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Private-Prinny
2011-10-02, 06:16 PM
Welcome, contestants, judges, and guests to Iron Chef XXV. 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 GMT on Sunday, October 16th, 2011 to create their builds and PM them to the Chairman, Private-Prinny. Builds will then be posted simultaneously, to avoid copying. Judges will have until 11:59PM GMT on Sunday, October 30th, 2011 17:12 GMT on Monday, October 31st to judge the builds and submit their scores. If no judges have scored by that point, only the scores of the first judge to submit will be counted.

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.

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 as many contestants and judges as feel like playing!

This week's special ingredient is:
Sandstorm's Scion of Tem-Et-Nu!
We will have trophies for 1st through 3rd places, as well as a special trophy for honorable mention. The honorable mention prize is given to the most daring or unexpected build. Judges, contestants and guests alike are invited to vote for honorable mention via PM.

Allez optimiser!

Contestants
Amphetryon
DonutBoy12321
The Gilded Duke
Zipding
gbprime
Hecuba
Hunter Killer
The_Werebear
Grey McBannert
Diefje

The Builds
Nefrati Praefectus (http://www.giantitp.com/forums/showpost.php?p=12043963&postcount=183)
Shui Dao Ye (http://www.giantitp.com/forums/showpost.php?p=12043978&postcount=184)
Lindir Al Tiafi (http://www.giantitp.com/forums/showpost.php?p=12043984&postcount=185)
Damash Olbereth (http://www.giantitp.com/forums/showpost.php?p=12043996&postcount=186)
Casting Crusader (http://www.giantitp.com/forums/showpost.php?p=12044011&postcount=187)
Khefra (http://www.giantitp.com/forums/showpost.php?p=12044018&postcount=188)
Orcinus Fei (http://www.giantitp.com/forums/showpost.php?p=12044029&postcount=189)
Jemaine the Hiphopopotomas (http://www.giantitp.com/forums/showpost.php?p=12044039&postcount=190)
Malon Redfeather (http://www.giantitp.com/forums/showpost.php?p=12044045&postcount=191)
Melody (http://www.giantitp.com/forums/showpost.php?p=12044051&postcount=192)

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)
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)
Iron Chef XIX: Dread Pirate (http://www.giantitp.com/forums/showthread.php?t=190607)
Iron Chef XX: Incandescent Champion (http://www.giantitp.com/forums/showthread.php?p=10976416)
Iron Chef XXI: Ghostwalker (http://www.giantitp.com/forums/showthread.php?t=198921)
Iron Chef XXII: Dervish (http://www.giantitp.com/forums/showthread.php?t=206576)
Iron Chef XXIII: Divine Crusader (http://www.giantitp.com/forums/showthread.php?t=210071)
Iron Chef XXIV: Tactical Soldier (http://www.giantitp.com/forums/showthread.php?t=214198)

Private-Prinny
2011-10-02, 06:17 PM
I've gotten many requests for this in the past, probably at least half of which were from Amphetryon, so I figured I'd break out something special for round XXV.

Amphetryon
2011-10-02, 06:24 PM
:cool:
Competing.

Waker
2011-10-02, 06:26 PM
Bit of an odd bird, but I think I've got something in mind for the class. I'll toss my hat into the ring.

Z3ro
2011-10-02, 06:44 PM
Interesting...

I'll look at what I can put together for the class, but I'm not hopeful. If I can't figure something out, I'll judge this round.

Essence_of_War
2011-10-02, 06:48 PM
I think I'll finally be tossing my hat into the ring for this one! :smallamused:

Lateral
2011-10-02, 07:38 PM
My god. It's the hippo god class.

I'm in.

DeAnno
2011-10-02, 07:47 PM
I've always been curious about optimizing half-caster gishy classes, so this should be cool.

Hiro Protagonest
2011-10-02, 09:06 PM
I don't have Sandstorm. :smallfrown:

DonutBoy12321
2011-10-02, 09:16 PM
The Donut-based superhero wannabe wants to optimize the hippo god prestige class. Count me in.

Lateral
2011-10-02, 10:31 PM
Hmm. There's got to be a way to optimize this thing, but from what I'm seeing its abilities are all durability boosts on your Paladin or whatever.

I had a great entry, too, but I just realized it won't work without some heavy justification. Pity.

Zaq
2011-10-02, 10:48 PM
I'm gonna try.

gbprime
2011-10-02, 11:18 PM
Competing. This is one of my favorite PrCs! <squee!> :smallwink:

Greyfell
2011-10-03, 12:20 AM
I'm not even sure I know where my copy of that book is....

DaragosKitsune
2011-10-03, 02:01 AM
The hippo-worshiper class?

You've got yourself a judge.

Zaq
2011-10-03, 02:03 AM
Hmmmmm. Very interesting class this time. Lots of, shall we say, unique obstacles to overcome. Seems like it has potential, but I don't see any tricks to it just yet. I'll keep trying, but at this point I'm torn between building and judging. We'll see if inspiration strikes before the cutoff.

Tam_OConnor
2011-10-03, 02:30 AM
Looks interesting, but I'm a little burned out. I can serve as a judge if we're short, but I'll just watch for now.

Coidzor
2011-10-03, 02:41 AM
This should be good.

Dumbledore lives
2011-10-03, 03:41 AM
I will probably participate, but remind me, is Wizard website allowed as a source if you link to it?

TroubleBrewing
2011-10-03, 03:50 AM
Competing for realz this time, I promise.

The_Werebear
2011-10-03, 05:12 AM
I'll go for it. Hopefully, I'll have my stuff together this time and actually finish it.

Kefkafreak
2011-10-03, 07:51 AM
What a random PrC... it's basically the Warrior npc class with a good Will save. Unless you happen to be close to a river.

I'll try to think of something :smalleek:

BlueInc
2011-10-03, 08:22 AM
I've always wanted to compete in one of these...I don't remember the prestige class, but I'll look it up and try to come up with something fun :D

Edit: Huh. That's a really mediocre prestige class; I can think of things that go thematically well with it, but I can't think of anyone who would gain from taking levels in it. Certainly a challenge!

Urpriest
2011-10-03, 09:17 AM
Yes!

I...I'm not sure I can compete, but I'll certainly watch!

dextercorvia
2011-10-03, 10:37 AM
I might have something.

yugi24862
2011-10-03, 10:48 AM
Once again I curse the lack of mystic ranger in Iron Chief

OMG PONIES
2011-10-03, 10:51 AM
I'll give it a crack; I have a few horrible ideas to start with, and that's more than I've had before. If I can't work anything out, I may judge instead.

Cieyrin
2011-10-03, 12:38 PM
I've gotten many requests for this in the past, probably at least half of which were from Amphetryon, so I figured I'd break out something special for round XXV.


:cool:
Competing.

Wow, first Tactical Soldier, now Scion of Tem-Et-Nu? My requests are finally heard! :smallbiggrin:

Finally participating or at worst judging if I can't get something awesomely hippo out the door on time.


I will probably participate, but remind me, is Wizard website allowed as a source if you link to it?

Yes, yes it is. The only things not viable are Dragon or Dungeon Magazine (Dragon Compendium is fair game) or 3rd party/homebrew. And providing a list of sources makes judges less likely to hate you for looking through their library trying to figure out where you got stuff, regardless of whether it's on the WotC site or not. We should have a clause for this in the intro or something, since I swear I've answered this the last 3 contests...

Piggy Knowles
2011-10-03, 02:37 PM
Hmm... I have an idea that is thematically very intriguing, and I'm curious if I can tweak it into an actual character. I'll have to give some thought to this one!

Zipding
2011-10-03, 04:10 PM
I'm thinking of joining this competition, I've read through the class and I might have some ideas for a build that might work.

Greyfell
2011-10-03, 04:35 PM
huh.. found a copy of Sandstorm. This prestige is.. well, what everyone else has already said.

Not sure if I'm even going to try this one... I'll have to let it stew overnight and see of anything comes to my addled brain.

Devmaar
2011-10-03, 04:58 PM
I'm going to try and make a build again.
Who know's, maybe I'll get it in...


Fourth time's the charm

Z3ro
2011-10-03, 05:02 PM
Alright, I got nothing with this one, so I guess I'll judge (I'm terrible with casters). Here's my criteria:

Originality
This category has two main components; was your build similar to any of the other builds submitted, and was it something expected in the competition. In addition, I will penalize your build if it uses obvious tricks in obvious ways or well-known exploits in expected ways. Bonus points for things that haven't been thought of before (or at least with respect to the secret ingredient) and for using known tricks in unusual ways.

Power
How does your build stack up, power wise, to other builds focusing on similar objectives. Power in this category includes flexibility and versatility as well as straight combat power. This category will also measure power from level 1-20; a build will be penalized if it is excessively weak or unplayable at lower levels but ramps up later. Bonus points will be given if most or all of a build's power comes from tricks involving the secret ingredient.

Elegance
The toughest category to judge and assess, I judge elegance as how well the build flows together. Dipping will be penalized, but dips that make thematic sense (ranger dipping barbarian) will be penalized less than dips that do not (rogue dipping paladin). More importantly, the build should make sense at all levels, 1-20. Abilities that are useless at the level they are taken, but come on line later, will be penalized. Maintaining flavor and flow through the build will be rewarded.

Use of the Secret Ingredient
If elegance is the hardest to judge, this is probably the easiest. Did your taking the secret ingredient make sense? Did you take all 10 levels? How many of the abilities granted did you use, and how essential are they to your build? And probably most importantly, would your build be better off with another class, rather than the secret ingredient? With this secret ingredient in particular, this last one is important. You're not using the secret ingredient if the only real class feature you use is advancing spellcasting.

Cog
2011-10-03, 06:28 PM
What is the status/view on of any 3.0 character options that weren't reprinted but which received a 3.5 update in Dragon Magazine?

Urpriest
2011-10-03, 06:48 PM
What is the status/view on of any 3.0 character options that weren't reprinted but which received a 3.5 update in Dragon Magazine?

Hmm...now what in OA could optimize this class? That's...interesting...

Darrin
2011-10-03, 06:57 PM
Hmm...now what in OA could optimize this class? That's...interesting...

I think the main sticking point with the OA Web Update and the 3.5 update in Dragon #318 is the changes made to the Vanara and Hengeyokai that only appear in Dragon #318. Notably, the Vanara lost all attribute adjustments and the Hengeyokai lost their LA +1 in Dragon #318.

Most of the other major differences are some magic item costs that changed in Dragon #318 that aren't mentioned in the OA Web Errata (notably, the Kimono of Storing and the Wondrous Writing Set).

I'll have to take a closer look when I get home... there were a bunch of feat changes, but nothing that I can recall would be relevant for hippo-worshipers...

Urpriest
2011-10-03, 07:04 PM
I think the main sticking point with the OA Web Update and the 3.5 update in Dragon #318 is the changes made to the Vanara and Hengeyokai that only appear in Dragon #318. Notably, the Vanara lost all attribute adjustments and the Hengeyokai lost their LA +1 in Dragon #318.

Most of the other major differences are some magic item costs that changed in Dragon #318 that aren't mentioned in the OA Web Errata (notably, the Kimono of Storing and the Wondrous Writing Set).

I'll have to take a closer look when I get home... there were a bunch of feat changes, but nothing that I can recall would be relevant for hippo-worshipers...

Off the top of my head I'd guess it would involve River Spirit Folk, but I don't think they changed any.

Cog
2011-10-03, 07:07 PM
There were changes in pretty much every section of the book - races, base classes, prestige classes, feats, spells, magic items, monsters... any of these might be relevant!

I was kind of hoping more than one book was in that situation, though. Oh well.

Lateral
2011-10-03, 07:39 PM
Does anyone have any information about Tem-Et-Nu? I can't find any details, other than that she likes rivers and her sacred animal is a hippo.

I think I may have an idea.

Zaq
2011-10-03, 07:46 PM
All I know about Tem-Et-Nu is what I see in Sandstorm.

I do currently see a few ways to go with this class, but I don't really like any of them too much (one is so ballstastically cheesy that my Elegance will go negative despite the cap at 1, one has a strong whiff of "well, so what?" about it, and one doesn't work the way I originally thought it did), but I don't think I've exhausted the possibilities yet. I MIGHT judge. We'll see. I do still want to enter, but I'm keeping my options open at this point.

AMFV
2011-10-03, 07:48 PM
There were changes in pretty much every section of the book - races, base classes, prestige classes, feats, spells, magic items, monsters... any of these might be relevant!

I was kind of hoping more than one book was in that situation, though. Oh well.

In any case 3.0 material that hasn't been updated is on the table. There was even an Iron Chef component based off this. However, it will very likely reduce your elegance score.

Cog
2011-10-03, 07:57 PM
In any case 3.0 material that hasn't been updated is on the table. There was even an Iron Chef component based off this.
I'm well aware. My question was about material that has been updated.

Private-Prinny
2011-10-03, 08:39 PM
I'm well aware. My question was about material that has been updated.

In here, we like to pretend that Dragon Magazine doesn't exist. If that's the only place it was updated, consider it to be not updated.

Lateral
2011-10-03, 08:42 PM
Okay, I've got an awesome idea. Totally in.

Cog
2011-10-03, 09:16 PM
In here, we like to pretend that Dragon Magazine doesn't exist. If that's the only place it was updated, consider it to be not updated.
Cool, that's what I figured; my main worry would have been losing points for not using the updated version when there is one - but if it's so flatly out, that shouldn't be a problem. Thanks!

I don't even know if I'm actually using this - just exploring options for now.

Zipding
2011-10-03, 10:00 PM
Got an idea, hopefully, this will work out and I can get it done in time.

BLAAAAAAARRRRRRGHH! Didn't work out, gotta find something else.

Hecuba
2011-10-04, 02:50 AM
Does anyone have any information about Tem-Et-Nu? I can't find any details, other than that she likes rivers and her sacred animal is a hippo.

Page 45-46 of Sandstorm has basic information.

DeAnno
2011-10-04, 04:50 AM
Once again I'm getting that dangerous feeling of wrestling the PRC to make it do what I want. I should probably back off my original idea and reconsider my options.

The_Werebear
2011-10-04, 07:24 AM
Build submitted. Sleep now.

Kefkafreak
2011-10-04, 07:57 AM
is that a speed record?

Amphetryon
2011-10-04, 08:09 AM
is that a speed record?

No, someone submitted a build for one of the early rounds within about 4 hours of the SI being revealed. It's a damned good turn of speed, though.

kestrel404
2011-10-04, 10:09 AM
This prestige class amuses me greatly. May compete, may judge, I'll have to think about it.

Greyfell
2011-10-04, 12:32 PM
Every time I try and do something with this... I'm stymied by a not so small requirement of the class. I'm tenatively throwing in as a competitor, but this one is going to take some thought...

The_Werebear
2011-10-04, 01:48 PM
No, someone submitted a build for one of the early rounds within about 4 hours of the SI being revealed. It's a damned good turn of speed, though.

After seeing the class, I knew what I had to do in about 20 minutes. Everything else was pretty much just organizing.

gbprime
2011-10-04, 02:32 PM
No, someone submitted a build for one of the early rounds within about 4 hours of the SI being revealed. It's a damned good turn of speed, though.

Yeah, I already have a build done with this PrC. But I want to optimize it better. And then... formatting. :smallfrown:

TroubleBrewing
2011-10-04, 03:12 PM
I'm with gbprime. Dear god, the formatting.... I've been done with my build since last night, but THE TABLES, MAN! THE TAABBBLLLEEESSSS...

Zipding
2011-10-04, 03:18 PM
Got an idea that should work now, just need to get everything done.

Lateral
2011-10-04, 03:20 PM
I haven't even started yet. The concept keeps shifting from one set of classes to another.

I think I have a final idea, though.

flabort
2011-10-04, 03:23 PM
Sounds like the class itself is actually pretty easy to work with, if so many people are "done" so fast.

Zipding
2011-10-04, 03:29 PM
Sounds like the class itself is actually pretty easy to work with, if so many people are "done" so fast.

The problem I had was finding classes that would work for this.

Amphetryon
2011-10-04, 03:50 PM
Sounds like the class itself is actually pretty easy to work with, if so many people are "done" so fast.

Or, the PrC only lends itself to certain streams of thought.

Zipding
2011-10-04, 04:17 PM
With regards to saves, are we using fractional saves or not?

Hiro Protagonest
2011-10-04, 04:18 PM
With regards to saves, are we using fractional saves or not?

No variant rules, except in footnotes for adaption.

Lateral
2011-10-04, 04:19 PM
The problem I had was finding classes that would work for this.

My choice of class was... not exactly arbitrary, but not particularly important. The class I ended up choosing works for the build pretty well, but it's not exactly... well, you'll see when it's posted. I don't plan on changing the base class. :smallwink:


except in footnotes for adaption.
Wait, adaptation footnotes are allowed? That would make things so much easier!

flabort
2011-10-04, 04:41 PM
Wait, adaptation footnotes are allowed? That would make things so much easier!

He means the footnotes you put in the build, that say how you could use "Option X" and "Alternate Rules Y" to make the build better.

So you can say, "This build uses these components, but in order to save space to put these other components that go well with it in, you can use this Alternate Rule to not need these other components."

Lateral
2011-10-04, 04:49 PM
He means the footnotes you put in the build, that say how you could use "Option X" and "Alternate Rules Y" to make the build better.

So you can say, "This build uses these components, but in order to save space to put these other components that go well with it in, you can use this Alternate Rule to not need these other components."

Ah. That's a shame.

gbprime
2011-10-04, 05:14 PM
Or, the PrC only lends itself to certain streams of thought.

And the winner is the one who applies the class to one of those OTHER streams of thought. :smallamused:

OMG PONIES
2011-10-04, 05:59 PM
Or, the PrC only lends itself to certain streams of thought.

I see what you did there. :smallwink:

TroubleBrewing
2011-10-04, 06:22 PM
Build submitted! Now I'm wondering if I have time for another build...

gbprime
2011-10-04, 07:49 PM
I see what you did there. :smallwink:

Ach, I had that pun square in my sights and MISSED it! I must need sleep.

Enterti
2011-10-04, 07:54 PM
If it is not too late I would like to accept this challenge

Zipding
2011-10-04, 08:13 PM
Almost got the actual build done, after that, it's the backstory and uses of it.

Lateral
2011-10-04, 08:21 PM
Gah. Now I've got an idea that will really work, but the base class doesn't really work anymore.

Cieyrin
2011-10-04, 08:41 PM
If it is not too late I would like to accept this challenge

You got over a week, go for it! :smallcool:

Also, my idea is slowly coming together after much research, though I think it may be more thematic than effective. We'll see how it pans out, I guess...

dextercorvia
2011-10-04, 08:47 PM
You got over a week, go for it! :smallcool:

Also, my idea is slowly coming together after much research, though I think it may be more thematic than effective. We'll see how it pans out, I guess...

Thank you for providing me with a circumstance bonus on my modified level check to overcome all this demoralization.

Lateral
2011-10-04, 08:56 PM
Is there anyone here not competing who'd be willing to look over my build when it's done? (I'm not done yet, but I just think I should see if there's anyone willing to proofread.) Thanks!

Enterti
2011-10-04, 09:38 PM
how rapidly does the divert river ability work?

Ajadea
2011-10-04, 09:40 PM
It's a class based off hippo-worshippers without a single hippo-related ability. I am shocked and appalled.

dextercorvia
2011-10-04, 09:41 PM
how rapidly does the divert river ability work?

As a Sp ability, it takes a standard action, unless otherwise specified.

Enterti
2011-10-04, 09:43 PM
As a Sp ability, it takes a standard action, unless otherwise specified.
:D thanks thought so but just wanted to make absolutely certain before i built around that

Zaq
2011-10-04, 11:02 PM
I think the best worst best worst A PART of this one will be the puns. The class does lend itself to them. They just kinda flow.

Enterti
2011-10-04, 11:24 PM
:thog: "puns are for girls"

Lateral
2011-10-05, 05:58 AM
It's a class based off hippo-worshippers without a single hippo-related ability. I am shocked and appalled.

To be fair, hippos aren't the main part of her portfolio, just her totem animal.

ShneekeyTheLost
2011-10-05, 06:14 AM
It's rather an interesting class, actually. It requires no spellcasting, but does have a 1/2 casting progression. It is a full BAB progression that offers Divine Power, which is rather useless if you enter it with full BAB progression. A good chunk of powers are 1/day or 2/day, meaning relying on them is going to probably get you hit in the head on your Power score.

Judging should be interesting. There's a lot of trade-offs here. If you enter with a full spellcasting class, you're going to get hammered for wrecking your spell progression. If you enter as a class without spellcasting, then you get hammered in UoSI for failing to utilize it.

I've got an idea floating around the back of my head. Maybe I'll let it percolate some more. I hope I'm not just living in DeNile by thinking I could pull this off.

Amphetryon
2011-10-05, 06:59 AM
:smallfurious: Unexpected SNAFU has me considering scrapping my first idea.

Lateral
2011-10-05, 03:07 PM
:smallfurious: Unexpected SNAFU has me considering scrapping my first idea.

That happened to mine, too. :smallfrown:

Final build's coming along nicely, though.

flabort
2011-10-05, 03:39 PM
:smallfurious: Unexpected SNAFU has me considering scrapping my first idea.

I know I should know what this acronym means. :smallconfused:

But I can't for the life of me remember. :smallannoyed:

gbprime
2011-10-05, 03:40 PM
Situation Normal: All Fouled Up

Only many people choose to use a different word starting in F. :smallsigh:

Amphetryon
2011-10-05, 04:18 PM
Situation Normal: All Fouled Up

Only many people choose to use a different word starting in F. :smallsigh:

Obviously, I meant "Fouled".

Cieyrin
2011-10-05, 06:17 PM
Obviously, I meant "Fouled".

As opposed to Fowled, in which the situation would be full of poultry, which would be all kinds of odd. :smallconfused:

Hiro Protagonest
2011-10-05, 06:20 PM
As opposed to Fowled, in which the situation would be full of poultry, which would be all kinds of odd. :smallconfused:

Chicken hippo!

Actually, in Greek, hippo means horse, and hippopotamus means water horse, so a chicken hippo is probably a less fierce hippogriff (which also derives from hippo :smallbiggrin:).

Zipding
2011-10-05, 06:28 PM
Build submitted! It involes [DATA REDACTED] mixed with [DATA EXPUNGED] with some [DATA REDACTED] centreing around [DATA REDACTED] and with a little piece of [DATA EXPUNGED].

Depending on what other people have submitted, the best I can hope for is Honourable Mention.

Lateral
2011-10-05, 08:20 PM
Where do you guys get images for these builds? I can't find any decent ones.

kestrel404
2011-10-05, 08:27 PM
Where do you guys get images for these builds? I can't find any decent ones.

I usually start in google image search, but there are a lot of really good ones available on deviant art.

gbprime
2011-10-05, 09:12 PM
Chicken hippo!

Actually, in Greek, hippo means horse, and hippopotamus means water horse, so a chicken hippo is probably a less fierce hippogriff (which also derives from hippo :smallbiggrin:).

Had to. :smallamused:

http://www.headinjurytheater.com/images/fun%20hippogriff%20jared%20hindman.jpg

BobVosh
2011-10-05, 11:21 PM
I'm just glad you didn't put a beak on that.

DaragosKitsune
2011-10-06, 01:16 AM
I guess now's as good a time as any to submit my judging criteria.

For the purposes of judging, I will be assuming a score of three in all categories prior to judgment, and then adjusting higher or lower based on the contents of the build. As such, all of my criteria will include references to both gaining and losing points.

Originality: Points in originality are gained by creating unexpected build concepts and through the use of inventive methods of meeting the intended build goal. Points are lost through bland or uninteresting build concepts and by the use of similar non-essential build elements (i.e. parts of the build not needed for SI entry) to other competitors. If 5 builds use Paladin, but only one takes it somewhere different, the other 4 will likely lose points here.

Power: Points in power are, quite simply, gained or lost by the relative power of the build. Relative power, for the purpose of judging, will be defined as the ability of the build to fill its intended role.

Elegance: Points gained and lost in elegance are dependent on two factors. The first will be the "flow" of the build, such as the use of multiple classes, the use of loose rule interpretation, and the use of logical progression. The other factor covered by elegance is formatting and spelling. If I can't read it, you lose points. If reading it offends my sense of grammar, you lose points. If you put spoilers in spoilers and they aren't needed or useful, you lose points.

Use of Secret Ingredient: In the UoSI category, points are gained and lost based on effective use of and focus on the levels and abilities of the secret ingredient. Note that effective use of levels in the secret ingredient does not mean using all of the levels available. Emphasizing without overusing will win you points here.

ShneekeyTheLost
2011-10-06, 02:20 AM
I guess now's as good a time as any to submit my judging criteria.

For the purposes of judging, I will be assuming a score of three in all categories prior to judgment, and then adjusting higher or lower based on the contents of the build. As such, all of my criteria will include references to both gaining and losing points.

Originality: Points in originality are gained by creating unexpected build concepts and through the use of inventive methods of meeting the intended build goal. Points are lost through bland or uninteresting build concepts and by the use of non-essential common build elements (i.e. parts of the build not needed for SI entry).

Power: Points in power are, quite simply, gained or lost by the relative power of the build. Relative power, for the purpose of judging, will be defined as the ability of the build to fill its intended role.

Elegance: Points gained and lost in elegance are dependent on two factors. The first will be the "flow" of the build, such as the use of multiple classes, the use of loose rule interpretation, and the use of logical progression. The other factor covered by elegance is formatting and spelling. If I can't read it, you lose points. If reading it offends my sense of grammar, you lose points. If you put spoilers in spoilers and they aren't needed or useful, you lose points.

Use of Secret Ingredient: In the UoSI category, points are gained and lost based on effective use of and focus on the levels and abilities of the secret ingredient. Note that effective use of levels in the secret ingredient does not mean using all of the levels available. Emphasizing without overusing will win you points here.

A question, if I may?

I've bolded a section in 'originality', which I rather wonder about. How is it unoriginal to use things that are not necessarily used to qualify for the SI? Particularly when they might synergize rather well with the SI? I could see giving a hit to Elegance or Power here, but to Originality?

Or are you talking about things like '1 level dip in WhirlPounceBarian because it's a melee build and needs moar attacks!' or 'Cloistered Cleric for Knowledge Devotion and a couple of domain abilities/feats'?

Tam_OConnor
2011-10-06, 04:10 AM
I'm afraid I'll have to duck out of judging. Having read over one of the submitted builds, I have compromised by neutrality. But don't expect me to just go swanning off: I'll be keeping an eye on the ebb and flow of this contest, so don't go all foul-mouthed and expect to cover it up with paltry excuses.

I propose that the Honorable Mention this episode be given out for the best/worst use of puns.

kestrel404
2011-10-06, 08:22 AM
How is it unoriginal to use things that are not necessarily used to qualify for the SI? Particularly when they might synergize rather well with the SI? I could see giving a hit to Elegance or Power here, but to Originality?

Or are you talking about things like '1 level dip in WhirlPounceBarian because it's a melee build and needs moar attacks!' or 'Cloistered Cleric for Knowledge Devotion and a couple of domain abilities/feats'?

I'm pretty sure DaragosKitsune means that second one - hence the 'common build elements'. Dipping barbarian 1 for pounce is so overused that it's generally considdered an automatic originality penalty - this just makes that explicit. The wording could have been better, though.

Private-Prinny
2011-10-06, 08:25 AM
I propose that the Honorable Mention this episode be given out for the best/worst use of puns.

If that's how you want to vote, I can't stop you, but I won't make that the "official" metric after I already have 3 builds.

DaragosKitsune
2011-10-06, 02:11 PM
I'm pretty sure DaragosKitsune means that second one - hence the 'common build elements'. Dipping barbarian 1 for pounce is so overused that it's generally considdered an automatic originality penalty - this just makes that explicit. The wording could have been better, though.

Admittedly, the wording is a tad vague. That's what I get for posting when I should be sleeping. To provide a more clear explanation (that will be added to my actual criteria), "common build elements" was less about penalizing the WhirlPouncers and the Cloistered Clerics, and more about not having build elements in common with other builds (emphasis mine). The WhirlPounce dip, for further clarity, would more likely result in an Elegance hit, whereas 5 builds that all use paladin as their starting point would all take Originality hits, unless all of the builds take the class in wildly different directions.

Edit: Criteria Updated for Clarity

ShneekeyTheLost
2011-10-06, 02:33 PM
Admittedly, the wording is a tad vague. That's what I get for posting when I should be sleeping. To provide a more clear explanation (that will be added to my actual criteria), "common build elements" was less about penalizing the WhirlPouncers and the Cloistered Clerics, and more about not having build elements in common with other builds (emphasis mine). The WhirlPounce dip, for further clarity, would more likely result in an Elegance hit, whereas 5 builds that all use paladin as their starting point would all take Originality hits, unless all of the builds take the class in wildly different directions.

Edit: Criteria Updated for Clarity

Ahh, I understand now. Thank you for the clarification.

Hunter Killer
2011-10-07, 08:20 PM
This class is nuts (in a "What the hell?!" way, not a broken and cheesy way) and I don't even know what to do with it. :smallconfused:

You guys are all freaking crazy for suggesting or accepting this as the Secret Ingredient. :smallmad:

That said, I'm in as a contestant. :smallbiggrin:

I want to see what I can do with this weird ass hippo Goddess thing... Even if it's going to make my brain eat itself. :smallwink:

Thurbane
2011-10-07, 08:24 PM
Question: are you likely to take an elegance hit using this PrC for a campaign specific character (say, Eberron or FR) where Tem-Et-Nu isn't part of the default pantheon?

Urpriest
2011-10-07, 08:26 PM
Question: are you likely to take an elegance hit using this PrC for a campaign specific character (say, Eberron or FR) where Tem-Et-Nu isn't part of the default pantheon?

