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View Full Version : Optimization Junkyard Wars X: Meldshaping + Natural Attacks - Totemist



WhamBamSam
2015-03-15, 05:06 PM
Welcome to Junkyard Stadium! It is in this hallowed pile of miscellaneous parts that we will hold a competition of Practical Optimization with three components. The catch? Competitors may not use the third item in their builds!

Goal: Create a build that showcases the selected ingredients while steering clear of the Forbidden Ingredient.

This competition has two Necessary Components and one Forbidden Component. This round we're playing with a subsystem that doesn't get enough love, but that alone isn't enough of a challenge. We're throwing a wrench into the works by taking the most straightforward class in that subsystem out of the equation, then building something in that class's specific niche. But you guys are going to rock it anyway, aren't you? Of course you are. Fire up your rudisplorkers, this round's components are...


Necessary: From Magic of Incarnum... The Meldshaping Subsystem!
Necessary: From Pretty much everywhere... Natural Attacks!
Forbidden: From Magic of Incarnum... The Totemist base class!

Contestants:

So you wanna give this thing a shot? Awesome! The rules are as follows:
Creation: 32 point-buy is the presumed creation method. 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. XP is assumed to be 190,000--just enough to hit 20th level. This is a departure from previous rounds that awarded "bonus XP" to use for crafting, LA buyoff, etc. No more!
Workshop: 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 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. If you use web material, link it. Dragon Magazine Compendium is allowed, as are Oriental Adventures and the Dragonlance Campaign Setting. Alternate rule systems from UA such as gestalt and fractional saves are not allowed, as they create a different playing field.
Speculation: Please don't post or speculate on possible builds until after the reveal in order to avoid spoiling the surprise if a particular competitor is producing a build along those lines.
Disputes: Any scoring disputes should be sent to the Chair via PM. Valid disputes include RAW misreadings, arithmetic errors, things missed that are present in the entry, and inconsistently applied criteria. Invalid disputes include disagreements on matters of opinion, a judge not catching something not explicitly presented in the entry, and the like. Invalid disputes will be responded to via PM by the Chair, but valid disputes will be posted in-thread for the judge to review. When disputing, please indicate the judge the dispute is intended for and provide a quote of the disputed comment or comments. Note: the Chair may edit or paraphrase any disputes in presenting them to the judges.
Leadership is banned: We're creating one things, not all of the things. 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.
Presentation: 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. Please give a rundown of the build's abilities and playability throughout its life. 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. Also for this reason, PLEASE do not include any material that may or may not offend any potential viewers/judges/competitors OR break forum rules. Any builds which violate forum rules WILL be withheld from posting.


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.

Judges:

Scoring: Each judge is required to provide the criteria by which they are judging the builds. By "criteria," we mean a simple explanation of what the judge is looking for in each of the below categories and what kind of scoring we can expect. If a judge deems a build to be illegal, they may provide a 0 in Elegance but may not refuse to judge any build presented by the Chairman.
The Categories: Judging will be based on the following criteria, with each build rated from 1 (very poor) to 5 (exemplary) in each area: Originality, Power, Elegance, Use of Components.


Originality: Basically put, does the build stand out from the crowd? Some judges score entries for the quality of their concept & backstory as well, though not all do. Providing at least some backstory is heavily encouraged, as it helps the judges figure out who the entry is.
Power: 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: This category was formerly titled "Build Stability." Here, we're essentially measuring how skillfully you put your build together and how you balanced flavor with power. We're cooking here - if your dish doesn't taste good, it doesn't matter how well-presented it is. Use of flaws is an automatic loss of one point per flaw in this category. Other things that will cause lost points here are excessive multiclassing, and classes that don't fit the concept - using Cloistered Cleric in a front-line melee fighter, for example, will lose you points. Some judges have penalized dipping classes in this category. Rule adherence and legality of sources is scored under this category. Using too many sources may be an Elegance deduction at the judges' discretion, but a book's relative obscurity may not. Note: for this round, the use of Level Adjustment should not receive a deduction. LA Buyoff, however, may receive deductions at each individual judge's discretion.
Use of Components: Was the Forbidden Component avoided? Were the Necessary Components showcased, or simply used because they were necessary? Note: some judges deduct for things that still hold the feel of the Forbidden Ingredient, even if said ingredient itself is not used (ex: using savant levels when factotum is forbidden).

Disputes: Any scoring disputes will be posted by the Chairman in-thread after reviewing them privately. Valid disputes include RAW misreadings, arithmetic errors, things missed that are present in the entry, and inconsistently applied criteria. Invalid disputes include disagreements on matters of opinion, a judge not catching something not explicitly presented in the entry, and the like. Invalid disputes will be responded to via PM by the Chair, but valid disputes should be responded to by each individual judge. Judges are obligated to respond to disputes to ensure that everyone gets a fair shake. A judge's scores will only be recognized if they have recognized all disputes. In the absence of any other judges, the entries will be judged by the chairman.

Completion Time:

Contestants will have until [11:59 PM GMT on March 29th, 2015] to create their builds and PM them to the chairman, WhamBamSam.
Builds will then be posted simultaneously to avoid copying.
Judges will have until [11:59 PM GMT on April 12th, 2015] 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. If no other judgings seem likely to happen, the entries will be judged by the chairman.
As the precedent has been set from Episode 2, should all prospective judges have posted their rulings in a neat, timely fashion and all disputes have been settled satisfactorily (to either judges, contestants, or the Chairperson), the judging period may end prematurely to give way to a new episode. No reason to keep working on a finished building and avoid moving onto the next one.

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! 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 that doesn't gain a medal. Contestants are invited to vote for honorable mention via PM. Everyone else can vote in-thread. Ready? Steady? Get to the junkyard and start building!

Previous Competitions:
Episode 1: Shadowdancer + Sneak Attack - Rogue (http://www.giantitp.com/forums/showthread.php?337864-Junkyard-Wars-in-the-Playground-I)
Episode 2: Healing Spells + Ruby Knight Vindicator - Cleric (http://www.giantitp.com/forums/showthread.php?342896-Junkyard-Wars-in-the-Playground-II)
Episode 3: Dragon Type + Mystic Theurge - Kobold (http://www.giantitp.com/forums/showthread.php?347412-Junkyard-Wars-in-the-Playground-III-Dragons-Theurges-Kobolds)
Episode 4: Book of Exalted Deeds + Undead Type - Completes Books (http://www.giantitp.com/forums/showthread.php?355278-Junkyard-Wars-in-the-Playground-IV-BoED-Undead-Type-Completes)
Episode 5: Dread Witch + Reaping Mauler - Fighter (http://www.giantitp.com/forums/showthread.php?360271-Junkyard-Wars-in-the-Playground-V-Dread-Witch-Reaping-Mauler-Fighter)
Episode 6: Wonderworker + the Profession Skill - Factotum (http://www.giantitp.com/forums/showthread.php?369604-Junkyard-Wars-in-the-Playground-VI-Wonderworker-Profession-Skill-Factotum)
Episode 7: Metamagic Feats + Level Adjustment - Metamagic-Reducers! (http://www.giantitp.com/forums/showthread.php?374504-Junkyard-Wars-in-the-Playground-VII-Metamagic-Feats-LA-Metamagic-Reducers!)
Episode 8: Pounce + Small Size - Barbarian (http://www.giantitp.com/forums/showthread.php?388151-Junkyard-Wars-VIII-Pounce-Small-Size-Barbarian)
Episode 9: Earth Dreamer + Ordained Champion - Cleric (http://www.giantitp.com/forums/showthread.php?395791-Junkyard-Wars-IX-Earth-Dreamer-Ordained-Champion-Cleric)

WhamBamSam
2015-03-15, 05:09 PM
FAQ:
What's this even about? I'm glad you asked, actually... (http://www.giantitp.com/forums/showpost.php?p=15415117&postcount=1)

Is Dragon Compendium Allowed? Yes (as well as its Errata), but individual issues of Dragon Magazine are not.

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

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

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

Where's the line drawn with "acceptable/unacceptable" for Unearthed Arcana? This will likely vary a bit from Chairman to Chairman. Item Familiars and Gestalt have always been verboten, since before IC migrated to GitP; don't expect that to change. Flaws have similarly always been noted as warranting a deduction; while I am Chairman, I'm extending that to Traits, though they warrant 1/2 the penalty in Elegance that a Flaw would because they're roughly 1/2 as useful. Alternate spell systems, alternate skill systems and alternate crafting rules all create an uneven playing field, and as such, will be disallowed for as long as I am Chairman. Bloodlines and the Retraining options presented in the PHB2 are ripe for abuse, and will be strongly discouraged as long as I am Chairman. Note that judges are allowed to look askance at any use of Unearthed Arcana not specifically mentioned above, at their discretion, and otherwise penalize Elegance according to their preference.

What, exactly, does the ban on Leadership mean? As folks have started to try to work around the edges of this one, I'm forced to spell it out more plainly. No Leadership, Draconic Cohort, or Feats that grant a similar ability are allowed EXCEPT Wild Cohort while WhamBamSam 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.

kaffalidjmah
2015-03-15, 05:27 PM
Sorry but i have to ask. Unarmed attack IS natural attack right? Can i take a race with level adj or a template with level adj?

Curmudgeon
2015-03-15, 05:59 PM
Yes, unarmed attacks are natural attacks, albeit with unique rules. An unarmed strike is just one natural attack, though, so the plural there may merit some closer inspection.

kaffalidjmah
2015-03-15, 06:10 PM
I'm in. I have one build right in mind, maybe two. Heck, even three or four!!!!

Question for my first Iron Challenge, if i have a race with a level adj of more than one, how i adjust the table?

sideswipe
2015-03-15, 06:18 PM
I'm in. I have one build right in mind, maybe two. Heck, even three or four!!!!

Question for my first Iron Challenge, if i have a race with a level adj of more than one, how i adjust the table?

dont, example is +2 LA. just fill in the first 18 levels of the table.

WhamBamSam
2015-03-15, 06:53 PM
I'm in. I have one build right in mind, maybe two. Heck, even three or four!!!!

Question for my first Iron Challenge, if i have a race with a level adj of more than one, how i adjust the table?You can mark those levels in the table as level adjustment, either separately or by removing rows as necessary. As examples of the latter, here's my Dracolich (http://www.giantitp.com/forums/showsinglepost.php?p=18314178&postcount=111) and TheG's Vampire (http://www.giantitp.com/forums/showsinglepost.php?p=18314182&postcount=113) from the Dungeon Lord round. Alternately, as sideswipe said, you can always just put in the HD alone on the build table.

If you're using some sort of savage progression or the like where the points of LA are taken separately and do different things, then you should probably mark the LA levels separately.

These are just suggestions of course. As long as you make it clear for the judges, you should be fine.

sakuuya
2015-03-15, 10:28 PM
Yaaay, Junkyard Wars is back! Hmm, I have an idea for a build, but I feel like I should judge, since I won the last one...Eh, I'll probably judge, unless we're just flush with other judges.

Sian
2015-03-16, 01:12 AM
should be relatively easy to go at...

Not quite famous last words, but getting there

kaffalidjmah
2015-03-16, 08:15 AM
You can mark those levels in the table as level adjustment, either separately or by removing rows as necessary. As examples of the latter, here's my Dracolich (http://www.giantitp.com/forums/showsinglepost.php?p=18314178&postcount=111) and TheG's Vampire (http://www.giantitp.com/forums/showsinglepost.php?p=18314182&postcount=113) from the Dungeon Lord round. Alternately, as sideswipe said, you can always just put in the HD alone on the build table.

If you're using some sort of savage progression or the like where the points of LA are taken separately and do different things, then you should probably mark the LA levels separately.

These are just suggestions of course. As long as you make it clear for the judges, you should be fine.

Very nice. thank for the link to the build, i think i will use one of the two method

dysprosium
2015-03-16, 08:24 AM
Throwing a wrench into the works? You darn near killed what most people do! Usually it is Totemist and done.

What a great idea for a combination! This will be interesting.

Got to find a way to enter this one.

Sian
2015-03-16, 08:35 AM
Feeling like i should just repost my winner from VIII, with very minor changes

OMG PONIES
2015-03-16, 09:27 AM
This is certainly an interesting one. I've got to chew on it a bit...

WhamBamSam
2015-03-16, 04:49 PM
Throwing a wrench into the works? You darn near killed what most people do! Usually it is Totemist and done.

What a great idea for a combination! This will be interesting.

Got to find a way to enter this one.Glad you like it. I'd suggested this one a few times under previous chairs, and not really having any other ideas that seemed right for a follow up to a caster round and with a full casting SI in Iron Chef, I decided to toss it up, since I'd already gone too long without starting the new round.

Incidentally, if anyone wants to suggest ideas for future rounds, feel free to do so. I still have a few ideas which might eventually go from half-baked to fully baked, and a few of Ponies' ideas left over from when he was chairman, but I could always use more stuff to go on.

Deadasadoor
2015-03-16, 06:47 PM
I've never entered in Junkyard Wars, but I have a crazy idea that just might work.

KrimsonNekros
2015-03-16, 11:48 PM
I'm pondering for an Idea that isn't immediately obvious.

WeaselGuy
2015-03-17, 02:40 AM
So, I'm stuck in a conundrum. I have a build idea that I think would work just fine for this. The problem is, I recently (like, within the past month) posted a thread asking for peer review on that build. So I would feel bad submitting in, because there stands a better than equal chance that someone will recognize it :smallfrown: I'll look around and see if I can come up with something else a little more different though.

Sian
2015-03-17, 02:57 AM
instead of flip-flopping on two different ways to go at my idea, i think i'll submit two builds

sakuuya
2015-03-17, 07:49 AM
Welp, I've got two build ideas, but neither of them is working out as well as I'd like, so put me down for judging. What are the current rules on posting judging criteria? Do I have to wait until after the reveal? Do I have to PM them to the chairman and pretend they're anonymous?

Deadline
2015-03-17, 09:32 AM
Tentatively in to compete.

WhamBamSam
2015-03-17, 01:28 PM
Welp, I've got two build ideas, but neither of them is working out as well as I'd like, so put me down for judging. What are the current rules on posting judging criteria? Do I have to wait until after the reveal? Do I have to PM them to the chairman and pretend they're anonymous?Nah, that's all up to you. If you want to post them in the thread in advance, that's cool. If you'd rather just put them in your judging post, that's cool too. So long as you apply things consistently and there's a clear logic behind everything, I probably won't be all that fussed.


Tentatively in to compete.Good to have you back in the competitions! I hope your dad's doing better.

This is shaping up to be a popular round.

KrimsonNekros
2015-03-17, 02:40 PM
I've got one idea stubbed out. Probably get it put together completely before I go for a second.

sakuuya
2015-03-17, 02:45 PM
Nah, that's all up to you. If you want to post them in the thread in advance, that's cool. If you'd rather just put them in your judging post, that's cool too. So long as you apply things consistently and there's a clear logic behind everything, I probably won't be all that fussed.

Okay, great. I just wanted to make sure, since there have in the past been rules about this stuff.

Criteria

All categories start at 3, with each criterion being worth the indicated number of points in either direction.

Originality
Are the chosen race and classes surprising and/or unique within this competition? (+-1)

Does the build present a strong theme or concept beyond that implied by the Secret Ingredients? (+-0.5)

Does the build avoid well-known cheese and optimization tricks? (+-0.5)
Power
Is the build offensively and defensively strong enough to make good use of its natural attacks? (+-0.5)

Does the build maintain a consistent level of power through the day? (+-0.5)

Does the build avoid relying on gear? (+-0.5)

Does the build have out-of-combat utility? (+-0.5)
Build Stability
If a build is mechanically illegal in a way that results in an uneven playing field (if it uses LA buyoff or generic classes, for instance), it will receive an automatic 0 here.

Does the build qualify for all used feats/PrCs/etc? (+-0.5)

Does the build flow well, and does the progression feel logical/natural? (+-0.5)

Does the build avoid excessive dipping and mulitclassing? (+-0.5)

Does the build avoid reliance on questionable rules interpretations, alternate rules systems, and cross-setting material? (Nothing presented in adaptation sections will count against you here.) (+-0.5)
Use of Secret Ingredients
If a build does not include either required ingredient, or if it includes the forbidden ingredient, it will receive an automatic 1 here.

How numerous and powerful are the build's natural attacks, and at what point does it gain them? (+-0.75)

Is the meldshaping subsystem a major part of the build from a power and/or resources? (+-0.75)

Do the two secret ingredients have particular synergy in the build? (+-0.5)
Also, as to this:


Yes, unarmed attacks are natural attacks, albeit with unique rules. An unarmed strike is just one natural attack, though, so the plural there may merit some closer inspection.

Unless the Chairman specifically says otherwise, having only a single natural attack will not result in an FtQ from me. It may not get you a great UoSI score, but it's not grounds for an auto-1.

OMG PONIES
2015-03-17, 08:27 PM
I think I've got an idea cooking :smallamused:.

kaffalidjmah
2015-03-18, 07:07 AM
just to ask, because is explicity asked, someone is some previous competition have ever made a meldshaper? tips on how put a table or a format for the judge?

EDIT


Yes, unarmed attacks are natural attacks, albeit with unique rules. An unarmed strike is just one natural attack, though, so the plural there may merit some closer inspection.

also this. Mr. Chairman, do you intend multiple types of natural attack or the plural is for being able of making more multiple attack due to high attack bonus?

Deadasadoor
2015-03-18, 10:57 AM
just to ask, because is explicity asked, someone is some previous competition have ever made a meldshaper? tips on how put a table or a format for the judge?

EDIT



also this. Mr. Chairman, do you intend multiple types of natural attack or the plural is for being able of making more multiple attack due to high attack bonus?

There was a meldshaping ingredient in Iron Chef a while back, Witchborn Binder. I don't think any of the builds did anything beyond noting the most used soulmelds, chakras, and amount of essentia. That's up to the judges and WhamBamSam though.

For the second question, I assume it means number of individual natural attacks, since natural attacks don't get iterative attacks from BaB.


Creatures do not receive additional attacks from a high base attack bonus when using natural weapons

WhamBamSam
2015-03-18, 01:03 PM
just to ask, because is explicity asked, someone is some previous competition have ever made a meldshaper? tips on how put a table or a format for the judge?As Deadasadoor said, you can look into the Witchborn Binder IC round to see how people did things there, but it's sort of up to you. It's somewhat easier to tell what's going on for meldshapers than casters without at table, but if you want one, you could use something like this. Just try to make things as clear for the judges as possible.



Level
Soulmelds
Essentia
Chakra Binds


1st
-
-
-


2nd
-
-
-


3rd
-
-
-


4th
-
-
-


5th
-
-
-


6th
-
-
-


7th
-
-
-


8th
-
-
-


9th
-
-
-


10th
-
-
-


11th
-
-
-


12th
-
-
-


13th
-
-
-


14th
-
-
-


15th
-
-
-


16th
-
-
-


17th
-
-
-


18th
-
-
-


19th
-
-
-


20th
-
-
-




Of course, you should also feel free to make adjustments to taste (for example, if you want to add another column noting when particular chakras open up for you), but this along with a build table should cover the basic meldshaping progression.


also this. Mr. Chairman, do you intend multiple types of natural attack or the plural is for being able of making more multiple attack due to high attack bonus?
For the second question, I assume it means number of individual natural attacks, since natural attacks don't get iterative attacks from BaB.The question was about unarmed strikes, which do have iteratives.

As far as I'm concerned, you don't necessarily even need to be making iteratives. I've yet to see a character make only one attack between levels 1 and 20. So having a single natural weapon shouldn't be a FtQ, though you should justify to the judges why your natural weapon use (whatever it might be) is a good Use of Component.

Kesnit
2015-03-18, 03:02 PM
I thought I had a great idea, until I realized that [REDACTED] has [REDACTED]. Then I thought of [REDACTED] into [REDACTED], but that doesn't work either. I am still thinking about [REDACTED], but am not sure it will work either.

kaffalidjmah
2015-03-19, 01:14 PM
There was a meldshaping ingredient in Iron Chef a while back, Witchborn Binder. I don't think any of the builds did anything beyond noting the most used soulmelds, chakras, and amount of essentia. That's up to the judges and WhamBamSam though.

For the second question, I assume it means number of individual natural attacks, since natural attacks don't get iterative attacks from BaB.


As Deadasadoor said, you can look into the Witchborn Binder IC round to see how people did things there, but it's sort of up to you. It's somewhat easier to tell what's going on for meldshapers than casters without at table, but if you want one, you could use something like this. Just try to make things as clear for the judges as possible.



Level
Soulmelds
Essentia
Chakra Binds


1st
-
-
-


2nd
-
-
-


3rd
-
-
-


4th
-
-
-


5th
-
-
-


6th
-
-
-


7th
-
-
-


8th
-
-
-


9th
-
-
-


10th
-
-
-


11th
-
-
-


12th
-
-
-


13th
-
-
-


14th
-
-
-


15th
-
-
-


16th
-
-
-


17th
-
-
-


18th
-
-
-


19th
-
-
-


20th
-
-
-




Of course, you should also feel free to make adjustments to taste (for example, if you want to add another column noting when particular chakras open up for you), but this along with a build table should cover the basic meldshaping progression.

The question was about unarmed strikes, which do have iteratives.

As far as I'm concerned, you don't necessarily even need to be making iteratives. I've yet to see a character make only one attack between levels 1 and 20. So having a single natural weapon shouldn't be a FtQ, though you should justify to the judges why your natural weapon use (whatever it might be) is a good Use of Component.

thank you both foe the answer, the table is...useful, but i think i have to create another one just for the precise need, you can have feat or other stuff, i just have to figure out what i need...and thanks for the answer of the natural attack

kaffalidjmah
2015-03-19, 02:16 PM
Last famous word. My pc is broken. I think i will retire from the contest, i can't create the characther with only my cellphone. If my pc get fixed soon i will try a rush to create the characther, but now i can't guarantee anything. Good luck to the other contestant!!

