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View Full Version : Optimization Zinc Saucier XXIII: no fancy taglines here . . .



dysprosium
2014-04-03, 12:06 PM
Welcome one and all to the twenty third Zinc Saucier challenge, where Playgrounders come to test their skill in the art of beautiful and bizarre (and bizarrely beautiful) builds, summoning a savory dish of superb swordplay and sublime sorcery.

The challenge? To come up with a build that has the same abilities and feel as the Secret Ingredient WITHOUT actually using it!

For the twenty third challenge, get ready to really mix your swords with your sorceries, from the Player's Handbook II it's the Duskblade

Our challengers will have about 2 weeks to build a complete build up to Effective Character Level 20 using a 32 point buy and all official WOTC D&D 3.5 materials (excluding Dragon Magazine, but including any WOTC online enhancements) with the abilities and feel of a Duskblade without actually using any levels in it.

Entries must be submitted by Monday, 11:59pm GMT, 21 April, 2014. As usual, please submit your entries via private message to the chairman, so as not to influence the other sauciers.

Judges will then have until Monday, 11:59pm GMT, 5 May, 2014, to post scores for all dishes.

Contestants will be judged and awarded a score out of 5 in each of 4 categories;

* Innovation (Uniqueness in character concept, race, class, etc)
* Power (How powerful and versatile it is compared to the base class)
* Elegance (What can only be described as how well the build "flows", i.e not using lots of 1-2lv dips, sacrificing flavour for power or using flaws)
* Ingredient (How well the build captures the abilities and feel of the base class)

Presentation would be best in the style of how the iron chef does their presentations, however any style is allowed so long as it is clear on how the build was made.

Recommended style:NAME OF ENTRY


Level
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


20th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities



Code immediately below (spoiler).

Level
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


20th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


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


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
-
-
-
-
-
-
-
-
-
-


Code immediately below (spoiler)Spells per Day/Spells Known


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
-
-
-
-
-
-
-
-
-
-



Please do not post details of your build on the board before it is ready, so as not to spoil the surprise for others.

Sauciers may submit as many builds as they want but please don't use Leadership, as we don't want to overfeed the judges.

Previous challenges;
Soulknife (http://www.giantitp.com/forums/showthread.php?t=225187)
Bard (http://www.giantitp.com/forums/showthread.php?t=229736)
Monk (http://www.giantitp.com/forums/showthread.php?t=233749)
Assassin (http://www.giantitp.com/forums/showthread.php?t=239294)
Barbarian (http://www.giantitp.com/forums/showthread.php?t=243627)
Warlock (http://www.giantitp.com/forums/showthread.php?t=247169)
Paladin * (http://www.giantitp.com/forums/showthread.php?t=252932)
Warblade (http://www.giantitp.com/forums/showthread.php?t=256004)
Pyrokineticist (http://www.giantitp.com/forums/showthread.php?t=259654)
Ninja * (http://www.giantitp.com/forums/showthread.php?t=263278)
Druid (http://www.giantitp.com/forums/showthread.php?t=265347)
True Necromancer (http://www.giantitp.com/forums/showthread.php?t=276267)
Dervish (http://www.giantitp.com/forums/showthread.php?t=280212)
Whisperknife (http://www.giantitp.com/forums/showthread.php?t=285337)
Epic Infiltrator * (http://www.giantitp.com/forums/showthread.php?t=289233)
Master of Vipers (http://www.giantitp.com/forums/showthread.php?t=295287)
Ranger * (http://www.giantitp.com/forums/showthread.php?t=298478)
Flayerspawn Psychic (http://www.giantitp.com/forums/showthread.php?p=16076729#post16076729)
Totemist (http://www.giantitp.com/forums/showthread.php?p=16448992#post16448992)
Walker in the Waste (http://www.giantitp.com/forums/showthread.php?t=322436)
Drunken Master (http://www.giantitp.com/forums/showthread.php?p=16879574#post16879574)
Cleric (http://www.giantitp.com/forums/showthread.php?t=333648)


* Classes marked with an asterisk have had their original posts updated to reflect the final results.

This competition is inspired by the Playground Iron Chef Competitions and uses mostly identical rules.

Also it comes with double prize money. Why? Because we care!

Allez Sauciers!

dysprosium
2014-04-03, 12:07 PM
A few administrative notes:

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. Web-exclusive 3.0 or 3.5 materials by WotC are expressly allowed, but take care to verify that an updated version did not appear in print elsewhere, as this may cause an Elegance deduction at the judges' discretion. 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.

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, may lose you points. Please note the following: a legal source's relative obscurity should not be considered as penalizing Elegance, excepting the aforementioned issues with Unearthed Arcana. Using too many sources may be an Elegance deduction at the judges' discretion, but a book's relative obscurity may not.

What's the minimum score in a category? Assuming an entry is legal, the minimum score in any category is 1. If a judge is convinced that an entry is illegal by the RAW, the judge may give a 0 or decline to score a given entry. Because this contest focuses on Player Characters, an entry that is not technically allowed for a PC, but is viable as an NPC, counts as a legal entry, but may receive a minimum score at the judges' discretion.

Is Dragon Compendium Allowed? Yes, but individual issues of Dragon Magazine are not.

What about 3.0 materials? 3.0 materials, whether online or in printed form, are allowed unless they've been officially updated to a 3.5 edition.

Are Dragonlance, Ravenloft, Planescape, Dark Sun, or Kingdoms of Kalamar allowable sources? The Dragonlance Campaign Setting is allowed, but the subsequent books for Dragonlance are considered 3rd party, and are therefore not eligible, despite the "WotC approved" status of those books. The same holds for Oriental Adventures (1st party) and the subsequent Rokugan books (3rd party). Materials from Ravenloft, Planescape, Dark Sun, and Kingdoms of Kalamar are considered 3rd party for purposes of this contest, and are therefore not allowed.

What about online sources in general? If the online source is a) published by WotC, and b) not replaced by an updated version at a later time, it is eligible. Use it, link it.

Where's the line drawn with "acceptable/unacceptable" for Unearthed Arcana? This will likely vary a bit from Chairman to Chairman. Variant class features and variant character classes are espressly permitted. Item Familiars and Gestalt have always been verboten, since before IC migrated to GitP; don't expect that to change. Flaws have similarly always been noted as warranting a deduction; while I am Chairman, I'm extending that to Traits, though they warrant 1/2 the penalty in Elegance that a Flaw would because they're roughly 1/2 as useful. Alternate spell systems, alternate skill systems and alternate crafting rules all create an uneven playing field, and as such, will be disallowed for as long as I am Chairman. Bloodlines are ripe for abuse, and will be discouraged as long as I am Chairman. Note that judges are allowed to look askance at any use of Unearthed Arcana not specifically mentioned above, at their discretion, and otherwise penalize Elegance according to their preference.

What, exactly, does the ban on Leadership mean? As folks have started to try to work around the edges of this one, I'm forced to spell it out more plainly. No Leadership, Draconic Cohort, or Feats that grant a similar ability are allowed EXCEPT Wild Cohort while I am chairman. Any PrC you choose with Leadership or a Leadership-analog has that ability entirely ignored for this contest, as it may neither be used nor traded away via any means whatsoever.

What's the minimum score in a category? Assuming an entry is legal, the minimum score in any category is 1. If a judge is convinced that an entry is illegal by the RAW, the judge may give a 0 or decline to score a given entry. Because this contest focuses on Player Characters, an entry that is not technically allowed for a PC, but is viable as an NPC, counts as a legal entry, but may receive a minimum score at the judges' discretion.

How the heck do I even do this? Your mission, should you choose to accept it, is to select a combination of race, templates, classes, alternate class features, prestige classes, skills, and feats, meld them into a single character that progresses from ECL 1 to ECL 20, that is as close as possible to the secret ingredient as possible in look, feel, class features. How you do it is up to you, I recommend you read previous competitions if you are interested in seeing how others have done it before you. Capture the essence!

A thread for your amusement/edification:

Handy Tips for the Iron Chef in the Playground Noob (http://www.giantitp.com/forums/showthread.php?t=287603)

Sian
2014-04-03, 12:34 PM
*bows* this is going to be interesting ... got half an idea allready

Kazudo
2014-04-03, 12:54 PM
I'll just throw out that I may participate in this one if I have time to throw a build together. If not I may have to miss altogether, but hey, it's worth a shot.

PsyBomb
2014-04-03, 12:58 PM
I have a bit of something floating around in my skull, might throw in on this one

Inevitability
2014-04-03, 02:59 PM
Hurray! Duskblade time!

Now to choose from the hundreds of ways to create a gish...

Virdish
2014-04-03, 04:42 PM
I may participate. It will be my first time submitting a build in a competition but this seems fun.

Humble Master
2014-04-03, 09:33 PM
Boy, I ain't got no more favorite type o' character than a Gish. You can count me in for this tussle.

Also, if I don't finish my build in time for life reasons I'd be willing to at least judge, if that's ok with Dysprosium.

Kuulvheysoon
2014-04-03, 09:37 PM
I haven't done "serious" optimization in a while, but this one is tempting me - Gishes can be created in so many ways.

KrimsonNekros
2014-04-03, 09:45 PM
got an idea conking around in my head. just need to see if it's feasible.

Doc_Maynot
2014-04-03, 10:00 PM
Just checking, do Generic Classes count as an alternate rule system?

Sian
2014-04-04, 02:51 AM
Generic Classes is an Alternate rule system

---

Currently hit quite a snag with my build idea, trying to figure out which of the two routes i have in my mind i should go. Both seems really good, but as they otherwise is quite similar it would be mutually assoured penalties to post both

Virdish
2014-04-04, 06:20 AM
Are feat granting locations allowed?

Sian
2014-04-04, 06:30 AM
usually yes, but they might draw a penalty

had to rework my dish ... got level drained by Errata :smallbiggrin:

dysprosium
2014-04-04, 08:43 AM
There is plenty of room for contestants or judges. Either one will be accepted.

Sian is correct on both counts:

Generic classes are an alternate rules system and are not allowed.
Feat granting locations are ok but it is up to the particular judge to decide whether or not to give a penalty.

Everyone continue gishing!

Jormengand
2014-04-04, 10:34 AM
Butbutbut I already gished!

Ehh... I might do this, though it may end up looking incredibly similar to Jory.

relytdan
2014-04-04, 05:33 PM
interesting choice - **EDIT

I don't have much of a thought for this one
so unless one pops up - I will be in to judge this round

Sian
2014-04-05, 01:44 PM
hmm ... how cheese tolerant do ZS tend to be?

Sian
2014-04-06, 04:40 PM
Okay then, only need to fluff my build up a bit and it should be done

And i have a half-and-some build afterwards, just need to get a good idea how to do [redacted] and its good to go

Virdish
2014-04-07, 03:44 AM
[Redacted]

Build doesn't work, back to the drawing board

Edit: Inspiration hit and I put together a build that I think is a lot of fun.

relytdan
2014-04-07, 01:11 PM
My judging criteria:

Strictly based on the criteria of the SI. I will judge in the following 9 segments each is worth between -.25 to +.25 total points if you achieve or do not achieve it - these are bonus points

1: Hit Die: d8
2: Class Skills (2 + Int modifier per level, ×4 at 1st level): Climb, Concentration, Craft, Decipher Script, Jump, Knowledge (all skills taken individually), Ride, Sense Motive, Spellcraft, Swim.

3: Spells / Spells Known
4: Arcane Attunement (Sp):
5: Armored Mage (Ex):
6: Combat Casting:
7: Arcane Channeling (Su):
8: Quick Cast:
9: Spell Power (Ex):


Each of the following will start with a base score of 3 and can receive bonus or penalty points within each to a max score of 5 or min score of 1

* Innovation (Uniqueness in character concept, race, class, etc)

* Power (How powerful and versatile it is compared to the base class)

* Elegance (What can only be described as how well the build "flows", i.e not using lots of 1-2lv dips, sacrificing flavour for power or using flaws)

* Ingredient (How well the build captures the abilities and feel of the base class)

Sian
2014-04-07, 01:40 PM
No points for high BAB, which is one of the core parts?

Virdish
2014-04-07, 04:34 PM
Just need to fluff and my build will be ready to submit

relytdan
2014-04-07, 07:55 PM
No points for high BAB, which is one of the core parts?

that would be covered under power I do believe

dysprosium
2014-04-08, 04:02 PM
Hello everyone!

Just checking in to see how our Sauciers are doing. No entries as of yet but there is still plenty of time to submit one (or more).

In other news, I've been starting to compile the Zinc Saucier history along the lines of how OMG Ponies has the Iron Chef Archives.

Humble Master
2014-04-12, 01:19 PM
Finished my actual build. Just need to write up the backstory and *shudder* convert it to table code.

Sian
2014-04-12, 02:57 PM
Phew ... just thought that the submission date were on monday ... I'm too ill to focus on having done the build to my satisfaction before then... bloody Tonsillitis (even spread to become what i suspect is Otitis)

dysprosium
2014-04-14, 02:51 PM
Finished my actual build. Just need to write up the backstory and *shudder* convert it to table code.

The new table isn't more difficult to put together than the old one in my opinion. But it can be time consuming . . .


Phew ... just thought that the submission date were on monday ... I'm too ill to focus on having done the build to my satisfaction before then... bloody Tonsillitis (even spread to become what i suspect is Otitis)

Is it wrong for me to admit that I thought today was the deadline? I was saddened to see no entries. :smallfrown:

But then I reread the OP and saw that it is next week. So I feel better now.

Humble Master
2014-04-14, 05:05 PM
The new table isn't more difficult to put together than the old one in my opinion. But it can be time consuming . . .Someone gave me this (http://d20tools.ucoz.com/bber.html)
handy thing which converted stuff into forum code. It made it a simple matter of copy and paste. New code isn't more difficult, I just lost a tool.

dysprosium
2014-04-16, 10:49 AM
Peeking head in to see how the Sauciers are doing.

Xerlith
2014-04-16, 11:16 AM
Sooo... This can still be entered? :smallbiggrin:

dysprosium
2014-04-16, 11:41 AM
Yes it can!

Plenty of time for entries.

rainstorm
2014-04-16, 02:58 PM
I've always seen these posts on the forums, and I'm not the greatest at constructing builds, but I'll be throwing my chef hat into the ring too :smallbiggrin:
Love the idea of replicating the Duskblade class. I've never played one before, but they've always looked really interesting.

Ikeren
2014-04-17, 09:00 PM
Alright, going for this. Using my usual method of "do well in a couple categories, and terribly in a couple categories."

Ikeren
2014-04-18, 04:41 PM
And submitted.

Humble Master
2014-04-18, 08:40 PM
*Build finished and story coming together*
It's beginning to look a lot like Gishmas...

Muggins
2014-04-19, 12:57 PM
I suppose I should announce my participation so that it doesn't come as a complete surprise. :smallwink:

Humble Master
2014-04-20, 06:16 PM
And submitted. Let's hope it does well.

dysprosium
2014-04-21, 08:24 AM
I had a nice surprise this morning when I checked my mailbox to find four entries for this contest!

Still some time left to get your entries in for those still interested.

Xerlith
2014-04-21, 08:52 AM
Somehow made it!

Virdish
2014-04-21, 03:00 PM
Almost Forgot spells per day chart.

Svata
2014-04-21, 03:47 PM
Shame I didn't see this till just now. Could maybe have done something interesting with [Redacted], a hint of [Intentionally Left Blank], and [404: Class not Found]. Oh! and maybe a splash of [Wut]

Might judge, though.

Ikeren
2014-04-22, 01:47 AM
Entries must be submitted by Monday, 11:59pm GMT, 21 April, 2014.

Excited to see the builds!

dysprosium
2014-04-22, 08:05 AM
Sorry I'm late.

Here is our crop of entries for this round.

Please do not post until you get the all clear.

dysprosium
2014-04-22, 08:09 AM
Here is the origin story for the Duskblade.


Judges, I present the Feral Spellweaver!

Fluff:
The Feral Spellweaver name comes from an ancient tribe of Wild Elves, known as the Stormcallers, who have been around since before a calender system and the documentation of time became common practice. The Stormcallers are known for their primal sorcery with lightning-based magic being their trademark, as well as their combat prowess. Many Elves descended from the Stormcallers and continued studying their practices of swordplay and spellcraft as modern elves are known for.

Keira Stormcaller was the one who discovered the true potential of mixing sorcery and weaponry together on the battlefield. She could be considered one of the founders of the modernized Duskblade class which contemporary Elves created. Until she made her discoveries, everyone in her tribe either focused on learning how to wield a sword, or practicing the arcane if they had the talent. Keira had talent for both, however, and saw the two forces as one. With combining strength and magic, the ferocity of the wilds her tribe lived in, and her ancient bloodline, the Feral Spellweaver had been created.

Abilities and Racial Info:
Keira Stormcaller, CG Wild Elf Sorceress 9, Fighter 1, Spellsword 10

32 point buy

Str: 14
Dex: 14
Con: 14
Int: 12
Wis: 8
Cha: 16

Level 4, 8, 12, 16, and 20: Cha +1 for a total of 21 Charisma

Wild Elf:

•+2 Dex, -2 Int (already factored in)
•Medium size
•base land speed of 30'
•immunity to sleep spells and effects
•+2 saving throw against enchantment spells or effects
•Low-light vision
•Racial weapon proficiency of longsword, rapier, shortbow and longbow, and their composite variants
•+2 bonuses to listen, spot, and search
•Favored class: Sorcerer

The Build:


Level
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features


1st
Sorcerer 1
+0
+0
+0
+2
Concentration 4, Knowledge (arcana) 4, Spellcraft 4
Combat Casting
Sorcerer Variant: Battle Sorcerer, Metamagic Specialist


2nd
Sorcerer 2
+1
+0
+0
+3
Concentration 5, Knowledge (arcana) 5, Spellcraft 5




3rd
Sorcerer 3
+2
+1
+1
+3
Concentration 6, Knowledge (arcana) 6, Spellcraft 6
Battlecaster Offense



4th
Sorcerer 4
+3
+1
+1
+4
Concentration 7, Intimidate 2, Knowledge (arcana) 6, Spellcraft 6




5th
Fighter 1
+4
+3
+1
+4
Concentration 7, Intimidate 5, Knowledge (arcana) 6, Spellcraft 6
Intimidating Strike (bonus feat)
Bonus Feat


6th
Spellsword 1
+5
+5
+1
+6
Concentration 8, Intimidate 5, Knowledge (arcana) 7, Spellcraft 7
Somatic Weaponry
Ignore spell failure 10%, +1 level Sorcerer spellcasting abilities


7th
Spellsword 2
+6/+1
+6
+1
+7
Concentration 9, Intimidate 5, Knowledge (arcana) 8, Spellcraft 8
Empower Spell (bonus feat)
Bonus Feat


8th
Spellsword 3
+7/+2
+6
+2
+7
Concentration 10, Intimidate 5, Knowledge (arcana) 9, Spellcraft 9

Ignore Spell Failure 15%, +1 level Sorcerer spellcasting abilities


9th
Spellsword 4
+8/+3
+7
+2
+8
Concentration 11, Intimidate 5, Knowledge (arcana) 10, Spellcraft 10
Storm Bolt
Channel Spell 3/day


10th
Spellsword 5
+9/+4
+7
+2
+8
Concentration 12, Intimidate 5, Knowledge (arcana) 11, Spellcraft 11

Ignore Spell Failure 20%, +1 level Sorcerer spellcasting abilities


11th
Spellsword 6
+10/+5
+8
+3
+9
Concentration 13, Intimidate 5, Knowledge (arcana) 12, Spellcraft 12

Channel Spell 4/day


12th
Spellsword 7
+11/+6/+1
+8
+3
+9
Concentration 14, Intimidate 5, Knowledge (arcana) 13, Spellcraft 13
Quicken Spell
Ignore spell failure 25%, +1 level Sorcerer spellcasting abilities


13th
Spellsword 8
+12/+7/+2
+9
+4
+10
Concentration 15, Intimidate 5, Knowledge (arcana) 14, Spellcraft 14

Channel spell 5/day


14th
Spellsword 9
+13/+8/+3
+9
+4
+10
Concentration 16, Intimidate 5, Knowledge (arcana) 15, Spellcraft 15

Ignore spell failure 30%, +1 level Sorcerer spellcasting abilities


15th
Spellsword 10
+14/+9/+4
+10
+4
+11
Concentration 17, Intimidate 5, Knowledge (arcana) 16, Spellcraft 16
Residual Magic
Multiple channel spell


16th
Sorcerer 5
+14/+9/+4
+10
+4
+11
Concentration 18, Intimidate 7, Knowledge (arcana) 16, Spellcraft 16




17th
Sorcerer 6
+15/+10/+5
+11
+5
+12
Concentration 19, Intimidate +9, Knowledge (arcana) 16, Spellcraft 16




18th
Sorcerer 7
+15/+10/+5
+11
+5
+12
Concentration 20, Intimidate 10, Knowledge (arcana) 16, Spellcraft 17
Extra Spell (6th level)



19th
Sorcerer 8
+16/+11/+6/+1
+12
+5
+13
Concentration 21, Intimidate 10, Knowledge (arcana) 17, Spellcraft 18




20th
Sorcerer 9
+16/+11/+6/+1
+12
+6
+13
Concentrate 22, Intimidate 10, Knowledge (arcana) 18, Spellcraft 19





Spellcasting:
Spells per Day/Spells Known
Note: Spells 1st-5th level receive 1 bonus spell per day due to high Charisma at the time those spell levels become available



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
5/3
3/1
-
-
-
-
-
-
-


7th
5/5
5/3
3/1
-
-
-
-
-
-
-


8th
5/6
5/3
4/1
2/1
-
-
-
-
-
-


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


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


11th
5/6
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
5/7
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
5/4
5/3
5/2
3/1
-
-
-
-


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


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


20th
5/8
5/4
5/4
5/3
5/3
5/2
5/1
3/1
-
-



Spell List:


0 level: Resistance, Acid Splash, Read Magic, Disrupt Undead, Detect Magic, Caltrops, Mending, Mage Hand

1st level: Magic Missile, Shocking Grasp, True Strike, Lesser Orb of Cold

2nd level: Mirror Image, Bull's Strength, Melf's Acid Arrow, Blindness/Deafness

3rd level: Lightning Bolt, Haste, Heroism

4th level: Greater Invisibility, Orb of Fire, Stoneskin

5th level: Cone of Cold, Overland Flight

6th level: Chain Lightning, Disintegrate

7th level: Finger of Death

Sources:
Everything is from Player's Handbook except specifically listed (in order of appearance) below:

Wild Elf: Monster Manual p. 104
Metamagic Specialist ACF: Player's Handbook 2, p. 61
Sorcerer Variant, Battle Sorcerer: Unearthed Arcana, p. 56
Battlecaster Offense: Complete Mage, p. 40
Intimidating Strike: Player's Handbook 2, p. 79
Spellsword: Complete Warrior, p. 79
Somatic Weaponry: Complete Mage, p. 47
Storm Bolt: Complete Mage, p. 47
Residual Magic: Complete Mage, p. 46
Extra Spell: Complete Arcane, p. 79


Spell Citation:

Caltrops: Spell Compendium, p. 43
Lesser Orb of Cold: Spell Compendium p. 152
Orb of Fire: Spell Compendium p. 152

dysprosium
2014-04-22, 08:12 AM
Remember kids, stay in school and you too can be a Duskblade.


