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Ozymandias9
2010-09-25, 10:52 PM
Welcome, contestants, judges, and guests to Iron Chef XII. Here in Optimization Colosseum, contestants will endeavor to create an optimized and flavorful character using a specified D&D3.5 prestige class as a "Secret Ingredient".

Contestants: You will need to present your build at at least one of the following points: 5th level, 10th level, 15th, 20th, and a "sweet spot" that you feel is the high point of the build. Feel free to present as many of these as you like, and please give a rundown of the build's abilities and playability at all of the levels you didn't show. The rules are as follows:

Menu: For most challenges, the "special ingredient" will be drawn from Core plus Completes. There will, from time to time, be special challenges that showcase secret ingredients from other books--for example, the XPH.

32 point-buy is the presumed creation method, but we have generally allowed other levels of point-buy.
If you do use a different point-buy, please make your case for its necessity in your entry. Keep in mind that for using exceptionally large or small point-buys may warrant deductions in elegance and/or power.

Kitchen: Competitors will be free to use any official 3.5 rulebook in constructing their builds. Dragon magazine is disallowed, and Unearthed Arcana is allowed; but see Elegance below. Alternate rule systems from UA such as gestalt are not allowed, as they create a different playing field. Also, item familiars are forbidden because I hate 'em.

Cooking Time: Contestants will have until 11:59pm CUT on Thursday, September 30th 11:59pm CUT on Friday, October 1st to create their builds and PM them to the Chairman, Ozymandias9. Builds will then be posted simultaneously, to avoid copying.

Judging: Judging will be based on the following criteria, with each build rated from 1 (very poor) to 5 (exemplary) in each area: Originality, Power, Elegance, Use of Secret Ingredient.

Power level is up to you. Cheese is acceptable, but should be kept to a sane level unless you're showcasing a new TO build you've discovered. In the words of one of my predecessors, a little cheddar can be nice, but avoid the mature Gruyere unless you're making a cheese fondue.

Elegance could bear a little elaboration. It basically measures how skillfully you put your build together, and whether you sacrificed flavor for power. We're cooking here - if your dish doesn't taste good, it doesn't matter how well-presented it is. Use of flaws is an automatic loss of one point per flaw in this category. Other things that will cause lost points here are excessive multiclassing, and classes that don't fit the concept - using Cloistered Cleric in a front-line melee fighter, for example, will lose you points.

I am going to have to ask the contestants to PM me about any disagreement with the judges. Under no circumstances is a contestant to defend themselves inside the thread, since it breaks anonymity. For a brief refrence of what is and is not a valid dispute, confer this post (http://www.giantitp.com/forums/showpost.php?p=9418299&postcount=307).

Presentation: Builds will be posted anonymously, in order to avoid the potential of bias towards a particular competitor. For this reason, please don't put your name in the build, as I'm likely to miss it when reviewing the entries!

Due to concerns about standardizing entry format, I'd like everyone to try to use the following table for their entry.NAME OF ENTRY
{table=head]Level|Class|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

1st|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

2nd|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

3rd|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

4th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

5th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

6th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

7th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

8th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

9th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

10th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

11th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

12th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

13th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

14th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

15th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

16th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

17th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

18th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

19th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

20th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities[/table]

CodeNAME OF ENTRY
{table=head]Level|Class|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

1st|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

2nd|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

3rd|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

4th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

5th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

6th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

7th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

8th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

9th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

10th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

11th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

12th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

13th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

14th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

15th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

16th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

17th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

18th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

19th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities

20th|New Class Level|
+x|
+x|
+x|
+x|Skills|New Feats|New Class Abilities[/table]

For entries with spellcasting, use the following table for Spells per day and Spells Known. (Spells Known only if necessary, i.e. Sorcerer or Bard, but not Wizard or Warmage)
Spells per day/Spells Known
{table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

1st|-|-|-|-|-|-|-|-|-|-

2nd|-|-|-|-|-|-|-|-|-|-

3rd|-|-|-|-|-|-|-|-|-|-

4th|-|-|-|-|-|-|-|-|-|-

5th|-|-|-|-|-|-|-|-|-|-

6th|-|-|-|-|-|-|-|-|-|-

7th|-|-|-|-|-|-|-|-|-|-

8th|-|-|-|-|-|-|-|-|-|-

9th|-|-|-|-|-|-|-|-|-|-

10th|-|-|-|-|-|-|-|-|-|-

11th|-|-|-|-|-|-|-|-|-|-

12th|-|-|-|-|-|-|-|-|-|-

13th|-|-|-|-|-|-|-|-|-|-

14th|-|-|-|-|-|-|-|-|-|-

15th|-|-|-|-|-|-|-|-|-|-

16th|-|-|-|-|-|-|-|-|-|-

17th|-|-|-|-|-|-|-|-|-|-

18th|-|-|-|-|-|-|-|-|-|-

19th|-|-|-|-|-|-|-|-|-|-

20th|-|-|-|-|-|-|-|-|-|-[/table]

CodeSpells per day/Spells Known
{table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

1st|-|-|-|-|-|-|-|-|-|-

2nd|-|-|-|-|-|-|-|-|-|-

3rd|-|-|-|-|-|-|-|-|-|-

4th|-|-|-|-|-|-|-|-|-|-

5th|-|-|-|-|-|-|-|-|-|-

6th|-|-|-|-|-|-|-|-|-|-

7th|-|-|-|-|-|-|-|-|-|-

8th|-|-|-|-|-|-|-|-|-|-

9th|-|-|-|-|-|-|-|-|-|-

10th|-|-|-|-|-|-|-|-|-|-

11th|-|-|-|-|-|-|-|-|-|-

12th|-|-|-|-|-|-|-|-|-|-

13th|-|-|-|-|-|-|-|-|-|-

14th|-|-|-|-|-|-|-|-|-|-

15th|-|-|-|-|-|-|-|-|-|-

16th|-|-|-|-|-|-|-|-|-|-

17th|-|-|-|-|-|-|-|-|-|-

18th|-|-|-|-|-|-|-|-|-|-

19th|-|-|-|-|-|-|-|-|-|-

20th|-|-|-|-|-|-|-|-|-|-[/table]

For other systems (Psionics, ToB, Incarnum, etc.) keep track of PP/maneuvers/essentia separately, preferably in a nice neat list.

Speculation: Please don't post or speculate on possible builds until the "reveal," in order to avoid spoiling the surprise if a particular competitor is producing a build along those lines.

Leadership is banned; we're producing a meal, not a seven-course banquet for a hundred diners.

So! Who wants to sign up as a contestant, and who wants to sign up as a judge? Looking for about 5 judges and as many contestants as feel like playing!

In what is becoming a theme, this will be the contest's fourth special challenge. This week's special ingredient is:

The Expanded Psionics Handbook's War Mind!

As a note, this week's ingredient is also available as part of the SRD.

Allez optimiser!

Judges
gallagher
Private-Prinny (http://www.giantitp.com/forums/showpost.php?p=9428132&postcount=13)
Dubious Pie
Keld Denar (http://www.giantitp.com/forums/showpost.php?p=9431575&postcount=22)
OMG PONIES (http://www.giantitp.com/forums/showpost.php?p=9434728&postcount=30)
True_Shinken
The Vorpal Tribble

Contestants
Cadian 9th
The Gilded Duke
Greyfell
BobVosh
WinWin
Amphetryon
IdleMuse
TerrickTerran
playswithfire
Rancor1
T.G. Oskar

Past Competitions

Iron Chef I: Entropomancer (http://www.giantitp.com/forums/showthread.php?t=142470)
Iron Chef II: Psibond Agent (http://www.giantitp.com/forums/showthread.php?t=146583)
Iron Chef III: Cancer Mage (http://www.giantitp.com/forums/showthread.php?t=148584)
Iron Chef IV: Stonelord (http://www.giantitp.com/forums/showthread.php?t=150595)
Iron Chef V: War Chanter (http://www.giantitp.com/forums/showthread.php?t=152543)
Iron Chef VI: Master of Masks (http://www.giantitp.com/forums/showthread.php?t=156876)
Iron Chef VII: Green Star Adept (http://www.giantitp.com/forums/showthread.php?t=158633)
Iron Chef VIII: Pyrokineticist (http://www.giantitp.com/forums/showthread.php?t=160266)
Iron Chef IX: Animal Lord (http://www.giantitp.com/forums/showthread.php?t=162702)
Iron Chef X: Mythic Exemplar (http://www.giantitp.com/forums/showthread.php?t=164381)
Iron Chef XI: Blade Bravo (http://www.giantitp.com/forums/showthread.php?t=166539)

Post Edit History
10/8/10 9:50 PM CUT Updated Judges List

10/2/10 5:12 AM CUT Updated Contestants post
10/2/10 3:25AM CUT: Updated Judges List
9/29/10 9:46pm Cooking Time Extended

Cadian 9th
2010-09-25, 11:00 PM
Declaring interest as a contestant!

War mind, huh? This'll be fun!

The Gilded Duke
2010-09-25, 11:22 PM
Contestant time! War Mind! Yes! Hahaha.

Greyfell
2010-09-25, 11:23 PM
In like Flynn. War mind.... Mmmmmm *ponders*

This ought to be interesting.

BobVosh
2010-09-25, 11:26 PM
Going for contestant this time.

gallagher
2010-09-26, 12:22 AM
if it isnt too much to ask, i would like to participate as a judge. especially because i would like to see some amazing war mind builds!

WinWin
2010-09-26, 03:47 AM
Hell yeah. I hope the judges are not lactose intolerant.

BobVosh
2010-09-26, 03:56 AM
Hell yeah. I hope the judges are not lactose intolerant.

You going to try to constipate them with cheese?

Amphetryon
2010-09-26, 05:29 AM
Competing in this one.

EDIT: War Mind in the SRD (http://www.d20srd.org/srd/psionic/prestigeClasses/warMind.htm)

OMG PONIES
2010-09-26, 06:17 AM
Hmm, I'm in as a contestant, but that may change to judge.

IdleMuse
2010-09-26, 06:41 AM
Whoa, short time this time round... Maybe I should put aside ALL of tomorrow to compete.

TerrickTerran
2010-09-26, 07:26 AM
I'd like to judge if possible. I love psionic builds.

Private-Prinny
2010-09-26, 10:37 AM
I'm in for judging. I'll update this post with criteria in a bit.

Edit: Here they are. Instead of a rigid system, I just use general guidelines.

Originality
Pros: Does the build take advantage of an unusual race? An unusual class combination? Does the build do something that hasn't been done before? Is the build distinct from the other entries?

Cons: Does the build use an obvious entry? An obvious tactic? Does the build look like a known example? Is the build similar to other entries?

Power
Pros: Does the build function in its chosen role? Does it have extra capabilities outside of its chosen role? How would it compare to other builds made for that role?

Cons: Does the build fail at its chosen role? Is it incapable of functioning outside of that role? How does it compare to other builds with that role?

Elegance
Pros: Does the build progress smoothly? Do you get something new every level? Does the build stop taking class levels at appropriate points? Can the build fit in with a variety of parties?

Cons: Does the build progress sporadically? Are there excessive dead levels? Does the build rely on alternate rules? Do you have uncited sources? Flaws are a one point deduction each. Is the build inhibited by a party?

Use of Secret Ingredient
Pros: Does the build identify itself as a War Mind? Are all of the class features taken advantage of? Is the inclusion of War Mind crucial to the build's tactics? Does the build enter War Mind early in the progression?

Cons: Does the build identify itself as an X with War Mind levels? Are some class features simply abandoned? Is the inclusion of War Mind levels detrimental to the build's tactics? Does the build put off War Mind levels until late in the progression?

playswithfire
2010-09-26, 11:52 AM
I'll try to compete, but not sure I'll have the time to throw something together.

Greyfell
2010-09-26, 12:04 PM
yeah this is a rather short turn around... might have to be a little light on the back story this time :)

true_shinken
2010-09-26, 12:40 PM
Warmind. Nice. I'm in as a contestant this time.

Zaq
2010-09-26, 01:58 PM
Ah, the War Mind. One of those classic PrCs with great (or at least cool) abilities and no real natural entry or followup class. I don't have the time to compete or to judge, but I'll be watching this with some interest. I hope that people will be really aiming for the Originality angle this time... it would be interesting to see several different takes on this. Offhand, I can think of two semi-obvious ways to go (which is distinct from having a natural entry point), but we'll see how people go beyond those.

Dubious Pie
2010-09-26, 02:12 PM
Sign me up for judging.

Heliomance
2010-09-26, 06:17 PM
Why such a short build time?

OMG PONIES
2010-09-26, 07:22 PM
I'm guessing with the length of time the last round took, Ozy wanted to abbreviate this one to keep a semi-regular pace. Also, I'm coming up zeroes right now in terms of character concepts. I may switch to judging, unless I can drum up a concept tomorrow.

Cadian 9th
2010-09-26, 07:45 PM
Just asking, but I presume 1st level "dip" is not too bad, so long as the rest of your build is straight classes? (I.e. only 4.)

Failing that, are soverign archetypes allowed for DW kobolds?

Keld Denar
2010-09-26, 09:19 PM
I like judging! Copy/Pasta

One thing...PLEASE PLEASE PLEASE PLEASE include your PP per level, at every level where your PP total changes. I don't want to have to go back and calculate your PP all the time to see how much staying power you have at various levels. Failure to do so WILL result in point deductions. Period.

My Criteria
Originality: Does the submission use unexpected sources or material? Does it avoid over-used qualification methods? Does it use the secret ingredient in an unusual or clever way? This section is an amalgam of the build itself and how the build is presented.

Power: What tier is this build? How does it compete against similar roles in terms of versatility, skills, damage, control, resiliance, etc. Does the inclusion of <Secret Ingredient> actually make this build more powerful? Is the build well-optimized? Are there any noticable saggy spots where the build underperforms? Is the build versatile (able to respond to a variety of challenges, both combat and non-combat), on top of any specialized tricks it may contain. Does the build use large amounts of LA and/or RHD that could lead to a slow start? Be as detailed as possible. If there is something your build does that is powerful, yet not completely obvious, you should probably expand upon it. If an important yet subtle feature in your build is missed by the judges, its mostly your own fault.

Elegance: Does your build progress well? Does it avoid requiring flaws and variant rules (not including published Alt Class Features like Racial Subs)? Do you avoid overly dipping classes like cleric 1 that are obviously for bonus feats/class abilities? Does the build play well in a party, or does the presence of a party inhibit its functionality. Does your build subscribe to various power break points if it doesn't complete a PrC? Do you avoid using Taint and Dark Chaos shuffling? Other judges might, but I have no problem with a player drawing from a multitude of sources. As far as I'm concerned, if material in a source book improves your submission, use it. This section is the one most affected by your back story and build presentation, but the submission itself is still very important here. PLEASE CITE ALL SOURCES USED!

Use of Secret Ingredient: How important is the secret ingredient in this build? Would you refer to the build as being A <Secret Ingredient>, or are you just splashing the PrC in there? Does the flavor of the build fit that of the PrC? Do you use the PrC in a clever, synergistic or powerful way? Do the special abilities of the secret ingredient augement or are augemented by other abilities in the build? If you didn't use all levels of the secret ingredient (and you don't always have to), do you have good reasoning why not, and did you exit at an acceptable power break point? This section is an amalgam of the build itself and how the SI interacts with the rest of the build.

Ozymandias9
2010-09-26, 11:45 PM
Why such a short build time?

It's 5 days from when I posted it. When I did 7 I was told it was a long period. I'm quite willing to extend it if a significant number of participants think Friday 10/1/10 would be better.

Keld Denar
2010-09-27, 01:58 AM
That was partly my fault. I got slammed at work and it really impacted my free time to judge. I don't anticipate having that problem again (unless there is another major break somewhere in the mill, at which point the plant would probably close for good...).

Nerdanel
2010-09-27, 04:42 AM
I think I'll take the plunge and participate for the first time. It'll be interesting to see how many people had the same idea.

Player3
2010-09-27, 05:07 AM
I would also like to participate.

The Vorpal Tribble
2010-09-27, 12:21 PM
Huh, I didn't even know the last one ever got finished. Got busy with the PrC competition in the homebrew forums.

*reads*

Still amazes me sometimes how often with this competition my entries are loved or considered a favorite and yet still score badly... sometimes in every category :smallconfused:

It depends on the judge's specifics when I see them whether I enter this one or not. I didn't read the fine print in the last competition and have some serious issues with a few of them. Those don't seem to be judges this round however, so hopefully won't be a problem.

Keld Denar
2010-09-27, 12:32 PM
Note, I edited in a new line in my judging criteria, notated by bolded text.

"Does the build play well in a party, or does the presence of a party inhibit its functionality."

This is something I realize I judged on in a couple of the last few competitions. Some builds just don't play well with others. Builds that rely overly much on excessive amounts of stealth and/or deception tend not to work well in a party comprised of a drunken, fullplate wearing dwarf and a pyromaniac wizard, etc. Not saying that these builds wouldn't work ok in a group, but that they don't reach their fullest potential in a group or tend to pull the spotlight away from the group. Plain and simple, would the build make a better NPC (especially NPC "boss" type) than a PC.

If any of you have any questions about this, or would like more clarification, just ask.

OMG PONIES
2010-09-27, 12:46 PM
Oy, definitely judging. My only original ideas each had wrinkles I couldn't iron out. Criteria coming shortly.

EDIT: And here they are...

Originality

1: The build is either a duplicate or a collage of pieces gleaned from well-known charop builds.
2: The build closely mirrors another submission in election (race/class/etc) and/or execution (entry/combos/tricks). Please note that, in such situations, both submissions will receive the reduced score.
3: The build is fairly straightforward, though some small elements may have been unexpected.
4: The build is unexpected in either election (race/class/etc) or execution (entry/combos/tricks), but not both.
5: The build was entirely unexpected and unique, both in election and execution.

NOTE: I also evaluate the character's backstory as a component of my originality score. Particularly unique and decent stories may receive a small bump (up to +1), though drab or cliche stories will not be penalized. I understand that the build itself is the focus of the competition, but I feel that a finely crafted or well-engineered concept can really give a build identity.


Power

1: The build, as presented, cannot function in its chosen role. Examples include a wizard with 9 INT or an illegal build.
2: The build functions more weakly in a party than a similar build without the secret ingredient, relying entirely on items or adequate preparation rounds.
3: The build functions as well in a party as a similar build without the secret ingredient. Though the build can still function without items or adequate preparation rounds, it does so at a reduced capacity.
4: The build functions as a stronger party member than a similar build without the secret ingredient. Though the build can still function without items, it may operate at a reduced capacity without adequate preparation rounds.
5: The build excels at its chosen role/roles within a party, eclipsing a similar build without the secret ingredient, even in the absence of items or adequate preparation rounds.

NOTE: Please keep in mind that I evaluate submissions against similar builds, rather than against each other. I will evaluate a caster submission against the strength of other casters, a skillmonkey build against the strength of other skillmonkeys, and so on.

Elegance

1: The build presented is illegal by any reading of the rules, functions only upon an intentional misreading of the rules, or contains 3 or more "dips" (defined as less than two levels in any class).
2: The build presented is overly complex, or relies on conflicting class features (either mechanically or in terms of flavor). No more than two dips.
3: The build presented is simple and straightforward enough that most DMs would allow it at their table. No more than 1 dip.
4: The build presented, while streamlined, efficient, and free of dips, relies on a variant such as LA buyoff or variant classes/races presented in Unearthed Arcana. Please keep in mind that such elements can be presented as possible adaptations with no reduction to Elegance. However, if the build cannot function without the variant used, the deduction will be taken.
5: The build presented is so streamlined that it all seems to blend together as one larger class.

NOTE: As per contest rules, flaws will cause a deduction of one point each, to a minimum score of zero. Also, while I will not penalize cheese in terms of power, it may cause a reduction in elegance.

Use of the Secret Ingredient (UoSI)

1: The build does not qualify for the Secret Ingredient, renders the class features useless in some way, or hampers class features gained elsewhere by taking the Secret Ingredient.
2: The build has utilized, but not showcased any of the class features acquired.
3: The build has showcased at least one class feature acquired, and taken at least half of the levels of the Secret Ingredient.
4: The build has taken every level of the Secret Ingredient, or provided a persuasive explanation as to why not doing so was beneficial. Most class features acquired are showcased, but not all.
5: The build has taken every level of the Secret Ingredient, or provided a persuasive explanation as to why not doing so was crucial. Every class feature acquired is showcased.

NOTE: As mentioned, by my criteria a character can fail to use every level of the Secret Ingredient and still receive a perfect score in this category. It's not just about how much you use...it's about why you use it, and how you use it.

Please note that submitting an illegal build will cause you to receive scores of 1 in Power, Elegance, AND Use of the Secret Ingredient. While I do not like to penalize multiple times for the same thing, there is no excuse for submitting an illegal build to this contest. Please double check your entry requirements and feat prerequisites.

If there are any questions or comments on my criteria, let me know via PM or through the chairman.

EDIT TO THE EDIT: Criteria adjusted to reflect the minimum score of 1.

Amphetryon
2010-09-27, 02:06 PM
Note, I edited in a new line in my judging criteria, notated by bolded text.

"Does the build play well in a party, or does the presence of a party inhibit its functionality."

This is something I realize I judged on in a couple of the last few competitions. Some builds just don't play well with others. Builds that rely overly much on excessive amounts of stealth and/or deception tend not to work well in a party comprised of a drunken, fullplate wearing dwarf and a pyromaniac wizard, etc. Not saying that these builds wouldn't work ok in a group, but that they don't reach their fullest potential in a group or tend to pull the spotlight away from the group. Plain and simple, would the build make a better NPC (especially NPC "boss" type) than a PC.

If any of you have any questions about this, or would like more clarification, just ask.

Just so I'm clear on this one, are the "drunken, fullplate wearing dwarf and a pyromaniac wizard" going to be the de facto expectation for the other members of the presumptive party, or do you want us to spell out the other members of the adventuring party, or how do you envision this influencing scoring? I only ask because I know that some builds work poorly with others; a battlefield-control wizard who specializes in divide-and-conquer techniques often works at cross-purposes to a cleave-monkey, while the pyromaniac is a better fit (but is less optimal otherwise), for example.

Ozymandias9
2010-09-27, 02:28 PM
Please note that submitting an illegal build will cause you to receive scores of 0 in Power, Elegance, AND Use of the Secret Ingredient. While I do not like to penalize multiple times for the same thing, there is no excuse for submitting an illegal build to this contest. Please double check your entry requirements and feat prerequisites.

Though I have no particular issue with the intent, the minimum score is always 1.

The Vorpal Tribble
2010-09-27, 02:29 PM
Ok, seeking official ruling.


Sweeping Strike (Ex): At 5th level, a war mind gains the ability to make great, sweeping swings with a melee weapon. On each melee attack a war mind makes, he can choose squares he threatens that are adjacent to each other, and his attacks apply to creatures in those two squares equally.

It says squares he threatens that are adjacent, and then mentions two squares. What if through ability or race he threatens more, or if tiny or smaller, less?

BobVosh
2010-09-27, 02:32 PM
It says squares he threatens that are adjacent, and then mentions two squares. What if through ability or race he threatens more, or if tiny or smaller, less?

I spent a few minutes eyeballing that when I first read the class. I think its two squares that are adjacent to one another within your reach.

OMG PONIES
2010-09-27, 02:43 PM
Though I have no particular issue with the intent, the minimum score is always 1.

Mutiple judges have given 0s in past competitions--is the minimum score of 1 a recent ruling?


I spent a few minutes eyeballing that when I first read the class. I think its two squares that are adjacent to one another within your reach.

Personally, I agree with BobVosh.

Rancor1
2010-09-27, 02:54 PM
I'm in as a contestant.

What is the verdict on using all of the psionic content on the wizards site? The Mind's Eye and Expanded Classes articles have a lot of good stuff.

Gametime
2010-09-27, 03:45 PM
It says squares he threatens that are adjacent, and then mentions two squares. What if through ability or race he threatens more, or if tiny or smaller, less?

"Adjacent" refers to the squares being adjacent to one another, not the squares being adjacent to the warmind.

Keld Denar
2010-09-27, 04:29 PM
Amphetryon, I'll cite two examples I marked down for this. The most recent was Wruk. Wruk seemed to be rather dependant on his contacts and influence within a specific city. Being able to manipulate the pieces of his "game" and whatnot. This stuck me as being something more akin to a mastermind BBEG, rather than a PC. His prefered method of ambush, along with his by-the-book contingent disappear-in-a-puff-of-smoke getaways don't really play well in a party, but are AWESOME for a recurring BBEG. It just makes for quite a bit of story disconnect when one player survives a TPK and has to start a new party with new random strangers? Especially one as well connected as Wruk. The other PCs aren't exactly disposable mooks. Similarly, Wruk's ability to know EVERYTHING thats going on within 100 miles would be rediculously hard for a DM to deal with, but as an NPC, gives you a non-fiat reason why the BBEG is always a half step ahead of the PCs. The whole concept just SCREAMS NPC to me, rather than PC.

Another example, as I noted while judging, was Sway. Sway's prefered combat style generally involved beguiling foes with her dancing, then ambushing them while their pants are down (metaphorically speaking...mostly). In most dungeoncrawling/planarcrawling/etc style adventures, you won't even get the opportunity to set up such an ambush, and even if you do, the other players will be sitting around bored while you RP with the DM planning, plotting, and setting up situations to utilize this. On the other side, she makes an excellent plot NPC. She'd be an ideal assassin sent to kill a prince/king/noble/merchant/whatever under the protection of the PCs, and have a good chance to beguile some of the PCs before starting an ambush encounter for the PCs to fight as either a solo baddy or with a couple of on-demand disposable mooks. If the city council of New Phlan wants the party to to eliminate the source of the undead at Shoakal Keep, having Sway in the party kinda denies her the ability to use most of her dirty tricks which is less fun for that player. If every encounter involves deep intrigue and setting up delicate and strategic assassinations so Sway can get her groove on, the battle rager dwarf and the sun worshipping cleric are going to feel likewise left out. Most of the time, encounters are going to be of the former type, rather than the latter, unless its specifically set up as a high-intrigue game, or a solo game with just Sway.

Don't get me wrong, both were VERY powerful and very flavorful characters, they just didn't seem to really fit well into a "typical" party environment. Now, if the whole party was coordinated to take advantage of those tactics, they would be very effective. Short of making everyone else's character for them, however, that is not a luxury you can always afford. Most of the other builds, like Jack, Jakob, Sizok, Mundo, etc, from the last competition, all fit well within "normal" party dynamics (ie; violent hobos who kill things and take their stuff). Character's who focus too much on intrigue, or who don't travel well, tend to steal the spotlight and leave others bored while doing their "thing". Team combat, on the other hand, is something everyone can participate in.

I hope this makes sense. Again, this is not to disparage the amazing creativity that went into the design of these characters. They just brushed me as the type of characters that would make better NPCs than PCs. Just something to keep in mind for future competitions.

Ozymandias9
2010-09-27, 04:31 PM
Mutiple judges have given 0s in past competitions--is the minimum score of 1 a recent ruling?

To my knowledge, we just never formally dealt with it. So I guess that that makes it a brand new ruling.

For reference, when Vorpal Tribble refused to score a... lackluster entry in IC5, the zeroes were noteworthy enough that Heliomance made an aside in the final scoring. I'm just taking the opportunity to formalize the situation in a way that is consistent with the standing 1-5 scoring range.

Judges should feel free to refuse to score entries that they believe are insufficient for competition: such entries will be considered as having minimum points for that judge.

Greyfell
2010-09-27, 09:58 PM
Uhm silly question (which the errata for the power from the wotc webpage soooo does **not** clear up)

The 'expansion' power says 1 min/level in it's power info block. But the augment option #3 says "this duration becomes 10 min/level, instead of 1 round/level"

The original from the book was even worse "duration is 1 min/level rather then 1 round/level".

clarification, please?

Keld Denar
2010-09-28, 01:15 AM
The SRD incorporates the errata. Expansion (http://www.d20srd.org/srd/psionic/powers/expansion.htm) from the SRD states:

Expansion
Psychometabolism
Level: Psychic warrior 1
Display: Olfactory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
Power Points: 1


So yea, the correct answer is rounds/level unless augemented.

Ozymandias9
2010-09-28, 06:30 AM
Ok, seeking official ruling. [...]It says squares he threatens that are adjacent, and then mentions two squares. What if through ability or race he threatens more, or if tiny or smaller, less?

It affects only 2 squares, they must be adjacent to each other, and s/he must threaten both of them. The decision on which squares to count is made with each attack.

WinWin
2010-09-28, 11:28 AM
I am hitting a few walls char-op wise. Need moar feats. Heroism spam just wont cut it...Should work out the kinks before the deadline though.



Another example, as I noted while judging, was Sway. Sway's prefered combat style generally involved beguiling foes with her dancing, then ambushing them while their pants are down (metaphorically speaking...mostly). In most dungeoncrawling/planarcrawling/etc style adventures, you won't even get the opportunity to set up such an ambush, and even if you do, the other players will be sitting around bored while you RP with the DM planning, plotting, and setting up situations to utilize this. On the other side, she makes an excellent plot NPC. She'd be an ideal assassin sent to kill a prince/king/noble/merchant/whatever under the protection of the PCs, and have a good chance to beguile some of the PCs before starting an ambush encounter for the PCs to fight as either a solo baddy or with a couple of on-demand disposable mooks. If the city council of New Phlan wants the party to to eliminate the source of the undead at Shoakal Keep, having Sway in the party kinda denies her the ability to use most of her dirty tricks which is less fun for that player. If every encounter involves deep intrigue and setting up delicate and strategic assassinations so Sway can get her groove on, the battle rager dwarf and the sun worshipping cleric are going to feel likewise left out. Most of the time, encounters are going to be of the former type, rather than the latter, unless its specifically set up as a high-intrigue game, or a solo game with just Sway.


Detect hostile intent at will. Energy drain. Stealth. Poison. Sway could be a team player. Not tier one, but most of her options benefit team play. Outside of combat, she could keep up with party intrigue and information gathering. In combat, the stream of status effects would keep the casters at the top of their game, especially those relying on SoD's and SoS.

I personally thought the character was weak. Certainly not a burden to a party, but in a solo game she would get overwhelmed pretty quickly. That is part of the reason the description portrayed her as a backround or support character.

The Gilded Duke
2010-09-28, 02:07 PM
Whew!
Submitted my build.
That was harder then I thought it would be.
Had like ten different ideas I had to narrow down.
I'm interested to see what everyone else is going with.

War Mind is a weird little class... all that knowledge but no use for knowledge skills. Only full base attack class that I could find with both Knowledge History and Knowledge Psionics was the Duskblade, which otherwise had almost nothing else in common.

OMG PONIES
2010-09-28, 02:15 PM
And so it begins...

Amphetryon
2010-09-28, 02:19 PM
Ahem. A reminder:


Speculation: Please don't post or speculate on possible builds until the "reveal," in order to avoid spoiling the surprise if a particular competitor is producing a build along those lines.

Rancor1
2010-09-28, 02:21 PM
Is submitting multiple builds frowned upon? I have a few nearly completed builds that are vastly different. I'm not sure I can narrow it down to just one.

Amphetryon
2010-09-28, 02:22 PM
Is submitting multiple builds frowned upon? I have a few nearly completed builds that are vastly different. I'm not sure I can narrow it down to just one.

No rule against it; OMG did it last time.

The Vorpal Tribble
2010-09-28, 02:23 PM
Had a cool idea which apparently isn't very original despite my having come up with it on my own so likely going to wait til next competition.

OMG PONIES
2010-09-28, 03:45 PM
Trib, you'd better submit it!

classy one
2010-09-28, 05:08 PM
I think I'll give this a try.
Quick question.
What happen if warmind was my only manifesting class and I picked up and
then I picked up a PrC with "+1 ML" what would happen?
A) nothing. Warmind only has PP and power progression up to level 10.
B) same as A but the warmind's ML increases.
C) ML, PP and powers gained at same pace.

The fact that warmind isn't a "+1 ML" class makes it a bit tricky as an ingrediant.

Keld Denar
2010-09-28, 05:16 PM
The bonus PP table is only dependant on ML and casting stat. You can progress your Warmind ML past 10 using any number of tricks (including using a +1 ML PrC). You won't get any more Powers Known or similar benefits, but you'll still increase your ML (which will let you augment powers higher) and you will get more PP based on the function of your casting stat and your ML.

Greyfell
2010-09-28, 06:37 PM
So yea, the correct answer is rounds/level unless augemented.

Never thought to check the online SRD... I have most the stuff in hard copy. Thanks Keld.

Amphetryon
2010-09-29, 11:17 AM
First build submitted; we'll see if I have time and sufficient motivation/op-fu to crank out my second idea.

OMG PONIES
2010-09-29, 11:27 AM
Ooh, yeah, do it!

I'm secretly hoping that at least one of my possible build ideas pops up, but I must warn you all--I would have scored myself low. :smalltongue:

Ozymandias9
2010-09-29, 04:43 PM
It's 5 days from when I posted it. When I did 7 I was told it was a long period. I'm quite willing to extend it if a significant number of participants think Friday 10/1/10 would be better.

Given the couple of posts in the thread and a couple of PMs, I've decided to go with this.

Cutoff will be Friday 1 October 2001, 11:59pm CUT. I'll, most likely, still be lecturing at 11:59pm CUT, so you might squeeze one in an hour or two late-- but no promises.

The original post will be updated appropriately.

Player3
2010-09-29, 05:18 PM
Ooh, yeah, do it!

I'm secretly hoping that at least one of my possible build ideas pops up, but I must warn you all--I would have scored myself low. :smalltongue:

If you don't see it you'll have to tell us what it was. :smallbiggrin:

OMG PONIES
2010-09-29, 05:23 PM
If you don't see it you'll have to tell us what it was. :smallbiggrin:

What they were...I was kicking around 3. I'll be sure to post them along with my judging.

Greyfell
2010-09-29, 09:49 PM
Given the couple of posts in the thread and a couple of PMs, I've decided to go with this.

Cutoff will be Friday 1 October 2001, 11:59pm CUT. I'll, most likely, still be lecturing at 11:59pm CUT, so you might squeeze one in an hour or two late-- but no promises.

The original post will be updated appropriately.


I'm not sure it'll help my build over all... but I greatly appreciate the extension, nonetheless. Danke, Mein Hier.

OMG PONIES
2010-09-29, 09:52 PM
I'll, most likely, still be lecturing at 11:59pm CUT...

A lecturer, you say? If you don't mind me asking, on what do you lecture, and in what capacity?

Amphetryon
2010-09-29, 09:57 PM
I promise to ask the collective braintrust here if they have clever ideas for implementing my 2nd concept, if I can't complete and submit it.

dextercorvia
2010-09-29, 11:28 PM
A lecturer, you say? If you don't mind me asking, on what do you lecture, and in what capacity?

I hope from his name, English Lit. One of my favorite poems.

Ozymandias9
2010-09-30, 12:20 AM
Unrelated answers to personal questions.

A lecturer, you say? If you don't mind me asking, on what do you lecture, and in what capacity?

Historical Economic Anthropology and Classical History. Until a few years back, I had an endowed teaching chair, but family obligations have taken me to a far more limited (and unfortunately, more rural) setting: for the foreseeable future, its just 2 GE undergrad lecture classes a week and some thesis advising for masters candidates.


I hope from his name, English Lit. One of my favorite poems.

Mine too. And, as an added bonus, I also get to reference Ancient Egypt and "The Watchmen" at the same time. When I started using this handle (nineteen-ninety-something?), it didn't occur to me for about a year that most people would connect it to Adrian Veidt before the Shelley poem. Which is kinda silly, since my partner had just bought his first comic store a year or so prior.

In another interesting twist, I found out about 6 years ago that there was not only another person using this handle, but-- of all things-- another gay guy from the Midwest using it (though a much younger one, which made me feel old). We corresponded for a bit and eventually met up at SDCC once. Sadly, we fell out of contact a couple years ago.

WinWin
2010-09-30, 01:57 AM
I appreciate the extra time. It will give me a chance to work on presentation and find an approprite picture. I'm going to need it in order to distract the judges from my RAW abuse.

OMG PONIES
2010-09-30, 07:32 AM
I feel a great disturbance in the ICO Challenge, as if millions of elegance scores suddenly cried out in terror and were suddenly silenced. :smallbiggrin:

true_shinken
2010-09-30, 08:42 AM
Man, I had logged in just to say I couldn't make it in time, but the extra time might help.
This week is killing me. Four tests! Brazilian Literature, Japanese Literature, Portuguese Literature and Portuguese-Language African Literature. Seriously, it's driving me crazy.

classy one
2010-09-30, 11:12 AM
UA is fine then we can use LA buyback or up to a certain point? Or not at all. Or will it penalized?

OMG PONIES
2010-09-30, 11:30 AM
As with most things in Iron Chef, different judges have different opinions. The best place to check is the judge's criteria.

Private-Prinny's criteria (http://www.giantitp.com/forums/showpost.php?p=9428132&postcount=13), under Elegance:


Cons: ...Does the build rely on alternate rules?

This seems to indicate that LA buyoff, if crucial to the build, may cause a deduction.

Keld Denar's criteria (http://www.giantitp.com/forums/showpost.php?p=9431575&postcount=22), under Power:

Does the build use large amounts of LA and/or RHD that could lead to a slow start?

Even though you can reduce or eliminate your LA at higher levels, it looks like Keld may deduct for having the LA (and thus, reduced class power and survivability) at lower levels.

And finally, my criteria (http://www.giantitp.com/forums/showpost.php?p=9434728&postcount=30), under Elegance:


4: The build presented, while streamlined, efficient, and free of dips, relies on a variant such as LA buyoff or variant classes/races presented in Unearthed Arcana. Please keep in mind that such elements can be presented as possible adaptations with no reduction to Elegance. However, if the build cannot function without the variant used, the deduction will be taken.

While I'm a fan of LA buyoff, it's not the most elegant solution, so I feel the need to take off a point. Keep in mind, at least these three judges have mentioned that they will penalize a reliance on LA buyoff. If you need it to make your build work, you're looking at some reductions. On the other hand, if it's a footnote--if you could add it, more as a garnish than anything else, it could receive cheers instead of jeers.

Keld Denar
2010-09-30, 12:32 PM
I personally don't have a problem with it in the elegance catagory. As the quote Mr. PONIES pointed out states, LA tends to hurt a LOT at low levels in the survivability catagory. HP are your last line of defense against death in most cases. Running out of HP is the leading cause of death amongst D&D characters. Each HD lost to LA is another few HP you won't have. Its like starting every battle wounded. You can say "my character stays in the back, and has X, Y, and Z protections", but things still happen. AoEs still happen. Swarms still happen. Ambushes still happen. Traps still happen. Targeted death spells still happen. LA buy off recovers those HD, but they still come late. You can't buy off the first point of a +3 LA until ECL12! Surviving at level 12 with 25-35 fewer HP (not to mention your HD are lower, WRT HD dependant spells like Sleep all the way up through Blasphemy) is rough.

Survivability is a large part of power, IMO. It doesn't matter if your character can deal 100,000 damage per round or implode the universe with a thought, you can't do any damage while lying in a rapidly growing pool of your own blood trying despirately to keep your insides on the inside.

Ozymandias9
2010-09-30, 02:39 PM
UA is fine then we can use LA buyback or up to a certain point? Or not at all. Or will it penalized?

It's not banned, but it usually sees at least some elegance penalty from some judges.

Dralnu
2010-09-30, 03:11 PM
Just saying as a spectator, my favorite builds from these competitions are ones that are streamlined enough in execution that I could realistically pick it up at a low level in an RL game and have fun with it all the way through. I plan on playing a couple past entries in future games when I get the rare chance to take a player seat. That's the real beauty that I take away from these competitions personally.

I know that's not the main point of the competition, it limits creative juices, and it's all about level 20 baby, but I agree with judges who say that it should at least count for a point in one category.