Telonius
2015-03-19, 02:36 PM
I might - *might* - be able to put something together for this. Not certain, though.

Telonius
2015-03-20, 08:22 AM
Quick question - it's just the Totemist base class that's not allowed, correct? Would gaining Totemist soulmelds via Shape Soulmeld be kosher?

Deadasadoor
2015-03-20, 09:49 AM
Quick question - it's just the Totemist base class that's not allowed, correct? Would gaining Totemist soulmelds via Shape Soulmeld be kosher?

I asked the chair the same question through PM and the answer was yes.


Totemist Soulmelds through Shape Soulmeld (or just appearing on another meldshapers list) are fair game. It's just levels in the Totemist base class that are forbidden.

Telonius
2015-03-21, 07:58 PM
Ugh, unfortunately I'm going to have to bow out - real life intervenes. :smallannoyed:

Ephemeral_Being
2015-03-21, 10:32 PM
Alright, screw it. I'm going to go ahead and put in an entry.

If I have specific questions, who do I ask? I assume I don't put them in a post (as no one else has been).

sakuuya
2015-03-21, 10:50 PM
Alright, screw it. I'm going to go ahead and put in an entry.

If I have specific questions, who do I ask? I assume I don't put them in a post (as no one else has been).

PM them to the chairman, WhamBamSam.

Also, if this is your first entry, it's a good idea to look through old competitions to see what the expected format is beyond the tables provided. Maybe you've already done that, in which case, good for you; you can ignore me. :smallsmile:

Inevitability
2015-03-26, 01:54 AM
Just noticed something: The 'Junkyard Wars I' and 'Junkyard Wars II' links are mixed up.

WhamBamSam
2015-03-26, 02:31 AM
Just noticed something: The 'Junkyard Wars I' and 'Junkyard Wars II' links are mixed up.So they are. Or rather were, since I just fixed them, but yeah. Good catch.

SinsI
2015-03-26, 12:15 PM
We're throwing a wrench into the works by taking the most straightforward class in that subsystem out of the equation
Are you sure you are taking "the most straightforward class" out of the equation this time? Druid/Warshaper is an epitomy of Natural Attacks, and Shapeshifted Sorcerer is not bad at them either...

sakuuya
2015-03-26, 12:17 PM
Are you sure you are taking "the most straightforward class" out of the equation this time? Druid/Warshaper is an epitomy of Natural Attacks, and Shapeshifted Sorcerer is not bad at them either...

The most straightforward class for meldshaping + natural attacks, not natural attacks on their own.

WhamBamSam
2015-03-26, 01:17 PM
Please try to avoid speculation. Suggesting what might be a straightforward way of getting natural attacks could potentially spoil someone's build. I will say that sakuuya is partially right, and I do consider Totemist in some ways more obvious than the things you mentioned.

Deadline
2015-03-26, 05:16 PM
Well, I've been working on this one for a while now, and I've come to a sobering realization. I'm really bad at optimizing Incarnum stuff. Still, going to try and make this one work.

kaffalidjmah
2015-03-27, 05:06 AM
my pc is back...but i've lost my hard drive. i don't know if i can get stuff back, between job and other stuff....i call myself out. i don't think i will judge, but i will follow this contest with pleasure. maybe i will spoil my build idea after the other have putted out their. i have an idea for the next junkyard, where i have to post it?

dysprosium
2015-03-27, 08:30 AM
I haven't forgotten about this. My time has been split with judging the current round of IC.

Sian
2015-03-27, 02:54 PM
I also forgot about it (blame EU4 and big patch in Tales of Maj'eyal), but my idea is relatively simple so I should be able to hammer it out tomorrow while i'm at my parents place, other end of the suburb, to wash the biweekly loads of laundry

dysprosium
2015-03-27, 03:10 PM
Just got my build submitted! It felt good to get an entry into one of these contests again. It has been far too long.

We'll see how it does, but I'm proud of it and is definitely something that I would want to play in a real life game.

Now back to the Iron Chef judging. :smallwink:

WhamBamSam
2015-03-27, 04:14 PM
That makes two entries received so far. I'm a little surprised, given how much attention this thread and my PM box seemed to be getting. Then again, a bunch usually come in right before the reveal.

dysprosium
2015-03-27, 05:32 PM
That makes two entries received so far. I'm a little surprised, given how much attention this thread and my PM box seemed to be getting. Then again, a bunch usually come in right before the reveal.

Isn't that the usual way though?

SinsI
2015-03-27, 06:02 PM
Creation: 32 point-buy is the presumed creation method. 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. XP is assumed to be 190,000--just enough to hit 20th level. This is a departure from previous rounds that awarded "bonus XP" to use for crafting, LA buyoff, etc. No more!

So, how exactly does one count XP spent towards Permanency, Dark Chaos Shuffle, Psychic Reformation, or anything else with XP component? By reducing final level? By converting gold to xp?

Curmudgeon
2015-03-27, 06:13 PM
So, how exactly does one count XP spent towards Permanency, Dark Chaos Shuffle, Psychic Reformation, or anything else with XP component? By reducing final level? By converting gold to xp?
All XP has to add up to 190,000. That means if you use some for anything other than level gain (anything you mentioned, plus multiclassing XP surcharge, crafting, or any spells costing XP), you'll necessarily fall short of 20 levels.

SinsI
2015-03-27, 06:29 PM
What about Wealth? Can one use it on scrolls of Embrace/Shun the Dark Chaos, Tomes of Clarity, etc?
If no Wealth, can one use Vow of Poverty?

Deadasadoor
2015-03-27, 06:32 PM
That makes two entries received so far. I'm a little surprised, given how much attention this thread and my PM box seemed to be getting. Then again, a bunch usually come in right before the reveal.

I've been flip-flopping around on the last few levels of my build all week.... I'll for sure have it done in time though.

sakuuya
2015-03-27, 06:50 PM
What about Wealth? Can one use it on scrolls of Embrace/Shun the Dark Chaos, Tomes of Clarity, etc?
If no Wealth, can one use Vow of Poverty?

It's best to assume no wealth, though VoP is fine. Builds that rely on items are generally considered inelegant.

EDIT: I've said it before in this thread, but it bears repeating: If you're new to the contest, it's helpful to go back and read previous iterations to get a feel for what's expected.

WhamBamSam
2015-03-27, 07:28 PM
So, how exactly does one count XP spent towards Permanency, Dark Chaos Shuffle, Psychic Reformation, or anything else with XP component? By reducing final level? By converting gold to xp?
What about Wealth? Can one use it on scrolls of Embrace/Shun the Dark Chaos, Tomes of Clarity, etc?
If no Wealth, can one use Vow of Powerty?The exact XP number is a holdover from when there was an extra cushion for LA buyoff and the like. I'd sort of forgotten that it was still there.

It's likely that I'll change the language next round, as concepts that involve crafting or occasionally casting a spell with an XP cost probably don't create a sufficiently different playing field to warrant being stuck with fewer class levels.

It is assumed that non-VoP builds have something close to WBL, though overly specific item reliance is sometimes penalized slightly, because the judges are more interested in what the build is doing, rather than what its money is doing. In my experience, judges are less harsh if the item is something with which you have a specific combo rather than something that anyone could do. Also, from the contests I've been involved with, the Dark Chaos Shuffle tends to be seen as particularly cheesy. Tread carefully when it comes to this sort of thing.

OMG PONIES
2015-03-28, 06:44 AM
That makes two entries received so far.

Make that three :smallamused:. I won't have time to get in my second build idea, but I'm curious to see if anyone approaches something similar. If not, I'll share what it was going to be after builds are posted.

Macabaret
2015-03-28, 11:16 AM
I do have two builds in the works. One is almost done. I should be able to finish that one today. The other, well, we'll see if that one gets finished or not, too.

Sian
2015-03-28, 03:10 PM
nearly done with mine ... only need to figure out the last few feats (found a more elegant way of doing something, leaving two feats free), skills and background.

should be easily done in time some time tomorrow, but now my brain is cooked for the day.

DeAnno
2015-03-28, 06:05 PM
That makes two entries received so far. I'm a little surprised, given how much attention this thread and my PM box seemed to be getting. Then again, a bunch usually come in right before the reveal.

I had an idea for this, then realized it was going to cause a pedantic argument I would probably lose, so decided not to bother. I might judge though.

dysprosium
2015-03-28, 09:57 PM
I can't wait to see what everyone has built for this one.

Sian
2015-03-29, 02:26 PM
just background to go ... i always hate writing background since i can never get my ideas from ideas and onto paper.

Just to clarify through ... GMT = UTC? ... that is, are we going after UTC or current british time, which have just changed from GMT to British Summer Time

question is if i have 3½ or 4½ hour to go

WhamBamSam
2015-03-29, 02:57 PM
just background to go ... i always hate writing background since i can never get my ideas from ideas and onto paper.

Just to clarify through ... GMT = UTC? ... that is, are we going after UTC or current british time, which have just changed from GMT to British Summer Time

question is if i have 3½ or 4½ hour to goGMT means the thing that comes up when I google GMT, which yes, seems to be UTC. From my own egocentric perspective, the reveal will be at 8:00 EST, roughly 4 hours from the time of this post.

Inevitability
2015-03-29, 03:05 PM
Submitted my build! I hope it's well-received... first time participating in an optimization contest here.

Also, is the short message above each submission chosen by the chairman or submitted by the builder? In the second case, I'd like to have the title of my PM (or any similar sentence) there. Thanks in advance. :smallsmile:

Sian
2015-03-29, 03:15 PM
eh ... when i first sat down and staring at the paper for a few seconds, it uncharacteristicly just flowed out with no problem ... probably mean that its no better than usual, but i'm better at getting there.

running a quick spellcheck (and table-check) to see that no numbers or anything got misplaced and then i'll send

Sian
2015-03-29, 03:17 PM
GMT means the thing that comes up when I google GMT, which yes, seems to be UTC. From my own egocentric perspective, the reveal will be at 8:00 EST, roughly 4 hours from the time of this post.

Could i then please request that in future competitions that you use UTC instead of GMT?

GMT is the time zone, while UTC is the (default) Time Standard, its a small but important difference.

dysprosium
2015-03-29, 04:31 PM
Submitted my build! I hope it's well-received... first time participating in an optimization contest here.

Also, is the short message above each submission chosen by the chairman or submitted by the builder? In the second case, I'd like to have the title of my PM (or any similar sentence) there. Thanks in advance. :smallsmile:

When I Chaired the Zinc Saucier rounds, I picked the witticisms that went before the entry. I think this is the norm for these things. But I have been known to use the suggestions of the contestants if they had something or something better than I could come up with.


eh ... when i first sat down and staring at the paper for a few seconds, it uncharacteristicly just flowed out with no problem ... probably mean that its no better than usual, but i'm better at getting there.

running a quick spellcheck (and table-check) to see that no numbers or anything got misplaced and then i'll send

If you can get yours in it looks like there will be a good crop for this round.

WhamBamSam
2015-03-29, 07:04 PM
Time for the reveal! Please refrain from posting until I give the all-clear.

WhamBamSam
2015-03-29, 07:09 PM
Squidly old chum!


Squid-boy Sam
Lawful Evil Mummified Creature Anthropomorphic Giant Squid
RHD 3/LA 1/Monk 2/Umbral Disciple 1/Mummified Creature LA+4/Umbral Disciple +9


Once upon a time, in a far off land you may never have heard of, a deliveryman loaded onto the back of his wagon several vials filled to their stoppers with a glowing pink slime. He accepted payment from the Headmaster of the Guild For a Better Humanity and set off on his route. His wagon made it all of twenty yards before a blind man stumbled out onto the cobblestones in front of the horses and the deliveryman was forced to swerve to avoid him. The resulting crash shattered the vials he was transporting and the glowing pink slime splattered all over the blind man.

But this is not his story.

One of those vials, cracked and leaking its strange pink liquid, tumbled through a grate and down into the sewer below. There, it showered its goo over the slow-moving forms of four small turtles, all of whom would eventually develop a super-human craving for something called pizza.

But this is not their story, either.

For our story, we must follow the remaining goo, flowing down the sewer tunnels until it drained out into the sea. Small blobs of pink goo drifted down and down, sinking further and further, until, finally, they burst against the flesh of a squid that was simply minding his own business.

As painfully agonizing as the physical transformation that resulted was, this squid was left with a mind scarred and haunted. For here, in the pink-tinged murkiness of the ocean's depths, he finally saw clearly: the air-breathers had taken far too much liberty in polluting his realm!

His attacks on sailors and fishermen thereafter would eventually draw the attentions of the Submerged Subversives. The S.S., and their desires to both protect the world beneath the waves and exact vengence on those who would threaten it, took in this squid-boy as an ally.

So great will their respect for him be, that even after he breaths his last, opperatives of the S.S. will vow to return his remains to the sea.

Deep in the darkest depths of the ocean, where light itself fears to wander, the Cult of Yeathan will find that corpse. And soon after, they will bring back from the Void the warrior that will bring about the destructive end to the War of Air and Water!

Or so the legends say....





Stat
Start
Race
ECL 5
Mummy
ECL 13
ECL 17


Str
14
22
23
31
32
33


Con
15
13
13
--
--
--


Dex
10
18
18
18
18
18


Int
14
14
14
10
10
10


Wis
8
12
12
16
16
16


Cha
16
12
12
16
16
16







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


4th
RHD 3 (+1 LA)
+3
+1
+3
+3
Concentration 3(6); Hide 3(6); Listen 6(6); Spot 6(6)
1st: Multigrab; 3rd: Azure Toughness
Constrict; Improved Grab; Ink Cloud; Jet


5th
Monk 1
+3
+3
+5
+5
Concentration 4(1); Hide 7(3); Listen 7(1); Move Silently 1(1); Spot 6
B: Improved Unarmed Strike; B: Improved Grapple
Flurry of Blows


6th
Monk 2
+4
+4
+6
+6
Concentration 4; Hide 8(1); K:A 2(2); Listen 8(1); Move Silently 3(2); Spot 6
B: Combat Reflexes
Evasion


7th
Umbral Disciple 1
+4
+4
+8
+8
Concentration 4; Hide 9(1); K:A 2; Listen 9(1); Move Silently 9(6); Spot 6
6th: Greater Multigrab
Sept Knowledge; Step of the Bodiless; Essentia Pool: 1


8th-11th
Mummified Creature Template
+4
+4
+8
+8
--
--
Despair; Mummy Rot


12th
Umbral Disciple 2
+5
+4
+9
+9
Concentration 4; Hide 10(1); K:A 2; Listen 10(1); Move Silently 10(1); Spot 9(3)
--
Sneak Attack +1d6


13th
Umbral Disciple 3
+6/1
+5
+9
+9
Balance 1(1); Concentration 4; Hide 11(1); K:A 2; Listen 11(1); Move Silently 11(1); Spot 11(2)
--
Embrace of Shadow; Essentia Pool: 2


14th
Umbral Disciple 4
+7/2
+5
+10
+10
Balance 3(2); Concentration 4; Hide 12(1); K:A 2; Listen 12(1); Move Silently 12(1); Spot 12(1)
9th: Craven
--


15th
Umbral Disciple 5
+7/2
+5
+10
+10
Balance 5(2); Concentration 4; Hide 13(1); K:A 2; Listen 13(1); Move Silently 13(1); Spot 13(1)
--
Sneak Attack +2d6; Essentia Pool: 3


16th
Umbral Disciple 6
+8/3
+6
+11
+11
Balance 5; Concentration 4; Hide 14(1); K:A 2; Listen 14(1); Move Silently 14(1); Spot 14(1); Tumble 2(2)
--
--


17th
Umbral Disciple 7
+9/4
+6
+11
+11
Balance 5; Concentration 4; Hide 15(1); K:A 2; Listen 15(1); Move Silently 15(1); Spot 15(1); Tumble 4(2)
12th: Large And In Charge
Sight of the Eyeless; Essentia Pool: 4


18th
Umbral Disciple 8
+10/5
+6
+12
+12
Balance 5; Concentration 4; Hide 16(1); K:A 2; Listen 16(1); Move Silently 16(1); Spot 16(1); Tumble 6(2)
--
Sneak Attack +3d6; Essentia Pool: 5


19th
Umbral Disciple 9
+10/5
+7
+12
+12
Balance 5; Concentration 5(1); Hide 17(1); K:A 3(1); Listen 17(1); Move Silently 17(1); Spot 17(1); Tumble 6
--
Soulchilling Strike; Essentia Pool: 6


20th
Umbral Disciple 10
+11/6/1
+7
+13
+13
Balance 6; Concentration 5; Hide 18(1); K:A 5(2); Listen 18(1); Move Silently 18(1); Spot 18(1); Tumble 6
15th: Rending Constriction
Kiss of the Shadows; Essentia Pool: 7





With three racial hit dice and one LA, this is the start for the character. It should be noted, however, that it would not be at all difficult to create a racial progression class that would allow the character to start off at level one instead.

Racially, the AGS offers eight tentacle attacks as primary weapons and a secondary bite. As a large creature, it has 10' reach, but its tentacles can reach out further.
Savage Species doesn't quite cover this. It could be that the 30' reach a squid has with its tentacles stays the same upon anthromorphing. It could be that its tentacles' reach is reduced to 25' with the drop from Huge to Large. More likely, however, is that the tentacles have double the squid's natural reach and would, thus, be 20'. Each DM may see that differently, but either way you slice it, an AGS has good distance with its natural attacks.
Also note that the AGS has Improved Grab (improved in this build by Multigrab) with its tentacle attacks that specifically works on a creature of any size. Add in a +4 racial bonus to grapple checks and the Constrict ability and those tentacle attacks can get rather nasty.

The downside of all of this, of course, is being an aquatic creature that can only hold its breath out of water for twice as long as a human under water. Though there are spells/items to work around this restriction, this character is probably confined mostly to underwater campaigns (for now).

Azure Toughness (taken with the 3rd HD) is, as we all know, a sad, sad feat. A few hit points, whoo-hoo. But it may just keep you alive someday. And, really, the important aspect here is that it grants one point of essentia. Feel free to change this feat out with any incarnum feat you might prefer.



Did somebody say Improved Grapple? Monk-tastic! Improved Unarmed Strike grants a different option for an attack routine by adding in a kick or a head-butt or whathaveyou. Flurry of Blows can add another attack, too. All for the price of accuracy. (There are times, actually, when it will be worth it.)

Combat Reflexes is always a lovely feat for a dextrous creature with reach. Evasion is nice for everyone, though moreso for creatures with concealment (more on that later).

Remember that point of essentia from before? Enter the Umbral Disciple! Granted, at first level, UD is not going to strike terror into the hearts of, well, anyone. But another point of essentia here means more hit points....
The 6th HD feat investment of Greater Multigrab makes the tentacle attacks a bit nastier.



So how does the Mummifeid Creature template change this character?

Undead type -- Now it won't breath air on land just as easily as it doesn't breath underwater. This opens up campaign options to everywhere! But it comes at the cost of Con being a non-ability. (A moment of silence for the loss of Azure Toughness, please.) Fortunately, Umbral Disciple 1 grants essentia, so once taken, it self-qualifies.
Hit Dice -- MC is one of the few undead templates that specifically states "Change all current and future HD to d12." That makes the Umbral Disciple class far more appealing to a martial-type character.
Speed -- Reduce land speed to 20'. Swim speed, however, remains unchanged at 80'.
Natural Armor -- A slight bump over AGS.
Attacks -- Gain a slam attack. Note these two quotes, however.

The number of attacks a creature can make with its natural weapons depends on the type of the attack -- generally, a creature can make one bite attack, one attack per claw or tentacle, one gore attack, one sting attack, or one slam attack (although Large creatures with arms or armlike limbs can make a slam attack with each arm.)

All anthropomorphic animals have humanoid arms and hands.
It seems, then, that a Mummified Creature Antropomorphic Giant Squid, being a Large creature with two arms, would gain two slam attacks.
Special Attacks

Despair -- Remember when I said before that there are times when it's worth the price of accuracy to use flurry of blows?
Mummy Rot -- Applied with every natural attack. (Insert maniacal laughter here.)

Special Qualities

Damage Reduction -- Who's going to complain about having this?
Vulnerability to Fire -- This may be the reason you stay underwater. How often does a wizard expend enough resources to be able to effectively cast [Fire] spells underwater?

Abilites -- A Strength bump helps out any grappler. The Intelligence hit only drops skill ranks for future levels and isn't much of an issue in this build. The Wisdom increase helps AC thanks to monk. And the Charisma increase betters the save DC of the Special Attacks.




Embrace of Shadow + 2 Essentia + ranks in Hide and Move Silently (even for a Large creature) + Dex = Fairly sneaky creature

Fairly Sneaky Creature + Despair = The ability to get close to an enemy before the Despair effect.

Despair + Sneak Attack + Craven + 3 Unarmed Strikes + Flurry of Blows + 8 tentacle attacks (+Rending Constriction) + 2 slam attacks + 1 bite = Ouch.

Combat Reflexes + Dex + Large And In Charge + reach (+Kiss of the Shadows) = Melee safety.

Sight of the Eyeless + Essentia + Ink Cloud = Fun times.

Soulchilling Strike + Essentia = Easier time grappling.



Savage Species -- Anthropomorphic Giant Squid p.214 (see p.217; Monster Manual p.281); Multigrab feat p.37; Greater Multigrab feat p.35; Rending Constriction feat p.39
Magic of Incarnum -- Azure Toughness feat p.35; Umbral Disciple p.158
Libris Mortis -- Mummified Creature Template p.110
Champions of Ruin -- Craven feat p.(??)
Draconomicon -- Large And In Charge feat p.71

WhamBamSam
2015-03-29, 07:17 PM
The fury of the immortal soul.


