Author Topic: Iron Chef Challenge #5  (Read 16801 times)

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skydragonknight

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Re: Iron Chef Challenge #5
« Reply #100 on: May 17, 2010, 05:51:26 PM »
Wow, that was a lot of editing. ~11 pages in Word.

Preview:
[spoiler]Bruce Banner + Kalastar race + Ardent class + Complete-Warrior-prestige-class-that-may-or-may-not-have-the-word-"Hulk"-in-it = Unstoppable(we'll see) Giant named Hulk that can Flurry for massive damage and throw vehicles and other objects at people from 100+ ft away.[/spoiler]
« Last Edit: May 17, 2010, 05:59:03 PM by skydragonknight »
It always seems like the barrels around here have something in them.

dark_samuari

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Re: Iron Chef Challenge #5
« Reply #101 on: May 18, 2010, 01:21:11 AM »
I am so happy to have this be finished... This past week was so exhausting.

skydragonknight

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Re: Iron Chef Challenge #5
« Reply #102 on: May 18, 2010, 05:01:42 PM »
Yes, at least two of our team finished at least. Haven't heard much from Bears.
The tricky part for me was whether to go with Metamorphosis or Greater Metamorphosis, since the latter has a 200 xp cost so he technically couldn't use that at exactly ECL 20. So I made statblocks using both powers, both with and without equipment. As well as the normal form, with and without equipment, as well as the normal and transformed level 12 versions. Eight statblocks to do math for and double check. A lot of my level 20 gear ended up being big expensive items just so I'd have fewer things to factor in!
It always seems like the barrels around here have something in them.

Surreal

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Re: Iron Chef Challenge #5
« Reply #103 on: May 18, 2010, 09:33:53 PM »
So far I've only received entries from Littha, Mixter, Dark Samuari, skydragonknight, and a rogue entry by carnivore. If nothing else is submitted by tomorrow, then I'm just posting everything as is and we'll default to single entry judging. I wanted to finish by last weekend because I don't have time this week to do anything.
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Mixster

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Re: Iron Chef Challenge #5
« Reply #104 on: May 18, 2010, 10:49:54 PM »
Oh I think I forgot the Level 12 Snapshot, it's half past 2 in the night here though, so I wont get it done tonight.
Monks are pretty much the best designed class ever.

JaronK

Meep Meep - Mixster out

skydragonknight

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Re: Iron Chef Challenge #5
« Reply #105 on: May 19, 2010, 01:43:08 AM »
Bearsarebrown just went off to boot camp, so don't expect a submission from him. Puts our team down to two, but given how few submitted that's still good.
It always seems like the barrels around here have something in them.

Surreal

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Re: Iron Chef Challenge #5
« Reply #106 on: May 19, 2010, 03:21:16 AM »
Bleh, whatever, here's the villain that I didn't bother statting out, leaving it open ended...

[spoiler]

Dr. Doom
gestalt Factotum 15//(psionic?) Artificer 15 (a few levels up and gestalt to combat a trio of level 12's seemed fair)
extra actions to make up for the 1:3 action economy
ability to shrug off one attack entirely
feats: various metapsionic, improved psionic tattoo for all the nutty getting re-wired stuff, anything else you need for blasting, the rest in Font of Inspiration
flaws? Doom has no flaws
the wealth of Latveria behind him

simplest strategy:
scry 'n die
teleport in, point wands/dorjes at everyone and nuke 'em
contingencies to escape, though Doom would far rather stay and gloat over your charred corpse
all done via Doombots
[/spoiler]

---
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dark_samuari

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Re: Iron Chef Challenge #5
« Reply #107 on: May 19, 2010, 04:06:10 AM »
Hey Surreal, Maybe this would have worked out better for Dr. Von Victor Doom

Male Human Warlock 4/Binder 1/Chamealon 2/Ur-Priest 2/Eldritch Disciple 8/Hellfire Warlock 3

Feats: [Free to Fill] [1st], Able Learner [Human], Education [Flaw], Spell Focus (Evil) [Flaw], [Free to Fill] [3rd], Iron Will [Otughy Hole], Fly-By Attack [6th], Landlord [9th], Leadership [12th], [Free to Fill] [15th] and [Free to Fill] [18th]

Surreal

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Re: Iron Chef Challenge #5
« Reply #108 on: May 19, 2010, 02:55:10 PM »
Oh I'm sure there are tons of options for Dr. Doom. Ur-priest is fitting since he has indeed been able to steal power from gods/etc (ie: Beyonder). I was even thinking of something like a cleric dip for trickery devotion and DMM goodness. In the end though, I just wanted something simple and fit within my notion of Doom. Artificer is an obvious choice, and while Doom is a practitioner of the mystic arts he is not a full on sorcerer. He just knows how to manipulate magic for his own uses, hence Factotum seemed appropriate. Once I was there, I figured "screw it, both classes are fine on their own" and decided to leave it as is.
---
"The late, sedate, and no to great." ~Surreal

Some Handy Links for CO Work (WotC 339 version) - a compilation of links for base/prestige class handbooks, tactics, spellcasting, character builds, D&D databases, etc.
Archived version of the above with working links

The Mango Index - a giant index for all things D&D and where to find them
The Mango List Reborn! - rehosted by KellKheraptis

Lists of Stuff - listing of class features etc and how to get them, etc. sort of like above but a little more specific and sorted by category
Polymorph, Wildshape and Shapechange, oh my! (comparison charts) - side-by-side comparison of all the various form altering abilities
Alternative Class Features
alternative ways to get class skills

Surreal

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Re: Iron Chef Challenge #5
« Reply #109 on: May 20, 2010, 03:00:26 AM »
Team: Freshly Mixed Cookies

Mixter
[spoiler]Hi, I'm on team freshly mixed cookies

Here is my entry for the challenge.
It's Spiderflavored, the idea is that Foresight is pretty much the spider sense and everything else is build to make it work like spiderman.
I hope you and your judges like it.

So here goes, It's a little messy written, but everything should be there:

Spiderman
Character Concept: This is an attempt to mimic Spidermans powers by using the Master Spellthief/Sublime Chord/Ultimate Magus build. The spells used are severly limited.
The power level might be a little high, but well, this is what I've got.
The build should be able to handle just about any situation, with loads of crowd control spells, good ranks in search and disable device for trap handling, and utility spells for everything else. He also has a decent sneak attack bonus damage for hitten enemies he's got grappled in his nets, He'll probably attempt to subdue them though.
I've given him no ranged weapons (since I can't remember spiderman ever using anything on range but his web), but the build could REALLY benefit from having some.

my own notes:
[spoiler]
Illumian UurKrau
Spell Thief 1(d6)/ Diviner 1 (d4)/ Bard 1(d6)/ Diviner +2(d4)/ Unseen Seer 4(d4) (adds one level to bard, rest to wizard)/ Ultimate Magus 1(d4)/ Sublime Chord 1(d6)/ Ultimate Magus +9(d4) (Full sublime chord progression)
Spells: Level 14 Diviner (bans Evocation), Level 10 Sublime Chord.
All caster levels are 58, if my math is right.

Abilities:
All stat increases to Dex
Str 13
Dex 16 (32)
Con 12 (18)
Wis 11
Int 14 (18)
Cha 15 (19)
Items: (gold 760,000)
Tome of Int +4 (110,000)
Spider suit: (Cloak of Charisma +4 and Resistances +5)(41000)
Manual of Dex +5 (137,500), Gloves of Dexterity +6 (36000)
Ring of Protection +5 (50000)
Bracers of Armor +8 (64000)
Amulet of constitution +6 And Natural Armour +5(86000)
Belt of Battle & Monk's Belt (combined, so monks belt is 1.5 times cost)(27500)
552000-208.000 gold left over.

