Akalsaris' entry:
[spoiler]Prospero, the Netherese Arcana-Wartroll!
Iron Chef #4: optimizing the Suel Arcanamach from Complete Arcane
Chef Akal-Saris
2/16/09
Questionable rules, etc: uses an online alternate class feature to save skill points by trading ride for tumble. Otherwise everything should be legal.
Snapshot: 1st level build
Prospero, the rightful Duke of Tzindylspar, the legendary City of Rubies
Human Crusader 1
"What foul play had we that we can from thence? Or blessed was't we did?"
- The Grimouire Arcanamacha, on ancient Netheril
Stats, background, and tactics:
Character background: Prospero is part of an ancient family that ruled as the powerful archmages of Netheril untold eons ago. The young man works now as a simple crusader for Mystra, trusting in his goddess to one day deliver to him his birthright - the fallen throne of Tzindylspar!
Stats:
Medium Humanoid
Hit Dice: 1
Initiative: +0
Speed: 30
Armor Class: 16 (or 18 with shield)
Base Attack/Grapple: +1/+3
Attack: Glaive +4, 1d10+4; or Longsword +4, 1d8+3, and maneuvers.
Full Attack: Glaive +4, 1d10+4; or Longsword +4, 1d8+3.
Space/Reach: 5ft
Special Qualities: N/A
Saves: Fort +5, Will -1, Reflex +0
Abilities:
Str: 16
Dex: 10
Con: 16
Int: 08
Wis: 8
Cha: 14
Skills:
Jump 4R, Tumble 4R, Concentrate 3R, Spellcraft 2R Cross Class), Language: Ancient Netherese (1R)
Feats:
1st hmn: Extra Granted Maneuver
1st char: Goad (C. Adv.)
Special: Trade Ride for Tumble (Online Cityscape Enhancement)
Possessions:
Glaive, Large Shield, Long Sword, Splint Mail, Dagger, 8GP
Starting maneuvers: Crusader's Strike, Leading the Attack, Stone Bones, Sapphire Nightmare Blade, Vanguard Strike
Starting Stance: Martial Spirit
Tactics: Prospero is, first and foremost, the party tank. He's got a healing aura and a healing strike to help keep people in the fight, as well as possible DR 5/adamantine from Stone Bones. Ideally, Prospero will power his furious counterstrike with damage taken, keeping himself healed with crusader's strike and martial spirit. His move actions are used to power Goad, a basic DC 13 taunt that will help him maintain "threat" on intelligent opponents.
Prospero, Heir to the Netherese Legacy
Snapshot: 7th level build
Human Crusader 5/Soulborn 1/Suel Arcanamach 1
"The government I cast upon my brother, and to my state grew stranger, being transported
And rapt in secret studies."
- The Grimouire Arcanamacha, on the Sorcerer-King Larloch's path towards Netherese battle-magics.
Stats, background, and tactics:
Character background:
Prospero continues to adventure, having discovered the last legacy of his ancient birthright: the
Grimouire Arcanamacha! Pursuing the secrets within the tome, he soon finds the power to change his shape and form, altering his size and arms to better himself as a warrior...but this is only the beginning!
Large Humanoid
Active spells: Enlarge Person, Fist of Stone
Hit Dice: 7
Initiative: +0
Speed: 15 (armor)
Armor Class: 17 (+9 Armor, -1 Size, -1 Dexterity)
Base Attack/Grapple: +7/+18
Attack: Glaive +13, 2d8+11; and maneuvers.
Full Attack: Glaive +16/+8, 2d8+11, Slam + 1d8+7
Space/Reach: 10ft space, 20ft reach (5ft base, 10ft large, 20ft reach weapon)
Special Qualities: N/A
Saves: Fort +9, Will +3, Reflex +1
Abilities:
Str: 24 (16 base, augmented by Enlarge Person, Fist of Stone)
Dex: 08 (10 base, decreased by Enlarge Person)
Con: 17
Int: 08
Wis: 8
Cha: 14
Skills: (not modified by spells or armor)
Jump (5R), Tumble (5R), Concentrate (10R), Spellcraft (2R CC/3R class), Language: Ancient Netherese, Balance (5R), Diplomacy (4R), Bluff (2R), Disguise (2R)
Feats:
1st hmn: Extra Granted Maneuver
1st char: Iron Will (replacing Goad at 6th level)
3rd char: Combat Casting
6th char: Martial Stance (Thicket of Blades)
Possessions:
Wand of Stony Fist: 750g
Wand of Enlarge Person: 750g
"Moonglow", Glaive +1, Discipline Focus: Devoted Spirit: 8,309g
"Netheril Triumphant", Githcraft, Thistledown Padding, Spellcaster Full Plate +1, Twilight with armor spikes: (10% ACF, down to 5% from Arcanomach) = 7,050g (MIC, RoTW, Dr. 338, DMG II)
Bracers of Opportunity: 2,300g (MIC)
Left over: not much - I didn't calculate it fully but I suspect the bracers of opportunity might need to be replaced with greatreach bracers.
