Author Topic: Help me optimize my spiked chain Duskblade??  (Read 6993 times)

Offline jeffrie

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Help me optimize my spiked chain Duskblade??
« on: December 04, 2013, 11:35:01 PM »
Human
Martial Rogue2/Fighter2/Duskblade4

Now there are only three of us: a straight fighter two handed power attack max str kid, the DM's standard healbot cleric npc, and myself. Real informal (we know little about high level spellcasters), but i can see if we played more we could get deeper into it. (two of us have decades of experience). Anyway, i picked the Duskblade because it was one of the easiest casters, and etc, but i wanted to show the fighter some proper feat chain stuff, as he wanders around with them and takes endless feat heavy nowhere feat chains.

This might seem a bit generic/lame, but it is plenty optimized for these folks. Still, i don't want to get behind if the DM starts to up the ante. Anyway, any help is appreciated.

I am not against a dip, but really don't want to make things too complicated. Duskblade16 is ok too.

Nice feat heavy option, with picks from just three common sources/ideas. Loses only 1 bab. It's a bit MAD, so 32 point buy, i guess. 16, 14, 14, 12, 14, 8  lvl bonus to str. The campaign is already at 4th lvl but my DM would let me change those i bet.

1Humancombat expertise req for imp trip
21st lvlcombat reflexesfor AoO
3Martial rogue 1exotic weaponspiked chain
4Martial rogue 2improved tripand that's the whole point
53rd lvlpower attackpretty cheesy with spont true strike
6Fighter 1 (3rdlvl)improved initiativeWOULD CONSIDER LOSING THIS?
7Fighter 2 (4thlvl)deft opportunist+4 to all AoO. check
86th lvl (duskblade2)practiced spellcaster  +4 = HD
99th lvl (duskblade5)open featCONSIDER LEAP ATTACK
1012th lvl (duskblade8)open featTOO LATE FOR IMP DISARM?
1115th lvl (duskblade11)open featVERY FEW IDEAS/ TRAVEL DEVOTION?
12  18th lvl (duskblade14)  open featAND PROBABLY NEVER PLAY PAST 10TH lvl

Well besides some feat critique/edit, i would like some magic item help.
The Chain: or course elongate (enlarge person is on DB list), and what else? Something simple?

D260 Ioun stone, orange prism +1 to caster level 30,000: What do you think?
D260 Ioun stone, pearly white spindle Regenerate 1 point of damage per hour 20,000: This would take pressure off whatever other heal option? or redundant?
D260 Ioun stone, pale green prism +1 on attack rolls, saves, skill checks, and ability checks 30,000: These seem expensive, but they are the kinds of things I'm interested in. (help?)
M121 Ring of arcane might +1 to arcane caster level 20,000: Seems like a no brainer?

Oh well, I'm tired, it's late. I'll think better tomorrow.

« Last Edit: December 25, 2013, 12:53:49 PM by jeffrie »

Offline ZhonLord

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Re: Help me optimize my spiked chain Duskblade??
« Reply #1 on: December 05, 2013, 12:52:39 AM »
Some feat options:
Knock-down (Sword and Fist)
Prereq's: BAB +2, Str 15+, Improved Trip
Whenever you deal 10 or more points of damage to your opponent in melee, you make a trip attack as a free action against the same target. 
(does not grant the benefit of an immediate attack if you successfully trip, as it is essentially a reverse-order Improved Trip, but it's very useful when paired with Arcane Channel since you're practically guaranteed to deal the minimum 10 damage)

