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Venger
2015-06-17, 09:54 PM
Welcome gourmands all.

Iron chef has been running for many years and is a beloved staple of the boards. An important part of that is looking back on our roots and seeing our humble beginnings with classic dishes of old.

Unfortunately, in one of our past upgrades, older tables stopped rendering properly, making many dishes of bygone eras illegible when we want to take a walk down memory lane.

I thought it would be a worthwhile endeavor to remedy this by fixing up the old dishes so we can see them.


A_S has been good enough to write a script to convert the dishes, provided below.

I thought a rough procedure and schema to follow could be nedz's wonderful dysfunction handbook where people could volunteer here (tabulated below) and pick which rounds they would like to do.

In order for me to not have to make ten zillion reserved posts, I thought what could be useful would be for compilers to post directly here (complete with a request for a hiatus from posting until they'd completed the round and given the all-clear) and I would then edit in a hyperlink to that post in order for a reader to find that specific round in the thread.

This is of course a work in progress, and suggestions on how to best streamline the process are more than welcome.

Without further ado:


Allez, compilez!

The Builds

Past Competitions

Iron Chef I: Entropomancer (http://www.giantitp.com/forums/showthread.php?t=142470)
Iron Chef II: Psibond Agent (http://www.giantitp.com/forums/showthread.php?t=146583)
Iron Chef III: Cancer Mage (http://www.giantitp.com/forums/showthread.php?t=148584)
Iron Chef IV: Stonelord (http://www.giantitp.com/forums/showthread.php?t=150595)
Iron Chef V: War Chanter (http://www.giantitp.com/forums/showthread.php?t=152543)
Iron Chef VI: Master of Masks (http://www.giantitp.com/forums/showthread.php?t=156876)
Iron Chef VII: Green Star Adept (http://www.giantitp.com/forums/showthread.php?t=158633)
Iron Chef VIII: Pyrokineticist (http://www.giantitp.com/forums/showthread.php?t=160266)
Iron Chef IX: Animal Lord (http://www.giantitp.com/forums/showthread.php?t=162702)
Iron Chef X: Mythic Exemplar (http://www.giantitp.com/forums/showthread.php?t=164381)
Iron Chef XI: Blade Bravo (http://www.giantitp.com/forums/showthread.php?t=166539)
Iron Chef XII: War Mind (http://www.giantitp.com/forums/showthread.php?p=9426386)
Iron Chef XIII: Vigilante (http://www.giantitp.com/forums/showthread.php?t=172233)
Iron Chef XIV: Seeker of the Song (http://www.giantitp.com/forums/showthread.php?t=174434)
Iron Chef XV: Drunken Master (http://www.giantitp.com/forums/showthread.php?t=176049)
Iron Chef XVI: Assassin (http://www.giantitp.com/forums/showthread.php?t=178202)
Iron Chef XVII: Ardent Dilettante (http://www.giantitp.com/forums/showthread.php?t=182492)
Iron Chef XVIII: Unseelie Dark Hunter (http://www.giantitp.com/forums/showthread.php?t=186097)
Iron Chef XIX: Dread Pirate (http://www.giantitp.com/forums/showthread.php?t=190607)
Iron Chef XX: Incandescent Champion (http://www.giantitp.com/forums/showthread.php?p=10976416)
Iron Chef XXI: Ghostwalker (http://www.giantitp.com/forums/showthread.php?t=198921)
Iron Chef XXII: Dervish (http://www.giantitp.com/forums/showthread.php?t=206576)
Iron Chef XXIII: Divine Crusader (http://www.giantitp.com/forums/showthread.php?t=210071)
Iron Chef XXIV: Tactical Soldier (http://www.giantitp.com/forums/showthread.php?t=214198)
Iron Chef XXV: Scion of Tem-Et-Nu (http://www.giantitp.com/forums/showthread.php?t=217441)
Iron Chef XXVI: Shadowdancer (http://www.giantitp.com/forums/showthread.php?t=220956)
Iron Chef XXVII: Mindbender (http://www.giantitp.com/forums/showthread.php?t=224008)
Iron Chef XXVIII: Cryokineticist (http://www.giantitp.com/forums/showthread.php?t=227304)
Iron Chef XXIX: Consecrated Harrier (http://www.giantitp.com/forums/showthread.php?t=229688)
Iron Chef XXX: Initiate of Pistis Sophia (http://www.giantitp.com/forums/showthread.php?t=233346)
Iron Chef XXXI: Shadow Sentinel (http://www.giantitp.com/forums/showthread.php?t=236908)
Iron Chef XXXII: Temple Raider of Olidammara (http://www.giantitp.com/forums/showthread.php?t=239786)
Iron Chef XXXIII: Drow Judicator (http://www.giantitp.com/forums/showthread.php?t=243052)
Iron Chef XXXIV: Dragon Disciple (http://www.giantitp.com/forums/showthread.php?t=246072)
Iron Chef XXXV: Death Delver (http://www.giantitp.com/forums/showthread.php?t=249542)
Iron Chef XXXVI: Acolyte of the Skin (http://www.giantitp.com/forums/showthread.php?t=252923)
Iron Chef XXXVII: Justiciar (http://www.giantitp.com/forums/showthread.php?t=13865473)
Iron Chef XXXVIII: Hand of the Winged Master (http://www.giantitp.com/forums/showthread.php?t=255215)
Iron Chef XXXIX: Renegade Mastermaker (http://www.giantitp.com/forums/showthread.php?t=260333)
Iron Chef XL: Nightsong Infiltrator (http://www.giantitp.com/forums/showthread.php?t=263173)
Iron Chef XLI: Geomancer (http://www.giantitp.com/forums/showthread.php?t=266709)
Iron Chef XLII: Shadowblade (http://www.giantitp.com/forums/showthread.php?t=270196)
Iron Chef XLIII: Bladesinger (http://www.giantitp.com/forums/showthread.php?t=274122)
Iron Chef XLIV: Urban Soul (http://www.giantitp.com/forums/showthread.php?t=279116)
Iron Chef XLV: Talon of Tiamat (http://www.giantitp.com/forums/showthread.php?p=15216595)
Iron Chef XLVI: Cipher Adept (http://www.giantitp.com/forums/showthread.php?t=287314)
Iron Chef XLVII: Cold Iron Warrior (http://www.giantitp.com/forums/showthread.php?t=291294)
Iron Chef XLVIII: Shadow Sun Ninja (http://www.giantitp.com/forums/showthread.php?t=297327)
Iron Chef XLIX: Thrall to Orcus (http://www.giantitp.com/forums/showthread.php?t=302487)
Iron Chef L: Corrupt Avenger (http://www.giantitp.com/forums/showthread.php?t=307823)
Iron Chef LI: Black Flame Zealot (http://www.giantitp.com/forums/showthread.php?t=312773)
Iron Chef LII: Anointed Knight (http://www.giantitp.com/forums/showthread.php?t=317934)
Iron Chef LIII: Zerth Cenobite (http://www.giantitp.com/forums/showthread.php?t=325164)
Iron Chef LIV: Osteomancer (http://www.giantitp.com/forums/showthread.php?t=330890) (last round with old tables)
Iron Chef LV: Mountebank (http://www.giantitp.com/forums/showthread.php?336373-Iron-Chef-Optimization-Challenge-in-the-Playground-LV) (first round with new tables, these rounds onwards are low-priority for the time being)
Iron Chef LVI: Dwarven Defender (http://www.giantitp.com/forums/showthread.php?342807-Iron-Chef-Optimization-Challenge-in-the-Playground-LVI)
Iron Chef LVII: Darkrunner (http://www.giantitp.com/forums/showthread.php?349040-Iron-Chef-Optimization-Challenge-in-the-Playground-LVII)
Iron Chef LVIII: Spellsword (http://www.giantitp.com/forums/showthread.php?357412-Iron-Chef-Optimization-Challenge-in-the-Playground-LVIII)
Iron Chef LIX: Fleet Runner of Ehlonna (http://www.giantitp.com/forums/showthread.php?364667-Iron-Chef-Optimization-Challenge-in-the-Playground-LIX)
Iron Chef LX: Lasher (http://www.giantitp.com/forums/showthread.php?371835-Iron-Chef-Optimisation-Challenge-in-the-Playground-LX)
Iron Chef LX(II): Acolyte of the Ego (http://www.giantitp.com/forums/showthread.php?372145-Iron-Chef-Optimization-Challenge-in-the-Playground-LX)
Iron Chef LXII: Dungeon Lord (http://www.giantitp.com/forums/showthread.php?376810-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXII)
Iron Cheff LXIII: WItchborn Binder (http://www.giantitp.com/forums/showthread.php?382632-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXIII)
Iron Chef LXIV: Slime Lord (http://www.giantitp.com/forums/showthread.php?387166-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXIV)
Iron Chef LXV: Thunder Guide (http://www.giantitp.com/forums/showthread.php?394981-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXV)
Iron Chef LXVI: Dwarven Chanter (http://www.giantitp.com/forums/showthread.php?400810-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXVI)
Irogn Chef LXVII: Gnome Giant Slayer (http://www.giantitp.com/forums/showthread.php?406613-Irogn-Chef-Optimisatiogn-Challegnge-ign-the-Playgrougnd-LXVII)
Iron Chef LXIX: Fang of Lolth (http://www.giantitp.com/forums/showthread.php?412530-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXVIII)

Decoders
pre-rendering coder (http://makaze-kanra.tumblr.com/ForumTableConverter)
use this to copy raw data from a textedit document or your own posts
A_S's post-rendering coder (https://trinket.io/python/afece59bcc)
use this to copy posts as they're displayed on the board directly, broken tables and all

Compilers
Venger
A_S
WhamBamSam
KrimsonNekros
Wolfem

Rounds Finished
Iron Chef X: Mythic Exemplar (A_S) (http://www.giantitp.com/forums/showthread.php?422395-Iron-Chef-Deep-Freeze&p=19416271&viewfull=1#post19416271)
Iron Chef XI: Blade Bravo (Wolfem) (http://www.giantitp.com/forums/showsinglepost.php?p=22345041&postcount=83)
Iron Chef XII: War Mind (WhamBamSam) (http://www.giantitp.com/forums/showsinglepost.php?p=19570747&postcount=57)
Iron Chef XXIV: Tactical Soldier (Venger) (http://www.giantitp.com/forums/showthread.php?422395-Iron-Chef-Deep-Freeze&p=19463438&viewfull=1#post19463438)
Iron Chef XXVIII: Cryokineticist (Venger) (http://www.giantitp.com/forums/showsinglepost.php?p=19586762&postcount=71)
Iron Chef LIV: Osteomancer (Venger) (http://www.giantitp.com/forums/showthread.php?422395-Iron-Chef-Deep-Freeze&p=19469010&viewfull=1#post19469010)
Rounds Pending
Iron Chef L: Corrupt Avenger (KrimsonNekros)


Okay, now it plays nice with the internet, thanks to the magic of Trinket.

Here (https://trinket.io/python/afece59bcc)'s my converter. Paste the garbled code from an old table in a post into the right-hand box (where it says "Paste text of old table here") and hit enter. Then copy all the black text below your input from that same right-hand box. That'll be the code for a table like this one:



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


1st
Totemist 1
+0
+2
+2
+0
Knowledge (Local) 4, Listen 4, Gather Information 4, Diplomacy 2, Bluff 2, Spot 2, Intimidate 2, UMD 2, Knowledge (A&E) 2
Mercantile Background, Able Learner
Wild Empathy, Illiteracy


2nd
Totemist 2
+1
+3
+3
+0
Knowledge (Local) 5, Listen 5, Gather Information 5, Diplomacy 2, Bluff 2, Spot 2, Intimidate 2, UMD 2, Knowledge (A&E) 2, Move Silently 2, Spellcraft 1

Totem Chakra Bind (+1 capacity)


3rd
Chaos Incarnate 1
+1
+5
+3
+2
Knowledge (Local) 6, Listen 5, Gather Information 6, Diplomacy 3, Bluff 2, Spot 2, Intimidate 3, UMD 2, Knowledge (A&E) 2, Move Silently 2, Spellcraft 1
Wild Cohort (Riding Dog)
Aura, detect opposition


4th
Warlock 1
+1
+5
+3
+4
Knowledge (Local) 7, Listen 5, Gather Information 7, Diplomacy 3, Bluff 2, Spot 2, Intimidate 3, UMD 2, Knowledge (A&E) 4, Move Silently 2, Spellcraft 1

Eldritch blast 1d6, invocation (least)


5th
Warlock 2
+2
+5
+3
+5
Knowledge (Local) 8, Listen 5, Gather Information 8, Diplomacy 3, Bluff 2, Spot 2, Intimidate 4, UMD 2, Knowledge (A&E) 5, Move Silently 2, Spellcraft 1

Detect magic


6th
Warlock 3
+2
+6
+4
+5
Knowledge (Local) 9, Listen 5, Gather Information 8, Diplomacy 5, Bluff 2, Spot 2, Intimidate 5, UMD 2, Knowledge (A&E) 5, Move Silently 2, Spellcraft 1
Imperious Command
Damage reduction 1/cold iron, eldritch blast 2d6


7th
Warlock 4
+3
+6
+4
+6
Knowledge (Local) 9, Listen 5, Gather Information 8, Diplomacy 5, Bluff 2, Spot 2, Intimidate 5, UMD 6, Knowledge (A&E) 5, Move Silently 2, Spellcraft 1

Deceive item


8th
Warlock 5
+3
+6
+4
+6
Knowledge (Local) 10, Listen 5, Gather Information 8, Diplomacy 5, Bluff 2, Spot 2, Intimidate 8, UMD 6, Knowledge (A&E) 5, Move Silently 2, Spellcraft 1

Eldritch blast 3d6


9th
Warlock 6
+4
+7
+5
+7
Knowledge (Local) 10, Listen 5, Gather Information 8, Diplomacy 5, Bluff 5, Spot 2, Intimidate 9, UMD 6, Knowledge (A&E) 5, Move Silently 2, Spellcraft 1
Landlord
New invocation (least or lesser)


10th
Urban Soul 1
+4
+9
+7
+7
Knowledge (Local) 10, Listen 5, Gather Information 8, Diplomacy 5, Bluff 5, Spot 5, Intimidate 13, UMD 6, Knowledge (A&E) 5, Move Silently 3, Spellcraft 1

City ramparts 1/day, urban sustenance


11th
Urban Soul 2
+5
+10
+8
+7
Knowledge (Local) 10, Listen 5, Gather Information 8, Diplomacy 7, Bluff 7, Spot 6, Intimidate 14, UMD 6, Knowledge (A&E) 5, Move Silently 5, Spellcraft 1

Citybred senses +2


12th
Urban Soul 3
+6
+10
+8
+8
Knowledge (Local) 10, Listen 5, Gather Information 9, Diplomacy 9, Bluff 9, Spot 8, Intimidate 15, UMD 6, Knowledge (A&E) 5, Move Silently 5, Spellcraft 1
Bonus Essentia
Meld into city


13th
Urban Soul 4
+7
+11
+9
+8
Knowledge (Local) 10, Listen 5, Gather Information 9, Diplomacy 11, Bluff 11, Spot 11, Intimidate 16, UMD 6, Knowledge (A&E) 5, Move Silently 5, Spellcraft 1

See the city


14th
Urban Soul 5
+7
+11
+9
+8
Knowledge (Local) 10, Listen 5, Gather Information 10, Diplomacy 13, Bluff 13, Spot 13, Intimidate 17, UMD 6, Knowledge (A&E) 5, Move Silently 5, Spellcraft 1

City ramparts 2/day


15th
Urban Soul 6
+8
+12
+10
+9
Knowledge (Local) 10, Listen 5, Gather Information 10, Diplomacy 13, Bluff 13, Spot 13, Intimidate 18, UMD 6, Knowledge (A&E) 5, Move Silently 12, Spellcraft 1
Darkstalker
Citybred senses +4, urban skill mastery


16th
Urban Soul 7
+8
+12
+10
+9
Knowledge (Local) 10, Listen 5, Gather Information 10, Diplomacy 15, Bluff 14, Spot 14, Intimidate 19, UMD 6, Knowledge (A&E) 5, Move Silently 15, Spellcraft 1

Hear the city 1/day


17th
Urban Soul 8
+9
+13
+11
+9
Knowledge (Local) 10, Listen 5, Gather Information 11, Diplomacy 16, Bluff 16, Spot 16, Intimidate 20, UMD 6, Knowledge (A&E) 5, Move Silently 16, Spellcraft 1

Mob violence


18th
Urban Soul 9
+9
+13
+11
+10
Knowledge (Local) 10, Listen 5, Gather Information 12, Diplomacy 18, Bluff 18, Spot 17, Intimidate 21, UMD 6, Knowledge (A&E) 5, Move Silently 17, Spellcraft 1
Ability Focus (Basilisk Mask)
City ramparts 3/day


19th
Urban Soul 10
+10
+14
+12
+10
Knowledge (Local) 10, Listen 5, Gather Information 14, Diplomacy 19, Bluff 19, Spot 19, Intimidate 22, UMD 6, Knowledge (A&E) 5, Move Silently 18, Spellcraft 1

Citybred senses +6, hear the city 2/day, citywalk


20th
Chaos Incarnate 2
+11
+15
+12
+11
Knowledge (Local) 10, Listen 5, Gather Information 14, Diplomacy 20, Bluff 20, Spot 20, Intimidate 23, UMD 6, Knowledge (A&E) 5, Move Silently 18, Spellcraft 1

Chakra bind (crown)

A_S
2015-06-17, 11:39 PM
A note on table converter scripts: We actually have access to two different scripts, and which one you should use depends on what format of text you have access to.

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The first is this beauty (http://makaze-kanra.tumblr.com/ForumTableConverter), made by I-know-not-who in the days of yore and helpfully linked to us by OMG PONIES. This converter expects the pre-rendering text that you would have entered into the reply screen in order to post one of the old tables. This text looks something like this:

{table=head}{b}Level{/b}|{b}Class{/b}|{b}Base Attack Bonus{/b}|{b}Fort Save{/b}|{b}Ref Save{/b}|{b}Will Save{/b}|{b}Skills{/b}|{b}Feats{/b}|{b}Class Features{/b}

1st|Changeling Rogue 1|{center}+0{/center}|{center}+0{/center}|{center}+2{/center}|{center}+0{/center}|bluff 4, climb 4, craft (trap making) 4, diplo 4, DD 4, hide 4, listen 4, open lock 4, search 4, sense motive 4, sleight of hand 4, spot 4, tumble 4, UMD 4|Quick Change|Sneak Attack +1d6, social intuition

2nd|Rogue 2|{center}+1{/center}|{center}+0{/center}|{center}+3{/center}|{center}+0{/center}|bluff 1 (5), climb 1 (5), craft (trapmaking) 1 (6), diplo 1 (5), DD 1 (5), hide 1 (5), listen 1 (5), ms 1 (5), open lock 1 (5), search 1 (5), spot 1 (5), tumble 1 (5)||Evasion

3rd|Factotum 1|{center}+1{/center}|{center}+0{/center}|{center}+5{/center}|{center}+0{/center}|bluff 1 (6), climb 1 (6), craft (alchemy) 1, craft (trapmaking) 1 (6), DD 1 (6), hide 1 (6), listen 1 (6), ms 1 (6), search 1 (6), spot 1 (6)|Darkstalker|Inspiration, cunning insight, cunning knowledge, trapfinding

4th|Factotum 2|{center}+2{/center}|{center}+0{/center}|{center}+6{/center}|{center}+0{/center}|bluff 1 (7), climb 1 (7), craft (alchemy) 1 (2), craft (trapmaking) 1 (7), DD 1 (7), hide 1 (7), listen 1 (7), ms 1 (7), search 1 (7), spot 1 (7)||Arcane dilettante

5th|Factotum 3|{center}+3{/center}|{center}+1{/center}|{center}+6{/center}|{center}+1{/center}|bluff 1 (8), climb 1 (8), craft (alchemy) 3, craft (trapmaking) 1 (8), DD 1 (8), hide 1 (8), listen 1 (8), ms 1 (8), search 1 (8), spot 1 (8)||Brains over brawn, cunning defense

6th|Combat Trapsmith 1|{center}+3{/center}|{center}+3{/center}|{center}+8{/center}|{center}+1{/center}|balance 2, climb 1 (9), craft (trapmaking) 1 (9), DD 1 (9), hide 1 (9), listen 1 (9), ms 1 (9), search 1 (9), spot 1 (9)|Skill Focus (craft: trapmaking)|Combat trapping, trap sense +1, 2 traps

7th|Combat Trapsmith 2|{center}+4{/center}|{center}+4{/center}|{center}+9{/center}|{center}+1{/center}|balance 2 (4), climb 1 (10), craft (trapmaking) 1 (10), DD 1 (10), hide 1 (10), listen 1 (10), ms 1 (10), search 1 (10), spot 1 (10)||Feat: (Trickery Devotion), 3 traps

8th|Combat Trapsmith 3|{center}+5{/center}|{center}+4{/center}|{center}+9{/center}|{center}+2{/center}|balance 1 (5), craft (trapmaking) 1 (11), DD 1 (11), hide 1 (11), listen 1 (11), ms 1 (11), search 1 (11), spot 1 (11), tumble 3 (8)||Trap sense +2, 4 traps

9th|Combat Trapsmith 4|{center}+6{/center}|{center}+5{/center}|{center}+10{/center}|{center}+2{/center}|craft (alchemy) 2 (5), craft (trapmaking) 1 (12), DD 1 (12), hide 1 (12), listen 1 (12), ms 1 (12), search 1 (12), spot 1 (12), |Alertness|Improvised materials, 5 traps

10th|Combat Trapsmith 5|{center}+6/+1{/center}|{center}+5{/center}|{center}+10{/center}|{center}+2{/center}|craft (trap making) 1 (13), DD 1 (13), hide 1 (13), know (architecture and engineering) 3, listen 1 (13), ms 1 (13), search 1 (13), spot 1 (13) ||Expert trap setter, trap sense +3, 6 traps

11th|Nightsong Infiltrator 1|{center}+6/+1{/center}|{center}+5{/center}|{center}+12{/center}|{center}+2{/center}|craft (trapmaking) 1 (14), DD 1 (14), hide 1 (14), listen 1 (14), ms 1 (14), search 1 (14), spot 1 (14), UMD 6 (10)||Teamwork trap sense +1, trapfinding

12th|Nightsong Infiltrator 2|{center}+7/+2{/center}|{center}+5{/center}|{center}+13{/center}|{center}+2{/center}|craft (trapmaking) 1 (15), DD 1 (15), disguise 1, hide 1 (15), listen 1 (15), ms 1 (15), search 1 (15), spot 1 (15), UMD 5 (15)| Shadow Striker|Steady stance, teamwork infiltration +2

13th|Nightsong Infiltrator 3|{center}+8/+3{/center}|{center}+6{/center}|{center}+13{/center}|{center}+3{/center}|craft (trapmaking) 1 (16), DD 1 (16), disguise 6 (7), hide 1 (15), listen 1 (16), ms 1 (16), search 1 (16), spot 1 (16)||Break away, trackless step (self)

14th|Nightsong Infiltrator 4|{center}+9/+4{/center}|{center}+6{/center}|{center}+14{/center}|{center}+3{/center}|craft (trapmaking) 1 (17), DD 1 (17), disguise 6 (13), hide 1 (17), listen 1 (17), ms 1 (17), search 1 (17), spot 1 (17)||Detect magic, teamwork sneak attack +1d6, teamwork trap sense +2

15th|Nightsong Infiltrator 5|{center}+9/+4{/center}|{center}+6{/center}|{center}+14{/center}|{center}+3{/center}|DD 1 (18), disguise 5 (18),hide 1 (18), listen 1 (18), ms 1 (18), perform (dance) 2, search 1 (18), spot 1 (18)| Cloak Dance|Defensive roll, grant move action 1/day

16th|Nightsong Infiltrator 6|{center}+10/+5{/center}|{center}+7{/center}|{center}+14{/center}|{center}+4{/center}|DD 1 (19), disguise 1 (19), forgery 7, hide 1 (19), listen 1 (19), ms 1 (19), search 1 (19), spot 1 (19)||Improved evasion, skill mastery (climb, DD, open lock, search)

17th|Nightsong Infiltrator 7|{center}+11/+6/+1{/center}|{center}+7{/center}|{center}+14{/center}|{center}+4{/center}|DD 1 (20), disguise 1 (20), forgery 7 (14), hide 1 (20), listen 1 (20), ms 1 (20), search 1 (20), spot 1 (20)||Teamwork trap sense +3, trackless step (allies)

18th|Nightsong Infiltrator 8|{center}+12/+7/+2{/center}|{center}+7{/center}|{center}+15{/center}|{center}+4{/center}|bluff 5 (13), DD 1 (21), disguise 1 (21), forgery 2 (16), hide 1 (21), listen 1 (21), ms 1 (21), search 1 (21), spot 1 (21)| Cunning Evasion|Team work infiltration +4, teamwork sneak attack +2d6

19th|Nightsong Infiltrator 9|{center}+12/+7/+2{/center}|{center}+8{/center}|{center}+15{/center}|{center}+5{/center}|bluff 5 (18), DD 1 (22), disguise 1 (22), forgery 2 (18), hide 1 (22), listen 1 (22), ms 1 (22), search 1 (22), spot 1 (22)||Grant move action 2/day

20th|Nightsong Infiltrator 10|{center}+13/+8/+3{/center}|{center}+8{/center}|{center}+16{/center}|{center}+5{/center}|bluff 5 (23), DD 1 (23), disguise 1 (23), forgery 2 (20), hide 1 (23), listen 1 (23), ms 1 (23), search 1 (23), spot 1 (23)||Hide in plain sight, teamwork trap sense +4{/table}
...but with [square brackets] rather than {curly brackets} (I've changed them so you can see what it looks like before the GitP software renders all the tags). If you have access to this text (say, because you were the original poster and you can still edit the post, or because it was your build and you have it saved in a text document), then by all means use this converter! I suspect it is substantially more robust than mine.

-----

However, I'm guessing that in most cases, those of us working on these conversions will not have access to the pre-rendering text, and will instead have to work with the mess of spaghetti that the forum update has left us with in the old posts. This text looks something like this:

{table=head]Level|Class|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skills|Feats|Class Features

1st|Changeling Rogue 1|
+0|
+0|
+2|
+0|bluff 4, climb 4, craft (trap making) 4, diplo 4, DD 4, hide 4, listen 4, open lock 4, search 4, sense motive 4, sleight of hand 4, spot 4, tumble 4, UMD 4|Quick Change|Sneak Attack +1d6, social intuition

2nd|Rogue 2|
+1|
+0|
+3|
+0|bluff 1 (5), climb 1 (5), craft (trapmaking) 1 (6), diplo 1 (5), DD 1 (5), hide 1 (5), listen 1 (5), ms 1 (5), open lock 1 (5), search 1 (5), spot 1 (5), tumble 1 (5)||Evasion

3rd|Factotum 1|
+1|
+0|
+5|
+0|bluff 1 (6), climb 1 (6), craft (alchemy) 1, craft (trapmaking) 1 (6), DD 1 (6), hide 1 (6), listen 1 (6), ms 1 (6), search 1 (6), spot 1 (6)|Darkstalker|Inspiration, cunning insight, cunning knowledge, trapfinding

4th|Factotum 2|
+2|
+0|
+6|
+0|bluff 1 (7), climb 1 (7), craft (alchemy) 1 (2), craft (trapmaking) 1 (7), DD 1 (7), hide 1 (7), listen 1 (7), ms 1 (7), search 1 (7), spot 1 (7)||Arcane dilettante

5th|Factotum 3|
+3|
+1|
+6|
+1|bluff 1 (8), climb 1 (8), craft (alchemy) 3, craft (trapmaking) 1 (8), DD 1 (8), hide 1 (8), listen 1 (8), ms 1 (8), search 1 (8), spot 1 (8)||Brains over brawn, cunning defense

6th|Combat Trapsmith 1|
+3|
+3|
+8|
+1|balance 2, climb 1 (9), craft (trapmaking) 1 (9), DD 1 (9), hide 1 (9), listen 1 (9), ms 1 (9), search 1 (9), spot 1 (9)|Skill Focus (craft: trapmaking)|Combat trapping, trap sense +1, 2 traps

7th|Combat Trapsmith 2|
+4|
+4|
+9|
+1|balance 2 (4), climb 1 (10), craft (trapmaking) 1 (10), DD 1 (10), hide 1 (10), listen 1 (10), ms 1 (10), search 1 (10), spot 1 (10)||Feat: (Trickery Devotion), 3 traps

8th|Combat Trapsmith 3|
+5|
+4|
+9|
+2|balance 1 (5), craft (trapmaking) 1 (11), DD 1 (11), hide 1 (11), listen 1 (11), ms 1 (11), search 1 (11), spot 1 (11), tumble 3 (8)||Trap sense +2, 4 traps

9th|Combat Trapsmith 4|
+6|
+5|
+10|
+2|craft (alchemy) 2 (5), craft (trapmaking) 1 (12), DD 1 (12), hide 1 (12), listen 1 (12), ms 1 (12), search 1 (12), spot 1 (12), |Alertness|Improvised materials, 5 traps

10th|Combat Trapsmith 5|
+6/+1|
+5|
+10|
+2|craft (trap making) 1 (13), DD 1 (13), hide 1 (13), know (architecture and engineering) 3, listen 1 (13), ms 1 (13), search 1 (13), spot 1 (13) ||Expert trap setter, trap sense +3, 6 traps

11th|Nightsong Infiltrator 1|
+6/+1|
+5|
+12|
+2|craft (trapmaking) 1 (14), DD 1 (14), hide 1 (14), listen 1 (14), ms 1 (14), search 1 (14), spot 1 (14), UMD 6 (10)||Teamwork trap sense +1, trapfinding

12th|Nightsong Infiltrator 2|
+7/+2|
+5|
+13|
+2|craft (trapmaking) 1 (15), DD 1 (15), disguise 1, hide 1 (15), listen 1 (15), ms 1 (15), search 1 (15), spot 1 (15), UMD 5 (15)| Shadow Striker|Steady stance, teamwork infiltration +2

13th|Nightsong Infiltrator 3|
+8/+3|
+6|
+13|
+3|craft (trapmaking) 1 (16), DD 1 (16), disguise 6 (7), hide 1 (15), listen 1 (16), ms 1 (16), search 1 (16), spot 1 (16)||Break away, trackless step (self)

14th|Nightsong Infiltrator 4|
+9/+4|
+6|
+14|
+3|craft (trapmaking) 1 (17), DD 1 (17), disguise 6 (13), hide 1 (17), listen 1 (17), ms 1 (17), search 1 (17), spot 1 (17)||Detect magic, teamwork sneak attack +1d6, teamwork trap sense +2

15th|Nightsong Infiltrator 5|
+9/+4|
+6|
+14|
+3|DD 1 (18), disguise 5 (18),hide 1 (18), listen 1 (18), ms 1 (18), perform (dance) 2, search 1 (18), spot 1 (18)| Cloak Dance|Defensive roll, grant move action 1/day

16th|Nightsong Infiltrator 6|
+10/+5|
+7|
+14|
+4|DD 1 (19), disguise 1 (19), forgery 7, hide 1 (19), listen 1 (19), ms 1 (19), search 1 (19), spot 1 (19)||Improved evasion, skill mastery (climb, DD, open lock, search)

17th|Nightsong Infiltrator 7|
+11/+6/+1|
+7|
+14|
+4|DD 1 (20), disguise 1 (20), forgery 7 (14), hide 1 (20), listen 1 (20), ms 1 (20), search 1 (20), spot 1 (20)||Teamwork trap sense +3, trackless step (allies)

18th|Nightsong Infiltrator 8|
+12/+7/+2|
+7|
+15|
+4|bluff 5 (13), DD 1 (21), disguise 1 (21), forgery 2 (16), hide 1 (21), listen 1 (21), ms 1 (21), search 1 (21), spot 1 (21)| Cunning Evasion|Team work infiltration +4, teamwork sneak attack +2d6

19th|Nightsong Infiltrator 9|
+12/+7/+2|
+8|
+15|
+5|bluff 5 (18), DD 1 (22), disguise 1 (22), forgery 2 (18), hide 1 (22), listen 1 (22), ms 1 (22), search 1 (22), spot 1 (22)||Grant move action 2/day

20th|Nightsong Infiltrator 10|
+13/+8/+3|
+8|
+16|
+5|bluff 5 (23), DD 1 (23), disguise 1 (23), forgery 2 (20), hide 1 (23), listen 1 (23), ms 1 (23), search 1 (23), spot 1 (23)||Hide in plain sight, teamwork trap sense +4[/table]
If you need to convert text of this variety, I have written a second, much kludgier converter (https://trinket.io/python/afece59bcc) that handles that. To use it, just follow these steps:
Open my converter (https://trinket.io/python/afece59bcc) in a new tab.
Copy the text of a broken table directly from an old post, including the {table] and [/table] tags and everything in between them (this time, there really will be a curly bracket at the beginning; don't bother to change it).
Paste the text into the right-hand box of the Trinket widget, below the text that says "Paste text of old table here:"
Hit Enter.
Copy the black text that has appeared below your blue-colored input.
Paste it into whatever GitP reply window you're working with; it's the text for a new, fixed table.
If you're converting multiple tables, just hit the "Run" button above the left-hand box on the Trinket widget to start the script over.
If my script is broken or doesn't work, post here and/or PM me about it! There are likely some bugs in it.
-----

Using either script (as long as you're feeding it the right kind of input) should get you a fixed table that looks roughly like this:



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


1st
Changeling Rogue 1
+0
+0
+2
+0
bluff 4, climb 4, craft (trap making) 4, diplo 4, DD 4, hide 4, listen 4, open lock 4, search 4, sense motive 4, sleight of hand 4, spot 4, tumble 4, UMD 4
Quick Change
Sneak Attack +1d6, social intuition


2nd
Rogue 2
+1
+0
+3
+0
bluff 1 (5), climb 1 (5), craft (trapmaking) 1 (6), diplo 1 (5), DD 1 (5), hide 1 (5), listen 1 (5), ms 1 (5), open lock 1 (5), search 1 (5), spot 1 (5), tumble 1 (5)

Evasion


3rd
Factotum 1
+1
+0
+5
+0
bluff 1 (6), climb 1 (6), craft (alchemy) 1, craft (trapmaking) 1 (6), DD 1 (6), hide 1 (6), listen 1 (6), ms 1 (6), search 1 (6), spot 1 (6)
Darkstalker
Inspiration, cunning insight, cunning knowledge, trapfinding


4th
Factotum 2
+2
+0
+6
+0
bluff 1 (7), climb 1 (7), craft (alchemy) 1 (2), craft (trapmaking) 1 (7), DD 1 (7), hide 1 (7), listen 1 (7), ms 1 (7), search 1 (7), spot 1 (7)

Arcane dilettante


5th
Factotum 3
+3
+1
+6
+1
bluff 1 (8), climb 1 (8), craft (alchemy) 3, craft (trapmaking) 1 (8), DD 1 (8), hide 1 (8), listen 1 (8), ms 1 (8), search 1 (8), spot 1 (8)

Brains over brawn, cunning defense


6th
Combat Trapsmith 1
+3
+3
+8
+1
balance 2, climb 1 (9), craft (trapmaking) 1 (9), DD 1 (9), hide 1 (9), listen 1 (9), ms 1 (9), search 1 (9), spot 1 (9)
Skill Focus (craft: trapmaking)
Combat trapping, trap sense +1, 2 traps


7th
Combat Trapsmith 2
+4
+4
+9
+1
balance 2 (4), climb 1 (10), craft (trapmaking) 1 (10), DD 1 (10), hide 1 (10), listen 1 (10), ms 1 (10), search 1 (10), spot 1 (10)

Feat: (Trickery Devotion), 3 traps


8th
Combat Trapsmith 3
+5
+4
+9
+2
balance 1 (5), craft (trapmaking) 1 (11), DD 1 (11), hide 1 (11), listen 1 (11), ms 1 (11), search 1 (11), spot 1 (11), tumble 3 (8)

Trap sense +2, 4 traps


9th
Combat Trapsmith 4
+6
+5
+10
+2
craft (alchemy) 2 (5), craft (trapmaking) 1 (12), DD 1 (12), hide 1 (12), listen 1 (12), ms 1 (12), search 1 (12), spot 1 (12),
Alertness
Improvised materials, 5 traps


10th
Combat Trapsmith 5
+6/+1
+5
+10
+2
craft (trap making) 1 (13), DD 1 (13), hide 1 (13), know (architecture and engineering) 3, listen 1 (13), ms 1 (13), search 1 (13), spot 1 (13)

Expert trap setter, trap sense +3, 6 traps


11th
Nightsong Infiltrator 1
+6/+1
+5
+12
+2
craft (trapmaking) 1 (14), DD 1 (14), hide 1 (14), listen 1 (14), ms 1 (14), search 1 (14), spot 1 (14), UMD 6 (10)

Teamwork trap sense +1, trapfinding


12th
Nightsong Infiltrator 2
+7/+2
+5
+13
+2
craft (trapmaking) 1 (15), DD 1 (15), disguise 1, hide 1 (15), listen 1 (15), ms 1 (15), search 1 (15), spot 1 (15), UMD 5 (15)
Shadow Striker
Steady stance, teamwork infiltration +2


13th
Nightsong Infiltrator 3
+8/+3
+6
+13
+3
craft (trapmaking) 1 (16), DD 1 (16), disguise 6 (7), hide 1 (15), listen 1 (16), ms 1 (16), search 1 (16), spot 1 (16)

Break away, trackless step (self)


14th
Nightsong Infiltrator 4
+9/+4
+6
+14
+3
craft (trapmaking) 1 (17), DD 1 (17), disguise 6 (13), hide 1 (17), listen 1 (17), ms 1 (17), search 1 (17), spot 1 (17)

Detect magic, teamwork sneak attack +1d6, teamwork trap sense +2


15th
Nightsong Infiltrator 5
+9/+4
+6
+14
+3
DD 1 (18), disguise 5 (18),hide 1 (18), listen 1 (18), ms 1 (18), perform (dance) 2, search 1 (18), spot 1 (18)
Cloak Dance
Defensive roll, grant move action 1/day


16th
Nightsong Infiltrator 6
+10/+5
+7
+14
+4
DD 1 (19), disguise 1 (19), forgery 7, hide 1 (19), listen 1 (19), ms 1 (19), search 1 (19), spot 1 (19)

Improved evasion, skill mastery (climb, DD, open lock, search)


17th
Nightsong Infiltrator 7
+11/+6/+1
+7
+14
+4
DD 1 (20), disguise 1 (20), forgery 7 (14), hide 1 (20), listen 1 (20), ms 1 (20), search 1 (20), spot 1 (20)

Teamwork trap sense +3, trackless step (allies)


18th
Nightsong Infiltrator 8
+12/+7/+2
+7
+15
+4
bluff 5 (13), DD 1 (21), disguise 1 (21), forgery 2 (16), hide 1 (21), listen 1 (21), ms 1 (21), search 1 (21), spot 1 (21)
Cunning Evasion
Team work infiltration +4, teamwork sneak attack +2d6


19th
Nightsong Infiltrator 9
+12/+7/+2
+8
+15
+5
bluff 5 (18), DD 1 (22), disguise 1 (22), forgery 2 (18), hide 1 (22), listen 1 (22), ms 1 (22), search 1 (22), spot 1 (22)

Grant move action 2/day


20th
Nightsong Infiltrator 10
+13/+8/+3
+8
+16
+5
bluff 5 (23), DD 1 (23), disguise 1 (23), forgery 2 (20), hide 1 (23), listen 1 (23), ms 1 (23), search 1 (23), spot 1 (23)

Hide in plain sight, teamwork trap sense +4

A_S
2015-06-17, 11:41 PM
Also, without further ado, I would like to lay claim to Iron Chef X: Mythic Exemplar, to be posted more-or-less immediately.

Please refrain from posting until I post the last build (which will be Sandhya).

Thanks!

A_S
2015-06-17, 11:43 PM
First, a character who uses "I got lucky" as a personal mantra.