Amphetryon
2010-09-30, 03:14 PM
Just saying as a spectator, my favorite builds from these competitions are ones that are streamlined enough in execution that I could realistically pick it up at a low level in an RL game and have fun with it all the way through. I plan on playing a couple past entries in future games when I get the rare chance to take a player seat. That's the real beauty that I take away from these competitions personally.

I know that's not the main point of the competition, it limits creative juices, and it's all about level 20 baby, but I agree with judges who say that it should at least count for a point in one category.

Can't speak for the other competitors, but "I plan on using your build" is about as high a compliment as I could hope for from this forum. Please let us know which ones you use! :)

Keld Denar
2010-09-30, 03:27 PM
Supplimenting Amphetryon, you'll notice that the builds that win ARE generally playable from 1-20. I know when I judge, elegance (flow, use of level breaks, synergy of abilities) is greatly influenced by playability at all levels, while power (lack of saggy spots, slow starts, or glaring vulnerabilities) is also measured across the 1-20 span. If a build has a couple of weak spots before coming into REAL ULTIMATE POWER, it'll generally get marked down enough by enough judges that it probably won't win.

Dralnu
2010-09-30, 03:28 PM
Can't speak for the other competitors, but "I plan on using your build" is about as high a compliment as I could hope for from this forum. Please let us know which ones you use! :)

Well personally, I never experience campaigns above level 10, so what I look for may differ from others.

My upcoming level 3 character for a campaign will be Dulcinea from the blade bravo competition. I've never played a binder before. It looks fun even at low levels and there's strategy tips, gear recommendation, everything really. Very comprehensive, simple, fun, and should work well with the rest of the team. Thanks, OMG! :smallsmile:

OMG PONIES
2010-09-30, 03:34 PM
Well personally, I never experience campaigns above level 10, so what I look for may differ from others.

My upcoming level 3 character for a campaign will be Dulcinea from the blade bravo competition. I've never played a binder before. It looks fun even at low levels and there's strategy tips, gear recommendation, everything really. Very comprehensive, simple, fun, and should work well with the rest of the team. Thanks, OMG! :smallsmile:

I'm flattered. As I told Vorpal Tribble when I entered one of his PbP games, I almost wanted to submit Milo as a PC (my build from the Mythic Exemplar competition), because I had such a good time making him.

Also, you've been sigged. Well, trimmed and sigged, since it got on me about character limits.

WinWin
2010-09-30, 09:00 PM
Build submitted. Good luck everyone!

Ozymandias9
2010-10-01, 12:08 AM
Just saying as a spectator, my favorite builds from these competitions are ones that are streamlined enough in execution that I could realistically pick it up at a low level in an RL game and have fun with it all the way through. I plan on playing a couple past entries in future games when I get the rare chance to take a player seat. That's the real beauty that I take away from these competitions personally.

I know that's not the main point of the competition, it limits creative juices, and it's all about level 20 baby, but I agree with judges who say that it should at least count for a point in one category.

Actually, being playable for the whole level range is one of the elements that has always been presented as a goal in the contest. There is, however, a far wider potential range of "playable" at the higher levels, so the results tend to be more noticeable than at, say, level 8.

Cadian 9th
2010-10-01, 12:15 AM
Build submitted; Gah!

I actually really enjoyed making a build that would be good from 1-20th level; It makes a change. I tried to make it as elegant as possible, but hey. We'll see what the judges say.

ranagrande
2010-10-01, 12:54 AM
Now that it's the last day of an extended deadline, I've decided that I should enter this. I hope to have something completed in time. :smallsmile:

BobVosh
2010-10-01, 06:43 AM
Now that it's the last day of an extended deadline, I've decided that I should enter this. I hope to have something completed in time. :smallsmile:

Uh. Good luck, I found I spent a lot more time on this than any other build I have ever done.

A LOT.

And I'm still dropping since I have the choice of finishing the build or playing in my friend's kingmaker campaign. If I somehow find the time to finish it by midnight, I'll send it in. However, I doubt it.

OMG PONIES
2010-10-01, 09:04 AM
Man, if the deadline had still been last night, I could have been judging by now. Granted, I'd have had less builds to judge...good luck to all competitors, and I expect to see nothing but the best. My judging should be done sometime Monday.

true_shinken
2010-10-01, 09:58 AM
I'll have to drop out.
Too much on my plate today.
Damn Kojiki.

OMG PONIES
2010-10-01, 10:47 AM
Aw man, I was looking forward to your entry. How many have actually submitted so far, Ozy?

Nerdanel
2010-10-01, 03:45 PM
The deadline is approaching ominously. It looks like my entry will be lacking in polish... Well, there are still a few hours left.

OMG PONIES
2010-10-01, 03:50 PM
Mush, my puppies, mush! Your scores eagerly await you at the finish line.

Player3
2010-10-01, 04:24 PM
I hope there isn't anything I've missed in the build. :smalleek:

Nerdanel
2010-10-01, 06:00 PM
Whew. I got the PM sent two minutes before the deadline. The submission is what it is, but at least the most important stuff should be there.

true_shinken
2010-10-01, 06:46 PM
Is there a chance to include me in the judging board? Even if I couldn't get my entry done in time, I still want to participate.

OMG PONIES
2010-10-01, 08:06 PM
I don't think there have ever been more than 5. Feel free to post scores--we can use them if another judge drops. If not, your scores may not be official, though--I don't know the process for a sixth judge, if ICO even has one.

WinWin
2010-10-01, 09:25 PM
I'm getting tense. I'm exited to see what other people have come up with. I will have to find something productive and healthy to do for the next few hours. Damnit, I feel like a little kid a 3:am on Christmas morning.

Amphetryon
2010-10-01, 10:16 PM
This is the part of the contest where I fret about whether others had the same weird idea I did... :smalleek:

Ozymandias9
2010-10-01, 10:31 PM
Just got home. It will take me a bit to format the entries. There are 11 entries, so I'm going to reserve the next 12 posts quickly (1 for a handy list of all the entries). Please avoid posting till they're up. Posts are reserved: getting up the entries, then posting the witty and/or relevant intros to meet the forum's minimum non-quote message length.


Is there a chance to include me in the judging board? Even if I couldn't get my entry done in time, I still want to participate.

I've added you as an alternate judge. We'll use your scores if it's close at the end (Win or Place would be decided by 4 or fewer points) or if one of the other judges is unable to complete scoring. Please feel free to judge and post as normal.

In general, I'd like to remind judges that part of the goal is constructive criticism: if you can be specific, the contestants are more likely to take something away from this that will make them better at CharOp.

Ozymandias9
2010-10-01, 10:32 PM
The Entries
Dolgan Whurard (http://www.giantitp.com/forums/showpost.php?p=9464998&postcount=93)
Esha Two Bears (http://www.giantitp.com/forums/showpost.php?p=9465003&postcount=94)
Khalanatari, Ascetic Nightmare (http://www.giantitp.com/forums/showpost.php?p=9465010&postcount=95)
Daken (http://www.giantitp.com/forums/showpost.php?p=9465019&postcount=96)
Xepher Lod, Harbinger of Consumption (http://www.giantitp.com/forums/showpost.php?p=9465029&postcount=97)
Tanis Bloodblade (http://www.giantitp.com/forums/showpost.php?p=9465045&postcount=98)
Violet Rose (http://www.giantitp.com/forums/showpost.php?p=9465051&postcount=99)
Krelb the Canny (http://www.giantitp.com/forums/showpost.php?p=9465058&postcount=100)
Sublime Mind of War (http://www.giantitp.com/forums/showpost.php?p=9465070&postcount=101)
Ultimo Tarrasco Jr. (http://www.giantitp.com/forums/showpost.php?p=9465081&postcount=102)
Bosleigh Eddon (http://www.giantitp.com/forums/showpost.php?p=9465089&postcount=103)

Scoring Posts by Judges
OMG PONIES (http://www.giantitp.com/forums/showpost.php?p=9487417&postcount=156)
true shinken (http://www.giantitp.com/forums/showpost.php?p=9469896&postcount=123)
The Vorpal Tribble (http://www.giantitp.com/forums/showpost.php?p=9547386&postcount=230)
Keld Denar (http://www.giantitp.com/forums/showpost.php?p=9548291&postcount=232)

Ozymandias9
2010-10-01, 10:33 PM
"The good Lord made us all out of iron. Then he turns up the heat to forge some of us into steel." -Marie Osmond

Dolgan Whurard
Earth Dwarf
32 point buy
Str: 14, Dex: 14, Con:10, Int: 10, Wis: 18, Cha: 8
Ending Stats
Str: 20, Dex: 12(18), Con:12, Int: 10, Wis: 28(34), Cha: 8
Progression:


{table=head]ECL|Class|Base Attack |Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

1st|Divine Mind 1|
+0|
+2|
+0|
+2| (8) Knowledge (history) 2 cc,Knowledge (psionics) 4|True Believer, Wild Talent(b)|Mantle(Guardian), psychic aura 5ft.
2nd|Divine Mind 2|
+1|
+3|
+0|
+3| (2) Knowledge (psionics) 1, Knowledge (religion) 1||

3rd|Divine Mind 3|
+2|
+3|
+1|
+3| (2) Knowledge (psionics) 1, Knowledge (religion) 1|Weapon Focus (warhammer)|Psychic aura 10ft.

4th|Divine Mind 4|
+3|
+4|
+1|
+4| (2) Knowledge (psionics) 1, Knowledge (religion) 1||Divine Grace

5th|Divine Mind 5|
+3|
+4|
+1|
+4| (2) Knowledge (psionics) 1, Knowledge (religion) 1||Psychic aura 15ft.

6th|War Mind 1|
+4|
+6|
+3|
+4| (2) Psicraft 2|Serenity| Chain of personal superiority +2

7th|War Mind 2|
+5|
+7|
+4|
+4| (2) Psicraft 2||Chain of defensive posture +2

8th|War Mind 3|
+6|
+7|
+4|
+5| (2) Craft (weaponsmithing) 1 cc||Enduring Body (DR 1/-)

9th|War Mind 4|
+7|
+8|
+5|
+5|(2) Craft (weaponsmithing) 1 cc|Endurance|

10th|War Mind 5|
+8|
+8|
+5|
+5|(2) Concentration 2||Sweeping Strike

11th|Pious Templar 1|
+9|
+10|
+5|
+7| (2) Craft (weaponsmithing) 2||Mettle

12th|Pious Templar 2|
+10|
+11|
+5|
+8| (2) Craft (weaponsmithing) 2|Practiced Manifester (War Mind)|Smite 1/day

13th|Pious Templar 3|
+11|
+11|
+6|
+8|(2) Craft (weaponsmithing) 2|Weapon Specialization (warhammer)(b)|DR 1/-

14th|Pious Templar 4|
+12|
+12|
+6|
+9| (2) Craft (weaponsmithing) 2|Combat Focus(b)|

15th|Battlesmith 1|
+13|
+14|
+6|
+9|(2) Concentration 2|Combat Stability, Craft Magic Arms and Armor(b)|One with the hammer, Secrets of the Forge

16th|War Mind 6|
+14|
+15|
+7|
+10| (2) Concentration 2||Enduring Body (DR 2/-)

17th|War Mind 7|
+15|
+15|
+7|
+10| (2) Concentration 2||Chain of personal superiority +4

18th|War Mind 8|
+16|
+16|
+8|
+10| (2) Concentration 2|Combat Vigor|Chain of defensive posture +4

19th|War Mind 9|
+17|
+16|
+8|
+11| (2) Concentration 2|| Enduring Body (DR 3/-)

20th|War Mind 10|
+18|
+17|
+9|
+11|(2) Concentration 2 ||Chain of overwhelming force[/table]
Pious Templar Casting

{table=head]ECL|1st|2nd
11th|
0|
-

12th|
1|
-

13th|
1|
0

14th|
1|
1[/table]
Psionic Progression
War Mind and Total PP’s
{table=head]ECL|ML|PP*|Powers Known**
1st|
-|
2|
2nd|
-|
3|
3rd|
-|
4|
4th|
-|
5|
5th|
-|
6|
6th|
1|
8|1 {Force Screen (1st)}
7th|
2|
11|2 {Thicken Skin (1st)}
8th|
3|
15|2
9th|
4|
20|3 {Prescience, Offensive (1st)}
10th|
5|
26|3
11th|
5|
26|3
12th|
9|
26|3
13th|
9|
26|3
14th|
9|
26|3
15th|
9|
26|3
16th|
10|
34|4 {Ubiquitous Vision (3rd)}
17th|
11|
43|4
18th|
12|
53|5 {Energy Adaptation (4th)}
19th|
13|
64|5
20th|
14|
76|6 {Precognition, Offensive (1st)}[/table]
*Power Points without bonus PP’s from Wisdom
**{Powers} indicate newly acquired powers

Divine Mind
{table=head]ECL|ML|Powers Known**
5th|
1|
1 {Deaden Blow (1st)}[/table]


Background
Dolgan’s ancestors had strong ties to the plane of earth and he always found himself at home on solid ground or better yet deep within the mountain strongholds of his people. His parents were priests of Moradin and he was a devoutly religious youth. When his psionic abilities manifested he joined Moradin’s order of Divine Minds and embraced Moradin as the Father and guardian of the dwarven people. Dolgan was always intrigued by the dwarven craftsmen in his stronghold and the incredible armaments that they made out of minerals from the earth. Unfortunately he never had time in his early years to learn the craft as his psionic studies kept him very busy. He was accepted to join the War Mind’s and read from the ancient Talariic scripts kept in his mountain home at a young age. He enjoyed the physicality and mental discipline of the training.

It wasn’t until he took a break from his psionic studies to reflect on the values of Moradin that he had the time to learn a little of weaponsmithing. He was learning from the Templars of Moradin when he finally found the time to visit the forges. There he became obsessed with the heat and spark of creation in the deep forges of his home. He apprenticed with the weaponsmiths and learned much from a Battlesmith called Lucana Silverson. When Dolgan made his first dwarfencraft warhammer he promptly had Lucana enchant the weapon to strike true and draw power from the earth. He named the hammer Delvir, meaning Steel Barrier, and engraved a shield and tower on the sides of the head of the hammer.

Dolgan is a devout follower of Moradin and guardian of the dwarfen people. He spends most of his time defending the dwarven cities from attacks from both above ground and below.

At ECL 20

Divine Mind 5, War Mind 10, Pious Templar 4, Battlesmith 1
Earth Dwarf, Medium Humanoid (Dwarf)
Lawful Good, worshiper of Moradin
Hit Dice: 5d10+5 + 10d10+10 + 4d10+4 + 1d10+1 (130 hp)
Initiative: +4
Speed: 20 ft. (4 squares)
Armor Class: 44 (touch: 32, flat-footed: 40) {10+8(armor)+13(monk)+4(dex)+5(deflection)+4(natur al)}
Base Attack/Grapple: +18/+23
Attack: Warhammer* +33 melee (1d8 + 30 +1d6(acid) +1d6(cold) +2d6(holy))
Attack {18(base)+5(str)+1(focus)+2(aura)+5(enhancement)+2 (earthbound)=33}
Damage {7(2h str)+12(wisdom)+2(w spec)+2(aura)+5(enhancement)+2(earthbound)=30}
Full Attack: Warhmmaer* +33/+28/+23/+18 (1d8 + 30 +1d6(acid) +1d6(cold) +2d6(holy))
Space/Reach: 5 ft./5 ft.
Special Attacks: Psionic Powers, Sweeping Strike, One with the hammer, chain of overwhelming force, Smite 1/day
Special Qualities: damage reduction 3/-, Earth Dwarf traits, psychic aura 15ft. {+2 attack/damage}, Mantle(Guardian), Divine Grace, Mettle, Chain of personal superiority +4, chain of defensive posture +4
Saves: Fort +35, Ref +30, Will +40
Abilities: Str 20, Dex 18, Con 12, Int 10, Wis 34, Cha 8
Skills: Concentration +15, Craft (weaponsmithing) +12 {+16 for metal/stone}, Knowledge (religion) +4, Knowledge (psionics) +8, Knowledge (history) +2, Listen +12, Psicraft +4, Spot +17
Feats: True Believer, Wild Talent(b), Weapon Focus (warhammer), Weapon Specialization (warhammer)(b), Serenity, Endurance, Practiced manifester (War Mind), Combat Focus(b), Combat Stability, Combat Vigor, Craft Magic Arms and Armor(b)
Challenge Rating: 20

Possessions: +5 Earthbound, Holy, Corrosive, Frost Dwarvencraft Warhammer* (162,000+204), Ring of Evasion (50,000), Ring of protection +5 (50,000), Manual of Gainful Exercise +4 (110,000), Bracers of Armor +8 (64,000), Cloak of Resistance +5 (25,000), Tome of Understanding +5 (137,500), Monk’s Belt (13,000), Periapt of Wisdom +6 (32,000), Gloves of Dexterity +6, (32,000), Psychokinetic Skin of the Defender (32,000), Eyes of the Eagle (2,500), Masterwork Weaponsmithing Tool (50) {49,746 gp left over}

Pious Templar Casting: CL 4
1st (4) restoration, lesser x1, divine favor x1, cure light wounds x1, protection from evil x1
2nd (4) delay poison x1, remove paralysis x1, shield other x1, zone of truth x1

Psionic Powers: PP: 166 {6+70+15*6}
War Mind, Manifester Level 14
Force Screen (1st), Thicken Skin (1st), Prescience, Offensive (1st), Precognition, Offensive (1st), Ubiquitous Vision (3rd), Energy Adaptation (4th)
Divine Mind, Manifester Level 1
Deaden Blow (1st)

Tactics

Defenses
Dolgan is a tank. Using Force Screen, Thicken Skin, and Chain of defensive posture he can reach an AC of 60 with a respectable touch AC of 36. He can increase these by 2 if needed by switching his psychic aura to defense. The monk’s belt allows him to take advantage of his wisdom score and increase his touch AC. See the options section for an armored variant.
Once per encounter when he first damages an opponent he can enter a state of combat focus, granting +4 to will saves, 4 fast healing, and +8 to resist trips/bulrushes/grapples/disarms/overrun for 13 rounds. This, combined with his racial +8 stability bonus makes moving him rather difficult to move.
Dolgan’s saves are rather high from Divine Grace and the Serenity feat from the Dragon compendium. It allows divine grace, lay on hands, and turn undead to work off wisdom instead of charisma and only requires divine grace. He also has evasion from the ring and mettle from Pious templar. He takes nothing from save for half spells and will pass most of the time.
His guardian mantle aura grants his allies DR 2/- and he can, if need be, use the guardian mantle ability to take a hit for an ally by expending his psionic focus.
Energy Adaptation can give him 30 resist vs energy types and Ubiquitous vision will stop him from getting flanked.

Offense
Dolgan hits stuff with a hammer. He tends to stick with the attack psychic aura since attack and damage is better than just ac. He adds his wisdom to attack with his dwarvencraft hammer that he crafted. Earthbound adds 2 attack and damage if Dolgan is on the ground.
Using the Prescience and Precognition, offensive powers and the chain of personal superiority he can increase his Str and Con by 4(enh), attack by 5(insight), and damage by 6(insight), for a full attack of:
+40/+35/+30/+25 (1d8 + 39 +1d6(acid) +1d6(cold) +2d6(holy) damage)
Sweeping Strike allows him to hit two targets if they are adjacent and the chain of overwhelming force is a free 10d6 damage 1/day. He can also cast divine favor from his Pious Templar casting for a +1 luck bonus to attack and damage for 1 minute.

Utility
Dolgan’s psychic aura grants his allies a +2 morale bonus to attack and damage, as well as DR 2/-. He can switch his aura to defense for +2 AC, or perception for +4 to initiative, spot and listen while outside of combat.
He also has access to the Paladins spell list from his Pious Templar levels. He generally prepares lesser restoration, divine favor, cure light wounds, remove paralysis, and shield other spells. The exact quantity depends on what he expects to face that day. He gains three bonus first and second level spells from his high wisdom score. This allows him to do some out of combat healing but he tends to stick with restoration spells instead.

Sweet Spot:

Dolgan is playable from all levels using heavy armor until you can afford the massive wisdom mods and monk’s belt. The key to his saves comes in at level 6 with the Serenity feat.
The real sweet spot is when you get mettle and One with the hammer, which is level 15 in the submitted build. You’ll have sweeping strikes, armor boosting powers, and very high saves.


Options:
There are quite a few options for making this character stronger. Flaws are an easy one allowing two more feats. I’d recommend going for martial maneuver and stance to pick up roots of the mountain for another +10 resist to grapples/trips/bulrushes just for kicks and giggles.

The Divine Mind class is very weak. A stronger and cheesier entry would be Psychic Warrior 2, Paladin 2, and anything else 1. Cleric would be useful to pick up turn undead (which would key off wisdom) and some utility spells. As would going any martial adept class to pick up stances. The last 3 levels of Pious Templar are also not required if you want to dip into martial adept classes, more psionics, or progress the battlesmith crafting and heavy armor bonuses. If you get 12 intelligence at the start, you can switch the order of the prestige classes to get into Pious Templar earlier for mettle and wisdom to damage…those skills are a pain.

Dolgan can also be quite powerful going with full plate armor instead of the monk’s belt, especially if you go Pious Templar 1 Battlesmith 4 instead. Going with +5 heavy plate and a +5 tower shield will work well. Just sub out the dexterity bonuses for Con and try to pick up a belt of magnificence with the belt slot open, or just a +6 str belt. If you can pick up some feats by cheesing the entry classes or using flaws you could pick shield ward/specialization and use a heavy shield to bump your touch ac. And don’t forget the armor optimization feats.

Dolgan should really pick up a periapt of health +6 but that is left off this submission since it would require a combined item with the periapt of wisdom.

Sources
Complete Divine (Pious Templar)
Complete Psionics (Divine Mind, feats)
Dragon Compendium (Serenity)
Eberron (Earthbound weapon)
PHB
PHB 2 (Combat Focus feats)
Races of Stone (Battlesmith)
Unearthed Arcana (Earth Dwarf)
XPH (War Mind)

Ozymandias9
2010-10-01, 10:34 PM
"The mountains have always been here, and in them, the bears."
- Rick Bass, The Lost Grizzlies

Esha Two Bears is a tall and muscular barbarian with intense red hair. His personality is as subtle as his hair: Esha has a tendency to solve problems by hitting them with his magical greatsword until they cease to be problems. If they're big problems, he simply uses his psionic powers to make himself bigger too. Esha never bothers to hide his manifesting, which has made some wonder if he is even aware of the possibility inside that thick skull of his. Those who learn to know him better however learn that Esha's brain is perfectly adequate and he knows a surprising amount of trivia, even though the importance of things like washing regularly and not spitting in public continues to elude him.

Esha currently lives as a wandering adventurer. He is on a quest to see every notable place the world. While he is doing that, he accepts lesser quests to keep himself occupied and his purse full. He takes any work as long as it pays well and isn't overtly evil.

It does not generally occur to people to suspect that Esha might be hiding something. This is largely because no one has been considering the right questions. There is a bandit who swears he once dealt mortal blow to Esha only for it to be completely ineffective, but then, that particular bandit is known for for his disregard for oaths.

When Esha was made, the only things he remembered of his life as a human were a few vague impressions of darkness and heartbreak. He did not inquire, figuring that he was better off not knowing. After all, his former self had applied to become an Elan, a form of soft suicide for the old personality, apparently figuring the loss of skills and memories worth it for a clean start. Certainly for whatever reason, Esha's erasure had been particularly thorough. He did not even remember his original name.

It was hard for Esha to learn to read again, for he had lost that skill also. The more experienced among the Elans said this was because Esha's brain was that of an adult. He would have to work hard, but meanwhile they were prepared to teach him verbally.

Esha became a good listener, but all the elders lectured him was about psionics and what it meant to be an Elan. The subject was interesting enough from a theoretical perspective, but it seemed they wanted him to become a psion himself. Esha found that the crystals and the endless meditation sessions were not for him. He would much rather actually do something. The sun and the sky drove away the dark whispers from the corners of Esha's mind.

When Esha finally learned to read, a new world opened to him. Between his physical exercises, he spent many hours in the library of the Elan retreat reading books about history until he had read everything in the small collection.

Esha was restless and elected to leave the peace of the hidden Elan village. He joined a tribe of barbarians, learned their customs, and was eventually made a full member. Among the tribe there was an old man, far-traveled in his youth, who was proficient in a strange way of fighting none of the young warriors would understand, much to the old man's frequent chagrin. Esha was different, and realized that the old man's technique was psionical in nature, but a form of psionics that was completely unknown to the Elans in their village, a form of psionics suited to him. Esha became the old man's apprentice and mastered his fighting style. This gained him the name Two Bears among the tribe, for they said he could call upon the strengths of two different bears - rage and psionics - to reinforce him in battle.

Time passed and Esha did not grow visibly older. The tribesmen would start wondering soon, and secrecy was strictly enforced by the Elan Council. He had given much effort for learning about the wide world from passing traders and the old man in preparation for this day. He would not dare to bring the mandate of death upon the heads of his friends. Instead, Esha would leave and not think about such things. Esha was good at not thinking things like that, things that would bring the darkness back.


Build:
Esha Two Bears
True Neutral Elan Barbarian 4/Fighter 2/War Mind 10/Horizon Walker 4


Stat array:
16 16 15 10 10 8

Starting stats:
Str 16 (+3) Dex 10 (+0) Con 16 (+3) Int 10 (+0) Wis 15 (+2) Cha 6 (-2)

Final stats:
Str 26 Dex 10 Con 20 Int 10 Wis 15 Cha 6
This includes a Manual of Gainful Exercise +5 and a Manual of Bodily Health +4. Equipment is not included, but would definitely be there. Esha can buff himself on top of that.


ESHA TWO BEARS
{table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features
1st|Barbarian|
+1|
+2|
+0|
+0|Climb +2, Knowledge (Psionics) +4, Jump +2, Listen +4, Ride +2, Swim +2|Education|Fast Movement, Illiteracy, Rage 1/day
2nd|Barbarian|
+2|
+3|
+0|
+0|Knowledge (Psionics) +1, Listen +1, Survival +2||Uncanny Dodge
3rd|Fighter|
+3|
+5|
+0|
+0|Knowledge (History) +1, Knowledge (Psionics) +1|Power Attack, Extra Rage|Literacy
4th|Fighter|
+4|
+6|
+0|
+0|Knowledge (History) +1, Knowledge (Psionics) +1|Cleave|
5th|Barbarian|
+5|
+6|
+1|
+1|Knowledge (Psionics) +1, Listen +3||Trap Sense +1
6th|War Mind|
+6/+1|
+8|
+3|
+1|Knowledge(History) +3, Knowledge (Psionics) +1|Powerful Charge|Chain of personal superiority +2
7th|War Mind|
+7/+2|
+9|
+4|
+1|Knowledge (History) +3, Knowledge (Psionics) +1||Chain of defensive posture +2
8th|War Mind|
+8/+3|
+9|
+4|
+2|Knowledge (Geography) +3, Knowledge (Psionics) +1||Enduring body (DR 1/-)
9th|War Mind|
+9/+4|
+10|
+5|
+2|Knowledge (History) +3, Knowledge (Psionics) +1|Reckless Rage|
10th|War Mind|
+10/+5|
+10|
+5|
+2|Knowledge (Geography) +3, Knowledge (Psionics) +1||Sweeping strike
11th|War Mind|
+11/+6/+1|
+11|
+6|
+3|Knowledge (Geography) +3, Knowledge (Psionics) +1||Enduring body (DR 2/-)
12th|War Mind|
+12/+7/+2|
+11|
+6|
+3|Knowledge (History) +3, Knowledge (Psionics) +1|Destructive Rage|Chain of personal superiority +4
13th|War Mind|
+13/+8/+3|
+12|
+7|
+3|Knowledge (Geography) +3, Knowledge (Psionics) +1||Chain of defensive posture +4
14th|War Mind|
+14/+9/+4|
+12|
+7|
+4|Knowledge (Geography) +3, Knowledge (Psionics) +1||Enduring body (DR 3/-)
15th|War Mind|
+15/+10/+5|
+13|
+8|
+4|Knowledge (Geography) +3, Knowledge (Psionics) +1|Endurance|Chain of overwhelming force
16th|Barbarian|
+16/+11/+6/+1|
+14|
+8|
+4|Listen +4||Rage 2/day (total 4/day)
17th|Horizon Walker|
+17/+12/+7/+2|
+16|
+8|
+4|Spot +4||Terrain mastery: Desert
18th|Horizon Walker|
+18/+13/+8/+3|
+17|
+8|
+4|Listen +4|Expanded Knowledge (Psionic Fly)|Terrain mastery: Underground
19th|Horizon Walker|
+19/+14/+9/+4|
+17|
+9|
+5|Listen +4||Terrain mastery: Hills
20th|Horizon Walker|
+20/+15/+10/+5|
+18|
+9|
+5|Spot +4||Terrain mastery: Plains[/table]

Powers Known
{table=head]Level|PP|Powers Known|Maximum Power Level Known

1st|2|-|-

2nd|2|-|-

3rd|2|-|-

4th|2|-|-

5th|2|-|-

6th|5|1|1

7th|9|2|1

8th|14|2|1

9th|20|3|2

10th|27|3|2

11th|36|4|3

12th|46|4|3

13th|57|5|4

14th|69|5|4

15th|82|6|5

16th|82|6|5

17th|82|6|5

18th|82|7|5

19th|82|7|5

20th|82|7|-[/table]

(+Wis equipment not included in the calculations, although Esha probably has some on higher levels.)

Tactics level by level:

Levels 1 - 5:
Barbarian 2/Fighter 2/Barbarian +1

Esha starts as a simple barbarian/fighter. His Elan Resilience helps him survive in the early levels, but since he has only 2 PP, it quickly becomes too minor to matter much. On level 3 Esha becomes able to rage three times per day, keeping him more useful when there are multiple encounters per day. By level 5 Esha has a +10 modifier to Listen, which helps keep him and the party from being surprised by monsters. Thanks to his Education feat, Esha also is good at answering questions about psionics.

Esha is not the face of the party and never will be.


Levels 6 - 15:
Barbarian 2/Fighter 2/Barbarian +1/War Mind 10


Esha starts taking levels of War Mind, which improves his psionic powers. The War Mind buffs are all 3/day, like Esha's current rages. He can layer them on top of each other, as they stack. In addition, the Constitution increase from the Chain of Personal Superiority extends the duration of the rages, and Esha can get all those bonuses as a free action. Esha can also spread the bonuses around if it's going to be a long day with many encounters.

Given time, Esha can also buff himself further with the psionic powers he chooses from the Psychic Warrior List. The first one he picks is Expansion. Since Esha will be raging in combat and hitting things with his sword, he chooses powers that are good for pre-combat buffing or else utility. An example of the latter is Psionic Dimension Door. Esha can use it to flee from insurmountable odds or to close upon a ranged foe.

War Mind gives damage reduction. This does not stack with the damage reduction given by the Barbarian class, so it doesn't matter that Esha doesn't stay in Barbarian long enough to get it.

War Mind's Sweeping Strike synergises well with Esha's Expansion-increased size, which means he threatens more squares and has more opportunity to use Sweeping Strike, then ideally followed by Cleave to hit a third enemy.

It is unclear if the Chain of Overwhelming Force can be used while raging. Esha could use it to good effect in his fights, but then, the ability is only 1/day. Also, even if the ability cannot be used while raging, it can be applied to any attack at all, not just Esha's greatsword. Esha could use it win bar fights or to make the backup bow deal non-trivial damage 1/day. It's like a 1/day sneak attack that works against anything, anytime, as long as it hits, and as for the hitting part, touch attacks count too and Esha has good BAB.

Due to the poor skill selection of the War Mind prestige class, every skill Esha takes on this level is Knowledge (Something). Esha becomes very useful when the players need to learn something about psionics, history, or geography.

Tactics (high-end for this segment):

When expecting serious battle soon:
Manifest medium-term buffs: Psionic Keen Edge

Pre-battle:
Manifest buffs: Expansion, etc.

Round 1:
Free action: Chain of personal superiority
Free action: Chain of defensive posture
Free action: Rage
Apply greatsword to enemies

If the fight goes badly, Esha can stop his rage and use Psionic Dimension Door to escape. He uses his Elan Resilience as a last resort to stop blows that would otherwise be lethal. He uses his Elan Resistance when he has to make a save to resist enemy spell. (Or if the DM judges his racial abilities require too much concentration to use while raging, then he doesn't.)

Levels 16 - 20:
Barbarian 2/Fighter 2/Barbarian +1/War Mind 10/Barbarian +1/Horizon Walker 4

Now that Esha has finished his War Mind prestige class his psionic progressions stalls. He does take the Expanded Knowledge feat to learn Psionic Fly, but that's about it. Esha continues much as in the previous segment, just higher level.

Esha takes one level of Barbarian for one more daily rage, after which he goes into Horizon Walker. Esha's Terrain Mastery: Desert gives him on level 17 all the benefits of the straight barbarian's level 17 class feature Tireless Rage and more. On level 18 Esha gains darkvision. Levels 19 and 20 give Esha extra bonuses to Listen and Spot.

The War Mind's skill list behind him, Esha starts pumping his lapsed Listen skill up again. He also starts investing in Spot, which is a Horizon Walker's class skill, to make his noticing more well rounded.


Sources:
SRD
Complete Warrior
Eberron Campaign Setting
Races of Stone

Ozymandias9
2010-10-01, 10:35 PM
"All our best men are laughed at in this nightmare land." -Jack Kerouac

Khalanatari, Ascetic Nightmare

Lawful Good Kalashtar.

The Progression
{table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

1st|Monk 1|
+0|
+2|
+2|
+2|Autohypnosis 1, Balance 2, Climb 2, Concentration 4, Jump 2, Knowledge (arcarna) 1, Tumble 2, Swim 1|Weapon Finesse, Stunning Fist|flurry of blows, unarmed strike

2nd|Monk 2|
+1|
+3|
+3|
+3|Balance 1, Climb 1, Concentration 1, Tumble 1|Combat Reflexes|evasion

3rd|Crusader 1|
+2|
+5|
+3|
+3|Balance 1, Concentration 1, Jump 1, Know (religion) 1|Versatile Unarmed Strike|Furious counterstrike, steely resolve 5

4th|Crusader 2|
+3|
+6|
+3|
+3|Balance 1, Concentration 1, Jump 1, Know (history) 1| |Indomitable soul

5th|Crusader 3|
+4|
+6|
+4|
+4|Balance 1, Concentration 1, Jump 1, Know (history) 1| |Zealous surge

6th|Atavist 1|
+4|
+6|
+6|
+6|Autohypnosis 2, Knowledge (psionics) 2|Monastic Training (War Mind)|Call to Mind, spiritual lineage (aggressive), unarmed strike improvement

7th|Atavist 2|
+5|
+6|
+7|
+7|Autohypnosis 2, Knowledge (psionics) 2| |Augmented mindlink, defensive insight

8th|Atavist 3|
+6/+1|
+7|
+7|
+7|Knowledge (psionics) 4| |Supportive mindlink +1

9th|War Mind 1|
+7/+2|
+9|
+9|
+7|Autohypnosis 1, Concentration 1|Tashalatora (War Mind)|Chain of personal superiority +2

10th|War Mind 2|
+8/+3|
+10|
+10|
+7|Autohypnosis 1, Concentration 1| |Chain of defensive posture +2

11th|Atavist 4|
+9/+4|
+10|
+11|
+8|Autohypnosis 1, Concentration 1, Knowledge (the planes) 1, Tumble 1| |Detect possession

12th|Atavist 5|
+9/+4|
+10|
+11|
+8|Autohypnosis 1, Balance 1, Concentration 1, Tumble 1|Martial Stance (Thicket of Blades)|Spiritual focus (Aggressive)

13th|War Mind 3|
+10/+5|
+10|
+11|
+9|Autohypnosis 1, Concentration 1| |Enduring body (DR 1/-)

14th|War Mind 4|
+11/+6/+1|
+11|
+12|
+9|Autohypnosis 1, Concentration 1| |

15th|War Mind 5|
+12/+7/+2|
+11|
+12|
+9|Autohypnosis 1, Concentration 1|Practiced Manifester (War Mind)|Sweeping strike

16th|War Mind 6|
+13/+8/+3|
+12|
+13|
+10|Autohypnosis 1, Concentration 1| |Enduring body (DR 2/-)

17th|War Mind 7|
+14/+9/+4|
+12|
+13|
+10|Autohypnosis 1, Concentration 1| |Chain of personal superiority +4

18th|War Mind 8|
+15/+10/+5|
+13|
+14|
+10|Autohypnosis 1, Concentration 1|Defensive Sweep|Chain of defensive posture +4

19th|War Mind 9|
+16/+11/+6/+1|
+13|
+14|
+11|Autohypnosis 1, Concentration 1| |Enduring body (DR 3/-)

20th|War Mind 10|
+17/+12/+7/+2|
+14|
+15|
+11|Autohypnosis 1, Concentration 1| |Chain of overwhelming force[/table]

Monk Abilities

Without items
{table=head]Character Level|Unarmed Damage|Flurry|AC Bonus

1|1d6|-2/-2|+0

2|1d6|-1/-1|+0

3|1d6|+0/+0|+0

4|1d6|+1/+1|+0

5|1d6|+2/+2|+0

6|1d6|+2/+2|+0

7|1d8|+3/+3|+0

8|1d8|+4/+4/-1|+0

9|1d8|+5/+5/+0|+0

10|1d8|+6/+6/+1|+0

11|1d10|+7/+7/+2|+0

12|1d10|+7/+7/+2|+0

13|1d10|+9/+9/+5|+1

14|1d10|+10/+10/+5/+0|+1

15|2d6|+11/+11/+6/+1|+1

16|2d6|+12/+12/+7/+2|+1

17|2d6|+14/+14/+9/+4|+1

18|2d6|+15/+15/+10/+4|+2

19|2d8|+16/+16/+16/+11/+6/+1|+2

20|2d8|+17/+17/+17/+12/+7/+2|+2[/table]

Crusader Maneuvers and Stances
In choosing maneuvers and stances I went for the ones that are more likely to have better party application and stay relevant in later levels. This is why I chose Foehammer over Mountain Hammer, Stone Dragon maneuvers only work if you're standing on the ground.

Maneuvers:
Level 1
Vanguard Strike
Charging Minotaur
Stone Bones
Douse the Flames
Leading the Attack

Level 2 (Crusader 3)
Foehammer

Stances
Level 1
Iron Guard's Glare
Bolstering Voice

Level 3 (From feat)
Thicket of Blades

War Mind Powers
(by War Mind level taken)
1 Force Screen
2 Precognition, Offensive
4 Power Weapon
6 Expansion (augmented to 2 size categories brings damage up to 8d8 per punch)
8 Vampiric Weapon
10 Psionic Dimension Door


Base Scores (32 point buy):
STR: 10
DEX: 16
CON: 10
INT: 10
WIS: 18
CHA: 8

Add 3 stat advances to WIS, 2 to DEX.