Maneuvers: Crusader's Strike, Leading the Attack, Stone Bones, Sapphire Nightmare Blade, Foehammer, Emerald Razor, Defensive Rebuke (IL 6)
Stances: Martial Spirit, Stone Guard's Glare, Thicket of Blades
Spells:
1st: Enlarge Person
Tactics: Prospero continues to be the party tank! Now he's a true gish, and needs 2 rounds to buff up to his full potential. His new maneuvers include Foehammer, which overcomes DR and adds 2d6 bonus damage; Emerald Razor, which makes his strike a touch attack, and Defensive Rebuke, to replace the loss of Goad.
His skills have also rounded out nicely, especially since the skills from Suel Arcanomach help to provide the prerequisites for his next PrC.
With Thicket of Blades, Prospero is almost guaranteed to make moving a real headache for his opponents, since any movement provokes attacks of opportunity. The bracers of opportunity help him to cash in on those AOO's, which can be turned into trip attempts at a +17 modifier to keep foes from moving far. He's also picked up Steely Resolve 10, a save reroll, and a 1/day smite attack as well.
Prospero, the Banished
Snapshot: 15th level build
Human Crusader 5/Soulborn 1/Suel Arcanamach 6/Master Transmogrifer 3
"O! It is excellent to have a giant's strength, but it is tyrannous to use it like a giant!"
- The Grimouire Arcanamacha: a warning to those who tread the path of the shape-shifter.
Stats, background, and history:
Character background: having at last found his ancient homeland, deep within the forests of Rasheman, Prospero sought to regain his heritage. Alas, treachery from his own lieutenant sent Prospero into exile upon a lonely isle, with only his books and his daughter as company. Heartbroken, Prospero began to research deeper into ancient Netherese magics in search of a means to exert his revenge upon those who have wronged him...
Stats (in war troll form)
Large Giant
Active spells: Polymorph, Shield
Hit Dice: 15
Initiative: +6
Speed: 15 (armor)
Armor Class: 37 (+9 Armor, -1 Size, +1 Dexterity, +4 Shield, +14 Natural)
Base Attack/Grapple: +11/+28
Attack: Glaive +30, 2d8+18; DC 25 Fortitude save or be stunned and maneuvers.
Full Attack: Glaive +30/+25/20, 2d8+18; Claw +21, 1d6+6, DC 25 Fortitude save or be stunned and maneuvers.
Space/Reach: 10ft space, 20ft reach (5ft base, 10ft large, 20ft reach weapon)
Special Qualities: 90" darkvision, scent
Saves: Fort +25, Will +17, Reflex +15 (Base form: Fort +20, Will +17, Reflex +12)
Abilities: (as a Wartroll)
Str: 37 (31 base)
Dex: 22 (16 base)
Con: 35 (29 base)
Int: 8
Wis: 8
Cha: 18 (14 base)
Abilities: (Human)
Str: 18 (16 base)
Dex: 16 (10 base)
Con: 25 (19 base)
Int: 8
Wis: 8
Cha: 18 (14 base)
Skills: (not modified by spells or armor penalty)
Jump (8R), Tumble (11R), Concentrate (18R), Spellcraft (2R CC/3R class), Language: Ancient Netherese, Balance (5R), Diplomacy (4R), Bluff (8R), Disguise (5R)
Feats:
1st hmn: Extra Granted Maneuver
1st char: Iron Will (replacing Goad at 6th level)
3rd char: Combat Casting
6th char: Martial Stance (Thicket of Blades)
9th char: Practiced Spellcaster (Suel Arc.)
