ capstone redundant; but in that case you can skip that level and take any other class (I suggest combining this with the invisible fist monk suggestion)
    DM dependantIf your DM is really nice and allows you to “chain” variants and ACF, you could trade the wildshape ranger’s fast movement for the Spirit Lion Totem in order to get pounce; but as I’ve said it you need a really nice DM. I mostly mention this, for the sake of completeness

    Build Snapshots
    Spoiler
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    Build Sweetspot ECL 10 or 9 (with LA buy off) At this point in the game you have your main shtick pretty much set, get into a flanking position (or enable Sneak attack in other way) and murder them by turning yourself into a sonic-powered blender. Your sneaking and scouting skills will also allow you to get a surprise round in pretty much every fight, you will have trouble dealing with traps and the like; but you aren’t a trap-finder, you are a combat focused sneak attacking machine. Staggering Strike will help you against brute-type creatures which rely on their full attack routine. It is debatable if your immunity bypassing tricks (Penetrating strike or Dragonfire Strike) also apply to the Staggering Strike’s clause that mentions that SA immune creatures are also immune to the feat’s benefit, so check with your DM.

    1 st level At first level you act as a normal if slightly sturdier rouge, your small size and natural armour will help you. Your strength will allow you to deal decent damage even when not sneak attacking and since you are proficient with the Shortspear, you should grab one and use its reach to keep enemies at bay.. Your skills are most suited as a scout; but you can hold yourself in battle alone (note: if you are in flanking position you can drop your shortspear and full attack with you natural attack routine, which will most likely deal heavy damage to everything that isn’t immune, as always be wary of constructs and undead).
    5 th Level You play mostly the same at this levels; but should be slightly sturdier and have more options, your ranger level will give you access to some useful wands (Entangle, Form of the Wolf and Cure light wounds are particular good) and also opens new venues for you to attack. Since you are now proficient in martial weapons you can now wield a better reach option such as a Guisarme (for tripping) or glaive for more damage, in addition you can now use nets and bolas which work pretty nicely for a first round debuff. Penetrating strike also allows you to deal sneak attack damage to previously immune foes; but since this requires flanking you should still be very careful. You will stick to act as your party scout; at these levels you might be able to afford some items to help you in case the feces hit the fan, so grab anklets of translocation and maybe an amber vermin amulet (which doubles as flanking partners) to escape and re-group with your party.
    10 th Level You are starting to hit your stride, due your Draconic Heritage your sneak attack becomes Sonic Damage (which is virtually un-resisted, only very few creatures like Slaadi resist is) when you use your Dragonfire strike feat also depending on your DM’s reading Dragonfire Strike may bypass sneak attack immunity as it is now Energy Damage, and even if he your DM doesn’t read it that way thanks t Penetrating strike you can still contribute against Sneak Attack immune enemies.

    15 th Level Improved Dragonfire Strike will give you even more damage and probably increase your Staggering Strike DC to “hope for a Nat 20” against most enemies. Master’s Gift will means that you will receive double duration on most Arcane buffs, so be sure to be a good friend of your party’s arcane caster, other than that you will play pretty much as you have played till this point. (Mage Slayer will help you a bit to deal with spellcasters, though be aware that at this point of the game it will be night impossible to reliably deal with them so exercise caution)
    20 th level You are now one of the biggest bad-est sneak attacker in the world and you are specially prepared to take on the biggest, bad-est creatures on the world, Dragons,You deal a pretty good amount of damage with your sneak attacks and against dragons (and dragonblooded creatures for the matter too) you will murder them with 7 attacks (assuming a mouthpick weapon) which average to 357.5 points of Sonic Damage, without taking into account other damage bonus such as spells, weapon enhancements and the like. In addition it is far more difficult to negate your sneak attack since you can ignore Sneak Attack immunity (Penetrating Strike) and its second most common counter, concealment, thanks to Pierce Magical Concealment. In addition True Stealth will help you to foil most detection methods (at a steep penalty so be sure to grab some sneaking bonuses such as a Silent armour or the like) and you can ignore Natural Armour bonus 1/day (not really stellar; but I found amusing you can reduce the “mighty” Tarrasque’s (or other high natural armour creatures such as dragons) to low numbers.


    Recommended Items
    Spoiler
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    A mouthpick weapon, add enhancement such as Deadly Precision (CAdv version is better), blurstrike and the like.
    A necklace of natural attacks linked to your claws, use the same enhancement as in your moutpick weapon; but try to add the benefits of a Sword of Subtlety (+4 attack/damage on sneak attacks)
    Any item that increases your Sneak attacks such as Braces of the Hunter, rogue’s Vest and the like.
    Getting some maneuvers via Crown of the White Raven-like items is a pretty good idea, Cloak of Deception, Wall of Blades and Baffling defense are pretty good.
    Common items such cloaks of resistance, rings of protection and the like

    Sources
    Spoiler
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    SRD: Rogue, Wilshape Ranger, Sneak Attack Fighter, thug Fighter, Multiattack, Blindfight
    Dungeonscape: Penetrating Strike ACF
    Complete Arcane: Mage Slayer, Pierce Magical Concealment
    Complete Mage: Arcane Hunter ACF
    Dragon Magic: Dragontouched, Draconic Heritage, Hand of the Winged Masters, Dragonfire Strike, Draconic Senses.
    Draconomicon: Dragonstalker
    Monster Manual III: Poison Dusk Lizard Folk.
    [/QUOTE]
    Last edited by Amphetryon; 2012-10-20 at 06:40 PM.
    Iron Chef in the Playground veteran since Round IV. Play as me!