Dr. Milo Brushscrubber, the Humble Historian
"To repeat history is not a burden, but a blessing."
Halfling Archivist 3/Church Inquisitor 2/Mythic Exemplar 8/Fortune's Friend 2/Contemplative 1/Luckstealer 4



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


1st
Archivist 1
+0
+2
+0
+2
Mother Cyst
Dark Knowledge (Tactics) 3/day, Scribe Scroll


2nd
Archivist 2
+1
+3
+0
+3

Lore Mastery (+2 Decipher Script, Know (arcana))


3rd
Archivist 3
+1
+3
+1
+3
Knowledge Devotion
Dark knowledge 4/day


4th
Church Inquisitor 1
+1
+3
+1
+5

Detect Evil at will, Inquisition domain


5th
Church Inquisitor 2
+2
+3
+1
+6

Immune to charms


6th
Mythic Exemplar 1
+2
+3
+1
+6
Good Karma
Paragon's path, Will save +1


7th
Mythic Exemplar 2
+3
+3
+1
+6

Least paragon's gift (reroll as per Luck domain 1/day)


8th
Mythic Exemplar 3
+4
+4
+2
+7

Archetype advancement, Will save +2


9th
Mythic Exemplar 4
+4
+4
+2
+7
Intuitive Attack
Lesser paragon's gift (+4 insight bonus to WIS)


10th
Mythic Exemplar 5
+5
+4
+2
+7

Archetype advancement, Will save +3


11th
Mythic Exemplar 6
+6/+1
+5
+3
+8

Greater paragon's gift (temporary immunity to mind-affecting abilities)


12th
Mythic Exemplar 7
+7/+2
+5
+3
+8
Tempting Fate
Archetype advancement, Will save +4


13th
Mythic Exemplar 8
+7/+2
+5
+3
+8

Supreme paragon's gift (temporary immunity to necromantic/death effects)


14th
Fortune's Friend 1
+7/+2
+5
+5
+8

Easy luck, Extra Fortune, More Luck than Skill


15th
Fortune's Friend 2
+8/+3
+5
+6
+8
Dallah Thaun's Luck, Survivor's Luck
Bonus luck feat


16th
Contemplative 1
+8/+3
+5
+6
+10

Bonus domain (Luck), Divine Health


17th
Luckstealer 1
+8/+3
+5
+6
+12

Curse of the Fatespurned, Subtle Magic


18th
Luckstealer 2
+9/+4
+5
+6
+13
Advantageous Avoidance



19th
Luckstealer 3
+9/+4
+6
+7
+13




20th
Luckstealer 4
+10/+5
+6
+7
+14

Lucky magic, Desperate recall 1/day



Spells per day


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


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


2nd
4
3
-
-
-
-
-
-
-
-


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


4th
4
4
3
-
-
-
-
-
-
-


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


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


7th
4
4
4
3
-
-
-
-
-
-


8th
4
5
4
3
2
-
-
-
-
-


9th
4
5
4
4
3
-
-
-
-
-


10th
4
5
5
4
3
2
-
-
-
-


11th
4
5
5
4
4
3
-
-
-
-


12th
4
5
5
5
4
3
2
-
-
-


13th
4
5
5
5
4
4
3
-
-
-


14th
-
-
-
-
-
-
-
-
-
-


15th
4
5
5
5
5
4
3
2
-
-


16th
4
5
5
5
5
4
4
3
-
-


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


18th
4
5
5
5
5
5
4
3
2
-


19th
4
5
5
5
5
5
4
4
3
-


20th
4
5
5
5
5
5
5
4
3
2





Ability
Points
Base
Race
Age
Levels
Enhancement
In herent
Total
Modifier


STR
2
10
-2
-1

+6

13
+1


DEX
1
9
+2
-1

+6

16
+3


CON
3
11

-1

+6

16
+3


INT
10
16

+1
1
+6
+4
28
+9


WIS
8
15

+1
4
+6
+4
30
+10


CHA
8
15

+1

+6
+4
26
+8



Level 20 Gear List
Circlet of Rapid Casting
Veil of Allure
Cloak of Displacement, minor
Shirt of the Leech
Amulet of Second Chances
Belt of Magnificence
Ring of Spellbattle
Ring of Counterspells (Greater Dispel Magic)
Lucky Charm
Gloves of Fortunate Striking
Luck Blade (0 wishes)
Metamagic rod, quicken (lesser)
Tome of Leadership & Influence +4
Tome of Clear Thought +4
Tome of Understanding +4
Scrolls of Uncertain Provenance
Ioun stone, orange prism
Field guides: Masterwork Knowledge tool x6 (arcana, dungeoneering, local, nature, planes, religion)

Skill ranks at level 20
Concentration 16
Knowledge: Arcana 10
Knowledge: Dungeoneering 12
Knowledge: History 3
Knowledge: Local 12
Knowledge: Nature 12
Knowledge: Planes 12
Knowledge: Religion 16
Profession (gambler) 9
Sleight of Hand 12
Spellcraft 22

Skill Tricks
Collector of Stories
Conceal Spellcasting
False Theurgy
Swift Concentration

The Twisted Tale of the Historian


Benign Beginnings
before adventuring
Six months. Two years. Limited mobility. No chance of walking. The doctors and clerics that visited all had different opinions, but they agreed that young Milo Brushscrubber would not live to his adult years. A large tumor in his lung had created a cyst, which seemed to be spreading. They could attempt to remove it, but the process itself would jeopardize Milo's life, and his parents didn't want to take their chances. Milo's lung collapsed, and while his friends explored, climbed mountains, and went cliff diving, the sickly boy was stuck indoors. His parents would purchase expensive books for him to read to pass the time, and Milo began to devour them. In an ancient history text, he learned of Imdastri the Faithful, a cleric with the power to cure even the most advanced disease. Milo kept reading, and he started praying to Imdastri for help. Strangely enough, it seemed to work. Milo's cyst stopped growing, the tumor was deemed benign, and Milo grew to adulthood. However, he did not rejoin his friends outdoors, choosing instead to keep to his books.


Protecting the Past
Levels 1-5
As soon as he was old enough, Milo joined the Disciples of Legend as a historian, hoping to learn even more about Imdastri. As he worked in the library, he read through the dusty old tomes. He mouthed the words of ancient prayers, pondered the writings of the druids, and read the epic tales of the paladins of various faiths. As he read, he found himself connecting to the stream of divine magic with nothing but his mind and a collection of scrolls.

One day he discovered that a demonic thrall of Jubilex had infiltrated the ranks of the organization. She was determined to use the artifacts found in the Altar of Heroism in a horrid ritual that would allow her to rewrite the past. Milo studied for weeks on end, learning how to detect and confront the intruder. When the time came, he confronted her with a small force of fellow Disciples. The battle ended quickly in a victory, but not before she was able to impale Milo's lung with her spear. While the others extracted it from him, the halfling just laughed--she had a 50% chance to kill him outright, but she had stabbed his already-collapsed lung! It seemed that his cyst had saved his life, rather than ending it.

Archivist 3/Church Inquisitor 2
CL 5, 3rd level spells
Tactics: At this level, Milo lacks the HP or tricks to engage in direct melee combat, so most of his time is spent casting support spells on his party members. Once he acquires Knowledge Devotion, his low BAB can be easily boosted, but he will still stick to ranged attacks. The inclusion of Church Inquisitor allows him to use Detect Evil and provides immunity to charms, both of which can be helpful in and out of combat. Also, he can implant necrotic cysts into key individuals and then use Necrotic Scrying as a second-level spell, opening up a potent tactic at early levels.


Following in the Footsteps of the Faithful
Levels 6-10

After healing, Milo was sent on jobs that progressed steadily in both importance and danger. Disaster seemed to befall Milo wherever he went; in the course of two years, he was petrified twice, shipwrecked four times, stranded in the desert once, captured three times, flogged twice, poisoned once, stabbed countless times, robbed five times, paralyzed once, and he lost two toes.

The other Disciples would always laugh at Milo's misfortune, but he told himself that he had enormous luck to even be alive. He reminded his colleagues that Imdastri the Faithful persevered in the face of adversity, and that he was doing the same. While all those woes had been visited upon him, he hadn't died even one time. Occassionally, his cyst would flare up and cause him great pain, but he thought of it as a reminder of how much worse his life could have been.

Milo continued with the Disciples and, after some time, people stopped laughing. His connection with the divine stream of magic grew, allowing him to harness unknown strength. While many people first regarded him as the nameless historian, now they saw this little halfling joining them on the front lines of battle, trading blows with the enemy. More than one member of the Disciples of Legend now has a story about how their life was saved by this meek little halfling, though none of them can quite explain how. They saw the ray, the arrow, or the halberd headed for them, but then all of a sudden the halfling was just there, taking the blow meant for them. Milo became a hero among the ranks of the Disciples of Legend. However, as his reputation grew, so did his tumor. It pressed against his remaining lung, making breathing difficult. Milo prayed, but to no avail. He tried herbal remedies, but found no relief. It seemed inevitable that his disease was going to catch up to him.

Archivist 3/Church Inquisitor 2/Mythic Exemplar 5
CL 9, 5th level spells
Tactics: Milo becomes a bit more combat-focused at these low-mid levels. Good Karma allows him to take attacks meant for his allies, and he has quite a few tricks up his sleeve to go along with this feat (see "Can't Touch This" below). Also, the inclusion of Intuitive Attack at 9th level comes a level after Milo learns how to cast Divine Power, allowing him to wade into melee (or deliver touch spells) with a full BAB+WIS attack, which can be boosted using his lesser paragon's gift. Also, his necrotic spells now include Necrotic Domination, allowing him to take control of those he implants a cyst into as a 4th-level spell, a whole level earlier than wizards.


Cheating Death is the Only Way to Win
Levels 11-15

Milo's string of heroic bad luck continued. He was trapped on the Astral Sea twice, buried alive three times, burnt at the stake once, impaled twice, lost three fingers, caught frostbite once, and was swallowed whole by four different creatures. However, tales of his heroism continued.

Now those who spoke of his acts weren't just talking about how he redirected arrows, though. Instead, they had tales about how he avoided having his mind controlled, how he shrugged off the effects of spell after spell, and how they saw this halfling take hits that would outright kill a man twice his size. Milo began to become something of a legend, the quiet little halfling who just wouldn't die.

However, the stories would often end in a similar fashion. "But it's catching up with him," the storyteller would inevitably say. "He's got a bubble in his chest the size of his head, and it's gonna burst. I don't know how the poor little guy's going to avoid that."

It was true--the cyst had been growing throughout the years, and it now caused Milo continual discomfort. Swallowing food was difficult, breathing was an epic undertaking itself, and Milo often went nights on end without sleep. He still reminded himself daily that he was lucky to be alive, but it became harder and harder to believe his own words. He decided that chance had favored him long enough that it was time to raise the stakes, and he asked one of the clerics he had spent years traveling with to remove his cyst. However, one of the cleric's needles missed the mark, puncturing Milo's lung and causing it to collapse. He gasped one last wheezing breath, and he was gone.

Archivist 3/Church Inquisitor 2/Mythic Exemplar 8/Fortune's Friend 2
CL 13, 7th level spells
Tactics: Milo continues to mix support casting and melee combat, and he now has the capability to keep a large number of resistances and immunities up. Spells like Superior Resistance ensure that he makes his saving throws more often, while Survivor's Luck allows him to reroll failures even after he has used his paragon's gifts for the day. He continues using Good Karma, but can now couple it with Tempting Fate to avoid death when the blow should kill him. Necrotic Tumor is added to his selection of spells, allowing him to take permanent control of creatures that fail their saves.


Insight from Imdastri
Levels 16-20

A strangely familiar voice floated into Milo's ears as he passed. "Rise, my child. You have one more chance." Opening his eyes, Milo was shocked to see Imdastri himself standing before him. "Your life is not over yet," Imdastri whispered. "Sorry, but I think it is," Milo laughed. "I had a good run, but my luck just ran out." Imdastri smiled and shook his head. "No, my son," the old cleric mused, "I learned long ago that there is no luck, only faith in our own abilities. There is no chance; nothing can happen to us except that which we allow. Now rise."

Milo's lung filled with air, and he took a gasping, gulping breath. He was back, and with new insight. Rather than laughing at his luck, he began to teach others how to influence events through faith, and he found that his tremendous faith could even cause his enemies to falter, thus strengthening himself. Word spread of the halfling who had cheated death once again, but he would just shake his head and smile. "No, no," he still says to this day, "it just hasn't been my time yet. Once it is, I'll be gone without hesitation."

Archivist 3/Church Inquisitor 2/Mythic Exemplar 8/Fortune's Friend 2/Contemplative 1/Luckstealer 4
CL 17, 9th level spells
Tactics: Once Milo becomes a luckstealer, he has the ability to cast a spell (swift action), use a luck reroll (free action, essentially), curse an opponent (move action that allows a DC24 Will save), and cast another spell (standard action) all in the same round. He will move to engage the enemy, but then remain motionless, choosing to keep his luck pool steadily rising by using Curse of the Fatespurned. Necrotic Empowerment and Divine Power will be his go-to combat buffs (especially for the full BAB and 100 temporary HP), and he now has the ability to force foes to reroll damage or attacks against him. At 20th level, he receives 9th level spells, and acquires Choose Destiny by any means necessary. This swift-action spell allows him to roll every attack, save, or check twice (along with the possibility for rerolls on top of that), and he can cast it 4 times per day (2 from base casting+1 bonus spell+1 Desperate Recall).

Using the Secret Ingredient Least paragon's gift: This power doesn't actually give you the Luck domain--this is why we needed one level of contemplative to qualify for Luckstealer. Still, this allows us to make one more reroll/day. Furthermore, because luck feat rerolls don't count towards our limit of one swift action per round (see "And your Tricks for Free" below), we can make a roll, use a luck reroll to reroll it, and we still have a swift action available to reroll that with the paragon's gift. You aren't allowed to spend luck rerolls to reroll the same roll, but it doesn't mention anything about using this power in that way. Keep in mind that you can also trade in your lesser, greater, or supreme gifts for another daily use of this power. That's up to 4 rerolls a day from this class alone. With the inclusion of our other classes, feats, and items, Milo can make up to 18 luck rerolls per day before he runs out (but see "Something For Nothing," below). He can reroll attacks, saves, skill checks, ability checks, variable numeric effects of his spells, and stabilization checks. He can also redirect enemy attacks towards himself, and make enemies reroll damage and attacks. Of course, the fact that this power takes a swift (and not immediate) action means it won't be of too much use for rerolling saves, hence the inclusion of Survivor's Luck.
Lesser paragon's gift: Usually, an archivist doesn't stand to gain too much from extra Wisdom. The inclusion of Intuitive Strike in this build means that Milo can turn that +4 WIS into a +2 bonus on melee or touch spell attacks. Please note that this insight bonus applies directly to his Wisdom score, rather than his attacks. Because of this, it stacks with the insight bonus on attacks and damage granted by Knowledge Devotion. Of course, you can always trade this in for another reroll instead.
Greater Paragon's Gift: immunity to mind-affecting spells and abilities is always nice, especially when it's available as a swift action. Now, Milo shouldn't have to rely on this too much. His Will save is monstrously high, his two levels of Church Inquisitor render him immune to charms, and at higher levels, Milo gains access to Mind Blank. This power won't be needed then, and can be traded in for another luck reroll or another +4 bonus to WIS.
Supreme Paragon's Gift: by the time you acquire this ability, you've already been casting Death Ward for quite some time. However, it's useful in a pinch if you get dispelled or caught between castings. Alternatively, it can be traded in for immunity to mind-affecting abilities, +4 insight bonus to Wisdom, or another luck reroll.

Highlights and Tricks Something for Nothing:Since this character is exclusively devoted to luck, he has a large number of rerolls, but they aren't free. The inclusion of Luckstealer allows Milo to acquire a luck pool, and as per the sidebar on Page 73 of Complete Scoundrel, he can fuel his luck feats with points from this pool at a rate of 3:1 without spending luck rerolls. Usually, he won't do this, keeping his luck points for the bonuses they can provide on pretty much any roll on a 1:1 basis. However, if he's ever stuck with 0 rerolls left, he has this ability to fall back on, providing an unlimited source of rerolls. He can curse foes, bystanders, or party members (who can choose to fail their saves). The ability explicitly states the curse can be removed, but you keep the luck points. Also, he or another party member can summon a horde of small monsters, then curse all of them while they can still provide flanking or aid another.
And your Tricks for Free:Okay, so luck rerolls are free, at least to Milo. However, they still take up actions in combat. The inclusion of Fortune's Friend gives us the ability to not count luck rerolls as our one swift/immediate action per round (though we can only reroll the same check once). This basically makes them free actions, and it means two things for us: first, we can reroll against multiple actions per turn. This is especially helpful in high-power campaigns, where combat can often start with the DM saying, "roll 4 Will saves against paralysis," or the like. Secondly, our swift/immediate actions are still free for casting. There are a lot of divine spells that take a swift action to cast, mostly paladin and ranger spells. Access to these spells, along with the historian flavor, is why I opted for archivist instead of a cleric or favored soul.
Can't Touch This: Good Karma, along with Advantageous Avoidance, Tempting Fate, and the supreme paragon's gift, help Milo play the heroic intercessor of the party. Not only can he redirect enemy attacks towards himself (with buffed AC thanks to his archivist casting...Greater Luminous Armor, Shield, etc), but he can also make that foe reroll its attack and/or damage (upon getting Fortune's Friend 1, since luck feats don't count against your swift action limit). If the attack carries a necromantic or death effect rider, Milo may already have his supreme gift or Death Ward activated, rendering him immune to the attack he takes on behalf of his teammate. Furthermore, even if Milo takes an attack that would deal enough damage to obliterate his teammate, he can use Tempting Fate to ensure that he only drops to -9 and makes his stabilization check. A source of fast healing (like a wand of Lesser Vigor) or spell effects that let you function in negative hitpoints (Beastland Ferocity, for example) make this combo even better.
Choose Your Own Adventure: The archivist grants access to domain spells, opening up one of my favorite: Choose Destiny, a swift-action 9th level spell from Races of Destiny. Basically, you get to roll every attack, save, and check twice. I'm unclear on how this stacks with rerolls (do I get to reroll each of my two rolls?) If so, you can have up to 4 rolls for one action. If not, you can still make up to 3 rolls for one action, making critical failures a thing of the past.
Mother Dearest: Mother Cyst was included for roleplaying reasons, as well as its spell selection. Necrotic Cyst is a second-level spell, meaning that it can be quickened. Use your swift action to cast it against an enemy, then use a standard action to cast either one of the necrotic spells, or anything else. However, my favorite spell of the bunch is Necrotic Empowerment. It provides some ability bonuses not usually available pre-epic, boosts Milo's hardiness, and grants him 100 temporary HP per casting. It only lasts 1 round/level, but I think it's one heck of a buff.

Notes Though my final build originally contained all 10 levels of the secret ingredient (Archivist 3/Church Inquisitor 3/Mythic Exemplar 10/Fortune's Friend 2/Contemplative 2), I contend that this build is stronger due to the inclusion of Luckstealer. While it causes the character to add CHA instead of dumping it, it also provides an unending source of luck points, and thus an unending source of luck rolls. You can curse anybody, friend or foe. Also, the Lucky magic and desperate recall features are a nice capstone--you get a milder version of Magical Fortune which can be used all day (and not just for damage, but all variable components of a spell), along with the ability to retain one 9th-level spell per day. The final two levels of Mythic Exemplar only provided +2 WIS and the ability to spontaneously "lose" spells to cast lower-level luck, protection, and strength spells. When it comes down to it, that just didn't provide Milo as many options as his exit at 8th level did.
This class suffers no multiclassing penalties, as it utilizes only one base class. However, the BAB and saves are a bit skewed. If fractional BAB and save rules were being used, Milo would have a +12 BAB, and saves of +9 FORT, +9 REFLEX, +10 WILL.
A main part of the archivist's power is in his spell selection. Some classes or domains get spells at a lower level than others, and those can come in quite handy. However, your DM may place some restrictions on this. If they do so, you may want to consider going with the build in the note above. Though it lacks a small amount of versatility, you wouldn't need to use Contemplative for the Luck domain, and can instead take Destiny, automatically granting yourself Choose Destiny as a spell known. The domain ability, though limited, is also nice (grant an ally 1 reroll/day).

SourcesBook of Exalted Deeds (Intuitive Attack)
Complete Champion (Mythic Exemplar, Knowledge Devotion)
Complete Divine (Church Inquisitor, Contemplative)
Complete Scoundrel (Fortune's Friend, luck feats, skill tricks, Lucky Charm)
DMG (Cloak of displacement, Ring of Counterspells, Luck Blade, Metamagic rod, Tomes, Ioun stone)
Heroes of Horror (Archivist)
Libris Mortis (Mother Cyst, necrotic spells)
Magic Item Compendium (Circlet of Rapid Casting, Veil of Allure, Shirt of the Leech, Amulet of Second Chances, Ring of Spellbattle, Gloves of Fortunate Striking, Scrolls of Uncertain Provenance)
[b]Miniatures Handbook (Belt of Magnificence)
PHB (Masterwork tools)
Races of Destiny (Choose Destiny)
Races of the Wild (Dallah Thaun's Luck, Luckstealer)
Spell Compendium (tons of swift action paladin/ranger spells ripe for Archivist plucking)

A_S
2015-06-18, 12:04 AM
They will sing songs about this legendary hero, who sang songs about a man who sang songs.
Regarding skills: what's on the skills section is the number of ranks I've added at each level. As suggested, I will put the full skill list (with each of the bonuses as intended) at the end of each build progression, along spells per level and spells known.

Nuaeral Trakaith/Geoffrey Steelfist
Base Ability Scores (32-point buy): Strength 14, Dexterity 12, Constitution 14, Intelligence 12, Wisdom 10, Charisma 16

At 10th level

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


1st
Bard 1
+0
+0
+2
+2
Concentration +4, Diplomacy +4, Knowledge (arcana) +4, Knowledge (history) +4, Perform (oratory) +4, Perform (poetry) +4, Spellcraft +4
Draconic Heritage (green dragon; flaw-gained bonus feat), Dragonfire Inspiration, Dragontouched (flaw-gained bonus feat), Frail (flaw), Slow (flaw), Skill Focus (diplomacy)
Bardic Music (Inspire Courage+1), Bardic Knowledge, Healing Hymn (Complete Champion 47, replaces Fascinate), Spellbreaker Song (Complete Mage 35, replaces Countersong)


2nd
Bard 2
+1
+0
+3
+3
Concentration +1, Diplomacy +1, Knowledge (arcana) +1, Knowledge (history) +1, Perform (oratory) +1, Perform (poetry) +1, Spellcraft +1




3rd
Marshal 1
+1
+2
+3
+5
Diplomacy +1, Intimidate +1, Perform (oratory) +1, Perform (poetry) +1, Ride +1
Power Attack
Minor Aura: Motivate Charisma


4th
Marshal 2
+2
+3
+3
+6
Diplomacy +1, Intimidate +1, Perform (oratory) +1, Perform (poetry) +1, Ride +1

Major Aura +1: Motivate Care


5th
Marshal 3
+3
+3
+4
+6
Diplomacy +1, Intimidate +1, Perform (oratory) +1, Perform (poetry) +1, Ride +1

Minor Aura : Watchful Eye


6th
Mythic Exemplar 1
+3
+3
+4
+6
Diplomacy +1*, Intimidate +1*, Perform (oratory) +1, Perform (poetry) +1, Ride +1
Cleave
Paragon’s Path (Reikhardt), Save Bonus +1 (Will)


7th
Mythic Exemplar 2
+4
+3
+4
+6
Concentration +1 (CC), Perform (oratory) +1, Perform (poetry) +1, Ride +1

Least Paragon’s Gift (Inspire Courage)


8th
Warrior Skald 1
+5
+5
+6
+6


Bardic Music (Countersong, Fascinate, Inspire Competence, Inspire Greatness*, Suggestion*), Dragonscale Husk (Dragon Magic 12, replaces Heavy Armor Proficiency)


9th
Warrior Skald 2
+6/+1
+6
+5
+6
Diplomacy +1, Hide +1, Move Silently +1, Perform (oratory) +1, Perform (poetry) +1
Song of the Heart
Words of Rejuvenation


10th
Warrior Skald 3
+7/+2
+6
+5
+7
Diplomacy +1, Hide +1, Move Silently +1, Perform (oratory) +1, Perform (poetry) +1

Demoraliz


*: Skills chosen as class skills for Mythic Exemplar (Diplomacy, Intimidate, Knowledge [arcana])

Spells per day/Spells Known


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


1st
2/4
-
-
-
-
-
-
-
-
-


2nd
3/5
0/2
-
-
-
-
-
-
-
-


3rd
3/5
0/2
-
-
-
-
-
-
-
-


4th
3/5
0/2
-
-
-
-
-
-
-
-


5th
3/5
0/2
-
-
-
-
-
-
-
-


6th
3/5
0/2
-
-
-
-
-
-
-
-


7th
3/6
1/3
-
-
-
-
-
-
-
-


8th
3/6
1/3
-
-
-
-
-
-
-
-


9th
3/6
1/3
-
-
-
-
-
-
-
-


10th
3/6
1/3
-
-
-
-
-
-
-
-



Spells Known:
0—detect magic, minor disguise, prestidigitation, resistance, songbird, summon instrument
1st—critical strike, inspirational boost, improvisation

Ability Scores: Strength 15 (+1 to ability score at level 8), Dexterity 12, Constitution 14, Intelligence 12, Wisdom 10, Charisma 17 (+1 to ability score at level 4)

Skills: Concentration +8, Diplomacy +15, Hide +4, Intimidate +7, Knowledge (arcana) +6, Knowledge (history) +6, Move Silently +4, Perform (oratory) +16, Perform (poetry) +16, Ride +6, Spellcraft +8

At level 20

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


1st
Bard 1
+0
+0
+2
+2
Concentration +4, Diplomacy +4, Knowledge (arcana) +4, Knowledge (history) +4, Perform (oratory) +4, Perform (poetry) +4, Spellcraft +4
Draconic Heritage (green dragon; flaw-gained bonus feat), Dragonfire Inspiration, Dragontouched (flaw-gained bonus feat), Frail (flaw), Slow (flaw), Skill Focus (diplomacy)
Bardic Music (Inspire Courage+1), Bardic Knowledge, Healing Hymn (Complete Champion 47, replaces Fascinate), Spellbreaker Song (Complete Mage 35, replaces Countersong)


2nd
Bard 2
+1
+0
+3
+3
Concentration +1, Diplomacy +1, Knowledge (arcana) +1, Knowledge (history) +1, Perform (oratory) +1, Perform (poetry) +1, Spellcraft +1




3rd
Marshal 1
+1
+2
+3
+5
Diplomacy +1, Intimidate +1, Perform (oratory) +1, Perform (poetry) +1, Ride +1
Power Attack
Minor Aura: Motivate Charisma


4th
Marshal 2
+2
+3
+3
+6
Diplomacy +1, Intimidate +1, Perform (oratory) +1, Perform (poetry) +1, Ride +1

Major Aura +1: Motivate Care


5th
Marshal 3
+3
+3
+4
+6
Diplomacy +1, Intimidate +1, Perform (oratory) +1, Perform (poetry) +1, Ride +1

Minor Aura : Watchful Eye***


6th
Mythic Exemplar 1
+3
+3
+4
+6
Diplomacy +1*, Intimidate +1*, Perform (oratory) +1, Perform (poetry) +1, Ride +1
Cleave
Paragon’s Path (Reikhardt), Save Bonus +1 (Will)


7th
Mythic Exemplar 2
+4
+3
+4
+6
Concentration +1 (CC), Perform (oratory) +1, Perform (poetry) +1, Ride +1

Least Paragon’s Gift (Inspire Courage)


8th
Warrior Skald 1
+5
+5
+6
+6
Diplomacy +1, Hide +1, Move Silently +1, Perform (oratory) +1, Perform (poetry) +1

Bardic Music (Countersong, Fascinate, Inspire Competence, Inspire Greatness**, Suggestion**), Dragonscale Husk (Dragon Magic 12, replaces Heavy Armor Proficiency)


9th
Warrior Skald 2
+6/+1
+6
+5
+6
Diplomacy +1, Hide +1, Move Silently +1, Perform (oratory) +1, Perform (poetry) +1
Song of the Heart
Words of Rejuvenation


10th
Warrior Skald 3
+7/+2
+6
+5
+7
Diplomacy +1, Hide +1, Move Silently +1, Perform (oratory) +1, Perform (poetry) +1

Demoralize


11th
Mythic Exemplar 3
+8/+3
+7
+6
+8
Diplomacy +1*, Intimidate +1*, Perform (oratory) +1, Perform (poetry) +1, Ride +1

Save Bonus +2 (Will)


12th
Mythic Exemplar 4
+9/+4
+7
+6
+8
Diplomacy +1*, Intimidate +1*, Perform (oratory) +1, Perform (poetry) +1, Ride +1
Melodic Casting
Lesser Paragon’s Gift (+4 to Charisma)


13th
Mythic Exemplar 5
+9/+4
+7
+6
+8
Diplomacy +1*, Intimidate +1*, Perform (oratory) +1, Perform (poetry) +1, Ride +1

Minor Aura: Determined Caster, Major Aura: Resilient Troops***, Save Bonus +5 (Will)


14th
Mythic Exemplar 6
+10/+5
+8
+7
+9
Diplomacy +1*, Intimidate +1*, Perform (oratory) +1, Perform (poetry) +1, Ride +1

Greater Paragon’s Gift: Inspire Greatness


15th
Mythic Exemplar 7
+11/+6/+1
+8
+7
+9
Diplomacy +1*, Intimidate +1*, Perform (oratory) +1, Perform (poetry) +1, Ride +1
Frightful Presence
Save Bonus +4 (Will)


16th
Mythic Exemplar 8
+12/+7/+2
+8
+6
+9
Knowledge (arcana) +1*, Perform (oratory) +1, Perform (poetry) +1, Skill Trick: Never Outnumbered

Supreme Paragon’s Gift: Dominate Person


17th
Mythic Exemplar 9
+12/+7/+2
+9
+7
+10
Perform (oratory) +1, Perform (poetry) +1, Ride +1, Spellcraft +1 (CC)

Minor Aura: Demand Fortitude***, Major Aura +2


18th
Lyric Thaumaturge 1
+12/+7/+2
+9
+9
+12
Intimidate +1 (CC), Knowledge (history) +1, Perform (oratory) +1, Perform (poetry) +1
Practiced Spellcaster (Sorcerer)
Bardic Music, Bonus Spell


19th
Lyric Thaumaturge 2
+13/+8/+3
+9
+10
+13
Intimidate +1 (CC), Knowledge (history) +1, Perform (oratory) +1, Perform (poetry) +1
Captivating Melody



20th
Lyric Thaumaturge 3
+14/+9/+4
+10
+10
+13
Intimidate +1 (CC), Knowledge (history) +1, Perform (oratory) +1, Perform (poetry) +1

Spell Secret (shield, wraithstrike)


*: Skills chosen as class skills for Mythic Exemplar (Diplomacy, Intimidate, Knowledge [arcana])
**: Acquired once the prerequisite Perform ranks are achieved.
***: The entry on Archetype Advancement for Reikhardt explains "+1 level of a class-based extraordinary ability to grant bonuses to allies", a very ambiguous term that does not explain whether the character gains further auras; only the effective level for purposes of aura strength. On the latter case, the abilities marked are not available for Nuaerel's use and the abilities unmarked are acquired earlier in the same order. Otherwise, these are acquired at the indicated level

Spells per day/Spells Known


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


1st
2/4
-
-
-
-
-
-
-
-
-


2nd
3/5
0/2
-
-
-
-
-
-
-
-


3rd
3/5
0/2
-
-
-
-
-
-
-
-


4th
3/5
0/2
-
-
-
-
-
-
-
-


5th
3/5
0/2
-
-
-
-
-
-
-
-


6th
3/5
0/2
-
-
-
-
-
-
-
-


7th
3/6
1/3
-
-
-
-
-
-
-
-


8th
3/6
1/3
-
-
-
-
-
-
-
-


9th
3/6
1/3
-
-
-
-
-
-
-
-


10th
3/6
1/3
-
-
-
-
-
-
-
-


11th
3/6
1/3
-
-
-
-
-
-
-
-


12th
3/6
2/3
0/2
-
-
-
-
-
-
-


13th
3/6
2/3
0/2
-
-
-
-
-
-
-


14th
3/6
3/4
1/3
-
-
-
-
-
-
-


15th
3/6
3/4
1/3
-
-
-
-
-
-
-


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


17th
3/6
3/4
2/3
-
-
-
-
-
-
-


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


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


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


+X: Denotes either bonus spell slots gained through Bonus Spell, or bonus spells known via Spell Secret

Spells Known:
0—detect magic, minor disguise, prestidigitation, resistance, songbird, summon instrument
1st—critical strike, inspirational boost, improvisation, phantom threat, shield
2nd—alter self, mirror image, painful echoes, sting ray, wraithstrike
3rd—fear, haste, wounding whispers

Ability Scores: Strength 16 (+1 to ability score at level 8 and 16), Dexterity 12, Constitution 14, Intelligence 12, Wisdom 10, Charisma 19 (+1 to ability score at level 4, 12 and 20)

Skills: Concentration +8, Diplomacy +21, Hide +4, Intimidate +16, Knowledge (arcana) +7, Knowledge (history) +9, Move Silently +4, Perform (oratory) +27, Perform (poetry) +27, Ride +12, Spellcraft +9

Other Information
Racial Traits: As a forestlord half-elf (Dragon Magic 8), Nuaeral/Geoffrey has the following traits: dragonblood subtype, treewalk 3/day (for being a 10th level character), Hide as class skill for all classes, Forestlord Pact (cannot attack green dragon or -1 penalty to attack rolls, caster level and saving throws)

Background: Born from the union of a human military commander and a wandering elven songstress, Nuaeral Trakaith was born from two radically different cultures. His father, Wilfred Steelfist was a ruthless soldier, a young warrior that rose swiftly upon the ranks of the military to become captain of his own unit. During a battle in which he was sent to ransack a series of villages in order to claim the land from the elves, Nuaeral's father confronted the guardian of the land: a fierce green dragon, with whom the elven tribes had struck a truce. His army was defeated, only himself and a band of soldiers remaining after three long days of combat. Wilfred was forced to strike a truce with the dragon to save his remaining men, swearing that he wouldn't conquer the elven lands and that he would relay the message to his liege regardless of the consequences. The negotiation was successful, allowing Wilfred and his men to recover in one of the remaining lands, upon the guise of allies who kept the invaders at bay until the dragon fulfilled the oath with the elves. During the days he and his men recovered, he acquainted with his caretaker, a beautiful elven maiden, healer and speaker of the village named Beswynna Trakaith. The two had a very short relationship (lasting mostly for the week, as Beswynna was considered an enemy in Wilfred's eyes), but the fruit of the relationship bore fruit much later, with Nuaeral's birth. Beswynna named her child with the hope that the small seed would result in a sprout of harmony between the elven villages and their neighboring human lands.

During most of his youth, Nuaeral was trained in his mother's profession, becoming a talented singer with unusual traits that signaled him as a scion of the ancient pacts with the guardian dragons of the forest. However, while Beswynna was graceful and serene, Nuaeral was belligerent and fierce, impatient despite his frail complexion; perhaps it was his frail complexion that caused him to prove to the others that he was no weakling. For indeed, he was strong and resilient, but he was not swift as his peers, and neither bestowed of great resistance to pain.

At his 30th year of life, wishing to travel the world, Nuaeral departed with his mother's blessing, although torn because he couldn't believe his mother refused so deeply to allow him to meet his father. Nevertheless, he departed from his native village, seeking to quell or even indulge on proving his mettle. He also wished to prove whether the rumors of his birth to an enemy commander was true, even though her mother swore that she never related to the enemy. This path took him, without his knowledge, to meet the father he sought so much: yet, he met him unwittingly as the enemy. He was captured by the soldiers of sir Wilfred, taken to the aging man whom at first couldn't recognize his own factions, or those of his once-lover, in the young half-elf's face. However, as they spoke, Wilfred revealed his paternal desires, and embraced his long-lost son warmly. Seeing a strong and skilled man, he endeavored to train his son as a soldier much as he did on his youth, to which his son originally refused. Indeed, he wished to prove his might, but not by becoming the enemy; however, a deep introspection in his own name and Wilfred's long-standing resentment for his failure turning into a singular act of rebellion against his country convinced him of the benefits of becoming a soldier. Wilfred's failure turned into unwilling devotion, as he sought to become the greatest commander of all time, much like a legend upon men; the noble sir Reikhardt, Lord Marshall of Geoff. Indeed, as a last honor his father requested from his son, he sought to know his son as Geoffrey, "(born) from Geoff" in old human tongues. Nuaeral and Wilfred forged a bond that they couldn't forge in years, with Nuaeral healing the old wounds of Wilfred's soul and drawing on his reserves of elven knowledge for clues about Reikhardt, while Wilfred taught his son the art of war and the noble goals of the epic hero. During the next few years, Nuaeral, under the guise of Geoffrey Steelfist, rose as his father did on the ranks of the army and became a lieutenant under the orders of his own father. In battle, "Geoffrey" fought at the forefront, just as his father did, leading his men with his heroic determination and the secrets of his elven heritage, his draconic blood boiling deep within him, and his tricks as a wandering minstrel. He won several victories in his own name, his liege unaware of his birthplace but realizing he would achieve what his father couldn't. (5th level)

Yet, fate was not too kind upon his liege, or to Wilfred. Nuaeral's first major defeat was against a small warband of orcs, fighting fiercely up to the last man, but dealing horrible losses to the young half-elf's company. He would have perished, were it not because the warband second-in-command, a young half-orc warrior-poet praised more for his skill in whipping orcs into frenzy than in his art. It was largely unknown what happened that day, whether the arts bound both performers so as to allow a half-orc to forgive the life of his enemy, and worse, a sworn enemy as an elf, but the half-orc took Nuaeral as a prisoner. His imprisonment didn't last long: the deception of the half-elf's company of realizing that their leader was part of the enemy all along, as well as the orc's disappointment upon their half-orcish kin, forced both to escape in the dark of the night, depending on one another to survive. That was the beginning of a friendship, one that resulted in both trading ways to handle their weaknesses. While the orc refined his tactical knowledge and learned the ways of the military, Nuaeral found his own strength in the bond of his musical talent and his military knowledge, blending song and steel to induce fear and awe upon his enemies. Yet, there was more: the young half-orc was inspired by the tales of "Raakhaat Oguuf", a ballad the young orc had learned from his orc father, and that Nuaeral quickly realized it was a story about Reikhardt. Feeling this as a sign, he sought to follow the path of his exemplar, developing his own strength along the way. (10th level)

With each passing year, Nuaeral grew closer to understand the legend of Reikhardt the Brave. More and more, he realized that there were traits of Reikhardt that were very similar to him: a military commander, an outsider amongst outsiders, one that forged a bond with five other outcasts and became the legendary Six from Shadow. Yet, there was more: his draconic heritage granting him magical power, his performing talent at poetry and oratory granting him the ability to inspire troops even further. He served under many armies, as a mercenary willing to lead troops, under many names; however, Nuaeral and Geoffrey were his best known aliases. At one moment, he could fight upon the side of one army in the guise of an elf; at another, he could fight against the same army in the guise of a human. He fought not for money, fame, skill or position; he fought to understand the mystique of Reikhardt, such was his passion. He met his two closest exemplars one last time: he fought one more time for his father as he was betrayed by his own liege after years of doubt and intrigue, and he fought against his old sparring partner in opposing sides leading a band of elves against a massive orc horde. Both times, his exemplars had died: his father perished days after his son saved him out of a terrible poison, while he was forced to slay his former friend as he was manipulated to fight against his own will, forgiving the half-elf with his last words as he regained freedom of his fading life. These two events struck him to the core, allowing him to understand what drove Reikhardt to forge a relationship with complete strangers after that legendary battle. Nuaeral was now maturing, realizing that Reikhardt's example was one of unity, of forging lasting bonds with people while bridging the chasms that separated them. (15th level)

Much he had learned about his greatest inspiration, learning from experience, from the life of a man who devoted his life to following Reikhardt's example, and from the experience of forgiing bonds with people as Reikhardt must have surely done. He was renowned by people as a legendary commander, and he would have been one step closer to embodying his paragon in life, but just as he was close to, he stopped. Much like the Six from Shadow did, he suddenly disappeared, no longer a mercenary fighting against the chasms of hate, regardless of the source. Now, following one step closer to his mother's footsteps, he has entered a prestigious academy of performing arts training bards deeper into the arts of magic and music. To those who have heard of Nuaeral's story, he must have either embodied Reikhardt's story or abandoned it right at the end; to Nuaeral, or to Geoffrey, he still walks the path towards realizing the final days of his paragon. Perhaps, between the stories of bards he would find his answer, as he surely did in his youth (20th level)

Sources
Miniatures Handbook: information on Marshal
Complete Champion: information on Mythic Exemplar (87-90), Healing Hymn (47)
Complete Mage: information on Lyric Thaumaturge (67-68), Spellbreaker Song (35), the Painful Echoes spell (90)
Complete Scoundrel: skill trick Never Outnumbered (87)
Races of Faerun: information on Warrior Skald (186-187)
Dragon Magic: information on Forestlord Elf (8), Dragonscale Husk ACF (12), the Draconic Knowledge, Dragonfire Inspiration and Dragontouched feats (17-19)
Complete Champion errata: added Perform to class skills
Races of the Wild: use of Elven language for Nuaeral's Elven name (30-31)
Spell Compendium: information on spells Minor Disguise, Songbird, Improvisation, Inspirational Boost, Sting Ray, Wounding Whispers (246-248)
Eberron Campaign Setting: information on Song of the Heart feat

