User:Cedges/Critical Loop (3.5e Optimized Character Build)

Introduction
Gets permanent +1 attack and damage bonus once every 18 seconds, or +200 attack and damage per hour.

Spells, Maneuvers, Stances
Uses the stance Blood in the Water, which requires a Tiger Claw maneuver. With initiator level, maneuvers up to 5th level can be selected for the remaining three maneuvers.

Blood in the Water gives a semi-permanent +1 bonus to attack and damage rolls every time a critical hit is scored. This bonus lasts as long as the stance, which lasts until the creature hasn't had a critical hit in the last minute (10 rounds). To make this permanent, we take the warforged race and stay up all the time casting innate summoning monster Is, knocking the summoned creature unconscious with non-lethal damage, and coup de grace-ing it for the automatic critical.

Items
None

Progression
Starting Ability Scores (Before Racial Adjustments): Any

Race (Templates): Warforged

Starting Racial Traits:

Other Components
<- anything not covered by the previous sections ->

Highlights
<- How and why this build works, also a place to show off just what the build can do ->

Tactics
<- How does the build function in combat? What are the common actions one pulls off in a round? ->

Further Optimization

 * Improved Initiative and Death Blow from complete adventurer to coup de grace as a standard action.
 * Find a way to summon things at will earlier. Distracting Ember from Tome of Battle might help, but we'd need a way to make it helpless and coup-de-grace it in the same turn. This maybe could be done with a partner by provoking an AO, having the partner attack, take some counter AO action instead against the elemental, and then coup de grace it in that same turn as a standard action. We could also just try to keep the bonus up from distracting ember slaughters. The problem is that without a consistent critical from a coup de grace the bonus will disappear when we fail to threaten 10 times in a row, which with a 30% critical weapon like a keen falchion would happen almost 3% of the time over any given stretch of 10 attacks, limiting us to fairly small stored bonuses on average.
 * Maximize attacks per round and initiative to make sure everything dies before it acts.

Side Notes
Coup de grace with an immune damage type doesn't look like it will work, or I haven't figured out how to do it yet. One could hunt a troll using a cage of mice to gain attack bonuses before sniping it, but it would die of dehydration after being constantly beaten unconscious for a couple days.

Limitations
The character must be really committed to summoned monster slaughter. If they ever take a break for whatever reason, they have to start over again. Fortunantly they'll be up to +200 attack and damage after a single hour.

Variants

 * Any other spell-caster with a 9th level slot and a 1st level summon spell that isn't immune to criticals
 * Swordsage instead of warblade

Miscellaneous
The warlock can summon swarms, which are immune to criticals.