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true_shinken
2011-03-12, 10:20 AM
Welcome, contestants, judges, and guests to Iron Chef XIX. 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 Monday, March 21st 2011 to create their builds and PM them to the Chairman, true_shinken (http://www.giantitp.com/forums/member.php?u=50679). 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.

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!

This week's special ingredient is:
Complete Adventurer' Dread Pirate!
We will have trophies for 1st through 3rd places, as well as a special trophy for honorable mention. Judges, contestants and guests alike are invited to vote for honorable mention via PM.

Allez optimiser!

Judges
vikingofdoom (http://www.giantitp.com/forums/showpost.php?p=10564624&postcount=56)
Zaq (http://www.giantitp.com/forums/showpost.php?p=10542257&postcount=15)
gbprime (http://www.giantitp.com/forums/showpost.php?p=10544190&postcount=19)
Amechra (http://www.giantitp.com/forums/showpost.php?p=10568859&postcount=68) - Best of luck, dude.

Contestants
Amphetryon
The Gilded Duke
OMG Ponies
Waker
Fearan
Cartigan
kestrel404
Private-Prinny
BobVosh
Cieryn
Thurbane
Zonugal
unosarta
Forb
Quirp
Devmaar
aquaticrna
Akal Saris
Xodion

The Builds
Dread Ghost (http://www.giantitp.com/forums/showpost.php?p=10620569&postcount=137)
Jacinta (http://www.giantitp.com/forums/showpost.php?p=10609602&postcount=103)
Four Fingers (http://www.giantitp.com/forums/showpost.php?p=10609622&postcount=104)
Hendrick Van der Decken (http://www.giantitp.com/forums/showpost.php?p=10609644&postcount=105)
Darrigan the Gray Death (http://www.giantitp.com/forums/showpost.php?p=10609661&postcount=106)
Halavin d'Lyrandar (http://www.giantitp.com/forums/showpost.php?p=10609686&postcount=107)
Vincent Alzey d'Lyrandar (http://www.giantitp.com/forums/showpost.php?p=10609709&postcount=108)
Oltur Seadweller (http://www.giantitp.com/forums/showpost.php?p=10609724&postcount=109)
Alria Almaiath (http://www.giantitp.com/forums/showpost.php?p=10609738&postcount=110)

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)
Iron Chef XIII: Vigilante (http://www.giantitp.com/forums/showthread.php?t=172233)
Iron Chef XIV: Seeker of the Song (http://www.giantitp.com/forums/showthread.php?t=174434)
Iron Chef XV: Drunken Master (http://www.giantitp.com/forums/showthread.php?t=176049)
Iron Chef XVI: Assassin (http://www.giantitp.com/forums/showthread.php?t=178202)
Iron Chef XVII: Ardent Dilettante (http://www.giantitp.com/forums/showthread.php?t=182492)
Iron Chef XVIII: Unseelie Dark Hunter (http://www.giantitp.com/forums/showthread.php?t=186097)

Amphetryon
2011-03-12, 10:39 AM
Wow, a class with a Leadership-type capstone, with Leadership banned. Interesting. Competing, by the way.

Cartigan
2011-03-12, 10:59 AM
Wow, a class with a Leadership-type capstone, with Leadership banned. Interesting. Competing, by the way.
Maybe you automatically lose if you take the 10th level.

vikingofdoom
2011-03-12, 11:06 AM
The leadership-like ability merely gives you followers, so I doubt that will affect anything. Really, what are you going to do with around 135 1st level NPCs?

On topic: I'm willing to judge this. I'll hopefully be able to get my hands on Stormwrack. I'll post my judging criteria by Monday.

The Gilded Duke
2011-03-12, 11:31 AM
Interesting. I see some ways to make this work.
Ill submit a build for it.

OMG PONIES
2011-03-12, 11:35 AM
Competing.

Waker
2011-03-12, 11:41 AM
Unless something comes up, I plan on competing. I do wonder what kinda rum drinking scurvy sea-dogs we're gonna see in this competition.

Urpriest
2011-03-12, 11:47 AM
But...but...but...this is a good class!

Fearan
2011-03-12, 11:52 AM
Yarrrr! I'm going to compete in this one

T.G. Oskar
2011-03-12, 11:54 AM
OK. I've decided our next secret ingredient.
It's a class from the Completes that neither gets nor advances casting. It wasn't mentioned as a suggestion here. It's also a class that gains one of my favorite abilities ever at level 4.

Seeing the new thread is up, what kind of ability is shinken's favorite, then? I can only see two, and at least one of them is shared with a base class. Don't really see what interest that might be, unless shinken decided to change his mind on the SI.

Why it is that I see one PrC from a book I cannot disclose that will synergize so brutally with this class, it isn't funny? Also, dealing with that 10th level bonus must be a challenge, though what it seems is that you'll get a main course that will serve a lot of people, but in tiny portions (catering, anyone?) I can see that kind of course work; it's a concept I've seen in at least one restaurant, actually :P

Zaq
2011-03-12, 12:04 PM
Hmmm. I have to think about this one. I could see myself entering, I could see myself judging, and I could see myself sitting out. I'm leaning towards judging, but don't put me down for anything quite yet.

true_shinken
2011-03-12, 12:21 PM
Seeing the new thread is up, what kind of ability is shinken's favorite, then? I can only see two, and at least one of them is shared with a base class. Don't really see what interest that might be, unless shinken decided to change his mind on the SI.
I was talking about Acrobatic Charge. Love it.


But...but...but...this is a good class!
We do those every now and then. :smallcool:
Pyrokineticist, Assassin and Warmind are not bad at all, for example.

Cartigan
2011-03-12, 01:09 PM
I think I'll trade to create something.

An Enemy Spy
2011-03-12, 01:11 PM
Is it bad that when I saw Iron Chef, I immediately thought of Darth Chef from that South Park episode?

Zaq
2011-03-12, 01:28 PM
You know what? Count me in as a judge.

My criteria:

Originality: You pretty much already know what to expect here. Did you surprise me? Did you use a strategy that's very similar to that of anyone else? Perhaps most importantly, if you used a very obvious method of entry (e.g., rogue into assassin, ranger into dark hunter, etc.), what did you do to differentiate yourself? Obviously, if the secret ingredient calls for a certain class feature that only one class gets, I'll be less picky about this, but it's still in your best interest to make yourself stand out a bit. What makes you different from everyone else who takes this prestige class?

Power: For me, this is tied to Use of Secret Ingredient, in that I judge based on (or at least take into consideration) how much the secret ingredient builds on what you've already got. If you were aiming at a high-powered chassis, I'll judge you that way. If you were aiming for something more moderate, I'll judge you that way. Basically, how powerful did you become within the limits your class and role place upon you? How much do you need magic items, and how well do you stand on your own? Note that builds that don't function at both low and high levels (1 to 20 is ideal, but I understand that you might not hit both extremes) will be docked points in this category.

Elegance: Does it flow? Does it work? Can I see how everything fits together? Does each level naturally lead into the next, or are there a lot of "it'll make sense in four levels, trust me" choices? If I were looking at your build one level at a time and had no idea what the whole thing looked like, at each level, to what extent would I say "ah, that choice makes sense"? To what extent would I be able to predict, roughly, what you'll take next? Note that while I am not fond of dips and may penalize for them, they are not an automatic loss of points if you can explain why the dip was truly necessary. (Beware, though, that a dip that delays or doesn't synergize well with your other class features might lose you points in Power, if not here.) Also, I can't speak for the other judges, but I have no problems drawing from as many different books as you need. I'd prefer that you not mix setting-specific stuff if you don't have to, but I tend to be lenient about what is and is not setting-specific. I can't speak for every judge, though, so you might not want to risk it. Finally, see "Editing," below.

Use of Secret Ingredient: What do you do with the secret ingredient that you couldn't have done without it? How does it make you stronger than ten levels in another class would? How do you make taking all the prereqs truly worth it? Is it obvious that your build needs the secret ingredient, or are you only taking it because you have to? Good backstory fluff helps here, but bad backstory fluff will not hurt, because I know that not everyone is good at creative writing (I'm certainly not). Do you use every part of the buffalo, so to speak? I know that very few builds can use ALL of the class features that a given class has to offer, but the more you use, the more favorably I will judge.

Special—Format and Editing: Please, please make your build easy to read. Don't make me guess or have to remember which skills you took in-class and which skills you took cross-class. Don't just tell me that you have a +35 in Craft: Underwater Basketweaving. Tell me somewhere that you got a bonus from your race, a bonus from your ACF, and a synergy bonus from Profession: Underwater Basketweaver. Explain to me where your cool combos come in and how they work together. Sure, I'll get most of them on my own, but you don't want to risk me missing something you thought of, do you? If you have spells/maneuvers/soulmelds/etc., explain which are your favorites for general situations and why. If you use racial substitution levels or alternative class features, explain what they do and why you took them. As a rule, you're not going to go wrong by explaining why you took just about everything you did. "Letting the work stand on its own" is for poets, not Iron Chef Optimizers. In general, the more you explain and the less you gloss over, the happier I'm going to be. You thought of all these cool things and noteworthy angles, and it's important to me that I understand your thought process as best as I can. I don't want to end up scratching my head and saying "why the hell did they take Blessed of Tem-Et-Nu?" while you're giggling in anticipation of how awesome Blessed of Tem-Et-Nu is going to make you and how it's going to wow the judges. Oh, and failure to cite your sources WILL result in a loss of points.

Furthermore, and this is different from most other judges, I'm going to be just a little picky about spelling and grammar. No, stop that face. It'll be OK. I'm not gonna dock you for a single typo (though if you consistently misspell a word, then we might have problems) or a small grammatical slip-up. I'm not your English teacher. I do, however, notice these things, and I will take off points if anything sends me into a grammar rage and has me instinctively reaching for my red pen. For example, one build a few sessions back used the word "whom" in the backstory over and over and over when they really needed to use the word "who." Using "who" when you mean "whom" is one thing, but using "whom" when you mean "who" tells me that you're trying something you don't understand. That's the sort of thing that will have me shaving off a quarter-point here and a quarter-point there, usually in Elegance. Basically, don't try any grammatical tricks you don't understand, try to keep it easy to read, and stay the hell away from comma splices, and we'll both be happy.

Now, I understand that English isn't everyone's first language. If you're not a native speaker and what I'm saying scares you, feel free to PM our chairman and ask him to privately tell me that. (You could put it in the build itself, but I certainly understand if you don't want to make a big deal about it). As a rule, just keep it simple and you'll be fine. I'm not here to judge you on your grammar. I'm just warning you that I won't be happy if your grammar interferes with me reading your build. I honestly don't expect this to come up. I just don't want anyone to be surprised if it does.

One last thing: please pay attention to the wording of your feats and class features. I already see one trap that I predict at least one person will fall into, and I'll feel really bad if I have to take off points for "sorry, it just doesn't work that way." If you feel that there's anything that's borderline, or that you're pretty sure most reasonable GMs would allow but isn't quite supported by the wording, mention it in the Variants section where you talk about those flaws that you totally wished you could take if the meanie-face ICOC rules didn't prevent doing so. (Yes, I'll read the Variants section. It'll take a lot to actually change a score, but you might get a half-point out of it if there's something phenomenal in there.)

Good luck, everyone!

kestrel404
2011-03-12, 01:48 PM
I was thinking that I wanted to try my hand as a judge, but I'm starting a new job right after the reveal and I'm probably going to be working a lot of extra hours right out of the gate. Maybe next time.

But I'm definitely going to compete.

Private-Prinny
2011-03-12, 02:59 PM
I swear to Pelor, as soon as I saw this class, I had a full 20-level build that uses every aspect here. Unfortunately, I think it may be exceedingly obvious. I'll make my obvious build first, and then see if I can come up with something more out of left field.

BobVosh
2011-03-12, 05:11 PM
I swear to Pelor, as soon as I saw this class, I had a full 20-level build that uses every aspect here. Unfortunately, I think it may be exceedingly obvious. I'll make my obvious build first, and then see if I can come up with something more out of left field.

Unfortunately the sun only illuminates what is in plain sight, so Pelor is a poor choice :P Can I interest you in the word of Kord? Dashing, bold, Kord truly embodies this ingredient, and much more besides!

I'm going to enter as a contestant for once instead of creepily watching silently.

gbprime
2011-03-12, 07:53 PM
It's time to give back to the community... mark me down as a judge for this one. Yarrr.

My Judging Criteria
Originality - Surprise me. I want to see something out of the ordinary, be it Race, Class, PrC, feat combo, or backstory. If there's a simple and straightforward way to get a prerequisite or ability, find some other way. If there isn't another way to get it, then give it a unique spin or synergy. (Please note that Originality is relative. It may very well be original to use a specific race, unless multiple builds in the contest also used the same thing... which will tend to lower the score for all of them.)

Power - What is this build capable of cranking out? My criteria are based on the high side of a moderate power level, something any experienced DM could handle in their game. (See my past entries if you want examples.) If you exceed that power level, you get more points. Fail to exceed it, you get less. But if you exceed it TOO FAR, to the point that this build needs no other party members or renders other party members useless by comparison... well you won't lose points, but you won't get too many bonus ones either. (More power than a DM can handle is actually a BAD thing, IMO.)

Elegance - The classic hero in comic and myth is a capable fellow, does one thing amazingly well, and has one or more glaring weaknesses or tragic flaws. The more of that I see, the higher your score will be. I want to see powers and abilities fit into a seamless concept, not cherry picked to get extra dice or bonuses. (A good back story may help here.) If you need to dip into a class to get an ability, consider staying in it for longer than just a dip to fuel that concept. (Please note that elegance may come into direct conflict with power and/or originality, and it may not be possible for your concept to get high scores in all three. You live with these choices as tradeoffs.)

Use of Secret Ingredient - This one should be pretty obvious, so I'll list out a few specific things to keep in mind. Why did you pick this PrC? What does it do for you that you couldn't have done better by avoiding it? Did you use all 10 PrC levels? Did you get into the PrC so late that it's abilities were nearly obsolete when you gained them? Did you synergize or supercharge those abilities?

Scoring - Since we're going on a scale of 1-5 here, I'll be using 3.0 for each category as the default score. To that I'll add by the quarter point for good stuff and subtract by the quarter point for bad stuff. A dead average build should be around a 12 and the builds that go under 9 or over 15 should be rare. Y'know... in theory. :smallwink:

Growin
2011-03-12, 08:47 PM
Really, what are you going to do with around 135 1st level NPCs?


Mwhahahaha

Cartigan
2011-03-12, 09:24 PM
If I could do math, this would be a lot easier.

ShneekeyTheLost
2011-03-12, 09:30 PM
The leadership-like ability merely gives you followers, so I doubt that will affect anything. Really, what are you going to do with around 135 1st level NPCs?

With minimal effort, I could whip up a build which would give each of those 135 1st level NPC's a +19 BAB (including iteratives), +14d6 Sonic damage on every hit, and +14 morale bonus to attack and damage.

And that's only the *least* broken thing I could do with them...

In fact, I did, in a previous Iron Chef optimization challenge. I just didn't submit him since the build was glaringly obvious for that particular secret ingredient.

dextercorvia
2011-03-12, 10:49 PM
I'll spend a day or two kicking around a build idea. If I can't figure anything out, I might offer to judge again.

T.G. Oskar
2011-03-12, 11:43 PM
Wow...how odd it is when you do a build in pretty much half a day! It's mostly a mental practice, but who knows, maybe I'll submit it. Though, that depends; the combination seems way too obvious, and Originality might suffer a bit (and quite a bit, I may add).

Though, I fear that the build makes better use of the other class than the SI, so it might be better to remain as a mental exercise; still, it was done pretty easily. The story, though, is one that could be interesting.

Urgh, to compete or not; that, is the question...

Cieyrin
2011-03-13, 12:07 AM
Urgh, to compete or not; that, is the question...

Not a question when you already know the answer. You know what you must do...:smalltongue:

I have a crazy idea that puts a spin on one of my favorite character types that actually plays fairly nice with this, so maybe I'll finally see about crafting an entry if it pans out right. Unlike IC IX, when I didn't get my Sharklord together beyond the planning phase. Maybe I'll manage to get past that point this time...

tldr: Call me a contestant and you should to, Oskar :smallwink:

Zonugal
2011-03-13, 12:23 AM
I think I'll try to put something together, although this upcoming week is finals week at my university so...

unosarta
2011-03-13, 01:58 AM
I sort of came up with a build on a whim, almost done with it.

Sign me up as a contestant.

Akal Saris
2011-03-13, 02:08 AM
Mwhahahaha

My thoughts exactly =P

Tam_OConnor
2011-03-13, 02:48 AM
I think I'll just be watching. Unless of course, we wind up short of judges.

Forb
2011-03-13, 03:46 AM
I would love to get in on this.

Edit: As a contestant.

Amechra
2011-03-13, 05:38 PM
I'm participating, and a question:

Does the Inspire-Courage like ability for Honorable Dread Pirates actually count as Inspire Courage for the purpose of qualifying for PrCs and Feats?

kestrel404
2011-03-13, 06:04 PM
I'm participating, and a question:

Does the Inspire-Courage like ability for Honorable Dread Pirates actually count as Inspire Courage for the purpose of qualifying for PrCs and Feats?

Depends on the wording of the requirement. It might stack with inspire courage, but it is not actually inspire courage.

Amechra
2011-03-13, 06:13 PM
Is 'k. Will scrap THAT build...

T.G. Oskar
2011-03-13, 07:06 PM
I'm participating, and a question:

Does the Inspire-Courage like ability for Honorable Dread Pirates actually count as Inspire Courage for the purpose of qualifying for PrCs and Feats?

IMO, it doesn't. What you get is: the bonus from Rally the Crew stacks with Inspire Courage (one of the rare occasions where same-type bonuses stack), and levels in Rally the Crew stack with levels in a class that grants Inspire Courage to determine the total bonus. So, you get an improved Inspire Courage (but not anything else, such as daily uses of Bardic Music or actual uses of Bardic Music) and the synergy with Rally the Crew.

Note: it doesn't say that you have to be a bard, only that you need to have the inspire courage bardic music ability.

Zaq
2011-03-13, 09:38 PM
IMO, it doesn't. What you get is: the bonus from Rally the Crew stacks with Inspire Courage (one of the rare occasions where same-type bonuses stack), and levels in Rally the Crew stack with levels in a class that grants Inspire Courage to determine the total bonus. So, you get an improved Inspire Courage (but not anything else, such as daily uses of Bardic Music or actual uses of Bardic Music) and the synergy with Rally the Crew.

Note: it doesn't say that you have to be a bard, only that you need to have the inspire courage bardic music ability.

I read it that Inspire Courage makes Rally the Crew better, but Rally the Crew doesn't make Inspire Courage better.

It's really, really ambiguous, though. It's got some very unclear grammar. Someone convince me one way or the other.

Amechra
2011-03-13, 10:30 PM
How official are the "Other Worlds", like Ravenloft, Mystara, and Planescape?

Are materials from said settings available for this competition?

Cieyrin
2011-03-13, 11:17 PM
How official are the "Other Worlds", like Ravenloft, Mystara, and Planescape?

Are materials from said settings available for this competition?

It depends on the what you mean by material. If you mean fluff, by all means, raid to your pleasure. If you mean crunch, that gets stickier, as the only WotC published material I can think of off-hand for Ravenloft and Mystara were in Dragon, which isn't allowed, unless it made it into the Dragon Compendium, which I guess is possible, though not likely. Planescape exists here and there in 3rd, though not really as it's own setting per se. It's mostly in the Planar Handbook and Manual of the Planes, though smatterings about Sigil and other Planescape material can be found elsewhere.

Otherwise, 3rd party stuff isn't viable for competition, if my understanding of the rules are correct.

Amechra
2011-03-13, 11:23 PM
Dang it! I wanted to do a space pirate...

dextercorvia
2011-03-13, 11:51 PM
I read it that Inspire Courage makes Rally the Crew better, but Rally the Crew doesn't make Inspire Courage better.

It's really, really ambiguous, though. It's got some very unclear grammar. Someone convince me one way or the other.

Yeah, I read it that Rally the Crew bounus is augmented by the amount of the IC bonus. "he can add the morale bonus gained from that ability to the morale bonus gained from this ability to determine the total morale bonus granted." I don't think you have to activate IC, for this to work, just having it makes RtC better.

Quirp
2011-03-14, 09:51 AM
Competing!
Appraise is a really rare skill, isn´t it.:smallbiggrin:

Devmaar
2011-03-14, 09:57 AM
I think I'll give this a go

kestrel404
2011-03-14, 10:37 AM
Competing!
Appraise is a really rare skill, isn´t it.:smallbiggrin:

Yes. Extremely.

gbprime
2011-03-14, 01:08 PM
My judging criteria are up now, back on page 1.

LINK (http://www.giantitp.com/forums/showpost.php?p=10544190&postcount=19)

aquaticrna
2011-03-14, 08:39 PM
competing!

Thurbane
2011-03-14, 08:43 PM
My build is coming together nicely. Hope to have the formatting sorted and build submitted well before the deadline.

Akal Saris
2011-03-15, 02:08 AM
I'll compete, though my idea isn't that original :P

Xodion
2011-03-15, 04:47 AM
I was worried the deadline would be Friday night and I wouldn't have time to make a build, but as it is Monday night I will have the weekend to have a go, so I will take part :smallsmile:

I've also thought of a really silly (though probably obvious) idea... :smallwink:

Zaq
2011-03-15, 07:52 PM
I'm still not comfortable with the whole Inspire Courage/Rally the Crew issue. I think that we'd all be better off if the assembled judges can come to an agreement about how the two abilities do and do not interact with one another, if for no other reason than to keep things something resembling consistent. While it's certainly not unprecedented for one judge to penalize the exact same trick that another judge rewards, this seems like it could be a sticky situation that I'd really rather not have blow up into endless disputes.

As I said, my current reading is that IC makes RtC better, but RtC does not make IC better. However, I am willing to be persuaded otherwise. Damned poorly written abilities. So, who's in agreement with me, and who begs to differ? I don't really care what we decide, so long as it's revealed ahead of time. I don't want there to be any "gotcha!"s.

Private-Prinny
2011-03-15, 08:27 PM
I was worried the deadline would be Friday night and I wouldn't have time to make a build, but as it is Monday night I will have the weekend to have a go, so I will take part :smallsmile:

I've also thought of a really silly (though probably obvious) idea... :smallwink:

Unfortunately, you missed the deadline. According to the front page, our entries were due almost a year ago. :smalltongue:

gbprime
2011-03-15, 08:30 PM
It looks pretty clear to me.


If a dread pirate has the inspire courage bardic music ability, he can add the morale bonus gained from that ability [Inspire Courage] to the morale bonus gained from this ability [Rally the Crew] to determine the total morale bonus granted.

Period. It doesn't say it works the other way around, so it doesn't. And you can't pump it up like Bardic Music because it isn't Bardic Music, it just stacks with it. (So Inspirational Boost only applies it's bonus once, thank you. :smallwink: )

Example... Bard 6 / Dread Pirate 3 ... Has 6 bardic musics per day that can be used for Inspire Courage, and 1 Rally the Crew per day that stacks with it.

Zaq
2011-03-15, 08:40 PM
It looks pretty clear to me.



Period. It doesn't say it works the other way around, so it doesn't. And you can't pump it up like Bardic Music because it isn't Bardic Music, it just stacks with it. (So Inspirational Boost only applies it's bonus once, thank you. :smallwink: )

Example... Bard 6 / Dread Pirate 3 ... Has 6 bardic musics per day that can be used for Inspire Courage, and 1 Rally the Crew per day that stacks with it.

Good. That's exactly how I read it. IC improves RtC, but RtC doesn't improve IC.

Private-Prinny
2011-03-15, 08:57 PM
Good. That's exactly how I read it. IC improves RtC, but RtC doesn't improve IC.

Actually, I don't think that's it. I think what the ability is trying to say is that they stack with each other in violation of the usual "same name bonuses don't stack" rule.

Zaq
2011-03-15, 09:07 PM
Actually, I don't think that's it. I think what the ability is trying to say is that they stack with each other in violation of the usual "same name bonuses don't stack" rule.

And this is exactly why we're having this conversation ahead of time.

Cieyrin
2011-03-15, 09:34 PM
It looks pretty clear to me.



Period. It doesn't say it works the other way around, so it doesn't. And you can't pump it up like Bardic Music because it isn't Bardic Music, it just stacks with it. (So Inspirational Boost only applies it's bonus once, thank you. :smallwink: )

Example... Bard 6 / Dread Pirate 3 ... Has 6 bardic musics per day that can be used for Inspire Courage, and 1 Rally the Crew per day that stacks with it.

I'm of this opinion as well. It seems dumb to require two different actions to get off a stacking ability, which'd make it pretty worthless except in corner cases.

vikingofdoom
2011-03-15, 09:40 PM
Here's my criteria:
Power-I will consider the base power of the class(es) taken, and compare that with the build present.
Originality-If I can recognize the build from somewhere, or the build is really obvious, I will dock marks here.
Elegance: I will dock marks for UA variants in the main build (presenting them as side courses is allowed without losing marks), and for taking 1-2 levels in more than 2 classes, and for any illegal builds. Taking material from more than 1 campaign setting is discouraged. Chaining variants is treated as illegal, as are non-official variants (see unarmed swordsage for a non-official variant).
Use of the Secret Ingredient: The more the secret ingredient is central to the build, the better it will do. Straight-foward, but I encourage taking 9-10 levels.

dextercorvia
2011-03-15, 10:05 PM
Here's my criteria:
Power-I will consider the base power of the class(es) taken, and compare that with the build present.
Originality-If I can recognize the build from somewhere, or the build is really obvious, I will dock marks here.
Elegance: I will dock marks for UA variants in the main build (presenting them as side courses is allowed without losing marks), and for taking 1-2 levels in more than 2 classes, and for any illegal builds. Taking material from more than 1 campaign setting is discouraged.
Use of the Secret Ingredient: The more the secret ingredient is central to the build, the better it will do. Straight-foward, but I encourage taking 9-10 levels.

Is it only UA variants that you will mark off for?

vikingofdoom
2011-03-15, 10:10 PM
Only UA variants result in points deducted. All other variants are allowed, though not chainable, and any non-published variant is assumed illegal (looking at unarmed swordsage). I'll add the last bit to my criteria.

Amechra
2011-03-15, 10:27 PM
Do we have to stat out followers?

Thurbane
2011-03-15, 10:39 PM
http://www.giantitp.com/forums/showthread.php?t=191061

Can we have a pre-emptive deadline extension?

Re-reading the announcement, it probably shouldn't cause any issues. :smallwink:

T.G. Oskar
2011-03-16, 12:17 AM
Whew, finally managed to post my participation. Guess this means I'll be competing instead of judging, unless something far too radical happens (and even then, I guess I'll leave judging for next time unless you don't mind).

BobVosh
2011-03-16, 05:14 AM
Only UA variants result in points deducted. All other variants are allowed, though not chainable, and any non-published variant is assumed illegal (looking at unarmed swordsage). I'll add the last bit to my criteria.

Clarification requested: Chaining variants?

kestrel404
2011-03-16, 05:18 AM
Clarification requested: Chaining variants?

Chaining Variants is a dodgy TO trick which uses the fact that some variants give you class features from other classes in order to get THOSE variants onto a class that was never intended to have them - like taking a wild-shape ranger and then trading wild shape for something else using a Druid class variant.

But I'd like to point out that the only class variant I've ever been penalized for using was the 'prestige bard', and that was only by one judge. UA is a perfectly legal source of material, you just can't use the RULES variants (like Gestalt or Alternative magics) and the Prestigious base classes are sort of 'by GM consent only' materials, which is why I was dinged for them.

BobVosh
2011-03-16, 05:25 AM
Chaining Variants is a dodgy TO trick which uses the fact that some variants give you class features from other classes in order to get THOSE variants onto a class that was never intended to have them - like taking a wild-shape ranger and then trading wild shape for something else using a Druid class variant.

Should have known it had a name, ya I know that silliness. I'm not too worried as I know I have no chance of winning, but I hope for not last. High expectations -.-

Cartigan
2011-03-16, 09:13 AM
Man, just as I sorted out my skill point problem, I realize I might as well just reroll the entire thing because I'm making the most obvious one possible that everyone else is also making.

OMG PONIES
2011-03-16, 09:21 AM
I think I've got a pretty decent idea, though I'm struggling to make it anything new. Due to our shortness of judges, I MAY pull my old switcheroo. I'll let you know, shink.

kestrel404
2011-03-16, 09:38 AM
As far as I can tell, there are two 'most obvious' builds (one for honorable, one for dishonorable), each of which has dozens (at least) of viable variations. This is a 'good' prestige class, which means it combos well with several other prestige classes and mechanics. Don't worry too much about matching up too closely with someone else's build - chances are it will be different enough that you're not going to get hit too hard for originality.

Spoilered for mild/vague build speculation
Honestly, the only way I can see ANYONE getting full points for originality here is by focusing in on the less powerful and more esoteric aspects of the class. But really, anyone who makes really good use out of Seamanship and Steady Stance has my vote for pure genius.

Amechra
2011-03-16, 03:01 PM
OK, I can't post up my build. It has too many problems in it, and would take too much time to fix.

So, I will be judging.

My criteria are, well, the standard criteria (you know, the ones everyone else uses, practically?), except I will not penalize dips or alternate base classes.

C'mon people, wow us with your brilliance!

Zaq
2011-03-17, 06:53 PM
Dammit, I just thought of a cool idea.

Oh well. I will not waver. I said I would judge, and I stand by it.

(If anyone else comes up with the build, though, I'll have a hard time not looking favorably upon it. No hints.)

OMG PONIES
2011-03-17, 09:00 PM
I think I finally struck upon a build with a few nasty tricks of its own, and a backstory to go with it.

Cartigan
2011-03-17, 09:24 PM
I hate backstories, mine are always droll.

true_shinken
2011-03-18, 04:57 AM
I forgot to tell, but I made the cut on March 21st because it's my birthday :smallbiggrin:

Eiko
2011-03-18, 11:24 AM
Looking to enter this, t'is my first time however. To whom or where do I send/post my build once its done?

OMG PONIES
2011-03-18, 11:41 AM
Send it via PM to the birthday boy, true_shinken. :smallbiggrin:

Forb
2011-03-19, 04:12 AM
Grr. Unfortunately, stuff happened and I have had to work much more than previously planned. I won't be able to submit an entry in time.

Thanks for letting me see my name on the list, though!

Hopefully next time. :]

Cartigan
2011-03-19, 04:17 PM
I deem this a pain in my arse. I think I may be misnumbering my skills when moving them from my spreadsheet to the table.

On another note, I noticed the forum translates the BB tagged br to an html tagged br after the fact which doesn't line break and then looks stupid. Odd.


EDIT: Entry away. Time to lose. I mean, me, I'll lose.

Xodion
2011-03-20, 02:41 PM
A question for the judges, especially Zaq: what is the preferred way to list skills in the table, by total ranks or by ranks taken that level? Both seem to be commonplace in Iron Chef, and neither one seems to be better than the other for ease of reading and judging. :smallconfused:

Zaq
2011-03-20, 02:45 PM
Good question. There isn't a unanimous way of doing it. Either method is OK with me as long as you're consistent, but if you put the ranks added at that level, be sure to tell me what the total is afterward. Don't just say "Intimidate +2." Say "Intimidate +2 (12)" or something. So, I'd be equally happy with:

Level 9: Intimidate 9, Bluff 12
Level 10: Intimidate 10
Level 11: Intimidate 12, Bluff 13

OR

Level 9: Intimidate +1 (9), Bluff +1 (12)
Level 10: Intimidate +1 (10)
Level 11: Intimidate +2 (12), Bluff +1 (13)

Either of those will make me perfectly happy. If you can find another method that's equally readable, go for it. Readability and consistency are what I'm after.

Cartigan
2011-03-20, 02:57 PM
Maybe it would be easier to offload skills to their own table, but what do I know.

On a related note, how should Skill Tricks be represented if taken.

Thurbane
2011-03-20, 04:16 PM
I'm a bit rusty on coverting timezones (I'm in Australia), how many hours until the deadline? Still hoping to get my entry in...

Xodion
2011-03-20, 04:57 PM
I think it's tomorrow, 26 hours from now, so we should have plenty of time. I'm certainly not going to be finished in the next couple of hours :smalltongue:

Cartigan
2011-03-20, 05:10 PM
I'm a bit rusty on coverting timezones (I'm in Australia), how many hours until the deadline? Still hoping to get my entry in...

Just figure out your difference from GMT - it's noon GMT Monday.

Xodion
2011-03-20, 05:22 PM
Just figure out your difference from GMT - it's noon GMT Monday.

Not quite, it says 11.59 pm, so it's 1 minute before midnight on Monday night/Tuesday morning GMT (CUT is GMT, isn't it?)

Cartigan
2011-03-20, 06:35 PM
Not quite, it says 11.59 pm, so it's 1 minute before midnight on Monday night/Tuesday morning GMT (CUT is GMT, isn't it?)
If you havn't submitted it by 11:59, you won't have submitted it by 12:00

Kesnit
2011-03-20, 06:59 PM
If you havn't submitted it by 11:59, you won't have submitted it by 12:00

Not necessarily. Not long ago, I was involved in a competition where the paper had to be submitted by 8PM. In the frantic last-minute corrections and due to slow upload times, the paper was submitted at 8:01. (It was still judged; there was just a slight deduction.)

Zaq
2011-03-20, 08:30 PM
And in reality, it's whenever Shink gets the chance to post. I would not recommend planning to submit it late, but I've submitted things past the deadline before. It's bad form and I can't in good faith recommend it, but we've historically been lax about it.

BobVosh
2011-03-20, 10:52 PM
Dropping out. So busy all of sudden. I haven't even had a chance to start this guy, which is too bad as I was totally going to have fun with his story.

Amphetryon
2011-03-21, 07:29 AM
*pant pant* Build submitted.

OMG PONIES
2011-03-21, 08:04 AM
Building now, should be done by 6 PM Eastern time (US)...that's before the deadline, right?

Cartigan
2011-03-21, 08:36 AM
Building now, should be done by 6 PM Eastern time (US)...that's before the deadline, right?
Just, I think.

OMG PONIES
2011-03-21, 09:44 AM
Perfect, that's my style. :smallcool:

EDIT: omgsubmitted.

Xodion
2011-03-21, 07:30 PM
Phew, finally sent, only 30 minutes late this time :smallcool:

gbprime
2011-03-21, 09:01 PM
T plus 3 hours. Good luck everyone. I'll have my judging finished within 1 week of the submissions being posted. (I'm gonna groan if there are 15 entries, but I'm gonna do it anyway!)

Cartigan
2011-03-21, 11:42 PM
When are entries revealed?

Cieyrin
2011-03-21, 11:57 PM
When are entries revealed?

Lately, it's when Shinken gets to it. I'd expect tomorrow morning or so.

Zaq
2011-03-22, 12:17 AM
Patience is an important part of the ICOC. One of the trickiest parts, sometimes.