Important Items:
Monk's Belt
Gloves of Dexterity +6
Periapt of Wisdom +6
Manual of Dex +4
Tome of Wisdom +5
Vest of Natural Armor +5
Ring of Protection +5

Quori Embedded Shards (Eberron Campaing Setting)
Ectoplasmic Fist
Ectoplasmic Armor (x5)

Highlights:
- Zealous Surge deals with that nasty natural 1 on the fort save, high natural saves should take care of most other things.
- Sweeping Strike allows one Stunning Fist use to apply to two targets. Stunned targets opens up a golden opportunity to unleash the Chain of Overwhelming Force.
- The Spiritual Focus ability from Atavist 5 and the expansion power both increase natural reach, increasing the potential number of valid secondary targets for sweeping strike.
- Being in the Thicket of Blades stance with the Defensive Sweep mean that every enemy in your threatened area will provoke an AoO if they move, and provoke if they don't.
- 6 attacks with one hand.
- 4d8 damage per punch at level 20, 8d8 when double expanded.
- The Chain of Defensive Posture and availability of Psychic Warrior powers means a huge AC while wearing no armor. Khalanatari's AC should be about 64 at level 20:
10 +
Dex 9
Wis 11
Armor 10 (Quori Embedded Shards)
Shield 7 (Augmented Force Screen)
Deflection 5
Insight 4
Monk 3
Natural 5

Where is this stuff from?
Crusader - Tome of Battle
Atavist - Races of Eberron
Versatile Unarmed Strike - PHBII/Secrets of Sarlona
Monastic Training - ECS
Tashalatora - Secrets of Sarlona
Practiced Manifester - Comp Psionics
Martial Stance - Tome of Battle
Defensive Sweep - PHBII

Ozymandias9
2010-10-01, 10:37 PM
"Beware the fury of a patient man." -Daken, in Daken: Dark Wolverine, Volume 1, Issue 1

Daken (http://en.wikipedia.org/wiki/Daken)
LN Half-Orc
STR 18 DEX 12 CON 14 INT 12 WIS 14 CHA 6

STR is boosted with level increases
LEVEL-BY-LEVEL TABLE:
{table=head]Level|Class|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

1st|Half-Orc Paragon 1 (http://www.d20srd.org/srd/variant/races/racialParagonClasses.htm#halfOrcParagon)|
+1|
+4|
+1|
+2|Concentration 2, Intimidate 4, Knowledge (arcana) 1, Knowledge (history) 2, Knowledge (psionics) 4, Survival 4, Swim 1|Education (ECS 52): Knowledge (arcana); Knowledge (psionics)|Divided Ancestry, Monstrous Mein

2nd|Half-Orc Paragon 2 (http://www.d20srd.org/srd/variant/races/racialParagonClasses.htm#halfOrcParagon)|
+2|
+5|
+1|
+2|Intimidate 5, Knowledge (nature) 2, Knowledge (psionics) 5, Survival 5|-|Rage 1/day

3rd|Totemist 1 (http://www.wizards.com/default.asp?x=dnd/ex/20050907a&page=3)|
+2|
+7|
+3|
+2|Concentration 3, Intimidate 6, Knowledge (psionics) 6, Survival 6|Wild Talent (http://www.d20srd.org/srd/psionic/psionicFeats.htm#wildTalent)|Wild Empathy (PHb 35); Soulmelds: Girallon Arms (MoI 68), Landshark Boots (MoI 76)

4th|Totemist 2 (http://www.wizards.com/default.asp?x=dnd/ex/20050907a&page=3)|
+3|
+8|
+4|
+2|Concentration 4, Intimidate 7, Knowledge (psionics) 7, Survival 6|-|Totem chakra bind (MoI 30): Landshark Boots; Soulmelds: Girallon Arms, Landshark Boots, Rageclaws (MoI 83)

5th|Totemist 3 (http://www.wizards.com/default.asp?x=dnd/ex/20050907a&page=3)|
+4|
+8|
+4|
+3|Concentration 5, Intimidate 8, Knowledge (psionics) 8, Survival 8|-|Totem's Protection (MoI 30)

6th|Totemist 4 (http://www.wizards.com/default.asp?x=dnd/ex/20050907a&page=3)|
+5|
+9|
+5|
+4|Concentration 6, Jump 3, Survival 9|Cobalt Rage (MoI 37)|Soulmeld: Krenshar Mask (MoI 73-4); +1 Essentia from Cobalt Rage

7th|War Mind 1 (http://www.d20srd.org/srd/psionic/prestigeClasses/warMind.htm)|
+6|
+11|
+7|
+4|Concentration 8, Intimidate 9|-|Chain of Personal Superiority +2 (http://www.d20srd.org/srd/psionic/prestigeClasses/warMind.htm#chainofPersonalSuperiority); Expansion (http://www.d20srd.org/srd/psionic/powers/expansion.htm); 3 power points

8th|War Mind 2 (http://www.d20srd.org/srd/psionic/prestigeClasses/warMind.htm)|
+7|
+12|
+8|
+4|Concentration 10, Intimidate 10|-|Chain of Defensive Posture +2 (http://www.d20srd.org/srd/psionic/prestigeClasses/warMind.htm#chainofDefensivePosture); Offensive Precognition (http://www.d20srd.org/srd/psionic/powers/precognitionOffensive.htm); 7 power points

9th|Totem Rager 1|
+7|
+14|
+10|
+4|Concentration 11, Intimidate 11, Jump 4, Knowledge (arcana) 2, Survival 10|Aberration Blood: Flexible Limbs (LoM 178)|Totem Rage; Wild Empathy

10th|Totem Rager 2|
+8|
+15|
+11|
+4|Concentration 13, Intimidate 11, Jump 5, Survival 11|-|Extra Rage (+1/Day; MoI 154)

11th|War Mind 3 (http://www.d20srd.org/srd/psionic/prestigeClasses/warMind.htm)|
+9|
+15|
+11|
+5|Concentration 14, Intimidate 13|-|Enduring Body (http://www.d20srd.org/srd/psionic/prestigeClasses/warMind.htm#enduringBody); 12 power points

12th|War Mind 4 (http://www.d20srd.org/srd/psionic/prestigeClasses/warMind.htm)|
+10|
+16|
+12|
+5|Concentration 15, Intimidate 15|Inhuman Reach (LoM 180)|Painful Strike (http://www.d20srd.org/srd/psionic/powers/painfulStrike.htm); 18 power points (1)

13th|Totem Rager 3|
+11|
+16|
+12|
+6|Concentration 16, Intimidate 16, Jump 6, Survival 12|-|DR 1/-; +1 Essentia

14th|War Mind 5 (http://www.d20srd.org/srd/psionic/prestigeClasses/warMind.htm)|
+12|
+16|
+12|
+6|Concentration 17, Jump 7|-|Sweeping Strike (http://www.d20srd.org/srd/psionic/prestigeClasses/warMind.htm#sweepingStrike); 25 power points

15th|Totem Rager 4|
+13|
+17|
+13|
+6|Concentration 18, Intimidate 18, Jump 9|Open Lesser Chakra: Arms (Girallon Arms)(MoI 40)|+1 Essentia; Pegasus Cloak (MoI 81); Chakra Binds: Hands (Rage Claws)

16th|War Mind 6 (http://www.d20srd.org/srd/psionic/prestigeClasses/warMind.htm)|
+14|
+18|
+14|
+7|Concentration 19, Jump 10|-|Enduring Body (http://www.d20srd.org/srd/psionic/prestigeClasses/warMind.htm#enduringBody); Claws of the Vampire (http://www.d20srd.org/srd/psionic/powers/clawsoftheVampire.htm); 34 power points

17th|War Mind 7 (http://www.d20srd.org/srd/psionic/prestigeClasses/warMind.htm)|
+15|
+18|
+14|
+7|Concentration 20, Jump 11|-|Chain of Personal Superiority +4 (http://www.d20srd.org/srd/psionic/prestigeClasses/warMind.htm#chainofPersonalSuperiority); 44 power points

18th|War Mind 8 (http://www.d20srd.org/srd/psionic/prestigeClasses/warMind.htm)|
+16|
+19|
+15|
+7|Concentration 21, Jump 12|Deepspawn (LoM 180)|Chain of Defensive Posture +4 (http://www.d20srd.org/srd/psionic/prestigeClasses/warMind.htm#chainofDefensivePosture); Inertial Barrier (http://www.d20srd.org/srd/psionic/powers/inertialBarrier.htm); 55 power points

19th|War Mind 9 (http://www.d20srd.org/srd/psionic/prestigeClasses/warMind.htm)|
+17|
+19|
+15|
+8|Concentration 22, Jump 13|-|Enduring Body (http://www.d20srd.org/srd/psionic/prestigeClasses/warMind.htm#enduringBody); 67 power points

20th|War Mind 10 (http://www.d20srd.org/srd/psionic/prestigeClasses/warMind.htm)|
+18|
+20|
+16|
+8|Concentration 23, Jump 14|-|Chain of Overwhelming Force (http://www.d20srd.org/srd/psionic/prestigeClasses/warMind.htm#chainofOverwhelmingForce); Psychofeedback (http://www.d20srd.org/srd/psionic/powers/psychofeedback.htm); 80 power points[/table]
(1) Power points and WILL save listed do not include the +2 WIS item which Daken should have by this point.

Sources used (excluding gear): 1. SRD (System Resource Document - Half-Orc Paragon, Wild Talent feat, War Mind, Psionic Powers); 2. MoI (Magic of Incarnum - Totemist, Totem Rager, Soulmelds, Open Lesser Chakra feat); 3. LoM (Lords of Madness - Aberrant Blood, Inhuman Reach, and Deepspawn feats); 4. ECS (Eberron Campaign Setting - Education feat; general fluff)

Daken's Dossier:
"Tower spit! This one's alive, Lorsar! Can't be more than seven or eight years old, though. Look at the mark on his forehead. What is that?"

Lorsar ambled across the smoking ruin of the half-orc encampment, looked where his shieldbearer was pointing on the fallen half-orc's cragged forehead, and spat in disdain.

"It singles him out as special among his kin. Probably some witch doctor saw a great future for him when he was pupped. I bet nobody expected 'special' to mean 'the one that survived the razing,'" Lorsar laughed briefly as he finished speaking, but there was little humor in his tone. "Shackle him up. We might be able to train him for the pits. We'll call him 'Daken'."

"I don't speak that mongrel tongue of theirs, Lorsar. What does Daken mean?"

Lorsar gave another humorless grunt of laughter. "It means 'bastard'."

* * *

Daken's life became cages: caged to sleep, caged to train, caged to fight and travel. His entire existence was rigidly regimented, and the regimentation and conflict became all to him, other than the smatterings of teachings he got about the various strengths and weaknesses of his opponents. He fought brutally and well, harnessing the raw power of his heritage, channeled into a focused fury at the foe in front of him. He was not always victorious, though.

One particularly brutal beating he took in the gladiator cage, at the hands of a gnoll nearly twice his size, knocked him to death's door. When he was revived, powers that had lain dormant within him flared to life. He instinctively began to harness the incarnum around him, manifesting claws, extra limbs, and tremendous leaping ability. He became noted for the unusual grappling style he used after leaping on his opponents - a style not taught by any of his trainers. The instinctive rages he'd entered before soon became suffused with the power of his harnessed incarnum, making him even more fearsome in fights.

At the same time, a spark of raw psionic power inside him ignited, and he began to demand more instruction from Lorsar on the nature of psionics. Daken's new appearance and abilities scared Lorsar enough that he complied, even obtaining the services of another psionically gifted fighter to further Daken's education.

Daken's new psionic trainer taught him well, and soon Daken became able to manifest psionic powers as well as the incarnum he could draw upon since his near-death experience, as what the trainer called a 'War Mind'. He learned to double in size with his new powers, negating the advantage the gnoll and others had previously had over him in the arena, and to further augment his own fury-driven strength and stamina. Not long after, he began to incorporate those teachings into his defenses, as well.

As he grew as a cage-fighter, it became clear that he had even more latent abilities. He began to display almost preturnatural flexibility, and a reach that exceeded the expectations of even his psionically-enhanced size. Eventually, tentacles sprouted from his waist, joining the girallon arms his harnessed incarnum gave him, making him among the most feared grapplers in all Khorvaire.

LEVEL HIGHLIGHTS, INCLUDING RELEVANT GEAR:
1st LEVEL:
Daken is little more than a typical grunt fighter at this point. Ranks in Intimidate, Survival, and the Education feat give him some minor utility outside of combat. Monstrous Mein works with his ranks in Intimidate to more than offset his CHA penalty. He rocks out with a halberd, a light hammer he keeps mostly for throwing, and spiked leather armor.

6th LEVEL:
Who needs a halberd? Girallon Arms and Landshark Boots add to Climb, Jump, and Grapple checks and out of combat utility, with the Boots totem-bound and combining with the Krenshar Mask to give at least a reasonable chance at a decent pounce attack. The Mask has the added bonus of helping him stay quiet, so he can watch the back of the party's scout without giving away position. Rage Claws let him keep fighting longer than his opponents expect. He's enhanced the light hammer - still his ranged weapon of choice - by this point, as well as his studded leather armor. The wild empathy bonus he gets against ankhegs and +4 bonus against magical beasts' (Su) abilities are nice cookies, if rarely used. His variety of small investments in Knowledge skills continue to add to his role in the party

11th LEVEL:
Daken's getting scary now. Expansion and Flexible Limbs increase is abilities in a grapple as well as the obvious Reach and STR benefits, with Offensive Precognition and Totem Rage more than offsetting the associated penalties to attack. The specific form of Extra Rage that Totem Ragers get is slightly more limited than that granted by the general feat, but it still improves his fighting abilities considerably, especially considering Daken can use Chain of Personal Superiority for an alternative bonus to-hit/damage source should there be three fights in the day. Chain of Defensive Posture and Enduring Body are obviously useful against attackers. By continuing to focus on Jump, Daken improves his chances of getting off his pounce attack, while Intimidate and Survival keep him relevant to the party when he's not cracking skulls. He's enhanced his spiked armor with the Soulbound quality both as armor and as a weapon, and gotten the Returning quality for his hammer for the increasingly rare instances where he has to use it. As noted above, Daken has, or will soon have, a WIS-boosting item to improve both power point production and WILL saves, as well as Survival checks.

16th LEVEL:(Sweet Spot)
Inhuman Reach and Sweeping Strike make Daken able to perform as a battlefield controller as well as a grappler/charger. He no longer has to take out enemies one at a time, though he can do so with great efficiency. Binding a Pegasus Cloak makes him less reliant on the party's spellcasters should he fall or even need to fly (though he'd need to prepare for this in advance); binding the Girallon Arms to the arms chakra gives him a rend attack as well as pounce. Painful Strike makes each of his attacks average another 2.5 damage. Claws of the Vampire gives him the ability to heal himself with each attack, while the Totem Rager's DR explicitly stacks with Enduring Body's DR. The nature of most of Daken's chosen powers means he's unlikely to run out of power points unless he and the party are forced into some type of time-constrained gauntlet match. His gear at this level should include a +4 Con boost item.

20th LEVEL:
Chain of Personal Superiority +4 makes it exactly emulate a standard rage's bonus to hit and damage, so the 3rd fight is no longer at a relative penalty to the first two. Psychofeedback either gives him a 4th strong combat per day, or further enhances him for a particularly grueling fight. Inertial Barrier combines with his other sources of DR/- for a hefty DR 9/-. As a grappler with prodigious bonuses by this point, Daken uses Chain of Overwhelming Force in conjunction with a successful pin, to take out any opponent he's engaged who survived the initial pounce/rend routine.

IF ONLY: (options opened up by Flaws)
Daken doesn't much care about AC or ranged attacks, so with Flaws available he'd take Vulnerable and Shaky. This would allow him to drop Wild Talent in favor if Hidden Talent (which specifies 1st level only), and add Power Attack and, later, Leap Attack. For a more flavorful, less immediately powerful option, Darkstalker (LoM 179, rather than Leap Attack) closely replicates the pheromone manipulation his Marvel namesake uses to hide his scent.

Ozymandias9
2010-10-01, 10:38 PM
“And where two waging fires meet together
They do consume the thing that feeds their fury.
Though little fire grows great with little wind,
Yet extreme gusts will blow out fire and all.”
-William Shakespeare

Xepher Lod, Harbinger of Consumption
Who will be eaten first?
Introduction
Xepher Lod was born on the ouskirts of a small regional centre. His early years were somewhat unremarkable. He suffered no great tragedies nor did he come under the tutelage of a powerful mentor. Had his heritage not manifested, he likely would become a fisherman and seasonal worker like many of his peers. He would have led a simple, uneventful life.
Perhaps there was something in the local water supply. Perhaps his ancestry included one of the Gith. He could even have been the unwitting subject of experimentation. Whatever the cause, the adolescant Xepher began to experience a strange craving. A craving for knowledge, for power and something...else.

Xepher dedicated himself to satiating these needs. Borrowing or stealing tomes of ancient knowledge, pestering sages and bards for scraps of esoterica, spending countless hours in reflection and philospohical rumination. It was not enough. His craving was more than an avid curiosity. It was a visceral, physiological compulsion that could not be ignored.

Xepher eventually left his home in search of more. His friends and family believed he was off in search of adventure and to find himself. Secretly, they were glad of his departure. There was something unnatural about Xepher, though none could say what it was.

Years passed before Xepher's nature was made manifest. During a frantic combat with bandits, writhing tentacles burst from his mouth and burrowed into his assailants skull. Xepher's shock at this transformation was quickly lost as he realised that, for the briefest of moments, his unnaturral craving had been quelled. He embraced the change and resolved to nurture his transformation. With a greater undestanding of his heritage, Xepher began to seek out conflict. His appetite for knowledge was now matched by another, darker appetite for violence.
Build Synopsis
Before I explain this build, allow me state what this build is not. It is not a King of Smack clone. Nor is it a Batman caster or Gish. It begins as a typical grapplemancer, but moves beyond the scope of that build. Xepher is a defender. His function is to peel multiple foes away from his allies and inhibit their ability to act. By the end of his progression, he is capable of executing a crippling lockdown on a number of opponents while simultaneously engaging in melee combat, casting spells and/or using psionics. This type of build may have been optimized before, but not to my knowledge. I hope you enjoy reading my entry as much as I enjoyed creating it.

The 'sweet spot' for this build is Level 12. Xepher has a decent array of grappling options and minor buffs at that point. The main focus of this build functions optimally at that point in his career. Beyond that level, the options available in and out of combat take him beyond a simple melee brute.

Pros: Reliable method of engaging multiple opponents in melee. Reduces enemy action economy. Provides party with minor spellcasting & psionic support.

Cons: Vastly reduced effectiveness against colossal opponents, swarms, incorporeal foes and Freedom of Movement. Auras and retributive effects are going to hurt. MAD, stat distribution required for feat prerequisites requires a 32 point build. Not highly versatile in skill use, very little social proficiency.


Xepher
{table=head]Effective Level|Class|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

1st|Psychic Warrior 1|
+0|
+2|
+0|
+0|Autohypnosis 4, Concentration 4, Knowledge (psionics) 4, Search +4, Swim +4|Illithid Heritage, Illithid Grapple, Illithid Grapple|Psionics, Bonus Feat

2nd|Wizard 1|
+0|
+2|
+0|
+2|Concentration +1, Knowledge (Arcana) +1, Knowledge (history) +1, Knowledge (Duneoneering) +1, Spellcraft +1|Combat Reflexes|Familliar, Spellcasting, Bonus Feat

3rd|Warblade 1|
+1|
+4|
+0|
+2|Climb +1, Jump +1, Knowledge (Local) +1, Knowledge (History +1), Intimidate +1, Ride +1, Swim +1|Illithid Grapple|Battle Clarity, Weapon Aptitude

4th|Psychic Warrior 2|
+2|
+5|
+0|
+2|Concentration +2, Knowledge (psionics) +3|Illithid Grapple|Bonus Feat

5th|Warblade 2|
+3|
+6|
+0|
+2|Climb +1, Knowledge (History) +1, CC Knowledge (Psionics) +1, Intimidate +1, Martial Lore +1, Swim +1|-|Uncanny Dodge

6th|Warmind 1|
+4|
+8|
+2|
+2|Autohypnosis +2, Concentration +2, Psicraft +1|Multigrab|Chain of Personal Superiority, Psionics

7th|Warmind 2|
+5|
+9|
+3|
+2|Autohypnosis +1, Concentration +1, Knowledge (Psionics) +1, Knowledge (History) +1, Psicraft +1|-| Chain of Personal Defence

8th|Warmind 3|
+6|
+9|
+3|
+3|Autohypnosis +1, Concentration +1, Knowledge (Psionics) +1, Knowledge (History) +1, Psicraft +1|-|Enduring Body

9th|Warmind 4|
+7|
+10|
+4|
+3|Autohypnosis +1, Concentration +1, Knowledge (Psionics) +1, Knowledge (History) +1, Psicraft +1|Combat Casting|

10th|Warmind 5|
+8|
+10|
+4|
+3|Autohypnosis +1, Concentration +1, Knowledge (Psionics) +1, Knowledge (History) +1, Psicraft +1|-|Sweeping Strike

11th|Abjurant Champion 1|
+9|
+10|
+4|
+5|Concentration +1, Knowledge (Arcana) +1, CC Knowledge (Religion) +1, Spellcraft +1|-|Abjurant Armour, Extended Abjuration

12th|Abjurant Champion 2|
+10|
+10|
+5|
+5|Concentration +1, Knowledge (Arcana) +1, CC Knowledge (Religion) +1, Spellcraft +1|Greater Multigrab|Swift Abjuration

13th|Ebon Pheonix Mage 1|
+11|
+12|
+5|
+7|Concentration +1, Intimidate +1, Martial Lore +1, Sense Motive +1, Tumble +1|-|Arcane Wrath, Rite of Waking

14th|Abjurant Champion 3|
+12|
+13|
+6|
+8|Concentration +1, Jump +1, Knowledge (Arcana) +1, Spellcraft +1, Swim +1|-|

15th|Ebon Pheonix Mage 2|
+13|
+14|
+6|
+9|Concentration +1, Intimidate +1, Martial Lore +1, Sense Motive +1, Tumble +1|Illithid Extraction|Mystic Pheonix Stance

16th|Abjurant Champion 4|
+14|
+14|
+6|
+10|Concentration +1, Jump +1, Knowledge (Arcana) +1, Spellcraft +1, Swim +1|-|Arcane Boost

17th|Ebon Pheonix Mage 3|
+15|
+14|
+7|
+10|Concentration +1, Intimidate +1, Martial Lore +1, Sense Motive +1, Tumble +1|-|

18th|Abjurant Champion 5|
+16|
+14|
+7|
+10|Concentration +1, Jump +1, Knowledge (Arcana) +1, Spellcraft +1, Swim +1|Arcane Strike|Martial Arcanist
19th|Ebon Pheonix Mage 4|
+17|
+15|
+7|
+11|Concentration +1, Intimidate +1, Martial Lore +1, Sense Motive +1, Tumble +1|-|Empowering Strike
20th|Ebon Pheonix Mage 5|
+18|
+15|
+7|
+11|Concentration +1, Intimidate +1, Martial Lore +1, Sense Motive +1, Tumble +1|-| [/table]


Attributes. 32 point buy.
Base
Strength 16 Dexterity 15 Constitution 12 Intelligence 14 Wisdom 12 Charisma 8
All attribute gains go to strength.

Classes, Alternate Class Features, Feats, Spells and Powers. (Complete Psionic, Expanded Psionics Handbook, Players Handbook, Monster Manual, Unearthed Arcana, Complete Mage, Complete Warrior, Savage Species, Stormwrack, Spell Compendium)


Psychic Warrior
No ACFs. The bonus feats are used to aquire the Illithid Heritage chain, which are considered to be Psionic feats.
Powers
Powers Known
{table=head]Level|1st|Base PP

1st|1|0

2nd|1|0

3rd|1|0

4th|1|0

5th|2|1

6th+|no progression|1[/table]

Psionic Notes
(XPH) Grip of Iron: An immediate enchancement bonus to grappling. Usually held in reserve for tough opponents.
(XPH) Burst: Xehper prefers to draws foes to him. A swift speed boost can be handy to close into melee or for withdrawal.

Warblade
No adaptations or ACF's.
IL and Manuevers(Includes EPM)
Initiator Level and Maneuvers
{table=head]Level|Initiator Level|Maneuvers Known|Readied|Stances

1st|1|-|-|-

2nd|1|-|-|-

3rd|2|3|3|1

4th|2|3|3|1

5th|3|4|3|1

6th|4|4|3|1

7th|4|4|3|1

8th|5|4|3|1

9th|5|4|3|1

10th|6|4|3|1

11th|6|4|3|1

12th|7|4|3|1

13th|8|5|3|1

14th|8|5|3|1

15th|9|5|4|1

16th|10|5|4|1

17th|11|5|4|1

18th|11|5|4|1

19th|12|5|4|1

20th|13|6|4|2[/table]

Manuever Details (Includes EPM)
Maneuvers and Sweeping Strike. Maneuvers do not function with abilities that grant extra attacks. Sweeping strike does not grant extra attacks, per se, rather it allows melee attacks to apply to multiple targets in 2 squares. Awesome.
(Stance 1) Punishing Stance. Extra damage on all melee.
(Strike 1) Steel Wind. 2 melee attacks.
(Strike 1) Sapphire Nightmare Blade. Chance to deal bonus damage.
(Counter 1) Moment of Perfect Mind.
(Strike 2) Emerald Razor. Resolve attack as touch attack.
(Strike 3) Death Mark. Creates a fireball centred on foe. This becomes excessive when combined with Sweeping Strike.
(Strike 7) Inferno Blade. Decent full-attack option.
(Stance 6) Fiery Assault. Not much better than Punishing Stance, but options were limited.
Wizard.
(PHB) Specialist Transmuter. Loses access to two schools for the ability to prepare an additional Transmutation spell for each level known. Prohibited Schools are Enchantment and Evocation.
(UA) War Wizard variant. Exchange scribe scroll for a fighter bonus feat.
(CM) Focused Speciaist. Xepher loses an additional school and one spell prepared of each level. He can prepare two additional spells of his speciality per spell level. The additional prohibited school is Illusion.
(SW) Octopus Familliar. Goes by the name "Crazy Eight." Grants Xepher +3 to grapple checks. A small creature with improved grab and multiple natural attacks. Can't join a grapple with large creatures, but typically benefits from Xepher's personal buffs, so can at the very least, distract an opponent it can't attempt to pin. Typically rides on Xepher's back until the figthing starts. Despite his name and Xepher's assurances he can breakdance, Crazy Eight is quite subdued in personality.
Spell table
Base spells per day (Transmutation)
{table=head]Level|0lvl|1st|2nd|3rd|4th|5th

1st|-|-|-|-|-|-|

2nd|2(5)|0(3)|-|-|-|-

3rd|2(5)|0(3)|-|-|-|-

4th|2(5)|0(3)|-|-|-|-

5th|2(5)|0(3)|-|-|-|-

6th|2(5)|0(3)|-|-|-|-

7th|2(5)|0(3)|-|-|-|-

8th|2(5)|0(3)|-|-|-|-

9th|2(5)|0(3)|-|-|-|-

10th|2(5)|0(3)|-|-|-|-

11th|3(6)|1(4)|-|-|-|-

12th|3(6)|1(4)|0(3)|-|-|-

13th|3(6)|1(4)|0(3)|-|-|-

14th|3(6)|2(5)|1(4)|-|-|-

15th|3(6)|2(5)|1(4)|0(3)|-|-

16th|3(6)|2(5)|2(5)|1(4)|-|-

17th|3(6)|3(6)|2(5)|1(4)|0(3)|-

18th|3(6)|3(6)|2(5)|2(5)|1(4)|-

19th|3(6)|3(6)|3(6)|2(5)|1(4)|0(3)

20th|3(6)|3(6)|3(6)|2(5)|2(5)|1(4)[/table]

Spell notes.
You may notice a theme here. If psionics had more tentacles, Xepher would have more psionics. I will not go over every spell, just those important for optimization.
(BoVD) 1. Tongue Tendrils. Spit ranged, grappling tentacles.
(SC) 2. Fearsome Grapple. + 4 bonus to grapple as an immediate. + 8 at CL 9.
(SC) 2. Extend Tentacles. Extra 5' reach
(SC) 2. Heroics. Broadens combat repetoir for encounters where grappling will fail. Can be used to aquire Martial Mauevers. Martial manuevers synergise well with Sweeping Strike.
(PHB) 3. Dispel Magic. Mainly to prevent FoM or to debuff foes. Xepher has a few spells from the dispel line. This eventually becomes Swift to cast.
(PHB2) 3. Evard's Menacing Tentacles. Thematic. The bonus attacks are independant and should benefit from Extended Reach and Extend Tentacles. Extra AoO.
(PHB) 4. Evard's Black Tentacles. Thematic. Also a great spell for Xepher to centre on himself.
(CM) 5. Flaying Tendrils. 4 Mind Flayer tentacles that function as the monsters attack. Wording suggests they can be used in a full attack with the Illithid Grapple feat as a secondary attack, but not in addition to a weapon attack. Synegises well with most components of this build.

Arbjurant Champion (Complete Mage)
I will not go into great detail here. Spellcasting and attack boost is increased. Defences and minor defbuffs gain a small boost in duration at first, then are extended greatly late in the build. Low level arbjurations become swift, which help with action economy. Caster level eventually becomes equal to BAB.
Jade Pheonix Mage (Tome of Battle)
I decided to go with the Ebon Pheonix Mage adaptation. Xepher makes a decent harbinger of some tentacled, Lovecraftian, Elder Evil. The manuevers gained synergise well with Sweeping Strike. Slightly more casting is good for the build also. To save space, IL and manuever progression is tabled with Warblade.

Warmind.
Chain of Personal Superiority (ex) Insight bonuses to Strength and Constitution are great, not least for the potential to stack from other sources. This helps put opponents down and survive any retaliation. The short duration is still long enough to make a difference in the average encounter. There is no cooldown period after use, so Xepher can re-activate it in an attrition match, skirmish or seige should he have uses remaining.
Chain of Defensive Posture (ex) The strong attack. The weak defend. Could be useful should an opponent be grapple resistant. Best saved for challenging encounters. Another insight bonus, which is great for stacking.
Enduring Body (ex) Flat damage reduction comes in handy. It is more useful against numbers of weak opponents than a single strong opponent. Xepher prefers to engage numerous foes simultaneously, so this ability will come in handy over the course of his career.
Sweeping Strike (ex) Forget that other power, this is the freaking capstone. "Select two squares within reach....Attacks apply to creatures in those two squares equally" You will note that it does not say "Two Creatures." It says "Creatures in Two Squares." Improved Grab allows Xepher to pull multiple creatures into his space...
Powers List
Powers Known
{table=head]Level|0lvl|1st|2nd|Base PP

6th|1|-|3

7th|1|-|6

8th|2|-|10

9th|2|-|15

10th|2|1|21

11th+|no progression|21[/table]
Powers Notes.
(XPH) Vigor: Useful, especially combined with Illithid extraction and Enduring Body.
(XPH) Exapansion: A short boost, but handy to have.
(XPH) Strength of my enemy: Not bad, synergises well with grappling and Sweeping Strike.
Feats
Some of these need some explaination
(CP) Illithid Heritage: Opens the chain and grants a new class skill. Also provides a saving throw bonus VS spells and powers. As a feat, its benefits should carry over to alternate forms.
(CP) Illithid Grapple: Bestows a tentacle attack. This attack has Improved grab. This synergises well with Sweeping Strike, but once a hold has been established the text on Improved Grab suggests that the appendage used is required to maintain the grapple, if multigrab options are being used.
(CP) Illithid Extraction: Similar to the ability of a Mind Flayer. Gaining a hold on a target with all 4 tentacles inflicts intelligence damage and grants temporary power points.
(SS) Extended Reach: The additional reach provided would seem to benefit only Xephers tentacle attacks. It would apply to additional appendages aquired by a new form, provided the size requirement (minimum small) was met.
(SS) Multigrab and Greater Multigrab: Negates the penalties for grappling multiple creatures. Allows Xepher to grapple without being considered to be grappling and take other actions while maintaining a hold on a creature.
(PHB) Combat Casting. Only taken to qualify for a PrC. Wasted feat that should be retrained (PHB2), Psychic Reformed (XPH) or Dark Chaos shuffled (FC1) out prior to level 11, but after Abjurant Champion has been qualified for. Refer to spellcasting and services (PHB). PsyRef would cost 530gp and 50xp...Cheaper than Raise Dead. Extended Reach is a suitable replacement.
(CW) Arcane Strike: Sacrifice spells as a free action for scaling bonus to hit and bonus damage dice for a round. The attack bonus will not stack, but the bonus damage dice will. Great synergy with Sweeping Strike.
(PHB) Combat Reflexes: Needs no explaination. Just a reminder of how freaking awesome Sweeping Strike is. Also, moving out of Xephers space while he is not considered to be grappling provokes an attack of oppotunity, which further negates some of the disadvantages of grappling multiple creatures

Suggested Gear (DMG, MIC, SS, Underdark).
Priorities. An approximate WBL distribution is incorperated into the sample build, but in a game, the following items would be a priority.
(DMG) Stat boosting Tomes and Manuals. Strength, obviously. A slight boost to other attributes would not hurt.
(Underdark) Tentacle Extensions. Extra reach on tentacles would be great.
(SS) Necklace of Natural attacks. Even benefiting a couple of tentacles, this item is a godsend. A +1, spellstoring version is inexpensive by mid-game. Other minor effects would be a boon, most noteably, the Binding quality.
(MIC) Gauntlets of Titans Grasp. Decent benefit for a few combats, does not stack with Grip of Iron though. Depending on how consumable items are recharged, an augmented Dorje may be more economical.
(MIC) Belt of Magnificence. To soothe Xepher's ego and MAD.
(DMG) Pearl of Power. Far more economical than a ring of Wizardry. Level 2 spells include most of Xepher's buffs.
(Various) Weapons, Clothing and Armour. Nothing specific. Retributive effects would be nice though. Enhancement bonuses on weapons can be replaced by the Magic Weapon spell, making effects more desirable.
(various) Charged items. Scrolls, Wands, Psionics Tatoos, Martial Scripts, etc. No reason not to have a small cache. Gets more milage out of IL, CL and ML than the few spells and powers known. Contributes to versatility within a party.

Alternative Options (unused)
Templates. If LA Buyoff is being used, then the Voidmind (MM3) is a thematic choice. Helps with MAD and provides a few immunities. It's Sentient Tentacle (ex) synergises well with Xepher's tactics.
Spell/Power research. Helps contribute to versatility greatly.
Variant classes. A spell to power Erudite would be more fitting than Wizard. Unfortunately, judges have slammed power and spell research in the past, which invalidates this otherwise suitable choice as an option for competition.

Sample Build, Level 20.

Xepher Lod, Harbinger of Consumption.
Human Male (humanoid, psionic) Neutral Evil
Initiative +5 Speed 30
Languages: Common, Undercommon, Draconic
AC 27 (+10 Armour, +2 Natural, +5 Dex)
HP 176 (2d8+1d4+2d12+10d10+5d6+80)
Fort +19 Ref +12 Will +14; +2 vs Fear and Death, +3 vs Spells, Powers and Spell/Psi like abilities.
Space/Reach: 5foot/5foot(10 foot reach 2 tentacles, 15foot reach 2 tentacles)
Melee: Lifedrinker +29/24/19/14 (1d12 +16 and 1d6 fire damage and 2 negative levels, 20/x3) and 4 +1 Spellstoring, Binding tentacles +24 (1d4+11 or 1d6 +11 and 1d6 fire damage)
Ranged +23
Base Attack +18 Grapple +31
Attack Options:Illithid Grapple, Illithid Extraction, Arcane Strike, Arcane Wrath, Empowering Strike, Sweeping Strike
Special Actions: Mystic Pheonix Stance, Chain of Personal Superiority, Chain of Defensive Posture, Arcane Boost, Combat Reflexes
Readied Maneuvers: 4; Active Stance: Fiery Assault.
Spells Prepared CL 18; 6/8/7/6/6/5; Save DC 15 + spell level.
Manifester Level 5 or 2 Power Points 28
Abilities Str 26(30) Dex 16(20) Con 14(18) Int 16(20) Wis 12(16) Cha 8(12)
Special Qualities: Rite of Waking, Weapon Aptitude, Enduring Body, Swift Abjuration, Abjurant Armour, Extended Abjuration, Battle Clarity, Uncanny Dodge, Familliar, Illithid Heritage, +5 inherant bonus to Strength, +3 dex, +2 Int and Con.
Feats: Illithid Heritage, Illithid Grapple x 4, Illithid Extraction, Combat Reflexes, Multigrab, Greater Multigrab, Extended Reach, Arcane Strike
Skills: Autohypnosis +15, Climb +12, Concentration +29, Jump +13, Intimidate +9, Knowledge (Arcana) +13, Knowledge (Dungeoneering) +8, Knowledge (History) +13, Knowledge (Local) +8, Knowledge (Psionics) +18, Knowledge (Religion) +9, Martial Lore +11, Psicraft +10, Ride, Search +9, Sense Motive +6, Spellcraft +11, Swim +18, Tumble +10
Combat Gear: Crazy Eight, Belt of Magnificence +4, Amulet of Natural Attacks (4 +1 Spellstoring, Binding), 2 tentacle extensions, Gauntlets of Titans Grasp, Greatreach Bracers, Cloak of Thorns, Boots of Tremorsense, Lifedrinker (+1, +5 Mithril Breastplate. Ring of Negative Protection, Pearls of Power. Over 200k gold in consumable items and assorted swag.
Spellbook: 0: All available; 1: Shield (PHB), Lesser Deflection (PHB2), Tongue Tendrils (BoVD), Nerveskitter (SpC), Fist of Stone (Spc), Karmic Aura (CM); 2: WraithStrike (SpC), Fearsome Grapple (SpC), Extend Tentacles (SpC), Heroics (SpC); 3: Greater Magic Weapon (PHB), Fly (PHB), Evards Menacing Tentacles (PHB2), Dispel Magic (PBH); 4: Evards Black Tentacles (PHB), Polymorph (PHB), Celerity (PHB2), Forceward (SpC); 5: Flaying Tendrils (CM), Fiendform (SpC), Teleport (PHB), Recyprocal Gyre (SpC)
Powers Known: Vigor, Expansion, Burst, Grip of Iron, Strength of my Enemy


High Level Build Tactics

I could go on at length. I will provide a few of Xepher's solutions to a few simple scenarios.

Single Opponent? Melee full attack and attempt to establish seperate holds with tentacles. Gauntlets, CoPS and Fearsome Grapple raise check to +48 (medium size) without hinderance. While foe is grappled, full attack or use manuevers until conflict is resolved. If intelligent and possessing a brain, it become a target for extraction. Some creatures are immune to this death effect, fewer are immune to the intelligence damage it inflicts. Polymorph + expansion can raise size to huge if they stack, otherwise an augmented Psionic Tattoo of Expansion will be required to take on gargantuan foes. As a huge Ulitharid (for example), Xepher could have up to 14 tentacle attacks with Improved Grab, a +53 modifier to grapple checks and still be capable of attacking with a weapon or casting spells.

Multiple opponents? As above, but actions may be required for more buffs. Xepher can grapple 4 creatures of the same size, one for each tentacle. Grappled opponents are pulled into Xephers space and a Sweeping Strike full attack increases combat efficiency. If facing great numbers, Wraithstrike coupled with Death Mark and Sweeping Strike should get the party started. If opponents refuse to cluster together, expansion + extend tentacles will grant an overwhelming reach, it then just becomes a matter of continually using improved grab to pull them in range of a sweeping full attack. If Xepher has time to buff, stacking retributive and defensive effects would be a good idea. CoPD can be raised as a free action, many Abjurant spells can be cast as a swift action by Xepher.

Can't Grapple Opponent? Some opponents refuse to cooperate. Polymorph could assist against colossal opponents, if only to provide an excessive number of natural attacks for Arcane Strike. Strength of my Enemy might make strong foes easier to manage. Dispel Magic via Spellstoring Tentacles could debuff a foe with freedom of movement. Area spell scrolls and retributive spells could be effective against swarms. Incorporeal foes require spamming Force based spells from a scroll or similar device. At the very least, Xepher can contribute while his party does their thing.

Caster or Ranged? Close to melee ASAP. If they have already started casting, it is probably Game Over. Arcane Boost and CoPD may help with survival here. Attempting to Counterspell is at best only delaying the inevitable against a dedicaster spellcaster, so commit to a dedicated offense or Teleport out of there if it becomes apparent that melee is not going to happen. Just remember to take party members with you if you decide to bail...

Noncombat? Try not to get in the way of you allies. If research is on the table, pick up a few utilities in order to relieve the burden on the party caster(s).

