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Kuulvheysoon
2014-05-15, 09:28 PM
Welcome, contestants, judges, and guests to Iron Chef LVII. Here in Optimization Colosseum, contestants will endeavor to create an optimized and flavorful character using a specified D&D3.5 prestige class as a "Secret Ingredient".

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

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

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

Kitchen: Competitors will be free to use any official 3.5 rulebook in constructing their builds. Dragon magazine is disallowed, and Unearthed Arcana is allowed; but see Elegance below. 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. Please refrain from using Taint unless it's necessary for the Secret Ingredient.

Cooking Time: Contestants will have until 23:59 GMT on Thursday, May 29th, 2014 to create their builds and PM them to the Chairman, Kuulvheysoon. Builds will then be posted simultaneously, to avoid copying. Judges will have until 23:59 GMT on Thursday, June 12th, 2014 to judge the builds and submit their scores. If no judges have scored by that point, only the scores of the first judge to submit will be counted.

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

Power level is up to you. Cheese is acceptable, but should be kept to a sane level unless you're showcasing a new TO build you've discovered. In the words of one of my predecessors, a little cheddar can be nice, but avoid the mature Gruyere unless you're making a cheese fondue.
Elegance could bear a little elaboration. It basically measures how skillfully you put your build together, and whether you sacrificed flavor for power. We're cooking here - if your dish doesn't taste good, it doesn't matter how well-presented it is. Use of flaws is an automatic loss of one point per flaw in this category. Other things that will cause lost points here are excessive multiclassing, and classes that don't fit the concept - using Cloistered Cleric in a front-line melee fighter, for example, will lose you points. Please note the following change: 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. In that same vein, drawing solely from the Core 3 (and the d20 SRD) should not be punished for lacking Originality.
Presentation: Builds will be posted anonymously, in order to avoid the potential of bias towards a particular competitor. For this reason, please don't put your name in the build, as I'm likely to miss it when reviewing the entries!

Due to concerns about standardizing entry format, I'd like everyone to try to use the following table for their entry.NAME OF ENTRY


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
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
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
-
-
-
-
-
-
-
-
-
-



For other systems (Psionics, ToB, Incarnum, etc.) keep track of PP/maneuvers/essentia separately, preferably in a nice neat list.
Speculation: Please don't post or speculate on possible builds until the "reveal," in order to avoid spoiling the surprise if a particular competitor is producing a build along those lines.

Leadership is banned; we're producing a meal, not a seven-course banquet for a hundred diners. If your entry includes a prestige class or ACF that grants Leadership or a Leadership-like ability as a bonus feat, the feat should be ignored and is not eligible to be traded away for another feat or ACF through any means.

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

This week's special ingredient is:
Lords of Madness's Darkrunner!
We will award 1st through 3rd places, as well as a shout-out for honorable mention. The honorable mention prize is given to the most daring or unexpected build. Judges, contestants and guests alike are invited to vote for honorable mention via PM.

Allez, optimiser!

Contestants

Judges

The Builds

Past Competitions

Iron Chef I: Entropomancer (http://www.giantitp.com/forums/showthread.php?t=142470)
Iron Chef II: Psibond Agent (http://www.giantitp.com/forums/showthread.php?t=146583)
Iron Chef III: Cancer Mage (http://www.giantitp.com/forums/showthread.php?t=148584)
Iron Chef IV: Stonelord (http://www.giantitp.com/forums/showthread.php?t=150595)
Iron Chef V: War Chanter (http://www.giantitp.com/forums/showthread.php?t=152543)
Iron Chef VI: Master of Masks (http://www.giantitp.com/forums/showthread.php?t=156876)
Iron Chef VII: Green Star Adept (http://www.giantitp.com/forums/showthread.php?t=158633)
Iron Chef VIII: Pyrokineticist (http://www.giantitp.com/forums/showthread.php?t=160266)
Iron Chef IX: Animal Lord (http://www.giantitp.com/forums/showthread.php?t=162702)
Iron Chef X: Mythic Exemplar (http://www.giantitp.com/forums/showthread.php?t=164381)
Iron Chef XI: Blade Bravo (http://www.giantitp.com/forums/showthread.php?t=166539)
Iron Chef XII: War Mind (http://www.giantitp.com/forums/showthread.php?p=9426386)
Iron Chef XIII: Vigilante (http://www.giantitp.com/forums/showthread.php?t=172233)
Iron Chef XIV: Seeker of the Song (http://www.giantitp.com/forums/showthread.php?t=174434)
Iron Chef XV: Drunken Master (http://www.giantitp.com/forums/showthread.php?t=176049)
Iron Chef XVI: Assassin (http://www.giantitp.com/forums/showthread.php?t=178202)
Iron Chef XVII: Ardent Dilettante (http://www.giantitp.com/forums/showthread.php?t=182492)
Iron Chef XVIII: Unseelie Dark Hunter (http://www.giantitp.com/forums/showthread.php?t=186097)
Iron Chef XIX: Dread Pirate (http://www.giantitp.com/forums/showthread.php?t=190607)
Iron Chef XX: Incandescent Champion (http://www.giantitp.com/forums/showthread.php?p=10976416)
Iron Chef XXI: Ghostwalker (http://www.giantitp.com/forums/showthread.php?t=198921)
Iron Chef XXII: Dervish (http://www.giantitp.com/forums/showthread.php?t=206576)
Iron Chef XXIII: Divine Crusader (http://www.giantitp.com/forums/showthread.php?t=210071)
Iron Chef XXIV: Tactical Soldier (http://www.giantitp.com/forums/showthread.php?t=214198)
Iron Chef XXV: Scion of Tem-Et-Nu (http://www.giantitp.com/forums/showthread.php?t=217441)
Iron Chef XXVI: Shadowdancer (http://www.giantitp.com/forums/showthread.php?t=220956)
Iron Chef XXVII: Mindbender (http://www.giantitp.com/forums/showthread.php?t=224008)
Iron Chef XXVIII: Cryokineticist (http://www.giantitp.com/forums/showthread.php?t=227304)
Iron Chef XXIX: Consecrated Harrier (http://www.giantitp.com/forums/showthread.php?t=229688)
Iron Chef XXX: Initiate of Pistis Sophia (http://www.giantitp.com/forums/showthread.php?t=233346)
Iron Chef XXXI: Shadow Sentinel (http://www.giantitp.com/forums/showthread.php?t=236908)
Iron Chef XXXII: Temple Raider of Olidammara (http://www.giantitp.com/forums/showthread.php?t=239786)
Iron Chef XXXIII: Drow Judicator (http://www.giantitp.com/forums/showthread.php?t=243052)
Iron Chef XXXIV: Dragon Disciple (http://www.giantitp.com/forums/showthread.php?t=246072)
Iron Chef XXXV: Death Delver (http://www.giantitp.com/forums/showthread.php?t=249542)
Iron Chef XXXVI: Acolyte of the Skin (http://www.giantitp.com/forums/showthread.php?t=252923)
Iron Chef XXXVII: Justiciar (http://www.giantitp.com/forums/showthread.php?t=13865473)
Iron Chef XXXVIII: Hand of the Winged Master (http://www.giantitp.com/forums/showthread.php?t=255215)
Iron Chef XXXIX: Renegade Mastermaker (http://www.giantitp.com/forums/showthread.php?t=260333)
Iron Chef XL: Nightsong Infiltrator (http://www.giantitp.com/forums/showthread.php?t=263173)
Iron Chef XLI: Geomancer (http://www.giantitp.com/forums/showthread.php?t=266709)
Iron Chef XLII: Shadowblade (http://www.giantitp.com/forums/showthread.php?t=270196)
Iron Chef XLIII: Bladesinger (http://www.giantitp.com/forums/showthread.php?t=274122)
Iron Chef XLIV: Urban Soul (http://www.giantitp.com/forums/showthread.php?t=279116)
Iron Chef XLV: Talon of Tiamat (http://www.giantitp.com/forums/showthread.php?p=15216595)
Iron Chef XLVI: Cipher Adept (http://www.giantitp.com/forums/showthread.php?t=287314)
Iron Chef XLVII: Cold Iron Warrior (http://www.giantitp.com/forums/showthread.php?t=291294)
Iron Chef XLVIII: Shadow Sun Ninja (http://www.giantitp.com/forums/showthread.php?t=297327)
Iron Chef XLIX: Thrall to Orcus (http://www.giantitp.com/forums/showthread.php?t=302487)
Iron Chef L: Corrupt Avenger (http://www.giantitp.com/forums/showthread.php?t=307823)
Iron Chef LI: Black Flame Zealot (http://www.giantitp.com/forums/showthread.php?t=312773)
Iron Chef LII: Anointed Knight (http://www.giantitp.com/forums/showthread.php?t=317934)
Iron Chef LIII: Zerth Cenobite (http://www.giantitp.com/forums/showthread.php?t=325164)
Iron Chef LIV: Osteomancer (http://www.giantitp.com/forums/showthread.php?t=330890)
Iron Chef LV: Mountebank (http://www.giantitp.com/forums/showthread.php?336373-Iron-Chef-Optimization-Challenge-in-the-Playground-LV)
Iron Chef LVI: Dwarven Defender (http://www.giantitp.com/forums/showthread.php?342807-Iron-Chef-Optimization-Challenge-in-the-Playground-LVI)

Kuulvheysoon
2014-05-15, 09:29 PM
FAQ:
What's this even about? I'm glad you asked, actually... (http://www.giantitp.com/forums/showpost.php?p=15415117&postcount=1)

Is Dragon Compendium Allowed? Yes (as well as its Errata), 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. 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 and the Retraining options presented in the PHB2 are ripe for abuse, and will be strongly 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 Kuulvheysoon is 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 mechanically illegal by the RAW, the judge may give the build a score of 0 in Elegance, and proceed to judge the entry as if the offending material was not included. Failing to meet a special requirements for a prestige class does not merit a 0, but may qualify for a penalty, at the judge's discretion. 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.

What are the valid sources for Darkvision in regards for qualifying for this SI? The only way to qualify is to get it either as a Racial feature or a Class feature. Although it does mention Inhuman Vision above it, in the actual class requirements it is very specific on what does, and does not qualify.

Muggins
2014-05-15, 09:37 PM
I'm fairly sure someone called this one a couple of rounds ago. Not to say that's a bad thing, nor something which can be avoided forever. :smalltongue:

Deadline
2014-05-15, 09:47 PM
This one is a real piece of work. I'm totally in ... to judge.

Kuulvheysoon
2014-05-15, 09:49 PM
I'm fairly sure someone called this one a couple of rounds ago. Not to say that's a bad thing, nor something which can be avoided forever. :smalltongue:

At some point, every class will have been called out at some other point, though I don't recall this one being mentioned. Oh well, you're stuck with it.:smallamused:

Although, for my final competition, I've something special planned. It's not Slime Lord

lunar2
2014-05-15, 09:57 PM
need a rules clarification right off the bat. the prereq's of the class say you need darkvision as a class feature or racial trait, but right before that it says you can qualify with aberration blood and inhuman vision. so is it:

can only qualify with racial traits and class features.

can only qualify with racial traits, class features, and inhuman vision.

can qualify with any source of darkvision.

or some other ruling i'm not thinking of?

also, i'm in to compete. i've still got 8 days before i have to judge junkyard wars, so i should have plenty of time. i'm definitely not backing out this time, either.

Virdish
2014-05-15, 10:04 PM
I might bee in if I can think of anything to do with it... We'll see. Still need to finish my build for zinc and then judge for junkyard... so inspiration better hit quickly.

KrimsonNekros
2014-05-15, 10:10 PM
Perhaps a tad vain, but I'm wondering now if my last entry had anything to do with influencing the decision for this round lol.

deuxhero
2014-05-15, 10:19 PM
Random question: What's the shortest (in levels) SI thus far?

Vaz
2014-05-15, 10:24 PM
10.

If you mean for levels taken, Entropomancer, I believe someone just dipped a single level in.

WhamBamSam
2014-05-15, 10:53 PM
Might compete, might judge. I've got a rough idea, but I need to sort out the RAW, and I want to get a few JW entries in.

KrimsonNekros
2014-05-15, 11:46 PM
And I've got my build idea conceptualized, just need to crunch the numbers now.

Muggins
2014-05-16, 12:09 AM
Hey wait, KrimsonNekros submitted a Darkrunner last time (http://www.giantitp.com/forums/showsinglepost.php?p=17405025&postcount=229)! You are so flagged for collaboration with, uh..

..Someone. Yeah, you'd better be scared.

Kuulvheysoon
2014-05-16, 12:22 AM
Hey wait, KrimsonNekros submitted a Darkrunner last time (http://www.giantitp.com/forums/showsinglepost.php?p=17405025&postcount=229)! You are so flagged for collaboration with, uh..

..Someone. Yeah, you'd better be scared.

Actually, he's the reason that I remembered this gem. So you can thank him.

If anyone submits a (Male Earth Dwarf, Lawful Neutral, Fighter 1/ Warblade 1/ Ranger 2/ Darkrunner 4/ Deepstone Sentinel 4/ Dwarven Defender 8) I will be very disappointing.

KrimsonNekros
2014-05-16, 12:32 AM
Actually, he's the reason that I remembered this gem. So you can thank him.

If anyone submits a (Male Earth Dwarf, Lawful Neutral, Fighter 1/ Warblade 1/ Ranger 2/ Darkrunner 4/ Deepstone Sentinel 4/ Dwarven Defender 8) I will be very disappointing.

Awww you mean i can't just submit the same build twice with a couple tweaks? Well that does it then, back to the drawing board for an 11th hour entry.

Amphetryon
2014-05-16, 05:23 AM
Naturally Darkrunner comes up after I've lost the notes on the wicked cool concept I originally had for this PrC.

Divayth Fyr
2014-05-16, 05:50 AM
If anyone submits a (Male Earth Dwarf, Lawful Neutral, Fighter 1/ Warblade 1/ Ranger 2/ Darkrunner 4/ Deepstone Sentinel 4/ Dwarven Defender 8) I will be very disappointing.
This of course means that a Female Earth Dwarf, Lawful Neutral, Fighter 1/ Warblade 1/ Ranger 2/ Darkrunner 4/ Deepstone Sentinel 4/ Dwarven Defender 8 is fair game.

Amphetryon
2014-05-16, 08:04 AM
10.


While this is true at GitP - and every Chairman thus far has indicated it will always be true under his watch - one of the Iron Chef contests on the BG site where they originated (to my knowledge) was only 5 levels long.

dysprosium
2014-05-16, 10:14 AM
Although, for my final competition, I've something special planned. It's not Slime Lord

Wait, what? Are you leaving us any time soon?

As to this ingredient. Nothing immediately jumps out at me. But I will participate one way or the other.

Kazudo
2014-05-16, 10:17 AM
Imma take a shot at this one as well, no reason not to.

Though this time I'll make sure I have the time to FULLY FLESH OUT THE CHARACTER, and that I've found SOMETHING unique to do with it.


I'm STILL feeling dumb about those stupid ranks in Survival. That I totally could have had! I just forgot to buy them up! And my fluff could have 100% helped to show why my guy was so good at fighting in hallways! Bah! BAH BAH BAH!

dysprosium
2014-05-16, 10:41 AM
I had what I thought was a cool concept for Cipher Adept which was my third entry. Everything came together pretty neatly I thought.

Then it was pointed out that I didn't meet the skill requirements for the SI.
With a Factotum.

We've all been there.

Muggins
2014-05-16, 10:50 AM
I think I would've liked to have some kind of Fighter/Stoneblessed/Breachgnome/Dwarven Defender last round, focusing on those Aberrant and Deformity feats which grant +5 range each. It could've been glorious!

I mean, Glinda won gold by combining two terrible prestige classes. It only makes sense that you'd win 0th place by combining two prestige classes that are terrible at the same thing, right?

Sian
2014-05-16, 11:23 AM
I'm going to have to choose what i want to build here ... got 2 fleshed out builds already and an idea for a 3'rd one that would be really cool, if just i could figure out how to do it :smalltongue:

Kazudo
2014-05-16, 12:00 PM
Getting the build piled into some kind of format and then it's getting sent off.

Muggins
2014-05-16, 12:05 PM
Looks like a lot of early senders this time. I guess I should actually take a look at Darkrunner at some point.

relytdan
2014-05-16, 12:57 PM
hrm I have to think on it

AvatarVecna
2014-05-16, 02:50 PM
Builds almost finished; once that's done, all that's left is writing up the fluff...he said as if that would be the easy part.

Rama
2014-05-16, 03:17 PM
Wow it sounds like there'll be a ton of entries this go-round. I should be available to judge again.

Kazudo
2014-05-16, 03:29 PM
My build's finished. I have a few things to figure out still, and then the all-important fluff has to be written up. But I definitely think this is a better attempt than my previous one.

I might even have a joke entry.

Kuulvheysoon
2014-05-16, 04:27 PM
Wait, what? Are you leaving us any time soon?

As to this ingredient. Nothing immediately jumps out at me. But I will participate one way or the other.

No, you're stuck with me for now. I just want to go out like I came in - with all the "What the Hell, man"s I can get.:smallamused:

EDIT: Check the FAQs for a ruling on the Special Requirement for this class.

WhamBamSam
2014-05-16, 07:31 PM
Question: Is an aberration with an Environment entry of 'Any' a valid choice for Aberration Specialist?

Kuulvheysoon
2014-05-16, 07:42 PM
Question: Is an aberration with an Environment entry of 'Any' a valid choice for Aberration Specialist?

It looks to me that it's pretty specific on that count, I'm afraid.

Kazudo
2014-05-16, 08:02 PM
It looks to me that it's pretty specific on that count, I'm afraid.

Unless "Any" is a superset of the specific, at which point it would be inclusive.

It would also include aberrations which have no environment at all.

lunar2
2014-05-16, 08:58 PM
i'm going to have to back out as a contestant. i just can't get the pieces to fit together to do the things i want to do as often as i need to do them, if at all. i've tried 3 different ideas, and they all fell apart.

i'll be happy to judge, though.

The Viscount
2014-05-17, 12:07 AM
I think I would've liked to have some kind of Fighter/Stoneblessed/Breachgnome/Dwarven Defender last round, focusing on those Aberrant and Deformity feats which grant +5 range each. It could've been glorious!

It's fine. It just means you can save it for a SI that can make better use of it. Long reach builds are fun. I was personally able to get up to 55 feet (40 resting) with an old IC entry of mine. (http://www.giantitp.com/forums/showsinglepost.php?p=14723588&postcount=100)

On another note, I am finally briefly on break, so I have some time to cook, and this is definitely one I can work with. I am in like Slytherin.

Sian
2014-05-17, 06:48 AM
i'm going to have to back out as a contestant. i just can't get the pieces to fit together to do the things i want to do as often as i need to do them, if at all. i've tried 3 different ideas, and they all fell apart.

The two ideas i've decided to go with threatened to fall appart several times, but by keeping at it i finally got them to work

Ikeren
2014-05-17, 10:56 AM
Will probably judge. Will submit criterion in a bit.

lunar2
2014-05-17, 01:53 PM
The two ideas i've decided to go with threatened to fall appart several times, but by keeping at it i finally got them to work

i probably could have gotten the builds to work, but that would have sacrificed part of what i wanted to do, and broken a few of my personal rules, like not mixing setting materials. i also would have been pulling from way too many books, for way too little pay off. that, and i never could find a race that fit 3 simple criteria that didn't have too much LA.

Kazudo
2014-05-18, 10:52 AM
Grah. One build fell apart due to logical progression. Great. Thankfully I had a version waiting in the wings, but it's just so much...less than I wanted it to be.

Vaz
2014-05-18, 11:26 AM
I have my build, with a second idea, which we shall see how that works out, and how much more interest there is. Filling out entry form now, then will write and make fluff.

Muggins
2014-05-18, 11:27 AM
Grah. One build fell apart due to logical progression. Great. Thankfully I had a version waiting in the wings, but it's just so much...less than I wanted it to be.
I know this feeling all too well. Realising that you don't have enough skill points, or that you're missing that one extra feat you need?

Painful. Very painful.

lunar2
2014-05-18, 01:38 PM
it's even worse when there just doesn't exist a way to do what you want to do, even with dozens of books to pick from, without going with a completely different build than what you want to do.

KrimsonNekros
2014-05-18, 06:38 PM
Had to do some reorganization, but I got most of the feats i want into my build I'm only missing {redacted}, if only i had one more feats slot!

AvatarVecna
2014-05-18, 08:31 PM
Had to do some reorganization, but I got most of the feats i want into my build I'm only missing {redacted}, if only i had one more feats slot!

Isn't that what flaws are for?

WhamBamSam
2014-05-18, 09:31 PM
Guh. If only [redacted] qualified for [redacted], my idea would work so much better. I think it's still more or less functional, so I'm still on the fence as to whether I'll enter or judge.

Also, another question: Cavefighting gives you bonuses that apply only while standing in difficult terrain. If you make a jump as part of your attack (rather natural, given the SI's boosts to the skill), and make your swing while in midair, do you lose those bonuses? Hoping this doesn't count as speculation. If it does I'll edit it away.

lunar2
2014-05-18, 10:32 PM
guess i'd better post my criteria, huh?

originality: +0.5 for unique race. -0.25 for each 3 entries with the same race (not including mechanically different subraces). +0.5 for unique class (can be gained up to two times). -0.25 for each 3 entries with same class (including variants. not including SI, of course). +0.25 for unique template (up to 2 times). -0.25 for each 3 entries with same template. +1 for unique concept, such as approaching the challenge from a radically different direction than all other competitors.

CLARIFICATION:
because different people have access to different books, and come from different backgrounds, i don't want to judge originality based on established optimization. after all, someone who just bought a book yesterday, and noticed a neat combo on their own is being original. they came up with the idea themselves, and implemented it without outside help. so instead, i'm judging originality strictly based on what happens within the competition. are you being original compared to the other competitors?

power: being able to perform in your designated role nets you the 3. each additional role you can fill competently (compared to classes of the same tier) nets an additional +0.5. failing to perform competently in even one role is worth anywhere from -0.5 to -2, depending on how badly you fall short, and how many roles you at least come close on. being dependent on specific items to do your job is worth -0.25 (unless they are really cheap for the level you need them, or you can make them yourself. also not including basics like weapons or stat boosters), as is relying on situational conditions or extensive setup to use your abilities.

UoSI: -0.25 for each level of SI not taken. ad hoc bonuses for creative applications of SI. +0.5 for entering SI at the earliest possible level.

Elegance: -0.5 for each dip (defined as 1 or 2 levels in a class of at least 5 levels). -1 for mixing campaign settings. +0.5 for avoiding multiclass penalties. +0.5 for "natural" builds (limiting number of classes, build progression makes in character as well as mechanical sense. etc.). +1 for only two classes (including SI). -0.25 for cheese (defined as using abilities and rules interactions in ways they are not intended to be used). -0.5 for rules abuse (making decisions of questionable legality by RAW, using alternate definitions of words, failure to qualify for any design element, etc.).

KrimsonNekros
2014-05-18, 10:58 PM
Isn't that what flaws are for?
Flaws are so last competition.

AvatarVecna
2014-05-18, 11:00 PM
So, I just wanna clarify, since I've only once seen a PrC like this...
Can Darkrunner be entered at lvl 5? It doesn't look like there's any criteria that would take longer than that to acquire, but I just want to make sure it's not an error or something...

@whoever responds
Thanks for indulging my newbish nature. I appreciate it.

AvatarVecna
2014-05-18, 11:03 PM
Flaws are so last competition.

Ugh, I know, right? So many builds using useless flaws to get broken feats and make the SI into cheese fondue. And everyone knows the Dwarven Defender was broken enough already, it didn't need to be any better.

KrimsonNekros
2014-05-18, 11:06 PM
Ugh, I know, right? So many builds using useless flaws to get broken feats and make the SI into cheese fondue. And everyone knows the Dwarven Defender was broken enough already, it didn't need to be any better.
I know right! Such a huge Faux Pas.

KrimsonNekros
2014-05-18, 11:08 PM
So, I just wanna clarify, since I've only once seen a PrC like this...
Can Darkrunner be entered at lvl 5? It doesn't look like there's any criteria that would take longer than that to acquire, but I just want to make sure it's not an error or something...

@whoever responds
Thanks for indulging my newbish nature. I appreciate it.

Yep that's what i did last round with the Blind Sentinel. Only requirements are 2 featsm and a few skills the highest of which is level 7. So all you prereqs should be met by level 4 if you're speeding for entry.

AvatarVecna
2014-05-18, 11:11 PM
Yep that's what i did last round with the Blind Sentinel. Only requirements are 2 featsm and a few skills the highest of which is level 7. So all you prereqs should be met by level 4 if you're speeding for entry.

Thanks. I think [REDACTED] is gonna need all the help [REDACTED] can get.

lunar2
2014-05-18, 11:12 PM
So, I just wanna clarify, since I've only once seen a PrC like this...
Can Darkrunner be entered at lvl 5? It doesn't look like there's any criteria that would take longer than that to acquire, but I just want to make sure it's not an error or something...

@whoever responds
Thanks for indulging my newbish nature. I appreciate it.

it can indeed be entered at level 5, since you can qualify at level 4 without even trying. it will cost more than half your WBL at that level to join the guild, though.

AvatarVecna
2014-05-18, 11:42 PM
it can indeed be entered at level 5, since you can qualify at level 4 without even trying. it will cost more than half your WBL at that level to join the guild, though.

I don't see how it'll cost more than half. the WBL for a 4th level character is 5400 gp. Whether your character level counts as 4 or 5 for the purposes of calculating entry fee for the darkrunner guild, it only comes to 2000 and 2500 gp, respectively, both of which are less (not more) than half the 4th lvl WBL.
That said, the gp cost to join is still significant at that level, so thanks for pointing that out.

Muggins
2014-05-19, 08:52 AM
After Intelligence, Charisma and Dexterity are likely the best abilities for a darkrunner, since both contribute to many of the character’s class skills.
Huh? I mean sure, it gets the social trio of Bluff, Diplomacy and Intimidate, but what about ... I dunno, Constitution? :smallconfused:

Vaz
2014-05-19, 09:17 AM
If you're taking hits, you're doing something wrong.

Deadline
2014-05-19, 09:35 AM
Huh? I mean sure, it gets the social trio of Bluff, Diplomacy and Intimidate, but what about ... I dunno, Constitution? :smallconfused:

Are any of their class skills or class abilities keyed off of Constitution?

Amphetryon
2014-05-19, 09:41 AM
If you're taking hits, you're doing something wrong.

Or, you know, your opponents are playing intelligently.

Vaz
2014-05-19, 09:43 AM
Shh, you and your logic =(.

And no, Concentration's not even a class skill.

Muggins
2014-05-19, 09:51 AM
Are any of their class skills or class abilities keyed off of Constitution?
Because that +2 Charisma bonus to your Sense Motive is really going to save you when you get into a fight. A Darkrunner's combat skills work within 30 feet of their target, so it's not like they're out of charge range or something. :smalltongue:

Amphetryon
2014-05-19, 09:58 AM
Shh, you and your logic =(.

And no, Concentration's not even a class skill.

Sorry, one too many arguments with folks who think that any time their plans or defenses don't work perfectly, the DM is 'out to get them.'

Vaz
2014-05-19, 09:59 AM
Nope, but that +10 from optimizing charisma slightly might turn you into something capable of defusing a fight. And it's not even that hard - 30 Charisma is available via 2 items. Admittedly, getting towards expensive, but definately available for you.

Plus, there's the whole Charisma XtoY funzies available. Outside of *more HP*, Charisma has more going for it.

Kazudo
2014-05-19, 10:10 AM
First build's done except for accompanying fluff, second build keeps falling apart right when I get pieces together. Hopefully I'll be able to get something like it done (since it itself isn't a possiblity apparently).

Muggins
2014-05-19, 12:16 PM
I've managed to get some builds together, although I'm having trouble staying interested in any of them. Even when one of them does catch my eye, I only manage to work on it for a while before deciding to work on something else instead. Blegh.

Deadline
2014-05-19, 12:28 PM
I should probably post my criteria:

Judging criteria:

I'm going with the rather standard 3 point baseline in each category, adjusted up or down based on your dish choices. I'm going to judge dishes with the same sort of eye I would GM for them.

You may find a number of commonalities with other judges' criteria here, and that's because I'm a terrible, terrible plagiarist.

Originality


What is it that you've chosen for your dish? Is it surprising, does it do things I haven't seen before? Did you use something completely off-the-wall or unexpected? Did you use a well known trick in a new or different way? All of these things will generally warrant an increase to your score. Well known tricks (I dont' care if you invented it 2 years ago, it's still a 2 year old trick), expected elements, using a well-known build, or using a build very similar to the example build for the SI will generally warrant a decrease in score. Using expected elements in your dish will generally warrant a decrease in score, unless those elements are required by the SI.

All of that said, the general rule of thumb for scoring well in this category is "do something new or fresh with your approach".

And now for the plagiarism. I liked Piggy Knowles' "Baseline build" section so much, I'm stealing it. Word for word.

BASELINE BUILD: A build that steers clear of known cheese and standard build elements, but doesn't necessarily make me sit up and go "wow." Builds that involve new combinations or focus on unexpected elements will score higher here, while builds that utilize known cheese or that are pretty much stock builds will score lower.


Power


When shooting for power, the main focus is on how well you perform your intended role, how versatile you are with your various tricks, how solid your power is from 1-20, and what happens to you if some or all of your tricks are rendered irrelevant.

Spells are not the only measure of power, and perhaps more importantly, I'll be looking at your dish over its various level breakpoints to determine power. If you can't punch a hole in a wet paper bag from levels 1-19 but gain the power of a 20th level wizard at 20th level, you may get less of an increase than someone who had a solid power curve all the way to 20, assuming you both ended in a similar level of power at 20. As I said earlier, power will be a function of how well you perform your intended role. What tricks are you throwing out, how potent are they, and how do you handle hard counters to your tricks?

WBL Item dependent power will generally mean a decrease here. Everyone gets better with items, I'm interested in what your dish can do without them. That said, if you want to point out where a specific item would enhance one of your tricks beyond the obvious, feel free to point it out.

More plagiarism! Word for word save for an extra sentence at the end.

BASELINE BUILD: A build that can meaningfully contribute to a party in most CR-appropriate encounters. Builds that can't, either because their overall power is too low or because they only function in very specific situations, will score lower here. Builds that are particularly proficient or useful, or that can meaningfully contribute even in over-CR'd encounters, will score higher. Builds that maintain a solid power curve over their 1-20 progression will score higher here.


Elegance


[Citation Needed] - Seriously, don't make me dig through books or guess at what minute detail you used from some obscure source. At the very least, please indicate what came from where. I'm generally familiar with the Completes, Core/SRD, and the Spell Compendium. Beyond that, it would be nice to have an indicator that "Black Blood of the Earth" is a feat from the Complete Guide to Big Trouble in Little China. Especially if this competition churns out 20+ entrants.

Like other judges, I'm not a huge fan of smashing multiple setting specific material together, UNLESS we are talking about something in the Planescape setting. Basically, if it's an obvious power grab that slaps the setting material in the face, you'll probably get points in power, but lose points here.

Did you qualify for everything you took? Does everything flow together well? Did you avoid random dips? Does your fluff justify anything that needs to be justified? These will all generally get you an increase.

Alignment shift shenanigans may result in a decrease here.

Entering the SI as early as possible is generally looked favorably upon. When you enter the SI may result in a score modification.

Your presentation is important here. Is everything clean and easy to read? Did you keep your fluff skirt length (this is not a prose contest)?

I mentioned it earlier, but it bears repeating. I'm judging these entries with the same eyes I'd use if I were GMing. So heavy cheese and questionable tricks may score points in originality and power, but those same tactics may cost you here. Since it has been mentioned multiple times in this thread, I'll go on the record as being one of those people who believe that when you don't meet the prerequisites of X, you no longer benefit from X. Feats, prestige classes, etc. And don't try to get smug and ask me what happens to Dragon Disciples with the capstone, I'll do the same thing I'd do at my table - tell you they still work fine and throw a book at your head.

That said, I'm not opposed to your dish being awesome, just to questionable interpretations of the rules. Pure RAW leaves a hilariously unplayable game, so breaking your character with RAW will cost you here (and remember that power can only go to a maximum of 5). As time goes on, I'll try to list out in my future criteria any things that come up in which I'll side against, but given the enormous amount of options out there, I'll only be able to add to this list as I come across them.

Plagiarism Parrot says that this baseline build paragraph is awesome! Raaawwwk!

BASELINE BUILD: A build that you can pick up and walk over to almost any table, and it won't raise any eyebrows. Builds that are DM-dependent or questionable rules-wise will score lower here, as will builds that are clunky and messy. Builds that are a thing of beauty will score higher here - ones that make even the stuffiest DM sit up and say, hey, that's awesome, I'd love to have you in our group.


Use of Secret Ingredient


First and foremost, if you don't qualify for the SI, you get a 1 here (1 is the minimum score in a category, right?). Make sure your dish qualifies for the SI. Also, given the nature of this contest and its rules, I'm fairly certain I'd be justified in giving you a 1 if you use no levels of the SI. If you want to submit a dish that mimics the SI, the Zinc Saucier competition is a few threads down.

Using less than the full 10 levels of the SI will usually result in a decrease. Exceptions can be made here, but the dish had better really represent the SI.

For the most part, the way to score high here is to make sure your dish really embodies the SI. Have you used all parts of the SI to good effect? Did you really use the SI's abilities, or just "get" them? As an example, Talon of Tiamat gained an immunity to a chosen element at a certain level. Had that been the SI, did you find a way to use that other than, "I took immunity to fire because it's the most common element."? Finding a way to showcase all parts of the SI in an interesting manner will be the path to scoring highly here. Make the SI the focus of your dish, and enhance it. If you overpower the SI with abilities or features from other elements, I'm going to ask the question, "Why did you use the SI, instead of more of that?" That question will cost you points.

Be sure to read the fluff for the SI, because that will be guiding my judgment when I look at these entries. Does your dish feel like the SI?

Plagiarizers gonna plagiarize.

BASELINE BUILD: A build that manages to use the secret ingredient without crying out to me, "HEY, this is only here because of a stupid contest, OK!" Builds that utilize all of the SI's abilities to good effect, and who really sell the idea that only the SI would have worked here, will score higher. Builds that don't really get any use out of the class features or pre-reqs, or that would really obviously just do better with another option, will score lower.

Piggy Knowles
2014-05-19, 12:53 PM
Deadline, the baseline build section is actually from my judging criteria, not mattie_p. (Unless, of course, mattie_p ALSO uses them - but they're originally mine.)

Not that I'm offended that you're using them - you know, imitation, flattery, all that good stuff. Just making sure you've got your attributions correct :smalltongue:

Amphetryon
2014-05-19, 01:14 PM
Deadline, the baseline build section is actually from my judging criteria, not mattie_p. (Unless, of course, mattie_p ALSO uses them - but they're originally mine.)

Not that I'm offended that you're using them - you know, imitation, flattery, all that good stuff. Just making sure you've got your attributions correct :smalltongue:

Otherwise, you may lose points in the 'Use of Judging Criteria' section.

Deadline
2014-05-19, 02:57 PM
Deadline, the baseline build section is actually from my judging criteria, not mattie_p. (Unless, of course, mattie_p ALSO uses them - but they're originally mine.)

Not that I'm offended that you're using them - you know, imitation, flattery, all that good stuff. Just making sure you've got your attributions correct :smalltongue:

Ah, I've edited my criteria to reflect proper sourcing.

Man, first I failed to realize that Thrall to a Demon was updated in a Fiendish Codex, now I've gotten my sourcing wrong. It's like a bad dream where I go to work without any ...

Excuse me, I have to run home real quick.

The Viscount
2014-05-20, 06:40 PM
Cooking's going along nicely. This ingredient is, dare I say it, actually not that bad.

Hold on a moment. This class has.... a good fort save? And a poor ref save? Not that this is a grave error, but that's just.... confusing.

EDIT: So, can someone explain something to me? They say the guild emblem glows as continual flame and can shed light as the spell, but what's the point if continual flame already gives all the same benefits, especially for those who do not pay the guild?

Muggins
2014-05-20, 10:02 PM
Cooking's going along nicely. This ingredient is, dare I say it, actually not that bad.

Hold on a moment. This class has.... a good fort save? And a poor fort save? Not that this is a grave error, but that's just.... confusing.

EDIT: So, can someone explain something to me? They say the guild emblem glows as continual flame and can shed light as the spell, but what's the point if continual flame already gives all the same benefits, especially for those who do not pay the guild?
Because the spells aren't exactly the same. :smalltongue:

Telonius
2014-05-21, 12:23 AM
All right, first-time submitter here! The build's done, the fluff's written, but it's 1:30 in the morning - putting this all together in a PM will have to wait until tomorrow. Here's hoping my poor sleep-deprived brain hasn't done something crazy in the mechanics. :smallbiggrin:

Tim Proctor
2014-05-21, 09:06 PM
I finally got my laptop back up and working, so I will be making an entry for this round.

Amphetryon
2014-05-22, 09:55 AM
Cooking's going along nicely. This ingredient is, dare I say it, actually not that bad.

Hold on a moment. This class has.... a good fort save? And a poor fort save? Not that this is a grave error, but that's just.... confusing.

EDIT: So, can someone explain something to me? They say the guild emblem glows as continual flame and can shed light as the spell, but what's the point if continual flame already gives all the same benefits, especially for those who do not pay the guild?

I'll explain that (well, not the bit about having both a good and bad Fort save), if you can explain how tunnelport isn't stupidly restrictive in its usage, as written.

Muggins
2014-05-22, 11:05 AM
I'll explain that (well, not the bit about having both a good and bad Fort save), if you can explain how tunnelport isn't stupidly restrictive in its usage, as written.
I would, but I'd probably break into speculation territory by accident. It doesn't help that Tunnelport only requires that the opening be no more than 10ft wide, while Greater Tunnelport implies that the entire distance cannot be more than 10ft wide.

Would someone mind explaining this good/bard fortitude save thing? The table in my copy of the book only has a good fortitude save, starting at +2 and capping out at +7 at level 10.

Amphetryon
2014-05-22, 02:05 PM
And submitted. Hopefully, I didn't follow exactly the same route as everyone else.

Kazudo
2014-05-22, 06:08 PM
My builds collapsed like flan in a cupboard. That being said, once the reveal is over I'll post the stubs on them for your viewing pleasure.

I might be able to judge this time around. If I find that I'm able to commit to this, I'll post my criteria.

The Viscount
2014-05-22, 06:55 PM
I'll explain that (well, not the bit about having both a good and bad Fort save), if you can explain how tunnelport isn't stupidly restrictive in its usage, as written.


I would, but I'd probably break into speculation territory by accident. It doesn't help that Tunnelport only requires that the opening be no more than 10ft wide, while Greater Tunnelport implies that the entire distance cannot be more than 10ft wide.

Would someone mind explaining this good/bard fortitude save thing? The table in my copy of the book only has a good fortitude save, starting at +2 and capping out at +7 at level 10.

As for Tunnelport being restrictive, the answer is simple: This is still the secret ingredient, and as such must have some bad things in it.

As for the fort save, the answer is also simple: I dun goof'd. I meant to say good fort and poor ref, which is confusing on a skillmonkey semi-sneak class.

AvatarVecna
2014-05-22, 07:11 PM
Well, my build's crumbled: shaky mechanics, barely playable, and fluff that won't write itself. Unless there's any complaints about someone as new as I am judging, I'll try my hand at that instead.

lunar2
2014-05-22, 07:24 PM
no one's complained about me stepping up to judge. from what i've seen, judging is a lot of work, but it's pretty straight forward most of the time. it's building that's generally hard. although if i'd caught the last competition in time, the idea i had within 15 seconds of seeing the SI would have worked flawlessly and would have had at least one totally unique ingredient. i'm still amazed nobody built a psionic duergar. seriously, 3 or 5/day expansion to huge size would have mopped the floor with the movement restriction, since just wielding a spiked chain would give you 30 ft. reach. have the party stay within 30 feet of you, and all the enemies that don't have ranged attacks have to come to you, so it doesn't matter that you can't move. as for the ones with ranged attacks, you're no worse off than any other melee combatant.

Amphetryon
2014-05-22, 07:31 PM
no one's complained about me stepping up to judge. from what i've seen, judging is a lot of work, but it's pretty straight forward most of the time. it's building that's generally hard. although if i'd caught the last competition in time, the idea i had within 15 seconds of seeing the SI would have worked flawlessly and would have had at least one totally unique ingredient. i'm still amazed nobody built a psionic duergar. seriously, 3 or 5/day expansion to huge size would have mopped the floor with the movement restriction, since just wielding a spiked chain would give you 30 ft. reach. have the party stay within 30 feet of you, and all the enemies that don't have ranged attacks have to come to you, so it doesn't matter that you can't move. as for the ones with ranged attacks, you're no worse off than any other melee combatant.

We call that "the Vizzini effect" around here; everyone probably dismissed it as too obvious. There's also the issue that some judges have historically come down harshly on entries with LA.

AvatarVecna
2014-05-22, 08:08 PM
I guess I'll judge then. I'll try to post my criteria within the next 24 hours.

Muggins
2014-05-22, 09:36 PM
I'm noticing a lot of dropouts. Might this be one of the fabled "we only have five competitors" rounds? :smalltongue:


We call that "the Vizzini effect" around here; everyone probably dismissed it as too obvious. There's also the issue that some judges have historically come down harshly on entries with LA.
On the other hand, we had two (maybe more?) Psychic Warriors who also went the Expansion route, PLA or no.

Ikeren
2014-05-22, 10:33 PM
I did not think I would see less value in this than the dwarven defender, and yet, somehow, I do.

Tim Proctor
2014-05-22, 11:27 PM
Okay, I got my build submitted. I hope everyone in the states has a wonderful Memorial day (however you celebrate/mourn). :smallsmile:

lunar2
2014-05-22, 11:28 PM
We call that "the Vizzini effect" around here; everyone probably dismissed it as too obvious. There's also the issue that some judges have historically come down harshly on entries with LA.

i don't see why a judge would come down on a build with LA, or even RHD.

a specific racial choice may be an originality hit, but going for a monstrous race should generally mean you're avoiding the common routes, so it should be good for originality.

similarly on power. you're choosing the race specifically because it benefits the build, so it should usually be a power boost, if anything.

as for elegance, i guess i could see an argument for monstrous races being DM approval only, but technically everything outside the PHB is DM approval only, so that argument really doesn't hold up. as long as no one tries to use buyoff (which, as a variant rule, isn't allowed in the competition anyway, afaik) there shouldn't be any rules issues.

and if a racial choice gives you something that overcomes a weakness of the SI (like expansion for dwarven defender) or takes advantage of an SI class feature (like driders getting their casting advanced by bladesinger, ignoring for a second the fact that tarantella was illegal), then that should be a UoSI boost, or at least neutral.

as for vizzini. yeah, i love that guy, he's funny.

