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Ozymandias9
2010-10-16, 07:56 PM
Welcome, contestants, judges, and guests to Iron Chef XIII. 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 Sunday, October 24th 2010 to create their builds and PM them to the Chairman, Ozymandias9 (http://www.giantitp.com/forums/member.php?u=42176). 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 reference of what is and is not a valid dispute, confer this post (http://www.giantitp.com/forums/showpost.php?p=9567569&postcount=3).

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!

Everyone knows that the best part of Halloween is the candy. Since, however, there are no candy-themed PrCs, we'll go to the 2nd best: the costumes! In particular, being a costumed super-hero.

This week's special ingredient is:
Complete Adventurer's Vigilante

Allez optimiser!

Judges
Kesnit (http://www.giantitp.com/forums/showpost.php?p=9574551&postcount=38)
Razmath (http://www.giantitp.com/forums/showpost.php?p=9577316&postcount=47)
Grynning (http://www.giantitp.com/forums/showpost.php?p=9592532&postcount=101)
Cieyrin (http://www.giantitp.com/forums/showpost.php?p=9587259&postcount=90)
WinWin (Alternate)
BobVosh

Contestants
Amphetryon
ranagrande
DaragosKitsune
darbythegambler
Tvtyrant
OMG PONIES
true_shinken
Akal Saris
Duke of URL
Dark Nohn
bondpirate
Rancor1
The Guilded Duke
raitalin
WinWin*

*Judging instead if needed

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)
Iron Chef XII: War Mind (http://www.giantitp.com/forums/showthread.php?p=9426386#post9426386)

Post Edit History
6:54 AM CUT 23OCT10: Submission Deadline extended 24 hours
3:56 PM CUT 20OCT2010: Judge List updated
4:16 PM CUT 19OCT2010: Contestant/Judge dump
9:52 PM CUT, 18OCT2010: Altered format to emphasize Spec. Ing.
7:17 PM CUT, 17OCT2010: Initial Contestant listing
1:40 AM CUT, 17OCT2010: Nothing to see here. I really, it said Complete Adventurer the whole time.
1:30 AM CUT, 17OCT2010: Contest opened
12:56 AM CUT, 17OCT2010: Initial Skeleton Post

Ozymandias9
2010-10-16, 07:57 PM
<Reserved: Entry and Judging Posts listing>

Ozymandias9
2010-10-16, 07:58 PM
Notes on Disputes

Because of concerns about the thread becoming unfriendly, the contest has had a standing rule for some rounds now that builds should not be defended in the thread, by the chef that created them or anyone else.

Instead, please PM all disputes to the chairman, Ozymandias9.


The sole exception I am willing to accept to this policy is as follows: judges may discuss issues purely pertaining to rules legality (that is, D&D 3.5 rules) of a build, either at their own discretion or at the prompting of the chairman. Because we don't want the perception of breaking anonymity (even when it is not actually broken), contestants are asked to forward any insight they have on these matters through the chairman rather than directly posting.

Disputes will generally be posted after judging, though delays in judging might cause them to be posted sooner.

__________________________________________________ _______________

In deciding which disputes to present during my time as Chairman, I have made some rough guidelines. As a note, these represent my rules as chairman, and are not to be taken as an indication of what guidelines future or returning chairmen might follow on the matter.

Not Even a Dispute

Math Errors


Valid Disputes

Rules Error (If I can resolve it definitively one way or another, I will. These will be handled immediately rather than with other disputes)
You believe that the judge overlooked a specific element of your build
You believe that the judge misunderstood the purpose, function, or scope of a specific element of your build
There is an element in the judge's posted criteria (if they have one) that you believe you qualify for but which was not applied
Another entry was scored differently for the exact same thing. Note the word exact. If there is a difference (even if you don't feel it was substantive), I'm not going to present it. A good example would be if everyone else were scored down 1 point for using Stoneblessed and you were scored down 1.5.


Not a Valid Dispute

Points Awarded or Deducted for elements not listed in a Judge's posted criteria
Disagreements over the Judge's scoring methodology (for example, how big a deduction in elegance a judge feels is warranted for rebuilding)
Disagreements over the Judge opinion of a build's merits (for example, whether or not your build's class choice qualifies as original)

These are general guidelines: a sufficiently extreme case may result in an exception, so please don't hesitate to send in disputes. On the other hand, don't take it as a personal slight if I don't feel the issue is sufficiently extreme.

In addition, while care must be taken to avoid undo speculation, the fact that something isn't a valid dispute does not mean that it isn't a valid topic of discussion for the period preceding the submission deadline.

In particular, insight regarding scoring methodology as it relates to the Special Ingredient is encouraged.

Ozymandias9
2010-10-16, 07:59 PM
Special Ingredient Rules Clarification:


Since there is seemingly regular confusion about the topic, for the purpose of this contest, the Vigilante's 3rd and 4th level spells per day are to be read thus:


{table=head] Level | 3rd | 4th
5 | 0 | -
6 | 1 | -
7 | 2 | 0
8 | 3 | 1
9 | 3 | 2
10 | 3 | 3[/table]

The spell list provided with the class in Complete Adventurer (which is taken from that book and the PHB), is not to be taken as exhaustive. Bard spells from other allowable sources are permissible, so long as they are of the appropriate level and the prescribed schools.


Since there exists a legitimate rules ambiguity as to whether or not the class carries the Bardic ASF exemption, both readings will be considered valid. Judges are instructed to use whichever reading they feel benefits the contestant's build most.


Prior Ruling Overturned on review
Bard's have their Arcane Spell Failure exemption for light armor listed as an element of the armor proficiencies, not as an aspect of their spell-casting. Vigilante's do not, thus, do not gain the benefit as an aspect of their bard-style casting


If anyone can provide me errata (or similar rules clarification) listed for this or any other bard-casting related class that contradicts this ruling, I will alter it accordingly.

Amphetryon
2010-10-16, 08:39 PM
Competing.

Complete Arcane's Vigilante?

Zaq
2010-10-16, 08:42 PM
Vigilante! There's a hell of a class. Unbelievably awkward. I need to think about this one.

Ozymandias9
2010-10-16, 08:43 PM
Competing.

Complete Arcane's Vigilante?

Oops.

I mean... clearly it says Complete Adventurer. You must have misread the post, citizen. Remember, not accepting revisions to history is Double Plus Ungood.

Edit: And another, this time about "not taking care care to avoid undue speculation"

Urpriest
2010-10-16, 08:49 PM
The Secret Ingredient is Batman! Yay!

Greyfell
2010-10-16, 08:50 PM
As much as I'd like to try, I will not be in on this one. The last two tries showed me I just need more time to make a cool character, and I'm also adjusting to a new schedule at work.

I look forward, however, to rooting from the side lines :)

Amphetryon
2010-10-16, 08:55 PM
Oops.

I mean... clearly it says Complete Adventurer. You must have misread the post, citizen. Remember, not accepting revisions to history is Double Plus Ungood.

Edit: And another, this time about "not taking care care to avoid undue speculation"

Clearly I misread. Thank you for correcting my error, friend computer.

Happiness is mandatory.

Dusk Eclipse
2010-10-16, 09:24 PM
:smallannoyed::Why must all (post DMG)PRG classes with their own spellcasting be Cha Based?

:smallsigh: I might need to rething my first idea....

Thurbane
2010-10-16, 09:30 PM
Question about the spells a Vigilante can learn:

A vigilante’s spell list includes all spells from the bard spell list that belong to the following schools: abjuration, divination, illusion, necromancy, and transmutation. The spell list below includes all spells from the Player’s Handbook and this book that qualify. (Treat 0-level bard spells as 1st-level vigilante spells.)
Does this mean he is limited only to spells from PHB and CAd...or would other Bard spells from the allowed schools (Spell Compendium etc.) be available?

The Vorpal Tribble
2010-10-16, 09:44 PM
I... know exactly what to do with this.

Keld Denar
2010-10-16, 09:53 PM
I think I'm gonna bow out of judging this one. I've had fun on the last 5 I've judged, but its becoming less and less fun and more and more work. I will still troll the heck out of this thread and keep tabs on you kiddies...

Akal Saris
2010-10-16, 10:29 PM
I'm BATMAN!

Real life continues to defeat me in every encounter, but if it relents I would love to participate in this one. There's actually a character who I would love to re-create using this PrC =P

(A character who is not a super-hero...)

ranagrande
2010-10-16, 10:30 PM
I wanted to enter the last one, but didn't give myself enough time. So, this should mark my debut.

DaragosKitsune
2010-10-16, 10:33 PM
I'm throwing my hat in the ring this time. I will compete.

Ozymandias9
2010-10-16, 11:22 PM
Question about the spells a Vigilante can learn:

Does this mean he is limited only to spells from PHB and CAd...or would other Bard spells from the allowed schools (Spell Compendium etc.) be available?

Other bard spells are allowable. I've added this to the post dealing with rulings specific to this class.

BobVosh
2010-10-16, 11:40 PM
I know what I want to do, but it is going to be hard to figure out how to make this class do it.

(going to try for it, contestant)

darbythegambler
2010-10-16, 11:43 PM
I'm new, so I'm a little nervous :smalleek: but I'll try my hand at it too. First step... see what the Vigilante is. :smallredface:

BobVosh
2010-10-17, 12:11 AM
First step... see what the Vigilante is. :smallredface:

Step 2: Cringe.

Tvtyrant
2010-10-17, 02:13 AM
I am competing as well. Though I do not know the way. (of the table design you use.)

OMG PONIES
2010-10-17, 06:21 AM
This is the class I was expecting for Iron Chef XII. I'm competing.

BobVosh
2010-10-17, 08:11 AM
This is the class I was expecting for Iron Chef XII. I'm competing.

Can...can you see the future? What am I thinking of right now?!

Amphetryon
2010-10-17, 08:23 AM
For those entries with more than one casting class, how would you like the table formatted?

BobVosh
2010-10-17, 08:40 AM
For those entries with more than one casting class, how would you like the table formatted?

I think the common thought is one table for each class

true_shinken
2010-10-17, 11:58 AM
HELL YEAH! VIGILANTE!

\o/

I'm in as a contestant this time around!

Ozymandias9
2010-10-17, 12:57 PM
I'll update the the post with current contestants momentarily. We're still lacking in the judging department, so if you have interest (and time) please speak up.

This would also be a good time to invite first-time contestants to take a look at past entries (and their scores) to get a good idea of what is generally expected.


For those entries with more than one casting class, how would you like the table formatted?

As long as it's easy to read and cover's the applicable levels, I'm not going to be picky. Separate tables seem easiest to read for me, but if you have an Idea for how to make it easier to read, go for it.


I am competing as well. Though I do not know the way. (of the table design you use.)

The code for the tables is spoilered at the bottom of the sample tables.

The Vorpal Tribble
2010-10-17, 02:00 PM
For help in considering races, was wanting just some clarification on how LA is handled. I believe I recall some doing LA buy-off, and wanted to make sure it was legit?

Keld Denar
2010-10-17, 02:10 PM
Considering last competition's Ultimo Tarrasco bought off +2 LA (half ogre) and still won, I'd say its safe to say that its acceptable.

Amphetryon
2010-10-17, 02:16 PM
Considering last competition's Ultimo Tarrasco bought off +2 LA (half ogre) and still won, I'd say its safe to say that its acceptable.

LA buy-off has been hit hard by some judges in the past. It may be advisable to determine who is judging before deciding if it's a wise course.

Dusk Eclipse
2010-10-17, 02:40 PM
A question on sources, are setting specific things ok?

true_shinken
2010-10-17, 02:47 PM
A question on sources, are setting specific things ok?

Depends on the judge, but crossing settings is almost guaranteed to get a hit on elegance.

...and I just noticed, no judges yet?! I might feel forced to drop from competing again... :smallfrown:

Dusk Eclipse
2010-10-17, 02:48 PM
Well that isn't a problem I plan to stick to just one setting.

OMG PONIES
2010-10-17, 05:10 PM
Dusk, I hope we don't have the same idea...

Dusk Eclipse
2010-10-17, 05:42 PM
now I am begining to worry..

bondpirate
2010-10-17, 06:16 PM
I'm in, though I need a check or clarification on some rules.

1) Since the Vigilante casts and can gain Bard spells; I'm going to assume that there is no arcane spell failure while wearing light armor as per Bard class features. Does my ruling stand on this?

2) I'm confused on the Smite the Guilty (Su) ability. Mostly on this line, "Starting at 2nd level, a vigilante can attempt to smite someone whom he has personally witnessed committing a crime in his home city.

This seems to really be limiting on the way it's written, mostly the personally witnessed and home city aspects. Does this mean you can't investigate or be commissioned to stop a criminal in someones stead, whether it be the victim or a member of a guard or police force? If your in another city and see a crime, is this ability useless to stop them? If a lackey attacks you, it's technically assault, therefore a crime. So, can they be smited?

The ability also has a three day time limit. This is a pretty hard line, I can accept it, but why is the statute of limitations so short? There is no reason for your supernatural ability to just stop working when they are in fact guilty of a crime you've witnessed. There is no way a vigilante would lose their resolve so quickly. (Sorry, just had to mini rant.)

3) Can you search a body as a move action with the Quick Search (Ex) ability?

I think that's all. Also, it's my first time competing, be gentle.:wink:

Kesnit
2010-10-17, 07:38 PM
I'll jump in to judge, since there seems to be lack there.

Originality
I tend to look at each entry based on their own merit, rather than compare each to another. If two entries use the same base class, but go about them differently, they won't lose Originality points from me. If the entries are similar, they will. Multiple builds that all use the same "trick" will be marked down.

Power
I stole this from a previous judge, but it sums up my point of view. "Power comes down to, quite simply, how the build would fare in a mid-power campaign." I am not an min-maxer, and I do not play with min-maxers. I'm used to thinking of PCs as they are seen in many of the D&D books - where characters of different types of classes work together to get the job done.

Elegance
I REALLY dislike dipping, which I define as taking 1-2 levels of a base class. (Exceptions to that are if a PrC requires Class A 1/Class B 5, or something to that extent.) I am a little more open to taking 1-2 levels of a PrC, especially in a competition like this where it is expected 10 levels of another PrC will be taken. However, excessive "dipping" of PrCs will also lose Elegance points.

On the flip side, I like a good story. A lot of "strange" class changes and combos can be "overlooked" if the contestant can provide a logical reason for them. Also, I am aware English is not everyone's first language, and if a contestant feels they were marked down because they could not adequately explain their concept, I am willing to reevaluate my analysis of their Elegance. (Note I did not say I will automatically increase their score, but if informed, I will give it a second look.)

As a heads-up, an extremely powerful PC will be marked down if, in my view, it would not work well as a member of a mixed party. (Mixed party defined as "not all PCs are pure casters.") That is not to say any Tier 1 PC will lose points, as they can be built in a way to help (rather than replace) the rest of the party.

Use of Secret Ingredient
The point of this competition is the Special Ingredient, so obviously it should be the focus. Competitors will lose points if they use less than 9 levels of the SI. (I'd prefer to see all 10, but sometimes, things just cannot be helped.)

WinWin
2010-10-17, 08:38 PM
Casting as a Bard means that the Vigiliante can't use silenced spells.

They still have ASF for somatic components. The Bard's armoured casting is a seperate ability.

Anyone have a standardised definition of Criminal? Can the Vigilante Smite himself (or other Vigilante's)? Are Aberrations and Undead Crimes against nature? When operating in a different region, does the Vigilante use the law of the realm, or the laws of his homeland?

The class has some interesting mechanical abilities. The fluff seems to be jamming some of the gears though.

edit: I'm submitting a build for the hell of it. If there is still a need for a judge, I'll disqualify my entry. I'll keep most of my criteria a mystery, but best in catergory will force other scores down.

The Vorpal Tribble
2010-10-17, 08:55 PM
As a heads-up, an extremely powerful PC will be marked down if, in my view, it would not work well as a member of a mixed party. (Mixed party defined as "not all PCs are pure casters.") That is not to say any Tier 1 PC will lose points, as they can be built in a way to help (rather than replace) the rest of the party.
May I request you move that potential mark down to 'Elegance'?

Strength being marked down for being too powerful doesn't settle well with me. If its so powerful it detracts from the party, or is to the point of cheesiness then that is an Elegance issue, not a Strength one.

With my last judging I marked someone really high for strength, and then low for elegance because I didn't care much for their reasoning and the way they went about getting the strength.

Give each where its due is my opinion.

bondpirate
2010-10-17, 09:26 PM
Thanks for the response Win, then I'll just consider Vigilantes arcane casters with ASF then.

Kesnit
2010-10-17, 09:33 PM
May I request you move that potential mark down to 'Elegance'?

Strength being marked down for being too powerful doesn't settle well with me. If its so powerful it detracts from the party, or is to the point of cheesiness then that is an Elegance issue, not a Strength one.

With my last judging I marked someone really high for strength, and then low for elegance because I didn't care much for their reasoning and the way they went about getting the strength.

Give each where its due is my opinion.

Point taken. It has been moved.

Thurbane
2010-10-17, 11:00 PM
Casting as a Bard means that the Vigiliante can't use silenced spells.

They still have ASF for somatic components. The Bard's armoured casting is a seperate ability.
Sorry, but can you provide sources for that interpretation? I would read "cast as a Bard" to include casting in light armor myself. Other casters such as the Beguiler or Warmage specifically have Armored Caster spelled out as a separate class feature...

Ozymandias9
2010-10-17, 11:39 PM
Sorry, but can you provide sources for that interpretation? I would read "cast as a Bard" to include casting in light armor myself. Other casters such as the Beguiler or Warmage specifically have Armored Caster spelled out as a separate class feature...

By my reading, WinWin is correct. Bard's have their ASF exemption listed as an element of the armor proficiencies, not as an aspect of their spell-casting.

If anyone can provide me errata (or similar rules clarification) listed for this or any other bard-casting related class that contradicts this ruling, I will alter it accordingly.


I'm in, though I need a check or clarification on some rules.

1) Since the Vigilante casts and can gain Bard spells; I'm going to assume that there is no arcane spell failure while wearing light armor as per Bard class features. Does my ruling stand on this?

See the above


2) I'm confused on the Smite the Guilty (Su) ability. Mostly on this line, "Starting at 2nd level, a vigilante can attempt to smite someone whom he has personally witnessed committing a crime in his home city.
[...]There is no reason for your supernatural ability to just stop working when they are in fact guilty of a crime you've witnessed. There is no way a vigilante would lose their resolve so quickly. (Sorry, just had to mini rant.)

While I agree that it's limiting and I would probably structure it differently, the rules presented for the class stand.


3) Can you search a body as a move action with the Quick Search (Ex) ability?

As long as the body fits in a 5'x5' square, it would seem to qualify. I'll note here that I don't recall any specific rules for searching bodies, so if they do exist the ruling might be altered accordingly.

DaragosKitsune
2010-10-18, 12:46 AM
Quick question: Are WotC web enhancements legal for use?

Ozymandias9
2010-10-18, 01:11 AM
Quick question: Are WotC web enhancements legal for use?

Yes, link the page.

Razmath
2010-10-18, 06:48 AM
You guys seem to be short on judges, I've been a lurker in these threads for a while now, so I'd like to give judging a try.

What I'm looking for in a build.

Originality
Basically, what does your build do that no-one else's does? You'll pick up more points here for unexpected race and class (and to a lesser degree, feat) choices, but also for using abilities in a way I didn't expect.

Note: I'm not a fan of originality for its own sake. If I see something that's unusual but doesn't seem to have any purpose other than raising the originality score I won't score as much here and you may take a hit in elegance.

Power
How strong is your build in its chosen field? How does the build perform outside of its chosen field? How does it measure up to other builds in similar roles?

It's also important that a build should be effective through all its levels. If you're an absolute beast from level 15 onwards but excessively weak between levels 5 and 10 you're not going to get as many points as someone who manages to make a build that remains strong through its entire progression.

Note: If your character works more effectively alone let me know. Same if they prefer to work in a party, either one is fine and neither will be scored down, but the fewer assumptions I have to make the more accurate my scoring should be.

Elegance
I'm going to be fairly lenient when it comes to dipping, I don't really dislike 2 level dips, particularly if your story justifies it. I'm less fond of one level dips but if it makes sense I'll overlook it. I realise you've only got 20 levels to work with and 10 of those may well be taken up by the ingredient. Having said that I will probably penalise you here if you dip more than once, assume you'll lose half a point for the second dip and a whole point for any after that.

On the topic of LA buyoff, I'll probably hit you for it here, half a point per level seems fair. Having said that, if you think you can make up for the lost points in power with those extra levels, go for it.

The most likely way to lose points with me in elegance is by having build elements from multiple settings or just things that don't seem to make sense for the character. If you could foresee a DM having issues with a part of your build then you'll likely lose points here.

The Secret Ingredient
You don't need to use all the levels of your secret ingredient to get a max score here (although it probably wouldn't hurt). The most important things here are how much the secret ingredient helps the build. If it seems like the ingredient is tacked on because you have to use it, but you took it to level 10, then you're not going to receive as many points as the guy who only takes 5 levels but uses everything it gives him to make the build work.


Hope that all looks good, I look forward to the submissions.

true_shinken
2010-10-18, 08:06 AM
I don't know if RAW Vigilantes are supposed to be able to cast in light armor or not... but RAI, they are supposed to.
The illustration is a dude in light armor, the class gains no bonus while unarmored and the example Vigilante wears light armor and has no listed ASF.
How much are we sticking to RAW here? We already had a case like that in GSA's round and went with the intended interpretation, I believe.

The Vorpal Tribble
2010-10-18, 09:23 AM
I so very much hate you restricted spell schools...

Ozymandias9
2010-10-18, 09:26 AM
I don't know if RAW Vigilantes are supposed to be able to cast in light armor or not... but RAI, they are supposed to.
The illustration is a dude in light armor, the class gains no bonus while unarmored and the example Vigilante wears light armor and has no listed ASF.
How much are we sticking to RAW here? We already had a case like that in GSA's round and went with the intended interpretation, I believe.

Humm. If ASF is usually listed for the sample characters (and I believe it usually is) the lack in the sample character would be enough for me to change the ruling. I'll take a closer look this evening when I have more time.

Duke of URL
2010-10-18, 09:33 AM
I'm thinking of submitting here. I have a couple of ideas floating around, though I wonder how "original" they will wind up being...

OMG PONIES
2010-10-18, 09:35 AM
Hmm, I think I've locked in my main idea. Hopefully it works (and is a path less travelled by).

Question for the judge(s?): In past rounds, submissions focused on one city were marked down for being "too NPC-like." Will this be the case again? I can see a vigilante being a great PC in an urban-themed campaign centered in one large city.

Razmath
2010-10-18, 09:48 AM
I'm not going to mark down builds for being "NPC like". If it can be used as a character in a game, either by the DM or a player, it's fine by me.

WinWin
2010-10-18, 10:02 AM
Hmm, I think I've locked in my main idea. Hopefully it works (and is a path less travelled by).

Question for the judge(s?): In past rounds, submissions focused on one city were marked down for being "too NPC-like." Will this be the case again? I can see a vigilante being a great PC in an urban-themed campaign centered in one large city.

If I am required to judge I will thinking about this. Balancing the thematic requirements of the PrC against the needs and expectations of a 'typical' adventuring party is part of the challenge.

The mechanics and theme will no doubt play a role in UoSI. Creating a character that is too narrowly focussed is an Inelegant build IMO, but too generalised and your character may come across as unoriginal. Versatility and meaningful options fall under my definition of Power, but if they overshadow the SI that score may suffer.

I wish I could give a more detailed explaination, but I don't honestly know how I will be judging (if at all) until I see a big wall of text from Ozy at the end of the week. One thing I do know is that I will be weighing my scoring according to how entries compare to one another. The best advice I can give is to briefly explain the elements of your character that you feel are the most important for judges to consider.

Kesnit
2010-10-18, 01:07 PM
Question for the judge(s?): In past rounds, submissions focused on one city were marked down for being "too NPC-like." Will this be the case again? I can see a vigilante being a great PC in an urban-themed campaign centered in one large city.

Depends on how it is done. If the build would only work in 1 city (or a small group of cities), then it will get marked down in Elegance. If the chef sets the PC in a given city, but that PC could be moved to another city with little or no tweeking, then there will not be a markdown.

For example... A Red Wizard of Thay is pretty much tied to Thay. Sure, they can and do leave, but it would be weird to see a Red Wizard with a random adventuring party that didn't include many Red Wizards and their bodyguards. (There is a PrC for the bodyguards, but I cannot remember what they are called.) A build like that would get marked down because of the tie to one city.

On the other hand, if a PC's backstory says they were hired by the Lords of Waterdeep to do things the normal guards cannot do, that would not get marked down because "Lords of Waterdeep" could easily be changed to "Lord Nasher of Neverwinter" (or whatever) without losing anything.

Duke of URL
2010-10-18, 01:11 PM
The problem is that one of the class features of Vigilante is specifically tied to a single city. By definition, all entries are going to be most effective in that city. It is certainly possible to emphasize other aspects of the character which makes him/her/it/they "portable", but the fluff and crunch of the class do have some focus on a specific location.

Kesnit
2010-10-18, 02:48 PM
The problem is that one of the class features of Vigilante is specifically tied to a single city. By definition, all entries are going to be most effective in that city. It is certainly possible to emphasize other aspects of the character which makes him/her/it/they "portable", but the fluff and crunch of the class do have some focus on a specific location.

I may not have explained myself well... If a entry has ties to City X, but they are "fluff ties" and City X can easily become City Y, that will not be marked down. If aspects of the built tie the build to City X, and City X cannot easily become City Y, that will be marked down.

To put it another way, a Red Wizard of Thay is a Red Wizard OF THAY. Not a Red Wizard of Waterdeep.

In all honesty, I doubt this will be an issue with any build, even if the chef specifically sets the PC in a given, named city, because just about any city can be refluffed to fit into any other city in any other setting.

Given the fact that a Vigilant's class features tie the class to the PC's home city, it would not be fair to mark down a build because it has ties to a city, so long as that city could be (almost) any city.

Duke of URL
2010-10-18, 02:57 PM
Given the fact that a Vigilant's class features tie the class to the PC's home city, it would not be fair to mark down a build because it has ties to a city, so long as that city could be (almost) any city.

Ah, got it. That makes much more sense. :smallbiggrin:

Thurbane
2010-10-18, 04:08 PM
Wow...so no casting without ASF?

I was contemplating putting an entry in, but I'm afraid this PrC is just too craptacular for me to make anything of...lots of luck to all the entrants...you're gonna need it! :smalltongue:

(Yet another PrC with great flavour, and really poor crunch).

Coidzor
2010-10-18, 04:25 PM
I dunno, but, the announcement of the secret ingredient is always hard to pick out when just skimming through the thread after reading the rules.

I think you might want to modify the formatting to at least have a text-size increase for what sets it off.

WinWin
2010-10-18, 04:28 PM
Character building advice is typically frowned upon, but a few people have brought the home city thing up.

my opinion.
What is a home? For that matter what is a home city?

People move to different cities all of the time. After a period of adjustment it becomes their new home. For a Vigilante this could mean that they have to spend some downtime getting to know the topography of streets and back-alleys. Making new friends and contacts, etc. Once they have established themselves in an area, it becomes their home city.

'Home city' has no meaningful definition in the rules of the game. It is purely fluff, the effect of which is a matter of Player and DM determinination. How you choose to explain the exact mechanics (if at all) in your entry, is up to you.

As for ASF, I am not really that fussy. Rather than get into a debate about RAI, I am happy to accept the popular interpretation.

OMG PONIES
2010-10-18, 04:52 PM
Wow...so no casting without ASF?

I was contemplating putting an entry in, but I'm afraid this PrC is just too craptacular for me to make anything of...lots of luck to all the entrants...you're gonna need it! :smalltongue:

(Yet another PrC with great flavour, and really poor crunch).

So, how's about some judging then? :smallsmile: Pretty please? :smallbiggrin:

Thurbane
2010-10-18, 05:16 PM
OK, I'm willing to give it a go... :smallwink:

Ozymandias9
2010-10-18, 10:24 PM
Humm. If ASF is usually listed for the sample characters (and I believe it usually is) the lack in the sample character would be enough for me to change the ruling. I'll take a closer look this evening when I have more time.

It is listed for at least some other prestige classes. Under the circumstances, I'm going to say that both interpretations are legal. The prior ruling is superseded.

Dark_Nohn
2010-10-18, 10:43 PM
I would like to give this a go if sign-ups are still open

Ozymandias9
2010-10-18, 10:54 PM
I would like to give this a go if sign-ups are still open


Go for it. I'll not be updating the participant lists until some time tomorrow.

DaragosKitsune
2010-10-18, 11:01 PM
So, Light Armor=No ASF, or am I misreading?

Thurbane
2010-10-18, 11:22 PM
So, Light Armor=No ASF, or am I misreading?
Yes, I believe that is Ozy's ruling (that either reading is "legal" for this comp).

bondpirate
2010-10-18, 11:42 PM
Thanks for the responses/clarifications everyone. I'm definitely in now.

Rancor1
2010-10-18, 11:43 PM
I'm in as a contestant.

The Gilded Duke
2010-10-19, 12:28 AM
I am also in as a contestant... didn't see this one at first.

Tvtyrant
2010-10-19, 01:54 AM
So on page 86 of the Complete Adventeur my book gives the spells per day for tier 3 spells as 33 at 10th level. since the numbers are missing from the 4th tier spells, I am assuming that the just got moved over one. Am I correct that it is 3 tier 3 and 3 tier 4, and not 33 tier 3s? Otherwise I think I have found a good way to make a cheap MT.

Thurbane
2010-10-19, 02:02 AM
Since there is seemingly regular confusion about the topic, for the purpose of this contest, the Vigilante's 3rd and 4th level spells per day are to be read thus:


{table=head] Level | 3rd | 4th
5 | 0 | -
6 | 1 | -
7 | 2 | 0
8 | 3 | 1
9 | 3 | 2
10 | 3 | 3[/table]

There ya go.

Tvtyrant
2010-10-19, 03:39 AM
There ya go.

Woops, missed that. Thanks!

raitalin
2010-10-19, 04:44 AM
I've think I've got a good one for this, I'm in as a contestant.

Heliomance
2010-10-19, 05:33 AM
Wow, this contest has gotten a lot more professional since I stopped running it :P

OMG PONIES
2010-10-19, 09:11 AM
Iron Chef Optimization Challenges, Inc: Striving for Excellence.

Grynning
2010-10-19, 09:15 AM
Sweet! Vigilante was one of my suggestions from waaaayyy back. I'll definitely watch this one with interest. I'm tempted to volunteer to judge again, but I'll be in California and super-busy until the 26th.

Edit: I guess I could be an alternate judge, if you don't have enough scorecards by the time I get back.

The Vorpal Tribble
2010-10-19, 09:15 AM
I'm loving my character here.

I.e. gonna score way on down low :smalltongue:

OMG PONIES
2010-10-19, 09:18 AM
I'm loving my character here.

I.e. gonna score way on down low :smalltongue:

I'm glad to hear this. I've created something that I think is new and different, but I have to be honest--it's not on the level of Milo or Dulcinea.

kestrel404
2010-10-19, 10:24 AM
Has anyone else been COMPLETELY UNABLE to come up with an idea which is not a superhero? Because seriously, every single character I've made has been a comic-book knockoff.

After the builds are posted, I'm going to list some examples but until then I don't want to step on any creative toes.

Amphetryon
2010-10-19, 10:43 AM
Has anyone else been COMPLETELY UNABLE to come up with an idea which is not a superhero? Because seriously, every single character I've made has been a comic-book knockoff.

After the builds are posted, I'm going to list some examples but until then I don't want to step on any creative toes.

If, by 20th level, a 3.5 D&D character doesn't resemble at least one comic/pop culture persona, you're doing it wrong. If not wrong, either you've built to deliberately avoid them all - which is unlikely, or you're not aware of the resemblance - which is more credible.

OMG PONIES
2010-10-19, 11:29 AM
If, by 20th level, a 3.5 D&D character doesn't resemble at least one comic/pop culture persona, you're doing it wrong. If not wrong, either you've built to deliberately avoid them all - which is unlikely, or you're not aware of the resemblance - which is more credible.

Sadly, I'm the latter. My comic book geek-fu is weak. However, I will say that my build is no superhero I know, but rather strives to emulate a movie I adore.

Amphetryon
2010-10-19, 11:35 AM
Sadly, I'm the latter. My comic book geek-fu is weak. However, I will say that my build is no superhero I know, but rather strives to emulate a movie I adore.

Movies fall into the 'pop culture persona' category, as I see it. :smallwink:

Duke of URL
2010-10-19, 12:12 PM
If, by 20th level, a 3.5 D&D character doesn't resemble at least one comic/pop culture persona, you're doing it wrong. If not wrong, either you've built to deliberately avoid them all - which is unlikely, or you're not aware of the resemblance - which is more credible.

My character concept isn't based on a particular character or pop culture reference. THAT I KNOW OF. But I'm sure a comic book fan will find some reference I've never heard of that my concept is a direct clone of.

There are only a limited number of archetypes, really, and they've all been covered to some extent. Everything at least seems derivative.

Kesnit
2010-10-19, 12:19 PM
Has anyone else been COMPLETELY UNABLE to come up with an idea which is not a superhero? Because seriously, every single character I've made has been a comic-book knockoff.

Honestly, I wouldn't know if you blatantly stole a comic book character, down to the exact same name. I don't read comics, so have no way to judge. (OK, maybe if you made Superman or Batman I would see the parallel, but that's about it.)

Rancor1
2010-10-19, 02:32 PM
Is there a general consensus to ignore multiclassing penalties? I haven't seen a judge bring it up, yet many of the entries in the last contest would have had an experience penalty at some point.

Amphetryon
2010-10-19, 02:37 PM
Is there a general consensus to ignore multiclassing penalties? I haven't seen a judge bring it up, yet many of the entries in the last contest would have had an experience penalty at some point.

Judge's option. I've had at least one judge hit at least one of my builds with a small Elegance penalty for not multiclassing to avoid XP penalties, but many ignore it.

Rancor1
2010-10-19, 02:43 PM
Since no judge has mentioned it in there criteria and the top two entries from XII had issues with no mention of it, I guess it is safe to assume that favored classes/xp penalties don't matter.

Cieyrin
2010-10-19, 02:55 PM
Ah hell, since we seem to be at a lack of judges this time around, I may as well make a return to judging, which I haven't done since IC V: Warchanter and the Cooking on a Budget spin-off. Let's see, I need to write up some judging guidelines, now don't I...

My Judging Guidelines:
Originality: What sets you apart from the pack? Is this character cookie-cuttered from a guide/based off of legend or comic book hero? While homages are great and all, making your own super hero with his own back story is better than rehashing Batman/Kickass.

Speaking of story, having a story helps give your build a cohesiveness that a simple build may not otherwise convey. It only helps your score, though excessive size of story or lack there-of will not penalize your score. Not all of us are the next great fantasy writer, after all.

A final note is using obscure sources isn't necessarily a boost to originality. i.e. Incarnum and Binding aren't instant Originality points.

Power: How does your character compare to what his role would suggest he be able to do? If he's supposed to be a tank, how well does he soak up damage and keep threats on himself? If he's a support character, how well does he boost his friends so they can trounce the opposition and/or solve situations? D&D is largely combat-based but that doesn't mean that you'll do combat all the time, so having some way to contribute when you're not smashing faces is also a measure of staying power to the campaign in general.

Notes and tactics on your capabilities is a plus here, as, while I'm well versed in much of the game system, I can't claim to be competent in every aspect and I'm only human. If you have a unique trick that may not be apparent, point it out!

Elegance: How well does the character work mechanically? Does it flow reasonably with class and feat choices?

Cherry picking from classes is frowned on, though if you need such to get into a PRC, that's not the same. Flaws and LA buyoff aren't elegant, though mentioning them as an option is perfectly appropriate. Having LA and/or racial HD isn't an automatic Elegance hit, though it may take away from other categories if taken unwisely. Taking material from multiple settings isn't an Elegance hit, as that's merely a matter of appropriate fluff to mesh things together. I'm sort of a stickler for multiclass penalties, so having them does not make for an elegant character. Citing your sources makes this easier to adjudicate and helps in the Elegance category as well.

Final Note: If your build turns out to be illegal for some reason, you'll take a hit, but I'll judge it on the merits of what still works. Your scores won't automatically be 0'd because you forgot that you don't have Heavy Armor Proficiency to qualify for a PRC.

Use of Secret Ingredient: Is the SI vital to the build or would it have been better off with something else? Is the character built with the PRC in mind or is it tacked on to qualify to enter? How well do you use the features of the PRC?

MAJOR NOTE: Having all levels of the SI does not mean you used it well. It typically helps but not having all levels is not an automatic reduction in UoSI.This'll be good enough for now, I think. I may adjust them if I can think of better wording and/or get suggestions on bettering my judging criteria. Best of luck, Chefs, and I look forward to many tasty dishes to titillate my nerdly palate! :smallbiggrin:

OMG PONIES
2010-10-19, 03:27 PM
As always, I have divided my focus. I now have 2 builds in consideration, and may wind up submitting both. The tricky part is that I'm not quite sure which one is my primary build, and the deadline looms!

WinWin
2010-10-19, 05:03 PM
I have only just finished my character. Just a bit of editing & background remains. The hard part was making the mechanics conform to the mental image I had formed. Not that powerful, but I think it has flair.

l'm still prepared to judge though. I like making characters, so I won't be put out if it becomes neccesary.

Amphetryon
2010-10-19, 05:32 PM
Two fairly different builds completed; tonight and tomorrow I decide if both are worth fleshing out with equipment and backstory.

Thurbane
2010-10-19, 07:33 PM
If it's OK, can I withdraw from judging, and enter as a contestant? I have an idea for an entry...but if we're too short on judges, I'll stay as a judge.

Dusk Eclipse
2010-10-19, 08:04 PM
Do urban tracking counts as track for the pre-reqs?

Il_Vec
2010-10-19, 09:04 PM
I have an idea for a build. But I might not have the time to work out the details.

OMG PONIES
2010-10-19, 09:30 PM
Waaaaaay more possible contestants than judges. Do you need me to switch, Ozy?

WinWin
2010-10-20, 12:58 AM
Do urban tracking counts as track for the pre-reqs?

