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Kuulvheysoon
2014-08-01, 12:00 AM
Welcome, contestants, judges, and guests to Iron Chef LIX. 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 or Generic Classes 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, August 14th, 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 Saturday, August 30th, 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 on a scale from Excellent/Average/Poor 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 considered in poor taste, and judges are asked to take a dim view of this option, taking it into account while grading. Other things that will cause penalties here are excessive multi-classing, 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 result in a penalty to Elegance 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:
Dragon Magazine Compendium's Fleet Runner of Ehlonna!
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)
Iron Chef LVII: Darkrunner (http://www.giantitp.com/forums/showthread.php?349040-Iron-Chef-Optimization-Challenge-in-the-Playground-LVII)
Iron Chef LVIII: Spellsword (http://www.giantitp.com/forums/showthread.php?357412-Iron-Chef-Optimization-Challenge-in-the-Playground-LVIII)

Kuulvheysoon
2014-08-01, 12:03 AM
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.

Ruling on Generic Classes? It's now tucked away in the OP -
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 or Generic Classes 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.

Dude, I don't like this. Give me back point-based scores! No problem. Since the experiment was... unconclusive at best, I've reverted my final round (as Chair) to the point-based system that we know (and you apparently love).

Sian
2014-08-01, 12:13 AM
Ugh ... been looking at that class previously, and was lost on how to make it ...

That said, any ruling on going for it with a setting specific character, either FR or Eberron?

Inevitability
2014-08-01, 01:45 AM
Wow. That is an... interesting class. This will be difficult.

WhamBamSam
2014-08-01, 02:29 AM
Huh. Well, I'll mull this one over. If nothing else, the new judging rules make that a lot faster and easier, so if I don't come up with anything, I'll do that.

I think that point scores and the disputes that come with them are ultimately probably necessary evils. My suggestion would be to allow disputes only for a few days at the very end of the competition, as that'd give people a chance to cool off about criticism of their work, and would make it clear who has a shot at medaling or reaching a higher medal with a few extra dispute points (maybe require that they submit math based on what they think is a best case scenario for the dispute).

relytdan
2014-08-01, 04:08 AM
well the slight change to how judges need to do things should streamline it , the SI looks interesting.

DeAnno
2014-08-01, 05:29 AM
Gotta love a class that gives both Improved Evasion, and Reflex as the only bad save :smallcool:

Amphetryon
2014-08-01, 06:13 AM
We'll see how the experimental scoring system changes the tenor around here, if at all. . ."responsibilities," not "responsabilities". I'll mull over whether I'm competing or judging this round.

OMG PONIES
2014-08-01, 08:03 AM
I'll mull over whether I'm competing or judging this round.

Likewise. I'm not sure how the rankings from multiple judges are combined, but I'm also not sure about how to make this one work with any degree of power or originality. Actually, scrap that, I just had an idea. To the drawing board!

dysprosium
2014-08-01, 08:46 AM
I can understand the need for a new judging system but since only one person--ever--used a ridiculous overcomplicated formula it seems kind of silly to revamp a whole system. It seems to penalize those that used the previous system they way it was meant to work. Likewise I'm also not sure how multiple judges scores would be handled.

That said, I will participate one way or the other as per usual.

Piggy Knowles
2014-08-01, 09:21 AM
Hmm. No ideas forthcoming, but who knows - that might change.

I'll be interested to see how the new judging system works. I do like the new streamlined aspect, although I do have a couple of potential concerns...

1. As OMG mentioned, determining rank with multiple judges becomes harder. You can simply average all the build's placements, but I suspect that will end up seeing a greater number of ties than usual. Of course, ties aren't necessarily the worst thing in the world, so this may not be the biggest deal, but it's still a potential concern.

2. Right now, judges can only tank a build in any one category so far - a build with several mistakes might go as low as a 1 in Elegance, for example, but if it does well in the remaining categories, it can still get a passable score. Now, a judge can put that same build as low as he or she wishes based on a single category. This is especially potentially problematic because some judges really value one category over the others - I've seen judges that go crazy for cool ideas and originality, for example, and others who seem to spend most of their focus on Elegance.

3. In general, I worry that this will encourage judges to spend less time really looking at the builds in detail, and more time scoring by "feel." I can point to a couple of contests where judges seemed to score in this fashion, and it caused a lot of upset among contestants.

Still, I'm interested to see how it goes in practice. If it works and it makes it easier to judge, and serves to keep the contest from getting bogged down by disputes, I'm all for it!

Amphetryon
2014-08-01, 09:26 AM
So far, Wallace Shaun nixed my first concept, and my next two ideas are oddly incompatible with the SI's prerequisites. For such seemingly simple entry requirements, this is harder than it looked at first glance.

DeAnno
2014-08-01, 09:48 AM
If the goal of the new system is to discourage disputes, it seems to do it in a really roundabout way. I think it might have been more productive to leave things as they were and just ban disputing.

Kazudo
2014-08-01, 09:56 AM
That was attempted (IIRC) in Private Prinny's circuit as chairperson.

I personally like the way this ends up. Though note that it's not banning the notion of each judge assigning scores based on their own whims, but that there won't be a universal scoring system aside from "I like this one better than the rest and here's why."

I'm with you fellers. If I can't figure out a build, I'll judge.

Sian
2014-08-01, 10:00 AM
got a couple of protential build ideas but them working depends a lot on how settings without Ehlonna (that is, everything but Greyhawk) are called.

The Viscount
2014-08-01, 12:16 PM
Ah yes I remember way back when I asked for this as an ingredient. It's....worse than I remember. This class is bananas. It heads in 5 different directions at once. I'm still totally in, though.

Amphetryon
2014-08-01, 12:20 PM
Ah yes I remember way back when I asked for this as an ingredient. It's....worse than I remember. This class is bananas. It heads in 5 different directions at once. I'm still totally in, though.

Look at the 3rd level ability. Now look at the skill list. :smallsigh:

AvatarVecna
2014-08-01, 01:11 PM
It requires Dodge, Mobility, and Run...and Monks can't qualify for it.

It has medium BAB, a d8 hit die...and charge-based class features.

It requires divine casting...and gives half casting progression.

It has a bad Reflex save...and Improved Evasion.

It lets you jump from a standing start...without giving you Jump as a class skill.

It is...the most confusing Prestige Class in the world.

I don't always say "screw optimizing", but when I do, I take Fleet Runner of Ehlonna to 10th level.
Stay puzzled, my friends.

Sian
2014-08-01, 03:19 PM
Gah... I keep running head first into a wall on this one, flipflopping between either having something that (argubly, maybe) work, and something that i don't think is going to be done 5 times over by different cooks (but critically needs some things that the former bring to the table).

the most elegant idea i've had as of yet is short 2 feats and a level to actually fit together.

Lanson
2014-08-01, 03:20 PM
First time competing, but I'll go in unless work gets in the way.

heavyfuel
2014-08-01, 05:42 PM
I'm competing! I withdraw. I've grown too used to our houserules that I forgot how much I hate D&D without them.

Also, how RAW-based is the tournament? Like, are alterations to fluff allowed even if the mechanics are the same? What about something like Savvy Rogue applied the Psychic Rogue like one thread mentioned earlier?

Haluesen
2014-08-01, 06:27 PM
Well, the time I decide to try to come back and give this a try again, we get a class that I have no clue about, and when I look it up looks dreadful. :smalleek: I want to compete, I really do. I might cook something up; if I can't it will be from lack of ability, not lack of desire.

And I must have missed this somewhere, but why is the judging stuff changing? :smallconfused:

OMG PONIES
2014-08-01, 06:50 PM
...since only one person--ever--used a ridiculous overcomplicated formula...

Don't I wish that were true.


And I must have missed this somewhere, but why is the judging stuff changing? :smallconfused:

Recent rounds have seen a huge upswing in disputes and questions over judging methods. Thus, the chairman decided to try something out. Like he's said upthread, folks, if it doesn't work we can always revert to the old way, but let's see what shakes out with this method first.

sideswipe
2014-08-01, 07:07 PM
Recent rounds have seen a huge upswing in disputes and questions over judging methods. Thus, the chairman decided to try something out. Like he's said upthread, folks, if it doesn't work we can always revert to the old way, but let's see what shakes out with this method first.

it could always be limited to one dispute per contestant per round, and you can pick which judge to dispute. stops people whining about every judge because they did not judge the way they wanted them to.

i was perfectly fine with all of my scores honestly. i only had one minor dispute because i felt left out.... nothing to moan about... so i added a +5 to my ac that was missed :smallwink:

on the topic of the secret ingredient.... i don't understand...... its like someone wrote it specifically to confuse the reader...... i don't know if i will enter....

Kreuz
2014-08-01, 09:39 PM
This has happened way too often to me in the Iron Chef...

-look at the SI, confused about what was the original intention.
-Moment of inspiration where something is the obvious answer.
-It is so obvious, everyone must be using some variation of it.
-Reveal comes, noone used it.
-Angrily shake fist at the monitor.

Well, I am in.

The Viscount
2014-08-01, 11:20 PM
Look at the 3rd level ability. Now look at the skill list. :smallsigh:

I know, isn't amazing? This is exactly the sort of reason I selected this. It's so bad that it's actually freeing, like Cipher Adept was. It's so hard to be "good" you might as well just be terrible in a different way. Plus, while one would likely go mad trying to utilize everything, there still are many aspects here to jump off from and build on.

DeAnno
2014-08-01, 11:22 PM
I've already had a couple ideas, but the crux of the problem seems to be managing to qualify for the SI without rendering it irrelevant with the qualifying build :smallsigh:

SoraWolf7
2014-08-02, 12:27 AM
I think I'll give this one a shot. This class has been vexing me for a while and I just had an idea that might work.

Sian
2014-08-02, 01:23 AM
Got an idea for how to get my build to work in the middle of the night and wrote it down before going to back sleep, and it actually looks promising :smallbiggrin:

AvatarVecna
2014-08-02, 11:23 AM
Three crappy feats needed to qualify, I can't depend on the casting to save the build, and the class features are so all over the place that just about any build designed to use all of them is going to be terrible.

Barring a miracle breakthrough, I'm staying out of this one.

Kazudo
2014-08-02, 12:33 PM
Build's almost done. Surprisingly I had a concept come rather easily to me. Though I wish I could find that one component that would make it 150% better. *Sigh*

sakuuya
2014-08-02, 12:37 PM
Isn't Dragon Compendium supposed to be like a "best of" Dragon content? Who the heck looked at this class and was like, "Yes, this is worth updating and reprinting!"

Kazudo
2014-08-02, 02:13 PM
It's more like the "Actually functional and probably could be useful" of Dragon Magazine. It's actually the first volume. They intended to make more, but...you know how that goes. So it entails that they would have had more, but I don't think it would have been much better.

The Viscount
2014-08-02, 10:04 PM
On that subject, are we reading the last sentence of the additional domain ability as ironclad? I don't know exactly when this particular class was published, so I'm not sure if that was the intention.

Also, do we take the last class feature to mean you can move 10X speed as a full round action, or that you can move 10X speed during a charge?

Amphetryon
2014-08-02, 10:10 PM
On that subject, are we reading the last sentence of the additional domain ability as ironclad? I don't know exactly when this particular class was published, so I'm not sure if that was the intention.

The header for the PrC indicates it was published May 2001. I'd think that sentence is still a binding limitation for this contest, but that's not an official opinion by any means.

zyggythorn
2014-08-02, 10:13 PM
That moment where you first instinct build is banned because of OA...

sideswipe
2014-08-02, 10:16 PM
hopefully none will take this as speculating, and if so then quote me and ill remove.

but usually a few builds have "questionable interpretations". and if the judge believes that they have mis-used a rule they deduct points (or possibly drop you a category in the new system) and then after that treat it as if it was legal. i believe it says it somewhere in the rules. or it did at one point. something like "if you don't qualify for a thing, deduct points, then treat it as if you do". its late here and i can't be asked to take a detour and look at the rules right now.

again i'm not trying to speculate on a build or anything, just answering what i think is a rules query. tell me if im in the wrong.

sideswipe
2014-08-02, 10:18 PM
That moment where you first instinct build is banned because of OA...

i believe that OA is allowed but no other books set in that setting. just like the way dragonlance is allowed, but no dragonlance setting books.

zyggythorn
2014-08-02, 11:45 PM
i believe that OA is allowed but no other books set in that setting. just like the way dragonlance is allowed, but no dragonlance setting books.

I had misread the rules, and thanks for clarifying that for me real quick, this is the first IC I plan on entering, but I've seen a few in the past, and wish to test my op-fu.

sideswipe
2014-08-03, 06:37 AM
I had misread the rules, and thanks for clarifying that for me real quick, this is the first IC I plan on entering, but I've seen a few in the past, and wish to test my op-fu.

if i enter, and i will decide that later today, it will be my second time entering. my first was drylax last round and i got 7th, i was very pleased :smallbiggrin:

Kazudo
2014-08-03, 08:46 AM
Oriental Adventures is 3.0 material. Therefore, if the material presented therein has been updated (aside from in the Dragon Magazine update, since Dragon Magazine is not allowed and defaults to "nonexistent" status), then it's not competition legal. If it hasn't been updated at all anywhere, then it's still fair game.

Any of the Rokugan books, however, is not permissible.

Vaz
2014-08-03, 10:45 AM
Will tentatively enter, i have a brief idea.

Also; do Variant Character Classes equate to the base class (Variant Classes being distinct from ACFs)? Might be appropriate to some this round.

Kazudo
2014-08-03, 10:49 AM
There are two schools of thought (if not more) about that notion.

A. Variant Classes are just huge chains of required ACFs which affect the Base Class while still allowing it to be altered by other effects.
B. Variant Classes are in effect templates layered onto the Base Class which changes it making it unavailable for all ACFs that are dependent on the base class.

I don't think we've been operating under the notion that item "B" is correct, so, in effect, as long as you avoid Variant Chaining or ACF chaining (which could be an Elegance penalty if not RAW illegality depending on one's reading), it should be perfectly fine.

sideswipe
2014-08-03, 10:57 AM
GAHHHH i just realised the two/three builds i have been thinking of are all 3.0 and have had a very mild drag mag update. but since it has i cant use the originals or the updates due to the rules :'(

that makes me a sad panda

can i still use the originals as the 3.0 versions and just accept that the judges will mark me down? or is that taboo? haven't been around long enough.

Sian
2014-08-03, 11:12 AM
If the update is only in Dragon Magazine, act as if it haven't gotten an update

sideswipe
2014-08-03, 11:15 AM
If the update is only in Dragon Magazine, act as if it haven't gotten an update

yay! :smallbiggrin: i may actually have a build then.

KrimsonNekros
2014-08-04, 12:17 PM
Got an idea floating for this one

Sian
2014-08-04, 01:00 PM
still twiddling thumbs on my question for the chair on porting the PrC into settings which doesn't involve Ehlonna, and its consevenses on use of setting-specific books. Before i get that answer i feel unable to cook my dish

Darrin
2014-08-04, 01:03 PM
can i still use the originals as the 3.0 versions and just accept that the judges will mark me down? or is that taboo? haven't been around long enough.

Since Dragon Magazine updates don't exist for the purposes of IC, the original 3.0 versions would still be available for IC, so long as they haven't already been updated elsewhere.

That being said... you have to be very careful with some sources. Some books may have gotten a 3.5 update, but the Web Enhancement wasn't entirely obvious (i.e. Ghostwalk) or was insufficiently edited (i.e., Unapproachable East). WotC hasn't been entirely consistent, either... this page lists whether a feat/PrC was updatedto 3.5, but the reasoning isn't entirely explained... notably, Exotic Weapon Master, a 3-level PrC, is supposedly the 3.5 update for several 10-level weapon-specific PrCs.

Weapon Master is probably the most bizarre. It first appeared in Sword & Fist (January 2001), and later in Oriental Adventures (October 2001). Complete Warrier printed Exotic Weapon Master in December 2003, but nowhere does it mention what PrCs are being updated or replaced by Exotic Weapon Master. Dragon #318 updated OA to 3.5 in April 2004, but no explicit changes were made to the PrC. In September 2004, the Psionic Weapon Master, based on the original 3.0 Weapon Master, was updated to 3.5 psionics via the Mind's Eye online articles. And then just to make sure everybody was confsued, in 2005 WotC provided a list of feats, prestige classes, and spells that were updated to 3.5 (http://www.wizards.com/default.asp?x=dnd/dnd/20050110x), but this is the only document where it points out that Exotic Weapon Master replaces both Weapon Master and Master of Chains. (On top of that, as of last week, most of the links to Web Enhancements are either gone or being moved to a different archive site.)

So... is there a 3.5 version of the original Weapon Master, or can you use the 3.0 version in Iron Chef...? No idea, and every judge is going to interpret things differently. But it's probably worth putting a paragraph in your entry to explain your reasoning if there's a discrepancy with a 3.0/3.5 source.

Deadline
2014-08-04, 01:05 PM
still twiddling thumbs on my question for the chair on porting the PrC into settings which doesn't involve Ehlonna, and its consevenses on use of setting-specific books. Before i get that answer i feel unable to cook my dish

If I were judging this round, you'd probably take an Elegance hit. That's pretty much what you can expect from most judges, I think.

Piggy Knowles
2014-08-04, 01:06 PM
I actually have an idea for this one also, though I'm not sure yet if I'll turn it into a full build.

Zombulian
2014-08-04, 01:14 PM
I don't think I currently have the sanity to spare to work on this class, but I look forward to seeing what the contestants come up with!

OMG PONIES
2014-08-04, 01:52 PM
Build's almost done. Surprisingly I had a concept come rather easily to me. Though I wish I could find that one component that would make it 150% better. *Sigh*

Dude, next level just take Empower Build. Sure, it raises your cooking time by 2 weeks, but it's worth it.


If the update is only in Dragon Magazine, act as if it haven't gotten an update


Since Dragon Magazine updates don't exist for the purposes of IC, the original 3.0 versions would still be available for IC, so long as they haven't already been updated elsewhere.

My understanding is different. Materials from OA that haven't been updated are still fair game. Materials that were updated in Dragon Magazine have an official 3.5 update, and thus we cannot use the 3.0 version. Since Dragon Magazine is verboten, though, even though it exists doesn't mean we can use it, so those particular items aren't allowed in Iron Chef at all. I've based my interpretation on the following FAQs:


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.

Chairman, care to confirm or deny this?


And then just to make sure everybody was confsued, in 2005 WotC provided a list of feats, prestige classes, and spells that were updated to 3.5 (http://www.wizards.com/default.asp?x=dnd/dnd/20050110x), but this is the only document where it points out that Exotic Weapon Master replaces both Weapon Master and Master of Chains. (On top of that, as of last week, most of the links to Web Enhancements are either gone or being moved to a different archive site.)

So... is there a 3.5 version of the original Weapon Master, or can you use the 3.0 version in Iron Chef...? No idea, and every judge is going to interpret things differently. But it's probably worth putting a paragraph in your entry to explain your reasoning if there's a discrepancy with a 3.0/3.5 source.


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.

Since the 2005 list on WotC website is considered official online material, there's been an official update as per the FAQ provided above. Thus, Exotic Weapon Master (CW) would be allowed, but not the 3.0 items it has replaced. Again, I leave the official ruling to the Chairman since I'm just some angry old pony human.

SoraWolf7
2014-08-04, 09:28 PM
Well, I finally found a build I am ecstatic about being shown. I actually found a way to make this class useful for a character, and I'm happy with that. Just gotta make it look presentable for the forum and I'll be good to go.

Sian
2014-08-05, 01:58 AM
If I were judging this round, you'd probably take an Elegance hit. That's pretty much what you can expect from most judges, I think.

The obvious issue with this is that it all but effectively bans all setting books, if the contentsants want to have the faintest chance of completing for trophies.

OMG PONIES
2014-08-05, 06:31 AM
The obvious issue with this is that it all but effectively bans all setting books, if the contentsants want to have the faintest chance of completing for trophies.

As someone who's competed and received a few gold medals, I can assure you that I've also received my fair share of elegance deductions. If anyone cares about the secret to my success, when I'm building I prioritize Use of the Secret Ingredient. I place Originality as my second priority, followed by Elegance (essentially making sure everything is rules-legal and avoids the really shaky stuff). Power's not usually even a consideration for me, as it falls into place itself as I focus on the other three. Your mileage may vary, but I want folks to build something fun rather than stressing too much about how the judges will score you.

Amphetryon
2014-08-05, 06:46 AM
As someone who's competed and received a few gold medals, I can assure you that I've also received my fair share of elegance deductions. If anyone cares about the secret to my success, when I'm building I prioritize Use of the Secret Ingredient. I place Originality as my second priority, followed by Elegance (essentially making sure everything is rules-legal and avoids the really shaky stuff). Power's not usually even a consideration for me, as it falls into place itself as I focus on the other three. Your mileage may vary, but I want folks to build something fun rather than stressing too much about how the judges will score you.

This is my general modus operandi, as well. Often, the 'moar powah!' grab gets listed under an Options section, in case I've found that - for example - the character I built Goes To Eleven if I have a gracious DM who allows nightstick-stacking abuses.

Piggy Knowles
2014-08-05, 06:58 AM
I don't necessarily rank the categories, but when I build, I tend to first look for cool tricks that involve the secret ingredient (for example, last round started by noticing that Channel Spell allowed me to circumvent long casting times, and going off from there). Then I come up with a bunch of different builds that can utilize that trick, the process of which usually gives me a whole bunch of other ideas to play off of.

Then I go in and try to cut out the inelegant bits with a scalpel, trimming things until it's fairly elegant. Then I start thinking about how it all fits together as a story, and ways I can modify things.

I usually have a Google Doc for each ingredient with a million brainstormed ideas that never panned out, or that I ended up rolling into my current build.

I never actually think of power much as a separate category. If I finish a build stub and I'm not impressed with it, I abandon it. But I don't care about whether my build can stop armies or challenge gods. I just make sure that it's something that can do something interesting in most encounters. Basically, I make sure it's something I would actually play.

OMG PONIES
2014-08-05, 08:23 AM
This is my general modus operandi, as well. Often, the 'moar powah!' grab gets listed under an Options section, in case I've found that - for example - the character I built Goes To Eleven if I have a gracious DM who allows nightstick-stacking abuses.

Likewise. That's why Larry's main trick last round was using Assume Supernatural Ability with a Choker's Quickness, while the option to use Reserves of Strength to break the cap on polymorph and pull the same shenanigans with a Chronotryn was left to the "Extra Cheese" bullet of my "Adaptation" section.


I usually have a Google Doc for each ingredient with a million brainstormed ideas that never panned out, or that I ended up rolling into my current build.

Indeed, I do the same with Excel.

Vaz
2014-08-05, 08:54 AM
The obvious issue with this is that it all but effectively bans all setting books, if the contentsants want to have the faintest chance of completing for trophies.

Bear in mind that some settings books includes non-setting specific material. For example, including Sohei as is in Rokugan is a no-no. (Note that OA has material that includes Rokugan as the default setting, but not all of it can be used within Rokugan). Consider that the previous OA book included Kara Tur as the primary setting. Have a look at the material presented, and see if it's presented to be setting neutral, or setting specific.

Deadline
2014-08-05, 09:31 AM
The obvious issue with this is that it all but effectively bans all setting books, if the contentsants want to have the faintest chance of completing for trophies.

Except it doesn't, because we have 50+ competitions worth of examples where that simply isn't true. There have been plenty of medal winners who took a hit to Elegance for something like this.

Just make your build, polish it till it shines and makes you proud, and submit it. Some of my most favorite builds have utterly failed to place, with one of them even resulting in some hub-bub about refusing to judge (poor Tarantella). :smallsmile:

DeAnno
2014-08-05, 12:54 PM
I honestly didn't think I'd be competing, but sheer obstinacy had me going over this one again and again ... and then things just sort of came together. :smallcool:


I usually have a Google Doc for each ingredient with a million brainstormed ideas that never panned out, or that I ended up rolling into my current build.


Indeed, I do the same with Excel.

I usually just make a big mess of a notepad file (or files).

Ikeren
2014-08-05, 01:13 PM
Looks like I'm building this round for some reason. And, done. Just have to fluff it. Will laugh hard if people submit identical builds.

OMG PONIES
2014-08-05, 09:39 PM
Some of my most favorite builds have utterly failed to place, with one of them even resulting in some hub-bub about refusing to judge (poor Tarantella). :smallsmile:

Those same wounds are still fresh for me with my dear old Ember Flamereader (http://www.giantitp.com/forums/showsinglepost.php?p=16451180&postcount=270).

DeAnno
2014-08-05, 09:42 PM
Looks like I'm building this round for some reason. And, done. Just have to fluff it. Will laugh hard if people submit identical builds.

The Vizzini is strong with this one.

KrimsonNekros
2014-08-05, 10:58 PM
Those same wounds are still fresh for me with my dear old Ember Flamereader (http://www.giantitp.com/forums/showsinglepost.php?p=16451180&postcount=270).

Nor should we forget poor Loth'Molvdefein (http://www.giantitp.com/forums/showpost.php?p=16451005&postcount=258).

SoraWolf7
2014-08-06, 12:43 AM
Honestly, the hardest part of my build was my lore. I'm all done and submitted, and quite happy with it. I swear, if there is another build like it, I'm casting Fimbulwinter in Egypt again.

DeAnno
2014-08-06, 04:15 PM
And submitted! May the horrible train crashing of builds commence!

AvatarVecna
2014-08-07, 12:18 PM
I'll judge, barring any objections. I've no further interest in building for this one.

KrimsonNekros
2014-08-07, 12:24 PM
I really like the concept I'very got but ((redacted)) is killing me.

Kuulvheysoon
2014-08-07, 09:31 PM
got a couple of protential build ideas but them working depends a lot on how settings without Ehlonna (that is, everything but Greyhawk) are called.
I would actually be fine with alternative dieities for different settings - so long as the alternate patron remains similar to Ehlonna's portfolio. for example, Mielikki (FR) would be fine, while Malar (FR) would not. sound cool?

On that subject, are we reading the last sentence of the additional domain ability as ironclad? I don't know exactly when this particular class was published, so I'm not sure if that was the intention.

Also, do we take the last class feature to mean you can move 10X speed as a full round action, or that you can move 10X speed during a charge?


The header for the PrC indicates it was published May 2001. I'd think that sentence is still a binding limitation for this contest, but that's not an official opinion by any means.Indeed it is. Just as there's some other pretty weird stuff, this is definitely explicit.


My understanding is different. Materials from OA that haven't been updated are still fair game. Materials that were updated in Dragon Magazine have an official 3.5 update, and thus we cannot use the 3.0 version. Since Dragon Magazine is verboten, though, even though it exists doesn't mean we can use it, so those particular items aren't allowed in Iron Chef at all. I've based my interpretation on the following FAQs:



Chairman, care to confirm or deny this?Actually, I've always treated Dragon updates as non-official (in my head-canon, at least). They're printed in the actual Dragon magazines, which are a no-go in this competition. The errata for DMC is kosher, though (provided you can find the damned thing).


Since the 2005 list on WotC website is considered official online material, there's been an official update as per the FAQ provided above. Thus, Exotic Weapon Master (CW) would be allowed, but not the 3.0 items it has replaced. Again, I leave the official ruling to the Chairman since I'm just some angry old [S]pony human.I'd agree with you here. If there's an officialTM update list of 3.0 items to 3.5, use that. Otherwise, go crazy.

I've gotten a half-dozen entries already, much to my surprise.

KrimsonNekros
2014-08-08, 12:34 AM
Woo! Stumbled across a better way to do what i wanted before i got started on a build stub!

Sian
2014-08-08, 02:51 AM
I would actually be fine with alternative dieities for different settings - so long as the alternate patron remains similar to Ehlonna's portfolio. for example, Mielikki (FR) would be fine, while Malar (FR) would not. sound cool?

Yeah, it won't have much (if any) mechanical issues in my build, but it would dodge a few issues with elegance and fluffy parts.

sideswipe
2014-08-08, 06:39 AM
hmmm im not really psyched about my build.... i still may finish and submit it....

Piggy Knowles
2014-08-08, 07:30 AM
I've got my build together, and I like it. Now the question is whether I'll have time to put the entry together before the baby comes :smalltongue:

KingAtomsk
2014-08-08, 08:07 AM
Submitted!

Ikeren
2014-08-09, 07:05 PM
Also submitted. I'm curious as to how many builds were at with 5 days remaining before the submission deadline?

SoraWolf7
2014-08-09, 08:57 PM
Also submitted. I'm curious as to how many builds were at with 5 days remaining before the submission deadline?

I count 4.

Thurbane
2014-08-09, 10:15 PM
1/2 caster classes can be interesting, but man, this has some awful feat reqs. And there not many fast-progression divine classes that will work with this build, either...

OMG PONIES
2014-08-10, 06:28 AM
Also submitted. I'm curious as to how many builds were at with 5 days remaining before the submission deadline?


I count 4.

The last official count was 6:


I've gotten a half-dozen entries already, much to my surprise.

2 others confirmed they had submitted in-thread after that point, so I'm going with 8+.


1/2 caster classes can be interesting, but man, this has some awful feat reqs. And there not many fast-progression divine classes that will work with this build, either...

Yeah, nothing's really jumped out at me. I had one idea I thought would have been awesome, but it didn't quite pan out. I may be judging for this round, based on how much free time I've got once the Reveal comes around.

DeAnno
2014-08-10, 12:48 PM
1/2 caster classes can be interesting, but man, this has some awful feat reqs. And there not many fast-progression divine classes that will work with this build, either...

I actually like the use of 1/2 casting classes in Iron Chef. I feel like forcing that 5/10 progression is good for ramping down the power of casting focused builds while not making them completely pointless, and allows contestants the freedom of a wide variety of options in that dimension. While with a 9/10 or 0/10 ingredient you are pretty committed to either no casting or strong casting, 5/10 can really go either way.

Kuulvheysoon
2014-08-10, 06:33 PM
The last official count was 6:



2 others confirmed they had submitted in-thread after that point, so I'm going with 8+.



Yeah, nothing's really jumped out at me. I had one idea I thought would have been awesome, but it didn't quite pan out. I may be judging for this round, based on how much free time I've got once the Reveal comes around.

That was an approximation - I currently have 5 builds in my inbox. Record for smallest Iron Chef for dozens of rounds?

OMG PONIES
2014-08-10, 09:59 PM
That was an approximation - I currently have 5 builds in my inbox. Record for smallest Iron Chef for dozens of rounds?

As someone who's planning on judging, that's not necessarily a bad thing.

Sian
2014-08-11, 12:53 AM
Not sure its going to stay under Zenth Cenobite, which had 8 submissions IIRC. I'm certainly going to submit to this as soon as i get around drowning it in polish and shine

dysprosium
2014-08-11, 08:10 AM
Zerth Cenobite did have eight entries which was the smallest in Kuulvheysoon's Chairman reign. The previous smallest amount for our current Chairman was thirteen and Cipher Adept.

I am still diligently working on my entry as well. It will be in before the deadline.

KrimsonNekros
2014-08-11, 12:14 PM
I should have my build done in time. I'm just working on skills and then the writeups.

Amphetryon
2014-08-11, 12:21 PM
I'm just chasing after fluff and sundries at this point. Luckily, this PrC theoretically helps with the chase. . . .

The Viscount
2014-08-11, 01:02 PM
If I can overcome the ferocious monster of Real Life, serving as a mount for Illness, you'll have at least one more build.

We usually see at least half the entries submitted in the last day, so don't get too comfortable.

Sian
2014-08-11, 01:43 PM
This is almost sad... While proofreading my build before sending it off, I stumble over a way to make it massively stronger ... in which case i just have to rebuild it quite a bit to remove some of the loops i'd previously had to jump through

Vaz
2014-08-11, 03:11 PM
I'm just chasing after fluff and sundries at this point. Luckily, this PrC theoretically helps with the chase. . . .

Just no Jumping over obstacles ya hear?

Ikeren
2014-08-12, 02:36 PM
So that puts up to 11-ish expected, which is still a slightly smaller round than last time.

Deadline
2014-08-12, 02:44 PM
I ... I can't seem to get any working inspiration for this. Which is a shame, really, because it's an excellent Iron Chef ingredient. I'm not sure I'll have the time to judge, but I will if I can squeeze it in.

KrimsonNekros
2014-08-12, 03:04 PM
I've got my table finished. Just need to do writeups, but that can wait till after Guardians of the Galaxy.

dysprosium
2014-08-12, 03:04 PM
I have the build finished to my liking. The only thing left is the fluff part.

I should have this entered before the deadline! :smalleek:

Sian
2014-08-12, 03:39 PM
Almost done with the rebuild of my build (or to be frank, re-re-re-re-rebuild). Now there is only 1 level left (beyond SI) from where the build idea originally started :smallbiggrin: Only need to fit in my skills properly (which shouldn't be a numerical issue)

Darrin
2014-08-12, 04:01 PM
I have the build finished to my liking. The only thing left is the fluff part.

I should have this entered before the deadline! :smalleek:

That's where I'm at as well. (Nearly) everything but some fluff.

Amphetryon
2014-08-13, 09:05 AM
. . . And, submitted. Hopefully Vizzini won't hurt this particular entry too badly.

dysprosium
2014-08-13, 01:50 PM
I have submitted my entry as well.

I have a second idea that I like almost more than the one I submitted already. I think I have enough time to get it in before the deadline too.

Haluesen
2014-08-13, 01:55 PM
I've decided to drop out from this one. I keep tangling with ideas for this but nothing just feels like it works. I'll be lurking and reading entries instead and hopefully get some more insight for next time. :smallsmile:

DeAnno
2014-08-13, 10:10 PM
The big reveal is in less than 24 hours. I'm excited to see the forces of Ehlonna assemble.

Amphetryon
2014-08-14, 06:42 AM
The big reveal is in less than 24 hours. I'm excited to see the forces of Ehlonna assemble.

We probably all submitted the same build.

sideswipe
2014-08-14, 06:47 AM
i wont be entering this round. i built something i did not really like. so hopefully next round i have more inspiration

dysprosium
2014-08-14, 11:59 AM
I did it!

I got my second build in on time.

So if we did all submit the same build, at least one of mine would be different! :smalltongue:

Or different enough . . .

KrimsonNekros
2014-08-14, 12:04 PM
I should get my build done on time. Just got to finish doing writeups and fluff.

Piggy Knowles
2014-08-14, 06:09 PM
Just finished, despite all the distractions of a newborn baby! No time to proofread like I usually do, so I hope it's alright. I've probably screwed up in a big way somehow, because half of this entry was written on rather little sleep, but I do like the final build. Still, if a build manages to do something really silly like forget to take levels in the SI, it's probably mine...

Amphetryon
2014-08-14, 06:10 PM
Just finished, despite all the distractions of a newborn baby! No time to proofread like I usually do, so I hope it's alright. I've probably screwed up in a big way somehow, because half of this entry was written on rather little sleep, but I do like the final build. Still, if a build manages to do something really silly like forget to take levels in the SI, it's probably mine...

Congratulations on finishing, but more importantly, congratulations on parenthood.

Kuulvheysoon
2014-08-14, 10:18 PM
The big reveal is in less than 24 hours. I'm excited to see the forces of Ehlonna assemble.Just over 24 hours, apparently.:smallredface:


Just finished, despite all the distractions of a newborn baby! No time to proofread like I usually do, so I hope it's alright. I've probably screwed up in a big way somehow, because half of this entry was written on rather little sleep, but I do like the final build. Still, if a build manages to do something really silly like forget to take levels in the SI, it's probably mine...Hey guys, Piggy spoiled it - his is the one that forgot to take Fleet Runner of Ehlonna levels. But seriously, parenthood is a huge responsibility, and i'm sure that you're stepping up.

As always, please hold back your urges to post until I can get all of the entries up.

Kuulvheysoon
2014-08-14, 10:28 PM
Death from above!
Theon

NG: Raptorian: Cloistered Cleric 5/ Fighter 5/ Fleet Runner of Ehlonna 10

Story

Story
Attention Warriors, this is Theon he is starting Raptorian Warrior training and it is up to you the elite to make sure he learns that which he needs.
Theon you training instruction will be in the arts of healing and that of most combat situations. Theon spent the next several months learning what was taught and quickly rose through the ranks. After passing several warrior elite tests Theon was presented with the opportunity to begin training as one of Ehlonna's Fleet Runner's. Theon took the chance to begin training and spent the time wisely between study and combat training. After just a short year Thoen finished this training and went out into the world to explore and seek out new experiences.



Attributes

Attributes
Raptorian
speed 30ft, 40ft w/Celerity Domain
fly 40 ft average maneuverability
medium
spellcasters cast spells with the air descriptor at +1 caster level
Automatic Languages: Common, Tuilvilanuue
Bonus Languages: Draconic, Sylvan

Alignment: NG

Deity: Ehlonna
Domains: Animal, Celerity*, Good*, Plant, Sun* <gains Knowledge*>

32 point buy
Str 14 Dex 14 Con 12 Int 14 Wis 14 Cha 12
Wis +1
Str +2
Dex +2


Raptorian Warrior
Raptorian Warrior



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


1st
Cloistered Cleric 1
0
2
0
2
Concentration 4, Decipher Script 4, Heal 4, Knowledge (religion) 4, Spellcraft 4, Intimidate 2cc, Jump 2cc, Survival 2 cc
Combat Expertise
Turn or rebuke undead, Lore (Ex), Knowledge Domain


2nd
Fighter 1
1
4
0
2
Intimidate 4, Jump 4
Dodge (PHB P93)
Bonus feat


3rd
Cloistered Cleric 2
2
5
0
3
Concentration 5, Decipher Script 5, Heal 5, Knowledge (religion) 5, Spellcraft 5, Intimidate 5cc, Jump 5cc, Survival 2.5 cc
Run
-


4th
Fighter 2
3
5
0
3
Knowledge (religion) 6cc, Spellcraft 6cc, Intimidate 6, Jump 6
Mobility (PHB P98)
Bonus feat


5th
Cloistered Cleric 3
4
5
1
3
Concentration 8, Knowledge (religion) 8, Survival 3cc
-
-


6th
Fleet Runner of Ehlonna 1
4
7
1
5
Concentration 9, Knowledge (religion) 9, Spellcraft 9cc, Survival 4
Power Attack
Fast movement, greater mobility, additional domain <Sun>


7th
Fleet Runner of Ehlonna 2
5
8
1
6
Concentration 10, Knowledge (religion) 10, Spellcraft 10cc, Survival 5
-
Evasion, +1 caster level <cleric>


8th
Fleet Runner of Ehlonna 3
6
8
2
6
Intimidate 7cc, Jump 7cc, Survival 7
-
Leap of the hart


9th
Fleet Runner of Ehlonna 4
7
9
2
7
Intimidate 9cc, Jump 8cc, Survival 8
Improved Bull Rush, Shot on the Run
Shot on the Run, +1 caster level <cleric>


10th
Fleet Runner of Ehlonna 5
7
9
2
7
Intimidate 10cc, Jump 10cc, Survival 9
-
Run like the huntress


11th
Fleet Runner of Ehlonna 6
8
10
3
8
Intimidate 11cc, Jump 11cc, Survival 11
-
Improved evasion, +1 caster level <cleric>


12th
Fleet Runner of Ehlonna 7
9
10
3
8
Concentration 11, Intimidate 12cc, Knowledge (religion) 11, Spellcraft 11cc
Shock Trooper
Run like the wind


13th
Fleet Runner of Ehlonna 8
10
11
3
9
Concentration 12, Jump 12cc, Knowledge (religion) 12, Spellcraft 12cc
-
Leopard's pounce, +1 caster level <cleric>


14th
Fleet Runner of Ehlonna 9
10
11
4
9
Concentration 13, Spellcraft 13cc, Survival 13
-
Swiftness of the tigress


15th
Fleet Runner of Ehlonna 10
11
12
4
10
Intimidate 13cc, Jump 13cc, Knowledge (religion) 13, Survival 14
Leap Attack
Cheetah's sprint, +1 caster level <cleric>


16th
Fighter 3
12
12
5
11
Intimidate 15, Jump 15
-
-


17th
Cloistered Cleric 4
13
13
5
12
Concentration 15, Knowledge (religion) 15, Spellcraft 15, Intimidate 16cc, Jump 16cc
-
-


18th
Fighter 4
14
14
5
12
Intimidate 18, Jump 18
Powerful Charge, Raptor School
Bonus feat


19th
Cloistered Cleric 5
14
14
5
12
Intimidate 22cc, Jump 21cc, Survival 15cc
-
-


20th
Fighter 5
15
14
5
12
Intimidate 23, Jump 23, Survival 16cc
-
-




Spells per Day

Spells per Day <Includes bonus for high wis>


Level
0lvl/PP:0*
1st/PP:1
2nd/PP:3
3rd/PP:5
4th/PP:7
5th/PP:9
6th/PP:11
7th/PP:13
8th/PP:15
9th/PP:17


1st
3
2+1
-
-
-
-
-
-
-
-


2nd
4
3+1
-
-
-
-
-
-
-
-


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


4th
5
4+1
3+1
-
-
-
-
-
-
-


5th
5
4+1
3+1
1+1
-
-
-
-
-
-


6th
5
4+1
4+1
2+1
-
-
-
-
-
-


7th
6
5+1
4+1
2+1
1+1
-
-
-
-
-


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


9th
6
5+1
5+1
3+1
2+1
1+1
-
-
-
-


10th
6
5+1
5+1
3+1
3+1
2+1
-
-
-
-




Divine Influence

Divine Influence
<Includes bonus for high wis>

Celerity Domain
Granted Power: Your land speed is faster than the normal for your race by +10 feet. This benefit is lost if you are wearing medium or heavy armor or carrying a medium
or heavy load

Knowledge Domain
Granted Power: Add all Knowledge skills to your list of cleric class skills. You cast divination spells at +1 caster level

Sun Domain
Granted Power: Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.

Good Domain
Granted Power: You cast good spells at +1 caster level

Cleric Spells list

0
Create Water
Cure Minor Wounds
Cure Minor Wounds
Detect Magic
Purify Food and Drink
Read Magic
—message

1
Ebon Eyes: (SC p77) see normally in natural and magical darkness
Nightshield: (SC p 148) provides a +3 resistance on saves at caster level 9th, In addition, the spell negates magic missile attacks directed at you
Sign: (SC p189) You gain +4 bonus on next initiative check
Hide from Undead: (PHB p241) Undead cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures
Cure Light Wounds: Cures 1d8 damage +1/level (max +5)
—erase
—identify
—unseen servant

Celerity Domain
1 Expeditious Retreat: Your speed increases by 30 ft.

