Author Topic: 100^10 Elite Optimization Challenge (by Lord of Procrastination)  (Read 32929 times)

Offline 123456789blaaa

  • DnD Handbook Writer
  • ***
  • Posts: 623
  • Not very active here but still active online
    • View Profile
LordofProcrastination 06-05-05, 01:08 PM And now, for something different.

A great deal of the optimization challenges and extreme builds focus on the development of a single capability to enormous lengths. Yes, efforts are made to keep characters playable and somewhat versatile, but somehow, they don't seem quite... up to the reputation and standards of the CO Board.

To this effect, I propose the 100^10 Elite Optimization Challenge, an effort to develop truly monumental characters with power, flexibility, and sustainability.

The Challenge:
Create a character that can produce stats required by the 10 following goals:

1) 100 AC

2) +100 to hit
---- 2a. Capable of doing this at least once a round
---- 2b. Waived for casters who can produce save DCs of 100+
---- 2c. Waived for a maximum of 3 rounds during the challenge whilst buffing.

3) Deals 100 damage average per round
---- 3a. This damage can be melee, at range, or created by spells/effects.

4) +100 bonus to a selected skill check
---- 4a. This bonus must be applicable to any and every subtype of your selected skill check.

5) 100 ft movement speed
---- 5a. Must exercise this movement twice in the challenge and still maintain stats

6) +100 Bonus on either Fortitude, Reflex or Will Saves
---- 6a. This bonus must be applicable to any and every subtype of your selected save.

7) 100 spell-levels castable
---- 7a. Must cast 10 of these spell levels during the challenge
---- 7b. Yes, psionics count.

8) 100 hit points (don't laugh until you read the next one...)

9) Survive 100 points of possible damage each round
---- 9a. 10 damage of 10 different types each round
---- 9b. Fire, Cold, Sonic, Electricity, Acid, Profane, Divine, Piercing (silver and magic), Bludgeoning (cold iron and magic), and Slashing (adamantine and magic)
---- 9c. The elemental and divine damages may be reduced by resistances and immunities. Evasion and Improved Evasion do work to reduce these if you make a DC 100 Reflex save each round. Damage reduction also functions as normal vs the melee damages.
---- 9d. These points of possible damage are dealt to all cohorts, animal companions, mounts, etc, involved in the challenge.

10) Must sustain all of these stats for 100 seconds (that's effectively 17 rounds)

The Rules:

Permissable Material:
+ All WotC Dungeons and Dragons 3.5 Products
---- The first exception is Unearthed Arcana, from which no material is allowed
---- The second exception is Thought Bottle, an item from Complete Arcane, which disrupts XP calculations
+ Wizards.com-based web enhancments and chracter variations (i.e. The Psychic Rogue, Arcane Duelist, etc)
+ In all cases, use the most-up-to-date, errata'd version of any material.
---- 3.0 edition material that has not been errata'd is impermissable

Character Ability Scores:
32 point ability buy, as outlined in the DMG pg 169.

Character Experience:
This is a challenge intended for ECL 20 entries. Precisely, characters have 190,000 xp, the exact amount needed to obtain level 20. XP can be spent on item creation, ritual completion, permanent spells, etc, but the character will face level loss.

Cash:
760,000 gp per character. Maximum of 190,000 spent on any one item. Cohorts gain standard wealth for their character level (see pg 135 in the DMG), while any followers must be outfitted by the player. Custom items are allowed, but they must follow the guidelines (and spirit) of the DMG and Skip Williams' articles on the matter. (Those articles can be found here: Obviously, select "Making Magic Items" (www.wizards.com/default.asp?x=dnd/arch/r...)). I don't want to see any Rings of True Strike for 8,000 gp.

Nit-picking:
I am open to comments and suggestions for improving this challenge. Some pre-emptive question-and-answers.

Q: Isn't doing all of this at once for so long impossible?
A: That's what we're going to find out. Can't know until we try. Even if you can't get all of them, at least attempt to be the one to meet the most of the requirements.

Q: How about infinite broken loop X, can I use that?
A: Sure, but will it really help you to meet every challenge? Will you gain anything from borrowing someone else's old loophole? Be creative where you can.

Q: Do I have to get exactly 100? Can I go over?
A: Yes, you can go over, silly literalist.

Q: How much time do I get for set-up and buffing?
A: As much as you want. Just remember that there are specific rules about maintaining these stats, so pay close attention to ability durations...

Q: What about Carnivore's bats? Or scads of followers?
A: Go for it. Though note that the 100 damage/round of challenge #9 does apply to your little pals as well.

Q: What do I have to do to submit a character?
A: That's up to you. You can post a complete build or just suggest a line of thinking about how to meet certain parts of the challenge. I'm not going to be strict about formatting, but at least clarify the classes, abilities, and tactics used in your attempt.

Q: Why are you doing all this?
A: My goal is to have fun in producing a truly kick-arse sets of characters.
I view the 100^10 Elite Optimization Challenge as a way to get the CO board up in arms and pushing its limits.

Resources:
These are threads which contain ideas and hints for developing high-stat characters. Please use them as jumping-off points, not crutches that limit your innovation.

---- X Stat to Y Bonus (boards1.wizards.com/showthread.php?t=320...) (LordKiwi)
---- Maximizing Attack Bonus (boards1.wizards.com/showthread.php?t=284...) (FemurToothpick)
---- Carnivore's Animal Helpers (boards1.wizards.com/showthread.php?t=436...) (carnivore)
---- A High-AC Thread (boards1.wizards.com/showthread.php?t=439...) (Otto, Urnsk, and DisposableHero)

Hall of Fame: The iron colossi among boguns

1) The Shepherd, The Saint, and the Sinner
---- Creator: DisposableHero_ and Urnsk (special thanks to Otto the Bugbear)
---- Tactics: Use of Fusion to weld the various synergetic powers of two Thralls into a super-psionicist

2) The Morphling
---- Creator: Urnsk
---- Tactics: Smart shapeshifting and savvy item selection with a Chameleon/Fochulan-Lyrist twist

3) The Beast
---- Creator: Squirrelloid
---- Tactics: Master Transmogrifist goes Shambling Mound, ultra-pumps Con, the rest is history

4) The Bringer of Fated Justice
---- Creator: PhaedrusXY
---- Tactics: Gish-ish accumulation of spell-and-ability-based bonuses, heavy scroll use.

5) Pun-Pun the Mighty Kobold
---- Creator: Khan the Destroyer
---- Tactics: Mind-boggling cumulative use of a Sarrukh's Manipulate Form ability.

6) Squibb the Goblin King
---- Creator: cvazi
---- Tactics: Synchronicity's infinite actions meet nanotechnology's outrageous potential.

7) The Silly Literalist
---- Creator: Lusden Veharo
---- Tactics: A charming fey who is the first to get meet every challenge with +100 exactly.

8) Mr. Roboto
---- Creator: deathwishjoe
---- Tactics: A cunning crafter creates an effigy with a mountain of templates then pilots the proto-mecha.

9) Theyla Eseriel
---- Creator: thorian
---- Tactics: A simple cleric demonstrating the pure power of a smart buffing routine.

10) ???
---- Creator: You? Me? We?
---- Tactics: Kicking arse and taking names. And tens.

Good luck!
« Last Edit: September 02, 2012, 03:16:59 PM by 123456789blaaa »
Please, call me Count :).

Offline 123456789blaaa

  • DnD Handbook Writer
  • ***
  • Posts: 623
  • Not very active here but still active online
    • View Profile
Re: 100^10 Elite Optimization Challenge by Lord of Procrastination
« Reply #1 on: August 10, 2012, 03:08:00 PM »
DisposableHero_ 06-06-05, 08:41 PM The following build is a joint effort between myself and Urnsk, with special thanks to Otto the Bugbear, who's AC record thread helped get this idea off the ground.

The Shepard:
Human Wilder10/Thrallherd10
Stats: Charisma 16 (10 points), Wisdom 14 (6 Points), Intelligence 18 (16 points)
Feats: Overchannel (1), Extend Power (Human), Expanded Knowledge (Mindlink) (3), Psionic Meditation (6), Expanded Knowledge (Hostile Empathic Transfer) (9), Expanded Knowledge (Hustle) (12), Quicken Power (15), Twin Power (18)
Powers: Hostile Empathic Transfer, Hustle, Inertial Armor, Offensive Precognition, Defensive Precognition, Force Screen, Assimilate, Dissipating Touch, Temporal Acceleration
Class Features: Thrallherd, Twofold Master
Skills: Concentration 23 ranks, Use Psionic Device 10 ranks (cross class)
Gear: Psicrown (Manifester level 17, 850 power points, Timeless Body, Schism) (153,000 gp), Scroll of Minute Form (CL 19) x2 (7,600 gp), Scroll of Greater Visage of the Deity (CL 20) (4,500 gp), Tome of Clear Thought +5 (137,500 gp), Scroll of Draconic Polymorph (CL 12) x2 (3000 gp), Gloves of Dexterity +6 (36,000 gp), Scroll of Divine Power (CL 20) (2000 gp), Pale Green Prism Ioun Stone (30,000 gp), Stone of Good Luck (20,000 gp), Powerstone of Psychofeedback (ML 20) (5,000 gp), Ioun Stone +2 int (8,000 gp), Cloak of Charisma +6 (36,000 gp), Scroll of Divine Favor (CL 20) x2 (1,000 gp), Bracers of Mighty Fists +5 (150,000 gp), Scroll of Righteous Aura (CL 7) (700 GP)

Total Cost: 594,300 gp (155,700 gp remaining)

Cohorts:

The Saint
Venerable Half Fey Star Elf Saint Bard4/Fighter1/War Chanter3/Holy Liberator4/Cleric1
Stats: Wisdom 18 (16 Points), Charisma 18 (16 Points)
Feats: Nymph's Kiss (1), Weapon Focus (3), Combat Expertise (Fighter1), Iron Will (6), Insightful Strike (9), 1 Exalted Feat (12)
Class Features: Inspire Recklessness, Divine Grace, Charm Domain
Skills: Use Magic Device 16 Ranks
Gear: Tome of Leadership and Influence +5 (137,500 gp), Tome of Understanding +5 (137,500 gp), Periapt of Wisdom +6 (36,000 gp)

Total Cost: 311,000 gp (29,000 gp remaining)

The Sinner
Human Monk2/Fighter2/Marshall1/Tattooed Monk10/Blackguard2
Stats: Strength 13 (5 points), Dexterity 13 (5 points), Intelligence 13 (5 points)
Feats: Improved Unarmed Strike (Monk 1), Improved Grapple (Monk 1), Power Attack (1), Cleave (Fighter1), Endurance (3), Improved Sunder (Fighter2), Weapon Focus (Touch Attacks) (6), Weapon Focus (Rays) (9), Reckless Offense (12), Zen Archery (15)
Class Features: Dark Blessing, Bellflower Tattoo, Mountain Tattoo, Dragonfly Tattoo, Two Other Tattoos, Motivate Charisma
Gear: Vest of Resistance +5 (25,000 gp), Gloves of Fusion (Fusion 2/day manifester level 15) (108,500 gp), Ring of Use Magic Device +20 (40,000 gp)

173,500 gp (166,500 gp remaining)

Process:
Preparation: This is outside of the challenge itself and is expected to be undertaken directly before
Earlier that day preparation: When the saint isn't looking The Shepard assimilates a small animal, gaining a +4 nameless bonus to all stats for 1 hour, The Shepard manifests Inertial Armor, Force Screen, Offensive Precognition, Defensive Precognition, the saint UMDs draconic polymorph to become a humanoid (rather than fey) and the three fusion, the gloves of fusion being replaced with the gloves of dexterity during the second fusion, then the second draconic polymorph scroll is used to turn the resulting creature into an astral diva. Activate the righteous aura scroll. All of this occurs about 5 minutes before showtime.
Round 1: Manifest Schism through psicrown, overchannel to manifester level 21
Round 2: Schism: Use power stone of psychofeedback, int -20 (ending at 5), dexterity +20, The Shepard: Use Scroll of Divine Power
Round 3: Activate Mountain Tattoo, Use Scroll of Divine Favor, Activate Dragonfly Tattoo
Round 4: Free Action: Activate charm domain ability, Schism: Use Bellflower Tattoo (on charisma), The Shepard: Use scroll of Minute Form
Round 5: Schism: Use Bellflower Tattoo (on charisma), The Shepard: Use Bellflower Tattoo (on wisdom)

Begin Challenge

Duraitons Remaining:
Righteous Aura - 6 hours 55 minutes
Assimilate - 55 minutes
Inertial Armor - 17 hours 55 minutes
Force Screen - 13 minutes
Offensive Precognition - 13 minutes
Defensive Precognition - 2 hours 55 minutes
Fusion - 10 minutes
Draconic Polymorph - 4 minutes
Schism - 17 rounds
Bellflower Tattoos - 10 rounds (see rebuffing)
Minute Form - 9 rounds (see rebuffing)
Charm Domain - 2 rounds (not used in the charisma calculation other than as a jump off point for bellflower tattoo activation)
Psychofeedback - 17 rounds
Divine Power - 17 rounds
Mountain Tattoo - 8 rounds (see move rounds)
Divine Favor - 7 rounds (see rebuffing)

Standard Rounds:
Schism - Activate Psicrown (Timeless Body)
The Shepard - Manifest Twin Power Dissipating Touch for total 30d6 damage (on two +101 touch attacks) averaging 105 damage, move action to regain psionic focus (DC 20 with 23 ranks and +13 bonus from con)

Move Rounds:
The Shepard- Free action: release mountain tattoo, Move Action: fly 100 feet and land (astral diva)
Schism - Activate Mountain Tattoo
The Shepard - Standard action: twin dissipating touch (30d6), Swift Action: Hustle, Move Action: Regain Psionic Focus
This may be conducted a total of 4 times during the 17 rounds but only needs to be conducted twice.