Thom Merrin, the power-hungry.

Thom Merrin was once a warrior in a Barbarian tribe of the forests. He spent the first thirty years of his life learning the ways of the warrior. But, as he saw his friends die around him, he began seeking something more, a way to achieve immortality. Hearing rumors of a clan of immortal warriors deep in the mountains, Thom journeyed for weeks and weeks before he found them. An enclave of Elans hidden in the highest peaks of the tallest mountains. Once there, he refused to leave until they agreed to perform the transformation, changing him into one of them.

Finding that he had lost many of his skills in his rebirth, Thom immediately fell back to his old routines. Mastering the same techniques he had once possessed, he began to realize that their power was not enough. The ways of a simple mundane warrior were simply inferior to his new-found power, as an immortal being. He saw even common weapons as being beneath him, inferior to his evolved status. So once again, Thom set out to find a new way to fight.

And, thus began his discovery of Soulmelds. Using his innate abilities as weapons against his enemies had a certain draw to Thom. It was perfect, in his mind. A natural evolution. As he had evolved beyond the normal path of man, so too should his powers. They should stem from that newfound immortality, unique (or so he believed) unto him.


Race: Elan (Expanded Psionics Handbook, page 10)
Alignment: Chaotic Evil (Relevant)
Class Levels: Spirit Lion Totem Barbarian 1/Soulborn 8/ Fighter 1/Soulborn 10
Stats


Stat
Base Stat
Racial Modifer
Levelup Modifier
Total Stat


Strength
18
0
+4
22


Dexterity
12
0
0
12


Constitution
14
0
+1
15


Intelligence
10
0
0
10


Wisdom
12
0
0
12


Charisma
8
-2
0
6




Final Base Natural Attacks:
Claws (x2) (1d8+STR)
Fists (x1) (1d6+1/2 STR)
Slam (x2) (1d6+1/2 STR)
Tail (x1) (2d8+1.5x STR)

Soulmelds: (4)
Claws of the Wyrm (http://archive.wizards.com/default.asp?x=dnd/ex/20060912a&page=4)
Dragon Tail (http://archive.wizards.com/default.asp?x=dnd/ex/20060912a&page=4)
Astral Vambraces (http://archive.wizards.com/default.asp?x=dnd/psm/20060217a)
Thunderstep Boots (Magic of Incarnum, Page 90)
Chakra Binds: (3)
Arms: Claws of the Wyrm
Hands: Astral Vambraces
Feet:
Crown:
Brow:
Shoulders:
Throat:
Waist: Dragon Tail

Feats:
First Level: Improved Unarmed Strike (Player’s Handbook, page 96)
Third Level: Shape Soulmeld (Dragon Tail) (Magic of Incarnum)
Incarnum Bonus Feat: Cobalt Charge (Magic of Incarnum)
Sixth Level: Multiattack (Monster Manual, page 304)
Incarnum Bonus Feat: Azure Toughness (Magic of Incarnum)
Ninth Level: Improved Multiattack (Draconomicon, page 70)
Fighter Bonus Feat: Power Attack (Player’s Handbook, page 98)
Twelfth Level: Rapidstrike (Draconomicon, page 73)
Incarnum Bonus Feat: Cobalt Power (Magic of Incarnum)
Fifteenth Level: Improved Rapidstrike (Claws) (Draconomicon, page 70)
Eighteenth Level: Improved Rapidstrike (Slam) ((Draconomicon, page 70)

Let’s start with an explanation of my choices for the mechanics behind the build. Because, they need explaining

I needed all twenty levels to get full BAB for use with Improved Rapidstrike/Power Attack. I also needed to meet the criteria FOR Improved Rapidstrike. After two hours of digging, I found exactly one LA+0 race which was one of the five types which are allowed to take Rapidstrike (aberration, dragon, elemental, magical beast, plant). And that was the Elan. I’ve never used it before now, and barring a Rapidstrike build I doubt I ever would again. Chaotic Evil is because Incarnum Defense prevents your strength from ever being dropped, and Chaotic Good was comparatively much worse. It does limit the options for Smite Opposition in most campaigns, but I still felt it was the superior choice. The build could easily switch, though, if you're playing with a good-aligned party.

Feat selection is pretty simple. Improved Unarmed Strike is necessary so that you can get Multiattack at sixth level (Unarmed Strike+2 Claws from CotW). Shape Soulmeld gets you an additional natural attack end-game. And a pretty good one at that. You can't even use it before you can shape a Soulmeld, though, so taking IUS first makes sense. Improved Multiattack follows. You dip Fighter to get Power Attack (which is amazing, and works with natural attacks). And then Rapidstrike, followed by two Improved Rapid Strike, for the pair of Claws and then the pair of Slams. The Bonus Incarnum Feats are good because they give you extra Essentia. And, because one of them further boosts Power Attack. Which is one of the only ways you do damage with this build.

As for Soulmelds. Soulborns don’t get that many. Even so, I stopped the progression at level 18. I didn’t need the 2 Essentia or extra Soulmeld that you get from taking the last two levels. Power Attack and Pounce were more valuable than the last two levels of Soulborn, and the classes I dipped into still granted full BAB. Which was important. I stuck the Barbarian level first, because Pounce is really good. And Fighter went in at 10, because I wanted Power Attack for the level 10 explanation.

This build has, I think, done the most possible to achieve damage using only Soulmelds and the Natural Attacks granted by them.




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


1st
Barbarian (Spirit Lion Totem) 1
+1
+2
+0
+0
Jump +4, Climb +4, Listen +4, Survival +4
Shape Soulmeld (Dragon Tail)
Illiteracy, Rage 1/day, Pounce (Ex)


2nd
Soulborn 1
+2
+4
+0
+0
Spellcraft +1, Heal +1
No new feats
Aura, Smite Opposition 1/day


3rd
Soulborn 2
+3
+5
+0
+0
Spellcraft +2, Heal +2
Improved Unarmed Strike
Incarnum defense


4th
Soulborn 3
+4
+5
+1
+1
Spellcraft +3, Heal +3
Cobalt Charge
Bonus Incarnum Feat (Cobalt Charge)


5th
Soulborn 4
+5
+6
+1
+1
Spellcraft +4, Heal +4
No new Feats
No new Class Features


6th
Soulborn 5
+6/+1
+6
+1
+1
Spellcraft +5, Heal +5
Multiattack
Smite Opposition 2/day


7th
Soulborn 6
+7/+2
+7
+2
+2
Spellcraft +6, Heal +6
No new Feats
No new Class Features


8th
Soulborn 7
+8/+3
+7
+2
+2
Spellcraft +7, Heal +7
Azure Toughness
Incarnum Bonus Feat (Azure Toughness)


9th
Soulborn 8
+9/+4
+8
+2
+2
Spellcraft +8, Heal +8
Improved Multiattack
No new Class Features


10th
Fighter 1
+10/+5
+10
+2
+2
Jump +5, Climb +5
Power Attack
Fighter Bonus Feat (Power Attack)


11th
Soulborn 9
+11/+6/+1
+10
+3
+3
Spellcraft +9, Heal +9
No new Feats
Share Incarnum Defense 1/day


12th
Soulborn 10
+12/+7/+2
+11
+3
+3
Spellcraft +10, Heal +10
Rapidstrike
Smite Opposition 3/day


13th
Soulborn 11
+13/+8/+3
+11
+3
+3
Spellcraft +11, Heal +11
Cobalt Power
Incarnum Bonus Feat (Cobalt Power)


14th
Soulborn 12
+14/+9/+4
+12
+4
+4
Spellcraft +12, Heal +12
No new Feats
No new Class Abilities


15th
Soulborn 13
+15/+10/+5
+12
+4
+4
Spellcraft +13, Heal +13
Improved Rapidstrike (Slams)
Share Incarnum Defense 2/day


16th
Soulborn 14
+16/+11/+6/+1
+13
+4
+4
Spellcraft +14, Heal +14
No new Feats
No new Class Abilities


17th
Soulborn 15
+17/+12/+7/+2
+13
+5
+5
Spellcraft +15, Heal +15
No new feats
Smite Opposition 4/day


18th
Soulborn 16
+18/+13/+8/+3
+14
+5
+5
Spellcraft +16, Heal +16
Improved Rapidstrike (Claws)
No new Class Abilities


19th
Soulborn 17
+19/+14/+9/+4
+14
+5
+5
Spellcraft +17, Heal +17
No new Feats
Share Incarnum Defense 3/day


20th
Soulborn 18
+20/+15/+10/+5
+15
+6
+6
Spellcraft +18, Heal +18
No new Feats
No new Class Abilities




Meldshaping


Level
Maximum Soulmelds
Essentia Pool
Chakra Binds
Additional benefits from Soulborn


1st
0
0
0



2nd
0
0
0



3rd
0
0
0



4th
0
0
0



5th
1
1
0
+1 Essentia from IBF


6th
1
1
0



7th
1
2
0



8th
1
3
0
+1 Essentia from IBF


9th
1
3
0



10th
2
4
1
Crown/Feet/Hands Chakra


11th
2
5
1



12th
2
5
1



13th
2
6
1
+1 Essentia from IBF


14th
3
7
1



15th
3
7
1



16th
3
8
2
Arms/Brow/Shoulders Chakras


17th
3
8
2



18th
4
9
2



19th
4
10
2



20th
4
11
2
Throat/Waist Chakras




Level 5:
At level 5, you have one Soulmeld active and Pounce. It should be Dragon Tail, in my opinion. Right now, you don’t have access to iterative attacks. Dragon Tail can’t be bound to a Chakra yet, but it still does 1d8 damage, and you can’t be disarmed. The only disadvantage is that you can’t use it for attacks of opportunity. You’re stuck using Unarmed Strikes for that. They’re not great, but that’s not really what this character is built for. The reason we took the feat to get Dragon Tail at first level is specifically so we have a weapon better than your fists for the early levels.

Like I said, you should shape the Dragon Tail. Put your sole point of Essentia into the Dragon Tail Soulmeld. +1 hit/damage is the best you can get.

Level 10:
Here, you have Power Attack. And Claws. And Multiattack. You should be at four, maybe five attacks right now, depending on how you read Multiattack. If you have the Tail as your primary attack at +10 BAB, then you have all the secondary natural attacks run at -2 from there. So I believe that looks like 10/8/8/8. Tail/Claw/Claw/Fist. Either way, the build is MUCH stronger now. Power Attack helps a lot, with all of these attacks. It’s worth dipping Fighter to get it.

You have two Soulmelds, and four Essentia. Shape Claws of the Wyrm, then bind them to your Hands Chakra. Shape Dragon Tail as well. You’re only allowed to add up to two essential to any one Soulmeld or Feat at level ten, so put two points into Claws of the Wyrm, and then two more into Dragon Tail. The reason we're not shaping Astral Vambraces is that at this point is that you can put Essentia into Claws to boost their damage, making them the superior choice.

Level 15:
And now, we get access to our third Soulmeld. As well as Improved Rapid Strike. You should create the Dragon Tail, Claws of the Wyrm, and Astral Vambraces soulmelds. Bind Astral Vambraces to your Hands Chakra. Your full-attack routine becomes 15/10/5/15/15/15/15/15 (Slams/Slams/Slams/Slams/Claws/Claws/Tail/Fist). Every one of those hits is eligible for Power Attack. And four of them come from the Slams. When you craft Astral Vambraces, you can choose one power to augment their abilities. The best choice is Improved Natural Attack.

Now, as for Essentia. Put three points into Cobalt Power, three points into Claws of the Wyrm, and the one point into Dragon Tail. Investing Essentia into Astral Vambraces can be useful, if you need better than DR 2/Magic. When you’re out adventuring, it’s probably best to keep them there. But for raw power, put the three in Claws of the Wyrm.

Level 18:
This is the point I would say the build really starts to work. You get your second IRS feat, giving you an additional three attacks. Again, you can apply Power Attack to each of your natural attacks. Level 18 also grants you two further points of Essentia, and an additional Soulmeld. At this point, shape Thunderstep Boots in addition to the previous three Soulmelds. You should bind that to the second Chakra slot. It adds Stun on every Charge. Which is just awesome. If anyone is keeping track, your full attack is 18/13/8/3/18/18/13/8/3/18/18/18. That’s 5 Claws, 5 Slams, a Tail and a Fist.

18th level also grants an essential capacity of 4 in each Soulmeld. With a capacity of nine essential you can put four into Cobalt Power, four into Thunderstep Boots (when combat starts; keep them in Astral Vambraces during travel), and the last point into Claws of the Wyrm. It’s better than Dragon Tail.

Level 20:
Level 20 doesn’t really add all that much to the build. You get two more points of Essentia, and another Chakra Slot. Fill the Chakra slot with Dragon Tail to increase its damage, add the Essentia to Claws of the Wyrm. And you’re done.


Complete Champion
Draconomicon
Magic of Incarnum
Expanded Psionics Handbook
Player’s Handbook
Monster Manual
Several web resources, linked earlier

WhamBamSam
2015-03-29, 07:19 PM
An In-tarasquing little fellow.



Skurduk, Apostle of the Devourer
http://i.imgur.com/P1g1A3F.jpg

Build: NE Desert Kobold Spiritual Lion Totem Barbarian 1/Incarnate 19
Abilities (level 1): Str 14; Dex 14; Con 14; Int 12; Wis 8; Cha 8
Abilities (level 20): Str 14; Dex 14; Con 19; Int 12; Wis 8; Cha 8



"I obey, Elder."


"Look at the lion."

The voice was one Skurduk had heard many times before. It was a voice that told a tale of pain, loss, and anger, followed by victory through persistence. In short; it was the voice of someone who knew the world; a voice befitting off the elderly kobold talking to him.

"Look at the lion," the voice repeated. "See how it runs. See how it catches up on its prey. See how it strikes. See how it kills. And most importantly, see how it eats."

Skurduk looked at the predator, now starting to feed on the dead animal. He observed the beast's blood-covered head, its strong legs, its clawed paws. But he did not understand. Why had he been brought here? Why did he need to see this?

The old kobold looked at Skurduk's puzzled face and sighed. "Young one," his voice sounded. "Why do you think our tribe reveres the lion? Do you not see? Let me tell you."

"Far from here," the kobold went on after a moment of silence, "used to lie a land of heretics. They viewed lions as nothing more than vermin, and formed heavily armed groups that set out to kill as many lions as possible. Why? Because every few weeks, they lost a sheep or two to these creatures. This folly, however, would be their downfall."

"I saw this all with my own eyes, a powerless witness to their evil. They kept killing lions, and their herds of sheep grew and grew. Once grassy valleys became arid deserts, the grass torn away by thousands and thousands of sheep. Eventually, the heretics left for new places to defile. I watched them leave, and that was when the gods send me a sign."

"The heretics had left behind their old and wounded sheep to die, too lazy to give them any purpose but starving. One of those sheep slowly walked towards one of the last bits of plantlife still present, ready to destroy that, too. But then, out of nowhere, a lion appeared and killed it."

"Then I understood. Civilization is the bane of balance, and destruction the force that will restore it. Lions are the symbols of destruction, and through them, we shall restore balance."

The kobold nodded, finally grasping the elder's message.

-------------------------------------

Skurduk breathed deeply. This was the day he would come of age. Nothing would stop him. Nothing. Nothing. Nothing. He repeated the word until it became a concept with its own meaning.

The kobold entered the crude stone circle, briefly nodding to the warriors surrounding it. He waited.

Two kobolds, a dwarf in chains between them, arrived. They unceremoniously dropped their prisoner to the ground and tossed Skurduk a knife.

Skurduk exhaled. This was it. He could do this. Only dimly aware of the kobolds chanting his name, the dwarf's hateful gaze, and the burning sun's rays, he raised the knife.

A few moments, there was silence. Nothing but him, his prey, and the knife. Then the image of a dead lion, several arrows sticking out of it, appeared to Skurduk. He did not know why, but it enraged him.

With a wordless roar, the kobold tossed the weapon aside. The dwarf's expression changed to surprise, then to fear a moment later.

"Lions don't use knives." Skurduk whispered a moment before his first murder.

Drops of blood fell from his claws, evaporating when they hit the ground. The audience cheered, but Skurduk didn't listen.

-------------------------------------

How did he end up here? In this hated city, slave to a pair of heretical humans? His memories were unclear, blurry, and stained with blood. A group of mounted men had attacked their camp, killed most warriors and taken a few prisoner. Skurduk was sold in slavery, a fate he considered worse than death. The kobold cursed in his native tongue, drawing the interest of a few others in the slave quarters.

Anger...

Did he just hear something? None of the others seemed to have, though. Skurduk raised his head in incomprehension.

Death...

There it was again! Now others seemed to be hearing something, too. What Skurduk didn't notice was that this 'something' was the far-away sound of screaming people.

More screaming, this time audible to Skurduk, too. It was getting closer. But why? What was going on?

Now there was the sound of crushing stone, too. Was something attacking the town? But what? And wh...

FRENZY...

The word thundered through the air, and Skurduk could not believe no one else paid attention to it. It was filled with an emotion beyond mere anger, or even beyond hate. This was no simple mood, it was a state of mind, and Skurduk felt the cold emotions of a being born to destroy.

To him, it felt like seeing a long-lost friend again. This emotion, this pure emotion had sounded in the elder's story, too. It had sounded in the cheers of those who saw him become an adult. It had even sounded in his victim's final screams.

The sound of screams was really close now, and a few of the prisoners were now banging the door in despair, begging to be let out. Their cries were silenced when the roof collapsed.


Crawling out from under a few large slabs of rock, Skurduk looked in amazement. What used to be a large house was now a pile of rubble. From what he could make out through the omnipresent dust clouds, more buildings close by were devastated. From the far east, sounds of battle sounded, mixed in with those of more buildings being crushed. From time to time, the wrathful emotion would resonate from that direction.

The kobold, panicked and helpless, ran. He ran for the only thing familiar to him; the voice. He ran until his short exhausted legs could not carry him anymore, then crawled further. He had entered a still-intact part of town some time ago.

Skurduk crawled further. Everything but turning back. Everything but slavery. Everything bu...

HATE...

Almost instinctually, the kobold rolled to his side. As he did, a giant body came crashing to the buildings to his right, destroying most of them in the process. If Skurduk was more educated, he would know he was facing the Tarrasque itself, but he wasn't. While the monster struggled to stand up, an elf jumped down from the city wall and tapped the beast's forehead with a glowing hand. It looked in bewilderment, as if not believing it was truly beaten. Then, it shuddered, gasped, and with a heart-piercing cry, died.

REVENGE...

Skurduk had not been around to see all this happen. At the first opportunity, the kobold had squeezed himself through a crack in the now-destroyed city wall. This final word, however, did reach him. The message resonated in his very soul, awakening something deep within.

Skurduk did not care. He kept going forward until he reached a small cave, hid there, and idly thanked the giant monster for freeing him.

It was the first of his many prayers to it.

"The Devourer freed me, saved me, allowed me to escape. Why should I not repay him?"

Skurduk had regained his freedom, but he was not the same kobold anymore. Something inside him had changed, for better or worse. The kobold found his dreams haunted by images of the grotesque monster that attacked the city, jumbled together with the Elder's lessons. What did it all mean?

At the same time, the kobold found himself developing a strange power. Evil-looking gauntlets made of a material resembling the great creature's hide, formed around his claws, guiding and strengthening them. A semisolid version of the beast's own carapace appeared on his back. Skurduk, whose contact with magic had been limited to his Elder's limited spells and the occasional caravan driver with arcane abilities, was equally frightened and excited by this power.

The second emotion slowly started to prevail. As it did, the kobold's dreams became less incoherent. Now, he was constantly hearing the last message the beast had uttered.

Revenge.


Three months later, half a dozen of guards who assisted in bringing down the Tarrasque were dead, their throats brutally torn out.

"Destruction is the path, and I am the tool that will carve it."

Skurduk's campaign of violence continued. All who opposed him were ruthlessly mown down. And as his anger grew, so did his powers. He gained the ability to reinforce his body, manifest his hate as burning flames, and guard himself from spells. Still, the kobold was not content, and neither was his invisible master.

Skurduk himself realized more and more how foolish the humans had been. To slay such a force of nature... did they not realize how this would disrupt the balance of nature? His thoughts moved from exacting revenge to finding a way to return this being, which he silently referred to as 'The Devourer'.

"Devourer, greatest of all! Grant us strength! Grant us courage! Grant us anger! And most of all; grant us hate!"

Skurduk has started to assemble a small cult dedicated to the Devourer and ensuring his return. Several of his followers have displayed the ability to use Incarnum, which Skurduk has discovered to be the name of his powers.

The kobold's philosophy has shifted, though. Rather than a mere few cities, he is becoming increasingly convinced that civilization, as a whole, disrupts the delicate balance between all that lives. He is directing his cultists to attack farms, mines, and ships, hoping to destroy cities by removing their resources. Skurduk dreams of leading a great army that leaves nothing but smoking ruins in it's wake, but such things are still far removed from him.

Skurduk's individual strength keeps improving. He can now cause his steps to rumble with thunder and energy, dealing heavy damage to all who are foolish enough to stand in his way.

"Equality through destruction."

At the peak of his power, Skurduk has a large cult under his command. No longer content with shaping Incarnum in a rigid, predictable way, he can now consume the rough energy itself to strenghten his own body.

The kobold is certain his wishes will be fulfilled soon, but for now he has bigger issues. Groups of so-called 'heroes' seek to slay him now that his continual attacks have caused ruler to place a bounty on his head. The kobold's story is far from ending, but what this ending will be? Only time will tell!