Smiting Spell (Metamagic, PHB2)
Prerequisite: BAB +1, caster level 1st.
You can alter a spell with a range of touch to transfer its energy from your hand to a weapon that you hold. The next time you strike an opponent with that weapon, the spell discharges. The target takes the normal damage and effects of a successful attack in addition to the spell's effect. Once you place a spell into a weapon, you must discharge it within 1 minute, or its energy dissipates harmlessly.
You can place a smiting spell on a piece of ammunition or a projectile, such as a sling bullet, an arrow, or a crossbow bolt. In such a case, the spell dissipates if the attack misses. The spell cannot be placed on a bow, crossbow, sling, or similar weapon that uses ammunition.
A smiting spell uses up a spell slot one level higher than the spell's actual level.
(fun thing about this feat is that you can charge a spell into your weapon during any round your foes are out of range, and then use arcane channeling on your next in-range melee attack to deliver two spells with a single blow)

Arcane Strike (Complete Warrior)
Prerequisite: Access to 3rd-level arcane spells, BAB +4.
When you activate this feat (a free action that does not provoke an attack of opportunity), you can channel arcane energy into a melee weapon, your unarmed strike, or natural weapons. You must sacrifice one of your spells for the day, but you gain a bonus on all your attack rolls for 1 round equal to the level of the spell sacrificed, as well as extra damage equal to 1d4 points x the level of the spell sacrificed. The bonus you add to your attack rolls from this feat cannot be greater than your base attack bonus.
(spending low-level spells on this feat is great for boosting attacks of opportunity and giving yourself a better chance to hit foes with your higher-level Arcane Channeled spells)


Also, ditch the ring of arcane might.  +1 caster level is not very useful for a duskblade, only adding a single die of extra damage at most in any given situation.  Instead, get the Ring of Spell Battle (Magic Item Compendium) and make sure you keep your Spellcraft skill as high as possible.  You will find it infinitely more useful, even though its automatic dispel or redirect is only 1/day.  And it's 8000 gold cheaper, double win!
« Last Edit: December 05, 2013, 01:07:39 AM by ZhonLord »

Offline jeffrie

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Re: Help me optimize my spiked chain Duskblade??
« Reply #2 on: December 05, 2013, 06:48:59 AM »
Thanks Zhonlord:

A question about Knock-down. If i do Arcane Channel with say Shocking Grasp i get a 3 attack (with metal armor) "melee touch attack with the weapon", and do 1d6 per caster level (with Practiced Spellcaster = 5d6 at 6th lvl) for an (almost) guaranteed 10+ damage. Now to do a trip takes a 'contact' first, and WOULDN'T THE SUCCESSFUL TOUCH DISCHARGE THE SPELL?
At which time i would normally get the opposed check.
If the opposed check fails wouldn't Knock-down give another trip attempt?complete with touch attack?

Don't think i can use Smiting Spell...I'm certainly not giving up any Swift Invisibility for 17 dam.

Arcane Strike sounds like it would work well with melee Arcane Channeling (full attack). I would get the (unnamed) bonus on all attacks (including AoO) for the whole round? Yeah.

I think i like the Ring of Spell Battle, thanks. The orange stone cost even more than the Ring of Arcane might, which i still like because of CL checks, Spell Penetration, Duration, etc. Plus, when
Arcane Channeling (full attack) kicks in i will get the 'extra' damage on ALL attacks. right?

What about the pearly white stone? Work well with Vampiric Touch? Got a better self heal option?

And what about the chains properties? Blurstrike?

Offline ZhonLord

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Re: Help me optimize my spiked chain Duskblade??
« Reply #3 on: December 05, 2013, 09:24:11 AM »
Thanks Zhonlord:

A question about Knock-down. If i do Arcane Channel with say Shocking Grasp i get a 3 attack (with metal armor) "melee touch attack with the weapon", and do 1d6 per caster level (with Practiced Spellcaster = 5d6 at 6th lvl) for an (almost) guaranteed 10+ damage. Now to do a trip takes a 'contact' first, and WOULDN'T THE SUCCESSFUL TOUCH DISCHARGE THE SPELL?
At which time i would normally get the opposed check.
If the opposed check fails wouldn't Knock-down give another trip attempt?complete with touch attack?
Like I said above, Knock-Down is literally a reverse-order Improved Trip.  Normally, you make a trip attempt and if you succeed you get a free attack.  Instead, you make a normal attack and if you succeed you get a free trip attempt (without having to make a touch attack, since you already made contact with the normal attack; the touch roll to try and trip wouldn't trigger an Arcane Channel discharge anyway).  There are no extra trip attempts or attacks to be gained, you just swap the order in which things happen - and trust me, that's useful enough.  You should see what a charger build can do with this feat.