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  6. - Top - End - #66
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
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    Default Re: Iron Chef Optimization Challenge in the Playground XXXVIII

    I'd love to change the world. . . .
    [center]Fergal, Death on Dark Wings
    Fergal, Death on Dark Wings

    Build:
    Spoiler
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    {table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features
    1st|Rogue 1|
    +0
    |
    +0
    |
    +2
    |
    +0
    |Max ranks Bluff, Disguise, Hide, Listen, Move Silently, Search, Spot, Sense Motive, Tumble, Use Magic Device; 2 ranks (4 points) Knowledge: Arcana|Skill Knowledge (Knowledge: Arcana)|Sneak Attack +1d6, Trapfinding, (note: gain Draconic as a bonus language due to high Int)
    2nd|Rogue 2|
    +1
    |
    +0
    |
    +3
    |
    +0
    |Max ranks Bluff, Hide, Listen, Move Silently, Search, Spot, Sense Motive, Tumble, Use Magic Device; 4 ranks Knowledge: Arcana| |Evasion
    3rd|Rogue 3|
    +2
    |
    +1
    |
    +3
    |
    +1
    |Max ranks Bluff, Hide, Listen, Move Silently, Search, Spot, Sense Motive, Tumble, Use Magic Device; 6 ranks Knowledge: Arcana|Craven|Sneak Attack +2d6, Trap Sense +1
    4th|Swashbuckler 1|
    +3
    |
    +3
    |
    +3
    |
    +1
    |7 ranks Hide and Move Silently (2 points each), 7 ranks Bluff, Sense Motive, Tumble|Weapon Finesse (bonus)|
    5th|Swashbuckler 2|
    +4
    |
    +4
    |
    +3
    |
    +1
    |8 ranks Hide and Move Silently (2 points each), 8 ranks Bluff, Sense Motive, Tumble| |Grace +1
    6th|Swashbuckler 3|
    +5
    |
    +4
    |
    +4
    |
    +2
    |9 ranks Hide and Move Silently (2 points each), 9 ranks Bluff, Sense Motive, Tumble|Dragontouched|Insightful Strike
    7th|Assassin 1|
    +5
    |
    +4
    |
    +6
    |
    +2
    |10 ranks Bluff, Hide, Move Silently; 7 ranks Listen, Search, Spot, Use Magic Device| |Sneak attack +3d6, death attack, poison use, spells
    8th|Assassin 2|
    +6
    |
    +4
    |
    +7
    |
    +2
    |11 ranks Bluff, Hide, Move Silently; 8 ranks Listen, Search, Spot, Use Magic Device| |+1 save against poison, uncanny dodge
    9th|Assassin 3|
    +7
    |
    +5
    |
    +7
    |
    +3
    |12 ranks Bluff, Hide, Move Silently; 9 ranks Listen, Search, Spot, Use Magic Device|Obtain Familiar (Swapped with Animal Companion as UA Wizard variant)|Sneak attack +4d6
    10th|Hand of the Winged Masters 1|
    +7
    |
    +5
    |
    +9
    |
    +5
    |13 ranks Bluff, Hide, Move Silently; 10 ranks Listen, Search, Spot, Sense Motive; 7 ranks Knowledge: Arcana, 1 rank Knowledge: Local|Draconic Senses (bonus)|
    11th|Hand of the Winged Masters 2|
    +8
    |
    +5
    |
    +10
    |
    +6
    |14 ranks Bluff, Hide, Move Silently; 11 ranks Listen, Search, Spot, Sense Motive; 8 ranks Knowledge: Arcana, 2 rank Knowledge: Local| |Sneak Attack +5d6
    12th|Hand of the Winged Masters 3|
    +9
    |
    +6
    |
    +10
    |
    +6
    |15 ranks Bluff, Hide, Move Silently; 12 ranks Listen, Search, Spot, Sense Motive; 9 ranks Knowledge: Arcana, 3 rank Knowledge: Local|Two Weapon Fighting, Dragonfire Strike (bonus)|
    13th|Hand of the Winged Masters 4|
    +10
    |
    +6
    |
    +11
    |
    +7
    |16 ranks Bluff, Hide, Move Silently; 13 ranks Listen, Search, Spot, Sense Motive; 10 ranks Knowledge: Arcana, 4 rank Knowledge: Local| |
    14th|Hand of the Winged Masters 5|
    +10
    |
    +6
    |
    +11
    |
    +7
    |17 ranks Bluff, Hide, Move Silently; 14 ranks Listen, Search, Spot, Sense Motive; 11 ranks Knowledge: Arcana, 5 rank Knowledge: Local| |Sneak Attack +6d6
    15th|Hand of the Winged Masters 6|
    +11
    |
    +7
    |
    +12
    |
    +8
    |18 ranks Bluff, Hide, Move Silently; 15 ranks Listen, Search, Spot, Sense Motive; 12 ranks Knowledge: Arcana, 6 rank Knowledge: Local|Improved Two Weapon Fighting|
    16th|Hand of the Winged Masters 7|
    +12
    |
    +7
    |
    +12
    |
    +8
    |19 ranks Bluff, Hide, Move Silently; 16 ranks Listen, Search, Spot, Sense Motive; 13 ranks Knowledge: Arcana, 7 rank Knowledge: Local| |Master's Gift
    17th|Hand of the Winged Masters 8|
    +13
    |
    +7
    |
    +13
    |
    +9
    |20 ranks Bluff, Hide, Move Silently; 17 ranks Listen, Search, Spot, Sense Motive; 14 ranks Knowledge: Arcana, 8 rank Knowledge: Local| |Sneak Attack +7d6
    18th|Hand of the Winged Masters 9|
    +13
    |
    +8
    |
    +13
    |
    +9
    |21 ranks Bluff, Hide, Move Silently; 18 ranks Listen, Search, Spot, Sense Motive; 15 ranks Knowledge: Arcana, 9 rank Knowledge: Local|Greater Two Weapon Fighting|Improved Dragonfire Strike
    19th|Hand of the Winged Masters 10|
    +14
    |
    +8
    |
    +14
    |
    +10
    |22 ranks Bluff, Hide, Move Silently; 19 ranks Listen, Search, Spot, Sense Motive; 16 ranks Knowledge: Arcana, 10 rank Knowledge: Local| |True Stealth
    20th|Rogue 4|
    +15
    |
    +8
    |
    +15
    |
    +10
    |23 ranks Bluff, Hide, Move Silently; 17 ranks Use Magic Device| |Improved Uncanny Dodge[/table]

