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Heliomance
2014-12-07, 06:02 AM
Welcome, contestants, judges, and guests to Iron Chef LXIV. 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: The "special ingredient" can be drawn from any legal source. Originally, the plan was to mostly use Core and Completes, but that was 60 threads ago, and we've started running out of interesting classes to use if we restrict ourselves to those.

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 09:59 GMT on Sunday, December 21st, 2014 to create their builds and PM them to the Chairman, Heliomance. Builds will then be posted simultaneously, to avoid copying. Judges will have until 09:59 GMT on Sunday, January 4th, 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 1 (very poor) to 5 (exemplary) in each area: Originality, Power, Elegance, Use of Secret Ingredient.

Power level is up to you. Cheese is acceptable, but should be kept to a sane level unless you're showcasing a new TO build you've discovered. In the words of one of my predecessors, a little cheddar can be nice, but avoid the mature Gruyere unless you're making a cheese fondue.
Elegance could bear a little elaboration. It basically measures how skillfully you put your build together, and whether you sacrificed flavor for power. We're cooking here - if your dish doesn't taste good, it doesn't matter how well-presented it is. Use of flaws is 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!

Happy Christmas everyone! You're finally getting what you want! This month's Secret Ingredient is:
Player's Guide to Faerun's Slime Lord!
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. If there are no votes, Honourable Mention will go to the chairwoman's favourite build.

Allez, optimiser!

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)
Iron Chef LIX: Fleet Runner of Ehlonna (http://www.giantitp.com/forums/showthread.php?364667-Iron-Chef-Optimization-Challenge-in-the-Playground-LIX)
Iron Chef LX: Lasher (http://www.giantitp.com/forums/showthread.php?371835-Iron-Chef-Optimisation-Challenge-in-the-Playground-LX)
Iron Chef LX(II): Acolyte of the Ego (http://www.giantitp.com/forums/showthread.php?372145-Iron-Chef-Optimization-Challenge-in-the-Playground-LX)
Iron Chef LXII: Dungeon Lord (http://www.giantitp.com/forums/showthread.php?376810-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXII)
Iron Cheff LXIII: WItchborn Binder (http://www.giantitp.com/forums/showthread.php?382632-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXIII)

Heliomance
2014-12-07, 06:04 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 Heliomance 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.

Creatures and templates with no listed LA are playable, right? No. No listed LA is equivalent to LA: -. It is not suitable for PCs. If you use it, expect judges to look extremely disfavourably on it.

AvatarVecna
2014-12-07, 06:12 AM
Oh wow. I have a funny feeling that there's going to be at least a few builds submitted early.

OMG PONIES
2014-12-07, 08:03 AM
The holidays come early for a lot of chefs this round.

Michael7123
2014-12-07, 08:53 AM
I'm fairly new to this, and I just have a small question. Does 32 point buy mean you start off with 32 points, then allocate them in whatever statistics you want? I'm pretty sure this is a noob question, but I have to start somewhere, right?

Amphetryon
2014-12-07, 08:58 AM
It's finals week, followed by prepping to travel cross-country, but I'll try to compete.

@Michael7123: Yes, 32 point buy, as described on page 169 of the DMG.

Fax Celestis
2014-12-07, 09:08 AM
Oh lol, slime lord. I have ideas for this one.

Biotroll
2014-12-07, 09:36 AM
I really should visit forums more often. I totaly missed last round. Also, thanks to Darrin for judging in LXII, it feels good to get medal, especialy when the build was rushed and my only book at hand was Savage Species (which should explain why I picked Survivor as PrC >.>).

People wanted slime lord for some time, so I'm going to sit back and watch. Good luck everyone.

Zaq
2014-12-07, 11:52 AM
Interesting class. It seems to be rather [REDACTED], but even that might be a benefit rather than a hindrance. Several obvious points of entry, but not so many obvious places to go afterwards.

Question: I assume it's a standard action to turn on Charming Gaze, right? That's the default for (Su) abilities with no listed activation time, but I figure it's worth making sure. Also, does the level 8 ability make you unable to use the level 5 ability?

I'm starting a new job tomorrow, so I'm not going to be surprised if I'm too tired to cook this round, but stranger things have happened.

Zipding
2014-12-07, 11:58 AM
I will try to compete this round, hopefully I will have more luck than last round.

Extra Anchovies
2014-12-07, 12:11 PM
Just pointing this out: the OP's link to the Justiciar thread directs to a non-thread, and the link to the Hand of the Winged Masters thread directs to the Justiciar thread. I haven't checked the other links.

WhamBamSam
2014-12-07, 12:12 PM
The holidays come early for a lot of chefs this round.♫Joy to the world♫

I'll be getting my two entries in for this one. I've just got to decide which two builds I want to use (several have been banging around in my head for a while) and maybe hammer out a few kinks.

Deadasadoor
2014-12-07, 12:40 PM
Slime time! Knowing that this has been a long-requested ingredient, I've looked at it before. Looks like lots of other chefs have had a lot of time to mull it over though. It'll be a tough competition.

Extra Anchovies
2014-12-07, 01:01 PM
This may not be the right place to put this, but you guys should totally do Risen Martyr sometime.

Venger
2014-12-07, 01:34 PM
I'm fairly new to this, and I just have a small question. Does 32 point buy mean you start off with 32 points, then allocate them in whatever statistics you want? I'm pretty sure this is a noob question, but I have to start somewhere, right?

If you're asking if your str/dex/con/int/wis/cha should all add up to 32, the answer is no. Amph mentioned where you can find a point buy calculator


This may not be the right place to put this, but you guys should totally do Risen Martyr sometime.

Someone's getting coal in his stocking.

I'm down to cook. I've been wanting this ingredient for.. awhile. Merry Christmas to me.

Vaz
2014-12-07, 01:36 PM
Yeh I'm gonna give this round a miss.

#banter

Inevitability
2014-12-07, 02:06 PM
About slime they did an Iron Chef about this class, isn't it? :smallwink:

No, seriously, I've got some good ideas for this. I may join in.

Okay, okay, I'll go already. I'll just check out some random goodies I may use in this competition.

Venger
2014-12-07, 02:13 PM
Chair, can we get a clarification on the "paralytic slime" ability, please?


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

The first sentence implies that only your pseudopods secrete the paralytic slime. However, the second sentence says "natural attack," implying that any natural attack you may have from other sources, such as a bite or claw will also paralyze your enemies.

Can we get a ruling?

The Viscount
2014-12-07, 02:15 PM
Oh yes. I'm totally in for this one, though I have a feeling I'm not as prepared as some chefs. I'm writing my backstory about questionable Christmas pudding.

Extra Anchovies
2014-12-07, 02:22 PM
Someone's getting coal in his stocking.

But that just means I can start more fires... :smallbiggrin:

Honestly though, I think it would be interesting to see what the playground can do with a build that includes as much Risen Martyr as possible (i.e. nine levels).

Venger
2014-12-07, 02:39 PM
Oh yes. I'm totally in for this one, though I have a feeling I'm not as prepared as some chefs. I'm writing my backstory about questionable Christmas pudding.

If any of the dishes are named Jack Horner, I'll know whose it is

Heliomance
2014-12-07, 04:38 PM
Chair, can we get a clarification on the "paralytic slime" ability, please?



The first sentence implies that only your pseudopods secrete the paralytic slime. However, the second sentence says "natural attack," implying that any natural attack you may have from other sources, such as a bite or claw will also paralyze your enemies.

Can we get a ruling?

From that wording, I'm going to say all natural attacks.

Venger
2014-12-07, 04:39 PM
From that wording, I'm going to say all natural attacks.

Great. Thanks.

The Viscount
2014-12-07, 06:19 PM
A question about pseudopods: The text simply says 1 as a standard, two as a full-round. Can we assume that they work like any natural attack, that is, they can be added on to a full-round attack routine?

dysprosium
2014-12-07, 07:38 PM
After all this time with many many requests, it is finally fulfilled.

I think this will be the highest number of chefs/builds this round.

I should be able to participate one way or the other.

Amphetryon
2014-12-07, 08:30 PM
*Looks frantically for Slime Lord in HeroForge Anew*

KrimsonNekros
2014-12-07, 08:31 PM
Quick someone get a hold of Tim! It's finally happening!

A_S
2014-12-08, 05:08 AM
This may not be the right place to put this, but you guys should totally do Risen Martyr sometime.
I'm carrying a torch for Master Transmogrifist.

Heliomance
2014-12-08, 05:16 AM
*Looks frantically for Slime Lord in HeroForge Anew*

Moved to the top of my worklist, expect to see it within a day or two.

Darrin
2014-12-08, 07:13 AM
A question about pseudopods: The text simply says 1 as a standard, two as a full-round. Can we assume that they work like any natural attack, that is, they can be added on to a full-round attack routine?

Yes, all primary natural weapons can become secondary attacks by RAW. MM page 312, under Natural Weapons:

"When a creature has more than one natural weapon, one of them (or sometimes a pair or set of them) is the primary weapon. All the creature’s remaining natural weapons are secondary."
(emphasis added)

Also, MM page 311, under Manufactured Weapons:

"Some creatures combine attacks with natural and manufactured weapons when they make a full attack. When they do so, the manufactured weapon attack is considered the primary attack unless the creature’s description indicates otherwise (using the manufactured weapon consumes most of the creature’s attention), and any natural weapons the creature also uses are considered secondary natural attacks."

So, if your primary weapon changes, any and all of your remaining natural weapons can become secondary attacks, unless you have some rules text somewhere that explicitly forbids a natural attack from becoming a secondary attack (such as with the claws of the beast power).

TheG
2014-12-08, 11:32 AM
I sign in!

Extra Anchovies
2014-12-08, 03:32 PM
I'm carrying a torch for Master Transmogrifist.

I'm surprised that one hasn't been done yet. It's a fun-as-heck PrC. But then, Polymorph optimization is hardly a challenge (other than scouring the monster manuals). That competition could still be great if participants had to limit themselves to using only the favored shapes, though.

Amphetryon
2014-12-08, 03:54 PM
I'm surprised that one hasn't been done yet. It's a fun-as-heck PrC. But then, Polymorph optimization is hardly a challenge (other than scouring the monster manuals). That competition could still be great if participants had to limit themselves to using only the favored shapes, though.

I suspect the fact that Master Transmogrifist was deemed too cheesy for the old Test of Spite competition here at GitP may have at least partially informed its continued absence from this particular competition, which is theoretically about lower-powered (or otherwise difficult to work with) options being highlighted.

Yes, I am aware that Cancer Mage serves as an interesting counterpoint to the above.

Vaz
2014-12-08, 06:09 PM
The vizzini aspect and the judges are other counterpoints as well to undue cheese

And if someones does chance it, it is no more cheese than others have attempted in the past.

Heliomance
2014-12-08, 06:12 PM
I suspect the fact that Master Transmogrifist was deemed too cheesy for the old Test of Spite competition here at GitP may have at least partially informed its continued absence from this particular competition, which is theoretically about lower-powered (or otherwise difficult to work with) options being highlighted.

Yes, I am aware that Cancer Mage serves as an interesting counterpoint to the above.

Cancer Mage is pretty meh aside from Festering Anger abuse, which would have scored hefty penalties in both originality and elegance.

Amphetryon
2014-12-08, 06:41 PM
Cancer Mage is pretty meh aside from Festering Anger abuse, which would have scored hefty penalties in both originality and elegance.

I am aware; I recall the discussion during that round. I still believe that certain ingredients are generally considered 'too strong' for Iron Chef, or is it mere random chance that had Slime Lord appear before Incantatrix in the competition?

Fax Celestis
2014-12-08, 07:15 PM
Does the (Cohort) line on a Level Adjustment entry indicate that it is suitable for a cohort, or only suitable for a cohort?

KrimsonNekros
2014-12-08, 07:49 PM
Given that Ghaunadaur is a Forgotten Realms specific deity, are we allowed to refluff that class requirement at all?

Darrin
2014-12-08, 08:12 PM
Does the (Cohort) line on a Level Adjustment entry indicate that it is suitable for a cohort, or only suitable for a cohort?

It's not clear by RAW if the (cohort) tag means it's a suggested as a guideline or an ironclad "no PCs, only cohorts" restriction. Thus, it's probably up to an individual judge's discretion to consider it a legal PC race.

Venger
2014-12-08, 08:24 PM
Does the (Cohort) line on a Level Adjustment entry indicate that it is suitable for a cohort, or only suitable for a cohort?

What else would it mean?

Darrin
2014-12-08, 08:30 PM
Given that Ghaunadaur is a Forgotten Realms specific deity, are we allowed to refluff that class requirement at all?

Ghaunadaur is also worshipped by aboleths. There are details on his worship in Lords of Madness, which could be considered a non-FR source.

Any deity with the slime domain should work just as well: Ilsensine (illithids), Laogzed (troglodytes), or Moander (dead FR god). However, I don't see an "Adaptation" section in the PGtF, so... probably up to the individual judges, but I'd hate to see a FTQ over such a trivial fluff issue.

KrimsonNekros
2014-12-08, 09:52 PM
That did not take long to get a stub built out o.O Having some fun with [redacted], but I think this should be a medal winner finally.

WhamBamSam
2014-12-08, 10:15 PM
Does the (Cohort) line on a Level Adjustment entry indicate that it is suitable for a cohort, or only suitable for a cohort?I generally see that as meaning that it's only suitable for a cohort. I hate it. It's dumb that [redacted] can't be a PC race without DM fiat, but I don't see what else the (Cohort) designation could signify.


Ghaunadaur is also worshipped by aboleths. There are details on his worship in Lords of Madness, which could be considered a non-FR source.

Any deity with the slime domain should work just as well: Ilsensine (illithids), Laogzed (troglodytes), or Moander (dead FR god). However, I don't see an "Adaptation" section in the PGtF, so... probably up to the individual judges, but I'd hate to see a FTQ over such a trivial fluff issue.Faerun Juiblex is an aspect of Ghaunadaur if I recall correctly, so a more general Juiblex worshiper might work as an adaptation.

Also, I suspect it wouldn't get a FtQ, so much as there might be a potential Elegance hit for cross-setting material.

I've got my two stubs more or less worked out, at least in terms of class levels. I'm still going back and forth on a small decision my second build, and I suspect actually making the choice will require a lot of book diving. Feats still need to be worked out in both cases though. I've got one more assignment to finish for the semester, and it's been a real wrench not to procrastinate with Slime Lord optimization.

A_S
2014-12-08, 11:43 PM
I suspect the fact that Master Transmogrifist was deemed too cheesy for the old Test of Spite competition here at GitP may have at least partially informed its continued absence from this particular competition, which is theoretically about lower-powered (or otherwise difficult to work with) options being highlighted.

Yes, I am aware that Cancer Mage serves as an interesting counterpoint to the above.
Is there anything overpowered about Master Transmogrifist, other than the fact that it encourages you to use Polymorph? If anything, the four lost caster levels make it seem pretty underpowered to me (compared to other Polymorph-using casters, of course, which is admittedly a pretty high-power crowd).

WhamBamSam
2014-12-09, 12:37 AM
Is there anything overpowered about Master Transmogrifist, other than the fact that it encourages you to use Polymorph? If anything, the four lost caster levels make it seem pretty underpowered to me (compared to other Polymorph-using casters, of course, which is admittedly a pretty high-power crowd).I actually had a conversation about this earlier today. Apparently there are a few creatures in MMV and FCII whose racial casting (some Wizard, some Sorcerer, some Cleric) is marked as an (Ex) special quality and can therefore be gained with through Master Transmogrifist. Racial casting explicitly always stacks with casting from class levels, so you can actually use Master Transmogrifist to gain caster levels above your character level. You can also get said special quality while still taking other forms thanks to the capstone. There are probably other less cheesy, but still cheesy, uses for (Ex) special qualities, which you ordinarily don't get with Polymorph. Whether Master Transmogrifist is as good as Incanatrix, Anima Mage, or Tainted Scholar, it's still probably too good for Iron Chef.

Michael7123
2014-12-09, 12:58 AM
I'm not sure if this is the right place to sugest it, but it would be really cool to see one of these with the noctomancer (Tome of magic, uses shadowcasting), and shadow caster (from the forgotten realms handbook)

Heliomance
2014-12-09, 01:40 AM
As regards cohort LA, I'll say that it is allowed, but may warrant an elegance penalty at judges' discretion.

Stats are in for the prestige classes in the PGtF appendix, just need to add the class abilities now. Unlikely to be done today, hopefully tomorrow or Thursday.

sakuuya
2014-12-09, 01:32 PM
Slime Lord specifies that its prereq feat is Willing Deformity (Book of Vile Darkness). Does that override the usual rule about using updated versions of stuff, or can we use the more recent Heroes of Horror version of the feat? Or can we not qualify for the SI at all?

WhamBamSam
2014-12-09, 01:43 PM
You would use the Heroes of Horror version, since it serves as a 3.5 update to the 3.0 BoVD feat. They're almost identical anyway.

Extra Anchovies
2014-12-09, 02:07 PM
Slime Lord specifies that its prereq feat is Willing Deformity (Book of Vile Darkness). Does that override the usual rule about using updated versions of stuff, or can we use the more recent Heroes of Horror version of the feat? Or can we not qualify for the SI at all?

Actually, you are indeed not allowed to qualify. Everyone gets a 0/10 for Use of Secret Ingredient, and this is now Zinc Saucier: Slime Lord.

dysprosium
2014-12-09, 02:11 PM
Actually, you are indeed not allowed to qualify. Everyone gets a 0/10 for Use of Secret Ingredient, and this is now Zinc Saucier: Slime Lord.

The current round of Zinc Saucier is Factotum by the way . . .

Amphetryon
2014-12-09, 03:45 PM
Build stub done, actually surprising me in the direction it ended up going.

Vaz
2014-12-09, 04:59 PM
Urgh. I'm seeing so many ways to simply optimize the character but that requires space making in the form of reducing SI levels.

Either less SI and more power, or better UoSI... argh.

Heliomance
2014-12-10, 06:03 AM
*headdesk*

Sorry all, expect the next HeroForge release to be delayed. I just accidentally crashed it, losing several hours work, and destroying my motivation to work on it for a while.

THIS IS WHY WE SHOULD SAVE REGULARLY. DAMMIT.

KrimsonNekros
2014-12-11, 03:46 AM
hmm, cooking up the fluff now. have my concept, but how to make it work.

WhamBamSam
2014-12-11, 04:04 PM
Well, my primary idea is caught up in a potential RAW concern, my second idea is making it really hard to justify the less cheesy choice that I like better, and my third idea is just a big mess of dumb but still appealing enough to me personally that I'm getting annoyed at the two submission limit. Fortunately, I have a lot of free time over the holidays to sort all this out.

Heliomance
2014-12-13, 04:06 AM
A week in to the most requested iron chef to date and no submissions? What's the world coming to?!

AvatarVecna
2014-12-13, 04:21 AM
A week in to the most requested iron chef to date and no submissions? What's the world coming to?!

Honestly, it's like people were requesting something they knew would never be an ingredient!

sakuuya
2014-12-13, 09:30 AM
A week in to the most requested iron chef to date and no submissions? What's the world coming to?!

I'm pretty relieved, actually. I figured that with folks who've been planning for this round, I stood even less of a chance than usual. But if nobody felt confident enough to submit a build in the first week, I feel like my build won't be an embarrassment, at least. :smallcool:

Vaz
2014-12-13, 09:38 AM
I've been planning for it that long that I had to redo the table in the new format. Took the opportunity to rewrite the fluff.

The Viscount
2014-12-13, 01:13 PM
I certainly didn't have one pre-made, so between that and finals I haven't yet had time for a full build. I'm pondering though, and I intend to have one in.

Sian
2014-12-13, 02:49 PM
Don't think you're Pondering what i'm Pondering ...

KrimsonNekros
2014-12-13, 02:57 PM
Don't think you're Pondering what i'm Pondering ...

I think so Sian, but if everybody uses Slime Lord, doesn't that mean no one is being original?

MilesTiden
2014-12-13, 03:14 PM
So, my initial idea had some serious mechanical roadblocks, but I think I overcame them in an interesting way. I'm really excited to see how this build fares. :smallbiggrin: I've gotten everything done but my 'explanation', and any adaptations I want to include. The build, background, and level explanation went surprisingly smoothly, so I should have it in either today or tomorrow.

WhamBamSam
2014-12-13, 03:21 PM
Now that this SI is finally actually here, I keep dithering over minor decisions. Also I was briefly hung up on a tricky bit of RAW, and I keep wanting to do things with a number of ideas beyond the main two that I can actually submit. I do have my two level progression tables done apart from skill points though.

KrimsonNekros
2014-12-13, 05:54 PM
Skills are always my biggest pain, especially picking and choosing what I'm going to keep advancing since Prestige Classes get so few skill points compared to a lot of base classes.

And a question for the Chair, what would our Caster Level for the Alter Self ability be?

WhamBamSam
2014-12-13, 06:16 PM
Skills are always my biggest pain, especially picking and choosing what I'm going to keep advancing since Prestige Classes get so few skill points compared to a lot of base classes.

And a question for the Chair, what would our Caster Level for the Alter Self ability be?(Su) abilities generally default to character level if I recall correctly, but as it's indefinite duration until changed, un-dispellable due to being (Su), and at least CL5 (the class level when you get it), I can't imagine it mattering much, unless [redacted].

MilesTiden
2014-12-13, 06:20 PM
Aaand, got my submission in! (Also, SU abilities that exactly duplicate spells have been the bane of my existence so many times. *glares at Witchborn Binder*)

Amphetryon
2014-12-13, 07:00 PM
Don't think you're Pondering what i'm Pondering ...

I fink so, Sian, but where are we going to find a sack race at this time of night? *poit*

Deadasadoor
2014-12-13, 07:04 PM
Bleh. Between exams and computer issues I've barely had time to work on my build... I have my idea mostly fleshed out, I just need to stitch it together and make sure it works.

KrimsonNekros
2014-12-13, 07:34 PM
and the critical process of building the stat block is finished. Now to write up the fluff. *faceplants*

Heliomance
2014-12-13, 07:42 PM
(Su) abilities generally default to character level if I recall correctly, but as it's indefinite duration until changed, un-dispellable due to being (Su), and at least CL5 (the class level when you get it), I can't imagine it mattering much, unless [redacted].

This sounds plausible but I am crashing hard from a night out, so I don't have the energy to try and work it out now. I'll try and remember to do so tomorrow. If I don't say anything to the contrasry, assume this.

KrimsonNekros
2014-12-14, 02:18 AM
And Entry away!

Deadasadoor
2014-12-14, 02:37 PM
I was just about done except for fluff and then I had a flash of inspiration for my second build. Looks like I'll have two done. It seems that the judges will have their hands full this round :smalltongue:

Venger
2014-12-14, 05:28 PM
A week in to the most requested iron chef to date and no submissions? What's the world coming to?!

Everyone's taking finals and those of us who're out of school are making preparations for christmastime. Don't worry, we'll get our dishes in. I'm not letting this round pass me by.

KrimsonNekros
2014-12-14, 05:31 PM
I'm actually cooking up a second entry, and I've already got the stub done :belkar:

Vaz
2014-12-14, 06:00 PM
(Su) abilities generally default to character level if I recall correctly, but as it's indefinite duration until changed, un-dispellable due to being (Su), and at least CL5 (the class level when you get it), I can't imagine it mattering much, unless [redacted].

I have a vague memory of it coming down to class levels if it wasn't mentioned. Still, due to the lack of time limit, it is irrelevant due to the level at which you get it.

Darned if I can remember where the quote was. Defaulting to HD was down to abilities not gained from class levels.

Fax Celestis
2014-12-14, 08:11 PM
I'm staying out of this one because the only thing I can come up with is basically identical to my Osteomancer entry. I'll try to judge.

MilesTiden
2014-12-16, 04:02 PM
I just realized that, due to an incorrect reading of certain abilities, there are many things about my submission that are outdated/need to be fixed. Are we allowed to resubmit, if we catch something like this? I foolishly decided to submit my build right after finishing it all in one go, which didn't really give me the time to look over it and catch some things I missed in my first go. :smalleek:

Vaz
2014-12-16, 04:12 PM
I have done so in the past under both Amph and Kuulv. Unless Heliomance has a different belief, I can't see why not.

Amphetryon
2014-12-16, 04:30 PM
I just realized that, due to an incorrect reading of certain abilities, there are many things about my submission that are outdated/need to be fixed. Are we allowed to resubmit, if we catch something like this? I foolishly decided to submit my build right after finishing it all in one go, which didn't really give me the time to look over it and catch some things I missed in my first go. :smalleek:

I can confirm, as a former Chair of ICitP, that you're not the 1st, the 2nd, or the 35th to come across this particular issue. You should be fine, barring a specific policy change by the current Chair.

Heliomance
2014-12-16, 08:32 PM
Nope, many people have sent in revisions before. I generally just take the most recent one. Round before last, I was very nice and didn't post the most recent version of one build when they sent me a revision that was blatantly illegal under the contest rules.

Basically, I'm nice (well, except when choosing SIs). I'm not going to screw you over if you realise you made a mistake.

Amphetryon
2014-12-17, 01:37 PM
*DING* Build is done. Hopefully it arrived in Heliomance's inbox in the same condition in which I sent it.

Akal Saris
2014-12-17, 04:42 PM
I'm carrying a torch for Master Transmogrifist.

technically, that was the 1st or 2nd IC competition ever, back when it was held on the BG/MinMax boards :P I remember because I entered and there were like 3 entries, and all of the entries had some missing feat pre-req or other problem :P

Great class though in terms of cool ideas it can enable!

Heliomance
2014-12-17, 04:57 PM
*DING* Build is done. Hopefully it arrived in Heliomance's inbox in the same condition in which I sent it.

*inspects entry* Uh, I think it's a bit damaged. I hope you didn't pay too much for shipping? It's not generally recommended to send food through the post.

Vaz
2014-12-19, 08:21 AM
Bringing the thread back, because I just realised that I have until Sunday - and it's no longer Sunday midnight with Heliomance's time schedule.

And I've been asked to work tonight, tomorrow and sunday. I am NOT missing this round, so no sleep for me I guess.

http://michellependergrass.com/wp-content/uploads/2013/06/Spongebob-Procrastination.png

dysprosium
2014-12-19, 09:04 AM
Well Slime Lord was never an ingredient that I hoped for so I didn't have a bunch of builds ready to go.

Combine that with real life business and no real inspiration for the ingredient.

Mix all of that together and you get absolutely nothing.

I'm out for the round.

Heliomance
2014-12-19, 12:50 PM
Are people still up for running a home cooking edition while the judging is going on?

MilesTiden
2014-12-19, 01:36 PM
Oh, gosh, I didn't realize how little time I had left! :smalleek: I better get to work...

WhamBamSam
2014-12-19, 01:47 PM
I was set back significantly by a BSoD, but I'll get at least one build in.

Fax Celestis
2014-12-19, 03:26 PM
Are people still up for running a home cooking edition while the judging is going on?

Very yes. :smallbiggrin:

Deadasadoor
2014-12-19, 11:21 PM
Are people still up for running a home cooking edition while the judging is going on?

That would be great.
I sent my first entry in, had a setback on the other one. I'll have to rework it tomorrow.

KrimsonNekros
2014-12-20, 01:59 AM
I like my idea for my other build, but I'm not getting inspired for fluff really.

MilesTiden
2014-12-20, 01:00 PM
Alright, I've theoretically gotten my build re-finished, but I'll spend the rest of today checking it and editing it. I learned my lesson from premature submission last time. :smalltongue: It's also been uh... 42 rounds since my last entry, and that one went over abysmally. Wow I'm bad at actually getting things in on time, that just struck me. @_@

Inevitability
2014-12-20, 01:10 PM
Alright, I've theoretically gotten my build re-finished, but I'll spend the rest of today checking it and editing it. I learned my lesson from premature submission last time. :smalltongue: It's also been uh... 42 rounds since my last entry, and that one went over abysmally. Wow I'm bad at actually getting things in on time, that just struck me. @_@

Your return is so perfectly timed. :smallwink:

The Viscount
2014-12-20, 06:57 PM
I'm certainly up for a special home cooking round.

Venger
2014-12-20, 06:59 PM
Are people still up for running a home cooking edition while the judging is going on?

that sounds good to me.

Extra Anchovies
2014-12-20, 07:50 PM
Are people still up for running a home cooking edition while the judging is going on?

Home cooking? What would that be?

Heliomance
2014-12-20, 07:51 PM
Home cooking? What would that be?

Iron Chef with a homebrew SI. I've just put it up - go have a look!

sakuuya
2014-12-20, 08:42 PM
Woohoo, I managed to get an entry in after all! I'm pretty nervous about the possibility of someone else having the exact same build as me, though. :smallsmile:

As for Home Cookin', I hope I'll be able to enter that too, but Junkyard Wars is calling me at the moment. Everything's staggered enough that it shouldn't be a problem, though.

Deadasadoor
2014-12-20, 10:00 PM
Got my second entry in. Didn't have to rework it as much as I thought. I'm really excited to see what the other contestants have cooked up!

MilesTiden
2014-12-20, 10:45 PM
Submitted, though unfortunately I didn't get time to write nearly the amount of fluff I wanted to write. There's still... 5 hours left, but I am just out of writing juice, because of other things. @_@

WhamBamSam
2014-12-21, 03:21 AM
Well, I got one build in. I feel like it's going to get savaged by the judges, but I like it, so whatever. My second build would probably have done better, but I'm just kinda bored by it, and don't really have the motivation to pull an all-nighter to get it in. Looking forward to the reveal for this one. I want to see what you guys did with this SI.

Heliomance
2014-12-21, 06:36 AM
Apologies for late reveal, I overslept. If you could refrain from posting please, I'll start posting the entries.

Heliomance
2014-12-21, 06:40 AM
Never was the term "hive of scum and villainy" more appropriate.




ZEITGEIST
http://i1265.photobucket.com/albums/jj511/MilesTiden/zeitgeist.png

Background

The port town of Grobbolith is an old, old town. Old buildings, old money, old magic, and older creatures. There is an undeniable air of something very ancient, and very dangerous, yet from the surface it appears just fine, thriving even. But there exists those crazy, outspoken few who insist that something far too dangerous to comprehend, from a time before ours, slumbers in the sprawling sewers that spiral deep into the earth below Grobbolith. But they're just mad old men, desperate for someone to pay attention to them... right?