A_S
2015-06-18, 12:20 AM
Base classes, who needs 'em?
Name: Alexei
Race: Half Elf

http://www.wizards.com/dnd/images/ManualPlanes/119441.jpg

Progression

Level
Class
Str
Dex
Con
Int
Wis
Cha
BAB
Base Fort
Base Ref
Base Will
Feats
Class Features
Skills


1st
Cloistered Cleric 1
10
10
10
14
18
12
0
0
0
2
Sacred Vow, Protection Devotion, Knowledge Devotion
Turn Undead, Luck Domain, Protection Devotion, Knowledge Devotion
Knowledge (History) 4 Diplomacy 4 Sense Motive 2 Knowledge (Religion) 4 Spell Craft 4 Spot 2 Gather Information 2 Listen 2


2nd
Half Elf Paragon 1
10
10
10
14
18
12
0
0
2
2
Nymph's Kiss
Bonus Feat, Divided Ancesty (Human), Elven Vision
Knowledge (History) 5 Diplomacy 5 Sense Motive 2 Knowledge (Religion) 4 Spell Craft 4 Spot 2 Gather Information 2 Listen 5 Profession (Librarian) 1


3rd
Human Paragon 1
10
10
10
14
18
12
0
0
2
4
Vow of Chastity
Adaptive Learning
Knowledge (History) 6 Diplomacy 6 Sense Motive 3 Knowledge (Religion) 5 Spell Craft 4 Spot 3 Gather Information 3 Listen 6 Profession (Librarian) 1


4th
Human Paragon 2
10
10
10
14
19
12
1
0
2
5
Intuitive Strike
Bonus Feat
Knowledge (History) 7 Diplomacy 7 Sense Motive 4 Knowledge (Religion) 6 Spell Craft 4 Spot 4 Gather Information 4 Listen 7 Profession (Librarian) 1


5th
Squire of Legend 1
10
10
10
14
19
12
1
0
2
5

Least Squire's Burden, Paragon's Path (Imdrastri), Save Bonus +1
Knowledge (History) 8 Diplomacy 8 Sense Motive 6 Knowledge (Religion) 7 Spell Craft 4 Spot 6 Gather Information 5 Listen 8 Profession (Librarian) 1


6th
Squire of Legend 2
10
10
10
14
19
12
2
0
2
5
Vow of Obedience
Lesser Squire's Burden
Knowledge (History) 9 Diplomacy 9 Sense Motive 8 Knowledge (Religion) 8 Spell Craft 4 Spot 8 Gather Information 6 Listen 9 Profession (Librarian) 1


7th
Squire of Legend 3
10
10
10
14
19
12
3
1
3
6

Faithful Companion, Greater Squire's Burden, Save Bonus +2
Knowledge (History) 10 Diplomacy 10 Sense Motive 10 Knowledge (Religion) 9 Spell Craft 4 Spot 10 Gather Information 7 Listen 10 Profession (Librarian) 1


8th
Human Paragon 3
10
10
10
14
22
12
4
2
4
6

Ability Boost +2
Knowledge (History) 11 Diplomacy 11 Sense Motive 8 Knowledge (Religion) 10 Spell Craft 4 Spot 11 Gather Information 8 Listen 11 Profession (Librarian) 1


9th
Mythic Exemplar 1
10
10
10
14
22
12
4
2
4
6
Vow Of Abstinence
Paragon's Path (Imdrastri), Save Bonus +1
Knowledge (History) 12 Diplomacy 12 Sense Motive 9 Knowledge (Religion) 11 Spell Craft 4 Spot 12 Gather Information 9 Listen 12 Profession (Librarian) 1


10th
Mythic Exemplar 2
10
10
10
14
22
12
5
2
4
6

Least Paragon's Gift
Knowledge (History) 13 Diplomacy 13 Sense Motive 10 Knowledge (Religion) 12 Spell Craft 4 Spot 13 Gather Information 10 Listen 13 Profession (Librarian) 1


11th
Mythic Exemplar 3
10
10
10
14
22
12
6
3
5
7

Archetype Advancement, Save Bonus +2
Knowledge (History) 14 Diplomacy 14 Sense Motive 11 Knowledge (Religion) 13 Spell Craft 4 Spot 14 Gather Information 11 Listen 14 Profession (Librarian) 1


12th
Mythic Exemplar 4
10
10
10
14
23
12
7
3
5
7
Touch of Healing
Lesser Paragon's Gift
Knowledge (History) 15 Diplomacy 15 Sense Motive 12 Knowledge (Religion) 14 Spell Craft 4 Spot 15 Gather Information 12 Listen 15 Profession (Librarian) 1


13th
Mythic Exemplar 5
10
10
10
14
23
12
7
3
5
7

Archetype Advancement, Save Bonus +3
Knowledge (History) 16 Diplomacy 16 Sense Motive 13 Knowledge (Religion) 15 Spell Craft 4 Spot 16 Gather Information 13 Listen 16 Profession (Librarian) 1


14th
Mythic Exemplar 6
10
10
10
14
23
12
8
4
6
8

Greater Paragon's Gift
Knowledge (History) 17 Diplomacy 17 Sense Motive 14 Knowledge (Religion) 16 Spell Craft 4 Spot 17 Gather Information 14 Listen 17 Profession (Librarian) 1


15th
Half Elf Paragon 2
10
10
10
14
23
12
9
4
7
8
Sociable Personality
Persuasion
Knowledge (History) 18 Diplomacy 18 Sense Motive 15 Knowledge (Religion) 16.5 Spell Craft 4 Spot 17 Gather Information 14 Listen 18 Profession (Librarian) 1


16th
Half Elf Paragon 3
10
10
10
14
26
12
10
5
7
9

Ability Boost +2
Knowledge (History) 19 Diplomacy 19 Sense Motive 16 Knowledge (Religion) 17 Spell Craft 4 Spot 17 Gather Information 14 Listen 19 Profession (Librarian) 1


17th
Mythic Exemplar 7
10
10
10
14
26
12
11
5
7
9

Archetype Advancement, Save Bonus +4
Knowledge (History) 20 Diplomacy 20 Sense Motive 17 Knowledge (Religion) 18 Spell Craft 4 Spot 18 Gather Information 15 Listen 20 Profession (Librarian) 1


18th
Mythic Exemplar 8
10
10
10
14
26
12
12
5
7
9
Nimbus of Light
Supreme Paragon's Gift
Knowledge (History) 21 Diplomacy 21 Sense Motive 18 Knowledge (Religion) 19 Spell Craft 4 Spot 19 Gather Information 16 Listen 21 Profession (Librarian) 1


19th
Mythic Exemplar 9
10
10
10
14
26
12
12
6
8
10

Archetype Advancement
Knowledge (History) 22 Diplomacy 22 Sense Motive 19 Knowledge (Religion) 20 Spell Craft 4 Spot 20 Gather Information 17 Listen 22 Profession (Librarian) 1


20th
Mythic Exemplar 10
10
10
10
14
29
12
13
6
8
10

Ability Boost, Embody Paragon
Knowledge (History) 23 Diplomacy 23 Sense Motive 20 Knowledge (Religion) 21 Spell Craft 4 Spot 21 Gather Information 18 Listen 23 Profession (Librarian) 1



Squire of the holy cause:Born in a monestary far to the north, Alexei knew nothing of his heritage, merely following the way of the elders, learning of the books. As he grew, his time amoung the humans made him more one of them than his woodland kin, even more so after a chance encounter with a Nymph while walking in the woods. Veiling her beauty from him, she told him that his great grand sire had saved her in his youth. Not truely understanding, he accepted a kiss from her as payment, swearing to be with no other till he returned to her, such was the mind of a young lad.
Despite it being a hasty promise in the presense of a being more beautiful than any he had seen before, Alexei kept it, her gift turning him into more of a man, his gift with words growing as did his search into the history books to find who his great grandsire was.
On his 18th birthday, a knight of the Disciples of Legends return to the monestary after many hard years of travelling, seeking a squire to follow him. Though many were more apt with the blade or magic than him, the knight choose Alexei out of those viable as soon as his eye fell on him, the knight expression changing viable showing confusion muttering "It can't be".
The pair left shortly after, though the Knight never explained his confusion, he taugh Alexei much about a cleric reveared by the Disciples of Legends known as Imdrastri. Teaching self sacrifice for the greater good, he came to a local chapter house where he swore a vow to follow the teaching of Indrastri wherever he could and discover the missing past.
Travelling with his knight for a few more years, Alexei grew wiser beyond his years with great speed, his skill with words able so sooth confrontation before it began, almost able to read the hearts of others with a short glance.

Level 8Hit Dice: 7d8+6
Initative: +0
Speed: 30ft
Armour Class: 20 (+7 wisdom, +1 belt, +2 armor), touch 18, flat-footed 20
Base Attack/Grapple: +4/+4
Attack: +12, 1d8 damage, unarmed
Full Attack: +12, 1d8 damage, unarmed
Space/Reach: 5ft/5ft
Special Attacks:
Special Qualities: Low Light Vision, Immunity to Sleep, Luck Domain Re-roll, Sheild Other, Sanctuary
Saves: Fort +2, Ref +4 (+8 vs poisons and drugs), Will +14 (+18 vs charms, phantasms and compulsions), +2 vs enchantments, +1 vs spells
Abilities: Strength 10, Dexterity 10, Constitution 10, Intelligence 14, Wisdom 24, Charisma 12
Skills: Knowledge (History) +13, Diplomacy +18, Sense Motive +15, Knowledge (Religion) +12, Spell Craft +6, Spot +20, Gather Information +13, Listen +20, Profession (Librarian) +8

Equipment: Monk's Belt, Periapt of Wisdom +2, bracers of armor +2
2000gp

An Exemplar of his time:A chance encounter with a wandering elf revealed so much of who he was to Alexei, for he discovered that the elf was his grandfather, and a one time companion of Imdrastri. Hearing many stories of what Imdrastri did for those around him first hand, Alexei became even move enawed with the greatness which he taught.
Travelling to the Reliquary of the Six, Alexei was introduced to Laldaraat Indlin who took him deep into the vaults of hidden knowledge. Taking out a painting made of six adventures, Alexei was struck with the resemblance of one of them with his father, and as the gnome pointed at it and said who it was, his upbringing, the knights reaction, what the Nymph had told him years ago, it all came together that he was the living heir of Indrastri.
Swearing a final oath to never imbue that which would impare his senses and cause him to reveal what he had learnt, Alexei became in Exemplar of Indrastri, travelling the lands seeking out cults of Tharizdun and Juiblex as well as brave adventures to join him in defeating these cults. Protecting those who travelled with him, his skills with words became greater, guiding even cult members to the light, making them give up their evil ways and seek to aid others.
As he aged and became wiser than most mortals, his understanding began to show, clouds always parted above him, even on the darkness night, and the rays of sun or moon light filtered down an illuminated around him for all to see.

Level 20Hit Dice: 19d8+26
Initative: +1
Speed: walk 30ft, fly 60ft (good)
Armour Class: 39 (+15 wisdom, +1 Belt, +8 armor, +5 deflection), touch 31, flat-footed 39
Base Attack/Grapple: +19/+19
Attack: +39, 1d6+7 damage, quarterstaff
Full Attack: +35/+30/+25/+20//+31, 1d6+7 damage, quarterstaff
Space/Reach: 5ft/5ft
Special Attacks: Attacks?
Special Qualities: Low Light Vision, Immunity to Sleep, Luck Domain Re-roll, Least Paragon Gift Re-Roll, Sheild Other, Sanctuary, etc
Saves: Fort +7, Ref +9 (+13 vs poisons and drugs), Will +32 (+36 vs charms, phantasms and compulsions), +2 vs enchantments, +1 vs spells
Abilities: Strength 16, Dexterity 10, Constitution 10, Intelligence 18, Wisdom 40, Charisma 12
Skills: Knowledge (History) +28, Diplomacy +34 (+36 vs good) (May re-roll), Sense Motive +36 (+38 vs good), Knowledge (Religion) +26, Spell Craft +9, Spot +41, Gather Information +24 (May re-roll), Listen +42, Profession (Librarian) +17
Equipment: Monk's Belt, Tome Of Understanding +5, Periapt of Wisdom +6, Bracers of Armour +8, Wings of Flying, Ring of Protection +5, Ring of Spell Turning, Pale Green Ioun Stone, Dark Blue Ioun Stone, Headbane of Intellect +4
+4 Intelligent Holy Axiomatic Quarterstaff (Purpose: Defeat followers of Tharizdun and Juiblex. Status at will, 10 ranks knowledge history, 10 ranks sense motic, detect magic at will, dimension door. Ego 26)
5,620gp

Spells active: Divine Power

Combat Tactics:Uhh... Yeah... Combat...
You have cleric casting as a level 15 cleric at level 20, so can run as a cleric sort of. The rather high wisdom score does make your spells hard to resist, so using your spells to try and disable opponents is fairly effective. With Touch of Healing you can do fairly effective out of combat healing.
Earlier levels you have a fairly low attack bonus until level 4 when it ceases to be +0 and via a combination of the first point of BAB and Intuitive Strike, jumps to +5. Of course when you hit level 20 attack bonus can be as high as +39, but lacking power attack, all this means is you slowly poke opponents to death. Unless they are Chaotic Evil, then there is an extra 4d6+4 damage which will speed things up.
Alternatively, as you have a fairly good Diplomacy modifier, with a re-roll and such anyone who is unfriendly should soon be helpful, and hopefully those hostile to such a holy individual will be friendly.

Weaknesses:Damage output. Pretty much pointless at high levels. Saves are fairly low too (Except will).

Sources:Unearthed Arcana:
Cloistered Cleric
Half-Elf Paragon
Human Paragon

Complete Champion:
Squire of Legend
Mythic Exemplar
Protection Devotion
Knowledge Devotion
Touch of Healing
Numbus of Light

Book of Exalted Deeds:
Sacred Vow
Nymph's Kiss
Vow of Chastity
Intuitive Strike
Vow of Obedience
Vow of Abstinence

Races of Destiny
Sociable Personality

A_S
2015-06-18, 12:27 AM
Now if only he could bind Ktolemagne...
Ignatius
Neutral Human Wizard 2/Binder 1/Anima Mage 7/Mythic Exemplar 10
Level 1: Str 8, Dex 14, Con 14, Int 16, Wis 10, Cha 15
Level 20: Str 8, Dex 14, Con 14, Int 22, Wis 10, Cha 16
Intelligence gets the first four upgrades, Charisma the last one

SourcesPHB(Wizard, Skills, Extend and Quicken Spell, Scribe Scroll), DMG, Tome of Magic(Binder, Anima Mage, Improved Binding, Skilled Pact Making), Complete Arcane(Persist Spell, Practiced Spellcaster, Arcane Mastery, Precocious Aprentice), Complete Champion(Mythic Exemplar, Disciples of Legend)
Level by LevelIgnatius


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


1st
Wizard 1
+0
+0
+0
+2
Concentration 4, Spellcraft 4, Decipher Script 4, Knowledge (history, arcana, planes) 4
Scribe Scroll, Extend Spell, Precocious Apprentice(Web)
Familiar


2nd
Wizard 2
+1
+0
+0
+3
Concentration 5, Spellcraft 5, Decipher Script 5, Knowledge (history, arcana, planes) 5
-
-


3rd
Binder 1
+1
+2
+0
+5
Concentration 6, Spellcraft 5, Decipher Script 5, Knowledge (history, arcana, planes) 5, Intimidate 6
Improved Binding
Soul Binding(1 vestige)


4th
Anima Mage 1
+1
+2
+0
+7
Concentration 7, Spellcraft 6, Decipher Script 5, Knowledge (history, arcana, planes) 6, Intimidate 7
-
soul binding +1


5th
Anima Mage 2
+2
+2
+0
+8
Concentration 8, Spellcraft 7, Decipher Script 5, Knowledge (history, arcana, planes) 7, Intimidate 8
-
soul binding +2, Exploit Vestige


6th
Anima Mage 3
+2
+3
+1
+8
Concentration 9, Spellcraft 8, Decipher Script 5, Knowledge (history, arcana, planes) 8, Intimidate 9
Persist Spell
soul binding +3, Vestigial Awareness


7th
Anima Mage 4
+3
+3
+1
+9
Concentration 10, Spellcraft 9, Decipher Script 5, Knowledge (history, arcana, planes) 9, Intimidate 10
-
soul binding +4


8th
Anima Mage 5
+3
+3
+1
+9
Concentration 11, Spellcraft 10, Decipher Script 5, Knowledge (history, arcana, planes) 10, Intimidate 11
-
soul binding +5, Vestige Metamagic 1/day


9th
Anima Mage 6
+4
+4
+2
+10
Concentration 12, Spellcraft 11, Decipher Script 5, Knowledge (history, arcana, planes) 11, Intimidate 12
Quicken Spell
soul binding +6


10th
Anima Mage 7
+4
+4
+2
+10
Concentration 13, Spellcraft 12, Decipher Script 5, Knowledge (history, arcana, planes) 12, Intimidate 13
-
soul binding +7(2 vestiges), Vestige Metamagic 2/day


11th
Mythic Exemplar 1
+4
+4
+2
+10
Concentration 14, Spellcraft 13, Decipher Script 5, Knowledge (history, arcana) 13, Knowledge (planes) 12, Knowledge (religion) 1, Listen 1, Spot 2, Intimidate 14
-
Paragon´s Path(Ktolemagne), save bonus(will) +1


12th
Mythic Exemplar 2
+5
+4
+2
+10
Concentration 15, Spellcraft 14, Decipher Script 5, Knowledge (history, arcana) 14, Knowledge (planes) 12, Knowledge (religion) 2, Listen 2, Spot 4, Intimidate 15
Practiced Spellcaster(Wizard)
Least Paragon´s Gift


13th
Mythic Exemplar 3
+6
+5
+3
+11
Concentration 16, Spellcraft 15, Decipher Script 5, Knowledge (history, arcana) 15, Knowledge (planes) 12, Knowledge (religion) 3, Listen 3, Spot 6, Intimidate 16
-
Archetype Advancement, save bonus +2


14th
Mythic Exemplar 4
+7
+5
+3
+11
Concentration 17, Spellcraft 16, Decipher Script 5, Knowledge (history, arcana) 16, Knowledge (planes) 12, Knowledge (religion) 4, Listen 4, Spot 8, Intimidate 17
-
Lesser Paragon´s Gift


15th
Mythic Exemplar 5
+7
+5
+3
+11
Concentration 18, Spellcraft 17, Decipher Script 5, Knowledge (history, arcana) 17, Knowledge (planes) 12, Knowledge (religion) 5, Listen 5, Spot 10, Intimidate 18
Arcane Mastery
Archetype Advancement, save bonus +3


16th
Mythic Exemplar 6
+8
+6
+4
+12
Concentration 19, Spellcraft 18, Decipher Script 5, Knowledge (history, arcana) 18, Knowledge (planes) 12, Knowledge (religion) 6, Listen 6, Spot 12, Intimidate 19
-
Greater Paragon´s Gift


17th
Mythic Exemplar 7
+9
+6
+4
+12
Concentration 20, Spellcraft 19, Decipher Script 5, Knowledge (history, arcana) 19, Knowledge (planes) 12, Knowledge (religion) 7, Listen 7, Spot 14, Intimidate 20
-
Archetype Advancement, save bonus +4


18th
Mythic Exemplar 8
+10
+6
+4
+12
Concentration 21, Spellcraft 20, Decipher Script 5, Knowledge (history, arcana) 20, Knowledge (planes) 12, Knowledge (religion) 8, Listen 8, Spot 16, Intimidate 21
Skilled Pact Making
Supreme Paragon´s Gift


19th
Mythic Exemplar 9
+10
+7
+5
+13
Concentration 22, Spellcraft 21, Decipher Script 5, Knowledge (history, arcana) 21, Knowledge (planes) 12, Knowledge (religion) 9, Listen 9, Spot 18, Intimidate 22
-
Archetype Advancement


20th
Mythic Exemplar 10
+11
+7
+5
+13
Concentration 23, Spellcraft 23, Decipher Script 5, Knowledge (history, arcana) 22, Knowledge (planes) 12, Knowledge (religion) 10, Listen 10, Spot 20, Intimidate 22
-
Ability Boost(Int +2), Embody Paragon


Ignatius was raised in a monastry dedicated to Boccob. When he grew up he showed great interest in the art of magic and started to train as a wizard. He always wanted to know more than his teachers told him about the multiverse, so he started to search through the monastry´s libraries on his own. One day he found a secret passage behind one of the shelves that led to a small room full of books about the holy writings of other religious orders. After reading through several of the tomes he read a text about vestiges and soul binding. Thinking abou it as just another kind of magic he learned to bind vestiges to his soul, hoping they could tell him more about the world he lived in and guide him to achieve a greater mastery of the arcane arts.

Level 5
Ignatius is a wizard at this stage that is one level behind normal wizards. He covers this weakness by being able to bind one vestige of up to 3rd level and will mostly go with Focalor. In combat he will rely on Focalor´s lightning attack and use his spells to hinder his enemies. He has more staying power than the typical wizard since he can throw his lightning bolts all day long. His problems at low levels are his bad reflex save and his inability to cover the signs of his bound vestige effectively.
After leaving his monastry due to mistrust of the priests and other students (vestige signs), Ignatius traveled the world searching for more information about vestiges and their connection to magic. Always eager to learn from those that traveled his path before him he joined an anima mage coven and worked for its leader, studying under him and searching for old tomes of knowledge to secure them for the coven. After his coven had been attacked by a band of crusading paladins they split up to avoid further attacks. Since the paladins had worshiped Heironeus Ignatius bears a special grudge against this god and his followers.

Level 10
By now Ignatius relies on his two persisted buffs to keep him alife (greater invisibility and overland flight for example). He has now reached his maximal binding ability in this build and can bind two vestiges of up to fifth level (he will bind Acererak and Tenebrous, if he doesn´t know what he will encounter on a given day). In combat he relies on his spells to attack and uses his vestiges to protect himself. His casting abilitise are quite impressive, but his spell choice (mostly debuffs and battlefield control) make him reliant on his allies to kill his enemies. When encountered alone Ignatius tries to avoid combat either by use of his spells or by using intimidation. He has still problems with his reflex save, but his low level spells can be used to cover his signs if he has to.
Now that he was on his own again Ignatius started to make inquiries about a mage he had read about: Ktolemagne. That arcanist seemed to be a worthy subject of his attention since he was said to have been one of the most powerful and knowledgeble mages to have traveled the world. During his search for more information Ignatius stumbled over an adventuring group that had been send by the Disciples of Legend to search through the same tomb Ignatius was heading for. Soon enough they joined forces and traveled to the tomb together. Afterwards Ignatius pledged his assistance to the Diciples of Legend and joined their ranks. He has followed Ktolemagnes path ever since and was often send to track down obscure pieces of knowledge about the Six from Shadow.

Level 15
The Mythic Exemplar class Ignatius began to take levels in gives him more hit- and skill points and improves his ability to use his spells. The lost level of casting progression hurts, but he makes up for it with his vestige granted flexibility. The lost caster levels are covered by the Practiced Spellcaster feat when he reaches 12th level. The least paragon´s gift allows his decipher script skill to stay relevant for some more levels, while the lesser gift can be used against tough enemies to up his save DCs or on difficult knowledge checks to give him an edge.
Following the Disciples of Legend Ignatius continued to track down information about legendary heroes, even traveling to other planes of existance.
Now he has become a legendary hero himself and tries to find worthy Mythic Exemplars who follow the other five from the Six from Shadow to found a group which can rival the long dead heroes. He plans to attack Jubilex with them to finally avenge those that died against a cult of this vile entity.

Level 20
By now Ignatius has gained 9th level spells and the last abilities of his paragon path. In mage duels he can now use his spell resistance to put up an additional layer of defence. His ability to spontaneously cast divination spells makes it hard to surprise him. He can find a solution to most problems on his own, especially if he has enough research time. The skilled pact making feat improves his binding check and improves his chance to get a bonus on his initiative. If he binds Balam instead of Tenebrous his reflex save, AC and initiaive get better.
Spells per Day

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


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


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


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


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


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


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


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


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


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


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


11th
4
4
5
3
2
1
-
-
-
-


12th
4
4
5
3
3
2
-
-
-
-


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


14th
4
4
5
4
3
3
2
-
-
-


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


16th
4
4
5
4
4
3
3
2
-
-


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


18th
4
4
5
4
4
4
3
3
2
-


19th
4
4
5
4
4
4
4
3
2
1


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

A_S
2015-06-18, 12:35 AM
"Go to Hell." "Been there, done that."
Arundson Rex
Hellbred Cleric 5/ Mythic Exemplar 10/ Ordained Champion 5

Point buy 32

Starting scores Str 16, Dex 8, Con 14 (after racial adjustment 16) Int 12 (after racial adjustment 10) Wis 16, Cha 10


Arundson Rex


Level
Class
Base AttackBonus
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features


1st
Cleric 1
+0
+5
+0
+5
Intimidate 2, Concentration 4, Knowledge: Religion 4
Proficient: Flail, Weapon Focus: Flail, Devil’s Favour, Extend Spell
Rebuke Undead, Domains: War, Destruction.


2nd
Cleric 2
+1
+6
+0
+6
Intimidate 2, Concentration 4, Knowledge: Religion 5, Knowledge: History 1




3rd
Cleric 3
+2
+6
+1
+6
Intimidate 2, Concentration 4, Knowledge: Religion 6, Knowledge: History 2
Persistent Spell



4th
Cleric 4
+3
+7
+1
+7
Intimidate 2, Concentration 4, Knowledge: Religion 7, Knowledge: History 3
+1 Strength, Devil’s Stamina



5th
Cleric 5
+3
+7
+1
+7
Intimidate 2, Concentration 6, Knowledge: Religion 7, Knowledge: History 3




6th
Mythic Exemplar 1
+3
+7
+1
+8
Intimidate 2, Concentration 8, Knowledge: Religion 7, Knowledge: History 3
Extra Turning
Paragon Path:Imdastri


7th
Mythic Exemplar 2
+4
+7
+1
+8
Intimidate 2, Concentration 9, Knowledge: Religion 7, Knowledge: History 3, Spot 1, Listen 1, Spellcraft 1

Least Paragon’s Gift


8th
Mythic Exemplar 3
+5
+8
+2
+10
Intimidate 2, Concentration 10, Knowledge: Religion 7, Knowledge: History 3, Spot 2, Listen 2, Spellcraft 2
+1 Strength



9th
Mythic Exemplar 4
+6/+1
+8
+2
+10
Intimidate 2, Concentration 11, Knowledge: Religion 7, Knowledge: History 3, Spot 3, Listen 3, Spellcraft 3
Divine Metamagic
Lesser Paragon’s Gift


10th
Mythic Exemplar 5
+6+1
+8
+2
+11
Intimidate 2, Concentration 12, Knowledge: Religion 7, Knowledge: History 3, Spot 4, Listen 4, Spellcraft 4




11th
Mythic Exemplar 6
+7/+2
+9
+3
+12
Intimidate 2, Concentration 13, Knowledge: Religion 7, Knowledge: History 3, Spot 5, Listen 5, Spellcraft 5

Greater Paragon’s Gift


12th
Mythic Exemplar 7
+8/+3
+9
+3
+13
Intimidate 2, Concentration 14, Knowledge: Religion 7, Knowledge: History 3, Spot 6, Listen 6, Spellcraft 6
Holy warrior, +1 Strength



13th
Mythic Exemplar 8
+9/+4
+9
+3
+13
Intimidate 2, Concentration 15, Knowledge: Religion 7, Knowledge: History 3, Spot 7, Listen 7, Spellcraft 7

Supreme Paragon`s Gift


14th
Mythic Exemplar 9
+9/+4
+10
+4
+14
Intimidate 2, Concentration 16, Knowledge: Religion 7, Knowledge: History 3, Spot 8, Listen 8, Spellcraft 8
Devil’s Sight



15th
Mythic Exemplar 10
+10/+5
+10
+4
+14
Intimidate 2, Concentration 17, Knowledge: Religion 7, Knowledge: History 3, Spot 9, Listen 9, Spellcraft 9
Spontaneous Domains, +2 Wisdom
Embody Paragon


16th
Ordained Champion 1
+11/+6/+1
+12
+4
+16
Intimidate 2, Concentration 18, Knowledge: Religion 7, Knowledge: History 3, Spot 9, Listen 9, Spellcraft 10
Power attack, Cleave, +1 Strength
Bonus Domain: Law, Modified Spontaneous Spellcasting


17th
Ordained Champion 2
+12/+7/+2
+13
+4
+17
Intimidate 2, Concentration 19, Knowledge: Religion 7, Knowledge: History 3, Spot 9, Listen 9, Spellcraft 11
Diehard
Smite


18th
Ordained Champion 3
+13/+8/+3
+13
+5
+17
Intimidate 2, Concentration 20, Knowledge: Religion 7, Knowledge: History 3, Spot 9, Listen 9, Spellcraft 12
Practised Spellcaster
Channel Spell, Divine Bulwark


19th
Ordained Champion 4
+14/+9/+4
+14
+5
+18
Intimidate 2, Concentration 21, Knowledge: Religion 7, Knowledge: History 3, Spot 9, Listen 9, Spellcraft 13

Fist of the Gods, Rapid Spontaneous Casting


20th
Ordained Champion 5
+15/+10/+5
+14
+5
+18
Intimidate 2, Concentration 22, Knowledge: Religion 7, Knowledge: History 3, Spot 9, Listen 9, Spellcraft 14
+1 Strength
Holy Warrior, Warcaster



Spells per day/Spells Known


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


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


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


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


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


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


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


7th
6
4+1
4+1
3+1
-
-
-
-
-
-


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


9th
6
5+1
4+1
4+1
2+1
-
-
-
-
-


10th
6
5+1
5+1
4+1
2+1
1+1
-
-
-
-


11th
6
5+1
5+1
4+1
2+1
2+1
-
-
-
-


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


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


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


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


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


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


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


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


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



Sources:
PHB: Cleric, feats
Tyrants of the Nine Hells: Hellbred, Devil feats,
Complete Champion: Mythic Exemplar, Ordained Champion, Holy warrior, Spontaneous Domains.
Complete Arcane: Persistent Spell
Complete Divine: Divine Metamagic, Practiced Spellcaster

Story:
Arundson Rex lived his first life as paladin of Heironeous, who, among others, was corrupted by an Erinyes. (Case currently sealed by church inquisition under file: The Damned Damsel of Distress. Passcode: Ignorance is bliss for the innocent.) And who would have been a permanent residence of the second layer of hell, if in the final ambush his brother hadn’t been among the combatants. Arundson killed his brother in the heat of the battle and had remorse of his actions just as a volley of arrows slew him.

When his soul arrived on the Shelves of Despond he was not an empty soulshell, but his body and soul were torn between heaven and hell. He became a hellbred. He was still in trouble as devils saw the hellbred and started towards him with ill will. He called out to the gods to save him offering his service to any who saved him. Only one responded: Hextor. Seeing a chance to turn a worshiper of his brother to himself, he gave Arundson a deal eternal battle by serving him or eternal torment by the devils. Arundson took the deal and was transported to small temple of Hextor in the Northern Kingdom.

Here Arundson was formed by the clergy of Hextor, his old life not even a memory. He rose through the ranks quickly using his otherworldly appearance as a benefit. A jealous superior saw his rise as a threat and decided to give the young cleric a hopefully permanent fatal promotion.

When the cult of Tharizdun reared his ugly head once again, the disciples of legend sought out help. They “forgot” to ask the northern kingdom. (Evil empires usually do not help good organizations.) The Northern Kingdom (God blowing up the world is also bad business for the evil empire trying to conquer it.) took exception and with firm diplomatic support, sent some of it rising stars to the disciples.

Arundson took as patron against Tharizdun the cleric Imdastri which served him well in the crusade against the mad god. The lore and wisdom of Imdastri allowed him to better switch his spellcasting to suit his needs against the ever changing plans of the mad god’s cultists.

After the cult’s plans were stopped and he was made as a champion of the church and defended the church until many years later, when he was called to serve his lord in Acheron.

Notes:
Arundson Rex is a good combat cleric, who can swiftly change his role or spells by spontaneous switching his spells. Or to use his class ability to gain advantages, like immunity to mind affecting spells or to sacrifice spells and gain more damage and defenses. He can be outright murder with channel spell, holy warrior, power attack and some boost spells.
The sweet spot of this build is level 15 or higher when he gains the embody paragon ability.
The drawback is that Arundson Rex loses 9th level spells.

A_S
2015-06-18, 01:04 AM
Open Hand>Closed Fist, apparently
Aldaris, the Open Hand of Ilmater

Story Presentation:{From “An Expanded History of the Knightly Order of the Noble Heart,” by Alkriam the Chronicler, servant of Sarvas
Volume 13, page 46}

[…] It was during this period that we begin to see record of Aldaris, who would eventually become known as “The Open Hand of Ilmater.” Since many of the surviving recorded of the Order from this period involve him in some way, it is useful to provide a brief summary of his life (in so far as we know the details).

While the details of what particular conflict brought about the death of his kin, it is know that by the time he was 10 years old, Aldaris had been orphaned and found his way (by some indications, after a less than reputable period attempting to survive on the streets of Calimshan) to a Triad Orphanage in Calimport. By all indications, he adapted well to and prospered in the ecclesiastical environment that characterizes Triad Orphanages. By all available reports, he was an excellent ward: he took particularly to the teachings of Ilmater and remained in the orphanage until he became of age and joined the service of the Knightly Order of the Golden Cup.

As he had not yet distinguished himself, records in this period of his life are minimal. At some point during this period to be assigned to help protect several villages between the River of Ice and the Calim River. There is some indication that this is the area from which the hailed before he was orphaned, but there is not enough detail to say this with certainty. What is certain is that in one conflict with a group of supplicants of Loviatar, Aldaris, several of his comrades and a significant portion of the civilians under their protection were tortured (and many later killed). This affected him deeply, and after a period of recovery, he petitioned the higher clergy of Ilmater to arrange his transfer from the more defensive Knights of the Golden Cup to the more proactive Knights of the Noble Heart.

By all records, he distinguished himself in this service. He quickly noted as an able, if not exceptional tracker. The only note of concern that we find in this period from his superiors regards concern that the torture he endured might have caused enduring issues of hatred and rage. This was, understandably, undesirable in a knightly order devoted to Ilmater, who teaches his followers to suffer nobly. What fragments of Aldaris' own writings survive seem to echo this concern, but also to indicate that is was an element of his life that he was attempting to make peace with.
He seems to have sought guidance not only from his church directly, but from the tales he was told as a youth in the orphanage. In particular, he found solace in the piety and strength of the cleric Imdastri from the historical tale of the Six from Shadow. At some point during this period, he joined the Disciples of Legend, and an organization (still active at the time this is written) devoted to learning from the deeds of the Six from Shadow. By all accounts it was an enduring and positive influence on Aldaris.

As he continued to distinguish himself in this service, he became particularly distinguished in his capacity to channel the divine energies granted him by Ilmater. His own writings attribute this his attempts to learn from his suffering and emulate Imdastri's piety. What we can say for certain is that during this period we have record of several magical feats that are notable as usually being beyond even the most pious of Ilmater's knights (though by no means his less martial reverent priests), which would seem to indicate unusual closeness with his deity. This presumption is supported by some of his later interactions with outsiders.