    Base Stats 11/16/12/16/8/13
    With race: 9/18/14/16/8/11
    With level 10/22/14/16/8/11
    With items 16/32/14/26/8/11

    HP: 118
    6+3.5(x2)+5.5(x2) +10 CON= 34 @L5
    +5.5+3.5(x3)+4.5 +10 CON= 54.5 = 54 @L10
    +4.5(x5) +10 CON= 87 @L15
    +4.5(x4)+3.5 +10 CON= 118.5 = 118 @L20

    The distribution of skills, feats and abilities is such that this build is playable at pretty much every level. At low levels, it's a standard rogue with melee SA focus. At mid levels it starts getting into DPS territory. At high levels (i.e. 15 onward), when you can afford eg. an umbral collar, it becomes an absolutely insane scout and damage dealer. I think it gains the most power at levels 9, when it gets a animal companion that can double as a flanker, and 19, when the True Stealth capstone allows it to hide from everyone, plus it has the TWF line to boot.

    But obviously it becomes the most powerful at level 20, when it gets the incredible capstone Improved Uncanny Dodge

    Spells:
    Spoiler
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    SLAs: 1/day: Silence, Ghost Sound, Mage Hand, Message
    Spells Known: (1st) Disguise Self, Obscuring Mist, True Strike, (2nd) Fox's Cunning (since it adds damage at low levels), Invisibility

    Spells per day
    {table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
    1st|-|-|-|-|-|-|-|-|-|-
    2nd|-|-|-|-|-|-|-|-|-|-
    3rd|-|-|-|-|-|-|-|-|-|-
    4th|-|-|-|-|-|-|-|-|-|-
    5th|-|-|-|-|-|-|-|-|-|-
    6th|-|-|-|-|-|-|-|-|-|-
    7th|-|1|-|-|-|-|-|-|-|-
    8th|-|2|-|-|-|-|-|-|-|-
    9th|-|3|1|-|-|-|-|-|-|-
    10th|-|3|1|-|-|-|-|-|-|-
    11th|-|3|1|-|-|-|-|-|-|-
    12th|-|3|1|-|-|-|-|-|-|-
    13th|-|3|1|-|-|-|-|-|-|-
    14th|-|3|1|-|-|-|-|-|-|-
    15th|-|4|2|-|-|-|-|-|-|-
    16th|-|4|2|-|-|-|-|-|-|-
    17th|-|4|2|-|-|-|-|-|-|-
    18th|-|4|2|-|-|-|-|-|-|-
    19th|-|4|2|-|-|-|-|-|-|-
    20th|-|4|2|-|-|-|-|-|-|-[/table]
    Note: table accounts for bonus spells from high int, incl. Headband of Intellect at level 15

    Spells Known
    {table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
    1st|-|-|-|-|-|-|-|-|-|-
    2nd|-|-|-|-|-|-|-|-|-|-
    3rd|-|-|-|-|-|-|-|-|-|-
    4th|-|-|-|-|-|-|-|-|-|-
    5th|-|-|-|-|-|-|-|-|-|-
    6th|-|-|-|-|-|-|-|-|-|-
    7th|-|2|-|-|-|-|-|-|-|-
    8th|-|3|-|-|-|-|-|-|-|-
    9th|-|3|2|-|-|-|-|-|-|-
    10th|-|3|2|-|-|-|-|-|-|-
    11th|-|3|2|-|-|-|-|-|-|-
    12th|-|3|2|-|-|-|-|-|-|-
    13th|-|3|2|-|-|-|-|-|-|-
    14th|-|3|2|-|-|-|-|-|-|-
    15th|-|3|2|-|-|-|-|-|-|-
    16th|-|3|2|-|-|-|-|-|-|-
    17th|-|3|2|-|-|-|-|-|-|-
    18th|-|3|2|-|-|-|-|-|-|-
    19th|-|3|2|-|-|-|-|-|-|-
    20th|-|3|2|-|-|-|-|-|-|-[/table]


    Animal Compantion:
    Spoiler
    Show
    Yama the small viper
    Size/Type: Diminutive Animal
    Hit Dice: 1d8 (4 hp)
    Initiative: +7
    Speed: 20 ft (4 squares), climb 20 ft., swim 20 ft.
    Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
    Base Attack/Grapple: +0/-6
    Attack: Bite +4 melee (1d2-2 plus poison)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Poison
    Special Qualities: Scent, see list
    Saves: Fort +2, Ref +5, Will +1
    Abilities: Str 6, Dex 17, Con 11, Int 1, Wis 12, Cha 2
    Skills: Balance +11, Climb +11, Hide +13, Listen +6, Spot +6, Swim +6, Survival +1
    Feats: Skill Focus (Hide), Track
    Special Abilities: Link, share spells


    Tactics:
    Spoiler
    Show
    With the collar and a tattoo activated, Fergal has the following skill modifiers:
    Hide: 23 (ranks) + 11 (Dex) + 15 (Greater Shadow) + 4 (size) + 12 (racial) + 10 (Chameleon tattoo) = +75, with Hide In Plain Sight
    Move Silently: 23 (ranks) + 11 (Dex) + 15 (Greater Silent Moves) + 10 (racial) = +59...before casting Silence.