12th char: Combat Reflexes
15th char: Robilar's Gambit
Possessions: (this is obviously a very simple list of possible possessions, and should be in the ballpark of 200,00g)
Wand of Stony Fist: 750g
Wand of Enlarge Person: 750g
"Moonglow", Glaive +1, Discipline Focus: Devoted Spirit: 8,309g
"Netheril Triumphant", Githcraft, Thistledown Padding, Spellcaster Full Plate +1, Twilight with armor spikes: (10% ACF, down to 0% from Arcanomach) = 7,050g (MIC, RoTW, Dr. 338, DMG II)
Bracers of Opportunity: 2,300g (MIC)
Cloak of Charisma +4: 16,000g
Belt of Giant Strength +6: 36,000g
Amulet of Health +6: 36,000g
Gloves of Dexterity +6: 36,000g
Vest of Resistance +4: 16,000g
Ring of Counterspells (Dispel Magic, Greater): 4,000g
Ring of Counterspells (Dispel Magic, Greater): 4,000g
Rod of Metamagic Quicken, Lesser: 35,000g
Maneuvers: Crusader's Strike, Leading the Attack, Stone Bones, Sapphire Nightmare Blade, Foehammer, Emerald Razor, Defensive Rebuke (IL 10)
Stances: Martial Spirit, Stone Guard's Glare, Thicket of Blades
Spells:
1st: Enlarge Person, (Swift) Expeditious Retreat, Shield
2nd: Alter Self, Mirror Image, Wraithstrike
3rd: Haste, Fly
4th: Polymorph
Favored forms:
Hydra: gives 12 attacks as a standard action, and is huge. Mostly good as a straight damage dealer (especially with Emerald Razor or Wraithstrike), but Defensive Rebuke also makes it so that you could potentially gain up to 12 AOO's from foes that don't target you - and a hydra can attack with all 12 heads for each AOO! In order to polymorph into this form Mortimer first has to cast Enlarge Person on himself (to get large size), and in order to take advantage of Combat Reflexes he also needs some decent dexterity buffs.
Remorhaz: gives 60ft tremorsense and darkvision, 20ft burrowing, plus 8d6 damage to creatures striking you with natural weapons and a pretty sweet swallow whole ability. Plus, I love their look. In order to polymorph into this form Mortimer first has to cast Enlarge Person on himself though.
Wood Woad (MM3): this is a human-sized form that is useful for their immunities. Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep effects, paralysis, polymorph, stunning, not subject to critical hits, and has 2 NA and Lightning Reflexes as a bonus feat.
War Troll (MM3): gives scent and darkvision, as well as great natural armor and str/dex/con. An all-around good combat form, especially with the DC 25 fort save or be stunned from their Dazing Blow.
Tactics: With polymorph and alter self, Prospero's able to function as MORE than just the party tank now! In the right form, he can now disguise himself and diplomaticize/bluff a bit, and he can also be the main damage dealer of the party.
Generally, he will cast Polymorph in the first round, and then wade into the fray in the second. His swift actions will either be a quickened enlarge person/mirror image/haste/fly/shield, or wraithstrike/swift expeditious retreat/defensive rebuke.
Basically, each round he triggers Robilar's Gambit. Now opponents that hit him trigger AOO's - and those that hit his allies trigger AOO's from Defensive Rebuke, or from moving up to his allies through his threatened squares. Since he's either huge or large with a reach weapon, Mortimer can effectively defend a massive amount of squares.
The main weakness of this level is that Prospero has only 3 polymorphs/day (each lasting 48 minutes due to extended spellstrength and favored form).
Prospero the Beneficient
Snapshot: 20th level build
Human Crusader 5/Soulborn 1/Suel Arcanamach 6/Master Transmogrifer 8
"There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
- The Grimouire Arcanamacha, on the power of those who have mastered transformative magic.
"Now my charms are all o'erthrown, and what strength I have's mine own, which is most faint."
- The Grimouire Arcanamacha, final addition by Prospero before gifting it to his heir.
Stats, background, and tactics:
Character Background: having finally mastered the magics of the ancient Netherese, Prospero comes to realize that love is a stronger power than the hateful arcana of old Netheril can ever provide. Throwing away his staff and book, he retires into obscurity, surrounded by loved ones...
Stats (in war troll form)
Large Giant
Active spells: Polymorph, Shield, Sctintillating Scales
Hit Dice: 20
Initiative: +8
Speed: 15 (armor)
Armor Class: 48 (+13 Armor, -1 Size, +3 Dexterity, +4 Shield, +14 Deflection, +5 Natural)
Base Attack/Grapple: +14/+32
Attack: Glaive +33, 2d8+18; DC 25 Fortitude save or be stunned and maneuvers.
Full Attack: Glaive +33/+28/+23, 2d8+18; Claw +24, 1d6+6, DC 25 Fortitude save or be stunned and maneuvers.
Space/Reach: 10ft space, 20ft reach (5ft base, 10ft large, 20ft reach weapon)
Special Qualities: 90" darkvision, scent
Saves: Fort +26, Will +20, Reflex +16 (Base form: Fort +21, Will +20, Reflex +13)
Abilities: (as a Wartroll)
Str: 37 (31 base)
Dex: 22 (16 base)
Con: 35 (29 base)
Int: 8
Wis: 8
Cha: 20 (14 base)
Abilities: (Human)
Str: 22 (16 base)
Dex: 16 (10 base)
Con: 25 (19 base)
Int: 8
Wis: 8
Cha: 20 (14 base)
Skills: (not modified by spells or armor penalty)
Jump (8R), Tumble (11R), Concentrate (23R), Spellcraft (2R CC/3R class), Language: Ancient Netherese, Balance (5R), Diplomacy (4R), Bluff (13R), Disguise (5R)
Feats:
1st hmn: Eschew Materials (replacing Extra Granted Maneuver at 11th level)
1st char: Iron Will (replacing Goad at 6th level)
3rd char: Combat Casting
6th char: Martial Stance (Thicket of Blades) (Bo9S)
9th char: Practiced Spellcaster (Suel Arc.) (C. Arc.)