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


1st
Barbarian 1
+1
+2
+0
+0
Tumble 4, Craft (trapmaking) 4, Survival 2, Listen 2, Move Silently 2, Hide 2
Dragon Tail
Spiritual Lion Totem, Illiteracy, Rage 1/day


2nd
Incarnate 1
+1
+4
+0
+2
Craft (trapmaking) 5, Concentration 2
-
Aura, Detect Opposition, Meldshaping


3rd
Incarnate 2
+2
+5
+0
+3
Concentration 5
Shape Soulmeld (Dread Carapace)
Chakra Bind (Crown)


4th
Incarnate 3
+2
+5
+1
+3
Spellcraft 3
-
Expanded Soulmeld capacity +1, Incarnum Radiance (Evil) 1/day


5th
Incarnate 4
+3
+6
+1
+4
Craft (trapmaking) 6, Concentration 6, Spellcraft 4
-
Chakra Binds (feet, hands)


6th
Incarnate 5
+3
+6
+1
+4
Concentration 7, Knowledge (arcana) 2
Multiattack
Rapid Meldshaping 1/day


7th
Incarnate 6
+4
+7
+2
+5
Concentration 9, Knowledge (arcana) 3
-
-


8th
Incarnate 7
+4
+7
+2
+5
Concentration 11, Spellcraft 5
-
Share Incarnum Radiance


9th
Incarnate 8
+5
+8
+2
+6
Concentration 12, Craft (trapmaking) 8
Improved Multiattack
Incarnum Radiance 2/day


10th
Incarnate 9
+5
+8
+3
+6
Concentration 13, Knowledge (arcana) 5
-
Chakra Binds (arms, brow, shoulders)


11th
Incarnate 10
+6/+1
+9
+3
+7
Concentration 14, Knowledge (arcana) 7
-
-


12th
Incarnate 11
+6/+1
+9
+3
+7
Concentration 15, Spellcraft 7
Shape Soulmeld (Thunderstep Boots)
Rapid Meldshaping 2/day


13th
Incarnate 12
+7/+2
+10
+4
+8
Concentration 16, Spellcraft 8, Knowledge (arcana) 8
-
-


14th
Incarnate 13
+7/+2
+10
+4
+8
Concentration 17, Craft (trapmaking) 9, Spellcraft 9
-
Incarnum Radiance 3/day


15th
Incarnate 14
+8/+3
+11
+4
+9
Concentration 18, Knowledge (arcana) 10
Shape Soulmeld (Urskan Greaves)
Chakra Binds (throat, waist)


16th
Incarnate 15
+8/+3
+11
+5
+9
Concentration 19, Craft (trapmaking) 10, Spellcraft 10,
-
Expanded Soulmeld Capacity +2


17th
Incarnate 16
+9/+4
+12
+5
+10
Concentration 20, Knowledge (arcana) 11
-
Chakra Bind (heart)


18th
Incarnate 17
+9/+4
+12
+5
+10
Knowledge (arcana) 12, Craft (trapmaking) 11, Spellcraft 11
Cobalt Charge
Rapid Meldshaping 3/day, Share Incarnum Radiance (no fatigue)


19th
Incarnate 18
+10/+5
+13
+6
+11
Knowledge (arcana) 13, Craft (trapmaking) 12, Spellcraft 12
-
Incarnum Radiance 4/day


20th
Incarnate 19
+10/+5
+13
+6
+11
Knowledge (arcana) 14, Craft (trapmaking) 13, Spellcraft 13
-
Chakra Bind (soul)





Level
Soulmelds
Essentia
Chakra Binds


1st
-
-
-


2nd
2
1
0


3rd
3
2
1


4th
3
3
1


5th
4
4
1


6th
4
5
1


7th
4
6
2


8th
5
7
2


9th
5
8
2


10th
5
9
2


11th
6
10
3


12th
6
11
3


13th
7
12
3


14th
7
13
3


15th
7
14
4


16th
7
16
4


17th
8
18
4


18th
8
20
4


19th
8
22
5


20th
9
24
5



No incarnum yet! Instead, you start out as a barbarian. Before you say it, yes, this level is mainly there for Pounce. Skilled City-Dweller is used to exchange Ride for Tumble.

Skurduk is quite combat-ready here. He has all of his natural attacks from level 1 on, can use all at the end of a charge, and has a decent attack bonus. AC and HP aren't shabby either. All of this is improved when going into rage, and I recommend doing so as often as possible.

All things considered, this is a pretty typical natural weapon-based build.

Skurduk has picked up some actual meldshaping. This opens up some pretty cool options. Such as? Well, how about charging 200 feet, then full attacking your target into a bloody smear? Or maybe you feel more like using Dread Carapace to apply what amounts to 'Power Attack, but better' to all your attacks? Of course, you can always use Incarnum Radiance to add some extra damage to all your attacks...

Multiattack and Improved Multiattack. Boring, but effective. You will now hit often, hit hard, and hit quickly. Overall, I think this is the least interesting (albeit necessary) part of the build.


Ah, Thunderstep Boots and Urskan Greaves. Also known as: a handful of 1d4's per charge attack, and a chance to stun on each blow. Oh, and if you face anything immune to stunning, you can opt to gain more damage or more speed instead. Did I mention I love this level?

We finish off with some quite good options. Permanent flight? Permanent True Seeing? 1/week Gate? Even though your natural weapons do not improve, there is a lot to look forward to here.


Alignment is a tricky thing. Incarnates can lose almost all of their powers if they don't exactly fit in one of the four tiny boxes, so we better make sure Skurduk is NE.

I think it should be clear he is evil. If not, please consider the following:

Skurduk is attacking people, innocent people who have never done anything wrong, over a bunch of livestock. He doesn't even want the livestock, he'll kill it after killing its owners.
As for the Law/Chaos part... that's a tricky one. I personally think fair arguments could be made for both LE (doing evil things for a cause, racial tendencies) and CE (tearing down civilization, encouraging wanton destruction). In the end, I am assuming it kind of balances out to NE.

Boost Strength and Constitution. Everything that helps with natural attacks (Necklace of Natural Weapons) or charging (Valorous weapons) is helpful here. Everything that improves speed is too; while we can boost or speed ourselves, it is a lot better to keep that feet chakra free.Finally, it would be neat to gain a Ring of Regeneration, if only because of the 'ROWR IMMA TARRASQUE' factor.

Monster Manual: Kobold, Multiattack, Improved Multiattack
Unearthed Arcana: Desert Kobold variant.
Complete Champion: Spiritual Lion Totem variant.
Cityscape Web Enhancement: Skilled City-dweller variant.
Dragon Tail: Races of the Dragon.

Everything else is either from MoI or the PHB.

WhamBamSam
2015-03-29, 07:21 PM
Remember kids, only you can prevent bad bear puns. I bear-ly managed it. Wait, crap.


Billows the Beardragon
NG Silverbrow Human Sorcerer 5/Good Incarnate 2/Sentinel of Bharrai 3/Soulcaster 10
"I pity the fool who starts a forest fire."

http://i59.tinypic.com/4qq1xe.jpg
Image credit first_daughter on deviantart (except for the hat…that bad boy was all me & MS Paint)

Campers need to learn respect. The guy who had the job before me thought he could teach it to them through cartoons, slogans, and lectures...but I know better. Sometimes you just have to smack them upside the head. Repeatedly. I don't relish the task, but it's the only way some people will learn. Smokey seemed to think that every human was just a forgetful idiot who didn't realize they could burn down the entire Marthwood. Not me.

You see, I still have a human half--somewhere. And that half? It's selfish, greedy, disobedient, and destructive. It's best for everyone to keep that half under wraps. Instead, I let out my dragon half--noble, selfless, and strong. Humans don't forget they're about to set a fire; they just don't care. Some of them do it on purpose. That's what happened to me, you see--when I was a teenager, a careless game with flame wound up claiming a large swatch of the Marth. The members of my family not killed in the blaze were displaced, and I was exiled.

But the old me is dead, and the new me seeks to atone for my sins. This stupid hat is my nun's habit, and this job is my penance. You see, only I can prevent forest fires. So please, snuff out the torch so I don't have to snuff out you.

Stats
StatPoints SpentBaseRaceLevelsSpells & VowsPolar Bear Form (lvls 10+)TotalMod
STR210006 (Fist of Stone)173311
DEX2100003131
CON1016002 (Vow)3215
INT614006 (Vow)0205
WIS412004 (Vow)0163
CHA815058 (Vow)0289
Levels
LevelClassBABFortRefWillSkillsFeatsClass Features (Vow Features)
1Dragonblood Sorcerer 1+0+0+0+2Concentration 4, Know: Arcana 4, Know: nature 2 (cc), Spellcraft 4Sacred Vow, Dragon Heritage, Dragon TailArcane Insight +2, Draconic Heritage (+2 perfection bonus to Diplomacy)
2Dragonblood Sorcerer 2+1+0+0+3Concentration 5, Know: Arcana 5, Know: nature 2.5 (cc), Spellcraft 5--
3Dragonblood Sorcerer 3+1+1+1+3Concentration 6, Know: Arcana 6, Know: nature 3 (cc), Spellcraft 6Vow of Poverty(+5 Exalted AC, Endure Elements)
4Dragonblood Sorcerer 4+2+1+1+4Concentration 7, Know: Arcana 7, Know: nature 3.5 (cc), Spellcraft 7Intuitive AttackArcane Insight +4, Spell-Like Ability: Blood Wind 3/day (+1 exalted strike to atk/dmg)
5Dragonblood Domain Sorcerer 5+2+1+1+4Concentration 7, Know: Arcana 7, Know: nature 7.5, Spellcraft 7-Domain Access: Animal, Speak w/ Animals 1/day, (Sustenance)
6Incarnate 1+2+3+1+6Concentration 8, Know: Arcana 8, Know: nature 8 (cc), Spellcraft 8Draconic Claw, Vow of ObedienceAura of Good, Detect Evil, (+6 Exalted AC, +1 Deflection to AC)
7Incarnate 2+3+4+1+7Concentration 10, Know: Arcana 9, Know: nature 8, Spellcraft 9-Chakra bind: crown, (+1 resistance to saves, +2 CHA)
8Sentinel of Bharrai 1+3+4+1+9Concentration 11, Know: Arcana 11, Know: nature 8, Spellcraft 10, Survival 1Nymph's Kiss, Track (B)Nature-friendly spells, Track, Swap Spell-Like Ability: Wraithstrike 3/day (+1 natural armor bonus, mind shielding)
9Sentinel of Bharrai 2+4+4+1+10Concentration 12, Know: Arcana 12, Know: nature 8, Spellcraft 12, Survival 4Incarnum SpellshapingFire Resistance 10, (+7 Exalted AC)
10Sentinel of Bharrai 3+4+5+2+10Concentration 13, Know: Arcana 13, Know: nature 8, Spellcraft 13, Survival 8Subduing StrikeBear Shape, Quickened Call Lightning 1/day, 3/day (DR 5/magic, +2 exalted strike to atk/dmg)
11Soulcaster 1+4+5+2+12Concentration 14, Know: Arcana 14, Know: nature 8, Spellcraft 14, Survival 9.5 (cc)-Arcane Investment 1 (+ 4 CHA, +2 INT)
12Soulcaster 2+5+5+2+13Concentration 15, Know: Arcana 15, Know: nature 8, Spellcraft 15, Survival 11 (cc)Arcane Strike, Sanctify Natural Attack(Greater Sustenance, +8 Exalted AC, +2 Deflection to AC)
13Soulcaster 3+5+6+3+13Concentration 16, Know: Arcana 16, Know: nature 8.5 (cc), Spellcraft 16, Survival 12 (cc)-Chakra binds: crown/feet/hands (Resist 5 acid/cold/fire/electric/sonic, +2 resistance to saves)
14Soulcaster 4+6/+1+6+3+14Concentration 17, Know: Arcana 17, Know: nature 9 (cc), Spellcraft 17, Survival 13 (cc)Touch of Golden Ice(Freedom of Movement, +3 exalted strike to atk/dmg)
15Soulcaster 5+6/+1+6+3+14Concentration 18, Know: Arcana 18, Know: nature 9.5 (cc), Spellcraft 18, Survival 14.5 (cc)Extend Spell(DR 5/evil, +9 Exalted AC, +6 CHA, +4 INT, +2 WIS)
16Soulcaster 6+7/+2+7+4+15Concentration 19, Know: Arcana 19, Know: nature 10 (cc), Spellcraft 19, Survival 16 (cc)Nimbus of Light(+2 natural armor bonus)
17Soulcaster 7+7/+2+7+4+15Concentration 20, Know: Arcana 20, Know: nature 10.5 (cc), Spellcraft 20, Survival 17.5 (cc)-Arcane Investment 2 (Faster healing, +4 exalted strike to atk/dmg, +3 resistance to saves)
18Soulcaster 8+8/+3+7+4+16Concentration 21, Know: Arcana 21, Know: nature 11 (cc), Spellcraft 21, Survival 19 (cc)Persistent Spell, Holy RadianceSwap Spell-Like Ability: Open Lesser Chakra 3/day, Chakra binds: arms/brow/shoulders, Swap Spell-Like Ability: Freezing Fog 3/day (True Seeing, +10 Exalted AC, +3 Deflection to AC)
19Soulcaster 9+8/+3+8+5+16Concentration 22, Know: Arcana 22, Know: nature 11.5 (cc), Spellcraft 22, Survival 21 (cc)-(DR 10/evil, +8 CHA, +6 INT, +4 WIS, +2 CON)
20Soulcaster 10+9/+4+8+5+17Concentration 23, Know: Arcana 23, Know: nature 12 (cc), Spellcraft 23, Survival 23 (cc)StigmataMagical Distillation, (Resist 15 acid/cold/fire/electric/sonic, +5 exalted strike to atk/dmg)
Spellcasting
LevelLevel 0Level 1Level 2Level 3Level 4Level 5Level 6Level 7Level 8Level 9Spells Known
153Prestidigitation, Read Magic, Dancing Lights, Detect Magic, Calm Animals (d), Blood Wind
264Mage Hand
365Fist of Stone
4652Acid Splash, Hold Animal (d)
5653Critical Strike, Wraithstrike
6653
7653
86642Resistance, Dominate Animal (d)
96653Detect Incarnum, Wings of Cover, Dispel Magic
1066543Ghost Sound, Summon Nature's Ally IV (d)
1166554Bladeweave, Evard's Menacing Tentacles, Gutsnake
12665553Ray of Frost, Commune with Nature (d)
13665564Suffer the Flesh, Ferocity of Sanguine Rage, Wings of Flurry, Bite of the Weretiger
146655653Antilife Shell (d)
156655664Shadow Conjuration, Draconic Polymorph, Antimagic Field
1666556653Animal Shapes (d)
1766556664Shadow Evocation, Freezing Fog, Open Lesser Chakra
18666666642Summon Nature's Ally VIII (d)
19666666653Spell Turning, Moment of Prescience
206666666543Shapechange (d)
Meldshaping
LevelSoulmeldsEssentiaChakra BindsSample Soulmelds
1000
2000
3000
4000
5000
6210Lucky Dice, Crystal Helm
7321Airstep Sandals, Crystal Helm bound to crown
8321
9321
10321
11331
12441Bluesteel Bracers
13451
14462Astral Vambraces bound to hands
15572Strongheart Vest
16582
17592
186103Charming Veil bound to brow
196113
206123

Tactics by Level
1-5: On the offensive front, Fist of Stone is your bread & butter. The bonus to STR makes your attack bonus relevant (along with your vow's Exalted Strike and Lucky Dice), and the slam is your first natural attack. Dragon Tail gives you a second attack and Critical Strike gives you Improved Critical with both. However, the big two are Wraithstrike & Blood Wind (which you eventually convert into a SLA) to make your natural attacks as touch attacks with a 20-ft range. On the defensive front, your Vow gives some AC and Lucky Dice can give a bit of defense. On utility, you've got some skill with Arcane Insight and Lucky Dice. Prestidigitation & Mage Hand are awesome as usual, and you've got the whole natural world at your beckon call with your domain access at 5th level.
6-10: Our natural attack routine adds two claws via Draconic Claw, but the real fun is that you basically get Quicken Claw attack whenever you cast a spell as a standard action. Wraithstrike is now your SLA, but the real star of the show comes on in Bear Shape! Claws and a bite are great, but you also get sick boosts to STR as well as Improved Grab with your claws. On defense, you've got Fire Resistance and DR...but we're really here to talk about Wings of Cover! One of my favorite "NO" buttons in D&D, it can save your hide a ton. You've also Dispel Magic for when you just want to make spells go away. In utility Nymph's Kiss plus your nice CHA makes you a backup face, and you get the ability to Track. You also open access to Incarnum spells, Airstep Sandals gives you flight, Dominate Animal lets you minionmance 1/day, and 1/day Summon NA can be used to call up a bevy of animals.
11-15: Offensively, you get Arcane Strike--necessary for any true gish build (which you are). Speaking of offense, Bladeweave lets you add a save or suck effect to your attack routine, Gutsnake gives you a tentacle (err, kinda), Ferocity of Sanguine Rage gives a damage boost to your natural attacks, Bite of the Weretiger gives you the natural attack feats we didn't have room for like Multiattack, and you get an awesome AoE in Wings of Flurry. Bluesteel Bracers gives you some combat bonuses, and Astral Vambraces come in to give you 2 slams instead of 1. Defensively, Touch of Golden Ice should dissuade eveil from touching you, Freedom of Movement is always handy, you get more energy resistance, and Strongheart Vest comes onboard to mitigate ability damage (more on that later)! Utility is there too, though, between Extend Spell, the infinite variety of spells like Shadow Conjuration & Draconic Polymorph, and your ability to be "in tune with the wild" from a 1/day Commune w/ Nature. *deep breath*
16-20: Persistent Spell. Don't get me wrong, offense gets Freezing Fog for control & another SNA for allies, Defense has Moment of Prescience, True Seeing, more resistances, & Spell Turning, and Utility gets Moment of Prescience Open Lesser Chakra for our friends who took Shape Soulmeld, Shadow Evocation for even more variety, Shapechange for more shapes, Moment of Prescience, Charming Veil for read thoughts 1/round, & Animal Shapes to share the shapeshifting with our friends...but Persistent Spell. Most of your low-level gems like Bladeweave, Wraithstrike, Critical Strike, and the list goes on can all be persisted. So do it already and enjoy the buffs. Your leftover slots? You'll find a use for them, even if it's just powering Arcane Strike all day long.
UoSI
Meldshaping: Soulcaster gives us the odd ability to turn spells into essentia (usually a bad trade) or invest essentia into spells (usually not worth it), but more importantly it provides the dual-progression necessary to keep arcane casting and meldshaping going. Not only that, but its easy requirements allow us to enter with only a splash into incarnate. In exchange, we slow our progression of chakra binds and give up access to the greater chakras and the incarnate-only ones. Luckily, none of those options are as game-breakingly awesome as 9th level spells, so it's an easy exchange. By the end of the day, we've got 9th level sorcerer spells and the meldshaping progression of a 12th-level incarnate, which ain't half bad. Some of the uses are pretty straightforward (like Lucky Dice to gain a steady stream of minor bonuses), but we're here for the tricks. Crystal Helm adds the Force descriptor to your natural attacks, which is basically like getting Ghost Strike on all of your natural attacks for free. Speaking of those, the online article cited in our sources contains the psionic soulmeld Astral Vambraces...which can be bound to a chakra for TWO free Slam attacks! At that point, feel free to swap out Fist of Stone's paltry one slam. The same article provides Charming Veil, a soulmeld that is underrated and can give you the ability to read thoughts every round! Coming back to the MoI melds, everyone loves Strongheart Vest for their Hellfire Warlocks...but we can also use it to power Stigmata's ability to heal allies and Suffer The Flesh's CL boost. A Persistent Suffer the Flesh cast with 4 full essentia in Strongheart Vest can bring your CL up to a full 20, and then you can reallocate your essentia while the spell continues all day. OR...you could fuel Stigmata. At 20th level, that 4 essentia turns into 160 HP of healing spread between 4 allies or 4 new saves against a disease that's wracking the party. You can also "save" uses if less than 4 allies need healing for up to an hour. Stigmata says you can't restore the CON damage you take, but Strongheart Vest doesn't restore anything; it just lessens it. Granted, you can always take MORE CON damage with either trick and just mitigate it with Strongheart Vest...but who actually takes CON damage these days? Granted, this is not well received by all DMs, so tread lightly.
Natural Attacks: Your routine involves 2 claws, a bite, your dragon tail, 2 slams from Astral Vambraces, a tentacle (sorta) from Gutsnake, and 2 tentacles from Evard's Menacing Tentacles. You may look unnatural, but they're all natural attacks. The way Bear Shape is worded, it's essentially at-will persistent polymorph with a small set number of forms to choose. Based on the way polymorph is worded:

You retain all supernatural and spell-like special attacks and qualities of your normal form, except for those requiring a body part that the new form does not have (such as a mouth for a breath weapon or eyes for a gaze attack). You keep all extraordinary special attacks and qualities derived from class levels, but you lose any from your normal form that are not derived from class levels. If the new form is capable of speech, you can communicate normally. You retain any spellcasting ability you had in your original form, but the new form must be able to speak intelligibly (that is, speak a language) to use verbal components and must have limbs capable of fine manipulation to use somatic or material components.
You get to keep everything derived from class levels, essentially, including your spellcasting and meldshaping. So Bear Form first, then buff up to your heart's content. Since one of your natural attacks (your tail) derives from a feat, I'm guessing it's an Ex special attack not derived from class levels, but check w/ your DM. The picture above retained it because it's awesome. No mater whether you get one more natural attack, Multiattack, Power Attack, & Blindfight are grabbed from Bite of the Weretiger, and you can make all of these at range w/ Blood Wind...but the real boosts are persistent. You can make them all Force descriptor w/ Crystal Helm, touch attacks w/ Wraithstrike, doubled crit range w/ Critical Strike, boosted damage w/ Ferocity of Sanguine Rage, but you can also pick one person damaged each round to save vs. daze from the awesome Bladeweave spell. There are little boosts here and there like the extra damage against evil from Sanctify Natural Attack and the ability to inflict a ravage via Touch of Golden Ice (which deals Dex damage to evil targets, making them easier to hit each time), but just having Force attacks delivered against Touch AC with a doubled crit range and +10 extra damage on each with the choice to make someone save against dazing 1/round against enemies within 20 ft should be a good start. For the times that you're buffing or casting some other standard action spell, you can still get in on the fun with a swift claw attack. Since it's a natural weapon, that swift action will benefit from all of the above as well.
Gear: No need. Vow of Poverty all day.