- - -

A youthful looking, silver-haired man glanced wryly at the portly man struggling to keep up with him, looking more than a bit bemused. Those in the know of the criminal dealings of Grobbolith would recognize this man as Johnny Slim, silver-tongued leader of a loose coalition of dockside thugs and crooks known as the Grinning Hounds. The rather rotund man who is walking beside him is Benny. No one cares about Benny, neither in this specific scenario or in the overall scheme of things. Especially Johnny Slim. Poor Benny.

Johnny pulls out the ornate lighter that he had recently nicked from a rather terrified Gnomish merchant, and grins as a pale ghostly flame springs into existence, illuminating the sewer walls around them. Johnny had always liked fire. "So. Lemme get this straight. You want us to turn back after we've gone all this way... because ya got spooked by a buncha nonsense yer crazy ass grandpa was spoutin'? Like, is that honestly what yer suggestin' right now?"

"W-Well Boss when ya put it like that it sounds kinda stupid... but I'm just thinkin', he's been around a lot longer 'n us, ya know? Maybe... maybe he knows some stuffs that we don't?"

Johnny sneers derisively at Benny, shuts off the lighter, and shoves it in his pocket, before abruptly stopping and spinning around, nearly tripping Benny in the process. "Listen here, fatass. Maybe, with all this pansy talk, you ain't cut out to join our little operation. Now, shut yer trap before I shove you into the damn sewer!"

Benny stares wide-eyed at the silver-haired man, before attempting to stammer out an apology. "S-s-sorry Boss. I-I didn't mean... I was just... n-nevermind."

"Yeah. Nevermind. Now let's get goin' before the rest a' the gang thinks we got offed or somefin." Johnny turns around again, and begins striding towards the camp again, at a brisk pace.

"Hey, Benny, ya think... Benny?" Johnny slows to a stop as he realizes he can't see Benny's rotund figure in his peripheral anymore, and turns around. "... Benny? Ya there?" He pulls out and switches on the lighter with shaking hands, and recoils with shock at the grisly scene before him. Benny, poor, jolly Benny, was lying in a pool of some sort of green slime, eyes dull and lifeless, looking almost... drained. Hunched over him was some sort of... slimy figure, which turned towards Johnny and lunged. Johnny Slim didn't even have time to scream, as he felt his body stiffen, before falling to the floor, soon to suffer the same fate as Benny.


- - -

Ratface narrows his eyes, waiting for the campfire to illuminate the approaching figure. "Yo... Boss? Izzat you? Where's Benny?" He stares quizzically at the slowly approaching figure, but it remains silent. "Uhhh, hold up, what's the passw-*gack*"

Ratface's query is interrupted by a sudden burst of movement from the figure, now quite recognizable as something that at one point could have been called Johnny Slim, which quickly wraps a bloated claw around Ratface's neck. The Monster-Formerly-Known-As-Johnny-Slim tilts its head at the captive bandit, whose strength is swiftly draining. "Yes, I suppose you'll have to do. Father will be quite pleased that I've finally found an acceptable host, I'd imagine. He's been griping about me leaving the house for centuries now."

Ratface struggles weakly against the iron grip of the monster, but feels his body stiffening, paralyzed by the same green slime that appears to be dripping out of the creature's eyes, which is a little bit too much for the simple thug to comprehend right now. "What... what the hell... are yo-*hack*" Ratface hacks violently, spewing the same green substance onto his monstrous jailer.

"Me? I am a Zeitgeist. I was created by scum like you, as the city's way of fighting back. But don't worry, it'll all be over for you soon, and you are one of the lucky few that won't get to watch me enslave and devour your family." Zeitgeist grins a horrible, horrible grin, and lets go of the scrawny bandit's neck, letting him drop, drained, to the floor. "Aren't you happy?"

Build Stub & Stats
CE Gravetouched Ghoul Half-Fey Silverbrow Human Binder 2/Hexblade 4/Slime Lord 10
Medium Fey (Dragonblood, Augmented Humanoid, Human)

Base Ability Scores:
Str 14, Dex 10, Con 16, Int 12, Wis 8, Cha 16

With Racial Adjustments:
Str 16, Dex 16, Con 14, Int 14, Wis 14, Cha 22
(Level boosts all go into Charisma, leaving Zeitgeist with a 26)

Build


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


1st
Gravetouched Ghoul LA 1





Multiattack



2nd
Gravetouched Ghoul LA 2









3rd
Binder 1
+0
+2
+0
+2
Bluff 4 (4), Diplomacy 4 (4), Disguise 4 (4), Intimidate 4 (4)
Ability Focus (Paralysis), Improved Paralysis
Soul Binding


4th
Binder 2
+1
+3
+0
+3
Bluff 1 (5), Diplomacy 1 (5), Disguise 1 (5), Intimidate 1 (5)

Pact Augmentation (1 ability), Suppress Sign


5th
Half Fey Template Class 1
+1
+3
+0
+3


Fey Type, Low-Light Vision, Saving Throw Bonus, SLAs (Charm Person at will, Hypnotism 1/day)


6th
Hexblade 1
+2
+3
+0
+5
Bluff 1 (6), Diplomacy 1 (6), Disguise 1 (6), Intimidate 1 (6)
Insane Defiance
Hexblade's Curse 1/day, SLAs (Detect Law 3/day)


7th
Hexblade 2
+3
+3
+0
+6
Bluff 1 (7), Diplomacy 1 (7), Disguise 1 (7), Intimidate 1 (7)

Arcane Resistance


8th
Hexblade 3
+4
+4
+1
+6
Bluff 1 (8), Diplomacy 1 (8), Disguise 1 (8), Intimidate 1 (8)

Mettle, SLAs (Protection from Law 3/day)


9th
Hexblade 4
+5
+4
+1
+7
Bluff 1 (9), Diplomacy 1 (9), Disguise 1 (9), Intimidate 1 (9)
Willing Deformity
Dark Companion


10th
Slime Lord 1
+5
+4
+3
+7
Bluff 1 (10), Diplomacy 2 (10), Disguise 1 (10), Assume Quirk (2)

Paralytic Slime, Pseudopods 1/day


11th
Slime Lord 2
+6/+1
+4
+4
+7
Bluff 1 (11), Diplomacy 2 (11), Disguise 1 (11), Second Impression (2)




12th
Slime Lord 3
+7/+2
+5
+4
+8
Bluff 1 (12), Diplomacy 2 (12), Disguise 1 (12), Intimidate 2 (11)
Deformity (Clawed Hands)
Charming Gaze, Pseudopods 2/day, SLAs (Eyebite or Lesser Geas 1/day)


13th
Slime Lord 4
+8/+3
+5
+5
+8
Bluff 1 (13), Diplomacy 2 (13), Disguise 1 (13), Intimidate 2 (13)

Immunity to Sleep


14th
Slime Lord 5
+8/+3
+5
+5
+8
Bluff 1 (14), Craft (Poisonmaking) 1 (1), Diplomacy 2 (14), Disguise 1 (14), Intimidate 1 (14)

Alter Self, Pseudopods 3/day


15th
Half Fey Template Class 2
+8/+3
+5
+5
+8


Immunity to Enchantment, Wings, SLAs (Faerie Fire or Glitterdust 1/day, Enthrall or Sleep 1/day, Confusion or Good Hope 1/day, Dominate Person or Hold Monster 1/day)


16th
Slime Lord 6
+9/+4
+6
+6
+9
Bluff 1 (15), Craft (Poisonmaking) 1 (2), Diplomacy 2 (15), Disguise 1 (15), Intimidate 1 (15)
Assume Supernatural Ability (Greater Invisibility)



17th
Slime Lord 7
+10/+5
+6
+6
+9
Bluff 1 (16), Craft (Poisonmaking) 1 (3), Diplomacy 2 (16), Disguise 1 (16), Intimidate 1 (16)

DR 5/Slashing or Piercing, Pseudopods 4/day, SLAs (Mass Invisibility 1/day)


18th
Slime Lord 8
+11/+6/+1
+6
+7
+9
Bluff 1 (17), Craft (Poisonmaking) 1 (4), Diplomacy 2 (17), Disguise 1 (17), Intimidate 1 (17)

Immunity to Polymorph


19th
Slime Lord 9
+11/+6/+1
+7
+7
+10
Bluff 1 (18), Craft (Poisonmaking) 1 (5), Diplomacy 2 (18), Disguise 1 (18), Intimidate 1 (18)
Chosen of Evil
Blindsight 60', SLAs (Geas/Quest or Mass Suggestion 1/day)


20th
Slime Lord 10
+12/+7/+2
+7
+8
+10
Bluff 1 (19), Craft (Poisonmaking) 1 (6), Diplomacy 2 (19), Disguise 1 (19), Intimidate 1 (19)

No Discernible Anatomy



Total Skill Ranks: Bluff 19, Craft (Poisonmaking) 6, Diplomacy 19, Disguise 19, Intimidate 19

Hexblade Spells Known:
1st - Magic Aura, Undetectable Alignment

Spells per Day


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


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


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


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


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


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


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


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


8th
-
-
-
-
-
-
-
-
-
-


9th
-
0
-
-
-
-
-
-
-
-


10th
-
0
-
-
-
-
-
-
-
-


11th
-
0
-
-
-
-
-
-
-
-


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


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


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


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


16th
-
0
-
-
-
-
-
-
-
-


17th
-
0
-
-
-
-
-
-
-
-


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


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


20th
-
0
-
-
-
-
-
-
-
-

Explanation
Who, Or What Is This Zeitgeist Fellow?
Now that we've gotten all those tables out of the way, let's start talking about what Zeitgeist actually is. The being that calls itself Zeitgeist is a sort of... sentient, self-propagating slime. Created by Ghaunadar, Zeitgeist uses Johnny Slim's body as a host, from which to spread himself and take over the city above. (Technically Zeitgeist itself doesn't have a gender at all, more accurately being an 'it', but seeing as his host of choice is male, I'll be using that for ease of reading.) I use the combination of Gravetouched Ghoul and Half-Fey to create a sort of 'Slime Zombie' mix. Unquestionably dead, but there's something running through those veins. Zeitgeist is a master manipulator, using his at will Charm Person and impressive social skills to convince people to follow his bidding, before violently murdering them and turning them into Slime Ghouls/Ghasts, with his Ghoul Fever ability. As he increases in level, he gains more and more abilities to further his ambitions, as well as adapting and gaining more defenses/immunities. By 20th level, he will have ideally completely dominated the city above, either turning people into complacent flesh cattle, or turning them into Ghouls. (In order to turn people into ghouls, he'll do the following steps: Charm or Diplomacy them into friendliness, and find a way to convince them to follow him into a secluded area, suddenly attack them, hoping to land the paralysis from his claws/bite, and while they're paralyzed, beat them into unconsciousness with nonlethal damage. At this point, he nonlethally bites them until he's sure they're contracted Ghoul Fever, and brings them down to the sewer, periodically giving them a couple knocks to keep them low on HP, until they die and turn into ghouls.)

Building On The Prerequisites
Alignment: Evil
Not much to say here, but Gravetouched Ghoul does force his alignment down to Chaotic Evil (from Chaotic Jackass), which is in fact Ghaunadar's alignment.

BAB +4
Not much to say here, it's just a BAB requirement. However, even with the hefty LA of his two templates, Zeitgeist still ends up with +12 BAB because of the Hexblade levels. Straight Binder into Slime Lord would've left him with only a +10.

Skills: Disguise 6 ranks
Disguise is one of Zeitgeist's major abilities, and it remains such for the entirety of his career. Being a Silverbrow Human means that he gets Disguise as a class skill regardless of class, and gets a +2 bonus on Disguise checks. Naberius' Disguise Self ability gives it a +10 untyped bonus, and later on the Alter Self ability of Slime Lord gives him another +10. These abilities allow him to disguise himself extremely quickly, shaking off pursuers and generally taking the form of whoever the situation requires. He also takes the relevant skill tricks of Assume Quirk and Second Impression.

Feat: Willing Deformity
Willing Deformity's Intimidate bonus helps with Zeitgeist's vast social arsenal, and he also takes a few other Vile and Deformity feats. Insane Defiance is a great help to his DCs, as he can target himself with any of his mind-affecting SLAs (Charm/Dominate Person, (Lesser) Geas, the like), take one point of Wis damage (which will immediately get healed by Naberius), and bounce it to another target within range who receives a -4 penalty on their saving throw. It also effectively gives him immunity to mind-affecting effects, as he can just bounce it back to the caster. Deformity (Clawed Hands) is an excellent combat addition, much more than it seems like from just a synopsis, but I'll get into that later. It also straight up requires Willing Deformity, giving him a reason to take the feat in addition to needing it to enter Slime Lord. Chosen of Evil, although it comes on very late, also gives him an effective +4 to one check a round, and again Naberius negates the downside.

Patron Diety: Ghaunadar
Zeitgeist matches Ghaunadar's alignment exactly. It's also, you know, a sentient slime piloting a bag of flesh, and was literally created by Ghaunadar, so you bet there's some sort of disturbing father/son relationship there.

The Secret Ingredient
Paralytic Slime
This is one of the major reasons for Zeitgeist to take the SI, alongside many others. Everything else is useful, but this is what really ties the build together. His Con score is fairly low to start with, but this is assumed to be a major target for stat-increasing items, depending on if he can get them. Even without any, his DC is a respectable 18+Class Level, counting the Dark Companion penalty. (Improved Paralysis distinctly applies to the DC because of the very loose wording of it: 'When your natural attacks threaten to paralyze your foe, add a +4 bonus to the save DC.') Zeitgeist stacks the Paralysis from Gravetouched Ghoul with Paralytic Slime, but he can't just go straight from Gravetouched Ghoul into Slime Lord because of a lack of a Con score. (Or well, he could, but his DC would be absolutely abysmal, and we can't have that.) This is one of the reasons for the Half-Fey template, to bring his typing back around to one with less weakness, though with a corresponding drop in resistances that he gradually regains.

Pseudopods
While they start off almost completely useless due to the low duration, the Pseudopods will eventually be quite effective. Once Zeitgeist gets the Alter Self ability, he loses his claws and bite while using it. However, Pseudopods functions while in Alter Self, giving him the ability to strike completely from stealth in Pixie form, and to attack without dropping Alter Self if need be. They also give him another two chances to Paralyze, albeit at the lower of the two DCs. Pseudopods also does not explicitly state that it removes the claws from Gravetouched Ghoul, meaning that however silly it may sound, they are both usable at the same time. Even if they are ruled not to stack, there's still the above uses, meaning the ability is definitely not wasted. You can still use your 'claws' from Clawed Hands in any form, even with Pseudopods.

Charming Gaze
This ability is yet another tool in Zeitgeist's manipulative arsenal. Charm Person and Dominate Person are all well and good, but there are plenty of non-Humanoid creatures out there, and Charming Gaze works just fine on them. Unfortunately, it can't gain the +4 bonus from Insane Defiance (being neither a spell nor a spell-like ability), but due to the way the DC scales with class level rather than spell level, it remains competitive with the rest of the SLAs, even exceeding them at the higher levels. Besides, I don't want to figure out how staring intensely at yourself makes other people love you, so I'm a little glad it doesn't work with Insane Defiance.

Sleep Immunity
While not a major ability, all the immunities Zeitgeist gets are a bit of a throwback to its Undead nature. This makes it less likely that he'll be jumped by a would-be hero, and gives him more time to go about the city, manipulating its inhabitants through the night.

Alter Self
Alter Self is always a fun ability, and Zeitgeist makes plenty use of it. Alter Self is well known for shenanigans galore, although his Fey typing does sort of curtail the biggest tricks. He uses Alter Self to take an unassuming, humanoid form (mainly to get rid of his wings, as they're rather conspicuous), and then using Disguise Self (which can't get rid of his wings alone) to take the form it desires. The major Alter Self forms are Pixies, for invisible stalking with Assume Supernatural Ability (Greater Invisibilty) and retention of flight, Sirines, for mimicking female humanoids and swimming, and Fossergrims for mimicking male humanoids. For combat, it takes the form a Splinterwaif, losing its bite attack, but gaining a ranged natural attack to paralyze with, as well as a 50' land speed, an equally quick climb speed, Improved Initiative, +10 hide, and a bit of natural armor.

Damage Reduction
This ability, while easily negated, does have one interesting use for him: if he grapples an opponent, they will likely only be able to deal damage as if with their unarmed strike. As bludgeoning damage, the damage is likely to get completely negated, allowing him to paralyze them with little issues.

Polymorph Immunity
We will be operating under the assumption that this does not completely void the Alter Self ability, and instead provides an immunity to being unwillingly polymorphed. With that in mind... it's still not very useful, but hey, it could come in handy. It's kind of hard to specifically make use of this, as it doesn't really do much, but it's another immunity, which is never bad.

Blindsight 60'
Always a lovely ability, though it does come online quite late, this means that it's incredibly difficult to get the drop on Zeitgeist. It also meshes well with the sewer-dwelling flavor, although the vastly earlier Low-light Vision came online at level 5.

No Discernable Anatomy
The technical 'capstone' of the build. Zeitgeist makes use of it with ranks in Craft (Poisonmaking) to bathe himself in drow poison, meaning that each hit provokes either one or two high saves against paralysis, and a low save against unconsciousness. When provoking 19 save or loses each round, with a very high DC on quite a few of them, chances are they're going to fail at least one. (3 Unarmed Strikes, 2 Claws, 2 Pseudopods, and a Bite)

Level Breakdown

http://i947.photobucket.com/albums/ad313/Scott_Scatman/Orient%20style%20fantasy/Spirits%20and%20Gods/Dripping-TongueZubera.jpg

So, for our first level showcase we run into the main problem that all builds with lots of level adjustment have: pathetically low HP. However, Zeitgeist doesn't have quite as much of a problem with this as many builds do, due to the order the templates are applied. Gravetouched Ghoul, as standard for PC undead templates, changes class HD to a D12. Taking the Half-Fey racial class later on gives him the Fey typing, which removes the lack of Con but explicitly does not affect the hit die. This means that he has 12+4 (con)+1d12+5 (pact augmentation) HP at level 2. That averages out to 28, which, while bad is definitely a lot given the circumstances.

A lot of Zeitgeist's early resources are pooled into his Paralysis, for good reason. With Ability Focus and Improved Paralysis, along with the Charisma boosts from Gravetouched Ghoul and Half-Fey, it ends up as a DC 22 Fort save or be paralyzed on any hit of his claws or bite. For now, he's not using any weapons as taking the -2 penalty to hit on his claws is not really worth it. For Binder abilities, he'll be primarily binding Naberius, for the Disguise Self and Silver Tongue abilities. With these, and the at will Charm Person from Half-Fey, he will probably be able to avoid a number of potential dangers. There's also the Command 1/5 rounds ability from Naberius, but that's kind of overshadowed by the other abilities.

With a masterwork tool, Zeitgeist's Diplomacy bonus is a +15, allowing him to take 10 as a standard action (both through Naberius), and immediately turn a Hostile target Indifferent. He also has a +25 bonus on Disguise checks, meaning anyone who's not actively inspecting him has to have a minimum of a +16 Spot check. His Charm Person DC isn't the greatest at this level, but 16 is good enough for his purposes. Charm Person automatically brings the target up to Friendly, at which point he can take 10 on a Diplomacy check as a standard action to automatically bring any target up to Helpful, if they fail their original save, or Indifferent if they don't.

Save DCs:
Gravetouched Ghoul Paralysis (Claws/Bite) - 22, Fort
Ghoul Fever (Bite) - 16, Fort
Persuasive Words - 16, Will
Charm Person, Hypnotism - 16, Will

Skill Bonuses:
Bluff - +11
Diplomacy - +13
Disguise - +25
Intimidate - +13

http://i947.photobucket.com/albums/ad313/Scott_Scatman/Orient%20style%20fantasy/Spirits%20and%20Gods/Ashen-SkinZubera.jpg

(Note: All save DCs from this point onwards are calculated include the Dark Companion penalty.)

Entering the Secret Ingredient a teeny bit late, to grab the Dark Companion and spellcasting from Hexblade 4, Zeitgeist gets a rather large power boost this level in the Paralytic Slime ability. It applies to all of his natural attacks, which means that for each claw or bite attack that lands Zeitgeist gets two chances to paralyze, one at DC 26 and one at DC 19. Zeitgeist's Hexblade levels give him Arcane Resistance and Mettle, giving him saves on par or better than an equally leveled character with no LA against spells or SLAs (despite the fact that the ability is called Arcane Resistance, it applies equally to divine spells). Dark Companion also gives all foes -2 on saves, and -2 to AC. He also has his Hexblade's Curse, 1/day, at a DC of 18.

He picks up Insane Defiance early on in this block, at level 6. As described earlier, this feat lets him bounce his own mind-affecting SLAs to another target, effectively increasing all of his DCs by 4 and giving him immunity to mind-effecting spells and SLAs. He gains Detect Law and Protection from Law as SLAs 3/day, as well as the Assume Quirk skill trick, which lets him ignore the familiarity bonus for someone familiar with the person he's imitating for an hour a day. The minor spellcasting from Hexblade is used for the two 24 hour duration spells on the hexblade list: Undetectable Alignment and Magic Aura. With these, he won't ping as chaotic evil from a detect spell, and any magic items won't be as noticeable.

Save DCs:
Gravetouched Ghoul Paralysis (Claws/Bite) - 26, Fort
Ghoul Fever (Bite) - 20, Fort
Paralytic Slime (All Natural Attacks) - 19, Fort
Persuasive Words - 18, Will
Hexblade's Curse - 18, Will
Charm Person, Hypnotism - 22, Will

Skill Bonuses:
Bluff - +15
Diplomacy - +17
Disguise - +31
Intimidate - +20

http://i947.photobucket.com/albums/ad313/Scott_Scatman/Orient%20style%20fantasy/Spirits%20and%20Gods/Silent-ChantZubera.jpg

There's certainly been quite a bit going on since the last check-in, so let's take a look. Taking the next 4 levels of Slime Lord gives him a number of useful abilities, namely Charming Gaze, Alter Self, and a usable Pseudopods. Charming Gaze is a welcome addition to his mind-affecting focus, letting him affect non-Humanoid targets, and potentially quite a number of them. Its DC is going to be a bit lower for a while, due to it not being usable with Insane Defiance, but because it scales with his class level it's never too far behind. Alter Self has a number of uses, detailed in the Explanation section, but it bears mentioning. Pseudopods is similarly explained. He also took the second level of the Half-Fey template class just in time to get Dominate Person and Lesser Geas as SLAs, which are potent mind-affecting SLAs. In case you were wondering about the seemingly random template level. :smalltongue: Oh yeah, and he can fly now. Because that's necessary. Charm Person has now been overtaken by just straight Diplomacy, with just a measly masterwork tool, taking 10 with a standard action gives you a 35: enough to turn a Hostile target Friendly, and an Indifferent or Friendly target Helpful.

As for combat ability, he's gotten a major boost since the last check-in. Taking the Deformity (Clawed Hands) feat effectively gives him the Unarmed Combat ability of a first level Monk: 1d6 unarmed damage, threatens, doesn't provoke AoOs, the works. Now that he's hit his second BAB milestone, he gets two unarmed strikes, two claws, two pseudopods, and a bite.

Another major in combat and out of combat boost comes next level, with Assume Supernatural Ability (Greater Invisibility). It uses its Alter Self ability to take the form of a Pixie, and stalks its targets invisibly, before getting the drop on them with a nasty natural attack routine. Pseudopods also works while using Alter Self, giving you a potent natural weapon at the times when you need it, combined with your Clawed Hands. You can use Alter Self and Naberius' Disguise Self together to give you a +20 bonus on Disguise checks. (They're both untyped!) The Splinterwaif form is also an option, for sheer combat ability.

Save DCs:
Gravetouched Ghoul's Paralysis (Claws, Bite) - 30, Fort
Paralytic Slime (All Natural Attacks) - 23, Fort
Charming Gaze - 24, Will
Glitterdust - 21, Will
Charm Person, Hypnotism, Sleep - 24, Will
Enthrall, Eyebite - 25, Will
Lesser Geas, Confusion - 27, Will
Dominate Person, Hold Monster - 28, Will

Skill Bonuses:
Bluff - +21
Diplomacy - +23
Disguise - +45
Intimidate - +26

http://i947.photobucket.com/albums/ad313/Scott_Scatman/Orient%20style%20fantasy/Spirits%20and%20Gods/Floating-DreamZubera.jpg

So, here we are. Lord of the sewer below, and the city above, Zeitgeist has to be prepared for any challenges that may come. Keeping the 'preparedness' theme in mind, many of his abilities at this level are defensively oriented. Blindsense, Damage Reduction, a bunch of Immunities, and of course, higher DCs. You gain immunity to poison, and ranks in Craft (Poisonmaking), which you use to bathe yourself in drow poison before initiating combat. With this, and assuming ideal rulings, you can provoke up to 19 Save or Loses in one round, 3 at DC 34, 8 at DC 28, and 8 at DC 15. They're bound to roll a 1 on one of those.

With a +6 Cha item, and a masterwork tool of Diplomacy, he can hit a DC 50 as a standard action every time. This is enough to turn a Hostile foe Helpful, and a Helpful creature Fanatical. If he buys a +10 Competence item, which is well within WBL, he can turn a Friendly creature Fanatical. Charm Person/Monster sets a creature to Friendly, so that's two standard actions to make any non-immune creature Fanatical, if they fail their save, at will.

Save DCs:
Gravetouched Ghoul's Paralysis (Claws, 'claws'?, Bite) - 34, Fort
Paralytic Slime (All Natural Attacks) - 28, Fort
Charming Gaze - 30, Will
Glitterdust - 22, Will
Charm Person, Hypnotism, Sleep - 25, Will
Enthrall, Eyebite - 26, Will
Lesser Geas, Confusion - 28, Will
Dominate Person, Hold Monster - 29, Will
Mass Suggestion - 30, Will

Skill Bonuses:
Bluff - +31
Diplomacy - +33
Disguise - +55
Intimidate - +36

Sources
Book of Vile Darkness - Deformity (Clawed Hands)
Complete Arcane - Hexblade
Complete Scoundrel - Skill Tricks
Dragon Magic - Silverbrow Human
Elder Evils - Chosen of Evil, Insane Defiance
Heroes of Horror - Willing Deformity
Libris Mortis - Gravetouched Ghoul, Improved Paralysis
Player's Guide to Faerun - Slime Lord
Player's Handbook 2 - Dark Companion ACF
Savage Progressions Web Archive (http://archive.wizards.com/default.asp?x=dnd/sp/20040213a) - Half-Fey Template Class
Savage Species - Assume Supernatural Ability
Tome of Magic - Binder, Naberius

Heliomance
2014-12-21, 06:41 AM
The Chairwoman chooses, the chefs obey.







http://img3.wikia.nocookie.net/__cb20100308153350/bioshock/images/thumb/2/25/Spider_splicer_1.PNG/532px-Spider_splicer_1.PNG
Sollice, The Claws of Madness
Wild Elf, CE, Elven Champion of the Wild (Ranger) 4/ Ghost-faced Killer 6/ Slime Lord 10
A man chooses, A slave obeys
She was Drow, I was not
A man chooses, A slave obeys
I was a slave, I was beaten
A man chooses, A slave obeys
I ran, I hid
A man chooses, A slave obeys
I survived, I grew stronger
A man chooses, A slave obeys
I found friends, They showed me him
A man chooses, A slave obeys
I walked through the ooze, he chose me
A man chooses, A slave obeys
My enemies and his enemies, they are the same
A man chooses, A slave obeys
I found her, The one who beat me
A man chooses, A slave obeys
I killed her, My claws were red with blood,
A man chooses, A slave obeys
She was his enemy, she was my enemy
A man chooses, A slave obeys
I have chosen, I choose chaos
A man chooses, A slave obeys
All will return to ooze, Then all will be chaos
A man chooses, A slave obeys
A man chooses, A slave obeys
A man CHOOSES, A slave OBEYS
A MAN chooses, A SLAVE obeys
A MAN CHOOSES, A SLAVE OBEYS
A MAN CHOOSES, A SLAVE OBEYS
A MAN CHOOSES, A SLAVE OBEYS
...
Abilities:

Strength Dexterity Constitution Intelligence Wisdom Charisma Reason
13 14 8 12 12 17 32-point buy
13 15 8 12 12 17 4th
13 16 8 12 12 17 8th
13 16 8 12 12 18 12th
13 16 8 12 12 18 Feat
13 16 8 12 8 19 16th
13 16 8 12 8 20 20th


Build:


Level Class BAB Fort Ref Will Skills Feats Features
1 Elven Champion of the Wild +1 + 2 + 2 + 0 Bluff 2, Concentration 4, Disguise 4, Handle Animal 4, Hide 4, Intimidate 2, Listen 4, Move Silently 4, Survival 4 City Slicker, Track Favored Enemy (Servants of Lolth), Wild Empathy
2 Elven Champion of the Wild +2 + 3 + 3 + 0 Bluff 2, Concentration 4, Disguise 5, Handle Animal 5, Hide 5, Intimidate 2.5, Listen 5, Move Silently 5, Survival 5 - Combat Style (TWF)
3 Elven Champion of the Wild +3 + 3 + 3 + 1 Bluff 2, Concentration 4, Disguise 6, Handle Animal 6, Hide 6, Intimidate 3, Listen 6, Move Silently 6, Survival 6 Willing Deformity, Endurance -
4 Elven Champion of the Wild +4 + 4 + 4 + 1 Bluff 3, Concentration 5, Disguise 7, Handle Animal 7, Hide 7, Intimidate 3, Listen 7, Move Silently 7, Survival 7 Weapon Finesse Animal Companion (Elven Hound)
5 Slime Lord +4 + 4 + 6 + 1 Bluff 4, Concentration 5, Disguise 8, Handle Animal 7, Hide 8, Intimidate 4, Listen 7, Move Silently 7, Survival 8 - Paralytic Slime, Pseudopods 1/day
6 Slime Lord +5 + 4 + 7 + 1 Bluff 5, Concentration 5, Disguise 9, Handle Animal 7, Hide 9, Intimidate 5, Listen 7, Move Silently 7, Survival 9 Deformity (Clawed Hands) -
7 Slime Lord +6/+1 + 5 + 7 + 2 Bluff 6, Concentration 5, Disguise 10, Handle Animal 7, Hide 10, Intimidate 6, Listen 7, Move Silently 7, Survival 10 - Charming Gaze, Pseudopods 2/day
8 Slime Lord +7/+2 + 5 + 8 + 2 Bluff 7, Concentration 5, Disguise 11, Handle Animal 7, Hide 10, Intimidate 7, Listen 7, Move Silently 8, Survival 11 - Sleep Immunity
9 Slime Lord +7/+2 + 5 + 8 + 2 Bluff 8, Concentration 5, Disguise 12, Handle Animal 7, Hide 10, Intimidate 8, Listen 7, Move Silently 9, Survival 12 Power Attack Alter Self, Pseudopods 3/day
10 Slime Lord +8/+3 + 6 + 9 + 3 Bluff 9, Concentration 5, Disguise 13, Handle Animal 7, Hide 10, Intimidate 9, Listen 7, Move Silently 10, Survival 13 - -
11 Slime Lord +9/+4 + 6 + 9 + 3 Bluff 10, Concentration 5, Disguise 14, Handle Animal 7, Hide 10, Intimidate 10, Listen 7, Move Silently 11, Survival 14 - DR 5/ Slashing or Piercing, Pseudopods 4/day
12 Slime Lord +10/+5 + 6 + 10 + 3 Bluff 11, Concentration 5, Disguise 15, Handle Animal 7, Hide 10, Intimidate 11, Listen 7, Move Silently 12, Survival 15 Improved Initiative +2 Polymorph immunity
13 Ghost Faced Killer +11/+6/+1 + 8 + 10 + 3 Bluff 12, Concentration 5, Disguise 15, Handle Animal 7, Hide 11, Intimidate 12, Listen 7, Move Silently 13, Survival 15.5 - Ghost Step 1/day
14 Ghost Faced Killer +12/+7/+2 + 9 + 10 + 3 Bluff 13, Concentration 5, Disguise 15, Handle Animal 7, Hide 12, Intimidate 13, Listen 7, Move Silently 14, Survival 16 - Sudden Strike +1d6
15 Ghost Faced Killer +13/+8/+3 + 9 + 11 + 4 Bluff 14, Concentration 5, Disguise 15, Handle Animal 7, Hide 13, Intimidate 14, Listen 7, Move Silently 15, Survival 16.5 Deformity (Madness) Frightful Attack 1/day
16 Ghost Faced Killer +14/+9/+4 + 10 + 11 + 4 Bluff 15, Concentration 5, Disguise 15, Handle Animal 7, Hide 15, Intimidate 15, Listen 7, Move Silently 15, Survival 17 - Ghost Step 2/day
17 Slime Lord +15/+10/+5 + 11 + 11 + 5 Bluff 17, Concentration 5, Disguise 15, Handle Animal 7, Hide 15, Intimidate 16, Listen 7, Move Silently 15, Survival 19 - Blindsight, Pseudopods 5/day
18 Slime Lord +15/+10/+5 + 11 + 12 + 5 Bluff 19, Concentration 5, Disguise 15, Handle Animal 7, Hide 15, Intimidate 17, Listen 7, Move Silently 15, Survival 21 Improved Natural Attack No Discernible Anatomy
19 Ghost Faced Killer +16/+11/+6/+1 + 11 + 12 + 5 Bluff 20, Concentration 5, Disguise 15, Handle Animal 7, Hide 15, Intimidate 19, Listen 7, Move Silently 15, Survival 22 - Sudden Strike +2d6
20 Ghost Faced Killer +17/+12/+7/+2 + 12 + 13 + 6 Bluff 21, Concentration 5, Disguise 15, Handle Animal 7, Hide 15, Intimidate 21, Listen 7, Move Silently 15, Survival 23 - Frightful Attack 2/day, Ghost Step (Ethereal)






Sources:


[tr][td] Item Book Page
Wild Elf Monster Manual 104
Elven Hound Races of the Wild 189
Elf Substitution Ranger Races of the Wild 155
Champion of the Wild Complete Champion 50
Ghost Faced Killer Complete Adventurer 51
City Slicker Races of Destiny 50
Improved Natural Attack Monster Manual 304
Deformity (Clawed Hands) Book of Vile Darkness 48
Deformity (Madness) Elder Evils 13



Notes:

Levels 1-5: Initial Build
For the initial build, I chose to go Ranger. There were a couple reasons for this, first I had full BAB which meant I would meet that requirement 2 levels sooner, giving me more time to play with the prestige class, and less time having to worry about making everything fit. Second Ranger comes with a good fort save. This helps me offset one of the poor saves from the prestige class. The lack of disguise is a minor hindrance as it requires us to take the City Slicker feat to make it a class skill so that I can still attain entry at level 5 instead of level 9. Ranger also opens up two variant class features that help us. The Wild Elf race, gives me access to racial substitution levels, and allows me to choose Servants of Lolth as a favored enemy. As Lolth is an enemy of Ghaunduar as well as the Selendine, this gives me a solid +3 boost to my Favored Enemy ability, instead of the usual +2 while adding a nice bit of flavor. It also unlocks the use of the Elven Hound as an animal companion. The Champion of the Wild allows me to trade my virtually non-existent spell-casting for a bonus feat, in this case Weapon Finesse which allows me to take full advantage of my high Dexterity. Finally the Track and Endurance feats are nice bonuses themselves. The remaining class skills allow me to start building up to my final class, Ghost-Faced Killer, sooner as well.


Level 17: Sweet Spot
At level 17 I have everything I need to make the class completely viable. Although I start coming online at level 6 once I have the Deformity (clawed hands) feat, there's a lot more building to be done until I'm finished. Although it delays us getting into Ghost-Faced Killer by three levels, I still want to take Deformity (clawed hands) as soon as possible since it allows us to maximize my use of the Slime Lord's paralytic slime. Moving on up the chain as I level I put points into Charisma and Dexterity. This allows us to take full advantage of Weapon Finesse and my skills with the exception of survival. Ghost-Faced Killer gives us access to Ghost Step which allows us to turn invisible for a round, and either strike for sudden strike damage and catch an opponent flat-footed or safely retreat as I'll be able to make run action without incurring attacks of opportunity. At level 20 this gets better as I'll be able to become ethereal instead, but this serves a cherry on an already nice ability. my second major benefit is the Frightful Attack which can kill my opponents outright. At level 17 this is a DC 18 will save. It bumps up to DC 21 at level 20 assuming no magic Items are in place, though I would likely have at least one Charisma boosting effect. Next Deformity (madness) is a bit of a tradeoff. I take a significant hit to wisdom for this which will make tracking a bit more difficult, but in exchange I gain complete immunity to all mind affecting spells and abilities. On the off chance I am targeted by a will save that is neither of those I am also able to add half my class level to my will save. The boost to Fort that I get from Ghost-Faced Killer brings my other two saves up to a nice level to handle any other saving throws I might have to deal with. Finally at 17 Slime lord gives us blindsight. This helps offset my loss of wisdom but making it so that spot and listen checks are less critical.

Heliomance
2014-12-21, 06:44 AM
From rags to... well, not riches. Squelches?


Cain Xildabel, CE Vasharan (BoVD 12) Stealth & Cunning variant Thug Fighter (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#fighter) 3/Totemist (http://archive.wizards.com/default.asp?x=dnd/ex/20050907a&page=3) 2/Slime Lord (PGtF 186) 10/Shadow Thief of Amn (PGtF 74) 5
Worships Ghuanadar
STR 14 DEX 15 CON 14 INT 14 WIS 12 CHA 10
Boost DEX with levels

Cain Xildabel was born in the gutters of Amn, to a Vasharan family as incapable of nurturing him as they were of nurturing positive feelings within themselves. As an outcast among outcasts, Cain venerated Ghuanadar, himself an ancient outcast of more than one Faerunian pantheon. Cain learned to adapt quickly, using disguises, false letters of recommendation, and general street smarts to make himself appear to be the person other folks needed. . . or not appear at all. Before long, that talent for self-malleability led him to become a Totemist, and not long after, a Slime Lord, able to manipulate his own form as easily as he could manipulate those around him. As his talents grew, demand for his abilities grew with them, even as he grew harder to locate, identify properly, or otherwise pin responsibility to for his alleged misdeeds against the ruling class of Amn.




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


1st
Stealthy and Cunning Thug Fighter 1
+1
+2
+0
+0
Disguise 4, Forgery 4, Gather Information 4, Hide 1.0, Intimidate 4, Move Silently 1.0, Sense Motive 2.0, Sleight of Hand 4
City Slicker (RoD 150), Willing Deformity (HoH 125)
Sneak Attack +1d6


2nd
Totemist 1
+1
+3
+2
+0
Bluff 1.0, Disguise 5, Forgery 5, Gather Information 5, Hide 1.5, Move Silently 1.5
-
Wild Empathy, Soulmelds (Displacer Mantle, Wormtail Belt), Essentia Pool: 1


3rd
Totemist 2
+2
+4
+3
+0
Bluff 2.0, Disguise 6, Forgery 6, Gather Information 6, Hide 2.0, Move Silently 2.0
Aberration Blood: Flexible Limbs (LoM 178)
Totem’s Chakra Bind (Displacer Mantle): +1 Capacity, Soulmelds (Displacer Mantle, Wormtail Belt, Rage Claws), Essentia Pool: 2


4th
Stealthy and Cunning Thug Fighter 2
+3
+5
+4
+0
Bluff 2.5, Disguise 7, Forgery 7, Hide 2.5, Move Silently 2.5, Sense Motive 2.5, Sleight of Hand 5
-
-


5th
Stealthy and Cunning Thug Fighter 3
+4
+5
+4
+1
Bluff 3.0, Disguise 8, Forgery 8, Hide 3.0, Move Silently 3.0, Sense Motive 3.0, Sleight of Hand 6
-
Sneak Attack +2d6


6th
Slime Lord 1
+4
+5
+6
+1
Bluff 4, Disguise 9, Forgery 9, Hide 5, Intimidate 5, Move Silently 4
Cerulean Will
Paralytic Slime, Pseudopods 1/Day, Essentia Pool: 3


7th
Slime Lord 2
+5
+5
+7
+1
Bluff 5, Disguise 10, Forgery 10, Hide 6, Intimidate 6, Move Silently 6
-
-


8th
Slime Lord 3
+6
+6
+7
+2
Bluff 7, Disguise 11, Forgery 11, Hide 7, Intimidate 7, Move Silently 7
-
Charming Gaze, Pseudopods 2/Day


9th
Slime Lord 4
+7
+6
+8
+2
Bluff 8, Disguise 12, Forgery 12, Hide 8, Intimidate 9, Move Silently 8
Persuasive (SRD)
Sleep Immunity


10th
Slime Lord 5
+7
+6
+8
+2
Bluff 10, Disguise 13, Forgery 13, Hide 9, Intimidate 10, Move Silently 9
-
Alter Self, Pseudopods 3/Day


11th
Shadow Thief of Amn 1
+7
+6
+10
+2
Bluff 11, Disguise 14, Forgery 14, Hide 11, Intimidate 11, Move Silently 11, Sense Motive 4
-
Doublespeak, Sneak Attack +3d6


12th
Slime Lord 6
+8
+7
+11
+3
Bluff 13, Disguise 15, Forgery 15, Hide 12, Intimidate 12, Move Silently 12
Bestial Hide (LoM 179)
-


13th
Shadow Thief of Amn 2
+9
+7
+12
+3
Bluff 14, Disguise 16, Forgery 16, Hide 13, Intimidate 14, Move Silently 13, Sense Motive 6
Weapon Finesse (SRD)
Bonus Feat, Uncanny Dodge


14th
Shadow Thief of Amn 3
+10
+8
+12
+4
Bluff 15, Disguise 17, Forgery 17, Hide 15, Intimidate 15, Move Silently 15, Sense Motive 7
-
Reputation +1 (ignored for ICitP), Sneak Attack + 4d6


15th
Slime Lord 7
+11
+8
+12
+4
Bluff 16 Disguise 18, Forgery 18, Hide 16, Intimidate 17, Move Silently 16
Deepspawn (LoM 179-180)
DR 5/Slashing or Piercing, Pseudopods 4/Day


16th
Slime Lord 8
+12
+8
+13
+4
Bluff 18, Disguise 19, Forgery 19, Hide 17, Intimidate 18, Move Silently 17
-
Polymorph Immunity


17th
Slime Lord 9
+12
+9
+13
+5
Bluff 19, Disguise 20, Forgery 20, Hide 18, Intimidate 19, Move Silently 19
-
Blindsight, Pseudopods 5/Day


18th
Slime Lord 10
+13
+9
+14
+5
Bluff 20, Disguise 21, Forgery 21, Hide 20, Intimidate 20, Move Silently 20
Indigo Strike (MoI 38)
No Discernible Anatomy, Essentia Pool: 4


19th
Shadow Thief of Amn 4
+14
+9
+15
+5
Bluff 21, Disguise 22, Forgery 22, Hide 22, Intimidate 22, Move Silently 22
Weapon Focus: Tentacle (SRD)
Reputation +2 (ignored for ICitP), Bonus Feat


20th
Shadow Thief of Amn 5
+14
+9
+15
+5
Bluff 23, Disguise 23, Forgery 23, Hide 23, Intimidate 23, Move Silently 23, Sense Motive 9
-
Reputation +3 (ignored for ICitP), Improved Uncanny Dodge, Sneak Attack +5d6



1st level has Cain operating in Amn already. He’s a viable front-line type thanks to his good HD and the damage potential inherent in adding a d6 damage to his swings with his greatsword, even if he sacrificed a tiny bit of potential AC to get it. He packs a shortbow and a club to round out his golf bag. The Thug variant helps out further by giving him viable out-of-combat options, in the form of a well-rounded skill set, which Willing Deformity helps augment while simultaneously preparing his progression path. City Slicker is essentially forced, but meshes well with the concept of an urban street thug. Note that, despite apparently giving up the same benefit twice, Stealthy and Cunning Fighter explicitly pairs with the Thug variant by RAW.

By 5th level, Cain has more than offset any disadvantages to his AC through use of the Totemist class, gaining a good boost to Natural Armor through Wormtail Belt, and the ability to function at negative HP through Rage Claws. Aberration Blood (Flexible Limbs) is both a stepping-stone feat choice, and an immediate improvement to a combat style which will be important to Cain down the line. With the Displacer Mantle bound to his Totem Chakra, Cain gets both a real improvement to his Hide skill, and the ability to turn that bonus into better damage, due to the extra attacks - and reach! - he gains from the tentacles gained; he can reasonably expect to hit his opponent’s Flat-Footed AC with both tentacles with even a modicum of pre-combat preparation, each doing 1d4 + 2d6 + 2 damage before any Essentia investment, and he still has his greatsword and shortbow as options for different ranges.

Halfway through his progression, Cain’s intended path has really come into focus, without any real deviations or sidesteps in his course. He enters Slime Lord at the earliest possible point, snagging Cerulean Will at 6th level to boost both his Essentia and his weakest save. With a thoroughly average CHA score and obvious investment in both Bluff and Intimidate, Persuasive is a reasonable feat choice that won’t cause any consternation on the part of a DM, and that he needs for his complimentary PrC choice. His skills give him things to do in a variety of out of combat situations, so he’s seldom forced to sit idly on the sidelines. Paralytic Slime and Charming Gaze are both potential encounter-enders, with Alter Self having a multitude of applications out of combat or within it, including the potential of stat boosts to augment either Paralytic Slime or Charming Gaze, as desired. Sleep Immunity is a nice bonus to gain at no cost, even if it comes a mite late. Because Sneak Attack statistically benefits more from multiple attacks than from a single swing, the ability to use his Pseudopods 3/day in addition to his tentacles makes his full attack action very powerful, particularly when he’s starting combat from hiding. Using his Pseudopods is also more advantageous in a grappling situation, which his tentacles and Paralytic Slime both improve upon.

Cain has branched out as much as he intends to by this point, though all of those branches stem naturally from the same foundational trunk. Shadow Thief of Amn meshes well with the Sneak Attack Thug Fighter option, granting him an immediate boost to his Sneak Attack damage, as well as another bonus to his social skills. The Bestial Hide feat plays to one of his strengths by improving on his already good Natural Armor bonus, while serving as a precursor to the Deepspawn feat that gives Cain more tentacles and another bonus to his grapple, beyond the bonus native to having extra limbs. Uncanny Dodge as a very nice defensive ability to gain for free (even if, again, it’s gained rather late), with the bonus feat of Weapon Finesse showing up to improve attack rolls just as Cain’s BAB is starting to lag notably. With a nifty bit of DR added to his good Natural Armor and saves, and the other defenses already highlighted, Cain is not easy to take down, while the pile of attacks he makes in a full attack routine creates prodigious damage when he’s getting off +4d6 SA per hit. He should be doing that often, due to how good his Hide/Move Silently scores are. With the acquisition of Deepspawn, Cain hits his ‘sweet spot’ at 15th level.

By 20th level, Cain is complete. Having entered Slime Lord as early as possible, he’s finished it, as well as finished Shadow Thief of Amn. In the process, he’s maxed out six different skills, more than half of which help in combat, and more than half of which help outside of combat. He only invested in three other skills - Gather Information, Sleight of Hand and Sense Motive - and has more than 5 ranks in these, as well. He’s immune to the Polymorph line of offensive attack spells, and his Blindsight makes him extremely difficult to sneak up on, while he’s quite adept at sneaking himself. Indigo Strike gives his hefty Sneak Attack bonuses per round even more bite, while adding to his Essentia pool, and the versatility of how to distribute that Essentia. With No Discernable Anatomy, Cain gains a host of useful defensive immunities that add to the survivability of an already very sturdy chassis. Weapon Focus (tentacle) is a useful freebie to help make sure all those attacks against Flat-Footed enemies actually hit, though allowing it to work on his pseudopods as well as his tentacles would apparently be a house-rule; as he has more tentacles than pseudopods, it’s mathematically to his benefit to use Weapon Focus (tentacle) rather than Weapon Focus (pseudopod). Finally, Improved Uncanny Dodge and a total of 5d6 Sneak Attack per hit shore up his defenses and his offense; he can strike from the shadows - whether with reach or without - for up to six attacks before buffs, each of which grants the 5d6 SA, and then choose whether or not to enter a grapple (in which he likely has an advantage), make another full attack, or move on to the next victim. Despite what the raw numbers on the chart may say, Cain does not have any truly weak saves, and will regularly be swinging at +20 or greater against opponents whom he expect to be denied DEX in a majority of cases, thanks to his abilities.

Cain would love to have room for Multiattack and Deepstalker in his build, and would take the flaws Shaky and Vulnerable to make room for them, given the opportunity, as they don’t seriously penalize his main options. In an actual campaign where the option is on the table, Cain would grab Leadership (a free bonus feat for SToA) in place of Weapon Focus - possibly rearranging class order to get it sooner - but that’s not really relevant to Iron Chef. Barring the preceding, he’s likely to want a Ring of the Darkhidden and a reliable method of getting Pounce; Cain has no need for an item that helps him with movement modes, thanks to Alter Self, but may purchase and then sell one for the early-mid game before getting that ability. Cain’s greatsword and shortbow are generally backup options for him, but enchanting them is never a bad choice, particularly if he’s fighting a high DR enemy that would be easier to attack with high damage single swings than a multitude of slightly lower damage swings.

Despite verbiage that may seem to indicate more focus on other aspects of his build, Cain is first and foremost a Slime Lord, whose every build decision is informed by that central PrC. The location of the original Willing Deformity vile feat - Book of Vile Darkness - informed the racial choice of Vasharan, which got him that very bonus vile feat; Cain delved into Heroes of Horror exclusively because of the rules of primacy relating to that feat’s reprinting. The desire to utilize natural attacks and focus on the malleable, multi-limbed appearance of Slime Lord informed the choice of Totemist for Displacer Beast, while the location of all non-setting-specific information on his required deity, Ghuanadar - Lords of Madness - informed his decision to take Aberration feats from that source; the desire to use that source for more (thematically appropriate) tentacles informed his choice to take Bestial Hide as a gateway to Deepspawn, which cemented his choices of the Wormtail Belt and Rageclaws to maintain the ‘durability’ theme. All those natural attacks, and the desire to get into Slime Lord as quickly as possible, informed his decision to use Sneak Attack Thug Fighter rather than Thief/Scout/Ninja/etc, which locked him into the City Slicker feat in order facilitate that goal of rapid entry into Slime Lord; City Slicker, in its turn and in conjunction with Sneak Attack Thug Fighter, informed the choice of Shadow Thief of Amn, which pointed Cain to taking all the skills he did which weren’t required for Slime Lord. All those natural attacks gain the Paralytic Slime coating, by RAW, giving Cain an even stronger motivation to have grabbed them. Aside from the pseudopods (already covered), the Paralytic Slime (also covered) and the Charming Gaze (which Alter Self can potentially boost natively, and to which more opponents are likely immune than, for example, Sneak Attack) most of Slime Lord’s abilities are passive in nature, with the nature of the game being that most feats and combat choices augment active abilities, rather than passive ones. Therefore, Cain spends most of his build resources doing just that - augmenting his active, offensive abilities - but ALL of Cain’s abilities are derived from his fundamental desire to be a Slime Lord.


SRD
Rod = Races of Destiny
HoH = Heroes of Horror
BoVD = Book of Vile Darkness
MoI = Magic of Incarnum
LoM = Lords of Madness
PGtF = Player’s Guide to Faerun

Heliomance
2014-12-21, 06:50 AM
Lolth ain't gonna be happy...



Ophealine
CE Drider Slime Lord 10

Dread lord of the amorphous,
I thank you for your gift of form:
By your slimy grace
I transcend this body
forced upon me
by one unworthy of my praise.

Great god of crawling thing,
I thank you for your gift of home:
You welcomed me
who was cast out
and bade me worship
you, my savior.

Vast lurker in the darkness,
I thank you with this sacrifice:
A breathing, squirming servant
of the hated spider queen,
brought low now to be
consumed by your holy flame.

Ability Scores


Level
Str
Dex
Con
Int
Wis
Cha


1
12
12
12
16
16
16


2
14
12
12
16
16
16


3
14
12
12
16
18
16


4
14
14
12
16
18
16


4
14
14
12
16
18
16


5
14
14
14
16
18
16


6
14
14
14
18
20
17


7
14
14
16
18
20
17


8
16
14
16
18
20
19

9
16
14
16
18
22
19
[/tr]

10
16
14
18
18
22
21


12
16
14
18
18
22
22


16
17
14
18
18
22
22


20
18
14
18
18
22
22




Build Table


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


1st
Drider HD
+0
+0
+0
+2
Disguise 2, Hide 4, Listen 4, Move Silently 4, Spot 4
Darkstalker
+4 Natural Armor


2nd
Drider HD
+1
+0
+0
+3
Disguise 2.5, Hide 5, Listen 5, Move Silently 5, Spot 5

Bite attack, +2 Str, Poison (1d3 Str/1d3 Str)


3rd
Drider LA
+1
+0
+0
+3


+2 Wis, SLAs 1/day (Dancing Lights, Clairaudience/Clairvoyance, Darkness, Detect Good, Detect Law, Detect Magic, Dispel Magic, Faerie Fire, Levitate, Suggestion


4th
Drider HD
+2
+1
+1
+3
Disguise 3, Hide 6, Listen 6, Move Silently 6, Spot 6
Combat Reflexes
+4 Natural Armor, +2 Dex


5th
Drider LA
+2
+1
+1
+3


Poison (1d4 Str/1d4 Str), +2 Con


6th
Drider HD
+3
+1
+1
+4
Bluff .5, Disguise 3.5, Hide 7, Listen 7, Move Silently 7, Spot 7

Spell Resistance, +2 Int, +2 Wis


7th
Drider LA
+3
+1
+1
+4


+6 Natural Armor, +2 Con, +2 Cha


8th
Drider HD
+3
+1
+1
+4
Bluff 1, Disguise 4, Hide 8, Listen 8, Move Silently 8, Spot 8

Large size, +2 Str


9th
Drider LA
+3
+1
+1
+4


Poison (1d6 Str/1d6 Str), +2 Wis


10th
Drider HD
+4
+2
+2
+5
Bluff 3, Hide 9, Listen 9, Move Silently 9, Spot 9
Willing Deformity
+2 Con, +2 Cha


11th
Slime Lord
+4
+2
+4
+5
Bluff 4, Disguise 5, Hide 10, Intimidate 2, Listen 10, Move Silently 10, Spot 10

Paralytic Slime, Pseudopods 1/day


12th
Slime Lord
+5
+2
+5
+5
Bluff 5, Disguise 6, Hide 11, Intimidate 4, Listen 11, Move Silently 11, Spot 11




13th
Slime Lord
+6/+1
+3
+5
+6
Bluff 7, Disguise 7, Hide 12, Intimidate 5, Listen 12, Move Silently 12, Spot 12
Multiattack
Charming Gaze, Pseudopods 2/day


14th
Slime Lord
+7/+2
+3
+6
+6
Bluff 8, Disguise 8, Hide 13, Intimidate 7, Listen 13, Move Silently 13, Spot 13

Immunity to sleep


15th
Slime Lord
+7/+2
+3
+6
+6
Bluff 9, Disguise 9, Hide 14, Intimidate 9, Listen 14, Move Silently 14, Spot 14

Alter Self, Pseudopods 3/day


16th
Slime Lord
+8/+3
+4
+7
+7
Bluff 11, Disguise 10, Hide 15, Intimidate 10, Listen 15, Move Silently 15, Spot 15
Abominable Form



17th
Slime Lord
+9/+4
+4
+7
+7
Bluff 12, Disguise 11, Hide 16, Intimidate 12, Listen 16, Move Silently 16, Spot 16

DR 5/slashing or piercing, Pseudopods 4/day


18th
Slime Lord
+10/+5
+4
+8
+7
Bluff 13, Disguise 13, Hide 17, Intimidate 13, Listen 17, Move Silently 17, Spot 17

Polymorph immunity


19th
Slime Lord
+10/+5
+5
+8
+8
Bluff 15, Disguise 14, Hide 18, Intimidate 14, Listen 18, Move Silently 18, Spot 18
Large and in Charge
Blindsight, Pseudopods 5/day


20th
Slime Lord
+11/+6/+1
+5
+9
+8
Bluff 16, Disguise 16, Hide 19, Intimidate 15, Listen 19, Move Silently 19, Spot 19

No Discernable Anatomy




Cleric Spellcasting
Spells per Day/Spells Known


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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



Domains: Trickery, Evil


Level Breakdowns
Level 5: At level 5, Ophealine plays a lot differently from what she’ll turn into. She’s still medium-sized, for one thing, and she’s got decent Cleric spellcasting for her level and good ability scores across the board making her pretty flexible. Aside from Disguise, which is (a) required for the SI, and (b) probably pretty difficult for someone with a spider for legs, her skills are geared toward stealth, and she grabbed Darkstalker right away to reinforce that. She also gets Invisibility from the Trickery domain, which makes her even stealthier.

Level 10: Oh, hey, it’s a drider. Ophealine is a pretty normal member of her species (save again for the Disguise skill). She’s still (and will continue to be) stealthy despite her large size--driders get +4 to Hide and Move Silently, which cancels out the former’s size penalty. At this level, Willing Deformity isn’t really useful for anything except qualifying for Slime Lord, since she doesn’t have the space to put ranks in Intimidate yet.

Level 15 (Sweet Spot): Slime Lord gets all its coolest abilities in its first five levels, culminating in Alter Self, which Ophealine gets at this level. She has two things going for her when it comes to Alter Self: First, she’s an aberration, so she has an enormous variety of forms to choose from, giving her any movement mode she wants as well as enormous numbers of natural attacks; and second, she’s naturally large-sized, which opens up the Wyste, one of the few huge creatures to fall within Alter Self’s HD limit. See the Alter Self Forms section below for more good choices.

And getting lots of natural attacks is important, of course, because she wants as many chances as possible to paralyze her foes. Two pseudopods and a bite in her natural form is good, but 7-10 natural attacks, which she can get from several aberration forms, is better. From levels 11-14, though, she’s going to be relying on her pseudopods (which let her qualify for multiattack in her natural form when they’re out) to get multiple natural attacks.

By this level, she’s not much of a spellcaster any more, so she should focus on buffing rather than trying to hit opponents with the low-level spells she can cast. Slime Lord does open up more skills than her aberration RHD, though, so she’s started training up her social skills to compliment the Charming Gaze she gets at level 13.

Level 20: Like I said, Slime Lord gets its coolest abilities by level 5--all the new stuff Ophealine gets in from her class is defensive. Blindsight is nice, but at the level she gets it, any dedicated sneakies will probably have Darkstalker, which is why she still keeps Listen and Spot maxed. Likewise, No Discernable Anatomy is fun, but by the time she gets that, she has Large and in Charge which, coupled with Combat Reflexes (which she picked up way back at level 4) should keep her out of melee sneak attack range of most sneak-attackers.

She does pick up Abominable Form at 16th level, which, while it only affects creatures with under 16 HD, makes use of Slime Lord’s otherwise cruddy prereq feat, and lowers enemies’ saves, which makes her Charming Gaze and Paralyzing Slime more potent.

Alter Self Forms
I assumed that Alter Self granted literally no abilities other than movement modes/speeds and natural attacks, but if your DM allows it to grant things like Improved Grab or Swallow Whole, these forms become even better.

Dustblight (Sandstorm): Most useful for its 30 ft. burrow speed, though it also has three natural attacks.

Elan (XPH): For those times when she really needs to pass as humanoid for whatever reason.

Gibbering Mouther: Very slow, but grants 6 bites and a ranged spitting attack

Grell (LoM): She’ll look pretty silly slithering around at 5 ft. per round (because Alter Self doesn’t grant wingless flight), but 10 tentacle attacks is nothing to sneeze at.

Harpoon Spider (FF): Gives a couple ranged natural attacks, but this form’s main advantage is infiltration. Drow settlements are generally crawling (pun intended) with all sorts of spiders, so nobody’ll bat an eye at one of these things scurrying around.

Snowcloak (Fb): 60 ft. winged flight, plus a decent natural attack routine: a tail slap 2 bites, and 2 wing claws.