Not a judge, but I would argue that Tem-Et-Nu isn't a Greyhawk goddess anyway. Sandstorm is meant to be added to any setting with deserts, so provided you don't plop her into Dark Sun or something it's completely within design intent to add her to somebody else's pantheon.

Hunter Killer
2011-10-07, 08:45 PM
Here's a question... If a build required an Alignment change somewhere in the character's progression to work, would those of you judging knock of Elegance points? I may use the idea anyway, but I wanted to know how bad of a faux pas this was first.

Amphetryon
2011-10-07, 08:48 PM
Here's a question... If a build required an Alignment change somewhere in the character's progression to work, would those of you judging knock of Elegance points? I may use the idea anyway, but I wanted to know how bad of a faux pas this was first.

I'm not judging this round, but it has quite regularly caused an Elegance ding from judges in the past.

This round's judges may see it differently, of course.

flabort
2011-10-07, 09:02 PM
Here's a question... If a build required an Alignment change somewhere in the character's progression to work, would those of you judging knock of Elegance points? I may use the idea anyway, but I wanted to know how bad of a faux pas this was first.

Depends on the SI. And the build. If you must include Blackgaurd, for example, you wouldn't get an elegance penalty for inclusion of an alignment change. But, I don't think Blackgaurd has ever been an SI.

If you count the dessert round, we had a mandatory alignment change in Round 1. No elegance penalty. But, in the main competition, I can't recall any SI that required an alignment change. Maybe some builds with a mandatory change, some penalized, some not, but it's mostly up to the judges to decide if it's penalty worthy.

Cieyrin
2011-10-07, 09:45 PM
Shifting alignments is a very fuzzy part of the game, so it's likely that, should a shift occur for mechanical reasons, unless very well explained, you should expect at least a moderate hit. I leave it to the judges, which could include me if my idea doesn't pan out in the remaining time, to decide how much that hit could ascribe. Me, depending on the nature of the shift, would probably cost you .5 to a full point from Elegance unless good fluff was attached to it to explain it, to which no drop would occur.

gbprime
2011-10-07, 11:18 PM
Yeah, the SI doesn't require an alignment hit, so I don't think you'd get a free pass from most judges. So it's a question of planning on gaining more than you think you'll lose.

Tvtyrant
2011-10-08, 01:10 AM
I just had an amazing idea and then realized I don't own the proper book for it :C

Zipding
2011-10-08, 01:48 PM
I just had an amazing idea and then realized I don't own the proper book for it :C

That sucks.

Zaq
2011-10-08, 01:52 PM
Hmm. I'm leaning more and more towards judging. I just can't come up with anything especially special that doesn't rely on dicey rules interpretations or otherwise break some of the rules/assumptions of Iron Chef.

I'll give it another few days to stew in my brain, but don't be shocked if I post my judging criteria before too long.

How many announced judges do we have right now?

Amphetryon
2011-10-09, 08:54 AM
Hmm. I'm leaning more and more towards judging. I just can't come up with anything especially special that doesn't rely on dicey rules interpretations or otherwise break some of the rules/assumptions of Iron Chef.

I'll give it another few days to stew in my brain, but don't be shocked if I post my judging criteria before too long.

How many announced judges do we have right now?Z3ro and DaragosKitsune for certain. Tam recused himself.

EDIT: Build submitted. :smallbiggrin:

Waker
2011-10-09, 12:48 PM
Well, after going over a dozen different class combinations, I've come to the conclusion that I don't like the way any of these are turning out. So I'll drop out of this one.

Zipding
2011-10-09, 02:03 PM
EDIT: Build submitted. :smallbiggrin:

Curses, that lowers my chance of being able to get any awards.

Cieyrin
2011-10-09, 02:11 PM
Curses, that lowers my chance of being able to get any awards.

Nah, Amphetryon has such a hit and miss record. :smalltongue:

Amphetryon
2011-10-09, 02:38 PM
Curses, that lowers my chance of being able to get any awards.

Only if you're aiming at Bronze :smalltongue:

Zipding
2011-10-09, 03:00 PM
Only if you're aiming at Bronze :smalltongue:

One of my earlier posts said that the best I could probably manage was Honourable Mention.

ShneekeyTheLost
2011-10-09, 03:05 PM
One of my earlier posts said that the best I could probably manage was Honourable Mention.

Aim high. At least that way you won't shoot your foot off.

Zipding
2011-10-09, 06:04 PM
Aim high. At least that way you won't shoot your foot off.

But if I aim too high, I might get disappointed with the result.

Devmaar
2011-10-09, 06:30 PM
"It is better to fail aiming high than to succeed aiming low... so high in fact that even failure will have in it an echo of glory."

Cieyrin
2011-10-09, 06:42 PM
It's already an accomplishment to just submit an entry in the time given. Many people try and fail to succeed at getting something they're satisfied with for the judgement of their peers. So, even if you don't place well, you still at least placed, which is an honor in and of itself. You should be proud. And, as in many things, If at first you don't succeed, build, build again. :smalltongue:

flabort
2011-10-09, 07:19 PM
Aim high. At least that way you won't shoot your foot off.

But I don't wanna shoot my head off! :smalltongue:

TroubleBrewing
2011-10-10, 11:13 AM
Is submitting multiple builds frowned upon? I've just stumbled across an idea I didn't incorporate into my previous build, and I'm in an optimizing state of mind...

Amphetryon
2011-10-10, 11:19 AM
Is submitting multiple builds frowned upon? I've just stumbled across an idea I didn't incorporate into my previous build, and I'm in an optimizing state of mind...

Not frowned upon at all. OMG has done it a couple of times, and I've done it at least once. It can make it difficult to focus on a specific concept, or could hinder you if your submissions show some overlap, though.

Piggy Knowles
2011-10-10, 11:23 AM
My build's just about done, working on the tables and backstory. Depending on how busy of a day it is at work, I should have it submitted tonight or tomorrow.

TroubleBrewing
2011-10-10, 11:36 AM
Not frowned upon at all. OMG has done it a couple of times, and I've done it at least once. It can make it difficult to focus on a specific concept, or could hinder you if your submissions show some overlap, though.

Sweet, thanks. (I thought I remembered a competition with 6 chefs and 8 builds, but I wanted to check anyways.)

Piggy Knowles
2011-10-10, 01:30 PM
I have a minor rules question that needs clarification. However, I don't want to ask it and reveal one of my build elements. Any suggestions on who I check with?

TroubleBrewing
2011-10-10, 01:33 PM
I have a minor rules question that needs clarification. However, I don't want to ask it and reveal one of my build elements. Any suggestions on who I check with?

The FAQ RAW 3.5 thread. It's stickied at the top of the 3.5 page.

Amphetryon
2011-10-10, 01:33 PM
I have a minor rules question that needs clarification. However, I don't want to ask it and reveal one of my build elements. Any suggestions on who I check with?

Private_Prinny's the one to ask in that case.

Zipding
2011-10-10, 01:34 PM
I have a minor rules question that needs clarification. However, I don't want to ask it and reveal one of my build elements. Any suggestions on who I check with?

Try PMing Private-Prinny your question, he would probably be able to answer your question without revealing your build to anyone.

OMG PONIES
2011-10-10, 01:51 PM
I might have to judge this round, as the deadline looms along with RL deadlines all their own. I'll either have a build or criteria submitted sometime later this week.

Zaq
2011-10-10, 06:14 PM
One of my earlier posts said that the best I could probably manage was Honourable Mention.

For what it's worth, Honorable Mention is my favorite prize to take.

Essence_of_War
2011-10-10, 07:42 PM
This PrC is just the worst.:smallfrown:

As soon as I have a reasonable idea, I have to come to terms with the fact that it does nothing to one or more aspects of the SI.

Cieyrin
2011-10-10, 07:56 PM
I got swamped with work and a company I'm interviewing with wants an onsite second interview ASAP, which makes working on my entry and getting it done on time/judging highly uncertain at this juncture. Curses on potentially good RL things once again thwarting my submission of an entry!

Hecuba
2011-10-10, 09:23 PM
Finally came up with something. In as a Contestant.

Rancor1
2011-10-11, 12:20 PM
So, to point out the hippo in the room...how are we defining "river"? Does it have to be natural flowing water from one source to another?

I can't help but feel that this will be a mechanics/semantics issue that comes up.

dextercorvia
2011-10-11, 12:28 PM
All I managed was one stand alone, and somewhat cheesy trick. That doesn't make a full build.

Enterti
2011-10-11, 04:23 PM
I'm going to have to bow out sadly. IRL has decided to give me a rather severe kick, I will be in on the next one though.

Hunter Killer
2011-10-11, 06:36 PM
Why did someone decide to pick a prestige class the sucks so, so hard? :smallannoyed:

I can't really figure out how to make more than half of it useful, although I do have a functional(ish) build going. I'm interested in what the other contestants will be doing to use some of the more craptastic abilities.

Amphetryon
2011-10-11, 07:00 PM
Why did someone decide to pick a prestige class the sucks so, so hard? :smallannoyed:

I can't really figure out how to make more than half of it useful, although I do have a functional(ish) build going. I'm interested in what the other contestants will be doing to use some of the more craptastic abilities.
:smallbiggrin:
Ain't it great?

Zipding
2011-10-11, 07:01 PM
Why did someone decide to pick a prestige class the sucks so, so hard? :smallannoyed:

I can't really figure out how to make more than half of it useful, although I do have a functional(ish) build going. I'm interested in what the other contestants will be doing to use some of the more craptastic abilities.

It's all in how you can find a way to exploit its features and how you can get the most out of its mediocre supernatural abilities.

Cieyrin
2011-10-11, 08:26 PM
Why did someone decide to pick a prestige class the sucks so, so hard? :smallannoyed:

I can't really figure out how to make more than half of it useful, although I do have a functional(ish) build going. I'm interested in what the other contestants will be doing to use some of the more craptastic abilities.

Notice how in the Iron Chef title it says 'Challenge'? Some contests are more so than others. Consider yourself challenged to make something awesome and fun with what you're given. It wouldn't be much of a Challenge if it was easy.

Also, we've had other half-casting classes as the Secret Ingredient before. Also seemingly lackluster classes, like Ghostwalker. People have stepped up to said challenge and done it well. It's all a matter of perspective. If my time wasn't suddenly more fleeting, I totally would be putting forth my spin. I may yet still. We'll just have to see how pressing that deadline becomes in the order of things.

The Gilded Duke
2011-10-11, 08:39 PM
Finally got something. Will have to see if it breaks my losing streak. Probably had a good ten or so abilities that didn't work out. This has to be one of the more unwieldy prestige classes that have been done so far.

Will post some ideas I had for it later.
Maybe some setting specific prestige class for the next one?

Hunter Killer
2011-10-11, 11:40 PM
Perhaps I spoke to strongly, gents. I know it's suppose to be a challenge, and I'm down with that. Perhaps I even appreciate that. I'm just being facetious. :smalltongue:

Seriously, this is probably the most interesting thought exercise I've had with 3.5 in years. If I complete my build in time with something interesting and score mildly well, then perhaps I will do this again.

TroubleBrewing
2011-10-12, 02:14 AM
Well, I was going to submit a second build, but every build I came up with ended up being gimmicky and didn't use the SE at ALL. So I guess I'm pinning all of my hopes on my previously submitted build.

How many chefs do we have so far? I count 9 semi-to-fully-completed builds.

BobVosh
2011-10-12, 04:23 AM
I have a minor rules question that needs clarification. However, I don't want to ask it and reveal one of my build elements. Any suggestions on who I check with?

As always I'm free to be asked.

Diefje
2011-10-12, 05:54 AM
Sent in one. Be gentle, it's my first time

Dictum Mortuum
2011-10-12, 06:00 AM
I might try something.

Kesnit
2011-10-12, 07:13 AM
Sent in one. Be gentle, it's my first time

It's like ripping off a band-aid. Doing it fast hurts more, but it is over faster.

OMG PONIES
2011-10-12, 07:56 AM
Hmm, given the number of submissions, I'm up to the challenge of judging. My criteria will be a bit updated and abbreviated, as follows:

Originality: simply put, does your character stand out in a crowd? Having common build elements (class chassis, particular feat/trick combos) with the WotC example will not gain you any points, and having common build elements with other entries in the same round will lose points.

On the other hand, using a unique entry class will gain points. Using a class I didn't think could even qualify or would never think to use will gain even more points. Since I encourage good writing, a solid and engrossing backstory may earn you a bonus as well. However, brevity is important; just because a backstory is long does not mean it is good.

Power: to boil this category down to its essence, how strong is your build compared to a similar chassis without the Secret Ingredient? Additionally, how does that comparative strength fare over the course of a standard adventuring day? Nova powers are good, but shouldn't be all a character relies on.

Elegance: at its core, I look at three things for this category--simplicity, legality, and progression.

Simplicity is straightforward: would most DMs be willing to allow this at their table, or does it involve jumping through hoops/penalizing yourself? It is worth noting that I will no longer be penalizing for dips unless they are incredibly convoluted or result in multiclass XP penalties. The big culprit here will be rules interpretations that, while not outright illegal, could cause significant controversy by RAW. If you're doing something quirky, please back it up. As per contest rules, flaws will see a deduction of 1 point apiece in this category.
Legality is similar: we are showcasing optimization work, so let's make sure we understand the rules. Failing to qualify for the SI is dealt with below. Failing to qualify for a class will lose you 1 point per class, while failing to qualify for a feat will lose you 0.5 points per feat. Other rules issues will be addressed on a case-by-case basis.
Progression is the most subjective of the three: how does the build flow? Does it feel like one continuous class, ramping up steadily in ability through all 20 levels?

Use of Secret Ingredient: This is ultimately a contest about the Secret Ingredient. As such, three things will be considered--qualification, optimization, and completion.

Qualification: First and foremost, failure to qualify for the Secret Ingredient will result in an automatic score of 1 for this category. Beyond that, however, I will look to see what you did with anything required for qualification. Is it simply there to get you into the Secret Ingredient, or is it a viable part of your character's identity?
Optimization: do you use all of the class features granted by the Secret Ingredient to their fullest? Do you make them better via synergy with existing class features, feats, etc? Class features that are not mentioned will see a penalty here. Ideas that do not pan out fully will be reviewed on a case-by-case basis; I'd rather see you try something truly original and fail than play it safe.
Completion: Are all levels of the Secret Ingredient taken? If not, is sound reasoning provided for why not finishing the SI makes the build a better [Secret Ingredient] than more levels in the SI would have?


I hope this list is helpful; I know it's much shorter and more subjective than my previous criteria, but I'm turning over a new leaf. Let's see how it works, my hippo-loving, river-walking guinea pigs.

Amphetryon
2011-10-12, 08:30 AM
OMG, a quick question for you (and any other judges, I suppose) on your criteria: How does source obscurity fit into your Originality vs. Elegance scoring? I know that in some judges' minds, using an obscure source could backfire on a contestant who was aiming to get Originality points, as the entry with an obscure element would be docked Elegance points on the basis of that obscurity, even if it gained a bonus in Originality. "Robbing Peter to pay Paul" in this fashion ended up being a wash at best, for some judges, while some would also dock for Originality with comments of "an obvious move that's just for the contest."

Thoughts?

Private-Prinny
2011-10-12, 09:08 AM
As of right now, I have received 6 completed builds, and I hate all of you for them. Do you have any idea how many looks I get for trying to contain my laughter in a university library? :smalltongue:

Zaq
2011-10-12, 09:41 AM
Amphetyron, I can't speak for everyone, but source obscurity doesn't bother me in the least. I do appreciate a synopsis of what your relevant feats/features/etc. do if they're too far outside "the norm" (and I can't really put a strict definition on what that is . . . but something like Core/Completes/Races of/Environments is a pretty solid start for a definition. I'd personally include the alternate power sources like XPH, ToB, ToM, and MoI as common books as well, but I wouldn't be surprised if other folks didn't), but as I see it, if all books are open, then dammit, all books are open. Other judges may disagree.

So, on that note, I'm judging. How about some criteria?

Originality: You know the drill here. Did I see it coming? If so, that's no better than neutral. Are key parts of your build fundamentally identical to other contestants'? If so, that's bad. Did you catch me off guard? If so, that's good. Did you use something I've seen before in a way I haven't seen before? If so, that's good. Do you stand out enough that I could put you in a party with another contestant's build and not mix up your names? If so, that's good. Nothing fancy here. Yes, my criteria for originality are unoriginal. How ironic! (UPDATE: There is one feat that I won't count against your Originality score in this contest, no matter how many people take it. I almost expect everyone to take it. Don't make me say which feat it is. You know which one. You know you want to. Do it. I won't count you off for it.)

Power: Did you succeed at what you set out to do? Can you contribute to your party without relying too heavily on boons or leniency from the GM? Are you mostly item-independent? How well do you succeed at your party role? How easy are you to shut down? How hard is it for you to play to your fullest potential? Do you have more than one or two tricks? Do you work at low levels and at high levels (this includes before entering the SI)? Keep all of these things in mind, and you'll be OK on Power.

Elegance: For me, this is tied in heavily to UoSI, so forgive me if there's a bit of overlap. Does the SI feel like an organic part of your character, or does it feel stapled on? Do your class levels flow? If I were to look at your build one level at a time, ignorant of what comes after each one, would I understand how it works and perhaps even be able to guess what's coming next? Do your feats generally make sense immediately, or are there a lot of "it'll be great in three levels, trust me" moments? Is there a clear theme, and is it easy to figure out why you're doing what you're doing? Is your build easy to read, or will I find myself squinting at the table and sighing in frustration as I try to figure out where everything came from and where it fits together? Do you have a list of sources? (Note: I also penalize for egregious and repeated spelling/grammatical errors, since I consider those to make the entry hard to read and thus inelegant. If you're not a native speaker of English and want some leniency here, please PM Prinny and ask him to tell me that you're not a native speaker, in which case I'll go easy on you. Otherwise, I won't count off for a single typo here and there, but if I find myself instinctively reaching for my red pen frequently, it'll show up in Elegance.)

Use of Secret Ingredient: Basically, answer me this question: Why did you need to be a Scion of Tem-Et-Nu instead of anything else? That's really what it boils down to. What does your build do that a non-SoTEN in the same party role can't do? Convince me that SoTEN is really the best possible choice for this build. Naturally, most of the other typical considerations apply: Did you take all 10 levels? Did you keep the entry requirements in mind after entering, or were they promptly discarded at the door? (You don't have to max the prereq skills, but at least show that they matter to you in some regard.) Did you use all of the class features to the fullest extent? (I have yet to see any build in which every single class feature is absolutely vital, but by god, that's what you should be aiming for, even if you can't succeed perfectly.) If something else does the SI's job better in some area, what can you do to compensate? That sort of thing.

Other Considerations: I hate LA, and if you use it, you'll have to convince me that it was NECESSARY to the build. You're very likely to lose points in Power, since having your growth stunted by LA takes a long time to wear off, buyoff or no buyoff (and we do assume no buyoff here). There are exceptions, and if you really convince me that being this certain LA race is just vital to your build and has a great payoff, then everything's cool. I have a starting attitude of Unfriendly, though, so warm up those Diplomacy checks.
Failure to include a list of sources will result in a penalty to Elegance, since that makes your build harder to read and thus inelegant. No exceptions. I said this in the Elegance section, but I'm saying it again. No exceptions.
Failure to qualify for a build element will result in loss of points, but where the points are lost depends on the nature of the breach. If it would be easy to shuffle your skill points around and fix the problem, you'll lose Elegance. If you can't really fix the problem without heavily rewriting the build, you'll lose Power. If you don't qualify for the SI itself, you'll lose UoSI. Just make sure that you know what everything requires. If you have to spell out for me what you qualify for and when, do it! If you can make it clear in other ways, that's fine too.
Keep your backstory brief. There's a lot of reading to do here, and while I appreciate a good backstory, as someone else mentioned, long is not automatically good. I promise that I'll try very hard not to tl;dr you, but if I want to do so, it's not likely that I'll be friendly to your build. I promise that I won't DIRECTLY penalize for your backstory (or lack thereof), but it'll probably make me view the rest of your build in a more favorable or more unfavorable light.

One Last Thing: This is so important that I'm listing it separately. I like to think I'm a decently sharp tack, but I want you to assume I'm dumb. Explain to me what your build does and why it does it. Don't make me guess. Don't assume that I'm going to notice every intricate detail. I'll do my best to suss out what you're doing and how your tricks work, but there are a lot of entries, and you shouldn't assume that anything will be obvious. I won't penalize you for unnecessary explanation (unless you make things more confusing), but if I miss a neat trick you have because you didn't explain it, that's your fault. More explanation is better.

OMG PONIES
2011-10-12, 10:30 AM
I find myself in the same boat as Zaq when it comes to obscurity--I applaud it. If I don't know what it does, I appreciate a synopsis, though in most cases I can figure it out for myself. If you send me to a book I've never heard of or pull something useful out of an adventure module (Shattered Gates of Slaughtergarde was used in Round XI, for instance), you'll most definitely gain Originality points.

Now, with that being said, I'm not a big fan of using setting-specific material from multiple settings, but I don't know if that's really an issue of obscurity.

The_Werebear
2011-10-12, 01:55 PM
As of right now, I have received 6 completed builds, and I hate all of you for them. Do you have any idea how many looks I get for trying to contain my laughter in a university library? :smalltongue:

You're the one who made us work with the Chosen Champion of the freaking Hippo Goddess.

And Zaq, I really, really wish you'd gotten your criterion up earlier. I really want to re-review my submission. Not anything in particular, mind, but because I'm the nervous type who wants to check his work every time someone mentions it.

ShneekeyTheLost
2011-10-12, 02:29 PM
I've got a concept, but I don't know if I can finish it off in time for the deadline. We'll see.

Zaq
2011-10-13, 02:14 AM
I've updated my criteria with the following information: There is one feat that I won't count against your Originality score in this contest, no matter how many people take it. I almost expect everyone to take it. Don't make me say which feat it is. You know which one. You know you want to. Do it. I won't count you off for it.

Draz74
2011-10-13, 02:50 AM
I've updated my criteria with the following information: There is one feat that I won't count against your Originality score in this contest, no matter how many people take it. I almost expect everyone to take it. Don't make me say which feat it is. You know which one. You know you want to. Do it. I won't count you off for it.

Personally, I'm hoping someone brilliant comes up with a way to abuse this feat's drawback and turn it into a means of killing enemies, somehow ...

ShneekeyTheLost
2011-10-13, 08:49 AM
Personally, I'm hoping someone brilliant comes up with a way to abuse this feat's drawback and turn it into a means of killing enemies, somehow ...

Hmmm... tricky, that, since it's self-targeting. You'd have to find a means of redirecting it to a target, as well as being able to activate and reset the conditions enough times to make it viable... probably going to have to play unfairly with action economy to get it done, as well as finding ways of making certain abilities as Spell-Like abilities (to reduce use time from 1 hour to standard action), then cheese-loop Quicken SLA/RKV with nightsticks...

Redirecting can be done, it would just require Mindrape/Psychic Reformation then inflicting a Chaos Shuffle on the target

Possibly doable... but it would definitely qualify as cheese fondue.

EDIT: Just thought of a far easier way to pull it off! Writing up build now.

Amphetryon
2011-10-13, 10:37 AM
*grumbles vaguely about all the speculation*

Ditto
2011-10-13, 05:02 PM
I don't see how you're going to kill enemies with Skill Focus: Craft: (Hippo idol), but I expect everyone to take that too...

...I have no idea what feat y'all are talking about.

Zaq
2011-10-13, 05:03 PM
It's in Sandstorm. I don't want to say too much more, but it's one of my favorite feats in the game, and it fits the class perfectly, such as it is.

Basically, there's a very thematically appropriate feat in the same book as the PrC that I won't penalize you for taking, no matter how many builds use it.

Just read the feat section, and I'm pretty sure you'll get it.

BillyBobJoe
2011-10-13, 06:58 PM
According to Google Translate, Tem-Et-Nu means "temporal and naked" in French. Anyways, I think I can throw a build together well enough.

flabort
2011-10-13, 07:13 PM
According to Google Translate, Tem-Et-Nu means "temporal and naked" in French. Anyways, I think I can throw a build together well enough.

:smalleek: :smallconfused: :smalleek:... You broke me.

Edit: @V: yes..., true, but in the meantime... :smalleek:

BillyBobJoe
2011-10-13, 07:38 PM
:smalleek: :smallconfused: :smalleek:... You broke me.

Don't worry, you'll come back to one of your billions of phylacteries in *1d10 days.

*Does not include possible interference by time-traveling, naked hippo-women

DaragosKitsune
2011-10-13, 08:45 PM
OMG, a quick question for you (and any other judges, I suppose) on your criteria: How does source obscurity fit into your Originality vs. Elegance scoring? I know that in some judges' minds, using an obscure source could backfire on a contestant who was aiming to get Originality points, as the entry with an obscure element would be docked Elegance points on the basis of that obscurity, even if it gained a bonus in Originality. "Robbing Peter to pay Paul" in this fashion ended up being a wash at best, for some judges, while some would also dock for Originality with comments of "an obvious move that's just for the contest."

Thoughts?

If I can find a list of sources (extra joy if it includes what from each source was used) then I don't care about obscurity as long as the source is legal by contest rules.

Zipding
2011-10-14, 05:45 PM
The last 2 days, good luck to everyone who hasn't submitted a build yet.

gbprime
2011-10-14, 11:10 PM
Almost done. Just a backstory to go.

BobVosh
2011-10-14, 11:49 PM
2 days til reveal, I can't wait.

If we need more judges I am totally willing to be one. Found out I should have some free time for once.

Cieyrin
2011-10-15, 04:21 PM
I'm definitely completely out, as I don't have the time or energy to finish in the time allotted and my time is being sucked up too majorly by RL to allow me to judge. I'll put up my build outline and ideas after the reveal, though. Best of luck and let the hippoest rise above. :smallcool:

TroubleBrewing
2011-10-15, 11:24 PM
The suspense is killing me.

Dictum Mortuum
2011-10-16, 04:54 AM
Although I do have a functional and elegant idea, I've been asking myself what does Scion of Tem-et-Nu adds to the build that I absolutely need. I've yet to come with an answer and since the deadline is close I'll just post my idea after the builds are revealed.

Hunter Killer
2011-10-16, 11:08 AM
Almost done with my build... I'm not sure I'm going to make the deadline, though, so I may have to post it afterwards and not actually enter the contest.

I also have a few back-up builds I'll reveal but won't enter in the contest. One of them is pretty interesting but not particularly powerful or elegant.

gbprime
2011-10-16, 12:54 PM
Build submitted. A whole 5 hours to spare. That's early for me. :smallredface:

Hunter Killer
2011-10-16, 02:44 PM
Getting really close. Geez, this is down to the wire! :smalleek:

[Edit]: Done! Hopefully I PM'd it to Prinny with enough time to spare. Good luck to all! :smallbiggrin:

Zipding
2011-10-16, 08:22 PM
The suspence is killing me. I would like to see what the other builds are like.

Diefje
2011-10-16, 08:34 PM
The suspence is killing me. I would like to see what the other builds are like.

Me too! The whole PrC is so funky, I went for a more thematic build (optimized for RP is optimized too, right?), but you can take it so many different paths. I'm super excited to see all the others.

Zipding
2011-10-16, 09:00 PM
Me too! The whole PrC is so funky, I went for a more thematic build (optimized for RP is optimized too, right?), but you can take it so many different paths. I'm super excited to see all the others.

Not sure if I optimized the PrC as much as possible, but I did the best I could to make it useable.

I realized too late that I accidentally shot myself in the foot.

Private-Prinny
2011-10-17, 10:52 AM
Sorry about this everyone. I completely forgot what day it was yesterday. I'll skip the witty commentary and just get these up as fast as possible.

Private-Prinny
2011-10-17, 10:55 AM
Build #1: Nefrati Praefectus


http://img.photobucket.com/albums/v56/Xeven/Kyra-1.jpg

Nefrati Praefectus, Wrath of Tem-Et-Nu
"Just as Tem-Et-Nu provides us with life and prosperity, so too does she demand vengeance and death. She is as a river: Bright and clear at the top, with darkness in her depths that conceals much and more."


The Build...


Shall I show you the true nature of my solemn and esoteric soul? Or shall you continue in ignorant bliss?