Rounds After Move Rounds:
As standard round but switch twin dissipating touch for twin hostile empathic transfer, using two touch attacks to deal 100 damage and heal 100 hp.

Rebuffing
When an effect ends (or in the case of the bellflower tattoo is about to end) the shepard will use a swift action at the end of his round to manifest temporal acceleration, and use the actions gained there to renew the effect. Each of the above effects has enough uses included in the equipment or class features to last the full 17 rounds.

Note: The Shepard suffers 100 damage each time he moves, and regains it the following round by switching his attack from dissipating touch to hostile empathic transfer, during the other 15 rounds The Shepard is completely IMPERVIOUS TO HARM

Statistic Calculations:
Charisma Calculation
Base 18
+2 Racial (Star Elf)
+4 Template (Half Fey)
+4 Template (Saint)
+3 Age (Venerable)
+3 Unnamed (Level Adjustment)
+6 Enhancement (Cloak of Charisma)
+5 Inherent (Tome)
+4 Unnamed (Assimilate)
+4 Unnamed (Charm Domain)
+4 Unnamed (Greater Visage of the Deity)
+4 Sacred (righteous aura)
61 (+25)
+25 Enhancement (Bellflower) (replaces the old +6)
76 (+33)
+33 Enhancement (Bellflower) (replaces the old +23)
86 (+38)
-4 Unnamed (Charm Domain Expires)
82 (+36)

After Rebuff: 85 (+37)

Wisdom Calculation
Base 18
+2 Template (Half Fey)
+2 Template (Saint)
+3 Age (Venerable)
+5 Inherent (Tome)
+4 Unnamed (Mountain Tattoo)
+4 Unnamed (Assimilate)
+4 Unnamed (Greater Visage of the Deity)
+38 Enhancement (Bellflower)
80 (+35)

After Rebuff: 79 (+34)

Dexterity Calculation
Base 18 (Astral Diva)
+6 Enhancement (Gloves of Dexterity)
+20 Unnamed (Psychofeedback)
+4 Unnamed (Assimilate)
+2 Unnamed (Greater Visage of the Diety)
+8 Size (Minute Form)
58 (+24)

Constitution Calculation
Base 18 (Astral Diva)
+6 Enhancement
+4 Unnamed (Assimilate)
+4 Unnamed (Greater Visage of the Deity)
+2 Unnamed (Draconic Polymorph)
+4 Unnamed (Mountain Tattoo)
-2 Size (Minute Form)
36 (+13)

Guideline Compliance:

Part 1: Armor Class 100

Armor Class Calculation
Base 10
+12 Armor (Inertial Armor)
+8 Shield (Force Screen)
+24 Dexterity (Dexterity)
+35 Wisdom (Monk)
+35 Insight (Saint/Wisdom)
+15 Natural Armor (Astral Diva)
+8 Size (Minute Form)
+1 Dodge (Dragonfly/Haste)
-20 Unnamed (Inspire Recklessness)
-4 Reckless Offense
AC 124 (122 after rebuff 1)

Part 2: +100 to Hit

Attack Roll Calculations:

Melee Touch Attacks: (Used for Dissipating Touch and Hostile Empathic Transfer)
Base +20 (Divine Power)
+35 Wisdom (Insightful Strike)
+20 Morale (Inspire Recklessness)
+8 Size (Minute Form)
+7 Insight (Offensive Precognition)
+6 Luck (Divine Favor)
+1 Competence (Pale Green Prism Ioun Stone)
+5 Enhancement (Bracers)
+1 Weapon Focus
+2 Reckless Offense
+1 Dragonfly Tattoo (As haste)
+102 (+101 after rebuff 1)

Part 3: 100 Damage Per Round

See the round descriptions above.

Part 4: +100 on a skill check

Skill Check Calculation (Use Magic Device)
+16 (Ranks)
+36 (Charisma)
+36 (Motivate Charisma)
+20 (Competence Item)
+1 (Stone of Good Luck)
+109 (+111 after rebuff 1)

Part 5: 100 foot movement speed

Draconic Polymorph to an Astral Diva grants a 100 foot fly speed, this is used in the two move rounds, but could equally be used in any spot in which there are two consecutive standard rounds until you run out of mountain tattoo uses

Part 6: +100 bonus on any saving throw

Saving Throw Calculation
+36 Unnamed (Divine Grace)
+36 Unnamed (Dark Blessing)
+7 Insight (Defensive Precognition)
+5 Resistance (Vest of Resistance)
+1 Luck (Stone of Good Luck)
+1 Competence (Pale Green Prism Ioun Stone)
+86 to all saving throws

Will Save Calculation
Highest Base +14 (Main character)
+35 Wisdom
+2 Iron Will
+86 to all saving throws
+137 to will saves (+138 after rebuff 1)

Fortitude Save Calculation
Highest Base +19 (The Sinner)
+14 Constitution
+86 to all saving throws
+119 to fortitude saves (+121 after rebuff 1)

Reflex Save Calculation
Highest Base +9 (The Sinner)
+24 Dexterity
+86 to all saves
+115 to reflex saves not counting base saves (+117 after rebuff 1)

Part 7: 100 useable spell levels
With 18th manifester level and a +34 charisma modifier The Shepard has 604 power points per day. This can be used to manifest 604 1st level powers, the equivalent of a 302nd level power, or 36 9th level powers. Easily totaling more than 100 levels. The Shepard discharges a minimum of a 6th level power equivalent in each round.

Note: this uses the precedent of characters gaining hit points for a temporary constitution increase as evidence, but AFAIK it is neither directly supported or denied in the rules. Without this the character may run out of power points during the routine and be unable to finish, I have neither run the numbers for this, nor attempted to use his remaining wealth to max out power points to prevent it

Part 8: 100 hit points
With a constitution modifier of +13 and 20 hit dice, the character has a bonus from con of 260 hit points.

Part 9: Can survive 100 points of damage each round
For 14 of the 17 rounds this character is completely impervious to harm thanks to timeless body. The damage lingering from the remaining rounds is quickly replenished with Hostile Empathic Transfer, leaving the Shepard and his cohorts untouched at the end of their 100 seconds of dominance.

Part 10: Maintain stats for 100 seconds
See duration notes and the rebuff routine. This character can attain most of these benefits for upwards of 3 hours, able to dominate combat with little difficulty, having access to numerous more offensively minded draconic polymorph forms and plenty of budget left to customize his capabilities further while maintaining universal dominance of the battlefield.

Note: With the left over gold from the budget it is likely possible to stuff the scrolls in to staves to allow this trick to be performed on a regular basis.

:D

The only really questionable material used in this build is another OA class passed over by the update in Shiba Protector. It is used to add wisdom to the attack roll and push it over the 100 mark. I think with the left over gold we could patch the build up to 100 attack roll without that, but it is certainly an easier way to go.

Optional Stuff:
If you're will to risk a 15% chance of mucking up your combat timing while you are slinging death rays around you can drop overchannel, move quicken power to 1st level, and take Expanded Knowledge (Schism) to activate the psicrown without Use Psionic Device. This makes using the psicrown automatic (as if it wasn't before, as you'll be UPDing at about +60 with a DC 20 check, but for those who play under open ended rolls or nat 1 is always failure) and retains the feel of a wilder as opposed to the current incarnation which is more of a one trick psion. It also frees up skill points on the main character.

Without the massive ability score synergy to net +100 to everything, a Fusion based thrallherd is a really cool idea and infinitely customizable through the cohorts :D

Update: Added righteous aura spell from the miniPHB as a 700 gp scroll. It gives than +4 to all saves, +5 to the will save, +1 to the attack roll, +2 to the AC and 18 bonus power points... for 700 gp!
Please, call me Count :).

Offline 123456789blaaa

  • DnD Handbook Writer
  • ***
  • Posts: 623
  • Not very active here but still active online
    • View Profile
Re: 100^10 Elite Optimization Challenge by Lord of Procrastination
« Reply #2 on: August 10, 2012, 03:11:08 PM »
Urnsk 06-08-05, 03:16 AM Urnsk has not been idle. Here is a build which, while it uses Psionics, doesn't rely on Fusion; note that most of the psionic spells used have similar spells, other than Assimilate and Graft Weapon. I used the Psychic Circlet because I didn't want to reinvent the wheel; it's in my AC builds, and similar items are found in the AC thread.

Special thanks to Disposable Hero for nitpicking and helping perfect the build.

Morphling

Venerable Human

1 Bard [Able Learner, Nymph's Kiss]
2 Marshal [Skill Focus: Diplomacy]
3 Druid [Quicken Spell]
4. Psychic Warrior [Combat Casting, Weapon Finesse]
5. Bard
6. Chameleon [Dodge]
7. Chameleon (Snowflake Wardancer*)
8. Combat Medic (Bard)
9. Combat Medic (Bard) [Craft Magic Item]
10 Combat Medic (Bard) [Mobility]
11. Combat Medic (Bard)
12. Fochlucan Lyrist (Chameleon/Bard) [Negotiator]
13. Fochlucan Lyrist (Chameleon/Bard)
14. Fochlucan Lyrist (Chameleon/Bard)
15. Fochlucan Lyrist (Chameleon/Bard) [Exceptional Artisan]
16. Fochlucan Lyrist (Chameleon/Bard)
17. Fochlucan Lyrist (Chameleon/Bard)
18. Fochlucan Lyrist (Chameleon/Bard) [Forge Ring]
19. Fochlucan Lyrist (Chameleon/Bard)


*Bonus feat from Chameleon. In the past, used for Magical Artisan: Forge Ring, Magical Artisan: Craft Wondrous Items, Craft: Rod, Extra Spell, Craft Contingent Spell, and other Item Creation feats used. Default for most days is Snowflake Wardancer

Stats:

Every stat is relevant. Fortunately, this isn't a terribly difficult issue to surmount.