2
Dark Way; (SC p100) Creates temporary unbreakable bridge supporting up to 200 lb./level.
Elation: (Boed p98) gain a +2 morale bonus to effective Strength and Dexterity, and their speed increases by +5 feet.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10)
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10)
Shivering Touch: (Frost p104) target takes 3d6 points of Dexterity damage
—fox’s cunning: Subject gains +4 enhancement to Int

Good Domain
2 Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).

3
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15)
Dispel Magic: Cancels spells and magical effects
Ghost Touch Weapon (SC p104) Weapon works normally against incorporeal creatures
—illusory script
—secret page
—tongues (reduced from 4th level)

Sun Domain
3 Searing Light: Ray deals 1d8/two levels, more against undead.

4
Divine Power: base attack bonus becomes equal to your character level, you gain a +6 enhancement bonus to Strength, and you gain 1 temporary hit point per caster level
Holy Transformation Lesser: (SC p116) type changes to outsider (good), change size to medium, gain a +2 sacred bonus to Strength and Constitution. gain a fly speed of 60 feet (good), gain darkvision out to 60 feet, gain a +2 sacred bonus on saving throws, gain the ability to speak and understand Celestial
Sheltered Vitality: (SC p 188) Subject gains immunity to fatigue, exhaustion, ability damage, and ability drain
—detect scrying

Celerity Domain
4 Haste: 1 extra attack on full attack, +1 on attack, AC, Reflex saves, +30 ft to all modes of movement

5
Life’s Grace: (SC p 131) immune to all death spells, magical death effects, energy drain, and any negative energy effects. In addition, the subject is immune to undead special attacks that deal ability damage, ability drain, and magical disease, even if these attacks do not have a magical source, armor or clothing is considered ghost touch armor
Righteous Might: size category to the next larger one, and you gain a +4 size bonus to Strength and a +2 size bonus to Constitution. You gain a +2 enhancement bonus to your natural armor. You gain damage reduction 3/evil

Knowledge Domain
5 True Seeing: Lets you see all things as they really are


Summary

Summary
level 5 the character while early, the build establishes a solid foundation in combat with some spells
level 10 the character mid build is near the sweet spot, it has good combat skills, has okay social abilities and okay casting
level 15 the character late build finishes the SI, it has very good combat skills, okay social abilities and good casting
level 20 the character at level 20 has excellent combat skills, okay social abilities with good casting

Options:
With Spells the build could see several immunities, ghost touch armor & weapon, while still having several other spells for use as needed.
With Spells the build could see the following attributes and abilities increase.
Initiative +4
AC +1 Nac +2, DR 3/evil
Temp HP 20+1d8
Bab 20/20/15/10/5, Attak rolls +2
Str 30 Dex 18 Con 16 Int 18 Wis 15 Cha 12
Fort 22 Reflex 15 Will 19, +1 on saves against fear
Speed +35, Fly +30

Theon could wear Elven Chain and keep all of the abilities due to light armor then he could use the run action while flying & make a dive attack charge.
Provided that there is at least 30ft to the foe & at least 10ft elevation, Theon could fly Cheetah's sprint charge useing the Rator school tactic Eagle’s Swoop & or Falcon’s Feathers, make a Jump check (23+1d20) DC 25 to do +4 damage & or catching the foe flat-footed with a feint, combined with Power Attack -5, Leap attack, Powerful charge, Shock Trooper tactic Heedless Charge (-5 ac instead of -5 bab) with Leopard's pounce..
With spells the attack might look somthing like this at the end of the charge.
Bab 20/20/15/10/5 +2 +15 +(1d20) -1 to hit, 1d10 +2d6 +22 +10 +4, x2 damage from a Valorous Halberd with a crit multiplier of x3


Sources

Sources
SRD
Ehlonna (PHB p107) (CDiv p110) (D&D p64)
Raptorian (rotw p68)
Cloistered Cleric (phb p30, ua p50)
Fighter (phb p37)
Fleet Runner of Ehlonna (dmcomp p74)
Combat Expertise (PHB P92)
Dodge (PHB P93)
Run (PHB P99)
Mobility (PHB P98)
Power Attack (PHB P98)
Improved Bull Rush (PHB P95)
Shock Trooper (CWar p112)
Leap Attack (CAdv p110)
Powerful Charge (Ebcs p57)
Raptor School (CWar p111)

Kuulvheysoon
2014-08-14, 10:30 PM
Never mess with the tiny, green Jedi master

http://fc05.deviantart.net/fs71/f/2013/008/b/a/shaolin_frog_by_d_mac-d5qwqmw.jpg
(Source of Image (http://d-mac.deviantart.com/art/Shaolin-Frog-347528408))
Cur'Miit Kero'o, the Toad Sage
Anthropomorphic Toad, Decisive Strike Invisible Fist Monk 2/Cleric of Ehlonna 2/Ranger 2/Fleet Runner of Ehlonna 10/Sacred Fist 4
"You can't tell by looking at a frog how high he will jump." - American proverb.


“Hey, can you believe this kid? He’s lookin’ fer a Frog Sage!” a drunken giant of a man bellows to a lonesome tavern. He gets a few laughs from his fellow pickled patrons, but not much else.

“I said I’m looking for a TOAD Sage, not a Frog,” a young half-elf adventurer replied. “And what’s so wrong about that? I simply seek the counsel of Cur’Miit Kero’o.”

“Lad, lemme give you some of dis counsel yer lookin’ for,” the drunkard replied. “Quit chasin’ fairy tales and get a real job.”

“He’s NOT a fairy tale! He’s real!” the half-elf insisted. “My grandfather met him and his advice saved my mother’s life! Now I need his counsel again to…”

“To what? Go git a princess? Slay a dragon?” the drunkard retorted as the half-elf's face went red. “Or maybe yer lookin’ fer a leprechaun’s pot o’ gold!”

“Shut up!” the half-elf retorted. “You don’t know anything about me, you piss-drunk, sorry excuse for a man!” In his moment of fury, the Halfling’s common sense escaped him. Both he and the Tavern fell silent.

“Wut did you call me?” the drunkard retorted, standing up from his seat. The Drunken giant of a man was actually a Drunken Half-Goliath Barbarian by the name of Gur’lach, and the locals knew he had a nasty temper when he was buzzed. “If I’m such a sorry excuse fer a man, wut does that make you? Yer a puny excuse fer half a man, you tiny tit-drinker! I’ll teach you ta make fun a me!!”

“He’s a bigger man than you for speaking his mind and heart,” a long voice in the tavern brought up. All eyes went to a cloaked man in the corner, not much bigger than a Halfling. He had a half-glass of mead in front of him, and as far as anyone had known, he’d been in the tavern all day. “And from where I stand, you seem to be a big tadpole in a small pond, Gur’lach.”

“Tadpole?” Gur’lach echoed as he strode halfway over to the cloaked man. “You got a problem with me?!” He took his mug of heavy brew and threw it at the cloaked stranger.

It was over in an instant. Gur’lach was bent over, clutching his stomach, and on the floor trying not to heave. The mug Gur’lach threw was on the wall, right about where the man’s head would have been. The cloaked man had dropped his hood, and was taking a sip of his mead, now on the other side of the room, where Gur’lach had been drinking. And the man… was not a man. He was a Toad.

“So you were looking for me?” he asked, looking at the half-elf.

“You… you mean you’re…” the half-elf stuttered.

“Cur’Miit Kero’o, the Toad Sage,” Cur’Miit replied, taking another sip of his mead. “Now come, we have much to talk about.”

“Did… how did you move so fast?” the half-elf asked.

“A Toad may hop, young Tadpole, but it can learn to run.”

Cur'Miit Kero'o, the Toad Sage
NG Anthropomorphic Toad, Decisive Strike Invisible Fist Monk 2/Cleric of Ehlonna 2/Ranger 2/Fleet Runner of Ehlonna 10/Sacred Fist 4

Worshiper of Ehlonna
Animal, Celerity, and Plant Domains
Speaks Common, Elven, and Sylvan. Can speak any other language through use of Tongues.




It was a rainy day when we first met the toad that would become one of our wisest sages. We found him on our doorstep, like many an abandoned babe left to the monastery. Many can recall the look on our faces when we saw a tadpole the size of a housecat wrapped in swaddling, yet damp cloth. He even still had a small tail. We knew not where he could have come from, as none had even seen or heard of such a being before. While many would turn such a child away, we saw him as a gift from Ehlenestra herself, as a way to become closer to the smaller creatures of the forest. We raised him alongside the many races in our monastery, only outsiders saw him as out-of-place. To us, he was a brother, a son, family of the forest.
~Father Curaiil, 59th leader of Ehlenestra's Chapel in the Glade

Racial Abilities:

STR: -4, DEX: -2, WIS: +6, CHA: -2
Small Size
Base Movement Speed: 5 ft




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


1st
Decisive Strike Invisible Fist Monk 1
+0
+2
+2
+2
Balance 4, Concentration 4, Jump 4, Knowledge (Religion) 4, Move Silently 4, Tumble 4
Run
Stunning Fist, Decisive Strike, Unarmed Strike


2nd
Decisive Strike Invisible Fist Monk 2
+1
+3
+3
+3
Balance 5, Concentration 5, Jump 5, Knowledge (Religion) 5, Move Silently 5, Tumble 5
-
Combat Reflexes, Invisibility (1 round with 3 round recharge)


3rd
Cleric of Ehlonna 1
+1
+5
+3
+5
Balance 5, Concentration 5, Jump 6, Knowledge (Religion) 6, Move Silently 5, Spellcraft 2, Tumble 5
Dodge
Turn or Rebuke Undead, Animal Domain, Celerity Domain


4th
Cleric of Ehlonna 2
+2
+6
+3
+6
Balance 5, Concentration 5, Jump 7, Knowledge (Religion) 7, Move Silently 5, Spellcraft 4, Tumble 5
-
-


5th
Ranger 1
+3
+8
+5
+6
Balance 5, Concentration 5, Jump 8, Knowledge (Religion) 8, Move Silently 5, Search 3, Spellcraft 5, Tumble 5
-
Favored Enemy (Arcanist), Track, Wild Empathy


6th
Ranger 2
+4
+9
+6
+6
Balance 5, Concentration 5, Jump 9, Knowledge (Nature) 1, Knowledge (Religion) 8, Move Silently 5, Search 5, Spellcraft 5, Survival 2, Tumble 5
Mobility
Combat Style (Rapid Shot)


7th
Fleet Runner of Ehlonna 1
+4
+11
+6
+8
Balance 5, Concentration 5, Jump 10, Knowledge (Nature) 2, Knowledge (Religion) 8, Move Silently 5, Search 5, Spellcraft 5, Survival 4, Tumble 5
-
Fast Movement, Greater Mobility, Plant Domain


8th
Fleet Runner of Ehlonna 2
+5
+12
+6
+9
Balance 5, Concentration 5, Heal 1, Jump 11, Knowledge (Nature) 3, Knowledge (Religion) 8, Move Silently 5, Search 5, Spellcraft 5, Survival 5, Tumble 5
-
Evasion


9th
Fleet Runner of Ehlonna 3
+6/+1
+12
+7
+9
Balance 5, Concentration 5, Heal 3, Jump 12, Knowledge (Nature) 4, Knowledge (Religion) 8, Move Silently 5, Search 5, Spellcraft 5, Survival 5, Tumble 5
Combat Casting
Leap of the Hart


10th
Fleet Runner of Ehlonna 4
+7/+2
+13
+7
+10
Balance 5, Concentration 5, Heal 5, Jump 13, Knowledge (Nature) 5, Knowledge (Religion) 8, Move Silently 5, Search 5, Spellcraft 5, Survival 5, Tumble 5
-
Shot on the Run


11th
Sacred Fist 1
+8/+3
+15
+9
+10
Balance 5, Concentration 5, Heal 5, Hide 4, Jump 14, Knowledge (Arcana) 1, Knowledge (Nature) 5, Knowledge (Religion) 8, Move Silently 5, Search 5, Spellcraft 5, Survival 5, Tumble 5
-
Unarmed Damage, +1 AC Bonus


12th
Sacred Fist 2
+9/+4
+16
+10
+10
Balance 5, Concentration 5, Heal 5, Hide 8, Jump 15, Knowledge (Arcana) 2, Knowledge (Nature) 5, Knowledge (Religion) 8, Move Silently 5, Search 5, Spellcraft 5, Survival 5, Tumble 5
Spring Attack
-


13th
Sacred Fist 3
+10/+5
+16
+10
+11
Balance 5, Concentration 5, Heal 5, Hide 12, Jump 16, Knowledge (Arcana) 3, Knowledge (Nature) 5, Knowledge (Religion) 8, Move Silently 5, Search 5, Spellcraft 5, Survival 5, Tumble 5
-
Unarmed Damage Increase, Movement Speed +10


14th
Sacred Fist 4
+11/+6/+1
+17
+11
+11
Balance 5, Concentration 5, Heal 5, Hide 16, Jump 17, Knowledge (Arcana) 4, Knowledge (Nature) 5, Knowledge (Religion) 8, Move Silently 5, Search 5, Spellcraft 5, Survival 5, Tumble 5
-
Sacred Flames 1/day


15th
Fleet Runner of Ehlonna 5
+11/+6/+1
+17
+11
+11
Balance 5, Concentration 5, Heal 5, Hide 18, Jump 18, Knowledge (Arcana) 5, Knowledge (Nature) 5, Knowledge (Religion) 8, Move Silently 5, Search 5, Spellcraft 5, Survival 5, Tumble 5
Ascetic Hunter
Run like the Huntress


16th
Fleet Runner of Ehlonna 6
+12/+7/+2
+18
+12
+12
Balance 5, Concentration 5, Escape Artist 1, Heal 5, Hide 19, Jump 19, Knowledge (Arcana) 5, Knowledge (History) 1, Knowledge (Nature) 5, Knowledge (Religion) 8, Move Silently 5, Search 5, Spellcraft 5, Survival 5, Tumble 5
-
Improved Evasion


17th
Fleet Runner of Ehlonna 7
+13/+8/+3
+18
+12
+12
Balance 5, Concentration 5, Escape Artist 2, Heal 5, Hide 20, Jump 20, Knowledge (Arcana) 5, Knowledge (History) 2, Knowledge (Nature) 5, Knowledge (Religion) 8, Move Silently 5, Search 5, Spellcraft 5, Survival 5, Tumble 5
-
Run like the Wind


18th
Fleet Runner of Ehlonna 8
+14/+9/+4
+19
+12
+13
Balance 5, Concentration 5, Escape Artist 3, Heal 5, Hide 21, Jump 21, Knowledge (Arcana) 5, Knowledge (History) 3, Knowledge (Nature) 5, Knowledge (Religion) 8, Move Silently 5, Search 5, Spellcraft 5, Survival 5, Tumble 5
Superior Unarmed Strike
Leopard's Pounce


19th
Fleet Runner of Ehlonna 9
+14/+9/+4
+19
+13
+13
Balance 5, Concentration 5, Escape Artist 4, Heal 5, Hide 22, Jump 22, Knowledge (Arcana) 5, Knowledge (History) 4, Knowledge (Nature) 5, Knowledge (Religion) 8, Move Silently 5, Search 5, Spellcraft 5, Survival 5, Tumble 5
-
Swiftness of the Tigress


20th
Fleet Runner of Ehlonna 10
+15/+10/+5
+20
+13
+14
Balance 5, Concentration 5, Escape Artist 5, Heal 5, Hide 23, Jump 23, Knowledge (Arcana) 5, Knowledge (History) 5, Knowledge (Nature) 5, Knowledge (Religion) 8, Move Silently 5, Search 5, Spellcraft 5, Survival 5, Tumble 5
-
Cheetah's Sprint



Cleric Spells per Day (Does not Include Spells from High Wisdom)
Spells per Day


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


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


2nd
-
-
-
-
-
-
-
-
-
-


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


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


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


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


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


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


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


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


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


12th
5
3+1
3+1
2+1
-
-
-
-
-
-


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


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


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


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


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


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


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


20th
6
4+1
4+1
3+1
3+1
2+1
-
-
-
-


Starting Stats (32 Point Buy):
Before Racial Modifiers: STR: 14, DEX: 15, CON: 14, INT: 14, WIS: 10, CHA: 12
After Racial Modifiers: STR: 10, DEX: 13, CON: 14, INT: 14, WIS: 16, CHA: 10
Final Ability Scores: STR: 10, DEX: 15, CON: 14, INT: 14, WIS: 19, CHA: 10

Increase WIS at 4, 12, and 20, Increase DEX at 8 and 16

If you feel the need to spice up this build, my chef's recommendation is a few things: An Elvencraft Longbow (to switch from Melee to Ranged in a snap, or croak); Monk's Belt, Necklace of Natural Attacks, and Gauntlets of the Talon (to make your Unarmed Strikes and AC that much of a savory ingredient); Gharyn's Monastic Array (At least the Cobra Straps and the Panther Mask to make your base Move Speed 40 and to get a free 5-ft step 1/day after a charge).


Small Frog in a Well (ECL 1-5)
Cur'Miit is small and weak right now. He takes the monastic training of the Elf-led monastery, though soon delves into his studies and prayer, trying to find a path he can follow. He even takes to the forest, training to hunt with a bow and track animals. Due to his small size, but big Wisdom Score, he can stay alive in these low levels as a less-effective skirmisher. His Small size means he's stuck with a d4 for his Unarmed Strike, but he can somewhat boost that with his Decisive Strike. Once he takes that first level of Cleric, his pitiful 5-ft move speed triples to 15-ft per round. For him, that's a HUGE boon, especially with his ability to turn invisible for a round and run and hide. He still has to Run to keep up with other monks, or even other "normal" characters, but Cur'Miit is not one to give up easily.

A Frog gets his Land-Legs (ECL 6-10)
Cur'Miit now begins his travels into the outside world. After picking up Mobility to ensure he can still survive running around and Rapid Shot to use with either a longbow or Shuriken, he begins wading through the swamp of Fleet Runner. First level at level 7 gives him a MUCH NEEDED boost to his Base Land Speed, bringing it up to 25 ft per round. Faster than a Dwarf, but slower than a Human, and still MUCH slower than a Monk of his level. However, he keeps chugging along and communing with Elhonna every other level, bringing him closer to enlightenment. At level 9, he picks up Combat Casting for future use, and level 10 brings us to Shot on the Run, his starting gimmick of attack and survival.

Battle Toad (ECL 11-15)
Now we get into the Bread and Butter or rather Flies and Honey of this build. Sacred Fist gives us better Unarmed Damage Progression that stacks with those two levels of Monk way back when, as well as yet another boost to our Base Land Speed (which stacks with Fleet Runner and the Celerity Domain), bringing us up to 35 ft per round. Now all those normal people are being left in the dust of your webbed feet. And we also pick up Spring Attack, so you can run up to someone and punch them with Decisive Strike, and then run away to get out of range. More options are always better when fighting. Sacred Fist also lets us better blend our Clergy life to Ehlonna with the Monastic Training and Woodsman Lifestyle that we chose to explore in our tadpole days. With only taking 4 levels of Sacred Fist, we grab one more level of Fleet Runner and hit THE SWEET SPOT. We take Ascetic Hunter at this level, allowing our Ranger Levels to stack with the Monk levels also from way back when. We now have a moderate Unarmed Strike base to go off of at 1d8, even with our small size. If you can get a caster to make you Medium for a bit, or even get some Greater Mighty Wallop, you'll make them regret calling you "Frog Legs".

Frogfucius? He's a good friend of mine (ECL 16-20)
And now we close out the build with the remaining 5 levels of Fleet Runner. We pick up Superior Unarmed Strike and turn our 1d8 to a 1d10, which we can double-damage with and still run around. With Run Like the Wind giving us Dimension Door 1/day, Leopard's Pounce allowing us to full attack at the end of a Charge, Swiftness of the Tigress giving us HASTE for 10 rounds per day in ADDITION to being able to cast it on ourselves, and Cheetah's Sprint, we can run like no tomorrow and outpace almost anyone.

The Fleet Runner of Ehlonna gives us quite a few tricks and skills to keep our Toad from ending up a hungry snake's meal.

3/4 BAB: While this isn't that great, it's definitely not the worst thing of this PrC. Besides, our real goal here is to stay alive long enough to pepper the heck out of our enemies.

Movement-Based Skills: THIS is why I wanted to give this to an Anthro Toad. Their horrible Base Movement Speed was DYING for help. I figured if I was going to be focusing on a movement-based class, let's give it to someone who needs it.

1/2 Casting Progression: With the way I've built Cur'Miit, this doesn't hurt us as bad. Most of what he does is self-buffs before he goes adventuring or during battle, otherwise he's being a sage, doling advice out to those who need it Mr. Miyagi style (Though he CAN actually catch the flies with a pair of chopsticks).


1. How does Cur'Miit qualify for Fleet Runner of Ehlonna and Sacred Fist?
A. Fleet Runner of Ehlonna needs Dodge, Run, and Mobility in feats, which Cur'Miit picks up naturally. He gets his Necessary Will Save through the Cleric Class, which also gives him Ehlonna as his patron AND the Divine Spellcasting he needs. As for his Neutral Good alignment, he starts out with two levels of Lawful Good, and then has 4 levels to chill out a bit and become a Neutral Good Toad, more sage-like.
B. Sacred Fist needs Combat Casting, Combat Reflexes, Improved Unarmed Strike, and Evasion. Combat Reflexes and Improved Unarmed Strike come from Monk levels. Evasion would normally have come from Monk if I didn't trade it for Invisible Fist, but this time it comes from Fleet Runner. Yes, I used a PrC to qualify for ANOTHER PrC. Combat Casting was taken at level 9 after I took care of Dodge, Mobility, and Run.

2. Why Anthropomorphic Toad?
Well, I was looking around for a species with Ranger as a favored class, and thinking about what to do with it. I saw the Grippli first, and though a Frog Ambusher would be cool. However, I backed up a bit on the Grippli part when I re-read the Kitchen stock, and the idea stuck with me. Once I saw the Anthropomorphic Toad's racial adjustments however, I was set. The other stuff I accounted for in the point-buy and a +6 to WISDOM?! How can any monk NOT take that? With +0 Level Adjustment!! Seriously.

...also the idea of Kermit the Frog kicking your butt was too good to pass up.

PHB: Cleric, Monk, Ranger, Dodge, Mobility, Run
PHB2: Decisive Strike Monk
Savage Species: Anthropomorphic Toad
Exemplars of Evil: Invisible Fist Monk:
Complete Divine: Sacred Fist
Dragon Compendium: Fleet Runner of Ehlonna
Tome of Battle: Superior Unarmed Strike

Kuulvheysoon
2014-08-14, 10:32 PM
SHAZAM!

Nal'ridelthi
The Bolt from the Blue
Raptoran Cleric 1/Fighter 4/Fleet Runner of Ehlonna 10/Stormtalon 5


Nal'ridelthi coasted through the sky, and half of infinity was blue.

Miles high, the air was cold and wind whipped angrily over his feathers; only Ehlonna's mercy allowed his comfort. When he was younger Nal'ridelthi had looked to the sky wondering if it could really be so large. In truth, it was bigger. There were no visible clouds above him, and few below. All that marred the sky's expansive hemisphere of graduated blue was the newly risen Sun.

But as much as he was drawn to the perfect purity of that which was above, he focused his eyes on that which lay below. Temperate forests dotted by the occasional small clearing or rolling hill covered the land, and while it also had beauty it was not quite the same; this beauty was a double-edged sword, providing cover for those that might ultimately despoil it. His eyes scanned resolutely on Ehlonna's mission, looking not just for direct evidence of her enemies but the subtle signs of disharmony in the land.

And there. A deer running, but not in a determined escape as if from wolves, but in a jerky panic caused by an ambush predator. The only ambush predators here that could take on deer were people. He drifted in the direction from which it came, pulling out his eyepieces and scanning that section of forest in detail. Ah, yes, it was people. He cranked up the magnification, waiting for one to step into a break in the trees just so ... and yes, these were his targets, known enemies of nature.

Still miles distant, Nal'ridelthi prepared. One by one he called upon the small favors Ehlonna offered him, preparing for the exertions ahead. As he cast the last spell, the noise of the wind itself ceased, though he could still feel it upon his feathers. The loudness of his descent could easily give the game away too early if left unmanaged.

Nal'ridelthi sped up, sprinting through the sky, moving twice as fast as a horse on land. He ate up the miles of horizontal and vertical distance, rapidly closing to strike range. Half a mile above his Goddess' foes, he was still undetected and readied his trusty Halberd. The passage of time seemed to slow, held back by Ehlonna, and he felt her divine strength run through his body as the fur of a great ape crept out between his feathers. And then he dove.

The wind would have been deafening, if only he could hear it. The air heated up and would've burned him like a shooting star, if not for his well-cast friendship with the Elements. Before he finished his dive though, The great brutish Ogre guarding his primary target looked up by some instinct or miracle, and readied his mighty club to intercept.

But Nal'ridelthi was not aimed quite at his target, but the ground beside him. The deadly weapon swung false and as the Ogre watched in horror Nal'ridelthi pulled a maniac turn at dozens of gs and struck Antwione the Evil Artificer at half the speed of sound. Spinning piercing whirling stabbing and even his talons ripped straight through the throat and the enemy of nature was in multiple different pieces.

Nal'ridelthi desperately bled speed, recovering from his accelerated dive. Only the Ogre was aware enough to attack in the moment of bloody confusion, the rest of the immoral party caught entirely by surprise. Luckily, he was out of position, and wasn't able to quite reach the avenging raptoran before he teleported out, gone from the general area.

As Nal'ridelthi popped back into reality, he grit his beak and started hauling it away. He didn't quite escape Long Range in time and was accosted by a few pursuing fireballs, but he managed to avoid the worst of them by doing a barrel roll and was merely singed. As he flew into the distance, Nal'ridelthi reflected that completing Ehlonna's task might take some time.

That was fine though. It would be a long day, after all.



NG Raptoran Cleric 1/Fighter 4/Fleet Runner of Ehlonna 10/Stormtalon 5
Patron Deity: Ehlonna

STR 16 (to 20 with level increases @4-16)
DEX 15 (to 16 with level increase @20)
CON 10
INT 12
WIS 14
CHA 10

Highlights
Speed: Fly 100 (Good), [130 w/Haste]
BaB: +16 (6 attacks with Haste and Talons)
Casting: Cleric CL6, Plant and Good Domains
HP: 1d6+4d10+10d8+5d10 (average 100)

ACFs:
Raptoran Cleric 1 (RotW)
Animal Domain traded for Animal Devotion (CC)
Raptoran Fighter 1 (RotW)





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


1st
Raptoran Cleric 1
+0
+2
+0
+2
Knowledge (nature): 4, Knowledge (religion): 4, Spot: 2
Expeditious Dodge, Animal Devotion
Turn undead, Plant domain, Air mastery, Empathy of the winds


2nd
Raptoran Fighter 1
+1
+4
+0
+2
Knowledge (religion): 5, Spot 2.5
Mobility
Encumbered flight


3rd
Fighter 2
+2
+5
+0
+2
Knowledge (religion): 6, Spot 3
Run, Power Attack
-


4th
Fighter 3
+3
+5
+1
+3
Knowledge (religion): 7, Spot 3.5
-
-


5th
Fighter 4
+4
+6
+1
+3
Knowledge (religion): 8, Spot 4
Spring Attack
-


6th
Fleet Runner of Ehlonna 1
+4
+8
+1
+5
Knowledge (nature): 5, Knowledge (religion): 9, Spot: 4.5
Air Heritage
Fast movement, Greater Mobility, Additional domain: Good domain


7th
Fleet Runner of Ehlonna 2
+5
+9
+1
+6
Knowledge (nature): 6, Knowledge (religion): 10, Spot: 5
-
Evasion


8th
Fleet Runner of Ehlonna 3
+6/+1
+9
+2
+6
Knowledge (nature): 7, Knowledge (religion): 11, Spot: 5.5
-
Leap of the hart


9th
Fleet Runner of Ehlonna 4
+7/+2
+10
+2
+7
Knowledge (nature): 8, Knowledge (religion): 12, Spot: 6
Shi'Quos School, Shot on the Run
-


10th
Fleet Runner of Ehlonna 5
+7/+2
+10
+2
+7
Knowledge (nature): 9, Knowledge (religion): 13, Spot: 6.5
-
Run like the huntress


11th
Fleet Runner of Ehlonna 6
+8/+3
+11
+3
+8
Knowledge (nature): 10, Knowledge (religion): 14, Spot: 7
-
Improved evasion


12th
Fleet Runner of Ehlonna 7
+9/+4
+11
+3
+8
Knowledge (nature): 11, Knowledge (religion): 15, Spot: 7.5
Improved Bull Rush
Run like the wind


13th
Fleet Runner of Ehlonna 8
+10/+5
+12
+3
+9
Knowledge (nature): 12, Knowledge (religion): 16, Spot: 8
-
Leopard's pounce


14th
Fleet Runner of Ehlonna 9
+10/+5
+12
+4
+9
Knowledge (nature): 13, Knowledge (religion): 17, Spot: 8.5
-
Swiftness of the tigress


15th
Fleet Runner of Ehlonna 10
+11/+6/+1
+13
+4
+10
Knowledge (nature): 14, Knowledge (religion): 18, Spot: 9
Shock Trooper
Cheetah's sprint


16th
Stormtalon 1
+12/+7/+2
+15
+4
+10
Spot: 11, Tumble: 1
-
Foot talons


17th
Stormtalon 2
+13/+8/+3
+16
+4
+10
Spot: 14
Improved Flight
-


18th
Stormtalon 3
+14/+9/+4
+16
+5
+11
Spot: 17
Fleet of Foot
Fast flight (+10 ft)


19th
Stormtalon 4
+15/+10/+5
+17
+5
+11
Spot: 20
Diving Charge
-


20th
Stormtalon 5
+16/+11/+6/+1
+17
+5
+11
Spot: 23
-
Fast flight (+20 ft)



Note: Since Knowledge (religion) is a class skill for Cleric, its skill rank max is still that of a class skill when taking Fighter levels even though it must be bought at double cost. SRD (http://www.d20srd.org/srd/classes/multiclass.htm): "If a skill is a class skill for any of a multiclass character’s classes, then character level determines a skill’s maximum rank. (The maximum rank for a class skill is 3 + character level.)"



Spells per Day
Domains: Plant, Good (6th level)


Level
0lvl
1st
2nd
3rd


1st
3
1+1
-
-


2nd
3
1+1
-
-


3rd
3
1+1
-
-


4th
3
1+1
-
-


5th
3
1+1
-
-


6th
3
1+1
-
-


7th
4
2+1
-
-


8th
4
2+1
-
-


9th
4
2+1
1+1
-


10th
4
2+1
1+1
-


11th
5
3+1
2+1
-


12th
5
3+1
2+1
-


13th
5
3+1
2+1
1+1


14th
5
3+1
2+1
1+1


15th
5
3+1
3+1
2+1


16th
5
3+1
3+1
2+1


17th
5
3+1
3+1
2+1


18th
5
3+1
3+1
2+1


19th
5
3+1
3+1
2+1


20th
5
3+1
3+1
2+1





BaB: +4; Fly Speed: 80 (average, limited use); Cleric Casting: CL 1

At this point Nal'ridelthi has entered Fleet Runner "on time" and has the starting elements of his three main combat tactics available. The subtitution levels taken early were not a particularly big deal, but generally involved gaining things that might be useful in exchange for heavy armor proficiency that was not. Raptoran's favored class being Cleric protects us from MC penalties.

Dive Attack: Nal'ridelthi doesn't have too much of this package yet, but by flying and gliding on alternate turns he can get some altitude and then use his racial ability to dive on enemies for double damage. A little bit of judidicious Power Attacking is often helpful here.
Animal Devotion (usable twice per day total due to turn attempts) is very useful in this mode, either to get a 'real' Fly speed with Hawk's Flight for gaining height easier or to enhance damage and accuracy with Ape's Fury. After a Dive Attack, Nal'ridelthi usually transitions to Spring Attack mode to start on the next turn (using his Glide speed and the altitude preserved by his reach weapon.)

Spring Attack: Nal'ridelthi can only fly on alternate rounds, but using a Reach weapon with Spring Attack he can be very annoying even so. Since he is not maneuverable enough to reverse generally he will swoop past the target with this strategy and end up on the other side. Entangle from the Plant domain is notable in supporting this sort of activity. Try to always maintain some height, striking with a reach weapon, so that you can glide on off-flying turns.

Archery/Disengagement: Nal'ridelthi can cover 400 feet in one round by running while flying. This is wonderful since in a single round he can get out of range of pretty much anything but Bow Archery and spells with Range: Long. He can basically run away right out of people's threat zones too if he has to, due to the cumulative +10 bonus against AoOs in this circumstance from Expeditious Dodge, Mobility, and Greater Mobility. On off-turns of flying during Disengagement, Nal'ridelthi can glide instead while taking potshots with his footbow. As with Spring Attack, Entangle is particularly devestating in this combat mode.

1st Level Cleric spells: Minor Offensive and Defensive buffs such as Divine Favor, Shield of Faith, and Entropic Shield will be helpful. Later on, Endure Elements may be required for extreme high flying.



BaB: +7; Fly Speed: 80 (average); Cleric Casting: CL 3

Halfway through the SI all of our tactics get a bit more development, while still retaining their general character from before. Shi'Quos School is a star of the show here for several reasons; among them that knocking other fliers prone might be pretty devestating depending on how the DM rules it.

Dive Attack: Not very much has changed here, though with his fly speed usable continuously Nal'ridelthi has an easier time setting Dive Attacks up in general. Spending one round on Spring Attack or Archery while flying up and away and the next on Dive Attack is reasonable. With Shi'Quos School, charged or Spring Attacked enemies can now be knocked prone if they fail a save, which combined with a reach weapon can be good for ruining the target's turn after he dives it. Make sure to keep superior altitude at all times to satisfy the elevation requirment of Shi'Quos School.

Spring Attack: Being able to stay airborne continuously removes a lot of headaches here, and Shi'Quos School makes his kiting tactics all the more infuriating to face for melee enemies.

Archery/Disengagement: Shot on the Run and Run like the Huntress are both additions here. Shot on the Run lets him duck in and out of cover while making footbow potshots, and with his high speed it should be difficult for enemies to engage him in melee if he doesn't want them to. Run like the Huntress is significant in its strategic impact. Being able to run-fly 400 feet per round for 20 rounds or more in a row is difficult to match for anything short of a Dragon. Even full spellcasters might have difficulty pursuing at such speeds or attacking him at such ranges if not set up for it specifically.

2nd Level Cleric spells: Barkskin is another nice domain spell (though in some circumstances a second Entangle might be better), and minor buffs like Bull's Strength and Aid are helpful too. Silence is of particular note since many DMs will rule your extremely rapid flight to be very noisy at inopportune times.



BaB: +11; Fly Speed: 80 (average) [110 w/Haste]; Cleric Casting: CL 6

Nal'ridelthi has finished the SI in good time and picked up all the great charge goodies at the end of the class.

Dive Attack: This tactic has exploded into significance. With Pounce and Haste active Nal'ridelthi has a four piece full-attack at the end of his diving charges. Shock Trooper makes it practical to Power Attack for a ton, and with a two-handed weapon and the doubling bonus from Dive Attacks he is Power Attacking at 4:1. Even the issues with AoOs during Shock Trooper Charges are partially solved by the +10 in anti-AoO bonuses and by using a reach weapon. Shi'Quos School is still quite helpful; even if the Save DC isn't that great it has a lot of chances to go off, and once it does the target will have -4 to AC for being prone.

The crown jewel of his Charge tactics is Cheetah's Sprint. Using this ability he can engage from so far away with his Deathcharge that it is virtually guaranteed to be a surprise; due to speed being doubled while flying straight down he can dive-charge 110*2*10 = 2200 feet while Hasted. After a successful Sprint, he can disengage with his Spring Attack package and strategic running speed to repeat ambush again an hour later.

Spring Attack: Not much new here, but Haste can make the kiting a little easier.

Archery/Disengagement: Improved Evasion helps with his survivability at Extreme Range, protecting his weak Reflex save with a damage halving effect. Run like the wind is handy because people don't see where you go to harass your retreat, and acts as a teleport in the clutch for situations when one is needed. On the offensive side, +11 BaB means he has a Footbow full-attack of three arrows if he chooses, though restrictions on his flight maneuverability means he must be ready to land for a moment just after full attacking.

3rd Level Cleric Spells: Magic Circle Against Evil is a nice long lasting Domain spell. Invisibility Purge can be handy, and Wind Wall can be useful for protecting your rear against specialized Archers while disengaging.



BaB: +16; Fly Speed: 100 (good) [130 w/Haste]; Cleric Casting: CL 6

For the last five levels Nal'ridelthi has an affair with Stormtalon to improve his mobility further and earn his final iterative. Stormtalon is nice because it doesn't require any effort to qualify for and still gives us a lot of things we want. The lack of casting is regrettable, but its the only dark spot on an otherwise ideal finisher. Nal'ridelthi has been pushing Spot for a while with his meager skill points, and Spot being a class skill here is another boon. Dealing with the extreme ranges that come up often when he fights means good vision is essential (the +2 racial bonus is helpful here).

Dive Attack: Fleet of Foot lets you make a 90 degree turn at some point in a Charge now, which can open up some more options on that side for dealing with tricky situations. Diving Charge adds a nifty +3d6 damage to all your Charge attacks as well, which is especially helpful in situations when you don't want to Shock Trooper Power Attack. Remember that Animal Devotion now gives you a +8 sacred bonus to Strength, which is really significant. You also have Talons now, for a possible 6th attack (beyond your four iteratives and Haste bonus). They do not have reach, which means to use them you need to go to a non-reach piercing weapon on the charge; this may or may not be worth it in various situations.

Spring Attack: Your fly speed being good maneuverability instead of average makes this a little more flexible now, freeing you from a requirement to strafe instead of bounce. At 130 feet Hasted with a reach weapon some builds will have trouble even managing to charge you when you're kiting them.

Archery/Disengagement: The fourth iterative shines here, as does the good maneuverability which allows you to Hover while full-attacking. Hopefully you have enough Strength at this point with some items to get a nice strength-and-a-half bonus from your footbow.



Prereqs:
(Expeditious) Dodge, Mobility: These are also used to qualify for Spring Attack and Shi'Quos School. The use of Expeditious Dodge and Mobility also make charging through large threat zones more practical later.
Run: This is also used to qualify for Fleet of Foot. Nal'ridelthi can run while flying, covering 500 feet per round without Haste (roughly 57 mph).
Knowledge (religion): Sadly this isn't used for much.

Features:
Fast Movement: Since the Fast Movement ability does not specify a land speed (unlike most similar abilities), the +10 feet is used to help Nal'ridelthi's awesome fly speed.
Greater Mobility: This offers additional support when charging through large threat zones, bringing the total AC modifier vs. AoOs on a long charge to +10 (mostly negating the penalty from Shock Trooper.)
Evasion & Improved Evasion: While Evasion might not trigger so often due to Nal'ridelthi's low Reflex save, Improved Evasion is quite the boon and will regularly cut damage in half. Since Nal'ridelthi often moves in and out of extreme range the utility against spells such as Fireball is appreciated.
Leap of the Hart: Nal'ridelthi is able to fly continuously from level 10 on, so this isn't the most useful ability. If he wants to enter any jumping contests though Air Heritage and being a Raptoran conspire to give him +12 in Jump bonuses.
Shot on the Run: Nal'ridelthi is proficient with the Footbow and so can do a reasonable job darting in and out of cover and peppering a foe with arrows while using his Running occasionally to maintain extreme engagement range. While ranged combat is not the focus of the build he does a reasonable job at it.
Run like the Huntress: This ability really lets Nal'ridelthi's fast running speed shine. He can run-fly 500 feet per round for at least 20 rounds, and could last quite a bit longer with reasonable rolls and items. Even at its bare minimum, this allows him to cover 2 miles in 2 minutes.
Run like the Wind: This ability can get Nal'ridelthi out of tricky spots like Forcecages, or let him make a stealthy escape from the battle zone so he can start running away next round with less chance of pursuit.
Leopard's Pounce: This is one of the key components of Nal'ridelthi's charging package, allowing a 6 piece Shock Troopered Full Attack counting Haste and Talons, and with double damage on a Dive Attack.
Swiftness of the Tigress: Haste adds 30 feet to Nal'ridelthi's already prodigious speed, adds an extra attack to his pounce, and even hands out some handy +1 bonuses.
Cheetah's Sprint: This awesome capstone ability lets Nal'ridelthi initiate a charge from a quarter mile (1300 feet) away with Haste active. Some or all of that distance can be altitude in the air, and with Fleet of Foot the charge can even include one right angle turn. Even better, since flying speed is doubled (as per DMG) when moving downwards, if charging straight down Nal'ridelthi can cover half a mile (2600 feet.) When charging downwards hasted he probably is diving in excess of 300 mph.

Spellcasting: This is mostly discussed in the level-by-level breakdowns as appropriate. Six levels of Cleric casting add a bit of spice without taking over the mostly mundane build, and the necessary Cleric dip allowed Animal Devotion with its large Strength bonuses.



SRD: Cleric, Fighter, Cleric spells, many feats
Dragon Magazine Compendium: Fleet Runner of Ehlonna
Races of the Wild: Raptoran, Raptoran Fighter and Cleric Substitution levels, Stormtalon, Expeditious Dodge, Improved Flight, Diving Charge
Complete Warrior: Shock Trooper, Fleet of Foot
Complete Champion: Animal Devotion, Devotion feat/Domain Exchange
Planar Handbook: Air Heritage
Drow of the Underdark: Shi'Quos School
Dungeon Masters Guide: Various rules about flying
Bare minimum, really? Goddamn character limits...