Not according to Cityscape.

BobVosh
2010-10-20, 05:48 AM
Well, I can't figure out currently how to do anything other than sit on a massive pile of partially stolen backstory for this class. If I can't get anything done by tomorrow I'll shore up the woefully short stack of judges considering the amount of contestants. If we find some judges by then, then I'll be happy just to watch to see what I should have done to make a good character.

Dusk Eclipse
2010-10-20, 08:19 AM
Not according to Cityscape.

Damn it...well back to the drawing board for me...(it is not really a big change, but it urban tracking works SOOO much better for the concept I had in mind fluff-wise)

Grynning
2010-10-20, 09:03 AM
Since it's looking likely that I'll be posting scores without many judge hats in the ring, I guess I should put up some criteria. I'm a bit different in style than most of the recent judging I've seen - I go with an overall "feel" and instinct than a point by point breakdown of scores. I am a bit more forgiving on build legality since as a DM I am not one of those guys who is going to check every single feat to make sure you meet the pre-reqs unless you're obviously abusing the game, and I understand that few games actually function in the "RAW Vacuum." However, do NOT take that as a free pass; I will be checking these to the best of my ability and I will dock points if there's a serious screw up.



Originality:
This is a fairly subjective category for me, and like elegance, it will be based on both concept and execution. If your character has a great, clever back story but is based around blase cookie-cutter mechanics, you will probably score in the 2-3 range. Good story with neat mechanics will earn a 4, especially if it's something mechanical I couldn't have thought of myself. Something reeeeaaalllly out there and unexpected will get you a 5, but be careful as you may take hits in other categories if it's too wacky.

Power:
I set a baseline of 3 for power based on what tier (http://brilliantgameologists.com/boards/index.php?topic=1002.0) I expect most characters to fall into. Based on Zeal's excellent tier system for PrCs, the Vigilante is a PrC that doesn't bump up or down in tier. It is fairly obviously intended for Rangers, Rogues and other tier 4 skill monkey types, so a solid tier 4 character will be score a 3 in this contest. A few neat tricks and boosts to combat power will probably get you the half-point bump.

A character with tier 3 levels of versatility and/or combat capability will be a 4. I obviously don't expect anyone to be able to make a tier 1 or 2 character with the PrC's in Iron Chef, so earning a 5 here will be based on how well you explain what the character can do, and if you have any real cool combos or tricks that impress me in the build.

Obviously, performing at lower than tier 4 levels is going to hurt your score. A legal build that is just unimpressive and doesn't include any explanation of the character's utility will probably be a 2. A build that's blatantly illegal or completely gimped will be a 1, but I rarely see those in IC.

Elegance
This one is my favorite category, and most builds make or break themselves here. What I'm looking for is whether A) I'd like to play the character and B) as a DM, would I allow the character. Back story also figures heavily here, because as nice as your mechanics may be, without an explanation they are really bland. I don't need you to justify every class level with story, or to shoehorn silly PrC fluff into your background, but it had better make sense conceptually as to why your character has the levels they have.

Mechanical things I don't like or wouldn't allow as a DM: Flaws, obscure sources, excessive dipping (some is ok, like the classic Sorcadin build dipping Spellsword, but if there's more than four slashes ["/"] in your class breakdown I'm going to look at it very closely). I won't give a numerical value because this IS still subjective; some builds can get away with a flaw or something if they really work well otherwise, others....can't.

Obviously a build being blatantly illegal or doing something really questionable that would probably earn a "NO" at most tables will make your score drop here, but as I mentioned at the start I will still be forgiving if I can see that you were trying to build around a good concept (probably earning a 1.5 or a 2).

Use of Secret Ingredient:
How well you do here depends heavily on how you did on the other 3 categories, and whether the PrC in question was key to that success. If your build couldn't have hit the power and elegance levels it did without being a Vigilante, expect to do well. If you got a low originality score and plain 2 or 3 in the other two, you will still score low here even if you had all 10 levels of the PrC. My main rule here is yes, please use the PrC a lot, but use it well.


Well, as usual with IC I went on way too long with all that (which is why I stopped judging in the first place, so much typing :smalltongue:). I'm definitely glad to come back to the contest and I'm looking forward to all the entries. Good luck all!

Ozymandias9
2010-10-20, 10:58 AM
Waaaaaay more possible contestants than judges. Do you need me to switch, Ozy?


If it's OK, can I withdraw from judging, and enter as a contestant? I have an idea for an entry...but if we're too short on judges, I'll stay as a judge.

In both cases, that's your decision. I will note that I'd heavily prefer to have at least four judges before I finalize scores.

Il_Vec
2010-10-20, 11:38 AM
Which Unearthed Arcana rules we are allowed to use?

Cieyrin
2010-10-20, 03:52 PM
Which Unearthed Arcana rules we are allowed to use?

UA is fair game, though Flaws specifically lose you Elegance points and LA Buyoff historically has shown low scores in previous contests.

The Vorpal Tribble
2010-10-20, 03:56 PM
LA Buyoff historically has shown low scores in previous contests.
...but then so has leaving in the LA and getting weak Strength scores. So in other words, if it has LA you'll likely lose a little. Just better make sure to make it awesome otherwise, or give it something to make up for it.

Cieyrin
2010-10-20, 04:17 PM
...but then so has leaving in the LA and getting weak Strength scores. So in other words, if it has LA you'll likely lose a little. Just better make sure to make it awesome otherwise, or give it something to make up for it.

True. LA and racial HD are harsh mistresses if you don't use them well, as I'm sure you can attest to with Starry Eyes. :smallbiggrin:

OMG PONIES
2010-10-20, 04:19 PM
I try to stay away from them, adding in any possible LA ideas I was cooking up as adaptation notes.

On an unrelated note, it's been a tight fit getting everything I wanted out of this build.

Lapak
2010-10-20, 04:50 PM
I'm not as mechanically expert as some, but I've enjoyed reading the Iron Chef competitions. If you're short on judges, I'd could give it a go.

BobVosh
2010-10-20, 05:57 PM
Ok place me on judging I give up with building.

Also: make your char thurbane!

Il_Vec
2010-10-20, 06:21 PM
On an unrelated note, it's been a tight fit getting everything I wanted out of this build.

Everytime I find that something doesn't fit the build, the solution seems to be cutting the Vigilante levels! =(

The Vorpal Tribble
2010-10-20, 06:28 PM
Everytime I find that something doesn't fit the build, the solution seems to be cutting the Vigilante levels! =(
That's because it seriously stinks.

I've found some synergy, but for the most part its the flavor that meshes.

Thurbane
2010-10-20, 08:20 PM
Also: make your char thurbane!
Cheers - it'll be my first IC entry. :smallsmile:

Tvtyrant
2010-10-20, 10:54 PM
....After much work I have found that I hate Vigilante. Seriously, how exactly is it so much better then Ranger that it deserves a lower BaB??

On the other hand, I have now found several cool tricks in the Complete Adventurer that I will at least think about applying elsewhere.

Amphetryon
2010-10-20, 11:11 PM
....After much work I have found that I hate Vigilante. Seriously, how exactly is it so much better then Ranger that it deserves a lower BaB??

On the other hand, I have now found several cool tricks in the Complete Adventurer that I will at least think about applying elsewhere.

This. I'm still trying to find something - ANYTHING - that answers the complaint 'why didn't you just use [class] instead,' where [class] is a vast, wide selection of choices ranging from continuing the base class(es) used to a different PrC.

Tvtyrant
2010-10-20, 11:26 PM
This. I'm still trying to find something - ANYTHING - that answers the complaint 'why didn't you just use [class] instead,' where [class] is a vast, wide selection of choices ranging from continuing the base class(es) used to a different PrC.

Exactly! It gives you nothing but a net! None of its special abilities except quick searching is unique.

The Gilded Duke
2010-10-20, 11:42 PM
Anyone else notice how Quick Hide is bluff based, yet Vigilante doesn't have bluff on its skill list?

The Vorpal Tribble
2010-10-20, 11:45 PM
Anyone else notice how Quick Hide is bluff based, yet Vigilante doesn't have bluff on its skill list?
Uhhh huh.

Again, its mainly just the fluff that you have to work with.

BobVosh
2010-10-20, 11:51 PM
Anyone else notice how Quick Hide is bluff based, yet Vigilante doesn't have bluff on its skill list?

Untrained bluff checks are the best bluff checks!


Also, criteria:
Originality
How unique is your build compared to the others, and most commonly stated builds to go into the class? Do you use your SI in a unique, unexpected way? Do you enter the SI in an equally interesting way? Do you have a unique/underplayed race or template?

Power
Within the same type of classes, how do you compete? (Casters vs Casters, etc) Are there levels where you simply do not function, or function quite poorly? Do you rely on a caster to give a buff, or does your equipment with WBL allow you to take of any needs? Please feel free to explain any combos that the character relies on.

Elegance
Flaws are a required -1 point here, as per the rules. I don't care how many sources you go with to make your build, I won't count the number of books. However if you simply splash around for small level dips that look fishy, expect a little off. Do you exploit or use known cheese in order to do what it is you do? Are your leveling choices for classes poorly donel? Are your choices for classes fairly logical fluff-wise? Mechanically? Are you a member of a Greyhawk guild, a Eberron street gang, and Dark Sun templar order(this would be bad)? I don't like assuming LA buy off, as it is an alternative rule, however I am fine with putting down "here is what I would do if it is allowed." All alternative rule uses will be noted here.

Use of secret ingredient
Did you take the SI as far as possible, if not is there a good reason? Does the SI add or subtract from the actual effectiveness of the character? This section will basically combine the other three categories in terms of the SI only.

Zaq
2010-10-21, 01:03 AM
Mechanical things I don't like or wouldn't allow as a DM: Flaws, obscure sources, excessive dipping (some is ok, like the classic Sorcadin build dipping Spellsword, but if there's more than four slashes ["/"] in your class breakdown I'm going to look at it very closely). I won't give a numerical value because this IS still subjective; some builds can get away with a flaw or something if they really work well otherwise, others....can't.


I don't suppose you could define this? I'm not competing, but reading this still made me raise an eyebrow. Some people consider anything outside of the Completes to be "obscure," and some people won't consider you obscure until you're knee-deep in, like, published adventures or something. What does "obscure" mean to you, and more importantly, why?

Grynning
2010-10-21, 01:44 AM
I consider a source obscure if it had a very limited publication or distribution (like Exemplars of Evil, which I have literally never seen on a shelf anywhere), or a very specific setting book (such as Serpent Kingdoms).

My list of "non-obscure books" includes, but is not limited to, Core (including XPH), Completes, ToB, ToM, MoI, the "Races of" series, the "It's hot/cold/wet/etc outside" series, BoED, BoVD, and most Eberron books. I don't own all of these, but I am at least passingly familiar with them and can find out what's in them fairly easily.

Some of the "slightly obscure" books would include the Draconomicon, Dragon Magic, the Fiendish Codexes, the majority of the FR books, Drow of the Underdark, Demonweb Pits and similar campaign books, Dragon Compendium, and Faiths and Pantheons. These are books that I wouldn't expect most people to have seen or read, and would probably get a slight penalty in elegance. If I didn't list it above, I've probably never heard of it and would therefore consider it very obscure and thus penalize accordingly. I'm not saying I know everything about D&D 3.5, but I feel that I represent the level of 3.5 literacy of the average DM.

I know people may take issue with me listing Eberron as "less obscure" than FR, Greyhawk or Dragonlance, but this is not just personal preference, it's based on my long experience with 3.5. Eberron was probably the most successful published setting of 3.5, was more heavily marketed and Eberron sources are often bandied about both on these boards and in conversation with the gamers I know IRL. FR is definitely a close second, but literally the only things I can ever remember from FR books are Incantatrix and Pun-Pun (i.e. sarrukhs). Not good associations :smalltongue:

Edit: Oh, and I'm pretty sure this is in the contest rules, but 3rd party stuff is right out.

Thurbane
2010-10-21, 02:01 AM
I would also say that Wizards web-only content and web enhancements would also qualify as obscure sources, IMHO.

Grynning
2010-10-21, 02:09 AM
I would also say that Wizards web-only content and web enhancements would also qualify as obscure sources, IMHO.

I would disagree, as long as the contestant links them. Some of those, like Swiftblade, Font of Inspiration, etc. are very well known and the cornerstone of a lot of char-op builds. And since you can readily assume that everyone involved in the contest has an internet connection, I won't ding automatically for those.

Tvtyrant
2010-10-21, 02:44 AM
I consider a source obscure if it had a very limited publication or distribution (like Exemplars of Evil, which I have literally never seen on a shelf anywhere), or a very specific setting book (such as Serpent Kingdoms).

My list of "non-obscure books" includes, but is not limited to, Core (including XPH), Completes, ToB, ToM, MoI, the "Races of" series, the "It's hot/cold/wet/etc outside" series, BoED, BoVD, and most Eberron books. I don't own all of these, but I am at least passingly familiar with them and can find out what's in them fairly easily.

Some of the "slightly obscure" books would include the Draconomicon, Dragon Magic, the Fiendish Codexes, the majority of the FR books, Drow of the Underdark, Demonweb Pits and similar campaign books, Dragon Compendium, and Faiths and Pantheons. These are books that I wouldn't expect most people to have seen or read, and would probably get a slight penalty in elegance. If I didn't list it above, I've probably never heard of it and would therefore consider it very obscure and thus penalize accordingly. I'm not saying I know everything about D&D 3.5, but I feel that I represent the level of 3.5 literacy of the average DM.

I know people may take issue with me listing Eberron as "less obscure" than FR, Greyhawk or Dragonlance, but this is not just personal preference, it's based on my long experience with 3.5. Eberron was probably the most successful published setting of 3.5, was more heavily marketed and Eberron sources are often bandied about both on these boards and in conversation with the gamers I know IRL. FR is definitely a close second, but literally the only things I can ever remember from FR books are Incantatrix and Pun-Pun (i.e. sarrukhs). Not good associations :smalltongue:

Edit: Oh, and I'm pretty sure this is in the contest rules, but 3rd party stuff is right out.

The fiendish codex's are rare? Weird, those are like my favorites.

Especially Hordes of the Abyss! How can you not love Graz'zt?

BobVosh
2010-10-21, 05:05 AM
*snip* but literally the only things I can ever remember from FR books are Incantatrix and Pun-Pun (i.e. sarrukhs). Not good associations :smalltongue:

Heh, only a few things I remember from Eberron: light rails (or whatever the magitech trains are called), warforged, planar shepards, and elementals being bound to everything.

Duke of URL
2010-10-21, 07:03 AM
I'm going to withdraw from this one. I have a concept, but I doubt I'll have the time to do it justice (no pun intended) before the deadline.

Grynning
2010-10-21, 08:14 AM
The fiendish codex's are rare? Weird, those are like my favorites.

Especially Hordes of the Abyss! How can you not love Graz'zt?

I love those books too. The list has nothing to do with how much I like a book, but with how likely it is the average DM would be familiar with their content. Granted, if I saw a really cool build involving a PrC that I knew from one of those books, I probably wouldn't penalize it very harshly, I would just take that into consideration in the final score.

Amphetryon
2010-10-21, 09:23 AM
I consider a source obscure if it had a very limited publication or distribution (like Exemplars of Evil, which I have literally never seen on a shelf anywhere), or a very specific setting book (such as Serpent Kingdoms).

My list of "non-obscure books" includes, but is not limited to, Core (including XPH), Completes, ToB, ToM, MoI, the "Races of" series, the "It's hot/cold/wet/etc outside" series, BoED, BoVD, and most Eberron books. I don't own all of these, but I am at least passingly familiar with them and can find out what's in them fairly easily.

Some of the "slightly obscure" books would include the Draconomicon, Dragon Magic, the Fiendish Codexes, the majority of the FR books, Drow of the Underdark, Demonweb Pits and similar campaign books, Dragon Compendium, and Faiths and Pantheons. These are books that I wouldn't expect most people to have seen or read, and would probably get a slight penalty in elegance. If I didn't list it above, I've probably never heard of it and would therefore consider it very obscure and thus penalize accordingly. I'm not saying I know everything about D&D 3.5, but I feel that I represent the level of 3.5 literacy of the average DM.

I know people may take issue with me listing Eberron as "less obscure" than FR, Greyhawk or Dragonlance, but this is not just personal preference, it's based on my long experience with 3.5. Eberron was probably the most successful published setting of 3.5, was more heavily marketed and Eberron sources are often bandied about both on these boards and in conversation with the gamers I know IRL. FR is definitely a close second, but literally the only things I can ever remember from FR books are Incantatrix and Pun-Pun (i.e. sarrukhs). Not good associations :smalltongue:

Edit: Oh, and I'm pretty sure this is in the contest rules, but 3rd party stuff is right out.

Just so I'm clear here, I'm reading this as using a FR-specific build will be penalized, while an Eberron-specific build will not?

Grynning
2010-10-21, 09:30 AM
Just so I'm clear here, I'm reading this as using a FR-specific build will be penalized, while an Eberron-specific build will not?

No. Fluff/setting has nothing to do with it, I was referring more to templates, feats, spells and the like.

Basically, if a key piece of the build requires the DM to go digging into some weird book that doesn't get much use otherwise, I'd consider it slightly inelegant. That's all. I'm not going to slam scores into the ground because I don't immediately recognize a source.

I'm not going to go into it any more because I think the issue is getting confused now. Contestants should make what they want to make and not be afraid to experiment, I know a good build when I see one. Anyone who is really concerned about my tastes in particular can read/skim the judging I did for IC 2 and 4.

Amphetryon
2010-10-21, 09:33 AM
I was referring to a build reliant on crunch as well as fluff from FR-specific books. As you specified feats from such would also merit a deduction, albeit a small one, that answers my question.

Cieyrin
2010-10-21, 03:22 PM
Honestly, I'd put FR and Eberron on the same footing in how common it is, as FR has a fairly respectable fan base that's been longer established than Eberron has, as well as I'd say some Eberron books are pretty damn obscure to boot. I'd say Explorer's Handbook and Dragonmarked are equally as obscure as Silver Marches and Power of Faerun are, for example.

Obscurity truly belongs to Dragonlance and, sadly, Greyhawk, given how little support they got from WotC during the 3rd Edition era beyond LG and the DLCS being the only things that actually had any of WotC's hand involved, with any beyond that in Dragonlance at least being 3rd party under the d20 license and that's about it. :smallannoyed:

The Vorpal Tribble
2010-10-21, 04:05 PM
My first D&D game ever was a 2nd ed FR campaign. Never actually 'learned' much about it per se. Never got too much into Eberron, except for psionics-related stuff, however until these competitions began.

All in all, they're nice and everything, but rather make/use my own any day.

Cieyrin
2010-10-21, 04:48 PM
All in all, they're nice and everything, but rather make/use my own any day.

It's rare that I actually play in a published setting, myself. Most campaigns I play in are custom worlds and take things from other settings as they fit in. There isn't material I've come across that I couldn't manage to adapt to the game I'm currently playing.:smallwink:

The Gilded Duke
2010-10-22, 02:20 PM
Yeah.. I think I'm going to step back form this one.
I've figured out some decent ideas, but none of them seem worth the effort of formatting and everything. If you guys want I can switch over to judging.

OMG PONIES
2010-10-22, 04:38 PM
Okay, build submitted.

BobVosh
2010-10-23, 12:42 AM
Less than 24 hours, and I see only one post saying a build is submitted. I hope we got a few more :D

Dark_Nohn
2010-10-23, 12:49 AM
Mine had been submitted awhile back

Tvtyrant
2010-10-23, 12:54 AM
I'll get mine posted, but its sure to lose.

OMG PONIES
2010-10-23, 01:08 AM
I'll get mine posted, but its sure to lose.

You can never be sure--the judges can always surprise you (for better or for worse).

BobVosh
2010-10-23, 01:17 AM
You can never be sure--the judges can always surprise you (for better or for worse).

Yippee ki-ay, *whatever they edited this to in the PG-13 movie* :P

Surprise.

Ozymandias9
2010-10-23, 01:54 AM
At this point, I'm going to be extending the deadline for 24 hours, since I have a very limited field of submissions.

Tvtyrant
2010-10-23, 02:50 AM
Please do! I need more time!

BobVosh
2010-10-23, 04:43 AM
At this point, I'm going to be extending the deadline for 24 hours, since I have a very limited field of submissions.

So Sunday at midnight?

OMG PONIES
2010-10-23, 07:01 AM
Aw man, I was hoping for the cut tonight so I could read the entries tomorrow morning.

Amphetryon
2010-10-23, 07:04 AM
This at least gives me an outside chance of finishing up.

Vigilante is just so... bad.

OMG PONIES
2010-10-23, 07:21 AM
The problem I found isn't that it's bad; it's that the class seems disjointed. You've got roguelike skills and some abilities that complement them, bard spellcasting (though a few schools are removed), strange SLAs with very limited use, and a bizarre smite mechanic. It doesn't seem like there's a complete theme there.

I will say this for the class--at least it gains new spell levels faster than a bard. :smallsigh:

WinWin
2010-10-23, 01:58 PM
I am never sure about the time zones. Theykeep instituting daylight savings at new times which thows my understanding out.

Build is in. Sorry if it was late. I had a bit of fun coming up with the character, even if it is not that good.

Vigilante has some strengths, but needs a slight skill list revision. Rather than granting SLA's, maybe expand it's spell list or something. I would not call it awful, just poorly edited. I'll give a lengthier critique once people have their build in, but I think the majority of my concerns have already been covered by other posters.

I'll stand by in case a judge has to withdraw. it appears we have enough, but you never can be sure.

Cieyrin
2010-10-23, 02:58 PM
Bother, I was thinking I could get cracking on my judging this evening...

Ah well, I guess I'll continue to wait patiently to see what horrors grace us this Unlucky 13th IC. :smallamused:

OMG PONIES
2010-10-23, 05:13 PM
Sad to say, but I'm happy that others disliked their builds--it means I may have a fighting chance.

Dusk Eclipse
2010-10-23, 07:46 PM
hmm I still have time to finish my build then... wondering If I should; I am not really keen on the build I have in mind.

:smallsigh: Well I'll see what I can do.

true_shinken
2010-10-23, 10:19 PM
I'll have to bow out of this one.
I just found out that my build does not get one of it's key features and I don't want to go through all the trouble of redoing it.
Writing the backstory was really fun, though.
Also, I would like to fill any judge slot that needs filling, if at all possible.

kestrel404
2010-10-23, 11:16 PM
Submitted a build. After having literally a dozen ideas and directions I wanted to go, I just barely managed to pull together a single build that does some of them fairly well. While it might not be the most original, I like it.

Tvtyrant
2010-10-23, 11:16 PM
I'm out. I hate this character. May he never see the light of day.

BobVosh
2010-10-24, 04:26 AM
Also, I would like to fill any judge slot that needs filling, if at all possible.

If you wish I have no trouble with not judging, should you want to.

Amphetryon
2010-10-24, 11:12 AM
Character submitted. Picking a Vigilante build I liked was akin to deciding my favorite place on my body to receive a two-inch long paper cut, though. :smallyuk:

WinWin
2010-10-24, 11:24 AM
I found a concept I liked fairly easily. Making the rules fit that concept was the hard part.

It's not the worst PrC I have seen. Dwarfen Defender, now there's a terrible class.

The Vorpal Tribble
2010-10-24, 01:52 PM
What does CUT mean anyways?

true_shinken
2010-10-24, 04:03 PM
If you wish I have no trouble with not judging, should you want to.

Oh, thanks a lot, I highly apreciate it.

BobVosh
2010-10-24, 05:35 PM
Oh, thanks a lot, I highly apreciate it.

NP. :D whitecharacter

WinWin
2010-10-24, 05:47 PM
What does CUT mean anyways?

Current Universal Time I believe, The new GMT.

The Vorpal Tribble
2010-10-24, 06:32 PM
Current Universal Time I believe, The new GMT.
Seriously? :smallconfused:

Ozymandias9
2010-10-24, 07:10 PM
The extra time seems to have netted a much wider field. I'll be posting either late tonight or early tomorrow morning.


Seriously? :smallconfused:

Coordinated Universal Time, actually. And it's an hour different than GMT right now, owing to varying Extended/Daylight time observation. (I'm not, however, enforcing the hour difference).

Il_Vec
2010-10-24, 08:24 PM
Well, I really didn't have time to finish my build. Anyone interested in knowing what it was, I'll put it in a spoiler below. DON'T OPEN UNTIL XMAS.

Human Dragonborn
Bard 4/ Urban Ranger 1/ Vigilante 5/ Sublime Chord 10

Able Learner, Dragonfire Inspiration, Snowflake Wardance, Charisma SAD and high-level casting being the builds highlights.

Dusk Eclipse
2010-10-24, 08:33 PM
Well, I really didn't have time to finish my build. Anyone interested in knowing what it was, I'll put it in a spoiler below.

Human Dragonborn
Bard 4/ Urban Ranger 1/ Vigilante 5/ Sublime Chord 10

Able Learner, Dragonfire Inspiration, Snowflake Wardance, Charisma SAD and high-level casting being the builds highlights.

TBH I think your build powers really comes from Sublime Chord and 9 level spells, besides IIRC the later levels of Sublime chord are quite lackluster, the song of arcane power is the only worthwile ability, besides high level spells.

Dusk Eclipse
2010-10-24, 08:52 PM
Edit: Sorry about posting that, I forgot about a particular build.

Il_Vec
2010-10-24, 08:53 PM
TBH I think your build powers really comes from Sublime Chord and 9 level spells, besides IIRC the later levels of Sublime chord are quite lackluster, the song of arcane power is the only worthwile ability, besides high level spells.


You're absolutely right. The fact is, the Vigilante has so many aspects lacking focus, I just needed to chose one and go with it.

Tvtyrant
2010-10-24, 08:54 PM
Well as long as we are posting the build we would have submitted

Trapfinding Ranger 2/Spell thief 3/Vigilante 5/Cyran Avenger 5/Vigilante+5
Concept was an arcanist hunter, who blames the day of mourning on the arcanist of Aundair, he has made all the neccesary paperwork, so his class features works inside Aundair :smalltongue, he is more of a ruthless character ala The Punisher and Scar (from FMA), but still keeps his non-evil aligment, by not attacking inocent mages and try to cause as little as possible collateral damage during his raids....

Arcane hunter, using the ACF in complete mage, a bit of sneak attack, using master spellthief to get around CL problems, a bit of sneak attack to increase damage output (and access to wands/scrolls of Hunter's Eye),quite a bit of charisma sinergy (almost all features of vigilante and cyran avenger are charisma dependant) and I think it should have been quite self sufficient (a very hero thing in my mind).
I never even thought of spell thief! Agghhh, that would have been so much more interesting!

Rancor1
2010-10-24, 09:54 PM
Now that you mention spellthief...
The second build I was playing with was kind of a joke using spellthief, wizard, sorcerer, ultimate magus, and possibly bloodlines for epic nonsense to use the vigilante caster levels to fuel the caster level of a decent spell casting class (from master spellthief). Unseen seer would let you get the sense motive skill requirement. Throwing around 30+ caster level uncapped Wings of flurry or Hammer of Righteousness is as powerful as I could get a Vigilante. No real point in having Vigilante though...other than satisfying the SI

DaragosKitsune
2010-10-25, 12:23 AM
Submitted at the last minute.

The Gilded Duke
2010-10-25, 12:45 AM
removed build ideas

Il_Vec
2010-10-25, 05:36 AM
Yeah I was going to go with I think Bard/Something Divine / Vigilante / Sublime Chord / Mystic Theurge With Able Learner


If "Something Divine" is Druid, i'd go for Fochlucan Lyrist instead of Mystic Theurge.

Amphetryon
2010-10-25, 06:22 AM
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.:smallfrown:

The Vorpal Tribble
2010-10-25, 06:29 AM
What Amphetryon quoted.

*bares teeth aggressively*

Dusk Eclipse
2010-10-25, 06:30 AM
:facepalm: oh carp, I forgot abou that rule, I'll remove my build...

OMG PONIES
2010-10-25, 08:58 AM
Sorry, I thought you couldn't post until after the deadline, rather than the reveal. Deleting my post (but waiting for said reveal).

The Vorpal Tribble
2010-10-25, 09:05 AM
Sorry, I thought you couldn't post until after the deadline, rather than the reveal. Deleting my post (but waiting for said reveal).
Just don't wanna influence judges. 'Oh, a bunch of others thought of this? Maybe it's not so cool.'


But I agree, it's morning and I want to unwrap my presents.

Ozymandias9
2010-10-25, 09:34 AM
Table of Contents

Submission Listing
Allistair “The Night Angel” Vansen (http://www.giantitp.com/forums/showpost.php?p=9626950&postcount=184)
Sally (http://www.giantitp.com/forums/showpost.php?p=9627138&postcount=184)
Alexander "Nightwatch" Noct (http://www.giantitp.com/forums/showpost.php?p=9626946&postcount=183)
The Judge (http://www.giantitp.com/forums/showpost.php?p=9626935&postcount=182)
Rhys (http://www.giantitp.com/forums/showpost.php?p=9626930&postcount=181)
Oduk Nanoc (http://www.giantitp.com/forums/showpost.php?p=9626928&postcount=180)
Viyana, The Unseen (http://www.giantitp.com/forums/showpost.php?p=9626918&postcount=179)
Dymphna, Patron Saint of Runaways (http://www.giantitp.com/forums/showpost.php?p=9626907&postcount=178)

Scoring Posts by Judge
Forthcoming

Ozymandias9
2010-10-25, 09:35 AM
I left the boy on the the streets that day
He was walkin' all around out in West L.A.
And if I listen, I can still hear him say
"Has anybody seen my little runaway?
My little run-run-run-run-runaway"
-"My Little Runaway" The Stone Coyotes.


Dymphna
Patron Saint of Runaways

There are some moments that stay with you, echoing in your memory for your entire life. For me, one of those moments is when I chose to run away--to flee from the monastery and their oppressive dogma, their harsh lessons and their wandering hands. I didn't know where I was running to, but I just kept going until my feet could carry me no more.

Looking up, I encountered my second echoing memory: my first view of Sharn. The towers rose impossibly high on all sides, and a hot sea of bodies and foreign languages swept me into the metropolis. Finally, here was a place I could disappear. I took to the streets, a life that was surprisingly easy. In a city this big, you're bound to find a generous handout or discarded food. I had nothing, but needed nothing; the city herself nourished me. Sharn wasn't just my home city now--it was my motherland.

I patrolled the walkways and alleys of my motherland, intent on providing care for fellow runaways who had come to the Unsleeping City in search of a new, anonymous life. I connected them with others who could clothe, feed, and employ them. We protected each other from the thieves, murderers, and rapists lurking in the shadows of the towers...or at least, we tried to.

Jemmi was six years old when she came to us. We didn't know what brought her to Sharn, and we didn't bother to ask; all of us were trying to get away from something in our pasts. We took her in as one of our own, and I viewed her as my own daughter. When we didn't see her for a few days, we figured that she had just moved on. When we found that crumpled little angel, I just wept. She was only six years old, but that didn't matter to the monsters that took her.

Since that time, I've made it my aim to hunt down as many of the city's criminals as I can, detain them, and take them to prison. The temptation is strong to exert my own form of justice--to leave their broken bodies in the gutters. However, I must not. Justice is the only thing that separates us from them, and it must be kept that way for the citizens of Sharn to be safe.

As I began to police the streets, the city spoke to me louder and louder. I learned the ways of the mages, allowing me to see down every street and make things appear to be what they are not, luring those little flies into my web. Eventually, a strange pattern began to show on my skin, like an enlarged and infinitely complex dragonmark. Ever since, I have been able to keep an eye over all of my precious runaways at all times. Anyone who commits a crime within my city limits need fear me, for I am the unblinking eye of the unsleeping city.

Female Human Monk 2/Paladin 5/Vigilante 10/Heir of Siberys 3

{table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features
1st|Overwhelming Attack Monk 1|
+0|
+2|
+2|
+2|Gather Information 2, Intimidate 2, Know arcana 4, Know local 2, Know religion 4, Search 2, Sense Motive 4|Sacred Vow, Vow of Poverty, Improved Unarmed Strike, Power Attack|Improved Unarmed Strike, flurry of blows, bonus feat
2nd|Overwhelming Attack Monk 2|
+1|
+3|
+3|
+3|Gather Information 2, Hide 1, Intimidate 2.5, Know arcana 5, Know local 2, Know nature 1, Know religion 5, Search 2.5, Sense Motive 5|Nypmh's Kiss, Improved Bull Rush|Evasion, bonus feat
3rd|Paladin 1|
+2|
+5|
+3|
+3|Gather Information 3, Hide 1.5, Intimidate 3, Know arcana 5, Know local 3, Know nature 1, Know religion 5, Search 3, Sense Motive 6|Knowledege Devotion|Aura of good, detect evil, smite evil 1/day
4th|Paladin 2|
+3|
+6|
+3|
+3|Gather Information 4, Hide 2, Intimidate 3.5, Know arcana 5, Know local 4, Know nature 1, Know religion 5, Search 3.5, Sense Motive 7|Intuitive Attack|Divine grace, lay on hands
5th|Paladin 3|
+4|
+6|
+4|
+4|Gather Information 5, Hide 2.5, Intimidate 4, Know arcana 5, Know local 5, Know nature 1, Know religion 5, Search 4, Sense Motive 8||Aura of courage, divine health
6th|Paladin 4|
+5|
+7|
+4|
+4|Gather Information 8, Hide 2.5, Intimidate 4, Know arcana 5, Know local 8, Know nature 1, Know religion 5, Search 4, Sense Motive 8|Alertness, Gift of Grace|Turn undead, spellcasting
7th|Paladin 5|
+6/+1|
+7|
+4|
+4|Gather Information 10, Hide 3, Intimidate 4, Know arcana 5, Know local 10, Know nature 1, Know religion 5, Search 4, Sense Motive 9||Charging Smite
8th|Vigilante 1|
+6/+1|
+7|
+6|
+6|Bluff 1, Gather Information 11, Hide 5, Intimidate 5, Know arcana 5, Know local 11, Know nature 1, Know religion 5, Search 5, Sense Motive 10|Hands of a Healer|Detect Evil| Streetwise +2
9th|Vigilante 2|
+7/+2|
+7|
+7|
+7|Bluff 2, Gather Information 12, Hide 7, Intimidate 6, Know arcana 5, Know local 12, Know nature 1, Know religion 5, Search 6, Sense Motive 12|Subduing Strike|Smite the guilty 1/day
10th|Vigilante 3|
+8/+3|
+8|
+7|
+7|Bluff 3, Gather Information 13, Hide 9, Intimidate 7, Know arcana 5, Know local 13, Know nature 1, Know planes 0.5, Know religion 5, Search 7, Sense Motive 13|Holy Subdual|Quick search
11th|Vigilante 4|
+9/+4|
+8|
+8|
+8|Bluff 4, Gather Information 14, Hide 11, Intimidate 8, Know arcana 5, Know local 14, Know nature 1, Know planes 1, Know religion 5, Search 8, Sense Motive 14||Speak with Dead
12th|Vigilante 5|
+9/+4|
+8|
+8|
+8|Bluff 5, Gather Information 15, Hide 13, Intimidate 9, Know arcana 5, Know local 15, Know nature 1, Know planes 1.5, Know religion 5, Search 9, Sense Motive 15|Divine Might, Vow of Nonviolence|Quick hide
13th|Vigilante 6|
+10/+5|
+9|
+9|
+9|Bluff 6, Gather Information 16, Hide 15, Intimidate 10, Know arcana 5, Know local 16, Know nature 1, Know planes 2, Know religion 5, Search 10, Sense Motive 16||Smite the guilty 2/day
14th|Vigilante 7|
+11/+6/+1|
+9|
+9|
+9|Bluff 7, Gather Information 17, Hide 17, Intimidate 11, Know arcana 5, Know dungeoneering 0.5, Know local 17, Know nature 1, Know planes 2, Know religion 5, Search 11, Sense Motive 17|Vow of Peace|Streetwise +4
15th|Vigilante 8|
+12/+7/+2|
+9|
+10|
+10|Bluff 8, Gather Information 18, Hide 18, Intimidate 12, Know arcana 5, Know dungeoneering 1, Know local 18, Know nature 1, Know planes 2, Know religion 5, Search 13, Sense Motive 18|Heroic Spirit|Dimensional Anchor
16th|Vigilante 9|
+12/+7/+2|
+10|
+10|
+10|Bluff 9, Gather Information 19, Hide 19, Intimidate 13, Know arcana 5, Know dungeoneering 1.5, Know local 19, Know nature 1, Know planes 2, Know religion 5, Search 15, Sense Motive 19|Nimbus of Light|Mettle
17th|Vigilante 10|
+13/+8/+3|
+10|
+11|
+11|Bluff 10, Gather Information 20, Hide 20, Intimidate 14, Know arcana 5, Know dungeoneering 2, Know local 20, Know nature 1, Know planes 2, Know religion 5, Search 14, Sense Motive 20||Smite the guilty 3/day
18th|Heir of Siberys 1|
+13/+8/+3|
+12|
+13|
+13|Bluff 10, Gather Information 21, Hide 21, Intimidate 15, Know arcana 5, Know dungeoneering 2, Know local 21, Know nature 1, Know planes 2, Know religion 5, Search 15, Sense Motive 21|Extra Smiting, Holy Radiance, Action Surge|Additional action points, bonus feat
19th|Heir of Siberys 2|
+14/+9/+4|
+13|
+14|
+14|Bluff 10, Gather Information 22, Hide 22, Intimidate 16, Know arcana 5, Know dungeoneering 2, Know local 22, Know nature 1, Know planes 2, Know religion 5, Search 16, Sense Motive 22|Awesome Smite|Siberys Mark of Shadow (Greater Prying Eyes 1/day), bonus feat
20th|Heir of Siberys 3|
+15/+10/+5|
+13|
+14|
+14|Bluff 10, Gather Information 23, Hide 23, Intimidate 17, Know arcana 5, Know dungeoneering 2, Know local 23, Know nature 1, Know planes 2, Know religion 5, Search 17, Sense Motive 23|Ranged Smite Evil, Law Devotion|Improved Siberys Mark (Greater Prying Eyes 2/day), bonus feat
[/table]

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

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

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

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

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

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

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

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

8th|-|0 (2*)/2|-|-|-|-|-|-|-|-

9th|-|1 (2*)/3|-|-|-|-|-|-|-|-

10th|-|2 (2*)/3|0 (1*)/2|-|-|-|-|-|-|-

11th|-|3 (2*)/4|1 (1*)/3|-|-|-|-|-|-|-

12th|-|3 (2*)/4|2 (1*)/3|0 (1*)/2|-|-|-|-|-|-

13th|-|3 (2*)/4|3 (1*)/4|1 (1*)/3|-|-|-|-|-|-

14th|-|3 (2*)/4|3 (1*)/4|2 (1*)/3|0 (1*)/2|-|-|-|-|-

15th|-|3 (2*)/4|3 (1*)/4|3 (1*)/4|1 (1*)/3|-|-|-|-|-

16th|-|3 (2*)/4|3 (1*)/4|3 (1*)/4|2 (1*)/3|-|-|-|-|-

17th|-|3 (2*)/4|3 (1*)/4|3 (1*)/4|3 (1*)/4|-|-|-|-|-

18th|-|3 (2*)/4|3 (1*)/4|3 (1*)/4|3 (1*)/4|-|-|-|-|-

19th|-|3 (2*)/4|3 (1*)/4|3 (1*)/4|3 (1*)/4|-|-|-|-|-

20th|-|3 (2*)/4|3 (1*)/4|3 (1*)/4|3 (1*)/4|-|-|-|-|-[/table]

*indicates bonus spells from high ability score

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

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

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

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

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

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

6th|-|0 (3*)|-|-|-|-|-|-|-|-

7th|-|0 (3*)|-|-|-|-|-|-|-|-

8th|-|0 (3*)|-|-|-|-|-|-|-|-

9th|-|0 (3*)|-|-|-|-|-|-|-|-

10th|-|0 (3*)|-|-|-|-|-|-|-|-

11th|-|0 (3*)|-|-|-|-|-|-|-|-

12th|-|0 (3*)|-|-|-|-|-|-|-|-

13th|-|0 (3*)|-|-|-|-|-|-|-|-

14th|-|0 (3*)|-|-|-|-|-|-|-|-

15th|-|0 (3*)|-|-|-|-|-|-|-|-

16th|-|0 (3*)|-|-|-|-|-|-|-|-

17th|-|0 (3*)|-|-|-|-|-|-|-|-

18th|-|0 (3*)|-|-|-|-|-|-|-|-

19th|-|0 (3*)|-|-|-|-|-|-|-|-

20th|-|0 (3*)|-|-|-|-|-|-|-|-[/table]

*indicates bonus spells from high ability score

{table=head]Ability|Points|Base|Levels|Bonus|Total|Mod
STR|5|13|0|2|15|+2|
DEX|2|10|0|4|14|+2|
CON|3|11|1|0|12|+1|
INT|6|14|0|0|14|+2|
WIS|10|16|4|8|28|+9|
CHA|6|14|0|6|20|+5|[/table]

The Vivacious Vocation of a Vigilante


Detect evil: useful for identifying potential criminals, as well as sniffing out possible danger. The fact that it's at will means we can spam it, being more judicious with our spells like detect thoughts, scrying, etc.
Streetwise: a competence bonus to Gather Information and Knowledge Local means that not only can Dymphna keep up on all the rumors of upcoming crimes, but she can also fuel her Knowledge Devotion against humanoids for a free bonus to attack and damage.
Smite the Guilty: adding a bonus to attack means we can Power Attack without a care, and bonus damage is always welcome. Combine this with Smite Evil for extra oomph, since the guilty are usually evil. Extra Smiting ensures that every time we smite the guilty, we can smite evil as well.
Quick search: Dymphna can search a crime scene quickly, or search for traps while infiltrating a criminal's hideout.
Speak with dead: Dymphna can use this spell usually reserved for clerics to speak with the victims of crimes, hopefully identifying their killer. While this alone doesn't allow you to smite the guilty, you now have a name to scry on, hopefully catching them red-handed.
Quick hide: paladins don't lie, so it's good that we actually have a use for Bluff now. Dymphna can use this after smiting a criminal to make her escape.
Dimensional Anchor: Ensure that the criminals don't have any magical means of escape--that should only be available to you. :smallwink:
Mettle: combined with evasion, divine grace, and high saves, you have a large chance of surviving anything thrown at you.