AvatarVecna
2014-05-22, 11:58 PM
i don't see why a judge would come down on a build with LA, or even RHD.


Firstly, I'm sorry if I seem like I'm ranting; I just like to give a thorough analysis on these kinds of things and tend to come across a little aggressive.

I can't argue against the originality of a monster race unless multiple people took it. Same for templates.

Power on the other hand is extremely debatable. To summarize, LA sucks because it takes away potential levels, which are more useful than the abilities the LA was assigned to make up for. What's more, LA is taking up levels that could be spent qualifying for PrCs; even racial HD helps you there, but LA doesn't.
Get LA on a spellcaster, and they suck for the same reason the Mystic Theurge sucks: you've got lots of 2nd lvl spells when others have 4th or 5th lvl spells. Get LA on a warrior, and they can't hit any enemy that would challenge the party, even with a huge Strength/Dexterity. Get LA on a skill monkey, and they have no skills. Hit points, skill points, saves, attack bonuses...LA makes them all worse than if you didn't bother trying to be a special little butterfly and just taken all of your levels in classes.
Bottom line: the abilities you get from the LA race/template are almost always worse than the levels you could've taken. Whether it makes you less powerful now or later down the line, you're still worse off. Racial HD is better in these regards, but not usually by much: there's a reason adding a PC class to a monster almost always gives it more of a CR increase than giving it another racial hit die.

And of course, it sucks for elegance, too. If you're build's power is as dependent on your monster race as you seemed to imply it was, then that makes your character harder to integrate into other games, or harder for others to play, which, from what I understand, is the point of the elegance category. Also, you can't compare monster races to non-PHB character options like that, because it implies that both were playtested to the same degree. The Complete books and similar supplements are (for the most part) pretty balanced, because each new class/PrC/feat was playtested by people trying to use it to break the game. This isn't always done thoroughly enough, but I digress. It seems that, at the end of the playtesting phase, the designers tend to err on the side of caution, assuming something potentially game-breaking was found, which is why so many PrCs SUCK SO HARD. That's also the reason why monster races suck power-wise: the designers wanted to give the monsters racial abilities that fit the monster, but wouldn't break the game, and the only way to do that was to make it so you couldn't use most monster races and combine them with 20 character levels.

KrimsonNekros
2014-05-23, 01:41 AM
Gotta love when you have your build is done and you have [redacted] glaring at you, but there isn't anything you can do but bite the bullet.

Amphetryon
2014-05-23, 05:04 AM
i don't see why a judge would come down on a build with LA, or even RHD.

a specific racial choice may be an originality hit, but going for a monstrous race should generally mean you're avoiding the common routes, so it should be good for originality.

similarly on power. you're choosing the race specifically because it benefits the build, so it should usually be a power boost, if anything.

as for elegance, i guess i could see an argument for monstrous races being DM approval only, but technically everything outside the PHB is DM approval only, so that argument really doesn't hold up. as long as no one tries to use buyoff (which, as a variant rule, isn't allowed in the competition anyway, afaik) there shouldn't be any rules issues.

and if a racial choice gives you something that overcomes a weakness of the SI (like expansion for dwarven defender) or takes advantage of an SI class feature (like driders getting their casting advanced by bladesinger, ignoring for a second the fact that tarantella was illegal), then that should be a UoSI boost, or at least neutral.

as for vizzini. yeah, i love that guy, he's funny.
My best advice is to go back and read previous rounds, to get an idea of the rationales being given when an LA is found to warrant a deduction. Since a judge's rubric is based on personally set criteria, it's all basically opinion anyway; so long as a given score doesn't run contrary to the metrics broadly outlined in the OP of that round, there's more than ample room for interpretation.

Tim Proctor
2014-05-23, 08:38 AM
I think people misunderstand the effects of templates/races a lot.

Like above when there is a statement that a fighter can't hit anything even with a huge strength bonus, take Half-Dragon gives +8 strength and costs 3 BAB, in the end you still have the same amount of attacks but you hit more and harder with Half-Dragon, and Half-Dragon gives a bunch of other stats too. You lose some HD (say 3d10) but you get 2 Con, Immunity, and Natural Armor and AC is better than HP. Plus a fighter would have trouble with a swarm and that breath weapon can be a huge help.

A lot of the LA 1 templates offer some really cool stuff, and then there are templates like Saint that are just good, and then there are broken ones like Symbiotic.

I can only say that if you look at the end numbers and abilities, templates and some races, they are fairly equal to most levels, unless spellcasting is involved.

lunar2
2014-05-23, 11:48 AM
well, half dragon isn't a great example. it gains offensively, sure. but it loses out on staying power. that 2 con will never make up the HP you lost. at least not pre-epic. you'd need at least 4 or 6 con to catch up on HP. you're also being charged LA for wings you only get if you are a large race or are enlarged somehow (which is hard to do, since you are no longer humanoid, and there is no enlarge monster spell that i know of).

Tim Proctor
2014-05-23, 12:34 PM
If there is no con modifier you're trade 16.5 HP (3d10) for 17 (+2 con), even if you have a +3 Con modifier then you're only losing 9 HP for 4 AC. I honestly don't think it is a decrease in power at all for a Half-Dragon. There is a lot more to it than just that, 4 AC, immunity to sleep and paralysis darkvisions, lowlight vision, Int and Cha boosts, etc. There are a lot of cookies in the jar and it isn't black or white.

The point being that a template applied correctly is just as powerful as a class level. Yeah they can be wasted, but so can class levels.

AvatarVecna
2014-05-23, 04:06 PM
If there is no con modifier you're trade 16.5 HP (3d10) for 17 (+2 con), even if you have a +3 Con modifier then you're only losing 9 HP for 4 AC. I honestly don't think it is a decrease in power at all for a Half-Dragon. There is a lot more to it than just that, 4 AC, immunity to sleep and paralysis darkvisions, lowlight vision, Int and Cha boosts, etc. There are a lot of cookies in the jar and it isn't black or white.

The point being that a template applied correctly is just as powerful as a class level. Yeah they can be wasted, but so can class levels.

In the point of the fighter you're suggesting, you're not just giving up BAB. You're also giving up 2 Fighter Bonus Feats and 1 regular Feat, since LA doesn't count as character levels for the purposes of gaining feats and attribute bonuses. That means that you're also giving up 1 stat bonus from level. All combat builds that can afford to give up three feats for a breath weapon and wings you likely don't get, please raise your hands. Oh, look: NO RAISED HANDS.

Also, you contradict yourself: you say that it would be trading 3d10 with no Con mod for a 17 Con. If you took this particular template, you'd only gain +2 Con. You gain a single point of Fort (because the Fighter needed a better Fort save) and 1 extra HP per level, but you give up 3d10+Con mod. If we assume this Fighter started out with a 10 Con (no bonus), he would get 16.5 HP from taking Fighter levels, and eventually get 17 HP from level. But waiting until 20th level to reap the benefits of that trade kinda sucks. Of course, if we assume our hypothetical Fighter has a reasonable 14 Con instead, the numbers change to 22.5 and 17. The Half-Dragon only gets more HP if the fighter in question has no Con mod, and even then only gets more HP by the end of their character career.

Let's look at that breath weapon shall we? Hm: once per day, 6d8 energy damage, with a Reflex save for half, DC...that DC sucks. 10+half racial hd (which the half-dragon doesn't normally have)+Con mod, which is on average about 3, so the DC will average around 13. Assuming they don't save (people roll 1s), they take an average of 27 points of damage, or half if they have improved evasion. That's significant for 4th level characters, but not necessarily CR 4 enemies. If they do save, it's half damage. Or no damage, with evasion. And then there's energy resistance/immunity. And of course, neither the save DC nor the damage nor the uses per day scale at all, so that barely competent breath weapon your ECL 4 character has? It's gonna suck even harder next level. And the level after that. And the level after that. And so on. Oh yeah, but it's great against lo-level swarms, which the party wizard should've already been handling. So yeah, there's that.

I agree with you that there are templates more than worth the LA; I was just trying to explain why LA is frowned upon in optimization; it's generally terrible. It should also be noted that a Half-Dragon is slightly more viable if you have Racial HD. It's just that a Half-Dragon is one of the worse ones, even though some people swear by it.

AvatarVecna
2014-05-23, 04:18 PM
Apologies: I misunderstood part of your post about HP; I thought you were saying Half-Dragons would have a 17 Con. That's my fault. My point about a +2 to Con only being an advantage if the Fighter in question has no Con mod (which is stupid on that Fighter's part) still stands.
The extra goodies you mentioned are useful, but not necessarily to a Fighter. Darkvision/low-light vision is great if you're a scout, but if you're a warrior, just get a light spell cast on your armor pre-combat. The immunities are nice; less so since the elf also gets them for no LA, but still nice. The energy immunity is useful against enemies prone to using it, although they will most likely be resistant to you breath weapon. The extra AC is welcome, but past a certain point, the enemy needs a 20 no matter what your AC is, and Fighter's are the most likely to reach that point.

Also, Int and Cha bonuses? On a Fighter? I thought you were trying to argue that the Half-Dragon was optimal...

Sidenote, as I read into it, it occurs to me that a Half-Dragon makes a better paladin or Ranger than they do a Fighter, but even then, not by much.

Thealtruistorc
2014-05-23, 04:27 PM
I am new to this. Where do I submit?

AvatarVecna
2014-05-23, 04:32 PM
I am new to this. Where do I submit?

Your build? PM the chairman.

Tim Proctor
2014-05-23, 05:01 PM
No problems about the mix up needed, the point being is that you trade a few HP for AC and is a draw. The feats missed can be surpassed (or not) by the abilities, immunity to fire can be crazy good and no feat meets that, but it is campaign dependant, there is an issue with the decreasing margins of utility from feats (you get so many with a fighter that after 10 they kinda are near worthless). The 5th increase is generally worthless as that increase at 20th level has no relevance to the 19 prior levels of the campaign.

The point I think both of us are making is that when entrants use a template they should consider the alternatives, and how they relate to the scoring materials.

lunar2
2014-05-23, 08:10 PM
just to be clear in my judging, in case there is any doubt. you will not receive power or elegance penalties simply for taking a template or monster race. if it suits your concept, use it. now, if the template weakens your build, is used in some kind of cheese or rules abuse, or doesn't fit the fluff or the concept of your build, you will take some penalties for that.

Kazudo
2014-05-23, 08:28 PM
I am actually about two schools of thought when it comes to judging and LA. RHD, as long as it complements and doesn't impede the build, works for me. LA, as long as it's handled tastefully and, again, doesn't impede the build, works for me. However.

Builds that require LA Buyoff are a bit tied up in my head. On the one hand, up to +3 LA can be bought off entirely within a 20 level build. This, however, creates a small problem. There is a FIXED amount of XP that goes into a 20th level build. making magical items, casting certain spells, and LA Buyoff all fluctuate that number and cause unevenness about the build.

Therefore, the way I've figured my way around it is to say that I'll judge easily on one or two LA, but three or more I'll likely judge harshly on, especially if the build REQUIRES LA buyoff to work.

AvatarVecna
2014-05-23, 08:29 PM
just to be clear in my judging, in case there is any doubt. you will not receive power or elegance penalties simply for taking a template or monster race. if it suits your concept, use it. now, if the template weakens your build, is used in some kind of cheese or rules abuse, or doesn't fit the fluff or the concept of your build, you will take some penalties for that.

I second this.

AvatarVecna
2014-05-23, 08:32 PM
I am actually about two schools of thought when it comes to judging and LA. RHD, as long as it complements and doesn't impede the build, works for me. LA, as long as it's handled tastefully and, again, doesn't impede the build, works for me. However.

Builds that require LA Buyoff are a bit tied up in my head. On the one hand, up to +3 LA can be bought off entirely within a 20 level build. This, however, creates a small problem. There is a FIXED amount of XP that goes into a 20th level build. making magical items, casting certain spells, and LA Buyoff all fluctuate that number and cause unevenness about the build.

Therefore, the way I've figured my way around it is to say that I'll judge easily on one or two LA, but three or more I'll likely judge harshly on, especially if the build REQUIRES LA buyoff to work.

Also seconded. LA makes things complicated, sometimes needlessly so, and doesn't give the pc much extra power.

Kuulvheysoon
2014-05-23, 08:42 PM
I am actually about two schools of thought when it comes to judging and LA. RHD, as long as it complements and doesn't impede the build, works for me. LA, as long as it's handled tastefully and, again, doesn't impede the build, works for me. However.

Builds that require LA Buyoff are a bit tied up in my head. On the one hand, up to +3 LA can be bought off entirely within a 20 level build. This, however, creates a small problem. There is a FIXED amount of XP that goes into a 20th level build. making magical items, casting certain spells, and LA Buyoff all fluctuate that number and cause unevenness about the build.

Therefore, the way I've figured my way around it is to say that I'll judge easily on one or two LA, but three or more I'll likely judge harshly on, especially if the build REQUIRES LA buyoff to work.

Last time that I used LA in Iron chef, I assumed that it wasn't used, and added an adaptation section at the bottom saying "If LA buyoff was being used, I would take extra levels in XXX", and explain what it would add to the build. It was pretty well accepted, IIRC.

WhamBamSam
2014-05-23, 08:58 PM
I am actually about two schools of thought when it comes to judging and LA. RHD, as long as it complements and doesn't impede the build, works for me. LA, as long as it's handled tastefully and, again, doesn't impede the build, works for me. However.

Builds that require LA Buyoff are a bit tied up in my head. On the one hand, up to +3 LA can be bought off entirely within a 20 level build. This, however, creates a small problem. There is a FIXED amount of XP that goes into a 20th level build. making magical items, casting certain spells, and LA Buyoff all fluctuate that number and cause unevenness about the build.

Therefore, the way I've figured my way around it is to say that I'll judge easily on one or two LA, but three or more I'll likely judge harshly on, especially if the build REQUIRES LA buyoff to work.I liked the rule that they used for a few rounds in ZS where you get 1 fewer exp than you'd need to get to level 21, and can use the extra exp for LA buyoff or other shenanigans. I understand why IC doesn't use those rules though.

Also, reposting my question from earlier for the honorable chairman, now that my entries are in for JW and I can focus on maybe getting a build in here.

Cavefighting gives you bonuses that apply only while standing in difficult terrain. If you make a jump as part of your attack (rather natural, given the SI's boosts to the skill), and make your swing while in midair, do you lose those bonuses?

AvatarVecna
2014-05-24, 12:24 AM
Just thought of an potential problem: has there ever been a problem with build-thieves in the Iron Chef competition?

Muggins
2014-05-24, 12:29 AM
Just thought of an potential problem: has there ever been a problem with build-thieves in the Iron Chef competition?
I believe that may be the very reason for the anonymous, synchronous build reveal. As for whether it's ever happened, I don't know.

AvatarVecna
2014-05-24, 12:48 AM
I believe that may be the very reason for the anonymous, synchronous build reveal. As for whether it's ever happened, I don't know.

Not quite what I meant; no one's ever tried to submit a build that was found to be a carbon copy of a build elsewhere on the internet as far as we know, right?

lunar2
2014-05-24, 01:08 AM
Not quite what I meant; no one's ever tried to submit a build that was found to be a carbon copy of a build elsewhere on the internet as far as we know, right?

i'm sure it's happened. there's only so many ways you can effectively build certain prestige classes, and the game is 14 years old, counting 3.0. with some builds, every effective combination has probably been done at least once.

edit: at LA buyoff. using LA buyoff will be a -1 to elegance per level from me, just like using a flaw. it's a complicated variant rule for a competition like this, and should be discouraged. it also, like flaws, creates and uneven playing field between those who use it to sneak in powerful races, and those who use normal races, because of the different amounts of XP. similarly, magic item crafting other than artificer (using only their crafting points, no actual XP) will get you a penalty, for the same reason.

AvatarVecna
2014-05-24, 04:43 AM
All categories start at 3; they can increase up to 5, and decrease down to 1 (or 0 under exceptional circumstances). All bonuses and penalties are added up and, if applicable, rounded to the nearest hundredth before determining final score in a category. If anyone wishes to debate a particular point of my criteria, I’m willing to argue.

Originality

Baseline Build (starting at score 3) assumes unexpected, but not unique race and class selections, an interesting fluff story that shows the provided stat blocks possesses some actual character.

+0.25 for a unique race (up to once per character). Unique templates and sub-races make a base race unique if it wasn’t already.

+0.25 for a unique class (up to twice per character).

+0.25 for a unique Prestige Class (up to once per character).

Ad hoc bonuses for unexpected, interesting, and useful mechanics (max of 0.75).

Ad hoc bonuses/penalties for fluff. Does your stat block have a personality, or an interesting origin story? If so, max bonus is +0.75. If you’re just a character without a cause, max penalty is -0.75.

Varying penalties for non-unique character options in the sub-categories of race, classes, Prestige Classes, and mechanics: -0.1 if three competitors share an option, -0.3 if more than a third of the competitors share an option, and -0.5 if more than two thirds of the competitors share an option. These penalties are determined for each sub-category, making the maximum penalty here -2.0. The SI is not considered when determining a character’s originality in the Prestige class sub-category.


Power

Baseline Build (starting at score 3) can perform well enough in its roles, and can reasonably contribute in the completion of challenges fit for a character of their level. The Baseline Build has a gradual power curve that is consistent across all 20 levels, but doesn’t result in an extraordinary amount of power at any given level. The Baseline Build is best early in the adventuring day, but gets noticeably worse as the day goes on. Power is determined by base character, not any items they would need to buy, unless the competitor can provide a reason why a particular item would be more useful than normal for their character.

Every build will receive a bonus or penalty in all five sub-categories based on how it compares to the other builds. The best build for a particular sub-category gets a bonus of +0.1, the worst gets a -0.1 penalty, and the remaining builds get a bonus/penalty on the line those two would make graphically. Ties in any sub-category are counted as the same, and receive the same bonus/penalty.

Let’s say there’s 5 competitors; their HP totals are 180,170, 150, 140, and 120, in that order. Their bonuses/penalties int he HP sub-category are +0.1, +0.05, +0, -0.05, and -0.1.

The sub-categories are HP, Average AC (all three AC types averaged), Primary Attack Bonus (attack bonus for the weapon you’ll use the most), Skill Points, and Average Saves (all three saving throw bonuses averaged). These bonuses and penalties apply for each sub-category, putting the total potential bonus/penalty at +/-0.5.

If your character can cast spells/use psionic powers, they will receive a bonus/penalty of ((caster level/manifester level)/20)-0.5; if they have multiple classes granting them spellcasting/psionic powers, each is calculated separately in this regard. This means that a full caster/manifester level gives a bonus, but a low caster/manifester level on a 20th level character is worse than not having spellcasting at all. The maximum bonus/penalty from this is +/-1.0.

Ad hoc bonuses/penalties for your build’s ability to adapt to the situation. If your build’s response to every situation is “I hit it with my axe”, you get a penalty. If your character has multiple options for just about any situation they come across, they get a bonus. This is the reason why people love Batman, and also the reason why Hawkeye is generally despised. Max bonus/penalty is 0.5.

Ad hoc bonus for builds that manipulate the game mechanics to their advantage; in other words, I’m admittedly fond of cheese. Max bonus of +0.25.

Ad hoc bonuses/penalties for how consistent a builds power is throughout the day. Consistent power throughout the day is a bonus; the potential for a character to Go Nova is a penalty. A character built to take advantage of such potential gets a large penalty here, although their capabilities will be noted elsewhere in this category. Max bonus/penalty is +/-0.25.


Elegance

Baseline Build (starts at score 3) is solid and easy to follow, but has some dips and takes levels in a weird order. Possible ways to alter the build are obvious, but not explained. It has some cheese, but avoid cheap optimization tricks.

+0.25 for never having multiclass penalties.

+0.25 if your build is easy to follow; it should be fairly easy to understand when you took what. I shouldn’t need to reverse engineer your build to figure out if you qualified for everything.

+0.25 if your character doesn’t have any racial HD or LA. This isn’t a measure of their power, but of their ease of play: both tend to complicate character creation and gameplay for any gaming group that suffers them. That said, if they bring significant power to your build, that will be noted in the Power category.

Ad hoc bonuses are awarded for citing the more obscure options your build employs. I don’t care if I need to have the entire set of 3.5 legal books in front of me to find all the options you took, but if it’s not in the Core 3 or the Complete books, cite your source, for my sake. And the bonus. Which has a maximum of 0.25.

-0.25 per dip, defined here as having less than 3 levels in a class, including full PrCs (PrCs with less than 10 levels only count for this purpose if you take a single level). Max penalty is -0.75.

Ad hoc bonuses/penalties for a build’s playability, or lack thereof. If someone who only knows the basic rules of play was to use this character, they shouldn’t need to dig through multiple FAQs and erratas from WotC to figure out why you made your character take a feat chain that seems pointless unless you know this neat little rules trick that gives you unlimited wishes or whatever if you have them. This includes any cheap cheese, questionable RAI, and excessive rules lawyering used to justify your build. Max bonus/penalty is +/-1.0.

Ad hoc bonuses/penalties if alternate character options are/aren’t sufficiently discussed. Someone looking through Iron Chef for potential characters should have ways to adapt existing builds to suit the character they have in mind. Max bonus/penalty is +/-0.5.

-0.25 if the build has taken a feat/PrC/etc. that it doesn’t actually qualify for (up to three times per character). Furthermore, the build’s Power score will be determined and calculated as if they did not possess the feat/PrC/etc. in question. Failure to qualify for the SI counts, and will also result in a power decrease.

-0.25 for shenanigans. Alignment shouldn’t need to change for your build to work; similarly, mixing setting-specific materials will also be a penalty.


Use of Secret Ingredient

Baseline Build (starting at score 3) assumes 10 levels of SI with SI 1 taken at CL 11. Baseline Build has use for the SI class abilities but doesn’t combine them with additional options to exceptional effect.

Base score of 0 for any build that doesn’t take levels in SI or qualify for levels in SI.

-1 if build qualifies for SI, but did not qualify at the level the SI was entered.

+0.5 for taking SI at earliest possible level.

-0.2 for every level of SI not taken.

Ad hoc bonus awarded for cleverly combining SI class abilities with additional options to exceptional effect, This will likely also result in an increase to Power.

Ad hoc bonuses/penalties if character concept matches up well/poorly with SI flavor. If you were to describe your character concept without mentioning classes, races, etc., I should think that the SI is the Prestige Class most in line with your character concept. If it seems like the SI doesn’t fit well, or worse, if it seems like it was only taken to qualify for this competition, that counts against you. Max bonus/penalty is +/-1.0.


Once again, all my points of judgement are up for debate. They aren’t specific to this competition; they’re general guidelines.

Amphetryon
2014-05-24, 08:13 AM
Not quite what I meant; no one's ever tried to submit a build that was found to be a carbon copy of a build elsewhere on the internet as far as we know, right?

A couple of competitors in earlier rounds submitted builds that they'd personally discussed at length on other fora, if memory serves; Originality takes a hit relative to how well the judges recognize a particular build (many judges use metrics that reference "builds and handbooks known on the interwebz"), but the anonymous submission process, coupled with folks potentially having different screen names on different sites, makes accusations of 'stealing someone else's concept' really awkward to try to demonstrate.

ETA: So, apparently part of your judging criteria includes AC? Given how requiring specific equipment to function is regularly dinged in this competition, that's going to be a quirky metric in comparison to other scores.

Tim Proctor
2014-05-24, 08:31 AM
I don't know if they're running it the same way that I was but for AC I go by wearable armor type 4 for light, 8 for medium, and 12 for heavy. I also add in max dexterity for that wearable type, etc. then end up with a tally. But I also bounced that off of average HP for a total defense value worth upto 1 point. So the formula looks like this ((AC/40) + (HP/500)), and I hope that they're running something similar.

Amphetryon
2014-05-24, 08:41 AM
I don't know if they're running it the same way that I was but for AC I go by wearable armor type 4 for light, 8 for medium, and 12 for heavy. I also add in max dexterity for that wearable type, etc. then end up with a tally. But I also bounced that off of average HP for a total defense value worth upto 1 point. So the formula looks like this ((AC/40) + (HP/500)), and I hope that they're running something similar.

Do you base that off of the best they can wear without penalty, or what they list? Many builds I've seen here list no specific armor - particularly when armor optimization isn't key to the SI or concept - because 'listing specific equipment gets you penalized,' to paraphrase something you've specifically mentioned in the past re: this competition. There are ample ways to boost AC relatively sky-high that don't involve wearing armor at all, just magic items, after all.

Muggins
2014-05-24, 09:00 AM
If your character can cast spells/use psionic powers, they will receive a bonus/penalty of ((caster level/manifester level)/20)-0.5; if they have multiple classes granting them spellcasting/psionic powers, each is calculated separately in this regard. This means that a full caster/manifester level gives a bonus, but a low caster/manifester level on a 20th level character is worse than not having spellcasting at all. The maximum bonus/penalty from this is +/-1.0.
Well, there goes Darkrunner's expected entry. I honestly wasn't expecting caster level to come up when the SI doesn't progress it at all, but this does seem a tad drastic.

Just because a build has spellcasting doesn't mean it has to pump up its caster level, or even make its spells a focus.

Tim Proctor
2014-05-24, 09:36 AM
Do you base that off of the best they can wear without penalty, or what they list?
I count wearable type.

lunar2
2014-05-24, 10:32 AM
yeah, i'm also going to have to say getting a penalty for low caster level on a PRC that does not advance caster level is probably a bad idea. even 4 levels in a half casting class gets you access to scrolls, and one level gets you wands and staffs. there is no situation where being able to cast spells actually makes you weaker, so you should never be penalized for it relative to not being able to cast spells. additionally, with your metric, the highest a caster could possibly get while completing the SI is +0 (10/20)-0.5=0. so you're essentially giving out penalties to nearly everyone who uses a casting class in their build, which is ridiculous.

WhamBamSam
2014-05-24, 10:51 AM
yeah, i'm also going to have to say getting a penalty for low caster level on a PRC that does not advance caster level is probably a bad idea. even 4 levels in a half casting class gets you access to scrolls, and one level gets you wands and staffs. there is no situation where being able to cast spells actually makes you weaker, so you should never be penalized for it relative to not being able to cast spells. additionally, with your metric, the highest a caster could possibly get while completing the SI is +0 (10/20)-0.5=0. so you're essentially giving out penalties to nearly everyone who uses a casting class in their build, which is ridiculous.Thirded. Or nth'd or whatever. Without getting into any speculation for this particular SI, there are a lot of perfectly sensible dips and level breakpoints in melee builds that happen to grant some small amount of casting. I could see some of the dips being penalized in elegance or originality, but not power.

Kazudo
2014-05-24, 11:11 AM
Alright. Blew the dust off of my old judging criteria, have my sleeves rolled up, and I'm ready. Here's this:

My Judging Criteria:

Originality:
This appears to be a somewhat cut and dry section at first, but can be pretty tricky as some of the competitions have made apparent. Therefore, I will go ahead and advise that all builds will be considered when dealing with this category. Originality is such a relative concept. I will only deduct for "unoriginal builds" being defined by a rising trend (specifically three or more competitors). That being said, I'd like to point out the following things as far as my judging are concerned.
1. Using the same number of levels in the same class as another competitor will not necessarily garner a point deduction unless there is a trend.
2. Using the same tactic as another competitor will not necessarily garner a point deduction unless, again, there is a trend.
3. Using the same racial combination as another competitor will, barring incredibly similar looking somewhat complex combinations, not necessarily garner a point deduction unless there is a trend.

This list is not exhaustive, but merely a guideline.

Power:
This is again a section that should be simple but is very complex due to the nature of the game and competition. Therefore, my stance on this will be to compare to other characters in the same party dynamic as the individual in question. Party dynamic here is, again, a relative term. I don't have a specific party in mind to compare to, however if the build is presented, for example, as a sneak attack rogue, I will compare its power and effectiveness to that of other sneak attack rogues regardless of whether the build has any levels in rogue or, say, substitutes sneak attack for sudden strike or other similar game mechanics. I will not be judging competitors' builds against each other for this category, but will be considering each entrant separate.

Elegance:
This one is special. It's not cut and dry, and will be used in the most careful way possible. When dealing with this specific category, I will be considering each entrant separate. This category will be used to determine how relatively well the build flows together. As in my originality statement above, I will point out a few examples.
1. Dipping classes (dipping defined as two levels or fewer for the purpose of gaining a special ability or skillset) may not necessarily garner a point deduction unless there appears to be no connecting fluff to ensure it meshes well with the remaining build.
2. Use of certain elements such as known cheese, template stacking, variant rules (such as LA buyoff) may not necessarily garner a point deduction unless it violates any of my own personal concepts of sanity checks or any other point in this criteria.
3. Awkward placement of classes in the progression may not garner a point deduction if there is connecting fluff.

Again, this list is not exhaustive but merely a guideline.

Use of Secret Ingredient:
This one is very simple. If the ingredient is used as the primary focus of the build, it will score well. If it does not, then it simply won't. Merely utilizing every level of the Secret Ingredient does not immediately make it the primary focus of the build. Synergy must be present in order to score well in this area. Each build will be judged separately. There is an important caveat to this though: should one build fully exemplify synergy and UoSI, it may subconsciously be used as a benchmark for other builds. I apologize if this happens, but this is simply because I may not have ever seen the Secret Ingredient used firsthand and might have very little in the way of a personal benchmark to compare to.

On the subject of fluff versus crunch: I do not require any form of excessive backstory, nor does the entry have to be submitted with any kind of accompanying narrative. However, fluff and description are indispensable tools to helping me see the character as you envision it while creating it. I reference that crunch penalties may not be crunch penalties if smoothed over with appropriate levels of fluff. This does not mean that excessively long fluff entries will be additionally penalized or will have penalties ignored, simply that a crunch penalty may, in fact, not be a crunch penalty if presented with fluff to connect everything together. Sorry if I appear confusing, but it was the easiest way I could explain the notion.

In addition, any additional explanation you feel is necessary for your character presentation is always welcome. I don't expect to have the build spoon-fed to me as one would an infant or first time player, however assuming that I can draw the same conclusions you did during your cooking would be unwise as evidenced by at least one judge in every competition. If you're banking on me making an assumption, explain it anyway. Worst comes to worse, you'll have punched a few extra keys and made a few extra lines of text.

IN ADDITION: Should I find the time, in the interest of improving the quality of my judging as a whole, for each entrant I will also attempt to include a "Judge's Advice" section. My judging will be brief and to the point with short statements, my Judge's Advice segment will likely be long and wordy to explain not only how I'd improve the build assuming any ideas jump out at me, but also how to improve the quality of future submissions. I doubt that last bit will come up often, however.

Amphetryon
2014-05-24, 11:20 AM
IN ADDITION: Should I find the time, in the interest of improving the quality of my judging as a whole, for each entrant I will also attempt to include a "Judge's Advice" section. My judging will be brief and to the point with short statements, my Judge's Advice segment will likely be long and wordy to explain not only how I'd improve the build assuming any ideas jump out at me, but also how to improve the quality of future submissions. I doubt that last bit will come up often, however.
My first thought here - having not seen a definitive example of what you mean - is that this particular addendum is potentially troublesome, as it could easily be (mis)construed as an "I'm a better Character-builder/Optimizer than you are" lecture from on high. As I sincerely doubt you intend it to be understood this way, I'm merely pointing out a concern.

Kazudo
2014-05-24, 11:29 AM
No, and I know that it could be construed that way. I'm not in any way a guaranteed better optimizer or competitor than anyone. My first entry scored 20th, and aside from that my involvement is limited. However, it's more an addendum reserved for those handful of builds that may crop up that have glaringly obvious things that could very easily have been worked out; mostly procedurally. For example, I may raise a question in the phrase of "Your build was all over the place and it wasn't readily obvious as to why you would do that, you were docked points for it in Elegance. I can't see why you wouldn't just rearrange it to be easier in these ways. I'm sure there's a reason, but maybe next time if you're going to do things like that you may consider addressing the potential concern in-entry."

Which is just a hypothetical situation. It would also be a place to say "Your build was very, very equipment dependent which would make it difficult to line the build up entirely. If there would be some way to reduce the dependence on equipment, your build may have scored better." basically, let's not just make better optimizers through popular opinion, let's also make better competitors.

AvatarVecna
2014-05-24, 12:32 PM
So, it appears that a couple concerns has risen about my criteria: AC and spellcasting.
Regarding AC: yes, it's going to be difficult to determine since for most every character out there, it's the most item-dependent stat. I'm going to be assuming the best masterwork (but not magical) armor available to the character, including relevant special materials. I'm not sure how else to handle this, other than not trying to account for AC, but I think it's definitely relevant to a character's power...although not too much; it only counts for up to +/-0.1, so having the worst AC is hardly a gamebreaker here.
Spellcasting is something I spent a lot of time looking at, only to be disappointed with every way I handled it. Should I assume anyone with spellcasting ability is going to have and take advantage of access to spell trigger items? Should I assume a high caster level is a sign of someone's casting power, or should it be based on the maximum spell level a character can cast? I decided on caster level, because it was the most commonly applicable; if a particular character can demonstrate that their spellcaster is effecting at casting despite having only a single wizard level on an otherwise melee-focused build, I'll give them a bonus to power. The other concern I noticed, and need to clarify on: if you don't have a caster level, you don't get a penalty or bonus for this section of the Power category. Being a Fighter 20 isn't anywhere near as great as being a Wizard 20, but it's still better than being a Fighter 19/Wizard 1. I'm not going to make any assumptions about magic item use for a caster, because there's too much variety, and too many ways to get access to them. And besides, having a full caster level is still just as good as having the highest average AC, HP, skill points, Primary Attack Bonus, and Average Saving Throws. Spellcasting is ridiculously powerful in its variety, but if you suck at it, you get a penalty that non-magical characters don't have to worry about.

WhamBamSam
2014-05-24, 12:40 PM
Except Fighter 19/Martial Wizard 1 is probably better than Fighter 20 and Fighter 19/Cloistered Cleric 1 is definitely better than Fighter 20.

lunar2
2014-05-24, 01:40 PM
fighter 19/wizard 1 gets abrupt jaunt for tactical teleportation, true strike for enemies with concealment, swift expeditious retreat for when they really need to get somewhere, a familiar that's better at spot and listen than they are, while simultaneously making them better at spot and listen, a boosted will save, and other things i may be missing. yes, fighter 19/wizard 1 is clearly better than fighter 20.

remember that most of the time, wizard 7 is better than fighter 20. overland flight + bow and a crapload of arrows = win. the fighter's going to die eventually.

Tim Proctor
2014-05-24, 01:43 PM
remember that most of the time, wizard 7 is better than fighter 20. overland flight + bow and a crapload of arrows = win. the fighter's going to die eventually.
Why would the fighter not shoot back?

Amphetryon
2014-05-24, 01:48 PM
Why would the fighter not shoot back?

Higher ground bonus puts the Fighter at a disadvantage (arguably offset by different BAB), before accounting for any other spells the Wizard has access to through his Class.

WhamBamSam
2014-05-24, 01:51 PM
fighter 19/wizard 1 gets abrupt jaunt for tactical teleportation, true strike for enemies with concealment, swift expeditious retreat for when they really need to get somewhere, a familiar that's better at spot and listen than they are, while simultaneously making them better at spot and listen, a boosted will save, and other things i may be missing. yes, fighter 19/wizard 1 is clearly better than fighter 20.

remember that most of the time, wizard 7 is better than fighter 20. overland flight + bow and a crapload of arrows = win. the fighter's going to die eventually.Well, it won't be getting both Abrupt Jaunt and the familiar, but yeah. Those things are pretty obviously worth the 1 point of BAB and 3 HP that it loses relative to the level of Fighter.

In other news, my build doesn't seem to be working. I'm having qualification issues, and RAW may not be on my side when it comes to an important aspect of my combat strategy. I think I may have to back down and judge this round. I'll make one more try at getting it working, but if it doesn't come together to my satisfaction, I'm scrapping it and digging up my criteria.

Tim Proctor
2014-05-24, 01:56 PM
Higher ground bonus puts the Fighter at a disadvantage (arguably offset by different BAB), before accounting for any other spells the Wizard has access to through his Class.
Correct me if I'm wrong but the higher ground is +1 bonus, and the BAB of 3 will lose to a fighter 20. It's a bad example, a wizard 7 shouldn't win against a fighter 20 unless something really fishy is happening. If it devolves into a archery match the fighter will win.

AvatarVecna
2014-05-24, 02:03 PM
fighter 19/wizard 1 gets abrupt jaunt for tactical teleportation, true strike for enemies with concealment, swift expeditious retreat for when they really need to get somewhere, a familiar that's better at spot and listen than they are, while simultaneously making them better at spot and listen, a boosted will save, and other things i may be missing. yes, fighter 19/wizard 1 is clearly better than fighter 20.


Yes, but not purely because of their spellcasting. The abrupt jaunt ability is stupid broken, but that's not an aspect of the wizard's spellcasting; it would be noted in the cheese section of the Power category. True Strike is useful for 1 attack per casting, even if it's put into a continuous magic item, since it only applies to the next attack. Still, a limited number of True Strikes per day is useful...provided that's all you prepare. The familiar isn't spellcasting either, and neither is the will save (which helps in the Average Saving Throw sub-category).

I should be more specific when I type: a Fighter 19/Wizard 1 is better than a Fighter 20 if extremely limited use of first level spells (all of which are much more easily accessed through magic items), a broken alternate class feature, and built-in mini-Leadership are better than any kind of fighter bonus feat you could get at the end of the your career.

AvatarVecna
2014-05-24, 02:06 PM
Except Fighter 19/Martial Wizard 1 is probably better than Fighter 20 and Fighter 19/Cloistered Cleric 1 is definitely better than Fighter 20.

But not purely for their spellcasting ability; it's their other class features that make them worthwhile, which would be accounted for elsewhere in the Power category.

WhamBamSam
2014-05-24, 02:23 PM
Yes, but not purely because of their spellcasting. The abrupt jaunt ability is stupid broken, but that's not an aspect of the wizard's spellcasting; it would be noted in the cheese section of the Power category. True Strike is useful for 1 attack per casting, even if it's put into a continuous magic item, since it only applies to the next attack. Still, a limited number of True Strikes per day is useful...provided that's all you prepare. The familiar isn't spellcasting either, and neither is the will save (which helps in the Average Saving Throw sub-category).

I should be more specific when I type: a Fighter 19/Wizard 1 is better than a Fighter 20 if extremely limited use of first level spells (all of which are much more easily accessed through magic items), a broken alternate class feature, and built-in mini-Leadership are better than any kind of fighter bonus feat you could get at the end of the your career.You can trade in Scribe Scroll for a Fighter bonus feat as well. All that a Fighter 20 has on a Fighter 19/Wizard 1 is a point of BAB and 3 HP. That's it. And Cloistered Cleric 1 is a better dip than Martial Wizard.

And what does it matter if those features are spellcasting or not? The fact still remains that your criteria would result in a -0.45 to power for the very fact that it's there. The extra class features needing to make up for a fighter bonus feat and point of BAB is fine. Having to make up for another class feature that the class also happens to add is much sketchier. If the Fighter 19/Wizard 1 had only 9 Int and couldn't cast his spells at all, he would score higher by your rubric, which is silly.

AvatarVecna
2014-05-24, 02:39 PM
You can trade in Scribe Scroll for a Fighter bonus feat as well. All that a Fighter 20 has on a Fighter 19/Wizard 1 is a point of BAB and 3 HP. That's it. And Cloistered Cleric 1 is a better dip than Martial Wizard.

And what does it matter if those features are spellcasting or not? The fact still remains that your criteria would result in a -0.45 to power for the very fact that it's there. The extra class features needing to make up for a fighter bonus feat and point of BAB is fine. Having to make up for another class feature that the class also happens to add is much sketchier. If the Fighter 19/Wizard 1 had only 9 Int and couldn't cast his spells at all, he would score higher by your rubric, which is silly.

That's a legitimately good point...the bit at the end, at least. It matters whether the features are spellcasting or not because that's all this particular calculation cares about. The awesomely powerful mechanics that also come with being a full caster are great, and will be accounted for in the cheese section (which needs a higher maximum, I think), but it's not spellcasting, which, if you are a maxed out spellcaster, is stupidly powerful in its potential variety.
Still, your point about the 9 Int Wizard is a good one, although I'm not sure what to do about it.
Under the current criteria, a terrible caster with great class features gets more penalties than bonuses for what is almost always a power upgrade. But if I change the criteria so that it's fair to the people dipping into caster classes for the class features, it ends up being stupidly powerful for better casters, to the point that, even in a competition like this one, where the SI isn't spellcaster-based at all, a decent spellcaster could dominate the game just by being magical.
I'm unsure how to solve this problem, and I'm willing to take suggestions, if anyone's got an idea on how to fix this.

WhamBamSam
2014-05-24, 02:57 PM
I would argue that there's a tipping point (probably around 3rd level for a Wizard), where it starts to beg the question of why you aren't just staying Wizard.

Ponies' judging criteria are generally a pretty good example of fairness. Some of his power score comes from whether you were actually made more powerful by the SI (though I could see that scored under UoSI as well). I'd have to read back and see how he deals with things like Cleric dips, but I know I've seen him penalize people who take enough Cleric to start to be considered 'Cleric builds' rather than 'melee builds with Cleric in them.'

To use the last SI as an example, Cleric 10/Dwarven Defender 10 is a Cleric build hamstringing itself, but a Fighter 8/Cleric 1/Barbarian 1/Dwarven Defender 10 is a Fighter build with a few useful dips.

Maybe just make the spellcasting sub-category minimum 0 or something? Whatever. It's your criteria, I should probably stop badgering you about it.

AvatarVecna
2014-05-24, 03:40 PM
Maybe just make the spellcasting sub-category minimum 0 or something? Whatever. It's your criteria, I should probably stop badgering you about it.


Oh, no, I appreciate the feedback; I don't want to be a terrible judge, and I'd prefer for my inexperience to not cheat someone out of their deserved win, but I just don't know enough to consider all the possibilities. Having someone with some more experience pointing out the flaws in my reasoning improves the reasoning and in turn the judging. I think I'll change the minimum, but not the maximum.
I'll make changes to my criteria in a few days, when everyone's gotten their two cents in. Once again, thanks for the feedback.

lunar2
2014-05-24, 04:15 PM
one thing to consider is that powerful and cheesy do not mean the same thing. the reason the power category is there is to measure how powerful you can get.

cheesy, as far as i have seen, refers to using the rules in ways that are not intended, such as using sanctum spell or precocious apprentice to get into mystic theurge early. abrupt jaunt is not cheesy. it does exactly what it's meant to do, which is make you nearly impossible to hit. dark chaos shuffle is not cheesy. one spell is meant to give you abyssal heritor feats, the other is meant to take them away. they even share a name and a book, so you know they were meant to be used together. both options may be too powerful for some campaigns, but in an optimization challenge, simply being powerful should not ever be a penalty, so long as your power makes sense.

as for criteria, you don't need specific formulas for everything. that's one way to do it, but feel free to ad hoc a bonus or penalty when it's needed. or, go with a relative criteria. a wizard build is compared to straight wizard, and a fighter build is compared to straight fighter. fighter 19/wizard 1 is clearly more powerful than fighter 20, so you give it high marks in power, despite being far weaker than wizard 20, because it's not a wizard build.