    With such a high Hide modifier, Fergal can afford to use True Stealth pretty much all the time. Not even a Great Wyrm Black Dragon, with +45 Spot, can pierce his +65 Hide modifier (unless it's very lucky).

    Yama has his own collar, and when it is activated his skill modifiers are as follows:
    Hide: 11 (ranks) + 3 (Dex) + 4 (size) + 8 (racial) +3 (SF) = +29, with HIPS
    Move Silently: 3 (Dex) + 6 (racial) = +9

    Since they're nowhere near Fergal's, Fergal usually shares Invisibility and Silence with Yama to make him harder to detect before venturing into combat or scouting.

    The Gnome/snake pair are exceptional scouts, and almost always have the drop on the enemy.
    Before engaging, Fergal's tactics depend on his enemy:
    * If facing a dragon or otherwise spellcasting enemy, Fergal will activate a scroll of Anti-Magic Field.
    * Otherwise, Fergal will activate the pair's collars, activate a tattoo, cast silence on himself, and share Invisibility and Silence with Yama.
    The pair will fly in (with Yama hiding under Fergal's cloak to benefit from his True Stealth).
    Yama will take up a flanking position. Every round, Fergal's wings allow him to make a bluff check for +2 to hit before an attack. He will do so, then unleash the wrath of the dragons on his target.
    Melee: +35/+30/+25/+35/+30/+25 (1d3 + 13d6 fire SA + 20 Craven + 13 Dragonfire Strike + 8 Int + 5 Magic), Avg. 561

    As long as Yama remains undetected, Fergal can continue Sneak Attacking his target, assuming they survive the first attack.


    Level 9 write-up
    Spoiler
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    Stats: 10/19 (21 Gloves +2)/14/16/8/11
    HP 82
    AC 18 (10 + 4 Dex + 4 Mithril Chain Shirt), Touch 14, Flat-Footed 14
    Saves +7/+12/+2
    Skills: Bluff +12, Hide +17 (+27 with tattoo), Move Silently +17
    Items: Umbral Awn, 5x Psionic Tattoo of Chameleon, Deathstrike Bracers
    Special: Animal Companion (see stats above), Spells (see above).
    Melee: +7/+2 (1d3 + 6d6 SA + 9 craven + 5 Int), Avg. 74
    Possibly drop Solid Fog on the field. Cast Fox's Int on self.
    Share invisibility with animal companion and have it flank.
    Cast True Strike. Sic 'em.


    Story
    Spoiler
    Show
    "But mom, I don't want to go to school today!"

    "Fergal, don't say such things or the masters will eat you!"

    For as long as anyone could remember, the whisper gnomes had been the slaves of the black dragons. Being famous for stealth gets you a lot of allies, but when an entire race of powerful spellcasters decides they want you to run their errands for them, all the stealth in the world isn't enough to stay hidden. And when "the masters" took over, life got a lot harder.

    Black dragons live on secrecy the way most people live on bread. Most people except the gnomes, who were forced to live on water and anything they could scavenge while acting as scouts, spies, and assassins for the dragons. Adult whisper gnomes are usually hard to find, but now they simply weren't around. The masters had them performing jobs for them constantly. Only children and mothers were allowed to stay in one place. The elderly were simply eaten.

    Not that the children were much better off. The masters taught them to eat raw meat from fresh kills, in order to sharpen them for living in the wild. Their education consisted of training for the various tasks that could serve the dragons. The best a gnome could hope for was to be picked to serve a dragon who didn't give them too much work. No one wanted to graduate without being picked.

    Thus Fergal was born bound for suffering. He even turned out to be an excellent dragon's servant, partly due to his speed and cunning, and partly from his mother's constant advice.

    "Don't cause trouble, Fergal! You'll be eaten!"

    "Always look for a way out, Fergal."

    "Remember: silence is golden."

    She repeated the last one the most. When Fergal asked about anything, the answer was always to be silent.

    Then one day an adult came to their village. He looked haggard, but he had fire in his eyes. He told people about a way out, a place the dragons could never find them. He visited home after home, talking about how they could rally, escape the masters, never be found again.

    Fergal's mother ignored him, and whenever Fergal tried to talk to him she would shush him and send him inside. Then the masters came, and the adult left. Fergal never heard from him again, or even learned his name.

    "Why didn't we go with him?" He asked his mother, a few days afterward. "We could have escaped! Lived off of real food, instead of mouse guts and leaves! Why?"

    A tear ran down his mother's cheek. Fergal saw the tear and his arguments crumpled. He knew there had to be a good reason, or she would have carried him off long ago. He hugged her and she returned it fiercly.

    "We can't trust people like that Fergal." She said. "People who talk have to be strong, but whisper gnomes aren't. People who talk start to change things, and the masters don't want things to change. So they'll kill anyone who talks and anyone with them. Remember: for a whisper gnome, silence is golden."

    Fergal guessed what he meant, and buried his plans. But they never left.

    As he continued his education, anger built up in Fergal. The masters liked how he ran quickly and quietly, how he broke things by accident. He was picked early and put through the training: the program to turn a whisper gnome into the most lethal combination of spy and killer his master could conceive. He had to fight for his life several times, and survive the deadliest traps, and even kill a fellow gnome, just to prove his obedience to his master. When the dragon was convinced Fergal was ready, he was initiated into the ranks of the Hands.