Str: (Note: The character first Shapechanges into a Gloura, gaining the Gloura special abilities; he then Draconic Polymorph's into a Sand Giant)
27 Base (Draconic Polymorph to Sand Giant)
8 unnamed (Draconic Polymorph to Planetar)
6 enhancement (Cloak of Magnificence)
-10 Size (Minute Form)
-20 Ability burn (Psychofeedback)
+4 unnamed (Assimilate)
+4 unnamed (Greater Visage of the Deity)
Net: 19 (+4)

Dex:
21 Base (Sand Giant)
8 Size (Minute Form)
6 Enhancement (Cloak of Magnificence)
4 unnamed (Assimilate)
2 unnamed (Greater Visage of the Deity)
20 unnamed (Psychofeedback)
Net: 61 (+25)

Con
21 base (Sand Giant)
2 unnamed (Draconic Polymorph)
-2 size (Minute Form)
6 Enhancement (Cloak of Magnificence)
4 unnamed (Assimilate)
4 unnamed (Greater Visage of the Deity
Net: 35 (+12)

Int
8 base
3 age
6 point buy
4 assimilate
2 Greater Visage of the Deity
6 Enhancement (Cloak of Magnificence)
Net: 29 (+9)

Wis
8 base
3 age
8 point buy (10 points)
4 assimilate
4 Greater Visage of the Deity
6 Enhancement (Cloak of Magnificence)
1 Inherant (Tome of Understanding)
Net: 34 (+12)

Cha
8 base
3 age
10 point buy (16 points)
4 assimilate
4 Greater Visage of the Deity
6 Enhancement (Cloak of Magnificence)
4 (level adjustment)
5 Inherant (Tome of Leadership and Influence)
4 (Sacred, Ioun Stone of Righteous Aura)
Net: 48 (+19)


Total Skill Points (Assumes the character began adventuring at Old Age):
Bard: 55
Marshal: 9
Druid: 9
Psychic Warrior: 7
Chameleon: 18
Combat Medic: 28
Fochlucan Lyrist: 88

Total Points: 214. With Able Learner, once a skill is a Class skill in one class, it is effectively a Class Skill in all classes; at levels 11-20, all skills are effectively class skills. Craft: Weapons, Diplomacy, Use Magic Device, and Use Psionic Device are maxed (though UPD is cc). All relevant synergies are taken to at least 5 ranks. This leaves some place around 80 skill points for qualifying for PrCs.

Rounds of Preparation before combat:
1. Scroll of Energy Immunity: Fire (Duration: 24 hours), Activate Motivate Charisma
2. Scroll of Energy Immunity: Sonic (Duration: 24 hours)
3. Greater Magic Weapon, Longsword (Duration: 20 hours) [Chameleon]
4. Powerstone of Graft Weapon, Longsword (Duration: 24 hours)
5. Robe of Morphing Miniature to Shapechange into Gloura (Duration: 190 minutes)
6. Assimilate a creature from Bag of Tricks (Duration: 60 minutes)
7. Scroll of Draconic Polymorph into Sand Giant (Duration: 15 minutes)
8. Scroll of Celestial Blood (Duration: 20 minutes)
9. Cast Celestial Aspect: Wings of the Astral Diva (Duration: 11 Minutes) [Wu-Jen]
10. Psychic Circlet: Inertial Armor (Duration: 19 hours)
11. Psychic Circlet: Thicken Skin (Duration: 190 minutes)
12. Psychic Circlet: Force Screen (Duration: 19 minutes)
13. Power Stone of Defensive Precognition (Duration: 20 minutes)
14. Cast Conviction (Duration: 20 minutes) (Chameleon)
14. Scroll of Greater Visage of the Deity (Duration: 20 Rounds)
16. Cast Divine Power (Duration: 20 Rounds) (Chameleon)
17. Quickened Divine Favor (Duration: 10 rounds) (Chameleon), Robe: Minute Form (Duration: 20 rounds)

*End Buffing: Commence Combat*
1-17 Fine sized, with Flight. Each round but the first, uses Ring of Harm to cast Harm on target. On Odd rounds, Morphling flies to the target with his move action. On Even rounds, he flies away. Also, every round (as needed; up to 17 times)
1. Activate Snowflake Wardance Feat; Good Hope; Harm (Quickened Via Rod of Quicken)
9. Quickened Divine Favor;(Duration: 10 Rounds)
14. Contingent Heal is cast
16. Quickened

Meeting the Requirements

1) 100 AC:
+10 (Base)
+19 (Unearthly Grace; Gloura)
+8 (Fine Size; Minute Form)
+25 (Dexterity)
+8 (Augmented Force Shield; Psychic Circlet of Protection)
+7 (Augmented Thicken Skin; Psychic Circlet of Protection)
+13 (Augmented Inertial Armor; Psychic Circlet of Protection)
+12 (Wisdom, Monk's Belt)
+1 (Unnamed, Monks Belt)
+11 (Natural, Sand Giant)
Total: 114

2) +100 to hit
+20 (Insight, Ring of Righteous Strikes)
+19 (BAB; Divine Power)
+8 (Fine Size; Minute Form)
+25 (Dexterity; Weapon Finesse)
+6 (Luck, Divine Favor)
+19 (unnamed Charisma; Snowflake Dancer)
+5 (Enhancement; Greater Magic Weapon)
+1 (Competence, Graft Weapon)
+2 (Moral, Good Hope)
Total: 105

3) 100 Damage
Ring of Harm, Use Activated

4) +100 Bonus to Selected Skill
+22 (Ranks in Diplomacy)
+19 (Charisma)
+19 (Circumstance, Motivate Charisma, Marshal)
+3 (Skill Focus: Diplomacy; Marshal)
+2 (Synergy, Bluff)
+2 (Synergy: Knowledge Nobility and Royalty)
+2 (Synergy: Sense Motive)
+30 (Competance, Amulet of Diplomacy)
+2 (Nymph's Kiss)
+2 (Morale, Good Hope)
+2 (Negotiator)
Total: 108

5) 100 ft movement speed

Celestial Aspect: Wings of the Astral Diva grant wings and a flight speed of 100 (good). This movement is maintained repeatedly throughout the challenge.

6) +100 Bonus on either Fortitude, Reflex, or Will Saves

+12 (Base Ref Saves)
+25 (Dexterity)
+19 (Ruin Delver's Fortune, Ring, Constant effect)
+19 (Unearthly Grace, Gloura)
+5 (Resistance, Cloak of Resistance)
+5 (Luck, Ioun Stone of Lucky Saves)
+5 (Sacred; Ioun Stone of the Holy)
+5 (Morale, Conviction, Chameleon)
+7 (Insight, Defensive Precognition)
Total: 102

7) 100 spell-levels castable

Wu-Jen Levels: 2 (2 = 2)
Chameleon Levels: 6/5/5/5/4/1 (6/10/15/20/20/6 = 77)
Druid Levels: 4/2 (4/4 = 8)
Bard Levels: - 8/8/8/7/6/4 (8/16/24/28/24 = 100)

Total Spell levels available: 187
Total Cast in Combat: +5 (Quickened Divine Favor); +3 (Good Hope) +6 (Quickened Harm) = 14

8) 100 Hit Points
73 (Class Hit Dice)
228 (Con modifier * 19)
Total: 301

9) Survive 100 Hit Points of Possible Damage each round
DR 10/Evil beats all three physical forms (Celestial Blood) (20 Remaining)
Evasion + Ref 100 = ignoring the energies; backup 10 Res to all energies but Profane and Divine.

10) Do it all for 100 seconds (17 rounds)
All spells but Divine Favor, Heal, and Harm last for the entire 17 rounds of the challenge; Divine Favor is cast again before it expires, Harm is cast each round through the ring, and Heal is contingency cast the one time it is needed.



Equipment: * indicates an item detailed at the end of the build
Bracers of the Righteous Strike* (70000 gp, 2800 xp)
Amulet of Diplomacy* (15,750 gp, 630 xp)
Bard's Ring of Ruin Delver's Fortune* (56,000 gp, 2240 xp)
Shirt of Magnificence (Belt of Magnificence put to Shirt slot; both are "Physical Improvement") (75,000 gp, 3,000 xp)
Rod of Quicken (63,750 gp, 2,550 xp)
Psychic Circlet of Protection * (25,650 gp)
Tome of Leadership and Influence +5 (137,500 gp)
Tome of Understanding +1 (27,500 gp)
Masterwork Long Sword (160 gp)
Ring of Harm (Use Activated) (36,000 gp, 1440 xp)
Monk's Belt (3,250 gp, 130 xp)
Robe of Morphing Miniature* (83790 gp)
Bag of Tricks: Grey (225 gp, 9 xp)
Cloak of Resistance +5 (6,250 gp, 250 xp)
Ioun Stone of Lucky Saves*(25,000 gp, 1,000 xp)
Ioun Stone of the Holy*(25,000 gp, 1000 xp)
Ioun Stone of Righteous Aura (40,000 gp, 1,600 xp)

One Use Items:
Scroll of Celestial Blood (675 gp, 27 xp)
Scroll of Energy Immunity: Fire (675 gp, 27 xp)
Scroll of Energy Immunity: Acid (675 gp, 27 xp)
Scroll of Draconic Polymorph, CL 15 (703.13 gp, 29 xp)
Scroll of Greater Visage of the Deity, CL 19 (4275 gp)
Power Stone of Graft Weapon (525 gp)
Power Stone of Psychofeedback ML 20 (2,500 gp)
Power Stone of Assimilate (4,500 gp)
Power Stone of Defensive Precognition ML 19 (475 gp)
Crafted Contingent Spell: Heal (2,700 gp, 108 xp) [Trigger: when reduced to 40 or fewer hit points)

Boccob's Blessed Book (3,125 gp, 125 xp)

Total Spent: 671,178.13 Total Remaining: 88,821.87


Robe of the Morphic Miniature

When not worn, this robe looks large enough to be worn only by a doll. When a Chameleon tries to wear it, though, it resizes itself to fit perfectly. Once per day each, a Chameleon can activate the ring to cast a Shapechange and an Extended Minute Form as a 19th level caster.

Prerequisites: CL 19, Shapechange, Minute Form, Forge Ring, Extend SpellCost: 83790 gp ((19*9*400+19*9*400*.75)*.7(Chameleon)))


Psychic Circlet of Protection 25,650

This fine silver chain is worn around a wearer's head, and is studded with several crystals. When a Psychic Warrior wears this Circlet, he is able to greatly augment his defensive capabilities. Once per day each, he is able to manifest Force Screen, Inertial Armor, and Thicken Skin, each augmented as if his manifester level were 19.

Prerequisites: ML 19, Force Screen, Inertial Armor, Thicken Skin, Craft Universal Item
Cost: 25,650 gp (((19*1*400+19*1*400*.75+19*19*1*400*.5) *1.5)*.7 (Psychic Warriors only))

Ioun Stone of Lucky Saves*

This dark green sphere grants its user a +5 luck bonus on all saving throws
Prerequisites: Craft Wondrous Items, Caster Level 12, Creator must be at least 12th level (25,000 gp, 1,000 xp)


Ioun Stone of the Holy*(25,000 gp, 1000 xp)

This clear rhomboid grants its user a +5 sacred bonus on all saving throws
Prerequisites: Craft Wondrous Items, Caster Level 12, Creator must be at least 12th level (25,000 gp, 1,000 xp)

Bard's Ring of Ruin Delver's Fortune*

When worn by any character other than a Bard, this ancient looking ring cuts and irritates the skin, and provides no benefit. When worn by a Bard, however, the ring bathes the Bard in a pale light (this light has no other affect, and does not provide enough illumination to see by), and the bard is constantly under the effect of Ruin of Delver's Fortune, alterable once per round as a standard action.
Prerequisites: Caster Level 10, Forge Ring, Ruin Delver's Fortune. 56,000 gp, 2240 xp (4 (level)*10 (caster level)*2000*4(Continuous)*.5(Magical Artisan: Forge Ring + Exceptional Artisan)*.5(created)*.7(Bard only)).

Bracers of the Nature's Righteous Strike*


These bracers are always found decorated with a series of targets. When worn by any character but a Druid, they provide no benefit. When a Druid domain wears them, though, the Druid sees his opponents clearer, and is under the constant effect of True Strike.

Prerequisites: Caster Level 3, Craft Wondrous Items, True Strike (70,000 gp, 2800 xp) (400,000 (base) *.7 (Druid only) * .5 (Created) * .5 (Exceptional Artisan + Magical Artisan))





Edits: Changed it quite a bit; a dispute about the legitimacy of Divine Grace with Shapechange came up. *le sigh* So... I made it better, in my opinion. Thanks to Disposable Hero for help and advice on some fixes. Removed Paladin levels, Wu-Jen, Mystic Theurge, Contemplative, Cleric, and Fate Spinner levels. Added Combat Medic, Druid, Fochlucan Lyrist levels. Made focus on Reflex instead of Will Saves, enabling Evasion. Edited some typos, and included Ruin Delver's Fortune in this revision (Yeah, 56K item with no acknowledged uses!)
Please, call me Count :).