Kazudo
2014-05-24, 04:23 PM
The benefit to a more free-form criteria is that builds receive a more relative score depending on the situation and judge. The benefit to a formulaic criteria is that the judging is more even spread. The question becomes are you Judgebot3000 the fair, who judges all builds evenly and equally and has often less than a half point variance between builds, or are you Judgicus the Wise who judges all builds based on their own merits and can sometimes be a fickle, unpredictable entity whose scores can run the entire gambit of possibilities? That's up for you, the judge, to decide.

AvatarVecna
2014-05-24, 04:37 PM
The benefit to a more free-form criteria is that builds receive a more relative score depending on the situation and judge. The benefit to a formulaic criteria is that the judging is more even spread. The question becomes are you Judgebot3000 the fair, who judges all builds evenly and equally and has often less than a half point variance between builds, or are you Judgicus the Wise who judges all builds based on their own merits and can sometimes be a fickle, unpredictable entity whose scores can run the entire gambit of possibilities? That's up for you, the judge, to decide.

I'm trying to split the difference, but I think I need to be a little more free form in this particular area of my judging, since it's got so many holes in it.

Kazudo
2014-05-24, 05:03 PM
I typically prefer a more open minded one. Now, if I set a precedence in my own judging, I'll be alright with being reminded. Counting one build off for abusing a specific tactic, then failing to do so later, I can see being disputed. However, if it's a thing that is pretty much completely unique as a build setup, then I don't feel like I'm shoehorning it into my criteria. Rather, my criteria shapes itself to fit the competition without me having to set unrealistic expectations beforehand.

lunar2
2014-05-24, 05:10 PM
Why would the fighter not shoot back?

ok, turns out i was wrong. i thought there were rules concerning shooting up and down, to the effect that you can shoot down at someone who can't shoot back up, but there's not.

however, 7th level wizards can still kill 20th level fighters. the spell order is fly, spectral hand, invisibility on the hand, shivering touch. 2 shivering touches, at most, will drop a fighter, and you can finish them off at will.

Tim Proctor
2014-05-24, 06:01 PM
ok, turns out i was wrong. i thought there were rules concerning shooting up and down, to the effect that you can shoot down at someone who can't shoot back up, but there's not.

however, 7th level wizards can still kill 20th level fighters. the spell order is fly, spectral hand, invisibility on the hand, shivering touch. 2 shivering touches, at most, will drop a fighter, and you can finish them off at will.
By the time he casts the first spell he took 4 arrows to the face and died. While there is a small chance of rope-trick, etc. a fighter would have to be build poorly in order for that to happen. Even at tier 5 or 6 the 13 extra levels generally ensure victory, there isn't a point debating, but what can happen and happens on average are different. You have to be within 31 feet, cast 4 spells, bluff, and make a touch attack against a level 20 fighter.

lunar2
2014-05-24, 06:14 PM
By the time he casts the first spell he took 4 arrows to the face and died. While there is a small chance of rope-trick, etc. a fighter would have to be build poorly in order for that to happen. Even at tier 5 or 6 the 13 extra levels generally ensure victory, there isn't a point debating, but what can happen and happens on average are different. You have to be within 31 feet, cast 4 spells, bluff, and make a touch attack against a level 20 fighter.

170 feet, actually. spectral hand is a medium range spell. and you only have to come that close in the last round, when your using shivering touch.

as for arrows, wind wall is a 3rd level spell, and completely shuts down archery. scrying is a 4th level spell, so you can know where the fighter sleeps, and catch him off guard. if you want to make sure he fails the save, write on a piece of paper that it belongs to him, and use it as the possession of his for the spell, to give him a -4 to the will save.

AvatarVecna
2014-05-24, 06:30 PM
ok, turns out i was wrong. i thought there were rules concerning shooting up and down, to the effect that you can shoot down at someone who can't shoot back up, but there's not.

however, 7th level wizards can still kill 20th level fighters. the spell order is fly, spectral hand, invisibility on the hand, shivering touch. 2 shivering touches, at most, will drop a fighter, and you can finish them off at will.

Because Shivering Touch isn't incredibly, ridiculously, laughably broken.

A no-save 3d6 Dex damage spell with no minimum Dex (like the minimum Str on Ray of Enfeeblement)? Bestow Curse (which can take away 6 points of any attribute) is a 3rd lvl Cleric spell and a 4th Sorcerer/Wizard spell. Bestow Curse is negated by a Will save and has a counterspell, neither of which Shivering Touch has.

AvatarVecna
2014-05-24, 06:38 PM
By the time he casts the first spell he took 4 arrows to the face and died. While there is a small chance of rope-trick, etc. a fighter would have to be build poorly in order for that to happen. Even at tier 5 or 6 the 13 extra levels generally ensure victory, there isn't a point debating, but what can happen and happens on average are different. You have to be within 31 feet, cast 4 spells, bluff, and make a touch attack against a level 20 fighter.

It's only 4 attacks if the Fighter isn't optimized for ranged. It's 6 Attacks, assuming Haste and Rapid Shot. To even stand a chance, the Wizard has to win the initiative, which won't happen if the Fighter has the right feat/item, which he probably will at 20th level. Even then, nobody, not even a Fighter, gets to 20th level by being a complete dumbass. He's likely got a series of bonuses vs. Will save effects, immunity to mind-affecting spells, SR, DR, as well as a significant number of dealing with opponents who try to fight the melee guy from ranged. There's at least a few ways of being immune to Dex damage; if nothing else, undead are immune to physical attribute damage.

lunar2
2014-05-24, 06:48 PM
Because Shivering Touch isn't incredibly, ridiculously, laughably broken.

A no-save 3d6 Dex damage spell with no minimum Dex (like the minimum Str on Ray of Enfeeblement)? Bestow Curse (which can take away 6 points of any attribute) is a 3rd lvl Cleric spell and a 4th Sorcerer/Wizard spell. Bestow Curse is negated by a Will save and has a counterspell, neither of which Shivering Touch has.

ray of enfeeblement is a first level ranged touch spell. it's also applying a penalty, which can't be healed, but must instead be dispelled, meaning you have to get into caster checks, and remove any other buffs on the target, as well.

bestow curse is decreasing the score, not damaging it, meaning it doesn't heal, and it stacks, since it's not a penalty, but an actual decrease. it also can be applied to any ability score, not just dex.

shivering touch can be countered by itself and dispel magic, like any other spell. it doesn't affect cold subtype creatures. the damage heals naturally, or is done away with by a restoration or a heal. sure. shivering touch is powerful, but it's only broken because it almost always drops dragons in one hit, not because of its effects on everyone else, who tend to have higher touch acs and more dex than a dragon.

but yes, all 3 of those are very powerful spells. too bad ray of enfeeblement doesn't stack, but you can only expect so much from one of the best first level debuff spells. even maximized, knocking off 9-11 points of strength is a nice effect for a 4th level slot.

Vaz
2014-05-25, 06:18 PM
By the time he casts the first spell he took 4 arrows to the face and died. While there is a small chance of rope-trick, etc. a fighter would have to be build poorly in order for that to happen. Even at tier 5 or 6 the 13 extra levels generally ensure victory, there isn't a point debating, but what can happen and happens on average are different. You have to be within 31 feet, cast 4 spells, bluff, and make a touch attack against a level 20 fighter.
Wind Wall. Entropic Shield. Mage Armour. Shield.

If we're talking straight class features, and none use of WBL (even equivalent values - fairly sure you can pick up a Candle of Invocation at ECL7, and all the other arms wars that wealthomancy is able to achieve, and said Wizard is able to break easier than a Fighter can), then the Wizard outclasses there with enough defences.

The Wizard is likely to have Initiative - Nerveskitter allows that, along with prioritising Dex, possibly as a result of Polymorphing into a high Dex form, or even Celerity in a pinch.

It doesn't even have to be Wizard. Druid is already a better fighter by ECL7; not only is Dire Ape available as well as the whole slew of Quarterstaff buffs that entails, but a Snowsight+Obscuring Snow means it can also outshoot you while riding its flying AC.

Ikeren
2014-05-26, 06:03 PM
I just realized there isn't an Iron Chef for my favourite "Why does this exist? This is a mile away from functioning" prestige class. Is there a rule that if I suggest it I can't compete?

Amphetryon
2014-05-26, 06:14 PM
I just realized there isn't an Iron Chef for my favourite "Why does this exist? This is a mile away from functioning" prestige class. Is there a rule that if I suggest it I can't compete?

No such rule. I'm among those who suggested Darkrunner, and have submitted this round.

Kuulvheysoon
2014-05-26, 06:28 PM
I just realized there isn't an Iron Chef for my favourite "Why does this exist? This is a mile away from functioning" prestige class. Is there a rule that if I suggest it I can't compete?If that was true, almost no one would have competed for Acolyte of the Skin, eh Amph?

WhamBamSam
2014-05-27, 12:32 AM
Guh. It's astonishing how restrictive Cavefighting and Improved Cavefighting are by strict RAW. Everything I've come up with has involved not actually standing in difficult terrain at critical times.

I'm not going to get a build in for this one. I'll dredge up my judging criteria, and perhaps tweak them a bit at some point before the reveal.

AvatarVecna
2014-05-27, 05:36 AM
The Darkrunner isn't widely loved, it seems. So many people dropping out...
Who knows, this competition might even be won by default if this keeps up.

lunar2
2014-05-27, 08:58 AM
from the looks of it, we'll have more judges than competitors, if this keeps up. may we have a new record for highest total scores?

Sian
2014-05-27, 10:05 AM
well, i'm currently in the prossess of spellchecking and factchecking my build before sending it off. the two other builds i had was either to bland (and had issues getting the Skill Points to fit) or much more a [redacted] build than a SI build (even if SI was the class that it went deepest into)

Muggins
2014-05-27, 11:11 AM
I've scrapped about a dozen builds which either didn't work or didn't have as many skill points as I wanted. I wish Darkrunner had better saves and 8+Int skill points per level. :smallannoyed:

Deadline
2014-05-27, 11:47 AM
I've scrapped about a dozen builds which either didn't work or didn't have as many skill points as I wanted. I wish Darkrunner had better saves and 8+Int skill points per level. :smallannoyed:

I had a similar issue with the build I was putting together for the current Junkyard Wars. The build involved 4 different prestige classes (which all shared similar feat and some skill pre-reqs), and I couldn't get enough skill points to satisfy the pre-reqs, even using a Factotum base class and the Open Minded feat. :smallfurious:

sakuuya
2014-05-27, 02:26 PM
I've scrapped about a dozen builds which either didn't work or didn't have as many skill points as I wanted. I wish Darkrunner had better saves and 8+Int skill points per level. :smallannoyed:

I finally managed to submit a build just now, after running into this same problem several times. How is it that a class that gives good skill points, has a logical entry that gives good skill points, and has class features that key off Int can make it so dang difficult to get enough skill points?? :smallmad:

Tim Proctor
2014-05-27, 02:28 PM
so dang difficult to get enough skill points?? :smallmad:
Yeah, I felt that pain, felt it a lot. :smallsmile:

Korahir
2014-05-27, 02:33 PM
After missing out the last 5 competitions due to various reasons (procrastination being the biggest) I finally got a build together again. Just submitted.

Muggins
2014-05-27, 02:40 PM
I had a similar issue with the build I was putting together for the current Junkyard Wars. The build involved 4 different prestige classes (which all shared similar feat and some skill pre-reqs), and I couldn't get enough skill points to satisfy the pre-reqs, even using a Factotum base class and the Open Minded feat. :smallfurious:
Should've taken Nymph's Kiss. :smalltongue:

AvatarVecna
2014-05-27, 04:03 PM
I finally managed to submit a build just now, after running into this same problem several times. How is it that a class that gives good skill points, has a logical entry that gives good skill points, and has class features that key off Int can make it so dang difficult to get enough skill points?? :smallmad:

Part of the problem is that the primary role of the Darkrunner is the scout (I sincerely hope I'm not spoiling anyone's build by saying that). To be a really good Darkrunner scout, you need:
Listen
Spot
Hide
Move Silently
Survival
Search
Knowledge (Dungeoneering)

That's seven skills fulfilling you basic Darkrunner scout. The three skills on that list least necessary for a scout character are also the three you need to become a darkrunner. So: good luck being a decent scout and textbook, or scout and socialite, or scout and spellcaster. Heaven forbid you try to fill two skill roles at once, or worse, three or four. That would be madness.

Vaz
2014-05-27, 07:05 PM
It's an Int-based class with 6+Int skill points base. If you've not 16+Int, I'd like to see exactly why

sakuuya
2014-05-27, 07:55 PM
On the other hand, though, the logical entry doesn't allow much Int focus, because it needs points elsewhere. And the sample character has 8 Int, because of course he does. Darkrunner is weird, is what I'm saying.

Tim Proctor
2014-05-27, 08:11 PM
Why is everyone talking about Darkrunner? I thought this was the Slime Lord competition?

KrimsonNekros
2014-05-27, 10:06 PM
Why is everyone talking about Darkrunner? I thought this was the Slime Lord competition?

It's beacuase they're all speculating about combing Darkrunner with Slime Lord of course.

Ikeren
2014-05-27, 10:26 PM
It's an Int-based class with 6+Int skill points base. If you've not 16+Int, I'd like to see exactly why

And by an "int based class", you mean it gets exactly 3 abilities that are based on intelligence over 10 levels?



While underground, you gain a bonus on initiative checks equal to your Intelligence bonus

As long as you do so, you add a circumstance bonus equal to your Intelligence bonus (minimum +1) to damage rolls with all melee weapons and any ranged weapon attacks at a range of 30 feet or less.

You can stonewalk for a number of rounds each day equal to 10 + your Intelligence modifier.


The difference between 10 int and 16 int is 3 initiative, 3 rounds of stonewalking, and 3 damage --- while in difficult terrain.

WhamBamSam
2014-05-27, 11:01 PM
My judging criteria. I'll be aiming for a wider spread than I got in the last batch of entries I judged.

Originality
Start from a baseline score of 3.

Up to 0.5 point of bonus or penalty based on whether the classes/race/ect you used were things I expected. Known cheese or standard handbook fare will see a deduction here.

Up to 0.5 points of bonus or penalty based on whether anyone else thought to use the same build components. You'll be worse off if you and another entrant used the component for the exact same thing (say, if you both jumped out at Paladin 5 for the special mount).

Up to 1 point of bonus or penalty to a build doing something interesting or something we've all seen it before respectively. You can fill a common niche without incurring my wrath, but I'd like to see a new spin on it. Cool factor in your crunch may see a bonus here.

Up to a 0.25 point bonus if I find your fluff to be particularly excellent.

Power
Start from a baseline score of 3.

Up to 0.75 point of bonus or penalty for versatility. Can you contribute in a wide variety of situations, or will you spend a lot of time twiddling your thumbs?

Up to 1.25 points of bonus or penalty for how well you do the things that you do. For example, if you're a front line fighter, how good are you at hurting things?

Elegance
Start from a baseline score of 3.

Each failure to qualify for a non-secret ingredient thing results in a 0.5 point deduction. Qualifying for all such things gets you a bonus of 0.5.

Up to 1 point of penalty for questionable rules interpretations and for any cheese stinky enough to make it onto my personal ban list (note that I'm pretty cheese tolerant, in general). Avoidance of such things gets you a bonus of 0.5.

Up to 1 point of bonus or penalty based on the overall flow of the build. A clean, flowing progression will score more points, whereas something that feels awkward may be penalized. As with cheese, I'm not going to try to be especially punitive toward dipping, unless you're really asking for it. If you incur multiclass penalties, change alignment mid-build for crunch reasons, or the like, you can expect to be dinged here.

Up to 0.5 points of bonus or penalty if the build just screams classy or is especially distasteful in a way not quantified by the above.

UoSI
Start from a baseline score of 2.

I will award bonus points for every class ability or prerequisite that I see used in some way. The more integral the use is to the build, the larger the bonus. The subcategories are as follows. In all cases, if your use of the ability goes above and beyond the norm, you will gain +0.25 above the bonus listed for a good use. It is also possible to earn partial credit for a less impressive, but still significant use of the ability.

A good use or means of achieving the prereqs is worth +0.5.

A good use of Direction Sense is worth +0.25.

Good uses of Lore of the Stones/Deepsong is worth +0.25.

A good use of Spelunking is worth +0.5.

A good use of the Darkrunner Emblem is worth +0.25.

A good use of Darkvision/Tremorsense is worth +0.25.

A good use of Aberration Lore/Aberration Specialist is worth +0.25.

A good use of Tunnelport/Greater Tunnelport is worth +0.5.

A good use of Stonewalking is worth +0.5.

Builds which do not finish the SI or have especially compelling reasons to take less of the SI may receive up to 1 point of penalty in this category.

A build which fails to qualify for the SI or uses no levels of the SI receives a penalty of -1 in this category.

If the build really captures the feel of the SI, I'll award an additional 0.25 point bonus.

KrimsonNekros
2014-05-27, 11:16 PM
My judging criteria. I'll be aiming for a wider spread than I got in the last batch of entries I judged.

A good use of the Darkrunner Album is worth +0.25.



Album? They're a rock band too? I knew I should've gotten levels in Bard!

Muggins
2014-05-27, 11:19 PM
Why is everyone talking about Darkrunner? I thought this was the Slime Lord competition?
It's beacuase they're all speculating about combing Darkrunner with Slime Lord of course.

I'm beginning to wonder whether all this slime lord speculation is intentional.

WhamBamSam
2014-05-27, 11:48 PM
Album? They're a rock band too? I knew I should've gotten levels in Bard!They are a group that does a lot with rocks.

It's been fixed.

Vaz
2014-05-28, 11:11 AM
And by an "int based class", you mean it gets exactly 3 abilities that are based on intelligence over 10 levels?
As opposed to a Charisma or Constitution or Wisdom based class. Int to Initiative, Damage and the ability to Stonewalk are all fairly powerful abilities on a mundane Int based class. 5 Knowledges, Search and Craft all benefit from it as well.


The difference between 10 int and 16 int is 3 initiative, 3 rounds of stonewalking, and 3 damage per attack --- while in difficult terrain.

Bolded is my edit. It is also 3 more Skill Points, and +3 modifier to relevant skills, plus any of the other uses that Intelligence can be put to in the game to get into the class.

Kazudo
2014-05-28, 11:42 AM
I'm beginning to wonder whether all this slime lord speculation is intentional.
I think it's in perpetuation of the notion that Slime Lord will never happen.

Deadline
2014-05-28, 11:44 AM
I think it's in perpetuation of the notion that Slime Lord will never happen.

Of course gnot. We all kgnow that Oozemaster is the superior choice, dogn't we?

Vaz
2014-05-28, 11:46 AM
GNo.

Slime Lord!

Kazudo
2014-05-28, 12:12 PM
Haha. Oozemaster and slimelord and GGS.

The Shining Blade of Heironeous is where it's at.

Ikeren
2014-05-28, 01:19 PM
So I actually finally looked up Slime Lord...Paralytic Slime would be awesome if you had a way to use it endlessly.

Muggins
2014-05-28, 01:22 PM
So I actually finally looked up Slime Lord...Paralytic Slime would be awesome if you had a way to use it endlessly.
And that's why it sucks.

No, wait. It sucks because the Thrall of Juiblex (released before the Slime Lord!) does what it does better. :smalltongue:

Kazudo
2014-05-28, 01:32 PM
If this is the ingredient next time around, you're all in trouble for pre-emptive speculation.

Wait. I've made that exact comment before haven't I. Pretty soon I'll be getting irked every time the same joke shows up in subsequent competitions.

...Oh no. I'm turning into OMG PONIES!

Muggins
2014-05-28, 01:45 PM
If this is the ingredient next time around, you're all in trouble for pre-emptive speculation.

Wait. I've made that exact comment before haven't I. Pretty soon I'll be getting irked every time the same joke shows up in subsequent competitions.

...Oh no. I'm turning into OMG PONIES!
Not even that, but it was already mentioned in this very round!

Hey wait, KrimsonNekros submitted a Darkrunner last time (http://www.giantitp.com/forums/showsinglepost.php?p=17405025&postcount=229)! You are so flagged for collaboration


Once you have entered the chrysalis phase, there will be no stopping the reincarnation of OMG PONIES! All hail the lord of Wolves in Sheep's Clothing!

Kazudo
2014-05-28, 01:51 PM
We will see Iron Chef in the Playground in Sheep's Clothing!

dysprosium
2014-05-28, 02:03 PM
Build #1 exploded in a mess.
Build #2 never got past the drawing board.
Build #3 has to be the one. I hope I can get it submitted in time.

(There's still time right? What day is it?)

Muggins
2014-05-28, 02:05 PM
Oh cripes, I thought we had until the third. I still need to do my build writeup! :smalleek:

WhamBamSam
2014-05-28, 04:39 PM
So I actually finally looked up Slime Lord...Paralytic Slime would be awesome if you had a way to use it endlessly.What do you mean? It applies to any natural attack by my reading, even if the 'flavor text' bit of Paralytic Slime only mentions the n/day pseudopods. I still maintain that Slime Lord is actually pretty good as a 5 level class.

Thrall of Juiblex is indeed better, what with Polymorph getting up to 8HD forms with no type restrictions, but I think there are builds for which Slime Lord is the preferable choice, like ALL THREE OF THE BUILDS WHICH I'VE COME UP WITH WAITING FOR SLIME LORD AS A SI for instance.:smalltongue:

KrimsonNekros
2014-05-28, 05:50 PM
I'm just putting the last of my fluff together before submitting here. Truly the elventh hour build coming in.

Ikeren
2014-05-28, 09:10 PM
It applies to any natural attack by my reading, even if the 'flavor text' bit of Paralytic Slime only mentions the n/day pseudopods.


Paralytic slime (Ex): A slime lord's pseudopods are coated with slime that can paralyze a foe. Any creature struck by a slime lord's natural attack must succeed on a Fortitude save (DC 10 + slime lord level + slime lord's Con modifier) or be paralyzed for 1d4+1 rounds.

All I can say is Pelor damn I hate the editing of these books some times. Which is it? WHICH IS IT!?

lunar2
2014-05-28, 11:05 PM
any natural attack can deliver the paralysis, even though only the pseudopods actually have the slime. the other natural attacks just paralyze you for no reason.

Muggins
2014-05-29, 04:28 AM
How many builds do we have so far, Kuulvheysoon?

OMG PONIES
2014-05-29, 08:29 AM
Hey friends, sorry I was away for a while...looks like I've missed a lot!

Amphetryon
2014-05-29, 08:54 AM
Hey friends, sorry I was away for a while...looks like I've missed a lot!

Everything okay, Mr. Ponies?

Vaz
2014-05-29, 09:13 AM
No!! Thought we'd finally sold you to the glue factory!

Glad to see you back! Participatating this time around?

Deadline
2014-05-29, 09:28 AM
Hey friends, sorry I was away for a while...looks like I've missed a lot!

Neigh, good sir. Just another day at the races.

Kazudo
2014-05-29, 10:10 AM
Hey friends, sorry I was away for a while...looks like I've missed a lot!

...F-Father?! You've returned! I thought for sure you'd have perished in the king's crusades.

dysprosium
2014-05-29, 10:17 AM
Glad to see you back among us OMG Ponies

Vaz
2014-05-29, 10:54 AM
Build is entered, I await Midnight with anticipation!

Kuulvheysoon
2014-05-29, 12:55 PM
How many builds do we have so far, Kuulvheysoon?Surprisingly, I've only gotten a baker's dozen of submissions. (I'm expecting the floodgates to open in an hour or two and get a half dozen builds in the last hour).


Hey friends, sorry I was away for a while...looks like I've missed a lot!Glad to see you back, oh Master of Equestria.

Kazudo
2014-05-29, 12:58 PM
Oh my I hope not. 13 would be GREAT to judge.

OMG PONIES
2014-05-29, 01:22 PM
Rapid fire responses: initiate!


Neigh, good sir. Just another day at the races.

I'm glad to see the puns haven't gotten any better :smalltongue:.


Everything okay, Mr. Ponies?

Yep, just a confluence of events:
Mother's day
Vacation to Disneyworld the day after that
Coming down with what my wife thinks is MERS (but I don't because I read about it online so there)
My mother's birthday the day after our return
My wife's birthday two days after that
Our wedding anniversary three days after that
Memorial Day cookout two days after that
A hellish workload as I transition from one team to another at work
I think my PvP arena has been a necessary casualty of that, but I should be back full throttle.


No!! Thought we'd finally sold you to the glue factory!

Glad to see you back! Participatating this time around?

You tried, but I managed to get out alive; it was a sticky situation (http://cow.org/csi/). I just found the link for this round today, so no time for me to compete. Also, I don't think I'll be judging this one...just spectating and getting ready for the next.


...F-Father?! You've returned! I thought for sure you'd have perished in the king's crusades.

If they want to kill me, they'll have to try harder than that.


Surprisingly, I've only gotten a baker's dozen of submissions. (I'm expecting the floodgates to open in an hour or two and get a half dozen builds in the last hour).

Glad to see you back, oh Master of Equestria.

Glad to be back, oh Chairman Whose Username I Still Haven't Been Able to Decipher.

dysprosium
2014-05-29, 01:36 PM
Hooray I got my entry in! Here I am among the floodgates!

Mr Chairman I foolishly titled the PM to you as "check it out" instead of Iron Chef LVII entry . . .

Tim Proctor
2014-05-29, 01:50 PM
Hooray I got my entry in! Here I am among the floodgates!

Mr Chairman I foolishly titled the PM to you as "check it out" instead of Iron Chef LVII entry . . .

It's better than the 'Yo Dawg, I heard you like entries'...

Muggins
2014-05-29, 04:04 PM
It looks like I won't be submitting anything this round. Oh well.

I probably wouldn't have won anyway. I'm fairly certain that Bolivar was my best shot.

AvatarVecna
2014-05-29, 04:19 PM
Here’s my updated criteria; there’s been a few changes, but overall it pretty similar. The biggest change is in the Power section, so I’d advise you all to skim it or something.

All categories start at 3; they can increase up to 5, and decrease down to 1 (or 0 under exceptional circumstances). All bonuses and penalties are added up and, if applicable, rounded to the nearest hundredth before determining final score in a category. If anyone wishes to debate a particular point of my criteria, I’m willing to argue.

Originality

Baseline Build (starting at score 3) assumes unexpected, but not unique race and class selections, an interesting fluff story that shows the provided stat blocks possesses some actual character.

+0.25 for a unique race (up to once per character). Unique templates and sub-races make a base race unique if it wasn’t already.

+0.25 for a unique class (up to twice per character).

+0.25 for a unique Prestige Class (up to once per character).

Ad hoc bonuses for unexpected, interesting, and useful mechanics (max of 0.75).

Ad hoc bonuses/penalties for fluff. Does your stat block have a personality, or an interesting origin story? If so, max bonus is +0.75. If you’re just a character without a cause, max penalty is -0.75.

Varying penalties for non-unique character options in the sub-categories of race, classes, Prestige Classes, and mechanics: -0.1 if three competitors share an option, -0.3 if more than a third of the competitors share an option, and -0.5 if more than two thirds of the competitors share an option. These penalties are determined for each sub-category, making the maximum penalty here -2.0. The SI is not considered when determining a character’s originality in the Prestige class sub-category.


Power

Baseline Build (starting at score 3) can perform well enough in its roles, and can reasonably contribute in the completion of challenges fit for a character of their level. The Baseline Build has a gradual power curve that is consistent across all 20 levels, but doesn’t result in an extraordinary amount of power at any given level. The Baseline Build is best early in the adventuring day, but gets noticeably worse as the day goes on. Power is determined by base character, not any items they would need to buy, unless the competitor can provide a reason why a particular item would be more useful than normal for their character.

Every build will receive a bonus or penalty in all five sub-categories based on how it compares to the other builds. The best build for a particular sub-category gets a bonus of +0.25, the worst gets a -0.25 penalty, and the remaining builds get a bonus/penalty on the line those two would make graphically. Ties in any sub-category are counted as the same, and receive the same bonus/penalty.

Let’s say there’s 9 competitors; their HP totals are 180,175, 170, 160, 150, 145, 140, 130, and 120, in that order. Their bonuses/penalties in the HP sub-category are +0.25, +0.1875, +0.125, +0.0625, +0, -0.0625, -0.125, -0.1875, and -0.25.

The sub-categories are HP, Average AC (all three AC types averaged), Primary Attack Bonus (attack bonus for the weapon you’ll use the most), Skill Points, and Average Saves (all three saving throw bonuses averaged). These bonuses and penalties apply for each sub-category, putting the total potential bonus/penalty at +/-1.25.

Ad hoc bonuses for spellcasting/manifesting capability. This is not a judgement of any other class abilities received by the spellcasting.manifesting class, only the spellcasting/manifesting itself. The maximum bonus from this is +2.0.

Ad hoc bonuses/penalties for your build’s ability to adapt to the situation. If your build’s response to every situation is “I hit it with my axe”, you get a penalty. If your character has multiple options for just about any situation they come across, they get a bonus. This is the reason why people love Batman, and also the reason why Hawkeye is generally despised. Note that, if your builds methods aren’t obvious and aren’t mentioned, I won’t go looking for ways to use your build in any situation. Max bonus/penalty is +/-1.0.

Ad hoc bonus for builds that manipulate the game mechanics to their advantage; in other words, I’m admittedly fond of cheese. Max bonus of +0.5.

Ad hoc bonuses/penalties for how consistent a builds power is throughout the day. Consistent power throughout the day is a bonus; the potential for a character to Go Nova is a penalty. A character built to take advantage of such potential gets a large penalty here, although their capabilities will be noted elsewhere in this category. Max bonus/penalty is +/-0.75.


Elegance

Baseline Build (starts at score 3) is solid and easy to follow, but has some dips and depends on some questionable interpretations of the rules. Possible ways to alter the build are obvious, but not very explained. It has some cheese, but avoid cheap optimization tricks.

+0.25 for never having multiclass penalties.

+0.25 if your build is easy to follow; it should be fairly easy to understand when you took what. I shouldn’t need to reverse engineer your build to figure out if you qualified for everything.

+0.25 if your character doesn’t have any racial HD or LA. This isn’t a measure of their power, but of their ease of play: both tend to complicate character creation and gameplay for any gaming group that suffers them. That said, if they bring significant power to your build, it will be noted in the Power category.

Ad hoc bonuses are awarded for citing the more obscure options your build employs. I don’t care if I need to have the entire set of 3.5 legal books in front of me to find all the options you took, but if it’s not in the Core 3 or the Complete books, cite your source, for my sake. Max bonus of +0.25.

-0.25 per dip, defined here as having less than 3 levels in a class, including full PrCs (PrCs with less than 10 levels only count for this purpose if you take a single level). Max penalty is -0.75.

Ad hoc bonuses/penalties for a build’s playability, or lack thereof. If someone who only knows the basic rules of play was to use this character, they shouldn’t need to dig through multiple FAQs and erratas from WotC to figure out why you made your character take a feat chain that seems pointless unless you know this neat little rules trick that gives you unlimited wishes or whatever if you have them. This includes any cheap cheese, questionable RAI, and excessive rules lawyering used to justify your build. Max bonus/penalty is +/-1.0.

Ad hoc bonuses/penalties if alternate character options are/aren’t sufficiently discussed. Someone looking through Iron Chef for potential characters should have ways to adapt existing builds to suit the character they have in mind. Max bonus/penalty is +/-0.5.

-0.25 if the build has taken a feat/PrC/etc. that it doesn’t actually qualify for (up to three times per character). Furthermore, the build’s Power score will be determined and calculated as if they did not possess the feat/PrC/etc. in question. Failure to qualify for the SI counts, and will also result in a power decrease.

-0.25 for shenanigans. Alignment shouldn’t need to change for your build to work; similarly, mixing setting-specific materials will also be a penalty.


Use of Secret Ingredient

Baseline Build (starting at score 3) assumes 10 levels of SI with SI 1 taken at CL 11. Baseline Build has use for the SI class abilities but doesn’t combine them with additional options to exceptional effect.

Base score of 0 for any build that doesn’t take levels in SI or qualify for levels in SI.

-1 if build qualifies for SI, but did not qualify at the level the SI was entered.

+0.5 for taking SI at earliest possible level.

-0.2 for every level of SI not taken.

Ad hoc bonus awarded for cleverly combining SI class abilities with additional options to exceptional effect, This will likely also result in an increase to Power. Max bonus is +1.0.

Ad hoc bonuses/penalties if character concept matches up well/poorly with SI flavor. If you were to describe your character concept without mentioning classes, races, etc., I should think that the SI is the Prestige Class most in line with your character concept. If it seems like the SI doesn’t fit well, or worse, if it seems like it was only taken to qualify for this competition, that counts against you. Max bonus/penalty is +/-1.0.


Once again, all my points of judgement are up for debate. They aren’t specific to this competition; they’re general guidelines.

Kazudo
2014-05-29, 04:24 PM
Not long left.

Sian
2014-05-29, 04:39 PM
Not long left.

Short right?

Deadline
2014-05-29, 04:43 PM
Short right?

I think I'd prefer medium middle.

Kuulvheysoon
2014-05-29, 05:06 PM
Hooray I got my entry in! Here I am among the floodgates!

Mr Chairman I foolishly titled the PM to you as "check it out" instead of Iron Chef LVII entry . . .I checked it out, and lo and behold, Entry.:smallsmile:

Still only fourteen entries - this might be my smallest round yet. Is Darkrunner really that uninspiring?

WhamBamSam
2014-05-29, 05:13 PM
There were only 8 entries in the Zerth Cenobite round, so it won't be your lowest.

I wouldn't say it's uninspiring. I got a few sort of neat ideas looking at the class, they just have problems (or at least potential problems) working by strict RAW.

Vaz
2014-05-29, 05:16 PM
My second build was too similar to my original so i decided to not enter it. I'll reveal after the general idea.

Sian
2014-05-29, 05:24 PM
I think its probably a mix of it not having enough of focus to be built around (even if said focus is 'make it stop suck'), and not being 'open' enough to have practially everything built around it

AvatarVecna
2014-05-29, 05:55 PM
Is Darkrunner really that uninspiring?

It's not that it's uninspiring, it's that it's got RAW issues that can be a pain to work around. The class abilities have limited worth and application; between cavefighting and tunnelport issues, I can see why some people chose to give up rather than try and make this work. Skills are another issue: despite being a 6 skill point PrC, despite the Ranger being the same while being the ideal entry class, despite the Darkrunner giving chefs reason to give their builds a high Int, there's still not very many skill points left to spend on stuff that isn't basic scout stuff or skills necessary for Darkrunner.

All in all, it's a decent Prestige Class, but there's a reason most people don't bother with more than a few levels normally...which I guess is why it was picked as the SI.

I can't speak for anyone else, but I've had three separate ideas for this, each one taking a different and interesting route to power, and all of which ultimately caved because my idea required better class features, more skill points, or just something besides the Darkrunner.

Tim Proctor
2014-05-29, 06:03 PM
Since I don't think someone is going to alter a build in 3 minutes, why is ranger preferrable over scout? They both give the skills, and a feat, but scout has 8 skill points?

I had an idea that I didn't work with but wanted to, Artificer 4, w/ Improved Homunculus + Mindsight to detect all the creatures with 20 miles (a little less abusive that the Dvati combo that sees all creatures in existenxe). Then make them into a Symbiotic template for the Aberration type which gives darkvision... then ending with Earth Dreamer to see through the earth and burrow. It would have been able to explore and map the underdark better than anything else.

Deadline
2014-05-29, 06:05 PM
I can't speak for anyone else, but I've had three separate ideas for this, each one taking a different and interesting route to power, and all of which ultimately caved because my idea required better class features, more skill points, or just something besides the Darkrunner.

So in other words, it's the perfect Secret Ingredient? You should take heart, at least it has class features (unlike Cipher Adept).

AvatarVecna
2014-05-29, 06:10 PM
Since I don't think someone is going to alter a build in 3 minutes, why is ranger preferrable over scout? They both give the skills, and a feat, but scout has 8 skill points?


I only mentioned ranger because, since it's mentioned in the PrC description as the ideal entry class, I knew it wouldn't be even potentially ruinous for anyone's build to say that the ranger's a good way to enter the class. Scout is, of course, a wonderful entry class for Darkrunner, and almost definitely fits the flavor better. That said, ranger is better for combat builds, so it's a matter of what's more important to you: in combat or out of combat skills.

Tim Proctor
2014-05-29, 06:50 PM
No reveal yet? You need anything Mr. Chairman? I know you had some issues, let us know.:smallsmile:

Ikeren
2014-05-29, 09:42 PM
All in all, it's a decent Prestige Class,


I don't think it's even decent. I think it's wholly non-functional --- but I'll explain why after judging.

AvatarVecna
2014-05-29, 09:50 PM
I don't think it's even decent. I think it's wholly non-functional --- but I'll explain why after judging.

I will admit, when Dwarven Defender gets more completed submissions...well, it's not a good sign.

The Viscount
2014-05-29, 10:38 PM
I checked it out, and lo and behold, Entry.:smallsmile:

Still only fourteen entries - this might be my smallest round yet. Is Darkrunner really that uninspiring?

I wouldn't say uninspiring at all, just a bit difficult to work with. Qualifying is straightforward, it's certainly got a nice flavor, and its easy to pair with a few things in that manner. However, crunchwise it is difficult to find "footholds" as I like to call them - class features that can be easily paired with or built off of using other class features. As has been explained the class's direction is a bit muddy. The stonelord-esque 1/day SLA class features are certainly not the easiest to work with.

That being said, I enjoyed working with this ingredient, as it gave me a chance to use something I've been wanting to use for a long time.

As for Dwarven Defender getting more entries, the explanation is simple. DD is on the srd, which is why it had so many entries despite being bad. The same happened for Dragon Disciple, I think the most entries we've ever had.

Sian
2014-05-30, 09:58 AM
Still waiting on the reveal ... maybe today :smalltongue:

Tim Proctor
2014-05-30, 09:59 AM
Still waiting on the reveal ... maybe today :smalltongue:
I bet he got flooded with so many last minute entrants that we broke the Chairman... :smallsmile:

Sian
2014-05-30, 10:01 AM
I bet he got flooded with so many last minute entrants that we broke the Chairman... :smallsmile:

In that case, I'm guessing i win by default since i sent my entry a few days before the deadline :smallbiggrin:

relytdan
2014-05-30, 08:08 PM
hrm still no reveal hope the chairmain isn't broken or flooded -

Kazudo
2014-05-30, 08:30 PM
IRL happens fast.

Tim Proctor
2014-05-31, 09:50 AM
So, this is awkward? I hope he's okay.

Should we find a proxy chairperson for this round and then resubmit our builds to them? Give our esteemed collegue the time to handle his real life stuff.

Venger
2014-05-31, 09:57 AM
So, this is awkward? I hope he's okay.

Should we find a proxy chairperson for this round and then resubmit our builds to them? Give our esteemed collegue the time to handle his real life stuff.

Same here.

I neither cooked, nor committed to judge this round and my inbox is empty, so if y'all decide to proxy chairperson due to extenuating circumstances, I would be happy to volunteer my services. I'll be online for the foreseeable future (next couple days) so should be able to hammer out all the posts in short order.

If someone could make a list of everyone who cooked so I could be sure I have all the dishes before the reveal, as is protocol, that would be ideal.

I assume if that's the case there'd be a new "deadline" for people to submit during or failing that, I could take the number of contestants + say 5-6 extra "reserved posts" in case of long dishes (or both. that way people could send stuff in by the deadline and if there were 1 or 2 stragglers, they could be edited in. order being randomized as is SOP so people who send in sooner aren't posted first)

or if you guys decided on a different proxy chair that'd be fine to (wouldn't be offended, I promise)

hope you're well, kuulv.

Kazudo
2014-05-31, 10:00 AM
Let's hold off on that for now. Has anyone gotten in touch with the chair via PM at all?

Venger
2014-05-31, 10:03 AM
Let's hold off on that for now. Has anyone gotten in touch with the chair via PM at all?

I received an error message when attempting to do so.

Tim Proctor
2014-05-31, 10:04 AM
I received an error message when attempting to do so.
That means his box if full.

Venger
2014-05-31, 10:06 AM
That means his box if full.

yeah, I know, just saying since kazudo asked. perhaps I was too slow. did anyone else get in contact with him? probably a lot of people are PMing.

Kazudo
2014-05-31, 10:07 AM
Probably from the number of concerned people. Well, I suppose we should probably give the weekend for him to pop back up.

Venger
2014-05-31, 10:08 AM
Probably from the number of concerned people. Well, I suppose we should probably give the weekend for him to pop back up.

oh, sure, that seems fair. I wasn't trying to stage any sort of mutiny, I just thought tim had a good idea. doesn't have to be me to proxy, could be anyone the group decides.

Kazudo
2014-05-31, 10:09 AM
According to some snooping, he's only been AFK for about 14 hours; probably had some dragons to slay or something.

Sian
2014-05-31, 10:24 AM
You're counting wrong Kaduzo ... from what i can see his last active time were some 2 hours after deadline so ... some 40(?) hours ago

Kazudo
2014-05-31, 10:28 AM
Oh. My bad. In a completely different thread it said that there was a post yesterday at 1 AM. I derfed and thought it was today at 1 AM. And actually, that would only make it 38 hours. :smalltongue:

I'd still give another few days before we decide that the IRL dragon has gotten him.

Kuulvheysoon
2014-05-31, 06:07 PM
Gah. Lightning storm knocked out the Internet pole out here, and the goddamn repair men just remounted it. Personally, I blame them for not grounding it properly in the first place, but I'm just the customer.:smallmad:

The Time for the Reveal is now! Thank you for your endless patience.


As usual, please refrain from posting until I give the all-clear.