Wyste (MM2): Notable mostly for being Huge while having only 5 HD, but it also has a 40 ft. swim speed (but a land speed of 10 ft.) and 7 tentacle attacks.


Sources
Draconomicon: Large and in Charge
Elder Evils: Abominable Form
Heroes of Horror: Willing Deformity
Lords of Madness: Darkstalker
Player’s Guide to Faerun: Slime Lord
Savage Species: Drider racial class

Heliomance
2014-12-21, 06:55 AM
"Will you come into my parlour?" said the spider to the fly...


Xel'Dek: Scourge of the Underdark
CE Dromite
1 la/7 Swordsage/2 rogue/10 Slime Lord
"Time for a feassssstttttt..."

Str 10-2 Dex 14(+2) Con 16(+2) int 10 wis 14-2 cha 14+2

‘Ssssstarving. Ssssskittering, checking our traps for delicious morsels. Food has been scarce, the morsels are becoming smarter. Afraid. Of us. Of me.’ Xel’Dek thought. It had been years since he was banished from his old home for cruel experiments, forced to live in the unforgiving Underdark. But he had found his Master, the one of the oozes and the outcasts. His Master gave him the power to evolve past his race’s limits, and change his body as he saw fit. Xel’Dek had since taken up refuge in a cave close to a major trade route in the Underdark, and stalked lone travellers, sacrificing them to his Master and then devouring the remains. Poking his around a corner and peering down into the ravine, Xel’Dek found his next meal, a lone, nervous-looking human carrying a greatsword. After scrambling through the tunnels in an effort to get in front of the man, Xel’Dek took the form of a Yuan-Ti woman and hid himself under heavy clothing to appear as a human priestess. Disarming him would be easy, and the former Dromite had to keep himself from drooling in anticipation for his meal. He felt the man draw closer, and began to sob to draw him in. “H-hello? No..no you’re a monster, I won’t fall for your traps!” the warrior yelled. Smart one, thought Xel’Dek. Looks like he’ll need a little extra convincing. Xel’Dek wandered out to the mouth of the cave and dodged a slash from the greatsword. He threw himself on the ground and began to beg for help “Please don't hurt me! All I need is a big strong warrior to take me a little further into the caves, to help me clear out my god’s shrine of monsters!” Xel’Dek looked up at the man and met his gaze. The longer the warrior stared back, the more of his will was robbed. His head was swimming. 'This is a friend' he thought. 'What an idiot I am for swinging a sword at her!' The man sheathed his sword and began to follow the priestess.

Xel’Dek lured the man further into the Underdark, closer to home. It continued to get darker, the luminous mushrooms that covered the Underdark thinning out and becoming scarce. Xel’Dek was quivering with anticipation, it had been weeks since he last had fresh prey. Finally they came to a patch of total darkness. “Go a little further in, the statues will react to us and light up. It will be safe!” cooed the priestess. “O-okay then...” said the man. He took four steps before the ground caved under him. A rock fell on his leg, breaking it and pinning him. Dazed but alive he pulled out his torch in time to see the priestess standing over the pit, laughing as her body began to twist, growing more clawed limbs and becoming insectile. As her face turned to snapping mandibles the newly formed claws began to drip with a sickening goo, some of it dripping down onto the man. He instantly lost feeling where the slime hit and screamed as the insect climbed down to devour it’s helpless prey.


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


1st
Dromite 1
+x
+x
+x
+x
-
-
Energy ray 1/day, scent, blind-fight, compound eyes


2nd
Swordsage 1
+0
+0
+2
+2
4 hide, 4 move silently, 2 knowledge nature, 4 tumble, 2 sense motive, 4 balance, 4 climb
Adaptive Style
Quick to act 1, discipline focus(Tiger claw)


3rd
Swordsage 2
+1
+0
+3
+3
5 hide, 5 move silently, 2 knowledge nature, 5 tumble, 3 sense motive, 4 balance, 4 climb, disguise 1
-
AC bonus


4th
Rogue 1
+1
+0
+5
+3
6 hide, 6 move silently, 2 knowledge nature, 6 tumble, 3 sense motive, 5 balance, 4 climb, disguise 5
Weapon Finesse
Sneak attack 1d6, trapfinding


5th
Rogue 2
+2
+0
+6
+3
7 hide, 7 move silently, 2 knowledge nature, 7 tumble, 3 sense motive, 5 balance, 4 climb, disguise 6, bluff 4
-
Evasion


6th
Swordsage 3
+3
+1
+6
+3
8 hide, 8 move silently, 2 knowledge nature, 8 tumble, 6 sense motive, 5 balance, 4 climb, disguise 6, bluff 4
-
-


7th
Swordsage 4
+4
+1
+7
+4
9 hide, 9 move silently, 2 knowledge nature, 9 tumble, 6 sense motive, 5 balance, 5 climb, disguise 6, bluff 4, listen 2
Willing Deformity
Discipline focus(insightful strike)(Shadow hand)


8th
Slime Lord 1
+4
+1
+9
+4
10 hide, 10 move silently, 2 knowledge nature, 9 tumble, 6 sense motive, 5 balance, 5 climb, disguise 6, bluff 6, listen 2
-
Paralytic Slime, pseudopods 1/day


9th
Slime Lord 2
+5
+1
+10
+4
11 hide, 11 move silently, 2 knowledge nature, 9 tumble, 6 sense motive, 5 balance, 5 climb, disguise 6, bluff 8, listen 2
-
-


10th
Slime Lord 3
+6
+2
+10
+5
12 hide, 12 move silently, 2 knowledge nature, 9 tumble, 6 sense motive, 5 balance, 5 climb, disguise 8, bluff 8, listen 2
Shadow Hand
Charming gaze, paralysis 2/day


11th
Slime Lord 4
+7
+2
+11
+5
13 hide, 13 move silently, 2 knowledge nature, 9 tumble, 6 sense motive, 5 balance, 5 climb, disguise 8, bluff 9, listen 2, survival 1
-
Sleep immunity


12th
Slime Lord 5
+7
+2
+11
+5
14 hide, 14 move silently, 2 knowledge nature, 9 tumble, 6 sense motive, 5 balance, 5 climb, disguise 8, bluff 9, listen 2, survival 1, second impression
-
Alter self, paralysis 3/day


13th
Slime Lord 6
+8
+3
+12
+6
15 hide, 15 move silently, 2 knowledge nature, 9 tumble, 6 sense motive, 5 balance, 5 climb, disguise 9, bluff 9, listen 2, survival 1, second impression
Multiattack
-


14th
Slime Lord 7
+9
+3
+12
+6
16 hide, 16 move silently, 2 knowledge nature, 9 tumble, 6 sense motive, 5 balance, 5 climb, disguise 9, bluff 10, listen 2, survival 2, second impression
-
Dr 5/slashinging or piercing, paralysis 4/day


15th
Slime Lord 8
+10
+3
+13
+6
17 hide, 17 move silently, 2 knowledge nature, 9 tumble, 6 sense motive, 5 balance, 5 climb, disguise 9, bluff 10, listen 2, survival 2, second impression, knowledge dungeoneering 2
-
Polymorph immunity


16th
Slime Lord 9
+10
+4
+13
+7
18 hide, 18 move silently, 2 knowledge nature, 9 tumble, 6 sense motive, 5 balance, 5 climb, disguise 9, bluff 11, listen 2, survival 3, second impression, knowledge dungeoneering 2
Darkstalker
Blindsight, paralysis 5/day


17th
Slime Lord 10
+11
+4
+14
+7
19 hide, 19 move silently, 2 knowledge nature, 9 tumble, 6 sense motive, 5 balance, 5 climb, disguise 10, bluff 12, listen 2, survival 3, second impression, knowledge dungeoneering 2
-
No discernible anatomy


18th
Swordsage 5
+11
+4
+14
+7
20 hide, 20 move silently, 4 knowledge nature, 9 tumble, 8 sense motive, 5 balance, 5 climb, disguise 10, bluff 12, listen 2, survival 3, second impression, knowledge dungeoneering 2,
-
Quick to act 2


19th
Swordsage 6
+12
+5
+15
+8
21 hide, 21 move silently, 4 knowledge nature, 10 tumble, 9 sense motive, 5 balance, 5 climb, disguise 10, bluff 12, listen 4, survival 3, second impression, knowledge dungeoneering 2,
Sickening Strike
-


20th
Swordsage 7
+13
+5
+15
+8
22 hide, 22 move silently, 4 knowledge nature, 12 tumble, 9 sense motive, 5 balance, 5 climb, disguise 10, bluff 12, listen 4, survival 3, second impression, knowledge dungeoneering 2, acrobatic backstab
-
Sense Magic


1-5
“Larva”
1 LA/2 Swordsage/2 rogue
Xel’Dek starts off as a regular, Dromite(sonic caste) Swordsage. Adaptive Style is taken at 1, as our small pool of maneuvers is important and may need to be changed on the fly. Weapon Finesse can’t be taken at this level because of the BAB requirement. Maneuvers are focused on Shadow Hand and Desert Sun, with Sudden Leap picked up, to help with mobility and damage. Afterwards, 2 levels in rogue are taken for the skill ranks in disguise, and sneak attack. Weapon Finesse is taken at level 3.

6-10
“Pupa”
1 LA/4 Swordsage/2 rogue/3 Slime Lord
2 more levels are taken in Swordsage for access to 3rd level maneuvers, including Assassins Stance, bringing the sneak attack damage to +3d6. Afterwards, the secret ingredient is entered. Xel’Dex has learned to reform his hands into deadly paralysing claws, allowing him to paralyse foes and then devour them. The pseudopods don’t have much of an immediate impact, but grow in usefulness with every level as the duration gets longer. At the 3rd level, Xel’Dek has learned to invade an opponent’s mind and disarm them, leading them to their doom soon after. Not just Charm Person, but Charm Monster up to 10 times a day? As a gaze attack(?)? Scaling off charisma and Slime Lord level? Very nice ability all around. Willing Deformity is picked up at level 6 to enter the SI, and Shadow Blade is taken to fix our low weapon damage at level 9.

11-15-Sweet Spot
“Metamorphosis”
1 LA/4 Swordsage/2 rogue/8 Slime Lord
The Secret Ingredient is followed all the way through. Here’s where the build get’s its main kick. The alter self at-will gives Xel’Dek the ability to turn into other monstrous humanoids below 5 HD. Thri-Keen from XPH or Shining South have 4 claw attacks and a bite attack. Gargoyles from MM1 have a 60ft fly speed and 4 natural attacks. The muckdweller from Serpent Kingdom’s is a tiny monstrous humanoid with a swim speed, perfect for stealth. The fun part here is that the pseudopods are an (Ex) ability granted by classes levels, meaning they aren’t lost while in another form. The key here is to use the Thri’Keen form for the 5 natural attacks, and use them with pseudopods to force 5 saves against paralysis a round. Afterwards we get a few more useful defensive abilities. The damage reduction is nothing to write home about, considering it only works against bludgeoning, but hey, free DR. Sleep immunity is situational, and polymorph immunity blocks harmful PaO’s and Baleful Polymorphs, but both are good abilities. Multiattack is picked up at level 12 to make use of all of the natural attacks coming our way, and darkstalker is grabbed at 15 to keep stealth relevant versus anything with blindsight/blindsense.

16-20
“Perfection”
1 LA/7 Swordsage/2 rogue/10 Slime Lord
Xel’Dek has completed his metamorphosis. The SI is completed at ECL 17, and gives us 60 foot blindsight and some excellent immunities in the last 2 levels. Very nice. After that Xel’Dek continues down the path of the Swordsage. Though we lose a lot of initiator levels, we still come out to 13 IL meaning 7th level maneuvers, because multiclassing is kind to ToB users. Again, the focus is on Shadow Hand and Setting Sun maneuvers, for a hit-and-run style. and Sickening Strike is taken at 18 to debuff enemies and help force a failed save against paralysis. Staggering Strike would be an option, however the only way to really make the save high enough is to hope for a lucky maneuver hit/sneak attack.

Strategy:
At earlier levels, Xel’Dek is a typical rogue or swordsage, fragile, but able to put out decent damage. He uses manufactured weapons since he has no natural weapons until level 12. After that, most of his time is spent in a Thri’Keen form waiting for prey. At the core Xel’dek is a debuffer/sneak attacker, able to set up his own sneak attacks through maneuvers and Darkstalker for hiding. Pseudopods make excellent debuffing tools, and charming gaze can neutralize foes with ease. Even in open combat, he has a high CON score and a bucket full of immunities, letting him stay fighting long after most rogues. Shadow hand maneuvers like Shadow Jaunt let him move in, get a few hits and then run off and give concealment, making Xel’Dek an elusive target.
Known-12
Readied-6
Stances 3

IL 13
Shadow Hand: Shadow Blade Technique, Cloak of Deception, Strength Draining Strike, Stalker in the Night, Shadow Blink
Tiger Claw: Sudden Leap, Rabid Wolf Strike, Soaring Raptor Strike, Rabid Bear Strike, Pouncing Strike
Setting Sun: Counter Charge
Desert Wind: Distracting Ember

Stances: Assassins Stance, Dance of the Spider, Child of Shadow
Pseudopods/Paralysis
As ruled by the chair, the paralysis applies to all natural attacks while the ability is active. Awesome, especially since it scales so well. Will be negated by things with high fort saves, but we have debuffs to deal with that. Average save is around 24, with a -2 debuff from Sickening Strike.

Charming Gaze
Xel’Dek is inside your brain. He would never hurt you... You want to be his friend....Again, another ability that scales awesomely. Charm Monster as a gaze attack(it doesn’t really state exactly what it is and how to use it) 10 times a day? Pure awesome. Can help with anything from being the party face to making buddies with that ogre trying to throw boulders at you. 23ish save.

Immunities
Xel’Dek transcends his weak Dromite form and his body hollows, host only to the paralysing slime that now doubles as his vital fluids. Sleep, Polymorph, poison, paralysis, crits and stuns? These are all awesome immunities, especially since all of them can easily spell death on an unlucky save. While poison doesn’t really do anything at mid and high levels, having the immunity gives you immunity to a lot of other spells and abilities, like a Hezrou’s nauseating stench.

Alter Self at-will
Xel’Dek can enter a sort of cocoon and peel away his flesh, emerging seconds later in an entirely different form. Made awesome because of monstrous humanoid, since there are so many good, low HD forms to choose from.

Blindsight
At a 60ft range this is great, especially while creeping around in the dark. Negates most concealment as well, and you can close your eyes to still fight monsters that have gaze attacks.
Low wisdom on a Swordsage? Why?
The ac and damage bonuses are helpful, but this build is already MAD without pumping wisdom. It could easily be done with items though. Also, Xel’Dek is mildly insane from serving Ghaunadaur and living in a cave for years.

You dipped rogue despite knowing about the penalty for it. Why?
Disguise is a very difficult class skill to come across without going into other prestige classes. Additionally, skill points are a good thing, and the build has some emphasis on SA and stealth, even though it only comes out to +3D6.

Tome of battle-Swordsage, adaptive style, shadow hand
XPH-Dromite
PHB-rogue, assorted feats
complete scoundrel-skill tricks
DoTU-sickening strike
Lords of Madness-Darkstalker
Players guide to Faerun-Slime Lord

Heliomance
2014-12-21, 06:57 AM
Extreme Darwinism.


Momir Vig, High Evolutionist – Researcher of the primordial Slime

http://img2.wikia.nocookie.net/__cb20141110131238/forgottenrealms/images/9/96/Monster_Manual_5e_-_Carrion_Crawler_-_p37.jpg


Ghaunadaur
Ghaunadaur enjoys watching and the hunting and devouring activities of large horrible monsters and the suffering they cause. Ghaunadaur is an ancient deity emerged from the primordial Ooze, venerated by slimes oozes slugs and the other crawling things. Dogma: all creatures have their place and all are fit to wield power. Those who hunt weed out the weak and strengthen the stock of all. Those who rebel or who walk apart find new ways, try new things and do most to advance their races. Creatures of power best house the energy of life, which Ghaunadaur reveres and represents.

Ragnorra
Ragnorra, Mother of Monsters, is a primeval source of life eternally corrupted. Ancient tales refer to the Mother of Monsters, a gigantic, unnatural creature that birthed horrors that plagued the early worlds. Ragnorra is a twisted, irresistible force of creation. She exists to spawn life in her own terrible image. Legends tell of her spores raining down upon worlds to fester. The spores parasitize plants and animals, raising blisters that birth monsters, killing the hosts. Even inanimate objects sprout hideous creatures. Some unfortunate sentients infected by spores become aberrant hybrids

The Daelkyr
The Daelkyr are the lords of the plane of Xoriat, the Realm of Madness. A Daelkyr’s horrible touch causes disease and corruption, and its very presence can trigger madness and confusion. Their preferred canvas is flesh, for they are the makers of monsters. Dolgrims, Dolgaunts, beholders, mind flayers, and other hideous aberrations are the legacy of the Daelkyr—living weapons created to destroy life. Each Daelkyr also has its personal creations, reflecting its own aesthetic tastes. One might prefer oozes. Another breeds psychic vermin, while a third crafts hideous and deadly plants.


Ghaunadaur, Ragnorra and the Daelkyr are the diety, the oracle and the religious integralist of a cult of evolution of species. When Momir Vig grew he didn't see an abominion in hiself, but the try of the Daelkyr to perfect human race. With this mindset he begun to study nature and the natural transformation and evolution of it, when he ecountered the myth of the legendary creature Ragnorra. He saw her legacy under the light of darwinian evolutuion and as an hand of the god Ghaunadaur. After a brief period of studies on nature, he shifted his research onto the evolutionary potential of the primordial brood (Ooze), from which Ghaunadaur, Ragnorra and all creatures had come. Following the far wishpers of the coming Ragnorra he modified himself to better fit the philosofy of trasformation and improvement of his cult and while mastering the secrets of the primordial ooze, he learned how to morph hiself in many of the monsters that ragnorra could generate. Now walkes the wastes killing the weak in the form of a carrion crawler, a form devoted to Ghaunadaur from long time along with the Oozes.



Race: Daelkyr Half Blood
Point Buy 32 pts: STR: 14 DEX: 14 CON: 14 INT: 10 WIS: 14 CHA: 14
Level Increase: STR: 14+1 DEX: 14 CON: 14+2 INT: 10 WIS: 14 CHA: 14+2
Manuals/Tomes (Inherent) [437kGp]: STR: 15+5 DEX: 14+4 CON: 16+4 INT: 10 WIS: 14 CHA: 16+4
Morphic Body: STR: 20+4 DEX: 18 CON: 20+4 INT: 10 WIS: 14 CHA: 20
Aspect of Nature (Vigor+Endurance): STR: 24+8 DEX: 18-4 CON: 24+4 INT: 10 WIS: 14 CHA: 20
Rage: STR: 32+4 DEX: 14 CON: 28+4 INT: 10 WIS: 14 CHA: 20
Final: STR: 36 DEX: 14 CON: 32 INT: 10 WIS: 14 CHA: 20




Level
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skill Ranks
Feats
Class Features


Race
Daelkyr Half-Blood





Symbiont Mastery
Aberration Type
Medium
Personal Symbiont (Ex): Shadow Sibling (A shadow sibling is twin to the daelkyr halfblood
with which it was birthed)
Symbiont Dependency (Ex)
Unbalanced Mind (Ex)



1st
Druid (Druidic Avenger)
-
+0
+2
+0
+2
Concentration 4, Knowledge nature 4, Listen 4, Spot 4
Extra Rage
Elder Evil Feat: Unspeakable Wow

Fast movement, Rage 1/day, nature sense, wild empathy


2nd
Druid
+1
+3
+0
+3
Concentration 5, Knowledge nature 5, Listen 5, Spot 5

Woodland stride


3rd
Druid
+2
+3
+1
+3
Concentration 6, Knowledge nature 6, Listen 6, Spot 6
Extra Rage
Trackless step


4th
Druid
(Fangshields Druid)

+3
+4
+1
+4
Concentration 7, Knowledge nature 7, Listen 7, Spot 7

Spontaneous Curing


5th
Druid
(Fangshields Druid, Aspect of Nature)

+3
+4
+1
+4
Concentration 8, Knowledge nature 8, Listen 8, Spot 8
Elder Evil Feat: Willing Deformity
Wild shape (1/day, 1 Aspect), Wild Shape Hands


6th
Druid
(Aspect of Nature)

+4
+5
+2
+5
Concentration 9, Knowledge nature 9, Listen 9, Spot 9
Fast Wild Shape
Wild shape (2/day)


7th
Druid
(Aspect of Nature)

+5
+5
+2
+5
Concentration 10, Knowledge nature 10, Listen 10, Spot 10

Wild shape (3/day)


8th
Druid
(Aspect of Nature)

+6
+6
+2
+6
Concentration 10, Knowledge nature 10, Listen 10, Spot 10, Disguise 2 CC

Wild shape (2 Aspects)


9th
Warshaper
+6
+8
+2
+6
Concentration 10, Knowledge nature 10, Listen 10, Spot 10, Disguise 4
Extra Wild Shape
Morphic Immunities, Morphic Weapons


10th
Warshaper
+7
+9
+3
+7
Concentration 10, Knowledge nature 10, Listen 10, Spot 10, Disguise 6
Elder Evil Feat: Deformity (Teeth)
Morphic Body


11th
Slime Lord
+7
+9
+5
+7
Concentration 10, Knowledge nature 10, Listen 11, Spot 11, Disguise 6, Intimidate 1

Paralytic Slime, Pseudopods 1/day


12th
Slime Lord
+8
+9
+6
+7
Concentration 10, Knowledge nature 10, Listen 11, Spot 11, Disguise 6, Intimidate 2
Extra Wild Shape



13th
Slime Lord
+9
+10
+6
+8
Concentration 10, Knowledge nature 10, Listen 12, Spot 12, Disguise 6, Intimidate 4

Charming Gaze, Pseudopods 2/day


14th
Slime Lord
+10
+10
+7
+8
Concentration 10, Knowledge nature 10, Listen 13, Spot 13, Disguise 6, Intimidate 6

Sleep Immunity


15th
Slime Lord
+10
+10
+7
+8
Concentration 10, Knowledge nature 10, Listen 14, Spot 14, Disguise 6, Intimidate 8
Surrogate Spellcasting
Elder Evil Feat: Deformity (Face)

Alter Self, Pseudopods 3/day


16th
Slime Lord
+11
+11
+8
+9
Concentration 10, Knowledge nature 10, Listen 15, Spot 15, Disguise 6, Intimidate 10




17th
Slime Lord
+12
+11
+8
+9
Concentration 10, Knowledge nature 10, Listen 16, Spot 16, Disguise 6, Intimidate 12

Damage Reduction 5/Slashing or Piercing, Pseudopods 4/day


18th
Slime Lord
+13
+11
+9
+9
Concentration 10, Knowledge nature 10, Listen 17, Spot 17, Disguise 6, Intimidate 14
Extra Wild Shape
Polimorph Immunity


19th
Slime Lord
+13
+12
+9
+10
Concentration 10, Knowledge nature 10, Listen 18, Spot 18, Disguise 6, Intimidate 16

Blindsight, Pseudopods 5/day


20th
Slime Lord
+14
+12
+10
+10
Concentration 10, Knowledge nature 10, Listen 19, Spot 19, Disguise 6, Intimidate 18
Elder Evil Feat: Abominable Form
No Discernible Anatomy



Spells/Day


Level
0
1
2
3
4
5-9


1st
3
1+1






2nd
4
2+1






3rd
4
2+1
1+1





4th
5
3+1
2+1





5th
5
3+1
2+1
1




6th
5
3+1
3+1
2




7th
6
4+1
3+1
2
1



8-20th
6
4+1
3+1
3
2




Notable Spells
1st Level: Shillelagh, Produce Flame, Lessor Vigor, Cure Light Wounds
2nd Level: Barkskin, Blinding Spittle, Brambles, Halo of Sand, Lesser Restoration, Resist Energy
3rd Level: Bite of the Werewolf, Cure Moderate Wounds, Evard Menacing Tentacles, Girallion Blessing, Greater Magic Fang, Primal Instinct
4th Level: Bite of the Wereboar, Enhance Wild Shape, Superior Magic Fang



1st-5th: straight melee Druid with Shillelagh and Brambles, wild shape is nerfed to +4 con @5th level for 5minutes but he can continue to use items. rage for more melee goodness, with extra uses. Unspeakable wow and willing deformity give a mini intimidation bonus.
6th-10th:: STR and CON bonus from wildshape and automatic Morphic Body retaining use of items, Morphic weapon is used to grow a tentacle for anime fun. fast wild shape reduces buff downtime and extra wild shapes offset the 1minute/level nerf. willing deformity teeth coninues the intimidate bonus. Not-changing shape wildshape allow to mantain inherent bonuses from tomes/manual
11th-20th: Alter Self breakes the game. thx for the abberration type Vig can morph into a tentacolous creature, while with WILD SHAPE HANDS, he can grow 1hand for each appendice with a natural attack...then pseudopods morph all of them into delicious pseudopods. aspect wildshaping dosen't blank the gaze attack like the standard version. Starting into the Carrion Crawler form Vig need only a round to be full buffed (move: x2wildshape(+str +con +hands - are all simultaneous), standard:pseudopods, free:rage)). With all the extra wild shape the character have 4full buffs (2wild shape aspects+wildshape hands+pseudopods+rage) and 1 partial (1wild shape aspect+wildshape hands+pseudopods+rage) every day. massive STR and CON bonuses maximize the 8+1(morphic weapons) tentacles/pseudopods - pseudopods paralization and the free elder evils feats continue the intimidate focus and abominable form gives a dc 15+2+2 debuff aura.

Favorite Alter Self forms:

Carrion Crawler (MM) Large\+6NA\30ft, Climb 15\ 8 Tentacles (no damage), Bite (1d6) - all-round option-
Gibbering Mouther (MM, LoM) Medium\+8NA\Swim 20ft\6 Bites (1d4), Amorphous*, Improved Grab*, Swallow Whole*, Blood Drain* - the most thematic option -
Grell (LoM) Medium \+4NA\Fly 30 (Perfect)\10 Tentacles (1d4) + Bite (1d6)\Expert Grappler (+10)*, Improved Grab*, Constrict(1d6)*, Sightless*\+2 Hide and Move Silently - Loses the gaze attack but has a good focus on tentacles/pseudopods attacks -


Daelkyr Half-Blood – Magic of Eberron 37
Symbiont Mastery – Magic of Eberron 51
Shadow Sibling Symbiont – Magic of Eberron 154
Druid – Player’s Handbook 33
Unspeakable Wow – Drow of the Underdak 55
Willing deformity – Heroes of Horror 125
Deformity (Teeth) – Heroes of Horror 121
Druidic Avenger – Unearthed Arcana 51
Extra Rage – Complete Warrior 98
Fangshields Druid - Champions of Valor 40
Wild Shape Variant: Aspect of Nature – Unearthed Arcana 67
Fast Wild Shape – Complete Divine 81
Warshaper – Complete Warrior 89
Extra Wild Shape – Complete Divine 81
Deformity (Face) – Elder evils 12
Slime Lord – Player Guide to Faerun 186
Surrogate Spellcasting – Savage Species 39
Abominable Form – Elder Evils 11

Heliomance
2014-12-21, 06:59 AM
Lucid Dreaming? He's many things, but lucid is not one of them...


Tsa'Goth; CE Neraph Ardent 10/Slime Lord 10

Kingdombreaker. Archmoulder. Carrack Smith. Patron of Pus. Oozer. The Malleable Madre. La Distracteur. The Unraveller of Unther. Croweater. Breaktide of Waterdeep. Dirtdweller. Ren the Peddler. King Harbromm. The Dreamvendor. That-Which-Shatters-Futures. Tsarevna Lyagushka. Lurker of the Eye. The Copper Paradigm. Skinmantler. Facemonger.

I have many names, and many more faces. Of people who exist, who have existed, and who are yet to exist. Those who will never exist except in my own depraved imaginings... And yet people great me like their greatest friend and those who they hate the most. Their secrets are not safe from me. Their hopes, their dreams... It is mine to trade and horde as others trade gold and favours. A thousand faces for a thousand events.

I came from nothiing. The spellplague came and went. 10 years of agony and pain. Existence itself convulsed. Limbo was my home, wiped out in the deaththroes of uncaring gods making their petty wars. I didn't know it at this time, but my eventual master had already left the Underdark by this stage - it was this which maybe saved him and eventually me. I don't know - the vagaries of Limbo itself had taught me more than learning to question what happens. I don't believe in fate now. Never have done. Fate is a tool used to shape the lives of those too weak to define their own lives - and despite that, those who profess that they believe in fate most ardently will still look twice before crossing the road lest they get run down.

Back then, I'd have called it fate that he survived. Fate that my choices, involuntary, and made in fear without coherent thought resulted in me ending up as his metaphorical left hand. The Slime Lord cares little, if anything, and does not reward me for my service. I am not a petty cleric, begging at his coat-tails for favour and power. I have his title. I am his mortal manifestation. I am not a Slime Lord. I am THE Slime Lord.

I have only a shadow of reference for who I was. I used to be a capable Arcanist. My house-clan looked to me, I think, for guidance maybe. I was only minutely aware of Ghaunadaur - I'd maybe read about him in the library at Shra'kt'lor. But the spellplague changed that. In an attempt to save my people, I tried to cast a spell which would save my people. Maybe I was more altruistic then than I am now. It didn't work - my previous mastery of Limbo was shattered in the onrush of the blue fire - my spell awry, we were scattered.

Killed, I guess. No idea where they all ended up. My desire kept me alive, I would later learn. That thing. Fate? Desire? Will. Imposement of said will over a future that you have the strength to control. But it unmade me. I couldn't defend myself. I was weak. Nothing but inconsequential funereal dust, wallowing in pity of a lost past and an unknown future. I had nothing. And yet, I found myself by his side. I recieved no favours. No teaching. I simply devoured the breadcrumbs of a deity and learned for myself. I would return to Toril, a scarred, broken, vile little cretin. How I'd manage to survive, I had no idea.