Quote
What about the pearly white stone? Work well with Vampiric Touch? Got a better self heal option?

And what about the chains properties? Blurstrike?
Honestly, the Pearly White stone is a complete waste of money.  When you're in combat Vampiric Touch will serve you very well, out of combat grab yourself as many Healing Belts as you want (MIC) for 750gp apiece.  Each belt heals up to 6d8 per day, and it has no wear time requirement so you can just swap them out after each one is used up.  Ioun stone can't BEGIN to compete with that much healing.  1hp per hour = 24hp per day.  You can do more than that with a single belt and three standard actions.

As for weapon enchantments, I'm not much help there.  My builds focus on providing their own weaponry most of the time.
« Last Edit: December 05, 2013, 09:38:07 AM by ZhonLord »

Offline Iainuki

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Re: Help me optimize my spiked chain Duskblade??
« Reply #4 on: December 05, 2013, 10:59:26 AM »
I don't have time now for a real writeup, so I'll give some short advice with no explanation.

1: feat rogue: Combat Expertise, Improved Trip, Stand Still (XPH/SRD)
2: feat rogue: EWP (spiked chain)
3: fighter: Combat Reflexes, Practiced Spellcaster
4: fighter: open
5: duskblade
6: duskblade: open

Stand Still is essential for monsters you can't trip.  You want Arcane Strike eventually but with this build you don't get 3rd-level arcane spells until 13th-level and so can't take the feat until 15th.  You might want to consider dropping a level of fighter so you can pull that forward to 12th.  If you won't get past 10th, don't bother.  Power Attack, Smiting Spell, and Knock-down are all bad choices: the first won't increase your damage much if at all (you can't use true strike with arcane channeling) , Smiting Spell has awful action economy, and for the third, reversing the order of Improved Trip isn't very useful (Knock-down is errataed to clarify that you don't get an extra attack from Improved Trip).  Improved Initiative is always a good feat, and you want Extend Spell eventually for 10 m/l level buffs.  I prefer Expert Tactician (CAd) to Deft Opportunist.  There are many other potentially-useful feats, I'd look at Close-Quarters Fighting (CW, Dr), Supernatural Instincts (FC2), and Obtain Familiar (CAr).

Items that increase caster level are not very useful for you because they add minimal damage.  Put money into your weapon and Str items first.  Unless you're running far above wealth-by-level, you probably won't be able to afford weapon properties until after 10th level because you'll need three +1 spiked chains of different materials.  Weapon augment crystals (MIC) are good, get a lesser fiendslayer crystal to negate DR/good and a crystal of arcane steel for arcane channeling.  Get a flying mount at some point to keep up with the casters.

Offline jeffrie

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Re: Help me optimize my spiked chain Duskblade??
« Reply #5 on: December 05, 2013, 11:53:48 PM »
Thank you again Zhonlord. Actually you have helped me with the magic items quite a bit already.

Thank you, Iainuki, for your response.
I had already started to move Stand Still up the ranks for my choices. I think you taught me that one last year.  And as you said Arcane Strike can't be had till 3rd lvl spells, which if the one of the fighter levels is dropped it also delivers the 5th level DB spells at 20th.

I had already written off Smiting Spell, and Knockdown is what made me remember Stand Still, but i am not sure i agree with Power Attack being not much use... Why can't you use True Strike with Power Attack? Is it because I will 'always' be using Arcane Strike? And why can't Arcane Strike be used with True strike?