12th char: Combat Reflexes
15th char: Robilar's Gambit (PHB II)
18th char: Defensive Sweep (PHB II)
Flaws: while I typically avoid creating character builds with flaws, if included in the game then Power Attack and Standstill (XPH) would both be useful on this character from 1st to 20th level, or one could simply take Goad and Extra Granted Maneuver at 1st without dealing with retraining.
Possessions: (this is obviously a very simple list of possible possessions, and should be in the ballpark of 200,00g)
Wand of Stony Fist: 750g
Wand of Enlarge Person: 750g
"Moonglow", Glaive +1, Discipline Focus: Devoted Spirit: 8,309g
"Netheril Triumphant", Githcraft, Thistledown Padding, Spellcaster Mithril Full Plate +1, Twilight with armor spikes: (10% ACF, down to 0% from Arcanomach) = 7,050g (MIC, RoTW, Dr. 338, DMG II)
Bracers of Opportunity: 2,300g (MIC)
Cloak of Charisma +6: 36,000g
Belt of Giant Strength +6: 36,000g
Amulet of Health +6: 36,000g
Gloves of Dexterity +6: 36,000g
Vest of Resistance +4: 16,000g
Ring of Counterspells (Dispel Magic, Greater): 4,000g
Ring of Counterspells (Dispel Magic, Greater): 4,000g
Rod of Metamagic Quicken, Lesser: 35,000g
200k
Belt of Battle: 12,000g
Something of +5 Natural armor: 75k?
Rod of Metamagic, Quicken: 75,500g
Rod of Metamagic, Extend: 11,000g
Rod of Metamagic, Extend: 11,000g
Hell, I don't even care at this point. Just spend the next 400,000gp however you want. I'd go for the martial items in Bo9S for a start, and then look for stuff that works off of AOO's. Inherent bonuses to Wisdom, charisma, and intelligence might be a good investment as well.
Maneuvers: Crusader's Strike, Leading the Attack, Stone Bones, Sapphire Nightmare Blade, Foehammer, Emerald Razor, Defensive Rebuke (IL 12)
Stances: Martial Spirit, Stone Guard's Glare, Thicket of Blades
Spells:
1st: Enlarge Person, (Swift) Expeditious Retreat, Shield,
2nd: Alter Self, Mirror Image, Wraithstrike, Scintillating Scales
3rd: Haste, Fly, Dolorous Blow
4th: Polymorph, Free Action, Shadow Conjuration
5th: Blink, Greater, Persistent Image (Exchange one with Draconic Polymorph if the DM rules that Draconic Polymorph works with the transmogrifist abilities)
Favored forms:
Hydra: in addition to everything earlier, at 20th the form also gains fast healing 22. Ca-ching!
Kuo-tua Leviathan (UD): replacing the Remorhaz is a 15HD huge monstrous humanoid with a list of EX abilities a mile long! He's a stunning attacker with improved evasion, uncanny dodge, a bunch of immunities, the ability to spot invisble/ethereal foes, and swallow whole. Plus, he's a humanoid with working arms and a mouth, etc, so there's a pretty good chance your items and armor will work with it along with spells, allowing 30ft reach with a glaive.
Sarkrith Thane (FF): replacing the Wood Woad, the Sarkrith Thane is a large monstrous humanoid that gains an extra move or standard action every round, as well as SR 23 and bludgeoning resistances. The stats are just a little worse than the war troll's, but extra actions are always a fun thing to have (casting true strike along with each full attack, etc). Along with his belt of battle, that gives Prospero 2 full rounds and a standard action in a single round 1/day. Good times!
War Troll: in addition to everything earlier, at 20th the form also gains regeneration 9, DR 5/adamantine, and SR 20.
Octopus Tree (FF): a huge grappling form, since Prospero lacks that option so far. 60ft swim speed, +24 natural armor, all those yummy plant traits, and 8 tentacle attacks along with swallow whole, improved grab, frightful presence, and regeneration 10.
Gray Linnorn (MMII): a huge dragon, this just rounds out the forms nicely with SR 31, blindsight and darkvision 120ft, 90ft fly speed, 30ft swim, immune to sleep and paralysis, poison, and according to some players spell-casting (as a 17th level cleric).
Tactics: Tactics are basically the same as before, only with more options since the range of possible forms is larger. Shadow Conjuration and Persistent Image also allow for a variety of possible spells and tactics that your average tank can't pull out of his hat.