Skill Ranks:
23 Perform (terrible puns) + 4 Cha = 27
8 Hide + 11 Dex = 19
23 Search + 4 Int = 27
4 Sense motive + 0 Wis = 4
13 Spellcraft + 4 Int = 14
8 Spot + 0 wis = 8
6 Profession Astrologer + 0 Wis = 6
13 Listen + 0 Wis = 13
13 Knowledge arcana + 4 Int = 17
23 Disable Device + 11 Dex = 34
23 Concentration + 4 Con = 27
1 Open locks +11 Dec = 14
23 Tumble + 11 dex = 34
1 Jump + 1 Str = 2
23 Climb + 1 Str = 24
1 Bluff + 4 Cha = 5
5 Use Rope + 11 dex = 16
3 skill tricks: Back on your feet, Whip Climber, Up the walls
ACFs: Fighter Wizard feats.
Feats:
(Flaw, Meager Fortitude): Hide Sigils feat
Level 1: Practiced Spellcaster Spellthief
Wizard 1: Improved Unarmed Strike (Spiderman always uses his fists)
Level 3: Practiced Spellcaster (bard)
Level 6: Master Spellthief
Unseen Seer 2: Silent Spell
Level 9: Sculpt Spell
Level 12: Arcane Thesis Evard's Black Tentacles
Level 15: Extend Spell
Level 15 Conus: Quicken Spell
Level 18: Enlarge Spell
Level 19 Bonus: Arcane Thesis, Foresight.


[/spoiler]Spiderman
Illumian UurKrau
Spell Thief 1/ Diviner 1/ Bard 1/ Diviner +2/ Unseen Seer 4 (adds one level to bard, rest to wizard)/ Ultimate Magus 1/ Sublime Chord 1/ Ultimate Magus +9 (adds odd numbered levels to sublime chord)


Human Humanoid
Hit Dice: 3d6 + 17d4 + 80 (with 1st D6 maxed, 126hp)
Initiative: + 11
Speed:
Armor Class: 42 (including the 2 from foresight) Touch: 29 (Including the 2 from foresight) Flat-footed: 24 (never normally flatfooted, foresight)
Base Attack/Grapple: +8/+9 (+20/+23 with transformation)
Attack: +9 Fist (1d8+1, +3d6 sneak attack)
Full Attack: +9/+4 Fist (1d6+1, +3d6 sneak attack)
Space/Reach: 5ft/5ft
Special Qualities: Foresight lasts more than 20 hours, so pretty sure he has that.
Saves:
Fortitude: 1+1+3+4+5 = 14
Reflex: 2+1+1+3+11+5+2 = 25
Will: 2+3+4+2+2+7+5 =25
Abilities:
Str 13
Dex 16 (32)
Con 12 (18)
Wis 11
Int 14 (18)
Cha 15 (19)
Skills:
Feats: Subtle Sigil, Practiced Spellcaster Spellthief, Improved Unarmed Strike, Practiced Spellcaster Bard, MasterSpellthief, Silent Spell, Sculpt Spell, Arcane Thesis Ecar's Black Tentacles, Extend Spell, Quicken spell, Enlarge spell, Arcane thesis foresight.
Environment: Metropolis?
Organization: Spiderman usually works alone, but now he is part of the avengers
Challenge Rating: 20
Alignment: NG
Languages Spoken: American, Spanish, French. (Common, Undercommon & Infernal for you)
Level Adjustment:
 
Possessions:
Tome of Int +4 (110,000)
Spider suit: (Cloak of Charisma +4 and Resistances +5)(41000)
Manual of Dex +5 (137,500), Gloves of Dexterity +6 (36000)
Ring of Protection +5 (50000)
Bracers of Armor +8 (64000)
Amulet of constitution +6 And Natural Armour +5(86000)
Belt of Battle & Monk's Belt (combined, so monks belt is 1.5 times cost)(27500)
Wizard Spells prepared:
0: 4
1: 4+3 = 2x Jump, 2x Featherfall, Low-Light Vision, Animate Rope, Detect Secret Doors.
2: 4+3 = 3x Web, 3x Spiderclimb, Darkvision
3: 4+3 = 4x Haste, 1x Extended Spiderclimb, 1x Extended Web, 1x Stilled Web
4: 4+2 = 5x Stilled, Sculpted, Extended, Black Tentacles, Rary's Mnnemonic Enhancer
5: 3+2 = 4x Stilled, Sculpted, Extended, Enlarged, Black Tentacles, Rary's Telepathic bond
6: 2+2 = 1 Tensers Transformation, 2x Greater Heroism, Guards and wards.
7: 1+2 = 2x Stilled, Sculpted, Extended, Quickened, Black Tentacles, Reverse Gravity.
4 4 4 4 4 3 2 1

Wizard Spells Known: (only most important ones listed, most of these slots are used to make the chord's spells quickened, stilled and other stuff, so his power really are super.)
0: 2x Divination spells, light (he brings a flash light if needed)
1: Detect Secret Doors, True Strike, Animate Rope (yeah that's how he moves through town), Jump, Feather Fall (OK he needs these for help), Low-Light Vision (spiderman probably has good eyes)
2: Web (it's Spiderman! duh!), Spider Climb (it's spiderman, duh!), Mindless Rage (for some reason, spidermans enemies always seems to attack him mindlessly), Darkvision
3: Haste (one of his powers is listed as superhuman speed, well I couldn't give him that)
4: Black Tentacles (spidermans strangling web), Rary's Mnnemonic Enhancer
5: Rary's telepathic bond (I saw an avengers film where they had a comlink once).
6: Guards and Wards, the villains never attack spiderman while he sleeps, this is why), Repulsion (this is why he hasn't gotten Mary Jane yet), Greater Heroism, well we are all heroes, aren't we?, Tensers Transformation (Superhuman strength they said)
7: Reverse Gravity, (AAAAH, That's how he crawls on the ceiling!), Drawmij's instant summons (he always have the useful things with him, I don't know how).

Sublime Chord
Spells Per day:
4: 5+2 = 7
5: 4+2 = 6
6: 4+2 = 6
7: 3+2 = 5
8: 3+1 = 4
9: 2+1 = 3 (one is used for an extended foresight, giving it about 20 hours worth of time. In a pinch he'll throw off another one that is quickened.)

Sublime Chord
Spells known: (only most Important ones listed)
4: Evards Black Tentacles (A Strangling web off course), Freedom of movement (spiderman always gets out of tough situations)
5: Dragonsight (more spidersenses)
6: Greater Anticipate Teleportation (more spidersenses), Greater Dispel Magic (well, Spiderman usually has a solution when fighting spell-like thingies, and he can usually stop his own webs, this enables him to do so)
7: Power Word Blind (I saw a comic where spiderman shot web in someones eye, this has to be the same effect)
8: Greater Arcane Fusion (spiderman does loads of things at once, usually he fires webs with both hands when cornered)
9: Foresight (spider senses tingling), Wish (covering any of Spidermans Abilities I couldn't find)

Bard Spells Per day:
0:
1: 3 (these slots are mainly used for metamagic feats.
Bard Spells Known
0: light (he brings a flash light if needed)
1: Erase (duh, he just brings an eraser), Undetectable alignment (meshes well with the whole secret identity thing)

Character background:
It's Spiderman!
[/spoiler]
******************************************************************
Littha
[spoiler]Completed Character sheets:
at 12
[spoiler]
Deadpool
Human Ranger 1/warblade 9/Horison Walker 1

Medium Humanoid [Fire]
Hit Dice: 9d12+2d8+22
Initiative: +7
Speed: 30'
Armor Class: 15 Touch: 15  Flat-footed: 10
Base Attack/Grapple: +11
Attack: +9/+9
Full Attack: Main hand: +9/+4/-1 Off hand: +9/+4
Space/Reach: 5'
Special Qualities: Regeneration (Fire/Acid)
Saves: +13 Fort +10 Ref +2 Wis
Abilities: STR 14, DEX 20, Con 14, INT 12, WIS 8, CHA 8
Skills: Knowlege(Geography) 7, Jump 16, Tumble 19, Disable Device 19, Balance 19, Swim 16

Feats
Flaw: Two weapon fighting
H: Toughness
1: Troll Blooded
3: Improved Unarmed attack
6: Improved two weapon fighting
W: Endurance
9: Point Blank Shot
W: Improved Initiative

Languages Spoken: Common, Dwarven
Level Adjustment: +1

Initiator level 11+0.5+0.5=12
Manuvers Known: 9
Sudden Leap, Wolf fang Strike, Steel Wind, Steely Strike, Claw at the Moon, Wall of Blades, Flesh Ripper, Death from Above
Manuvers Redied: 5
Stances Known: 3
Punishing Stance, Leaping Dragon Stance, Pounceing charge

Class features:
Favoured enemy: Skrull
Horison walker terrain type: Deasert, Immune to Exaustion
Battle Clarity (Reflex)
Weapon Aptitude
Uncanny Dodge
Battle Ardor(crit)
Improved Uncanny Dodge
Battle Cunning(Damage)
Battle Skill(Opposed Checks)


Ranger Substitutions
Trap Expert:
lose Tracking gain Trap Finding, Disable device as class skill.
Voice of the City:
Lose Wild empathy, Gain ability to speak to people in languages you dont know.