    Fergal was sent on missions, which he executed brutally, when possible. More than once he would have been sacrificed as punishment for killing a target if his master hadn't liked his attitude.

    Slowly, Fergal was taught the secrets of the black dragons. Creating fire. Magic. And eventually, a whole new level of stealth beyond what even a whisper gnome is capable of. The secrets made Fergal more powerful, but also bonded him to his master, as a student bonds to a teacher.

    But it couldn't last. The rage inside Fergal, built up over years, exploded like the acid mist from a master's lungs. On one of his missions he found an wizard, capable of creating a place the dragons couldn't find - an anti-magic zone, and Fergal remembered the adult he had never seen again. The temptation was too strong. Fergal took a scroll, and tested it on his master. It turned out that dragons really are soft on their belly.

    After that, Fergal made it his mission to end the masters' domination of his race, one dragon at a time. The words of his mother burned into his heart. "People who talk start to change things. Silence is golden."

    Well, I'm going to change things too.



    Sources
    Spoiler
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    DMG, PHB, XPH (Psychic Reformation, Psionic Tattoo), Unearthed Arcana (Skill Knowledge), Complete Warrior (Swashbuckler), Complete Arcane (Obtain Familiar), Tome of Magic, Dragon Magic (special ingredient), Complete Adventurer (Deadly Precision), Tome of Battle (Rogue's Vest), Magic Item Compendium (Deathstrike Bracers)
    [/spoiler][/QUOTE][/QUOTE]
    Last edited by Amphetryon; 2012-10-20 at 06:41 PM.
    Iron Chef in the Playground veteran since Round IV. Play as me!


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  7. - Top - End - #67
    Firbolg in the Playground
     
    NecromancerGuy

    Join Date
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    Default Re: Iron Chef Optimization Challenge in the Playground XXXVIII

    That should be the last of them, folks. Seven entries in total, assuming I can still count. Ready, set, JUDGE!

    EDIT: You folks did realize that when I made the (joking) comment about people sending in multiple, edited copies, I was referring to the period before the builds are revealed, right?
    Last edited by Amphetryon; 2012-10-20 at 06:33 PM.
    Iron Chef in the Playground veteran since Round IV. Play as me!


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  8. - Top - End - #68
    Bugbear in the Playground
    Join Date
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    Default Re: Iron Chef Optimization Challenge in the Playground XXXVIII

    Quote Originally Posted by Amphetryon View Post
    That should be the last of them, folks. Seven entries in total, assuming I can still count. Ready, set, JUDGE!

    EDIT: You folks did realize that when I made the (joking) comment about people sending in multiple, edited copies, I was referring to the period before the builds are revealed, right?
    Don't you already know the answer?

  9. - Top - End - #69
    Firbolg in the Playground
     
    NecromancerGuy

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    Default Re: Iron Chef Optimization Challenge in the Playground XXXVIII

    Quote Originally Posted by 123456789blaaa View Post
    Don't you already know the answer?
    You'd think so. . . and yet. . . .

    Quote Originally Posted by Dokar
    Sorry, I screwed up the spells table. 0lvl should be "-" and 1st should be "1". And "Level" should list which character level he gets them at (Ranger 4 and 5, at ECL 12-13). Cutting corners... I didn't want to fill out that entire table just for 1 spell per day.
    Iron Chef in the Playground veteran since Round IV. Play as me!


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  10. - Top - End - #70
    Troll in the Playground
    Join Date
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    Location
    Bellona

    Default Re: Iron Chef Optimization Challenge in the Playground XXXVIII

    Some very nice builds!

    My plan, which did not come together, was a synad scout/totemist/dragon devotee, using the Manticore Belt soulmeld to fire off a flurry of spines as a standard action:

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

    1st|Scout 1|
    +0
    |
    +0
    |
    +2
    |
    +0
    |Skills|Hidden Talent (Chameleon)|Skirmish (+1d6), trapfinding

    2nd|Totemist 1|
    +0
    |
    +2
    |
    +4
    |
    +0
    |Skills||Wild empathy

    3rd|Totemist 2|
    +1
    |
    +3
    |
    +5
    |
    +0
    |Skills|Dragontouched|Totem chakra bind (+1 capacity)

    4th|Scout 2|
    +2
    |
    +3
    |
    +6
    |
    +0
    |Skills||Battle fortitude +1, uncanny dodge

    5th|Scout 3|
    +3
    |
    +4
    |
    +6
    |
    +1
    |Skills||Fast movement +10 ft., skirmish (+1d6, +1 AC), trackless step

    6th|Scout 4|
    +4
    |
    +4
    |
    +7
    |
    +1
    |Skills|Psionic Meditation, Improved Initiative|

    7th|Scout 5|
    +4
    |
    +4
    |
    +7
    |
    +1
    |Skills||Evasion, skirmish (+2d6, +1 AC)

    8th|Hand of the Winged Masters 1|
    +4
    |
    +4
    |
    +9
    |
    +3
    |Skills|Draconic Senses|

    9th|Hand of the Winged Masters 2|
    +5
    |
    +4
    |
    +10
    |
    +4
    |Skills|Psycarnum Infusion|Skirmish (+3d6, +1 AC)

    10th|Hand of the Winged Masters 3|
    +6/+1
    |
    +5
    |
    +10
    |
    +4
    |Skills|Dragonfire Strike|

    11th|Dragon Devotee 1|
    +6/+1
    |
    +7
    |
    +10
    |
    +4
    |Skills||Ability increase (+2 Cha), natural armor