Kuulvheysoon
2014-08-14, 10:35 PM
Only you can prevent psychedelic drug trips from magic mushrooms (Mind you, Grig fails to see the point behind stopping, but the point remains)
The Fluff:
As a young man, Grig the Human Barbarian was unruly and tempermental - prone to nights of drinking and violence at the modestly-sized swillhouse in the town of Woodsend. On a certain night, Grig was on an impressive bender when he agreed to try a strangely hued mushroom offered to him by an unsightly stranger. The resulting psychodelic trip led him into the gigantic forest whose edge stood like a towering wall just beyond the perimeter of Woodsend. After what seemed like many hours but may have been only minutes, Grig stumbled over a branch, directly into the looming chest of a tremendous bear who was in the middle of doing exactly what bears do in the woods.

Whether it was the psychotropes or legitimately an act of Divine intervention, Grig heard the bear speak to him, announcing itself as an emissary of Ehlonna, a patron deity of the woodlands and its denizens. Grig was swept away with wonderment and made a sacred vow to return to the forest everyday to learn from the (maybe) Divine creature. And so, every day for three years, Grig returned to the forest tripping balls on shrooms, and followed Bear as its faithful Monk, as it went about its daily dealings. As time passed, Grig adopted more and more of the lifestyle he saw from Bear, abandoning his worldly possessions and dedicating himself as a Fist of the Forest.

Grig was always conveniently absent whenever Bear killed other animals for food, and so believed him to be a completely peaceful creature - generally believing any blood lingering on Bear's muzzle to be forest-berry jam. Grig denounced his violent ways and became an Apostle of Peace to better follow the ways of his beloved teacher.

One day, Grig was on his way to meet Bear when he discovered the unthinkable – a Ranger and his wolf companion sat crouched beside the body his wise teacher, freshly killed by arrows from the Ranger’s bow. Grig felt the rage welling up within him, threatening to overpower everything he had struggled to achieve over his many years doing wacked up on drugs in the woods with a bear. By sheer force of will and out of respect for Bear, Grig cast away his rage and instead, in a grand gesture, gave the (very unsettled and confused) Ranger the biggest, most restrictive hug of his entire lifetime. Strangely, it did seem to have a calming effect on all parties involved. When Grig finally let go after five awkward minutes of near complete silence (interrupted occasionally only by Grig making comforting 'shush'-ing noises), he realized the teachings of Bear had come to an end, and so adopted the enlightened form of a bear. Ehlonna, who had no clue who Bear or Grig were, happened to be surveying the forest at that exact moment, and decided that for a human to hug it out so hard that he just up and became a bear was probably worth sainthood or whatever.

And so Grig, Saint of Ehlonna, abandoned his human name and became Saint Smokey, the Expeditious Bear-Hugger. Whenever violence threatened the forest or its inhabitants, St. Smokey rushed to the scene. He would smack the offenders once or twice to let them know they were misbehaving, but then he’d hug (grapple) it out to let them know he still loved them. Over time, many of the offenders became St. Smokey’s disciples and converted to his way of life, romping around the forest on all fours, out of their minds on shrooms.


The Crunch:
Race: Human
32-Point Buy:

Str: 16 – 10 points
Dex: 12 – 4 points
Con: 14 – 6 points
Int: 12– 4 points
Wis: 12– 4 points
Cha: 12– 4 points

Stat Increases/Adjustments: Level-based increases are indicated on the build table below. Stat increases from Vow of Poverty (BoED p.48) are in the following order: Wis/Cha/Str/Con (+8/+6/+4/+2). Saint Smokey's stats adjust according to the rules of polymorphing while in the form of a Brown Bear.

Saint Smokey the Expeditious Bear-Hugger


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


1st
Barbarian 1
+1
+2
+0
+0
Concentration 0.5 ranks, Handle Animal 4 ranks, Knowledge (Arcana) 2 ranks, Knowledge (Nature) 2 ranks, Spellcraft 2 ranks, Survival 4 ranks
Power Attack, Toughness, Sacred Vow
Illiteracy, Rage 1/day, Toughness
Bear Totem Barbarian (UA p.48)


2nd
Barbarian 2
+2
+3
+0
+0
Concentration 1 rank, Diplomacy 2 ranks, Knowledge (Arcana) 3 ranks
Improved Grapple
Improved Grapple
-


3rd
Barbarian 3
+3
+3
+1
+1
Concentration 2 ranks, Diplomacy 3 ranks, Knowledge (Arcana) 1 rank
Great Fortitude, Vow of Poverty
Great Fortitude
-


4th
Monk 1
+3
+5
+3
+3
Concentration 2 ranks, Diplomacy 1 rank
Dodge, Improved Unarmed Strike, Vow of Nonviolence
Dodge, Flurry of Blows, Unarmed Strike
Cobra Strike Monk Variant (UA p.52), Wisdom +1


5th
Monk 2
+4
+6
+4
+4
Concentration 2 rank, Knowledge (Arcana) 0.5 ranks, Spot 1 rank
Mobility
Mobility, Spell Reflection
Spell Reflection (CM p.35)


6th
Fist of the Forest 1
+5
+8
+6
+4
Concentration 1.5 ranks, Knowledge (Arcana) 0.5 ranks
Run, Vow of Peace
AC Bonus, Feral Trance 1/day, Fast Movement, Primal Living, Unarmed Damage 1d8
-


7th
Fist of the Forest 2
+6/+1
+9
+7
+4
Concentration 1 rank, Knowledge (Nature) 1 rank
-
Uncanny Dodge, Untamed Strike
-


8th
Apostle of Peace 1
+6/+1
+11
+9
+6
Knowledge (Arcana) 1 rank, Knowledge (Nature) 5 ranks
Vow of Obedience
Turn Undead
Wisdom +1


9th
Apostle of Peace 2
+7/+2
+12
+10
+7
Spellcraft 6 ranks
Extra Turning
Pacifying Touch
-


10th
Sentinel of Bharrai 1
+7/+2
+12
+10
+9
Knowledge (Religion) 6 ranks
Subduing Strike, Track
Nature-Friendly Spells, Track
-


11th
Sentinel of Bharrai 2
+8/+3
+12
+10
+10
Concentration 2 ranks, Knowledge (Religion) 2 ranks, Spellcraft 2 ranks
-
Energy Resistance 10 (Sonic)
-


12th
Sentinel of Bharrai 3
+8/+3
+13
+11
+10
Concentration 2 ranks, Spellcraft 4 ranks
Divine Defiance, Holy Subdual
Bear Shape, Quickened Call Lightning 1/day
Saint Template (BoED p.29), Wisdom +1


13th
Fleet Runner of Ehlonna 1
+8/+3
+15
+11
+12
Concentration 1 rank, Spellcraft 1 rank, Survival 4 ranks
-
Additional Domain (Celerity), Fast Movement, Greater Mobility
-


14th
Fleet Runner of Ehlonna 2
+9/+4
+16
+11
+13
Concentration 1 rank, Spellcraft 1 rank, Survival 4 ranks
Intuitive Attack
Evasion
-


15th
Fleet Runner of Ehlonna 3
+10/+5
+16
+12
+13
Concentration 1 rank, Handle Animal 3 ranks, Spellcraft 1 rank, Survival 1 rank
Travel Devotion
Leap of the Heart
-


16th
Fleet Runner of Ehlonna 4
+11/+6/+1
+17
+12
+14
Concentration 1 rank, Handle Animal 3 ranks, Spellcraft 1 rank, Survival 1 rank
Nimbus of Light, Shot on the Run
Shot on the Run
Charisma +1


17th
Fleet Runner of Ehlonna 5
+11/+6/+1
+17
+12
+14
Concentration 1 rank, Handle Animal 3 ranks, Spellcraft 1 rank, Survival 1 rank
-
Run Like the Huntress
-


18th
Fleet Runner of Ehlonna 6
+12/+7/+2
+18
+13
+15
Concentration 1 rank, Handle Animal 3 ranks, Spellcraft 1 rank, Survival 1 rank
Holy Radiance, Multigrab
Improved Evasion
-


19th
Fleet Runner of Ehlonna 7
+13/+8/+3
+18
+13
+15
Concentration 1 rank, Handle Animal 3 ranks, Spellcraft 1 rank, Survival 1 rank
-
Run Like the Wind
-


20th
Fleet Runner of Ehlonna 8
+14/+9/+4
+19
+13
+16
Concentration 1 rank, Handle Animal 3 ranks, Spellcraft 1 rank, Survival 1 rank
Defender of the Homeland
Leopard’s Pounce
Charisma +1




Spells per Day


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


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


2nd
-
-
-
-
-
-
-
-
-
-


3rd
-
-
-
-
-
-
-
-
-
-


4th
-
-
-
-
-
-
-
-
-
-


5th
-
-
-
-
-
-
-
-
-
-


6th
-
-
-
-
-
-
-
-
-
-


7th
-
-
-
-
-
-
-
-
-
-


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


9th
5
3
0
-
-
-
-
-
-
-


10th
5
3
1
0
-
-
-
-
-
-


11th
6
3
2
1
0
-
-
-
-
-


12th
6
3
3
2
1
0
-
-
-
-


13th
6-
3
3
2
1
0
-
-
-
-


14th
6
3
3
3
2
1
0
-
-
-


15th
6
3
3
3
2
1
0
-
-
-


16th
6
4
3
3
3
2
1
0
-
-


17th
6
4
3
3
3
2
1
0
-
-


18th
6
4
4
3
3
3
2
1
0
-


19th
6
4
4
3
3
3
2
1
0
-


20th
6
5
4
4
4
4
3
2
1
0

Kuulvheysoon
2014-08-14, 10:37 PM
I wonder if he gets a cybernetic legs enhancement in the sequel...


It was captured by the elves when it was just born. Wars so rarely talk about the children left behind, especially in R.A. Salvatore novels, but it loosely knew that its adoptive parents had slaughtered it's original parents. But it was too young to remember, so it didn't really care.

It found itself being raised by elves. They considered it their duty as victors in the war to teach the children of the younger generation, including it, how terrible and wrong it's parents had been. The elves always referred to it and others of its race as it, rather than the gendered he or she. It was never bothered by this.

It grew up on a diet of the evils of its race, and the horror that its race had unleashed on the peaceful lands of the realm. It was taught elven magics and elven ways of fighting, and it learned elven ways of tracking down members of its own race. It learned to destroy the evil that it could have helped to propogate.

It became an expert hunter and tracker, and it dedicated its life to destroying the enemies of Ehlonna.


Neutral Good Half Orc Ranger 7/Warshaper 3/Swift Hunter of Ehlonna 10/
Str 15 base + 2 racial + 5 levels = 22
Dex 15 base – 2 racial = 13
Con 14 base = 14
Intelligence 12 base – 2 racial = 10
Wisdom 14 base = 14
Charisma 8 base = 8


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


1st
Wild Shape Ranger 1
+1
+2
+2
+0
Knowledge Dungeoneering 4, Knowlege Nature 4, Spot 4, Listen 4, Jump 4, Survival 4
Dodge
Favoured Enemy: Orc +2, Track, Wild Empathy, Fast Movement (as Barbarian; Wild Shape Ranger)


2nd
Ranger 2
+2
+3
+3
+0
Knowledge Dungeoneering 5, Knowlege Nature 5, Spot 5, Listen 5, Jump 5, Survival 5
No feat
No class feature


3rd
Ranger 3
+3
+3
+3
+1
Knowledge Dungeoneering 6, Knowlege Nature 6, Spot 6, Listen 6, Jump 6, Survival 6
Knowledge Devotion: Knowledge Religion skill
Endurance


4th
Ranger 4
+4
+4
+4
+1
Knowledge Dungeoneering 6, Knowlege Nature 6, Spot 6, Listen 6, Jump 6, Survival 6, Knowledge Religion 6
No feat
Distracting Attack


5th
Ranger 5
+5
+4
+4
+1
Knowledge Dungeoneering 8, Knowlege Nature 8, Knowledge Religion 8, Spot 6, Listen 6, Jump 6, Survival 6
No feat
Wild Shape 1/day, 2nd Favoured Enemy: Goblinoid +2, Orc +4


6th
Ranger 6
+6/+1
+5
+5
+2
Knowledge Dungeoneering 9, Knowlege Nature 9, Knowledge Religion 9, Spot 7, Listen 7, Jump 7, Survival 6
Mobility
Wild Shape 2/day


7th
Ranger 7
+7/+2
+5
+5
+2
Knowledge Dungeoneering 10, Knowlege Nature 10, Knowledge Religion 10, Jump 10, Spot 7, Listen 7, Survival 6
No Feat
Wild Shape 3/day, Woodland Stride


8th
Warshaper 1
+7/+2
+7
+5
+2
Knowledge Dungeoneering 10, Knowlege Nature 10, Knowledge Religion 10, Jump 10, Spot 7, Listen 7, Survival 6, Balance 2
No Feat
Morphic Immunities, Morphic Weapons


9th
Warshaper 2
+8/+3
+8
+5
+2
Knowledge Dungeoneering 10, Knowlege Nature 10, Knowledge Religion 10, Jump 10, Spot 7, Listen 7, Survival 6, Balance 4
Run
Morphic Body


10th
Warshaper 3
+9/+4
+8
+6
+3
Knowledge Dungeoneering 10, Knowlege Nature 10, Knowledge Religion 10, Jump 10, Spot 7, Listen 7, Survival 6, Balance 6
No feat
Morphic Reach


11th
Fleet Runner of Ehlonna 1
+9/+4
+10
+6
+5
Knowlege Nature 11, Knowledge Religion 11, Knowledge Dungeoneering 10, Jump 10, Spot 7, Listen 7, Survival 6, Balance 6
No Feat
Fast Movement, Greater Mobility, Additional Domain*


12th
Fleet Runner of Ehlonna 2
+10/+5
+11
+6
+6
Knowlege Nature 12, Knowledge Religion 12, Knowledge Dungeoneering 10, Jump 10, Spot 7, Listen 7, Survival 6, Balance 6
Power Attack
Evasion


13th
Fleet Runner of Ehlonna 3
+11/+6/+1
+11
+7
+6
Knowlege Nature 13, Knowledge Religion 13, Knowledge Dungeoneering 10, Jump 10, Spot 7, Listen 7, Survival 6, Balance 6
No Feat
Leap of the Hart


14th
Fleet Runner of Ehlonna 4
+12/+7/+2
+12
+7
+7
Knowlege Nature 14, Knowledge Religion 14, Knowledge Dungeoneering 10, Jump 10, Spot 7, Listen 7, Survival 6, Balance 6
No Feat
Shot On the Run


15th
Fleet Runner of Ehlonna 5
+12/+7/+2
+12
+7
+7
Knowlege Nature 15, Knowledge Religion 15, Knowledge Dungeoneering 10, Jump 10, Spot 7, Listen 7, Survival 6, Balance 6
Leap Attack
Run Like the Huntress


16th
Fleet Runner of Ehlonna 6
+13/+8/+3
+13
+8
+8
Knowlege Nature 16, Knowledge Religion 16, Knowledge Dungeoneering 10, Jump 10, Spot 7, Listen 7, Survival 6, Balance 6
No Feat
Improved Evasion


17th
Fleet Runner of Ehlonna 7
+14/+9/+4
+13
+8
+8
Knowlege Nature 17, Knowledge Religion 17, Knowledge Dungeoneering 10, Jump 10, Spot 7, Listen 7, Survival 6, Balance 6
No Feat
Run Like The Wind


18th
Fleet Runner of Ehlonna 8
+15/+10/+5
+14
+8
+9
Knowlege Nature 18, Knowledge Religion 18, Knowledge Dungeoneering 10, Jump 10, Spot 7, Listen 7, Survival 6, Balance 6
Headlong Rush
Leopard's Pounce


19th
Fleet Runner of Ehlonna 9
+15/+10/+5
+14
+9
+9
Knowlege Nature 19, Knowledge Religion 19, Knowledge Dungeoneering 10, Jump 10, Spot 7, Listen 7, Survival 6, Balance 6
No Feat
Swiftness of the Tigress


20th
Fleet Runner of Ehlonna 10
+16/+11/+6/+1
+15
+9
+10
Knowlege Nature 20, Knowledge Religion 20, Knowledge Dungeoneering 10, Jump 10, Spot 7, Listen 7, Survival 6, Balance 6
No Feat
Cheetah's Sprint





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
-
0
-
-
-
-
-
-
-
-


5th
-
0
-
-
-
-
-
-
-
-


6th
-
1
-
-
-
-
-
-
-
-


7th
-
1
-
-
-
-
-
-
-
-


8th
-
1
-
-
-
-
-
-
-
-


9th
-
1
-
-
-
-
-
-
-
-


10th
-
1
-
-
-
-
-
-
-
-


11th
-
1
-
-
-
-
-
-
-
-


12th
-
1
0
-
-
-
-
-
-
-


13th
-
1
0
-
-
-
-
-
-
-


14th
-
1
0
-
-
-
-
-
-
-


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


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


17th
-
1
1
-
-
-
-
-
-
-


18th
-
1
1
0
-
-
-
-
-
-


19th
-
1
1
0
-
-
-
-
-
-


20th
-
1
1
1
-
-
-
-
-
-





From levels 1-5 You're more or less a totally normal ranger. Distracting attack is an excellent alternative class feature, and Knowledge Devotion is always excellent, playing a double role of helping us qualify for Fleet Runner of Ehlonna. You've got +4 Favoured Enemy against orcs (it's a flavour thing; you could pick something more common or relevant to your campaign) and +2 against goblinoids (same). Add in your knowledge devotion check and bam --- you're looking at +5-+6 bonus damage against orcs and +3-4 against goblinoids, which are common in this CR range. Your base movement speed is 40, which is awesome.



From levels 6-10 you're focusing on your wild shaping. Morphic immunities gives you the excellent heavy fortification, and morphic body an useful stat boost. Morphic reach powers one of our later tricks. In terms of Wildshape options, you have eagle for flight, a leapord (core) or fleshraker dinosaur (Monster Manual 3) for charging, and a Baboon for a combat with weapons/casting form, though it will reduce your strength unfortunately.



From levels 11 to 15, your speed boosts to 50, you gain evasion, bonuses to jump, shot on the run, and the ability to run forever. Shot on the run makes a useful back-up combat option while chasing someone or while fleeing, allowing you to effectively kite with your incredible move speeds in rare circumstances where you wouldn't want to fight toe to toe. Your charging – power attacking combat style comes online here, keeping your damage output viable.
*If your DM lets you take the domain here (it's poor editing and we all know it), Ehlonna lists the Celerity, domain, which provides yet 10 more feet of movement.



The last 5 levels get you improved evasion, dimension door 1/day, pounce (finally), haste for 10 rounds a day, and 1/hour a charge at 10* move speed. This becomes hilarious with Heedless Charge, because you can use a reach weapon (or if wildshaped into a leapord or fleshraker), morphic reach, to avoid running close enough to anyone to provoke an AoO; dealing 2-3* power attack damage and double overall damage. A initial attack using Find the Gap and haste could involve charging from 800 feet away, power attacking for 16 and making 5 attacks at (1d8+48+strength+any other weapon stuff *2) --- which is probably nearing the "1 shot the tarrasque" level for an investment of merely 3 feats.

The build finishes pretty well rounded: You have versatility in combat styles (with some archery ability from shot on the run, some shapeshifting utility from warshaper, and some charging ability from leap attack and wildshape as well). You have abilities that help you participate out of combat, like track and knowledge skills, and a handful of spells. Your first level spell is inevitably longstrider, giving you a move speed of 60, (80 with your self-provided haste), you have things like hunters eye and protection from energy on your 2nd level list, and your 3rd level list has lots of good utility as well (find the gap, for example).

You have 16 BAB, d8 hit dice with decent constitution, good saves (15/9/10), and if you ever need to run from someone, you probably can.

The end result is a versatile variant on the ranger class with incredible movement abilities --- exactly what the swift hunter was designed for.



Players Handbook 2, pg 55 --- Distracting Attack variant
Complete Warrior, pg 89 --- Warshaper Prestige Class
Complete Champion, pg 60 --- Knowledge Devotion feat
Complete Adventurer, pg 110 --- Leap Attack feat
Races of Faerun page 164 --- Headlong Rush feat
Unearthed Arcana, pg 68 --- Wild Shape Ranger variant




Variants:
You can, obviously, take a different favoured enemies if it's relevant to your campaign. Arcanists are particularly excellent.
If you're running the "rogue" of the party, you can swap track for trapfinding (Dungeonscape)
You can also use Shooting Star ranger if your DM doesn't mind worshipping both Ehlonna and Mystra.
If you have a cleric level (though I'm not really sure where), you can get the celerity domain for +10ft movement, and it opens up a feat from knowledge devotion. Squeezing it in would cost Morphic reach or one of your few wildshapes per day, however, and that just didn't seem right.

Kuulvheysoon
2014-08-14, 10:40 PM
Have you ever heard the wolf cry
To the blue corn moon?
Or asked the grinning bobcat
why he grins?
Farandal Fierabrazalan
NG Duskling (MoI 10) Cleric of Ehlonna 3/Totemist (MoI 29) 3/Fleet Runner of Ehlonna (DMC 74) 10/Apelord (CAd 24) 4
Adjusted Base Stats: STR 14 DEX 13 CON 14 INT 12 WIS 15 CHA 11
20th Level Stats Without Items: STR 14 DEX 13 CON 14 INT 12 WIS 20 CHA 11

"Run Through The Jungle"
By Credence Clearwater Revival
Lyrics by John Fogarty

Whoa, thought it was a nightmare,
Lo, it's all so true,
They told me, "Don't go walkin' slow
'Cause Devil's on the loose."

[CHORUS]

Better run through the jungle,
Better run through the jungle,
Better run through the jungle,
Whoa, Don't look back to see.

Thought I heard a rumblin'
Callin' to my name,
Two hundred million guns are loaded
Devil cries, "Take aim!"

[CHORUS]

Over on the mountain
Thunder magic spoke,
"Let the people know my wisdom,
Fill the land with smoke."

[CHORUS]
“You cannot stay in these woods any longer, Farandal. The townsfolk need the timber, and after that, the land, so that the town may grow.”
‘You city dwellers think your world is so important. . . more important than Nature itself, more powerful than Nature itself. You’re fools.’
“They will hunt you down, Farandal.”
‘What will they bring? Dogs? Eagles? Cats? I can call upon the aid of animal essence that will let me outrun any dog, soar with any bird, leap with any cat, and more. I do not ask the help of one part of nature, for I call on the aid of all of Nature, and all of Nature heeds my call.’




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


1st
Totemist 1
+0
+2
+2
+0
Concentration 4, Handle Animal 4, Knowledge (Nature) 4, Listen 4, Spot 4
Midnight Dodge (MoI 39)
Wild Empathy; Illiteracy; Soulmelds (2): Bloodtalons, Shedu Crown; 3 Essentia


2nd
Totemist 2
+1
+3
+3
+0
Concentration 5, Jump 2, Knowledge (Religion) 1.0
-
Totem Chakra Bind (+1 Capacity); Soulmeld (+1): Pegasus Cloak; 4 Essentia


3rd
Cleric of Ehlonna 1
+1
+5
+3
+2
Knowledge (Religion) 4
Run
Domains: Animal, Celerity; Spells; Turn Undead 4/day


4th
Cleric of Ehlonna 2
+2
+6
+3
+3
Knowledge (Religion) 7
-
- (Boost WIS)


5th
Totemist 3
+3
+6
+3
+4
Concentration 6, Survival 4
-
Totem's Protection


6th
Cleric of Ehlonna 3
+4
+6
+4
+4
Knowledge (Religion) 8, Survival 5.0
Mobility
-


7th
Fleet Runner of Ehlonna 1
+4
+8
+4
+6
Concentration 7, Jump 3.0
-
Fast Movement, Greater Mobility, Additional Domain: Plant


8th
Fleet Runner of Ehlonna 2
+5
+9
+4
+7
Concentration 8, Jump 4.0
-
Evasion, +1 Caster Level (Boost WIS)


9th
Fleet Runner of Ehlonna 3
+6
+9
+5
+7
Concentration 9, Jump 5.0
Cobalt Charge (MoI 35)
Leap of the Hart


10th
Fleet Runner of Ehlonna 4
+7
+10
+5
+8
Climb 1.0, Concentration 10
-
Shot on the Run, +1 Caster Level


11th
Fleet Runner of Ehlonna 5
+7
+10
+5
+8
Climb 2.0, Survival 6
-
Run Like the Huntress


12th
Fleet Runner of Ehlonna 6
+8
+11
+6
+9
Climb 3.0, Survival 7
Azure Toughness (MoI 35)
Improved Evasion, +1 Caster Level (Boost WIS)


13th
Fleet Runner of Ehlonna 7
+9
+11
+6
+9
Climb 3.5, Knowledge (Nature) 5, Survival 8
-
Run Like the Wind


14th
Fleet Runner of Ehlonna 8
+10
+13
+6
+10
Climb 4.0, Knowledge (Nature) 6, Knowledge (Religion) 9
-
Leopard's Pounce, +1 Caster Level


15th
Apelord 1
+11
+15
+8
+10
Climb 5, Jump 5, Listen 5, Spot 5, Survival 9
Shape Soulmeld: Landshark Boots (MoI 40 & 75)
Animal Bond, Detect Animals, Wild Empathy (explicitly stacks)


16th
Apelord 2
+12
+16
+9
+10
Climb 6, Jump 6, Listen 6, Spot 6, Survival 10
-
First Totem, Low-Light Vision (Boost WIS)


17th
Apelord 3
+13
+16
+9
+11
Climb 7, Jump 7, Listen 7, Spot 7, Survival 11
-
Wild Aspect 1/Day


18th
Apelord 4
+14
+17
+10
+11
Climb 8, Jump 8, Listen 8, Spot 8, Survival 12
Open Least Chakra: Feet (MoI 39-40)
Speak With Animals 1/Day


19th
Fleet Runner of Ehlonna 9
+14
+17
+11
+11
Concentration 11, Knowledge (Nature) 7, Knowledge (Religion) 10
-
Swiftness of the Tigress


20th
Fleet Runner of Ehlonna 10
+15
+18
+11
+12
Concentration 12, Knowledge (Nature) 8, Knowledge (Religion) 11
-
Cheetah's Sprint (Boost WIS)




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


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


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


2nd
-
-
-
-
-
-
-
-
-
-


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


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


5th
4
3+1
-
-
-
-
-
-
-
-


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


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


8th
5
4+1
3+1
2+1
-
-
-
-
-
-


9th
5
4+1
3+1
2+1
-
-
-
-
-
-


10th
5
4+1
4+1
3+1
-
-
-
-
-
-


11th
5
4+1
4+1
3+1
-
-
-
-
-
-


12th
6
5+1
4+1
3+1
2+1
-
-
-
-
-


13th
6
5+1
4+1
3+1
2+1
-
-
-
-
-


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


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


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


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


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


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


20th
6
5+1
5+1
4+1
3+1
1+1
-
-
-
-




Farandal combines his Fey, Duskling heritage with Totemist for Bloodtalons and a Shedu Crown; at 1st level, this makes him resistant or immune to a rather large swath of dangers a typical low-level adventurer worries about. He can boost his speed with Essentia to close with - or avoid - enemies, can stay conscious into the negative HP range, and is immune to both bull rushes and the various ‘____ Person’ effects. Midnight Dodge fulfills one of the prerequisites for his PrC path while being flat-out superior to Dodge. He can also choose to boost either his Spot checks (which are likely to be frequent) or his saving throws against those Mind-Affecting Spells and effects that his Fey type doesn’t shield him from. Wild Empathy gives him out of combat utility, in conjunction with his Skills. All of his Skill points, both now and throughout his career, emphasize his sense of place in the natural world. A Longspear, a Club and Studded Leather Armor are perfectly serviceable armaments for Farandal at this point.
Farandal opens up a whole new world of possibilities by multiclassing into Cleric, allowing him to offset his slower BAB progression with Bless or Divine Favor, or use AoE effects to control the battlefield without a direct engagement. Turn Undead comes online right around the ‘sweet spot’ where Undead are becoming more common in a typical campaign, and the Animal and Celerity Domains fit right in with his native veneration of wild creatures as a Totemist and the speed boosts of his Duskling heritage; the latter is further augmented by the Run Feat, which also ticks off another prerequisite for his PrCs. With access to the Totem Chakra, Farandal uses his Shedu Crown to gain a Trample attack, to which his native Duskling speed-boosting abilities, the Celerity Domain, and the Run Feat all contribute by increasing the effective ‘range’ of this attack. Snagging the Pegasus Cloak gives him protection from falling and a mobility option that’s relatively rare for low-level Characters.
At 6th level, Totem’s Protection provides a useful, if niche, bonus to his saving throws. With no source of bonus Feats, and carrying a prerequisite of 2nd level Spells, Farandal has to take Mobility at 6th level and qualify for Fleet Runner of Ehlonna at 7th level, his earliest opportunity. Fast Movement here gives him a minimum 50’ base movement rate, before any Duskling-based improvement. This movement rate highlights the usefulness of the Run Feat as a prerequisite here to a greater degree than would be possible without the boosts to speed prior to this point. The Plant Domain gives him another Turn Undead analog, as well as Domain access to some nice defensive/battlefield control spells. Cobalt Charge adds more available Essentia while simultaneously boosting Charge-based damage, which should arguably apply to the Trample attack gained via Shedu Crown. At this point, Faradel also has access to 3rd level Spells, with gems like Dispel Magic, Mass Resurgence, and the thematically-appropriate Grace as attractive options to help both Farandel and his party. Greater Mobility allows Farandal to better utilize his speed, Evasion is never a bad ability to gain, and Leap of the Hart is a passive bonus to Jump checks that relies - implicitly if not explicitly - on Farandal’s ability to achieve and maintain a high movement rate, which he certainly has. Shot on the Run isn’t particularly synergistic with the other offensive abilities Farandal uses, but is situationally useful, which makes its availability as a bonus Feat without prerequisites a very handy benefit here.
Run Like the Huntress and Improved Evasion are both niche abilities that Farandal appreciates gaining passively through leveling Fleet Runner of Ehlonna, rather than investing additional resources. 4th level Spells like Sheltered Vitality or Mass Shield of Faith are available to him now to help either Farandal individually or his party as a whole; alternately, summoning spells can tip the tide of battle in his favor via manipulation of the action economy, while remaining true to his emphasis on the natural world. Azure Toughness fulfills the last of his PrC-based Feat prerequisites, again while being better than the baseline Feat option there and while providing more Essentia to fuel his attack routine and defenses. Run Like the Wind and Leopard’s Pounce are the real prizes in Fleet Runner of Ehlonna, motivating Farandal’s decision to stay true to the PrC until he’s gained both that Dimension Door ability and the Pounce attack; as has been the case throughout, these are movement-based abilities that build on all the build choices he’s made to this point. Having snagged these, he diverts into Animal Lord (Ape Lord), gaining significant bonuses to his Wild Empathy abilities - particularly pertaining to apes, which he can now detect. He also takes this opportunity to gain Landshark Boots, further improving his Jump checks. It should also be noted that Animal Lord (Ape Lord) shores up his weakest save, Reflex, which benefits the Evasion/Improved Evasion gained via Fleet Runner of Ehlonna.
16th level gives Farandal a bonus to his Climb check (another movement mode), and a significant boost to his Low-Light Vision that allows him to better determine where he should run at break-neck speed. With the next level’s 1st Totem ability, Farandal gains Wild Aspect, one of the few offensive abilities he gains not directly related to his speed. With this, Farandal gains claws and a Rend attack routine that dovetails well with his Leopard’s Pounce ability and, depending on circumstance and interpretation, the Trample attack of his Totem-bound Shedu Crown. Arguably, this represents the ‘sweet spot’ of his progression. By opening his Feet Chakra at 18th level, Farandal gains a limited Blindsense against land-bound opponents, thanks to his Landshark Boots. At this point he also gains the niche ability to speak with apes once a day, adding to the pile of situationally useful abilities he has for out of movement or combat. At this point, he turns his attentions back to Fleet Runner of Ehlonna in order to finish the Prestige Class before Epic levels. The 9th level of Fleet Runner of Ehlonna, his 19th Character level, grants him 9 rounds of Haste per day that need not be consecutive, which should provide Farandal with this benefit one round or more per combat per day. Farandal finishes out Fleet Runner of Ehlonna at 20th level, gaining 5th level spell access (Wall of Dispel Magic? Revivify? Yes, please) and the once per hour ability to Charge at 500’ or more per round once per hour.

At first glance, Farandal may appear to be more of a Totemist who happens to use Fleet Runner of Ehlonna, than a Fleet Runner of Ehlonna who happens to use Totemist. I would argue that this impression is false, however. Fleet Runner of Ehlonna informs and/or powers all of Farandal’s choices, both in combat and out of it. Because Fleet Runner of Ehlonna does not natively provide an attack routine, he must seek that elsewhere; because Fleet Runner of Ehlonna emphasizes movement, the natural world, and the influence of multiple animal sources, Totemist becomes a thematically appropriate lead-in to the PrC, allowing for natural attacks that synergize with the themes of Fleet Runner of Ehlonna. The Trample attack of the Shedu Crown wants, practically needs, the advantages of speed and Greater Mobility granted by the PrC, and Shot on the Run is virtually his only native way to engage a dangerous enemy while remaining at range. Evasion/Improved Evasion are defensive abilities that would otherwise further dilute his spellcasting ability, or would cost him funds left available for more offensive benefits, which are generally a better monetary investment. In a wilderness campaign - and Farandal’s abilities are admittedly best suited to a wilderness campaign - Run Like the Huntress lets him play the mundane scout/recon man over a long range, and we all know that scouting the enemy in one way or another is the surest way to gain an advantage over said enemy; the Spot bonus from Bloodtalons augments, rather than obviates, this ability. Leopard’s Pounce does not need all the speed bonuses that a Duskling Totemist can bring to it, but a Duskling Totemist built for speed benefits mightily from Leopard’s Pounce, and, later, from the Ape Lord’s Rend ability. This is a Character whose entire concept and focus is centered around being the best Fleet Runner of Ehlonna he can be, grabbing abilities from other classes that emphasize the abilities of the PrC, rather than trying to merely augment other class’s abilities via Fleet Runner of Ehlonna.

Thanks to Incarnum and the passive abilities of Fleet Runner of Ehlonna, Farandal is not particularly gear dependent. Items that increase his size, reach, or ability scores would be the first choices here, followed closely by piles of scrolls to use for any situation not covered by the spells he receives from any given day’s prayers. This includes scrolls of a level too high for Farandal to natively cast due to the limits on his spell progression imposed by his build.

Farandal has the passive abilities to take a substantial amount of punishment without a huge reliance on HP or AC, so Frail and Vulnerable are not horrible Flaw choices for him to take, possibly to open up the Power Attack/Shock Trooper Feat combination and give his offense additional punch. The Quick Trait would also be thematically appropriate and amusing.


SRD
Dragon Compendium
Magic of Incarnum
Complete Adventurer
Spell Compendium

Kuulvheysoon
2014-08-14, 10:42 PM
The only thing she can't outrun is her destiny

Elle Flotte de Pied
http://hdwallpaper.freehdw.com/0005/3d-abstract_widewallpaper_fantasy-female-warrior_42617.jpg
Ehlonna, hear my prayers as I run toward your glory!

Background
It's not how fast you can go
The force goes into the flow
If you pick up the beat
You can forget about the heat
More than just survival
More than just a flash
More than just a dotted line
More than just a dash

Elle Flotte de Pied may have heard the call to follow Ehlonna early in life, but there was only one thing she thought about in those early years: running. As an azurin, she was different from the other human children and because of that she had to run. Run from those who would hurt her with words or with weapons. Run from those who told her that her eyes made her look possessed.

Elle would often run into the forest. Those who would most often bother her did not go into the forest for fear for the wild animals or angry humanoids that were said to dwell there. Elle found neither of those things—she would find only peace and serenity. The reason would become apparent enough when one day Elle had a vision of Ehlonna appearing before her. The vision told her that Elle would never stop running. But not to despair because instead of running from something, Elle would be running towards Ehlonna’s glory.

Elle took her vision to heart and became an active member of Ehlonna’s clergy. Finally she was among friends and colleagues and not bullies or tormentors. She learned how to use her inherent soul magic to better fuel her own agility. Elle felt like she belonged but knew something was missing. She longed to run again.

Elle’s second vision encouraged her to run and become one of Ehlonna’s Fleet Runners. But she never forgot all of the pain and torment of your youth. There were those that would spurn Ehlonna’s teachings. For them Elle had learned to elude their attacks. And for a while things were once again falling into place for Elle.

A third vision prompted Elle to embrace those that would spurn Ehlonna’s love by showing them what Ehlonna’s love was. For this Elle had to become a Divine Disciple. She was off again to spread the word of Ehlonna to all that would hear far and wide. For all of her perseverance, Elle was transformed into more than what she was before. Now she was Ehlonna’s agent here on the Prime. She continues spreading the word to those who would listen and fighting those who would spurn Ehlonna’s love.

Basics
It's a test of ultimate will
The heartbreak climb uphill
Got to pick up the pace
If you want to stay in the race
More than just blind ambition
More than just simple greed
More than just a finish line
Must feed this burning need
In the long run...

NG female azurin Cleric 5/Fleet Runner of Ehlonna 10/Divine Disciple 5
32 point buy
Str 8, Dex 14, Con 14, Int 12, Wis 16, Cha 14
Ability increase to Wis at 4th, 8th, 12th, 20th; Dex at 16th

Build
[Chorus:]From first to last
The peak is never passed
Something always fires the light that gets in your eyes
One moment's high, and glory rolls on by
Like a streak of lightning
That flashes and fades in the summer sky



Level
Class
BAB
Fort
Ref
Will
Skills
Feats
Class Features


1st
Cleric 1
+0
+2
+0
+2
Diplomacy 4, Knowledge (nature) 4, Knowledge (religion) 4
Animal Devotion (B), Midnight Dodge, Run
domain (Plant), turn undead


2nd
Cleric 2
+1
+3
+0
+3
Diplomacy +1, Knowledge (nature) +1, Knowledge (religion) +1




3rd
Cleric 3
+2
+3
+1
+3
Diplomacy +1, Knowledge (nature) +1, Knowledge (religion) +1
Mobility



4th
Cleric 4
+3
+4
+1
+4
Diplomacy +1, Knowledge (nature) +1, Knowledge (religion) +1

soultouched weapon acf


5th
Cleric 5
+3
+4
+1
+4
Diplomacy +1, Knowledge (nature) +1, Knowledge (religion) +1




6th
Fleet Runner of Ehlonna 1
+3
+6
+1
+6
Jump 1, Knowledge (religion) +1, Survival 1
Martial Study (claw at the moon)
domain (Celerity), fast movement, greater mobility


7th
Fleet Runner of Ehlonna 2
+4
+7
+1
+7
Jump +1, Knowledge (religion) +1, Survival +1

evasion


8th
Fleet Runner of Ehlonna 3
+5
+7
+2
+7
Jump +1, Knowledge (religion) +1, Survival +1

leap of the hart


9th
Fleet Runner of Ehlonna 4
+6
+8
+2
+8
Jump +1, Knowledge (religion) +1, Survival +1
Elusive Target, Shot on the Run (B)



10th
Divine Disciple 1
+6
+10
+2
+10
Diplomacy +1, Jump +1, Knowledge (religion) +1

divine emissary


11th
Divine Disciple 2
+7
+11
+2
+11
Diplomacy +1, Jump +1, Knowledge (religion) +1

sacred defense +1


12th
Divine Disciple 3
+8
+11
+3
+11
Diplomacy +1, Jump +1, Knowledge (religion) +1
Cerulean Reflexes
imbue with spell ability


13th
Divine Disciple 4
+9
+12
+3
+12
Diplomacy +1, Jump +1, Knowledge (religion) +1

domain (Sun), sacred defense +2


14th
Divine Disciple 5
+9
+12
+3
+12
Diplomacy +1, Jump +1, Knowledge (religion) +1

transcendence


15th
Fleet Runner of Ehlonna 5
+9
+12
+3
+12
Jump +1, Knowledge (religion) +1, Survival +1
Fleet of Foot
run like the huntress


16th
Fleet Runner of Ehlonna 6
+10
+13
+4
+13
Jump +1, Knowledge (religion) +1, Survival +1

improved evasion


17th
Fleet Runner of Ehlonna 7
+11
+13
+4
+13
Jump +1, Knowledge (religion) +1, Survival +1

run like the wind


18th
Fleet Runner of Ehlonna 8
+12
+14
+4
+14
Jump +1, Knowledge (religion) +1, Survival +1
Dive for Cover
leopard’s pounce


19th
Fleet Runner of Ehlonna 9
+12
+14
+5
+14
Jump +1, Knowledge (religion) +1, Survival +1

swiftness of the tigress


20th
Fleet Runner of Ehlonna 10
+13
+15
+5
+15
Jump +1, Knowledge (religion) +1, Survival +1

cheetah’s sprint



Skill Ranks at Level 20: Diplomacy 13, Jump 15, Knowledge (nature) 8, Knowledge (religion) 23, Survival 10

Spells per day


Level
0
1
2
3
4
5
6
7
8


1st
3
1+1









2nd
4
2+1









3rd
4
2+1
1+1








4th
5
3+1
1+1








5th
5
3+1
1+1
1+1







6th
5
3+1
1+1
1+1







7th
5
3+1
2+1
2+1







8th
5
3+1
2+1
2+1







9th
6
4+1
2+1
2+1
1+1






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






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





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





13th
6
5+1
3+1
4+1
3+1
2+1
1+1




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




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




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



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



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



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



20th
6
5+1
4+1
5+1
4+1
4+1
3+1
2+1
1+1


The list of spells does not include bonus spells for high Wisdom scores but does reflect the loss of a second level spell slot from the soultouched weapon alternate class feature.