Whitekeeper Jurul, the Illumian (Aeshkrau) Warmage 4/ Cleric of Red Knight 1 / Ordained Champion 3 / Mystic Theurge 4 / Holy Scourge 5 / Arcane Devotee 3




Jurul looked out of the watchtower of the top of the Libary of the Quill Cabal fortress, he had lived there the whole life and had recently been promoted to Director of the Defensive arm of the Cabal. In his youth he had stumbled over a almost unreadable thesis on combat tactics and old stories about how the elves had managed to merge martial expertise and the magical arts, and since then he had tried to do the same thing, starting to worship Red Knight on the way. Now he was fitter than ever, and kept training in the Elven art, while exploring the scrolls and books younger Illumians, that worked in his directorate, was sent out in the world hunting rare military codexes.








Ability
Score


Strength
16


Dexterity
14


Constitution
10


Intelligence
14


Wisdom
12


Charisma
12

Get Charisma to a modified 17 (with Items and raising the Score) and put rest in Strength





Level
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features


1st
Warmage 1
+0
+0
+0
+2
Concentration 4, Knowledge (Arcana) 4, Knowledge (Religion) 2(cc), Spellcraft 4
Combat Casting
Armored Mage (Light), Warmage Edge


2nd
Warmage 2
+1
+0
+0
+3
Concentration 5, Knowledge (Arcana) 5, Knowledge (History) 1, Spellcraft 5,




3rd
Cleric 1
+1
+2
+0
+5
Knowledge Religion 6
Battle Caster (Medium), (Matial Weapon Proficiency: Longsword), (Weapon Focus: Longsword), (Extend Spell)
Turn Undead, Domain: War, Planning


4th
Warmage 3
+1
+3
+1
+5
Concentration 6, Knowledge (Arcana) 6, Knowledge (Religion) 7(cc),

Advanced Learning (Amanuensis)


5th
Ordained Champion 1
+2
+5
+1
+7
Concentration 7, Knowledge (Arcana) 7, Spellcraft 7
(Power Attack)
Bonus Domain, Domain->Combat Feat, Continued Advancement, Modified Spontaneous Casting


6th
Ordained Champion 2
+3
+6
+1
+8
Concentration 8, Knowledge (Arcana) 8, Knowledge (Religion) 8, Spellcraft 8
Persistent Spell, (Diehard)
Diehard, Smite


7th
Ordained Champion 3
+4
+6
+2
+8
Concentration 9, Knowledge (Arcana) 9, Knowledge (Religion) 9, Spellcraft 9

Channel Spell, Divine Bulwark


8th
Warmage 4
+5
+6
+2
+9
Concentration 11, Knowledge (Arcana) 10, Spellcraft 10




9th
Mystic Theurge 1
+5
+6
+2
+11
Knowledge (Arcana) 11, Knowledge (Religion) 11, Spellcraft 11
Divine Metamagic (Persistent Spell)



10th
Mystic Theurge 2
+6/+1
+6
+2
+12
Concentration 12, Knowledge (Arcana) 12, Knowledge (Religion) 12, Spellcraft 12




11th
Mystic Theurge 3
+6/+1
+7
+3
+12
Concentration 13, Knowledge (Arcana) 13, Knowledge (Religion) 13, Spellcraft 13




12th
Mystic Theurge 4
+7/+2
+7
+3
+13
Concentration 14, Knowledge (Arcana) 14, Knowledge (Religion) 14, Spellcraft 14
Rapid Metamagic



13th
Holy Scourge 1
+7/+2
+7
+3
+15
Concentration 15, Knowledge (Arcana) 15, Knowledge (Religion) 15, Spellcraft 15

Code of Conduct, Dedicated Spellcaster, Rightous Evocation +1


14th
Holy Scourge 2
+8/+3
+7
+3
+16
Concentration 16, Knowledge (Arcana) 16, Knowledge (Religion) 16, Spellcraft 16

Arcane Smite 1/day


15th
Holy Scourge 3
+8/+3
+8
+4
+16
Concentration 17, Knowledge (Arcana) 17, Knowledge (Religion) 17, Spellcraft 17
Enlarge Spell
Devoted Arcanist


16th
Holy Scourge 4
+9/+4
+8
+4
+17
Concentration 18, Knowledge (Arcana) 18, Knowledge (Religion) 18, Spellcraft 18

Arcane Smite 2/day


17th
Holy Scourge 5
+9/+4
+8
+4
+17
Concentration 19, Knowledge (Arcana) 19, Knowledge (Religion) 19, Spellcraft 19

Rightous Evocation +2


18th
Arcane Devotee 1
+9/+4
+8
+4
+19
Concentration 20, Knowledge (Arcana) 20, Knowledge (Religion) 20, Spellcraft 20
Practiced Spellcaster (Warmage)
Enlarge Spell


19th
Arcane Devotee 2
+10/+5
+8
+4
+20
Concentration 21, Knowledge (Arcana) 21, Knowledge (Religion) 21, Spellcraft 21

Sacred Defense +1, Alignment Focus (Good)


20th
Arcane Devotee 3
+10/+5
+9
+4
+20
Concentration 21, Knowledge (Arcana) 21, Knowledge (Religion) 21, Spellcraft 21
(Spell Penetration)
Bonus Feat





Warmage Spells per Day (Casts as level 15, CL 20)



Level
0lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
5
3
-
-
-
-
-
-
-
-


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


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


4th
6
5
-
-
-
-
-
-
-
-


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


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


7th
6
5
-
-
-
-
-
-
-
-


8th
6
6
3
-
-
-
-
-
-
-


9th
6
6
4
-
-
-
-
-
-
-


10th
6
6
5
3
-
-
-
-
-
-


11th
6
6
6
4
-
-
-
-
-
-


12th
6
6
6
5
3
-
-
-
-
-


13th
6
6
6
5
3
-
-
-
-
-


14th
6
6
6
6
4
-
-
-
-
-


15th
6
6
6
6
5
3
-
-
-
-


16th
6
6
6
6
6
4
-
-
-
-


17th
6
6
6
6
6
5
3
-
-
-


18th
6
6
6
6
6
6
4
-
-
-


19th
6
6
6
6
6
6
5
3
-
-


20th
6
6
6
6
6
6
6
4
-
-



Cleric Spells per Day (Cast as level 7, Caster Level 9)


Level
0lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


3rd
3
1+1
-
-
-
-
-
-
-
-


4th
3
1+1
-
-
-
-
-
-
-
-


5th
3
1+1

-
-
-
-
-
-
-


6th
4
2+1
-
-
-
-
-
-
-
-


7th
4
2+1
1+1
-
-
-
-
-
-
-


8th
4
2+1
1+1
-
-
-
-
-
-
-


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


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


11th
5
3+1
3+1
2+1
-
-
-
-
-
-


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






At level 5 Jurul are still quite weak at spellcasting, but between Fist of Stone and his natural ability score, he can go to town with a twohanded weapon and a Strength on 22 acting as a decent Melee even if he is out of spells, otherwise spells is primarily used for utility/buffing


Having just gotten 3'd level spells (both Warmage and Cleric) the options available have raised a fair ammount. With Channel he can even keep bashing people in the head with his high Strength although we're at the break of dawn on that account since he haven't yet gotten Persisted Divine Power to get his Base Attack Bonus up to speed (even though its decent enough only 1 behind Clerics or Rogues), but even then it's posible to persist stuff such as 'prayer'


And now we are probably where it start to get really strong. 5th level Warmage spells, DMM Persisted Divine Power taking care of Base Attack Bonus, while Rapid Metamagic makes it much easier to handle on-the-fly metamagics, mainly for extending buffs, and Enlarge spell is handy for some of the lower range AoE effects, Rightous Evocation makes number of dice flying more important, finally Devoted Arcanist makes it much easier to blast through enemy SR, and 1/day i have a smite on a spell


Better at what we're strong at, gain better Rightous Evocation, another spellsmite, better at going though enemy SR, What ammounts to Sudden Enlarge ChaMod/Day and slightly stonger saves against divine magic




Build is quite MAD so Belt of Magnificence (Miniature Handbook) is a high priority item to get, as high as posible. Either a Belt or if a highly spiteful DM, Periapt of Wisdom +1 at level 10 (can be backward engineered from the existing items) and +2 at level 12 is critical for the build, so the Cleric spells are castable.

Ideally it should be built on top of an Belt of Battle, as per Magic Item Compendium rules, and ideally the Belt of Battle should be buffed so it gives more charges per day to gain actions from


High Base Attack Bonus - Check (via Divine Metamagic Persisted Divine Power)
Armored Mage - Check (not Heavy Shield through)
Arcane Channeling - Check (costs Move Action)
Quickcast - Nope
SpellPower - Check (only against evil opponents through)




Material
Stuff used


Complete Arcane
Combat Caster, Persistent Spell, Practiced Spellcaster, Warmage


Complete Champion
Ordained Champion


Complete Divine
Divine Metamagic


Complete Mage
Holy Scourge, Rapid Metamagic


Dungeon Master Guide
Mystic Theurge


Forgotten Realms Campaign Setting
Arcane Devotee, Red Knight (Deity)


Races of Destiny
Illumian

dysprosium
2014-04-22, 08:17 AM
The dusk leads the darkness into the light.


Dusk, the Blade Channeller.

Dusk (called that because of his dark skin, hair, and eyes, and totally not because of any references to a class that we're not using in this competition) was a totally normal crusading righteous paladin of the order of Golden Lions following his totally normal penance of duty to another good church, tasking him with defending an orphanage full of small children from disadvantaged races. It was supposed to be a totally routine prevent-roving-murder-hobos-from-stumbling-into-it-and-going-on-a-slaughter mission, with no unexpected trouble.

Of course, any story that starts with "no unexpected trouble" inevitably runs into unexpected trouble, and this one was no different. A band of "adventurers" (I.E: murderhobos) found the orphanage of children from disadvantaged races and declared them to be "evil" and went on a rampage, slaughtering them. Dusk tried to prevent them, but swiftly found himself ensnared in enemy magics, watching helpless as fireball after fireball flew into the burnt out husk of a house.

Dusk resolved to learn magic himself, to prevent this sort of atrocity, to fight fire with fire (pun intended). He left the church and became an adventurer (I.E: murderhobo), and found a draconic master that helped him unlock his magical potential, and spent the rest of his life, trying to learn to merge melee and magic, and channel his spells through his blade.



32 Point buy: Str 14, Dex 15+4 level, Con 14, Int 10, Wis 10, Cha 15+1 level.
Paladin 2/Sorcerer4/Spellsword4/Abjurant Champion4/Spellsword+6



Level
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features


1st
Paladin 1
+1
+2
+0
+0
Concentration +4, Diplomacy +4, Use magic device +2
Combat Casting, Least Dragonmark True: Sentinel (Eberron Campaign Setting, p. 56 )
Aura of Good, Detect Magic at Will (Golden Lion Substitution, Champions of Valor page 43), Smite Evil 1/day


2nd
Paladin 2
+2
+3
+0
+0
Concentration +5, Diplomacy +5, Use magic device +2.5
-
Divine Grace, Lay on Hands


3rd
Sorcerer 1
+2
+3
+0
+2
Concentration +6, Diplomacy +5, Use magic device +3, Knowledge Arcana +1
Practised Caster: Sorcerer (Complete Arcane page 82)
Metamagic Specialist (Players Handbook 2 page 61)


4th
Sorcerer 2
+3
+3
+0
+3
Concentration +6, Diplomacy +5, Use magic device +3.5, Knowledge Arcana +3
-
Attribute – Dex 16


5th
Sorcerer 3
+3
+4
+1
+3
Concentration +6, Diplomacy +5, Use magic device +4, Knowledge Arcana +5
-
-


6th
Sorcerer 4
+4
+4
+1
+4
Concentration +7, Diplomacy +5, Use magic device +4.5, Knowledge Arcana +6
Two Weapon Fighting
-


7th
Spellsword 1 (Complete Warrior Page 79)
+5
+6
+1
+6
Concentration +9, Diplomacy +5, Use magic device +5, Knowledge Arcana +6
-
Ignore Spell Failure 10%


8th
Spellsword 2
+6/+1
+7
+1
+7
Concentration +11, Diplomacy +5, Use magic device +5.5, Knowledge Arcana +6
Spellsword Bonus: Improved Two Weapon Fighting
Attribute – Dex 17


9th
Spellsword 3
+7/+2
+7
+2
+7
Concentration +12, Diplomacy +5, Use magic device +6, Knowledge Arcana +6, Spellcraft +1
Arcane Strike (Complete Warrior Page 96)
Ignore Spell Failure 15%


10th
Spellsword 4
+8/+3
+8
+2
+8
Concentration +13, Diplomacy +5, Use magic device +6.5, Knowledge Arcana +6, Spellcraft +2
-
Channel Spell 3/day


11th
Abjurant Champion 1
+9/+4
+8
+2
+10
Concentration +14, Diplomacy +5, Use magic device +7, Knowledge Arcana +6, Spellcraft +3
-
Abjurant Armor, Extended Abjurations


12th
Abjurant Champion 2
+10/+5
+8
+2
+11
Concentration +15, Diplomacy +5, Use magic device +7.5, Knowledge Arcana +6, Spellcraft +4
Mark of the Dauntless
Swift Abjuration, Dex 18


13th
Abjurant Champion 3
+11/+6/+1
+9
+3
+11
Concentration +16, Diplomacy +5, Use magic device +8, Knowledge Arcana +6, Spellcraft +5
-
-


14th
Abjurant Champion 4
+12/+7/+2
+9
+3
+12
Concentration +17, Diplomacy +5, Use magic device +8.5, Knowledge Arcana +6, Spellcraft +6
-
Arcane Boost


15th
Spellsword 5
+13/+8/+3
+9
+3
+12
Concentration +18, Diplomacy +5, Use magic device +9, Knowledge Arcana +6, Spellcraft +7
Quicken Spell
Ignore Arcane Spell Failure 20%


16th
Spellsword 6
+14/+9/+4
+10
+4
+13
Concentration +19, Diplomacy +5, Use magic device +9.5, Knowledge Arcana +6, Spellcraft +8
-
Channel Spell 4/day, Dex 19


17th
Spellsword 7
+15/+10/+5
+10
+4
+13
Concentration +20, Diplomacy +5, Use magic device +10, Knowledge Arcana +6, Spellcraft +9
-
Ignore Arcane Spell Failure 25%


18th
Spellsword 8
+16/+11/+6/+1
+11
+4
+14
Concentration +21, Diplomacy +5, Use magic device +10.5, Knowledge Arcana +6, Spellcraft +10
Greater Two Weapon Fighting
Channel Spell 5/day


19th
Spellsword 9
+17/+12/+7/+2
+11
+5
+14
Concentration +22, Diplomacy +5, Use magic device +11, Knowledge Arcana +6, Spellcraft +11
-
Ignore Arcane Spell Failure 30%


20th
Spellsword 10
+18/+13/+8/+3
+12
+5
+15
Concentration +23, Diplomacy +5, Use magic device +11, Knowledge Arcana +6, Spellcraft +13
-
Double Channel, Base charisma 16



Spells per Day/Spells Known


Level
0lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
-
-
-
-
-
-
-
-
-
-


2nd

-
-
-
-
-
-
-
-
-


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


4th
6/5
4/2
-
-
-
-
-
-
-
-


5th
6/5
5/3
-
-
-
-
-
-
-
-


6th
6/6
6/3
3/1
-
-
-
-
-
-
-


7th
6/6
6/4
4/2
-
-
-
-
-
-
-


8th
6/6
6/4
4/2
-
-
-
-
-
-
-


9th
6/7
6/4
5/2
3/1
-
-
-
-
-
-


10th
6/7
6/4
5/2
3/1
-
-
-
-
-
-


11th
6/7
6/5
6/3
4/2
-
-
-
-
-
-


12th
6/8
6/5
6/3
5/2
3/1
-
-
-
-
-


13th
6/8
6/5
6/4
6/3
4/2
-
-
-
-
-


14th
6/9
6/5
6/4
6/3
5/2
3/1
-
-
-
-


15th
6/9
6/5
6/5
6/4
6/3
4/2
-
-
-
-


16th
6/9
6/5
6/5
6/4
6/3
4/2
-
-
-
-


17th
6/9
6/5
6/5
6/4
6/3
5/2
3/1
-
-
-


18th
6/9
6/5
6/5
6/4
6/3
5/2
3/1
-
-
-


19th
6/9
6/5
6/5
6/4
6/4
6/3
4/2
-
-
-


20th
6/9
6/5
6/5
6/4
6/4
6/3
4/2
-
-
-





* --- Things for channelling at people.
0th level: 9: dancing lights, detect magic, flare, ghost sound, read magic , prestidigitation, mage hand, message, mending
1st level: 5: Shield, Enlarge Person, True Casting, True Strike, Nerveskitter,
2nd level: 5: Lesser Celerity, Alter Self, Scorching Ray*, Wraithstrike, Heart of Air,
3rd level: 4: Shivering Touch*, Bite of the Wererat, Haste, Heart of Water
4th level: 4: Celerity, Orb of Acid*, Heart of Earth, Greater Mirror Image (or Polymorph for more cheese)
5th level: 3: Arcane Fusion, Prismatic Ray*, Heart of Fire
6th level: 2: Disintigrate*, Bite of the Weretiger



Conveniently, all the key items are core+complete.

Total BAB: 18 out of 20
Total Caster level: 17 out of 20
Total Hit Dice: 6d10+4d4+10d8 = 88 out of 90 (average)
Proficiencies: Armor, shield, martial weapons, perfect match.
Skills: All levels have 2+int skills, just like the Duskblade
Skills: Lists: Duskblade skills never gained: Decipher Script
Saves: 12/5/15 versus 12/6/12
Spells: Assuming a duskblade adds to highest level spell known each time, you have more cantrips known, 1 more 1st and 2nd level spells known, 1 less 5th level spell known but +2 6th level spells known. In terms of spells per day, you have 4 less of 1st-3rd, 2 less 4th, but 4 more 6th level spells.

Armored Mage: Medium armor/heavy shield versus ignoring 30% of Arcane Spell Failure.

Arcane Channelling: Spellsword provides arcane channelling 5/day + double channel, which is at least somewhat close to duskblades full attack channel. Putting celerity in there helps, but to my knowledge no other class in the game gets identical channelling to the 13th level duskblade ability. Abjurant champion gets you another channel (arcane boost), and the feat arcane strike also provides a third form of channelling.

Quickcast: You have quicken spell and 6th level slots, which gets you quickening 2nd level spells if you want. No free quicken 4/day, but celerity/arcane fusion cheese can let you do some pretty sick stuff, especially when combined with multiple channel spell. You also can quickcast your 2nd level abjurations and lower from Abjurant Champion.

Spellpower +5: True Casting provides this effect.

Arcane Attunement: You know these cantrips and can cast 6 of them a day, and get detect magic at will.



Traditional gishes start slow, and this one does that. With charisma to saves you'll at least be defensively able, and levels 1-5 are places where sitting back and throwing out small spells/ranged attacks isn't as unacceptable as it is at higher levels.



This is where the build turns on for good, and stays turned on for the rest of the levels. Two Weapon Fighting, Improved Two Weapon Fighting, and Arcane Strike. Dropping a 3rd level spell for +3 attack/+3d4 damage on 4 attacks is not bad at all. And you've got channel spell 3/day, which lets you use a move action to channel a spell and leaves you a standard to attack --- auto-spell storing, with no spell limit.


With mark of the dauntless, you're ready for full celerity cheesing on your attack routine --- and you've got 5 attacks per round without haste.
The major combat trick here is differing action types:
Arcane Boost (Abjurant Champion) is a swift action
Arcane Strike is a free action.
Channel Spell and Double Channel are move actions.
A combat round can thus look like this:
Round 1: Swift: Arcane Boost (+2 damage/spell level) or Wraithstrike if you're worried about hitting.
Round 1: Arcane Strike (+1 attack/+1d4 damage/spell level)
Round 1: Immediate: Lesser Celerity for a move action
Round 1: Move: Channel or Double Channel once you get it at 20

A huge drop at 15th level would be: 5th level spell into Arcane boost for +10 damage on all attacks, 5th level spell into arcane strike for +5 attack/+12.5 damage, Immediate action Lesser Celerity, channel spell prismatic ray or Orb of Acid (depending on if you suspect the creature has good saves or not). Then full attack (5 attacks) with +5 attack, +22.5 damage and dropping an orb of Acid. Or cheese out a Shivering Touch and see if their dexterity is lower than your 3d6 dex damage. (Or buy a rod of lesser: maximize).

Round 2: Standard action spell + move, or full attack.
And back to round 1.

The other super cool thing here is that stored spells last a full 8 hours, so you can charge your weapons well before combat and skip the celerity cheese round 1, and use it round 2 instead.



As with level 15, except drop a pair of disintegrates (low fort save enemies like casters) or orbs of acid into your weapon. Use 6th level slots for arcane boost/arcane fusion for +6 attack/+27 damage on 7 attacks, plus whatever your weapons effects are. It's sort of a classic nova sort of gish, but with a full slew of solid buffs to back yourself up --- and quickens, celerity, and arcane fusion to throw out those buffs quickly when you need to. Finishing with 7 attacks and 18 BAB is totally solid, and here you have a spell-channelling sword mage with good versatility --- just like the duskblade.



You're somewhat mad: Int and Wis are your dump stats. You get CHA to saves, which is your casting stat, and you need all 3 melee stats (str/dex/con, more or less in that order). Standard defensive gear and armor is necessary. You will probably just use a swift action shield spell (+8 AC) instead of a shield, which helps you save money (also, you're a TWFer with +8 shield AC: heck yes). Natural armor can come from Alter self.

Using a pair of spell storing weapons is, of course, hilarious, so do it (nothing like unloading 4 spells at a target in combat round 2: get your party cleric/wizard/bard/druid to pass you some debuffs for versatility). Other good two weapon fighting ideas are here: http://www.giantitp.com/forums/showthread.php?279079-3-5-The-TWF-OffHandbook. I particularly like bracers of lightning (11000gp for +1d6 lightning damage), Gloves of Ghost Fighting (4000gp for ghost touch), Ring of Adamanite Touch (6000gp), the ever cheesy belt of battle. Also the standard +1 eager warning wand chamber nerveskitter wand staff to carry around and win initiative then drop as a free action.

You can negate up to 30% arcane spell failure on your armor. That means you can wear Thistledown Fullplate (Races of the Wild) without using up any of your armors + bonuses on twilight; and since you're not using mithril you can pick another armor type if you want.

The standard array of sorcerer casting gear, and wands of various buffs, is, of course, going to be useful as well.



If you can't use the Eberron dragonmark cheese, consider a third eye: clarity (magic item compendium), or sudden recovery (lords of maddness), or UMDing a wand of Favor of the Martyr (Spell compendium, pal 4) to prevent celerity's daze effect. Or drop that line of cheese; the build works fine without it.

Flaws and traits for more options: Versatile caster is a great one (merge low level spells for higher level spells). Going Sorcerer 4/Warblade1/Crusader 1 (or Sorcerer 4/Crusader 2) gets you Tome of Battle Manouevers, which could have some value. You could go with starlwart battle sorcerer (complete mage/unearthed arcana) for more HP/BAB at the cost of spells per day. Fighter 2 loses you cha to saves and detect magic but gains you two feats.