Possessions:
36000 gp spent on rituals.  (Ritual of the Elements(Fire)
7500 gp Belt of swift passage [/spoiler]

at 20
[spoiler]Deadpool
Human Ranger 1/warblade 16/Horison Walker 1

Medium Humanoid [Fire] [Acid]
Hit Dice: 16d12+2d8
Initiative: +8
Speed: 30'
Armor Class: 16 Touch: 16  Flat-footed: 10
Base Attack/Grapple: +18
Attack: +16/+16
Full Attack: Main hand: +16/+11/+6/+1 Off hand: +16/+11/+6
Space/Reach: 5'
Special Qualities: Regeneration (fire/Acid)
Saves: +17 Fort +16 Ref +5 Wis
Abilities: STR 14, DEX 23, Con 14, INT 12, WIS 8, CHA 8
Skills: Knowlege(Geography) 7, Jump 23, Tumble 25, Disable Device 25, Balance 25, Swim 23

Feats
Flaw: Two weapon fighting
H: Toughness
1: Troll Blooded
3: Improved Unarmed attack
6: Improved two weapon fighting
W: Endurance
9: Point Blank Shot
W: Improved Initiative
12: Greater Two weapon fighting
15: Rapid Shot
W: Lightning Reflexes
18: Manyshot

Languages Spoken: Common, Dwarven
Level Adjustment: +2

Initiator level 16+(0.5+0.5) = 17
Manuvers Known: 11
Sudden Leap, Wolf fang Strike, Steel Wind, Steely Strike, Claw at the Moon, Wall of Blades, Flesh Ripper, Death from above, ,

Rabid Bear Strike, Scything Blade, Feral Death Blow
Manuvers Redied: 6
Stances Known: 4
Punishing Stance, Leaping Dragon Stance, Pounceing charge, Pray on the weak

Class features:
Favoured enemy: Skrull
Horison walker terrain type: Deasert, Immune to Exaustion
Battle Clarity (Reflex)
Weapon Aptitude
Uncanny Dodge
Battle Ardor(crit)
Improved Uncanny Dodge
Battle Cunning(Damage)
Battle Skill(Opposed Checks)
Battle Mastery(Attacks of Oppertunity)

Ranger Substitutions
Trap Expert:
lose Tracking gain Trap Finding, Disable device as class skill.
Voice of the City:
Lose Wild empathy, Gain ability to speak to people in languages you dont know.

Possessions:
72000 gp spent on rituals.  (Ritual of the Elements(Fire) Ritual of the elements(acid))
7500 gp Belt of swift passage [/spoiler]


predictably went with superheroes but as i only have a working knowlege of one that sorta limited my choices in that field.
[/spoiler]
« Last Edit: May 20, 2010, 03:07:50 AM by Surreal »
---
"The late, sedate, and no to great." ~Surreal

Some Handy Links for CO Work (WotC 339 version) - a compilation of links for base/prestige class handbooks, tactics, spellcasting, character builds, D&D databases, etc.
Archived version of the above with working links

The Mango Index - a giant index for all things D&D and where to find them
The Mango List Reborn! - rehosted by KellKheraptis

Lists of Stuff - listing of class features etc and how to get them, etc. sort of like above but a little more specific and sorted by category
Polymorph, Wildshape and Shapechange, oh my! (comparison charts) - side-by-side comparison of all the various form altering abilities
Alternative Class Features
alternative ways to get class skills

Surreal

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Re: Iron Chef Challenge #5
« Reply #110 on: May 20, 2010, 03:01:38 AM »
Team: Dark Sky Bears (minus the bear)

dark samuari
[spoiler]
Anthony Stark
"Is it better to be feared or respected? I say, is it too much to ask for both?"

Anthony Stark at 20th level
Male Adult Human: Human Paragon 1/Artificer 7/Renegade Mastermaker 2/Legacy Champion 10
Medium Humanoid (Living Construct)
Hit Dice: 11d8+22/9d6+18 (123 hp)
Initiative: +1
Speed: 30ft. (6 squares)
Armor Class: 11 (+ armor, +1 dex); Touch: 11; Flat-footed: 10
Base Attack/Grapple: +13/+14
Attack: +17 melee (1d6+4/x2; +3 battlefist)
Full Attack: +17/+12/+7 melee (1d6+4/x2; +3 battlefist)
Space/Reach: 5ft./5ft.
Special Qualities: Adaptive Learning (Diplomacy), Craft Reserve (200), Artificer Knowledge (+10), Artisan Bonus, Disable Trap, Item Creation, Craft Homunculus, Retain Essence, Metamagic Spell Trigger, Battlefist (+3), Craft Master (+2), Self-Repair, Reduced Ritual Cost (Lesser), Bond of Lore, Replace Legacy Ability (Lesser), Self-Construction, Extra Legacy Ability Use (Least), Damage Reduction 2/Adamantine, Extra Legacy Ability Use (Lesser), Reduced Ritual Cost (Greater), Embedded Component, Extra Legacy Ability Use (Greater), Replace Legacy Ability (Greater), and Construct Exemplar.
Saves: Fort +7, Ref +6, Will +17
Abilities: Str 12, Dex 12, Con 14, Int 20, Wis 10, and Cha 14   
Skills/Skill Tricks: Appraise +7 (5 rank + 5 int -3 legacy cost), Concentration +22 (23 ranks + 2 con -3 legacy cost), Craft (Alchemy) +18 (4 ranks + 5 int + 10 craft master + 2 apprentice -3 legacy cost), Craft (Armorsmithing) +22 (8 ranks + 5 int + 10 craft master + 2 apprentice -3 legacy cost), Craft (Poisonmaking) +20 (6 ranks + 5 int + 10 craft master + 2 apprentice -3 legacy cost), Craft (Sculpting) +17 (3 ranks + 5 int + 10 craft master + 2 apprentice -3 legacy cost), Craft (Trapmaking) +19 (5 ranks + 5 int + 10 craft master + 2 apprentice -3 legacy cost), Craft (Weaponsmithing) +17 (3 ranks + 5 int + 10 craft master + 2 apprentice -3 legacy cost), Craft (Wordsmithing) +15 (1 rank + 5 int + 10 craft master + 2 apprentice -3 legacy cost), Decipher Script +7 (5 ranks + 5 int -3 legacy cost), Diplomacy +24 (23 ranks + 2 cha + 2 synergy -3 legacy cost), Disable Device +25 (23 ranks + 5 int -3 legacy cost), Heal +0 (3 ranks + 0 wis -3 legacy cost), Knowledge (Arcana) +17 (15 ranks + 5 int -3 legacy cost), Knowledge (Architecture & Engineering) +25 (23 ranks + 5 int -3 legacy cost), Knowledge (History) +7 (5 ranks + 5 int -3 legacy cost), Knowledge (Nobility & Royalty) +7 (5 rank + 5 int -3 legacy cost), Knowledge (the Planes) +17 (15 rank + 5 int -3 legacy cost), Search +25 (23 ranks + 5 int -3 legacy cost), Spellcraft +27 (23 ranks + 5 int + 2 synergy -3 legacy cost), Use Magical Device +22 (23 ranks + 2 cha -3 legacy cost); Collector of Stories
Feats/Flaws: Energy Substitution (Electricity) [Human], Apprentice (Craftsman) [1st], Favored in House [Flaw], Martial Weapon Proficiency (Rapier) [HP1st], Scribe Scroll [Art1st], Heavy Armor Proficiency [3rd], Brew Potion [Art2nd], Craft Wondrous Item [Art3rd], Craft Arms and Armor [Art4th], Craft Construct [Art4th], Leadership [6th], Craft Wand [Art5th], Least Legacy [9th], Landlord [12th], Lesser Legacy [LC4th], Sculpt Spell [15th], Greater Legacy [LC8th], Transcendental Spell [18th] and Improved Resiliency [RM10th]; Meager Fortitude
Organization: The Avengers, Stark Industries and S.H.I.E.L.D.
Challenge Rating: 20
Alignment: Lawfully Good
Languages Spoken: Common, Dwarven, Elven and Gnomish.
PossessionsInfusions prepared (15th level):
1: 4
2: 4
3: 3
4: 3
5: 3
6: 2