Ozymandias9
2010-10-01, 10:40 PM
“Be bloody, bold, and resolute; laugh to scorn the power of man.”
-William Shakespeare



Tanis Bloodblade

Human - Starting Stats: Str 16; Dex 12; Con 14; Int 14; Wis 12; Cha 10;

{table=head]Level|Class|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

1st|Barbarian|
+1|
+2|
+0|
+0|Balance 2; Survival 4; Intimidate 4; Knowledge Local 4; Jump 4; Knowledge: Psionics 4; Swim 4|Brutal Throw, Education (+1 Knowledge: History, Knowledge: Local)|Whirling Frenzy 1/day; Ape Totem: (1/2 speed climb speed), Illiteracy

2nd|Warblade 1|
+2|
+4|
+0|
+0|Balance 5; Concentration 3; Knowledge: Psionics 5| - |Manouevres, Stance, Weapon Aptitude, Battle Clarity

3rd|Warblade 2|
+3|
+5|
+0|
+0|Balance 6; Concentration 6; Knowledge: Psionics 6Intimidate 6; Swim 5;| Point Blank Shot |Uncanny Dodge, New manouevre

4th|Warblade 3|
+4|
+5|
+1|
+1|Balance 7; Intimidate 7; Knowledge: Psionics 7; Concentration 7; Jump 7; Swim 6| - |Battle Ardour

5th|Warblade 4|
+5|
+6|
+1|
+1|Balance 8; Intimidate 8; Concentration 8; Jump 8; Knowledge: Psionics 8; Swim 7; Survival 6; | - |New Stance;

6th|Blood Storm Blade 1|
+6|
+8|
+1|
+1|Intimidate 9; Concentration 9; Jump 9; Swim 8; Survival 9;| Wild Talent, Throw Anything; | Weapon Aptitude (2); Returning Attacks;

7th|Blood Storm Blade 2|
+7|
+9|
+1|
+1|Intimidate 10; Concentration 10; Jump 10; Swim 10; Survival 10; Knowledge: History 2;|Retrain Brutal Throw to Power Attack; |Thunderous Throw, Martial Throw;

8th|Warmind 1|
+8|
+11|
+3|
+1|Concentration 11; Intimidate 11; Survival 11; Know: Psionics 9;| - |Chain of Personal Superiority +2;

9th|Warmind 2|
+9|
+12|
+4|
+1|Concentration 12; Intimidate 12; Survival 12; Know: Psionics 10; |Extra Rage; |Chain of Defensive Posture +2;

10th|Warmind 3|
+10|
+12|
+4|
+2|Concentration 13; Intimidate 13; Survival 13; Know: Psionics 11; | - |Enduring Body (DR 1/-)

11th|Warmind 4|
+11|
+13|
+5|
+2|Concentration 14; Intimidate 14; Survival 14; Know: Psionics 12; | - |2nd Level powers;

12th|Warmind 5|
+12|
+13|
+5|
+2|Concentration 15; Intimidate 15; Survival 15; Know: Psionics 13; |Quicken Power|Sweeping Strike;

13th|Warmind 6|
+13|
+14|
+6|
+3|Concentration 16; Intimidate 16; Survival 16; Know: Psionics 14; | - |Enduring Body (DR 2/-); 3rd Level powers;

14th|Warmind 7|
+14|
+14|
+6|
+3|Concentration 17; Initimidate 17; Survival 17; Know: Psionics 15; | - | Chain of Personal Superiority +4;

15th|Warmind 8|
+15|
+15|
+7|
+3|Concentration 18; Intimidate 18; Survival 18; Know: Psionics 16; | Extra Rage |Chain of Defensive posture +4; 4th level powers;

16th|Warmind 9|
+16|
+15|
+7|
+4|Concentration 19; Intimidate 19; Survival 19; Know: Psionics 17; | - |Endruring Body (DR 3/-);

17th|Warmind 10|
+17|
+16|
+8|
+4|Concentration 20; Intimidate 20; Survival 20; Know: Psionics 17; | - |Chain of Overwhelming Force; 5th level powers;

18th|Bloodstorm Blade 3|
+18|
+16|
+9|
+5|Concentration 21; Intimidate 21; Survival 21; Know: Psionics 21; | Practised Manifester (Warmind); | Precise Shot;

19th|Bloodstorm Blade 4|
+19|
+17|
+9|
+5|Concentration 22; Intimidate 22; Survival 22; Know: Psionics 22; Know: History 4| - |Lightning Ricochet;

20th|BloodStorm Blade 5|
+20|
+17|
+9|
+5|Concentration 23; Intimidate 23; Survival 23; Know: Psionics 23; Know: History 6; | - |Blood wind Ricochet;[/table]

Powers Known:

{table]Character Level|Warmind Level|Powers nown|PP
8th|1st|1st - Force Screen;|3
9th|2nd|1st - Force Screen, Vigor;|7
10th|3rd|1st - Force Screen, Vigor;|12
11th|4th|1st - Force Screen, Vigor; 2nd - Animal Affinity;|18
12th|5th|1st - Force Screen, Vigor; 2nd - Animal Affinity;|25
13th|6th|1st - Force Screen, Vigor; 2nd - Animal Affinity; 3rd - Psionic Keen Edge|34
14th|7th|1st - Force Screen, Vigor; 2nd - Animal Affinity; 3rd - Psionic Keen Edge|44
15th|8th|1st - Force Screen, Vigor; 2nd - Animal Affinity; 3rd - Psionic Keen Edge; 4th - Immovability|55
16th|9th|1st - Force Screen, Vigor; 2nd - Animal Affinity; 3rd - Psionic Keen Edge; 4th - Immovability|67
17th|10th|1st - Force Screen, Vigor; 2nd - Animal Affinity; 3rd - Psionic Keen Edge; 4th - Immovability; 5th - Psychofeedback; |80;
15th|10th|1st - Force Screen, Vigor; 2nd - Animal Affinity; 3rd - Psionic Keen Edge; 4th - Immovability; 5th - Psychofeedback; |84;[/table]


Manoeuevres Known:

{table]Character Level|Initiator Level|Man. Known|Man. Readied|Stances
1|0|-|-|-
2|1|Moment of Perfect Mind; Leading the Attack; Sudden Leap;|3|Bolstering Voice
3|2|+Saphire Nightmare Blade|3|-
4|3|+Douse the Flames|3|-
5|4|Retrain Sudden Leap to Steel Wind|4|Punishing Stance;
6|5|-|-
7|5|-|-
8|6|-|-
9|6|-|-
10|7|-|-
11|7|-|-
12|8|-|-
13|8|-|-
14|9|-|-
15|9|-|-
16|10|-|-
16|10|-|-
17|11|-|-
18|11|-|-
19|12|-|-
20|12|-|-[/table]



Starter Course...

Background:
Tanis is part of an jungle barbarian tribe, who hunt by throwing spears at the tough beasts of the wilds. Relatively civilised, they merely chose to exist apart from urban societies - but they knew of and interacted with the outside world. Tanis learnt to climb like the apes, throw with strength and power, and then invoke his inner strength to strike the killing blow.

The tribal knowledge was suprisingly deep; Tanis learnt a little of the locals but mostly learnt the history of the world. It was then that his tribal leader, Mendal, spoke to him of the ways of the Nine Swords. Tanis sook out a master to teach him this; he was joined by a urban human who sook mastery also.

So they adventured together. Tanis found his prodigal strength and skills useful in negotiating the mountain trails and temperate forests; He slew a multitude of enemies, and find a Martial adept they did. It was a Warmind by the name of Alashtar, an elven martial adept who had mastered the texts vital to becoming a Warmind.

At 1st level Tanis is quite capable of pulling his weight. With high HP and combat ability, he can hold his own in combat. He can also serve as a party "Adventurer", getting into hard to reach places with climbing and jumping; establishing the way for the rest of the party to get across obstacles.

Should combat go against Tanis and his party, he can climb up and throw javelins at the enemy; But with his Brutal Throw and Whirling Frenzy it's likely they'll win combats most of the time anyway.

He also has a little intimidation to assist in those difficult to negotiate situations.

First Course, 7th level.

Background:

So Tanis and his companion are taught some techniques of the Martial Manouvres, ways to use martial skills that elevate their ability to a level higher than any other warrior of their tribe or army respectively. They are then told to seek a teacher of psionics to release that psychic spark inside them.

A trail of defeated champions and herioc deeds is left in their wake as they make their way to this Psion. It is the next step on the way to becoming Warminds.

Tanis now masters the art of throwing weapons with incredible power: He brings down a raging dire bear with a single, powerful throw.


Tanis has now got the benefit of manoeuvres and stances, as well as warblade abilities to play with. He's got high HP and good tricks - certainly he can hold his own at the frontline. Of all maneouvers we want the ones that increase his versatility; A few strikes will help when he gets Martial Throw at 7th level.

We've bumped into the first and only retrain, retraining Brutal Throw to power attack. This adds a large ammount of damage to Tanis' attacks, letting him capatilise on manoeuvres like Saphire Nightmare Blade and Wolf Fang Strike.

It's worth noting that Tanis has got real good at the adventuring skills; He's still the partys lead in those orienteering situations. Intimidate has gone up more and he's aquired a bit of knowledge to represent his study.

Main Course, 12th level

Background

Returning triumphant, Tanis and his friend are taught by the master, studying the Talariic Codex in all its glory. They begin to manifest powers and gain the abilities of a Warmind; It is at this point that Tanis is on the highway to the Paragon of Martial championship.


Sweeping Strike. Tanis is incredible now; He can deliver Manoeuvres to two targets as one, invoke a whirling frenzy and devastate his opponents in one round. Using his Chains, he buffs himself to high levels, attaining a very high strength score through use of the Chain, Animal Affinity and Rage. Due to his manoeuvres, he can achieve more than a simple melee character; It's the reason I picked Bloodstorm blade over Whisperknife or Master Thrower. The martial throw ability is a boon already, but when combined with the Warmind class features becomes truly awesome.

Tanis is still the party tanker; It's just now he's got DR and higher AC to tank even better. Sweeping Strike's requirement of less movement is no problem with Bloodstorm blade, and now he can reach out and touch enemies like no other Warmind.

I also picked up quicken so he can play more with actions; Nothing like being able to buff yourself and sieze the initiative.

He continues to advance his skills; As always he's at the forefront, climbing, swimming, doing all that adventury stuff while controlling the battlefield and serving most roles on demand.

The Dessert, 20th level

Background:

Tanis leaves the master as a fully fledged Warmind. He challenges Orcus, demon prince to a fight and wins. It is at this point that he makes an enemy of some very powerful demons.

Soon, Tanis' old tribe found itself in dire straits. The beasts of the forest were now demonic in nature, and it came down to Tanis and his friend to defend them and save the tribe.

It is said he was a meteor of destruction, plowing into the enemy ranks, enemies who had fallen already, clutching their throats as they were cut down in sweeping strikes. As Tanis raged more and more, he got stronger, and stronger till none could match him.

The battle was a forgone conlusion. They won.


This is the big one. Tanis is everything he was and more. With his new Ricochet abilities, he's combining them with sweeping strike to devastate any enemy.

With his manifesting, he can buff himself and attack; He's dealing the damage, taking the hits and can do a fairly large ammount of things in between. Due to his ranged power he serves a formidable battle controller, a devoted bulwark for the party to fight around.

Special mention to steel wind; As a standard action, Tanis gets to attack two adjacent opponents; Twice. Very handy.

Items required: Essentials:

{table]level|Items Needed
1| Javelins
2| -
3| -
4| -
5| -
6| -
7| -
8| -
9| Periapt of Wisdom +2;
10| -
11| -
12| -
13| -
14| -
15| -
16| -
17| -
18| -
19| -
20| - [/table]

While Tanis has no flight ability, he relies on the rest of the party to grant him that kind of ability. Otherwise, Tanis will simply buy potions of those spells - but its likely that he'll be in a party that can at least spare a fly spell for him. It's not like Mass Fly has an added cost for 4 people now, is it?


Source List

Players' Handbook: Barbarian Base Class and Skills, Point blank shot feat and Power attack feat.
Unearthed Arcana: Ape Totem Barbarian; Whirling Frenzy Variant;
Expanded Psionics Handbook: Warmind PrC, Quicken power feat, Practised Manfester Feat, Psychic Warrior(warmind) powers, Wild talent feat, Knowledge: Psionics Skill.
Eberon Campaign Setting: Education feat.
Tome of Battle: Warblade Class, Bloodstorm blade Prestige class, throw anything feat, Manoeuvres and Stances;
Complete Adventurer: Extra Rage feat, Brutal Throw feat.
Dungeon Master's Guide: Periapt of Wisdom +2;


Thanks!

Ozymandias9
2010-10-01, 10:41 PM
“Because we focused on the snake, we missed the scorpion”
Egyptian Proverb

Violet Rose, the Savant Scorpion, Female Half-Giant Swashbuckler 3/Swordsage 5 (6*)/Psychic Warrior 1/War Mind 10
Starting ability scores (32 pt. buy): Str 12, Dex 16, Con 14, Int 14, Wis 14, Cha 8
Racially modified ability scores: Str 14, Dex 14, Con 16, Int 14, Wis 14, Cha 8

At level 13th; ECL 14th (sweet spot)
{table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

1st|Swordsage 1|
+0|
+0|
+2|
+2|Concentration 4 ranks, Knowledge (arcana) 4 ranks, Knowledge (dungeoneering) 4 ranks, Knowledge (history) 2 ranks, Knowledge (local) 4 ranks, Knowledge (nature) 4 ranks, Knowledge (psionics) 4 ranks, Knowledge (religion) 4 ranks, Knowledge (the Planes) 2 ranks|Education| Quick to Act +1, Discipline Focus – Weapon Focus (Shadow Hand)

2nd|Swashbuckler 1|
+1|
+2|
+2|
+2| Knowledge (arcana) +1, Knowledge (dungeoneering) +1, Knowledge (local) +1, Knowledge (nature) +1, Knowledge (psionics) +1, Knowledge (religion) +1|Weapon Finesse|Arcane Stunt (blur; replaces grace, CM 32)

3rd|Swashbuckler 2|
+2|
+3|
+2|
+2| Knowledge (arcana) +1, Knowledge (dungeoneering) +1, Knowledge (local) +1, Knowledge (nature) +1, Knowledge (psionics) +1, Knowledge (religion) +1| Exotic Weapon Proficiency (Spiked Chain)|-

4th|Swordsage 2|
+3|
+3|
+3|
+3|Concentration +2, Knowledge (arcana) +1, Knowledge (dungeoneering) +1, Knowledge (local) +1, Knowledge (nature) +1, Knowledge (psionics) +1, Knowledge (religion) +1||Insightful Strike

5th|Swashbuckler 3|
+4|
+3|
+4|
+4| Knowledge (arcana) +1, Knowledge (dungeoneering) +1, Knowledge (local) +1, Knowledge (nature) +1, Knowledge (psionics) +1, Knowledge (religion) +1| |AC Bonus

6th|Swordsage 3|
+5|
+4|
+4|
+4| Concentration +2, Knowledge (arcana) +1, Knowledge (dungeoneering) +1, Knowledge (local) +1, Knowledge (nature) +1, Knowledge (psionics) +1, Knowledge (religion) +1|Combat Expertise|

7th|Swordsage 4|
+6/+1|
+4|
+5|
+5| Concentration +2, Knowledge (arcana) +1, Knowledge (dungeoneering) +1, Knowledge (local) +1, Knowledge (nature) +1, Knowledge (psionics) +1, Knowledge (religion) +1| |Discipline Focus – Insightful Strike (Diamond Mind)

8th|Psychic Warrior 1|
+6/+1|
+6|
+5|
+5|Concentration +1, Knowledge (arcana) +1, Knowledge (local) +1, Knowledge (nature) +1, Knowledge (the Planes) +1|Improved Trip|

9th|War Mind 1|
+7/+2|
+8|
+7|
+5| Concentration +1, Knowledge (nature) +1, Knowledge (the Planes) +1, Psicraft 2 ranks|Knowledge Devotion|Chain of Personal Superiority +2

10th|War Mind 2|
+8/+3|
+9|
+7|
+5| Concentration +1, Knowledge (local) +1, Knowledge (nature) +1, Knowledge (the Planes) +1, Psicraft +1||Chain of Defensive Posture +2

11th|War Mind 3|
+9/+4|
+9|
+7|
+6| Concentration +1, Knowledge (local) +1, Knowledge (nature) +1, Knowledge (the Planes) +1, Psicraft +1 | |Enduring Body (DR 1/-)

12th|War Mind 4|
+10/+5|
+10|
+8|
+6| Concentration +1, Knowledge (arcana) +1, Knowledge (local) +1, Knowledge (nature) +1, Knowledge (the Planes) +1|Practiced Manifester (War Mind)|-

13th|War Mind 5|
+11/+6/+1 |
+10|
+8|
+6| Concentration +1, Knowledge (arcana) +1, Knowledge (local) +1, Knowledge (nature) +1, Knowledge (the Planes) +1| |Sweeping Strike[/table]

Skills at 13th level
Concentration +19, Knowledge (arcana) +13, Knowledge (dungeoneering) +13, Knowledge (history) +5, Knowledge (local) +16*, Knowledge (nature) +17*, Knowledge (psionics) +13, Knowledge (religion) +13, Knowledge (the Planes) +11, Psicraft +7
*: Education feat bonus to skills

Tactics
Violet Rose is built upon the concept of tripping and unusual ways to deal damage. Usually, her favored method of combat implies Expansion (for size increase, usually to two size categories to take advantage of reach and increased damage), Animal Affinity to enhance her Strength (and if possible, her Intelligence as well), and either Island of Blades or Step of the Wind depending on the terrain (she usually seeks to fight in difficult terrain so that she may take advantage of Step of the Wind, but she may use Island of Blades to support her allies with the unusual reach and flanking positions she may achieve. Thicken Skin is done early during the entry of a dungeon in order to reinforce her Armor Class.

Maneuver-wise, the idea is that Violet Rose can combine the sweeping strike maneuver (when possible) with either Sapphire Nightmare Blade or Insightful Strike to deal increased damage to two creatures, Burning Blade to use a full attack on two adjacent creatures, and Clinging Shadow Strike to impose a penalty to damage on two adjacent creatures. However, the key tactic of Violet Rose is to combine the incredible reach she gains with Expansion, the spiked chain (or drow scorpion chain), her size, her incredible Strength and her bonuses to trip two opponents that may be quite distant.

Damage-wise, Violet Rose depends mostly on her Strength and Intelligence, combining Insightful Strike and Chain of Personal Superiority along with her size modifiers to deal as much damage as possible. Another helping factor is Knowledge Devotion, which essentially allows her to gain an insight bonus on several creatures (if not to say all of them, given her insane amount of ranks in several Knowledge skills) and ensure she lands a hit.

Trip-wise, she has several factors that help her. One is the fact that she is built for trip, but the other is essentially that her Improved Trip bonus attack also applies with sweeping strike, which allows her to strike a creature when she makes a trip attempt (which she can do around three if she remains relatively still and using her full attack for trip attempts). Another strong tactic is using Devastating Throw, which is built for driving opponents away from her allies by launching them away. Usually, this move requires foregoing sweeping strike, so it is, much like Burning Brand to gain extra reach, a desperate measure (say, a panic button) for her.

At level 20th
{table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

1st|Swordsage 1|
+0|
+0|
+2|
+2|Concentration 4 ranks, Knowledge (arcana) 4 ranks, Knowledge (dungeoneering) 4 ranks, Knowledge (history) 2 ranks, Knowledge (local) 4 ranks, Knowledge (nature) 4 ranks, Knowledge (psionics) 4 ranks, Knowledge (religion) 4 ranks, Knowledge (the Planes) 2 ranks|Education| Quick to Act +1, Discipline Focus – Weapon Focus (Shadow Hand)

2nd|Swashbuckler 1|
+1|
+2|
+2|
+2| Knowledge (arcana) +1, Knowledge (dungeoneering) +1, Knowledge (local) +1, Knowledge (nature) +1, Knowledge (psionics) +1, Knowledge (religion) +1|Weapon Finesse| Arcane Stunt (blur; replaces grace, CM 32)

3rd|Swashbuckler 2|
+2|
+3|
+2|
+2| Knowledge (arcana) +1, Knowledge (dungeoneering) +1, Knowledge (local) +1, Knowledge (nature) +1, Knowledge (psionics) +1, Knowledge (religion) +1| Exotic Weapon Proficiency (Spiked Chain)|-

4th|Swordsage 2|
+3|
+3|
+3|
+3|Concentration +2, Knowledge (arcana) +1, Knowledge (dungeoneering) +1, Knowledge (local) +1, Knowledge (nature) +1, Knowledge (psionics) +1, Knowledge (religion) +1||Insightful Strike

5th|Swashbuckler 3|
+4|
+3|
+4|
+4| Knowledge (arcana) +1, Knowledge (dungeoneering) +1, Knowledge (local) +1, Knowledge (nature) +1, Knowledge (psionics) +1, Knowledge (religion) +1| |AC Bonus

6th|Swordsage 3|
+5|
+4|
+4|
+4| Concentration +2, Knowledge (arcana) +1, Knowledge (dungeoneering) +1, Knowledge (local) +1, Knowledge (nature) +1, Knowledge (psionics) +1, Knowledge (religion) +1|Combat Expertise|

7th|Swordsage 4|
+6/+1|
+4|
+5|
+5| Concentration +2, Knowledge (arcana) +1, Knowledge (dungeoneering) +1, Knowledge (local) +1, Knowledge (nature) +1, Knowledge (psionics) +1, Knowledge (religion) +1| |Discipline Focus – Insightful Strike (Diamond Mind)

8th|Psychic Warrior 1|
+6/+1|
+6|
+5|
+5|Concentration +1, Knowledge (arcana) +1, Knowledge (local) +1, Knowledge (nature) +1, Knowledge (the Planes) +1|Improved Trip|

9th|War Mind 1|
+7/+2|
+8|
+7|
+5| Concentration +1, Knowledge (nature) +1, Knowledge (the Planes) +1, Psicraft 2 ranks|Knowledge Devotion|Chain of Personal Superiority +2

10th|War Mind 2|
+8/+3|
+9|
+7|
+5| Concentration +1, Knowledge (local) +1, Knowledge (nature) +1, Knowledge (the Planes) +1, Psicraft +1||Chain of Defensive Posture +2

11th|War Mind 3|
+9/+4|
+9|
+7|
+6| Concentration +1, Knowledge (local) +1, Knowledge (nature) +1, Knowledge (the Planes) +1, Psicraft +1 | |Enduring Body (DR 1/-)

12th|War Mind 4|
+10/+5|
+10|
+8|
+6| Concentration +1, Knowledge (arcana) +1, Knowledge (local) +1, Knowledge (nature) +1, Knowledge (the Planes) +1|Practiced Manifester (War Mind)|-

13th|War Mind 5|
+11/+6/+1 |
+10|
+8|
+6| Concentration +1, Knowledge (arcana) +1, Knowledge (local) +1, Knowledge (nature) +1, Knowledge (the Planes) +1| |Sweeping Strike

14th|War Mind 6|
+12/+7/+2 |
+11|
+9|
+7| Concentration +1, Knowledge (arcana) +1, Knowledge (dungeoneering) +1, Knowledge (local) +1, Knowledge (the Planes) +1| |Enduring Body (DR 2/-)

15th|War Mind 7|
+13/+8/+3 |
+11|
+9|
+7| Concentration +1, Knowledge (arcana) +1, Knowledge (dungeoneering) +1, Knowledge (local) +1, Knowledge (the Planes) +1|Adaptive Style|Chain of Personal Superiority +4

16th|War Mind 8|
+14/+9/+4 |
+12|
+10|
+7| Concentration +1, Knowledge (dungeoneering) +1, Knowledge (psionics) +1, Knowledge (religion) +1, Knowledge (the Planes) +1| |Chain of Defensive Posture +4

17th|War Mind 9|
+15/+10/+5 |
+12|
+10|
+8| Concentration +1, Knowledge (dungeoneering) +1, Knowledge (psionics) +1, Knowledge (religion) +1, Knowledge (the Planes) +1| |Enduring Body (DR 3/-)

18th|War Mind 10|
+16/+11/+6/+1|
+13|
+11|
+8| Concentration +1, Knowledge (dungeoneering) +1, Knowledge (psionics) +1, Knowledge (religion) +1, Knowledge (the Planes) +1|Extend Power|Chain of Overwhelming Force

19th|Swordsage 5|
+16/+11/+6/+1|
+13|
+11|
+8| Concentration +1, Knowledge (arcana) +1, Knowledge (dungeoneering) +1, Knowledge (psionics) +2, Knowledge (religion) +2, Knowledge (the Planes) +2| |Quick to Act +2

20th*|Swordsage 6|
+17/+12/+7/+2|
+14|
+12|
+9| Concentration +1, Knowledge (arcana) +1, Knowledge (dungeoneering) +1, Knowledge (psionics) +2, Knowledge (religion) +2, Knowledge (the Planes) +2| |-[/table]
*: Since the Half-Giant has Level Adjustment of +1, the 20th level character progression is only accessible if Violet bought off her level adjustment.
Note: Because the character gains Int 16 at 8th level, Violet gains an extra skill point per level from that moment onward. In case the extra skill point cannot be added at 8th level, remove 1 rank from Concentration.

Skills at 20th level
Concentration +25 (26**), Knowledge (arcana) +19 (20**), Knowledge (dungeoneering) +19 (20**), Knowledge (history) +5, Knowledge (local) +21*, Knowledge (nature) +20*, Knowledge (psionics) +18 (20**), Knowledge (religion) +18 (20**), Knowledge (the Planes) +18 (20**), Psicraft +7
*: Education feat bonus to skills
**: Since Violet has a Level Adjustment of +1, the following skills have two numbers; the one in parenthesis indicate the skills with the added class level of Swordsage.

Tactics
At 20th level, Violet Rose has incorporated a few more levels of Swordsage to take advantage of multiple new tricks, both psionically and martially.

The first is essentially replacing Devastating Throw for Ballista Throw and use her opponent as a weapon. The other is getting Ruby Nightmare Blade, which allows her to combine her size, her Intelligence, her Strength, her expansion attack, and other bonuses to deal twice the amount of damage to two adjacent creatures, taking good advantage of sweeping strike (and potentially going nova with Chain of Overwhelming Force, even worse if considering that she may use a boost alongside it). The third is basically using Greater Insightful Strike for a huge static amount of damage to two opponents by using sweeping strike.

However, the biggest benefit is in the powers, which resolve part of the problems she may face in combat. Power Weapon allows her to attack incorporeal creatures, as well as gaining the properties of force even if only once per round. Psychokinetic Weapon allows her to use both her spiked chain and her drow scorpion chain in succession, in a way similar to Spiritual Weapon, but also allowing her to strike flying creatures using the weapon's reach. However, the biggest and baddest trick is Perfect Riposte, which is essentially a poor man's Karmic Strike/Robilar's Gambit, causing creatures that miss her to fall victim to her trip attempt, thus potentially unlocking an extra attack and taking advantage of sweeping strike.

Defensively, her combination of Combat Expertise, Shifting Defense and tripping allow her to keep a reasonably strong control over the field, while her bonus to AC by means of Wisdom, her swift blur tactic, her Cloak of Deception allows her a swift escape from trouble or a tactical strike to take an enemy unaware, and her Chain of Defensive Posture reinforces even more her defenses.

Finally, despite quite late, Adaptive Style exists to shift her tactics from offense to defense in about 6 seconds, making her quite strong.

Ability Score Increases per Character Level
4th – Intelligence
8th – Intelligence
12th – Dexterity
16th – Wisdom
20th – Dexterity

{table=head]Character Level|Initiator Level|Maneuvers Known|Maneuvers Readied|Stances Known|Maneuvers or Stances Learned
1st|1st|
6|
4|
1|Burning Blade, Clinging Shadow Strike, Moment of Perfect Mind*, Mighty Throw, Sapphire Nightmare Blade, Step of the Wind (stance)
2nd|1st|
-|
-|
-|-
3rd|2nd|
-|
-|
-|-
4th|3rd|
+1|
-|
+1|Burning Brand*, Island of Blades (stance)
5th|3rd|
-|
-|
-|-
6th|4th|
+1|
+1|
-|Cloak of Deception
7th|5th|
+1|
-|
-|Mighty Throw -> Devastating Throw, Insightful Strike*
8th|6th|
-|
-|
-|-
9th|6th|
-|
-|
-|-
10th|7th|
-|
-|
-|-
11th|7th|
-|
-|
-|-
12th|8th|
-|
-|
-|-
13th|8th|
-|
-|
-|-
14th|9th|
-|
-|
-|-
15th|9th|
-|
-|
-|-
16th|10th|
-|
-|
-|-
17th|11th|
-|
-|
-|-
18th|11th|
-|
-|
-|-
19th|12th|
+1|
+1|
+1|Ruby Nightmare Blade*, Shifting Defense (stance)
20th|13th|
+1|
-|
-|Devastating Throw->Ballista Throw*, Avalanche of Blades*[/table]
*: Readied maneuver

{table=head]Character Level|PP Per Day|Manifester Level|Powers Learned
1st-7th|2|-|-
8th|2 (+1)|1st (PP)|Adrenaline Boost
9th|4 (+1)|1st (WM)|Expansion
10th|7 (+2)|2nd|Thicken Skin
11th|11 (+3)|3rd|-
12th|16 (+4)|8th|Animal Affinity
13th|22 (+5)|9th|-
14th|30 (+6)|10th|Power Weapon
15th|39 (+7)|11th|-
16th|49 (+8)|12th|Psychokinetic Weapon
17th|60 (+9)|13th|-
18th-20th|72 (+10)|14th|Perfect Riposte[/table]
Note: Points in parenthesis indicate bonus power points based on Wisdom modifier.

Half-Giant Racial Traits
+2 Strength, +2 Constitution, -2 Dexterity
Giant type
Medium size
Base land speed is 30 feet.
Low-Light Vision
Fire Acclimated (+2 racial bonus on saving throws against all fire spells and effects)
Powerful Build: The physical stature of half-giants lets them function in many ways as if they were one size category larger. Whenever a half-giant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him. A half-giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Naturally Psionic: Half-giants gain 2 bonus power points at 1st level.
Psi-Like Ability: 1/day—stomp. Manifester level is equal to ½ Hit Dice (minimum 1st). The save DC is Charisma-based.
Automatic Language: Common. Bonus Languages: Draconic, Giant, Gnoll, Ignan.
Favored Class: Psychic warrior.
Level Adjustment: +1.

Background
Violet Rose is a woman with an estranged past. Once believing to be a Riedran Edgewalker, the contact with an artifact of the giants at Xen'drik revealed the truth about her past. The "daughter" of a human scholar and a group of adventurers (a half-elf cunning swordsman and minstrel from the Lhazaar principalities, a drow tracker from Xen'drik and master of the scorpion chain, and an Adaran human warrior whom eventually became her master in the Sublime Way), she lived for most of her life in the mountain range of Kosthra Amn, a group of mountains within the land of Adar in Sarlona where the legendary Reshar built his Temple of the Nine Swords before its destruction. After being captured and brainwashed by the people of Riedra, a chance encounter within Xen'drik returned her memories, and with them, an oath of revenge. She is known as "the Scorpion Savant", as translated in Common from the original dialect of the Drow, for her skill with the scorpion chain and for the several topics of knowledge in which she is versed, specifically on the anatomy of virtually every living creature in the world.

Material used
Expanded Psionics Handbook: information on Half-Giants, Psychic Warrior and War Mind; Extend Power feat (also on SRD)
Player's Handbook: information on Combat Expertise, Improved Trip, Weapon Finesse (also on SRD)
Complete Warrior: information on Swashbuckler (page 12)
Complete Mage: information on Arcane Stunt (page 32)
Tome of Battle: The Book of Nine Swords: information on Swordsage (page 16), Adaptive Style (page ), maneuvers and stances (page 48-51; 52, 62-65, 70-85).
Complete Psionic: information on powers Power Weapon, Psychokinetic Weapon, Perfect Riposte (pages 93, 95, 96); Practiced Manifester (page 57)
Eberron Campaign Setting: information on Education feat (page 52)
Complete Champion: information on Knowledge Devotion (page 60)
Secrets of Sarlona: information about Adar, Riedra, and other background information

Ozymandias9
2010-10-01, 10:42 PM
Though we have heard of stupid haste in war, cleverness has never been seen associated with long delays.
-Sun Tzu, the Art of War

I am Krelb. In my youth, I ventured forth among the many and varied races of the land. I learned the craft of the blade at the hands of some of the finest masters of the nine paths. I took up the devotion of the mind arts and forged mantles of my beliefs. And then I returned to my people, bringing with me what I had learned, and many books and treasures and great things. I settled down, had a family, and lived my life well and fully. I did not miss the adventurers life, for it is hard and lacks in time to contemplate.
Leading and building the Tribe took more time than I thought. I had little time to myself until I retired from that life as well. Then, I found the great book - the Talariic Codex. I devoted many days to the study of that book, and the paths of war it led me to. My devotion to the ways of war became indellibly grained into my thoughts and my very being. I grew old reading those teachings and imprinting them upon my very soul.
My time upon this accursed plane is nearly done, but that means nothing. Strife and war haunt my every thought, they pervade my mind as nothing else does. War should be a youngling's game, not an old wyrm's obsession, yet still it is what haunts me in my dottage.
I am a true Wyrm of War. My mind has turned to the fighting arts and will not deviate from them. I think upon the great mass of pink-skinned mammals who descend inevitably into our warrens and pits, plundering the depths of the dungeons we built in ages past to protect us. But now they venture too close, and half a century past my prime I must take up arms against them once more.
Though I have descendents beyond counting, it is not enough. Though my ten-times-great grandchildren lead clans of their own spawn, it is not enough. I go forth to champion my people, my mind honed through study of the ancient ways and the powers of the mind. I bring with me all of the tools I have accrued over the many decades of my life, strange and wonderous weapons of power, each with its purpose and place in the art that is war. But though I have many useful and powerful weapons in my arsenal, my mind is my greatest weapon by far.

Build:
Krelb the Canny
Race: Venerable Dragonwrought Kobold Wyrm of War
Str 12 Dex 12 Con 14 Int 12 Wis 19 Cha 12
{table=head]Level|Class|Base Attack Bonus|Fort|Ref|Will|Skills|Feats|Class Features
1|Warblade 1|1|2|0|0|Concentration 4, Jump 4, Tumble 4, Balance 4, Martial Lore 2, Know (History) 2|Dragonwrought Kobold|Weapon Aptitude, +1 reflex
2|Ardent 1|1|2|0|2|Know Psionics 1, Psicraft 2||Ardent Mantle x2
3|Ardent 2|2|2|0|3|Know Psionics 2, Psicraft 4|Practiced Manifester (Ardent)| Ardent Mantle
4|Ardent 3|3|3|1|3|Know (Psionics) 5|Power Attack|+str
5|Ardent 4|4|3|1|4|Know (Psionics) 8|
6|War Mind 1|5|5|3|4|Concentration 5, Tumble 5|Exotic Weapon Proficiency (*)|Chain of Peronal Superiority +2
7|War Mind 2|6|6|4|4|Concentration 8||Chain of Defensive Posture +2
8|War Mind 3|7|6|4|5|Concentration 11|Toughness|Enduring Body (DR 1/-), +wis
9|War Mind 4|8|7|5|5|Concentration 12, Jump 5|Endure Blows|
10|War Mind 5|9|7|5|5|Concentration 13, Psicraft 5, Autohypnosis 1|Iron Will (Otyugh Hole)|Sweeping Strike
11|War Mind 6|10|8|6|6|Concentration 14, Autohypnosis 3||Enduring Body (DR 2/-)
12|War Mind 7|11|8|6|6|Concentration 15, Autohypnosis 5|Stone Power, Martial Stance (Roots of the Mountain)|Chain of Personal Superiority +4, +str
13|War Mind 8|12|9|7|6|Concentration 16, Psicraft 6, Autohypnosis 6||Chain of Defensive Posture +4
14|War Mind 9|13|9|7|7|Concentration 17, Psicraft 7, Autohypnosis 7||Enduring Body (DR 3/-)
15|War Mind 10|14|10|8|7|Concentration 18, Psicraft 8, Autohypnosis 8|Invest Armor|Chain of Overwhelming force
16|Iron Mind 1|14|10|8|9|Concentration 19, Psicraft 9, Autohypnosis 9|Armor Specialization|Armored mind 1/day, +wis
17|Iron Mind 2|15|10|8|10|Concentration 20, Psicraft 10, Autohypnosis 10||DR 1/-
18|Iron Mind 3|16|11|9|10|Concentration 21, Know (Psionics) 10|Roll with It|Mind over body 1/day
19|Iron Mind 4|17|11|9|11|Concentration 22, Know (Psionics) 12||Armored Mind 2/day
20|Iron Mind 5|18|11|9|11|Concentration 23, Know (Psionics) 14|Greater Resiliency|mettle of will, DR 2/-, +wis
[/table]

Powers:
Power points do not include bonus points from wisdom boosting items.
{table=head]Level|Power Points|Powers/Maneuvers
1|0|Punishing Stance, Steel Wind, Sapphire Nightmare Blade, Charging Minotaur
2|4|Elements Mantle, Freedom Mantle, Elemental Steward, Dimension Hop
3|10|Destruction Mantle, Dissolving Weapon
4|17|Control Air
5|25|Dispel Psionics
6|27|Biofeedback
7|32|Offensive Prescience
8|36|
9|41|Damp Power
10|49|
11|60|Ectoplasmic Form
12|71|
13|84|Intertial Barrier
14|97|
15|112|Greater Stomp
16|112|
17|120|Psionic Teleport
18|130|Psionic Freedom
19|141|Blackstone Hammer
20|158|Psionic Disintegrate
[/table]

Secret Ingredient:
Chain of ... - For whatever reason, War Minds and Spiked Chains go together in my mind. But with all of the references to chains and tactical fighting, I see it as a natural marriage. This is not to say that the Spike Chain should be the ONLY tool in the War Mind's arsenal. Indeed, with his focus on historical and esoteric combat knowledge, it would be a shame if the War Mind wasn't able to pull out just the right tool for the job. For this reason, I chose to start off with Warblade - who not only gives us a handful of useful tricks in the form of maneuvers, but also allows us to shift around our Exotic Weapon Proficiency with an hour's practice. This lets us carry around a golf bag of exotic weapons and always having just the tool for the job, but without needing to take up excessive feat slots or getting them all enchanted as skillful weapons.
Personal Superiority - A mini-rage with no downside. You get 3 uses per day and each use will probably last for an entire combat. Well, obviously this is a strong hint that we should be engaging in melee combat, and given that we're not trading AC or mental abilities for this boost, we should also be playing things smart and safe. So the name of the game here is defensive fighter, focused on self-buffs, debuffs and quick takedowns. This idea is reinforced by -
Defensive Posture - A free AC boost, also 3/day. If we're going to be boosting AC, we'll want a decent AC to begin with so that it'll make a difference. And since there's no downside to wearing heavy armor while using psionics, let's go with the heaviest armor we can get.
Enduring Body - Damage Reduction, yet another defensive boost. And since we're already in heavy armor, we might as well make it adamantine heavy armor - because Damage Reduction stacks. Which brings us to the key concept of this build - DR x/- stacks with itself. And if we're going to be a defensive melee combatant, we might as well make that defense worth while!
Sweeping Strike - Here is the crown jewel of the War Mind - the only class feature that is unique, interesting, and really makes this class worthwhile. Its use is a bit specialized - you need to choose adjacent squares, threaten both squares and you cannot do it after significant movement. But this still doubles your number of attacks during a full attack. For this reason alone, we need to keep as much base attack bonus as possible so that we can get as many iterative attacks as we can manage. Some battlefield control and abilities that key off of 'single attacks' also help make this power shine. To that end, many of the abilities of this build focus on using Sweeping Strike to best effect - Dissolving Weapon, Offensive Prescience, Punishing Stance, Steel Wind, Sapphire Nightmare Blade, Charging Minotaur and most of the enchantments I've listed for various weapons!
Overwhelming Force - The capstone power. At one use per day, it's a bit limited and for that reason most uses of this class stop at 5 levels. However, we already get an ability that allows us to apply this 'single attack' to apply to more than one opponent - Sweeping Strike! However, on a closer reading, we can do much better than that - because using the Whirling enchantment on a spike chain (with some extra reach thanks to the greatreach bracers) would count as a single attack. As would a use of the Psionic Disintegrate power! So while it may seem limited, that single Overwhelming Strike can definitely make a big difference!