Improved Initiative I usually love, but with readied actions and Elongated Spike Chain with Enlarge scrolls and AoO i will just be rewriting initiative anyway. Expert Tactician sounds good, but one maybe attack compared to +4 to up to 4 AoO per round? remember, once they are prone they get a -4 AC (added to str, bab, and +1 magic weapon = +14 pre-buff @5thlvl).

Close Quarters Fighting has some potential.As does Supernatural Instincts. Always nice to know who's the target, and why.

Isn't there a feat that lets you know when an arcane caster is directing a spell at you? Or is that an item?


« Last Edit: December 05, 2013, 11:58:02 PM by jeffrie »

Offline jeffrie

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Re: Help me optimize my spiked chain Duskblade??
« Reply #6 on: December 06, 2013, 03:52:30 AM »
1HumanCombat Expertise req for imp trip
21st lvlCombat Reflexesfor AoO
3Martial rogue 1Exotic Weaponspiked chain
4Martial rogue 2Improved Tripand that's the whole point
53rd lvlPower Attackpretty cheesy with spont true strike
6Fighter 1 (3rdlvl)Deft Opportunist+4 to all AoO. check
76th lvl (duskblade3)Practiced Spellcaster  +4 = HD
89th lvl (duskblade6)Stand Stillfor non tripable creatures
912th lvl (duskblade9)Arcane Strike3rd lvl spells
1015th lvl (duskblade12)Travel DevotionJust Rocks
11  18th lvl (duskblade15)  open featAND PROBABLY NEVER PLAY PAST 10TH lvl

Possible option with only 3 non DB levels. One less feat but gets all spell levels, and Arcane Strike at 12th.

Funny thing. Thanks for the help so far, but  i really was wanting magic item help. I know feats alot better than Items. So far i just have the +1 elongating chain (and the belt of healing). Looking for what exactly to add to the chain with.
« Last Edit: December 06, 2013, 03:54:34 AM by jeffrie »

Offline Iainuki

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Re: Help me optimize my spiked chain Duskblade??
« Reply #7 on: December 06, 2013, 09:59:23 AM »
I had already written off Smiting Spell, and Knockdown is what made me remember Stand Still, but i am not sure i agree with Power Attack being not much use... Why can't you use True Strike with Power Attack? Is it because I will 'always' be using Arcane Strike? And why can't Arcane Strike be used with True strike?

You can, but true strike takes a standard action to cast and only works on one attack, and it's range personal so you can't cast it with arcane channeling.  You will do more damage if you ignore true strike and cast spells like shocking grasp and vampiric touch with arcane channeling and/or full attack.  I have a mathematical analysis of Power Attack in a guide I'm writing that's about the lockdown/action-control melee style, but the math is more involved than you usually see around here and the TL;DR is that (barring transferring the penalty to your AC instead of your attack) Power Attack really only increases your damage more than Weapon Specialization if you have a very high hit chance and little bonus damage.  With Arcane Strike, arcane channeling, and GMW, this is not true of the duskblade.

Improved Initiative I usually love, but with readied actions and Elongated Spike Chain with Enlarge scrolls and AoO i will just be rewriting initiative anyway.

Where is elongated from?  I have no idea what it is or does.  Readying actions sucks for weapon-users because you can't ready a full-round action and thus can't full attack.  Even if you plan to ready actions anyways, it's still critical to act before enemies on the first turn.

Expert Tactician sounds good, but one maybe attack compared to +4 to up to 4 AoO per round? remember, once they are prone they get a -4 AC (added to str, bab, and +1 magic weapon = +14 pre-buff @5thlvl).

Expert Tactician's effect lasts for a round, so if you hit with one AoO, you will get +2 attack and damage with subsequent AoOs and your attacks on the next round, and your allies will also benefit.

It's a bit MAD, so 32 point buy, i guess. 16, 14, 14, 12, 14, 8  lvl bonus to str. The campaign is already at 4th lvl but my DM would let me change those i bet.