Highlights/Tricks

I'm Looking Through You: The bard has plenty of divination spells available, all of which allow Dymphna to see (and later, smite) the guilty with ease. Detect Evil at will means Dymphna can pick out possible felons, and detect thoughts means she can see if anyone's planning a crime. Clairvoyance/clairaudience and Scrying allow Dypmhna to follow suspected villains without actually following them, and she can "personally witness" any crimes they commit (from a safe distance). Alternatively, multiple castings of Spymaster's Coin can create sensors which are left at various merchants around the city. When a crime is taking place, Dymphna can activate the coin to see inside the shops without being there. Alternatively, coins can be given to party members or important NPCs. Circle Dance can direct her to a criminal once she sees the crime taking place. The real star of the show, though, is Greater Prying Eyes. Dymphna can send out 1d4+15 eyes in all directions, all of which have true seeing and last for 15 hours. Since she can cast the spell 2/day, there will never be a time when there are not eyes patrolling the city. Tactical movement means that multiple neighborhoods can be surveyed at once, and the eyes only need return to Dymphna to allow her to "view" the crimes that occurred. She can then track down the criminals and exert justice.

Can't Buy me Love: for flavor reasons, I took Vow of Poverty, causing a handful of DMs to shudder. However, the point of Dymphna is to challenge the player and show the DM that Vow of Poverty/Peace is neither an overpowered nor unplayable combination. Using the stats provided above, Dymphna has an AC of 42, boosted to 49 with Law Devotion. Her to-hit can reach as high as +34 (+41 with Law Devotion, +46 with Law and Knowledge Devotion). Her saves are +21/+21/+22, and she has both Evasion and Mettle. All in all, she is strong and survivable, though not completely earth-shaking, and should be a welcome addition to a mid-power campaign. While Vow of Peace could cause roleplaying issues, mature roleplayers should realize that killing criminals in a big city is a crime in and of itself, leading to nonlethal damage as a viable option. Though some creature types are immune to nonlethal damage, Dymphna can freely switch to lethal damage on allowed targets, and she has many allowable options with boosted DCs thanks to Vow of Nonviolence.

Happiness is a Warm Gun: damage--the real measure of a melee combatant's prowess. Dymphna can make use of her two smite features, a two-handed weapon (a longspear), the charging smite class feature and the paladin spell Rhino's Rush to deal 2[1d8+2 (STR)+5 (smite evil)+10 (charging smite) +10 (smite the guilty)+5 (knowledge devotion)+5 (CHA)+30 (power attack)]. That's 2d8+134 nonlethal damage with minimal buffs, enough to knock out most foes she'll be bringing to justice in one shot.


Adaptation


Cross-setting material: if cross-setting material is allowed, consider one of the many paladin variants to switch out Detect Evil, an ability made redundant by the vigilante. You can snag Detect Undead (Expedition to Castle Ravenloft), Detect Magic (Champions of Valor), or the ever-popular Inspire Courage (Champions of Valor). Also, the feat Sword of the Arcane Order allows you to add wizard spells to your (small) paladin spell list. You need INT, but we needed that just to grab all of our skills, so we're good.

LA buyoff: if this magical rule is allowed, Dymphna would take the Saint template. It's too amazingly broken to even be considered in most cases, but chances are your DM is in favor of high-power play if they're allowing buyoff. Enjoy your enhanced DCs, lesser globe of invulnerability, WIS to AC again, DR, and fast healing (among other things). :smallbiggrin:


Sources
PHB (monk, paladin, Improved Unarmed Strike, Power Attack, Improved Bull Rush, Alertness)
Unearthed Arcana (Overwhelming Attack fighting style)
Book of Exalted Deeds (exalted feats)
Complete Adventurer (Vigilante)
Complete Champion (devotion feats)
Complete Warrior (Extra Smiting, Awesome Smite, Divine Might)
Eberron Campaign Setting (Heir of Siberys, Heroic Spirit, Action Surge)

Ozymandias9
2010-10-25, 09:36 AM
There has to be something fun I can do with the word unseen

Viyana, The Unseen
I once gave them warning. A misplaced boot, an unlucky fall, little things. It was, after all, what the common criminal deserved. Then it happened. People went missing. All signs lead back to them. A little theft was worth a bit of bad luck, but now... Now they will know fear. Now they will fear the icy grip of death, for I am a scion of naught but merciless consequence. Those who shall pray on the weak in the night shall pay in blood. They will never see me coming...


The Build: Ranger 3/ Master Inquisitive 2/ Vigilante 2/ Ranger +2/ Vigilante +7
Race: Pixie (Small Fey)

Abilities
Abilities Before Racial/Level Modifiers:
Str 12, Dex 14, Con 12, Int 12, Wis 12, Cha 16
After Racial:
Str 8, Dex 22, Con 12, Int 18, Wis 16, Cha 22
After Level and Racial:
Str 8, Dex 24, Con 12, Int 18, Wis 16, Cha 24
After Level, Racial and Items:
Str 8, Dex 24, Con 12, Int 18, Wis 16, Cha 29

Progression

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

4th|Pixie LA|
+0|
+0|
+0|
+0|Languages: Common, Sylvan, Elven, Gnome, Halfling|Dodge|Spell -like abilities, Continuous greater invisibility, DR 10/cold iron, SR15+class levels

5th|Ranger 1|
+1|
+2|
+2|
+0|Gather Information 4, Knowledge (local) 4, Listen 4, Move Silently 4, Search 4, Sense Motive 4, Spot 4, Tumble 4, Use Rope 4, Intimidate 2|Weapon Finesse, Urban Tracking (ACF)|Skilled City-Dweller, Voice of the City, Rival Organization (Thieves' Guild), Champion of the Wild (ACF's)


6th|Ranger 2|
+2|
+3|
+3|
+0|Gather Information 5, Knowledge (local) 5, Listen 5, Move Silently 5, Search 5, Sense Motive 5, Spot 5, Tumble 5, Use Rope 5, Intimidate 2.5|Two-Weapon Fighting|Combat Style (Two-Weapon Fighting)

7th|Ranger 3|
+3|
+3|
+3|
+1|Gather Information 6, Knowledge (local) 6, Listen 6, Move Silently 6, Search 6, Sense Motive 6, Spot 6, Tumble 6, Use Rope 6, Intimidate 3 |Endurance, Investigator|Bonus Feat (Endurance)

8th|Master Inquisitive 1|
+3|
+3|
+5|
+1|Bluff 4, Gather Information 7, Knowledge (local) 7, Listen 7, Search 7, Sense Motive 7, Intimidate 3.5 ||Zone of truth 1/day

9th|Master Inquisitive 2|
+4|
+3|
+6|
+1|Bluff 5, Gather Information 8, Knowledge (local) 8, Listen 8, Search 8, Sense Motive 8, Intimidate 4|Alertness|Bonus Feat (Alertness), Contact (Human Expert 3, Int 18, Knowledge (all) 6 ranks)

10th|Vigilante 1|
+4|
+3|
+8|
+3|Gather Information 9, Knowledge (local) 9, Open Lock 6, Search 9, Sense Motive 9|Darkstalker|Detect evil at will, streetwise +2

11th|Vigilante 2|
+5|
+3|
+9|
+4|Gather Information 10, Knowledge (local) 10, Open Lock 10, Search 10, Sense Motive 10, Tumble 7, Use Rope 7||Smite the guilty 1/day

12th|Ranger 4|
+6/+1|
+4|
+10|
+4|Gather Information 11, Knowledge (local) 11, Search 11, Sense Motive 11, Tumble 10, Use Rope 10|Improved Two-Weapon Fighting| Champion of the Wild (Improved Two Weapon Fighting), Urban Companion (Owl) (ACF's)

13th|Ranger 5|
+7/+2|
+4|
+10|
+4|Gather Information 12, Knowledge (local) 12, Move Silently 6, Search 12, Sense Motive 12, Tumble 12, Use Rope 12|Combat Reflexes|Rival Organization (Guild of Mages and Thaumaturgists)

14th|Vigilante 3|
+8/+3|
+5|
+10|
+4|Gather Information 13, Intimidate 5, Knowledge (local) 13, Open Lock 13, Search 13, Sense Motive 13, Tumble 13, Use Rope 13||Quick search

15th|Vigilante 4|
+9/+4|
+5|
+11|
+5|Gather Information 14, Intimidate 8, Knowledge (local) 14, Open Lock 14, Search 14, Sense Motive 14, Tumble 14, Use Rope 14||Speak with dead 1/day

16th|Vigilante 5|
+9/+4|
+5|
+11|
+5|Gather Information 15, Intimidate 11, Knowledge (local) 15, Open Lock 15, Search 15, Sense Motive 15, Tumble 15, Use Rope 15|Improved Initiative|Quick hide

17th|Vigilante 6|
+10/+5|
+6|
+12|
+6|Gather Information 16, Intimidate 14, Knowledge (local) 16, Open Lock 16, Search 16, Sense Motive 16, Tumble 16, Use Rope 16||Smite the guilty 2/day

18th|Vigilante 7|
+11/+6/+1|
+6|
+12|
+6|Gather Information 17, Intimidate 17, Knowledge (local) 17, Open Lock 17, Search 17, Sense Motive 17, Tumble 17, Use Rope 17||Streetwise +4

19th|Vigilante 8|
+12/+7/+2|
+6|
+13|
+7|Gather Information 18, Intimidate 18, Knowledge (local) 18, Move Silently 8, Open Lock 18, Search 18, Sense Motive 18, Tumble 18, Use Rope 18|Greater Two-Weapon Fighting|Dimensional anchor 1/day

20th|Vigilante 9|
+12/+7/+2|
+7|
+13|
+7|Gather Information 19, Intimidate 19, Knowledge (local) 19, Move Silently 10, Open Lock 19, Search 19, Sense Motive 19, Tumble 19, Use Rope 19||Mettle[/table]

ECL 5
"Huh, where are my boots? And my cloak? Wait, how did I lose my pants while standing?"- A rather confused Thieves' Guild member

At this point, Viyana has just begun her career. She is Chaotic Good at this point, and has a notable disdain for her local Thieves' Guild. As such, she uses her talents as a pixie mainly to mess with them. She is not a fighter at this point, focusing mainly on using her skills and her spell-like abilities to irritate her foes.

ECL 10
"So, I say to the robed ponce, "Listen if you want street rats to experiment on, I can get 'em for ya, but it won't be cheap", and he... hey John did you hear some..."- a now deceased kidnapper with the Thieves' Guild, discussing his part in a wave of street orphan kidnappings, shortly before his death at the hands of Viyana.

Viyana has fallen to Chaotic Neutral since ECL 5. She, in response to a rash of kidnappings, has resorted to brutal torture and silent killings in an attempt to mete out her view of justice to the criminal population. Her levels in Master Inquisitor have granted her contact with an informant who goes by the pseudonym "Brains". Her entry into Vigilante occurred through single-minded determination to destroy those who would hurt the innocent. This is the build's sweet spot. At ECL 10, Viyana can afford an Amulet of Proof against Detection and Location and a Ring of Mind Shielding, thus making her nigh impossible to detect between those, her illusions, Darkstalker, and her continual Greater invisibility, even while in combat.

ECL 15
"GUARDS! GUARDS! I am in need of assistance! An unknown attacker is inside my lab and ruining my research". "They won't answer, seeing as they are already dead". "Who are you, show yourself". "Let's just say I'm a concerned citizen, who just happens to have a problem with those who kill innocents. A fatal problem"- Byplay between a researcher in the Guild of Mages and Thaumaturgists and The Unseen

Viyana has since discovered the culprit of the kidnappings, as well as the research being preformed on them. The children were being treated with magical creature blood in efforts to create an army of enhanced cross breeds. Most of the children died or became horrid monsters. The fact that none of her survivors have ever seen her has led to Viyana receiving the moniker "The Unseen". Every thief in the city knows of her, terrified that they might hold information she needs, or that their actions will gain them her ire. Word is also rapidly spreading among the members of the Guild of Mages and Thaumaturgists, a local magic guild, that their research has brought upon them a foe who can get past any defense they create, or guardian they hire. Her owl companion has become her primary scout, ensuring that any area she enters is safe.

ECL 20
"EXPLOSION IN MAGES' GUILD HEADQUARTERS. EVIDENCE FOUND OF HORRIFYING EXPERIMENTS. AUTHORITIES BELIEVE THE UNSEEN MAY BE INVOLVED"- article in the city newspaper regarding the aftermath of the battle between The Unseen and the High Archmage of the Guild of Mages and Thaumaturgists

By this point, Viyana is the undisputed shadow guardian of the city. While battle is not her forte, she is an able combatant, and her access to the spell Shadow conjuration gives her access to a whole new set of combat options. She also has access to untold resources throughout the underbelly of the city due to her incredible information gathering potential.

SLA's and Vigilante Spells
Table
Spells per day/Spells Known
{table=head]Level|1st|2nd|3rd|4th

1st|3/5|-|-|-

2nd|4/6|-|-|-

3rd|5/6|2/4|-|-

4th|6/7|3/5|-|-

5th|6/7|4/5|2/4|-

6th|6/7|5/6|3/5|-

7th|6/7|5/6|4/5|2/4

8th|6/7|5/6|5/6|3/5

9th|6/7|5/6|5/6|4/5

Spells Known
CL 9
1st:Identify, disguise self, ventriloquism, cause fear, expeditious retreat, animate rope, silent image
2nd:Mirror image, silence, blindness/deafness, pyrotechnics, sonic weapon, whirling blade
3rd:See invisibility, major image, winding alleys, gaseous form, haste, sculpt sound
4th:Locate creature, know vulnerability, hallucinatory terrain, shadow conjuration, spectral weapon
SLA's
At will- Detect evil
Racial 1/day- CL 8(DC17, Cha based) lesser confusion, dancing lights, detect chaos, detect evil, detect good, detect law, detect thoughts, dispel magic, entangle, permanent image(DC19, visual and auditory only), polymorph(self only)
Master Inquisitive- 1/day zone of truth
Vigilante- 1/day CL 9 speak with dead, dimensional anchor

Full Skills and Saves with Modifiers at ECL 20
Skills:Bluff +14, Gather Information +32, Intimidate +28, Knowledge (local) +27, Listen +11, Move Silently +17, Open Lock +26, Search +23, Sense Motive +22, Tumble +26, Use Rope +26
Saves:Fort +13, Ref +25, Will +15


Equipment at ECL 20 (With Sources; DMG=Dungeon Master's Guide, MIC=Magic Item Compendium, RotW=Races of the Wild)
Goggles of Night (DMG 258), Rod of Force (MIC 174), Magic Siphon (MIC 164), Amulet of Proof against Detection and Location (DMG 247), 2 +5 keen kukris, +5 longbow, 100 arrows, Quiver of Energy(acid) (MIC 172), +5 leafweave leather (RotW 168), Tome of Influence and Leadership +5 (DMG 268), Ring of Mind Shielding (DMG 232), Ring of Telekinesis (DMG 233), Dimension Stride Boots (MIC 94), Gauntlets of Throwing (MIC 104), Vest of Resistance +5 (MIC 147), War Wizard Cloak (MIC 147), Blast Globes (MIC 152), Clear Spindle Ioun Stone (DMG 260), 5 Dusts of Sneezing and Chocking (DMG 275), several safe houses, torture devices, and copious amounts of mundane and alchemical equipment (approx. 50000 gp worth)

Sources
Feats
Player's Handbook: Dodge, Weapon Finesse, Two-Weapon Fighting, Endurance, Alertness, Improved Two-Weapon Fighting, Combat Reflexes, Improved Initiative, Greater Two-Weapon Fighting
Eberron Campaign Setting: Investigator
Lords of Madness: Darkstalker
Classes
Player's Handbook: Ranger
Eberron Campaign Setting: Master Inquisitor
Complete Adventurer: Vigilante
Spells
Complete Arcane: Whirling blade
Complete Adventurer:Sonic weapon, spectral weapon
Races of Destiny:Winding alleys
Player's Handbook:Everything else.
ACF's
Cityscape Web Enhancement (Link:http://www.wizards.com/default.asp?x=dnd/we/20070228a): Skilled City Dweller, Urban Tracking, Voice of the City, Rival Organization, Urban Companion
Complete Champion: Champion of the Wild


Notes
Viyana is meant to do two things. She is meant to be informed in every situation while using the minimum amount of magic. She is also meant to be seen as little as possible, even in the middle of combat. Being a pixie makes both of these goals rather easy, as it gives her small size, a high Dexterity and Charisma bonus, and a continual greater invisibility effect. If one was to adapt Viyana to not be a pixie, an effective replacement would probably be a Seelie Fey Gnome with full Vigilante progression and more Master Inquisitive levels. I could have used full Vigilante progression in this build, but it wouldn't give anything important enough to warrant it. After all, part of UoSI is using it without overusing it.

Ozymandias9
2010-10-25, 09:38 AM
not sure yet

Name: Oduk Nanoc
Alias: The Fierce Fochlucan
Race: Human
Alignment: NG

Stats:

Str: 10
Dex: 14
Con: 10
Int: 14
Wis: 16
Cha: 14

Level Progression:

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

1st|Divine Bard 1|
+0|
+0|
+2|
+2|Decipher Script 4 Ranks, Diplomacy 4 Ranks, Gather Information 4 Ranks, Knowledge (Local) 4 Ranks, Knowledge (Nature) 4 Ranks, Use Magic Device 4 Ranks, Perform (String Instruments) 4 Ranks, Sense Motive 4 Ranks, Sleight of Hand 4 Ranks|Alertness(1st), Improved Unarmed Strike (Human Bonus)|Bardic Music, Bardic Knowledge, Fascinate, Inspire Courage +1

2nd|Divine Bard 2|
+1|
+0|
+3|
+3|Decipher Script 1 Rank, Diplomacy 1 Rank, Gather Information 1 Rank, Knowledge (Local) 1 Rank, Use Magic Device 1 Rank, Sense Motive 1 Rank, Sleight of Hand 1 Rank, Knowledge (Nature) 1 Rank, Perform (String Instruments) 1 Rank||

3rd|Divine Bard 3|
+2|
+1|
+3|
+3|Decipher Script 1 Rank, Diplomacy 1 Rank, Gather Information 1 Rank, Knowledge (Local) 1 Rank, Use Magic Device 1 Rank, Sense Motive 1 Rank, Sleight of Hand 1 Rank, Knowledge (Nature) 1 Rank, Perform (String Instruments) 1 Rank|Improved Initiative (3rd Lvl)|Inspire Competence

4th|Divine Bard 4|
+3|
+1|
+4|
+4|Decipher Script 1 Rank, Diplomacy 1 Rank, Gather Information 1 Rank, Knowledge (Local) 1 Rank, Use Magic Device 1 Rank, Sense Motive 1 Rank, Sleight of Hand 1 Rank, Knowledge (Nature) 1 Rank, Perform (String Instruments) 1 Rank||

5th|Divine Bard 5|
+3|
+1|
+4|
+4|Gather Information 1 Rank, Knowledge (Local) 1 Rank, Use Magic Device 1 Rank, Sense Motive 1 Rank, Perform (String Instruments) 1 Rank, Speak Languages (Druidic, Aquan, Ignan, Terran) 4 Ranks||

6th|Rogue 1|
+4|
+2|
+7|
+4|Perform (String Instruments) 1 Rank, Use Magic Device 1 Rank, Intimidate 4 Ranks, Search 4 Ranks, Hide 1 Rank|Superior Unarmed Strike (6th Lvl)|Sneak Attack +1d6, Trapfinding

7th|Rogue 2|
+5|
+2|
+7|
+5|Perform (String Instruments) 1 Rank, Use Magic Device 1 Rank, Bluff 9 Ranks||Evasion

8th|Vigilante 1|
+6|
+2|
+10|
+7|Perform (String Instruments) 1 Rank, Use Magic Device 1 Rank (cc), Disable Device 6 Ranks||Detect Evil, Streetwise (+2 to Gather Information and Knowledge (Local) checks)

9th|Vigilante 2|
+6|
+3|
+10|
+8|Perform (String Instruments) 1 Rank, Use Magic Device 1 Rank (cc), Move Silently 6 Ranks|Weapon Finesse (9th)|Smite the Guilty 1/day

10th|Vigilante 3|
+7|
+3|
+11|
+8|Perform (String Instruments) 1 Rank, Use Magic Device 1 Rank (cc), Hide 6 Ranks||Quick Search

11th|Fochlucan Lyrist 1|
+8|
+3|
+13|
+11|Perform (String Instruments) 1 Rank, Use Magic Device 1 Rank, Disguise 7 Ranks||Unbound, Bardic Knowledge, Bardic Music (Fochlucan Lyrist levels stack with Bard levels in determining bonus on Bardic Knowledge checks, Bardic Music uses per day, and abilities Bardic Music can give), Suggestion

12th|Fochlucan Lyrist 2|
+9|
+4|
+14|
+11|Perform (String Instruments) 1 Rank, Use Magic Device 1 Rank, Handle Animal 7 Ranks|Extra Music (12th Level)|

13th|Fochlucan Lyrist 3|
+10|
+4|
+14|
+12|Perform (String Instruments) 1 Rank, Use Magic Device 1 Rank, Heal 7 Ranks||Inspire Courage +2

14th|Fochlucan Lyrist 4|
+11|
+4|
+15|
+12|Perform (String Instruments) 1 Rank, Use Magic Device 1 Rank, Survival 7 Ranks||Inspire Greatness

15th|Fochlucan Lyrist 5|
+12|
+5|
+15|
+13|Perform (String Instruments) 1 Rank, Use Magic Device 1 Rank, Spellcraft 7 Ranks|Extra Music (15th Lvl)|

16th|Fochlucan Lyrist 6|
+13|
+5|
+16|
+13|Perform (String Instruments) 1 Rank, Use Magic Device 1 Rank, Spellcraft 7 Ranks||

17th|Fochlucan Lyrist 8|
+14|
+5|
+16|
+14|Perform (String Instruments) 1 Rank, Use Magic Device 1 Rank, Concentration 7 Ranks||Song of Freedom

18th|Fochlucan Lyrist 8|
+15|
+6|
+17|
+14|Perform (String Instruments) 1 Rank, Use Magic Device 1 Rank, Concentration 7 Ranks|Extra Music (18th Lvl)|

19th|Fochlucan Lyrist 9|
+16|
+6|
+17|
+15|Perform (String Instruments) 1 Rank, Use Magic Device 1 Rank, Ride 7 Ranks||Inspire Courage +3

20th|Fochlucan Lyrist 10|
+17|
+6|
+18|
+15|Perform (String Instruments) 1 Rank, Use Magic Device 1 Rank, Disguise 7 Ranks||Inspire Heroics[/table]

Divine Spell Progression:

Divine Bard Spells per day
{table=head]Level|0lvl|1st|2nd|3rd|4th|5th

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

2nd|3|0|-|-|-|-|-|-|-|-

3rd|3|1|-|-|-|-|-|-|-|-

4th|3|2|0|-|-|-|-|-|-|-

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

6th|3|3|2|-|-|-|-|-|-|-

7th|3|3|2|0|-|-|-|-|-|-

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

9th|3|3|3|2|-|-|-|-|-|-

10th|3|3|3|2|0|-|-|-|-|-

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

12th|3|3|3|3|2|-|-|-|-|-

13th|3|3|3|3|2|0|-|-|-|-

14th|4|3|3|3|3|1|-|-|-|-

15th|4|4|3|3|3|2|-|-|-|-[/table]


Divine Bard Spells Known
{table=head]Level|0lvl|1st|2nd|3rd|4th|5th

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

2nd|5|2|-|-|-|-|-|-|-|-

3rd|6|3|-|-|-|-|-|-|-|-

4th|6|3|2|-|-|-|-|-|-|-

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

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

7th|6|4|4|2|-|-|-|-|-|-

8th|6|4|4|3|-|-|-|-|-|-

9th|6|4|4|3|-|-|-|-|-|-

10th|6|4|4|4|2|-|-|-|-|-

11th|6|4|4|4|3|-|-|-|-|-

12th|6|4|4|4|3|-|-|-|-|-

13th|6|4|4|4|4|2|-|-|-|-

14th|6|4|4|4|4|3|-|-|-|-

15th|6|4|4|4|4|3|-|-|-|-[/table]


Divine Bard Spells Chosen
{table=head]Level|0lvl|1st|2nd|3rd|4th|5th

1st|Summon Instrument, Mage Hand, Open/Close, Ghost Sound|-|-|-|-|-|-|-|-|-

2nd|Summon Instrument, Mage Hand, Open/Close, Ghost Sound, Mending|Cure Light Wounds, Detect Secret Doors|-|-|-|-|-|-|-|-

3rd|Summon Instrument, Mage Hand, Open/Close, Ghost Sound, Mending, Prestidigitation|Cure Light Wounds, Detect Secret Doors, Disguise Self|-|-|-|-|-|-|-|-

4th|Summon Instrument, Mage Hand, Open/Close, Ghost Sound, Mending, Prestidigitation|Cure Light Wounds, Detect Secret Doors, Disguise Self|Alter Self, Cure Moderate Wounds|-|-|-|-|-|-|-

5th|Summon Instrument, Mage Hand, Open/Close, Ghost Sound, Mending, Prestidigitation|Cure Light Wounds, Detect Secret Doors, Disguise Self|Alter Self, Cure Moderate Wounds, Blur|-|-|-|-|-|-|-

6th|Summon Instrument, Mage Hand, Open/Close, Ghost Sound, Mending, Prestidigitation|Cure Light Wounds, Detect Secret Doors, Disguise Self|Alter Self, Cure Moderate Wounds, Blur|-|-|-|-|-|-|-

7th|Summon Instrument, Mage Hand, Open/Close, Ghost Sound, Mending, Prestidigitation|Cure Light Wounds, Detect Secret Doors, Disguise Self|Alter Self, Cure Moderate Wounds, Pyrotechnics|Haste, Cure Serious Wounds|-|-|-|-|-|-

8th|Summon Instrument, Mage Hand, Open/Close, Ghost Sound, Mending, Prestidigitation|Cure Light Wounds, Detect Secret Doors, Disguise Self|Alter Self, Cure Moderate Wounds, Pyrotechnics|Haste, Cure Serious Wounds, Blink|-|-|-|-|-|-

9th|Summon Instrument, Mage Hand, Open/Close, Ghost Sound, Mending, Prestidigitation|Cure Light Wounds, Detect Secret Doors, Disguise Self|Alter Self, Cure Moderate Wounds, Pyrotechnics|Haste, Cure Serious Wounds, Blink|-|-|-|-|-|-

10th|Summon Instrument, Mage Hand, Open/Close, Ghost Sound, Mending, Prestidigitation|Cure Light Wounds, Detect Secret Doors, Disguise Self|Alter Self, Cure Moderate Wounds, Pyrotechnics|Haste, Cure Serious Wounds, Blink|Cure Critical Wounds, Greater Invisibility|-|-|-|-|-

11th|Summon Instrument, Mage Hand, Open/Close, Ghost Sound, Mending, Prestidigitation|Cure Light Wounds, Detect Secret Doors, Disguise Self|Alter Self, Cure Moderate Wounds, Pyrotechnics|Haste, Cure Serious Wounds, Blink|Cure Critical Wounds, Greater Invisibility, Dominate Person|-|-|-|-|-

12th|Summon Instrument, Mage Hand, Open/Close, Ghost Sound, Mending, Prestidigitation|Cure Light Wounds, Detect Secret Doors, Disguise Self|Alter Self, Cure Moderate Wounds, Pyrotechnics|Haste, Cure Serious Wounds, Blink|Cure Critical Wounds, Greater Invisibility, Dominate Person|-|-|-|-|-

13th|Summon Instrument, Mage Hand, Open/Close, Ghost Sound, Mending, Prestidigitation|Cure Light Wounds, Detect Secret Doors, Disguise Self|Alter Self, Cure Moderate Wounds, Pyrotechnics|Haste, Cure Serious Wounds, Blink|Cure Critical Wounds, Greater Invisibility, Dominate Person, Legend Lore|Mass Suggestion, Summon Monster V|-|-|-|-

14th|Summon Instrument, Mage Hand, Open/Close, Ghost Sound, Mending, Prestidigitation|Cure Light Wounds, Detect Secret Doors, Disguise Self|Alter Self, Cure Moderate Wounds, Pyrotechnics|Haste, Cure Serious Wounds, Blink|Cure Critical Wounds, Greater Invisibility, Dominate Person, Legend Lore|Mass Suggestion, Summon Monster V, Shadow Evocation|-|-|-|-

15th|Summon Instrument, Mage Hand, Open/Close, Ghost Sound, Mending, Prestidigitation|Cure Light Wounds, Detect Secret Doors, Disguise Self|Alter Self, Cure Moderate Wounds, Pyrotechnics|Haste, Cure Serious Wounds, Blink|Cure Critical Wounds, Greater Invisibility, Dominate Person, Legend Lore|Mass Suggestion, Summon Monster V, Shadow Evocation|-|-|-|-[/table]

Arcane Spell Progression:

Vigilante Spells per day
{table=head]Level|1st|2nd|3rd|4th

1st|0|-|-|-|-|-|-|-|-|-

2nd|1|-|-|-|-|-|-|-|-|-

3rd|2|0|-|-|-|-|-|-|-|-

4th|3|1|-|-|-|-|-|-|-|-

5th|3|2|0|-|-|-|-|-|-|-

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

7th|3|3|2|0|-|-|-|-|-|-

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

9th|3|3|3|2|-|-|-|-|-|-

10th|3|3|3|3|-|-|-|-|-|-[/table]


Vigilante Spells Known
{table=head]Level|1st|2nd|3rd|4th

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

2nd|3|-|-|-|-|-|-|-|-|-

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

4th|4|3|-|-|-|-|-|-|-|-

5th|4|3|2|-|-|-|-|-|-|-

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

7th|4|4|3|2|-|-|-|-|-|-

8th|4|4|4|3|-|-|-|-|-|-

9th|4|4|4|3|-|-|-|-|-|-

10th|4|4|4|4|-|-|-|-|-|-[/table]


Vigilante Spells Chosen
{table=head]Level|1st|2nd|3rd|4th

1st|Master's Touch, Feather Fall|-|-|-|-|-|-|-|-|-

2nd|Master's Touch, Feather Fall, Know Direction|-|-|-|-|-|-|-|-|-

3rd|Master's Touch, Feather Fall, Know Direction|Bladeweave, Sonic Weapon|-|-|-|-|-|-|-|-

4th|Master's Touch, Feather Fall, Know Direction, Swift Expeditious Retreat|Bladeweave, Sonic Weapon, Blindness/Deafness|-|-|-|-|-|-|-|-

5th|Master's Touch, Feather Fall, Know Direction, Swift Expeditious Retreat|Bladeweave, Sonic Weapon, Blindness/Deafness|Dispel Magic, Gaseous Form|-|-|-|-|-|-|-

6th|Master's Touch, Feather Fall, Know Direction, Swift Expeditious Retreat|Bladeweave, Sonic Weapon, Tactical Precision, Blindness/Deafness|Dispel Magic, Gaseous Form, Displacement|-|-|-|-|-|-|-

7th|Master's Touch, Feather Fall, Know Direction, Swift Expeditious Retreat|Bladeweave, Sonic Weapon, Tactical Precision, Blindness/Deafness|Dispel Magic, Gaseous Form, Displacement|Spectral Weapon, Break Enchantment|-|-|-|-|-|-

8th|Master's Touch, Feather Fall, Know Direction, Swift Expeditious Retreat|Bladeweave, Sonic Weapon, Tactical Precision, Blindness/Deafness|Dispel Magic, Gaseous Form, Displacement, Remove Curse|Spectral Weapon, Break Enchantment, Freedom of Movement|-|-|-|-|-|-

9th|Master's Touch, Feather Fall, Know Direction, Swift Expeditious Retreat|Bladeweave, Sonic Weapon, Tactical Precision, Blindness/Deafness|Dispel Magic, Gaseous Form, Displacement, Remove Curse|Spectral Weapon, Break Enchantment, Freedom of Movement|-|-|-|-|-|-

10th|Master's Touch, Feather Fall, Know Direction, Swift Expeditious Retreat|Bladeweave, Sonic Weapon, Tactical Precision, Blindness/Deafness|Dispel Magic, Gaseous Form, Displacement, Remove Curse|Spectral Weapon, Break Enchantment, Freedom of Movement, Locate Creature|-|-|-|-|-|-[/table]


The Story:

Oduk Nanoc was abandoned as a child, left at the front of a temple of Obad-Hai for the priestesses to take care of. He was left with a small book and a lute, and nothing else. The book came attached with a note reading: "When our child is ready, give him the book." Growing up, Oduk spent endless hours practicing his lute, using religious hymns as a means of practicing. He would always perform for the priestesses and the other orphans. Everything was normal until one day, he realized his music had an odd effect on people. His music caused strange things to happen, doors bursting open, things knocking over, even noises coming from areas he wasn't in when he played. It was at that point that the priestess that found him believed he was ready to have the book he was left with. The book contained page after page of sheet music, giving Oduk ideas for songs to play and ways to practice his lute playing. Each song he played helped him grow in power, granting himself supernatural powers through each strum and each verse, ranging from self-illusions to the power to heal. When his magic was strong enough, the priestess that found him, that raised him the most, took it upon herself to teach Oduk something forbidden to teach. She believed he was ready to learn, and didn't see much wrong with teaching someone blessed with divine powers a language reserved to others with similar divine powers. Oduk got to learn Druidic from his mother-figure, but at a cost. The priestess that taught him the hidden language was banned from the temple, and could only come back once she atoned for what she did. Angered at her banishment, Oduk went along with her, on a journey to help find someone who can re-bless her with nature's divinity. Staying at a nearby city, Oduk uses his music to make some money to survive and natural influence to try and find information on anyone who can help on his journey. The city was corrupt with shady government and criminal activity. He witnessed crime after crime, people getting robbed when they have practically nothing, murder and arson every day. Needing to be able to protect his "mother", he learned how to use magic without his music, and learned how to detect who would hurt, and who wouldn't. His skills with his magic, his influence, and his combat was impeccable, earning the nickname "The Fierce Fochlucan." Defeating the scum of the city and spreading not his religious word, but his own word of peace, he continues his journey to this day and grows ever more powerful.