Offline 123456789blaaa

  • DnD Handbook Writer
  • ***
  • Posts: 623
  • Not very active here but still active online
    • View Profile
Re: 100^10 Elite Optimization Challenge by Lord of Procrastination
« Reply #3 on: August 10, 2012, 03:12:26 PM »
 Squirrelloid 06-15-05, 08:33 AM Here we go. I'm not sure i have the patience at the moment to sketch this as fully as those before me, but this is the brute force method of doing it =)

Durgin "The Beast" Donnaucht

Ooh! tingles!

C/N Venerable Dwarf Bard1/Diviner7/Master Transmogrifist10/DeepWarden2 (yes, i'm dead serious)

Gives up Evocation.

Base Stats: 2 str, 2 dex, 2 con, 32 (18+6+5+3) int, 11 wis, 34 (18-2+6+5+4+3) cha

Items (690625): Cloak of Charisma +6 (36k), Circlet of Int +6 (36k), Book of Int +5 (137.5k), Book of Cha +4 (110k), Ring of UMD +30 (90k), "Tingles" - Shocking dagger +1 (8k), "Beat-stick" - +5 longsword (50k), Staff of the Beast (Shapechange, Nature's Avatar, Nature's Favor, 20th CL) (125625), Staff of the Chosen (Gr Visage of the Deity, Elation, Divine Power, 20th CL) (97.5k),

Feats: Endurance, Quicken Spell, Eschew Materials, Natural Spell, Snowflake Wardance, WF(longsword), Extend Spell, Arcane Strike

Skills: 11.5 ranks in UMD (cc), enough ranks in other things to qualify for feats and PrCs. I have enough.

Relevant optional features: motivate charisma, favored form: some ape

Prep:
~301 minutes beforehand - Activate staff for Shapechange into an ape using Master Transmogrifist to snag the Shambling Mounds (ex) electricity immunity ability. Duration 200 minutes, doubled because of Master Transmogrifist = 400 minutes. Activate again the following round for Shapechange into an ape and this time grabbing the strength of a Storm Giant (39). As multiple assumptions of form stack for (ex) abilities as per the sage column, we keep the shambling mound ability. Note that Durgin's type is animal.

For the next while - Poke self 4x per round with "Tingles", gaining 10 Con on average per round. There are 10 rounds in a minute. Over 300 minutes, 3000 rounds elapse during which time 30000 points of Con are gained and 5 are lost, for a net gain of 29995 constitution. For the sake of argument, we'll consider that his Con score.

Cast (*) or Activate the following: Nature's Avatar, Nature's Favor (Duration 20 min each), Extended Haste* (26 rounds), Elation (20 rounds), Gr Visage of the Deity (20 rounds), Divine Power (20 rounds), in that order over 6 rounds. All of these last long enough to make it through the challenge.

UMD:
+12 -- 34 base Cha
+23 -- cc ranks in UMD
+30 -- competence item
Total +64, more than enough to activate the staves.

Note on the staves that i'm assuming theyre at a minimum CL20. If UMD allows emulation of CL, then i activate the staff powers at a minimum CL of 45, which increases durations substantially.

Compliance with challenge:

(1) 100 AC: Deepwarden adds my con mod to AC. My con mod for a Con of 29995 (+whatever base con happens to be) is +14992, which is more than 100 AC right there.

(2) +100 to hit:
+20 - BAB (Divine Power)
+20 - cast a Quickened True Strike each round for 15 rounds
+20 - 51 str = 39 base + 6 enh (Divine Power) + 4 (GrVotDeity) + 2 (Elation)
+10 - Nature's Favor, luck
+10 - Nature's Avatar, morale
+12 - Snowflake Wardance
+5 - Enhancement on "beat-stick"
+1 - Arcane Strike (min)
+1 - haste
+1 - WF(longsword)
Total +100 (min)

Notes: (1) i only need +100 for one attack each round, which the quickened true strike gives me. As i have natural spell and eschew materials, casting it should not be a problem (though arguably apes can cast anyway). (2) If UMD emulates caster level, the Nature's Favor bonus has no CL cap and is +1/2 CLs, so would be at least +22 with min CL 45, putting me way over the +100 requirement. (3) Yes, all his memorized spells 5th level and higher for the day are quickened true strikes. He has 15 such slots - 6 5th, 5 6th, and 4 7th including slots from specialization and intelligence.

(3) 100 damage: I get 5 attacks per round (including haste). They deal +20 str damage and +5 enhancement. 5*25 is 125. Even on rounds when i roll a 1, i deal 100 damage without even counting the dice for the longsword. Expectation is fewer than a single 1 per round on an attack roll, so my average damage is over 100.

(4) +100 Selected Skill. Concentration, +~15k from constitution.

(5) 100' movement/round: In the last 2 rounds of the challenge, to satisfy the movement requirement i shapeshift into a Ha-Naga (epic SRD, 20HD, 100' fly speed), mostly for coolness factor, and move 100' the required number of times. As i only need to maintain the +100 to attack 14 rounds, this does not interfere with that.

(6) +100 to a save: My fort save is +~15k from constitution alone.

(7) 100 spell levels castable: As a Wizard of Caster Level 13 with a 32 Intelligence, i can easily cast 100 CLs. I have 164CLs per day (not counting 0th level spells) including those from high intelligence. I cast 88 spell levels during the contest alone (all true strikes, counting the slots they were memorized in).

(8) 100 hit points: With 20 HD, the minimum bonus hp from Constitution is ~60k. Exceeding 100 by ~2.5 orders of magnitude.

(9) Survive 100 damage/round for 17 rounds: Ok, i could mention res10s from GrVotDeity and DR and whatnot, but really, its not relevant. 100 damage/round for 17 rounds is 1700 damage. This is far less than my hp total. Also note i take no damage from electricity, and gain an average of 2.5 Con per round (and 20hp) from the electric damage. If i calculated everything out, i probably gain hp during the challenge just by sitting in there.

(10) Do it all for 17 rounds: This is sufficiently covered above i hope.

Durgin is a beast, and he tanks the whole thing no problem. Yes, the Shambling Mound/Deepwarden isnt the most creative solution, but i think the animal type was an interesting route to +100 to hit (the hardest part, really), and the Diviner/Master Transmogrifist an unusual path to fulfill the shambling mound ability.

A few of his spells end just after the challenge, but with the exception of Divine Power, these are of minor effect relative to the whole, and so in terms of owning, with a little time to rebuff (recast divine power) every 20 rounds, he can be almost this effective 20 minutes running.

Edit: I should note this is the most obvious solution. I've barely tapped the potential of Master Transmogrifist - there are probably multiple ways this type of build could be used to beat the challenge.

More edit: formatting, math errors, etc....

Oh, and i just noticed someone else commented on deepwarden/shambling mound. Heh, hadnt gotten past page 3 before... la la la.

Even more edit: Oh yeah, and no psionics! =p

And yet more edit: Added arcane strike, removed some stupidity on my part.

Wow, edit: Bard replacing Marshal
Please, call me Count :).

Offline 123456789blaaa

  • DnD Handbook Writer
  • ***
  • Posts: 623
  • Not very active here but still active online
    • View Profile
Re: 100^10 Elite Optimization Challenge by Lord of Procrastination
« Reply #4 on: August 10, 2012, 03:13:18 PM »
PhaedrusXY 06-23-05, 02:35 AM Bringer of Fated Justice

Race: Venerable Wild Elf
Classes: Monk1/Sorc6/Pal2/Spellsword3/Fatespinner2/SacredExorcist1/ArcaneDuelist3/WitchHunter2
Benefits: Turn Undead, Cha to AC 4 times (Divine Shield, Unearthly Grace, Apparent Defense, and Ascetic Mage), Cha to saves 3 times (Divine Grace, Unearthly Grace, and Kami's Grace, and to Will again via a magic item described later), Sorc Caster Level 12

Cha 18+3age+4tome+6item+5level+4untyped = 40 (+15 bonus, 16 points)
Wis 14+3age+4enh+4untyped = 25 (+7 bonus, 6 points)
Int 16+3age-2race+2untyped = 19 (+4bonus, 10 points)
Dex 8+2race (19+4enh+2untyped =25 in buffed Planetar form)
Con 8 (20+4enh*+2size+4untyped =30 in buffed Planetar form)
Str 8 (25+6enh+4size+4untyped= 39 in buffed Planetar form)

Skill ranks required for prereqs: Knowledge (Arcana) 10, Profession (Gambler) 8, Survival 10cc, Knowledge (Religion) 10, Knowledge (Planes) 7, Perform 5, Tumble 5
Other skill ranks purchased: Use Magic Device 11cc, Jump 23, Concentration (the rest)

Level Progression
Cha Class Feats purchased Skill points purchased
1 Monk IUS, Stunning Fist, 4 each Know (Arcana&Religion), Tumble, Perform,
Otherworldly and Profession; 2cc Survival and UMD
2-5 Sorc 1-4 Track (3rd) 4 Know (Arcana), 4 Profession, 2cc Survival, 2cc UMD, 4 Concentration
6-7 Pal 1-2 Ascetic Mage (6th) 6 Know (Religion), 1cc UMD and Survival
8-9 Sorc 5-6 Arcane Preparation (9th) 2 Know (Arcana), 1cc Survival and UMD, 2 Concentration, 1cc Tumble
10-12 Spellsword 1-3 Arcane Strike (12th), Dodge (b) 1.5cc UMD and Survival, 9 Jump
13-14 Fatespinner1-2 7 Knowledge (the Planes), 0.5cc Survival, 1cc UMD
15 Sacred Ex1 Mobility (15th) 0.5cc UMD, 1cc Survival, 2 Concentration
16-18 Arcane Duel1-3 Divine Shield (18th) 1.5cc UMD, 1cc Survival, 12 Jump, 3 Bluff
19-20 Witch H1-2 0.5cc UMD, 11 Concentration, 2 Jump

Items: Tome of Leadership +4 (110,000), Monk's Belt (13,000), Cloak of Charisma +6 (36,000), Vest of Resistance +5 (25,000), Scroll of Jump at caster level 3 (75), Potion of Barkskin +5 (1200), Potion of Shield of Faith +5 (900), Scroll of Shapechange (3825), Scroll of Heal (1650), Oil of Magic Vestment +5 (3000), Scroll of Greater Magic Weapon +5 (1500), Scroll of Bear's Endurance (150), Scroll of Cat's Grace (150), Scroll of Owl's Wisdom (150), Scroll of Improved Mage Armor (375), Scroll of Brambles at caster level 10 (750), Scroll of Stoneskin (2150), Scroll of Good Hope (1050), 5 Scrolls of Protection from Elements at caster level 15 (5,626 total), Item granting +30 competence to Jump (90,000) combined with Item granting +2 competence to Use Magic Device (+600), 6 Lesser Metamagic Rods of Quickening (200,000 total), Magic items for +5 Luck and Holy, +4 Profane bonuses to saves (50,000 for +5, 32,000 for +4, 132,000 total), Staff of Holy Power: 2 charges each for Greater Visage of the Deity, Righteous Might, and Divine Power, all at Caster Level 20 (68500+28125+15,000 =111,625), Huge Bluewood Longsword (UE, +800 onto whatever a normal huge longsword is), Scroll of Improved Blink at caster level 20 (2500), 2 contingent Fireballs at 5th caster level triggered by different command words (3000 total), Contingent Divine Favor at caster level 20 (2000, triggered by yet another command word), Crystal Mask of Mindarmor (+4 insight to Will saves, 10,667).

Total spent: 759,743

Magic item slots: Monk's Belt, Cloak of Charisma, Vest of Resistance. There are 11 total slots, so that leaves plenty for the 4 skill and saving throw boosting items.