Snapshot at 12th-level
[spoiler]Anthony Stark at 12th level
Male Adult Human: Human Paragon 1/Artificer 7/Renegade Mastermaker 2/Legacy Champion 2
Medium Humanoid (Human)
Hit Dice: 3d8+6/9d6+18 (83 hp)
Initiative: +1
Speed: 30ft. (6 squares)
Armor Class: 11 (+ armor, +1 dex); Touch: 11; Flat-footed: 10
Base Attack/Grapple: +7/+8
Attack: +9 melee (1d6+2/x2; +1 battlefist)
Full Attack: +9/+4 melee (1d6+2/x2; +1 battlefist)
Space/Reach: 5ft./5ft.
Special Qualities: Adaptive Learning (Diplomacy), Craft Reserve (200), Artificer Knowledge (+10), Artisan Bonus, Disable Trap, Item Creation, Craft Homunculus, Retain Essence, Metamagic Spell Trigger, Battlefist (+1), Craft Master (+2), Self-Repair, Reduced Ritual Cost (Lesser), Bond of Lore, Replace Legacy Ability (Lesser) and Self-Construction.  
Saves: Fort +4, Ref +3, Will +13
Abilities: Str 12, Dex 12, Con 14, Int 16, Wis 10, and Cha 14   
Skills/Skill Tricks: Appraise +6 (3 ranks + 4 int -1 legacy cost), Concentration +16 (15 ranks + 2 con-1 legacy cost), Craft (Alchemy) +11 (3 ranks + 4 int + 3 craft master + 2 apprentice-1 legacy cost), Craft (Armorsmithing) +16 (8 ranks + 4 int + 3 craft master + 2 apprentice-1 legacy cost), Craft (Poisonmaking) +11 (3 ranks + 4 int + 3 craft master + 2 apprentice-1 legacy cost), Craft (Sculpting) +9 (1 rank + 4 int + 3 craft master + 2 apprentice-1 legacy cost), Craft (Trapmaking) +11 (3 ranks + 4 int + 3 craft master + 2 apprentice-1 legacy cost), Craft (Weaponsmithing) +10 (2 ranks + 4 int + 3 craft master + 2 apprentice-1 legacy cost), Craft (Wordsmithing) +9 (1 rank + 4 int + 3 craft master + 2 apprentice-1 legacy cost), Decipher Script +4 (1 rank + 4 int-1 legacy cost), Diplomacy +16 (15 ranks + 2 cha-1 legacy cost), Disable Device +18 (15 ranks + 4 int-1 legacy cost), Heal +0 (1 rank + 0 wis-1 legacy cost), Knowledge (Arcana) +13 (10 ranks + 4 int-1 legacy cost), Knowledge (Architecture & Engineering) +18 (15 ranks + 4 int-1 legacy cost), Knowledge (History) +8 (5 ranks + 4 int-1 legacy cost), Knowledge (Nobility & Royalty) +4 (1 rank + 4 int-1 legacy cost), Knowledge (the Planes) +7 (4 ranks + 4 int-1 legacy cost), Search +18 (15 ranks + 4 int-1 legacy cost), Spellcraft +20 (15 ranks + 4 int + 2 synergy-1 legacy cost), Use Magical Device +16 (15 ranks + 2 cha-1 legacy cost); Collector of Stories
Feats/Flaws: Energy Substitution (Electricity) [Human], Apprentice (Craftsman) [1st], Favored in House [Flaw], Martial Weapon Proficiency (Rapier) [HP1st], Scribe Scroll [Art1st], Heavy Armor Proficiency [3rd], Brew Potion [Art2nd], Craft Wondrous Item [Art3rd], Craft Arms and Armor [Art4th], Craft Construct [Art4th], Leadership [6th], Craft Wand [Art5th], Least Legacy [9th], and Landlord [12th]; Meager Fortitude
Organization: The Avengers, Stark Industries and S.H.I.E.L.D.
Challenge Rating: 12
Alignment: Lawfully Good
Languages Spoken: Common, Dwarven, Elven and Gnomish.
PossessionsInfusions prepared (9th level):
1: 3
2: 3
3: 3
4: 2[/spoiler]

The Proper Booze Substitute
[spoiler]

(LoD pg. 184)
Description: A spicy red fluid with a bitter aftertaste, rhul causes increased physical prowess and aggression at the expense of caution and agility.
Type: Ingested DC 15.
Initial Effect: User gains a +4 alchemical bonus to Strength and Constitution, but suffers a -2 penalty to AC. This lasts 1 minute.
Secondary EffectPrice: 50 gp.
Side Effect: Due to stimulation of the scent and tactile nerves, while the initial effect is functioning, the user prefers to engage in close battle. If the user is given the choice of fighting in melee or with ranged attacks, he must make a Will saving throw (DC 16) or choose the melee attack.
Overdose: If more than one dose of rhul is taken in a period of 1 hour, the user takes 1d4 points of temporary Intelligence and Wisdom damage.
Addition: Medium[/spoiler]

The Iron Man Suit
[spoiler]
"I am Iron Man"

Built out of desperation and kept out of necessity, the Iron Man suit is the pinnacle in mobile defensive apparatuses. Upgrades through blows both on the anvil and foe this is the magnum opus of Anthony Stark. Covering up his sort-comings and elevating him to a heroic level the Iron Man suit is ingrained within the identity of Anthony Stark, a true fusion of passion & power, of dedication & destruction, of merit & might.

The Iron Man; a Legacy Item
The Iron Man suit is a fully functioning full plate augmented with an ornate cover.
Non-game Stats: Ornate Full Plate (2,100gp; +8 armor, +1 max dex, -6 ACP, 15 ft.; 50 lbs.)
Omen: Makes a visible glow and stutters with light for a round before shining.
Penalty Group: 4-3
Least
5th) Called
6th) Intelligent Legacy Item
7th) Intelligent Legacy Item
8th) Scorching Ray
9th) Scorching Ray
10th) Scorching Ray
Lesser
11th) Cunning (You are never flat-footed.)
12th) Protection from Arrows (24/7; No-limit)
13th) Energy Resistance (30 vs. one element, immediate action, at will, lasts for 1 min.)
14th) Invisibility
15th) Armor Enhancement (Ghost Touch)
16th) Armor Enhancement (Ghost Touch)
Greater
17th) Death Ward (Continuous, immune to death effects, energy drain, positive and negative dominant planar traits)
18th) Freedom of Movement
19th) Mindblank
20th) Mindblank[/spoiler]
 
Skills, Talents and Teamwork Capabilities
[spoiler]
"They say that the best weapon is the one you never have to fire. I respectfully disagree..."

So what can a build like this bring to a team? The answer to be fair is a lot. Functioning as a potential buffer and supplier, Anthony Stark can enhance the capabilities of any team mate through both his infusions but also the items he crafts. In addition to filling in any holes his team mate may have he also serves as a mobile machine of death and destruction through the use of his magical items, his knowledge of his opponents and obviously, the Iron Man suit.

Anthony Stark in short:
Can enhance his entire party to their optimal state through his equipment, skills and class abilities
Can hold his own in battle while handling in-combat healing and battlefield control should it be needed.
Can provide the party with the assistance of the noble caste and act as the party face. [/spoiler]
[/spoiler]

******************************************************************
skydragonknight
[spoiler]
3 dishes: Ungeared, Geared and 12th level.