Kuulvheysoon
2014-05-31, 06:14 PM
Too bad she couldn't fit any Illithid Slayer into her build...
Ryld
CN, Female, Lesser Tiefling, Drow Fighter 2/Arcane Hunter (Ranger) 2/Scout 3/Cavestalker 3/Darkrunner 10

Abilities:

Strength Dexterity Constitution Intelligence Wisdom Charisma Reason
14 17 10 18 14 6 32-point buy
14 18 10 18 14 6 4th
14 19 10 18 14 6 8th
14 20 10 18 14 6 12th
14 21 10 18 14 6 16th
14 22 10 18 14 6 20th


Build:


Level Class BAB Fort Ref Will Skills Feats Features
1 Scout 0 0 2 0 Balance (Dex) 4, Climb (Str) 4, Craft (bowmaking) (Int) 1, Hide (Dex) 4, Jump (Str) 4, Knowledge (arcana) (Int) 2, Knowledge (dungeoneering) (Int) 4, Listen (Wis) 4, Move Silently (Dex) , Search (Int) 4, Spot (Wis) 3, Survival (Wis) 4, Tumble (Dex) 4 Alertness Skrimish (+1d6), Trapfinding
2 Arcane Hunter (Ranger) 1 2 4 0 Balance (Dex) 5, Climb (Str) 5, Craft (bowmaking) (Int) 2, Hide (Dex) 5, Jump (Str) 5, Knowledge (arcana) (Int) 2, Knowledge (dungeoneering) (Int) 5, Listen (Wis) 5, Move Silently (Dex) 5 , Search (Int) 5, Spot (Wis) 4, Survival (Wis) 5, Tumble (Dex) 4 Track Favored Enemy (Arcanist), Wild Empathy
3 Drow Fighter 2 4 4 0 Balance (Dex) 5, Climb (Str) 6, Craft (bowmaking) (Int) 3, Hide (Dex) 5, Intimidate (Cha) 3, Jump (Str) 5, Knowledge (arcana) (Int) 2, Knowledge (dungeoneering) (Int) 5, Listen (Wis) 5, Move Silently (Dex) 5 , Search (Int) 5, Spot (Wis) 4, Survival (Wis) 5, Tumble (Dex) 4 Point Blank Shot, Darkstalker Hit and Run Tactics
4 Scout 3 4 5 0 Balance (Dex) 7, Climb (Str) 7, Craft (bowmaking) (Int) 4, Hide (Dex) 7, Intimidate (Cha) 3, Jump (Str) 6, Knowledge (arcana) (Int) 2, Knowledge (dungeoneering) (Int) 6, Listen (Wis) 6, Move Silently (Dex) 5 , Search (Int) 5, Spot (Wis) 4, Survival (Wis) 7, Tumble (Dex) 4 - Battle Fortitude +1, Uncanny Dodge
5 Darkrunner 3 6 5 0 Balance (Dex) 8, Climb (Str) 8, Craft (bowmaking) (Int) 5, Hide (Dex) 8, Intimidate (Cha) 4, Jump (Str) 7, Knowledge (arcana) (Int) 2, Knowledge (dungeoneering) (Int) 8, Listen (Wis) 6, Move Silently (Dex) 5 , Search (Int) 5, Spot (Wis) 4, Survival (Wis) 8, Tumble (Dex) 5 - Direction Sense, Spelunking, Darkrunner Emblem
6 Cavestalker 4 8 7 0 Balance (Dex) 9, Climb (Str) 9, Craft (bowmaking) (Int) 5, Hide (Dex) 9, Intimidate (Cha) 4, Jump (Str) 8, Knowledge (arcana) (Int) 3, Knowledge (dungeoneering) (Int) 9, Listen (Wis) 6, Move Silently (Dex) 5 , Search (Int) 5, Spot (Wis) 6, Survival (Wis) 9, Tumble (Dex) 5 Fiendish Bloodline Advanced Spelunker
7 Drow Fighter 5 9 7 0 Balance (Dex) 9, Climb (Str) 9, Craft (bowmaking) (Int) 8, Hide (Dex) 9, Intimidate (Cha) 5, Jump (Str) 8, Knowledge (arcana) (Int) 4, Knowledge (dungeoneering) (Int) 9, Listen (Wis) 6, Move Silently (Dex) 5 , Search (Int) 5, Spot (Wis) 6, Survival (Wis) 9, Tumble (Dex) 5 Precise Shot -
8 Arcane Hunter (Ranger) 6/1 10 8 0 Balance (Dex) 11, Climb (Str) 11, Craft (bowmaking) (Int) 8, Hide (Dex) 11, Intimidate (Cha) 5, Jump (Str) 8, Knowledge (arcana) (Int) 4, Knowledge (dungeoneering) (Int) 11, Listen (Wis) 6, Move Silently (Dex) 5 , Search (Int) 5, Spot (Wis) 6, Survival (Wis) 11, Tumble (Dex) 5 Rapid Shot Combat Style (Archery)
9 Scout 7/2 11 8 1 Balance (Dex) 12, Climb (Str) 12, Craft (bowmaking) (Int) 8, Hide (Dex) 12, Intimidate (Cha) 5, Jump (Str) 8, Knowledge (arcana) (Int) 4, Knowledge (dungeoneering) (Int) 12, Listen (Wis) 6, Move Silently (Dex) 5 , Search (Int) 5, Spot (Wis) 6, Survival (Wis) 12, Tumble (Dex) 12 Outsider Wings Skirmish (+1d6, +1AC)
10 Cavestalker 8/3 12 9 1 Balance (Dex) 13, Climb (Str) 13, Craft (bowmaking) (Int) 8, Hide (Dex) 13, Intimidate (Cha) 5, Jump (Str) 8, Knowledge (arcana) (Int) 4, Knowledge (dungeoneering) (Int) 13, Listen (Wis) 6, Move Silently (Dex) 8 , Search (Int) 5, Spot (Wis) 6, Survival (Wis) 13, Tumble (Dex) 12 - Underdark Affinity, Hide of Stone +1
11 Cavestalker 9/4 12 9 2 Balance (Dex) 14, Climb (Str) 14, Craft (bowmaking) (Int) 8, Hide (Dex) 14, Intimidate (Cha) 5, Jump (Str) 9, Knowledge (arcana) (Int) 4, Knowledge (dungeoneering) (Int) 14, Listen (Wis) 6, Move Silently (Dex) 10 , Search (Int) 5, Spot (Wis) 6, Survival (Wis) 14, Tumble (Dex) 12 - Lesser Cavesense
12 Darkrunner 10/5 13 9 2 Balance (Dex) 15, Climb (Str) 15, Craft (bowmaking) (Int) 8, Hide (Dex) 15, Intimidate (Cha) 5, Jump (Str) 9, Knowledge (arcana) (Int) 5, Knowledge (dungeoneering) (Int) 15, Listen (Wis) 6, Move Silently (Dex) 10 , Search (Int) 5, Spot (Wis) 6, Survival (Wis) 15, Tumble (Dex) 15 Swift Hunter Aberration Lore, Darkvision +10 ft, Favored Enemy (Abberation), Skirmish (+2d6, +1 AC)
13 Darkrunner 11/6/1 13 10 3 Balance (Dex) 16, Climb (Str) 16, Craft (bowmaking) (Int) 8, Hide (Dex) 16, Intimidate (Cha) 7, Jump (Str) 9, Knowledge (arcana) (Int) 6, Knowledge (dungeoneering) (Int) 16, Listen (Wis) 6, Move Silently (Dex) 10 , Search (Int) 5, Spot (Wis) 6, Survival (Wis) 16, Tumble (Dex) 16 - Cavefighting, Tunnelport
14 Darkrunner 12/7/2 14 10 3 Balance (Dex) 17, Climb (Str) 17, Craft (bowmaking) (Int) 8, Hide (Dex) 17, Intimidate (Cha) 8, Jump (Str) 10, Knowledge (arcana) (Int) 7, Knowledge (dungeoneering) (Int) 17, Listen (Wis) 6, Move Silently (Dex) 10 , Search (Int) 5, Spot (Wis) 6, Survival (Wis) 17, Tumble (Dex) 17 - Tremorsense, Darkvision +20 ft
15 Darkrunner 12/7/2 14 10 3 Balance (Dex) 18, Climb (Str) 18, Craft (bowmaking) (Int) 8, Hide (Dex) 18, Intimidate (Cha) 10, Jump (Str) 10, Knowledge (arcana) (Int) 8, Knowledge (dungeoneering) (Int) 18, Listen (Wis) 6, Move Silently (Dex) 10 , Search (Int) 5, Spot (Wis) 6, Survival (Wis) 18, Tumble (Dex) 18 Flyby Attack Lore of the Stones
16 Darkrunner 13/8/3 15 11 4 Balance (Dex) 19, Climb (Str) 19, Craft (bowmaking) (Int) 8, Hide (Dex) 19, Intimidate (Cha) 11, Jump (Str) 10, Knowledge (arcana) (Int) 9, Knowledge (dungeoneering) (Int) 19, Listen (Wis) 6, Move Silently (Dex) 10 , Search (Int) 5, Spot (Wis) 7, Survival (Wis) 19, Tumble (Dex) 19 - Aberration Specialist (Mind Flayer), Darkvision +30 ft
17 Darkrunner 14/9/4 15 11 4 Balance (Dex) 20, Climb (Str) 20, Craft (bowmaking) (Int) 8, Hide (Dex) 20, Intimidate (Cha) 11, Jump (Str) 10, Knowledge (arcana) (Int) 10, Knowledge (dungeoneering) (Int) 20, Listen (Wis) 6, Move Silently (Dex) 10 , Search (Int) 5, Spot (Wis) 9, Survival (Wis) 20, Tumble (Dex) 20 - Deepsong
18 Darkrunner 15/10/5 16 11 4 Balance (Dex) 21, Climb (Str) 21, Craft (bowmaking) (Int) 8, Hide (Dex) 21, Intimidate (Cha) 11, Jump (Str) 10, Knowledge (arcana) (Int) 10, Knowledge (dungeoneering) (Int) 21, Listen (Wis) 6, Move Silently (Dex) 10 , Search (Int) 5, Spot (Wis) 13, Survival (Wis) 21, Tumble (Dex) 21 Manyshot Improved Cavefighting, Darkvision +40 ft
19 Darkrunner 15/10/5 16 12 5 Balance (Dex) 22, Climb (Str) 22, Craft (bowmaking) (Int) 8, Hide (Dex) 22, Intimidate (Cha) 11, Jump (Str) 10, Knowledge (arcana) (Int) 10, Knowledge (dungeoneering) (Int) 22, Listen (Wis) 6, Move Silently (Dex) 10 , Search (Int) 5, Spot (Wis) 17, Survival (Wis) 22, Tumble (Dex) 22 - Greater Tunnelport
20 Darkrunner 16/11/6/1 17 12 5 Balance (Dex) 23, Climb (Str) 23, Craft (bowmaking) (Int) 8, Hide (Dex) 23, Intimidate (Cha) 11, Jump (Str) 10, Knowledge (arcana) (Int) 10, Knowledge (dungeoneering) (Int) 23, Listen (Wis) 10, Move Silently (Dex) 10 , Search (Int) 5, Spot (Wis) 17, Survival (Wis) 23, Tumble (Dex) 23 - Stonewalking, Darkvision +50 ft




Sources:
Tiefling: Monster Manual p. 209
Lesser Planetouched: Players Guide to Faerun p. 191
Scout: Complete Adventurer p. 10
Arcane Hunter: Complete Mage p. 32
Drow Fighter: Drow of the Underdark p. 58
Cavestalker: Drow of the Underdark p. 68
Darkstalker: Lords of Madness p. 179
Fiendish Bloodline: Dragon Compendium p. 98
Outsider Wings: Races of Faerun p. 167
Swift Hunter: Complete Scoundrel p. 81
Flyby Attack: Monster Manual p. 303


Notes:

Our first few levels lay down most of the ground work for our later classes. The essential skills, Survival, Knowledge (dungeoneering), and Search are all covered by the Scout. The Ranger provides us with bonuses to fighting enemies of our choice and gives access to Rapid Shot. The Ranger and Scout also stack later with the addition of the swift hunter to provide better skirmish and more favored enemies. Fighter gives us a full BaB with additional feats. Additionally by taking the Drow Fighter ACF, we get better initiative and a nice boost to damage by giving up proficiency with equipment we won't be using.


After only a level of Darkrunner, we're already falling out to advance elsewhere. The primary reason for this is that the Cavestalker class at it's third level gives a major boost to our darkvision range at level 3, but this boost also overwrites any lesser boosts that precede it. As a result in order to maximize our effective visual field, we have to get our levels in Cavestalker out of the way first. Since we're jumping out for the time being this also a good opportunity to finish up with our other classes so we can focus on Darkrunner for the remaining levels.

For feat selection Fiendish Bloodline and Outsider Wings allow us to take to the air. This opens the path to Flyby Attack which when combined with a later feat will allow us to make a full attack while moving so we trigger skirmish.



From here on out we're going straight Darkrunner. The only remaining variables are our feats. Flyby Attack lets us get an attack in while still taking advantage of our skirmish ability Coupling this with Manyshot lets us make a full attack action as a standard action and trigger skirmish. This allows us to be a veritable threat whether on the air or on the ground.

At Level 18 we have our best blend of abilities. Our final feat has become available and we are capable of assailing our opponents with a barrage of arrows from almost any position. Our primary job is to fill in two roles Scouting out ahead with our very long field of sight (160 ft), allowing us to see the enemy well before most of them even those with improved senses would be capable of spotting us and either alerting our allies so we can stage for a fight, or find another way around. High focus in survival allows us to track anything underground, especially with he addition of Cavestalker which allows us to use all our nice ranger abilities underground to supplement the Darkrunner class. The Only thing we are really missing out on at this point is stonewalking. While a nice ability and it certainly opens up other options, it's more of a garnish for this build than core necessity.


My earliest memories are a cage, a cage and old tentacles. That wasn't his name, I don't know what it was, I don't particularly care. I'll know him if I find him again. How many of those brain sucking bastards are there with only three tentacles on their face? That was my life though I was slave and I was being held for something. Still not entirely sure what it was. The last thing that happened before I gained freedom, I was taken to some pool with a giant brain in it. Some thing was taken out of the tank while I was being forcibly held. All I know is that if that earthquake hadn't happened I wouldn't be here today.

I saw my chance and ran while the ones holding me were trying to regain their footing. There was a crack in the ground and I dove into it. I didn't know what was down there, but it had to be better than where I was, and whatever fate awaited me. Those who were taken never came back. I doubt most of them escaped.

I spent what seemed like an eternity on the run after that. I never felt safe. Always on the run I learned to hit quick and hard while retreating. I never stopped moving. I couldn't afford to. I quickly learned how to shoot, and how to make arrows. I learned what was safe to eat and where I could find water, never once stopping. Then I came across them.

They were an odd group, mostly by virtue of the fact that there firs reaction to seeing me wasn't to try and attack. Instead they asked me what I was doing so far down in the tunnels and so meagerly equipped. I sat around the campfire and related to them what had happened to me. My years of slavery, and my struggles just to stay alive in the tunnels.

They seemed impressed and agreed that I would probably make a good addition to their number. Not having anywhere else to go I went with them. I ran alongside other members of the guild for a brief time until the day I felt my blood begin to burn.

I didn't know then what was happening to me, and it wouldn't be for several years that I fully understood what it meant. All I know is that when it happened I ran. I was scared, something was happening and I didn't know what to expect from the others of the guild. I took deep into the caves and lived in isolation, constantly in pain. It was a hard life but the more time I spent in the unexplored gaps of the dark abyss I called my home, the more I began to understand them and how to turn everything to my advantage.

For two years I lived like this. Then the wings came. It seemed like an eternity until they had finally finished emerging as my body reshaped to accommodate them. Bat like and dark they were, but for more than ornamentation. They let me take to the air and I learned new ways to fight with them. A year passed until I came again across members of the Darkrunners.

Oddly it seems they'd been looking for me to find out what happened. I recognized some of the faces in the party, and they seemed relieved and understanding about what had happened. They asked me if I wanted to come home. That moment was what sealed it for me and the path I would walk. They didn't demand I come with them, or insist on anything. They gave the choice, and asked me to come home, almost as if I'd never left.

From then on I was a Darkrunner. They were my brothers, and even though I'm still looking for vengeance against the one who held and tormented me for so long, my brothers and sisters in the guild will always come first.

Kuulvheysoon
2014-05-31, 06:17 PM
He actually works pretty well in Pitch Black darkness.
Richard B. Riddick; Deep Imaskari Factotum 1/Fighter 2/Swordsage 2/Darkrunner 7/Telflammar Shadowlord 4/Jaunter 4


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


1st
Factotum 1
+0
+0
+2
+0
K. Dungeoneering 4, K. Planes 4, Hide 4, Listen 4, Move Silently 4, Spot 4, Search 4, Survival 4
Otherworldly, Able Learner, Track
Inspiration, Cunning Insight, Cunning Knowledge, Trapfinding


2nd
Fighter 1
+1
+2
+2
+0
K. Dungeoneering 5, K. Planes 4, Hide 4, Listen 5, Move Silently 4, Spot 4, Search 5, Survival 5
Blind-Fight



3rd
Fighter 2
+2
+3
+2
+0
K. Dungeoneering 6, K. Planes 4, Hide 4, Listen 6, Move Silently 4, Spot 4, Search 6, Survival 6
Alertness, Dodge



4th
Swordsage 1
+2
+3
+4
+2
Disable Device 1, K. Dungeoneering 7, K. Planes 4, Hide 6, Listen 7, Move Silently 6, Spot 4, Search 7, Survival 7

Quick To Act +1, Desert Wind Focus (Weapon Focus)


5th
Darkrunner 1
+2
+5
+4
+2
Disable Device 1, K. Dungeoneering 8, K. Planes 5, Hide 8, Listen 8, Move Silently 8, Spot 4, Search 8, Survival 8

Direction Sense, Spelunking, Darkrunner Emblem


6th
Darkrunner 2
+3
+6
+4
+2
Disable Device 1, K. Dungeoneering 9, K. Planes 8, Hide 9, Listen 9, Move Silently 9, Spot 4, Search 9, Survival 9
Darkstalker
Aberration Lore, Darkvision +10ft


7th
Darkrunner 3
+4
+6
+5
+3
Disable Device 1, K. Dungeoneering 10, K. Planes 10, Hide 10, Listen 10, Move Silently 10, Spot 4, Search 10, Survival 10, Spellcraft 1

Cavefighting, Tunnelport


8th
Swordsage 2
+5
+6
+7
+4
Disable Device 1, K. Dungeoneering 11, K. Planes 11, Hide 11, Listen 11, Move Silently 11, Spot 4, Search 11, Survival 11, Spellcraft 4

AC Bonus


9th
Darkrunner 4
+6
+7
+7
+4
Disable Device 1, K. Dungeoneering 12, K. Planes 12, Hide 12, Listen 12, Move Silently 12, Spot 4, Search 12, Survival 12, Spellcraft 7
Mobility
Tremorsense, Darkvision +20ft


10th
Darkrunner 5
+6
+7
+7
+4
Disable Device 1, K. Dungeoneering 13, K. Planes 13, Hide 13, Listen 13, Move Silently 13, Spot 6, Search 13, Survival 13, Spellcraft 8

Lore of the Stones


11th
Darkrunner 6
+7
+8
+8
+5
Disable Device 1, K. Dungeoneering 14, K. Planes 14, Hide 14, Listen 14, Move Silently 14, Spot 9, Search 14, Survival 14, Spellcraft 10

Aberration Specialist, Darkvision +30ft


12th
Darkrunner 7
+8
+8
+8
+5
Disable Device 1, K. Dungeoneering 15, K. Planes 15, Hide 15, Listen 15, Move Silently 15, Spot 11, Search 15, Survival 15, Spellcraft 10
Spring Attack
Deepsong


13th
Telflammar Shadowlord 1
+8
+8
+10
+5
Disable Device 1, K. Dungeoneering 16, K. Planes 16, Hide 16, Listen 16, Move Silently 16, Spot 12, Search 15, Survival 16, Spellcraft 10

Shadowsight, Shadow Jump


14th
Telflammar Shadowlord 2
+9
+8
+11
+5
Disable Device 1, K. Dungeoneering 17, K. Planes 17, Hide 17, Listen 17, Move Silently 17, Spot 13, Search 15, Survival 17, Spellcraft 10

Shadow Blur


15th
Telflammar Shadowlord 3
+10
+9
+11
+6
Disable Device 1, K. Dungeoneering 18, K. Planes 18, Hide 18, Listen 18, Move Silently 18, Spot 14, Search 15, Survival 18, Spellcraft 10
Keen-Eared Scout
Shadow Walk


16th
Telflammar Shadowlord 4
+11
+9
+12
+6
Disable Device 1, K. Dungeoneering 19, K. Planes 19, Hide 19, Listen 19, Move Silently 19, Spot 16, Search 15, Survival 19, Spellcraft 10

Shadow Pounce


17th
Jaunter 1
+11
+11
+14
+6
Disable Device 1, K. Dungeoneering 20, K. Planes 20, Hide 20, Listen 20, Move Silently 20, Spot 18, Search 15, Survival 20, Spellcraft 10

Travel Power, Benign Transposition


18th
Jaunter 2
+12
+11
+15
+6
Disable Device 1, K. Dungeoneering 21, K. Planes 21, Hide 21, Listen 21, Move Silently 21, Spot 20, Search 15, Survival 21, Spellcraft 10
Astral Tracking
Baleful Transposition, Fast Movement


19th
Jaunter 3
+13/+8/+3
+12
+15
+7
Disable Device 1, K. Dungeoneering 22, K. Planes 22, Hide 22, Listen 22, Move Silently 22, Spot 22, Search 15, Survival 22, Spellcraft 10

Dimension Door, Teleport


20th
Jaunter 4
+14/+9/+4
+12
+16
+7
Disable Device 1, K. Dungeoneering 23, K. Planes 23, Hide 23, Listen 23, Move Silently 23, Spot 23, Search 15, Survival 23, Spellcraft 10, K. Arcana 1, K. Architecture 1, K. History 1, K. Local

Freedom of Movement, Plane Shift



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
-
0
-
-
-
-
-
-
-
-


14th
-
1
-
-
-
-
-
-
-
-


15th
-
1
0
-
-
-
-
-
-
-


16th
-
2
1
-
-
-
-
-
-
-


17th
-
-
-
-
-
-
-
-
-
-


18th
-
-
-
-
-
-
-
-
-
-


19th
-
-
-
-
-
-
-
-
-
-


20th
-
-
-
-
-
-
-
-
-
-



Ability Scores
Strength; 12
Dexterity; 16 (-2) = 14
Constitution; 12
Intelligence; 12 (+2) = 14, +5 from Levelling = 19 Int
Wisdom; 14
Charisma; 12

Increases go whereever it is needed the most. Strength to provide ability to hit in combat, Dexterity for greater AC, etc. Intelligence is improved in this build to highlight the SI's abilities.

Flaws; there is no point beating around the bush, there is very little point in choosing flaws which harm Riddick over much. If Dragon Magazine content is allowed, there is a flaw which provides Light Sensitivity, which causes the dazzled status effect in bright sunlight. As anyone who has ever seen any of the Riddick movies, this is both applicable, and fits well with purchasing some Sundark goggles that are part of his trademark. I have taken two flaws total with this build, picking up both Able Learner and Otherworldly.

Writeup
Level's 1-5
A hodgepodge of levels comes together early on. Deep Imaskari don't normally have Darkvision, but they gain it from Outsider type, which is gained from Otherworldly. This comes into its own should the party have a caster capable of casting polymorph on myself. Able Learner provides the obvious feat boost, while Cunning Inspiration makes up for a slightly lacking BAB. I'm a fairly decent scout - Listen maxed, combined with Trapfinding making it capable enough to send ahead of the party to scout. Shadow Hand focus helps also to make up for the reduced BAB.

Level's 6-10
Swordsage is taken once more to gain Sneak Attack, and an AC bonus equal to my Wisdom modifier. My increased Darkvision means I can see those with darkvision before they spot me, while Tunnelport gives me a quick get-out-of-jail-free card. Tremorsenses 30ft range is the icing on the cake.

Level's 11-15
This is where things get nice. Tunnelport qualifies me for Shadowlord, which eventually needs to Shadowpouncing, while I begin to focus on Mindflayers as my chosen enemy. In addition to that, Spellclutch, the Deep Imaskari's racial ability lets me reprepare a 1st level spell 1/day - the Shadowlord's spellcasting is fairly nice for this, especially with the low number of castings available natively. Shadowlord also gives me Shadowsight, a superior 60ft range sight that allows me to see in even magical darkness, as well as additional teleport maneuvres. Shadow Blur's concealment helps keep me alive (because lets face it, with all my darkvision and listening skills, I don't really need a light source), while Shadow walk lets me get from A-B extremely quickly. It is for this reason that I decided not to take the additional levels in Darkrunner. Keen-eared Scout is just one of those things which is a lovely little boost, letting me Identify exactly what I'm fighting, which is helpful thanks to limited skill points to invest.

Level's 16-20
This is where things get nice; Shadow Pounce is always lovely. Combined with Haste, and Assassin's Stance, along with any other Sneak Attack boosters available by this stage, I have a fairly decent damage output. Taking Jaunter just gives me more ways of actually using my Shadow Pounce, while eventually, combined with Astral Tracking (the teleportation track DC which is instantly passed by maximum ranks, Aberration specialist and my wisdom score), to let me follow any Mind Flayers who teleport back to their own base to continue the fight - and hopefully kill me some Elder Brains. Due to the huge number of skills available at last level, I get am able to put a load of points into learning a few esoteric skills which can help the party.

Sources;
Dungeonscape; Factotum
Tome of Battle; Swordsage
Lords of Madness; Darkrunner
Unapproachable East; Telflammar Shadowlord
Expedition to the Demonweb Pits; Jaunter
Players Guide to Faerun; Otherworldly
Races of Destiny; Able Learner
PHB2; Keen-eared Scout
Dragon Magazine Compendium; Astral Tracking

Kuulvheysoon
2014-05-31, 06:19 PM
Yeth, masther. Skitterth can talk in the third perthon. (You can't tell me I'm the only one who imagined him with an Igorish accent)

Skitters
“This is our guide?” the tall armored human male groaned. “He looks hardly capable of carrying his own equipment! Forget about having him help out with anything!”
“And then there is how he seems nervous by us being here! Are you sure he even knows what he’s doing?” the shorter scantily clad female human asked.
“Aye, Skitters may not look it, but he is the absolute best Underdark guide we could hope for,” the dwarf interjected. “Trust me. We got lucky that Skitters was available for us.”

Humans are always underestimating me. That’s fine really. Who expects anything out of a kobold? Good thing Brynjolf the Bearded is here to vouch for me. I’ve saved that beard of his a few times so he knows what I can do.

This is the kind of job that I was meant to do: Take these above grounders to someplace. They never have any idea what they are getting into when they come down here. But that’s why they want me to come along. I’m the expert here.

I remember when I applied to join these Darkrunners. They first wondered what a kobold wanted to join their group for. I told them my story. I wasn’t like the other kobolds I knew. I was weaker than most of them but I was smarter than all of them. I was weak but quick—that’s why they call me Skitters. I may not have been able to swing the pickaxe harder but I knew where to swing it to get the most yield. This made me popular with the overseers. I was scouting another mining location when the aboleths came and captured the majority of my crew. I was lucky to have not been there but I felt bad for not being there. I needed to make it up to them.

I learned about these aberrations that felt a need to dominate all of these underground groups. But I knew I couldn’t do it alone. I traveled extensively underground and made numerous allies. I learned to speak their languages. I learned their customs. I even learned about the above grounders and their own fights against the aboleths. The Darkrunners accepted me when I showed them all of the things that I knew about the underdark and what goes on in this part of the world.

Now I help these above grounders as well as my underground allies wipe out these aberrations from the place I call home. I get these more qualified fighters to do the work that I may not be able to do. But at least I am able to get them there in the first place to do the job.

Basics
NG kobold Factotum 3/Ranger 2/Cavestalker 3/Prime Underdark Guide 2/Darkrunner 10
32 point buy
Starting abilities (after racials): Str 6, Dex 14, Con 10, Int 16, Wis 12, Cha 14
All ability increases go into Intelligence
Languages: Draconic, Common, Undercommon, Dwarven, (later gains Gnome)

Build


Level
Class
BAB
Fort
Ref
Will
Skills
Feats
Class Features


1st
Factotum 1
+0
+0
+2
+0
Climb 2, Diplomacy 3, Disable Device 4, Gather Information 3, Hide 3, Knowledge (dungeoneering) 2, K (local [underdark]) 2, Listen 3, Move Silently 3, Search 4, Spot 3, Survival 4
Darkstalker
cunning insight, cunning knowledge, inspiration, trapfinding


2nd
Factotum 2
+1
+0
+3
+0
Climb +1, Diplomacy +1, Disable Device +1, Gather Information +1, Knowledge (dungeoneering) +1, Listen +1, Search +1, Spot +1, Survival +1

arcane dilettante


3rd
Factotum 3
+2
+1
+3
+1
Climb +1, Diplomacy +1, Disable Device +1, Gather Information +1, Knowledge (dungeoneering) +1, Listen +1, Search +1, Spot +1, Survival +1
Alertness
brains over brawn, cunning defense


4th
Ranger 1
+3
+3
+5
+1
Climb +1, Hide +1, Knowledge (dungeoneering) +1, Listen +1, Move Silently +1, Search +1, Spot +1 Survival +1, Use Rope 1
Track (B)
favored enemy (aberration), wild empathy


5th
Ranger 2
+4
+4
+6
+1
Climb +1, Hide +1, Knowledge (dungeoneering) +1, Listen +1, Move Silently +1, Search +1, Spot +1, Survival +1, Use Rope +1
Rapid Shot (B)
combat style (archery)


6th
Cavestalker 1
+5
+6
+8
+1
Balance 2, Climb +1, Knowledge (dungeoneering) +1, Knowledge (local [underdark]) +1, Survival +1, Use Rope +1
Skill Focus (listen)
advanced spelunker


7th
Cavestalker 2
+6
+7
+9
+1
Climb +1, Knowledge (local [underdark]) +1, Sense Motive 1, Survival +1, Swim 2, Use Rope +1

hide of stone +1, underdark affinity


8th
Cavestalker 3
+7
+7
+9
+2
Climb +1, Hide +1, Knowledge (local [underdark]) +1, Listen +1, Move Silently +1, Spot +1, Survival +1, Use Rope +1

lesser cavesense


9th
Prime Underdark Guide 1
+7
+9
+11
+2
Escape Artist 1, Hide +1, Listen +1, Move Silently +1, Spot +1, Survival +1, corner perch skill trick
Keen Eared Scout
aid another nearby, bonus language


10th
Prime Underdark Guide 2
+8
+10
+12
+2
Escape Artist +1, Hide +1, Listen +1, Move Silently +1, Spot +1, Survival +1, point it out skill trick

aid group, danger sense +2, underdark lore, underdark traveler +2


11th
Darkrunner 1
+8
+12
+12
+2
Diplomacy +1, Escape Artist +1, Hide +1, Listen +1, Move Silently +1, Search +1, Spot +1, Survival +1, listen to this skill trick

darkrunner emblem, direction sense, spelunking


12th
Darkrunner 2
+9
+13
+12
+2
Climb +1, Diplomacy +1, Escape Artist +1, Hide +1, Listen +1, Move Silently +1, Search +1, Spot +1, Survival +1, Swim +1
Evasive Reflexes
aberration lore, darkvision +10 ft


13th
Darkrunner 3
+10
+13
+13
+3
Climb +1, Diplomacy +1, Escape Artist +1, Hide +1, Listen +1, Move Silently +1, Search +1, Spot +1, Survival +1, Swim +1

cavefighting, tunnelport


14th
Darkrunner 4
+11
+14
+13
+3
Climb +1, Diplomacy +1, Escape Artist +1, Hide +1, Listen +1, Move Silently +1, Search +1, Spot +1, Survival +1, Swim +1

darkvision +20 ft, tremorsense


15th
Darkrunner 5
+11
+14
+13
+3
Climb +1, Diplomacy +1, Escape Artist +1, Hide +1, Listen +1, Move Silently +1, Search +1, Spot +1, Survival +1, Swim +1
Hindering Opportunist
lore of the stones


16th
Darkrunner 6
+12
+15
+14
+4
Balance +1, Climb +1, Diplomacy +1, Escape Artist +1, Hide +1, Listen +1, Move Silently +1, Search +1, Spot +1, Survival +1, Swim +1

aberration specialist, darkvision +30 ft


17th
Darkrunner 7
+13
+15
+14
+4
Balance +1, Climb +1, Diplomacy +1, Escape Artist +1, Hide +1, Listen +1, Move Silently +1, Search +1, Spot +1, Survival +1, Swim +1

deepsong


18th
Darkrunner 8
+14
+16
+14
+4
Balance +1, Climb +1, Diplomacy +1, Escape Artist +1, Hide +1, Listen +1, Move Silently +1, Search +1, Spot +1, Survival +1, Swim +1
Tunnel Fighting
darkvision +40 ft, improved cavefighting


19th
Darkrunner 9
+14
+16
+15
+5
Balance +1, Climb +1, Diplomacy +1, Escape Artist +1, Hide +1, Listen +1, Move Silently +1, Search +1, Spot +1, Survival +1, Swim +1

greater tunnelport


20th
Darkrunner 10
+15
+17
+15
+5
Balance +1, Climb +1, Diplomacy +1, Escape Artist +1, Hide +1, Listen +1, Move Silently +1, Search +1, Spot +1, Survival +1, Swim +1

darkvision +50 ft, stonewalking



Skill Totals at Level 20: Balance 7, Climb 18, Diplomacy 15, Disable Device 6, Escape Artist 12, Gather Information 5, Hide 18, Knowledge (dungeoneering) 7, Knowledge (local underdark) 5, Listen 20, Move Silently 18, Search 18, Sense Motive 1, Spot 20, Survival 23, Swim 11, Use Rope 5; corner perch, listen to this, point it out skill tricks.

Prime Underdark Guide levels provide very limited spell casting capability. As it provides only utility, it is mentioned here without a full chart to go with it.
Gained at Level 9 is the spell: stick.

Class Features Showcase
Building on the Prerequisites: Skitters takes advantage of stacking the feat prerequisites on his multiple prestige classes including the SI. Prime Underdark Guide and Cavestalker both require Track and the former also requires Alertness just as the SI does. Alertness is also a prerequisite for the Keen Eared Scout feat which allows Skitters to pinpoint any sound that he can hear. Kobolds of course have darkvision and the Cavestalker prestige class extends Skitters’ darkvision out to 120 feet before the SI increases this amount more. Skitters meets the skill requirements for the SI—Search is nearly maxed out and Survival is maxed out. And of course the higher the Survival score the better Skitters is able to track.
Direction Sense: Skitters is at home traveling underground and over the course of his travels has been to numerous underdark locations. Having the ability to cast find the path helps him guide his travelers to where they need to go. The other class abilities of the SI help Skitters get more information that may be needed but Prime Underdark Guide’s ability of underdark lore can be a difference maker here. This ability is the equivalent of bardic lore but only for anything pertaining to the underdark. He can get a focus on where to go from just a name!
Spelunking: Here Skitters gets a competence bonus equal to his level for the skills Climb, Escape Artist, Jump, Survival and Swim. Three of these skills (not Survival or Swim) are granted a circumstance bonus from Cavestalker. Four of these skills (not Survival) also benefit from Factotum’s brains over brawn class ability. Four of these skills (not Escape Artist) Skitters can use the benefit of his aid another nearby and aid group class abilities. This means that Skitters can help those in need make crucial skill checks from a distance. Most non skillful classes are not going to have ranks in Climb, Jump, or Swim and lacking these skills can be deadly in certain environs. Skitters helps these fellows survive. Further, Skitters has the benefit of slight build treating him as tiny for squeezing. With this added benefit, Skitters can fit into diminutive openings with ease.
Darkrunner Emblem: You would be surprised at how many parties are unprepared for traversing underground. More often than not Skitters can use his emblem for fellow travelers that cannot see in the dark.
Aberration Lore and Aberration Specialist: Skitters has favored enemy (aberration). This ability stacks with the Ranger ability and can make tracking aberrations really easy. Bonuses to saves are always welcome too—especially for Will. Skitters has chosen aboleths for his specialty. These loathsome creatures are known for dominating opponents. Will saves need to be made against them. Skitters does his best to not be noticed by them but things happen.
Darkvision increase: As noted already, Skitters normal darkvision was doubled before entering the SI. The increases here compliment his increased vision. The further out Skitters is able to see, the more likely Skitters is going to be able to spot something and point it out, thanks to his skill trick.
Cavefighting and Improved Cavefighting: Let’s face it. Skitters is not going to be facing opponents head on—that’s suicide for any kobold. At least these abilities make up some of the differences in fighting styles. Bonuses to initiative equal to Intelligence modifier help with Skitters being able to find and to move to more appropriate terrain before enemies can attack. With the archery focus Skitters can make use of his Intelligence bonus to damage while in said difficult terrain. Yes this is going to be small damage anyway but at least Skitters can take advantage of terrain along with his corner perch skill trick. At least this way he can fire from a place that would protect him from immediate counterattacks.
Tunnelport and Greater Tunnelport: These can be used as escape routes for Skitters. The maximum width for him would be ten feet like all Darkrunners. But the minimum width could be as small as six inches to one foot—the size of a diminutive creature, thanks again to the kobold’s slight build and the spelunking ability above. If you can’t find an escape route through a six inch opening underground then there is something very wrong going on. Also note that the tunnel does not have to be on the same horizontal plane as Skitters. He can easily make a climb check to get to a hole out of reach of his enemies.
Tremorsense: Skitters is pretty much a super scout/lookout type character. Just even having the tremorsense ability is amazing for that kind of character. Invisible opponents can be felt out and spotted thanks to the point it out skill trick. Combine this with Keen Eared Scout as well and enemies have little chance to sneak up on Skitters’ group. How many enemies are going to have Darkstalker anyway?
Lore of the Stones and Deepsong: Both of these abilities add to Skitters’ abiity to track down quarry or find any traces of underground civilization. These abilities can confirm anything gained from underdark lore checks made as a Prime Underdark Guide. Again bonuses to Will saves are quite welcome since Skitters has a quite weak Will save. Against aboleths, Skitters’ Will save is much more capable of succeeding.
Stonewalking: It’s a pretty decent capstone—the ability to glide through earth as easily as walking through air. As activating is a free action, Skitters can make use of another escape tactic. He can use this to phase into walls and stay out of harm’s way while the rest of his party takes care of the enemies. It is also another great scouting tool which leaves no trace of Skitters’ movement.

Design Notes
Skitters would do well in a campaign heavily based in the underdark. Plenty of dungeon crawls would not be out of place for him either. Skitters is who a party would call on to be the penultimate guide for the underdark. He knows where the denizens dwell and can communicate with them to help keep the peace. He is first and foremost a skill monkey type character that specializes in non spell casting support. His skills can be used to save those “more important” characters when they need to make certain skill checks. Skitters is a sneaky scout, trap finder, underdark expert with enough ranks in knowledges and underground lore to make up for not having a Bard. If you are looking for a damage dealing monster with Skitters you will be disappointed. He can help in combat but not in a direct way. Hindering Opportunist and Evasive Reflexes make Skitters more of a helper to his comrades without being in the way. In fact he can position himself to being a flanking buddy and use the aid another action to help ensure that the enemies go down.

Sources
Complete Scoundrel: skill tricks
Drow of the Underdark: Cavestalker prestige class
Dungeonscape: Factotum base class, Tunnel Fighting feat
Lords of Madness: Darkrunner prestige class, Darkstalker feat
Player’s Handbook II: Keen Eared Scout feat
Races of the Dragon: kobolds web enhancement #2 http://www.wizards.com/default.asp?x=dnd/we/20060420a
Underdark: Prime Underdark Guide prestige class

Kuulvheysoon
2014-05-31, 06:21 PM
Greek mythology or arachnid pun? You decide!
Ariadne, the Recluse

NE Dark Changeling Ranger 4/ Darkrunner 1/Stonedeath Assassin 2/Darkrunner 8/Stonedeath Assassin 5/Darkrunner 10

Stats
Str 8
Dex 16 (increases here)
Con 14
Int 16
Wis 10
Cha 12
Build
Ariadne, the Recluse


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


1st
Dark Template
+0
+0
+0
+0
+8 to Hide, +6 to Move Silently

Darkvision 60ft, +10 feet movement speed, Hide in Plain Sight, Cold Resist 10, Superior Low-Light Vision


2nd
Ranger 1
+1
+2
+2
+0
Hide 4, Jump 4, Knowledge (Dungeoneering) 4, Knowledge (Local) 4, Knowledge (The Planes) 2, Move Silently 4, Search 4, Survival 4, Tumble 4
Darkstalker, Track (B)
Favored Enemy (Humanoid (Elf)), Track, Voice of the City, Skilled City Dweller


3rd
Ranger 2
+2
+3
+3
+0
Hide 5, Jump 5, Knowledge (Dungeoneering) 5, Knowledge (Local) 5, Move Silently 5, Search 5, Spot 1, Survival 5, Tumble 5
Two-Weapon Fighting(B)
Combat Style


4th
Ranger 3
+3
+3
+3
+1
Hide 6, Knowledge (The Planes) 3, Listen 2, Move Silently 6, Spot 2, Survival 6, Tumble 6
Racial Emulation, Endurance(B)
Endurance


5th
Ranger 4
+4
+4
+4
+1
Hide 7, Listen 5, Move Silently 7, Spot 4, Survival 7, Tumble 7
Weapon Finesse(B), Alertness (B)
Urban Companion (Hairy Spider), Champion of the Wild (Bonus Feat)


6th
Darkrunner 1
+4
+6
+4
+1
Balance 5, Hide 8, Move Silently 8, Survival 8, Tumble 8

Direction Sense, Spelunking, darkrunner emblem


7th
Stonedeath Assassin 1
+4
+6
+6
+1
Hide 9, Knowledge (The Planes) 4, Listen 7, Move Silently 9, Spot 7
Martial Study (Cloak of Deception)
Meld Into Stone, Trapfinding


8th
Stonedeath Assassin 2
+5
+6
+7
+1
Hide 10, Knowledge (The Planes) 5, Listen 10, Move Silently 10, Spot 9

Sneak Attack +1d6, Stoneskulk


9th
Darkrunner 2
+6/+1
+7
+7
+1
Hide 11, Listen 11, Move Silently 11, Spot 11, Survival 9, Tumble 11

Aberration Lore, Darkvision 70 feet


10th
Darkrunner 3
+7/+2
+7
+8
+2
Hide 12, Knowledge (Nature) 1, Listen 12, Move Silently 12, Spot 12, Survival 12, Tumble 12
Earth Devotion
Cavefighting, Tunnelport


11th
Darkrunner 4
+8/+3
+8
+8
+2
Clarity of Vision, Heal 1, Hide 13, Listen 13, Move Silently 13, Spot 13, Survival 13, Tumble 13

Tremorsense, Darkvision 80 feet


12th
Darkrunner 5
+8/+3
+8
+8
+2
Acrobatic Backstab, Hide 14, Knowledge (The Planes) 5.5, Listen 14, Move Silently 14, Spot 14, Survival 14, Tumble 14

Lore of the Stones


13th
Darkrunner 6
+9/+4
+9
+9
+3
Spot the Weak Point, Hide 15, Knowledge (The Planes) 6, Listen 15, Move Silently 15, Spot 15, Survival 15, Tumble 15
Martial Stance (Assassin’s Stance)
Aberration Specialist (Illithid), Darkvision 90 feet


14th
Darkrunner 7
+10/+5
+9
+9
+3
Hide 16, Knowledge (The Planes) 7.5, Listen 16, Move Silently 16, Spot 16, Survival 16, Tumble 16

Deepsong


15th
Darkrunner 8
+11/+6/+1
+10
+9
+3
Escape Artist 2, Hide 17, Knowledge (The Planes) 8, Listen 17, Move Silently 17, Spot 17, Survival 17, Tumble 17

Improved Cavefighting, Darkvision 100 feet


16th
Stonedeath Assassin 3
+12/+7/+2
+11
+9
+4
Disable Device 1, Escape Artist 5, Hide 18, Listen 18, Move Silently 18, Spot 18, Survival 18
Shadow Blade
Corrupt Stone


17th
Stonedeath Assassin 4
+13/+8/+3
+11
+10
+4
Escape Artist 10, Hide 19, Listen 19, Move Silently 19, Spot 19

Sneak Attack +2d6


18th
Stonedeath Assassin 5
+13/+8/+3
+11
+10
+4
Escape Artist 15, Hide 20, Listen 20, Move Silently 20, Spot 20

Stonedeath Strike


19th
Darkrunner 9
+13/+8/+3
+11
+11
+5
Escape Artist 20, Hide 21, Listen 21, Move Silently 21, Spot 21
Planar Touchstone: Catalogues of Enlightenment (Spider Domain)
Greater Tunnelport


20th
Darkrunner 10
+14/+9/+4
+12
+11
+5
Escape Artist 22, Hide 22, Knowledge (Local) 8, Listen 22, Move Silently 22, Spot 22

Stonewalking, Darkvision 110 feet


Backstory
On a dark night, where the moon hid behind the clouds like a thief on the run, a drow slaver party returned from a successful run, with their assorted quarry in tow behind them. They wasted no time in putting them to work, tending to the tasks they were too lazy to do themselves. Among those taken were a human husband and wife, her belly low and swollen with the promise of a child to come any day. With the harsh conditions of the pens she feared the promise would be a hollow one, but the child was not one to wait, and she soon gave birth with the help of some of the other women. When they raised it to her arms she knew something was wrong. Her baby had tiny, almost unformed features, and had an ashen complexion almost like that of the stone itself. What she didn’t know was that the child was a changeling, the result of a night spent with a doppleganger disguised as her husband and long since passed.