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


1st
Ardent 1
+0
+0
+0
+2
Disguise (4), Forgery (4), Intimidate (4), Kn. Religion (4), Prof. Executioner (2), Psicraft (2)
City Slicker
Time Mantle, Mental Power Mantle


2nd
Ardent 2
+1
+0
+0
+3
Disguise (5), Forgery (5), Intimidate (5), Kn. Religion (5), Prof. Executioner (3), Psicraft (2)

Natural World Mantle


3rd
Ardent 3
+2
+1
+1
+3
Disguise (6), Forgery (6), Intimidate (6), Kn. Religion (6), Prof. Executioner (3), Psicraft (3)
Willing Deformity



4th
Ardent 4
+3
+1
+1
+4
Disguise (7), Forgery (7), Intimidate (7), Kn. Religion (7), Prof. Executioner (4), Psicraft (3)




5th
Ardent 5
+3
+1
+1
+4
Disguise (8), Forgery (8), Intimidate (8), Kn. Religion (8), Prof. Executioner (4), Psicraft (4)

Knowledge Mantle


6th
Ardent 6
+4
+2
+2
+5
Disguise (9), Forgery (9), Intimidate (9), Kn. Religion (9), Prof. Executioner (5), Psicraft (4)
Practised Manifester



7th
Slime Lord 1
+4
+2
+4
+5
Disguise (10), Forgery (10), Intimidate (10), Kn. Religion (10 cc), Prof. Executioner (6.5 cc), Psicraft (4)

Paralytic Slime, Pseudopods 1/day


8th
Slime Lord 2
+5
+2
+5
+5
Disguise (11), Forgery (11), Intimidate (11), Kn. Religion (11 cc), Prof. Executioner (7 cc), Psicraft (4), Use Magic Device (1 cc)




9th
Slime Lord 3
+6/+1
+3
+5
+6
Disguise (12), Forgery (12), Intimidate (12), Handle Animal (1 cc), Kn. Religion (12 cc), Prof. Executioner (7.5 cc), Psicraft (4), Use Magic Device (1 cc)
Willing Deformity (Obese)
Charming Gaze, Pseudopods 2/day


10th
Slime Lord 4
+7/+2
+3
+6
+6
Disguise (13), Forgery (13), Intimidate (13), Handle Animal (1), Kn. Religion (13 cc), Prof. Executioner (7.5), Psicraft (4), Use Magic Device (1), Use Psionic Device (1 cc)

Sleep Immunity


11th
Slime Lord 5
+7/+2
+3
+6
+6
Disguise (14), Forgery (14), Intimidate (14), Handle Animal (1), Kn. Religion (14 cc), Prof. Executioner (9 cc), Psicraft (4), Use Magic Device (1), Use Psionic Device (1)

Alter Self, Pseudopods 3/day


12th
Slime Lord 6
+8/+3
+4
+7
+7
Disguise (15), Forgery (15), Intimidate (15), Handle Animal (1), Kn. Religion (15 cc), Prof. Executioner (10.5 cc), Psicraft (4), Use Magic Device (1), Use Psionic Device (1)
Metamorphic Transfer



13th
Slime Lord 7
+9/+4
+4
+7
+7
Disguise (16), Forgery (16), Intimidate (16), Handle Animal (1), Kn. Religion (16 cc), Prof. Executioner (12 cc), Psicraft (4), Use Magic Device (1), Use Psionic Device (1)

Damage Reduction 5/slashing or piercing, Pseudopods 4/day


14th
Slime Lord 8
+10/+5
+4
+8
+7
Disguise (17), Forgery (17), Intimidate (17), Handle Animal (1), Kn. Religion (17 cc), Lucid Dreaming (0.5 cc), Prof. Executioner (13 cc), Psicraft (4), Use Magic Device (1), Use Psionic Device (1)

Polymorph Immunity


15th
Slime Lord 9
+10/+5
+5
+8
+8
Disguise (18), Forgery (18), Intimidate (18), Handle Animal (1), Kn. Religion (18 cc), Lucid Dreaming (2 cc), Prof. Executioner (13), Psicraft (4), Use Magic Device (1), Use Psionic Device (1)
Linked Power
Blindsight, Pseudopods 5/day


16th
Slime Lord 10
+11/+6/+1
+5
+9
+8
Disguise (19), Forgery (19), Intimidate (19), Handle Animal (1), Kn. Religion (19 cc), Lucid Dreaming (4 cc), Prof. Executioner (13), Psicraft (4), Use Magic Device (1), Use Psionic Device (1)

No Discernable Anatomy


17th
Ardent 7
+12/+7/+2
+5
+9
+8
Disguise (20), Forgery (20), Intimidate (20), Handle Animal (1), Kn. Religion (20), Lucid Dreaming (5.5 cc), Prof. Executioner (13), Psicraft (4), Use Magic Device (1), Use Psionic Device (1)




18th
Ardent 8
13/+8/+3
+5
+9
+9
Disguise (21), Forgery (21), Intimidate (21), Handle Animal (1), Kn. Religion (21), Lucid Dreaming (7 cc), Prof. Executioner (13), Psicraft (4), Use Magic Device (1), Use Psionic Device (1)
Metapower (Linked Synchronicity)



19th
Ardent 9
+13/+8/+3
+6
+10
+9
Disguise (22), Forgery (22), Intimidate (22), Handle Animal (1), Kn. Religion (22), Lucid Dreaming (8.5 cc), Prof. Executioner (13), Psicraft (4), Use Magic Device (1), Use Psionic Device (1)




20th
Ardent 10
+14/+9/+4
+6
+10
+10
Disguise (23), Forgery (23), Intimidate (23), Handle Animal (1), Kn. Religion (23), Lucid Dreaming (10 cc), Prof. Executioner (13), Psicraft (4), Use Magic Device (1), Use Psionic Device (1)

Dominant Mantle (Time)



Manifesting


Level
Effective Manifester Level
Powers Known
Power Points


1st
1
Synchronicity (Time 1), Mind Thrust (Mental Power 1)
2+2


2nd
2
Chameleon (Natural World 1)
6+4


3rd
3
Sense Danger (Time 2)
11+6


4th
4
Bestow Power (Mental Power 2)
17+8


5th
5
Time Hop (Time 3)
25+10


6th
6
Absorb Mind (Knowledge 1)
35+12
f

7th
7
-
35+14


8th
8
-
35+16


9th
9
-
35+18


10th
10
-
35+20


11th
10
-
35+20


12th
10
-
35+20


13th
10
-
35+20


14th
10
-
35+20


15th
10
-
35+20


16th
10
-
35+20


17th
11
Personal Mind Blank (Mental Power 3)
46+22


18th
12
Telekinetic Maneuver (Mental Power 4)
58+24


19th
13
Psychofeedback (Mental Power 5)
72+26


20th
14
Psychic Reformation (Natural World 2)
106+28


*Note that my bonus PP is calculated to be as if my Wis score was 2 higher than normal, thanks to the Mental Power Mantle.

Ability Scores


Ability
Score
Level Increases


Strength
10
-


Dexterity
10
-2 at ECL9 from Willing Deformity (Obese)


Constitution
12
+2 at ECL9 from Willing Deformity (Obese)


Intelligence
16
4th, 8th, 12th, 16th, 20th (21 @ ECL20)


Wisdom
16
-


Charisma
12
-


Build Notes
ECL 1-5
As an Outsider (a frog faced, heavily scarred outsider with the interpersonal and stealth skills of a mountain range), Tsagoth isn't exactly the most likely spy or infiltrator. That comes later. At this moment, however, he is an agent of the Slime Lord, sacrificing to his god using the Profession Executioner skill. This is how he finds employment. The hood hides his features, and as he improves his Disguise skill, he is able to spend more time among the populace. Because he's evil, and that his lord enjoys sacrifices, Tsagoth's favoured tactic is to forge the signature of the death warrant of those he has plucked from the streets and incarcerated, torture and intimidate them into a willing sacrifice to end their suffering (something that Ghaunadaur appreciates). It is Tsagoth who takes the opportunity to mount the head on a pike for the city walls/prison gates - but not before he secretes a sliver of the killed person's brain into his personal possession.

His psionic abilities back him up, while his Mantles give him some abilities with which to influence the environment - whether it's a Wild Empathy check to get a helpful animal companion for a distraction, such as sending some rats into a bar to cause havoc for an assassination, or some other form of job for which he's needed, or a Knowledge check (while Psifocused, I am considered trained in all Knowledge Skills, so can make higher than DC10 checks). With Chameleon, I can stay fairly hidden.

With Profession (Executioner), I can hit a DC of 18 by taking 10 (Masterwork Executioners Sword/Axe, Ranks, and Wisdom - however, I cannot remember if Taking 10 is allowed on Profession checks, so I continued to take more ranks in it) - and with 8 ranks, Intelligence, etc to get to 2nd level equivalent spells at DC15 (like Aid) with a couple of modifiers is quite useful (Torture for a day, done in public, on an Altar he has blessed to Ghaunadaur etc) to hit that DC. The 2nd level abilities are not particularly useful, but it recommends in the section on sacrifice that you speak with the DM to change according to the campaign or specifically sacrifice reciever. I think that the idea of sacrificing to a lord of spies and infiltrators will encourage one to make use of a knowledge spell - like Divine Insight or Guidance of the Avatar (a 24 hour duration on the spells, at least until discharged fits in with equal level sacrifice rules) comes in extremely helpful here. To keep myself out of combat, and hidden, I have Sense Danger, Synchronicity and Time Hop as powers I can use to keep myself hidden (trigger off the Sense Danger power to let me use Synchronicity while endangered, then Time Hop for 5 rounds which should be enough to avoid targets) while Time Hope just means "Locked Doors, nope!" - useful for an Infiltrator.

ECL6-10
At 6th level, access to Absorb Mind is by a slightly roundabout method. Absorb Mind is a Corrupt Spell, available to an Arcane Caster, which means it can be learned by a Spell to Power Erudite, and once it's a Psionic Power, it's eligible for being placed onto a Mantle (in this case, I chose it for the Knowledge Mantle, as it fit the theme) via the Substitute Powers ACF for an Ardent. Now, Corrupt is a "component" - and is potentially something which can be ignored by adding 2 to the pp expenditure - as 2d6 Wisdom cost is a bit of a pain for a Wis based manifester. Failing that, I can use the Sacrifice rules to heal the damage done via Restoration. The only issue is only the 25% chance to recall that fact. It's not clear whether it's a focus, or "material" cost (despite Corrupt spells not normally having material cost), as it specifies you eat the piece of brain during the casting - but either way, that can be ignored by spending further PP. To improve the chances of getting the recall, I can sacrifice for Alter Fortune and pick up a Mantle of Second Chances or the Domain Draught. Anyway, it's a horribly written spell/power, but very thematic for an oozy spy/infiltrator to absorb the very brain of their target.

As the levels progress, I take levels in the SI. With Paralysis attacks, provided that they work on Unarmed Strikes (it's not expressly clear, but makes sense), I can use that to strike down opponents. Neraph charge ignoring Dex to AC offsets my lower BAB to ensure it hits (in addition to any sacrifice buffs like Divine Power or Bull's Strength/Bear's Endurance for +attack and +Paralysis DC). Failing it doesn't affect unarmed strikes - well, that's what the Pseudopods are for. Practised Manifester just increases my ML and my PP (if needed). Skills wise, I've picked up as many trained only Charisma based skills so that I am considered trained in them.

Sleep Immunity is not a big thing just yet, but it comes into its own later. If you remember I mentioned about how Profession (Executioner) may or may not allow for "Take 10", if the DM rules this to be yes, then I shall take the additional ranks in Lucid Dreaming a few levels early. Lucid Dreaming is a fantastic skill for an Infiltrator, allowing me to pick out the information needed from a target's mind (and kill, if necessary). However, using Lucid Dreaming in a game is pretty much an indefensible tactic without the enemy having Lucid Dreaming ranks - while slightly metagaming the DM, with Sleep Immunity, I cannot be attacked in a dream without willingly forgoing my sleep immunity (something that's called out in the Players Handbook - page 177 - as being specifically allowed, although in reference to an elf - which is what allows me to actually lucid dream in the first place). The Charming Gaze so far isn't much more useful, but gives me an actual Charm ability which is useful when dealing in social situations - lacking anything aside from Intimidate is otherwise a massive pain that this class really helps with.

ECL11-20
This is the sweet spot in the build. Level 11 brings the ability to Alter Self into Outsider shapes, while level 12 brings me the ability to bring in their supernatural abilities. The most important one to the build is the Visilight - the important Charisma Drain ability meshing extremely well with the abilities of the Slime Lord - the drain works on grappled opponents, which are susceptible to Paralytic Slime natural attacks (slams, or the pseudopods), and has the important trait of adding to my own Charisma, something that most Charisma Drain doesn't actually achieve. This new and improved Charisma score is fantastic. Due to the "always on" status of the drain, it's difficult to work with how many uses it consists of for Metamorphic Transfer. I've understood it that initiating a grapple counts as one use, but that it continues while I maintain the pin. The Charisma added to myself is lost over the course of 1 Charisma/hour. If I drained 3 normal humans, that's 30 Charisma. Suddenly despite lacking all the ranks in the social skills, I now have +15 to the check (and to all those Cha-based trained only skills, like UMD, or Animal Handling, etc - hopefully, that all makes sense). And, most importantly, my check for the Charming Gaze. It is not dependent on humans, either, so in the event that I cannot get access to humans, I can use my Wild Empathy check - I have a native Wild Empathy check of 11 as a result of it being based off my Manifester level, which has a decent chance of hitting the DC of 15 to turn an indifferent animal (housecat, or rat) into a personality battery to-be. I love the idea that as I absorb the abilities and personality of people, I can actually function. The nice little touch that I take the form of the person I "absorb" is brilliant.

Other chosen forms can exist - Dwarven Ancestor for the insane natural armour, Rasts for all of the natural attacks to trigger off the Paralytic Slime and its natural flight, the Ether Scarab for its ability to open portals, Skulvyn for the Swim speed and Slow Aura, Coure Eladrin for the ability to give itself Incorporeality with its Alternate form, and the Ravid for the ability to make a Gargantuan animate object fight alongside for example. The ability to keep the form I choose is always useful.

[Interjection]Due to a computer crash, I am running out of time. Here is a checklist of all of the abilities brought into the build.

Checklist
Disguise; Maximised, and with a massive charisma boost from Alter Self into a Visilight, I can look more like the target than the target looks like the target.
Willing Deformity; provides qualification for Obesity, which in turn boosts my Paralytic Slime check. In addition, I've got full Intimidate ranks, and thanks to Linked Synchronicity, the ability to stack it all in a single turn without sacrificing my actions.
Skills List; Forgery is a skill pretty much nobody has, and is opposed by itself. Combined with a high Intelligence score, and its higher skill rate than Ardent, these all go into something useful.
Paralytic Slime; Obesity improves the DC while Psychofeedback allows me to sacrifice a bit of my personality into empowering the threat of the slime; without items, it is of a DC around 29 without items. Also, as a Paralyzed opponent cannot escape my grapple, I can drain the charisma of targets without threat.
Pseudopods; Being able to infiltrate a location in plain sight without the need of visible weapons is quite useful, depending on setting. Acting as a diplomat, for example, into a kings courtroom without needing to change shape (to keep it hidden, etc). Also, depending on how the DM rules whether the pseudopods are required to deliver the paralysis, means I also have the longest duration possible.
Charming Gaze; Charisma score is through the roof, and I have the most uses per day of this ability. Combining with diplomacy makes it easier to get Fanatically devoted followers.
Sleep Immunity; Lucid Dreaming is one weapon against me. As you can lift the immunity to sleep as you desire, later on, I can turn on my vulnerability to Lucid Dreaming as and when I desire.
Alter Self; This is pretty much what the build revolves around, using the Alter Self forms to power the SI's ability, as well as Metamorphic Transfer.
Damage reduction; D8 HD with 14 Con before boosts is hardly front liner material. As a grappler, reducing each persons attack to nothing (as I read it, extra damage is not applied if your attack does no damage) keeps me alive a lot.
Polymorph Immunity; with a weak fortitude save (+7 without buffs), immunity to Baleful Polymorph is a biggy.
Blindsight; without access to spot or listen on either of my classes, I'm not the worlds best scout, and it saves a power known from Touchsight, which I was going to originally take up until about 2 seconds ago when I realised that it was provided.
No Discernable Anatomy; No more bonus damage means I stay alive longer, while Paralysis and Poison immunity means I can have a bath in such and wail away for double damage. Inability to take actions via Stunning (usually all these abilities targeting a weak Fort save) is a big killer for this build which uses multiple actions in a turn to help it keep up with higher tier classes.

From what I can see, everything of this ingredient is used somewhere. In addition, despite recreating the abilities of an Ooze, the SI neglects to include one of the few benefits of being mindless, which is immunity to Mind Affecting spells and abilities - which is where Personal Mind Blank comes in. Ta-da!

Sources
Complete Psionic; Ardent, Practised Manifester, Linked Power, Metapower, various powers
Minds Eye (http://archive.wizards.com/default.asp?x=dnd/psm/20070629a); Ardent ACF's, StP Erudite Mechanics
Player's Guide to Faerun; Slime Lord
Book of Vile Darkness; Profession (Executioner), Sacrifices, Willing Deformity (Obese), Absorb Mind
Manual of the Planes; Lucid Dreaming
Races of Destiny; City Slicker
Heroes of Horror; Willing Deformity
Expanded Psionic Handbook; Metamorphic Transfer, various Powers
Magic of Eberron; Sense Danger
Monster Manual III; Visilight
Planar Handbook; Neraph[/source]

Heliomance
2014-12-21, 07:00 AM
Tomorrow shall be my dancing day
I would my victims did so chance
To see the legend of my play
To call the doomed ones to my dance




Dianne the Dancer, Princess of the Empire Beyond the Stars
LE Necropolitan Silverbrow Human Fey Bloodline 3/Binder 6/Knight of the Sacred Seal (Paimon) 5/Slime Lord 5/Scion of Dantalion 1

The Dance StepsAbility Scores32 Point Buy: 8 Str, 15 Dex, 8 Con, 14 Int, 13 Wis, 17 Cha
After Necropolitan Crucimigration: 8 Str, 15 Dex, - Con, 14 Int, 13 Wis, 17 Cha
Fey Bloodline increases Cha by 1 at 3rd character level, Dex by 1 at 9th, and Wis by 1 at 15th.
Increase Cha with all regular level ups.
Being permanently bound to Paimon results in a constant +4 untyped to Dex.
Final stats before items: 8 Str, 20 Dex, - Con, 14 Int, 14 Wis, 22 Cha.
The Build

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


1st
Binder 1
+0
+2
+0
+2
Disguise 4, Knowledge (Religion) 4, Intimidate 4, Knowledge (Arcana) 4
Improved Binding, Able LearnerH, Willing Deformity V
+2 on Hide ChecksF


2nd
Binder 2
+1
+3
+0
+3
Disguise 5, Knowledge (Religion) 5, Intimidate 4, Knowledge (Arcana) 5, Tumble 1
Iron WillF
Pact Augmentation (1 ability), suppress sign

3rd
Fey Bloodline 1
+1
+3
+0
+3
Disguise 5, Knowledge (Religion) 5, Intimidate 4, Knowledge (Arcana) 5, Tumble 1
-
-



4th
Binder 3
+2
+3
+1
+3
Disguise 6, Knowledge (Religion) 5, Intimidate 4, Knowledge (Arcana) 5, Tumble 1, Hide 1, Move Silently 2
Darkstalker
-


5th
Binder 4
+3
+4
+1
+4
Disguise 6, Knowledge (Religion) 5, Intimidate 4, Knowledge (Arcana) 5, Tumble 1, Bluff 2, Hide 2, Move Silently 3
Expel Vestige B
Charm Person (Sp) 1/dayF


6th
Fey Bloodline 2
+3
+4
+1
+4
Disguise 6, Knowledge (Religion) 5, Intimidate 4, Knowledge (Arcana) 5, Tumble 1, Bluff 2, Hide 2, Move Silently 3
-
-


7th
Binder 5
+4
+4
+1
+4
Disguise 6, Knowledge (Religion) 5, Intimidate 4, Knowledge (Arcana) 5, Tumble 3, Bluff 3, Hide 3, Move Silently 3
Deformity (Teeth) V
Pact Augmentation (2 abilities), Fey Affinity +2 F


8th
Binder 6
+4
+5
+2
+5
Disguise 6, Knowledge (Religion) 5, Intimidate 4, Knowledge (Arcana) 5, Tumble 3, Bluff 5, Hide 4, Move Silently 4
Weapon Focus (Bite)
Soul Guardian (Immune to Fear), Low-light VisionF


9th
Slime Lord 1
+4
+5
+4
+5
Disguise 6, Knowledge (Religion) 5, Intimidate 4, Knowledge (Arcana) 5, Tumble 5, Bluff 5, Hide 6, Move Silently 6
-
Pseudopods 1/day, Paralytic Slime, +2 on Move Silently ChecksF


10th
Slime Lord 2
+5
+5
+5
+5
Disguise 6, Knowledge (Religion) 5, Intimidate 5, Knowledge (Arcana) 5, Tumble 5, Bluff 5, Hide 9, Move Silently 8
AlertnessF
-


11th
Slime Lord 3
+6
+6
+5
+6
Disguise 6, Knowledge (Religion) 5, Intimidate 5, Knowledge (Arcana) 5, Tumble 5, Bluff 6, Hide 11, Move Silently 11
Extended Reach
Charming Gaze, Pseudopods 2/day


12th
Fey Bloodline 3
+6
+6
+5
+6
Disguise 6, Knowledge (Religion) 5, Intimidate 5, Knowledge (Arcana) 5, Tumble 5, Bluff 6, Hide 11, Move Silently 11
-
-


13th
Slime Lord 4
+7
+6
+6
+6
Disguise 6, Knowledge (Religion) 5, Intimidate 5, Knowledge (Arcana) 5, Tumble 5, Bluff 6, Hide 14, Move Silently 14
Deformity (Tall) V
Sleep Immunity, Speak With Animals (Sp) 1/dayF


14th
Slime Lord 5
+7
+6
+6
+6
Disguise 6, Knowledge (Religion) 5, Intimidate 5, Knowledge (Arcana) 5, Tumble 5, Bluff 6, Hide 17, Move Silently 17
-
Alter Self, Pseudopods 3/day, Fey Affinity +4F


15th
Knight of the Sacred Seal 1
+8
+8
+6
+6
Disguise 6, Knowledge (Religion) 5, Intimidate 5, Knowledge (Arcana) 5, Tumble 7, Bluff 6, Hide 18, Move Silently 18
Ability Focus (Paralytic Slime)
Aligned Strike, Patron Vestige (Paimon), Skilled City Dweller (Trade Ride for Tumble), Invisibility (Sp) 1/dayF


16th
Knight of the Sacred Seal 2
+9
+9
+6
+6
Disguise 6, Knowledge (Religion) 5, Intimidate 5, Knowledge (Arcana) 5, Tumble 7, Bluff 8, Hide 19, Move Silently 19
-
Vestige’s Protection, +2 on Perform ChecksF


17th
Knight of the Sacred Seal 3
+10
+9
+7
+7
Disguise 6, Knowledge (Religion) 5, Intimidate 5, Knowledge (Arcana) 5, Tumble 8, Bluff 9, Hide 20, Move Silently 20
-
Vestige’s Protection Aura, Damage Reduction 1/Cold IronF


18th
Knight of the Sacred Seal 4
+11
+10
+7
+7
Disguise 6, Knowledge (Religion) 5, Intimidate 5, Knowledge (Arcana) 5, Tumble 8, Bluff 11, Hide 21, Move Silently 21
Metamorphic Transfer
Vestige’s Power


19th
Knight of the Sacred Seal 5
+12
+10
+7
+7
Disguise 6, Knowledge (Religion) 5, Intimidate 5, Knowledge (Arcana) 5, Tumble 8, Bluff 11, Hide 22, Move Silently 22, Knowledge (Nobility and Royalty) 2
-
Apotheosis, Deep Slumber (Sp) 1/dayF


20th
Scion of Dantalion 1
+12
+12
+7
+9
Disguise 6, Knowledge (Religion) 5, Intimidate 5, Knowledge (Arcana) 5, Tumble 8, Bluff 13, Hide 23, Move Silently 23, Knowledge (Nobility and Royalty) 2
-
Favored of Dantalion, Scholarship of Dantalion, Fey Affinity +6F

H denotes the extra feat at first level for being human.
B denotes a bonus feat from class levels.
V denotes a bonus Vile feat for being dedicated to Zargon the Returner.
F denotes a feat or ability derived from the Major Fey Bloodline.

Soul Binding


Effective Character Level
Effective Binder Level (EBL for determining maximum vestige level)
Maximum Vestige Level
Number of Vestiges


1
1 (3)
2
1


2
2 (4)
2
1


3
3 (5)
3
1


4
4 (6)
3
1


5
5 (7)
4
1


6
6 (8)
4
1


7
7 (9)
4
1


8
8 (10)
5
2


12
9 (11)
5
2


15
13 (15)
7
2


16
14 (16)
7
3


17
15 (17)
8
3


18
16 (18)
8
3


19
17 (19)
8
3


20
21 (23)
8
4


The Wallflower (ECL 1-5)I just wanted to dance. In those days when my blood flowed at all, the fey blood flowed freest. Ironically, it was timidity that woke the dragon in my heart. In my shyness I frequently fled from the frivolity I so desired to closet myself in the city library amidst a hoard of books. In the feelings of frailty and weakness that marred my youth, I found the draconic adage that age is power. And so I poured over musty texts learning of things ever more ancient, until even my draconic forbears seemed no more than a passing novelty. I learned of spirits all but forgotten who had slipped from reality itself, of the powers they possessed, and the art of acquiring those powers for myself. And gradually, I learned that art. Where I had lacked the nerve to socialize, I found a new voice to speak with, though I confess that I still found myself wanting to disappear and hide from romance more often than not. Still, I found another old spirit to serve that purpose. So I remained in the library all too often, and delved deeper into ancient forbidden lore, and found things older still. Monstrous evil beings that even the gods seemed to fear, waiting out the ages in restless malice. A lurking, primal deity that had been old before the dragons or even Io had come into existence.

You’re a pretty ordinary Dex focused binder at this point. Dumping Con and Str means no Naberius’ skills (though he’s still useful as a party face or if you’re unlucky enough to take ability damage prior to going undead) and that you’ll want to focus mostly on plinking from range. To that end, Malphas will be our go to vestige at these levels (available at level 1 thanks to Improved Binding). So you’re a decent scout, ranged attacker, and face, and there are bigger and better things to come. Somewhere around here, you should undergo the change to go Necropolitan.

Dances With Ooze (ECL 6-10)I remember learning the name of that ancient god. Ghaunadar, primordial god of slime and ooze. The Elder Eye. That Which Lurks. And I remember learning what he wanted. I was to bring sacrifices to him and to one of the elder horrors that he wanted released from its prison, Zargon the Returner, a ravenous monstrosity of slime and ruin out of ancient Baator. Ghaunadar would have flesh, Zargon would have blood, and I would dance in the rain of slime that they brought down upon the world. It was also during this time that I became close with Paimon, the spirit who would be my partner in this dance of death. I bound my soul to the vestigial spirits, I gave my body to undeath, and I swore my heart to Ghaunadar and Zargon, and I let those forces mold me. Thus I became a Slime Lord, a favored servant of the Elder Eye, and through me, the first drops of slime began to splash down upon the world.

Thanks to Silverbrow Human making disguise a class skill, we get into Slime Lord a little earlier than we could have done with it as a cross class skill. Unfortunately the Bloodline levels still result in SI entry being delayed, but as they progress both Soul Binding and the class level based Slime Lord features, they can perhaps be forgiven. In absence of a Con score, Paralytic Slime’s save DC is now based on our Cha, increasing our SADness. We’re up to two vestiges of up to 5th level, and with our entry into Slime Lord, one of the build’s big attack strategies. With a rapier in one hand (to gain the benefit of Weapon Finesse from Paimon) we can use a pseudopod replacing our other hand or the bite from Deformity (Teeth) to deliver Paralytic Slime to multiple different enemies via Paimon’s Dance of Death and occasionally Whirlwind Attack. We also finally have Hide as a class skill thanks to Slime Lord, which helps our stealth keep up even when we elect not to bind Malphas.

Dance Like Nobody Is Watching (ECL 11-15)With Ghaunadar’s help, I have danced through both the light of high society and the darkness of its underbelly. Where once I hid myself from revelry, I now dance even in the shadows where I lurk. I have slain and sacrificed countless lives, presenting their dead flesh before the Elder Eye and spilling their blood to sustain the Returner. I have taken upon myself the touch of the far realm, just as my master has done, and have learned the art of changing my shape. By the grace of my god's molding, I am no longer the shy waif that I once was, but his instrument of death and destruction.

We stick around in Slime Lord long enough to pick up Alter Self at will, then jump off into Knight of the Sacred Seal. That means that in addition to boosting our Paralytic Slime and Charming Gaze abilities, our Fey Bloodline starts bootstrapping our EBL. Among other things, we can now bind Zceryll. In addition to the usual sweet summoning goodies, she gives us the pseudonatural template which means that we can take outsider forms with Alter Self (undead forms are alright, but outsiders really kick things up a notch). We’ve also picked up Extended Reach and (for medium forms) Deformity (Tall), and finally can break the cross class skill cap on Tumble thanks to Skilled City Dweller, so Dianne is at much less risk of taking attacks of opportunity when using Dance of Death and can spread the paralysis around further and wider.

The Dancing Queen (ECL 16-20)They say that I am no longer human, that I have renounced my claim to a place in Dantallion’s empire. They do not understand. Neither the wrath of dragonkind, the revelry of the fey, the horror of the undead, the mindless hunger of the oozes, nor even the so-called alien nature of the other planes is as far from humanity as some would like to believe. All life is simply slight variations in molding of the primordial ooze. Some of my ooze is shaped into human blood – clotted, cold, and mixed though it may be – and in that blood is a birthright to Dantallion’s empire of old. But I have greater ambitions than a human empire of the stars. No, I shall see the rise of an empire beyond the stars. I shall spread Ghaunadar’s fury across the planes taking servants and sacrifices from the material plane to the far realm. A queen beyond any throne I shall be, and with the tireless limbs of undeath, Paimon and I shall dance without end through the slaughter and the slime.