Bruce Banner

No Gear Stats:

Bruce Banner
Male Kalastar,  Monk 2/Ardent 6/Hulking Hurler 2/Ardent+10
Size/Type: Medium Humanoid (Psionic)
Hit Dice: 16d6+2d8+2d10+40 = 119 Hit Points
Initiative: +0 (+2 while focused)
Speed: 30 ft (40 ft while focused)
Armor Class: 18 = 10+5(Wis)+3(Monk) Touch: 18 Flat-Footed:18
Base Attack/Grapple: +15/+14
Full Attack: +14/14/14/9/4 Unarmed Strike 2d8-1
Space/Reach:  5 ft/5 ft
Special Qualities:  Mindlink 1/day, +2 vs. Mind-affecting
Saves:  Fort+10 Ref+8 Will+18 (Base Saves: +8/+11/+13; -3 Reflex from Flaw)
Abilities: Str 8 Dex 10 Con 14 Int 17 Wis 20 Cha 12
Skills: Concentration 20 ranks, Knowledge(Psionics) 23 ranks, Knowledge(any two) 19 ranks, Psicraft 20 ranks. Autohypnosis 5 ranks.
Feats: 1- Linked Power, Monk 1-Improved Unarmed Strike,  Monk 1- Monastic Training, Flaw(Poor Reflexes)- Practiced Manifester(Ardent),   Monk 2- Tashalatora(Ardent),  3 -Point Blank Shot(Animal Affinity to qualify),  Conflict(Ardent 1)-WF: Dagger,  6-Power Attack(Animal Affinity and Physical Power mantle ability to qualify), 9-Psionic Meditation,  HH1-Snatch Arrows, HH1-Throw Anything,  12-Brutal Throw, 15-Extend Power,  18-Overchannel
Environment: Urban
Organization: Unique
Challenge Rating: 20
Alignment:  Chaotic Good
Languages: Common, three others. Doesn't matter which.
Level Adjustment: +0

ACFs:Ardent ManifestingPowers known: (by Mantle):
[spoiler]Ardent 1: Physical Power(Dominant Ideal):  Adrenaline Boost(1), Vigor(1), Animal Affinity(2:  Ungeared only), Metamorphosis*(4), Energy Resistance*(4), Psychofeedback(5),  True Metabolism(8), Greater Metamorphosis*(9)
Ardent 1: Conflict:  Defensive Precognition(1), Extend Range*(1), Thicken Skin*(1), Immovability(4),
Ardent 2: Freedom:  (Hustle(2:  Retrained to Thicken Skin)), Psionic Freedom of Movement(4: If Greater Metamorphosis is unallowed),  Inconstant Location*(6)
Ardent 5:  Time:  Anticipatory Strike(5), Temporal Acceleration(6), Timeless Body*(9)
Ardent 15:  Mental Power: Bestow Power*(2:  Geared only), Schism*(4)

*Customize Mantle themed power.[/spoiler]

Powers known(by level): ML = Character Level w/Practiced Manifester
[spoiler]3 Animal Affinity(Physical Power), Defensive Precognition(Conflict)
4 Adrenaline Boost(Physical Power)
5 Extend Range(Conflict)
6 Hustle(Freedom)
7 Metamorphosis(Physical Power)
8 Energy Resistance(Physical Power)
11 Psychofeedback(Physical Power)
12 Inconstant Location (Freedom) (Geared and 12th level Versions: Retrain Animal Affinity to Vigor)
13 Temporal Acceleration(Time)
14 Immovability(Conflict) (Retrain Hustle to Thicken Skin: Dominant Mantle + Linked Adrenaline Boost replaces Linked Hustle as Action Economy.)
15 True Metabolism(Physical Power)
16 Anticipatory Strike(Time)
17 Timeless Body(Time)
18 Greater Metamorphosis(Physical Power) OR Psionic Freedom of Movement(Freedom) if XP costs are not allowed.
19 Schism(Mental Power)
20 Bestow Power (Mental Power: Geared Version only) OR Vigor (Ungeared Version)[/spoiler]

Buffing Routine: Buff Summary:
[spoiler]Schism: Extra Mental Action each round following manifesting Schism. ML = 14 (20 rounds)
Animal Affinity: +4 Enhancement bonus to Str, Con, Int, Wis, Cha (40 minutes)
Energy Resistance: Reduce the damage taken from Acid, Cold, Electricity, Fire and Sonic by 30. (28 minutes)
(Greater) Metamorphosis: Assume the form of a Fire Giant(Metamorphosis) or Storm Giant(Greater Metamorphosis) Power used depends on if XP costs are allowed. (40 minutes)
Inconstant Location: As a swift action can teleport up to land speed. Reflavored as being constantly mobile, jumping over obstacles, etc. (20 rounds)
True Metabolism: Regain 10 Hit Points each round, can reattach lost limbs. (40 minutes)
Defensive Precognition: +8 insight bonus to Armor Class and Saving Throws. (40 minutes)
Psionic Freedom of Movement: If Greater Metamorphosis is not allowed for XP reasons, this power will be used. As Freedom of Movement. (40 Minutes)
Psychofeedback (x2): Take ability burn in mental scores to increase physical ability scores. +31 Str -18 Int -13 Cha. (28 rounds; 40 rounds)
Extended Range: Thicken Skin: +6 enchancement bonus to natural armor (16 minutes)
Vigor: 100 Temporary Hit Points (40 minutes)[/spoiler]


Fire Giant Form via Metamorphosis:
[spoiler]Hulk
Male Kalastar,  Monk 2/Ardent 6/Hulking Hurler 2/Ardent+10
Size/Type: Large Humanoid (Psionic)
Hit Dice: 16d6+2d8+2d10+80 = 135/159 Hit Points +100 Temporary Hit Points
Initiative: -1 (+1 while focused)
Speed: 40 ft (50 ft while focused) Inconstant Location
Armor Class: 40 = 10-1(Size)-1(Dex)+7(Wis)+3(Monk)+8(Insight)+14(Natural) Touch: 26 Flat-Footed:40
Base Attack/Grapple: +15/+43
Full Attack: +42/42/42/37/32 Unarmed Strike 3d8+28 Or +40(or DC 50 Reflex) Car (10ft + Extend Range)
Space/Reach:  10 ft/10 ft
Special Qualities:  Mindlink 1/day, +2 vs. Mind-affecting, Freedom of Movement(power)
Saves:  Fort+22 Ref+15 Will+28 (Base Saves: +8/+11/+13;+8 insight on all saves, -3 Reflex from Flaw)
Abilities: Str 66 Dex 9 Con 25 Int 3 Wis 24 Cha 3
Skills: Concentration 20 ranks, Knowledge(Psionics) 23 ranks, Knowledge(any two) 19 ranks, Psicraft 20 ranks. Autohypnosis 5 ranks.
Feats: 1- Linked Power, Monk 1-Improved Unarmed Strike,  Monk 1- Monastic Training, Flaw(Poor Reflexes)- Practiced Manifester(Ardent),   Monk 2- Tashalatora(Ardent),  3 -Point Blank Shot(Animal Affinity to qualify),  Conflict(Ardent 1)-WF: Dagger,  6-Power Attack(Animal Affinity and Physical Power mantle ability to qualify), 9-Psionic Meditation,  HH1-Snatch Arrows, HH1-Throw Anything,  12-Brutal Throw, 15-Extend Power,  18-Overchannel
Environment: Urban
Organization: Unique (Thank God)
Challenge Rating: 20
Alignment:  Chaotic Neutral
Languages: Common, three others. Doesn't matter which.
Level Adjustment: +0
[/spoiler]