{The manuscript diverges here into a 23 page discussion of the relative mystical capacity of Ilmater's priestly and knightly orders}

Build PresentationLevel BreakdownAldaris, the Open Hand of Ilmater
Lawful Good Human
Regional Background: Ward of the Triad (mechanical benefits of the Regional Background variant were not actually used during in the build)
Paladin 4/Mythic Exemplar 10/ Consecrated Harrier 1/Divine Crusader 1/Divine Disciple 4



Level
Class
BAB
Fort
Ref
Will
Skills
Class Features
Feats


1st
Paladin 1
1
2(-1)
0
0
Knowledge(History) 2 {cc}, Disguise 3, Gather Information 4
Aura of Good, Detect Evil, Smite Evil 1/day
Battlefield Inspiration, Power Attack, City Slicker, Spellcasting Prodigy, Flaw: Inattentive, Flaw: Meager Fortitude^


2nd
Paladin 2
2
3(0)
0
0
Knowledge(History).5 {cc}, Knowledge(Religion) 2
Divine Grace, Lay on Hands
-


3rd
Paladin 3
3
3(0)
1
1
Knowledge(History).5 {cc}, Knowledge(Religion) 2
Tenacious Tracker*, Defend the Weak*
Track (as a bonus feat)*, Weapon Focus (Unarmed Strike)


4th
Paladin 4
4
4(1)
1
1
Knowledge(Religion) 3
Turn Undead
-


5th
Mythic Exemplar 1
4
4(1)
1
1(2)
Disguise 1, Listen 1, Gather Information 1, Diplomacy 1, Concentration 1
Paragon's Path: Imdastri, Save Bonus +1**
-


6th
Mythic Exemplar 2
5
4(1)
1
1(2)
Diplomacy 1, Listen 1, Spot 1, Concentration 2
Least Paragon's Gift
Divine Might


7th
Consecrated Harrier 1
6
4(1)
1
3(4)
Search 5
Blessing of Scripture +2, Detect Chaos
-


8th
Mythic Exemplar 3
7
5(2)
2
4(6)
Knowledge(History) 2, Diplomacy 1, Spot 1, Concentration 1
Save Bonus +2
-


9th
Mythic Exemplar 4
8
5(2)
2
4(6)
Diplomacy 1, Listen 1, Spot 1, Concentration 1, Survival 1
Lesser Paragon's Gift
Extend Spell


10th
Divine Crusader 1
8
7(4)
2
6(8)
Concentration 3
Aura of Good and Law, Patron Deity: Ilmater, Suffering Domain
-


11th
Mythic Exemplar 5
8
7(4)
2
6(9)
Concentration 2, Spot 2, Listen 1
Save Bonus +3
-


12th
Mythic Exemplar 6
9
8(5)
3
7(10)
Survival 2, Diplomacy 1, Concentration 2
Greater Paragon's Gift
Persistent Spell


13th
Mythic Exemplar 7
10
8(5)
3
7(11)
Diplomacy 1, Listen 1, Concentration 2, Survival 1
Save Bonus +4
-


14th
Mythic Exemplar 8
11
8(5)
3
7(11)
Spot 1, Listen 1, Concentration 2, Survival 1
Supreme Paragon's Gift
-


15th
Mythic Exemplar 9
11
9(6)
4
8(12)
Spot 1, Diplomacy 1, Concentration 2, Survival 1
-
Divine Metamagic (Persistent Spell)


16th
Mythic Exemplar 10
12
9(6)
4
8(12)
Knowledge(Religion) 1, Survival 1, Diplomacy 1, Listen 1, Concentration 1
Ability Boost, Embody Paragon
-


17th
Divine Disciple 1
12
11(8)
4
10(14)
Concentration 1, Spellcraft 2
Divine Emissary
-


18th
Divine Disciple 2
13
12(9)
4
11(15)
Concentration 1, Spellcraft 2
Sacred Defense +1
Practiced Spellcaster (Divine Crusader)


19th
Divine Disciple 3
14
12(9)
5
11(15)
Concentration 1, Spellcraft 2
Imbue With Spell Ability
-


20th
Divine Disciple 4
15
13(10)
5
12(16)
Concentration 1, Spellcraft 2
Bonus Domain, Sacred Defense +2
-


The Skills column gives per level expenditures of skill points, not cumulative ranks.
*From Paladin 3 Substitution Levels. See “Class Features” section for details.
** The will save value at any given level with the Mythic Exemplar “Save Bonus” class ability included is noted in the will save column by the number in parenthesis
^The fortitude save value at any given level with the penalty for “Meager Fortitude” is noted in the fort save column by the number in parenthesis
Spells per day

Level
Pala. 1st
CH* 1st
CH* 2nd
DC 1st
DC 2nd
DC 3rd
DC 4th
DC 5th
DC 6th
DC 7th
DC 8th
DC 9th


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


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


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


4th
0
-
-
-
-
-
-
-
-
-
-
-


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


6th
0
-
-
-
-
-
-
-
-
-
-
-


7th
0
0
-
-
-
-
-
-
-
-
-
-


8th
0
1
-
-
-
-
-
-
-
-
-
-


9th
0
1
0
-
-
-
-
-
-
-
-
-


10th
0
1
0
0
-
-
-
-
-
-
-
-


11th
0
1
0
1
0
-
-
-
-
-
-
-


12th
0
1
0
2
1
0
-
-
-
-
-
-


13th
0
1
0
2
2
1
0
-
-
-
-
-


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


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


16th
0
1
0
3
3
2
2
1
0
-
-
-


17th
0
1
0
3
3
3
2
2
1
0
-
-


18th
0
1
0
3
3
3
3
2
2
1
0
-


19th
0
1
0
3
3
3
3
3
2
2
1
0


20th
0
1
0
3
3
3
3
3
3
2
2
1


10th+bonus
1
1
1
1
-
-
-
-
-
-
-
-


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


20th+bonus
2
3
2
7
6
6
6
6
5
4
4
3


(Pala.= Paladin, CH=Consecrated Harrier (Ranger List with supplements per CD), DC=Divine Crusader)
The bottom 3 rows indicate spells per day at the presented level with bonus spells for high ability scores included
Cumulative Skill Ranks at Presented Levels:

Skill
Level 10
Level 16
Level 20


Knowledge (history)
5
5
5


Knowledge (religion)
7
8
8


Gather Information
5
5
5


Disguise
5
5
5


Survival
1
7
7


Diplomacy
4
8
8


Listen
3
7
7


Spot
3
7
7


Search
5
5
5


Concentration
8
19
23


Spellcraft
-
-
8


Ability Scores:
32 PB base, augmented with the example gear for presented levels

Score
Base
Lvl 10
Lvl 16
Lvl 20


STR
14
16
18
22


DEX
8
8
8
8


CON
12
12
12
22


INT
10
10
10
10


WIS
12
14
16
22


CHA
18(20)
20(22)
29(31)
34(36)


The Charisma values given in parenthesis indicate the value including the benefit of the Spellcasting Prodigy feat. See the Feats section for further details.
Divine Crusader Casting Domain Access by Level Range:

Level range
Domains


10 to 15
Suffering


16 to 19
Suffering, Luck*, Strength*, Protection*


20
Suffering, Good, Luck*, Strength*, Protection*


* indicates domains accessible only through the Mythic Exemplar “Embody Paragon (Imdastri)” class feature
Turn Attempts Per Day at Presented Levels

Level
Turn Attempts


10
12(14)


16
16(18)


20
19(21)


The number of turn attempts in parenthesis indicates the total including the Reliquary Holy Symbol, which will not always be equipped.
Class Features Aura of Good/Aura of Law (Ex): Paladin and DC levels stack for Aura of Good. DC only for Aura of Law.
Detect Evil (Sp): At will
Smite Evil (Su): 1/day
Divine Grace (Su): Charisma Modifier to all save.
Lay on Hands (Su): Can heal paladin level x Charisma bonus HP per day.
Divine Health (Su): Immune to all diseases.
Defend the Weak (Ex): Golden Cup Substitution Level: If Character uses Combat Expertise, Fights Defensively, or takes the Total Defense Action, he may grant the AC bonus from those actions to a single creature standing Adjacent to himself. This Replaces the standard Paladin's Aura of Courage. Cf CoV pg 43.
Tenacious Tracker (Su): Noble Heart Substitution Level: Character gains track as a bonus feat. +10 Competence bonus when tracking those with Loviatar as a patron Deity. Gain's a mental image of someone with Loviatar as a patron Deity when touching someone that person has injured in the past hour. Survival is a class skill for this level. Cf CoV pg 46.
Turn Undead (Su):As a cleric 3 levels lower. Cf SRD Special Attacks entry, Turn or Rebuke Undead Subtopic
Paragon's Path- Imdastri: Character's Mythic Exemplar Class features follow Imdastri's Path.
Save Bonus: Character gains a +1 untyped bonus to his will save at every odd Mythic Exemplar level up to (and including) level 7. Cf. Complete Champion pg. 86-90. This is noted in the table as the number in parenthesis.
Archetype Advancement: (ME levels 3,5,7,9) This is included in the casting progression table, and is thus not listed in the Class Features above
Least Paragon's Gift (Su): Once per day, Character may reroll any one attack roll, save, or check as per the Luck Domain granted power. CF SRD Luck domain and Complete Champion pg. 86-90.
Blessing of Scripture (Su): +2 on Bluff, Listen, Survival, Sense Motive, Spot and Weapon damage rolls against church assigned target.
Detect Chaos (Sp): At will, as a 1st level cleric
Lesser Paragon's Gift (Su): +4 insight bonus to Wisdom, 1/day for rounds equal to Character's Mythic Exemplar level
Greater Paragon's Gift (Su): 1/day, Immediate Action, Character can invoke immunity to mind-affecting spells and abilities for a number of rounds equal to his Mythic Exemplar level. This does not function against effects which have a caster level greater than his character level +4.
Supreme Paragon's Gift (Su): 1/day, Immediate Action, Character can invoke immunity to necromantic and death effects for a number of rounds equal to his Mythic Exemplar level. This does not function against effects which have a caster level greater than his character level +4.
Patron Deity and Domain: Character Serves Ilmater. His Divine Crusader spells are drawn from the Suffering Domain list. He gains the Suffering Domain Granted Power.
Suffering Domain Granted Power: Pain Touch 1/day-- melee touch attack on a living creature to inflict -2 Str and -2 Con for 1 minute. Creatures immune to extra damage from critical hits are immune to this effect.
Ability Boost (Ex): +2 untyped permanent bonus to Wis.
Embody Paragon (Su): Constant, if suppressed can be reactivated at will as swift. Character can loose a prepared divine spell to cast a spell of lower level from the Luck, Protection, or Strength Domains.
Divine Emissary(Ex): Character can communicate telepathically with any outsider within 60 that has the same alignment or serves Ilmater. Character also gains his DD level as a bonus to any Cha based check when dealing with these outsiders.
Sacred Defense (Ex): Bonus to saves against divine spells and the supernatural and spell-like abilities of outsiders
[b]Imbue with Spell Ability (Sp): As the spell, 1/day.
Bonus Domain (Ex): Character gains a bonus domain from along the domains of Ilmater. He gains the Domain Granted power and can prepare those domain spells in his normal slots, but not more than one spell of that domain per level. For the Purposes of this build, the Good Domain is chosen. See Adaptation section for other options
Feats Flaw-- Inattentive: -4 penalty on listen and spot checks
Flaw-- Meager Fortitude: -3 on Fort Saves (this is noted in parenthesis in the table above)
Spellcasting Prodigy: Character's Charisma is treated as 2 higher for the purposes of determining bonus spells from high ability scores. This is noted in parenthesis in the table above. (PgtF 44, the more recent and less powerful version)
City Slicker: Disguise, Forgery, Gather Information, and Knowledge (Local) are always class skills. (RoD 150)
Battlefield Inspiration: As a free action, you can grant all allies within 30 feet with an Int of 3 or greater a +2 circumstance bonus against fear effects. (MH, 25)
Power Attack: Per SRD
Track: Per SRD. Gained as a bonus feat from Tenacious Tracker
Weapon Focus (Unarmed Strike): Per SRD. Ilmater's Chosen Weapon-- Taken as an entry requirement for Divine Crusader
Extend Spell: Per SRD.
Persistent Spell: A spell with a fixed or personal range, a duration other than instantaneous, and which is not discharged has its duration increased to 24 hours. Uses a slot 6 levels higher than normal. (CArc 81)
Divine Metamagic (Persistent Spell): Character may expend 7 uses of Turn Undead when using a Persistent Spell rather than using a higher level slot. (CD 80)
Practiced Spellcaster (Divine Crusader): Character's caster level is 4 levels higher than his Divine Crusader level when casting Divine Crusader spells. (CArc. 82)
General NotesThe cornerstone of this build works by combining Divine Crusader's limited casting with the Embody Paragon ability from Mythic Exemplar. In discussion of Mythic Exemplar, Embody Paragon is often pointed out as a reason not to take the final level. For most of the Paragon Paths, it's extremely lackluster. For Imdastri and Ktolemagne, it's somewhat more equitable but still not generally worth the loss of a caster level.
For Divine Crusader casting, however, it's fantastic. Rather than a lackluster capstone that supplies some flexibility, Imdastri's Embody Paragon nearly quadruples your spell list.

I've noted a Regional Background of Ward of the Triad (CoV pg 25), but not actually used it for more than flavor. The only notable mechanical benefit would be the bonus equipment: if that is in play, it will free up the cost of a masterwork greatsword (A Greatsword already being the primary weapon). This will only really be notable at lower levels.

Likewise, while membership in the Disciples of Legend is covered in the story section (since it's required for entry into Mythic Exemplar), I have not presumed the use of membership benefits. I did however, make a point to get the last two Knowledge(history) ranks needed for the bonus to membership rewards for Knowledge(history) 5.

The two Paladin substitution levels at 3rd level represent two different knightly orders, both of which mush serve Ilmater. The fact that they both draw from from the same deity is good, but the fact that they are explicitly called out as separate orders might be problematic. In the accompanying story, I've noted this as him changing orders (from the Knights of the Golden Cup to the Knights of the Noble Heart) and incorporated the thematic shift into the entry into Consecrated Harrier. If, however, it is an issue, the Golden Cup substitution level is interesting but not strictly necessary.

As a note, there are 2 published versions of the Suffering Domain. This build presumes the one printed on page 280 of the Spell Compendium (as it is more recent). The earlier version, however, is likely more powerful in most situations, if only because it ends with Energy Drain.

All stat bonuses from leveling go to Charisma.
EntryEntry through Paladin 4 is fairly necessary for the build: Divine Grace allows great synergy with Cha, which is required for Divine Crusader casting. In addition, the builds DMM Persistent Spells, which the paladin's Turn Undead ability fuels.

With the elimination of Consecrated Harrier altogether, Paladin 5 entry would suffice. This, however, would end up stranding 2nd level casting on the Paladin list, rather than 2nd level casting on the Ranger list and 1st on the Paladin list (the Ranger list, as expanded in the Spell Compendium, is notably more useful for Persistent buffs). The merits and drawbacks of eliminating or replacing Consecrated Harrier are covered in the Adaptation section.

Delaying Entry into Mythic Exepmlar much past 5 is not advised, since it would substantially delay the capstone.

Without at least 1 flaw, entering as presented would require dropping Divine Might, which seems ill-advised. The second flaw is used to gain Spellcasting Prodigy, which will eventually net one additional 9th level Spell slot-- a great boon for a class as limited on spells per day as Divine Crusader. I'm hoping that the substantial gain in power here will help to offset the mandatory elegance penalty for flaws.

I had initially thought that “Defend the Weak,” (the Golden Cup Paladin Substitution level) would let the build qualify for entry at level 4, however (despite being Ex rather than Su, which disqualifies bard song from the Melodic Knight ACFs) it does not: AC bonuses are not one of the Ex bonus types called out. Battlefield Inspiration, however, does (and moreover would allow anyone to qualify with four levels, which seems otherwise limited to Marshals and Warchiefs).

Despite this, I've chosen to retain the heavy theme towards Ilmater: it helps to unify the build, which has several elements drawn from Forgotten Realms.
Weapon Focus (unarmed strike) is taken strictly for entry purposes. The build does not make the investment necessary for Unarmed Strike to be a viable combat option. Instead, I've use a Greatsword (which is favored by the regional background) as the primary weapon, enchanting it as appropriate through WBL.

Presentation at Selected Levels

Level 10:At this level, Character is going to be relying primarily on Power Attack and Divine Might in combat: at this level, Divine Might provides bonus damage and Power Attack can provide up to 8. Blessing of Scrpture provides an effect similar to favored enemy, though possibly more flexible (depending on setting). It also helps to shore him up as a party tracker, if need be. The Suffering Domain granted power (per Divine Crusader) and the Luck Domain granted power (per Least Paragon's Gift) can also be used once per day. Character's Winged Mask gives at will flight: this serves well for dealing with flying enemies or for retreating, but he doesn't have the ranged damage capacity to exploit it well against grounded targets.
Defend the Weak also provides interesting, if not overwhelming, support role in combat.

From a Defensive standpoint, Character's Blurring Elven Chain will give him an AC of 14 and a 20% miss chance (for up to 15 rounds a day). When dealing with spells, Divine Grace's +5 bonus should make saves reasonably reachable against level appropriate enemies (except possibly for reflex saves).

Character has access to a total of 5 spells per day, as noted in the table above. These will generally be used to shore up his combat abilities for more difficult encounters. The two spells drawn from his Divine Crusader level are limited to the Suffering Domain, and thus must be Bane. The 1st and 2nd level Consecrated Harrier spells are drawn from the Ranger List (with specific augmentations as per the Consecrated Harrier entry in Complete Divine). There are several options here, but highlights include, in particular, Spike Growth, Swift Haste, Lion's Charge, and Burrow for the 2nd level slot and Blades of Fire and Entangle for the first level slot. He is also entitled to one first level Paladin. There are several good options, but Rhino's Rush and Vision of Glory stand out. Since caster level is limited, Lesser Paragon's Gift should be used to boost Wisdom when casting against an enemy expected to have a significant chance to save. (Entangle and Spike Growth are SRD content. All other spells listed are from the Spell Compendium.)

Sample gear:
Periapt of Wisdom +2
Gauntlets of Ogre Power +2
Holy Greatsword (2d6 damage, +2d6 damage against evil targets, SRD)
Blurring Elven Chain (Blur 3/day for 5 rounds as the spell, MIC pg. 9)
Winged Mask (face slot, Fly at will as the spell, also carries a Light effect when used, MoF 168)
Nightstick (+4 turn attempts per day, LM pg. 78) As a note, the character is only ever presented with one nightstick. If the DM is ok with them stacking, there is room in WBL to buy more at higher levels.
Reliquary Holy Symbol (neck, +2 turn attempts per day) Not generally worn unless the rest of the turn attempts are already used up.
Level 16:This is probably the most exciting level of the build. Gaining Embody Paragon effectively gets you the spells of the Luck, Strength, and Protection domain. The big standout here is Righteous Might. Other highlights include Stoneskin, Spell Immunity, Freedom of Movement, and Anti-Magic Field. In addition, by this point the Suffering Domain has netted you Eyebite, Harm, Feeblemind, Enervation, and Bestow Curse. We've also dived a bit further into the Suffering Domain and have some very powerful options there, particularly Harm, Feeblemind, and Enervation.

In addition, you've just received DMM: Persistent Spells and should be able to persist two buffs while still having some uses of Divine Might available for combat. For this purpose, the Reliquary Holy Symbol should now only be worn at the beginning of the day when buffing, and the exchanged for the Periapt of Wisdom. Good candidates for persistent buffs are Swift Haste, Freedom of Movement, Righteous Might, Blades of Fire, and Burrow.

While there are more directly powerful options, Burrow bears particular note, as a burrow speed can be significantly more frustrating when used against enemies without it than an equivalent flight speed. After attacking, you can effectively retreat into full cover between rounds. Boots of Tremorsense are purchased here to more fully exploit this option.

On a less magical note, Divine Might now does 9 extra damage and Power Attack does up to 12. Greater Paragon's Gift and Supreme Paragon's Gift provide some useful, if somewhat narrow, immunities against other casters.

Sample Gear:
Periapt of Wisdom +2
Gauntlets of Ogre Power +4
Holy Surge Greatsword (2d6 damage, +2d6 against evil targets, +3d6 against evil targets damage once per day per charisma modifier. Holy Surge-MIC pg 36, Energy Surge MIC pg 34)
Greater Blurring Elven Chain (As Blurring version, but 10 minutes per use and unlimited uses per day, MIC pg 9)
Winged Mask
Cloak of Charisma +2
Reliquary Holy Symbol
Nightstick
Boots of Tremorsense (Tremorsense 30' for 5 rounds, 3 times per day. MIC 79)
Tome of Leadership and Influence +5
Lesser Metamagic Rod, Quicken
Level 20:The only fundamental change here is the introduction of the Good Domain from Divine Disciple. Unlike the other domains accessed through Embody Paragon, this domain is actually gained. Following the rules in Complete Divine, Character can now prepare one slot per level with a spell from this domain rather than the Suffering Domain. Imbue With Spell Ability is also an interesting addition, but at this level not a particularly powerful one.

Sample Gear:
Periapt of Wisdom +6
Cloak of Charisma +6
Gauntlets of Ogre Power +6
Greater Dispelling Shocking Frost Holy Surge Greatsword (as above, but +1d6 cold damage, +1d6 electricity damage, and 3/day may activate Greater Dispel Magic upon striking an opponent. MIC pg 33)
Radiant Greater Blurring Elven Chain (as above, but grants 10 resistance against all energy attacks and results in a light effect. MIC pg 13)
Winged Mask
Reliquary Holy Symbol
Nightstick
Boots of Tremorsense (Tremorsense 30' for 5 rounds, 3 times per day. MIC 79)
Tome of Leadership and Influence +5
Manual of Bodily Health +4
Manual of Gainful Exercise +2
Tome of Understanding +2
Lesser Metamagic Rod, Quicken
Metamagic Rod, Quicken
Adaptation:The most fundamentally adaptable point in the build is the deity and/or base domain used for Divine Crusader casting. Ilmater was chosen here for entry reasons that became irrelevant in later drafts and retained primarily because it provides a nicely unified theme. The suffering domain that this grants access to us a useful option for a domain, but certainly not the most powerful option (that would almost certainly be the magic domain). Most domains are available through some deity or another, so take your pick. It's worth keeping in mind that, for a given domain, there may be a better use of Divine Meta-magic than Persistent Spell (though with the access granted by the Mythic Exemplar capstone, Persistent Spell will always be a viable option). For example, the Suffering Domain could probably do at least as well with Maximize and either Repeat or Chain spell (particularly if the older version with energy drain as the 9th level spell is used instead).

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Next on the list of modular element of the build comes the prospect of switching out Consecrated Harrier and/or Divine Disciple for another class. In order to progress both towards the Mythic Exemplar capstone and through the Divine Crusader casting in a timely fashion, you're are essentially limited to full BAB classes with +5BAB entry for replacing Consecrated Harrier (replacing Divine Disciple is a more flexible proposition).

The most straightforward option world be to simply progress paladin casting. In doing so, I would heavily recommend taking Paladin 5 first. Paladin casting, under these circumstances, will cap at 2nd level spells. A good chunk of the Paladin's expanded spell list for 1st and 2nd are focused on improving mount performance, and you don't get a mount till 5. However, since you're not progressing the mount further, it's not an incredibly viable option relative to progressing ranger casting though Consecrated Harrier. It should also be noted that the 2nd level Paladin list has a large number of spells that are particularly less useful with a low casting level (you'll cap at CL 4 under such an adaptation).

The other option for simply progressing paladin casting is to simply remove Consecrated Harrier and reach both Divine Crusader and the Mythic Exemplar capstone one level faster. I wouldn't recommend this if you're actually playing levels 5-10, but if you're creating the character for levels 11 through 15, it's a decent option. A special note here is that if you do this, you will still want to avoid taking the 5th level of Divine Disciple (which you would now have room for). Trading humanoid for outsider is dubious at best.

An interesting adaptation would be to use Prestige Paladin to provide the turning and Divine Grace. This practically any base class an option for entry, however, you will need to burn 2 levels of casting progression from Mythic Exemplar on something before you hit level 8 and enter Divine Crusader. Moreover, one of those has to be spent on a divine casting class. Paladin's out since we're using the variant, and excluding full casters (who would have no incentive to use a build like this), the only other divine casting base class is Ranger. In my experience, a table generally uses either both prestige ranger and paladin, or neither, so I've not used this option. However, if your table is fine with base ranger and prestige paladin, it's fairly mechanically even with the presented build (and a tad more harmonious looking). You will likely have to take Extra Spell (or use the Good Domain) early in your Divine Crusader carrier to meet the “protection from evil as a divine spell” requirement.

Another option is to choose a PRC with accelerated paladin casting. This faces the same basic limitations as progressing Paladin Casting, but allows for a more useful variety of class abilities to supplement it. Keep in mind, however, that you're only really looking at the first level abilities: the rest of the levels will have to go to a “+1 divine spellcasting” class to progress the last bits of Divine Crusader casting. The most viable of these options would seem to be Pious Templar: Mettle has good synergy with Divine Grace for a charisma heavy build. If limited to a core spell list, this is likely the most powerful option.

Another option is to instead choose a +1 BAB class with “+1 divine spellcasting” rather than an accelerated list. Under these circumstances, you're going to be aiming for a build that provides a bonus domain. The best option here is Ordained Champion, which will grant War Domain fairly early on. At high level play, the Ordained Champion class abilities will likely win out over the limited ranger casting for straightforward combat, but the ranger casting will likely be more flexible in creative play. However, since you are stranding paladin casting at first level spells, your Paladin casting will be even more limited than in the other adaptations presented. Moreover, you're presented with an undesirable connundrum: you can finish out Ordained Champion early to make the low and mid-levels more playable (those class abilities are awesome) at the cost of significantly delaying both the Mythic Exemplar capstone and your access to 9th level spells, or you can play what is essentially a nerfed straight paladin till level 12. Despite this, it's worth noting that this is probably the build I would choose if the character were starting at about level 16.

~~~~~~~~~~~~~~~


On the topic of Divine Disciple, we have a significantly more flexible situation. Our only real goal here is to get 4/4 casting out of the last 4 levels and gain a domain. ¾ or full BAB is a plus, but not really a necessity at this point. Divine Disciple is chosen because of the strong Forgotten Realms theme of the build as presented. It also has a bonus of granting you some control over the domain chosen (though for the presented build, the only other option is Law, which looses out to Good simply because the Summon Monster 9 is more limited for a LG character when cast as a Law spell than when cast as a Good spell).

There are, however, several full-casting prestige classes available which grant domains at 1st level rather than 4th. Taking one of them instead will likely be strictly more powerful. Heck, if you want, you can go for broke and take one level in 4 of them.

~~~~~~~~~~~~~~~~~~

Its worth noting here that, if it Dynamic Priest (Dragonlance: Legend of the Twins) is available as a feat, it would be advantageous to take it instead of spellcasting prodigy. While it will apply to only one of Paladin or Consecrated Harrier (preferably the later), this means that you can essentially leave wisdom at 12 (you could even leave it at 10 and wait for the Mythic Exemplar Ability boost). This will free up a fairly large chunk of WBL for the character, which will almost certainly offset the loss of a 5th and 9th level bonus spell for most realms of play.
Adaptation:I've done my best to cite obscure elements in the text.
“MIC” refers to the Magic Item Compendium.
“LM” refers to Libris Mortis.
“CoV” refers to Champions of Valor.
“RoD” refers to Races of Destiny,
“MH” refers to the Miniatures Handbook.
“CArc” refers to Complete Arcane
“CD” refers to Complete Divine
“PGtF” refers to Players Guide to Faerun


Mythic Exemplar is on page 86 of Complete Champion.
Consecrated Harrier and Divine Crusader are on , respectively, pages 28 and 33 of Complete Divine.
Divine Disciple is on page 51 of Player's Guide to Faerun.

I believe all other non SRD elements are cited in text. I apologize for any oversight.

A_S
2015-06-18, 01:09 AM
Let's hope he never meets this guy... (http://www.giantitp.com/forums/showsinglepost.php?p=9111595&postcount=107)
Gauthak Bearkiller Gathakanathi
Basic Stats assuming 32 point buy: Str 16+4 racial, Dex 8-2 racial, Con 16+2 racial, Int 14, Wis 14, Cha 8

Level Abilities

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


1st
Goliath LA
+0
+0
+0
+0
+2 Racial to sense motive

Powerful build - one size larger for wielding weapons and opposed strength checks, Mountain Movement - accelerated climbing at no penalty, Acclimatised - no penalty at higher elevation.


2nd
Fighter 1
+1
+2
+0
+0
Climb 4 ranks, Swim 4 ranks, Jump 4 ranks, Tumble 2 ranks cross class
Insightful Reflexes - Intelligence to reflex rather than dexterity
Fighter Feat: Power Attack - may reduce attack to get bonus on damage


3rd
Fighter 2
+2
+3
+0
+0
Climb 1 rank, Swim 1 rank, Jump 1 rank, Tumble 0.5 rank cross-class

Fighter Feat: Dungeon Crusher substitution level - +2 bonus on saves and AC against traps and +5 strength bonus to break down an obstacle and if you bullrush someone into a wall you deal 4d6+2*Strength damage


4th
Fighter 3
+3
+3
+1
+1
Intimidate 3 ranks, Tumble 0.5 ranks cross-class
Lightning Reflexes - +2 bonus to reflex saves



5th
Fighter 4
+4
+4
+1
+1
Intimidate 3 ranks, Tumble 0.5 ranks cross-class
Ability Boost: Strength
Fighter Feat: Improved Bull Rush - +4 bonus on bull rushes and you do not provoke an Attack of Opportunity


6th
Fighter 5
+5
+4
+1
+1
Climb 1 rank, Jump 1 rank, Intimidate 1 rank, Tumble 0.5 ranks cross-class




7th
Fighter 6
+6
+5
+2
+2
Climb 1 rank, Jump 1 rank, Intimidate 1 rank, Tumble 0.5 ranks cross-class
Knockback - When you hit you can make a bullrush without moving as long as you are using power attack
Fighter Feat: Dungeon Crusher subsitution level - +4 bonus on saves and AC against traps and +10 strength bonus to break down an obstacle and if you bullrush someone into a wall you deal 8d6+3*Strength damage


8th
Cleric 1
+6
+7
+2
+4
Knowledge(History) 3 ranks, Tumble 0.5 ranks cross-class

Cleric Spells, Travel and Magic Domains, Turn Undead 2 per day, Worship: Golitath Pantheon


9th
Mythic Exemplar 1
+6
+7
+2
+4
Spot 2 ranks, Listen 2 ranks, Concentration 2 ranks (from cleric transfer)
Ability Boost: Strength
Paragon Path: Sunyartra, Fortitude Saving Throw +1


10th
Mythic Exemplar 2
+7
+7
+2
+4
Spot 2 ranks, Listen 2 ranks, Concentration 2 ranks (from cleric transfer)
Auspicious Markings - +2 bonus on all charisma based checks dealing with Goliaths and may re-roll a stabalization check once per turn
Least Paragon gift: Sunyartra - once per day can improve weapon critical threat range, +1 Cleric spellcasting level


11th
Mythic Exemplar 3
+8
+8
+3
+5
Spot 2 ranks, Listen 2 ranks, Concentration 2 ranks (from cleric transfer)

Archetype Advancement: Sunyartra - +1 bonus on all opposed strength checks and all strength based skill checks, Fortitude Saving Throw +2


12th
Mythic Exemplar 4
+9
+8
+3
+5
Spot 2 ranks, Listen 2 ranks, Concentration 2 ranks (from cleric transfer)

Lesser Paragon gift Sunyartra - once per day gain +4 to strength or re-use least gift, +1 Cleric spellcasting level


13th
Mythic Exemplar 5
+9
+8
+3
+5
Spot 2 ranks, Listen 2 ranks, Concentration 2 ranks (from cleric transfer)
Markings of the Blessed - 3 times per day roll 2 d20s when making saving throws and choose which to use, Ability Boost: Strength
Archetype Advancement: Sunyartra - +2 bonus on all opposed strength checks and all strength based skill checks, Fortitude Saving Throw +3


14th
Mythic Exemplar 6
+10
+9
+4
+6
Spot 2 ranks, Listen 2 ranks, Concentration 2 ranks (from cleric transfer)

Greater Paragon's gift: Sunyartra - may cast haste on self as a swift action once per day or use a lower gift another time per day, +1 Cleric spellcasting level


15th
Mythic Exemplar 7
+11
+9
+4
+6
Spot 2 ranks, Listen 2 ranks, Concentration 2 ranks (from cleric transfer)

Archetype Advancement: Sunyartra - +3 bonus on all opposed strength checks and all strength based skill checks, Fortitude Saving Throw +4


16th
Mythic Exemplar 8
+12
+9
+4
+6
Spot 2 ranks, Listen 2 ranks, Concentration 2 ranks (from cleric transfer)
Improved Sunder - +4 bonus to sunder a weapon and sundering does not provoke an Attack of Opportunity
Supreme Paragon's Gift: Sunyartra - As a swift action may cast divine power once per day or use a lower gift. +1 Cleric spellcasting level


17th
Mythic Exemplar 9
+12
+10
+5
+7
Spot 2 ranks, Listen 2 ranks, Concentration 2 ranks (from cleric transfer)
Ability Boost: Strength
Archetype Advancement: Sunyartra - +4 bonus on all opposed strength checks and all strength based skill checks


18th
Mythic Exmplar 10
+13
+10
+5
+7
Spot 2 ranks, Listen 2 ranks, Concentration 2 ranks (from cleric transfer)

Ability Boost: Strength +2, Embody Paragon - Ignore 15 points of damage reduction and 15 points of hardness


19th
Cleric 2
+14
+11
+5
+8
Concentration 1 rank, Knowledge(Arcana) 3 ranks
Combat Brute - may use any of these abilities: Advancing Blows - if you make a bull rush against someone next turn you gain a bonus on attack and damage against that foe equal to the number of squares you moved him back by. Sundering Cleave - if you successfully sunder a weapon or a shield you may make an immediate attack with the weapon that sundered the item. Momentum Swing - If you charge and then use the power attack next turn you gain a bonus to damage of 1.5 or 3 times your attack penalty depending on your weapon. You must have an attack penalty of at least -5.
+1 Cleric spellcasting level


20th
Cleric 3
+15
+12
+6
+8
Concentration 1 rank, Knowledge(Arcana) 3 ranks

+1 Cleric spellcasting lev



Spells per day

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


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


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


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


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


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


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


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


8th
3
2+1D
-
-
-
-
-
-
-
-


9th
3
2+1D
-
-
-
-
-
-
-
-


10th
4
3+1D
-
-
-
-
-
-
-
-


11th
4
3+1D
-
-
-
-
-
-
-
-


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


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


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


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


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


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


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


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


20th
6
5+1D
4+1D
2+1D
1+1D
-
-
-
-
-



BackstoryGauthak was born in a normal tribe and grew up to be a normal Goliath. One day while he was out hunting when he was attacked by a mountain bear. The first attack tore a chunk out of his lower leg which would cause him a lot of trouble later. Despite this he managed to kill the bear and took it home as a prize and that is how he earned the name Bearkiller. The wound in the lower leg was not life threatening but it did make him a lot slower than normal so when the tribe moved on he was left behind. Gauthak decided that it would be best to die rather than try and survive with his lame leg.
However a group of Giants found him and decided to take him as a slave. Some time later the giants traded with a circus owner who was looking for unusual creatures to show off. The circus owner wasn't about to spend much money so he put Guathak in a cage barely big enough to contain him. One day a group of adventurers was going through the circus and spotted that the 'animals' were not in a good condition. That night they returned and set about freeing the 'animals'.
Unfortunately they made a lot of noise while doing so and woke up the camp. They had just freed Gauthak when the circus owner attack the group. The circus owner was trying to slow the party down to let reinforcements arrive. Gauthak heard them coming and moved to 'hold the pass' as it were, shoving the approaching reinforcements away from him and the battle. The rest of the party defeated the circus owner and joined him to drive away the few remaining reinforcements.
Now that the party was safe again, they decided that Gauthak would be a useful member of the party and offered him a place in the party. As he had nothing to do he accepted. The party took him to a outpost of the Disciples of Legends to get him healed up by one of the clerics there. He learnt a lot about the disciples while healing and understood how Sunyartra felt. He decided that when he was stronger he was going to imitate her without straying too far from his gods.

TraitsGauthak is extremely competive like the rest of the goliaths and will always accept a challenge. During the confinement and slavery he grew a deep hatred of giants and slavers. If he meets either he will try and free the slaves often killing those in his way.

Playing GauthakPlaying Gauthak you need to be a front line fighter. Early on the player should acquire a large weapon, reach is preferable. Heavy Armour would also be a useful investment. One of the best items for this build is the gauntlets of war assuming that your DM allows the pantheon to give the potential for the war domain. The build works best in tight spaces with walls to bullrush enemies into. Once you take the Cleric level at level 8 you can use wands and staves to create your own walls with spells such as Wall of Stone and Stone Shape. After this the Mythic Exemplar levels improve these abilities very well over the course of the next 10 levels. After the Mythic Exemplar levels have finished taking a few more levels in cleric is probably the best way to round of the build. If you are allowed LA buyoff take another level of cleric for more spells per day.

Tactics at the best point in the buildOnce you reach level 8 you should buy a few wands of stone shape or wall of stone if you can afford it. Now if you are attacked in open countryside rather than tight corners you can drop a piece of stone and mould it into a wall within range of how far you can push the enemies, or just use the wall of stone to put up a wall behind them. If you have another caster in the party who can cast this even better. Once the wall is in place you just sit there in power attack mode, stopping the enemy from getting to the casters by slamming them into the wall for 8d6+15 damage plus the damage from the power attack bonus and regular weapon damage![/b]

A_S
2015-06-18, 01:16 AM
The other entrants are Exemplar, but this one's the Exemplest.
The Fluff:Perhaps the oddest member of the Disciples of Legend is Sandhya Dusksong. Famed for her mind and beauty even among her own people in the Yuirwood, and lauded by the western barbarians for her leadership and martial prowess, Sandhya has always been one who is most comfortable in the between places.

Many might considder her to be cold, but in truth she focuses her passion into the past and the future. When she first travelled away from her home in search of knowledge and adventure, she fell in love with the story of the Six Great heroes. Most especially, her studies into the life and deeds of the Marshall Reikhart led her to follow in his footsteps for a time. This, in due course, led her to the doorstep of the Disciples of Legend.

The Disciples of Legend recognized her immediately as a true believer, and welcomed her into the fold. She quickly entered into the circle of those most devoted disciples, the Mythic Exemplars. Her first full mission after her initiation was complete was to infiltrate the cultists of Jubilex and disrupt one of their dark summoning rituals. She was wildly successful in her infiltration attempt - on her first attempt at reconnaisance, she was captured and sent to the ritual chamber to be a sacrifice. Fortunately, her friends rushed to her rescue, and with their help she managed to foil the summoning ritual. Unfortunately...She did so at the cost of her own life. In the end, she threw herself into the sacrificial fire before all of the runes of protection had been drawn. The resulting explosion wiped out all of the cultists, but did not leave enough of her body intact to allow for magical restoration.

The funeral was attended by only a few - her friends and a few members of the Disciples, with all of her remaining family still in the Yuirwood. Her ashes were interred in the Disciple's private crypt, along with her two most cherished posessions: A magical badge and the sword she won from her sponsor within the disciples upon completing her initiation. A week passed, and her friends were just getting ready to move on to their next adventure when an urgent summons arrived for them from the Disciples.

At the Disciple's chapter house, they were met by the librarian, who was beside himself with fear and frustration. In the library itself, the party came upon a scene that would haunt them to the ends of their days. Literally. Because there, in the lack of flesh, was the ghost of Sandhya Dusksong, berating a terrified junior member of the disciples for not turning the pages of a book fast enough.

Sandhya rejoined her friends on their adventures, and after a bit of argument with the Disciples about the difference (or lack thereof) between resurrection and undeath, was re-instated as a member in good standing of the Disciples of Legend.

When asked why she came back, Sanhya would always say that she was on her way to the court of Corellon Larethian when she was struck by the question of which afterlife Sir Reikhart had gone to. And until she knew for sure, she refused to move on. So she stayed, and her fame grew, until every member of the Disciples knew of the most Exemplary Disciple.

The Crunch: Please read the Fluff first.The Most Exemplary and Mythical Hero

Sandhya Dusksong
Alignment: TN
Race: Star Elf (Ghost)
Attributes:32-point buy, after racial boni
Str 14 (6)
Dex 12 (4)
Con 6 (0)
Int 14 (6)
Wis 8 (0)
Cha 20 (16)



Level
Class
BAB
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features


1st
Bard 1
+0
+0
+2
+2
Diplo 4, Disguise 4, Know(Hist) 3, Perform(Sing) 4, Sense Motive 4, Speak Lang 4, Spellcraft 4, UMD 4, Know(Arc) 1
Melodic Casting
Bardic Lore, Bardic Music


2nd
Bard 2
+1
+0
+3
+3
Diplo 1, Disguise 1, Know(Arc) 1, Perform(Sing) 1, Sense Motive 1, Speak Lang 1, Spellcraft 1, UMD 1




3rd
Bard 3
+2
+1
+3
+3
Diplo 1, Perform(Sing) 1, Spellcraft 1, Bluff 4, Speak Lang 1
Song of the Heart
Inspire Competence


4th
Marshal 1
+2
+2
+3
+5
Diplo 1, Perform(Sing) 1, Bluff 1, Speak Lang 1, Know(Arc) 2

Minor Aura (Motivate Charisma), +1 Cha


5th
Mythic Exemplar 1
+2
+2
+3
+5
Diplo 1, Listen 3, Know(Hist) 2

Paragon Path(Reikhardt), +1 Will Saves


6th
Ghost Template LA+1
+3
+2
+3
+5
-

Ethereal, fly, ghostly equipment, ghost skills +2, manifestation, undeath


7th
Ghost Template LA+2
+3
+2
+3
+5
-

Cha +2, lesser ghost powers (Telekinesis), turn resistance +2


8th
Ghost Template LA+3
+3
+2
+3
+5
-

Ghost skills +4, rejuvenation


9th
Ghost Template LA+4
+3
+2
+3
+5
-

Cha +2, greater ghost powers (Malevolence), ghost skills +6, turn resistance +4


10th
Ghost Template LA+5
+3
+2
+3
+5
-

Ghost skills +8


11th
Mythic Exemplar 2
+3
+2
+3
+5
Diplo 1, Listen 1, Perform(Sing) 1, Craft(Alch) 3
Ghostly Grasp
Least Gift


12th
Mythic Exemplar 3
+4
+3
+4
+6
Diplo 1, Listen 1, Perform(Sing) 1, Craft(Alch) 3

Archetype Advancement, Major Aura +1 (Resilient Troops), +2 Will Saves


13th
Mythic Exemplar 4
+5
+3
+4
+6
Diplo 1, Listen 1, Perform(Sing) 1, Craft(Alch) 3

Lesser Gift, +1 Cha


14th
Mythic Exemplar 5
+5
+3
+4
+6
Diplo 1, Listen 1, Perform(Sing) 1, Craft(Alch) 1, Know(Relig) 2
Lingering Music
Archetype Advancement, Minor Aura (Motivate Intelligence), +3 Will Saves


15th
Mythic Exemplar 6
+6
+4
+5
+7
Diplo 1, Listen 1, Perform(Sing) 1, Know(Relig) 3

Greater Gift


16th
Ephemeral Exemplar 1
+6
+4
+5
+9
Listen 1, Search 5

Improved Deflection, Turn Resistence


17th
Exemplar 1
+6
+4
+5
+11
Sense Motive 5, Know(Planes) 5
Extra Music
Skill Mastery (Diplomacy, Spellcraft, UMD), Skill Artistry (Listen), +1 Cha


18th
Mythic Exemplar 7
+7
+4
+5
+11
Diplo 3, Listen 1,Perform(Sing) 1, Profession(Astrologer) 1

Archetype Advancement, Will Save+4


19th
Mythic Exemplar 8
+8
+4
+5
+11
Diplo 1, Perform(Sing) 1, Profession(Astrologer) 4

Supreme Gift


20th
Mythic Exemplar 9
+8
+5
+6
+12
Diplo 1, Perform(Sing) 1, Profession(Historian) 4
Fiery Burst
Archetype Advancement, Minor Aura (Watchful Eye), Major Aura (Hardy Soldiers)



LA Buyoff






LA+4


20th
Mythic Exemplar 10
+9
+5
+6
+12
Diplo 1, Profession(Historian) 1, Know(Arc) 4

+2 Cha, Embody Paragon, +1 Ch



Spells per day/Spells Known


Level
0lvl
1st
2nd
3rd
0lvl
1st
2nd
3rd


1st
2
-
-
-
4
-
-
-


2nd
3
0
-
-
5
2
-
-


3rd
3
1
-
-
6
3
-
-


4th
3
1
-
-
6
3
-
-


5th
3
1
-
-
6
3
-
-


6th
3
2
0
-
6
3
2
-


7th
3
2
0
-
6
3
2
-


8th
3
3
1
-
6
4
3
-


9th
3
3
1
-
6
4
3
-


10th
3
3
2
-
6
4
3
-


11th
3
3
2
-
6
4
3
-


12th
3
3
2
-
6
4
3
-


13th
3
3
2
-
6
4
3
-


14th
3
3
2
0
6
4
4
2


15th
3
3
2
0
6
4
4
2


16th
3
3
2
0
6
4
4
2



Spells Known:In order learned:
0: Dancing Lights, Detect Magic, Mage hand, Prestidigitation, Ghost Sound, Ghost Harp (SpC)
1: Inspirational Boost (SpC), Summon Monster I, Charm, Grease
2: Minor Image, Suggestion, Silence, Heartfire (SpC)
3: Scrying, Glibness

EquipmentEquipment Notes: An object designated as 'ghostly' was gained before the character's death, was buried with them, and is effectively a permanent part of the character. While they aren't required to use this item, it will re-appear with them whenever they are killed and rejuvenated, so long as their grave is not robbed. If the item is ever taken from their grave, the character will start questing for its return as soon as possible. Equipment designated as 'ethereal' is equipment that the character has had shifted to the ethereal plane (Via the Planeshift spell, prices are adjusted up by +.5k to account for this) so that they can wear it as a ghost. Equipment listed as 'physical' is actually present in the material world, and is used via the 'Ghostly Grasp' feat. Note that ethereal equipment that was on the character when they are killed is effectively dropped where they are killed on the ethereal plane. Getting it back after rejuvenation will probably require some effort, or some forsight on the party's part (if one of them is capable of using Plane Shift).
Noteworthy EQ gained by Level:
@3 Throat: (Ghostly) Badge of Valor: +1 Inspire courage effect 3/day 1.4k
@5 Held: (Ghostly) +1 Stunning Surge Greatsword (8.3 K, MIC 45),
@7 Head: (Ethereal) Helm of Tactics: +2 damage against flanked, or +1 minor aura effect for 10 rounds, 3/day 2.5k
@10 Shoulders: (Ethereal) Cloak of Charisma +6 36.5k
@11 Carried: (Physical) Type I Haversack (http://www.giantitp.com/forums/showthread.php?148101-3-x-Shax-s-Indispensible-Haversack-(Equipment-Handbook)) 5.8k
@12 Armor: (Physical) Elven Chain (4.1k) + Blueshine (Immune to Acid & Rust, 1.5k) + Called (summonable, +2k) + Commander (+2 Diplo, +1 will to allies, 2k) +2 (4k), 13.6k
@12 Misc: (Ethereal) Horn of Risilience: DR 5/- to all in 30' or +1 to major aura for 5 rounds, or +50 temp HP with use of Inspire Greatness 2/day 5.5k
@13 Body: (Ethereal) Vest of Legends (DMGII, 272) +5 comp to Diplo & Perform, +1* inspire courage 16.5k
@15 Used: Tome of Leadership and Influence +4 110k
@17 Misc: (Physical) Mithril Heavy Shield (10k) + Blueshine (Immune to Acid & Rust, 1.5k) + Called (summonable, +2k) + Animated +4 (+6, 36k) 49.5k
@18 Held: (Ethereal) Adamantine Scimitar (3K) + Everbright (2k) + Keen + Ghost Touch + Ghost Strike + Harmonizing + 1 + Greater Lifedrinker Crystal (6k) 66k
@20 Waist: (Ethereal) Belt of Magnificence +6 200.5k
@20 Shoulders: Trade Cloak of Charisma +6 (-17.5k) for Cloak of Resistence +5 (25.5k) 8k

From ECL 11+, a generous alchemy budget is allocated for replacing/expanding the Haversack's contents.
From ECL 16+, various wands, scrolls and other minor items are purchased and used as needed.