And so we finish the dish by sprinkling some cheese on top. Finishing off Knight of the Sacred Seal makes our type outsider even when not bound to Zceryll, and as we’ve got a few extra vestige slots, we start using the psionic vestiges to qualify for Metamorphic Transfer, giving us access to the (Su) abilities of our outsider Alter Self forms (see the list of outsider forms in the following section). And if ever you decide that you’ve finished with Metamorphic Transfer for the day, the psionic vestiges are all pretty safe to expel, as Abysm and Arete have pretty manageable influences (Arete’s thing about eating and sleeping doesn’t even matter to you as a Necropolitan), and you can always just bind a different one until you find down time to make amends. Thanks to Bloodline cheese, we get full Soul Binding, and with Ability Focus and the Bloodline levels on top of making the ability based on Cha, the save DC for Paralytic Slime hits 26 before items or chicanery. We also have access to higher level vestiges, and the various options they provide in case Dianne’s go-to shtick is countered.
Jazzing Things UpOutsider Alter Self FormsAir Mephit– Small size. 60ft perfect flight.
Spinagon – Small size. 120ft average flight.
Ravid – Medium size. 60ft perfect flight or CL20 Animate Objects with Metamorphic Transfer.
Shadow Mastiff – Medium size. Bay or Shadow Blend with Metamorphic Transfer. A good go-to form for stealth purposes assuming your DM lets you use a Mouthpick weapon (a rapier for Paimon’s Weapon Finesse), and doesn’t make too big a snit over a three legged dog running around (one of the forelegs has to be a pseudopod so that you can keep qualifying for Extended Reach). The Bay is a decent little fear effect too, between your high Cha, and its 300ft range. Track bonus feat.
Visilight – Medium size. Possibly 30ft perfect flight (it doesn’t seem to come from wings, but nor is it marked as being Ex or Su). High natural armor at +7. Gaze attack that causes paralysis or Charisma Drain with Metamorphic Transfer. The Charisma Drain ability is verging on TO, as it increases your Cha by an amount equal to the Cha drained, and you only lose that Cha at a rate of 1/hour, so you can basically use Zceryll summons as batteries to increase your Cha faster than it goes down without even needing to bother with commoner abductions, and get it arbitrarily high given enough downtime, even with the 3/day use limit. Even with just the Gaze attack, the Visilight is a decent form if you don’t need high movement or extra stealth options, since you’ll pass within 30ft of most people on a Dance of Death, and as a medium creature, retain qualification for Deformity (Tall), meaning you don’t lose much in terms of reach relative to large forms.
Vorr – Small size. Shadow Form ability which gives a +15 circumstance bonus to Hide (which stacks with competence bonuses like Marchiosias' Silent and Sure) with Metamorphic Transfer.
Voor – Large size. 4 tentacles with 20ft reach (before Extended Reach gets tacked on), plus its two claws. Decent natural armor bonus at +6. Probably the best straight up melee form.
Abyssal Eviscerator – Medium size. High natural armor at +10.
Juvenile Tojanida – Small size. 60ft swim speed (capped by the limitations of Alter Self). High natural armor at +10.
Skulvyn – Large size. 50ft swim speed. Decent natural armor at +6. Might be able to use pseudopods or natural attacks from deformity feats or vestiges on top of lash attacks, though that won’t work with the form’s pre-existing bite and claws.
Protectar – Medium size. 60ft good flight. If you need the extra reach from Deformity (Tall) and flight, this is a good option, at least until Metamorphic Transfer comes on line for the Ravid.
Skeroloth – Small Size. 40ft burrow speed. 4 claws.
Vargouile and Kaorti – Have abilities that can turn victims into the respective monsters, available through Metamorphic Transfer. They’re more a stylish means of execution than anything else, but the Kaorti is popular enough as a Fiend of Possession entry that it might be good for a little business on the side or something.
Planetouched and Canomorphs – Taking a planetouched form or using a canomorph’s Alternate Form via Metamorphic Transfer allows you to appear sufficiently human or humanoid to pass unnoticed in society.
Rules ClarificationsCan you serve two masters? Isn't there a problem with having Ghaunadar as a patron and being dedicated to Zargon? In fact, this is more or less cannon. The default group of Zargon worshipers in Elder Evils is a cult of Juiblex, and Faerun Juiblex is an aspect of Ghaunadar. So a Slime Lord is a perfect fit for a Zargon worshipper in a Forgotten Realms campaign. Plus, as a Binder, Dianne has practice at cutting deals with multiple dark powers and juggling their influences.
How is your Soul Binding so high? Soul Binding is based on Effective Binder Level, and PrCs that advance Soul Binding do so by stacking their levels with Binder levels. Since Dianne’s Major Fey Bloodline increases her effective level in all classes by 3, it counts multiple times towards her Soul Binding progression.
I hate Bloodline cheese. How does the build work without it? I don’t really blame you, it just seemed to fit in so well with the SI and on a Binder build I just couldn’t help myself. In my defense, I did use the less cheesy interpretation where they do count against your ECL. Anyway, the original stub was Necroplitan Silverbrow Human Binder 6/Slime Lord 5/KoSS 5/Binder +4, which still hits 8th level vestiges, though it stops at 7th level Zceryll summons and doesn’t get the fourth vestige. It also gets a little less oomph on some of the SI abilities.
How are you qualifying for Metamorphic Transfer? The psionic vestiges grant a few psionic powers apiece, using the following text.
You may manifest each power as a psion would and as if it is a power known by you. You may augment each power as a psion normally could, substituting your effective binder level in place of manifester level.I couldn’t get an answer to whether or not that counts as a manifester level for qualification purposes, so I asked our honorable chairwoman, who said this.
I would say yes, but obviously only as long as you have them bound. Risky things to use - some judges hand out elegance penalties for non permanent qualification.The feat will go dead if you ever aren’t bound to a psionic vestige (as feats explicitly do), but most of the time that won’t be a problem. That said, if you don’t like it, think that it’s sketchy, or can’t get it past your DM, I did put some thought into adaptations. Necropolitan Silverbrow Human Fey Bloodline 3/Binder 4/Psychic Warrior 2/Slime Lord 5/KoSS 5/Scion of Dantallion 1 and Necropolitan Human Psychic Rogue 2/Binder 4/Slime Lord 5/KoSS 5/Scion of Dantallion 1 both get 8th level vestiges and 9th level Zceryll summons, though they lose out on the fourth bound vestige. The former saves you a feat (it would save you two what with Weapon Focus being a Fighter Bonus Feat, but you only qualify for Metamorphic Transfer once you’ve either taken all three Bloodline Levels or Practiced Manifester to get up to ML 5). The latter gets you a bunch of skill points back, between two levels of a 6+Int class at the beginning of your career, and getting to be a standard human rather than a silverbrow (as PsyRogue gives Disguise as a class skill). If your table uses Fractional BAB, Necropolitan Silverbrow Human Fey Bloodline 3/Binder 5/Psychic Warrior or Psion 1/Slime Lord 5/KoSS 5/Scion of Dantallion 1 or Necroplitan Human Fey Bloodline 3/Psychic Rogue 1/Binder 5/Slime Lord 5/KoSS 5/Scion of Dantallion 1 with Practiced Manifester worked in somewhere (the PsyRogue version costs a feat, most likely Ability Focus) permanently qualify for Metamorphic Transfer and get the fourth vestige. For a non-Bloodline cheese build Necroplitan Silverbrow Human Binder 6/PsyWar or Psion 1/Slime Lord 5/KoSS 5/Binder +3 or Necroplitan Human PsyRogue 1/Binder 6 Slime Lord 5/KoSS 5/Binder +3 can get you 7th level Zceryll summons and the third bound vestige, but comes up short of 8th level vestiges.
Where does it say that creatures without a Con score use Cha for Con-based save DCs? It’s tucked away in the section of the Monster Manual about creating monsters that never made it to the SRD, but there is indeed rules text to that effect.
Also use Charisma for any DC that normally would be based on an ability score the creature does not have. For example, undead creatures have no Constitution score, so any poison attacks they have would use Charisma to determine the save DC.
You only took half of the SI. What gives? Hear me out. I think there’s actually a decent case to be made for this being a better use of the SI than completing it. Necropolitan is a big part of my optimization of Paralytic Slime, and the template brings with it a host of immunities which render those granted by the latter SI levels redundant. In addition, my optimization of Alter Self turns Arete into a go-to vestige, and his DR 5/- renders the DR granted by the SI similarly useless as the two don’t stack. The only thing I’d want out of more Slime Lord levels is progression of the class level based Paralytic Slime and Charming Gaze, and maybe Blindsight. Blindsight can be provided by Orthos (at least at half the range) and in a game where bootstrapping EBL with Bloodline cheese is allowed, permanent Blindsight is likely a liability, as Darkstalker beats anything with Blindsight by RAW, even if the creature in question also has something that would ordinarily bypass the feat (like Zceryll’s Mindsight). As Bloodline levels progress Paralytic Slime and Charming Gaze, and Ability Focus can catch the former up the last little bit, and they fit in so well with a Binder build, I decided that was the way to go to use the SI’s abilities.
Item Wish ListThe main abilities here are Dex and Cha. Boost them where possible.

A +1 Mouthpick Rapier (maybe add sizing if you really feel like splurging) can be wielded in any form thanks to Deformity (Bite), meaning you can use it even in forms that ordinarily couldn’t hold a sword, like the Shadow Mastiff or Vorr. If your DM won’t play ball on this, then a regular Rapier will work for most purposes.

I’d favor a Necklace of Natural Attacks over an Amulet of Mighty Fists. Yeah, you’ll often have a long full attack routine, and might want a high enhancement bonus with your somewhat low BAB, but you’ll often be using Dance of Death or even Whirlwind Attack over a standard full attack, so you likely won’t need more than a few of your natural weapons enhanced. If you need to hit one target and said target has DR you need to get through, you can choose vestiges accordingly, assuming you know about the enemy in question ahead of time.

A Pectoral of Maneuverability would be snazzy. Getting up to good maneuverability in Spinagon form and perfect in some others is a potentially handy thing.

Like any Binder, you’ll want to have a pile of wands and scrolls saved up to break out with Karsus on a rainy day (he’s a pretty good vestige for Dianne even without items, as Karsus’ Touch lets you strip off protections against paralysis and apply your Paralytic Slime in one fell swoop). Draconic Polymorph is a particularly nice thing to have (or regular Polymorph if your DM rules that you’re a living creature once you become an outsider), as it means you can get even more mileage out of Metamorphic Transfer. Aberrate is also sort of a nifty spell for you, since it opens up aberration Alter Self forms, a few of which are sort of nifty. I think the fiend component, as a component will come as part of the wand, but if not, you can meet the closest thing the game has to a definition for fiend by undergoing the Ritual of Alignment in Savage Species for the Evil subtype. Other than that, you’ll be after the usual type of stuff when it comes to magical backup.

The MusicSources include everything I mentioned anywhere (even optional sections such as items) for completeness’ sake.

Book of Vile Darkness: Deformity (Clawed Hands), Aberrate
Draconomicon: Draconic Polymorph, Pectoral of Maneuverability
Dragon Magic: Silverbrow Human
Elder Evils: Dedication to an Elder Evil, Zargon the Returner
Fiend Folio: Canomorphs, Kaorti, Skereloth, Skulvyn, Vorr
Heroes of Horror: Willing Deformity, Deformity (Teeth), Deformity (Tall)
Libris Mortis: Necropolitan
Lords of Madness: Darkstalker, Mouthpick Weapon
Manual of the Planes: Spinagon
Miniatures Handbook: Abyssal Eviscerator, Protectar
Monster Manual: Rules Quote
Monster Manual III: Visilight
Monster Manual IV: Voor
Player’s Guide to Faerun: Slime Lord
Races of Destiny: Able Learner
Savage Species: Extended Reach, Ritual of Alignment
This Web Enhancement (http://archive.wizards.com/default.asp?x=dnd/psm/20040723b): Psychic Rogue
This Web Enhancement (http://archive.wizards.com/default.asp?x=dnd/we/20070307a): Psionic Vestiges
This Web Enhancement (http://archive.wizards.com/default.asp?x=dnd/frcc/20070718): Zceryll
Tome of Magic: Binder, Expel Vestige, Knight of the Sacred Seal, Improved Binding, Scion of Dantallion, Vestiges
Everything else should be in the SRD.

Heliomance
2014-12-21, 07:16 AM
EDIT: No, that's not everything. My bad!


The Thing in the Tundra: Drest
“The strong devour the weak. In the tundra, you must be strong to survive. And nobody is stronger than Drest.”
5 druid/6 MoMF/9 Slime Lord
TE Neanderthal

str 12+2 dex 10-2 con 14+2 int 12-2 wis 14+1 cha 16+4



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


1st
Druid 1, Druidic Avenger
+0
+2
+0
+2
Concentration 4, Knowledge nature 4, Listen 2, Spot 2, Survival 4
Alertness
Rage, Wild empathy, fast movement, nature sense


2nd
Druid 2
+1
+3
+0
+3
Concentration 4, Knowledge nature 4, Listen 3, Spot 3, Survival 4, Disguise 1
-
Woodland Stride


3rd
Druid 3
+2
+3
+1
+3
Concentration 4, Knowledge nature 4, Listen 3, Spot 3, Survival 4, Disguise 1, Intimidate 4
Endurance
Trackless Step


4th
Druid 4
+3
+4
+1
+4
Concentration 7, Knowledge nature 4, Listen 3, Spot 3, Survival 4, Disguise 1, Intimidate 5
-
Resist natures lure


5th
Druid 5
+3
+4
+1
+4
Concentration 7, Knowledge nature 4, Listen 4, Spot 4, Survival 4, Disguise 1, Intimidate 7
-
Wild shape 1/day


6th
Master of Many Forms 1
+3
+6
+3
+4
Concentration 7, Knowledge nature 4, Listen 4, Spot 4, Survival 4, Disguise 5, Intimidate 7
Willing Deformity
Shifter's speech, improved wild shape(humanoid)


7th
MoMF 2
+4
+7
+4
+4
Concentration 7, Knowledge nature 4, Listen 4, Spot 4, Survival 6, Disguise 6, Intimidate 8
-
giant shape, large shape


8th
Slime Lord 1
+4
+7
+6
+4
Concentration 7, Knowledge nature 4, Listen 4, Spot 4, Survival 6, Disguise 6, Intimidate 8, 4 bluff
-
Paralytic slime, pseudopods 1/day


9th
Slime Lord 2
+5
+7
+7
+4
Concentration 7, Knowledge nature 4, Listen 4, Spot 4, Survival 6, Disguise 6, Intimidate 8, 8 bluff
Frozen Wild Shape
-


10th
Slime Lord 3
+6
+8
+7
+5
Concentration 7, Knowledge nature 4, Listen 4, Spot 4, Survival 6, Disguise 6, Intimidate 10, 10 bluff
-
Charming gaze, paralysis 3/day


11th
MoMF 3
+7
+8
+7
+6
Concentration 7, Knowledge nature 4, Listen 4, Spot 4, Survival 6, Disguise 6, Intimidate 10, 10 bluff, hide 4
-
Fast wild shape, monstrous humanoid shape


12th
MoMF 4
+8
+9
+8
+6
Concentration 7, Knowledge nature 4, Listen 5, Spot 5, Survival 6, Disguise 6, Intimidate 10, 10 bluff, hide 6
Multiattack
tiny shape, fey shape


13th
MoMF 5
+8
+9
+8
+6
Concentration 7, Knowledge nature 4, Listen 5, Spot 5, Survival 6, Disguise 10, Intimidate 10, 10 bluff, hide 6
-
vermin shape


14th
MoMF 6
+9
+10
+9
+7
Concentration 7, Knowledge nature 4, Listen 6, Spot 6, Survival 6, Disguise 10, Intimidate 10, 10 bluff, hide 8
-
Huge shape, aberration shape


15th
Slime Lord 4
+10
+10
+10
+7
Concentration 7, Knowledge nature 4, Listen 6, Spot 6, Survival 6, Disguise 10, Intimidate 12, 10 bluff, hide 8, skill trick:never outnumbered
Assume Supernatural Ability
Sleep immunity


16th
Slime Lord 5
+10
+10
+10
+7
Concentration 7, Knowledge nature 4, Listen 6, Spot 6, Survival 6, Disguise 10, Intimidate 12, 12 bluff, hide 10, skill trick:never outnumbered
-
Alter Self, paralysis 3/day


17th
Slime lord 6
+11
+11
+11
+8
Concentration 7, Knowledge nature 4, Listen 6, Spot 6, Survival 6, Disguise 10, Intimidate 12, 12 bluff, hide 10, move silently 4, skill trick:never outnumbered
-
-


18th
Slime Lord 7
+12
+11
+11
+8
Concentration 7, Knowledge nature 4, Listen 6, Spot 6, Survival 6, Disguise 10, Intimidate 12, 12 bluff, hide 10, move silently 8, skill trick:never outnumbered
Ability focus(paralysis)
DR 5/slashing or piercing, paralysis 4/day


19th
Slime Lord 8
+13
+11
+12
+8
Concentration 7, Knowledge nature 4, Listen 6, Spot 6, Survival 6, Disguise 10, Intimidate 14, 12 bluff, hide 10, move silently 10, skill trick:never outnumbered
-
Polymorph immune


20th
Slime Lord 9
+12
+12
+12
+9
Concentration 7, Knowledge nature 4, Listen 6, Spot 6, Survival 6, Disguise 10, Intimidate 16, 14 bluff, hide 10, move silently 10, skill trick:never outnumbered
Feats
Blindsight, paralysis 5/day


1-5
5 Druid
Drest starts off as a Neanderthal druidic avenger. The animal companion isn’t important at all, considering it won’t scale past level 5. Since the rage is derived from class levels it can be used in wild shape, where the CON bonus will help out. At earlier levels Drest functions more like a barbarian than a druid. Spells will be focused on buffing and utility rather than offence. Alertness and Endurance are two crappy feats, but are necessary for Master of many Forms.

6-10
5 Druid/2 MoMF/3 Slime Lord
Two levels are taken in MoMF for large wild shape and Disguise as a class skill, necessary for Slime Lord. The pseudopods can be used in wild shape in place of claw attacks in melee brute forms, the Brown Bear for example, since it comes from class levels. Usually a druid in bear form is a threat at this level, but when the bear can paralyze you, things get nasty. The Con change from wild shape replaces Drest’s normal stat for determining save DC’s as well, and Rage furthers that. At ECL 10 in bear form and raging, the save against paralysis is 19, with only 3 levels in Slime Lord. Charming gaze also comes online at this level. Charm Monster X times/day based on Slime Lord levels and Cha is awesome. Willing Deformity is taken at level 6 for entry to the SI, and Frozen Wild shape is taken at level 9. Notable wildshape forms here include humanoids for infiltration, giants for brute-ness, Brown Bears for the massive STR/CON, and tigers for pounce.

11-15-Sweet Spot
5 Druid/6 MoMF/4 Slime Lord
Now that we’ve grabbed a stealth/face trick in the form of Charming Gaze, and the nasty paralysis ability twice a day, we jump back into MoMF until level 6 where we get our crown jewel. Huge wild shapes give the Eleven Headed Cryohydra. Since the chair ruled that every natural attack is affected by pseudopods, that’s 11 paralysis attempts a round, and the hydra has a decent CON to back it up. We also obtain monstrous humanoid forms, fey, vermin, plant, and the coveted aberration form. After that, we jump back into Slime Lord and follow it until level 20. Multiattack is taken at level 12 to help our to-hit with secondary natural attacks in forms other than hydras, and assume supernatural ability is taken at level 15 to grab the hydra’s breath attack, or anything else that we may need from a form.

16-20
5 Druid/6 MoMF/9 Slime Lord
On the last legs of the build now, and every level in slime lord improves our Charming Gaze and paralysis, helping to keep them relevant at higher levels. Sleep immunity and Polymorph are obtained, and help against what would be a save or suck/die. Polymorph immmunity also means we can’t be kicked out of wild shape. Damage reduction stays on in wild shape, which is awesome, even though it’s only against bludgeoning. The last feat here is a difficult choice. Dragon wild shape gives well, dragons, lots of natural attacks for paralysis, but we don’t have the HD cap needed to get some of the larger forms. Ability focus(paralysis) is taken to make up for the lost Slime Lord level.
Paralysis/Pseudopods(Freezing touch)
This is our main deal. Regularly a MoMF is a melee terror, but when they can add paralysis to every natural attack a few times a day? Nasty. Especially since it scales off CON, which MoMF can get oodles of. Refluffed as something more like a white pudding or a snowflake ooze than a gelatinous cube.

Charming gaze (Breaking the will)
Drest can focus the cold gaze of the tundra on a person and shatter their will to stand against him. Charm Monster as a supernatural ability is awesome. It can instantly end a lot of encounters and tip social situations in your favour. Charisma is kept high to fuel it.

Alter self
Unfortunate that Wild Shape doesn’t change type or this could have seen tremendous abuse. Since MoMF can turn into humanoid shapes already, this does actually help by being an infinite duration disguise tool that doesn’t eat up wild shapes.

Blindsight(Sensing the heat)
Since it’s a special quality it stays on in wild shape. More or less negates most concealment or invisibility, which is a significant hamper for melee types since we don’t have much spellcasting.

Sleep/Polymorph immunity
Probably won't come in to play much but these are handy resistances to save or dies/sucks. Prevents the raging hydra from being turned into a bunny or having an impromptu nap.

No Discernable Anatomy
I tried very hard to work this into the build, but I found that without huge wild shapes, the build fails to impress and only comes out as mediocre, unable to keep up in regular melee. If it could be worked in I would refulff it as Drest having turned his body to living ice, with no organs to slow him down in a fight.

So to recap the build:
Drest can turn into animals, fey, MH, humanoids, magical beasts with the cold subtype, aberrations, giants and vermin. He can turn into any form with up to 11hd, the main form being the 11-headed cryohydra, which is augmented by the Slime Lord abilities, and the CON boost from wild shape helps boost the save for pseudopods/paralysis, which comes out to 26 in hydra form, and 28 while raging. That is mean, even if it’s only 1d4+1 rounds, this can knock out most foes in a round or two. Drest is also unflankable from blindsight, which is good for larger creatures, and also negates most concealment. In addition to being a melee powerhouse, Drest also has some decent stealth ability with access to at will Alter Self, Tiny forms, and hide/disguise as class skills for 15/20 levels. High charisma helps out face skills like bluff and diplomacy, which is improved with Charming Gaze. Additionally, with a decent number of ranks, good CHA, willing deformity, and huge size, the never outnumbered skill trick can be used to demoralize foes and help them to fail a fortitude save.
Day 1
Exiled. Banished. Drest kicked out from town for one stupid killing. Sakrah had it coming, killing animal for no reason and parading it’s carcass around. But Drest is strong. Stronger than them. Drest will survive.

Day 4
Drest has set up camp in a cave. Drest speaks with the tundra, finds food, finds shelter, finds strength, will to go on. The cave goes deep, deeper than Drest can explore now. Too cold for now. He will wait, get stronger.

Day 10
Drest hunts, forages, meditates, speaks with tundra, becomes one with it. Every day he becomes stronger, wiser. One day he will take back the tundra, kill those who kill for sport. Show them he is the strongest. For now, Drest waits.

Day 21
Drest explored deeper into the cave. Found living cold. A beast that wraps around its prey and steals its warmth. It is strong, strong like Drest wants to be. It is a sign, to be strong in the tundra you must embrace it fully. Become living cold. Let the snow and ice reshape you. Drest will learn, so that when he changes he will imbue his animal forms with cold, freeze them to death and smash them. Crush them. Be stronger.

Day 33
Sakrah’s idiot brother, Juksah wandered into my cave. Still angry about his brother. He tried to put a spear through my eye. Drest froze him where he stood. My arms warped and shivered, taking the form of the warmth-stealing ooze. Drest hit Juksah and the ooze moved to him, stealing the strength from his bones and freezing him solid in a few seconds. Drest turned into a bear and crushed his frozen body. He left Juksah’s frozen head at the town gates. There will be no further attacks.

Day 34
Troubling dreams. Drest dreamed of an avalanche crushing his old town. The snow turned to ooze and stole the heat from everything. Stole the strength. Drest fell into the ground and then into a slimy pit. Something spoke to him. It was not of the tundra, but of the caves, of the deep ground. It tells Drest to move deep into the ground, find more ooze, learn from it. Become strong like them. Drest wants to be strong, but this thing in the ground is not natural. Can he trust it?

Day 36
Attacked. Coward village caused an cave-in and Drest had to run to survive. Forced deeper into the cave with nowhere to go. Drest is not afraid, he is angry. He will rip the heat from them, freeze them, CRUSH them! Drest will visit the deep ground. Find ooze. Find the strength to devour the weak.

Day 39
So many things in the deep ground. It is warmer down here, heated by the earth itself. Drest found a shrine. Looks like thing from the dream. After touching the shrine, Drest felt knowledge invade his mind. How to fool fools. How to break their wills. How to change himself, contort and twist like the ooze. Drest will return to his village. Disguise himself, learn who trapped him. Freeze and crush them.

Day 44
It took time to dig the snow covering my cave. Drest took the guise of an adventurer, tricked them. Went to the tavern, heard idiot Uksah bragging about avenging his brothers. Taking the form of a wily elf lady and breaking Uksah’s will, Drest lured him out to the tundra. Forced the names of those who helped destroy my home before freezing him to death.

Day 47
Drest cleared his list of names tonight, but fears he has been noticed. It may be time to leave this home behind and start again.

Day 48
Last man standing. The whole town came after Drest last night. Tried to kill him. Drest imagined the most terrible beast he could and transformed into it. A monster with 11 heads, breathing cold from every fanged mouth, freezing the weak solid with a single bite. Their weapons were no match for Drest, they bounced off without a scratch. Drest is the strongest now. He will forever protect the tundra. Crush those who would harm it, snuff out those too weak to live in it.
Those two levels....
The trade-off between the last level of slime lord and level 6 in MoMF is a big choice. On the Slime Lord side, the immunities are amazing and better for the competition, but the MoMF level gives huge size and thus access to the big and scary cryohydra. Another level in MoMF spikes the power level way up, since level 7 gives the (Ex) qualities of a wildshaped form. Now you get a hydra’s fast healing, cold immunity, and combat reflexes as a bonus feat.

Your fluff is weird and not fitting of Ghaunadaur.
Drest’s character focuses less on the slime aspect, and more on the outcast and “be the strongest you can be” parts, as mentioned in Faiths and Pantheons. The slime aspect is still there, it’s just heavily refluffed.

I originally wanted this build to be a primeval for the massive CON bonus, but without disguise as a class skill, it was impossible to enter both primeval and Slime Lord in a timely fashion.

You focus on Wild Shape and don’t take natural spell!
With only 3rd level spells and a 5 CL, it isn’t worth it. The only reason would be to get native greater magic fang, which can be negated with a amulet of mighty fists and a wildling clasp anyways.
Frostburn-neanderthal, frozen wild shape
Complete adventurer-MoMF
Players guide to faerun-Slime Lord
BoVD-Willing Deformity
Savage Species-Assume supernatural ability, ability focus
MM1/PHB1-Assorted feats, cryohydra

Heliomance
2014-12-21, 12:34 PM
NOW that's everything! Well, I hope so, anyway.

sakuuya
2014-12-21, 01:25 PM
Are you sure you're not missing, like, 15 more entries? Even with Drest, I'm surprised at how few builds there are.

Deadasadoor
2014-12-21, 01:39 PM
Are you sure you're not missing, like, 15 more entries? Even with Drest, I'm surprised at how few builds there are.

I was thinking the same thing. It seemed like there was a lot of hype for this round, even with the holidays, and we only got 9 entries.

Heliomance
2014-12-21, 01:43 PM
Most of them only came in last night. But yeah, I was expecting to be swamped.

KrimsonNekros
2014-12-21, 02:59 PM
Only half the build used deformity feats to gain natural attacks, I was expecting more honestly.



Zeitgeist- Binder 2/Hexblade 4/Slime Lord 10 (http://www.giantitp.com/forums/showsinglepost.php?p=18560228&postcount=105)


Sollice, The Claws of Madness- Ranger 4/ Ghost-faced Killer 6/ Slime Lord 10 (http://www.giantitp.com/forums/showsinglepost.php?p=18560234&postcount=106)


Cain Xildabel- Fighter 3/Totemist 2/Slime Lord 10/Shadow Thief of Amn 5 (http://www.giantitp.com/forums/showsinglepost.php?p=18560239&postcount=107)


Ophealine- Slime Lord 10 (http://www.giantitp.com/forums/showsinglepost.php?p=18560250&postcount=108)


Xel'Dek- 7 Swordsage/2 Rogue/10 Slime Lord (http://www.giantitp.com/forums/showsinglepost.php?p=18560255&postcount=109)


Momir Vig- Druid 8/ Warshaper 2/ Slime Lord 10 (http://www.giantitp.com/forums/showsinglepost.php?p=18560259&postcount=110)


Tsa'Goth- Ardent 10/Slime Lord 10 (http://www.giantitp.com/forums/showsinglepost.php?p=18560264&postcount=111)


Dianne the Dancer, Princess of the Empire Beyond the Stars- Fey Bloodline 3/Binder 6/Knight of the Sacred Seal (Paimon) 5/Slime Lord 5/Scion of Dantalion 1 (http://www.giantitp.com/forums/showsinglepost.php?p=18560265&postcount=112)


Drest- 5 Druid/6 Master of Many Forms/9 Slime Lord (http://www.giantitp.com/forums/showsinglepost.php?p=18560280&postcount=113)

WhamBamSam
2014-12-21, 03:37 PM
I'd have submitted one more but I was kinda lazy about writing up the one I did submit, and was set back by a BSoD. Since no one seems to have really used them, I'll rattle off some of the ideas that I had.

Elan or Synad Warblade 10/Slime Lord 10. This probably would've been my second build. City Slicker for Disguise, Stormguard Warrior+Paralytic Slime, Rapidstrike and Improved Rapidstrike changeable on 24 hours' notice with Weapon Aptitude. A few Iron Heart maneuvers to hit multiple enemies sprinkled in with Tiger Claw (moar attacks) and Diamond Mind (general goodness and Con synergy). Probably would have done decently well, but I just couldn't get motivated enough to finish it.