Unfortunately for the child, her parents soon succumbed to the harsh conditions of the pens, and our story might have ended then had she not been found by some of the other slaves. To a human mother she was frightening in appearance, but to a bugbear mother she was not unlike any other infant: swarthy, rough featured, and crying for attention. When a raiding party took back the kidnapped bugbear mother, she naturally took the infant with her. By the time they reached the clan’s homestead, the child had shifted enough to look much like any other infant. Mother and child were accepted back into the community, and they all helped in raising the new child. A goblin child has many mothers, as the saying goes. They named her Ariadne, and they raised her to be strong like any other goblin child. They taught her how to navigate the natural dangers of the Underdark and how to combat the many residents. Nobody, not even Ariadne herself knew she wasn’t truly a goblin, but to any of the residents she was as true as any of them.

When she came of age, Ariadne succeeded in the trials of adulthood, kissed her mother goodbye, and set out to find her fortune. She soon learned of the Darkrunner Guild, which guided people through the Underdark for pay. This sounded like the perfect job for Ariadne. She was born in the darkness, surely she could help some confused surface dwellers who had merely adopted it. Though entrance was pricy, she was able to manage, and the first few jobs were lucrative enough that they were worth it. Her time in the guild houses were not nearly so pleasant. She entered one after a long day of showing groups past some massive spider nests, her face masked to protect it from the dust and the webbing. She had a drink and listened to stories from some of the other members, for a moment enjoying the camaraderie. When the time came for one of hers she provided without fear. When the others heard from her voice that she was a woman they nearly laughed her out of the place, unwilling to believe a woman could navigate the tough environments. She threatened to prove her skill to them, but they were in no mood for fighting. Her story was done. It then was time for another’s story, a large man with a prominent scar over his cheek. He began simply enough, guiding a nobleman through a tour of the prettier parts. A couple of goblin thieves had stolen the nobleman’s pocketwatch, and they set out to recover it. The man with the scar told how he tracked the thieves down and slaughtered the lot of them. Ariadne nearly choked, and when she caught her breath she said that it wasn’t necessary to kill the lot of them, that to simply defeat them in combat would have been enough and they would have returned them once bested. He roared with laughter, and told her goblins have no honor, and asked what it mattered. Goblins were scum to be wiped away. The other members heartily agreed; they had all done the same one time or another

Ariadne bolted upright and tore the mask from her face, snarling with rage. She swore bloody vengeance against the lot of them. They threw her out and told her if they saw her again. She was out of the Darkrunner guild. No matter. She wanted no part in this band of murderers and brigands. They thought they’d do her in. How little they knew. They thought they were hunters and she was their prey. In reality they were flies that had made enemies with a spider, and the whole of the Underdark was her web.
Level 5
Starting things off nice and simple with some ranger levels, but let’s tweak it to make things interesting. Starting off we have the dark template, which gives us the necessary darkvision as well has hearty Hide and MS boosts, increased speed, and the famous HiPS, to be discussed later.

Darkstalker’s a must for any sneak. Racial Emulation is necessary for entering Stonedeath. Voice of the City lets you maybe get some information from the many races you live among in the Underdark. An urban companion (basically a familiar) is far more useful to you than an animal companion, plus it gives alertness. Champion of the Wild gives you Weapon Finesse, which you can make good use of, and it’s not like you were going to be using that casting. Go ahead and TWF it up.
Level 10 (Sweet Spot)
The arrangement of levels here may look a bit weird, but there’s a reason for it all. Begin with the first level of the SI since you qualify after only 4 class levels. Direction sense is best used to mark a safe house, a secret lair, or most usefully, an exit to the cave system.

Those spelunking skill modifiers add up quickly, and you’ll see the increase most when tracking things. Don’t be afraid to use Climb and Escape Artist to get away from tough fights. Escape Artist plus Spelunking means you can squeeze through a space the size of a small creature’s head, which is only about 2 fists big. From level 13 on you can squeeze through this space, so feel free to hang out in little crannies to get the drop on people. The other two levels give you Tunnelport, aka the serial killer walk, to catch up with your quarry.

Aberrations are all over the place in the Underdark, so this will come in handy more than you think. The darkvision increase is more important than you think, since just about everybody’s darkvision is only 60 feet. Int to initiative means you have an excellent chance of going first. Strike first; strike last.

Now on to what likely caught you attention: Stonedeath Assassin. At only two levels in the benefits are significant. Meld into stone lasts a good while, and makes sneaking all the easier. Sneak attack gives you a helpful damage boost and something to make use of all that sneaking.

Cloak of Deception gives you a quick jolt of invisibility for SA boost in the middle of combat or a chance to disappear and move unseen to keep your enemies swinging at empty air. Earth Devotion has several uses, but you’re best off planting difficult terrain in the battlefield. Once it’s in place for 1 minute (realistically the whole combat) you’re free to move about with an AC bonus while they’re limited to half speed and no charging.

HiPS Don’t Lie
Let’s talk about HiPS. The Dark Template gives HiPS, more specifically the ability to use Hide while being observed in anything less than full daylight or similar spells. Stoneskulk gives the ability to hide without concealment or cover while underground. Together they mean you can hide at any time for as long as you want. The entire Underdark is your sneaky playground. With maxed Hide and MS and hefty bonuses from Dark and Dex, you have very good chances of staying hidden until you attack.

Level 15
More Darkrunner levels with plenty of good stuff. Tremorsense means that when you wait melded inside the cave walls you’ll know when your target passes by. Aberration specialist is a great boost to an already good ability, you’ll be thankful of the help fighting the mind flayers, and the same goes for the will save boost from deepsong. The boost to lore of the stones will become important later. Improved Cavefighting makes full use of the difficult terrain you throw down, Int to damage is a healthy boost when TWFing. The boost to skills mean you’re even more mobile, and Escape Artist is high enough to thwart grapplers reliably. Balance is high enough that you’d be comfortable even on a floor covered with marbles or grease, if one were to make the floor in that state.

Assassin’s Stance means more SA, which is always welcome. Clarity of Vision lets you better fight sneaks like you. Spot the Weak Point is great for those foes who are hard to hit, especially if its natural armor getting in your way. Acrobatic Backstab gives you another opportunity to use your SA once the fight is fully started, and you can make the check with no trouble.
Level 20
Finishing up both classes and it all comes together here. Even more SA and a new use for it: Stonedeath Strike. Hit someone and they’re turned to stone, at which point you can pull what I call the postmortem interrogation. Someone turned to stone by Stonedeath Strike is a valid target for Lore of the Stones, which means you can get a slain dwarf or drow to explain the layout of their lair. You can even use it on mind flayers, since the ability overcomes any language barrier. If the guy’s your size or bigger you can also meld into him to hide out until his friends come to investigate or take him in their lair and you’ve infiltrated. Once you’re done with your petrified target, use corrupt stone so they can’t put Humpty together again, since it bypasses hardness. Stonewalk is best used when you need to make a quick escape to the surface (which you’ve marked the location of) as the shortest distance between you and safety is a straight line, even through the rock. Remember your increased speed here, it’ll make a lot of difference. Greater Tunnelport is also a good tool to make a quick escape through tunnels, or to make the fastest blitz attack you’ve ever seen. The ability to bring a willing team means you can use it for tactical insertion of dedicated sneaks like yourself, or for rescue operations.

Shadow Blade gives you another boost to damage, though it’ll mean you need to switch down to two short swords from whatever you had. Planar Touchstone gives you the power of a domain, here I’ve chosen Spider domain to give rebuke attempts, which means more uses of Earth Devotion. You can make every fight one in which you get AC and damage boosts, moving about with freedom while enemies are slowed. An unfair fight is the best kind. You’re also welcome to use the thing to rebuke spiders, since more eyes can always be useful, and a few like the Harpoon Spider are decent combatants. A nice trick you can pull is set a hairy spider to follow your target if they’re a flying type or one who generally doesn’t leave tracks. Your Survival check is high enough that you can easily track the spider and use it to find your target, and nobody minds spiders in the Underdark.
Sources
Acrobatic Backstab, Spot the Weak Point, Clarity of Vision: Complete Scoundrel
Ranger, Weapon Finesse: srd
Martial Study, Martial Stance, Shadow Blade: Tome of Battle
Darkstalker: Lords of Madness
Planar Touchstone: Planar Handbook
Earth Devotion, Champion of the Wild ACF: Complete Champion
Racial Emulation, Changeling: Races of Eberron
Skilled Citydweller, Urban Companion, Voice of the City: Cityscape Web Enhancement
Stonedeath Assassin: Races of Stone
Dark Template: Tome of Magic

Kuulvheysoon
2014-05-31, 06:23 PM
You're not paranoid if they really are out to get you
Orion Garranan

True Neutral Middle aged Primordial Eneko Factotum 8/Savant 1/darkrunner 10

„I can't make you see, but I can make you listen.“

Attributes

Attributes before and after racials. All level dependent increases go into INT.
Str: 13 = 10
Dex: 13 = 10
Con: 11 = 10
Int: 17 = 22 [27]
Cha: 13 = 16
Wis: 9 = 10


Story

Ky sat down. The damp rock felt more comfortable than she thought it would. She closed her eyes. Orion came closer. "Now listen", he whispered. At first Ky only did hear her own breath, but then she heard it. It was a whisper first, then a humming. Not long and it became song, the deepsong. It was beautiful, but there was a sad undertone. Ky opened her eyes. Orion seemed to stare into the darkness. "It's hauntingly beautiful," Ky whispered. Orion nodded. Ky stood up. "The guild has an assignment for you. Three humans who want to catch a hound of the gloom. They are combat experienced. So all the need are your eyes, ears and guidance." Orion slowly turned his head to face her. "Pitfighters again?", he said frowning. "We don't know and we don't care", Ky replied grinning. "They pay tripple your usual fee." "So what they really want to find are the rakshasa rajahs." Orion turned away. Ky laid her hand on his shoulder. "Too bad the stones don't tell you what humans think. I think it would make you less paranoid. Good bye, my friend" Slowly she climbed towards the surface, leaving him behind in the endless system of caves and caverns he called his home. "They told me too much already", Orion thought and started descending further into his home again.



Build table



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


1st
Factotum
+0
+0
+2
+0
*see note on skills*
Track
Inspiration, cunning insight, cunning knowledge, trapfinding


2nd
Factotum
+1
+0
+3
+0
*see note on skills*
-
Arcane dilettante (1 spell)


3rd
Factotum
+2
+1
+3
+1
*see note on skills* Knowledge (arcana) 4
Obtain Familiar (rat)
Brains over brawn, cunning defense


4th
Savant
+2
+1
+3
+3
*see note on skills* Knowledge (dungeoneering) 5, Search 5, Survival 7
-
Academic lore, skill assistance (listen) (5 feet), trapfinding


5th
Darkrunner
+2
+3
+3
+3
*see note on skills* Intimidate 8
-
Direction Sense, Spelunking, Darkrunner Emblem


6th
Factotum
+3
+3
+4
+3
*see note on skills* Skill trick: Never outnumbered
Imperious Command
Arcane dilettante (2 spells), cunning strike


7th
Factotum
+3
+3
+4
+3
*see note on skills*
-
Opportunistic piety


8th
Factotum
+4
+4
+5
+4
*see note on skills*
-
-


9th
Factotum
+5
+4
+5
+4
*see note on skills*
Supernatural transformation (invisibility)
Arcane dilettante (3 spells)


10th
Factotum
+6
+4
+6
+4
*see note on skills*
-
Cunning surge


11th
Darkrunner
+7
+5
+6
+4
*see note on skills*
-
Aberration Lore, Darkvision +10 ft


12th
Darkrunner
+8
+5
+7
+5
*see note on skills* Knowledge planes 5
Planar familiar (earth mephit)
Cavefighting, Tunnelport


13th
Darkrunner
+9
+6
+7
+5
*see note on skills*
-
Tremorsense, Darkvision +20 ft


14th
Darkrunner
+9
+6
+7
+5
*see note on skills*
-
Lore of the Stones


15th
Darkrunner
+10
+7
+8
+6
*see note on skills*
font of inspiration
Aberration Specialist(Hound of the Gloom), Darkvision +30 ft


16th
Darkrunner
+11
+7
+8
+6
*see note on skills*
-
Deepsong


17th
Darkrunner
+12
+8
+8
+6
*see note on skills*
-
Improved Cavefighting, Darkvision +40 ft


18th
Darkrunner
+12
+8
+9
+7
*see note on skills*
Earth devotion
Greater Tunnelport


19th
Darkrunner
+13
+9
+9
+7
Intimidate 22, Diplomacy 22, Use Magic Device 22, Spot 22, Listen 22, Survival 22 *see note on skills*
-
Stonewalking, Darkvision +50 ft


20th
+1LA
+13
+9
+9
+7
-
-
-





Note on Skills

This build contains 8 levels of Factotum and a total of 242 skillpoints (disregarding INT increase by magic items). Since i would have to list a ton of skills with only 1 skill rank thanks to cunning knowledge I wont do that. I only list the necessary skill points for feats or prestige class entries at the level they are relevant and the maxed skills in the table at level 19.
Assume the following for skill point distribution: Max. ranks in Intimidate, Diplomacy, Use Magic Device, Spot, Listen, Survival (total of 139 skill points spent, because of Use magic device being cross class for darkrunner). Considering you need another 19 points for the requirements (Knowledge (arcana) 4, Knowledge (dungeoneering) 5, Knowledge (planes) 5 Search 5) and 2 points for the skill trick, there are still 82 skill points left. So do what every Factotum does: get as much skills with 1 rank as possible (Academic Lore also encourages you to put at least 1 rank in every knowledge skill) and get the important 5 ranks in skills with great synergy (i.e. Bluff, Knowledge (nobility), etc.). This way you can adapt to the needs of your allies.


running in the darkness


The early levels[1-5]:
Orions role is skillmonkey support scout face. The Primordial Eneko combination is ideal for sneaky INT heavy concepts. You are invisible all the time from the very start and can confer that to everyone and everything. Neat. Skillwise you'll go the usual routes. Your real trumpcard is that from level 4 on, your whole party will use your listen ranks and rolls. Usually this means more consistency in discovering acoustic threats. Assuming Orion is played in an underground campaign this becomes more important. To get the alertness feat we get a familiar. The rat is solid for the start, because Fortitude isn't Orions strong suit. The ealry entry into darkrunner is done because in an underground campaign light at will (darkrunner emblem) and find the path are really useful pickups. Powerful build and the ability to squeeze through narrow spaces may be the cause of some pretty weird interactions (Imagine squeezing into a narrow tunnel where you are ambushed by a small monster trying to grapple you and you are considered large for the grapple).

Midlevels:[6-11]
Imperious command and never outnumbered add nice debuff possibilities, supernatural transformation is picked up to avoid pesky concentration checks and to increase the duration (CL 1 turns into CL Hit dice). At level 7 Alter self is available through arcane dilettante. Since you are a giant, there are quite some funny options (most of them make you faster (40ft, 20ft climb speeds available), bigger (large) and tougher (3 to 6 NA)). Eight levels of Factotum is a great breaking point as you get 3rd level spells for arcane dilettante and cunning surge.

Highlevels[12-19]
Mephits and UMD max. ranked is always nice to break action economy. The fact that your mephit is invisible (because seriously, why not?) makes him even more dangerous. Cavefighting allows you to focus more on INT. Increased darkvision, Tremorsense, lore of the stones and deepsong make you a great scout. Earth devotion allows you to create your own difficult terrain if needed (and can be fueled by opportunistic piety), so if necessary you will have improved cavefighting available.



Sources:

Eneko - Secrets of Sarlona
Primordial Template - Secrets of Xen'drik
Factotum - Dungeonscape
Savant - Dragon Compendium
Obtain familiar - Complete Arcane
Imperious command - drow of the underdark
Supernatural transformation - savage species
Planar familiar - planar handbook
font of inspiration - dungeonscape
Earth devotion - complete Champion
Never outnumbered - Complete Scoundrel

Kuulvheysoon
2014-05-31, 06:27 PM
In blackest day, in deepest night, no evil shall escape his sight.

Ihlmrhys Do'ar
LG Lesser Drow Paladin 12/Darkrunner 8

Backstory

http://th07.deviantart.net/fs45/PRE/f/2009/080/0/8/Dark_Elf_male_by_kerembeyit.jpg
Image by Kerem Beyit (http://kerembeyit.deviantart.com/art/Dark-Elf-male-116663634)

As a young man, Ihlmryhs’ captured by illithids during a raid on his city. During his enslavement and torture, he began having divine visions--though not from any god he was familiar with. He was eventually rescued by a group of Darkrunners, but rather than settle into another Drow community, he followed his visions to the surface, of all blasted places, and discovered that the source of his visions was the martyred god Ilmater, to whose church he pledged himself as a holy warrior. Despite the strength of his faith, though, surface life was difficult for the dark elf, so, with the permission of his superiors, he returned to the Underdark and petitioned to join the other organization that had been a force for good in his life--the Darkrunners. There, he found acceptance (though he tended not to get along with other drow) and happily dedicated his life to saving others as the Darkrunners had once saved him.


Ability Scores
Pre-Racial-Adjustment: Str 10, Dex 14, Con 14, Int 12, Wis 12, Cha 16

Post-Racial-Adjustment: Str 10, Dex 16, Con 12, Int 12, Wis 12, Cha 16

Increase Cha at levels 4, 8, 12, and 20. Increase Wis at 16.

Final Ability Scores (Assuming No Magic Items): Str 10, Dex 16, Con 12, Int 12, Wis 13, Cha 20.


Build Table


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


1st
Paladin
+1
+2
+0
+0
Know (Dungeoneering) 2, Search 2, Survival 2
Weapon Finesse
Aura of Good, Detect Evil, Smite Evil 1/day, Lesser Drow Traits (including Darkvision 60 ft)


2nd
Paladin
+2
+3
+0
+0
Know (Dungeoneering) 2.5, Search 2.5, Survival 2.5

Divine Grace, Lay on Hands


3rd
Noble Heart Paladin
+3
+3
+1
+1
Survival 5.5
Alertness, Track (Bonus)
Aura of Courage


4th
Paladin
+4
+4
+1
+1
Know (Dungeoneering) 3, Search 3, Survival 6

Turn Undead


5th
Underdark Knight Paladin
+5
+4
+1
+1
Know (Dungeoneering) 3.5, Search 3.5, Survival 6.5

Smite Evil 2/day, +10 ft speed, +2 Balance, Climb, and Jump, Darkvision 90 ft.


6th
Paladin
+6/+1
+5
+2
+2
Know (Dungeoneering) 4.5, Survival 7
Earth Devotion
Cursebreaker 1/week


7th
Paladin
+7/+2
+5
+2
+2
Knowledge (Dungeoneering) 5, Search 4.5

Spike Stones 1/day


8th
Paladin
+8/+3
+6
+2
+2
Search 5, Survival 8




9th
Darkrunner
+8/+3
+8
+2
+2
Diplomacy 2, Listen 1, Spot 1, Survival 9, Tumble 2
Martial Study (Cloak of Deception)
Direction Sense, Spelunking, Darkrunner Emblem


10th
Darkrunner
+9/+4
+9
+2
+2
Diplomacy 3, Listen 3, Spot 2, Survival 10, Tumble 4

Aberration Lore, Darkvision 100 ft.


11th
Darkrunner
+10/+5
+9
+3
+3
Diplomacy 4, Listen 4, Spot 4, Survival 11, Tumble 6

Cavefighting, Tunnelport


12th
Darkrunner
+11/+6/+1
+10
+3
+3
Diplomacy 6, Listen 5, Spot 5, Survival 12, Tumble 8
Martial Stance (Dance of the Spider)
Tremorsense, Darkvision 110 ft.


13th
Darkrunner
+11/+6/+1
+10
+3
+3
Diplomacy 7, Listen 7, Spot 6, Survival 13, Tumble 10

Lore of the Stones


14th
Darkrunner
+12/+7/+2
+11
+4
+4
Diplomacy 8, Listen 8, Spot 8, Survival 14, Tumble 14

Aberration Specialist (Mind Flayers), Darkvision 120 ft.


15th
Darkrunner
+13/+8/+3
+11
+4
+4
Diplomacy 9, Listen 10, Spot 9, Survival 15, Tumble 16
Shadow Blade
Deepsong


16th
Darkrunner
+14/+9/+4
+12
+4
+4
Diplomacy 10, Listen 11, Spot 11, Survival 16, Tumble 18

Improved Cavefighting, Darkvision 130 ft.


17th
Paladin
+15/+10/+5
+12
+5
+5
Diplomacy 11, Listen 12

Cursebreaker 2/week


18th
Paladin
+16/+11/+6/+1
+13
+5
+5
Diplomacy 12, Spot 12
Battle Blessing
Smite Evil 3/day


19th
Paladin
+17/+12/+7/+2
+13
+5
+5
Diplomacy 13, Listen 13




20th
Paladin
+18/+13/+8/+3
+14
+6
+6
Diplomacy 14, Spot 13

Cursebreaker 3/week, Earthglide




Paladin Spells
Spells per Day/Spells Known
Spells per Day/Spells Known


Level
1st
2nd
3rd
4th


1st
-
-
-
-


2nd
-
-
-
-


3rd
-
-
-
-


4th
0
-
-
-


5th
0
-
-
-


6th
1
-
-
-


7th
1
-
-
-


8th
1
0
-
-


9th
1
0
-
-


10th
1
0
-
-


11th
1
0
-
-


12th
1
0
-
-


13th
1
0
-
-


14th
1
0
-
-


15th
1
0
-
-


16th
1
0
-
-


17th
1
0
-
-


18th
1
1

-


19th
1
1
0
-


20th
1
1
1
-




Build Snapshots
Level 5
The biggest problem Ihlmrhys has at low levels is that his skills suck. Default Paladin doesn’t get many skill points or have any skill overlap with what Darkrunner needs, so he has to spend all his skill points just scrounging the minimum requirements for the SI. His saving graces are the two substitution levels he takes: Noble Heart at 3rd, which gives him Track as a bonus feat and Survival as a class skill (for this level only, unfortunately) in exchange for losing Divine Health; and Underdark Knight at 5th, which means he loses his mount in exchange for extra Darkvision, fast movement, and small bonuses to Balance, Climb, and Jump. That last may not seem like much, but it makes up somewhat for his crummy skills.

He also has the ability to cast an itty-bitty number of Paladin spells, which will remain itty-bitty forever. He can use Paladin wands, which is nice, but spellcasting is really not that important to his build.


Level 10
Between Earth Devotion (which is a superior use of Turn Undead for him than actually turning the undead) and Spike Stones (also from Underdark Knight), Ihlmrhys is starting to get some nice terrain-based battlefield control going, though it hasn’t fully come online yet because he has to burn Turn Undead uses to move through difficult terrain himself. Cloak of Deception was also picked up in anticipation of being able to move easily at higher levels. II grabbed the Cursebreaker ACF just because it seemed more useful for Ihlmrhys’s particular situation (fightin’ aberrations) than Remove Disease would be.

He’s a member of the Darkrunners now, which means he finally has some skill points to throw around, plus the bonuses from Spelunking, which stack with the aforementioned skill bonuses from Underdark Knight. Skill-wise, he picks up Spot and Listen to make him a better explorer (and Spot is particularly nice because he’s got a lot of Darkvision), Tumble to increase his mobility, and Diplomacy for a little more out-of-combat utility. He also gets Direction Sense, but honestly, that seems like it was designed to work with Tunnelport and Greater Tunnelport, so while it’s a flavorful ability here, it hasn’t come into its full use yet.


Level 15
Here’s where things really get cooking. The biggest problem with Cavefighting and Improved Cavefighting is that difficult terrain is largely not up to the player. Ihlmrhys gets around that with Earth Devotion, which lets him plonk some difficult terrain down wherever he wants it (keep in mind that it doesn’t affect his movement because of Cavefighting) and decide whether to make it grow spikes (i.e. if it’s under an enemy) or not (if it’s under him). So he has excellent movement, including his Tumble ranks, the bonuses from Cavefighting/Improved Cavefighting and wall-crawling ability from Dance of the Spider, all while seriously hampering his opponents’ movement.

I mentioned above that Tunnelport and Direction Sense seem designed to work together, and Lore of the Stones/Deepsong continue that combo, allowing Ihlmrhys to find targets with Lore of the Stones, determine a route to them with Direction Sense, and then set up an ambush with Tunnelport. Of course, Dimension Door doesn’t allow him to take actions after he uses it. If he happens to be by himself, then he’s just gotta land his Tunnelport out of sight of his targets and use Cloak of Deception to close the distance.

The morale bonus from Deepsong stacks with Divine Grace, which means that even though Ihlmrhys’s base Will save is bad, in practice, he has a pretty good bonus. Not so much for his Ref save, which is bolstered only by his decent Dex, but Ref saves are less important anyhow.

The odd abilities out here, I’m afraid, are Aberration Lore/Specialist and Tremorsense. Tremorsense is useful for anybody, and Ihlmryhs is a Darkrunner, so he’ll certainly get use out of Aberration Lore, but unlike his other SI abilities, there’s nothing in his build that particularly improves these.


Level 20
Let’s address the elephant in the room: Yes, Ihlmrhys only takes 8 levels of Darkrunner. There are a couple reasons for this: First, Greater Tunnelport implies that it can only be used along stretches of cave that are >=10 ft. wide, which is more restrictive than regular Tunnelport. Ordinarily, might be worth powering through to get earth glide from the capstone, but an Underdark Knight gets earth glide at 12th level anyway, and gaining unlimited Earth Glide at a later level is better than gaining a small amount at an earlier one, in my opinion. Since the only abilities I’m missing are either improvements to stuff he already got from the class (Greater Tunnelport is more like an “improvement,” but he does miss 10 ft. of darkvision) or something he can get a superior version of by leaving the class when he does, I think he’s still pretty Darkrunner-y, despite not taking those last two levels.

Earth Glide is pretty much the only exciting thing he gets at these levels, though—a little more smiting, a little more Cursebreaker, a few more spells (at a final CL of 12), but yeah, Earth Glide is the prize.



Adaptation
If LA buyoff is in play, Ihlmrys should be a standard drow instead of a lesser drow. Getting 12 levels of Paladin was important enough that I went with the weaker race, but the Drow goodies he’s missing out on (particularly SR and the Int and Cha boosts) would be good to pick up if he can buy the LA off.


Sources
Champions of Valor: Noble Heart substitution level
Complete Champion: Underdark Knight substitution level, Earth Devotion
Complete Mage: Cursebreaker ACF
Core: Paladin, Weapon Finesse, Alertness, Track
Lords of Madness: Darkrunner
Player’s Guide to Faerun: Lesser Drow
Tome of Battle: Martial Study, Martial Stance, Shadow Blade

Kuulvheysoon
2014-05-31, 06:29 PM
The bro with the skillz
Adlib CN Underfolk, Factotum 3/ Human Paragon 3/ Darkrunner 10/ Exemplar 4

Fluff:
Please complete the following before continuing
Fictitious fantasy realm
Character name
Ancient dwarven empire
Guild name
Aberration type
Evil creature type
Obscure skill

A long long time ago in the far away realm of fictitious fantasy realm there was an Underfolk Factotum named character name who loved to explore the depths of the cavernous earth, specifically the ancient underground kingdom of the ancient dwarven empire people. The ruinous and cavernous nature of the environment made S/He a paragon of the Underfolk who had long ago adapted to the underground nature developing darkvision, camouflage, and other attributes while maintaining their skill money aspects. One day S/He was approached by the guild name which were also known as darkrunners, however since they were underground and it was always dark they used guild name instead so as not to be insensitive to the Underfolk. S/He also loved to practice Obscure skill , even though it wasn’t quite useful and he never got to devote enough time to it to actually put ranks in it, he kept it on his class list.

Needless to say it was an opportunity too good to turn down, S/He loved exploring, loved studying new animals, and everything related to the underground and knowledge of it, and you could kind of say they were devoted (literally). S/He became extremely competent with aberrations, since there were a whole heck of a lot of them, and especially with aberration type which they were the resident expert on.

So character name continued on working for the guild until one day when S/He wasn’t the paragon of the Underfolk anymore but an Exemplar, and S/He was surrounded by dozens of evil creature type next to a wide and deep chasm that stretched for thousands of feet (probably to the other side of the world). Rather than be killed and eaten S/He swan dove into the chasm where S/He fell for longer than he could scream, and eventually smacked the ground on a ledge sticking out where S/He took 20d6 falling damage and didn’t die, then bounced off and continued falling in the chasm where S/He took another 20d6 falling damage and this time S/He didn’t die but S/He would have been at -40 but S/He had a fearless destiny and instead went to -9 and stabilized. It was then that S/He was found by another guild member to healed them up, and S/He went on their way.

S/He then went on to study Obscure skill , until the end of their days. The end.


Abilities: Strength Dexterity Constitution Intelligence Wisdom Charisma Reason 10 10 12 18 10 14 32-point buy 10 10 12 19 10 14 4th 10 10 12 21 10 14 6th Ability Boost 10 10 12 22 10 14 8th 10 10 12 23 10 14 12th 10 10 12 24 10 14 16th 10 10 12 25 10 14 20th

Build: Level Class BAB Fort Ref Will Skills Feats Features 1 Factotum 0 1 2 0 Balance 4, Climb 4, Diplomacy 4, Escape Artist 4, Hide 4, Jump 4, Knowledge (dungeoneering) 4, Search 4, Survival 4, Swim 4, and Tumble 4 Alertness Inspiration, cunning insight, cunning knowledge, trapfinding 2 Factotum 1 1 3 0 Balance 5, Climb 5, Diplomacy 5, Escape Artist 5, Hide 5, Jump 5, Knowledge (dungeoneering) 5, Search 5, Survival 5, Swim 5, and Tumble 5 - Arcane dilettante (1 spell) 3 Factotum 2 2 3 1 Balance 6, Climb 6, Diplomacy 6, Escape Artist 6, Hide 6, Jump 6, Knowledge (dungeoneering) 6, Search 6, Survival 6, Swim 6, and Tumble 6 Track Brains over brawn, cunning defense 4 Human Paragon 2 2 3 3 Balance 6, Climb 7, Diplomacy 7, Escape Artist 7, Hide 6, Jump 7, Knowledge (dungeoneering) 7, Search 7, Survival 7, Swim 7, and Tumble 7 - Adaptive learning (Obscure skill) 5 Human Paragon 3 2 3 4 Balance 6, Climb 8, Diplomacy 8, Escape Artist 8, Hide 6, Jump 8, Knowledge (dungeoneering) 8, Search 8, Survival 8, Swim 8, and Tumble 8 - Knowledge Devotion (BF) 6 Human Paragon 4 3 9 4 Balance 7, Climb 9, Diplomacy 9, Escape Artist 9, Hide 6, Jump 9, Knowledge (dungeoneering) 9, Search 9, Survival 9, Swim 9, and Tumble 9 Insightful Reflexes Ability boost (+2 Intelligence) 7 Darkrunner 5 5 9 4 Balance 10, Climb 10, Diplomacy 10, Escape Artist 10, Hide 6, Jump 10, Knowledge (dungeoneering) 10, Search 10, Survival 10, Swim 10, and Tumble 10 - Direction Sense, Spelunking, Darkrunner Emblem 8 Darkrunner 6 6 10 4 Balance 11, Climb 11, Diplomacy 11, Escape Artist 11, Hide 9, Jump 11, Knowledge (dungeoneering) 11, Search 11, Survival 11, Swim 11, and Tumble 11 - Aberration Lore, Darkvision +10 ft 9 Darkrunner 7 6 11 5 Balance 12, Climb 12, Diplomacy 12, Escape Artist 12, Hide 12, Jump 12, Knowledge (dungeoneering) 12, Search 12, Survival 12, Swim 12, and Tumble 12 Heroic Destiny Cavefighting, Tunnelport 10 Darkrunner 7 7 11 5 Balance 13, Climb 13, Diplomacy 13, Escape Artist 13, Hide 13, Jump 13, Knowledge (dungeoneering) 13, Search 13, Survival 13, Swim 13, and Tumble 13; Collector of Stories (ST) Tremorsense, Darkvision +20 ft 11 Darkrunner 8 7 11 5 Balance 14, Climb 14, Diplomacy 14, Escape Artist 14, Hide 14, Jump 14, Knowledge (dungeoneering) 14, Search 14, Survival 14, Swim 14, and Tumble 14 Walk the Walls (ST) Lore of the Stones 12 Darkrunner 9 8 12 6 Balance 15, Climb 15, Diplomacy 15, Escape Artist 15, Hide 15, Jump 15, Knowledge (dungeoneering) 15, Search 15, Survival 15, Swim 15, and Tumble 15 Slipping Past (ST), Skill Focus (Diplomacy) Aberration Specialist, Darkvision +30 ft 13 Darkrunner 10 8 12 8 Balance 16, Climb 16, Diplomacy 16, Escape Artist 16, Hide 16, Jump 16, Knowledge (dungeoneering) 16, Search 16, Survival 16, Swim 16, and Tumble 16 Easy Escape (ST) Deepsong 14 Darkrunner 10 9 12 8 Balance 17, Climb 17, Diplomacy 17, Escape Artist 17, Hide 17, Jump 17, Knowledge (dungeoneering) 17, Search 17, Survival 17, Swim 17, and Tumble 17 Quick Escape (ST) Improved Cavefighting, Darkvision +40 ft 15 Darkrunner 11 9 14 10 Balance 18, Climb 18, Diplomacy 18, Escape Artist 18, Hide 18, Jump 18, Knowledge (dungeoneering) 18, Search 18, Survival 18, Swim 18, and Tumble 18 Escape Attack (ST), Fearless Destiny Greater Tunnelport 16 Darkrunner 12 10 16 10 Balance 19, Climb 19, Diplomacy 19, Escape Artist 19, Hide 19, Jump 19, Knowledge (dungeoneering) 19, Speak Language 1, Search 19, Survival 19, Swim 19, and Tumble 19 Quick Swimmer (ST) Stonewalking, Darkvision +50 ft 17 Exemplar 12 10 16 12 Balance 20, Climb 20, Diplomacy 20, Escape Artist 20, Hide 20, Jump 20, Knowledge (dungeoneering) 20, Speak Language 4, Search 20, Survival 20, Swim 20, and Tumble 20 Corner Perch (ST) Skill artistry (diplomacy), skill mastery (Diplomacy, Hide, Iaijutsu Focus, Knowledge (dungeoneering), Search, Survival, and Tumble) 18 Exemplar 13 10 16 13 Balance 21, Climb 21, Diplomacy 21, Escape Artist 21, Hide 21, Jump 21, Knowledge (dungeoneering) 21, Speak Language 9, Search 21, Survival 21, Swim 21, and Tumble 21 Protected Destiny Lend talent (one-half penalty) 19 Exemplar 14 11 18 13 Balance 22, Climb 22, Diplomacy 22, Escape Artist 22, Hide 22, Jump 22, Knowledge (dungeoneering) 22, Speak Language 12, Search 22, Survival 22, Swim 22, and Tumble 22 Speedy Ascent (ST) Improved Initiative (BF) 20 Exemplar 14 12 18 14 Balance 23, Climb 23, Diplomacy 23, Escape Artist 23, Hide 23, Jump 23, Knowledge (dungeoneering) 23, Speak Language 15, Search 23, Survival 23, Swim 23, and Tumble 23 Leaping Climber (ST) Skill artistry (Obscure skill), sustaining presence

Sources: Complete Adventurer, Exemplar, Insightful Reflexes
Complete Champion, Knowledge Devotion Dungeonscape, Factotum
Races of Destiny, Underfolk, Heroic Destiny, Fearless Destiny, Protected Destiny
Unearthed Arcana, Human Paragon

Notes: This character is supposed to the paragon/exemplar of darkrunner utilizing the skills and environment very well, taking 10s on everything making sure that works the way it is supposed to without the risks of failing. Besides being a skill monkey the character does do significant damage with a very high intiiative.

Gets to take a 10 on all skills with ranks in them and even ones without skills in it, these are aboslute values. Balance 52, Climb 50, Diplomacy 32, Escape Artist 50, Hide 50, Jump 52, Knowledge (dungeoneering) 40, Search 40, Survival 44, Swim 50, and Tumble 40. Speaking 22 Languages and with a high diplomacy there is a good chance that he can navigate the underdark or caves without too much trouble or fighting.

Init +18 (+7 Brains over Brawn, +7 Cavefighting, +4 Improved Initiative), Attacks +30/25/20 (BAB +14/+9/+4 Knowledge Devotion +5, Improved Cavefighting +7, Aberration Specialist +4), Damage +23 (Knowledge Devotion +5, Improved Cavefighting +7, Aberration Specialist +4, Cunning Insight +7)

Kuulvheysoon
2014-05-31, 06:31 PM
Isn't there a Nietzsche quote about this?

http://studentweb.usq.edu.au/home/W0086627/Dnd/_images/Svirfneblin.jpg
Graima, Terror of the Dark



"... the Nine Hells..." The Dwarven commander quietly swore when he saw the horror. Someone had nailed 4 still oozing Mindflayer tentacles on the wall of the guard post just inside the cavern doors between the Dwarven settlement and the rest of the Underdark. It was obvious that someone had wanted them to find these sorry remains, but whom? Last month they found a aboleth head surgically removed between the second and third eye, sitting next to the main water supply inside the city. Yet no matter how many were questioned, noone knew how it had gotten there, much less who had done it.

Suddenly he remembered the rumor going around that there were someone or something that had started hunting Aberrations, noone never knew who it were, but the remains, always with the most recognizable characteristics, such as Mind Flayer tentacles or Beholder eye-stalks, cut off and placed in or around a settlement of some kind. Traders traveling around said it had happened for quite some time, and only rarely did anyone have half a clue what had happened, and noone had yet found where the rest of the Aberration remains were. Only thing known was that people had started talking about whomever did it as "Terror of the Dark"

A shiver went up his spine wondering what could do this without being discovered, and what would happen if it started hunting dwarves or any of the other humanoid races living in the area.