Class Features Showcase
Your meters may overload
You can rest at the side of the road
You can miss a stride
But nobody gets a free ride

Building on the Prerequisites: Well this SI has some rough prerequisites but at least these can be built upon. By virtue of her Knowledge (religion) ranks, Elle should know all of the tenets of her faith—as well as the tenets of faith for most other deities as well. Elle uses the incarnum version of Dodge to qualify for the SI. Since she is an azurin, she has an essentia point already to help fuel this feat (and later with Cerulean Reflexes). Dodge and Mobility are also both required for the incredible tactical feat Elusive Target. It is a feat that does not get too much attention due to the lackluster feat tax. However it serves us well here. The third maneuver will be discussed below but the first two of these maneuvers allow her to negate power attacks from her Dodge target and if she is flanked by her Dodge target, Elle can make said target hit its ally instead of her. She is able to make further use of her Run feat via Fleet of Foot which allows her to make a 90 degree turn during a charge, which can be used with other SI features. As a Cleric of Ehlonna, Elle easily manages to enter the SI via her own spellcasting. Taking Divine Disciple helps make up for the lost caster levels from the SI and gives her additional class features that her base Cleric class does not have.
Fast Movement: Elle gets to move quickly and through this feature, she gets to move very quickly. Add to this the domain power of the Celerity domain that she picks up from her other first level SI class feature, she just gained twenty feet of movement immediately. Thankfully the two speed increases stack, since the SI specifically says they do.
Greater Mobility: It is always nice to have an extra bonus to avoid attacks of opportunity. Elle wants to create as many as she can so as to invoke the third maneuver from her Elusive Target feat: cause overreach. She gets a free trip attempt—which cannot be countered—whenever she provokes. Considering that she is going to be using her elvencraft longbow as a quarterstaff, she can even get a bonus to the roll to make the trip attempt. Even if she does not succeed in this trip attempt, it is still a free attempt and has the possibility of delaying an enemy attack.
Additional Domain: The Celerity domain has already been mentioned for its granted power of increased movement speed. The real benefit comes from the spells granted by that domain, half of which do not appear on the normal Cleric spell list—blur, greater blink, haste, and tree stride. (Sadly time stop is outside of her abilities pre-epic.) All of these spells add to Elle’s defense and utility. Elle also gains another additional domain from her levels in Divine Disciple. For that she picks the Sun domain. She now has earned double the domains of a regular Cleric of Ehlonna, though admittedly she took one of them as a devotion. Her dedication to Ehlonna runs deeper than Ehlonna’s average clergy (pun very much intended).
Evasion and Improved Evasion: So Elle gains the ability to avoid damage via her Reflex save like a Rogue or a Monk. Since all of her classes and prestige classes have a poor Reflex save this seems to not benefit her very much. At least until we add her feats that can make the most use out of these features. Cerulean Reflexes is another incarnum feat that allows Elle to invest her essentia to increase her Reflex saves. Once Elle takes this feat, nearly every day she would invest these essentia into her Reflex saves to increase them by 2 (with 1 point coming from both incarnum feats and her incarnum race). Assuming any kind of Constitution raising magic item, she could use all three points to fuel the feat. Combine this with her Dexterity and she becomes more competitive in the evasion department. As another insurance policy, she uses the Dive for Cover feat which would allow her a reroll for the Reflex save giving her at least one more chance to succeed when she really needs to and assuming she is out of resurgences.
Leap of the Hart: So this ability allows Elle to make jumps as if they were all running jumps. Well that would be great if Jump was a class skill for Elle at all. Thanks to her Martial Study training in the Tiger Claw discipline, she gets to consider Jump as a class skill from when she takes the feat. Elle maximizes her jumping by taking ranks in it starting with Level 6. The maneuver she learns, claw at the moon, is also serviceable far into her adventuring career, even if it is useable only once per encounter as she is a non initiator.
Run Like the Huntress and Run Like the Wind: Both of these abilities gained allow Elle greater movement capability and thus greater range in which to position herself into favorable places or remove herself from less advantageous ones. There are times when mundane running is the only way. Being able to run farther and faster allows Elle to get practically anywhere her feet need to take her in a short amount of time. She may not be as fast as an equal level Monk, but she will outlast him in a distance run, considering a +8 bonus to continue running. As a spell, dimension door is not normally found on the Cleric list, so we can consider this a bonus spell that can be cast during the day that would normally not be available to her.
Leopard’s Pounce and Cheetah’s Sprint: So Elle can make a full attack after a charge. Admittedly this comes later in the build then most meleers would like but at least now she does not have to invest items or spells to replicate this. Add the Fleet of Foot feat that allows her one 90 degree turn and enemies might never see or expect her coming. She can outflank an enemy by herself when the cheetah’s sprint is factored into her charge up to four hundred feet away. Should things get too hairy for her that far ahead of the group, Elle has the resources necessary to get her out of harm’s way long enough for her comrades to join the fray.
Swiftness of the Tigress: Elle has had the Celerity domain for a while now and has had access to haste already and has been making good use of it for quite some time. But now she does not have to prepare the spell anymore nor does she have to make use of its entirety in one combat. Spell slot saved and can be used for days when plant growth or searing light would be needed instead. This becomes a greater bonus if she is involved in a campaign with loads of undead or has party members with plant allies.

Design Notes/Variations
More than high performance
More than just a spark
More than just the bottom line
Or a lucky shot in the dark
In the long run...

You might be asking yourself why would a character from a generic setting (re: Greyhawk) have a prestige class from the Forgotten Realms? Simply put, not all of the things from other settings’ sourcebooks pertain to that setting. The Divine Disciple prestige class may have been written for the deities of Faerun but there is not any specific fluff that ties that prestige class to that setting. But it should be noted that there could be DMs who could veto this build for cross setting prestige classes. But this designer sees Elle as wholly dedicated to Ehlonna and as a Divine Disciple, she can spread her word far and wide.
As far as equipment goes, Elle only “needs” one thing: an elvencraft longbow, which she becomes proficient in upon entering the SI. Since it can be used as both a melee and ranged weapon, she can make use of all of her class abilities. She can use it as a ranged weapon to take advantage of her Shot on the Run feat. She uses it as a melee weapon when closed in upon by enemies, trying to provoke attacks of opportunity, and when charging/pouncing. Elle even gets a bonus to tripping when using the elvencraft bow as a quarterstaff. In order to utilize her fast movement and evasion abilities, she can only wear light armor at best.
So what does Elle do? As a Cleric with access to 8th level spells, she can do pretty much whatever she needs to do. But without a specific purpose in mind, Elle is best used as a third or even second line melee character and tactical support. She can move herself into position to help create flanks for any roguish types and get away while hampering the enemy’s counters. Spells can counter her shortcomings in combat. She can also serve as a substitute face for the party since she has a decent Charisma and skill ranks in Diplomacy.
By switching some of the feats around, Elle can be built as a Cloistered Cleric instead of a standard Cleric. She gains more skills points which are needed in the first five levels. Heavy armor is something that is unnecessary anyway given the nature of the SI. She can also immediately pick up the Knowledge Devotion feat which would help increase damage done against undead for sure, and other creature types depending upon the other Knowledges taken. However this would mean that Elusive Target and Cerulean Reflexes would have to flip flop for feat taking purposes which means that Elle’s tactics would have to change slightly during the early and mid levels of her build. Survivability is an issue of course with less hit points and the inability to wear heavier armors.

Sources
You can do a lot in a lifetime
If you don't burn out too fast
You can make the most of the distance
First you need endurance
First you've got to last...

--Rush “Marathon”

Complete Adventurer: Dive for Cover feat
Complete Warrior: Elusive Target and Fleet of Foot feats
Dragon Compendium: Fleet Runner of Ehlonna prestige class
Magic of Incarnum: azurin race, Cerulean Reflexes and Midnight Dodge feats, soultouched weapon Cleric alternate class feature
Players Guide to Faerun: Divine Disciple prestige class
Races of the Wild: elvencraft longbow
Spell Compendium: spells and additional domains for Ehlonna
Tome of Battle: Martial Study feat and claw at the moon maneuver

Kuulvheysoon
2014-08-14, 10:46 PM
Gotta go faster
Zahnik Bhoom


Race: Human
Ability Scores: Str 14, Dex 15, Con 14, Int 10, Wis 14, Cha 12
Ability Increases: Dex 16 (4th), Wis 15 (8th), Wis 16 (12th), Str 15 (16th), Str 16 (20th)
Languages: Common
Alignment: NG

Build Stub: Wildshape Ranger 2/Cloistered Cleric 1/Wildshape Ranger +3/Fleet Runner 8/Scout 4/Fleet Runner +2

http://farm4.staticflickr.com/3560/3538767732_ec251258b4.jpg



Backstory:
"That's the seventh league-marker!" called out Zahnik. "Keep it up, Taylek, you're doing great!"

Taylek, huffing beside him, didn't say anything, but Zahnik could hear his breathing smooth out. Confidence, Zahnik told himself, the half-orc just needs confidence. But as the two runners crested the next hill, Zahnik saw three runners resting on a fallen tree up ahead, and he heard Taylek's breathing hitch up. Zahnik recognized Oleg Widderbranch, a tall and broad-shouldered xeph, and two of his thick-headed goliath cronies, Krawdag and Gorbel.

Zahnik felt his brow furrow, but pasted a smile on his face. Don't give them any excuse to cause trouble, he told himself.

Oleg called out, "Hey, if it isn't Spotty and Pigface! Fancy seeing you two here! Mind if we pace with you for a bit?"

"Be my guest," said Zahnik. "Beautiful weather... nice day... for a nine-leaguer!"

Oleg, Krawdag, and Gorbel fell in beside Zahnik and Talek, but they'd only gone ten paces before Oleg started in on Taylek. Oleg said, "Hey, Pigface... doing pretty well for a half-orc! Thought you'd drop around the third league-marker... or did your friend here carry you for a bit?"

Taylek didn't respond, but Zahnik heard the young half-orc's breathing quicken with anger and fear. Zahnik said, "Hey, easy there, Oleg. It's just a ceremonial run. No need to get personal."

But Oleg was just getting started. "Oho! Is the pussycat going to show his claws? Spotty going to show his spots? Or are you going to save that for the last sprint across the finish line?"

Zahnik said, "You know the rules, Oleg. Original form only, no shapeshifting."

Oleg smirked over his shoulder, and said, "Even in your pussycat form, I could still beat you on one leg, Spotty."

A slight smile crept up at the corners of Zahnik's mouth. "Are you in a wagering mood, Oleg?"

Oleg laughed. "Ha! A wager? You want to bet on this race? You think you can beat me? Oh, I'd love to see you try, Spotty!"

Zahnik said, "That's what I like about you, Oleg, so much humility. How about this: if I cross that finish line before you do, you have to buy Taylek and I all the firewine we can drink for the next three full moons. If you cross it first, I'll buy you and those two lumps of rock you call minions all the firewine you can drink for the next three full moons. Agreed?"

"You're on, Spotty!" said Oleg with a cackle. "Now, if you'll excuse us, I think we're rested enough to resume our previous pace. Eat our dust, Spotty!" True to his word, Oleg and his two goliath companions increased their pace, leaving Zahnik and Taylek behind.

Once they were sufficiently far enough ahead to be out of earshot, Taylek asked, "Do we... need to... pick up... the pace?"

Zahnik shook his head. "Not yet. Just relax, focus on your breathing. A little bit after the eighth league marker, I should be able to overtake him."

They continued running in silence. Taylek, afraid he was slowing down his partner, kept trying to speed up, but Zahnik was careful to slow him back down. Soon, however, the eighth league marker came into sight, and Oleg was at least a mile ahead of them.

Taylek's breathing became ragged, and his stride started to falter. He gasped, "Can you... can you... beat him?"

Zahnik said, "Oh yes. I'm going to pull ahead here a bit. Take your time, pace yourself, and I'll see you at the finish line." As he passed the league marker, he increased his pace, and started counting his steps. Just another mile, he told himself. He could feel his spirit totem inside him, the Great Cheetah, whispering to him. Mrowr, it purred at him. Now. Sprint! Sprint! No, he told it gently. Not quite yet. Just a little bit further... as the count got higher, he picked out a tree up ahead. Just about two miles left to go... Zahnik whispered a short prayer to the Goddess of the Forests.

Just as he reached the chosen tree, Zahnik called out for the Swiftness of the Tigress, and then told his spirit totem, the Great Cheetah, Now!

Krawdag and Gorbel were both knocked flat by the shockwave. Krawdag's clothes were ripped from his body, leaving him wearing only one shoe. Gorbel fared somewhat better, but was now wearing his breeches as something like a tube top. Oleg managed to keep most of his clothes, but was thrown into a walnut tree and lost a tooth.

Zahnik crossed the finish line, and then about 3 seconds later, a thundering tree-shaking *BOOOOOOM* exploded behind him, shattering all the windows in the temple. Whoops, thought Zahnik. That's going to take more than a few mending spells to fix...



Build Progression:


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


1st
Wildshape Ranger 1
+1
+4
+4
+2
Concentration 4, DisDev 4, Jump 4, KnowDung 4, KnowNat 4, Search 4, Tumble 4
Expeditious Dodge, Travel Devotion (Human)
Fast Movement +10', Favored Enemy (Undead), Spiritual Connection ACF, Trap Expert ACF, Skilled City-Dweller ACF (Tumble)
40'


2nd
Wildshape Ranger 2
+2
+5
+5
+2
Concentration5, DisDev 5, Jump 5, KnowDung 5, KnowNat 5, Search 5, Tumble 5


40'


3rd
Cloistered Cleric 1
+2
+7
+5
+4
KnowArc 3, KnowPlanes 3, KnowRel 1
Mobility
Turn Undead, Animal Devotion, Plant Domain, Knowledge Devotion
40'


4th
Wildshape Ranger 3
+3
+7
+6
+5
DisDev 6, KnowDung 6, KnowNat 6, KnowRel 2, Search 6, Collector of Stories 2
Endurance

40'


5th
Wildshape Ranger 4
+4
+8
+7
+5
DisDev 7, KnowDung 7, KnowNat 7, KnowRel 5, Search 7

Distracting Attack ACF
40'


6th
Wildshape Ranger 5
+5
+8
+7
+5
DisDev 8, KnowDung 8, KnowNat 8, KnowRel 8, Search 8
Run
Wild Shape 1/day
40'


7th
Fleet Runner 1
+5
+10
+7
+7
DisDev 9, KnowLoc 1

Fast Movement +20', Greater Mobility, Additional Domain (Celerity), Skilled City-Dweller ACF (KnowLoc)
60'


8th
Fleet Runner 2
+6
+11
+7
+8
KnowLoc 2, Search 9

Evasion
60'


9th
Fleet Runner 3
+7
+11
+8
+8
DisDev 10, KnowLoc 3
Extra Wild Shape
Leap of the Hart
60'


10th
Fleet Runner 4
+8
+12
+8
+9
KnowLoc 4, Search 10
Shot on the Run

60'


11th
Fleet Runner 5
+8
+12
+8
+9
DisDev 11, KnowLoc 5

Run Like the Huntress
60'


12th
Fleet Runner 6
+9
+13
+9
+11
KnowLoc 6, Search 11
Extra Turning
Improved Evasion
60'


13th
Fleet Runner 7
+10
+13
+9
+11
DisDev 12, KnowLoc 7

Run Like the Wind
60'


14th
Fleet Runner 8
+11
+14
+9
+12
KnowLoc 8, Search 12

Leopard's Pounce
60'


15th
Scout 1
+11
+14
+11
+12
Balance 5, DisDev 14, Search 14
Cheetah's Speed
Skirmish 1d6, Trapfinding
60'


16th
Scout 2
+12
+14
+12
+12
DisDev 16, Jump 10, Search 16

Battle Fortitude +1, Uncanny Dodge
60'


17th
Scout 3
+13
+15
+12
+13
DisDev 18, Search 18, Tumble 10

Fast Movement +30', Skirmish 1d6AC+1
70'


18th
Scout 4
+14
+15
+13
+13
DisDev 20, Jump 12, KnowRel 9, Search 20, Tumble 12
Swift Hunter, Improved Skirmish
Skirmish 3d6AC+2/5d6AC+4
70'


19th
Fleet Runner 9
+14
+15
+14
+13
Jump 13, KnowRel 10

Swiftness of the Tigress
70'


20th
Fleet Runner 10
+15
+16
+14
+14
KnowRel 11, Tumble 13

Cheetah's Sprint
70'



Ranger Spells... uh, Spell per Day


Level
1st
2nd
3rd
4th


4th
1
-
-
-



Ranger Spells Commonly Prepared
1st: blades of fire (Spell Compendium), cure light wounds, longstrider, instant of power (Forge of War), impeding stones (Cityscape)

Cleric Spells per Day


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


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


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


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


6th
3
2+1
-
-
-
-
-
-
-
-


7th
3
2+1
-
-
-
-
-
-
-
-


8th
4
3+1
-
-
-
-
-
-
-
-


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


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


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


12th
5
4+1
3+1
-
-
-
-
-
-
-


13th
5
4+1
3+1
-
-
-
-
-
-
-


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


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


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


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


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


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


20th
5
4+1
4+1
3+1
-
-
-
-
-
-



Typical Cleric Spells Prepared
0lvl: create water, detect magic, guidance, light, read magic
1st: bless, ice slick (Frostburn), ray of hope (BoED), snowshoes (Spell Compendium), entangle{D}
2nd: dark way (Spell Compendium), elation (BoED), hold person, spiritual weapon, barkskin{D}
3rd: conjure ice beast III (Frostburn), dispel magic, magic vestment, blur{D}



First Leg: 6th Level
For the first six levels, Zahnik plays like any Wildshape Ranger while he picks up the prereqs for Fleet Runner. He doesn't get a combat style, so mostly he just hits things with a greatsword. He does get +10' Fast Movement as a Barbarian, which stacks with most other speed enhancements. Although he will get Trapfinding later as a Scout, it's a long way off so he swaps Track for the Trap Expert ACF. Spiritual Connection ACF swaps Wild Empathy for more direct communication, and Skilled City-Dweller ACF swaps Ride for Tumble. Cloistered Cleric gives him the ability to reactivate his Devotions. Travel Devotion gives him the ability to move + full attack or move + charge (although at this point he has no extra attacks so not much reason to do so), and Animal Devotion gives him a small toolbox of abilities he can use in certain situations (strength bonus, speed bonus, flight, bite attack). Knowledge Devotion gives him Knowledge (Religion) as a class skill and he starts building up his Knowledge ranks for a small damage buff against his Favored Enemy (undead) and a few other creature types. When he finally gets Wild Shape, he can only change into small or medium animals for 5 hours a day, but this gives him access to forms that can take advantage of his movement abilities, such as leopard and fleshraker (Travel Devotion + Pounce), as well as general utility (alernate movement modes, hide/spot bonuses, etc.). His role is mostly frontline meatbag, using his higher mobility to set up flanking, and primary/secondary trapfinder with a side-order of low-level Ranger/Cleric wands to do some basic battlefield control and back-up healing.

Second Leg: 10th Level
Once Zahnik gets into Fleet Runner, he gets +10' Fast Movement and another +10' from Ehlonna's Celerity domain, both of which stack with his existing Fast Movement. Greater Mobility makes one of his "feat taxes" actually useful, as trapfinding and Knowledge skills have been sucking up all our skill points, so a +8 AC against AoOs is probably more useful than 5 ranks of Tumble. Disable Device and Search are no longer class skills, but he picks up Evasion to help him avoid traps and blasty-stuff. Leap of the Hart allows Zahnik to always treat jumps as if he had a running start, which doesn't do much for him at this point with only 5 ranks in Jump, but he'll be able to put more ranks into that later in his career. Shot on the Run is a bit of an odd duck... but with a 60' base speed, this allows Zahnic to move up to 30', draw a thrown weapon/splash weapon as part of the move action, make a ranged attack at close range, then back up 30'.

Third Leg: 15th Level (Sweet Spot)
This is the level where all of Zahnik's movement abilities start working together. He now has Pounce from Fleet Runner 8, he can use Travel Devotion to charge every round for up to 40 rounds/day, has enough Wild Shape uses to stay in Wild Shape up to 15 hours, Expeditious Dodge negates the AC penalty on charges, and with Scout he now gets +1d6 skirmish damage on all his attacks. He gets +10' Fast Movement again, and although it's an enhancement bonus, it still stacks with his other speed increases for a base speed of 70'. The skill points from Scout allow him to grab 5 ranks of Balance and bring his Disable Device/Search skills back up to more CR-appropriate levels. If we back up a bit, Run Like the Huntress stacks with Endurance, so Zahnik can run for 34 straight rounds before he risks failing a Constitution check to keep running. If he alternates between 34 rounds of running and 10 rounds of rest, he averages about 27.9 miles per hour. He picks up Improved Evasion at 12th, which isn't too shabby considering Monks get it at 9th and Rogues get their first crack at it at 10th. Run Like the Wind lets him dimension door 1/day, which gives him a good "Escape from Grapple/Tentacles/Certain Death" card to play in an emergency.

Anchor Leg: 18th Level
This is the apex of Zahnik's combat abilities. Once Swift Hunter and Improved Skirmish kick in, he gets +5d6 skirmish damage and +4 AC when moving at least 40', which should be easy to do with an 70' base speed and Travel Devotion 4/day. I also wanted to point out that the last two levels of Scout may incur an XP penalty, if your group observes that rule. If you'd rather avoid the XP penalty, then I'd suggest going Scout 3/Cleric +1. Your skirmish damage only gets up to 2d6 with just Swift Hunter, but you eventually get 4th level spells at ECL 20 (Divine Powah! Woohoo!). Another option would be instead of Scout 4, shift some points into Survival and take Holt Warden 4 to progress your spellcasting, since it's already pretty much got "Ehlonna: The Prestige Class" written all over it. Or switch Extra Wild Shape with Alertness and go into Master of Many Forms 4. (Can you tell I didn't quite know how to finish off this build? Yeah... I think you can tell.)

Finish Line: 20th Level (Capstone)
At 20th level, Zahnik can break the sound barrier on foot. Cheetah's Sprint allows him to "take a charge action to move ten times her normal speed". He can also activate his Cheetah's Speed feat by spending a Wild Shape use to change his base speed to 50' and once per hour he "may move 10 times his normal speed as part of a charge." This means his land speed is now 90': 50' + 10' (Fast Movement from Ranger) + 10' (Fast Movement from Fleet Runner) + 10' (Fast Movement from Scout) + 10' (Celerity domain). Multiply that by 100, and he can charge 9000' in a round. The speed of sound at sea level is about 1125 feet per second, or about 6750 feet per round. Actually, he can get up to about Mach 2 if he activates Swiftness of the Tigress (+30' enhancement, replaces Fast Movement from Scout) and Animal Devotion (+30' sacred bonus): 14000' per round. That's on the ground, without a fly speed, without casting footsteps of the divine. If Zahnik wildshapes into a dire hawk first and uses a diving attack with double movement for flying downward, he can get up to Mach 4. But wait! Multipliers in D&D don't work that way, you say. You have to add them, right? x10 + x10 = (a + b - 1) = x19? Well, yes, if you're adding multipliers to an abstract value, such as damage. But let me please direct you to PHB page 304, where it says, "When applying multipliers to real-world values (such as weight or distance), normal rules of math apply instead." Distance and speed are very much real-world values. Cheetah's Sprint and Cheetah's Speed are two similar but distinct abilities, two different names, and they can both be used on the same charge, so they stack. Say it with me now:
"SONIC BOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOM!"



Sources:
Cityscape (Skilled City-Dweller ACF)
Complete Adventurer (Scout)
Complete Champion (Animal Devotion, Knowledge Devotion, Travel Devotion, Spiritual Connection ACF)
Complete Divine (Celerity Domain, Cheetah's Speed, Extra Wild Shape)
Complete Scoundrel (Swift Hunter, Improved Skirmish, Collector of Stories)
Dungeonscape (Trap Expert ACF)
PHBII (Distracting Attack ACF)
Races of the Wild (Expeditious Dodge)
Unearthed Arcana (Wildshape Ranger, Cloistered Cleric)

Drunken Monkey Variant

Here's a littel secret, if you haven't guess already... while I may have figured out how to break the sound barrier on the ground without resorting to footsteps of the divine, I didn't actually figure out what to *do* with this little parlour trick. I floundered about looking for some combo that might benefit from 9000' of movement, but couldn't find anything really noteworthy. Mark of Minauros (Fiendish Codex) gives you a +2 attack bonus for every 10' you move as part of a charge, but it requires a Lawful Evil alignment, and that just wouldn't square with the Neutral Good requirement for Fleet Runner (not even with Heretic of the Faith). My first attempt at a build involved Drunken Master's Stagger (Ex) to charge in a circle/square/squiggly line/etc. This means you can charge any target within 140' *every* *single* *round*. But Drunken Master requires Flurry of Blows, and the only way to get that without a Lawful alignment is by using a Brood Monkey (Far Corners Web Article (http://archive.wizards.com/default.asp?x=dnd/fw/20041126a)). Unfortunately, Brood Monkeys have 2 racial HD and LA +2, so I couldn't get Wild Shape via Druid or Ranger. Divine Minion template might have worked, but I knew that would get slammed for cheese. So I tried dipping a level of Swanmay, which gets Wild Shape 1/day (swan only). Things got considerably more complicated from there, as Brood Monkeys are not particularly smart (Int -6), and I wasn't sure if I had enough skill points to get Knowledge (Religion) 8 and Knowledge (Nature) 8 into the same build and still have room for everything. I just barely managed to get it all working by ECL 20, but it was extremely fugly from an Elegance standpoint. Once you do get to ECL 20, you can break the sound barrier by charging in any direction, even winding up at the square you started in. While this may be amusing, it's still not particularly useful for anything except a neat parlour trick. Here's a rough sketch of the build:

Str 14, Dex 16, Con 16, Int 10, Wis 16, Cha 10
1) Brood Monkey 1. Feat: Education. Bonus: Alertness. KnRel 4, Tumble 4
2) Brood Monkey 2. SpeakSylvan 1
3) Simple Druid 1. Feat: Run. Bonus: Track. KnNat 2, KnRel 6
4) Fighter 1. Bonus: Dodge. KnRel 7, Tumble 5
5) Fighter 2. Bonus: Mobility. KnRel 8, Tumble 6
6) FR1. Feat: Sacred Vow. KnNat 4
7) FR2. KnNat 6
8) FR3. KnNat 8
9) FR4. Feat: Vow of Purity. Survival 2
10) FR5. Survival 4.
11) FR6. Survival 6.
12) FR7. Feat: Great Fortitude. Survival 8.
13) Swanmay. Wild Shape 1/day. Tumble 10.
14) FR8. Jump 1.
15) FR9. Feat: Improved Unarmed Strike. Jump 2.
16) FR10. Jump 3.
17) DM1. Jump 7.
18) DM2. Feat: Cheetah's Speed. Jump 11.
19) LA+1.
20) LA+2

Kuulvheysoon
2014-08-14, 10:48 PM
Gods, that cartoon/book scarred me as a child...

Swiftrunner the Chosen of El-ahrairah
http://img4.wikia.nocookie.net/__cb20101030004252/watershipdown/images/c/ce/Prince_with_a_Thousand_enemies.jpg

Creation Myth
Long ago, the great Frith made the world. He made all the stars, and the world lived among the stars. He made all the animals and birds, and at first, he made them all the same. Now, among the animals was El-ahrairah, the prince of rabbits. He had many friends, and they all ate grass together. But after a time, the rabbits wandered everywhere, multiplying and eating as they went.

Then Frith said to El-ahrairah, “Prince Rabbit, if you cannot control your people, I shall find ways to control them. So mark what I say.”
But El-ahrairah would not listen. He said to Frith, “My people are the strongest in the world, for they breed faster and they eat more than any of the other people.”

This angered Frith, so he determined to get the better of El-ahrairah . . . not by means of his own great power, but by means of a trick. He gave a present to every animal and bird, making each one different from the rest. When the fox came, and others, like the dog and the cat, the hawk, the wolf and the weasel, to each of them, Frith gave a fierce desire to hunt and slay the children of El-ahrairah. Then El-ahrairah knew that Frith was too clever for him and he was frightened, for he had never before seen the black rabbit of death.

“My friend,” said Frith, “have you seen El-ahrairah, for I wish to give him a gift?”
“Uh, no,” said El-ahrairah, “I have not seen him. He is far away. He wouldn’t come.”
So Frith said, “Come out and I will bless you instead.”
“No, I cannot,” said El-ahrairah, “I am busy. The fox and weasel are coming. If you want to bless me, you’ll have to bless my bottom.”
“Very well,” said Frith, “Be it so.” And El-ahrairah’s tail grew shining white and flashed like a star. And his back legs grew long and powerful. And he tore across the hill, faster than any creature in the world.

And Frith called after him, “All the world will be your enemy, prince with a thousand enemies. And whenever they catch you, they will kill you. But first, they must catch you, digger, listener, runner, Prince with a swift warning. Be cunning, and full of tricks, and your people will never be destroyed.”

--Opening narration of the animated film Watership Down (1978)

Basics
NG male rabbit (hare) hengeyokai Cloistered Cleric 2/Ranger 6/Scout 4/Fleet Runner of El-ahrairah 7
32 point buy
Starting abilities after racials (+2 Dex, -2 Wis)
Str 10, Dex 16, Con 14, Int 10, Wis 13, Cha 14
All ability increases go to Dexterity

Swiftrunner the Chosen of El-ahrairah
Swiftrunner was one of the great great grandchildren of the rabbits that made the epic journey to the new warren located at Watership Down. He earned his name by always winning the races against the other young rabbits of the warren. He was well liked by his peers and had earned his right to pick any doe for his mate. His life was going to be just as ordinary as any of the other rabbits of the warren. He would have enjoyed that as well but someone else had a different idea for Swiftrunner’s destiny. That someone was El-ahrairah, the Prince of Rabbits.

Swiftrunner was enjoying morning silflay with his friends when he noticed something out of the corner of his eye. At first Swiftrunner thought nothing of it but when he looked a second time he realized that what he saw was the face of El-ahrairah. Swiftrunner was afraid because it had been said that only those who were close to death would see the face of the Prince of Rabbits. None of the other rabbits seemed to notice the face of El-ahrairah and continued eating.

Finally Swiftrunner heard the voice, “Do you know me, Swiftrunner?”
“I do my Lord,” was the answer he gave. The other rabbits continued as if no one had said anything.
“Good,” the Prince of Rabbits answered. “I would like you to come with me. I wish to give you a gift.”
“My Lord,” Swiftrunner quivered. “I am not ready to come with you yet. I wish to remain here.”
“I once gave a similar answer to Frith,” the face of El-ahrairah smiled. “Swiftrunner, you are the only one that can help me. Please come with me.”
“Very well my Lord,” Swiftrunner answered and began to follow the face of his Lord as it seemed to hop along the meadow.

They came to a place that Swiftrunner did not recognize. Again he became afraid that he was tricked by the Black Rabbit of Inlé (Death). But the voice was once again comforting though its message was disconcerting.
“Swiftrunner, I have chosen you to be by messenger. You will learn what you can about those who walk on two legs, they call themselves humans.”
“But how my Lord?” Swiftrunner was more confused now than frightened. “The two leggers destroy what they do not understand. What could I possibly learn from them?”
“There is much that can be learned from living among them—their motives, their feelings, their sense of humor, if they have one.”
“But won’t they see me immediately? How will I avoid living in the cages they keep other rabbits?”
“That is precisely why I will give you this gift.”

Then there was a flash of light. Once Swiftrunner’s eyes adjusted, he found himself looking at the horizon from a different angle—a taller angle. He looked down and saw the feet of a two legger! He jumped back but noticed that the feet followed him. He looked around again but could not find where the two legger was. A breeze brushed up against him and much to his surprise his fur did not keep him warm. Then he looked at his forepaws and found human hands. He could control them with his thoughts. He reached up for his ears and noticed they were no longer above his head. His hands touched all of the parts of himself and then Swiftrunner realized that El-ahrairah had somehow for some reason turned him into a human!

“What has happened to me? Why am I like this?” Swiftrunner realized that the words he spoke did not sound like the words he thought he said.
“Simple,” the Prince of Rabbits answered. “In order for you to live with the humans, you had to become a human. It is the perfect disguise.”
“I do not want this. Please my Lord, I wish to return to my warren where I can live with my friends.”
“You have been chosen, Swiftrunner,” El-ahrairah’s voice became stern. “You are the fastest that the warren has seen for many generations. Only you can escape if my plan goes wrong. But fear not. You will be able to return to your true form again. You will master this shapeshifting over time.”

A little relieved that he can once again return to his true form, Swiftrunner felt himself rising up to the sky following the Prince of Rabbits who now appeared fully as a rabbit. As they approached the sun in the sky El-ahrairah turned to his new Chosen. “There are more worlds than this one. Humans here are beyond reaching. Other worlds have hope that they can be understood. You will be going to one of those. Live among them. Learn from them. I will be watching you. You are now my Fleet Runner.”

Build


ECL
Class
BAB
Fort
Ref
Will
Skills
Feats
Class Features


1
Level Adjustment






hare hengeyokai traits


2
Cloistered Cleric 1
+0
+2
+0
+2
Decipher Script 2, Diplomacy 4, Heal 2, Knowledge (arcana) 4, Knowledge (nature) 4, Knowledge (religion) 4, Knowledge (planes) 4
Knowledge Devotion (B), Run
domains (animal, good), lore, turn undead


3
Cloistered Cleric 2
+1
+3
+0
+3
Diplomacy +1, Heal +1, Knowledge (arcana) +1, Knowledge (nature) +1, Knowledge (religion) +1, Knowledge (planes) +1




4
Ranger 1
+2
+5
+2
+3
Jump 2, Listen 1, Spot 1, Survival 2
Expeditious Dodge, Track (B)
first favored enemy (animals), wild empathy


5
Ranger 2
+3
+6
+3
+3
Climb 1, Jump +1, Knowledge (dungeoneering) 1, Listen +1, Spot +1, Survival +1
Rapid Shot (B)
combat style (archery)


6
Ranger 3
+4
+6
+3
+4
Climb +1, Jump +1, Knowledge (dungeoneering) +1, Listen +1, Spot +1, Survival +1
Endurance (B)



7
Scout 1
+4
+6
+5
+4
Climb +1, Disable Device 2, Jump +1, Knowledge (dungeoneering) +1, Knowledge (nature) +1, Search 2
Trickery Devotion
skirmish +1d6, trapfinding


8
Scout 2
+5
+6
+6
+4
Climb +1, Disable Device +1, Jump +1, Knowledge (dungeoneering) +1, Knowledge (nature) +1, Knowledge (religion) +1, Search +1

battle fortitude +1, uncanny dodge


9
Scout 3
+6
+7
+6
+5
Climb +1, Disable Device +1, Jump +1, Knowledge (dungeoneering) +1, Knowledge (nature) +1, Knowledge (religion) +1, Search +1

fast movement +10 ft, skirmish +1d6 +1 AC, trackless step


10
Scout 4
+7
+7
+7
+5
Climb +1, Disable Device +1, Jump +1, Knowledge (dungeoneering) +1, Knowledge (nature) +1, Knowledge (religion) +1, Search +1
Mobility (B), Swift Hunter
skirmish +2d6 +2AC


11
Fleet Runner of El-ahrairah 1
+7
+9
+7
+7
Knowledge (nature) +1, Knowledge (religion) +1

additional domain (celerity), fast movement +10 ft, greater mobility


12
Fleet Runner of El-ahrairah 2
+8
+10
+7
+8
Knowledge (nature) +1, Knowledge (religion) +1

evasion


13
Fleet Runner of El-ahrairah 3
+9
+10
+8
+8
Knowledge (nature) +1, Knowledge (religion) +1
Improved Skirmish
leap of the hare


14
Fleet Runner of El-ahrairah 4
+10
+11
+8
+9
Knowledge (nature) +1, Knowledge (religion) +1
Shot on the Run (B)



15
Fleet Runner of El-ahrairah 5
+10
+11
+8
+9
Knowledge (nature) +1, Knowledge (religion) +1

run from the hunter


16
Fleet Runner of El-ahrairah 6
+11
+12
+9
+10
Knowledge (nature) +1, Knowledge (religion) +1
Agile Athlete
improved evasion


17
Fleet Runner of El-ahrairah 7
+12
+12
+9
+10
Knowledge (nature) +1, Knowledge (religion) +1

run like the wind


18
Ranger 4
+13
+13
+10
+10
Jump +1, Knowledge (dungeoneering) +1, Listen +1, Search +1, Spot +1, Survival +1

distracting attack acf


19
Ranger 5
+14
+13
+10
+10
Jump +1, Knowledge (dungeoneering) +1, Listen +1, Search +1, Spot +1, Survival +1
Point Blank Shot
second favored enemy (evil outsiders), skirmish +3d6 +2AC


20
Ranger 6
+15
+14
+11
+11
Jump +1, Knowledge (dungeoneering) +1, Listen +1, Search +1, Spot +1, Survival +1
Manyshot (B)
improved combat style (archery)



Skill Ranks at Level 20: Climb 6, Decipher Script 2, Diplomacy 5, Disable Device 5, Heal 3, Jump 11, Knowledge (arcana) 5, Knowledge (dungeoneering) 9, Knowledge (nature) 16, Knowledge (planes) 5, Knowledge (religion) 15, Listen 6, Search 8, Spot 6, Survival 7

Spells
Cleric Spells per day


ECL
0lvl
1st
2nd
3rd


2
3
1+1
-
-


3
4
2+1
-
-


12
4
2+1
1+1
-


14
5
3+1
2+1
-


16
5
3+1
2+1
1+1



Ranger Spells per day


ECL
1st


18
0


19
0


20
1



Class Features Showcase
Building on the Prerequisites: Swiftrunner is able to take certain advantages going into the SI. He is able to get Mobility as a bonus feat through his Scout levels. He takes Expeditious Dodge to qualify, which gives him an additional dodge bonus if he moves more than forty feet in a single turn. As he will be wanting to activate his skirmish damage later in the build, moving is something that he is going to want to do anyway. Run by itself is a terrible feat but pair it up with Endurance. Endurance which is also a terrible feat by itself, which Swiftrunner gains as a bonus feat from Ranger levels, has a clause about maintaining a run for longer periods. Seems like these feats were meant to be together all along right? Swiftrunner’s early Cloistered Cleric levels qualify him for divine spells but admittedly this is not a focus of this build.
Fast Movement: Swiftrunner has the capability of running very fast and has the capability of keeping it going for long periods. In rabbit form his speed is forty feet. Add to this his Scout’s fast movement and the SI’s fast movement (which explicitly says it stacks) and the granted domain ability of the Celerity domain. Swiftrunner lives up to his name by getting up to seventy feet per round as a rabbit and sixty feet per round in human or hybrid form. He will be able to get to wherever he needs to be on the battlefield quickly.
Greater Mobility: And getting there quickly may mean that Swiftrunner will sometimes provoke attacks of opportunity. Since skill points were at a premium, it was hard to justify taking ranks in Tumble. Thankfully the SI provides Swiftrunner an additional dodge bonus through greater mobility. Combine this with the Expeditious Dodge feat and the tiny size of a rabbit and Swiftrunner can be enjoying a +12 bonus to dodge all told. Thank you WotC for allowing dodge bonuses to stack.
Additional Domain: Swiftrunner chooses the Celerity domain for his additional domain and its granted power has been mentioned already. Of course the spells that are granted are not normally on the Cleric list. Even though Swiftrunner is not the greatest spellcaster ever, he can still make good use of the spells available to him from his domains.
Evasion and Improved Evasion: The SI has a poor Reflex save but grants these class features usually reserved for Rogues and Monks. Swiftrunner can take advantage of these abilities from two of his other classes, Ranger and Scout, which both have good Reflex save progressions. Combine this with his very high Dexterity (and any ability enhancing item) and Swiftrunner should be avoiding damage like his more stealthy comrades.
Leap of the Hare: Named leap of the hart in the original SI, this ability allows Swiftrunner to make amazing jumps and always as if from a running start. Of course the SI does not have Jump as a class skill so once again we use the other base classes to give Swiftrunner a good amount of ranks. Another thing that helps here is the Agile Athlete feat which allows Swiftrunner to use his much higher Dexterity as the ability to base his jumps off of. Jumping should not really be a problem for our rabbit friend.
Run from the Hunter: This was named run like the huntress in the original SI. Remember above when it was mentioned how Run and Endurance work well when paired together? Now these two just became more friendly towards each other. Swiftrunner can be like the runner who delivered the message from the Battle of Marathon. So in rabbit form moving at seventy feet per round normally can run at five times that speed thanks to the Run feat, so three hundred fifty feet per round and can maintain this speed for twenty eight rounds before having to make a check. That is nine thousand eight hundred feet (or nearly two miles) in almost three minutes time. Only after that time does Swiftrunner have to make a check and he gets bonuses from this class feature and the Endurance feat to continue to run. Did you forget that cure wand back at camp? Don’t worry, Swfitrunner can get it for you, and carry it because all magic items meld into the body while in rabbit form. Even better is that Swiftrunner can send his Trickery Devotion duplicate to get it for you. And it will be back in time before the fifteen minute adventuring day runs out. And if there is trouble along the way, it will find out and Swiftrunner will know.
Run Like the Wind: It’s dimension door once per day. A spell that not only is not on the Cleric spell list but one that even if it was, would be beyond Swiftrunner’s capability to cast. This is a bonus for our rabbit hero all around.
But You Did Not Finish the SI!: True Swiftrunner leaves the SI early. However the reason is simple: two of the last three class features of the class are geared more for a charge into melee style character. Swiftrunner is an archer and has no business or reason to enter the melee fray unless he really has to. No need to add pounce/charging to his repertoire. The other class feature can easily be replicated by magic items. Since Swiftrunner is a take on the Swift Hunter style build, the designer believed that Swiftrunner would be better served with picking up more Ranger levels and therefore increasing his skirmish capability.

Design Notes
Who is El-ahrairah anyway?: In the novel Watership Down by Richard Adams, El-ahrairah is the trickster god and father of rabbits. All rabbits aspire to become more like their progenitor in any way they can. Since the Chairman allowed for the SI deity to be changed according to setting, the designer believed that this refluffing of Ehlonna into El-ahrairah would be acceptable. For purposes of this competition, all references to Ehlonna instead refer to El-ahrairah—meaning that the domains of El-ahrairah are the same Ehlonna, et cetera. If El-ahrairah was designed as a stand alone deity, the designer believes that his domains would be Animal, Celerity, Luck, Protection, and Trickery. His favored weapon would be either bite or dagger.
Did you really just refluff hengeyokai?: Yes I did and I hope it sits well with the judges. The entry in Oriental Adventures says that hengeyokai are animals that know how to take a human form. My story does not change what hengeyokai are, but instead gives an alternate source of the innate ability. Besides, Watership Down is not exactly an Asian themed book . . .
Dragon Magazine Controversy: There was a 3.5 update to Oriental Adventures printed in Dragon Magazine issue 318. That update removed the level adjustment that hengeyokai had as well as changed the type from shapechanger to humanoid (shapechanger). Since individual issues of Dragon Magazine are not allowed in the competition, Swiftrunner follows the rules as set out in Oriental Adventures, therefore the level adjustment. Swiftrunner’s creature type does not come into play as far as the build goes so there is no need to worry about how spells or other effects apply to him. If the level adjustment was removed either via buyoff or using the update, Swiftrunner should take another level of Ranger to net him an increase in skirmish to +3d6 +3AC.
So how does Swiftrunner play?: In this case the hunted becomes the hunter. Swiftrunner plays the roles of scout (especially helpful with Trickery Devotion), archer, secondary encyclopedia (Knowledge Devotion helps here as well), secondary trapfinder, and secondary face of the party. He can also play the role of infiltrator as a simple rabbit because who would really suspect a rabbit? Paranoid players suspect cats primarily or possibly ravens. But rabbits usually fly well under players’ radars, which means that rabbits also fly under NPC radars as well. And of course with all of his speed, Swiftrunner should be able to escape trouble once it appears. There are few creatures that can keep up with him either sprinting or long distance running.