Adaptation:
Bear's Cant Cast Spells!: If your DM thinks bear paws can't perform the "fine manipulation" required for spellcasting, try Surrogate Spellcasting in place of Arcane Strike. Found in Savage Species, it allows you to cast in bear form by RAW even if your DM is more restrictive.
Fractional BAB & Saves: If this rule is in place, BAB rises to +10/+5 and saves switch to +9/+6/+12.
Flaws: If these are allowed, taking Bind Vestige (Amon) and Practiced Binder allow you to snag darkvision and a ram attack to add to your routine of natural attacks.
Multiclass Penalties: No need to fret! Silverbrow Humans, like their non-dragonblooded counterparts, can have any class as their favored class so our incarnate dip won't come back to bite us when the rest of the party levels. We'll be right there with them.
Ugh, Vow of Poverty?: If your DM doesn't care for Exalted business, switch up the build to a Dragonblood Sorcerer 4/Incarnate 2/Soulcaster 2/Fatespinner 4. Losing the Domain Access sorcerer (which we just needed to make Know: nature a class skill for Sentinel of Bharrai) gives us back some more spells known, so we can actually pick up Open Greater Chakra as a 9th-level spell and utilize soulmelds a bit more. Items give you the ability to snag runestaves to add some spells known (essentially) as well as the always fun Necklace of Natural Attacks. In terms of feats, everything moves up a bit; Incarnum Spellshaping at 3rd, Extend Spell at 6th, Arcane Strike at 9th, and Persistent Spell at 12th free up our 15th & 18th level feats. You can snag Bind Vestige & Practiced Binder as above, Multiattack & its improved version to boost attack bonuses, Improved Natural Attack to edge up damage a little, or anything else you'd like. I guess that's the Iron Chef version of "season to taste."

Sources Used
PHB (Sorcerer, Extend Spell, Animal Domain, spells)
Dragon Magic (Silverbrow Human, spells)
Races of the Dragon (dragonblood sorcerer, Draconic Claw, Dragon Heritage, Dragon Tail)
Magic of Incarnum (incarnate, Soulcaster, Incarnum Spellshaping, incarnum spells, melds)
http://web.archive.org/web/20131013074007/http://www.wizards.com/default.asp?x=dnd/psm/20060217a (The Mind's Eye) (Astral Vambraces, Charming Veil)
Book of Exalted Deeds (Sentinel of Bharrai, exalted feats)
Complete Champion (Domain Access ACF)
Complete Warrior (Arcane Strike)
Spell Compendium (spells)
Magic of Eberron (Suffer the Flesh)
PHB II (more spells)
I don't know if I missed any (spells)

WhamBamSam
2015-03-29, 07:24 PM
There's something fishy about this. Better look for clues.


Elh!ana the female NE Draconic Darfellan Barbarian 1 / Incarnate 18


Elh!ana swam towards the habour as she had heard whisperings that a hidden village of Aquatic elves regularly sent a trader there, and she intended to try and capture him next time he got there, to *persuade* him to tell where the village were. There she would hopefully find solid enough proof that they worked under the Sahuagins to get the landbound races to accept the fact and start helping with her purge of the seas.

Not that she, if she were honest with herself, believed that such proof would be just lying around, as the Sahuagins were far to cunning and sneaky for that, but she knew that they ruled all of the undersea, and sooner or later she would find it. While she didn't have anything but pity towards Aquatic Elves or Mermaids or any of the other Humanoid races of the sea, she knew that they were vassals under the Sahuagins, hence they were just as guilty towards the Sahuagin raid on her hometown a few years ago after that they had a Kua-Toa cleric kill the Bronze Dragon that had protected the settlement for centuries.

All of the Sahuagins and their vassal races had to die for that transgression, may the souls of the dragon and her ancestors protect her from pulling her down towards their evils.




Ability
Base
Race
Template
Total


Strength:
16
+2
+2
20


Dexterity:
16
-2

14


Constitution:
16

+2
18


Intelligence:
8


8


Wisdom:
10


10


Charisma:
8

+2
10


First 3 Ability Modifiers in Strength, last in Constitution.




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


1st
Barbarian 1
+1
+2
+0
+0
Listen 4, Survival 4, Swim 4
Dragon Tail
Lion Totem (Pounce), Illiteracy, Favored Enemy [Humanoid (Aquatic)]


2nd
Incarnate 1
+1
+4
+0
+2
Craft (Taxidermy) 1

Aura, Detect Opposition


3rd
Incarnate 2
+2
+5
+0
+3
Craft (Taxidermy) 2
Multiattack
Chakra Bind (Crown)


4th
Incarnate 3
+2
+5
+1
+3
Craft (Taxidermy) 3

Expanded Soulmeld Capacity +1, Incarnum Radience 1/day


5th
Incarnate 4
+3
+6
+1
+4
Craft (Taxidermy) 4

Chakra Bind (Feets, Hands)


6th
Incarnate 5
+3
+6
+1
+4
Craft (Taxidermy) 5
Cobolt Charge
Rapid Meldshaping 1/day


7th
Incarnate 6
+4
+7
+2
+5
Craft (Taxidermy) 6




8th
Incarnate 7
+4
+7
+2
+5
Craft (Taxidermy) 7

Share Incarnum Radiance


9th
Incarnate 8
+5
+8
+2
+6
Craft (Taxidermy) 8
Shape Soulmeld (Thunderstep Boots)
Incarnum Radiance 2/day


10th
Incarnate 9
+5
+8
+3
+6
Craft (Taxidermy) 9

Chakra Binds (Arms, Brow, Shoulders)


11th
Incarnate 10
+6
+9
+3
+7
Craft (Taxidermy) 10




12th
Incarnate 11
+6
+9
+3
+7
Craft (Taxidermy) 11
Improved Multiattack
Rapid Meldshaping 2/day


13th
Incarnate 12
+7
+10
+4
+8
Craft (Taxidermy) 12




14th
Incarnate 13
+7
+10
+4
+8
Craft (Taxidermy) 3

Incarum Radiance 3/day


15th
Incarnate 14
+8
+11
+4
+9
Craft (Taxidermy) 14
Expanded Soulmeld Capacity
Chakra Binds (Throat, Waist)


16th
Incarnate 15
+8
+11
+5
+9
Craft (Taxidermy) 15

Expanded Soulmeld Capacity +2


17th
Incarnate 16
+9
+12
+5
+10
Craft (Taxidermy) 16

Chakra Bind (Heart)


18th
Incarnate 17
+9
+12
+5
+10
Craft (Taxidermy) 17
Bonus Essentia
Rapid Meldshaping 3/day, Share Incarum Radiance (no Fatigue)


19th
Incarnate 18
+10
+13
+6
+11
Craft (Taxidermy) 18

Incarum Radiance 4/day






Level
Soulmelds
Essentia
Chakra Binds


2nd
2
1
0


3rd
3
2
1


4th
3
3
1


5th
4
4
1


6th
4
5
1


7th
4
6
2


8th
5
7
2


9th
5
8
2


10th
5
9
2


11th
6
10
3


12th
6
11
3


13th
6
12
3


14th
7
13
3


15th
7
14
4


16th
7
16
4


17th
8
18
4


18th
8
20
4


19th
8
22
5



Default Binds


Soulmeld
type
Placement
Effect


Crystal Helm
Bound
Crown
+2 Will against Charm/compulsion (+1 Deflection AC/Essentia) : Melee attacks gain [Force] descriptor


Thunderstep Boots
Bound
Feet
1d4 Sonic Damage on each attack when charging (+1d4/Essentia) : Stun damaged creatures for 1 turn (Fort Negates)


Astral Vambraces
Bound
Hands
DR2/magic (+2/Essentia) : two Slam Attacks, 1d6 damage


Bloodwar Gauntlets
Shaped
Arms
+1 on Attack Rolls (+1 Morale Damage/Essentia)


Keeneye Lenses
Bound
Brow
+4 Insight bonus to Spot (+2/Essentia) : Continuous 'See Invisiblility'


Pauldrons of Health
Bound
Shoulders
Immune to Disease, sickened and nauseated (+1 Fort Save/Essentia) : Immune to Energy Drain


Vitality Belt
Shaped
Waist
+4 on Constitution checks and Constitution based Skill checks (+Meldshaper Level HP/Essentia)


Spellward Shirt
Shaped
Heart
Spell Resistence 5 (+4/Essentia)


Incarnate Avatar
Shaped
Soul
(+2 Melee Damage/Essentia)



Elh!ana's available Natural Weapons is:

Bite (1d6) (default primary weapon)
Slam (1d6) x2
Claw (1d3) x2
Tail (1d6)

Got a total of 25 Essentia to move around, although 4 of them would likely be tied up in Cobolt Charge, leaving 21 to go, which when i have a maxinum of 7 in each soulmeld would leave me able to boost 3 of them to max, most often (that is, combat) being Incarnate Avatar, Thunderstep Boots and Bloodwar Gauntlets, leaving me with a combat ability as this:

Pounce with all 6 of my natural weapons (or 7 if i'm willing to eat an AOO from a nonproficient unarmed strike) at a ToHit of +10 (BAB) + 1 (Bloodwar Gauntlets) + 7 (Strength) + 2 (Charge) + 4(Cobolt Charge) = +24, before items, with main damage comming from Thunderstep boots and Incarnate Avatar, ending up with maxxed at dealing dice + 8d4 (Thunderstep) + 14 (Incarnate Avatar) + 7 (Bloodwar Gauntlets) + 4 (Cobolt Charge) + 8 (Incarnum Radiance) = d+8d4+33), and either .5 or 1.5 strength depending on if its primary or secondary, on each attack with all of them equally likely to hit due to Improved Multiattack



Source
Material Used


Complete Champion
Spiritual Totem (Barbarian ACF)


Draconomicon
Improved Multiattack


Magic of Incarnum
Incarnate, Bonus Essentia, Cobolt Charge, Expanded Soulmeld Capacity, Shape Soulmeld


Monster Manual
Multiattack


Psionics of Incarnum (http://archive.wizards.com/default.asp?x=dnd/psm/20060217a)
Astral Vambraces


Races of the Dragon
Draconic Template, Dragon Tail


Stromwreck
Darfellan


Unearthed Arcana
Crafty Hunter (Barbarian ACF)

WhamBamSam
2015-03-29, 07:27 PM
The blade must be a part of your arm. Can you drop part of your arm?



LN 6 incarnate/4 psywar/ 10 soul manifester/
STR 14 DEX 10 CON 16(+4) INT 12 WIS 15(+1) CHA 10



“Body, Mind and Soul. I am superior.”

The highway had been desolate for weeks. Markus and his group of bandits had once robbed a merchant a week but the war had prevented anything from getting in or out of the cities. The men were almost starving now. They would have to pack up and leave, maybe to become mercenaries in a neighbouring army... Rain had begun to soak the dirt road, and the wind began to howl through the trees.

One of the scouts scurried up to Markus. “Boss, single person on the road. Doesn’t look like he has any weapons. Bag of holding on his back, might have some goodies. No armour either. Might be a mage. Its a risk.”

“Doesn’t matter. Either we try or we starve. Move the men into place.”

By the time everyone was in place for the ambush a man stepped into view, dressed in simple robes and carrying nothing but a bag. He walked quickly but seemed bored. As the man passed by Markus’ hiding place, Markus could swear he felt the man look at him. Suddenly the traveller stopped. “I can tell that none of you are worth the trouble. Don’t bother. The few coins in my bag are not worth your limbs.”

Markus hesitated, but decided to go through with the ambush anyways. He sounded the attack. The first man to charge was sidestepped, and a slash too quick to be seen took his sword hand off. The traveller threw off his cloak to reveal a humanoid radiating with purple and blue energy. His most prominent feature was that his right arm ended just above the elbow, instead giving way to a long blade that replaced his limb. “You may continue to bore me. Or you can spend your last few moments bleeding into the dirt. Your choice.” Markus called off the attack. There was no point in having everyone die over a few coins. “Excellent choice. Take these and leave this area. Stop assaulting the people who walk this road. Otherwise I will return with stern words, boring as you are.” He took a satchel filled with gold and dropped it on the ground and left as soon as he came.

Master Lee had always been different from the other monks. Rather than training every day to learn to channel ki inwards and become more whole beings, Master Lee’s pure discipline and strength of will shone outwards. Gifted with both psionics and incarnum, Lee quickly outgrew his monastery and left to challenge himself. As part of this challenge, Lee vowed to never use a weapon that was not borne of his own talents. With every battle he grew more attuned to his powers. Eventually he could blur the line between psionics and incarnum, able to swap his energies back and forth at will. Lee tore through any opposition in his path, turning aside blades and mages alike on his path to perfection. Even dragons, demons and aberrations could not stand against him. Rumour has it that he once wrestled a red wyrm from its mountain home and threw it to its death after removing its wings. Lee will walk his path until he is either satisfied or until he has been defeated.



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


1st
PsyWar 1
+0
+2
+0
+0
4 concentration, 4 autohypnosis, 4 knowledge(psionics)
Psicrystal Affinity, Azure Talent
-


2nd
PsyWar 2
+1
+3
+0
+0
5 concentration, 5 autohypnosis, 5 knowledge(psionics)
Psycarnum Infusion
-


3rd
Incarnate 1
+1
+5
+0
+2
6 concentration, 5 autohypnosis, 5 knowledge(psionics), 1 knowledge(arcana), 1 spellcraft
Multiattack
Aura, detect opposition


4th
Incarnate 2
+2
+6
+0
+3
7 concentration, 5 autohypnosis, 5 knowledge(psionics), 2 knowledge(arcana), 2 spellcraft
-
Chakra bind(crown)


5th
Incarnate 3
+2
+6
+1
+3
8 concentration, 5 autohypnosis, 5 knowledge(psionics), 3 knowledge(arcana), 3 spellcraft
-
Expanded Soulmeld Capacity


6th
PsyWar 3
+3
+6
+2
+4
9 concentration, 6 autohypnosis, 6 knowledge(psionics), 3 knowledge(arcana), 3 spellcraft
Psionic Meditation
-


7th
PsyWar 4
+4
+7
+2
+4
9 concentration, 6 autohypnosis, 8 knowledge(psionics), 3 knowledge(arcana), 3 spellcraft
-
-


8th
Soul Manifester 1
+4
+7
+2
+6
9 concentration, 6 autohypnosis, 8 knowledge(psionics), 3 knowledge(arcana), 3 spellcraft, 3 psicraft
-
Psionic Investment 1


9th
Soul Manifester 2
+5
+4
+2
+7
11 concentration, 6 autohypnosis, 8 knowledge(psionics), 3 knowledge(arcana), 3 spellcraft, 4 psicraft
Practiced Manifester
-


10th
Soul Manifester 3
+5
+5
+3
+7
13 concentration, 6 autohypnosis, 8 knowledge(psionics), 3 knowledge(arcana), 3 spellcraft, 5 psicraft
-
Chakra binds (crown, feet, hands)


11th
Soul Manifester 4
+6
+5
+3
+8
14 concentration, 8 autohypnosis, 8 knowledge(psionics), 3 knowledge(arcana), 3 spellcraft, 5 psicraft
-
-


12th
Soul Manifester 5
+6
+5
+3
+8
15 concentration, 10 autohypnosis, 8 knowledge(psionics), 3 knowledge(arcana), 3 spellcraft, 5 psicraft
Shape soulmeld(Totem Avatar)
-


13th
Soul Manifester 6
+7
+5
+4
+9
16 concentration, 10 autohypnosis, 8 knowledge(psionics), 3 knowledge(arcana), 3 spellcraft, 5 psicraft, 1 tumble
-
-


14th
Soul Manifester 7
+7
+5
+4
+9
17 concentration, 12 autohypnosis, 8 knowledge(psionics), 3 knowledge(arcana), 3 spellcraft, 5 psicraft, 1 tumble
-
Psionic Investment 2


15th
Soul Manifester 8
+8
+5
+4
+10
18 concentration, 12 autohypnosis, 10 knowledge(psionics), 3 knowledge(arcana), 3 spellcraft, 5 psicraft, 1 tumble
Expanded Knowledge(schism)
Chakra binds (arms, brow, shoulders)


16th
Soul Manifester 9
+8
+6
+5
+10
19 concentration, 14 autohypnosis, 10 knowledge(psionics), 3 knowledge(arcana), 3 spellcraft, 5 psicraft, 1 tumble
-
-


17th
Soul Manifester 10
+9
+6
+5
+11
20 concentration, 16 autohypnosis, 10 knowledge(psionics), 3 knowledge(arcana), 3 spellcraft, 5 psicraft, 1 tumble
-
Psionic Distillation


18th
Incarnate 4
+10
+7
+5
+12
20 concentration, 16 autohypnosis, 10 knowledge(psionics), 5 knowledge(arcana), 4 spellcraft, 5 psicraft, 1 tumble
Double Bind(arms)
-


19th
Incarnate 5
+10
+7
+5
+12
20 concentration, 16 autohypnosis, 10 knowledge(psionics), 7 knowledge(arcana), 5 spellcraft, 5 psicraft, 1 tumble
-
Rapid Meldshaping 1/day


20th
Incarnate 6
+11
+8
+6
+13
20 concentration, 16 autohypnosis, 10 knowledge(psionics), 8 knowledge(arcana), 7 spellcraft, 5 psicraft, 1 tumble
-
-



1-5
2 psywar/3 incarnate

Master Lee starts off as a standard Psychic Warrior for the larger health at first level. Kalashtar is the chosen race, because a bonus power point a level helps PsyWars greatly. He takes one more level, and takes a Psicrystal, Azure Talent, and Psycarnum Infusion as feats. At level 3 we start the meldshaping progression, going 3 levels into Incarnate to qualify for Soul Manifester, and also to get Expanded Soulmeld Capacity for all of our soulmelds. At this level we use Incarnum Weapon and act more like a bruiser with Expansion, with some other utility granted from Incarnate to get by. We also grab Psychic Meditation at level 6. This becomes important later on in the build. Psycrystal Containment is also an option here.

5-10
4 psywar/3 incarnate/3 soul manifester
We go back into PsyWay for 2 more levels to get access to level 2 powers, and thus Soul Manifester. Even though it has a D4 HD, bad BaB and 2 skill points a level, the power list and soulmelds make up for it. We can boost our to-hit with soulmelds like Incarnum Weapon and Incarnate Avatar, while taking utility soulmelds like Airstep Sandals. We also get the hands, feet and crown chakras. Natural weapons come from PsyWar, but this is also the level where we get the main trick of the build. Using Graft Weapon with Incarnum Weapon provides an easily enhanceable attack that counts as both natural and manufactured, meaning it benefits from Multiattack and can also make iteratives.

At level 6 we pick Multiattack, qualifying for it with Astral Vambraces and Bite of the Wolf. At level 9 we take Practiced Manifester.

11-15
4 psyway/3 incarnate/8 soul manifester/
Not much to say here. We just keep on trucking, picking up more soulmelds and powers at every level. We get the arms, brow and shoulder chakras, all useful for a gish. Feat wise, Shape Soulmeld(Totem Avatar) is taken to get more bang for our buck out of the newly acquired shoulders chakras. We also grab expanded knowledge(schism) to punch the action economy in its face, since now we can manifest our lower level powers with it, and even shuffle around our essentia with that extra action. Another trick is using Psycarnum Infusion during our regular turn, say if we need a bunch of AC from Crystal Helm right now, but also need to full attack.

16-20
4 psyway/6 incarnate/10 soul manifester/
On the last leg of the race now, and we finish off Soul Manifester, and go back into Incarnate to grab more binds and essentia, as well as Rapid Meldshaping. For our last feat we grab Double Bind(arms), so that we can keep the stun on hit from Incarnate Weapon on, while still retaining the fly speed from Astral Vambraces. If for some reason we really need essentia we can burn powerpoints for it with the capstone of Soul Manifester.

We finish off with 11 BaB, 14th level manifesting(18 ML), 16th level meldshaping (19 essentia) and a very large amount of versatility. We can shape 8 soulmelds(with a 5 essentia capacity), bind 4, and use Psycarnum Infusion to blow one of our 2 psionic focuses for those binds that don’t constantly need essentia, on top of our great power list. In emergencies we can use rapid meldshaping to grab a soulmeld that we don’t currently have shaped.