Consider unearthed Arcana paladin variants for other alignments: Paladin of Freedom is a lot more appealing to me in general than traditional paladins.

dysprosium
2014-04-22, 08:21 AM
The Rune of Speed



http://i.imgur.com/3q61SYb.jpg (http://armandeo64.deviantart.com/art/Rune-Mage-276220904)

Constance began her life in a dwarven fortress, born of the Quartzheart merchant clan. From the first moments of her life, her duty was made clear; to create fantastical works of stone and ore, and even the occasional rune. It was a life that she was made to love, even if she loathed its repetition. As she grew, she endeavored to be heard as more than just the daughter of a merchant king. She wanted to explore the outside and pursue those tales of wonder from her infancy, slaying dragons and insulting elves with equal measure. She begged for freedom, and when they did not listen she left of her own accord.

It was no lie to say that her earliest days were difficult. Scraping together what little she knew from dwarven traditions, she made it to the outskirts of her home but no further. From there she relied on the teachings of an elderly man, weathered from his travels and seeking little more than dwarven ale. For every pint, he gave her a tip; for every keg, he gave her a lesson. It was by his loose tongue and supple wrist that she learned the first elements of swordplay, allowing her to venture further into the wild unknown.

She met many people during those early days, but only a few stayed with her. Brorgen, Delila, Morgan; with them she formed her first adventuring party, and their days together were well-remembered. Morgan's arcana was even the inspiration for her own interest in magic, from which she developed her own insights and spells to rival his. Their time together was short and sweet, even if their good fortune wasn't destined to last. A few wrong moves sent their party tumbling into a kobold ambush, from which only she survived.

She returned home soon afterwards, battered but not broken, to be received by her kin again. They treated the girl with suspicion, then recognition; though her talents had grown, she remained one of their own. She returned to her family and renewed her interest in runes and stonework, even entering the tutelage of a runesmith so that she could employ them in her magic. Then, after a mere few years with her brethren, she returned to the outside world in the pursuit of further adventure.

The decades which followed did so quickly. She learned the wonders of Haste and Fireball from the scrolls of a traveling merchant, and soon incorporated such spells into her routine. She fell in with another crowd of adventurers, each just as eager to see the world and crush it underfoot as she was. Her powers grew and mightier challenges were faced, just like the stories she'd be told before bed. She even found love, according to aftermath of many a night of drunken revelry. In her old age she would return home, teaching such arts alongside her master. There was nothing to be ashamed of in such fantastical arcane power as hers.

Constance of Quartzheart
Race: Dwarf
Classes: Warblade 1/Wizard 5/Runesmith 5/Swiftblade 9
Alignment: Lawful Neutral

Ability Scores: 32 Point Buy
Base: 14/13/14/17/10/8
Racial: +2 Constitution, -2 Charisma
Levels: +5 Intelligence
Total: 14/13/16/22/10/6

Hit Points: 1d12+5d4+14d6



Level
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features


1st
Warblade 1
+1
+2
+0
+0
4 Craft (Stone-working), 4 Concentration, 4 Knowledge (History), 4 Knowledge (Local), 4 Tumble, 4 Diplomacy, 4 Intimidate
Heavy Armour Proficiency
Maneuvers, Battle Clarity (Reflex Saves), Weapon Aptitude


2nd
Wizard 1
+1
+2
+0
+2
4 Craft (Stone-working), 4 Concentration, 4 Knowledge (History), 4 Knowledge (Local), 4 Tumble, 4 Diplomacy, 4 Intimidate, 5 Spellcraft

Spellcasting, Familiar, Scribe Scroll


3rd
Wizard 2
+2
+2
+0
+3
6 Craft (Stone-working), 6 Concentration, 4 Knowledge (History), 4 Knowledge (Local), 4 Tumble, 4 Diplomacy, 4 Intimidate, 6 Spellcraft
Dodge



4th
Wizard 3
+2
+3
+1
+3
7 Craft (Stone-working), 7 Concentration, 4 Knowledge (History), 4 Knowledge (Local), 3 Knowledge (Arcana), 4 Tumble, 4 Diplomacy, 4 Intimidate, 7 Spellcraft




5th
Wizard 4
+3
+3
+1
+4
8 Craft (Stone-working), 8 Concentration, 4 Knowledge (History), 4 Knowledge (Local), 6 Knowledge (Arcana), 4 Tumble, 4 Diplomacy, 4 Intimidate, 8 Spellcraft




6th
Runesmith 1
+3
+3
+1
+6
9 Craft (Stone-working), 9 Concentration, 4 Knowledge (History), 4 Knowledge (Local), 9 Knowledge (Arcana), 4 Tumble, 4 Diplomacy, 4 Intimidate, 9 Spellcraft
Mobility
Rune Magic


7th
Swiftblade 1
+4
+3
+3
+8
9 Craft (Stone-working), 9 Concentration, 4 Knowledge (History), 4 Knowledge (Local), 9 Knowledge (Arcana), 4 Tumble, 4 Diplomacy, 4 Intimidate, 9 Spellcraft, 4 Spot, 4 listen

Spring Attack, Swift Surge +1/+0 ft.


8th
Swiftblade 2
+5
+3
+4
+9
9 Craft (Stone-working), 9 Concentration, 4 Knowledge (History), 4 Knowledge (Local), 9 Knowledge (Arcana), 4 Tumble, 4 Diplomacy, 4 Intimidate, 9 Spellcraft, 8 Spot, 8 listen

Blurred Alacrity 20%


9th
Swiftblade 3
+6/1
+4
+4
+9
9 Craft (Stone-working), 9 Concentration, 4 Knowledge (History), 4 Knowledge (Local), 9 Knowledge (Arcana), 4 Tumble, 4 Diplomacy, 4 Intimidate, 9 Spellcraft, 12 Spot, 12 listen
Practiced Spellcaster
Sudden Casting, Blurred Alacrity 30%


10th
Swiftblade 4
+7/2
+4
+5
+10
9 Craft (Stone-working), 11 Concentration, 4 Knowledge (History), 4 Knowledge (Local), 11 Knowledge (Arcana), 5 Tumble, 4 Diplomacy, 4 Intimidate, 10 Spellcraft, 13 Spot, 13 listen

Arcane Reflexes, Blurred Alacrity 40%, Swift Surge +1/+10 ft.


11th
Swiftblade 5
+8/3
+4
+5
+10
9 Craft (Stone-working), 13 Concentration, 4 Knowledge (History), 4 Knowledge (Local), 13 Knowledge (Arcana), 5 Tumble, 4 Diplomacy, 4 Intimidate, 12 Spellcraft, 14 Spot, 14 listen

Evasive Celerity 20%, Blurred Alacrity 50%


12th
Swiftblade 6
+9/4
+5
+6
+11
9 Craft (Stone-working), 15 Concentration, 4 Knowledge (History), 4 Knowledge (Local), 15 Knowledge (Arcana), 5 Tumble, 4 Diplomacy, 4 Intimidate, 15 Spellcraft, 15 Spot, 15 listen
Arcane Strike
Fortified Hustle, Evasive Celerity 30%


13th
Swiftblade 7
+10/5
+5
+6
+11
13 Craft (Stone-working), 16 Concentration, 4 Knowledge (History), 4 Knowledge (Local), 16 Knowledge (Arcana), 5 Tumble, 4 Diplomacy, 4 Intimidate, 16 Spellcraft, 16 Spot, 16 listen

Bounding Assault, Evasive Celerity 40%, Swift Surge +2/+10 ft.


14th
Swiftblade 8
+11/6/1
+5
+7
+12
17 Craft (Stone-working), 17 Concentration, 4 Knowledge (History), 4 Knowledge (Local), 17 Knowledge (Arcana), 5 Tumble, 4 Diplomacy, 4 Intimidate, 17 Spellcraft, 17 Spot, 17 listen

Diligent Rapidity, Evasive Celerity 50%


15th
Swiftblade 9
+12/7/2
+6
+7
+12
18 Craft (Stone-working), 18 Concentration, 4 Knowledge (History), 4 Knowledge (Local), 18 Knowledge (Arcana), 8 Tumble, 4 Diplomacy, 4 Intimidate, 18 Spellcraft, 18 Spot, 18 listen
Power Attack
Perpetual Options


16th
Wizard 5
+12/7/2
+6
+7
+12
19 Craft (Stone-working), 19 Concentration, 4 Knowledge (History), 4 Knowledge (Local), 4 Knowledge (Religion), 18 Knowledge (Arcana), 8 Tumble, 4 Diplomacy, 4 Intimidate, 19 Spellcraft, 18 Spot, 18 listen
Extend Spell
Bonus Feat


17th
Runesmith 2
+13/8/3
+6
+7
+13
2 Appraise, 20 Craft (Stone-working), 20 Concentration, 4 Knowledge (History), 4 Knowledge (Local), 4 Knowledge (Religion), 20 Knowledge (Arcana), 8 Tumble, 4 Diplomacy, 4 Intimidate, 20 Spellcraft, 18 Spot, 18 listen

Stonecraft Expertise


18th
Runesmith 3
+13/8/3
+7
+8
+13
5 Appraise, 21 Craft (Stone-working), 21 Concentration, 4 Knowledge (History), 4 Knowledge (Local), 4 Knowledge (Religion), 21 Knowledge (Arcana), 8 Tumble, 4 Diplomacy, 4 Intimidate, 21 Spellcraft, 18 Spot, 18 listen
Quicken Spell
Share Runes


19th
Runesmith 4
+14/9/4
+7
+8
+14
8 Appraise, 22 Craft (Stone-working), 22 Concentration, 4 Knowledge (History), 4 Knowledge (Local), 4 Knowledge (Religion), 22 Knowledge (Arcana), 8 Tumble, 4 Diplomacy, 4 Intimidate, 22 Spellcraft, 18 Spot, 18 Listen




20th
Runesmith 5
+14/9/4
+7
+8
+14
12 Appraise, 23 Craft (Stone-working), 23 Concentration, 4 Knowledge (History), 4 Knowledge (Local), 4 Knowledge (Religion), 23 Knowledge (Arcana), 8 Tumble, 4 Diplomacy, 4 Intimidate, 23 Spellcraft, 18 Spot, 18 listen

Permanent Rune



Spells per Day/Spells Known


Level
0lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
-
-
-
-
-
-
-
-
-
-


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


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


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


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


6th
4
3
2
1
-
-
-
-
-
-


7th
4
3
2
1
-
-
-
-
-
-


8th
4
3
3
2
-
-
-
-
-
-


9th
4
4
3
2
1
-
-
-
-
-


10th
4
4
3
2
1
-
-
-
-
-


11th
4
4
3
3
2
-
-
-
-
-


12th
4
4
4
3
2
1
-
-
-
-


13th
4
4
4
3
2
1
-
-
-
-


14th
4
4
4
3
3
2
-
-
-
-


15th
4
4
4
4
3
2
1
-
-
-


16th
4
4
4
4
3
3
2
-
-
-


17th
4
4
4
4
4
3
2
1
-
-


18th
4
4
4
4
4
3
3
2
-
-


19th
4
4
4
4
4
4
3
2
1
-


20th
4
4
4
4
4
4
3
3
2
-



3 Maneuvers Known: Sapphire Nightmare Blade, Moment of Perfect Mind, Stone Bones.
3 Maneuvers Readied: Sapphire Nightmare Blade, Moment of Perfect Mind, Stone Bones.
1 Stance Known: Blood in the Water.

Level 5: Warblade 1/Wizard 4
Promising futures often arise from meager beginnings. At this point, Constance is little more than a wizard with some martial training; she can wield a weapon and wear armour, but is better suited to casting spells without either. There is nothing particularly noteworthy about her, even if she does add her intelligence modifier to her reflex saves.

Level 10: Warblade 1/Wizard 4/Runesmith 1/Swiftblade 4
Constance learns to merge spells and steel, and abuses her magic to overcome the weaknesses of her kind. The Runesmith's Rune Magic ability removes all somatic components from her spells, allowing her to cast in armour with no chance of spell failure. Ideally, this places her in mithral full plate and an animated heavy shield, wielding some form of two-handed weapon like a greatclub.

At the same time, Constance's abuse of the Haste spell has granted her both insights and innate powers. The Swiftblade's Swift Suge ability grants her a constant +1 bonus to her attack rolls, armour class and reflex saves, and also improves her base speed by +10. She moves at the same speed across a battlefield in full plate as an unarmored human, and even gains +1d6 bonus damage for moving at least 10 feet in a round. She also adds her intelligence modifier to her initiative, improving her chances of acting first.

With the aid of Sudden Casting, Constance can cast the Haste spell as a free action once per round. Furthermore, while under the effects of Haste, she receives 40% concealment against all attacks. In the early levels when true sight isn't as common, she becomes incredibly difficult to hit. Melee combat becomes a viable option, especially with her warblade maneuvers and wizard buffs.

Level 15: Warblade 1/Wizard 4/Runesmith 1/Swiftblade 9
Constance reaches the pinnacle of her power, seamlessly merging spellcraft and armored combat. Her Swift Surge bonus increases to +2, her haste-based concealment increases to 50% and she learns to turn her Haste spells into extraordinary effects. They can no longer be dispelled, removing her greatest weapon in the process.

Constance also gains a few additional benefits while under the effects of Haste. Thanks to Evasive Celerity, individually-targeted spells which are casted on her now suffer a 50% spell failure chance. With no way to counter this ability besides preventing her from becoming Hasted, this effectively circumvents her weakness against targeted save-or-die and save-or-suck spells. Similarly, she receives the benefits of Freedom of Movement while under the effects of haste, and can even move across water.

The heavy lifter of this level, however, if the Swiftblade's Perpetual Options ability. While under the effects of Haste, Constance receives one standard or move action in place of the usual bonus attack during a full attack. She can cast any standard, move or swift-action spell during a full attack, with no penalty to herself.

Level 20: Warblade 1/Wizard 5/Runesmith 5/Swiftblade 9
These levels are the icing on the cake, further rounding out Constance's powers. Extend Spell and Quicken Spell are the typical choices for any arcane caster, adding further versatility to her 8 levels of spells. Of the greatest interest here, however, is the Runesmith's Permanent Rune ability.

With Permanent Rune, Constance effectively gains the ability to trade spell slots for spell-like abilities. The obvious choice here is Limited Wish; by paying a mere 300 experience and permanently sacrificing one of her 8th level spell slots, she can then cast Limited Wish as a spell-like ability twice per day. As spell-like abilities lack any material or experience costs, she can therefore spontaneously cast any 6th level wizard spell or any 5th level spell twice per day. Similarly, she could sacrifice one or more of her 4th level spell slots to cast Haste as a spell-like ability twice per day, freeing up her third level spell slots for situational spells. While other options are certainly possible, Constance's reliance on Haste and the general absurdity of free wishes make them two of the better options.

Armored Mage: The Runesmith's Rune Magic ability allows them to turn all somatic components into a single material component; her runes. Arcane spells which lack somatic components do not suffer from arcane spell failure. As a result, Constance can wear full plate and still cast spells.

Arcane Channeling: The Swiftblade's Perpetual Options ability allows them to take an extra move or standard action while under the effects of Haste, rather than simply getting an extra attack. As a result, Constance can cast spells in combat even when she performs a full attack. As an added improvement, she's not restricted to touch spells.

Quick Cast: Irrelevant with Perpetual Options, and easily simulated with Quicken Spell.

Spellcasting: Constance has 8th level spells while a pure-classed Duskblade has only 5th level spells, and she takes them from a larger spell list. Thanks to Practiced Spellcaster, she has the same caster level (CL 20).

Saves: An inferior Fortitude save, but better Reflex and Will saves. Thanks to Battle Clarity, she also adds her Intelligence bonus to her Reflex save.

BAB: Constance's BAB is inferior to that of a pure-classed Duskblade.

Hit Points: Inferior. A pure-classed Duskblade has 20d8 hit points, while Constance has 1d12+5d4+14d6 hit points. These average out to 90 and 68, respectively.

Tome of Battle: Warblade
Player's Handbook: Dwarf, Wizard, Armor Proficiencies, Scribe Scroll, Dodge, Mobility, Power Attack, Extend Spell, Quicken Spell
Races of Stone: Runesmith
Wizards of the Coast Articles (http://www.wizards.com/default.asp?x=dnd/prc/20070327): Swiftblade
Complete Arcane: Practiced Manifester

dysprosium
2014-04-22, 08:27 AM
Feels like I've been here before . . .


Erith Falker, The Master of Bladesong

The Build
Human Bard 5, Crusader 1, Jade Phoenix Mage 10, Sublime Cord 4


Ability
Point Buy (Cost)
Racial
Level
Final


Strength
14 (6)
+0
+0
14


Dexterity
10 (2)
+0
+0
10


Constitution
16 (10)
+0
+0
16


Intelligence
10 (2)
+0
+0
10


Wisdom
10 (2)
+0
+0
10


Charisma
16 (10)
+0
+5
21





Level
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features


1st
Bard
+0
+0
+2
+2
Concentration +4, Knowledge (Arcana) +4, Knowledge (History) +2 Knowledge (Religion) +2 Listen +4, Perform (Sing) +4, Profession (Astrologer) +4, Spellcraft +4
Battle Caster, Combat Casting
Bardic Music, Bardic Knowledge, Countersong, Fascinate, Inspire Courage +1, Spells


2nd
Bard
+1
+0
+3
+3
Concentration +1,
Diplomacy +1 Knowledge (Arcana) +1, Listen +1, Perform +1, Profession (Astrologer) +1, Spellcraft +1




3rd
Bard
+2
+1
+3
+3
Concentration +1,
Diplomacy +1 Knowledge (Arcana) +1, Listen +1, Perform +1, Profession (Astrologer) +1, Spellcraft +1
Soultouched Spellcasting
Inspire Competence


4th
Bard
+3
+1
+4
+4
Concentration +1,
Diplomacy +2 Knowledge (Arcana) +1, Listen +1, Perform +1, Spellcraft +1




5th
Bard
+3
+1
+4
+4
Concentration +1,
Diplomacy +2 Knowledge (Arcana) +1, Listen +1, Perform +1, Spellcraft +1
Feats



6th
Crusader
+4
+3
+4
+4
Concentration +1, Knowledge (Arcana) +1, Listen +1
Extra Granted Maneuver
Furious Counterstrike, Steely Resolve 5


7th
Jade Pheonix Mage (JPM)
+5
+5
+4
+4
Knowledge (Arcana) +1, Listen +1, Perform +1

Arcane Wrath, Rite of Waking


8th
JPM
+5
+5
+4
+4
Knowledge (Arcana) +1, Listen +1, Perform +1

Mystic Phoenix Stance


9th
JPM
+7
+6
+5
+5
Knowledge (Arcana) +1, Listen +1, Perform +1
Improved Initiative



10th
JPM
+8
+7
+5
+5
Knowledge (Arcana) +1, Listen +1, Perform +1
Feats
Empowering Strike


11th
Sublime Chord
+8
+7
+5
+7
Concentration +2, Perform +1

Bardic Music, Bardic Knowledge


12th
JPM
+9
+7
+5
+7
Concentration +2, Perform +1
Practiced Spellcaster (Bard)



13th
JPM
+10
+8
+6
+8
Concentration +2, Perform +1

Firebird Stance, Jade Pheonic Master


14th
JPM
+11
+6
+6
+9
Concentration +2, Perform +1




15th
JPM
+12
+7
+7
+10
Concentration +1, Perform +2
Spell Penetration
Quickening Strike


16th
JPM
+13
+7
+7
+10
Concentration +1, Diplomacy +1, Perform +1




17th
JPM
+14
+8
+8
+11
Concentration +1, Diplomacy +1, Perform +1




18th
Sublime Chord
+15
+8
+8
+11
Concentration +1, Diplomacy +1, Perform +1
Greater Spell Penetration
Song of Arcane Power


19th
Sublime Chord
+15
+9
+9
+12
Concentration +1, Diplomacy +1, Perform +1




20th
Sublime Chord
+16
+9
+9
+12
Concentration +1, Diplomacy +1, Perform +1




Total Skill Ranks: Concentration +23, Diplomacy +11, Knowledge (Arcana) +13, Knowledge (History) +2, Knowledge (Religion) +2, Listen +18, Perform (Sing) +23, Profession (Astrologer) +6, Spellcraft +8
Bard Spells Spells Per Day/Spells Known (Note: Bard spellcasting does not advance beyond 10th level with the exception of additional bonus spells from a high Cha. The Master of Bladesoong's Bard caster level is equal to his Bard level + his Sublime Chord level)


Level
0th
1st
2nd
3rd


1st
2/4
-
-
-


2nd
3/5
1/2
-
-


3rd
3/6
2/3
-
-


4th
3/6
3/3
1/2
-


5th
3/6
4/3
2/3
-


6th
3/6
4/3
2/3
-


7th
3/6
4/3
2/3
-


8th
3/6
4/3
3/3
-


9th
3/6
4/3
3/4
1/2


10th
3/6
4/4
4/4
2/3


*from Spell Compendium
Level 0: Dancing Lights, Detect Magic, Mage Hand, Prestidigitation, Read Magic, Songbird*
Level 1: Charm Person, Grease, Improvisation*, Silent Image
Level 2: Alter Self, Glitterdust, Sonorous Hum*, Whirling Blade*
Level 3: Dispel Magic, Haste, Major Image
Sublime Cord Spells: Spells Per Day/Spells Known Note: (The Master of Blade's Sublime Chord caster level is equal to his Bard level + his Sublime Chord level)


Level
4th
5th
6th
7th
8th
9th


11th
3/3
1/1
-
-
-
-


12th
3/4
2/2
-
-
-
-


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


14th
4/4
2/2
1/1
-
-
-


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


16th
4/4
4/3
2/2
1/1
-
-


17th
5/4
4/4
3/3
2/2
-
-


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


19th
5/4
5/4
3/4
3/3
2/2
-


20th
5/4
5/4
4/4
3/3
2/2
1/1


*from Spell Compendium
Level 4: Black Tentacles, Dimensional Door, Polymorph, Sirine’s Grace*
Level 5: Greater Dispel Magic, Greater Blink, Teleport, Wall of Force
Level 6: Antimagic Field, Disintegrate, Howling Chain*,
Level 7: Bite of the Werebear*, Forcecage, Limited Wish
Level 8: Mind Blank, Polymorph Any Object
Level 9: Shapechange
Maneuvers: Maneuvers Known (Initiator Level), Maneuvers Readied (granted maneuvers), Stances Known


Level
Maneuvers Known
Maneuvers Readied
Stances Known


6th
5 (3)
5 (3)
1


7th
6 (4)
5 (3)
1


8th
6 (5)
5 (3)
1


9th
7 (6)
6 (3)
1


10th
7 (7)
6 (3)
1


11th
7 (8)
6 (3)
1


12th
8 (9)
6 (3)
2


13th
8 (10)
7 (3)
2


14th
9 (11)
7 (3)
2


15th
9 (12)
7 (3)
2


16th
10 (13)
8 (3)
2


17th
10 (14)
9 (3)
2


18th
10 (14)
9 (3)
2


19th
10 (15)
9 (3)
2


20th
10 (15)
9 (3)
2


Level 1: Crusader’s Strike, Leading the Attack, Burning Blade
Level 2: Battle Leader’s Charge, Foehammer, Tactical Strike
Level 3: Revitalizing Strike
Level 4: Divine Surge
Level 6: Rallying Strike
Level 7: Castigating Strike
Stances Known: Martial Spirit, Press the Advantage


The Tale

Erith Falker was born to Lord Falker the Nightsword though his mother died shortly after childbirth. Pampered by his widowed father, Erith grew up learning a variety of subjects and trained to become a Bard. Lord Falker was also the general of the kingdoms army, his skills with both sword and spells were legendary, and taught his son how to casts spell defensively and while in armor. Though he wanted to keep his son safe, Lord Falker knew that one day he would seek glory in battle alongside his father.
His studies continued and Erith learned a number of Bardic spells, the tie when he would join the army drawing near. However, on his 13th birthday, Erith awoke to find a blue-green phoenix had manifested upon his brow. His father worked to conceal this fact, knowing such an occurrence could be lead to the persecution of his son, and kept his son impounded in his castle. Still, Erith found he could draw some kind of power from the mystical tattoo to augment his spellcasting. Little did he know, but the phoenix upon his head was a precursor to a greater calling.