Item set bonus: Regalia of the Hero collection (MIC 208)
Collection abilities: 1/day +5 insight bonus to 1 ally as immediate action, 1/day grant extra move action as standard action

Vital Statistics by Level


ECL
Charisma
Inspire Courage Bonus
Expected Diplomancy
Affiliation Score
Newly Acquired Powers


5th
21
+4
33
6



10th
31
+4
43
12
Incorpreality, Ethereal at will, Telekinesis at will (DC 22), Magic Jar at will (DC 25), all attacks are touch attacks, flight, +cha to AC


15th
36
+6
59
21
+4 Cha for 6 rounds as a swift action, Power DCs 28, can grant, Grant 50 temp HP + Heroism 1/day, can wear armor & wield weapons while manifested


20th
40
+6
69
30+
Mostly higher Cha and WBL



Build NotesThe concept behind this build was to incorporate as much 'Mythic' and 'Exemplar' as possible. While there turned out to be several 'Exemplar's available to use, there is only the one 'Mythic' class, and no feats worth mentioning. So, instead, I incorporated 'heroic' and 'legendary' equipment, which worked out fairly well. I also wanted to focus on one of the non-caster paragons. Sure, I could have made a killer 18/20 or 19/20 casting Imdastri or Ktolemagne build, but where's the fun in that?
While making this build, I had two strokes of good fortune. The first was in finding the Star Elf - a race that I couldn't have homebrewed to be better for this build. With +2 cha (the key stat), -2 con (undead, don't care), favored class Bard (it was them or Gnome, and Gnome gets a CON bonus), and the ability to apply Ghost Touch to any weapon they hold (for 12 hours a day, at least).
The other windfall was the Ghost savage species template progression. I really didn't like having a 5-level gap in playability, so finding this made me sure that this was the perfect build.
As for playability, this character should work for any game style except solo combat - not having a party to buff makes combat with this character pretty rough. Stealth? Ethereal. Intrigue? Malevolence. Combat? Buff & touch attacks. Dungeon crawl? Incorporeal & +cha to search/disable rolls. I wanted the character to have things to do both in and out of combat.
A few other rationales:
Ethereal Equipment: I hit upon this idea while trying to figure out how to equip a ghost. I could have just taken Vow of Poverty and been done, but that not only felt cheap, over half of the granted abilities are useless to a ghost (don't need to eat? AC and natural AC bonuses?). Then I took a closer look at the 'ghostly equipment' feature from the Ghost template progression. While it specified that the equipment had to be both on the character at death AND buried with the character, it did NOT specify that new equipment ALREADY ON the ethereal plane could not be used. In fact, since ghosts can explicitly interact physically with anything in the ethereal plane, it becomes self evident that any magic item they find there should work for them. And while there might be a lack of magic shops on the plane itself, the cost for buying the single casting of Plane Shift it would take to get it there is spelled out right in the SRD's Goods and Services table.
Why Alchemy? Because alchemical weapons are mundane - i.e. they may deal ENERGY damge, but it is not MAGICAL. Therefore the character is completely immune. I can take a hundred Fire Eggs and drop them in the same square I'm in, and only my (physically present) armor will care. But the enemies in all of the adjacent squares are toast.
Why use physical armor? Because even Ghost Touch armor only grants its bonus rating, and not its armor value, to AC. But, thanks to Ghostly Grasp, a ghost can wear physical armor and get the physical AC bonus applied to armor rating. This does not in any way negate the 50% miss chance an opponent gets for attacking an incorporeal being, unless they try something nasty like sundering the armor. Both the armor and the shield have the 'Called' property because whenever the ghost un-manifests, passes through a wall, or otherwise acts ghostly (like using Malevolence), the armor would just end up dropping to the ground. So the 'Called' property is there to both retrieve it and put it on quickly. We also need a means for transporting the Haversack(s) around, since ghosts will have a hard time carrying loot otherwise.
Hope you enjoyed the build!

SourcesEphemeral Exemplar is from Libris Mortis
Star Elf is from Unapproachable East (FR)
Song of the Heart is from Eberron Campaign Setting, but is an entirely generic feat so I feel it's fair game
Ghostly Grasp is from Libris Mortis
Everything else should be listed or obvious.

A_S
2015-06-18, 01:21 AM
That's all of 'em, folks; posting season is now open.

-----

Converter's notes:

1. My converter is rough around the edges. I got it to work in all cases with some fiddling, but only because I'm familiar with it and could debug it on the fly. In some cases, these are problems with my code, which I'll be fixing in the upcoming days (for instance, it currently breaks on any table that has a newline before the trailing [/table] tag, even though the old table formatting didn't mind if you had one). In other cases, as far as I can tell the problems were the old tables themselves (they were wonky in ways that I'm pretty sure should have broken them under the old table system). I'm not sure if they got broken by the transition in more ways than I thought, or if there really were just some broken tables in among the entries that didn't get caught before the reveal.

2. This is still quite a lot of work, even when the converter works perfectly.

3. Holy **** Aldaris, did you really need to include that much formatting?

*edit* (pssst Venger, I don't think PONIES actually wrote that converter he linked us. It's apparently by this guy (http://www.giantitp.com/forums/showthread.php?338573-New-tables-converter)'s unnamed friend.)

Venger
2015-06-28, 01:15 PM
At long last, I've wrangled Tactical Soldier, one of my favorite IC rounds, into a readable form. I will be posting them shortly so please refrain til they're all done (the last one is the wall)

The code is now usable to all, not just A_S, and it works beautifully.

Venger
2015-06-28, 01:17 PM
“What? That has a name too?"



Char Sorrel
LN Warforged Barbarian 4/Fighter 1/Tactical Soldier 10/Devoted Defender 5

Char Sorrel



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


1st
Barbarian 1
+1
+2
+0
+0
Spot (cc, 2), Sense Motive (cc, 2), Climb (4), Search (cc, 2), Spellcraft (cc, 2)
Weapon Focus (Guisarme)
Ferocity, Illiteracy, Climb Speed (Ape Totem)


2nd
Barbarian 2
+2
+3
+0
+0
Spot (cc, 2.5), Sense Motive (cc, 2.5), Climb (5), Search (cc, 2.5)

+2 Intimidate


3rd
Barbarian 3
+3
+3
+1
+1
Spot (cc, 3), Sense Motive (cc, 3), Climb (6), Search (cc, 3.5), Spellcraft (cc, 3)
Power Attack (Ape Totem bonus), Combat Reflexes



4th
Barbarian 4
+4
+4
+1
+1
Spot (cc, 3.5), Sense Motive (cc, 3.5), Climb (7), Search (cc, 3.5), Spellcraft (cc, 3.5)

Ferocity 2/day


5th
Fighter 1
+5
+6
+1
+1
Spot (cc, 4), Sense Motive (cc, 4), Search (cc, 4)
Cleave (Fighter bonus)
Literacy


6th
Tactical Soldier 1
+6
+8
+1
+1
Sense Motive (5), Climb (8), Spellcraft (cc, 4)
Alertness
Flanker


7th
Tactical Soldier 2
+7
+9
+1
+1
Sense Motive (6), Climb (9), Spot (cc, 4.5)
Sidestep (Tactical Soldier bonus)



8th
Tactical Soldier 3
+8
+9
+2
+2
Sense Motive (7), Climb (10), Spot (cc, 5)

Interpose


9th
Devoted Defender 1
+9
+11
+4
+2
Listen (3)
Extra Rage
AC Bonus +1, In Harm's Way


10th
Devoted Defender 2
+10
+12
+5
+2
Listen (6)

Defensive Strike


11th
Devoted Defender 3
+11
+12
+5
+3
Listen (7), Spot (7)

AC Bonus +2, Deflect Attack +1


12th
Tactical Soldier 4
+12
+13
+5
+3
Sense Motive (8), Listen (cc, 7.5), Spot (cc, 7.5)
Improved Fortification
Defensive Shield


13th
Tactical Soldier 5
+13
+13
+5
+3
Sense Motive (9), Listen (cc, 8), Spot (cc, 8)

Offensive Strike


14th
Tactical Soldier 6
+14
+14
+6
+4
Sense Motive (10), Listen (cc, 8.5), Spot (cc, 8)




15th
Tactical Soldier 7
+15
+14
+6
+4
Sense Motive (11), Listen (cc, 9), Spot (cc, 9)
Martial Study (Shield Block)
Delayed Cleave


16th
Tactical Soldier 8
+16
+15
+6
+4
Sense Motive (12), Listen (cc, 9.5), Spot (cc, 9.5)

Unbalancing Blow


17th
Tactical Soldier 9
+17
+15
+7
+5
Sense Motive (13), Listen (cc, 10), Spot (cc, 10)




18th
Tactical Soldier 10
+18
+16
+7
+5
Sense Motive (16)
Martial Stance (Thicket of Blades)
Reciprocal Strike


19th
Devoted Defender 4
+19
+17
+8
+5
Listen (11), Spot (11), Sense Motive (14)

Defensive Strike +1


20th
Devoted Defender 5
+20
+17
+8
+5
Listen (12), Spot (12), Sense Motive (15)

AC Bonus +3, Deflect Attack +2



STR: 16
DEX: 16
CON: 14 + 2
INT: 12
WIS: 10 – 2
CHA: 8 – 2
(Level-ups go into STR)

Story:


Once upon a time, a new batch of warforged emerged from the forges at House Cannith. They all lined up to receive their new training and instructions. Each one was handed a shiny new copy of the Book of Nine Swords, containing the newest and greatest fighting techniques the army had to offer. One warforged, however, did not busy himself reading through his new book like his comrades did. He tried to do so, but quickly found that he couldn't read! This warforged had need nicknamed “Char Sorrel” for the black, charred-looking stripe going across his brown torso. Char was sad that he couldn't read like his comrades could. Thankfully, he was still strong and swift enough to keep his place at the training academy, and he applied himself to learning whatever skills he could, even though he wasn't very good at it.

Char trained hard. His friends were learning cool tricks like Iron Guard's Glare or Wolf Fang Strike, but he just learned to hit things harder. His copy of the Book of Nine Swords was confiscated from him, and Char was sad.

One day, as the warforged were allowed to take on a few jobs outside the academy for training and income, Char's employer caught him sighing to himself. Quickly intuiting Char's feelings of inadequacy, his employer took pity on him. He could see that Char had a mind for tactics, even if his reading programming didn't quite install properly. He taught Char how to read, making him overjoyed. When Char asked if he had a copy of the Book of Nine Swords, the employer thought for a minute, and returned with a tiny, even miniature, book of tactics. “The Book of Nine Swords is hard to get a hold of nowadays,” he told Char, “but this book served me well back in my youth. I think it can help you learn the tactics you need.”

Char read the book and trained as hard as he could, learning new tricks along the way. When he met with his old academy comrades to spar and chat, they showed off all the new moves they had learned. Char, feeling pleased that he finally had some tricks, showed off how he could flank from seemingly impossible angles and easily reposition himself whenever he struck an opponent off guard.
“That's adorable,” said Shadow. “Look everyone, Char finally mastered Island of Blades!”
Setsun added “Yes, and Shifting Defense, too! Looks like he's finally a Swordsage!”
Char was sad. He had never been able to really speak up for himself or his feelings, and when he told his friends what he actually had learned how to do, they all laughed at him. All he could do was sigh and mutter to himself, “good grief!”

Char got shipped out to serve as a bodyguard for a very demanding customer. While protecting her, he learned how to take a blow for someone else and got quite good at doing so. As soon as he was done with that job, though, he went back to studying his miniature book, trying to get all he could from it. A year or so later, he met with his friends again, showing them what he had learned.

“Look!” said Char. “I can help defend my allies by taking a shot for them, or by increasing their defenses!”
“Oh, you learned Faith Unswerving? Nice going!” said Devo.
“Yeah, and White Raven Defense too? I'm impressed, Char!” said Whitey.
“Well, no, it's not any of those,” said Char, “but look, I can lower my defenses and hit harder!”
“Oh, I get it!” said Tiger. “He's learned Rabid Wolf Strike!”
“No,” said Iron, “It's clearly Punishing Stance.”
Char would have blushed if he weren't a warforged. “Well, check this out! I can perform a delayed cleave attack!”
His nine companions were impressed for a moment. None of them could match that trick. Char was happy. He had a trick to call his own! Flushed with confidence, he then showed his friends how he could knock an enemy off guard and incite his allies to attack them.
“Aha!” said Whitey. “Swarming Assault! I know it well.”
Char sighed again. He tried to show off his reciprocal strike move, but Devo's comment about Defensive Rebuke was just too much for Char to bear. Char went out into the rain and sighed. “Why can't I have a normal build like everyone else?” Dejected, he walked home. He remained a valuable bodyguard for many years, but his self-esteem never really got any better.

Tactics:


Char is better than he thinks he is. Ferocity increases his DEX, so he can make a whole lot of AoOs every round, and Flanker works very well with a reach weapon. Devoted Defender goes very well with Interpose and Sidestep, letting Char play the role of the defender almost competently. In Harm's Way has more uses per day than Interpose does, but Interpose lets him defend people who aren't his charge. Defensive Shield keeps with the theme of protecting his allies. Offensive Strike isn't as much of an issue for him, since Improved Fortification makes him immune to critical hits. He simply never uses it when there are spellcasters around, which his ranks in Spellcraft will hopefully help him notice. Delayed Cleave works very well with a lot of AoOs, especially since if your last hit was an AoO, you'll have a better to-hit bonus than you would if it was an iterative. Unbalancing Blow is actually a good move, even if White Raven does it better, and the way that Char likes to stick near his allies means that he'll actually get to use it fairly often. Reciprocal Strike works like Defensive Strike, only not quite as limited. The two classes mesh very well, making him fairly competent at his chosen role. He doesn't have a whole lot of hidden tricks up his sleeve, but he doesn't have to. He simply uses what he's been given and makes the best of it.

Sources:


PHB, Cityscape (Ferocity), Miniatures Handbook (Tactical Soldier), Tome of Battle (Martial Study/Stance), Sword and Fist (Devoted Defender), Eberron Campaign Setting (Warforged, Improved Fortification), Unearthed Arcana (Ape Totem Barbarian)

Venger
2015-06-28, 01:19 PM
We've had a Truenamer, may as well use a Samurai.




Takai Shingi, LG Necropolitan Dragonborn Samurai 6/Tactical Soldier 10/[Silver] Dragon Samurai 4
Base stats: STR 14 DEX 15 CON 8 INT 12 WIS 12 CHA 16
Modified stats for Dragonborn: STR 14 DEX 13 CON 10 INT 12 WIS 12 CHA 16
Ending stats, sans equipment: STR 18 DEX 14 CON - INT 12 WIS 12 CHA 16


How Takai Shingi Became Twice Reborn



Takai Shingi was born a half-elf child of a marriage arranged to bring peace between the human clan of Bahamut-worshippers his father belonged to, and the chieftan’s daughter of the wild elves who had waged guerrilla warfare on those humans since they first settled on the outskirts of the elves’ ancestral forest. She went to live in the human village, with the agreement that the elves would cease their warring so long as she or her offspring lived among the humans. Shingi’s was a difficult birth, and it claimed his mother. He barely survived it himself, affected with a breathing affliction the healers could not mend.


*****


Shingi, at the age his father’s clan considered manhood, was devastated when told by the clan’s daimyo that he would not be able to join the ranks of the samurai who protected them, despite his father’s high status.


“Sorry, Shingi, but you do not have the wind to keep up. Your stamina is not enough, in spite of your efforts and desire,” he said. “Besides, your frailty is a liability of another sort, with the pact your mother’s people honor while her progeny live.”


Shingi nodded stoically. “What must I do to gain this honor?”


The daimyo thought long and hard. “If you are truly dedicated, both to our honored Bahamut and the way of the samurai, you may petition the clan’s shugenja to perform the Right of Rebirth with you. It toughens the body some, and will perhaps be enough that you will not be a weight on the unit’s sword arm. Are you willing?”


“I will honor my father and become a samurai, as he was before me. This, I vow.”


The petition to the shugenja was made and accepted, and Shingi became dragonborn. His weakness of breath transmogrified into a weapon of its own, as he could cough out gouts of fire, acid, cold, or electricity as he saw fit. The daimyo deemed him worthy, and he became a samurai. In short order, his skills as warrior and leader earned him his own command.


*****


Takai Shingi lay on a makeshift gurney in a battlefield tent, the smell of smoke and carnage in his nostrils.


“You’ve been poisoned, Lord Takai. The arrows these dishonorable tundra-dwelling barbarians use are dipped in some strange root which robs the body of its ability to heal,” his lieutenant’s eyes shone as he spoke, obviously fighting for composure.


“Where. . . where are our shugenja? Where are our healers?” Shingi’s voice was a weak rattle as he asked.


“Lord Kojo erred in tactics when he saw the barbarians had us flanked by archers, and ordered them to the center for safety, Lord Takai. One of the barbarian’s wu jen blasted the whole of our contingent of shugenja with a single spell. We must make due with poultices and basic knowledge of healing until we can get to our reinforcements, 2 week’s march east.”


“Do you think I will survive the march?”


Shingi only needed to see his lieutenant’s face to know the answer was ‘no.’


“Can you lead the men to safety?”


“The peace you negotiated with these barbarians from your sickbed should hold, but the men do not rally to me as they do to you, and I lack your tactical sense should a problem arise, Lord Takai. If we are not attacked, I can lead them. If not. . . .”


Shingi nodded, hearing the answer he suspected. “And what of the peace with my mother’s people? I have no children. Are we prepared for war with the elves, so soon after this military action?” The lieutenant shook his head, mutely.


“What must I do to ensure my clan’s safety?”


“These barbarians venerate an aspect of Wee Jas, Lord Takai. Even with the truce in place, they will not heal an enemy, but it is possible they can. . . transform you again to keep you able to lead.”


“You’re talking about Crucimigration, aren’t you.” Shingi’s voice was flat; his words, not a question.


“Yes, Lord Takai, I am.”


Takai Shingi bowed his head. “Find one of our wu jen who is able to send a message spell to the elves. Ask if this will keep - or break - our peace with them. If they will honor our peace, I must do what I can to keep it and ensure my men their safety.”


“Lord Takai? A thought just occurred to me. What of your post? Your vows as samurai? Will this ritual not violate your oath against physical contact with the undead, by its very nature?”


Takai Shingi smiled, ruefully. “It will. For the greater good, I must find a different way to serve.”


How Takai Shingi Advances His Career
The table does not include stat bonuses to saves or skills.









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


1st
Samurai 1
+1
+2
+0
+0
Intimidate 4, Knowledge (Arcana) 1, Knowledge (History) 1, Knowledge (Nobility) 1, Sense Motive 4
Combat Reflexes, Exotic Weapon Proficiency: Bastard Sword
Dragonborn traits, Breath Weapon every d4 rounds, Daisho Proficiency


2nd
Samurai 2
+2
+3
+0
+0
Intimidate 5, Knowledge (Arcana) 1.5, Sense Motive 5
-
Two swords as one


3rd
Samurai 3
+3
+3
+1
+1
Intimidate 6, Knowledge (Arcana) 2, Sense Motive 6
Power Attack
Kiai Smite 1/Day


4th
Samurai 4
+4
+4
+1
+1
Intimidate 7, Knowledge (Nobility) 2, Sense Motive 7
-
Boost DEX


5th
Samurai 5
+5
+4
+1
+1
Intimidate 8. Knowledge (History) 2, Sense Motive 8
-
Iaijutsu Master


6th
Samurai 6
+6
+5
+2
+2
Intimidate 9, Ride 1, Sense Motive 9
Cleave
Staredown (NOTE: Acquire Necropolitan Template here)


7th
Tactical Soldier 1
+7
+7
+2
+2
Intimidate 10, Knowledge (Arcana) 2.5, Sense Motive 10
-
Flanker


8th
Tactical Soldier 2
+8
+8
+2
+2
Intimidate 11, Knowledge (Arcana) 3, Sense Motive 11
Sidestep
Bonus Feat (Sidestep)*; Boost STR


9th
Tactical Soldier 3
+9
+8
+3
+3
Intimidate 12, Knowledge (Arcana) 3.5, Sense Motive 12
Vexing Flanker
Interpose


10th
Tactical Soldier 4
+10
+9
+3
+3
Intimidate 13, Knowledge (Arcana) 4, Sense Motive 13
-
Defensive shield


11th
Tactical Soldier 5
+11
+9
+3
+3
Intimidate 14, Knowledge (Arcana) 4.5, Sense Motive 14
-
Offensive strike


12th
Dragon Samurai 1
+11
+11
+3
+5
Intimidate 15, Knowledge (Arcana) 5, Sense Motive 15
Intimidating Strike
Dragon Breath (30’ cone of cold) 1/day, Cold Resistance 5, Boost STR


13th
Dragon Samurai 2
+12
+12
+3
+6
Intimidate 16, Knowledge (History) 2.5, Sense Motive 16
-
Dragon friend


14th
Tactical Soldier 6
+13
+13
+4
+7
Intimidate 17, Knowledge (History) 3, Sense Motive 17
-
-


15th
Tactical Soldier 7
+14
+13
+4
+7
Intimidate 18, Knowledge (History) 3.5, Sense Motive 18
Kiai Shout
Delayed cleave


16th
Tactical Soldier 8
+15
+14
+4
+7
Intimidate 19. Knowledge (History) 4, Sense Motive 19
-
Unbalancing blow, Boost STR


17th
Tactical Soldier 9
+16
+14
+5
+8
Intimidate 20, Knowledge (History) 4.5, Sense Motive 20
-
-


18th
Tactical Soldier 10
+17
+15
+5
+8
Intimidate 21, Knowledge (History) 5, Sense Motive 21
Greater Kiai Shout
Reciprocal strike


19th
Dragon Samurai 3
+18
+15
+6
+8
Intimidate 22, Knowledge (Nobility) 2.5, Sense Motive 22
-
Immune to silver dragon fear (redundant)


20th
Dragon Samurai 4
+19
+16
+6
+9
Intimidate 23, Knowledge (Nobility) 3, Sense Motive 23
-
Elemental weapon +1d6, Boost STR





Sources



SRD: Skills, Combat Reflexes, Exotic Weapon Proficiency, Power Attack, Cleave.
Complete Warrior: Samurai (p. 8), Greater Kiai Shout (p. 99), Kiai Shout (p. 102).
Player’s Handbook 2: Intimidating Strike (p. 79), Vexing Flanker (p. 85).
Miniature’s Handbook: Tactical Soldier (p. 22), Dragon Samurai (p. 18), Sidestep (p. 28).
Races of the Dragon: Dragonborn of Bahamut (p. 5).
Libris Mortis: Necropolitan (p. 114).


How Takai Shingi Plays As a Character



1st Level



He’s a fairly ordinary samurai, but has a changeable, recharging breath weapon for range, to reduce the arsenal he has to carry in his golf bag, and a host of other small goodies obtained via becoming dragonborn. Some might be tempted to snag Power Attack here instead of Combat Reflexes, given a 13 DEX, but the ability to act in a surprise round can prove more useful to a new adventurer’s career than the potential ability to hit for a bit more damage in the first full round of combat. His skill choices give him a bit of utility out of combat. He might not want to spend a feat for Bastard Sword proficiency, but gaining it for free does let him eke out a bit more DPR with his primary weapon.




5th Level



Two Swords as One and Power Attack do not synergize well, so Shingi has to choose which one is better in each situation. Most of the time, Power Attack will be superior. There will be times, though - especially later in his career when he gets the wakizashi enchanted with, for example, Eager and Warning - when he’ll want the ability to at least start out a fight with two weapons. Combining Power Attack with Kiai Smite gives significant oomph to his damage output, albeit once a day. He boosts his DEX just once, to double the benefits of Combat Reflexes and improve AC and Initiative. Iajutsu Master works with Combat Reflexes to keep him safer in ambush situations.




10th level



Sixth level is the primary metagame reason - along with Kiai Smite - that Shingi is a samurai, and not a vanilla fighter. The +4 bonus to Intimidate and ability to use it to demoralize a foe in combat give him a breadth of options not available to most standard fighter builds. This is especially true when adding in the breath weapon, now at a respectable 3d8. Combine these elements and he gets situations where he can demoralize a foe at range, use his breath weapon on that foe and those foes adjacent , then the next round, charge in, Power Attack for 2 with the penalties offset by the charge, and have excellent odds of triggering Cleave. He can increase those odds further by combining the Power Attack with Kiai Shout, or he can spread his focus further by demoralizing an enemy that he’s not going to hit with the Charge + Power Attack combo that round but is threatening one of Shingi’s allies.


As noted in the table, Shingi undergoes the ritual to become a Necropolitan at 6th level - preferably near the end of 6th level - so spends considerable time at this point. (Please, leave the flavor-text related debate about Schrodinger's Samurai for another thread; CW Samurai has no proscription against touching or being undead, RAW). When he hits 7th, he begins life as a Tactical Soldier, gaining the Flanker ability, which helps both his allies and his own Power Attacks. 8th level brings access to the bonus feat Sidestep, which is one of the very few ways in-game to get a second 5-foot step, and without the horrible prerequisites. In acquiring Vexing Flanker and Interpose at 9th, Shingi drastically improves his ability to shape the battlefield for himself and his allies. Because he’s become a Necropolitan, the biggest concern involved in taking a blow aimed at your enemy via Interpose - the threat of a lucky critical hit - is all but eliminated. The 10th level Defensive Shield ability further reduces concerns about lucky shots against Shingi or his allies, by giving them all a decent bonus to AC when it’s needed.




15th level



11th level’s Offensive Strike is a powerful weapon that’s potentially very dangerous to Shingi. A +4 bonus to attack and damage, combined with Kiai Smite, the demoralizing ability, and basic Power Attack tactics yields vicious blows, but leaves him vulnerable to critical hits and failed saving throws. Oh, wait! Dragonborn + Necropolitan cover a huge chunk of potential saving throws, and Necropolitan makes him virtually immune to critical hits, as noted before. Those Will saves are a bit troubling, though, so Shingi needs a more thorough solution.


That solution starts to come online at 12th level, with Dragon Samurai. Shingi gets a good Will progression, and Cold Resistance 5, along with a steadily increasing boost to his cold breath weapon, which becomes the primary choice from here on out. Intimidating Strike at this level gives another method of reducing the effectiveness of his enemies. Order of operations is important, but he can combine this with his Staredown ability to take an opponent from unafraid to shaken to frightened in a single attack. He’s also used two stat increases to augment his STR score a bit, not counting any magic items he should have by this point, which offsets the single point BAB lag suffered here. At 13th level, his breath weapon increases a bit, his Will improves further, and he gets a sizable +4 bonus to CHA when dealing with silver dragons, which is at least situationally useful. At 14th level, choosing between two functionally dead levels, he drops back to Tactical Soldier 6 for the bonus to all saving throws.


Character level 15 - Tactical Soldier 7 - is the “sweet spot” of the build, thanks to Delayed Cleave. Shingi does good, solid damage, but he’s not an ubercharger or some other mini-nova of damage. He gets by with a little help from his friends. That means he uses his breath weapon to soften up several foes, demoralizing and possibly frightening - or even panicking - an enemy with Intimidating Strike, the demoralizing use of Intimidate, and his new feat, Kiai Shout. The panicked, badly injured foe runs for it, provoking an AoO from one of Shingi’s allies. Shingi uses a 5-foot step to threaten an adjacent square as the panicked enemy falls to his ally’s attack, and Delayed Cleave is activated. That’s significant ability to influence the battlefield, right there.




20th level



16th level’s Unbalancing Blow is almost as much fun as Delayed Cleave. Forcing an enemy to provoke AoOs by hitting him with his weapon is a pretty good trick for ensuring that enemy’s quick demise. 17th level gets a small boost to Shingi’s Reflex and Will saves, his weakest. In finishing up Tactical Soldier at 18th, he gets Reciprocal Strike, to give even more emphasis to his ability to deal damage in the defense of his allies, and Greater Kiai Shout, which all but assures that any enemy that is not outright immune will be shaken for the duration of any battle with Shingi and his allies. At 19th level, he resumes Dragon Samurai, getting another small boost to his Reflex save; I’m sure there’s a niche case where the immunity to dragonfear isn’t redundant, but I couldn’t find one. That’s all right, though, because it leads to Dragon Samurai 4, which gets a free +1d6 cold damage added to his katana. It expressly stacks with any other elemental damage Shingi has put on his weapon, and is one of the few ways for a non-caster to get greater than an equivalent +10 of bonuses on a weapon.


How Takai Shingi is Pitched to Your Gaming Group



First things first, let’s get rid of the elephant in the room. You’re playing a Tactical Soldier in general, and Takai Shingi in particular, because Tome of Battle isn’t allowed at your gaming table. Perhaps nobody owns it, or the group has a “no PDFs” policy. Maybe your DM doesn’t want the extra layer of complexity that maneuvers and stances can bring to the game, or heard horror stories, or has a specific ‘feel’ for the campaign in mind that he perceives as conflicting with Tome of Battle. Maybe someone your DM knew actually used a d2 Crusader, or Iron Heart Surged out the Sun, or played the auto-refreshing Idiot Crusader and soured him on the idea. The reason doesn’t matter, ultimately. Tome of Battle is just a toy you’re not allowed to bring to this particular sandbox.


And yet, you want to play a martial character. You know you could go all CoDzilla on your DM’s campaign and “teach him a lesson”, but you’d rather take the high road, and respect the parameters your DM is trying to set up for the game. You want a mundane warrior type, but one with more options than “I swing my sword. I swing my sword again. I swing my sword AGAIN.” Takai Shingi, with his ability to reduce enemies’ efficiency, boost allies’ defenses, take one for the team, and influence the whole of most battlefields with his tactics, is that character.


How Takai Shingi Switches It Up



With Variant Rules



Not a whole lot changes with fractional BAB, but fractional Saves smooth out the progression a good bit. Shaky and Inattentive are good Flaw choices to get Entangling Exhalation, move Power Attack to 1st level, and snag Extra Smite at 3rd as Shingi’s otherwise 1/day Kiai Smite comes online.


With Equipment



Mithral Full Plate at his earliest opportunity is a grand idea for Shingi. Eager and Warning on the wakizashi were already mentioned above; add Defending to the mix if possible, so that if he finds himself desperately needing the extra AC for some odd reason, it’s available to him. Adding Collision to katana, along with as many other damage boosters as are appropriate to the campaign, is highly recommended. Acquire Black Sand by any legal means possible for permanent Fast Healing when it’s worn in his boots, with the added bonus of that wonderful “day at the beach” feeling between his gently decaying toes. If you can get a friendly party member or NPC to craft an item to shape Shingi’s breath weapon, it’s the easiest way to avoid “Whoops! Sorry, Grok!” moments in combat. Any character without wings or a spell list is obviously going to need some item allowing Flight, and hopefully Freedom of Movement. Lastly, any boosts to STR and CHA should be priority concerns for Shingi.


*If going by Private-Prinny's interpretation that Sidestep is only granted when prerequisites are met, ignore all references to this ability.

Venger
2015-06-28, 01:20 PM
This kid sounds like a born adventurer.




Thomas the Doubter
"I trust in steel alone."
CE Human Swordsage 6/Ranger 4/Tactical Soldier 10


The Build


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


1
Swordsage 1
+0
+0
+2
+2
Concentration 4, Disable Device 2, Jump 2, Listen 4, Search 2, Sense Motive 4, Tumble 2
Combat Reflexes, Weapon Focus (Desert Wind), Stone Power
Quick to Act +1, Discipline Focus (Desert Wind)
1
1
6
[CENTER]1


2
Ranger 1
+1
+2
+4
+2
Concentration 5, Disable Device 3, Jump 2, Listen 5, Search 3, Sense Motive 5, Tumble 3
Trapfinding, Favored Enemy (Human), Spiritual Connection



3
Ranger 2
+2
+3
+5
+2
Concentration 6, Disable Device 4, Jump 3, Listen 6, Search 4, Sense Motive 6, Tumble 3
Weapon Finesse, Two-Weapon Fighting
Combat Style (Two-Weapon Fighting)


4
Swordsage 2
+3
+3
+6
+3
Concentration 7, Disable Device 4.5, Jump 3, Listen 7, Search 4.5, Sense Motive 7, Tumble 4

AC bonus


5
Swordsage 3
+4
+4
+6
+3
Concentration 8, Disable Device 5, Jump 4, Listen 8, Search 5, Sense Motive 8, Tumble 4




6
Ranger 3
+5
+4
+6
+4
Concentration 9, Disable Device 6, Jump 4, Listen 9, Search 6, Sense Motive 9, Tumble 5
Cleave, Endurance
Endurance


7
Ranger 4
+6/+1
+5
+7
+4
Concentration 10, Disable Device 7, Jump 5, Listen 10, Search 7, Sense Motive 10, Tumble 5
Improved Two-Weapon Fighting
Distracting Attack, Champion of the Wild


8
Tactical Soldier 1
+7/+2
+7
+7
+4
Concentration 10.5, Disable Device 7, Jump 5, Listen 10, Search 7, Sense Motive 11, Tumble 5

Flanker


9
Tactical Soldier 2
+8/+3
+8
+7
+4
Concentration 11, Disable Device 7, Jump 5, Listen 10, Search 7, Sense Motive 12, Tumble 5
Lightning Mace, Sidestep
Sidestep


10
Swordsage 4
+9/+4
+8
+8
+5
Concentration 12, Disable Device 7.5, Jump 6, Listen 11, Search 7.5, Sense Motive 13, Tumble 5

Discipline Focus (Insightful Strike): Tiger Claw


11
Tactical Soldier 3
+10/+5
+8
+9
+6
Concentration 12.5, Disable Device 7.5, Jump 6, Listen 11, Search 7.5, Sense Motive 14, Tumble 5

Interpose


12
Tactical Soldier 4
+11/+6/+1
+9
+9
+6
Concentration 13, Disable Device 7.5, Jump 6, Listen 11, Search 7.5, Sense Motive 15, Tumble 5
Double Hit
Defensive Shield


13
Swordsage 5
+11/+6/+1
+9
+9
+6
Concentration 14, Disable Device 8, Jump 7, Listen 12, Search 8, Sense Motive 16, Tumble 5

Quick to Act +2


14
Tactical Soldier 5
+12/+7/+2
+9
+9
+6
Concentration 14.5, Disable Device 8, Jump 7, Listen 12, Search 8, Sense Motive 17, Tumble 5

Offensive Strike


15
Tactical Soldier 6
+13/+8/+3
+10
+10
+7
Concentration 15, Disable Device 8, Jump 7, Listen 12, Search 8, Sense Motive 18, Tumble 5
Robilar's Gambit



16
Tactical Soldier 7
+14/+9/+4
+10
+10
+7
Concentration 15.5, Disable Device 8, Jump 7, Listen 12, Search 8, Sense Motive 19, Tumble 5

Delayed Cleave


17
Tactical Soldier 8
+15/+10/+5
+11
+10
+7
Concentration 16, Disable Device 8, Jump 7, Listen 12, Search 8, Sense Motive 20, Tumble 5

Unbalancing Blow


18
Tactical Soldier 9
+16/+11/+6/+1
+11
+11
+8
Concentration 16.5, Disable Device 8, Jump 7, Listen 12, Search 8, Sense Motive 21, Tumble 5
Greater Two-Weapon Fighting



19
Tactical Soldier 10
+17/+12/+7/+2
+12
+11
+8
Concentration 17, Disable Device 8, Jump 7, Listen 12, Search 8, Sense Motive 22, Tumble 5

Reciprocal Strike


20
Swordsage 6
+18/+13/+8/+3
+13
+12
+9
Concentration 20, Disable Device 8, Jump 8, Listen 13, Search 8, Sense Motive 23, Tumble 5




Attributes

STAT
POINTS
BASE
LEVEL
TOTAL
MOD


STR
5
13
0
13
+1


DEX
13
17
5
22
+6


CON
4
12
0
12
+1


INT
0
8
0
8
-1


WIS
10
16
0
16
+3


CHA
0
8
0
8
-1


Maneuvers & Stances


Level
IL
Maneuvers Known
Maneuvers Readied
Stances Known


1
1
Moment of Perfect Mind, Mighty Throw, Stone Bones, Sudden Leap, Wolf Fang Strike, Burning Blade
4
Child of Shadow


2
1.5





3
2





4
3
Action Before Thought
4
Hunter's Sense


5
4
Baffling Defense
5



6
4.5





7
5





8
5.5





9
6





10
7
Mind Over Body, retrain Burning Blade for Feigned Opening
5



11
7.5





12
8





13
9
Dancing Mongoose
6
Assassin's Stance


14
9.5





15
10





16
10.5





17
11





18
11.5





19
12





20
13
Shadow Blink
6








Backstory



In my youth, there was but one constant. My parents fought constantly, always lying. They lied to each, to themselves, even to me. In their petty spats, they would each try to get me to take their side against the other. We moved constantly, so they fought about that. We always spent more gold than we made, so they fought about that. Such was the life of a merchant's child. The only constant was the satisfying scrape of my whetstone against my blades. Sometimes, I'd find a large tree to hide behind while they fought, sharpening my knives to a diamond point and carving pictures into the tree--pictures of people with a happier life.


I decided it was time for one final change. I ran. I took my knives and my whetstone, but I didn't take my time. I was gone before they could even stop arguing long enough to check on me. I tried to survive in the wild, but living in the forest takes more than a keen nose and an ability to hunt. Instead, I moved to the big city and blended into the fray. I took odd jobs and moved from squalid hut to dirty flat, but I still had my whetstone, my one constant. I kept my knives sharp, but my senses sharper. During negotiations with one shopkeep, he couldn't help but laugh. Every time he tried to feed me a pitch, I called him on it. I had heard them all before, I told him. He said I was like a nonmagical zone of truth and offered me a job. That same night, I was inducted into the assassin's guild. I started as an interrogator, then an enforcer, but eventually worked my way up the ranks to a true, blue assassin.


One thing I've learned is that my childhood wasn't as nearly as tragic and unique as I thought--everyone lies; some people are just better at it. Some people beg and stammer their way through a sob story, while others will stare you in the face with steely resolve and tell the biggest whopper there is. Either way, once they see their own blood start spilling, most folks straighten up and fly right. But everyone lies at first, even me.


You see, my parents didn't fight. They loved me. They didn't argue over money; they spent it all on me. We didn't move because of them; we moved because I kept torching their stores and running away. Whenever they'd finally find me, they'd try to rebuild wherever we were. They were good folks, but they still spawned a liar like me. Their only lie was telling themselves I'd turn out okay.


Tactics



Levels 1-5:



Your high DEX and WIS provide a great base AC, which can be augmented by armor and Child of Shadow. Along with Stone Power, these provide increased survivability. Even in these early stages, you're quite good at the old stabbity-stab. Weapon Finesse and Two-Weapon Fighting come online at the same time as a +2 BAB, making sure that fighting with both weapons just drops you to a +0 before DEX, rather than imposing a penalty on your rolls. When you're not in place for a full attack, you have Wolf Fang Strike and Sudden Leap to get you there. Burning Blade gives you bonus damage against anyone, and Favored Enemy gives you bonus damage against humans, which are the most present creature type in my campaigns. If something else works better for your campaign, feel free to change it. However, it's worth noting that, in addition to damage, Favored Enemy buffs your Listen and Sense Motive checks as well. Aw yeah. We can use that to buff Baffling Defense, but that maneuver becomes more useful as we put more ranks in Sense Motive.