Equipment:
Here's some basic equipment suggestions
@5 - Spiked Platemail, MW Reach weapon
@10 - Animated +1 Tower shield, Adamantine Full Plate, Greater Iron Ward Crystal, greatreach bracers, and See 'Bag of Live Puppies' below.
@15 - +4 str, +4 wis, scabbard of keen edges, cloak of resistence, Heavy fortification enchantment for armor.

Bag of Live Puppies (A.K.A. the Golfbag of Many Weapons):
Ranseur - Primary weapon before 6th level, backup reach weapon afterwards. Made from deep crystal because that's cheap and useful at early levels.
Scimitar - As a backup weapon, this should be a keen mindfeeding adamantine weapon. Since it's not an exotic weapon, you can use it without an hour's notice, so if you need the extra PP you can pull it out and start swinging!
Spiked Chain - The go-to weapon for most fights, especially those in which you are expecting to face a large number of enemies. Made with Pandemonic Silver and enchanted with the Whilrling property and shadowstrike (and later with damage boosts), this weapon combines mass debuffing (from the fear-inducing sound it generates, and which you can turn on yourself with the Control Air power) with area damage (from the whirling property), this is a versatile tool of warfare.
Jovar - Make this a Transmuting (bypass DR after the first hit) weapon out of Alchemical Gold and you've got a pure damage dealer worth having, even as a small creature.
Braid Blade - Crit often, crit hard, crit for good effect. The base damage on this weapon is negligible, but use your scabbard of keen edges and enchant it with the speed enhancement and you'll have no trouble dealing damage with it. Add slow burst for total domination. Make it out of Kaorti resin if you can get away with it, or Abyssal Bloodiron (confirm crits & cold iron) otherwise.
Flindbar - Merciful Disarming Impact weapon, for when you need to take them alive.
Harpoon - A small creature using a harpoon? Well, with Roots of the Mountain and various strength bonuses you can probably pull it off.
Razor Net - For ranged battlefield control. And since it's a ranged touch attack, you can probably get away with not being proficient when you use it.
Scythe - Keep one around for making Coup-de-graces. Put a Lesser crystal of returning on it so you can do them at a moment's notice. Make it out of Thinaum (the soul eating material) will let us add insult to injury, making this also the perfect tool for delivering the deathblow to those really persistent enemies!
Also in the bag: A handful of weapon crystals will round out the versatility of this set of tools. Every single weapon crystal is useful. Gotta catch 'em all!


Capabilities by level:
Level 5: Base DR: None. Early on, you'll be using a reach weapon and wearing the heaviest armor you can afford. Your warblade maneuvers, ardent power, a reach weapon and your ardent mantle abilities give a lot of options in and out of combat. Especially useful at this level is the Elemental Steward power, but all your psionic powers (except maybe control air) will be useful most of the time. You can use Dissolving weapon well in advance of battles, so that as an openning move you can move in and use Steel Wind to hit two enemies for base damage+4d6 acid each.
Level 10: Base DR: 11/-. This is the point at which you become totally awesome. While the weapons in your golfbag may not yet all be enchanted, or even made out of the proper materials, at the very least you'll have a selection of options available to give you a specialty option for every situation, and you should at least have an enchanted spiked chain to take full advantage of your sweeping strikes. On top of that, your AC, HP, saves and Damage reduction at this point are all pretty high, so you can wade into the middle of combat with no fear. Steel Wind is still useful, especially if you can limit youself to 10' movement and get 4 attacks out of it. Meanwhile, you can buff yourself to deal serious damage between offensive prescience, dissolving weapon, power attack and chain of personal superiority. Meanwhile, you can use biofeedback to boost DR to 14/- and Damp power to ignore most spells that aren't save-or-die.
Level 15: Base DR: 15/-. You go from awesome to awe inspiring. Between your whirling spiked chain and Chain of Overwhelming force, you've got a 1/day army killing strike. If you invest in a fully augmented tatoo of Expansion and up your reach with magic items, this can be quite literal. Alternately, boost your damage reduction up to DR 25/- with Biofeedback and Inertial Barrier, and ignore the love taps that lesser enemies, like Iron Golems and Tarrasques, will be showering upon you.
Level 20: Base DR: 22/-. The icing on the cake. You can use Blackstone Hammer to kill entire armies with your Whirling chain, and you can shoot Overwhelming Psionic Disintegrate rays that deal 15d6 disintegration damage when your opponent makes their save (32d6 if they fail)! You've also got the entire last four levels worth of loot just to play with, as all of the equipment you really need can be bought by level 16 or so. Plus, between Dimension hop, Ectoplasmic form, Psionic freedom and Psionic teleport, you're the king of mobility both in and out of combat!


Sources:
Dragonwrought Kobold - Races of the Dragon (Kobold gets Dragon type, Timeless body)
Wyrm of War - Dragons of Eberron (Draconic Archetype, bonus fighter feat every 4 HD)
Warblade, Stone Power, and all stances and maneuvers - Tome of Battle
Ardent - Complete Psionic
Iron Mind, Invest Armor - Races of Stone
Endure Blows - Draconomicon (Dragon feat, DR 2/-)
Otyugh Hole - Complete Scoundrel (For 3k gold, gain Iron Will as bonus feat)
Greater Resiliency - Complete Warrior (Improve DR by 1)
Armor Specialization - PHB2 (DR 2/- while wearing specific armor)
Roll with it - Savage species (DR 2/-)
Most equipment - Magic item compendium
Pandemonic Silver - Complete Warrior (In high winds, causes sonic mind affecting fear in area around wielder, save DC based on wind speed)
Thinaum - Complete Warrior (Absorbs souls of slain enemies, preventing resurrection line of spells)
Exotic weapons & Materials - Lots of different sources. For the most part the effects are described for each weapon.

Ozymandias9
2010-10-01, 10:43 PM
“Rest not. Life is sweeping by; go and dare before you die. Something mighty and sublime, leave behind to conquer time.”
-Goethe


SUBLIME MIND OF WAR
Elan Swordsage 10 / War Mind 10

Simple and elegant, the Swordsage and War Mind classes synergize well. A high Wisdom and Strength help both classes, and the right selection of powers from the War Mind will provide passive benefits that can provide extra defensive capabilities or enhance the martial strikes.

The build really comes into its own at level 10. Sweeping strike allows any attack to apply to two targets, if the opponents are adjacent and both threatened by you. Expansion + spiked chain increases the threat range considerably. Therefore, any time two opponents are adjacent and within range, a martial strike can be applied to both targets -- this would be the best time to unload with the best strike currently readied. (For extra power, at level 17, the Chain of Overwhelming Force ability can be applied to this double attack.)

After level 10, the War Mind and Swordsage levels are staggered to give the smoothest progression of both powers and maneuvers.

Swordsage maneuvers should come primarily from Diamond Mind (hence the increase in Concentration at every level) and Shadow Hand (due to high Wisdom). The build eventually gets 8th level maneuvers at level 20. The final stance gained should be Pearl of Black Doubt.

War Mind powers should focus on self-buffing rather than direct attack. Sample set of powers:


5th: Adapt Body
4th: Psionic Freedom of Movement, Weapon of Energy
3rd: Greater Concealing Amorpha
2nd: Strength of My Enemy
1st: Expansion, Skate

The Elan race helps qualify for War Mind, due to its power point reserve. It has the additional benefit of being able to tap into the power point reserve for defensive purposes, in a pinch.

Abilities should focus primarily and WIS and STR, then CON, then DEX. INT can be dumped, because skill points, while nice, are not essential (and a playable character will have sufficient INT to pick up the required skills, plus continue to accumulate Concentration due to the minimum of 1 skill point per level), and INT would serve no other purpose for this build. CHA can be completely dumped.

{table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

1st|Swordsage 1|
+0|
+0|
+2|
+2|Concentration 4, Knowledge (history) 2, Knowledge (psionics) 4|Education, Weapon Focus (shadow hand) (B)|Quick to Act +1

2nd|Swordsage 2|
+1|
+0|
+3|
+3|Concentration 1, Knowledge (psionics) 1|-|AC Bonus

3rd|Swordsage 3|
+2|
+1|
+3|
+3|Concentration 1, Knowledge (psionics) 1|Exotic Weapon Proficiency (spiked chain)|-

4th|Swordsage 4|
+3|
+1|
+4|
+4|Concentration 1, Knowledge (psionics) 1|-|Insightful Strike (diamond mind)

5th|Swordsage 5|
+3|
+1|
+4|
+4|Concentration 1, Knowledge (psionics) 1|-|Quick to Act +2

6th|War Mind 1|
+4|
+3|
+6|
+4|Concentration 1|Adaptive Style|Chain of Personal Superiority +2

7th|War Mind 2|
+5|
+4|
+7|
+4|Concentration 1|-|Chain of Defensive Posture +2

8th|War Mind 3|
+6|
+4|
+7|
+5|Concentration 1|-|Enduring Body (DR 1/-)

9th|War Mind 4|
+7|
+5|
+8|
+5|Concentration 1|Improved Initiative|-

10th|War Mind 5|
+8|
+5|
+8|
+5|Concentration 1|-|Sweeping Strike

11th|War Mind 6|
+9|
+6|
+9|
+6|Concentration 1|-|Enduring Body (DR 2/-)

12th|Swordsage 6|
+10|
+7|
+10|
+7|Concentration 1|Combat Reflexes|-

13th|War Mind 7|
+11|
+7|
+10|
+7|Concentration 1|-|Chain of Personal Superiority +4

14th|War Mind 8|
+12|
+8|
+11|
+7|Concentration 1|-|Chain of Defensive Posture +2

15th|Swordsage 7|
+13|
+8|
+11|
+7|Concentration 1|Stand Still|Sense Magic

16th|War Mind 9|
+14|
+8|
+11|
+8|Concentration 1|-|Enduring Body (DR 2/-)

17th|War Mind 10|
+15|
+9|
+12|
+8|Concentration 1|-|Chain of Overwhelming Force

18th|Swordsage 8|
+16|
+9|
+13|
+9|Concentration 1|Expanded Knowledge|Defensive Stance (diamond mind)

19th|Swordsage 9|
+16|
+10|
+13|
+9|Concentration 1|-|Evasion

20th|Swordsage 10|
+17|
+10|
+14|
+10|Concentration 1|-|Quick to Act +3[/table]


Power Points per Day/Powers Known
{table=head]Level|PP/day|1st|2nd|3rd|4th|5th

1st|2|-|-|-|-|-

2nd|2|-|-|-|-|-

3rd|2|-|-|-|-|-

4th|2|-|-|-|-|-

5th|2|-|-|-|-|-

6th|4|1|-|-|-|-

7th|7|2|-|-|-|-

8th|11|2|-|-|-|-

9th|16|2|1|-|-|-

10th|22|2|1|-|-|-

11th|30|2|1|1|-|-

12th|30|2|1|1|-|-

13th|39|2|1|1|-|-

14th|49|2|1|1|1|-

15th|49|2|1|1|1|-

16th|60|2|1|1|1|-

17th|72|2|1|1|1|1

18th|72|2|1|1|1+1|1

19th|72|2|1|1|1+1|1

20th|72|2|1|1|1+1|1[/table]

Maneuvers Known
{table=head]Level|Readied|1st|2nd|3rd|4th|5th|6th|7th|8th

1st|4|6|-|-|-|-|-|-|-

2nd|4|7|-|-|-|-|-|-|-

3rd|5|7|1|-|-|-|-|-|-

4th|5|6|3|-|-|-|-|-|-

5th|6|6|3|1|-|-|-|-|-

6th|6|6|3|1|-|-|-|-|-

7th|6|6|3|1|-|-|-|-|-

8th|6|6|3|1|-|-|-|-|-

9th|6|6|3|1|-|-|-|-|-

10th|6|6|3|1|-|-|-|-|-

11th|6|6|3|1|-|-|-|-|-

12th|6|5|3|1|0|2|-|-|-

13th|6|5|3|1|0|2|-|-|-

14th|6|5|3|1|0|2|-|-|-

15th|6|5|3|1|0|2|1|-|-

16th|6|5|3|1|0|2|1|-|-

17th|6|5|3|1|0|2|1|-|-

18th|7|4|3|1|0|2|1|2|-

19th|7|4|3|1|0|2|1|3|-

20th|8|3|3|1|0|2|1|2|2[/table]

Stances Known
{table=head]Level|Stances

1st|1st

2nd|1st, 1st

3rd|1st, 1st

4th|1st, 1st

5th|3rd, 1st, 1st

6th|3rd, 1st, 1st

7th|3rd, 1st, 1st

8th|3rd, 1st, 1st

9th|3rd, 1st, 1st

10th|3rd, 1st, 1st

11th|3rd, 1st, 1st

12th|3rd, 1st, 1st

13th|3rd, 1st, 1st

14th|3rd, 1st, 1st

15th|3rd, 1st, 1st

16th|3rd, 1st, 1st

17th|3rd, 1st, 1st

18th|3rd, 1st, 1st

19th|7th, 3rd, 1st, 1st

20th|7th, 3rd, 1st, 1st[/table]

Ozymandias9
2010-10-01, 10:44 PM
"The art of living is more like wrestling than dancing."
-Marcus Aurelius


Luche Libre Multiversal Presents:
Ultimo Tarrasco Jr.!
The Half-Ogre Luchador the World Doesn't Want...
The Half-Ogre Hero the World Needs!

Graduate of the Evil League College of Rudos
Bearer of the Five Chains of the Talraiic Codex
Master of the Loving Bear, Hungry Kraken and Mad Girallon Forms
Reigning Gargantuan Weight Champion!

Hello boys and girls!
Welcome to this week issue of Lucha Libre Multiversal!
Where we focus on some of the greatest Rudos and Technicos ever to grace the interplanar wrestling circuit!
Last week we met The Fire Giant Technico, Rey Fuego, Paladin of Pelor!
This week we take a look at his rival...
Ultimo Tarrasco Jr!

Booo! Hiss!

As you all know he was the bastard son of the Ogre Black Blood Cultist “Ultimo Tarrasco” and an unknown human groupie. While Ultimo Tarrasco could have abandoned his child to the whims of fate, even a Rudo is at the core a gentleman with some sense of responsibility.

Although Ultimo Tarrasco fulfilled his duties as a father, he always doubted that his son would ever be a grand Lucha Libre being not fully an Ogre. This doubt, if anything spurred on Junior even more. He entered the Evil League College of Rudos full of vigor, and began bullying classmates immediately.

Ultimo Tarrasco Jr at the College of Rudos (Level 3)!


As a student of the Loving Bear form of martial arts Junior learned how to grapple like a bear, unleash his inner fury, and largely ignore sneaky groin shots. Many people think that Improved Grab can only be used to start a grapple after an attack, but it is actually much more useful. Unlike a normal Grapple Improved Grab lets you pull the enemy into your own square. In addition you can choose to do the damage of the initial attack each turn with the grapple, as opposed to the normal unarmed strike damage.

Lastly, if you are a powerful enough grappler, you can take a -20 on your rolls to grapple your opponent with just the attack you used to grab them. While this attack option is temporarily unavailable for other uses, you are not considered to be grappling and can function normally with the rest of your attacks.

http://www.d20srd.org/srd/specialAbilities.htm#improvedGrab

While Junior did not yet have the power to grapple multiple people at once, he is still able to grapple people from range with his Longspear, taking advantage of both his natural reach, and the extended range of the Longspear to take down enemies before they get a chance to harm him. After he has grabbed someone with the Longspear he is able to keep damaging them every round, doing substantially more damage then he would with his own unarmed strikes.

His early training at the College of Rudos would serve him well for his later studies of the Kraken and Garillon forms, as well as the ancient secrets of the Talraaic Luchadores of the Mind of War.


Ultimo Tarrasco did not live to see his son graduate from the Evil League College of Rudos. He unfortunately perished during a Beholder Rodeo Accident before seeing his son become truly great. Remember boys and girls, leave Lucha Libre and Beholder Rodeo to trained professionals, and that sometimes even the professionals get hurt. If you think something might be risky, remember to ask for your parents permission.

On that day Junior put on his father's mask (the only thing to survive the disintegration ray) and became “Ultimo Tarrasco Jr.!” He would struggle to honor his fathers memory through winning and cheating whenever possible, becoming the greatest Rudo the world had ever seen. With renewed enthusiasm he plunged himself into his studies of the Talraiic Codex, written by the ancient masters of the Eastern Mind of War style. Only with a complete mastery of the Talraiic Arts would Ultimo Tarrasco Jr become a greater fighter then his father.

Ultimo Tarrasco Jr and the Mind of War (Level 10)!


Ultimo Tarrasco Jr's study of the Talraiic Codex unlocked a few very useful abilities by this point. He could unlock his psionic potential to increase himself to huge size, increasing his grappling potential, and the number of people he could grapple at once. The other key knowledge was the ancient technique of the Sweeping Strikes.

Normally Luchadores only wrestle one opponent at a time. But a Luchadore is actually only limited to four opponants of their same size, two opponents of a larger size, or eight opponents of a smaller size. In addition, a Luchadore can only grapple an enemy one size category larger then them. The ability to expand his size was essential for Ultimo Tarrasco to begin grappling EVERYONE.

http://www.d20srd.org/srd/combat/specialAttacks.htm#grapple

Now, the other key ability was sweeping strikes. Normally you can only start a grapple against one opponent at a time. It is near impossible to initiate grapples against multiple opponents without Improved Grab. Sweeping Strikes lets you make an attack against two squares at once. This is very different from attacking two opponents at once. Lets say there were four kobolds in one square and an orc in an adjacent square... all of them can be hit by a sweeping strike.

For the first time Ultimo Tarrasco is able to reliably grapple multiple opponents at the same time. This ability would serve him well later in his career.


After graduating from the Evil League College of Rudos Ultimo Tarrasco Jr made a great impact on the multiverso wrestling circuit, quickly becoming a rival of the noted Technico Rey Fuego. Although the Fire Giant paladin had the initial size advantage, with Ultimo's advanced training the two were very quickly evenly matched. Both of them began to take on increasingly difficult adversaries, never quite able to take out each other.
It was only with his complete mastery of the Kraken and Girallon styles, and the illegal use of performance enhancing grafted tentacles that Ultimo Tarrasco was able to pull ahead. Finally he was in peak condition able to take on most any fighter recorded in Los Manual de Los Monsters and even a few in the elite Epico Handbook Set. He defeated Rey Fuego to finally win the Gargantuan Heavyweight title, but the Colossal title is still out of his reach...

Ultimo Tarrasco Jr Vs. The World (Level 20)!


At level 20 Ultimo Tarrasco Jr is finally able to unlock the full potential of Improved Grab and Sweeping Strikes. At this point Ultimo has two separate constrict methods, and a series of different attack options, both natural and manufactured, all of them qualifying for Improved Grab.

Through taking a -20 on a grapple check he can grapple two adjacent squares of opponents with just a single attack option. When he successfully grapples them they are pulled into his square. He has enough attack options to keep collecting people and pulling them into his square. At the end he takes a powerful attack option and sweeping strikes all the enemies in his own square, joining the already existing grapples and grappling everyone with one attack.

While this sweeping up of enemies works best on weak grapplers, he is also able to compete with stronger grapplers, including his namesake El Tarrasco itself, who can only manage a +81 grapple modifier. While still an uncertain fight Ultimo Tarrasco should manage to beat the creature a majority of the time. Lesser combatants do not stand a chance.




Ultimo Tarrasco Jr's Martial Training!

Neutral Evil Half Giant (LA buyoff at 6 and 9)
Fighter 2/ Bear Totem Barbarian 2/Totemist 6/War Mind 10

Ultimo Tarrasco!
{table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

1st|Fighter 1|
+1|
+2|
+0|
+0|+4 Knowledge History, +4 Knowledge Psionics |Educated, Improved Unarmed Strike|

2nd|Fighter 2|
+2|
+3|
+0|
+0|+5 Knowledge History, +5 Knowledge Psionics|Improved Grapple|

3rd|Bear Totem Barbarian 1|
+3|
+5|
+0|
+0|+6 Knowledge History, +6 Knowledge Psionics, +2 Intimidate|Wild Talent|Improved Grab, Rage 1/day

4th|Bear Totem Barbarian 2|
+4|
+6|
+0|
+0|+7 Knowledge History, +7 Knowledge Psionics, +4 Intimidate||Uncanny Dodge

5th|Totemist 1|
+4|
+8|
+2|
+0|+8 Knowledge History, +8 Knowledge Psionics, +4 Intimidate, Survival +2||Wild Empathy, Meldshaping

6th|War Mind 1|
+5|
+10|
+4|
+0|+2 Autohypnosis, +8 Knowledge History, +8 Knowledge Psionics, +5 Intimidate, Survival +2 |Weapon Focus Grapple|Chain of Personal Superiority, 1st Level Powers

7th|War Mind 2|
+6|
+11|
+5|
+0|+4 Autohypnosis, +8 Knowledge History, +8 Knowledge Psionics, +5 Intimidate, Survival +2||Chain of Defensive Posture +2

8th|War Mind 3|
+7|
+11|
+5|
+1|+6 Autohypnosis,+8 Knowledge History, +8 Knowledge Psionics, +5 Intimidate, +2 Survival||Enduring Body (DR 1)

9th|War Mind 4|
+8|
+12|
+6|
+1|Autohypnosis +10, Knowledge History +8, Knowledge Psionics +8, Intimidate +5, +2 Survival|Martial Study: Charging Minotaur|2nd Level Powers

10th|War Mind 5|
+9|
+12|
+6|
+1|Autohypnosis +12, Knowledge History +8, Knowledge Psionics +8, Intimidate +4, +2 Survival||Sweeping Strikes,

11th|War Mind 6|
+10|
+13|
+7|
+2|Autohypnosis +14, Knowledge History +8, Knowledge Psionics +8, Intimidate +4, +2 Survival||Enduring Body (DR 2), 3rd Level Powers

12th|War Mind 7|
+11|
+13|
+7|
+2|Autohypnosis +15, Knowledge History +9, Knowledge Psionics +8, Intimidate +4, +2 Survival|Martial Stance: Crushing Weight of the Mountain|Chain of Personal Superiority +4

13th|War Mind 8|
+12|
+14|
+8|
+2|Autohypnosis +16, Knowledge History +10, Knowledge Psionics +8, Intimidate +4, +2 Survival||Chain of Defensive Posture +4, 4th Level Powers

14th|War Mind 9|
+13|
+14|
+8|
+3|Autohypnosis +17, Knowledge History +11, Knowledge Psionics +8, Intimidate +4, +2 Survival||Enduring Body (DR 3)

15th|War Mind 10|
+14|
+15|
+9|
+3|Autohypnosis +18, Knowledge History +12, Knowledge Psionics +8, Intimidate +4, +2 Survival|Bonus Essentia|Chain of Overwhelming Force, 5th Level Powers

16th|Totemist 2|
+15|
+16|
+10|
+3|Autohypnosis +18, Knowledge History +16, Knowledge Psionics +8, Intimidate +4, +2 Survival| |Totem Chakra Bind (+1 Capacity)

17th|Totemist 3|
+16|
+16|
+10|
+3|Autohypnosis +18, Knowledge History +20, Knowledge Psionics +8, Intimidate +4, +2 Survival||Totem's Protection

18th|Totemist 4|
+17|
+16|
+10|
+4|Autohypnosis +18, Knowledge History +21, Knowledge Psionics +11, Intimidate +4, +2 Survival|Open Lesser Chakra(Arms)|

19th|Totemist 5|
+17|
+17|
+11|
+4|Autohypnosis +18, Knowledge History +22, Knowledge Psionics +14, Intimidate +4, +2 Survival||Chakra Binds (Crown, Feet Hands)

20th|Totemist 6|
+18|
+17|
+11|
+4|Autohypnosis +18, Knowledge History +23, Knowledge Psionics +17, Intimidate +4, +2 Survival||Totem Chakra Bind (+1 Meldshaper Level)[/table]



Ultimo Terrasco Jr's Illegal Objects! (The Scoundrel!)

Not all funds allocated!

Large Sized MW Cold Iron Longspear
Large Sized MW Adamantine Spiked Gauntlet
Huge Sized MW Silver Armor Spikes
Belt of Giant Strength +6 36,000
Amulet of Health +6 36,000
Gloves of Dexterity and Titan's Grip +6 57,000
Manual of Bodily Health +5 137,500
Manual of Gainful Exercise +4 110,000
Manual of Quickness of Action +5 137,500
Grappling Tentacle +20,000
Girallan Arms bound to Totem with +5 Essentia
Kraken Mantle bound to Arms with +1 Essentia

Attack Options:
Large MW Cold Iron Halberd 2d8 +1.5x Str
Huge MW Silver Armor Spikes 1d8 + 1x Str
Large MW Adamantine Spiked Gauntlet 1d6 +1x Str
Unarmed Strike 1d6+ 1x Str
Grappling Tentacle 1d8 + 1x Str
Primary Girallon Claw 1d4 + 1x Str
Secondary Girallon Claw 1d4 +.5x Str
Secondary Girallon Claw 1d4 +.5x Str
Secondary Girallon Claw 1d4 +.5x Str
Kraken Pseudo Constrict 1d8 + 1x Str
Crushing Weight of the Mountain Constrict 2d6 +1.5x Str

Powers:
1st. Expansion
1st. Grip of Iron
2nd. Hustle
2nd. Strength of My Enemy
2nd. Psionic Lion's Charge
4th. Dimension Door Psionic




Ultimo Terrasco Jr's Body Building Routine (Yours for just Nine Easy installments of 19 Gp!)


Before Racial Adjustments:
Str 16, Dex 15, Con 10, Int 12, Wis 15, Cha 8
After Racial Adjustments:
Str 22, Dex 13, Con 12, Int 10, Wis 15, Cha 6
After Levelup Bonuses:
Str 27, Dex 13, Con 12, Int 10, Wis 15, Cha 6
Inherent Bonuses:
Str 32, Dex 18, Con 16, Int 10, Wis 15, Cha 6
Enhancement Bonuses:
Str 38, Dex 24, Con 22, Int 10, Wis 15, Cha 6
Graft Bonus:
Str 42, Dex 24, Con 22, Int 10, Wis 15, Cha 6
At Huge Size:
Str 46, Dex 20, Con 22, Int 10, Wis 15, Cha 6
At Gargantuan Size:
Str 50, Dex 16, Con 22, Int 10, Wis 15, Cha 6
With Full Buffs:
Str 60, Dex 16, Con 30, Int 10, Wis 15, Cha 6

Grapple Modifiers:
+25 Strength, +18 BAB, +12 Size, +1 Weapon Focus, +4 Improved Grapple
+8 Enhancement, +12 Circumstance, +5 Untyped, +2 Insight

+87 Grapple



Ultimo Terrasco Jr's Power Moves (Do not try this at home!)


In addition to fighting on the multiverso competitive wrestling circuit Ultimo Terrasco Jr often teams up with other Luchadores and Heroes to go on important missions to save the world. Although Ultimo Terrasco Jr is a vile Rudo, he is still there when his community needs him.

Many have suggested that Freedom of Movement makes a grappler useless. While Ultimo Terrasco Jr cannot grapple someone who has freedom of movement cast, he can grapple just about everyone who doesn't have the buff up. The usual limitation for luchadore adventures is that monsters often are bigger then you, and have larger grapple modifiers, if you are able to grapple them at all.

When at gargantuan size however Terrasco is able to grapple Colossal size creatures, avoiding any automatic failure that usually happens from size. Additionally when fully buffed his grapple modifier is higher then any monster in the Monster Manual and much of the Epic Level Handbook.

The only problem are creatures who have freedom of movement cast on them, or those who can easily teleport away. And that is what the rest of the party is for. One Luchador cannot defeat every encounter by himself. Casters with dispel magic and dimensional anchor help the Terrasco's combat ability immensely.

Terrasco is also a great help to the rest of the party, holding down multiple enemies at the same time, setting it up so that all of them are denied their dexterity bonus to ac. This is a perfect opening for rogues to attack. (Terrasco himself is protected thanks to his uncanny dodge)

Terrasco's main strategy is to either focus on disabling a single powerful enemy, or go around the battlefield sweeping up opponents. Once he has all the opponents he can hold he uses improved grab and sweeping strikes to transfer them all to a single attack option. He then full attacks them every round with a double constrict going off on each successful grapple attack. For this he usually uses a manufactured weapon, or his enhanced Girallon claws as opposed to his weaker unarmed strike.


Ultimo Terrasco's Kitchen

Races of Destiny – Half Ogre

Complete Champion – Bear Totem Barbarian
Magic of Incarnum – Totemist and Soulmelds
Expanded Psionics Handbook – War Mind, Wild Talent, Gloves of Titan's Grip
Tome of Battle – Charging Minotaur, Crushing Weight of the Mountain
Fiend Folio – Grappling Tentacle
Magic Item Compendium – Rules for Combined Items
Unearthed Arcana – LA Buyoff Rules
Eberron Campaign Setting - Educated


Ultimo Tarrasco Jr.!
The Half-Ogre Luchador the World Doesn't Want...
The Half-Ogre Hero the World Needs!

Ozymandias9
2010-10-01, 10:45 PM
“For his mourners will be outcast men, and outcasts always mourn.”
Oscar Wilde, The Ballad of Reading Gaol

Bosleigh Eddon
Azurin
32 point buy
Str: 16, Dex: 14, Con:14, Int: 12, Wis: 14, Cha: 8
Ending Stats
Str: 21(32), Dex: 14(20), Con:14(20), Int: 12(18), Wis: 14(20), Cha: 8(14)
Progression:

{table=head]ECL|Class|Base Attack |Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

1st|Ardent 1|
+0|
+0|
+0|
+2| (12) Autohypnosis 2, Knowledge (history) 2,Knowledge (psionics) 4, Psicraft 4|Azure Talent, Shape Soulmeld (Mauling Gauntlets), Weapon Focus: Unarmed(b)|Assume psionic mantles (Conflict, Freedom)

2nd|Ardent 2|
+1|
+0|
+0|
+3| (3) Autohypnosis 2, Knowledge (psionics) 1||Assume psionic mantle (Life)

3rd|Incarnate 1|
+1|
+2|
+0|
+5| (3) Concentration 1, Knowledge (psionics) 1(cc)|Practiced Manifester (Ardent)|Aura, detect opposition

4th|Incarnate 2|
+2|
+3|
+0|
+6| (3) Concentration 1, Knowledge (psionics) 1(cc)||Chakra bind (crown)

5th|Monk (Passive Way) 1|
+2|
+5|
+2|
+8| (5) Concentration 3, Knowledge (psionics) 1(cc)|Combat Expertise(b)|AC Bonus, flurry of blows, unarmed Strike

6th|Monk (Passive Way) 2|
+3|
+6|
+3|
+9| (5) Concentration 3, Knowledge (psionics) 1(cc)|Improved Trip(b), Open Least Chakra (hands)|Evasion

7th|War Mind 1|
+4|
+8|
+5|
+9| (3) Autohypnosis 1, Concentration 2||Chain of personal superiority +2

8th|War Mind 2|
+5|
+9|
+6|
+9| (3) Autohypnosis 2, Concentration 1||Chain of defensive posture +2

9th|War Mind 3|
+6|
+9|
+6|
+10| (3) Autohypnosis 2, Concentration 1|Monastic Training (War Mind)|Enduring Body (DR 1/-)

10th|War Mind 4|
+7|
+10|
+7|
+10| (3) Autohypnosis 2, Concentration 1||

11th|War Mind 5|
+8|
+10|
+7|
+10| (3) Autohypnosis 2, Concentration 1||Sweeping Strike

12th|War Mind 6|
+9|
+11|
+8|
+11| (3) Autohypnosis 2, Concentration 1|Talashtora|Enduring Body (DR 2/-)

13th|War Mind 7|
+10|
+11|
+8|
+11| (3) Autohypnosis 1, Concentration 1, Intimidate 1||Chain of personal superiority +4

14th|War Mind 8|
+11|
+12|
+9|
+11| (3) Autohypnosis 1, Concentration 1, Intimidate 1|Bonus Essentia (retrained from level 6 Open Chakra)|Chain of defensive posture +4

15th|War Mind 9|
+12|
+12|
+9|
+12| (3) Autohypnosis 1, Concentration 1, Intimidate 1|Improved Natural Attack (unarmed)|Enduring Body (DR 3/-)

16th|War Mind 10|
+13|
+13|
+10|
+12| (3) Autohypnosis 1, Concentration 1, Intimidate 1||Chain of overwhelming force

17th|Soul Manifester 1|
+13|
+13|
+10|
+14| (3) Autohypnosis 1, Concentration 1, Psicraft 1||Psionic investment (1), +1 level of ardent manifesting and incarnate meldshaping

18th|Soul Manifester 2|
+14|
+13|
+10|
+15| (3) Autohypnosis 1, Concentration 1, Psicraft 1|Practiced Manifester (War Mind)|+1 level of ardent manifesting and incarnate meldshaping

19th|Soul Manifester 3|
+14|
+14|
+11|
+15| (3) Autohypnosis 1, Concentration 1, Psicraft 1||Chakra binds (crown, feet, hands), +1 level of ardent manifesting and incarnate meldshaping

20th|Soul Manifester 4|
+15|
+14|
+11|
+16| (3) Autohypnosis 1, Concentration 1, Psicraft 1||+1 level of ardent manifesting and incarnate meldshaping[/table]
Meld Shaping Progression

{table=head]ECL|ML|Soulmelds |Essentia|Chakra Binds
1st|
-|
-|
2|
-

2nd|
-|
-|
2|
-

3rd|
1|
2|
3|
-

4th|
2|
3|
4|
1

5th|
2|
3|
4|
1

6th|
2|
3|
4|
1

7th|
2|
3|
4|
1

8th|
2|
3|
4|
1

9th|
2|
3|
4|
1

10th|
2|
3|
4|
1

11th|
2|
3|
4|
1

12th|
2|
3|
4|
1

13th|
2|
3|
4|
1

14th|
2|
3|
6|
1

15th|
2|
3|
6|
1

16th|
2|
3|
6|
1

17th|
3|
3|
7|
1

18th|
4|
4|
8|
1

19th|
5|
4|
9|
1

20th|
6|
4|
10|
2[/table]
Psionic Progression
{table=head]ECL|ML|PP*|Powers Known**
1st|
1(A)|
3|2(A) { Dimension Hop(A 1st), Prescience, Offensive(A 1st)}
2nd|
2(A)|
8|3(A) {Touch of Life(A 1st)}
3rd|
3(A)|
9|3(A)
4th|
4(A)|
10|3(A)
5th|
5(A)|
11|3(A)
6th|
6(A)|
12|3(A)
7th|
6(A),1(WM)|
15|3(A), 1(WM) {Expansion(WM 1st)}
8th|
6(A),2(WM)|
19|3(A), 2(WM) {Thicken Skin (WM 1st)}
9th|
6(A),3(WM)|
24|3(A), 2(WM)
10th|
6(A),4(WM)|
30|3(A), 3(WM) {Hustle (WM 2nd)}
11th|
6(A),5(WM)|
37|3(A), 3(WM)
12th|
6(A),6(WM)|
46|3(A), 4(WM) {Empathic Transfer, Hostile (WM 3rd)}
13th|
6(A),7(WM)|
56|3(A), 4(WM)
14th|
6(A),8(WM)|
67|3(A), 5(WM) {Open Chakra (WM 4th)}
15th|
6(A),9(WM)|
79|3(A), 5(WM)
16th|
6(A),10(WM)|
92|3(A), 6(WM) {Energy Adaptation (WM 4th)}
17th|
7(A),10(WM)|
98|4(A), 6(WM) {Fly, Psionic (A 4th)}
18th|
8(A),14(WM)|
109|5(A), 6(WM) {Psionic Lion’s Charge (A 2nd)}
19th|
9(A),14(WM)|
118|6(A), 6(WM) {Freedom of Movement, Psionic (A 4th) }
20th|
10(A),14(WM)|
129|7(A), 6(WM) {Psionic Revivify (A 5th)}[/table]
Note: (A) indicates Ardent, (WM) indicates War Mind
*Power Points without enhancement bonuses to Wisdom
**{Powers} indicate newly acquired powers

Background

Leigh, like many babes that are destined to be unlikely heroes, was left at the doors of a secluded monastery by parents that supposedly were afraid of what he was. Being born an Azurin in a mostly human land led to a hard childhood. Even if the only thing different about Leigh was the blue tint to his eyes, children fear and ridicule what they do not understand. Leigh grew up an outcast in the monastery with no friends and only fearful glances and derisive sneers from his peers. The monastery was a home to a branch of monks that helds psionics in high regard. They believed that the power of the mind and power of the body could be joined in a union that is far stranger than the individual pieces. The masters of the order were all monks muliclassed with psionics. Being an outcast Leigh grew up with a rebellious streak and often tried to pull pranks to get the attention of the other novices. He adopted the ideals of freedom, conflict, and love of life from an early age. His rebellious streak even got him to dabble in incarnum just to spite those that feared him because of his nature.

Ardent 2, Incarnate 2

His life changed during a pilgrimage to a sacred shrine to Pelor. He was with a group of novices from the monastery and was being chaperoned by a master of the Talariic order. During the long trek to the shrine the group was beset upon by Fire giant bandits. Leigh had never seen the masters of the monastery in action and always thought of them as stuffy arrogant old men trying to boss their young charges around. During the rather short skirmish Leigh saw the master War Mind grow taller than the giants and proceed to open a can of whoopass that would make Hextor jealous. From that moment on Leigh was sold on the idea of following the Talariic precepts and become a master ass kicker of epic proportions.
Leigh dedicated himself fully to learning the unarmed combat techiniques of the monks and the War Mind fighting style from the Talariic scripts.

Ardent 2, Incarnate 2, Monk 2, War Mind 1

Leigh learned his lessons well and became a War Mind fisticuff master roaming the land beating up those that threaten the innocent and lawful people he meets in his travels. He never backs down from a fight and takes great pride in taking down creatures of impressive size and stature that he finds on his wandering path.