Lawful Neutral Human Female -- 14, 10, 10, 14, 15, 15 (32 Point Buy)
(4th Level Stat to Cha [16], 8th to Wis [16], 12th to Wis [17], 16th to Wis [18], 20th to Wis [19])

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

1st|Cleric|
+0|
+2|
+0|
+2|Concentration 4, Knowledge (Arcana, Religion, The Planes) 4, Jump 2, Swim 2|Able Learner, Spell Focus (Conjuration), Knowledge Devotion (Drop Domain)|Turn Undead, Travel Domain

2nd|Cleric|
+1|
+3|
+0|
+3|Concentration +1 (5), Diplomacy 1, Knowledge (Arcana, Religion, The Planes) +1 (5)||

3rd|Cleric|
+2|
+3|
+1|
+3|Concentration +1 (6), Knowledge (Arcana, Religion, The Planes) +1 (6), Jump +1 (3)|Power Attack|

4th|Cleric|
+3|
+4|
+1|
+4|Concentration +1 (7), Knowledge (Arcana, Religion, The Planes) +1 (7), Swim +1 (3)||

5th|Cleric|
+3|
+4|
+1|
+4|Concentration +1 (8), Knowledge (Arcana, Religion, The Planes) +1 (8), Jump +1 (4)||

6th|Cleric|
+4|
+5|
+2|
+5|Concentration +1 (9), Knowledge (Arcana, Religion, The Planes) +1 (9), Swim +1 (4)|Leap of the Heavens|

7th|Swordsage|
+4|
+5|
+4|
+7|Knowledge (Arcana, Religion, The Planes) +1 (10), Jump +6 (10)||Quick to Act +1, Discipline Focus (Desert Wind)

8th|Cleric|
+5|
+5|
+4|
+7|Diplomacy +4 (5), Jump +1 (11)||

9th|Thaumaturgist|
+5|
+5|
+4|
+9|Diplomacy +4 (9), Jump +1 (12)|Leap Attack|Improve Ally, Caster Level +1

10th|Scion of Tem-Et-Nu|
+6/+1|
+7|
+4|
+11|Concentration +1 (10), Knowledge (Arcana, Religion, The Planes) +1 (11), Jump +1 (13)||Buoyancy, River Mastery

11th|Scion of Tem-Et-Nu|
+7/+2|
+8|
+4|
+12|Concentration +1 (11), Knowledge (Arcana, Religion, The Planes) +1 (12), Jump +1 (14)||River's Vigor 1/Day, Caster Level +1

12th|Scion of Tem-Et-Nu|
+8/+3|
+8|
+5|
+12|Concentration +1 (12), Knowledge (Arcana, Religion, The Planes) +1 (13), Jump +1 (15)|Blessed by Tem-Et-Nu|River Walk, The River's Life is Mine

13th|Scion of Tem-Et-Nu|
+9/+4|
+9|
+5|
+13|Concentration +1 (13), Knowledge (Arcana, Religion, The Planes) +1 (14), Jump +1 (16)||Smite Evil 1/Day, Caster Level +1

14th|Thaumaturgist|
+10/+5|
+9|
+5|
+14|Concentration +1 (14), Knowledge (Arcana, Religion, The Planes) +1 (15), Jump +1 (17)||Augment Summoning, Caster Level +1

15th|Scion of Tem-Et-Nu|
+11/+6/+1|
+9|
+5|
+14|Concentration +1 (15), Knowledge (Arcana, Religion, The Planes) +1 (16), Jump +1 (18)|Quicken Spell|Divine Power 1/Day

16th|Scion of Tem-Et-Nu|
+12/+7/+2|
+10|
+6|
+15|Concentration +1 (16), Knowledge (Arcana, Religion, The Planes) +1 (17), Jump +1 (19)||Control Water, River's Vigor 2/Day, Caster Level +1

17th|Thaumaturgist|
+12/+7/+2|
+11|
+7|
+15|Concentration +1 (17), Knowledge (Arcana, Religion, The Planes) +1 (18), Jump +1 (20)||Extended Summoning, Caster Level +1

18th|Scion of Tem-Et-Nu|
+13/+8/+3|
+11|
+7|
+15|Concentration +1 (18), Knowledge (Arcana, Religion, The Planes) +1 (19), Jump +1 (21)|Divine Metamagic (Quicken Spell)|Restoring Immersion

19th|Thaumaturgist|
+14/+9/+4|
+11|
+7|
+17|Concentration +1 (19), Knowledge (Arcana, Religion, The Planes) +1 (20), Jump +1 (22)||Contingent Conjuration, Caster Level +1

20th|Thaumaturgist|
+14/+9/+4|
+12|
+8|
+17|Concentration +1 (20), Knowledge (Arcana, Religion, The Planes) +1 (21), Jump +1 (23)||Planar Cohort, Caster Level +1[/table]

Spells Per Day
{table=head]Level|0th|1st|2nd|3rd|4th|5th|6th|7th|8th

1st|3|1+1|-|-|-|-|-|-|-

2nd|4|2+1|-|-|-|-|-|-|-

3rd|4|2+1|1+1|-|-|-|-|-|-

4th|5|3+1|2+1|-|-|-|-|-|-

5th|5|3+1|2+1|1+1|-|-|-|-|-

6th|5|3+1|3+1|2+1|-|-|-|-|-

7th|5|3+1|3+1|2+1|-|-|-|-|-

8th|6|4+1|3+1|2+1|1+1|-|-|-|-

9th|6|4+1|3+1|3+1|2+1|-|-|-|-

10th|6|4+1|3+1|3+1|2+1|-|-|-|-

11th|6|4+1|4+1|3+1|2+1|1+1|-|-|-

12th|6|4+1|4+1|3+1|2+1|1+1|-|-|-

13th|6|4+1|4+1|3+1|3+1|2+1|-|-|-

14th|6|5+1|4+1|4+1|3+1|2+1|1+1|-|-

15th|6|5+1|4+1|4+1|3+1|2+1|1+1|-|-

16th|6|5+1|4+1|4+1|3+1|3+1|2+1|-|-

17th|6|5+1|5+1|4+1|4+1|3+1|2+1|1+1|-

18th|6|5+1|5+1|4+1|4+1|3+1|2+1|1+1|-

19th|6|5+1|5+1|4+1|4+1|3+1|3+1|2+1|-

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

Maneuvers
{table=head]Character Level|Initiator Level|Maneuvers Readied| Maneuvers|Stances

7th|4th|4|Sudden Leap, Claw at the Moon, Moment of Perfect Mind, Action Before Thought, Burning Brand, Fire Riposte|Child of Shadow
[/table]


The Explaination...


To penetrate and dissipate these clouds of darkness, the general mind must be strengthened by education.

Whew... Did you read the entire Build section? If you didn't, please do so because this character is somewhat complicated and you might want to be familiar with the abilities I laid out.

In the following section I'm going to attempt to explain the overall concept of the build, present strategy and tactics at various levels, and finish up by explaining my favorite 'sweet spot'.

Overall
The build as a whole is supposed to represent a skilled holy warrior who has not only gained divine favor, but actually met and befriended the extra-planar servants of her God.

The build is supposed to be versatile without being a campaign-breaker. It's got a little of this, a little of that, and shouldn't (theoretically) be useless in any situation.

We have summoning. We have trapfinding (sort of). We have combat ability with a few tricks. We have Knowledges and some Diplomacy for niche roleplay situations. We have straight up high-level casting (though not quite full). Are we the best at all of it? Not really. But we can do some of it reasonably well.

1st-5th Level
The first few levels of this build are standard Cleric material. We're not doing a whole lot that is interesting or innovative here, and since this was probably the expected entrance class of this challenge I fully expect to lose points right about now...

Basically, you're going to use Knowledge Devotion whenever you can to gain bonuses on To-Hit, then you're going to transfer that to damage when you get Power Attack. Standard slew of spells for a Cleric. Basically we're going to focus on buffing, summoning, and one great debuff (Bestow Curse!).

Below are some examples of good (or flavorful, in the case of almost everything with 'Water' in it) spells from just the Player's Handbook. This isn't an exhaustive list by any means (because I didn't want to book dive for everything useful). The underlined ones are what I'd prep most of the time:

1st -- Bless, Command, Comprehend Languages, Divine Favor, Entropic Shield, Protection from Evil/Good/Chaos, Sanctuary, Shield of Faith, Summon Monster I, Travel Domain -- Longstrider

2nd -- Bear's Endurance, Bull's Strength, Eagle's Splendor, Hold Person, Owl's Wisdom, Shield Other, Spiritual Weapon, Summon Monster II, Travel Domain -- Locate Object

3rd -- Bestow Curse, Blindness/Deafness, Creat Food and Water, Dispel Magic, Magic Circle Against Evil/Good/Chaos, Magic Vestment, Summon Monster III, Water Breathing, Water Walk, Travel Domain -- Fly

6th-10th Level
Things start off very 'blah' with yet another level of Cleric, then... What's this?! Leap of the Heavens.

Yes, ladies and gents, that means we're going to be abusing Jump. Unfortunately, we have to wait until our Swordsage dip to do that, so the feat is mostly non-combat until then.

About that Swordsage... It's going to do a lot for us:

We're going to use Sudden Leap to move with a Jump Check, which we're dropping lots of delicious Ranks into. Since it's free movement, we get a Full Attack if we use it to close with the enemy.

As if that wasn't cool enough, we're grabbing the Child of Shadow Stance to get a 20% Miss Chance (Concealment) every time we move (It's not going to be important all the time, but it's fun!).

Since Immediate Actions can be taken after you go in the Initiative Order (Expending your next turn's Swift Action), we're also getting the Moment of Perfect Mind and Action Before Thought Counters to cover our weak Fort and Ref saves.

After that, it's off to another boring level of Cleric before we hit our first level of Thaumaturgist and get Leap Attack plus an ability that makes Planar Ally cheaper.

Now, I'm not sure on this, but I believe Leap Attack would allow us to initiate a charge as part of the Swift Action granted by Sudden Leap, then do a Full Attack. If not, the feat is still useful to use for increasing damage in conjunction with Power Attack (Just not as cheesy).

[Alternate Build Suggestion:]If you really don't like Leap Attack or think that it adds nothing to the build, I would suggest dropping it for Travel Devotion for enhanced mobility that we can fuel with Turn Undead.

So, to sum that all up:

We're using Sudden Leap and Leap of the Heavens to close with the enemy when we want to attack them. Power Attack + Leap Attack + Knowledge Devotion are going to combine to give us at least one attack with some decent damage.

When we want to get better at combat, we're going to cast Divine Power (What else?!). When we want to hang back, we're either going to buff or grab some poor monster from the Outer Planes to fight for us with Summon Monster IV/Lesser Planar Ally.

Also, this is when we're going to use our lower level summons for trap finding (May Tem-Et-Nu bless their poor, unfortunate souls) by having them walk ahead of us down dark corridors.

Here's what I'd suggest for the one level of spells (4th) we acquire at this point in the build. Again, the underlined are the ones we want most of the time:

4th -- Air Walk, Control Water, Death Ward, Dimensional Anchor, Dismissal, Divine Power, Freedom of Movement, Greater Magic Weapon, Lesser Planar Ally, Spell Immunity, Tongues, Summon Monster IV, Travel Domain -- Dimension Door

11th-15th Level
All sorts of goodies at these levels. We don't get a whole lot of uses per day out of most of them, but they're welcome all the same.

The River's Life is Mine is going to allow us to stay alive a little longer, which we haven't been good at because of our low Constitution score, and Smite Evil is a decent small boost to our damage. The free use of Divine Power as a Spell-Like is nice too. Nothing game-breaking, but good stuff.

The better parts of these levels are Augment Summoning , Quicken Spell, Blessed by Tem-Et-Nu. The former two are pretty self-explanatory (Make your summons stronger/Quick cast some low-level buffs), but the later one bears some explanation:

We're abusing Blessed by Tem-Et-Nu. You heard me.

The idea is that we're going to take the Hippopotamus from Sandstorm, apply as many templates as we can to make it hit the Hit Dice cap of Planar Ally and re-type it to Outsider, then we're going to Rebuke it instead of (or after) paying it.

So, we can get ourselves a few semi-permanent pseudo-Animal Companions for a mere 100XP a pop, with some nice abilities from whatever templates we added (I suggest Pseudo-Natural from Complete Arcane, or maybe Half-Celestial from the Monster Manual).

Of course, this does rely on the Dungeon Master to allow such shenanigans... However, the multiverse is a huge place where literally anything can exist, so I'd argue that about getting a Knowledge (The Planes) roll before he outright balks at it.

So, to sum this whole mess up:

We're going to continue to use our Power Attack + Leap Attack + Knowledge Devotion and Divine Power when we want to do some combat tricks. As much as we can, we're going to supplement those with the Scion's Smite Evil and The River's Life is Mine.

Otherwise, we're going to use our Rebuked hippopotami to fight for us and continue summoning things to our horde as combat continues via the Summon Monster V/VI and Planar Ally spells.

We get some more spell levels at this point in the build, so here's what I suggest on those. Again, Player's Handbook only and underlined things are the spells we want most of the time:

5th -- Break Enchantment, Commune, Greater Command, Plane Shift, Raise Dead, Righteous Might, Spell Resistance, Summon Monster V, True Seeing, Travel Domain -- Teleport

6th -- Greater Dispel Magic, Heal, Heroes' Feast, Mass Bear's Endurance, Mass Bull's Strength, Planar Ally, Summon Monster VI, Travel Domain -- Find the Path

16th-20th Level
There's goodies at almost every level in this part of the build, including a capstone that finishes off the build quite nicely.

The first goodie, Extended Summoning, is going to give us some extra oomph with our Summon Monster spells by doubling the duration. Not the best, but not bad either.

Our next goodie, Divine Metamagic (Quicken Spell), is going to allow us to buff ourselves more effectively and summon monsters quicker. Restoring Immersion, gained the same level, can free up our spell slots by allowing us to heal ability damage without a spell (If we're close to a river, of course).

Next is Contingent Conjuration. We're going to enchant something on our person with a contingency that is basically "When I attack an enemy" or "When I am attacked by an enemy" to get a free summon.

The Planar Cohort is the capstone of the entire build, and the reason we're not taking more levels of Scion. Basically, we're getting another whole character that's 18th level...

No, I'm not going to stat the dude out. Just think Neraphim Warchanter + Dragonfire Bard or something equally terrifying that comes from one of the Outer Planes.

To sum these levels up:

Keep up with melee goodness or summon more (and better) with your new shiny Divine Metamagic, then get a free buddy that's going to put your party over the top at 20th.

We get two new levels of spells here too. You know the drill - Here's my choices from the Player's Handbook and the underlined are what I'd mostly prep:

7th -- Destruction, Dictum, Ethereal Jaunt, Resurrection, Summon Monster VII, Travel Domain -- Greater Teleport

8th -- Antimagic Field, Greater Planar Ally, Greater Spell Immunity, Shield of Law, Summon Monster VIII, Travel Domain -- Phase Door


The Story...


Do not dwell in the past, do not dream of the future, concentrate the mind on the present moment.

As far back as Nefrati can remember she has been an acolyte for the church of Tem-Et-Nu (Cleric Levels, Knowledges). The clergy rescued her from a fire when she was a young girl, and raised her as part of their order ever since.

Nefrati always showed a strong ability for athletics, particularly swimming and and jumping (Swim and Jump skills), and the ability to call creatures to aid her (Summon Monster). Her strength in these areas made her a natural fit to protect the inner canals of her home, which she did for a time.

That was her lot in life until her homeland became involved in a war with a neighboring nation. As was expected of the temple, they paid a blood tithe by offering soldiers to the His Mostly Holy, the Pharaoh Ramesi. Nefrati was one of those soldiers.

In her travels, she learned to hone her blade skills (Swordsage), and discovered several texts that gave her information on improving her contact with otherworldly creatures (Thaumaturgist).

When she returned from the war, Nefrati was blessed by the high priests of the temple and asked to join the Scions of Tem-Et-Nu. She accepted, and was immediately folded into their blessed ranks.

She trained for a time as a low rank Scion, until she displayed the ultimate sign of Tem-Et-Nu's favor: She was engaged in combat by a raging hippopotamus and defeated the creature after a fierce battle (Blessed by Tem-Et-Nu).

Taking this as a sign that she should continue her studies into contacting the Outer Planes, Nefrati began to split her time between training as a Scion, and training her abilities as a summoner (Thaumaturgist).

At the peek of her studies Nefrati met Jenosam, a creature from beyond the Material Plane whom she befriended as an ally to the cause of Tem-Et-Nu.

And that's her story up to this point....


The Equipment (aka Munchkin Size Me)...


The depth of darkness to which you can descend and still live is an exact measure of the height to which you can aspire to reach.

There's a lot we can do to make this build better with Equipment. Here's some quick ideas:

First and foremost, we want to get a hold of a Masterwork Falchion to use with our Power Attack feat. Ideally, when we get more gold we want to throw on extra damage via something like Flaming, or Valorous (Unapproachable East) might be useful in conjunction with Leap Attack. Either that, or we want extra defense via something like Defending. I'd chose one or the other, probably the extra defense.

Beyond that, we want the standard issue Cleric Masterwork Full-Plate, with something like Armor Spikes + Defending. Fortification is also really good. For roleplay effect we could Glamor our armor, but who does that (Beside me, that is)?

Also, so we can break Blessed by Tem-Et-Nu more, we might want to look into the Phylactery of Undead Turning (Dungeon Masters Guide) and the Scepter of the Netherworld (Libris Mortis). Those add +4 and +3 to turning attempt results, respectively.

Wands of spells we don't want to waste spell slots on preparing are decent choices too. Stuff like Restoration, Cure [X] Wounds, Remove Disease/Curse, etc...

Ring of Mighty Summons (Complete Mage), is also a decent investment for improving the durability of our summoned creatures (Gives them full HP 3/Day).

Other than the above, Bead of Karma and Bead of Summons might be useful for gaining back lost caster levels and doing more summoning goodness, respectively.


The Build Sources...


I hope our wisdom will grow with our power, and teach us, that the less we use our power the greater it will be.

Complete Adventurer (Leap Attack)
Complete Champion (Knowledge Devotion)
Complete Divine (Divine Metamagic)
Dungeon Master's Guide (Thaumaturgist)
Player's Handbook (Power Attack, Quicken Spell, Cleric, Cleric Spells)
Player's Handbook II (Leap of the Heavens)
Races of Destiny (Able Learner)
Sandstorm (Blessed by Tem-Et-Nu, Scion of Tem-Et-Nu)
Tome of Battle (Swordsage, Maneuvers, Stances)

Private-Prinny
2011-10-17, 10:58 AM
Build #2: Shui Dao Ye
Shui Dao Ye, the River’s Edge
http://fc01.deviantart.net/fs27/f/2008/100/8/8/881dfb79c344bee8.png
“Once, when I was young, I met a boy by the river…

What? Yes, of course we fell in love. We were young, and that’s what one does when young. But that’s not the point. The important part was that he brought me here.

I had come to the Wastes, far from my old home, to study under the Master Wu-Jen Al-Amin on the banks of the Niar River. The boy was named Marcur. He and his fellows had come down-river, like we still do, to fish and send back the catch when the harvest months are over. He was young, and strong, and charming, and handsome. Tem’s word, was he handsome. So we what young people do when they are in love. Al-Amin though me foolish. He told me that my ‘extracurricular exertions were affecting my studies.’ He was probably right. He was also old and silly.

Then they came: the People of the Sea. You know them: Mad and Evil, strong and full of Rage, driven only by the Berzerkund. They can in ships and they came in slaughter. We fought them for hours, and we were losing. Then Al-Amin came back from beneath the waves, where he had been bargaining with a conch for its pink pearl. He came back and drove the Sea Devils back, just in time for Marcur to die in my arms.

I promised him I would take him home.

So I went with his fellows and we traveled here, to the River’s Heart, and I brought Marcur home to his people. To Arim, who was his father, and to Marin, who was his greatmother. And I wept.

But not for long, for 10 days after we arrived at the River’s Heart, we spotted ships. And on the bow of the first was the severed head of Al-Amin.

That’s when the War began in earnest. So I learned to fight. Don’t take me wrong, I had learned some craft from Al-Amin, but there were none here now who could teach me the arts of the Wu-Jen. But they could teach me how to fight with sword and sickle and the swiftness of the river, so I learned, and I fought.

And by the blessing of Tem-Et-Nu, we won. By the blessing of Tem-Et-Nu, I survived.

And by the blessing of Tem-Et-Nu, here along her people at the River’s Heart, I am home.”


Tables and Build Mechanics

Shui Dao Ye, the River’s Edge
LG Azurin
Wu Jen 2, Swashbuckler 4, Scion of Tem-Et-Nu 7, Elemental Scion of Zilargo 7
Shui Dao Ye, The River's Edge
{table=head]Level|Class|BAB|Fort |Ref |Will|Skills|Feats|Class Features

1st|Wu-Jen 1|
0|
0|
0|
2|Know.(Arc.) 4, Know(Nat.) 2, Know(Planes) 2, Speak(aquan) , Iaijutsu Focus 2 (cc), Concentration 2, Spellcraft 4|Practiced Spellcaster, Flash Frost Spell, Midnight Metamagic|Watchful Spirit, (Bonus Feat: Flash Frost Spell)

2nd|Wu-Jen 2|
1|
0|
0|
+3|Know.(Arc.) 1, Concentration 3, Spellcraft 1|-|-

3rd|Swashbuckler 1|
2|
2|
0|
3|Diplomacy 5, Tumble 2|Energy Substution (Cold)|Weapon Finesse

4th|Swashbuckler 2|
3|
3|
0|
3|Balance 5, Swim 2|-|Grace +1

5th|Swashbuckler 3|
4|
3|
1|
4|Diplomacy 3, Iaijutsu Focus 1 (cc), Swim 2|-|New Class Abilities

6th|Swashbuckler 4|
5|
4|
1|
4|Iaijutsu Focus 1 (cc), Tumble 3, Know.(Arc) 1 (cc)|Empower Spell|-

7th|Scion of Tem-Et-Nu 1|
6 |
6|
1|
6|Iaijutsu Focus 1 (cc), Know.(Arc) 1 (cc), Concentration 1|-|Buoyancy, River Mastery

8th|Scion of Tem-Et-Nu 2|
7|
7|
1|
7|Tumble 2.5 (cc), Concentration 1|-|River's Vigor

9th|Elemental Scion of Zilargo 1|
7|
9|
1|
7|Jump 1, Know.(Arc) 2 (cc) .5 Tumble (cc)|Arcane Thesis (Lightning Blade)|Elemental Graft Affinity, Elemental Spellcasting

10th|Scion of Tem-Et-Nu 3|
8|
9|
2|
7|Iaijutsu Focus 1 (cc), Tumble 2 (cc)|-|River Walk, The River's Life is Mine

11th|Scion of Tem-Et-Nu 4|
9|
10|
2|
8|Iaijutsu Focus 1 (cc), Tumble 1 (cc), Concentration 2|-|Smite Evil 1/day

12th|Elemental Scion of Zilargo 2|
10|
11|
2|
8|Jump 4, Tumble 1 (cc)|Energy Admixture (Cold)|Graft Awarness

13th|Scion of Tem-Et-Nu 5|
11|
11|
2|
8|Iaijutsu Focus 1 (cc), Tumble 2 (cc)|-|Divine Power 1/day

14th|Scion of Tem-Et-Nu 6|
12|
12|
3|
9|Tumble 1 (cc), Concentration 2, Acrobatic Backstab|-|Control Water, River's Vigor 1/day

15th|Elemental Scion of Zilargo 3|
13|
12|
4|
10|Iaijutsu Focus 1 (cc), Tumble 2 (cc)|Sapphire Smite|Grafted Health

16th|Elemental Scion of Zilargo 4|
14|
13|
4|
10|Tumble 2.5 (cc), Concentration 1 (cc)|-|Grow Elemental (Large)

17th|Scion of Tem-Et-Nu 7|
15|
13|
4|
10|Iaijutsu Focus 1 (cc), Concentration 5|-|Restoring Immersion

18th|Elemental Scion of Zilargo 5|
15|
13|
4|
10|Iaijutsu Focus .5 (cc), Tumble 1.5 (cc), Concentration 1.5 (cc)|Cobalt Critical|Uncanny Dodge

19th|Elemental Scion of Zilargo 6|
16|
14|
5|
11|Iaijutsu Focus .5 (cc), Tumble 1 (cc), Concentration 2 (cc)|-|Grow Elemental (Huge)

20th|Elemental Scion of Zilargo 7|
17|
14|
5|
11|Tumble 1(cc), Concentration 2.5 (cc)|-|Elemental Merge[/table]
Spells per day/Spells Known
{table=head]Level|0lvl|1st|2nd|3rd|CL|Water/Cold CL

1st|3|1|-|-|1|1
2nd|4|2|-|-|2|2

3rd|4|2|-|-|3|3

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

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

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

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

8th|4|2|1|-|7|7

9th|4|2|1|-|7|8

10th|4|2|1|-|7|8

11th|4|3|2|-|8|9

12th|4|3|2|-|8|10

13th|4|3|2|-|8|10

14th|4|3|2|1|9|11

15th|4|3|2|1|9|12

16th|4|3|2|1|9|13

17th|4|3|2|1|9|13

18th|4|3|2|1|9|14

19th|4|3|2|1|9|15
20th|4|3|2|1|9|16[/table]

Elemental Grafts
We need at least 1 Elemental Graft to enter Elemental Scion. There are 2 that are core to the build:

Oceanic Adaptation: by level 9 for Elemental Scion Entry.
Breath of the Waves: by level 16 to clear exhaustion from Grow Elemental

Each graft also extends the duration of Grow Elemental. Once the second graft comes on line, we’ll gain a swim speed.
The remaining 2 water grafts are situational useful, but not presumed in the build:

Aqueous Body: the DEX penalty is probably only worth the benefit if the game is taking place primarily UNDER water rather than merely IN water.
Elemental Flesh: Potentially useful, but probably suboptimal use of the WBL in most circumstances. If the game is fully underwater and has a lot of SA dice of the like, the swim speed bonus and 1 extra round of Grow Elemental might be a tipping point.


Base Stats, 32 point buy
{table=head]
STR|
DEX|
CON|
INT|
WIS|
CHA

10|
14|
14|
16|
10|
14[/table]
This only reflects base points.
Points from Leveling go to Int. A +6 Enhancement bonus and a +5 inherent bonus are also advisable.

After Int, the priority for improving stats is:
Dex: to hit, AC, and initiative
Con: HP, extra rounds and uses for Grow Elemental
Cha: Extra Damage (Iaijutsu Focus, Smite Evil)
Str: Bonus damage on some, but not all, attacks used

SKILLS
The skill purchases presented presume that INT is increased with level, but does not presume other boni (largely because it’s harder to pin down when they will come into force). As a result, a small pool of extra skill points will begin to accrue once Inherent bonuses come online.

Synergy Boni
+2 to Balance checks, from 5 ranks in Tumble, available at level 8
+2 to Jump checks, from 5 ranks in Tumble, available at level 8
+2 to Tumble checks, from 5 ranks in Jump, available at level 12
+2 to Iaijutsu Focus checks, from 5 ranks in Balance, available at level 4

Tactics, Tools and Tricks

Bonus Damage
The base level output of the character is fairly simple: she uses weapon-like spells and bonus damage from several sources. It is unapologetically a damage build: you have some other tools and should make use of them, but they’re not your most central. The build maintains decent BAB and can contribute in melee without the weapon-like spells, but the output will be lower.
Sources of bonus damage:

Insightful Strike: The most reliable source. Int is your casting stat and will get priority for stat bonuses. Your mileage may vary, but the expected bonus damage from this source should be around +6 at level 10 and around +11 at level 20.
Smite Evil: You have only 1 base use of Smite evil, but your Sapphire Smite ability will expand this somewhat. It should be noted you will only have the essential available for Sapphire Smite once you’ve already used Midnight Metamagic for the day (Midnight Metamagic frees the essential after the spell is cast, where Sapphire Smite keeps it invested for 24 hours). At level 11, Smite Evil should be usable 4 times per day for +2 to hit and +7 to damage.
Oceanic Adaptation: Situational and small, but since you’ll need the graft anyways it’s nice to have. Moreover, several of the Secret Ingredient abilities require that you’re already standing in water, so you’re half way to meeting the “you and opponent in 1 ft. of water” requirement for this bonus.
Iaijutsu Focus: Cross Class and reliant on the enemy being flat-footed, but still noteworthy. Particularly useful with Fire (Cold) Shuriken, since shuriken count as ammunition and can thus be drawn as a free action. Since we’re not pushing quick draw or slight-of-hand, some normal shuriken will be useful until level 8. You have a few methods to force flat-footed:

Watchful Spirit gives you a 1/day chance to reroll initiative. Limited, but it’s an option.
At third level Flash-Frost Spell, Midnight Magic, and Energy Substitution are all on line. This allows you to force a balance check with your choice of several spells. Opponents without 5+ ranks of balance will be flat-footed as a result. (With the Spell Compendium advice on expanding the Wu-Jen list in play, this could come on line at level 1, but the advice is too general to be used here.)
At level 14, Acrobatic Backstab comes on line, allowing you to make an enemy flat footed if you tumble thru their square. If available, Tempo Bloodspikes can help offset the required move action for this tactic.



Important Spells

As a general note, all elemental spells should use either Elemental Substitution of Energy Admixture to take advantage of Elemental Spellcasting. You actually have to go with [Cold] rather than water for that, so if your group/DM is picky, I suppose it’s an Ice Shuriken rather than a Water Shuriken. :P

FireWater Shuriken: Your bread and butter. Because it’s an instantaneous evocation that creates an item for later use, you can store these up and use them as needed. This also means that if you’re not adventuring for any period of time, you can store up some meta-magic versions (Admixture at later levels, though Empowered earlier on). See if your GM will let you store them in your watery/grafty parts for thematic reasons. This will be your go to tool when Iaijutsu Focus is applicable.

Lightning Blade The River’s Edge:
http://th03.deviantart.net/fs71/PRE/i/2010/332/b/7/sword_of_the_depths_by_tageoni-d33t5hy.jpg
Your steak and potatoes. While this can’t carry Iaijutsu Focus bonus damage (since it cannot be drawn per se), it can be used in melee, which means it can carry your Smite Evils. Moreover, it’s a touch attack , so you should be reliably able to get off some iterative attacks.
An important concern is how you want to load the charges: you’ll need one die of damage left for each iterative you expect to make. Even though this doesn’t increase base damage, it will allow you to carry the bonus damage for that iterative. Delaying your Smite Evil till one of the later iterative attacks can also help in extending how many you expect to land.
For your truly big gun, you’ll be using this with Energy Admixture via Midnight Metamagic. Choose carefully, you’ll only get one.

Fire Water Wings:
It’s flight. You don’t pass it up.

Hail of Stone/Jet of Steam:
Not particularly noteworthy in and of themselves, but once you get Flash Frost Spell and Energy Substitution, these are your go to options for forcing balance checks (a primary shtick at lower levels).

Haste, other relevant combat buffs:
You have some combat relevant buffs including (but not limited to): haste, blur, and some of the enhancement bonus spells. They’re not used in a particularly unusual way, but you are making attack rolls and should give then standard consideration as such.


Important Items

Aside from the grafts and standard stat boosters (see the Stats section for stat priority), there are some items that are unusually lucrative to you:

Lesser Metamagic Rod of Quicken: All of your spells are 3rd level or lower. This should be one of your first major purchases once you have your grafts sorted, and you should eventually get more than one.
Versions covering other metamagics are also worth considering. Sadly, Admixture is unlikely to be available: it’s not just absent from the standard rods, it’s absent despite being introduced in the same book as the rods.