Thurbane
2011-03-22, 01:40 AM
Once again I pull out due to a combination of chronic procrastination, and hitting a hurdle in the build I was working on that I can't quite get over...

Cartigan
2011-03-22, 08:45 AM
Patience is an important part of the ICOC. One of the trickiest parts, sometimes.

Patience? Madness!

Fearan
2011-03-22, 12:37 PM
Patience? Madness!
Spartaaaaaaaaaa

gbprime
2011-03-22, 01:13 PM
Patience? Madness!

To-may-to, to-mah-to. :smallamused:

pilvento
2011-03-22, 02:02 PM
i wanna see some pirates!!! :smallfurious:

gbprime
2011-03-22, 02:10 PM
i wanna see some pirates!!! :smallfurious:

Be grateful I didn't enter. I'd love an excuse to use an illustration from one of my son's books. :smallamused:

http://www.toysandbooks.com/Spring_2006_Newsletter/Backbeard_h450.jpg

Cartigan
2011-03-22, 03:51 PM
I was going to use an illustration from HeroMaker but I pressed the wrong button and it deleted before I could save it (because HeroMaker 2 doesn't have a save to image) and then I was like "screw that."

true_shinken
2011-03-22, 08:05 PM
Ladies and gentlemen, get ready for our great reveal!



Jacinta Marzoni
"The third most famous story they tell about Jacinta Marzoni is about how she was born. When people asked about her childhood, trying to figure out what hellish upbringing must have produced the adult she became, Marzoni would say in an offhandedly proud way that she had been born aboard ship. Which was technically true, but it had been only a fishing boat and unfortunate timing, and mother and baby had been back on land within the hour . . . but it was on the ocean, and therefore definitely an omen of things to come. Or so they say.

She was eleven when she ran away from the little changeling village on the inlet, and joined the caravan to the nearby port. She was twelve when she signed on aboard her first real ship, lying through her teeth about her age and with a carefully practised false face on to help the lie along.

From there she spent the next ten years either onboard or in port. In the sailing season she would be on any ship willing to take her, learning how to make the ropes and spars of a ship dance to her tune. In the monsoon, when any captain with half a brain between their ears ran the keel up the sand and went ashore for three months, she thrived in the damp back alleys and smoky taverns of the port cities, taking purses and cutting throats.

In her twenties the dull to-and-fro of merchant sailing began to grate. It was still exhilarating simply to be aboard, to ride the bucking deck and dance from spar to spar, rigging twanging around her and the sails full; but as the ships got bigger and the posts more senior, so too the voyages tended to be longer, ponderous expeditions from one horn of the continent to the other, when the crew would go for six or eight months without sight of land. And for all she loved the sea, land was important to Marzoni: on land you could spend money. On land, you could slit some braying idiot's throat and simply vanish in a way for which the limits of a ship did not allow. On land there were taverns, and eating-houses, and gambling-dens - places to drop a whisper in a ready ear, to spin a tale for a nervous crowd, to put on a fresh false face and waltz into a fight with a smile on her lips and bloody murder in mind.

Once the boredom had set in, it was really only a matter of time.

The second most famous story they tell about Jacinta Marzoni is that of how she captured the Royal Breeze, pride and joy of the Sixth Navy, with - they say - no accomplices and no plan. The story is enlarged in the telling, of course. In reality, the captain of the Breeze, Arcadio Leocante, was an incompetent of the highest order, a spoiled brat of a noble house who bought his commission with ancestral gold and could barely tell one end of a ship from the other. There would have been a mutiny in any case; the presence of Jacinta Marzoni, who saw the sidelong stares and heard the rebellious whispers and flitted from group to group wearing the faces of their friends, merely stirred an already seething pot. In any case she could never have taken the ship without the able assistance of various other sailors, soldiers and the ship's mage, who saw profit and fame in throwing in their lot with the pirate.

The part, however, where she personally duelled Captain Leocante (whose expensive education had at least taught him to fence) and left him bleeding on his own forecastle with seventeen wounds to the back, is mostly true.

As captain by acclamation of the Breeze, she renamed it the Changeling's Wind, installed her party of ruffian friends as senior officers and gave her new crew the choice of sailing under the red flag or trying to swim home. None of them, it should be noted, chose the latter.

Under the crimson pennant Captain Jacinta Marzoni sailed back to her native waters and began one of the more spectacular piratical careers that the Seven Navies had ever seen. Other pirates had been circumspect, taking ships far from home and leaving little trace; Marzoni appeared not to know the meaning of stealth, seemingly revelling as much in the flash and dash of performing for a horrified but fascinated crowd as she did in the simple joys of pillage and murder. She was always in the thick of the fight, cartwheeling across a packed and slippery and rocking deck as if it were solid and steady ground, never in the line of an attack and yet somehow always striking one home.

Or so say the tall tales they tell of Jacinta Marzoni and her gang of cut-throats - Jacinta Marzoni, who could look you in the eye and still manage to stab you in the back, who could strike fear into the hearts of the doughtiest naval officers with a mere smile, who could take on and off her faces as easily as the pirate-kings of old slipped off their masks, and who commanded the most ruthless pirate band between here and the Eastern Sea.

The truth is she was a good sailor, yes, but there were better in her crew; a good fighter, but there were better in her crew; and no kind of tactician at all. Without her crew she would have been scarcely anything, just another jumped-up guttersnipe with a few neat tricks; and without her, the crew she amassed would have been no more than another band of thugs. I say she commanded the Wind - one might say she was less a captain than a figurehead, a catalyst, a focusing lens even; the oversized personality needed to transmute a career that is, at bottom, as sordid and banal as piracy into the stuff of nightmare and legend.

The single most famous story about Jacinta Marzoni is that of how she walked onto a royal galleon, false face smiling and daggers in her sleeves, and two hours later sailed it away to rendezvous with the Changeling's Wind, with the crown jewels of two countries in her treasure chest and no fewer than four royal hostages cowering in chains -"

"I haven't heard that one," Crown Prince Gianni said weakly, as the high-cheekboned - and singularly attractive - elf storyteller turned over another sheet of her manuscript.

The elf's face began to flatten and change in the dim light below decks. Her teeth glinted. She really was very beautiful. "No. No, you wouldn't have. Yet."



Abilities & Race
STR 11 +1
DEX 16 +2
CON 14
INT 13
WIS 10
CHA 14 +2
32 point buy, +1 Str at level 4, +1 Dex at 8 & 12, +1 Cha at 16 & 20

Alignment: Chaotic Evil

Race: Changeling
Humanoid with the Shapechanger Subtype
+2 racial bonus on saving throws vs sleep and charm effects
+2 racial bonus on Bluff, Intimidate and Sense Motive
Natural Linguist - Speak Language is always a class skill
Minor Change Shape - can alter physical appearance as though using a Disguise Self spell


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

1st|Changeling Rogue Substitution 1|
+0|
+0|
+2|
+0|Appraise 4, Balance 4, Bluff 4, Climb 4, Diguise 4, Initimidate 4, Profession (Sailor) 4, Spot 4, Swim 4, Tumble 4, Use Rope 4|Combat Expertise|Sneak attack +1d6, social intuition

2nd|Rogue 2|
+1|
+0|
+3|
+0|Appraise 5, Bluff 5, Diguise 5, Initimidate 5, Profession (Sailor) 5, Spot 5, Tumble 5, +1 skill trick|SKILL TRICK (Second Impression)|Evasion

3rd|Changeling Rogue Substitution 3|
+2|
+1|
+3|
+1|Appraise 6, Balance 5, Bluff 6, Climb 5, Initimidate 6, Jump 1, Profession (Sailor) 6, Spot 6, Tumble 6, +1 skill trick|Weapon Finesse, SKILL TRICK (Speedy Ascent)|Sneak attack +2d6, minor lore

4th|Rogue 4|
+3|
+1|
+4|
+1|Appraise 7, Balance 6, Bluff 7, Climb 6, Initimidate 7, Jump 2, Profession (Sailor) 7, Spot 7, Tumble 7||Uncanny dodge

5th|Rogue 5|
+3|
+1|
+4|
+1|Appraise 8, Balance 7, Bluff 8, Climb 7, Initimidate 8, Jump 3, Profession (Sailor) 8, Spot 8, Tumble 8||Sneak attack +3d6

6th|Rogue 6|
+4|
+2|
+5|
+2|Balance 9, Bluff 9, Climb 9, Initimidate 9, Jump 4, Spot 9, Tumble 9|Quick Draw|

7th|Dread Pirate 1|
+5|
+2|
+7|
+2|Balance 10, Bluff 10, Climb 10, Initimidate 10, Jump 5, Spot 10, Tumble 10||Seamanship, two-weapon fighting

8th|Dread Pirate 2|
+6|
+2|
+8|
+2|Bluff 11, Initimidate 11, Jump 6, Spot 11, Tumble 11, +1 skill trick|SKILL TRICK (Twisted Charge)|Fearsome reputation (Dishonourable) +2

9th|Dread Pirate 3|
+7|
+3|
+8|
+3|Bluff 12, Initimidate 12, Jump 7, Spot 12, Tumble 12, +1 skill trick|Improved Feint, SKILL TRICK (Nimble Stand)|Sneak attack +4d6

10th|Uncanny Trickster 1|
+7|
+3|
+10|
+3|Balance 12, Bluff 13, Climb 12, Initimidate 13, Jump 6, Spot 13, Tumble 13||Bonus trick (Group Fake-Out), favourite trick (Group Fake-Out)

11th|Uncanny Trickster 2|
+8|
+3|
+11|
+3|Balance 14, Bluff 14, Climb 14, Initimidate 14, Jump 7, Spot 14, Tumble 14||Bonus trick (Acrobatic Backstab), favourite trick (Acrobatic Backstab), sneak attack +5d6

12th|Changeling Rogue Substituion 8*|
+9|
+3|
+12|
+3|Balance 15, Bluff 15, Climb 15, Initimidate 15, Jump 12, Spot 15, Tumble 15|Acrobatic Strike|Mutable anatomy

13th|Uncanny Trickster 3|
+10|
+4|
+12|
+4|Balance 16, Bluff 16, Climb 16, Initimidate 16, Jump 15, Spot 16, Tumble 16||Bonus trick (Spot the Weak Point), favourite trick (Spot the Weak Point), tricky defense, sneak attack +6d6

14th|Dread Pirate 4|
+11|
+4|
+13|
+4|Balance 17, Bluff 17, Climb 17, Initimidate 17, Jump 16, Spot 17, Tumble 17||Acrobatic charge, steady stance

15th|Dread Pirate 5|
+12|
+4|
+13|
+4|Balance 18, Bluff 18, Climb 18, Initimidate 18, Jump 17, Spot 18, Tumble 18|Staggering Strike|Scourge of the seas

16th|Dread Pirate 6|
+13|
+5|
+14|
+5|Balance 19, Bluff 19, Climb 19, Initimidate 19, Jump 18, Spot 19, Tumble 19||Fearsome reputation (Dishonourable) +4

17th|Dread Pirate 7|
+14|
+5|
+14|
+5|Balance 20, Bluff 20, Climb 20, Initimidate 20, Jump 19, Spot 20, Tumble 20||Sneak attack +7d6

18th|Dread Pirate 8|
+15|
+5|
+15|
+5|Balance 21, Bluff 21, Climb 21, Initimidate 21, Jump 20, Spot 21, Tumble 21|Tumbling Feint|Skill mastery

19th|Dread Pirate 9|
+16|
+6|
+15|
+6|Balance 22, Bluff 22, Climb 22, Initimidate 22, Jump 21, Spot 22, Tumble 22||Motivate the scum

20th|Dread Pirate 10|
+17|
+6|
+16|
+6|Balance 23, Bluff 23, Climb 23, Initimidate 23, Jump 22, Spot 23, Tumble 23||Fearsome reputation (Dishonourable) +6, pirate queen[/table]

*This is not a typo, as Uncanny Trickster levels 2 & 3 give all class features and an effective level in a previous class - more on this later


Build at Level 20
Jacinta Marzoni
Rogue 7/Uncanny Trickster 3/Dread Pirate 10
Changeling, Medium Humanoid (Shapechanger)
HD: 6 +9d6 +10d8 +40 (122HP)
Initiative: +4
Speed: 30ft
AC: 14 (10, +4 DEX)
BAB/Grapple: +17/+18
Attack: +21 (ranged and Finesse melee weapons)
Full Attack: +21/+16/+11/+6
Space/Reach: 5ft/5ft
Special Qualities: Social Intuition, Evasion, Minor Lore, Uncanny Dodge, Seamanship, Two-Weapon Fighting, Bonus Trick (Group Fake-Out), Favourite Trick (Group Fake-Out), Bonus Trick (Acrobatic Backstab), Favourite Trick (Acrobatic Backstab), Mutable Anatomy, Bonus Trick (Spot the Weak Point), Favourite Trick (Spot the Weak Point), Tricky Defense, Acrobatic Charge, Steady Stance, Scourge of the Seas, Sneak Attack +7d6, Skill Mastery, Motivate the Scum, Fearsome Reputation (Dishonourable) +6, Pirate Queen
Saves: Fort +8, Ref +20, Will +6 (+2 to all vs Sleep & Charm effects, +1 to all when using a Skill Trick)
Abilities: Str 12, Dex 18, Con 14, Int 13, Wis 10, Cha 16
Skills: Appraise +9, Balance +29 (extra +10 when taking damage), Bluff +28, Climb +24 (extra +10 when taking damage), Diguise +8 (+18 if using Minor Shape Change), Initimidate +36, Jump +23, Profession (Sailor) +18, Spot +23, Swim +5, Tumble +29, Use Rope +8
Feats: Combat Expertise, Weapon Finesse, Quick Draw, Improved Feint, Staggering Strike, Acrobatic Strike, Tumbling Feint
Skill Tricks: Second Impression, Speedy Ascent, Twisted Charge, Nimble Stand, Group Fake-Out, Acrobatic Backstab, Spot the Weak Point


Build Explanation
I decided to go for the Dishonourable Reputation route through the class, as I wanted to go for a more combat-oriented Rogue character than the honourable route linking through a Bard support character. Jacinta may not be as powerful as other combat classes in most situations, but she is deadly in her element - onboard ship. Her wide array of skills are all focused on making her as capable as possible at working on her ship, commanding her crew and taking on her enemies in pitched battles on an unsteady deck. The skill tricks and Uncanny Trickster PrC from Complete Scoundrel add even more to this, giving her special moves and more uses for skills that suit her Dread Pirate abilities and flashy swashbuckler style of combat.

The Swashbuckler class was an obvious idea for this character as the fluff suits her perfectly, but other than Insightful Strike there was little else that Dread Pirate and Skill Tricks didn't already provide, and a 3-level dip for one ability seemed too much of a waste. Choosing Changeling for the race made complete sense when I saw them, their racial abilities blend well and their Rogue Substitution levels gave me valuable skill points early on for all the skill requirements and Tricks I needed. Trapfinding and Trap Sense aren't rwally necessary on a ship so I was happy to swap them out for something more interesting, and Mutable Anatomy (which essentially gives you 50% fortification) is vastly superior to Improved Uncanny Dodge when you only have 9 Rogue levels at Level 20. Uncanny Trickster gave me more Skill Tricks to use and lets me use the best ones twice in one encounter, and also has the interesting ability of effectively giving you a level in your previous class at 2nd and 3rd levels - hence the extra two levels of Rogue. I considered using this to take 10 levels of Dread Pirate with only 8 levels in it, but that would probably be going too far.

Tactics for Jacinta should be fairly obvious - whip your crew into a frenzy, intimidate your foes to weaken their resolve then charge in for the kill. Group Fake-Out lets you deal sneak attack damage to lots of foes at once, while Spot the Weak Point gives you a chance to hit a single high-AC target, as it's much easier to raise your Spot modifier than your To Hit. Acrobatic Backstab and Acrobatic Strike is a combination I have used with great success - gaining +4 to hit a foe AND rendering them flat-footed in a single Tumble move action. Add a weapon like the Sword of Subtlety (+4 to attacks and damage for sneak attacks) and you should have no trouble dealing large amounts of damage to any living enemies. Staggering Strike is always useful against those irritating undead, as is the spell Gravestrike, which I always get made into a ring when playing a Rogue.


Sources
Races of Eberron - Changeling race & Rogue racial substitution levels
Complete Adventurer - Dread Pirate, Staggering Strike feat
Complete Scoundrel - Uncanny Trickster, skill tricks
Player's Handbook II - Acrobatic Strike & Tumbling Feint feats
SRD - everything else

true_shinken
2011-03-22, 08:08 PM
There's a lot of emphasis on the Dread part here.


Captain Four Fingers
CE Human Paragon 3/Barbarian 2/Dread Pirate 5/Avenging Executioner 5/Dread Pirate +5
The Build

{table=head]LEVEL|CLASS|BAB|FORT|REF|WILL|SKILLS|FEATS|CLASS FEATURES|
1|Human Paragon 1|+0|+0|+0|+2|Appraise 4;Intimidate 4;Knowledge (geography) 4;Profession (sailor) 4;Survival 2;Swim 2;Use Magic Device 4;Use Rope 4|Snatch Trophy, Dreadful Wrath|Adaptive Learning: Knowledge (Geography)
2|Human Paragon 2|+1|+0|+0|+3|Appraise 5;Intimidate 5;Knowledge (geography) 5;Profession (sailor) 5;Survival 3;Swim 3;Use Magic Device 5;Use Rope 4|Weapon Finesse|Bonus Feat
3|Human Paragon 3|+2|+1|+1|+3|Appraise 6;Intimidate 6;Knowledge (geography) 6;Profession (sailor) 6;Survival 4;Swim 4;Use Magic Device 6;Use Rope 4|Quick Draw|Ability Boost +2 (DEX)
4|Lion Totem Barbarian 1|+3|+3|+1|+3|Appraise 7 (cc);Intimidate 7;Knowledge (geography) 7;Profession (sailor) 7 (cc);Survival 4;Swim 4;Use Magic Device 6.5 (cc);Use Rope 4||Whirling Frenzy 1/day, pounce
5|Lion Totem Barbarian 2|+4|+4|+1|+3|Appraise 8 (cc);Intimidate 8;Knowledge (geography) 8;Profession (sailor) 8 (cc);Survival 4;Swim 4;Use Magic Device 7 (cc);Use Rope 4||Uncanny Dodge
6|Dread Pirate 1|+5|+4|+3|+3|Appraise 8;Balance 1;Bluff 1;Climb 1;Intimidate 9;Jump 1;Knowledge (geography) 9;Profession (sailor) 9;Survival 4;Swim 4;Tumble 1;Use Magic Device 7.5 (cc);Use Rope 4|Bloodsoaked Intimidation, Two-Weapon Fighting|Seamanship
7|Dread Pirate 2|+6/+1|+4|+4|+3|Appraise 8;Balance 1;Bluff 2;Climb 1;Hide 1 (cc);Intimidate 10;Jump 1;Knowledge (geography) 10;Move Silently 1 (cc);Profession (sailor) 10;Survival 4;Swim 4;Tumble 1;Use Magic Device 8 (cc);Use Rope 4||Fearsome Reputation (Intimidate +2)
8|Dread Pirate 3|+7/+2|+5|+4|+4|Appraise 8;Balance 1;Bluff 3;Climb 1;Hide 2 (cc);Intimidate 11;Jump 1;Knowledge (geography) 11;Move Silently 2 (cc);Profession (sailor) 11;Survival 4;Swim 4;Tumble 1;Use Magic Device 8.5 (cc);Use Rope 4||Sneak attack +1d6
9|Dread Pirate 4|+8/+3|+5|+5|+4|Appraise 8;Balance 1;Bluff 4;Climb 1;Hide 3 (cc);Intimidate 12;Jump 1;Knowledge (geography) 12;Move Silently 3 (cc);Profession (sailor) 12;Survival 4;Swim 4;Tumble 1;Use Magic Device 9 (cc);Use Rope 4|Imperious Command|Acrobatic Charge, Steady Stance
10|Dread Pirate 5|+9/+4|+5|+5|+4|Appraise 8;Balance 1;Bluff 5;Climb 1;Hide 4 (cc);Intimidate 13;Jump 1;Knowledge (geography) 13;Move Silently 4 (cc);Profession (sailor) 13;Survival 4;Swim 4;Tumble 1;Use Magic Device 9.5 (cc);Use Rope 4||Scourge of the Seas
11|Avenging Executioner 1|+9/+4|+5|+7|+6|Appraise 8;Balance 2;Bluff 5;Climb 2;Hide 4;Intimidate 14;Jump 2;Knowledge (geography) 14;Move Silently 4;Profession (sailor) 14;Survival 4.5 (cc);Swim 4;Tumble 1.5 (cc);Use Magic Device 10 (cc);Use Rope 4||Bloody blade, Sudden Strike +1d6
12|Avenging Executioner 2|+10/+5|+5|+8|+7|Appraise 8;Balance 3;Bluff 5;Climb 3;Hide 4;Intimidate 15;Jump 3;Knowledge (geography) 15;Move Silently 4;Profession (sailor) 15;Survival 5 (cc);Swim 4;Tumble 2 (cc);Use Magic Device 10.5 (cc);Use Rope 4|Craven|Rapid Intimidation
13|Avenging Executioner 3|+11/+6/+1|+6|+8|+7|Appraise 8;Balance 4;Bluff 5;Climb 4;Hide 4;Intimidate 16;Jump 4;Knowledge (geography) 16;Move Silently 4;Profession (sailor) 16;Survival 5.5 (cc);Swim 4;Tumble 2.5 (cc);Use Magic Device 11 (cc);Use Rope 4||Sudden Strike +2d6
14|Avenging Executioner 4|+12/+7/+2|+6|+9|+8|Appraise 8;Balance 5;Bluff 5;Climb 5;Hide 4;Intimidate 17;Jump 5;Knowledge (geography) 17;Move Silently 4;Profession (sailor) 17;Survival 6 (cc);Swim 4;Tumble 3 (cc);Use Magic Device 11.5 (cc);Use Rope 4||Dread blade
15|Avenging Executioner 5|+12/+7/+2|+6|+9|+8|Appraise 8;Balance 6;Bluff 5;Climb 6;Hide 4;Intimidate 18;Jump 6;Knowledge (geography) 18;Move Silently 4;Profession (sailor) 18;Survival 6 (cc);Swim 4;Tumble 4 (cc);Use Magic Device 12 (cc);Use Rope 4|Improved Two-Weapon Fighting|Bloody murder, Sudden Strike +3d6
16|Dread Pirate 6|+13/+8/+3|+7|+10|+9|Appraise 8;Balance 7;Bluff 5;Climb 7;Hide 4;Intimidate 19;Jump 7;Knowledge (geography) 19;Move Silently 4;Profession (sailor) 19;Survival 6.5 (cc);Swim 4;Tumble 5;Use Magic Device 12.5 (cc);Use Rope 4||Fearsome Reputation (Intimidate +4)
17|Dread Pirate 7|+14/+9/+4|+7|+10|+9|Appraise 8;Balance 8;Bluff 5;Climb 8;Hide 4;Intimidate 20;Jump 8;Knowledge (geography) 20;Move Silently 4;Profession (sailor) 20;Survival 7 (cc);Swim 4;Tumble 6;Use Magic Device 13 (cc);Use Rope 4||Sneak attack +2d6
18|Dread Pirate 8|+15/+10/+5|+7|+11|+9|Appraise 8;Balance 9;Bluff 5;Climb 9;Hide 4;Intimidate 21;Jump 9;Knowledge (geography) 21;Move Silently 4;Profession (sailor) 21;Survival 7.5 (cc);Swim 4;Tumble 7;Use Magic Device 13.5 (cc);Use Rope 4|Greater Two-Weapon Fighting|Skill Mastery
19|Dread Pirate 9|+16/+11/+6/+1|+8|+11|+10|Appraise 8;Balance 10;Bluff 5;Climb 10;Hide 4;Intimidate 22;Jump 10;Knowledge (geography) 22;Move Silently 4;Profession (sailor) 22;Survival 8 (cc);Swim 4;Tumble 8;Use Magic Device 14 (cc);Use Rope 4||Motivate the Scum
20|Dread Pirate 10|+17/+12/+7/+2|+8|+12|+10|Appraise 8;Balance 11;Bluff 5;Climb 11;Hide 4;Intimidate 23;Jump 11;Knowledge (geography) 23;Move Silently 4;Profession (sailor) 23;Survival 8;Swim 4;Tumble 9;Use Magic Device 15 (cc);Use Rope 4||Fearsome Reputation (Intimidate +6), Pirate King[/table]

{table=head]ATTRIBUTE|POINTS|BASE|LEVELS|OTHER|TOTAL|MOD
STR|0|8|0|0|8|-1
DEX|10|16|2|2|20|+5
CON|3|11|0|0|11|+0
INT|6|14|0|0|14|+2
WIS|0|8|0|0|8|-1
CHA|13|17|3|0|20|+5[/table]

The Legend of Captain Four Fingers

He wasn’t always himself, you know. Captain Four Fingers grew up with the hard winters of Rashemen just like many of our crew. However, he wasn’t content to keep to the north. He was always running along the shoreline, gazing off down the lake into the river beyond. While the others learned to hunt and skin bears, he instead pored over old nautical maps and charts he had found, hopelessly out of date. He caused some murmurs when he began chopping down trees. Some nonsense about building a boat, the Witches heard, a real fool’s errand. They turned a blind eye toward the boy until he started making trouble, running along the shoreline and pointing off to the south while shouting about a way to the warm sea. After a while, he began saying how he found a course through Thay into the Alaor and straight to the Sea of Fallen Stars—that he was going and never looking back.
If the Red Wizards heard of this plan, there would be dire consequences. The Thayans didn’t take too kindly to any incursions into their territory, so the Witches decided to warn the Captain in true Rashemi fashion. In the night, they dragged him out of his home to the waterfront. As the boy watched, they burnt his fledgling seacraft to the ground. Then, they held his index finger outstretched one final time and lopped it off.

Well now, if the Witches had known anything about the Captain, they’d have known that he’s as persistent as the sea itself. He kept on building his boat, awkwardly clutching his axe between his working fingers. All they did was slow his inevitable progress; after a few years, he had his boat built. He set off for the sea through Thay, sparking a war that still rattles on to this day between the two nations. Whenever he was stopped at a port, he would trade off to the nicest ship he could see, killing the captain without a word. He’d frighten the other crewmen into submission, and they’d have the option of joining him or offing themselves. He took a trophy from each of his victims—the index finger of their left hand. Rumors started swirling like whirlpools that he was looking for a match to replace that which the Witches had stolen before returning home to face them.

He made his way to the sea, trading up from stolen vessel to stolen vessel along the way, his numbers growing along with his collection of trophies. Rather than toss ‘em, he strung ‘em all through and put ‘em around his neck as some sort of grisly wreath. As he got richer and richer, he just got scarier. He started carrying around a bag o’ daggers to make his time easier, dropping his blade to break off a digit and pull another from his bag for his next victim. The hellish thing of it was, he wasn’t too bad a sailor. Once saw him power through a gale that’d swallow a kraken with nary a care.

As his fleet grew, so did his reputation. Got to be that some wouldn’t even fight the man, choosing instead to run from the decks and hurl themselves asea. Some fought with wits, others with magic, but Captain Four Fingers fought with fear. The idea of the man grew more fearsome than the man himself, some said. Of course, none dared cross him in port or meet with his vessel in the water. They liked their fingers where they were, rather than round his neckpiece.

His men started fighting like him, mutilating their victims beyond recognition and taking some sick glee in all of it. Time and again, he’d kill one of his own men for the delight of the others. Some foolish boys decided to join up with him, figuring it was the better option than dying at his hand. Some even cut off their own fingers, thinking it a gift for the captain, a show of loyalty. He’d just drag ‘em out in front of his enemies and slice ‘em up one by one, reminding his foes how he got his reputation. What kind of captain kills his own crew?

Now I know, I know, you might think this a fable, boy. But I swear it to ya: that boat, coming at us from the typhoon over port? The one with nary a soul aboard? That’s him, coming to refresh his ranks. Take my cutlass, son. I’m the captain, so I’ve got to go down with The Adalia. But you still have a choice; do the right thing, and save yourself the horror.

Tactics

Levels 1-5: The captain chooses an odd route for these first few levels, a DEX-focused charger. He uses an axe at this level to keep his damage respectable. His real power, however, comes from Dreadful Wrath. With this, he can trigger the ability on a charge to render enemies within 20 feet shaken if they fail their save. Not only is that a potent debuff at low levels, but he can follow this in the next round with an Intimidate check against an adjacent enemy, escalating their condition to frightened. While this takes up a standard action (and usually means he can’t attack), the fact that his prey is frightened means they will have to flee from him, triggering an attack of opportunity. Since he only has one iterative attack at this level, the captain isn’t really giving anything up with this tactic. Adaptive Learning ensures that he can continue his knowledge of navigation (since that’s the truly tricky part of sailing in D&D). Weapon Finesse and Uncanny Dodge mean that the Captain is benefitting from his DEX/CHA focus, while Whirling Frenzy 1/day allows him another attack when he needs one. He also gains Pounce from the Lion Spiritual Totem, but this really doesn’t become a factor until we receive our second iterative attack.
Levels 6-10: Speak of the devil! Not only do we get our second iterative attack, but we also gain another attack via Two-Weapon Fighting, since we’ve entered our secret ingredient. Dreadful Wrath, Pounce, and Acrobatic Charge mean that we’ll be charging whenever possible with three attacks (four if we’re in a Whirling Frenzy). Sneak attack provides a source of bonus damage and fearsome reputation adds a bonus to our demoralizing, but the star of the show here is Bloodsoaked Intimidation. When you drop a foe, you can snatch a trophy as a free action to demoralize an adjacent opponent! However, at 10th level, that adjacent opponent becomes all opponents within 30 feet. All within 20 have to save vs. shaken from Dreadful Wrath, and then face the Intimidate check or become demoralized, escalating their condition to frightened. Furthermore, we toss on Imperious Command to make them cower for a round before being frightened for CHA rounds (and shaken for a minute). The only limitation to this is that we have to have a hand free to snatch our trophy, something that’s at odd with Two-Weapon Fighting. But wait! Thanks to Quick Draw, we can drop a weapon (free action), grab a finger (Free action), and draw another weapon (free action), leaving us ready to continue the pain in the next round. It is here that the Captain functions nicely as a crowd control vehicle, especially since immunity to fear isn’t entirely common at this level of play.
Levels 11-15: Ah, the Fear Factory. We still use the same tactic as above, but it now becomes a lot more potent. Craven and Sudden Strike increase our damage output (along with the additional attack from Improved Two-Weapon Fighting). We still have our group fear tactic in place, but it’s made even sweeter by the Avenging Executioner. Whenever a foe is shaken or worse, we treat them as flat-footed for dealing sudden strike damage. Check with your DM, but I read that to include sneak attack damage and Craven bonus damage. We can pounce at our foes, triggering Dreadful Wrath before the strike (as per the article here (http://www.enworld.org/forum/d-d-legacy-discussion/98002-dreadful-wrath-stunning-fist.html)). So the target is already shaken, meaning that we get to do all of our delicious bonus damage on a full attack (6 attacks on a whirling frenzy). Furthermore, whenever we drop a target, not only can we snatch a trophy to freely intimidate foes within 30 feet, but foes that see it with less HD than the Captain have to save or become frightened (possibly panicked if they already failed against Dreadful Wrath). Keep in mind, Imperious Command means that they still cower for one round first, shutting down any foes that aren’t immune to fear. Level 15 is the sweet spot of the build because of this delicious cycle.
Levels 16-20: Skill Mastery allows us to move more freely around the deck, and fearsome reputation is great to make sure we can keep boosting our Intimidate checks, but the real belle of the ball here is Motivate the Scum when used in conjunction with Pirate King. All of the Captain’s abilities (Dreadful Wrath, Snatch Trophy/Bloodsoaked Intimidate, Bloody Blade, Bloody Murder, and Motivate the Scum) don’t specify that you have to attack an enemy. While Dreadful Wrath mentions it while spellcasting, there’s no restriction on charging or attacking. Motivate the Scum specifies the greater bonus on damage when killing a member of your own crew, and the other abilities mention a creature. So what better to do with and endless bevy of low-level followers than to kill them to buff your allies and frighten your foes? It’s easier to drop them, so you have a better shot of triggering your abilities that affect an area. On a full attack or charge, you’re pouncing for 7 attacks (8 with Whirling Frenzy), each doing 1d4+5d6+24 damage (since targets that are shaken or worse are treated as flatfooted and you get the +4 damage bonus for Motivate the Scum). You’re a whirling machine of death, so scary that enemies can’t even look at you without turning tail. Now, I realize that some creatures and classes are immune to fear—please see my Notes section for ideas on dealing with them.

Secret Ingredient at a Glance


Seamanship: A bonus to Profession Sailor means that, by 20th level, the Captain is at a +32 modifier, meaning that he can stop his boat from foundering in a hurricane BY HIMSELF as long as he rolls a 3 or higher. With a full crew, he auto-succeeds the check to stop foundering in a dire gale. Even though this is impressive, good steering doesn’t mean a thing if you don’t know where you’re going. Because of this, we’ve maxed Knowledge (geography) for a +25 modifier, meaning that he knows the ways to Mythical or Legendary locations just by taking 10. His survival ranks allow him to get along on the open seas with a roll of 13 or better—though it’s not as high as I’d like, hopefully he won’t find himself asea without provisions too frequently. The real reason for the ranks is to meet the DCs for getting along in the wild (on land), keeping from getting lost, and predicting the weather a day in advance. By taking 10, the Captain can auto-succeed on these by 20th level. The +5 bonus on profession (sailor) for his crew is just icing on the cake, useful for siege engines and crew sailing checks.
Two-Weapon Fighting: the presence of this feat was begging for a pounce ability, which originally gave me the idea of a DEX-focused barbarian (of all things). The sneak attack granted by the class helps with bonus damage, as does Motivate the Scum. Pounce, the TWF feat tree, and the Whirling Frenzy variant all give me more attacks, which means more chances to activate Bloodsoaked Intimidate, Bloody Blade, or Bloody Murder.
Fearsome Reputation: Since the opposed check to avoid being demoralized gets bonuses of its own, a bonus to Intimidate is always helpful. A +6 bonus is great, especially one that’s always active. Some other options are out there (most notably the Beguiling Influence invocation), but that can be stopped by Dispel Magic or an anti-magic field.
Sneak attack: As mentioned under Two-Weapon Fighting, this is a great source of bonus damage. However, getting opponents flatfooted can be difficult, which is where the idea to use Avenging Executioner came in—the ability to deal sneak attack damage any time I have someone shaken or worse is great for this build, since it means I can sneak attack SOMEONE pretty much every round.
Acrobatic Charge: When you’re dealing with followers, they can get in the way. Also, difficult terrain is one thing that can cripple an ubercharger. The captain, however, uses this class feature to ensure that he’s always able to pounce and activate Dreadful Wrath.
Steady Stance: Uncanny Dodge on a boat, more or less. I made sure to put ranks in Balance and Climb for the captain. To be honest, the usefulness of this class depends on the availability of ladders, ropes, etc in your campaign. See my lo-op notes for the possibility of swapping out Spiritual Lion Totem for Ape Totem. That would give you a climb speed, making this more relevant in that situation.
Scourge of the Seas: Ah, the bread and butter of intimidation. If you just can’t wait for this, you can drop 2 skill ranks earlier on for Never Outnumbered, but I don’t think that’s worth it. This, however, not only makes your Intimidation (which you can do as a move action thanks to Avenging Executioner or a free action thanks to Bloodsoaked Intimidate) affect all foes within 30 feet, but it lasts for CHA modifier rounds! You can make your foes cower for one round, then panic for multiple rounds thereafter, buying your party time to get defensive positions, buff, or simply mop the fools up.
Skill Mastery: Charging through difficult terrain is great, but nothing is more embarrassing than a flubbed roll. Taking 10 means that you can make most horizontal jump checks you’ll be trying, as well as balancing or climbing with ease. Also, tumbling while charging becomes a lot easier with this, since we don’t want our foes to get off an AoO before we scare the living daylights out of them.
Motivate the Scum: As mentioned above, the captain takes delight in killing his own crew to frighten his foes (Bloody Murder). Now, it also provides a slight boost to himself and his crew. While +4 damage might not seem like much, +4 damage on 8 attacks can add up to ensure that you drop a foe, triggering the ability to use a Bloodsoaked Intimidate and Bloody Murder all over again.
Pirate King: If dropping foes is just too classy and nice for you, you can opt instead to kill off your followers! Since they’re going to be mostly low-level, killing them should be fairly quick. Surround yourself with followers, then kill them all with a full attack for up to 8 chances to render your foes frightened. Also, you can kill off a follower as soon as your foes get in range to scare them back and give your side a little pre-battle boost. The possibilities are endless! Of course, your Leadership score is lowered by killing followers, but we here at Iron Chef have never been big on Leadership anyway. Hamsters eat their young [I think], so why can’t the Captain?