With his last feat, Prospero completes the cycle of "don't get within his threat range or he'll make you cry", since now with Defensive Sweep if an opponent is adjacent to him and doesn't move, he provokes an AOO. If he moves, Thicket of Blades will ensure that's an AOO too, and if he attacks an ally, then Defensive Rebuke gets another AOO.
Final BAB: 14
Final Spells: 5th level, CL 15[/spoiler]
Surreal's entry:
[spoiler]Name: Peasmiil
Illumian Totemist 6/Nentyar Hunter 3/Suel Arcanamach 3/Geomancer 8
***No gear, no buffs, no soulmelds ||| with minimal gear/buffs/soulmelds***
Medium Humanoid
Hit Dice: 6d8 + 3d6 + 3d8 + 8d6 + Con = 81 + 60 -20 (quick) = 121 hp ||| 201 hp
Initiative: +1 ||| +4
Speed: 55' ||| 85'
Armor Class: 11, Touch: 11, Flat-footed: 10 ||| AC = 31 = 10 + 10 (armor) + 4 (Dex) + +5 (barkskin) +2 (RM)
Base Attack/Grapple/Trip: 15/19/19 ||| 15/ 33 / 35
Attack: +15 ||| +29
Full Attack: 2 claws, 1 bite, 1 stinger ||| plus whatever else you get with soulmelds
Space/Reach: 5'/5' ||| 10'/10'
Special Abilities/Qualities: always literate, wild empathy, woodland stride, swift tracker, swiftness of the stag, tenacious spells, dispelling strike, extended spellstrength, ignore ASF 5%, drift 4, spell versatility 7, ley lines +2
Saves: base 11/9/9 ||| 24/19/19
Abilities: Str 16 (21 w/levels), Dex 12, Con 16, Int 12, Wis 10, Cha 10 ||| Str 36, Dex 18, Con 24, Int 18, Wis 16, Cha 16
Skills: (4+1)*23 = 115 total;
Feats: see below
Flaws/Traits: Shaky, Vulnerable, Quick, Detached
Environment: forest
Alignment: non-evil
Languages Spoken:
Level Adjustment: +0
Feats:
F: track (prereq)
F: Confused open
otyugh hole: iron will (prereq)
1 alertness (prereq)
3 combat casting (prereq)
6 multiattack
9 double chakra
12 open lesser chakra - retrain to practiced spellcaster when we can cast the spell
15 battle jump
18 ?open greater chakra
Skill Tricks:
any relevant movement ones (climb, jump, charge, etc)
Possessions:
Mithril Breastplate +5
Cloak of Resistance +6
Belt of Magnificence +6
a couple Metamagic Rods of Extend
Necklace of Natural Weapons +1 Valorous for ? weapons
Manual of Gainful Exercise +5
Soulmelds:
Sphinx Claws (hands) - for pounce
Girallon Arms (totem) - 4 claws
whatever
Buffs active in stat block above:
Barkskin
Righteous Might
Expeditious Retreat
Spells known (Nentyar Hunter): **use Geomancer versatility: use Suel parameters, get extended duration and high CL**
1: barkskin, cure light wounds, detect magic, detect poison, entangle, jump, light, pass without trace, magic missile, snare, speak with animals, true strike
2: Aganazzar's Scorcher, blur, cure moderate wounds, gust of wind, moonbeam, neutralize poison, remove disease, resist elements, speak with plants, tree shape
3: cure serious wounds, freedom of movement, greenfire, invisibility, keen edge, moon blade, quench, see invisibility, wind wall
4: break enchantment, commune with nature, control winds, force orb, greater magic weapon, tree stride, wall of thorns
5: find the path, flame strike, healing circle, moon path, righteous might
Spells known (Suel Arcanamach): Caster Level 17 (base 9 + 2 Illumian + 2 ley lines + 4 prac)
1 (4): expeditious retreat, free, free, free
2 (4): heroics, wraithstrike. free, free
3 (3): free, free, free
4 (2): open least chakra, free
5 (2): free, free
Spells per Day: add bonus spells based on Strength (Illumian Aeshkrau sigil)
Nentyar Hunter/Suel Arcanamach
1: 3/4
2: 3/4
3: 2/3
4: 2/2
5: 1/1
Character background:
N/A
Pre-combat:
cast open lesser chakra a couple times (extend to last two or more days), bind whatever you feel like for the day
buff up with long duration spells
Combat:
move, jump, battle jump triggers charge, charge triggers pounce, slashy slashy, every attack trips at +35, can't be tripped in return, valorous doubles damage
standard silliness: heroics for power attack, pounce with wraithstrike with full power attack
assuming conservative 8 attacks, full power attack (15)...