Venerable Silver Dragonwrought Jungle Kobold Totemist 2/Battle Dancer 1/Dragonblood Battle Sorcerer 3/Osteomancer 4/Slime Lord 10 or Venerable Silver Dragonwrought Kobold Dracolich Battle Dancer 1/Dragonblood Battle Sorcerer 4/Osteomancer 4/Slime Lord 7. This was to be my answer to the problem of how natural weapons seem to load up on the hands and be difficult to use at the same time, especially for Slime Lords. This build would have been a Blood Wind thrower, since Blood Wind explicitly lets you attack with all of your natural weapons. The Dracolich version was the cheesier of the two, relying on the interpretation that since a Dracolich Kobold still qualifies for Dragonwrought, it's type is still dragon, and it can therefore take the snazzy Alter Self forms the type offers.

Synad Zhentarhim Soldier Dungeoncrasher Fighter 10/Slime Lord 10. Since Slime Lord's Alter Self is usable at will, you can effectively use it to springboard up (or down, but that's not what we're doing here) multiple size categories. So this build would (most of the time) be rolling in as a Huge-sized Wyste, rocking standard fear-op fare and high bull rush numbers. Alternately, dip around for things like Pouncebarian after Dungeoncrasher Fighter 6.

Synad Spirit Bear Totem Barbarian 1/Battle Dancer 1/Fighter 2/Slime Lord 10/War Mind 5/Warblade 1. Springboard up to Wyste form and grapple things. War Mind gives access to Metamorphic Transfer for a little more versatility (what with how easy grappling can be to shut down) as well as being a generally good class for grappler builds.

There were more, but the remainder overlap with my entry significantly, so I'll keep them under wraps.



I'm also sort of surprised that we didn't have any references to Bartholomew and the Oobleck in people's fluff. That's what I'd have used for the first half of things on this list and Dr. Seuss seems right up Iron Chef's alley.

MilesTiden
2014-12-21, 07:42 PM
Huh. That's rather amusing. Exactly one person entered through a base class that gets Disguise as a class skill, and nobody started out as a class with it. Most people used either City Slicker, or Silverbrow Human to get it as a class skill. :smalltongue:

Extra Anchovies
2014-12-21, 08:27 PM
I like the Drider entry. Props for finding an ECL 10 creature that qualified.

MilesTiden
2014-12-21, 08:32 PM
Indeed. Not something I was expecting. :smalltongue:

Muggins
2014-12-25, 03:14 AM
Count me surprised by the complete lack of Graft Weapon; not only did we only get one psionic class, but they didn't even nab it. Considering that Graft Weapon basically lets your main melee attack count as either a manufactured or natural weapon, and that you can choose to keep it even after changing forms, I thought it was a given!

Is there anyone planning on judging so far? I might end up doing some scores.

Deadasadoor
2014-12-25, 02:34 PM
Is there anyone planning on judging so far? I might end up doing some scores.

I believe Fax Celestis said he'd judge. More judges are always appreciated though!

Heliomance
2014-12-29, 07:19 AM
How are our judges doing?

Chronos
2014-12-29, 12:45 PM
I so wanted to try to figure out a paladin entry, but just couldn't make it work. After all, you can't spell "lawful good" without "awful goo".

Deadasadoor
2014-12-29, 01:36 PM
I so wanted to try to figure out a paladin entry, but just couldn't make it work. After all, you can't spell "lawful good" without "awful goo".

Dropping lawful-good, a paladin of tyranny would've been awesome for the -2 on saves aura they get. Boosts both paralysis and charming gaze. And cha to saves gives excellent synergy as well. I tried to make it work, but would've had to drop one of my builds for it, both of which I was already happy with.

WhamBamSam
2014-12-29, 01:57 PM
I so wanted to try to figure out a paladin entry, but just couldn't make it work. After all, you can't spell "lawful good" without "awful goo".Something like Synad Fallen Paladin 4/Bone Knight 2/Totemist 2/Monk 2/Slime Lord 10 maybe? Turn/Rebuke attempts can be used to fuel Strength Devotion adding a (somewhat difficult to come by) slam attack,is sort of the extent of the synergy that I can see, and you need something like Bone Knight or Blackguard to resolve the issue of Slime Lord requiring you to be evil, but that little joke is pretty worth it.

sakuuya
2015-01-02, 05:45 PM
Any word from our esteemed judges?

MilesTiden
2015-01-03, 01:37 AM
Yeah, I can't wait to have my dreams crushed! Where are our esteemed hate-bringers?! :smallfurious::smalltongue:

Heliomance
2015-01-03, 09:56 PM
No judges yet, so to give them a bit more time, I'll wait another week before we start up the new thread. I gather the Christmas thread often takes longer, so nothing that surprising here.

The Viscount
2015-01-04, 11:12 AM
In past competitions around Christmas we've included the extra week for judges, so this is par for the course, really.

Deadline
2015-01-06, 10:40 AM
Just dropping in to touch base and say these builds look great! Also, I'd be cautious of having too many IC's lingering out there with no judges. Waiting for each comp to be judged first avoids that issue, and can encourage folks to judge (so that the next comp can be revealed). The last thing I'd want to see is a string of unjudged IC comps floating about. That would kill the motivation to judge (too much to be done), and eventually kill the motivation to cook (there's not actually a comp, because no one is judging).

Also, yeah, holidays.

I'm bummed I couldn't participate in Slime Lord, seemed like a fun ingredient.

Heliomance
2015-01-08, 08:12 AM
Rejoice, everyone! Slime Lord is now in HeroForge Anew!

*runs*

Rama
2015-01-08, 07:55 PM
I'm assuming y'all have no judges? If so I'll take a crack at it over the weekend.

sakuuya
2015-01-08, 09:27 PM
I'm assuming y'all have no judges? If so I'll take a crack at it over the weekend.

Yaaaaaaaay!

Heliomance
2015-01-11, 05:13 AM
How is judging progress doing? I don't really want to make a habit of starting up the new comp while the old one's still going.

Rama
2015-01-11, 07:55 AM
I'm about a third of the way through. With a little luck I'll have all the crunchy bits done today, and the writeup posted tomorrow.

KrimsonNekros
2015-01-14, 02:55 AM
how's it coming Rama?

Sian
2015-01-14, 09:31 AM
actually got a question thats probably on a bit of a tangent while waiting around.

Been considering judging something for some time, but i'm daunted by not knowing in which order i should handle it, any previous judges willing to supply a checklist for things to look for and in roughly which order its best done?

Amphetryon
2015-01-14, 10:36 AM
actually got a question thats probably on a bit of a tangent while waiting around.

Been considering judging something for some time, but i'm daunted by not knowing in which order i should handle it, any previous judges willing to supply a checklist for things to look for and in roughly which order its best done?

What do you mean by "which order I should handle it," exactly?

Sian
2015-01-14, 10:43 AM
a bitesized ordered list so the prospect of diving into it aren't as daunting since i don't know how to handle it other than what the end result should be ...

Just like you usually have an ordered (if implicit) list of 'this then that' when making characters not trying to do everything of it at once

WhamBamSam
2015-01-14, 11:31 AM
a bitesized ordered list so the prospect of diving into it aren't as daunting since i don't know how to handle it other than what the end result should be ...

Just like you usually have an ordered (if implicit) list of 'this then that' when making characters not trying to do everything of it at onceYou could look at scoring rubrics from past judges. The easiest way to have an itemized list of things to check is just to have an itemized list of things to check.

When I judge, I go entry by entry and just run through my rubric item by item. I seem to recall some judges saying they do originality for everyone, then power, and so on to keep things more even, but getting a whole entry done makes me feel like I'm accomplishing something. I do try to check back to what I've said on other entries to try and make the scoring as unbiased as I can.

The Viscount
2015-01-14, 04:20 PM
For basics, rubrics based on answering a few questions are usually more consistent and less disputed.

For more detail, Venger has made a useful judges view step by step, found here (http://www.giantitp.com/forums/showsinglepost.php?p=13163245&postcount=144).

Sian
2015-01-14, 04:35 PM
For more detail, Venger has made a useful judges view step by step, found here (http://www.giantitp.com/forums/showsinglepost.php?p=13163245&postcount=144).

Exactly what i was looking for ... thanks a ton :smallcool:

MilesTiden
2015-01-16, 01:20 AM
*sacrifices a goat to the judging gods*

KrimsonNekros
2015-01-16, 01:43 AM
*sacrifices a goat to the judging gods*

Offers Goat Simulator to the gods of judgement.

Troacctid
2015-01-16, 01:49 AM
Offers Goat Simulator to the gods of judgement.

If you hook me up with a copy of Goat Simulator, I will totally judge this round. :smalltongue:

arkangel111
2015-01-16, 03:28 AM
guess i should of judged this round... I knew i couldn't participate, this class has been called for for probably more than a year so i figured i didn't stand a chance, definately as long as i have been trolling the forums. The homecooking round seemed interesting but i really couldn't bring myself to cook with an ingredient that I'll never use irl, not because of homebrew but because it's best ability is counter-productive to the entire party. All of this plus the holidays I figured I'd take a break. If no one is actually ready to judge by sunday I'll look at it starting monday and such but I think it should be good.
All that said, I can't wait for the next real round, I have several ideas in mind that just need an SI that will fit nicely.

Rama
2015-01-17, 09:26 AM
Hey all,

Just checking in to let y'all know I haven't abandoned this. My week was destroyed between work and sick kiddies, so I haven't had a chance to even look at it since last Sunday. I've got a couple of hours carved out this afternoon to work on it, and hope to have it all done soon.

Apologies for the delay.

sakuuya
2015-01-17, 09:53 AM
Hey all,

Just checking in to let y'all know I haven't abandoned this. My week was destroyed between work and sick kiddies, so I haven't had a chance to even look at it since last Sunday. I've got a couple of hours carved out this afternoon to work on it, and hope to have it all done soon.

Apologies for the delay.

That's okay, Rama. I hope your kids are feeling better.

Heliomance
2015-01-20, 06:50 AM
How are y'all doing, wonderful judgey people?

Rama
2015-01-20, 05:14 PM
Nearly done - honest!

I need to unpack one of my books from the deep dark regions of my attic tonight to verify a few things on one entry, which I haven't been able to work around. Once that's done, I'll just need to finish the write-up and post.

Not to jinx myself but...hopefully tomorrow it'll be up.

Amphetryon
2015-01-20, 05:19 PM
Nearly done - honest!

I need to unpack one of my books from the deep dark regions of my attic tonight to verify a few things on one entry, which I haven't been able to work around. Once that's done, I'll just need to finish the write-up and post.

Not to jinx myself but...hopefully tomorrow it'll be up.

Sorry, Rama. I didn't mean to slow you down by using [REDACTED] in my entry of [REDACTED].

KrimsonNekros
2015-01-20, 07:50 PM
Sorry, Rama. I didn't mean to slow you down by using [REDACTED] in my entry of [REDACTED].


I don't know, it might have been my use of [redacted].

Heliomance
2015-01-21, 05:22 AM
I don't know, it might have been my use of [redacted].

Pretty sure it was the idiot who used [REDACTED] without actually making sure that they were able to [REDACTED]. Yes, I'm looking at you, [REDACTED].

sakuuya
2015-01-21, 11:05 AM
Pretty sure it was the idiot who used [REDACTED] without actually making sure that they were able to [REDACTED]. Yes, I'm looking at you, [REDACTED].

Oh man, I hope it's not me and my [REDACTED]. I FTQ'd last time I cooked, way back in Darkrunner, and twice in a row would just be embarrassing.

KrimsonNekros
2015-01-21, 12:32 PM
Oh man, I hope it's not me and my [REDACTED]. I FTQ'd last time I cooked, way back in Darkrunner, and twice in a row would just be embarrassing.


I've lost count of how many ftqs I have.

sakuuya
2015-01-21, 02:39 PM
I've lost count of how many ftqs I have.

That's...comforting, actually! I still hope I'm not the one holding Rama up, though, just for the sake of everybody getting their scores.

Rama
2015-01-21, 03:08 PM
Update: Judging draft is done. I've set it aside, will review after the kids are in bed tonight to make sure I haven't made any really stupid mistakes.

I anticipate posting around 9 pm EST.

I only have one mechanical FTQ this round, since the subject has been raised ;)

KrimsonNekros
2015-01-21, 11:00 PM
Update: Judging draft is done. I've set it aside, will review after the kids are in bed tonight to make sure I haven't made any really stupid mistakes.

I anticipate posting around 9 pm EST.

I only have one mechanical FTQ this round, since the subject has been raised ;)


*starts chanting*

Rama, Rama, Rama...

Rama
2015-01-21, 11:04 PM
Good evening everyone.

After extended delays, I've finally finished! As usual for me, with way too much text.

I must say I really liked this set of builds. Even the ones I ended up scoring lower, this is probably the most interesting batch top-to-bottom that I've personally judged.

As always, I expect and appreciate questions and clarifications; I usually miss at least one trick someone's pulling, so by all means bring them on.

Here are the basic scoring guidelines I've used. Subject to deviation as I consider necessary, but my basic criteria are:

SCORING CONSIDERATIONS

ORIGINALITY


Does the entry present a compelling backstory/concept that ties in with the SI? – up to 1.00 points
Does the entry make use of any unique mechanical tricks/feat chains as a significant aspect of the submission? – up to 1.00 points
Does the entry enter the Secret Ingredient through use of race and/or class combinations both unexpected and unique relative to the other entries? – up to 1.50 points
Does the entry avoid known cheese and overused optimization suggestions? – up to .50 points


POWER


Does the entry contribute significantly in terms of offense, defense, and/or utility throughout the build? – up to 3.00 points
Does the addition of the SI increase the power of the entry? - up to .50 points
Does the entry thrive without a reliance on nova powers, items, templates, or other "add-ons" for its power? - up to.50 points


ELEGANCE


Does the entry qualify for all classes taken outside the Secret Ingredient? – up to 2.00 points
Does the entry qualify for all feats taken? – up to .50 points
Does the entry avoid reliance on any questionable rules interpretations, or cross-setting material? – up to 1.00 points
Does the entry avoid multi-class penalties and/or excessive class dipping? – up to .50 points


USE OF THE SECRET INGREDIENT


Does the entry use the Secret Ingredient at an early stage of the build and complete the Secret Ingredient (or present a compelling reason why not doing so is actually a better use of the Secret Ingredient)? – up to 1.50 points
Does the entry utilize all mechanical abilities provided by the SI (and its prerequisites) as key components of the build, synergize the unique mechanical abilities of the Secret Ingredient with the rest of the build, and/or present a novel use of said mechanical abilities? – up to 1.50 points
Does the entry emphasize the concept of the SI throughout, and build upon that concept in a thorough manner? – up to 1.00 points

Note that failure to qualify mechanically for the SI results in an automatic score of 1.00. Failure to meet fluff requirements will be docked, but not to that extent.




With that out of the way, I humbly present:

Zeitgeist – Final Score: 13.25 Points

ORIGINALITY - 2.75 Points


I really like the concept you’ve created here; the slime being the character is a nice twist. +1.00 points
No unique feat chains or mechanical tricks noted that had a significant impact on the build. +0.00 points
Hexblade was a unique twist, but the rest was fairly expected/well used by others (including the fey element, albeit with a slightly different entry method). +.50 points
As you note yourself, Alter Self is a pretty common shenanigans approach, despite your self-limitation of its worst abuses. +.25 points


POWER – 2.75 Points


Offensively weak after the early levels with the low BAB. While the saves and multiple elements to paralyze/incapacitate your foes are nice, if you can’t hit you can’t utilize them. Binding and hexblade curses are really too weak to mitigate this, as the low number of levels in each doesn’t let them reach solid power spikes. Invisibility also comes on line too late, when most enemies can reasonably be expected to be able to counter it or use non-visual detection to breach. Undead nature provides some early defensive boost, but once you get into the mid and late levels there isn’t really anything to help keep you alive. Reflex is a significant unmitigated liability into the middle levels, and fort not much better. Charm gives some nice early utility, and the complement of social skills help throughout. +1.50 points
With the SI, we’re adding more attacks and more crowd control to your already moderate arsenal of such; at the cost of improved binder/hexblade abilities, higher BAB, etc. The synergy helps, but at best I can call it a push in terms of power impact. +.25 points
A fair amount of your power is coming from the combo of gravetouched ghoul and half fey. It’s pretty reliant on stacking those templates, and the template stacking being ruled pretty closely as you wish. +0.00 points


ELEGANCE – 3.25 Points


Qualifies for all non-SI classes. +2.00 points
I have two qualification issues with feats. The first is Assume Supernatural Ability. I can’t follow how you get your wis score from 8 to 14, so pending that clarification you don’t seem to qualify. The other is Chosen of Evil, which I am not deducting for here as I discuss it further later. +.25 points
No multi-class penalties, but it’s a bit clunky with the multiple templates on top of the multiple classes. +.25 points
Questionable rules interpretations we have a few issues. The first is the use of half fey to get your con score back. I spent about an hour researching, and can’t find any cases that do something similar (if you have one, let me know). So in the end I’m going with my gut; I don’t see how half fey brings you back to life. And since you’re still dead, that means you have no con score.

On the flip side, as mentioned above, if we assume half fey does give you a con score you’re no longer undead and don’t qualify for Chosen of Evil. So either way, there’s an issue. +0.00 points
ADD’L NOTE: Your table is out of sync for feats; you’re taking each a level later than you really should get access to them. Relatively minor, and hurts you more than helps, but bears noting. (.25) points


USE OF THE SECRET INGREDIENT – 4.50 Points


As you note, the SI comes online rather late in the build, relatively speaking. It is taken to completion, however.+1.00 points
The entry really does take advantage of the SI here, from pre-reqs to abilities provided. While the con score issue is a potential hazard (as discussed under elegance), you do a nice job of fusing and enhancing the mechanics of the SI. +1.50 points
I really like how you’ve emphasized the concept of the SI here. A solid approach that really feels like the SI throughout. +1.00 points




Sollice – Final Score: 15.00 Points

ORIGINALITY - 3.25 Points


I like your introduction a lot; definitely leaves me wanting more detail. +1.00 points
The addition of Ghost Faced Killer was different; otherwise fairly expected. +.75 points
No significant unexpected/unused mechanical tricks or feat chains noted. +0.00 points
The entry avoids known cheese and overused optimization suggestions. +.50 points


POWER – 3.50 Points


Offensively average throughout; no significant special tricks to help augment killing power. Ghost Faced Killer adds a few things to your kit, but they’re coming online at a point that they don’t add that much effective increase. Getting to four attacks by the end is a plus. Defensively also doesn’t add much beyond ye olde armor class. The slime lord DR comes on early enough to provide some small benefit, which is a nice element of your early entry. Wil save is very weak early, and while the madness feat helps substantially it comes online very late; would like to see it earlier if you’re relying on it there. Utility is pretty solid early, weaker late as some of your skill checks are sub-par in the latter half; spread a little too thin, perhaps. +1.50 points
The addition of the SI at the point it’s coming in increases power, and isn’t really taking significantly away from the classes you’ve already started in on. +.50 points
The entry avoids overreliance on nova powers, templates, items, etc. +.50 points


ELEGANCE – 5.00 Points


The entry qualifies for all non-SI classes. +2.00 points
The entry qualifies for all feats taken. +.50 points
The entry avoids setting specific material and questionable rules interpretations. +1.00 points
The entry avoids multi-class penalties and excessive dipping. +.50 points


USE OF THE SECRET INGREDIENT – 3.25 Points


The SI comes into play early, and is taken to completion – albeit with a late finish. +1.50 points
There’s some mechanical synergy here, but it could be taken farther. The paralytic slime DC is going to be low with your con, and hasn’t really been enhanced by other means. Alter self and charming gaze are there, but aren’t really hi-lighted or utilized by the other elements.+.50 points
The build really feels more like a Ghost Faced Killer with SI enhancement. Most of the buildup is to get into that class, and its abilities are more emphasized than the SI’s. +.25 points




Cain Xildabel – Final Score: 16.75 Points

ORIGINALITY - 4.00 Points


Introduction could be punched up a little, but it covers the basics. +.50 points
Totemist and Shadow Thief of Amn? Interesting. Vasharan is a really nice add too. +1.50 points
The additional aberrant feat emphasis is a nice touch; while everyone had some, you take it to another level and synergize them most into your build. +.50 points
The entry avoids known cheese and overused optimization suggestions. +.50 points


POWER – 3.50 Points


Offensive output is strong early, but tails off in the middle levels of the build. Sneak attack lags far behind more focused options, and as noted the absence of darkstalker is going to hurt your ability to get in and make those attacks against many opponents at this point. A fourth attack/round at the top levels would be nice too; lacking both that and spellcasting hurts. Defensively a little above average, with totemist helping out a fair bit as well as other elements you’ve brought in. Will save is a small weakness that could be helped, even with Cerulean Will. As you note, lacking dark stalker on a hide heavy build is a negative. Utility is fairly average, does relatively few things but does them well; and maintains its ability throughout. +1.50 points
The SI is implemented at a point that it makes sense as a power improvement. Continuing existing options is not a significant deterrent. +.50 points
The entry avoids overreliance on nova powers, templates, items, etc. +.50 points


ELEGANCE –4.75 Points


The entry qualifies mechanically for all non SI classes, although the Shadow Thief guild fluff requirement isn’t addressed (a relatively minor concern). +1.75 points
The entry qualifies for all feats. +.50 points
The entry avoids setting specific material and questionable rules interpretations. +1.00 points
The entry avoids multi-class penalties and excessive dipping. +.50 points


USE OF THE SECRET INGREDIENT – 4.50 Points


The entry takes the SI at an early level and carries it through to completion. +1.50 points
While some of the SI mechanics are hi-lighted and synergized, notably the paralytic slime and the deformity requirement, others are completely ignored. I’m specifically looking at charming gaze here, which could use attention; alter self could be more fully implemented as well. +1.00 points
The entry really does a good job of taking the concept of the SI and emphasizing it, particularly with the feat usage. +1.00 points




Ophealine – Final Score: 10.75 Points

ORIGINALITY - 3.50 Points


I like the intro, but more background would be appreciated – particularly how the drider became anti-Lolth. +.50 points
Drider is a very bold approach, eating all that LA/HDs. Props for that. +1.50 points
No unique feat chains or mechanical tricks noted. +0.00 points
The entry avoids known cheese and overused optimization suggestions. +.50 points


POWER – 2.25 Points


This was an interesting case for power consideration. I will note that I did make an adjustment to your table with regard to the LA, as discussed further in elegance. That said you’re pretty weak offensively at the very early levels, although starting to pick up once your SLAs and increased spellcasting come on line. Peaks at the middle levels, then tails off at the top end compared to other entries. Defensively strong early – middle with racial benefits, but no significant tricks to help out the second half of the build. Saves are below average, particularly fort. Utility is very limited. +0.75 points
Since all you’re starting with is racial HD, you don’t really have a base that you’re ignoring to take the SI. So it does have to be a power increase, albeit an angle I wasn’t expecting when I wrote this category. +.50 points
Power is pretty heavily dependent on your racial attributes. +0.00 points


ELEGANCE – 4.00 Points


Since the entry has no classes other than the SI, I’ve reapportioned those points to the rest of the category.
The entry qualifies for all feats. +1.50 points
The entry does avoid excessive dipping and multi classing penalties. +1.50 points
Setting specific material is avoided. I’m carving out my rules concerns as a separate point. +1.00 points
ADD’L: Presentation of your racial HD and LA is I believe inaccurate. I’d expect to see all the LA stacked first, then the racial HD afterwards. I reread through Savage Species, and didn’t see where you could intersperse the LA like that; if you’ve found a different source, direct me to it please. For now I’ve judged it that way, as to my knowledge you can’t intersperse the LA to manipulate skills/hp gains/etc. (1.00) points


USE OF THE SECRET INGREDIENT – 1.00 Points


Unfortunately the entry does not qualify for the SI. A minimum of 6 ranks in disguise is required, and you have 4 when you begin taking it. As such, the UotSI score is set to the minimum 1.0




Xel’Dek – Final Score: 17.00 Points

ORIGINALITY - 3.75 Points


Nice introduction. I like the feel and the fit with the SI. And thanks for the nightmares I’m bound to have tonight… +1.00 points
Dromite is an interesting choice. Rogue dips were fairly expected, but the swordsage emphasis was unique. +1.25 points
Feat selection was pretty standard/ no significant mechanical tricks or unexpected feat chains noted. +0.00 points
The entry avoids known cheese and overused optimization suggestions. +.50 points


POWER – 3.50 Points


Offensive power is fairly strong early, peaking around the midpoint. Darkstalker is coming online a little late for maximum effectiveness, so you’ll still have major issues with non-sight-based opponents in the middle levels – which will be particularly troublesome for an underground based character. The low BAB will hurt in later levels; while some tricks are in place for surprise style attacks to help overcome, it’s still a drawback. Defensively doesn’t really stand out, no particularly noteworthy tricks to enhance survivability. Fort save is pretty scary, and I fear for the first SOD you run into. Utility is limited; heavily invested in stealth early, more spread out by middle/late but all in little bits that don’t provide much use. +1.50 points
The SI is implemented at a point that it makes sense as a power improvement. Continuing existing options is not a significant deterrent. +.50 points
The entry avoids overreliance on nova powers, templates, items, etc. +.50 points


ELEGANCE – 4.75 Points


The entry qualifies for all non-SI classes. +2.00 points
The entry qualifies for all feats taken. +.50 points
The entry avoids setting specific material and questionable rules interpretations. +1.00 points
You have multiclass penalties throughout most of the build, should they choose to be enforced. No setting specific concerns. +0.25 points


USE OF THE SECRET INGREDIENT – 5.00 Points


The entry qualifies for the SI, enters it reasonably early (albeit later than the fastest entrants) and takes it to completion. +1.50 points
Mechanically your synergy is pretty solid. You’re making use of all the various bits and pieces of the SI, and your selections have blended well with them. I like the dromite choice, unlocking more potential with alter form. If I had any complaint, it’d be that disguise could use more love; but that’s nitpicking if anything. +1.50 points
Overall, the entry is a solid blend that emphasizes the feel for the SI. I like it. +1.00 points




Momir Vig – Final Score: 11.00 Points

ORIGINALITY - 2.00 Points


Introduction could be punched up a little, but it covers the basics. +.50 points
Druid saw some play in the competition, and I expected more Warshaper across the board. A small bonus for the unexpected Daelkyr appearance. +.50 points
No unique feat chains or mechanical tricks noted that had a significant impact on the build. +0.00 points
I’m assuming you’re dedicating yourself to an elder evil for the free feats. This not being stated is discussed further under elegance; but with that assumption, it’s a fairly standard/cheesy op suggestion. +0.00 points


POWER – 3.75 Points


Offensively one of the stronger early game entrants. Power potential stays strong throughout the middle game, but starts to slack off a little in the late levels. More BAB would kick it up a notch if it would be worked in, for another attack/round. Defensively decent across the board, although could use a few enhancements to become exceptional. Utility is below average as compared to other entrants. +2.25 points
I have a hard time saying that the SI really adds to power when you’re starting with druid and throwing in some Warshaper. I can’t see it as anything but a decrease. +0.00 points
The entry avoids excessive reliance on templates, items. It is a little reliant on its limited wild shape availability, but has buffed that by (costly) feat expenditures. +.50 points


ELEGANCE – 3.25 Points


The entry qualifies for all classes taken. +2.00 points
The entry qualifies for all feats, albeit with issues discussed further on. +.50 points
The entry avoids multiclassing penalties and excessive dipping. +.50 points
Use of Daelkyr Half Blood gets into setting specific material, which could cause problems at some tables. Questionable rules interpretations are discussed in the next bullet. +.50 points
ADD’L: As previously noted, I’ve assumed that you have gone the dedicated-to-an-elder-evil route to get the free feats. However, the build does not specifically state that it is taking that course. While it can be inferred, it needs to be stated outright.