Storm Giant form via Greater Metamorphosis:
[spoiler]Hulk
Male Kalastar,  Monk 2/Ardent 6/Hulking Hurler 2/Ardent+10
Size/Type: Huge Humanoid (Psionic)
Hit Dice: 16d6+2d8+2d10+80 = 135/159 Hit Points +100 Temporary Hit Points
Initiative: +2 (+4 while focused)
Speed: 50 ft (60 ft while focused) Inconstant Location
Armor Class: 46 = 10-2(Size)+2(Dex)+7(Wis)+3(Monk)+8(Insight)+18(Natural) Touch: 28 Flat-Footed:44
Base Attack/Grapple: +15/+47
Full Attack: +45/45/45/40/35 Unarmed Strike 4d8+32 Or +43(or DC 53 Reflex) Car (15ft + Extend Range)
Space/Reach:  15 ft/15 ft
Special Qualities:  Mindlink 1/day, +2 vs. Mind-affecting, Freedom of Movement(race), Immunity to Electricity(subtype)
Saves:  Fort+24 Ref+18 Will+28 (Base Saves: +8/+11/+13;+8 insight on all saves, -3 Reflex from Flaw)
Abilities: Str 74 Dex 14 Con 27 Int 3 Wis 24 Cha 3
Skills: Concentration 20 ranks, Knowledge(Psionics) 23 ranks, Knowledge(any two) 19 ranks, Psicraft 20 ranks. Autohypnosis 5 ranks.
Feats: 1- Linked Power, Monk 1-Improved Unarmed Strike,  Monk 1- Monastic Training, Flaw(Poor Reflexes)- Practiced Manifester(Ardent),   Monk 2- Tashalatora(Ardent),  3 -Point Blank Shot(Animal Affinity to qualify),  Conflict(Ardent 1)-WF: Dagger,  6-Power Attack(Animal Affinity and Physical Power mantle ability to qualify), 9-Psionic Meditation,  HH1-Snatch Arrows, HH1-Throw Anything,  12-Brutal Throw, 15-Extend Power,  18-Overchannel
Environment: Urban
Organization: Unique (Thank God)
Challenge Rating: 20
Alignment:  Chaotic Neutral
Languages: Common, three others. Doesn't matter which.
Level Adjustment: +0
[/spoiler]

Combat:
 [spoiler]HULK SMASH! Move around the battlefield with Inconstant Location and full attack with Flurry of Blows for LOTSArea AttackBonus twink:
[spoiler]Association:  The Mighty Arms of Kord (CC)
+2 bonus on Intimidate checks
bonus = character level against fear effects
1/day bonus equal to Str modifier on a single Fort or Will save
1/day force an opponent to reroll an attack, check or save after you know the result.
Meets association qualifications(only using spellcasting/manifesting to increase combat ability). Simple, repeatable ways to increase affiliation score, so assume max score. [/spoiler]


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

Geared Version:

Equipment(reflavored as innate abilities):
[spoiler]Gloves Of Mighty Fists+5,150K: +5 attack/damage with natural weapons. Body Slot Affinity Rules= Hands
Ring of Protection+5, 50K: +5 Deflection bonus to AC. Ring 1
Vest of Resistance+5, 25K: +5 Resistance bonus to saving throws. Torso
Helm of the Hunter(MIC), 9K: +5 to Spot, Far Shot feat (double range increment). Head
Belt of Magnificence+6(MH), 200K: +6 Enhancement Bonus to all stats. Waist
Torc of Power Preservation(SRD),36K:  -1 PP use when manifesting. Neck
Fanged Ring(DM), 10K: Improved Natural Attack(Unarmed Strike) Ring2
Mighty Arms Warforged Graft + Battlefist(FoE, ECS), 3.6K: +1 size unarmed damage, -2  Hit points .  Arms
Robe of EyesGauntlet of extended range(MIC), 3K: Double range of thrown weapons. 1.5 Cost = Added to Hands
, 26K: +5 Monk level for Unarmed damage and AC (Effectively Monk 20). Double cost = Slotless
Ectoplasmic Armor Shard x5(ECS), 40K: +10 armor bonus to AC, -5 hit points. Slotless
Ectoplasmic Fist Shard(ECS), 4K: +1 size unarmed damage, -1 Hit Points. Slotless
Power Link ShardStats for Geared Version:

Normal:
[spoiler]Bruce Banner
Male Kalastar,  Monk 2/Ardent 6/Hulking Hurler 2/Ardent+10
Size/Type: Medium Humanoid (Psionic)
Hit Dice: 16d6+2d8+2d10+80 = 159 Hit Points
Initiative: +3 (+5 while focused)
Speed: 30 ft (40 ft while focused)
Armor Class: 40 = 10+3(Dex)+8(Wis)+4(Monk)+10(Armor)+5(Deflection) Touch: 30 Flat-Footed:40
Base Attack/Grapple: +15/+17
Full Attack: +22/22/22/17/12 Unarmed Strike 8d8+2
Space/Reach:  5 ft/5 ft
Special Qualities:  Mindlink 1/day, +2 vs. Mind-affecting
Saves:  Fort+18 Ref+16 Will+26 (Base Saves: +8/+11/+13; +5 resistance to saves, -3 Reflex from Flaw)
Abilities: Str 14 Dex 16 Con 20 Int 23 Wis 26 Cha 18
Skills: Concentration 20 ranks, Knowledge(Psionics) 23 ranks, Knowledge(any two) 19 ranks, Psicraft 20 ranks. Autohypnosis 5 ranks.
Feats: 1- Linked Power, Monk 1-Improved Unarmed Strike,  Monk 1- Monastic Training, Flaw(Poor Reflexes)- Practiced Manifester(Ardent),   Monk 2- Tashalatora(Ardent),  3 -Point Blank Shot(Animal Affinity to qualify),  Conflict(Ardent 1)-WF: Dagger,  6-Power Attack(Animal Affinity and Physical Power mantle ability to qualify), 9-Psionic Meditation,  HH1-Snatch Arrows, HH1-Throw Anything,  12-Brutal Throw, 15-Extend Power,  18-Overchannel
Environment: Urban
Organization: Unique
Challenge Rating: 20
Alignment:  Chaotic Good
Languages: Common, three others. Doesn't matter which.
Level Adjustment: +0[/spoiler]

Fire Giant Form via Metamorphosis:
[spoiler]Hulk
Male Kalastar,  Monk 2/Ardent 6/Hulking Hurler 2/Ardent+10
Size/Type: Large Humanoid (Psionic)
Hit Dice: 16d6+2d8+2d10+80 = 159 Hit Points +100 Temporary Hit Points
Initiative: +2 (+4 while focused)
Speed: 40 ft (50 ft while focused) Inconstant Location
Armor Class: 60 = 10-1(Size)+2(Dex)+8(Wis)+4(Monk)+8(Insight)+14(Natural)+10(Armor)+5(Deflection) Touch: 36 Flat-Footed:60
Base Attack/Grapple: +15/+46
Full Attack: +50/50/50/45/40 Unarmed Strike 12d8+36 Or +43(or DC 53 Reflex) Car (30ft + Extend Range)
Space/Reach:  10 ft/10 ft
Special Qualities:  Mindlink 1/day, +2 vs. Mind-affecting, Freedom of Movement(power)
Saves:  Fort+29 Ref+23 Will+34 (Base Saves: +8/+11/+13;+8 insight on all saves,+5 resistance on all saves, -3 Reflex from Flaw)
Abilities: Str 72 Dex 15 Con 27 Int 3 Wis 26 Cha 3
Skills: Concentration 20 ranks, Knowledge(Psionics) 23 ranks, Knowledge(any two) 19 ranks, Psicraft 20 ranks. Autohypnosis 5 ranks.
Feats: 1- Linked Power, Monk 1-Improved Unarmed Strike,  Monk 1- Monastic Training, Flaw(Poor Reflexes)- Practiced Manifester(Ardent),   Monk 2- Tashalatora(Ardent),  3 -Point Blank Shot(Animal Affinity to qualify),  Conflict(Ardent 1)-WF: Dagger,  6-Power Attack(Animal Affinity and Physical Power mantle ability to qualify), 9-Psionic Meditation,  HH1-Snatch Arrows, HH1-Throw Anything,  12-Brutal Throw, 15-Extend Power,  18-Overchannel
Environment: Urban
Organization: Unique (Thank God)
Challenge Rating: 20
Alignment:  Chaotic Neutral
Languages: Common, three others. Doesn't matter which.
Level Adjustment: +0[/spoiler]