At ECL 20

Ardent 2, Incarnate 2, Monk 2, War Mind 10, Soul Manifester 4
Lawful Neutral Azurin, Medium Humanoid (Human, Incarnum)
Hit Dice: 2d6+10 + 2d6+10 + 2d8+10 + 10d10+50 + 2d4+10 (173 hp)
Initiative: +5
Speed: 40 ft. (8 squares)
Armor Class: 37 (touch: 29, flat-footed: 32)
Base Attack/Grapple: +15/+26
Attack: Unarmed +37 melee (3d6+27)
Full Attack: Unarmed, flurry +37/+37/+37/+32/+27 (3d6+27)
Space/Reach: 5 ft./5 ft.
Special Attacks: Meldshaping, Psionic Powers, Improved Trip, Unarmed Strike (EML 12), Flurry of blows (EML 12), Sweeping Strike
Special Qualities: damage reduction 3/-, Azurin traits, Monk AC Bonus (EML 12), Freedom Mantle
Saves: Fort +25, Ref +22, Will +29
Abilities: Str 32, Dex 20, Con 20, Int 18, Wis 24, Cha 14
Skills: Autohypnosis +30, Concentration +28, Intimidate +6, Knowledge (psionics) +12, Knowledge (history) +6, Listen +7, Psicraft +12, Spot +7
Feats: Azure Talent, Shape Soulmeld (Mauling Gauntlets), Practiced Manifester (Ardent), Combat Expertise(b), Improved Trip(b), Monastic Training (War Mind), Talashtora, Improved Natural Attack (Unarmed), Bonus Essentia, Practiced Manifester (War Mind)
Challenge Rating: 20

Possessions: belt of magnificence (200,000), ring of protection +5 (50,000), Amulet of mighty fists +5 (150,000), Manual of Gainful Exercise +5 (137500), Bracers of Armor +8 (64,000), Cloak of Resistance +5 (25,000), Tome of Understanding +4 (110,000) {23,500 gp left over}

Soulmelds Shaped: Incarnate Avatar {+4 insight to attack} (4 essentia), Mauling Gauntlets {+10 morale to unarmed damage and strength checks} (4 essentia, bound to hands), Lucky Dice {+1 attack and damage, saves} (1 essentia), Crystal Helm {+2 saves vs charm/compulsion, attacks gain the force descriptor} (bound to crown), Strongheart Vest {Reduces ability damage by 1}

Psionic Powers: PP: 189
Ardent, Manifester level 10, Mantles: Conflict, Freedom, Life
Dimension Hop (1st), Prescience: Offensive (1st), Touch of Life (1st), Psionic Lion’s Charge (2nd), Fly, psionic (4th), Freedom of Movement, psionic (4th), Psionic Revivify (5th)

War Mind, Manifester Level 14
Expansion (1st), Thicken Skin (1st), Hustle (2nd), Empathic Transfer, Hostile (3rd), Open Chakra, psionic (4th), Energy Adaptation (4th)


Tactics

Melee Combat

Leigh is a front line face wrecker. Talashtora allows him to get the improved monk flurry and 2d6 damage on his unarmed attack (before size bonuses). Having fully augmented expansion and thicken skin on every fight leaves Leigh with the following attack stats:

Huge Size, 15ft Reach, AC: 38
Full Attack: 37/37/37/32/27 (6d6+29 damage) {average of 50 per hit}

This is without Prescience (+5 damage) or War Mind Chain buffs (+4 strength, constitution, AC). His trip modifier while expanded is +35, enough to prone most anything.
I’m a little unclear on how sweeping strikes interacts with improved trip. Whether or not you can sweep on the initial trip, you can sweep on the follow up attack and the damage builds up fast if enemies stay together.
Psionic Tricks

Leigh has plenty of movement tricks from his Psionic powers. With Hustle, Dimension Hop, Fly, and Freedom of Movement nothing is out of reach. He can also use Psionic Lion’s Charge to flurry after a charge.
He also has some party friendly healing with Touch of Healing and Psionic Revivify. He can handle some out of combat healing and emergency raising if an ally happens to fall during combat.
His power points are calculated assuming that the manifester level bump from practiced manifester increases bonus power points from wisdom. Even if it doesn’t, he has plenty of power points to last through a day.
Incarnum Tricks

A large portion of the damage and tripping ability comes from the mauling gauntlets soul meld, which is a lot of fun. The only required soul melds are Mauling Gauntlets and Incarnum Avatar (for attack bonuses). This leaves 3 soul melds for utility purposes. Lucky dice is nice for a +1 to attack, damage, and saves. There are many options depending on what you are facing. Uncanny dodge from Impulse Boots, the force descriptor on melee attacks from Crystal helm, water walking from Cerulean slippers, immunity to diseases from Pauldrons of Health, etc.


Sweet Spot:

Leigh can do alright early on with his high strength augmented by incarnum and psionics. His damage starts to ramp up at level 6 when he can bind the Mauling Gauntlets to the hands chakra.
The real sweet spot (other than 20th which has everything) is level 15 when he gets improved flurry. At this point he’ll have +8 damage/tripping from the mauling gauntlets, 3d6 damage unarmed attacks (before expansion), sweeping attacks, and some psionic power goodies.


Options:

Flaws would allow him to get 2 bonus feats which could be most anything. One option would be martial maneuver and martial stance (giant’s stance). This would get you 8d6 damage unarmed attacks.

The order in which the first 6 classes are taken and the feats is fairly arbitrary. If you are playing from level 1 and don’t need to worry about role playing leaving monk, starting with monk allows one to play the same throughout most of the game with unarmed attacks.

The last 4 levels can be changed to most anything as well. People wanting that last iterative attack from BA 16 can use full or 3/4 base attack classes. A martial adept class would be best to take advantage of a late stance (probably Giant’s Stance). You could also take Snap Kick instead of improved natural attack if you want an extra attack more than the improved damage dice (The Snap Kick option is the more powerful in most situations).

Sources

Complete Psionics (Ardent)
Magic of Incarnum (Incarnum)
PHB (Monk, feats)
Secrets of Sarlona (Talashtora)
Unearthed Arcana (Passive Way variant)
XPH (Warmind)
The Mind’s Eye: Psionics of Incarnum ( http://www.wizards.com/default.asp?x=dnd/psm/20060217a ) (Soul Manifester, feats)

classy one
2010-10-01, 11:28 PM
War mind with not one mention of House Vaymin (CPsi)? The ones who wrote the Codex to begin with? Not that it is critical but that's like a Corona without the lemon, drinkable but lacking somehow.

Just my $ 0.02

Player3
2010-10-01, 11:41 PM
War mind with not one mention of House Vaymin (CPsi)? The ones who wrote the Codex to begin with? Not that it is critical but that's like a Corona without the lemon, drinkable but lacking somehow.

Just my $ 0.02

I didn't even realise they existed before you mentioned them, although after looking the entry up it doesn't say they wrote it, just that they have copies.

BobVosh
2010-10-01, 11:56 PM
This is the part of the contest where I fret about whether others had the same weird idea I did... :smalleek:

This is the part where I kind of hope someone does so I can see how mine would have scored :D

*Edit* Nope, not really

WinWin
2010-10-01, 11:58 PM
Great entries! I do not envy the judges.

Cadian 9th
2010-10-02, 12:04 AM
Wow; Awesome entries! I'm impressed with the variety in the entries; Hope mine is up to scratch.

Player3
2010-10-02, 12:33 AM
Love the two multi-grappling builds, nice spot on sweeping strike. :smallsmile:

classy one
2010-10-02, 05:13 AM
I didn't even realise they existed before you mentioned them, although after looking the entry up it doesn't say they wrote it, just that they have copies.

This just means I know flavor better than all the other contestants. House Vaymin were the originators of Chains and put that down in the Codex. Granted the wild talent (Vaymin) is hardly optimal, the least you could do is make a Vaymin teach/adopt your PC. Or better yet, recruit your PC for breeding purposes (they have a bene gesirit thing going on).

Amphetryon
2010-10-02, 06:07 AM
Corona is typically garnished with lime rather than a lemon, and that started as a method of keeping flies away in a Latin American outdoor cafe.

Just sayin'.

:smallwink:

WinWin
2010-10-02, 06:35 AM
Couldn't the PC just loot the text from a dungeon somewhere? Given their propensity for violence, I'm sure quite a few Warminds have met an untimely end. Their relics and tomes would be scattered all over the place, possibly even reproduced by unscrupulous opportunists.

Amphetryon
2010-10-02, 06:44 AM
Couldn't the PC just loot the text from a dungeon somewhere? Given their propensity for violence, I'm sure quite a few Warminds have met an untimely end. Their relics and tomes would be scattered all over the place, possibly even reproduced by unscrupulous opportunists.

Yep. As far as I can tell, the flavor text behind the book is entirely decoupled from the PrC itself, as they appeared in different volumes. It's nifty flavor text, though.

WinWin
2010-10-02, 06:56 AM
Yep. As far as I can tell, the flavor text behind the book is entirely decoupled from the PrC itself, as they appeared in different volumes. It's nifty flavor text, though.

I have to confess, it has been a long time since I have read the flavour text in my books. I'm like Neo from 'the Matrix' now...I just see the numbers:smalltongue:

BobVosh
2010-10-02, 07:13 AM
I have to confess, it has been a long time since I have read the flavour text in my books. I'm like Neo from 'the Matrix' now...I just see the numbers:smalltongue:

If you are Neo, which forum poster is Agent Smith then. Hmmm. I'm leaning towards St. Jude.

OMG PONIES
2010-10-02, 08:39 AM
This just means I know flavor better than all the other contestants.

There's a logical leap somewhere in the middle there :smalltongue:. It really just means you read one particular bit of flavor that others overlooked. The other contestants may know different flavor better. For example, I know my homebrewed world inside and out. I'm learning the flavor of Eberron for my RL DMing. The Realms, I wouldn't touch with a ten-foot pole.

Judging in progress (6 done). I should be done by Monday. Just as a warning, some of my scores will be very low. I love the ideas presented, but I've seen multiple illegal builds. For the record, if you don't meet the prerequisites for even one feat, I count that as an illegal build. This contest is about the best and brightest in optimization--let's not sully our reputations by missing simple rules.

However, I fear my deduction for illegal builds may be too harsh. Miss one feat prerequisite, and the highest you can get is 8 points. I'd like to hear from Ozy and the other judges--should I change my penalty to a 1 in Power and Elegance, but still score [attempted] use of the secret ingredient? Then the max score for an illegal build would be 12, and it wouldn't penalize the idea of the build, only the execution. So what say you?

Amphetryon
2010-10-02, 09:05 AM
It will be interesting to see which ones were deemed illegal, then.

Dubious Pie
2010-10-02, 12:23 PM
Dolgan:
Originality: 4.5 (I love its concept, but unless it is perfect, and I mean perfect, it does not get a 5.)
Power: 3.5 (It does have a lot of defensive and offensive power, but melee is melee.)
Elegance: 2 (The backstory just feels quickly put together.)
Use of Special Ingredient: 4.5 (War Mind is very important to this build. Well done!)
More to be edited in.

WinWin
2010-10-02, 06:40 PM
If you are Neo, which forum poster is Agent Smith then. Hmmm. I'm leaning towards St. Jude.

Tough call. I don't know the guy, but the Manchurian would be more fitting. Agent Smith seems more like a master of TO to me


However, I fear my deduction for illegal builds may be too harsh. Miss one feat prerequisite, and the highest you can get is 8 points. I'd like to hear from Ozy and the other judges--should I change my penalty to a 1 in Power and Elegance, but still score [attempted] use of the secret ingredient? Then the max score for an illegal build would be 12, and it wouldn't penalize the idea of the build, only the execution. So what say you?

Tough, but fair. You do not need our permission to judge though. Go with your gut, I say.

Zaq
2010-10-02, 07:18 PM
Wow. I was expecting at least one Dungeoncrasher. I'm kind of surprised.

Anyway, cool stuff across the board. I can't wait to see the results.

Cadian 9th
2010-10-02, 07:18 PM
There's a logical leap somewhere in the middle there :smalltongue:. It really just means you read one particular bit of flavor that others overlooked. The other contestants may know different flavor better. For example, I know my homebrewed world inside and out. I'm learning the flavor of Eberron for my RL DMing. The Realms, I wouldn't touch with a ten-foot pole.

Judging in progress (6 done). I should be done by Monday. Just as a warning, some of my scores will be very low. I love the ideas presented, but I've seen multiple illegal builds. For the record, if you don't meet the prerequisites for even one feat, I count that as an illegal build. This contest is about the best and brightest in optimization--let's not sully our reputations by missing simple rules.

However, I fear my deduction for illegal builds may be too harsh. Miss one feat prerequisite, and the highest you can get is 8 points. I'd like to hear from Ozy and the other judges--should I change my penalty to a 1 in Power and Elegance, but still score [attempted] use of the secret ingredient? Then the max score for an illegal build would be 12, and it wouldn't penalize the idea of the build, only the execution. So what say you?

Wait, if the pre-requisite could be easily met, if its just a typo, is that ok? Such as requiring an ability score 1 higher than you have, but you can easily redistribute a point from an ability score to meet it?

T.G. Oskar
2010-10-02, 07:29 PM
However, I fear my deduction for illegal builds may be too harsh. Miss one feat prerequisite, and the highest you can get is 8 points. I'd like to hear from Ozy and the other judges--should I change my penalty to a 1 in Power and Elegance, but still score [attempted] use of the secret ingredient? Then the max score for an illegal build would be 12, and it wouldn't penalize the idea of the build, only the execution. So what say you?

I'd advice some care, but it's your judging criteria, not mine. Sometimes an "illegal build" can be made because of a slight, completely unintended change: penalizing a build for something that could be explained easily (specifically if missing one bit from "kitchen" to "plate" (aka, from the build schematics to the final build) would be a bit too harsh.

I'd prefer, if you consider it, a case-by-case basis: while I don't have experience judging a build in the IC challenge, I can claim a bit of experience judging builds for Test of Spite, in which the rules are a bit more strict. Sometimes, the slight mistake may be a result of miscalculation or lack of application of a bonus in one place; something unintended and that may be ignored by the builder even after a double or triple check. Usually, the sheet-checker's work was to determine which parts might have been lost, or perhaps added twice unintentionally. Even a carefully constructed build could have something missing after a second check; erring is human after all.

Still...your criteria, not mine. As a fellow poster in GitP would say: just my 2cp.

true_shinken
2010-10-02, 08:21 PM
Well, looks like I'm the first ever alternate judge for Iron Chef. ^^
Before I begin my judging, let me tell you guys the ideas I had for this contest. My first thoughts were kalashtar for extra power points and Duskblade for all Knowledge skills and full base attack bonus. I could also channel two spells on two different targets with sweeping strike. My first idea was this: kalashtar Duskblade/Warmind and something to expand Duskblade's spell list - Wyrm Wizard, Fiend-Blooded, Wild Soul, something like that. I knew, though, that even with Warmind's buffs this would be quite lackluster at higher levels and a straight Duskblade would get a better ability to channel only 3 levels later than a Duskblade/Warmind. So I dropped the concept (but Duskblade 13/Warmind 5 does feel nice, now that I think about it...).
My second thought was heavy on Wis synergy. Swordsage/Paladin with Serenity and Intuitive Attack feats, going into Shiba Protector then Warmind. Solid, but boring. So I dropped the concept.
My last thought was that of an Ardent/Fighter/Warmind/Diamond Dragon. I'd use my feats to lock my enemies down (and I expected some disagreements on whether Mage Slayer drops ML or not) with the reach I'd get from Warmind. I'd have a huge power variety from the combination of Ardent, Warmind and Diamond Dragon. Diamond Dragon is also hardly ever used, so I figured that would be a bonus on originality. I was also going to use a dragonblooded race to fit with my dragon theme, maybe spellscale since they are hardly ever used. This is the build I would have submited... but I had a lot of papers to do this week and didn't have the time. Too bad.
Well, enough ranting. On to the judging!
I'll start on 3 and then add/subtract points as I see fit. This is quite different from my usual judging style, so it might did get a little convoluted.
If you notice any mistakes or inconsistencies, please let me know.

Dolgan Whurard
Originality: 5 Earth Dwarf took me by surprise, though it seems a bit obvious now that I think about it (+0.5). Divine Mind, though, was totally unexpected (+0.5). Also, Combat Focus feats? I love them and I hardly ever see'em getting some use! That's amazing. (+1) I knew I'd see at least one Wis-synergy build, but I won't take points from that.
Power: 3 You say Dolgan is a tank, and he does have pretty nice defenses and hits hard, but it's a lot harder to thank without battlefield control. (-0.5) Also, as much as I like the Combat Focus feats, they are kinda weak and you could use extra firepower from other sources. (-0.5) Dolgan has great defenses, though. (+1) He is also somewhat of a team player and that always helps (+0.5) Your Warmind power choices are kind of 'uh?' - a 1st level power (and kind of a weak one at that) at your last level? You could have done a lot better (-0.5).
Elegance: 4 Your backstory is simple, short, direct and explains your choices. I like that. (+1)
Use of Special Ingredient: 1.5 You push your Warmind levels too much to the end of the build. This means most of your career you have too little Warmind on you. (-0.5). Also, your buffs are kind of generic enough that you could pick them from anywhere else and you don't have special tricks to pull from Sweeping Strike, Warmind's signature ability - you just do more damage. [-1]
Total: 13,5 Average: 3,375

Esha Two Bears
Originality: 2.5 What is it with Iron Chef and bears anyway? (-0.5) Educated/Education is spread like the plague through this edition. (-0.5) Horizon Walker, specially at the end of the build, was unexpected. (+0.5)
Power: 3.5 Like your said yourself, Rage limits your power selection (and the situations where you can use your powers) a lot. (-0.5) You have a few utility from dimension door and flight. Unfortunatelly, you don't have enough Horizon Walker to get the real tasty stuff. Esha is very resilient (+0.5) and deals good damage (+0.5).
Elegance: 3 I rather like how you used Horizon Walker to fill in for the skill department. (+0.5) You needed to define your tactics better, though - you just listed 4 of your known powers, after all, and it took some digging to discover it. (-0.5)
Use of Special Ingredient: 4 You are really built around Warmind, if only because most of what you get elsewhere is passive (+1).
Total: 12.5 Average: 3.125

Khalanatari
Originality: 3.5 I actually expected kalashtar, but Atavist caught me flat-footed (+0.5).
Power: 4 Nice trick with Sweeping Strike, hitting two people with a single stun. If only you had Pharoh's Fist... (+0.5) Your increased reach is very nice. (+0.5) Good all around defenses. (+0.5) Seriously lacks utility other than skils (-0.5).
Elegance: 2 Dude, where is my fluff? (-1) I also wanted a more in-depth explation of tactics (-0.5) Very good presentation with all the tables, though (+0.5).
Use of Special Ingredient: 2 Progresses rather slowly in Warmind, making you less Warmind-y for most of your career. (-0.5) You don't even mention class abilities other than Sweeping Strike; looks like you should have multiclassed out of Warmind at 5th. (-0.5)
Total: 11.5 Average: 2,875

Daken
Originality: 4 I really dislike Marvel Comics' Daken, but I won't take points for that.
The rest of the build is totally unexpected, though. Half-orc? (+0.5) Paragon? (+0.5) Totemist?! (+0.5) Totem Rager is a given since you already had Rage and was a Totemist, but very good indeed. Education cost you, though. (-0.5)
Power: 4 Really powerful grappler. (+0.5) Good power selection for your purposes. (+0.5) Good reach always helps (+0.5). You seemed to forget how Rage limits your actions, though. (-0.5)
Elegance: 3 Very good presentation. (+0.5) Education doesn't fit the presented background at all (-0.5).
Use of Special Ingredient: 3 Uses all of the classes' abilities (+0.5), finished Warmind very late (-0.5)
Total: 14 Average: 3,5

Xepher Lod
Originality: 3.5 Wizard? Who would have thought. (+0.5)
Power: 4 A good grappler (+0.5), with spells to boot (+0.5).
Elegance: 2.5 Good presentation, but your table for Warmind is all jumbled up. (+0.5) Ebon Phoenix Mage, as an adaptation, is not exactly RAW and it falls on DM-allowance territory (-0.5). You keep your tentacle theme running quite effectively. (+0.5) Warblade seems a bit tacked on and would actually be a much better choice for the first level (-0.5). Talaric Codex or Warminds not even mentioned (-0.5).
Use of Special Ingredient: 3 Only 5 levels of Warmind (-0.5) but you use it to great effect, speciall with the maneuver-spam that seems so popular here (+0.5).
Total: 13 Average: 3.25

Tanis
Originality: 3 Ape Totem surprised me (+0.5), Education cost you (-0.5)
Power: 4 Range fighting by itself has several advantages, and you offset the disadvantages with Bloodstorm Blade. (+0.5) Bloodstorm Blade + Sweeping Strike was a stroke of genius. (+0.5) Quicken Power + Practiced Manifester helps on action economy (+0.5). Seriously lacks utility (-0.5).
Elegance: 3.5 Build flows rather well. (+0.5)
Use of Special Ingredient: 3.5 Nice synergy between Bloodstorm Blade and Sweeping Strike (+0.5)
Total: 14 Average: 3.5

Violet Rose
Originality: 3 Half-giant with drow roots? Nice. (+0.5) Education cost you (-0.5)
Power: 4 Maneuver-spamming via Sweeping Strike is good (+0.5), I like your use of Riposte. (+0.5)
Elegance: 1.5 Presentation is kinda bad. A few spoiler blocks would have been welcomed. (-0.5) Weapon Finesse is unused in the build; Swashbuckler as a whole is weird when you are not finessing. (-0.5) No mention of Warmind or the Talariic Codex in the backstory. (-0.5)
Use of Special Ingredient: 3 Compared to the other builds, you enter Warmind kind of late (-0.5). Good use of Sweeping Strike. (+0.5)
Total: 11.5 Average: 2.875

Krelb
Originality: 2.5 Why must there always be kobolds? (-0.5) Otherwise, pretty standard.
Power: 3 Good utility. (+0.5) Lacks combat feats since Wyrm of War is illegal. (-0.5)
Elegance: 1 Venerable dragonwrought kobold falls squarely in the 'known cheese' territory. (-0.5) Sovereign archetypes are for true dragons and even if dragonwrought kobolds were actually true dragons (and they are not), sovereign archetypes requires you to give up the racial ability to add clerical spells to a sorcerer's spell list, an ability dragonwrought kobolds don't get; true dragons without this ability could possibly assume an archetype depending completly on a DM's call. (-1) Also, Braid Blade is from a banned source. (-0.5)
Use of Special Ingredient: 5 No denying it, you really use every feature to the fullest, explaining every single bit of strategy you use to do so. Very nice.
Total: 11.5 Average: 2.875

Sublime Mind of War
Originality: 2.5 Gee, Education again? (-0.5)
Power: 3.5 You do get 8th-level maneuvers (+0.5).
Elegance: 1 Very simple, direct and elegant build. specially like the staggered Warmind progression to increase Swordsage's IL.(+0.5) However, you used the typo of the Swordsage's x6 at level 1 skill points. (-0.5) Also, dude where is my fluff?! (-1) Also, you should have provided all the known maneuvers. (-0.5) Finally, with your stat priority I doubt yoru Combat Reflexes would ever have any use. (-0.5)
Use of Special Ingredient: 3 Well, you use what you have rather efficiently, but I need more info to give you points for this.
Total: 10 Average: 2.5

Ultimate Tarrasco Jr
Originality: 4 Your build elements were not surprising at all, but that fluff is hilarious and the presentation is very well done. (+1)
Power: 4 The grappler. Seriously, the grappler. (+1) You could even get some utility from Totemist, but I won't go into that since you didn't mention it, but won't take points from it either.
Elegance: 2 You considered LA buyoff and that it would still get you level 20. IC doesn't hand out free LA. (-0.5) Also, as awesome as the concept is, an interplanar wrestling circuit won't fly in most campaigns, I believe. (-0.5)
Use of Special Ingredient: 4 Your readying of the interaction between improved grab and sweeping strike is both hilarious and powerful. (+0.5) Excellent power choices for your intended role as well. (+0.5)
Total: 14 Average: 3,5

Bosleigh Eddon
Originality: 4 Azurin incarnate? Didn't see that coming. (+0.5) I rather like the clichéd feel of the backstory as well. Sometimes people avoid clichés so much that they become original. (+0.5)
Power: 4 Your base attack bonus is lacking compared to the other entries. (-0.5) You compensate it with flurry of blows. (+0.5) Defenses are kind of low compared to other builds as well. (-0.5) Lots of utility, though. (+0.5) You can even be the party's ooc healer. (+0.5) I also like the sheer amount of damage you can do. (+0.5)
Elegance: 2.5 I'm kinda worried on the alignment shift interacting with your Incarnate abilities, could be problematic with some DMs. (-0.5)
Use of Special Ingredient: 2.5 Soul Manifester does not help so much since you went Warmind 10, but I won't penalize you here. Unfortunatelly, you hardly mention Warmind's abilities other than Sweeping Strike (-0.5)
Total: 14 Average: 3.5

Zaq
2010-10-02, 08:45 PM
Elegance: 2.5 You never spent skill points to overcome Barbarian's illiteracy, so Esha couldn't actually read the Talaric Codex; just multiclassing by itself does not get you literacy - which technically makes the build illegal. (-1)

Um, actually...


Illiteracy
Barbarians are the only characters who do not automatically know how to read and write. A barbarian may spend 2 skill points to gain the ability to read and write all languages he is able to speak.

A barbarian who gains a level in any other class automatically gains literacy. Any other character who gains a barbarian level does not lose the literacy he or she already had.

true_shinken
2010-10-02, 08:59 PM
Um, actually...

Man, am I ashamed now. ^^
Must be a change from 3.0 that I never caught on.

Edited and corrected. Silly me!

OMG PONIES
2010-10-02, 09:02 PM
Okay, after some review, I've decided the following:
Illegal elements will only cause a deduction in Elegance, unless they impact the playability of the build. Deductions to elegance will be as follows:
-1: Feat prerequisite is missed (per feat, to a minimum score of 1).
-2: Build does not qualify for a class (per class, to a minimum score of 1).

Effect to playability will be deducted from Power, with the value of deduction based on the severity of the impact.

This decision has been made after realizing that my scores would create an insumountable gap for Some great builds to overcome. I want everyone to look over their builds with a shrewd eye in the future, though I realize that not everybody has the time or energy to obssess over their entries like some others might.

Grynning
2010-10-02, 09:15 PM
Well, looks like I'm the first ever alternate judge for Iron Chef. ^^


*ahem*

Of course, I didn't actually post scores when I was an alternate the one time. But as a retired IC judge, I say good show for your first judging.

true_shinken
2010-10-02, 10:13 PM
*ahem*

Of course, I didn't actually post scores when I was an alternate the one time. But as a retired IC judge, I say good show for your first judging.

Well, while it is my first time as an alternate judge, I've been judging in IC for quite a while now.

BobVosh
2010-10-03, 12:02 AM
My build was silly. I considered argent, which seems like everyone else did as well. However I finally went with a Thri-Kreen, using the level progression from complete psionic, psywar, crusader, warmind, finishing with a few levels in dervish.

Expansion + thicket of blades + dervish dance + sweeping strikes on a 4 armed bug seemed fun.

cd4
2010-10-03, 05:47 AM
Elegance: 3.5 I rather like how you used Horizon Walker to fill in for the skill department. (+0.5) You needed to define your tactics better, though - you just listed 4 of your known powers, after all, and it took some digging to discover it. (-0.5)

If you start at 3 and add 0.5 and then take away 0.5 how do you arrive at 3.5?

kestrel404
2010-10-03, 05:48 AM
My build was silly. I considered argent, which seems like everyone else did as well. However I finally went with a Thri-Kreen, using the level progression from complete psionic, psywar, crusader, warmind, finishing with a few levels in dervish.

Expansion + thicket of blades + dervish dance + sweeping strikes on a 4 armed bug seemed fun.

Problem with that is that you lose sweeping strike after moving 10 feet. Which is why there aren't many charging/pouncing builds despite lots of barbarian.

true_shinken
2010-10-03, 10:02 AM
If you start at 3 and add 0.5 and then take away 0.5 how do you arrive at 3.5?

Gee, looks like I screwed up a lot this time. Fixed, thanks.

BobVosh
2010-10-03, 02:57 PM
Problem with that is that you lose sweeping strike after moving 10 feet. Which is why there aren't many charging/pouncing builds despite lots of barbarian.

That may have something to do with why I never finished it.

OMG PONIES
2010-10-03, 03:32 PM
Yeah, I half-jokingly thought about trying to make a Dwarven Defender build viable for this. Which reminds me--the three builds I was seriously considering, in no particular order:

Human or Gray Elf Wizard 3/Warblade 1/Swashbuckler 3/War Mind 5/Jade Phoenix Mage 8. While I see we had a wizard/jade phoenix mage, I was going to ride it out long enough for quickened strike. This way, you could use Sweeping Strike + maneuver, then follow up with Sweeping Strike + touch spell in the same round. Doesn't hurt that the spell would be empowered. Most likely route was spiked chain with the extra reach methods we've seen. Abandoned for Use of Secret Ingredient and 1/encounter limitation on main tactic.

Synad Cleric 3/Swordsage 2/War Mind 9/Ordained Champion 5. The name of the game is action economy. Self-buffing with quickened war domain spells, free action class features, regular cleric spells, and Linked Power+synad's limited quick manifesting means you can Hulk out pretty quick. Sweeping Strike+the ability to channel touch spells through a weapon for pain and casting. Abandoned for fear of unoriginality, and frustration that I couldn't cram in War Mind 10 without losing swordsage AC bonus or cleric 4th-level spells.

Goliath? Barbarian 1/Cleric x/Totemist y/Totem Rager z/War Mind 5/Soul Eater 7. Focusing on natural attacks and negative levels with Death Devotion, Soul Eater, and Fell Drain metamagic. Abandoned due to Use of Secret Ingredient, Elegance, and frustration getting reach above 20 ft on a nonhumanoid without Warshaper.

Judging on track for tomorrow morning, just wanted to update you and share my ideas/expectations.

WinWin
2010-10-03, 04:56 PM
Few builds have taken the limitations of sweeping strike into consideration. It simply does not function against groups of large or larger foes. Which is unfortunate, because the earliest it can be obtained (ECL10), is around the same time characters can expect to encounter large mobs of giants and the like.

Like many cool PrC abilities, it ceases to be useful at the prior to becoming available. Like the capstone of the class, +10d6 once a day is just not that useful for a 15th level character...Good thing it's use requires a non-action. 5 psionic powers is pretty underwhelming if you have chosen poorly.

It is a flavourful PrC. It looks good. But it is pretty awful when you think about it, IMHO.

OMG PONIES
2010-10-03, 09:44 PM
What makes it cease to function against Large enemies?

Amphetryon
2010-10-03, 09:51 PM
What makes it cease to function against Large enemies?

If I were to guess, I'd say WinWin is perceiving an issue of interactions between 'two squares" and the size of Large and larger enemies that occupy multiple squares.

The Gilded Duke
2010-10-03, 09:52 PM
http://www.d20srd.org/srd/psionic/prestigeClasses/warMind.htm#sweepingStrike

I think he is suggesting that being only able to attack two squares limits it. I think the key reason this isn't so are the words "Attacks apply to creatures in those two squares equally"

Large and bigger creatures take up multiple squares. They might be in a sweeping square and non sweeping squares.

true_shinken
2010-10-03, 09:56 PM
Large and bigger creatures take up multiple squares. They might be in a sweeping square and non sweeping squares.
Yeah, pretty much. Can't see why it wouldn't work.

Player3
2010-10-03, 09:57 PM
That would be akin to not being able to hit giants in the first place because they take up an area greater than your reach.

Amphetryon
2010-10-03, 10:07 PM
Yeah, pretty much. Can't see why it wouldn't work.

Creatures that large need not bunch close enough together for Sweeping Strike to affect multiple opponents. Medium and smaller enemies with similar tactics leave gaps to maneuver through that those with a larger reach do not.

Keld Denar
2010-10-03, 10:08 PM
If there were two adjacent ogres (large size), why couldn't you hit both of them? You'd hit the left front square of ogre 1, and the front right square of ogre 2. Those squares are adjacent and contain different ogres.

So yea, why wouldn't this work?

Ozymandias9
2010-10-03, 11:21 PM
Xepher's Chef has asked me to post this. Judges should adjust the scoring as they feel the error warrants.


I just noticed something on my build that makes it illegal.

14 wisdom is required in order to meet the requirements for Illithid heritage (The power point reserve). A silly oversight. The attribute points can easily be resdistributed from Con without effecting other elements of Xephers progression, but it is too late now.

It would not be fair to other contestants to make any alterations, any judges should be made aware of this error. Thank you for your time.

WinWin
2010-10-03, 11:40 PM
If there were two adjacent ogres (large size), why couldn't you hit both of them? You'd hit the left front square of ogre 1, and the front right square of ogre 2. Those squares are adjacent and contain different ogres.

So yea, why wouldn't this work?

The main reason medium and smaller creatures crowd PC's is because of reach requirements. The larger the creature, the greater the reach, the more likely they are to be able to gang up on an opponent without being adjacent to each other.

Two ogres can stand next to each other, sure. But two flanking ogres are going to have 15 feet of space between them, minumum. Which is more likely to happen if they decide to gang up on a warmind, or any PC for that matter?

In a SGT (same game test) monsters are not going to adapt their tactics to make the PC's tactics more effective. That would be counterintuitive. More likely, an intelligent monster will make an effort to maximise their own advantages while minimising any advantages demonstrated by the PC's.

Which is why I think that Sweeping Strike is a poor ability. It's advantages come far too late to be of any real use. YMMV. Warmind is an interesting class, but it is a trap option in most games. Better than a vanilla Monk though.

edit: To be fair, 2 ogres is not an appropriate example. Ogres are CR 2. Not an appropriate challenge for a (minimum) level 10 character. A fair ECL 10 challenge would be a pair of Greater Shadows, Hellwasp Swarms, Stone Golems or Blue Slaad. Or a greater number of something like Trolls, Hill Giants or Chimera.

true_shinken
2010-10-03, 11:53 PM
Two ogres can stand next to each other, sure. But two flanking ogres are going to have 15 feet of space between them, minumum. Which is more likely to happen if they decide to gang up on a warmind, or any PC for that matter?

You are thinking of very big spaces.
In a dungeon, for example, the ogres wouldn't have much of a choice.

WinWin
2010-10-04, 12:25 AM
You are thinking of very big spaces.
In a dungeon, for example, the ogres wouldn't have much of a choice.

I could easily say that you are thinking of small spaces. If the DM adapts encounters so that monsters are at a disadvantage, then of course the PC's abilities will always be effective. Can you honestly say that in every game, large monsters are only going to be encountered in a confined space? You may as well say that flying monsters do not have an advantage, because they will only be encountered in a dungeon.

That does not help honestly assess the strengths of a PrC. Any character is powerful if the DM caters to their strengths.

T.G. Oskar
2010-10-04, 12:43 AM
I could easily say that you are thinking of small spaces. If the DM adapts encounters so that monsters are at a disadvantage, then of course the PC's abilities will always be effective. Can you honestly say that in every game, large monsters are only going to be encountered in a confined space? You may as well say that flying monsters do not have an advantage, because they will only be encountered in a dungeon.

That does not help honestly assess the strengths of a PrC. Any character is powerful if the DM caters to their strengths.

Umm...correct me if I'm wrong, but isn't this a test to measure the optimization skills of people more than a test to measure the effectiveness of a PrC? If you're claiming that Sweeping Strike is pointless against a certain category of creatures or larger, when positioned in specific places, then that's an attack to the PrC itself. The whole point of the competition is to prove what you can pull off while using that "ingredient" (which includes Sweeping Strike).

Also, that means you're attempting to see what you can pull off with the rest of the class abilities. Sweeping Strike is but one of the things that War Mind offers: Chain of Personal Superiority, Chain of Defensive Posture, Chain of Overwhelming Force, Enduring Body, the stunted progression of psionic powers and full BAB is also part of the system. That in conjunction is the extent of the competition; what you can do with the PrC that is elegant, yet powerful enough, measuring how well you use the PrC (if it's a dip or if your build really takes on the strengths of the class and minimizes the weaknesses, you know, optimizing), and just how original can it be that it isn't prone to cookie-cutting. Or at least, that's what the points are given for. If the ability is weak per se, but you can do something great with it, then it should merit; not always assume that all creatures will either be on small spaces and ready to use SS on them, or the opposite. At one moment, you should assume that at least one encounter will have both situations, and situations in-between (such as creatures in large spaces but that decide to fight nearby, or a Large creature with martial maneuvers and, say, Island of Blades), and measure just how good it is when the ability can be activated. Else, it would be a critique to the PrC itself, something that would be best left for a thread and not a competition...

Now, that doesn't mean I'm forcing you to determine how to judge or not, but it's something that I presume everybody had in mind: when reaching Sweeping Strike, no one thought "let's ignore it because it's useless vs. Large creatures or larger because they'll always fight smart"; I bet everyone thought "how can I implement this in my build?" I can tell because, on ICOC X I was attempting to think of that and how the rest of the classes would fit the concept I was developing. Note to mention, I was using the worst possible combination EVER of the six options, which ended up with me dead last because the concept was simply horrible. I can request Keld to tell just how horrible that might have been, if he desires to expand on that. Regardless of how that worked, everyone probably thought the same: "well, I have this, so how can I make it so that it's elegant, original, powerful, but also using all parts of the PrC?" Using that may imply a hit on Power, but not using it means a hit on UoSI, and the margin between the loss in Power and the loss in UoSI is simply too much to ignore it; even then, at times, the judges will probably won't think as you and may still nick points on UoSI because of one thing or another, but that's a case-by-case basis with each judge.

WinWin
2010-10-04, 02:10 AM
I am not criticising builds. I am criticising the Warmind PrC. The abilities it offers are just not that good IMO. They boil down to:

a bonus to stats for 3 minutes a day.
DR that caps at 3.
A bonus to AC for 3 minutes a day.
An ability to attack adjacent squares.
Bonus damage 1/day
Psionics and PP.
Good BAB
2 good saves
Poor skills

Out of all of those, the BAB, saves and ratio of PP to powers known are the best features. Everything else can be matched or done better by using another class or PrC. A big part of this competition is about optimization. Granted, the focus is on optimizing suboptimal PrCs, but understanding why they are considered suboptimal is important if you like practical CharOp. At least, it is important to me.

Honestly, I do not think the warmind stands up to high, or even mid level play that well. This may not be important to other contestants, but it may be useful for someone considering this PrC for use in a campaign.

OMG PONIES
2010-10-04, 07:39 AM
So, I now have 8 done. This is taking a bit longer than I initially thought. Scores should be done by tomorrow--they would be done later today, but it's my birthday so I'll be AFK most of the day. Sorry to keep everyone in suspense.

Also, WinWin, I appreciate your honest critique of the class. Sometimes it's fun to see just how well a horrible PrC can be optimized. Other times, we try to take a different twist on something that's known and loved. This round of competition is clearly the first scenario. :smallsmile:

Amphetryon
2010-10-04, 07:49 AM
So, I now have 8 done. This is taking a bit longer than I initially thought. Scores should be done by tomorrow--they would be done later today, but it's my birthday so I'll be AFK most of the day. Sorry to keep everyone in suspense.

Also, WinWin, I appreciate your honest critique of the class. Sometimes it's fun to see just how well a horrible PrC can be optimized. Other times, we try to take a different twist on something that's known and loved. This round of competition is clearly the first scenario. :smallsmile:

Happy birthday, OMG!

Player3
2010-10-04, 08:33 PM
One thing I just noticed. If you were one of the grapplers and were busy pulling in critters into your square for sweeping strike... would you also hit yourself on each attack? :O


Scores should be done by tomorrow--they would be done later today, but it's my birthday so I'll be AFK most of the day.

Happy birthday :smallbiggrin:

Amphetryon
2010-10-05, 10:39 AM
Since I promised to outline my second considered build...

I was trying to find a way to get Giant Size, the Wu Jen 7 spell, while still using more than 7 levels of War Mind. The bonuses are just so tasty. If anyone has a suggestion for how to pull it off without flaws, please speak up!

dextercorvia
2010-10-05, 10:56 AM
Since I promised to outline my second considered build...

I was trying to find a way to get Giant Size, the Wu Jen 7 spell, while still using more than 7 levels of War Mind. The bonuses are just so tasty. If anyone has a suggestion for how to pull it off without flaws, please speak up!

Bard5/Recaster1/WarMind4/SublimeChord2/Recaster+4/Warmind+4

would do it. Requires Sanctum Spell (or the like) both for entry into SC and for getting Giant Size at Recaster 4.

Keld Denar
2010-10-05, 11:20 AM
I was thinking of something more like Slyph + Arcane Disciple (Heroism). Slyph gives you Sorcerer casting based on your HD, which would increase simultaneously as you take War Mind levels. Heroism domain (OA) would get you Giant Size. You'd need a 17 wisdom, but that would be a benefit to your WM manifesting anyway.

Amphetryon
2010-10-05, 11:25 AM
Both are fine ideas that solve the puzzle, but both would appear destined for poor scores in ICOC due to not finishing the Secret Ingredient, dips, and/or racial HD.