Out of combat, we have some decent versatility. Hunter's Sense gives us scent (which can be used in-combat as well against invisible foes), and we have decent trapfinding ability. Our ranks in Listen help us scout, while Sense Motive allows Thomas to take care of himself in social situations.


Levels 6-10:



Cleave, Distracting Attack, Improved Two-Weapon Fighting, and Lightning Mace as well as entry into the SI. By this point, you're a melee beast (and your BAB isn't too shabby). Discipline Focus gives us even more bonus damage on Wolf Fang Strike, but we don't care if our damage per hit is relatively low--for us, it's about the number of hits. We want to make sure our opponent gets flatfooted and stays that way, and Distracting Attack is there for that. Every time we hit an opponent, he's flatfooted until an ally hits him or the start of our next turn. Since we count as our own ally, he's flatfooted until we hit him again. Right now, this just means he's easier to hit; in a few levels, it means sneak attack almost all the time. Once we hit him again, of course, Distracting Attack is triggered again. And again. Every time we hit.


Mind over Body comes online, allowing us to replace every save with a skill check with 12 ranks. Additionally, since fire resistance or immunity is becoming rather common, we retrain Burning Blade for Feigned Opening, allowing us to make sure our enemy provokes an attack of opportunity by taking an attack of opportunity.


Levels 11-15:



Assassin's Stance, Double Hit, Robilar's Gambit, and Dancing Mongoose--put simply, more hits for more damage! Assassin's Stance is great when used with abilities like Flanker and Distracting Attack; even though it's not the most sneak attack damage a person can get, coupled with the fact that our foes are almost always flanked and the number of attacks we get, it really racks up. With the number of attacks of opportunity we get via Robilar's Gambit, it just becomes awesome. Double Hit serves to double the efficiency of many of our class features, making it a no-brainer. All these extra attacks are extra chances at Lightning Mace attacks, which mean extra sneak attack damage. And extra favored enemy damage. And extra STR modifier damage. And extra weapon enhancement damage. Oh, yeah, your weapon does damage, too.


Dancing Mongoose is great on its own, since you can tack it onto whatever you'd like: a double move, a standard action strike, a full attack, or perhaps a class feature that takes a full round to activate…


Levels 16-20:



Hey, look at that, we just got such a class feature! Unbalancing Blow is transformed from a feature that does one attack to give your friends some glory into a whirlwind of attacks that confuse your enemy and allow your allies to gang up on it…you know, what it should have been all along.


Delayed Cleave and Reciprocal Strike deserve mention for being more abilities defined as Attacks of Opportunity, thus receiving the benefit of Double Hit. More attacks means more Lightning Mace, right? Speaking of more attacks, we finish off the build with Greater Two-Weapon Fighting. However, if you'd rather put Defensive Sweep here, it's up to you. I just didn't like the idea of encouraging enemies to move away--this build is about spamming attacks, not locking down your enemies. The real capstone of the build is Shadow Blink--the ability to teleport as a swift action is awesome. Not only can we move into place for a full attack, but we can teleport up into the air and attack flying enemies, using Tumble to lower or negate our falling damage.


The Perks of Being a Tactical Soldier:



Sense Motive (2 ranks): You need these to get into the class. However, Sense Motive is an underrated skill. You can use it to avoid being conned (vs a Bluff check), sure, but you can also sense when someone is acting under an enchantment spell (DC 25 or 15, depending on the effect), get a "hunch" about a social situation (always DC 20), discern secret messages (vs a Bluff check), and assess the CR of an opponent. The last one is my favorite: it can be helpful to know just how tough a fight's going to be going in. This check is opposed by your opponent's Bluff check, which means many monsters won't be hard to beat. Usually it gives you a result that places your opponent in two out of five categories, but beating your opponent by 10 or more narrows it down to one category. Being a swordsage snags us another use for Sense Motive--with the Baffling Defense maneuver, we can replace our AC against an attack with the result of a Sense Motive check. While our AC is already decent, the possibility of having an AC of up to (43+Wisdom) is pretty awesome, allowing you to effectively say "no" to an attack. Of course, it doesn't work with Offensive Strike, but more on that later.

Because of the fun uses for the skill and the power of Baffling Defense, we want Sense Motive maxed out. Luckily for us, Swordsage and Tactical Soldier both give Sense Motive as a class skill. Ranger, however, does not. You could take levels in Urban Ranger, but that takes away Track and leaves you with the even more useless Urban Tracking. Instead, we can use the Skilled City-Dweller variant found here to switch out Survival and Ride for Sense Motive and Tumble, respectively. We keep Track, but lose Survival, so its effectiveness is hampered. Instead, we pick up the Trap Expert ACF from Dungeonscape to trade away Track for trapfinding and the addition of Disable Device to our Ranger class skills, granting us an option that can be used to keep us alive. We're not the party's primary trapmonkey, but we've got something to contribute.
Cleave: I've always wanted to use this feat in conjunction with a Two-Weapon Fighter, since more attacks means more chances to drop a foe (and thus, more chances to activate this feat). When we couple this theory with feats that allow us to take more attacks (Combat Reflexes, Robilar's Gambit, Double Hit, and Lightning Mace), the usefulness of Cleave increases.

Granted, it's still only once per round whenever you or a foe drop a threatened enemy (thanks to Delayed Cleave). I was thinking of taking Great Cleave at level 18, but it really depends on your DM's play style. Usually, my DM wises up and doesn't surround me with creatures to Cleave, so Greater Two-Weapon Fighting's guaranteed extra attack is a better choice for me. However, if you're playing a war campaign or your DM likes to surround you with enemies until either you die or they do, Great Cleave is the 18th-level feat for you.

I always felt silly putting the requisite Power Attack on a TWF-er, since most of mine (this one included) favor using two light weapons and thus cannot benefit from Power Attack. Because of this, it's never made sense to have Cleave on a TWFer. Enter Stone Power (from Tome of Battle). It functions as Power Attack for prerequisites, and allows you to drop your attack bonus in exchange for temporary hit points. There's more on this above, but this feat is particularly great for a Tactical Soldier because it helps offset the additional damage you'll find yourself taking from abilities like Interpose and Offensive Strike. Even though it's a prerequisite for a prerequisite, we're able to get some use out of it here.
Combat Reflexes: The name of the game is attacks of opportunity, and we hope to be provoking quite a few. However, provocation means nothing if you run out of AoOs halfway through the round. This feat, coupled with a high DEX, allow us to take many attacks of opportunity whenever a creature provokes. For a list of what provokes from us, see above.

Combat Reflexes itself helps with Attacks of Opportunity, but it also serves as a prerequisite for some truly great feats: Double Hit, Robilar's Gambit, and Lightning Mace. Since our build focuses quite a bit on gaining attacks of opportunity, Double Hit multiplies our effectiveness by 2, as it allows you to follow up your attack of opportunity with another one from your offhand. While it's common sense to me that this second attack counts as one of your AoOs for the round, check with your DM--there's no explicit wording in the Miniatures Handbook one way or the other.

Robilar's Gambit causes foes to gain a bonus to attack and damage against us, but we don't care about that since we're a swordsage. Child of Shadow is a great stance, and the concealment granted can negate the bonus Robilar's provides. Alternatively, we can gain some impressive bonuses to AC when fighting defensively, thus counteracting the bonus. As for the damage, using Stone Power every round can give us up to 10 temporary hit points, counteracting some of that bonus damage. What do we get in return? A free attack of opportunity every time someone attacks us. Oh, I'm sorry--two free attacks of opportunity.

Double Hit and Robilar's Gambit are great, but they both just serve to fuel the star of the Combat Reflexes Show: Lightning Mace. We're attacking a whole bunch, so we're bound to score a critical threat eventually. Depending on your DM's tolerated op level (see Suggested Items), our threat range with this feat can be pretty large. Every time we threaten, we gain a free attack. Free. It doesn't count against us, it can be part of our full attack or following an attack of opportunity. Every attack becomes a decent chance for another attack, even when used as written (a 5% chance of getting something for free is still great). This can lead to a truly staggering number of attacks, and some even argue that it functions against creatures immune to crits, since you just have to get a crit threat, rather than an actual critical hit.
Flanker: Choosing the square from which we flank is great, and can have some hilarious results (such as threatening a foe from the square of another foe, since the ability says the square can be impassable or occupied). We'll be the party's melee buddy more than ever before, and we'll be hitting more often. However, one thing really gets extra oomph out of this ability: sneak attack.

When it comes to Sneak Attack, Assassin's Stance is our weapon of choice. While +2d6 sneak attack isn't much compared to a standard rogue, having the versatility to flank in untraditional ways and dole out an extra 2d6 on every one of our many, many attacks can really rack up the pain. The additional damage could even drop a foe, allowing our Cleave to trigger. Rather than needing to move to flank the target of our cleave, we can simply change the square from which we flank (since the ability lets us designate a square "at any time during her turn"). The only thing that seems off-limits is choosing a square at the beginning of your turn and also changing it mid-turn, due to some of the ability's wording. As such, we can flank from our own square until it's time to cleave, then set up the surprise sneak attack.
Sidestep: First, allow me to address the rules question. I'm acting under the assumption that you gain this feat even if you don't meet the prerequisites. The class feature says that you gain Sidestep without any ifs, ands, or buts. I understand that some similar class features (like the Ranger's combat style) include a clause that you gain the feat even if you don't meet the prerequisites, but I don't think the absence of this clause necessitates the prerequisites.

With that being said, I was a bit puzzled at how to make use of this class feature at first. I pictured a character using Sidestep after Sidestep to dart across the battlefield, then realized it can only be used once per round. However, I also noticed that it does not count against your limit of one 5 foot step per round. One of my favorite stances, Child of Shadow is often mentioned as a bad idea for TWFers because of the movement it requires. No longer! Now, you can 5 foot step after one of your many attacks of opportunity, then 5 foot step as a free action before enjoying a full attack with the benefit of concealment. Hello, Offensive Strike!

Granted, some DMs may not allow this, as Child of Shadow states you must move 10 feet on your turn. If that's the case, you can still use this as a defensive ability. When an ally drops an opponent, you can use Delayed Cleave to score a free attack of opportunity...or two. You can then activate Sidestep to make a 5-foot step to block your foes from the ally your DM will now want to kill. If they want to get to him, they'll have to go around you--provoking plenty of AoOs in the process.
Interpose: Who ever thought of a swordsage as a defensive character? This ability is usually great for more tanklike classes, but our feats and maneuvers allow us to get some mileage from this as well. Stone Power comes up again, giving us plenty of temporary HP so we don't have to worry too much about taking a few hits (3/day). If the hit takes up all of your temporary HP, you can just use Stone Power again before taking another hit for a friend. Of course, there's no need to wait--since Interpose doesn't specify an action required, I think it's safe to assume that you can Interpose on multiple attacks in the same round.

Besides damage, you also take other effects as if you had been hit. This means that nasty touch spells or ranged attacks are fair game, as long as the enemy threatens you but attacks an adjacent ally instead. You take the hit, and you have a pretty decent chance of shrugging off the effects. Your saves are high, and keep in mind that you have three Diamond Mind maneuvers that replace your saves with Concentration checks. Because of this, you can even interpose on magical effects while using Offensive Strike.

Speaking of magical effects, there's another strategy that might make your DM go gray. It's dubious, and it depends on your definition of "ally," so check with your DM. For the meantime, humor me. If you can determine your own allies, there's nothing stopping you from declaring an enemy as your ally for a round. Declare the enemy Big Stupid Fighter your ally right before the enemy cleric buffs him with a touch spell. Make sure you still declare the cleric your enemy, of course. Get to a place where the enemy caster threatens you, and wait for them to buff their Fighter. Interpose on that touch attack! Take the damage (0) and the other effects (buff spell). Now stop declaring the Fighter your ally. Congratulations, you've just robbed the enemy of actions while simultaneously making yourself stronger. Thank your frenemies by stabbing them repeatedly with your new buff. As per the PHB, an ally is determined as "any creature friendly to you." Of course, the word friendly might not be applied to your enemies, so this might not work. I'm not expecting it to--it's just an interesting observation.

Additionally, since you're not actually hit, I'm not sure if this works, but you can ask your DM if Interpose allows you an AoO from Robilar's Gambit. If so, you can really deny your opponents options--you enter Robilar's Gambit to encourage them to attack you and provoke AoOs. Even if they refuse and attack an adjacent ally, you can still take the hit yourself and respond with two attacks of opportunity. Combine it with the above trick for hilarious results: the cleric hits you with a touch attack for 4 damage and a buff. In exchange, you give him two AoOs in the face. What a crappy Secret Santa you are.
Defensive Shield: Oh boy, fighting defensively. While there are ways to make it more awesome, some of them require beingKalashtar and others require feats/turn attempts (War Devotion says "what up?"). Still, there are a few free (or nearly free) ways to boost this option for you. 5 or more ranks in Tumble grant us a +3 dodge bonus to AC instead of the usual +2. Luckily, we have 13 ranks. Additionally, the Cautious trait (not a flaw) gives us a further +1 bonus in exchange for a -1 on saves vs fear. Also luckily for us, we have Moment of Perfect Mind from first level, meaning that we're making a skill check and not a save. With both of these bonuses, we get a +4 to AC when fighting defensively, balancing out the -4 to attack a little better.

While it would be nice for these additional bonuses to carry over to your two adjacent allies, I don't think they do by RAW. You just give your allies a +2 dodge bonus to AC; you're not sharing your bonus from fighting defensively. Even so, it's nice to boost your reward for giving up some attack bonuses. Speaking of those, you can recoup the -4 by using Offensive Strike. If you think you'll be fighting defensively all the time, you can try to wedge in Deadly Defense (from Complete Scoundrel) in any of numerous ways. This feat gives an extra +1d6 damage when fighting defensively; I didn't think it was strong enough to include, but other people might just want extra damage.
Offensive Strike:Ooh boy, my favorite. On this build, you can practically rewrite this ability as "you gain +4 on all attacks and damage." There's no limit on times/day like some of our other abilities. It's assumed that you'll think twice about using this ability because of the drawbacks: all successful hits against you are automatic threats, and any saves against spells you make automatically fail.

Now, fortification armor can help with the first, but that's not enough. We have high DEX and WIS along with some light armor to ensure an astronomical AC. If you're feeling lucky, you can use Baffling Defense to replace that AC with a Sense Motive Result. Even if they can pierce your AC, the Child of Shadow stance is available to you for 20% concealment. This means they'll be missing you an awful lot. When they hit, they'll be making an automatic threat, but they still need to confirm. If they confirm, you'll be getting critted a lot, so you may not want to activate Robilar's Gambit and Offensive Strike at the same time unless you have plenty of Stone Power temporary HP or a healer in the party.

When it comes to saves, it's a whole different story. You laugh saving throws in the face. First of all, the clause about saving throws isn't as restrictive as I thought at first blush. All saving throws against spells automatically fail, but you have no such restriction on saving throws against powers, poisons, supernatural abilities, etc. For those, your saves are actually pretty decent. I think that spell-like abilities fall under "spells," but ask your DM exactly what you might automatically fail. On spells or anything else, we have a way (three ways, really) to make saving throws a thing of the past: Moment of Perfect Mind, Action Before Thought, and Mind Over Body. Each maneuver can be used as an immediate action, and each one explicitly states that you "Roll a Concentration check INSTEAD of" the save it's meant to replace. Furthermore, it also specifies that you must use the maneuver before rolling a save, and that you don't automatically fail Concentration checks on a natural 1. By 20th level, you have 20 ranks in Concentration. Add in your CON modifier and any bonuses from gear, and you're sitting pretty. In the worst-case scenario, you can be guaranteed to pass any save with a DC of 21 or lower, and it's possible to make saves upwards of DC 40.
Delayed Cleave: Coupled with Double Hit, this ability allows us to make two free attacks against an opponent we threaten when an ally drops another opponent we threaten. While you have to abide by the restriction of Cleave (only activating the ability 1/round), Double Hit doesn't require a separate activation of Cleave. It just gives you a second AoO, pure and simple. You and the party rogue can go to town flanking from odd angles and cleaving everyone to death. But don't forget--you've got Lightning Mace. Your two free attacks of opportunity could trigger further free attacks if any of them are critical threats. Who needs Great Cleave?
Unbalancing Blow: Usually, giving up a full attack action at this level is never a good idea. However, we have a way to preserve plenty of attack actions here. First of all, we can use Dancing Mongoose in order to make two attacks as a swift action. It's a great little boost that can be tacked onto a full attack or standard action strike, but really shines here. After our two free attacks, we can use the full-round action to make a single melee attack with Unbalancing Strike. It deals normal damage, which could include sneak attack, and now the enemy provokes attacks of opportunity from all creatures threatening it. Creatures includes yourself, remember. So you take your attack of opportunity, but you don't stop there--thanks to Double Hit, you get to take another one. Here, we've traded in our full attack for 5 attacks (2 Dancing Mongoose + 1 Unbalancing Strike + 2 AoOs) from us PLUS an attack of opportunity from any creature threatening our foe. I'd call that an upgrade. Also, keep in mind that any of our 5 attacks could still trigger a free attack thanks to Lightning Mace.

Additionally, I find it interesting that Unbalancing Blow provokes attacks of opportunities from "creatures" threatening the target. I'm sure there's some way to tap this wording in order to make a target's allies turn upon it. I know that you don't HAVE to take an attack of opportunity against every creature that provokes one, so I didn't dedicate too much effort to that train of thought. Just another observation.
Reciprocal Strike: You know the deal by now--we use Double Hit to turn our one attack of opportunity into two, and those two attacks could trigger bonus attacks thanks to Lightning Mace. The interesting thing about this ability is that the trigger isn't simply making an attack, but making a successful attack that deals damage. Sure, the enemy mage you're threatening might succeed on a Concentration check to cast Orb of Acid defensively at one of your allies, so they don't provoke an AoO for casting…but they DO for dealing damage to one of your friends.

Naturally, the attack of opportunity is subject to "normal restrictions," so it has to be an enemy that you're threatening, you need to have AoOs left for the round, etc…but there's no restriction on the damaged ally. Unlike Interpose, they needn't be adjacent. Heck, they needn't even be on the same plane. If you're threatening an enemy who makes a successful damage-dealing attack against an ally, you get your AoO routine. Check with your DM to see if dealing ability damage counts as "successfully dealing damage" to deal with some of those pesky rayslingers.
Other notes: One truly tremendous thing about the Tactical Soldier is that every single one of its class features are Extraordinary Abilities, so they work in an anti-magic field. Some of your maneuvers are also extraordinary abilities, but not all of them. Some are Supernatural, and are thus suppressed in an AMF. However, every class feature of the Secret Ingredient still works exactly as advertised.


Suggested Items:



Gloves of DEX: important as always. In a high-wealth Magic Mart campaign, consider picking up a DEX-boosting tome as well.
Periapt of WIS: This provides a direct boost to your AC, as well as a boost to AC if you choose to use Baffling Defense.
Vest of Defense (MIC 146): 3/day, you gain a +2 dodge bonus to AC for one round when fighting defensively that stacks with your existing bonuses from fighting defensively. With the skills and trait mentioned above, you can get up to a +6 with this item.
Tunic of Steady Spellcasting (CAdv 136): Despite the name, this relatively inexpensive item gives a bonus to all Concentration checks, which can boost all of your saves 1/encounter via maneuvers.
Bracers of Opportunity (MIC 81): these arm items give you a constant +2 bonus to attacks of opportunity, which is great given the number you'll be taking. Additionally, 2/day, you can make an attack of opportunity after reaching your maximum number for the round (if that happens).
Fortification Armor: unlike the monk, you can wear light armor and still get your WIS to AC. This helps us get a sky-high AC. Partner that with concealment from Child of Shadows to negate some attacks entirely and fortification armor to negate some of the critical hits you're threatened with, and you'll be able to hand out Offensive Strikes 'til the cows come home.
Impact Light Mace (x2) or...: The impact ability is much like the keen ability, but for bludgeoning weapons. It expands the mace's threat range to 19-20, giving you a 10% chance of a free attack on every attack (since you need only score a threat to get the extra attack--you do not need to confirm the crate).
Keen Aptitude Daggers (x2) or…: if your group is a bit more high-op, your DM should be okay with these. The aptitude enhancement allows you to use daggers with Lightning Mace, bringing your crate range to 17-20, bringing your chance of a free attack up to 20%. Make these bad boys Feycraft weapons (DMG II)! It lowers the damage of the weapon itself, but in exchange you won't need Weapon Finesse to add your DEX to hit. Instead, feel free to take Shadow Blade to add your DEX to damage instead. Mmm, bonus damage. If you're using daggers, have a friendly caster make some potions of Daggerspell Stance on you every once in a while. This spell from Spell Compendium gives you SR equal to 5+the caster level, and you also gain a +2 insight bonus on attacks and damage whenever you wield two daggers. While it might be expensive to buy these at a high caster level, having someone brew them is much easier and cheaper.
Keen Aptitude Kaorti Resin Kukris (x2): besides being a tongue-twisting alliteration, these are the mack daddy of critfishing. Only wheel these out if you're playing in a group of powerga--I mean, like-minded individuals. The threat range of the weapon is 15-20, or a 30% chance of free attack. That's nearly 1 in 3! Furthermore, whenever a crit is confirmed, you'll be piling on the hurt with a x4 crate multiplier.
Novice Ring of Diamond Mind--Rapid Counter (ToB 150): Even 1/encounter, Rapid Counter is great for a build like this. When making an attack of opportunity, you can take a free extra attack before or after the AoO. It doesn't count as an AoO itself, but it's still an attack, so it can still trigger a free Lightning Mace (dagger/kukri) attack.
Martial Scripts (Vanguard Strike & Defensive Rebuke): Vanguard Strike has been included to ensure that you meet the prerequisite for Defensive Rebuke, which is a great feat for AoO builds. As a swift action, you activate Defensive Rebuke before a full attack. The key to using this maneuver well is to spread your attacks among as many enemies as possible, since anyone you hit can't attack anyone but you without provoking an Attack of Opportunity--two with Double Hit. If they still go against your Rebuke and attack your foe, you get to drop two more attacks of opportunity for each hit, so nobody in their right mind is going to full attack your buddies while you're around. Activate Robilar's Gambit to make sure that, even if they play by your rules and attack you, you also get two attacks of opportunity for each hit.

Sidestep and Delayed Cleave actually make this tactic even better. Defensive Rebuke states that it functions on "each enemy you strike after you initiate this maneuver," with no indication that it has to be on your turn--just in the maneuver's one round duration. Your attacks of opportunity slap Defensive Rebuke on additional foes, with no limit aside from the number of AoOs you can dish out. If your ally gives you a free AoO with Delayed Cleave, you might be able to slap Rebuke on a foe who wasn't in your threatened area when it was your turn. Sidestep allows you to move into position to pursue those who move away.


Adaptation/Additional Cheese:



Traits and Flaws: Traits haven't been penalized heavily in ICO as far as I know, so I included one above (Cautious) and described its benefits. If you're allowed to use two, you can also be Illiterate in exchange for a +1 to Sense Motive. However, this will stop you from using martial scripts, so it really depends on whether or not scripts are present in your campaign.

When it comes to flaws, you can snag two great feats: Deft Opportunist and Expert Tactician. A flaw like Shaky is great for a high-DEX melee character, both mechanically and fluff-wise: I picture a character with his hand always on the hilt of his dagger, pulling it out at the first noise. Anyway, the feats: Deft Opportunist gives you a +4 on attack rolls for AoOs, which you're making an awful lot. Moving Cleave up to first level via your second flaw frees up a spot at 6th level for Expert Tactician, which grants you and your allies a +2 to attacks and damage against a creature you hit with an AoO for one round. Since AoOs are the name of your game, this can expect to see a lot of use.
LA buyoff/templates: I'm expecting to see a lot of undead this round, specifically Necropolitans. Undead immunities are just THAT good--especially for a Tactical Soldier. They allow you to toss around Offensive Strikes all day without fear of getting nicked with an automatic critical threat, and you can simply ignore a lot of spells that require saving throws. In addition, any template that provides a DEX bonus acts as fuel for this build, providing an increased to-hit, increased damage (if using Feycraft Daggers and Shadow Blade), increased AC, increased Reflex saves (still important against non-spell effects), and more attacks of opportunity. My favorite for the money has long been half-fey, what with the flight and SLAs along with stat boosts in the right places. Amusingly, Unseelie Fey from Dragon Compendium can still be tacked onto this template, but the STR penalty means you'd have to rearrange the point buy a little. The Unseelie have great DR, some interesting abilities to choose from, and more stat bonuses in exchange for being evil. Plus, you get the fun of saying "Unseelie Fey Half-Fey" more than anyone should.
Infinite Loops: The funny thing about Tactical Soldiers? What happens when you put two of them in a room together if one or both has Lightning Mace. As soon as one activates Offensive Strike, the other is guaranteed that, as long as she can keep hitting (at the same BAB), she can keep attacking. Every successful hit is automatically a threat, and every threat is a free attack. Keep stabbing until you miss or they die. Of course, this is worth keeping in mind if your DM sends a tactical soldier after YOU.

On the other hand, be wary of psionicists. While Moment of Perfect Mind should help you greatly, The Test of Spite has shown us what can happen if a build with Lightning Mace fails a Will save vs. Death Urge. Infinite loops can always work against you, too.


Sources Used:



Miniatures Handbook
Tome of Battle
PHB & PHB II
Dungeonscape
Complete Warrior
Complete Adventurer
Complete Champion
MIC
Web Enhancements
DMG & DMG II

Venger
2015-06-28, 01:21 PM
There's always room in that Handy Haversack.



Ser Small
http://dl.dropbox.com/u/407620/SerSmall.jpg
The Backpack Knight


Ser Small


Ser Small long ago gave up on riding dogs.
They couldn't climb stairs.
They couldn't open doors.
They didn't like drinking potions of fly.
They smelled like urine.


And so Ser Small began riding party members instead.
They had hands!
They could climb things!
They could use magic items!
Of course.. adventurers being adventurers they still smelled like urine.


Squire Small of the Backpack (Level 7)





Tactical Soldier is good at working with adjacent allies. However in the heat of battle, the only ally you will reliably be adjacent to is your mount. So instead of worrying about an animal companion or a familiar or anything, Ser Small just rides a party member.


He combines the defensive abilities of Tactical Soldier with the protections of mounted combat, and the buffs of mounted fury. Mounted Fury lets him share his rage with his mount (lets say a rogue or warblade). The Whirling Frenzy Fury gives them an extra attack, bonus strength and a bonus to ac.


Mounted Combat gives Ser Small a chance 1/round to protect his mount from an attack. If someone manages to beat his ride check, he can still take the hit himself with Interpose. Flanker lets him better flank with party members, and Sidestep helps him move out of the way of danger.


At this level Ser Small can make three Lance attacks on a charge for double damage while raging. He also automatically makes the check to let his mount attack as well.


Ser Small Crusader General of the Grand Order of Luggage (Level 20)

At this point Ser Small can help defend his mount even when not raging thanks to Defensive Shield. He is able to cleave whenever his mount kills something. If near multiple allies he can force foes to provoke attacks of opportunities. If an enemy gets past his mounted combat and his Interpose, Ser Small can at least hit them back with Recipricol strike.


Vexing Flanker and Adaptable Flanker further enhance his Flanking abilities gained from Tactical Soldier. As a swift action he can flank an enemy with his own mount as the flanker.


Ride by attack lets him and his mount charge and move. If his mount doesn't already have pounce, he would gladly gift them a wand of Lion's Charge.


Crusader tops everything off and enables him to actually use Offensive Strike. Offensive Strike gives a nice +4 to attack, but leaves Ser Small vulnerable until his next turn. Ser Small counters this by following up Offensive Strike by using White Raven Tactics on himself to take his turn again. As his mount acts on his initiative, they also act again.


Leading the Charge boosts the damage of both him and his mount. Leading the Charge and War Leader's Charge boosts that damage further. Note that both abilities are a full round action charge, that gives a bonus on the damage. Ser Small is still able to make multiple attacks on that charge.


Steely Resolve also helps him spread out any damage he absorbs with Interpose.




The Art of Riding Party Members





Ser Small is a unique tank, that uses Interpose and Mounted Combat to protect his mount from harm. He is also a buffer, giving his mount extra attacks and bonuses to strength and AC. He is also a damage dealer, doing triple damage with a lance, even more with a valourous lance, and yet even more with his crusader stances and abilities.


Riding Rogues


Ser Small benefits rogues greatly at higher levels. With a swift action each round he can provide flanking with his rogue mount. Ride by Attack also helps melee rogues avoid any nasty full attacks. Mounted Combat and Interpose protect against what attacks do get through. The extra attack from Mounted Fury also lets them get more sneak attack in.


Riding Chargers


Ser Small's main benefit for other charges is his use of Ride by Attack. Most methods of hit and run do not allow multiple attacks, or do not count as charges. Ride by attack doescount as a charge however. While other chargers could pick up this ability themselves, they would then have to worry about a mount and would not be able to leap attack. With them acting as the mount, they can leap attack to their hearts content before Ser Small rides them off to safety. That extra attack and strength boost doesn't hurt either.


Riding Casters


Riding Casters works a bit differently. Ser Small will not make them rage, so as not to prevent their spell casting. He will however still protect them with the combination of mounted combat and Intercept. Lastly, with Ser Small being on their back, it is much easier for casters to cast touch spells on Ser Small. He can also use Whtie Raven Tactics on himself to let both him and his mount act again in a round.


Can you ride other characters?
Yes, as long as they are medium size and can support your weight. Ser Small weighs 30 pounds before equipment, and has the lighter equipment of a small sized character. He takes a -5 on ride checks for riding a creature ill suited for a mount.


Ser Small the Backpack Knight
Strongheart Halfling Whirling Frenzy Lion Totem Barbarian / Fighter / Tactical Soldier / Crusader





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


1st
Whirling Lion Barbarian 1
+1
+2
+0
+0
Ride 4
Power Attack, Cleave
Lion Totem, Whirling Frenzy 1/Day


2nd
Whirling Lion Barbarian 2
+2
+3
+0
+0
Ride 5, Sense Motive 1

Uncanny Dodge


3rd
Whirling Lion Barbarian 3
+3
+3
+1
+1
Ride 6
Mounted Combat
Trap Sense +1


4th
Whirling Lion Barbarian 4
+4
+4
+1
+1
Ride 7, Sense Motive 2

Whirling Frenzy 2/Day


5th
Fighter 1
+5
+6
+1
+1
Ride 8
Combat Reflexes



6th
Tactical Soldier 1
+6
+8
+1
+1
Ride 9
Mounted Fury
Flanker


7th
Tactical Soldier 2
+7
+9
+1
+1
Ride 10

Sidestep


8th
Tactical Soldier 3
+8
+9
+2
+2
Ride 11

Interpose


9th
Tactical Soldier 4
+9
+10
+2
+2
Ride 12
Ride By Attack
Defensive Shield


10th
Tactical Soldier 5
+10
+10
+2
+2
Ride 13

Offensive Strike


11th
Tactical Soldier 6
+11
+11
+3
+3
Ride 14




12th
Tactical Soldier 7
+12
+11
+3
+3
Ride 15
Spirited Charge
Delayed Cleave


13th
Tactical Soldier 8
+13
+12
+3
+3
Ride 16

Unbalancing Blow


14th
Tactical Soldier 9
+14
+12
+4
+4
Ride 17




15th
Tactical Soldier 10
+15
+13
+4
+4
Ride 18
Vexing Flanker
Reciprocal Strike


16th
Fighter 2
+16
+14
+4
+4
Ride 19
Adaptable Flanker



17th
Crusader 1
+17
+16
+4
+4
Ride 20

Furious Counterstrike, Steely Resolve 5


18th
Crusader 2
+18
+17
+4
+4
Ride 21
Extra Rage
Indomitable Soul


19th
Crusader 3
+19
+17
+5
+5
Ride 22

Zealous Surge


20th
Crusader 4
+20
+18
+5
+5
Ride 23

Steely Resolve 10





Crusader Maneuvers and Stances:

Initiator Level 12
Leading the Charge Stance - Allies +12 damage on a charge
Douse the Flames - Helps the mount hit the target
Battle Leader's Charge
White Raven Tactics
War Leader's Charge


Pick up other maneuvers and another stance to taste, avoid stone dragon


Useful Equipment and Kitchen:

Mounted Fury: http://www.wizards.com/default.asp?x=dnd/re/20031125a
Whirling Frenzy Barbarian:http://www.d20srd.org/srd/variant/cl...reVariants.htm (http://www.d20srd.org/srd/variant/classes/classFeatureVariants.htm)
Lion Totem Barbarian - Complete Champion
Adapting, Vexing Flanker - PHB II
Crusader - Tome of Battle


Recommended Equipment:
Exotic Military Saddle
MW Tool of Ride
+ Ride magical Item
Rhino Hide Armor
Valorous Lance
Retributive Amulet
Wand of Lion's Charge for the mount

Venger
2015-06-28, 01:22 PM
You know what, I'm not even going to try​ to beat this guy's intro.




The Toymaker, CE Human Fighter 2/Duskblade 3/Tactical Soldier 10/Effigy Master 5

''My name is Talky Tina and I'm going to kill you."http://paizo.com/image/content/CouncilOfThieves/PZO9027-EvilDolls.jpg




Story

Glinka sat on her porch carefully whittling away at a small doll. The town was bustling with activity, villagers cheerfully walked around bustling about their daily activities. But a trained observer would have noticed something odd, something wrong about the mechanical and jagged way they moved. They weren't human, they weren't even alive.


Glinka finished making the little girl and told it to go play, the toy mechanically got up and ran off to play in a rigid mechanical fashion. ''Well, that's finished'', Glinka said to no one in particular. She had certainly showed them, showed everyone in the town, showed the people, showed her parents. Her father was also a toymaker, but he couldn't make his toys live, and he gave them away. Glinka didn't need to make toys for other people, after all they already had friends.


Her father had thought she was crazy when she treasured the toys, when she preferred to play with toys than with other children, well who was crazy now... Who was crazy now indeed...
She had worked as hired muscle for a mercenary band while apprenticed to her father, so that she could make ends meet without having to sell any of her friends.


She remembered the unpleasantness of mercenary work. She didn't mind the fighting and killing, but the talking, the people all around. That was simply too much. She could hardly remember the first day when it happened. She was working on a small toy, when some of her small magic left her and the toy woke up. Shortly thereafter she left the mercenary band and began to make her friends come alive.


Now she had returned to village, years later. The villagers were gone, she didn't remember too much about that, or chose not to. Faintly in the back of her head she remembered the screaming and the blood as her creations tore apart the villagers. But no more. Now the village was as good as new, and she had made everyone better, now they were real people and not the fake people they had been before.

Crunch

Attributes32 point buy
Str: 16
Dex: 12
Con: 16
Int: 14
Wis: 10
Cha: 8

The Build


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


1st
Fighter 1
+1
+2
+0
+0
Craft (Woodworking): 4 (+4), Sense Motive 2 (+4), Use Magic Device 2 (+4) Knowledge (Arcana) 2 (+4), Spellcraft 2 (+4)
Power Attack, Fighter: Cleave, Human: Apprentice (Craftsman)
Bonus Feat


2nd
Fighter 2
+2
+3
+0
+0
Craft (Woodworking) 5 (+1), Ride 4 (+4)
Combat Reflexes
Bonus Feat


3rd
Duskblade 1
+3
+5
+0
+2
Craft (Woodworking) 6 (+1), Spellcraft 4 (+2), Knowledge (Arcana) 4 (+2)
Arcane Disciple (Envy Domain)
Arcane Attunement, Armored Mage (Light)


4th
Duskblade 2
+4
+6
+0
+3
Craft (Woodworking) 7 (+1), Spellcraft 5 (+1), Knowledge (Arcana) 5 (+1) Ride 7(+3)
None
Combat Casting


5th
Duskblade 3
+5
+6
+1
+3
Craft (Woodworking) 8 (+1), Ride 8 (+1), Balance 1 (+2), Knowledge (Arcana) 6 (+1)
None
Arcane Channeling


6th
Tactical Soldier 1
+6/+1
+8
+1
+3
Craft (Woodworking) 9 (+1), Balance 2 (+2), Ride 9 (+1), Jump 1 (+1)
Craft Wondrous Item
Flanker


7th
Tactical Soldier 2
+7/+2
+9
+1
+3
Craft (Woodworking) 10 (+1), Ride 10 (+1), Balance 3 (+2), Jump 2 (+1)
None
Sidestep


8th
Effigy Master 1
+7/+2
+9
+1
+5
Craft (Woodworking) 11 (+1), Ride 11 (+2), Balance 4 (+2)
None
Craft Effigy


9th
Effigy Master 2
+8/+3
+9
+1
+6
Craft (Woodworking) 12 (+1), Ride 12 (+2), Balance 5 (+2)
Practiced Spellcaster (Duskblade)
None


10th
Effigy Master 3
+8/+3
+10
+2
+6
Craft (Woodworking) 13 (+1), Ride 13 (+2), Spellcraft 6 (+1), Knowledge (Arcana) 7 (+1)
None
Improved Effigy


11th
Effigy Master 4
+9/+4
+10
+2
+7
Craft (Woodworking) 14 (+1) Ride 14 (+2), Spellcraft 7 (+1), Knowledge (Arcana) 8 (+1)
None
None


12th
Effigy Master 5
+9/+4
+10
+2
+7
Craft (Woodworking) 15 (+1), Ride 15 (+2), Spellcraft 8 (+1), Knowledge (Arcana) 9 (+1)
Extraordinary Artisan
Effigy Link


13th
Tactical Soldier 3
+10/+5
+10
+3
+8
Craft (Woodworking) 16 (+1), Ride 16 (+1), Jump 5 (+3)
None
Interpose


14th
Tactical Soldier 4
+11/+6/+1
+11
+3
+8
Craft (Woodworking) 17 (+1), Ride 17 (+1), Jump 8 (+3)
None
Defensive Shield


15th
Tactical Soldier 5
+12/+7/+2
+11
+3
+8
Craft (Woodworking) 18 (+1), Ride 18 (+1), Jump 11 (+3)
Mounted Combat
Offensive Strike


16th
Tactical Soldier 6
+13/+8/+3
+12
+4
+9
Craft (Woodworking) 19 (+1), Ride 19 (+1), Jump 14 (+3)
None
None


17th
Tactical Soldier 7
+14/+9/+4
+12
+4
+9
Craft (Woodworking) 20 (+1), Ride 20 (+1), Jump 17 (+3)
None
Delayed Cleave


18th
Tactical Soldier 8
+15/+10/+5
+12
+4
+9
Craft (Woodworking) 21 (+1), Ride 21 (+1), Jump 20 (+3)
Legendary Artisan
Unbalancing Blow


19th
Tactical Soldier 9
+16/+11/+6/+1
+12
+4
+10
Craft (Woodworking) 22 (+1), Ride 22 (+1), Jump 22 (+2), Sense Motive 3 (+1)
None
None


20th
Tactical Soldier 10
+17/+12/+7/+2
+13
+4
+10
Craft (Woodworking) 23 (+1), Ride 23 (+1), Jump 23 (+1), Sense Motive 5 (+2)
None
Reciprocal Strike




Spells


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


1st
-
-
-
-
-
-


2nd
-
-
-
-
-
-


3rd
3
2
-
-
-
-


4th
4
3
-
-
-
-


5th
5
4
-
-
-
-


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


7th
5
4
-
-
-
-
-
-
-
-


8th
5
4
-
-
-
-
-
-
-
-


9th
6
5
-
-
-
-
-
-
-
-


10th
6
5
2
-
-
-
-
-
-
-


11th
6
6
3
-
-
-
-
-
-
-


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


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


14th
6
6
5
-
-
-
-
-
-
-


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


16th
6
6
5
-
-
-
-
-
-
-


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


18th
6
6
5
-
-
-
-
-
-
-


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


20th
6
6
5
-
-
-
-
-
-
-




Spells Known



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


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


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


3rd
4
1
-
-
-
-
-
-
-
-


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


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


6th
4
3
-
-
-
-
-
-
-
-


7th
4
3
-
-
-
-
-
-
-
-


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


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


10th
4
4
1
-
-
-
-
-
-
-


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


12th
4
4
3
-
-
-
-
-
-
-


13th
4
4
3
-
-
-
-
-
-
-


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


15th
4
4
3
-
-
-
-
-
-
-


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


17th
4
4
3
-
-
-
-
-
-
-


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


19th
4
4
3
-
-
-
-
-
-
-


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




Level By Level Breakdown



Level 1
Tactics

At this level Glinka is a pretty standard fighter. She has reduced cost on metalworking, although this technically does not apply to weapons or armor, it is possible that a favorable DM might see that they do (however that ruling isn't really necessary for this build). She has essentially no other tricks outside of power attack at this point


Build Notes

Glinka has now achieved almost all of the feat prerequisites of Tactical Soldier. She is also moving towards the prerequisites of Effigy master.