Pearl of Power: Again, all your spells are valid options for using this. Get some.

Twilight Mitral Chain Shirt: Why yes, I would like to dress like a warrior without that pesky Arcane Spell Failure chance.

Orange Prism Ioun Stone: This will be a small but nice boost to Lightning Blade and Shuriken Production, particularly in the low teens.

Tempo Bloodspike: The move action from these will help in executing Acrobatic Backstab while still allowing a full attack.

You’ll also want a backup weapon, though it can probably lag a bit further behind on enhancements than usual.

If you can get it, Masterwork Tools for Tumble and Iaijutsu Focus are nice, but I wouldn’t count on them.

Wands of Fire Shuriken and a metamagic wand grip will be nice if you don’t have enough reliable down time to maintain your supply of Fire Shuriken otherwise, but that will be a campaign dependent decision (at the extreme end, it might be worth dropping Empower to gain Craft Wand).


Specific Tactics

Grow Elemental/Restoring Immersion: While you can normally use this ability multiple times, there are stiff drawbacks in the form of exhaustion and Con drain. The exhaustion is trivially cleared by your Breath of the Waves graft, but more importantly the CON drain can be cleared by Restoring Immersion, which comes online the level after you first get Grow Elemental.
You will still have to use some caution with this (as combat is a bad time to need to go take a nap in the river), but using it judiciously should net you many more realistic uses of Grow Elemental than you would otherwise have.

Grow Elemental/Vortex: If you have a handy river to provide a valid location to use this ability (and if you don’t, why are you rolling Scion of Tem-Et-Nu), this becomes a very handy tool. Instead of telling your watery tart elemental friend to go attack something, you can tell it to go remove something from the area at 90 ft (and later 120 ft) per round.

Elemental Merge/Divine Power: When you merge with your elemental, it doesn’t gain any of your special abilities, but it does gain any duration buffs you have (as opposed to always on buffs from items). Divine Power’s going to be the big whopper, but some of your Wu Jen buffs will be nice too.

Elemental Spellcasting/Energy Substitution(Cold): Fairly straightforward—if you use Energy Substitution (cold) or Energy Admixture (cold) on a spell, it qualifies for the Elemental Spellcasting bonus to caster level.

Other notes

The build has a couple elements that are often used in somewhat cheesy tricks. Specifically, Arcane Thesis and Midnight Metamagic. For the purposes of designing this build, the Chef has assumed that there is a floor on metamagic reducers at 0. The tools necessary to abuse Midnight Metamagic (by never actually investing and thus using it multiple times per day) aren’t present in the build.

The placement of Incarnum related feats is quite deliberate: the build always has enough essential to take advantage of the maximum essential capacity for that level. The level 6 point is actually front loaded to level 1, but that wasn’t easily or wisely avoidable. Cobalt Charge is taken for the extra point: you’re not going to really invest in it. It was chosen because of the options for getting 1 more essential, it was the option that with the least useless secondary benefit.


The Build at Selected Levels

The build at level 10 :

All of your basic tools are online . Against any opponent you win initiative against, you should open with a volley of Fire Shuriken.

If you don’t win initiative you have 2 options.

Quickening a Lightning Blade will have higher damage, but use more limited resources. This will usually be preferable against a single powerful opponent, or an opponent that’s expected to have more than 5 ranks of balance. It’s noteworthy that until 11, you don’t have Smite Evil, so there’s no real reason to take

A less resource heavy option is to quicken a Flash Frost, Energy Substituted Stone Hail or Jet of Stream. These will force a balance check if they have less than 5 ranks. It doesn’t matter if they pass—just forcing the check makes them flat-footed, which adds Iaijutsu Focus to another round of Fire Shuriken.

The build at level 15

Energy Admixture is on-line now, as is Acrobatic Backstab. Admixture is pretty much just + damage: you’ll want to make shuriken with it if you have downtime, but if you’re actively adventuring, you should save your 1/day use for Lightning Blade. For that once a day big bang, you should stack this with both Divine Power and Smite Evil, and increase the number of charges you reserve for iteratives appropriately,
Acrobatic Backstab, particularly when combined with a Tempo Bloodspike, provides a method of allowing Iaijutsu Focus damage against enemies with 5+ ranks of balance, which will be becoming more common (though there may still be plenty without if the DM isn’t tailoring monster skills).

The build at 20:

Grow Elemental and Elemental Merge are now online.

As mentioned above, your Grown Elemental’s Vortex will be very useful if you’re actually at a river—keep in mind that all the elemental has to do to attempt to pick up an enemy in the vortex is enter their square. It will have a swim rate of 120 at this point—if the enemy makes the save it can just move back out and try again on the same turn. Against multiple significant enemies, this should be used early on to attempt removing an enemy from the field. Wizards will likely have some form of teleportation contingency up, but other casters are excellent targets, as both the cloud and the vortex also forces a concentration check. As noted above, Restoring Immersion should be used judiciously to clear the effects of secondary uses of Grow Elemental.

Elemental Merge essentially lets you enter a proxy in combat—you cannot be harmed while in your elemental. With active buffs transferred, you can do some damage (particularly on a charge), though less than you would normally. Vortex form remains a strong option, if used as a hit and run tactic with your high swim speed. Regardless of which tactic you use, the major benefit remains the blanket immunity—you can do something to them, but they cannot effect you at all.


Adaptation:
If your DM is amicable to Soulborn’s Smite Opposition stacking as Smite Evil, Soulborn 1 should be considered over Swashbuckler 4 (though it makes an already tight skill budget tighter, as that level is largely budgeted to meet the Diplomacy entry requirements for Scion of Tem-Et-Nu, and diplomacy is cross class for Soulborns).

If multiclassing penalties are not enforced, replacing Swashbuckler 4 with Paladin 1 is an easy and peasant choice.

Both of these options also allow you to juggle Sapphire Smite, Empower Spell, and Energy Admixture in such a way that Energy Admixture comes on line at 12 with sufficient essential to use it (though it delays Empower, which might hurt from 6 to 12).

Sneak Attack fighter is also worth looking at: if used, Sapphire Smite should be switched out for Sapphire Strike.

If Fractional BAB is in force, the first 6 levels should instead be:
Wu-Jen (.5 BAB)
Human Paragon 1 (1.25 BAB)
Human Paragon 2 (2 BAB)
Swashbucker 3 (3 BAB)
Swashbucker 4 (4 BAB)
Swashbucker 5 (5 BAB)
This will allow you to keep the same casting progression and BAB progression, while also netting an extra feat an allowing you to permanently add Iaijutsu Focus as a permanent class skill, as well as significantly freeing up the skill budget on other fronts.

Skilled City Dweller, if used to exchange Scion of Tem-Et-Nu’s Ride for Tumble as a class skill will also free up loads of skill points, but somehow the character doesn’t scream city slicker to me.

Sources:

Complete Arcane: Wu-Jen, all Wu-Jen non-SRD spells except Jet of Steam, Practiced Spellcaster, Energy Substitution, Energy Admixture,
PHB2: Arcane Thesis, Flash Frost Spell
Magic of Eberron: Elemental Scion of Zilargo, Tempo Bloodspike, Elemental Grafts
Sandstorm :Scion of Tem-Et-Nu
Magic of Incarnum: Sapphire Smite, Midnight Metamagic, Cobalt Critical, Azurin race (see page 19 for essential capacity rules, page 33 for feats)
Complete Warrior : Swashbucker
Oriental Adventures: Iaijutsu Focus
Complete Scoundrel : Acrobatic Backstab
Complete Mage: Jet of Steam, Metamagic Wand Grip
Book of Exalted Deeds: Twilight Armor
SRD/Core: all other elements

Private-Prinny
2011-10-17, 10:59 AM
Build #3: Lindir Al Tiafi
Lindir Al Tiafi

Desert Elf – Lawful Neutral – Wizard 5 / Divine Oracle 2 / Ruathar 3 / Scion of Tem Et Nu 10

Backstory
The goddess Tem Et Nu is many things, but to the nomadic elves of the desert, she is first and foremost the patron of Travel and Magic. The tribes rely on their mages for divination and for an edge in battle, and like other elves in the world, they are highly trained and well regarded. Lindir Al Tiafi was raised in this tradition and is no exception.

But unlike most in her order, Lindir marveled at the abundance and diversity of life along the river as it wound through the otherwise desolate plains, and she saw the hand of divinity in it. She worshipped Tem Et Nu in all her aspects, not just that of the goddess of magic, and in time became a divinely-inspired seer. As word of her predictive and scrying prowess spread, she became widely sought after for her counsel, not only by the elves of the desert, but by outsiders as well.

When a party of priests and scions of Tem Et Nu came calling, she was thrilled. They needed the aid of a wizard to track down a well organized and led tribe of scrags that could not be located by clerical magics alone. Lindir saw this as a test by the goddess, and she welcomed it. In the adventure that followed, she proved her worth as a seer as well as a combat mage. But it was on the way back home, when she was bathing in the river that a hippopotamus attacked her. Before the priests could act, Lindir had charmed the beast, and it carried her back to shore.

Though the priests had doubted what she’d said about being called and tested by Tem Et Nu, this sign was unmistakable. Instead of returning to her tribe, Lindir returned with them to the temple at the great cataract and began learning the ways of the guardians of the river.

The Build

{table=head]STR|DEX|CON|INT|WIS|CHA|-|Level Bonuses
11|16|12|17|8|12|-|increase INT at 4, 12, 16, 20, increase STR at 8[/table]
{table=head]Level|Class|Base Attack[br]Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

1st| Elf Wizard 1|
+0|
+0|
+0|
+2| Concentration 4, Knowledge (Arcane) 4, Knowledge (Religion) 4, Spellcraft 4, Swim 2 (cc)| Skill Focus (Kno – Religion), Scribe Scroll| Generalist Wizardry, Summon Familiar (weasel, +2 Reflex save), Domain Wizard (Antimagic), Desert Elf Weapon Proficiencies (Scimitar, Rapier, Shortbow)

2nd| Wizard 2|
+1|
+0|
+0|
+3| Concentration 5, Knowledge (Arcane) 5, Knowledge (Nature) 1, Knowledge (Religion) 5, Spellcraft 5, Swim 2 (cc)|-|-

3rd| Elf Wizard 3|
+1|
+1|
+1|
+3| Concentration 6, Knowledge (Arcane) 6, Knowledge (Nature) 1, Knowledge (Religion) 6, Spellcraft 5, Swim 3 (cc)|Combat Reflexes| Natural Link (Weasel, +4 reflex save)
4th| Wizard 4|
+2|
+1|
+1|
+4| Concentration 7, Knowledge (Arcane) 7, Knowledge (Nature) 2, Knowledge (Religion) 7, Spellcraft 7, Swim 3 (cc)|-|-

5th| Wizard 5|
+2|
+1|
+1|
+4| Concentration 8, Knowledge (Arcane) 8, Knowledge (Nature) 4, Knowledge (Religion) 8, Spellcraft 8, Swim 3 (cc)|-|Spontaneous Divination ACF

6th| Divine Oracle 1|
+2|
+1|
+1|
+6| Concentration 9, Knowledge (Arcane) 9, Knowledge (Nature) 4, Knowledge (Religion) 9, Spellcraft 9, Swim 4 (cc)| Searing Spell | Oracle Domain, Scry Bonus
7th| Divine Oracle 2|
+3|
+1|
+1|
+7| Concentration 10, Knowledge (Arcane) 10, Knowledge (Nature) 4, Knowledge (Religion) 10, Spellcraft 10, Swim 5 (cc)|-| Prescient Sense (Evasion), Trap Sense +1

8th| Ruathar 1|
+3|
+1|
+3|
+9| Concentration 11, Diplomacy 3, Knowledge (Arcane) 11, Knowledge (Nature) 5, Knowledge (Religion) 11, Spellcraft 11, Swim 5 (cc)|Weapon Proficiency (Longsword)| Word of Friendship, Gift of the Elves

9th| Ruathar 2|
+4|
+1|
+4|
+10| Concentration 12, Diplomacy 7, Knowledge (Arcane) 12, Knowledge (Nature) 5, Knowledge (Religion) 12, Spellcraft 12, Swim 5 (cc)|Arcane Strike| Improved Low Light Vision, Elfwise
10th| Ruathar 3|
+5|
+2|
+4|
+10| Concentration 13, Diplomacy 11, Knowledge (Arcane) 13, Knowledge (Nature) 5, Knowledge (Religion) 13, Spellcraft 13, Swim 5 (cc)|-| Star Blessing, Arvandor’s Grace

11th| Scion TEN 1|
+6|
+4|
+4|
+12| Concentration 14, Diplomacy 13, Knowledge (Arcane) 13, Knowledge (Nature) 6, Knowledge (Religion) 13, Spellcraft 13, Swim 7 (cc)|-| Buoyancy, River Mastery

12th| Scion TEN 2|
+7|
+5|
+4|
+13| Concentration 15, Diplomacy 15, Knowledge (Arcane) 13, Knowledge (Nature) 7, Knowledge (Religion) 13, Spellcraft 13, Swim 9 |Practiced Spellcaster| River’s Vigor (1/day)

13th| Scion TEN 3|
+8|
+5|
+5|
+13| Concentration 16, Diplomacy 16, Knowledge (Arcane) 13, Knowledge (Nature) 9, Knowledge (Religion) 13, Spellcraft 13, Swim 11|-|River Walk, The River’s Life is Mine

14th| Scion TEN 4|
+9|
+6|
+5|
+14| Concentration 17, Diplomacy 17, Knowledge (Arcane) 13, Knowledge (Nature) 11, Knowledge (Religion) 13, Spellcraft 13, Swim 13 |-|Smite Evil (1/day)

15th| Scion TEN 5|
+10|
+6|
+5|
+14| Concentration 18, Diplomacy 18, Knowledge (Arcane) 13, Knowledge (Nature) 13, Knowledge (Religion) 13, Spellcraft 13, Swim 15 |Quicken Spell Like Ability (Divine Power)| Divine Power ( 1/day)

16th| Scion TEN 6|
+11|
+7|
+6|
+15| Concentration 19, Diplomacy 19, Knowledge (Arcane) 14 (cc), Knowledge (Nature) 14, Knowledge (Religion) 15, Spellcraft 13, Swim 15 |-| Control Water, River’s Vigor (2/day)

17th| Scion TEN 7|
+12|
+7|
+6|
+15| Concentration 20, Diplomacy 20, Knowledge (Arcane) 15 (cc), Knowledge (Nature) 15, Knowledge (Religion) 17, Spellcraft 13, Swim 15 |-| Restoring Immersion

18th| Scion TEN 8|
+13|
+8|
+6|
+16| Concentration 21, Diplomacy 21, Knowledge (Arcane) 16 (cc), Knowledge (Nature) 16, Knowledge (Religion) 19, Spellcraft 13, Swim 15 |Robilar’s Gambit| Smite Evil (2/day)

19th| Scion TEN 9|
+14|
+8|
+7|
+16| Concentration 22, Diplomacy 22, Knowledge (Arcane) 17 (cc), Knowledge (Nature) 17, Knowledge (Religion) 21, Spellcraft 13, Swim 15 |-| Divert River

20th| Scion TEN 10|
+15|
+9|
+7|
+17| Concentration 23, Diplomacy 23, Knowledge (Arcane) 18 (cc), Knowledge (Nature) 18, Knowledge (Religion) 23, Spellcraft 13, Swim 15 |-| Divine Power (2/day) [/table]
Spells Per Level
{table=head]Level|CL|-|Zero|1st|2nd|3rd|4th|5th|6th|7th|8th|Spells Learned
1st|1|-|3|1+2|-|-|-|-|-|-|-|All Cantrips, 7 1st level spells plus Protection from Evil
2nd|2|-|4|2+2|-|-|-|-|-|-|-|3 more 1st level spells
3rd|3|-|4|2+1|1+2|-|-|-|-|-|-|2nd (Combust, Scorching Ray, Swim, Obscure Object)
4th|4|-|4|3+1|2+2|-|-|-|-|-|-|3 more 2nd level spells
5th|5|-|4|3+1|2+1|1+2|-|-|-|-|-|2 more 3rd level spells plus Fireball and Dispel Magic
6th|6|-|4|3+1|3+1|2+2|-|-|-|-|-|Augury, Divination, and 1 3rd level Spell
7th|6|-|4|4+1|3+1|2+1|1+2|-|-|-|-|3 more 4th level spells plus Lesser Globe of Invuln
8th|8|-|4|4+1|3+1|3+1|2+2|-|-|-|-|2 more 4th level spells plus Blast of Flame
9th|9|-|4|4+1|4+1|3+1|2+1|1+2|-|-|-|2 more 5th level spells plus Mass Fire Shield and Break Enchantment
10th|10|-|4|4+1|4+1|3+1|3+1|2+2|-|-|-|2 more 5th level spells plus Greater Fireburst
11th|10|-|4|4+1|4+1|3+1|3+1|2+2|-|-|-|-
12th|12|-|4|4+1|4+1|4+1|3+1|2+1|1+2|-|-|3 more 6th level spells plus Antimagic Field
13th|13|-|4|4+1|4+1|4+1|3+1|2+1|1+2|-|-|-
14th|14|-|4|4+1|4+1|4+1|3+1|3+1|2+2|-|-|3 more 6th level spells
15th|15|-|4|4+1|4+1|4+1|3+1|3+1|2+2|-|-|-
16th|16|-|4|4+1|4+1|4+1|4+1|3+1|2+1|1+2|-|2 more 7th level spells plus Mass Flesh to Salt and Spell Turning
17th|17|-|4|4+1|4+1|4+1|4+1|3+1|2+1|1+2|-|-
18th|18|-|4|4+1|4+1|4+1|4+1|3+1|3+1|2+2|-|3 more 7th level spells
19th|18|-|4|4+1|4+1|4+1|4+1|3+1|3+1|2+2|-|
20th|19|-|4|4+1|4+1|4+1|4+1|4+1|3+1|2+1|1+2|3 more 8th level spells plus Protection from Spells[/table]

Important Spells

Swim – Let’s face it, Lindir is going to spend a lot of time around rivers. Chest deep in water gives a +8 cover bonus to AC among other things, and a swim speed lets you act normally under such conditions. By 13th level, one daily 2nd level spell slot should be devoted to this spell and a handful of scrolls or a wand available for backup.

Combust – Enhanced to a 3rd level spell by Searing Spell, this melee attack spell allows Lindir to deal nearly untyped energy damage to melee opponents. By mid teens, this spell will see a lot of use and can be upgraded to Greater Fireburst.

Other Fire Spells – For someone with Searing Spell feat, fire spells are the only energy type you need. Scorching Ray, Fireball, Blast of Flame, Mass Fire Shield… all deliver virtually untyped energy damage after being enhanced by +1 spell level. Searing Mass Fire Shield and Searing Scorching Ray are good for scrolls too, since they have no saving throw.

Augury / Divination – Access to these spells are gained through the Divine Oracle PrC, and while scrolls of them are useful, Lindir never has to memorize them. The Spontaneous Divination ACF allows her to cast them spontaneously in place of any other prepared spell. Some of the undeclared spells above will also be used for divination school magics to further enhance this ACF.

Defenses – This is a Gish without armor or any real way to enhance AC other than a cover bonus for being in water, which isn’t always available. Spells like Displacement, Heart of Earth, and various versions of Ironguard are important. And these buffs are independent of armor class and thus do not degrade when Robilar’s Gambit is used.

Level Highlights
Level 7 – Lindir is a competent wizard at this level, and with a couple levels in Divine Oracle and the Spontaneous Divination ACF, she is very good at divination magic. She’s throwing untyped energy scorching rays and fireballs for combat now, and has Evasion powered by her ACF-enhanced familiar.

Level 10 – As a premier elf spell caster (casting as Wizard 10), Lindir has come to the attention of outsiders and has spent the past few levels helping the church of Tem Et Nu locate and kill various threats. Devoted to the diety now, she’s soon to be inducted into their ranks and make her newfound work official.

Level 15 – Sweet Spot – Able to cast 6th level spells, use Divine Power as a swift action, and expend spells for combat bonuses via Arcane Strike, Lindir has made the transition from diviner to a deadly Gish. She’s a 12th level wizard with 3 attacks a round, and is adept at blasting foes from the water (+8 cover bonus) then rising up and moving in to melee. Searing Mass Fire Shield gives her and her allies untyped energy damage shields in combat, Searing Combust for when she is overwhelmed in melee, and she will often have a Searing Scorching Ray loaded in her Spell Storing weapon for extra untyped energy smiting power.

Level 20 – LIndir is effectively a 15th level Wizard now with a 15 BAB (up to 20 with 2 uses of Quickened Divine Power per day). Relying on spells such as Displacement for most of her defensive needs allows her to take full advantage of the combination of Robilar’s Gambit and Arcane Strike. Control Water and Divert River give her many more options to fight in the water, and Mass Flesh to Salt gives her not only a powerful untyped mass combat spell, but a particularly thematic and gruesome way to dispose of enemies permanently (they simply wash away).

Equipment Needs
Lindir doesn’t so much have needs as she has wants. There’s the usual stuff all wizards thrive on (INT Enhancement, Scrolls for utility and new spells known, wands, metamagic rods, spell staves, AC or miss chance items) plus a decent weapon by early teens (a Defending Spell Storing longsword would be nice). Despite being a Gish, a STR enhancing item is NOT needed, since Divine Power will eventually remove the need for it. One item type that the build DOES need is Pearls of Power or a larger size Ring of Wizardry. Between Spontaneous Divination and Arcane Strike, Lindir can really chew through her memorized spells if she’s not careful.
Comments and Options
Why a Full Caster? Scion of Tem Et Nu comes with Divine Power built right in, therefore there’s no need to enter it with a high BAB build. But the PrC gets half casting only, and given that, if you want to accomplish anything with the spell casting aspect of this class, a full caster level prior to entering is important. The end result is +15 BAB (up to 20) and 15th Wizard (caster level 19 or 21).

And why Desert Elf? This ties the build together thematically. The desert part brings in the environment for Tem Et Nu while the Elf part fuels the wizard heritage and elf ACF/PrC. Ultimately, Tem Et Nu as a goddess of Magic is the character’s reasoning to accept the Scion PrC despite it’s less effective advancement of wizard magic.

What Scion Abilities are you Using? Well they all get USED, as this is a gish build that operates around rivers when possible. But the question is which class abilities get ENHANCED. And the answer to that is Caster Levels and Divine Power.

What, an arcane gish build without Abjurant Champion??? Yes, it can be done, and given that we have to use this particular special ingredient, a perfectly viable choice. Using Scion of Tem Et Nu fits fluff because of the deity’s Magic Domain and fits crunch because of the full BAB, half caster, and Divine Power. But the 5/10 caster levels meant that every non-PrC level had to have arcane casting in it if I hoped to hit 8th level spells in a 20 level build. That left room for only 1 level of Abjurant Champion. And at that point, it’s better to go without, or the logical question becomes “why didn’t you take more levels in it?” In the end, leveraging Divine Oracle resulted in Evasion, the increased caster level needed to power Quicken Spell Like Ability (16 is required for a 4th level SLA), and a really useful synergy with the Spontaneous Divination wizard ACF.

Any Cheese Available? With a wizard build? Of course! With a little planning and the right spells, this is a strong Tier 2. And with an enhanced elf lifespan, there’s no reason Lindir couldn’t last well into epic levels to pick up those missing 9th level spells (along with the missing Abjurant Champion…)

No, I Meant REAL Cheese Oh. Well if you buy the DM enough pizza… Desert Elf and Ruathar have four bonus weapon feats between them that are not central to the character’s effectiveness, and there’s no reason that they couldn’t be sacked via Embrace the Dark Chaos / Shun the Dark Chaos conga line. That’s enough feats to bring the Invisible Sanctum Repeat Spell Arcane Thesis’d Mage’s Lucubration online so all spells 5th level and under can be recovered at the end of every encounter, effectively providing unlimited Spontaneous Divination and Arcane Strike ability as well as blasting battery life. But that better be some GOOD pizza! ;)

Source Books
{table=head]Sourcebook|Class/Race|Feats
Complete Divine|Divine Oracle|Practiced Spellcaster
Complete Warrior|-|Arcane Strike
Monster Manual|-|Quicken Spell Like Ability
Player’s Handbook|Wizard| Combat Reflexes, Scribe Scroll, Skill Focus
Player’s Handbook 2|-|Robilar’s Gambit
Races of the Wild|Ruathar|Elf Wizard Substitution Levels
Sandstorm|Scion of Tem Et Nu|Searing Spell
Unearthed Arcana|Desert Elf|-[/table]

Private-Prinny
2011-10-17, 11:00 AM
Build #4: Damash Olbereth
Damash Olbereth - The Law of the River- LN Merfolk Wildshape Ranger 1/Druidic Avenger 5/Warshaper 2/Scaled Horror 2/Scion of Tem-Et-Nu 10

http://www.ainokostudios.com/illustration/Magic/Merfolk.jpg

Point Buy 32
Starting Stats:

Str 16
Dex 16
Con 16
Int 10
Wis 15
Cha 10

Ending Stats:

Str 24 (+4 level boosts, +4 Morphic Body)
Dex 16
Con 20 (+4 Morphic Body)
Int 10
Wis 16 (+1 level boost)
Cha 10

Background
"Did you hear that?" Donovan turned around, his crossbow held high to his chest. "Seriously, Sands. I heard something in the reeds over there."

Sands sat in the back of the boat, gently keeping them on course down the river. "You're being paranoid. Sit down and quit rocking the boat."

"I swear, something moved over there! Those villagers kept jabbering about danger, about something in the water! We shouldn't be here, man! They said these waters were 'protected'!" Donovan sat down with a thump. He clutched at his crossbow the way a child holds a stuffed animal.

Sands laughed. "These backwater villages all have stupid superstitions. Look, our orders were to scout down the river and make sure we can bring the warships next season. I can't wait to see the look on those Arcadain dog's faces when we bring the armada down their river!" He smiled viciously at the thought of sailing directly into their enemy's capital, ending the war in one fell swoop. He could just imagine the medals they'd get for providing the route that ended the war... Not to mention the fame, the feasts, and the women.

A small wave washed up against the side of the boat. Donovan whipped around, his crossbow loosing with a loud "TUNG!"

"For Pelor's sake, Donovan! Do you have to be such a skittish freak!? You could've killed me!" Sands bellowed.

Donovan meekly set the crossbow in the bottom of the boat. "I'm sorry, I'm sorry! I thought I saw something in the water!" He nervously figeted with his hands. The villagers had cried out to their god before the soldiers had wiped them out. Some kind of river goddess, he guessed. Maybe they shouldn't have disposed of the bodies in the river...

A loud splash from the front of the boat made Sands snap out of his lazy daydream of heroism. "Donovan! What did I say about-" Donovan was nowhere in sight. Sands stood up in the boat and drew his longsword. "... Donovan?" He peered out across the still waters of the wide, deep river. He made his way carefully over to the edge of the boat, to look into the water.

It came from directly underneath him. A human, swimming in the water, he thought. But then the long, powerful tail of a fish emerged. He recoiled in horror, stumbling back into the dangeroulsy unstable canoe. He sat there, sword in hand. For a while, all was still. He crept forward to peer over the side where he had last seen the thing.

A loud explosion of water and a roar of pure rage was all that he heard before he felt something grab him from behind. He pitched backward, the boat tipping over in the violent struggle. The breath was forced from his lungs by arms like steel coils. He struggled for air, but to no avail. Flailing about, he saw the wide, staring eyes of Donovan staring at him in shock. His companion's face was blue and bloated beneath the waves. He screamed, air escaping in a giant explosion of froth. The world began to darken, and his last sight was of his attacker's eyes, black as night and full with violence.

After a time, the waters were still again. The boat, now capsized, sank gently beneath the waves. Nothing moved. Nothing made a sound.

These are my waters, landsmen. Enter without my permission, and I will let you taste of Her sweet mercies.