Ozymandias9
2010-10-25, 09:39 AM
"Listen, and understand. {...} It can't be bargained with. It can't be reasoned with. It doesn't feel pity, or remorse, or fear. And it absolutely will not stop, ever, until you are dead."


The undead lurch about the city, a pox upon us with no antidote in sight. They feed as they can, and the vampires who now sit at the head of the clergy hide the truth from outsiders, luring fresh meat in with smiling faces and open arms. Those who discover the truth are either overwhelmed as they try to fight or flee, or are forced into hiding, as we are now, scuttling like rats along the edges of the city while the ghoulish masses claim the main thoroughfares.

Our city is doomed. It is dying from the inside out, festering. There is a man, though: Rhys. One man, alone in the darkness, who works to save those whom he can, to guide them to safety. He was born with the mark of Heironious upon him. In times past it would have portended kingship for him; now, it merely marks him out for unending, unaided struggle to cleanse us of a blight he knows he cannot conquer alone. As the lone remaining representative of Heironious’ grace upon our blighted city, he can save you, if you can find him, if you are true, and if you stay close by him.

“Come with me if you want to live.”

STR 14 DEX 10 CON 12 INT 14 WIS 12 CHA 16

LG Human Paragon 3/Paladin 4/Vigilante 10/Shadowstriker 3

Boost CHA at 4th, 8th, 12th, 16th, & 20th

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

1st|Human Paragon 1 (http://www.d20srd.org/srd/variant/races/racialParagonClasses.htm#humanParagon)|
+0|
+1|
+0|
+3|Concentration 2, Gather Information 4, Intimidate 4, Knowledge (Local) 3, Knowledge (Religion) 3, Listen 2, Search 2, Sense Motive 4, Spot 2, Use Magic Device 2|Alertness, Law Devotion (CCh 61), Martial Weapon Proficiency: Scythe|Adaptive Learning: Use Magic Device

2nd|Variant Paladin 1 (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#paladin)|
+1|
+3|
+0|
+3|Gather Information +1, Knowledge (Local) +0.5, Search +0.5, Sense Motive +1|-|Smite Evil 1/Day, Aura of Good, Detect Evil at will, Favored Enemy: Undead

3rd|Variant Paladin 2 (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#paladin)|
+2|
+7|
+3|
+6|Gather Information +1, Knowledge (Local) +0.5, Search +0.5, Sense Motive +1|Improved Smiting (CDiv 82)|Divine Grace

4th|Variant Paladin 3 (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#paladin)|
+3|
+7|
+4|
+7|Gather Information +1, Knowledge (Local) +0.5, Search +0.5, Sense Motive +1|-|Aura of Courage, Divine Health

5th|Variant Paladin 4 (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#paladin)|
+4|
+8|
+4|
+7| Knowledge (Local) +1.5, Search +0.5, Sense Motive +1|-|Spells

6th|Human Paragon 2 (http://www.d20srd.org/srd/variant/races/racialParagonClasses.htm#humanParagon)|
+5|
+8|
+4|
+8|Concentration +1, Gather Information +1, Knowledge (Local) +2, Knowledge (Religion) +1, Use Magic Device +2|Extra Smiting (CWar 98), Urban Tracking (RoD 154) |Bonus Feat

7th|Vigilante 1|
+5|
+8|
+6|
+10|Concentration +1, Gather Information +1, Listen +1, Search +1, Spot +1, Use Magic Device +1|-|Streetwise +2

8th|Vigilante 2|
+6|
+9|
+8|
+12|Concentration +1, Gather Information +1, Listen +1, Search +1, Spot +1, Use Magic Device +1|-|Smite the Guilty 1/Day

9th|Human Paragon 3 (http://www.d20srd.org/srd/variant/races/racialParagonClasses.htm#humanParagon)|
+7|
+11|
+10|
+13|Concentration +1, Gather Information +1, Knowledge (Religion) +1, Listen +1, Spot +1, Use Magic Device +2|Nemesis (BoED 44)|Boost CHA +2

10th|Vigilante 3|
+8|
+12|
+10|
+13|Bluff +1, Concentration +1, Gather Information +1, Intimidate +1, Search +1, Use Magic Device +2|-|Quick Search

11th|Vigilante 4|
+9|
+12|
+11|
+14|Bluff +1, Concentration +1, Gather Information +1, Intimidate +2, Use Magic Device +2|-|Speak With Dead 1/Day

12th|Vigilante 5|
+9|
+12|
+11|
+14|Bluff +1, Concentration +1, Gather Information +1, Intimidate +1, Use Magic Device +1; Skill Trick: Listen To This|Battle Blessing (CCh 55)|Quick Hide

13th|Vigilante 6|
+10|
+13|
+12|
+15|Concentration +1, Gather Information +2, Knowledge (Local) +1, Search +2, Use Magic Device +2|-|Smite the Guilty 2/Day

14th|Vigilante 7|
+11|
+13|
+12|
+15|Bluff +1, Concentration +1, Gather Information +1, Search +2, Use Magic Device +2|-|Streetwise +4

15th|Vigilante 8|
+12|
+13|
+13|
+16|Bluff +1, Concentration +1, Gather Information +1, Knowledge (Local) +1, Use Magic Device +1; Skill Trick: Swift Concentration|Exalted Smite (BoED 42)|Dimensional Anchor

16th|Vigilante 9|
+12|
+14|
+13|
+16|Concentration +1, Gather Information +1, Intimidate +1, Listen +1, Spot +1, Use Magic Device +1|-|Mettle

17th|Vigilante 10|
+13|
+14|
+14|
+17|Concentration +1, Gather Information +1, Intimidate +1, Listen +1, Spot +1, Use Magic Device +1|-|Smite the Guilty 3/Day

18th|Shadowstriker 1|
+14|
+16|
+14|
+19|Intimidate +1, Listen +1, Spot +1, Use Magic Device +1|Sickening Grasp (CMag 47)|Badge of Office, Luminous Weapon

19th|Shadowstriker 2|
+15|
+17|
+14|
+20|Intimidate +1, Listen +1, Spot +1, Use Magic Device +1|-|Smite Evil 1/Day, Sun’s Blessing

20th|Shadowstriker 3|
+16|
+17|
+15|
+20|Intimidate +1, Listen +1, Spot +1, Use Magic Device +1|-|Surge of Piety[/table]

(1) Class skills chosen for Human Paragon: Concentration, Gather Information, Intimidate, Knowledge (Local), Knowledge (Religion), Listen, Search, Sense Motive, Spot, Use Magic Device.
(2) Paladin Spells: Bless Weapon, Divine Favor

Spells at 5th, 6th, and 9th level on the following table are from advancing Paladin casting. All others are from advancing Vigilante casting.
Spells per day/Spells Known
{table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

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

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

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

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

5th|-|1/1|-|-|-|-|-|-|-|-

6th|-|1/1|-|-|-|-|-|-|-|-

7th|-|2/1|-|-|-|-|-|-|-|-

8th|-|3/2|-|-|-|-|-|-|-|-

9th|-|2/2|-|-|-|-|-|-|-|-

10th|-|3/3|2/1|-|-|-|-|-|-|-

11th|-|4/4|3/2|-|-|-|-|-|-|-

12th|-|4/4|3/3|2/1|-|-|-|-|-|-

13th|-|4/4|4/4|3/2|-|-|-|-|-|-

14th|-|4/4|4/4|3/3|2/1|-|-|-|-|-

15th|-|4/4|4/4|4/4|3/2|-|-|-|-|-

16th|-|4/4|4/4|4/4|3/3|-|-|-|-|-

17th|-|4/4|4/4|4/4|4/4|-|-|-|-|-

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

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

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


Bard Spells Known:
1st: Accelerated Movement (SpC 7), Crabwalk (SpC 53-4), Improvisation (SpC 121), Ironthunder Horn (SpC 126)
2nd: Bladeweave (SpC 31), Lively Step (SpC 133), Speak With Allies (SpC 197), Whirling Blade (SpC 238)
3rd: Mass Curse of Impending Blades (SpC 57), Dolorous Blow (SpC 70), Know Opponent (SpC 129), Shadow Cache (SpC 183)
4th: Lay of the Land (SpC 131), Improved Portal Alarm (SpC 160-1), Ray Deflection (SpC 166), Ruin Delver’s Fortune (SpC 178)

Suggested Gear listed in MiC:
Greater Blurring, Shadow, Ghost Ward Mithral Chain Shirt +1; +1 Blessed, Undeadbane Sacred Scythe with a Truedeath Crystal; Blindfold of True Darkness; Dimension Stride Boots; Reach Gauntlets; Helm of the Purple Plume; Ring of Protection +5, Ring of Evasion; Cloak of Charisma +6; Amulet of Health +6; Winged Vest; Belt of Battle

Source List:
1. System Resource Document (SRD): Human Paragon, Favored Enemy-variant Paladin; 2. Complete Adventurer (CAd): Vigilante; 3. Complete Divine (CDiv): Improved Smiting feat; 4. Complete Warrior (CWar): Extra Smiting feat; 5. Complete Champion (CCh): Shadowstriker, Law Devotion feat, Battle Blessing feat; 6. Complete Mage (CMag): Sickening Grasp feat; 7. Races of Destiny (RoD): Urban Tracking feat; 8. Book of Exalted Deeds (BoED): Nemesis feat, Exalted Smiting feat.
Level Highlights:
1st:
Relatively bog-standard here. Scythe and Law Devotion give some decent damage output. Perception skills and UMD give him something to do outside combat. It’s hard to stand out at 1st level without Pazuzu.

5th:
In a city infested with undead, a Paladin’s bonuses, immunities and spells, coupled with Favored Enemy bonuses, make Rhys formidable against those enemies. His skill set, good BAB and saves, and solid damage output keep him from being a one-trick pony. Divine Favor is the first spell chosen, and he’s had his armor and scythe enchanted by now. Improved Smiting works, going forward, on all Smite attempts Rhys will collect from various sources.

10th:
Rhys is establishing a reputation throughout the city now as the one who can help an innocent against the hordes of zombies and ghouls. Urban Tracking lets Rhys find you once you’ve put the word out that you need his help. Nemesis makes Rhys able to detect all the undead that have an annoying habit of lurking in ambush and improves damage output against them. He dipped out of Vigilante only long enough to finish up Human Paragon, because the additional +2 CHA fuels his saves and smites, so the longer he has that benefit, the better off he is. Extra Smiting and Smite the Guilty make him efficient at mowing down those who oppose what’s right or do things like attempt to feast on tender human flesh within Rhys’ home city. Streetwise and Quick Search, together with Nemesis, make him extremely adept at safely navigating through a chaotic landscape. Choosing the Favored Enemy variant Paladin removed Lay on Hands from his repertoire, and the Vigilante’s spell list is sadly lacking recuperative and restorative spells, which makes his UMD skill important for activating any curative wands he can collect from the wasteland in which he thrives. Fun note: from 8th through 11th level, Rhys’s saves are all equal to or higher than his character level.

15th:
Because Rhys is in a city plagued with undead, and has them as his Favored Enemy, Speak with Dead will have its uses. Battle Blessing speeds up Bless Weapon’s usefulness. Quick Hide - off of Bluff despite the name - with a further bonus to Streetwise keeps Rhys and his charges out of harms way. Exalted Smite and another use of Smite the Guilty further improve his damage output against undead and wrong-doers in general. His Skill Tricks improve his ability to scout and report back, and his action economy in battle. The spells he’s acquired through Vigilante by now make him the best in the city at navigating and combating its dangers, and give him an undetectable hiding place for an emergency stash of supplies. Dimensional Anchor prevents the escape of any who oppose him and find themselves over-matched.

20th:
Rhys has finished up Human Paragon, Vigilante, and Shadowstriker, while nabbing all the benefits most ascribe to Paladin levels, save the Mount which he lacks the skill to use. With UMD maxed out and two different spell lists, he has more than adequate versatility. He’s an accomplished scout, an extremely dangerous foe to undead, and with Sickening Grasp he’s improved his ability to disable living opponents while increasing the caster level on some of his Vigilante spells. He has Mettle and a Ring of Evasion along with across-the-board great saves, so spells against him will rarely bother him. He has seven Smites per day, which outstrip the number of encounters he should typically find. Shadowstriker’s abilities further his damage output against evil and undead foes, and he can channel his Vigilante spells into those abilities as needed in a pinch.

Tucked Away: Options
With flaws, Rhys could take Shaky and Vulnerable to open up feat slots for Bind Vestige and Improved Bind Vestige from Tome of Magic, allowing him to bind Dahlver-Nar for the Mad Soul immunity to WIS damage right from the start. You’d have to be a little crazy to stick around in a city where undead hold sway, anyhow. An interesting alternative to Sickening Grasp is Strength of Conviction from Exemplars of Evil, which would let Rhys trade out Smite Evil for a slightly weaker Smite that works against anyone he chooses.

Ozymandias9
2010-10-25, 09:40 AM
“Courage is not the absence of fear, but rather the judgement that something else is more important than fear.”
-Ambrose Redmoon


The Judge

Introduction
For as long as any could remember, the statue known simply as the Judge had been a fixture in the catacombs of the temple. Even the clergy of Heironeous knew nothing of it's origins, assuming that it had been crafted when the temple was built or was a trophy from some long forgotten war. The imposing monothith depicted a warrior of indeterminate race, a steely grey brute that seemed to glower at any who came near. The earliest records of the temple stated that it was originally positioned in the courtyard, though at some point it had been laboriously moved. Now, only those few priests and scholars that ventured into depths of the expansive storage area knew anything about the Judge. It's glare seemed to fix upon any trespassers and motivated them to conclude their studies quickly and leave. Occasionally, some brave soul would place a bookshelf or cabinet in front of the menacing figure, only to find the obstructing object misplaced later on. Few amongst the clergy of Heironeous would admit to any concerns...Fear of dark places and ancient stonework was not something the priest of a warrior-god would readily admit to. The Judge was left alone in a forgotten corner, maintaining his silent vigil and gathering dust.

The Judge was quite content with this arrangement. It was fitting that he shared this place filled with relics and ancient knowledge. He was a weapon, a tool crafted for a prehistoric war. His creators had long been forgotten, their legacy now all but dust. The war for which the Judge was created had concluded millennia ago. The Judge was without purpose, a relic. There was a time when he was not alone, he and other Thulkarr has wandered the planes in search of a new battle, other wars to fight. It gave their existence meaning, but it was a hollow existence, fighting for the sake of fighting, war for the sake of war. Many of his kin had been destoyed in conflict, some deliberately thowing themselves against impossible odds in order to put end their eternal thirst for meaningless violence. A rare few managed to rebel against their nature, to find a purpose. The Judge was not one of them. He had travelled to this world an age ago with a few of his kin. They had an unspoken pact to seek out one last battle. All but he Judge had fallen. He had build a maseoleum using stone from the bodies of his comrades, a tall structure that stated a silent challenge to any who dared approach. He was tired of wandering. He prepared for a worthy foe to find him and for one last glorious battle, but he was to be denied. Enemy after enemy fell until none dared come near.

The Judge lost track of the years that passed. Humans had come to the ancient field of battle and settled in the now peaceful area. Some even took advantage of the fortifications that the Judge had built, claiming them for their own. The Judge did not care, the men were of little concern to him and would not put up much of a fight if he were to challenge them. He left them alone and hoped that their presence would attract something worthy of his attention. Over time the settlement turned into a town and then that town turned into a city. Eventually even the Judge's fortifications were build over, the stone from his kin repurposed and all trace of the Maug was buried and lost to time. From the persepective of the Judge, the humans scurried about like ants, hungrily consuming the reamins of the Maug and building their labarynthine hive around them. He was a thing of the past, it was only fitting that he be entombed.

The Judge now spent his time in contemplation. He occasionally read the sacred texts in the catacombs or studied the armaments of fallen champions. Sometimes he would hear the echoes of sermons filter down from the temple above him. He had underestimated the humans, they knew war, though their understanding of it was alien to him. They fought with a purpose, for an ideal. Valour and Glory strengthened and emboldened these frail, mortal creatures, the desire for Justice tempered their resolve. The majority of the humans were weak, but a few held a strength that the Judge was in awe of. Not all of the priests confined themselves to sermons and academia, a few of them put their lofty ideals into practice and on occasion the Judge would eavesdrop on their empassioned planning and strategising. It awakened a desire within the Judge that had lain dormant for an age, he eagerly studied the progress of the warrior-priests, vicariously joining their campaigns and skirmishes through the written reports of their battles. Though amoral and without a soul, the faintest spark of divinity was lit within the Judge and then everything changed.

The stone juggernaut waited for the activity in the temple to die down for the day and then he set about to continue his study. He had overheard parts of a discussion from one of the war rooms in the temple and had been enthusiatically awaiting an oppurtunity to study the battle plans in greater detail. Unobserved, he squeezed into chamber where the meeting had taken place and was delighted to see maps, logistical reports and tiny figurines displaying the position of forces. Careful not to disturb anything, he methodically scrutinised the strategies that had been carefully formed. Something uncomfortable nagged at the Judge, an intuition borne from inhuman experience. He saw that the majority of the temple forces had been committed to an action in the city. They were on their way to conduct a raid on an enemy called the 'Guild,'an ally of a rival Temple. The basic premise of their strategy was sound; Rapid Escalation and Overwhelming Force, but the warrior-priests had left the temple woefully underdefefended in their zeal. It was an obvious trap...They would arrive at the field of battle to find it empty, when they returned to the temple they would be ambushed. He turned his gaze upward and waited for the temple's warning bells to signal a return, but all he heard was the sound of murder. He took up a blade and briefly sharpened it in his stone hand. An army had finally arrived to challenge him.

The Judge demoshished the walls concealing his hidden armoury. It had been an eternity since the Judge had built his fortress, but many of his defences reamained. He inserted a massive key into an ancient console and brought a gear assembly to life. Moving with amazing alacrity he leap upon a rapidly elevating weapons platform before it punched its way into a shaft that led to the surface. The caged platform burst though cobblestones of the temple courtyard, showering the area with rubble and raising a cloud of dust. From his elevated position the Judge could see that the situation was grim. Bodies littered the temple surrounds and only a few defenders remained. Cloaked figures staggered away from the choking cloud and the Judge was not going to give them an opportunity to regroup. He pulled a lever and unleashed a punishing volley from a quartet of ancient ballista. Leaping from the platform, he managed to crush a would-be assassin as he landed, then charged toward the flank of a cluster of invaders. The Judge was merciless physics in action, wading though the enemy with a seemingly unstoppable inertia. He herded half the invading force into the northern wing of the walled temple before they could retaliate and then the Judge paused. Mistaking The Judge's apparent inaction for cowardice, an armoured warrior twirled his flail and screamed "In the Name of Hext..." His battlecry was cut off as the Judge activated an ancient trigger and collapsed a third of the Temple atop of him.

The remaining invaders began a panicked retreat, though some were cut off by the returning Temple forces. Their leader barked out commands to aid the wounded and rout the enemy to mostly deaf ears. The majority of the soldiers stood in awe of the devastation and the stone juggernaut that had been the cause of it. A fearless, mailed warrior-priest approached the Judge and levelled her blade at his chest while intently studying the Maug. His anonymity broken, the Judge readied himself for destruction. At least he would fall to to a worthy opponent.
"Heironeous demands justice for the atrocities committed here! We must prepare a counterattack immediately. Will you join us?"
The Judge was surprised by the reaction of the human. His eyes glowed a furious orange as he simply nodded his head. This battle was over...But the War had only just begun.

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

4th|Construct 1|
+0|
+0|
+0|
+0|Craft (Stonework) +4, CC Bluff +2, Intimidate +4, Knowledge (Architecture and Engineering) +2, CC Knowledge (Religion) 2, CC Knowledge (History) 1, CC Knowledge (Local) 1, CC Gather Information 1, listen +4, profession (seige engineer) +4, CC search +2, sense motive +4, spot +4; Speak Language Common, Draconic, Giant, Celestial, Infernal, Terran.|Alertness (B), Power Attack|Construct Traits, Racial Bonus

5th|Construct 2|
+1|
+0|
+0|
+0|Craft (Stonework) +1, Intimidate +1, CC Gather Information +1, Knowledge (Architecture & Engineering) +1, Knowledge (Local) +1, Listen +1, Profession (Seige Engineer) +1, Sense Motive +1, Spot +1 |-|-

6th|Cleric 1 |
+1|
+2|
+0|
+2|Knowledge (Local) +4, Knowledge (Religion) +4, Spellcraft +1|Weapon Focus (B), True Believer|Domain Access (War, Law, Knowledge), Lore, Turn Undead
7th|Fighter 1|
+2|
+4|
+0|
+2|Gather Information + 4, Knowledge (Local) +1, CC Knowledge (Religion) +1|-|Sneak Attack

8th|Ordained Champion 1|
+3|
+6|
+0|
+4|Knowledge (Arcana) +1, Knowledge (Planar) +1, CC Sense Motive +1, Tumble +1 |Improved Bull Rush (B), Knockback (B)|Bonus Domain, Combat Feats, Continued Advancement, Modified Spontaneous Casting

9th|Ordained Champion 2|
+4|
+7|
+0|
+6|Intimidate +1, CC Sense Motive +1, CC Search +1|Smiting Power|Smite

10th|Ordained Champion 3|
+5|
+7|
+1|
+6|Intimidate +1, CC Sense Motive +1, CC Search +1|-|Channel Spell, Divine Bulwark

11th|Shadowbane Inquisitor 1|
+6|
+9|
+1|
+6|Gather Information +3, CC Knowledge Local +2|-|Absolute Conviction, Pierce Shadows

12th|Vigilante 1|
+6|
+9|
+3|
+8|Balance +1, CC Bluff 1, Escape Artist +1, Gather Information +1, Hide +1, Knowledge (Local), Move Silently +1, Tumble +1|Awesome Smite|Detect Evil, Streetwise +2
13th|Shadowbane Inquisitor 2|
+7|
+10|
+3|
+8|CC Bluff +1, Gather Information +1, Hide +1, Move Silently +1, Search +1, Sense Motive +1|-|Sacred Stealth, Smite

14th|Vigilante 2|
+8|
+10|
+4|
+9|Balance +1, Escape Artist +1, Gather Information +1, Hide +1, Jump +1 Knowledge (Local) +1, Move Silently +1, Search +1, Sense Motive +1|-|Smite The Guilty
13th|LA Buyoff|
+8|
+10|
+4|
+9|-|-|-

14th|Pious Templar 1|
+9|
+12|
+4|
+11|Climb +2, Jump +2, Knowlege (Religion) +1|Shock Trooper|Mettle

15th|Vigilante 3|
+10|
+13|
+4|
+9|Balance +1, CC Bluff +1, Gather Information +1, Hide +1, Knowledge (Local) +1, Move Silently +1, Search +1, Sense Motive +1, Tumble +1|-|Quick Search

16th|Pious Templar 2|
+11|
+15|
+4|
+11|Climb +2, Jump +2, Knowlege (Religion) +1|-|Smite

17th|Vigilante 4|
+12|
+15|
+5|
+12|Balance +1, CC Bluff +1, Gather Information +1, Hide +1, Knowledge (Local) +1, Move Silently +1, Search +1, Sense Motive +1, Tumble +1|Improved Sunder|Speak With Dead
18th|Shadowbane Inquisitor 3|
+13|
+15|
+6|
+12|Climb +1, Jump +1, Knowlege (Religion) +1, Hide +1, Move Silently +1, Search +1, Sense Motive +1|Combat Brute|Improved Sunder (Bonus Feat)

19th|Vigilante 5|
+13|
+15|
+6|
+12|Balance +1, Gather Information +1, Hide +1, Jump +2 Knowledge (Local) +1, Move Silently +1, Search +1, Sense Motive +1, Tumble +1|-|Quick Hide
18th|LA Buyoff|
+13|
+15|
+6|
+12|-|-|-

19th|Vigilante 6|
+14|
+16|
+7|
+13|Balance +1, Climb +1, Gather Information +1, Hide +1, Jump +1, Knowledge (Local) +1, Search +1, Sense Motive +1, Tumble +1|Leaping Charge|Smite the Guilty 2/day

20th|Vigilante 7|
+15|
+16|
+7|
+13|Balance +1, Climb +1, Gather Information +1, Hide +1, Jump +1, Knowledge (Local) +1, Search +1, Sense Motive +1, Tumble +1|-|Streetwise +4[/table]

Attributes. 32 point buy.
Str: 16, Dex 12: , Con: 8, Int: 14, Wis 14:, Cha: 14
After racial modifiers.
Str: 26, Dex: 16, Con: -, Int: 16, Wis: 14, Cha: 16

Appearence and Roleplaying
The Judge is a Thulkarr, one of the original Maug. 'He' is a hulking humanoid carved from dark grey stone. His form is covered in chips and cracks from countless battles and the grooves in his surprisingly flexible limbs are filled with grit, dust and the dried blood of his opponents. He has a stern countenance and his eyes glow like a forge when he takes to battle. Thick armour plates are bolted on to his massive frame and are only removed to perform maintenance on the various 'grafts' embedded in his stone body. His worn and battle-stained physique is contrasted by his polished and well maintained weapons and armour. The various tools of war embedded in his body make his 10 feet of height even more physically imposing. When fully equipped, the Judge weighs in at just over a metric ton, surprisingly light considering his composition.

He has no name, just a moniker. When the Judge is spurred to action, he moves with a surprising swiftness and economy of effort. He makes no superfluous movements, everything he does is performed with a singleminded determination. He rarely speaks and when he does, he uses precise language and as few words as possible. Invogorated by a newfound sense of purpose, the Judge is quite active. When not performing his duties or assisting his allies, he can be found preparing for conflict. Building fortifications, digging trenches or planning devious strategies, the Judge is organised and plans ahead...centuries ahead. Though a long-term thinker and strategist, he is able to quickly adapt to changing circumstances.

While the Judge is Good, he rarely displays compassion. He does not believe in mercy, only Justice. He does not care for societal ordinance, bureaucracies or the rule of petty nobles. For the Judge, Law is Divine force, not the will of an authoritarian or a social contract. The Judge is a servant of the god of Justice and as such, an instrument of his will. To oppose the Judge is hubris. His divine command is retributive and utilitarian; those who do wrong must be punished, those who plan to do wrong must be stopped, by any means. Petty criminals may be given an opportunity to make ammends for their actions, but repeat offenders and violent criminals are executed. The Judge is prepared to work with local authorities when possible, but few societies accept his extremist stance without reservations.

Feat Notes and References
Complete Champion, Complete Divine, Complete Warrior, Complete Adventurer, Champions of Valor, Races of Stone.
(CC) Awesome Smite. Simply awesome tactical feat. Mainly used to knock foes prone.
(CD) True Believer. Floating bonus to a saving throw. Few effects can bypass the Judge's natural immunities. Those that can are likely to be devastating. This feat helps.
(RoS) Knockback. Great synergy.
(CoV) Smiting Power. Synergy with tactical feats. Potential to double Smite damage via Knockback.
(CW) Shock Trooper and Combat Brute. Worth the investment. Keeps damage competitive in later levels, though the Judge is no supercharger or raging pouncer.
(CAdv) Leap Attack. Late game boost to damage potential.

Race, Classes & Alternate Class Features.
(Fiend Folio) Maug. 2hd Construct. Some oddities of note. Gets 2k gold worth of grafts just by being Maug. Gains skills as Outsider. Apparently proficient in Heavy Armour (not normally the case for constructs). Crippling LA is offset by immunities, bonus HP and impressive attributes.
Skilled City Dweller (http://www.wizards.com/default.asp?x=dnd/we/20070228a) All substitutions taken for every class. I saw nothing preventing this ACF from being used with racial hit dice, as they are treated as levels in most repects.
(UA) Cloistered Cleric. Though not typically associated with Heironeous, the Cloistered Cleric just seemed appropriate for the Judge. The Lore class feature is great for a character that is thousands of years old.
(UA) Thug Fighter. Also features Sneak Attack. The Judge may be righteous, but he is no Paladin. He fights dirty.
(CC) Ordained Champion. Lost domain powers of Inquisition and Glory domains, gained 2 Fighter feats. Other features really mesh well. Diehard is a loss though.
(CAdv) Shadowbane Inquisitor. Synergises well with Vigilante. Improved Sunder becomes a Bonus Feat, used to aquire Combat Brute.
(CD) Pious Templar. Does not not look like much, but provides some great benefits that increase endurance and more than double damage output for an encounter or two in an adventure.
(CAdv) Vigilante.
Detect Evil. Did somebody order a smiting?
Streetwise. Just plain useful, from investigating crime to finding the location of 'ye olde magic shoppe.'
Smite the Guilty. Resisting arrest is a crime. The Judge has to see you to arrest you. Win/Win.
Quick Search. Decent for finding evidence/treasure in a hurry. Could work with secret doors and some devices, would be better with trapfinding though (Judge does not have trapfinding, but can cast Find Traps).
Speak With Dead. Somebody just asked for a smiting. Tell me who it was.
Quick Hide. Good for sniping and combat stealth. Also great for gathering intelligence.
Mettle. Picked up via Pious Templar, would miss out on this ability otherwise. The Judge's 2 best saves are bolstered by this ability.
Spellcasting
{table=head]Level|1st|2nd|3rd|4th

1st|0/2|-|-|-

2nd|1/3|-|-|-

3rd|2/3|0/2|-|-

4th|3/4|1/3|-|-

5th|3/4|2/3|0/2|-

6th|3/4|3/4|1/3|-

7th|3/4|3/4|2/3|0/2[/table]
Spells per day does not include charisma bonus.
Following Spells are known by the Judge.
1. Expeditious Retreat, Accelerated Movement (SPC), Improvisation (SPC), Crabwalk (SPC)
2. Whirling Blade (SPC), Bladeweave (SPC), Mirror Image, Surefooted Stride (SPC)
3. Know Opponent (SPC), Dolorous Blow (SPC), Displacement
4.Freedom of Movement, Locate Creature


Equipment Suggestions
Grafts (Fiend Folio)
Stone Spitter. Basically a shoulder mounted firearm. Fires bullets with greatly increased range. Otherwise like a sling.
Spike Stones. Retractable spikes that can deal extra grappling damage or enhance unarmed attacks.
Shudder Plate. Short range blindsense.
Shoving Arm. Piston that bull-rushes as an immediate action.
Locking Hand x 2. +10 Bonus to checks involving grip.
Total value 20k gold.

The following is negotiable, mainly included to beef up the lvl 20 Build. A few thematic and utility coices are included.
Strongarm Bracers (MIC) 6k.
Manual of gainful excercise +4, 110k
Tome of leadership and influence +4, 110k
Manual of quickness in action +2, 55k
Strand of Prayer Beads, 45,800g
Runestaff of Divination (MIC), 21k
Metamagic Rod, Sculpting, Lesser (MIC), 3k
Belt of Giant Strength +6, 36k
Cloak of Charisma +6, 36k
Empowered Spellshard (Whirling Blade, MIC), 3k
Ring of Chameleon power, 12,700
Ring of Evasion, 25k
Helm of Battle (MIC), 2k
Rogue's Vest (DMG2), 29,600
Brute Gauntlets (MIC), 500
Boots of the Mountain King, Greater (MIC), 21,500
Third Eye Sense (MIC), 24k
Bulwark; +2 (+7) Githcraft (DMG2), Mithril Breastplate. Roaring (MIC), Greater Blurring (MIC), Slick, 3750, Quickness (MIC), 5k, Aporter (MIC), 20k. Total: 82550. -1 AC, 0% ASF
Themis; +1 (+7) Adamantine Longsword. Eager (MIC),Sacred (MIC), Mighty Smiting (MIC), Divine Wrath (MIC), Spell Storing, Sizing (MIC), 5k; Intelligent, LG, I:10, W:14, C:14, Ego: 12, Zone of Truth 3/Day, Continual Deathwatch. Total +112815
Other assorted gear & consumable items.

The War on Crime
Nothing special here. The Judge is great at beating information out of perople, as reflected by his Gather Information score. It then becomes a matter of finding a criminal and either arresting them or killing them. He has a few skills than can assist in this regard, in addition to a few items.
Many of these abilities synergise well with a city adventure, though the Judge can function in other locales with only a minor loss of ability.
Combat is straightforward.
Round 1: Swfit Action cast Rhino Rush, then Heedless Charge and apply max Power Attack. Apply Smite (OC), Smite (SI) and Smite the Guilty(if applicable). This nets an additional +30 to hit at ecl 20 and an additional damage bonus of +26. Because Power Attack is In effect, Knockback will be triggered on a successful hit. The opposed strength check should be in the range of + 79 (+15str, +4 imp bull rush, +30 Power Attack, +30 Smiting Power), though items and other modifiers can raise this total. If the Knockback is successful, Smite damage is applied (again). In addition to knockback, The Awesome Smite tactical feat comes into play and typically knocks a foe prone. In addition to this, the Judge typically uses Channel Spell to cast Whirling Blade into his weapon prior to combat. This Spell will now take effect and benefit from the majority of the Judge's combat options that have been used. The Judge's Spell Storing weapon may also have Whirling Blade, he may also be able to use sneak attack, but let's not go there right now.
Still round 1. Damage is doubled because of Rhino Rush, though this does not count the channeled Whirling Blade. It is likely to be in the range of 250-260 damage in addition to the Whirling blade. Not great, but OK. Keep in mind that the Judge can use Directed Bull Rush and Domino Rush to send an opponent though many spaces. This could result in multiple trip attempts depending on how foes are positioned.
Round 2: The Judge may now benefit from Advancing Blows and Momentum Swing. He is likely to repeat the previous rounds tactics against the same foe or another.

That was just a typical, vanilla, combat strategy. In an actual game, the Judge is likely to combine his tactics with those of his allies to devasting effect. He is not always going to have ideal conditions for this combat style either. When all else fails, he can build a Trebuchet.

ECL 20 Build
The Judge.
Large Construct (Extraplanar, Good, Lawful)
Initiative +10; Speed 45 (Can't run)
AC 27 (-1 Size, +4 Dex, +7 armour, +7 natural armour)
HP: 126 (10d8 + 1d6 + 8d10 +30)
Fortitude +16 Will + 15 Reflex +12; Mettle, Evasion, True Believer
Base Attack/Grapple +15/+44
Melee: Themis (Huge Longsword) +31/+26/+21 (3d6 + 23 damage) and Slam +24 (1d8 +1d4 +15 damage)
Ranged: Stone Spitter +18/+13/+8, 75ft increments. (1d6 +15 damage)
Attack Options: Smite* (OC) +10 hit/+8 damage, Smite* (SI) +10 hit/+7 damage 2/day, Smite the Guilty* +10 hit/+11 damage 3/day, Power Attack (Knockback, Improved Bull Rush, Improved Sunder, Combat Brute, Shock Trooper, Awesome Smite, Smiting Power), Sneak Attack +2d6, Channel Spell, Turn Undead (11/day)
*One additional smite per day for Ordained Champion, One Additional floating Smite.
Other Options: Sacred Stealth, Quick Hide, Divine Bulwark, Quick Search, Speak with Dead (sp), Pierce Shadows, Magical Items
Special Qualities: Spell Resistance 33, Construct Traits, Rapid Repair, Streetwise +4, Mettle, Evasion, True Believer, Knowledge Domain ability, War Domain ability, Spontaneous casting, Magical Items
Vigilante Spells CL 7; 5/5/4/2
Pious Templar Spells CL 2; Level 1, Rhino Rush x2
Cleric Spells CL 3; whatever. Probably includes Conviction(1, SPC), Divine Favour (1), Find Traps (2) and Zone of Truth (2).
Skills: Balance +13, Bluff +13, Climb +23 (+33), Craft (Stonework) +12, Diplomacy +12, Escape Artist +11, Gather Information +29, Hide +21, Intimidate +17, Jump +27, Knowledge (Arcana) +4, Knowledge (Architecture and Engineering) +10, Knowledge (History) +4, Knowledge (Local) +23, Knowledge (Planar) +4, Knowledge (Religion) +13, Listen +7, Move Silently +11, Profession (Seige Engineer) +7, Search +15, Sense Motive +18, Spellcraft +4, Spot +12, Tumble +13
Feats: Alertness, Power Attack, True Believer, Knockback, Improved Bull Rush, Improved Sunder, Smiting Power, Awesome Smite, Shock Trooper, Combat Brute, Leap Attack, Weapon Focus (Longsword), Far Shot (item)
Attributes: Str 40, Dex 18, Con -, Int 16, Wis 14, Cha 26
Alignment: Lawful Good

Ozymandias9
2010-10-25, 09:41 AM
"Most people, when they see something like this, their immediate reaction is to ask how could somebody do this and why. Even when we catch the killer, they want to know the how and why. In movies or television, the killer always explains the how or why. He always has some reason, however crazy, with a mad gleam in his eye. But I've interrogated murderers like this one before, and let me tell you, they are well beyond the need to justify what they do. They just do it. Explanations are just a fiction to make us feel safe. Because if it can't be explained, then it's just meaningless chaos. It could touch any one of us at any moment. Which is exactly what it is."
-Inspector Thomas Cray, from Nightwatch (1997)

A silent figure stands on the top of a temple tower, calmly watching the dark city below. The chill breeze causes his cape to flutter in the breeze but getting no reaction from the still man. He watches, like a deadly bird of prey, as people far below move in the unlit alleys that surround the temple. Then, at some subtle sign, he disappears inside, soundlessly.
An hour later, a city watch patrol passes in front of the temple and shines a bullseye lantern at the front door. They are shocked to find a dozen goblins, hobgoblins and orcs, each tied and gagged, sitting on the front steps. Behind them, a note has been affixed to the doors of the church with a throwing dagger:
"Villianous denizens of the night/My belt has gained another notch/Know ye that none evade my sight/These men are guilty, so says Nightwatch!"