Right now, Erith is a Bard. A Bard that spent most of his skill points on skill requirements for latter PrCs. At least he has spells and his two feats make him a lot better suited to close combat. As such, his best bet is really just slinging spells and stabbing people when he is out of magic. Sonorous Hum lets him maintain Illusions without needing to spend actions which is awsome.
With a war against an invading Lich looming, Lord Falker tried to talk Erith out of fighting in the army. However, Erith refused having grown tired of being sequestered in the Falker castle. The young Bard, feeling a great sense of moral duty in the protecting of those unwilling or unable to fight, became a zealous warrior. Erith’s blows gained the ability to fill himself and his allies with new strength and he always was at the front of a charge.
One day, the Falker residence was visited by a traveling blademaster named Karthur of Silvershal. He spoke little to anyone but took great interest in Erith. Once Karthur found Erith to be a noble soul, he revealed that Erith is the reincarnation of one of the Jade Pheonix Masters. Taken by this calling to a life of crusading for the cause of good, Erith gladly joined the order and left behind his father.

Things are starting to get gishy. We have a nice selection of maneuvers to pump up melee damage and actually heal up, some decent spells and some nice class features. Skill points are still being burnt to qualify for PrCs and spell selection is limited though so Erith is a pure combat caster character.
Under Karthur, Erith studied to become a full fledged Jade Phoenix Master. Fascinated by the stories of powerful magic woven by the other Masters which Karthur told, Erith put time in to acquiring more arcane power for himself. With fervor, he studied the arts of the Sublime Chord and Jade Phoenix Mage in tandem, gaining great proficiency with spell and sword. With time, Erith became a Jade Pheonix Master himself and crusaded with Karthur against the forces of evil.
But, at this time tragedy struck. News came to Erith that the father he had left behind had died in the war against the Lich. Stricken by grief, Erith returned to his kingdom and gathered what scraps of the army remained. He then lead the charge to destroy the Lich and save his father's people. Though he was hailed as a hero, Erith did not wish to stay as King, everything in his domain reminding him of his father's demise. Instead, the orphaned Bard joined the Jade Pheonix Mage's once again in their endless battle against evil.

It's basically more of what came already but better. More spells of much higher level, some additional maneuvers and the amazing ability that is Quickening Strike. The Master of Bladesong can now
His powers reaching their pinnacle, Erith continued his ceaseless crusade against all that sought to kill the innocent. His equal mastery of magic and blade became legendary. Voice crying out the songs of power, body executing maneuvers charged with the might of the divine and soul conjuring magic that further augment his terrible abilities Erith swept across the battlefield in all manner of monstrous forms hardly caring about the wounds he incurred. Finally, when life seemed almost gone from his form, the Master of Bladesong would erupt into a glorious nimbus of emerald flame and emerge, ready to combat evil again.

9th level casting, 16 BaB (would be 17 if using fractional BaB), Maneuvers and awesome class features, life is good. For a more detailed description of how the Master of Bladesong fights see The Plan section.

The Plan
Erith's standard setup is to Shapechange or Polymorph as a base buff. Bite of the Werebear, Greater Blink and Sirine's Grace serve as excellent round per level buffs. Black Tentacles, Wall of Force, Howling Chaing, Forcecage serve to control the battlefield. Disintegrate to get rid of specific targets or Walls of Force. Erith is also packing Dispel Magic, Greater Dispel Magic and Antimagic field (bonus points for casting Antimagic field and then beating up that arrogent evil Wizard with your maneuvers) to deal with spellcasters. His maneuvers focus on damage output and self healing and really are to be used at all times possible so as to Empower or Quicken spells for free. The Mystic Phoenix Stance in conjunction with Song of Arcane Power can easily provide +5 caster level, great for getting certain Shapechange forms.

The Duskblade

Duskblade Ability/Feature - How it was Emulated
Skill Points and Hit Dice - Slightly better skill points. Only d6 hit dice however.
Weapon and Armor Proficiency - Crusader
Spellcasting - Bard and Sublime Cord spells
Arcane Attunement - Was not emulated
Cast in up to Medium Armor and Heavy Shields - Battle Casting (though still can't use shields)
Combat Casting - Took the feat
Arcane Channeling - Was not emulated
Quick Cast - Quickening Strike
Spell Power - Spell Penetration, Greater Spell Penetration, Soultouched Spellcasting

The Sources
The System Reference Document: (http://www.d20srd.org/index.htm) Bard, lots of spells, Combat Casting, Extend Spell, Spell Penetration (and Greater)
Complete Arcane: Sublime Chord, Battle Caster, Extra Spell, Practiced Spellcaster
Magic of Incarnum: Soultouched Spellcasting
Spell Compendium: Lots of spells
Tome of Battle: Crusader, Jade Phoenix Mage, Extra Granted Maneuver, Maneuvers

dysprosium
2014-04-22, 08:33 AM
Deja vu all over again.


The Wandering Phoenix

NG Human Female Martial Conjurer 3/Warblade 1/Ordained Champion 3/Jade Phoenix Mage 8/Abjurant Champion 5

Background

A kindling flame

Born to unknown parents, a small child was found by a secluded monastery. Taken in by the monks, soon came to be an energetic girl with a thirst of knowledge. Her talent in learning was astonishing, as if she recalled what once was known to her, not learned anew. In her studies she came to understand magic deeply, seemingly sharing an intimate, spiritual connection to the spells she learned. The ability to hone her mind and focus was unparalleled and showed itself in her physical training as well.


Violence to end violence

Fire and flames - and death. This became burned in her mind, as she saw the monastery attacked. The bandits came in great numbers, pillaging and killing. Cut through her face, she survived by chance, the blade striking too shallow, her body thrown away as dead. Clinging to the last string of life, the young woman pledged revenge. No obstacle too high, no enemy too strong, she sought abilities to win the war she waged against those who made her and those similar suffer. Stronger and single-minded, she sought her malefactors and dealt death to every last of them.


A wanderer isn't always lost
As she sat, having sated her revenge, a man came upon the bloodshed. Unfazed by the death around them, he spoke to the woman. He spoke of knowledge to be unlocked, of understanding, of protecting and healing. As she gazed upon the destruction she brought, she cried like a child, for the first time in years. Finally her mind cleared again, her eyes fixed on the Master of the Jade Phoenix standing before her. She found her purpose.





Abilities



Stat
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


Base score
15
14
14
16
10
8


Score increases
4th, 8th, 12th


16th,20th








Build



Level
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features


1st
Martial Wizard (Conjurer) 1
+0
+0
+0
+2
Spellcraft 4, Knowledge (Religion) 4, Knowledge (Arcana) 4, Concentration 4, Knowledge (History) 2, Knowledge (Nature) 2
Combat Casting, Weapon Focus (Quarterstaff), Bonus Feat: Power Attack
Abrupt Jaunt, Banned schools: Enchantment, Necromancy


2nd
Martial Wizard (Conjurer) 2
+1
+0
+0
+3
Spellcraft 5, Knowledge (Religion) 5, Concentration 5, Knowledge (Arcana) 5, Knowledge (History) 2, Knowledge (Nature) 3
-
-


3rd
Martial Wizard (Conjurer) 3
+1
+1
+1
+3
Spellcraft 6, Knowledge (Religion) 6, Concentration 6, Knowledge (Arcana) 5, Knowledge (History) 2, Knowledge (Nature) 3, Skill Trick (Collector of Stories)
Southern Magician
-


4th
Martial Wizard (Conjurer) 3/Warblade1
+2
+3
+1
+3
Spellcraft 6, Knowledge (Religion) 7, Concentration 7, Knowledge (Arcana) 5, Knowledge (History) 2, Knowledge (Nature) 3, Skill Trick (Collector of Stories), Tumble 4
-
Battle Clarity, Weapon Aptitude


5th
Martial Wizard (Conjurer) 3/Warblade 1/Ordained Champion 1
+3
+5
+1
+5
Spellcraft 8, Knowledge (Religion) 7, Concentration 8, Knowledge (Arcana) 5, Knowledge (History) 2, Knowledge (Nature) 3, Skill Trick (Collector of Stories), Tumble 6
-
Bonus domain (War), continued advancement


6th
Martial Wizard (Conjurer) 3/Warblade 1/Ordained Champion 2
+4
+6
+1
+6
Spellcraft 8, Knowledge (Religion) 8, Concentration 9, Knowledge (Arcana) 5, Knowledge (History) 2, Knowledge (Nature) 3, Skill Trick (Collector of Stories), Tumble 9
Practiced Spellcaster (Wizard)
Diehard, Smite


7th
Martial Wizard (Conjurer) 3/Warblade 1/Ordained Champion 3
+5
+6
+2
+6
Spellcraft 10, Knowledge (Religion) 9, Concentration 10, Knowledge (Arcana) 5, Knowledge (History) 2, Knowledge (Nature) 3, Skill Trick (Collector of Stories), Tumble 10
-
Channel Spell, Divine Bulwark


8th
Martial Wizard (Conjurer) 3/Warblade 1/Ordained Champion 3/Jade Phoenix Mage 1
+6/+1
+8
+2
+6
Spellcraft 11, Knowledge (Religion) 9, Concentration 11, Knowledge (Arcana) 7, Knowledge (History) 2, Knowledge (Nature) 3, Skill Trick (Collector of Stories), Tumble 11
-
Arcane Wrath, Rite of Waking


9th
Martial Wizard (Conjurer) 3/Warblade 1/Ordained Champion 3/Jade Phoenix Mage 2
+7/+2
+9
+2
+6
Spellcraft 12, Knowledge (Religion) 9, Concentration 12, Knowledge (Arcana) 9, Knowledge (History) 2, Knowledge (Nature) 3, Skill Trick (Collector of Stories), Tumble 12
Knowledge Devotion
Mystic Phoenix Stance


10th
Martial Wizard (Conjurer) 3/Warblade 1/Ordained Champion 3/Jade Phoenix Mage 2/Abjurant Champion 1
+8/+3
+9
+2
+8
Spellcraft 13, Knowledge (Religion) 9, Concentration 13, Knowledge (Arcana) 11, Knowledge (History) 2, Knowledge (Nature) 3, Skill Trick (Collector of Stories), Tumble 13
-
Abjurant Armor, Extended Abjuration


11th
Martial Wizard (Conjurer) 3/Warblade 1/Ordained Champion 3/Jade Phoenix Mage 2/Abjurant Champion 2
+9/+4
+9
+2
+9
Spellcraft 14, Knowledge (Religion) 9, Concentration 14, Knowledge (Arcana) 13, Knowledge (History) 2, Knowledge (Nature) 3, Skill Trick (Collector of Stories), Tumble 14
-
Swift Abjuration


12th
Martial Wizard (Conjurer) 3/Warblade 1/Ordained Champion 3/Jade Phoenix Mage 2/Abjurant Champion 3
+10/+5
+10
+3
+9
Spellcraft 15, Knowledge (Religion) 9, Concentration 15, Knowledge (Arcana) 15, Knowledge (History) 2, Knowledge (Nature) 3, Skill Trick (Collector of Stories), Tumble 15
Holy Warrior
-


13th
Martial Wizard (Conjurer) 3/Warblade 1/Ordained Champion 3/Jade Phoenix Mage 2/Abjurant Champion 4
+11/+6/+1
+10
+3
+10
Spellcraft 16, Knowledge (Religion) 10, Concentration 16, Knowledge (Arcana) 15, Knowledge (History) 2, Knowledge (Nature) 3, Skill Trick (Collector of Stories), Tumble 16
-
Arcane Boost


14th
Martial Wizard (Conjurer) 3/Warblade 1/Ordained Champion 3/Jade Phoenix Mage 2/Abjurant Champion 5
+12/+7/+2
+10
+3
+10
Spellcraft 17, Knowledge (Religion) 10, Concentration 17, Knowledge (Arcana) 17, Knowledge (History) 2, Knowledge (Nature) 3, Skill Trick (Collector of Stories), Tumble 17
-
Martial Arcanist


15th
Martial Wizard (Conjurer) 3/Warblade 1/Ordained Champion 3/Jade Phoenix Mage 3/Abjurant Champion 5
+13/+8/+3
+10
+4
+11
Spellcraft 18, Knowledge (Religion) 11, Concentration 18, Knowledge (Arcana) 18, Knowledge (History) 2, Knowledge (Nature) 3, Skill Trick (Collector of Stories), Tumble 18
Martial Study: Dancing Mongoose
-


16th
Martial Wizard (Conjurer) 3/Warblade 1/Ordained Champion 3/Jade Phoenix Mage 4/Abjurant Champion 5
+14/+9/+4
+11
+4
+11
Spellcraft 19, Knowledge (Religion) 12, Concentration 19, Knowledge (Arcana) 19, Knowledge (History) 2, Knowledge (Nature) 3, Skill Trick (Collector of Stories), Tumble 19
-
Empowering Strike


17th
Martial Wizard (Conjurer) 3/Warblade 1/Ordained Champion 3/Jade Phoenix Mage 5/Abjurant Champion 5
+15/+10/+5
+11
+4
+11
Spellcraft 20, Knowledge (Religion) 13, Concentration 20, Knowledge (Arcana) 20, Knowledge (History) 2, Knowledge (Nature) 3, Skill Trick (Collector of Stories), Tumble 20
-
-


18th
Martial Wizard (Conjurer) 3/Warblade 1/Ordained Champion 3/Jade Phoenix Mage 6/Abjurant Champion 5
+16/+11/+6/+1
+12
+5
+12
Spellcraft 21, Knowledge (Religion) 14, Concentration 21, Knowledge (Arcana) 21, Knowledge (History) 2, Knowledge (Nature) 3, Skill Trick (Collector of Stories), Tumble 21
Arcane Strike
Firebird stance, Jade Phoenix master


19th
Martial Wizard (Conjurer) 3/Warblade 1/Ordained Champion 3/Jade Phoenix Mage 7/Abjurant Champion 5
+17/+12/+7/+2
+12
+5
+12
Spellcraft 22, Knowledge (Religion) 15, Concentration 22, Knowledge (Arcana) 22, Knowledge (History) 2, Knowledge (Nature) 3, Skill Trick (Collector of Stories), Tumble 22
-
-


20th
Martial Wizard (Conjurer) 3/Warblade 1/Ordained Champion 3/Jade Phoenix Mage 8/Abjurant Champion 5
+18/+13/+8/+3
+13
+5
+12
Spellcraft 23, Knowledge (Religion) 17, Concentration 23, Knowledge (Arcana) 23, Knowledge (History) 2, Knowledge (Nature) 3, Skill Trick (Collector of Stories), Tumble 23
-
Quickening Strike





Spells per Day



Level
0lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


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


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


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


4th
4+1
2+1
1+1
-
-
-
-
-
-
-


5th
4+1
2+1
1+1
-
-
-
-
-
-
-


6th
4+1
2+1
1+1
-
-
-
-
-
-
-


7th
4+1
2+1
1+1
-
-
-
-
-
-
-


8th
4+1
2+1
1+1
-
-
-
-
-
-
-


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


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


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


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


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


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


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


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


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


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


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


20th
4+1
4+1
4+1
4+1
4+1
3+1
3+1
2+1
-
-




Martial Maneuvers


Warblade 1 (ECL4, IL 2)
Sudden Leap, Wolf Fang Strike, Steel Wind
Stance: Punishing Stance

Jade Phoenix Mage 1 (ECL 8, IL 5)
Foehammer

Jade Phoenix Mage 3 (ECL 15, IL 9)
Divine Surge

Jade Phoenix Mage 5 (ECL 17, IL 11)
Rallying Strike
Stance: Aura of Chaos

Jade Phoenix Mage 7 (ECL 19, IL 13)
Castigating Strike



Equipment

At early-mid levels the best armor is a +1 Twilight Mithral Chainshirt. It can be augmented with Magic Vestment from War domain granted by Ordained Champion (later swapped for (Greater) Luminous Armor spell, with Magic Vestment augmenting the clothing underneath).

Pearls Of Power should be bought whenever possible. At high levels, many low-level Pearls of Power is a cheap way of powering Arcane Strike nova'ing.

For a weapon, the best choice is a Quarterstaff.
Early, a +1 Spell Storing/+1 Spell Storing Quarterstaff allows to cast up to two spells on the enemy in one round (Wolf Fang Strike maneuver). It is cranked up to three at 7th level, thanks to the Ordained Champion's ability.

Later, a bit cheesy, but good choice would be Glove of the Master Strategist and an another Spell Storing/Spell Storing Quarterstaff.
Arguably, thanks to the wording of Dancing Mongoose and the Glove, the combination of Dancing Mongoose and Wolf Fang Strike allows to swap weapons with the Glove in-between, allowing to unleash 5 different spells against one enemy in one standard action.

OR use the spells stored as buffs and hit ourselves twice, giving ourselves up to three buffs as a full-round action. Not responsible for books thrown.

Since we basically have four weapons at our disposal, a good choice would be adding Wand Chamber to every end of both quarterstaves. At least one of the wands should be Wraithstrike.

Putting auto-resetting traps at the ends of the weapon would be pushing it too far.


Build Overview

1st level

At first level, this is an almost typical wizard. Using Shield and Mage Armor the Phoenix is able to obtain quite formidable AC, although she shouldn't really be in midst of combat. She should be able to hit with her quarterstaff and Abrupt Jaunt away if needed.


5th level

Now we're able to hold our ground in melee. +3 BAB at 5th levels is on par with Cleric's, Mirror Image allows for some more survivability. With Bull's Strength we can Power Attack and hit, allowing for as much as 1d6 + 7 +1d6 damage with at least +6 to hit.


8th level - where it all begins to come together

With Ordained Champion's 3rd level ability we can finally channel our spells into the weapon - notice that this is NOT casting a spell and as such it doesnt incur ASF chance as well as does not provoke attacks of opportunity. Jade Phoenix Mage gives the Arcane Wrath option, which allows for channeling a cantrip for a +4 to hit.


10th level

3rd level spells. At last - it means that the amazing Mystic Phoenix Stance gives us a DR 6/evil now. Abjurant Champion level provides a +1 buff to our AC. And we should have the Luminous Armor on now. With Foehammer we don't have to worry about Damage Reduction. Also, Knowledge Devotion in conjunction with JPM's ability and Collector of Stories means an additional boost to damage.


15th level

5th level spells and Divine Surge. With full Caster level, Mystic Phoenix Stance and full Abjurant Champion levels there is not much that can touch us. With Divine Surge, Holy Warrior and Dancing Mongoose we can be sure our Power Attacks lay a lot of hurt.
Wolf Fang Strike and Dancing Mongoose allow for five different spells per round, if used with two quarterstaves and the Gloves of Master Strategist


20th level

We get 7th level spells and a great combination strike. By burning low-level spells for Arcane Strike while in Aura of Chaos stance, there is a great potential for additional damage. Coupled with channeled Disintegrate, Castigating Strike or Divine Surge and Dancing Mongoose this allows for an amazing nova.



Where Dusk prevails

"True" armored casting, but we have Luminous Armor spell line coupled with Abjurant Champion.
Full Attack spell channel - all our spells go off in only one attack.
Quicken spell for any spell.


Why the Phoenix shines brightly

7th level Wizard casting and great defense. Situational healing from Rallying strike as well as the ability to hit the enemy with more than one spell per round with her melee attacks - after moving.
This build allows for much greater versatility than the Duskblade spell list - and with martial strikes taking the role of offense, there is no problem in preparing utility spells in the spell slots while still retaining combat capabilities - also thanks to the Arcane Wrath and Arcane Strike abilities.


Sources

Warblade, Jade Phoenix Mage, Martial Study - Tome of Battle
Arcane Strike - Complete Warrior
Ordained Champion, Holy Warrior - Complete Champion
Southern Magician - Races of Faerun
Gloves of Master Strategist - Ghostwalk
Abrupt Jaunt ACF - PHB2
Martial Wizard variant - Unearthed Arcana
Abjurant Champion - Complete Mage

dysprosium
2014-04-22, 08:40 AM
Every family always has a black sheep.