Ability
Base
Racial
Total


Strength
12
-2
10


Dexterity
16
+2
18


Constitution
14
+2
16


Intelligence
16

16


Wisdom
10

10


Charisma
8
-2
6

Ability score Bonuses is put in Dexterity



Graima Venari Female CN Whisper Gnome Lurk 2 / Warlock 2 / Ranger 2 / Foe Hunter 4 / Darkrunner 10



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


1st
Lurk 1
+0
+0
+2
+2
Concentration 4, Hide 4, Listen 4, Move Silently 4, Spot 4, Knowledge (Dungeoneering) 2(cc), Search 2(cc)
Alertness
True Thief Augment (ACF)


2nd
Warlock 1
+0
+0
+2
+4
Concentration 5, Survival 2(cc)

Eldritch Blast 1d6, Invocation (Least)


3rd
Warlock 2
+1
+0
+2
+5
Concentration 6, Knowlegde (Dungeoneering) 3(cc), Search 3(cc)
Blend into Shadows
Detect Magic


4th
Ranger 1
+2
+2
+4
+5
Knowledge (Dungeoneering) 5, Search 5, Survival 7
TrackB
Gnome Favored Enemy (Aberrations) (ACF), Wild Empathy, Track


5th
Darkrunner 1
+2
+4
+4
+5
Hide 6, Listen 6, Move Silently 6, Spot 6, Survival 8

Direction sense, Spelunking, Darkrunner Emblem


6th
Darkrunner 2
+3
+5
+4
+5
Hide 8, Listen 8, Move Silently 8, Search 6, Spot 8
Darkstalker
Aberration Lore, Darkvision +10ft


7th
Darkrunner 3
+4
+5
+5
+6
Hide 10, Listen 10, Move Silently 10, Search 7, Spot 10

Cavefighting Tunnelport


8th
Darkrunner 4
+5
+6
+5
+6
Hide 11, Knowledge (Dungeoneering) 6, Move Silently 11, Search 11, Spot 11, Survival 9

Tremorsense, Darkvision +20ft


9th
Ranger 2
+6
+7
+6
+6
Balance 5, Hide 12, Move Silently 12, Search 12, Survival 10
Rapid Reload, Rapid ShotB
Combat Style


10th
Darkrunner 5
+6
+7
+6
+6
Hide 13, Knowledge (Dungeoneering) 12, Move Silently 13, Search 13

Lore of the Stones


11th
Darkrunner 6
+7
+8
+7
+7
Hide 14, Knowledge (Geography) 6, Move Silently 14, Search 14

Aberration Specialist (Mind Flayers), Darkvision +30ft


12th
Darkrunner 7
+8
+8
+7
+7
Hide 15, Knowlegde (Geography) 12, Move Silently 15, Search 15
Weapon Focus (Light Crossbow)
Deepsong


13th
Foe Hunter 1
+8
+10
+9
+7
Listen 12, Spot 13, Survival 13

Hated Enemy (Aberrations), Rancor +1d6


14th
Foe Hunter 2
+9
+11
+10
+7
Listen 15, Spot 15, Survival 15

Hated Enemy Damage Reduction 3/-


15th
Lurk 2
+10
+11
+11
+8
Hide 18, Move Silently 18, Listen 16
Crossbow Sniper
Psionic Sneak Attack +1d6


16th
Foe Hunter 3
+11
+11
+11
+9
Listen 18, Spot 18, Survival 17

Rancor +2d6


17th
Foe Hunter 4
+12
+12
+12
+9
Listen 20, Spot 20, Survival 20

Hated Enemy Damage Reduction 5/-, Hated Enemy Spell Resistence


18th
Darkrunner 8
+13
+13
+12
+9
Hide 20, Move Silently 20, Search 20
Knowledge Devotion
Improved Cavefighting, Darkvision +40ft


19th
Darkrunner 9
+13
+13
+13
+10
Hide 22, Listen 22, Move Silently 22, Spot 21, Search 21, Survival 21

Greater Tunnelport


20th
Darkrunner 10
+14
+14
+13
+10
Hide 23, Listen 23, Move Silently 23, Spot 23, Search 23, Survival 23

Stonewalking, Darkvision +50ft







Level
Power Points Per Day
Powers Known
Max Power Level
Invocations
Powers and Invocations Learned


1st
1
1
1st
0
Chameleon (Power)


2nd
1
1
1st
1
Darkness (Invocation)


3rd
1
1
1st
2
Devil's Sight (Invocation)


15th
2
2
1st
2
Prescience, Offensive (Power)





Allready from the word go I'm a very capable sniper with a total hide modifier of +16 (+10 more from Chameleon which can be pushed twice a day due to high int), which all in all makes hiding after fireing a 'mere' -4 (or +6 with Chameleon)



First Level of Darkrunner, and a couple of interesting things in hand, between my two Invocations (Darkness and Devil's Sight) and Blend into shadows (Invocations is SLA /will, so i qualify), I effectively able a permenent ability to hide behind magical darkness, without it giving myself a miss chance when attacking my opponents, (since Devil's Sight explicitly works on magical darkness as well), and instead of a move action (after sniping) i have a superior pseudo Hide in Plain Sight in Blend into shadows, which works as a swift action.

Furthermore, against my chosen opponent (Aberrations) i have Gnomish Favored Enemy which is boosting all my strong abilities (hiding from them and finding them) including better pure damage output, even then my general damage output is fairly average (if not even considered bad), but between me being able to find my opponents and staying hidden from them its 'death by a thousand nicks' without being to much in danger due to being attacked in return, also I'm more than able to dabble as a trapfinder (via Psionic trapfinding from my Lurk ACF), although i lack the skill to actually disable them, and with Spelunking, I'm slowly getting better and better in getting around in underdark, and even stronger again at survival, having a whooping +13 when tracking Aberrations underground



Halfway though Darkrunner and another level of Ranger in, and I'm even better at those things i'm allready good at. Between Tremorsense, Darkstalker, Lore of the Stones and increased darkvision, i'm even more ahead against my opponents in terms of being able to find them without being found (and even more so against Aerrations with Aberration Lore), Initiative bonus and AC bonus from Cavefighting is handy, but in no way of critical importance since i'm not overly concerned about being first in initiative, as i'm staying hidden and out of reach and notice untill i'm ready to strike, although sitting in difficult terrain certainly makes sense, anyways as it makes it slightly more difficult for opponents to reach me in the first place.

Tunnelport can be used in two ways, either for flanking unknowning opponents into a better sniping spot, or to bypass whatever trap I find which is impossible to bypass by normal means.

Lastly between Rapid reload, Rapid Shot and BAB +6, my wimping damage output gets a decent kick upwards with more attacks done per round



This couple of levels is mainly used to shore up some of my weaker points, IE lack of damage output.

the new 2 levels of darkrunner gives a focused boost to Aberration Lore in Aberration Specialist, and Deepsong, which boosts the Stone tell part of Lore of the stones, and gives me a decent +2 morale bonus on Will saves (my weakest, if only by a bit, save)

Weapon Focus (Light Crossbow) + Crossbow Sniper makes me able to add half Dex Mod to damage, and add my sneak attack dice (from Lurk 2 at level 15) at a longer range, and as long as i'm sniping, depending on you'd read the rules surrounding it (they're about as clear as mud) either at least one (the first) attack or all attacks each round are against flat-footed opponents.

Grabbing Foe Hunter (class have never been updated to 3.5, hence per rules legal, and As Aberrations doesn't have a unified language i don't have to pick one, even if i do have enough Intelligence to grab one), gives at current point Rancor +1d6, which can be added to an attack each round against my hated enemy (Aberrations), and i have a flat DR 3/- against Aberrations.



Goal in sight.

Another 2 levels of Foe hunter boosts my Rancor to +2d6, and my DR to 5/- vs Aberrations, lastly i gain SR 19 against Aberration spells and spelllikes, not breaking any records but should negate a fair few spells that might be lobbed in my direction.

Darkrunner gives a couple of strong abilities as well, Improved Cavefighting adds Intelligence Mod on Damage at close range, and lets me take 10 on a number of somewhat unimportant skills (at least in terms of what the character is focusing on), later part is still handy through as between this and Spelunking it should be fairly easy to get most places without problems. Greater Tunnelport makes for great long distance traveling as it only (from how i read it) need to follow tunnels, and stonewalking makes it easy to get around problematic areas or bypassing traps.

Knowledge devotion is handy but mainly picked because nothing else really seem to shine.



Theres a couple of items that would be very useful.

Ring of the Darkhidden (Magic Item Compendium) would make it even easier (yet again again) to sneak up on opponents, while a Cognizance Crystal (Expanded Psionic Handbook) would also help out, raising the number of times that specially Chameleon is manifested, other than that quite a bit of the money gained would be put into making the weapon of choice (Light Crossbow and its bolts) as strong as possible




Source
Martial Used


Complete Arcane
Warlock


Complete Champion
Knowledge Devotion


Complete Psionic
Lurk


Drow of the Underdark
Blend Into Shadows


Lords of Madness
Darkstalker, Darkrunner


Mind's Eye: Expanded Classes IV (http://www.wizards.com/default.asp?x=dnd/psm/20070629a)
True Thief ACF


Masters of the Wild
Foe Hunter


Players Handbook II
Crossbow Sniper


Races of Stone
Gnome Favored Enemy ACF, Whisper Gnome

Kuulvheysoon
2014-05-31, 06:33 PM
Today is a pretty good day for it
Roy, the Bladerunner
True Neutral Dwarf Ranger 4/Darkrunner10/Warblade 1/Deepstone Sentinel 5


Roy was born with an A Physical Level (superhuman strength & endurance) but he seemed to just barely miss out on the A Mental Level (genius-level intellect).

Pretty darn typical for a dwarf, if you ask me.

But nobody ever does.

Roy was born to a colony of fugitive dwarves on the run from major dwarven empires, mostly because they worshipped a god other than Moradin, and insisted on shaving their beards, which apparently is heresy enough to end up fugitives. Dwarves are pretty darn intolerant, eh?

Anyways, Roy's colony ended up embedded deeper and deeper in the earth, hiding from their dwarven enemies. And while that occurred, they found new enemies, too --- aberrations of the deep. Roy learned to fight them, and as Roy's colony established a stronghold, it also established a guild of fighters, specialists in the deep earth and fighting and evading those creatures that hid far underground.

Roy specialized in a two handed, brutal combat style where a single reckless charge would result in him cleaving an aberration clean in half. It got him the nickname “The Bladerunner” and gave him his signature quote. “Time....to die.”



Strength 18 +5 level = 23.
Dex: 12
Con: 16 + 2 racial = 18
Int: 10
Wis: 8
Cha: 8-2 racial = 6

Hit dice: 8+3d8+10d6+1d12+5d10 = 8+13.5+35+5.5+27.5 = 89.5, or a d8, more or less.





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


1st
Ranger 1
+1
+2
+2
+0
Knowledge Dungeoneering 4, Search 4, Survival 4, Balance 2, Hide 4, move silently 4
Alertness
Favoured Enemy: Aberrations, Track, Wild Empathy


2nd
Ranger 2
+2
+3
+3
+0
Knowledge Dungeoneering 5, Search 5, Survival 5, Balance 2.5, Hide 5, move silently 5
-
Combat Style: Rapidshot


3rd
Ranger 3
+3
+3
+3
+1
Knowledge Dungeoneering 6, Search 6, Survival 6, Balance 3, Hide 6, move silently 6
Power Attack
Endurance


4th
Ranger 4
+4
+4
+4
+1
Knowledge Dungeoneering 7, Search 7, Survival 7, Balance 3.5, Hide 7, move silently 7
-
Distracting Attack (PHB2 pg 55, replaces animal companion), Spell


5th
Darkrunner 1
+4
+6
+4
+1
Knowledge Dungeoneering 8, Search 8, Survival 7, Balance 5.5, Hide 8, move silently 8
-
Direction Sense, Spleunking, Darkrunner Emblem


6th
Darkrunner 2
+5
+7
+4
+1
Knowledge Dungeoneering 9, Search 9, Survival 7, Balance 7.5, Hide 9, move silently 9
Improved Bull Rush
Aberration Lore, Darkvision +10ft


7th
Darkrunner 3
+6/+1
+7
+5
+2
Knowledge Dungeoneering 10, Search 10, Survival 7, Balance 9.5, Hide 10, move silently 10
-
Cavefighting, Tunnelport


8th
Darkrunner 4
+7/+2
+8
+5
+2
Knowledge Dungeoneering 11, Search 11, Balance 11, Hide 11, move silently 11, Survival 7.5
-
Tremorsense, Darkvision +20


9th
Darkrunner 5
+7/+2
+8
+5
+2
Knowledge Dungeoneering 12, Search 12, Balance 12, Hide 12, move silently 12, Survival 7.5, Jump 1,
Shocktrooper (Complete Warrior, page 112)
Lore of the Stones


10th
Darkrunner 6
+8/+3
+9
+6
+3
Knowledge Dungeoneering 13, Search 13, Balance 13, Hide 13, move silently 13, Survival 7.5, Jump 2
-
Aberration Specialist, Darkvision +30ft


11th
Darkrunner 7
+9/+4
+9
+6
+3
Knowledge Dungeoneering 13, Search 13, Balance 13, Hide 13, move silently 13, Survival 7.5, Jump 8
-
Deepsong


12th
Darkrunner 8
+10/+5
+10
+6
+3
Knowledge Dungeoneering 13, Search 13, Balance 13, Hide 13, move silently 13, Survival 7.5, Jump 14
Leap Attack (Complete Adventurer, Page 110)
Improved Cavefighting, Darkvision +40ft


13th
Darkrunner 9
+10/+5
+10
+7
+4
Jump 15, Knowledge Dungeoneering 15, Search 15, Balance 14, Hide 13, move silently 13, Survival 7.5
-
Greater Tunnelport


14th
Darkrunner 10
+11/+6/+1
+11
+7
+4
Jump 16, Knowledge Dungeoneering 16, Search 16, Balance 16, Hide 14, move silently 13, Survival 7.5
-
Stonewalking, Darkvision +50 ft


15th
Warblade 1 (Tome of Battle, page 20)
+12/+7/+2
+13
+7
+4
Jump 16, Knowledge Dungeoneering 16, Search 16, Balance 16, Hide 14, move silently 13, Survival 7.5, Concentration 4
Improved Sunder
Battle Clarity (Reflex Save), Weapon Aptitude


16th
Deepstone Sentinel 1 (Tome of Battle, page 96)
+12/+7/+2
+15
+7
+4
Jump 16, Knowledge Dungeoneering 16, Search 16, Balance 16, Hide 14, move silently 13, Survival 7.5, Concentration 6
-
Mountain Fortress Stance, Passwall


17th
Deepstone Sentinel 2
+13/+8/+3
+16
+7
+4
Jump 16, Knowledge Dungeoneering 16, Search 16, Balance 16, Hide 14, move silently 13, Survival 7.5, Concentration 8
-
Crashing Mountain Juggernaut


18th
Deepstone Sentinel 3
+14/+9/+4
+16
+8
+5
Jump 16, Knowledge Dungeoneering 16, Search 16, Balance 16, Hide 14, move silently 13, Survival 7.5, Concentration 10
Combat Brute (Complete Warrior Page 110)
Indomitable Redoubt


19th
Deepstone Sentinel 4
+15/+10/+5
+17
+8
+5
Jump 16, Knowledge Dungeoneering 16, Search 16, Balance 16, Hide 14, move silently 13, Survival 7.5, Concentration 12
-
Stone Curse, Dragon's Tooth


20th
Deepstone Sentinel 5
+15/+10/+5
+17
+8
+5
Jump 16, Knowledge Dungeoneering 16, Search 16, Balance 16, Hide 14, move silently 13, Survival 7.5, Concentration 14
-
Awake the Stone Dragon





15: Warblade: IL 8. 3/3/1: Stonefoot Stance, Overwhelming Mountain Strike, Bonesplitting Strike, Moment of Perfect Mind.
16: Deepstone: IL 9: Elder Mountain Hammer
18: Deepstone: IL 11: Irresistible Mountain Strike, +1 Readied (4)
20: Deepstone: IL 13: Ancient Mountain Hammer.

Standard readied at 20th:
Irresistible Mountain Strike, Overwhelming Mountain Strike, Ancient Mountain Hammer, and Moment of Perfect Mind.



With ranger 4, you have distracting attack, making your party sneak attackers super pleased with you. You take rapid shot as a back up option, and are really just running around taking advantage of power attack, a two handed weapon, and high strength. Joining the darkrunner guild at this level is expensive, but not undoable.



Shock Trooper lets you throw your power attack penalty to AC instead of Attack, letting you fiercly power attack on charge; just watch out for the retaliations. Darkvision, tremorsense, make sure that you aren't foiled by vision troubles, and favoured enemy aberration + aberration lore + aberration specialist help make sure you pack an extra punch. You should be able to consistently one shot your chosen aberration on charges.



You've finished Darkrunner, which gives you a lot of very cool scouting and sensing and tracking abilities! Intelligence to damage isn't really taken advantage of here, but grab a +6 intelligence item, and it provides a decent amount of utility (+3 init, +3 damage when in rough terrain, also boosting your reflex save by 1 thanks to the warblade dip). Deepsong helps your will save (your one weak point) and Greater Tunnelport can get your party out of trouble, which is awesome! Leap attack gives you even bigger damage on power attack, and you'll want the valorous weapon enhancement for quadruple returns. (Take off 12 AC and gain yourself +48 damage? Yes please!)



Deepstone Sentinel is a perfect synnergy for Darkrunner. You charge around, and if they survive the first hit, you throw up a Mountain Fortress, knocking them prone and forcing balance checks. You get to stay in your stone dragon stance at 18th (which provides +2 AC), and Stone Curse gives you a form of the stone vise maneuver you skipped at IL 11 for Irresistible Mountain Strike. Dragon's tooth lets you create infinite infinite duration fortifications (unless this got erratted, either way, classic ToB editing :P ), which is super badass, and your level 20 capstone is a swift action damage + knockdown AE, which is darn fine.

You have high hit points, high damage, and good AC (you can do everything in medium armor, which your proficient with). You're fairly versatile through your stone dragon maneuvers, which let you remove standard, move actions, and the ability to move. Moment of perfect mind chops up your one weak point, and the rough terrain based nature of Deepstone helps you get the bonus damage from Darkrunner. It's also very conveniently simple: 2 base classes, 2 completed prestige classes. Momentum swing from combat brute gives you more bonus damage from power attacking, this time the follow up round!

Kuulvheysoon
2014-05-31, 06:38 PM
He's large, he's in charge, and he's going to take care of your aberration "problem".
Esmar Tuek, Drugrunner Darkrunner Extraordinaire
N Gold Dwarf, Rogue 4/ Darkrunner 10/ Foe Hunter 6

Fluff:
"1-5 The trade routes of Dwarves are the most sacred in all of Faerun and the Golden Hands of Vergadain defend the interests of the dwarven merchants, particularly in areas of commerce and trade. The Hurndor of the Silver Reaches often have trade routes for precious cargo that must go unseen, and that means through the underdark, that is where Esmar Tuek, comes in a famous smuggler who knows the underdark as well as anyone.

In addition to working for the Golden Hands he also gained employment with the Darkrunner Guild (so he could do similar missions as charge twice as much), by seeking out the chapter house and dropping off his resume and cover letter (boom, there is the story inclusion).

“To Whom It May Concern:

Please find the attached resume in consideration of the Darkrunner position you have posted at the local tavern, I have 4-levels of experience dealing with aberrations specifically the Abolethic Sovereignty, mapping out the underdark, and staying alive...”

@Level 5: You’ve jumped into the SI as soon as possible. Your high constitution score is helping you not die to an enemy lucky critical strike (which happens) as you have an average HP of 33, versus a 13 without a con bonus. You also have the ability of wearing full plate and tumbling (don’t get carried away with it yet) thanks to being a Dwarf, this will also help your ability to defend yourself. Another aspect of defense in the underdark is not walking into a trap, a good spot/listen is essential and here we have a +9
Your offense is fairly decent +1 attack and damage from Gold Dwarf aberration, +2 damage against aboleth minions, +11 knowledge devotion so on average a +2 to attack and damage, +2 from strength, and weapon focus for an attack mod of +8 and damage mod of + 6 with whatever weapon you’re using. So any cloakers or gibbering mothers are fairly easily defended against. Your fighting really excels in tight tunnels, you can go in a small tunnel (Spelunking) without the penalties (tunnel fighting) and get an AC bonus (under mountain).
Other than that you have a full assortment of underdark necessary skills like Climb, Escape Artist, Jump, Survival, and Swim.

6 - 10 With the encroachment of the Abolethic Sovereignty into the sacred routes and a number of precious shipments missing the nature of Esmar Tuek’s operations from smuggling to retrieval has changed.

“The underdark isn’t about not being seen, it’s about not getting lost or eaten. Full plate is pretty good at keeping you from being eaten, hiding against telepathic creatures isn’t.”

@Level 10: You’ve picked up some very helpful things like Quick Reconnoiter which helps with spot and listen checks (don’t forget +4 from aberration specialist and +2 from favored enemy), as well as initiative which pairs well with Cavefighting giving you an initiative bonus of +6. You’ve also picked up Endurance because you’re using full plate and you don’t want to have to take it off in the middle of the underdark somewhere.
You’re getting some cool stuff from knowledge devotion now because aberration specialist counts towards that too, 13 ranks +3 int, +4 specialist, so on average 30 for a +3 bonus. With the bonuses listed at 5, strength, etc. you’re now an attack bonus of +18/+13 with a damage modifier of +12.


11-15 The two organizations are at full on war now, then again the Abolethic Sovereignty is at war with everyone who doesn’t want the entire plane turned into some gross twisted version of the outer realms. So the other players in the campaign that keep getting mind controlled and killed can make new characters without too much storyline interruption.

“These aboleths are really starting to piss me off, they keep mind controlling my friends and making me fight them, I swear whatever type of dungeon master cooked up this campaign with tons of PvP in it is a...”

@15: You’ve boosted up your Will save substantially +2 from Racial (SLA), +4 from Steadfast Determination (instead of the -1, so it’s a net 5 increase), +2 from Deepsong, +4 specialist and 6 as a base giving you a will of +18, which you’ll need in order to survive Aboleths.
You’re attacking for +23/18 with a damage bonus of +15 and an extra d6 on the first hit.
With Improved Cavefighting you can take 10 on Balance (23) Climb (40), Escape Artist (43), Jump (31), and Swim (41), meaning you have a total modified on them as listed. This assumes you have something like +3 Mithril Full-Plate which at level 15 shouldn’t be much to ask, but be prepared for an armor check penalty otherwise but even with a -5 for MW Full-Plate the scores are enough that you’re going to be fine.
Level 14 is your sweet spot, the d6 from Foe Hunter doesn’t matter.

16-20 Esmar Tuek’s quest for vengeance has transcended the guild and into a personal vendetta he still runs missions for the guilds, but he chooses the ones that allow him to kill as many aboleths as possible.

“F$#& these aboleths, f#$^ them to the ninth layer of hell… oh wait yes master, I will obey… yeah f$#& you’re gonna die you giant slug!”
@20: You’ve reached the end of the line, you’ve gained DR 7/- against your hated foe, SR 21, which is important because aboleths use minions and that makes them part of the organization (your hated foe, which carries over your benefits). But really what happens is they try to control you, they can’t but they think they do, they know you’re the biggest baddest guy so you guard them, and then you kill them.
"


Abilities:

Dexterity Constitution Intelligence Wisdom Charisma Reason
14 14 16 16 8 8 32-point buy
14 12 18 16 8 8 Racial
14 12 19 16 8 8 4th
14 12 20 16 8 8 8th
15 12 20 16 8 8 12th
16 12 20 16 8 8 16th
17 12 20 16 8 8 20th


Build:


Level Class BAB Fort Ref Will Skills Feats Features
1 Martial Rogue 0 0 2 0 Balance 4, Climb 4, Escape Artist 4, Jump 4, Knowledge (dungeoneering) 2*cc, Listen 4, Search 4, Spot 4, Survival 2*cc, Swim 4, Tumble 4 Alertness Weapon Focus (any), Trapfinding
2 Golden Hands of Vergadain (Rogue) 1 0 2 0 Balance 5, Climb 5, Escape Artist 5, Jump 5, Knowledge (dungeoneering) 5, Listen 5, Search 5, Spot 5, Survival 2*, Swim 5, Tumble 5 - Tunnel Fighting, Evasion, Favored Enemy (Abolethic Sovereignty)
3 Golden Hands of Vergadain (Rogue) 2 1 3 1 Balance 5, Climb 6, Escape Artist 6, Jump 5, Knowledge (dungeoneering) 6, Listen 6, Search 6, Spot 6, Survival 6, Swim 6, Tumble 6 Knowledge Devotion (Dungeoneering) Track
4 Martial Rogue 3 1 3 1 Balance 6, Climb 7, Escape Artist 7, Jump 6, Knowledge (dungeoneering) 7, Listen 7, Search 7, Spot 7, Survival 7, Swim 7, Tumble 7 - Undermountain Tactics, Uncanny dodge
5 Darkrunner 3 3 3 1 Balance 6, Climb 8, Escape Artist 8, Jump 6, Knowledge (dungeoneering) 8, Listen 8, Search 8, Spot 8, Survival 8, Swim 8, Tumble 8 - Direction Sense, Spelunking, Darkrunner Emblem
6 Darkrunner 4 4 3 1 Balance 6, Climb 9, Escape Artist 9, Jump 6, Knowledge (dungeoneering) 9, Listen 9, Search 9, Spot 9, Survival 9, Swim 9, Tumble 9 Quick Reconnoiter Aberration Lore, Darkvision +10 ft
7 Darkrunner 5 4 4 2 Balance 6, Climb 10, Escape Artist 10, Jump 6, Knowledge (dungeoneering) 10, Listen 10, Search 10, Spot 10, Survival 10, Swim 10, Tumble 10 - Cavefighting, Tunnelport
8 Darkrunner 6 5 4 2 Balance 6, Climb 11, Escape Artist 11, Jump 6, Knowledge (dungeoneering) 11, Listen 11, Search 11, Spot 11, Survival 11, Swim 11, Tumble 11 - Tremorsense, Darkvision +20 ft
9 Darkrunner 6 5 4 2 Balance 6, Climb 12, Escape Artist 12, Jump 6, Knowledge (dungeoneering) 12, Listen 12, Search 12, Spot 12, Survival 12, Swim 12, Tumble 12 Endurance Lore of the Stones
10 Darkrunner 7 6 5 3 Balance 6, Climb 13, Escape Artist 13, Jump 6, Knowledge (dungeoneering) 13, Listen 13, Search 13, Spot 13, Survival 13, Swim 13, Tumble 13 - Aberration Specialist (aboleth), Darkvision +30 ft
11 Darkrunner 8 6 5 5 Balance 6, Climb 14, Escape Artist 14, Jump 6, Knowledge (dungeoneering) 14, Listen 14, Search 14, Spot 14, Survival 14, Swim 14, Tumble 14 - Deepsong
12 Darkrunner 9 7 5 5 Balance 6, Climb 15, Escape Artist 15, Jump 6, Knowledge (dungeoneering) 15, Listen 15, Search 15, Spot 15, Survival 15, Swim 15, Tumble 15 Steadfast Determination Improved Cavefighting, Darkvision +40 ft
13 Darkrunner 9 7 6 6 Balance 6, Climb 16, Escape Artist 16, Jump 6, Knowledge (dungeoneering) 16, Listen 16, Search 16, Spot 16, Survival 16, Swim 16, Tumble 16 - Greater Tunnelport
14 Darkrunner 10 8 6 6 Balance 6, Climb 17, Escape Artist 17, Jump 6, Knowledge (dungeoneering) 17, Listen 17, Search 17, Spot 17, Survival 17, Swim 17, Tumble 17 - Stonewalking, Darkvision +50 ft
15 Foe Hunter 10 10 8 6 Balance 6, Climb 17, Escape Artist 17, Jump 6, Knowledge (dungeoneering) 18, Listen 18, Search 17, Spot 18, Survival 17, Swim 18, Tumble 18 Gnome Tunnel Acrobatics Hated enemy, rancor +1d6
16 Foe Hunter 11 11 9 6 Balance 6, Climb 17, Escape Artist 17, Jump 6, Knowledge (dungeoneering) 19, Listen 19, Search 17, Spot 19, Survival 17, Swim 19, Tumble 19 - Hated enemy (Abolethic Sovereignty), damage reduction 3/—
17 Foe Hunter 12 11 9 7 Balance 6, Climb 17, Escape Artist 17, Jump 6, Knowledge (dungeoneering) 20, Listen 20, Search 17, Spot 20, Survival 17, Swim 20, Tumble 20 - Rancor +2d6
18 Foe Hunter 13 12 10 7 Balance 6, Climb 17, Escape Artist 17, Jump 6, Knowledge (dungeoneering) 21, Listen 21, Search 17, Spot 21, Survival 17, Swim 21, Tumble 21 False Pretenses Hated enemy damage reduction 5/—, hated enemy spell resistance
19 Foe Hunter 13 12 10 7 Balance 6, Climb 17, Escape Artist 17, Jump 6, Knowledge (dungeoneering) 22, Listen 22, Search 17, Spot 22, Survival 17, Swim 22, Tumble 22 - Rancor +3d6
20 Foe Hunter 14 13 11 8 Balance 6, Climb 17, Escape Artist 17, Jump 6, Knowledge (dungeoneering) 23, Listen 23, Search 17, Spot 23, Survival 17, Swim 23, Tumble 23 - Hated enemy damage reduction 7/—



Notes:
Complete Champion, Knowledge Devotion 60
DMG - Gold Dwarf 171
Dungeonscape, Gnome Tunnel Acrobatics 44, Quick Reconnoiter, Undermountain Tactics, Tunnel Fighting 46
Masters of the Wild, Foe Hunter 56
Player's Handbook II, Steadfast Determination 83
Unearthed Arcana, Martial Rogue 58, False Pretenses 93
Web Enhancement, Golden Hands of Vergadain (http://www.wizards.com/default.asp?x=dnd/we/20060327a)

Kuulvheysoon
2014-05-31, 06:40 PM
BEARS. BEARS EVERYWHERE. Let's see if this works...
Creb Covenant, CG Spirit Hellbred (FCII p77) Spirit Shaman (CD p14) 6/Darkrunner (LoM p186) 10/Sentinel of Bharrai (BoED p69) 4
Base Stats: STR 10 DEX 12 CON 14 INT 14 WIS 16 CHA 12
Race-adjusted Stats: STR 10 DEX 12 CON 12 INT 14 WIS 16 CHA 14
Languages: Common, Infernal, Undercommon, Terran
When leveling, boost WIS



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


1st
Spirit Shaman 1
+0
+2
+0
+2
Knowledge (arcana) 4, Knowledge (dungeoneering) 4, Knowledge (nature) 4, Search 2(cc), Spellcraft 4, Survival 4
Education (dungeoneering + nature; ECS p52), Alertness (bonus), Devil’s Favor (FCII p81, bonus)
Wild Empathy, Spirit Guide (bear), Spells


2nd
Spirit Shaman 2
+1
+3
+0
+3
Knowledge (arcana) 5, Knowledge (dungeoneering) 5, Knowledge (nature) 5, Search 2.5, Spellcraft 5, Survival 5
-
Chastise Spirits


3rd
Spirit Shaman 3
+2
+3
+1
+3
Knowledge (arcana) 6, Knowledge (dungeoneering) 6, Knowledge (nature) 6, Search 3, Spellcraft 6, Survival 6
Sacred Vow (BoED p45)
Detect spirits


4th
Spirit Shaman 4
+3
+4
+1
+4
Knowledge (arcana) 7, Knowledge (dungeoneering) 7, Knowledge (nature) 7, Search 3.5, Spellcraft 7, Survival 7
-
Blessing of the Spirits


5th
Spirit Shaman 5
+3
+4
+1
+4
Knowledge (arcana) 8, Knowledge (dungeoneering) 8, Knowledge (nature) 8, Search 4, Spellcraft 8, Survival 8
-
Follow the guide


6th
Spirit Shaman 6
+4
+5
+2
+5
Knowledge (arcana) 9, Knowledge (dungeoneering) 9, Knowledge (nature) 9, Search 4.5, Spellcraft 9, Survival 9
Vow of Obedience (BoED p48)
Ghost warrior


7th
Sentinel of Bharrai 1
+4
+5
+2
+7
Knowledge (dungeoneering) 10, Knowledge (nature) 10, Search 5, Spellcraft 10, Survival 10, Use Magic Device 1
Track (bonus)
Nature-friendly spells


8th
Darkrunner 1
+5
+7
+2
+7
Diplomacy 1, Intimidate 1, Knowledge (dungeoneering) 11, Knowledge (nature) 11, Search 6, Survival 11, Use Magic Device 2(cc)
-
Direction sense, spelunking, darkrunner emblem


9th
Darkrunner 2
+6
+8
+2
+7
Diplomacy 2, Intimidate 2, Knowledge (dungeoneering) 12, Knowledge (nature) 12, Search 7, Survival 12, Use Magic Device 3
Disrupting Spell (FCII p83)
Aberration lore, darkvision +10'


10th
Darkrunner 3
+7
+8
+3
+8
Diplomacy 3, Intimidate 3, Knowledge (dungeoneering) 13, Knowledge (nature) 13, Search 8, Survival 13, Use Magic Device 4
-
Cavefighting, tunnelport


11th
Darkrunner 4
+8
+9
+3
+8
Diplomacy 4, Intimidate 4, Knowledge (dungeoneering) 14, Knowledge (nature) 14, Search 9, Survival 14, Use Magic Device 5
-
Tremorsense, darkvision +20'


12th
Sentinel of Bharrai 2
+9
+9
+3
+9
Knowledge (dungeoneering) 15, Knowledge (nature) 15, Spellcraft 11, Survival 15, Use Magic Device 7
Quick Recovery (LoM p181)
Energy resistance 10 (electricity)


13th
Sentinel of Bharrai 3
+9
+10
+4
+9
Knowledge (dungeoneering) 16, Knowledge (nature) 16, Spellcraft 12, Survival 16, Use Magic Device 9
-
Bear shape, quickened call lightning 1/day


14th
Darkrunner 5
+10
+10
+4
+9
Diplomacy 5, Intimidate 5, Knowledge (dungeoneering) 17, Knowledge (nature) 17, Search 10, Survival 17, Use Magic Device 10
-
Lore of the stones


15th
Darkrunner 6
+11
+11
+5
+10
Diplomacy 6, Intimidate 6, Knowledge (dungeoneering) 18, Knowledge (nature) 18, Search 11, Survival 18, Use Magic Device 11
Ocular Spell (LoM p181)
Aberration Specialist: Urophion (LoM p170), darkvision +30'


16th
Darkrunner 7
+12
+11
+5
+10
Diplomacy 7, Intimidate 7, Knowledge (dungeoneering) 19, Knowledge (nature) 19, Search 12, Survival 19, Use Magic Device 12
-
Deepsong


17th
Darkrunner 8
+13
+12
+5
+10
Diplomacy 8, Intimidate 8, Knowledge (dungeoneering) 20, Knowledge (nature) 20, Search 13, Survival 20, Use Magic Device 13
-
Improved cavefighting, darkvision +40'


18th
Darkrunner 9
+13
+12
+6
+11
Diplomacy 9, Intimidate 9, Knowledge (dungeoneering) 21, Knowledge (nature) 21, Search 14, Survival 21, Use Magic Device 14
Rapid Spell (CD p84)
Greater tunnelport


19th
Darkrunner 10
+14
+13
+6
+11
Diplomacy 10, Intimidate 10, Knowledge (dungeoneering) 22, Knowledge (nature) 22, Search 15, Survival 22, Use Magic Device 15
-
Stonewalking, Darkvision +50'


20th
Sentinel of Bharrai 4
+15
+13
+6
+12
]Knowledge (dungeoneering) 23, Knowledge (nature) 23, Spellcraft 13, Survival 23, Use Magic Device 17
-
Energy resistance 10 (acid)



Spells per Day/Spells Known
Spells per Day/Spells Known


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


1st
3/3
3/1
-
-
-
-
-
-
-
-


2nd
4/3
4/2
-
-
-
-
-
-
-
-


3rd
5/3
5/2
3/1
-
-
-
-
-
-
-


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


5th
6/3
7/3
5/1
3/1
-
-
-
-
-
-


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


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


8th
-
-
-
-
-
-
-
-
-
-


9th
-
-
-
-
-
-
-
-
-
-


10th
-
-
-
-
-
-
-
-
-
-


11th
-
-
-
-
-
-
-
-
-
-


12th
6/3
7/3
7/2
5/2
3/1
-
-
-
-
-


13th
6/3
7/3
7/3
7/2
5/1
2/1
-
-
-
-


14th
-
-
-
-
-
-
-
-
-
-


15th
-
-
-
-
-
-
-
-
-
-


16th
-
-
-
-
-
-
-
-
-
-


17th
-
-
-
-
-
-
-
-
-
-


18th
-
-
-
-
-
-
-
-
-
-


19th
-
-
-
-
-
-
-
-
-
-


20th
6/3
7/3
7/3
7/2
6/2
4/1
-
-
-
-



Creb lay on the floor of the cave, writhing from the pain the bear’s claws had rent into his flesh. All the instincts his father had encouraged him to nurture, and all the theory his teachers in the big city had encouraged him to memorize, had not prepared him for the reality of stumbling upon a sleeping cave bear in its home; had his fellow clansmen not been within earshot to corner and kill the bear with their longspears, Creb knew he would have died. Even with their quick actions to save him, he could feel his life force slipping away, and with it, all of his promise, all of his potential, and all of his obligations to his clan for all they’d trained him to become.

Half delusional from pain, and half desperate to fulfill his duties as a young spirit shaman, Creb closed his eyes and prayed,”Any guiding spirit who can hear me, please save me from an early death. If there is a price, I will pay.”

One of them heard. One of them responded. One of them held him to that debt.
As a 1st level spirit shaman, Creb uses a longspear, leather armor, and his spells to contribute. Because of the spirit shaman’s mechanics, he can opt for new spells to suit the day’s anticipated challenges, although his lack of ranks in concentration leads him to focus on spells that aren’t directly combat-oriented, preferring summoning and battlefield control. His skill set, along with wild empathy, allows him to accompany the party’s scout at the fore, while making him useful as a sage - a role the Education feat (yes, it’s theoretically setting-specific, but there’s nothing tying it exclusively to Eberron, and no other settings are specifically required) synergizes with while making qualification for his anticipated PrCs viable in a timely fashion. Alertness as a bonus feat is similarly useful for his intended route, easing the pain on an otherwise sub-par feat requirement without tying it to a relatively squishy familiar. Devil’s Favor is gained as a bonus feat for his hellbred race, and its once-daily +2 to a roll can easily mean the difference between life and death at 1st level, when other bonuses are relatively small. The race itself was chosen for the darkvision, for the good synergy with both spirit shaman and darkrunner from a crunch perspective, and for the baked-in flavor it provides to drive the story, both personally and for the campaign. With the built-in bonus to intimidate and the ability to use evil-only items freely, Creb’s got some clear additional benefits, particularly with his intended path. Choosing the bear as his spirit animal is a thematic, purely flavor-based choice for his future which also pays homage to his origins.

Creb recovered from the bear’s attack with a quickness that surprised the other healers of his clan. The obvious physical changes his body undertook after he pledged to the devil who answered his desperate prayer were even harder for his clan to reconcile, and Creb first found himself ostracized, then shunned outright. Driven from his people by the very drive to stay and help them adapt to a rapidly changing world, Creb vowed to seek a way to escape his infernal pact via supplication and obeisance to the ‘great bear of Elysium,’ taking the surname ‘Covenant’ to remind him of the seemingly contradictory pledges he had made. Though it marked him as one to be respected - even feared - Creb chose to hide his personally shameful hellbred appearance by seeking out the darker places of the world, ultimately settling deep within the very cave complexes that had nearly ended his life just as he’d reached adulthood. The skills he’d honed all his life were useful here, allowing him to serve as guide, healer, and defender of those from the surface who needed to trade in the Underdark. He’d also begun to hear tales of the ‘sentinels of Bharrai’ and a ‘darkrunner guild,’ and he began to believe that service to them might aid in his quest to purge damnation from his soul.
Spirit shaman differs from many other base classes in 3.5 in that it offers decent incentives to stay in the class, rather than pushing one to jump ship for a PrC at the earliest possible point. ‘Chastise spirits’ allows Creb to be effective against a decent swath of enemies that otherwise have strong defenses at low levels of play, with ‘detect spirits’ and ‘blessing of the spirits’ having obvious utility in allowing chastise spirits to function best. At this point, Sacred Vow is nothing more than the feat tax it appears to be; with some ranks in diplomacy, that ‘perfection bonus’ is unusual enough that it can easily stack with any equipment he might gather to further improve diplomacy, though. With ‘follow the guide,’ Creb gains a life-saving reroll ability against enchantments that’s mathematically superior to any small, static bonus to a relevant saving throw. Meanwhile, his continuing access to spells allows him to regularly contribute in combat (though he still must be mindful of which spells and positioning won’t need concentration checks), while his dedication to his beginning skill set allows him to handle the scaling DCs of skill checks at level-appropriate challenges.

Creb held up his hand to halt the group he was escorting into the Underdark, as his keen eyesight noted some movement in the unrelenting blackness ahead. The movements of the thing in the shadows quickly let Creb know a pair of embracs were heading toward him and his charges. Gesturing for the others to hide, Creb took advantage of the extra time his darkrunner-enhanced senses had given him to cast a spell to make the tunnel more treacherous, knowing this would give him a defensive advantage. Between that and his superior fighting skills against illithidae and other aberrations, he felt this group would survive this encounter just fine; if all else failed, the tunnel was narrow enough for him to ‘port himself clear of the fight long enough to summon a unicorn or a minor xorn to turn the tide of battle.Between spirit shaman and sentinel of Bharrai, Creb followed a natural progression of base class to prestige class that qualified him for darkrunner without spending feat slots on its subpar requirements of Alertness and Track; because Search was always a cross-class skill for him, Creb actually entered darkrunner at the earliest possible point for him. Ghost Warrior, from spirit shaman 6, is a wonderful little ability to allow damaging a wider variety of spirits, while Vow of Obedience shores up a saving throw that’s relatively weak at this point, and becoming ever more vital. Remember what I said about diplomacy being a useful skill to pick up, given his feats? Now it’s a class skill for him, so he starts to invest. Disrupting Spell, as his 9th level feat, adds a new dimension of utility to his spells that otherwise start to lag a bit, perforce (which informs his choice to invest in UMD), and gives added value to the sourcebook from which his race comes. Creb’s combination of skills and abilities from his classes makes him nearly ideal to help others traverse the dangers of the Underdark, as he’s strong enough to help others in a variety of situations, but with abilities that make him an excellent team player who doesn’t need to hog the spotlight. The versatility of his spirit shaman spellcasting combines nicely with the sentinel of Bharrai’s ‘nature-friendly spells’ ability to ensure he’s selectively damaging opponents, and not innocents, with Track being a feat obviously geared toward guiding a group along a difficult path. Direction sense, spelunking, and the darkrunner emblem all contribute to that clear role of helping to guide those less equipped for the Underdark. As highlighted above, the darkrunner’s extended range on darkvision - which continues to improve - allows him to prepare for encounters before they’re upon him. Aberration lore couples with cavefighting to give him an advantage in combat, should he need to engage personally, that more than offsets the delays in his BAB. This is particularly true when he has the time to use his spirit shaman spells to engage the enemy with summons before they close, or reshape the terrain around him to best advantage - and his darkvision and survival skill give him that time, particularly when tunnelport comes online to allow him to advance or retreat to a more advantageous position.

Creb, in bear form, ambled back to where the treasure-hunters he guided sat hidden.

“There’s a urophion ahead, along with a pair of duergar,’ he explained, pausing only long enough to change back to his hellbred form. I dumped a call lightning on their location, so they’re scrambling right now. We don’t have a lot of time, but here’s what I want to do. . .”

He quickly outlined his plan, then used another spell to transform the rock of the cave floor into a morass of mud. While everyone got into the positions he indicated, he called a ‘mass lesser vigor’ spell to mind, just as the dark dwarves and the aberration came around the corner, looking slightly singed. If needed, he knew he could wade into the fray in his bear form. . . .Tremorsense, lore of the stones, and more increases in his darkvision range further improve Creb’s ability to engage the enemy on his own terms, or avoid them entirely, as needed. He continues to specialize his skill list to emphasize his role as a guide, while the Quick Recovery feat offers one of the few available methods of getting out of a stun or daze early. He gets access to 5th level spells within this span, with some really strong game-changers like transmute rock to mud, and the ability to cast a quickened call lightning (which explicitly works underground and to which he explicitly has resistance) once per day. He has never been the strongest, the most dextrous, or the most sturdy of combatants, but now he can combine his spirit shaman buff spells with a bear form if he needs to fight face to face. Creb uses his aberration hunter ability to focus on the urophion because it fits the criteria for the ability and introduces no additional book-bloat, while being a level-appropriate adversary that doesn’t advance class levels (which would do unpredictable things to the encounter’s difficulty when actually faced). With Ocular Spell, Creb is able to store a spell for future use, with two different targets that were possibly not valid ‘targets’ to the spell in its original form, be they friends or foes as befitting the spell chosen.