The caped man stares incredulously at the harried looking barkeeper. Finally, he asks indignantly, "If I don't leave a poem behind, how would they know it was me?"
The barkeeper snicker in response. "Well, Alex. If this town ever has two cape wearing nutjobs that ties up bandits for the watch to find, maybe you'll have to worry about that. But seriously, I get a bunch of guards in here. The poems are just freaking them out."
Alex sighs dejectedly. "Well, I'm kind of new at this. I mean, I haven't even formed a team yet."
The man behind the bar grins. "No worries. I'm sure you'll get it. I mean, you did actually capture the bandits, after all. The guards will come around. Eventually."

Happy Halloween productions presents: Nightwatch!
Name: Alexander "Nightwatch" Noct
Race: Human
Attributes: Str 14 Dex 14 Con 14 Int 12 Wis 8 Cha 16
{table=head]Level|Class|BAB|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features
1st|Bard 1|
+0|
+0|
+2|
+2|Gather Inf 4, Know Loc 4, Listen 4, Hide 4, MS 4, Sense Motive 4, Perform(Poetry) 4, Search 2, Intimidate 2|Able Learner, Alertness|Bardic Music, Loresong
2nd|Bard 2|
+1|
+0|
+3|
+3|Gather Inf 5(+1), Know Loc 5(+1), Sense Motive 5(+1), Perform(Poetry) 5(+1), Listen 5(+1), Spot 2, Know Arc 1||
3rd|Urban Ranger 1|
+2|
+2|
+5|
+3|Gather Inf 6(+1), Know Loc 6(+1), Sense Motive 6(+1), Perform(Poetry) 6(+1), Know Arc 5(+4)|Weapon Focus(Trident)|Voice of the City, Urban tracking, Favored enemy organization
4th|Urban Ranger 2|
+3|
+3|
+6|
+3|Gather Inf 7(+1), Know Loc 7(+1), Sense Motive 7(+1), Spot 5(+3), Search 4(+2)||Two Weapon Fighting, +1 Dex
5th|Bard 3|
+4|
+4|
+6|
+3|Gather Inf 8(+1), Know Loc 8(+1), Sense Motive 8(+1), Intimidate 5(+3), Search 6(+2)||Inspire Competence
6th|Vigilante 1|
+4|
+4|
+8|
+5|Spellcraft 5, Bluff 3|Net and Trident|Detect Evil, Streetwise +2
7th|Vigilante 2|
+5|
+4|
+9|
+6|Listen 10(+5), Bluff 4, Spellcraft 6(+1), Intimidate 5(+1)||Smite the Guilty 1/day
8th|Vigilante 3|
+6|
+5|
+9|
+6|Know Arc 8(+3), Search 8(+2), Hide 5(+1), Bluff 6(+2)||Quick Search, +1 Cha
9th|Vigilante 4|
+7|
+5|
+10|
+7|Profession (Astrologer) 6, MS 6(+2)|Practiced Spellcaster (Vigilante)|Speak with Dead
10th|Vigilante 5|
+7|
+5|
+10|
+7|Know Arc 13(+5), Listen 13(+3)||Quick Hide
11th|Sublime Chord 1|
+7|
+5|
+10|
+9|Perform(Poetry) 8(+2), Hide 8(+3), Gather Inf 9(+1)||Bardic Lore
12th|Sublime Chord 2|
+8|
+5|
+10|
+10|MS 8(+2), Spot 8(+3), Gather Inf 10(+1)|Minor Shapeshift|Song of Arcane Power, +1 Cha
13th|Unseen Seer 1|
+8|
+5|
+10|
+12|Search 10(+2), Hide 11(+3), MS 11(+3)||Sneak attack 1d6
14th|Unseen Seer 2|
+9|
+5|
+10|
+13|Gather Inf 14(+4), Sense Motive 12(+4)||Advanced Learning, Silent Spell
15th|Unseen Seer 3|
+10|
+6|
+11|
+13|Hide 15(+4), MS 15(+4)|Two Weapon Rend|Divination Spell Power +1
16th|Unseen Seer 4|
+11|
+6|
+11|
+14|Search 13(+3), Perform(Poetry) 12(+4), Bluff 7(+1)||Sneak attack 2d6, +1 Cha
17th|Unseen Seer 5|
+11|
+6|
+11|
+14|Gather Inf 20(+6), Search 15(+2)||Advanced Learning, Guarded Mind
18th|Unseen Seer 6|
+12|
+7|
+12|
+15|Listen 19(+6), Hide 16(+1), MS 16(+1)|Practiced Spellcaster (Sublime Chord)|Divination Spell Power +2
19th|Unseen Seer 7|
+13|
+7|
+12|
+15|Hide 20(+4), MS 20(+4)||Sneak Attack 3d6
20th|Unseen Seer 8|
+14|
+7|
+12|
+16|Perform(Poetry) 15(+3), Search 17(+2), Bluff 10(+3)||Advanced Learning, +1 Cha[/table]
Bard 2/Urban Ranger 2/Bard +1/Vigilante 5/Sublime Chord 2/Unseen Seer 8

Spells per day/Spells Known
Does not include bonus spells gained from items, including stat boosting items.
{table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|2/4|-|-|-|-|-|-|-|-|-
2nd|3/5|1/2|-|-|-|-|-|-|-|-
3rd|3/5|1/2|-|-|-|-|-|-|-|-
4th|3/5|1/2|-|-|-|-|-|-|-|-
5th|3/6|2/3|-|-|-|-|-|-|-|-
6th|3/6|3/5|-|-|-|-|-|-|-|-
7th|3/6|4/6|-|-|-|-|-|-|-|-
8th|3/6|5/6|1/2|-|-|-|-|-|-|-
9th|3/6|6/7|2/3|-|-|-|-|-|-|-
10th|3/6|6/7|3/3|1/2|-|-|-|-|-|-
11th|3/6|6/7|3/3|1/2|2/3|1/1|-|-|-|-
12th|3/6|6/7|3/3|1/2|2/4|2/2|-|-|-|-
13th|3/6|6/7|3/3|1/2|3/4|2/2|1/1|-|-|-
14th|3/6|6/7|3/3|1/2|3/4|3/3|2/3|-|-|-
15th|3/6|6/7|3/3|1/2|3/4|3/3|2/3|1/1|-|-
16th|3/6|6/7|3/3|1/2|4/4|3/4|3/4|2/2|-|-
17th|3/6|6/7|3/3|1/2|4/4|4/4|3/4|2/2|1/2|-
18th|3/6|6/7|3/3|1/2|4/4|4/4|3/5|3/3|2/3|-
19th|3/6|6/7|3/3|1/2|4/4|4/4|4/5|3/3|2/3|1/1
20th|3/6|6/7|3/3|1/2|5/4|4/4|4/5|3/4|3/4|2/3[/table]

Alternate Class Features: Urban Ranger, Voice of the City, Loresong
Spells:
Bard: 0:Mage Hand, Minor Disguise, Detect Magic, Prestidigitation, Read Magic, Message, 1:Comprehend Languages, Grease, Inspirational Boost
Vigilante: 1:Armor Lock, Expeditious Retreat, Improvisation, Undersong, 2:Alter Self, Detect Thoughts, Spymaster's Coin, 3:Scrying, Dolorous Blow
Sublime Chord: 4: Polymorph, Black Tentacles, Ruin Delver's Fortune, Flight of the Dragon, 5: Baleful Polymorph, Greater Blink, Mislead, Draconic Might, 6: Brilliant Blade, Hindsight, Contingency, Shadow Walk, True Seeing, 7: Elemental Body, Forcecage, Greater Teleport, Spell Turning, 8: Greater Celerity, Greater Prying Eyes, Moment of Prescience, Mind Blank, 9: Time Stop, Shapeshift


Secret Ingredient:
Requirements - Before even getting into the vigilante buisiness, you've got to be good in a fight, you've got to know your way around the streets of a city, and you've gotta have eyes in the back of your head. Not everybody can make it in the vigilante business - it takes dedication, training and heart to even get in the front door.
Spellcasting - Always have a few tricks up your sleeve that the dirtbags don't expect. You don't need a lot if they're good tricks. It's the art of the surprise, keeping the other guy off balance, that's the key to winning, to living.
Detect Evil - The first thing you learn when you start hunting the dirtbags on the street is how to tell the real scumbags from the normal low-life trash that litters your city. Most people are out looking for themselves. They may not be humanitarians, but most people are happy to live and let live. The ones we train to hunt and tack down are the real scumbags, the sickos and the nutjobs who get their jollies out hurting others. The first thing we learn on this job is to pick those kinds of people out of a crowd in a hurry.
Streetwise - Surviving in this city means keeping one ear to the street and your nose to the wind. You might even say we've got something of a sixth sense about this kind of thing. We put a lot of time and effort into hunting down rumors and figuring out what's going to be coming out of the darkness before it shows up. Never be surprised by the bad guy, always be the one to surprise them.
Smite the Guilty - Once you catch the baddy, you take them down fast and hard. Preferably alive, but that may not always be possible. But the important thing is to learn not to pull your punches - we hit hard, we hit fast, and we make sure our perp goes down.
Quick Search - Crime is everywhere, and it never sleeps. It is important - vital even - to solve your cases quickly and efficiently, because the longer each one takes, the longer before you can move on to the next one.
Speak with the Dead - The easiest way to find out who commited a crime is to ask the victim. They usually know who hurt them. In the case of murder, that's a bit harder - but not if you've got the right attitude. This is just another way to speed up justice.
Quick Hide - The criminal mind is one full of suspicion and superstition. What they cannot see, they fear. The use of stealth, disappearing only to pop up in an unexpected place, these are things that terrifies the criminal. It is important to ensure the fear of ones enemies, or at least to keep them in the dark.
Dimensional Anchor - The most annoying thing about this job is when you've finally got the villian cornered, you've taken out all of their minions, you've disabled all of their traps, you've killed their evil monster, and they up after a speech about coming back and destroying you in revenge, they teleport away. Tag the bad guy with this before they start monologuing at you and you can be sure of a solid catch.
Mettle - Once you've been in this line of work long enough, you get to be pretty tough. You can shrug off things that would kill a normal man outright. Most never make it to this stage of the games, but the ones who do become legends. Of course, there are other ways to manage this trick - the easiest way is to never get hit. That's my philosophy - don't be there when the spell goes off, and make sure the fight ends before they can get off the nasty tricks.


Tactics and Abilities:
The Golden Age (level 5) - Whether by himself or teamed up with a group of comrades, Nightwatch is a reconniassance and capture specialist. Armed with his trusty trident, he hunts down and captures the criminal element of his city, with a specific focus on one particular gang or organization (depending on the campaign).
The Silver Age (level 10) - Still focusing on self-buff spells and divinations useful in his criminal investigations, Nightwatch has become a lean, mean crime-fighting machine. In a fight, he relies on stealth, ambush tactics, self buffing, and when it comes down to fighting, he uses his net&trident combo to take down one or two enemies per round (since the netted target need not be the recipient of the full trident attack). Out of combat, he uses a combination of divination spells, skills and urban tracking to identify and hunt down his targets.
The Bronze Age (level 15) - With the introduction of Sublime Chord, Nightwatch has gone from situational spellcaster to relying heavily on his magic. But with his choice of the best of Bard and Wizard spells, this late blooming of magical might really kicks his crimefighting abilities up a notch. Add the ability to gain 20 temporary hitpoints as a swift action at will (as long as he's got a 4th or 5th level spell slot available) and additional damage with his net and trident combo attack from Two Weapon Rend, and even his direct combat abilities have gotten a significant boost at this level.
The Modern Age (Level 20) - Nightwatch has become an all-seeing, all-knowing ruler of whatever domain he chooses. Thanks to Greater prying eyes at CL 23 (min 25 eyes per casting), hindsight and a slew of other divination spells, there is literally nothing within a mile of him that he can't find out. With greater teleport, that makes him virtually omniscient within his home plane. On the battlefield, he has gained Shapeshift, Time Stop and Greater Celerity in addition to his already impressive bag of tricks.


Sources:
Spell compendium: Minor Disguise, Inspirational Boost, Improvisation, Undersong, Ruin Delver's Fortune, Greater Blink, Draconic Might, Brilliant Blade, Hindsight
Complete Scoundrel: Spymaster's Coin, Armor Lock,
Draconomicon: Flight of the Dragon,
PHB2: Greater Celerity,
Cityscape Web Enhancement: Voice of the City,
Unearthed Arcana: Urban Ranger
Dungeonscape: Loresong
Complete Mage: Unseen Seer
Complete Arcane: Sublime Chord
Complete Warrior: Net and Trident
Races of Destiny: Able Learner


Adaptations:
If LA buyoff is available, the Dark template from Tome of Magic is a perfect addition to Nightwatch. It allows Hide in plain sight, significant bonuses to hide and move silent, and darkvision - all very useful to Nightwatch at early levels, and still applicable at late ones.
If you feel that the Unseen Seer class requires you to have sneak attack dice before you can 'gain additional' sneak attack dice, the class functions perfectly well without it. Unseen seer was taken for its skill points and bonus spells known, not for additional sneak attack damage.

Ozymandias9
2010-10-25, 09:42 AM
"'I've come to judge you,' said the Night Angel, 'AND I FIND YOU WANTING.'"
- from Beyond the Shadows (the final Novel of Brent Weeks's Night Angel Trilogy)


Allistair “The Night Angel” Vansen

Background

Experts from Memoirs of a broken man and the city that saved him

“…I wasn’t always a cynical and bitter man. Like many, I started out an optimistic, hopeful, and bright eyed young man. I joined the city guard at a young age following in my father’s footsteps. I was a skilled investigator and eventually became a fine detective, hunting down criminals in this city for the king’s justice to be meted out. As great a city as Yislin is, there is a seedy underbelly that I grew to know well. When you get a vast number of people together in a small area all with various monetary opportunities and morals there will always be those that take advantage of the innocent and naïve masses trying to just make it by. I brought in more criminals in those early days than I can remember and even seeing the horrible things that most people are able to ignore I still held out hope that I was doing good and that the system was working. Even back then the thrill of the hunt was like a drug, perhaps foreshadowing something of the future. I had a partner back then, Ren Valentine was his name, and we tracked men from one side of Yislin to the other. He was just as naïve as me and just as innocent. I still look back on those days fondly and while I wish I knew more of the world and was able to save him I guess that would take away from the bliss of ignorant youth…”

“…The incident that started my fall began with like any other day. We were tasked with investigating a case involving a dead women and her husband. Apparently the husband stabbed the woman to death in a rather heinous manner and yet had no recollection of the incident. There was something strange about the whole situation however the husband was clearly the killer. There were multiple witnesses and he did not deny doing the deed. The odd fact that stood out was that the girl was found with a flower in her shirt that her husband did not give her and no one could explain…”
“…we soon found multiple other female victims who died in seemingly simple ways but all with the same unexplained flower somewhere on their person. We tracked the culprit to a high borne son of one of the ruling families of Yislin. He had manifested a strong telepathic ability to force others to do his bidding. He had abused the victims, altered their memories, and then orchestrated their deaths. One jumped from the top of a bridge, another drank herself death, while the one we found first was killed by her loved one….”

“…apparently enough money will solve any problem, as he was able to get out of prison by paying off the judge and abusing the legal system. It wasn’t more two days before he had kidnapped a young girl and taken her to an abandoned tower in the city. When we arrived it was fairly clear that he had planned this for some time. I hesitated for a moment but when we made it to the top of the tower Ren charged in I was left to watch the horror unfold. The upper portion of the tower was set with magical explosives and as soon as he ran in the whole building was an inferno of destruction…”
“…I was wreck for many years. Drowning my sorrow in booze and violence, I lost my position with the city guard most of those darks times is just a blur in my memory. Eventually I drank myself into a stupor and after attempting to stop a minor disturbance outside of the tavern I chased someone around a corner and promptly knocked myself running to an open shudder…not my best moment. I was out of it for a long time and a poor family from the slums took care of me. These people were barely making by, yet they cared for me with nothing to gain for themselves. It was through these people that I was introduced to my savior. Urbanus, The god of cities came to me in my fitful dreams and offered me my salvation if I agreed to protect the people of Yislin, like those that had taken me inn. I found my way to a small temple near where I had fallen and stayed there for many weeks recovering and communing with Urbanus. He also providing me with my companion for the rest of my life. I met my canine companion in the temple and he is still with me to this day. Urb is a blink dog and he is lying at feet has I write this. We are both getting old now but we are still the best of partners…”

“…I adopted the persona as the Angel of Night and I hunt those that the local law enforcement cannot deal with. During the day we work as private investigators helping any citizen that cannot help themselves… and by night we hunt those responsible for hurting our city. Yislin is my city, and I have had good times here and bad…but it is my city. Those that seek to take advantage of the innocent will have to deal with me at some point…and they won’t like it…”

Progression:

Silverbrow Human, Humanoid (human, dragonblood)
32 point buy
Str: 10, Dex: 14, Con:14, Int: 14, Wis: 10, Cha: 16
Ending Stats
Str: 10(16), Dex: 14(20), Con:14(20), Int: 14(20), Wis: 10(16), Cha: 26(32)
{table=head]ECL|Class|Base Attack |Fort Save|Ref Save|Will Save|Skills*|Feats|Class Features

1st|Ranger 1|
+1|
+2|
+2|
+0| (32) Gather Information 4, Hide 1, Knowledge (dungeoneering) 1, Knowledge (local) 4, Listen 4, Move Silently 1, Search 4, Sense Motive 4, Spot 4, Tumble 1, Use Rope 4|Alertness, Martial Maneuver: Shadow Blade Technique, Urban Tracking(b)*|Voice of the City*, Favored Enemy(Humans +2)
2nd|Marshal 1|
+1|
+4|
+2|
+2| (6) Intimidate 4, Knowledge (planes) 1, Knowledge (nature) 1|Skill Focus (Diplomacy)(b)|Minor Aura: Master of Tactics

3rd|Ranger 2|
+2|
+5|
+3|
+2| (8) Gather Information 2, Hide 1, Knowledge (local) 2, Move Silently 1, Sense Motive 2 |Martial Stance: Island of Blades, Two-Weapon Fighting(b)|Combat Style

4th|Ranger 3|
+3|
+5|
+3|
+3| (8) Gather Information 1, Hide 2, Knowledge (local) 1, Move Silently 2, Sense Motive 1, Use Rope 1|Endurance(b)|

5th|Ranger 4|
+4|
+6|
+4|
+3| (8) Gather Information 1, Hide 2, Knowledge (dungeoneering) 1, Knowledge (local) 1, Move Silently 2, Sense Motive 1|Improved Favored Enemy (Humans)(b)|Master of the Wild**, Urban Companion*

6th|Vigilante 1|
+4|
+6|
+6|
+5| (8) Disable Device 1, Disguise 1, Escape Artist 1, Gather Information 1, Knowledge (local) 1, Open Lock 1, Search 1, Sense Motive 1|Shadowblade| Detect Evil, Streetwise +2, Spell casting

7th|Vigilante 2|
+5|
+6|
+7|
+6| (8) Disguise 1, Gather Information 1, Hide 1, Intimidate 1, Knowledge (local) 1, Move Silently 1, Search 1, Sense Motive 1||Smite the guilty 1/day

8th|Vigilante 3|
+6|
+7|
+7|
+6| (8) Disguise 1, Gather Information 1, Hide 1, Intimidate 1, Knowledge (local) 1, Move Silently 1, Search 1, Sense Motive 1||Quick Search

9th|Vigilante 4|
+7|
+7|
+8|
+7| (8) Disguise 1, Gather Information 1, Hide 1, Intimidate 1, Knowledge (local) 1, Move Silently 1, Search 1, Sense Motive 1 |Obtain Familiar|Speak with dead

10th|Vigilante 5|
+7|
+7|
+8|
+7| (8) Gather Information 1, Hide 2, Intimidate 1, Knowledge (local) 1, Move Silently 1, Search 1, Sense Motive 1||Quick Hide

11th|Vigilante 6|
+8|
+8|
+9|
+8| (8) Gather Information 1, Hide 1, Intimidate 1, Knowledge (local) 1, Move Silently 2, Search 1, Sense Motive 1 ||Smite the guilty 2/day

12th|Cleric 1|
+8|
+10|
+9|
+10|(4) Knowledge (arcane) 2, Knowledge (planes) 1, spellcraft 1|Improved Familiar, Knowledge Devotion(b)**, Protection Devotion(b)**|Turn Undead, Spell casting

13th|Vigilante 7|
+9|
+10|
+9|
+10| (8) Gather Information 2, Knowledge (local) 2, Knowledge (nature) 2, Move Silently 1, Sense Motive 1 ||Streetwise +4

14th|Vigilante 8|
+10|
+10|
+10|
+11| (8) Gather Information 2, Knowledge (local) 2, Knowledge (nature) 2, Hide 1, Sense Motive 1||Dimensional Anchor

15th|Marshal 2|
+11|
+11|
+10|
+12| (6) Gather Information 1, Knowledge (arcane) 1, Knowledge (local) 1, Knowledge (planes) 2, Sense Motive 1|Weapon Finesse|Major Aura +1 (Motivate Attack)

16th|Cleric 2|
+12|
+12|
+10|
+13|(4) Knowledge (arcana) 1, Knowledge (planes) 1, Knowledge (religion) 2||

17th|Marshal 3|
+13|
+12|
+11|
+13| (6) Gather Information 2, Intimidate 1, Knowledge (local) 2, Sense Motive 1||Minor Aura (Motivate Dexterity)

18th|Cleric 3|
+14|
+12|
+12|
+13| (4) Knowledge (arcana) 1, Knowledge (religion) 3 |Draconic Aura (Power)***|

19th|Ranger 5|
+15|
+12|
+12|
+13| (8) Gather Information 2, Hide 2, Knowledge (local) 2, Move Silently 2||Favored Enemy (Humans +4, Elves +2)

20th|Ranger 6|
+16|
+13|
+13|
+14| (8) Gather Information 1, Hide 3, Knowledge (local) 1, Move Silently 3|Improved Two-Weapon Fighting(b)|Improved Combat Style [/table]
* Urban Class Feature Swaps from Cityscape Web Enhancement (http://www.wizards.com/default.asp?x=dnd/we/20070228a)
**Complete Champion Alternate Class Features, Ranger Spellcasting for bonus feats and Cleric domains for domain feats
***Draconic Aura from PH2 p13
Vigilante Casting

Charisma Based Arcane as Bard, no arcane spell failure in light armor
(Known)/Per day
{table=head]ECL|Vig CL|1st|2nd|3rd|4th
6th|1|
(2)/0|
-|
-|
-

7th|2|
(3)/1|
-|
-|
-

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

9th|4|
(4)/3|
(3)/1|
-|
-

10th|5|
(4)/3|
(3)/2|
(2)/0|
-

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

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

13th|7|
(4)/3|
(4)/3|
(3)/2|
(2)/0

14th|8|
(4)/3|
(4)/3|
(4)/3|
(3)/1[/table]
Cleric Casting

Wisdom Based Divine
{table=head]ECL|Cl CL|1st|2nd
12th-15th|1|
1|
-

16th-19th|2|
2|
-

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

Build Explanation and Rules Assumptions

Alternate Class Features:
Urban Tracking replaces Tracking (Cityscape)
Voice of the City replaces Wild Empathy (Cityscape)
Skilled City-Dweller Ranger skill swaps: (Cityscape)

Gaither Information replaces Handle Animal
Knowledge (local) replaces Knowledge (nature)
Sense Motive replaces Survival

Master of the Wild (bonus feats) replaces Spellcasting (Complete Champion)
Knowledge Devotion and Protection Devotion feats replaces domans (Complete Champion)
Note: Knowledge (nature) is taken as the knowledge class skill from Knowledge Devotion

The build can acquire a familiar at level 5. For the character concept presented in the backstory this option really is not used until level 12 when he acquires a blink dog as an improved familiar.

Assumption 1: The Urban Companion class feature stacks with normal familiar class features resulting in one familiar using either the urban companion features or the normal familiar features.

This would be the way I would rule so the build assumes one familiar. The Urban Companion feature states that the companion works exactly as the Summon familiar feature (except for a few specific differences), which states that classes that can summon a familiar stack. If the DM decides that they do not stack the build would arguably become stronger allowing for two familiars attacking at your base attack bonus, albeit with slightly lower familiar bonuses. Also, according to the wording of the Improved Familiar feat, both familiars could be taken as improved familiars. The feat says that whenever you can obtain a new familiar you can take one from an expanded list.

Assumption 2: Vigilante casts as a bard and therefore does not incur arcane spell failure in light armor.

Self explanatory assumption that the build makes. You would not miss much switching to bracers of armor instead of light armor if a DM rules differently.

Assumption 3: One can take Dragon Shaman auras (PH2 p13) with the Draconic aura feat in Dragon Magic.

The feat specifies draconic auras and points you to the section on draconic auras section and not the list of auras specifically. The build takes the Power (bonus to damage) aura from the Dragon Shaman list. Vigor is another good option if you prefer the healing from that.

If the GM does not agree with this assumption the last feat can be most anything. If you can reconcile the Exalted rules with the somewhat chaotic aspect of being a vigilante just outside of the legal system Nemesis: Humans would be a very fun feat to have. Being able to sense the location of every human within 60 ft is pretty hilarious in an urban setting. Greater two-weapon fighting is also an option, just note that the dex requirement is met with items.



At ECL 20

Ranger 6, Marshal 3, Cleric 3, Vigilante 8
Silverbrow Human, Medium Humanoid (human, dragonblood)
Neutral Good, worshiper of Urbanus
Hit Dice: 6d8+30 + 3d8+15 +3d8+15 + 8d8+40 (190 hp)
Initiative: +6 (+17 with motive dexterity)
Speed: 30 ft. (6 squares)
Armor Class: 28 (touch: 18, flat-footed: 22) note: +7 sacred with devotion, +3 natural with alter self: varag
Base Attack/Grapple: +16/+19
Attack: +1 Deflecting, human bane, merciful shortsword +26 melee (1d6 + 16) note: +11 damage when flanking, +2 attack and +7+2d6 damage vs humans, +2 damage vs elves, +1-5 insight bonus from knowledge devotion, can do all subdual with +1d6 damage (merciful)
Full Attack: +1 Deflecting, human bane, merciful shortsword +24/+19/+14/+9 (1d6 + 16) and +1 Deflecting, human bane, merciful shortsword +24/+19 (1d6 +16) note: see attack and damage bonuses above
Space/Reach: 5 ft./5 ft.
Special Attacks: Martial Maneuver: Shadow Blade Technique, Martial Stance: Island of Blades, Smite the guilty 2/day, Turn undead (14/day), Favored Enemy (Humans +4, Elves +2)
Special Qualities: Human traits, Voice of the city, minor aura: master of tactics, major aura: motivate attack, detect evil, quick search, quick hide, speak with dead, dimensional anchor, feather fall 5/day, Draconic Aura (+4 to damage)
Saves: Fort +21, Ref +22, Will +20
Abilities: Str 16, Dex 22, Con 20, Int 20, Wis 16, Cha 32
Skills: Bluff +11, Diplomacy +14, Disguise +18, Gather Information +38, Hide +40*, Knowledge (dungeoneering) +7, Knowledge (local) +33, Listen +7, Move Silently +40, Open Lock +12*, Search +21, Sense Motive +24, Spot +7, Use Rope 16*, Knowledge (arcane, nature, religion, planes) +10
*with Motivate Dexterity
Feats: Alertness, Martial Maneuver: ?, Urban Tracking(b), Skill Focus (Diplomacy)(b), Martial Stance: Island of Blades, Two-Weapon Fighting(b), Endurance(b), Improved Favored Enemy (Humans)(b), Shadowblade, Obtain Familiar, Improved Familiar, Knowledge Devotion(b), Protection Devotion(b), Nemesis (Humans), Weapon Finesse, Improved Two-Weapon Fighting(b)
Challenge Rating: 20

Possessions: +1 Deflecting, human bane, merciful shortsword x2, Scabbard of Keen Edge, belt of magnificence +6, +1 returning throwing axe, Tome of Leadership and Influence +5, Manual of Quickness Action +2, Glamered mithril chain shirt of shadow, silent moves, and anti-impact +5, ring of sustenance, Goggles of night, slippers of spider climb, Circlet of persuasion, Psychoactive skin: Skin of the Hero, Psychoactive skin: Skin of the Hero {familiar}, Manual of Quickness Action +1 {familiar}, bracers of armor +6 {familiar}, Helm of Comprehending Languages and Read Magic {familiar, or not worn}

Vigilante Spells: CL 8
1st (6/day) Detect Weaponry, Ghost sound, Nystul’s magic aura, Silent image, 2nd (6/day) Alter Self, Bladeweave, Blindness/deafness, Locate Object, 3rd (6/day) Allegro, Clairaudience/clairvoyance, Dispel magic, Scrying, Stiffen, 4th (4/day) Locate Creature, Shadow conjuration,

Cleric Spells: CL 3
1st (3) Obscuring mist x3, 2nd (2) Restoration, lesser x1, Augury x1.
Familiar

Urb
Familiar Master level = 11
Medium Monstrous Creature
Hit Dice: HP = ¾ master (142 hp)
Initiative: +4 (+15 with motive dexterity)
Speed: 40 ft. (8 squares)
Armor Class: 32 (touch: 17, flat-footed: 28) note: +7 sacred with devotion
Base Attack/Grapple: +16/+16
Attack: Bite +24 melee (1d6 + 7) note: +11 damage when flanking
Full Attack: Bite +24 melee (1d6 + 7) note: +11 damage when flanking
Space/Reach: 5 ft./5 ft.
Special Attacks: Deliver touch spells
Special Qualities: Blink, dark vision 60 ft, dimension door, low-light vision, scent, spell resistance 16, improved evasion, share spells, empathic link, speak with master
Saves: Fort +21, Ref +22, Will +20
Abilities: Str 10, Dex 18, Con 10, Int 11, Wis 13, Cha 11
Skills: As master, Survival +4
Feats: Iron Will, Run, Track
Possessions: Psychoactive skin: Skin of the Hero {familiar}, Manual of Quickness Action +1 {familiar}, bracers of armor +6 {familiar}, Helm of Comprehending Languages and Read Magic {familiar}

Tactics

Party Tactics and Buffs
This build is a primarily melee build utilizing group tactics, flanking, and party buffing. The Master of Tactics minor aura allows for Allistair and his allies to add his charisma bonus (+11 at level 20) to damage while flanking. The island of blades martial stance allows for all allies to flank with a target as long as they and Allistair are both adjacent to the same target. This means that Allistair can flank in tight spaces as well as flank with multiple allies. His motivate attack aura gives his allies +1 to attack and his Draconic Aura (Power) gives +4 damage.
The Protection Devotion feat gives a +7 sacred bonus to AC to Allistair and his allies within 30 feet for 1 minute. He can use this ability 5 times per day utilizing his turn undead attempts.
The more allies that Allistair has in melee combat the better. In a large group he will excel and he can do alright on his own with his familiar providing flanking.

Spells
The majority of Allistairs vigilante spells are used for detective and scouting work, see Special ingredient section. When melee combat fails to apprehend a target he can utilize Blindness/Deafness or Stiffen to stop a target at range. The major buff spell that Allistair uses is Alter Self. The Varag is the form of choice for himself granting 60 ft movement, spring attack and run feats, and 3 natural armor. It is mostly used for the NA and movement, however when flanking fails he can use spring attack to harry a target. The major use of Alter Self is on his familiar. There are many monstrous creatures to choose from and the things to look for are at least small size for flanking and multiple attacks, see below for options. Bladeweave is also a nice combat spell allowing him to attempt to daze a target every round when fighting in melee combat. His +11 charisma modifier leads to fairly decent saves on his combat spells.

Familiars
The build relies on a familiar to flank, damage, and track opponents. Allistair acquires a blink dog familiar using the improved familiar feat. The ability to use blink and dimension door at will (in any form) help a lot with combat, movement, and just teleporting/alter self role play scare tactics. The familiar uses Allistiar’s base attack, skill ranks (if they are better), saves, and has hit points equal to ¾ of the master (from urban companion). I believe that the familiar natural armor bonuses will not work in an alternate form, but if you can convince a DM that they will it would be a plus. Allistair has an effective master level of 11 at level 20. Granting spell resistance, 6 natural armor, and other bonuses. At level 20 the familiar will have 142 hit points, a decent AC (with bracers of armor) which goes even higher when Protection Devotion is active, while attacking with 1-4 attacks with a +11 to damage while flanking, all while blinking and teleporting around.
The blink dog has scent and enough ranks in survival to track basic scents, getting more ranks on the master would aid this.
Some notable forms for alter self are Urskan (Frostburn, 3 attacks, large size, able to use weapons), Varrangoin, lesser (Fiend Folio, 4 attacks, medium size, flight), and Bluespawn ambusher (MM4, 3 attacks, medium size). For a more powerful melee build you can choose a large sized improved familiar allowing for huge sized altered forms like the 5HD 5 headed Hydra…good times. It can also be used on a regular tiny sized familiar to get a small size familiar with multiple attacks, the Kruthik hatchling (Miniatures Handbook, 2 attacks) is a good choice.

Apprehending Criminals (Damage)
Residing in a metropolis with a large majority of human inhabitants Allistair has specialized in taking down humanoid criminals, especially humans. His favored enemies are human (+7) and elf (+2). His weapons are merciful and human bane allowing for a large amount of bonus damage versus humans. The knowledge devotion feat adds +1-5 attack and damage for an encounter based on a knowledge check. Humanoids are considered under knowledge (Local) which Allistair has max ranks and a +4 from Vigilante. On average he will receive +5 attack and damage when fighting humanoids and +? When fighting other target types. He can also smite the guilty twice per day gaining a +11 bonus to attack and +8 to damage against someone that he has witnessed commit a crime. Allistair adds his dexterity to attack and damage with weapon finesse and shadowblade.
In all his damage ramps up depending on the target type and if flanking is available, ending with an average of Allistair damage versus flanked humans. Allistair averages over 50 damage a hit while flanking humans.
He tries to use subdual damage when possible to apprehend targets without killing but if a target has a death warrant or is not a sentient citizen he will use lethal damage when appropriate.

Weaknesses
Ranged combat is not a focus of this build. At range he can do minimal damage with a throwing axe or cast spells to try to incapacitate a target. His familiar can teleport o hard to reach targets or gain a flight speed using alter form.

Dispel magic can be a slight pain if his alter self buffs get dispelled. He can still flank and attack but he will lose some natural armor and speed, while his familiar will mostly just lose extra attacks. This hurts the build in combat but does not cripple it as he still gets his full attacks and flanking bonuses.

Improved uncanny dodge and other targets that cannot be flanked are a small pain since Allistair and his allies are denied his charisma bonus to damage as well as the normal flanking bonuses. When a target cannot be flanked he can rely on hit and run tactics (with Varag spring attack) or spell casting (blindness and Stiffness) If the target is human or at least humanoid he can still do some solid damage with knowledge devotion and his anti human bonuses.

He loses damage when not fighting humans and even more when not fighting humanoids (since his other knowledge skills are not maxed out). He is not designed to face these targets though and in a large city setting they should be fairly rare. If the build is being taken out into the world the equipment, skills, and abilities can be tweaked to offer more general damage bonuses.

Sweet Spot and Ability Growth:

The build works well at low levels with Master of Tactics at level 2 and the island of blades stance available at level 3 for flanking bonuses. It may have some issues with a low attack bonus until better equipment and knowledge devotion is available but flanking and his group bonuses should make up for it. The non combat abilities start early with Urban tracking based on gather information rolls and voice of the city allowing him to communicate (at least slightly) with anyone he doesn’t share a language with from level 1. The real detective work doesn’t get going until he gets into Vigilant, gaining divination spells, skill bonuses, and quick search/hide abilities.

The sweet spot (other than level 20) is probably level 12. He acquires his combat familiar so he can flank without outside allies and the devotion feats from his cleric level. He also has quick search and quick hide for his vigilante abilities.

Secret Ingredient: Vigilante

The Vigilante prestige class provides a decent chassis for investigating crimes. Allistair has plenty of spells to find targets (locate object, locate creature, scrying) and search and knowledge skills to provide clues. He can track targets in an urban environment with gather information skill checks using urban tracking and his familiar can track normally using scent. Allistair can attempt to communicate with creatures that he does not share a language with using Voice of the City.

As the Night Angel, Allistair and his familiar use the psychoactive skins of the hero as a ‘costume’ and have a pretty high hide and move silently ranks to stalk their prey. He can make an untrained bluff check with his high charisma to create a diversion to hide and can search a square as a move action. Both he and his familiar have access to dark vision and do most of their vigilante criminal hunting at night.
Allistair has a high charisma for smite the guilty and his vigilante spell casting DC’s. He also uses his +4 streetwise bonus to gather information to and knowledge (local) for tracking purposes and bonuses to attack and damage vs humanoids from knowledge devotion.

If you want more power in the role play/investigator role you can swap one or both of the minor auras for Motivate Intelligence or Motivate Charisma, granting large bonuses to knowledge or social skills.


Sources

Cityscape and Web Enhancement (http://www.wizards.com/default.asp?x=dnd/we/20070228a) (alternate class features)
Complete Adventurer (Vigilante)
Complete Arcane (Obtain Familiar)
Complete Champion (alternate class features, feats)
Complete Warrior (improved familiar)
Dragon Magic (Silverbrow and Draconic Aura)
Exemplars of Evil (Stiffen spell)
Miniatures Handbook (Marshal)
Monster Manual/SRD (Blink Dog)
PHB
PHB2 (Draconic Aura)
Tome of Battle (feats, maneuvers)

Ozymandias9
2010-10-25, 10:22 AM
Sally: I had the most terrible vision.
Jack Skellington: That's splendid!
Sally: There was smoke... and fire!

-From The Nightmare Before Christmas



Sally
http://oi55.tinypic.com/280i1jn.jpg

NG Domovoi 2, Artificer 8, Renegade Mastermaker 1, Vigilante 9

A minuscule man stands before you. He is built as a gymnast with a bull neck and broad shoulders. He could be a midget dwarf, though he is proportionate of build, with long legs. He might be a halfling, except no halfling had bulging limbs so knotted with muscle. His dark auburn hair and beard is thick, and stands out on his head, like crimped and burnished copper wires, giving him the appearance of having stuck his hand into an electrical elemental. It lies in thick curls about his chest and remaining arm. A sort of kilt woven of some fireproof material is his only concession to modesty.
His left arm and breast is missing, and has been replaced with a glistening adamantine limb. It has been artfully forged to make appear that a dimly glowing salamander twines around the gleaming limb, its head ending at his heart, and breathing curling fire that spreads here and there across his front and back.
Hiding his eyes is a simple mask devoid of eye-holes, and in his mouth works an enormous, curvy-necked smoking pipe with a wide bowl from which wafts a thick, unearthly smell. It has been wrought from brass and inscribed with idealized sylvan pictographs translating to 'the fire that warms'.