Dämmerung Klinge
Race: Forest Gnome (http://www.d20srd.org/srd/monsters/gnome.htm#forestGnome)
Alignment: Neutral Evil
Sex: Male
Height: 2'6"
Weight: 31 lbs.
Age: 190
Origin: The Great Dale (Faerûn)
Patron Deity: Hextor





Level
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features


1st
Mimic (Exemplars of Evil 21) Martial Rogue (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#rogue) 1
+0
+0
+2
+0
Bluff 4, Decipher Script 4, Diplomacy 4, Gather Information 4, Knowledge (local) 4, Listen 4, Move Silently 4, Perform (string instruments) 4, Sleight of Hand 4, Spot 4
Magic in the Blood [Regional] (Player's Guide to Faerûn 40), Combat Expertise (http://www.d20srd.org/srd/feats.htm#combatExpertise)
Mimic: 1/day Disguise Self (http://www.d20srd.org/srd/spells/disguiseSelf.htm) SLA (Exemplars of Evil 21)


2nd
Cloistered Cleric (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#clericVariantCloistere dCleric) 1
+0
+2
+2
+2
Knowledge (religion) 5, Knowledge (dungeoneering) 3
Knowledge Devotion (Complete Champion 60; converted from Knowledge domain), Martial Weapon Proficiency (http://www.d20srd.org/srd/feats.htm#martialWeaponProficiency) (light flail), Martial Weapon Proficiency (http://www.d20srd.org/srd/feats.htm#martialWeaponProficiency) (heavy flail), Weapon Focus (http://www.d20srd.org/srd/feats.htm#weaponFocus) (light flail), Weapon Focus (http://www.d20srd.org/srd/feats.htm#weaponFocus) (heavy flail)
Destroy Undead (Expedition to Castle Ravenloft 206), War domain (http://www.d20srd.org/srd/spellLists/clericDomains.htm#warDomain), Pride domain (Spell Compendium 278), Lore, extra spells


3rd
Bardic Sage (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#bardVariantBardicSage) 1
+0
+2
+2
+4
Decipher Script 6, Gather Information +6, Knowledge (religion) 6, Knowledge (dungeoneering) 6
Combat Casting (http://www.d20srd.org/srd/feats.htm#combatCasting)
Bardic Knowledge, Bardic Music, Countersong, Fascinate, Inspire Courage +1, extra Divination spells


4th
Bardic Sage 2
+1
+2
+2
+5
Decipher Script 7, Diplomacy 7, Gather Information +7, Knowledge (nature) 1, Knowledge (religion) 6, Sleight of Hand 6
-
-


5th
Ordained Champion 1 (Complete Champion 90)
+2
+4
+2
+7
Spellcraft 4
-
Competition domain (Spell Compendium 272), Combat Feats, Continued Advancement, Modified Spontaneous Casting


6th
Ordained Champion 2
+3
+5
+2
+8
Knowledge (arcana) 4
Spell Penetration (http://www.d20srd.org/srd/feats.htm#spellPenetration), Diehard (http://www.d20srd.org/srd/feats.htm#diehard)
Smite


7th
Ordained Champion 3
+4
+5
+3
+8
Knowledge (the planes) 4
-
Channel Spell, Divine Bulwark


8th
Ordained Champion 4
+5
+6
+3
+9
Knowledge (arcana) 6, Knowledge (religion) 7, Knowledge (the planes) 5
-
Fist of the Gods, Rapid Spontaneous Casting


9th
Druidic Avenger (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#druidVariantDruidicAve nger) 1
+5
+8
+3
+11
Knowledge (nature) 7
Acidic Splatter [Reserve] (Complete Mage 37)
Fast Movement, Rage 1/day, Nature Sense, Wild Empathy


10th
Martial Rogue 2
+6
+8
+4
+11
Perform (string instruments) 13, Sleight of Hand 7
-
Evasion


11th
Fochlucan Lyrist 1 (Complete Adventurer 47)
+7
+8
+6
+13
Knowledge (arcana) 8, Knowledge (dungeoneering) 7, Knowledge (local) 7, Knowledge (the planes) 7
-
Bardic Knowledge, Bardic Music, Unbound


12th
Fochlucan Lyrist 2
+8
+8
+7
+14
Knowledge (arcana) 9, Knowledge (dungeoneering) 9, Knowledge (local) 9, Knowledge (nature) 8, Knowledge (religion) 8, Knowledge (the planes) 8
Greater Spell Penetration (http://www.d20srd.org/srd/feats.htm#greaterSpellPenetration)
-


13th
Fochlucan Lyrist 3
+9
+9
+7
+14
Knowledge (arcana) 10, Knowledge (dungeoneering) 10, Knowledge (local) 10, Knowledge (nature) 10, Knowledge (religion) 10, Knowledge (the planes) 9
-
-


14th
Fochlucan Lyrist 4
+10
+9
+8
+15
Knowledge (arcana) 12, Knowledge (dungeoneering) 11, Knowledge (local) 11, Knowledge (nature) 11, Knowledge (religion) 11, Knowledge (the planes) 11
-
-


15th
Fochlucan Lyrist 5
+11
+9
+8
+15
Knowledge (arcana) 13, Knowledge (dungeoneering) 13, Knowledge (local) 13, Knowledge (nature) 12, Knowledge (religion) 12, Knowledge (the planes) 12
Winter's Blast [Reserve] (Complete Mage 48)
-


16th
Fochlucan Lyrist 6
+12
+10
+9
+16
Knowledge (arcana) 14, Knowledge (dungeoneering) 14, Knowledge (local) 14, Knowledge (nature) 14, Knowledge (religion) 14, Knowledge (the planes) 13
-
-


17th
Fochlucan Lyrist 7
+13
+10
+9
+16
Knowledge (arcana) 16, Knowledge (dungeoneering) 15, Knowledge (local) 15, Knowledge (nature) 15, Knowledge (religion) 15, Knowledge (the planes) 15
-
-


18th
Fochlucan Lyrist 8
+14
+10
+10
+17
Knowledge (arcana) 17, Knowledge (dungeoneering) 17, Knowledge (local) 17, Knowledge (nature) 16, Knowledge (religion) 16, Knowledge (the planes) 16
Practiced Spellcaster (Cleric) (Complete Divine 82)
-


19th
Fochlucan Lyrist 9
+15
+11
+10
+17
Knowledge (arcana) 18, Knowledge (dungeoneering) 18, Knowledge (local) 18, Knowledge (nature) 18, Knowledge (religion) 18, Knowledge (the planes) 17
-
-


20th
Fochlucan Lyrist 10
+16
+11
+11
+18
Knowledge (arcana) 20, Knowledge (dungeoneering) 19, Knowledge (local) 19, Knowledge (nature) 19, Knowledge (religion) 19, Knowledge (the planes) 19
-
-





Dämmerung Klinge Spells per Day


Source
0lvl
1st
2nd
3rd
4th
5th
6th


Bardic Sage (12)
3
3
3
3
2
-
-


bonus (CHA 18)
-
1
1
1
1
-
-


Druidic Avenger (3)
4
2
1
-
-
-
-


bonus (WIS 28)
-
3
2
-
-
-
-


Cloistered Cleric (11)
6
5+1
4+1
4+1
3+1
2+1
1+1


bonus (WIS 28)
-
3
2
2
2
2
1


Total
13
18
14
11
9
5
3





Dämmerung Klinge Bard Spells Known


Level
0lvl
1st
2nd
3rd
4th


1st
-
-
-
-
-


2nd
-
-
-
-
-


3rd
4
-
-
-
-


4th
5
2
-
-
-


5th
5
2
-
-
-


6th
5
2
-
-
-


7th
5
2
-
-
-


8th
5
2
-
-
-


9th
5
2
-
-
-


10th
5
2
-
-
-


11th
6
3
-
-
-


12th
6
3
2
-
-


13th
6
4
3
-
-


14th
6
4
3
-
-


15th
6
4
4
2
-


16th
6
4
4
3
-


17th
6
4
4
3
-


18th
6
4
4
4
2


19th
6
4
4
4
3


20th
6
4
4
4
3




Dämmerung Klinge Spells Used
All of these spells are from the Duskblade spell list. They also appear on Dämmerung's various spell lists.

1: blade of blood, cause fear, jump, magic weapon, obscuring mist, resist energy, swift expeditious retreat.
2: animalistic power, bear’s endurance, bull’s strength, cat’s grace, see invisibility, spider climb, stretch weapon, swift fly, swift invisibility.
3: crown of might, crown of protection, energy aegis, greater magic weapon, halt, protection from energy.
4: dimension door, dispel magic, shout.
5: hold monster, sonic shield.

The number of Duskblade spells available to Dämmerung exceeds the number of spells a level 20 Duskblade can know.


The challenge of this Zinc Saucier contest was to emulate a Duskblade. This section provides additional details of how Dämmerung Klinge was built to that end.

Fochlucan Lyrist "+1 level" adjustments are arranged as follows:
+10 to Bardic Sage (arcane) casting, for effective level 12.
+8 to Cloistered Cleric (divine) casting, for effective level 11.
+2 to Druidic Avenger (divine) casting, for effective level 3.
Matching the truly prodigious number of spells per day the Duskblade casts, while casting spells from the Duskblade list, is hard. To set the goalposts I assumed the corresponding Duskblade 20 had pulled out all the stops for bonus spells:
starting INT of 18
+5 from levels 4-20
+5 from a Tome of Clear Thought
+6 from a Headband of Intellectfor an INT of 34.

Level 20 Duskblade Spells per Day: The Goal


Source
0lvl
1st
2nd
3rd
4th
5th


Duskblade 20
6
10
10
10
8
6


bonus (INT 34)
-
3
3
3
3
2


Total
6
13
13
13
11
8


The result is in the build table. It compares pretty favorably when you consider that higher-level Cleric spell slots can always be used for lower-level spells.

The "Why" of Variants and ACFs:
Cloistered Cleric variant: to get extra spells and Knowledge domain.
Destroy Undead: deal 1d6 damage per Cleric level (save for 1/2) instead of turning them. This simulates the effect of the disrupt undead Duskblade cantrip.
Bardic Sage: lowers Reflex saves (putting Dämmerung Klinge closer to Duskblade saves), and for the extra Divination spells known.
Druidic Avenger: Duskblades don't have animal companions or spontaneous summon nature's ally, but a Gnome can benefit from fast movement.
Martial Rogue: Duskblades don't have sneak attack.
Mimic: Duskblades don't have trapfinding, but they do have a handful of SLAs.

Duskblade vs. Dämmerung Klinge Class Feature Comparison


Duskblade Class Feature (level)
Dämmerung Klinge (level)


Arcane Attunement (1)
Forest Gnome+Mimic SLAs & Magic in the Blood (1)


Armored Mage (1, 4, 7)
Cloistered Cleric (2), Bardic Sage (3), Druid Unbound (11), mithral breastplate, mithral feycraft heavy shield


Combat Casting (2)
Combat Casting (3)


Arcane Channeling (3, 13)
Channel Spell (7)


Quick Cast (5, 10, 15, 20)
Rapid Spontaneous Casting (8)


Spell Power (6, 11, 16, 18)
Spell Penetration (6), Greater Spell Penetration (12)



Arcane Attunement provides dancing lights, detect magic, flare, ghost sound, and read magic a combined total of 3 + INT mod times/day. Dämmerung Klinge has dancing lights 3/day, ghost sound 3/day, prestidigitation 3/day, pass without trace 1/day, and disguise self 1/day.

Armored Mage lets a Duskblade cast in armor of various sorts without ASF. Clerics don't have ASF at all, and most of this character's spells are Cleric spells. Bard spellcasting works in light armor without ASF. The Unbound Fochlucan Lyrist class feature lets a Druid operate while in light metal armor. Dämmerung Klinge uses mithral breastplate (light armor) and an animated heavy mithral feycraft (Dungeon Master's Guide II 275) shield, for no ASF. The mithral construction of the breastplate is entirely supportable for a (non-Dwarf) Duskblade as well as Dämmerung, because it means neither would suffer the reduced speed penalty of medium armor. (With Druidic Avenger variant, the Gnome is just as fast as a Human.) Mithral + feycraft construction makes the heavy shield only 3.375 lbs. This is a nice benefit that might be appreciated by any Small Duskblade as well as this character. However, to be honest that 14% of the cost for mithral + feycraft is mostly there to replicate the benefits of Armored Mage. An animated shield is necessary for any two-handed weapon user, like Dämmerung Klinge (heavy flail) and the sample Duskblades in Player's Handbook II (greataxe, Dwarven waraxe).

Arcane Channeling takes a standard action to channel the spell and make the attack. Ordained Champion's Channel Spell takes a move action to channel the spell but only an attack to deliver it. The first spell of every combat can be channelled in advance (up to 8 hours early).

Quick Cast is limited to 4 daily uses, but spans all the spells the Duskblade knows (which is 25 total spells @ Duskblade 20. Ordained Champion Rapid Spontaneous Casting can be used as many times/day as Dämmerung has spells to cast, but is limited to the 6 spells from levels 1-6 of the War domain.

Spell Power only provides a bonus after you've already hit an opponent, so it doesn't help if you channel a spell in the first attack. The Spell Penetration and Greater Spell Penetration feats always provide their bonus.

Martial Weapon Proficiencies Comparison
Duskblades are proficient with all martial weapons. Dämmerung Klinge has a limited number of martial weapon proficiencies:
sap
short sword
light flail
longsword
rapier
scimitar
heavy flail
shortbow

BAB, Saves, and Hit Points Comparison
The details are in the Build table. Dämmerung Klinge comes up slightly short in BAB (16 vs. 20 for Duskblade 20), but still maxes out his full iterative attacks. The bonuses to hit from Knowledge Devotion make up for the BAB shortfall, while the Knowledge Devotion bonuses to damage are just extra. (Knowledge Devotion is mostly "free" for the character. The feat itself is converted from Knowledge domain, and Dämmerung has many more skill ranks (88 more, before INT bonus) than a Duskblade to use for those skills.) Fortitude saves roughly match the Duskblade (or do match with the Gnome CON bonus taken into account), while Reflex and Will saves are much better. The character is behind the Duskblade (d8 HD) on hit points by 20 points (average), but Gnome +2 CON exactly makes up for that.

Feat Comparison
This build uses quite a few feats to try to match Duskblade class features:
Magic in the Blood [Regional]: more daily uses of racial SLAs.
Knowledge Devotion: bonuses to hit and damge everything, to make up for lower BAB, lower Gnome STR, and small size.
Combat Casting
Spell Penetration: emulate Spell Power.
Acidic Splatter [Reserve]: simulates acid splash w/ venom bolt (Serpent Kingdoms 158) prepared
Greater Spell Penetration: emulate Spell Power.
Winter's Blast [Reserve]: simulates ray of frost w/ [Cold] spell of level 2+ prepared.
However, the remaining feats almost match in number the usual 7 general feats available from levels 1-20:
Combat Expertise
Improved Trip
Weapon Focus (light flail)
Weapon Focus (heavy flail)
(Endurance) (prerequisite ignored)
Diehard
Regarding those "double" flail feats, the explanation is from Player's Handbook on page 189:


Granted Power: Free Martial Weapon Proficiency with deity’s favored weapon (if necessary) and Weapon Focus with the deity’s favored weapon.

The favored weapons of the war deities are as follows; Corellon, longsword; Erythnul, morningstar; Gruumsh, spear (or longspear); Heironeous, longsword; Hextor, flail (light or heavy). Dämmerung's War domain power lets him use either choice of flail favored by his god, without having to make a choice and stick to it.


This is a partial list of equipment for Dämmerung Klinge, out of the 760,000 gp wealth for a level 20 character.

Self-Improvement Books:
Tome of Understanding +5 137,500 gp (+5 WIS)
Manual of Gainful Exercise +3 82,500 gp (+3 STR)
Manual of Quickness of Action +1 27,500 gp (+1 DEX)

Mithral breastplate: +5 AC; ASF 0% (because it's light armor); MDB +5; ACP -1; 4,200 gp

Mithral Feycraft (DMG2 275) animated +1 heavy shield: +2 AC; ASF 0%; ACP 0; 10,520 gp (20 gp base + 1,000 gp mithral + 500 gp Feycraft + 9,000 gp +3 enhancement cost)

Note: Dämmerung Klinge has access to spontaneous magic vestment casting from the War domain, enabling this shield to become +4 (unless an enemy dispels it). That's an option not available to the Duskblade.

Gloves of Dexterity +6 get the character up to his armor's Max DEX Bonus. 36,000 gp

Orange Ioun stone for +1 CL (to all spellcasting classes): also useful for a Duskblade, but pure gravy on top of a dish of Cleric+Bard+Druid. 30,000 gp

Steadfast Boots (Magic Item Compendium 138): a solid choice for any character who trips with a two-handed weapon, Duskblades included; they provide a bonus to resist counter-trips and possibly losing the weapon. 1,400 gp

Greatreach Bracers (Magic Item Compendium, pages 108-109): +10' reach 3/day. This is a good item for any melee combatant. 2,000 gp + 36,000 gp to add +6 STR enhancement (Magic Item Compendium, page 234) 38,000 gp

Cloak of Charisma +4 16,000 gp

Periapt of Wisdom +6 36,000 gp

Heward's Handy Haversack is an excellent addition to any adventurer's gear. 2,000 gp

Adamantine heavy flail 3,015 gp

Composite shortbow, +6 STR 525 gp

Masterwork tools for the 6 Knowledge skills related to creature types 300 gp

This uses up 425,460 gp, with 334,540 gp left of level 20 WbL.


Dämmerung Klinge

"Dämmi, why don't you become a troubadour, like your cousins? You know you love playing the mandolin." But Dämmerung Klinge was shy; the thought of performing in front of large audiences, all their attention focused on the stage, was chilling. He'd much rather play just for his friends.

Trying to figure out his path in life was a challenge for little Dämmerung Klinge. He tried a bunch of different professions, generally looking for non-standard options in each to see what fit his nature, then giving up after a short stint (Mimic Martial Rogue, Cloistered Cleric, Bardic Sage) until he found something close: a spellcasting battlefield champion (Ordained Champion). However, after taking that pretty far, he decided that while it was a near match, a much greater emphasis on the spellcasting was better suited to a small character (Forest Gnomes being even smaller than the common Rock Gnomes). So, once again the iconoclast, he pursued a battlefield mage option generally followed by the Bards like his cousins — while largely ignoring the musical performance aspect. Dämmerung Klinge is, and always has been, his own gnome. While his career path may have had its share of blind alleys, it's uniquely his.

The very large number of classes is really the minimum requirement to satisfy PrC entry requirements. Any way of getting into Fochlucan Lyrist with fewer base classes requires rather dodgy rules interpretations ("I lived next door to some Druids and learned their ultra-secret language by eavesdropping, OK?") or a reliance on gear to replace class features ("Can I borrow that Ring of Evasion for a few minutes? I feel a level-up coming on.).

dysprosium
2014-04-22, 09:08 AM
Taste the dread rainbow.


Dread Servant
Cl 20 (19+1 Ioun Stone) BaB 20 (persisted Divine Power)
Necropolitan Illumian (Naenhoon) Dread Necromancer 6/Rainbow Servant 10/Ordained Champion 3/Dragon Slayer 1
32 point buy
STR: 14 (+6 Divine Power)= 20
DEX: 14
CON: -
INT: 12
WIS: 8
CHA: 18 (+5 Tome (Inherent), +6 item (Enhancment) +5 levels)= 34



Level
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features


1st
Dread Necromancer 1 (HoH p.84)
+0
+0
+0
+2
Spellcraft 4, Knowledge (religion) 4, Concentration 4, Tumble 2 (4 points)
Weapon proficiency (Flail) [Dread Necro], Weapon Focus (Flail)
Charnel Touch, Rebuke Undead


2nd
Dread Necromancer 2
+1
+0
+0
+3
Spellcraft 5, Knowledge (religion) 5, Knowledge (Arcana) 2

Lich Body Dr2 bludgeoning and magic


3rd
Dread Necromancer 3
+1
+1
+1
+3
Spellcraft 6, Knowledge (Religion) 6, Knowledge (Arcana) 4
Extend Spell
Negative Energy Burst


4th
Dread Necromancer 4
+2
+1
+1
+4
Spellcraft 7, Knowledge (religion) 7, Concentration 6

Mental Bastion


5th
Dread Necromancer 5
+2
+1
+1
+4
Spellcraft 8, Concentration 8, Knowledge (arcana) 5

Fear Aura


6th
Dread Necromancer 6
+3
+2
+2
+5
Spellcraft 9, Concentration 9, bluff 2
Persistent Spell (CAr p.81)
Scabrous Touch


7th
Rainbow Servant 1 (CD p.54)
+3
+2
+2
+6
Spellcraft 10, Concentration 10, bluff 5(2 points)

Detect Evil (at will), Extra Domain (Good)


8th
Rainbow Servant 2
+4
+2
+2
+7
Spellcraft 11, Concentration11, Diplomacy 2




9th
Rainbow Servant 3
+4
+3
+3
+7
Spellcraft 12, Concentration 12, Diplomacy 4
Rapid Metamagic (CM p.46)



10th
Rainbow Servant 4
+5
+3
+3
+8
Spellcraft 13, Concentration 13, Diplomacy 6

Extra Domain (Air), Grow wings


11th
Rainbow Servant 5
+5
+3
+3
+8
Spellcraft 14, Concentration 14, Sense Motive 2




12th
Rainbow Servant 6
+6
+4
+4
+9
Spellcraft 15, Concentration 15, Sense Motive 4
Quicken Spell



13th
Rainbow Servant 7
+6
+4
+4
+9
Spellcraft 16, Concentration 16, Sense Motive 5, Diplomacy 7

Detect Chaos (at will), Extra Domain (Law)


14th
Rainbow Servant 8
+7
+4
+4
+10
Spellcraft 17, Concentration 17, Diplomacy 9




15th
Rainbow Servant 9
+7
+5
+5
+10
Spellcraft 18, Concentration 18, Diplomacy 11
Combat Casting



16th
Rainbow Servant 10
+8
+5
+5
+11
Spellcraft 19, Concentration 19, Diplomacy 13

Cleric Spell Access, Detect Thoughts (at will)


17th
Ordained Champion 1 (CC p.90)
+9
+7
+5
+13
Spellcraft 20, Concentration 20, Knowledge (nob&roy) 2
Dodge[Good Domain trade], Iron Will[Law Domain trade]
Bonus Domain (War), Combat Feats, Continued Advancment, modified spontaneous casting


18th
Ordained Champion 2
+10
+8
+5
+14
Spellcraft 21, Concentration 21, Knowledge (nob & roy) 4
Battle Caster (medium) (CAr p.75), Diehard [Ordained Champion]
Smite


19th
Ordained Champion 3
+11
+8
+6
+14
Spellcraft 22, Concentration 21, Knowledge (nob & roy) 5, ride 1

Channel spell, divine bulwark


20th
Dragon Slayer 1 (Dr p.125)
+12
+10
+6
+16
Climb 2, Tumble 4

Aura of Courage, Damage Bonus (+1 dragons)




1-15 You will be mainly relying on your undead at this level though with your Charnel Touch you are able to get into melee as long as you keep your eyes on your health. Your spells still help, a lot. If your party is undead or takes Tomb Tainted Soul you can also do some AoE heals with Negative energy burst.
16-20 This is where the build really comes online with a vengeance. You get all Cleric spells added to your spell list and since you cast spontaneously off of your entire list that is a lot of power. This is also where you start persisting Divine Power. At 19 you pick up arcane Channeling which is a little late but you have so many spells to channel at this point that it's a little ridiculous, not to mention that you are casting 9ths from the Dread Necro list as well as the Cleric List. At 20th level there is very little that is standing in your way.



Heroes of Horror
Complete Divine
Complete Champion
Draconomicon
Complete Mage
Complete Arcane
SRD



Orange Prism Ioun Stone 30,000
Dark blue Rhomboid Ioun Stone 10,000
Slay mate LM p. 122
Tome of Leadership and influence +5 137,500
Cloak of Charisma +6 36,000
Belt of battle 12,000
Third Eye Conceal 120,000



Full bab- check (persisted divine might) (Naenhoon)
Armor/Weapon Proficiences- check (Dragon Slayer)
Arcane attunement- no (Could possibly use Spellstitched template with ruling that you could replace 1st level spell with cantrips)
Armored mage-
Light armor- Check (Dread Necromancer)
Medium armor- Check (Battle Caster)
Shield-Check (mithral githcraft animated heavy shield)
Arcane channeling- check (Ordained Champion)
Quick cast- check (rapid metamagic+quicken spell) (Naenhoon for 1 free per day)
Spell power- no




An Illumian with Naenhoon and Hieghten spell can get into Rainbow Servant at ECL 3. Which adds 3 more levels to drop into prcs. If you want to get really Cheesy pick up Eldritch Corruption for ECL 2 entry. Just be careful of the Depravity until you can pick up Necropolitan Legally.
Your also undead which means Taint is free game for you. You don't suffer the drawbacks and can get free feats out of it. This build is very feat intensive (Though you could drop Combat Casting since really it's just burning a feat,)
Incantatrix could add a good bit to this build as well especially if you drop the Dragon Slayer dip. You could then turn one of those feats into Improved Initiative.





Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
3
-
-
-
-
-
-
-
-


2nd
4
-
-
-
-
-
-
-
-


3rd
5
-
-
-
-
-
-
-
-


4th
6
3
-
-
-
-
-
-
-


5th
6
4
-
-
-
-
-
-
-


6th
6
5
3
-
-
-
-
-
-


7th
6
6
4
-
-
-
-
-
-


8th
6
6
5
3
-
-
-
-
-


9th
6
6
6
4
-
-
-
-
-


10th
6
6
6
5
3
-
-
-
-


11th
6
6
6
6
4
-
-
-
-


12th
6
6
6
6
5
3
-
-
-


13th
6
6
6
6
6
4
-
-
-


14th
6
6
6
6
6
5
3
-
-


15th
6
6
6
6
6
6
4
-
-


16th
6
6
6
6
6
6
5
3
-


17th
6
6
6
6
6
6
5
3
-


18th
6
6
6
6
6
6
6
4
-


19th
6
6
6
6
6
6
6
5
3


20th
6
6
6
6
6
6
6
6
4



Tal Kira started life as any Illumian though he showed a disturbing aptitude for the darker arts surrounding undead. His cabal found this disposition mildly uncomfortable but saw that it did not break any of their laws. However this discomfort pushed them to make him a wanderer. He was sent out of the cabal to be it's last line of defense in case it was destroyed. This served Tal well enough as he found life among the cabal empty and without meaning. Shortly after leaving Tal faced an enemy that all but killed him. This brush with death brought his own mortality to the forefront. It was this that caused him to seek out the secrets of undeath. Upon his wonderings he found himself deep in the jungle and nearly stumbled upon the temple of the Couatl. Tal was fascinated with these creatures and strove every day to implore them to teach him. Finally they decided that he was worthy and taught him their secrets. He quickly rose in power and strongly stayed around long after his normal Inherent Illumian tendencies would have told him to move on.