... 1d4 + 13 (str) + 15 (PA) ~ 30 per attack, 8 attacks, valorous & battle jump... ~ 720 without considering anything else
Levels 1-6:
- straight Totemist, nothing overly fancy here
Levels: 7-10:
- grab Nentyar Hunter 2 and Suel Arcanamach 2
- still essentially playing a totemist with a few buffs
Levels 11-20:
- fill out the remainder with Geomancer 8/NH +1/SA +1
- Geomancer's spell versatility now let's us cast in heavier armor for SA spells, and use the higher CL and get extended durations for NH buffs
- alternatively drop NH 3 (which gives +10 speed) for Geomancer 9
- cold potentially drop SA 3 as well, since we're primarily aiming for long duration buffs anyways
- each level essentially brings more spells and natural weapons
- battle jump becomes a reliable way to boost damage when the buffs start spiking the jump check
Other notes:
- Nentyar Hunter fills the weapons prereq for Suel Arcanamach
- Totemist and NH fulfill most of the skill prereqs, use the cityscape web enhancement to get tumble
- buffing jump should be relatively easy: high speed, jump spell, soulmelds, etc
- Illumian: reduced MAD (makes bonus spells based off Str for both NH and SA), remain literate despite Totemist
- haste actually doesn't help that much, and the duration is short
- I absolutely hate dipping Lion-totem barbarian for pounce
- a grappling build is actually feasible here with soulmelds and geomancer (which can get constrict and improved grab), but then that involves mixing grappling rules with natural attacks, which makes the baby Pun-pun cry
- there are two empty feat slots; you can either build towards a lancer (and use heroics to get anything else) or do whatever else you feel like; I'm tempted to do shape soulmeld just for versatility[/spoiler]
sonofzeal's entry:
[spoiler]
The Trimach
You may not guess it from the class loadout, but I think the Trimach, if not the most powerful, at least one of the most distinctly Suel builds I've seen. A Suel Archanamach is melee character diversified into arcane magic, with a strong emphasis on self-buffing. He is a relic of the ancient past alive in the modern world. He is warrior, mage, and assassin. And the Trimach embodies all of that.
The only really unique toy Archanamachs get is "Extended Spellstrength". Many classes can cast in armor, and there's at least three other ways I know of to get dispelling strikes, but Extended Spellstrength is special. So I've made my build around Spellstrength, attempting to get the most possible bang for that buck. To do this, I relied on a little rule from the core set that I've never seen mentioned by anyone - that spontaneous casters can apply metamagic to swift/immediate action spells without raising their casting times (PHB 88). And by extending an "Extended Spellstrength" spell, the Trimach gets the benefit twice!
Now, that might not seem like a big deal. Most spells last much longer than a single encounter anyway, and the Suel Archanamach lacks the CL to really get the long durations - even with Extended Spellstrength, a top-level Archanamach is getting 10*2 time units while a top-level Wizard is getting 20 time units, and that's the best case scenario without of CL-boosts. However, there's a small but powerful contingent of spells that have fixed durations but can still be extended. Of especial interest are the 1-round duration spells, which are almost invariably the type of swift-or-immediate spells that we can double-extended! These spells are designed to give you a sharp boost for a single turn, and a single turn in which you've burned a minor action activating them. When double-extended though, they suddenly cover quite a large portion of any given fight.
Take Permeable Form (LoM 129), a spell invented by one of my favorite villain races, the Tsochari. An immediate action spell, it renders the caster incorporeal for one round - presumably to escape a particularly nasty attack, or as the text suggests to enter or pass through a particular solid object. The ability to turn incorporeal for a round as an immediate action is nice, but the ability to do it for four consecutive rounds, and to fight effectively from such a state, is not to be underestimated. Nonmagical attacks (like those of many monsters) pass right through you; most other physical attacks have a 50% miss chance; damaging spells have 50% miss chance; you gain Cha to your delfection AC; your (ghost touch) attacks suffer no miss chance and still ignore natural armor, armor, and shields (ToB 79); you can fly; you're utterly silent when you want to be; and you can pass through and attack from solid object for nigh-unparalleled tactical maneuverability. All of this plays especially well with Martial Adept classes who can rapidly regain power with a short breather. And, most importantly, Suel Archanamach is the only way I know to get a duration long enough to make a difference, without resorting to real cheese like Persist (because Persisting a 1-round spell is just sooo kosher).
Permeable Form is just one example, and there are others. But the exploit is a unique one to the class, and I believe the Trimach has capitalized on it in a particularly effective way. Crusader adds some powerful punch to the prefix levels, and Jade Phoenix Mage serves to tie the two classes together more or less seamlessly. As a Crusader he can pass as a Paladin when needed; with Nightstalkers Transformation and Assassin's Stance he can pass as a Rogue. He's got all the bluster and subtlety of a Sorcerer, and as a Jade Phoenix Mage he's dedicated and knowledgeable. But at his core, more than anything else, the Trimach is a Suel Archanamach - a conflicted, anachronistic, caster-without-CL of a gish who still manages to make something special and memorable of himself, and whose magic serves his might well and makes something of the union that neither alone could achieve.