Suggested Magic Items
The beauty of the Captain is that he doesn't need items to work. He doesn't need any items to boost his damage, he doesn't need Fearsome armor to demoralize quickly...all he really needs is a bag of mundane daggers. However, he could get some great bonuses from a Cloak of CHA, Gloves of DEX, a Circlet of Persuasion (or better yet, Admiral's Bicorne), skill-boosting items, a boat (if you want to pay for one, haha), etc. The usual items (Belt of Battle, etc) help him break the action economy even more, but he works as is. One thing that definitely helps against creatures immune to both fear AND sneak attack damage (constructs, oozes, plants, and undead) are wands of the spells that allow you to sneak attack those...Vine Strike, Grave Strike, etc. With his 15 ranks in UMD and a base CHA of +5, the Captain can auto-succeed his rolls to activate those. Also, you'll need a way to fly, as always.

Notes

ToB: ToB adds a new way to Intimidate! A duel of wills at the beginning of an encounter gives you a minor bonus, but bonuses are still bonuses. Check it out, and ask your DM!
Flaws: if flaws are allowed, we could have Snatch Trophy and Bloodsoaked Intimidate much earlier, allowing us some liberty with feats. Possibilities then become Martial Stance, Study, and Shadow Blade for even more damage! Also, you could snag a template like Necropolitan for the undead type and wrangle in Duanting Presence, Death Master, Improved Critical, and Eviscerator. Go to town with two kukris for more scariness! However, this gets rid of Improved and Greater TWF, so I didn't pursue it...too many feats. However, Staggering Strike is always a good addition, preventing foes from fleeing via spells, powers, or SLAs, ensuring that they run instead (and provoke AoOs).
Low-op: Consider dropping Spiritual Lion totem for Ape Totem. This way, you won't be pouncing your DM's beloved baddies to pieces, but you'll have a climb speed (good for Steady Stance/Skill Mastery) and a +2 bonus to Intimidate. I don't think it's worth it, but it could be a good self-nerf to still keep the flavor in a poorly optimized game.
Undead-Heavy: As much as it pains me, you could drop the three levels of human paragon for some levels of cleric. Pact domain still grants Appraise as a class skill, which was the trickiest part of putting together this build. Some low-level spells are good, but can't be used while raging (and I would think, whirling). If you go this way, maybe trade Whirling Frenzy for favored enemy (UA) so as to grab another minor bonus to Intimidate (possible via Avenging Executioner). This way, you can turn at least some undead mooks that come your way. Again, this might delve into the realm of low-op, since your turning checks would be pitiable.
Fear Immunity/Dreadful Wrath 24-hour immunity clause: I know some things are immune to fear. Also, if someone saves against Dreadful Wrath, they're immune to it for 24 hours. Luckily, you've got plenty of other ways to scare them, but fear immunity is the big whammy for this build. Some things immune to fear aren't also immune to sneak attacks, though (hehe, paladins). Things that are can be dealt with via UMD (see above), or simply hacking away at them with regular pouncing attacks. Though it seems counter-intuitive, most of your other foes will be fleeing in panic for some time, allowing you to focus fire on those immune to fear.
Knowledge geography?!: I was tempted to make UMD my Adaptive Learning skill, but only needed 15 ranks to activate wands. Geography, however, is vital to any mariner. Without it, one storm can get you forever lost at sea.
Multiclassing penalties: if these are in effect, you can stagger your levels of Human Paragon and Barbarian to avoid the penalties.


Sources:
UA (Human Paragon, Whirling Frenzy) PHB (Barbarian, Weapon Finesse, Quick Draw, TWF feat tree) Complete Adventurer (Dread Pirate) Complete Champion (Spiritual Totem Barbarian variant) Complete Scoundrel (Avenging Executioner) Champions of Ruin (Snatch Trophy, Bloodsoaked Intimidate, Craven) Drow of the Underdark (Imperious Command)
Player's Guide to Faerun (Dreadful Wrath)

true_shinken
2011-03-22, 08:10 PM
I thought he was a Master Thrower (http://onepiece.wikia.com/wiki/Vander_Decken)!



CN Necropolitan Human Dread Necromancer 6/Dread Pirate 10/Dread Witch 4
STR 10 DEX 14 CON 14 INT 14 WIS 10 CHA 16
Boost CHA at level-ups

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

1st|Dread Necromancer 1 (HoH 85)|
+0|
+2|
+2|
+2|Appraise 4, Concentration 2, Knowledge (Arcana) 4, Profession (Sailor) 4, Swim 2, Use Rope 1|Apprentice: Craftsman (DMG2 176-7), Tomb-Tainted Soul (LM 31), Martial Weapon Proficiency: Cutlass (Stw 107)|Charnel Touch, Rebuke Undead, One Martial Weapon Proficiency, Spells

2nd|Dread Necromancer 2|
+1|
+2|
+2|
+3|Appraise 5, Concentration 3, Profession (Sailor) 5, Swim 2.5, Use Rope 1.5|-|Lich Body: DR 2/Bludgeoning and Magic

3rd|Dread Necromancer 3|
+1|
+3|
+3|
+3|Appraise 6, Concentration 4, Swim 3, Use Rope 2.5|Weapon Finesse|Negative Energy Burst 1/day

4th|Dread Necromancer 4|
+2|
+3|
+3|
+4|Appraise 7, Concentration 5, Profession (Sailor) 6, Swim 3.5, Use Rope 3 |-|Advanced Learning, Mental Bastion +2

5th|Dread Necromancer 5|
+2|
+3|
+3|
+4|Appraise 8, Concentration 7, Profession (Sailor) 7, Swim 4 |-|Fear Aura

6th|Dread Necromancer 6|
+3|
+4|
+4|
+5|Concentration 9, Profession (Sailor) 8, Use Rope 4|Quick Draw|Scabrous Touch 1/day

7th|Dread Witch 1 (HoH 98)|
+3|
+4|
+4|
+7|Concentration 10, Intimidate 1, Knowledge (Arcana) 5, Knowledge (The Planes) 2|Unnatural Will (HoH 125)|Master of Terror, Bonus Feat (Unnatural Will)

8th|Dread Witch 2|
+4|
+4|
+4|
+8|Concentration 11, Intimidate 2, Knowledge (Arcana) 6, Knowledge (The Planes) 4|-|Absorb Fear

9th|Dread Pirate 1 (CAd 39)|
+5|
+4|
+6|
+8|Concentration 12, Intimidate 8, Use Rope 5|Daunting Presence (LM 25), Two-Weapon Fighting|Seamanship, Bonus Feat (Two-Weapon Fighting)

10th|Dread Pirate 2|
+6|
+4|
+7|
+8|Balance 2, Climb 1, Concentration 13, Intimidate 10, Listen 1, Spot 1|-|Fearsome Reputation: Dishonorable

11th|Dread Pirate 3|
+7|
+5|
+7|
+9|Balance 4, Climb 2, Concentration 14, Intimidate 12, Listen 2, Spot 2|-|Sneak Attack +1d6

12th|Dread Pirate 4|
+8|
+5|
+8|
+9|Balance 5, Climb 4, Concentration 15, Intimidate 14, Listen 3, Spot 3|Frightful Presence (Dra 106)|Acrobatic Charge, Steady Stance

13th|Dread Pirate 5|
+9|
+5|
+8|
+9|Climb 5, Concentration 16, Gather Information 2, Intimidate 16, Listen 4, Spot 4|-|Scourge of the Seas

14th|Dread Pirate 6|
+10|
+6|
+9|
+10|Concentration 17, Gather Information 4, Intimidate 17, Listen 5, Sense Motive 1, Sleight of Hand 1, Spot 5|-|Fearsome Reputation +4

15th|Dread Pirate 7|
+11|
+6|
+9|
+10|Concentration 18. Gather Information 6, Intimidate 18, Listen 6, Sense Motive 2, Sleight of Hand 2, Spot 6|Empower Turning (LM 26)|Sneak Attack +2d6

16th|Dread Pirate 8|
+12|
+6|
+10|
+10|Concentration 19, Gather Information 8, Intimidate 19, Listen 7, Sense Motive 3, Sleight of Hand 3, Spot 7|-|Skill Mastery

17th|Dread Pirate 9|
+13|
+7|
+10|
+11|Concentration 20, Gather Information 10, Intimidate 20, Listen 8, Sense Motive 4, Sleight of Hand 4, Spot 8|-|Motivate the Scum

18th|Dread Pirate 10|
+14|
+7|
+11|
+11|Concentration 21, Gather Information 12, Intimidate 21, Listen 9, Sense Motive 5, Sleight of Hand 5, Spot 9|Quicken Turning (LM 29)|Fearsome Reputation +6, Pirate King

19th|Dread Witch 3|
+14|
+8|
+12|
+11|Concentration 22, Intimidate 22, Knowledge (The Planes) 5; Skill Trick: Hidden Blade (CSc 87)|-|Fearful Empowerment 1/day

20th|Dread Witch 4|
+15|
+8|
+12|
+12|Appraise 9, Concentration 23, Intimidate 23, Knowledge (Arcana) 7|-|Delay Fear, Greater Master of Terror[/table]

SPELL TABLE:
{table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

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

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

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

4th|7|4|-|-|-|-|-|-|-|-

5th|7|5|-|-|-|-|-|-|-|-

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

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

8th|7|7|5|-|-|-|-|-|-|-

9th|7|7|5|-|-|-|-|-|-|-

10th|7|7|5|-|-|-|-|-|-|-

11th|7|7|5|-|-|-|-|-|-|-

12th|7|7|5|-|-|-|-|-|-|-

13th|7|7|5|-|-|-|-|-|-|-

14th|7|7|5|-|-|-|-|-|-|-

15th|7|7|5|-|-|-|-|-|-|-

16th|7|7|5|-|-|-|-|-|-|-

17th|7|7|5|-|-|-|-|-|-|-

18th|7|7|5|-|-|-|-|-|-|-

19th|7|7|6|4|-|-|-|-|-|-

20th|7|7|7|5|-|-|-|-|-|-[/table]

ADVANCED LEARNING SPELL:
Wracking Touch (CAd 158)

The Tale of Captain van der Decken:

Leaving Port (1st level)
Journal of Hendrik van der Decken. Entry for the Vernal Equinox.
It has been a difficult month for Master Koenig and myself, as we were both impressed into service aboard this privateer’s ship some nineteen days ago. Koenig is a noted cabinet and coffin maker as well as a skilled necromancer, so my apprenticeship to him made perfect sense, until we were asked to make repairs on the Dark Dagger. The first mate, a half-orc called Mister Swee, insisted she was taking on water after a storm and needed the attention of a skilled woodcrafter. The moment Koenig and I were aboard, however, they weighed anchor and congratulated us on joining the crew of the Dark Dagger, with the choice to join the shark food instead, if we’d prefer. Naturally, we became newly minted sailors. While the particular magics we specialize in are not helpful when the ship is becalmed, Mister Swee and Captain Pinchard seem pleased both with our abilities to make repairs, and to create fear and chaos as they beat to quarters and board other, captured, vessels. Tomb-Tainted Soul is practically required for Dread Necromancer, while the Apprentice: Craftsman feat is one of the few ways outside multiclassing to open up the Appraise skill that Dread Pirate needs. Charnel Touch provides a decent amount of damage and healing for its level, given a character that’s spec’d as a controller rather than a front line fighter. With Bane and Summon Undead 1, Hendrik tilts the tide of battle toward his side significantly, while he can provide damaging spells if he wishes, given the Dread Necromancer’s casting mechanic and spell list. The ability to rebuke undead is both useful for a party’s early-level survival, and important for his intended path of class and PrC. Cutlass isn’t technically required - and admittedly adds a bit of book-bloat - but it’s a perfect thematic fit for a nautical character, and a weapon that can be used with the Weapon Finesse that will be picked up at 3rd level.

Tacking (5th level)
Journal of Hendrik van der Decken. Entry for the Summer Solstice.
We have been busy lately, refitting the Dark Dagger to operate with a smaller crew. Captain Pinchard died during a raid on a port town nigh on four weeks ago now, as did Swee. Fortunately, Koenig was able to bring them back to serviceable animation, with the added boon that they’re quieter and less recalcitrant now. The crew was initially a bit reluctant, and tried to mount a fight; they quickly realized attacks against me were less painful than were my replies, not to mention the bursts of dark energy that would hurt them and heal me and Koenig’s called creations. Additionally, the disquietude I have learned to exude made them a bit less than enthusiastic once the battle was joined against the supposed mutiny. They ultimately voiced no objection to Koenig becoming Captain, or to my promotion to First Mate. So, now we’ve put in for a new, skeleton, crew. Koenig has said I’m close to a major step in my learning process. I hope that bodes well.With the Dread Necromancer’s DR and Negative Energy Burst, Hendrik becomes a better melee combatant. Weapon Finesse applies to his touch spells, to Charnel Touch, and to his Cutlass to make up ground lost to choosing other than a full-BAB chassis. Negative Energy Burst keeps him - and any Undead in his presence - upright longer, while reducing the enemies’ HP totals at the same time. The Fear Aura augments the controller role he’s destined for. Wracking Touch is not often mentioned as a choice for Advanced Learning, but the fact that it keys off a touch attack and explicitly allows for Sneak Attack damage regardless of flanking or loss of DEX bonus makes it a solid choice for a Dishonorable Dread Pirate in training. Mental Bastion augments otherwise unremarkable saves against many of the popular SoD variety spells. Note that Hendrik spends an inordinate amount of time as a 5th level Dread Necromancer, as he undergoes the Ritual of Crucimigration to become a Necropolitan (LM 115) after gaining just over 1100 XP beyond the 6th level base, and the Ritual of Crucimigration costs him that level + 1000 worth of XP.

Yawing (10th level)
Journal of Hendrik van der Decken. Entry for the Autumnal Equinox.
Having repaid in full the “kindness” Koenig visited upon me by making me endure crucimigration, the Dark Dagger is now mine. It seems even a necromancer of his purported skills is not immune to terror, and I have become quite skilled at terror during my time aboard ship. My crew and I now prowl up and down the coast, living the good life - or is that the good unlife? - plundering any ships who cross within sight of our crow’s nest. Any who try to engage me in a one-on-one fight soon find reason to regret it, as I can either overawe them, or, in the increasingly rare cases where I find myself worried for my continued existence, I can bring another ghoulish minion to bear upon them to make it a decidedly unfair fight. Hendrik exits Dread Necromancer after acquiring the Fear Aura (that will augment a Dread Pirate’s Intimidation techniques very well), and obtaining Scabrous Touch’s ability to inflict a contagion, along with 3rd level spells. Quick Draw is not a terribly strong feat, but coupled with the free TWF that a 1st level Dread Pirate gets, it means Hendrik is dangerous with both Cutlass and Charnel Touch at virtually all times in melee range. Meanwhile, Dread Witch and Dread Pirate pile on Intimidation bonuses, Dread Witch gives Unnatural Will as a bonus feat to strengthen an already strong save with his strongest attribute, and the ability either to ignore a lost caster level when shaken or to cast Summon Undead I when frightened. Because Hendrik finds it simplest to crew his ship with rebuked undead minions, the Seamanship bonus he can impart to the crew is very useful in keeping the ship afloat. Daunting Presence on top of his impressive Intimidate bonuses starts to pile on the debuffing effects and keep enemies shaken, or worse. The spell list of the Dread Necromancer further augments this, obviously.

Full Sail Ahead(15th level)
Journal of Hendrik van der Decken. Entry for the Winter Solstice.
My undead crew grows larger by the battle, and I find myself with less and less reason to leave the familiar comforts of the Dark Dagger. I move about the ship more easily than when on dry land, truth to tell, and there is always something to do, from keeping the crew cowed, to attacking another ship, to defending ourselves against any still foolish or ignorant enough to attack us. It’s increasingly rare that any willingly step aboard my decks uninvited, and even those that do are rightly filled with trepidation. Most don’t last more than a few seconds before falling to their knees, blubbering and asking for mercy. When the mood strikes me, that mercy is granted; other times, they become crew members, which I believe is its own mercy. With Acrobatic Charge and 2d6 Sneak Attack, Hendrik is a perfectly capable combatant in melee, even if it isn’t his strongest suit. Frightful Presence only works on a charge, though, which means the use of Acrobatic Charge is the most efficient way for him to transform an unafraid foe into a panicked one in a single movement; this works because of his prodigious Intimidate bonuses from his classes and skills, and because he’s stacked Daunting Presence, Frightful Presence, and Scourge of the Seas. Steady Stance keeps Hendrik from worrying about his Flat-Footed AC aboard the Dark Dagger and lets him find strategic advantage where he can for his fear-inducing. As mentioned under Tacking, Wracking Touch pairs up uncommonly well with the dishonorable Dread Pirate’s 2d6 Sneak Attack, and can even be combined with Charnel Touch or Scabrous Touch, with a little planning in how Hendrik’s actions are spent.

All Hands On Deck (18th level, sweet spot)
Journal of Hendrik van der Decken. Entry for the Feast of the New Year.
I have laid claim to a small island, where the bounty ransacked from the ships we plunder can be safely stored, away from the tariff-mongers and government scalawags. My crew of zombies, ghouls, and skeletons is both large and loyal to me, and few even dare to challenge my supremacy on the seas these days. When they do, I merely crush the skull of one of my skeletal shipmates to incite frenzy in the crew and, subsequently, terror in the idiot who dared defy the Dark Dagger. Even in my unlife, I’m more nimble than ever, and can rarely be caught out unawares by those few skilled at doing so. I do not think it an idle boast to call myself king of the seas.Skill Mastery keeps Hendrik’s movement skills from failing him, while his continued emphasis of the ‘social’ skills plays to his strong CHA score and the synergies of his massive class-based Intimidate bonuses. Motivate the Scum allows him to destroy a single undead in his crew in order to give the remaining crew a substantial +4 bonus in fighting the enemy, one of whom will be instantly converted, via Quicken Turning and a simple, relatively cheap scroll, to serve under Captain van der Decken. This ‘sweet spot’ does come relatively late in the build, because a Dread Necromancer’s BAB does not allow entry into Dread Pirate especially early and because every single level of Dread Pirate provides a significant boost to the build’s power level. Each Fearsome Reputation bonus couples with the Dread Witch’s bonus to Intimidate, and two more of those levels are forthcoming to finish out the build. The benefits of Pirate King’s granted Followers are obvious. In the 19th and 20th levels of the build, Hendrik’s ability to inspire fear gets even larger boosts via Fearful Empowerment and Greater Master of Terror, while Delay Fear allows him to create chaos for his amusement by unleashing panicked folks upon an unsuspecting populance. The skill trick Hidden Blade gives him another way to utilize the 2d6 Sneak Attack Dread Pirate grants in a pinch.

Baubles and Gewgaws (Optional extras)
Access to Flaws would allow for Shaky and Vulnerable, in exchange for moving Daunting Presence to 1st level and finding room for Extra Turning. This would allow for the Imperious Command feat as yet another Intimidation stacking effect at 9th level. Fearsome armor and as many Nightsticks as Hendrik can buy without the DM beating his player over the head with a DMG would be obviously useful gear choices; similarly, increasing the damage potential on the cutlass through magical means is definitely recommended if Hendrik is to make full use of his combat skills. He ends up with a respectable +15 BAB, so he’s not just a ‘hide in the back’ variety DN, particularly with the way he utilizes Acrobatic Charge, so this is a real option for him.

SOURCE LIST
SRD
DMG2: Apprentice (Craftsman) feat
Heroes of Horror: Dread Necromancer, Dread Witch, Unnatural Will
Libris Mortis: Necropolitan Template, Daunting Presence, Empower Turning, Quicken Turning
Draconomicon: Frightful Presence
Complete Adventurer: Dread Pirate, Wracking Touch
Complete Scoundrel: Hidden Blade skill trick
Stormwrack: Cutlass

true_shinken
2011-03-22, 08:12 PM
Do what you want coz a pirate is free!
You are a pirate!
Arr!



Gods help us, it's a story[/b]
Darrigan was not always known as “The Gray Death,” oh no – at one point he was simply Darrigan, or perhaps “Slave #15.” Whatever his name or designation, the most we know of his past is that he was a slave on an Orc raiding vessel as one of the many races captured to work the oars. Not because the ship didn't have sails, but because Orcs just like to make their prisoners row out of spite. Luckily for Darrigan, but perhaps not so much for his rescuers, this situation was not long lasting. A group of Elves had been pursuing the Orcs for days after a raid resulted in the death and capture of one too many promising young Elves and the raid that captured Darrigan gave them just enough time to catch up. Needless to say, the Orcs were handily defeated and the slaves freed.

A number of the former slaves, Darrigan among them, asked to join the Elven crew and help around the ship until they could be returned to port as thanks for their freedom. The Elves assented and that was their downfall for who could have expected what happened next? Darrigan, being glib of tongue, convinced a few fellow former captives, being a bit less trustworthy than they appeared, to aid in the capture of this fine Elven sailing vessel – a Wingship, in fact. Few Elves were caught sleeping as one might expect but the coup was totally unexpected and before a proper alarm was raised Darrigan and his motley followers had gained control of the ship. Those who were not already with Darrigan were killed but a single Elf who was put on a longboat and left to tell the tale.

The rest, you might say, is history. The next anyone saw of him was years later. A galley reported what appeared to be an Elven Wingship – barely identifiable beneath the frightening alterations (and Elven Wingships were not known for conveying warm, fuzzy feelings) – flying a flag consisting of a skull shedding a single, crimson tear. Like in the original ship takeover, only a single person was left alive. He reported a crew of men like fiends rushing the ship and fighting with no concern for their own lives while a man in gray, now known to be Darrigan, laughed from the deck of his own ship like a mad man and commanded the assault in such a way that struck fear into the hearts of all that heard. He finally boarded the galley himself and slew the captain before the entire boarding party looted the ship, and bodies, of all valuables and returned to the wingship.

The Gray Death strikes rarely but mercilessly. A series of empty ships with a lone, living sailor on them have been found over the years and now it is a strong-willed captain indeed that does not quake when confronted with an oncoming ship flying the crimson-teared skull. No one can speak of what Darrigan does when not having sailors slaughtered and raiding ships for he answers no questions and the only member of his own crew ever seen on his own was found floating in a harbor with a note in a bottle reading “'The Gray Death' tolerates no traitorous dogs.” While a plentiful bounty sits on his head, it is recommended that common sailors not try to track him down lest they want their own deaths.


Build

Original Scores
{table=head]Ability|Score

Strength|10
Dexterity|16
Constitution|14
Intelligence|14
Wisdom|8
Charisma|15
[/table]

Alignment: CE

Darrigan "The Gray Death"
{table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

1st|Bard 1|
+0|
+0|
+2|
+2|Bluff 4, Tumble 4, Profession Sailor (4), Swim 3, Knowledge (geography) 4, Intimidate 2, Perform (oratory) 4, Climb 2, Use Rope 2, Balance 3, Appraise 4|Able Learner, Jack of All Trades|Bardic Music, Bardic Knack, Countersong, Fascinate, Inspire Courage +1

2nd|Bard 2|
+1|
+0|
+3|
+3|Bluff 5, Tumble 5, Profession (Sailor) 5, Swim 4, Perform (oratory) 5, Climb 3, Appraise 5, Speak Language (Elven), Balance 4|-|-

3rd|Bard 3|
+2|
+1|
+3|
+3|Bluff 6, Tumble 6, Profession (Sailor) 6, Intimidate 3, Climb 4, Use Rope 3, Perform (oratory) 6, Appraise 6, Balance 5|Quick Draw|Inspire Competence

4th|Swashbuckler 1|
+3|
+3|
+3|
+3|Bluff 7, Tumble 7, Profession (Sailor) 7, Use Rope 4, Jump 3|Weapon Finesse|-

5th|Swashbuckler 2|
+4|
+4|
+3|
+3|Bluff 8, Tumble 8, Profession (Sailor) 8, Intimidate 4, Climb 5, Use Rope 5, Appraise 7|-|Grace +1

6th|Swashbuckler 3|
+5|
+4|
+4|
+4|Bluff 9, Tumble 9, Swim 6, Climb 6, Appraise 8, Balance 6|Combat Expertise|Insightful Strike

7th|Dread Pirate 1|
+6|
+4|
+6|
+4|Bluff 10, Tumble 10, Intimidate 6, Survival 3, Skill Trick (Whip Climber)|Two-Weapon Fighting|Seamanship

8th|Dread Pirate 2|
+7|
+4|
+7|
+4|Bluff 11, Tumble 11, Intimidate 8, Use Rope 6, Balance 8, Jump 4, Survival 4|-|Fearsome Reputation +2

9th|Dread Pirate 3|
+8|
+5|
+7|
+5|Bluff 12, Tumble 12, Swim 7, Intimidate 10, Climb 7, Use Rope 7, Balance 9, Jump 5|Persuasive|Sneak Attack +1d6

10th|Dread Pirate 4|
+9|
+5|
+8|
+5|Bluff 13, Tumble 13, Swim 8, Intimidate 12, Climb 8, Use Rope 8, Jump 6, Survival 5|-|Acrobatic Charge, Steady Stance

11th|Dread Pirate 5|
+10|
+5|
+8|
+5|Bluff 14, Tumble 14, Swim 9, Intimidate 14, Climb 9, Use Rope 9, Jump 7, Survival 6|-|Scourge of the Seas

12th|Scarlet Corsair 1|
+11|
+5|
+10|
+5|Bluff 15, Tumble 15, Intimidate 15, Use Rope 10, Balance 10, Jump 8, Survival 7|Improved Feint, Imperious Command|-

13th|Scarlet Corsair 2|
+12|
+5|
+11|
+5|Bluff 16, Tumble 16, Knowledge (geography) 6, Intimidate 16, Jump 9, Survival 8|-|Sneak Attack +2d6

14th|Scarlet Corsair 3|
+13|
+6|
+11|
+6|Bluff 17, Tumble 17, Swim 10, Intimidate 17, Use Rope 11, Balance 11, Jump 10|-|Corsair's Feint (1/[2d4] rounds)

15th|Dread Pirate 6|
+14|
+7|
+12|
+7|Bluff 18, Tumble 18, Intimidate 18, Climb 11, Use Rope 12, Balance 12, Jump 12|Scourge of the Seas|Fearsome Reputation +4

16th|Dread Pirate 7|
+15|
+7|
+12|
+7|Bluff 19, Tumble 19, Swim 11, Knowledge (geography) 8, Intimidate 19, Climb 12, Balance 13, Jump 13|-|Sneak Attack +3d6

17th|Dread Pirate 8|
+16|
+7|
+13|
+7|Bluff 20, Tumble 20, Swim 12, Intimidate 20, Use Rope 13, Balance 14, Jump 14, Survival 10|-|Skill Mastery

18th|Scarlet Corsair 4|
+17|
+7|
+14|
+7|Bluff 21, Tumble 21, Swim 13, Intimidate 21, Perform (oratory) 8, Climb 13|Force of Personality|Sailor's Step +2

19th|Scarlet Corsair 5|
+18|
+7|
+14|
+7|Bluff 22, Tumble 22, Swim 14, Intimidate 22, Perform (oratory) 10, Balance 15|-|(Scourge of the Seas)

20th|Scarlet Corsair 6|
+19|
+8|
+15|
+8|Bluff 23, Tumble 23, Intimidate 23, Climb 15, Use Rope 15|-|Sneak Attack +4d6
[/table]

Spells per day/Spells Known

Spells/day
{table=head]Level|0th|1st

1st|2|-

2nd|3|1

3rd|3|2
[/table]

{table=head]Level|0th|1st|Bard Spells Known

1st|4|-|0th (Songbird, Prestidigitation, Detect Magic, Know Direction)

2nd|5|2|0th (Read Magic), 1st (Grease, Phantom Threat)

3rd|6|3|0th (Light), 1st (Inspirational Boost)
[/table]


Notes

At level 5, the class is a secondary combatant and primary uses Bardic abilities for support. This extends to all levels as Dread Pirate abilities add to Bardic abilities for party support.

At level 12, once Scourge of the Seas and Imperious Command are gained, the class uses the Scourge of the Seas ability as much as possible to hit all foes within 30' with Intimidate (which should be at least at +20 with a single increase to Charisma at level 4 and the Persuasive feat) in order to try force all foes into the cowering then shaken conditions. If necessary, he can also fight single, less powerful foes one to one on top of a Grease using Steady Stance.

By 15, he can take advantage of Corsair's Feint and Improved Feint (with his large Bluff check) in addition to his other abilities to make use of his, admittedly low, Sneak Attack.

While items are obviously not included as part of this, the idea is to increase Dex and make use of it and TWF with a Rapier and Whip, preferably a Stingray Whip from Stormwrack, though not always at the same time. The whip is best used for Combat Expertise and aid another while the rapier is used for primary combat. Whip Climber is to be used whenever cinematic and entertaining to do so.

Non-core Sources

{table=head]Book|Items

Spell Compendium|Song Bird, Phantom Threat, Inspirational Boost
Drow of the Underdark|Imperious Command
Stormwrack|Scourge of the Seas [feat], Scarlet Corsair
Player's Handbook II|Bardic Knack alternate class feature
Complete Adventurer|Jack of All Trades, Dread Pirate, Force of Personality
Races of Destiny|Able Learner
Complete Scoundrel|Whip Climber
Complete Warrior|Swashbuckler
[/table]

true_shinken
2011-03-22, 08:15 PM
Take my love, take my land
Take me where I cannot stand
I don't care, I'm still free
You can't take the sky from me



The Life and Times of the Pirate Lords of Lhazaar
Halavin d'Lyrandar: defender of the skies

By Kyle Norrin
Korranberg Chronicle, Sypheros 998 YK

Welcome to the fourth article about the famed Pirate Lords of the Lhazaar Principalities! A series of islands rife with mystery, where the law is placed on the sea...doesn't that motivate you to take your blade and abandon the dull peace of the cities?

Today, we have a most honorable guest, and one Pirate Lord that truly sets up from the rest. We've heard of excoriates from House Lyrandar; evidently you must have read the articles we had about the princes (and if not, what are you waiting for!? Go get the Barrakas 997 YK issue, before a bard spoils it all!), specifically about Prince Brightwind. Yet, whom would have figured that one of the most feared and respected men in the Principalities IS a member of the House of Storms?

But, let this man speak it from his own words. We, the Korranberg Chronicle, are pleased to hear about the adventures of the Storm Rider, Halavin d'Lyrandar!

So, where should we start first? Ah, how about if he speaks about his early days?

"The seas, they be callin'"
HALAVIN D'LYRANDAR: Well...where I can start? Speaking about my youth might bore you; it wasn't as exciting as you think. I fame myself as being a good storyteller, actually, but that moment...

KORRANBERG CHRONICLE: Fancy? Mind explaining?

Hd'L:Yes, yes! You see, it was during that time of my youth, where I had no idea what to do. At that moment, I was unsure what to do; all I knew was that one day I would tend to the family's businesses, and that I would be bound to the ships and the galleons. Never imagined it'd be an adventurer's life, of course.

But, since my family wanted me to develop my talents, they decided to place me on a conservatory of music, right at...where it was, actually... I recall it was an Aundarian conservatory, but the name eludes my mind. There, I was taught the fine arts of performance, but I was daft to all things instruments; broke a few fine mandolins, no wind on the flutes, and a terrible pitch for singing. Oddly enough, I enjoyed being on debates, so I find myself attracted to oratory. Speaking was, and still is, one of my finest talents; there I found myself acquaintanced with stories...just don't ask me to remember some of the better ones! I recite well, but horrible at details...

KC: I see, I see... Then, what happened? I fancy you a swordmaster, not a spellslinger or a storyteller...

Hd'L: Indeed, indeed...you see, the only other passion I held was swordsmanship. The blood of the warrior was strong in me; it doesn't help that the War ended but a few years ago, so duels and dueling schools were the order of the day. I still remember it; the day duels were forbidden in Aundair, I had just faced an offensive man, and I was hastily banished from the land. Never got to finish my studies, but the man that saw my talent said I could develop it to its maximum expression. I couldn't understand it that day, but afterwards, I understood very clearly.

KC: Then what? We've all heard of your famous assaults against Lhazaarite seamen, which are as savage as the beasts that inhabit them...

Hd'L: Well, to beat a savage...well, you either confound him, outsmart him or crush him with your heel. Perhaps not the most elegant, but the first two are often considered cheats, with the third almost universally recognized.

My old master was a former tribal chief turned deserter general of the Brelish forces after the Eldeen Reaches separated...

KC: But wasn't that...?

Hd'L: Fifty, sixty years ago? It was a long time, but you probably have seen people that live hundreds of years; that's not unusual. Besides, it was a long time ago, so you shouldn't be scared.

KC: T-true. Proceed.

Hd'L: Now, his fighting style was quite amazing! He evoked the ferocity of the beasts within him, bathing in the blood of his opponents until satiated, but he learned his leadership skills in one of the finest schools in all Khorvaire.

KC: Rekkenmark?

Hd'L: ...Second best, then...

KC: Then you mean--?