Character By Level

Starting Stats
Str 9, Dex 14, Con 14, Int 21, Wis 14, Cha 22

End Stats
Str 9, Dex 14, Con 14, Int 25, Wis 14, Cha 22

Feats
1st - City Slicker
3rd - Martial Study (setting sun)
4th - Brew Potion
5th - Craft Wondrous Item
6th - Alertness, Legendary Artisan
7th - Craft Magic Arms and Armor
9th - Craft Wand, Darkstalker
10th - Craft Construct
12th - Construct Grafter
15th - Practiced Spellcaster
18th - Insightful Reflexes

The below are base numbers and ranks not enhanced by ability modifiers, synergies, bonuses or similar. See Stats & Story for full and final numbers at 20th level.
{table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

1st|Domovoi 1|
+0|
+0|
+2|
+2|Craft (armorsmithing) +2, Gather Information +4, Hide +4, Intimidate +2, Knowledge (arcana) +2, Knowledge (local) +4, Move Silently +4, Search +2, Sense Motive +2, Spellcraft +2, Use Magic Device +2|City Slicker|Fire Subtype, Slippery, Spell-like Abilities (At will/produce flame, pyrotechnics)

2nd|Domovoi 2|
+0|
+0|
+3|
+3|Craft (armorsmithing) +2, Escape Artist +2, Gather Information +5, Hide +5, Intimidate +2, Knowledge (arcana) +2, Knowledge (local) +5, Listen +1, Move Silently +5, Search +2, Sense Motive +2, Spellcraft +2, Spot +1, Tumble +1, Use Magic Device +2|-|+2 armor, Spell-like Abilities (3/day flaming sphere)

3rd|Artificer 1|
+0|
+0|
+3|
+5|Craft (armorsmithing) +2, Escape Artist +2, Gather Information +6, Hide +5, Intimidate +3, Knowledge (arcana) +3, Knowledge (local) +6, Listen +1, Move Silently +5, Search +3, Sense Motive +5, Spellcraft +3, Spot +1, Tumble +3, Use Magic Device +2 (+4 activate)|Martial Study (setting sun)|Artificer Knowledge, Craft Reserve, Disable Trap, Infusions, Martial Maneuver: Mighty Throw

4th|Artificer 2|
+1|
+0|
+3|
+6|Climb +1, Craft (armorsmithing) +4, Escape Artist +2, Gather Information +8, Hide +5, Intimidate +3, Knowledge (arcana) +5, Knowledge (local) +7, Listen +2, Move Silently +5, Search +3, Sense Motive +6, Spellcraft +3, Spot +1, Tumble +3, Use Magic Device +2 (+4 activate)|Brew Potion|-

5th|Artificer 3|
+2|
+1|
+3|
+6|Climb +3, Craft (armorsmithing) +8, Escape Artist +2, Gather Information +8, Hide +5, Intimidate +3, Knowledge (arcana) +5, Knowledge (local) +8, Listen +2, Move Silently +5, Search +3, Sense Motive +8, Spellcraft +5, Spot +1, Tumble +3, Use Magic Device +2 (+4 activate)|Craft Wondrous Item|-

6th|Artificer 4|
+3|
+1|
+3|
+7|Climb +4, Craft (armorsmithing) +9, Escape Artist +2, Gather Information +8, Hide +5, Intimidate +4, Knowledge (arcana) +5, Knowledge (local) +8, Listen +3, Move Silently +5, Search +4, Sense Motive +8, Spellcraft +5, Spot +1, Tumble +3, Use Magic Device +6 (+8 activate)|Alertness, Legendary Artisan|Craft Homonuculus

7th|Artificer 5|
+3|
+1|
+3|
+7|Climb +5, Craft (armorsmithing) +10, Disable Device +1, Escape Artist +2, Gather Information +8, Hide +5, Intimidate +4, Knowledge (arcana) +5, Knowledge (local) +8, Listen +5, Move Silently +5, Search +4, Sense Motive +8, Spellcraft +5, Spot +1, Tumble +3, Use Magic Device +10 (+12 activate)|Craft Magic Arms and Armor|Retain Essence

8th|Artificer 6|
+4|
+2|
+4|
+8|Climb +11, Craft (armorsmithing) +10, Disable Device +3, Escape Artist +2, Gather Information +8, Hide +7, Intimidate +4, Knowledge (arcana) +5, Knowledge (local) +8, Listen +6, Move Silently +5, Search +4, Sense Motive +8, Spellcraft +6, Spot +1, Tumble +3, Use Magic Device +11 (+13 activate)|-|Metamagic Spell Trigger

9th|Artificer 7|
+5|
+2|
+4|
+8|Climb +12, Craft (armorsmithing) +10, Disable Device +6, Escape Artist +2, Gather Information +8, Hide +8, Intimidate +4, Knowledge (arcana) +5, Knowledge (local) +9, Listen +6, Move Silently +9, Search +4, Sense Motive +8, Spellcraft +7, Spot +1, Tumble +3, Use Magic Device +12 (+14 activate)|Craft Wand, Darkstalker|-

10th|Artificer 8|
+6|
+2|
+4|
+9|Climb +13, Craft (armorsmithing) +10, Disable Device +8, Escape Artist +2, Gather Information +8, Hide +10, Intimidate +4, Knowledge (arcana) +5, Knowledge (local) +10, Listen +8, Move Silently +12, Search +4, Sense Motive +8, Spellcraft +7, Spot +1, Tumble +3, Use Magic Device +13 (+15 activate)|Craft Construct|-

11th|Vigilante 1|
+6|
+2|
+6|
+11|Climb +14, Craft (armorsmithing) +10, Disable Device +8, Escape Artist +2, Gather Information +10, Hide +14, Intimidate +4, Knowledge (arcana) +5, Knowledge (local) +12, Listen +8, Move Silently +14, Search +4, Sense Motive +8, Spellcraft +7, Spot +1, Tumble +3, Use Magic Device +14 (+16 activate)|-|Detect Evil, Streetwise +2

12th|Renegade Mastermaker 1|
+6|
+4|
+6|
+13|Climb +14, Craft (armorsmithing) +14, Disable Device +12, Escape Artist +3, Gather Information +10, Hide +14, Intimidate +4, Knowledge (arcana) +5, Knowledge (local) +12, Listen +9, Move Silently +14, Search +4, Sense Motive +8, Spellcraft +10, Spot +1, Tumble +3, Use Magic Device +15 (+17 activate)|Construct Grafter|Battlefist, Craft Master

13th|Vigilante 2|
+7|
+4|
+7|
+14|Climb +16, Craft (armorsmithing) +14, Disable Device +12, Escape Artist +4, Gather Information +12, Hide +15, Intimidate +6, Knowledge (arcana) +5, Knowledge (local) +12, Listen +10, Move Silently +15, Search +4, Sense Motive +10, Spellcraft +10, Spot +1, Tumble +3, Use Magic Device +16 (+18 activate)|-|Smite the Guilty 1/day

14th|Vigilante 3|
+8|
+5|
+7|
+14|Climb +17, Craft (armorsmithing) +14, Disable Device +12, Escape Artist +5, Gather Information +14, Hide +16, Intimidate +6, Knowledge (arcana) +5, Knowledge (local) +14, Listen +14, Move Silently +16, Search +4, Sense Motive +10, Spellcraft +10, Spot +1, Tumble +3, Use Magic Device +17 (+19 activate)|-|Quick Search

15th|Vigilante 4|
+9|
+5|
+8|
+15|Climb +18, Craft (armorsmithing) +14, Disable Device +14, Escape Artist +6, Gather Information +16, Hide +17, Intimidate +6, Knowledge (arcana) +5, Knowledge (local) +18, Listen +15, Move Silently +17, Search +4, Sense Motive +10, Spellcraft +10, Spot +1, Tumble +3, Use Magic Device +18 (+20 activate)|Practiced Spellcrafter|Speak With Dead 1/day

16th|Vigilante 5|
+9|
+5|
+8|
+15|Bluff +1, Climb +19, Craft (armorsmithing) +16, Disable Device +16, Escape Artist +7, Gather Information +16, Hide +18, Intimidate +6, Knowledge (arcana) +5, Knowledge (local) +17, Listen +16, Move Silently +18, Search +4, Sense Motive +13, Spellcraft +11, Spot +2, Tumble +3, Use Magic Device +19 (+21 activate)|-|Quick Hide

17th|Vigilante 6|
+10|
+6|
+9|
+16|Bluff +2, Climb +20, Craft (armorsmithing) +16, Disable Device +17, Escape Artist +8, Gather Information +18, Hide +20, Intimidate +6, Knowledge (arcana) +5, Knowledge (local) +17, Listen +17, Move Silently +20, Search +7, Sense Motive +13, Spellcraft +11, Spot +3, Tumble +3, Use Magic Device +20 (+22 activate)|-|Smite the Guilty 2/day

18th|Vigilante 7|
+11|
+6|
+9|
+16|Bluff +3, Climb +21, Craft (armorsmithing) +16, Disable Device +18, Escape Artist +9, Gather Information +18, Hide +20, Intimidate +6, Knowledge (arcana) +5, Knowledge (local) +19, Listen +20, Move Silently +20, Search +9, Sense Motive +13, Spellcraft +11, Spot +6, Tumble +3, Use Magic Device +21 (+23 activate)|Insightful Reflexes|Streetwise +4

19th|Vigilante 8|
+12|
+6|
+10|
+17|Bluff +4, Climb +22, Craft (armorsmithing) +16, Disable Device +19, Escape Artist +10, Gather Information +21, Hide +20, Intimidate +6, Knowledge (arcana) +5, Knowledge (local) +20, Listen +20, Move Silently +20, Search +10, Sense Motive +13, Spellcraft +11, Spot +7, Tumble +3, Use Magic Device +22 (+24 activate)|-|Dimensional Anchor

20th|Vigilante 9|
+12|
+7|
+10|
+17|Bluff +5, Climb +22, Craft (armorsmithing) +23, Disable Device +20, Escape Artist +11, Gather Information +18, Hide +20, Intimidate +6, Knowledge (arcana) +5, Knowledge (local) +20, Listen +20, Move Silently +20, Search +10, Sense Motive +13, Spellcraft +11, Spot +17, Tumble +3, Use Magic Device +22 (+24 activate)|-|Mettle[/table]



Stats & Story

The attempt was to go for a sort of steampunk noir vigilante. This character may not work in all settings, but in Eberron, where much of his build is drawn from, he should work fine.

-=-=-=-=-=-=-=-

Sally At 20th Level

Small Fey (fire)
Hit Dice: 2d6+4 8d6+16 + 1d6+2 + 9d8+18 - 6 (112 hp)
Initiative: +2
Speed: 15 ft. (3 squares)
Armor Class: 25 (+2 dex, +12 natural, +1 size), touch, flat-footed
Base Attack/Grapple: +12/+9
Attack: +1 Battlefist +13 melee (1d6+1)
Full Attack: +1 Battlefist +13/+7/+2 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dimensional anchor, infusions, martial maneuver (mighty throw), smite the guilty 2/day, spell-like abilities, spells
Special Qualities: Craft homonuculus, craft reserve, damage reduction 2/adamantine, detect evil, disable trap, immunity to disease, fire, paralysis, and poison, light fortification (25% ignore critical/sneak attacks), low-light vision, metamagic spell trigger, mettle, quick hide, quick search, speak with dead
Saves: Fort +10, Ref +17, Will +19
Abilities: Str 9, Dex 14, Con 14, Int 26 (+8), Wis 14, Cha 22 (+6)
Skills: Bluff +11 (+15 distraction), Climb +21, Craft (armorsmithing) +30, Diplomacy +10, Disable Device +28, Escape Artist +13, Gather Information +30, Hide +28, Intimidate +14, Knowledge (arcana) +13, Knowledge (local) +30, Listen +22, Move Silently +22, Search +18, Sense Motive +15, Spellcraft +21 (+23 decipher), Spot +19, Tumble +4, Use Magic Device +28 (+30 activate, +32 scrolls)
Skill Tricks: Corner Perch, Escape Artist, Spot the Weak Point
Feats: Alertness, Brew Potion, City Slicker, Construct Grafter, Craft Magic Arms and Armor, Craft Wand, Craft Wondrous Item, Darkstalker, Insightful Reflexes, Legendary Artisan, Martial Study (setting sun), Practiced Spellcaster
Traits: Hardy
Possessions: 759,690 of 760000
Artisan's Tools, masterwork (55 gp)
Blindfold of True Darkness (9,000 gp)
Bottle of Air (3,625 gp)
Cloak of Arachnida (7,000 gp)
Constructs
- Ironwyrm Golem (230,000 gp)
- Advanced Homonuculus, Standard x4 (133,000 gp)
- Advanced Homonuculus, Iron Defender x4 (133,000 gp)
- Advanced Nimblewright x2 (87,000 gp)
- Homunuculus, Packmate (1,260)
Grafts
- +1 Battlefist
- Adamantine Skin (+5 feycraft, nimbleness, twilight)(29,750)
- Heart of Steel (4,500 gp)
Ioun Stone, orange prism (15,000 gp)
Portable Hole - (10,000 gp)
Ring of Arcane Might (20,000 gp)
Ring of Freedom of Movement (40,000 gp)
Ring of Master Artificer (25,000 gp)
Scroll of True Strike x10 (250 gp)
Tome of Clear Thought +1 (1,250 gp)

Combat

Infusions Per Day: 5/5/*6/*4
* 1 extra infusion per day granted by Ring of Master Artificer.

Spell-like Abilities: Caster level 3rd. Save DCs are Charisma-based.
At will - Produce Flame (DC 18), Pyrotechnics (smoke cloud only; DC 18)
3/day - Flaming Sphere (DC 18)

Spells:
1st - Detect Secret Doors, Featherfall, Identify, Obscure Object
2nd - Blindness/Deafness, Dark Way, Eagle's Splendor, Silence
3rd - Dispel Magic, Listening Coin, Gaseous Form, Tormenting Thirst
4th - Cure Critical Wounds, Rainbow Pattern, Ruin Delver's Fortune, Spell Theft

-=-=-=-=-=-=-=-=-

Notes
Chills = Standard races without the fire-subtype, i.e. can't take the heat.
Housefolk = Domovoi

It was a smoggy night the day my mother gave birth. The kind of smog that takes away the meaning of night or day. None would know, save the heat that brought a stinging sweat into the eyes of the Chills. Yeah, the heat didn't bother us housefolk none, nor the smog, be it as thick as the beard on a holy man. It was down in a cellar where the birthing occurred, when the embers were low in the furnace. My old woman, she didn't give a screech nor holler. You didn't let on to them Chills into our private lives, though we had a few friends among'em. Though I was there a decade and three none knew it was I playing behind the walls. Then it came time to choose my way. This great building and its dusty expanses were well and good, and it wasn't bad work keeping the furnaces going. The ma and pa of me and mine, they liked it simple here, and liked the tongue wagging between the tenants that lived in each room.

Me, I wanted into bigger things. Heard tell no Housefolk had ever taken to the great steel mill across the way. Least none for long. Rough Chills played at the fires there, and a more superstitious lot you never seen. Yeah, I wasn't expecting bowls of milk.
I wanted some big fires where big things happened. Well, big things were there. Chills twice my size. I didn't let'em know right off I'd moved in. Kept quiet like, learned the ways and kept to myself. Couple or three times I knew I'd been seen. Them shook's eyes widened as they saw me wading through the molten stuff that was only so much lemonade to housefolk. I ducked down all the same, and their chums though they'd had a screw loose or knocked down too much of the dog night before.

It was as it closed down that I had my run of the place, and I channeled the smoke and filtered it out so none knew I was forging. I did my repairs, cleaned up the sloppy leavings, had myself some rat roasted til a golden delight to my palate.

I thought myself quick, but I was caught one night by a fella I'd seen working like a maniac, never resting. Not a Chill, but a scrapyard thing of brass and bullet hide. I'd taken him for a special machine, as he'd go quiet when all had left. But he caught me. He had a mind, though not much of a body, all hand-me-down iron and rusted cover. Was a warforged he said, fought many a war, was a high captain, then was overwhelmed. Captured and enslaved like a man saying his vows to a dame. Said the 'forged had no rights as such in this city, and the mill owner had bought him. Treated him kind, he being a veteran, and gave him work in the day and guard duty at night. He'd seen me since the first he said. Now I just felt the patsy, and my brainpan filled with grit.

Came fast friends he and I, and showed me the great outside as I'd never seen it. Us housefolk are homebodies through and through, but I began to see there was more out than that. Many a night we sat atop the smokestacks above the foundry, watched the twinkling of the lights below. Showed me a thing or two with the fists so as if the big Chills came wise to knowing I was about, they'd show a little more respect. I used it too later on, fattened a lip and blackened the eye of the mug. I went through it all, show'ed'em how I'd tightened up the place. They came around to thinking I wasn't such a bad lug, and they let me alone for the most part. They was rough though, and one would occasionally try to show me up, but fist in his chin or a quick hotfoot and they'd be limping back to their chums.

Things changed the day a chain snapped, and a heavy iron beam came flinging around to crush the columns of a greybeard Chill's back. He was bleeding away his life there, but I'd learned a few things and tinkered me a few trinkets. I sparked some life right back into that Chill and low if he wasn't standing straight within another few minutes. What no matter of fire and flattening buttons had done, this did. That fella, he swore he'd pay me back, and a right mates we became. Been in this business for a time longer than I and knew a few things. In fact, he was a master of the art and had recently bought out the factory and was inspecting it when the chains fell. He planned on turning things around, starting a few new lines. Between the Bullet and Greybeard I had a thing not many house-folk get outside of the manors; a family.

I was put in charge of design, as well as safety, and amongst us we planned to revolutionize this great dark city. That was when the pressure came; new regulations heaped upon us, inspections that found fault where there was none. We fought back, and in the courts we won the right to keep the factory open. Legally that is. The 'accidents' occurred more and more often, bringing but further cases to the officials straining to give us the shove. I had a feeling in my gut, but I nor Bullet could nab them in the act. The sabotage was clever, perhaps even magical. Us three; Bullet, Greybeard and I, we got us a plan together. I knew the housefolk of the area and though we don't get seen much, we see plenty. I would quit to go 'work' for another wealthy family it was said. To the Chills we all just look alike. Take us for granted most do. So I began to visit the other foundries, get some poop on the story in the smog. It was just like that too. Couldn't make headway until I got word that a government funded facility was coming up with some pretty interesting designs. I tried to make my way in, but warding portals were all about. I slunk about for days, slowly draining them dry with a few tricks I'd picked up. That's when I climbed up and in, easy as you like. I found more and then some. Designs were being used from all foundries I'd visited, taking the best from what each had to offer.

I hid and watched, noticing a number of familiar mugs. Those pigeons been squealing it all to'em. I eavesdropped from all about, found out the plan. They was wanting the placed to be closed so they could be bought out, and those coming up with the ideas monopolized to work. This seemed all well and plausible, but it didn't settle well, not a bit.

As I patrolled the streets and talked with the spirits of fire and wealth, alley and cellar, I came to figure out something wasn't on the up and up. The government was turning a blind eye, but it was more than that. There was an unease. Shadows were darker, and something was leaking thoughts to those in power. Giving them ideas grim and evil. Was like they wasn't even but tools themselves.

I dug deeper than I ought it seems, for one evening as all was packing to leave and see the kiddies, the steamers blew and the 'stacks shot fire. I knew every seam and facet of this place, and there was no cause at all for it. Certainly not all at once. Though the fire didn't bother me none, I was crushed to the wall by the rubble, sittin' up, but not going anywhere. Only thing keeping my innards in were the pressure. I was still luckier than I might be. That ole pal of mine Bullet had his head clean torn off nearby. Some of my little loogans were still alive I could sense, and they squirmed their way too me. No matter what they tried, couldn't be freed. Well, after a day or two without foot or drink, you get desperate. I cut off my own arm, just like that. Ain't no pain like it, even if boozed up. Had my talisman with me so didn't bleed, but it was rough going. Now, I had great respect for my fallen friend, but he was gone to scrap, and the will left. I had them bring him over to a table.

Well, I don't right like to recall all this, and my tongue been wagging far too long. To close the shell on this nut, I took from him and with the tools my loogans could find and my own fires I welded me my arm on and the ticker as well. Of the ole grey beard I never found. Probably incinerated. Shapes came to inspect the damage, and seeing them elephant ears I almost showed myself, but they didn't act right and I kept to the smoke. They were lookin' for bodies all right... to make sure non survived. Only then did I see it. Man, but I wish I hadn't. It was tall, and had a purplish hue, all leathery and blue-green speckled. But it had a sushi bar where anyone would have had a nose and mouth. Tentacles and suckers slurping about. It pointed, and those as were still intact had their heads opened up and brains removed to be placed in metal spheres. They then headed down for the cellar. Now, hardboiled as I may be, but watching that gave me a turn, I won't lie.

Came to find these things were pulling the strings and pressing the buttons of them higher ups. Had infiltrated from the bottom up. Something called an Illithid. I just came to call'em 'brain flayers', cuz they would just slurp it right out of the noggin. They liked the twilight of the smog, shunning the great fire overhead, and the deep bedrock beneath the city.

I kept to the roofs as much as I could, no longer trusting what was below my feet. I had me my victories, and got me together a resistance, but with the flayers calling the shots, we weren't much more than guerrillas, and bananas were might scarce.

The following grew, but apparently they got ahold of one, and what would never came from his mouth came from his brainpan. They would just slurp out the knowledge. We knew they would someday come, and I was ready. For many a year I had hidden my forge so none, not even those close could tell of it. As them flayers and the flayed closed in, there came something with nothing upstairs to taste. Bursting from the roof I emerged, on the back of my nick's name, a Salamander of adamantine and silver. As the horrors froze, and the resistance cheered, it drew back its head and let forth a fiery belch. Nothing was left of the jingle-brains but a bubbling stink worse than the coffee you bought at Lou's.

We'd won the battle, but the war was now on. I clenched my pipe in my teeth and grinned. These son's of bitches would burn.




How's Tricks?

There's a lot of fun that goes into this build.

Domovoi
First off, used LA reduction to remove his +2 LA.

I chose this race when I thought of what might be a good vigilante, a creature of the city, but also a people with a tendency to go about unseen. With smarts and charisma, the two most important stats in this class, I thought of the Domovoi. In D&D they are lovers of warmth and family, and naturally good-aligned. What else is something that would want to protect families and not be bothered by the smog of the city.

Then, they also have racial skills for almost all sneaking and observing skills, which is what a vigilante is all about. Then there is their spell-like abilities. Every round this guy can summon a smoke cloud around himself or hundreds of feat away. Perfect cover for him to walk in or out of places. He can also fight in it due to his immunity to smoke (being a fey who literally lives in fireplaces and smokestacks). With the Blindfold of True Darkness he can see within it. Thus he can observe and breathe fine in a place where everyone else is blind and choking. Its his own make and design.

Also, domovoi have high skill ranks so as to aid with the skill-monkey design of this build.

Artificer
I was looking for a base class that creates things, as I see domovoi, being clever, dextrous folks, as possible tinkerers as well as hard workers. Where also might you find an industrial domovoi? Why, in a places of furnaces and steel and iron. This naturally lead to the idea of a domovoi who is like the ultimate smith, able to shape red-hot metal with his bare hands and have no problems with the fumes. He could live 'in' the furnace and check for blockages... and since he can enter furnaces and smokestacks, he could probably sneak through entire buildings through the heating ducts. Domovoi even get bonuses to Escape Artist, so he'd be able to squeeze all through places. A perfect little sneak.

Artificer also allows for a great many magical items and constructs.

Constructs
With certain constructs Sally can patrol all over the city. First you might be asking, how does an 8th level Artificer make an Ironwyrm Golem? First, you have to be 18th ECL. He can do that.
However, you also have to be of a caster level high enough to mimic Limited Wish. A artificers effective caster level is his Artificer level + 2. So that's 10 right there. Then I take Practiced Spellcaster, effective caster level 14. Orange prism ioun stone improves this to ECL 15, and Ring of Arcane Might ECL 16. If you want to bounce it up higher so as to mimic 9th level spells can make one or two less expensive homonuculus and throw in a few prayer beads (karma). Basically except for higher infusions of 1-2 levels, and a few more feats, there is no true need to advance the Artificer class higher.

The nimblewrights are his 'right hand men'. Yes, the pun gave me the idea. They have high charisma and he can send them out to gather information. I gave them Urban Tracking with their advanced HD so they could find others for Sally.

Homonuculus come in two flavors here, ground-based and flight.
- The iron defender stops an enemy in his tracks and wrestles him to the ground for holding purposes. Also guards.
- The standard homonuculus, with flight, can see from above and follow enemies up buildings or across the skylines. As they have telepathy with their master (Sally) they also qualify for the Mindsight feat. So in other words, they can see all thinking beings within 1,500 feet (the limit of this telepathy). This is extraordinarily useful, especially as the homunuculus can memorize the creature's IQ and type so as to recognize it later.

The ironwyrm, oh, this is my favorite. Sally has crafted a seat atop it, as well as within, so he can strap in and use it as a mount. With its multiple, very strong attacks, its breath weapon, high AC, and incredible saves for a construct, it pretty much outdoes its creator. With it protecting Sally very few creatures will survive. Sally can also surround it with smoke, and command the construct to attack here, here and here specifically. The domovoi will often use Energy Alteration to change the Ironwyrm's breath weapon to any other energy type. He will usually vacate the Ironwyrm's innards before then as he is not immune to energy types other than fire. This is powerful as every 1d4 rounds he can attack with any energy. Sonic, acid, cold, you name it. He can thus bypass almost every resistance.

Basically through his own skills and feat he can make a creature that outdoes all his physical stats, and then uses his own mental stats to direct it. If you think Sally is weak in his own right think of this guy as his body.

Vigilante
First off, the skills that Vigilante needs ranks in are not to be found in Artificer, and only some in the Domovoi's racial HD. To counteract that I took Cityslicker to gain most of the needed skills as class skills. This feat was also chosen for thematics as Sally is from a large industrial city. Then you have Martial Study (setting sun) which grants me the one other skill as a class skill. This is gained by Sally's training by the warforged, who has ranks in a martial class, naturally. Along with the Domovoi's racial skills I was able to meet the prerequisites without much effort.

What his construct know, Sally knows, so if his constructs witness a crime, he may use his Smite the Guilty ability against them.

His constructs can also find dead creatures for Sally so that he may use Speak With Dead. Those they manage to catch physically he can keep from teleporting out with his dimensional anchor.

Mettle comes in handy with the potential to shrug off an effect. Combine this with the artificer ability to siphon XP right from a magical item and destroy it. As such, he can get past almost all wards (eventually) by making his save and just holding on for 24 hours. This isn't ideal, but its a useful synergy for getting through really nasty locales, albeit slowly. He can then use this extra XP to make his constructs. Its win-win!

I only took it to 9th level because the end level wasn't optimal, useful or needed. 1 more smite the guilty per day and a single extra spell. I found Renegade Mastermaker to make more sense thematically and add more to the build.

Renegade Mastermaker
This was taken solely for flavor, so that Sally will have to patch himself up using the parts of his friend and mentor, 'Bullet'. Sally leaves the city to recuperate and lay low. Out of the city limits he is then able to enchant his adamantine skin with feyforged, which only a fey can do (and which, of course, Sally is). He then infiltrates the city again after a long absense to begin his vigilante for real.

Ideally I'd have taken an extra level of this so as to be able to heal myself by sacrificing vigilante spells and infusions. However, past 2nd level there would be no need in taking extra renegade mastermaker levels. Sally didn't want to become a construct, he was just repairing his damage in the only way he knew how.

Items
- Portable Hole/Bottle of Air: By using a portable hole, Sally can sneak into a location and disappear, hiding within it until the place is closed for the night or what he was avoiding leaves. He has with him a bottle of air so he never suffocates within. Since he is a small-sized creature he can also bring inside with him a homunuculus.
- Listening Coin: Sending listening coins out is a good way to gather intel, and then you may use the Indisputable Possession infusion to gain it back when you are done.
- Cloak of Arachnida/Ring of Freedom of Movement: With the ability to squeeze into practically any space and climb straight up walls Sally is barred from very few places.

Other
Sally's attack and defense is relatively weak, but that's why he has constructs. 18th level and beyond he's usually with his ironwyrm golem. Only time he is vulnerable is while asleep, and he tends to sleep within the ever-watchful golem, or within a furnace or its exhausts where it's almost impossible to be attacked.
As well, with Mighty Throw maneuver he can hurl his enemies away as a touch attack. With Spot the Weak Point he can turn any attack into a Touch Attack.
He rarely fights fairly however, cloaking himself in smoke so that his opponents can't locate him, or shooting fire from a distance. Even if a creature has blindsight or equivalent, they still can't find Sally because of his Darkstalker feat.
Then he has a metallic arm that he can instill infusions into. A number of True Strike scrolls also aid him out.
Sally is not intended to be a melee warrior, but is instead one to take advantage of other's weaknesses.

Even starting off Sally is a strong build by having the ability to make protective items, choke others with smoke, and hurl fire. Most of the protective items XP and gold cost however are recycled into his greater constructions by later levels.



Sally's Loogans
http://oi56.tinypic.com/ojee88.jpg

Sally's specialty is constructs, and has a number to aid him in his patrols. He is especially fond of homonuculus', which are not slaves, but like his children, or, at worst, the soldiers under his caring command. Though normally they cannot advance past a certain HD, artificers can build them to within 2 HD of their own HD. I.e. at 20th level these homonuculus' can approach 18th level.

He makes most constructs in advanced form, and pays the subsequent cost. Each construct's cost is to be found in the equipment list.

Here are what he has fashioned by 20th level.

-=-=-=-=-=-=-=-=-=-=-=-

Advanced Homonuculus, Standard (18 HD = 33,250 gp total)
These are the scouts for Sally, scouring the area from above with their sharp eyes and ears.

Small Construct
Hit Dice: 18d10+10 (109 hp)
Initiative: +3
Speed: 20 ft. (4 squares), fly 50 ft. (perfect)
Armor Class: 14 (+3 Dex, +1 size), touch 14, flat-footed 11
Base Attack/Grapple: +13/+10
Attack: Bite +15 melee (1d6+1 plus poison)
Full Attack: Bite +15 melee (1d6+1 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Construct traits, darkvision 60 ft., low-light vision
Saves: Fort +6, Ref +11, Will +7
Abilities: Str 12, Dex 17, Con —, Int 10, Wis 12, Cha 7
Skills: Hide +11, Listen +20, Spot +20
Feats: Ability Focus (poison), Alertness, Flyby Attack, Improved Flight, Keen-Eared Scout, Lightening Reflexes, Mindsight
Environment: Urban
Organization: Sally's
Challenge Rating: 5
Treasure: None
Alignment: Lawful Good

Poison (Ex): Injury, Fortitude DC 23, initial damage sleep for 1 minute, secondary damage sleep for another 5d6 minutes. The save DC is Constitution-based and includes a +2 racial bonus.

Note: With mindsight this homonuculus can sense all living creatures within 1,500 feet.


Advanced Homonuculus, Iron Defender (18 HD = 33,250 gp total)
These are the foot-soldiers for Sally, fighting along side, but are chiefly designed to give chase and take down fleeing criminals.

Small Construct
Hit Dice: 18d10+10 (109 hp)
Initiative: +6
Speed: 50 ft. (10 squares)
Armor Class: 17 (+2 dex, +4 natural, +1 size), touch, flat-footed
Base Attack/Grapple: +13/+17
Attack: Bite +19 melee (1d6+6)
Full Attack: Bite +19 melee (1d6+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Construct traits, darkvision 60 ft., low-light vision
Saves: Fort +6, Ref +8, Will +6
Abilities: Str 18, Dex 15, Con -, Int 8, Wis 11, Cha 7
Skills: Listen +14, Move Silently +18, Spot +14
Feats: Bounding Assault, Dodge, Improved Grapple, Mobility, Spring Attack, Stand Still, Weapon Focus (bite)
Environment: Urban
Organization: Sally's
Challenge Rating: 5
Treasure: None
Alignment: Lawful Good


Advanced Nimblewright (15 HD = 43,500 gp total)

Medium Construct
Hit Dice: 15d10+20 (122 hp)
Initiative: +7
Speed: 40 ft. (8 squares)
Armor Class: 24 (+7 dex, +7 natural), touch 17, flat-footed 17
Base Attack/Grapple: +11/+15
Attack: Rapier-hand +18 melee (2d6+4/15-20)
Full Attack: 2 rapier-hands +18 melee (2d6+4/15-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, tripping thrust
Special Qualities: Augmented critical, construct traits, spell resistance 27, vulnerabilities
Saves: Fort +5, Ref +12, Will +8
Abilities: Str 19, Dex 24 (+7), Con -, Int 10, Wis 17, Cha 20
Skills: Balance +9, Gather Information +21, Jump +8, Tumble +20
Feats: Combat Expertise(B), Combat Reflexes(B), Dodge, Improved Disarm, Mobility, Spring Attack, Urban Tracking, Weapon Finesse
Environment: Urban
Organization: Sally's
Challenge Rating: 9
Treasure: Standard
Alignment: Chaotic Good

Augmented Critical: As Monster Manual II, p. 163.

Spell-like Abilities: Caster level 10th.
At will - Alter Self, Cat's Grace, Entropic Shield, Feather Fall, Haste.

Tripping Thrust (Ex): DC 21, otherwise as Monster Manual II, p. 163.

Vulnerabilities: As Monster Manual II, p. 163.


Advanced Ironwyrm Dragon
This is the culmination of Sally's life work. It has been improved from a 40HD to a 61HD construct, and the price for its additional HD has been added to equipment list. Sally has fashioned it so that he may ride comfortably with, or without (basically a seat with straps, allowing his arms to be free for casting).

It resembles more a draconic salamander than an actual dragon (see illustration above).

Huge Construct
Hit Dice: 61d10+40 (375 HD)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 43 (35 natural, -2 size), touch 8, flat-footed 35
Base Attack/Grapple: +45/+73
Attack: Bite +63 melee (3d8+20)
Full Attack: Bite +63 melee (3d8+20) and 2 claws +58 melee (3d8+10) and 2 wings +58 melee (3d6+10) and tail slap +58 melee (3d8+30)
Space/Reach: 15 ft/.10 ft,
Special Attacks: Breath weapon
Special Qualities: Construct traits, damage reduction 15/magic and adamantine, immunity to magic, immunity to rust
Saves: Fort +20, Ref +20, Will +21
Abilities: Str 50 (+20), Dex 10, Con -, Int -, Wis 13, Cha 19
Skills: -
Feats: -
Environment: Urban
Organization: Sally's
Challenge Rating: 22
Treasure: None
Alignment: Always neutral

Combat

Breath Weapon (Su): 60-ft. cone, every 1d4 rounds, 20d10 fire, Reflex DC 40 half. Save DCs are Fortitude-based.

Immunity to Magic (Ex): As Draconimicon, p. 165.

Immunity to Rust (Ex): As Draconimicon, p. 166.


Note: Ironwyrm Golems start out a 250 average HP, not 220. Construct bonus points were not added in original text from the Draconimicon.



Instead of making homunculus solely for himself, Sally can also make a standard and a defender version for each member as long as they are willing or capable of donating a pint of their blood to its creation (and thus bonding the creature to them). This also allows the homunculus to spread out much farther to scout out than if they were all bound within 1,500 feet of Sally.




Sources Tell Me...

Feats
- Bounding Assault/Keen-Eared Scout (PHB II)
- City Slicker (Races of Destiny)
- Construct Grafter (Faiths of Eberron)
- Darkstalker/Mindsight (Lords of Madness)
- Insightful Reflexes (Complete Adventurer)
- Legendary Artisan (Eberron Campaign Setting)
- Martial Study (Tome of Battle)
- Practiced Spellcaster (Complete Arcane)
- Stand Still (Expanded Psionics Handbook)
- Everything else (Player's Handbook 3.5)

Book of Exalted Deeds
- Twilight Enhancement

Complete Adventurer
- Vigilante PrC

Draconimicon
- Ironwyrm Golem

Dungeon Master's Guide II
- Feycraft armor

Eberron Campaign Setting
- Artificer base class
- Homunuculus, Iron Defender creature

Faiths of Eberron
- Construct Grafts (adamantine skin, heart of steel)

Frostburn
- Domovoi race

Magic of Eberron
- Battlefist/Renegade Mastermaker PrC
- Homunuculus, Packmate creature
- Ring of Master Artificer item

Magic Item Compendium
- Nimbleness enhancement

Monster Manual II
- Nimblewright

Monster Manual 3.5
- Homunuculus, Standard

Spell Compendium
- Dark Way, Listening Coin, Ruin Delver's Fortune spells

Ozymandias9
2010-10-25, 10:26 AM
That's the lot. I just need to put something witty in front of the rest of them now.

As a note to the judges, I'm hoping to see scores done around Halloween at the latest. That's about a week to get them done.

kestrel404
2010-10-25, 11:06 AM
Hmm. There's actually a lot more variety here than I expected, while still sticking almost exclusively to the expected base classes.

I was hoping to see at least one person with an Unarmed Swordsage/Vigilante with the Ascetic Mage feat. And with so many bards, no one took Snowflake Wardance! Pity.

I almost wish I was a judge for this one. Maybe next time.

As promised here are some of my 'superhero inspired' builds. See if you can guess who inspired each one (no credit for the first one):

Anthropomorphic Bat Monk/Cloistered Cleric/Master Inquisitive/Vigilante
Hellbred Rogue/Paladin/Vigilante/Knight Phantom
Sea Kin Noble/Paladin/Ordained Champion/Vigilante
Hellbred Paladin/Spellthief/Vigilante/Sandshaper (This is tough, but picture him with a giant cloak made of ever-shifting sand)

The Vorpal Tribble
2010-10-25, 11:44 AM
My knowledge of comic books is exceptionally sparse, but let's see here...