TACTICS
Offence
Pretty simple on this end - you've got power attack, leap attack, a two handed weapon, martial strikes, and sneak damage when desired as an extra bonus. Charges are some of your best attacks, so make the most of them. Against tough enemies layer up with Smite and Arcane Wrath to get a healthy +8 to attack rolls to avoid missing, and Power Attack like there's no tomorrow (which there probably won't be for your poor victim). Hit-and-run with Sneak Attack and Strikes works well for you, since you can retreat easily through solid objects via Swift Etherealness or Permeable Form. Charge, back up through something, circle, and charge again. And Emerald Immolation makes a badass finishing move when your spell slots start running out.
Defence
In almost all cases, he would use his Swift and Immediate actions from his first turn to double-extend the appropriate buffs (see essay description above). Immediate double-extended buffs are Permeable Form as a general favorite, Greater Mirror Image or Lesser Deflect for tanking, or Energy Aegis for elemental attacks, and the decision can be made reactively so there's no need to waste any of those until needed, except possibly Permeable Form. Swift double-extended buffs are Critical Strike as a low-cost openner, Bladeweave if there's a chance of failed saves, Instant Double for a truely excellent diversion, and a single-extended Swift Etherealness for whenever it seems useful. Empowering Strike should be used with Electric Vengeance when practical for a minor increase to damage output, and Quickening Strike should generally be used together with one of the many standard action buffs on the list. Of course, when "hunting" there's no reason not to layer up multiple buffs, top off with Assassin's Stance + Permeable Form + Nightstalker's, then have four rounds of fun using martial strikes through walls and floors. Greater Mirror Image especially helps here, because it highly discourages save-or-lose counterattacks that Permeable Form doesn't block. In any case, Strike of Righteous Vitality should prolong lifespan significantly, and Emerald Immolation is an excellent panic button.
Long story short
Double-extended spells provide utility and defence, and Crusader strikes plus Power Attack providing offence. End result should be frustratingly difficult to hurt (though of course not nearly invulnerable), and pack a heavy punch. Not a one-man-army, but a powerful PC that can contribute solidly without auto-winning, or a dangerous BBEG that can terrify without being silly.
The Trimach
Human Crusader 7 / Suel Archanamach 3 / Jade Phoenix Mage 10
Medium Humanoid
Hit Dice: 7d10+3d8+10d6+100 = 191.5
Initiative: +7 (+5dex +2belt)
Speed: 30
Armor Class: 41 (10 +10armor +6shield +2spikes +4deflect +4nat +5dex)
Touch: 25 Flat-footed: 36
Base Attack/Grapple: +19/+24
Attack: Lucern Hammer +32(2d4+17/x4)
Full Attack: Lucern Hammer +32/+27/+22/+17(2d4+17/x4)
Space/Reach: 5/5 (10 with Lucern Hammer)
SPECIAL
Steely Resolve 10 (+2 atk/dam after taking damage)
Indomitable Soul (cha to will)
Zealous Surge (reroll save 1/day)
Smite 1/day (+5 atk, +7 dam)
Dispelling Strige 1/day
Ignore ASF 5%
Extended Spellstrength
Arcane Wrath (swift, lose spell = +4atk, 1d10 dam per spell lvl)
Rite of Waking (+2 knowledge, can try untrained, +2 vs death/fear)
Empowering Strike (melee hit = empowered spell next turn)
Quickening Strike (martial strike hit = quickened spell this turn)
Emerald Immolation (20d6, 20', Ref Half DC 24, gone for 1d6 rounds)
SAVES
Fort 23 (13base +5con +5magic)
Refl 18 (8base +5dex +5magic)
Will 23 (8base +3wis +5cha +2feat +5magic)
- 1/day reroll
- +2 vs death
- +2 vs fear
ABILITIES
Str 26 (6pt +6item +5ap +1manual)
Dex 20 (6pt +6item)
Con 20 (6pt +6item)
Int 16 (2pt +6item)
Wis 16 (2pt +6item)
Cha 20 (6pt +6item)
SKILLS - +45 from Suel/Jade
Speak Language NA (8rank)
Concentration 28 (23rank +5con)
Jump 12 (4rank +8str)
Know:Arcana 8 (3rank +3int +2jade)
Know:History 23 (13rank +10rank cc +3int +2jade)
Know:Religion 7 (2rank +3int +2jade)
Spellcraft 11 (10rank cc +3rank +3int)
Spot 6 (3rank +3wis)