    12th|Dragon Devotee 2|
    +7/+2
    |
    +8
    |
    +10
    |
    +4
    |Skills|Psicrystal Affinity|Skirmish (+4d6, +1 AC), draconic resistance

    13th|Dragon Devotee 3|
    +8/+3
    |
    +8
    |
    +11
    |
    +5
    |Skills||Ability increase (+2 Con), spellcasting, ignore spell failure

    14th|Hand of the Winged Masters 4|
    +9/+4
    |
    +8
    |
    +12
    |
    +6
    |Skills||

    15th|Hand of the Winged Masters 5|
    +9/+4
    |
    +8
    |
    +12
    |
    +6
    |Skills|Psicrystal Containment|Skirmish (+5d6, +1 AC)

    16th|Hand of the Winged Masters 6|
    +10/+5
    |
    +9
    |
    +13
    |
    +7
    |Skills||

    17th|Hand of the Winged Masters 7|
    +11/+6/+1
    |
    +9
    |
    +13
    |
    +7
    |Skills||Master's gift

    18th|Hand of the Winged Masters 8|
    +12/+7/+2
    |
    +9
    |
    +14
    |
    +8
    |Skills|Improved Skirmish|Skirmish (+6d6, +1 AC)

    19th|Hand of the Winged Masters 9|
    +12/+7/+2
    |
    +10
    |
    +14
    |
    +8
    |Skills||Improved dragonfire strike

    20th|Hand of the Winged Masters 10|
    +13/+8/+3
    |
    +10
    |
    +15
    |
    +9
    |Skills||True stealth[/table]


    The basic deal was to use psycarnum infusion to max out essentia in the Manticore Belt, making five ranged attacks that each dealt 10d6+10+1/2 strength damage as a standard action. Between synad multitask and psicrystal containment, the idea was to be able to use psycarnum infusion several rounds in a row to keep the Manticore Belt maxed out.

    But most of the build's tricks relied on scout, psycarnum infusion and totemist levels. The only parts of the SI the build really utilized were the damage boosts from the special attack and dragonfire strike/improved dragonfire strike. I tried to half-heartedly pull in benefits from master's gift via the single level of sorcerer casting Dragon Devotee gave me, but it was a pretty poor attempt. And I kept running into stumbling blocks with the actual backstory, so I decided not to submit.

    And I'm glad I didn't - several of these builds are way more interesting than what I was planning! I can't wait to read them all over in more detail!
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  11. - Top - End - #71
    Ogre in the Playground
     
    mattie_p's Avatar

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    Default Re: Iron Chef Optimization Challenge in the Playground XXXVIII

    Unfortunately way to much RL interfered with my ability to build, but it was something like Rogue/Wizard -> Unseen Seer 2 / Daggerspell Mage X -> Hand of the Winged Master. Guy would have picked up Mineral Warrior after the first level of HotWM, reducing CHA below 11, but still qualifying because he had the feat even if he couldn't use it, but still getting draconic feats, and confusing the dragonblooded subtype all up. Casting harmless buffs on himself with free extend.
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    Quote Originally Posted by Psyren View Post
    So now you're claiming that spellcasting "lacks a clear, supernatural element?" Being supernatural is literally the only point of magic.

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    Default Re: Iron Chef Optimization Challenge in the Playground XXXVIII

    Quote Originally Posted by Piggy Knowles View Post
    My plan, which did not come together, was a synad scout/totemist/dragon devotee, using the Manticore Belt soulmeld to fire off a flurry of spines as a standard action:
    Since you bring this up, and I've been puzzling over this recently, is there a way around the Rules Compendium volley limit*?

    *"A form of attack that enables an attacker to make multiple attacks during an action other than a full-round action, such as the Manyshot feat (standard action) or a quickened scorching ray (swift action), allows precision damage to be applied only to the first attack in the group"

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    Default Re: Iron Chef Optimization Challenge in the Playground XXXVIII

    Hmm, that's a good question. I was under the impression that, since you make separate attack rolls for each spine, it doesn't count as a volley in the same way that Manyshot (which makes one attack roll) does. But that Rules Comp quote seems to imply that ANYTHING that makes multiple attacks and isn't a full round action can't benefit from precision damage.
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    Default Re: Iron Chef Optimization Challenge in the Playground XXXVIII

    Wish I was on land so I could have submitted a build. My idea was to run a (lesser) tiefling incarnate/umbral disciple/hand of the winged masters, dipping Swordsage for assassin's stance and getting Draconic Heritage with one of the lung dragons.
    Well, it wasn't meant to be. My judgings.

    Phillius Formulus
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    Originality: 3
    Nothing special. Changeling is expected for any stealth class, the backstory is a pile of clichés.
    Power: 2.5
    Pretty much what's expected from the class. Buckets of d6 damage, a few spells here and there. Your choice of Changeling Rogue makes you versatile, but you lose on Penetrating Strike. Since don't have a way of ignoring fire (or acid) immunity, between enemies immune to criticals and immune to fire (or acid), your fistful of d6 is going to remain unused during several battles. I don't see why Ebon Eyes is there without Darkness or Deeper Darkness to compliment it, you could have chosen a better spell. With so few caster levels, Practiced Spellcaster feels like a waste.
    Elegance: 2.5
    Avenger plus Daggerspell Mage seems like it was just tacked onto to build to fill out space. No consideration is given to refluffing Daggerspell Mage, normally part of a guild.
    Use of Secret Ingredient: 3
    It is the focus of the build alright, but you don't do much with it.