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

1st|Ranger 1|
+1|
+2|
+2|
+0|Hide 4, Knowledge: Nature 4, Jump 4, Listen 4, Move Silently 4, Swim 4|Martial Study: Douse the Flames|Fast Movement (as Barbarian), Favored Environment: Aquatic, Track, Wild Empathy

2nd|Druidic Avenger 1|
+1|
+4|
+2|
+2|Hide 5, Knowledge: Nature 4, Jump 4, Listen 4, Move Silently 5, Swim 4|-|Fast Movement (as Barbarian), Rage 1/day, Nature Sense

3rd|Druidic Avenger 2|
+2|
+5|
+2|
+3|Hide 5, Knowledge: Nature 4, Jump 4, Listen 4, Move Silently 5, Swim 4, Spot 4|Improved Unarmed Strike|Woodland Stride (Aquatic)

4th|Druidic Avenger 3|
+3|
+5|
+3|
+3|Hide 5, Knowledge: Nature 4, Jump 4, Listen 4, Move Silently 5, Swim 4, Spot 4, Survival 4|-|Trackless Step

5th|Druidic Avenger 4|
+4|
+5|
+3|
+4|Hide 5, Knowledge: Nature 4, Jump 4, Listen 4, Move Silently 5, Swim 4, Spot 4, Survival 4, Diplomacy 2|-|Resist Nature's Lure

6th|Druidic Avenger 5|
+4|
+5|
+3|
+4|Hide 5, Knowledge: Nature 5, Jump 4, Listen 5, Move Silently 5, Swim 4, Spot 5, Survival 5, Diplomacy 4|Natural Spell|Wild Shape 1/day

7th|Warshaper 1|
+4|
+6|
+3|
+4|Hide 5, Knowledge: Nature 5, Jump 4, Listen 5, Move Silently 5, Swim 4, Spot 5, Survival 5, Diplomacy 5|-|Morphic Immunities, Morphic Weapons

8th|Warshaper 2|
+5|
+7|
+4|
+5|Hide 5, Knowledge: Nature 5, Jump 4, Listen 5, Move Silently 5, Swim 4, Spot 5, Survival 5, Diplomacy 6|-|Morphic Body

9th|Scaled Horror 1|
+5|
+9|
+4|
+5|Hide 5, Knowledge: Nature 5, Jump 4, Listen 5, Move Silently 5, Swim 4, Spot 5, Survival 5, Diplomacy 7|Improved Grapple|Improved Grab, Keen Scent

10th|Scaled Horror 2|
+6/+1|
+10|
+4|
+5|Hide 5, Knowledge: Nature 5, Jump 4, Listen 5, Move Silently 5, Swim 4, Spot 5, Survival 5, Diplomacy 8|-|Freedom of Movement

11th|Scion of Tem-Et-Nu 1|
+7/+2|
+12|
+4|
+7|Hide 5, Knowledge: Nature 5, Jump 5, Listen 5, Move Silently 5, Swim 4, Spot 5, Survival 5, Diplomacy 8|-|Bouyancy, River Mastery

12th|Scion of Tem-Et-Nu 2|
+8/+3|
+13|
+4|
+8|Hide 5, Knowledge: Nature 5, Jump 6, Listen 5, Move Silently 5, Swim 4, Spot 5, Survival 5, Diplomacy 8|Dodge|River's Vigor 1/day

13th|Scion of Tem-Et-Nu 3|
+9/+4|
+13|
+5|
+8|Hide 5, Knowledge: Nature 5, Jump 7, Listen 5, Move Silently 5, Swim 4, Spot 5, Survival 5, Diplomacy 8|-|River Walk, The River's Life is Mine

14th|Scion of Tem-Et-Nu 4|
+10/+5|
+14|
+5|
+9|Hide 5, Knowledge: Nature 5, Jump 8, Listen 5, Move Silently 5, Swim 4, Spot 5, Survival 5, Diplomacy 8|-|Smite Evil 1/day

15th|Scion of Tem-Et-Nu 5|
+11/+6/+1|
+14|
+5|
+9|Hide 5, Knowledge: Nature 5, Jump 8, Listen 5, Move Silently 5, Swim 5, Spot 5, Survival 6, Diplomacy 8|Mobility|Divine Power 1/day

16th|Scion of Tem-Et-Nu 6|
+12/+7/+2|
+15|
+6|
+10|Hide 5, Knowledge: Nature 5, Jump 8, Listen 5, Move Silently 5, Swim 6, Spot 5, Survival 7, Diplomacy 8|-|Control Water, River's Vigor 2/day

17th|Scion of Tem-Et-Nu 7|
+13/+8/+3|
+15|
+6|
+10|Hide 6, Knowledge: Nature 5, Jump 8, Listen 5, Move Silently 5, Swim 6, Spot 5, Survival 7, Diplomacy 8|-|Restoring Immersion

18th|Scion of Tem-Et-Nu 8|
+14/+9/+4|
+16|
+6|
+11|Hide 6, Knowledge: Nature 5, Jump 8, Listen 5, Move Silently 6, Swim 6, Spot 5, Survival 7, Diplomacy 8|Spring Attack|Smite Evil 2/day

19th|Scion of Tem-Et-Nu 9|
+15/+10/+5|
+16|
+7|
+11|Hide 7, Knowledge: Nature 5, Jump 8, Listen 5, Move Silently 6, Swim 6, Spot 5, Survival 7, Diplomacy 8|-|Divert River

20th|Scion of Tem-Et-Nu 10|
+16/+11/+6/+1|
+17|
+7|
+12|Hide 7, Knowledge: Nature 5, Jump 8, Listen 5, Move Silently 7, Swim 6, Spot 5, Survival 7, Diplomacy 8|-|Divine Power 2/day[/table]

Level Breakdown

1-5
At level 1, Damash already knows that he's eventually going to be shapeshifting. He picks Wildshape Ranger and Favored Environment: Aquatic. He opts out of Favored Enemy, because he isn't a hunter, he's a protector. He picks Martial Study: Douse the Flames so that he can act more effectively with summoned creatures. He begins progressing in Druidic Avenger at level 2, gaining Rage and some real spellcasting power.

6-10
By level 6, Wildshape is online. Damash chooses to focus on this aspect of himself for the next five levels or so. He picks up Warshaper 2, and immediately moves into Scaled Horror in order to improve his underwater prowess. At level 9, his main tactic comes online: Improved Grab followed by grappling! Level 10 is the "sweet spot" of the build, because of Freedom of Movement.

11-20
From this point on, Damash is totally devoted to his Goddess. Her gifts help him be a spectacular warden of the river. His natural propensity for anger make him a very unforgiving judge of those who would abuse the river and her inhabitants: Damash is the Law, and the Law has strong arms and gills.

Build Notes
Scion of Tem-Et-Nu is an interesting class. Its abilties are flavorful, and in some instances, VERY good for a melee-type. However, nearly all of them cease to function if the Scion ever leaves an aquatic environment. As a Merfolk, that shouldn't be a problem. With the Wildshape Ranger variant and the Druidic Avenger variant, Damash's swim speed is 70 ft/round, allowing him to get serious use out of Spring Attack. Scion of Tem-Et-Nu gives him massive boosts as long as he's in the water, and there really isn't any reason for him to leave. His basic tactic is to stay hidden from foes, using his Hide skill (which gets a bonus from the Favored Environment: Auquatic variant) until he uses Wild Shape to turn into a Medium-sized Squid, followed by Rage. He then charges a foe, grapples them, and then moves with them back into the water. He'll maintain the grapple until the enemy drowns. Scaled Horror gives him Improved Grab and Freedom of Movement, making him the ultimate aquatic enemy. Warshaper grants him a few useful immunities, as well as a serious boost to his grappling stat. Scion of Tem-Et-Nu gives him fast healing, Divine Power, a bonus on swim checks, as well as allowing him to be unimpeded if he chooses to wear some kind of armor. If the fight goes poorly, he can use River's Vigor to give himself an HP buffer, or use Restoring Immersion if he runs into anything really nasty. Divert River gives him the option of attacking ranged foes on land. Scion of Tem-Et-Nu really is a perfect class for an entirely aquatic combatant.

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

1st|-|-|-|-

2nd|-|-|-|-

3rd|-|-|-|-

4th|-|-|-|-

5th|-|-|-|-

6th|-|-|-|-

7th|-|-|-|-

8th|-|-|-|-

9th|0|-|-|-

10th|1|-|-|-

11th|1|-|-|-

12th|1|-|-|-

13th|1|-|-|-

14th|1|-|-|-

15th|1|-|-|-

16th|1|-|-|-

17th|1|-|-|-

18th|1|-|-|-

19th|1|-|-|-

20th|1|-|-|-[/table]

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

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

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

3rd|4|2|-|-|-|-|-|-|-|-

4th|4|2|1|-|-|-|-|-|-|-

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

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

7th|5|3|2|1|-|-|-|-|-|-

8th|5|3|2|1|-|-|-|-|-|-

9th|5|3|2|1|-|-|-|-|-|-

10th|5|3|2|1|-|-|-|-|-|-

11th|5|3|2|1|-|-|-|-|-|-

12th|5|3|3|2|-|-|-|-|-|-

13th|5|3|3|2|-|-|-|-|-|-

14th|6|4|3|2|1|-|-|-|-|-

15th|6|4|3|2|1|-|-|-|-|-

16th|6|4|3|3|2|-|-|-|-|-

17th|6|4|3|3|2|-|-|-|-|-

18th|6|4|4|3|2|1|-|-|-|-

19th|6|4|4|3|2|1|-|-|-|-

20th|6|4|4|3|3|2|-|-|-|-[/table]

Spell Selection
Damash benefits most from personal buffs and summon spells, which he has to prepare due to Druidic Avenger. Heals are mostly unnecessary due to Scion of Tem-Et-Nu, and ranged attacks are out. Focus on buffing in the few rounds before combat.

Variant Notes
A lot of class variants go into making Damash. He has the following variant class features: Wildshape Ranger (UA) [replaces Combat Styles with Wildshape and Fast Movement (as Barbarian)], Favored Environment: Aquatic (UA) [replaces Favored Enemy], Druidic Avenger (UA) [replaces Animal Companion and spontaneous Summon Nature's Ally with Rage (as Barbarian) and Fast Movement (as Barbarian)], and Aquatic Woodland Stride (Stormwrack) [replaces Woodland Stride]. Also, this build assumes that you have access to LA buy-off (UA). If not, you lose quite a bit; you lose your fourth iterative, as well as your second daily use of Divine Power.

Items
Anything that improves Damash's Strength is useful to him. A Belt of Battle almost goes without saying. If he can obtain something to increase his grappling capability, all the better. Vow of Poverty would almost be an option for Damash, if it weren't for the feat investment; he's pretty independent of gear. Armor of Shadow and Silent moves couldn't hurt, though.

Sources Used
Sandstorm - Scion of Tem-Et-Nu 10
Monster Manual 1 - Merfolk Race
Unearthed Arcana - Druidic Avenger, Favored Environment, Wildshape Ranger
Stormwrack - Aquatic Woodland Stride
Tome of Battle - Martial Study
Savage Species - Scaled Horror 2
Players Handbook - Pretty much everything.
Complete Warrior - Warshaper 2

Private-Prinny
2011-10-17, 11:04 AM
Build #5: The Casting Crusader of Tem-Et-Nu
Casting Crusader of Tem-Et-Nu
Human
Str: 14
Dex: 12
Con: 14
Int: 14
Wis: 8
Cha: 16
{table=head]Level|Class|Base Attack[br]Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

1st|Battle Sorcerer (UA variant)|
+0|
+0|
+0|
+2|Diplomacy 4, Swim 2 (cc), Concentration 4, Knowledge (arcana) 2, Knowledge (religion) 2|Apprentice (entertainer), Education|Spellcasting in Light Armor, Familiar

2nd|Battle Sorcerer|
+1|
+0|
+0|
+3|Diplomacy 1, Swim .5, Concentration 1, Knowledge (history) 1||

3rd|Battle Sorcerer|
+2|
+1|
+1|
+3|Diplomacy 1, Swim .5, Concentration 1, Knowledge (history) 1|Battle Caster|

4th|Battle Sorcerer|
+3|
+1|
+1|
+4|Diplomacy 1, Swim .5, Concentration 1, Craft (basketweaving) 1||

5th|Crusader|
+4|
+3|
+1|
+4|Diplomacy 1, Swim .5, Concentration 1, Martial Lore 1||Furious Counterstrike, Steely Resolve 5

6th|Crusader|
+5|
+4|
+1|
+4|Concentration 1, Martial Lore 3|Arcane Strike|Indomitable Soul

7th|Jade Phoenix Mage|
+6|
+6|
+1|
+4|Spellcraft 4||Arcane Wrath, Rite of Waking

8th|Jade Phoenix Mage|
+7|
+7|
+1|
+4|Martial Lore 3, Intimidate 1||Mystic Phoenix Stance, +1 level arcane Spellcasting

9th|Jade Phoenix Mage|
+8|
+7|
+2|
+5|Martial Lore 1, Intimidate 3|Versatile Spellcaster|

10th|Jade Phoenix Mage|
+9|
+8|
+2|
+5|Martial Lore 1, Intimidate 3||Empowering Strike

11th|Scion of Tem-Et-Nu|
+10|
+10|
+2|
+5|Martial Lore 1, Intimidate 2||Buoyancy, River Mastery

12th|Scion of Tem-Et-Nu|
+11|
+11|
+2|
+5|Martial Lore 1, Intimidate 2|Adaptive Style|River's Vigor 1/day

13th|Scion of Tem-Et-Nu|
+12|
+11|
+3|
+6|Martial Lore 1, Intimidate 2||River Walk, The River's Life is Mine

14th|Scion of Tem-Et-Nu|
+13|
+12|
+3|
+6|Martial Lore 1, Intimidate 2||Smite Evil 1/day

15th|Scion of Tem-Et-Nu|
+14|
+12|
+3|
+6|Martial Lore 1, Intimidate 2, Knowledge (religion) 1|Blessing of Scion of Tem-Et-Nu|Divine Power 1/day

16th|Scion of Tem-Et-Nu|
+15|
+13|
+4|
+7|Martial Lore 1, Intimidate 2, Knowledge (religion) 1||Control Water, River's Vigor 2/day

17th|Scion of Tem-Et-Nu|
+16|
+13|
+4|
+7|Martial Lore 1, Intimidate 1, Knowledge (religion) 1||Restoring Immersion

18th|Scion of Tem-Et-Nu|
+17|
+14|
+4|
+7|Martial Lore 1, Intimidate 1, Knowledge (religion) 1|Arcane Disciple (War)|Smite Evil 2/day

19th|Scion of Tem-Et-Nu|
+18|
+14|
+5|
+8|Martial Lore 1, Intimidate 1, Knowledge (religion) 1||Desert River

20th|Scion of Tem-Et-Nu|
+19|
+15|
+5|
+8|Martial Lore 1, Intimidate 1, Knowledge (religion) 1||Divine Power 2/day[/table]

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

1st|4/3|2/1|-|-|-|-|-|-|-|-

2nd|5/4|3/1|-|-|-|-|-|-|-|-

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

4th|5/5|5/2|2/1|-|-|-|-|-|-|-

5th|5/5|5/2|2/1|-|-|-|-|-|-|-

6th|5/5|5/2|2/1|-|-|-|-|-|-|-

7th|5/5|5/2|2/1|-|-|-|-|-|-|-

8th|5/5|5/3|3/1|-|-|-|-|-|-|-

9th|5/6|5/3|4/1|2/1|-|-|-|-|-|-

10th|5/6|5/4|5/2|3/1|-|-|-|-|-|-

11th|5/7|5/4|5/2|3/1|-|-|-|-|-|-

12th|5/7|5/4|5/2|4/1|2/1|-|-|-|-|-

13th|5/7|5/4|5/2|4/1|2/1|-|-|-|-|-

14th|5/7|5/4|5/3|5/2|3/1|-|-|-|-|-

15th|5/8|5/4|5/3|5/2|3/1|-|-|-|-|-

16th|5/8|5/4|5/3|5/2|4/1|2/1|-|-|-|-

17th|5/8|5/4|5/3|5/2|4/1|2/1|-|-|-|-

18th|5/8|5/4|5/4|5/3|5/2|3/1|-|-|-|-

19th|5/8|5/4|5/4|5/3|5/2|3/1|-|-|-|-

20th|5/8|5/4|5/4|5/3|5/2|4/1|2/1|-|-|-[/table]

{table=head]Level|Maneuvers Readied|Maneuvers Known|Stances Known|Initiator Level

1st|-|-|-|-

2nd|-|-|-|-

3rd|-|-|-|-

4th|-|-|-|-

5th|5|5|1|3

6th|5|5|2|4

7th|5|6|2|5

8th|5|6|2|6

9th|6|7|2|7

10th|6|7|2|8

11th|6|7|2|8

12th|6|7|2|9

13th|6|7|2|9

14th|6|7|2|10

15th|6|7|2|10

16th|6|7|2|11

17th|6|7|2|11

18th|6|7|2|12

19th|6|7|2|12

20th|6|7|2|13[/table]

Spells Known
0- Detect Magic
Ghost Sound
Candle
Message
Prestidigitation
Touch of Fatigue
Arcane Mark
Mending

1- Feather Fall
Ray of Enfeeblement
Expeditious Retreat
Shield

2- Scorching Ray
Glitterdust
Web*
Wraithstrike

3- Fireball
Ray of Exhaustion
Protection from Energy

4- Enervation
Dimension Door

5- Cloudkill

6- True Seeing

Build Summary
Level 5: At this level, this build can cast arcane spells in Medium Armor, keep 5 points of damage in his delayed damage pool. *It has 2nd level spells and maneuvers, making it capable in magic and melee. *Plus, you have one rank in Craft (basketweaving), which is just great.
Level 10: At this level, the build gains several abilities. *First and foremost, he now has two ways to convert spells into melee bonuses. *For any spell slot he sacrifices from level 2 or lower, or when he needs more damage, he uses the Arcane Wrath ability. *This gives him +4 to attack, and +1d10 damage per spell level sacrificed. *For higher level spells sacrificed, he uses the Arcane Strike feat, giving +2 to attack per spell level sacrificed, and +1d4 per spell level. *He also gains 3rd level spells and maneuvers. *In addition, he now has access to several Jade Phoenix Mage abilities, including the Rite of Waking (+2 to all Knowledge skills, all Knowledge checks are trained), the Mystic Phoenix stance (granting +1 caster level and attack bonuses), and Empowering Strike (auto-empowering your next spell after you hit with a maneuver).
Level 14: I chose this level as my "money" level because at this point, the build has achieved the Fortitude save of a single-classed level 20 fighter.
Level 15: At this point, the build has entered its Scion levels, gaining several water based abilities. *These include fast healing in water, and the ability to use Water Walk a number of times per day. *This build counts on Water Walk and shallow water to replace his swim skill. *He also gets, once per day, 25 temporary hit points for one minute from *River's Vigor. *He can also use Divine Power once per day, which is basically only good for +6 Strength and 5 temporary hit points. *Probably the best ability of this level, he can Smite Evil once per day. *Alone, this is not great, but when combined with a decent Strike maneuver and Arcane Wrath or Arcane Strike, and you have a supercharged attack. *Also, you now have 4th level spells, and several hippopotamus-related abilities.
Level 20: Basically, the once per day abilities from level 15 are now twice per day. *And you have 6th level spells, with access to spells from the War domain. *Go nuts.

Private-Prinny
2011-10-17, 11:05 AM
Build #6: Khefra, the Sacred Guardian of the Great River
Khefra, the Sacred Guardian of the Great River
Aquatic Elf Cleric 5/Warblade 5/ Scion of Tem-Et Nu 10
{table=head]Level|Class|Base Attack[br]Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

1st|Cleric 1|
+0|
+2|
+0|
+2|Diplomacy 4, Concentration 4|Two Weapon Fighting|Turn Undead

2nd|Cleric 2|
+1|
+3|
+0|
+3|Diplomacy 5, Concentration 5||

3rd|Cleric 3|
+2|
+3|
+1|
+3|Diplomacy 6, Concentration 6|Dodge|

4th|Cleric 4|
+3|
+4|
+1|
+4|Diplomacy 7, Concentration 7||

5th|Cleric 5|
+3|
+4|
+1|
+4|Diplomacy 8, Concentration 8||

6th|Warblade 1|
+4|
+6|
+1|
+4|Swim 4|Mobility|Battle Clarity (Reflex Saves), Weapon Aptitude (Tiger Claw)

7th|Warblade 2|
+5|
+7|
+1|
+4|Concentration 10, Diplomacy 10||Uncanny Dodge

8th|Scion of Tem-Et-Nu 1|
+6/+1|
+9|
+1|
+6|Concentration 11, Swim 5||Buoyancy, River Mastery

9th|Scion of Tem-Et-Nu 2|
+7/+2|
+10|
+1|
+7|Concentration 12, Diplomacy 11|Spring Attack|River’s Vigour 1/day

10th|Scion of Tem-Et-Nu 3|
+8/+3|
+10|
+2|
+7|Concentration 13, Diplomacy 12||River Walk

11th|Scion of Tem-Et-Nu 4|
+9/+4|
+11|
+2|
+8|Concentration 14, Diplomacy 13||Smite Evil 1/day

12th|Scion of Tem-Et-Nu 5|
+10/+5|
+11|
+2|
+8|Concentration 15, Swim 6|Weapon Finesse|Divine Power 1/day

13th|Scion of Tem-Et-Nu 6|
+11/+6/+1|
+12|
+3|
+9|Concentration 16, Diplomacy 14||Control Water River’s Vigour 2/day

14th|Scion of Tem-Et-Nu 7|
+12/+7/+2|
+12|
+3|
+9|Concentration 17, Diplomacy 15||Restoring Immersion

15th|Scion of Tem-Et-Nu 8|
+13/+8/+3|
+13|
+3|
+10|Concentration 18, Diplomacy 16|Bounding Assault|Smite Evil 2/day

16th|Scion of Tem-Et-Nu 9|
+14/+9/+4|
+13|
+4|
+10|Concentration 19, Diplomacy 17||Divert River

17th|Scion of Tem-Et-Nu 10|
+15/+10/+5|
+14|
+4|
+11|Concentration 20, Diplomacy 18||Divine Power 2/day

18th|Warblade 3|
+16/+11/+6/+1|
+14|
+5|
+11|Concentration 21, Diplomacy 20, Swim 7|Improved Two Weapon Fighting|Battle Ardour (Crit confirmation)

19th|Warblade 4|
+17/+12/+7/+2|
+15|
+5|
+12|Concentration 22, Diplomacy 22, Swim 8||

20th|Warblade 5|
+18/+13/+8/+3|
+15|
+5|
+12| Concentration 23, Diplomacy 23, Swim 10|Improved Initiative|[/table]
Spells per day/Spells Known
{table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

1st|3|1+1|-|-|-|-|-|-|-|-

2nd|4|2+1|-|-|-|-|-|-|-|-

3rd|4|2+1|1+1|-|-|-|-|-|-|-

4th|5|3+1|2+1|-|-|-|-|-|-|-

5th|5|3+1|2+1|1+1|-|-|-|-|-|-

6th|5|3+1|2+1|1+1|-|-|-|-|-|-

7th|5|3+1|2+1|1+1|-|-|-|-|-|-

8th|5|3+1|2+1|1+1|-|-|-|-|-|-

9th|5|3+1|3+1|2+1|-|-|-|-|-|-

10th|5|3+1|3+1|2+1|-|-|-|-|-|-

11th|6|4+1|3+1|2+1|1+1|-|-|-|-|-

12th|6|4+1|3+1|2+1|1+1|-|-|-|-|-

13th|6|4+1|3+1|3+1|2+1|-|-|-|-|-

14th|6|4+1|3+1|3+1|2+1|-|-|-|-|-

15th|6|4+1|4+1|3+1|2+1|1+1|-|-|-|-

16th|6|4+1|4+1|3+1|2+1|1+1|-|-|-|-

17th|6|4+1|4+1|3+1|3+1|2+1|-|-|-|-

18th|6|4+1|4+1|3+1|3+1|2+1|-|-|-|-

19th|6|4+1|4+1|3+1|3+1|2+1|-|-|-|-

20th|6|4+1|4+1|3+1|3+1|2+1|-|-|-|- [/table]
Domains taken: Travel, Knowledge
Recommended Spell List:
0 Level: Purify Food and Drink, Detect Magic, Resistance, Detect Poison, Guidance, Light
1 Level: Invest Light Protection, Nimbus of Light, Divine Favour, Sanctuary Domain: Longstrider
2 Level: Hold Person, Deific Vengeance, Animalistic Power, Insight of Good Fortune Domain: Detect Thoughts
3 Level: Divine Retaliation, Invisibility Purge, Dispel Magic Domain: Clairaudience/Clairvoyance
4 Level: Stifle Spell, Wall of Water, Dismissal Domain: Dimension Door
5 Level: True Seeing, Bewildering Mischance Domain: Teleport
Maneuvers Known

1st Level Warblade
1 Level: Wolf Fang Strike
2 Level: Rabid Wolf Strike
3 Level: Flesh Ripper
2nd Level Warblade
2 Level: Action Before Thought
3rd Level Warblade
8 Level: Girallon Windmill Flesh Rip
5th Level Warblade
8 Level Raging Mongoose
Recommended Maneuvers (Lower Levels): Flesh Ripper, Action Before Thought, Wolf Fang Strike
Recommended Maneuvers (Higher Levels): Girallon Windmill Flesh Rip, Raging Mongoose, Action Before Thought, Flesh Ripper
Stances Known: Blood In the Water Pearl of Black Doubt
Recommended Equipment

Note: The following lists are based loosely on Wealth by Level.
1st Level: Studded Leather Armour, 2 Kamas, Holy Symbol
5th Level: +1 Studded Leather, +1 Kama, Mwk Kama, Amulet of Natural Armour +1, Gloves of Dexterity +2
10th Level: +2 Studded Leather, 2 +2 Kamas, Amulet of Natural Armour +2, Cloak of Resistance +2, Gloves of Dexterity +4, Healing Belt
15th Level: +4 Studded Leather, 2 +4 Kamas, Ring of Freedom of Movement, Amulet of Natural Armour +2, Gloves of Dexterity +4, Cloak of Resistance +5, Belt of Battle, Ring of Avoidance
20th Level: +10 Studded Leather, 2 +7 Kamas, Ring of Freedom of Movement, Amulet of Natural Armour +5, Tome of Quickness in Action +5, Cloak of Resistance +5, Gloves of Dexterity +6, Ring of Avoidance, Manual of Bodily Health +5

Abilities{table=head]Level|Strength|Dexterity|Constitution|Intelligence |Wisdom|Charisma
1st|14|17|13|11|14|10
4th|14|17|13|11|15|10
8th|14|17|13|12|15|10
12th|14|18|13|12|15|10
16th|14|18|14|12|15|10
20th|14|19|14|12|15|10
[/table]
Tactics:
Level 1-4
At these levels, Khefra can hold her own in a fight, duel wielding kamas and using spells to help her survive longer. She can fight above land or in water equally at this point, using the Travel Domain’s ability Freedom of Movement if she is in the water to avoid taking penalties. Since she can substitute any spell she has for a cure spell, she uses this for defensive abilities and minor offensive abilities, preferring to use her kamas in combat.
Level 5-9
This is where Khefra’s abilities begin to blossom as she starts taking levels in Warblade and Scion of Tem-Et-Nu, gaining a much needed boost in base attack. She also takes the Action Before Thought maneuver to help her overcome her low reflex save, allowing her to replace it with a much higher Concentration check. In combat, she can either use her maneuvers or Spring Attack to damage her opponents. She still uses the Travel Domain’s ability to fight underwater with no penalties. With the use of Invisibility Purge and Clairaudience/Clairvoyance, she can find and detect any opponents that appear to be nearby and not have to worry as much about invisible opponents.
Level 10-14
This is where Khefra gets the best of her abilities and equipment. Continuing taking levels in Scion, she gains more abilities that augment her survivability and combat. Taking Weapon Finesse allows her to use her higher Dexterity instead of Strength as her main combat stat, increasing her combat effectiveness. She also gains 4th level spells which include Water Wall, which she will use to trap or block her enemies as she uses her maneuvers and Spring Attack to deal as much damage as she can. She can also full attack with 4 attacks opening her options in case she has used her maneuvers and cannot use Spring Attack. She also gains the abilities The River’s Life is Mine, Restoring Immersion, additional uses of River’s Vigour and Divine Power. Since Khefra lives in a river, she always has the effects of Restoring Immersion and The River’s Life is Mine, allowing her to heal without having to cast spells and restore negative levels and ability damage. If she is wounded severely, she will use River’s Vigour to gain temporary hit points to help her escape if she needs to or to give her enough health to survive the combat. She will use Divine Power if she is in a big fight, attempting to avoid leaving the river at all costs unless it is absolutely necessary. She also purchases a Ring of Freedom of Movement during these levels allowing her to fight anywhere unhindered and to be able to fight through her Water Wall without penalty. If she knows she cannot win the fight, she will Dimension Door away and heal using her fast healing and Restoring Immersion.
Level 15-20
These levels give Khefra some extra abilities that augment her own abilities further. Finishing off Scion of Tem-Et-Nu, she gains 5th level spells that boost her abilities allowing her to see invisible creatures and see through illusions. While she does gain these abilities, she is much more of a combat character. Getting the feat Bounding Assault allows her to deal more damage if she chooses to use hit-and-run tactics. She also gains high level maneuvers from her final levels in Warblade which increase her fighting ability as well. If she is under the effects of Divine Power granted from Scion and her opponents are attacking from the banks of the river, she can use her Divert River ability to force her opponents into the water where she has the advantage. At these levels, she also takes Improved Two Weapon Fighting to help her in combat if she cannot use maneuvers or hit and run tactics. Either of her available stances work for her at this level, as such, she has the flexibility there.
The Legend of Khefra, the Sacred Guardian of the Great River
The small group of adventurers settled down for the night next to the Great River. It was a quiet evening, they were all thinking about what the next day would yield with the river crossing.

“Have any of you heard of the legend of Khefra, the Sacred Guardian of this river?” one of them asked, an archivist, his goal to record all the information he can find in the world.

His companions shook their heads as he tossed another piece of dried dung on the fire.

“It is said that an elf had found her way from the sea into this river,” he began. “It’s unknown as to what happened after, but it is rumoured that she began to worship the goddess of this river, Tem-Et-Nu. She worked at purifying this river, removing the diseases that infested the river and helping to sustain the farmers who lived on the banks. With the passing of time, she began to feel that the animals in the river were her only family and that she needed to protect them. She would attack fishermen who she thought wanted to empty the river of all its fish. Those that survived talked of a blue skinned elven woman wielding two hand held farm implements leaping out of the river and attacking them before disappearing beneath the surface again.”

His companions were sitting quietly, listening to his tale with vested interest, as they would need to cross this river the following day.

“Hasn’t anyone tried hunting her down and killing her?” one of them asked.

“Indeed, they did,” the archivist responded. “Many men were sent out to capture or kill her before too many men and women were injured and killed from her attacks. Learning of this, she travelled to one of Tem-Et-Nu’s churches located along the river and received the River Goddess’ blessing. Becoming the Goddess’ Scion, she defended the river from the men who were sent to kill her. Eventually, the men returned to their homes, admitting defeat and they only used the river for farming after that point. As the tale of this battle was told to the future generations, they began to revere her for her undying loyalty to her goddess and to the river she called her home. She was given the title of Sacred Guardian of the Great River, although she herself does not know of this.” He paused for a moment, clearing his mind and preparing to finish the rest of the legend. “Eventually, war had broken out between the neighbouring kingdom and the river was used to transport many soldiers to the battlefield. Fearing that this would have serious consequences on her home, she began to sink the boats and rafts carrying the soldiers, regardless of who was on board. Neither kingdom was phased by the constant sinking of their boats and continued to send soldiers to fight their war. She was in such distraught over these events that she began to overflow the banks and change the course of the river. By the time the war ended, she had changed the course of the river into the way it is today. There are different versions of the legend that I have heard, but this story is the most common, although none of them say about what happened to her after the war’s ending.”