Tal has come to a precarious balancing point in his own morality. He uses dark powers but he does so in his mind for the furthering of the cause of good.

dysprosium
2014-04-22, 09:10 AM
And that is all of them!

Eight pseudo-Duskblades for your judging delights!

Sian
2014-04-22, 09:12 AM
... at least two of the other builds is eerily close to what i considered at some point but got away from due to Vizzini :smalltongue:

relytdan
2014-04-22, 07:14 PM
just so folk know where were at roughly 50% done

Ikeren
2014-04-22, 07:25 PM
Wow, I was super surprised to both A) see so many builds and B) see so many so very different builds. I'm jealous of the person that thought to use Fochlucan Lyrist.

Quick stats:

Wild Elf Sorceress 9 / Fighter 1 / Spellsword 10

Illumian (Aeshkrau) Warmage 4 / Cleric of Red Knight 1 / Ordained Champion 3 / Mystic Theurge 4 / Holy Scourge 5 / Arcane Devotee 3

Human Paladin 2 / Sorcerer4 / Spellsword4 / Abjurant Champion4 / Spellsword+6

Dwarven Warblade 1 / Wizard 5 / Runesmith 5 / Swiftblade 9

Human Bard 5 / Crusader 1 / Jade Phoenix Mage 10 / Sublime Chord 4

Human Female Martial Conjurer 3 / Warblade 1 / Ordained Champion 3 / Jade Phoenix Mage 8 / Abjurant Champion 5

Forest Gnome Martial Rogue 1 / Cloistered Cleric 1 / Bardic Sage2 / Ordained Champion 4 / Druidic Avenger1 / Martial Rogue +1 / Fochlucan Lyrist 10

Necropolitan Illumian (Naenhoon) Dread Necromancer 6 / Rainbow Servant 10 / Ordained Champion 3 / Dragon Slayer 1

Races:
Human: 3
Illumian: 2
Wilf Elf: 1
Dwarf: 1
Mimic: 1
Total: 5 unique races, 8 races total, 37% of selection human.

Base classes:
Warblade: 2
Wizard: 2
Bard: 2
Sorcerer: 2
Cleric: 2
Fighter: 1
Warmage: 1
Paladin: 1
Crusader: 1
Rogue: 1
Druid: 1
Dread Necromancer: 1
Total: 12 Unique Base Classes, 17 total selections, of which 5 entries are at ~12% each, with the rest ~6%

Prestige Classes:
Ordained Champion: 4
Jade Pheonix Mage: 2
Abjurant Champion: 2
Spellsword: 2
Rainbow Servant: 1
Fochlucan Lyrist: 1
Sublime Chord: 1
Runesmith: 1
Swiftblade: 1
Mystic Theurge 1
Holy Scourge 1
Arcane Devotee 1
Dragon Slayer: 1
Total: 13 unique prestige classes, 19 entries total, of which ~21% are Ordained Champion.

Sian
2014-04-23, 12:35 AM
Mimic Martial Rogue 1/Cloistered Cleric 1/Bardic Sage2/Ordained Champion 4/Druidic Avenger1/Martial Rogue +1/Fochlucan Lyrist 10


Mimic is a Rogue ACF, not a race (which is clearly listed as Forest Gnome)

dysprosium
2014-04-23, 08:48 AM
just so folk know where were at roughly 50% done

Thanks for the update.

I am also happy with the level of participation this round. It's hard to pick a favorite.

Svata
2014-04-23, 12:02 PM
I have finished judging one build. Seven to go.

Feral spellweaver, a section where you outlined what replicates what would have been much appreciated, for future reference.

Ikeren
2014-04-23, 02:31 PM
Sorry, was doing that quick and sloppy. Will fix errors presently.

Someone commented via PM on formatting: I just copied and pasted peoples own build summary lines (which is why 2 had alignment and the rest didn't, and why some used commas and some used /'s and some had extra spacing and some didn't). I unified formatting and removed alignment --- I personally care basically 0 about the subject :smalltongue: . I won't be adding any more material to the summary.

Svata
2014-04-24, 08:10 PM
Was done with all but one when some idiot ran into a power line pole and cut my electricity. Power is back, but file was lost, and OpenOffice couldn't reover it (Don't have ~$150 to drop on Microsoft Office, and besides, I liked the older versions (98-2003) of Msft Office better, and OpnOffice resembles them more, but that's beside the poimt), and I have to restart from scratch.

Humble Master
2014-04-24, 08:55 PM
Was done with all but one when some idiot ran into a power line pole and cut my electricity. Power is back, but file was lost, and OpenOffice couldn't reover it (Don't have ~$150 to drop on Microsoft Office, and besides, I liked the older versions (98-2003) of Msft Office better, and OpnOffice resembles them more, but that's beside the poimt), and I have to restart from scratch.So sorry to hear that man. Someone Mark of Justice whoever ran into that power line.

Sian
2014-04-25, 05:14 AM
that'll teach you to save and backup your files early and often ... I've had that happening when writing a big assignment in school some years ago, and only because i did regular backup saving of the file i only lost 2 hours of work and not much more (days)

dysprosium
2014-04-25, 08:15 AM
Was done with all but one when some idiot ran into a power line pole and cut my electricity. Power is back, but file was lost, and OpenOffice couldn't reover it (Don't have ~$150 to drop on Microsoft Office, and besides, I liked the older versions (98-2003) of Msft Office better, and OpnOffice resembles them more, but that's beside the poimt), and I have to restart from scratch.

Sorry to hear that too.

On the bright side though there is plenty of time so there is no rush. Hopefully when you start over you will remember some of the things that you had written before.

Ikeren
2014-04-25, 02:07 PM
Yeah, that's harsh and a large portion of why I am compulsive about CTRL+S.

Warlocknthewind
2014-04-25, 10:09 PM
Dissapointed by the lack of cleverly used Havoc Mage + Smiting Spell, which was going to be my build I never had time to complete.

Ikeren
2014-04-26, 03:38 AM
Dissapointed by the lack of cleverly used Havoc Mage + Smiting Spell, which was going to be my build I never had time to complete.

Looking at both those things, I'm surprised they don't get more use: Smiting Spell for breaking out bigger novas and Havoc mages channelling --- though it's unclear if you get a full attack or merely a standard attack, it's still decent.

Something like Fighter 1/Wizard6/Spellsword1/Havoc Mage 5/Abjurant Champion 5/X2...whooops, can't break the 15BAB barrier. Fighter 1/Battle Sorcerer4/Spellsword1/Havoc Mage 5/Abjurant Champion 5/X4 where X4 has 3/4ths BAB or higher and has full casting (Sacred Exorcist is classic, Battle Sorcerer works)...doesn't get 9th level spells, but does get 16 or 17 BAB.

Muggins
2014-04-26, 04:02 AM
Without Battlecast, Smiting Spell is practically a wasted feat. +1 spell level so that I can spend two standard actions casting a single spell? Ew.

When combined, you're sacrificing all your iterative attacks for the ability to smack them with your sword and touch spell at once. Battlecast states that you can "take a full-round action to attack and cast a spell," not to perform a full attack and cast a spell. With all your points in intelligence/charisma/<Insert Casting Stat Here>, how much damage is that single melee attack going to be?

Granted, it works, but it's not like you can combine it with an ubercharger or anything. Casters are good at breaking the action economy, but this feels like going in reverse.

Warlocknthewind
2014-04-26, 09:45 AM
Casting your smiting spell on your weapon, then hit enemy with said weapon. Sounds a good deal to me like a rustic, pre-duskblade channeling that could eventually become a more refined ability. I was going to build "the First Warrior of Twilight" the inspiration for "modern" duskblades.

Battlecast is unclear the order of the actions you take, spell or swing as you wish.

Muggins
2014-04-26, 10:41 AM
Casting the spell and hitting them with the weapon is two separate actions, so it's hardly a combat-worthy ability. Havoc Mage's Battlecast is the only way I can see it working, and even that shuns your iteratives for the ability to pull it off in-combat. You still get props for pulling off a trick like that, though. At least the fluff would've been interesting. :smallamused:

relytdan
2014-04-26, 12:22 PM
To all the chef's the builds show were all interesting in how to achieve being a duskblade.

As a general note RE: Disputes for the bonus points section; it is not likly to have any positive adjustments as these are pure bonus and no deductions were given for falling below 0 bonus points.

As for the possible Diputes, I may have missed something, I hope I have given reasonable explainations to each subsection.

Revised Scores

Keira Stormcaller


Total Score 13.75
Adjustments to score 0

Bonus Points .25

1: Hit Die: d8 0 not all of your classes are within this area

2: Class Skills: 0 while you do keep close to the class skills per level the build only makes use of 3 of the class skills from the duskblade list, I

would like to have seen closer to 1/2 of them used is some form.

3: Spells / Spells Known +.25 it is a decent spell list shown, you closely emulate the casting range of the duskblade

4: Arcane Attunement: -.25 I do not see this achieved, spell-like powers dancing lights, detect magic, flare, ghost sound, and read magic

5: Armored Mage: +.25 while the fighter and battle sorcerer give you the ability to wear armor and risk little as long as its light armor

6: Combat Casting: +.25 you aquire this at level 1

7: Arcane Channeling: -.25 I do not see this achieved, deliver the spell through your weapon with a melee attack

8: Quick Cast: 0 you basicly get this via the metamagic feat Quicken Spell, however it is gained late in the character progression where in the SI it

is gained at level 5

9: Spell Power: 0 between the spells you have/know and the DC's at which they are cast i feel there is not enough to warrent a bonus

Innovation 3.5

Race/template: no one else used wild elf

Class/PRC: while fighter was not used by other chefs, I feel 1 level of it is not enough to warrent a bonus, and at the same time you only took 1

level of it thus a deduction for the level dip would be in order, however I will give a null score for this

Fluff average fluff



Power 3.25

BAB at 16+ gained max attacks possible

this build compares okay in power to the SI



Elegance 3

you qualified for everything you took

a deduction for the level dip would be in order however I offset it in innovation



Ingredient 3.75

I feel you come close to the feel of the SI







Whitekeeper Jurul



Total Score 9.5

Adjustments to score 0


Bonus points 0

due to failure to qualify for a PRC as it provideds substance to the SI, I am unable to award any bonus points.



Innovation 3.5

Class/PRC: one other used your race, no one else took the class/prc that you did

Fluff average fluff



Power 2

BAB at 16+ due to failure to qualify the max bab I can see here would be 7 or 8

this build compares below average in power to the SI



Elegance 2

no mention of alignment, & You list Red Knight (Deity) in your sources, thus you are a devotee of the Red Knight, which has the

longsword favored weapon, so either you fail to qualify for Arcane Devotee because you worship Heironeous which has the longsword favored weapon, or fail to qualify

for Ordained champion - either way you fail to qualify for a PRC.



Ingredient 2

due to failed qualifications it makes it difficult to get a feel for the SI







Dusk, the Blade Channeller



Total Score 13
Adjustments to score .5

Bonus Points .5

1: Hit Die: d8 0 not all of your classes are within this area

2: Class Skills 0 while you do keep close to the class skills per level the build only makes use of 3 of the class skills from the duskblade list, I

would like to have seen closer to 1/2 of them used is some form.


3: Spells / Spells Known: +.25 you are close to emulate the casting range of the duskblade, it is a decent spell list shown

4: Arcane Attunement: 0 I do not see this achieved as spell-like powers, however you have the spells

5: Armored Mage: 0 the build allows you armor at the cost of arcane spell failure %

6: Combat Casting: +.25 you aquire this at level 1

7: Arcane Channeling: 0 I do not see this achieved, deliver the spell through your weapon with a melee attack

8: Quick Cast: 0 you basicly get this via the metamagic feat Quicken Spell, however it is gained late in the character progression where in the SI it

is gained at level 5

9: Spell Power: 0 between the spells you have/know and the DC's at which they are cast i feel there is not enough to warrent a bonu



Innovation 3

Class/PRC: I have no clue what race you are (Human?)- deduction given, others used your class/prc

fluff average fluff



Power 3.5
BAB at 16+ gained max attacks possible

this build compares okay in power to the SI



Elegance 2.5

you qualified for everything you took

level dip penalty



Ingredient 3.75

I feel you come close to the feel of the SI







Constance of Quartzheart




Total Score 12.5
Adjustments to score 0


Bonus Points .25





Innovation 3

Class/PRC: others used the class's/prc that you did

fluff average fluff



Power 3.5

BAB at 16+ gained max attacks possible

you have a few maneuvers though the SI does not really use them



Elegance 2.5
you qualified for everything you took
level dip penalty



Ingredient 3

While the duskblade has some interesting features some of the ones listed for maneuvers do not fit well with the SI






Erith Falker




Total Score 12
Adjustments to score 0


Bonus Points 0
1: Hit Die: d8 0 not all of your classes are within this area

2: Class Skills 0 while you do keep close to the class skills per level the build only makes use of 5 of the class skills from the duskblade list, I

would like to have seen closer to 1/2 of them used is some form.

3: Spells / Spells Known -.25 you blow out the spell cpacity of a duskblade by having 9th level spells, and the spell list is average

4: Arcane Attunement: 0 I do not see this achieved as spell-like powers

5: Armored Mage: 0 the build allows you armor
6: Combat Casting: +.25 you aquire this at level 1

7: Arcane Channeling: -.25 I do not see this achieved, deliver the spell through your weapon with a melee attack

8: Quick Cast: 0 Quickening Strike ability of the Jade Pheonix Mage

9: Spell Power: 0 between the spells you have/know and the DC's at which they are cast i feel there is not enough to warrent a bonus

Innovation 3

Class/PRC: others used the class's/prc that you did

fluff average fluff



Power 3.5

BAB at 16+ gained max attacks possible

you have a few maneuvers though the SI does not really use them



Elegance 2.5

While there are no dips, I feel the flow where Sublime Chord is first taken interupts the build

I wish you had listed the skills totals versus the +1 to skill as it makes it a hard to determine if you meet requirements


level dip penalty



Ingredient 3

While the duskblade has some interesting features some of the ones listed for maneuvers do not fit well with the SI







The Wandering Phoenix



Total Score 12
Adjustments to score 0

Bonus Points 0

1: Hit Die: d8 0 not all of your classes are within this area

2: Class Skills 0 while you do keep close to the class skills per level the build only makes use of 6 of the class skills from the duskblade list, I

would like to have seen closer to 1/2 of them used is some form.

3: Spells / Spells Known 0 you come close to emulate the casting range of the duskblade

4: Arcane Attunement: 0 I do not see this achieved as spell-like powers

5: Armored Mage: 0 the build allows you armor at the cost of arcane spell failure %

6: Combat Casting: +.25 you aquire this at level 1

7: Arcane Channeling: -.25 I do not see this achieved, deliver the spell through your weapon with a melee attack

8: Quick Cast: -.25 I do not see this achieved

9: Spell Power: 0 between the spells you have/know and the DC's at which they are cast i feel there is not enough to warrent a bonu



Innovation 3

Class/PRC: others used your race, others used the class's/prc that you did

fluff average fluff



Power 3.5

BAB at 16+ gained max attacks possible

maneuvers listed are predicated on having a 18.5 Initiator level




Elegance 2.5

level dip penalty




Ingredient 3
you come close yet overwhelm the feel of the SI






Dämmerung Klinge




Total Score 12
Adjustments to score 0

Bonus Points 0

1: Hit Die: d8 0 not all of your classes are within this area

2: Class Skills 0 while you do keep close to the class skills per level the build only makes use of 6 of the class skills from the duskblade list, I

would like to have seen closer to 1/2 of them used is some form.

3: Spells / Spells Known 0 you come close to emulate the casting range of the duskblade

4: Arcane Attunement: +.25 I see this achieved as spell-like powers

5: Armored Mage: 0 the build allows you armor at the cost of arcane spell failure %

6: Combat Casting: 0 not taken at 1st level and taken 1 level after where duskblade gets it.

7: Arcane Channeling: -.25 I do not see this achieved, deliver the spell through your weapon with a melee attack

8: Quick Cast: 0 while rapid spontaneous casting is not close enough for a bonus

9: Spell Power: 0 between the spells you have/know and the DC's at which they are cast i feel there is not enough to warrent a bonu

Innovation 3

Class/PRC: no others used your race, others used the class's/prc that you did

fluff average fluff



Power 3.5
BAB at 16+ gained max attacks possible

this build compares okay in power to the SI



Elegance 2.5

level dip penalties

in your explainations you state "Dämmerung Klinge uses mithral breastplate (light armor) and an animated heavy mithral feycraft shield,

for no ASF." if i were to take this as it is, it would be a penalty because of the direct need of used items; however I will note it as an option



Ingredient 3

I feel while you come close the overall seems to overwhelm the feel of the SI







Dread Servant




Total Score 11.75

Adjustments to score 0


Bonus Points 0

1: Hit Die: d8 0 not all of your classes are within this area

2: Class Skills 0 while you do keep close to the class skills per level the build only makes use of 5 of the class skills from the duskblade list, I

would like to have seen closer to 1/2 of them used is some form.

3: Spells / Spells Known -.25 you blow out the spell cpacity of a duskblade by having 9th level spells

4: Arcane Attunement: -.25 I do not see this achieved as spell-like powers

5: Armored Mage: 0 the build allows you armor at the cost of arcane spell failure %

6: Combat Casting: -.25 not taken at 1st level and taken way after where duskblade gets it.

7: Arcane Channeling: -.25 I do not see this achieved, deliver the spell through your weapon with a melee attack

8: Quick Cast: 0 you basicly get this via the metamagic feat Quicken Spell, however it is gained late in the character progression where in the SI it

is gained at level 5

9: Spell Power: 0 between the spells you have/know and the DC's at which they are cast i feel there is not enough to warrent a bonu



Innovation 3

Class/PRC: others used your race, others used the class's/prc that you did

fluff average fluff



Power 3.25

BAB at 16+ you achieve a 12 bab by my count

this build compares okay in power to the SI


Elegance 2.5

duskblade is a primary arcane caster, the build has alot of divine casting

level dip penalty



Ingredient 3

I feel you come close to the feel of the SI

Ikeren
2014-04-26, 01:21 PM
Responses to relytdan's judging in the post directly above mine have been removed, and instead PMed to the chair.
Scores have since been altered and charted elsewhere.

Muggins
2014-04-26, 01:49 PM
I find the concept of "average fluff" quite intriguing, actually.

Some spoilertags wouldn't hurt on your post.

Svata
2014-04-26, 03:09 PM
Sorry for not posting criteria, but I only decided to judge at the last minute, so it would be unrealistic to expect you to build towards any specific criteria. As such the only thing with realy detailed criteria will be the ingredient, as that is something you should generally try to fufill anyway. Known Cheese will net LARGE elegance penalties . Oh, and I imply penalties to elegance for using gear to replicate class abilities of the ingredient, or multiple short dips that aren't vital to the build.

Updated for disputes

And now, the judgening

Feral Spellweaver

Innovation
Well, you were the only wood elf, one of only two sorcerers, the only fighter, and one of two spellswords. I expeted more elves, given duskblade fluff, but was pleasantly surprised to only see one.Score: 4.5

Power
You replicated the power of a duskblade fairly well, with a lot of spells per day, and with the spells you have being mainly combat spells or buffs, except the occasional outlire utility spell, overland flight being the most notable of them. The power you do have comes on at mid-to-late levls, but that is pretty much inevitable with Gishes, so no penalty there. You made a Duskblade replica, not a fullcaster who just happened to have some similarly to a Duskblade, which is a plus in my book. Score: 4.5

EleganceOnly one dip, but you absolutely neexed it to get into your PrC. It WAS only one level, so the smallest penalty will be applied, just for that. No gear listed, so no penalties for relying on it to replicate.
Score: 4.9

Ingredient Duskblade Feel- .4, 5+ Spell Levels- .5, 35+ spells/day (before bonus spells)- .6, 16+ BAB- .6, Quick Casting- .3 (.5 max, countng off because can only be done
to cantrips, first, second, and third level spells), Armored Mage- .5 ( .6 max, you can't do it with medium armor and heavy shield at the same time), Arcane Channelling- .6, Spell Power- 0 (.5 max, didn't see anything to help with SR), Averaging D8+ HD- .2 (.4 max, you averaged 6.3)
Score: 3.7

Total Score: 17.6


Whitekeeper Jurul
Innovation:One of two Illumians, but a different variety of illumian. Every class but Ordained Champion was unique to you, but there were 4 Ordained Champions, which is fully half of the buids, so that's gonna cost ya.
Score: 3.25

Power You've got plenty of power, even if it does overshoot the duskblade a bit. Full BAB from persistent divine power, other buffs, and lots of combat spells, with bits of utility, mostly from cleric casting, certainly make you a force to be reckoned with. You only have 7ths, so you aren't too far off the mark, and eve that is only Warmage casting. Very nicely done.
Score: 4.75

EleganceHoo boy. Even for a Gish, half a dozen classes does not elegant make. No more than 5 levels of anything, but the one you did 5 levels of only goes that far. Only Cleric was particularly noticeable dip. Persistent Divine Poer is known Cheese, but low-grade cheese. Not your best category.
Score: 2.6

Ingredient Duskblade Feel- .3, 5+ spell levels- .5,
35+ spells/day-.5, 16+ BAB (due to persistent divine power, but still counts)- .6, Quick cast- 0, Armored Mage- .5, Arcane Channelling- .6, Spell Power- .3 (only evil), Combat Casting- .4, d8+ HD .15 (averaged 5.3)
Score: 3.85
Total Score: 14.45


Dusk, the Blade Channeller


InnovationTwo classes shared with another build (both shared with the same one, oddly enough), and Human, which nearly half of the buids used. You also had two unique classes, though, which is nice, so you recover a bit there. No class except Sorcerer and (maybe) Spellsword was expected.
Score: 3.75

PowerAlmost the exact amount of power as
a duskblade. Only one more level of spells, and those aren't exactly gamebreaking ones (well, celerity, but that's lower level). Nice use of light cheddar with the Dragonmark bits.
Score: 4.5

Elegance 4 classes, but only Paladin is a dip. Specific gear required for complete lack of ASF from Med armor and a heavy shield, but risk is small without it, so only a small penalty. Not too bad, but not good either.
Score: 3.15

Ingredient Duskblade Feel- .3, 5+ spell levels- .5, 35+ Spells/day- .5, 16+ BAB- .6, Quick Cast- .25 (can only be done for second level and lower spells), Armored Mage- .6, Arcane Channelling- .6, Spell Power- .5, Combat Casting- .4, d8 average HD- .39 (averaged 7.8. very close.)
Score: 4.64
Total Score: 16.04


Constance of Quartzheart
InnovationThe only dwarf, which I wasn't expecting any of. One other Wizard and Warblade, once again onthe sam build as each other, Runesmith and Swiftblade were unique. Nothing overly expected except wizard.
Score: 4.75

PowerAs you overshopt the power of a Duskblade by a fair bit, I judged this build on amount of power, not on how the power compared to a Duskblade. Perpetual Options, constant Haste, and free 2/day Limited Wish, are good, but it is difficult to gauge the power of this build beyond its class features, as the power of any spellcaster comes primarily from spells, and you do not list what spells are in her spellbook. Going on what IS there, and judging with typical gish spells+bits of BFC/utility, this build has HUGE amounts of potential power.
Score: 4.2