    SCP
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    Originality: 3.5
    I did not like the fluff about her not being in a fantasy world, but I have to admit it's original. Intimidate shenanigans are a bit overdone on IC, though.

    Power: 3.5
    All usual sneak attack tricks, crammed into a single build. She deals a load of damage. Debuffs between Staggering Strike and intimidation. Lion Tribe Warrior allows skirmish to trigger reliably. Low Str and Dex hurt the build considerably, since she deals a lot of damage, but can't hit reliably. Never Outnumbered skill trick would have been a good addition, I think.

    Elegance: 2.5
    Fluff clashes all around. She is not from a fantasy world, but has tribal feats. Dragons only get a passing reference in the backstory. The progression feels a bit stunted at times, but I like the idea of the 'pain train' caused by forcing them into panicking then charging behind. Your crunch focuses on draconic fear, your fluff focuses on her being a crazy person that's not on fantasyland.

    Use of Secret Ingredient: 4
    You managed to make the SI really the core of your build. Other resources increase upon what you can do, but you can clearly tell it's a Hand of the Winged Masters build.


    Dokar
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    Originality: 4
    I had forgotten Frostblood Half-orcs even existed. It's Bahamut, not Bahumat. Also, being the hand of Bahamut himself is almost refuge in audacity. You use a few tricks that though questioned in their legality were unexpected (see Elegance below)

    Elegance: 2.5
    You use the hooks in the class itself, integrating it well with the fluff, very good. There is a disconnection between fluff and crunch, with all those unexplained Knowledge (the planes) levels and Planar Ranger. The Sun Domain trick is debatable at best. The 'bait and switch' trick with Endurance is also debatable. On the other hand, I like the trick swapping Track out. I doubt it was intended you could swap bonus feats this way, but the RAW is clear here (unlike the other tricks).

    Power: 3.5
    Reliable damage output, lots of attacks, respectable base attack bonus with the Dex to back it up. Depending on feycraft weapons is a big letdown, though. The character has little versatility compared to other contestants, even though he's better at damage dealing.

    Use of Secret Ingredient: 3.5
    The SI is necessary for your build, but you don't do anything spectacular with it.


    Long Sha
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    Originality: 4
    Monk/Factotum with Power Attack? Did not see that coming. Kudos for picking Touch of Golden Ice as a feat without VoP, that's the first time I've ever seen this.

    Power: 3
    Snap Kick allows you to get multiple attacks even while moving.

    Elegance: 1.5
    As a whole, the build is fairly synergistic, however... Iaijutsu Focus with unarmed strikes?! No, just no. Unless you're only breaking boards instead of fighting creatures.
    The whole 'wait, then attack' tactic does not work very well with a party.

    Use of Secret Ingredient: 3
    Vanilla. You get some damage bonuses from the SI.


    Raijin
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    Originality: 4
    Mindblow Number 1: CW samurai?!
    Mindblow Number 2: Master of Masks?!

    Power: 4.5
    Finally Penetrating Strike! Finally sonic damage (btw, slaadi are also immune to sonic)! Yeah, I like what I see. Two Weapon Pounce is more useful than I remembered, so no bonus nor deduction here. You deal a ton of damage and you have debuffing covered and utility from skills and masks.

    Elegance: 2
    The last few Ronin levels feel tacked on. Changing alignment midway through is kinda bad.

    Use of Secret Ingredient: 4
    I like how you add snippets from other classes but the SI remains the core of your build.


    Ssejternock
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    Originality: 3.5
    Poison Dusk lizardfolk, good surprise.

    Power: 4
    Dragonstalker is a pretty weak class. Your stealth is pretty good, though. Sonic damage is a plus. Some debuffing.

    Elegance: 1
    You don't qualify for Dragontouched, making the build illegal.

    Use of Secret Ingredient: 3
    Vanilla, vanilla.


    Fergal
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    Originality: 2
    Rogue/Swashbuckler was very telegraphed, as was whisper gnome.

    Power: 3
    I don't see anything specially interesting, but nothing specially sucky as well.

    Elegance: 1.5
    Weird, weird progression. A wizard variant is a wizard variant. You can't use it without levels in wizard and specially, you can't use it without gaining a familiar as a class feature. A shame, since you could have used Wild Cohort for basically the same effect and no deduction. I only learned he was a whisper gnome in the backstory, presentation is awkward.

    Use of Secreting Ingredient: 3
    I'm repeating myself, but - vanilla, vanilla.
    Last edited by ThiagoMartell; 2012-10-21 at 02:06 AM.

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    Default Re: Iron Chef Optimization Challenge in the Playground XXXVIII

    ThiagoMartell, it looks like you forgot to paste in the judging on SCP's Use of the Secret Ingredient.
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    Default Re: Iron Chef Optimization Challenge in the Playground XXXVIII

    Quote Originally Posted by Snowbear22 View Post
    ThiagoMartell, it looks like you forgot to paste in the judging on SCP's Use of the Secret Ingredient.
    Ooops. Thanks for the heads up, edited it in.

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    Default Re: Iron Chef Optimization Challenge in the Playground XXXVIII

    Wow, you're fast.

    I did better than I thought I would!
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  18. - Top - End - #78
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    Default Re: Iron Chef Optimization Challenge in the Playground XXXVIII

    Four down, three to go. I'm going to take a break from judging for a while to give my eyes a rest, but hopefully I'll have these finished by Tuesday night.
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  19. - Top - End - #79
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    Default Re: Iron Chef Optimization Challenge in the Playground XXXVIII

    I really like this idea, and I really like the implementation...but when I went back through the old threads, very few had builds linked into first posts...instead I was faced with the prospect of wading through 5-10 pages to try to find them, which made me very sad. Even some recent ones didn't have it done. Can I generally expect to find builds on pages 2-3 of each thread if I try to go back and find them all? Also, is this a regular monthly thing? Weekly?
    Last edited by Ikeren; 2012-10-22 at 12:39 AM.