Creb sat at the outskirts of the vast underground metropolis to which he’d guided so many people, in his service to Bharrai and quest for salvation, watching the roads. His abilities to endure environmental hazards had expanded to include resistance to acid, while his abilities as a scout and guide had continued to improve, the more he maintained his darkrunner path. He wasn’t sure he’d ever manage to overcome the error of the pact he’d made with the devil, all that time ago, but he knew he was doing good work. With any luck, that would count for something, when the time came.With deeepsong, Creb gains another bonus to his Will save, and additional bonuses to the deeprunner abilities he uses to choose and control the points at which he engages an enemy. Rapid Spell lets him react to oncoming encounters more quickly, further tipping the action economy in favor of his party. He has yet another set of increases to his darkvision’s range, with improved tunnelfighting allowing him to add INT to damage in difficult terrain - which his spirit shaman spells allow him to create. With greater teleport, Creb’s tunnelport ability becomes considerably more powerful, though limited in scope. The stonewalking ability provides an alternative to the tunnelport/greater teleport ability that’s usable twelve rounds a day before equipment, with Quick Recovery pulling double duty here to safeguard against the penalty for unexpected ejection from stonewalking. With another character level available before hitting Epic levels, Creb snags another level of sentinel of Bharrai for more spellcasting, and for energy resistance 10 against acid, doubling the number of elements he’s naturally resistant to.

Darkrunner is a very solid method of getting advanced recon in underground environments, with some small but situational bonuses to some combats. With spirit shaman and sentinel of Bharrai, Creb leverages those advanced recon abilities to combine with the ability to increase considerably the odds that those situational combat bonuses trigger, and hit some AoE effects that are simply unavailable to a darkrunner who enters through a more mundane route. He had to expend none of his feat slots to gain entry to darkrunner, instead being able to spend them on entry to sentinel of Bharrai, which has the benefit of advancing his spellcasting with feats that improve passive and out-of-combat abilites. He offsets his less than full BAB with those bonuses, as well as the ability to call his own flanking partners as needed. He becomes an ideal candidate to fit into groups with newer players, or with players who have inconsistent op-fu chops, because spirit shaman’s unique “either 3rd or 1st, depending” tier placement gives it the ability to handle encounters by itself if needed, while still functioning well as a team member. As his party’s abilities are likely starting to really blossom, Creb is becoming more team oriented, with his ‘this is where we’ll fight those monsters I saw’ abilities. He can easily use his abilities to make the rest of his team feel like they’re dominating the encounters, thanks to his help before initiative is ever rolled.

Anything that increased mental stats would be useful for Creb, since he has built-in use for all of them through his PrCs. Barring flaws, an item that allows Creb to cast while in bear form aside from creative uses of Ocular Spell would be very useful; if flaws are allowed, Shaky and Vulnerable will translate into Natural Spell and Practiced Caster with a little shuffling of when he takes what feat.

SRD
ECS = Eberron Campaign Setting
CD = Complete Divine
FCII = Fiendish Codex II
BoED = Book of Exalted Deeds
LoM = Lords of Madness

Kuulvheysoon
2014-05-31, 06:42 PM
The light! It burns us! But we wants it...
Delehdas the Lightfinder
Savage Bard3/Ranger3/Darkrunner10/Horizon Walker4
Underfolk, Chaotic Neutral

Background and Level 1
The sounds of pick on stone echoed through the Underdark. Delehdas wiped his brow as he split yet another rock. Like most of his peers, his life was a rhythmic succession of swing, strike, crack, gather; swing, strike, crack, gather. Day after day, year after year, the songs of his people drummed into his brain, speaking to him through the tunnels of stone and the shattered remains that the picks left behind.

He knew all the stories as well as he knew his own name: how the Underfolk left the surface ages ago, how his own clan had set out farther than the rest, were enslaved by Mind Flayers, and escaped by tunneling ever deeper into the Underdark. Those stories would serve him well, giving comfort to all in their eternal labor. His place would be secure, his own path as clear and straight as the empty tunnel behind him. He could be a respected elder of the clan, lead his people ever deeper, ever safer.

He lifted his pick once again, ready to keep pounding away, angling down into the rock, but then stayed his hand. He looked at the tunnel, blackness in front of him. The thought came to him in a moment of mad certainty. He laughed, and started again. But this time, he didn’t angle down. This time, he started tunneling up.

When he was missed that evening, his foreman sent out a search party for him. It took three strong miners to wrest the pick away from him. He had made decent headway, cutting several feet up from the main tunnel. The foreman could talk no sense into him, and ordered him bound and sent to Janna, the clan elder. Delehdas made his intentions plain to her: he meant to leave the Underdark, to find the Sun-Lands that his people had left so many centuries ago.

Janna begged him not to go; miles of rock and legions of monsters stood between him and his goal.

“If the only way out is through,” he replied, “then I’ll go through.”

“Very well,” said Janna. “I will give my blessing to this mad quest. But you have much to learn before you are ready to face your path. The paths to the surface will be all but lost, now. But if you dig deep into the songs, you may find what you need.”

Mechanics: Delehdas starts out his career as a Savage Bard. His skills and spells reflect some things that would be helpful for someone delving deep underground, who’s started learning as much as he can about the world around him. Like most Bards, he’s quite fragile to start, relying more on wits and skill than combat and spells. The Able Learner feat models his thirst for knowledge, and provides an important mechanical boost by cutting down on cross-class skill costs.


Level Breakdown
Level 5

The training was harder than Delehdas would have thought possible. He had spent nearly a year plumbing the hidden meanings of the rhythm of the pickaxes, half-forgotten rhymes passed down who-knows-how-many years, and piecing together every scrap of information he could about the paths his ancestors had taken – not to mention, which paths they’d closed off behind them. Finally he hit upon what he thought was a promising lead: an old tale of one who “ran through the dark, bearing a light, to guide us through the ever-night, lost to the rock as the last door closed.”

He took up martial training with the clan’s rangers immediately. If he set out on his own, he would need more than a few magical tricks up his sleeve. Skill with a blade would serve him well. Without it, he was certain he wouldn’t last a week. He learned much about fighting the dangerous aberrations that lurked in every dark corner of the tunnels. After he had mastered the combat styles the rangers had to teach, he returned to the elder. Janna gave a final blessing, knowing she would never see him again, whether his quest met with success or failure.

Armed with his knowledge of the legends, he traveled through a network of crisscrossing tunnels. After two weeks, he found what he was looking for: an ancient, collapsed tunnel. Carefully, carefully, he cleared away the rock. His heart leapt when he uncovered the first bone. It was just as the legend had said! He gasped in surprise as he cleared away more debris. Still clutched in the man’s hand was a strange object, glowing red.

Mechanics: Delehdas has taken three levels of Savage Bard and two of Ranger. His base attack bonus is fairly good for his level, and his increased Constitution at level 4 (conveniently timed to his first level of Ranger) makes him a bit sturdier. His stealth skills are excellent, particularly given his Underfolk Camouflage trait. His scouting skills are beginning to develop, Tumble is giving him some additional mobility. His levels in Ranger give him access to the Ranger spell list, so he’s able to activate several useful wands (like Cure X Wounds), without Using Magic Device.

Level 10

Delehdas’ first contact with another creature came not long after he left the collapsed tunnel behind. He heard several people talking to each other – in Common, no less, though with an accent that was strange to his ears. He was shocked to see that one of them carried an emblem almost identical to the one he had found on the guide’s body.

The woman who bore the symbol was an Elf named Lysati. At first she thought he was a rogue member of the Guild, given the red glow that came from his Darkrunner emblem. A short explanation later, the difficulties had been smoothed over, and the party accepted Delehdas as a companion on their journey. This proved a good choice when he recognized the signs of an Umber Hulk ambush, likely saving the life of at least one of the travelers.

Lysati was intrigued by Delehdas’ strange story. As soon as she had guided her companions to their destination, she asked him to come with her back to the closest guild hall. If he intended to return to the surface, he would need some resources, and the Darkrunners would be just the sort of friends he needed. He offered his services to the Guild. As a token of his intent, offered the guide’s Darkrunner Emblem. It was decided unanimously that Delehdas would be accepted, with the returned emblem serving as his entry fee. It was also unanimous that the same emblem be re-issued to him as his own official Darkrunner Emblem. Delehdas took to his new career with great enthusiasm, leading several successful expeditions and slowly earning enough money to purchase better equipment.

Mechanics: Delehdas has now fully grown into his role as stealthy scout, with Darkstalker being the centerpiece of this. (Level 10 is probably the “sweet spot” of the build, where his role really comes together, between Tremorsense and Darkstalker). The information he can provide his team might just be the difference between a flawless tactical assault and a costly slugfest. He's capable of tracking many enemies. He’s very mobile, due to high ranks in Tumble and the Spelunking ability. His Use Magic Device is now high enough to activate any Wand 75% of the time. His attack bonus is the same as a Rogue’s. While he is able to contribute to melee – especially when fighting Aberrations, or using his – he is not a front-line fighter.

Level 15

The day had finally arrived. No more waiting, no more hiding, no more running through the dark and skulking in shadows. In a few short steps, he would be on the surface.
Lysati stood by his side. “Are you ready?” she asked.
“I’ve been ready for years. Thank you, for everything.”
They stepped out into the moonlight. Delehdas fell to his knees as he saw the stars above him. Tears filled his eyes; it was the most beautiful thing he’d ever seen. He finally turned his eyes down, and gasped. The maps had shown the elevation and topography, but he was utterly unprepared for the reality of looking down from one of the highest peaks of the mountain range.

Mechanics: Delehdas’ scouting and stealth skills are now extremely high. He’s been able to focus some of his efforts on improving his Diplomacy, making him a decently good negotiator and possibly a secondary “party face.” His attack bonus is still tracking with Rogue, and (unfortunately) no bonus damage and low strength means he’s still lagging as far as damage output goes. However, underground combat and difficult terrain can be very advantageous to him. Use Magic Device is now high enough that he automatically succeeds in activating any Wand.

Level 20

Delehdas smiled as he looked at another new map he’d acquired. He thought back to his youth, and shook his head. He would never again be so confined. The world was out there, and he was ready to see it all. He called to Lysati. “The mountains were wonderful, and I know you loved the forest. But I’ve heard that Limbo is lovely this time of year...”

Mechanics: Delehdas’ fighting skills have significantly improved, thanks to four levels of full-BAB Horizon Walker. He’s gained a third iterative, and some bonus damage to several common terrain types. Daylight Adaptation removes his penalties for fighting in bright light. He’s immune to fatigue. He has full ranks in Diplomacy, Use Magic Device, Survival, and the scouting skills. He is also probably the world’s foremost authority on all matters pertaining to Geography.

Starting Ability Scores
Str 14
Dex 10
Con 11
Int 18
Wis 10
Cha 11

Build


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


1st
Savage Bard 1
+0
+2
+0
+2
Balance 4, Hide 4, Knowledge(Dungeoneering) 4, Knowledge(Geography) 4, Move Silently 4, Perform(Chant) 4, Profession(miner) 4, Survival 4, Tumble 4, UMD 4, Search 2

Able Learner
Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1, Illiteracy


2nd
Savage Bard 2
+1
+3
+0
+3
Balance 5, Hide 5, Know(Dungeon) 5, Know(Geog) 5, Move Silently 5, Perform 5, Profession 5, Survival 5, Tumble 5, UMD 5, Spot 1
-
-


3rd
Savage Bard 3
+2
+3
+1
+3
Hide 6, Know(Dungeon) 6, Know(Geog) 6, Move Silently 6, Perform 6, Profession 6, Survival 6, Tumble 6, UMD 6, Search 3, Listen 1

Obscure Lore
Inspire competence


4th
Ranger 1
+3
+5
+3
+3
Hide 7, Know(Dungeon) 7, Know(Geog) 7, Move Silently 7, Survival 7, Tumble 7, UMD 7, Search 5, Spot 2, Listen 2

Track(B)
Favored enemy (Aberration), Track, wild empathy, +1 Constitution


5th
Ranger 2
+4
+6
+4
+3
Hide 8, Know(Dungeon) 8, Know(Geog) 8, Move Silently 8, Survival 8, Tumble 8, UMD 8, Spot 4, Listen 4
Two Weapon Fighting (B)
Combat Style (Two-Weapon)


6th
Ranger 3
+5
+6
+4
+4
Hide 9, Know (Dungeon) 9, Know(Geog) 9, Move Silently 9, Survival 9, Tumble 9, UMD 9, Spot 6, Listen 6

Endurance(B), Alertness
Endurance


7th
Darkrunner 1
+5
+8
+4
+4
Hide 10, Know(Dungeon) 10, Know(Geog) 10, Move Silently 10, Survival 10, Tumble 10, UMD 10, Spot 8, Listen 8

Direction Sense, Spelunking, Darkrunner Emblem


8th
Darkrunner 2
+6
+9
+4
+4
Hide 11, Know(Dungeon) 11, Know(Geog) 11, Move Silently 11, Survival 11, Tumble 11, UMD 11, Spot 10, Listen 10

-
Aberration Lore, Darkvision +10 ft, +1 Charisma (level-up)


9th
Darkrunner 3
+7
+9
+5
+5
Hide 12, Know(Dungeon) 12, Know(Geog) 12, Move Silently 12, Survival 12, Tumble 12, UMD 12, Spot 12, Listen 12
Darkstalker
Cavefighting, Tunnelport


10th
Darkrunner 4
+8
+10
+5
+5
Hide 13, Know(Dungeon) 13, Know(Geog) 13, Move Silently 13, Survival 13, Tumble 13, UMD 13, Spot 13, Listen 13, Diplomacy 1, Speak Terran

-
Tremorsense, Darkvision +20 ft


11th
Darkrunner 5
+8
+10
+5
+5
Hide 14, Know(Dungeon) 14, Know(Geog) 14, Move Silently 14, Survival 14, Tumble 14, UMD 14, Spot 14, Listen 14, Diplomacy 3

-
Lore of the Stones


12th
Darkrunner 6
+9
+11
+6
+6
Hide 15, Know(Dungeon) 15, Know(Geog) 15, Move Silently 15, Survival 15, UMD 15, Spot 15, Listen 15, Diplomacy 6

Improved Favored Enemy (Aberration),
Aberration Specialist (Mind Flayer), Darkvision +30 ft, +1 Charisma (level-up)


13th
Darkrunner 7
+10
+11
+6
+6
Hide 16, Know(Dungeon) 16, Know(Geog) 16, Move Silently 16, Survival 16, UMD 16, Spot 16, Listen 16, Diplomacy 6
-
Deepsong


14th
Darkrunner 8
+11
+12
+6
+6
Hide 17, Know(Dungeon) 17, Know(Geog) 17, Move Silently 17, Survival 17, UMD 17, Spot 17, Listen 17, Diplomacy 9
-
Improved Cavefighting, Darkvision +40 ft


15th
Darkrunner 9
+11
+12
+7
+7
Hide 18, Know(Dungeon) 18, Know(Geog) 18, Move Silently 18, Survival 18, UMD 18, Spot 18, Listen 18, Diplomacy 12
Endurance
Greater Tunnelport


16th
Darkrunner 10
+12
+13
+7
+7
Hide 19, Know(Geog) 19, Know(Nature) 1, Move Silently 19, Survival 19, UMD 19, Spot 19, Listen 19, Diplomacy 13
-
Stonewalking, Darkvision +50 ft

+1 Charisma (level-up)


17th
Horizon Walker 1
+13
+15
+7
+7
Know(Geog) 20, Know(Nature) 2, Survival 20, UMD 20, Spot 20, Listen 20, Diplomacy 16

-
Terrain Mastery (Mountains)
+4 competence bonus on Climb checks
+1 insight bonus on attack and damage rolls against mountain creatures


18th
Horizon Walker 2
+14
+16
+7
+7
Know(Geog) 21, Know(Nature) 3, Survival 21, UMD 21, Spot 21, Listen 21, Diplomacy 19
Daylight Adaptation
Terrain Mastery (Hills)
+4 competence bonus on Listen checks
+1 insight bonus on attack and damage rolls against hills creatures



19th
Horizon Walker 3
+15
+16
+8
+8
Know(Geog) 22, Know(Nature) 4, Survival 22, UMD 22, Spot 22, Listen 22, Diplomacy 22
-

Terrain Mastery (Desert)
Immune to fatigue, and anything that would cause you to become exhausted makes you fatigued instead.
+1 insight bonus on attack and damage rolls against desert creatures.



20th
Horizon Walker 4
+16
+17
+8
+7
Know(Geog) 23, Know(Nature) 7, Survival 23, UMD 23, Spot 23, Listen 23, Diplomacy 23
-
Terrain Mastery (Forest)
+4 competence bonus on Hide checks.
+1 insight bonus on attack and damage rolls against forest creatures.
+1 Charisma (level-up)



Spells per Day/Spells Known
(Note: Does not include bonus spells per day from high charisma, which can vary depending on items and ability score increases).


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


1st
2/4
-
-
-
-
-
-
-
-
-


2nd
3/5
0/2
-
-
-
-
-
-
-
-


3rd
3/6
1/3
-
-
-
-
-
-
-
-



Spells Known
Bard1: 0: Dancing Lights, Know Direction, Light, Mending.
Bard2: 0: Ghost Sound. 1: Detect Snares and Pits, Dead End.
Bard3: 0: Message. 1: Endure Elements.

Rules Notes and Variations:
1. The Underfolk race is Humanoid with the Human subtype. The “Half-Humans and Humanlike Races Variant” rule on p. 150 of Races of Destiny states that demi-humans like half-elves could be grouped together with humans “as humanoids with the (human) subtype,” which suggests that any humanoid with the (human) subtype counts as a human for the purposes of meeting feat prerequisites. While the consensus on the boards is that this is the intended rule effect, there has been some debate whether or not this is the appropriate ruling. If the DM requires a pure Human to take advantage of the feat, it’s possible to accomplish this: choose Aberrant Blood (Lords of Madness) as the Human bonus feat at 1st level, then Inhuman Vision (Lords of Madness) instead of Obscure Lore at third to meet Darkrunner’s darkvision requirement. (This unusual ancestry could easily be incorporated into his backstory as an additional reason he decided to leave his people, as well as his focus on Aberrations as favored enemies later on).

2. The skill progression assumes that Able Learner's bonus is applied after the skills for level 1 are already selected. It’s extremely common to houserule this away. If that’s the case, consider ranks in Knowledge (architecture and engineering) to model his understanding of the braces needed for mining work, or literacy to model his early research.

Sources:
Complete Adventurer: Obscure Lore feat.
Complete Warrior: Improved Favored Enemy feat.
Lords of Madness: Darkstalker feat, Darkrunner prestige class.
Races of Destiny: Underfolk race, Able Learner feat.
Races of Eberron: Daylight Adaptation feat.
Spell Compendium: Dead End spell.
Unearthed Arcana: Savage Bard variant.
All other material can be found in the PHB/DMG/MM1/SRD. Mind Flayers are listed in the Monster Manual, but not the SRD.

Kuulvheysoon
2014-05-31, 06:50 PM
He's dealt with manipulators, sir, dangerous ones.
Part 1



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


1st
Drow LA
+0
+0
+0
+0
Skills
Feats
New Class Abilities


2nd
Drow LA
+0
+0
+0
+0
Skills
Feats
New Class Abilities


3rd
Lolth touched LA
+0
+0
+0
+0
Skills
Feats
New Class Abilities


4th
Scout 1/LA3
+0
+0
+2
+0
Climb 4 ranks, Hide 4 ranks, Knowledge (Dungeoneering) 4 ranks, Knowledge (Geography) 4 ranks, Listen 4 ranks, Move Silently 4 ranks, Search 4 ranks, Sense motives 4 ranks, Spot 4 ranks, Survival 4 ranks, Tumble 4 ranks,
Power Attack
Skirmish (+1d6), Trapfinding


5th
Ranger 1/Scout 1/LA3
+1
+2
+4
+0
Climb 5 ranks, Hide 5 ranks, Knowledge (Dungeoneering) 5 ranks, Knowledge (Geography) 5 ranks, Listen 5 ranks, Move Silently 5 ranks, Search 5 ranks, Sense motives 4 ranks, Spot 5 ranks, Survival 5 ranks, Tumble 4 ranks
N/A
1st favored enemy (aberrations), Track (one of the feats needed for the PrC DarkRunner), Wild Empathy


6th
Ranger 2/Scout 1/LA3
+2
+3
+5
+0
Climb 6 ranks, Hide 6 ranks, Knowledge (Dungeoneering) 6 ranks, Knowledge (Geography) 6 ranks, Listen 6 ranks, Move Silently 6 ranks, Search 6 ranks, Sense motives 4 ranks, Spot 6 ranks, Survival 6 ranks, Tumble 4 ranks
Darkstalker
Combat style (Two weapon fighting)


7th
Ranger 2/Scout 2/LA3
+3
+3
+6
+0
Climb 7 ranks, Hide 7 ranks, Knowledge (Dungeoneering) 7 ranks, Knowledge (Geography) 7 ranks, Listen 7 ranks, Move Silently 7 ranks, Search 7 ranks, Sense motives 5 ranks, Spot 7 ranks, Survival 7 ranks, Tumble 5 ranks
N/A
Battle fortitude +1, Uncanny dodge, +1str


8th
Ranger 2/Scout 3/LA3
+4
+4
+6
+1
Climb 8 ranks, Hide 8 ranks, Knowledge (Dungeoneering) 8 ranks, Knowledge (Geography) 8 ranks, Listen 8 ranks, Move Silently 8 ranks, Search 8 ranks, Sense motives 6 ranks, Spot 8 ranks, Survival 8 ranks, Tumble 6 ranks
N/A
Fast movement +10ft., Skirmish (+1d6, +1AC), Trackless step


9th
Ranger 3/Scout 3/LA3
+5
+4
+6
+2
Climb 9 ranks, Hide 9 ranks, Knowledge (Dungeoneering) 9 ranks, Knowledge (Geography) 9 ranks, Listen 9 ranks, Move Silently 9 ranks, Search 9 ranks, Sense motives 6 ranks, Spot 9 ranks, Survival 9 ranks, Tumble 6 ranks
Alertness
Endurance


10th
Ranger 4/Scout 3/LA3
+6/1
+5
+7
+2
Climb 10 ranks, Hide 10 ranks, Knowledge (Dungeoneering) 10 ranks, Knowledge (Geography) 10 ranks, Listen 10 ranks, Move Silently 10 ranks, Search 10 ranks, Sense motives 6 ranks, Spot 10 ranks, Survival 10 ranks, Tumble 6 ranks
NA
Animal companion (which gains me the remaining feat needed Alertness), Champion of the Wild ACF Bonus feat (Improved Two weapon Fighting)


11th
Darkrunner 1/Ranger 4/Scout 3/LA3
+6/1
+7
+7
+2
Climb 10 ranks, Hide 11 ranks, Knowledge (Dungeoneering) 11 ranks, Knowledge (Geography) 11 ranks, Listen 11 ranks, Move Silently 11 ranks, Search 11 ranks, Sense motives 7 ranks, Spot 11 ranks, Survival 11 ranks, Tumble 6 ranks
N/A
Direction Sense, spelunking, darkrunner emblem, +1 Intelligence


12th
Darkrunner 2/Ranger 4/Scout 3/LA3
+7/2
+8
+7
+2
Climb 10 ranks, Hide 12 ranks, Knowledge (Dungeoneering) 12 ranks, Knowledge (Geography) 12 ranks, Listen 12 ranks, Move Silently 12 ranks, Search 12 ranks, Sense motives 8 ranks, Spot 12 ranks, Survival 12 ranks, Tumble 6 ranks
Swift hunter
Aberration lore, Darkvision +10ft.(Now making it 130ft), Favored enemy (aberrations) +4, Favored enemy (elves) +2, Skirmish (+2d6,+2AC)


13th
Darkrunner 3/Ranger 4/Scout 3/LA 3
+8/3
+8
+8
+3
Climb 10 ranks, Hide 13 ranks, Knowledge (Dungeoneering) 13 ranks, Knowledge (Geography) 13 ranks, Listen 13 ranks, Move Silently 13 ranks, Search 13 ranks, Sense motives 9 ranks, Spot 13 ranks, Survival 13 ranks, Tumble 6 ranks
N/A
Cavefighting, Tunnelport


14th
Darkrunner 4/Ranger 4/Scout3/ LA3
+9/4
+9
+8
+3
Climb 10 ranks, Hide 14 ranks, Knowledge (Dungeoneering) 14 ranks, Knowledge (Geography) 14 ranks, Listen 14 ranks, Move Silently 14 ranks, Search 14 ranks, Sense motives 10 ranks, Spot 14 ranks, Survival 14 ranks, Tumble 6 ranks
N/A
Treamorsense, Darkvision +20ft. (Now Darkvisions range is 140ft. away making it almost impossible with the max ranks in spot to get close to him before he knows you are their, this also makes itt so enemies with Telepathy wont sense you before you can start attacking them with most having the range of only 100ft, making you more deadly then any dwarf or other creature with darkvision as you wont be detected first in most situations)


15th
Darkrunner 5/Ranger 4/Scout 3/ La3
+9/4
+9
+8
+3
Climb 10 ranks, Hide 15 ranks, Knowledge (Dungeoneering) 15 ranks, Knowledge (Geography) 15 ranks, Listen 15 ranks, Move Silently 15 ranks, Search 15 ranks, Sense motives 10 ranks, Spot 15 ranks, Survival 15 ranks, Tumble 7 ranks
Favored power attack
Lore of the stones, +1 Intelligence


16th
Darkrunner 6/Ranger 4/Scout 3/LA3
+10/5
+10
+9
+4
Climb 10 ranks, Hide 16 ranks, Knowledge (Dungeoneering) 16 ranks, Knowledge (Geography) 16 ranks, Listen 16 ranks, Move Silently 16 ranks, Search 16 ranks, Sense motives 10 ranks, Spot 16 ranks, Survival 16 ranks, Tumble 9 ranks
N/A
Aberration specialist, Darkvision +30ft. (150ft.)


17th
Darkrunner 7/Ranger 4/Scout 3/LA3
+11/6/1
+10
+9
+4
Climb 10 ranks, Hide 17 ranks, Knowledge (Dungeoneering) 17 ranks, Knowledge (Geography) 17 ranks, Listen 17 ranks, Move Silently 17 ranks, Search 17 ranks, Sense motives 10 ranks, Spot 17 ranks, Survival 17 ranks, Tumble 11 ranks
N/A
Deepsong


18th
Darkrunner 8/Ranger 4/Scout 3/LA3
+12/7/2
+11
+9
+4
Climb 10 ranks, Hide 18 ranks, Knowledge (Dungeoneering) 18 ranks, Knowledge (Geography) 18 ranks, Listen 18 ranks, Move Silently 18 ranks, Search 18 ranks, Sense motives 10 ranks, Spot 18 ranks, Survival 18 ranks, Tumble 13 ranks
Improved Favored enemy
Improved Cavefighting, Darkvision +40ft. (160ft.)


19th
Darkrunner 9/Ranger 4/Scout 3/LA3
+12/7/2
+11
+10
+5
Climb 10 ranks, Hide 19 ranks, Knowledge (Dungeoneering) 19 ranks, Knowledge (Geography) 19 ranks, Listen 19 ranks, Move Silently 19 ranks, Search 19 ranks, Sense motives 10 ranks, Spot 19 ranks, Survival 19 ranks, Tumble 15 ranks
N/A
Greater Tunnelport, +1 Intelligence


20th
Darkrunner 10/Ranger 4/Scout 3/LA3
+13/8/3
+12
+10
+5
Climb 12 ranks, Hide 20 ranks, Knowledge (Dungeoneering) 20 ranks, Knowledge (Geography) 20 ranks, Listen 20 ranks, Move Silently 20 ranks, Search 20 ranks, Sense motives 10 ranks, Spot 20 ranks, Survival 20 ranks, Tumble 15 ranks
N/A
Stonewalking, Darkvision 50ft. (170ft.)



For my starting race I choose a Lolth touched Drow because the drow race has always held a deep found respect in my eyes as masters of survival. They have the natural darkvision that is a main requirement off the bat to enter this PrC which is an added bonus. While also having an interesting flavor when it comes to races like mind flayers, though not as much of a hatred as the gith, they are not openly friendly with one another either. All Racial abilities of a drow can be found on P.13 of the Forgotten Realms campaign setting, as well as below.

+2 Dexterity, -2 Constitution, +2 Intelligence, +2 Charisma
Spell like abilities 1/day : Dancing lights, Darkness, and Faerie Fire. These abilities are as the spells cast by a sorcerer of the drow's character level.
Darkvision up to 120ft. (This is above and beyond the normal range for most forms of sight, and will help greatly in spotting enemies in the dark tunnels of the Underdark before they spot you.)
Light Blindness : Abrupt exposure to bright light (such as sunlight or the daylight spell) blinds a drow for 1 round. I addition, drow suffer a -1 circumstance penalty to all attack rolls, saves, and checks while operating in bright light.
Spell resistance of 11 + character level
+2 Racial bonus on Will saves against Spells and spell Like abilities.
Automatic languages : Elven, Undercommon, Home region (if in the forgotten realms)
Bonus languages : Abyssal, Common, Draconic, Drow sign language, Goblin, Illuskan.
+2 Level adjustment

The template I will be using this round will be the Lolth touched creature which can be found on P.92 of the Monster manual 4. I choose this template to reflect that this was not just any drow, but one who was picked to spread the spider queens web of influence further by eliminating some of her enemies below that could cause her problems if they were not kept in check. And with a regular drow already costing a Level adjustment of +2, the extra +1 from this template is a great help that I personally feel dose not weaken the build any, merely strengthening it more.

Alignment : The creatures Alignment changes to Chaotic evil.
Abilities : +6 Strength and +6 Constitution. these bonuses are added onto those granted by the drow race allowing you to survive longer in combat, as well as increasing your chance to not only hit your enemy, but also damage them as well.
Skills : A Lolth touched creature gains a +4 racial bonus on Hide and Move Silently checks.
Fearless : Lolth-touched creatures have immunity to all fear effects.
+1 Level adjustment



Before

Strength 15
Dexterity 16
Constitution 14
Intelligence 14
Wisdom 10
Charisma 8

After Racial modifiers

Strength 21
Dexterity 18
Constitution 18
Intelligence 16
Wisdom 10
Charisma 10

End Results

Strength 22
Dexterity 18
Constitution 18
Intelligence 19
Wisdom 10
Charisma 10

10D6+7D8+80



Favored enemy (augmented by Favored Power attack, and improved Favored enemy) : At 1st level, a ranger may select a type of
creature from among those given on Table 3–14: Ranger Favored Enemies. Due to his extensive study on his chosen type of foe and training in the proper techniques for combating such creatures, the ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2. For example, a 5th-level ranger has two favored enemies; against one he gains a +4 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks and weapon damage rolls, and against the other he has a +2 bonus. At 10th level, he has three favored enemies, and he gains an additional +2 bonus, which he can allocate to the bonus against any one of his three favored enemies. Thus, his bonuses could be either +4, +4, +2 or +6, +2, +2.

While not a powerful ability for the core classes, it has a very unique way of leveling up the damage the higher in level one becomes. Combine that with the feats that have been invested into the build to make fighting ones favored enemy (which happens to be aberrations, the main ingredient of this ICC) make this ability a lot more useful in combat and out of combat with having max ranks in all but two of these skills that are listed above. The end result ends up being +7 damage against Abberations, and the ability to double all the damage you deal with power attack as if you were wielding a weapon in two hands (in this builds case) or triple the damage dealt if wielding a weapon in two hands instead of only one. So not only will you see your enemies before they see you, hear them without them hearing you, but every attack you make has the potential to deal at most (for those who are very risky) an extra 33 damage from this one ability alone.

Track : A ranger gains Track (see page 101) as a bonus feat.

As Track is one of the prerequisites to enter the Darkrunner PrC, gaining it as a bonus feat instead of having to invest into it is a huge gain off the bat, freeing up feat slots that are very limited to begin with. This will also allow the build with its large bonuses to Survival, Search, Spot, and Listen to be able to track their hated foes form miles away.

Wild Empathy : A ranger can use body language, vocalizations, and demeanor to improve the attitude of an animal (such as a bear or a monitor lizard). This ability functions just like a Diplomacy check to improve the attitude of a person (see page 72). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally,influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2 (such as a basilisk or a girallon), but he takes a –4 penalty on the check.

Due to having no charisma bonus, and a very low Ranger level during later levels this will hold almost no importance. However early on it could very well help you to avoid unnecessary battles with wild animals wandering around the underdark trying to get away perhaps from the very aberrations you yourself are hunting.

Combat Style : At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way. If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. The benefits of the ranger’s chosen style apply only when he
wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

The main reason I chose two weapon fighting for my combat style was for the fact that while an archer would be able to put his excellent visibility to use against the enemy, many of the feats that are archery related have a very small distance. And if you were to be that close to your enemy with your bow still drawn you would already be on the losing end. While as many drow are known for wielding two weapons in battle, for each attack that hits, you are now dealing at the least an extra 7 damage from your favored enemy ability.

Endurance : A ranger gains Endurance (see page 93) as a bonus feat at 3rd level.

As many Aberrations are normally much smarter then you, the ability to sleep in your armor will make sure that even if you are caught off guard by them while you are sleeping you will not be without your armor on. While not highly played in most D&D games, being attacked while you sleep in the underdark is highly possible, and having the extra edge to survive could be the difference between life and death in many cases. After all which is easier to hit, an AC in the 30s, or one around 18?

Animal companion : At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the DM’s campaign takes place wholly or partly in an aquatic environment, the DM may add the following creatures to the ranger’s list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. (For instance, an aquatic creature can’t adventure with a ranger on land and shouldn’t be selected by a nonaquatic character without extenuating circumstances). In most cases, the animal companion functions as a mount, sentry, scout, or hunting animal, rather than as a protector. This ability functions like the druid ability of the same name (see page 35), except that the ranger’s effective druid level is one-half his ranger level. For example, the animal companion of a 4th-level ranger would be the equivalent of a 2nd-level druid’s animal companion. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Thus, he must be at least an 8th-level ranger to select from the druid’s list of 4th-level animal companions, and if he chooses one of those animals, his effective druid level would be reduced by 3, to 1st level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

For an animal companion I was a bit on the fence about, while they can be very useful for this build I would have to invest to much into something that would not be advanced by the SI. However what it did give me was an interesting creature I could use incase I was grappled with an enemy by keeping a small viper as my animal companion. This way it would always be hidden, while also being able to attack from hiding incase I were to be put under an enemies spell, granting me another chance to save against it.

Champion of the wild (ACF) : Due to the fact this particular PrC dose not advance caster level's, and having no bonus spells to even have a single spell from the ranger's spell list I decided it would be best to take this ACF to turn something that had no use to grant me a feat, though from a very small selection, helped me by advancing my two weapon fighting one step closer to perfection.[/SPOILER]

Part 2



Skirmish : A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet away from where she was at the start of her turn. The extra damage applies only to attacks made after the scout has moved at least 10 feet. The skirmish ability cannot be used while mounted. The extra damage applies only to attacks taken during the scout's turn. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level). The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet. At 3rd level, a scout gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the scout has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level). A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.

While better on a more focused TWF build, or even an archery build, Skirmish helps me by allowing me that first round of combat to get that extra bite into my enemy, as well as when I am using a ranged weapon against them with my Darkvision range of over 150ft. This would allow me to have during each combat a rough estimate of 6d6 extra damage each battle, perhaps even more when combined with the use of tumble to evade AoO's from enemies. This gets even more useful thanks to the swifthunter Feat which was chosen to advance it along with my ranger levels, giving it an added bonus it would not have normally been able to reach under these circumstances.

Trapfinding : A scout can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the Player's Handbook.

Threw this entire build thanks to this ability almost no trap will go unnoticed by this character, however do to not having any ranks in disable device, they would have to hope that another in their team had such a skill (and as these are drow not unlikely), trigger it with some controlled source, or go around it which would be the safest course of action. While not directly allowing this build to stop traps, it dose allow it to notice them and be able to take the correct measures to work threw it.

Battle Fortitude : At 2nd level, a scout gains a +1 competence bonus on Fortitude saves and initiative checks. This bonus increases to +2 at 11th level and +3 at 20th level. A scout loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.

While the fortitude save bonus is not needed all to much, the boost to initiative happens to be very useful, for the fact that after the first few surprise rounds you will no doubt have thanks to your vast range of superiority over your enemies when it comes to sight, you will still be weaker health wise then many of the things you may face when it comes to abberations. Having even the smallest edge can mean the difference between winning and losing a battle.

Uncanny Dodge : At 2nd level, a scout gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

As stated earlier under the endurance section in the ranger class features, what is better then being able to sleep in your armor? Well being able to sleep in your armor and jump up before battle even begins while being attacked and NOT being flat footed is a good starter. Though at high levels Miss chance is a lot more helpful then armor class, while you are asleep you quite frankly are not gaining any sort of miss chance short of sleeping in a rope trick or a similar spell. And when you are in the underdark, living each moment as it could be your last, having the ability to always be at the ready in your armor is a very useful tool in making sure you survive. Add in the fact that you will be limited to light armor due to many of your abilities, having your dexterity always applied to those few saves will keep you alive that much longer.

Fast Movement : Starting at 3rd level, a scout's gains a +10 foot enhancement bonus to her base land speed. At 11th level, this bonus increases to +20 feet. See the monk class feature, page 41 of the Player's Handbook.

Okay all jokes aside, the one who hits first, hits fastest, and hits the hardest normally wins in a battle right? Wrong, in the Underdark it is the one who survives the longest that wins. With all forms of natural hazards, being able to run away faster then your enemy can follow, then tracking them down later to kill them is a perfect tactic. Especially with this builds ability to track. Even when not used defensively, being able to reach your enemy in a charge for example while they are still out of range can help get in that first blow.

Trackless Step : Beginning at 3rd level, a scout cannot be tracked in natural surroundings. See the druid class feature, page 36 of the Player's Handbook.

When your enemies are more intelligent then you, and think in a different mindset. Have a greater number then you, or any other situation comes up the abilty to flee, or even just travel across the land, without even leaving a sliver of a thread of where you could have gone short of magical scrying will give you just another tool in your pouch for the war against the aberrations. Sure if you faced them and fled in time they can track you down using their magic. However up until then you will always have the element of surprise on your side.



Direction Sense : You possess an incredible sense of direction. If you study a single underground location for at least 8 hours, that location becomes your directional focus until you choose a new location and study it for 8 hours. You must be within your directional focus to successfully study it. You can use find the path (as the spell) to determine the shortest, most direct physical route to your directional focus, as long as you are within 5 miles of your focus. This ability works only as long as you remain underground.

As this is the SI now it looks like I will have to take off the children's gloves on these. Out of all the abilities leading up to this very first level to Darkrunner, this one has to be by far the most straight forward. With the large amount of ranks in survival, doubled with this ability, this character can no longer get lost while traveling the many tunnels of the underdark.

Spelunking : You are well trained in moving in and through natural caverns. You gain a competence bonus equal to your class level on Climb, Escape Artist, Jump, Survival, and Swim checks as long as you remain underground. In addition, you are treated as one size category smaller than your actual size for the purpose of squeezing into narrow tunnels or confined areas.

While the amount of ranks in climb is a good amount, this ability of the SI allows me now to fit into smaller places I could normally not fit to hide from my enemies (thus they would not look for me there). While also giving one a sort of flexibility when it comes to the skills they had invested in now that at the end of this journey you will have an extra 10 ranks in this skill to help you survive the treacherous underdark.

Darkrunner Emblem: Upon becoming a darkrunner, you are granted a darkrunner emblem by the Darkrunner Guild. This minor magic item is detailed in the accompanying sidebar. If your emblem is lost or destroyed, you can purchase a replacement from any guild chapter house at a 50% discount.

Off the bat it grants you a bonus on survival checks in the underdark which in many ways will be useful in your travels. Finding safe food and water will almost always be a constant battle. Never mind finding a place to hide which has now just been helped by spelunking. The only downfall of this item is the small light it sheds, working against a drows light sensitivity when activated. Thankfully one can wrap a cloth around it to dull the light.

Aberration Lore : You have picked up a trove of knowledge concerning aberrations. Beginning at 2nd level, you gain a +2 competence bonus on any skill check, attack roll, or saving throw made against an aberration.

Earlier on we touched base on how well Favored enemy helped us out on finding and exterminating our aberration friends, well now we get the beauty of adding almost doubling that power, making all attacks give +4, damage +7, saves +4, and skill checks +6. No longer is it a matter of finding an aberration, it has simply become a matter of killing it, which with your special training is easily done thanks to your superior abilities, and senses.

Darkvision : Starting at 2nd level, the extent of your darkvision increases by 10 feet. It increases by an additional 10 feet every other level.

Starting at an overbearing 120ft. of darkvision from being a drow already has its pros against lesser enemies who can only read your thoughts at roughly 100ft, or others that can only see 60ft. away at max. With this nifty ability you just fall short of thripleing the visibility of other creatures, and almost doubling that of most creatures that rely on telepathy. In a battle where you must out smart, and out maneuver your enemy, seeing them, before they see you is key, and with an amazing 170ft. of darkvision you have just that at your disposal.

Cavefighting : Beginning at 3rd level, you are so familiar with the terrain features of the subterranean world that you can use them to enhance your combat ability. While underground, you gain a bonus on initiative checks equal to your Intelligence bonus, and you can move over difficult terrain (see page 148 of the Player's Handbook) at normal speed. Additionally, as long as you stand in a square of difficult terrain, such as rubble or thick undergrowth, you gain a +2 circumstance bonus to your Armor Class.

Earlier we talked about how while only a +1 to initiative from battle fortitude it would prove useful in the long haul, well now it has as both your intelligence and dexterity are both added to this number. And your large intelligence modifier, added on with your use of skill points you should have little to no problem at capitalizing on your Spelunking ability to find a nice small hole up high and attacking enemies like an eel would underwater, using the rocky outcroppings of stalagmites to protect you even further.

Tunnelport : At 3rd level and higher, you can use an enlarged dimension door effect as a spell-like ability once per day. You cannot pass through solid barriers as you normally could with a dimension door spell. Additionally, the route you take when using tunnelport must follow an opening no more than 10 feet wide. Your caster level equals twice your darkrunner class level.