Storm Giant Form via Greater Metamorphosis:
[spoiler]Hulk
Male Kalastar,  Monk 2/Ardent 6/Hulking Hurler 2/Ardent+10
Size/Type: Huge Humanoid (Psionic)
Hit Dice: 16d6+2d8+2d10+80 = 159 Hit Points +100 Temporary Hit Points
Initiative: +5 (+7 while focused)
Speed: 50 ft (60 ft while focused) Inconstant Location
Armor Class: 66 = 10-2(Size)+5(Dex)+8(Wis)+4(Monk)+8(Insight)+18(Natural)+10(Armor)+5(Deflection) Touch: 38 Flat-Footed:66
Base Attack/Grapple: +15/+50
Full Attack: +53/53/53/48/343 Unarmed Strike 16d8+40 Or +46(or DC 56 Reflex) Car (45ft + Extend Range)
Space/Reach:  15 ft/15 ft
Special Qualities:  Mindlink 1/day, +2 vs. Mind-affecting, Freedom of Movement(race), Immunity to Electricity(subtype)
Saves:  Fort+30 Ref+26 Will+34 (Base Saves: +8/+11/+13;+8 insight on all saves,+5 resistance to all saves -3 Reflex from Flaw)
Abilities: Str 80 Dex 20 Con 29 Int 3 Wis 26 Cha 3
Skills: Concentration 20 ranks, Knowledge(Psionics) 23 ranks, Knowledge(any two) 19 ranks, Psicraft 20 ranks. Autohypnosis 5 ranks.
Feats: 1- Linked Power, Monk 1-Improved Unarmed Strike,  Monk 1- Monastic Training, Flaw(Poor Reflexes)- Practiced Manifester(Ardent),   Monk 2- Tashalatora(Ardent),  3 -Point Blank Shot(Animal Affinity to qualify),  Conflict(Ardent 1)-WF: Dagger,  6-Power Attack(Animal Affinity and Physical Power mantle ability to qualify), 9-Psionic Meditation,  HH1-Snatch Arrows, HH1-Throw Anything,  12-Brutal Throw, 15-Extend Power,  18-Overchannel
Environment: Urban
Organization: Unique (Thank God)
Challenge Rating: 20
Alignment:  Chaotic Neutral
Languages: Common, three others. Doesn't matter which.
Level Adjustment: +0[/spoiler]

Combat for Geared version:
[spoiler]Virtually the same. Some of the numbers are better (more stats to Psychofeedback, for example), but all the Options come from class abilities, feats and buffs. The one exception is the choice of Bestow Power. Linked Adrenaline Boost+Bestow Power and Dominant Ideal to reduce augmentation cost of Linked Power, it takes 3 PP to bestow 3 PP. The Torc of Power Preservation turns this to 2 PP for +3PP. Hence, a recharge mechanic. With Schism and using Vigor as the base power for standard actions, Hulk can effectively regenerate 3 PP/round: assuming has nothing to smash.
Also less Overchannel damage in the initial buff thanks to the Torc.[/spoiler]


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

Level 12 Snapshot

Normal Stats:
[spoiler]Bruce Banner
Male Kalastar,  Monk 2/Ardent 6/Hulking Hurler 2/Ardent+2
Size/Type: Medium Humanoid (Psionic)
Hit Dice: 8d6+2d8+2d10+45 = 96 Hit Points
Initiative: +0 (+2 while focused)
Speed: 30 ft (40 ft while focused)
Armor Class: 21 = 10+5(Wis)+3(Monk)+2(Armor)+1(Deflection) Touch: 19 Flat-Footed:21
Base Attack/Grapple: +9/10
Full Attack: +10/10/5 Unarmed Strike 4d6+1
Space/Reach:  5 ft/5 ft
Special Qualities:  Mindlink 1/day, +2 vs. Mind-affecting
Saves:  Fort+12 Ref+8 Will+17 (Base Saves: +5/+8/+9; +3 resistance to saves, -3 Reflex from Flaw)
Abilities: Str 12 Dex 10 Con 18 Int 16 Wis 21 Cha 14
Skills: Concentration 13 ranks, Knowledge(Psionics) 14 ranks, Knowledge(any two) 11 ranks, Psicraft 12 ranks. Autohypnosis 5 ranks.
Feats: 1- Linked Power, Monk 1-Improved Unarmed Strike,  Monk 1- Monastic Training, Flaw(Poor Reflexes)- Practiced Manifester(Ardent),   Monk 2- Tashalatora(Ardent),  3 -Point Blank Shot(Animal Affinity to qualify),  Conflict(Ardent 1)-WF: Dagger,  6-Power Attack(Animal Affinity and Physical Power mantle ability to qualify), 9-Psionic Meditation,  HH1-Snatch Arrows, HH1-Throw Anything,  12-Brutal Throw
Environment: Urban
Organization: Unique
Challenge Rating: 12
Alignment:  Chaotic Good
Languages: Common, three others. Doesn't matter which.
Level Adjustment: +0
[/spoiler]

Equipment(reflavored as innate abilities):  
[spoiler]Gauntlet of extended range(MIC), 2K: Double range of thrown weapons. Hands
Ring of Protection+1, 2K: +1 Deflection bonus to AC. Ring 1
Vest of Resistance+3, 9K: +3 Resistance bonus to saving throws. Torso
Helm of the Hunter(MIC), 9K: +5 to Spot, Far Shot feat (double range increment). Head
, 13K: +5 Monk level for Unarmed damage and AC (for a total of Monk 15). Waist
Periapt of Wisdom+2, 4K: +2 Enhancement to Wisdom. Neck
Cloak of Charisma+2, 4K: +2 Enhancement to Charisma. Shoulders
Mighty Arms Warforged Graft + Battlefist(FoE, ECS), 3.6K: +1 size unarmed damage, -2  Hit points .  Arms
+4 Enhancement to Strength, 16K. Added to Hands
+4 Enhancement to Constitution, 16K. Added to Belt
+2 Armor Bonus, 4K: +2 armor bonus to AC.  Added to Arms
Ectoplasmic Fist Shard(ECS), 4K: +1 size unarmed damage, -1 Hit Points. Slotless

86.6/88 K used[/spoiler]

Powers(ML 12; see main sheet for details): Vigor, Defensive Precognition, Adrenaline Boost, Extend Range, Hustle, Metamorphosis, Energy Resistance, Psychofeedback, Inconstant Location.

Long-term pre buffs:
[spoiler]Energy Resistance (20 to each energy type) 7 PP 12 minutes
Defensive Precognition (+4 insight bonus to AC/saves) 10 PP 12 minutes[/spoiler]

Hulking up:
[spoiler]Round 1. Swift: Linked Hustle+Metamorphosis (recovering focus with move action; Hill Giant form) 10 PP, 12 minutes;  Standard: Psychofeedback(-11 Cha, +11 Str) 9 PP, 12 rounds.

Round 2. Swift: Linked Hustle+Psychofeedback(recovering focus with move action; -12 Int, +12 Str) 12 PP, 12 rounds;  Standard: Inconstant Location (Swift action to move up to 50 feet each round) 11 PP,  1 minute.

59 PP used/90.[/spoiler]

Hill Giant Form via Metamorphosis:
[spoiler]Male Kalastar,  Monk 2/Ardent 6/Hulking Hurler 2/Ardent+2
Size/Type: Large Humanoid (Psionic)
Hit Dice: 8d6+2d8+2d10+45 = 96 Hit Points + 60 Temporary Hit Points
Initiative: -1 (+1 while focused)
Speed: 40 ft (50 ft while focused) Inconstant Location
Armor Class: 32 = 10-1(Dex)-1(Size)+5(Wis)+3(Monk)+2(Armor)+1(Deflection)+9(Natural)+4(Insight) Touch: 21 Flat-Footed:32
Base Attack/Grapple: +9/30
Full Attack: +30/30/25 Unarmed Strike 6d6+21
Space/Reach:  10 ft/10 ft
Special Qualities:  Mindlink 1/day, +2 vs. Mind-affecting
Saves:  Fort+18 Ref+11 Will+21 (Base Saves: +5/+8/+9; +3 resistance to saves,+4 insight to saves, -3 Reflex from Flaw)
Abilities: Str 52 Dex 8 Con 23 Int 4 Wis 21 Cha 3
Skills: Concentration 13 ranks, Knowledge(Psionics) 14 ranks, Knowledge(any two) 11 ranks, Psicraft 12 ranks. Autohypnosis 5 ranks.
Feats: 1- Linked Power, Monk 1-Improved Unarmed Strike,  Monk 1- Monastic Training, Flaw(Poor Reflexes)- Practiced Manifester(Ardent),   Monk 2- Tashalatora(Ardent),  3 -Point Blank Shot(Animal Affinity to qualify),  Conflict(Ardent 1)-WF: Dagger,  6-Power Attack(Animal Affinity and Physical Power mantle ability to qualify), 9-Psionic Meditation,  HH1-Snatch Arrows, HH1-Throw Anything,  12-Brutal Throw
Environment: Urban
Organization: Unique
Challenge Rating: 12
Alignment:  Chaotic Good
Languages: Common, three others. Doesn't matter which.
Level Adjustment: +0[/spoiler]