They sat silently, staring at the fire for several minutes before one of them spoke again. “Do you think that she’s still in the river today?”

“That is unknown; it is possible that she is still alive, elves do have a longer lifespan than humans. She could still be guarding this river today. I would like to meet her, though, to hear what she has to say about her legend,” the archivist explained.

They let the fire die down as they readied their bedrolls and drifted to sleep, still with the legend in their heads. They did not know what was lurking beneath the surface, waiting for their crossing the next day.
Sources
Player’s Handbook, Tome of Battle, Sandstorm, Magic Item Compendium, Complete Divine, Player’s Handbook 2, Complete Champion, Monster Manual

Private-Prinny
2011-10-17, 11:07 AM
Build #7: Orcinus Fei

Orcinus Fei


http://dl.dropbox.com/u/407620/yinyang.jpg
Monastic Protector of the Waterways.


1.
The Tem that can be told
is not the eternal Tem.
The river that can be named
is not the eternal River.

The unnameable is the eternally real.
Naming is the spring
of all particular things.

Free from desire, you realize the mystery.
Caught in desire, you see only the manifestations.

Yet mystery and manifestations
arise from the same spring.
This spring is called darkness.

Darkness within darkness.
The current to all understanding.
-The Tem-Et-Nu


Orcinus Fei the Whale and Man

Orcinus Fei
Darfallen LN Overwhelming Assault Monk 7/ Scion of Tem-Et-Nu 10 / Fist of Forest 3
{table=head]Level|Class|Base Attack[br]Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

1st|Monk 1|
+0|
+2|
+2|
+2|Surv 4, Tumb 4, Swim 4, Diplo 4|Toothed Blow, Power Attack(b)|Flurry Of Blows, US 1d6, 20 Land, 40 Swim, +Wis to Ac

2nd|Monk 2|
+1|
+3|
+3|
+3|Surv 5, Tumb 5, Swim 5, Diplo 5|Improved Bull Rush(b)|Evasion

3rd|Monk 3|
+2|
+3|
+3|
+3|Surv 6, Tumb 6, Swim 6, Diplo 6|Travel Devotion|Still Mind, 30 Land, 50 Swim

4th|Monk 4|
+3|
+4|
+4|
+4|Surv 7, Tumb 7, Swim 7, Diplo 7||Ki Strike Magic, Slow Fall 20, US 1d8

5th|Monk 5|
+3|
+4|
+4|
+4|Surv 8, Tumb 8, Swim 8, Diplo 8||Purity of Body, Wis+1 to Ac

6th|Monk 6|
+4|
+5|
+5|
+5|Surv 4, Tumb 4, Swim 4, Diplo 4|Improved Overrun(b), Superior Unarmed Strike|Slow Fall 30, 40 Land, 60 Swim, US 1d10

7th|Monk 7|
+5|
+5|
+5|
+5|Surv 10, Tumb 10, Swim 10, Diplo 10||Wholeness of Body, US 2d6

8th|Scion 1|
+6|
+7|
+5|
+7|Swim 11, Handle Animal 1|(Monk's Belt)|Buoyancy, River Mastery, US 2d8, Wis +2 AC

9th|Scion 2|
+7|
+8|
+5|
+8|Swim 12, Handle Animal 2|Improved Natural Attack(US)|River's Vigor 1/day, US 2d10

10th|Scion 3|
+8|
+8|
+6|
+8|Swim 13, Handle Animal 3||River Walk, River's Life is Mine

11th|Scion 4|
+9|
+9|
+6|
+9|Swim 14, Handle Animal 4||Smite Evil 1/day

12th|Scion 5|
+10|
+9|
+6|
+9|Swim 15, Survival 11|Great Fortitude|Divine Power 1/Day

13th|Scion 6|
+11|
+10|
+7|
+10|Swim 16, Survival 12|(Monk's Tattoo)|Control Water, River's Vigor 2/day, 50 Land, 70 Swim, US 4d8, Wis +3 AC

14th|Scion 7|
+12|
+10|
+7|
+10|Swim 17, Survival 13||Restoring Immersion

15th|Scion 8|
+13|
+11|
+7|
+11|Swim 18, Survival 14|Rapid Swimming|Smite Evil 2/day, 90 Swim

16th|Scion 9|
+14|
+11|
+8|
+11|Swim 19, Survival 15||Divert River

17th|Scion 10|
+15|
+12|
+8|
+12|Swim 20, Handle Animal 5||Divine Power 2/Day

18th|Fist of Forest 1|
+16|
+14|
+10|
+12|Swim 21, Survival 16|Travel Devotion|Feral Trance, Primal Living, US 6d8, Wis + 3 + Con AC

19th|Fist of Forest 2|
+17|
+15|
+11|
+12|Swim 22, Survival 17||Uncanny Dodge, Untamed Strike, US 8d8

20th|Fist of Forest 3|
+18|
+15|
+11|
+13|Swim 23, Survival 18||Feral Trance 2/day, US 10d8[/table]



5.
The river doesn't take sides;
it gives birth to both good and evil.
The monk doesn't take sides;
she welcomes both Darfallen and Sahaguin.

The Tem is like a lung:
it is empty yet infinitely capable.
The more you use it, the more it produces;
the more you talk of it, the less you understand

Swim the center.
-The Tem-et-Nu

Orcinus the Monk (7)


Orcinus is a monk focused mainly on damage as opposed to combat maneuvers. He has three attacks per round between flurry of blows and his natural bite attack. He can full attack and move in the same turn thanks to travel devotion. And unlike most characters he is very good at fighting underwater. His unarmed strike counts as both a piercing and bludgeoning weapon so he can fight without penalties. He has a sixty foot swim speed, enough to out swim even the greatest currents. Orcinus also has evasion and all good saves. Lastly, bull rush lets him push people into rivers where they are more vulnerable. He can hold his breath for over ten minutes.




32

The Tem can't be percieved.
Smaller than a grain of sand,
it contains uncountable oceans.

If powerful men and women
could remain centered in the Tem,
all things would be in harmony.
The world would become a delta.
All people would be at peace,
and the law would be written in their hearts.

All things end in the Tem
as rivers flow into the sea.

-The Tem-Et-Nu

Orcinus of the River (17)


At this point Orcinus is a 15 BAB character with four unarmed strikes per round and his usual bite attack. His unarmed damage has increased to 4d8 damage without any size increases or castings of greater mighty wallop. If he drinks a potion of Enlarge Person, or gets Greater Mighty Whallop casted on him, the damage of both his unarmed strikes and his bite attacks go up.

Bouyancy helps improve his swimming abilities even further, making him able to avoid any water hazard conceivable. River Mastary helps him fight any random encounters on his river network. Smite Evil increases his damage done when fighting evil creatures. Rivor's Vigor gives him temporary hitpoints to help takes hits, which is further boosted by the hitpoints from Divine Power. Divine Power also increases his BAB to 17, allowing him to take a fourth attack each round.

Control water helps him manipulate the battlefield to his advantage. Against aquatic only creatures, he can lower the water level to put them at a disadvantage. Against land based creatures he can increase the water level to force them to fight on his home ground. Two Decanter's of endless water insure that there is always enough water around to Control. Divert River is even more powerful as it can be used to push people, and can be used at will. There are also few better powers to use to flood dungeons before entering them.

At the end of Scion of Tem-Et-Nu, Orcinus is a Monk who does 4d8 damage with unarmed strikes, has a BAB of 15, can cast divine power, has a source of temporary hitpoints, and has impressive battlefield control capabilities and can move and full attack in the same turn. Orcinus is capable on both land and water, and with the right items, air and earth as well.




59

The mark of a moderate man
is freedom from his own ideas.
Tolerant like the sky,
all-prevading like sunlight,
firm like a mountain
supple like a tree in the wind,
he has no destination in view
and makes use of anything
the current brings his way.

Nothing is impossible for him.
Because he has let go,
he can care for the people's welfare
as a mother cares for her child.

-The Tem-Et-Nu

Orcinus Tree Needs River (20)


Fist of Forest finishes off what Monk and Scion have begun. Orcinus's unarmed damage has increased to 10d8 damage. He adds both his wisdom and constitution to his armor. Feral trance increases his dexterity.. and may give him a second bite attack? Uncanny dodge makes him that much harder to harm. He finishes off at level 20 with all good or better saves, six attacks per round, incredible speeds, the ability to full attack and move, and a suite of battlefield control.



79

Failure is an opportunity.
If you blame someone else,
there is no end to the blame.

Therefore the Monk fulfills her own obligations
and corrects her own mistakes.
She does what she needs to do
and demands nothing of others.

-The Tem-Et-Nu

Implements and Attributes


Abilities
14 STR
16 Dex
16 Con
10 int
15 Wis
8 Charisma

After Racial Modifiers:
16 Str
14 Dex
16 Con
10 Int
15 Wis
8 Charisma

After Leveling:
20 Str
14 Dex
16 Con
10 Int
16 Wis
8 Charisma

Required Items:
Monk's Belt (DMG)
Monk's Tattoo (Magic of Faerun)

Useful Items:
Bracers of Armor
Phoenix Cloak (Perfect Maneuverability at land speed) (Magic Item Compendium)
Necklace of Natural Attacks (Savage Species)
Stat increasing items
Potions of Enlarge Person
Two Decanters of Endless Water
Earth Glider Graft (Magic of Eberron)

Sources:
Darfallen - Stormwrack
Toothed Blow – Stormwrack
Overwhelming Assault Monk – SRD – Alternate Classes
Travel Devotion – Complete Champion
Superior Unarmed Strike – Tome of Battle
Rapid Swimming – Stormwrack

Private-Prinny
2011-10-17, 11:08 AM
Build #8: Jemaine the Hiphopopotamus
Jemaine the Hiphopopotamus
His lyrics are bottomless
...
...
...

Once in a generation, a great gift is bestowed on one chosen by Tem-Et-Nu herself. All the temples of Tem-Et-Nu gather their Scions under a full moon and an acolyte is transformed during a horrible ritual into... A Werehippopotamus. Jemaine is blessed this night.

Jemaine, LN Human Werehippopotamus Cleric 1/Scion of Tem-Et-Nu 9
{table=head]Level|Class|Base Attack[br]Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

1st|Cleric 1|
+0|
+2|
+0|
+2|Diplomacy +4, Sense Motive +2, Control Shape +4|Divine Metamagic (Silent Spell), Power Attack|Turn Undead, Magic Domain, Nobility Domain

2nd|Animal 1|
+0|
+4|
+2|
+2|Diplomacy +4, Sense Motive +2, Control Shape +5, Swim +2(+8)|Iron Will|Hippo Empathy, Curse of Lycantropy, Scent,Alternate Form, Low-Light Vision, DR 5/silver, Hold Breath

3rd|Animal 2|
+1|
+5|
+3|
+2|Diplomacy +4, Sense Motive +2, Control Shape +6, Swim +4(+8)|Improved Bullrush|-

4th|Animal 3|
+2|
+5|
+3|
+3|Diplomacy +5, Sense Motive +2, Control Shape +7, Swim +4(+8)|-|-

5th|Animal 4|
+3|
+6|
+4|
+3|Diplomacy +6, Sense Motive +2, Control Shape +8, Swim +4(+8)|-|-

6th|Animal 5|
+3|
+6|
+4|
+3|Diplomacy +7, Sense Motive +2, Control Shape +9, Swim +4(+8)|Improved Overrun|-

7th|Animal 6|
+4|
+7|
+5|
+4|Diplomacy +8, Sense Motive +2, Control Shape +10, Swim +4(+8)|-|-

8th|Animal 7|
+5|
+7|
+5|
+4|Diplomacy +9, Sense Motive +2, Control Shape +11, Swim +4(+8)|-|-

9th|Animal 8|
+6|
+8|
+6|
+4|Diplomacy +10, Sense Motive +2, Control Shape +12, Swim +4(+8)|Improved Natural Attack(Bite)|-

10th|Level Adjustment 1|-|-|-|-|-|-|-

11th|Level Adjustment 2|-|-|-|-|-|-|-

12th|Scion of Tem-Et-Nu 1|
+7|
+10|
+6|
+6|Diplomacy +11, Sense Motive +3, Control Shape +13, Swim +4(+8)(+4)|-|Buoyancy, River Mastery

13th|Scion of Tem-Et-Nu 2|
+8|
+11|
+6|
+7|Diplomacy +12, Sense Motive +4, Control Shape +14, Swim +4(+8)(+4)|-|River's Vigor 1/day

14th|Scion of Tem-Et-Nu 3|
+9|
+11|
+7|
+7|Diplomacy +13(+2), Sense Motive +5, Control Shape +15, Swim +4(+8)(+4)|Snatch|River Walk 1/day, The River's Life is Mine

15th|Scion of Tem-Et-Nu 4|
+10|
+12|
+7|
+8|Diplomacy +14(+2), Sense Motive +6, Control Shape +16, Swim +4(+8)(+4)|-|Smite Evil 1/day

16th|Scion of Tem-Et-Nu 5|
+11|
+12|
+7|
+8|Diplomacy +15(+2), Sense Motive +7, Control Shape +17, Swim +4(+8)(+4)|-|Divine Power 1/day

17th|Scion of Tem-Et-Nu 6|
+12|
+13|
+8|
+9|Diplomacy +16(+2), Sense Motive +8, Control Shape +18, Swim +4(+8)(+4)|Improved Snatch|River's Vigor 2/day,River Walk 2/day, Control Water 3/day

18th|Scion of Tem-Et-Nu 7|
+13|
+13|
+8|
+9|Diplomacy +17(+2), Sense Motive +9, Control Shape +19, Swim +4(+8)(+4)|-|Restoring Immersion 1/day

19th|Scion of Tem-Et-Nu 8|
+14|
+14|
+8|
+10|Diplomacy +18(+2), Sense Motive +10, Control Shape +20, Swim +4(+8)(+4)|-|Smite Evil2/day

20th|Scion of Tem-Et-Nu 9|
+15|
+14|
+9|
+10|Diplomacy +19(+2), Sense Motive +11, Control Shape +21, Swim +4(+8)(+4)|Multisnatch|River Walk 3/day, Divert River[/table]

At ECL 20 in Hybrid form with Enlarge Person (permanent)
38str/6dex/22con/10int/16wis/10cha
20ft land/20ft swim
Huge size 15x15, 15ft reach
AC 14 (8 natural,-2 dex,-2size), touch 6, ff 14
Initiative -2
Saves +20fort/+7reflex/+13will
Base Attack Bonus +15, Grapple +37, bullrush/overrun +26
Bite +27/4d6+21/x2
Diplomacy +21,*Sense Motive +14,*Control Shape +24,*Swim +30 (can always take 10)

ABILITIES START
32 pt buy
18str/10dex/12con/10int/14wis/10cha

Ability boost at every 4th level into Str. Lycantrope gives +2wis. Hybrid and Animal form get +14str/-2dex/+10con. Enlarge gives +2 Str/-2dex

I felt bad enough not taking all 10 levels of the PrC, but I chose afflicted lycantrope so I kept my LA to a minimum. If buyoff was allowed, I'd take the extra DR for natural lycantrope (normally +3LA) and free up 2 stat points worth of int. It would probably go toward cha. And another level of cleric

MAGIC ITEMS AND EQUIPMENT
Like many shapeshifters, equipment is a pain in the butt. I planned to have a permanency'd Enlarge Person on Jemaine. He could even have a wand with it and use it with the Magic domain. That is really the only necessary thing to buy for the build. Hybrid form still has the "humanoid" descriptor and a Large size due to the hippo being Large. Huge size is necessary for Feats. Other than that, Greater Magic Fang (+5) would be nice as a Permanency'd spell. Amulet of Mighty Fists or Natural Armor. Manual of Strength, Wis, Cha, Maybe even Con and Dex, depending how much money you get. An "escape" kit to keep at the bottom of the river with a teleport and waterbreathing thingy and stuff like that. A fancy reach and/or ranged weapon. Again, they're just to fancy him up. Enlarge is the only thing necessary.

SKILLS
The scion is not inherently violent; he also helps the people that live close to the river to use it efficiently for irrigation etc, regulates traffic on the river, preventing pollution. The river brings life, wealth, and prosperity. Most people don't want to see it harmed. Diplomacy is the first line of defense. And some Sense Motive for when people try to pull a fast one. Control Shape because it's really crappy to get stuck with involuntary changing. Swim only has 4 ranks to qualify, Hippo's passive/class skill/high str/no penalty makes the modifier plenty high.

FEATS
Iron Will is a bonus feat for Lycantropes. PA, imp bullrush, and imp overrun are required with a werehippo. Overrun might be funny, playing a one-man stampede. Bullrush really set me on the path for his combat style. A big weakness of a lot of creatures is that they plain suck in water. Bullrush would be nice to push people into the water. Size + feat alone gives +12, +14 str before magic. He might be hard pressed to have enough movement (only 20 by land). Snatch to start grapples. Improved Snatch to get the squeeze on Medium creatures. Multisnatch to free up some action economy and not lose all defense while grappling. *Improved Bite to ramp up to 4d6 + 1.5str. And of course the odd feat out: DMM(Silent spell). This is mainly because he's not actually a waterbreathing creature, and can't cast Verbal spells underwater. It's not actually a huge deal if he couldn't, but it might save his life someday. And he can sneakswim up on people all buffed up.

SPELLS
He'll only get up to casting as a 5th lvl cleric, so 3rd lvl spells. There's really nothing superawesome, so he'll probably use mostly buffs (bull's str, divine favor, shield of faith), maybe some enchantment spells to drive off annoying pests (Command, Enthrall), and there's Create, Purify and Bless water (lol). It's honestly not a defining feature, just the cherry on top.

SPECIAL TACTICS
Jemaine will mostly be in Hybrid form, in the image of Tem-Et-Nu herself. I'm picturing the classic egyptian "normal person with an animal". Fighting in water is going to be much preferred. He gains fast healing 5 and can activate a "permanent" Divine Power as long as he stays in the water. By being immersed in water, he also gains protection from weapons in the form of cover. If he cannot start in water, he will try to Bullrush people into the water. Or if he's feeling saucy, overrun them first then drag them in. When they're just on the riverbank, he can try to drag them in via snatch grapples. Once in the water, dragging people under (if they don't fail their swim checks first) will usually freak a lot of people out even though they still have their Con rounds before they are even in danger for drowning. The Hold Breath ability gives him 4 times his Con. If they do try to escape they will have to eat AoO's for swimming at half speed (fullround action). The 20ft swimspeed of Jemaine can easily keep up with regular people. If they are extraordinarily fast, he can use the Run action while swimming. If they stay and fight, then their allies have to come help underwater.

For ships, he can use his Control Water to make "speedbumps" on the water, or trenches to get them stuck. Then he can simply climb up, using River Walk if necessary.

Weaknesses are full casters in general, and his AC is actually atrocious. The water protects from a lot of the more mundane attacks (lowers slashing and blunt, murders any ranged, provides cover), but it doesn't do so well against anything but fire spells. The best option here IMHO would be to dive under and just wait them out for a bit. Visibility in moving (and thus murky) water is bad 1d8x10ft. Jemaine can wait it out, over 15 mins underwater. Make them waste spells and then heal with the fast healing 5, or the restoring immersion if needed. Bust out the GTFO kit if you're in too deep. Antimagic field would really be murder. Luckily alternate form can't be dispelled.

NOTES
this is my first optimization challenge, though I've been skulking a bit. It was really the first idea that I had and I went with it. Perhaps it's not the most optimized but the Hippopotamus Goddess was calling me. I wanted to mimic a hippo and incorpprate the class. Perhaps I went about it a little backwards. Anyway, Lycantrope sadly requires a base creature so I couldn't incorporate the whole class w/o buyoff. I didn't want to do paladin because a paladin with a magical disease... For shame. That'd be the worst paladin ever. I was leaning towards Favored soul at first, just to fit in more with the fluff, but cleric works better and allows for casting stuff underwater via dmm silent spell. As a bonus I get to use wands from both sides (w00t). Snatch seems a little iffy to me. The wording suggest *that RAI the whole feat wouldn't work on anything over 3 sizes smaller, but RAW says that only the squeeze damage works on the smaller creatures and the improved grab works on everything. I went under the assumption of the latter.

SOURCES
PHB, DMG, MM
Sandstorm (scion PrC, Hippopotamus)
Complete Divine (Divine metamagic)
Draconomicon (Imp Snatch, Multisnatch)

Private-Prinny
2011-10-17, 11:09 AM
Build #9: Malon Redfeather
Malon Redfeather, Afflicted Kender (DLCS p.31) Noble (DLCS p.50) 8/Corrupt Avenger (HoH p.88) 2/Scion of Tem-Et-Nu (SdS p.82) 10

Starting Stats: STR:10 DEX:12 CON:14 INT:14 WIS:10 CHA:16

STORYMalon Redfeather’s uncle, Pentrien, was formally adopted into the Azilikin clan of the nomads, after saving their chief’s infant son from drowning in the river’s current during a flash flood. That made Pentrien and, by association, Malon, nobles within the clan - a claim the clan always chose to recognize. Malon was just returning to Kendermore from visiting Uncle Pentrien, basking in the trappings of nobility, when Malystryx struck.

For the first time in the life of any kender, fear became understood. Malon, to his everlasting shame, turned and ran, hacking blindly with his axe at whomever stood between himself and escape; three kender fell that day by Malon’s hand, tainting him forever with their blood. He would mourn them later, but at the time, his mind was fixated on one thing: escape to the nearby river, in the hope that the waters therein would protect him from Malystryx’s destructive, flaming breath. He survived, and, unable to find any other kin in the carnage, returned to the Azilikin nomads, where he was allowed to stay, and where he allowed his anger at the red dragon who had claimed so many lives and his own innocence to fester.

After months of merely existing, nearly rendered an automaton by his grief, he focused his energies on avenging his fallen kin, and on repaying the double kindness that the rivers’ goddess had bestowed upon him with his station and survival. . . .

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

1st|Noble 1|
+0|
+0|
+2|
+2|Bluff 4, Concentration 4, Diplomacy 4, Gather Information 4, Knowledge (Arcana) 1, Knowledge (History) 1, Knowledge (Nobility) 1, Knowledge (Religion) 1, Swim 2.0 |Master of Knowledge (HoH p.123)|Bonus Class Skill (Concentration), Favor +1

2nd|Noble 2|
+1|
+0|
+3|
+3|Bluff 5, Concentration 5, Diplomacy 5, Gather Information 5, Knowledge (Local) 1, Knowledge (Religion) 2|-|Inspire Confidence 1/day

3rd|Noble 3|
+2|
+1|
+3|
+3|Bluff 6, Concentration 6, Diplomacy 6, Gather Information 6, Swim 3.0|Surge of Malevolence (HoH p.124)|Favor +2

4th|Noble 4|
+3|
+1|
+4|
+4|Bluff 7, Concentration 7, Diplomacy 7, Gather Information 7, Knowledge (Local) 3|-|+1 CHA, Coordinate +1

5th|Noble 5|
+3|
+1|
+4|
+4|Bluff 8, Concentration 8, Diplomacy 8, Gather Information 8, Swim 4.0|-|Inspire Confidence 2/day

6th|Noble 6|
+4|
+2|
+5|
+5|Bluff 9, Concentration 9, Diplomacy 9, Knowledge (Arcana) 2, Knowledge (Local) 5|Debilitating Strike (HoH p.120)|-

7th|Noble 7|
+5|
+2|
+5|
+5|Bluff 10, Concentration 10, Diplomacy 10, Knowledge (History) 2, Knowledge (Local) 6, Knowledge (Nobility) 2|-|Favor +3

8th|Noble 8|
+6|
+2|
+6|
+6|Bluff 11, Concentration 11, Diplomacy 11, Knowledge (Arcana) 3, Knowledge (Local) 7, Knowledge (Religion) 3|-|+1 CHA, Coordinate +2

9th|Corrupt Avenger 1|
+7|
+4|
+6|
+6|Concentration 12, Diplomacy 12, Knowledge (Local) 8, Knowledge (Nobility) 2.5|Touchstone: City of the Dead (SdS p.53 & 56)|Spellcasting, Armored Casting, Detect Sworn Foe (Red Dragons) +2, Taint Suppression

10th|Corrupt Avenger 2|
+8|
+5|
+6|
+6|Concentration 13, Diplomacy 13, Knowledge (Local) 9, Knowledge (Nobility) 3.0|-|Tainted Strike 1/day

11th|Scion of Tem-Et-Nu 1|
+9|
+7|
+6|
+8|Concentration 14, Diplomacy 14, Knowledge (Arcana) 4.0|-|Buoyancy, River Mastery

12th|Scion of Tem-Et-Nu 2|
+10|
+8|
+6|
+9|Concentration 15, Diplomacy 15, Knowledge (History) 3.0|Corrupt Spell Focus (HoH p.120)|+1 CHA, River’s Vigor 1/day

13th|Scion of Tem-Et-Nu 3|
+11|
+8|
+7|
+9|Concentration 16, Diplomacy 16, Knowledge (Nature) 2|-|River Walk, The River’s Life is Mine

14th|Scion of Tem-Et-Nu 4|
+12|
+9|
+7|
+10|Concentration 17, Diplomacy 17, Knowledge (Nature) 3, Knowledge (Religion) 4|-|Smite Evil 1/day

15th|Scion of Tem-Et-Nu 5|
+13|
+9|
+7|
+10|Concentration 18, Diplomacy 18, Knowledge (Nature) 4, Knowledge (Religion) 5|Greater Corrupt Spell Focus (HoH p.123)|Divine Power 1/day

16th|Scion of Tem-Et-Nu 6|
+14|
+10|
+8|
+11|Concentration 19, Diplomacy 19, Knowledge (History) 4.0|-|+1 CHA, Control Water, River’s Vigor 2/day

17th|Scion of Tem-Et-Nu 7|
+15|
+x10|
+8|
+11|Concentration 20, Diplomacy 20, Knowledge (Nobility) 4.0|-|Restoring Immersion

18th|Scion of Tem-Et-Nu 8|
+16|
+11|
+8|
+12|Concentration 21, Diplomacy 21, Knowledge (Religion) 7|Drift Magic (SdS p.49)|Smite Evil 2/day

19th|Scion of Tem-Et-Nu 9|
+17|
+11|
+9|
+12|Concentration 22, Diplomacy 22, Knowledge (Religion) 9|-|Divert River

20th|Scion of Tem-Et-Nu 10|
+18|
+12|
+9|
+13|Concentration 23, Diplomacy 23, Knowledge (Religion) 10, Swim 5|-|+1 CHA, Divine Power 2/day[/table]

Spells:
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|0|-|-|-|-|-|-|-|-|-

10th|1|-|-|-|-|-|-|-|-|-

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

12th|1|0|-|-|-|-|-|-|-|-

13th|1|0|-|-|-|-|-|-|-|-

14th|1|1|-|-|-|-|-|-|-|-

15th|1|1|-|-|-|-|-|-|-|-

16th|1|1|0|-|-|-|-|-|-|-

17th|1|1|0|-|-|-|-|-|-|-

18th|1|1|1|-|-|-|-|-|-|-

19th|1|1|1|-|-|-|-|-|-|-

20th|1|1|1|0|-|-|-|-|-|-[/table]

KEY:
DLCS: Dragonlance Campaign Setting.
HoH: Heroes of Horror. See also the Taint rules, starting on p. 62
SdS: Sandstorm
The SRD contains all other referenced materials unless specifically noted.

1st Level
Malon Redfeather is typical for an Afflicted Kender Noble. . . wait, that’s pretty much an oxymoron right there. In any event, Malon chooses Concentration as his extra class skill, representing the single-mindedness he used to find safety from the dragon’s attack. As an Afflicted Kender, he does not suffer the penalty to Concentration typical for his race. All of his other skills except Swim are geared toward gleaning information from and currying favor with those he encounters, making him a useful party “face” with some basic weapons skills, typically using hand axe, throwing axe, and light hammers. Master of Knowledge accentuates that basic role well. With a d8 hit die, thrown weapons, and a positive CON modifier, he’s a reasonable second-line combatant at this level, as well.

5th Level
With Inspire Confidence twice a day and Coordinate, Malon provides consistent aid to his allies in and out of combat beyond what his own direct contributions would be. Now able to call in two Favors a week, Malon is adept at greasing the wheels of the campaign world around him, so that short and long-term goals are within easier reach. Combine these features with his continued emphasis on Knowledge and Charisma skills, and Malon knows how to get things accomplished for himself and his friends. Surge of Malevolence is his ace in the hole, used to boost that attack, save, or skill check that he simply can’t afford to miss. Two good saving throws and a decent CON bonus for both HP and his weakest save mesh with his medium attack bonus to keep him from being a liability in battle, even if combat isn’t his strongest suit at this point.

10th Level
Having fully processed his grief and anguish over what the dragon Malystryx took from him, Malon embraces the desire for vengeance within him, and embarks on his journey as a Corrupt Avenger. His 6th level feat, Debilitating Strike, adds serious punch to his attack rolls by directly damaging the CON score of his foes, while his 9th level feat, gained from visiting the Touchstone of the City of the Dead, boosts all his CHA checks and gives him a once weekly mass charm effect - both huge advantages. Furthermore, Corrupt Avenger has an obvious advantage over many other Prestige Classes that grant their own caster progression: a spellbook. That can significantly increase Malon’s ability to use spells, simply by exposing him to access to spells, rather than forcing him to wait for his two spells per level increase he gets automatically. See the “options” section for how to break this open further. Malon is only proficient with light armor, so the ability to cast “only” in light armor is of no hindrance to him. Tainted Strike’s bonus is only a +1, but that minor benefit isn’t why he’s become a Corrupt Avenger, the spellbook is. As an added bonus, Corrupt Avenger shores up his weakest save, and boosts his BAB.