Shouldn't that be 16, 14, 14, 14, 12, 8?  Duskblades are Int-based casters and you need 13 Int for Combat Expertise and Improved Trip.

enlarge person is on DB list

Enlarge person is not on the duskblade spell list.  You can use potions of it, but without UMD or dipping another caster class, you can't use scrolls or wands of it.

As for magic items, up to 10th level all you'll be able to afford are +1 spiked chains of the three materials (adamantine, cold iron, and silver), a +1 composite longbow, +1 mithral breastplate or full plate, a handy haversack, a +2 or +3 cloak of resistance, a flying mount with some cheap barding, and the usual mundane items all adventurers need.  All of these are essential.  You can slip in some other cheap items like brute gauntlets (MIC 83), a belt of healing, or a chronocharm of the horizon walker (MIC 86), but you won't have money for weapon properties or exotic wondrous items.

Offline phaedrusxy

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Re: Help me optimize my spiked chain Duskblade??
« Reply #8 on: December 06, 2013, 10:20:52 AM »
As for magic items, up to 10th level all you'll be able to afford are +1 spiked chains of the three materials (adamantine, cold iron, and silver), a +1 composite longbow, +1 mithral breastplate or full plate, a handy haversack, a +2 or +3 cloak of resistance, a flying mount with some cheap barding, and the usual mundane items all adventurers need.  All of these are essential.  You can slip in some other cheap items like brute gauntlets (MIC 83), a belt of healing, or a chronocharm of the horizon walker (MIC 86), but you won't have money for weapon properties or exotic wondrous items.
I disagree strongly with these "required" magic weapons. Just get one adamantine spiked chain, and a few vials of Silversheen. DR is often not that significant, and it is not worth spending big bucks on a golf bag of weapons to be able to bypass all forms of it. If you're really worried about it, get Metalline or Shadow Striking added to your chain when you can afford it.

I wouldn't buy a magical bow at all. If it is absolutely impossible to get into melee AND you're up against something with DR X/magic, then pull out your mundane bow and cast Magic Weapon on it (or use an oil of Magic Weapon, if you don't want to use a spell known, or don't have an ally who can provide a temporary enhancement bonus).

What I would buy is a couple of +1 gauntlets. On one, put Smoking, and on the other put Warning. That will give you constant concealment and a +5 on initiative, both of which are well worth the money. I'd suggest adding these enchantments onto the Gauntlets of the Ghost from the MiC, which basically add the Ghost Touch property to all of your weapon and spell attacks, for only 4k.

Other items I highly recommend:
+1 Deathward Buckler/Dastana (4,375 gp)(once per day as an immediate action become immune for 1 round to negative energy and death effects)
Tunic of Steady Spellcasting (+5 Concentration, 2500 gp, CAdv)
Gloves of Object Reading (3k)
Third Eye of Clarity (3000 gp, immediate mental action, negate confused, dazed, fascinated, or stunned)
Scout's Headband: True Seeing 1/xday for 1 round as an immediate action (about 3k, MiC)
two Rings of Diamond Mind, Initiate (3000 gp each) for the Will and Fortitude saving throw counters
Ring of Anticipation (6000 gp, roll initiative twice)
Belt of Battle (12k, +2 comp to Init, 3 charges for extra actions) and Health (Con +4) (16,000 gp)
« Last Edit: December 06, 2013, 10:28:02 AM by phaedrusxy »
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Offline awaken_D_M_golem

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Re: Help me optimize my spiked chain Duskblade??
« Reply #9 on: December 06, 2013, 04:49:24 PM »
There's a few ways to wield the Chain 1 handed.
New one recently popped up on Fun Finds
... (which of course I can't find right now).
Your codpiece is a mimic.