All buffs active: Expansion, Bite of the Wolf, Inertial Armour, Strength of my enemy, graft weapon, open chakra(if we feel the need)
1 bite (Bite of the wolf) 3d8+4
1 grafted weapons (Graft weapon, Incarnate Weapon) 4d6+12 longsword
-Incarnate weapon is the primary and makes the iterative attacks
1 slam (astral vambraces)
Saves
10/5/14
Powers: 14 known, 100 PP
1-
Expansion
Bite of the Wolf
Inertial armour
Vigor
2-
Hustle
Strength of my enemy
Damp Power
Detect Hostile Intent
3-
Graft Weapon
Dimension Slide
4-
Open Chakra (!)(opens waist/throat)
Energy Adaptation
Steadfast Perception
Schism(b)
5-
Perfect Riposte


Soulmelds used: 19 essentia, 8 shaped, 4 bound
Lightning Gauntlets- (hands) 2 essentia- electrocute fools. Prime candidate for psycarnum infusion

Vitality Belt 5 essentia- Get health so we don’t die!
Totem Avatar (shoulders) +16 hp - Get bigger arms! Also get NA.
Incarnum Weapon(Arms) 3 essentia- Hit people with your sword-arm! Stun them!
Incarnate Avatar 5 essentia- channel the LAW! get that sweet, sweet to hit that we need.
Astral Vambraces(Arms)- fly, punch people
Crystal Helm(Crown) - punch ghosts, don’t give a hell. Also get deflection AC
Spellward Shirt 5 essentia - get spell resistance, punch mages

Weapons? In my natural-attacks-focused Junkyard Wars? Well yeah, since Graft Weapon makes them count as natural, why not? This was another one that I asked the chair.



For the purpose of the 'no Totemist' clause, does that mean we can't use Totemist soulmelds? For example, if I were to take shape soulmeld(girallons arms), would it be illegal? Secondly, are weapons that count as both manufactured and natural fair game? For example, PsyWar's Graft Weapon power.Totemist Soulmelds through Shape Soulmeld (or just appearing on another meldshapers list) are fair game, as are weapons that count as both manufactured and natural. It's just levels in the Totemist base class that are forbidden.


Alternate Builds:
4 psywar/3 incarnate/8 soul manifester/5 legacy champion
This was what I originally had to do, but I had a really hard time justifying it. It was overall a much more powerful build, gaining level 6 powers, better BaB and better HP.

5 psywar/5 incarnate/10 soul manifester/
6 psywar/4 incarnate/10 soul manifester
3 incarnate/4 psywar/10 soul manifester/3 incarnum blade
This group was mediocre all the way through.

You don't have that many natural weapons
My original build idea didn't pan out how I liked. This contest was actually quite difficult, as most attacking soulmelds come from Totemist, and PsyWar only really gets Claws of the Beast and a few others. Getting 2 more levels in PsyWar would give us Form of Doom, giving 4 extra attacks. I also tried to not step on King of Smack's toes, hence no Claws of the Beast.

Isn’t Azure Talent + Psycarnum Infusion an infinite PP abuse trick?
Not quite. It needs Midnight Augmentation and a Torc of Power Preservation to work. I specifically avoided this trick, but the difference between this build and the Psycarnum Warrior is that we can actually use Psycarnum Infusion for things that aren’t fondue. It can still be used to preserve a large number of power points though.

Magic of Incarnum- lots of stuff
EPH- psywar, most powers
Complete Psionics- a few powers
http://archive.wizards.com/default.asp?x=dnd/psm/20060217a - Soul Manifester
Multiattack -core

WhamBamSam
2015-03-29, 07:31 PM
Screw the Totemist! I have...



Jennah, The Blue Eyed Raptor

On the Hunt
The party continued their pursuit of the escaped cultists through the thick woodlands. Jennah lead the way, her bright blue eyes glistening in the fading sunlight. Her party was trying to keep up but she was going full speed in her megaraptor form. Jennah could smell the fear emanating from her prey as she closed in. Earlier reconnaissance determined that there was more territory to cover but it seems that the cultists were slowing either due to fatigue or a vain attempt at bravery. They were so easy for her to track. They will probably be so easy to kill. Jennah felt connected to the primal forces of nature and of the hunt. As she neared where the cultists were attempting to hide, Jennah showcased her bravado, let out a roar and it felt good. At least her party should know where they ended up. And of course instilling a little more fear into her prey was exhilarating.

The cultists believed they were prepared for what was chasing them. They soon found out how wrong they were. The first one did not even get a chance to draw his weapon before her talons ripped through his flesh. The leader watched one by one as his subordinates fell to this beast. There was nothing he nor his Elder God could do. He was sure that this blue eyed beast looked like it was wearing some kind of translucent helmet, and flashed a smile before it leapt up—no, it flew through the air!—landing talons on his torso. Jennah pinned him to the ground and he could not move. He began to tremble as he watched one of those wicked claws inching closer to his eye.

“Good job, Jennah!” came a voice approaching. Sounds of clanging metal armor could be heard along with the approach.
“You certainly seem to have everything under control,” an elderly man panted and leaned on his staff.
“Now it’s time for some answers,” another voice said. It addressed the pinned cultist, “Let us know what we want to know or your fate is the same as your friends there.”
Jennah added a little pressure to her talon against the cultist’s soft flesh. She was smiling now.

Basics
NG female azurin Wild Shape Ranger 5/Incarnate 2/Bear Totem Barbarian 2/Nature's Warrior 1/Primeval 10
32 point buy


Level
Abilities
Primeval Form (megaraptor)


1
Str 16, Dex 12, Con 16, Int 10, Wis 12, Cha 10



4
Str 16, Dex 12, Con 17, Int 10, Wis 12, Cha 10



8
Str 16, Dex 12, Con 18, Int 10, Wis 12, Cha 10



11
Str 16, Dex 12, Con 18, Int 10, Wis 12, Cha 10
Str +10, Dex +4, Con +10, NA +6
Str 26, Dex 16, Con 28


12 (includes regression 1)
Str 17, Dex 13, Con 20, Int 9, Wis 13, Cha 9
Str 27, Dex 17, Con 30


13 (feral power 1)
Str 17, Dex 13, Con 20, Int 9, Wis 13, Cha 9
Str +12, Dex +6, Con +12, NA +8
Str 29, Dex 19, Con 32


15 (regression 2)
Str 18, Dex 14, Con 21, Int 8, Wis 14, Cha 8
Str 30, Dex 19, Con 32


16 (includes feral power 2)
Str 18, Dex 14, Con 22, Int 8, Wis 14, Cha 8
Str +14, Dex +6, Con +14, NA +10
Str 32, Dex 20, Con 36


18 (regression 3)
Str 19, Dex 15, Con 23, Int 7, Wis 15, Cha 7
Str 33, Dex 21, Con 37


19 (feral power 3)
Str 19, Dex 15, Con 23, Int 7, Wis 15, Cha 7
Str +16, Dex +6, Con +14, NA +14
Str 35, Dex 21, Con 37


20
Str 19, Dex 15, Con 24, Int 7, Wis 15, Cha 7
Str 35, Dex 21, Con 38



The Primevel prestige class modifies ability scores one way or another nearly every level. Hopefully this chart will help the readers fully realize Jennah’s true potential.

Build


Level
Class
BAB
Fort
Ref
Will
Skills
Feats
Class Features
Essentia


1st
Wild Shape Ranger 1
+1
+2
+2
+0
Handle Animal 4, Jump 4, Knowledge (nature) 4, Listen 4, Spot 4, Survival 4
Azure Enmity, Self Sufficient, Track (B)
fast movement, first favored enemy, wild empathy
2


2nd
Wild Shape Ranger 2
+2
+3
+3
+0
Handle Animal +1, Jump +1, Knowledge (nature) +1, Listen +1, Spot +1, Survival +1


2


3rd
Wild Shape Ranger 3
+3
+3
+3
+1
Jump +1, Knowledge (nature) +1, Listen +1, Spot +1, Survival +1, Swim 1
Endurance (B), Power Attack

2


4th
Wild Shape Ranger 4
+4
+4
+4
+1
Jump +1, Knowledge (nature) +1, Listen +1, Spot +1, Survival +1, Swim +1

distracting attack acf
2


5th
Wild Shape Ranger 5
+5
+4
+4
+1
Jump +1, Knowledge (nature) +1, Listen +1, Spot +1, Survival +1, Swim +1

second favored enemy, wild shape (1/day)
2


6th
Incarnate 1
+5
+6
+4
+3
Concentration 1, Knowledge (planes) 1
Azure Wild Shape
aura, detect opposition
4


7th
Incarnate 2
+6
+7
+4
+4
Concentration +1, Knowledge (planes) +1

chakra bind (crown [crystal helm])
5


8th
Bear Totem Barbarian 1
+7
+9
+4
+4
Jump +1, Listen +1, Survival +1, Swim +1
Toughness (B)
rage (1/day)
5


9th
Bear Totem Barbarian 2
+8
+10
+4
+4
Jump +1, Listen +1, Survival +1, Swim +1
Extra Wild Shape, Improved Grapple (B)

5


10th
Nature’s Warrior 1
+9
+12
+4
+4
Listen +1, Survival +1

nature’s armament (grizzly claws), wilding
5


11th
Primeval 1
+10
+14
+4
+4
Listen +1, Survival +1

animal empathy, primeval form (1/day)
5


12th
Primeval 2
+11
+15
+4
+4
Survival +1
Steadfast Determination
low light vision, regression 1
5


13th
Primeval 3
+12
+15
+5
+5
Survival +1

feral power 1
5


14th
Primeval 4
+13
+16
+5
+5
Survival +1

primeval form (2/day)
5


15th
Primeval 5
+14
+16
+5
+5
Survival +1
Cobalt Power
regression 2, scent
6


16th
Primeval 6
+15
+17
+6
+6
Survival +1

feral power 2
6


17th
Primeval 7
+16
+17
+6
+6
Survival +1

primeval form (3/day)
6


18th
Primeval 8
+17
+18
+6
+6
Survival +1
Cobalt Rage
fast movement, regression 3
7


19th
Primeval 9
+18
+18
+7
+7
Survival +1

feral power 3
7


20th
Primeval 10
+19
+19
+7
+7
Survival +1

primeval form (4/day), primeval shapechanger
7



Skill Ranks at Level 20: Concentraion 2, Handle Animal 5, Jump 10, Knowledge (nature) 8, Knowledge (planes) 2, Listen 12, Spot 8, Survival 21, Swim 5

Typical Soulmelds shaped: airstep sandals, bluesteel bracers, crystal helm (bound to crown chakra)

Typical Ranger Spells prepared
1: jump or longstrider or magic fang (depending on what to expect for the adventuring day)

Junkyard Showcase
Meldshaping Subsystem!: To me this categoty incorporates all of the facets introduced in the Magic of Incarnum book, which includes races, classes, feats, essentia and soulmelds. Jennah is an azurin, one of the races introduced in that book. As such, she starts with one point of essentia. She gains another a first level with the Azure Enmity feat. Before her entry into the Incarnum class, it is this feat that gets the most use of those essentia points. Over the course of the build she gains more essentia through the incarnum feats that she gains: Azure Wild Shape, Cobalt Power, and Cobalt Rage. She takes two levels of the Incarnate class that gives her access to both soulmelds and the crown chakra bind as well as increasing her essentia pool. She may not have oodles of essentia dripping everywhere but she makes it count during her career. For her crown chakra bind, Jennah forms the crystal helm everyday and does not look back. Giving her the ability to affect incorporeal creatures with her natural weapons without fear of miss chances is something that every natural attack build would like to have. Airstep sandals help with flight and mobility and helps save the wild shapes for having to turn into flying forms. Bluesteel bracers provide the initiative boost that any pounce/charger would like to have. If Jennah is more likely to go first, she is then more likely to neutralize an enemy before it gets to act. Her incarnum feats and soulmelds are also insight bonuses so they stack with the enhancement bonuses of magic items.
Natural Attacks!: With all of the choices available for creating a natural attack build, Jennah utilizes the Wild Shape Ranger going into Primeval route. So once the wild shape ability comes online at Level 5, Jennah can take a form of any small or medium animal and make use of its natural attacks. At this time her favorite forms are leopard and the deinonychus (or if Monster Manual III is on the table, the fleshraker dinosaur). Five natural attacks and pounce start the basics for the rest of her combat career. The dip into Nature’s Warrior provides two important keys here as well. First Jennah gains another wild shape use per day thanks to the wilding class feature. Secondly she gets an untyped bonus to damage while using natural weapons thanks to the nature’s armament class feature. And the natural attacks just keep getting stronger from there. The Primeval class gives Jennah the primeval form for which she picks the megaraptor, which is basically a larger deinonychus. But the better part of the primeval form is that the animal’s physical stats (minus ten or eleven as the case may be) are added to the character when in that form. The class features even increase these ability scores over the course of the class itself so that by the end of the build, Jennah’s base physical stats in her megaraptor form are just brutal. And of course since WBL is a thing, these can be increased by so much more. Even better is the clause at how wild shape uses can be used to fuel the primeval form. Jennah does not have to worry about the fifteen minute adventuring day. She will be able to wreak havoc in her megaraptor form as needed.
No Totemist!: Of course Jennah does not have any Totemist levels in the build, nor are they even necessary for Jennah to be successful. Note: The Chairman had given permission to use Totemist soulmelds in the designers’ builds. This designer believe that this build takes the original challenge and turns it up a notch by not using those soulmelds. Consider the fact that Totemist soulmelds are what help fuel the inherent natural attack fury of Totemist characters. Jennah does not rely on these.
Putting It All Together: While she is effective early on as a deinonychus, Jennah is absolutely menacing as a megaraptor armed with her array of soulmelds. As a pouncing creature, she can get all of her natural attacks in every round with very high damage potential—high Strength score, Power Attack (supplemented Cobalt Power), grizzly claws nature’s armament, and if necessary raging. So while some other builds may have more natural attacks, Jennah’s build maximizes the five natural attacks she has. Her most glaring weaknesses come from lower Reflex and Will saves. Thankfully the feat Steadfast Determination can alleviate the Will save problem. Jennah has a monstrous Constitution score to complement her Strength. Her bonus even when not in megaraptor form should more than compensate for the Will save. Incarnate levels also helped in this regard. The bound crystal helm also provdes a bonus against compulsions and charms. Her Dexterity increases should be able to help with the Reflex saves. Since most save or suck spells target either Fortitude or Will, Jennah should be able to shrug off most of these effects.

Design Notes
So what does Jennah do?: It is fairly obvious that Jennah is a melee character, with a strong durable terrifying form. She has almost full BAB and can fuel Power Attack (and Cobalt Power) as necessary given her great strength later on in the build. In the earliest parts of her career though, she can put the “standard” out of combat skills of the Ranger class to use but only tracking stays strong for the entire build. She is neither a skill monkey nor party face, but then again she doesn’t have to be. By using different soulmelds, Jennah can help with other outside of combat skills but at best she would just be aiding another rather than taking the lead. The distracting attack Ranger alternate class feature makes her very [insert sneak attack character type] friendly. From an optimizing standpoint, it also makes sense since the animal companion class feature will not be built upon by any of the other parts of the build.
The qualification of the Primeval class: Most of its benefits have been explained already but it should be noted that the prerequisites are just plain brutal with three terribad feats: Endurance, Self Sufficient and Toughness. Thankfully through the build itself, Jennah does not have to spend her precious feat slots on two of the three of them. Endurance is a Ranger bonus feat and Toughness was gained as a bonus from the Bear Totem Barbarian.
Speaking of Bear Totem Barbarian . . . : I know what you are asking. What self respecting Barbarian does not get the Spirit Lion Totem Pouncebarian class feature? My answer is the one that does not need it. Jennah gains pounce first from her wild shape and later her primeval form. Plus with the Wild Shape Ranger variant she gets the fast movement that she loses from the Bear Totem Barbarian levels. Rage once per day is not stellar on its own, but combined with Cobalt Rage fueled as necessary, it can provide a more “nova attack form” that could be needed to survive a grueling encounter. Her first level helped pay for a feat tax. Her second level gave her the Improved Grapple feat and even though she is not necessarily a grappling build, it adds another aspect to her combat repertoire. Imagine Jennah pinning down an enemy spellcaster with her large taloned feet, with the deadly claw tapping on her prey while her jaws close in . . .
Alternate Takes: Even though this particular contest forbade the use of the Totemist class, one could replace the Incarnate class levels with Totemist and get just about the same power level and use. For different feat choices, consider this. Cobalt Rage and Coblat Power do come late in the build so these can be replaced with Martial Study feats to accentuate her killing power. At Level 15 and Level 18 she has an initiator level of 7.5 and 9 respectively which could allow her to choose stronger maneuvers for the late game. Tiger Claw would make the most sense for her from both an optimization and thematic standpoint. I wanted to be able to fit Improved Natural Attack (talon) somewhere in the build but one of the disadvantages of this build is that it is feat starved.
And when she’s epic . . . : Once Jennah reaches her tenth level of Primeval, her type changes to magical beast. This type change gives her access to the Rapidstrike feat chain. It allows a second attack with paired natural weapons. And megaraptors do have those large talons.
But dinosaurs are not allowed in my campaign!: First of all let me say that not allowing dinosaurs is a crime, plain and simple. Lots of fantasy worlds can find or make room for the mighy thunder lizards. They’re even core! But for a more serious solution, the dire lion fills in very nicely for the megaraptor form in every way and does not take away from the flavor of the build as written.

Sources
Complete Divine: Extra Wild Shape
Complete Warrior: Nature's Warrior prestige class
Frostburn: Primeval prestige class
Magic of Incarnum: anything incarnum
Player's Handbook II: distracting attack Ranger alternate class feature, Steadfast Determination feat
Unearthed Arcana: Bear Totem Barbarian and Wildshape Ranger alternate classes

WhamBamSam
2015-03-29, 07:37 PM
I think that's everyone. Happy judging!

WeaselGuy
2015-03-29, 07:39 PM
Well, now I wish I had taken a little more time to toss in my "nah, this one is too obvious, it will be expected" build, consisting of a Skarn Spinemeld Warrior... oh well. The entries look awesome, I look forward to seeing how well the judges receive them! Best of luck to all entrants.

ben-zayb
2015-03-29, 08:04 PM
Just a question to satisfy my curiosity on whether I should have joined:
Would a mookmancer character utilizing natural attacks from familiars/psicrystals with share soulmeld and necrocarnate zombies be a legal contender for this contest?

Seerow
2015-03-29, 08:07 PM
Well now I am glad I did not compete. The build I was contemplating was nearly identical to Master Lee (though I love the adaptation of using Legacy Champion for the last 5 levels)

Deadasadoor
2015-03-29, 08:40 PM
Wow... Colour me surprised that we only had one psionic character. I thought it would be a natural choice since psionics and incarnum go together like bread and butter.

I managed to get my build in on time and tried to get a second in, but ran out of steam. I should have entered that one as well. It was a shifter barbarian 3/incarnate 5/frostrager 5/fist of the forest 3/3 weretouched master, but I had troubles filling out the last levels since incarnum only has a few classes that advance it. Another problem was a "too many things" dilemma, meaning it was hard to place the levels in where the abilities gained were still relevant.
It would've hit like a truck, using Incarnate Avatar and Dread Carapace on top of the feat that shifter barbarians can use to increase their natural attacks by two sizes, meaning 8d8+2*STR rends. Add another rend coming from a bound girallon arms, it would have spelled doom for whatever was on the receiving end of a pounce.

OMG PONIES
2015-03-29, 09:22 PM
Just a question to satisfy my curiosity on whether I should have joined:
Would a mookmancer character utilizing natural attacks from familiars/psicrystals with share soulmeld and necrocarnate zombies be a legal contender for this contest?

I think as long as you stayed away from verboten things like Leadership, so what you proposed sounds legit.


Wow... Colour me surprised that we only had one psionic character. I thought it would be a natural choice since psionics and incarnum go together like bread and butter.

My second build that didn't come together in time was looking like a Tiefling Incarnate 7/Psychic Warrior 7/Flayerspawn Psychic 5. The basic fluff was going to be an evil incarnate who thought that devils just weren't evil enough and took up with mind flayers to destroy folks' souls and minds. The racial sublevel for incarnate was going to give us the telepathy to snag Mindsight, which feels very mind-flayery. Also, her ability to see in magical darkness was going to be applied to some kind of psionic darkness or other, but I ran out of time.

Kesnit
2015-03-29, 09:31 PM
I wish I had gotten mine in. I just could not get everything put together in time.

I was working on a Cleric (of Saint Cuthbert) 4/Incarnate 10/Sapphire Hierarch 6, using unarmed strikes.

WhamBamSam
2015-03-29, 11:07 PM
Just a question to satisfy my curiosity on whether I should have joined:
Would a mookmancer character utilizing natural attacks from familiars/psicrystals with share soulmeld and necrocarnate zombies be a legal contender for this contest?I'd say that would have been a legal entry. It'd have been more or less up to the judges' discretion as to how good a use of the natural attacks component that was, but it shouldn't be a FtQ in my opinion.

Note however, that psicrystals neither qualify you for, nor benefit from Share Soulmeld, at least under normal conditions.


My second build that didn't come together in time was looking like a Tiefling Incarnate 7/Psychic Warrior 7/Flayerspawn Psychic 5. The basic fluff was going to be an evil incarnate who thought that devils just weren't evil enough and took up with mind flayers to destroy folks' souls and minds. The racial sublevel for incarnate was going to give us the telepathy to snag Mindsight, which feels very mind-flayery. Also, her ability to see in magical darkness was going to be applied to some kind of psionic darkness or other, but I ran out of time.From here in the chair's chair I was playing around with using a Changeling with Racial Emulation to snag the Tiefling Incarnate sub-levels by emulating a Lesser Tiefling and the dragonblood subtype for Draconic Soulmelds by emulating a dragonblooded subrace of whoever he needed to pass among at the moment. It would take a 2-4 level detour into Warshaper somewhere along the line as well, so long as the Changeling cheese was out in force. I wasn't quite sure where to go with it though. I thought about using Racial Emulation to undergo the Draconic Rite of Passage for Blood Wind (3/day with Draconic Resevoir), and see if I could get a good ranged build out of it with things like the Sighting Gloves combined with bonuses to melee attack rolls. I didn't really play around enough with the See In Darkness thing though. I think I got too excited by Mindsight. Maybe something like Changeling Rogue 1/Tiefling Incarnate 9/Warshaper 2/Chameleon 8, with Dual Chakra to get both the Dragon Claws and Sighting Gloves shaped. There must be some good magical darkness ability to pick up through Chameleon casting (along with all manner of good natural attack spells). Can See In Darkness penetrate Net of Shadows? That'd be pretty sweet.