Hd'L: Let's just say he was well trained in the school of "experience" and cut the chat a bit, shall we? In any case, I learned very well the art of leading troops for victory, namely in opening opportunities against my enemies and keeping concentration whenever...things got rough... But I didn't pay much attention to leadership tactics; I fell in love with the brutal and yet so refined style of swordsmanship that secured victory at all costs, that I absorbed as much as I could from his teachings. I was no longer a duelist, but his teachings were certainly a defining moment for me.

KC: So you claim that you were undecided on your youth. When, then, you decided to embrace the seas as yours?

Hd'L: The skies, you mean. Seas...well, there's an old Lhazaar saying that goes "the seas, they be callin'", whenever the day is clear and you feel that you need to do something other than stay there, counting your money or hearing about the bloodshed for a lost nation...

KC: You mean the day of Mourning, have you?

Hd'L: Nay, I refer to old Galifar. I feel that only humans are interested in those old scores; I only feel worse when I realize just how much my family and my house got into the boom of war. I was intoxicated by that feeling, so I decided that I had to move away. And, as the Lhazaar said, the seas were calling for me.

KC: And that is when you first reached Lhazaar, right?

Hd'L: I actively asked for that when I returned to my father's home...returning, of course, because I wasn't willing to enlist in the forces. He said; "either you get into the War or you get into the business, but I won't support any more of your banalities!" The first few moments holding the reins of a galleon between cities were dull for me, to be precise.

KC: Dull? The war...dull?

Hd'L: Yes, you see...we were going on safe routes, far from the action, and often well protected by military forces. There was little to no action, and whatever happened was swiftly solved by the soldiers, so it was actually quite dull. Not that I enjoyed the slaughter of thousands of people each day, but there was that...I'd say, that worm, which bit into me asking, yearning for something else.

KC: Then you went into the Principalities, right?

Hd'L: Exactly. As you know, House Lyrandar has had a terrible time trying to establish business opportunities on the area, largely because of the internal strife, and particularly because of Prince Brightwind.

KC: The Lyrandar excoriate turned prince, am I correct?

Hd'L: Excoriate? Such a fancy word...there's a bounty for his head, but when you see unnatural storms brewing, I think you may realize why so many people seem to dislike him.

KC: Including you, I presume?

Hd'L: As I was saying...

KC: Very well, very well, I get your point, let's continue... What made you go into Lhazaar; you haven't said why...?

Hd'L: I was going there! House Lyrandar traditionally has had bad relationships with the principalities, so any advance would be fruitful to the interests. I, personally, saw it as an escape from war, as what little stories I had heard from it spoke of untold riches, and legends galore. Who would have imagined that I would have preceded the world's outlook on that!

A Ruler of Sea and Sky
KC: Certainly, you did! The audience is hungry for new adventurers, the next heroes of this era! ...But, enough with introductions. How did you become known as a Pirate Lord? Lyrandar is not known for holding pirates...

Hd'L: You know how so many people speak of pirates and immediately associate them with criminals? That's not entirely the case. There are six or seven kinds of seamen: sailors, marines, pirates, buccaneers, corsairs, privateers, and those who drown (laughs). I prefer the term "privateer", if only because what I do is quite different from what others do. But, as you may know, people don't associate that, and think that pirates, corsairs, buccaneers and privateers are all and the same.

KC: Wait, isn't they the same?

No. You see: pirates plunder and steal; have you heard of me stealing things?

KC: Actually...

Hd'L: I do some...reclaiming, if you wish to call it that way. It's always for a good measure: a cargo stolen from a big city, I reclaim the cargo, say it's a favor from House Lyrandar and that next time they should use our services...I do more service for the House in Lhazaar than what Orien could do in all of Khorvaire... (laughs).

KC: But that reputation... Oh well. Say...how did you got that fancy ship of yours?

Hd'L: Ah, you mean the good ol' Flying Dolphin? Ah, it's a long story, actually. One of the finest Lyrandar airships, made to traverse the sea and the sky with equal ease. Finest soarwood, finest binding arts, finest design...

KC: And the method of acquisition was also the finest?

Hd'L: Yes, yes! The finest method of acquisition: a reward for years of service!

KC: I had heard from a few people that you're borrowing the ship from Lyrandar...

Hd'L: Again, rumors. I thought you would be better than that, Mr. Norrin...

KC: The audience and the readers wish to know.

Hd'L: All for the truth, aye? Well...being a scion has its benefits, but certainly I have a responsibility with the Dolphin. Not because the House would be angry over it, but because it's an old friend of mine. I've learned a bit of the language of the water; it is quite poetic, sounds like sea waves. Have you heard about it?

KC: As I've heard a lot of things.

Hd'L:Very useful, actually. It helps me speak with the ship, actually. A very nice lady, I'd say.

KC: What is the adventure you remember most clearly?

Hd'L: There are many. Quite many. All of them start with storms...you know. Thunderbolts and lightning. Very very frightening me.

KC: Galileo.

Hd'L: Galileo.

KC: Galileo.

Hd'L: Galileo.

KC: Galileo, Figaro, Magnifico! ...Wait, why I am singing the verses of the Aundairian Rhapsody?

Hd'L: It always happens. It's like a dwarf I met; had a dragon and everything. But that would be a bit too far.

So...adventures, adventures... Yes, the ones I hold dear include the maiden voyage of the Flying Dolphin, braving the Tempest Isle and looking for the treasure of Twinhook. Ah, it was amazing, and the amount of treasure I found! Doubloons, old Galifar documents, priceless jewels! And what it took to get that to the ship; the look on the sea-trolls' eyes when they saw the ship get aloft, and my command of the winds sending them outwards...

Then there's the pursuit of an escapee from Dreadhold--

KC: An escapee from Dreadhold? I thought that impossible!

Hd'L: Impossible, of course not; unheard of, now that's the word. One of the princes got ahold of a dangerous magician sent into the spell-warded walls of the hold. It was a spectacular escape, and he put his arcane arts to good use. He whipped the seas into a furious maelstrom, but he never counted that we would lift into the air and strike from above! All that moment, they thought I was going on a very fancy sea ship, then the ship starts to float and go above them... I recalled the House was angry at my actions, but I clearly spoke to them and mentioned that if I left someone that had escaped from a seemingly impregnable fortress, how would they expect to deal with the barons? It caused a bit of problems, but the in-fighting balanced that out; in the end, it was better that the magician was held on Dreadhold instead of having the Last War all over our noses once again.

KC: Impressive! Tell us, what else?

Hd'L: Perhaps I could speak of my exploits against the dreaded cult of Vol, but perhaps some of your readers may feel insulted by that. While I do recommend abandoning such a cult--

KC: I appreciate your interest in our readers, but I think you were delving a bit too far exactly on what you tried to prevent.

Hd'L: True. Most adventures of mine, however, usually start as missions for my House; did you know that the Emerald Claw has a strong presence in the area, but not enough success?

KC: Why, certainly! They are a plague upon the land of Khorvaire...

Hd'L: But the Lhazaar Principalities, despite the leading faith, haven't granted them a strong foothold. You may argue that to competition, but the fact is they are scared of the seafarers in this area, which are as every bit as ferocious as them. Of course, when they think that the easiest way is to assault a Lyrandar galleon or airship, they make their worst mistake.

KC: I reckon because of you, right?

Hd'L: Not really. All Lyrandar ships are safe to travel; it just happens that the Dolphin is my little secret, so the Order is scared of ending on my boat. Given more than a fair warning to them, so you may realize they are a bit intimidated about that.

KC: Wonderful! Still, do you think it's proper...

Hd'L: ...to give such promotion to my House? Well, it's natural, but for all readers; your chances of safety are proportional to my proximity. Modesty aside.

KC: Yes...quite modest, I must say, I've heard that you sometimes let your passengers engage in battle, or so I've heard.

Hd'L: Have I? Oh, certainly; it just happens that such passengers are fellow adventurers looking for something to do in the Principalities, and they make a good helping hand on some of the most difficult trips. I prefer fighting with a large group, but I'm fiercely protective of my crew and passengers; if they are ill suited for battle, I request of them to remain on their rooms, but if they have a strong hand, I am more than happy to receive their aid. Usually they ask for a reduced cost, to which I oblige--

KC: Doesn't that affect your profits?

Hd'L: As you've heard before from my words, I do some rescue operations of my own, which end up a bit more fruitful than mere courier service. The House appreciates my stay on the Principalities, given that I have provided a strong House presence on the area. Serving as a courier, or a cargo transport, is merely part of the services I offer to the House, and in exchange I get more liberty on my actions. Otherwise, I wouldn't be here, am I right?

KC: Why...certainly! I see you have a rare work ethic, never letting your adventuring urges halt your service to the House.

Hd'L: In fact, some of the best adventuring opportunities are found while assisting people in transportation. I fondly remember a series of adventures I had in the Principalities with a fine group of fellows, whom named themselves the Thrillseekers. Sir Lyon, Jehanna, and also to magus Palgo; many thanks for the thrills!

KC: Ah, the magus Palgo! I reckon he does investigation work on Korranberg as of late! Still: we've heard of your adventures, which are indeed many to behold. Now, what are your thoughts on the Principalities?

Hd'L Well--

KC: Specifically on the Princes.

Hd'L: I'm quite fond of Prince Lorrister. He has a noble goal towards the improvement of the Principalities, and has been a great aid when things get rough; I usually repay him the same. Prince Rygar is a man with a vision, but perhaps a vision too skewed; he intends to revive the old Galifar from the Principalities, but one thing is to bind warring nations, and another to bind warring factions. Q'barra has a better chance to revive old Galifar, in my opinion. And I must admit; while Regalport is a wonderful place, my kind of place is Port Verge. Business flourishes in that place, and it's quite safe even though some of the pirates are rather cunning. The safest place is the Lyrandar enclave, obviously.

KC: I see...there are more Princes, however.

Hd'L: And if I had something worthwhile to say about them, I would have said something. Let's...leave it at that. Especially when I have already mentioned something about them.

KC: Oh, right; you did speak of--

Hd'L: Could we please speak of another topic?

How a Lyrandar seaman does his job
KC: I am sure most readers will be eager to know; how do you do all those flourishing moves you are capable of doing? What is your secret?

Hd'L: It may be a little difficult, but perhaps I can provide you with some pointers? For example...

Starting ability scores (32 pt. buy): Str 14, Dex 14, Con 14, Int 14, Wis 8, Cha 16
Ability Score Increases per Character Level: 4th – Strength; 8th – Strength; 12th – Dexterity; 16th – Charisma; 20th – Charisma
{table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features
1st|Bard 1|+0|
+0|
+2|
+2|Appraise 4 ranks, Balance 4 ranks, Bluff 4 ranks, Jump 4 ranks, Perform 4 ranks, Profession (sailor) 4 ranks, Swim 4 ranks, Tumble 4 ranks|Least Dragonmark of Storm (gust of wind)|Bardic Music (countersong, fascinate, inspire courage), Lore Song

2nd|Bard 2|+1|+0|
+3|
+3|Appraise +1, Balance 1 rank, Bluff +1, Jump +1, Perform +1, Profession (sailor) +1, Swim +1, Tumble +1| |

3rd|Bard 3|+2|
+1|
+3|
+3| Appraise +1, Balance +1, Bluff +1, Jump+1, Perform +1, Profession (sailor) +1, Swim +1, Tumble +1|Quick Draw|Inspire Competence

4th|Warblade 1|+3|
+3|
+3|
+3| Appraise +1 (CC), Balance +1, Jump +1, Swim +1, Tumble +1||Battle Ardor (Reflex saves)

5th|Warblade 2|+4|
+4|
+3|
+3| Appraise +1 (CC), Balance +1, Jump +1, Swim +1, Tumble +1 | | Uncanny Dodge

6th|Storm Sentry 1|+5|
+6|
+5|
+3| Balance +1, Jump +1, Swim +1, Tumble +1, Use Rope 2 ranks|Weapon Finesse|Heir’s Mark, Improved Gust, Wind’s Embrace

7th|Storm Sentry 2|+6/+1|
+7|
+6|
+3 | Balance +1, Jump +1, Swim +1, Tumble +1, Use Rope +2| |Lyrandar’s Shield, Powerful Winds

8th|Dread Pirate 1|+7/+2|
+7|
+8|
+3 |Balance +1, Climb 2 ranks, Jump +1, Perform +1, Tumble +1; Twisted Charge (skill trick)|Two-Weapon Fighting|Seamanship

9th|Dread Pirate 2 |+8/+3|
+7|
+9|
+3 | Balance +1, Climb +2, Jump +1, Perform +1, Tumble +1; Extreme Leap (skill trick)|Lesser Mark of Storm (Sleet Storm)| Fearsome Reputation +2

10th|Dread Pirate 3|+9/+4[|
+8|
+9|
+4| Balance +1, Climb +2, Jump +1, Perform +1, Tumble +1; Leaping Climber (skill trick)|||Rally the Crew +1 (1/day)

11th|Dread Pirate 4|+10/+5|
+8|
+10|
+4 | Balance +1, Bluff +1, Climb +2, Diplomacy 2 ranks, Jump +1, Tumble +1| |Acrobatic Charge, Steady Stance

12th|Dread Pirate 5|+11/+6/+1|
+8|
+10|
+4 | Balance +1, Bluff +1, Climb +2, Diplomacy +2, Jump +1, Tumble +1|Song of the White Raven|Luck of the Wind

13th|Dread Pirate 6|+12/+7/+2|
+9|
+11|
+5| Balance +1, Bluff +1, Climb +2, Diplomacy +2, Jump +1, Tumble +1| |Fearsome Reputation +4

14th|Dread Pirate 7|+13/+8/+3|
+9|
+11|
+5 | Balance +1, Bluff +1, Climb +2, Diplomacy +2, Jump +1, Tumble +1 |Rally the Crew +2 (2/day)

15th|Warblade 3|+14/+9/+4|
+9|
+12|
+6 | Balance +1, Bluff +1, Climb +1, Diplomacy +1, Jump +1, Tumble +1|Improved Two-Weapon Fighting|Battle Ardor (critical confirmation)

16th|Dread Pirate 8|+15/+10/+5|
+9|
+13|
+6| Balance +1, Bluff +1, Climb +2, Diplomacy +2, Jump +1, Tumble +1| |Skill Mastery

17th|Dread Pirate 9|+16/+11/+6/+1|
+10|
+13|
+7|Balance +1, Bluff +1, Climb +2, Diplomacy +2, Jump +1, Tumble +1||Fight to the Death

18th|Warblade 4|+17/+12/+7/+2|
+7|
+14|
+5| Balance +1, Bluff +1, Climb +1, Diplomacy +1, Jump +1, Tumble +1|Combat Expertise|

19th|Dread Pirate 10|+18/+13/+8/+3|
+7|
+15|
+6| Balance +1, Bluff +1, Climb +1, Diplomacy +1, Jump +1, Tumble +1; Social Recovery (skill trick)| |Fearsome Reputation +6, Pirate King

20th|Warblade 5|+19/+14/+9/+4|
+8|
+15|
+6| Balance +1, Bluff +1, Climb +1, Diplomacy +1, Jump +1, Tumble +1|White Raven Defense| [/table]

Hd'L: ...and then I end up with a commanding talent to ensure the defense of people.

KC: Impressive. Mind telling about what a "sentry of the storms" does? It's rare to hear about them.

Hd'L: Storm sentries are some of the most skilled Lyrandar warriors there are. While we pride on safety in travel, certainly you might find occasions where the Mark's powers could be slightly more beneficial. In this situation, creating a shield of wind that repels attacks while you charge, or unleashing your might upon a hapless bystander long enough to drop him out of the ship shows a distinctive skill in using the powers of the Mark of Storms.

KC: Now, what can you speak of your favorite combat techniques?

Hd'L: First, I believe I must speak about what some of these techniques consist of. For example...
{table=head]Character Level|Initiator Level|Maneuvers Known|Maneuvers Readied|Stances Known|Maneuvers or Stances Learned
1st-3rd|-|-|-|-|
4th|2nd|3|3|1|Douse the Flames, Leading the Attack, Sudden Leap*; Blood in the Water (stance)
5th|3rd|+1|-|-
6th|4th|-|-|-|-
7th|4th|-|-|-|-
8th|5th|-|-|-|-
9th|5th|-|-|-|-
10th|6th|-|-|-|-
11th|6th|-|-|-|-
12th|7th|-|-|-|-
13th|7th|-|-|-|-
14th|8th|-|-|-|-
15th|9th|+1|-|-|Pouncing Charge*
16th|9th|-|-|-|-
17th|10th|-|-|-|-
18th|11th|-|+1|+1|Douse the Flames->Flanking Maneuver*; Tactics of the Wolf (stance)
19th|11th|-|-|-|-
20th|12th|+1|-|-|Dancing Mongoose*[/table]
*: Readied maneuver


Hd'L: ...but my favorite is definitely where I unleash a full barrage of attacks on a single opponent as I move. A two-weapon fighting style certainly helps.

KC: What other things you do aside from fighting well? I reckon you mention you are a wonderful orator, but what else?

Hd'L: Amongst my many talents, I have...
Skills at 20th level
Appraise +10, Balance +27*, Bluff +20, Climb +24*, Diplomacy +28**, Jump +29, Perform (oratory) +13, Profession (sailor) +17***, Swim +7, Tumble +27, Use Rope +6
Note: includes skill synergies (Balance +2, Diplomacy +2, Jump +2, Tumble +2)
*:+10 whenever Steady Stance applies
**: Includes Fearsome Reputation bonus
***: Includes Seamanship bonus
Skill Tricks: Extreme Leap, Leaping Climber, Social Recovery, Twisting Charge

Hd'L: ...and I can do some mean knots. That should fill all the talents.

KC: I also heard you had a slight hint of magical talent aside from your Dragonmark, no?

Hd'L: Mostly tricks I learned while on the conservatory. Amongst those, I have...
Spells per day/Spells Known
{table=head]Level|0lvl|1st

1st|2/4|-

2nd|3/5|0/2

3rd-20th|3/6|1/3[/table]

Spells Known:
0—detect magic, minor disguise, prestidigitation, resistance, songbird, summon instrument
1st—expedious retreat, grease, inspirational boost[/table]

Hd'L: ...and a small chanting I do before I seek to inspire my crew. I find they are mostly parlor tricks, but they have their utility. You see, covering a certain part of the body, or the ship, with grease is a handy tool to have, and I don't know just how many times being slightly more resistant to magic and the environment has saved my life.

KC: Now that you have explained most of your talents...how do you use them? I believe that's the main thing our readers want to know...

Hd'L: And my enemies! But fear not; I have ways to take enemies unaware. For example...
...my preferred tactic is to start with a simple preparation. Nothing beats being prepared with a simple yet effective speech, but sometimes I have to rally my crew into battle, when things get rough. My speech seeks to inspire courage on them, and on any allies I have around. I see the change when I do so; they fight better, they land more hits and they deal deeper wounds overall.

Afterwards, I gauge the most dangerous enemy, and I leap to their pursuit. Weapons drawn, and sometimes making a sharp turn to land on their destination, I unleash a barrage of attacks with my two weapons, attempting to cause as much damage as I can with my attacks. You can notice I'm quite strong, so I use that and the courage I draw from my own speech to strike them down in one charge. While it may seem a bit cruel, I tend to use a variety of weapons: rapier, longswords, and even those inward-curved knives...what do they call them, kukris? The idea is that I get into the mindset my master once taught me, in order to draw greater strength from deeper wounds, and improving my fighting capabilities alongside that.

However, when there are many able warriors alongside me, I change my tactics a bit. I seek flanking opportunities with them, seeking to lead them into the right areas to cause the maximum impact with our attacks. At times, I combine that advice with a move which hinders their defensive capabilities, allowing all allies fighting alongside me to land an extra strike.

Still: while it's slightly delayed, I always seek to deal the bloodiest wound whenever possible. Whether it is with assistance of my crew or fighting on my own, I seek to take advantage of deeper wounds. At times, I have to place more effort and land a much larger barrage of strikes every now and then. It's a simple, yet effective tactic: the more hits I land on my enemies, the better.

Other tactics I have rely on using the powers of my Mark judiciously. They can be used well for offense or defense, whether I form a shield of wind that protects just as well, if not better than a shield of wood or steel, or use my powers to ram boarders with strong bursts of wind. At times, I can feel my power surge and summon a rainstorm that causes the area where I fight to become slippery; since I can take advantage of moving without much trouble thanks to my acrobatic skills, I use it as a way to strike them while they are prone, where I have a distinctive advantage. However, creating a temporary shield in battle is quite probably my best defense, coupled with an improved tactic to fight defensively. Whenever I fight with a crew, I tend to draw my longsword to improve my defenses and their defenses as well.

Yet, it is when things get truly rough that I make a fearsome rally. I find my crew becomes more enduring whenever I rally them into battle, as well as more effective. The care I grant to my crew has caused them to fight for me even if their wounds are just too much; it is sad when I lose a member of my crew due to terrible wounds, but that only aids to unleash my ferocity upon the enemy in a way they will never forget.

I find, actually, that my talents at acrobatics aid quite a lot. I move upon my ship with great agility; I get so used to it, I can move a good forty feet at times out of a single leap, surprising a faraway enemy who thinks he's safe. At other times, even with a slippery surface, I can charge against an enemy in such a way that I can reach them despite the distance, with a clever turn. I leap, climb and roll my way into my enemies, covering as much distance as possible (and charging, if precise).

Translation: Halavin starts with Inspire Courage (preferably boosted with Inspirational Boost) or Rally the Crew, depending on how serious the situation may be. Then, he applies two tactics depending if he's the sole melee or has large melee assistance, such as when his followers fight alongside him.

The first tactic, if alone, is to use Blood in the Water, alongside 18-20 weapons such as rapier and kukris, and then dash with Pouncing Charge while using Two-Weapon Fighting. Generally, he does this in order to catch as many critical hits as possible; being a Warblade, he can recharge his attack with a simple flourish or melee strike, so he can do this every two or three turns. If necessary, he unleashes Dancing Mongoose to land two extra hits with his two weapons.

The other, if surrounded with melee allies or followers, is to combine Tactics of the Wolf with Flanking Maneuver to add half his initiator level to damage and allowing several attacks against a single target; again, being a Warblade allows him to use this maneuver every two or three turns, which means he can drop an enemy reliably.

Movement is rarely a restriction, given his mobility options. Sudden Leap, combined with skill mastery in Jump and his large skill check modifier allows him to leap up to 30 feet in a single move, and sometimes even 40 feet; again, since he is a Warblade, he can recharge this maneuver every two or three turns, which allows him to move quite fast around the battlefield by using jumps. His charge is quite rare, as he can use Balance, Jump or Tumble checks as part of his charge, which can be applied while using Pouncing Charge. The third benefit is using Twisting Charge alongside Acrobatic Charge and Pouncing Charge to enable charging from difficult situations (such as difficult terrain or insufficient distance to charge), although this move can only be used once per encounter and limits him to his total land speed.

Defensively, he applies Combat Expertise alongside consuming one of his Least Dragonmark daily uses to activate the Shield spell (which lasts for about 8 rounds), and at times applying White Raven Defense to add one more point of AC: combined with Medium Armor and his decent Dexterity bonus, Halavin can reach upwards of 30 AC with little effort, meaning he has a great defensive capability. His Will save is stunted by low Will saving throws, but he has some respite from his Resistance cantrip and the Inspire Courage/Rally the Crew bonuses).

KC: I've heard you espouse a belief in not relying much on enchanted weapons and items, aside from your vessel of course. While you claim them as useful tools, you seek to use mundane weapons at times. Do you have any items you'd prefer to use, perhaps treasures you've found or items you've bought...

Hd'L: ...or maybe rewards for a good work, or even a tax whenever I rescue lost cargo...

KC: ...yes, that kind of thing. So, do you have any?

Hd'L: Well... Certainly, I do prefer...
Keen Weapons: With the lack of Improved Critical, landing critical hits may cause some trouble. This allows rapiers and kukris to reach 15-20, nearly doubling the utility of Blood in the Water
Boots of Speed: Haste for 10 rounds works wonders, especially to land an extra hit and to increase the utility of the Pouncing Charge + Acrobatic Charge + Tumbling Charge maneuver. It also nearly doubles his movement, and adds a sizeable bonus to his Sudden Leap with the bonus to Jump checks granted from movement.
Bloodfeeding and Collision weapon enhancements: Collision grants a decent increase in damage, while Bloodfeeding adds a burst amount of damage. Both are increased with critical hits, good whenever crit-fishing.
Gloves of Dexterity/Cloak of Charisma/Belt of Giant Strength: It requires little explanation. This would increase (at 20th level) Strength up to 22, Dexterity up to 21 and Charisma to a whopping 24.
Vest of Legends: +5 to Diplomacy and treat yourself as a Bard 5 levels higher. This allows Inspire Courage to reach a +2 bonus faster than usual, although the benefits stop at around 20th level when you gain the benefit naturally (however, with the effective bard level being 13th, one more level of Bard or Warblade would imply having a +3 bonus in IC.
Regalia of the Hero: A great boon to the character, although it tends to work better for marshals instead of bards. Badge of Valor grants a boost to Inspire Courage, which frees uses of spell slots for Inspiration; Helm of Tactics stacks with Tactics of the Wolf and opens flanking options, and Horn of Resilience works in tandem with Fight to the Death to provide even greater resilience.
Wands and Scrolls: Albeit only having a caster level of 3, the fact that being a Bard opens up a great deal of useful spells is more than worthwhile. Most 2nd level spells (such as Blur or Mirror Image) have a caster level of 5, which means he may use wands freely or scrolls with a 90% chance of success. Most 3rd level spells (specifically Haste) have a minimum CL of 7, which allows for 80% success when using scrolls.

Hd'L: Still, finding such treasures is a stroke of luck. I could wield a magnificent blade, capable of striking true quite often, or I could get...a lump of coal that burns for days instead of hours. It's a gamble, and one that might not be successful, unlike your own skills. So, if I have them, then it's good.

KC: You do have an enchanted vehicle, however...

Hd'L: True, and it has given me a much greater utility than an enchanted weapon or artifact, in any case. It also costs whenever I have to repair it, or even provide my crew with food and fresh water.

KC: So...how did you met your crew, anyways? That's an interesting story. In fact, what is the utility of your crew?

Hd'L: Utility is such a harsh word. They are friends, they are almost family. Much as I wouldn't place passengers in deadly situations unless I could solve that on my own, I wouldn't make my crew face situations in which they may perish unless I have a way to deal with it. However, they are quite useful in combat, as I can rally them into victory. Besides, for all my talent as a sailor of sea and sky, and how fast I may move, I have but two arms and two legs, no?

KC: To finish, what would you wish to tell to the readers of the Chronicle?

Hd'L: That there's nothing better than to experience things firsthand.

--

And with this, we wrap up yet another interview with the people that shape the present Khorvaire. Await us next time, where we'll speak with another fearsome pirate lord of the Lhazaar Principalities. See you next time!

--

The following interview was done with the help of the following resources:
Complete Adventurer (Dread Pirate), Tome of Battle: the Book of Nine Swords (Warblade, maneuvers, Song of the White Raven and White Raven Defense feats), Dragonmarked (Storm Sentry), Eberron Campaign Setting (Lesser Dragonmark and Least Dragonmark feats), Complete Scoundrel (skill tricks), Dungeonscape (Lore Song class feature), Magic Item Compendium, Dungeon Master's Guide II (some magic items), Player's Guide to Eberron, Races of the Wild (fluff), SRD (Bard, feats, rules)

true_shinken
2011-03-22, 08:18 PM
Take me out to the black
Tell them I ain't comin' back
Burn the land and boil the sea
You can't take the sky from me



Here’s one. Served on a plate of extra awesome.

captain Vincent Alzey d’Lyrandar

A hundred o’gold says, that my ship would be at Stormhome before you can find a mage with the teleport. Deal?
CG male half-elf bard 5/ Rogue 2 (Martial, Mimic)/windwright captain 4/honorable dread pirate 9
Stats at 1st level: STR 10 DEX 16 CON 12 INT 14 WIS 12 CHA 14
Stats at 20th level (pre-items) STR 10 DEX 19 CON 12 INT 16 WIS 12 CHA 14
First two bumps to int, then dex

Vincent Alzey d’Lyrandar
{table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

1st|Beguiler|
+0|
+0|
+0|
+2| Profession (sailor)+4, Use Magic Device+4, Diplomacy+4, Appraise+4, Balance+4, Bluff+4, Search+4, Concentration+4|Least Dragonmark of Storm (fog cloud)|Armored mage, Trapfinding

2nd|Beguiler|
+0|
+0|
+0|
+3| Profession (sailor)+5, Use Magic Device+5, Diplomacy+5, Appraise+5, Balance+5, Bluff+5, Search+5, Concentration+5| |Cloaked casting (+1 DC), Surprise casting

3rd|Rogue|
+1|
+0|
+2|
+3| Profession (sailor)+6, Use Magic Device+6, Diplomacy+5, Appraise+5, Balance+5, Bluff+5, Search+5, Concentration+5, Use rope+4, Swim+4|Skilll focus: Diplomacy, Weapon finesse(bonus)|Mimic

4th|Rogue|
+2|
+0|
+3|
+3| Profession (sailor)+7, Use Magic Device+7, Diplomacy+6, Appraise+6, Balance+6, Bluff+6, Search+6, Concentration+6, Use rope+4, Swim+4, Tumble+2|Quick draw(bonus)|Evasion

5th|Beguiler|
+3|
+1|
+4|
+3| Profession (sailor)+8, Use Magic Device+8, Diplomacy+7, Appraise+7, Balance+7, Bluff+7, Search+7, Concentration+7, Use rope+4, Swim+4, Tumble+2||Advanced learning

6th|Beguiler|
+4|
+1|
+4|
+4| Profession (sailor)+9, Use Magic Device+9, Diplomacy+7, Appraise+7, Balance+7, Bluff+7, Search+7, Concentration+7, Use rope+4, Swim+4, Tumble+2|Lesser Dragonmark of Storm(Wind’s favor)|

7th|Beguiler|
+4|
+1|
+4|
+4| Profession (sailor)+10, Use Magic Device+10, Diplomacy+8, Appraise+8, Balance+8, Bluff+8, Search+8, Concentration+8, Use rope+4, Swim+4, Tumble+2||Silent spell

8th|Windwright captain|
+4|
+1|
+6|
+6| Profession (sailor)+11, Use Magic Device+11, Diplomacy+9, Appraise+8, Balance+9, Bluff+9, Search+8, Concentration+9, Use rope+4, Swim+4, Tumble+5||Dragonmark control, Master pilot, Shipboard Fighter

9th| Windwright captain |
+5|
+1|
+7|
+7| Profession (sailor)+12, Use Magic Device+12, Diplomacy+10, Appraise+8, Balance+10, Bluff+10, Search+8, Concentration+10, Use rope+4, Swim+4, Tumble+8|Greater Dragonmark of Storm (Control winds)|Acquire ship, uncanny dodge

10th| Windwright captain |
+6/+1|
+2|
+7|
+7x| Profession (sailor)+13, Use Magic Device+13, Diplomacy+10, Appraise+8, Balance+10, Bluff+10, Search+8, Concentration+10, Use rope+4, Swim+4, Tumble+11||Rebuke elementals

11th| Windwright captain |
+7/+2|
+2|
+8|
+8| Profession (sailor)+14, Use Magic Device+14, Diplomacy+11, Appraise+8, Balance+11, Bluff+11, Search+8, Concentration+11, Use rope+4, Swim+4, Tumble+12||Lesser shipbond Skilltrick: Nimble Charge

12th|Dread Pirate|
+8/+3|
+2|
+10|
+8| Profession (sailor)+15, Use Magic Device+14, Diplomacy+13, Appraise+8, Balance+12, Bluff+12, Search+8, Concentration+11, Use rope+4, Swim+4, Tumble+14,|Arcane strike|Seamanship, Two-weapon fighting. Skilltrick: Acrobatic Backstab

13th| Dread Pirate |
+9/+4|
+2|
+11|
+8| Profession (sailor)+16, Use Magic Device+14, Diplomacy+16, Appraise+8, Balance+13, Bluff+13, Search+8, Concentration+11, Use rope+4, Swim+4, Tumble+15||Fearsome reputation+2. Skilltrick: Social Recovery

14th| Dread Pirate |
+10/+5|
+3|
+11|
+9| Profession (sailor)+17, Use Magic Device+14, Diplomacy+17, Appraise+8, Balance+17, Bluff+14, Search+8, Concentration+11, Use rope+4, Swim+4, Tumble+17||Rally the crew+1 (1/day)

15th| Dread Pirate |
+11/+6/+1|
+3|
+12|
+9| Profession (sailor)+18, Use Magic Device+14, Diplomacy+18, Appraise+8, Balance+18, Bluff+18, Search+8, Concentration+11, Use rope+5, Swim+4, Tumble+18|Sociable Personality|Acrobatic charge, Steady stance

16th| Dread Pirate |
+12/+7/+2|
+3|
+12|
+9| Profession (sailor)+19, Use Magic Device+14, Diplomacy+19, Appraise+8, Balance+19, Bluff+19, Search+8, Concentration+11, Use rope+4, Swim+4, Tumble+19, Spot+4||Luck of the Wind

17th| Dread Pirate |
+13/+8/+3|
+4|
+13|
+10| Profession (sailor)+20, Use Magic Device+14, Diplomacy+20, Appraise+8, Balance+20, Bluff+20, Search+8, Concentration+11, Use rope+4, Swim+4, Tumble+20, Spot+8||Fearsome reputation+4

18th| Dread Pirate |
+14/+9/+4|
+4|
+13|
+10| Profession (sailor)+21, Use Magic Device+14, Diplomacy+21, Appraise+8, Balance+21, Bluff+21, Search+8, Concentration+11, Use rope+4, Swim+4, Tumble+21, Spot+12|Dragonmark Visionary(storm touch)|Rally the crew+2 (2/day)

19th| Dread Pirate |
+15/+10/+5|
+4|
+14|
+10| Profession (sailor)+22, Use Magic Device+14, Diplomacy+22, Appraise+8, Balance+22, Bluff+22, Search+8, Concentration+11, Use rope+4, Swim+4, Tumble+22, Spot+14||Skill Mastery Skilltrick: Spot the weak point

20th| Dread Pirate |
+16/+11/+6/+1|
+5|
+14|
+11| Profession (sailor)+23, Use Magic Device+14, Diplomacy+23, Appraise+8, Balance+23, Bluff+23, Search+8, Concentration+11, Use rope+4, Swim+4, Tumble+23, Spot+18||Fight to the death[/table]

Spells per day
{table=head]Level|0lvl|1st|2nd|3rd
1st|5|3|-|-|-|-|-|-|-|-

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

3rd|6|4|-|-|-|-|-|-|-|-

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

5th|6|5|-|-|-|-|-|-|-|-

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

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

8th|6|6|5|3|-|-|-|-|-|-

9th|6|6|5|3|-|-|-|-|-|-

10th|6|6|6|4|-|-|-|-|-|-
[/table]

Build level by level

Level 5:
Your standard sneaky salad. Good for doing social work, rogue-ish classfeatures such as trapfinding and antiquarian for utility, skills for the skillmonkey and some spells for the topping. Note, that Vincent has two sources of trapfinding, so he trades rogue’s one for extra feature. Also, Evasion – never leave home without it

Level 10:
Hurricane. Here. Now. With Greater Dragonmark of Storm his caster level for control winds is 13 (10 +3 for Windwright captain), that means 4 shifts. So hurricane, or even tornado in no time. Not bad for a sneaky-type. And here’s the plate. This dish is served on an Airship. Right, the elemental-powered manapunk wonder, worth 92k. Totally breaks the WBL, and provides fulfillment of “special” prerequisite to Dread Pirate. Also we have 3-rd level spells – we’ll need them later. Ah, and uncanny dodge – since we are restricted to light armor (read – mythril breastplate), that comes in handy. Rebuke elementals is cool, but highly situational – I recommend air – you will spend most of the time in air, after all

Level 12 (ta-dam).
Here is the first Dread Pirate level. I’m spotlighting it for one reason. Since now, the character is the best pilot in the realm, due to synergy between Master Pilot class feature of Windwright and Seamanship of the Dread Pirate. He’ll become even better, but this is where it starts. Also, I’m just a big fan of arcane strike. Now the spells will have their real use, because on that level, saves will be too great anyway.