Offline Nezkrul

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Re: Help me optimize my spiked chain Duskblade??
« Reply #10 on: December 06, 2013, 04:50:21 PM »
Exotic Weapon Proficiency [General]
Prerequisite- Base attack bonus +1

Offline Iainuki

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Re: Help me optimize my spiked chain Duskblade??
« Reply #11 on: December 08, 2013, 01:45:29 PM »
I disagree strongly with these "required" magic weapons. Just get one adamantine spiked chain, and a few vials of Silversheen. DR is often not that significant, and it is not worth spending big bucks on a golf bag of weapons to be able to bypass all forms of it. If you're really worried about it, get Metalline or Shadow Striking added to your chain when you can afford it.

phaedrusxy's disagreement made me go back and look at the question of material DR in more detail.  There are more than 247 core monsters in the SRD.  It's hard to give an exact number because it depends on how you count certain groups of monsters like elves, true dragons, and hydras.  247 undercounts the actual number of monsters because it counts certain groups of monsters that ought to be split like demons, devils, angels, archons, and inevitables.  A reasonable count is probably somewhere around 300, splitting the groups that should be and counting the dozen or so Product Identity monsters.  (If you split all the monsters out, you get 587, but this is a significant overestimate because it counts true dragons of all age categories and hydras, cryohydras, and pyrohydras with different numbers of heads, among other trivial distinctions, as separate monsters.)  Of those, 14 have DR/silver of some sort, 4 with DR 5, 6 with DR 10, and 4 with DR 15.  18 have DR/cold iron, 7 with DR 5, 10 with DR 10, and 1 with DR 15.  In the core, only golems have DR/adamantine, 1 with DR 5, 3 with DR 10, and 1 with DR 15.  (I'm counting templates with variations, like afflicted versus natural lycanthropes and vampires versus vampire spawn, twice.)  Since core monsters don't have multiple types of material DR, that's about 34 total monsters with material DR, or somewhere between 12-15% of all core monsters depending on exactly which you lump and which you split.

When you do encounter those 12-15% of monsters, though, DR hammers your damage.  A character with 16 Str and a spiked chain starts off dealing 9 expected damage.  With a +1 weapon, a +2 Str item, and +2 Str from levels after 8th level, their damage goes up to 15.  DR 5 comes in as early as CR 3, some of the example lycanthropes have DR 10/silver at CR 5, and by CR 8, all monsters with material or alignment DR from non-template sources have DR 10 or better.  The core class that adds the most damage per hit, rogue, only adds 10.5 by 5th level and 17.5 by 9th level, so DR reduces their damage by somewhere between one-third and one-half.  The implication is that you're better off using a non-magical cold iron or silver chain when up against material DR, and those are cheap enough you should certainly buy them. The only reason to get them enchanted is for creatures that have material DR and DR/magic in conjunction.  In the core, only vampires and the three nightshades have that, and I'd feel comfortable using scrolls or a wand of magic weapon as a backup for that.

With these numbers in mind, I'd say stick to masterwork silver and cold iron chains, but you must have those.  Silversheen is in general not a good replacement for alchemical silver compared to carrying a silver chain, since one use of silversheen is almost as expensive as the silver chain itself, it potentially requires an action in combat, and after you've fought nine encounters with DR/silver, you could have bought a +1 silver chain for the money you spent.  Metalline and shadow striking are probably out of the scope of your campaign.  Compared to buying three chains of different materials, the minimum character level, assuming you're investing half your wealth by level into your weapon, metalline doesn't become better than buying three weapons until 13th level.  Shadow striking doesn't become more cost-effective for material DR until 16th level, though it does work on alignment DR.  I am much less comfortable using magic weapon with a bow because DR/magic is common and a cheap wand or scroll is not likely to have a long enough duration for a slow fight because bows don't do much damage, so you'd have to learn the spell yourself when there are better choices for 1st-level spells even given the duskblade's very limited spell list, but you may want to go that way.

I don't yet have data on non-core monsters so I can't estimate frequencies there, though anecdotally I know that more different types of monsters get material DR: for instance, non-core monsters that aren't golems get DR/adamantine.  Non-core monsters may or may not change this analysis.