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    Default Re: Iron Chef Optimization Challenge in the Playground XXXVIII

    Quote Originally Posted by Ikeren View Post
    I really like this idea, and I really like the implementation...but when I went back through the old threads, very few had builds linked into first posts...instead I was faced with the prospect of wading through 5-10 pages to try to find them, which made me very sad. Even some recent ones didn't have it done. Can I generally expect to find builds on pages 2-3 of each thread if I try to go back and find them all? Also, is this a regular monthly thing? Weekly?
    best advice I can give is to use the ''search this thread" tool for "the reveal" since the builds are all posted after the chairman says it's time for the reveal.

    if that doesn't work, just open every page as a new tab, you'll find 'em eventually. builds usually are around page 5 or 6. there's usually a lot more chatter before the builds than there was this time around (then again the SIs usually give us more to talk about)

    iron chef usually takes place roughly every month with extensions being made usually for the december/january one since people have family stuff.
    I've got a new fantasy TTRPG about running your own fencing school in a 3 musketeers pastiche setting. Book coming soon.

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    Quote Originally Posted by weckar View Post
    Venger, can you be my full-time memory aid please?
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    Default Re: Iron Chef Optimization Challenge in the Playground XXXVIII

    The Reveal, eh? I'll give that a shot. Thanks for the tip.

    Edit: I don't use this forum much -- can't seem to search this thread. It's not under thread tools, where I'd expect it to be; I only have
    "Thread Tools
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    Last edited by Ikeren; 2012-10-22 at 02:38 AM.

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    Default Re: Iron Chef Optimization Challenge in the Playground XXXVIII

    Quote Originally Posted by Ikeren View Post
    The Reveal, eh? I'll give that a shot. Thanks for the tip.

    Edit: I don't use this forum much -- can't seem to search this thread. It's not under thread tools, where I'd expect it to be; I only have
    "Thread Tools
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    well, that's just where it used to be. maybe it got taken out after the site's most recent revamp a week or two ago. do any mods on the technical side know if that's the case?
    I've got a new fantasy TTRPG about running your own fencing school in a 3 musketeers pastiche setting. Book coming soon.

    Check out my NEW sci-fi TTRPG about first contact. Cool alien races, murderous AIs, and more. New expansion featuring rules for ships! New book here NOW!

    Quote Originally Posted by weckar View Post
    Venger, can you be my full-time memory aid please?
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  23. - Top - End - #83
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    Default Re: Iron Chef Optimization Challenge in the Playground XXXVIII

    I believe search is off.

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    Default Re: Iron Chef Optimization Challenge in the Playground XXXVIII

    Damn it. I got super excited for this, had a great idea for a build AND a character to go with that build, pulled an all nighter specifically to get it together....and then thought to check the due date. I am just so incredibly smart >.> maybe next time.

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

    My failed idea was a Rogue 2/Bard 3/Unseen Seer 2/Nightsong Infiltrator 4/Hand of the Winged Master 9 with Darkstalker to replace the capstone. The idea was to be the ultimate ally buffer, capable of handing out sneak attack or sonic damage to all allies thanks to Dragonfire Inspiration, Teamwork Sneak Attack, and Dragonfire Strike. However, it didn't make sense to take HotWM...even for 16d6 sonic damage to all flanking allies' attacks.
    Last edited by OMG PONIES; 2012-10-22 at 08:28 AM.
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    Default Re: Iron Chef Optimization Challenge in the Playground XXXVIII

    The site's search function is currently down. The administrator Rawhide made a thread explaining the 3 day down-time a few weeks ago, that also addressed this, in the board issues subforum. It's not currently known when or if the search function will be turned back on.
    Last edited by Kelb_Panthera; 2012-10-22 at 08:32 AM.
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    Default Re: Iron Chef Optimization Challenge in the Playground XXXVIII

    Kelb, I think you posted on the wrong thread..
    Just call me Dusk
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    Default Re: Iron Chef Optimization Challenge in the Playground XXXVIII

    Quote Originally Posted by Ikeren View Post
    The Reveal, eh? I'll give that a shot. Thanks for the tip.

    Edit: I don't use this forum much -- can't seem to search this thread. It's not under thread tools, where I'd expect it to be; I only have
    "Thread Tools
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    Quote Originally Posted by Venger View Post
    well, that's just where it used to be. maybe it got taken out after the site's most recent revamp a week or two ago. do any mods on the technical side know if that's the case?
    Quote Originally Posted by ThiagoMartell View Post
    I believe search is off.
    Quote Originally Posted by Kelb_Panthera View Post
    The site's search function is currently down. The administrator Rawhide made a thread explaining the 3 day down-time a few weeks ago, that also addressed this, in the board issues subforum. It's not currently known when or if the search function will be turned back on.
    Quote Originally Posted by Dusk Eclipse View Post
    Kelb, I think you posted on the wrong thread..
    Pretty sure he didn't

  29. - Top - End - #89
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    Default Re: Iron Chef Optimization Challenge in the Playground XXXVIII

    ... and that's what happen when I just skim posts.
    Just call me Dusk
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    Default Re: Iron Chef Optimization Challenge in the Playground XXXVIII

    Quote Originally Posted by Dusk Eclipse View Post
    ... and that's what happen when I just skim posts.
    No worries, see my first post in this thread a half dozen or so up. I'm not taking any smart person cookies today.

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