Sources
Complete Adventurer: Scout base class
Complete Champion: Knowledge Devotion and Trickery Devotion feats
Complete Scoundrel: Improved Skirmish and Swift Hunter feats
Dragon Compendium: Fleet Runner of Ehlonna prestige class
Oriental Adventures: hare hengeyokai race
Player's Handbook II: distracting attack Ranger alternate class feature
Races of the Wild: Agile Athlete and Expeditious Dodge feats
Spell Compendium: additional domain for Ehlonna
Unearthed Arcana: Cloistered Cleric base class variant
Watership Down: by Richard Adams, flavor text

Kuulvheysoon
2014-08-14, 10:50 PM
You'll never take his freedom
Angolon, The Revenant
Wood Elf, NG, Cloistered Cleric 1 / Fighter 1 / Warblade 3 / FoE 10 / Revenant Blade 5

Abilities:

Strength Dexterity Constitution Intelligence Wisdom Charisma Reason
12 12 14 16 14 10 32-point buy
14 14 12 14 14 10 Race
- 15 - - - - 4th
- 16 - - - - 8th
- 17 - - - - 12th
- 18 - - - - 16th
- - 13 - - - 20th


Build:


Level Class BAB Fort Ref Will Skills Feats Features
1 Cloistered Cleric 1 0 2 0 2 Know Religion 4, Know History 4, Know Arcana 4, Know Planes 4, Know Nature 4, Know Local 4, Know Dungeoneering 4, Know Geography 4 Dodge(1), Knowledge devotion(D), Animal Devotion(D), Point Blank Shot (D) Domains (Knowledge, Animal, Elf), Lore, Turn Undead
2 Fighter 1 1 4 0 2 Know Religion 5, Collector of stories, Jump 1 Mobility(F) Bonus feat
3 Warblade 1 2 6 0 2 Know Religion 6, Know History 5, Know Local 5, Tumble 2, Concentration 1 Run Battle clarity (Reflex saves), weapon aptitude
4 Wablade 2 3 7 0 2 Know Religion 7, Tumble 4, Balance 3 - Uncanny dodge
5 Warblade 3 4 7 1 3 Know Religion 8, Balance 5, Tumble 5, Twisted Charge - Battle ardor (critical confirmation)
6 Fleet runner of Ehlonna 1 4 9 1 5 Move silently 4 Two weapon fighting, Plant devotion (D) Fast movement, Greater Mobility, Additional Domain (Plant)
7 Fleet runner of Ehlonna 2 5 10 1 6 Move silently 5, Hide 3 - Evasion
8 Fleet runner of Ehlonna 3 6 10 2 6 Hide 5, Know nature 5, Concentration 2 - leap of the Hart
9 Fleet runner of Ehlonna 4 7 11 2 7 Concentration 6 Blade bearer of Valenar Shot on the run
10 Fleet runner of Ehlonna 5 7 11 2 7 Concentration 10 - Run like the huntress
11 Fleet runner of Ehlonna 6 8 12 3 8 Concentration 14 - Improved Evasion
12 Fleet runner of Ehlonna 7 9 12 3 8 Concentration 15, Know religion 9, Nimble Charge Weapon Focus (Valenar Double Scimitar) Run like the Wind
13 Fleet runner of Ehlonna 8 10 13 3 9 Concentration 16, Know religion 12 - Leopards Pounce
14 Fleet runner of Ehlonna 9 10 13 4 9 Concentration 17, Know religion 13, Up the hill - Swiftness of the Tigress
15 Fleet runner of Ehlonna 10 11 14 4 10 Concentration 18, Know religion 16 Improved two weapon fighting Cheetahs sprint
16 Revenant Blade 1 12 14 4 12 Know geography 5, Jump 5 - Ancestral guidance (1), hero of the Valaes Tairn
17 Revenant Blade 2 13 14 4 13 Hide 9, Extreme Leap - Shadow of the past
18 Revenant Blade 3 14 15 5 13 Move silently 10, Hide 10 Rapidshot Ancestral guidance (2)
19 Revenant Blade 4 15 15 5 14 Move Silently 13, Hide 13 - Giant slayer
20 Revenant Blade 5 16 15 5 14 Move Silently 16, Hide 16 - Ancestral guidance (3), legendary force



Spells Per Day:

Level Level 1 Level 2 Level 3
1 1+1 - -
2 1+1 - -
3 1+1 - -
4 1+1 - -
5 1+1 - -
6 1+1 - -
7 2+1 - -
8 2+1 - -
9 2+1 1+1 -
10 2+1 1+1 -
11 3+1 2+1 -
12 3+1 2+1 -
13 3+1 2+1 1+1
14 3+1 2+1 1+1
15 3+1 2+1 2+1
16 3+1 2+1 2+1
17 3+1 2+1 2+1
18 3+1 2+1 2+1
19 3+1 2+1 2+1
20 3+1 2+1 2+1


Maneuvers Per Day:

Level Maneuvers Known Readied Stances Known
3 3 3 1
4 4 3 1 [/B]
5 and beyond 5 3 1


Typical Spells Memorized:

Spell Level Typical spell List at 20
1 Divine Favor(2), Shield of Faith, Truestrike(D)
2 Resist energy(3), Truestrike(D)
3 Girallons Blessing(2), Clairvoyance(D)

Manuvers Known:

Level of maneuver or stance Maneuvers List
1 Leading the Charge (S), Charging minotaur 17+ 2 4 1
2 Action before thought, Wall of Blades, Mountain Hammer 2d6 1d6 1d8
3 Iron Heart Surge


Fluff and notes:

Level 1 -
Angolon sat at the desk transcribing the ancient texts. He had a rare gift, the ability to look at a text and memorize it, word for word after only a cursory glance, even if he couldn’t understand the language. The elders had set him to this task cataloguing, translating and taking care of the library nearly 150 years ago. Though young for a librarian he rather enjoyed his task. As a pup he had trained with the others, but when the Keeper of the scrolls grew ill Angolon was immediately given the task of tending to the dying man and then later given his position, when none other was fit to take over. At first Angolon resented the task, wishing only to join the others his age, as hunters or defenders. Eventually, as all youth do, he realized that his role was an honored one, though it often kept him in the bowels of the library searching for an obscure text, or a prophecy the elders desperately sought to intervene on. Since birth he was destined to do this, his name literally meant deep lore, who better to fill such a role than him. Angolon sat pondering but he honestly could not recall the last time he felt the sun’s rays against his neck, he set his quill down for a moment, careful to not let the ink stain his work “it must’ve been a decade or more” he said aloud to no one in particular, since none but him entered this area of the library Angolon often talked to the books as if they were people. “Thats it first thing tomorrow I will see the sun rise, and witness Ehlonna’s beauty.”
A sudden noise caught his attention, “By Ehlonna what was that?” He spoke to the books. “hush!” then a sudden shake and all around him the ground began to quake, books were thrown from their shelves. He leapt up, hands outstretched trying vainly to keep the books from falling to the floor. In waves, the ground rolled beneath his feet, somewhere he heard one of the few lanterns crash to the floor. He tried desperately to reach it, praying it was not lit. Yelling could be heard outside now, screams of women and children muffled by the libraries thick walls, but Angolon could not mistake those sounds. A sharp noise came from behind him, something crashed into his back, and intense pain ran from his head to his toes as his vision swam. Around him the shelves were collapsing one upon the other like domino’s, the faint scent of smoke assaulted his nostrils as a shelf landed on his back burying him in books. The books pressed against his back and he struggled in vain to lift their immense weight off him, but his strength waas fading quickly and he could feel blood trickling around his neck, a small pool of blood began to form on the pages of a book. His last thought as his consciousness faded, was how the blood vaguely looked like the depictions of ehlonna in the ancient texts.


At level 1 its all about surviving to the next day. Utilizing the same skills any caster with weak hit dice does, Angolon hangs back, using knowledge devotion and point blank shot to boost his small attack. With the animal devotion feat Angolon can use it for offense or defense as the situation calls for.



level 5 -
Despite his beginnings as a lowly librarian, Angolon has come a long way from the cloistered life he once lived. Ehlonna saved his life and set him on the warriors path. While at first clumsy and knowing no more than to swing the sword wildly, his study of the Valenar Fleetrunners tome hones his skill into the deadly weapon he will become.

He utilizes a falchion at this time, taking advantage of battle ardor from his warblade levels. With the devotions picked up from his cleric level he can fly if need be or boost his strength for damage. With average hit points Angolon only sits 6 hp (w/o con) below that of a barbarian, while still having more hitpoints than a full blooded fighter. His spells are used only when needed with a truestrike and divine favor as his typical spells memorized. Angolon has Already specialized in charging into battle which will be his main tactic throughout his life.



level 10 -
Angolon’s adventures have taken him to the far corners of the earth. His vengeance had long since been meted out against the giants that destroyed his people. He can feel Ehlonna’s presence with him more with each passing day. Having started dual weilding scimitars he has found the feel of the double scimitar more to his liking and is further unlocking the secrets of the great Valenar Fleetrunners.

The bulk of Angolon's cash is in the weapons he weilds. of note is his thrown weapon. Having picked up Shot on the run Angolon utilizes a spear with the warning property, with the boost to initiative he charges in, throwing the spear along the way, with other enhancements such as sizing acid cold, this can take a pretty decent chunk out of the targets life before he is even in melee range, after closing the distance he then utilizes his charge to deliver a massive attack, effectively giving him 2 attacks during the charge when he would otherwise receive only one.



Level 15 -
Angolon has mastered the basic arts of the ancient Fleet runners, and he has never felt more alive than when he is sprinting across the feilds at speeds other’s find amazing. His speed and his skill with the sword have brought him through many battles. The tome still holds many secrets for him, but with time and patience. Ehlonna has blessed him with a second life and he will not waste it.

Having completed the SI Angolon Makes full use of the leopards pounce ability. having the option of utilizing girallon’s blessing and filling up on natural attacks or utilizing his 6 attacks granted with two weapon fighting, and the capstone of the SI.



level 20 -
Angolon stood before the remains of the library, his home for more than a century. His boots made not a sound as he stepped into the small area where he had awoken all those years ago. the fire had somehow managed to leave only two walls, but time and the forest had collapsed the roof, and reclaimed the floor. In his mind’s eye he imagined he could still see the shelves where he had awoke, miraculously alive. No, not a miracle he thought, destiny. Ehlonna had saved him that day. He pulled the old manuscript from his pack, and carefully unwrapped the tome. Its surface was nearly unblemished despite all the years of travel they had spent together. He was in the eve of his life now, but perhaps Ehlonna could guide another of her followers here, to save their life. Flipping the books pages carefully he could see his own notes interspersed amongst the pages, drawing attention to passages here and there. He revered books too much to write in them the way some people did, but his notes were clear and concise, clearly calling attention to the relevant text. He flipped all the way through it once, and then opened to the title page. Revenant, Bearers of the Blade; an alternate history of the Valenar Fleetrunners. Beneath that, nearly 300 years since the attack, he could still make out the clear figure of a woman in flowing gowns, almost concise enough to have been drawn. Where once it had been the vibrant red of fresh blood; now, age had darkened it to an almost black. He carefully wrapped the cloth around its cover, dug a small hole in the ground where the two walls met and placed the pack gently. Somberly he filled it, with each scoop he felt his anger for the giants attack, the vengeance he had sought, his utter loneliness at the destruction of his people, all disappear. He was an old man now, his past long behind him. He felt a single drop of rain hit his cheek and looked up to a clear sky, a gift from Ehlonna he thought, and with that said a final prayer and left.

With knowledge devotion, two weapon fighting, pounce, haste, rapid shot,Ancestral guidance (power attack, Improved critical, spring attack), Legendary force, Maneuvers, stances, skill tricks, and devotion feats; Angolon can dish out a ton of damage without magical items of any kind. Boosting nearly any stat works for both defense and offense. With the entire cleric spell list only a scroll or wand use away Angolon barely feels the effect of his lack of pure caster power that could be available to him.





Sources:
UA, ToB, DC, PGtE, CS

Kuulvheysoon
2014-08-14, 10:52 PM
The wonders of the natural world cannot be matched by cut stone and tilled fields
Shindra Greenthorn, Female Human Psychic Warrior 2 / Druid (Of Mielikki) 1 / Warblade 1 / Human Paragon 3 / Contemplative 1 / Spelldancer 1 / Mystic Wanderer 1 / Fleet Runner 10


I have always been fasinated by natures ability to simply be, what the greatest artists and athletes aspire to come even close to. Its an eternal competition between the animals, about whom of the hunter and the pray that is the fastest or strongest or smartest. Or which of the animals, specially birds, that sings the best or looks the most splendid trying to get mated and spread out their progeny.
Even in the civilized, and not so civilized races this can be seen, from the bursting metropolis where Bards and Courtesans ply their trade trying to outdo each other, over the sly courtier trying to be more cunning than his competitioner to the sleepy village where a pretty face and a gift of word can lead you to gain bedmates or wealth, to the more primitive races where its all a question of being the biggest and strongest and smartest of the lot.





Ability
Baseline
4th Level
6th Level
8th Level
12th Level
16th Level
20th Level


Strength
8








Dexterity
14








Constitution
10








Intelligence
10








Wisdom
18
+1
+2
+1
+1
+1
+1


Charisma
14











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


1st
Human Paragon 1
+0
+0
+0
+2
Diplomacy 4, Knowledge (Religion) 4, Perform (Dance) 4, Spellcraft 4, Tumble 4
Endurance, Run
Adaptive Learning (Perform)


2nd
Psychic Warrior 1
+0
+2
+0
+2
Concentration 3
DodgeB
Bonus Feat


3rd
Psychic Warrior 2
+1
+3
+0
+2
Concentration 6
Combat Casting, MobilityB
Bonus Feat


4th
Druid (Deadly Hunter ACF) 1
+1
+5
+0
+4
Knowledge (Nature) 3, Perform (Dance) 6
TrackB
Animal Companion, Nature Sense, Wild Empathy, AC Bonus (Wis added to Dex), Favored Enemy (Humanoid: Orc)


5th
Human Paragon 2
+2
+5
+0
+5
Concentration 7, Perform (Dance) 7, Spot 3
Extend SpellB
Bonus Feat


6th
Human Paragon 3
+3
+6
+1
+5
Knowledge (Religion) 9
Practiced Spellcaster (Druid)
Ability Boost (Wis +2)


7th
Fleet Runner 1
+3
+8
+1
+7
Concentration 9, Knowledge (Religion) 10

Fast Movement (+10ft), Greater Mobility


8th
Fleet Runner 2
+4
+9
+1
+8
Craft (Alchemy) 2, Knowledge (Religion) 11

Evasion


9th
Warblade 1
+5
+11
+1
+8
Concentration 10, Diplomacy 8
Persistent Spell
Battle Clarity, Weapon Aptitude


10th
Fleet Runner 3
+6
+11
+2
+8
Craft (Alchemy) 3, Knowledge (Religion) 13

Leap of the Hart


11th
Contemplative 1
+6
+11
+2
+10
Preform (Dance) 10

Bonus Domain (Good), Divine Health


12th
Spelldancer 1
+6
+11
+4
+12
Perform (Dance) 12, Profession (Herbalist) 3
Heretic of the Faith (Domain: Good Competition)
Spelldance


13th
Fleet Runner 4
+7
+12
+4
+13
Perform (Dance) 15
Shot on the RunB



14th
Fleet Runner 5
+7
+12
+4
+13
Concentration 11, Perform (Dance) 17

Run Like the Huntress


15th
Fleet Runner 6
+8
+13
+5
+14
Concentration 13, Perform (Dance) 18
Iron Will
Improved Evasion


16th
Mystic Wanderer 1
+8
+13
+7
+16
Concentration 15, Perform (Dance) 19

Glory of the Divine (Cha as Sacred AC), Sleep


17th
Fleet Runner 7
+9
+13
+7
+16
Concentration 17, Perform (Dance) 20

Run Like the Wind


18th
Fleet Runner 8
+10
+14
+7
+17
Concentration 19, Perform (Dance) 21
Spell Girding
Leopard's Pounce


19th
Fleet Runner 9
+10
+14
+8
+17
Concentration 21, Perform (Dance) 22

Swiftness of the Tigress


20th
Fleet Runner 10
+11
+15
+8
+18
Concentration 23, Perform (Dance) 23

Cheetah's Sprint




Warblade Initiating:


Level
Initiator Level
Maneuvers Known
Maneuvers Readied
Stances Known
Maneuvers/Stances Learned


9th
5th
3
3
1
Action Before Thought, Iron Heart Surge, Wall of Blades - Blood in the Water


Psychic Warrior Manifesting:


Level
Power Points Per Day
Powers Known
Max Power Level Known
Powers Learned


2nd
0
1
1st
Inertial Armor


3rd
1
2
1st
Expansion


Druid Spellcasting:


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


4th
3
1
-
-
-
-
-


5th
4
2
-
-
-
-
-


6th
4
2
1
-
-
-
-


8th
5
3
2
-
-
-
-


11th
5
3
2
1
-
-
-


12th
5
3
3
2
-
-
-


13th
6
4
3
2
1
-
-


15th
6
4
3
3
2
-
-


16th
6
4
4
3
2
1
-


18th
6
4
4
3
3
2
-


20th
6
5
4
4
3
2
1


Level 5:
Shindra is a reasonable, if not brilliant Gish at this point, having CL 2 and ML 2 in Druid and Psychic Warrior respectively, depending on Shillelagh and Expansion for offensive and Inertial Armor and Druid ACF giving Wisdom to AC for defensive purposes, but still she is ever so slightly behind the curve at this point, but is still a reasonable scout, backup healer/backup fighter.

Level 10:
Looking up. Finishing Paragon levels (yay for +2 Wis) and have grabbed 3 Fleet Runner levels and a level of Warblade, shoring up my horrendous Reflex save for Evasion via Action Before Thought, The Ability to roll against my opponents Attack with Wall of Blades (first really strong at level 12), and remove negative conditions via Iron Heart Surge. Greater Mobility supports moving around within opponent reach with less danger (first really relevant at level 12 ... sense a theme?)

Level 15:
And we're past the sweet spot which is level 12 where the build flows together.
At level 11 we get a Domain (wouldn't be needed if Fleet Runner didn't explicitly say that only Clerics got the additional domain), of our choice, as long as the deity followed gave it, while Level 12 it flows together. Spelldance makes me able to emulate DMM Cleric with no specification of that it have to be Turn Undead, but rather Spelldancer level + ConMod without danger and after that you can still Spelldance, with the caveat that you have to take a Fort save after spelldancing at DC 10 + total Rounds Spelldanced, or take 2 Con damage and become Fatigued. Trick is that Druids have a neat spell at 4th level named Sheltered Vitality (Spell Compendium) which for 1min/level makes you immune to Fatigued, Exhaustion and Ability Drain/Damage, at level 12 this is 10 minutes (due to Practiced Spellcaster), which means that i have 100 rounds where i can spelldance the day away, immune to the penalties. Interesting Spells to Persist would be:

1st:
Eyes of the Avoral (BoED), NOT dependent on being exalted.
Longstrider
Shillelagh
2nd:
Cloud Wings (SpC) although it only needs to be Extended given its natively long duration.
Master Air (SpC)
Scent (SpC) (can be replaced by Essence of the Raptor when access to enough 4th level spells)
3rd:
Girallon's Blessing (SpC)
Lion's Charge (SpC) until level 18, when Fleet Runner gives it natively.
Spikes (SpC)
4th:
Bite of the Wereboar (SpC) (replaced by subsequent Bite of* spells)
Divine Power (Competition Domain)
Essence of the Raptor (SpC)
Freedom of Movement
Sheltered Vitality (SpC), Only if ruled that being immune remove previous ability damage / fatigued, or spell taking effect before taking such penalties.
Wild Runner (SpC)
5th:
Bite of the Weretiger (SpC) (replaced by subsequent Bite of* spells)
Owl's Insight (SpC)
Righteous Might (Competition Domain)
Sirine's Grace (SpC) (although probably the least useful given that +Dex can be superseded by the later spells in the Bite of* line, and +Cha can be done with a +6Cha item, but still quite handy given its bonus to Perform and Cha to AC)
6th:
Bite of the Werebear (SpC)

Otherwise, of gained stuff at this time, Shot on the Run is rather useless (although with a class such as Fleet Runner its nearly impossible not to have something being useless), Run like the Huntress fits nicely into the theme, with the character having (with presisted spells up) a Base speed of 50(Wild Runner)+10(Longstrider)+10(Fleet Runner 1), together with Endurance, which raise the check done to continue running by another +4, altogether for nearly 40mph over at at minimum 3 minutes (from Con 15 while in Centaur form), simply due to Wild Runner and Longstrider spells. Quite efficient if you have to transport light goods (for what its worth, at level 20 with all relevant spells online (Wild Runner, Righteous Might and Bite of the Werebear) Light Load is 11184 lb. or less) somewhere, which can't be magicked there (either because Greater Teleport is to expensive or Teleport is to imprecise). Improved Evasion still works nicely with Action before Thought to stay useful.

Level 20:
Glory of the Divine is quite handy in concert with Sirine's Grace, while from the rest of Fleet Runner gains include Run Like the Wind is decent utility (although 1/day is a bit to rare to be truly useful), Leopard's Pounce (effectively gain an extra 3rd level spell and 6 available spelldancing rounds since it invalidate Persistent Lion's Pounce), Swiftness of the Tigress gives FleetRunner Level/Day rounds of Haste which is quite handy in combat, while lastly, Cheetah's Sprint makes it possible to charge up to 700ft once per hour (or 900ft if flying with Master air, add an additional 300ft if augmenting it with Persisted Cloud Wings), given a high enough Spot check (mainly delievered through spells and high Wisdom Modifier due to limited Skillpoints), it is an opener that is hard to resist for almost everyone (including that annoying wizard that throws long ranged spells)

As Shindra is fairly vulnerable to being dispelled (a high amount of her spells are used for buffing via persistent spelldance) the last feat taken is Spell Girding (-2 on opponent Dispel Checks against her spells), and good items to buy would be a Strand of Prayer Beads with Bead of Karma (+4 CL on all Divine spells cast for 10 minutes each day, done when spelldancing) and Ring of Enduring Arcana (-4 on opponent Dispel Checks, despite the name the item aren't dependent on being arcane spellcaster). If access to all of these, Dispel Checks are against an effective DC 11(Base) +11(native CL) +4(Practiced Spellcaster) +4(Bead of Karma) +4 (Ring of Enduring Arcana) +2 (Spell Griding) for an effective DC of 36 for all (or most) of my presisted spells.


Complete Divine - Contemplative, Persistent Spell
Expanded Psionic Handbook - Psychic Warrior
Magic of Faerun - Mystic Wanderer, Spelldancer, Spell Girding
Power of Faerun - Heretic of the Faith
Tome of Battle - Warblade
Spell Compendium - Competition Domain
Unearthed Arcana - Human Paragon, Deadly Hunter ACF


As for using another deity I point towards the words of the Chair.

I would actually be fine with alternative dieities for different settings - so long as the alternate patron remains similar to Ehlonna's portfolio. for example, Mielikki (FR) would be fine, while Malar (FR) would not.

Kuulvheysoon
2014-08-14, 10:56 PM
Darkness is nothing without light to define it

http://www.notempire.com/images/uploads/Raven.jpg
(Image by Annie Owens (http://www.notcot.org/post/20308/The-Raven-by-Annie-Owens-Watercolor-and-ink-on-paper-Ex/))

Morgan Ravenblessed
Ranger 4/Knight of the Raven 3/Divine Crusader 3/Fleet Runner of Ehlonna 10



NG Human, Ranger 4/Knight of the Raven 3/Divine Crusader 3/Fleet Runner of Ehlonna 10
ACFs: Distracting Attack



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


1st
Ranger 1
+1
+2
+2
+0
Balance 2 ranks, concentration 4 ranks, handle animal 4 ranks, jump 4 ranks, knowledge (nature) 4 ranks, knowledge (religion) 2 ranks, search 4 ranks, tumble 2 ranks, survival 4 ranks
TrackB, Midnight Dodge, Mobility
Wild empathy, favored enemy (undead)


2nd
Ranger 2
+2
+3
+3
+0
Balance 2.5 ranks, concentration 5 ranks, handle animal 5 ranks, jump 5 ranks, knowledge (nature) 5 ranks, knowledge (religion) 2.5 ranks, tumble 2.5 ranks, search 5 ranks, survival 5 ranks
Two-Weapon FightingB



3rd
Ranger 3
+3
+3
+3
+1
Balance 3 ranks, concentration 6 ranks, handle animal 6 ranks, jump 6 ranks, knowledge (nature) 6 ranks, tumble 3 ranks, survival 6 ranks, Collector of Stories skill trick
EnduranceB, Run



4th
Ranger 4
+4
+4
+4
+1
Balance 3.5 ranks, concentration 7 ranks, handle animal 7 ranks, jump 7 ranks, knowledge (dungeoneering) 1 rank, knowledge (nature) 7 ranks, knowledge (religion) 3 ranks, tumble 3 ranks, survival 7 ranks

Distracting Attack


5th
Knight of the Raven 1
+5
+6
+4
+3
Knowledge (religion) 8 ranks

Raven harrier (harry), speak with ravens


6th
Fleet Runner of Ehlonna 1
+5
+8
+6
+6
Balance 4 ranks, concentration 8 ranks, knowledge (nature) 8 ranks, knowledge (religion) 9 ranks, survival 8 ranks
Weapon Focus (longsword)*
Fast movement, greater mobility, additional domain


7th
Fleet Runner of Ehlonna 2
+6/+1
+9
+6
+7
Balance 4.5 ranks, concentration 9 ranks, knowledge (nature) 9 ranks, knowledge (religion) 10 ranks, survival 9 ranks

Evasion


8th
Fleet Runner of Ehlonna 3
+7/+2
+9
+7
+7
Balance 5 ranks, concentration 10 ranks, knowledge (nature) 10 ranks, knowledge (religion) 11 ranks, survival 10 ranks

Leap of the Hart


9th
Divine Crusader 1
+7/+2
+11
+7
+9
Jump 12 ranks
Power Attack
Animal domain, aura


10th
Fleet Runner of Ehlonna 4
+8/+3
+12
+7
+10
Concentration 11 ranks, jump 12.5 ranks, knowledge (nature) 11 ranks, knowledge (religion) 12 ranks, survival 11 ranks
Shot on the RunB



11th
Fleet Runner of Ehlonna 5
+8/+3
+12
+7
+10
Concentration 12 ranks, jump 13 ranks, knowledge (nature) 12 ranks, knowledge (religion) 13 ranks, survival 12 ranks

Run like the Huntress


12th
Fleet Runner of Ehlonna 6
+9/+4
+13
+8
+11
Concentration 13 ranks, jump 13.5 ranks, knowledge (nature) 13 ranks, knowledge (religion) 14 ranks, survival 13 ranks
Leap Attack
Improved evasion


13th
Fleet Runner of Ehlonna 7
+10/+5
+13
+8
+11
Concentration 14 ranks, jump 14 ranks, knowledge (nature) 14 ranks, knowledge (religion) 15 ranks, survival 14 ranks

Run like the wind


14th
Fleet Runner of Ehlonna 8
+11/+6/+1
+14
+8
+11
Concentration 15 ranks, jump 14.5 ranks, knowledge (nature) 15 ranks, knowledge (religion) 16 ranks, survival 15 ranks

Leopard’s pounce


15th
Fleet Runner of Ehlonna 9
+11/+6/+1
+14
+9
+11
Jump 15 ranks, knowledge (religion) 17 ranks, survival 16 ranks, Nimble Charge skill trick
Shape Soulmeld (Strongheart Vest)
Swiftness of the tigress


16th
Fleet Runner of Ehlonna 10
+12/+7/+2
+15
+9
+11
Jump 15.5 ranks, knowledge (religion) 18 ranks, survival 17 ranks, tumble 4 ranks

Cheetah’s sprint


17th
Knight of the Raven 2
+13/+8/+3
+16
+9
+12
Jump 16 ranks, knowledge (religion) 19 ranks, survival 18 ranks, tumble 4.5 ranks

Smite undead 1/day


18th
Knight of the Raven 3
+14/+9/+4
+16
+10
+12
Knowledge (religion) 20 ranks, survival 19 ranks, tumble 5 ranks, Twisted Charge skill trick
Elusive Target
Turn undead, Sun domain, raven harrier (baffle)


19th
Divine Crusader 2
+15/+10/+5
+17
+10
+12
Jump 21 ranks




20th
Divine Crusader 3
+16/+11/+6/+1
+17
+11
+12
Jump 23 ranks, knowledge (religion) 23 ranks

Resistance to electricity 5



*According to Complete Divine p109, Ehlonna has the longsword as a favored weapon. However, in the Player's Handbook, this is listed as longbow instead. The Complete Divine errata did not correct this, so this build assumes that longsword is a valid favored weapon for Ehlonna. However, if your DM prefers to go by the Player's Handbook, replace this with Weapon Focus (longbow) instead.


Divine Crusader Spells per Day


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


1st
-
-
-
-
-
-
-
-
-


2nd
-
-
-
-
-
-
-
-
-


3rd
-
-
-
-
-
-
-
-
-


4th
-
-
-
-
-
-
-
-
-


5th
-
-
-
-
-
-
-
-
-


6th
-
-
-
-
-
-
-
-
-


7th
-
-
-
-
-
-
-
-
-


8th
-
-
-
-
-
-
-
-
-


9th
0
-
-
-
-
-
-
-
-


10th
1
0
-
-
-
-
-
-
-


11th
1
0
-
-
-
-
-
-
-


12th
2
1
0
-
-
-
-
-
-


13th
2
1
0
-
-
-
-
-
-


14th
2
2
1
0
-
-
-
-
-


15th
2
2
1
0
-
-
-
-
-


16th
3
2
2
1
0
-
-
-
-


17th
3
3
2
2
1
0
-
-
-


18th
3
3
3
2
2
1
0
-
-


19th
3
3
3
3
2
2
1
0
-


20th
3
3
3
3
3
2
2
1
0



Morgan draws her spells primarily from the Animal domain and from the list of Sanctified spells. At level 18, she also gains access to the Sun domain. Her spell list is as follows:

1- Calm Animals, Endure Elements, Divine Inspiration, Twilight Luck, Vision of Punishment
2- Hold Animal, Heat Metal, Ayailla's Radiant Burst, Luminous Armor
3- Dominate Animal, Searing Light, Brilliant Emanation, Celestial Aspect, Create Lantern Archon, Hammer of Righteousness, Path of the Exalted, Phieran's Resolve, Telepathy Tap
4- Summon Nature's Ally IV, Fire Shield, Animate with the Spirit, Celestial Fortress, Diamond Spray, Holy Fire Shield, Greater Luminous Armor, Sunmantle
5- Commune with Nature, Flame Strike, Curtain of Light, Inquisition, Sicken Evil
6- Antilife Shell, Fire Seeds, Benign Projection, Exalted Raiment, Storm of Shards, Valiant Steed
7- Animal Shapes, Sunbeam, Channel Celestial, Constricting Chains, Cry of Ysgard, Phoenix Fire, Rain of Embers
8- Summon Nature's Ally VIII, Sunburst, Dragon Cloud, Restore Soul's Treasure
9- Shapechange, Prismatic Sphere, Armageddon, Channel Greater Celestial, Exalted Fury, Sanctify the Wicked



Ranger Spells per Day


Level
1st
2nd
3rd
4th


1st
-
-
-
-


2nd
-
-
-
-


3rd
-
-
-
-


4th
0
-
-
-


5th
0
-
-
-


6th
0
-
-
-


7th
1
-
-
-





Str 14/Dex 13/Con 13/Int 14/Wis 12/Cha 14

Put all level-up points into Charisma.



The Souls of Men (levels 1-5)

"But where do the souls of men go when they die?"

The priestess looked at the young huntress with fond eyes. Morgan Beladore was a talented young tracker, favored by the Watcher of the Forests, but she was also very young, and the death of her mother was a terrible thing. The priestess knew this question would be coming, sooner or later.

"That depends on how they lived, Morgan," said the priestess. "How they lived, and how they died. Your mother - well, she died defending Our Lady's groves. Ehlonna of the Forests will not forget that. Those great souls, those souls who spent their lives tending Her woods, who died defending them - well, Ehlonna would not tear such souls from the woods they so loved."

Morgan Beladore looked at the priestess with wide eyes rimmed with tears. "So - so she is still here?"

"Of course," said the priestess. "Your mother loved Our Lady, and she loved these woods. And when those dark creatures came from the valley to despoil our forest, she did not flinch. She died proudly, defending all who live here. Our Lady blesses those such as her beyond measure. Those blessed souls never leave the forests, but remain here, becoming birds who watch over the Boravian forests for Our Lady."

Morgan's eyes traveled upwards, where slices of sky could be seen through winter-bare branches. Birds cartwheeled through the clear and cold skies, waxwings and winter wrens and ravens, birds hardy enough to weather the cruel Boravian winters. "So those birds - those birds might be the souls of the dead? But I thought - I thought it was a wicked thing for the soul to remain on the earth," said Morgan. "I thought that is how you get those creatures, those foul things that killed mother."

The priestess shook her head. "No, child," she said. "Nothing that Our Lady does can be foul. Those creatures from the valley were dark things, twisted things. Count von Zarovich never knew Our Lady, and though he is long dead, his evil life has poisoned the valley so that the dead may not rest or go on to serve their gods, but must fester here in their rotting husks. That is not a natural thing. When Ehlonna of the Forests turns Her blessed into the forest's guardians, that is not death. It is rebirth."

From out of the forest, a fluttering came. Priestess and huntress looked up to see a solitary raven fly down to their small clearing. It rested on a small branch just above Morgan's head.

"You too are blessed," said the priestess. "Blessed by Our Lady, yes, and blessed by your dear mother, who watches over you still..."

Morgan Ravenblessed begins as many rangers begin, as a passable tracker and scout, and a secondary melee combatant. Though her melee capabilities are not at the level of a barbarian or warblade, with full BAB she does alright, dual-wielding her longsword alongside a light throwing weapon such as a dagger or light hammer, so that she may switch between melee and ranged attacks within a single attack sequence. However, despite ostensibly being a two-weapon fighter, she is not tied to this fighting style. Often she will open up by attacking with her hammer at range and move to wielding her sword two-handed, so that she may move and fight.

She foregoes her animal companion for the Distracting Attack ability, which allows her to provide flanking bonuses to allies even when she attacks from range. However, after meeting the Knights of the Raven, a diverse order of knights who set aside religion and politics to rid Boravia of the evil that festers there, she instead gains a raven companion, a celestial bird that protects her, and that Morgan believes to be the soul of her dead mother. Unlike a typical animal companion, this celestial raven reappears each day with the dawning of the sun even if it is slain. Morgan uses this raven, and her ability to speak with other birds of the forest, to scout out ahead for her and to harry opposing foes.

Though she only gets one ranger spell per day at these levels, she typically picks long-lasting spells that augment her abilities, such as scent or bloodhound.

The Swiftness of the Lady (levels 6-10)

Blood pumping in her ears, Morgan ran. She ran with all the swiftness she could summon, her sure feet steady among the familiar leaves and twigs of the forest. Ahead of her, her raven-spirit flew, wings breaking the air and leading her on.

You must not tire, daughter, said the raven. We have a long way yet to run. It was in the Svilich Gulch that I saw the creature. It will soon reach the forest.

Morgan wasted no breath on responding. Morgan's feet were a blur as she kept pace with the swift-winged spirit bird, jumping over fallen branches and dodging brambles without breaking stride. She would run, and she would fight. It seemed like each day brought a new horror to the land, a new foulness to threaten Ehlonna's forest. No matter. She would run. She would fight. And, if necessary, she would die - as had her mother, so many years before.

Ahead of her, the raven-spirit flew forward, cutting through the sky like an arrow, darting among trees.

As before, mobility is paramount for Morgan Ravenblessed, who uses her raven spirits to scout out evil incursions into her forest from Castle Ravenloft and the dark valley it rests in. Once her raven warns her of evil she races to confront it, never tiring. With her increased speed, Morgan can run two hundred feet per round, and thanks to Endurance, she can run great distances before tiring.

Blessed by Ehlonna as a crusader who protects her forests from the evils of Castle Ravenloft, Morgan Ravenblessed can begin casting spells off of the Animal domain, instead of her more limited ranger spell list. As she is a Good-aligned prepared caster working in the service of a deity, she can also use these spell slots to prepare sanctified spells, found primarily in Book of Exalted Deeds. These spells often come with some drawback, such as requiring abstinence for a period of several days before casting, or dealing a small amount of ability damage upon casting. At this point, unless necessary, Morgan primarily focuses on those spells that do not require too great of a sacrifice such as twilight luck unless she has access to restorative magic.

Shot on the Run and Power Attack seem like an odd combination, but it is important to remember that Morgan's fighting style involves switching between melee and ranged. She can move into position, throwing her hammer or dagger as she approaches and flanking the enemy in the process thanks to Distracting Attack, then close with a different foe, two-handing her longsword for full Power Attack damage. Greater Mobility means she now has a +8 bonus to avoid attacks of opportunity as she moves across the battlefield, making opportunistic attacks against the zombies and vampires of Boravia.

Unfortunately, despite the fact that Morgan can cast domain spells thanks to Divine Crusader, the additional domain granted by Fleet Runner of Ehlonna only is provided to clerics. However, if her DM allows this domain to apply to Divine Crusader as well, she will pick up the Celerity domain here for an even greater speed increase and access to several useful buff spells.

The Lingering Evil (levels 11-15)

"Is there no end to the darkness?"

Sir Urik frowned. Morgan Ravenblessed was a fine Knight of the Raven, a staunch ally who could move through the forest as swiftly as a bird. Like him, a small black raven flew rested on his shoulder, though there was something different about her raven, though Sir Urik could not place his finger on it. He sighed. "There's always an end to the darkness, child," he finally said. "It is called the dawn."

Morgan nodded. She had been fighting alongside the older knight for thirteen hours, and the sky was heavy with stars. "On days like today, sometimes I wonder if dawn will ever come," she said. "Today was a bad day, Urik."

"I know, Morgan," he said. "There have been a lot of those lately. But we will keep fighting, as always. The Count cannot resist us forever."

"I just wish there was another way," she said. "If he entered my forest, I might track him - I might kill him. But he sends these abominations instead." She waved her hand at the corpses all about them. "His evil lingers here, long after we put it to the sword."

"We must keep fighting, Morgan," Urik said. "We will find the Count one day. And I would not be surprised if it is your sword that fells him. You have come a long way since we first met."

Morgan nodded, and reached absently to her shoulder to where her raven rested. Again, Sir Urik was struck by the intelligence, by the kindness in that raven's eyes. His own raven, Hurrn, had been a faithful companion for many long years. But Morgan's raven was special. Perhaps it had to do with that wild goddess she worshiped. It was said that the goddess favored hunters like Morgan, blessed them with special strength. That would certainly explain the wonders Morgan was capable of.

He turned, and together, Morgan and Sir Urik began cleaning up the dead.

In the mid to high levels, Morgan Ravenblessed becomes a force on the battlefield. She can now run insane distances without tiring - between Endurance and Run Like the Huntress, she can run at 200 feet per round for several minutes before even requiring a Constitution check, and gets a whopping +12 to her checks after. She can even use her dimension door ability to swiftly cross otherwise impassable terrain.

Offensively, her excellent jump checks (boosted by Leap of the Hart) are put to good use by Leap Attack, and she learns to pounce like a tigress as well. With excellent BAB, pounce and Leap Attack, plus swiftness of the tigress to gain additional attacks, she deals excellent damage to her foes.

Defensively, improved evasion and excellent saves allow her to easily avoid many attacks, and the Strongheart Vest aids her in resisting the draining attacks of many undead she will often face. Strongheart Vest also comes in handy alongside her casting as well, allowing her to weather the ability damage of many of her Sanctified spells. Buffs such as greater luminous armor and sunmantle boost her both offensively and defensively, while she can also use spells such as Ayailla's radiant burst, brilliant emanation and diamond spray to blind, dazzle and damage evil foes. She also has access to summon nature's ally IV from the Animal domain, which doubles as powerful healing magic by summoning a unicorn.

The Breaking of Dawn (levels 16-20)

The stake in her hand felt heavy. She let it drop, sending ashes scattering about her in great ripples.

"I have done it, Mother," she whispered, tears in her eyes. "Count von Zarovich is gone - truly gone. The forest is safe."

I know, child, said the raven. I am proud of you. Our Lady smiles upon you this night. Rest now. Dawn approaches.

As she reaches the late game, Morgan Ravenblessed continues to grow in strength. Her swiftness is greater than ever before, as she augments her running with Cheetah's Sprint to provide her with great bursts of speed, letting her move a whopping four hundred feet in a single charge. She reaches the +16 BAB benchmark necessary for all melee characters, especially those who rely on pouncing and Power Attack/Leap Attack, and she learns to smite and turn the restless dead as well.

Her spell list expands further with the addition of another of Ehlonna's domains thanks to Knight of the Raven, the Sun domain. She also reaches 9th-level spells, and with spells such as shapechange and prismatic sphere on her list, as well as the many powerful Sanctified spells she has access to, Morgan Ravenblessed can take on nearly any foe.