OMG PONIES
2010-10-05, 12:06 PM
Whew! I don't know if the judging is always this involved, or the 11 contestants just made it extra difficult, but I apologize for the delays. I tried to catch all of the illegal elements in the builds presented. If I missed one, please let me know. It may be harsh, but it's also fair. Now, without further ado, onto the judging!

Dolgan Whurard 12.5 (3.125 average)

ORIGINALITY: 4 You used Divine Mind? Now that's gutsy. It provides an easy lead-in, too, what with the required knowledge skills and power points. Also, you put the Combat Focus tree to effective use. I don't know if Dolgan necessarily needs more bonuses to avoid forced movement (since he's a strong dwarf who just gets stronger), but it's nice to have. Good job picking up on the minimal requirements of Serenity in order to salvage the Divine Mind's Divine Grace…I was nervous when I saw that with your 8 CHA, but smiled when I saw Serenity.

POWER: 3 A couple things here made me scratch my head. Number one, I can't picture a tank wearing bracers of armor and a monk's belt. Especially a dwarven tank. However, I didn't reduce because of my paradigm. Instead, I reduced because Dolgan becomes much more hittable without his bracers/belt/periapt/psychoactive skin. Simply dispelling the magic of these items brings Dolgan's AC down by 30 points! Granted, you still have powers, chain of defensive posture, and the defense psychic aura, but this build is too reliant on items. Also, I'm confused why you ducked back down to first level powers for your tenth level of war mind. In all, your casting/manifesting options are rather limited. I'm guessing you picked up Pious Templar for Mettle, but the stranded casting from that just felt odd. Mettle, however, is great for this character. Combined with your ring (more gear reliance), your WIS to saves, and your racial bonus to saves against spells, I could see Dolgan standing his ground against an evil caster.

ELEGANCE: 3 Nothing too dicey here. You used a dip, which I will penalize for even though it was justified. There was some redundancy, since you receive DR from War Mind and Pious Templar. My guess is that you were riding out the Templar for some additional casting and the bonus feat, but it makes level 13 pretty needless.

USE OF THE SECRET INGREDIENT: 2.5 Though you took every level, you haven't really showcased anything gained from Divine Mind. It seems like you utilize all of it (even if you do pick up damage reduction twice), but you haven't made a case for why using any of it makes Dolgan stronger.

Esha Two Bears 15.5 (3.875 average)

ORIGINALITY: 3.5 I'll be honest, I expected an Elan, and a Barbarian. However, I didn't see anyone picking up Horizon Walker--especially as a clever way to manufacture your own Tireless Rage.

POWER: 3.5 Given a few rounds, Esha is a revved up melee opponent. Caught by surprise, however, he's a barbarian with a few little tricks. I'm surprised I didn't see Linked Power here, allowing you to buff up quicker. You have little to no reliance on items, which is always refreshing to see.

ELEGANCE: 4 While the classes flow nicely, I have some questions about your feat choices. While mechanically allowed, I'm unclear how an illiterate barbarian would have Education. I know it doesn't require you to read but, as a DM, I might have made you spend the skill points for literacy. Also, I had to deduct for the use of Destructive Rage, which doesn't detract from the build, but deadens space that could be used for better feats. Finally, the 4 levels of barbarian seems like too many--you gain the features you're after from the first level or two. Though I didn't deduct for it, if I was your DM, I would encourage you to look at the various spiritual totems (Complete Champion) or totem variants (Unearthed Arcana).

USE OF THE SECRET INGREDIENT: 4.5 You did a great job showcasing most of the War Mind class features. First, the bad news: I couldn't bring myself to give you a 5, since the raging charger seems at odds with the Chain of Defensive Posture. You're taking AC penalties from Rage, Reckless Rage, and charging, so the AC bonus that doesn't even bring you back to even seems like it's not really being put to good use. Because you can argue that it alleviates some of the penalties you'd otherwise incur, I only took of half of a point. With that, onto the good news: you showcased the other features well. Your powers don't work in rage, but you noted (and I agree) that your racial and War Mind features do. That was a good catch. Furthermore, I love how you use Chain of Personal Superiority not just to boost your STR and grab some HP, but to prolong your rages. Sweeping Strike + reach + Cleave is a good combination, but one I expected to see a lot of. Lastly, I didn't even notice that Chain of Overwhelming Force didn't differentiate between melee and ranged attacks. If your barbarian used that to snipe one of my monsters, I would have to stand from behind the screen and golf clap. Well done!

Khalanatari, Ascetic Nightmare 13.5 (3.375 average)

ORIGINALITY: 4 Tashalatora monk/anything psionic is an old favorite, but I didn't see an Atavist coming to spruce it up. Their abilities are rather interesting, and I liked the increase to natural reach. I expected Tome of Battle, but in the form of a swordsage. Crusader was a nice surprise.

POWER: 4 You picked great maneuvers, and the Sweeping Strike/Defensive Sweep/Thicket of Blades combo is a good take on an old lockdown trick. However, keep in mind that it doesn't work against every enemy, as Defensive Sweep does require the target to be adjacent to you. Still, you're guaranteed an AoO on adjacent targets, and any movement from nonadjacent targets will trigger one. However, the Crusader's Indomitable Soul ability is simply wasted, as you've dumped CHA. As mentioned above, Atavist was a surprising addition to this Tashalatora monk, bringing your monk abilities to impressive levels. As always, two levels of monk are better than twenty. I love how you managed to pump AC through the roof without a reliance on items.

ELEGANCE: 1.5 While the progression is relatively straightforward, I wouldn't call it streamlined. Atavist levels seem to come at odd intervals, and they delay your War Mind progression, meaning your excellent Sweeping Strike/Thicket of Blades/Defensive Sweep combo doesn't even get off the ground until 18th level. This would have received a 3.5, but it's an illegal build for two reasons. First of all, you can't take Weapon Finesse at first level, since you lack a +1 BAB. Also, you have no ranks in Psicraft, so you fail to meet the prerequisite of Practiced Manifester.

USE OF THE SECRET INGREDIENT: 4 I'm not sure how the Chain of Personal Superiority helps your build, since your focus is on DEX. It provides a small bump to damage, Concentration checks, and HP. However, Chain of Defensive Posture is the icing on your AC cake, and Defensive Sweep is partnered well with sweeping strike. DR combines nicely with steely resolve to ensure that you stay standing as long as possible.

Daken 15 (3.75 average)

ORIGINALITY: 3.5 As mentioned before, a totemist is one of the builds I was attempting for this contest. Also, another competitor went with a raging totemist, though the two were different enough that I didn’t deduct for that. However, I did award an extra .5 because I found your background engrossing. The introduction actually made me feel bad for your character.

POWER: 3.5 You're a totem rager--natural attacks are in your blood. However, I'd be torn between playing Daken or a straight totem rager.

ELEGANCE: 4 Everything flows and there are no dips, but your character's first two levels are from Unearthed Arcana. While it may not be the cornerstone of the build, I'm still going to take off a point due to some DMs' aversion to the book. That being said, I would allow it at my table--your background provides a reason for the paragon class, and all of your abilities have a natural progression to them, neither lagging behind nor jumping ahead in power at any point.

USE OF THE SECRET INGREDIENT: 4 You gain manifesting power, but your rage prevents you from using it in combat. You gain bonuses to STR and CON, which help your attacks, grappling, HP, and rage. Sweeping Strike has once again been coupled with reach to great effect. What I like here is the stacking DR between War Mind and Totem Rager. Toss in Claws of the Vampire, and it's going to take a lot to get Daken down on HP and keep him there. It definitely suits the inspiration, and it showcases a feature that's a footnote for many other builds.

Xepher Lod 12 (3 average)

ORIGINALITY: 3.5 While psychic warrior seems like a natural entry into this class, it leaves a bad taste in my mouth (see UoSI, below). While I was trying to toss together a wizard/warblade/jade phoenix mage of my own, you took this one in a far different direction. A .5 bonus for mentioning voidmind in your alternative options--it's always nice to see, but I honestly didn't expect anyone to make mention of it in this competition. While I don't see another illithid tentacle grappling psychic warrior in this competition, I've got one almost exactly like this in a PbP game I'm running right here on these forums.

POWER: 3.5 Here, I'm torn, since you've got an illegal build (see Elegance). If you did qualify for all of the feats you took, as you already know, it's stupidly powerful. The aforementioned PbP player has one-shotted two monsters already, thanks to tentacles and Psionic Lion's Charge…and it's only halfway through our first combat! Because of that, I wanted to give Xepher a 5. However, since your main tactic is not usable given the current build, it becomes rather underpowered--trying to combine WIS-based manifesting and INT-based casting. Also, because of Xepher's 14 INT, he can't cast his 5th-level spells without stat-boosting items. Based on this, I would give it a 2 without tentacles. Split the difference, and you've got 3.5.

ELEGANCE: 1.5 How quickly one illegal element can roll into a massive avalanche. At first level, you don't qualify for Illithid Heritage due to your lack of power points. Since you admitted this yourself, I was only going to deduct half. However, even after qualifying for that, you also fail to qualify for Illithid Grapple, since it has Illithid Heritage and one other Illithid feat as a prerequisite. Of course, this means that you don't qualify for it again at first level…or at third level…or fourth. Since no Illithid Grapple means no Improved Grab, you don't qualify for Multigrab or Greater Multigrab. You probably see where this is going, but the snowball keeps rolling. Since you don't qualify for the 4 Illithid Grapples you took, you don't qualify for Illithid Extraction either. Because I want to reward honesty, I added 0.5 back in for coming forward about Illithid Heritage and suggesting an easy fix.

USE OF THE SECRET INGREDIENT: 3.5 You only took 5 levels, but you were really only taking this class for Sweeping Strike--it's the same issue I had with my Jade Phoenix Mage. You snag it and don't look back, using it to grapple your foes into oblivion. I love how you made Sweeping Strike and Multigrab interact to ensure that your opponents are adjacent--line 'em up and beat 'em down. Of course, due to our elegance issues, this superb tactic becomes useless. Also, your psychic warrior levels seem to repeat themselves with the War Mind's powers. I'm guessing that you took them for the bonus feats, but they take away some of the War Mind's pizzazz.

Tanis Bloodblade 13.5 (3.375 average)

ORIGINALITY: 3 You take the Barbarian in a different direction from Esha Two Bears. Unfortunately, it's the same direction I was going in for one of the other builds I was cooking up.

POWER: 4 While a Bloodstorm Blade is always fairly powerful, Tanis is a bit limited by two things: first, not acquiring Precise Shot until 18th level means more misses. You take feats that could have been easily delayed (especially Extra Rage) instead of one that's basically a feat tax for ranged attackers. Secondly, the ability to deliver martial maneuvers through ranged attacks becomes significantly less powerful when the number and level of the maneuvers being delivered is limited.

ELEGANCE: 2 I hate to call this an illegal build, because it's a slight offense. Still, Practiced Manifester requires 4 ranks of Psicraft, which you don't have. Also, do you really need to take Extra Rage twice? Finally, I understand why you delayed the final Bloodstorm Blade levels until the end, but it means that your ranged attacks can’t work with Sweeping Strike until late in the game. Personally, I would have jumped back in to Bloodstorm Blade just for that immediately at level 13.

USE OF THE SECRET INGREDIENT: 4.5 Sweeping Strike on its own is beastly. Sweeping Strike with reach is devious. Sweeping Strike on ranged attacks is downright diabolical. Delivering martial maneuvers at range to adjacent foes is worth the price of admission. Delivering a full attack to an entire squad of enemies from 50 feet away with a flying greatsword? Yeah. However, I couldn't give you a 5. While you took every level and gave mention to most of the abilities of the class, Sweeping Strike was the only one truly showcased.

Violet Rose 12.5 (3.125 average)

ORIGINALITY: 3 We seem to get a derivation of this build in every contest now. Swashbuckler 3/Swordsage x/anything required to qualify 1/secret ingredient. Also, I've already mentioned that I think psychic warrior is a redundant entry method here.

POWER: 3 While a tripper is always a strong melee combatant, I feel that this tripper suffers from a divided focus. Usually, swordsage trippers try to play up the DEX-trip maneuvers and go small. Instead, you've tried to make a power character, thus avoiding that entire route. While your final result is still playable, it seems like a small, DEX-focused swordsage would be stronger in play. Also, Swashbuckler and Swordsage are competing for your mental stats. As such, each winds up providing bonuses too small to make them viable tactics. Finally, I'm surprised that a tripper included no ways to expand reach beyond Expansion. Some of the other builds took feats/etc. to give their reach that extra edge.

ELEGANCE: 3 I know the psychic warrior dip was for entry (and provided Improved Trip), but a Half-Giant Swashbuckler Swordsage would have already qualified. The Weapon Finesse gained from Swashbuckler was needless, and tricked you into putting too much in DEX. Between STR/DEX and WIS/INT, you were very MAD. Focusing on STR and WIS would have allowed you to be a better tripper and manifester. However, the Arcane Stunt substitution was a smart move--adding miss chance to a tank makes them even better at their job. While not a rules violation, you listed Insightful Strike and the swordsage AC bonus at the wrong levels; the two need to be switched.

USE OF THE SECRET INGREDIENT: 3.5 You took every level, and used Sweeping Strike in a way that's strong if not unique. However, nothing else is really showcased beyond the sweeping strike/maneuver combination.

Krelb the Canny 10.5 (2.625 average)

ORIGINALITY: 2 While stacking DR/- was a novel concept, Venerable Dragonwrought Kobold, Sovereign Archetypes, and getting Iron Will via Otyugh Hole are also things that have been buzzing around charop forums across the Internet for some time. It's a shame, because I liked the inclusion of Iron Mind. However, I did reward a .5 bonus because I liked your back story--concise, but engrossing.

POWER: 3 Now, I might be reading the ardent wrong. It seems like you can manifest any power that costs a number of PP equal to or less than your manifester level. This means that you're lagging behind a straight ardent. However, if you use Iron Mind to boost Ardent manifesting, you can manifest powers that cost up to 9 PP. Powers like Blackstone Hammer and Psionic Disintegrate cost 11 PP, though, which would lead me to believe that you can't use them. If I am mistaken, please PM the chairman. Also, while it's an excellent choice to take Exotic Weapon Proficiency as a Warblade and carry multiple weapons, you delay this until 6th level.

ELEGANCE: 1 You dipped Warblade and never came back to it, and we have an illegal build here. I'll set aside the argument as to whether or not you can take the Sovereign Archetype as a kobold (which I believe you can). What got you here is feat requirements. Endure Blows requires CON 19, while Roll With It requires CON 20. Also, Greater Resiliency isn't a fighter bonus feat, and thus can't be taken at level 20. Lastly, I must question your statement that DR x/- stacks with itself. From the DMG:

If a creature has damage reduction from more than one source, the two forms of damage reduction do not stack. Instead, the creature gets the benefit of the best damage reduction in a given situation.
While you found many forms of DR that specifically do stack, overriding the above general rule, some of them (such as Armor Specialization) do not include a clause allowing them to stack.

USE OF THE SECRET INGREDIENT: 4.5 This is where Krelb excels. It was wise to combine psionics and heavy armor, especially given the 10-foot movement limitation on Sweeping Strike. As mentioned above, not all of your sources of DR stack, nor do you qualify for all of them, but your build is a great exercise in pumping it as high as you can. Even without the illegal elements, Krelb has some pretty hefty DR. I like how you explained Krelb's main uses for the chains--particularly the Chain of Overwhelming Force. While it is clever to suggest that the Whirling Enchantment allows you to apply this Chain against all enemies, that is sadly not the case, and prevents you from getting a 5 in this category. You do not make one melee attack, which stands against the AC of each enemy. Instead, you make one melee attack against each enemy, allowing you to only use the Chain of Overwhelming Force once. Granted, you can still put this enchantment to great use with Sweeping Strike.

Sublime Mind of War 13 (3.25 average)

ORIGINALITY: 3 Swordsage seemed like a vanilla entry to the Secret Ingredient, and taking ten levels of it means you didn’t even put a cherry on top. I was hoping for a prestige class that advanced initiator level—the swordsage abilities after level 4 in this build seem a little lackluster.

POWER: 3 With that being said, it is a powerful build. Staggering the later swordsage levels was smart, as it maximizes your initiator level. You manage to acquire 8th-level maneuvers along with Sweeping Strike, but you don’t even bother to list which maneuvers you take, which can make or break a martial adept build. It was refreshing to see a Swordsage build that (presumably) isn’t going to spend all day tripping. The powers you picked were decent, but I feel like there may have been stronger ones.

ELEGANCE: 5 I would like to note that I am not just giving this score because the build only used two classes. Instead, I am giving this because the build its levels were selected intelligently. Initiator level is preserved as much as possible, the BAB remains consistent, and there is a natural (but slow) progression of psionic powers. The feats you selected were useful to the character, but neither dead weight nor gamebreaking—this allows players to use it more as a framework of their own than a hard and fast list.

USE OF THE SECRET INGREDIENT: 2 One extra paragraph is all you needed. As it stands, I have no idea what you plan to do with War Mind, beyond manifesting and using Sweeping Strike + reach. Reading over this, I could see a stronger case for making a build that was Swordsage/Psychic Warrior.

Ultimo Tarrasco Jr. 16.5 (4.125 average)

ORIGINALITY: 4 Another totemist was submitted, but it was luckily different enough from your build that neither of you were penalized for similar builds. However, I will dock because I was putting together a totemist myself. This brings Ultimo’s originality score to a 3. The hilarious presentation/backstory, though, earns a full extra point. It wasn’t just humor for humor’s sake, either—I could picture you announcing the entrance of a lumbering, hairy, tentacle rassler.

POWER: 5 You got exactly what you needed from totemist, picked two great soulmelds for your purposes, and your other classes boosted what you started with. I was going to dock you for gear reliance, since your grapple modifier would drop by about 19 without your items (including graft). However, it’s still pretty frakking high, and you can boost it with Expansion, Grip of Iron, and Strength of my Enemies. Well, that’s still multiple rounds of preparation, but at his stripped-down core, Ultimo still has a grapple modifier of around +62. You chose to be a grappler, and you outshone every other grappler I’ve ever seen.

ELEGANCE: 4 Speaking of grappling, we need to straighten out some things about your STR and grapple numbers.[s]First of all, you made a typo--Weapon Focus (Grapple) isn’t a feat. It’s not a weapon, but a special attack. I’m not docking for that, since it’s not an illegal feat. You still meet the requirements of Weapon Focus, but you have to pick a weapon (or unarmed strike/natural attack) on which to focus. In your Body Building Routine, I fear your STR score may be inaccurate. You do not gain the Huge and Gargantuan size bonuses when using augmented expansion—instead, you gain a flat +4 size bonus for using the power.
Grip of Iron is useless with Gloves of Titan’s Grip, as they both provide enhancement bonuses to Grapple. Also, Strength of my Enemies is only partially useful—it drains you opponent’s STR, but doesn’t stack with your +6 enhancement bonus from Belt of Giant Strength. Ultimately, by my count, you wind up with a 50 STR with full buffs, as follows:
16 base +6 racial +5 levels +5 inherent +6 enhancement +4 untyped (from graft) +4 size (from augmented expansion) +4 insight (Chain of Personal Superiority) The only way I see for Ultimo to boost it higher as presented is to manifest Strength of my Enemy, then hit his foe at least 7 times. Also, when it comes to your Grapple modifier, a few points require clarification. I’m assuming your “+12 circumstance modifier” is actually a competence modifier, from Girallon Arms. Since it’s bound to your totem chakra, you can invest the 5 essentia to get a +12 bonus. However, the “+5 untyped bonus,” which I’m assuming is from Kraken Mantle being bound to your arms, must actually be +4. At 20th level, there is a maximum of 4 essentia invested per non-totem-bound soulmeld. So your grapple modifier (again, by my count) would be +84, as follows: +25 +20 Strength +18 BAB +12 size +1 Weapon Focus +4 Improved Grapple +8 enhancement +12 circumstance competence +5 +4 untyped (Kraken mantle) +2 Insight +4 untyped (graft) The only way I see to boost this higher is to boost STR as above, and/or augment Grip of Iron to a +12 enhancement bonus. Also, no multigrab?So no reduction for that, just wanted to make sure I have the numbers straight. However, I wish LA buyoff had simply been an adaptation note. But you need it to fit in 6 levels of totemist for that second chakra bind, now don’t you?

USE OF THE SECRET INGREDIENT: 3.5 You take every level. You make Sweeping Strike silly with Improved Improved Grab. You use Chain of Personal Superiority and manifesting to make Ultimo the ultimate grappler. But you make no mention of Chain of Defensive Posture, Enduring Body, or Chain of Overwhelming Force.

Bosleigh Eddon 11 (2.75 average)

ORIGINALITY: 4 Incarnate and Soul Manifester were definitely original choices in this round of the competition. However, ardent and tashalatora monk progression were not. Focusing more on the incarnate may have yielded some better results.

POWER: 2.5 3 It’s tricky to score the power of this build, because I don’t know what I should try comparing it to. Compared to a straight ardent, it’s weaker. Compared to a straight incarnate, it’s weaker. Compared to a straight monk, it’s definitely stronger. However, it seems like Bosleigh suffers from the ability to do a little bit of everything, but nothing well. Also, retraining Open Least Chakra means that you can’t bind Mauling Gauntlets to your hand chakra until 19th level.

DISPUTE ADJUSTMENT:


Bosleigh has some of the strongest melee stats of any contestant. The main focus is damage and tripping is only an addition since it is effective. He also has very versatile power list and soul melds allowing him to move anywhere and even heal out of combat. The incarnum and ardent aspects are all focused on amplifying the melee powers from a talshtora war mind.

He learns the open chakra power at the same point that he retrains the open chakra feat.


Yes, when all his soulmelds and powers are up, Bosleigh is a force to be reckoned with. Unfortunately, when an encounter is dropped on you without adequate preparation, the outcome looks vastly different. While I won't say that Bosleigh is entirely incapacitated, he fell squarely between "relying entirely on items or adequate preparation rounds" (which is a 2) and "functioning without items or adequate preparation rounds...at a reduced capacity" (which is a 3).

However, I did miss that you took the Open Chakra psionic power. Because of this power's 24 hour duration, I will adjust my power score for Bosleigh to an even 3.


ELEGANCE: 2 Two levels each in three separate base classes falls under my definition of “needlessly complex.” Because of this, you don’t get much out of Incarnate. Ardent and monk, however, give you decent class features for the first two levels. You took the monk variant from Unearthed Arcana, and used tripping as your primary melee tactic, so I took off there. Taking Practiced Manifester for both psionic classes seemed a bit redundant.

USE OF THE SECRET INGREDIENT: 2 While you took every level, you didn’t showcase anything that the build provides. Sweeping Strike + trip is a useful combination, but you lack the reach to make it exceptional.

The Vorpal Tribble
2010-10-05, 12:44 PM
Just to make mention, I volunteer for judging in case this threatens to become a two-week long affair.

I.e., if the rest haven't shown by Friday I'll be glad to take a place.

OMG PONIES
2010-10-05, 12:47 PM
That's the spirit, Tribble. Churn out the scores and on to lucky XIII!

Ozymandias9
2010-10-05, 04:27 PM
Just to make mention, I volunteer for judging in case this threatens to become a two-week long affair.

I.e., if the rest haven't shown by Friday I'll be glad to take a place.
Awesome.

On a related note, I've updated the Table of Contents with the judging that has been presented thus far.

Forged Fury
2010-10-05, 05:09 PM
If we aren't participating in the competition but see a minor flaw in a judge's rationale, should we PM the Judge as we are not contestents?

Amphetryon
2010-10-05, 05:14 PM
If we aren't participating in the competition but see a minor flaw in a judge's rationale, should we PM the Judge as we are not contestents?

That's probably less contentious than posting in the thread, but it would be Ozy's call.

Ozymandias9
2010-10-05, 05:56 PM
If we aren't participating in the competition but see a minor flaw in a judge's rationale, should we PM the Judge as we are not contestents?

PM it to me. I'd prefer to avoid debates within the thread proper, with the possible exception of very narrow attempts to resolve rules issues.

true_shinken
2010-10-05, 07:03 PM
OMG, Weapon Focus (grapple) is mentioned as a valid feat on a Sage article on some Dragon Magazine or something. That's probably where the conestant got it from.

Amphetryon
2010-10-05, 07:11 PM
OMG, Weapon Focus (grapple) is mentioned as a valid feat on a Sage article on some Dragon Magazine or something. That's probably where the conestant got it from.
If the highlighted portion is the source, then:

Dragon magazine is disallowed.

true_shinken
2010-10-05, 07:14 PM
If the highlighted portion is the source, then:
.

It's rules clarification, not actual rules... so yeah.
Anyway, I wasn't contesting OMG's judging or anything, just pointing where the idea could come from.

Weapon Focus [General]
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat.
Emphasis mine.

Thurbane
2010-10-05, 08:34 PM
Wow, never noticed that before. I can confirm the PHB says the same thing. Interesting.

OMG PONIES
2010-10-05, 08:50 PM
Oh, egg on my face! I apologize, I operated based on an assumption and didn't know that the SRD clearly states Weapon Focus (grapple) is allowed. I didn't deduct for it previously, so no score adjustment is needed.

However, the feat does not do what Ultimo wanted it to. Instead of giving a +1 to your opposed grapple check, it provides a +1 to the touch attack used to initiate a grapple. I am curious how this interacts with Improved Grab, though. Does it give a +1 to all attacks, since you can start a grapple with any of them? Or, on the other hand (and the way I'm leaning) is it entirely useless since Improved Grab obviates the need for said touch attack in the first place?

Amphetryon
2010-10-05, 08:57 PM
Improved Grab

If a creature with this special attack hits with a melee weapon (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. An initial attack roll is still needed. The sentence that follows is confusing, but does not appear to obviate that attack roll, merely an additional attack roll.

OMG PONIES
2010-10-05, 09:10 PM
Oh, I know you still need an attack roll. I'm suggesting that Improved Grab obviates the need for the "grapple initiating touch attack," so the order of events is:
1. Normal attack roll
2. Normal damage
3. Opposed grapple check.

So I'm suggesting weapon focus grapple would give a +1 to the touch attack of Joe Schmoe who says, "I try to start a grapple," but not the regular attack roll of mighty Ultimo, who hits you, hurts you, and moves right to the opposed check. Is this wrong?

Forged Fury
2010-10-05, 10:12 PM
So I'm suggesting weapon focus grapple would give a +1 to the touch attack of Joe Schmoe who says, "I try to start a grapple," but not the regular attack roll of mighty Ultimo, who hits you, hurts you, and moves right to the opposed check. Is this wrong?
It's either +1 to the touch attack or +1 to the grapple check, but neither is specified in the feat. As I mentioned in my PM, WF (Grapple) is a truly odd bird given the feat prerequisites (proficiency in weapon, as no one is technically proficient in grappling). This would be like allowing Weapon Focus (Trip), it's very poor RAW, IMO. With that said, it probably isn't earth-shattering to allow the +1 to improve the Grapple check. I think Ozymandias may need to come up with a resolution on this one.

ETA: And yes, that was exactly what my above question was about.

Ozymandias9
2010-10-05, 11:23 PM
Oh, I know you still need an attack roll. I'm suggesting that Improved Grab obviates the need for the "grapple initiating touch attack," so the order of events is:
1. Normal attack roll
2. Normal damage
3. Opposed grapple check.

So I'm suggesting weapon focus grapple would give a +1 to the touch attack of Joe Schmoe who says, "I try to start a grapple," but not the regular attack roll of mighty Ultimo, who hits you, hurts you, and moves right to the opposed check. Is this wrong?

I would generally rule in the same manner in a game. There is, however, significant ambiguity. Under the circumstances, my advice to the judges is as follows:

It's neither right nor wrong: it's uncovered (and frustratingly ambiguous). Don't treat it as an illegal element, but feel free to judge it as you would for any other similar element that invites DM adjudication (in this case, by requiring adjudication of actions not covered).

What scoring adjustments (if any) such elements warrant is, as always, up to the judges.

WinWin
2010-10-06, 05:11 AM
One thing I just noticed. If you were one of the grapplers and were busy pulling in critters into your square for sweeping strike... would you also hit yourself on each attack? :O


Only thing I can add is a discussion I read about warhulk. It has a similar ability to sweeping strike, though it interacts with cover and cleave differently. Unfortunately I can't find the link to the 339 debate. While it is a valid target for it's own attacks, it is not required to attack itself.


I was trying to find a way to get Giant Size, the Wu Jen 7 spell, while still using more than 7 levels of War Mind. The bonuses are just so tasty. If anyone has a suggestion for how to pull it off without flaws, please speak up!

Not before 20 in a practical game. Either Wu Jen or STP Erudite. The other option involves trying to exploit the spellstiched template...Not sure that can be done even with the relevant metamagic reduction feats, even with a generous reading of the Spellstiched text. At a certain point the exploits required to attain a specific ability make the ability gained redundant...Such as using an efreet to wish for the giant size. According to WBL, that becomes available around lvl 8 (candle of invocation).

I am sure someone with more experience can think of a way though.

edit: Emancipated spawn (savage species) and a thought bottle could do it, but it is still not practical.

Amphetryon
2010-10-07, 05:44 AM
Not before 20 in a practical game. Either Wu Jen or STP Erudite. The other option involves trying to exploit the spellstiched template...Not sure that can be done even with the relevant metamagic reduction feats, even with a generous reading of the Spellstiched text. At a certain point the exploits required to attain a specific ability make the ability gained redundant...Such as using an efreet to wish for the giant size. According to WBL, that becomes available around lvl 8 (candle of invocation).
Similar issues as to what I was running up against: finding a way to obtain Giant Size that didn't make the spell trivial in comparison to other options.

WinWin
2010-10-07, 06:25 AM
Class x 5/Warmind 8/Divine Crusader 7

Least abusive option. Obvious widsom synergy could effect base class choice. Strength and Constitution should also be high. Giant size becomes available no earlier than lvl 14. Divine crusader levels could be exchanged for a divine casting PrC for more customisation. Requires the Heroism domain that KD mentioned.

nope. Need 8's.

OMG PONIES
2010-10-07, 06:40 AM
So, other judges...what's up?

Keld Denar
2010-10-07, 10:50 AM
Workin on it as we speak. :)

OMG PONIES
2010-10-07, 10:54 AM
That's the spirit!

Private-Prinny
2010-10-07, 04:17 PM
So, other judges...what's up?

Due to RL and a lack of familiarity with Psionics, my judging is progressing, but slowly. If any of the guest judges want to take my seat, go for it.

The Vorpal Tribble
2010-10-07, 11:07 PM
Just let me know when/if to jump in.

BobVosh
2010-10-08, 05:32 AM
Since I haven't seen it yet, totals as currently stands:


Dolgan Whurard
Total: 26(40) Average: 3.5(5)

Esha Two Bears
Total: 28(40) Average: 3.5(5)

Khalanatari
Total: 25(40) Average: 3.125(5)

Daken
Total: 29(40) Average: 3.625(5)

Xepher Lod
Total: 25(40) Average: 3.125(5)

Tanis
Total: 27.5(40) Average: 3.625(5)

Violet Rose
Total: 24(40) Average: 3(5)

Krelb
Total: 22(40) Average: 2.75(5)

Sublime Mind of War
Total: 23(40) Average: 2.875(5)

Ultimate Tarrasco Jr
Total: 30.5(40) Average: 3.813(5)

Bosleigh Eddon
Total: 24.5(40) Average: 3.063(5)

Ozymandias9
2010-10-08, 04:47 PM
Just let me know when/if to jump in.

I'd be happy to have you. We've not heard recently from some of the judges.


Due to RL and a lack of familiarity with Psionics, my judging is progressing, but slowly. If any of the guest judges want to take my seat, go for it.

Feel free to drop out if you need to, but no rush.

The Vorpal Tribble
2010-10-08, 04:47 PM
Well, looks like we have 2 done, 1 on the way, and 1 going slowly.

I'll jump in as the fifth. Will start looking over them shortly. Haven't read anything since before the entries were posted, so this should be completely unbiased by anything said :smallcool:

Keld Denar
2010-10-08, 04:59 PM
I'm still about half done. Some of these are kinda tough to process. There are a lot of similar elements, but its not as easy as Blade Bravo or Pyrokineticist were.

Keld Denar
2010-10-08, 11:14 PM
Well, I got 2 more done this evening. Unfortunately, I'm headed out to a birthday party and should be gone most of the weekend. If y'all don't mind waiting until about Monday, I should get the last 4 done. Sorry for the delays.

OMG PONIES
2010-10-08, 11:38 PM
Class x 5/Warmind 8/Divine Crusader 7

Least abusive option. Obvious widsom synergy could effect base class choice. Strength and Constitution should also be high. Giant size becomes available no earlier than lvl 14. Divine crusader levels could be exchanged for a divine casting PrC for more customisation. Requires the Heroism domain that KD mentioned.

nope. Need 8's.

Would Paladin 4/War Mind 8/Divine Crusader 8 work? I'm AFB, but it seems like using Primary Contact/Favored (from Cityscape, I think) could get use into War Mind at level 5, thus leaving room for 8 levels of Divine Crusader, or sprinkling in some PrC that advances its casting.

EDIT: Sorry, I meant War Mind.

WinWin
2010-10-09, 12:25 AM
Would Paladin 4/Divine Mind 8/Divine Crusader 8 work? I'm AFB, but it seems like using Primary Contact/Favored (from Cityscape, I think) could get use into War Mind at level 5, thus leaving room for 8 levels of Divine Crusader, or sprinkling in some PrC that advances its casting.

That would get Giant Size. Ampheryton wanted to know if there was a way to get Giant Size and >7 levels of Warmind. Fitting in 7 levels is not that hard.

Starting as a Wu Jen and having a Spirit Ally spawn you would allow qualification for emancipated spawn. Repeatedly tap a thought bottle and gain back Wu Jen class features as ES (su) class features. Then use the remainder of your thought bottle XP to gain Warmind levels. You would re-enter play as a 3hd Shadow/ +5LA/ Emancipated Spawn 3/ Warmind 2. Continue prograssion as Warmind. STP Erudite could also do this, but at 15th level instead of 13. Level differential abuse is hardly practical though. You may as well just remake the Word.

PHB2 retraining/rebuilding would work, but only with a fast casting progression PrC like Divine Crusader or Ur-Priest (with domain access). I doubt many DM's would allow a character to train out the majority of their base classes.

Keld Denar
2010-10-09, 12:55 AM
You could also swing something like warmind5/divinecrusader1/psychictheurge5/ in the middle...?

OMG PONIES
2010-10-09, 07:30 AM
That would get Giant Size. Ampheryton wanted to know if there was a way to get Giant Size and >7 levels of Warmind. Fitting in 7 levels is not that hard.

Sorry, I meant War Mind. There would be 8 levels of War Mind, not Divine Mind.



[thought bottle trick]...
PHB2 retraining/rebuilding would work, but only with a fast casting progression PrC like Divine Crusader or Ur-Priest (with domain access). I doubt many DM's would allow a character to train out the majority of their base classes.

As a DM, I would allow extensive retraining before allowing thought bottle shenanigans.

Amphetryon
2010-10-09, 07:36 AM
Would Paladin 4/War Mind 8/Divine Crusader 8 work? I'm AFB, but it seems like using Primary Contact/Favored (from Cityscape, I think) could get use into War Mind at level 5, thus leaving room for 8 levels of Divine Crusader, or sprinkling in some PrC that advances its casting.

EDIT: Sorry, I meant War Mind.It's been argued on this board before that a strict RAW reading of Primary Mind/Favored does not allow you to break the level cap for skill points except at the level where Favored is gained; I touched briefly on this way back in the Stonelord IC challenge, IIRC. That means the above build would only work if you found a way to take Favored at 4th character level, which is difficult, or alternately if you houseruled how Favored works, which seems destined for poor scores in ICOC.

true_shinken
2010-10-09, 07:44 AM
That means the above build would only work if you found a way to take Favored at 4th character level, which is difficult, or alternately if you houseruled how Favored works, which seems destined for poor scores in ICOC.

Nah, not difficult. Just sell your soul or get yourself a legacy item then pay for dark chaos shuffle.
Cheesy, perhaps. Difficult? Not much.

OMG PONIES
2010-10-09, 08:13 AM
[Good point about Primary Contact/Favored]...That means the above build would only work if you found a way to take Favored at 4th character level, which is difficult, or alternately if you houseruled how Favored works, which seems destined for poor scores in ICOC.


Nah, not difficult. Just sell your soul or get yourself a legacy item then pay for dark chaos shuffle.
Cheesy, perhaps. Difficult? Not much.

Paladin 2/Human Paragon 2/War Mind 8/Divine Crusader 8. Simple, and not cheesy. Does that solve it?

Amphetryon
2010-10-09, 08:35 AM
EDIT: I do believe that using the Dark Chaos Shuffle in ICOC would probably get me 1's across the board. :smallwink:


Paladin 2/Human Paragon 2/War Mind 8/Divine Crusader 8. Simple, and not cheesy. Does that solve it?

You win one internetz AND one cookie, OMG. :smallbiggrin:

Urpriest
2010-10-09, 10:25 AM
Can you actually get the Hero domain as a Divine Crusader, though? Isn't it a Shaman Domain, which is a different thing entirely from a Cleric Domain?

true_shinken
2010-10-09, 12:43 PM
EDIT: I do believe that using the Dark Chaos Shuffle in ICOC would probably get me 1's across the board.

Oh, please. There is a dude trying to pull out a kobold Wyrm of War in this Iron Chef... and he's actually doing pretty well so far.
At most chaos shuffle should cost you a few points in elegance.

Urpriest
2010-10-09, 12:48 PM
Oh, please. There is a dude trying to pull out a kobold Wyrm of War in this Iron Chef... and he's actually doing pretty well so far.
At most chaos shuffle should cost you a few points in elegance.

A kobold Wyrm of War is a little different, though...namely, he's not a Loredrake. It's TO, sure, but it's a novel TO direction, like the Artificer Master of Masks (which should have lost a lot in UoSI, but I won't go into that).

true_shinken
2010-10-09, 01:14 PM
A kobold Wyrm of War is a little different, though...namely, he's not a Loredrake. It's TO, sure, but it's a novel TO direction, like the Artificer Master of Masks (which should have lost a lot in UoSI, but I won't go into that).

It's not TO, it's illegal. Just skimming the sovereign archetypes tells you that you need to give up a true dragon's ability to choose spells from clerical domains as sorcerer spells to gain the benefit of an archetype.

Urpriest
2010-10-09, 01:54 PM
It's not TO, it's illegal. Just skimming the sovereign archetypes tells you that you need to give up a true dragon's ability to choose spells from clerical domains as sorcerer spells to gain the benefit of an archetype.

Do they also say that the dragon must have that ability to begin with?

While such a requirement would be logical, thinking that way also rules out the ever-popular Wildshape Mystic Ranger. In any case, the definition of TO is dubious bull**** that would never fly in an actual game, but is technically allowed.

true_shinken
2010-10-09, 02:16 PM
Do they also say that the dragon must have that ability to begin with?

Yes, it states outright that you need the ability. It even adds that, if the DM really wants to, he can allow a dragon without that ability to pick it up.
Also, sovereign archetypes are meant for NPCs. It's like taking Legendary Strenght from the DMGII.



While such a requirement would be logical, thinking that way also rules out the ever-popular Wildshape Mystic Ranger.
Not at all. Mystic Ranger gets combat style, albeit at a slowed progression.
Wildshape variant give sup combat style. Mystic Ranger has said combat style. Hence, he can give it up for the wildshape variant. I can't see a contradiction here.

And heck, kobolds are not true dragons anyway.

Cieyrin
2010-10-09, 02:37 PM
It's been argued on this board before that a strict RAW reading of Primary Mind/Favored does not allow you to break the level cap for skill points except at the level where Favored is gained; I touched briefly on this way back in the Stonelord IC challenge, IIRC. That means the above build would only work if you found a way to take Favored at 4th character level, which is difficult, or alternately if you houseruled how Favored works, which seems destined for poor scores in ICOC.