Spell level: 1 2 3 4 5 6
Spell slots
per day: 6 6 6 6 5 3

Bonus
spell slots: 4 3 3 3 3 2
Total: 10 9 9 9 8 5

10 18 27 36 45 40 30 =206 spell levels total (not counting 0 levels)

Spells actually cast from spellslots: 16 True Strikes (10 prepared via Arcane Preparation in 1st level spell slots, 6 in 2nd), 2 Scorching Rays (2nd, prepared via Arcane Preparation), 2 Hastes (3rd, prepared via Arcane Preparation), and 1 Greater Heroism (6th) . This is 32 total spell levels, 29 of which are cast during the contest, leaving the rest for use with Arcane Strike. To use 9 spell levels every round for all 17 rounds requires 153 spell levels, so he has plenty.

Hit Points: 8+7d8+8d4+4d10+200 =281 (+2 overlapping sources of 20 temporary hit points each)

Attack (huge darkwood longsword, 17-20/x2): 20+14str-2size+5weapon+20DextrousAttack+4morale+3 luck+20Insight+18unnamed =102
Damage 3d8-20+10(Brambles)+14Str+5enh+2Morale+9d4, Avg 47 per attack, 5 attacks per round

Will Save: 21base+7Wis+45untyped(Cha)+5resistance+5 luck+5holy+4profane+4insight*+4morale =100

AC: 10+8AC+24nat+16monk+15ApparentDefense+13 shield+7dex+15deflection-2size+1dodge = 107

Jump: 23ranks+14Str+30enh+30comp+2synergy+4mor ale =103

Preparation rounds: Shapechange (from scroll) into a Nymph for Unearthly Grace and DR 10/Cold Iron, then Polymorph into a Planetar for its physical stats, natural armor, and movement rate. Cast Protection from Elements five times (once for each element). Use all the potions and scrolls, except for the scroll of Heal. Cast Greater Heroism and Haste, Improved Blink from a scroll, and then cast the three spells from the staff (via UMD) while activating the contingent Divine Favor as a free action (triggered by a spoken word).

Use Magic Device: 11ranks+13Cha+4morale+2competence = 30 (even on a 1 he can activate his most difficult item, the scroll of Heal)

Taking Damage: Due to the Protection from Elements spells, DR 10/adamantine from Stoneskin, and DR 10/Cold Iron from the Nymph, he only takes 20 points of damage per round from the Holy and Unholy damage. He ignores 50% of this from Improved Blink, and so only takes 10 points of damage per round on average. The temporary hit points absorb this damage for the first four rounds. I'm saying that only the Cold Iron weapon actually takes points off from the Stoneskin, and he'll ignore that part of the time as well, so the Stoneskin spell should last through the entire trial, and so should the Protection from Elements spells. On average, he should only take 130 points of damage during the entire trial. If he gets injured too badly, he can take a round to cast Heal from his scroll.

Actions taken during the trial:
Round 1-7: Sacrifice 9 spell levels into Arcane Strike, Quicken a True Strike using a metamagic rod, and make a full attack.
Round 8: Arcane Strike and full attack, Quicken a Haste using a metamagic rod.
Round 9: Make a single attack using Arcane Strike for 9 levels (avg 45), trigger a level 5 Fireball from a contingent spell with a verbal command (avg 17.5), move 100 feet, and cast a Quickened (via rod) Scorching Ray (avg 42). Total damage 104.5.
Round 10: Move 100 feet, make a single attack using Arcane Strike for 9 levels (avg 45), trigger a level 5 Fireball from a contingent spell with a verbal command (avg 17.5), and cast a Quickened (via rod) Scorching Ray (avg 42). Total damage 104.5.
Round 11-17: Make full attacks with Arcane Strike and True Strike (as in 1-7).

During rounds 8, 9, and 10, his attack bonus is less than +100, but this is acceptable per rule 2c.

Questionable (in my mind) things I used: Witch Hunter (originally in Oriental Adventures), and sacrificing more than 1 spell per round to use with Arcane Strike. Of course, most DMs wouldn't allow a bunch of items granting weird bonuses to saving throws, either, but I found that part of the challenge to be extremely difficult without that kind of cheese
Please, call me Count :).

Offline 123456789blaaa

  • DnD Handbook Writer
  • ***
  • Posts: 623
  • Not very active here but still active online
    • View Profile
Re: 100^10 Elite Optimization Challenge by Lord of Procrastination
« Reply #5 on: August 10, 2012, 03:14:16 PM »
cvazi 09-15-05, 02:35 PM This build is a combination of nano-bots and my synchonicity+affinity field+fusion trick. Hey- if a kobold can do it, so can a goblin!

Extended Description of how he protects all his followers:
Squibb uses all of the Thralls, cohorts, sub-cohorts, followers and believers he can obtain. Squibb shrinks ALL of them into diminutive size and packs as many as he can into a 40' radius Affinity Field. He uses Affinity Field to give them all energy resistance to all the elemental damage with "Energy Adaptation- Specified" through the affinity field, and every round give them all 100 temporary HP with "Vigor" through the Affinity Field. Therefore, every round, Squib takes 50 points of damage, and all the cohorts and followers will take 50 physical damage, and 50 physical damage through the Affinity Field because Squibb takes 50 damage. So each cohort and follower takes a total of 100 damage per round, which is provided by the massive shared vigor.

Squibb, Goblin King

Goblin: Egoist9-Thrall Herd 10 (XP cusp of ECL20)

Only relavant stats:
Int 19 = 14 (6p) base + 5 tome
Con 18 = 13(5p) + 5 tome
Wis 24 = 13(5p) + 5 tome + 6 belt
Cha 32 = 18(16p) + 5 tome + 5 levels + 6 cloak - 2 Racial

Feats:
Inquisitor(1), Psi-crystal Affinity [Resolved](1), Psicrystal Containment (3), Psionic Meditation (5), Expanded Knowledge: Mindlink (6), Twin Power (9), Expand Power (10), Overchannel (12), Supernatural Transformation(15), Expanded Iron Will(18)

Powers:
SYNCHRONICITY, Compression, Vigor, Swarm of Crystals, Empty Mind, Body Adjustment, Hustle, Energy Adaptation-Specified, Metamorphosis, Temporal Acceleration, Psionic Disinegrate, Fusion, Affinity Field

Equipment:
+5 Tome of Int, +5 Tome of Cha, +5 Tome of Con, +5 tome of wis
bracer of resistance + 5
+6 cloak of Cha
Torc of Power Preservation
Belt of Wis +6
Crystal Mask of Mind Armor


Thralls: x2 Goblin Egoist7-Metamind10 (cusp of ECL 18) Each has leadership- and each cohort has leadership and psionic levitate.

1 sub cohort is a nymph
1 sub cohort is a black guard 2
1 sub cohort is a champion of gwenth
1 follower is a wyrmling white dragon
1 follower is a hexblade3
1 follower is a paladin of tyranny2
1 follower is a palaldin2

This should yield several hundred goblin followers.

Buff rounds (start with 2 foci and as many followers surrounding you as possible):
Round 1: Temporal Acceleration, Augment x2 (thanks to overchannel)
TA Round 1: Metamorphosize into a Choker, Twin Synchronicity, Refocus
TA Round 2: Twin Synchronicity x2, Hustle, Refocus x2, Synchronicity x2
TA Round 3: Twin Synchronicity x2, Hustle, Refocus x2, Synchronicity x6
Round 1: Manifest Widened Affinity Field, Synchronicity x10
Round 2: Fuse with thrall, activate font of power, Manifest Compression (augment for x2 size change and increased duration), have everyone approach, manifest compression again- if you start running out of action, fuse with another follower, and use his synchronicity actions, then dismiss fusion with that follower when he has no more extra actions. Manifest levitate when you cannot fit any more followers in your affinity field.
You and all your followers and cohorts now have nigh-infinte actions per round- and you gain more every round.
Round 3: Along with maintainting the nigh infinite action combination, manifest Energy Adaptation-Specified once for each of the elements in the damage competition: Fire, Cold, Sonic, Electricity and Acid. Also manifest Intellect fortress to halve the damage transfered from affinity field. This should bring the damage per round to 75, which is below the 100 temporary HP granted by Vigor per round.

On round 11, dismiss fusion with your first cohort and fuse with your other cohort. Activate Font of Power

The challenge:
1) 100 AC: Infinte "Aid Another"-check
2) +100 to hit: Infinte "Aid Another"-check
3) Deals 100 damage average per round: Infinte Swarm of Crystals- Check
4) +100 bonus to a selected skill check: Infinte "Aid Another"-check
5) 100 ft movement speed: Fuse with wyrmling follower-Check.
6) +100 Bonus on either Fortitude, Reflex or Will Saves:

Will Save:
+13 Class levels
+12 Empty Mind
+11 Nymph SU ability (fusion)
+11 Black Guard(fusion)
+11 Paladin(fusion)
+11 Paladin of Tyranny(fusion)
+11 Hexblade(fusion)
+7 Wis
+4 Insight-Crystal Mask of mind armor
+5 Resistance Bonus-Ring
+2 Iron Will
+2 Psicrystal
=====
+100 Will Save-CHECK.

7) 100 spell-levels castable: Yeah- I can do that.
8) 100 hit points: Con is +4, + 1 min per HD- Check
9) Survive 100 points of possible damage each round: Overchanneled Vigor for 100 points per round- check!
10) Must sustain all of these stats for 100 seconds (that's effectively 17 rounds) Check
Please, call me Count :).

Offline 123456789blaaa

  • DnD Handbook Writer
  • ***
  • Posts: 623
  • Not very active here but still active online
    • View Profile
Re: 100^10 Elite Optimization Challenge by Lord of Procrastination
« Reply #6 on: August 10, 2012, 03:15:23 PM »
Lusden Veharo 11-11-05, 09:45 AM Q: Do I have to get exactly 100? Can I go over?
A: Yes, you can go over, silly literalist.

"The Silly Literalist"

Half-Fey(1)/Nixie (3)/Paladin 2/Cleric 1/Sorceror 7/Arcane Duelest 3/Witch Hunter 2/Risen Martyr 1

Cleric domains: Celerity and any; I prefer Luck
I have 23 turning attempts.
I use Shapechange to turn into a Nymph, then Polymorph to turn into a Dire Bear.

Starting stats are 8/8/8/14/16/18 before racial mods; after, they raise to 4/16/6/16/20/30.

Final Stats:

Strength:
31 (Dire Bear)
+3 (Inherent, Wish)
+8 (Size, Animal Growth)
+6 (Enhancement, Divine Power)
+2 (Morale, Elation)
+4 (Unnamed, Greater Visage of the Diety)
+20 (Unnamed, Psychofeedback)
=74

Dexterity:
13 (Dire Bear)
+2 (Morale, Elation)
+4 (Enhancement, Divine Agility)
-2 (Size, Animal Growth)
+2 (Unnamed, Greater Visage of the Diety)
-1 (Ability Burn, Psychofeedback)
=18

Constitution:
19 (Dire Bear)
+4 (Size, Animal Growth)
+4 (Unnamed, Greater Visage of the Diety)
-7 (Ability Burn, Psychofeedback)
=20

Intelligence:
14 (Point Buy)
+2 (Racial, Nixie)
+3 (Age)
+2 (Unnamed, Greater Visage of the Diety)
-11 (Ability Burn, Psychofeedback)
=10

Wisdom:
16 (Point Buy)
+2 (Racial, Nixie)
+2 (Racial, Half-Fey)
+3 (Age)
+6 (Enhancement, Periapt of Wisdom)
+4 (Unnamed, Greater Visage of the Diety)
-1 (Ability Burn, Psychofeedback)
=32

Charisma:
18 (Point Buy)
+8 (Racial, Nixie)
+4 (Racial, Half-Fey)
+3 (Age)
+4 (Inherent, Tome of Leadership)
+6 (Enhancement, Cloak of Charisma)
+2 (Unnamed, Risen Martyr)
+5 (Unnamed, Levels)
+4 (Unnamed, Greater Visage of the Diety)
=54

Preparations:
Burn 1 Dexterity, 7 Constitution, 11 Intelligence and 1 Wisdom to gain +20 Strength using Psychofeedback

Feats:
B Dodge
B Weapon Finesse
1 Nymph's Kiss
3 Divine Might
6 Mobility
9 Track
12 Nimbus of Light
15 Arcane Strike

Starting Languages are Aquan, Celestial, Common, Elven, Sylvan

Skills: Knowledge: Arcana, Perform (cc), Tumble (cc), UMD (cc), UPD (cc) are taken at every level up to 10. After that, Jump replaces Tumble and Perform. I have enough skill points to max UMD and UPD (though both are cross-class) and Jump, and that's all that matters.