Level 15
With fearsome reputation bonus, some rerolls and an armed telepathically-controlled airship right behind, diplomacy starts rocking. The character now fully assumes the role of party face. And he still have decent BAB, the great Acrobatic charge, augmented with Nimble charge skilltrick for extra flexibility, and some decent tricks in the sleeve

Level 20
More rerolls from Luck of the wind, more diplomacy from Master Fearsome Reputation, crew-buffing, some touch attack spell-likes from the Dragonmark Visionary, being able to fight while everybody makes Balance checks – all this, while maintaining good BAB, having ok skills, and being super-awesome at piloting his airship. Totally worth it.

Strategy and recommended items.
Beyond Dex and Cha statboosters you personally don’t need anything special. Be sure to purchase weapons for your ship, though. Other than that, just pick whatever you want to UMD.




The story so far
He was born for the skies. He, and every other young member of house Lyrandar. Vincent had to prove his worthiness from his youth – as a cremember on an airship, along with fellow Dragonmarked youngsters. The house needed only the best, and only the best had the opportunity to become a captain of the airship, ant thus, to prosper in the ranks of mighty Dragonmarked house. And Vincent Alzey wasn’t the best – too light-minded, too careless, and nearly not hard-working enough. But he had his own strengths – faith in his luck and hunch for playing on the other’s vehemence. He made bets. Any kind of bets, even the most unrealistic. And with a mix of luck and cold calculations, he won most of them. He made, won and lost hundreds of bets, but one day, he made a bet of his life with a high-ranked member of his house – Vincent betted, that with an old airship and a crew of volunteers he will catch the legendary pirate ship – the “Silverna”. The stakes was – the same old airship and acceptance in the Windwright Guild as a captain, or life-long personal servitude, of all involved volunteers. That day was the starting day, of the quickest career in house Lyrandar’s history.

Sources
Complete Adventurer
PHB 2
UA
Explorer’s Handbook
Complete Scoundrel
Dragonmarked
Exemplars of Evil
Races of Destiny

true_shinken
2011-03-22, 08:21 PM
FishmenMerfolk are ten times stronger than humans!
Nevermind. I've been paying too much attention to this guy (http://onepiece.wikia.com/wiki/Arlong).

Oltur Seadweller
Chaotic Good Dark Merfolk Rogue 1/Binder 2/Swashbuckler 3/Dread Pirate 10/Fortune´s Friend 2

{table=head]Level 1 (ECL 3)||Level 18 (ECL 20)|
ST 10 | IN 16 | ST 10 | IN 16

DE 18 | WI 12 | DE 22 | WI 12

CO 16 | CH 10 | CO 16 | CH 10
[/table]
Dexterity gets all four upgrades. (32 pb)

Sources
PHB(Rogue, Skills, Weapon Finesse, Quick Draw), DMG, Tome of Magic(Binder, Improved Binding, Dark creature template), Complete Warrior(Swashbuckler), MM(Merfolk), Complete Adventurer(Dread Pirate), Complete Scoundrel(Fortune´s Friend, Luck feats)

Level by Level

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

1st|LA(merfolk)|
+0|
+0|
+0|
+0|-|-|-

2nd|LA(dark)|
+0|
+0|
+0|
+0|-|-|-

3rd|Rogue 1|
+0|
+0|
+2|
+0|Appraise 6, Disable Device 6, Use Rope 4, Profession(sailor) 6, Swim 4, Tumble 6, Spot 6, Hide 6|Lucky Start|Trapfinding, Sneak Attack +1d6

4th|Binder 1|
+0|
+2|
+2|
+2|Bluff 2, Appraise 7(cc), Disable Device 6, Use Rope 4, Profession(sailor) 7, Swim 4, Tumble 6, Spot 6, Hide 6|-|soul binding

5th|Binder 2|
+1|
+3|
+2|
+3|Bluff 4, Appraise 8(cc), Disable Device 6, Use Rope 4, Profession(sailor) 8, Swim 4, Tumble 6, Spot 6, Hide 6|Improved Binding|Suppress Sign, Pact Augmentation

6th|Swashbuckler 1|
+2|
+5|
+2|
+3|Bluff 6, Appraise 8, Disable Device 6, Use Rope 4, Profession(sailor) 8, Swim 4, Tumble 6, Spot 6, Hide 6, Balance 5|Weapon Finesse(bonus)|-

7th|Swashbuckler 2|
+3|
+6|
+2|
+3|Bluff 8, Appraise 8, Disable Device 6, Use Rope 5, Profession(sailor) 8, Swim 8, Tumble 6, Spot 6, Hide 6, Balance 5|-|Grace +1

8th|Swashbuckler 3|
+4|
+6|
+3|
+4|Bluff 9, Appraise 8, Disable Device 6, Use Rope 5, Profession(sailor) 8, Swim 9, Tumble 6, Spot 6, Hide 6, Balance 5, Escape Artist 5|Quick Draw|Insightful Strike

9th|Dread Pirate 1|
+5|
+6|
+5|
+4|Bluff 10, Appraise 8, Disable Device 6, Use Rope 5, Profession(sailor) 8, Swim 10, Tumble 6, Spot 10, Hide 6, Balance 5, Escape Artist 5, Jump 3|-|Seamanship, Two-Weapon Fighting

10th|Dread Pirate 2|
+6|
+6|
+6|
+4|Bluff 11, Appraise 8, Disable Device 6, Use Rope 5, Profession(sailor) 8, Swim 11, Tumble 6, Spot 10, Hide 6, Balance 5, Escape Artist 5, Jump 7, Climb 3|-|Fearsome Reputation +2

11th|Dread Pirate 3|
+7|
+7|
+6|
+5|Bluff 12, Appraise 8, Disable Device 6, Use Rope 5, Profession(sailor) 8, Swim 12, Tumble 6, Spot 10, Hide 6, Balance 5, Escape Artist 5, Jump 10, Climb 7|Fortuitous Strike|Rally the Crew +1

12th|Dread Pirate 4|
+8|
+7|
+7|
+5|Bluff 13, Appraise 8, Disable Device 6, Use Rope 5, Profession(sailor) 8, Swim 13, Tumble 6, Spot 10, Hide 6, Balance 5, Escape Artist 5, Jump 10, Climb 10, Sense Motive 4|-|Acrobatic Charge, Steady Stance

13th|Dread Pirate 5|
+9|
+7|
+7|
+5|Bluff 14, Appraise 8, Disable Device 6, Use Rope 5, Profession(sailor) 9, Swim 14, Tumble 6, Spot 10, Hide 6, Balance 5, Escape Artist 5, Jump 10, Climb 10, Sense Motive 10|-|Luck of the Wind

14th|Dread Pirate 6|
+10|
+8|
+8|
+6|Bluff 15, Appraise 8, Disable Device 6, Use Rope 5, Profession(sailor) 11, Swim 15, Tumble 6, Spot 15, Hide 6, Balance 5, Escape Artist 5, Jump 10, Climb 10, Sense Motive 10|Unbelievable Luck|Fearsome Reputation +4

15th|Dread Pirate 7|
+11|
+8|
+8|
+6|Bluff 16, Appraise 8, Disable Device 6, Use Rope 5, Profession(sailor) 11, Swim 16, Tumble 6, Spot 16, Hide 6, Balance 5, Escape Artist 5, Jump 10, Climb 10, Sense Motive 10, Listen 6|-| Rally the Crew +2

16th|Dread Pirate 8|
+12|
+8|
+9|
+6|Bluff 17, Appraise 8, Disable Device 6, Use Rope 5, Profession(sailor) 11, Swim 17, Tumble 6, Spot 17, Hide 6, Balance 5, Escape Artist 5, Jump 10, Climb 10, Sense Motive 13, Listen 9|-|Skill Mastery

17th|Dread Pirate 9|
+13|
+9|
+9|
+7|Bluff 18, Appraise 8, Disable Device 6, Use Rope 5, Profession(sailor) 11, Swim 18, Tumble 6, Spot 18, Hide 6, Balance 5, Escape Artist 5, Jump 10, Climb 10, Sense Motive 16, Listen 12|Survivor´s Luck|Fight to the Death

18th|Dread Pirate 10|
+14|
+9|
+10|
+7|Bluff 19, Appraise 8, Disable Device 6, Use Rope 5, Profession(sailor) 11, Swim 19, Tumble 6, Spot 19, Hide 6, Balance 5, Escape Artist 5, Jump 10, Climb 10, Sense Motive 19, Listen 15|-|Fearsome Reputation +6, Pirate King

19th|Fortune´s Friend 1|
+14|
+9|
+12|
+7|Bluff 20, Appraise 8, Disable Device 6, Use Rope 5, Profession(sailor) 11, Swim 20, Tumble 6, Spot 20, Hide 15, Balance 5, Escape Artist 5, Jump 13, Climb 13, Sense Motive 19, Listen 15|-| Easy Luck, Extra Fortune, More Luck than Skill

20th|Fortune´s Friend 2|
+15|
+9|
+13|
+7|Bluff 23, Appraise 8, Disable Device 6, Use Rope 5, Profession(sailor) 11, Swim 23, Tumble 6, Spot 23, Hide 15, Balance 5, Escape Artist 5, Jump 13, Climb 13, Sense Motive 19, Listen 15|Tempting Fate(bonus),Advantageous Avoidence|-[/table]

Oltur Seadweller was born to a clan of merfolk, which soon realised that he was different. Blessed (or cursed) by some unknown being he was banished from his home as soon as he could take care of himself. Seeking new people to live with, he adopted a village of halfling fishermen (without them knowing, of course), helping them fish by guiding the fishes into their nets, but also playing jokes on them, by knotting their nets together, or helping beatiful fishes escape. During this time he lived in an underwater cave, where he found strang markings on the walls. Studying those he learned the art of pact making, but quickly lost interest into the development of his abilities.

Level 5

Oltur mostly tries not to engage anyone in combat and relies on his great speed and his hiding abilities to avoid contact with hostile beings. He has few hitpoints for his level, because of the level adjustment. Binding vestiges like Malphas and Naberius allows him to hide his identity and use extra skills to help those needing specific tasks done (crafting,....) or to scout for dangers in a wide area.

After being dicovered by some young halflings Oltur took a much more active role in the community and openly visited the village. Some time after that a near island was occupied by pirates, which began to raid the villages in the vicinity. Trying to help defend his friends Oltur began to practice his skill with the blade and soon led small attacks on unsuspecting pirate ships using his speed and mobility to surprise and escape. After some time he began to attack bigger targets, even seizing a ship, using it as a base of operations, while on a mission.

Level 10

Oltur slowly enhances his melee fighting ability, but still suffers from his low BAB. He now prefers to bind Paimon to improve his fighting ability, since one dance of death lets him nearly cross a small ship athwart. When surrounded he uses his whirlwind attack, but always tries to find a way to escape such a situation. His seamanship allows him to better guide his ship, but he rarely sees a use of his fearsome reputation.

Still trying to protect his friends and their village Oltur almost exclusively lived on his ship and hunted other pirates. Aquiring a small fortune for himself, his crew and his village he caught the eye of a famous halfling pirate, who wanted to test his abilities against those of the merfolk captain. Meeting him on the open sea, he quickly had to realise that Oltur was more powerful. He suurendered and has served as a trusted lieutenant and champion of the halfling people ever since.

Level 15

Having taken more levels of dread pirate Oltur now has aquired the luck of the wind ability, which gives him another reroll. He use the acrobatic charge to move quickly to other ships by jumping or swinging on a rope. The improvement to his rally the crew ability helps his crew in fights against other crews, while Oltur takes on the captain or kills as many enemies as possible. His luck feats start to improve his survivability.

Having become one of the most famous pirates known in his part of the world, Oltur now leaves his ship behind most of the time and approaches other pirates alone, only calling his crew, when he encounters serious resistance. The village he sometimes still visits has grown under his protection and is now one of the biggest trade harbours in the world.

Level 20

Oltur can now protect his crew better (fight to the death) and has started to take levels in the fortune´s friend PrC, which improves his luck feats. By now he will probably have items that improve his movement speed, so his dance of death can reach more enemies.

Final comments

-LA buy off would really help, since the LA hurts, especially at the beginning of Oltur´s live.
-Including some skill tricks like Point it Out, Spot the Weak Point or Quick Swimmer might improve Oltur further.
-There are really few classes that get appraise as a class skill. I did not want to take rogue, but the alternative of taking a level of cleric with the right domains did not feel right(although fortune´s friend would then have been able to progress something).

Stats at Level 11 (ECL 13)

medium humanoid (extraplanar)
HD: 6+2d8+3d10+5d8+33 (average: 88)
Initiative: +7
Speed: 15 ft., 60 ft. (swim)
Armor Class: 25 =10+3 armor+3 shield+7 DEX+1 natural+1 deflection
Attack: +18(9 BAB+1 pact augmentation+7 dex+1 enhancement) Keen, Shocking Rapier +1 (2d6+7/15-20/x2) or +18 Heavy Crossbow +1 (1d10+1/19-20/x2)
Full Attack: +18/+13 Keen, Shocking Rapier +1 (2d6+7/15-20/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks:Dance of Death(Paimon), Whirlwind Attack(Paimon)
Special Qualities:Darkvision 60 ft., Superior Low-Light Vision, Resistance (cold) 10, Amphibious, Hide in Plain Sight(Ex), +8 racial on swim, take 10 (swim) to perform special action, Uncanny Dodge(Paimon)
Saves:Fort +10, Ref +14, Will +6
Abilities: STR 12, DEX 24, CON 16, INT 20, WIS 12, CHA 10
Skills: Bluff 14, Appraise 13, Disable Device 11, Use Rope 12, Profession(sailor) 15, Swim 23, Tumble 17, Spot 11, Hide 13, Balance 12, Escape Artist 12, Jump 11, Climb 11, Sense Motive 11
Feats: Lucky Start, Improved Binding, Weapon Finesse, Quick Draw, Fortuitous Strike
Items(carried or worn*): bracers of armor +3*, darkwood buckler +2*, shocking, keen rapier +1*, ring of protection +1*, amulett of natural armor +1*, ring of mind shielding*, heavy crossbow +1, headband of intelligence +4*, belt of giant strength +2*, quaal´s feather token (anchor x4), potions of (CLWx2, CMW, Invisibility)
Bound Vestiges: Paimon
Alignment: CG
LA: +2

true_shinken
2011-03-22, 08:23 PM
If she took 6 levels of Scarlett Johanson (http://2.bp.blogspot.com/_2ZZIX-f5638/SwbjQCtZ6bI/AAAAAAAADgo/qBFRVwzTtjk/s1600/scarlett-johansson-in-superhero-shape.jpg), it would be a lot better, wouldn't it?

Alria Almaiath, Prowler of the Seas, CN Female Gray Elf Rogue 2/Swashbuckler 3/Dread Pirate 9/Scarlet Corsair 6
Starting ability scores (32 pt. buy): Str 8, Dex 16, Con 14, Int 16, Wis 8, Cha 14
Racially modified ability scores: Str 6, Dex 18, Con 12, Int 18, Wis 8, Cha 14
{table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features
1st|Rogue 1|+0|
+0|
+2|
+0|Appraise 4 ranks, Bluff 4 ranks, Climb 4 ranks, Gather Information 4 ranks, Intimidate 4 ranks, Jump 4 ranks, Listen 4 ranks, Profession (sailor) 4 ranks, Search 4 ranks, Spot 4 ranks, Tumble 4 ranks, Use Rope 4 ranks|Combat Expertise|Sneak Attack +1d6

2nd|Swashbuckler 1|+1|
+2|
+2|
+0| Bluff +1, Climb +1, Intimidate +1 (CC), Jump +1, Profession (sailor) +1, Swim +1, Tumble +1|Weapon Finesse|

3rd|Swashbuckler 2|+2|
+3|
+2|
+0| Bluff +1, Climb +1, Intimidate +1 (CC), Jump +1, Profession (sailor) +1, Swim +1, Tumble +1|Quick Draw|Grace +1

4th|Swashbuckler 3|+3|
+3|
+3|
+1| Bluff +1, Climb +1, Intimidate +1 (CC), Jump +1, Profession (sailor) +1, Swim +1, Tumble +1||Insightful Strike

5th|Rogue 2|+4|
+3|
+4|
+1|Appraise +4, Bluff +1, Climb +1, Intimidate +1, Jump +1, Profession (sailor) +1, Spot +1, Swim +1, Tumble +1 | | Evasion

6th|Dread Pirate 1|+5|
+3|
+6|
+1| Bluff +1, Climb +1, Intimidate +1, Jump +1, Profession (sailor) +1, Spot +1, Swim +1, Tumble +1; Timely Misdirection (skill trick)|Goad, Two-Weapon Fighting|Seamanship

7th|Dread Pirate 2|+6/+1|
+3|
+7|
+1| Bluff +1, Climb +1, Intimidate +1, Jump +1, Profession (sailor) +1, Spot +1, Swim +1, Tumble +1; Group Fake-Out (skill trick)| |Fearsome Reputation +2

8th|Dread Pirate 3|+7/+2|
+4|
+7|
+2| Bluff +1, Climb +1, Intimidate +1, Jump +1, Profession (sailor) +1, Spot +1, Swim +1, Tumble +1 ; Point It Out (skill trick)| |Rally the Crew 1/day

9th|Scarlet Corsair 1 |+8/+3|
+4|
+9|
+2| Bluff +1, Climb +1, Intimidate +1, Jump +1, Spot +1 (CC), Swim +1, Tumble +1|Improved Feint, Improved Two-Weapon Fighting|

10th|Scarlet Corsair 2|+9/+4|
+4|
+10|
+2| Bluff +1, Climb +1, Intimidate +1, Jump +1, Spot +1 (CC), Swim +1, Tumble +1 ||Sneak Attack +2d6

11th|Scarlet Corsair 3|+10/+5|
+5|
+10|
+3| Bluff +1, Climb +1, Intimidate +1, Jump +1, Spot +1 (CC), Swim +1, Tumble +1 | |Corsair’s Feint (2d4 rounds)

12th|Dread Pirate 4|+11/+6/+1|
+5|
+11|
+3| Bluff +1, Climb +1, Intimidate +1, Jump +1, Profession (sailor) +1, Spot +1, Swim +1, Tumble +1; Clarity of Vision (skill trick)|Daring Outlaw|Acrobatic Charge, Steady Stance

13th|Dread Pirate 5|+12/+7/+2|
+5|
+11|
+3| Bluff +1, Climb +1, Intimidate +1, Jump +1, Profession (sailor) +1, Spot +1, Swim +1, Tumble +1; Acrobatic Backstab (skill trick) | |Scourge of the Seas

14th|Dread Pirate 6|+13/+8/+3|
+6|
+12|
+4| Bluff +1, Climb +1, Intimidate +1, Jump +1, Profession (sailor) +1, Spot +1, Swim +1, Tumble +1; Spot the Weak Point (skill trick)| |Fearsome Reputation +4

15th|Dread Pirate 7|+14/+9/+4|
+6|
+12|
+4| Bluff +1, Climb +1, Intimidate +1, Jump +1, Profession (sailor) +1, Spot +1, Swim +1, Tumble +1; Extreme Leap (skill trick)|Frightful Presence|Rally the Crew 2/day

16th|Scarlet Corsair 4|+15/+10/+5|
+6|
+13|
+4| Bluff +1, Climb +1, Intimidate +1, Jump +1, Spot +1 (CC), Swim +1, Tumble +1 | |Sailor’s Step +2

17th|Scarlet Corsair 5|+16/+11/+6/+1|
+6|
+13|
+4| Bluff +1, Climb +1, Intimidate +1, Jump +1, Profession (sailor) +1, Spot +1(CC), Swim +1, Tumble +1 | |Scourge of the Seas

18th|Scarlet Corsair 6|+17/+12/+7/+2|
+7|
+14|
+5| Bluff +1, Climb +1, Intimidate +1, Jump +1, Profession (sailor) +1, Spot +1 (CC), Swim +1, Tumble +1 |Deadly Defense|Sneak Attack +5d6

19th|Dread Pirate 8|+18/+13/+8/+3|
+7|
+15|
+6| Bluff +1, Climb +1, Intimidate +1, Listen +1, Jump +1, Profession (sailor) +1, Spot +1, Swim +1, Tumble +1; Speedy Ascent (skill trick)| |Skill Mastery

20th|Dread Pirate 9|+19/+14/+9/+4|
+8|
+15|
+6| Bluff +1, Climb +1, Intimidate +1, Listen +3, Jump +1, Profession (sailor) +1, Spot +1, Swim +1, Tumble +1| |Fight to the Death [/table]

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

Skills at 20th level
Appraise +13, Bluff +25, Climb +21**, Gather Information +6, Intimidate +29*, Jump +21, Profession (sailor) +18, Spot +22, Swim +21, Tumble +28, Use Rope +9
*: bonus from Fearsome Reputation
**: increases to 30 whenever Steady Stance applies.
Skill Tricks: Acrobatic Backstab, Clarity of Vision, Extreme Leap, Group Fake-Out, Point It Out, Speedy Ascent, Spot the Weak Point, Timely Misdirection

Background
From the Sea of Green Trees to the Green Seas (5th Level)
Ever since her youth, Alria wasn't your average elf. Although blessed with greater poise and refinement, she never felt the forest her home. She was enraptured by the sound of the leaves, a unique song and a gift of the wind. She had heard of stories she believed as true; of cities that bloomed without vegetation, of rivers and lakes that extended far beyond the horizon, whose sound was much like the tree-song she loved so much. Ever since her youth, she made several escapes to her favorite spot, one the elders had called "the Sea of Green Trees".

Sea...what was the sea? She had heard a lot about the seas; massive lakes, with a water that tasted different... The Sea of Green Trees was called as such because of the sound of waves crashing whenever the wind passed; perhaps if she could see the sea, she could understand the mystery behind the rapture of such song.

House Almaiath thought differently. A family of magi, Alria was the next in line to learn the arcane arts of wizardry, as her family often did. But she was not interested in the tomes and the incantations; in fact, she was terrible at magic. However, she was skilled at swordplay, a rare talent which was not developed by the family at all. Her family insisted; her heart could not withstand anymore. She departed, her only belongings an old sword bestowed to her by her master, and very few belongings.

Finally, after years of travel, Alria reached the sea she sought for so long. It was magnificent; the song was exactly as she remembered it, but she had never seen so little green, and so much blue, in her life. Why, then, this place was called the "Green Sea"?

Her question was answered swiftly. A young elf she had never seen, his name Dreryles, welcomed her to his community underwater. A lush green paradise, of seaweed and algae rather than trees and flowers, hid a community of elven cousins whom were marveled by the visit of a land elf. With time, as she established in the nearby city, Alria and Dreryles fell in love and become bethrothed, visiting each day before dusk.

Innocence, Lost (10th level)
But one day, something happened. Dreryles had changed. The nice and warm elf was now cold and distant, sometimes forgetting things that had happened only days ago. Alria couldn't understand the change in behavior, but she suspected a recent attack by sahuagin to be the responsible. That day, Alria asked what really had happened. Her insistence was her undoing; Dreryles attacked her at cold blood, nearly overpowering her despite her talent with a blade.

Her life was nearly over that day. She felt betrayed by those whom had shown so much care. Worse yet, the one man she loved had betrayed her. Too late she found the truth; Dreryles had died, and a foul sahuagin that resembled him took his place, leading to the sahuagin attacks. Ever since, she swore an oath of vengeance against the sahuagin, vowing their reign of terror would end. She declared that she would brave the open seas, in her quest to cleanse the world of all sahuagin. An old human pirate, named Richard the Weedbeard (because of the color of his beard, which resembled dry seaweed), took her under his wing, teaching her the ways of the sea.

Years had passed, and Alria was one of the best sailors in the land. The acts of that day made her bitter and resentful towards her kindred, for she believed they had betrayed her by denying her the truth. However, her enmity towards the aquatic elves was little compared to her bloodlust towards the sahuagin. Borrowing an old coat, she bathed it in the blood of her sworn enemies, forever intoxicated by their smell as a grim reminder of their act.

Yet, despite her descent into darkness, she still held some contempt to certain people. She felt pity towards the family of the fallen Dreryles, and she made a promise that they would see no harm. She also promised, in Richard's death-bed, that she would befall no harm towards any of his family members. It was a reminder that, despite the taint of vengeance in her heart, she teetered on the edge of becoming that which she despised.

Angel of the Coasts, Devil of the Seas (17th level)
With the passing years, and owing to her very long life, Alria and the Trailblazer of the Green (an old junk belonging to her mentor Richard) became a name to be feared. Wearing an old longcoat taken from a particularly bloodthirsty buccaneer and whom she had tinted with the fell sailor's blood as a warning to others, Alria was a divided woman. In the coast, she was respected, beloved because she made the seas safer and had little interest in coin or treasure; in the sea, she was feared, as she was like a judge to all seafarers. But to her enemies, she was a monster, far too skilled in swordsmanship and always seeking their weaknesses. Alria knew very well the worth of fear, and she became a master in using that weapon against her enemies; little by little, the frail-looking elf easily frightened her enemies with her talent in swordsmanship and her own reputation.

Her enemies, however, had another page to her story. In a fell swoop, they intended to finish her legend, to claim the seas she owned. For, despite her ferocity, she had one weakness...

Promises Were Never For Me, Anyways... (20th Level)
Her enemies had planned to lure her into a trap, knowing her enmity towards the sahuagin. Her years of experience allowed her to have a bizarre form of sixth sense against the sea monsters, mostly because she paid good attention and was a sharp sight. She heard the rumor that a sahuagin prince, risen from the ranks of the malenti, plotted to strike the coastal cities. Two parts of the story piqued her interest; it seemed the sahuagin prince called himself "Dreryles" and that the first city they would strike held the family of Richard's niece. Feeling that she would end her sorrow and suffering by dealing the worst strike against her sworn enemies, she followed the trail into the trap. Ambushed by many pirates, they sought for her to surrender, holding the lives of Richard's niece in their hands.

Alria, however, was smarter. Some say she was a little mad given her penchant for murdering the sahuagin. A lone survivor claims that Alria merely smiled, mentioned that at times some rules are meant to be broken, and murdered Richard's niece in cold blood, before finishing each and every one of her enemies in a fell swoop. Once a name spoken freely, now Alria's name is spoken in whispers, for people fear her mind finally broke after another betrayal.

Some say, though, that Richard never had a niece; that, in some corner of Alria's mind, there is still a glimmer of hope that her heart may be healed. But whether the rumors are real or not, few ever dare to speak of Alria Almaiath, referring to her only as the "Prowler of the Seas".

Tactics
At first, Alria behaves quite a lot as an acrobatic kind of Rogue, relying on appropriate opportunities to strike using her Sneak Attack. The levels in Swashbuckler take advantage of her good Intelligence and Dexterity to make her a swift yet deadly combatant in close range, with Combat Expertise providing much needed Armor Class whenever someone hits hard.

Her suite of tricks improves as she takes levels in both Dread Pirate and Scarlet Corsair. It is bizarre to see the same class ability mentioned twice, but there is a reason for that: since the first clas that grants Scourge of the Seas is Dread Pirate, and she gains a bonus on Intimidate based on her reputation, she draws a greater benefit from Dread Pirate than from Scarlet Corsair. You might claim that Dread Pirate is what enables Scarlet Corsair, but Alria draws greater benefits from Dread Pirate than from Scarlet Corsair; essentially, what she draws from the latter is a very specific pair of techniques.

Her main tactic, of course, is using TWF and her decent sneak attack dice (from both classes, not to mention Daring Outlaw allowing rogue and swashbuckler to stack) either by locking enemies in fear (using Scourge of the Seas and Frightful Presence, and using a third fear effect to take them right into panic, possibly a third use of Intimidate) or in specific occasions using Corsair's Feint. Her main method is starting with a simple Intimidate using SotS, then taking advantage of the save reduction to couple with Frightful Presence on a single attack in order to frighten as many enemies as possible. The rest (including Motivate the Scum and Insightful Strike) is merely adding more damage, which coupled with her near-full BAB and high Dexterity score means she can land at least two hits with over 20-30 hit points of damage at high levels. If she finds an enemy having far too much AC, she can use Spot the Weak Point to ensure a single strike will hit (and since Spot the Weak Point is a swift action, coupled with Corsair's Feint which works as a free action, that means she can use her semi-certain hit on her last attack, potentially slaying an enemy with her last iterative). The Spot the Weak Point + Corsair's Feint is a move that only works once per encounter, and generally as a last-resort boost to damage.

Another tactic she uses is her limited battlefield control, making her an unusual form of tank. With Combat Expertise, she can reach a respectable 20 base AC (21 against a single enemy thanks to the dodge bonus from her Swashbuckler levels), which can only grow with equipment. Her ability to frighten enemies in two turns allows her to send enemies away (where she can simply use ranged weapons to attack), and if she needs a creature to deal with her she needs only to use the Goad feat to lure the creature towards her. Timely Misdirection takes advantage of her superior Bluff check to prevent a potentially lethal attack from hitting her if she's flanked, as a counter for rogues and flank-based builds.

Her weaknesses, though, are varied. For starters, undead creatures are her bane; while she can hit relatively well, she lacks non-magic-item related ways to increase her damage to undead. Creatures immune to fear or mind-affecting effects defeat her main tactic, and creatures immune to sneak attack defeat her main source of damage. Another weakness is her very low Strength; because she has very little carrying capacity, she depends on using light equipment to fight, in order to keep her Intelligence bonus to damage intact. This latter ability is only a mild nuisance, as while it limits her at first to leather armor, later on becomes less important as the accessibility to magic items becomes slightly more common; furthermore, Weapon Finesse and Insightful Strike cover attack and damage rolls, and the high ranks in Strength-based checks balance out the lack of high Strength.

How does Dread Pirate adds up in here?
Good question! At a first glance (and probably a last glance), Scarlet Corsair is the backbone of the build, so it may seem like Dread Pirate has no utility. However, there's a lot of synergy between the dishonorable Dread Pirate and the Scarlet Corsair, given that both work well with fear tactics and the progression of Sneak Attack. At the end, while Scarlet Corsair has a very useful third tier of fear, Dread Pirate offers a more stable form of increased damage and an increased bonus to Intimidate which is the backbone of the Scourge of the Seas + Frightful Presence combo. The amount of skill points offered is also useful, because it enables a great load of skill tricks to be learned, including the ever-essential Spot the Weak Point, as well as the useful Acrobatic Backstab (whenever you need a feint but Corsair's Feint is still recharging), Group Fake-Out (whenever several enemies require being Feinted, which couples well with Corsair's Feint), Clarity of Vision and others. While skill tricks depend almost exclusively on skill points, Dread Pirate offers the second-largest amount of skill points on the build (aside from the Rogue's skill point amount) which means there's a reasonable surplus of skill points that may be expended.

The reason why the last level of Dread Pirate was skipped has several reasons. The first, of course, is that the net benefit of adding an extra dice of sneak attack against a +2 to Intimidate and a minor form of Leadership is superior. The second comes with Pirate King: the build, while useful within a party as the main damage dealer and a secondary tank in terms of battlefield control, has little abilities that a group might exploit, so it won't help 1st level followers any more than a Fighter or Rogue would.

Another hard choice is Acrobatic Charge. Referring to the "Monk problem", Acrobatic Charge works really well on a mobile warrior, while TWF works well on a static kind of character. While Alria has enough ranks in Jump and Tumble to make use of it, charging is less probable than actual combat. Acrobatic Charge works well to enable Frightful Presence, however, and it is the 7th level Swashbuckler ability, so Alria has effectively 7 levels in Swashbuckler because of how Dread Pirate and Daring Outlaw work out.

Resources:
Complete Adventurer: Dread Pirate PrC, Goad feat
Complete Scoundrel: Daring Outlaw and Deadly Defense feats (76), Skill tricks (83)
Complete Warrior: Swashbuckler base class (11-13)
Draconomicon: Frightful Presence feat (106)
Monster Manual: Gray Elf racial features (available on SRD)
Stormwrack: Scarlet Corsair PrC (65)

true_shinken
2011-03-22, 08:29 PM
That's the last of them. Ready, set, JUDGE!

Thurbane
2011-03-22, 08:34 PM
Nice. Not surprising to see a few Lion Totem Barbarians in there, since Dread Pirates make good chargers, and pounce is too tasty to pass up.

My first build was an Aqautic Elf Expert 2/Barbarian 1/Fighter 2/DP 10/Scarlet Corsair 5. I then aboned that for a Human Fighter (Zhentarim Soldier) 9/Barbarian (Lion Totem) 1/Dread Pirate 10. Zhentarim fighter 9 was to get a swift demoralize Initmidate action, coupled with Imperious Command and the Dread Pirates 30 ft Intimidate goodness.

The snag I hit was not being able to squeeze Profession (sailor) in there to qualify for DP. :smallfrown:

OMG PONIES
2011-03-22, 08:41 PM
Yeah! I'm glad we got these up. I lol'd at one of the builds, since I had the EXACT same class breakdown in mind before I went in an entirely different direction. I can't wait to read over all of the entries in depth (and see what the judges have to say as well).

vikingofdoom
2011-03-22, 09:03 PM
My judging will be edited into this post as I judge them. I'll start judging tonight or tomorrow, so expect them done within the week. First, a comment: A large number of these builds seemed to be based in Eberron, is this coincidence or not, do you think?

Edit: I don't have Explorer's Handbook (and isn't there more than one?), so can somebody point out what it was used for, and if it works? Is the Explorer's Handbook referenced the Eberron one? If so, I have it.