Speaking of Blood Wind throwers, I've been playing around with Osteomancer in such a build, basically since it was made the SI in Iron Chef, since Blood Wind lets them fling all their bone spurs (gauntlets from both/all arms as well as the armor spikes) at once and allows claws which would otherwise be competing for the same hand with the bone spurs be used along with them. Seeing as Toughness is a prereq for Osteomancer, its basically impossible to not at least try including some Incarnum in such a build. Silverbrow Human Bard 4/Incarnate 2/Osteomancer 4/Soulcaster 1/Sublime Chord 2/Soulcaster +7 for a version that hits 9th level spells and is very Incarnum-happy. Get some DFI optimization in there for dragonblood subtype and "lots of attacks" synergy.

Deadasadoor
2015-03-29, 11:15 PM
Wait... woah! We didn't have any warshapers. I guess everyone was too concerned with originality penalties. Most people don't qualify, but it's still a surprise that nobody went for it.

Inevitability
2015-03-30, 12:44 AM
Thought I'd share my original idea. I was thinking about using a Totem Giant, then expand from there, but I got stuck when I couldn't find a way to continue progressing Totemist meldshaping without having to take a level in Totemist.

Another idea I briefly played around with was a Dustform+That One Construct Template in MoI.

kaffalidjmah
2015-03-30, 07:11 AM
Well, now I wish I had taken a little more time to toss in my "nah, this one is too obvious, it will be expected" build, consisting of a Skarn Spinemeld Warrior... oh well. The entries look awesome, I look forward to seeing how well the judges receive them! Best of luck to all entrants.

that was my build before my computer going crash XD monk 2/fighter 2/incarnate 6/spinemeld warrior 10, using the mauling gauntlet for added damage, yours?

Sian
2015-03-30, 07:19 AM
Wait... woah! We didn't have any warshapers. I guess everyone was too concerned with originality penalties. Most people don't qualify, but it's still a surprise that nobody went for it.

did consider a Draconic Longtooth Shifter to go into it but declined as i thought the build i made were more interesting

WeaselGuy
2015-03-30, 07:32 AM
that was my build before my computer going crash XD monk 2/fighter 2/incarnate 6/spinemeld warrior 10, using the mauling gauntlet for added damage, yours?

I'll have to check my computer when I get back to my room, I don't have the spreadsheet here at work, but I'm pretty sure I had monk 4/incarnate 6/spinemeld 10, built as a knock-down lock-down melee bfc...

edit: It was actually a LG Skarn Monk 2 (with the level 1 racial substitution)/Soulborn 4/Dervish 4/Spinemeld Warrior 10. Midnight Dodge, Stunning Fist, Combat Expertise, Mobility, Sapphire Fist, Weapon Focus (Spines), Improved Natural Attack, Spring Attack, Two Weapon Fighting, Improved Two Weapon Fighting, Greater Two Weapon Fighting, and an undetermined feat at level 18. 19 BAB, 15/11/11 Fort/Ref/Will, 9 Essentia, and one Chakra Bind (Arms). I never got around to doing his skills or his fluff though.

JyP
2015-03-30, 08:12 AM
a lot of different builds there :smallsmile:

well, on my side I had a Tiny Deep Dragon Wyrmling RHD 6 / LA +4 / Umbral Disciple 10 (a pest I use as an Alien), but it covered level 10 to 20 only. More usable as a monster than a PC, so I tried to downgrade with a Pseudodragon morphing into Deep Dragon over levels, but it was too much of a hassle.

Deadline
2015-03-30, 09:22 AM
I just couldn't bring something together right. I steered clear of psionics, because the (somewhat TO) trick I thought about using had been given to me by Piggy for the E6 PVP arena that PONIES was running and it wouldn't have been right to use it here. The build I actually had a skeleton for (no skills, fluff, or breakpoint writeup) was a NE Tibbit Incarnate 17/Warshaper 3 that focused on Underfoot Combat, Morphic Reach, and abusing Morphic Weapons to rack up big numbers with all the soulmelds that add bonus damage. That one didn't feel very original, because I'd used the Morphic Weapons bit on my entry for Urban Soul in Iron Chef (it was on a Changeling there).

*sigh* Maybe I can get the ball rolling on the next competition. :smalltongue:

sakuuya
2015-03-30, 12:29 PM
These all look great, guys. I'll get right to judging.

Sian
2015-04-04, 05:05 AM
do we have any judges on it, and how are their deliberation going?

sakuuya
2015-04-06, 11:51 AM
do we have any judges on it, and how are their deliberation going?

I'm still here and working on it! My husband has a bad cold, so I've been on constant baby duty recently and haven't been able to take a chunk of time to work on entries. I've got a couple done, though, and will definitely be finished by the deadline.

Sian
2015-04-10, 03:04 PM
now close are you Sakuuya?

sakuuya
2015-04-10, 03:11 PM
I've got 4 done. ETA tomorrow morning, I think.

dysprosium
2015-04-10, 03:23 PM
Can't wait to see what you thought of our menagerie!

sakuuya
2015-04-11, 10:52 AM
Sorry for the wait, everybody!

I dunno if it my rubric is messed up, I'm just too nice, or you guys are just too awesome, but I was very impressed with everybody's submissions. It's probably that last one. Oh, and speaking of my rubric, here it is. Note that the Power category has changed slightly from what I posted on page 1.

Criteria

All categories start at 3, with each criterion being worth the indicated number of points in either direction.

Originality
Are the chosen race and classes surprising and/or unique within this competition? (+-1)

Does the build present a strong theme or concept beyond that implied by the Secret Ingredients? (+-0.5)

Does the build avoid well-known cheese and optimization tricks? (+-0.5)
Power
Is the build offensively and defensively strong enough to make good use of its natural attacks? (+-0.5)

Can the build deal with foes that can stay out of melee range through flight/incorporeality./etc.? (+-0.5)

Does the build maintain a consistent level of power through the day and avoid reliance on gear? (+-0.5)

Does the build have out-of-combat utility? (+-0.5)
Build Stability
If a build is mechanically illegal in a way that results in an uneven playing field (if it uses LA buyoff or generic classes, for instance), it will receive an automatic 0 here.

Does the build qualify for all used feats/PrCs/etc? (+-0.5)

Does the build flow well, and does the progression feel logical/natural? (+-0.5)

Does the build avoid excessive dipping and mulitclassing? (+-0.5)

Does the build avoid reliance on questionable rules interpretations, alternate rules systems, and cross-setting material? (Nothing presented in adaptation sections will count against you here.) (+-0.5)
Use of Secret Ingredients
If a build does not include either required ingredient, or if it includes the forbidden ingredient, it will receive an automatic 1 here.

How numerous and powerful are the build's natural attacks, and at what point does it gain them? (+-0.75)

Is the meldshaping subsystem a major part of the build from a power and/or resources perspective? (+-0.75)

Do the two secret ingredients have particular synergy in the build? (+-0.5)

And now, judgings!

Squid-Boy Sam - 15.75
Originality - 4
I was expecting Monks and Umbral Disciples, but you were the only one to actually use ‘em. Same with the anthro squid. +1

I’m with you right up until the mummification, which, since it relies on desiccation, isn’t a great way to bring back an aquatic-themed character. +0

The anthro cephalopods are pretty standard lots-of-natural-attacks races, and anthro races in general are a little cheesy. +0
Power - 3.5
Sam is pretty awesome when he hits...but he’s not great at actually hitting. Not having Multiattack means that his natural attacks take -5 to hit on top of his already bad BAB. He’s got good strength, but that doesn't make up for everything he's losing. Likewise, despair is great when it works, but it only has a max DC of 17. HiPS helps, but only for one attack. -0.25

Having reach does help with hitting enemies out of immediate melee range, but overall he’s very focused on getting up close and grappling. +0

His power level is consistent, and he doesn’t rely on gear. +0.5

Despite what I said above about Sam not being able to hide in combat, he is quite sneaky outside of that. +0.25
Elegance - 4.5
Sam qualifies for everything he takes. +0.5

The mummified template seems like it’s just thrown in there wherever, with no clear mechanical or fluff reason to take it where he did. Other than that, Monk/Umbral Disciple works fine, and even Sam’s RHD help out, since they’re his only full BAB class. +0.25

One base class, one prestige class, and one template. That’s pretty straightforward. +0.5

You claim Fury of Blows as a part of your natural attack routine, but it’s a full-round action and as such cannot be used at the same time as natural attacks. That’s not too major, though. +0.25
UoSI - 3.75
I knocked you for having a rough time hitting with your natural attacks above, so I won’t double-penalize you here. You have a lot of them, and you really make those tentacle attacks count. +0.75

Umbral Disciple isn’t the meldshapiest of the meldshaping classes, and you lose your one incarnum feat, but you do take the PrC to completion, which is pretty good for someone who only has 12 class levels. +0.25

There’s nothing in particular tying your meldshaping to your natural attacks. They don't actively work against each other or anything, but they're pretty separated. -0.25
Thom Merrin - 14.25
Originality - 3.5
Barbarian, particularly the Lion Totem variant, was pretty popular this round. No one else went Soulborn for their meldshaping, though, and there were no other elans. +0.5

Your fluff explains your build choices, but that’s about it. +0

Using Lion Totem Barbarian to get pounce is old hat. +0
Power - 2.75
Having a high BAB to fuel power attack and rapidstrike is important, so good job there. The DR from astral vambraces isn’t much for the level you get it, but it’s better than nothing. +0.25

You’re really, really built for close-up combat, though. -0.5

You function at a consistent power level throughout the day. +0.5

You also don’t really have much out-of-combat focus. Your soulmelds are very combat-centric. -0.5
Elegance - 3.5
You qualify for everything you take. I don’t think you make the best use of being an elan, but using them to qualify for Rapidstrike works. +0.5

I understand that you needed Power Attack, but not why you waited so long to take that Fighter level. Additionally, you claim that you gain access to the feet, crown, and hands chakras that level, but that’s incorrect. +0

Unfortunately, you take a whopping -40% experience penalty for the last half of your build, and even before that, you started getting a multiclass XP penalty at level 4. -0.5

Aside from the table issue mentioned above (which I assume was a mistake), there’s nothing questionable here. +0.5
UoSI - 4.5
Your natural attack routine ramps up nicely--it’s not impressive at low levels, but it builds steadily. +0.5

You make great use of the limited resources afforded to you by Soulborn, and back it up with extra meldshaping from feats. +0.5

Since you’re a Soulborn, you did a good job picking natural-attack-granting soulmelds that don’t take up your limited binding slots. +0.5
Skurduk - 13.75
Originality - 2.25
Unfortunately, you’re not the only Incarnate with a little Barbarian dip. Kobold is unique, at least. -0.75

A kobold who’s obsessed with being like the tarrasque rather than a dragon is a fun twist, and your fluff is very thorough. However, Skurduk’s fluff reads more like a BBEG than an evil PC. +0.25

Using Lion Totem Barbarian to get pounce is old hat, as are kobolds as a LA 0 race with lots of natural attacks. -0.25
Power - 3
It’s a good thing you take multiattack and improved multiattack, because your BAB is bad for a fightin’ type. Heavy Essentia investment into Cobalt Charge can help, but you take that feat quite late. -0.25

Incarnate Avatar comes into play too late for you to score any points for using it to fly. +0

You say you want to rage “as often as possible,” but that means just 1/day. Rage isn’t a huge element of your power, though. +0.25

Craft (trapmaking) gives you some interesting out-of-combat utility. +0.25
Elegance - 4
You qualify for everything you take. +0.5

Your build progression is so simple that it can’t help but flow well, really. +0.5

Unfortunately, that Barbarian dip gives you a multiclass penalty starting at level 4 and continuing for the rest of the build. -0.25

You spent feats on both Urskan Greaves and Landshark boots, and your description suggests you want to use them together, but you can’t, as they both take up the feet chakra. Also (and this didn't affect your score), the MM kobold does not have any natural attacks. I assume you were thinking of the web enhancement variant. +0
UoSI - 4.5
You have 4 natural attacks right from level 1, but never gain any more, and they're not impressive when considered separately from your meldshaping. +0.25

19 levels of Incarnate + 4 incarnum-related feats. Yep. +0.75

Your natural attacks are pretty much only impressive because of the soulmelds assisting them. I mean that in a good way. +0.5
Billows the Beardragon - 17
Originality - 4.5
Of course there are other Incarnates, but you’re our only spellcaster, and no one else went Exalted. +0.75

Your fluff is fun, though I’m not sure that threatening to kill careless campers meets the BoED’s standards for Exaltedness. +0.25

Sentinel of Bharrai is an underused way to become a bear. +0.5

Power - 4.5
Without Multiattack or the like, most of your natural attacks are taking -5 penalties, but bear form and spells make up for it somewhat. And your defenses are excellent. +0.5

Your spells make you potent at range, and Wraithstrike + Bloodwind is especially useful. +0.5

At low levels, you’ll be burning up your buffs pretty quickly, but Extend and Persist Spell take care of that as you level up, particularly since you’re focusing on mostly low-level spells. +0.25

Most of your spells are combat-focused, though Shadow Conjuration and SNA are good out of combat, and you’re right that Incarnate gives you a lot of skill options, though it's a tradeoff between combat and skills. +0.25

Elegance - 4
You qualify for everything you take. +0.5

You cut off Incarnate and Sentinel of Bharrai at the right points, and I think it all works deceptively well together. +0.5

Your only dip is into Incarnate, and you’ve got no multiclass penalties +0.5

I do, however, think that bears not being able to casting spells is a real issue, since you want to be in bear form all the time. I know you included an adaptation with Surrogate Spellcasting, but I’m judging your fully-presented build. -0.5

UoSI - 4
Your natural attack routine ramps up nicely--it’s not impressive at low levels, but it builds steadily. +0.5

Despite all your levels of meldshaping classes, incarnum feels ancillary to your build. It gives you several neat tricks, but I can’t help feeling that if it wasn’t required, you could have excised it without losing much. +0.25

Making all your natural attacks force attacks is a fun trick, though, and you do get that extra slam. +0.25
Elh!ana - 14.75
Originality - 2
Unfortunately, you’re not the only Incarnate with a little Barbarian dip. Darfellan and your template are unique, at least. -0.75

Your fluff doesn’t tell me much about your build choices, though exchanging Rage for Favored Enemy at least maps to Elh!ana’s hatred of sahuagins. For such a big part of your build, incarnum never gets mentioned, though frankly, I’m more curious about why your only skill for most of the build is Craft (Taxidermy) -0.25

Using Lion Totem Barbarian to get pounce is old hat. +0
Power - 3
It was a good choice to invest in Multiattack and Improved Multiattack, since your BAB is bad for a fightin’ type. Your heavy essentia investment in Cobalt Charge somewhat makes up for that while charging, though, and you picked some nice defensive soulmelds. +0

Unfortunately, though, only really being able to hit while charging gives you a serious disadvantage against enemies you can’t charge. -0.5

You’ve got a consistent power level throughout the day, and no focus on items. +0.5

You’ve got one good utility soulmeld, Keeneye Lenses, but you lack the skills to make much use of your Spot checks. You can switch up your soulmelds, but you're trading power for utility. +0
Elegance - 5
You qualify for everything you take. +0.5

Your build progression is so simple that it can’t help but flow well, really. +0.5

One dip’s no big deal, and since Barbarian is your favored class, you don’t incur a multiclass penalty. +0.5

In your attack calculation, you’ve got a point of strength bonus I can’t account for. You’ve got 23 Strength at level 20, which is a +6. Where’s that extra point coming from? A small math error isn't enough to lose points here, though. +0.5
UoSI - 4.75
Four natural attacks right away with two more coming later is pretty good. +0.5

18 Incarnate levels + 4 incarnum-related feats. Yep. +0.75

Your soulmelds are really what make your natural attacks shine. +0.5
Master Lee - 15.75
Originality - 4.75
There were of course a lot of Incarnates, but you’re our only psychic. The race is unique, too. Also, Graft Weapon gives you a kind of natural weapon no one else will have access to. +1

Your backstory explains your build choices, and also shows me a little about your character, but I think you buried the lede: slicing off a dragon’s wings deserves more than a sentence, I think. +0.25

Nothing is particularly overused or cheesy. +0.5
Power - 3.25
Incarnate Avatar and Incarnate Weapon were good pickups to augment your poor BAB, but you’re still suffering a bit with your to-hits. You picked some good defensive soulmelds, though. +0.25

Astral Vambraces isn’t great for catching up to people out of punch range, but it’s better than nothing, so you break even here. +0

Since the power you’re primarily relying on lasts all day, so do you. +0.5

Your powers and soulmelds are all pretty combat-focused, and your skills don’t provide much out-of-combat utility, either. -0.5
Elegance - 4.25
You don’t qualify for multiattack with your build as presented. Everything else is fine, though. +0

Your build progression is a little wacky, but it looks like you were trying to avoid multiclass penalties, which is a legitimate reason for level order. +0.25

You do get an XP penalty at 20th level, but since there’s no expectation of epic play in this competition, it doesn’t matter. +0.5

No questionable rules or anything. +0.5
UoSI - 3.5
You don’t actually get a slam attack from Astral Vambraces, because it’s bound to your arms, not your hands. You could get one, by binding it to your hands, but that loses you the utility of flight and makes Split Chakra a wasted feat. Either way, 2-3 natural attacks aren’t that impressive, especially since you don’t get 1-2 of them until midway through your build. -0.5

You’ve put a lot of focus on Incarnum, though, with feats as well as levels. Your build would be much different without it. +0.75

The odd thing about your soulmeld choices is that they totally could work without any natural weapons, but Graft Weapon is a neat way to tie everything together. +0.25
Jennah, the Blue-Eyed Raptor -15.5 (Honorable Mention)
Originality - 4.5
There were quite a few Incarnate/Barbarians, but you do a lot of other unique stuff. +0.5

I actually really enjoyed your fluff. Your writing’s a little stilted, but you elegantly explained your build choices and showed your character’s personality. +0.5

You dipped Barbarian without grabbing Lion Totem! That by itself is pretty remarkable, and nothing else is particularly cheesy. +0.5
Power - 4.5
Your BAB is excellent, and your physical ability scores are great, which gives you very good offense. Defense, not so much, though you’re right that Steadfast Determination is a big help. +0.5

Crystal Helm lets you deal with one problem that typically stymies natural attackers, and Airstep Sandals, while not great for catching up with people, are better than nothing when it comes to flight. +0.25

You’re completely right about being functional throughout the adventuring day. +0.5

Scent, Spot, and Survival make you a good tracker. +0.25
Elegance - 3.5
A Formatting Note: The rules of the Junkyard say that you need to include a description of your build at at least one of levels 5, 10, 15, 20, or a sweet spot of your choice. Your build does not have one of these; I didn’t mark you down for it, since your write-up was still clear about what you were doing, but remember to follow the official formatting next time, okay?

You qualify for everything you take. +0.5

Props for figuring out how to qualify for Primeval semi-painlessly, and to make up your Barbarian fast movement, too. It leads to a slightly jumbled build, but it mostly works very well. +0.25

Azurins’ favored class is Soulborn (...for some reason), so you take a 20% multiclass penalty starting at level 6, which doubles at level 8 and sticks around for the rest of the build. You’ve also got 3 dips. -0.5

Azure Wild Shape may not work with Primeval Form, which only “functions similarly” to Wild Shape. I’d allow it, but some DMs might not. +0.25
UoSI - 3
Five natural attacks is a decent number, and you do get them to work pretty hard. You pick ‘em up later than is optimal, though. +0.5

Unfortunately, incarnum is pretty peripheral to your build. It gives you some nice tricks, but your build would function easily without it. -0.5

Crystal Helm and Azure Wild Shape give you a little synergy, but ultimately, there’s not much connective tissue. +0

dysprosium
2015-04-11, 12:31 PM
Thanks for judging sakuuya!

WhamBamSam
2015-04-11, 01:00 PM
Thanks for judging sakuuya!

Unfortunately, your work isn't quite done yet. Here's your first dispute.


Craft (Taxidermy), was an (appearently unsuccesful) way of trying to suggest that skillpoints gained normally were about as important as not using them at all. Joke would probably have been easier understood if i had replaced it with underwater basketweaving, but with the race that seemed as a bit more logical choice than the usually is.

Did consider getting Pounce via Shape Soulmeld (Sphinx Claws), but it would have forced me to also take Double Chakra Bind as Astral Vambraces are simply to important for the build, and i just couldn't find the feats nessesary for this to work.

Keeneye Lenses is more for See invisibility than for Spot checks since no matter what those will be rather weak, and was in fact the last meld chosen which had to be placed in either Brow or Throat, none of which really shines for this concept

23 vs 24 strength was a math error yes, when i wrote the notes i clean forgot that i would only get 4 ability score increases as i have LA+1, and just considered that other than one in Constitution, the rest should be placed in Strength. Mea Culpa.

sakuuya
2015-04-11, 03:37 PM
@Elh'ana: Oh, yeah, Craft (Taxidermy) as a joke went right over my head. Whoosh! Of course, the trouble with having wasted skill points, like having a soulmeld with nothing else in the build to reinforce it, is that you're giving up potential power/utility (though I recognize that the Incarnate skill list is pretty ehhh) in favor of nothing much. I also completely understand that Sphinx Claws are tougher to work into an Incarnate build than a Barbarian dip is. Still, though, score stands.