One of my third level spells is Magic Circle Against Evil, taken at sixth level as a Sorceror.


1) 100 AC
10 Base
+22 Nymph
+22 Risen Martyr
+22 Arcane Duelist
+09 Natural
+07 Insight, Defensive Precognition
+04 Armor, +2 Twilight Leather Armor
+04 Dexterity
+01 Dodge feat
+01 Dodge, Haste
-02 Size (Huge)
=100

2) +100 to hit
This one took most of my effort to reach. Here's all the bonuses that I've piled up:
+16 BAB (Divine Power)
+15 Dexterous Attack
+32 Strength
+10 Luck (Nature's Favor)
+10 Morale (Nature's Avatar)
+7 Insight (Offensive Precognition)
+5 Enhancement on Weapon
+4 Arcane Strike (4 spell levels)
+1 Enchant Chosen Weapon (Arcane Duelist)
+1 Competance from Graft Weapon
+1 Haste
-2 Size (Huge)
= +100

3) Deals 100 damage average per round

+32 Strength
+22 Divine Might
+10 Nature's Avatar
+10 Nature's Favor
+10 Arcane Strike (average)
+10 Brambles
+08 Offensive Prescience
+07 Huge Club
+06 Enhancement
-15 Dexterous Attack
= 100

If push comes to shove and I miss during the first two rounds, I'll simply delay moving away-only the round I have to move closer is at risk of missing entirely, and that round I have a reroll from the Luck domain.

4) +100 bonus to a selected skill check
Jump:
+8 for base speed
+2 for having 5 ranks in Tumble
+20 for having 20 ranks in Jump
+30 for the Jump spell
+5 for a Ring of Jumping
+32 for being really, really strong
+4 for Greater Heroism
-1 for an Armor Check Penalty
= +100 Jump

5) 100 ft movement speed
The Dire Bear has a base speed of 40 feet, which the Celerity domain changes to 50 feet. Greater Visage of the Diety gives me wings with a fly speed twice my normal movement speed, so my wings can haul me around at 100 feet a round.

6) +100 Bonus on either Fortitude, Reflex or Will Saves
+22 Divine Grace
+22 Nymph
+22 Kami's Grace
+10 Base
+07 Insight, Defensive Precognition
+05 Resistance, Vest of Resistance
+04 Dexterity
+04 Morale, Greater Heroism
+04 Luck, Lucky Shoes
= +100

7) 100 spell-levels castable
Not counting the 0 level spells, I have:
Cleric: 5 spell levels
Sorceror: 95 spell levels
For 100 total levels I can cast. Keeping the theme strong!
I sacrifice 68 spell levels to Arcane Strike, and cast the spell Feather Fall 10 times during the challenge-I'm not using my Swift actions.

8) 100 hit points
16d12 hit dice = 104 hit points on average, plus 80 bonus hit points for high con and 11 for Heroism. 195 hit points total is greater than the 100 needed, sadly.

9) Survive 100 points of possible damage each round
I can pass the reflex save to avoid the 70 points of energy damage, and Shapechanging into a Nymph grants DR 10/Cold Iron. I therefore take 10 points of damage a round for a total of 170 before any spells. I'm using one of those: Stoneskin, cast by myself at caster level 7, to prevent 70 damage over the course of the challenge. Thus, I take 100 damage.

10) Must sustain all of these stats for 100 seconds
A great many of these buffs will run out the round after the challenge is over, so I maintain these stats for 100 seconds.

If any of these are wrong, please let me know so I can tweak them to exactly 100. I'm picky like that-I had this beating 100 on all of them nearly a full day before this post, the delay only because I wanted it exact.

Power Up:

Pull on all gear except the shield, cast Stoneskin at caster level 7, then activate the scrolls in the order they are listed, one a round. The final half dozen are done in animal form, but Use Magic Device never lists any restrictions on body parts or vocal cords needed-we're already tricking the item into working when it shouldn't, why should such silly things as hands and words be required? Wish is used to gain a +1 Inherent bonus to strength, and is used after I turn myself into an animal to remove any stacking questions.

During the challenge:

Round 2: Free Action, Divine Might into the grafted arm. Move action, put on shield. Standard action, belt them for 100 damage. Swift Action, caster Feather Fall.
Round 2: Free Action, Divine Might into the grafted arm. Move action, move toward the enemy. Standard action, belt them for 100 damage. Swift Action, caster Feather Fall.
Round 3: Free Action, Divine Might into the grafted arm. Move action, move away from the enemy. Standard action, belt them for 100 damage. Swift Action, caster Feather Fall.
Round 4: Free Action, Divine Might into the grafted arm. Move action, move toward the enemy. Standard action, belt them for 100 damage. Swift Action, caster Feather Fall.
Rounds 5-11: Free Action, Divine Might into the grafted arm. Standard action, belt them for 100 damage. Swift Action, caster Feather Fall.
Rounds 12-17: Free Action, Divine Might into the grafted arm. Standard action, belt them for 100 damage.

Scrolls/Power Stones:

Graft Weapon; ML 7; 525 gp
Spikes; CL 20; 1500 gp
Shapechange; CL 17; 3,825 gp
Offensive Precognition; ML 19; 475 gp
Offensive Prescience; ML 19; 475 gp
Defensive Precognition; ML 19; 475 gp
Heroism, Greater; CL 11; 1650 gp
Jump; CL 9; 225 gp
Polymorph; CL 12; 1200 gp
Animal Growth; CL 9; 1125 gp
Nature's Favor; CL 20; 1500 gp
Nature's Avatar; CL 20; 4500 gp
Wish; CL 17; 28,825 gp
Wish; CL 17; 28,825 gp
Wish; CL 17; 28,825 gp
Psychofeedback; ML 20; 2500 gp
Divine Agility; CL 19; 2,375 gp
Greater Visage of the Diety; CL 18; 4,050 gp

Total cost of scrolls: 112,875 gp

Standard Magic Items:

Tome of Leadership +4; 111,000 gp
Periapt of Wisdom +6; 36,000 gp
Cloak of Charisma +6; 36,000 gp
Ring of Jumping; 2,500 gp
+2 Twilight Wild Leather Armor; 36,160 gp

Custom Magic Items:

Ring of Resistance +5
As the cloak; 25,000 gp

Skullcap of Magical Intuition
This skullcap brings out latent talents when dealing with magical and psionic items.
+10 Competance Bonus to Use Magic Device and Use Psionic Device; 20,000 gp

Muscle Belt
Any cleric knowledgable about anatomy that wears this belt will be constantly under the effects of a Divine Power spell.
Requires 10 ranks in Heal to use, Cleric only; 141,120 gp

Topaz Ioun Stone
This ioun stone helps keep its wearer out of the way of harm physical harm.
+4 Luck bonus to Reflex saves; 64,000 gp

Bracers of Activity
When a cleric, strong of faith, wears these bracers, they fill him with energy and resolve.
Elation, continuous; Cleric only; 33600 gp

Mundane Items:

1,500 jade circlet for Shapechange

Total Gold Spent:

619,755 gp

First up for scrutiny, The Silly Literalist (boards1.wizards.com/showpost.php?p=76829...)

All in all, I like the flavor. Wise use of Single Attribute Dependence, I'd say. There are a few qualms, though, that would help out if you could clarify/correct, Lusden Veharo: In the AC section, the Silly Literalist forgets that s/he is Huge, and is somewhat easier than normal to hit (-2 AC).
Have you accounted for the fact that activating your items/scrolls/powerstones generally requires a standard action each? This would expand the preparation time and cut down on the available duration of each spell for in-challenge use.
Caster Level disparity. In your price listings, some of the items are listed at minimal CL/ML, yet in your challenge-results calculations, they appear as if they are operating at maximum caster level. Brambles is a good example of this.
I'm not certain if it's fair to obtain the +2 to hit bonus from being invisible. Why? Because it assumes that the target of the attack is either 1) a "sighted creature" and/or 2) the target is incapable of seeing invisible things. These are both false assumptions in that there is no target creature to begin with -- only a desire for capability of attaining such an attack bonus. It seems awkward to start automatically assuming benefit from highly circumstantial bonuses. To fully account for such circumstances, we have to start positing a wide variety of assumptions which needlessly complicate the challenge.
Custom item pricing is a little off in a few places. The Divine Power and Greater Invisibility items should be 156,800 gp. (4 Spell Level * 7 Caster Level * 2000 * 4 duration modifier)
Activating all those power stones requires Use Psionic Device, not just Use Magic Device. The DC to use a power stone is 20+ML of power, so you'll need to obtain a consistent +39 bonus. With about +20 Cha, you're well on your way, but you should probably sink any leftover skill points you have into UPD. In any case, grap at least one rank in it so you can use it "trained."

Good work. I'm sure we can iron out these little bumps. Dark_beebles and deathwishjoe, you're next!

1) You're right, I did forget to include Huge on the AC, but that's all better now-I also forgot to include my natural armor bonus. I think I lost it somewhere-Deathless, maybe?-but Shapechange would bring it back, just like it brings back my Con score.

2) They may take standard actions to activate, but only the final three have a duration based on rounds/level. The rest are all minutes/level, and so they safely exceed the duration required by the challenge. Only the final three are limited, and those are all cast in sequential order right before the challenge begins. Also, I originally said I'd be activating them "one per round", so do you still have any concerns?

3) Also correct, so I'm thankful that I had excess cash to spend.

4) OK, I removed the bonus from Invisibility and tweaked around the numbers. Jump is a little less neat this way, sadly, but I'm not invisible anymore.

5) The prices are correct. It's (4 Spell Level * 7 Caster Level * 2000 * 4 duration modifier * .7 Sorceror only * .9 Requires skill ranks to use); you forgot the final part. I figured 10 ranks would be fitting, but I can go as high as needed due to a massive int score.

6) Gragh, I forgot that UMD and UPD aren't covered by transparency rules. Still, I have a vast fortune of skill points and +22 charisma, so I don't need much.


Now, about the Half-Fey part being +2 LA: I know that now, but there's two things I need. First is the name of the +2 cha, -2 wis template out there-something about mages, I think. The next is to find a +1 LA template that gives +2 charisma.

Edit:

Thanks for updating in a timely fashion, Lusden Veharo. There are a few points still outstanding, though. Before in-game mechanics, though, could you please try to use the "edit" function instead of reposting everything for your revisions? It would really cut down on clutter if you could do that.


Size AC modification looks good. However, there is now an un-labeled +2 AC bonus on your list.
You are mostly correct about durations. However, you have forgotten that Brambles, is a round/level spell, and occurs way earlier in your casting routine. At current listings, it would run out before the challenge ends.
You may have fixed some prices for the items based on increased CL/ML, but the listed caster levels still look a little akilter. To use a common example: Brambles is still at CL 5 in the item list, but you're still attributing a +10 bonus in the damage part of the challenge from Brambles.
A new thought -- wouldn't your dire bear form assimilate and render nonfunctional the majority of your worn magic items? This is one of the tricky features of the Alter Self => Polymorph => Shapechange spell chain.

Regarding templates/races from Dragon, I would advise against it. The rules limit material to that from "WotC Dungeons and Dragons 3.5 Products." Dragon magazine is a Paizo product, even if it is "supported" by WotC. I'm sure you can find Charisma-boosting options that do not rely upon the sometimes-questionable material that arises from Dragon Magazine.

Of course; I only reposted this time because the last post was several pages deep. Once I've got it all straight I'm going to replace the original with the fixed version.

1) Ick, you're correct. That bonus doesn't exist and wasn't used.

2) It's not that I forgot Brambles is round/level, it's that I used Spikes and wrote down Brambles. The price listed is for a third level spell, so all that needed changing was the name.

3) Amusingly, I fixed the price and forgot to change the listed caster level. All better.