She jumps back into Divine Crusader to ensure her spellcasting remains powerful. It provides a better skill list than Knight of the Raven, allowing her to catch back up with Jump ranks (oddly not a class skill for Fleet Runner or Knight of the Raven), and she ends up with slightly better saves this way. However, if you prefer the minor abilities granted by Knight of the Raven, then instead going Ranger 4/Knight of the Raven 5/Divine Crusader 1/Fleet Runner 10 is a fine option as well.

Elusive Target bears special mention. While it is always incredibly useful thanks to its ability to negate the ever-deadly Power Attack, she also uses it alongside Fleet Runner's greater mobility to draw out trip attacks as she charges. With her fantastic speed, excellent defenses thanks to greater luminous armor, and the +8 to AC granted to her from greater mobility, she can declare her Midnight Dodge target, charge through a threatened square, trip the enemy as she charges past him thanks to Elusive Target's cause overreach ability, and make a pouncing Leap Attack against yet another foe. To aid in this, she picks up Nimble and Twisted Charge skill tricks, those dearly-bought cross class ranks in Balance and Tumble finally paying off.

In the end, Morgan Ravenblessed ends up with +16 BAB, 9th-level spells (including access to what is arguably the most powerful and versatile spell in the game, shapechange), incredible mobility, near-legendary jump checks, pounce alongside Power Attack and Leap Attack, saves that would make a monk jealous, Improved Evasion, Elusive Target to punish opposing power attackers and to combine with Fleet Runner's charging abilities, and more. She is a versatile and strong huntress that could comfortably play alongside any party.



Q: A huntress favored by Ehlonna in Ravenloft? How does that work?

A: Unlike in previous editions, in 3.5, Ravenloft is not its own campaign setting. Instead, it is a location that exists within existing campaign setting. From page 4 of Expedition to Castle Ravenloft:


This adventure is intended for use in any Dungeons & Dragons game. This setting can be dropped into any campaign, and played out as an extended series of challenges, or it can be truncated to span just a few playing sessions.

Q: What about the Knights of the Raven?

A: The Knights are an order comprised of many different religions dedicated to scourging their land of evil. According to page 200 of Expedition to Castle Ravenloft, Knights of the Raven set aside differences in religion and political allegiance in order to work together in their quest to fight evil where ever it appears. Beyond that, they are a surprisingly good fit for a huntress favored by Ehlonna. They grant an exalted animal companion and the Sun domain, one of Ehlonna's domains, and their casting progression works well alongside the casting progression of the Fleet Runner. All in all, it is a surprisingly good fit, both thematically and mechanically.

Q: Can Strongheart Vest really reduce the ability damage taken from casting a Sanctified spell?

A: Yes! Unlike some abilities, such as the Hellfire Warlock's hellfire blast, the Book of Exalted Deeds does not prohibit you from reducing the ability damage of their Sanctified spells in any way. It is worth paying attention to the sacrifice costs, however, because some of the higher-level Sanctified spells cause ability drain rather than ability damage, and this is not reduced by Strongheart Vest. Many of these spells have powerful effects that are worth the cost, but it is important to be cognizant of the difference.

Q: What sources are required for this build?

A: Morgan Ravenblessed uses the following sources:


Player's Handbook
Dragon Compendium
Expedition to Castle Ravenloft
Complete Divine
Complete Adventurer
Complete Scoundrel
Complete Warrior
Magic of Incarnum


In addition, if setting-specific materials are allowed, Champions of Valor also has a few Sanctified spells, the most powerful of which is probably animate with the spirit, a spell that temporarily raises fallen allies and foes alike to be imbued with holy spirits and fight alongside you. It is not necessary to the build, but if allowed it can be a powerful tool in Morgan Ravenblessed's arsenal.

Kuulvheysoon
2014-08-14, 10:58 PM
No, it's not another Drizzt clone.
Kelvarha, Guardian of Rage
Lolth-Touched Half-Drow, NG, Whirling Frenzy Horse Totem Barbarian 2/ Druidic Avenger 2/ Wildshape Ranger 7/ Fleetrunner of Mielikki 8

Abilities:

Strength Dexterity Constitution Intelligence Wisdom Charisma Reason
14 15 14 18 11 13 32-point buy
14 15 14 18 12 13 4th
14 15 14 18 13 13 8th
14 16 14 18 13 13 12th
14 16 14 18 14 13 16th



Build:


Level Class BAB Fort Ref Will Skills Feats Features
1 Wildshape Ranger 1 1 2 2 0 Climb (Str) 4, Handle Animal (Cha) 4, Hide (Dex) 4, Jump (Str) 4, Knowledge (dungeoneering) (Int) 2, (Int), Knowledge (nature) (Int) 2, Knowledge (religion) (Int) 4, Listen (Wis) 4, Move Silently (Dex) 4, Search (Int) 2, Spot (Wis) 4, Survival (Wis) 4 Apprentice (Shaman), Track Favored Enemy (Humanoids (Orcs)), Wild Empathy, Fast Movement +10 Ft
2 Whirling Frenzy Horse Totem Barbarian 1 2 4 2 0 Climb (Str) 5, Handle Animal (Cha) 5, Hide (Dex) 4, Intimidate (Cha) 3, Jump (Str) 5, Knowledge (dungeoneering) (Int) 2, (Int), Knowledge (nature) (Int) 2, Knowledge (religion) (Int) 5, Listen (Wis) 5, Move Silently (Dex) 4, Search (Int) 2, Spot (Wis) 4, Survival (Wis) 4 - Fast Movement +20 ft, Rage 1/day
3 Whirling Frenzy Horse Totem Barbarian 2 3 5 2 0 Climb (Str) 6, Handle Animal (Cha) 6, Hide (Dex) 4, Intimidate (Cha) 4, Jump (Str) 6, Knowledge (dungeoneering) (Int) 2, (Int), Knowledge (nature) (Int) 2, Knowledge (religion) (Int) 6, Listen (Wis) 6, Move Silently (Dex) 4, Search (Int) 2, Spot (Wis) 4, Survival (Wis) 6 Run, Dodge -
4 Druidic Avenger 1 3 7 2 2 Climb (Str) 6, Handle Animal (Cha) 7, Hide (Dex) 4, Intimidate (Cha) 5, Jump (Str) 6, Knowledge (dungeoneering) (Int) 2, (Int), Knowledge (nature) (Int) 2, Knowledge (religion) (Int) 7, Listen (Wis) 7, Move Silently (Dex) 4, Search (Int) 2, Spot (Wis) 7, Survival (Wis) 7 - Rage 2/day, Nature Sense, Fast Movement +30 ft
5 Druidic Avenger 2 4 8 2 3 Climb (Str) 6, Handle Animal (Cha) 8, Hide (Dex) 4, Intimidate (Cha) 8, Jump (Str) 6, Knowledge (dungeoneering) (Int) 2, (Int), Knowledge (nature) (Int) 2, Knowledge (religion) (Int) 8, Listen (Wis) 8, Move Silently (Dex) 4, Search (Int) 2, Spot (Wis) 8, Survival (Wis) 8 - Woodland Stride
6 Wildshape Ranger 2 5 9 3 3 Climb (Str) 9, Handle Animal (Cha) 9, Hide (Dex) 4, Intimidate (Cha) 8, Jump (Str) 9, Knowledge (dungeoneering) (Int) 2, (Int), Knowledge (nature) (Int) 2, Knowledge (religion) (Int) 8, Listen (Wis) 9, Move Silently (Dex) 4, Search (Int) 2, Spot (Wis) 9, Survival (Wis) 9 Mobility -
7 Fleet Runner of Mielikki 1 5 11 3 5 Climb (Str) 9, Handle Animal (Cha) 9, Hide (Dex) 5, Intimidate (Cha) 8, Jump (Str) 9, Knowledge (dungeoneering) (Int) 2, (Int), Knowledge (nature) (Int) 3, Knowledge (religion) (Int) 10, Listen (Wis) 9, Move Silently (Dex) 4, Search (Int) 2, Spot (Wis) 9, Survival (Wis) 10 - Fast Movement +40 ft, Greater Mobility
8 Wildshape Ranger 3 6/1 11 3 6 Climb (Str) 11, Handle Animal (Cha) 9, Hide (Dex) 5, Intimidate (Cha) 8, Jump (Str) 11, Knowledge (dungeoneering) (Int) 2, (Int), Knowledge (nature) (Int) 3, Knowledge (religion) (Int) 10, Listen (Wis) 11, Move Silently (Dex) 4, Search (Int) 2, Spot (Wis) 11, Survival (Wis) 11 Endurance -
9 Fleet Runner of Mielikki 2 7/2 12 3 7 Climb (Str) 11, Handle Animal (Cha) 9, Hide (Dex) 5, Intimidate (Cha) 8, Jump (Str) 11, Knowledge (dungeoneering) (Int) 2, (Int), Knowledge (nature) (Int) 5, Knowledge (religion) (Int) 10, Listen (Wis) 12, Move Silently (Dex) 4, Search (Int) 2, Spot (Wis) 11, Survival (Wis) 12 Weapon Finesse Evasion, +1 Caster Level
10 Fleet Runner of Mielikki 3 8/3 12 4 7 Climb (Str) 11, Handle Animal (Cha) 10, Hide (Dex) 5, Intimidate (Cha) 8, Jump (Str) 11, Knowledge (dungeoneering) (Int) 2, (Int), Knowledge (nature) (Int) 8, Knowledge (religion) (Int) 10, Listen (Wis) 13, Move Silently (Dex) 4, Search (Int) 2, Spot (Wis) 11, Survival (Wis) 13 - Leap of the Hart
11 Wildshape Ranger 4 9/4 13 5 7 Climb (Str) 14, Handle Animal (Cha) 10, Hide (Dex) 5, Intimidate (Cha) 8, Jump (Str) 14, Knowledge (dungeoneering) (Int) 2, (Int), Knowledge (nature) (Int) 8, Knowledge (religion) (Int) 10, Listen (Wis) 14, Move Silently (Dex) 5, Search (Int) 3, Spot (Wis) 11, Survival (Wis) 14 - Animal Companion
12 Fleet Runner of Mielikki 4 10/5 14 5 8 Climb (Str) 14, Handle Animal (Cha) 10, Hide (Dex) 7, Intimidate (Cha) 8, Jump (Str) 14, Knowledge (dungeoneering) (Int) 2, (Int), Knowledge (nature) (Int) 10, Knowledge (religion) (Int) 10, Listen (Wis) 15, Move Silently (Dex) 5, Search (Int) 3, Spot (Wis) 11, Survival (Wis) 15 Natural Bond Shot on the Run, +1 Caster Level
13 Fleet Runner of Mielikki 5 10/5 14 5 8 Climb (Str) 14, Handle Animal (Cha) 10, Hide (Dex) 11, Intimidate (Cha) 8, Jump (Str) 14, Knowledge (dungeoneering) (Int) 2, (Int), Knowledge (nature) (Int) 10, Knowledge (religion) (Int) 10, Listen (Wis) 16, Move Silently (Dex) 5, Search (Int) 3, Spot (Wis) 11, Survival (Wis) 16 - Run Like the Huntress
14 Wildshape Ranger 5 11/6/1 14 5 8 Climb (Str) 17, Handle Animal (Cha) 10, Hide (Dex) 11, Intimidate (Cha) 8, Jump (Str) 17, Knowledge (dungeoneering) (Int) 2, (Int), Knowledge (nature) (Int) 10, Knowledge (religion) (Int) 10, Listen (Wis) 17, Move Silently (Dex) 5, Search (Int) 5, Spot (Wis) 11, Survival (Wis) 17 - Wildshape 1/day, Favored Enemy (Humanoid (Elf))
15 Wildshape Ranger 6 12/7/2 15 6 9 Climb (Str) 18, Handle Animal (Cha) 10, Hide (Dex) 11, Intimidate (Cha) 8, Jump (Str) 18, Knowledge (dungeoneering) (Int) 2, (Int), Knowledge (nature) (Int) 10, Knowledge (religion) (Int) 10, Listen (Wis) 18, Move Silently (Dex) 5, Search (Int) 9, Spot (Wis) 13, Survival (Wis) 18 Darkstalker Wildshape 2/day
16 Fleet Runner of Mielikki 6 13/8/3 16 7 10 Climb (Str) 18, Handle Animal (Cha) 10, Hide (Dex) 15, Intimidate (Cha) 8, Jump (Str) 18, Knowledge (dungeoneering) (Int) 2, (Int), Knowledge (nature) (Int) 10, Knowledge (religion) (Int) 10, Listen (Wis) 19, Move Silently (Dex) 5, Search (Int) 9, Spot (Wis) 13, Survival (Wis) 19 - Improved Evasion, +1 Caster Level
17 Fleet Runner of Mielikki 7 14/9/4 16 7 10 Climb (Str) 18, Handle Animal (Cha) 10, Hide (Dex) 19, Intimidate (Cha) 8, Jump (Str) 18, Knowledge (dungeoneering) (Int) 2, (Int), Knowledge (nature) (Int) 10, Knowledge (religion) (Int) 10, Listen (Wis) 20, Move Silently (Dex) 5, Search (Int) 9, Spot (Wis) 13, Survival (Wis) 20 - Run Like the Wind
18 Fleet Runner of Mielikki 8 15/10/5 17 7 11 Climb (Str) 18, Handle Animal (Cha) 10, Hide (Dex) 21, Intimidate (Cha) 8, Jump (Str) 18, Knowledge (dungeoneering) (Int) 2, (Int), Knowledge (nature) (Int) 10, Knowledge (religion) (Int) 10, Listen (Wis) 21, Move Silently (Dex) 7, Search (Int) 9, Spot (Wis) 13, Survival (Wis) 21 Natural Spell Leopard's Pounce, +1 Caster Level
19 Wildshape Ranger 7 16/11/6/1 17 7 11 Climb (Str) 18, Handle Animal (Cha) 10, Hide (Dex) 21, Intimidate (Cha) 8, Jump (Str) 22, Knowledge (dungeoneering) (Int) 2, (Int), Knowledge (nature) (Int) 10, Knowledge (religion) (Int) 10, Listen (Wis) 22, Move Silently (Dex) 10, Search (Int) 10, Spot (Wis) 13, Survival (Wis) 22 - Wildshape 3/day, Woodland Stride




Spells Per Day Druid/Ranger:

Level Level 0 Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8 Level 9
1 - - - - - - - - - -
2 - - - - - - - - - -
3 - - - - - - - - - -
4 3/- 1/- - - - - - - - -
5 4/- 2/- - - - - - - - -
6 4/- 2/- - - - - - - - -
7 4/- 2/- - - - - - - - -
8 4/- 2/- - - - - - - - -
9 4/- 2/- 1/- - - - - - - -
10 4/- 2/- 1/- - - - - - - -
11 4/- 2/0 1/- - - - - - - -
12 5/- 3/0 2/- - - - - - - -
13 5/- 3/0 2/- - - - - - - -
14 5/- 3/0 2/- - - - - - - -
15 5/- 3/0 2/- - - - - - - -
16 5/- 3/1 2/- 1/- - - - - - -
17 5/- 3/1 2/- 1/- - - - - - -
18 5/- 3/1 2/- 2/- - - - - - -
19 5/- 3/1 2/- 2/- - - - - - -





Fluff:
I was not born under this sky. I've never even seen the place of my birth. I'm told my father was a slave, held captive under the earth by my mother's people. I was born beside my twin, and given a curse. I was marked to be one who should be completely depraved, and yet my father saw something in me. He gave his life to bring me to the surface and become something more, though it was all he could do to save me alone. This I have been told by my kin.

That sacrifice brought me to the tribe that I call my family. Our shaman took me under his wing, he was like a father to me, and his wife my mother, their son my brother. Their compassion and generosity pierced through the curse that was laid on me and saved my heart from destruction. As I grew, my bother and I both trained under our father. He taught of Mielikki's will and grace. He hope we would take his place as we grew. Regrettably, though my brother had the patience and compassion to lead our tribe, I did not. Though I tried, I was too prone to my anger to be able to guide our tribe. Where my bother would speak to people and persuade them to leave the woods, I'd see poachers and my anger would take me as I drove them away.

Though my father was saddened to see I wouldn't be a leader alongside my brother he knew that Mielikki had given me the rage for some purpose. I continued to train, and run through the woods learning from the creatures and Mielikki how best to harness my gifts. I learned to take on their forms, and how to harness my rage so that I might protect those around me, and keep safe the woods of my goddess.

Before I couldn't understand, but now I think I do. I've sensed a looming darkness now for the last few years, and recently I've seen dark skinned elves prowling about the woods. I don't know what it is they seek, but I will not falter. Mielikki guides me. She has shown me the proper way to harness my rage through the nature that surrounds me. If it is only me they seek, I'm more than willing to speak and see what it is they desire, but should they seek to harm my tribe, or that which dwells under my goddess's protection, they will soon learn what it is to face my wrath.


Sources:
Lolth Touched Creature: MMIV p.92,
Half-Drow RoF p.62,
Whirling Frenzy Barbarian UA p. 66,
Horse Totem Barbarian UA p.49,
Druidic Avenger UA p.51,
Wild Shape Ranger UA p.58,
Apprentice DMGII p. 111,
Natural Bond CA p. 111


Notes:
Level 1-6:
Building up our base. Barbarian is a nice dip for some BaB and the rage class feature. The Horse Totem path from UA also allows us to grab Run as a free bonus feat opening up a feat slot for other things and allowing us to enter Fleetruner of Ehlonna (Mielikki) before level 10. Druid gives us some good spellcasting and a good will save, covering another of our key entry points. Since we aren't progressing druid very far, Druidic avenger lets us trade our wildshaping for another use of rage and faster movement. Ranger forms the core of our chassis. It has all of our core skills except Know (Religon). Unfortunately none of our classes provide that so we have to use a feat to take Apprentice which allows us to get our last key skill.


Level 19 :
Level 19 is our sweetspot. At this point we have all of our feats and a full round of 4 iterative attacks. We are extremely mobile with high ranks in climb and jump there are relatively few obstacles we can't easily clear. Our class levels in Fleetrunner allow us to take all our attacks on a charge. Coupled with our rage abilities this creates a devastating combination as we can move where we are needed and still make full attacks while raging. Our ranger levels give us access to severl useful utility abilities including the track feat so we shouldn't have any issues finding anything that tries to run. In addtion we are not hindered by undergrowth and with a 70 feet per round rate of movement, there will be no escape.


Adaption:
Depending on the permisiveness of the DM, the limited form of wild shape provided from the ranger could be exchanged for the Drow druid's ACF from Drow of The Underdark. While this wouldn't necessarily provide more power, it would enhnace the flavor of the character by allowing her curse to more directly impact her abilities. As a boost to the classes capabilities, hunting spiders receive a racial bonus to jump checks and would make for excellent scouts.

Assuming level buy off is allowed, we have one of two effective choices to make. We can either take another level of druid fro 4th level spells, or we can pick up our 8th level of ranger. While the latter doesn't let us wildshape into large animals, if the GM allows you to trade for the Drow of the Underdark ACF to wildshape into montrous spiders, the case could be made to be able to shift into large spiders. Either is a great choice to increase the overall effectiveness of the build.

Kuulvheysoon
2014-08-14, 10:59 PM
...and that would be all, folks. More variety than I thought that there would be, actually. Y'all must be pretty good at this.

KrimsonNekros
2014-08-14, 11:14 PM
I'm surprised at how few of certain classes there were :mitd:

Piggy Knowles
2014-08-14, 11:23 PM
Some nice stuff!

My original idea was to do a Swordsage build that used Salamander Charge alongside the massive speed to create a huge wall of flame, plus Scorching Sirocco to tumble past enemies as I went and burn them further. I had several build stubs, but the one I liked best was a simple Druidic Avenger 1/Swordsage 9/Fleet Runner 10. Druid gave access to Raging Flame to make Scorching Sirocco more impressive, and with Intuitive Attack it was fairly Wis-SAD.

I also really wanted to make a Vow of Nonviolence Knight build work. Challenge enemies and engage them from afar while using your insane speed to draw enemies away from the party or something. I had a few inklings of how it would work mechanically, but I just couldn't figure out a way past the alignment issue, so I dropped it.

I'm pretty happy with my entry, although I already see some things I would have changed if I could do it over...

Interested to see how the new judging goes! Good luck, all!

KrimsonNekros
2014-08-14, 11:30 PM
Some nice stuff!
Interested to see how the new judging goes! Good luck, all!

With 13 builds on the table, we're gonna need it, especially since I don't see a burglar anywhere that we can use for luck.

DeAnno
2014-08-14, 11:41 PM
I'm surprised at how few of certain classes there were :mitd:

I'm surprised that there wasn't a single Binder! Knowledge (religion) is a bit of a tricky skill to get, especially within the strict Alignment Requirements, and Binders have a number of options available that might have been useful for these guys. I know I spent some time agonizing over a Ranger/Binder stub that I could just never get to the point of being happy with.

EDIT: I had vague plans to use Paimon's Dance of Death and/or Leraje's Ricochet.

KrimsonNekros
2014-08-14, 11:45 PM
I'm surprised that there wasn't a single Binder! Knowledge (religion) is a bit of a tricky skill to get, especially within the strict Alignment Requirements, and Binders have a number of options available that might have been useful for these guys. I know I spent some time agonizing over a Ranger/Binder stub that I could just never get to the point of being happy with.

I feel you pain. I'm not totally happy with mine, but i like it still. {readacted} and {redacted} are of note, there are a few things i just had to settle on, but such is the nature of being a chef.

SoraWolf7
2014-08-15, 12:00 AM
Lotta Wildshape Rangers here but that makes sense to me now that I get a good look at all the builds as a whole. Still, it's nice to see what everyone cooked up.

Sian
2014-08-15, 12:15 AM
I'm sligthly surprised at the ammount of Clerics around... Excepted that more would go out of their way to bypass them

DeAnno
2014-08-15, 12:21 AM
I'm sligthly surprised at the ammount of Clerics around... Excepted that more would go out of their way to bypass them

I think part of it is FRoE is surprisingly difficult to enter smoothly. If the need for divine spells doesn't trip you up, it's Knowledge (religion) or the alignment. Offhand classes which fit into NG exactly and have Knowledge (religion) are in no particular order Marshal, Wizard, Cleric, Incarnate, Binder, Crusader, Factotum, Expert, Truenamer, Bard, and Healer (I may have forgotten some just now [Favored Soul, Wu Jen, Shujenja], but man I was going over them again and again for my entry). Many of those are varying degrees of catastrophic with the SI :smallbiggrin:

Even a lot of the non-catastrophic ones fall into the awkward realm of being divine casters nearly strictly worse than Cleric that won't get the bonus domain.

Sian
2014-08-15, 12:29 AM
Doing the process, before i finalized my build into what it was, i played with the thought of going Battledancer/Marshal/Divine Bard/Fleet Runner, with Showflake wardance and semi-dependent on Slippers of Battledancing

sideswipe
2014-08-15, 06:09 AM
well now im sad i didn't enter. i was going to use oriental adventures shaman (without the updates) and making a grappler with dmm persist. i had the build. though still deciding the race... and thought that a bunch of people would use shaman. or maybe sohei... damn it.

Vaz
2014-08-15, 06:19 AM
My original build was a Human Cleric 5/Holt Warden 5/Fleet Runner of Ehlonna 10, with Heretic of the Faith on the Fleet Runner Domain to become a Blighter-lite.

I also had an idea for a Cleric/Totemist Fleet Runner/Bloodstorm Blade to make a ranged pounce, but in the end, I diidn't like the feel of the class, and short of using Pounce, didn't really benefit from the SI's at all. Starting the judging now, but I have an entry I need to finish off for the Zinc Saucier first.

Sian
2014-08-15, 07:10 AM
well now im sad i didn't enter. i was going to use oriental adventures shaman (without the updates) and making a grappler with dmm persist. i had the build. though still deciding the race... and thought that a bunch of people would use shaman. or maybe sohei... damn it.

Main issue with Shamans is that their fluff is explicitly stating that they get their spells from spirits (and hence granting them their worship and prayers), instead of praying to the deites, whereas Druids (specially of Forgotten Realms) are more aimed towards worshipping nature focused deites, if not in name then in nature.

OMG PONIES
2014-08-15, 07:34 AM
An interesting crop this round, to be sure. I'm currently puzzling over how I'm going to include this round in my spreadsheet (what with our new scoring system and all), but that's my problem. For ease of reference:


Theon (http://www.giantitp.com/forums/showsinglepost.php?p=17943599&postcount=108): Raptoran Cleric 5/Fighter 5/Fleet Runner 10
Cur'Miit Kero'o (http://www.giantitp.com/forums/showsinglepost.php?p=17943608&postcount=109): Anthropomorphic Toad Monk 2/Cleric 2/Ranger 2/Fleet Runner 10/Sacred Fist 4
Nal'ridelthi (http://www.giantitp.com/forums/showsinglepost.php?p=17943623&postcount=110): Raptoran Cleric 1/Fighter 4/Fleet Runner 10/Stormtalon 5
Saint Smokey (http://www.giantitp.com/forums/showsinglepost.php?p=17943637&postcount=111): Human Barbarian 3/Monk 2/Fist of the Forest 2/Apostle of Peace 2/Sentinel of Bharrai 3/Fleet Runner 8
The Zealot (http://www.giantitp.com/forums/showsinglepost.php?p=17943651&postcount=112): Half-Orc Ranger 7/Warshaper 3/Fleet Runner 10
Farandal Fierabrazalan (http://www.giantitp.com/forums/showsinglepost.php?p=17943667&postcount=113): Duskling Cleric 3/Totemist 3/Fleet Runner 10/Apelord 4
Elle Flotte de Pied (http://www.giantitp.com/forums/showsinglepost.php?p=17943680&postcount=114): Azurin Cleric 5/Fleet Runner 10/Divine Disciple 5
Zahnik Bhoom (http://www.giantitp.com/forums/showsinglepost.php?p=17943699&postcount=115): Human Ranger 5/Cleric 1/Fleet Runner 10/Scout 4
Swiftrunner (http://www.giantitp.com/forums/showsinglepost.php?p=17943718&postcount=116): Rabbit Hengeyokai Cleric 2/Ranger 6/Scout 4/Fleet Runner 7
Angolon (http://www.giantitp.com/forums/showsinglepost.php?p=17943728&postcount=117): Wood Elf Cleric 1/Fighter 1/Warblade 3/Fleet Runner 10/Revenant Blade 5
Shindra Greenthorn (http://www.giantitp.com/forums/showsinglepost.php?p=17943744&postcount=118): Human Psychic Warrior 2/Druid 1/Warblade 1/Human Paragon 3/Contemplative 1/Spelldancer 1/Mystic Wanderer 1/Fleet Runner 10
Morgan Ravenblessed (http://www.giantitp.com/forums/showsinglepost.php?p=17943761&postcount=119): Human Ranger 4/Knight of the Raven 3/Divine Crusader 3/Fleet Runner 10
Kelvarha (http://www.giantitp.com/forums/showsinglepost.php?p=17943765&postcount=120): Lolth-Touched Half-Drow Barbarian 2/Druid 2/Wildshape Ranger 7/Fleet Runner 8

Since we've got a new, more free-form scoring system, I'll unveil my new, more free-form judging criteria. They are meant to be abstract, as I will be providing specific comments on each build along with my scores. As always, please feel free to ask any questions about my criteria in general in-thread or via PM, while questions about particular scores should be handled through the Chairman and our dispute process. Without further ado, I give you...

My Criteria

ORIGINALITY
Excellent: The build stands out in most choices of race, concept, and feat trees/classes.
Average: The build stands out in one or more choices of race, concept, and feat trees/classes, but not most of them.
Poor: The build does not stand out from the sample character (if provided), other builds this round, or frequent charop handbook suggestions.
POWER
Excellent: The build shines both in and outside its chosen party role.
Average: The build contributes as expected in its chosen party role, but no others.
Poor: The build cannot contribute significantly in its chosen party role.
ELEGANCE
Excellent: The build qualifies for everything outside the Secret Ingredient while avoiding all items that may cause friction at a wide variety of play tables*.
Average: The build qualifies for everything outside the Secret Ingredient, but does not avoid all items that may cause friction at a wide variety of play tables*.
Poor: The build does not qualify for everything outside the Secret Ingredient.
USE OF THE SECRET INGREDIENT
Excellent: The build not only qualifies for the Secret Ingredient, but makes use of entry requirements. Most class features are highlighted, and the Secret Ingredient is taken to completion.
Average: The build qualifies for the Secret Ingredient, but does not make further use of entry requirements. Some class features are highlighted (but not most). The Secret Ingredient is taken to completion or a compelling rationale is provided for not doing so.
Poor: The build either fails to qualify for the Secret Ingredient, does not highlight the use of any class features, or fails to complete the Secret Ingredient without providing a compelling rationale.

*including, but not limited to: level adjustment and buyoff, bloodlines, flaws, item familiars, variants outside the scope of the original post, cross-setting material, "sometimes-enforced" items like multiclass penalties, heavy reliance on items, story-based rewards like magical locations (et al), questionable rules interpretations, etc. Tables that ban particular books, classes, or races will not be considered for these purposes. Please work with your DM to determine which play style is right for you. Results not typical; your mileage may vary. All rights reserved.

dysprosium
2014-08-15, 08:15 AM
First of all, congrats Piggy!

Second, I will enjoy reading these entries and there were a lot more variety than anticipated.

Amphetryon
2014-08-15, 08:37 AM
With the new criteria, Mr. Ponies, naturally new questions arise:

1. Where does a hypothetical build that shines in its chosen role, and can meaningfully contribute but not reasonably shine place on your new Power scale?

2. How does a hypothetical build's overall 'flow' contribute to your revised Elegance rubric, if at all? As an off-the-cuff example, would a build that took the Dodge-Mobility-Spring Attack line in sequence likely score differently (better OR worse) than one that took those same feats, interspersed with other, unrelated, feats?

3. This particular SI has an alignment requirement. As I read your criteria, a build that does not somehow utilize this alignment prerequisite in a meaningful fashion is not making use of the entry requirements, and may expect a penalty on that basis. How would one utilize an alignment requirement. . . or am I merely reading too much into your criteria?

sideswipe
2014-08-15, 09:32 AM
Main issue with Shamans is that their fluff is explicitly stating that they get their spells from spirits (and hence granting them their worship and prayers), instead of praying to the deites, whereas Druids (specially of Forgotten Realms) are more aimed towards worshipping nature focused deites, if not in name then in nature.

true, but it was cleared up that any type of divine nature types were allowed. so divine spirits of nature. maybe a very small hit in elegance, but was still divine nature.

Vaz
2014-08-15, 11:05 AM
true, but it was cleared up that any type of divine nature types were allowed. so divine spirits of nature. maybe a very small hit in elegance, but was still divine nature.

While it qualifies, you don't get the bonus Cleric only access to the Domain. Also, the "hit" is defined by the judge. If the judge feels that the aspect of worshipping a god is ignored, there could be hit in SI and Elegance, and the "obvious" grab of using none-cleric could also be a problem.

For point of record, if anyone cares - while I'm judging, if an SI calls out an explicit class for part of a class feature, you won't get penalised for it. Losing the UoSI score would rarely be worth the originality grab, especially as gaining a new domain is fairly a big thing in this SI.

OMG PONIES
2014-08-15, 01:02 PM
With the new criteria, Mr. Ponies, naturally new questions arise:

1. Where does a hypothetical build that shines in its chosen role, and can meaningfully contribute but not reasonably shine place on your new Power scale?

Assuming that the build shines in its chosen role and contributes but does not reasonably shine outside its chosen role, it would receive Average power. "Contributing as expected" in your chosen role means shining, since it's what you've built your character to do. For instance, a party face who's not very well optimized even as a social character is poor. A party face who excels in social situations but has a glass jaw is average (as is a party face who can contribute, but not shine as a tank), while a party face who can also shine as a tank is excellent. Basically, if there's something else you can also do, you're probably looking at Average. If there's something else you can do so well you could basically substitute for that role in a pinch, you're excellent.


2. How does a hypothetical build's overall 'flow' contribute to your revised Elegance rubric, if at all? As an off-the-cuff example, would a build that took the Dodge-Mobility-Spring Attack line in sequence likely score differently (better OR worse) than one that took those same feats, interspersed with other, unrelated, feats?

Flow has been a non-item for me in terms of Elegance for some time.


3. This particular SI has an alignment requirement. As I read your criteria, a build that does not somehow utilize this alignment prerequisite in a meaningful fashion is not making use of the entry requirements, and may expect a penalty on that basis. How would one utilize an alignment requirement. . . or am I merely reading too much into your criteria?

Not necessarily reading too much into my criteria, but finding where I've allotted myself some wiggle room. While a build must make use of entry requirements to obtain a rating of Excellent, it must not necessarily make use of all entry requirements to obtain this rating. However, to answer your question on how one would utilize an alignment requirement, things like other feats or PrCs that require the same alignment would suffice. What I'm looking for with that statement is a build that uses all parts of the buffalo, rather than one who takes only the necessary skill ranks for no purpose aside from qualification. I hope the attempt to clarify helps, but if not please let me know.


For point of record, if anyone cares - while I'm judging, if an SI calls out an explicit class for part of a class feature, you won't get penalised for it. Losing the UoSI score would rarely be worth the originality grab, especially as gaining a new domain is fairly a big thing in this SI.

Likewise--when the Ingredient specifically says it needs cleric levels, you won't get a penalty for having cleric levels. Granted, you won't get an originality bonus either, unless you have some serious weirdness going on w/ your cleric levels. For example, I was toying with submitting a creature that had innate cleric casting hoping to advance that via Fleet Runner, but the only creature I found with compatible LA and alignment was the lammasu, which made some of the Secret Ingredient's class features redundant so I abandoned it.

DeAnno
2014-08-15, 02:15 PM
USE OF THE SECRET INGREDIENT
Excellent: The build not only qualifies for the Secret Ingredient, but makes use of entry requirements. All class features are highlighted, and the Secret Ingredient is taken to completion.
Average: The build qualifies for the Secret Ingredient, but does not make further use of entry requirements. Some class features are highlighted (but not all). The Secret Ingredient is taken to completion or a compelling rationale is provided for not doing so.
Poor: The build either fails to qualify for the Secret Ingredient, does not highlight the use of at least one class feature, or fails to complete the Secret Ingredient without providing a compelling rationale.

I think something is a little confused. If not making use of at least one class feature is grounds for poor, then how can not making use of all of them be grounds for average? On a side note, I think it would be pretty harsh to hand out a poor for not really using any single one of the FRoE features, especially considering how many there are and in how many different directions they pull.

Also:



ORIGINALITY
Excellent: The build stands out in all choices of race, concept, and feat trees/classes.
Average: The build stands out in one or more choices of race, concept, and feat trees/classes, but not all of them.
Poor: The build does not stand out from the sample character (if provided), other builds this round, or frequent charop handbook suggestions.

I would think that the classes a build uses are generally more important (or at least equally so) than the race, do you combine classes with feat trees because you think of classes as less important than race, or for another reason? I feel like an entry with a common race but a completely different set of 10 "other" class levels is more original than an entry with a weirdo race but a set of 10 "other" class levels everyone else was doing.

Venger
2014-08-15, 04:28 PM
I'm sligthly surprised at the ammount of Clerics around... Excepted that more would go out of their way to bypass them

it's likely to take advantage of the bonus domain the SI gives.

OMG PONIES
2014-08-15, 08:34 PM
Hey friends! Due to some of the above concerns (and some of the below) I've just revised my criteria. Rather than holding off on the Excellent ratings for only the builds that stand out in all originality choices or highlight all class features of the Secret Ingredient, I'm looking for builds that stand out/highlight most of these items, where "most" should be read as "more than half." We'll see how this works.


I think something is a little confused. If not making use of at least one class feature is grounds for poor, then how can not making use of all of them be grounds for average? On a side note, I think it would be pretty harsh to hand out a poor for not really using any single one of the FRoE features, especially considering how many there are and in how many different directions they pull.

I think it may be a question of syntax; I'm not giving poor ratings if you fail to make use of any one class feature, I'm giving poor ratings if you fail to make use of at least one class feature. Perhaps an example will help. Let's look at a class like Fleet Runner, which has 12 distinct class features (fast movement, greater mobility, additional domain, evasion (and improved evasion), leap of the hart, shot on the run, run like the huntress, run like the wind, leopard's pounce, swiftness of the tigress, cheetah's sprint, and spellcasting). Using my criteria:


A build that fails to qualify, highlights 0 class features, and/or fails to complete the Secret Ingredient without providing a rationale will receive a rating of Poor.
A build that qualifies (but makes no other use of entry ingredients), highlights 1-6 class features, and/or completes the Ingredient (or provides a comeplling rationale for not doing so) will receive a rating of Average.
A build that qualifies and makes use of entry ingredients, highlights 7+ class features, and completes the Secret Ingredient will receive a rating of Excellent.

Yes, there is a much wider gulf between average and excellent than the one between Poor and Average. Does this help to provide any clarity?


I would think that the classes a build uses are generally more important (or at least equally so) than the race, do you combine classes with feat trees because you think of classes as less important than race, or for another reason? I feel like an entry with a common race but a completely different set of 10 "other" class levels is more original than an entry with a weirdo race but a set of 10 "other" class levels everyone else was doing.

Again, a question of syntax (though this one is due to the way I presented it). I am assigning equal weight to choices of race, class, feat trees, and concept. It's not as precise a quantification as my prior criteria, but then again we're working with a different scoring structure this time around.

Thurbane
2014-08-15, 09:35 PM
My honourable mention goes to Saint Smokey. Very cool and original. :smallcool:

DeAnno
2014-08-15, 10:41 PM
Yes, there is a much wider gulf between average and excellent than the one between Poor and Average. Does this help to provide any clarity?


That's reasonable (I didn't understand your syntax before), though the warped scale implied by it is a little troubling. I suppose that since the categories don't directly affect rankings it isn't bad, exactly, but it definitely seems suboptimal.

OMG PONIES
2014-08-16, 05:36 AM
That's reasonable (I didn't understand your syntax before), though the warped scale implied by it is a little troubling. I suppose that since the categories don't directly affect rankings it isn't bad, exactly, but it definitely seems suboptimal.

Why is that troubling? To use a culinary example, there's a small difference between bad scrambled eggs and average scrambled eggs but a much larger difference between average scrambled eggs and excellent ones. I wouldn't necessarily call it a warped scale as much as an asymmetrical one.

Piggy Knowles
2014-08-16, 10:50 AM
Why is that troubling? To use a culinary example, there's a small difference between bad scrambled eggs and average scrambled eggs but a much larger difference between average scrambled eggs and excellent ones. I wouldn't necessarily call it a warped scale as much as an asymmetrical one.

Much truth to this. There is way less of a difference between, say, the scrambled eggs you'd get at McDonald's (poor) and the scrambled eggs most people make at home (average) than there is between the scrambled eggs most people make at home (average) and the gourmet french-style scrambled eggs that involve spending half an hour whisking them over a double boiler to make sure that the curds are all even and that they stay perfectly moist (excellent).

I've said it before, but I'm very interested to see how this round goes. I was initially skeptical about the new judging process, and a part of me still is, but I'll be excited to see how changing up judging works, both as a contestant and as a judge. I hope everyone who takes the time to judge this round is willing to share their thoughts on the new system when everything is wrapped up.

Amphetryon
2014-08-16, 10:59 AM
I am assuming that "Excellent," "Average," and "Poor" will still have gradations to them which may not be immediately apparent in the scoring, but will show up in how Mr. Ponies and others present their final tallies. Correct?

OMG PONIES
2014-08-16, 01:31 PM
I am assuming that "Excellent," "Average," and "Poor" will still have gradations to them which may not be immediately apparent in the scoring, but will show up in how Mr. Ponies and others present their final tallies. Correct?

In the spirit of the new scoring system, I'm not planning any gradations beyond the three provided. Even if I just added two gradations so we had Poor, Average-, Average, Average+, and Excellent, we'd be right back to a 5-point system...which is exactly what we're trying to do without this round for the sake of our experiment. I'm going to use only the options provided and see what shakes out from there as we test this less score-centric approach.

Sian
2014-08-16, 01:39 PM
my primary concern is that there aren't enough of an ability to differencate between different builds, two builds getting the same score on the limited gradient even through one is just about to drop to the one below, while the other is top of the chart while not growing higher

Amphetryon
2014-08-16, 01:53 PM
In the spirit of the new scoring system, I'm not planning any gradations beyond the three provided. Even if I just added two gradations so we had Poor, Average-, Average, Average+, and Excellent, we'd be right back to a 5-point system...which is exactly what we're trying to do without this round for the sake of our experiment. I'm going to use only the options provided and see what shakes out from there as we test this less score-centric approach.

That reads to me as leaving a whole bunch of ties being likely. Is that your intent, and how you read the new rules for scoring as intended?

DeAnno
2014-08-16, 01:55 PM
The concern I, and I think Amphetryon, have is that a build could theoretically do very well in UoSI, perhaps scoring just below excellent while missing a class feature or two, and have zero competitive advantage over a build that just barely avoided poor, making use of a couple of class features and perhaps not even completing the SI.

I'm not concerned about a high granularity in the way the subscores are presented, but I would be extremely alarmed if the criteria used to rank the builds was simply an averaging of those very granular subscores. This is especially a concern with UoSI set up in such a way that it will generally converge the scores to Average.

Piggy Knowles
2014-08-16, 02:07 PM
From the FAQ:


So, what do these new rules mean for judging? Basically, there's a couple of big changes.
No point scores: Instead, I'll be asking judges to organise the entries much as we do in the summary tables - instead of giving your "best scoring" entry a 19.75, instead, just mention it as "First" (or "top", or any synonym thereof). Scoring in the specific categories will be a word instead of a number; I'm using an Excellent/Average/Poor guideline for now, but I'm more than willing to go to an Excellent/Above Average/Average/Below Average/Poor scale instead. Note that this score is more for the improvement of the chefs than anything else - a judge's top build could very well score three Averages and a single Excellent, and still place above an entry that had three Excellents and a Poor.
More/less responsabilities on judges: No need for a complicated formula - just rank your builds in your own preference, and give a short explanation why you scored each category as you did, and maybe an overall commentary.
More fluid judging guidelines: Guidelines? Who needs 'em. Same as always, you choose what you're judging on. So long as you judge everyone by the same standards, I wo't stand in your way.

Emphasis mine.