Elegance Fairly cheesy (free 2/day Limited Wish, among other things), but simple. Only Warblade was dipped.
Score: 4

Duskblade Feel- .1 (There's a touch, but it just isn't there, in my opinion), 35+ Spells/day- .4 (34/35, counting the Limited Wish SLAs), 16+ BAB- .5, Quick Cast .45 (Quicken up to 4ths, and Perpetual Options, though if P.O. wasn't also being used for Arcane Channelling, I'd give full credit. as it is, you can't use it for both at once), Armored Mage- .6, Arcane Channelling- .3 (see Quick Cast, and you have nothing else to help with duplicating this), Spell Power- 0, Combat Casting- .3, average d8 HD- .25 (averaged 5.2)
Score: 2.9
Total Score: 15.85


[i]Erith Falker
Innovation:Human was commonly used, but classes were unique, except JPM which had one other user.
Score: 4.25

PowerAnother build with a lot of power. You only know one 9th, but it IS shapechange, which gives you nearly everything, if you look hard enough. Liked the choice of manuevers.
Score: 4.5

Elegance No dips but crusader, which was necessary. 4 Classes. No cheese but that inherent to PAO and Shapechange.
Score: 4

IngredientDuskblade feel- .3, 5+ spell levels- .5, 35+ spells/day- .4, Armored Mage- .5, 16+ BAB- .6, Quick Cast- .5, Arcane Channelling- 0, Spell Power- .5, Combat Casting- .4, d8 HD- .25 (averaged 6.2)
Score: 3.45
Total Score: 16.7


Wandering Phoenix
Innovation Sorry, but every element of your build was used in other places, with human and Ordained Champion being used quite often. Your only saving grace is that you went specialist wizard while the other went generalist.
Score: 1.25

Power As with Constance, it is hard to judge the power of a spellcasting-based buid without knowing what spells you have. You get decent power from your class and feat choices.
Score: 4

Elegance Not really anything to say here. Gishes need a smattering of classes to work, and warblade was the only dip, though wizard was borderline, at only three levels.
Score: 3.75

Ingredient Duskblade feel-.3, 5+ spell levels- .5, 35+ spells/day- .5, 16+ BAB- .6, Quick Cast-.5, Armored Mage-.2 (Southern Mage only gets you so far), Arcane Channelling-.6, Spell Power- 0, Combat Casting-.4, d8 HD-.33 (averaged 7.2)
Score: 3.53
Total Score: 12.53

Dämmerung Klinge
Innovation Wow. Unique race, one class in common with most people, and freaking Fochlucan Lyrist. Wow.
Score: 4.8

PowerBard and cleric casting, with a bit of druid. The range of your spells is right about where a duskblade's is, and you match up with one very well, in terms of power, and maybe even have a touch more.
Score: 4.5

EleganceHalf a dozen classes, but that's expeted on a Fochluchan Lyrist. Still nets a (small) penalty to elegance, as does relying on your medium armor to be mithral.
Score: 4

Ingredient Duskblade feel- .3, 5+ spell levels- .5, 35+ spells/day- .5, 16+ BAB- .6, Quick Cast- 0, Armored Mage- .6, Arcane Channelling-.6, Spell Power-.5, Combat Casting-.4, d8+ HD-.25 (averaged 6.5)
Score: 4.25
Total Score: 17.5


Dread Servant
Innovation Same as with Witekeeper Jurul. See that judging for details.
Score: 3.25

Power Spontaneous Casting from both Cleric and Dred Necro lists is extremely powerful, especially once you factor in Persisting your buffs, and the tricks your class features give you.
Score: 5

Elegance Unfortunately, said power comes from some of the stinkiest cheese in 3.5, the interaction between fixed-list casters and rainbow servant. Also, you need special gear to completely nullify your ASF.
Score: 2

IngredientDuskblade feel-.35, 5+ spell levels- .5, 35+ spells/day .5, 16+ BAB- .6, Quick Cast- .4, Armored Mage- .6, Arcane Channelling-.6, Spell Power- 0, Combat Casting-.4, d8+ HD- .25
Score: 3.2
Total Score: 13.45

Judging complete

Rejudging and posting here, as I complete each one, as have been having issues with laptop (aforementioned power outage and such had a surge that burned out my charger, am using one from old laptop that doesn't charge it but gives it enough juice to run. Screen got cracked earlier today as well, due to it being knocked out of my hands by a random passerby as I left the local McDonald's with it. As I don't have wifi at my house, this presents issues. All posts are from mobile device, if you see any errors, that's why.)

Ikeren
2014-04-26, 03:27 PM
Rejudging and posting here, as I complete each one, as have been having issues with laptop (aforementioned power outage and such had a surge that burned out my charger, am using one from old laptop that doesn't charge it but gives it enough juice to run. Screen got cracked earlier today as well, due to it being knocked out of my hands by a random passerby as I left the local McDonald's with it. As I don't have wifi at my house, this presents issues.

Thanks for taking the time to judge despite that mess...

Svata
2014-04-26, 04:18 PM
I said I'd judge, and I will. A bad day or two isn't gonna stop me.

relytdan
2014-04-26, 07:47 PM
Responses to relytdan's judging in the post directly above mine, of which I think is at least somewhat problematic for every single build that he or she or they or otherpreferredpronoun judged..

Dear Ikeren - RE Disputes Proceedure - send all dispute to chairmain dysprosium for posting - Thankyou

RE comments made by Ikeren - concerning the various buils and they way they have been judged - Ignored

re potential Diputes posted by chairman dysprosium with be addressed

Ikeren
2014-04-26, 07:52 PM
I was under the impression the dispute process was for ensuring anonymity, which I felt was unnecessary given my concerns with every build you judged. That being said, I've since PMed him a copy-pasta of my post --- is the idea the he'll then go through and decide which concerns are relevant impartially to minimize the need of you to rejudge things based on annoyed competitors?

relytdan
2014-04-26, 07:59 PM
ok you realize just how much your comments are unwarranted, but they also completely out of line,.

however on the one point of the minor error of statement for bonus points armored mage: dusk - who has the paladin class and can use armor and would suffer arcane spell failure no matter -

do the rest of us a favor remove the unwanted commentaries about the judgings and submit to chairmain all disputes

re chef whom submitted Dusk- an adjustment was made to your score- reflected in the original scores and you can thank Ikeren for it.

Muggins
2014-04-27, 01:04 AM
So despite the disputes all being legitimate, you're refusing to consider them because they're not strictly anonymous? Ikeren's left practically nothing in his post which would determine which build is his, if any. He might not even be a participant.

Svata
2014-04-27, 07:55 AM
I believe that the things Ikeren brought up are legitimate, and should be addressed.

relytdan
2014-04-27, 12:32 PM
To all: as a judge I decide what and how I credit points for various things, not you, I decide whether fluff is above average or not - not you, I decide if I will adjust scores from persons whom may or may not have entered a build, if you have a build entered and have the desire to dispute something feel free to do so and i will address it.

Kazudo
2014-04-27, 01:08 PM
My 2cp.

Even if they're legitimate concerns, even if they need to be addressed, even if the disputer isn't a competitor, and even if they did not say which entry was theirs in the case that they are a competitor, the purpose of PMed disputes is to prevent an on-board flame-war from emerging and that, should a trend emerge, the Chairperson is the one best equipped with the authority to say what (if anything) should happen.

Assuming the procedures are the same throughout the Playground competitions, regardless of how necessary the situation may or may not be, the rules should still be followed.

I am not, nor have I ever been the Chairperson over Iron Chef or Zinc Saucier, but it is my understanding that that is the reasoning behind it, and certainly the reasoning I use as Chairman of Junkyard Wars.

EDIT:
Competitors, again, in my 2cp, should AT ALL COST avoid revealing their build to any judge as a part of any off-record dispute handling as it would ruin the competition's potential for fairness to the remaining competitors and judges.

Muggins
2014-04-27, 01:26 PM
Sounds reasonable. Ride on. :smallsmile:

Ikeren
2014-04-27, 03:13 PM
My 2cp.

Even if they're legitimate concerns, even if they need to be addressed, even if the disputer isn't a competitor, and even if they did not say which entry was theirs in the case that they are a competitor, the purpose of PMed disputes is to prevent an on-board flame-war from emerging and that, should a trend emerge, the Chairperson is the one best equipped with the authority to say what (if anything) should happen.

Fair enough. I thought it was just about anonymity, which I didn't care about since again, I had concerns about each build. I've since removed my commentary and instead sent it to Dysprosium, but I'll post it again once judging is complete.


ok you realize just how much your comments are unwarranted, but they also completely out of line,.

Nope, I'm afraid I don't. I think they are both totally warranted and completely in line. I am sorry if we disagree on this. Would you have found my comments more appealing had they been anonymous?

relytdan
2014-04-27, 07:29 PM
Fair enough. I thought it was just about anonymity, which I didn't care about since again, I had concerns about each build. I've since removed my commentary and instead sent it to Dysprosium, but I'll post it again once judging is complete.



Nope, I'm afraid I don't. I think they are both totally warranted and completely in line. I am sorry if we disagree on this. Would you have found my comments more appealing had they been anonymous?

Ikeren:
Assuming I do not know somthing about a book is very poor on your part, perhaps it is you that does not know the book.

RE: Tome of Battle - take a look at page 39 - only for the chefs whos build actually included maneuvers did I mention anything about this factor.

INITIATOR LEVEL for MULTICLASS CHARACTERS
Prestige classes work a little differently. In most cases, you add the full prestige class level to your martial adept level to determine your initiator level
Table 3–1: Highest-Level Maneuvers Known

- I deserve, NO I expect an appology from you Ikeren, for your whole commentary; from your statement as to the whole pronoun bit which is totally out of line, then onto about how I decided to judge each chefs build which was unwarrented, Futhermore you should have sent in your concerns/disputes to the chairman to be addressed.

as to other's who felt I should address Ikerens concerns as some seem to think they do not indicate what if any build that Ikeren may have - plausable - as a note I found that Ikeren did not make any comments over Dread Servant's build, now I can take that a couple different ways - No comment,

However I have revisted all builds and revised those scores as I felt needed, comments in their Adjustments sections and they are specifically for Ikeren's benefit.

- Ikeren if you do not agree with how I score that is just to bad.

Humble Master
2014-04-27, 07:51 PM
Just to clarify about ToB, only PrCs that say "You add your full [insert PrC name here] level to your initiator level" do that. If a PrC doesn't say that you add 1/2 it's levels as you would for a non martial adept class.

relytdan
2014-04-27, 08:24 PM
Just to clarify about ToB, only PrCs that say "You add your full [insert PrC name here] level to your initiator level" do that. If a PrC doesn't say that you add 1/2 it's levels as you would for a non martial adept class.

while not technically accurate you are close
it is generally accepted that al PRC's in and out of the TOB unless they say otherwise grant full IL , as for classes outside of the TOB those only grant 1/2 IL

Bloodstorm Blade PRC does not get full IL,

actually, by RAW in the portion under INITIATOR LEVEL ; MULTICLASS CHARACTERS ; This process applies to all of a character’s levels, whether they are in martial adept classes or other classes. Prestige classes work a little differently. In most cases, you add the full prestige class level to your martial adept level to determine your initiator level.

nuff said

Humble Master
2014-04-27, 08:51 PM
Were does it say that a PrC applies it's full level to your IC unless it says otherwise? Yes, in chapter 3 the books states:

In most cases, you add the full prestige class level to your martial adept level to determine your initiator level.

But the book goes on to say in the very next sentence.


See the prestige class descriptions in Chapter 5 for details.

Which makes me think the "in most cases" thing applies to the PrC's in ToB (because yes, Bloodstorm Blade doesn't advance IC). Moreover, the book does not specify that all PrC's add their full level to IC, it says "in most cases". Saying that all PrC's except those that expressly say they don't (of which none exist) progress IC in such a way seems like a shaky reading of RAW. It seems odd after all that you would get better at the Sublime way by taking Beholder Mage or Initiate of the Sevenfold Veil.

Ikeren
2014-04-28, 12:46 AM
@relytdan: That's a super interesting interpretation of Tome of Battle, one that I've never seen anyone use before. (Though apparently is widely accepted? Though not in the Tome of Battle handbooks here or anywhere else on the internet?) I guess I misunderstood your line "maneuvers listed are predicated on having a 17.5 Initiator level" as a criticism of the builds --- that they took maneuvers they didn't have IL for --- when you were really trying to communicate the opposite --- you think they have higher IL's than the people that wrote them do?

I'm confused about the pronoun thing --- I spend a fair bit of time in alternative communities where there are lots of transgender or gender queer people, both online and offline, where it's considered an insult to assume peoples genders. No insult was intended, and I apologize that one was received.

And I did already apologize for not sending it to the chairperson, but since did, and removed it. I apologize again.

I appreciate that you took my concerns into account, especially with regards to Constance (and am disappointed you wouldn't extend benefit of the doubt to Whitekeeper Jurul). Though given that you say I didn't comment on the Dread Rainbow build (I did --- I mentioned something about divine/arcane spells and ordained champion providing channel spell) I have to imagine you purused my comments with slightly less diligence than I may have been optimistic about.

dysprosium
2014-04-28, 11:06 AM
Weekends and Playground don't mix for me lately . . .

That being said it looks like I missed a doozy.

First of all criticizing the judge(s) in thread is definitely considered a faux pas. (Yes I know that the post in this case has been modified.) Making it a thread wide issue only scares other potential judges away and makes the ones that did take their time to judge regret ever doing it. Remember that judging is as voluntary as the entries are. What is one of the reasons why we do these competitions? Everyone wants to have their builds validated and it hurts on some level when the validation that is sought is not reutrned. We have all been there both in these competitions and in real life.

Second the dispute process needs to be anonymous because it prevents in thread animosity. Mistakes happen--things can be missed. These things can be fixed rather easily--penalizing a missed point or fixing a math error for example. It is the subjective part of judging that usually comes into conflict. I've said before in other threads that certain judges are simply not going to like certain builds. Something just doesn't click for them. It's happened to me both as a competitor and as a judge. But it is that subjectivity that makes the judging process so valuable and why multiple judges are always welcome.

I have received the disputes and will present them as I get a chance to do so. Unless I am missing something, some have been addressed already?

Another thing should be stated: This is supposed to be fun! I know I personally have had to remind myself of that fact in past competitions, but it bears repeating here.

WhamBamSam
2014-04-28, 01:09 PM
@relytdan: That's a super interesting interpretation of Tome of Battle, one that I've never seen anyone use before. (Though apparently is widely accepted? Though not in the Tome of Battle handbooks here or anywhere else on the internet?) I guess I misunderstood your line "maneuvers listed are predicated on having a 17.5 Initiator level" as a criticism of the builds --- that they took maneuvers they didn't have IL for --- when you were really trying to communicate the opposite --- you think they have higher IL's than the people that wrote them do?It is absolutely not the generally accepted interpretation. Most people see it as only applying to the PrCs in ToB, (much like the rules about losing class features if you no longer meet prereqs for PrCs in Complete Warrior), though the debate occasionally putters around a bit in the primary source rules as well and on whether 'most' can be a descriptive term if every PrC adds full IL (since no PrC explicitly says it doesn't). See also, Humble Master's post and or Google for more information on the point.

Ikeren
2014-04-28, 01:10 PM
I apologize again. As I said, I thought it was about anonymity, which I was not concerned about.


Unless I am missing something, some have been addressed already?

Precisely 2 of the list of things I PMed about have been resolved, and a 3rd explained.


It is absolutely not the generally accepted interpretation.


it is generally accepted that al PRC's in and out of the TOB unless they say otherwise grant full IL

I'm not sure I understand?

WhamBamSam
2014-04-28, 01:15 PM
I'm not sure I understand?I'm agreeing with you and disagreeing with relytdan. The "most PrCs add full IL" thing applies only to PrCs in ToB. Outside ToB they add 1/2 IL.

Kazudo
2014-04-28, 01:19 PM
It ends up with the same issue that occurs RE: having to continually qualify for PRCs. Since there are only two books that say that failing to qualify drops the PRC, there are two schools of thought about this: Either it's a precedent set for the rest of the game to follow, or it applies only to the PRCs in that book.

I'm of the latter school of thought, since it contains issues like this one.

Ikeren
2014-04-28, 02:24 PM
Either it's a precedent set for the rest of the game to follow, or it applies only to the PRCs in that book.

Ah, I'm more familiar with the prestige class thing. I didn't ToB even had this sort of ambiguity in it, since it isn't mentioned in the ToB handbooks here/on BG's and the only part of the book I know really well are classes/prestige classes/maneuvers charts.

relytdan
2014-04-28, 04:46 PM
while I can certainly understand the point on PRC's from the book for IL,
and sure some could go the route that it follows certain complete books that only effect themselves - except for the phrase in TOB that states "This process applies to all of a character’s levels, whether they are in martial adept classes or other classes. Prestige classes work a little differently. In most cases, you add the full prestige class level to your martial adept level to determine your initiator level. "

by raw strictly as its written, versus possibly intended, and chapter 5 does not disprove the statement its is just where the TOB PRC's start and nothing is effectively mentioned to the fact. so with that in mind for sole purpose of statement and having nothing to do with actual over score effect I mearly made the reference that X build had IL of XX - the maneuvers that were demonstrated were taken into effect for overall deciding of scores however.

so aside from dragging out a what should or could be done - unless you are judging for the sake of, please refrain from comments towards various builds and or scores

thanx

dysprosium
2014-04-29, 08:57 AM
Here are some disputes for you relytdan. I apologize if these issues have been dealt with already with your score modifications. Please make note that there are four listed here now.


Total Score 12

Bonus Points 0
1: Hit Die: d8 0 not all of your classes are within this area

I had d12's for every level, beating the si

2: Class Skills 0 while you do keep close to the class skills per level the build only makes use of 5 of the class skills from the duskblade list, I would like to have seen closer to 1/2 of them used is some form.

Fair I guess. Though I would hazard a guess that many duskblades don't use most of those skills.

3: Spells / Spells Known -.25 you blow out the spell cpacity of a duskblade by having 9th level spells

Ok, not exactly sure how this is a bad thing but I'll accept it.

4: Arcane Attunement: -.25 I do not see this achieved as spell-like powers

Yep. Knew that was coming. Thought about sanctum spelling them to first level then spellstitching them but decided that would be just a little cheesy.

5: Armored Mage: 0 the build allows you armor at the cost of arcane spell failure %

No. Just no. I can cast in medium with 0 acf due to taking a feat. The shield, Yeah I used an item for that part so I would have taken the knock for that but I achieved the first part completely.

6: Combat Casting: -.25 not taken at 1st level and taken way after where duskblade gets it.

Ok

7: Arcane Channeling: -.25 I do not see this achieved, deliver the spell through your weapon with a melee attack

Doesn't seem to have even read my breakdown. I get this from ordained champion

8: Quick Cast: 0 you basicly get this via the metamagic feat Quicken Spell, however it is gained late in the character progression where in the SI it is gained at level 5
9: Spell Power: 0 the spell DC's are average

Innovation 3
Class/PRC: others used your race, others used the class's/prc that you did
fluff average fluff

One other person used my race (minus template). Out of every build the only prc I have in common with others is ordained champion. There are very few ways to gain chanelling so that was to be expected. Other then that though the rest of my build was unique among the contestants

Power 3.5
BAB at 16+ you achieve a 12 bab by my count
this build compares okay in power to the SI

9th level spontaneous casting off of the entire dread necro and cleric list compares in power to the si?
Bab... divine power? Persisted...

Elegance 2.5
duskblade is a primary arcane caster, the build has alot of divine casting
level dip penalty

And this build is primarily an arcane caster. The divine casting is added on top. Also only spells that do not appear on an arcane list are casted as divine.

May I ask for reasoning behind the point deduction on my build?


Responses from Dämmerung Klinge inserted in bold.


As for the possible Diputes, I may have missed something, I hope I have given reasonable explainations to each subsection.


Dämmerung Klinge

Bonus Points 0
2: Class Skills 0 while you do keep close to the class skills per level the build only makes use of 6 of the class skills from the duskblade list, I would like to have seen closer to 1/2 of them used is some form.
The Duskblade has 19 class skills (the 10 standard Knowledge skills + 9 others). This build uses Decipher Script, 6 of the Knowledges, and Spellcraft: 8 out of 19. That is close to 1/2 of the Duskblade skills. (9.5 skills as your target is ambitious considering the Duskblade only has 2 + INT mod skill points.)

3: Spells / Spells Known 0 you come close to emulate the casting range of the duskblade
Spells per Day is a near match to the Duskblade total, assuming a Duskblade with INT all the way up to 34. The spells Dämmerung Klinge can cast, from the Duskblade spell list, exceeds the number of Duskblade spells a level 20 Duskblade can know. Dämmerung can also cast hundreds of spells not on the Duskblade list.

5: Armored Mage: 0 the build allows you armor at the cost of arcane spell failure %
Most of Dämmerung's spellcasting is divine and never has ASF. The character can always use light armor and heavy shield with no ASF, matching 2 of the 3 Armored Mage line items. Dämmerung uses a medium armor (breastplate) made light via mithral construction. This armor choice would be a good one for a Duskblade, too, because it's the AC of medium armor but the encumbrance of light armor. Mobility is important for a melee combatant. Should Dämmerung Klinge ever want to wear heavier armor there would be an ASF chance for a fraction of his spells. Should a Duskblade ever want to wear heavy armor there would also be an ASF chance, for all of their spells.

7: Arcane Channeling: -.25 I do not see this achieved, deliver the spell through your weapon with a melee attack
Arcane Channeling (levels 3, 13) is achieved by Ordained Champion Channel Spell (character level 7). Note: Any correction here should also apply to The Wandering Phoenix and Dread Servant, though possibly adjusted based on character level.

9: Spell Power: 0 the spell DC's are average
Spell Power is not based on spell DCs; it's based on checks to overcome SR. Dämmerung has a +4 "always on" boost to this end, vs. the conditional +5 boost of a Duskblade.

Innovation 3
Class/PRC: no others used your race, others used the class's/prc that you did
The build used 2 unique base classes and one unique 10-level prestige class taken in full.

Elegance 2.25
level dip penalties
There's no way to get into Fochlucan Lyrist with fewer base classes except by substituting a reliance on items instead (which is generally a ZS Elegance penalty). Dip penalties may be unavoidable here, but I would expect a corresponding boost in innovation for the unique classes used.
in your explainations you state "Dämmerung Klinge uses mithral breastplate (light armor) and an animated heavy mithral feycraft shield, for no ASF." if i were to take this as it is, it would be a penalty because of the direct need of used items; however I will note it as an option
Please see above explanation for "Armored Mage". Dämmerung could use medium/heavy armor, and only a small portion of his spell list would incur ASF. A Duskblade could use heavy armor, and all of their spells would suffer ASF.

Ingredient 2.75
I feel while you come close the overall seems to overwhelm the feel of the SI
I don't know what this means. Comparisons were included for all aspects of Duskblade class features vs. Dämmerung Klinge. What part "overwhelms the feel"? A longer explanation would be appreciated.




Firstly, My thanks for your judging.

5: Armored Mage: 0 the build allows you armor at the cost of arcane spell failure % Bards and Sublime Chords can cast in light armor without suffering a chance of arcane spell failure. The feat Battle Caster enables Erith to wear medium armor without a penalty to arcane casting.