EDIT: Going in reversal temporal order for judging. Ghost finished

Ghost: Power: 1.5: Your power is worse than a straight hexblade, losing BAB, spells, curses, and Aura of Unluck (-3). Instead you gain ghost features (+1) and various benefits from Pirate Lord, of which only two help you in combat (+1). The powers that you do get are fairly standard (most creatures at level 20 are beating your demoralization check, and even then, at best you make them shaken (-2 to hit/damage) for 5 rounds; or takes 1 minute and is fairly useless in combat (-0.5).

Originality: 3: You used a unique concept for this competition (+1), but it was a fairly obvious cliche (-1). Your backstory was adequate but not exceptional (+0).

Elegance: 1: No sources listed, which prevents me from knowing where you got the ghost class from (-1). You don't qualify for Force of Will, so that feat is illegal (-0.5). Not taking full levels in Ghost, while legal, is inelegant and likely to get a book thrown at you, but no deduction as it is legal. Web-based material is questionable as useable material, do to not being an official rule-book (-0.5).

UoSI: 3: You manage to make good use of some of the features of the SI (+1), but gain no benefit from the majority of them (-1). Those that are used aren't the most useful ones from the class, but that is recorded under Power above.

Total: 8.5

gbprime
2011-03-22, 09:22 PM
Yes, Explorer's Handbook is the Eberron one.

Okay... 8 builds to judge, 7 days to do it... I think I'll be done ahead of schedule. :smallcool:

Zaq
2011-03-22, 09:45 PM
Good stuff. Someone came very close to my build . . . I was going to be a Bard/Half-Elf Paragon/Windwright Captain/Dread Pirate (not in that order), take the first half-elf Bard sub level from Races of Destiny, crank my social skills up really high, and play around with the whole "a Dread Pirate's reputation need not match their actual outlook or alignment" deal.

Anyway, this should be a good match. I won't try to put a limit on when I'll be finished (since I don't want to make any promises I can't keep), but I'll do my best not to leave anyone hanging.

Zonugal
2011-03-22, 09:50 PM
My build was looking something like this: Half-Elf Swashbuckler 1/Artificer 5/Dread Pirate 4/Windwright Captain 5/Dread Pirate 5 with a focus on making my ship as pimped out as possible (via Artificer and Landlord) and converting pirated treasure (via Retain Essence) into pirate-like effigies.

I felt less than confident in the last moment though.

dextercorvia
2011-03-22, 10:57 PM
I was planning an Antropomorphic Badger Dragonfire Adept/Dread Pirate.

DFA has Intimidate and Appraise as class skills.

With Beguiling Influence+Entangling Exhalation+Slow Breath+Frightful Presence Invocation, and the Badger's Rage+Intimidating Rage+Imperious Command.

The problems were LA+3, and I couldn't find a satisfactory method of dealing damage to myself as a free action. Blood Magus was the best I found, but it didn't synergize well with Dragonfire Adept.

Amechra
2011-03-22, 11:12 PM
I was planning a Half-Orc Cleric 2/Barbarian 3/Dread Pirate 10/Orc Warlord 5, with Extra Leadership.

Yes, I would have gotten (calculating from the bonuses from Ecclesiarch and Blood of the Warlord) 540 1st level, 52 2nd level, 28 3rd, 16 4th, 8 5th and 8 6th level followers, half of which would be Orcs of some description.

I'm kinda surprised that no one else thought to optimize leadership...

Cieyrin
2011-03-22, 11:17 PM
I was planning a Half-Orc Cleric 2/Barbarian 3/Dread Pirate 10/Orc Warlord 5, with Extra Leadership.

Yes, I would have gotten (calculating from the bonuses from Ecclesiarch and Blood of the Warlord) 540 1st level, 52 2nd level, 28 3rd, 16 4th, 8 5th and 8 6th level followers, half of which would be Orcs of some description.

I'm kinda surprised that no one else thought to optimize leadership...

Mostly that's due to IC banning Leadership and things like it. It's why Pirate King is kinda odd in the competition, really, considering it's never been brought up before.

T.G. Oskar
2011-03-23, 12:25 AM
I'm surprised whether there's gonna be an Originality score higher than 3... I see a lot of builds that have a similar background. There's at least one or two that might get mondo points for their odd background, tho. Well, maybe I can find one that gets a higher score...

It also shows that many minds think alike. Dishonorable won against Honorable (why it might have been...?), and there's...an awful lot of similar tricks that most people thought of. Though, very few people really made something with the Chairman's favorite trick; I think he might be disappointed with that.

Alright, now it's off to the judges to break last time's record on how long will judging take. It's 8 entries, so it's not like it's gonna take a lot of time, no?

Cartigan
2011-03-23, 08:29 AM
What was the favorite trick?
Seemingly half everyone took several of the same movement skill tricks.
And a lot of Evil characters, and characters that technically aren't Evil but they aren't going out of their way to save kittens.

Amphetryon
2011-03-23, 08:43 AM
What was the favorite trick?
Seemingly half everyone took several of the same movement skill tricks.
And a lot of Evil characters, and characters that technically aren't Evil but they aren't going out of their way to save kittens.
true_shinken said his favorite trick from Dread Pirate is Acrobatic Charge which, sadly, is all but exactly replicated by a single Complete Scoundrel Skill Trick.

Cartigan
2011-03-23, 08:48 AM
true_shinken said his favorite trick from Dread Pirate is Acrobatic Charge which, sadly, is all but exactly replicated by a single Complete Scoundrel Skill Trick.

Which I think several people also took...
Charging is cool and all but it's really a secondary thing to do - I mean, you can't charge every round. And you'd have to come at the Dread Pirate a different direction, which isn't really encouraged by the class. I charge you with my... finesse weapon...

pilvento
2011-03-23, 01:33 PM
thats it, this saturday we are starting a short steampunk campaing, and im going to play captain Vincent Alzey d’Lyrandar :smallbiggrin:

starts at lvl 15 and by that lvl the build look prety solid dosent it?

edit: elemental-powered manapunk wonder ship... source?

Cartigan
2011-03-23, 02:05 PM
thats it, this saturday we are starting a short steampunk campaing, and im going to play captain Vincent Alzey d’Lyrandar :smallbiggrin:

starts at lvl 15 and by that lvl the build look prety solid dosent it?

edit: elemental-powered manapunk wonder ship... source?
Beats me, all I know is we need a more concrete submittal structure...

pilvento
2011-03-23, 02:27 PM
Beats me, all I know is we need a more concrete submittal structure...

ok man, whatever u say. :smalleek:

OMG PONIES
2011-03-23, 03:06 PM
Beats me, all I know is we need a more concrete submittal structure...

I speak only for myself, but half of the fun is reading the new and creative ways people find to present their submissions.

Cartigan
2011-03-23, 03:07 PM
I speak only for myself, but half of the fun is reading the new and creative ways people find to present their submissions.

I would prefer people be creative in their submissions, not in the trying to outwit people trying to read them. But that's me.

pilvento
2011-03-23, 03:37 PM
I speak only for myself, but half of the fun is reading the new and creative ways people find to present their submissions.

second.

for my this thread is entirely about that.

T.G. Oskar
2011-03-23, 04:20 PM
Which I think several people also took...
Charging is cool and all but it's really a secondary thing to do - I mean, you can't charge every round. And you'd have to come at the Dread Pirate a different direction, which isn't really encouraged by the class. I charge you with my... finesse weapon...

Actually, it's not a bad idea. It's only one of the ways to deal with charging.

There are two schools of charging: the Shocktrooper Leaping Charge (using Leap Attack, Power Attack, Battle Jump to nearly quadruple your damage, and Shock Trooper to shift BAB penalties to AC) and the Pouncer (basically, anything that adds pounce). Without any of the two, Dread Pirate indeed looks grim, but do consider that Acrobatic Charge is mostly a Swashbuckler ability, of which the Dread Pirate draws a bit.

However, you can do well with finessable charging weapons. The idea is to deal as much damage on every blow you might do with the charge. Obviously, unless you're going with Elven Courtblade, you can't use the first school of charging, but as you can see on two of the builds, a Pouncer really doesn't care much whether the weapon can be Finessed or not, so as long as it gets lots of attacks and a solid amount of damage on each. With TWF, and advancing TWF alongside it, you can make sure to counter the whole output that a PA/Leap/BattleJump/Shock Trooper charger can do (which is a heck of a lot!) with smaller but deadlier moves. In that case, you can combine charge, TWF and Weapon Finesse on a simple and easy tactic. Furthermore, there is no actual requisite to use Finessable weapons; if the Dread Pirate has more Strength than Dexterity (and gets Weapon Finesse to enter the class), it can use stronger weapons and still take advantage of Acrobatic Charge.

Though, I do find Quick Draw harder to explain. Quick Draw would make for some wonderful throwing builds (and with Master Thrower and some of the Miniatures Handbook feats, you could charge and hurl a weapon using Quick Draw at its finest), but aside from that it's less useful than Weapon Finesse (which, if you get Dexterity higher than Strength at any moment, allows you to take advantage of).

unosarta
2011-03-23, 04:28 PM
Though, I do find Quick Draw harder to explain. Quick Draw would make for some wonderful throwing builds (and with Master Thrower and some of the Miniatures Handbook feats, you could charge and hurl a weapon using Quick Draw at its finest), but aside from that it's less useful than Weapon Finesse (which, if you get Dexterity higher than Strength at any moment, allows you to take advantage of).

Actually, Weapon Finesse does have a few conditions. It can only be used on Light weapons, Rapiers, Whips, and Spiked Chains. So, you can't Weapon Finesse a greatsword, or any one or two handed weapon that isn't listed above.

In addition, when wielding shields, you take the Armor Check Penalty as a penalty to attack rolls.

Thurbane
2011-03-23, 04:46 PM
Beats me, all I know is we need a more concrete submittal structure...
I tend to agree here. Sometimes it takes me 2 or 3 readthroughs to understand basic stuff like race and levels.

As some of the entries did, a quick summary like Sex Race, Class X/Class Y/Prc Z helps in understanding the entry a lot.

I also think a more "standardized" "entry form" could make submitting a little less daunting for first time entrants, possibly increasing the number of submissions.

Just my 2 cents, of course.

dextercorvia
2011-03-23, 04:52 PM
Natural Weapons are both finessable and good for a charge. They make getting pounce without using SLT a bit easier, too.

Amechra
2011-03-24, 12:29 AM
Dropping out of judging. (http://brilliantgameologists.com/boards/index.php?topic=11449.msg391939#msg391939)

Amphetryon
2011-03-24, 07:09 AM
Actually, Weapon Finesse does have a few conditions. It can only be used on Light weapons, Rapiers, Whips, and Spiked Chains. So, you can't Weapon Finesse a greatsword, or any one or two handed weapon that isn't listed above.

In addition, when wielding shields, you take the Armor Check Penalty as a penalty to attack rolls.

I expected to see an Elvish Courtblade, as one of the few Two Handed weapons that can be Finessed.

true_shinken
2011-03-24, 08:19 AM
Guys, I'm sorry but I missed a contestant. I'm posting his build late and updating the first post with all the builds.




The Dread Ghost
http://fc02.deviantart.net/fs11/i/2006/198/b/e/piracy_s_alive_and_well_by_TooMuchFilth.jpg

http://th01.deviantart.net/fs71/PRE/i/2010/267/e/d/pan_by_charmed_ravenclaw-d2zdaox.jpg

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

1st|Hexblade 1|
+1|
+0|
+0|
+2|Appraise 4, Profession (Sailor) 4, Swim 2, Use Rope 2|Able Learner, Skill Focus (Intimidate)|Hexblade’s Curse 1/Day

2nd|Hexblade 1/Ghost 1|
+1|
+0|
+0|
+2|Appraise 4, Profession (Sailor) 4, Swim 2, Use Rope 2|--|Ethereal, Fly, Manifestation, Ghost Skills +2

3rd|Hexblade 1/Ghost 2|
+1|
+0|
+0|
+2|Appraise 4, Profession (Sailor) 4, Swim 2, Use Rope 2|Quick Draw|Frightful Moan, +2 Charisma, Turn Resistance +2

4th|Ghost 2/Hexblade 2|
+2|
+0|
+0|
+3|Appraise 5, Profession (Sailor) 5, Swim 3, Use Rope 2|--|Arcane Resistance

5th|Ghost 2/Hexblade 3|
+3|
+1|
+1|
+3|Appraise 6, Profession (Sailor) 6, Swim 3, Use Rope 3|--|Mettle

6th|Ghost 2/Hexblade 4|
+4|
+1|
+1|
+4|Appraise 7, Profession (Sailor) 7, Swim 4, Use Rope 3|Weapon Finesse|Summon Familiar

7th|Ghost 2/Hexblade 5|
+4|
+1|
+1|
+4|Appraise 8, Profession (Sailor) 8, Swim 4, Use Rope 4|Combat Casting|Hexblade’s Curse 2/Day

8th|Ghost 2/Hexblade 5/Dread Pirate 1|
+6|
+1|
+3|
+4|Appraise 8, Profession (Sailor) 9, Swim 4, Use Rope 8, Intimidate 2|--|Seamanship, Two-weapon Fighting

9th|Ghost 2/Hexblade 5/Dread Pirate 2|
+7|
+1|
+4|
+4|Appraise 8, Profession (Sailor) 10, Swim 4, Use Rope 9, Intimidate 7|Power Attack|Fearsome Reputation +2 (Dishonourable)

10th|Ghost 2/Hexblade 5/Dread Pirate 3|
+8|
+2|
+4|
+5|Appraise 8, Profession (Sailor) 11, Swim 4, Use Rope 11, Intimidate 11|--|Sneak Attack +1d6

11th|Ghost 2/Hexblade 5/Dread Pirate 4|
+9|
+2|
+5|
+5|Appraise 8, Profession (Sailor) 12, Swim 4, Use Rope 12, Intimidate 12, Hide 2, Move Silently 2|--|Acrobatic Charge, Steady Stance

12th|Ghost 2/Hexblade 5/Dread Pirate 5|
+10|
+2|
+5|
+5|Appraise 8, Profession (Sailor) 13, Swim 4, Use Rope 13, Intimidate 13, Hide 4, Move Silently 4|Improved Initiative|Scourge of the Seas

13th|Ghost 2/Hexblade 5/Dread Pirate 6|
+11|
+3|
+6|
+6|Appraise 8, Profession (Sailor) 14, Swim 4, Use Rope 14, Intimidate 14, Hide 6, Move Silently 6|--|Fearsome Reputation +4

14th|Ghost 2/Hexblade 5/Dread Pirate 7|
+12|
+3|
+6|
+6|Appraise 8, Profession (Sailor) 15, Swim 4, Use Rope 15, Intimidate 15, Hide 7, Move Silently 6, Concentration 4|--|Sneak Attack +2d6

15th|Ghost 2/Hexblade 5/Dread Pirate 8|
+13|
+3|
+7|
+6|Appraise 8, Profession (Sailor) 16, Swim 4, Use Rope 15, Intimidate 16, Hide 9, Move Silently 9, Concentration 4|Flyby Attack|Skill Mastery

16th|Ghost 2/Hexblade 5/Dread Pirate 9|
+14|
+4|
+7|
+7|Appraise 8, Profession (Sailor) 17, Swim 4, Use Rope 15, Intimidate 17, Hide 11, Move Silently 10, Concentration 4|--|Motivate the Scum

17th|Ghost 2/Hexblade 5/Dread Pirate 10|
+15|
+4|
+8|
+7|Appraise 8, Profession (Sailor) 18, Swim 4, Use Rope 15, Intimidate 18, Hide 13, Move Silently 13, Concentration 4|--|Fearsome Reputation +6, Pirate King

18th|Ghost 3/Hexblade 5/Dread Pirate 10|
+16|
+6|
+8|
+7|Appraise 8, Profession (Sailor) 18, Swim 4, Use Rope 15, Intimidate 18, Hide 12, Move Silently 12, Concentration 4|Force of Will|Ghost Skills +4, Rejuvenation

19th|Ghost 4/Hexblade 5/Dread Pirate 10|
+17|
+7|
+9|
+8|Appraise 8, Profession (Sailor) 18, Swim 4, Use Rope 15, Intimidate 18, Hide 12, Move Silently 12, Concentration 4|--|Cha +2, Draining Touch, Ghost Skills +6, Turn Resistance +4

20th|Ghost 2/Hexblade 5/Dread Pirate 10/Ghost Faced Killer 1|
+18|
+7|
+9|
+8|Appraise 8, Profession (Sailor) 19, Swim 4, Use Rope 15, Intimidate 19, Hide 13, Move Silently 13, Concentration 4|--|Ghost Step 1/Day[/table]

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

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

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

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

4th|-|2*/2**|-|-|-|-|-|-|-|-

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

6th|-|2/2|-|-|-|-|-|-|-|-

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

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

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

10th|-|2/2|-|-|-|-|-|-|-|-

11th|-|2/2|-|-|-|-|-|-|-|-

12th|-|2/2|-|-|-|-|-|-|-|-

13th|-|2/2|-|-|-|-|-|-|-|-

14th|-|2/2|-|-|-|-|-|-|-|-

15th|-|2/2|-|-|-|-|-|-|-|-

16th|-|2/2|-|-|-|-|-|-|-|-

17th|-|2/2|-|-|-|-|-|-|-|-

18th|-|2/2|-|-|-|-|-|-|-|-

19th|-|2/2|-|-|-|-|-|-|-|-

20th|-|2/2|-|-|-|-|-|-|-|-[/table]
*: Spells per day.
**: Spells known.

Spell List: Alarm, Arcane Mark, Augment Familiar, Charm Person, Detect Magic, Disguise Self, Entropic Shield, Expeditious Retreat, Identify, Light, Magic Aura, Magic Weapon, Mount, Phantom Threat, Prestidigitation, Protection From Evil/Chaos/Law/Good, Read Magic, Sleep, Hideous Laughter, Undetectable Alignment, and Unseen Servant.

Attributes
Beginning: Strength 14, Dexterity 16, Constitution 10, Intelligence 10, Wisdom 10, Charisma 16
20th Level: Strength 16 (+1 at fourth, and eighth), Dexterity 19 (+1 at twelfth, sixteenth and twentieth), Constitution --, Intelligence 10, Wisdom 10, Charisma 20

Build Theory
A lot of the abilities of the Dread Pirate are charisma based, and wonderfully flavorful. One of my favorite “types” of pirates are the ghostly kind. There is some strange interesting mysteriousness of the great ghostly ship, populated by little more than wisps of memory and thoughts, persistent even after death.

One of the many interesting options for entry, Hexblade works quite well with the flavor of a ghostly pirate, cursing his enemies. My only problem with the class in this case is the lack of uses of the Hex ability, and no feat or anything to increase their usage, which seems like a lack of foresight on the part of Wizards of the Coast, since they seem to have a feat that progresses uses for pretty much every other ability that is usable a certain number of times per day, but hey, nothing to be done. I went with the Ghost class because it allowed me to avoid some of the pitfalls of a regular ghost, and that last level just really isn’t worth it. That level of Ghost Faced Killer is not very useful, but it certainly is flavorful, and there aren’t really any other classes that could be used in the same slot.

Tactics
The most common tactic for this build is to intimidate a target if they are not immune to fear (with a +33 bonus to the Check at level 20, without items). If there are too many enemies, the use of Frightful Moan is advised. Against opponents who are immune to fear, Draining Touch is used at higher levels, and the Hexblade’s Curse is used at lower levels. Melee attacks are used as a last resort.

Character
Captain Ironbones had lived his life well. He had raided most every settlement west of Cendiral, and he had bedded most every wench thereabouts as well. He had lived his life well. But he had had it all taken from him. All gone. He was a captain, a man of his crew. He was beloved, his curses destroying his opponent’s ships, his crew working hard under his guidance. They hadn’t had much. But they have lived, and lived well.

But then his first mate, Two-toed Rend had gone and messed it all up. He had killed the Old Man in the middle of a raid. He had killed him by stabbing in the back, stabbing him and ending his life too short. To damn short.

Ironbones hadn’t given up. He came back. He found his crew and he made them his own. He remade the ship, this time as ghostly as his pale flesh. He had found everything he needed, but he still felt a strange blood thirst. He needed to kill, to destroy, and to pillage and lay waste. He needed to find those who had wronged him in life.

But even with the pillaging, he couldn’t find any rest. He stole, and killed, and maimed and murdered, he destroyed and decimated, and he found no peace. He found more followers, more and more joined the ranks of his crew. And he kept on destroying.

He sacked city after city. He killed all that stood in his way. Soon he had control of a ship teeming with ruffians and vagabonds, and he still grew restless. His eye was always on the horizon, and his wanderlust lead to quite a few attempted mutinies. Unfortunately for those involved, the Captain was not the easiest to kill. He survived and brutally killed all who stood in his way.

He tires of his life, but he cannot die. He holds rulers and cities at knife point, takes what he wants, but he cannot find what he is looking for. So he will continue looking, in his great flying ship. He will continue seeking, until he finds his peace.
Captain Ironbones
NE/Male/Undead (Augmented Human)/ [Ghost 2/Hexblade 5/Dread Pirate 3]
Init +4, Senses: Listen +0, Spot +0
Languages Common
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AC 21, touch 21, flat-footed 17 (+4 Dex, +7 Def)
hp 70 hp (10d12 HD)
Fort +2, Ref +4, Will +5
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Speed 30 ft. (6 squares); Fly 30 ft. (Perfect)
Melee Standard Dagger +14 melee (1d4+2, 19-20/x2, +1d6 SA), Full Attack: Daggers +12/12/+7 melee (1d4+2, 19-20/x2, +1d6 SA)
Base Atk +8, Grp +11
Combat Gear 2 +1 Ghost Touch Daggers
Spells Known 1st: Entropic Shield, Expeditious Retreat.
Supernatural Abilities Frightful Moan
-----------------------------------------------
Abilities Str 16, Dex 20, Con --, Int 10, Wis 10, Cha 24
SQ Mettle
Feats Able Learner, Skill Focus (Intimidate), Weapon Finesse, Quick Draw
Skills Appraise +8, Profession (Sailor) +11, Swim +7, Use Rope +15, Intimidate +23
Possessions Cloak of Charisma +4, Gloves of Dexterity +4

gbprime
2011-03-24, 11:41 AM
Guys, I'm sorry but I missed a contestant. I'm posting his build late and updating the first post with all the builds.

Question... this build uses two levels of "ghost". What book is that from? Ghostwalk? (Which conveniently I don't have with me...)

Cieyrin
2011-03-24, 11:48 AM
Question... this build uses two levels of "ghost". What book is that from? Ghostwalk? (Which conveniently I don't have with me...)

It appears to be from this Savage Progression article: http://www.wizards.com/default.asp?x=dnd/sp/20040117a

gbprime
2011-03-24, 12:03 PM
It appears to be from this Savage Progression article: http://www.wizards.com/default.asp?x=dnd/sp/20040117a

So it does. Thanks.

OMG PONIES
2011-03-24, 12:04 PM
Can you use savage progressions that way? I thought that you had to take all levels of the progression and, just as importantly, couldn't take any other classes until you did so.

T.G. Oskar
2011-03-24, 12:22 PM
Can you use savage progressions that way? I thought that you had to take all levels of the progression and, just as importantly, couldn't take any other classes until you did so.

Quite true - quoting from Savage Species:

A monster character using these rules may not multiclass until it completes the full progression in its monster class. This rule keeps characters from gaining the benefits of a monster’s type and then quickly switching to a standard class.

By RAW, if taking the Ghost template class, you have to take it to it's full completion, as per the Savage Species rules (unless it has been errata'ed). The idea of "developing its powers slowly" is that you spread that out in 5 levels instead of getting the LA all at once. So, while you might enter as a ghost after 1st level (because you're acquiring a template and the rules aren't strict on what you can be anyways), you have to take the progression to its fullest extent, making it at most Ghost 5/Hexblade 5/Dread Pirate 10.

Technically, the build as presented might work, but it requires him to go full Ghost (all 5 levels) and then do LA buy-off to get one LA reduced. This can't be done (as far as I know) with a monster class, so he's limited to 5 levels, hence his last level would place him right at ECL 21st, which would invalidate the build.

However, I leave it to the judges to determine whether it's viable or not. The intention clearly states that he took the levels to bypass some of the nuances of the Ghost template, but one thing is to take the template and probably benefit from LA buyoff to take an entire class (which is intended to allow people to play their favorite race from level 1).

Cieyrin
2011-03-24, 12:24 PM
Can you use savage progressions that way? I thought that you had to take all levels of the progression and, just as importantly, couldn't take any other classes until you did so.


A monster character using these rules may not multiclass until it completes the full progression in its monster class. This rules keeps characters from gaining the benefits of a monster's type and then quickly switch to a standard class.

RAW seems pretty clear on that front.

EDIT: ninja'd

gbprime
2011-03-24, 01:05 PM
By RAW, if taking the Ghost template class, you have to take it to it's full completion, as per the Savage Species rules (unless it has been errata'ed). The idea of "developing its powers slowly" is that you spread that out in 5 levels instead of getting the LA all at once. So, while you might enter as a ghost after 1st level (because you're acquiring a template and the rules aren't strict on what you can be anyways), you have to take the progression to its fullest extent, making it at most Ghost 5/Hexblade 5/Dread Pirate 10.

Actually, reading up on it, the template classes online and the Savage Species differ significantly on that rule.

From this source... http://www.wizards.com/default.asp?x=dnd/sp/20030824a


Characters are not required to complete all the levels of a given template class in uninterrupted succession. For example, a character who takes a level of wereboar could then take a level of fighter and a level of rogue (or any other combination of other class levels) before taking another level of wereboar. A character must still take the first level of wereboar before taking the second, just as with a normal class.

So the build CAN split those levels up however the author sees fit. Nor does it say anywhere that all levels of the template class must be taken, also unlike Savage Species.

So... legal to do. I'll see how it scores IMO shortly.

OMG PONIES
2011-03-24, 01:13 PM
Interesting...I'll have to take a look at those template classes. It seems like there might be all sorts of fun ways to break them. :smallamused:

Cartigan
2011-03-24, 01:36 PM
Actually, reading up on it, the template classes online and the Savage Species differ significantly on that rule.

From this source... http://www.wizards.com/default.asp?x=dnd/sp/20030824a



So the build CAN split those levels up however the author sees fit. Nor does it say anywhere that all levels of the template class must be taken, also unlike Savage Species.

So... legal to do. I'll see how it scores IMO shortly.
I think that is similar the rule for bloodlines in UA.

Cieyrin
2011-03-24, 02:39 PM
I think that is similar the rule for bloodlines in UA.

Similar only in that there are XP consequences if you don't take bloodline levels when it's mandated. Template classes can be taken whenever and however, though I'd assume multiclass penalties apply as normal.

gbprime
2011-03-24, 04:19 PM
Judging update... 4 builds done, 5 to go. Expect results on Saturday.

OMG PONIES
2011-03-24, 04:20 PM
Faster, boy, faster!

Urpriest
2011-03-24, 07:12 PM
Do Hexblades get Appraise?

Amphetryon
2011-03-24, 07:19 PM
Do Hexblades get Appraise?

Not without a feat or similar.

Thurbane
2011-03-24, 08:22 PM
Most common feat for this is Apprentice (craftsman).

FWIW, the only full BAB classes I could find with Appraise were the Dwarf and Half-dragon Paragon classes.

T.G. Oskar
2011-03-25, 12:18 AM
Template classes can be taken whenever and however, though I'd assume multiclass penalties apply as normal.

Actually, template classes do not count for purposes of multiclassing. So you can take one level in a template class and...just forget about it, since it never says you can't take all classes...

Really...they made monster classes a pain to complete, then they made templates EXACTLY like other classes...?

Oh well...legal it is, though I'll leave it to the judges on how elegant that might be. I mean, while I might be excused since I'm a competitor this time, I think a few people were taken aback by the lack of knowledge about how a template class works.

Thurbane
2011-03-25, 01:28 AM
Question about Scourge of the Seas, and how in interacts with Imperious Command, and the Extended Intimidation feature of the Zhentarim Soldier.

Scourge of the Seas allows you to demoralize all in a 30 ft radius, and the effects last for a number of rounds equal to CHA modifier.

Imperious Command makes foes who are demoralized cower for 1 round, then be shaken for the rest of the encounter.

Extended Intimidation makes demoralize last for 24 hours.

If all three are used together, would that make foes within 30 feet cower for 1 round, then be shaken for 24 hours?

T.G. Oskar
2011-03-25, 01:45 AM
Question about Scourge of the Seas, and how in interacts with Imperious Command, and the Extended Intimidation feature of the Zhentarim Soldier.

Scourge of the Seas allows you to demoralize all in a 30 ft radius, and the effects last for a number of rounds equal to CHA modifier.

Imperious Command makes foes who are demoralized cower for 1 round, then be shaken for the rest of the encounter.

Extended Intimidation makes demoralize last for 24 hours.

If all three are used together, would that make foes within 30 feet cower for 1 round, then be shaken for 24 hours?

Hmm...interesting one. I think that would be so: Extended Intimidation and Scourge of the Seas overlap in terms of duration (so it would be 24 hours, meaning for the remainder of the encounter), then Imperious Command adds a rider effect which overlaps with the duration. Technically, you could do well with Scourge + Imp. Command, because you don't need them to be scared of you for one full day, given that you could simply demoralize them again.

Zaq
2011-03-25, 02:19 AM
One build fully judged. This is going to take a while. In my defense, I wrote just shy of 1,500 words on it, so I'm not slacking. Hopefully, I'll be able to keep up this level of detail without sacrificing speed. We can hope.

true_shinken
2011-03-25, 06:18 AM
I got word from the Ghost's creator that he thought Able Learner allowed him to buy Appraise as a class skill. He wanted me to let you guys know that had he knew it beforehand, be would have taken the Aprentice feat.

OMG PONIES
2011-03-25, 06:21 AM
Question about Scourge of the Seas, and how in interacts with Imperious Command, and the Extended Intimidation feature of the Zhentarim Soldier.

Scourge of the Seas allows you to demoralize all in a 30 ft radius, and the effects last for a number of rounds equal to CHA modifier.

Imperious Command makes foes who are demoralized cower for 1 round, then be shaken for the rest of the encounter.

Extended Intimidation makes demoralize last for 24 hours.

If all three are used together, would that make foes within 30 feet cower for 1 round, then be shaken for 24 hours?

Imperious Command doesn't change the length of time a foe is shaken (unless I'm missing something in my copy of DotU). From the book:


If you successfully demoralize a foe in combat, the foe cowers for 1 round and is shaken in the following round.

In essence, Imperious Command simply adds one round of cowering before the demoralization's normal effect. When it comes to Zhentarim Soldier fighter sub levels, it's a little murkier. While the Extended Intimidation text doesn't specify, the way it's written would lead me (as a DM) to rule that it's only for social Intimidation. From the web enhancement:


Instead of ending when the Zhentarim Soldier leaves, as is normal for the Intimidate skill, the intimidation effect lasts for 24 hours after his departure.

As is normal for the skill? This sends us back to the PHB, where we find the following:


If you beat your target's check result, you may treat the target as friendly, but only for the purpose of actions taken while it remains intimidated....The effect lasts as long as the target remains in your presence, and for 1d6x10 minutes afterward....You can also use the Intimidate check to weaken an opponent's resolve in combat....If you win, the target becomes shaken for 1 round.

It looks like the Intimidate skill gives us two options: Intimidate (which takes a minute and changes someone's attitude until we leave, plus a short time thereafter) or Demoralize (which takes a standard action in combat and leaves the person's attitude unchanged, but shakes them for 1 round). Well, neither of those really give us a duration that ends immediately when you leave, but let's chalk that up to bad editing in the WE :smallbiggrin:. Changing an opponent's behavior is the only option with a duration similar to the one mentioned in the sub level, so I would rule that the extended effect only applies to that sort of intimidation.

Because of everything listed above, I would rule that your opponents cower for 1 round before being shaken for CHA [modifier] rounds. However, I can see some scurvy sea dogs arguing that the cowering effect of Imperious Command is part of the "effect" of Scourge of the Seas, and should itself last for CHA [modifier] rounds. I'd be inclined to say no to that, but I don't have any RAW citations to back me up there. Maybe something on what exactly constitutes an effect?

T.G. Oskar
2011-03-25, 10:20 AM
When it comes to Zhentarim Soldier fighter sub levels, it's a little murkier. While the Extended Intimidation text doesn't specify, the way it's written would lead me (as a DM) to rule that it's only for social Intimidation. From the web enhancement:


Instead of ending when the Zhentarim Soldier leaves, as is normal for the Intimidate skill, the intimidation effect lasts for 24 hours after his departure.

As is normal for the skill? This sends us back to the PHB, where we find the following:


If you beat your target's check result, you may treat the target as friendly, but only for the purpose of actions taken while it remains intimidated....The effect lasts as long as the target remains in your presence, and for 1d6x10 minutes afterward....You can also use the Intimidate check to weaken an opponent's resolve in combat....If you win, the target becomes shaken for 1 round.

It looks like the Intimidate skill gives us two options: Intimidate (which takes a minute and changes someone's attitude until we leave, plus a short time thereafter) or Demoralize (which takes a standard action in combat and leaves the person's attitude unchanged, but shakes them for 1 round). Well, neither of those really give us a duration that ends immediately when you leave, but let's chalk that up to bad editing in the WE :smallbiggrin:. Changing an opponent's behavior is the only option with a duration similar to the one mentioned in the sub level, so I would rule that the extended effect only applies to that sort of intimidation.

Actually, going a bit further shows which kind of intimidation works out:


Thereafter, the target’s attitude toward the Zhentarim Soldier shifts to unfriendly, but a lingering fear remains. Whenever the Zhentarim Soldier returns to someone he has previously intimidated, he gains a +4 bonus on his Intimidate check to re-establish the effect.

Because of the clause of shifting attitudes, you may interpret that what you actually get is the primary use of Intimidate (aka, shifting attitudes from X to Y). This is because demoralize is an ability that only provides an effect (in this case, a fear effect); hence, it would not allow for a regular attitude exchange because you usually can't change someone's attitude in less than a minute (unless, IIRC, you do a rushed check as a full-round action).


Because of everything listed above, I would rule that your opponents cower for 1 round before being shaken for CHA [modifier] rounds. However, I can see some scurvy sea dogs arguing that the cowering effect of Imperious Command is part of the "effect" of Scourge of the Seas, and should itself last for CHA [modifier] rounds. I'd be inclined to say no to that, but I don't have any RAW citations to back me up there. Maybe something on what exactly constitutes an effect?