15th Level
From 11th level on, Malon focuses on honoring the river goddess who gave him so much. With Corrupt Spell Focus and Greater Corrupt Spell Focus, Malon is making the most of the casting ability he has. Buoyancy shores up his Swim checks a bit, while River Mastery adds some to those foes against which Malon is especially dangerous. River Walk provides a handy movement mode. The River’s Life Is Mine pairs with his Touchstone feat and Divine Power to provide a huge pile of usable surplus HP, to make Malon more formidable defensively in battle. Coupled with Smite Evil and Tainted Strike, Divine Power makes him formidable offensively, too. Add cause fear, doom, false life, and vampiric touch to the mix as legitimate options from the Corrupt Avenger spell list, and Malon has ridiculous staying power to go with his ability to boost his allies’ abilities and hinder his opponents’, far beyond what he’d have gotten by just staying a Corrupt Avenger. The joy of using a spellbook means he’s almost certainly not restricted to just those spells, either, and can choose different ones on days where they’d appear to be better options.

20th Level
Three daily uses of Control Water, and an extra use per day of River’s Vigor, boost Malon’s offensive, defensive, and utility powers. Restoring Immersion reduces dependency on any healing teammate to almost nil, though it may prompt him to obtain an item of water-breathing. At 18th level, Malon gets another Smite Evil, to further channel his damage off of his best stat - though he’ll obviously need to pick his spots for these Smites. He also picks up Drift Magic (since his Knowledge: Local is for a wasteland region, especially given Malystryx's attack on Kenderhome), allowing him to add flaywind burst to his spellbook. Divert River is. . . well, it’s probably broken. There’s no limit to the uses per day he gets for it, which means that RAW, he can divert it once per round for ever in order to drown or otherwise wash away any foe he chooses to. That’s probably not intended, and probably won’t fly in a real game, but those uses are there for as many times per day as the group agrees are reasonable. 20th level brings another daily usage of Divine Power, moving Malon firmly into 1st tier combatant when needed. He ends up with a +18 BAB and all saving throws in double digits before magic items or spells, so he has no need to hang back and just provide bonuses to his allies anymore, though he’s still able to do so. He’s got access to 4th level spells by this point, and is able to use haste and [/u]Evard’s black tentacles[/u] to provide a two-fold advantage to the action economy for himself and his allies, as an obvious example.

Options
If allowed Flaws, Malon moves his feat selection around to take Scribe Scroll and Knowledge Devotion (from Complete Champion), providing significant boosts to his casting ability and combat prowess. Knowledge Devotion would make Master of Knowledge all the more valuable and thematically appropriate.

If allowed to choose his equipment, Malon wants something to allow water-breathing (as indicated above), as well as a Wrathful Healing Collision weapon, which will increase his damage output while emphasizing further the ridiculous staying-power he has from feats and Scion of Tem-Et-Nu features.

Finally, this isn’t a flaw or an equipment choice, but it’s quite possibly too cheesy for some, so it’s diverted into the Options pool: Malon basically breaks the game wide open if he chooses to become a Necropolitan. He automatically increases his Taint score, which is otherwise going to be relatively arbitrary and set by the DM, and suffers no negative effects from Taint. He can basically increase it indefinitely, using it to power his casting ability to dizzying heights. He’d also be able to gain an additional Fast Healing method with Black Sand if he goes this route.

Private-Prinny
2011-10-17, 11:11 AM
Build #10: Melody, Guardian of the Waters of Purity
Melody, Guardian of the Waters of Purity

The Overview
{table=head]Level|Class|Base AttackBonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

1st|Merfolk Level Adjustment|
+x|
+x|
+x|
+x|N/A|N/A|N/A

2nd|Bard 1|
+0|
+0|
+2|
+2| +4 Bluff, +4 Diplomacy, +4 Hide, +4 Sense Motive, +4 Perform (Sing), +4 Swim|Lingering Song|Bardic Music, Bardic Knowledge, Countersong, Fascinate, Inspire Courage +1

3rd|Bard 2|
+1|
+0|
+3|
+3| +1 Bluff, +1 Diplomacy, +1 Hide, +1 Sense Motive, +1 Perform (Sing), +1 Swim |N/A| N/A

4th|Bard 3|
+2|
+1|
+3|
+3| +1 Bluff, +1 Diplomacy, +1 Hide, +1 Sense Motive, +1 Perform (Sing), +1 Swim |Nimbus of Light| Inspire Competence

5th|Bard 4|
+3|
+1|
+4|
+4| +1 Bluff, +1 Diplomacy, +1 Hide, +1 Sense Motive, +1 Perform (Sing), +1 Swim | N/A | N/A

6th|Bard 5|
+3|
+1|
+4|
+4| +1 Bluff, +1 Diplomacy, +1 Hide, +1 Sense Motive, +1 Perform (Sing), +1 Swim | N/A | N/A

7th|Bard 6|
+4|
+2|
+5|
+5| +1 Bluff, +1 Diplomacy, +1 Hide, +1 Sense Motive, +1 Perform (Sing), +1 Swim |Words of Creation|Suggestion

8th|Bard 7|
+5|
+2|
+5|
+5| +1 Bluff, +1 Diplomacy, +1 Hide, +1 Sense Motive, +1 Perform (Sing), +1 Swim |N/A | N/A

9th|Bard 8|
+6/+1|
+2|
+6|
+6| +1 Bluff, +1 Diplomacy, +1 Hide, +1 Sense Motive, +1 Perform (Sing), +1 Swim | N/A |Inspire Courage +2

10th|Bard 9|
+6/+1|
+3|
+6|
+6| +1 Bluff, +1 Diplomacy, +1 Hide, +1 Sense Motive, +1 Perform (Sing), +1 Swim |Soothe the Beast|Inspire Greatness

11th|Scion of Tem-Et-Nu 1|
+7/+2|
+5|
+6|
+8|+1 Diplomacy, +1 Sense Motive| N/A | Buoyancy, River Mastery

12th| Scion of Tem-Et-Nu 2|
+8/+3|
+6|
+6|
+9| +1 Diplomacy, +1 Sense Motive | N/A |River’s Vigor 1/day, +1 level of Bard Spellcasting

13th| Scion of Tem-Et-Nu 3|
+9/+4|
+6|
+7|
+9| +1 Diplomacy, +1 Sense Motive |Song of the Heart|River Walk, The River’s Life is Mine

14th| Scion of Tem-Et-Nu 4|
+10/+5|
+7|
+7|
+10| +1 Diplomacy, +1 Sense Motive | N/A |Smite Evil 1/day, +1 level of Bard Spellcasting

15th| Scion of Tem-Et-Nu 5|
+11/+6/+1|
+7|
+7|
+10| +1 Diplomacy, +1 Sense Motive | N/A |Divine Power 1/day

16th| Scion of Tem-Et-Nu 6|
+12/+7/+2|
+8|
+8|
+11| +1 Diplomacy, +1 Sense Motive |Practiced Spellcaster|Control Water, River’s Vigor 2/day, +1 level of Bard Spellcasting

17th|Scion of Tem-Et-Nu 7|
+13/+8/+3|
+8|
+8|
+11| +1 Diplomacy, +1 Sense Motive | N/A |Restoring Immersion

18th| Scion of Tem-Et-Nu 8|
+14/+9/+4|
+9|
+8|
+12| +1 Diplomacy, +1 Sense Motive | N/A |Smite Evil 2/day, +1 level of Bard Spellcasting

19th| Scion of Tem-Et-Nu 9|
+15/+10/+5|
+9|
+9|
+12| +1 Diplomacy, +1 Sense Motive |Stigmata|Divert River

20th| Scion of Tem-Et-Nu 10|
+16/+11/+6/+1|
+10|
+9|
+13| +1 Diplomacy, +1 Sense Motive | N/A |Divine Power 2/day, +1 level of Bard Spellcasting[/table]
Spells Per Day{table=head]Level|[b]0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

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

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

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

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

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

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

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

8th|3|3|2|0|-|-|-|-|-|-

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

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

11th|3|3|3|2|-|-|-|-|-|-

12th|3|3|3|2|0|-|-|-|-|-

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

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

15th|3|3|3|3|1|-|-|-|-|-

16th|3|3|3|3|2|-|-|-|-|-

17th|3|3|3|3|2|-|-|-|-|-

18th|3|3|3|3|2|0|-|-|-|-

19th|3|3|3|3|2|0|-|-|-|-

20th|4|3|3|3|3|1|-|-|-|-[/table]

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

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

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

3rd|5|2|-|-|-|-|-|-|-|-

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

5th|6|3|2|-|-|-|-|-|-|-

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

7th|6|4|3|-|-|-|-|-|-|-

8th|6|4|4|2|-|-|-|-|-|-

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

10th|6|4|4|3|-|-|-|-|-|-

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

12th|6|4|4|4|2|-|-|-|-|-

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

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

15th|6|4|4|4|3|-|-|-|-|-

16th|6|4|4|4|3|-|-|-|-|-

17th|6|4|4|4|3|-|-|-|-|-

18th|6|4|4|4|4|2|-|-|-|-

19th|6|4|4|4|4|2|-|-|-|-

20th|6|4|4|4|4|3|-|-|-|-[/table]


Level Five, All Washed Up
The Story
Journal of Abasi, Acolyte of Tem-Et-Nu
24 Suns Height 1335
This terrible storm has finally ended. It is a mercy from the Goddess, as we’ve been lashed with unseasonable rains for far too long. The end of the storm brought with it a most odd guest to the halls of our monastery. While Temmetz and I were checking for any damage to the roof of the temple, we heard a most beautiful voice. Looking out at the waters, we saw a beautiful creature sunning herself in a shallow area of the river, singing in an unearthly voice. She covered herself not at all, save for what her raven obscured, and had the tail of some great ocean fish. Yet, she did not seem as some obscene beast, but radiated a light so pure and kind that I knew at once that she meant us no ill will. Her song was in a language we understood not, but it’s strains were so perfect that they would not have been out of place in the palace of a grand Caliph.
When she noticed us, she invited us to join her in the water. It was with great regret that Temmetz and I both declined, citing our vows of duty and the task we’d been assigned. She laughed at that, Goddess what a perfect sound. She introduced herself as Melody, and asked us if duty could spare enough of our time to tell her where she was. We replied that she was at the Most Holy Monastery of Tem-Et-Nu at the Waters of Purity. Melody called out to us, explaining that she’d been caught up in the storm and literally washed all the way upriver to here. We offered directions back to the sea and provisions, but she laughed it off, saying she could find the sea easily enough again, if she’d wanted. She said that the Monastery sounded like an interesting enough place to spend some time, and said she’d stay for a while, just to see what it was like. Then, she began singing again in that pure voice, and at once Temmetz and I set to the roof with a will, the tones of her song lending us strength and will. I hope to see her again. And more, to hear her sing.

The Build
Melody, Washed up Bard.
NG Female Merfolk Bard 5 (ECL 6)
Medium Humanoid (Aquatic)
Init +3; Senses: Low Light Vision, Spot +2, Listen +2
Languages: Common, Aquan
AC: 14 (+3 Dex +1 Deflection) Flat footed 11, Touch 14
HP: 25 (5d6+5)
Fort: +2 Ref: +7 Wll: +6
Speed: 5 feet (Swim 50 feet)
Melee: +6 Masterwork Dagger (1d4+2/19-20))
Ranged: +8 +1 Heavy Crossbow (1d10+1/19-20)
BaB: +3 Grapple +5
Abilities: Str 14 Dex 16 Con 12 Int 10 Wis 15 Cha 18
Special Abilities: Bardic Knowledge, Bardic Music (Countersong, Fascinate, Inspire Courage +1, Inspire Competence)
Special Qualities: Amphibious, Low Light Vision, Racial Swim Bonus
Feats: Lingering Song, Nimbus of Light
Skills: +12 Bluff, +16 Diplomacy(+2 w/Good Aligned Creatures), +11 Hide, +10 Sense Motive(+2 with Good Aligned Creatures), +12 Perform (Sing), +18 Swim
Possessions: +1 Heavy Crossbow, Ring of Protection +1, Masterwork Dagger, Wand of Cure Light Wounds, Wand of Expeditious Retreat
Spells 2nd Level (2/day, DC 16) Invisibility, Mirror Image, Whispering Wind
1st Level (4/day DC 15) Sleep, Ventriloquism, Unseen Servant, Expeditious Retreat
0th Level (3/day DC 14) Lullaby, Mage Hand, Prestidigitation, Message, Detect Magic, Ghost Sound

The Explanation
At this point, Melody is about as standard a bard as you can get. Or at least, as standard as one with no actual legs can be. She’s not as helpless as a fish out of water though. Expeditious retreat boosts her land speed up to 35 feet per round for emergencies on land, and Unseen Servant and Mage Hand can take care of heavy lifting that’s not worth getting out of water for. Melody is already exalted at this point, and would prefer not to fight if it’s at all possible. With a solid diplomacy mod and unimpeachable goodness credit, she’ll have no problem in the Monastery of the Waters of Purity, but against less charitably inclined creatures, she’s still a nightmare to pin down. Invisibility and Ventriloquism allow her to buff in peace, and Sleep is as good as it always is, though loosing usefulness at this point. With Whispering Wind and Message, she can also make a good scout and group coordinator, and Bardic music is always good to rock out to in battle as well.

Level Ten, Full Time Battle Maiden, Part Time Hippo Wrangler
The Story
Journal of Brother Abasi, Servant of Tem-Et-Nu
28 Harvest’s Bounty 1339
Once again, I am eternally grateful to the Mother of Rivers that she gifted us with Melody. She was able to warn us again of the return of the Raiders, observing them from the river where they encamped. Without her warning, we would have surely been lost when they struck at the Monastery, cut down while we farmed and fished. As it was, it was too close a thing, though glorious.. We gathered up the Brothers and Sisters, and struck out with the Blessing of Tem-Et-Nu having been bestowed. Melody met us outside their camp, intending to come with us. We declined initially, but she was forceful and persistent, calling each of us by name in turn and begging to join to protect us. The raiders were cruel and vile men, servants of the dark Godling Set, and she couldn’t let us risk ourselves against them without her help. We caved, and allowed her with us.
We fell upon the raiders at Dusk, striking from the River as it swelled. We were outnumbered two to one, but attacked from surprise with the ferocity of crododiles. Melody blazed with righteous light as she sang. We had all heard her before, and it gladdened our hearts and put us to work with a will, but this was different. This song had raw purity and power behind it. We fought like giants, the song of Gods blazing in our hearts. Soon though, the raiders rallied. They found weapons and began fighting back. Soon, Acia fell, and then Yessu.
Melody told us to hold out a few moments longer, and fell back from the raider camp. We fought desperately, the strains of song lingering and strengthening us. Soon, the volume of the song rose again, as did our spirits. Then, we heard a bellow, and from behind us, a bull hippopotamus came charging from the river. It delicately avoided our line, and plowed through the Set worshipers, empowered by the same song that drove us.
As soon as the battle was done, we carried Melody, still faint from her exertions of singing, back to the Monastery. The ceremony to bless her as a true Scion of Tem-Et-Nu was today. The Reverend Abbot presented her the armor crafted by me, blessed by the Mother of Rivers, and fitted to her aquatic form personally. She blew me a kiss. I think I’m in love.

The Build
Melody, Part Time Hippo Wrangler
LG Female Merfolk Bard 9/Scion of Tem-Et-Nu 1 (ECL 11)
Medium Humanoid (Aquatic)
Init +3; Senses: Low Light Vision, Spot +3, Listen +3
Languages: Common, Aquan
AC: 21 (+4 Dex +2 Deflection +5 Armor) Flat footed 17, Touch 16
HP: 49 (9d6+1d10+10)
Fort: +6 Ref: +10 Wll: +11
Speed: 5 feet (Swim 50 feet)
Melee: +11/+6 +2 Sickle (1d6+4)
Ranged: +12 +1 Heavy Crossbow (1d10+1/19-20)
BaB: +7/+2 Grapple +9
Abilities: Str 14 Dex 18 Con 12 Int 10 Wis 16 Cha 20
Special Abilities: Bardic Knowledge, Bardic Music (Countersong, Fascinate, Inspire Courage +2, Inspire Competence, Suggestion, Inspire Greatness)
Special Qualities: Amphibious, Low Light Vision, Racial Swim Bonus, Buoyancy, River Mastery
Feats: Lingering Song, Nimbus of Light, Words of Creation, Soothe the Beast
Skills: +17 Bluff, +22 Diplomacy(+2 w/Good Aligned Creatures), +15 Hide, +16 Sense Motive(+2 with Good Aligned Creatures), +17 Perform (Sing), +26 Swim
Possessions: +2 Sickle, +1 Heavy Crossbow, Ring of Protection +2, +2 Glammered Studded Leather Armor, +2 Gloves of Dexterity, +2 Cloak of Charisma, Masterwork Dagger, Wand of Cure Light Wounds, Wand of Expeditious Retreat, a few thousand GP worth of trinkets and other odds and ends.
Spells 3rd Level (2/day, DC 18) Haste, Speak with Animals
2nd Level (4/day, DC 17) Invisibility, Mirror Image, Whispering Wind, Tongues
1st Level (5/day DC 16) Sleep, Ventriloquism, Unseen Servant, Expeditious Retreat
0th Level (3/day DC 15) Lullaby, Mage Hand, Prestidigitation, Message, Detect Magic, Ghost Sound

The Explanation

Melody has finally taken her first level of Scion of Tem-Et-Nu. There is a delay in taking that first level, because as a lawful class, it means there’s no going back to Bard for her. The shift in this case isn’t much of a stretch. She’s gone from hanging around the temple being helpful to being a part of the temple organization itself. That sort of thing rubs off, especially with people who you appreciate and admire. So, what did those last few levels of bard get? Mainly, the ability for her to cripple herself with Words of Creation. Other than that, she’s got some boosted spellcasting, including Speak with Animals, which combined with Soothe the Beast to pre-set animals to friendly, nets her a chance to turn nature to her side in the pre-battle preparations. If such negotiations fail, then she’s always got River Mastery to give her a bit of an edge in any Merfolk v. Croc battles she might find herself in. She also picks up the ever useful Haste, making her a serious threat as a party booster between that and Empowered bardic music via Words of Creation’s Celestial Choir. Especially since she can repeat the invisibility + ventriloquism trick to be incredibly hard to find while she turns her allies into monsters. This is probably the weakest point in the build. Scion is only providing her with the ability to swim better (which is really moot at this point), while cutting into skills, casting, and music progression. It gets better from here. And, y’know, actually involves the class in question. Other note- She’s using a Sickle, because no one thought to actually give the Scion of Tem-Et-Nu proficiency in the freaking weapon of their Goddess. So, Melody picked up something with a suspiciously Kama-like nature to use instead.


Level Fourteen, the Sweet Spot

The Story
Journal of Father Abassi
13 New Fields, 1344
The raiders are striking again, and more ferociously this time. Their numbers seem as large as their god is foul. Still, the Tem-Et-Nu provides for us. The Hippopotomi of the river follow her suggestions, and harass the Settites at every opportunity. The harvests have been especially bountiful. Adventurers have come through, and have provided occasional service in defeating raider groups. And we still have Melody. She has come into her role as the Guardian of the Waters of Purity with all the ferocious might of Tem-Et-Nu behind her. Where she goes, her voice rings out in defiance to the darkness, and bandits cower from this beautiful creature who chases them from the hallowed waters.
We still talk, when we can. She mentions often that the rivers themselves give her strength, washing away both the wounds of battle and the stress of singing the songs of the gods. She says further that when she battles, she can feel also the very might of the rivers coursing through her in a fight. I have seen her battle. I know what she says is, if anything, and understatement. Though we are menaced on all sides, I know Tem-Et-Nu provides for us, and Melody protects.
The Build
Melody, Guardian of the Waters of Purity
LG Female Merfolk Bard 9/Scion of Tem-Et-Nu 5 (ECL 15)
Medium Humanoid (Aquatic)
Init +3; Senses: Low Light Vision, Spot +3, Listen +3
Languages: Common, Aquan
AC: 35 (+6 Dex +2 Deflection +2 Natural +9 Armor, +6 Shield) Flat footed 26, Touch 18
HP: 75 (9d6+5d10+14)
Fort: +6 Ref: +10 Wll: +11
Speed: 5 feet (Swim 50 feet)
Melee: +15/+10/+5 +2 Shocking Sickle (1d6+1d6+4)
Ranged: +19 +2 Heavy Crossbow (1d10+1/19-20)
BaB: +11/+6/+1 Grapple +13
Abilities: Str 14 Dex 22 Con 12 Int 10 Wis 16 Cha 25
Special Abilities: Bardic Knowledge, Bardic Music (Countersong, Fascinate, Inspire Courage +2, Inspire Competence, Suggestion, Inspire Greatness) River’s Vigor 1/day, River Walk, Smite Evil 1/day, Divine Power 1/day
Special Qualities: Amphibious, Low Light Vision, Racial Swim Bonus, Buoyancy, River Mastery, The River’s Life is Mine
Feats: Lingering Song, Nimbus of Light, Words of Creation, Soothe the Beast, Song of the Heart
Skills: +19 Bluff, +28 Diplomacy(+2 w/Good Aligned Creatures), +16 Hide, +20 Sense Motive(+2 with Good Aligned Creatures), +19 Perform (Sing), +25 Swim
Possessions: +2 Shock Sickle, +2 Heavy Crossbow, Ring of Protection +2, Amulet of Natural Armor +2 +5 Glammered Mithril Chain Shirt, +5 Mithril Buckler, +6 Gloves of Dexterity, +6 Cloak of Charisma, Masterwork Dagger, Wand of Cure Light Wounds, Wand of Expeditious Retreat, Decanter of Endless Water, a few thousand GP worth of trinkets and other odds and ends.
Spells 4th Level (2/day, DC 21) Hallucinatory Terrain, Sirine’s Grace, Greater Invisibility
3rd Level (5/day, DC 20) Haste, Speak with Animals, Scrying, Tormenting Thirst
2nd Level (5/day, DC 19) Invisibility, Mirror Image, Whispering Wind, Tongues
1st Level (5/day DC 18) Sleep, Ventriloquism, Unseen Servant, Expeditious Retreat
0th Level (3/day DC 17) Lullaby, Mage Hand, Prestidigitation, Message, Detect Magic, Ghost Sound

The Explanation
Halfway through the Scion Class proper, I am ready to call the build in it’s Sweet Spot. First, the abilities that make using Words of Creation viable in the heat of battle have come online. River’s Vigor gives 25 temporary hit points, a handy boost when you can expect to take about 30 points of nonlethal damage to activate a boosted Inspire Greatness on yourself. Activate it after you take the damage, and The River’s Life is Mine will erase the damage out from under the 25 temporary HP, while also allowing you to keep 5d10 temporary HD, a +5 competence to hit, and +3 to Fort saves (with Song of the Heart). This gets to stack up with Divine Power. As a Merfolk, you can pretty much assume you’ll be waist deep in water most of the time, meaning you don’t lose the combat round to trigger it. With the lower BaB from bard, having Divine Power up is worth +6 more to hit, raising you to a respectable +26 on the primary attack and tossing in another few HP for good measure. Further silliness can be stacked up with Haste and Greater Invisibility. AC is good right now as it is, but Sirine’s Grace can add another +5 deflection (+7 from Cha), boost swim speed further, and add the ability to use the sickle underwater with no penalty. Tormenting Thirst can force flying or land-preferential targets into range of your water based beatstickness. And of course, as an exalted character, she’ll be battling enough evil that Smite Evil is a handy little addition (and another +7 to hit and +5 damage). Note that in the item section, I picked up a Decanter of Endless water. It’s a nifty choice here, because with a little prep time, it allows Melody to turn any area into one preferential to her battle style.


Level Nineteen, Fist of the River Goddess
The Story
Journal of Abbot Abassi
12 Year’s End, 1348
It’s finally ended. The raiders are definitely done, and set’s influence has been chased away from the Waters of Purity forevermore. We have Tem-Et-Nu to thank, as always, and Melody. There is no doubt in my mind that the Mother of Rivers saved us through this wonderful stranger who washed up at the monastery all those years ago. Before the battle, she wielded the power of Tem-Et-Nu herself, shifting the courses of the Waters of Purity. She called up water from the desert, ensuring we had all the potable water we and our allies needed. Then she laid illusion after illusion on the terrain, leaving a confusing maze of false rivers and dead end marshes through the desert, all without a drop of water. The servants of Set must have wandered for days through what seemed like water all around, without a drop to drink. The few who did make it to us were dehydrated and exhausted, but still set to give battle. Melody changed the rivers once again, to give us a defensible moat, and laid more illusions over it. When the raider’s charged, they fell headlong into a river, where we tore them apart. Not without losses though. That is where Melody worked her strongest miracle. There, in the bloody waters, she moved among the dead and dying. Wherever she laid her hands, the wounds of the fallen moved to her body. When it seemed she could bear no more suffering, the water washed the wounds away as though they had never been. The Settites who survived converted to Tem-Et-Nu on the spot, her mercy overwhelming their corruption.

The General Idea
This is where Melody gets pretty silly, though mostly on a Macro Scale. In combat, she keeps doing what she does, though she adds in Mind Fog and Song of Discord into the mix for group destroying fun. On the Macro Scale, Control Water + Divert River + Hallucinatory Terrain means that not only does your favored battleground go with you all the time, the enemy doesn’t get to see it either. Re-enact that scene from the Fellowship of the Ring movie with your enemies as the Black Riders and you as Arwen. Restoring Immersion and Stigmata go together like crackers and cheese, allowing you to pump a steady stream of HP into people at the cost of essentially time only.

Resources
Player’s Handbook
Monster Manual
Dungeon Master’s Guide
Sandstorm
Book of Exalted Deeds
Ebberon Campaign Setting
Complete Adventurer

Private-Prinny
2011-10-17, 11:12 AM
10 builds, the largest turnout we've had in a while. The judging deadline will be exactly two weeks from this post, to account for my lack of sticking to the schedule.

Zaq
2011-10-17, 11:19 AM
You mean two weeks, right? Since the original judging deadline was the 30th?

Amphetryon
2011-10-17, 11:34 AM
I mentioned a problem with my initial build concept, but didn't specify, in case someone else was building with the same concept in mind. As nobody used the particular concept I was after, I'll go ahead and ask how to reconcile the problem here. Spoilered for any who don't want to deal with the puzzle or know the original idea's direction:
By strict RAW, it appears to be impossible to qualify for Runescarred Berserker. You need the Survivor regional feat, and you need to hail from Rashemen, in addition to the other prerequisites. The Survivor regional feat is no longer a viable choice for characters from Rashemen, and IFAIK, they closed the "spend 2 points in Knowledge: Local (Rashemen)" exception loophole that existed in 3.0.

I could have tried it anyway, but relying on DM handwaving in that way usually scores poorly in these things.

Private-Prinny
2011-10-17, 11:40 AM
You mean two weeks, right? Since the original judging deadline was the 30th?

Clearly, that's what I wrote. Yup, that's right... <_< >_>

Darrin
2011-10-17, 11:58 AM
Wow. Lots of interesting ideas. And a were-hippo, no less! (I was considering this at one point, but wound up playing around with with anthropomorphic hippos instead.)

I had three ideas that I completely failed to flesh out and submit:

1) Gnome Illusionist 5/Shadowcrafter Mage 5/Scion of Tem-Et-Nu 10. Core gimmick was using silent image to use Heighten/Versatile/Earth Spell shenanigans make sure he was waste-deep in 100% real shadowstuff-water. But I abandoned it when I considered the question, "Why would I take this PrC over another +10 levels of wizard?" That and what good does all-day divine power do me if he spends the first 10 levels of his life as a squishy REMF with no front-line combat capabilities.

2) Dvati Wildshape Ranger 5/MoMF 4/Scion of Tem-Et-Nu 10. I thought I could park one twin waste-deep in a river back home, activate divine power, and have the other twin enjoy the benefits while he adventured abroad, but the closer I looked at the RAW, the more dubious it became. Dvati can only share mind-affecting abilities, and Spell Conductor only works with spells that have a range of touch and are harmless. Divine power doesn't qualify in either case.

3) Anthropomorphic Hippo Paladin 7/Prestige Ranger 1/Scion of Tem-Et-Nu 10. I got the farthest along with this build, based entirely around the premise of "anthropomorphic hippo riding a hippo while smiting his hippo-blaspheming enemies." After struggling with this PrC and seeing too many builds stumbling over "why would you take this PrC as opposed to 10 levels of something else?", it occurred to me that the PrC was designed to be a Paladin PrC (it even has a "paladins can multiclass" clause), so I thought I could start there... and this solved the "full spellcaster" problem, since adding 10 levels of a half-caster on top of a paladin doesn't actually hurt them all that much, and I figured adding prestige ranger gets me the acorn of far travel trick (cast this on an oak already submerged in a river for all-day divine power... assuming the DM lets this work), but getting an effective hippo mount or animal companion into the build (on top of two monstrous humanoid HD and at least LA +1/+2) just wasn't working.

Zaq
2011-10-17, 11:58 AM
Looks like we've got some interesting builds. This should be fun to judge.

The ballstastically cheesy idea I had was to go Druid, plant an oak tree in the middle of a river (DRUID MAGIC), and use Acorn of Far Travel to always be considered to be under that oak tree (and thus always in a river). Like I said, I knew that would give me a negative Elegance score despite the cap at 1 point, so I didn't even try. I came up with a couple other ideas, but didn't like any of them. (EDIT: Looks like I got Swordsage'd on that idea, too!)