Anthropomorphic Bat Monk/Cloistered Cleric/Master Inquisitive/Vigilante
Batman


Hellbred Rogue/Paladin/Vigilante/Knight Phantom
Ghostrider?


Sea Kin Noble/Paladin/Ordained Champion/Vigilante
Aquaman


Hellbred Paladin/Spellthief/Vigilante/Sandshaper
Sandman?

Duke of URL
2010-10-25, 12:31 PM
No one went Hellbred? (Doomed to a vain attempt to make up for evil deeds in his previous life by tirelessly fighting evil?) Dang. I should have worked on this one.

kestrel404
2010-10-25, 12:33 PM
Batman
Yes.

Ghostrider?
Yes

Aquaman
Yes

Sandman?
Nope. Told you it's hard. Picture him in all black, including the sand (which all of his gear is made from). Primary weapon is chains.

The Vorpal Tribble
2010-10-25, 12:36 PM
Nope. Told you it's hard. Picture him in all black, including the sand (which all of his gear is made from). Primary weapon is chains.
That surpasses my untrained skill check.

Never read a comic, so know Batman from the original movies, Ghostrider from the recent film, and Aquaman because he appeared in Smallville.

Lapak
2010-10-25, 12:54 PM
Nope. Told you it's hard. Picture him in all black, including the sand (which all of his gear is made from). Primary weapon is chains.Huh. It has me stumped. Dream isn't hellbred, or a paladin, and he doesn't use chains. Spawn isn't a paladin, and has nothing to do with sand. Ghost Rider was already listed (and isn't sand-based either, as far as I know.) I can't think of a match.

kestrel404
2010-10-25, 01:04 PM
Spawn isn't a paladin, and has nothing to do with sand.
I beg to differ!
Spawn may not be a paladin of honor (standard paladin), but he's definitely a paladin of SOMETHING. Probably destruction. And probably an ex-paladin of destruction at that.
As for the Sandshaper PrC, it has less to do with sand, and more to do with the fact that he can wear an ever-shifting mass of material that obeys his thoughts and transforms into whatever he needs at the time. The only thing I couldn't think to give him was some limitation that caused him to age or take damage or something every time he used his powers. Maybe magical taint? I've never dealt with that system.

BobVosh
2010-10-25, 02:48 PM
Anthropomorphic Bat Monk/Cloistered Cleric/Master Inquisitive/Vigilante

What alignment? What deity for that matter, or is it devotion to a cause? I can totally see him do the cause devotion.


I beg to differ!
Spawn may not be a paladin of honor (standard paladin), but he's definitely a paladin of SOMETHING. Probably destruction. And probably an ex-paladin of destruction at that.

Agreed.

Dark_Nohn
2010-10-25, 02:51 PM
That's the lot.

Umm... Had a build done like 4 days ago, sent it to you... was it not kosher?

The Vorpal Tribble
2010-10-25, 03:01 PM
Umm... Had a build done like 4 days ago, sent it to you... was it not kosher?
Check and make sure it was to Ozymandias9 (with the 9) and not just simply Ozymandias. I've done just that.

Also, probably have been better to message ozy with it so he could add it and we wouldn't know the new one was yours.

Dark_Nohn
2010-10-25, 03:17 PM
Also, probably have been better to message ozy with it so he could add it and we wouldn't know the new one was yours.

Crap... forgot about that part, but also probably not going to matter.

Oh well, then nevermind...

Edit: (withdraw because of that stupid error of mine)

He might've thought that I taking leadership when I was referring to a party member in the backstory/tactics section

Ozymandias9
2010-10-25, 03:29 PM
Crap... forgot about that part, but also probably not going to matter.

Oh well, then nevermind...

Edit: (withdraw because of that stupid error of mine)

He might've thought that I taking leadership when I was referring to a party member in the backstory/tactics section

Actually, it was just submitted so much earlier than the rest that I didn't see it when I was posting. My bad: sorry about that.

I can't really send it to the judges as a contestant now with anonymity this early in judging, but since you did put a lot of work into it, I'll put it out for everyone to see at least:

Vandel Juxtevin
Half-elf
28-point buy-in
Str: 8, Dex: 16, Con: 10, Int: 10, Wis: 12, Cha: 14
Ending Stats:
Str: 10(16), Dex: 22, Con: 14, Int: 10, Wis: 12, Cha: 20

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

1st|Aristrocrat|
+0|
+0|
+0|
+2|(16)Bluff 4, Diplomacy 4, Gather Info 4, Sense Motive 4|Negotiator|

2nd|Half-elf/Urban Ranger|
+1|
+2|
+2|
+2|(6)Hide 3, Move Silent 3| |Urban Tracking, Wild Empathy, Favored Enemy (Humanoid:Human)

3rd|Ranger(2)|
+2|
+3|
+3|
+2|Bluff 2, Hide 2, Move Silent 2|Point Blank Shot|Combat Style: Archery

4th|Ranger(3)|
+3|
+3|
+3|
+3|Bluff 1, Gather Info 1, Hide 2, Move Silent 2| Endurance | Bonus Feat:Endurance

5th|Ranger(4)|
+4|
+4|
+4|
+3|Bluff 1, Gather Info 1, Hide 1, Move Silent 1, Sense Motive 2| |Animal Companion

6th|Ranger(5)|
+5|
+5|
+4|
+3|Bluff 1, Gather Info 1, Hide 1, Intimidate 2, Move Silent 1|Alertness| Favored Enemy (Humanoid:Elf)

7th|Scar Enforcer(1)|
+5|
+4|
+4|
+5|Disguise 4, Forgery 2| |Favored Enemy (Elves and Humans)

8th|Scar Enforcer(2)|
+6|
+4|
+4|
+6|Disguise 4, Forgery 2| |Smite Enemy (Elves and Humans)

9th|Scar Enforcer(3)|
+7|
+5|
+5|
+6|Disguise 4, Gather Info 2|Skill Focus(Bluff)|Sneak Attack

10th|Spymaster(1)|
+7|
+5|
+7|
+6|(8)Disguise 1, Gather Info 2, Know(local) 5| |Cover identity, Undetectible Alignment

11th|Scar Enforcer(4)|
+8|
+5|
+7|
+7|(6)Disguise 1, Intimidate 2, Know(local)3| |Disguise Self

12th|Vigilante(1)|
+8|
+5|
+9|
+9|(6)Sense Motive 3, Use Rope 3|Precise Shot|Detect Evil, Streetwise +2

13th|Vigilante(2)|
+9|
+5|
+10|
+10|(6)Sense Motive 3, Use Rope 3| |Smite the Guilty 1/day

14th|Vigilante(3)|
+10|
+6|
+10|
+10|(6)Bluff 2, Gather Info 2, Use Rope 3| |Quick Search

15th|Vigilante(4)|
+11|
+7|
+11|
+11|(6)Hide 2, Move Silent 2, Use Rope 2|Exotic Weapon Proficiency|Speak with Dead

16th|Vigilante(5)|
+11|
+7|
+11|
+11|(6)Hide 2, Move Silent 2, Use Rope 2| |Quick Hide

17th|Vigilante(6)|
+12|
+8|
+12|
+12|(6)Disguise 2, Gather Info 2, Hide 1, Move Silent 1| |Smite the Guilty 2/day

18th|Vigilante(7)|
+13|
+8|
+12|
+12|(6)Disguise 1, Gather Info 1, Hide 1, Move Silent 1, Use Rope 2|Improved Precise Shot|Streetwise +4

19th|Vigilante(8)|
+14|
+8|
+13|
+13|(6)Bluff 1, Disguise 1, Gather Info 1, Hide 1, Move Silent 1, Use Rope 1| |Dimensional anchor

20th|Vigilante(9)|
+14|
+8|
+13|
+13|(6)Bluff 1, Disguise 1, Gather Info 1, Hide 1, Move Silent 1, Use Rope 1| |Mettle[/table]


Spells progression
Ranger(Urban Variant) Spells per day
{table=head]Level|1st|2nd|3rd|4th

5th|0|-|-|-

6th|0|-|-|-

8th|1|-|-|-

11th|1|-|-|-[/table]

Spells per day/Spells Known
{table=head]Level|1st|2nd|3rd|4th

12th|0|-|-|-

13th|1|-|-|-

14th|2|0|-|-

15th|3|1|-|-

16th|3|2|0|-

17th|3|3|1|-

18th|3|3|2|0

19th|3|3|3|1

20th|3|3|3|2[/table]

Background/History

(Childhood)
Vandel was concieved in contract between an elven queen and a human prince from a neighboring country, with the prospect that once the prince becomes king of his land, he'll stop the war that his father started against the elven domain. Since his birth, Vandel, was raised in elven nobility groomed to be a diplomat throughout his entire childhood.
(Young Adulthood)
His first diplomatic mission, Vandel was supposed to negotiate a permanent peace treaty between his parents, which was going to be an easy mission, as the terms had all but been set forth from before his conception. However, the human king took a bolt to the head, and Vandel was the only survivor with elven blood at the negotiations, escaping to his homeland to warn them. Vandel was met with suspicions of selling out his own mother, who raised him, to his father. Having been betrayed, first by humans, then by the elves that raised him, Vandel set out on a path of vengeance, using disguises and trickery to work his way through social groups. After working as a low level assassin for quite some time, perfecting his techniques, and acquiring a bit of personal wealth, he left the gang he was working for to wreak havok on those that assassinated his father, murdered his mother, and turned him into an outcast. After a month of terrorizing the castle with random murders, he finished off them by slaughtering all of the nobles brave enough, or foolish enough to remain. Afterwards, he set sight on the elven kingdom that shunned him for his human blood.
(Adulthood)
Having to adapt to fool elves, as their senses were slightly more adept to see through his disguises and lies than the humans were, Vandel had to train himself how to create alternate identities that the elves couldn't see through.
While working to create the same chaos upon the elves that he'd done to the human kingdom, he discovered that not only he had a slightly older half-sister, but that she was jailed for being related to him. Curious of the information he'd discovered, he kidnapped her out of jail, but when she was not only cooperative with him, but kind and affectionate towards him after learning about, and despite his unsavory life choices. She had left her parents and her royal title to study as a diviner. Though this didn't earn her a grudge from her parents, they were no longer able to politically recognise her as a princess, or even as royalty. Vandel's half-sister, Alithe Xitova, convinced him that the elven society wasn't perfect, but was in better shape than what Vandel had left the human kingdom in, and that it was his job to fix the damage he had done before he could fix the elven kingdom, and bring peace to the two nations as both his parents had wanted, and that the only place to begin was to remove the crime infestation that Vandel's regicide put in place. Alithe would work as his eyes, providing him the insight he couldn't bully or slick-tongue off of the streets, and act as his strategist as he cons his way through criminal syndicates, and relying on his old methods of assassinations, with a new goal.


Habits/Tactics

As Vandel lacks any skills not associated with social interaction, deception, and stealth, and lacks the prowess of a pure fighter, the cunning of a rogue or wizard, the luck of a bard, and most any other attributes of an archetypical hero, Vandel must rely on his disguises, and situational bonuses and hazards, as well as planning and intelligence from Alithe to do his work.


At level 20

Vandel Juxtevin
1 Aristocrat/5 Urban Ranger/4 Scar Enforcer/1 Spymaster/9 Vigilante
Half elf, Medium Humanoid (Human, Elf)
Lawful Neutral
Hit Dice: 19d8 + 1d6 +40 (132 HP)
Initiative: +6
Speed: 30 ft [20 in armor]
Armor Class: 31 [10 + 13(armor) + 3 (dex) + 5 (defending)] touch: 18, flat-footed: 23
Base Attack/Grapple: +14/+17
Attack:
Full Attack:
Space/Reach: 5ft/5ft
Special Attacks: Smite Enemy (elves and humans) 1/day (+5 attack +4 damage), Sneak attack +1d6, Smite the guilty 2/day (+5 attack +9 damage)
Special Qualities: Immunity to sleep, Low light vision, Favored Enemy (Humanoid:Human+6, Humanoid:Elf +4), Wild empathy (1d20+10), Animal Companion (as 2nd level druid,) Cover identity, Undetectible Alignment, Disguise Self, Detect Evil(at-will), Quick Search, Speak with dead(1/day), Quick Hide, Dimensional anchor, Mettle
Saves: Fort: +15, Refl +24, Will +19 (+2 against enchantments)
Abilities: Str: 10(16), Dex: 22, Con: 14, Int: 10, Wis: 12, Cha: 20
Skills: Bluff 21, Diplomacy 13, Disguise 24(34), Forgery 4, Gather Info 32, Hide 23, Intimidate 9, Know(local) 12, Listen 4, Move Silent 23, Search 1, Sense Motive 15, Spot 4, Use Rope 24
Feats: Negotiator, Urban Tracking, Rapid Shot, Point Blank Shot, Endurance, Alertness, Skill Focus (Bluff), Precise Shot, Exotic WP:Bolas, Improved Precise Shot
Possessions:+5 returning bolas, +1 Longsword, +5 defending spiked +5 glammered, heavy fortification mithril full plate of silent moves and shadow [+13/+3/-3, 30 lbs], 2 Manacles, Mwk (Med), 2 Manacles, Mwk (Small), 100 ft silk rope, Net, Belt of Strength +6 36000g [1 lb], Cloak of Resistances +5 (25000g) [1 lb], Heward's Handy haversack (5 lbs) (2,000), Cube of Force, Manual of gainful excercise +2 [55000], Manual of Quick action +3 [82500], Manual of bodily health +4 [1100000], Tome of leadership and influence +4 [110000] 4440g left over...
Animal Companion: Horse, as in the MM1. Only used for transportation.

Languages: Common, Elven

Spells usually prepared:
Ranger spells
1st level: (DC 12)
comprehend languages, message
Vigilante spells
1st level: (DC 16)
Animate Rope, Detect Magic, Expeditious Retreat, Mage Hand, Nystul’s Magic Aura
2st level: (DC 17)
Detect Thoughts, Scare, Hypnotic Pattern, Locate Object
3st level: (DC 18)
Clairaudience/Clairvoyance, Dispel Magic, See Invisibility, Speak with Animals
4st level: (DC 19)
Freedom of movement, greater invisibility, zone of silence


Sources

Aristocrat - DMG
Urban/Half-elf Ranger - Races of Destiny or Unearthed Arcana
Scar Enforcer - Races of Destiny
Spymaster/Vigilante - Complete Adventurer
Skills, Spells, Feats, and Ranger - PHB


Inspirations and considerations for using this "build"
::Note; if this section is not appropriate for the contest, delete it. As most competative cooking shows that I've seen have something similar to this where they explain the dish, I thought it was appropriate, and found nothing against it.

Vandel's build built itself from the top down, then the story reinforced itself from the ground up. What I thought would make an iconic vigilante would be a former criminal whom focused in the pursuit of humans and elves (as the two being the most common type of city dwellers, in most campaigns I've seen) and thus the use of Scar Enforcer, I thought, was quite appropriate. I honestly wanted to use more spymaster, as a secret identity is iconic of "costumed heroes," especially with the seventh level's ability, "Deep Cover" making this character 75% more reasonably playable, it would mean that class's prerequisites being taken care of much quicker, and would make the dip into Scar Enforcer even more shallow. Then the only things left were the base class levels, and it was apparent that the best class for focusing on fighting humanoids would definitely be an urban ranger. The class lacked the bluff skill, which was important for all of the PrCs that I dipped into, and bard or rogue would definitely have been stronger choice, but would have been a much more boring backstory to write than aristrocrat, and as such I thought it inappropriate to use a full 32 points for someone starting with an NPC class. Other, more effective builds also crossed my mind, however they didn't have the sort of flavor I thought appropriate for the subject.
As a build, I would never recommend this unless you absolutely know that for your full career that you won't be completely useless, which is only if you know that the DM will let you fight only non-mage humanoids for your entire career. In a party, the only purpose for this character would be as a spy and social skillmonkey, of which almost no campaigns run around - why bring dice and rules to a social interaction roleplay?

Thurbane
2010-10-25, 05:41 PM
Yeah, I've been offline for a few days, and I just couldn't get my crap together for my build...I just couldn't make it viable. :smallannoyed:

Hellbred Rogue 3/Paladin of freedom 2/Vigilante 9/Cerebrex 6.

true_shinken
2010-10-25, 08:52 PM
My idea was a kiloren, the last survivor of his tribe, adopted by a gladiator in a large city. His adoptive 'uncle' enrolled him into a wizard's school, even though he had no knack for it, so people made fun of him all the time. Durin an experiment, he was bit by a phrenic thri-kreen and gained psionic powers. Then, the master of the thieves' guild tried to make his uncle throw a fight - but he refused, so he was killed. Using his newfound powers, the young kiloren vowed to clean the city of all crime!
Basically mixing the origin stories of Superman, Spiderman and Daredevil. Build was Ranger 2/Wilder 4/Vigilante 5/Swiftblade 9. Unfortunatelly, I realized it had multiclass penalties and I wanted kiloren for smite optimization, so I dropped. Should have just ignored smite optimization/Superman aspect and gone for human :/
The thing I wanted from Wilder was Hustle (with Expanded Knowledge) to use Vigilante's abilities that require move actions. Skimming the entries, I found nothing of the sort, which amazes me - those abilities are probably the only thing unique to the Vigilante class.

Zaq
2010-10-25, 08:56 PM
Huh. With the whole "home city" thing, I was expecting an Urban Soul or two. Not that there's terribly much synergy, but thematically, they mesh (and hell, the very nice entries aside, Vigilante really doesn't have much synergy with anything).

Dusk Eclipse
2010-10-25, 09:01 PM
The only synergy I saw was with cyran avenger,, it's smite-esque feature, worked of charisma and depended on you or your ally being hit by an enemy, so it kinda meshes with the smite the guilty.

I wish I had time to stat up that character...

Amphetryon
2010-10-25, 09:05 PM
I looked at Killoren + Stoneblessed +Battlesmith to focus in on smites with multiple attribute damage, but it was just a hot mess by the end.

Thurbane
2010-10-25, 09:31 PM
Huh. With the whole "home city" thing, I was expecting an Urban Soul or two. Not that there's terribly much synergy, but thematically, they mesh (and hell, the very nice entries aside, Vigilante really doesn't have much synergy with anything).
I did consider Urban Ranger/Urban Soul/Vigilante...the flavour all fits, but the mechanics were just...ughh...

I also looked at Ebonmar Infiltrator and Urban Savant...couldn't make these fit, either. :smallfrown:

WinWin
2010-10-25, 09:42 PM
I briefly considered a Killoren also. To much dipping was required for it to be able to function optimally. Once it ran out of smites it was fairly useless. Very MAD. Also, the concept was rather borked. I have no Idea how I could even attempt to explain it's background.

OMG PONIES
2010-10-25, 10:30 PM
I did consider Urban Ranger/Urban Soul/Vigilante...the flavour all fits, but the mechanics were just...ughh...

I also looked at Ebonmar Infiltrator and Urban Savant...couldn't make these fit, either. :smallfrown:

I was trying an urbant savant, too--but it seemed to fit only with a bard. Pity it only advances arcane casting, or it could have worked for my cloistered cleric/divine oracle/void disciple/vigilante concept.

Dark_Nohn
2010-10-25, 10:44 PM
Wow, lots of Kiloren-types, huh... I designed a Kiloren archivist for their knowledge bonuses when manifesting ancient, but that matters not. Since it's past the reveal, I'll say that I also had plans for a Zelekhut//5Vigilante, but the +7 LAdj isn't worth it, though thematically, almost nothing you can do is "worth it" as a Vigilante in normal campaigns. Also, a different build I had planned included a lot of levels from the Justicar class, which I'm surprised to not see any actual entries have.

WinWin
2010-10-25, 11:10 PM
I thought about Justicar...but my concept was feat starved. No way I could justify Skill Focus for a few average abilities.

A ranger/bloodhound/justicar/vigiliante might be decent at hunting people, but would make a better NPC.

I do not think Vigiliante is as bad as it is made out to be. One of the abilities only functions in a home city, the skills, spellcasting and other class features work fine everywhere else. I do think it was poorly written and attempting to fill a gap not filled by a couple of other PrC's in complete adventurer.

It does have it's problems though. It is missing a couple of notable class skill for one. Speak with Dead and Dimensional anchor as 1/day abilities are far too underpowered considering the earlierst levels by which they can be gained. Everything else is ok considering.

If I were to homebrew a version of the class, I would probably drop the SLA's, add a couple of class skills (bluff, other knowledges and spellcraft) and relax the strictures on Smite the Guilty. Probably deserves a couple of other abilities that would assist in taking down criminals, though full BAB would be too much.

Dark_Nohn
2010-10-26, 04:39 AM
though full BAB would be too much.

I do not agree with this. Full BAB is definitely not too much, as this is basically an urban ranger PrC with a crime-hunting flavor. Pious Templar, Blackguard, Prestige Ranger, Prestige Paladin, Hunter of the Dead, Knight of the Chalice, and Suel Arcanamach are all half-casters with full BAB, good abilities, and most of them have 4+I or 6+I, I really don't see why this class has so much less (except for mettle being totally awesome, but there's other ways of getting it)

kestrel404
2010-10-26, 05:09 AM
Yeah, the 'weird smite ability' must have made everyone think Kiloren. I was very strongly considdering a Kiloren Paladin/Ranger/Ordained Champion/Vigilante (focused around the Awesome Smite feat), and had most of the build done, but I just couldn't come up with any sort of justification why she would take vigilante. That's why my entry took me so long.

Il_Vec
2010-10-26, 06:03 AM
I do not agree with this. Full BAB is definitely not too much, as this is basically an urban ranger PrC with a crime-hunting flavor. Pious Templar, Blackguard, Prestige Ranger, Prestige Paladin, Hunter of the Dead, Knight of the Chalice, and Suel Arcanamach are all half-casters with full BAB, good abilities, and most of them have 4+I or 6+I, I really don't see why this class has so much less (except for mettle being totally awesome, but there's other ways of getting it)

Just nitpicking here, but Suel has the same BAB as Vigilante.
But I think the only workable feature of the Vigilante class are the spells. I mean, it has some skills, but I believe having to rely only on the smite for combat is too... it feels like an NPC class.

Mettle is really awesome but it is much easier to obtain by Pious Templar or Hexblade.

Amphetryon
2010-10-26, 06:39 AM
Just nitpicking here, but Suel has the same BAB as Vigilante.
But I think the only workable feature of the Vigilante class are the spells. I mean, it has some skills, but I believe having to rely only on the smite for combat is too... it feels like an NPC class.

Mettle is really awesome but it is much easier to obtain by Pious Templar or Hexblade.
Mettle would be more awesome if it worked against a larger subset of F/W saves. Most of them are binary, unfortunately.

true_shinken
2010-10-26, 10:46 AM
I do not agree with this. Full BAB is definitely not too much, as this is basically an urban ranger PrC with a crime-hunting flavor. Pious Templar, Blackguard, Prestige Ranger, Prestige Paladin, Hunter of the Dead, Knight of the Chalice, and Suel Arcanamach are all half-casters with full BAB, good abilities, and most of them have 4+I or 6+I, I really don't see why this class has so much less (except for mettle being totally awesome, but there's other ways of getting it)
Suel Arcanamach is not half caster and does not have full base attack bonus.
I don't think full BAB would be too much for the Vigilante. Races of Faerun Bladesinger sports full base attack bonus and 4th level spells with actual class features, though the requirements are steep.

WinWin
2010-10-26, 02:10 PM
Just occurred to me. Vigilante lacks Spot and Listen... How are you supposed to eavesdrop on the bad guys without those skills?

I think that Full BAB would be too good with the current class qualifications. Alertness is easily gained. The prerequisite skills can be a pain, but are not that challenging. Now if the requirements were even more strict, it would not be an issue (for me).

OMG PONIES
2010-10-26, 03:37 PM
...any word from the judges?

Amphetryon
2010-10-26, 04:04 PM
...any word from the judges?

I suspect some are just now starting to get off work, which means I wouldn't expect any judgments for at least a couple hours, at the absolute earliest.

I could be pleasantly surprised, though. :smallsmile:

Kesnit
2010-10-26, 04:16 PM
Pretty much. I have a paper due, so my entire day was spent on that. (Well, when I wasn't in class...) But I have the paper to the point I can step away from it for a bit, so I should be able to get to judging tomorrow.

OMG PONIES
2010-10-26, 04:17 PM
Pish posh! More judges need to update GitP at work :smallbiggrin:. In other news, my spreadsheet has been updated to include a switchable view of each competition so far by entry or chef, as well as hotlinks to each individual entry and post of judges' scores. If anyone wants a copy for their personal enjoyment or tweaking, send me a PM.

Cieyrin
2010-10-26, 05:14 PM
I could be pleasantly surprised, though. :smallsmile:

Well, if you insist...

I can tell I've been judging when my living room is littered in books when I get up in the morning. Usually a good sign, too.

As always, before I post my scores, I'm judging based on the characters, not the people who made them. I tried to be fair and consistent, in line with the guidelines I put forth, but I'm prone to error like anyone else. I enjoyed reading these, as I always tend to, and I applaud all who managed to enter a delicious dish, despite how bland Vigilante may have been.

Without further ado, the scores!

Dymphna
Originality: 4 VoP Monk/Paladin/Heir of Siberys is rather unexpected as an entry into Vigilante. Nice story to go with and hold things together.
Power: 3 Nonlethal Charger with limited magics. A spells known list for Vigilante would have been useful, as well as typical spells memorized for Paladin. You mention various spells but have no definitive list of what you're capable of magic-wise. Extensive skills and magic for out-of-combat utility is evident but in-combat utility beyond the nonlethal charge isn't evident, especially considering it's smite dependent, which you can do 3/day at most. You minimize many of the weaknesses of VoP, so you're not as party-dependent but you're still somewhat held back by not being able to use the power of WBL.
Elegance: 4 Technically, as a Human, you can't be an Heir of Siberys for the Mark of Shadow, since it's Elves only.Everything else is fairly in order, though.
Use of Secret Ingredient: 4 Not the earliest entry but the SI was decently used, from the spell casting, Smite the Guilty and Mettle, to little things like Streetwise.

Final Score: 15/3.75

Viyana, The Unseen
Originality: 4 Ranger is a natural fit for Vigilante, but Master Inquisitive was a nice alternative to get necessary skills and Alertness. Pixie is uncommon as well. Light on the story but it told enough to get the point across.
Power: 2 Being a Pixie, however makes it difficult to be useful early on in your career, making it unlikely to be seen till the mid-levels, as you're too highly vulnerable at ECL 5 with only 1 HD. Being Greater Invis'd all the time helps but See Invisibility is easily available at ECL 5 and up, making it not fool-proof. You're very skilly but, once combat happens, regardless of what you do, it seems unlikely you'll be able to contribute much beyond hiding out and staying out of the way. You do hardly any damage and the majority of your spells won't affect combat much. The illusions could be useful but the save DCs aren't particularly high enough that they couldn't be overcome.
Elegance: 3 The build is put together decently, with the parts flowing decently from what bit to the next. The return to Ranger was a bit jarring, seemingly only for a feat, the companion and another Favored Enemy.
Use of Secret Ingredient: 2 Vigilante only seems to be used for the skills and spells, with none of the other features really utilized, making me think you probably would have been better off using those levels in another class, like Bard. The only purpose for Vigilante in here seems to be to qualify for the contest.

Final Score: 11/2.75

Oduk
Originality: 3 Bards and Rogues are expected entries into Vigilante, though not a Divine Bard, let alone a Fochlucan Lyrist.
Power: 3 Oduk appears to be an unarmed bardic gish, with an interesting use of Fochlucan Lyrist to get dual progressions of Bard spells. Not quite sure why Oduk is going after unarmed combat over using a weapon but it's not hurting him in the slightest, I suppose. He has a fair amount of skills, including UMD, so he's fairly well rounded, though not overly powerful.
Elegance: 3 Some may frown on the usage of Divine Bard but the build is clean and well though out, except for the feats, as I see no clear need for all the Extra Music you gathered. They could probably have been better used for things like Dragonfire Inspiration or Metamagic Song, which would have given a clear reason for all the Extra Musics.
Use of Secret Ingredient: 1 You used Vigilante for the spells to get into Fochlucan Lyrist and then nothing beyond that, making it a stepping stone at best. Too bad this isn't Iron Chef(Fochlucan Lyrist), as you'd definitely get a 4 or 5 here but it's not.

Final Score: 10/2.5

Rhys
Originality: 4 Human Paragon/Paladin is a different means of getting into Vigilante, indeed. Shadowstriker is not something I see at all often, either.
Power: 3 You're a smiting meleer with some nice bardic spells to back you up. Decent saves plus Mettle and Evasion to keep you safe. Some feat choices leave something to be desired, as Battle Blessing is a very minor bonus when you have 2 spells a day affected by it, tops, and Sickening Touch has a very paltry effect, sickening a target for 1-3 rounds when you get it. Law Devotion is a little squandered as well, especially when you gave up Turning for Favored Enemy, leaving it usable 1/day. You're also exceptionally focused towards Undead killing, Evil slightly less so. A lot of your favorite toys disappear when not fighting those foes, which makes you little better than a Fighter without bonus feats. Shadowstriker perhaps would have been more useful earlier on, as it's not very relevant at the end of the build.
Elegance: 4 Nothing out of the ordinary and the hopping around that did occur made sense.
Use of Secret Ingredient: 4 You use Vigilante primarily for the spellcasting, Smite the Guilty and Mettle, which is done decently to boost you up somewhat. The other bits got attention as they come forward and seem decently used.

Final Score: 15/3.75

The Judge
Originality: 5 Maug Cloistered Cleric/Thug Fighter is definitely not a usual suspect for Vigilante. Not expected in the slightest.
Power: 4 A Smiting Charger with tricks to continue to charge and knock people around. The only thing holding you back from being all overpowering is a lack of ability to deal with hard to reach enemies, like fliers, teleporters and casters. I kinda expected the Judge to pick up Swift Fly as one of his Vigilante spells known to deal with that, as the Stone Spitter does little more than harry said foes.
Elegance: 2 Here is where you seriously take some hits. LA Buyoff isn't guarenteed to be available in every game. Maugs don't gain a free 2k of grafts, only the ones without class levels, which you aren't. The 'Gains skills as Outsiders' appears to be an editting error, as Maug were probably an Outsider in an earlier phase of their existence before being changed to Extraplanar Constructs and their skills never got changed (Note: I didn't take points off for this particular point, just an observation). You're very diptastic about your PrCs, all going for more Smitings and interweaving them around Vigilante, which comes in late because of it. You gain Improved Sunder twice, once as your 15th level feat and once as a bonus feat for Shadowbane Inquisitor. Shadowbane Inquisitor isn't one of those PrCs that allow you to freely switch your bonus feat if you already have it, so you probably should have switched Vigilante 4 and Shadowbane Inquisitor 3 to gain Combat Brute. You also do nothing or at least very little with your Cleric or Pious Templar spells, as you have the Wisdom to get access to 2nd level Cleric spells and a few Paladin spells. They seem to be there just as entrance requirements into your PrCs, which can also be said of Thug Fighter.
Use of Secret Ingredient: 2 You get into Vigilante late in your career and delay advancement for picking up goodies from your other PrCs, which takes away from Vigilante being useful to you. You focus a lot on smiting but you mostly use your other PrCs for it, ignoring Vigilante. The feature you make use of most is the casting, which you use reasonably well but not much beyond that. Seems tacked in for getting into the contest and probably would have been better off going Bard.

Final Score: 13/3.25

Nightwatch
Originality: 1 Bard/Urban Ranger is basically the suggested entrance into Vigilante. Also, congrats on making Batman. Your originality suffers for it.
Power: 5 Nightwatch is a full-blown gish caster who two-weapon fights with net and trident and then has skills for when those fail. He bleeds power.
Elegance: 5 Everythng plays nicely together. Nothing dodgy and flows well from one class to the next.
Use of Secret Ingredient: 1.5 Nightwatch's success is in spite of Vigilante, not because of. Replacing Vigilante with more Bard would probably work better, since the only thing he's using Vigilante for is the casting.

Final Score: 12.5/3.125

Allistair
Originality: 3 Ranger is a suggested path into Vigilante, though Marshall as an interesting alternative entrance. Using the Psychoactive skins as costumes is a nice touch.
Power: 4 Allistair is excellent for gaining tactical superiority over his foes, though, as you've said, his damage decreases significantly when not facing humanoids, humans in particular. Still, he works wonderfully as a support character.
Elegance: 3 The Draconic Aura bit can freely stand, as it's implied when they're talking about Dragon Shaman in Dragon Magic that these are merely more auras to choose from.
On the actual build itself, Allistair is very dippy, though kept in balance to avoid multiclass XP penalties. Cleric appears to be there just to exchange domains for Devotion feats. Marshall is a more natural fit, as it comes in early and sticks around for the show and genuinely adds to your value as a good support character. Improved Favored Enemy only increases your damage by +3 against all your Favored Enemies, not all the bonuses against one Favored Enemy.
Use of Secret Ingredient: 4 You utilize all the features you gain from Vigilante fairly well, though I was surprised you skipped out of Vigilante before getting Mettle, which would have nicely boosted your save defenses quite reasonably. All in all, though, your class choices uplifted Vigilante into the spotlight fairly well.

Final Score: 14/3.5

Sally
Originality: 5 Domovoi Artificer? I hadn't even known the Domovoi were in Frostburn or that they existed at all till reading this. Definitely not expected.
Power: 4 Artificers are almost always powerful, plus you have minions to do battle for you. You always have toys to play with that you make for your purposes and that of your companions and minions. Your spell like abilities and Vigilante spells give you battlefield control, as well as things to do when combat isn't happening, right along with your pervasive skill set. Not overpowering, certainly, but respectably powerful, especially when you start making your minions.
Elegance: 4 You technically can't qualify for Renegade Mastermaker, as you have to be a Humanoid to get in, but, if I were the DM, I probably would let it slide, as it fits the character particularly well, especially with the other grafts. Along those lines, the battlefist isn't technically a Construct graft, so it wouldn't count towards the benefits of having multiple Construct grafts but, again, it's something I'd let slide.
On the matter of construct minions, much as I like them, other DMs may be wary of such, especially the advanced Ironwyrm. As much fun as having a tank to ride around in and to trick it out while you're at it with infusions, it probably couldn't make it into more conservative campaigns.
Now for the more serious dings, the first being LA buyoff, which won't always fly, depending on the game.
Use of Secret Ingredient: 3.5 You use Vigilante for spellcasting primarily, plus Mettle, though only your Will save really benefits from that. Smite the Guilty is mentioned, though you don't really make use of it. It's an alright utilization, though I think Bard or more Artificer would have benefited you better.

Final Score: 16.5/4.125

Again, I thank all the chefs for their contributions and look forward to the next Iron Chef. Here's hoping for something like Seeker of the Song. :smalltongue:

bondpirate
2010-10-26, 08:54 PM
Man, I don't know how you guys managed to put out finished builds. Mine, no matter how flavorful, always were better off without Vigilante or couldn't get the proper base class arrangements to fit.

What I had as ideas were:
1) Aquatic Elf Thug Fighter 2/Urban Ranger 8(With pretty much every ACF)/Vigilante 10 - Would use superior swimming and jumping to get drop on slaver pirates and spells to gather info in their floating city; held up by the gassing corpses in the baubles under the town. Made good use of net and trident (one handed reach weapon, aka awesome), both are racial weapons granted. Ended up too spread out and unfocused; not too mention really weak at the early and late career. Though if vigilante is dropped, I'm going to seriously consider playing an aquatic elf on land. After a couple feats it's a non issue for suffocation, that and the trident.

2) Half-Elf Paladin of Freedom 4/ Half-Elf Paragon 3/ Human Paragon 3/ Vigilante 10 - Didn't have any real focus for this build. Used Half-Elf Paragon to get Human Paragon so skills weren't as huge an issue (why does Vigilante seriously need FIVE skill requirements, ugh. Wanted UMD for Adaptive Learning with high Charisma and double wand wielder for spells and combat. Also, a great-sword with a wand chamber. I thought it could work. Way too weak till lvl 8ish without party support. Though make yourself immune to fire and then just blow yourself up with wands of fireball (If only Vigilante allowed evil [Paladin of Tyranny], if only).

3) Human Fighter X/Rogue X/Master Thrower 5/Devoted Defender 3/Vigilante Z - Wanted a Minority Report style setting where a psychic would report a crime about to happen, then the vigilante would arrive to protect the victim and use throwing daggers so she didn't have to leave the victim. There's a little pre-req synergy with dd and vigilante, but for some reason the character doesn't feel right. The spells help, but I keep feeling the build is better off with anything else.

Even though I didn't get anything in, this was a lot of fun and look forward to the next [BEAT] "Iron Chef!"

Grynning
2010-10-26, 09:06 PM
Hello all. Just got back from Cali, and I'll read builds for as long as I can stay awake tonight. Judging should be up tomorrow or the day after.

T.G. Oskar
2010-10-26, 09:52 PM
Count me in the group of people who tried to make a build out of Vigilante and pretty much lost the interest. You could do a good build out of it (Vigilante spellcasting behaves a lot like Suel Arcanamach), but the class features were kinda sucky. Also, it was rather hard to enter.

However, I'm afraid I can't speak which build I would have entered because I figure that in the future, one of those classes may come up and I'm gonna lose whatever edge I may get if I manage to participate in a future. In any case, the general gist of it would have been:

Rogue 2/Spellthief 4/Racial Class 3/Martial Class 4/Vigilante 9

The idea was to use a pretty useful trick from the combination of both classes, focus on the spells, and perhaps add Inspired Smite, Awesome Smite and Sapphire Smite to take advantage of Smite the Guilty (Sapphire Smite is basically an Extra Smite + extra damage on smite, Awesome Smite would have allowed ignoring DR which could have been combined with the Sneak Attack from Rogue and Spellthief, and Inspired Smite for better damage).

However, that trick may be useful in a future, so I can't spoil it. I'll give some kudos to whomever figures out what I was gonna do, if you think you got it.