Given another 6-8 kgp to spend, I'd buy gauntlets of ogre power and an amulet of health or improve your cloak of resistance before branching out into other magic items.

What I would buy is a couple of +1 gauntlets. On one, put Smoking, and on the other put Warning. That will give you constant concealment and a +5 on initiative, both of which are well worth the money. I'd suggest adding these enchantments onto the Gauntlets of the Ghost from the MiC, which basically add the Ghost Touch property to all of your weapon and spell attacks, for only 4k.

Smoking is an overpowered, poorly-designed weapon property from an obscure Faerun-specific 3.0 supplement.  For comparison, the minor cloak of displacement takes up a slot, costs 24 kgp, and gives concealment.  Smoking is obviously out of line, and no one should take it, ever.  A gauntlet of warning probably won't break the game but the whole business of taking weapon properties that were priced as if you were going to put them on your primary weapon and putting them on a secondary weapon, because WotC writers are dumb, is sleazy and questionable.  If you want better initiative, go with an honest alternative like a ring of anticipation (DU 100), which phaedrusxy and I both recommend.

I don't know where the gauntlets of the ghost are from as I can't find them in the MIC.  However, there are four incorporeal monsters in the core, total, and out of 2678 monsters in the Monster Index (https://www.wizards.com/default.asp?x=dnd/lists/monsters), only 74 are incorporeal.  Incorporeal monsters are dangerous, but they're so rare that spending 4 kgp to negate the miss chance is a waste of money.

+1 Deathward Buckler/Dastana (4,375 gp)(once per day as an immediate action become immune for 1 round to negative energy and death effects)

A buckler gives a -1 penalty to attack rolls while you're wearing it, and there's no way a specialized defensive ability is worth a -1 global attack penalty.  Dastanas are another obscure 3.0 setting-specific mistake that I would avoid.  Other people have a much higher opinion of deathward than I do.

Belt of Battle (12k, +2 comp to Init, 3 charges for extra actions) and Health (Con +4) (16,000 gp)

You should never break the action economy unless you're aiming to disrupt the game and make your DM's life harder.

phaedrusxy's other item suggestions are good, but as I said, I would focus on getting basic numeric bonuses first.

Offline phaedrusxy

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Re: Help me optimize my spiked chain Duskblade??
« Reply #12 on: December 08, 2013, 01:52:16 PM »
The Gauntlets of the Ghost are part of the Wraith's Woe set, which also includes an item that gives you constant Hide from Undead (with no save, even for intelligent undead). Two items (out of three) give you Detect Undead at will, also.

Edit: After more carefully reading the OP, I do agree that some of the other items I suggested are probably a bit much for the type of game he's describing (more "beer and pretzels" than "Rocks fall, you all die"). I'd been optimizing the heck out of a character for a high level "tough as nails" game, and had used a lot of the things I suggested for my character there. :P
« Last Edit: December 08, 2013, 01:57:52 PM by phaedrusxy »
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Offline SorO_Lost

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Re: Help me optimize my spiked chain Duskblade??
« Reply #13 on: December 08, 2013, 03:33:10 PM »
Anyone suggest Flaws yet?

Also Passive Way Monk 2 gives Combat Expertise & Improved Trip and you do not need to meet Int requirements. Better Saves too.

Delaying progression of Duskblade is a bad thing, ditch the Fighter level and Deft Opportunist. Just focus on improving your Attack Bonus (duskblade can help) instead.

Offline awaken_D_M_golem

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Re: Help me optimize my spiked chain Duskblade??
« Reply #14 on: December 10, 2013, 05:23:06 PM »
Your codpiece is a mimic.

Offline muktidata

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Re: Help me optimize my spiked chain Duskblade??
« Reply #15 on: December 11, 2013, 01:36:58 AM »
Ummm..
Barbarian 2...
Pounce at 1...
Imp Trip at 2...
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