4) I figure the following slots are usable for a bear: head, eyes, neck, belt, cape, armor (wild), arms, rings. Asuming I'm correct, all items now fit, and I have enough cash to unslot any remaining ones you object to. The shield is questionable enough in my mind to be removed, as well; it was a holdover from when I was going to use Divine Shield.

As to Dragon-that's why I was checking. I don't receive the magazine, so I didn't know how far the Wizards affiliation goes. I still have 1 level to spend to gain 4 charisma, plus any new sources I can find.
Please, call me Count :).

Offline 123456789blaaa

  • DnD Handbook Writer
  • ***
  • Posts: 623
  • Not very active here but still active online
    • View Profile
Re: 100^10 Elite Optimization Challenge by Lord of Procrastination
« Reply #7 on: August 10, 2012, 03:16:10 PM »
deathwishjoe 11-06-05, 05:40 PM I thought Id see if I could make my recent build work for the 100^10 challenge.


Name: Mr. roboto
race: Human
class: wizard 5/incantatrix 3/void disciple 12/

Str:8
Dex:8
Con:8
Wis: 18
Int: 23
Cha: 8


level 1 iron will
level 1 spell penetration
level 3 heighten spell
level 5 craft wondrous item
level 6 extend spell
level 6 persistent spell
level 9 craft magic arms and armor
level 12 craft construct
level 15 magical artisian (construct)
level 18 arcane disciple (war)

19 HD effigy huge sized 48,000 GP
wand of repair critical damage 60.000 GP
contigent spell of protection from energy (fire) 3000 GP set to when I wake up
contigent spell of protection from energy (cold) 3000 GP set to when I wake up
contigent spell of protection from energy (sonic) 3000 GP set to when I wake up
contigent spell of protection from energy (electricity) 3000 GP set to when I wake up
contigent spell of protection from energy (acid) 3000 GP set to when I wake up
contigent spell of protection from energy (fire) 3000 GP set to when the first contingency wears out
contigent spell of protection from energy (cold) 3000 GP set to when the first contingency wears out
contigent spell of protection from energy (sonic) 3000 GP set to when the first contingency wears out
contigent spell of protection from energy (electricity) 3000 GP set to when the first contingency wears out
contigent spell of protection from energy (acid) 3000 GP set to when the first contingency wears out
diamond worth 100 GP (spell focus)
large chest 5000 GP (spell focus)
small chest 50 GP (spell focus)
ring of +20 to spell craft 40,000 GP

.
the effigy creature we made is a Storm Giant with the following templates and in the following order.

Storm Giant (type == giant)
half black dragon (type == dragon)
half blue dragon (type == dragon)
half green dragon (type == dragon)
half red dragon (type == dragon)
half white dragon (type == dragon)
half brass dragon (type == dragon)
half bronze dragon (type == dragon)
half copper dragon (type == dragon)
half gold dragon (type == dragon)

half silver dragon (type == dragon)
half amethyst dragon (type == dragon)
half battle dragon (type == dragon)
half brown dragon (type == dragon)
half chaos dragon (type == dragon)
half crystal dragon (type == dragon)
half deep dragon (type == dragon)
half emerald dragon (type == dragon)
half etherial dragon (type == dragon)
half fanged dragon (type == dragon)

half howling dragon (type == dragon)
half oceanus dragon (type == dragon)
half pyroclastic dragon (type == dragon)
half radiant dragon (type == dragon)
half rust dragon (type == dragon)
half sapphire dragon (type == dragon)
half shadow dragon (type == dragon)
half song dragon (type == dragon)
half styx dragon (type == dragon)
half tarterian dragon (type == dragon)

half topaz dragon (type == dragon)
paragon (type == dragon)
effigy (type == construct)



and has the following stats and bonuses.

str: 298
dex: 27
con: -
int: -
wis: 11
cha: 1

AC 178
150 land, 300 ft fly (average)
458 HPs
DR 10/adamantine

during the buffing rounds we use the incantatrixes ability to persist the protection from energy spells and divine power. we then tell the construct to accept the next spell I am going to cast on it. I then cast magic jar and then posses the effigy. I then put my body in the chets and cast secret chest on it and send it to the astral plane. I swallow the soul jar gem and the small chest and enter the challange.

1) 100 AC
+12 insight bonus (paragon)
+12 luck bonus (paragon)
+8 (dex)
-2 (size)
+127 natural armor (various templates)

2) +100 to hit
+20 BAB
+144 Str bonus

3) Deals 100 damage average per round
with 4 attacks at level 20 and doing +89 damage with just strenght alone we make this easy and then some.

4) +100 bonus to a selected skill check
lets go with jump. (free your mind)
+12 cross class skill ranks
+144 str bonus
+48 speed bonus

5) 100 ft movement speed
50ft base
X3 paragon = 150 ft

6) +100 Bonus on either Fortitude, Reflex or Will Saves
this one was a bit trickier. we use the void disciples void release to add our Str bonus to our will save 3 times during the compitition so we can keep it up long enough.

+15 base will save
+ 144 str bonus to will

7) 100 spell-levels castable
with the spells of a 16 level wizard we have 115 spell levels

8) 100 hit points (don't laugh until you read the next one...)
19d10 (maxed by paragon) + 19 * 12 (paragon bonus HPs) = 458

9) Survive 100 points of possible damage each round
we have 170 points of damage over the entire compitition of the ten types.
fire immunity up to 240 points of damage from protection from energy spells
cold immunity up to 240 points of damage from protection from energy spells
sonic immunity up to 240 points of damage from protection from energy spells
electricity immunity up to 240 points of damage from protection from energy spells
acid immunity up to 240 points of damage from protection from energy spells
DR 10 adamantine covers the 2 non adamantine forms of physical damage.
we are now taking 30 damage a turn. to help offset this damage we can use repear critical damage every other turn from the wand and from my own prepared spells to keep me from dying.

10) Must sustain all of these stats for 100 seconds
yep just barely on the will save and HPs issue but yeah I made it.
Please, call me Count :).

Offline 123456789blaaa

  • DnD Handbook Writer
  • ***
  • Posts: 623
  • Not very active here but still active online
    • View Profile
Re: 100^10 Elite Optimization Challenge by Lord of Procrastination
« Reply #8 on: August 10, 2012, 03:17:10 PM »
thorian 01-14-06, 03:25 AM Here is my entry for your consideration. I have tried to put together a simple character that meets the given criteria without resorting to infinite loops.

Theyla Eseriel
Race: Aasimar (Lesser Planetouched [PGtF 191])
Class: Cleric 19 / Marshal 1
(Marshal added last to avoid XP penalty,
could have been done with Paladin 2 just as easily though.)
Exp: 190,000
Deity: None
Align: Neutral Good
Gender: Female
Size: Medium (5'6" 114 lbs.)
Speed: 30 ft.
Cash: 760,000 gp (max 190,000 gp per item)

Attributes:
BUY: (18 WIS, 18 CHA = 32 points)
BUFFS: {Assimilate, Draconic Polymorph (Pit Fiend), Elation, Giant Size (via Miracle),
Girallon's Blessing, Fuse Arms, Owl's Insight, Righteous Aura, Visage of the Deity}
Net P.F. Other
STR 102(+51) 45(+17) 5/inherent, 6/enhancement, -/age, 4/VotD, 4/asm, 32/GS,
2/morale(elation), 4/gb+fa
DEX 39(+14) 27(+8) 0/inherent, 6/enhancement, -/age, 2/VotD, 4/asm, -2/GS,
2/morale(elation)
CON 60(+25) 29(+9) 5/inherent, 6/enhancement, -/age, 4/VotD, 4/asm, 12/GS
INT 17(+3) 8(-1) 0/inherent, 0/enhancement, 3/age, 2/VotD, 4/asm
WIS 46(+22) 18(+4) 5/inherent,10/enhancement, 3/age, 4/VotD, 4/asm, 2/racial
CHA 51(+20) 18(+4) 5/inherent, 6/enhancement, 3/age, 4/VotD, 4/asm, 2/racial,
4/sacred(ra), 5/level

Saving Throws:
BUFFS: {Marshal aura, Mysticism Domain, Greater Heroism, Ruin Delver's Fortune,
Superior Resistance}
Fort +107 = 10/clr17, 2/marshal1, 25/con, 6/resistance, 4/morale, 20/luck=cha,
20/insight=cha(rdf), 20/circ=cha(aura)
Ref +50 = 5/clr17, 0/marshal1, 14/dex, 6/resistance, 4/morale, 20/luck=cha, 1/haste
Will +64 = 10/clr17, 2/marshal1, 22/wis, 6/resistance, 4/morale, 20/luck=cha

Armor Class:
BUFFS: {Divine Shield feat, Barkskin, Draconic Polymorph (Pit Fiend), Giant Size,
Mage Armor, Magic Vestment(x2), Sirine's Grace}
AC: 117 = 10/base, 14/dex, 6+20/shield+div.shield, 4/armor, 20/deflection=cha,
23+12+5/natural, -8/size, 1/haste

HD: 19d8(=89)/cleric-19 + 1d8(=4)/marshal-1
HP: 593 (+76 Temp) = 93/classes + 500/con(25*20);
Temp = 76/Nature's Avatar, 20/Divine Power, 20/Greater Heroism

Attacks:
BUFFS: {Create Magic Tattoo, Divine Power, Greater Magic Weapon, Nature's Avatar,
Nature's Favor, Precognition, Offensive}
BAB: +20/+15/+10/+5 = (BAB=20 with Divine Power)
Attacks: +101/+101/+96/+91/+86 = 20/BAB, 51/str, -8/size, 5/enhancement, 10/morale(na),
7/insight, 10/luck(nf), 1/haste, 2/invisible, 1/wf, 2/comp
Damage: 6d6+101 [20/x2] = 76/str*1.5, 5/enhancement, 10/morale(na), 10/luck(nf)

Skills:
Craft (drawing) 10 = 1/ranks, 3/int, 4/morale, 2/circumstance
Jump [cc] 112 = 1/ranks, 51/str, 4/morale, 10/competence,
30/enhancement, 16/speed-70
Use Magic Device [cc] 39 = 5/ranks, 20/cha, 4/morale, 10/competence
Use Psionic Device [cc] 39 = 5/ranks, 20/cha, 4/morale, 10/competence

Feats:
01 Char 01 : Extend Spell
03 Char 03 : Persistent Spell
06 Char 06 : Divine Metamagic (persistent)
09 Char 09 : Divine Shield [CWar 106] add CHA to shield for 1 round per 2 char lvl
12 Char 12 : Weapon Focus (spear)
15 Char 15 : Divine Metamagic (extend)
18 Char 18 : whatever

Class Abilities:
Cleric 1 : Turn Undead, Domains (Mysticism [CDiv], Spell [PGtF])
Marshal 1 : Skill Focus (diplomacy), Minor Aura (demand fortitude)

Cleric Spells of Note:
Caster Level: 20 = 19/Cleric, 1/orange ioun stone
Bonus Spells: based on 28 wisdom
Spell Domain [PGtF]: You gain a +2 bonus on Concentration and Spellcraft checks.
Mysticism Domain [CDiv]: Apply your Charisma modifier as a bonus on all saving throws.