Problem is that I wouldn't have used the rest of the Vigilante class, except for the spells and Smite the Guilty. And the trick mostly relied on the classes that I can't mention, so it would have been a big loss on Power and UoSI. And I figured I could have used more levels from the secret classes, so it was really pointless to shoehorn Vigilante for it (loss of Elegance). Though, it would have racked crazy originality points (and if it weren't because of the Vigilante thing, I would have added yet another class).

true_shinken
2010-10-26, 10:12 PM
Time for my judging. I spent a lot of time trying to come up with my build and Vigilante is one of my favourite classes of all time. I played a Vigilante once (a vanilla Urban Ranger/Vigilante) - he was my first gish. Some of you might know that I have a thing for gishes.
Yes, Vigilante has issues. The skill list is weird, the abilities are kinda 'uh?' and a few defensive abilities wouldn't hurt. But the class is not bad per se. The fluff is cool (specially if you like comics) and getting those spells faster than a Bard when you has 5 levels to get loaded on class features seem tasty. I look at it like Suel Arcanamach, except easier to qualify.
OK, less ranting, more judging, Mr. Shinken.

Dympha, Patron Saint of Runaways
Originality: 5
Paladin, Monk, dragonmarks, the subdual damage focus, everything surprised me. Well done.
Power: 3.5
I think the damage is a bit on the weaker side and your mobility is hurting (lack of flight/teleport), but everything else is pretty solid.
Elegance: 2
Your dragonmark is not suitable for your race and Vow of Nonviolence might be a real bitch to your fellow party members.
Use of Secret Ingredient: 4
Knowledge Devotion synergizes well with Streetwise, evasion and divine grace really complements mettle. I like your focus on divination spells.
Total: 14.5

Viyana
Originality: 3.5
After a few years at 339, pixies don't surprise me anymore. Master Inquisitive is a tasy spice, though.
Power: 3
LA is a problem, since you start slow. Her damage is very weak, so fighting with the party she slows the other down... and if she goes solo every fight will take forever. SHe fills the role you intended very well, though.
Elegance: 1.5
I had to discount from the LA, which makes her hard to play at low levels. Also, you said a Chaotic Neutral character 'brutally tortures' people and I disagree completely with that. That's the sort of thing that raises arguments in-game and slows play, hence a deduction here. And... dust of sneezing and choking? Seriously? The OP of every IC always mentions to steer away from known cheese for a reason, guys.
Use of Secret Ingredient: 3
You use the spells, the SLAs and the skeleton. That's it. You rounded the skills pretty well, so I'll call it average.
Total: 11

Oduk
Originality: 4
Divine Bard and Fochlucan Lyrist? It caught me flat-footed.
Power: 3
You have a little bit extra oomph because of added versatility from more Bard spells known. Probably you could have pulled a few very nice tricks with this... but you didn't mention any. I can't figure out your feat selection - why do you need so many bardic music uses?
Elegance: 4
Except for how late you get Weapon Finesse (and how I can't understand why you're going unarmed), everything fits together rather nicely.
Use of Secret Ingredient: 1
Very few levels, you just wanted the spell list.
Total: 12

Rhys
Originality: 4
Favored Enemy Paladin is hardly ever seen and Shadowstriker was a very good finishing touch. Excellent.
Power: 3.5
You lack distinguishing tricks, but you are very good in your chosen area of expertise. You do have high UMD and that's a big thing, so I'm giving you a little boost here.
Elegance: 5
Everything fits, everything flows nicely, really good.
Use of Secret Ingredient: 3
While you take all levels, I really don't see much that Vigilante is doing here that more Paladin wouldn't do as well - well, it has the skill points, but then again you could use Rogue and grab a tasty tasty multiclass feat. Vigilante fits the character's concept and the character works fine with Vigilante, it's just that it does not need it.
Total: 15.5

The Judge
Originality: 3.5
I find your lack of Judge Dredd references disturbing (maybe I'm just getting old). Maug surprised me, but nothing else stood out.
Power: 5
As expected of something with such huge Strenght, the Judge is a melee powerhouse. He gets utility spells and skills from Vigilante and that's all he needs. Very nice.
Spell resistance, mettle and evasion makes him a tough nut to crack. Awesome.
Elegance: 2
LA tends to hurt here and that's exactly what happened.
Use of Secret Ingredient: 4
You use smite and a good selection of spells. I like it.
Total: 14.5

Nightwatch
Originality: 2.5
Batman, Batman, Batman... Yeah, intended entry is not very original. Sublime Chord is so obvious that I believe everyone avoided it on purpose.
Power: 5
No one else is running around with Shapeshift, Time Stop and Force Cage. And you are able to realiably pull your own weight before that. Love it.
Elegance: 5
I love it. It flows amazingly well. Sublime Chord allows you to keep up and I really like how you described levels with comic book references.
Use of Secret Ingredient: 3.5
You got out of Vigilante after getting most of the abilities, basically everything that mattered. Vigilante is integral to your build before Sublime Chord but then it kind of fades.
Total: 16

Allistair the Night Angel
Originality: 4
Marshall is nice extra touch and familiar focus was unexpected.
Power: 4
I like it. It's solid, it's party friendly, it's the Night Angel!
Elegance: 3
I would have given more, but I can't figure out what Cleric does in your build.
Use of Secret Ingredient: 4.5
You used everything and explained why. I like it.
Total: 15.5

Sally
Originality: 5
Domovoi master of constructs? I'm stunned.
Power: 5
Well, Artificer.
Elegance: 1
You used buy-off and a lot of crafting. How are you at level 20 like everyone else? You also don't qualify for Renegade Mastermaker. Breaking action economy like you do is also not party friendly at all.
Use of Secret Ingredient: 2.5
Your build is very good, but it would be a lot better with less Vigilante. Total: 13.5

Done judging!

Dark_Nohn
2010-10-26, 10:20 PM
Just occurred to me. Vigilante lacks Spot and Listen... How are you supposed to eavesdrop on the bad guys without those skills?

I think that Full BAB would be too good with the current class qualifications. Alertness is easily gained. The prerequisite skills can be a pain, but are not that challenging. Now if the requirements were even more strict, it would not be an issue (for me).

According to the PHB, once a class skill, always a class skill


Skills: If a skill is a class skill for any of a multiclass character’s
classes, then character level determines a skill’s maximum rank.
(The maximum rank for a class skill is 3 + character level.)
If a skill is not a class skill for any of a multiclass character’s
classes, the maximum rank for that skill is one-half the maximum
for a class skill.

Well, kinda, it still costs 2 skill points as a cross class, but you don't have the limitations of ([3+character level]/2.)

Thurbane
2010-10-26, 10:25 PM
While that's true, it costs a LOT of skill points that could be spent elsewhere.

Able Learner (for a human) is usually the best way to get around this.

T.G. Oskar
2010-10-26, 11:35 PM
While that's true, it costs a LOT of skill points that could be spent elsewhere.

Able Learner (for a human) is usually the best way to get around this.

Guerrilla Scout (from Heroes of Battle) is also a good way to get Listen and Spot to cost 1 skill point. It also gives a +1 bonus to Initiative, so it's great for a kind of character like this. Able Learner is better for humans that can spend their 1st level feat on something and that have LOADS of skill points; Guerrilla Scout counts for everyone, can be taken at any level, and grants a secondary skill as well.

Just saying. It still has the cross-class rank limitations, but if you get it as class skills for one class, it means it's always a class skill for you.

Amphetryon
2010-10-27, 06:46 AM
Guerrilla Scout (from Heroes of Battle) is also a good way to get Listen and Spot to cost 1 skill point. It also gives a +1 bonus to Initiative, so it's great for a kind of character like this. Able Learner is better for humans that can spend their 1st level feat on something and that have LOADS of skill points; Guerrilla Scout counts for everyone, can be taken at any level, and grants a secondary skill as well.

Just saying. It still has the cross-class rank limitations, but if you get it as class skills for one class, it means it's always a class skill for you.

Just a quick counterpoint: Heroes of Battle does not appear on Grynning's 'non-obscure' sources listing unless I failed a Spot check. That means it could have cost a bit in Elegance with at least one judge. Having personally seen how much one judge's scores can influence an entry's placement in the standings, I can attest to the thought that using a book one judge deems obscure might have seemed risky.

The Vorpal Tribble
2010-10-27, 02:49 PM
I can tell I've been judging when my living room is littered in books when I get up in the morning. Usually a good sign, too.
Heh, that's why I invest in (cheap) PDF's :smallwink:

20 books open at once? Nooo problemo.

I only have books I've won or favorite books in actual book form because they are fun to read.

Cieyrin
2010-10-27, 03:01 PM
Heh, that's why I invest in (cheap) PDF's :smallwink:

20 books open at once? Nooo problemo.

I only have books I've won or favorite books in actual book form because they are fun to read.

See, then i have to switch windows, since I prefer to have my windows full-screened, especially for PDFs. Having the actual books is more natural to me, so i can look at multiple books at once. Plus, I'm a bibliophile by nature and I have an easier time curling up with a physical book than my laptop. Easier on the eyes, too. Only issue I have is I'm constantly running out of bookshelves...

T.G. Oskar
2010-10-27, 03:44 PM
Just a quick counterpoint: Heroes of Battle does not appear on Grynning's 'non-obscure' sources listing unless I failed a Spot check. That means it could have cost a bit in Elegance with at least one judge. Having personally seen how much one judge's scores can influence an entry's placement in the standings, I can attest to the thought that using a book one judge deems obscure might have seemed risky.

Good counterpoint, but the idea was to provide a counterpoint to the mention of Able Learner. Usually, Able Learner is provided as an example of a way to get class skills at reduced cost, but it has many limitations (like being Human, Doppleganger, or Changeling; others like Silverbrow Human, Azurin, and human subraces might be questionable). I just provided a much more accessible feat, which can be used by anybody and their mother, and which provides a secondary benefit (+1 to Initiative, which is basically 1/4th of Improved Initiative and also stacks with it). Not to mention that it can be acquired later in game. The other way to get that would be Skill Knowledge or Apprentice, and both are almost secure Elegance hits (SK is basically relying on converting a feat meant for another skill system; Apprentice is on a potentially equally obscure book, not to mention equally as questionable as it implies your character having a master, and something that has to be approved by a DM).

Also, relying on Elegance hits may end up being equally terrible for your scores, since it implies hits on Originality (people are tired of seeing certain stuff, and seeing "yet another human with Able Learner" and one that's not used nets hits on Elegance and Originality). Sometimes, it's not recommendable to see the judging criteria of the judges, since you'll unnecessarily cripple yourself to certain books aside from those banned by the competition rules themselves.

Finally, if Heroes of Battle is an obscure book, then Combat Medic and War Weaver should be equally obscure, and potentially risking the same hit to Elegance. A hit to Elegance shouldn't distract from cooking; a compensation may be underway, one that can potentially be more effective than what you just lost, and probably the hit on Elegance won't be measured in the same way by other judges.

If the build depends on Spot and Listen, but doesn't make much use of the other skills which may be usually classified as class skills, then Able Learner is a bit redundant and limiting; Guerrilla Scout is a bit more rare (and thus obscure), but perhaps more flavorful, more effective, grants a secondary bonus that's never bad (a +1 to Initiative checks can't be ever bad, since it's a flat 5% chance you can go first), and perhaps original enough to nudge Originality a bit.

Besides: it's a way to think outside the box. And learn a bit more. Shouldn't that be one of the purposes of the competition, other than "ooo, I can never think of something like that!" (correction: yes, you can think of that, but you're probably too scared to try it, so shake off your fear condition and Iron Will your way to the Iron Chef competition, darn it!)

Dark_Nohn
2010-10-27, 04:06 PM
I wonder if any of the Iron Chefs will start having things like templates or base creatures as their secret ingredient.

true_shinken
2010-10-27, 04:15 PM
I wonder if any of the Iron Chefs will start having things like templates or base creatures as their secret ingredient.

No, IC is about prestige classes.

Judging done! \o/ Loved all builds, great competition.
Feel free to criticize.

Also, I totally agree on Seeker of the Song for the next secret ingredient.

Dusk Eclipse
2010-10-27, 04:38 PM
Is Ozymandas9 going to run the next IC? I have a suggestion or two for the next secret ingredient

Grynning
2010-10-27, 05:41 PM
Ok, putting these up before I over-think them. I didn't really read either of the previous judges posts, to try and prevent any bias, so I have no idea how these builds are stacking up already. All of these were fun to read, and I thank each of the contestants for giving us such a great competition!

Dymphna:


Originality: 4

Monk/Paladin was an odd entry, and the splash of Heir of Siberys was nice. The story wasn't anything terribly new but was pretty well written. Very nice use of the exalted vows as well, I really didn't see that coming. A very cool use of the class, reminds me a lot of the 4th ed. Avenger in many ways.

Power: 3

The character is fairly versatile at high levels, but for the first half of their life they suffer a bit, with a monk/paladin base, though healing and spells come in to help out at the mid levels (6-12, which is where I consider the sweet spot for 3.5). Vow of Poverty is used well here, but it's still worse than what you'd get with WBL. The character will definitely have mobility problems, the biggest flaw in VoP; this character has very limited access to flight/teleportation, which is a real problem in Sharn. The character is good at dealing non-lethal damage, but as you point out yourself, that won't always get the job done. I would have used HoS earlier if possible.

Also, please give a spells known list, it does affect power rating

Elegance: 3.5

The most controversial thing about this build is the heavy reliance on BoED material, but it's put together well and I wouldn't see most DM's having a problem with it. As I mentioned in the Power critique, Heir of Siberys showing up at the very end seems a little odd. It would be houseruled to allow Mark of Shadow on your race; one of the human marks would have worked despite how cool Greater Prying Eyes are. I think it would have looked better for both fluff and mechanics if it had shown up a little earlier and alternated with the Vigilante levels. Overall, I quite like this character and would be happy to see it at my table, it just needs a little more work.

Use of Vigilante: 4

This is a solid use of the PrC and definitely makes it more palatable. Vigilante is here supporting a somewhat weak entry and is what brings the build up to a Tier 4 level of play with the spells and skill support, so it is very necessary and feels natural in the build.


SCORE:
Overall - 14.5
Average - 3.625


Viyana:


Originality: 4

Pixies crop up a lot for their uber-stealthiness and SLA's, but I really wasn't expecting it here. Ranger was something I was sure I'd see a lot of, but a little Master Inquisitive was nice to see in the mix. Cool to see some use of the "rival organization" ACF's as well, no one else did that. The story was great, and reminded me a lot of superhero comics and of a pixie character I used to play.

Power: 2

Unfortunately I have to mark down here. Your character is focused on TWF melee with NO precision based damage, which means that actually attacking with this character would be kinda pathetic, even with the occasional smite. Just a couple dice of sneak attack would have helped out here. You also say the character would use "the minimum amount of magic," but spells, SLA's and item selection are the only things that keep this character up power-wise. It fails at its supposed combat role (invisible melee fighter).

Elegance: 4

The build itself is nice, each class level leads into the next in an organic progression. Pixie might raise a few eyebrows but in this case it works out well. It would need some adaptation on the rival organizations for a lot of tables, but I don't see that as a major issue. Good story helped here as well.

Use of Vigilante: 3.5

The class works nicely into the build, and only taking 9 levels is fine. The character does definitely work as a stealthy crime-solver; however, due to the low melee power of the build, and the focus on TWF, I can't give top marks.

SCORE:
Overall - 13.5
Average - 3.375


Oduk:


Originality: 4

Fochlucan Lyrist, progressing Vigilante and Divine Bard casting. Really didn't think anyone would go there.

Story could have used a little work. I had a hard time following it, and it really didn't seem to be that thought out other than as a justification for the class levels.

Power: 2.5

Fochlucan Lyrist, progressing Vigilante and Divine Bard casting. Really, really didn't think anyone would go there.

Good selection of spells, would definitely be an asset to a tier 4 party as a buffer/debuffer. Fochlucan Lyrist is a really bad PrC though, it has no real good features, and using it to progress Vigilante casting hurts you. The last three levels of it are basically just more levels of Divine Bard.

Also, there were some odd feat choices, and I counted off here for not really explaining the character's combat role or any tricks you would use when playing it.

Elegance: 3

Fochlucan Lyrist, progressing Vigilante and Divine Bard casting. Really, really, really didn't think anyone would go there.

I'm of the opinion that it's impossible to make a good Fochlucan Lyrist build. I'm sure there is, something wacky involving Sublime Chord, but man...I just don't like it in here, especially with the dead casting levels at the end. The Rogue and Vigilante levels are very obvious "I'm qualifying for a PrC!" levels in this progression, and as I mentioned under originality, the story didn't really help.

Despite all that, there's nothing tricky or questionable about the build, it's all very legal and allowable, so no real penalty here. I'd let you play this character at my table, you'd just get a long hard facepalm first.

Use of Vigilante: 1.5

Fochlucan Lyrist, progressing Vigilante and Divine Bard casting. Really, really, really, really didn't think anyone would go there.

I'm sorry, you can't have expected to score well here. I know the class isn't great, but three levels, then using another PrC to advance its very limited casting just doesn't cut it.

SCORE:
Overall - 11
Average - 2.75


Rhys:


Originality: 4

Another Paladin build, but with Human Paragon, Shadowstriker and an Undead hunting variant. Very interesting, I like this one a lot. The story intro was short but was a very nice hook that made me want to pay close attention to the rest of the entry.

Power: 3

Decent Smite-monkey, good use of spellcasting and class features all around, Battle Blessing and Devotion to beef up the Pally side. Nothing really jumped out at me to bump this past tier 4 though. Also takes a few levels to really get going.


Elegance: 4

I can't see anything wrong with this build mechanically, and the levels are put together fairly nicely. There are basically two reasons this isn't a five - a lot of UMD reliance, which I always find a little cheesy, and Shadowstriker coming in at the very end. As mentioned in my judging for the first entry, I'd have been ok with you delaying the last couple levels of Vigilante to work that PrC in earlier so it would be more relevant throughout the character's life.

Oh, one other thing - Sickening Grasp requires you to have a Necromancy spell ready to cast, and I didn't recognize any on your list. However, I do not have a spell compendium available to check all the schools, so I'll assume at least one of them is from that school unless someone corrects me.

Use of Vigilante: 4

This definitely feels like a Vigilante build, and combines the spellcasting and features with enough other goodies that it all comes out looking pretty good.


SCORE:
Overall - 15
Average - 3.75


The Judge:

Originality: 5

Ok...it's a robot thingy. With Sneak Attack, Shadowbane Inquisitor, and Pious Templar...what the hell...

You're a daring chef. I will give you that.

Power: 4

This character performs at the tier 3 level, having a fair amount of power and versatility. He can fight very well, cast, and still has enough skill investment to help out.


Elegance: 2

Unfortunately, the high score in the other categories directly lead to a lower one here. Tons of dips, not all of which are easily explained by the backstory, LA buyoff (which lead to a bit of a confusing level chart), and a race from Fiend Folio that gets free grafts, which is something I think a lot of DM's would say "no" to. Nothing illegal about it, and it does come together in a coherent whole, but that chart still hurts the eyes.

Use of Vigilante: 2.5

With so many classes in the mix here, Vigilante kinda gets lost. It still matters to the build a bit, but really, this character doesn't feel much like the streetwise dark detective the PrC is meant to represent. The class could be completely cut without any change to the character's story or flavor.

SCORE:
Overall - 13.5
Average - 3.375


Nightwatch:


Originality: 3

I was wondering if we'd see Sublime Chord and/or Unseen Seer pop up somewhere, but you were the only one who went for them both. Able Learner and Urban Ranger were a very predictable entry for Vigilante, not that there's anything wrong with that, just didn't surprise me.

Power: 5

I guess I threw down the gauntlet when I said I wasn't expecting a character that performed at tier 2 power. 9th level casting puts this guy miles ahead of the other builds in the mix, and he's still got enough sneakiness and skill to take the skillmonkey party slot. I loved your description of the the use of the class features and tactics as well.

Elegance: 4

Pretty rock solid build-wise. I counted off a little due to the large number of sources and the three PrC's, which I think would be the only things that could stop this from being allowed at just about any table. This character definitely had the "feel" of a Vigilante even if it used a lot of other classes.

Use of Vigilante: 2.5

With only 5 levels, it's hard to give a really high score here, but I will say you did quite well with the Vigilante levels you did have. I think you got the spirit of the class in there even if you didn't use that many of the actual levels.


SCORE:
Overall - 14.5
Average - 3.625


Allistair:


Originality: 3

Nothing terribly special here except Marshall, but it's often used as a dip for motivate auras, which is exactly what you're doing with it here. I like the twist of the character as a leader type rather than a loner though.

Power: 3.5

Good casting and buffing, the party would like you a lot. Nice use of Shadowblade to get a little extra damage onto your TWF'ing. Also uses a companion, which is always good.

Elegance: 2.5

Some problems here. Urban Companions and Familiars aren't quite the same, and it would take a bit of houseruling to get it to work the way you're wanting it to. I'm not that concerned about the armored casting thing or the Draconic Aura, neither are really overpowered, but some DM's might not let that slide. Also the build is a little bit messy with the cleric levels in there, which are obviously just for devotions, which weren't really needed. Could've just finished Vigilante. A decently written story that worked in the religious conversion saved your score from being lower here.

Use of Vigilante: 3

Pretty good overall; this is pretty darn close to what I would consider to be "average" use of the PrC. Not much more to say.

SCORE:
Overall - 12
Average - 3


Sally:


Originality: 5

Oh how I love giving 5's here. Artificer had never crossed my mind as a possibility for this one, and a fiery fey is even more of a twist. Also, one of the best backstories of the bunch, I got a nice picture of this smoky little brawler in my head.

Power: 4

Infusions and SLA's, plus a dash of melee ability put this guy up into tier 3 range for sure. His companions are tough and he's not too shabby in melee himself with clever use of his SLA's and buffs. Can help out a party or function ok solo.

Elegance: 2.5

This one has some issues. First, it assumes LA buyoff, and uses a trait without mentioning it (like it was trying to be snuck in). Also, the homonculi are more WBL-mancy than character-building, and there's the shenanigans to make the dragon-golem, which you do explain, but kind of made me groan a little.

Use of Vigilante: 2.5

I really wanted to make this higher, but the more I thought about it the less it made sense for this guy to have Vigilante levels, even though the character functions just fine with them in there. The only things you mention in your tactics are basically some follow ups to work already being done by your constructs. The only thing in the backstory that made me think of the class was the stuff about stealth, but it still doesn't really justify it well.

SCORE:
Overall - 14
Average - 3.75

The Vorpal Tribble
2010-10-27, 06:19 PM
Current Scores

1st Rhys - 15/15.5/15 = 45.5
2nd Dymphna- 14/14.5/14.5 = 43
2nd Sally - 15.5/13.5/14 = 43
3rd Nightwatch - 12/16/14.5 = 42.5
4th The Judge - 13/14.5/13.5 = 41
5th Allistair - 13/15.5/12 = 40.5
6th Viyana - 11/11/13.5 = 35.5
7th Oduk - 10/12/11 = 33

Ozymandias9
2010-10-27, 10:58 PM
Some rules based disputes:

@Cieyrn
Regarding "The Judge" and "Sally": These deal primarily with graft rules. On this topic my op-fu is admittedly weak. If any other judges have insight, please chime in. If other contestants have insight, PM it to me and I will forward it.

RE: The Judge


Maugs don't gain a free 2k of grafts, only the ones without class levels, which you aren't

Maugs do get 2k worth of free grafts.

the text states "Maugs with class levels may purchase *additional* grafts..."
This one would seem self-explanatory.

RE: Sally

{paraphrased from two different disputing parties:} "Sally" chef did not include the cumulative benefits for multiple grafts in hir summary of the character.
This represents an error in presentation (which itself might alter score), but also might alter how Cieyrn views his objection.

RE: Sally

{again, paraphrased, though this time for brevity}The battlefist is a listed option with the mighty arm graft.
On this note, I believe that this makes the battlefist an optional augment for the graft, not a graft itself. But as stated, my knowledge of this particular rule area is weak.


@True Shinken
RE: Sally (regarding how she's the same level as everyone else)

{again, paraphrased}The Character uses LA-Buyoff, which for an LA of 2 will result in reaching level 20 at about the same timeframe as non-LA characters
As a note: this is one of the more contentious issues regarding LA buyoff.

If the DM does use per-encounter XP awards (which would seem the default assumption, though not the only option), then the period of time the character would spend at a lower ECL than the rest of the party will off set the XP used for the buyoff to an extent such that the character in question will reach the XP needed for level 20 before the rest of the party would reach 21.

If memory serves, the relevant math presumes that the party has at least 4 characters and that they are otherwise of equal ECL.

You need not accept these presumptions as valid, but they would appear to be the answer to your posed question, at least relative to the buy-off issue.

I've not examined XP spent relative to the artificer reserve pool nor to differential acquisition rates. It is worth noting that artificers can salvage XP from items for reuse in crafting.

As a note, other non-rules related disputes have been accepted as valid, and will be forwarded after the rest of the judging is in. I believe these are the only rules based disputes that are currently outstanding, but feel free to PM me if I missed one.

WinWin
2010-10-28, 01:07 AM
I think the judges have done well. A few nits to pick, but reading all of those entries and making a fair assessment is going to always be challenging.

I may do some preliminary scoring if I get some free time over the weekend. If the need arises, I'll be ready to submit some scores.

Kesnit
2010-10-28, 06:42 AM
I've started judging, though I am far from done. I should have it all done by tomorrow.

JRKlein
2010-10-28, 09:17 AM
Hmm, I just had an idea. I wonder if a Druid/Vigilante mix would work well.

Grynning
2010-10-28, 01:54 PM
Hmm, I just had an idea. I wonder if a Druid/Vigilante mix would work well.

Probably not so much with the skill requirements. Wild Shape Variant Ranger with Natural spell probably would work though.

Cieyrin
2010-10-28, 03:23 PM
Some rules based disputes:

@Cieyrn
Regarding "The Judge" and "Sally": These deal primarily with graft rules. On this topic my op-fu is admittedly weak. If any other judges have insight, please chime in. If other contestants have insight, PM it to me and I will forward it.

RE: The Judge

This one would seem self-explanatory.

RE: Sally

This represents an error in presentation (which itself might alter score), but also might alter how Cieyrn views his objection.

RE: Sally

On this note, I believe that this makes the battlefist an optional augment for the graft, not a graft itself. But as stated, my knowledge of this particular rule area is weak.


Well first, it's Cieyrin. :smalltongue:

As for actual notes on the disputes, I'll double-check the Maug text and make a score adjustment as is necessitated.

In Sally's case, I didn't take any points off as related to the Battlefist and Renegade Mastermaker, as I considered the slight rules difference a minor technicality. I took off points for the 3 rings, the Construct emphasis and the LA Buyoff.

Ozymandias9
2010-10-28, 09:01 PM
And a couple more rules based disputes:

RE: Dymphna
@Cieyrin, true_shinken:

Cannot take Siberys Mark of Shadow as a human

I don't see anything restricting which mark you can take, as long as you qualify for the class. The requirements specify that a character must have the Heroic Spirit feat, 15 ranks in two skills, and be a member of a dragonmarked race. Humans are a dragonmarked race, so Dymphna qualifies for the class itself. There are no RAW stipulations that say you must be of a certain race to manifest a certain mark. Compare this to the requirements for Dragonmark Heir, found in the same source: you must be a member of the appropriate dragonmarked race and house for that class. There is no such limitation on the Heir of Siberys.

@true_shinken:
Vow of Nonviolence causing problems for party members

Keep in mind that allies can still kill an aggressive foe--just not helpless ones. Furthermore, while Vow of Peace is stricter, it just forbids ME from incapacitating a foe so my allies can kill it--it says nothing about buffing my allies so they can kill foes. When it comes down to it, the only restriction on my allies is "don't kill a helpless foe."

The Vorpal Tribble
2010-10-29, 10:35 AM
I have a query for our judges after reading a number of critiques here and in the past.

I've noted some categories are voted low because of what a theoretical DM may or may not allow. Now, some instances are questionable, but others are fully within the rules, are not a matter of interpretation but the rules specifically say 'you can do this and this by doing this'. Straightforward, clear and concise.

It is thus not a matter of rules, but simply DM opinion. As we know a simple opinion can vary wildly. The judge doesn't say 'he' wouldn't allow it, just a possible DM.

I know in last competition I scored an entrant low in a category because I wouldn't allow a thing, and found it questionable. Not being a hypocrite, because it could be argued. It was a rules thing.

For something fully explained by rules, without possible interpretive error, is it really fair to entrants to dock them?

Kesnit
2010-10-29, 10:47 AM
For something fully explained by rules, without possible interpretive error, is it really fair to entrants to dock them?

I would say so, most likely under Elegance. Though the exact details would have to be on a case-by-case basis. IMO, it would come down to what the rule was and what it does to the game and group overall.

For example, one of the things that makes a WIZ tier I is the ability to use Divination to always know what is coming when. If D&D was the real world, that would be great, since it allows a WIZ (and their party) to be prepared for anything. It is also perfectly valid RAW.

OTOH, it puts a lot more effort on the DM to find ways to work around a player who can never be surprised and always has exactly the right spells prepared. So it can ruin the fun of the DM and maybe the rest of the group. (What if they WANT a horror/suspense campaign?)

In that respect, a DM is within his/her rights to ask the WIZ to tone it down. The WIZ did nothing in-game wrong, but if the others aren't having fun, Rule 0 takes precedent.

However, if the interpretation is not likely to affect the group, it probably wouldn't be a big deal and probably shouldn't get a deduction.


As an aside, almost done judging. 2 more to go.

Amphetryon
2010-10-29, 10:57 AM
As an aside, almost done judging. 2 more to go.And there was much wailing and gnashing of teeth rejoicing!

OMG PONIES
2010-10-29, 11:24 AM
As an aside, almost done judging. 2 more to go.

Scores that I can read at work this afternoon would be a great way to end the day. :smallbiggrin:

Kesnit
2010-10-29, 11:46 AM
Here you go. Enjoy reading...

Dymphna
Originality: 2.5. Monk was expected. (-.5). I am not deducting for the fact both Rhys and Dymphna use Paladin since one is the PHB and the other is the Variant. The differences are significant enough to give a different feel.
Power: 3.5 I was really unsure what to do with Vow of Peace / Non-violence. As you stated, they are normally not party friendly. However, they fit well with the character. In the end, I decided not to add or deduct for them, but just acknowledge they are there. That said, in a campaign where the other players are OK with them, they are a nice addition. (+.5)
Elegance: 2.5. Monk splash (-.5).
Use of Secret Ingredient: 3. This build is based around the Exalted Feats, rather than the SI. However, I can see why you chose them to blend with the SI. Again, no deduction or addition, just acknowledgment.
Total: 11.5 / 2.875

Viyana, the Unseen
Originality: 4. A pixie? Forgive me, but I kept seeing Tinker Belle buzzing around Peter Pan. (+1)
Power: 2.5. To do what she does, she is very good. However, part of this category is how well the entry works as a group. While several of her abilities are buffs, a combat-heavy campaign could easily leave her drifting after buffing her allies. (-.5)
Elegance: 2.5 Alignment shifting (-.5)
Use of Secret Ingredient: 5. The SI is the main focus of this build and this build really would not work without the SI. (+2)
Total: 14 / 3.5

Oduk
Originality: 3.5 The class mixture is different. (+.5)
Power: 3.5 Would work well as a party buffer. (+.5)
Elegance: 2. Rogue dip (-.5). Does not really seem to have a focus. (-.5)
Use of Secret Ingredient: 1.5. Only 3 levels of the SI. (-1.5)
Total: 10.5 / 2.675

Rhys
Originality: 3.5. Human Paragon (+.5) I am not deducting for the fact both Rhys and Dymphna use Paladin since one is the PHB and the other is the Variant. The differences are significant enough to give a different feel.
Power: 2.5. In an undead heavy campaign, this character is going to do well. In any other, a lot of his tricks go away. (-.5)
Elegance: 3. Shadowstriker sort-of came out of nowhere, but after reading the LVL 20 write-up, I see why it did.
Use of Secret Ingredient: 4. The build is based around the SI. Not as well as Viyana so I am not scoring it as high, but it does flow well. (+1)
Total: 13 / 3.25
Note: I debated with myself for a while about taking off the .5 in Power. If the final score comes down to the .5 I took off for Power, I
will give the chef a chance to convince me that Rhys does not lose a lot in a non-undead campaign. Not saying I will automatically give the .5 back, but I am willing to listen.

The Judge
Originality: 5. I may not be crazy about how everything is put together, but as a concept, wow... (+2).
Power: 4. What it does, it does very well (+1)
Elegance: 1.5. Cleric dip. (-.5). Fighter dip (-.5). I don't take off points for dipping PrC's, especially if the PrC's work together, which these do. However, this build feels like you built for power and not because you had a concept in mind. Yes, it does all work together, but that doesn't make it pretty. Baby food is healthy, but it looks and tastes disgusting. (-.5)
Use of Secret Ingredient: 2. Used only 7 levels of the SI (-.5). This build is more of a Cleric or Fighter than a Vigilante (-.5).
Total: 12.5 / 3.125

Nightwatch
Originality: 2. Bard / Urban Ranger is an expected entry (-.5). Batman? Really? (-.5)
Power: 4. 9th level spells. (+1)
Elegance: 2.5. Urban Ranger dip (-.5)
Use of Secret Ingredient: 2. Only used 5 levels of the SI (-1).
Total: 10.5 / 2.675

Allistair
Originality: 3.5. Though Ranger was expected, Cleric and Marshall were not (+.5)
Power: 2.5. Melee focus without a lot of tricks if he cannot reach melee range (-.5).
Elegance: 2. Marshall and Cleric dips (-.5. Only taking that much since you did use 3 levels of each.) Marshall and Cleric do not seem to add a lot since this build is largely solo-based (-.5).
Use of Secret Ingredient: 2.5. Did not use all levels (-.5).
Total: 10.5 / 2.675

Sally
Originality: 5. Yeah, I expected all of that. Of course I did... (+2)
Power: 4. Starts off a little slow, but moves quickly (+1).
Elegance: 2.5. Really only works in a steampunk setting (-.5).
Use of Secret Ingredient: 2.5 Your backstory explains why a metalsmith became a Vigilante, but other than that, they don't really go together. The build works, but Sally is more of an Artificer than a Vigilante. (-.5)
Total: 14 / 3.5

true_shinken
2010-10-29, 12:07 PM
I don't see anything restricting which mark you can take, as long as you qualify for the class. The requirements specify that a character must have the Heroic Spirit feat, 15 ranks in two skills, and be a member of a dragonmarked race. Humans are a dragonmarked race, so Dymphna qualifies for the class itself. There are no RAW stipulations that say you must be of a certain race to manifest a certain mark. Compare this to the requirements for Dragonmark Heir, found in the same source: you must be a member of the appropriate dragonmarked race and house for that class. There is no such limitation on the Heir of Siberys.

Dragonmarks are Eberronian fluff. If you use it, you have to stick to the fluff. If you won't stick to the fluff, then you shouldn't have used dragonmarks in the first place.

Kesnit, you DO notice Nightwatch has access to 9th level spells, right? Power 3 seems a tad too low.

The Vorpal Tribble
2010-10-29, 12:10 PM
Current Scores

1st Rhys - 15/15.5/15/13 = 58.5
2nd Sally - 15.5/13.5/14/14 = 57
3rd Dymphna - 14/14.5/14.5/11.5 = 54.5
4th Nightwatch - 12/16/14.5/9.5 = 54
5th The Judge - 13/14.5/13.5/12.5 = 53.5
6th Allistair - 13/15.5/12/10.5 = 51
7th Viyana - 11/11/13.5/14 = 49.5
8th Oduk - 10/12/11/10.5 = 43.5


Edit: Razmath also doesn't appear to have even been around since volunteering so one of the substitute DM's could likely step in.

Ozymandias9
2010-10-29, 12:38 PM
Edit: Razmath also doesn't appear to have even been around since volunteering so one of the substitute DM's could likely step in.

If anyone's around and availale, feel free. If no one says anything before tomorrow evening, I'll move forward to non-rules disputes: 4 judges is a sufficient minimum for me.

Cieyrin
2010-10-29, 02:35 PM
And a couple more rules based disputes:

RE: Dymphna
@Cieyrin, true_shinken:
Cannot take Siberys Mark of Shadow as a human

I don't see anything restricting which mark you can take, as long as you qualify for the class. The requirements specify that a character must have the Heroic Spirit feat, 15 ranks in two skills, and be a member of a dragonmarked race. Humans are a dragonmarked race, so Dymphna qualifies for the class itself. There are no RAW stipulations that say you must be of a certain race to manifest a certain mark. Compare this to the requirements for Dragonmark Heir, found in the same source: you must be a member of the appropriate dragonmarked race and house for that class. There is no such limitation on the Heir of Siberys.
Furthering true_shinken's prior statement about dragonmark racial requirements, if you look at the table of Dragonmark houses in the feat chapter, it clearly shows what races can have which dragonmarks. That's my basis for not allowing a Human for taking a Dragonmark of Shadow, Siberys or otherwise.

Some rules based disputes:

@Cieyrn
RE: The Judge

This one would seem self-explanatory.
Here's the relevant text from the Fiend Folio:

Grafts (Ex): When maugs are created on the plane of Acheron, they are frequently equipped with special grafts. These grafts are described in the Maug Grafts section in Appendix 2. A maug without class levels can have up to 2,000 gp worth of maug grafts. A maug with class levels can purchase additional grafts with treasure it amasses.

The two relevant sentences are the last 2. I consider the 2 mutually exclusive, as a Maug with class levels has a higher CR/ECL, with commensurately more money from CR-appropriate treasure/WBL, meaning you have the monetary means to purchase your own grafts. It's a clause they put in there so that, for base Maugs, they can have a low-end graft that isn't digging into the treasure allotted to said encounter.

For something fully explained by rules, without possible interpretive error, is it really fair to entrants to dock them?
As Kesnit said, that falls strictly as a Elegance issue, as part of Elegance is not just how well the build works but also how out there the build is, which effects how likely the build would be accepted at a given gaming table. Some DMs, sad to say, wouldn't allow anything from Unearthed Arcana, as it is, essentially, a book of optional rules and variants that need DM approval. Some DMs don't want God wizard, CoDzilla or Minionmancers at their table, either, which are otherwise fine by RAW. It's just a touchy subject that does come up at tables and hence may drop Elegance scores. Subsequently, they tend to boost Power, as well, so it's a trade-off you have to carefully consider.