Troacctid
2015-04-11, 07:36 PM
I think I'mma judge too. There are some interesting entries this round.

Sian
2015-04-12, 03:09 AM
you think you have time for that given that it closes tonight?

Troacctid
2015-04-12, 09:17 AM
Probably not tonight, because Pro Tour DTK is in Brussels, but it usually only takes me a few hours to write it up, so I'd only need an extra day or two. And having only one judge is no fun.

WhamBamSam
2015-04-12, 12:56 PM
Probably not tonight, because Pro Tour DTK is in Brussels, but it usually only takes me a few hours to write it up, so I'd only need an extra day or two. And having only one judge is no fun.What do you guys think? Should I leave judging open for a few more days to get a second judge? I still need to decide on components for the next round, so I wouldn't necessarily mind having a little extra time to mull that over, but if you guys would rather just move on, I'll do the reveal this evening as planned and come up with something before then.

OMG PONIES
2015-04-12, 01:01 PM
One vote for two judges.

Deadasadoor
2015-04-12, 01:26 PM
What do you guys think? Should I leave judging open for a few more days to get a second judge? I still need to decide on components for the next round, so I wouldn't necessarily mind having a little extra time to mull that over, but if you guys would rather just move on, I'll do the reveal this evening as planned and come up with something before then.

If you need the extra time, its fine with me to wait for a second judge.

dysprosium
2015-04-12, 01:27 PM
I've always said that multiple judges are a good thing.

Especially if WhamBamSam needs time to get a new ingredient list together.

Inevitability
2015-04-12, 02:08 PM
Another judge sounds good. This totally has nothing to do with me being unhappy with the current rankings and wanting to see things getting changed.

sakuuya
2015-04-12, 02:44 PM
Two judges! Two judges!

Troacctid
2015-04-13, 04:36 AM
As usual, I'm not using fractional scores because I don't like them. (I've decided to try and be more generous with 5-star ratings this time. We'll see how that turns out.) Also as usual, my grading is holistic. Instead of adding and removing points based on individual elements of the build, I look at the whole package and assign an overall score to each category.

Originality: For this one I'm looking for creativity in the overall high concept. Something interesting and unexpected will get a higher score; something that's close to a stock build will get marked down. Coming up with a creative story for the character can also bump you up or down, if the mechanics support it. Note that I am not penalizing for the Vizzini effect--two people could submit the exact same build and both get a 5 in Originality if it was creative enough.

Power: A powerful build should to be able to do at least one thing well, and needs to be versatile enough to contribute to a variety of encounters. I also place a high value on scaling well into the lategame--a powerful character shouldn't be doing the same thing at level 15 that they were doing at level 5. In practice, I'm pretty much comparing you to a benchmark.

Swashbuckler. Soulknife. You're bad and you should feel bad.
Soulborn. You're bad, but mostly because everything you're doing could easily be done more efficiently by another class, not because you're incompetent in your own right.
Barbarian. This is the score you get if you're an ubercharger and you don't have anything else going on worth noting. If you got a 3 in Power, don't come crying to me saying you deserve a higher score because of how much damage you can do--I know you're doing a lot of damage. That's why you didn't get a 2.
Incarnate. Bard. Psychic Rogue. You can hold down your role, whatever your role might be, and you have enough versatility to fill a couple secondary roles if needed. You also scale decently into higher levels.
Druid. You are a powerhouse. You are doing inherently powerful things and you scale exponentially into the lategame.

I'm also pretty generous when it comes to things like soulmeld selection--if you gave some sample soulmelds for your Incarnate build, I took into account that you also have the option of changing them from day to day if they're not working out, rather than judging you as if you locked in those exact melds forever.

Elegance: Elegance measures how well your build fits together from an aesthetic standpoint. It's also the place where you get dinged for rules violations. Things that would earn elegance penalties include but are not limited to: disparities between fluff and crunch, overreliance on questionable nitpicky corner-case rules interpretations, feats that do nothing at the level you take them, build elements that pull the character in competing directions, and multiclass penalties. Basically, anything that is just...awkward. Or ugly. To get a high score in Elegance, you need to have a build where every element is working together synergistically to support a unified concept.

Use of Ingredients: I'm looking for you to make both of the ingredients relevant to your build, and for you to have a reason why they're both being used together. A high score should have both.

Originality: 5
A squid mummy? What the heck? That's just so out of the box conceptually that I'm kind of taken aback. Like, what? Anyway, you get an A for Originality.

Power: 3
I'm not sure how the math works out, but this seems like a pretty dangerous monster with all those attacks and the mummy abilities. You probably meet the Barbarian threshold. I could be wrong, but I'm going with a 3. There's no way you could get any higher than that, though, given that you can't even survive on land until ECL 11. In fact, I'm strongly considering dropping you down to a 2 for that reason alone.

Elegance: 4
I like all the synergy you have going on here. All the pieces are working well together. But I can't bring myself to give a 5 to a Squid Mummy Monk. Those pieces just don't line up thematically. Furthermore, I want to penalize you for losing one of your feats. That's a sloppy thing to do. And it is awkward that one of your class features (Sept Knowledge) is totally blank--an elegant character would have made use of it. Ultimately, I'm tossing you a 4 to reward you for all the combos you have going on. I think it ends up being better than a 3, but not quite as good as a 5.

Use of Ingredients: 2
You make great use of natural attacks, but not meldshaping. You don't have any meldshaping at all. So, fail. The only reason you're getting a 2 instead of a 1 is because Umbral Disciple sorta-kinda mimics the spirit of meldshaping, so it's like, eh. Also, I think you submitted the build thinking in good faith that it would qualify. Well, it doesn't, but I'd feel bad if I gave you a super-hard time about it, so I want to be nice, and I know you're not going to win anyway.

Total: 14
I think this is a generous score.
Originality: 2
This is a pretty standard ubercharging natural attacker that doesn't really bring anything new to the table. The use of Soulborn is unusual, true, but I'm reluctant to give you points for it, considering that you're not actually making use of its class features. It's like you said "I want to be an Incarnate, but that's too obvious--I'll just be a strictly worse class instead." Look, tell you what, I'll give you a 2. It could be worse.

Power: 2
I said an ubercharger was worth a 3. So what's going on? Well, you can't actually ubercharge with this build because you have neither the attacks nor the bonus damage to support it. Your whole premise is based on Claws of the Wyrm and Dragon Tail...both of which are illegal on your character. And without Shock Trooper, the return you get on your Power Attack is abysmal. You're going to miss with most of your attacks and not do enough damage with the rest of them to be relevant. You even admitted yourself that the build doesn't really come online until level 18. That's far too late to be of any relevance. So ultimately, I'm giving you the same score I'd give a single-classed Soulborn.

Elegance: 2
I don't normally penalize dips. What I do penalize are multiclass penalties, and you have that in spades. Furthermore, your entire concept is built on draconic soulmelds, which you can't use because you aren't dragonblooded. And all of your Soulborn class features are going to waste: you have a Charisma penalty, so smite does nothing; you aren't doing anything to exploit your immunity to Strength penalties; and you obviously didn't really need those Incarnum feats if you were willing to waste one of them on Azure Toughness.

Use of Ingredients: 2
You have both ingredients in the build, but you're not using either of them especially effectively. Your soulmelds use the crappy Soulborn list, and most of them have to be locked in just to keep you barely relevant in combat. Your natural attacks are either illegal, weak, or don't come online until fairly late, or some combination of the three. I am unimpressed.

Total: 8
I'm sorry, I don't like being the mean judge, but this build just wasn't very good. :smallfrown:

For future reference, the race you were looking for is Synad, from Complete Psionic. It's an aberration and it has favored class (any). Then just add the Draconic template or take the Dragontouched feat to qualify for draconic soulmelds, and you'd have increased your score significantly.
Originality: 1
You were probably expecting a low rating in this category. You did all the obvious things. Thunderstep Boots, Incarnate, Spirit Lion Totem Barbarian dip, Multiattack, Cobalt Charge...you even described it as a "pretty typical natural weapon build" which was admirably candid of you. So yep, here it is, you get a 1 and let's move on.

Power: 4
Incarnate 20 is my benchmark for a 4. Give that you are an Incarnate 19, you're basically the poster child for that rating, so here you go. The dip in Barbarian neither helps nor hurts your score in this category.

Elegance: 3
As a Desert Kobold, your favored class is Rogue, not Barbarian. So you have a multiclass penalty. Boo. You've also got two soulmelds on your feet, but you don't have the Double Chakra feat, so that's not cool. I'm disinclined to look kindly upon such things, but the build is otherwise pretty simple, streamlined, and focused, so I'll give you a 3.

Use of Ingredients: 3
I appreciate that you're augmenting your natural attacks with your soulmelds and that's enough for a 3. But I don't see a strong reason why this character needs to be using them together. You have soulmelds, and you have natural weapons, but all you're getting from combining them is the sum of their parts, and for a higher score in this category, I'm looking for more than that.

Total: 11
This build ended up being a little below average by virtue of tanking originality for not much gain. I'm not against picking the low-hanging fruit, but in this case you didn't execute super-well on it.
Originality: 5
Vow of Poverty Dragonblood Domain Sorcerer into Sentinel of Bharrai and Soulcaster was absolutely unexpected. Not quite as surprising as the squid mummy, maybe, but pretty close. You definitely didn't take the obvious route with this one. Also, good on you for using Persistent Spell the fair way instead of the cheesy way.

Power: 5
The biggest flaw in this build, power-wise, is the slow start. But you ramp up into a juggernaut. 9th level spells and 12th level meldshaping with lots of chakra binds. Very nice.

Elegance: 4
It's well put together. The pieces fit nicely. You hit the perfect break points on all of your classes, you have a lot of synergy, and all in all I'm really feeling the elegance. There's only a few things keeping me from giving you a 5. First, the fact that you have to give up your familiar to take the dragonblood substitution level at 1st. That hurts you a ton. A familiar would be amazing for this character. You're giving up Share Soulmeld, which might arguably be the #1 most powerful feat a meldshaper can take, and you're giving up Celestial Familiar, which is one of the best Exalted feats, on a character with a Vow of Poverty. Second, some of your feat choices are...awkward. Dragon Tail conflicts with Vow of Poverty, since it prevents you taking the vow until 3rd level, costing you two feats. (I'm not saying that's the wrong choice, but it is awkward.) And you have Intuitive Attack as your first bonus feat...why? Your Wisdom is lower than your Strength. You end up waiting until 8th level to take Nymph's Kiss, which is awkward. Third, you have natural attacks in your base form that don't carry over to your bear form. And fourth, you didn't end up making use of Incarnum Spellshaping, which is wasteful, really. I know that spells aren't very good, but you could at least have taken [i]wall of essentia or something.

I also think Stigmata doesn't work with Strongheart Vest, but since you don't take Stigmata until 20th level, meh, whatever.

Use of Ingredients: 5
Vow of Poverty ties the ingredients together nicely. It gives natural weapons and soulmelds a common theme: they both work under Vow of Poverty. You also have some great interactions with natural weapons with your Sorcerer stuff--blood wind and Dragon Claw in particular are pulling their weight very well. And that same Sorcerer stuff gives you a bunch of extra chakra binds with open chakra spells. Very nice.

Total: 19
Wow, this was frighteningly close to pulling off a maximum score. Kudos.
Originality: 1
Hey, it's this build again! Darfellan is an unusual race, but not an unexpected one for this competition. It was definitely on my radar as one of the only LA +0 races with built-in natural weapons, along with Kobolds. The Draconic template isn't surprising either, given the synergy with draconic soulmelds and the claw attacks. Anyway, here's your 1. Probably not too shocking to you. Let's see how you did in the other categories.

Power: 4
Elh!ana has full Incarnate meldshaping on top of being an ubercharger. Much like Skurduk, this is worth a solid 4, but lacks the hyper-scaling that's needed to earn a 5.

The wasted skills are frownworthy from a power standpoint, but at least they give the character a fun "hook" to roleplay, and besides, it's far too marginal a complaint to make an impact under my low-granularity scoring system. I support the choice.

Elegance: 5
This is one of those builds where I legitimately can't even find anything to nitpick. You even found room for some great flavorful skill choices and the sahuagin favored enemy. Very simple and well-executed.

Use of Ingredients: 3
You use both ingredients to good effect, but as with Skurduk, I'm not really seeing more than the sum of their parts. Why are you using natural weapons rather than manufactured weapons? Why are you using soulmelds to boost their damage rather than some other source of damage-boosting? It's okay, but it's not above average.

Total: 13
This build does a good job of picking the low-hanging fruit. It comes out slightly above average by the virtue of being simple and streamlined. It's not the best of this batch, but it's quite solid.
Originality: 4
I was wondering if anyone would go Psychic Warrior. It was one of the classes on my radar, but further down the list than Barbarian or Incarnate. I'm glad someone did, since it seems worth showcasing--psionics pair nicely with incarnum in general, and Psychic Warrior has some good natural weapon synergy. It's definitely a non-traditional entry to Soul Manifester, and I'll give you credit for that. Also, graft weapon is cool, although I dunno if it's actually good.

Power: 4
Psychic Warrior and Incarnate are both archetypal 4 classes for me. Combining them results in some tradeoffs that are...I'll say "fair." What you gain is pretty close to what you give up. This build is better than a standard Incarnate in some ways and worse in others. Bottom line, you get a 4.

Elegance: 3
Soul Manifester is balanced for use with Psion, so entering with Psychic Warrior results in the awkwardness of paying more to get the same benefit, kind of like if you entered Soulcaster as a Bard. That's pretty inelegant, I think. You also have the problem of not qualifying for Multiattack when you take it, which is bad. On the other hand, you hit your breakpoints in the right places, and the build is nice and simple. All in all, I think Master Lee is merely of average Elegance, so I'm going with a 3 here.

Use of Ingredients: 3
This is another "sum of its parts" build. You're a natural weapon gish with soulmelds, but the combination of the two feels arbitrary, even though you're using them to decent effect.

Total: 14
Master Lee didn't especially impress me, but he scored above average overall, so not too bad.
Originality: 5
Bear Totem Barbarian? What is this madness?! Wild shape was expected, but Primeval is a pretty original twist. I'm willing to give it a 5 in the interest of my "be more generous with 5-star ratings" initiative.

Power: 4
Wild shape is a pretty good ability. I think it's enough to push you over the top from 3 to 4. I could be wrong; not really sure. But I'm in a good mood, so I'll give you the benefit of the doubt.

Elegance: 3
Multiclass penalties, yuck. It actually looks like a reasonably elegant build otherwise, but I am not going to give an above average grade to a character with a 40% xp penalty. That's just wrong. Take this 3 and go before I change my mind.

Use of Ingredients: 2.5
You didn't really do much with the meldshaping. But you did more than Squid-boy, so I want to give you a higher score than him...but you did less than Kurduk, Elh!ana, and Master Lee, so I want to give you a lower score than them! What should I do? Blargh, it's past 2 AM, I am sooo tired...I'll just break my "No half-points" rule, give you a 2.5, and call it a night.

Total: 14.5
Zzzzz...*snort* blurgh huh what? Oh right, um, the total score. Yeah, uh, this was a cool build, I liked it, you can have my honorable mention or something...mumblemumble 2 AM...zzzzzzz...

I'm going to sleep now. Everyone please stop taking multiclass xp penalties.

sakuuya
2015-04-13, 08:03 AM
Aw, man, Troacctid, you invalidated both of our HM votes! But there's still a lot of room for movement in 2nd and 3rd place.



Build

Judge 1
Judge 2
Total
Rank


Billows the Beardragon
17
19
36
1st


Jennah the Blue-Eyed Raptor
15.5
14.5
30

2nd


Master Lee
15.75
14
29.75
3rd


Squid-Boy Sam
15.75
14
29.75
3rd


Elh!ana
14.75
13
27.75
5th


Skurduk, Apostle of the Devourer
13.75
11
24.75
6th


Thom Merrin, the Power-Hungry
14.25
7
21.25
7th

dysprosium
2015-04-13, 08:45 AM
Thanks for judging Troacctid!

I certainly wasn't expecting to see scores this morning.

OMG PONIES
2015-04-13, 02:09 PM
Hooray for two judges! :smallbiggrin:

Troacctid
2015-04-13, 02:46 PM
If Jennah places and is ineligible for an honorable mention, I'm throwing my HM vote over to Elh!ana to reward her a. for a well-executed build, and b. for making good choices to support the flavor of her race.

sakuuya
2015-04-13, 08:34 PM
How long are disputes going to be open, Mr. Chairman? It's been strangely quiet so far.

Bucky
2015-04-13, 08:42 PM
Troacctid's assigned score for Thom Merrin should be an 8, not a 7. His individual categories don't add up.

Sian
2015-04-14, 06:01 AM
reveal and new contest coming?

WhamBamSam
2015-04-14, 02:52 PM
Sorry for the wait guys. I had meant to do the reveal last night, but got distracted by something or other. Can't remember what now. Might have been the computer problems I was having.



Build

Judge 1
Judge 2
Total
Rank


OMG Ponies' Billows the Beardragon
17
19
36
1st


dysprosium's Jennah the Blue-Eyed Raptor
15.5
14.5
30

2nd


Deadasadoor's Master Lee
15.75
14
29.75
3rd


Macabaret's Squid-Boy Sam
15.75
14
29.75
3rd


Sian's Elh!ana
14.75
13
27.75
5th and Honorable Mention


Dire Stirge's Skurduk, Apostle of the Devourer
13.75
11
24.75
6th


Ephemeral_Being's Thom Merrin, the Power-Hungry
14.25
8
22.25
7th



Thanks to all our competitors and to sakuuya and Troacctid for judging. The next round will be up shortly, another thing for which I must thank Troacctid, as I'm using components that he suggested.

sakuuya
2015-04-14, 03:03 PM
Congrats to all the winners!

Also, wow, was there really only one dispute? You guys are way too nice.

Deadasadoor
2015-04-14, 03:13 PM
Thanks to the judges! I'm pretty happy with how I did for my first Junkyard War. However, I do have to ask the judges one thing: Would the build suggested in the adaptation of Master Lee( the Legacy Champion one) have done better? I was afraid to use that much cheese, but I felt like it pulled the build together much better. Tiger Claw from ToB would've been the weapon chosen, as it fits exactly what I wanted to do with the character.

Troacctid
2015-04-14, 05:17 PM
Thanks to the judges! I'm pretty happy with how I did for my first Junkyard War. However, I do have to ask the judges one thing: Would the build suggested in the adaptation of Master Lee( the Legacy Champion one) have done better? I was afraid to use that much cheese, but I felt like it pulled the build together much better. Tiger Claw from ToB would've been the weapon chosen, as it fits exactly what I wanted to do with the character.

Trying to advance a prestige class past its cap with Legacy Champion or Uncanny Trickster would have hurt your Elegance without boosting your Power, so it would have done worse under my scoring, I think.

You could have squeaked in an extra couple points by going Ardent instead of Psychic Warrior--the Physical Power (or Conflict) and Natural World mantles would give you graft weapon and metamorphosis, and Ardent is both more powerful than Psychic Warrior in general and much better-suited for a theurge build. That probably would have bumped you up to 5 in Power and 4 in Elegance.

Deadasadoor
2015-04-14, 08:14 PM
Trying to advance a prestige class past its cap with Legacy Champion or Uncanny Trickster would have hurt your Elegance without boosting your Power, so it would have done worse under my scoring, I think.

You could have squeaked in an extra couple points by going Ardent instead of Psychic Warrior--the Physical Power (or Conflict) and Natural World mantles would give you graft weapon and metamorphosis, and Ardent is both more powerful than Psychic Warrior in general and much better-suited for a theurge build. That probably would have bumped you up to 5 in Power and 4 in Elegance.

Ardent was considered... but I felt like the build needed some bonus feats. And I don't really like Ardents for some reason. I thought metamorphosis would invalidate the feel of the character, because he would be using the form of another being, instead of his own.

Troacctid
2015-04-14, 09:20 PM
Well, one of the upsides of Ardent would be that you could be a Human or Azurin instead of Kalashtar, since you don't need the bonus PP so badly. That would give you back one of the feats. You also retain your grafted weapon and all your soulmelds while you're polymorphed, so it's actually pretty synergistic.

Deadasadoor
2015-04-14, 10:30 PM
Huh... I guess I should read abilities more carefully. I thought metamorphosis would affect the arm. Interesting.

Inevitability
2015-04-15, 12:28 AM
In the end, I regret not going with Totem Giant. I am pretty sure that would have been received better.

Then again, this is my first optimization competition ever, so my goal was little more than avoiding last place. I guess mission complete? :smallwink:

dysprosium
2015-04-15, 06:19 AM
Congratulations to the winners! This round was the first time I placed in the Junkyard Wars!

OMG PONIES
2015-04-15, 08:13 AM
Thanks to our judges, and congrats to all competitors--this one was a tough field of competition! Sam, any word on a new round? :smallamused:

Sian
2015-04-15, 08:15 AM
you mean This (http://www.giantitp.com/forums/showthread.php?409650-Junkyard-Wars-XI-Magical-Darkness-Improved-Familiar-Wizard) Ponies?

WhamBamSam
2015-04-15, 12:40 PM
you mean This (http://www.giantitp.com/forums/showthread.php?409650-Junkyard-Wars-XI-Magical-Darkness-Improved-Familiar-Wizard) Ponies?Indeed. The new thread is up. I was rushing out the door as I put the thread up, and forgot to come back here and link the new round.

OMG PONIES
2015-04-15, 09:01 PM
That'd be the one! My bad. See y'all in Round XI...