Anyway, my schedule is really wonky right now, but I'll get judging before too long.

flabort
2011-10-17, 11:59 AM
I must be seeing things.

doesn't this PrC advance casting (I don't have the book, I don't actually know)?
If so, what's a monk doing here? I'm 99.9% sure there a non-casting class.

Zaq
2011-10-17, 12:00 PM
I must be seeing things.

doesn't this PrC advance casting (I don't have the book, I don't actually know)?
If so, what's a monk doing here? I'm 99.9% sure there a non-casting class.

It advances casting, but does not require it.

kestrel404
2011-10-17, 12:04 PM
Well, that was quite the amusing reveal. Let's look at the highlights reel:

Nefrati Praefectus: A summoning-themed gish that's abusing Rebuke Hippopotamus? OK, that's GOT to be a first!

Shui Dao Ye: Go-go-gadget water elemental! I KNEW that there was a class feature somewhere that let you sit inside of an elemental and use it as pseudo power-armor, I just couldn't remember where it was from. Kudos on this awesome trick.

Orcinus Fei: Aha! I knew there would be an obligatory monk! I just expected them to dip cleric or some other caster first.

Jemaine: Were-Hippopotamus? Were-Hippopotamus! Were-Hippopotamus??!?!!? Were-Hippopotamus!!!11!!eleventy1!

That is all.

Zaq
2011-10-17, 12:12 PM
Hmm. Regarding Malon Redfeather, DLCS is one of the books I don't have. Can someone please post or PM me the details of afflicted kender and of the Noble? If you don't want to identify yourself, you might do it through Prinny, if he's willing to handle that.

gbprime
2011-10-17, 12:52 PM
Okay, for those keeping track at home, we have the following this time...

{table=head]Race|Class 1|Class 2|Special Ingredient|Other Stuff
Human|Cleric|Thaumaturgist|Scion 7|Swordsage
Azurin|Wu Jen|Swashbuckler|Scion 7|Elemental Scion of Zilargo
Desert Elf|Wizard|Divine Oracle|Scion 10|Ruathar
Merfolk|Wildshape Ranger|Druidic Avenger|Scion 10|Warshaper, Scaled Horror
HUman|Battle Sorcerer|Crusader|Scion 10|Jade Phoenix Mage
Aquatic Elf|Cleric|Warblade|Scion 10|-
Darfallen|Overwhelming Assault Monk|Fist of Forest|Scion 10|-
Werehippo (Human)|Cleric|-|Scion 9|-
Afflicted Kender|Noble|Corrupt Avenger|Scion 10|-
Merfolk|Bard|-|Scion 10|-[/table]

Some interesting stuff, good luck all!

Darrin
2011-10-17, 12:54 PM
It advances casting, but does not require it.

...and on top of that, even more galling for the wretched monk... taking 10 levels of this underwhelming hippo-worship PrC and wasting all those caster levels may actually be more worthwhile than taking 10 levels of monk.

Piggy Knowles
2011-10-17, 12:58 PM
Zaq, I also very much considered using an Acorn of Far Travel build! It also had Sanctum Spell cheesiness, too. Pretty silly, all things considered. Another idea was to find a river-based plane (I mean, there HAS to be one, right?), and use the Planar Shepherd’s bubble to always be in a river, but I thought that would score even lower, both for Planar Shepherd cheese and for the fact that Greensinger Initiate would be a pretty hard sell for Tem-Et-Nu.

I also really wanted to make a build work that involved creating a scroll of Haunt Shift, then level draining itself to a low enough level to be a valid target, using Haunt Shift to haunt the river, and then having Restoring Immersion restore the lost levels. Because why play the river’s guardian, when you can play the river itself?

But the only ways I could find to reliably make both tricks work were really cheesy, and in the end didn’t really capitalize on the class itself. They were just cool tricks.

dextercorvia
2011-10-17, 01:53 PM
I was considering a different version of the Acorn trick -- using Shrink Item on a really small river, so that I could always be occupying the same square as a river. That only netted Fast Healing 5, and I couldn't figure out how to make the other features worthwhile.

The Gilded Duke
2011-10-17, 02:08 PM
Nice, I was hoping someone would go with a lycanthrope. Different builds I was considering included a Were-Porpoise. 80 foot base swim speed, and then 120 foot blindsight... notably not limited to underwater, which I think is the best in the game.

The HD + LA seemed a little much, and I was never sure what to do with the build after that. Also considered Were-Orca and Were-Cachelot Whale, but between the HD and level adjustment I wouldn't have been able to finish off the class itself.

I was also considering a Dragonfire Adept. Their shapechange abilities seemed well complimented by Scion's divine power. Also between raise water, divert river, and standard entangling breath weapon it seemed to make a potent battlefield controller. In the end though I wasn't sure what would really be gained by Gishing Dragonfire Adept.

Mad Smiter
The last and weirdest idea I discarded was basically a Dragonborn Paladin 2 / Cleric of Bahamut 3 /Pious Templar 2/ Scion of Tem-Et-Nu 10 with a Major Bloodline, either go with a prestatted one, or make up a hippo one. Pick up Initiate of Bahamut. Planar Touchstone to get the Celestial Domain.

Scion of Tem-Et-Nu stacks with any class that gives smite evil and gives it extra uses per day, and stacks level with it. Initiate of Bahamut gives you 2/day smite evil that stacks your cleric levels with all other classes that give smite evil. Pious Templar gives two smite evils that stack with Paladin levels for damage. Bloodline levels increase the level of level based abilities including smite evil for all of your classes. Celestial Domain gives you a cleric based smite evil.

Scion of Tem-Et-Nu then contributes 13 levels of Smite Evil
Cleric contributes 6 levels of Smite Evil
Pious Templar contributes 5 levels of Smite Evil
Paladin contributes 5 levels of Smite Evil

It all stacks up for:
Level 29 Smite Evil

Celestial Domain gives you an additional Smite Evil Source that doesn't further stack with other sources. Then pick up Extra Smiting. Extra Smiting gives two additional uses of Smite for each smite use you have. With one extra Smiting that gives you:

Paladin: 3 Smites
Scion: 4 Smites
Cleric: 4 Smites
Pious Templar: 3 Smites
Celestial: 3 Smites

Each additional Extra Smiting gives you 10 more smite evils.
Then maybe pick up Awesome Smite and From Sword to Song. Depending on interpretation From Sword to Song might let you inspire courage as a 29th level bard? Then use Words of Creation, and Heart Music and those Drums to buff it up even further? Might also qualify for Dragonfire Inspiration?

Anyway, the build was on way too shaky rules grounds to submit.

Last idea I had was a Glaive Lock Scion of Tem et Nu but it had alignment problems.

kestrel404
2011-10-17, 02:14 PM
I was considering a different version of the Acorn trick -- using Shrink Item on a really small river, so that I could always be occupying the same square as a river. That only netted Fast Healing 5, and I couldn't figure out how to make the other features worthwhile.

Ah, that would have comboed perfectly with the really wacky idea I had, which was to create an Apparatus of the Crab, except in the shape of a Hippo with a bathtub up top that you can stand in all day while using ranged touch attacks and having your Familiar/Animal Companion pilot the Apparatus. The only part I couldn't figure out was making the giant bathtub count as a river so as to activate all of the good class features.

The Gilded Duke
2011-10-17, 02:46 PM
Hmm.. I wonder if a river would be a valid target for Animate Objects (http://www.d20srd.org/srd/spells/animateObjects.htm) It does specify inanimate though. I'm not sure a river, or even a section of a river would count as that?

Would a Ooze Puppeted Genius Loci count as a river if it was emulating one?
Not finding any sort of River Elemental, I don't suppose a Water Elemental from a river would count?

kestrel404
2011-10-17, 02:58 PM
Hmm.. I wonder if a river would be a valid target for Animate Objects (http://www.d20srd.org/srd/spells/animateObjects.htm) It does specify inanimate though. I'm not sure a river, or even a section of a river would count as that?

Would a Ooze Puppeted Genius Loci count as a river if it was emulating one?
Not finding any sort of River Elemental, I don't suppose a Water Elemental from a river would count?

Water elementals come from the elemental plane of water. There is no elemental plane of rivers or else I would have based the build around that (the planar-shepherd idea had crossed my mind as well). One of my really out-there attempts involved actually BEING a water elemental (Savage species indicates that the LA of a small water elemental is +4, with 2 HD) wearing completely-sealed riverine full-plate with a decanter of endless water at one end and a sphere of annihilation at the other and claiming to BE a river.

At that point I figured I'd never manage a build that got higher than NEGATIVE FOUR on elegance for this ingredient.

Zipding
2011-10-17, 03:06 PM
What weirded me out the most was that Tem Et Nu did not have water as a domain. That's right, the goddess of rivers does not have the water domain.

Darrin
2011-10-17, 03:14 PM
I was considering a different version of the Acorn trick -- using Shrink Item on a really small river, so that I could always be occupying the same square as a river. That only netted Fast Healing 5, and I couldn't figure out how to make the other features worthwhile.

Cast polymorph any object on the river/cloth patch to turn it into a pair of pants.


Hmm.. I wonder if a river would be a valid target for Animate Objects (http://www.d20srd.org/srd/spells/animateObjects.htm) It does specify inanimate though. I'm not sure a river, or even a section of a river would count as that?


Yes, a river would count as an inanimate object, but it would be a particularly large one... I'm not entirely sure how the semantics would sort it all out if you tried to separate or parcel out the river into smaller "objects", because once you put the water into a container, it stops flowing, and thus probably would no longer be considered a river.

Aha! Ring Gates! That solves the crab/bathtub problem as well... put the rings at opposite ends of the tub and you still have a "flowing river" going right through your tub.



Would a Ooze Puppeted Genius Loci count as a river if it was emulating one?
Not finding any sort of River Elemental, I don't suppose a Water Elemental from a river would count?

Hmmm. If the river itself is animated into an ooze... I think it would still count as an ooze. Natural plants an animals would also treat it as a river, and they can grow/drink from it without any ill effects, so yeah, I think it would still count as a river.

As far as water elementals go... I think in previous editions, you needed a certain amount of the element present, so if you turned river water into a water elemental, that would probably count. But most of the 3.x summon spells don't require any material components to summon an elemental.


What weirded me out the most was that Tem Et Nu did not have water as a domain. That's right, the goddess of rivers does not have the water domain.

For me, it was the realization that there aren't any river-dwelling animals with the [aquatic] subtype. Crocodile, hippo, otter, snapping turtle... none of them are [aquatic]. The eel is the only animal that could conceivably be considered naturally river-dwelling. As for aquatic non-animals... I have no idea how you could classify them as river-dwelling except for 1) they are currently standing in a river and 2) attacking me, so I get my +1 insight bonus on attack/damage.

Cieyrin
2011-10-17, 03:15 PM
The ballstastically cheesy idea I had was to go Druid, plant an oak tree in the middle of a river (DRUID MAGIC), and use Acorn of Far Travel to always be considered to be under that oak tree (and thus always in a river). Like I said, I knew that would give me a negative Elegance score despite the cap at 1 point, so I didn't even try. I came up with a couple other ideas, but didn't like any of them. (EDIT: Looks like I got Swordsage'd on that idea, too!)

That was part of my build that I was making, though expanded to Divine Power via making sure the river below the tree was waist deep and thus effectively permanent. I even went so far to check whether that was even naturally viable and found a species of Oak tree that lives in the Everglades.

The other part of my dirty druid tricks was using Animal Control from Masters of the Wild and Blessed by Tem-Et-Nu to have two pools (:smallwink:) of hippos to control based off of my CL of 19 (Thanks, Practiced Spellcaster!). For Blessed, that was powered by Bone Talisman, which links the Turn Level with CL again and also using Bone Talisman to boost CL via Divine Spell Power for more hippos. I was going to cap it with Wild Cohort and Natural Bond to pick up a second companion (Horrid Hippo) as my last feat. Natural Bond also pumped my Druid 8 level to allow my normal companion to be a regular hippo and also Wild Shape into a Hippo. So yeah, hippos, hippos, hippos! Only way it would have been better is if Summon Nature's Ally could summon hippos... Also never figured out how to end my build of Human Druid 8/Scion 9/??? 3, as going back to Druid felt kinda lack luster. I was thinking something between Holt Warden, Earth Dreamer and Contemplative...

Tvtyrant
2011-10-17, 03:19 PM
I was going to go Goliath Barbarian 4/Duskblade2/Warhulk 4/Scion 10 with the goal of using Divine Power to rid myself of the pesky War Hulk BaB problem. For more power but less scion I was considering Warhulk 10/Scion 5 and having double the normal to hit (and therefore could power attack a lot).

Dictum Mortuum
2011-10-17, 03:19 PM
My build concept was simple: abuse Blessed of Tem-et-Nu's clause that "hippos can't attack you" by using handle animal to train a large amount of hippos (adding templates like warbeast, magebred, etc) and then let them loose on the river he was going to protect.

My initial idea was cleric and paladin for the turn undead feature, but it was a too obvious choice, so after I played a bit with Divine Crusader and other fast casting prestige classes (even Apostle of Peace!), something was missing from the recipe, as I wanted Diplomacy, Handle Animal and Swim ranks.

Then it occured to me! Druid! It was so simple and elegant: who cares for turn undead or rebuking hippos when you got the important part of the feat anyway (that they cannot attack you) and you can just use handle animal/wild empathy? And druid has all those skills as class skills!

I was pondering Druid 8 (so you can wild shape into a hippo)/Scion 10/Druid +2, going for a defensive build with lots of temporary hit points from different sources (scion's ability, minor shapeshift and divine power for instance), use of Sanctified/Corrupt spells coupled with restoring immersion, awesome smite with scion's smite evil feature and water telekinetic powers and of course divine power to maximize BAB and thus be able to power attack better (a requirement for awesome smite).

Best part? I was going to be an eternal keeper of the rivers by getting the killoren race. Yes. They have bonuses to handle animal and have an innate smite feature with aspect of the destroyer.

And then it all came to me: why in earth would a druid, even if he loves Tem-et-Nu, she has blessed him a thousand times and spends 24/7 in hippo form would want to get this prestige? I couldn't answer that question and so I didn't enter the competition. Was that a good call? You be the judge!

Hecuba
2011-10-17, 03:32 PM
Hmm.. I wonder if a river would be a valid target for Animate Objects (http://www.d20srd.org/srd/spells/animateObjects.htm) It does specify inanimate though. I'm not sure a river, or even a section of a river would count as that?


There is an animate water spell specifically, but it caps at a 5 foot cube (which I didn't think I could sell as a river).

Amphetryon
2011-10-17, 03:53 PM
For me, it was the realization that there aren't any river-dwelling animals with the [aquatic] subtype. Crocodile, hippo, otter, snapping turtle... none of them are [aquatic]. The eel is the only animal that could conceivably be considered naturally river-dwelling. As for aquatic non-animals... I have no idea how you could classify them as river-dwelling except for 1) they are currently standing in a river and 2) attacking me, so I get my +1 insight bonus on attack/damage.You could use a bull shark, in theory. There have been attacks by those in Illinois (http://conservationreport.com/2008/07/15/shark-week-lake-michigan-shark-attack/), in the Mississippi, after all.

gbprime
2011-10-17, 04:14 PM
And then it all came to me: why in earth would a druid, even if he loves Tem-et-Nu, she has blessed him a thousand times and spends 24/7 in hippo form would want to get this prestige? I couldn't answer that question and so I didn't enter the competition. Was that a good call? You be the judge!

Exactly. There are just way too many options that someone can look at and say "yeah, so why didn't you stick with THAT instead?" But that's what scores are made of.

Me, I think I'm gonna score in the "unremarkable" zone in the middle of the rankings this time. Looking at the builds, I simply got out-optimized. :smallsigh:

Zipding
2011-10-17, 04:17 PM
Me, I think I'm gonna score in the "unremarkable" zone in the middle of the rankings this time. Looking at the builds, I simply got out-optimized. :smallsigh:

Me too, there are some pretty powerful builds up there, and I'm pretty sure I got out-optimized as well.

Doesn't help that my build shot itself in the foot.

ShneekeyTheLost
2011-10-17, 04:45 PM
Yea, I didn't get a chance to finish my build off, had a RL crisis hit me that left me unable to finish, but it would've at least gotten me a high Originality score...

The basic build was Rogue4/Shadowcaster (ToM)4/Witch Slayer2/Scion10

Due to the way Shadowcasters advance their Mysteries with PrC's, Scion is one of the few who would actually qualify to advance it, and not having a particularly high caster level wouldn't cripple them, as long as you got the particular Mysteries you wanted.

Basically, she was a lot of battlefield control and a lot of maneuverability, most of them as (Sp) abilities, but a few of them actually (Su), which really helps out. One of the (Su) abilities was Ref save or be Immobilized, with an area effect roughly equal to a fireball, and could be aimed at flying targets (with unpleasant consequences for creatures that cannot Hover when their forward speed is halted). Flicker as a Su ability gives her an immediate action short-range teleport, like Abrupt Jaunt, but usable a heck of a lot more times. Then she picked up a HiPS Mystery as well.

She also had solid defenses, having both Evasion and Mettle and the save numbers to back them up.

She didn't do a whole lot of damage, but she was maneuverable, and had some battlefield control options available to her. She was a good skillmonkey, party face and trapspringer.

But Scion did a lot for her, because a) more mysteries, b) Divine Power to help her otherwise lackluster BAB, and c) some much-needed hit points. So it really made her more viable in combat, particularly UMDing things like a Wand of Enervation.

The other build was a humorous PsyWar/Scion build who used Shared Pain, Forced and Empathic Transfer Hostile, as a Spellstitched Necropolitian who used the negative ability from the feat Blessed of Tem-Et-Nu to damage her opponents, then use Atone as a Spell-Like Ability to be able to reset the usage. It does damage to her, it is shared with her opponent, then when she needs to heal, she uses Empathic Transfer, Hostile to heal up and deal the damage again to the opponent. Fun times.

Ahh well, such is life.

flabort
2011-10-17, 04:51 PM
I would have liked to see Guilded Duke's smite happy build in IC form. even if it was shaky rules-wise.

And Shneeky, I agree a shadowcaster would have gotten you a good originality, I think. :smallconfused: Have not heard of "Witch Slayer", what would it have contributed?

Analytica
2011-10-17, 05:12 PM
The other build was a humorous PsyWar/Scion build who used Shared Pain, Forced and Empathic Transfer Hostile, as a Spellstitched Necropolitian who used the negative ability from the feat Blessed of Tem-Et-Nu to damage her opponents, then use Atone as a Spell-Like Ability to be able to reset the usage. It does damage to her, it is shared with her opponent, then when she needs to heal, she uses Empathic Transfer, Hostile to heal up and deal the damage again to the opponent. Fun times.


I toyed with some way to combine Blessed of Tem-Et-Nu and Gray Guard for this purpose...

A_S
2011-10-17, 05:20 PM
The best idea I came up with for this class was to abuse the fact that Divert River is an at-will ability and can be used to mimic simultaneous raise and lower versions of Control Water. I was gonna make an archer with a swim speed who traveled across the lands by moving a giant swell of river water around, swimming along inside it, and shooting out with an aquatic longbow (and permanent DP + normal cleric buffs). Decided there was no DM in the world who would allow that, though, and it wouldn't even get the trick until Scion 10, so in the end, not worth it. Fun to think about, though.

Nice to see some people came up with, like, real builds.

Zipding
2011-10-17, 05:34 PM
One of the things I was trying to go for was to avoid any sort of multiclassing at all. Until I realized the only divine spellcaster with both Diplomacy and Swim was the Spirit Shaman. Yeah. Not going to try and optimise that.

Piggy Knowles
2011-10-17, 05:41 PM
One of the things I was trying to go for was to avoid any sort of multiclassing at all. Until I realized the only divine spellcaster with both Diplomacy and Swim was the Spirit Shaman. Yeah. Not going to try and optimise that.

.......Druid?

Zipding
2011-10-17, 05:44 PM
.......Druid?

I checked, they didn't have both skills.

ShneekeyTheLost
2011-10-17, 05:44 PM
I would have liked to see Guilded Duke's smite happy build in IC form. even if it was shaky rules-wise.

And Shneeky, I agree a shadowcaster would have gotten you a good originality, I think. :smallconfused: Have not heard of "Witch Slayer", what would it have contributed?

Mettle, mostly, although it's a full BAB class with high Fort and Will saves, so that gives me a +3 Fort and Will to a class sorely lacking in Fort saves before entering in Scion. So +2 BAB, +3 Fort/Will, and Mettle. Not bad for a two-level dip.

It was a tossup between Witch Slayer (also found in Tome of Magic, in the Binder section), and Swordsage. Ultimately, I felt that Witch Slayer was the better two-level run, although Swordsage would've given me Wis to AC and some useful maneuvers. However, it would've meant opening up another book, and associated can of worms since some people get butthurt about ToB for some unknown reason.

Piggy Knowles
2011-10-17, 05:45 PM
I checked, they didn't have both skills.

From the SRD (emphasis mine):


Class Skills
The druid’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).

Zipding
2011-10-17, 05:47 PM
From the SRD (emphasis mine):

Ah, I checked the PHB and the Druid didn't have both.

ShneekeyTheLost
2011-10-17, 05:52 PM
Ah, I checked the PHB and the Druid didn't have both.

Funny... they do in mine

Zipding
2011-10-17, 05:54 PM
I just checked now and they do have it, must have missed it when I checked. My original idea was ranger, but they didn't have diplomacy.

Cieyrin
2011-10-17, 06:24 PM
One of the things I was trying to go for was to avoid any sort of multiclassing at all. Until I realized the only divine spellcaster with both Diplomacy and Swim was the Spirit Shaman. Yeah. Not going to try and optimise that.

What's wrong with Spirit Shaman? They have the best part of prepared and spontaneous casting, plus abilities out the ass. Sure, they don't have the Druid triumvirate but that doesn't mean full casting off the Druid List + effective special abilities isn't actually powerful. Being a DAD caster hardly makes them bad. I was considering between a Spirit Shaman and a Druid before deciding I'd get more hippo out of a druid.


Hmm. Regarding Malon Redfeather, DLCS is one of the books I don't have. Can someone please post or PM me the details of afflicted kender and of the Noble? If you don't want to identify yourself, you might do it through Prinny, if he's willing to handle that.

Afflicted Kender have +2 Dex, -2 Str and Wis, Small, Speed 20', +1 racial to saves, +2 spot, open locks, sleight of hand, climb, hide, jump and move silently, Favored Class: Rogue. Afflicted Kender lost their childlike innocence and joy for life, replaced with courage and grim tenacity, as well as losing their propensity for 'handling'.

Nobles are a hybrid base class of Aristocrat and Bard. They only gain Inspire Courage (called Confidence in Noble) which doesn't advance for a far more limited amount of times per day, Inspire Greatness 1/day that affects more people as they level, they get an out-of-combat bonus to increase the Aid Another bonus as they level and the ability to call in favors a number of times per week equal to half their class level to get information, borrow equipment and documents, etc. They're d8 HD, Medium BAB, Good Ref and Will, 4+Int skill points off a Face-type list + 1 skill of their choice, which becomes a class skill at 1st level.

Hunter Killer
2011-10-17, 06:25 PM
Damn. :smallmad:

I just realized I left a section out of my entry and skipped some important details as regards to the items and tactics. Well, I'll tell everyone once the scores are posted and we'll see how much it effected my score.


Last idea I had was a Glaive Lock Scion of Tem et Nu but it had alignment problems.

I was wondering if I was the only one with this idea or not. I was afraid multiple people might do this for Originality points and I couldn't quite make some things work the way I wanted them to, so I dropped the idea. I was fully willing to take a hit on the nose for the change in alignment, though.

Lateral
2011-10-17, 07:44 PM
I thought about doing it, too, but it didn't really seem original enough.

If you hadn't noticed by now, I'm not entering. :smalltongue: My final concept was a Suel Archanamach entry, but it just wasn't quite coming together the way I wanted it to. And I got sidetracked, what with the three PCs I had to build for games.

Nice builds, all.

Diefje
2011-10-17, 08:15 PM
These are awesome! And so different from eachother. Kudos!

I tried to make the Blessed by TemEtNu feat work for a while, but I couldn't get a whole stampede (a la Lion King) worth of hippos to steamroll the enemies. Maybe I should have tried to make a bunch of 1/4 HD mini baby hippos.... Or a Swarm of those... *ponders*

Zipding
2011-10-17, 08:24 PM
What's wrong with Spirit Shaman? They have the best part of prepared and spontaneous casting, plus abilities out the ass. Sure, they don't have the Druid triumvirate but that doesn't mean full casting off the Druid List + effective special abilities isn't actually powerful. Being a DAD caster hardly makes them bad. I was considering between a Spirit Shaman and a Druid before deciding I'd get more hippo out of a druid.


I actually haven't used anything D&D related in a while and I never really found ways to optimize their abilities, granted, I haven't read their entry in a long time, but I have used one before and I found their abilities kind of "meh".

gbprime
2011-10-17, 08:57 PM
My original idea was ranger, but they didn't have diplomacy.

You can solve that with a feat. Apprentice (Entertainer) from DMG 2.

ShneekeyTheLost
2011-10-17, 09:03 PM
You can solve that with a feat. Apprentice (Entertainer) from DMG 2.

Except most judges tend to have this bit of code in their thought process:


IF ($featlist .incl. Apprentice (*))
SET Elegance = 1
ENDIF

In other words, it's generally a huge elegance hit to play around with Apprentice feats.

Zaq
2011-10-17, 09:13 PM
Oh, while we're sharing, one other idea I had was to see if fossergrims (FF) have LA. Unfortunately, they don't. Then I was going to use Polymorph to turn into one . . . but I realized that they don't actually come with their own waterfalls. They're just tied to them.

gbprime
2011-10-17, 09:18 PM
Except most judges tend to have this bit of code in their thought process:


IF ($featlist .incl. Apprentice (*))
SET Elegance = 1
ENDIF

In other words, it's generally a huge elegance hit to play around with Apprentice feats.

I can see the Master feat being an end run around the Leadership prohibition, but an elegance hit for spending a feat to gain two class skills? Ouch.

Lateral
2011-10-17, 09:42 PM
The thing is that the Apprentice feats require having a master with mechanical penalties, and that hurts elegance. It's too bad, too; my Tactical Warrior entry would've had Apprentice (philosopher) if it weren't for the 'needs a master' part.

The Gilded Duke
2011-10-17, 09:44 PM
Honestly I think Elegance and Originality have too much weight. While the alignment issues would have hurt, this class seems well suited for Glaivelocks, with it advancing warlock casting and giving Divine Power to overcome BAB issues.

People shouldn't be discouraged from submitting a build just because it is expected. Expected builds are going to be more likely to work, and in general have a higher power level then the unexpected.

I mean occasionally you are going to find some hidden gem that nobody has noticed, but an expected build that works should be rated much higher then a rare build that doesn't.

I mean, some of these prestige classes could be entered with commoner, wouldn't that be original?

Lateral
2011-10-17, 09:55 PM
Honestly I think Elegance and Originality have too much weight. While the alignment issues would have hurt, this class seems well suited for Glaivelocks, with it advancing warlock casting and giving Divine Power to overcome BAB issues.

It's very difficult to do a Glaivelock without Dragon Magazine.

Hunter Killer
2011-10-17, 10:41 PM
I disagree.

A Glaivelock is built around Eldritch Glaive, which is a Blast Shape from Dragon Magic. That's an official Wizards of the Coast book. It requires a Full Round Action to use the Glaive. The number of attack rolls you get with a Eldritch Glaive is based off of Base Attack Bonus, but it is NOT considered a weapon (Although it is a 'Weapon-like Spell') and it is NOT an Attack Action.

Now, it would be difficult to do a Clawlock without Dragon Magazine, which is based around a Feat called Eldritch Claws. A Warlock can use a Standard Action Attack or Full Attack Action with the Claws, all attack rolls DO count as normal attacks for all purposes, and they DO count as weapons. These are minor differences, yes, but they are actually a LOT less restrictive.

The two are pretty different in build, tactics, and power. Glaivelock is a functional but weak build that takes a thoughtful approach to optimize. Clawlock is borderline broken with the right supporting Feats or Classes, which boils down to either TWF'er or Pounce Charger.

Semitics, I know, but I need something to discuss while I wait.... :smallbiggrin:

TroubleBrewing
2011-10-18, 01:25 AM
Clawlock is borderline broken with the right supporting Feats or Classes, which boils down to either TWF'er or Pounce Charger.

I would hardly call a decent melee build "borderline broken". It's powerful, sure, but no more so than your standard Ubercharger. I doubt it could go toe-to-toe with a properly built Totemist.



Semitics, I know, but I need something to discuss while I wait.... :smallbiggrin:

I hope you mean semantics. The difference is crucial. :smalltongue:

Thurbane
2011-10-18, 02:39 AM
Interesting builds...

The one I thought about was X 5/Scion 1/Suel Arcanamach 5/Scion 10, but it felt like I was using Scion to get to 10th level SA casting. I also couldn't make the flavor of Suel and Tem-et-nu to mix well.

Darrin
2011-10-18, 07:10 AM
There is one feat that I won't count against your Originality score in this contest, no matter how many people take it. I almost expect everyone to take it. Don't make me say which feat it is. You know which one. You know you want to. Do it. I won't count you off for it.

I still have no idea what you're referring to here.

Amphetryon
2011-10-18, 07:26 AM
I still have no idea what you're referring to here.

HINT: Look at what feat Nefrati and Crusader have in common.

OMG PONIES
2011-10-18, 12:24 PM
A question for the chairman: is the Dragonlance Campaign Setting in the list of allowed sources?

kestrel404
2011-10-18, 12:30 PM
A question for the chairman: is the Dragonlance Campaign Setting in the list of allowed sources?

I believe that the first book of that setting was published as an offiial DnD book, and all the others are 3rd party - so it falls into the same 'obscure but acceptable material' category as the Dragon Compendium 1.