8: Quick Cast: -.25 I do not see this achieved The Quickening Strike ability of the Jade Pheonix Mage enables Erith to Quicken a spell for free if he hits with a martial maneuver once per encounter. Quick Cast lets you Quicken your spells for free, as does Quickening Strike. Quickening Strike even fits the flavor of Duskblade because it require you to hit people to activate it.

9: Spell Power: 0 the spell DC's are average I'm just confused on this one because Spell Power's effect give the Duskblade a bonus on caster checks to overcome Spell Resistance. Erith's caster checks to overcome Spell Resistance gets a +5 boost thanks to the Spell Penetration feats and Soultouched spellcasting (though yes, Erith's spell DCs aren't boosted).

Power 3.5
BAB at 16+ gained max attacks possible
maneuvers listed are predicated on having a 17.5 Initiator level So my build which ahs access to 9th level spells is given the same power score as other builds that reach 5th and 6th level spells? I'd just like a clarification as to why.

3: Spells / Spells Known -.25 you blow out the spell cpacity of a duskblade by having 9th level spells, and the spell list is average
Ingredient 2.75
I feel while you come close the overall seems to overwhelm the feel of the SI So, I'm being penalized for making a powerful build? I find this odd because one of the categories for this competition is power. It seems wrong to take away points because a build satisfied one of the categories.


Thank you for your time spent judging, Relytdan. While I did originally plan a beefier dispute, most of those issues were cleared up by your decision to rejudge the dish. Out of curiosity, though, I'd like some clarification on the following statement.


Power: maneuvers listed are predicated on having a 17.5 Initiator level
Predicated (http://www.thefreedictionary.com/predicated+on).
"To base or establish (a statement or action, for example): I predicated my argument on the facts."

Initiator level was never mentioned in the dish, and only level 1 maneuvers were ever taken. I am confused by its mention here.

Current standings, one judge, mid disputes


Name
Score
Place


Keira Stormcaller
13.75
1


Dusk the Blade Channeler
12.75
2


Constance of Quartheart
12.5
3


Dämmerung Klinge
12
T-4


Erith Falker
12
T-4


The Wandering Phoenix
12
T-4


Dread Servant
11.75
7


Whitekeeper Jurul
9.5
8

relytdan
2014-04-29, 08:17 PM
just for note I am studying the disputes and will get the as soon as I can

dysprosium
2014-04-30, 09:55 AM
One more dispute for you relytdan:


I have two very minor complaints, but I want to say thank you very much for judging!


7: Arcane Channeling: -.25 I do not see this achieved, deliver the spell through your weapon with a melee attack

This is provided by the Spellsword Prestige class, which gets a class feature called Channel Spell to specifically deliver spells through weapons with melee attacks.


9: Spell Power: 0 between the spells you have/know and the DC's at which they are cast i feel there is not enough to warrent a bonu

The Spell Power class feature provides a bonus to spell penetration, which is mimicked by the spell "True Casting" which provides a +10 bonus to SR: rather than Duskblade's +5. Celerity and Arcane fusion can help get it out with other spells/or full attacks, just like a duskblade.

Thanks again,

relytdan
2014-04-30, 12:36 PM
Constance of Quartzheart
Dispute Notes:




- Power explanation
Predicated - my choice of word to use. maybe I could have used a different word.
TOB page 39 under initiator, multiclassing and where it talks about prestiege classes - I interpret this by RAW meaning unless it says otherwise all PRC's outside of TOB would gain full IL, I noted this more as refence, because I did not attribte actual scores based on it.

Adjustments to score 0





Erith Falker
Dispute Notes:




- Armored Mage: the build allows you armor at the cost of arcane spell failure, Bards and Sublime Chords can cast in light armor without suffering a chance of arcane spell failure
you are correct this was more of a trascription type error when refencing ASF, than anything else

- Quick Cast: - The Quickening Strike ability of the Jade Pheonix Mage enables Erith to Quicken a spell for free if he hits with a martial maneuver once per encounter. Quick Cast lets you Quicken your spells for free
While technically not the same thing I will give you +.25 here takeing your -.25 score to a 0

- spell power: - Erith's caster checks to overcome Spell Resistance gets a +5 boost thanks to the Spell Penetration feats and Soultouched spellcasting (though yes, Erith's spell DCs aren't boosted).
- yes I accounted for this and gave you 0 versus a -.25 for it, where a max +.25 was possible

Power 3.5
- maneuvers listed are predicated on having a 17.5 Initiator level, So my build which ahs access to 9th level spells is given the same power score as other builds that reach 5th and 6th level spells? I'd just like a clarification as to why.

I was looking for a cap at spell level 5 for max points, I felt level 9 was to far off

tob page 39 under initiator, multiclassing and where it talks about prestiege classes - I interpret this by RAW meaning unless it says otherwise all PRC's would gain full IL, I noted this more as refence, because i di not attribte actual reflection to scores based on it.

Adjustments to score +.25 in the bonus section - though it does not change the overall score




Dread Servant
Dispute Notes:



Hit Die D8
- your concern - d12's for every level, beating the si's Hit die
yep you beat it, I was looking for D8 throughout the build for the highest score possible
thus I gave you a 0 versus a -.25

- class skills portion
yes I agree most don't and like you for those that came close I gave a 0 versus a -.25

- spells
I was looking for a cap at spell level 5 for max points, I felt level 9 was to far off

- armored mage
while you may have casting in armor due to the ACF; I felt shields warented the deduction

- Arcane Channeling ,Doesn't seem to have even read my breakdown, I get this from ordained champion
Please refence the differences that I have as examples between the two below
note move action vs. standard action, then affects next target vs. if melee current is sucessfull
This is the difference I looked at and most did not warrent the +.25, some got 0, others got -.25

- ordained champion - Channel Spell (Sp): At 3rd level, you can channel any spell you have available to cast into your melee weapon.
Doing so requires a move action and uses up a prepared spell or spell slot just as if you had cast the spell. The channeled spell affects the next target you successfully attack with that weapon, though saving throws and spell resistance still apply normally.

- dusblade - use a standard action to cast,any touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner
does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.

Innovation 3
- so you feel that because only one other chef used your race and another used ordained champion that it warrented a possible lesser deduction
to earn a 5 here would warrent perfection, so on that - I disagree

Power 3.5
- 9th level spontaneous casting off of the entire dread necro and cleric list compares in power
Duskblade is an Arcane caster
you over powered the SI's 5th spell level cap, power wise this was related to 5th level spells, so I can score where it is at, or go the route of not giving it as high of score because the build used 9th level spells and divine casting

Elegance
- Explanation
all builds with under 3 levels of a class or PRC suffered deductions
Duskblade is an Arcane caster & because the build used divine casting


Adjustments to score 0



Dusk, The Blade Channeller
Dispute Notes:


Arcane Channeling
- Spellsword Prestige class, which gets a class feature called Channel Spell to specifically deliver spells through weapons with melee attacks

Please refence the differences that I have as examples between the two below
note move action vs. standard action, then affects next target vs. if melee current is sucessfull
This is the difference I looked at and most did not warrent the +.25, some got 0, others got -.25

I will give you a +.25 in this section for a score of 0

- Spellsword - Using this ability requires a move action, and the spellsword uses up the prepared spell or spell slot just as if he had cast the spell. The channeled spell affects the next target that the spell sword successfully attacks with his weapon

- dusblade - use a standard action to cast,any touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner
does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.

Spell Power
- Spell Power class feature provides a bonus to spell penetration, which is mimicked by the spell "True Casting" which provides a +10 bonus to SR: rather than Duskblade's +5. Celerity and Arcane fusion

as it requires a "SPELL" to get you there, I can not give more of a bonus here

Adjustments to score +.25 in the bonus section


All scores that have been affected have been changed in the original posting.
as for Dämmerung Klinge - this dispute is still under considerationn

dysprosium
2014-04-30, 02:04 PM
A couple more disputes coming your way:


I didn't really want to mention it since every build's got the same notice ,but...
Relytdan uses -0.25 in regard of Spell Channel ability in almost every build, including mine- Wandering Phoenix. I think that if Dusk's one is getting disputed over, it'd be only fair to take a similar look at the other builds - the more by the fact that Spellsword allows for a set amount of chnanels per day, with Ordained Champion having unlimited uses (although they differ a bit, I'll give it that).


What exactly doesn't the character qualify for? ... Ordained Champion? ... under Adaptation it clearly states that if used in Forgotten Realms, Red Knight is an appropiate deity to follow into the prestige class (together with Tempus or Tyr).

Else you're explanations is to vague to come with any type of disputes since i've no clue what to dispute

Svata
2014-04-30, 06:11 PM
Updated judging post.

relytdan
2014-04-30, 07:07 PM
Dämmerung Klinge
Dispute Notes:


- class skills 8 of 20 skills = under 50%, I don't feel this is enough to warrent a bonus
8 Class skills you have listed taken
Decipher Script, Knowledge (arcana), Knowledge (dungeoneering), Knowledge (local), Knowledge (nature), Knowledge (the planes), Knowledge (religion), Spellcraft

20 Duskblade skills
Climb, Concentration, Craft, Decipher Script, Jump, KNOWLEDGE (ARCANA), KNOWLEDGE (ARCH/ENG), KNOWLEDGE (DUNGEONEERING), KNOWLEDGE (GEOGRAPHY), KNOWLEDGE (HISTORY), KNOWLEDGE (LOCAL), KNOWLEDGE (NATURE), KNOWLEDGE (NOBILITY/ROYALTY), KNOWLEDGE (THE PLANES), KNOWLEDGE (PSIONICS), KNOWLEDGE (RELIGION), Ride, Sense Motive, Spellcraft, Swim.

- Spells / Spells Known - The spells Dämmerung Klinge can cast, from the Duskblade spell list, exceeds the number of Duskblade spells a level 20 Duskblade can know. Dämmerung can also cast hundreds of spells not on the Duskblade list
So hundreds of Spells "Divine spells", not Arcane; I don't feel this is enough to warrent a bonus

- amored mage - Most of Dämmerung's spellcasting is divine and never has ASF
well you are correct on that matter, that a divine caster does not suffer AS;F I don't feel this is enough to warrent a bonus

- Arcane Channeling: by Ordained Champion Channel Spell
Please refence the differences that I have as examples between the two below
note move action vs. standard action, then affects next target vs. if melee current is sucessfull
This is the difference I looked at and most did not warrent the +.25, some got 0, others got -.25

- ordained champion - Channel Spell (Sp): At 3rd level, you can channel any spell you have available to cast into your melee weapon.
Doing so requires a move action and uses up a prepared spell or spell slot just as if you had cast the spell. The channeled spell affects the next target you successfully attack with that weapon, though saving throws and spell resistance still apply normally.

- dusblade - use a standard action to cast, any touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner
does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.

Innovation 3
-Class/PRC: no others used your race, others used the class's/prc that you did
- The build used 2 unique base classes and one unique 10-level prestige class taken in full.
so you feel that because you used unique class's/PRC's that it should have warrented a higher score, and are not accepting that for class's/PRC's that others used for which a deduction was given. - No change to score


Elegance 2.25
level dip penalties
- There's no way to get into Fochlucan Lyrist with fewer base classes
I would say there are many ways to get into that PRC without level dips, but that is not my job to figure out as a judge - No change to score

Ingredient 2.75
I feel while you come close the overall seems to overwhelm the feel of the SI
I don't know what this means
- it means that I felt that the build presented, overpowers what a standard dusblade would bring to the table - No change to score

Adjustments to score 0



Wandering Phoenix
Dispute Notes:


Spellsword allows for a set amount of chnanels per day, with Ordained Champion having unlimited uses (although they differ a bit, I'll give it that).

Please refence the differences that I have as examples between the two below
note move action vs. standard action, then affects next target vs. if melee current is sucessfull
This is the difference I looked at and most did not warrent the +.25, some got 0, others got -.25

- ordained champion - Channel Spell (Sp): At 3rd level, you can channel any spell you have available to cast into your melee weapon.
Doing so requires a move action and uses up a prepared spell or spell slot just as if you had cast the spell. The channeled spell affects the next target you successfully attack with that weapon, though saving throws and spell resistance still apply normally.

- Spellsword - Using this ability requires a move action, and the spellsword uses up the prepared spell or spell slot just as if he had cast the spell. The channeled spell affects the next target that the spell sword successfully attacks with his weapon

- dusblade - use a standard action to cast,any touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner
does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved

Adjustments to score 0


Whitekeeper Jurul
Dispute Notes:


- Red Knight is an appropiate deity to follow -
and clearly the PRC Special: Must worship Hextor or Heironeous, so you would not qualify for the PRC

Adjustments to score 0

dysprosium
2014-05-01, 12:05 PM
A rebuttal of sorts:


This is both a dispute with Relytdan's judging and a question about the ZS competition.

I feel, Relytdan, as though you have failed to address my complain with the power score. My main problem was that I felt as though you were penalizing my build for working to attain a high level of power. I received a low Elegance score because I apparently blew the feel of the SI out of the water and you have said you will not even consider the spells above 5th level in my build for my power score. I fail to see the justification for this as Power is one of the categories for ZS and I was thus under the impression that creating a powerful build would increase my score. So Dysprosium, I would greatly appreciate a clarification as to whether Power, in ZS terms, is meant to be a measure of how well the build emulated the power of the SI or how powerful the build actually is.

The Chairman's answer to the question:


* Power (How powerful and versatile it is compared to the base class)

Personally I have always read that statement like this:

If the build is weaker than the SI than it should score lower (this doesn't seem to cause a problem)
If the build is no better than the SI than it should score midrange
If the build is stronger than the SI than it should score higher
With relytdan taking a "Price Is Right" approach of coming close to the SI power without going over is a different take on judging but one that the judge is able to make on his or her own. It's part of the reason why these kinds of competitions like to have mulitple judges looking at the dishes. Your mileage will vary depending upon what each judge is looking for in his or her own deliberating.

Svata
2014-05-01, 01:29 PM
Since I did not have the opportunity to post my criteria before the buids were finished, I am judging on either relative power or pure amount of power, whichever would give the buid a better score, as I fee it would be unfair to judge on one or the other when the chef didn't know which I would judge off of. That being said, any time in the future that I judge, it will be off of how powerful it is purely on its own, not in relation to the SI.

WhamBamSam
2014-05-01, 01:48 PM
Personally I have always read that statement like this:

If the build is weaker than the SI than it should score lower (this doesn't seem to cause a problem)
If the build is no better than the SI than it should score midrange
If the build is stronger than the SI than it should score higher
With relytdan taking a "Price Is Right" approach of coming close to the SI power without going over is a different take on judging but one that the judge is able to make on his or her own. It's part of the reason why these kinds of competitions like to have mulitple judges looking at the dishes. Your mileage will vary depending upon what each judge is looking for in his or her own deliberating.It's not that uncommon to penalize overkill in the power category. I've seen it in a few past sets of ZS criteria, generally stating that power aims for a point slightly above the SI. If relytdan is penalizing any perceived difference from the SI's power, then it's an issue. If she's rewarding builds that are slightly more powerful without going overboard, then there's a precedent for that.

I personally wouldn't put such a stipulation in Duskblade criteria, because it just wouldn't feel right to punish Gish builds for aiming for the 9th level spells/16 BAB benchmark, but I'm neither judging nor competing this round, so who cares what I think?

dysprosium
2014-05-02, 09:14 AM
Every judge is going to judge differently. I mean the same sentence can be read by three different people and all three of them can come away with a different meaning.

Another rebuttal:

So your opinion is that official Adaptations (meaning it clearly being written as an alternate use of the class, within the 'class sub-chapter'), converting prestige classes from default (greyhawk) can never be used in any setting beyond default and homebrew based on the default setting? As the Prestige class itself clearly states that if used in Setting X then Deities X Y Z is accepted, i would have excepted that the judges go from that.

How goes your judging Svata?

Svata
2014-05-02, 10:45 AM
Quite well.

relytdan
2014-05-02, 01:06 PM
i think i covered my explanations for each rebuttle - in the dispute notes, so no further review to be taken- judging stands

dysprosium
2014-05-05, 11:54 AM
Svata, I have not seen any updates to your post for scores. Would you like an extension for your judging?

Svata
2014-05-06, 06:48 AM
Yes please. Will finish soon, weekend was unexpectedly busy. Girlfriend showed up from out of town unexpectedly. Only have one build left to judge.

Sian
2014-05-06, 06:52 AM
Can't the next ZS be announced anyhow and the dispute for whatever Svata's judging brings up, and the announcement of the winner be run in paralell, not stalling the next ZS so there's even less of order between the concurrent running of Zinc and Iron Chef, with even more overlap between the respective jugdings and respective building periods?

Svata
2014-05-06, 07:28 AM
Just finished judging. Sorry for the delay.

dysprosium
2014-05-06, 08:31 AM
Can't the next ZS be announced anyhow and the dispute for whatever Svata's judging brings up, and the announcement of the winner be run in paralell, not stalling the next ZS so there's even less of order between the concurrent running of Zinc and Iron Chef, with even more overlap between the respective jugdings and respective building periods?

The only problem with this idea is that there becomes two active threads which skims the line for forum rules. I appreciate the want to build but we have to finish this one first.

That being said, I will give twenty four hours for disputing so that the next round can start. Someone already had one waiting. I wanted to make sure that Svata could post all of his scores before posting this:


These ones are for you, Svata. I would like to thank you for judging, and I hope that my (possibly excessive) text does not scare you away. Clarity is key.


Perpetual Options, constant Haste, and free 2/day Limited Wish, are good, but it is difficult to gauge the power of this build beyond its class features, as the power of any spellcaster comes primarily from spells, and you do not list what spells are in her spellbook. Going on what IS there, this build has HUGE amounts of potential power.[/spoiler]
I dd not include Constance's spells known because the main post for every Zinc Saucier explicitly states not to do so. Wizards and similar casters are capable of learning every spell on their spell list, and this versatility makes any attempts to pin down their spells known rather futile.

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)
While I understand that this makes it difficult to judge what spells she may or may not use, Constance's spell selection and use falls under the purview of most other gishes. Shield, Fire Shield, Greater Magic Weapon, Polymorph, Stoneskin; she knows whatever is appropriate for the situation, especially if she uses sky-or-die techniques. While these tools are certainly not available to the Duskblade, I did not originally create Constance with the intention of matching the power of a Duskblade. Instead, she bypasses them (and is deducted accordingly; lesson learned for future Zinc submissions).


Fairly cheesy (free 2/day Limited Wish, among other things), but simple. Only Warblade was dipped.
Fair enough, although I only mentioned SLAs of Limited Wish as one of many possibilities. It's one of the cheesier options, but there are more reasonable alternatives (eg. Haste) and her build does not strictly rely on such things.


Duskblade Feel- .1 (There's a touch, but it just isn't there, in my opinion)
When I think Duskblade, I think armoured arcane spellcaster. Oh well. :smallwink:


Quick Cast .45 (Quicken up to 4ths, and Perpetual Options, though if P.O. wasn't also being used for Arcane Channelling, I'd give full credit. as it is, you can't use it for both at once),
...
Arcane Channelling- .3 (see Quick Cast, and you have nothing else to help with duplicating this)
Why can't I use it for both at once? It's not as though a Duskblade has infinite uses of Quick Cast; if anything, Perpetual Options is an improvement over both Quick Cast and Arcane Channeling. It even has fewer restrictions on what can be cast.


Combat Casting- 0
Let's take a wager at her in-combat spellcasting at level 20, since that's everybody's peak. Constance can cast up to 8th level spells. She has 23 points in Concentration and her Constitution modifier (buffed by spelled and/or items) grants an additional +3-6. The DC to cast a spell defensively (i.e. to cast a spell without provoking attacks of opportunity) is 15+(spell level)*2. Thus, the highest DC she needs to meet is 15+16, or 31.

Oh dear. At level 20, Constance has a DC 31 Concentration check with a roll of 1d20+29. The only possible way for her to fail this check is by rolling a 1, and even that's easily solved with something like a Tunic of Steady Spellcasting (MIC). She doesn't need the Combat Casting feat, because she is more than capable of just casting spells defensively without any possibility of failure.

Current standings, two judges, mid disputes


Name
relytdan
Svata
Score
Place


Keira Stormcaller
13.75
17.6
31.35
1


Dämmerung Klinge
12
17.5
29.5
2


Dusk the Blade Channeler
13
16.04
29.04
3


Erith Falker
12
16.7
28.7
4


Constance of Quartzheart
12.5
15.35
27.85
5


Dread Servant
11.75
13.45
25.2
6


Wandering Phoenix
12
12.53
24.53
7


Whitekeeper Jurul
9.5
14.45
23.95
8

Svata
2014-05-06, 01:49 PM
Spells Known- Fair enough, but an outline of typical spls prepared helps to gauge what options you have and your power. Without it I assumed typical gish combat spells (like you listed) with a splash of BFC and utility, and judged power based off of that.

Limited wish- I only included it because it was the one you mentioned, and the boost it gave you in power was larger than the elegance hit, as it wasn't that bad of cheese, and something you don't see thrown around all the time.

Duskblade feel- Well, yes, but that fraction of a point was based off of my opinion, and I just didn't feel it is all.

Perpetual options, Quick Cast, Arcane Channelling- What I had meant by saying you can't use perpetual options for both at once is that if you use it to emulate quick cast, you cannot, in the same turn, quicken another spell while you are attacking to emulate arcane channelling. I have no doubt that it is stronger, and never said it wasn't, and even said it could do both, merely that it could not do both in the same turn.

Combat Casting- Eh, fair enough, I'll give credit where credit is due. Not full points, as you don't really have combat casting, but more than half.

dysprosium
2014-05-07, 08:58 AM
Well I guess the majority wanted the round to end, so I'm calling it now.



Name
Saucier
relytdan
Svata
Score
Place


Keira Stormcaller
rainstorm
13.75
17.6
31.35
1st

Dämmerung Klinge
Curmudgeon
12
17.5
29.5
2nd


Dusk the Blade Channeler
Ikeren
13
16.04
29.04
3rd


Erith Falker
Humble Master
12
16.7
28.7
4th


Constance of Quartzheart
Muggins
12.5
15.35
27.85
5th


Dread Servant
Virdish
11.75
13.45
25.2
6th


Wandering Phoenix
Xerlith
12
12.53
24.53
7th


Whitekeeper Jurul
Sian
9.5
14.45
23.95
8th



A hearty congratulations to our winners and all of our contestants!
Thank you to our judges relytdan and Svata (who gave us all a good second opinion)!

I was glad to see lots of new faces for this round and hope to see you all for Round XXIV which is up now (http://www.giantitp.com/forums/showthread.php?346900-Zinc-Saucier-XXIV-live-another-day).

Kazudo
2014-05-07, 10:36 AM
Wow. The Man himself has gotten involved in the competition.

You got a good thing going, methinks, Dysprosium!

dysprosium
2014-05-07, 11:49 AM
Wow. The Man himself has gotten involved in the competition.

You got a good thing going, methinks, Dysprosium!

He won the Ranger Round XVII and has also judged the first round I was Chairman for along with Kuulvheysoon and Vaz.

In my eyes, the three of them helped legitimize my role as Chairman.

Muggins
2014-05-07, 12:40 PM
I'm not sure how I feel about being beaten by a pair of Spellswords, but it was fun anyhow. :smallsmile:

Svata
2014-05-07, 01:53 PM
I remember round XVII. I had a pretty good showing that round. Came in third, IIRC.

dysprosium
2014-05-07, 02:19 PM
I remember round XVII. I had a pretty good showing that round. Came in third, IIRC.

Indeed you did.

It was also the last round I competed in before taking the Chair. I came in fourth! Grrr! shakes fist!