Eh, the feat is pretty clear: you make someone cower for 1 round, then shaken the next round. Basically, it goes like this normally:

Your turn: Standard action - Intimidate (demoralize)
Opposed roll: Intimidate skill check (d20 + ranks in Intimidate + Charisma modifier) vs. modified level check (d20 + ECL + Wisdom modifier + bonus on saves vs. fear).
Result: Success - Effect "Shaken" for 1 round
Failure - no effect

With Imperious Command, the result would be:

Your turn: Standard action - Intimidate (demoralize)
Opposed roll: Intimidate skill check (d20 + ranks in Intimidate + Charisma modifier) vs. modified level check (d20 + ECL + Wisdom modifier + bonus on saves vs. fear).
Result: Success - Effect "Cower" for 1 round
Failure - no effect

Enemy turn: If enemy immune to fear: allow action
If enemy not immune to fear: cowering; no action

Your 2nd turn: Enemy: effect "Cower" ends, effect "Shaken" for 1 round

With Imperious Command + Scourge of the Seas, you get:

Your turn: Standard action - Intimidate (demoralize)
Opposed roll: Intimidate skill check (d20 + ranks in Intimidate + Charisma modifier) vs. modified level check (d20 + ECL + Wisdom modifier + bonus on saves vs. fear).
Result: Success - Effect "Cower" for 1 round
Failure - no effect

Enemy turn: If enemy immune to fear: allow action
If enemy not immune to fear: cowering; no action

Your 2nd turn: Enemy: effect "Cower" ends, effect "Shaken" for (Chariisma modifier; if Charisma mod <1, then 1) round(s)

The real question is whether the duration is "1 round cower + Charisma mod. rounds shaken" or "1 round cower + (Charisma mod. -1) shaken". I'd go for the first, given that the normal effect of demoralize is "1 round shaken", Imperious Command makes it "1 round cower + 1 round shaken", and Scourge of the Seas makes it "Charisma mod. rounds shaken"; in that case, Imperious Command specifies that the enemy cowers for one round exclusively, then shaken the rest of the rounds, so the extension to the demoralization ability applies only to the shaken effect, because it's what lingers (cower doesn't linger, hence it cannot apply to the demoralize extension).

Hopefully it's clearer enough; that should teach me to read a bit further (whenever I have the materials to read) to determine the actual effect. It makes for a nice combination, though.

gbprime
2011-03-26, 12:38 AM
When you're a professional piiiii-rate, you're in the best of company! - Tim Curry, Muppet Treasure Island


The Dread Ghost – 9.75

Originality – 4.0 – A curse-slinging warrior turned ghostly pirate? Love it. Very thematic. And using Hexblade and a monstrous template class to get there… bonus. (+1)

Power – 1.5 – Well… you’re incorporeal (+1), but also pretty much inconsequential (-2). You can scare people and provide bonuses to others, which helps out your crew, but you cannot do very much yourself, and until your Draining Touch kicks in at 19th level, people can pretty much ignore you… or just use Turn Undead and force you to go away.

You also add Power Attack as a requirement for taking one level in Ghost Faced Killer, but with your weapon selection you don’t make any real use of it, nor does turning invisible for 1 round as an ability gained at 20th level seem like a useful thing to do… not when you can already turn Manifest on and off. (-0.5)

Elegance – 1.75 – There are a number of problems with this build. If we ignore the formatting and inaccurate numbers, I’m still left looking at a build that doesn’t match its own back story. (-0.5) He was a captain that got killed and came back as a ghost, but the build says Ghost happened right after level 1. And that you have two +4 stat items as equipment… which you cannot carry around if you didn’t own them at the point you died. (There’s a feat that would overcome that, Ghostly Grasp from Libris Mortis, but you don’t have it.) (-0.5)

And the backstory says you have a “great flying ship”, and that you “remade the ship, this time as ghostly as his pale flesh”. Details of or a reference to the ship would be nice. Other puzzlers include you continuing to take the Use Rope skill, despite having no ability to TOUCH said rope. (Selecting Telekinesis ability or aforementioned Ghostly Grasp feat would fix that.) (-0.25)

Use of Secret Ingredient – 2.5 – The Dread Pirate helps define this build’s whole concept. (+0.5) Mechanically, you keep up with Profession (Sailor) and Intimidate which are at the heart of the build (+0.5), but by being incorporeal, you oddly bypass any need for Acrobatic Charge, Steady Stance and Skill Mastery. (-0.5) However, you’re also not qualifying for the PrC correctly. Appraise is not a class skill for Hexblades, so you’re not meeting the entry requirement, even with Able Learner. (-1)

Suggestion – I think you could overcome my major complaints in Power and Elegance by dropping Ghost Faced killer (and its 2 required feats) and instead picking up that 5th level of Ghost. Get Ghost levels earlier and put the Draining Touch online as quickly as possible. With the two opened feat slots, pick up Ghostly Grasp and Empowered Ability Damage (both from Libris Mortis), which not only allows you to use rope and man the helm yourself, but makes your ability drain more powerful, letting you drop enemies quicker.



Jacinta Marzoni – 13.75

Originality – 3.5 – Changeling is cool, and I see the skill bonuses that make it fit. (+0.5) And while rogue is no surprise (-0.25), Uncanny Trickster is a welcome sight. (+0.25)

Power – 3.75 – Three shy of full BAB and Two Weapon Fighting are pretty much par for the PrC. Sneak attack dice are not, and you have 7d6 of them with plenty of extra ways to make your opponent suck them down. (+0.75)

Elegance – 3.5 – Straight rogue to Dread Pirate, throw in some Uncanny Trickster. Simplicity is elegant. (+0.5) And you capitalize on your tumble-and-stab motif with the feats you add after 8th level. (+0.5) However, you misunderstood how the Class Feature in Uncanny Trickster works. You may get all the benefit of Rogue level 7, but you can’t actually SKIP rogue 7 and take rogue level 8 afterward. This costs you only the Mutable Anatomy ability, but Mutable Anatomy seems to be the main reason you CHOSE Changeling since you don’t make use of more than minimal amounts of Disguise and the bonus to Bluff and Intimidate. (-0.5)

Use of Secret Ingredient – 3.0 – You capitalize on the BAB, Two Weapon Fighting, 2 sneak attack dice, and the Acrobatic Charge. (EDIT - Keeping Jump, Tumble, Climb and Balance high makes effective use of not only Acrobatic Charge, but Steady Stance and Skill Mastery as well. (+0.25) /EDIT) You also have Intimidate maxxed out, so bonus there (+0.25). But you do nothing with the class skill requirements and abandon them as soon as you have enough ranks to qualify, doing nothing with the nautical or inspirational aspects of the class. (-0.5) That leaves me thinking that you’re essentially a Swashbuckler/Rogue build that isn’t using swashbuckler.


Captain Four-Fingers – 16.5

Originality – 3.75 – A Rashemi berserker turned to murder on the high seas is fairly unique. (+0.5) Chaining Avenging Executioner to the Dread Pirate’s Intimidation bonuses is also nice (+0.5), and helps offset the 2-level pouncing barbarian dip (-0.25).

Power – 4.0 – I started out looking at the build for raw damage, but then noted the myriad of ways you’re using to get your opponents to crap themselves in your presence. (+1) At first level, you’re scaring everyone in your vicinity on a DC 14, and it slowly improves to level 14 where you’re doing respectable extra damage every single strike… assuming you can catch any of the opponents you’re routing each round. Impressive.

Elegance – 4.5 – Synergy, synergy, synergy. And that’s just Intimidate. (+1) You also note that a captain needs to know where he’s going as well as how to get there, and for thinking to max out Knowledge (Geography), I give you a bonus. (+0.5)

Use of Secret Ingredient – 4.25 – You took the time to explain the use of all the Dread Pirate abilities, and you incorporate all of them with your core concept. While Steady Stance and Skill Mastery are merely useful, you expand upon the utility of all the others with other feats and class features. (+1) Keeping the skill tied to Fearsome Reputation maxed out is worth bonuses IMO. (+0.25) And keeping at least one of the four entry skills maxed is expected.


Hendrik Van Der Decken – 11.25

Originality – 3.5 – That is indeed a lot of Dread (+0.25), and while Dread Necromancer is a surprise for this special ingredient (+0.25), the inclusion of undead status in conjunction with the Dread Necromancer is expected.

Power – 2.25 – At low levels, a Dread Necromancer does just fine on the power end, especially becoming undead themselves (+0.25). But apart from the fear, you’ve got only minor gish magics and a bonus 2d6 sneak attack dice, and that doesn’t improve even by level 20 (-1.0).

Elegance – 3.0 – The build abandons a full caster role to take up some evil swashbuckling, and it fluffs it out as having created an undead crew. Except the build cannot make undead without using a scroll or other magic item to get the job done, at least not until level 19, which is much later than indicated in the back story and then only makes regular skeletons and zombies. (-0.5) It does do a decent job of blending multiple ways to scare people and stack the results into a bevy of screaming foes. (+0.5)

Use of Secret Ingredient – 2.5 – You get all the background skills to enter Dread Pirate and then don’t take another rank in them. (-0.5) Maxing out the skill tied to Fearsome Reputation, bonus. (+0.25) The bonus you give to Profession (Sailor) given your undead crew is an important point made (+0.25), but there is otherwise little gained by using Dread Pirate over some other full BAB prestige class that intimidates people. (-0.5)



Darrigan The Gray Death – 14.0

Originality – 2.5 – Swashbuckler and Bard is about the most common method of entry you can get. (-0.5) I’d deduct a bit more for that, but you chose NOT to chain the honorable pirate track to your Bardic music, which surprised me. Scarlet Corsair is a natural synergy there too, neither too cliché nor expected.

Power – 3.75 – The more I study the build, the more it grows on me. It’s a bit light on the sailor skills, but you DO develop them somewhat over the 20 levels. You’ve got several options for delivering 4d6 of sneak attack (+0.25) and multiple stacking abilities to intimidate your foes into inaction (+0.5). Had you powered up your Bardic Knack and Jack of All Trades further, that would be worth a bonus, but by level 10, it’s barely a footnote on the character sheet, albeit one you spent 2 feats and an alt ability slot on…

Elegance – 3.75 – The chosen classes blend very well… Swashbuckler to Dread Pirate to Scarlet Corsair... they build on each other nicely. (+0.5) And what’s this… Knowledge (Geography)? A captain who knows where he’s going? Bonus! (+0.25)

Use of Secret Ingredient – 4.0 – You’ve got the skill for Fearsome Reputation maxed out, and while you don’t keep up with Profession (Sailor), you do work up some of the other required skills, effectively making good use of Acrobatic Charge, Steady Stance, and Skill Mastery (+0.25). Chaining Scourge of the Seas to Imperious Command and the OTHER Scourge of the Seas is great synergy (+0.5), and you develop your sneak attack with much better feinting and even Persuasive, a very underrated feat. (+0.5) I was going to object to not taking Dread Pirate levels 9 and 10, but I see why you did it, since Motivate the Scum overlaps with your existing Bardic Morale bonus, making the extra 1d6 sneak attack more damaging overall. But its still only 8 levels of the special ingredient, and I’ll dock you a little for that. (-0.25)


Halavin d’Lyrandar – 13.75

Originality – 3.0 – Warblade is not unusual, Bard is kinda required for the honorable track, but a dip into Storm Sentry is interesting (+0.25), giving you both more dragonmark fu and your missing skill requirement. Had it been more than a 2 level dip, I might have added more for it. The Dragonmarked house, however, was easy to see coming for this special ingredient. (-0.25)

Power – 3.75 – Your personal damage generation is topping out at six attacks a round at weapon damage plus a reasonable number, which is not amazing, but it all adds up when combined with warblade and equipment choices. (+0.25) You’re providing 5 to hit and damage to everyone around you as well (+0.25), which is an improvement over the +3 any Bard/Honorable Dread Pirate would be adding. At higher levels, you’re also providing a significant armor class boost to you and others, stacking with your Shield and Combat Expertise for yourself. (+0.25)

Elegance – 3.5 – Stacking Bardic abilities with White Raven feats and Dread Pirate makes for some excellent synergy. (+0.5) I was a bit disappointed not to see Wind’s Favor as your upgraded Dragonmark, though.

Use of Secret Ingredient – 3.5 – You get the skill requirements for Dread Pirate and then never take another rank in them again. (-0.5) But you do keep up with the skill linked to Fearsome Reputation (+0.25), as well as the skills behind Arcrobatic Charge, Steady Stance, and Skill Mastery (+0.25). And once again, Bard plus White Raven capitalizes nicely on Rally the Crew and Fight to the Death. (+0.5)


Vincent Alzey d’Lyrandar – 13.5

Originality – 2.75 – Beguiler is an interesting enough start to a career, though a 2 level dip in Rogue detracts from it a bit (-0.25). And I’m going to give Windwright Captain just enough of a boost (+0.25) to cancel out the natural “here comes House d’Lyrandar” reaction for this special ingredient (-0.25).

Power – 3.75 – Let’s see… 3rd level spells with a gish BAB (after it gets going) is a decent base. Adding Arcane Strike to that makes a difference (+0.25), Control Winds SLA is handy that you eventually get 2/day (+0.25), and Storm Touch at 18th level is a good damage capstone against many opponents (+0.25)

Elegance – 4.0 – Windwright Captain leading into Dread Pirate is an excellent choice, busts the Wealth By Level wide open, and is one of the only ways to get the ship requirement by means other than pure backstory. (+1)

Use of Secret Ingredient – 3.0 – You max out Profession (Sailor), so the required skills of the class are utilized well despite no additional progression in the others. And the skill tied to Fearsome Reputation is also maxed out (+0.25), as are some of the skills used by Acrobatic Charge, Steady Stance, and Skill Mastery (+0.25). The other abilities seem kind of ignored, however (-0.25), and all 10 levels of the secret ingredient are not used (-0.25).


Oltur Seadweller – 8.75

Originality – 2.75 – While Merfolk and Dark Template are surprising for this build (+0.5), a single level Rogue dip is quite the opposite (-0.5). Swashbuckler is also expected (-0.25), and while Binder is kind of unique here, a 2 level dip in it negates any advantage it would have garnered.

Power – 1.25 – Let’s face it, luck feats are inefficient. You spent five feats to gain 7 rerolls per day for any attack (or damage at 2 rolls each), save, or initiative check, when Dread Pirate comes with one reroll already. As a suggestion, had you spent just 2 feats on such skills, you could have picked up Deadly Defense and Craven (with the will penalty offset nicely by Unbelievable Luck) and added over 20 damage per strike to your power total, for example.

The problem is your damage output. You’re a swashbuckler, and while binding Paimon lets you take a swipe at darn near everyone nearby, you’re only doing 1d6+3 plus any equipment you’ve acquired and a humble 1d6 of sneak attack. (-2) The only thing that increases this is your un-augmented use of Rally the Crew, so by high levels you are literally ignorable in combat. Now yeah, you can reroll lots and lots of misses and fumbles (+0.25), but that doesn’t change much.

Elegance – 2.25 – Rogue to Binder to Swashbuckler just doesn’t flow (-0.25), but capping that mismatch off with Fortune’s Friend seems somehow appropriate (+0.25). However… you bothered to take a +1 LA Template that includes Hide In Plain Sight and then fail to buy any ranks in Hide after first level (-0.25) until level 19 when you somehow got 18 skill points in one level. (-0.25) So I’m afraid I miss the point of you having the Dark template if you’re not doing anything with it. Likewise, you bought just enough Disable Device and Tumble to get yourself seriously hurt by attempting them, and then you never buy another point? (-0.25)

Use of Secret Ingredient – 2.5 – The class required 4 skills to enter, and you kept one maxed out (Swim), so no modifier there. And you quite strongly expanded on the Luck of the Wind ability (+0.25). But while Acrobatic Charge, Steady Stance, and Skill Mastery aren’t entirely ignored, Fearsome Reputation completely is, since you don’t even have a single rank in Diplomacy (-0.25). Rally the Crew goes similarly neglected (-0.25), as does Fight to the Death since you made no effort to utilize charisma (-0.25).


Alria Almaiath, Prowler of the Seas – 14.5

Originality – 2.5 – Rogue dip (-0.25) and the ever-expected Swashbuckler (-0.25) start the build off and it doesn’t really surprise us much from there. Scarlet Corsair is a fine choice for a second PrC, but not unexpected.

Power – 4.5 – You’ve got a lot of sneak attack dice (see Use of Secret Ingredient, below) plus deadly defense, another extra two-weapon attack and a nearly full BAB. (+1) You also have extra ways to scare people and get those sneak attack dice in there (+0.5). In vest in a truedeath crystal and you have little to fear except water elementals…

Elegance – 3.75 – The build classes flow together nicely (+0.5) and the heavy use of skill tricks make for a very cinematic swashbuckler (+0.25). With that backstory, I’d have given bonus points if you’d worked some favored enemies into the build someplace.

Use of Secret Ingredient – 3.75 – I see one problem with Dread Pirate. You’re mixing and matching honorable and dishonorable abilities, and you can’t do that (-0.5). So you don’t get Fight to the Death and Rally the Crew, but the good news is that I’ve credited you in the Power category with two more sneak attack dice than you otherwise thought you got.

There are four background skills required for Dread Pirate, and you added ranks to all of them over the levels. (+0.25) And you maxed out the skill tied to Fearsome Reputation (+0.25). You also put your sneak attack dice and intimidate scores through a workout with extra ways to use each. (+0.5) Two weapon fighting gets some extra love (+0.25), and many points were spent on the skills needed for Acrobatic Charge, Steady Stance, and Skill Mastery (+0.25). I have to give you a slight hit for using only 9 levels of special ingredient, though. (-0.25)

WinWin
2011-03-26, 01:10 AM
You all realise that you need to buy a ship to qualify for this class?

10,000 gp before 6th level is impossible unless the character plans on building it himself (even then you're looking at years in game to make this happen).

Even before 10th level, 10k is a hefty chunk out of WBL. That is treasure that is supposed to go toward things that increase survivability. An important thing to consider for practical optimization.

Cartigan
2011-03-26, 01:20 AM
You all realise that you need to buy a ship to qualify for this class?


Technically wrong. You need to have a 10k GP ship to qualify. How you got it is irrelevant.

WinWin
2011-03-26, 01:42 AM
Technically wrong. You need to have a 10k GP ship to qualify. How you got it is irrelevant.

And that is a 10k chunk out of your WBL. Method of aquisition is irrelevant. Wealth by Level is not. Demanding handouts from the DM or other players is not practical, nor can you expect it to happen in any particular game. Good luck participating in ECL 6 encouters with the gear you started the game with...

Akal Saris
2011-03-26, 01:45 AM
When you're a professional piiiii-rate, you're in the best of company! - Tim Curry, Muppet Treasure Island

You'll be loyal and fair and free! The soul of decency! When you're a professional piiii-rate...

You don't have to wear a suit!

Thurbane
2011-03-26, 02:00 AM
And that is a 10k chunk out of your WBL. Method of aquisition is irrelevant. Wealth by Level is not. Demanding handouts from the DM or other players is not practical, nor can you expect it to happen in any particular game. Good luck participating in ECL 6 encouters with the gear you started the game with...
I can't see where stealing a ship, with the attendant risk of being caught, or someone coming after it in the future, is really breaking WBL.

Not to mention that, as many people seem to forget, WBL is a guideline only.

WinWin
2011-03-26, 02:41 AM
I can't see where stealing a ship, with the attendant risk of being caught, or someone coming after it in the future, is really breaking WBL.

Not to mention that, as many people seem to forget, WBL is a guideline only.

First of all 'attendant risk of getting caught' means it can actually happen. Were talking about a ship here, not a boat. Good luck sailing away without a crew, even if you somehow manage to remove the existing crew in the first place.

Secondly, the character is a pirate, a criminal. People are going to be coming after him as a function of the plot anyway. A free 10k for a meaningless flaw still breaks WBL, regardless of what strings are attached to his ship.

Finally, this is an optimization contest. Plot bennies are table specific; handing out free requirements for a character to function falls into the realms of TO. Completely setting/campaign neutral, WBL provides a meaningful set of data regarding what should and should not be available to a character at any given point in time during their career. You want to hand out a free 10k to the pirate player, don't be surprised when other players start expecting their expensive bennies too. As such, saying that WBL is meaningless is completely irresponsible.

OMG PONIES
2011-03-26, 06:20 AM
Rather than argue back and forth, can we put together our collective op-fu and see if we can think of the best ways to acquire this ship? Windwright Captain has already been mentioned in this round, but are there any other options out there?

My attempts at negating/lowering the cost:
ECL 9: The Landlord feat from Stronghold Builder's Guidebook might work, though I don't know if a ship can be considered a stronghold. At this level, though, the WBL tables would already allow you to just pay for the thing with cash.

ECL 6: I'm thinking of everyone's favorite 3-level PrC: the ruathar! Gift of the elves can get you up to a +1 Composite Longbow (built for +4 STR), which is worth 2,800 gp. It specifies that you're free to sell the item, though good manners blahblahblah. Good manners?! You're a bleeping pirate! Even if you can just sell it at the standard half price, that's a free 1400 gp that can go to your shipbuilding. Using the method listed below, we could commission and oversee construction of a ship worth 10K for only 6,100 gp out of pocket. This is the lowest actual price I've been able to get so far.

ECL 5: It seems that using the Knowledge (architecture and Engineering) skill can get us a ship at a decent discount. See the following:
Instead of having each specialist make separate Craft checks to fabricate individual components of a ship, the chief shipwright simply makes Knowledge (architecture and engineering) skill checks to successfully design and oversee the building of a large vessel.

The DC of your shipbuilding check varies with the ship you're trying to build and the craftsmen and materials you have on hand. The materials required to build a ship are equal to half the ship's indicated price (see chapter 5); in addition, you must pay the shipyard workers an amount equal to one-quarter of the ship's indicated price.

In the table that follows we find that a longship (worth 10,000 gp) has only a DC 10 to build, and requires about 2 months. The good news is, you don't even need to train a single rank in Knowledge (Architecture & Engineering) to accomplish this. From the Player's Handbook:


An untrained Knowledge check is simply an Intelligence check. Without actual training, you know only common knowledge (DC 10 or lower).

So D&D defines common knowledge as DC 10 or lower, meaning that the designers of this game believe knowing how to construct a longship is common knowledge. We shouldn't be threatened or distracted in a shipyard, so we can just go ahead and take 10 on our checks...Congratulations, if you can delay gratification for 2 months, you just acquired a vessel worth 10,000 gp for 7,500 gp. Whether or not you can haggle down the prices of your raw materials or labor via Diplomacy or Intimidate is up to your DM.

So, it looks possible at ECL 5 or ECL 6. Any ways to make it a realistic option at earlier levels?

Amphetryon
2011-03-26, 06:50 AM
Well... that's interesting.

gbprime
2011-03-26, 07:54 AM
I look at a ship as being more of a plot device, especially in this case.

If the DM decides to give the party a townhouse as a story reward, it doesn't count against their wealth-by-level does it? I'd say not, as paying upkeep and salaries to keep the place running is burden enough.

If the players clear out a dungeon complex and decide to move in as a base of operations, it doesn't count against their wealth-by-level does it?

Likewise with a ship. For a character like a Dread Pirate to work in a campaign the DM has to agree to center it in whole or in part around a ship. And I don't think a DM is going to do that by stripping one of the PC's of any chance at having equipment like the other characters.

No, a ship is a setting, a plot device. You get one from the DM after a get-me-a-ship plotline so the game can involve it. You take what you get. Upgrades... those take WBL.

WinWin
2011-03-26, 08:31 AM
A longship? Are you serious? They are slow, have 2 light mounts only and have a minimum crew complement of 43. It's a landing craft, not a pirate ship.

Preferably you want something that can outrun a warship.

As for comparing ships and houses, I can only suggest you read the Stronghold Builders guide. Speaking of which...

Taking Landlord and building a pirate base would be the the simplest method of obtaining a vessel. Simply have the ship as an ancillary part of the stronghold. 9th level minumum. Unless you have a soft GM, in which case ditch the pirate ship and get an artifact sword instead.

Thurbane
2011-03-26, 08:56 AM
You want to hand out a free 10k to the pirate player, don't be surprised when other players start expecting their expensive bennies too. As such, saying that WBL is meaningless is completely irresponsible.
Assuming, of course, that some of the other players haven't invested a share of their vaunted WBL to assist in the purchase of said ship, just as one alternate scenario off the top of my head. And I don't remember saying WBL is "meaningless", only that it's a guideline (as spelled out in the books), and that some people tend to forget that.

So, basically the crux of your argument is that all of the builds that entered dread pirate before they could comfortably afford 10,000gp by WBL should be considered "illegal" for this contest? Or am I misinterpreting?

No, a ship is a setting, a plot device. You get one from the DM after a get-me-a-ship plotline so the game can involve it. You take what you get. Upgrades... those take WBL.
Agreed. :smallwink:

Cartigan
2011-03-26, 09:29 AM
And that is a 10k chunk out of your WBL. Method of aquisition is irrelevant. Wealth by Level is not. Demanding handouts from the DM or other players is not practical, nor can you expect it to happen in any particular game.
No one is demanding squat. What if there is a ship in the campaign and you just happened to jack it because why not? Great, you can be a dread pirate. Or is your DM a hardnose jerkass who won't give you any more loot because you have a $10k ship? Looks like that's your problem.


A longship? Are you serious? They are slow, have 2 light mounts only and have a minimum crew complement of 43. It's a landing craft, not a pirate ship.

I'm sorry, the requirements don't say you have to have a Spanish Galley, they just say you have to have a boat that costs 10k gp. Now you are just trying to be a nuisance.

Xodion
2011-03-26, 09:50 AM
A longship? Are you serious? They are slow, have 2 light mounts only and have a minimum crew complement of 43. It's a landing craft, not a pirate ship.

Preferably you want something that can outrun a warship.

How are you going to fit a warship up a river? Pirates attacked inland pretty often as well, like the Vikings, and they're famous for their longships.

gbprime
2011-03-26, 10:02 AM
How are you going to fit a warship up a river?

This is D+D. Get one that flies. Didja miss the build with the Windwright Captain PrC ?

Unless someone wants to tell me that the PC's can't steal a skyship until they're 12th level because of WBL restrictions? :smallsigh:

WinWin
2011-03-26, 11:16 AM
It is worth repeating, so I'll say it again. Plot bennies fall into the realm of TO. If you're giving away free pirate ships and houses, why not give every character an artifact weapon?

WBL has been a recognised part of optimization since people started compiling builds on 339. It is an important facet of character design and development. An improper distribution of wealth causes some character types to fail. Many non casters for example, need items to function. Taking 10k out of your alloted wealth at early levels is a big deal for these classes. Failure to recognise this equates to failure at optimization IHMO.

You can try to justify arguments about what flies at you table and make assumptions about what happens at mine, but it is irrelevant. The only yardstick worth mentioning can be found in the DMG, because I am fairly sure that it will be the one constant at every table.

And yes. Longships suck.

Cartigan
2011-03-26, 11:26 AM
It is worth repeating, so I'll say it again. Plot bennies fall into the realm of TO. If you're giving away free pirate ships and houses, why not give every character an artifact weapon?

WBL has been a recognised part of optimization since people started compiling builds on 339. It is an important facet of character design and development. An improper distribution of wealth causes some character types to fail. Many non casters for example, need items to function. Taking 10k out of your alloted wealth at early levels is a big deal for these classes. Failure to recognise this equates to failure at optimization IHMO.

You can try to justify arguments about what flies at you table and make assumptions about what happens at mine, but it is irrelevant. The only yardstick worth mentioning can be found in the DMG, because I am fairly sure that it will be the one constant at every table.
Fine. The setting is a sea setting - ie, why we are looking at pirate classes - so it takes place on a boat. That happens to be worth 10k+ gp. That you say you own. There. The boat is NOT character wealth; it's the plot setting. I win.

Moreover:

The baseline campaign for the D&D game uses this “wealth by level” guideline as a basis for balance in adventures. No adventure meant for 7th-level characters, for example, will require or assume that the party possesses a magic item that costs 20,000 gp.
The wealth by level table, by the definition in the DMG, is the wealth that a PC should have to be able to hold their own in CR appropriate encounters. A ship has NOTHING TO DO WITH THIS. Therefore it has no effect on the Wealth by Level tables.

I double win.


And yes. Longships suck.
No one gives a rat's ass. It's a 10k ship.


PS. Since you are so big on the DMG, try reading page 155, top left paragraph.

Zaq
2011-03-26, 12:02 PM
As I see it, this is an optimization contest, not a series of actual player-and-DM games. Yes, in a real game, getting a ship would be an issue that you would work out with your DM. However, in a contest like this, there's no way to do that. We don't have a way of explaining in a standardized manner how the contestants got their ships. It's like how we didn't require the Ardent Dilettante contestants to pay for a trip to Sigil so they could tell their stories to the Society of Sensation. There's no sane way to work things like that into the kinds of builds we make here, so we tend to just—well, not exactly ignore it, since the contestants are expected to keep such things in mind when writing their fluff, but we at least tend to handwave them. If the contestants say "and then I captured a ship from the queen's navy" or "and then I inherited my father's ship" or "and then I was hired by a merchant shipping company and placed in control of a ship," all we can really say is "OK then." WBL? We don't even like to keep track of each contestant's WBL (and, if you'll recall, most judges frown on assuming that you have a big pile of exactly which magic items you want, so many contestants simply don't assume that they can spend their WBL). So really, what would you like the contestants to do? Under the constraints of the contest and what you seem to be asking, it almost seems that only Windwright Captains can qualify for Dread Pirate, which is clearly not what we want to do. What would you have liked to have seen, then?

Anyway, two builds judged. Being thorough takes time. I hope to knock out at least another two or three tomorrow, though, since I expect to have the afternoon free. We'll see.

T.G. Oskar
2011-03-26, 01:15 PM
It is worth repeating, so I'll say it again. Plot bennies fall into the realm of TO. If you're giving away free pirate ships and houses, why not give every character an artifact weapon?

WBL has been a recognised part of optimization since people started compiling builds on 339. It is an important facet of character design and development. An improper distribution of wealth causes some character types to fail. Many non casters for example, need items to function. Taking 10k out of your alloted wealth at early levels is a big deal for these classes. Failure to recognise this equates to failure at optimization IHMO.

You can try to justify arguments about what flies at you table and make assumptions about what happens at mine, but it is irrelevant. The only yardstick worth mentioning can be found in the DMG, because I am fairly sure that it will be the one constant at every table.

And yes. Longships suck.

Erm...you see, there will be a big problem with that line of thought.

That basically means that, if you're playing a game, and you exceed your WBL, then you have to sell that item and retain just enough wealth to prevent exceeding that amount. Is that right?

Right or not, it does mean something: you apparently can't exceed that amount. Which is not true, in a way.

The premise is right: without a DM handing wealth, you need something to measure how much wealth you are expected to have, and WBL works fine with that. That would be no problem: in fact, it could help with how magic items could be allocated and provide a certifiable way to allow magic items as part of builds (something I as a judge chafe, but not because it's not allowed but because it removes from the meat of the build, which I prefer to see over what magic items can bring). And it's very useful: I mean, it's what the Test of Spite used to have, which added quite well to the power of the build itself.

However, sometimes, you need to suspend that for sake of the competition. For purposes of this competition, you are assumed to clear all special requirements, though the method used by the character should be cleared on its background. In that case, what's assumed is that by one point of the campaign, you could have gained a ship worth at least 10,000 gp by means of stealing, buying, inheritance, or even as a generous loan (you handle and own the ship, but you're indebted to service or own it as much as you can be helpful to said person, or heck, you own the ship but someone owns YOU). The idea is: if WBL HAS to be accounted for in order to enter, most people would be unable to enter the class at all. It doesn't really account for what might happen on the campaign, but aside from the most sadistic of DMs, someone who goes and claims "I wish to enter the Dread Pirate class at level 6" might get some leeway from its DM, if only because such requirements are a pain to follow.

Case in point: Drunken Master. You need to survive a moment of revelry without breaking the law, falling unconscious or getting caught. Most people (and indeed most judges, myself included) ignored that, because it would have been quite a hassle to adjudicate, and going to how much WBL you would have had to expend in order to consume those drinks and spend the night of revelry would have been a nightmare. It's not exactly the same premise, but it is a prohibitive premise that would deny entry to the class up until VERY late in the game, OR unless you found a way to justify that expenditure. So, I assume most, if not all, judges will ignore that claim so as long as the premise sounds reasonable on the background, in order to allow competition to flow freely. They won't ignore the hard requirements, but they may allow leeway on that one because otherwise it would be near-impossible to do so.

There's another thing that sounds really, really funny, and thats "improper distribution of wealth". That's...odd, because in-game that concept is NATURAL. Some people WILL get more wealth than others, especially if the DM's rolls are generous with one character specifically BECAUSE all the items that end up being rolled just happen to help that kind of character (and it can happen, just not in that exaggerated sense). Furthermore...there are lots of duds in the magic items section, on BOTH the Dungeon Master's Guide and the Magic Item Compendium. For example: at around 13th level, you might have a courser Stone Horse on a treasure roll, but the campaign is aquatic in its entirety (you get to be on land only on dungeons or small islands). For all means, something like that might be entirely worthless, aside from probably selling the item out (which doesn't generate 10,000 gp). Now, let's say who might get more use out of it: the fighter who has ranks in Ride, probably already has a magic lance, magic plate armor AND riding feats, OR the Wizard who has phantom steed on his spellbook(s)? In that case, the Fighter who might have some utility out of it just has 10,000 gp over the Wizard, who quite probably has a headband of intellect +4 just because he collapsed all the items he has allocation to into money, while the actual gems and money were spread equally (because that's just about the only thing that can be spread equally). Wealth based on magic items is never equitative, and WILL lead into improper distribution of wealth. Imagine having someone 10,000 gp short because they own a ship, while the rest could make good use of, say, a Blindfold of True Darkness and STILL have 1,000 gp to spend on another magic item. That's why generally WBL is only worthwhile whenever there's a character entering session, because it's a guideline on how much wealth the character will have. While it would be useful on this campaign, someone that enters Windwright Captain would be at a brutal advantage because it has 10,000 gp to spend, because the ship is treated as a class feature. Same as Ruathar and its 1,000 gp magic item; it's a class feature, not part of WBL at all. Thus, to make it fair, everybody gets to spend a ship, and the Windwright Captain just has a way to justify that ship in-competition, thus earning the same amount of points in Elegance (and probably Originality) than it would have otherwise gained if WBL was established.

Besides, this is an optimization contest explaining how you can optimize [X] PrC. If this was true PO, you'd probably never use the PrC, or just dip whatever is necessary, am I right? We're already taking issues on how to do a very specific form of optimization, so we're not gonna let something like "how do I got my ship?" get in the way of that. Of course, that IS something to work with if someone decides to get as a Dread Pirate, but that's something between the player and the DM, which may or may not follow WBL as a rule in stone.

WinWin
2011-03-26, 01:19 PM
. What would you have liked to have seen, then?


An acknowledgement of the prerequisites of the class. Assuming that the DM is going to throw 10,000 gp worth of treasure your way simply does not cut it. Delaying entry to the class until the expense can be justified or finding an unorthodox method of obtaining the ship is part of the point of this excercise is it not? Simply ignoring a requirement because it requires some thought is not optimization. Neither is declaring it DM fiat.


The wealth by level table, by the definition in the DMG, is the wealth that a PC should have to be able to hold their own in CR appropriate encounters. A ship has NOTHING TO DO WITH THIS. Therefore it has no effect on the Wealth by Level tables.