So unless I'm mistaken, the Excellent/Average/Poor is mostly for the chef's edification, correct? It seems like the commentary is secondary, and that "scoring" is primarily by the judge ordering builds as he or she likes (as per the second bolded line).

Darrin
2014-08-16, 03:04 PM
Correct me if I'm wrong, but it sounds something like an instant runoff voting (http://en.wikipedia.org/wiki/Instant-runoff_voting) system? But with so few judges compared to the entries, I'm not sure how it will work.

Given the small number of judges compared to the entries, I'm not sure how a ranked or preferential system would work with, say, only two judges. If both judges select a different First Place, there's no other ballot to break ties.

Hmm. If the lack of judges is a problem (and it has been before), maybe move to a Borda Count (http://en.wikipedia.org/wiki/Borda_count) where each contestant ranks every entry except his own, and then add up the points?

If the root problem is the number of disputes, then there may be another possible solution: Keep the 20-point format, but get rid of half/quarter/fractional points, and the judges post *only* the scores. No discussion or explanation is provided by the judges on why a particular score is low. Although that might have the exact opposite effect, as contestants slam the chairman with disputes but they can only guess why a particular judge scored what they did. Or rather, maybe this is the same as "There Is No Dispute": you get your score, and no matter how unfair it is, you can't change it.

Deadline
2014-08-16, 03:29 PM
If the root problem is the number of disputes, then there may be another possible solution: Keep the 20-point format, but get rid of half/quarter/fractional points, and the judges post *only* the scores. No discussion or explanation is provided by the judges on why a particular score is low. Although that might have the exact opposite effect, as contestants slam the chairman with disputes but they can only guess why a particular judge scored what they did. Or rather, maybe this is the same as "There Is No Dispute": you get your score, and no matter how unfair it is, you can't change it.

These are not ideas I would like. We've had judges score without providing information, and it increased disputes. Also, scores without any commentary is not something I would want on a personal note.

And given how easy it is to miss something, eliminating disputes seems like a bad idea.

Due to a lack of time, I'm going to take a pass on judging. There are some great builds though.

sideswipe
2014-08-16, 07:01 PM
i would judge but i believe it would be unfair as i don't have the same level of optimisation experience that most of the other judges have. or the high level play experience. so as much as i want to i don't think i would give a truly fair outlook on the builds. would that be an issue?

DeAnno
2014-08-16, 07:42 PM
i would judge but i believe it would be unfair as i don't have the same level of optimisation experience that most of the other judges have. or the high level play experience. so as much as i want to i don't think i would give a truly fair outlook on the builds. would that be an issue?

It might be helpful for you to give the builds a detailed look over and see if you form some concrete opinions. After looking over all the builds, you might be a lot more confident in which you like than you thought you would be (and if you don't feel too confident, you could still refrain from judging.) Either way, looking over all the builds would expose you to a lot of common and uncommon optimization tricks and might help you feel better about judging or participating in a later contest.

sideswipe
2014-08-16, 07:45 PM
It might be helpful for you to give the builds a detailed look over and see if you form some concrete opinions. After looking over all the builds, you might be a lot more confident in which you like than you thought you would be (and if you don't feel too confident, you could still refrain from judging.) Either way, looking over all the builds would expose you to a lot of common and uncommon optimization tricks and might help you feel better about judging or participating in a later contest.

i participated last round and did reasonably well. but i am only very familiar with my own set of likes and optimisation tricks, so yeh i will pay attention to the builds in the next couple rounds and put myself up for judging then. thanks.

Thurbane
2014-08-18, 05:37 AM
All a bit quiet around here right now - any word on judging?

OMG PONIES
2014-08-18, 06:30 AM
my primary concern is that there aren't enough of an ability to differencate between different builds, two builds getting the same score on the limited gradient even through one is just about to drop to the one below, while the other is top of the chart while not growing higher


That reads to me as leaving a whole bunch of ties being likely. Is that your intent, and how you read the new rules for scoring as intended?

Please keep in mind, there aren't really "scores" to be gotten here, so there aren't really going to be ties. If we assume two builds both receive "Average" rankings in all four categories, the judge is still providing a ranking of the builds in their order of opinion from first to last place. Therefore, a build that is theoretically "almost excellent" in every way could still be ranked higher than a build that is "almost poor" in every way. I read the new rules as intended to break the illusion of judging as an objective measurement and instead reinforce that they are simply a judge's [hopefully educated] opinion.


The concern I, and I think Amphetryon, have is that a build could theoretically do very well in UoSI, perhaps scoring just below excellent while missing a class feature or two, and have zero competitive advantage over a build that just barely avoided poor, making use of a couple of class features and perhaps not even completing the SI.

Again, please see above. Additionally, please remember that Use of the Secret Ingredient is not the only category judges are considering in creating our rankings. A build's competitive advantage may lie in its Originality, Power, or Elegance.


I'm not concerned about a high granularity in the way the subscores are presented, but I would be extremely alarmed if the criteria used to rank the builds was simply an averaging of those very granular subscores. This is especially a concern with UoSI set up in such a way that it will generally converge the scores to Average.

Again, a ranking of "Average" in a particular category may not have much bearing on one's final placement. Piggy's hit it on the head:


So unless I'm mistaken, the Excellent/Average/Poor is mostly for the chef's edification, correct? It seems like the commentary is secondary, and that "scoring" is primarily by the judge ordering builds as he or she likes (as per the second bolded line).

Each judge will provide a ranked list of entries, so even if the entire field is ranked "Average" in Use of the Secret Ingredient, there will still be separation between the builds' rank.


Correct me if I'm wrong, but it sounds something like an instant runoff voting (http://en.wikipedia.org/wiki/Instant-runoff_voting) system? But with so few judges compared to the entries, I'm not sure how it will work.

Given the small number of judges compared to the entries, I'm not sure how a ranked or preferential system would work with, say, only two judges. If both judges select a different First Place, there's no other ballot to break ties.

An instant runoff system is exactly what we've got here. With two judges voting differently, any ties would traditionally be resolved by the Chairman. After all, it has happened in prior rounds with our numerical scoring system.


Hmm. If the lack of judges is a problem (and it has been before), maybe move to a Borda Count (http://en.wikipedia.org/wiki/Borda_count) where each contestant ranks every entry except his own, and then add up the points?

I like, but I think we've got the opposite problem there as we do with the new instant runoff. Instead of having too few judges to break ties, etc, we'd have to wait for too many folks to respond if we were looking for every entry. Also, this would dissuade folks who didn't enter from sharing their opinions. Perhaps we could try an open Borda Count, where everyone is allowed to contribute rankings--contestants and non-contestants alike. Also, everyone is still allowed to vote on all the entries, even their own. Even if you give yourself points by ranking yourself number one, we'd be considering the points you receive from all the other rankers as well.


If the root problem is the number of disputes, then there may be another possible solution: Keep the 20-point format, but get rid of half/quarter/fractional points, and the judges post *only* the scores. No discussion or explanation is provided by the judges on why a particular score is low. Although that might have the exact opposite effect, as contestants slam the chairman with disputes but they can only guess why a particular judge scored what they did. Or rather, maybe this is the same as "There Is No Dispute": you get your score, and no matter how unfair it is, you can't change it.

The first option--scores without commentary--has happened before and, as you predicted, caused the opposite result. The second option--disallowing disputes--was actually how the competition started, but it devolved into madness in one particular thread where people started voicing grievances in-thread, leading to the creation of our dispute system.


All a bit quiet around here right now - any word on judging?

It's still happening :smallbiggrin:. To be more specific, my comments on Originality are done for all 13 builds. To give you an idea, I've ranked 4 builds as Poor in this category, 6 as Average, and only 3 as Excellent. I'm not sure what the spread will look like on Power, but Elegance should be fairly simple as long as everything's rules-legal and doesn't ruffle too many feathers. Use of the Secret Ingredient will be tricky, as the Ingredient seems to be pulling itself in different directions at the same time.

dysprosium
2014-08-18, 08:28 AM
I get the idea of how this round is going to be scored. The judge puts the builds in order and each category has their rating excellent, average, poor. So even if two builds are excellent across the board one is still ranked higher by the judge.

But what happens with multiple judges? That is where I can't get my head around.

Build A is excellent across the board by both Judge 1 and Judge 2.
Build B is excellent across the board by both Judge 1 and Judge 2.

Judge 1 scores them A followed by B.
Judge 2 scores them B followed by A.
This would come out to a tie right?

Even if Judge 2 explained how Build B really fit all of his criteria and was absolutely brilliant. Judge 1 believed that Build A was only slightly better than Build B. Or am I thinking too much into this? I guess until we have more than one judge for this round this question is moot?

I do like the idea of the judges making commentary. This is how we all learn to build better. Speaking from personal experience, I've learned immensely from reading what judges have given not only me but from other entrants as well. It has made me a better builder and a better judge.

I don't like the idea of the builders/fans vote. I think it takes away from what judges do. To put another spin on what Ponies had mentioned, we would have to wait for all of the builders to vote. Some people who enter are not as vocal or post on the thread as much as some of us do. Also what of those with multiple entries? I entered two builds this round, would that mean I would get two votes?

I had another thought but I don't know if I can really voice it without causing too much of an unncessary headache.

Darrin
2014-08-18, 09:53 AM
But what happens with multiple judges? That is where I can't get my head around.

Build A is excellent across the board by both Judge 1 and Judge 2.
Build B is excellent across the board by both Judge 1 and Judge 2.

Judge 1 scores them A followed by B.
Judge 2 scores them B followed by A.
This would come out to a tie right?

Even if Judge 2 explained how Build B really fit all of his criteria and was absolutely brilliant. Judge 1 believed that Build A was only slightly better than Build B. Or am I thinking too much into this? I guess until we have more than one judge for this round this question is moot?


To avoid ties, we need at least three judges. Actually, there's still a chance with an even-number of judges for a tie, but the more judges you have, the less likely that will happen. Ideally, you want an odd number of judges.

In an instant runoff voting system, when you don't have a clear winner, you look at all the other ballots cast to break ties. My concern is that in most instant runoffs, there's a large number of ballots cast compared to the candidates, so the odds of there being a tie are practically nil. But for Iron Chef, the number of judges compared to the number of entries tends to be very, very low. If there's no clear consensus on how the winners break down, we either have to let the ties stand (has happened previously) or ask the chairman to break the ties (I'm not sure if this has been done before).

Example:

Let's say Judge #1 ranks Hufflepuff as First Place and Judge #2 ranks Slytherin as First Place. Tie. So long as we have a third judge, we can resolve it. If Judge #3 ranks either Hufflepuff or Slytherin as First Place, tie is broken and we have a clear First/Second result. If Judge #3 has Ravenclaw at First Place, then it's a little more complicated, but we can look at how all the judges ranked the rest of the candidates and weight them accordingly. If Judge #1 has Hufflepuff at First, Judge #2 has Hufflepuff at Second, and Judge #3 has Hufflepuff at Third, and Judge #1/#3 both ranked Slytherin dead last, then we have something of a consensus.

While I'm generally in favor of instant runoff systems (this is how the Academy Awards and Hugo Awards are determined), I remain concerned how it will shake out with a small number of judges. We'll know more when we get some scores posted.



I don't like the idea of the builders/fans vote. I think it takes away from what judges do. To put another spin on what Ponies had mentioned, we would have to wait for all of the builders to vote. Some people who enter are not as vocal or post on the thread as much as some of us do.


Well, we have a judging deadline for a reason. If a contestant didn't have time to submit scores, and the chairman has enough scores submitted to declare a winner, then I don't see a problem there. My thinking was that if you're a contestant, you're very likely to be active in the thread, and thus much more likely to submit scores. But I have problems with this idea as well... the non-contestant judges provide invaluable feedback, and I wouldn't want to lose that. I'm not sure how to weigh contestant/non-contestant scores so it would be fair. Having both would be awesome, but from a practical standpoint I'm not sure how it would work.



Also what of those with multiple entries? I entered two builds this round, would that mean I would get two votes?


I hadn't thought of that. I'm not sure how to resolve that.

dysprosium
2014-08-18, 10:02 AM
I guess in my example I should not have stopped at two. Your explanation makes sense and I can see that working.

I agree with you that the non contestant judges with appropriate commentary is the invaluable part. I just didn't want us to go the way of any of those TV shows with fan voting (since they almost always get it wrong . . . ).

OMG PONIES
2014-08-18, 01:50 PM
We'll know more when we get some scores posted.

Aye, there be wisdom here. I'll focus on my scores for now and leave comments on the system itself until afterward. Please keep in mind, everyone, this is an experiment. If it doesn't work, we'll try something else. After all, we're not crazy. Well, most of us... *twitch*

Amphetryon
2014-08-18, 02:52 PM
Aye, there be wisdom here. I'll focus on my scores for now and leave comments on the system itself until afterward. Please keep in mind, everyone, this is an experiment. If it doesn't work, we'll try something else. After all, we're not crazy. Well, most of us... *twitch*

This is true. My mother had me tested.

KrimsonNekros
2014-08-18, 03:00 PM
Hey! What's wrong with crazy?

Kuulvheysoon
2014-08-18, 09:13 PM
Come on guys - everybody knows that "sane" is just another synonym for boring.

Kreuz
2014-08-18, 09:28 PM
I found myself without internet these weeks so I couldn't submit my idea...

I wanted to combine the Bounding Assault Maneuver + Greater Mobility + Cheetah's Sprint + Robilar's Gambit + Scorpion's Grasp + Air Walk + Girallon's Blessing + Stand Still + stuff that increases size to move around the battlefield, provoke AoOs, answers the AoO with unarmed strikes, grapple, pick up to 4 enemies and drag them around the battlefield, then go up to 200 feet, drop them on top of the last guy, finish that round attacking the last guy, preventing him from moving away with Stand Still, and the next round having him take 80d6 of damage, and each of the falling enemies taking 20d6 of damage, and maybe AoOs from entering the area via dropping down. I was thinking about how to fit Thicket of Blades in there, and I lost my connection... well, I'll just have to wait for the next challenge.

KrimsonNekros
2014-08-18, 11:45 PM
Come on guys - everybody knows that "sane" is just another synonym for boring.

Finally someone else gets it.

Piggy Knowles
2014-08-20, 11:52 AM
How are the judges doing? Is this style of judging any easier/harder than the standard? Any judges other than the illustrious Mr. Ponies still in it?

dysprosium
2014-08-20, 12:51 PM
It may be that Ponies is our "guinea pig" judge. Others may be willing to judge but waiting to see what Ponies posts and what reaction the thread has.

Pure speculation of course.

KrimsonNekros
2014-08-20, 02:08 PM
Pure speculation of course.

Aren't there rules clearly posted in the opening post that forbid speculation? Sir I may need to call the chair upon you!

dysprosium
2014-08-21, 10:37 AM
Oops! You got me. :smallredface:

Vaz
2014-08-21, 12:34 PM
Give him the chair! Give him the chair!

http://1.bp.blogspot.com/-WQJPsph2lu8/UMSrn8k8FXI/AAAAAAAAAOk/Qtk6S_MTS1w/s1600/wwf_panda_chair.png

Kuulvheysoon
2014-08-22, 08:58 PM
Give him the chair! Give him the chair!

http://1.bp.blogspot.com/-WQJPsph2lu8/UMSrn8k8FXI/AAAAAAAAAOk/Qtk6S_MTS1w/s1600/wwf_panda_chair.png

Gott say, I love that .gif. Nicely played, good sir.

Sian
2014-08-23, 01:38 PM
How is the judging going?

Ikeren
2014-08-24, 02:33 PM
All the judges are done. They're just afraid to post :smallwink:

DeAnno
2014-08-24, 09:38 PM
It would be a little funny after all this discussion about ties in the New system, there was only one judge anyway :smalleek:

sakuuya
2014-08-24, 10:33 PM
It would be a little funny after all this discussion about ties in the New system, there was only one judge anyway :smalleek:

And then there were ties anyway. :smallbiggrin:

OMG PONIES
2014-08-26, 06:15 AM
It may be that Ponies is our "guinea pig" judge. Others may be willing to judge but waiting to see what Ponies posts and what reaction the thread has.

Ah yes, a guinea pig--on account of my girth, squeaky whine, and inability to do anything except urinate on a pile of woodchips. Nicely crafted insult, sirrah. :smalltongue:


How are the judges doing? Is this style of judging any easier/harder than the standard? Any judges other than the illustrious Mr. Ponies still in it?

I'm illustrious now? Sweet. I'm actually finding this round and style of judging both make judging harder. Since this Ingredient isn't one that confines itself to one particular playstyle, there's a wide spectrum of opinion on what makes a "good" Fleet Runner. Also, the new style of judging is much more based on feel and opinion, disallowing me the opportunity to use a carefully created rubric and basic arithmetic to arrive at a score.


I found myself without internet these weeks so I couldn't submit my idea...

I wanted to combine the Bounding Assault Maneuver + Greater Mobility + Cheetah's Sprint + Robilar's Gambit + Scorpion's Grasp + Air Walk + Girallon's Blessing + Stand Still + stuff that increases size to move around the battlefield, provoke AoOs, answers the AoO with unarmed strikes, grapple, pick up to 4 enemies and drag them around the battlefield, then go up to 200 feet, drop them on top of the last guy, finish that round attacking the last guy, preventing him from moving away with Stand Still, and the next round having him take 80d6 of damage, and each of the falling enemies taking 20d6 of damage, and maybe AoOs from entering the area via dropping down. I was thinking about how to fit Thicket of Blades in there, and I lost my connection... well, I'll just have to wait for the next challenge.

This right here would have been something fun to see! I was tinkering with a similar strategy (provoke all the AoOs and use them to fuel a way to respond), but I didn't even get it as fleshed out as you have.


All the judges are done. They're just afraid to post :smallwink:

If only. I've got Originality done as well as most of my Elegance comments, but Power and Use of the Secret Ingredient will take me more time this round. I'm looking at the looming deadline and wondering if our Chairman may consider a one-week extension on judging? :smallbiggrin: Pretty please?

dysprosium
2014-08-26, 08:11 AM
Ah yes, a guinea pig--on account of my girth, squeaky whine, and inability to do anything except urinate on a pile of woodchips. Nicely crafted insult, sirrah. :smalltongue:

It was so nicely crafted I didn't even see it as an insult . . . :smallconfused:


I'm illustrious now? Sweet. I'm actually finding this round and style of judging both make judging harder. Since this Ingredient isn't one that confines itself to one particular playstyle, there's a wide spectrum of opinion on what makes a "good" Fleet Runner. Also, the new style of judging is much more based on feel and opinion, disallowing me the opportunity to use a carefully created rubric and basic arithmetic to arrive at a score.

Yours was a carefully created rubric that had been honed over time to become a standard among other judges. Even with using arithmetic to come to a score, you have been known for giving good commentary--which is something that we have come to enjoy/wish for.

If I were judging, personally I would not change how I did it and instead of putting numbers I would put the excellent/average/poor ratings. Could you do something similar Ponies?

OMG PONIES
2014-08-26, 08:16 AM
It was so nicely crafted I didn't even see it as an insult . . . :smallconfused:

Oh I know, just ribbing you.


Yours was a carefully created rubric that had been honed over time to become a standard among other judges. Even with using arithmetic to come to a score, you have been known for giving good commentary--which is something that we have come to enjoy/wish for.

If I were judging, personally I would not change how I did it and instead of putting numbers I would put the excellent/average/poor ratings. Could you do something similar Ponies?

I'll be providing the "ranking" in each category along with some basic commentary on what gave it that ranking. However, I don't necessarily know if it will feel as in-depth as my prior commentary. I have 4 builds entirely done, and there's definitely less quantity than before. Whether the quality of my insights remains is still to be determined.

dysprosium
2014-08-26, 08:31 AM
I know your commentary, even if you think it won't be as in-depth as previous rounds, will be welcomed anyways.

As for how the new judging style will be received I guess it is a wait and see.

And since it hasn't been said this round yet, my entries are the ones with Fleet Runner in them! :smallamused:

sideswipe
2014-08-26, 09:45 AM
And since it hasn't been said this round yet, my entries are the ones with Fleet Runner in them! :smallamused:

on that note.... has there ever been an entry that has not used the secret ingredient to your knowledge? and would it just have (in previous rounds) elegance 0 or would you just deny reviewing it entirely and "ban it".

if this is speculation tell me and i will delete the post. but its a legitimate question.

Darrin
2014-08-26, 09:49 AM
As for how the new judging style will be received I guess it is a wait and see.


Well, we can say this: it's certainly cut down on the number of disputes so far!

relytdan
2014-08-26, 12:11 PM
Well, we can say this: it's certainly cut down on the number of disputes so far!
just a note hard to have disputes with no "scores" from judge(s) yet

Piggy Knowles
2014-08-26, 12:15 PM
just a note hard to have disputes with no "scores" from judge(s) yet

https://warosu.org/data/cgl/img/0076/50/1404334289652.jpg
I rarely do image posts, but it was just crying out for this one...

Sian
2014-08-26, 12:42 PM
on that note.... has there ever been an entry that has not used the secret ingredient to your knowledge?

cracked a few jokes about it a couple of competitions ago (building something thats better at what is 'unique' about the SI, than the SI), but to the best of my knowledge it have never actually been done ... can't quite remember why i started cracking those jokes but i guess it was doing the "whats next round's SI"...

OMG PONIES
2014-08-26, 01:13 PM
on that note.... has there ever been an entry that has not used the secret ingredient to your knowledge? and would it just have (in previous rounds) elegance 0 or would you just deny reviewing it entirely and "ban it".

if this is speculation tell me and i will delete the post. but its a legitimate question.

In one of the Appetizer rounds (using E6 rules) I believe someone submitted a "monk" build without any actual levels in monk. I think it was Darrin, if memory serves. I lolled.

Darrin
2014-08-26, 02:16 PM
In one of the Appetizer rounds (using E6 rules) I believe someone submitted a "monk" build without any actual levels in monk. I think it was Darrin, if memory serves. I lolled.

Mordekai (http://www.giantitp.com/forums/showsinglepost.php?p=11167758&postcount=34) Chatterfang (http://www.giantitp.com/forums/showsinglepost.php?p=11175045&postcount=52), a build I am still both ashamed and proud of. I'm still not entirely sure if Mordekai was disqualified, but only one of the three judges opted to judge him. So in more modern parlance, it was two RTJs + Ponies being his own awesome self.

OMG PONIES
2014-08-26, 07:02 PM
Mordekai (http://www.giantitp.com/forums/showsinglepost.php?p=11167758&postcount=34) Chatterfang (http://www.giantitp.com/forums/showsinglepost.php?p=11175045&postcount=52), a build I am still both ashamed and proud of. I'm still not entirely sure if Mordekai was disqualified, but only one of the three judges opted to judge him. So in more modern parlance, it was two RTJs + Ponies being his own awesome self.

Yeah, you know me.

KingAtomsk
2014-08-27, 09:35 AM
So it's been nearly 2 weeks since submissions closed. What's the status of the judges?

Piggy Knowles
2014-08-27, 09:40 AM
As far as I know, Ponies is the only active judge, and has said he might need an extension. A couple of other judges stepped down. I believe Vaz made some noise about judging this round as well, though I haven't seen him in a while.

Vaz
2014-08-27, 11:10 AM
I feel kind of guilty, I've made initial notes, but haven't had the time to properly sit down at set to making some judgings. If it's free until friday, I should be ready.

OMG PONIES
2014-08-27, 12:40 PM
So it's been nearly 2 weeks since submissions closed. What's the status of the judges?

Still alive, thanks for asking! :smallbiggrin: Oh wait, that's not what you were asking about? :smallfrown: Still working, master. 8 entries done, master. Will work harder, master. :smalltongue:

Fun fact: This question has been asked (and answered) four times since the start of the previous page.


As far as I know, Ponies is the only active judge, and has said he might need an extension. A couple of other judges stepped down. I believe Vaz made some noise about judging this round as well, though I haven't seen him in a while.

About that extension...if I can keep chugging along, I may not need it. Again, may not. If I can have it, that would help greatly.

KingAtomsk
2014-08-27, 02:16 PM
Fun fact: This question has been asked (and answered) four times since the start of the previous page.

Irrelevant sarcasm is irrelevant because the last time it was asked was 4 days ago- and to each question you were the only one who answered, without clear evidence that you are apparently the only judge.

sideswipe
2014-08-28, 06:47 AM
if judges are slim pickings next round too i will judge regardless. it will probably take the same time as building for me as i take a week on average to write a character of level 7 or more (because i weigh up so many options) and i have taken most of the two weeks to build any entries. i built but did not submit this round as i was unhappy with it.

so yeh i will judge next round if there are less than 3.

Vaz
2014-08-28, 07:26 AM
Irrelevant sarcasm is irrelevant because the last time it was asked was 4 days ago- and to each question you were the only one who answered, without clear evidence that you are apparently the only judge.

I bet you're fun at parties.

Thurbane
2014-08-28, 07:33 AM
Was I the first of the fab four to ask about judging since the previous page? :smallwink:

P.S. I'm conflicted - on a moral level, I find a lot of the recent snark less than admirable; but another part of me is giggling like a maniac at some of the posts.

Piggy Knowles
2014-08-29, 07:29 PM
Any speculation on the next ingredient?

We've had a couple of casters in a row, so I'm expecting a shift to a non-caster. Shiba Protector, Thief of Life, Eye of Gruumsh, something like that. I'm going to take a wild guess and say Eye of Gruumsh is in our future...

Thurbane
2014-08-29, 07:43 PM
Gnome Giant-Slayer? Eunuch Warlock? True Necromancer?

Some of those are maybe a bit too powerful for the comp though.

Amphetryon
2014-08-29, 10:16 PM
Gnome Giant-Slayer? Eunuch Warlock? True Necromancer?

Some of those are maybe a bit too powerful for the comp though.

I'm thinking True Necromancer fails the test by being too long.

Sian
2014-08-30, 01:59 AM
Any speculation on the next ingredient?

We've had a couple of casters in a row, so I'm expecting a shift to a non-caster. Shiba Protector, Thief of Life, Eye of Gruumsh, something like that. I'm going to take a wild guess and say Eye of Gruumsh is in our future...

ehh ... LVIII was an half-caster as well, but LV-LVII was noncasters (Mountebank, Dwarven Defender and Darkrunner), so saying that we've had a lot of casters lately aren't quite right.

I would love to see Shiba Protector as a SI

Thurbane
2014-08-30, 02:34 AM
I'm thinking True Necromancer fails the test by being too long.

I know "short" PrCs (3 or 5 levels) aren't considered, but I thought over 10 might be OK?

OMG PONIES
2014-08-30, 06:26 AM
And now, with no extension needed, it's time for some scores words!


Originality: Poor. While you're not receiving any penalty for cleric levels, nothing else stands out as unique. Your race was repeated by another entry (as was fighter), your concept of an elite warrior seemed fairly standard, and you picked up the typical ubercharger feats.
Power: Average. Your chosen role is that of an ubercharger. You've got pounce for full attacking charges, the usual charging feats to boost your damage output, and just enough casting to snag some of the better buffs. You'll be charging until the cows come home. However, with only 10 caster levels, you're limited from contributing as a true caster. Also, you lack the versatile set of skills needed to shine in social situations.
Elegance: Excellent. You qualify for all classes and feats outside the Secret Ingredient while avoiding anything that may cause signficant friction.
Use of the Secret Ingredient: Poor. While you complete the Secret Ingredient and qualify for it, you don't make any special use of entry requirements. Also, not a single class feature of the Secret Ingredient receives explicit synergy...and that's what this whole competition is all about.


Originality: Average. I truly loved the concept of a toad sage pulled straight from fairy tales and your use of anthropomorphic toad, but I wish that your class and feat selections had stood out a little more. Nothing in the feats truly stood out, and while you're not receiving a penalty for the inclusion of cleric, the inclusion of monk and ranger levels wasn't anything new this round. While you earned back some points with Sacred Fist, it wasn't enough to break back into Excellent territory.
Power: Poor. Your chosen role is a mobile fighter. A mobile fighter's main power comes from having many attacks; Spring Attack seems like it's built for mobility fighters, but it restricts you to one attack. Even if you're making a full attack, you only have 3 iteratives. Upping your base unarmed damage was a great start, but aside from that it didn't quite get off the ground. You don't put forward any significant ability outside of your chosen role, either.
Elegance: Average. The build qualifies for all classes and feats taken outside of the Secret Ingredient. However, we've got some things that may cause friction. While your alignment shift is an understandable one, it may cause some to raise an eyebrow. Additionally, we're faced with three dips.
Use of the Secret Ingredient: Average. The entry qualifies for the Secret Ingredient and makes use of its ranks in Knowledge: religion to qualify for Sacred Fist Your focus on movement increases and features helped you more than a 5-ft land speed, but nothing else was particularly synergized. The Secret Ingredient was taken to completion, though.


Originality: Average. I liked your focus on flight & diving feats, but I wish that your fluff had given me more of a flavor of the character. It was nicely written, but it didn't really tell me much about the character except for the fact that he's a crack aviator and protector of the wild. While you're not receiving a penalty for cleric levels, your race and fighter levels were both repeated this round. Stormtalon bought you back some points here, leaving us with an average result.
Power: Average. Your chosen role is an ubercharger. You've got not only the usual ubercharger feats but also a few that assist with your aerial style. However, you don't shine outside your chosen role as your cleric casting is limited (as are your skills).
Elegance: Poor Excellent. While the build qualifies for all classes taken outside the Secret Ingredient, the same can't be said for feats. Fleet of Foot is a regional feat that requires you to be an elf, half-elf, or human...but you are a raptoran. Aside from that, there were no other Elegance issues.
Use of the Secret Ingredient: Average. The entry qualifies for the Secret Ingredient and makes use of its feats to meet prerequisites outside the Secret Ingredient Four of your class features are highlighted, while others simply receive a sentence indicating what they do in normal situations (e.g. Improved Evasion). Had you devoted specific attention to more of these, the build would have been bumped into excellent territory in this category, as the treatment you provided to some of your class features was excellent (like using Greater Mobility to offset AC penalties from Shock Trooper).


Originality: Excellent. In my long run of time spent in these threads, I've never once seen someone think "you know what this round needs? A huggy junkie." Your tongue-in-cheek approach struck just the right balance for me, and I really like that you decided to go whole-hog with the Exalted stuff in the name of snagging the fast-progression Apostle of Peace casting. While Human wasn't getting you any bonus points and monk & barbarian were both repeated this round, the whole was still remarkably fresh.
Power: Excellent. Your chosen role is a grappler. Grapplers are one of the roles where having four iterative attacks and/or full BAB aren't as important. You're making touch attacks, and you're only concerned with making one, if we're being honest. You've got plenty of things to do once you've got your opponents grappled, as well. Not only are you a grappler, but one who manages to snag 9th level spells and a bevy of other defensive goodies thanks to your Vows, PrCs, Exalted Feats, and template.
Elegance: Poor. Fist of the Forest has a story-based requirement that wasn't mentioned in your build. Apostle of Peace requires a base Will save of +5 for entry, but you've only got +4 upon entry. Without the Improved Grab ability, you don't qualify for Multigrab. Considering base classes and PrCs together, we're faced with three dips. We're assuming LA buyoff is allowed to fit all the class levels you're looking for along with the saint template. We've got levels in barbarian and monk that are incompatible on the law vs chaos axis. Lastly, please be sure to include a list of sources in your entry.
Use of the Secret Ingredient: Poor. As mentioned above, monk requires any lawful alignment, while Fleet Runner requires neutral good. This is not the reason you're in this category, though--that's because none of the class features are mentioned, much less synergized. Additionally, only 8 levels of the Secret Ingredient were taken without providing a rationale. Please don't assume that the judges know what synergies you've intended if you don't tell us. I really wanted Smokey to do well based on his Originality and Power, but next time give us a reason why the Secret Ingredient is intrinsically valuable to the build instead of being something that could easily be swapped out for another PrC.


Originality: Poor. The inclusion of half-orc and warshaper were both unique for this round, but nothing else really stood out to me. We've got another ubercharger, we have another orphaned prisoner of elves, and we've definitely got more than enough rangers. Unfortunately, the inclusion of half-orc and warshaper weren't enough to swing us back into average territory.
Power: Average. Your chosen role is an Ubercharger. You've got some decent feats to boost your damage output when charging, as well as pounce along with 4 iterative attacks. Adding wild shape to that for natural weapons, reach, and movement modes is just icing on the cake. However, if you can't change into an animal and charge at something, there's not really much you can do with it. Because of that, you fail to shine outside your chosen role.
Elegance: Excellent. This is a nice clean entry that qualifies for all classes and feats while avoiding most things that would cause friction at a wide array of gaming tables.
Use of the Secret Ingredient: Average. The entry qualifies for the Secret Ingredient and makes use of the required ranks in Knowledge: religion to fuel Knowledge Devotion a bit. While I like your combination of pounce, haste, cheetah's sprint, and Headlong Rush, the other class features weren't particularly synergized. Even though the build completed the Secret Ingredient, paying more specific attention to synergizing class features would have earned an Excellent rating.


Originality: Excellent. You're not receiving a penalty for the use of cleric levels, but your other mechanical choices were all standouts. I've never seen a duskling actually used before, and it worked nicely with totemist. Apelord was a fun inclusion (and I always love seeing previous rounds' ingredients get some use), and your focus on incarnum feats jumped out at me. I wish that you had provided a little more on your character's concept, as all I took away from it was "nature lover," but everything else was so refreshing that the lack of a deeper glimpse into the character isn't taking anything away.
Power: Poor. Your chosen role is that of the party scout. While you have wild empathy, there's not really anything present in the build that goes along with it. While you have soulmelds to boost your scouting skills, you don't really invest significant ranks in them. You've got tons of mobility, but lack significant sources of damage like skirmish that usually make a mobile fighter relevant, and you're also lacking the usually-high number of attacks that scout characters have. Outside your chosen role, while you've got enough versatility to do a handful of different things, you're not necessarily doing any of them extremely well. You've got cleric spells up to 5th level and a handful of soulmelds, but you don't really function as a stand-in for another party role in the same way as a character who makes versatility their whole schtick (like a factotum or a chameleon).
Elegance: Average. The entry qualifies for all classes and feats selected, but we've got a bit of a questionable interpretation that could cause friction. While it's a throwaway line that things that boost Charge damage "should arguably apply" to your trample attack, you don't back up this argument with any RAW citations. The way I'm reading it, Charging and Trampling are two different special attacks, each of which requires a separate full-round action. This comes up again later when you try to use your rend routine on top of a Trample.
Use of the Secret Ingredient: Average. The entry qualifies for the Secret Ingredient, but doesn't put entry requirements to special use. I like the decisions you made to boost the class features of the Secret Ingredient. Your claws and rend really boost the pounce ability of the Secret Ingredient, while your various speed boosts and movement modes make the most of the class' fast movement and related features. I like how you use essentia and a class with a good Reflex save to maximize Evasion & Improved Evasion, and you pay significant attention outside the class to things like jumping and scouting that are granted by the class. While there are a couple class features (like Shot on the Run) that are mentioned but not synergized, you've definitely hit more than half of them with the synergy stick. Your diversion into Apelord not only makes total sense for the build, but you make me one happy pony by returning to finish the Secret Ingredient. Had you found a way to put the entry requirements to use, you would have ranked Excellent here.


Originality: Excellent. You hooked me right at the nice little turn in her backstory from "running away" to "running towards." We've got our only azurin here, and you're not receiving any penalties for the inclusion of cleric levels. Divine Disciple was a surprise for me, and I really enjoyed seeing Elusive Target cap off the required feat tree. The other feats selected were interesting ones as well, maintaing full points here even though another build snagged Elusive Target.
Power: Excellent. Your chosen role is that of a Divine caster. Your levels outside the Secret Ingredient mean that you maintain casting of up to 8th-level spells, and your strategic PrC choices mean you get twice as many domains as a standard cleric of your god. While some may not think it's worth the lost caster levels, I'd disagree since you're getting something for it and you're keeping most of the cleric's progression. Your spell availability really maxes out your versatility. From what I'm seeing, you could buff yourself up enough to play the role of a mobile fighter or give it a shot without buffs based on your highlighted use of Elusive Target. Heck, you've got 8th-level cleric casting; you can really shine in any role you choose for yourself.
Elegance: Excellent. The entry qualifies for all classes and feats chosen outside of the secret ingredient while avoiding anything that might cause friction at a wide variety of tables.
Use of the Secret Ingredient: Excellent. The entry qualifies for the Secret Ingredient and makes use of its feats to meet prerequisites outside the Secret Ingredient. I really like the attention you paid to your class features, especially using things outside the Secret Ingredient to shore up your weaknesses. Cerulean Reflexes was a great way to boost your Reflex saves for use with Evasion (and Improved Evasion), while I think using Martial Study to snag a Tiger Claw maneuver (and Jump as a class skill) was truly inspired. Overall, you definitely synergize more than half of your class features, and the fact that you finish the class doesn't hurt.


Originality: Average. You're not losing any points for your cleric dip, and I truly loved your backstory. While the last entry was a more serious tack on running from bullies, your track star had a lighthearted way of standing up to them that provided a nice foil. I love where you went with the feats focusing on skirmish and wild shape, which truly gave a different flavor to the build. However, a few things kept us out of excellent territory here. The use of human didn't lose points, but it didn't bump us up a notch. Also, another build brought in four levels of scout, and we've got plenty of rangers this time around. While your build is at the top of the average group, it just wasn't enough to break into the excellent category for me by a hair.
Power: Average. Your chosen role is that of a mobile combatant, a role in which you shine. While you lack the sheer number of attacks most mobile fighters receive, you make up for it with your insane speed and skirmish abilities. You'll be in, hit a few times for high damage, and be gone out of Long range before they can blink No. You said it yourself, though; you didn't really know how to finish the build or what to do with all that speed. It's a shame, because it's a great trick…but it seems like your only trick.
Elegance: Average. The build qualifies for all feats and classes taken outside the Secret Ingredient. However, we've got some things that will cause friction at some tables. You'll be incurring multiclass penalties from your cleric dip. Also, while I REALLY loved your attempt to break the sound barrier, I'm not sure that it works by RAW. Both Cheetah's Speed and Cheetah's Sprint allow you to move at 10x your NORMAL speed, which is 90' in either case...so they're a bit redundant with each other. I could see some stating that using one changes your NORMAL speed to 900' so you could then use the other one, but I also see some DM eyerolls and strong arguments against it, too. Given the possible arguments on the RAW definition of "normal," which isn't defined in the rules, it's firmly DM-dependant.
Use of the Secret Ingredient: Average. The entry qualifies for the Secret Ingredient, but doesn't put entry requirements to special use. Yes, you have Knowledge Devotion, but you don't really dedicate the skill ranks to power it up. I really adore your Fast Movement tricks as well as your attempt with Cheetah's Sprint/Cheetah's Speed, but I'm not seeing much synergy above that. I'm also confused how pounce and Travel Devotion are supposed to work together, as Travel Devotion is usually used to allow movement & full attacks without the need for pouncing. I'm amazed that you actually found a way to call out synergy between Run Like the Huntress and Endurance, so good on ya...but we don't see dedicated synergy of more than half the class features. You complete the Secret Ingredient.


Originality: Average. The homage to Watership Down was a fun one, and I liked the flavor that the creation myth and alternate deity brought to everything. Also, it was exhilirating to see someone use hengeyokai without going the sparrow route suggested in the warlock handbook. Your concept is brought to life in your racial selection, but really solidified in your feat choices. Between Trickery Devotion, Agile Athlete, and the like, everything shouted "rabbit!" to me. You're not receiving any penalty for your cleric dip, but another build brought in four levels of scout, and we've got plenty of rangers this time around. While I love the dedication to a concept, it was just a hair (hare?) away from Excellent based on the classes used.
Power: Poor. Your chosen role is that of an archer/scout. You're fast, but you lack the necessary ranks in Spot & Listen to actually scout effectively. You've got a few archery feats and a bit of skirmish, but not enough to stay relevant at higher levels. Because of this, you don't really contribute as I'd expect a swift hunter build to in terms of archery or scouting. You put out secondary roles as an encyclopaedia, trapfinder, and party face…but you lack the skills necessary to really contribute in any of these roles. Sometimes spells can take the place of skill ranks, but there aren't enough spells here to carry the day either.
Elegance: Average. The entry qualifies for all classes and feats taken. However, since a hengeyokai's favored class is wu jen, you'll be incurring multiclass penalties.
Use of the Secret Ingredient: Average. The entry qualifies for the Secret Ingredient and makes use of entry requirements by using Knowledge: Religion to fuel Knowledge Devotion a bit. I also appreciate your attention to synergizing Run with Endurance and picking up mobility via a bonus feat. Fast movement was stacked up with similar boosts from other sources nicely. Agile Athelete with Leap of the Hart--er, Hare--was a nice touch as well. Run and Endurance paired up well here with Run Like the Huntress--er, Hunter. From there, though, the other class features were mentioned but not particularly synergized. While only 7 levels of the Secret Ingredient were taken, I appreciate your honesty that you were going for more of a Swift Hunter build than a Fleet Runner build.


Originality: Average. The closure and growth presented in your backstory was a welcome departure from the usual tale of a warrior-scholar seeking vengeance. From your PrC use to the inclusion of Plant Devotion, your build definitely felt very Elven. You're not being penalized for the inclusion of cleric levels, but please keep in mind that we had other fighters and warblades in this round of competition. While I loved your dedication to concept, it was just a hair away from Excellent based on the classes used.
Power: Average. You're going for a Two-Weapon Fighter who charges here, which is an interesting combination...and one you pull off. You've got the right number of attacks between your four iteratives and TWF feats, and Power Attack is used to significantly boost your damage output with your chosen weapon (a strategy not usually seen in TWF builds). You haven't really presented any alternate roles here aside from charging in and getting all stabby, so it's hard to see how this build would shine outside of its chosen role.
Elegance: Average. The entry qualifies for all class and feats taken outside the Secret Ingredient. You'll be incurring multiclass penalties from your warblade levels. Additionally, as per Complete Champion pg 53 you can give up one domain in exchange for the corresponding domain feat...but you cannot do it four times. The maximum number of domain feats a cleric can have is 3--2 selected with feat slots and one gained by trading away a domain.
Use of the Secret Ingredient: Average. The entry qualifies for the Secret Ingredient and makes use of entry requirements by using Knowledge: Religion to fuel Knowledge Devotion a bit. You seemed to put all of your eggs in the leopard pounce basket. Aside from that, I don't really see any attention paid to other class features. You did finish the Secret Ingredient, but I wish you had focused more on using the class features along the way.