Another way I can think of is if you dip a level of Marshal when you already have Skill Focus(Diplomacy), so you get whatever feat you want when you take your first level of Marshall. Retrain/Dark Chaos Shuffle/whatever out the Skill Focus later.

Not nearly as elegant, I admit, but it is another way of going about it if you don't want to be human for whatever reason.

Ozymandias9
2010-10-10, 09:45 AM
snip

Let's drive the conversation away from current builds, even questionable elements, when not judging if we could.

cd4
2010-10-10, 10:49 AM
I have checked the builds and no-one has added this but I was wondering if it was allowed in future:

Serenity switches Paladin abilities to work of Wisdom rather than Charisma and is wildly used on these boards even I think with those who say no Dragon magazine yet this feat is Dragon magazine. Would it be allowed in future?

The Vorpal Tribble
2010-10-10, 11:42 AM
...ok, I had 8 of these done. I saved it, opened my browser, and my comp crashed.

Bring the word file back up, and everything in the file is a square. Literally, just a long line of hundreds of squares.

Anyone here know if it is recoverable?

OMG PONIES
2010-10-10, 01:29 PM
I have checked the builds and no-one has added this but I was wondering if it was allowed in future:

Serenity switches Paladin abilities to work of Wisdom rather than Charisma and is wildly used on these boards even I think with those who say no Dragon magazine yet this feat is Dragon magazine. Would it be allowed in future?

Serenity was reprinted in the Dragon Compendium, which is an allowed source. Individual issues of Dragon or Dungeon, however, are not.

kestrel404
2010-10-10, 01:45 PM
...ok, I had 8 of these done. I saved it, opened my browser, and my comp crashed.

Bring the word file back up, and everything in the file is a square. Literally, just a long line of hundreds of squares.

Anyone here know if it is recoverable?

Ugh, this is why I hate word.

EDIT: Found some useful references for this. Try these first: Recover file (http://support.microsoft.com/kb/827099) and recover corrupted document (http://support.microsoft.com/kb/316951)

I recommend trying to open the document in wordpad, open office, and a hex editor in that order. Unless someone here knows a good deal about tho word doc file format?

Also, which version of word? That could be important.

The Vorpal Tribble
2010-10-11, 08:28 AM
Sorry, meant WordPad, not Word.

Think any of those suggestions will still work?

OMG PONIES
2010-10-11, 09:11 AM
Try to open it in NotePad? Sometimes you'll see salvageable text.

kestrel404
2010-10-11, 10:09 AM
If you want me to try, you can email me the file you have (my username at yahoo) and I'll see what I can do. No promises but if it's just bit-shifted a good hex editor can fix that.

Keld Denar
2010-10-11, 10:15 AM
ION, I should have my judging done by tomorrow. I forgot my USB key today, but I can probably make up for it and get the last 3-4 done and combine them tomorrow for posting.

The Vorpal Tribble
2010-10-11, 04:23 PM
If you want me to try, you can email me the file you have (my username at yahoo) and I'll see what I can do. No promises but if it's just bit-shifted a good hex editor can fix that.
Awesome, 'tis sent.

BG
2010-10-11, 07:53 PM
Dolgan:
Originality: 4.5 (I love its concept, but unless it is perfect, and I mean perfect, it does not get a 5.)
Power: 3.5 (It does have a lot of defensive and offensive power, but melee is melee.)
Elegance: 2 (The backstory just feels quickly put together.)
Use of Special Ingredient: 4.5 (War Mind is very important to this build. Well done!)
More to be edited in.

I realize this is late, but I would probably argue a bit about giving a lower score for the build being melee. War Mind is a melee focused prestige class. I think you can give bonus points if people can make it elegantly work as something else, but I don't think people just be penalized for using the class as it was written to be used. Likewise, I again think that power should be ranked by type. If someone built a melee character, don't compare it to a similar level caster, compare it to other melee builds.

Then again, that's just my two cents, and you're of course welcome to judge however you see fit.

Ozymandias9
2010-10-11, 10:16 PM
Snip

There are two issues of note here:

1) While you aren't a contestant, I do kindly ask spectators to observe the same rules regarding disputes as everyone else.

2) I would encourage everyone involved to discuss the how they view the scoring categories and any issues that they foresee relative to special ingredient before the submission date. (Obviously, we do still want to avoid discussion of specific build elements. never the less-general observations, such as melee vs. caster scoring, are a good thing.)

After judging is started, however, the specifics of what a judge considers powerful or not (or original or not, etc) is not something I will forward as a valid dispute. The purpose of the judges is to make that decision.

Moreover, while I might agree with the point being made about the judge's criteria, D&D is a wide and varied game: the judging should, in so far as possible, reflect that.

Put another way: I find it desirable to have both judges that agree with my views (on the game and the contest) and judges that fundamentally disagree with them. I'll not be discouraging that by trying to limit their influence while in the judging position.

This isn't something I'm willing to budge on unless there is a vast consensus to the contrary. Obviously there are, in theory, exceptions: but they will generally be extreme enough that I probably won't wait for a contestant to dispute it.

Grynning
2010-10-12, 02:06 AM
T...
Moreover, while I might agree with the point being made about the judges criteria, D&D is a wide and varied game: the judging should, in so far as possible, reflect that.
...

Indeed. The metaphor of the cooking competition is not merely for laughs - this competition is about taste. Each judge has their own palette, with different amounts of crunch and fluff needed to satisfy. That's what separates IC from a simple mechanical optimization contest.

The Vorpal Tribble
2010-10-12, 10:31 AM
Well, Kestrel tried, but whatever wiped my file left it unfixable, so all my votes are gone.

Can attempt again if you think its worth waiting a day or two.

OMG PONIES
2010-10-12, 11:28 AM
A day or two is nothing!

...especially because the other judges are still working on their scores or MIA. :smallfrown:

Ozymandias9
2010-10-12, 01:17 PM
Well, Kestrel tried, but whatever wiped my file left it unfixable, so all my votes are gone.

Can attempt again if you think its worth waiting a day or two.

We can be patient.

The Vorpal Tribble
2010-10-12, 01:40 PM
We can be patient.
*murmurs and gets back to work and makes backups every 30 seconds*

Ozymandias9
2010-10-12, 02:58 PM
*murmurs and gets back to work and makes backups every 30 seconds*

Hooray! There shall be judging after all!

The Vorpal Tribble
2010-10-12, 10:53 PM
Krelb the Canny query (heh heh): Where does he get Disintegrate, Psionic, Blackstone Hammer and other 5th and 6th level powers?

Disintegrate isn't a psychic warrior power, so assuming the additional manifester levels from Stone Mind go to ardent.

He's got 4 levels of Ardent, then 4 more manifester levels from Stone Mind, for a ML of 8. 4th level powers is all he should be capable. Practiced Manifester feat doesn't let you get higher powers either.

true_shinken
2010-10-12, 11:25 PM
He's got 4 levels of Ardent, then 4 more manifester levels from Stone Mind, for a ML of 8. 4th level powers is all he should be capable. Practiced Manifester feat doesn't let you get higher powers either.

It does for Ardent.

The Vorpal Tribble
2010-10-12, 11:58 PM
It does for Ardent.
Please enlighten.

WinWin
2010-10-12, 11:59 PM
Krelb the Canny query (heh heh): Where does he get Disintegrate, Psionic, Blackstone Hammer and other 5th and 6th level powers?

Disintegrate isn't a psychic warrior power, so assuming the additional manifester levels from Stone Mind go to ardent.

He's got 4 levels of Ardent, then 4 more manifester levels from Stone Mind, for a ML of 8. 4th level powers is all he should be capable. Practiced Manifester feat doesn't let you get higher powers either.

It's a clever workaround. An ardent qualifies for any new powers according to their ML. He would have to have strategically placed PM in order to get powers of 5th level or higher. Would still have limits to powers known according to mantle access without other support (expended knowledge for example).

Cadian 9th
2010-10-13, 12:04 AM
Not only that, but the ardent specifically picks a power that he can manifest, so if for some reason you had a pp reducer or some thing like perma "you cxan spend more pp than your ML, " you could go even higher.

Keld Denar
2010-10-13, 12:42 AM
A-hem! Regarding Ardents:

Just look at your ML, then down at the wizard chart, then back to your ML. Your ML is now diamonds. What ever level spells a wizard could cast, you can learn. Sadly, you are not a wizard, but you can manifest powers like the wizard you smell like.

I'm on a phantom steed.
That explains it nicely. BTW, I have like, 3 more to judge. Sorry this is taking so long, these entries are really tough to judge. Psionics means there is a LOT to double check...

kestrel404
2010-10-13, 11:13 AM
So, for the next Iron Chef challenge (or possibly for an Iron Chef offshoot) perhaps we could do a Pathfinder prestige class? Because I'd really like to see what people could come up with for the Pathfinder Chronicler (http://www.pathfindersrd.com/classes/prestige-classes/pathfinder-chronicler) or Balanced Scale of Abador (http://www.pathfindersrd.com/classes/prestige-classes/balanced-scale-of-abadar). It would require a small change to the allowed material - I think adding just the Pathfinder SRD would be sufficient, but perhaps 'any published pathfinder book' may be allowed. But either way we could see a lot of new material that way.

The Vorpal Tribble
2010-10-13, 11:58 AM
By the reasoning you're giving me with Practiced Manifester, why can't a psion do the same?

"A psion can manifest any power that has a power point cost equal to or lower than his manifester level."

So what's to stop him from also doing it by this slippery reasoning?

The feat says "This feat does not affect your powers per day or powers known."

It then goes on to say: "It only increases your manifester level, which helps you overcome power resistance and increases the duration and other effects of your powers."

It specifies what the manifester level increase does.

By the reasoning presented Practiced Manifester does exactly what the feat is attempting to stop. I call bull on this.

true_shinken
2010-10-13, 01:58 PM
By the reasoning presented Practiced Manifester does exactly what the feat is attempting to stop. I call bull on this.
But the Ardent learns power based on manifester level.

OMG PONIES
2010-10-13, 02:04 PM
By the reasoning you're giving me with Practiced Manifester, why can't a psion do the same?

The ardent lacks a "maximum power level known" paragraph, while the psion does not.


The feat says "This feat does not affect your powers per day or powers known."

It then goes on to say: "It only increases your manifester level, which helps you overcome power resistance and increases the duration and other effects of your powers."

While it doesn't affect powers known, if the ML increase from Practiced Manifester allows you to manifest a power when you gain a level of ardent manifesting, you're good to go.


But the Ardent learns power based on manifester level.

They learn powers based on ML, but they learn them when they gain ardent levels (or PrCs that advance it). Practiced Manifester won't give you a bunch of new powers, but it'll let you snag higher-level ones.

Urpriest
2010-10-13, 02:04 PM
But the Ardent learns power based on manifester level.

This is the salient difference. A Psion can't use the trick because their powers known have levels specified on the class table. That's why the trick is Ardent-specific.

WinWin
2010-10-13, 03:44 PM
Most ardent tricks that use this exploit are ardent x/ manifesting PrC x. Natural World mantle ftw.

The Vorpal Tribble
2010-10-13, 10:15 PM
This judgement isn't nearly as eloquent or as in depth as the first one before I lost it, but it hits the points that matter.


Bosleigh Eddon - 11.5 (2.875 average)

Originality - 2.5
Incarnum/Psionics is pretty standard in this competition it seems -1, and the background was a tad lackluster and standard -.5

However, ardent choices were interesting and I've not run across the soul manifester PrC so ill also give you a +1.

Power 4.5
Expanded monk with all that packs quite a punch, both damage and attack-wise, and his defense is tasty.

Elegance 3
Everything works together quite well and though nothing particularly exciting. It looks like you're trying to make two builds however. Incarnum/Ardent for Soul Manifester, and then Monk out of nowhere for War Mind.

Use of Secret Ingredient - 1.5
As mentioned above, this has the feel of being half the Secret Ingredient, half another. So I'll give you half the base score.


Ultimo Tarrasco Jr. - 15.25 (3.8 average)

Originality - 1.5

Negative
.25 Educated, again?
-1 Girralon Arm fun, overdone, and yet one more incarnum build -1.25
Medium+ sized, expansion using fellow? Mmm hmm. -1.

Positive
Amusing and different presentation +.5
Half-ogre, don't recall seeing one used here before +.25
Bear Totem Barbarian giving you improved grab... never seen that before +.25
(however, I'd never allow that in my games. You have to take tons of feats for that normally. You can improved your speed, which you lose, much, much easier)

Power - 4.75
Yeah, grapple that high... geeze friggin' Louise. Didn't give you a 5 because what do you do with flyers?

Elegance - 4
Everything works together well. Too well. Insanely well. Cheesily well.

Use of Secret Ingredient - 5
Well done. All in all, this is the grappling reach build everyone else really wanted.


Note: You have him down as Half-giant in Ultimo Tarrasco Jr's Martial Training! spoiler.



Sublime Mind of War - 10.5 (2.625 average)

Originality 1
Swordsage, check. Education feat, check. Spiked chain, check. Expansion, check. No story, double-check.

Power 3
It... looks ok? Don't have anything listed that is particularly powerful that isn't standard.

Elegance 3.5
It it a simple build, and they work together. Nothing new, but elegance is fine.

Use of Secret Ingredient 3
Well, you used it.


Little more effort next time and could have been fine.



Krelb the Canny 14 (3.5 average)

Originality 4.5
Have to say, this is like a dish made solely of obscurity. Had to look up most of it. Also interesting race and choices. +2
However, yet another ardent *yawn* -.5

Power 4
I'll give credit where credit is due, you managed to get 6th level powers into this build and that blackstone hammer is tasty, amongst other bits.

Elegance 2
However, I call bull on that use of Practiced Manifester to get those powers. It goes against the intention of the feat (I refer back to my previous IA judging criteria) and is an interpretation that I find weaselly. I wouldn't have allowed it.

Use of Secret Ingredient 3.5
I think everything meshes well like most of the builds of this kind have, even if some of its best perks only work with advanced powers.



Violet Rose - 14 (3.5 average)

Originality - 2.5
Reach-based warblade with expansion and spiked chain and education feat. Mmm hmm. Swashbuckler is new though. Unexpected choice for a half-giant. I envision this amusingly.

Power - 3.5
Looks moderately powerful, and is a good tripper.

Elegance 4
Everything comes together well, and has a few synergies.

Use of Secret Ingredient 4
Is based around the reach ability of course and has an integral place.



Tanis Bloodblade 12.75 (3.18 average)

Originality 2.25
I find this entry a tad bland, and no real background (-1), but was gonna give you an extra point simply because despite all this it really wasn't a copy of anyone else's. Then I saw the Education feat and I went 'awww'. Will still give you a .25

Power 3.5
Richoted throws is nice, and he has some oomph to him, but nothing that really hits me.

Elegance 3.5
Everything comes together simply and effectively with some synergy.

Use of Secret Ingredient 3.5
Its needed for the build, and it does ok by it.



Xepher Lod - 15.25 (3.81 average)

Originality 5
Though short, the story is different and intrigued me beyond any of the others here. I like 'The Hunger' as you put it. Very Sylar-like. The mish-mash of abilities is also unexpected, especially as they seem to at least half-way work. Also a good number of tricks I've never seen. There is also no ardent, no Educated feat, no spiked chain. Congrats, you get my secret extra point!

Power 3.5
This guy is tough to pin down, but has quite a few odd tricks, even if his saves ref and will aren't great. He's basically pure quantity.

Elegance 3
Y'know what, I'm just going to remain neutral here. You have so much going on I'm not sure about elegance. Many things work well together, but there is so bloody much going on its 'too' complex.

Use of Secret Ingredient 3.75
I think you definitely make use of the secret ingredient, and it meshes well with the illithid feats and background amongst other bits. However, so much is going on you could take it out as well.



Daken - 11 (2.75 average)

Originality 3
Gonna take a little off due to those aberrant feats and Girallan arms as I was totally going to do the same and they are standard reach-increasing tricks. Also another Educated slide-in. Funnily enough half-orcs and incarnum have also always gone together in my head.

However, do have somewhat of a background, and half-orc paragon is something not oft seen.

Power 3.5
He seems of sufficient power, and has a few tricks that I give a nod to.

Elegance 2
Gonna hit you a bit here. This is like two classes, one for psionic attacking and, one for incarnum attacking. Through feats they somewhat mesh, but it also feels weird that he just up and sparked psionics in the midst of his natural incarnum.

Use of Secret Ingredient 2.5
Its used, like all the reach builds have so far, but it could have gone without it, or cut out incarnum all together. It just feels like one of two pieces pushed together.



Khalanatari 16.5 (4.125 average)

Originality - 3.5
Don't see many khalashtar around these parts, and I had to look up Atavist even. Those embedded shards are a new trick on me, so I'm gonna give you a bonus all around, though it may be because of my general Eberron ignorance.

However, no story? No flavor text? This makes me sad, he has such flavor otherwise.

Power 4.5
That may be the highest AC I've seen in here, and he packs quite a punch.

Elegance 4.5
I think everything comes together extremely smoothly. It has an elegant feel in all its facets and in general rolls across my palate.

Use of Secret Ingredient 4
Though perhaps not mandatory to the build, it is the logical extension of the classes before it and they all add up to it.


This is probably the most well-rounded build in the whole lot. I'd really have liked a background to it.



Esha Two Bears - 16 (4 average)

Originality - 4
Though there is no reason there shouldn't be, a flaming red-headed Elan barbarian amuses me. He also has an interesting concept behind it. I like the Horizon Walker for its 'and he walked off into the sunset' feel.

Also no spiked chain. Good job.

Power 3.5
Though a powerful build, nothing particularly impressive catches my eye. I do like the Horizon Walker trick however to make him a tireless rager.

Elegance - 4.5
The use of its damage reducing abilities works well with an Elan barbarian, especially at early levels, and in general everything synergizes with the other into a very nicely put together build.

Use of Secret Ingredient 4
I think you use it well and it is the mainstay of the build.



Dolgan Whurard - 16.5 (4.125 average)

Originality 4
Theme is like dwarven cliche in some bits, yet you have made the first build that made me want to use a Divine Mind. I usually just ignore it when scrolling through my Complete Psionic. Also the only one I see here. The little Battlesmith dip is just a tad conspicuous, but this is a very dwarveny dwarf, so whatchagonnado? I simply like him.

Edit: You also don't grapple or use Expansion or a spiked chain or anything that's been overdone. Surprised you didn't use any of the Races of Stone psionic feats for drawing power out of the ground, etc.

Power 4.25
Though in this competition his attacks are not exactly awing, it is extremely strong by itself, and those are some incredible defenses, AC and save-wise. Nice Serenity trick. Very well done.

Elegance 4.5
Divine Mind is, thematically, possibly one of the psionic classes best suited to the War Mind, perhaps even more so than Psychic Warrior. Though you deviate from a pure psionic fighter, its done in an elegant and thematically appropriate way. Everything goes into making this one of the best psychic dwarves I've seen.

Use of Secret Ingredient 3.75
War Mind itself has a strong place in this build, and continues on where Divine Mind leaves off. It works more thematically than strength-wise, but I have no complaints.

true_shinken
2010-10-13, 10:37 PM
Sweet! New judgings!

Keld Denar
2010-10-14, 12:40 AM
Since VT did his judging twice in half the time it took me to do mine, I felt inspired to get it finished. I think we are only waiting on Dubious Pie at this point.

Dolgan Whurard

Originality: 3, Divine Mind, a terrible class. None the less, it does fit in, and the Guardian Mantle is pretty fitting. I like the Battlesmith splash, too.

Power: 3.5, very tanky. Strong start and strong finish, but the middle (8-12ish) looks a bit saggy. Things are scaling fast in this range, but your defenses seem to cap out while waiting for other features to kick in. Could have benefitted from a bit of Law Devotion for a sacred bonus to AC if you had TU to power it.

Elegance: 3.5, Divine Mind is a lot smoother than PsyWar2/Pal2/Whatever1, and is still decently strong for what you want it for. I don’t see the real need for Hidden Talent at 1 other than the extra PP, since Divine Mind qualifies you for War Mind.

Use of Secret Ingredient: 4, excellent use of the more defense aspects of War Mind. You didn’t really capitalize on using Sweeping Strikes, the coolest feature, by expanding your reach but you did focus on most of it.

Esha Two Bears

Originality: 3, nothing to profound, but nonetheless effective.

Power: 4, Expansion is usually a winner. Could have traded Powerful Charge (a crappy feat) for Practiced Manifester (Warmind) and started instantly with a ML of 5. This would have given him more bonus PP from Wisdom, as well as the ability to augement powers faster. Destructive Rage is pretty crappy too. Still, a resilient, powerful, and dangerous foe.

Elegance: 5, I like the simplicity of the build. Acknowledges the limitations of both Barbarian and Fighter, utilizing both to maximize early level strength while War Mind makes up for mid-level strength. Taking Education while Illiterate is kinda goofy, but technically legal.

Use of Secret Ingredient: 4, use of Expansion from War Mind is pretty much par for the course. It makes Sweeping Strikes more worthwhile. Nothing too creatively utilized other than this fact though.

Khalanatari

Originality: 4, Atavist is a really unique way of showcasing Warmind’s Sweeping Strikes feature. Very nicely done.

Power: 3, a monk that doesn’t suck completely! Of course, Tash more than makes up for it, but still. I like how you have 17/20 monk progression on nearly everything. It’s a bit saggy at first, since it’s what, 7th level till you at least get 1d8. Also, the Str gained and Dex lost from Expansion is counter to a build based off Expansion, which gives you funny results. All in all, blooms rather late with a kind of saggy middle. Not terribly saggy, but pretty lackluster. Starts a bit slow as well, since it doesn’t qualify for Finesse at the start, so it would have to be swapped with Versatile UAS. Could really use Standstill or some other control feat to round out the build.

Elegance: 3, I told you I was gonna mark builds down for not posting their PP totals. Other than that, build flows ok, escapes from monk after 2 frontloaded levels. Doesn’t really have anything to tie in the large reach and lockdown abilities though.

Use of Secret Ingredient: 4, War Mind comes a bit late, but Atavist’s Aggressive Spirit Lineage really helps it out. 20’ reach with unarmed strikes is pretty impressive, especially with Thicket and Defensive Sweep.

Daken

Originality: 5, Half-orc paragon into Totem Rager is something I’d never thought of. I like it. It’s simple yet elegant. Deepspawn is also a nice addition.

Power: 3.5, Sweeping Strikes comes a little late, and I think some of your power choices are a bit lackluster. Painful Strike? Granted, you have a lot of natural attacks, but it’s hardly worth the action. Also, with all of those natural attacks, encountering DR is gonna be a bummer, especially exotic DR like that of high level Demons and Devils.

Elegance: 4, build progresses well from HOP to Totemist to Totem Rager. War Mind feels a little tacked on, but still adds nicely to the build. It would have been nice if War Mind could have been bumped forward, at least till level 5, so that sweeping strikes could be enjoyed for more than 6 levels.

Use of Secret Ingredient: 3, while I like the Totemist aspect, if feels like War Mind kinda takes a back seat to it. The build primarily uses the War Mind abilities to augment his Totemist abilities, rather than the other way around.

Xepher Lod

Originality: 4, Illithid Grapple is fun, and combines well with Sweeping Strikes as indicated.

Power: 3.5, Very slow start. Lowish HP and doesn’t even get first BAB until level 3. Adds up nicely from there, though. Spectacular grappling optimization, especially with (Improved) Multigrab to be able to overcome the biggest difficulty that grapplers have: multiple targets! Has Dispel Magic, but by the time it gets it, using it to clear FoM buffs is probably a wasted action and won’t be successful.

Elegance: 3, seems to start off very clumsily with a few base classes that have little synergy. The wizard dip would have most likely been beneficial at ECL 10 after bumping Warmind down a full level. This gets you Sweeping Strikes a level earlier as well. PsyWar2 also gets you lots of bonus feats and the skills and PP you need to get into War Mind. Good cutoff point.

Use of Secret Ingredient: 4, one of the best uses of Sweeping Strikes in this competition. Combining it with Improved Grab is genius and really allows you to blenderize foes you scoop up into square.

Tanis

Originality: 3, Ape totem is unique/interesting, but that’s about it.

Power: 2, I see a lot of conflicting abilities. There is a focus on ranged attacks, yet martial strikes which can only be initiated in melee. Eventually BSB allows you to make strikes at range, but only Iron Heart ones, of which you only have 1 of, which ironically doesn’t work with Thunderous Throw due to having the additional qualifier of requiring that you threaten both foes. Almost whole build concept is at war with itself.

Elegance: 1, doesn’t qualify for Sudden Leap. You need 1 other TC maneuver known to take Sudden Leap. Also, Sweeping Strikes doesn’t work with Bloodstorm Blade’s Returning Weapon ability. You don’t threaten foes outside of your reach. Sweeping Strikes requires that you threaten the squares you use it on.

Use of Secret Ingredient: 1, Bloodstorm Blade and War Mind have conflicting abilities. You can’t combine them in any way. Synergistically, there is really nothing special going on here.

Violet Rose

Originality: 3, taking advantage of half giant size is good, even if it’s not terribly unique. Perfect Riposte is pretty much awesome here though.

Power: 2.5, terribly MAD. I see Str, Int, Con, Wis, and Dex. Likely to be woefully short on PP, and only halfass benefiting from +Int to damage and +Wis to AC due to the need to split stats. Interesting use of powers though, which redeems you a little bit. Decent Knowedge Devotion use though.

Elegance: 4, relatively streamlined build. Probably could have bumped PsyWar level down at least one level to even out your IL before that 3rd or 4th SS level. War Mind also comes in a bit late, would be nice to enjoy Sweeping Strikes for more than the last 7 levels. Other than that, not bad.

Use of Secret Ingredient: 3, doesn’t REALLY take special advantage of Sweeping Strikes other than through Expansion. Practiced Manifester does help add some PP nicely, though.

Krelb the Canny

Originality: 2.5, Venerable Dragonwrought kobold is not a unique or special snowflake. Like Iron Mind though.

Power: 4, pretty strong stacking of DR. War Mind, Iron Mind, Roll With It, Greater Resilience, and Endure Blows DR all specifically stack with other types of DR/-. Practiced Manifester + Ardent is also a strong combo to make up for dead levels, especially when you come back into it with Iron Mind to reap some higher level powers.

Elegance: 1, massive point markdown here for Wyrm of War. Even if it might be technically legal, good luck passing that off in a real game. The IO competition is about making awesome playable characters. Sovereign Archtypes are not supposed to be used like that. The golf bag full of weapons idea seems nice on paper, but you can’t exactly switch weapons in combat when the tactic is required. This requires some pretty extensive foreknowledge to have the most optimum weapon ready. You’d be best off just soaking your cash into one really good weapon and forcing it to be the best weapon in all circumstances. Also, while most of your DR stacks, Armor Specialization and Biofeedback don’t. You’d have to choose one to be your base to stack all the others on.

Use of Secret Ingredient: 4, makes excellent use of the class’ DR, on top of the other abilities, including Sweeping Strikes. A nice tankalicious tank.

Sublime Mind of War

Originality: 1, not even trying. Nothing unique or amazing here. Not even a hint of story either.

Power: 3, whatever maneuvers you pick, you can’t help but be decent. Power selection is ok. Since it’s a buff based build, could have SERIOUSLY benefitted from Link Power to cut down buff time. Linking Expansion and GCA would turn 2 rounds of power buffing into one.

Elegance: 2, no mention of which maneuvers would make this build go, or which ones would synergize with your War Mind abilities. The only redeeming point is that you spaced out the levels appropriately to maximize IL to get a new maneuver of the given level at the earliest point possible. Almost no technical write-up and no suggested equipment.

Use of Secret Ingredient: 2.5, other than slight mention of Wis synergy and a brief mention of Sweeping Strikes, build seems to focus more on Swordsage abilities than War Mind. This begs the question, why War Mind? Other than the fact that it was the SI…

Ultimo Tarrasco Jr

Originality: 5, great story, great abilities. I kept hearing a voice shouting “Sunday Sunday Sunday!” the whole time while reading it. Totemist groping abilities are also awesome.

Power: 4.5, very strong grappler, check-wise. Grapple damage is pretty pitiful though. 1d4 at large size, or 1d8 when Expanded to huge. Still, 2 sources of Constrict help even this out and grapple is primarily a lockdown ability anyway. Great combination of Improved Grab and Sweeping Strikes. Grab brings foes into your square(s), which stacks them up so you can Sweeping Strikes everyone in the pile. Ouchies!

Elegance: 4, my only really big beef is that you waited SOOOO long to take that 2nd Totemist level. Binding Girallon Arms to your Totem is so awesome. It would have been better to take that instead of the 2nd Fighter level before heading into War Mind. Small beef is regarding Weapon Focus Grapple. This wouldn’t increase your grapple checks, since Weapon Focus only increases attack rolls and a grapple check isn’t an attack roll. It would only increases the touch attack to start a grapple, which you don’t make due to Imp Grab.

Use of Secret Ingredient: 5, one of the best uses of Sweeping Strikes due to the Imp Grab ability. Also makes excellent use of powers and other abilities.

Bosleigh Eddon

Originality: 4.5, Incarnate adds a ton here, and using Tash with War Mind is a great idea. This one took a long time to fully grasp, but is actually remarkably simple despite its complexity.

Power: 5, versatility is king here. This character can do a little of everything. Impossible to lock down, painful to ignore, and full of nasty surprises, this characters diverse abilities converge with one purpose…to make your life uncomfortable with big meaty damagefists.

Elegance: 5, well optimized. Utilizes a TON of power break points to get the best frontloaded abilities while avoiding pesky things like multiclass penalties. Tash bleeds the Monk together with the War Mind to reach the all important 12th level effective Monk level for Greater Flurry. Mauling Gauntlets on top of size stacking meatfists make for a load of damage and snagging Improved Trip from Passive Way while circumventing Combat Expertese (and its Int requirements) negates MAD. Practiced Manifester on Ardent allows the late level Soul Manifester levels pick up some great endgame powers and Open Chakra at the top of War Mind along with Practiced Manifester, Invest Power, and a couple other ML boosters/cost reducers allow you to hit ML17 fully augemented Open Chakra to get access to Throat and Waist Chakras, as needed. Both Practiced Manifester feats also increase your PP pool by a significant margin, which is useful in all circumstances.

Use of Secret Ingredient: 3.5, I can see how War Mind is important here, but you didn’t really showcase it as well as you could have. More description!

As always, I tried to be as diligent as possible. If I missed something, please use the proper channels to petition.

Ozymandias9
2010-10-14, 02:02 AM
I'll get the current totals rounded up tomorrow. As I believe that puts us at 4 judges, I'm not planning on waiting for any more unless we hear from them in the next day.

There are, however, a couple of disputes that I will put up shortly-- I just need to look over them in more detail first. I should have them up in a couple hours (I have some chores that need tending first).

I should also note here that the trophies might be delayed this round. I've not heard back from Strategos yet.
(This might largely be due to the fact that I apparently never hit send on the message I thought I sent at the beginning of the contest and didn't actually send Strategos a message till early this week.)
If Strategos is unavailable, I'll make other arrangements, but it may involve delays. My sincere apologies to all involved.

Keld Denar
2010-10-14, 02:29 AM
Also, VT, the Ardent thing is perfectly legal.



At each additional level, an ardent learns one new power from her available mantles. She must be able to manifest the new power at the level at which she learns it, however. For example, an ardent who attains 5th level can learn any power from one of her mantles that costs 5 power points or less to manifest; she can not learn a power from a mantle that costs more than 5 power points to manifest until she attains a level capable of manifesting a power with that cost.
The level of powers you can select is only dependant on what you can manifest, which is capped by your manifester level. Unlike Psions (and Wizards even) who follow a table, an Ardent is only bound by his manifester level (and Practiced Manifester explicitly affects your manifester level). This is balanced around the fact that an Ardent's power list is REDICULOUSLY tiny. Most Ardents begin play with access to only about 16-20 powers worth of potential. At level 2, they add another 8-10 powers, and at level 5, 10, and 15, they gain yet more mantles. The thing is, if you stop taking Ardent levels, you never get any more mantles. So while a Psion chooses 36 powers from a list of what...200+ powers, an Ardent chooses only a handful from a list of often as few as 24-30 powers. So while an Ardent is multiclass friendly for 4 levels without losing anything in terms of highest level powers known, he's not gaining any of the PP for those lost levels or any more mantles (and thus potential powers known). Heck, depending on the mantles you choose, you might not even have powers of a given level to learn.

Ozymandias9
2010-10-14, 02:36 AM
Disputes:
It should be noted that not all disputes come from the chef that prepared the dish.

@true_shinken

At least one judge so far has commented on Daken's psionic powers being incompatible with Rage. By my reading, that's an order-of-operations issue that shouldn't come up. Daken's powers have durations almost exclusively measured in rounds/level, so he can manifest them at the first round of combat, or even prior to it if he knows it's coming. Powers like Claws of the Vampire do not, by my reading, require Concentration to maintain. He can Rage immediately after that manifestation, because:


Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action.

So, why can Daken not manifest, and then Rage?


true_shinken's scoring of Daken indicates that, aside from the fact that education is overly common this round, he also felt that it was a poor fit for the character. On the contrary, the comic character has demonstrated a fair degree of education, including knowing several languages and having some notable knowledge of classical theater.

OMG PONIES
2010-10-14, 09:24 AM
Totemist groping abilities are also awesome.

I giggled.

THE [NON]FINAL(!) TALLY
{table=head]Place|Name|Total Score|Average Score
Gold|Ultimo Tarrasco, Jr|64.25|4.02
Silver|Esha Two Bears|60.5|3.78
Third|Dolgan Whurard|56.5|3.53
Fourth (tie)|Khalanatari, Ascetic Nightmare|55.5|3.47
Fourth (tie)|Daken|55.5|3.47
Sixth|Xepher Lod, Harbinger of Consumption|54.75|3.42
Seventh|Bosleigh Eddon|53.5|3.34
Eighth|Violet Rose|50.5|3.16
Ninth|Krelb the Canny|47.5|2.97
Tenth|Tanis Bloodblade|47.25|2.95
Eleventh|Sublime Mind of War|42|2.63
[/table]

EDIT: Good job pointing out that Bloodstorm Blade doesn't work with Sweeping Strike, Keld. I somehow missed that--and almost submitted a build on a flawed premise :smallfrown:.

Ozymandias9
2010-10-14, 03:26 PM
THE FINAL(?) TALLY

Not yet. I've got some more disputes in the inbox since last night that I need to look over.

true_shinken
2010-10-14, 11:51 PM
Disputes:

So, why can Daken not manifest, and then Rage?
He can. It's still a limitation.


true_shinken's scoring of Daken indicates that, aside from the fact that education is overly common this round, he also felt that it was a poor fit for the character. On the contrary, the comic character has demonstrated a fair degree of education, including knowing several languages and having some notable knowledge of classical theater.
Well, recreating a comics' character is hardly original (specially a darker and edgier version of a dark and edgy character), for starters. Also, you can't assume any judges do know that comic character. And I gave all builds with Education the exact same penalty. I gave Daken a penalty because Education does not fit his presented background; Wolderine Origins and Dark Wolverine were not his presentes background, I believe.

Ozymandias9
2010-10-15, 03:31 AM
And one final dispute, this time for OMG PONIES



From OMG PONIES judging for Bosleigh:

POWER: 2.5 It’s tricky to score the power of this build, because I don’t know what I should try comparing it to. Compared to a straight ardent, it’s weaker. Compared to a straight incarnate, it’s weaker. Compared to a straight monk, it’s definitely stronger. However, it seems like Bosleigh suffers from the ability to do a little bit of everything, but nothing well. Also, retraining Open Least Chakra means that you can’t bind Mauling Gauntlets to your hand chakra until 19th level.

Bosleigh has some of the strongest melee stats of any contestant. The main focus is damage and tripping is only an addition since it is effective. He also has very versatile power list and soul melds allowing him to move anywhere and even heal out of combat. The incarnum and ardent aspects are all focused on amplifying the melee powers from a talshtora war mind.

He learns the open chakra power at the same point that he retrains the open chakra feat.

Ozymandias9
2010-10-15, 03:39 AM
And I gave all builds with Education the exact same penalty.
I think the basis of the dispute was that you gave it an elegance penalty in addition to the standard originality penalty which you gave to all builds with the feat. (I wouldn't have forwarded it if I though it was regarding the standardized deduction your were making to Originality).

Interestingly enough, that dispute wasn't from the chef, but rather from someone else (who is apparently a big Dark Wolverine fan). The comic geek in me felt compelled to forward it, even if the character isn't my favorite.

_________________________________________

Some more general notes:
Unless something comes up, I should finalize the scores late tonight. You can start sending ideas for the next round.

In addition, I'll be moving the Round 11 paperwork from my Inbox to archival. If anyone needs me to send something from that round back to them for their own records, it will be significantly faster to let me know now.

WinWin
2010-10-15, 04:10 AM
I was going to send in a correction to a statement a judge made, but I really don't care.

Any ETA for the next challenge?

OMG PONIES
2010-10-15, 09:22 AM
Bosleigh has some of the strongest melee stats of any contestant. The main focus is damage and tripping is only an addition since it is effective. He also has very versatile power list and soul melds allowing him to move anywhere and even heal out of combat. The incarnum and ardent aspects are all focused on amplifying the melee powers from a talshtora war mind.

He learns the open chakra power at the same point that he retrains the open chakra feat.

Yes, when all his soulmelds and powers are up, Bosleigh is a force to be reckoned with. Unfortunately, when an encounter is dropped on you without adequate preparation, the outcome looks vastly different. While I won't say that Bosleigh is entirely incapacitated, he fell squarely between "relying entirely on items or adequate preparation rounds" (which is a 2) and "functioning without items or adequate preparation rounds...at a reduced capacity" (which is a 3).

However, I did miss that you took the Open Chakra psionic power. Because of this power's 24 hour duration, I will adjust my power score for Bosleigh to an even 3.

true_shinken
2010-10-15, 09:47 AM
Interestingly enough, that dispute wasn't from the chef, but rather from someone else (who is apparently a big Dark Wolverine fan). The comic geek in me felt compelled to forward it, even if the character isn't my favorite.
So he really has fans?! This really surprised me.

Suggestions for the next secret ingredient: Vigilante (Complete Adventurer), Ardent Dilettante (Planar Handbook), Seeker of the Song (Complete Arcane).

The Vorpal Tribble
2010-10-15, 09:48 AM
With Halloween being around the time of next contest's end maybe we could have a creepy-themed PrC, like from Heroes of Horror or something.

OMG PONIES
2010-10-15, 10:18 AM
Haha, the only problem is that our Halloween competition might last until Thanksgiving, with the length of rounds we've been seeing...

Updated my judging and non-final tally to reflect a 0.5 addition to power for Bosleigh.

Cieyrin
2010-10-15, 03:02 PM
My vote is either Ghost-Faced Killer or Avenging Executioner! :smallbiggrin:

true_shinken
2010-10-15, 03:34 PM
Haha, the only problem is that our Halloween competition might last until Thanksgiving, with the length of rounds we've been seeing...

Updated my judging and non-final tally to reflect a 0.5 addition to power for Bosleigh.

Yeah, I'll have to agree with OMG here. IC XIII on Halloween does sound cool, but IC XIII with a Halloween theme on Thanksgiving... not so much, no.

kestrel404
2010-10-15, 03:35 PM
Hmm. I like the Halloween idea. There are some really flavorfull classes for a spooky theme.

There's Death Delver from HoH, Dirgesinger from LM, Darkrunner from LoM, and even the Thief of Life from Faiths of Eberron.

All good, flavorful halloween PRCs.

Amphetryon
2010-10-15, 04:18 PM
+1 ghost-faced killer

BG
2010-10-15, 04:42 PM
I guess because of my youth, I will always associate the Ghost-Face Killer more with the Wu-Tang Clan than with horror. Though a Wu-themed entry is something I can get behind.