Uhhh....This is a pirate optimization competition. Pretty sure a ship is gonna have an effect on, you know, piracy. {Scrubbed}

Cartigan
2011-03-26, 01:21 PM
Uhhh....This is a pirate optimization competition. Pretty sure a ship is gonna have an effect on, you know, piracy. {Scrubbed the post, scrub the quote.}
It still has nothing to do with the character's ability to compete with CR appropriate creatures, a pirate campaign or not.

Urpriest
2011-03-26, 01:34 PM
It still has nothing to do with the character's ability to compete with CR appropriate creatures, a pirate campaign or not.

Eh, I wouldn't count on that. Some CR-appropriate encounters involve naval combat, after all. I actually would have loved to see a build built to use the vehicle rules, the closest I'm seeing is the build that took into account the need for Knowledge (geography).

Anyway, WinWin, few DMs will hand out ships. Fewer will hand out employment to the Unseelie Queen, or even have such a creature in their worlds (many don't even know what an Unseelie is, on account of being uncultured yobs). While this competition frowns upon being overly presumptuous about DM charity, when the class is designed with some expectation of DM charity then we allow some leeway in that respect. That doesn't mean that contestants aren't encouraged to be independent of DM handouts, which is why the Windwright Captain build will likely be scoring well in Use of Secret Ingredient and/or Elegance. But in this particular area, fitting the special requirement into WBL gives a bonus, rather than being the only way to avoid a penalty.

Cartigan
2011-03-26, 01:37 PM
Eh, I wouldn't count on that. Some CR-appropriate encounters involve naval combat, after all. I actually would have loved to see a build built to use the vehicle rules, the closest I'm seeing is the build that took into account the need for Knowledge (geography).
If you are involved in naval, ship v ship combat as standard combat, then the WBL table will have to be modified in order to take into account the fact that you would have to have and equip a ship in addition to the characters themselves.

Urpriest
2011-03-26, 02:46 PM
If you are involved in naval, ship v ship combat as standard combat, then the WBL table will have to be modified in order to take into account the fact that you would have to have and equip a ship in addition to the characters themselves.

No, because ships with vehicle stats are balanced by their cost. You can ram pedestrians too y'know. If you're fighting a sea monster you can fight it the traditional way, or buy a ship and use vehicle combat, and both options are at least intended to be balanced with each other.

Thurbane
2011-03-26, 06:23 PM
It is worth repeating, so I'll say it again. Plot bennies fall into the realm of TO. If you're giving away free pirate ships and houses, why not give every character an artifact weapon?
Comparing a ship to an artifact in this context is just plain ludicrous. Anyhow, from memory artifacts don't have a listed gp cost, so by a slavish reading of RAW, they don't affect WBL anyway. :smalltongue:

A ship is a large structure that generally won't have a direct bearing on combat, other than allowing it to take place in a different locale. It certainly won't affect combat the way a "free" powerful magic weapon would. Comparing the two is apples and oranges, IMHO.

Let me hypothesize this: someone earlier mentioned a scenario where PCs seize a dungeon after clearing it out, and claim it as their own. Should the DM then whip out Stronghold Builders Guidebook, slap a value on said dungeon, and declare that the party cannot gain any more treasure until their WBL exceeds the value of the dungeon?

To me, the scenario of stealing a ship is fairly similar.


WBL has been a recognised part of optimization since people started compiling builds on 339. It is an important facet of character design and development. An improper distribution of wealth causes some character types to fail. Many non casters for example, need items to function. Taking 10k out of your alloted wealth at early levels is a big deal for these classes. Failure to recognise this equates to failure at optimization IHMO.
You'll notice a lot of builds in the Iron Chef threads don't even touch on equipment, other than maybe a list of suggested gear as a footnote. Getting hung up on WBL and gear isn't really a part of these competitions (IMHO).

Also, as I posited earlier, what if the whole party chips in to purchase a ship, sharing the cost around. They come to an agree whereby the Dread Pirate is the captain/"owner", but they all have "shares" in the ship.

You can try to justify arguments about what flies at you table and make assumptions about what happens at mine, but it is irrelevant. The only yardstick worth mentioning can be found in the DMG, because I am fairly sure that it will be the one constant at every table.
And as I keep pointing out, the DMG specifically spells out it is a guideline.

A character going beyond WBL is not a houserule or bennie in the same was as, say, a game where a Monk gets full BAB.

And yes. Longships suck.
Well, you're entitled to your opinion, of course, but in terms of qualifying for the PrC, the type of ship is totally irrelevant.

Amphetryon
2011-03-26, 06:32 PM
You'll notice a lot of builds in the Iron Chef threads don't even touch on equipment, other than maybe a list of suggested gear as a footnote. Getting hung up on WBL and gear isn't really a part of these competitions (IMHO).Indeed, those that make a point of specifying 'necessary' gear have been warned against by some IC judges.

WinWin
2011-03-27, 01:50 AM
Comparing a ship to an artifact in this context is just plain ludicrous. Anyhow, from memory artifacts don't have a listed gp cost, so by a slavish reading of RAW, they don't affect WBL anyway. :smalltongue:


Ships do have a cost. By a strict reading of RAW, you're saying it should be ignored.


A ship is a large structure that generally won't have a direct bearing on combat, other than allowing it to take place in a different locale. It certainly won't affect combat the way a "free" powerful magic weapon would. Comparing the two is apples and oranges, IMHO.


Use your imagination. You're playing a pirate. A ship is going to have an effect on a lot of combats. Especially an optimizard ship.


Let me hypothesize this: someone earlier mentioned a scenario where PCs seize a dungeon after clearing it out, and claim it as their own. Should the DM then whip out Stronghold Builders Guidebook, slap a value on said dungeon, and declare that the party cannot gain any more treasure until their WBL exceeds the value of the dungeon?

To me, the scenario of stealing a ship is fairly similar.


Do any of the PC's have the Landlord feat? Think about this. A simple dungeon in a lawless area is cheap. An urban one filled with traps and interesting features is expensive. Creative players are going to find a way to make this work for them. Why should players benefit from a free stronghold when others have to pay for one? So yes, some instances should have a price tag attached. As should a wand of Magnificent Mansion or Daerns Instant Fortess. Or a ship.



You'll notice a lot of builds in the Iron Chef threads don't even touch on equipment, other than maybe a list of suggested gear as a footnote. Getting hung up on WBL and gear isn't really a part of these competitions (IMHO).


Except this particular PrC has a specific gear requirement. Don't believe me? Read Complete Adventurer. Your preferences do nothing to change those requirements.




Also, as I posited earlier, what if the whole party chips in to purchase a ship, sharing the cost around. They come to an agree whereby the Dread Pirate is the captain/"owner", but they all have "shares" in the ship.

And as I keep pointing out, the DMG specifically spells out it is a guideline.


So you're saying the pirate should be taking money from other characters during a campaign to buy a ship. In such a case, he does not really own anything, the group owns the ship. How is such an example even relevant in the context of this competition? Has anyone here sumbitted a party of characters?

As for guidelines...Encounter levels and experience are also guidelines. Flexible, but ignoring them is inadvisable. Semantics won't change this.



A character going beyond WBL is not a houserule or bennie in the same was as, say, a game where a Monk gets full BAB.


Oh...This is a houserule competition. Silly me. Carry on.



Well, you're entitled to your opinion, of course, but in terms of qualifying for the PrC, the type of ship is totally irrelevant.

Have fun playing the terror of the high seas in an oversized, single sailed rowboat from the dark ages. Totally optimized, because you qualified to become a Dread Pirate.

I'm done. Y'all can go back to ignoring the requirements of the class now.

Thurbane
2011-03-27, 02:09 AM
Ships do have a cost. By a strict reading of RAW, you're saying it should be ignored.
Again, WBL is guideline, not RAW.

Except this particular PrC has a specific gear requirement. Don't believe me? Read Complete Adventurer. Your preferences do nothing to change those requirements.
Snark aside, yes, I am well aware of the requirements of the PrC - I have acknowledged such multiple times in my posts.

So you're saying the pirate should be taking money from other characters during a campaign to buy a ship. In such a case, he does not really own anything, the group owns the ship. How is such an example even relevant in the context of this competition? Has anyone here sumbitted a party of characters?
You were the one who brought up the topic of how unfair the pirate having a ship before WBL would indicate would be on the rest of his party...

Oh...This is a houserule competition. Silly me. Carry on.
Yes, that's totally what I was saying. :smallamused:

I'm done. Y'all can go back to ignoring the requirements of the class now.
Which I'm pretty sure I never once did.

Winwin, we should probably leave it there - apparently we have some very fundamentally different ideas about the effects and application of WBL...and I don't think we're going to see eye to eye.

Basically, it's up to the chairman and judges of this comp to determine what bearing, if any, WBL has on the legality of builds in this thread, not you or I.

Cartigan
2011-03-27, 10:01 AM
Have fun playing the terror of the high seas in an oversized, single sailed rowboat from the dark ages. Totally optimized, because you qualified to become a Dread Pirate.
Dungeon Master's Guide, page 155, top left paragraph.


I'm done. Y'all can go back to ignoring the requirements of the class now.
Are we playing by RAW or are we playing by your ridiculous interpretation of what RAW should be? By RAW, longboat qualifies for Dread Pirate. By RAW, a ship wouldn't affect WBL.

T.G. Oskar
2011-03-27, 04:56 PM
PS. Since you are so big on the DMG, try reading page 155, top left paragraph.


Dungeon Master's Guide, page 155, top left paragraph.

Um...am I reading the same DMG as you? Because page 155 has an explanation on githyanki raiding tactics...

Maybe it's page 55? Closest interpretation, but it still gets a bit fuzzy. Page 51 in my DMG has something closely related to Treasure, and page 54 has a Behind the Curtain with WBL slapped in compared to treasures per encounter. It also states something about wealth being more than usual because of "potions, scrolls, ammunition and food" being expended...

Hey, so we need to determine the whole cost of food and ammo, or just slap "200 arrows, Murlynd's Spoon and that refillable waterskin" on the pages as well? Because that's part of how WBL is meant to be expended.

However, I believe Thurbane hit it on the nail: the chairman and the judges have the final say. If they, in unanimous decision, require all contestants to determine exactly how they gained a ship worth at least 10,000 gp on the build, then we'll see a lot of troubles in Elegance. If not, then it's a nice discussion, but better left somewhere else, probably under "what WBL should cover". Actually...that's a good question. Someone willing to post it up somewhere, so that it gets more (and better) discussion?

Cartigan
2011-03-27, 05:04 PM
Um...am I reading the same DMG as you? Because page 155 has an explanation on githyanki raiding tactics...
Bingo.
Read what it says and compare to his complaints about piracy and longboats.

T.G. Oskar
2011-03-27, 05:25 PM
Bingo.
Read what it says and compare to his complaints about piracy and longboats.

I had the distinctive idea it was about the WBL, but...heh, it's a fun read.

Still: the PHB isn't the only source for vessels. IIRC, Arms and Equipment Guide (granted, it's 3.0 but it still works) and Stormwrack offer good choices. Not to mention the Eberron Campaign Setting book and the Lyrandar elemental galleons, and sky piracy.

So...I have no idea why the longboat comment. Is it because it's not a galleon? I mean, pirates nowadays use yachts and smaller ships, for goodness sakes... (not to mention the Internet :P)

OMG PONIES
2011-03-27, 05:28 PM
This stops now, everybody. This argument is getting dirty, personal, and off-topic. It's reminding me a bit too much of the Green Star Adept round, which I believe resulted in some bannings. Let's not get into that again.

There's not a single character in this round that entered the class prior to 6th level. A 5th level PC has WBL of 9K, and while the ship requirement is 10K, there are ways (even without any specialized training) for a character to build or acquire such a ship with that WBL*. We're not talking about a character who assumed they had a flying warship at first level, so (IMHO) the point is moot. All of the characters can afford boats at the levels presented.

*In my post above, I found a way to do it for 7500 gp that any character in this competition could use.

gbprime
2011-03-27, 05:33 PM
especially the build that uses Windwright Captain. PrC comes with a 92k Skyship. Pure Win. :smallcool:

Cartigan
2011-03-27, 05:39 PM
There's not a single character in this round that entered the class prior to 6th level.

You can't. It has a 8 rank skill requirement. Two in fact.

OMG PONIES
2011-03-27, 05:44 PM
You can't. It has a 8 rank skill requirement. Two in fact.

I know. My point was the WBL issue that had been raised, and that all of the characters presented could single-handedly purchase or build the necessary ship with their WBL.

Amphetryon
2011-03-27, 07:22 PM
I know. My point was the WBL issue that had been raised, and that all of the characters presented could single-handedly purchase or build the necessary ship with their WBL.

Firechanter (http://www.giantitp.com/forums/showthread.php?t=192498) continues the discussion here, very civilly.

Zaq
2011-03-28, 03:42 AM
Four and a half builds judged. Four and a half builds to go.

I may or may not be able to keep up the sheer volume of words I've been churning out so far; it's no longer the weekend, after all. I've current spat out something in the 7k range. If you're one of the people I'm judging later, I'm going to do my very best to give you the same level of attention and analysis that I've been giving everyone else, but I'm going to try to temper that with the realization that speed is a virtue. Rest assured that just because your word count may not be as high as the next person's doesn't mean that I'm not carefully considering and analyzing what your build can (and, just as critically, can't) do.

It's interesting to see different builds fall flat in such similar ways. Judging is offering me quite a new perspective on this competition. In particular, while I always knew (on some level) that doing it properly and really reading the builds takes a lot of time, I'm becoming ever so acutely aware of just how much time that is. Still, I know that I feel shortchanged when it seems like a judge just skimmed over what I put so much effort into, so I'm trying to extend the same courtesy to the current batch of contestants that I'd like to see myself.

OMG PONIES
2011-03-28, 05:25 AM
Thanks for the update, Zaq. vikingofdoom, any update on your judging?

Zaq
2011-03-30, 12:41 AM
Status update: Very little progress. This and that keep popping up, and I haven't had the time or the inclination to put any proper effort into judging. If I magically find a chunk of time where I'm able to give this the attention it deserves, I'll certainly take it, but for now, I'll be shocked if I actually finish this before this weekend at the earliest. My apologies for the slow going.

Cartigan
2011-03-30, 09:04 AM
Four and a half builds judged. Four and a half builds to go.

I may or may not be able to keep up the sheer volume of words I've been churning out so far; it's no longer the weekend, after all. I've current spat out something in the 7k range. If you're one of the people I'm judging later, I'm going to do my very best to give you the same level of attention and analysis that I've been giving everyone else, but I'm going to try to temper that with the realization that speed is a virtue. Rest assured that just because your word count may not be as high as the next person's doesn't mean that I'm not carefully considering and analyzing what your build can (and, just as critically, can't) do.
I can say I was expecting an analysis, not the thesis you have been working on, so that's no problem.

This is going to be a rather short order contest with a single judge...

vikingofdoom
2011-03-30, 09:29 AM
I'm chugging away on it, but had to do an essay for my entrance into the university of my course, so that slowed me down quite a bit. Expect it completed by the weekend (or next Monday, whichever I get it done by.

T.G. Oskar
2011-03-30, 09:35 AM
You know what we're missing? Judges may take their time, but what about the tallies!? We're so used to the tallies minutes after the judgings come up, so it's a bit unusual to lack a tally. I mean, even after one judge we've seen a tally, and it kinda got absorbed by the WBL discussion, so I think a rectification is at hand.

OMG PONIES
2011-03-30, 11:55 AM
I thought it was a bit silly to do tallies after one judge, but I'm glad I'm not the only one who likes it.

Tallies after One Judge (before disputes)
{table=head]Entry|Place|Total|Average
Captain Four Fingers|GOLD|16.5|4.125
Alria Almaiath|SILVER|14.5|3.625
Darrigan the Gray Death|BRONZE|14|3.5
Halavin d'Lyrandar|Fourth|13.75|3.4375
Jacinta Marzoni|Fifth|13.5|3.375
Vincent Alzey d'Lyrandar|Fifth|13.5|3.375
Hendrik Van Der Decken|Seventh|11.25|2.8125
The Dread Ghost|Eighth|9.75|2.4375
Oltur Seadweller|Ninth|8.75|2.1875[/table]

It's still anybody's game, friends.

Cartigan
2011-03-30, 12:01 PM
Now that I see them put together like that, does it strike anyone else as odd that there are 2 "d'Lyrandar"?

OMG PONIES
2011-03-30, 12:09 PM
Now that I see them put together like that, does it strike anyone else as odd that there are 2 "d'Lyrandar"?

Not really--when people think of pirates they either think of boats or airships. When people think of airships, they either think Final Fantasy or Eberron. When people think of airships in Eberron, they think of House Lyrandar.

gbprime
2011-03-30, 12:19 PM
Not really--when people think of pirates they either think of boats or airships. When people think of airships, they either think Final Fantasy or Eberron. When people think of airships in Eberron, they think of House Lyrandar.

And besides, they approached it differently, so they're not clones. One did Storm Sentinel, the other did Windwright Captain.

OMG PONIES
2011-03-30, 12:37 PM
Personally, I'm surprised we didn't see any artificers. Granted, the class doesn't really offer them anything, but I thought for sure we'd see a pimped-out ship, Cannith-style.

T.G. Oskar
2011-03-30, 01:13 PM
Personally, I'm surprised we didn't see any artificers. Granted, the class doesn't really offer them anything, but I thought for sure we'd see a pimped-out ship, Cannith-style.

Hey, this is "Iron Chef Optimization Challenge", not "Pimp my Airship"! That's why we have a Chairman and not Xzibit, and that's why we have judges and not a pimpin' crew! And come on, this was just too easy to work with...

But still: yay for tallies!

Xodion
2011-03-30, 02:38 PM
Yeah, tallies are good :smallsmile:

While we're waiting, any ideas what the next Secret Ingredient will be? I seem to recall Shinken mentioned it a few threads ago, but I can't remember where...

flabort
2011-03-30, 03:20 PM
I see your white text. I see it all!
Nice joke, though.

true_shinken
2011-03-30, 05:31 PM
While we're waiting, any ideas what the next Secret Ingredient will be? I seem to recall Shinken mentioned it a few threads ago, but I can't remember where...
The next SI won't be from Core or Completes. It's a class unable to cast spells.

Cartigan
2011-03-30, 05:55 PM
The next SI won't be from Core or Completes. It's a class unable to cast spells.

Inconceivable!

Thurbane
2011-03-30, 06:50 PM
It's a class unable to cast spells.
Interesting - I wonder if that means a PrC that niether grants nor advances casting, or one that specifically forbids casting? Time will tell. :smallbiggrin:

Zaq
2011-03-30, 10:20 PM
Please tell me it's what I think it is, Shink.

OMG PONIES
2011-03-31, 06:53 AM
He'll tell you once you've submitted your judging. :smallbiggrin:

Zaq
2011-03-31, 02:45 PM
Quick poll for the contestants: Knowing that me drastically speeding up will definitely result in unbalanced reviews (that is to say, unbalanced in terms of time and effort put into understanding and appreciating them) but not knowing whether it will be your build that'll get 1,500 words or your build that'll get 250 (hint: I'm not going in the order that Shink posted them), do you want me to try to blast through the remaining reviews, or do you want me to try to give everyone roughly equal treatment? If we had more judges remaining, I'd definitely keep on taking my time and giving you the treatment that I'd like to receive for my own builds (personally, I hate it when a judge gives me two sentences per category—makes me feel like they didn't even read it), but I also don't want to be the one holding up the show. Since it has not yet come down to "well, we'll be done when Zaq gets off his butt and judges" but probably will soon, I offer the question now.

So, contestants? Do you want to get this over with and risk getting a paragraph where your opponent got a page, or do you want me to make sure that I do a good and thoughtful job?

gbprime
2011-03-31, 02:51 PM
Judge every build to the same standards. Just remember this for next time you volunteer to judge and consider adopting the short form at that time. :smallwink:

Speaking personally, after looking up all the source material used by a build, I spent about half an hour considering each one, and time spent writing the comments is in addition to that. My commentary isn't at length, but I'm a big believer in brevity as a communication enhancement. (Even the author is unlikely to read through a wall of text, so a paragraph is often sufficient.) Besides, if the author thinks I overlooked something, there's a dispute/challenge phase at the end.

OMG PONIES
2011-03-31, 03:03 PM
I agree with the always-wise gbprime. Take your time this round, but consider the short version for next time if you've found the long form overwhelming.

Cartigan
2011-03-31, 03:23 PM
Quick poll for the contestants: Knowing that me drastically speeding up will definitely result in unbalanced reviews (that is to say, unbalanced in terms of time and effort put into understanding and appreciating them) but not knowing whether it will be your build that'll get 1,500 words or your build that'll get 250 (hint: I'm not going in the order that Shink posted them), do you want me to try to blast through the remaining reviews, or do you want me to try to give everyone roughly equal treatment? If we had more judges remaining, I'd definitely keep on taking my time and giving you the treatment that I'd like to receive for my own builds (personally, I hate it when a judge gives me two sentences per category—makes me feel like they didn't even read it), but I also don't want to be the one holding up the show. Since it has not yet come down to "well, we'll be done when Zaq gets off his butt and judges" but probably will soon, I offer the question now.

So, contestants? Do you want to get this over with and risk getting a paragraph where your opponent got a page, or do you want me to make sure that I do a good and thoughtful job?
I don't think people need 5 page reviews. But since we are already there...

Cieyrin
2011-03-31, 03:54 PM
Hey, this is "Iron Chef Optimization Challenge", not "Pimp my Airship"!

I'd actually love a contest called Pimp my Airship/Vehicle. There's some lovely vehicles in the Arms and Equipment Guide that I'd love to see get some love. :smallwink:

dextercorvia
2011-03-31, 05:21 PM
I don't have a horse in this race, but I know from my experience judging last time that not all submissions inspired me to write so much. I didn't read any less carefully than another, and I spent just as much time looking for legality, and considering how the build played together. It was just that at the end, the build hadn't spoken to me in a way that made me have as much to say in response. Sometimes that was a good thing and sometimes it wasn't.

Amphetryon
2011-03-31, 06:26 PM
I'd actually love a contest called Pimp my Airship/Vehicle. There's some lovely vehicles in the Arms and Equipment Guide that I'd love to see get some love. :smallwink:

You just want to show off the Cube. :smalltongue:

Thurbane
2011-03-31, 09:24 PM
The Cube? Please tell me that's some kind of flying Daern's Instant Fortress!

T.G. Oskar
2011-03-31, 09:55 PM
The Cube? Please tell me that's some kind of flying Daern's Instant Fortress!

Yes and no. Basically, it's a multi-layered mobile protection system cast by a high-level spellcaster, in which the spellcaster is essentially protected from everything. IIRC, it has Walls of Force, a wall of Adamantine, a Wall of Stone, and maybe one or two more. The idea is that no spell can affect the spellcaster because there's no line of effect, but the spellcaster is aware of its surroundings, has a Ring of Sustenance so that it doesn't need to eat or breathe (and only sleep lightly), and is protected from EVERYTHING.

Still, IIRC, it wasn't Cie who did the Cube. It's one of the ToS gents (Shneekey?), tho, and it certainly isn't meant as a vehicle. A prison, on the other hand...

Urpriest
2011-03-31, 09:58 PM
Yes and no. Basically, it's a multi-layered mobile protection system cast by a high-level spellcaster, in which the spellcaster is essentially protected from everything. IIRC, it has Walls of Force, a wall of Adamantine, a Wall of Stone, and maybe one or two more. The idea is that no spell can affect the spellcaster because there's no line of effect, but the spellcaster is aware of its surroundings, has a Ring of Sustenance so that it doesn't need to eat or breathe (and only sleep lightly), and is protected from EVERYTHING.

Still, IIRC, it wasn't Cie who did the Cube. It's one of the ToS gents (Shneekey?), tho, and it certainly isn't meant as a vehicle. A prison, on the other hand...

It doesn't use the vehicle rules, but it is a vehicle in the sense that it can move. Also, it had a commoner in it, not a spellcaster. The thing was pure WBL-mancy at its finest, drawing from the Stronghold Builder's Guide.

dextercorvia
2011-03-31, 10:00 PM
Sofawall made the Cube. Died in the aftermath of IC VII

Akal Saris
2011-03-31, 10:48 PM
Reminds me of "Living in a Flying Box," one of the builds that used a single-space stronghold with the very fast flying ability and created multiple "turret" traps from the DMG2 to stud its walls, so that it was effectively a space ship.

I made my own similar build, which if I recall involved using various storm-related protections or immunities and the Tordado's Eye from SBG, so that it was a tiny hut surrounded by a hurricane+tornado that demolished anything within range. My mental image was basically the Wizard of Oz scene :P

Thurbane
2011-03-31, 10:54 PM
I'm liking what I'm hearing - I wonder if there's enough interest for a one off side contest for vehicles?

true_shinken
2011-03-31, 11:09 PM
Please tell me it's what I think it is, Shink.

Oh, I believe it is. :smallamused:

Cartigan
2011-04-01, 12:52 PM
Oh, I believe it is. :smallamused:

Wait, what is it?

gbprime
2011-04-01, 01:14 PM
Wait, what is it?

Inquiring mimes want to know. :smallwink:


http://www.creativeartsconsultant.com/CAC/Newsletters/Newsletters_files/shapeimage_4.png

Cartigan
2011-04-02, 09:34 AM
Argh, mimes!!!

Cieyrin
2011-04-02, 01:59 PM
I'm liking what I'm hearing - I wonder if there's enough interest for a one off side contest for vehicles?

I'd heartily put my hotrodding skills to the test, certainly! :smallbiggrin:

And yes, I didn't make the Cube, that was Sofa's baby. The controller initially was a Commoner (since Sofa didn't want to design an actual character at the time :smalltongue:) but the controller became a Wizard in later iterations of the Cube. No one knows the true design of the Cube, since the ToS character sheets never got released and Sofa asked that those who fought the Cube and judges keep it's exact design under wraps.

true_shinken
2011-04-03, 02:30 PM
So, how well is this rolling, gentlemen?

Zonugal
2011-04-03, 04:16 PM
I endorse the vehicle competition!

Thurbane
2011-04-03, 05:24 PM
I endorse the vehicle competition!
So, who'd like to chairman?

OMG PONIES
2011-04-03, 07:44 PM
So, who'd like to chairman?

What are you talking about? We already have one (http://www.giantitp.com/forums/showthread.php?p=10697122#post10697122). :smallbiggrin:

Zaq
2011-04-04, 02:16 AM
Just two builds left to go. If I'm lucky, I'll finish tomorrow. However, I know better than to actually promise anything. I'm trying, though. When I checked my word count just now, it was exactly 9,000.

. . . I'm probably going to have to go add some paragraph breaks so you guys don't want to lynch me, huh.

Cartigan
2011-04-04, 12:36 PM
So, theoretically, all judging should be "done" by "tomorrow."

OMG PONIES
2011-04-04, 12:52 PM
need...more...scores. Must...tally.

vikingofdoom
2011-04-04, 01:22 PM
Here's my judging, completed at last:
Jacinta: Originality: 4 Fairly unique backstory (+0.5), changeling rouge entrance was unique (+1), feats/skill tricks used fairly commonly in other builds (-0.5)
Elegance: 4.5 Explained how you got the ship (+0.5), everything is legal RAW (+0.5), Sources Listed (+0.5)
Power: 3.5 Good damage in melee combat (+0.5), with a wide variety of helpful skills.
UoSI: 3.5 SI fits the build and enhances the power of it, adding some additional options. Overall increase to the build’s power is average(+0.5)
Total: 15.5

Cap’t Four Fingers: Originality: 1.5 Backstory somewhat unique (+0.5), build is somewhat unique (+0.5), but fear-based fighters are incredibly common (-1), as is using Human Paragon for skill points (-0.5)
Elegance: 3 Ship explained (+0.5) Used UA variants (-1), sources listed (+0.5)
Power: 3.5 Build is a one-trick pony (no change) that’s main ability is to render enemies cowering for one turn, which gives you a fairly viable ability to help in combat (+0.5).
UoSI: 4 The secret ingredient helps your build, making a fairly powerful improvement (+1).
Total: 12

Van: Originality: 3 I didn’t expect Dread Necro or Dread Witch to show up (+0.5), using the cutlass was a nice touch (+0.5), backstory was acceptable, fear based builds are apparently all over the place (-1)
Elegance: 4Everything is legal and sources listed (+0.5), boat explained (+0.5)
Power: 4You’re a decent fear build (+0.5), with everything that goes with that. Your spells are helpful to you. (+0.5)
UoSI: 3.5 The secret ingredient helps you in melee combat, at the expense of your spellcasting. This comes out to being a moderate boost in power (+0.5)
Total: 14.5

Darrigan: Originality: 2.5Fear builds are apparently all over the place (-1). Backstory was nice and unexpected, as was the use of Scarlet Corsair (+0.5).
Elegance: 4Sources listed and everything is legal (+0.5), boat explained (+0.5).
Power: 4You have a decent fear build (+0.5), which is hindered by everything that hinders fear effects. Your spells are able to help fairly well. (+0.5)
UoSI: 3.5The secret ingredient adds a minor boost to your build, with only a small amount of costs (+0.5)
Total: 14

Halavin: Originality: 4Use of honorable pirate and being a dragonmarked character was fairly unique. (+0.5). Backstory was well done, but not exceptional (+0.5).
Elegance: 4Everything is legal and listed, build flows nicely (+0.5), ship explained (+0.5)
Power: 4Able to handle yourself well in melee combat, has both attack and defense abilities (+0.5). Spells are fairly minor, but still useful (+0.5)
UoSI: 4SI made sense for the build, and added fairly significant boosts in melee power and skills (+1).
Total: 16

Vincent: Originality: 3.5Being an honourable pirate and a dragon marked character was fairly unique (+0.5), backstory was fairly drab (+0).
Elegance: 3.5Used UA variants (-0.5), sources listed and everything legal (+0.5), boat explained (+0.5)
Power: 3.5Able to handle yourself fairly well in combat, but note exceptionally (+0.5). Arcane strike adds some power to your attacks, but not an impressive amount. (+0)
UoSI: 3.5The SI helps out your build fairly well, but not exceptionally (+0.5).
Note: Something went weird with your tables and your math, so I recalculated BAB (I’m getting +15, not +16) and saving throws (but those seem to be correct) while marking this. Also, build entry says Bard while table says Beguiler.
Total: 14

Oltur: Originality: 4Merfolk was unique, as was binding. Swashbuckler was uncommon in the competition (though not entirely unexpected) (+0.5), backstory was well done but not exceptional. (+0.5)
Elegance: 4Everything’s legal with sources listed (+0.5), boat explained (+0.5)
Power: 2.5LA is a fairly powerful penalty to any build (-2), but what you gain a fairly good boost from doing so (+1). Able to do okay in combat, but nothing exceptional (+0.5)
UoSI: 3.5The secret ingredient helps your build, adding power and accuracy to your attacks, and fits fairly well. (+0.5)
Total: 14

Alria: Originality: 4Backstory interesting, scarlet corsair unexpected (+1)
Elegance: 2Sources listed, everything legal, boat explained (+1). Mixed dis/honouralbe abilities from dread pirate, which is illegal, but covered for that elsewhere in the build (-2)
Power: 4You’re very capable in melee combat, dealing out high damage/turn and debuffing enemies very effectively. (+1).
UoSI: 4.75You make excellent use of the SI, increasing your power by a large amount (+2). Not taking all 10 levels in this class is a minor deduction (-0.25) but understandable
Total: 14.75

Ghost: Power: 1.5: Your power is worse than a straight hexblade, losing spells, curses, and Aura of Unluck (-3). Instead you gain ghost features (+1) and various benefits from Pirate Lord, of which only two help you in combat (+1). The powers that you do get are fairly standard (most creatures at level 20 are at best shaken (-2 to hit/damage) for 5 rounds; or takes 1 minute and is fairly useless in combat (-0.5).
Originality: 2: You used a unique concept for this competition (+1), but it was a fairly obvious cliche (-1). Your backstory was adequate but not exceptional (+0). Fear based characters are quite common (-1)
Elegance: 1: No sources listed(-1). You don't qualify for Force of Will, so that feat is illegal (-0.5). Not taking full levels in Ghost, while legal, is inelegant and likely to get a book thrown at you, but no deduction as it is legal. Web-based material is questionable as useable material, due to not being an official rule-book (-0.5).
UoSI: 3.5: You manage to make good use of some of the features of the SI (+1), but gain no benefit from the majority of them (-0.5). Those that are used aren't the most useful ones from the class, but that is recorded under Power above.
Total: 8

EDIT: Dealt with a concern raised to me by a separate judge, dealt with math errors.

dextercorvia
2011-04-04, 01:28 PM
Your score for Halavin's Originality seems to have drifted out of your spoiler.

vikingofdoom
2011-04-04, 01:46 PM
Indeed it did, fixed now.

OMG PONIES
2011-04-04, 02:17 PM
Some of your total scores seem at odds with the individual categories when added.


Captain Four Fingers (total 11, categories 12)
Hendrik Van Der Decken (total 12.5, categories 14.5)
Oltur Seadweller (total 15, categories 14)
Dread Ghost (total 8, categories 9)


Which is correct?

vikingofdoom
2011-04-04, 02:24 PM
The categorical scores are correct, dealt with.

Cartigan
2011-04-04, 02:47 PM
Some of your total scores seem at odds with the individual categories when added.


Captain Four Fingers (total 11, categories 12)
Hendrik Van Der Decken (total 12.5, categories 14.5)
Oltur Seadweller (total 15, categories 14)
Dread Ghost (total 8, categories 9)


Which is correct?
I don't see any tallying!

OMG PONIES
2011-04-04, 03:17 PM
I just wanted to make sure that I had correct numbers in my table.

Tallies after Two Judges (before disputes)
{table=head]Entry|Place|Total|Average
Halavin d'Lyrandar|GOLD|29.75|3.71875
Alria Almaiath|SILVER|29.25|3.65625
Jacinta Marzoni|BRONZE|29|3.625
Captain Four Fingers|Fourth|28.5|3.5625
Darrigan the Gray Death|Fifth|28|3.5
Vincent Alzey d'Lyrandar|Sixth|27.5|3.4375
Hendrik Van Der Decken|Seventh|25.75|3.21875
Oltur Seadweller|Eighth|22.75|2.84375
The Dread Ghost|Ninth|17.75|2.21875[/table]

Cartigan
2011-04-04, 03:20 PM
It looks like the only person guaranteed a medal is the one who did Alria. Everyone else in the top tier moved around completely.

OMG PONIES
2011-04-04, 04:38 PM
I don't think any of the medals are guaranteed--this is a pretty tight round, and I'm expecting some in-depth analysis from Zaq.

T.G. Oskar
2011-04-04, 05:06 PM
Yep, real tight.

The first positions are divided by half a point, and the difference between second and third is one-fourth of a point. The first five positions, except second and third, have differences of half a point, and all in all the fifth position only need to have two-three points higher than the top position to swing a win, the rest of the scores roughly the same.

Still, Zaq's scores should be good. Hoping to see the full word total, given that it should be wordy enough. Perhaps he can beat my top word score at judging a competition?