0: [6]

1: [5(3)+d]
Mage Armor (spell domain)
Conviction [Mini] +5 morale to saves
2: [5(2)+d]
-
Resist Energy (sonic)
3: [5(2)+d]
Anyspell (Create Magic Tattoo [PGtF] +2 competence to attacks)
Celestial Aspect fly 100'
Elation, Extended [BoED] +2 morale to STR, DEX, +5 speed
Fuse Arms [SavS] +4 to STR with Girallon's Blessing
Girallon's Blessing [SavS] use with Fuse Arms
Magic Vestment
Refreshment [BoED] removes all non-lethal damage
4: [5(2)+d]
Anyspell (Jump  +30 enhancement to Jump skill)
Magic Weapon, Greater
5: [5(2)+d]
Anyspell (??)
Divine Power, Extended
Superior Resistance  +6 resistance to saves
Vigor, Greater  fast healing 4
6: [4(1)+d]
Anyspell, Greater (Draconic Polymorph )
Righteous Might, Etended  DR 9/evil
-
7: [4(1)+d]
Anyspell, Greater (Sirine's Grace  (Brd 4) AC gets +CHA deflection bonus)
-
8: [3(1)+d]
Anyspell, Greater (Ruin Delver's Fortune  (Brd 4) +CHA to a save as insight)
-
9: [3(1)+d]
Anyspell, Greater (Heroism, Greater  (Brd 5) +4 morale to attacks, saves, skills)
Miracle (Nature's Favor  (Drd 3) +10 luck to attack & damage)
Miracle (Greater Invisibility  (Wiz 4) +2 attack)
Miracle (Giant Size , Wu Jen 7) +32 STR, -2 DEX, +12 CON, +12 Natural Armor, -8 AC, -8 attack
Visage of the Deity  4 STR, +2 DEX, +4 CON, +2 INT, +4 WIS, +4 CHA, type=outsider

Equipment:
Price Name
137500 Manual of Bodily Health +5
137500 Manual of Gainful Exercise +5
137500 Tome of Leadership and Influence +5
137500 Tome of Understanding +5
8302 Spear +1, Sizing
0 Armor: none
15 Shield: buckler
55 Artisan's Tools +2 circumstance to craft (drawing)
36000 Amulet of Health +6
36000 Gloves of Dexterity +6
36000 Cloak of Charisma +6
10000 Ring of Jumping, Improved +10 competence to Jump
1800 Quiver of Ehlonna (for staffs, rods, etc.)
30000 Ioun Stone, Orange Prism (+1 cl) why not?
10000 Headband of Use Magic Device  +10 competence to UMD
10000 Third Eye of Use Psionic Device  +10 competence to UPD
3825 Power Stone of Assimilate  (Psi 9) +4 unnamed to each ability score, 1 hour
450 Power Stone of Precognition, Offensive  (Psi 1)
+7 insight to attack 1 min/ml (25gp*18ml)
7650 Rune  of Nature's Avatar  (Drd 9)
+10 morale to attack & damage, 1d8 temp hp/cl, plus haste (50gp*9*17)
600 Scroll of Barkskin  (Drd 2) +5 enhancement to natural armor (25gp*2*12)
700 Scroll of Polymorph  (Wiz 4) (25gp*4*7)
700 Scroll of Righteous Aura  (Pal 4) +4 sacred to CHA (25gp*4*7)
----------------
742097 TOTAL GP


Prep Routine:

~1 hour before the challenge
Spell / Effect Duration
Cast Mage Armor....................20 hours
Cast Resist Energy (sonic).........200 minutes
Cast Create Magic Tattoo...........1 day (via Anyspell)
Cast Magic Vestment................20 hours
Cast Magic Weapon, Greater.........20 hours
Cast Superior Resistance...........20 hours
Cast Ruin Delver's Fortune.........24 hours (Greater Anyspell, Divine Metamagic(persist))
Cast Greater Visage of the Deity...24 hours (persistent via Divine Metamagic)
Cast Righteous Aura................200 minutes (UMD on scroll)
Cast Barkskin......................200 minutes (UMD on scroll)

~5 minutes before the challenge
Spell / Effect Duration
Cast Summon Monster I to kill with Assimilate
Activate Assimilate................60 minutes (UPD on power stone)
Cast Polymorph (baboon)............7 minutes
Cast Nature's Favor................20 minutes (via Miracle)
Activate Nature's Avatar...........17 minutes (via rune)
Dismiss Polymorph (baboon)
Cast Conviction....................20 minutes
Cast Jump..........................20 minutes (via Anyspell)
Cast Greater Heroism...............20 minutes (via Greater Anyspell)
Activate Precognition, Offensive...18 minutes (UPD on power stone)
Cast Draconic Polymorph............20 minutes (via Greater Anyspell)
Cast Girallon's Blessing...........200 minutes
Cast Fuse Arms.....................200 minutes
Cast Celestial Aspect..............20 minutes

immediately before the challenge
Spell / Effect Duration
Cast Vigor, Greater................30 rounds
Cast Elation.......................40 rounds (extended)
Cast Divine Power..................40 rounds (extended)
Cast Righteous Might...............40 rounds (extended)
Cast Giant Size....................2 minutes (via Miracle, extended via Divine Metamagic)
Cast Greater Invisibility..........20 rounds (via Miracle)
Cast Sirine's Grace................20 rounds (via Greater Anyspell)

during the challenge
Draw spear from quiver and activate sizing ability


Contest:
1) 100 AC
AC is 117.
2) +100 to hit
Full attack is +101/+101/+96/+91/+86.
3) Deals 100 damage average per round
Damage per attack is 6d6+101.
4) +100 bonus to a selected skill check
Jump is 112.
5) 100 ft movement speed
Celestial Aspect gives 100' fly for entire challenge.
6) +100 Bonus on either Fortitude, Reflex or Will Saves
Fort save is +107.
7) 100 spell-levels castable
At least double that.
8) 100 hit points (don't laugh until you read the next one...)
593 HP plus 76 temp HP.
9) Survive 100 points of possible damage each round. 10 each of Fire, Cold, Sonic,
Electricity, Acid, Profane, Divine, Piercing (silver and magic),
Bludgeoning (cold iron and magic), and Slashing (adamantine and magic)
Immune to all energy via spells and Pit Fiend resistance. DR 9/evil from Righteous Might
protects against all but 1 damage from the three weapon types. I think I take the
profane and divine. That totals 23 per round, but I regenerate 5 per round from Pit
Fiend and Fast Heal 4 per round from Greater Vigor, netting 12 damage taken per round.
There goes my temp HP, oh well. I still end the challenge with over 400 HP.
10) Must sustain all of these stats for 100 seconds (that's effectively 17 rounds)
No problem.

Edit 1: Split code tags for readability.
Edit 2: Extended a couple of spells to make duration 40 rounds, so there would be no doubt they would last at least 17 rounds.


--------------------------------------------------------------------------------

LordofProcrastination 01-14-06, 02:33 PM Brilliant work, Thorian. Clear, concise, and overwhelmingly successful. I can't see a single problem with your build.

While I doubt that any issues will be found, let us wait the customary few days for any other CO-member criticism to find what I in my enthusiasm may have missed.

If anything, your build is a stunning example of the power of simplicity matched with tactical genius regarding resource use in D&D. That, and the fact that Clerics kick arse.
« Last Edit: August 10, 2012, 03:28:07 PM by 123456789blaaa »
Please, call me Count :).

Offline 123456789blaaa

  • DnD Handbook Writer
  • ***
  • Posts: 623
  • Not very active here but still active online
    • View Profile
Please, call me Count :).

Offline 123456789blaaa

  • DnD Handbook Writer
  • ***
  • Posts: 623
  • Not very active here but still active online
    • View Profile
Re: 100^10 Elite Optimization Challenge by Lord of Procrastination
« Reply #10 on: August 10, 2012, 03:33:50 PM »
That's the last of the originals. Should I add some of the other challengers in other threads? Oh and you can post now.
Please, call me Count :).

Offline sirpercival

  • Epic Member
  • ****
  • Posts: 10855
  • you can't escape the miles
    • View Profile
Re: 100^10 Elite Optimization Challenge by Lord of Procrastination
« Reply #11 on: August 10, 2012, 04:13:06 PM »
Who's taking over the adjudication?  I have questions.
I am the assassin of productivity

(member in good standing of the troll-feeders guild)

It's begun — my things have overgrown the previous sig.

Offline 123456789blaaa

  • DnD Handbook Writer
  • ***
  • Posts: 623
  • Not very active here but still active online
    • View Profile
Re: 100^10 Elite Optimization Challenge by Lord of Procrastination
« Reply #12 on: August 10, 2012, 04:16:27 PM »
Who's taking over the adjudication?  I have questions.

I'm not sure actually. You guys are much better equiped to know something like that so I'll let you guys decide (maybe make a new thread to decide?)
Please, call me Count :).

Offline phaedrusxy

  • DnD Handbook Writer
  • ****
  • Posts: 10708
  • The iconic spambot
    • View Profile
Re: 100^10 Elite Optimization Challenge by Lord of Procrastination
« Reply #13 on: August 11, 2012, 11:26:36 PM »
Wow, holy crap. It's actually been 7 years since this was originally posted? I'm kind of surprised you could still find it to repost, considering all the crap that's happened on the WotC boards during that time... And looking at my character just reminds me of how much time I wasted in graduate school...  :lmao
I don't pee messages into the snow often , but when I do , it's in Cyrillic with Fake Viagra.  Stay frosty my friends.

Offline Averien

  • Lurker
  • *
  • Posts: 5
  • I'm new!
    • View Profile
Re: 100^10 Elite Optimization Challenge by Lord of Procrastination
« Reply #14 on: August 13, 2012, 08:12:51 AM »
Urnsk chiming in...  and yeah.  This page is getting saved for my own nostalgia.  That challenge was a ton of fun, but holy smurf am I with Phadrus about how much time was spent on this kind of thing "back in the day".  Two kids and a degree later, it'd be nice to have even half of that time available to me now...

Offline EjoThims

  • DnD Handbook Writer
  • ***
  • Posts: 531
  • The Ferret
    • View Profile
Re: 100^10 Elite Optimization Challenge by Lord of Procrastination
« Reply #15 on: August 13, 2012, 01:46:56 PM »
A great blast from the past.

Offline 123456789blaaa

  • DnD Handbook Writer
  • ***
  • Posts: 623
  • Not very active here but still active online
    • View Profile
Re: 100^10 Elite Optimization Challenge by Lord of Procrastination
« Reply #16 on: August 13, 2012, 03:16:28 PM »
Wow, holy crap. It's actually been 7 years since this was originally posted? I'm kind of surprised you could still find it to repost, considering all the crap that's happened on the WotC boards during that time... And looking at my character just reminds me of how much time I wasted in graduate school...  :lmao

 Pyro_Azer had the whole thing saved in this thread.
« Last Edit: August 13, 2012, 03:58:48 PM by 123456789blaaa »
Please, call me Count :).

Offline Amechra

  • Epic Member
  • ****
  • Posts: 4560
  • Thread Necromancy a specialty
    • View Profile
Re: 100^10 Elite Optimization Challenge by Lord of Procrastination
« Reply #17 on: August 14, 2012, 02:11:31 AM »
Hmmm...

Hypothetically, if you could achieve all the goals but the spellcasting one through something like Incarnum, would that requirement be waived?

Why is that requirement there in the first place? If you could achieve everything through non-casting, shouldn't that be allowed?
"There is happiness for those who accept their fate, there is glory for those that defy it."

"Now that everyone's so happy, this is probably a good time to tell you I ate your parents."

Offline linklord231

  • Epic Member
  • ****
  • Posts: 3346
  • The dice are trying to kill me
    • View Profile
Re: 100^10 Elite Optimization Challenge by Lord of Procrastination
« Reply #18 on: August 14, 2012, 03:51:00 AM »
Hmmm...

Hypothetically, if you could achieve all the goals but the spellcasting one through something like Incarnum, would that requirement be waived?

Why is that requirement there in the first place? If you could achieve everything through non-casting, shouldn't that be allowed?

I think LoP just wanted another 100 to tack on. 

Edit:  Actually, looking at the rules again, I think you could just buy a wand of a 2nd level spell and cast it 5 times during the challenge. 
« Last Edit: August 14, 2012, 01:54:11 PM by linklord231 »
I'm not arguing, I'm explaining why I'm right.

Offline Alternator

  • Lurker
  • *
  • Posts: 9
  • I'm new!
    • View Profile
Re: 100^10 Elite Optimization Challenge by Lord of Procrastination
« Reply #19 on: August 14, 2012, 05:19:31 AM »
I've been hoping to find this somewhere!  I'm Lusden Veharo from the bad old boards, so that Silly Literalist is my baby.  I'm reasonably certain that errata since then have rendered it null and void, but honestly I can't be bothered to try and recreate it.

I have a week off work coming up, and it might be fun to try this one again.  I used to have details on the Dextrous Improbability somewhere; a single classed Wilder who used hyper-boosting of his Dexterity score to achieve the improbable.  I think I had the Dex into the mid-80s; might be able to do better now, with more books released.  I'll have to think about it.