Level 5
Tactics

At this point Glinka has some levels of Duskblade. She uses her spells mostly to buff and empower her so that she can fight more effectively. She doesn't have a ton of spells or a ton of tricks and is mostly confined to the whole, approach monster and hit it really hard trick


Build Notes

At level 3, she takes Arcane Disciple (Envy), to do this she must worship Erythnul, which isn't that far-fetched for a warrior character based on envy and toymaking. This does one important thing, explicitly it adds the spell Simulacrum to her spell list (even though she will not be able to cast it). Because it is now on her class list she qualifies for Effigy Master even though she will not get 8th level spells (As simulacrum is 8th level on the Envy domain).

Level 10
Tactics

At this point Glinka has taken several levels of Effigy Master. She is able to construct Effigies of up to 12 HD (9 for her caster level + 3 additional for being an effigy master). At this point she can construct a large construct with significantly less than half her wealth (factoring in the reduced cost). I will be discussing good options for effigies later in the build. At this point since her Effigy is slightly more potent than she is, she falls into a support role, and will for some time, using her Effigy as a tank. At this point she only has enough wealth for a single effigy to be practicable


Build Notes

She has entered both of her prestige classes. At this point she focuses more on her effigies than on her tactical soldier abilities. She is much more powerful than her equivalent melee classes as she brings both herself and a 12 HD monster with various special attacks to the field.

Level 15
Tactics

At this level she really begins to hit her stride. She has reached her maximum hit die of Effigy and begins to craft more than one at a time. With less than half her wealth at this point she can build seven large 16 HD effigies or five huge 16 HD effigies. She can also build medium or smaller effigies for scouting and investigation or to use as alarms or guards. With her effigies she can fly and maintain many sources of movement. Also at this point all her cost reducers have come online. Generally she uses interpose and defensive shield to keep her constructs alive as they are a more significant portion of her damage output than she is. Also she uses the flanking special ability to insure that they are always in a position to take advantage of her adversaries' weak points.



At this point she has all of her cost reduction elements and can focus on more tactical feats. She also should have several rods of repair (although this may not happen). She is now bringing the equivalent of eight or more combatants on the field. Since at this point fighters are just getting their fifth attack she is easily increasing her damage output eightfold (depending on her choice of effigy).

Level 18, Sweet Spot
Tactics

This is her tactical sweet spot. She gains her signature ability, unbalancing blow. At this point it is likely better for her to switch to medium sized effigies, or large ones with special attack options (such as improved grab and trip). Essentially she moves as many of her effigies into range as possible and then performs unbalancing blow. Allowing her effigies to attack, at this point they should, trip, grapple, and rend the poor soul in the center hopefully wiping him out utterly. She also gains mounted combat which she uses to protect her mounted effigy. She can continue to use interpose and the like to protect her effigies, a role which becomes more important as her effigies become relatively weaker. Despite this at this point she can bring twelve huge, fifteen large, or eighteen medium 16 HD effigies into play. Of course her unbalancing blow is not effective against huge or larger opponents, but she can still use her effigies to swarm them, and make a full attack herself.


Build Notes

At this point she really hits her swing. 12-18 allies is more than almost all of the summon monster spells will prepare, and unlike outsiders they are unquestionably under her control. Compared to a fighter she is clearly at a massive advantage. A regular fighter on a full attack at level 18 looks something like this 18/13/8/2, whereas Glinka's full unbalancing attack would look like this: 15/12/12/12/12/12/12/12/12/12/12/12/12/12/12/12 (using large effigies), also her effigies are likely to have high strength modifiers and various special abilities like improved trip, or improved grab which they can use to take on extra damage and weaken the target. Additionally her effigies can make all of their attacks in a round, boosting her damage to even greater numbers. Delayed cleave while a nice ability, requires significant Dex (which is more MAD), and requires you to be fighting hordes of mooks, which is unlikely.


Level 20
Tactics

Hide
Not much has changed from level 18. Reciprocal strike is a passive maneuver and thus requires no active focus, although more attacks in the round are nice. Essentially she maintains most of the same tactics except with increasing number of effigies. At this point she can craft 31 medium, 26 large, or 21 huge effigies with less than half her wealth. She is likely to have some combination therein, it is unlikely that she can position that many for an unbalancing strike, barring reach and flight, but in the event that she does it is equally unlikely that anything could


Build Notes

Hide
She finishes out the build, gains one kinda poor ability. At this point she is pretty awesome compared to a melee fighter, a fighter has at this point 20 HD and five to roughly ten attacks in a round. Glinka brings up to 516 HD worth of creatures and well over sixty attacks in a round. She also forces adversaries to spread their firepower around, meaning that nukes will be dramatically less effective at stopping her. While she is not a wizard level of earth shattering power, she is certainly a formidable opponent on the field


On making the most of your effigies

Hide
Now to get into the nitty gritty of effigy manufacture, obviously you want the most bang for your buck (and HD). Animals tend to be rather power in power to HD, the main thing that you want to look for is having unique natural attacks (and a whole bunch of those), higher than normal attribute scores for their hit dice, and not being too large (mostly for cost, but also for dungeon sizing issues). It would also be wise to make at least a couple effigies to use as mounts (those with unique or unusual movement types).


Template Craziness and Cheese

Hide
There is a cheesed out method to the effigy master I probably should mention. As the effigy template does not rely on LA or CR but only HD, templates that affect only HD are generally assumed to be fair game. I would avoid overdoing this as it will quickly lead to unbalance and issues with the build. However I would be remiss in not mentioning this trick with this build. I would recommend no more than two (and possibly no) templates for most average power games. Dragons are a good bet due to their massive number of special attacks (at large, the biggest size you can make they get 1 bite, 2 claws, 2 wings, and 1 tail slap per round, they also tend to have good attributes for their size and hit dice.) Other good options include monsters that can trip or constrict, these generally allow you to limit your enemy's options upon attacking them or make them more vulnerable to attack later.


On cost

Obviously this build is very very WBL dependent. In my examples for number of creatures I avoided spending more than 1/2 wealth by level on effigies. If money is scarcer, the build would likely be further head with more smaller hit-dice creature to fully utilize it's unbalancing strike and special attacks. I took two cost reducing feats, apprentice (craftsman) and extraordinary artisan, which reduce costs by 10 and 25 percent respectively, this should help some, additionally it is possible that you could build your effigies with reduced cost materials, but as this is not explicitly spelled out I did not factor it into the cost of the effigies for the build


Additional Options

Not too much here as you don't want to lose effigy master levels or unbalancing blow. If WBL isn't an issue you can always change the cost reduction feats to mounted combat options. It is possible to include more Duskblade levels if you utilize flaws which would boost your CL and spells by a small margin.


Sources

SRD, Minatures Handbook (SI), PHB 2 (Duskblade class), Complete Arcane (Effigy Master PrC), Eberron Campaign Setting(Extraordinary and Legendary Artisan feats), DMG 2(Apprentice (Craftsman) feat)

Venger
2015-06-28, 01:23 PM
And in a tradition of strange entries, we have an organization.


Since the tactical soldier PrC is based on group combat, I made a whole organization and its training progression.

Fluff

in the farthest east reaches of the Hobgoblin Empire, there is a mountain called Pantheon’s Rock. The mountain is full of magic, and would make any sorcerer there godlike in power. A monastery of warrior-monks was established there to protect the place. They recruit from nearby villages, but some noble’s second sons go there, rather than becoming men-at-arms.


“Me an’ da boyz charged straight up dat hill, and we waz feelin’ pretty good, see, cuz we had a good fifty or more o’ us to dere ten. so we tought “Letz get em, boyz! WAAAAGH!” An we went straight up dat hill, half way up, an met em. Den we stopped. We couldn’t break em. We sent more up, and dey sent em fallin down dead.”
-Orc warlord on the Fifth Assault on Pantheon Rock


Dragon Monastery Soldier
STR 14, Dex 14, Con 16, Int 14, Wis 12, Cha 14, before levels.




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


1st
Hobgoblin LA
-

-
-
-
-
-


2nd
Knight 1
+1
+0
+0
+2
Sense Motive 2, Concentration, rest doesn’t matter
Power Attack
Fighting challenge +1, knight’s challenge, knight’s code


3rd
Fighter 1
+2
+2
+0
+2
Same
CombatReflexes
-


4th
Knight 2
+3
+2
+0
+3
Same
Cleave
Mounted Combat, shield block +1


5th
Crusader 1
+4
+4
+0
+3
Same
-
Furious counterstrike, Steely Resolve 5, Maneuvers


6th
Knight 3
+5
+5
+1
+3
Same
-
Bulwark of Defence


7th
Marshal 1
+5
+7
+1
+5
-
Skill Focus Diplomacy, Martial Study(Drain Vitality)
Minor Aura


8th
Marshal 2
+6
+8
+1
+6
Same
-
Major Aura +1


9th
Tactical Soldier 1
+7
+10
+1
+6
Same
-
Flanker


10th
Tactical Soldier 2
+8
+11
+1
+6
Same
Martial Stance(Island of Blades), Sidestep
-


11th
Tactical Soldier 3
+9
+11
+2
+7
Same
-
Interpose


12th
Tactical Soldier 4
+10
+12
+2
+7
Same
-
Defensive Shield


13th
Tactical Soldier 5
+11
+12
+2
+7
Same
Doesn’t really matter, maybe Martial Stance(Assassin’s Stance)
Offensive Strike


14th
Tactical Soldier 6
+12
+13
+3
+8
Same
-
-


15th
Tactical Soldier 7
+13
+13
+3
+9
Same
-
Delayed Cleave


16th
Tactical Soldier 8
+14
+14
+3
+9
Same
It really doesn’t matter
Unbalancing Blow


17th
Tactical Soldier 9
+15
+14
+4
+10
Same
-
-


18th
Tactical Soldier 10
+16
+15
+4
+10
Same
-
Reciprocal Strike


19th
Warblade 1
+17
+17
+4
+10
Same
Doesn’t matter
Maneuvers, Battle Clarity, Weapon Aptitude


20th
Warblade 2
+18
+18
+4
+10
Same
-
Uncanny Dodge




Level by level crunch and fluff

LV5:Fluff:They start out by learning the basics on formation fighting and strategy, much to the chagrin of the generally very enthusiastic young initiates, who want to learn the flashy moves right away. When the basics are complete, they throw themselves into the techniques with fanatical excitement and devotion

Crunch:They start with Knight for the d12 hit dice, and hop into fighter for the prereqs. The crusader was a bit early, but I wanted a bit of hitting power before LV 6, and Crusader nets me Iron Guards Glare, and access to some nice stuff from White Raven. If LA counts for the 2 levels equals an effective level for maneuvers, then you can nab some of the sweet level 2 stuff. Mostly, at this level, they’re gonna just be a threat through numbers, not much else. Their equipment is going to be chainmail, a tower shield, and a short sword.

LV10: Fluff: The initiates proceed to master some defensive arts, but mostly practice leading and group work. They then rise in the ranks and are a full-fledged member of the monastery, and learn how to sap the opponent’s strength with a swing of their sword, and to manipulate the opponent, to flank them from ways that seem impossible.

Crunch:The knight finally gave me bulwark, which I believe makes me immune to charges, as you can’t charge over rough terrain, I think. Marshal was a weak choice, I admit, especially at this level, but I really like the fluff. I also really like Drain Vitality, and it is needed for some nasty stuff later in the build. Finally, if my reading is right, they can declare an adjacent space, and then Island of Blades makes anyone next to an enemy next to that space flanking.

LV15: Fluff: The students, having achieved the rank of a master, have learned how to control the tide of a battle, to take advantage of openings allies make, and how to take advantage of any drop in guard from an opponent

Crunch:With all the flanking action going on here, Island of blades and the flanker rule, I figured sneak attack sounds nice. Delayed Cleave is also nice, so, basically, these guys can swing twice with AoOs, then smack a dude a couple times, cleave onto someone else, and when that guy dies, swing again.

LV20:Fluff:The true masters of the arts, these soldiers have learned how to strike through armor, create openings for their allies, and even throw off the effects of enchantments.

Crunch:Dang, I’m running out of good lines or descriptions for these guys. Either way, I thought that it felt right to go all the way, even if it would have been better to jump out before some dead levels. Oh, well. So, I put Warblade on the end because I thought giving them a bit of oomph might help seperate them from the rest of the melee wimps. Feats really don’t matter at the end. I figure each guy might now different maneuvers, but I would make it look something like Steel Wind, Iron Heart Surge, and Sapphire Nightmare Blade. It is fairly flexible though.


Gear:These guys, at least the front, will have a tower shield and a short sword. If the Harlequins qualify, they are generally the second rank, so it doesn’t matter, but if not, the second rank has long spears and short sword side arms, and might carry a Tower shields, depending.

For magical gear, it would be nice for belts of magnificence, but to be honest, these are soldiers of an organization, so they might not be so lucky. Basically, any stat-boosters other than dexterity are great, and magic gear in general is not bad. This isn’t an item-dependent build.

Venger
2015-06-28, 01:24 PM
WARNING: Beware of Dog




Rowana, Lord of the Wolves


Image

http://i290.photobucket.com/albums/ll278/Dumbledore13A/not_real_by_aditya777-d469hve.jpg





Fluff

Raised in the forest by a small tribe of shifters, Rowana slowly realized that she did not belong amongst these people, she didn't understand the way that society worked, with all the deception and the insanity that comes with social structures. So she ran away.


She ran off into the forest where no one else cared to follow. She was adept at surviving in the wild, having been trained to for her entire life. So she hunted and killed and lived as an animal for many years, but eventually began to respect the things she hunted, and developed a bond with one specific wolf, the leader of a large pack.


She also developed a bond with the wolf's mate, a much smaller but still potent wolf. She trained in combat with these wolves adapting her particular aggressive style to a much more defensive one more in line with the pack mentality of wolves.


The Build

Stats with Point Buy and Racial
16 Str, 16 Dex, 14 Con, 10 Int, 14 Wis, 6 Cha


At level 20:


18 Str, 16 Dex, 16 Con, 10 Int, 15 Wis, 6 Cha


TN Ranger 5/Beast Master 5/Tactical Soldier 10




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


1st
Shifter Ranger 1
+1
+2
+3
+0
Climb 2 ranks (+7), Handle Animal 4 ranks (+5), Jump 2 ranks, (+7), Listen 2 ranks (+4), Knowledge (Arcana) 2 ranks (CC, +2), Knowledge (Nature) 4 ranks (+4), Spot 2 ranks (+4),Survival 4 ranks (+6)
Skill Focus (Handle Animal), Track (Bonus)
Favored Enemy +2 (Arcanists), Wild Empathy (Wis based)


2nd
Ranger 2
+2
+3
+3
+0
Handle Animal 1 rank (+6), Listen 1 rank (+5), Knowledge (Arcana) ½ rank (CC, +2), Knowledge (Nature) 1 rank (+5), Spot 1 rank (+5), Survival 1 Rank (+7)
Rapid Shot (Bonus)
-


3rd
Ranger 3
+3
+3
+3
+1
Handle Animal 1 rank (+7), Listen 1 rank (+6), Knowledge (Arcana) ½ rank (CC, +3), Knowledge (Nature) 1 rank (+6), Spot 1 rank (+6), Survival 1 Rank (+8)
Power Attack, Endurance (Bonus)
-


4th
Shifter Ranger 4 (Champion of the Wild)
+4
+4
+4
+1
Handle Animal 1 rank (+8), Listen 1 rank (+7), Knowledge (Arcana) ½ rank (CC, +3), Knowledge (Nature) 1 rank (+7), Spot 1 rank (+7), Survival 1 Rank (+9)
Point Blank Shot (Bonus)
Animal Companion


5th
Ranger 5
+5
+4
+4
+1
Sk Handle Animal 1 rank (+9), Knowledge (Arcana) ½ rank (CC, +4), Knowledge (Nature) 1 rank (+8), Sense Motive 1 Rank (CC, +3), Survival 1 Rank (+10)
-
Favored Enemy +4 (Arcanists), Favored Enemy +2 (Magical Beast)


6th
Beastmaster 1
+6/+1
+6
+6
+1
Handle Animal 1 Rank (+10), Sense Motive 1 Rank (CC, +4), Survival 1 Rank (+11)
Cleave
-


7th
Beastmaster 2
+7/+2
+7
+7
+1
Climb 1 Rank (+8), Handle Animal 1 Rank (+11), Knowledge (Nature) 1 rank (+9), Survival 1 Rank (+12)
Alertness (Bonus)
-


8th
Beastmaster 3
+8/+3
+7
+7
+2
Climb 1 Rank (+10), Handle Animal 1 Rank (+12), Listen 1 Rank (+10), Spot 1 Rank (+10)
-
Speak With Animals 1/day


9th
Beastmaster 4
+9/+4
+8
+8
+2
Handle Animal 1 Rank (+13), Listen 1 Rank (+11), Spot 1 Rank (+11), Survival 1 Rank (+13)
Combat Reflexes
Extra Animal Companion


10th
Tactical Soldier 1
+10/+5
+10
+8
+3
Climb 1 Rank (+11), Handle Animal 1 Rank (+14)
-
Flanker


11th
Tactical Soldier 2
+11/+6/+1
+11
+8
+3
Climb 1 Rank (+12), Handle Animal 1 Rank (+15)
Sidestep (Bonus, see below)
-


12th
Tactical Soldier 3
+12/+7/+2
+11
+9
+3
Climb 1 Rank (+13), Handle Animal 1 Rank (+16)
Natural Bond
Interpose


13th
Tactical Soldier 4
+13/+8/+3
+12
+9
+3
Climb 1 Rank (+13), Handle Animal 1 Rank (+16)
-
Defensive Shield


14th
Tactical Soldier 5
+14/+9/+4
+12
+9
+3
Climb 1 Rank (+14), Handle Animal 1 Rank (+17)
-
Offensive Strike


15th
Tactical Soldier 6
+15/+10/+5
+13
+10
+4
Climb 1 Rank (+15), Handle Animal 1 Rank (+18)
Razorclaw Elite
-


16th
Tactical Soldier 7
+16/+11/+6/+1
+13
+10
+4
Climb 1 Rank (+16), Handle Animal 1 Rank (+19)
-
Delayed Cleave


17th
Beastmaster 5
+17/+12/+7/+2
+13
+10
+4
Climb 1 Rank (+17), Handle Animal 1 Rank (+20), Knowledge (Nature) 1 Rank (+9), Survival 1 Rank (+14)
-
Low-Light Vision


18th
Tactical Soldier 8
+18/+13/+8/+3
+14
+10
+4
Climb 1 Rank (+17), Handle Animal 1 Rank (+21)
Shifter Instincts
Unbalancing Blow


19th
Tactical Soldier 9
+19/+14/+9/+4
+14
+11
+5
Climb 1 Rank (+18), Handle Animal 1 Rank (+22)
-
-


20th
Tactical Soldier 10
+20/+15/+10/+5
+15
+11
+5
Climb 1 Rank (+19), Handle Animal 1 Rank (+23)
-
Reciprocal Strike





Use of Secret Ingredient

Yes, the build does not enter Tactical Soldier until level 10, but that's because it only really adds anything once we have a decent couple of animal companions. The best place to enter it would be with only one level of Beastmaster, than to sprinkle some more in at good intervals, but unfortunately that would require more feats than this build has, a perpetual problem. Tactical Soldier adds some useful abilities, notably flanker and interpose at the early levels and delayed cleave at the later. The flanker will add some much needed bonuses to his animal companions, and interpose will allow him to protect his weak animal companion, the one gained from the fourth level ability of Beastmaster.


As for why tactical soldier instead of any other prestige class, well it's one of the very few prestige classes based off of teamwork, and offers some very useful abilities. You also gain heavy armor proficiency so if you want to you can stay decked out in some full plate, though you lose your dex bonus, so it's really either way. You might gain sidestep too, which is a very nice bonus feat if you don't have to meet prerequisites, though RAW says you do, and you don't, so you might not have it.


Level By Level Breakdown

You're pretty much a standard ranger, with a huge load of bonus feats that don't actually add that much for the first 5 levels, but once Beastmaster comes online your animal companion becomes the same as a druid, and continues that way for quite a while, which combined with tactical soldier makes you a decent force even without a party.


5th Level

You're a standard ranger, focused on smashing stuff with a greatsword, or using a composite bow for anyone you can't reach. You have the added trick of when shaping you grant your wolf companion claws and more strength because of the Shaper substitution level.


10th Level

You now have quite a few Beastmaster levels so have a full level companion, and can use Handle Animal to acquire more helpers if the situation warrants it. You can also flank with these companions, and should have some good HP with 5d8s and 5d10s. Same basic strategy for combat, run in and attack your opponent with a greatsword, in important fights use shifting to grant you can companions claws, and your wolf will probably be tripping now.


12th Level

This is the sweet spot of the build, hopefully natural bond works for both animal companions, it could be argued it works either way, but if not you will have to be using your intervene ability a lot more for your second companion. But you have one full animal companion, either a dire wolf or a buffed up wolf, both will work.


15th Level

Now you have most of the useful abilities from Tactical Soldier, though there are a couple more useful ones like delayed cleave still to come. Your animal companion is only a couple levels below most, and you have some useful abilities to both protect them and yourself.


20th Level

All done, you can have a dire bear companion if you'd like now, though a buffed up dire wolf will still be useful, and would fit the character better. You've got a couple of useful abilities to work with your allies and have a bunch of hp so you can be a decent tank or scout.


Sources



Complete Adventurer: Beast Master, Natural Bond
Races of Eberron: Shifter, Shifter Feats, Shifter Racial Sub
Complete Champion:Champion of the Wild Ranger ACF
Minature's Handbook: Tactical Soldier
Player's handbook: Everything Else

Venger
2015-06-28, 01:27 PM
This Wall?
(http://en.wikipedia.org/wiki/Pink_Floyd%E2%80%94The_Wall)
The Wall

Warforged, Lawful Neutral
32 Point Buy
Str 16 Dex 16 Con 16 Int 12 Wis 8 Cha 6
All stat points to Str


Campaign notes

At the beginning of the Last War, an elite unit of warforged was created with the goal of leading others into combat. These units were to represent the highest levels of commitment to the cause of justice and protection of those who could not protect themselves. They were taught to fight together as a unit, many working as one.


Early in the campaign, this unit worked as planned. They were able to head into areas and situations that others had no hope of emerging from. For a time they laid waste to many of the opposition’s plans. Such actions were not without consequence; the enemy became more aware of the unit’s existence and took action to put a stop to them.


Laying a cunning trap, the enemy ambushed and destroyed all but one member of the unit. The remaining survivor limped its way back to friendly territory, where it gave a full report to its commanders and was reassigned to a more conventional unit.


During the remaining years of the war, this unit, whose comrades took to calling The Wall (due to his implacable nature), focused inward instead of outward. After witnessing so much death and tragedy, The Wall determined that attachments, like those to his old unit, were a weakness that could not be tolerated. The Wall became more withdrawn, more machine-like, as the war went on.


Finally the war ended and The Wall was discharged. Without anywhere to go, he took odd jobs as hired muscle to pass the time and still be able to crush some skulls. After a while, a group of adventurers noticed his prowess and hired him on to their company.

In the days since, The Wall managed to reclaim a small measure of attachment; it actually cared about his comrades for the first time in quite a while.

The Build



Level
Class
BAB
Fort
Ref
Will
Skills
Feats
Class Features


1st
Crusader
+1
+2
+0
+0
Balance 4 Intimidate 4 Jump 4 Craft(armorsmithing) 4 Sense Motive 2
Adamantine Body
Furious Counterstrike, Steely Resolve 5


2nd
Fighter
+2
+4
+0
+0
Intimidate 1 Jump 1 Craft(armorsmithing) 1
Combat Reflexes
Bonus Feat


3th
Fighter
+3
+5
+0
+0
Balance 1 Intimidate 1 Jump 1 Craft(armorsmithing) 1 Ride 1
Power Attack, Cleave
Bonus Feat


4th
Crusader
+4
+6
+0
+0
Balance 1 Intimidate 1 Jump 1 Craft(armorsmithing) 1 Ride 1

Indominatable Strike


5rd
Crusader
+5
+6
+1
+1
Balance 1 Intimidate 1 Jump 1 Craft(armorsmithing) 1 Ride 1

Zealous Surge


6th
Tactical Soldier
+6
+8
+1
+1
Craft(armorsmithing) 1 Intimidate 1 Jump 1
Percise Swing
Flanker


7th
Tactical Soldier
+7
+9
+1
+1
Craft(armorsmithing) 1 Intimidate 1 Jump 1

Sidestep


8th
Tactical Soldier
+8
+9
+2
+2
Craft(armorsmithing) 1 Intimidate 1 Jump 1

Interpose


9th
Tactical Soldier
+9
+10
+2
+2
Craft(armorsmithing) 1 Intimidate 1 Jump 1
Improved Bull Rush
Defensive Shield


10th
Warforged Juggernaut
+9
+12
+2
+2
Craft(armorsmithing) 1 Intimidate 1 Jump 1

Armor spikes 1d6, Expert bull rush, Powerful charge, Reserved


11th
Warforged Juggernaut
+10
+13
+2
+2
Craft(armorsmithing) 1 Intimidate 1 Jump 1

Charge bonus +1, Construct perfection 1, Extended charge


12th
Tactical Soldier
+11
+13
+2
+2
Craft(armorsmithing) 1 Jump 1 Intimidate 1
Martial Stance (Thicket of Blades)
Offensive strike


13th
Warforged Juggernaut
+12
+13
+3
+3
Craft(armorsmithing) 1 Jump 1 Intimidate 1

Construct perfection 2, Healing immunity, Superior bull rush


14th
Warforged Juggernaut
+13
+14
+3
+3
Craft(armorsmithing) 1 Jump 1 Intimidate 1

Armor spikes 1d8, Charge bonus +2, Construct perfection 3


15th
Warforged Juggernaut
+13
+14
+3
+3
Craft(armorsmithing) 1 Jump 1 Intimidate 1
Robilar’s Gambit
Construct perfection 4, Greater powerful charge


16th
Tactical Soldier
+14
+15
+4
+4
Craft(armorsmithing) 1 Jump 1 Intimidate 1




17th
Tactical Soldier
+15
+16
+4
+4
Craft(armorsmithing) 1 Jump 1 Intimidate 1

Delayed cleave


18th
Tactical Soldier
+16
+17
+4
+4
Craft(armorsmithing) 1 Jump 1 Intimidate 1
Deft Opportunist
Unbalancing blow


19th
Tactical Soldier
+17
+17
+5
+5
Craft(armorsmithing) 1 Jump 1 Intimidate 1




20th
Tactical Soldier
+18
+18
+5
+5
Craft(armorsmithing) 1 Jump 1 Intimidate 1

Reciprocal strike


{table=head]Level
Maneuvers
Stance








1
Crusader’s Strike, Charging Minotaur, Stone Bones, Vanguard Strike, Douse the Flames
Martial Spirit
4

Iron Guard’s Glare
5
Mountain Hammer






General notes

This build focuses on subtle battlefield tactics to get the most out of tactical soldier. The weapon of choice is any type of martial reach weapon, such as a glaive (the particular weapon does not matter as much, so glaive is selected for damage). Tactical soldier gives many options involving attacks of opportunity, the best of which involve taking a five foot step after each attack to keep opponents at a distance and the ability to threaten while five feet away.


Warforged, along with warforged juggernaut, were chosen to take advantage with bull rushing and offensive strike. Warforged juggernaut makes you immune to extra damage from criticals, as well as many types of spells, taking most of the pain out of the ability’s drawbacks. Some spells may still hit home, but for the most part you’ll be okay. This gives a free +4 to attack and damage, or more of the time, with power attack, a straight +12 to damage per hit.

Gear

No specific gear is required for this build, besides a reach weapon. A battlefist is nice to pump slam damage, and standard melee gear like anklets of translocation are helpful, but not required. Gloves of the balanced hand do help, to combine your primary weapon with armor spikes for additional damage.

Levels:
1-5

This particular build is great in that it has two sweet spots; first and twelfth level. At first level, this character is basically as sturdy as any character can be. The adamantine body absorbs 2 points of damage, and crusader lets you heal 2 points of hp anytime you hit something. You’ve got a reach weapon, which gives attacks of opportunity, or your slam if the enemy closes the gap. Stone bones grants you extra damage reduction as needed, and Crusader’s strike can provide extra healing if needed.


Through level 5 you add more to the package, getting additional attacks of opportunity from combat reflexes and more damage from power attack. Iron guard’s glare helps give your allies a boost (and is part of where The Wall’s name comes from).

6-9

Four levels of Tactical Solider provide a number of options to this build. Flanker is a great ability that will let you provide a flank even at reach, simply by designating the spot directly infront of you. Sidestep allows you to take a 5 foot step any time you get an attack of opportunity, meaning you can constantly reposition yourself on the battle field.


Interpose will let you take hits for a comrade, but defensive shield, when combined with Iron guard’s glare, provides an effective +6 armor class to two adjacent allies. In addition, precise swing lets you ignore cover, except total cover. That means you can actually stand behind your allies, attack their target, and still provide the AC boost, as a kind of behind/in front wall.

10-15

We take a two level break from tactical soldier to get a few levels of Warforged juggernaut. The ability we’re really looking for there is construct perfection 1, which prevents extra damage on critical hits. Another level of tactical soldier gives us offensive strike, which provides +4 damage and attack in exchange for every hit threatening and all saves failing. Warforged Juggernaut makes us immune to extra crit damage, and the next three levels also give us immunity to many of the worst kind of spells, meaning we can use offensive strike almost all the time. The preferred method is to drop the +4 attack into power attack, give +12 damage instead.


Besides immunities, Warforged juggernaut also ramps up charging damage and bull rush capability. While the charging could be better, combining with offensive strike gets a +8 to attack, and 2d6+4 to damage. The +8 attack can easily be power attacked, giving an extra 2d6+20 damage. Not uber-charger levels, but respectable for a build focused on attacks of opportunity.


At 12 and15 we get other nice ability for attacks of opportunity, Thicket of Blades and Robilar’s gambit. This is the second sweet spot of the build. Thicket of Blades, combined with sidestep, means that many foes will never be able to attack you, as each time they close to attack, you get an attack of opportunity you can move back with. Robilar’s gambit invites attacks, especially if we need them to move around the field.

16-20

The last levels of tactical soldier provide more attack options. Delayed cleave provides for additional attacks, unbalancing strike helps provide additional damage on a single target, and reciprocal strike acts as a counter balance to Robilar’s gambit; no matter who they attack, their target gets to swing back. The feat at 18th level is really open, but since most of your attacks will be attacks of opportunity, deft opportunist makes sense, adding and extra +4 to attacks (that will usually be power attacked away)

Sources

3.5 SRD
Complete Warrior
Ebberon Campaign Setting
Magic Item Compendium
Miniatures Handbook
Tome of Battle

Venger
2015-06-28, 01:36 PM
And that's it!

Glinka, while my favorite dish by far here, was a nightmare to edit. So much formatting.

Her, dragon monastery, and the wall, are also giving me some kind of grief regarding their top quotes. no matter how many times I edit the post, it keeps throwing a billion unnecessary empty quotes, producing the empty boxes you see there. As soon as I figure out how, I'll fix it.

But for the time being, it's immensely heartening to see this start to take shape.

observations thus far:

putting the post in a textedit to futz around with it and see where you need to put spoilers and such is a lot easier than trying to do it all in the message board proper.

since it took me a week or so to do tactical soldier, tragically I lost some of my posts when I tried to preview them (including glinka) and had to start over again, so I did the rest in textedit and ported them over to the thread to preview that everything rendered properly.

A_S
2015-06-28, 11:29 PM
Nice!

I'm gonna poke at the wonky empty quote thing and see if I can reproduce it/figure out a workaround.

One other note, in the OP, you currently have the start of each round linked as a single post, which means anybody who clicks on it can't scroll down and actually read the round they're trying to get to. I recommend instead of using this format in those links:

http://www.giantitp.com/forums/showsinglepost.php?p=19463438&postcount=13

...you use this format:

http://www.giantitp.com/forums/showthread.php?422395-Iron-Chef-Deep-Freeze&p=19463438&viewfull=1#post19463438

...which takes you to a full copy of the thread, automatically scrolled down to the post you're linking.

You get that URL by clicking on the link marked "Thread: " in the top right of the single post screen that you currently have linked.

Venger
2015-06-28, 11:34 PM
Nice!

I'm gonna poke at the wonky empty quote thing and see if I can reproduce it/figure out a workaround.
Glad you like it.

Thanks. As always, it's appreciated.


One other note, in the OP, you currently have the start of each round linked as a single post, which means anybody who clicks on it can't scroll down and actually read the round they're trying to get to. I recommend instead of using this format in those links:

http://www.giantitp.com/forums/showsinglepost.php?p=19463438&postcount=13

...you use this format:

http://www.giantitp.com/forums/showthread.php?422395-Iron-Chef-Deep-Freeze&p=19463438&viewfull=1#post19463438

...which takes you to a full copy of the thread, automatically scrolled down to the post you're linking.

You get that URL by clicking on the link marked "Thread: " in the top right of the single post screen that you currently have linked.

it's always something. fixed it. those links should take you to the correct posts now.

KrimsonNekros
2015-06-29, 12:39 AM
Not posting the competitions in order then?

Venger
2015-06-29, 12:43 AM
Not posting the competitions in order then?
Short answer: No.

Longer answer: The first rounds did not actually use any kind of table at all. Having a table was a somewhat late addition, and a standardized one was later still. I thought it would be more productive to get the ball rolling with some that have table to port over. The first rounds, due to the way they're set up (you can see for yourself) will be, at best, very difficult to port over, and might not be possible, since we didn't show full 20 lvl builds in the same way we do now at that time.

Also, since this is volunteer-based, I thought it might be faster to let people hop around and do the rounds they wanted. Since I'll be linking them in the OP, it won't make finding ingredients any extra effort.

Would you like to pitch in? I'd certainly appreciate the help.

A_S
2015-06-29, 12:45 AM
Not posting the competitions in order then?
They're being linked in order from the OP, if you're looking to go through from beginning to end.

I think so far we've been just doing rounds that had our favorite builds in them. Didn't really occur to me that the order within the thread would matter; I assumed people were just going to go to the OP and click on the round they're looking for.

Venger
2015-06-29, 12:46 AM
They're being linked in order from the OP, if you're looking to go through from beginning to end.

I think so far we've been just doing rounds that had our favorite builds in them. Didn't really occur to me that the order within the thread would matter; I assumed people were just going to go to the OP and click on the round they're looking for.

Yes, this was my design in building the thread this way. Eventually, as we get more people, we will try to get all the rounds in.

People will do that as we add more dishes under "completed rounds"

KrimsonNekros
2015-06-29, 12:52 AM
Short answer: No.

Longer answer: The first rounds did not actually use any kind of table at all. Having a table was a somewhat late addition, and a standardized one was later still. I thought it would be more productive to get the ball rolling with some that have table to port over. The first rounds, due to the way they're set up (you can see for yourself) will be, at best, very difficult to port over, and might not be possible, since we didn't show full 20 lvl builds in the same way we do now at that time.

Also, since this is volunteer-based, I thought it might be faster to let people hop around and do the rounds they wanted. Since I'll be linking them in the OP, it won't make finding ingredients any extra effort.

Would you like to pitch in? I'd certainly appreciate the help.

Yeah I was just checking in on if we had an order in mind or not.

WhamBamSam
2015-06-29, 01:19 PM
Thomas the Doubter and Dragon Monastery still seem to have broken tables, and Glinka appears to have lost her build table altogether.

I'll try to do the War Mind round this week. I have a great fondness for Ultimo Tarrasco Jr. If it doesn't turn out to be too much of a headache, I may try a few other rounds after that.

Venger
2015-06-29, 01:22 PM
Thomas the Doubter and Dragon Monastery still seem to have broken tables, and Glinka appears to have lost her build table altogether.

I'll try to do the War Mind round this week. I have a great fondness for Ultimo Tarrasco Jr. If it doesn't turn out to be too much of a headache, I may try a few other rounds after that.

One step forward, two steps back.

As dictated in the OP, I'm currently working on Osteomancer, which is the last round that used the old table. All subsequent rounds are in the new format and do not need to be adapted, so we'll consider those low priority until we get all the old ones fixed. I will put it on hold and see what I've done to screw up those tactical soldiers.

I'll add you to the list and tag that round for you, WhamBamSam. Thanks for the assist.

EDIT: I think I fixed all the tactical soldiers. They look right to me. Do they look right to you?

KrimsonNekros
2015-06-29, 02:20 PM
I'll start working on Corrupted Avenger later. It was my debut, so I still have a soft spot for that one.

Venger
2015-06-29, 02:36 PM
I'll start working on Corrupted Avenger later. It was my debut, so I still have a soft spot for that one.
great, thanks a lot. I'll edit you into the OP. still working on osteomancer since there were a lot of dishes.

A_S
2015-06-29, 02:51 PM
EDIT: I think I fixed all the tactical soldiers. They look right to me. Do they look right to you?
Only issue I see is that you've got the "Spells" header in Glinka's crunch section as part of the spoiler tag, where in the original post it's bolded text above the spoiler tag (like the other ones in that section).

Venger
2015-06-29, 02:55 PM
Only issue I see is that you've got the "Spells" header in Glinka's crunch section as part of the spoiler tag, where in the original post it's bolded text above the spoiler tag (like the other ones in that section).

Went in and fixed it. 6/10 osteomancers done.

Venger
2015-06-29, 05:29 PM
At long last I'm finished with osteomancer. Please refrain from posting until the last one, Sasha Silvertongue.

Venger
2015-06-29, 05:31 PM
Shame on you, Altair.


Rin (Chaotic Neutral) The Dark 1 Changling2 Rogue 3 / Beguiler 2 / Swordsage 1 / Unseen Seer3 3 / Osteomancer 10


All ability score increases in Charisma




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


---
Level Adjustment
-
-
-
-
-
-
-


1st
Changling Rogue4 1
+0
+0
+2
+0
Bluff 4, Concentration 1, Diplomacy 4, Disguise 4, Gather Infomation 4, Heal 2, Hide 4, Knowledge (Arcana) 2, Knowledge (Nature) 2, Search 4, Sense Motive 4, Sleight of Hand 4, Spellcraft 2, Spot 4, Use Magic Device 3
Able Learner5
Sneak Attack +1d6, Social Intuition


2nd
Rogue 2
+1
+0
+3
+0
Bluff 5, Diplomacy 5, Disguise 5, Hide 5, Search 5, Sense Motive 5, Slight of Hand 5, Spot 5; Second Impression6
-
Evasion


3rd
Beguiler 1
+1
+0
+3
+2
Bluff 6, Heal 3, Knowledge (Arcana) 4, Knowledge (Nature) 3, Search 6; Conceal Spellcasting7
Weapon Finesse
Armored Mage (Light), Trapfinding


4th
Beguiler 2
+2
+0
+3
+3
Hide 7, Search 7, Spot 7, Use Magic Device 6
-
Cloaked Casting (+1 DC), Surprise Casting


5th
Changeling Rogue4 3
+3
+1
+3
+4
Bluff 8, Disguise 8, Hide 8, Search 8, Spellcraft 4 Spot 8; Assume Quirk8
-
Sneak Attack +2d6, Minor Lore


6th
Unseen Seer 1
+3
+1
+3
+6
Diplomacy 9, Disguise 9, Heal 4, Knowledge (Nature) 4, Sleight of Hand 6
Toughness
Sneak Attack +3d6,


7th
Unseen Seer 2
+4
+1
+3
+6
Diplomacy 10, Disguise 10, Sleight of hand 8, Use Magic Device 8; Social Recovery9
-
Advanced Learning (Grave Strike10), Silent Spell


8th
Osteomancer 1
+4
+3
+3
+6
Gather Infomation 8
-
Boneless, Immune to Disease


9th
Swordsage 1
+4
+3
+5
+8
Sense Motive 12, Sleight of Hand 9
Darkstalker11
Quick To Act +1, Disipline Focus (Weapon Focus : Shadow Hand)


10th
Osteomancer 2
+5
+4
+5
+9
Diplomacy 12, Disguise 12
-
Skeletal Shift


11th
Osteomancer 3
+6/+1
+4
+6
+9
Use Magic Device 12
-
Bone Spurs, Unnerve


12th
Unseen Seer 3
+7/+2
+5
+7
+9
Sense Motive 15, Sleight of Hand 14
Martial Stance (Assassin's Stance)
Divination Spell Power +1


13th
Osteomancer 4
+8/+3
+6
+7
+10
Diplomacy 14, Disguise 14
-
Enlarge/Reduce, Iron Bones


14th
Osteomancer 5
+8/+3
+6
+7
+10
Gather Infomation 12
-
Seize The Core, Silver Bones


15th
Osteomancer 6
+9/+4
+7
+8
+11
Diplomacy 16, Sleight of Hand 16
Sudden Recovery
Aligned Bones


16th
Osteomancer 7
+10/+5
+7
+8
+11
Spot 12
-
Adamantine Bones


17th
Osteomancer 8
+11/+6/+1
+8
+8
+12
Use Magic Device 16
-
Sap Life


18th
Osteomancer 9
+11/+6/+1
+8
+9
+12
Diplomacy 17, Disguise 15, Sense Motive 17
Improved Natural Attack (Bone Spurs)
Wield The Core


19th
Osteomancer 10
+12/+7/+2
+9
+9
+13
Diplomacy 18, Sense Motive 18, Sleight of Hand 17, Use Magic Device 17
-
Osteophage




Beguiler
Spells per Day


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


3rd
5
3
-
-
-
-


4th
6
4
-
-
-
-


6th
6
5
-
-
-
-


7th
6
6
3
-
-
-


10th
6
6
4
-
-
-


12th
6
6
5
3
-
-


13th
6
6
6
4
-
-


15th
6
6
6
5
3
-


17th
6
6
6
6
4
-


19th
6
6
6
6
5
3











Not accounting for bonus spells from Intelligence




level
Maneuvers Known
Maneuvers Readied
Stances Known
Maneuvers Learned


9th
6
4
1
Baffling Defense*, Cloak of Deception*, Distracting Ember*, Mighty Throw, Mountain Hammer, Shadow Jaunt*; Step of the Wind


12th
6
4
2
Assassin's Stance*










* Default used in Combat.