Tumble 19 (8rank cc +10rank +5dex)
FEATS
Extra Granted Maneuvers
Iron Will
Combat Casting
Extend Spell
Martial Stance: Assassin's Stance
Power Attack
Practiced Spellcaster
Leap Attack
ALIGNMENT
Lawful Good
LANGUAGES
Common
Ancient Suloise
4 more
POSSESSIONS
+5 Ghost Touch Adamantine Lucern Hammer
+5 Mithral Twilight Breastplate
+2 Armor Spikes of Defending
Knowstone of Lesser Deflect
Knowstone of Electric Vengeance
Knowstone of Scorching Ray
+5 Buckler of Light Fortification
Belt of Magnificence and Battle
Cloak of Lesser Displacement and Second Chances
Amulet of Natural Armor +4 and Health +6
Ring of Protection +4
Winged Boots
+5 Vest of Resistance
+1 manual of gainful excercise
5x Pearl of Power lvl1
10x Pearl of Power lvl2 = 40k
4x Pearl of Power lvl3 = 45k
5x Pearl of Power lvl4 = 80k
1x Pearl of Power lvl5 = 25k
Quarterstaff
5x Silver Dagger
5x Cold Iron Dagger
5x Adamantine Dagger
SPELLS KNOWN (Spells per day 11/15/8/9/4)
1 - DC 20
Critical Strike (swift, 1 round*, CAdv 145)
- +1d6 damage, keen, +4 to confirm crits
Instant Double (swift, 1 round*, RotD 113)
Grease
Enlarge Person (standard, CL minutes, SRD)
K Lesser Deflect (immediate, 1 round*, PHB2 109)
2 - DC 21
Bladeweave (swift, CL rounds*, CAdv 144)
- melee attacks daze
Rope Trick (standard, CL hours, SRD)
Dimension Hop (standard, instant, PHB2 110)
K Electric Vengeance (immediate, instant, PHB2 111)
3 - DC 22
Permeable Form (immediate, 1 round*, LoM 129)
Energy Aegis (immediate, 1 round*, PHB2 111)
Blink (standard, CL rounds*, PHB2)
- stacking miss chance
- denies dex-to-AC
K Fireball
4 - DC
Greater Mirror Immage (immediate, CL minutes*, PHB2 120)
Assay Spell Resistance (swift, *, CArc 98)
Greater Invisibility (standard, CL rounds, SRD)
5 -
Nightstalker's Transformation (standard, CL rounds*, CAdv 155)
Swift Etherealness (swift, 1 round*, PHB2 113)
MANEUVERS KNOWN
1 - 3
Crusader's Strike
Stone Bones
Lead the Attack
2
Shield Block (immediate shield+4 AC boost to ally)
Stone Vise
3
Bonecrusher (+4d6 dam, +10 to confirm crit)
White Raven Tactics
4
White Raven Strike (4d6 dam, autoflatfooted)
5
Law Bearer (charge vs chaotic = +8atk, +4d6 dam, +5 saves/AC)
6
War Leader's Charge (charge = +35 dam, no AoO)
7
Ancient Mountain Hammer (+12d6, ignore hardness/DR)
8
White Raven Hammer (6d6 + autostun)
9
Strike of Righteous Vitality (free Heal)
MANEUVERS READIED (3/8 granted)
Strike of Righteous Vitality (free Heal)
White Raven Hammer (6d6 + autostun)
Ancient Mountain Hammer (+12d6, ignore hardness/DR)
War Leader's Charge (charge = +35 dam, no AoO)
Law Bearer (charge vs chaotic = +8atk, +4d6 dam, +5 saves/AC)
White Raven Strike (4d6 dam, autoflatfooted)
White Raven Tactics
Bonecrusher (+4d6 dam, +10 to confirm crit)
STANCES KNOWN
Iron Guard's Glare
Stonefoot Stance
Aura of Perfect Order
Assassin's Stance
CHARACTER BACKGROUND
The Trimach was born under the name Paul Anderson, to a peasant family in the province that was then known as Erewhon. By his own choice he was enrolled with the Fawkes Templar, a religious order dedicated to preserving the knowledge of the past and ensuring that its darker periods were never repeated. An athletic young boy, he quickly fell into the martial enforcement divisions, but his primary passion was for the history. The Crusader division of the Fawkes Templar, having a much stronger emphasis on the history than the more pragmatic Paladin division, inevitably drew him in.
As his rank in the Fawkes Templar grew, so did Paul's access to their archives, and it was only to be expected that the Grimoire Arcanamacha found itself in his hands. What was less expected was, not too long thereafter, a visit by a Jade Phoenix Master to the Fawkes Templar, asking for Paul Anderson by name...
Now the man once known as Paul Anderson goes under the title "The Trimach". With his newfound perspective he left Fawkes Templar to walk the land and do what he sees to be necessary, though he still returns from time to time to speak and inspire the next generation of students with the glories and terrors of the ancient past, and the challenges and dangers of the future.[/spoiler]