Originality: Poor. While I enjoyed the reflection on civilization and competition, I really wish I had seen a glimpse into who your character is. The feats selected didn't really stand out, as we already know how useful Persistent Spell can be. Human isn't costing you anything, but it's also not gaining you any points. Druid and warblade splashes were both repeated in this round of competition, and while the other classes used were unique in this round, they're frequently recommended in other charop discussions I've seen. It's kind of like seeing chocolate-covered bacon on the menu--while it might stand out from other things nearby, I know it's part of a recent fad. Because of that, this build didn't break into the Average category for me.
Power: Poor Average. Your chosen role is that of a Gish. Gishes typically come in two flavors: those who use their spells to add damage to melee strikes (Arcane Strike, Jade Phoenix Mage, Duskblade, etc.) and those who buff themselves up enough to wade into combat. You've chosen to go the second route, but lack the necessary levels in Spelldancer to make this happen. In order to modify a spell by dancing, you need to keep up your dance for 1 round per spell level adjustment, or 6 rounds in order to persist something. The problem is that Spelldancer caps the number of rounds per day you can dance at (CON MOD+Spelldancer level). For you, that's a grand total of 1 so you'll be unable to persist anything by Spelldancing. Since your spells only go up to 6th level, you're also unable to persist anything traditionally, so it's a waste of a feat highlighted as central to your build. Aside from that, you lack the buffs, BAB, or damage output to thrive as a gish. Thanks to Sheltered Vitality, you can get away with using Spelldance to persist your buffs, but only once you hit 13th level. From that point forward, you unlock some decent gish power thanks to your ability to stay buffed. You were so focused on this persistent spell buffer that you were busy meeting qualifications throughout your build and didn't find much time to do anything else. As such, you don't contribute outside your chosen role.
Elegance: Poor. Contemplative has a story-based requirement that wasn't mentioned in your build, though you qualify for all feats taken. Considering base classes and PrCs together, we're faced with an astounding 6 dips. Also, you can't used Evasion/Improved Evasion with Action Before Thought, since the maneuver replaces the Reflex save with a Concentration check. Thus, you're no longer making Reflex saves, but a skill check. Lastly, you've included Touch spells on your list of spells to Persist. While your Persisting trick has its own problems (see Power), there's also much debate over whether touch counts as a "fixed range" and thus makes touch spells a valid target for Persisting or not.
Use of the Secret Ingredient: Average. The entry qualifies for the Secret Ingredient and makes use of its feats to meet prerequisites outside the Secret Ingredient While I've got Elegance comments on it, I like what you tried to do with Evasion/Improved Evasion and Action Before Thought. I like how you wove Endurance in with the running features, but your ability to boost fast movement is weaker than presented since you can cast the spells listed but not persist them. Speaking of persisting, while Leopard's Pounce gives you the extra 3rd level spell it doesn't give back any persisting time since your persisting trick doesn't work in the first place. I like your attention to boosting Cheetah's Sprint with flight and speed-related feats, but again the inability to persist makes it weaker than presented. There are also some class features not synergized, as you said it yourself--you don't even snag the bonus domain from Fleet Runner and you call out Shot on the Run as useless. You also mention the limits of Run Like the Wind's 1/day usage. While you complete the Secret Ingredient, I wish you had spent more time trying to figure out a way to make these "useless" class features shine, as that's what this competition is really about.


Originality: Average. Knight of the Raven with the Barovian fluff was definitely a fun departure, and I like how you used Divine Crusader's fast casting to make up for the slowed progression of the Secret Ingredient. Human wasn't hurting or helping here, but your feat selection was a bit confusing. I loved the inclusion of Elusive Target, but everything else seemed to lack a bit of cohesion. What really sold it for me was your concept & backstory; you have something that is at once a heartbreaking and hopeful picture of a daughter dealing with loss. This rose head and shoulders above the whole "A loved one died so I seek revenge" fantasy trope and would have solidified your place in the top category for me...were it not for the inclusion of Ranger levels. A more original chassis would have made this a lock, but since you're one of 6 rangers Morgan remains at the top of the Average category.
Power: Excellent. You've chosen to follow the path of the Big Stupid Fighter. You maintain four iterative attacks, which is necessary for any melee character. You also have some traditional damage boosting feats, without going full-on down the ubercharger path. You'll definitely be able to hold your own in a fight. You've got some decent smattering of skills, but what I'm impressed by is your savvy domain selection for Divine Crusader. Not every fighter has shapechange…okay, pretty much none of them do, not to mention a whole bunch of "primary casters." My only problem is that without SIGNIFICANTLY boosting your CHA, you don't have it either. You get 0 9th-level spells per day, and you'd need a CHA of at least 28 to get a 9th-level bonus spell. That nitpick aside, you've got a bevy of other great spells along the way. The inclusion of Sanctified Spells was just icing on the cake.
Elegance: Excellent. The entry qualifies for all feats and classes, as well as avoiding rules interpretations that may cause friction. While the Strongheart Vest may receive some eyerolls, it is backed up and already seemed pretty clear to me--it doesn't obviate the cost of the sacrifice, but merely reduces it.
Use of the Secret Ingredient: Average. The entry qualifies for the Secret Ingredient and makes use of its feats to meet prerequisites outside the Secret Ingredient as well as keeping Knowledge (religion) maxed. I really liked how you used Fleet Runner's slow casting to boost a fast-progression PrC so you still snagged 9th-level spells. Greater Mobility partners effortlessly with Elusive Target, and the running features are combined with Endurance to maximize them. Leap Attack boosts your jumps along with your decision to take classes that provide it as a class skill. Your pouncing is highlighted by your damage boosters. As you mentioned, nothing is done with the bonus domain without DM intervention, and I would have liked to see more synergy with Dimension Door. Evasion/Improved Evasion aren't synergized at all.


Originality: Poor. While there were no other lolth-touched half-drow in this round of competition, nothing else really stood out to me. We've got plenty of rangers, as well as a couple of barbarians and druids. Your backstory could have been more fleshed out; as it stands, I get that your character is an orphaned prisoner of elves, but that's not the first time we've heard that story this round. Your feat selections didn't stand out to me either aside from the usual suggestions, so all in all this entry failed to break into Average terrain.
Power: Poor. It's hard to determine what your primary role is. You've got 4 iterative attacks, which is a good start for a combat-focused build. However, you lack any significant sources of bonus damage so while you're hitting often it's hard to contribute. There are a few things you've got smatterings of--a little Darkstalker and decent ranks in scouting skills are probably your best feature. However, you've also got some feats to boost your animal companion and Wild Shape. However, you don't have enough Wild Shape or levels in classes that grant you an animal companion to make the investment worthwhile, and you've got some casting but not enough to really contribute. If the build had focused on a few areas, we could have made a very competent scout who has some other abilities as well. As presented, though, it seems like we tried to go in a few different directions at the same time and wound up not getting very far in any of them.
Elegance: Average. The build qualifies for all feats and classes taken outside the Secret Ingredient, but things get a little funky around the template. Lolth-Touched requires you to be nongood and nonlawful and changes your aligment to chaotic evil, so to become neutral good afterward requires one heck of an alignment change. Also, you'd be abandoning your patron deity of Lolth in exchange for Ehlonna. Since the Lolth-Touched template is all about Spider Mama liking you, it doesn't seem to gel
Use of the Secret Ingredient: Poor. The entry qualifies for the Secret Ingredient, but doesn't put entry requirements to special use. The only class feature that receives any particular synergy is a quick mention of pairing Whirling Frenzy with Cheetah's Sprint to receive an extra attack; while it's not much, at least it's something. The dealbreaker here is that only eight levels of the Secret Ingredient were taken, with no explanation as to why. While completing the Secret Ingredient could have kept you on the low side of average, the fact that you chose not to (but qualified and mentioned at least something about a class feature) kept you on the high side of poor.


And here are the standings if I ruled the world:

Elle Flotte di Pied
Morgan Ravenblessed
Farandal Fierabrazalan Nal'ridelthi
Zahnik Boom Farandal Fierabrazalan
Angolon Zahnik Boom
The Zealot
Saint Smokey Angolon
Cur'Miit Kero'o Saint Smokey
Nal'ridelthi Cur'Miit Kero'o
Theon
Swiftrunner
Kelvarha Shindra Greenthorn
Shindra Greenthorn Kelvarha

Amphetryon
2014-08-30, 06:27 AM
Huzzah! Thanks for getting the scoring done, Mr. Ponies.

Darrin
2014-08-30, 07:06 AM
I know "short" PrCs (3 or 5 levels) aren't considered, but I thought over 10 might be OK?

I think 11 to 13 would still work, but the problem with True Necromancer is the entry requirements don't leave much room for anything except Cleric 3/Wizard 3. When I was tallying up the number of possible PrCs that could be used, I counted Void Disciple and Necrocarnate (13 levels) because I could see different ways to qualify for them. But after looking at True Necromancer, I capped my criteria at 13 levels. Yes, I'm sure some chefs could find a few creative ways to get into it that don't involve Cleric 3/Wizard 3, but it would still be a very small number of entries.

OMG PONIES
2014-08-30, 07:12 AM
I think 11 to 13 would still work, but the problem with True Necromancer is the entry requirements don't leave much room for anything except Cleric 3/Wizard 3. When I was tallying up the number of possible PrCs that could be used, I counted Void Disciple and Necrocarnate (13 levels) because I could see different ways to qualify for them. But after looking at True Necromancer, I capped my criteria at 13 levels. Yes, I'm sure some chefs could find a few creative ways to get into it that don't involve Cleric 3/Wizard 3, but it would still be a very small number of entries.

You're talking to a crowd that optimized Initiative of Pistis Sophia. Restrictive entry requirements don't scare us :smallcool:.

Sian
2014-08-30, 07:28 AM
disputed 10 characters

Piggy Knowles
2014-08-30, 11:03 AM
Thanks for judging, Ponies! I've read through the top 6 so far - looks to be of excellent caliber as usual. It seems like the new format didn't hold you back from offering solid, constructive feedback.

So with 7 or 8 hours to go, will this be a one-judger, or will Vaz get in a surprise judging round as well?

OMG PONIES
2014-08-30, 11:35 AM
Thanks for judging, Ponies! I've read through the top 6 so far - looks to be of excellent caliber as usual. It seems like the new format didn't hold you back from offering solid, constructive feedback.

Hey, thanks! I'm glad people take their time reading and find my opinions constructive and sound instead of sending a dispute less than an hour after I get my scores posted.


disputed

Ah, never mind. That's more like it. Out of curiosity, why post in-thread that you've submitted a dispute? Doesn't that remove the anonymity the dispute process was created to provide? Especially if yours is the only dispute--then I immediately know which build is yours and I'm forced to take it personally. Just kidding! Yeah, everyone knows we'll never just have one dispute! But I really had you going, didn't I?

Sian
2014-08-30, 11:58 AM
Ah, never mind. That's more like it. Out of curiosity, why post in-thread that you've submitted a dispute? Doesn't that remove the anonymity the dispute process was created to provide? Especially if yours is the only dispute--then I immediately know which build is yours and I'm forced to take it personally. Just kidding! Yeah, everyone knows we'll never just have one dispute! But I really had you going, didn't I?

Mainly so there is awareness that there is at least 1 dispute in the Aether, so it can't be warped out prematurely.

I highly doubt that i'm the only dispute and even if it was such, I don't think you knowing it was me would make much, if any, difference.

OMG PONIES
2014-08-30, 02:23 PM
I highly doubt that i'm the only dispute...

I'm encouraged by your faith in the soundness of my judging. :smalltongue:

Sian
2014-08-30, 02:31 PM
its not a question about faith in your ruling or not, its about a lack of faith in the ability for the cooks to shut up :smallbiggrin: (and yes, irony is noted since i'm one of those unable to shut up)

relytdan
2014-08-30, 07:16 PM
well it seems time is up and aside from a possible extension for disputes.. looking forward to the next challenge!

sideswipe
2014-08-30, 07:24 PM
come-on survivor... come-on survivor.....

The Viscount
2014-08-30, 09:08 PM
Yay for judgings! Thank you for your dedicated efforts, Mr. Ponies.


Gnome Giant-Slayer? Eunuch Warlock? True Necromancer?

Some of those are maybe a bit too powerful for the comp though.

I think Eunuch Warlock could be very interesting, but it depends entirely on which version. The original OA version is too powerful for this one I think, and would likely produce some highly similar entries. If it's using the Dragon Magazine update it's much less interesting, but still probably too strong.

Gnome Giant-Slayer is perfect, and I'm glad others seem to think so.

True Necromancer's power and length are easily solved by replacing it with the far more fitting Yathrinshee. It's nearly as restrictive to enter (you have to be a drow), and instead of 12/14 dual casting, it's only 6/10ths! Its class features are actually better though, except for the ones which are the same, even with the same capstone.

Thurbane
2014-08-30, 11:43 PM
I actually already have the bare bones of a Gnome Giant SLayer build ready, so I may be a little biased. :smalltongue:

Kuulvheysoon
2014-08-31, 11:35 AM
Torn between letting it run a bit long for an extra judge (and moving halfway across the country) but oh well. I have disputes!

Dispute:
"While it's a throwaway line that things that boost Charge damage "should arguably apply" to your trample attack, you don't back up this argument with any RAW citations. The way I'm reading it, Charging and Trampling are two different special attacks, each of which requires a separate full-round action." - OMG PONIES

Among the origins for the argument that speed should improve trample damage:

Charge's SRD definition: "Charging is a special full-round action that allows you to move up to twice your speed and attack during the action." Emphasis mine. Charge is not an attack, although it is listed under 'special attacks,' but a specific allowance of movement in combination with attack. Greater speed will create a greater 'range' on the charge AND the trample. The ability to hit more things in a round will increase average expected DPR, as a matter of statistical probability.

There's also this line from one of the Totemist's Handbooks online: "Shedu Crown: . . . If you're Base Land Speed is high enough (Dusklings...) you can do some damage with the Trample ability at the low levels." That reads to me as tying speed to trample damage, fairly explicitly, based on the handbook writer's common language understanding of how both speed and the trample attack work; it's a common language understanding I happen to share.

You rolled a 1 on spotting the cornerstone rule in my build, which is mentioned under tactics (specificly under level 15 tactics)

full quote of the last sentence of Spelldance (su)

A spelldancer can safely spelldance a number of rounds per day equal to her Constitution modifier plus her spelldancer class level. Every spell she casts with spelldancing after that causes her to make a Fortitude save (DC 10 + total rounds spent Spelldancing in the last day) to avoid taking 2 points of temporary Constitution damage and becoming fatigued (if already fatigued, the character becomes exhausted and can’t spelldance again until only fatigued).

Yes, i can only spelldance safely for 1 round a day (as you mentioned), but this is only a softcap not a hardcap as you seem to believe. I can spelldance as much as i want beyond this, as long as i'm willing to take fort saves, or as i do, cast Sheltered Vitality before starting to dance (doesn't need to be extended, much less persisted, to work for what i use it for, given that it have a 1min/cl duration) and become immune to the penalties (ability damage and fatigue, and exhaustion if it were needed, which it aren't since i never get to the point where i can become exhausted since that only trigger if i'm allready fatigued), I'm immune to failing the Fort Save, hence i can roll it just as much as i want to, failing and succeding is of no difference.

Most important part gone over, i still have a couple of issues with the rest of the jugding of the build which i felt was very unfair

Druid is often used, yes, but mainly thats due to Wildshape which i explicitly sidestep with using Deadly Hunter ACF trading it away, and calling it a splash (hence indirectly calling it out as a reason to downgrade) is quite unfair, since i'm 'merely' Prestiging out of it asap, starting with Human Paragon.

BAB and damage output is sorted via Heretic of the Faith (changing my domain into Competition, which have Divine Power on it) and simply boosting my ability scores high enough to become a strong melee combatant.

As for if touch spells can be persisted, well i'll point towards that the Persistent Spell Feat (missourced in my sources but eh, its so known that it hardly would have been a pain to find it) have been changed from explicitly banning touch spells from working (in Forgotten Realms Campaign Setting from June 2001) to not mentioning it in Tome of Blood (July 2001), Complete Arcane (November 2004) and Players Guide to Faerun (March 2004), and since the explicit banning have been removed from the reprinting of the feat, i'm going from the expectation that its not explicitly banned.

I point blank admit that Shot of the Run aren't used in the build (since it doesn't really fit with the rest) and the mere mentioning that Run of the Wild is limited to 1/day, and this is reason of a certain downgrading in UoSI? ... Que? would you rather have i didn't mention it in the hopes that you didn't notice that those things weren't used/had issues?

Given the issues I request a complete rejudgment.

Simple Dispute for Ponies

Fleet of Foot is a feat in Complete Warrior that has no Racial requirement, Only Dex 15 and Run, therefore Nal'ridelthi qualifies for it.

Darrin
2014-08-31, 02:48 PM
Any word from Vaz? I think he was the only prospective judge that mentioned a possibility of having scores.

With only one judge, I don't feel we really have enough data to ascertain if the "experiment" is viable. In fact, there's been very little discussion about the builds, although most of that is probably dispute-driven, and we didn't have anything to argue about until recently. (Actually, I'm disappointed there weren't more judges, as I thought the change in judging was at least partly designed to make things easier on the judges. This doesn't appear to be the case so far.)

Oh, and I keep forgetting:

My Honorable Mention goes to Cur'Miit.

dysprosium
2014-08-31, 08:45 PM
Thank you for judging Ponies. You were able to give your usual thorough commentary even with the new judging system.

We all know the real reason why a new judging was set up. Just no one is saying it. It all has to do with a certain troll . . . Did you think there would be white text here where I would go into more detail?

But yes, with only one judge reporting it is hard to tell whether or not the new system "works" or not. Does that mean it will be continued for the next round? I imagine it would.

I know part of the theory was that the judging supposed to be easier. I cannot say it would be easier for me though. As I am a creature of habit I will admit that I would not change my judging style (and I would probably even give my number score too).

My point here is that all of us who would judge are all creatures of habit and until the new system becomes the norm, if it does, we would have to figure out how to do it normally. Does any of that make sense?

And Cur'Miit is my choice for honorable mention as well.

OMG PONIES
2014-08-31, 09:31 PM
I have disputes!

Don't you always? :smalltongue: Time for my responses.

Farandal

Re charging/trample: I wasn't arguing that increasing your speed wouldn't help both your charges and tramples. I was arguing that things that boost charge damage (like your Rend routine) don't necessarily boost Trample Damage and vice versa, though you state that they should. Your interpretation that charging is not an attack is tenuous for the reason you present; it's listed under special attacks. Commentary stands.

Shindra Greenthorn

You can't critically fail a skill check, so rolling a 1 on my Spot check doesn't matter as much as my overall result.
Re: Spelldancer, it looks like my overall result on that Spot check still wasn't enough to beat the DC. My mistake, I misread the cap on spelldancer levels. As such, combining spelldance with Sheltered Vitality does allow you to dance limitlessly (and it's a rather nice trick), so you gain back some credit when it comes to Power. I've raised your Power ranking to Average. This moves you from 13th place to 12th.
Re: druid levels, the class was deducted in Originality not for your reason for using it, but because it showed up a few times this round. There was a deduction in Elegance not just for splashing Druid, but all the other things you dipped along the way.
Re: Divine Power, your power ranking has already been updated based on the fact that you CAN persist this and other buffs.
Re: persisting touch spells, I'm not going to have the argument here about whether or not touch spells can be persisted. It's been had already multiple times on multiple forums, and that itself was the reason for the comment.
Re: Fleet Runner class features, I wasn't asking you not to mention the class features you didn't synergize; instead, I was hoping that you would have sunergized more of the class features afforded by this round's ingredient.
Re: your request for a complete rejudgement, that isn't the way this works. I've reviewed your specific comments and responded accordingly.

Nal'ridelthi

Re: Fleet of Foot, thanks for pointing out the updated sourcing. That takes your Elegance score from Poor to Excellent, which rises your ranking from 9th place to 3rd place.

For everyone wondering how a simple feat qualification can jump a build 6 places in my rankings, allow me to provide a glimpse behind the curtain. After assigning scores, I created a simple point system where each Poor ranking receives 0 points, each Average ranking receives 1, and each Excellent ranking receives 2. Changing Nal'ridelthi's Elegance to Excellent brought his total up to 5 points, which was the third-highest in this round of competition.


With only one judge, I don't feel we really have enough data to ascertain if the "experiment" is viable. In fact, there's been very little discussion about the builds, although most of that is probably dispute-driven, and we didn't have anything to argue about until recently. (Actually, I'm disappointed there weren't more judges, as I thought the change in judging was at least partly designed to make things easier on the judges. This doesn't appear to be the case so far.)

Yeah, I don't think my input alone will tell us whether or not the new way works. I will say, though, that each individual build took less time to judge using my new rubric than it did under my old rubric.

On an unrelated note, I've tagged in for Kazudo to chair Junkyard Wars Episode VI! (http://www.giantitp.com/forums/showthread.php?369604-Junkyard-Wars-in-the-Playground-VI-Wonderworker-Profession-Skill-Factotum) Come take a look and see if you want to participate in our special Labor Day Edition!

Kuulvheysoon
2014-09-01, 11:54 AM
Yeah, I don't think my input alone will tell us whether or not the new way works. I will say, though, that each individual build took less time to judge using my new rubric than it did under my old rubric.

Well then, people, what do we want? In the end, this is our competition, not mine. Do we want the next round to be point-based or opinion-based? I'll give you guys about 24 hours before I call this one off and announce the next ingredient. Fair?

DeAnno
2014-09-01, 12:21 PM
Well then, people, what do we want? In the end, this is our competition, not mine. Do we want the next round to be point-based or opinion-based? I'll give you guys about 24 hours before I call this one off and announce the next ingredient. Fair?

I think the principal reasons for this system being attempted were

#1a) To make judging a less onerous prospect
#1b) To therefore attract more judges more consistently
#2) To sharply reduce the number of subjective disputes

1a has questionably succeeded, though we have only one data point. 1b has unquestionably failed. 2 has also questionably succeeded, though it is difficult to tell due to different judges and different judge timing.

I think it's telling that OMG's system ended up being about adding up points anyway though, despite the first post's assertion that it not be required; it's simply the way most people default to doing things. I'm not sure how he resolved point-ties, but the coarseness of the points themselves bothers me a lot. I think if we go with this again, a "hybrid" system with the same rules as this time, but categories of Excellent, Good, Average, Poor, and Fail might be the best of both worlds. It allows for things to be a bit more fine if judges decide to just add up points, and also gives judges latitude to do something other than simply adding points if they feel it is appropriate.

Also, I really dislike having only one judge, or even two. I would be completely open to the chair judging in situations where there were two judges or less in the future (contingent on the chair having time to do so, of course.)

WhamBamSam
2014-09-01, 02:49 PM
I do feel a little guilty about not really making an attempt to judge. I sort of feel like were I to try judging by the opinion system I'd still have to write about as much and take about as long as normal, and I wouldn't have the same confidence in the results without the numbers.

I'd say call this round and go back to the point system. To cut down on disputes I'd like to once again air the idea of having a set period of one or two days' worth of "dispute time" at the end of the judging. That'd make it clear who really has a shot at cracking the top three, and would give people a chance to cool off a bit before sending stuff in. I know I've been guilty of rushing to dispute things in the immediate aftermath of my work being criticized, and I've been more reasonable about it when I've taken a break from the internet then come back to dispute later.

Sian
2014-09-01, 03:30 PM
I lean heavily towards argeeing with WhamBam.

Making it a sliding scale with Exellent-Good-Average-Poor-Fail as DeAnno suggests, is back to the point system in all but name (and with the subsequent confusion about what means what, since its still pseudo hidden).

Much better IMHO (together with a dedicated dispute period at the end of it with no disputes beforehand) would be to crack down on overly pedandic judging (Tim being the most noted judge doing that, but most do it to a certain degree) with teeny weeny tiny point differences that invite disputing, if something deserves a +.017 points or not

relytdan
2014-09-01, 06:27 PM
my 2 cents worth
judging is and always will be subjective to the one whom is judging as to how they see an entry in the SI at the time and score points or words around that factor. Speaking just for myself I prefer the point based system as long as each judge uses the same system for all entries consistently.

OMG PONIES
2014-09-01, 07:57 PM
I think it's telling that OMG's system ended up being about adding up points anyway though, despite the first post's assertion that it not be required; it's simply the way most people default to doing things. I'm not sure how he resolved point-ties...

Any ties in "overall score" were broken by consulting which build had a higher Use of the Secret Ingredient score, since that's what this competition is all about. Failing that, Originality was consulted as the tiebreaker. We didn't have any builds go farther than that in ties, but if we did the tiebreakers would then be decided by Power and, finally, assuming a tie in all other categories, Elegance. If two builds tied all the way down, then I'd just make a judgement call.


I do feel a little guilty about not really making an attempt to judge. I sort of feel like were I to try judging by the opinion system I'd still have to write about as much and take about as long as normal, and I wouldn't have the same confidence in the results without the numbers.

Yeah, I definitely felt a little bit of this. I would up worrying that my scores would be more heavily disputed this round. So far, it actually looks like the disputes are down, though.


Much better IMHO (together with a dedicated dispute period at the end of it with no disputes beforehand) would be to crack down on overly pedandic judging (Tim being the most noted judge doing that, but most do it to a certain degree) with teeny weeny tiny point differences that invite disputing, if something deserves a +.017 points or not

Not to be pedantic, but you've spelled the word "pedantic" wrong :smalltongue:. Please, let's refrain from calling out any individual judges. Also, I find it interesting that small point differences invite disputing from your perspective. The way I look at it, I'm way more likely to dispute something that's worth a full point rather than something that's worth a small fraction. Your mileage may vary, though.

My 2 cp is that we engage in what's been done before with proven results--the Chairperson receives all disputed items and "screens" them, if you will. They lay out a few bullet points about what does or doesn't make a valid dispute at the beginning of the round, then post only what they consider to be valid disputes.

Amphetryon
2014-09-01, 08:06 PM
It's been said before, but I'm in favor of restricting disputes to two things: 1) Your build is in medal contention, or 2) the judge made a factual error (deducted for not qualifying for Power Attack when you listed a 14 STR, or something).

Thurbane
2014-09-01, 08:25 PM
It's been said before, but I'm in favor of restricting disputes to two things: 1) Your build is in medal contention, or 2) the judge made a factual error (deducted for not qualifying for Power Attack when you listed a 14 STR, or something).

I tend to agree. While most contestants are pretty reasonable with their disputes, historically some are just needless nitpicking about a judge's personal opinion, and they often refuse to let it drop.

Venger
2014-09-01, 11:58 PM
I agree with the crowd. we should definitely go back to the points system for next round.

what're people hoping to cook? I've got my eye on slime lord.

The Viscount
2014-09-02, 12:01 AM
I'm partial to the points system.

I agree that there should be some sort of limits on disputes. The above seems a good idea, and/or a straight up limit on disputes per judge so we don't have the back and forth that tends to bog things down. I also agree with Sam that a window for disputes sounds a good idea.

Honestly I kind of want to do Yathrinshee now, but on the other hand I really don't.

DeAnno
2014-09-02, 12:21 AM
I think its a little iffy to make restrictions on disputes based on "medal contention"; as we saw this round a single dispute can jump a build from 9th to 3rd (though I think that may have had more to do with the scoring granularity issues than anything.)

AvatarVecna
2014-09-02, 05:23 AM
The points system was better. Opinions can be endlessly debated; numbers can't. The two main points of contention under the points system was judges being inconsistent (which can be checked and fixed) and judge's opinions being weighted in a particular builds favor (which can be endlessly debated). Seeing this, we switched from a point system with room for opinions (partially debatable, partially not)to an entirely opinion-based system (entirely, endlessly debatable).

From what it looks like, this didn't solve much, and TBH I'm not sure what it was expected to solve.

Troacctid
2014-09-02, 05:34 AM
A three-point scale like we had this round is definitely not enough granularity. But the straight numerical scores often went to decimals, making them effectively twenty points or more, which is too much granularity. What we need is something in between.

OMG PONIES
2014-09-02, 05:42 AM
I think its a little iffy to make restrictions on disputes based on "medal contention"; as we saw this round a single dispute can jump a build from 9th to 3rd (though I think that may have had more to do with the scoring granularity issues than anything.)

This was the first time in all our rounds a single dispute changed a score so much, and it was largely due to the new system.


From what it looks like, this didn't solve much, and TBH I'm not sure what it was expected to solve.

It was intended to solve the overabundance of disputes we've had in recent rounds. Since we only had 3 disputes, some may call it a success, but it's hardly enough data to know for sure.

Thurbane
2014-09-02, 05:55 AM
I know I'm pretty late to jump on the bandwagon, but I think the traditional scoring system was far superior than the new one. The only thing I might suggest is not allowing fractions in the numeric scoring.

IMHO, things can be defined on a scale of 1,2,3,4, & 5 without needing one (or two!) decimal places to emphasize a point. If you need that much detail, it might was well just be a percentile system.

(P.S. Yes, I know even with whole numbers, averages etc. will have decimal places in them).

Sian
2014-09-02, 07:30 AM
which is also what i (prehaps somewhat unelegantly) mentioned ... the changing granuarity in recent times ranging between 1 to 5, prehaps with .5 and .25 increments, to where its down towards .1 or .05 increments, is probably one of several core issues which have merged together into a perfect storm recently.

dysprosium
2014-09-02, 09:20 AM
One judge in the new scoring system is not really enough data to decide if it was a success or not. But only three posted disputes was a welcome change. The theory was that since the judging was supposed to be easier there would be more judges. Blame the summer weather? (That's what I did with the lackluster showing for the latest round of Zinc Saucier . . .)

I never had a problem with the points system even with having number scores go in quarters (0.25, 0.50, 0.75) to help pinpoint the scores. I do this in my own judging. Only one judge in recent memory abused the judging system as much as that one did with scores in the thousandths citing a ridiculously unnecessarily overcomplicated system applied haphazardly which was too rigid to accept or handle change.

My commentary on the things I've seen in this thread lately.

With the one build this round going from 9th to 3rd: In Ponies' old rubric it would have been a 1 point swing (-0.5 for not qualifying for feat to +0.5 no Elegance issues). Would that build have jumped up that many places? Don't know, hard to tell without looking at it the "old" way. But again this new system with only one judge and only 13 builds, there isn't enough data to tell.
Dispute Window: This seems like a good idea. Potentially one would have to wait until multiple judges score and then can decide whether or not to weigh in. A potential issue could be availability for entrants to get disputes in that window. That could be alleviated with the Chairman collecting them and posting them all at once at the predetermined time. (Which is not unlike what happens now.)
When to dispute?: I like the idea of only disputing for factual errors and medal contention. This can be combined with the point above. Contestants and judges are not going to see eye to eye on certain things and what may fly at one table would never even be considered at another. Some judges are just not going to like certain builds. It is really that plain and simple. An example from recent rounds: the worship of Elder Evils (to get the extra vile feats) along with worshipping Demon Lords. I hate this. To me it is inelegant and warrants a deduction. Even when presented with a WotC example provided by WhamBamSam, I would not change my opinion on it. I would keep the Elegance penalty in my own judging--even if citing RAW, citing WotC designers, or citing the Space Pope's official stance on it.
Chairman (additional) Duties:
A) I like the idea of the Chairman judging, especially when only one other judge posts. Kuulvheysoon has judged plenty of Zinc Saucier rounds in the past. Of course that would depend on his personal schedule. Though it does go against the idea of the Japanese version of Iron Chef where the Chairman sits on his throne, enjoys fine cuisine, and is the only one on the show to not be dubbed.
B) I also like the idea of the Chairman screening the disputes, to take out the personal attacks (or anything that could be construed as a personal attack) and to post only the pertinent parts of the disputes. This would also take away any fears of those who worry about "in character" disputes getting more attention and/or points because of the creativity. Problems from this is that it puts more responsibility on the Chairman and we the viewers miss out on entertaining "in character" disputes. Though how many in character disputes have there been over all this time? Four or five tops?

Amphetryon
2014-09-02, 09:42 AM
My issue with the Chairman judging is that it runs counter to this competition's ideal of anonymity of the contestants preventing the appearance of bias toward/against particular competitors. While regular competitors and readers may have a rough sense of who built which entry, the Chairman would need no such guesswork. This either obviates the notion of anonymity in the competition, or creates the very real possibility that competitors will take the Chairman's scores a good deal more personally than they would if they believed they were being scored anonymously.

dysprosium
2014-09-02, 09:53 AM
My issue with the Chairman judging is that it runs counter to this competition's ideal of anonymity of the contestants preventing the appearance of bias toward/against particular competitors. While regular competitors and readers may have a rough sense of who built which entry, the Chairman would need no such guesswork. This either obviates the notion of anonymity in the competition, or creates the very real possibility that competitors will take the Chairman's scores a good deal more personally than they would if they believed they were being scored anonymously.

Yours is a good point about the potential for personalization. I didn't consider that in my post. :smallfrown:

Piggy Knowles
2014-09-02, 09:58 AM
What about a formalized dispute template? I'm just going off the cuff here, but something like:


1. Disputed Issue (please cite the judge's comment that you are disputing):

2. Dispute Type ( please select one):

Rules concern
Consistency


3. Dispute (please be brief):

4. Relevant citations:

Something like that. Keeps things from getting heated or personal (hopefully), and forces disputes to remain focused and relevant.

KrimsonNekros
2014-09-02, 03:17 PM
I'm with Piggy Knowles. I think that combined with a restricted gradient to half points for judging should work.

AvatarVecna
2014-09-02, 03:23 PM
What about a formalized dispute template? I'm just going off the cuff here, but something like:



Something like that. Keeps things from getting heated or personal (hopefully), and forces disputes to remain focused and relevant.

I'm with Piggy Knowles on this one; the template is a great idea. I think keeping a points system with .25 steps per category would be best: smaller than that, and there's too much variation; bigger, and there's too little.

OMG PONIES
2014-09-03, 05:50 AM
which is also what i (prehaps somewhat unelegantly) mentioned ... the changing granuarity in recent times ranging between 1 to 5, prehaps with .5 and .25 increments, to where its down towards .1 or .05 increments, is probably one of several core issues which have merged together into a perfect storm recently.

The small gap between scores actually began in Round III, and hasn't really changed drastically since. In that round, Iamyourking (http://www.giantitp.com/forums/showsinglepost.php?p=8342154&postcount=116) was the first to use quarter-point increments. Tenth-point increments were introduced by Rizban (http://www.giantitp.com/forums/showsinglepost.php?p=12570030&postcount=257) in Round XXVIII, while twentieth-point increments showed up the next round in Jeriah (http://www.giantitp.com/forums/showsinglepost.php?p=12744418&postcount=331)'s scoring. While you're right that two-hundredth point increments didn't show up until Round LIII with Kesnit (http://www.giantitp.com/forums/showsinglepost.php?p=16909263&postcount=254)'s scores, I don't see much of a correlation between small point increments and increased disputes.


One judge in the new scoring system is not really enough data to decide if it was a success or not. But only three posted disputes was a welcome change. The theory was that since the judging was supposed to be easier there would be more judges. Blame the summer weather? (That's what I did with the lackluster showing for the latest round of Zinc Saucier . . .)

I agree! While I'm not ready to trumpet the arrival of the Ultimate Judging System, it provided much more freedom in judging. I say we try it again. Some judges like myself will go with a point system of sorts anyway, but it leaves the freedom to others who want to rank the builds based on something else. For someone who loves Originality, they'd be free to give Saint Smokey the gold. Someone who digs devotion to a theme could give it to Swiftrunner, whose rabbit theme I really loved. Or if a judge prefers builds that take risks to try something new, they could award the top spot to Zahnik Boom. I loved his attempt to break the sound barrier by RAW. The new system gives us the power to focus on the builds presented as we'd like; that's fun. Right now, we're doing a lot of wringing our hands over the system itself...that's not fun.


I never had a problem with the points system even with having number scores go in quarters (0.25, 0.50, 0.75) to help pinpoint the scores. I do this in my own judging. Only one judge in recent memory abused the judging system as much as that one did with scores in the thousandths citing a ridiculously unnecessarily overcomplicated system applied haphazardly which was too rigid to accept or handle change.

Even in blue text, can we please avoid calling out particular individuals? It creates negativity where my opinion is that we don't need anymore.


With the one build this round going from 9th to 3rd: In Ponies' old rubric it would have been a 1 point swing (-0.5 for not qualifying for feat to +0.5 no Elegance issues). Would that build have jumped up that many places? Don't know, hard to tell without looking at it the "old" way. But again this new system with only one judge and only 13 builds, there isn't enough data to tell.

Agreed, seeing that much of a swing surprised me. However, I think that's based entirely on how I chose to rank the builds and not that much on the new system.


Dispute Window: This seems like a good idea. Potentially one would have to wait until multiple judges score and then can decide whether or not to weigh in. A potential issue could be availability for entrants to get disputes in that window. That could be alleviated with the Chairman collecting them and posting them all at once at the predetermined time. (Which is not unlike what happens now.)

What if there's only one judge, but there are missed rules, etc. (much like what I missed on Shindra's use of Spelldancer or Nal'ridelthi's feat qualification this round)?


When to dispute?: I like the idea of only disputing for factual errors and medal contention. This can be combined with the point above. Contestants and judges are not going to see eye to eye on certain things and what may fly at one table would never even be considered at another. Some judges are just not going to like certain builds. It is really that plain and simple. An example from recent rounds: the worship of Elder Evils (to get the extra vile feats) along with worshipping Demon Lords. I hate this. To me it is inelegant and warrants a deduction. Even when presented with a WotC example provided by WhamBamSam, I would not change my opinion on it. I would keep the Elegance penalty in my own judging--even if citing RAW, citing WotC designers, or citing the Space Pope's official stance on it.

Hey, let's not bring real-world Space Religion into this! :smalltongue: But I agree--having a standard on what is or isn't a valid dispute would definitely help.

Thurbane
2014-09-03, 06:36 AM
Maybe a stupid suggestion, but since The 1 to 5 scale can and will include 0.25 increments, wouldn't it be more straightforward to change it to a 1 to 20 scale, and leave off the decimal points?

Maybe it's just me, but there's something I find really off putting about scores like 3.75/5 :smallredface:

Amphetryon
2014-09-03, 07:00 AM
Maybe a stupid suggestion, but since The 1 to 5 scale can and will include 0.25 increments, wouldn't it be more straightforward to change it to a 1 to 20 scale, and leave off the decimal points?

Maybe it's just me, but there's something I find really off putting about scores like 3.75/5 :smallredface:

But, we're 3.5 players! We're not accustomed to dealing with scales based around a 20!

AvatarVecna
2014-09-03, 07:30 AM
Maybe a stupid suggestion, but since The 1 to 5 scale can and will include 0.25 increments, wouldn't it be more straightforward to change it to a 1 to 20 scale, and leave off the decimal points?

Maybe it's just me, but there's something I find really off putting about scores like 3.75/5 :smallredface:

Sarcasm aside, this is a good idea. Hell, if we got meta about it, we could say that our online personas (our "characters", if you will) had to make a Craft (3.5 Character) check, and each categories score was our d20 result.

Kesnit
2014-09-03, 09:15 AM
While you're right that two-hundredth point increments didn't show up until Round LIII with Kesnit (http://www.giantitp.com/forums/showsinglepost.php?p=16909263&postcount=254)'s scores, I don't see much of a correlation between small point increments and increased disputes.

I judge on 0.5-point increments. Averages go to 3-decimal places, but that's only averages, once the overall score is calculated.

dysprosium
2014-09-03, 09:58 AM
I agree! While I'm not ready to trumpet the arrival of the Ultimate Judging System, it provided much more freedom in judging. I say we try it again. Some judges like myself will go with a point system of sorts anyway, but it leaves the freedom to others who want to rank the builds based on something else. For someone who loves Originality, they'd be free to give Saint Smokey the gold. Someone who digs devotion to a theme could give it to Swiftrunner, whose rabbit theme I really loved. Or if a judge prefers builds that take risks to try something new, they could award the top spot to Zahnik Boom. I loved his attempt to break the sound barrier by RAW. The new system gives us the power to focus on the builds presented as we'd like; that's fun. Right now, we're doing a lot of wringing our hands over the system itself...that's not fun.

We have to wring our hands on the system because there have been builds that are actually against the rules--missed feat requirements, missed prestige class requirements, etc. I know I've been guilty of these things myself. We can't award a build that is wrong (that is a terrible word for it but I think you get the picture).


Even in blue text, can we please avoid calling out particular individuals? It creates negativity where my opinion is that we don't need anymore.

I didn't name names, or is it just that we all know who I was talking about?

Sometimes the world is too politically correct and it gives certain individuals the opportunity to behave poorly because asking them to stop would be some kind of -ism. (And that is all I'll say on that.)


Agreed, seeing that much of a swing surprised me. However, I think that's based entirely on how I chose to rank the builds and not that much on the new system.

I was just trying to compare this round's scores to previous rounds. Of course it is more like comparing apples and oranges since these systems are quite different.


What if there's only one judge, but there are missed rules, etc. (much like what I missed on Shindra's use of Spelldancer or Nal'ridelthi's feat qualification this round)?

You have a point but the dispute would still be heard even if it is presented in a window. We never know how many judges are going to judge in a round. Real life happens that those who say that they can might have things happen. The reverse could also be true when someone who thought they would have no time find that there is time to judge.


Hey, let's not bring real-world Space Religion into this! :smalltongue: But I agree--having a standard on what is or isn't a valid dispute would definitely help.

I think that is what a lot of us have been clamoring for. We've seen this competition evolve over the past x years. I would like to say that it has been for the better over all. Formalizing a dispute process seems to be the next evolutionary step. Maybe? I don't know anymore. I just like building characters. A lot.

Amphetryon
2014-09-03, 10:08 AM
Agreed, seeing that much of a swing surprised me. However, I think that's based entirely on how I chose to rank the builds and not that much on the new system.It may help to provide perspective by recalling that various entries have gone up by roughly the same number of places in the past, once either disputes were weighed or additional judges weighed in. I know in the past several of my entries have been horribly 'swingy' from judge to judge, based on how particular bits were interpreted.