Combat:
[spoiler]HULK SMASH!Area Attack
« Last Edit: May 20, 2010, 03:08:16 AM by Surreal »
---
"The late, sedate, and no to great." ~Surreal

Some Handy Links for CO Work (WotC 339 version) - a compilation of links for base/prestige class handbooks, tactics, spellcasting, character builds, D&D databases, etc.
Archived version of the above with working links

The Mango Index - a giant index for all things D&D and where to find them
The Mango List Reborn! - rehosted by KellKheraptis

Lists of Stuff - listing of class features etc and how to get them, etc. sort of like above but a little more specific and sorted by category
Polymorph, Wildshape and Shapechange, oh my! (comparison charts) - side-by-side comparison of all the various form altering abilities
Alternative Class Features
alternative ways to get class skills

Surreal

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Re: Iron Chef Challenge #5
« Reply #111 on: May 20, 2010, 03:06:20 AM »
carnivore[spoiler]


[spoiler]alternate Image
[/spoiler]
Tony Stark(aka: Iron Man)
Human

Artificer 16/ Marshal 3/ Fighter 1

Abilities:
20 Str(base 10 +10 Armor)
20 Dex(base 10 +10 Armor)
20 Con(base 14 +6 Armor)
30 Int(Base 16 +4 lvls +4 Inherent +6 Item)
10 Wis(Base 10)
28 Cha(Base 16 +1 Lvl +5 Inherent +6 Item)

Feats:

Equipment:
24000gp Greater Choker of Eloquence+10 Bulff, Diplomacy, Perform Sing)

+5 Adamantine +6 Str +6 Dex +6 Con Improved Cold Resistance Dwarvencraft Clockwork Armor 108925gp self crafted[spoiler]

+13 Armor bonus(no max Dex listed)
DR 3/-
+10 Str(+4 Circumstance +6 Enhancement)
+10 Dex(+4 Circumstance +6 Enhancement)
+6 Con(+6 Enhancement)
hardness 22 and 160 hp, gets +2 to all saves[/spoiler]

Crystal Mask of Insightful Detection +Eyes of Eagle+Goggles of Night+Goggles of Minute Seeing

Casters Gloves(DMGII) like gloves of Holding but can activate Magic of items that are held when they are stored as if holding item in hand +Gloves of Titan Grip

Necklace of Adaptation[/spoiler]
---
"The late, sedate, and no to great." ~Surreal

Some Handy Links for CO Work (WotC 339 version) - a compilation of links for base/prestige class handbooks, tactics, spellcasting, character builds, D&D databases, etc.
Archived version of the above with working links

The Mango Index - a giant index for all things D&D and where to find them
The Mango List Reborn! - rehosted by KellKheraptis

Lists of Stuff - listing of class features etc and how to get them, etc. sort of like above but a little more specific and sorted by category
Polymorph, Wildshape and Shapechange, oh my! (comparison charts) - side-by-side comparison of all the various form altering abilities
Alternative Class Features
alternative ways to get class skills

Surreal

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Re: Iron Chef Challenge #5
« Reply #112 on: May 20, 2010, 03:08:45 AM »
Here are the entries that I've received... and with that I'm going to disappear into thesis writing.
« Last Edit: May 20, 2010, 03:10:58 AM by Surreal »
---
"The late, sedate, and no to great." ~Surreal

Some Handy Links for CO Work (WotC 339 version) - a compilation of links for base/prestige class handbooks, tactics, spellcasting, character builds, D&D databases, etc.
Archived version of the above with working links

The Mango Index - a giant index for all things D&D and where to find them
The Mango List Reborn! - rehosted by KellKheraptis

Lists of Stuff - listing of class features etc and how to get them, etc. sort of like above but a little more specific and sorted by category
Polymorph, Wildshape and Shapechange, oh my! (comparison charts) - side-by-side comparison of all the various form altering abilities
Alternative Class Features
alternative ways to get class skills

Havok4

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Re: Iron Chef Challenge #5
« Reply #113 on: May 20, 2010, 03:17:43 AM »
Nice work people. Those all look quite good, although I think the Hulk build is the most entertaining.

Anklebite

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Re: Iron Chef Challenge #5
« Reply #114 on: May 20, 2010, 10:29:10 AM »
mixter: practiced spellcaster(spellthief) doesn't actually do anything for you. you add spellthief level to caster level, not spellthief caster level.
I do not suffer from paranoia; I enjoy every second of it.
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skydragonknight

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Re: Iron Chef Challenge #5
« Reply #115 on: May 20, 2010, 05:05:07 PM »
Nice work people. Those all look quite good, although I think the Hulk build is the most entertaining.

Thanks. Dark helped a lot my pointing out the utility of a lot of the powers. Then I slapped my Psi-Monk knowledge on top. :)

I also discovered that Hulking Hurler doesn't cross over into TO territory unless you carry around custom-made throwable objects with you. As long as you limit it to what's in the area, then you can keep it sane and it will be the DM's fault if there's a 100,000 lb object nearby.
It always seems like the barrels around here have something in them.

Surreal

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Re: Iron Chef Challenge #5
« Reply #116 on: May 20, 2010, 06:48:17 PM »
I also discovered that Hulking Hurler doesn't cross over into TO territory unless you carry around custom-made throwable objects with you. As long as you limit it to what's in the area, then you can keep it sane and it will be the DM's fault if there's a 100,000 lb object nearby.

Psywar ACF soulbound weapon?
---
"The late, sedate, and no to great." ~Surreal

Some Handy Links for CO Work (WotC 339 version) - a compilation of links for base/prestige class handbooks, tactics, spellcasting, character builds, D&D databases, etc.
Archived version of the above with working links

The Mango Index - a giant index for all things D&D and where to find them
The Mango List Reborn! - rehosted by KellKheraptis

Lists of Stuff - listing of class features etc and how to get them, etc. sort of like above but a little more specific and sorted by category
Polymorph, Wildshape and Shapechange, oh my! (comparison charts) - side-by-side comparison of all the various form altering abilities
Alternative Class Features
alternative ways to get class skills

skydragonknight

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Re: Iron Chef Challenge #5
« Reply #117 on: May 20, 2010, 07:18:15 PM »
I also discovered that Hulking Hurler doesn't cross over into TO territory unless you carry around custom-made throwable objects with you. As long as you limit it to what's in the area, then you can keep it sane and it will be the DM's fault if there's a 100,000 lb object nearby.

Psywar ACF soulbound weapon?

Interesting. I suppose it's possible, though the weight would be more or less fixed at the point you select the weapon, meaning that it's effectiveness would peak at a certain point in the build, while being unusable before that point and below maximum throwing weight afterward (though possibly still damn good). Would certainly use that for a Psywar base.

One thing I left off in the final draft was telekinetic boomerang, because no matter how ass-kicking and hilarious bouncing cars off people would seem, I just couldn't get the image to work in my mind of the Hulk being able to do that. Also: psionics goes REALLY well with Hulking Hurler thanks to Extended Range and Telekinetic Boomerang powers, which fix two of the Hurler's weaknesses.
It always seems like the barrels around here have something in them.

Akalsaris

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Re: Iron Chef Challenge #5
« Reply #118 on: May 20, 2010, 11:48:07 PM »
I also discovered that Hulking Hurler doesn't cross over into TO territory unless you carry around custom-made throwable objects with you. As long as you limit it to what's in the area, then you can keep it sane and it will be the DM's fault if there's a 100,000 lb object nearby.

Psywar ACF soulbound weapon?

Or animal companions and animal growth :D  (I guess giant vermin and summoned earth elementals work as well)

Interesting builds all around, though I'm very glad I didn't get involved in this one with how busy life has been otherwise.  Now its time for the judges to do their part!

skydragonknight

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Re: Iron Chef Challenge #5
« Reply #119 on: May 23, 2010, 04:32:33 PM »
Bumped so Judges can do judge-y things.
It always seems like the barrels around here have something in them.