On the same topic, you have an issue that’s either questionable rules or outright violation with some of your elder evil feat selections. The text of Elder Evils indicates that only the feats on the accompanying table count, rather than encompassing all vile feats. As such, technically unspeakable vow and deformity (teeth) don’t qualify as elder evil gained feats. While I imagine a fair number of DMs would allow it, it’s still an issue you’d have to hash out. (0.75) points


USE OF THE SECRET INGREDIENT – 2.00 Points


While the entry otherwise qualifies mechanically for the SI, alignment is not specified. As it is a listed requirement which was addressed by the other entries, its lack in this entry does need to be addressed. The entry does take the SI to completion, but enters it late compared to the majority of the contestants. +.50 points
Mechanically the abilities of the SI have a place in this build, but they don’t really pop. It mostly relies on druid for wild shape + alter-self shenanigans and really only uses that and the paralytic slime of the SI. Nothing else from the SI seems to come into play. +.50 points
Overall this feels more like a wildshape druid than the SI. There’s some potential, but it doesn’t really come through for me. +0.00 points





Tsa’Goth – Final Score: 16.50 Points

ORIGINALITY - 4.50 Points


Like your introduction; paints a really nice picture, works in the SI nicely. +1.00 points
Neraph and Ardent were both unexpected and unused by others. +1.50 points
The feats are fairly well expected, but throwing in lucid dreaming is really interesting. +.50 points
The entry avoids known cheese and overused optimization suggestions. +.50 points


POWER – 3.25 Points


Offensively solid early, although the middle levels are problematic – the combo of losing psionic advancement and lack of prior developed melee capability weakens you significantly. Top end getting access to some major powers goes a long way towards helping, but your usage is still going to be limited. Defensively is likewise strong early, but weak after that point. Utility is strong throughout. +2.25 points
Going from psionics to a completely non psionic class virtually has to be a downgrade. In this case, it’s significant enough a shift in focus to apply. +0.00 points
You’re pretty limited to nova powers by your small power point pool; and that’s a big part of your kit. +0.00 points


ELEGANCE – 4.25 Points


The entry qualifies for all non-SI classes taken. +2.00 points
The entry qualifies for all feats taken. +.50 points
The entry avoids multiclassing penalties and excessive dipping. +.50 points
Getting Absorb Mind as a power is going to require some working with/approval from your DM above and beyond the usual levels, I think; particularly when you’re talking about ignoring the corrupt Wisdom cost. Otherwise, avoids setting specific material and other rules issues. +0.25 points


USE OF THE SECRET INGREDIENT – 4.50 Points


The entry qualifies for the SI, takes it at a reasonably early point, and sees it to completion. +1.50 points
Mechanically the entry uses most of the SI, but doesn’t take advantage of all elements. Charming gaze is mentioned briefly, but doesn’t really have a significant place; nor does the build boost its effectiveness. +1.25 points
Overall there is a fair bit of feel of the SI in this entry, but the psionics does threaten to overshadow it. In the end, I think it comes pretty close. +.75 points




Dianne – Final Score: 14.25 Points

ORIGINALITY - 3.00 Points


I like the character background/detail presented in the entry. Paints a picture nicely, +1.00 points
Racial selections were pretty common (and the silverbrow human seems superfluous with able learner involved); the binder approach was not. +1.00 points
No significant unique/unexpected feat chains or mechanical tricks noted. +0.00 points
Dedication to an elder evil for free feats is a fairly common op exploit. +0.00 points


POWER – 3.75 Points


Offensively average early. Maintains average average level in middle and late levels; higher BAB would really help if it could be worked in. Defensively a little above average, no glaring weaknesses and has a little bit of extra punch via fey bloodline. Utility is stronger early, weak late due to small numbers of skill points in most skills. +2.00 points
The SI does add some power, but you are giving up a bit of binding oomph to take it in. I think with how you’re using the SI here, I’d call it a push. +.25 points
The entry avoids template stacking, nova powers, overreliance on items, etc. +.50 points


ELEGANCE – 4.50 Points


Qualifies for all non-SI classes. +2.00 points
Qualifies for all feats, although see following note about elder evil gained feats. +.50 points
The entry avoids excessive dipping . However, you have an issue that’s either questionable rules or outright violation with some of your elder evil feat selections. The text of Elder Evils indicates that only the feats on the accompanying table count, rather than encompassing all vile feats. As such, technically deformity (tail) and deformity (teeth) don’t qualify as elder evil gained feats. While I imagine a fair number of DMs would allow it, it’s still an issue you’d have to hash out. +0.50 points
The entry avoids questionable rules interpretation and setting specific material. +.50 points


USE OF THE SECRET INGREDIENT – 3.00 Points


The entry qualifies for the SI, but enters it later than most and doesn’t take it very far. There is some mitigation in that the other levels you’re taking do boost the SI (pseudonatural, etc), but it’s still a drawback. +.75 points
Mechanical implementation of the SI is a bit lackluster. Beyond qualification for the SI, disguise is ignored. Charming gaze is duplicated by the other charms, and isn’t really hi-lighted. It’s mostly alter self that contributes from the SI. +.75 points
Overall this really feels more like a binder to me. The SI is there, and it has some elements that make its presence known, but it doesn’t hi-light the SI quite as much as I’d like. +.50 points




Drest – Final Score: 13.00 Points

ORIGINALITY - 2.25 Points


The backstory really doesn’t put me in mind of the SI; I’m almost thinking more of an Avenger SI with this one. Partial credit for having one though. +.25 points
The druidic approach was used by others as well, although Neanderthal is a unique (and unexpected) addition. +.50 points
No significant unexpected feat chains or mechanical tricks noted. +0.00 points
The entry avoids known cheese and overused op suggestions. +.50 points


POWER – 3.75 Points


Early offensive power is strong, as one would expect from a druid. Maintains above average offense throughout with the MoMF build. Defensively average to above average as well, due to the same sources. Utility is below average as compared to other entries, fewer skills taken to lower levels than the standouts. +2.25 points
Gaining the paralysis attacks, giving up the next four levels worth of MoMF advancement; that trade off has to be a decrease in power imo. +0.00 points
The entry avoids reliance on items, templates, nova powers, etc. +.50 points


ELEGANCE – 5.00 Points


The entry qualifies for all non-SI classes taken. +2.00 points
The entry qualifies for all feats. +.50 points
The entry avoids multi-class penalties and excessive dipping. +.50 points
The entry avoids setting specific material and questionable rules interpretations. +1.00 points


USE OF THE SECRET INGREDIENT – 2.00 Points


While the entry otherwise qualifies mechanically for the SI, alignment is not specified. As it is a listed requirement which was addressed by the other entries, its lack in this entry does need to be addressed. Likewise for the patrol deity: Ghaunadar requirement, which is not covered. The entry also does not take the SI to completion, albeit with some justification for that choice. +.50 points
Mechanically you’re overshadowing the alter self ability with MoMF; disguise is also pretty much ignored. Pseudopods and paralysis with a dash of charming gaze is really all I’m getting out of it. +.50 points
While the approach does make a melee beast out of the SI, it really feels more like a brute shapeshifting druid to me. The SI is overwhelmed by the rest of the disk. +0.00 points

Rama
2015-01-21, 11:05 PM
*starts chanting*

Rama, Rama, Rama...

Be careful what you wish for :p

Deadasadoor
2015-01-21, 11:22 PM
Praise Rama! Very close on the top three entries, and some of my favorites didn't do as well as I expected. However, I think this produced my favorite IC build that I've cooked. I'm certainly ready for the next round though, it's been quite a while.

Amphetryon
2015-01-21, 11:36 PM
W00t! A top 10 score! Thanks, Rama.

sakuuya
2015-01-22, 08:45 AM
You're tops, Rama. Thanks for doing this.

Heliomance
2015-01-22, 08:56 AM
A pair of disputes are in!


Thanks for putting in the work to judge Rama. I really appreciate it. I wanted to ask about a few points though.


Offensively average early. Maintains average average level in middle and late levels; higher BAB would really help if it could be worked in. Defensively a little above average, no glaring weaknesses and has a little bit of extra punch via fey bloodline. Utility is stronger early, weak late due to small numbers of skill points in most skills. +2.00 pointsThe BAB problem is mitigated by mostly attacking at Dianne's highest attack bonus since her usual MO is Dance of Death attacks. Even on full attacks, she'll never take more than a -5 penalty on a swing that matters, since she's all about a her natural attacks rather than really caring about rapier pokes (the rapier is really just there to keep Paimon happy).

I'd say the higher levels are actually the most versatile parts of the build. Binding is good at that sort of thing (including the skill-based stuff), and Zceryll and Metamorphic Transfer add a lot (Zceryll alone adds a bunch of utility SLAs and even a few instances of limited casting via summoned monsters).


The SI does add some power, but you are giving up a bit of binding oomph to take it in. I think with how you’re using the SI here, I’d call it a push. +.25 pointsIt delays it moreso than it gives it up. Thanks to bloodline cheese, I do catch up to 20th level Soul Binding. In exchange, I get flight that doesn't suck (Geryon only lets you fly for a single round at a time), all the other cool things Outsider Alter Self gets you, a Save or Lose effect based on a primary stat that combines well with Paimon, and several charm abilities per day.


The entry avoids excessive dipping . However, you have an issue that’s either questionable rules or outright violation with some of your elder evil feat selections. The text of Elder Evils indicates that only the feats on the accompanying table count, rather than encompassing all vile feats. As such, technically deformity (tail) and deformity (teeth) don’t qualify as elder evil gained feats. While I imagine a fair number of DMs would allow it, it’s still an issue you’d have to hash out. +0.50 pointsFighter and PsyWar use similar language for their bonus feats for whatever that's worth. I think any [Vile] feat ought to be suitable, but I understand the concern.


The entry qualifies for the SI, but enters it later than most and doesn’t take it very far. There is some mitigation in that the other levels you’re taking do boost the SI (pseudonatural, etc), but it’s still a drawback. +.75 points
Mechanical implementation of the SI is a bit lackluster. Beyond qualification for the SI, disguise is ignored. Charming gaze is duplicated by the other charms, and isn’t really hi-lighted. It’s mostly alter self that contributes from the SI. +.75 points
Overall this really feels more like a binder to me. The SI is there, and it has some elements that make its presence known, but it doesn’t hi-light the SI quite as much as I’d like. +.50 pointsSee above for what it gets out of the class relative to a straight Binder. On the flip side of the coin, Binder allows us to get the outsider typing layered on top of Necropolitan for higher power Alter Self forms. Paimon is also an excellent vector with which to deliver Paralytic Slime (for which Dianne's save DC is actually higher than than anyone else's, between the Bloodline levels, Ability Focus, and the shift of the key modifier to Cha).

Disguise barely even needs the 6 ranks to be honest. Naberius can be bound to grant Disguise Self, Slime Lord grants Alter Self at will, and the two disguise bonuses arguably stack. Then there's high Charisma and the Bluff synergy bonus for icing. Even with it being an opposed check against the enemy's spot, she's in pretty decent shape there.

The Fey Bloodline only gives one use of Charm Person, and that's more incidental than anything. I had meant to make note of the ability to use wands of Hypnotism with Karsus for that classic one-two punch in my items section, but it slipped my mind, so I understand not getting points there.


Regarding Ophealine's LA, Drider is one of the example monster classes in Savage Species. The Drider class on p. 163 has its LA and RHD laid out identically to Ophealine's.

You're 100% right about the FTQ, though. I managed to consistently misread the number of required Disguise ranks. Ah, well.

The contest will stay open to disputes and judging modifications until Sunday. I'll do the reveal on Sunday, and the next thread will also start then.

Heliomance
2015-01-23, 03:14 AM
I suppose you could say that disputes are part of the zeitgeist of modern day Iron Chef Optimisation. It would be a stretch, but you could say it.



Hey there Rama, thanks for the judging! You did a great job with it, and I thank you from saving us the indignity of having no judge. :smallbiggrin: While there are a couple minor things I would like to point out, you did notice one thing that I didn't: technically speaking, I believe half-fey wouldn't actually change my type, due to Savage Species type pyramid shenanigans. However, due to the point that Dianne's chef brought up, this would actually be a net gain in power, freeing up two feats, increasing my DCs, freeing up point buy, and giving me different but probably better Alter Self forms. However, as I was unaware of any of this during cooking, I think it's best to call it a wash. I was already heavily penalized for it, and I totally accept those penalties. :smallsmile: Anyways, on to the disputes, and sorry if I seem a bit nitpicky. (Replies will be in bold)

ORIGINALITY - 2.75 Points


I really like the concept you’ve created here; the slime being the character is a nice twist. +1.00 points
No unique feat chains or mechanical tricks noted that had a significant impact on the build. +0.00 points

Now, I have less of a dispute here, and more of a question: what exactly were you looking for here? Every single person but Cain and Tsa'goth got exactly 0 points here, and they got it for including Abberant feats and including the Lucid Dreaming skill? Both Improved Paralysis and Insane Defiance work to boost his DCs massively, and were used by no one else, so I'm wondering what exactly would 'qualify' here.


Hexblade was a unique twist, but the rest was fairly expected/well used by others (including the fey element, albeit with a slightly different entry method). +.50 points

Again, this feels a bit... off to me. I'm not going to push it super hard, but I feel like punishing me for taking similar (but not the same) options to another contestant, seeing as I'm using both Gravetouched Ghoul and Half-fey in a completely different manner to Necropolitan and Fey Bloodline, seems a bit off. I mean, it's your judging standards, but I feel like I ended up set apart from the rest of the competition in most aspects. I just happened to have one build who ended up almost completely parallel to me, though we overlap very little in reality.


As you note yourself, Alter Self is a pretty common shenanigans approach, despite your self-limitation of its worst abuses. +.25 points

This part in particular seems very inconsistent with how the rest of the contestants got judged. I was the only person to get docked for this, despite the fact that literally everyone used this (as well they should, it being a class feature of the SI), and many people optimized it far more heavily than me. Using an ability of the Secret Ingredient in a different (seeing as my type is different) and unique (changing my physical form and then using Disguise Self to create realistic disguises) manner seems to me like something that shouldn't be penalized here. Even my usage of Assume Supernatural Ability was specifically intended to complement the class feature rather than exploit it for cheese, as it would be used in a normal 'optimization' setting. Should I have just not said anything? :smalltongue:


POWER – 2.75 Points


Offensively weak after the early levels with the low BAB. While the saves and multiple elements to paralyze/incapacitate your foes are nice, if you can’t hit you can’t utilize them. Binding and hexblade curses are really too weak to mitigate this, as the low number of levels in each doesn’t let them reach solid power spikes. Invisibility also comes on line too late, when most enemies can reasonably be expected to be able to counter it or use non-visual detection to breach. Undead nature provides some early defensive boost, but once you get into the mid and late levels there isn’t really anything to help keep you alive. Reflex is a significant unmitigated liability into the middle levels, and fort not much better. Charm gives some nice early utility, and the complement of social skills help throughout. +1.50 points

No real complaints here, but Arcane Resistance should cover most saving throw issues. Of course, when thrown into a normal campaign facing normal threats, he will fall short offensively, but the intention is for him to charm and diplomance his way into getting his foe into a vulnerable and unprotected state, and then mauling them. If even one of his many attacks hits, they go down like a sack of bricks in almost all cases, because of his high DCs. Low BAB doesn't impact him as much as it would otherwise, due to Multiattack, and really it's as high as I can get it given his LA. :smalltongue:


With the SI, we’re adding more attacks and more crowd control to your already moderate arsenal of such; at the cost of improved binder/hexblade abilities, higher BAB, etc. The synergy helps, but at best I can call it a push in terms of power impact. +.25 points

To be honest, adding more Hexblade or Binder levels would do almost nothing for him except what the chassis would give. His power is pretty dependent on binding Naberius, higher Binder levels would give him nothing unless he took no SI levels, which would reduce his power a fair bit more than just more Binder levels, and Hexblade gives embarrassingly little as he levels up. He takes Hexblade not for Hexblade curse, but for the increased saves (which helps mitigate a lot of the complaints about his low saves, seeing as they all have +6 added to them in pretty much any situation in which he needs to make a save), Mettle, spellcasting to help with his Disguising ability, and the Dark Companion to help his save DCs. Those first four levels provide a lot, but later levels would taper off drastically in terms of power.


A fair amount of your power is coming from the combo of gravetouched ghoul and half fey. It’s pretty reliant on stacking those templates, and the template stacking being ruled pretty closely as you wish. +0.00 points


ELEGANCE – 3.25 Points


Qualifies for all non-SI classes. +2.00 points
I have two qualification issues with feats. The first is Assume Supernatural Ability. I can’t follow how you get your wis score from 8 to 14, so pending that clarification you don’t seem to qualify. The other is Chosen of Evil, which I am not deducting for here as I discuss it further later. +.25 points

Gravetouched Ghoul gives a +4 bonus to Wisdom, and Half-fey provides a +2 bonus to Wisdom upon taking the second template class level, which he does right before taking Assume Supernatural Ability.


No multi-class penalties, but it’s a bit clunky with the multiple templates on top of the multiple classes. +.25 points
Questionable rules interpretations we have a few issues. The first is the use of half fey to get your con score back. I spent about an hour researching, and can’t find any cases that do something similar (if you have one, let me know). So in the end I’m going with my gut; I don’t see how half fey brings you back to life. And since you’re still dead, that means you have no con score.

On the flip side, as mentioned above, if we assume half fey does give you a con score you’re no longer undead and don’t qualify for Chosen of Evil. So either way, there’s an issue. +0.00 points

ADD’L NOTE: Your table is out of sync for feats; you’re taking each a level later than you really should get access to them. Relatively minor, and hurts you more than helps, but bears noting. (.25) points

No, I checked, the feats come online at the right time. His first class level is at 3rd, when he takes his first two feats. His third class level is at 6th, when he takes Insane Defiance. Perhaps you were under the belief that the template classes counted as character level, meaning he would take the feats during those levels? They're essentially just delayed level adjustment, without any shenanigans like Bloodlines. :smalltongue:


USE OF THE SECRET INGREDIENT – 4.50 Points


As you note, the SI comes online rather late in the build, relatively speaking. It is taken to completion, however.+1.00 points
The entry really does take advantage of the SI here, from pre-reqs to abilities provided. While the con score issue is a potential hazard (as discussed under elegance), you do a nice job of fusing and enhancing the mechanics of the SI. +1.50 points
I really like how you’ve emphasized the concept of the SI here. A solid approach that really feels like the SI throughout. +1.00 points

No complaints through here. There's nothing I can do to avoid the late entry, but I did everything else in my power to work with the SI. :smalltongue:

Heliomance
2015-01-23, 06:13 PM
Another dispute.


Hi Heliomance, and Rama, greatly appreciate the time you guys have put into this.

I do feel a little guilty raising the issue of disputes, but I might as well address some points if that is okay;

Rama, you state that I'm limited to Nova powers - this isn't the case, as with Manifester Weapons (or specifically, ammunition for cheapness), and the Bestow Power psionic... well, power, I can get as much PP as I need earlier on, and later on pick up Metapower and Dominant Mantle which reduces the augment PP cost of my chosen Power (in this case, Synchronicity) by 4 - with Linked Power and Bestow Power, this reduces it from +3pp augment cost to +0pp augment cost, meaning that for every 1pp I spend manifesting Linked Synchronicity/Bestow Power, I gain a net +1pp every round.

In regards to going from Psionics to non Psionics - Ardent isn't affected by it as much as any other class - the only thing I lose access to is new powers when I level up - and a slightly slowed access - Ardents learn powers based on their manifesting level rather than their class level, which means that I have effectively lost 6 levels, rather than the 10 I would have otherwise thanks to Practised Manifester. Yes, the learning of new powers is slowed, but there is admittedly nothing else for the build. If you mean it's a loss of power in general, it's true, but you could also say that it needs more wizard levels if you are concerned about power (or, rather needs more Pazuzu, if you really want to go Optimization heavy).

You also say that Charming Gaze is irrelevant and that it doesn't take a significant place or boost its effectiveness - honestly, I believe differently. I have no social skills without having stolen peoples personality, and while the DC is relatively low at DC 13-21, it is enough to convince enough normal people (human commoner 1, for example, as a maximum Will Save of +3 as a result of high Wis and Iron Will) to become friendly, at least enough to allow me to convince them enough to take their personality which increases the DC at a rate of 2:1 - for example, 3 normal humans give me +15 to the DC - while this makes my social skills useable, it's not exactly massive or adventuring ready, and requires several days of absorbing people's personality to make the skill check adventuring ready.

For example, if I was to get it to autopassing Hostile>Friendly, and requiring a DC of 35, I'd need to drain the personality of 3 people every day for 9 days straight, and then use it within the first 4 hours - but getting a Hostile person to talk for a minute isn't likely to happen, and so adds +10 to the DC for a rushed check, requiring a further 3 days preparation - and only lasts for a 2 hour adventure. If I'm making a rushed diplomacy check to get from Hostile to Fanatic in a rushed action (Full Round), it requires a DC of 160. That I lose 1pt of bonus every other hours, I'm going to need a source of keeping that up - losing +12 to a bonus each day is a bit of a killer - by the time that I get access to the draining ability, I'll be level 12 - which is at the point when Teleport starts being useable multiple times a day, which isn't too bad, but with adventures taking several days, for each day I spend out away from charisma sources (-12), I need to spend 4 days preparing (+3 per day). For 160, I'd need to spend 50 consecutive days draining charisma. While this draining ability has the potential to have a ceiling of immensely high, it just isn't feasible to be doing on long term operations unless I really need to, which then relies on me using things like my Supernatural Teleport to get me in close - but that just adds another day to the preparation time.

This is a lot of words to say that Charming Gaze is the go-to when I am at a low ebb - i.e Charming Gaze changes a 50 day preparation time to go from Hostile>Fanatic to 17 days. While 2 and a half weeks is still a lot of time, it's not exactly the 2 months it could be (the DC for Charming Gaze in that situation is 141 for 17 days prep, so it will be exceeding nearly every non-epic Will Save, sans natural 20, even those with the Diamond Mind counters). TL;DR, it's very, very vital towards making me a playable character.

I'm personally not sure on where the Psionics overshadow the SI. After all, the SI allows much of what the Psionics is used to unlock its full potential - A Synchronicity nova is pretty cool, as is followed up Bestow Power to recharge to full, then using Absorb Mind to make a slurpee out of their brains - BUT the SI is what defines the build, in not only form but function as well.

Thanks for your time, sorry I've been quite wordy with it.

OMG PONIES
2015-01-23, 11:46 PM
"Maybe you should judge," I told myself. "Maybe folks will have made a New Year's resolution not to dispute so danged much." I'm glad the Iron Chef crowd I know and love hasn't changed. :smalltongue:

Heliomance
2015-01-25, 05:32 PM
Hrm. Disputes haven't been addressed yet. Do people want the reveal now anyway, or wait until the disputes are finished with?

Amphetryon
2015-01-25, 05:38 PM
Hrm. Disputes haven't been addressed yet. Do people want the reveal now anyway, or wait until the disputes are finished with?

Do you believe the outcome of the disputes will have an impact on the 'medal' placements? I've historically been more amenable to moving on when the 1st two/three places aren't likely to change after disputes are addressed, than when the disputes influence the winner directly.

Sian
2015-01-25, 05:49 PM
given that top three is rather tight, and one of them have a dispute out, i'd say hold the horses on the reveal, even if I'd like to see what the next thing is (and if its something that i'd have half a clue how to cook something interesting for, which i haven't the last couple of contests)

Rama
2015-01-25, 07:35 PM
Apologies gents, work has been absolute murder the past few days. I'm putting the kiddies to bed now, and then you have my undivided attention to review disputes.

Rama
2015-01-25, 09:00 PM
Dispute Resolution

Dianne - +.50 score adjustment



POWER: On the utility point, I'm more thinking about non-combat interactions and blending in. While most of the Slime Lords have this problem, some have mitigated it with high skill ranks in social/other skills to blend in while in more of a disguise. Binding does help some (and in re-examining the numbers, I think I have undersold you a little), but it is still a weakness in some respects in 'polite society' imo.

I do also agree that I undersold you the impact of the bloodline/binder level synergy. Overall +.50 points to Power

ELEGANCE: I tend to agree personally, and I wouldn't have an issue with it in a game I was running myself. But since it does require that specific GM approval, I think I have to leave it as-is. Score stands.

UOTSI: I tend to stand by my initial impression here. It admittedly does great things with alter self, but that really was the only significant focus. And while that synergy is great, it does come at the expense of hi-lighting Binder related things as much or more than the SI in the process. Score stands.



Ophealine - +1.00 score adjustment


Hah, you're absolutely right. Somehow I missed that you used the exact chart they presented.

Still seems wrong to me, but I can't argue with your use of text in this case. +1.00 to Elegance



Zeitgeist - +1.50 score adjustment


ORIGINALITY - The feats point is a good question, and I hate to give a non-quantifiable answer; but really it's a case of seeing something that pops out at me, and that something being a significant aspect of the submission. To use the lucid dreaming example, it was a case of something I would never have considered; and it was well utilized and supported by the other elements.

When I start judging, I begin by looking at the SI and making a list in my head of things I expect to see before I even look at the builds. So DC boosters, Darkstalker in stealth based SI's, taking advantage of Willing Deformity for reach and similar benefits...those were all basic-territory elements that I wouldn't award for. That said, that's why I keep that particular category relatively short on point potential.

On the second point...you're right. I did over-penalize there.

And on the last, you're also absolutely right. I think I let myself get hung up on your note (and on yours being the first entry I looked at) on my initial write-up, and didn't catch my inconsistency after looking at everyone else's. My apologies for the error. Total Adjustment - +.75 Points

POWER - I disagree on the first point, but agree on the second. +.25 Points

ELEGANCE - Yep I missed the +4 ghoul bonus to Wis. And I was miscalculating the fey as class rather than template. Argh, kicking myself now. +.50 points


Sorry, I did a crap job on fact-checking on your entry.


Tsa'Goth - +.50 Score Adjustment


A fair point on the nova powers. I may have exaggerated the lower PP effect.

On the other points, I still think those 6 lost levels have a significant power impact over the second half of the build. And the other points for charming gaze are valid, but still leave you behind other builds in implementation of that power imo. Power Adjustment - +.50 points

sakuuya
2015-01-25, 11:48 PM
Here's a score table with Rama's disputes added. Clearly, the secret to success is to have an apostrophe in your build name.

Build Score Place
Tsa'Goth 17.00 1st
Xel'Dek 17.00 1st
Cain Xildabel 16.75 3rd
Sollice 15.00 4th
Dianne 14.75 5th
Zeitgeist 14.75 5th
Drest 13.00 7th
Ophealine 11.75 8th
Mormir Vig 11.00 9th

Heliomance
2015-01-26, 04:27 AM
Thanks for the table, sakuuya! Here's the reveal!

Build Chef Score Place
Tsa'Goth Vaz17.00 1st
Xel'Dek Deadasadoor 17.00 1st
Cain Xildabel Amphetryon 16.75 3rd
Sollice KrimsonNekros 15.00 4th
Dianne WhamBamSam 14.75 5th
Zeitgeist MilesTiden 14.75 5th
Drest Deadasadoor 13.00 7th
Ophealine sakuuya 11.75 8th
Mormir Vig TheG 11.00 9th

Congratulations to Vaz, Deadasadoor, and Amphetryon! And congratulations to MilesTiden's Zeitgeist for honourable mention!

Sian
2015-01-26, 04:49 AM
I have a major issue with Zeitgeist that wasn't touched upon by the Judge, that i feel should be noted

Gravetouched Ghoul is undead, and even if the savage progession doesn't explictly say that Undead can't join up, it actually doesn't say anything about who can, in which case I'd say you should look back at the original template (Half-fey in Fiend Folio), which explicitly asks for a "corporal Living Creature"

WhamBamSam
2015-01-26, 05:00 AM
I have a major issue with Zeitgeist that wasn't touched upon by the Judge, that i feel should be noted

Gravetouched Ghoul is undead, and even if the savage progession doesn't explictly say that Undead can't join up, it actually doesn't say anything about who can, in which case I'd say you should look back at the original template (Half-fey in Fiend Folio), which explicitly asks for a "corporal Living Creature"I think the idea was to qualify for Half-Fey while still a living creature and be a Half-Fey from the beginning, but not take the first template class level until after becoming a Gravetouched Ghoul.

MilesTiden and I do seem to have disagreed on what happens to a creature's Con when it goes back to being not undead after being undead though. I'm of the position that since the undead templates say that the creature has no Con score under the changes to its stats, that change is part of the template and not just part of the type, and therefore stays gone even if the creature winds up being a different non-undead type through chicanery.

KrimsonNekros
2015-01-26, 05:38 AM
Woo personal best!

MilesTiden
2015-01-26, 06:22 AM
I think the idea was to qualify for Half-Fey while still a living creature and be a Half-Fey from the beginning, but not take the first template class level until after becoming a Gravetouched Ghoul.

MilesTiden and I do seem to have disagreed on what happens to a creature's Con when it goes back to being not undead after being undead though. I'm of the position that since the undead templates say that the creature has no Con score under the changes to its stats, that change is part of the template and not just part of the type, and therefore stays gone even if the creature winds up being a different non-undead type through chicanery.

The first part of this is pretty much how it works. Johnny Slim is a Half-Fey Silverbrow Human, with no levels in the template class. Later on, he gain levels in his already qualified for template class, under a different type. However, I did find my mistake in that last part, because of the Savage Species type pyramid, he would actually end up staying undead, which is probably a net gain in power.

Anyways, I'm quite satisfied with how I did, I made a couple questionable rules interpretations, got dinged for it, and moved on. He was quite fun to build, though.

Deadasadoor
2015-01-26, 10:00 AM
My first gold! Oddly enough, even though Xel'Dek was my original idea and build, I actually thought Drest would do much better. Congrats to Vaz and Amphetryon as well!

WhamBamSam
2015-01-26, 02:11 PM
The first part of this is pretty much how it works. Johnny Slim is a Half-Fey Silverbrow Human, with no levels in the template class. Later on, he gain levels in his already qualified for template class, under a different type. However, I did find my mistake in that last part, because of the Savage Species type pyramid, he would actually end up staying undead, which is probably a net gain in power.

Anyways, I'm quite satisfied with how I did, I made a couple questionable rules interpretations, got dinged for it, and moved on. He was quite fun to build, though.I think the Savage Species type pyramid may be defunct in 3.5. Relevant quotes from knowledgable people from a thread I posted about it a while back...


I'll fully acknowledge that there was nothing explicit. I don't see this as "it existed in 3.0, a new version was published in 3.5, therefore you must use the 3.5 one", but rather as "the rules say that 3.0 content can be used, but only after being adjusted by the DM to fit in with 3.5, and this doesn't fit in".

Basically, 3.0 had types that behaved very differently. Animals got skill points that weren't HD-based, Constructs just straight-up didn't get skill points or feats, other types got feats at weird rates...it was kind of a mess all-round. 3.5 standardized a lot of that, and in my mind that (and the new concept of acquired and inherited templates) got rid of a lot of the reason for the type pyramid in the first place. I view "get rid of the type pyramid, it's an abomination" as just one of the "minor adjustments" needed to use Savage Species in a 3.5 game.


This is the rule which establishes Monster Manual as the primary source for templates:

Errata Rule: Primary Sources

When you find a disagreement between two D&D® rules sources, unless an official errata file says otherwise, the primary source is correct. One example of a primary/secondary source is text taking precedence over a table entry. An individual spell description takes precedence when the short description in the beginning of the spells chapter disagrees.

Another example of primary vs. secondary sources involves book and topic precedence. The Player's Handbook, for example, gives all the rules for playing the game, for playing PC races, and for using base class descriptions. If you find something on one of those topics from the Dungeon Master's Guide or the Monster Manual that disagrees with the Player's Handbook, you should assume the Player's Handbook is the primary source. The Dungeon Master's Guide is the primary source for topics such as magic item descriptions, special material construction rules, and so on. The Monster Manual is the primary source for monster descriptions, templates, and supernatural, extraordinary, and spell-like abilities. If you follow the rules in Monster Manual, there are templates which change creature type. Those always change the type, because MM says so, and it's the primary source. The older rule in Savage Species which disagrees with this is defunct because the MM rules are always correct in such disagreements.

I think you still keep most undead-related advantages from Gravetouched Ghoul, as they're spelled out in the template. So most immunities, the lack of a Con score, and so on should stay in place, even though you get to be a Fey for Alter Self purposes. That was the interpretation that I used for Dianne, who was using a similar trick for different reasons.