As a hunter of aberrations, it can be very easy to be out played, especially when it comes to mindflayers. However, now once was a dead end, has now become a one way exit that they can not follow you as you teleport twice as far away from them using the smallest of holes to escape.

Tremorsense : Beginning at 4th level, you have tremorsense out to 30 feet. You are sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground.

While not as greatly useful against mindflayers who use levitation a majority of the time, there are still a good deal of creatures that walk the underground maze that is known as the underdark. And when your eyes fail you, your natural ability to sense the vibrations in the rocks surly wont. After all what is better then making an invisible foe think they have the upper hand before driving your blades deep into their chest cavity? You now can rely on your sense of hearing should you find yourself blinded by your enemies. Making your drow like sensitive to light all but unimportant.

Lore of the Stones : At 5th level, you gain an affinity with unworked stone. You treat unworked stone as very soft ground when making Survival checks to track quarry, and can use stone tell as a spell-like ability (caster level equal to your class level) once per day.

Normally stone shows very little signs when being used to track someone, however under the careful hands of a Darkrunner, even the stone becomes as easy to read as the earth. The most miniscule details becoming clear. Not only will your targets be easier to find now, but there ability to hide will be almost completely removed with your many sensory abilities to track them down.

Aberration Specialist : At 6th level, your knowledge about a particular kind of underground-dwelling aberration increases. You must select a specific kind of aberration that has an environment entry of Underground, such as gibbering mouther, mind flayer, or umber hulk. Against this kind of aberration, your bonuses from your aberration lore ability increase to +4.

Though other people may choose something else, I personally have always had a fear of mind flayers, a fear I have had my character reflect in its hatred for them. Once more this has increased the abilities earlier gained from favored enemy, now offically doubling all but the damage output against mind flayers. +4 to attacks, +7 to damage, +8 to saves, and +8 to skills is no longer a laughing matter when it comes to hunting some of the most dangerous unnatural beings known to the underdark.

Deepsong (Su): All that occurs in the depths of the earth is witnessed by the stone. Over the ages, an infinite legion of events have occurred, and in their passing they have left their mark upon the stone. Beginning at 7th level, you can attune your mind to experience the deepsong. The deepsong can be seen, felt, heard, and tasted, and it even makes itself known in mystical ways. While underground, the deepsong fills you with a sense of belonging and welcome. This effect grants you a +2 morale bonus on all Will saving throws. In addition, your stone tell spell-like ability becomes much more powerful than the normal spell. When you use this ability, the stones relate complete descriptions of events when asked. You can gain knowledge of up to three facts from among the following topics with each use: the layout of caverns and tunnels; the presence of plants and fungi, minerals, bodies of water, or people; local animal population; and the presence of elemental creatures, powerful abominations, or undead.

Though at first I saw very little use out of this ability I then noticed its key, many builds that would go into this class would fall short on will saves, the class itself dose not even advance them well enough to be a threat against many casters. Thankfully with this, it not only gives you that added +2 bonus to your no doubt weakest save, but it also allows you to better be able to find your prey. Being able to ask the very environment around you so that you could set up the perfect ambush using your superior skills to eliminate any and all threats, maybe even before they see you,

Improved Cavefighting : At 8th level, your cavefighting techniques improve further. You can take 10 at any time with any of the following skills while underground, even if you are threatened or distracted: Balance, Climb, Escape Artist, Jump, and Swim. In addition, you master a style of fighting that incorporates the terrain into your attacks. You might cause an opponent to slip with a successful attack and twist an ankle on loose rocks or to stagger into a sharp stalactite. You might brace yourself against a cave wall to get a little bit of extra pull on your bow. In any case, this fighting style works only if you are standing in a square of difficult terrain. As long as you do so, you add a circumstance bonus equal to your Intelligence bonus (minimum +1) to damage rolls with all melee weapons and any ranged weapon attacks at a range of 30 feet or less.

Once more the abilities of your early training seep into this build as you now are allowed to add your intelligence modifier to your damage rolls. Doing an extra 11 damage from your favored enemy ability and intelligence modifier alone with each attack is a great way to make sure battles are ended quickly and always on your terms. Add in the ability to now simply take 10 on skills that you will always need in the underdark guarantees an automatic 20 due to earlier abilities from the SI.

Greater Tunnelport (Sp): Beginning at 9th level, your tunnelport ability functions like greater teleport, although you are still bound by the restrictions on the width of passages you can teleport though. Your caster level equals twice your darkrunner class level.

No longer do you have to fear retelation from those who hold magical talent as you can set deadly traps from hiding, and simply stalk your prey until they come close to where you are only to vanish once more into another area you have already prepared for your next encounter with them. sing this abilty, you could go easily 6 rounds before being hit by many enemies as you hide in a small crevice firing arrows out of at your enemies from over 120ft. away.

Stonewalking (Su): At 10th level, you no longer need confine your underground exploration to caverns and passageways. For a limited number of rounds per day, you can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. While stonewalking, you have a burrow speed equal to your base land speed; this burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of a presence. A move earth spell cast on an area where you are stonewalking flings you back 30 feet and stuns you for 1 round if you fail a DC 15 Fortitude save. You can stonewalk for a number of rounds each day equal to 10 + your Intelligence modifier. These rounds need not be continuous; you can activate this ability for 4 rounds to pass through a collapsed tunnel and still have the remainder of your rounds available for use later in the same day. Activating and deactivating stonewalking is a free action. If you are still burrowing when you run out of time, you are immediately ejected into the nearest open surface large enough to contain you. Distance is not a factor, but the ejection is quite painful and forces you to make a successful Fortitude save (DC 10 + 1 per 5 feet traveled to reach the open area) or be stunned for 1d4 rounds.

With the abilities to teleport away from your enemies, and hide for an untold time, waiting for that perfect shot, it comes as no surprise that as a capstone you can now also walk threw solid stone to escape your enemies. Seeming like a ghost to them, and their worst nightmare as you retreat threw untold twisting corridors you know as well as you do your own body. With multiple plans of escape no doubt plotted, as well as stores of extra ammo for your bow stocked simply on the other side of the wall where you will sit and wait again, you have now become the very thing the abberations of the underdark shall fear. Whether it be by bow, or blade, your enemies will not see you unless you wish them to. And they will never catch you even if they wanted to, until you wished them to, having already known everything about the area you are fighting in, well before they even thought about stepping foot into your trap. No longer are you playing chess with a vastly more intelligent and skilled enemy, you are now a hunter seeking its prey in its purest form.

Kuulvheysoon
2014-05-31, 06:51 PM
Part 3



Power Attack : On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.

At first level this feat sees a good amount of use, even throughout the rest of the build. The large strength score making up for the small amount of BAB in the build. This feat only gets improved later on by other feats in the build which add onto its power making it do at most 3 times the damage output. And while I could have kept going with this and made it close to five times the damage amount, it would have ate to many feats to do, taking away from the original build and the focus on the SI.

Track (Bonus feat) : To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow. You move at half your normal speed (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on Table: Track DC.

While This character is by no means the most powerful, it dose not even have Full BAB throughout most of the build, what it makes up for is by being able to track almost any enemy it wishes without any hampener whatsoever. Even before it gets Lore of stones ability from the SI this build is easily able to function and find its prey, once it receives it, there is now no chance for them to escape short of them having traversed the area over a week ago, which then you could use another on of your SI abilities, Stone tell that has been powered up by Deepsong to find out where they went. Making it so you no longer can find a dead trail.

Darkstalker : When you hide, creatures with blindsense, blindsight, scent, or tremorsense must make a Listen check or a Spot check (whichever DC is higher) to notice you, just as sighted creatures would make Spot checks to detect you. You cannot hide in plain sight unless you have that ability as a class feature. In addition, you can flank creatures that have the all-around vision special quality.

The ability to track an enemy is useless if you can not come upon them without them even being aware. This feat now allows all those high modifiers in stealth skills to go to use. Tricking many enemies in the underdark who would rely on such tactics to notice their prey. Combining this now with climb one could essentially climb the walls of a cave and drop down in the middle of the enemy without them once knowing you are their until you have already attacked. This is where your battle fortitude ability from scout, and your cave fighting ability from the SI to maximum capacity to make sure you almost always go first in combat, eliminating some single opponents before they even have a chance to retaliate.

Two weapon fighting (bonus feat) : Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See the Two-Weapon Fighting special attack.

to start off it allows you to deall more damage then you would wielding a two handed weapon in this particular case thanks to your favored enemy class ability along with the SI Aberration specialist and improved cave fighting abilities. Essentially doubling the damage output you normally would be able to do. Add on now Favored power attack which makes your light weapons count as two handed weapons and you are almost quadrupling the damage of a two handed fighter build.

Alertness : You get a +2 bonus on all Listen checks and Spot checks.

Just being needed to enter the SI is not enough, however the fact that the feat itself may be on the weaker end it also gives a nice +2 bonus to two skills I will be using on a constant basis to always have a surprise round this build turns an interesting feat into something that can not only be used, but capitalized on. This +2 bonus being added to the +4 from favored enemy, and +4 from Aberration specialist making it into a +10 net gain ontop of ranks already invested into these two skills, meaning even when taking 10 on the skill you are getting no lower then a 40.

Endurance : You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.

Read under the ranger section higher above under endurance.

Improved two weapon fighting : In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a -5 penalty. See the Two-Weapon Fighting special attack.

being able to attack your enemy more often then they can hit you can be the difference between life and death, even if it is at a -5 to attack rolls, that one extra attack may be the difference between killing your enemy that turn while you still have full health or half, or being dead. This will also add an extra attack that gets targeted by all of your many abilities that add damage onto your attacks.

Swift hunter : Your ranger and scout levels stack for the purpose of determining the extra damage and bonus to Armor Class granted when skirmishing. For example, a 4th-level scout/1st-level ranger would deal an extra 2d6 points of damage and gain a +1 competence bonus to AC when skirmishing, as if she were a 5th-level scout. Your ranger and scout levels also stack for the purpose of determining when you select additional favored enemies, as well as the total bonus granted against your favored enemies. For example, a 4th-level scout/1st-level ranger would have two favored enemies and could allocate an extra +2 bonus against one of those favored enemies, as if she were a 5th-level ranger. In addition, your skirmish extra damage applies against any creature you have selected as a favored enemy, even if it is normally immune to extra damage from critical hits or skirmish attacks.

No longer is this a mess of levels with abilities, instead it is now one coherent build. Combining the rangers ability to damage their favored enemies, with the scouts ability to deal extra damage when it moves, which thanks to tumble can be every turn. This allows the build to do maximum damage capacity with what it has, while making nothing count as a dead level now.

Favored power attack : When you use the Power Attack feat against a favored enemy, you may subtract a number from your melee attack rolls and add twice that number to your melee damage rolls. If you attack with a weapon in two hands, add three times the number. The normal restrictions of the Power Attack feat apply.

As quoted in many of the other columns, this allows the build to act as if it were a two handed weapon with your light weapons. This is pivotal in damage output as you are attacking your enemies a total of 5 times each turn, even that little amount of extra damage can be the difference between a win and a loss.

Improved Favored enemy : You deal an extra 3 points of damage to your favored enemies. This benefit stacks with any existing favored enemy bonus gained from another class.

While not a huge net gain looking at it, that +3 becomes +15 over 5 attacks. And that +3 is being added ontop of the +4 from favored enemy making it +35 damage over 5 attacks. Now you will add the +4 from Abberation specialist making the total 55. And lastly improved cave fighting which adds with no magic items attached to this character an additional +4 for a grand total of an extra 75 damage before you take into your strength score, favored power attack, skirmish, or any magic item enhancements you invoke onto your weapons of choice.



Amaljss was born to the house of Myund deep in the underdark in a town known as Sshamath. Unlike most males of Sshamath however Amaljss was different, it was clear to see since the day he was born as his mother saw the signs of the spider queen blessing her house. Something that had not been heard of in generations, ever since the fall of the martons power to the male wizards. His mother seeing this as a sign from the spider queen herself that her family's time had come to rise in the ranks and once again turn Sshamath into a female run city she immediately talked her husband into allowing her son to train with a blade first instead of magic. And so up until the age of five, his mother would be left to teach him, what his father thought to be the ways of Sshamath. However instead his mother would whisper the words of the spider queen into her sons ears. Telling him how he had been chosen to do her bidding.

By the time Amaljss Myund was ready to leave his house and family's protection to begin his studies with other students, he already had a basic understanding of drow fighting. Relying on mobility, and an expert set of stealth skills to make his way threw day to day life. Graduating in the middle of his class, the teachers could not understand why he was not more powerful, as if he was holding back every time he fought one of his own. If they only knew how right they were. His mother knowing full and well that it would take an outside force to turn her people back to the worship of Lolth, had been training her son to hunt down aberrations, especially mind flayers, knowing that when their enemy chose to attack it would be devastating. forcing the males to once more turn to their queen for her divine protection and putting the males back where they belonged, below a women's heel.

With his schooling over all that Amaljss had left to do was join the scouting teams that guarded the city, with this position he would learn how to survive as his mother wished without others and then how to find the enemies he needed to overturn this city of blasphemers against the spider queen. No longer was Amaljss looked at as a mediocre student as he carved a clear path threw the underdark, sometimes facing other forms of aberrations, which he made quick work of. By the time three years had passed Amaljss and his mother both believed he had enough talent to do what needed to be done. Sneaking away from his scouting group during one of their patrols Amaljss began tracking down a group of traders who had just left Sshamath only days before.

Five days of following his prey in the winding tunnels of the underdark, not even a shadow being shown from him as he tracked his prey with an unnatural accuracy. Soon he began even to think like them as the days went on. During these first five days, Amaljss slept little, instead waiting and watching from the darkness his preys motives, what made them move, their habits. Anything that would give him the edge, and on the sixth day, as his enemies slept he struck. Jumping down from the ceiling above, Amaljss and his pet snake struck out, eliminating the mind flayer who had been keeping watch at the time, however he had taken that exact time to meditate, giving the opening that was needed.

The battle was over quickly, his enemies not even having a chance. However it was not them who he should have been worrying about. For once he had let his own guard down, a blade was at his throat. Turning around Amaljss saw a druger standing behind him, a cousin to the dwarf race, and said to have at one point been slaves to the mind flayers. For the first few seconds the two stood like this, neither moving as Amaljss watched the glowing necklace that seemed to be covered. Taking note the druger unwrapped the strange item and explained to him what it was, before telling him that he had been hunting this group for a few weeks, yet Amaljss showed much promise. Promising to meet again, both parties went their own ways as he returned to report back to his mother.

When he returned to his home his father was no where to be found, and Amaljss did not need to ask what had happened to him as his mother sat on a new throne made out of obsidian. Telling her the story of what had happened on his hunt, it was clear she was pleased with the outcome. Even more so then he had thought she would have been. Explaining to him that they had not only began a domino effect with the traders of the mind flayer encampment, but also having made a potential ally with this strange dwarf, she sent him out again. This time only giving him a map where he was told their would be a small group of Aberrations that needed to be taken care of.

Not one to ever question his mothers wisdom Amaljss left, taking almost a month to get to the destination. However about halfway threw the journey he noticed he was being shadowed by the same person as before. Doing as his mother had instructed should this occur, Amaljss continued on as if he had not seen the druger following. And when he arrived at the encampment, he began to scout around it, noting all the potential hiding spots he could use to stage an ambush. For the next three days, Amaljss worked on setting up fake trails should the enemy try to detect him, as well as tying simple tripwires in key locations. On the fourth night the ping of an arrow be fired from his bow was the only thing heard in the darkness as it found its mark in the creatures bulbous skull. Unlike the first time however these were not as foolish as the others. Getting up immediately and dropping his bow where it was, Amaljss charged the remaining enemies.

Badly injured after the battle once again the dwarf appeared, however unlike the last time he did not draw his blade. And so just as his mother had told him, he was asked to join a guild that would help him with his task of exterminating the aberrations of the underdark. Amaljss agreed without a second though. And for the next decade he trained under his new mentor until he surpassed him. Happy he had for filled his mother's wishes he returned home to find the wheels of change had already begun, as talk of attacks on the city were talked about threw the streets. And so as the obedient servant of his mother, she used him to be the tool, knowing that if she tried grasping for the power on her own she would be destroyed.

Amaljss proved to be the perfect candidate, and the leaders of the city quickly took him in, equipping him with only the best items that could be found. All out war had come to Sshamath with the mind flayers, and it was not long before wizards were not the only ones seen on the battlefield, but so to were the high priestesses of Lolth and the contacts Amaljss had made with a guild bent on exterminating all things that did not deserve to exist in this world. For the next century the war waged on, both sides losing heavy casualties. However his mother had finally gotten what she wished as the males once more bowed to Her spider queen, and Females once more led the misguided into battle. With her at the head of the top eight house, and her sons who two most powerful weapons.Obligatory white text

Kuulvheysoon
2014-05-31, 06:53 PM
"I have had enough of these goddamn Umberhulks on this goddamn plane!"
Rizzo "The Umberhulk Slayer"
N Dragonborn Human Scout 4/ Darkrunner 10/ Warrior 6

Story

Story
Rizzo as a young adult was out hunting food for the his mother, when he heard an loud scream and cry for help. by the time that Rizzo reached the house all he saw was the bloody remains of his mother, quickly looking about in an effort to find that which did this horrible thing he only saw a strange creature disappearing into the dirt. shortly after Rizzo took his mothers body and gave her eternal rest next to his father, and then went to seek guidance to discover what manor of creature it was that he had seen. It took some time, shortly after comming of age Rizzo having discovered the creature was known as the Umberhulk, Rizzo went to the temple and underwent the rituals to became reborn as a Dragonborn, while not extreamly devot Rizzo felt this would give him the edge along with training so he could become good enough to rid the entire area of every last umberhulk. Some months after scouting about he got his first Umberhulk and presented the corpse to the local Darkrunner Guild proving he was worthy to join them, Training was granted and he continued the erradication of all umberhulks he could find, fighting them in tunnels, caves and occasionally above ground.




Character Information

Dragonborn Human
Humanoid (dragonblood)
gain Draconic as an automatic language.
Common, Draconic, Undercommon, Terran
+2 Constitution, –2 Dexterity
+2 dodge bonus to Armor Class against creatures of the dragon type.
Immunity to Frightful Presence
Draconic Aspect (Mind)
Mind (Ex): gaining immunity to paralysis and magic sleep effects.
gains darkvision 30 feet, low-light vision
+2 racial bonus on Listen, Search, and Spot checks
At 6 HD, the dragonborn’s darkvision extends to 60 feet.
At 9 HD, the dragonborn’s darkvision extends to 90 feet, and low-light vision three times as far as a human in shadowy illumination.
At 12 HD, the dragonborn’s darkvision extends to 120 feet, and low-light vision four times as far as a human in shadowy illumination.
At 15 HD, the dragonborn gains blindsense out to 30 feet.
Level Adjustment 0


Warrior
Base Save Bonuses: One good save and two poor saves
Fort = poor, Ref = poor, Will = good
Class Skills: Choose any six skills as class skills, plus Craft
Craft, Knowledge (dungeoneering), Listen, Search, Spot, Survival, Tumble




Abilities

Abilities
32 point buy
Str 15 Dex 16 con 12 Int 14 wis 10 cha 10

racial
Str 15 Dex 14 con 14 Int 14 wis 10 cha 10

level boosts
4,8 Dex +2
12,16 Wis +2
20 Str +1

Str 16 Dex 16 con 14 Int 14 wis 12 cha 10


Umberhulk Slayer

Effective Character Levels



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


1st
Scout
0
0
2
0
Knowledge (dungeoneering) 4, Knowledge (geography) 4, Knowledge (nature) 4, Listen 4, Move Silently 4, Search 4, Spot 4, Survival 4, Tumble 4, use Rope 4
Alertness
Skirmish (+1d6), trapfinding


2nd
Scout
1
0
3
0
Knowledge (dungeoneering) 5, Knowledge (geography) 5, Knowledge (nature) 5, Listen 5, Move Silently 5, Search 5, Spot 5, Survival 5, Tumble 5, use Rope 5
-
Battle fortitude +1, uncanny dodge


3rd
Scout
2
1
3
1
Knowledge (dungeoneering) 6, Knowledge (geography) 6, Knowledge (nature) 6, Listen 6, Move Silently 6, Search 6, Spot 6, Survival 6, Tumble 6, use Rope 6
Darkstalker
Fast movement +10 ft., skirmish (+1d6, +1 AC), trackless step


4th
Scout
3
1
4
1
Knowledge (dungeoneering) 7, Knowledge (geography) 7, Knowledge (nature) 7, Listen 7, Move Silently 7, Search 7, Spot 7, Survival 7, Tumble 7, use Rope 7
Track
Bonus feat


5th
Darkrunner
3
3
4
1
Knowledge (dungeoneering) 8, Knowledge (geography) 8, Listen 8, Move Silently 8, Search 8, Spot 8, Survival 8, Tumble 8
-
Direction sense, spelunking, darkrunner emblem


6th
Darkrunner
4
4
4
1
Knowledge (dungeoneering) 9, Knowledge (geography) 9, Listen 9, Move Silently 9, Search 9, Spot 9, Survival 9, Tumble 9
Tunnel fighting
Aberration lore, darkvision +10 ft.


7th
Darkrunner
5
4
5
2
Knowledge (dungeoneering) 10, Knowledge (geography) 10, Listen 10, Move Silently 10, Search 10, Spot 10, Survival 10, Tumble 10
-
Cavefighting, tunnelport


8th
Darkrunner
6
5
5
2
Knowledge (dungeoneering) 11, Knowledge (geography) 11, Listen 11, Move Silently 11, Search 11, Spot 11, Survival 11, Tumble 11
-
Tremorsense, darkvision +20 ft


9th
Darkrunner
6
5
5
2
Knowledge (dungeoneering) 12, Knowledge (geography) 12, Listen 12, Move Silently 12, Search 12, Spot 12, Survival 12, Tumble 12
Tunelfighter
Lore of the stones


10th
Darkrunner
7
6
6
3
Knowledge (dungeoneering) 13, Knowledge (geography) 13, Listen 13, Move Silently 13, Search 13, Spot 13, Survival 13, Tumble 13
-
Aberration specialist - umberhulk, darkvision +30 ft.


11th
Darkrunner
8
6
6
3
Knowledge (dungeoneering) 14, Knowledge (geography) 14, Listen 14, Move Silently 14, Search 14, Spot 14, Survival 14, Tumble 14
-
Deepsong


12th
Darkrunner
9
7
8
3
Knowledge (dungeoneering) 15, Knowledge (geography) 15, Listen 15, Move Silently 15, Search 15, Spot 15, Survival 15, Tumble 15
Lightning reflexes
Improved cavefighting, darkvision +40 ft.


13th
Darkrunner
9
7
9
4
Knowledge (dungeoneering) 16, Knowledge (geography) 16, Listen 16, Move Silently 16, Search 16, Spot 16, Survival 16, Tumble 16
-
Greater tunnelport


14th
Darkrunner
10
8
9
4
Knowledge (dungeoneering) 17, Knowledge (geography) 17, Listen 17, Move Silently 17, Search 17, Spot 17, Survival 17, Tumble 17
-
Stonewalking, darkvision +50 ft.


15th
Warrior
11
8
9
6
Knowledge (dungeoneering) 18, Search 18, Survival 18, Tumble 18
Combat Reflexes, Quick Draw
Bonus feat


16th
Warrior
12
8
9
7
Knowledge (dungeoneering) 19, Search 19, Survival 19, Tumble 19
Blind-Fight
Bonus feat


17th
Warrior
13
9
10
7
Knowledge (dungeoneering) 20, Search 20, Survival 20, Tumble 20
-
-


18th
Warrior
14
9
10
8
Knowledge (dungeoneering) 21, Search 21, Survival 21, Tumble 21
Monkey Grip, Power Attack
Bonus feat


19th
Warrior
15
9
10
8
Knowledge (dungeoneering) 22, Search 22, Survival 22, Tumble 22
-
-


20th
Warrior
16
9
10
9
Knowledge (dungeoneering) 23, Search 23, Survival 23, Tumble 23
Cleave
Bonus feat





Level Breakdown


5th Dragon born human scout who really dislikes umberhulks

10th Tunnel fighting to rid the area of umberhulks

15th should be runing them Umberhulks through with a sharp pointy sword

20th hack and slash and cleave them umberhulks to pieces

Use of the Secret Ingredient
The build uses the Skills & Feats it has to build on and use the abilities of the SI.

light armor and with martial weapons, works well for tunnel fighting
Direction Sense (Ex): is a nice ability to have when running about in a tunnel.
Spelunking (Ex): when not in tunnels or above ground getting about in the various uneven caves is usefull.
Darkrunner Emblem - has a tatto
Aberration Lore (Ex): umberhulks are really disliked
Darkvision (Ex): because seeing in the dark is a good thing.
Cavefighting (Ex): just when not above ground or there are no tunnels to fight in
Tunnelport (Sp): a slightly faster mode of travel in the tunnels
Tremorsense (Ex): automatically pinpoint the location of anything that is in contact with the ground - watch out umberhulks.
Lore of the Stones (Sp): very usefull for tracking over stone
Aberration Specialist (Ex): umberhulks better run
Deepsong (Su): haveing a mental barrier is a good thing, but getting directions or information from the stone is even better
Improved Cavefighting (Ex): better at fighting in the underground areas
Greater Tunnelport (Sp): travel through tunnels faster is good but farther is better
Stonewalking (Su): look out umberhulks your not safe behind that wall of stone



Sources

Sources
SRD
Lords of Madness p186
UA p78
Cadv p10
phb p90
Lom p179
RoS p145
fr-Und p27
cwar p95
races of the dragon p5

Kuulvheysoon
2014-05-31, 06:54 PM
He's a wild one
Steven the Fireblooded Dwarf from Dragon Magic, page 7.
Any Alignment.
Rogue 1/Cloistered Cleric 1/Swashbuckler 3/Trapsmith 5/Darkrunner10/


Attributes:
Str 14
Dex 15+3 level (8-12-16) = 18
Con 14+2 race = 16
Int: 15+1 level (4) = 16
Wis: 8
Cha: 12-2 race = 10
Level 20 attribute unassigned, but probably intelligence.

Hit dice: You've got 3 hit dice at d10 from swashbuckler. The rest are d6's.



Steven was always a bit shifty of a dwarf, disinterested and swiftly moving around from path to path. His friends taught him some basic skill with traps and thievery, and his parents interred him in a church, though Steven was utterly without faith, they thought the discipline of the hallowed dwarven halls would calm him...but Steven swiftly escaped and joined a pirate ship full of...*shudder* elves.

For a few months he learned the elven fighting style, but after getting ambushed and nearly killed for booty swiftly put an end to Steven's adventurous streak, and left him with a severe agorophobia that led him back to the caves of his home.

He saw that the people that won battles most were those that could see them coming and manipulate the circumstances such to lead others into ambushes as he was once led. He joined the Dwarven trapsmiths, and later the Dwarven Darkrunners, and made a profitable and powerful career of leading foolish adventuring types, much like his younger self, deep into the darkness.





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


1st
Rogue 1
+0
+0
+2
+0
Craft Trapmaking: 4 ranks, Disable Device 4 ranks, Search 4 ranks, Open Locks 4 ranks, Survival 2 ranks, knowledge dungeoneering 2 ranks, knowledge local 4 ranks, Spot 3 ranks, Listen 3 ranks, hide 3 ranks, move silently 3 ranks
Alertness
Trapfinding, Sneak Attack +1d6, Proficiencies.


2nd
Cloistered Cleric 1
+0
+2
+2
+2
Craft Trapmaking: 5 ranks, Disable Device 5 ranks, Search 5 ranks, Open Locks 5 ranks, Survival 2 ranks, knowledge dungeoneering 2 ranks, knowledge local 4 ranks, Spot 3 ranks, Listen 3 ranks, hide 3 ranks, move silently 3 ranks, knowledge arcana 1 rank
-
Knowledge Devotion, Earth Devotion, Travel Devotion and a small amount of spells.


3rd
Swashbuckler 1 (Complete Warrior Page 11)
+1
+4
+2
+2
Craft Trapmaking: 6 ranks, Disable Device 6 ranks, Search 6 ranks, Open Locks 5 ranks, Survival 2 ranks, knowledge dungeoneering 2.5 ranks, knowledge local 4 ranks, Spot 3 ranks, Listen 3 ranks, hide 3 ranks, move silently 3 ranks, knowledge arcana 1 rank
Tracking
Weapon Finesse


4th
Swashbuckler 2
+2
+5
+2
+2
Craft Trapmaking: 7 ranks, Disable Device 7 ranks, Search 7 ranks, Open Locks 5 ranks, Survival 2 ranks, knowledge dungeoneering 3.5 ranks, knowledge local 4 ranks, Spot 3 ranks, Listen 3 ranks, hide 3 ranks, move silently 3 ranks, knowledge arcana 1 rank
-
Arcane Stunt: Blur, Intelligence +1 (worked into skills)


5th
Swashbuckler 3
+3
+5
+3
+3
Craft Trapmaking: 8 ranks, Disable Device 8 ranks, Search 8 ranks, Open Locks 5 ranks, Survival 2 ranks, knowledge dungeoneering 5 ranks, knowledge local 4 ranks, Spot 3 ranks, Listen 3 ranks, hide 3 ranks, move silently 3 ranks, knowledge arcana 1 rank
-
Insightful Strike (int to damage with finesse weapons)


6th
Trapsmith 1 (dungeonscape page 53)
+3
+5
+5
+3
Craft Trapmaking: 9 ranks, Disable Device 9 ranks, Search 9 ranks, Open Locks 9 ranks, Survival 3 ranks, knowledge dungeoneering 5 ranks, knowledge local 4 ranks, Spot 3 ranks, Listen 3 ranks, hide 3 ranks, move silently 3 ranks, knowledge arcana 1 rank
Two Weapon Fighting
Booby (hehe) Traps (Simple), Master Disarmer, Trap Sense +1, and more spellcasting.


7th
Trapsmith 2
+4
+5
+6
+3
Craft Trapmaking: 10 ranks, Disable Device 10 ranks, Search 10 ranks, Open Locks 10 ranks, Survival 5.5 ranks, knowledge dungeoneering 5 ranks, knowledge local 4 ranks, Spot 3 ranks, Listen 3 ranks, hide 3 ranks, move silently 3 ranks, knowledge arcana 1 rank
-
Arrow Proof, Quick Fingers


8th
Trapsmith 3
+5
+6
+6
+3
Craft Trapmaking: 11 ranks, Disable Device 11 ranks, Search 11 ranks, Open Locks 11 ranks, Survival 7 ranks, knowledge dungeoneering 5 ranks, knowledge local 4 ranks, Spot 4 ranks, Listen 4 ranks, hide 3 ranks, move silently 3 ranks, knowledge arcana 1 rank
-
Booby Traps (Advanced), unweave, trap sense +2


9th
Trapsmith 4
+5
+6
+7
+3
Craft Trapmaking: 12 ranks, Disable Device 12 ranks, Search 12 ranks, Open Locks 12 ranks, Spot 9 ranks, Listen 4 ranks, Survival 7 ranks, knowledge dungeoneering 5 ranks, knowledge local 4 ranks,, hide 3 ranks, move silently 3 ranks, knowledge arcana 1 rank
Practised Caster: Trapsmith
Dance Through Danger, Spellproof


10th
Trapsmith 5
+6/+1
+6
+7
+3
Craft Trapmaking: 13 ranks, Disable Device 13 ranks*, Search 13 ranks*, Open Locks 13 ranks*, Spot 13 ranks, Listen 5 ranks, Survival 7 ranks, knowledge dungeoneering 5 ranks, knowledge local 4 ranks,, hide 3 ranks, move silently 3 ranks, knowledge arcana 1 rank
-
Avoid Disaster, Trap Sense +3


11th
Darkrunner 1 (Lords of Madness)
+6/+1
+8
+7
+3
Craft Trapmaking: 14 ranks, Disable Device 13 ranks, Search 14 ranks, Open Locks 13 ranks, Spot 14 ranks, Listen 5 ranks, Survival 7 ranks, knowledge dungeoneering 5 ranks, knowledge local 4 ranks, knowledge nature 6 ranks, hide 3 ranks, move silently 3 ranks, knowledge arcana 1 rank
-
Direction Sense, Spleunking, Darkrunner Emblem


12th
Darkrunner 2
+7/+2
+9
+7
+3
Craft Trapmaking: 15 ranks, Disable Device 13 ranks, Search 15 ranks, Open Locks 13 ranks, Spot 15 ranks, Listen 5 ranks, Survival 7 ranks, knowledge dungeoneering 7 ranks, knowledge local 7 ranks, knowledge nature 7 ranks, hide 3 ranks, move silently 3 ranks, knowledge arcana 1 rank
Improved Two Weapon Fighting
Aberration Lore, Darkvision +10ft


13th
Darkrunner 3
+8/+3
+9
+8
+3
Craft Trapmaking: 16 ranks, Disable Device 13 ranks, Search 16 ranks, Open Locks 13 ranks, Spot 16 ranks, Listen 5 ranks, Survival 7 ranks, knowledge dungeoneering 7 ranks, knowledge local 7 ranks, knowledge nature 7 ranks, hide 3 ranks, move silently 3 ranks, knowledge arcana 1 rank
-
Cave Fighting, Tunnel Port


14th
Darkrunner 4
+9/+4
+10
+8
+3
Craft Trapmaking: 17 ranks, Disable Device 13 ranks, Search 17 ranks, Open Locks 13 ranks, Spot 17 ranks, Listen 5 ranks, Survival 7 ranks, knowledge dungeoneering 9 ranks, knowledge local 9 ranks, knowledge nature 9 ranks, hide 3 ranks, move silently 3 ranks, knowledge arcana 1 rank
-
Tremorsense, Darkvision +20ft


15th
Darkrunner 5
+9/+4
+10
+8
+3
Craft Trapmaking: 18 ranks, Disable Device 13 ranks, Search 18 ranks, Open Locks 13 ranks, Spot 18 ranks, Listen 5 ranks, Survival 7 ranks, knowledge dungeoneering 11 ranks, knowledge local 11 ranks, knowledge nature 11 ranks, hide 3 ranks, move silently 3 ranks, knowledge arcana 1 rank
Staggering Strike, Complete Adventurer page 112
Lore of the Stones


16th
Darkrunner 6
+10/+5
+11
+9
+4
Craft Trapmaking: 19 ranks, Disable Device 13 ranks, Search 19 ranks, Open Locks 13 ranks, Spot 19 ranks, Listen 5 ranks, Survival 7 ranks, knowledge dungeoneering 13 ranks, knowledge local 13 ranks, knowledge nature 13 ranks, hide 3 ranks, move silently 3 ranks, knowledge arcana 1 rank
-
Aberration Specialist, Darkvision +30ft


17th
Darkrunner 7
+11/+6/+1
+11
+9
+4
Craft Trapmaking: 20 ranks, Disable Device 13 ranks, Search 20 ranks, Open Locks 13 ranks, Spot 20 ranks, Listen 5 ranks, Survival 7 ranks, knowledge dungeoneering 15 ranks, knowledge local 15 ranks, knowledge nature 15 ranks, hide 3 ranks, move silently 3 ranks, knowledge arcana 1 rank
-
Deepsong


18th
Darkrunner 8
+12/+7/+2
+12
+9
+4
Craft Trapmaking: 21 ranks, Disable Device 13 ranks, Search 21 ranks, Open Locks 13 ranks, Spot 21 ranks, Listen 5 ranks, Survival 7 ranks, knowledge dungeoneering 17 ranks, knowledge local 17 ranks, knowledge nature 17 ranks, hide 3 ranks, move silently 3 ranks, knowledge arcana 1 rank
Greater Two Weapon Fighting
Improved Cavefighting, Darkvision +40ft


19th
Darkrunner 9
+12/+7/+2
+12
+10
+5
Craft Trapmaking: 22 ranks, Disable Device 13 ranks, Search 22 ranks, Open Locks 13 ranks, Spot 22 ranks, Listen 5 ranks, Survival 7 ranks, knowledge dungeoneering 19 ranks, knowledge local 19 ranks, knowledge nature 19 ranks, hide 3 ranks, move silently 3 ranks, knowledge arcana 1 rank
-
Greater Tunnelport


20th
Darkrunner 10
+13/+8/+3
+13
+10
+5
Craft Trapmaking: 23 ranks, Disable Device 13 ranks*, Search 23 ranks*, Open Locks 13 ranks*, Spot 23 ranks, Listen 5 ranks, Survival 7 ranks, knowledge dungeoneering 21 ranks, knowledge local 21 ranks, knowledge nature 19 ranks, the last 2 skill points pay for Collectors of Stories skill trick, hide 3 ranks, move silently 3 ranks, knowledge arcana 1 rank
-
Stonewalking, Darkvision +50ft





Spells per Day/Spells Known
Spells per Day/Spells Known


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


2nd
3
1+1d
-
-
-
-
-
-
-
-


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


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


5th
3
1+1d
-
-
-
-
-
-
-
-


6th
3
1+1d//1/2
-
-
-
-
-
-
-
-


7th
3
1+1d//2/3
-
-
-
-
-
-
-
-


8th
3
1+1d//2/3
1/2
-
-
-
-
-
-
-


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


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


[tr]

Spells known: CL 9
4 1st level trapsmith spells: Haste, Protection from Energy, Dispel Magic, Gaseous Form
3 2nd level trapsmith spells: Dimension Door, Stoneskin, Stone Shape
2 3rd level trapsmith spells: Wall of Stone, Fabricate?

You only get the cleric spells with a wisdom item, but you probably don't care.


You're a skilled primary melee with bad feats and bad skills and 3/4ths BAB. Weapon Finesse a Single Shortsword and rock the int to damage (+3) and try to sneak attack, and be your parties trapfinder. Arcane Stunt (Blur) gives you swift blur for 1 round 1+int modifier times per day, which is actually really quite an awesome defensive trick, one that doesn't really lose value. Knowledge devotion provides you with attack and damage bonuses, and travel devotion gives you a mini pounce --- though you don't have a second attack to take advantage of it.



The build starts to come online here: You can dual wielding shortswords when in melee for 3 attacks (4 hasted) with +1d6 sneak attack and +int to damage and travel devotion for move+full attack. You also have intelligence based spellcasting off an amazing list. Your trapfinding abilities gain your class level, which is great, since Darkrunner doesn't have search/disable device. Traps are easy to find and don't harm you --- overall, you win the trapping mini-game anytime your DM lets you play it.

You also get traps --- if you can plan the battle space (and you've got good spot and soon to be darkvision bonuses and alarm traps to let you see them coming), you can throw down crossbows, trip lines, and falling rocks to soften them up/gain free attacks. I particularly like crossbows: 3* +1 Acid Augment Heavy Crossbows are only 5400gp, and with huge craft based attack rolls, deal an average of 10 damage each --- a good way to soften up enemies at mid levels.

Gaseous Form, Stone Shape, Dimension Door, Wall of Stone, and Fabricate all help you move around dungeons and go wherever you want, whenever you want. That's kind of awesome, and it's a perfect lead in to...



Darkrunner! I'll be honest --- my initial opinion of Darkrunner is that it's one of the least functioning prestige classes I've ever seen --- as is my final opinion. I genuinely can't wait to see what other people do with it. It is ostensibly a skilled role prestige class; but it's missing the trap skills. It's ostensibly a scout based prestige class, but it lacks a way to boost movement speeds and actually get away before being mauled by an enemy. It's ostensibly a melee prestige class, but it really just gains a minor favoured enemy: aberration and intelligence to damage when in rough terrain, and it has 3/4ths BAB and a d6 hit dice. It lacks focus in a way that is actually legitimately ruinous.

The first 5 levels give you, mechanically, +20 ft of darkvision, competence bonus to some skills, favoured enemy-ish aberration, +2 AC and +int to init, Dimension Door 1/day, Tremor Sense 30ft, and Stone Tell 1/day.

Ultimately, I'm more impressed with Dwarven Defender than Darkrunner, and that's saying something. The Trapsmith casting helps extend your longevity massively (with extra dimension doors and stone-shapes for escaping and cutting through dungeons). Feat wise, Improved Two Weapon Fighting gives you a 5th attack (6th while hasted), and you have staggering strike. With 5-6 attacks, knowledge devotion, and decent skills, you should have no problem keeping something staggered if you want to keep it staggered.



You finish Darkrunner. The next 5 levels give you, mechanically, +50 ft of darkvision, a slightly bigger bonus against your choice of crazily small subset of monsters, +2 will save, more benefit from your 1/day stone tell, taking 10 on skills, your one/day tunnel port becomes greater teleport instead of Dimension Door, limited burrowing, and intelligence to damage when in rough terrain.

The last bit is why Earth Devotion and Swashbuckler 3 is in there; I know it probably misses this forums criterion for elegance by a mile, but it also works. You can get 2* int to damage whenever the hell you want. Your last feat is great two weapon fighting.

This build finishes not terribly --- being a bit better than simple core rogue 20 with the TWF chain and staggering strike --- trading skills (of which the rogue will have more) and some special abilities for setting traps, spells and SLA's and senses, and better saves.

But it is miles away from being truly impressive.



You definitely want +6 items in Str-Dex-Con-Int. Wisdom gets you a couple 1st level cleric spells, which you don't care about. Cha gets you a bit more turning to fuel travel devotion (providing pounce) and Earth devotion (providing difficult terrain). Your intelligence with a +6 item adds a modest +12 to damage on all attacks --- about the equivalent of 4 more sneak attack dice, but basically unblockable. A +5 tome and using your level 20 +1 gives you +18 flat damage from intelligence on 6-7 attacks (hasted), which is a little better than adding +5d6 sneak attack.

Standard offerings from the TWFOffhandbook, the “items melees need to compete”. Special call out here is a pair of well enchanted shortswords and a mindblank item --- your will save is awful and you don't have a single rank of concentration to cheat it by with moment of perfect mind. Making them skillful will give you +2 more points of BAB.

Kuulvheysoon
2014-05-31, 06:56 PM
And.... that should be everything!

Sian
2014-05-31, 06:59 PM
At a glance both of my abandoned builds have something at least superficially similar made by someone else :smallcool:

Telonius
2014-05-31, 07:07 PM
Welcome back to the 21st century! Hope there were no internet withdrawal symptoms. :smallcool:

KrimsonNekros
2014-05-31, 07:19 PM
Will there goes my hope of originality for using darkrunner. Everyone else has it in there too!

Ikeren
2014-05-31, 07:19 PM
Well those are super interesting. I need to look some things up.

AvatarVecna
2014-05-31, 08:31 PM
At a glance both of my abandoned builds have something at least superficially similar made by someone else :smallcool:

You too huh? I'm not as original as I thought...

Venger
2014-05-31, 08:31 PM
two people decided to cook foe hunters?

wow. what are the odds?