1: Dark - Tome of Magic p158
2: Changeling - Eberron Campaign Setting p12
3: Unseen Seer - Complete Mage p81
4: Changeling Rogue Substitution Levels - Races of Eberron p122
5: Able Learner - Races of Destiny p150 -- note that under 'Adaption' of Chameleon prestige class on p116 (of same book), that Changeling qulifies for Able Learner, if using Eberron Campaign Setting
6: Second Impression - Complete Scoundrel p88
7: Conceal Spellcasting - Complete Scoundrel p85
8: Assume Quirk - Complete Scoundrel p85
9: Social Recovery - Complete Scoundrel p89
10: Grave Strike - Spell Compendium p107
11: Darkstalker - Lords of Madness p179

Ria looked around the city she recently had gotten too with her mission in mind. While in a state of war countries were more than willing to pay her for clandestine missions, mainly in terms of information gathering and assassinating military leaders, just about the only things she wouldn't do was killing of children and innocents, and to be honest with herself she preferred not killing people at all if they weren't the direct target of an assassination.

Current mission was fairly regular by her standards; Get into the opponent city and gain access to their army configuation plans and steal them. with a secondary target of killing the general and sowing disorder and confusion.

Getting into the city was stupidly easy she thought, a few spells to starve off interest and not wearing any weapons got you a long way.

She dodged into a alleyway and morphed into one of her preferred figures, a nondescript down-on-his-luck half-elf and found her way to the seedier parts of town where she talked her way into learning where the General were living and went there.

When she came to the house, she shadow jaunted onto the roof and squeezed into a small open window after casting spider climb and dissolving her bones and managed to stay hidden while she climbed onto one of the rafters to sit on to restore her skeleton.

Under her, there were a larger discussion between the general and his primary subordinate. After a time listening on to the discussion she decided to get to work, she managed to gain control of the subordinates skeleton and used him as another puppeteer to attack the general.

The Subordinate managed to kill the General, while Rin Shadow Jaunted down behind him and with her bone spurs she stabbed him several times killing him as well, and stole their plans, and stripped the subordinate and dressed herself in his gear, morphing into his form and hid him in a closet, leaving in his form.

As easy as stealing candy from a baby



At this point Rin is allready a capable city dweller. She is able to chat many into what she wants, and knows what goes around. Her high hide and disguise (which due to being Changeling she can do as a full round action) together with her spells and high speed, means that she should be able to get out of any situation gone foul with limited problems, by way of getting away and hiding in some alley changing how she looks.


Now the build starts to roll, +2d6 Sneak Attack and the ability to use a swift action to get it on undeads (whenever those are actually met for a city dweller as her) due to Grave Strike, with Silent Spell its even easier (beyond Conceal Spellcasting) to cast in social situations without getting noticed and Boneless arguebly makes it easier to get into places other people don't want her to. Also getting 2nd level spells which includes viable stuff such as knock, invisibility, and spider climb.

The true star of this couple of levels through is the Swordsage level, giving several worthwhile abilities, including the Darkstalker feat gained at the same level. Cloak of Deception and Distracting Ember can both be used to get a full around of sneak attacks in on opponents if it comes to combat, while Shadow Jaunt helps getting in or out of situations. Step of the Wind is a surprisingly effective Stance, given that crowds count as difficult terrain, so hightailing out of combat into the crowds losing the opponents there (together with the 40ft from the Dark template) is very viable.


Now we're truely starting the tasty parts of the SI and the sweet spot of the build. Getting Skeletal Shift for even more Disguise Check (at ECL 11 where i get it, i can take 10, due to being Changeling Rogue, Disguise at a stupid high 35+Charisma Modifier) together with bone Spurs with Iron/Silver Bones for always having weapons at hand (and they're Finesseable) so Rin aren't dependent on carrying around a regular weapon on assassination attempts, which could be detected, and Assassin's Stance for even more Sneak Attack (now at +5d6 if in that stance ... not too shabby). Seize the Core is a good ability (if prehaps a bit low DC, even with charisma focus) for paralyzing targets for a quick Coup de Grâce


More of the same as the previous breakdown, Aligned / Adamantine Bones for better passing DR. While Sap Life is viable to drain beefy enemies its unlikely to be used since its not fitting the character, but both Wield the core and Osteophage is good save or suck (or in the case of OSteophage, die or take high damage). Other than Sudden recovery and stronger Bone Spurs (as per Improved Natural Attack) the build have topped at this point and is arguebly getting weaker from this point, although more by not getting anything great.

Sure Rin would have to get a +2 Int item to get 5'th level spells, but given that this first is relevant at ECL 20 then ...

Venger
2015-06-29, 05:34 PM
Aren't Oozes supposed to be boneless?


Marrow, Spine of Juiblex





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


1st
Duskblade 1









+1





















+2





















+0





















+2











Heal +4, Knowledge (Arcana) +4, Knowledge (Dungeoneering) +4, Knowledge (Nature) +4, Knowledge (Religion) +4, Escape Artist +2
Thrall to Demon
Arcane Attunement, Armored Mage (Light), Glimmerskin Halfling traits







2nd
Duskblade 2









+2





















+3





















+0





















+3











Craft (Armorsmithing) +1, Heal +4, Knowledge (Arcana) +5, Knowledge (Dungeoneering) +5, Knowledge (Nature) +5, Knowledge (Religion) +5, Escape Artist +2.5
Combat Casting
-







3rd
Duskblade 3









+3





















+3





















+1





















+3











Craft (Armorsmithing) +2, Heal +4, Knowledge (Arcana) +6, Knowledge (Dungeoneering) +6, Knowledge (Nature) +6, Knowledge (Religion) +6, Escape Artist +3
Willing Deformity
Arcane Channeling







4th
Cloistered Cleric 1









+3





















+5





















+1





















+5











Craft (Armorsmithing) +3, Heal +4, Knowledge (Arcana) +7, Knowledge (Dungeoneering) +7, Knowledge (Nature) +7, Knowledge (Religion) +7, Escape Artist +3.5
Evil Devotion, Knowledge Devotion (Knowledge (Arcana))
Rebuke Undead, Domains (Evil, Ooze, Knowledge), Wis +1







5th
Cloistered Cleric 2









+4





















+6





















+1





















+6











Craft (Armorsmithing) +4, Heal +4, Knowledge (Arcana) +8, Knowledge (Dungeoneering) +8, Knowledge (Nature) +8, Knowledge (Religion) +8, Escape Artist +4
-
-







6th
Osteomancer 1









+4





















+8





















+1





















+8











Craft (Armorsmithing) +5, Heal +4, Knowledge (Arcana) +9, Knowledge (Dungeoneering) +9, Knowledge (Nature) +9, Knowledge (Religion) +9, Escape Artist +5
Toughness
Boneless, Immunity to Disease







7th
Thrall of Juiblex 1









+5





















+9





















+3





















+9











Craft (Armorsmithing) +6, Heal +4, Knowledge (Arcana) +10, Knowledge (Dungeoneering) +9.5, Knowledge (Nature) +9.5, Knowledge (Religion) +10, Escape Artist +5
-
Sickening Slime







8th
Thrall of Juiblex 2









+6/+1





















+9





















+4





















+9











Craft (Armorsmithing) +6, Heal +4, Knowledge (Arcana) +11, Knowledge (Dungeoneering) +10, Knowledge (Nature) +10, Knowledge (Religion) +11, Escape Artist +5, Ride +0.5
-
Corrosive Touch, Wis +1







9th
Thrall of Juiblex 3









7/+2





















+10





















+4





















+10











Craft (Armorsmithing) +6, Heal +4, Knowledge (Arcana) +12, Knowledge (Dungeoneering) +1.5, Knowledge (Nature) +10.5, Knowledge (Religion) +12, Escape Artist +5, Ride +1
Deformity (Madness)
Summon Ooze







10th
Thrall of Juiblex 4









+8/+3





















+12





















+5





















+12











Craft (Armorsmithing) +6, Heal +4, Knowledge (Arcana) +13, Knowledge (Dungeoneering) +11, Knowledge (Nature) +11, Knowledge (Religion) +13, Escape Artist +5, Ride +1.5
-
Contagion, Alter Self







11th
Osteomancer 2









+9/+4





















+13





















+5





















+13











Craft (Armorsmithing) +6, Heal +4, Knowledge (Arcana) +14, Knowledge (Dungeoneering) +12, Knowledge (Nature) +12, Knowledge (Religion) +14, Escape Artist +5, Ride +2
-
Skeletal Shift







12th
Osteomancer 3









+10/+5





















+13





















+6





















+13











Craft (Armorsmithing) +6, Heal +4, Knowledge (Arcana) +15, Knowledge (Dungeoneering) +13, Knowledge (Nature) +13, Knowledge (Religion) +15, Escape Artist +5, Ride +2.5
Abominable Form
Bone Spurs, Unnerve, Wis +1







13th
Osteomancer 4









+11/+6/+1





















+14





















+6





















+14











Craft (Armorsmithing) +6, Heal +4, Knowledge (Arcana) +16, Knowledge (Dungeoneering) +14, Knowledge (Nature) +14, Knowledge (Religion) +16, Escape Artist +5, Ride +3
-
Enlarge/Reduce, Iron Bones







14th
Osteomancer 5









+11/+6/+1





















+14





















+6





















+14











Craft (Armorsmithing) +6, Heal +4, Knowledge (Arcana) +17, Knowledge (Dungeoneering) +15, Knowledge (Nature) +15, Knowledge (Religion) +17, Escape Artist +5, Ride +3.5
-
Seize the Core, Silver Bones







15th
Osteomancer 6









+12/+7/+2





















+15





















+7





















+15











Craft (Armorsmithing) +6, Heal +4, Knowledge (Arcana) +17, Knowledge (Dungeoneering) +16, Knowledge (Nature) +16, Knowledge (Religion) +18, Escape Artist +5, Ride +4
Deformity (Teeth)
Aligned Bones







16th
Osteomancer 7









+13/+8/+3





















+15





















+7





















+15











Craft (Armorsmithing) +6, Heal +4, Knowledge (Arcana) +18, Knowledge (Dungeoneering) +17, Knowledge (Nature) +17, Knowledge (Religion) +19, Escape Artist +5, Ride +5
-
Adamantine Bones, Wis +1







17th
Bone Knight 1









+13/+8/+3





















+17





















+7





















+15











Craft (Armorsmithing) +6, Heal +4, Knowledge (Arcana) +19, Knowledge (Dungeoneering) +17.5, Knowledge (Nature) +17.5, Knowledge (Religion) +20, Escape Artist +5, Intimidate +1
-
Bonecraft Armor, Paladin Conversion, Rebuke Undead







18th
Bone Knight 2









+14/+9/+4





















+18





















+7





















+15











Craft (Armorsmithing) +6, Heal +4, Knowledge (Arcana) +20, Knowledge (Dungeoneering) +18, Knowledge (Nature) +18, Knowledge (Religion) +21, Escape Artist +5, Intimidate +2
Deformity (Tongue)
Bone March, Summon Skeletal Steed







19th
Bone Knight 3









+15/+10/+5





















+19





















+8





















+16











Craft (Armorsmithing) +6, Heal +4, Knowledge (Arcana) +21, Knowledge (Dungeoneering) +18.5, Knowledge (Nature) +18.5, Knowledge (Religion) +22, Escape Artist +5, Intimidate +3
-
Master of the White Banner







20th
Bone Knight 4









+16/+11/+6/+1





















+19





















+8





















+16











Craft (Armorsmithing) +6, Heal +4, Knowledge (Arcana) +22, Knowledge (Dungeoneering) +19, Knowledge (Nature) +19, Knowledge (Religion) +23, Escape Artist +5, Intimidate +4
-
Improved Bonecraft Armor, Wis +1









Duskblade Spells
Spells per day (adjusted for ability scores)


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


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


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


3rd
5
5
-
-
-
-
-
-
-
-


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


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


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


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


8th
5
5
-
-
-
-
-
-
-
-


9th
5
5
-
-
-
-
-
-
-
-


10th
5
5
-
-
-
-
-
-
-
-


11th
5
5
-
-
-
-
-
-
-
-


12th
5
5
-
-
-
-
-
-
-
-


13th
5
5
-
-
-
-
-
-
-
-


14th
5
5
-
-
-
-
-
-
-
-


15th
5
5
-
-
-
-
-
-
-
-


16th
5
5
-
-
-
-
-
-
-
-


17th
5
5
-
-
-
-
-
-
-
-


18th
5
5
-
-
-
-
-
-
-
-


19th
5
5
-
-
-
-
-
-
-
-


20th
5
5
-
-
-
-
-
-
-
-




Spells Known
0th - acid splash, ray of frost
1st - expeditious retreat, swift, jump, magic weapon, shocking grasp


Cleric Spells Per Day (adjusted for ability scores)


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


20th
7
5+1
4+1
4+1
3+1
-
-
-
-
-


Abilities abbreviated to conserve space and to prevent copyright violation.


Small: As a small creature, Marrow gains a +1 size bonus to attack rolls and AC and a +4 size bonus to Hide checks.
Skill Affinity (Climb): Marrow has a +2 racial bonus to Climb checks.
Skill Affinity (Listen): Marrow has a +2 racial bonus to Listen checks.
Skill Affinity (Jump): Marrow has a +2 racial bonus to Jump checks.
Skill Affinity (Heal): Heal is always a class skill for Marrow.
Lucky: Marrow enjoys a +1 racial bonus to all saves.
Fearless: Marrow has a +2 morale bonus to saves against [Fear].
Good Aim: Marrow receives a +1 racial bonus to thrown attack rolls.
Touch of Luck: Once per day, Marrow can grant himself or an ally a +2 bonus on saves for 1 round as an immediate action.
Dragonblooded: Marrow has the (Dragonblood) subtype.


Thrall to Demon: Once per day, Marrow may call upon Juiblex for a +1 luck bonus to any roll.
Combat Casting: (Bonus) Marrow enjoys a +4 bonus on Concentration checks made to cast defensively.
Willing Deformity: Marrow receives a +2 bonus to Intimidate checks
Evil Devotion: (Bonus) Once per day (or by spending a rebuke attempt), Marrow and his allies within 30' gain DR 1+1/5 character levels/good, and attacks are evil-aligned. This effect lasts for 1 minute.
Knowledge Devotion: (Bonus) Marrow may make Knowledge checks for attack/damage bonuses.
Toughness: +3 HP
Deformity (Madness): Marrow is immune to mind-affecting effects but suffers a -4 profane penalty to Wisdom. Once per minute, as an immediate action, Marrow may add half his level (rounded down) to his Will save.
Abominable Form: Creatures with fewer HD than Marrow must make a Will save (DC 15 + 2/deformity feats) or be shaken for 1 round. He also gains an additional +2 bonus to Intimidate checks.
Deformity (Teeth): Marrow possesses a bite attack that deals 1d4 damage plus his Strength modifier. He also gains a +1 bonus to Intimidate checks.
Deformity (Tongue): Marrow possesses blindsense effective out to 30'.


Arcane Attunement: Marrow can use the spell-like powers dancing lights, detect magic, flare, ghost sound, and read magic a combined total of times per day equal to 3 + his Int modifier. These spell-like powers do not count against his total of spells known or spells per day.
Armored Mage (Light): Marrow can cast arcane spells in light armor with no chance of spell failure.
Arcane Channeling: Marrow can deliver touch-range spells through a melee attack with a standard action. Casting in this fashion does not provoke an attack of opportunity.
Rebuke Undead: Marrow may rebuke undead 3 plus his Charisma modifier times per day.
Domains (Evil, Ooze, Knowledge): Marrow has traded the domain powers for Evil and Knowledge for the respective Devotion feats. He generally prepares spells from the Ooze domain in his domain slots.
Sickening Slime: Marrow secretes a smelly slime that coats his body in a thin layer. Anyone within 5 feet must make a Fortitude saving throw (DC 10 + Marrow's Thrall of Juiblex class level + Constitution bonus) or take a – 1 circumstance penalty on attack rolls and skill checks due to the outrageous odor of the slime layer.
Corrosive Touch: Three times per day, Marrow can secrete an acidic ooze and wield it as an unarmed strike, inflicting damage on a successful hit equal to his standard unarmed strike damage plus 2d6. He does not provoke attacks of opportunity for attacking in this way.
Summon Ooze: Marrow can summon a patch of green sime, a gray ooze, an ochre jelly, or a gelatinous cube as the summon monster spell with his thrall level as the caster level.
Contagion: Once per day, Marrow may cast contagion as a spell-like ability at caster level 10.
Alter Self: Marrow may use alter self as a spell-like ability at will.
Boneless: Marow may dissolve or reform his bones as a full-round action at will. He becomes able to travel at a speed of 10', and may flow through openings as small as 6".
Immunity to Disease: Marrow is immune to diseases both mundane and supernatural.
Skeletal Shift: Marrow may appear as a different person by rearranging his bone structure at-will. He gains a +3 bonus on Disguise checks.
Bone Spurs: Marrow's bones protrude from his body, acting as armor spikes and spiked gauntlets. They are his preferred weapons.
Unnerve: Opponents who attempt to strike Marrow must make a Will save (DC 10 + his osteomancer level + his Charisma modifier) or take a -2 penalty on attacks against him for 24 hours.
Enlarge/Reduce: Once per day each, Marrow may cast enlarge person and reduce person on himself as a spell-like ability with a caster level equal to 1/2 his osteomancer level.
Seize the Core: Once per day, Marrow may attempt to paralyze corporeal opponents with skeletons within 30'.
Adamantine Bones: Marrow's bone weapons count as silver, cold iron, adamantine, evil weapons for overcoming damage reduction.
Bonecraft Armor: Marrow is constantly considered to be wearing a suit of masterwork full plate armor with masterwork armor spikes manufactured from his own bones. Since it is made of bone, it is unaffected by spells and effects that specifically target metal. It also provides a +4 bonus to Intimidate checks and DR 2/bludgeoning.
Bone March: Marrow may assume control of animated undead from a willing controller within 30' as a standard action.
Summon Skeletal Steed: Though he never uses it, Marrow may call upon a skeletal heavy warhorse to ride.
Master of the White Banner: Any undead under Marrow's control gain bonus turn resistance equal to his Charisma modifier.
Improved Bonecraft Armor: Marrow's armor provides an additional point of DR/bludgeoning, and also renders him immune to stunning and nonlethal damage.


5th level: At fifth level, Marrow has not been chosen as a proxy of Juiblex: he is still a simple priest. His limited spell power is mostly focused towards channelable spells (particularly inflicts at this point), and his main source of damage comes from Knowledge Devotion.


7th level (sweet spot): Marrow has been chosen to be a proxy of Juiblex, who has granted him the unique and interesting power to morph into an oozey, boneless goo. An unfortunate (or fortunate, depending upon who you ask) side effect of this is the stench of burning bone that emanates from him, a rather disconcerting and off-putting scent. Marrow revels in it and uses it as a tactical advantage.


10th level: At 10th level, Marrow has furthered his training as the Spine of Juiblex. He now can use a corrosive touch--which he likes to couple with his arcane channeling ability--and can also inflict contagion with a touch as well. Having fully given himself to Juiblex, his mind has lost all hold of itself, and he has become insane, granting him immunity to mind-affecting effects. Lastly, his amorphous and oozy status allows him to shift his appearance from race to race and creature to creature at will: he makes frequent and varied use of his alter self ability to provide himself with nearly any ability he requires.


15th level: At 15th level, Marrow has learned how to give himself sharp, bony teeth and spurs. He enjoys using these attacks in preference over other weaponry despite their relative lack of power, as he finds their unsettling nature attractive. Having access to third-level cleric spells, he makes use of a broader variety of debuff effects using his arcane channeling ability. While he is durable and a good debuffer, he is unfortunately reliant upon his allies to actually kill opponents.


20th level: At 20th level, Marrow now has the ability to amass an army of undead under his control. In addition, he has learned how to shape his bone spurs into a strong armor. Marrow is also now in the unique position where he is capable of dual-wielding two sets armor spikes.

Venger
2015-06-29, 05:37 PM
He'll leave you in Holy pieces





The Golden Smilodon


http://1.bp.blogspot.com/_6xoH967aC00/TQOVUDlXy6I/AAAAAAAAbtc/K8dA2FL1Wug/s1600/cat092.jpg

"For your deeds and accomplishments, we favor you. Continue the fight against evil whenever it rears its ugly head."


Basics



NG male longtooth shifter Druid 10/Osteomancer 10
32 point buy
Level 1 (with racials): Str 10, Dex 10, Con 14, Int 10, Wis 16, Cha 14
Level 4 (level increase): Str 10, Dex 10, Con 14, Int 10, Wis 17, Cha 14
Level 7 (exalted increase): Str 10, Dex 10, Con 14, Int 10, Wis 17, Cha 16
Level 8 (level increase): Str 10, Dex 10, Con 14, Int 10, Wis 18, Cha 16
Level 11 (exalted increase): Str 10, Dex 10, Con 14, Int 10, Wis 20, Cha 18
Level 12 (level increase): Str 10, Dex 10, Con 14, Int 10, Wis 20, Cha 19
Level 15 (exalted increase): Str 10, Dex 10, Con 16, Int 10, Wis 20, Cha 21
Level 16 (level increase): Str 10, Dex 10, Con 16, Int 10, Wis 20, Cha 22
Level 19 (exalted increase): Str 10, Dex 10, Con 18, Int 12, Wis 22, Cha 24
Level 20 (level increase): Str 10, Dex 10, Con 18, Int 12, Wis 23, Cha 24


Build



Level
Class
BAB
Fort
Ref*
Will*
Skills
Feats**
Class Features***


1st
Druid 1
+0
+2
+0
+2
Heal 4, Knowledge (arcana) 2, Knowledge (nature) 4, Listen 1, Spot 1, Survival 2
Alertness (B), Sacred Vow (E)
ability bonus, beast spirit acf, extend shifting, nature sense, feral empathy
2nd
Druid 2
+1
+3
+0
+3
Knowledge (nature) +1, Listen +1, Spot +1, Survival +1

woodland stride


3rd
Druid 3
+2
+3
+1
+3
Knowledge (arcana) +1, Listen +1, Spot +1
Vow of Poverty (E)
endure elements, exalted AC bonus +5, trackless step, will of the spirit


4th
Druid 4
+3
+4
+3
+2
Knowledge (nature) +1, Listen +1, Spot +1, Survival +1
Touch of Golden Ice (E)
exalted strike +1 (magic), reckless nature acf


5th
Druid 5
+3
+4
+3
+2
Knowledge (arcana) +1, Listen +1, Spot +1

sustenance, wild shape 1/day


6th
Druid 6
+4
+5
+4
+3
Diplomacy 1, Heal +1, Knowledge (nature) +1, Listen +1, Spot +1
Nymph’s Kiss (B, E), Toughness
exalted AC bonus +6, deflection +1, transfer spirit, wild shape 2/day


7th
Druid 7
+5
+5
+4
+3
Diplomacy +1, Heal +1, Knowledge (nature) +1, Listen +1, Spot +1

resistance, wild shape 3/day


8th
Druid 8
+6
+6
+4
+4
Diplomacy +1, Heal +1, Knowledge (nature) +1, Listen +1, Spot +1
Intuitive Attack (B, E)
mind shielding, natural armor +1, wild shape (large)


9th
Osteomancer 1
+6
+8
+4
+6
Disguise 2, Heal +1
Longtooth Elite (S)
boneless, exalted AC bonus +7, immunity to disease


10th
Osteomancer 2
+7
+9
+4
+7
Disguise +2, Heal +1
Exalted Wild Shape (B, E)
exalted strike +2 (good), DR 5/magic, skeletal shift


11th
Osteomancer 3
+8
+9
+5
+7
Disguise +2, Heal +1

bone spurs, unnerve


12th
Osteomancer 4
+9
+10
+5
+8
Disguise +1, Heal +1, Knowledge (nature) +1
Natural Spell, Sanctify Natural Attack (B, E)
deflection +2, enlarge/reduce, exalted AC bonus +8, greater sustenance, iron bones


13th
Osteomancer 5
+9
+10
+5
+8
Disguise +1, Heal +1, Knowledge (nature) +1

resistance +2, resistance (fire) 5, seize the core, silver bones


14th
Osteomancer 6
+10
+11
+6
+9
Disguise +1, Heal +1, Knowledge (nature) +1
Exalted Spell Resistance (B, E)
aligned bones, exalted strike +3, freedom of movement


15th
Osteomancer 7
+10
+11
+6
+9
Disguise +1, Heal +1, Knowledge (nature) +1
Improved Natural Attack (bite) (S)
adamantine bones, exalted AC bonus +9, DR 5/evil


16th
Osteomancer 8
+11
+12
+6
+10
Disguise +1, Heal +1, Knowledge (nature) +1
Favored of the Companions (B, E)
natural armor +2, sap life


17th
Osteomancer 9
+11
+12
+7
+10
Disguise +1, Heal +1, Knowledge (nature) +1

exalted strike +4, resistance +3, regeneration, wield the core


18th
Osteomancer 10
+12
+13
+7
+11
Disguise +1, Heal +1, Knowledge (nature) +1
Gift of Faith (B, E), Shifter Multiattack (S)
exalted AC bonus +10, deflection +3, osteophage, true seeing


19th
Druid 9
+12
+13
+8
+11
Diplomacy +1, Handle Animal 1, Heal +1, Knowledge (nature) +1, Listen +1, Spot +1

DR 10/evil, prepare spell (3rd or lower)venom immunity


20th
Druid 10
+13
+14
+8
+12
Diplomacy +1, Handle Animal +1, Heal +1, Knowledge (nature) +1, Listen +1, Spot +1
Animal Friend (B, E)
exalted strike +5, resistance (fire) 15, wild shape 4/day




* Table includes reckless nature alternate class feature
** B=Bonus, E=Exalted, S=Shifter
*** Italics indicate Vow of Poverty features; Underline indicates beast spirit alternate class feature


Base Skill Ranks at Level 20: Diplomacy 6, Disguise 13, Handle Animal 2, Heal 19, Knowledge (arcana) 4, Knowledge (nature) 18, Listen 10, Spot 10, Survival 4


Spells per day



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


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


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


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


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


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


6th
5
3
3
2
-
-
-
-
-
-


7th
6
4
3
2
1
-
-
-
-
-


8th
6
4
3
3
2
-
-
-
-
-


9th
6
4
3
3
2
-
-
-
-
-


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


11th
6
4
4
3
2
1
-
-
-
-


12th
6
4
4
3
3
2
-
-
-



13th
6
4
4
3
3
2
-
-
-



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


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


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


17th
6
5
4
4
3
3
2
-
-
-


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


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


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


A note on spells: As the PHB and SRD both state, the Druid may prepare and cast any spell on the Druid spell list provided that he can cast spells of that level. A requirement for the SI is the ability to cast at least three transmutation spells, one of which must be 1st level or higher. Naming spells that the Golden Smilodon can cast will be subject to taste and as a Tier 1 caster these can change daily. The Golden Smilodon enters the SI at Level 9 which means he can cast up to 4th level Druid spells. According to dndtools (http://dndtools.eu/spells/?name=&range=&spell_resistance=&area=&duration=&saving_throw=&casting_time=&school__slug=transmutation&sub_school__slug=&descriptors__slug=&verbal_component=1&somatic_component=1&material_component=1&arcane_focus_component=1&divine_focus_component=1&xp_component=1&rulebook__slug=&description=&class_levels__slug=druid&spellclasslevel__level=0&spellclasslevel__level=1&spellclasslevel__level=2&spellclasslevel__level=3&spellclasslevel__level=4&domain_levels__slug=&_filter=Filter), there are 244 (non repeated) Transmutation spells on the Druid spell list for spell levels 0-4. I believe that this number alone qualifies the Golden Smilodon for the SI.


The Ascension of the Golden Smilodon



Humble Beginnings (Levels 1-5)



The longtooth shifter who would become the Golden Smilodon was born to a clan of shifters living in the forested area near the capital of the Empire. He was always happiest while learning skills of the Druidic ancestors. He had hoped to one day join his elders in the Circle of Leadership. But he knew that he had to be worthy of being called to the Circle. So he made a Sacred Vow to give up all wealth and only survive as the Land provides, much like his smilodon ancestors once did.



A Sad Homecoming (Levels 6-10)



His oneness with the land attracted the attention of all of the animals and the nature spirits (fey) of the forest. With their help he learns to overcome the limitations that wealth puts on most humanoids. Both the animals and the fey live at peace and in balance with the land and so to can the Golden Smilodon. Having learned how to assume the shape of the ancestors, he hoped to be called to the Circle of Leadership at last but it was not to be. While he was away learning his clan was annihilated by the Empire. Upon learning this terrible fate of their friend, the nature spirits began to teach him the ways of manipulating his skeletal structure to help in his new quest to find out what happened to his people. It was at this time he took the name Golden Smilodon.



Resetting the Balance (Levels 11-15)



Knowing how to make this terrible wrong right, the Golden Smilodon infiltrates the Empire itself posing as various animals to gather information and learn what he could. After learning of which General launched the attack, the Golden Smilodon assumed the identity of the General’s horse through skeletal shift and was able to learn of his future plans to launch attacks on other helpless peoples. The Golden Smilodon vowed to protect these people in a way to atone for not being able to protect his own people.



Righting the Wrongs (Levels 16-20)



The Golden Smilodon settled himself among the people that we the Empire’s next victims. He prepared for the time the army would strike. With mastering the powers over skeletal structures, he was able to sow dissent through the enemy camp. Infiltrating the camp again the Golden Smilodon made enemy unit commanders attack their own soldiers by taking over their own skeletons. He was able to fly high above the camp to make this happen too, far away from those who might be able to stop him before his work was done. When the skirmish amongst themselves was completed, the Golden Smilodon shifted again to his namesake form and was able to dissolve the General’s skeleton away. Upon seeing this the army began to rout but the Golden Smilodon made examples of some of the other commanders by keeping them in place frozen in time unable to move their skeletons.


When it was over, the most important and powerful guardinal Talisid appeared in the sky as a vision to the Golden Smilodon and said unto him, “For your deeds and accomplishments, we favor you. Continue the fight against evil whenever it rears its ugly head.”





Source List



Book of Exalted Deeds: all of the exalted feats
Dragon Compendium: Osteomancer prestige class
Eberron Campaign Setting: shifter race
Races of Eberron: shifter druid alternate class features, shifter feats

Venger
2015-06-29, 05:38 PM
A Deal with the Red WizardsDevil


Esh Pennin Arsh, LN Blooded One (UnE 61) Skarn (MoI 15) Totemist (MoI 29) 7/Scaled Horror (SS 83) 3/Osteomancer (DMC 83) 10

The consistent raids on Skarn lands in the Taer region by the Volodni have started to force the Skarn to question their belief in their near-perfection of form. Desperate times call for desperate measures, and the Skarn struck a bargain with the Red Wizards. The Skarn agreed to a selective breeding program, designed to create an elite force of ambush predators that the Thayan casters called ‘Blooded Ones,’ able to wait within the swamps and marshlands and spring out on the unsuspecting raiders to inflict terrible punishment. For some of those created by this process, though, something went horribly wrong. Their very skeletal structure seemed to rebel against the taint of the Red Wizard’s magic, causing what the Skarn saw as deformities, useful as they may be.




Esh Pennin Arsh was one of these unlucky ones. . . .

Base Stats: STR 12 DEX 12 CON 10 INT 16 WIS 14 CHA 14
Skarn adjusted Stats: STR 14 DEX 10 CON 10 INT 16 WIS 14 CHA 14
Skarn + Template adjusted Stats: STR 16 DEX 10 CON 14 INT 14 WIS 14 CHA 14
Boost STR with levels.

The character, as presented, assumes the SRD option to buy off LA (link (http://www.d20srd.org/srd/variant/races/reducingLevelAdjustments.htm)) is in play, and takes advantage of it at levels 6 and 10. If buying off LA is not viable, the last two levels of Osteomancer must be skipped.



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


1st
Totemist 1
+0
+2
+2
+0
Heal 2.0 Hide 2.0, Knowledge (Arcana) 4, Knowledge (Nature) 4, Move Silently 2.0 Swim 4
Azure Toughness (MoI 35), Combat Reflexes
Illiteracy, Wild Empathy, 1 Essentia (2 total), 2 Soulmelds: Girallon Arms (MoI 68), Worg Pelt (MoI 93)


2nd
Totemist 2
+1
+3
+3
+0
Heal 2.5, Hide 2.5, Knowledge (Arcana) 5, Knowledge (Nature) 5, Move Silently 2.5, Swim 5
-
Totem Chakra Bind (Girallon Arms) +1 capacity, +1 Essentia (3 total), +1 Soulmeld: Pegasus Cloak (MoI 81) (3 total Soulmelds)


3rd
Totemist 3
+2
+3
+3
+1
Heal 3.0, Hide 3.0, Jump 0.5, Knowledge (Arcana) 6, Knowledge (Nature) 6, Move Silently 3.0
Cobalt Charge (MoI 35)
Totem's Protection, 4 total Essentia


4th
Totemist 4
+3
+4
+4
+1
Heal 3.5, Hide 3.5, Jump 1.0, Knowledge (Arcana) 7, Knowledge (Nature) 7, Move Silently 3.5
-
+1 Soulmeld: Wormtail Belt (MoI 94), +1 Essentia (5 total) (4 total Soulmelds)


5th
Totemist 5
+3
+4
+4
+1
Heal 4.0, Hide 4.0, Jump 1.5, Knowledge (Arcana) 8, Knowledge (Nature) 8, Move Silently 4.0
-
Chakra Bind: Worg Pelt (Feet)


6th
Totemist 6
+4
+5
+5
+2
Heal 4.5, Hide 4.5, Jump 2.0, Knowledge (Arcana) 9, Knowledge (Nature) 9, Move Silently 4.5
Battle Jump (UnE 42)
Totem Chakra Bind (+1 Meldshaper Level), + 1 Essentia (6 total), +1 Chakra Bind (2 total)


7th
Totemist 7
+5
+5
+5
+2
Heal 5.0, Hide 5.0, Knowledge (Arcana) 10, Knowledge (Nature) 10, Move Silently 5.0, Swim 6
-
+1 Soulmeld (Shedu Crown), +1 Essentia (7 total) (5 total Soulmelds)


8th
Scaled Horror 1
+5
+7
+5
+2
Heal 5.5, Hide 6, Jump 4, Move Silently 6, Swim 7
-
Improved Grab, Keen Scent, Ranger Spells


9th
Scaled Horror 2
+6
+8
+5
+2
Heal 6.0, Hide 7, Jump 6, Move Silently 7, Swim 8
Multigrab (SS 37)
Freedom of Movement


10th
Scaled Horror 3
+7
+8
+6
+3
Concentration 2, Hide 8, Jump 8, Move Silently 8
-
-


11th
Osteomancer 1
+7
+10
+6
+5
Concentration 4, Knowledge (Arcana) 11, Knowledge (Nature) 11
-
Boneless, immunity to disease


12th
Osteomancer 2
+8
+11
+6
+6
Concentration 6, Knowledge (Arcana) 12, Knowledge (Nature) 12
Improved Natural Attack
Skeletal shift, +1 level of existing class


13th
Osteomancer 3
+9
+11
+7
+6
Concentration 8, Knowledge (Arcana) 13, Knowledge (Nature) 13
-
Bone Spurs, Unnerve


14th
Osteomancer 4
+10
+12
+7
+7
Concentration 10, Knowledge (Arcana) 14, Knowledge (Nature) 14
-
Enlarge/Reduce, Iron Bones, +1 level of existing class


15th
Osteomancer 5
+10
+12
+7
+7
Concentration 12, Knowledge (Arcana) 15, Knowledge (Nature) 15
Multiattack
Seize the Core, Silver Bones


16th
Osteomancer 6
+11
+13
+8
+8
Concentration 14, Knowledge (Arcana) 16, Knowledge (Nature) 16
-
Aligned Bones, +1 level of existing class


17th
Osteomancer 7
+12
+13
+8
+8
Concentration 16, Knowledge (Arcana) 17, Knowledge (Nature) 17
-
Adamantine Bones


18th
Osteomancer 8
+13
+14
+8
+9
Concentration 18, Knowledge (Arcana) 18, Knowledge (Nature) 18
Improved Multiattack
Sap Life, +1 level of existing class


19th
Osteomancer 9
+13
+14
+9
+9
Concentration 20, Knowledge (Arcana) 19, Knowledge (Nature) 19
-
Wield the Core


20th
Osteomancer 10
+14
+15
+9
+10
Concentration 22, Knowledge (Arcana) 20, Knowledge (Nature) 20
-
Osteophage






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
-
1
-
-
-
-
-
-
-
-


10th
-
1

-
-
-
-
-
-
-


11th
-
1

-
-
-
-
-
-
-


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


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


14th
-
1
1

-
-
-
-
-
-


15th
-
1
1

-
-
-
-
-
-


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


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


18th
-
2
1
1

-
-
-
-
-


19th
-
2
1
1

-
-
-
-
-


20th
-
2
1
1
1
-
-
-
-
-










Spell List by Level and Order Chosen
1st Level Spells: Magic Fang, Longstrider, Resist Energy
2nd Level Spells: Spike Growth, Owl’s Wisdom
3rd Level Spells: Greater Magic Fang, Remove Disease
4th Level Spells: Freedom of Movement, Summon Nature’s Ally IV




Relisting of Totemist Soulmelds Selected by Level
1st: Girallon Arms, Worg Pelt
2nd: Pegasus Cloak, Bind Girallon Arms to Totem Chakra*
4th: Wormtail Belt
5th: Bind Worg Pelt to Feet Chakra OR Girallon Arms to Totem Chakra
6th: Bind Worg Pelt to Feet Chakra AND Girallon Arms to Totem Chakra
7th: Shedu Crown




*Bindings listed are standard but can change as needed.

SRD: System Resource Document
UnE: Unapproachable East
MoI: Magic of Incarnum
SS: Savage Species
DMC: Dragon Magazine Compendium



The bonuses provided by the Blooded One template make Pennin stronger and sturdier than he would otherwise be, with Combat Reflexes providing him the ability to act in a Surprise round, even if his DEX doesn’t give maximum benefit to this bonus Feat. Azure Toughness further increases his survivability and the usefulness of his Soulmelds (and scales better than Toughness), while simultaneously fulfilling a prerequisite for Osteomancer down the line. With Girallon Arms and Worg Pelt in conjunction with his native abilities as a Skarn, Pennin becomes an able scout and grappler - a role emphasized by his Skill choices, that allow him an understanding of what he sees, in addition to the ability to get to a good position.

Binding the Girallon Arms to his Totem Chakra at 2nd Level turns Pennin into a virtual shredder in melee, while the acquisition of the Pegasus Cloak Soulmeld improves his jumping ability and removes any danger from falling. Cobalt Charge further improves the damage his initial assault does at 3rd Level, while further boosting his total Essentia. Totem’s Protection is campaign-specific by its very nature, but a free +4 against a category of enemies is hardly a bad freebie. At 4th Level, the Wormtail Belt enhances his native Natural Armor bonus to aid his defenses, while his diversified Skill list continues to improve his abilities as a scout and ambush predator. Pennin technically gains the ability to bind the Worg Pelt to his Feet Chakra at 5th level, but is unlikely to use this option regularly, as the benefit of the Girallon Arms is generally superior for his role. That said, the additional option makes him a more diversified threat.

Now Pennin no longer has to choose which Chakra he wishes to use, as 6th Level lets him bind his Girallon Arms to his Totem Chakra at the same time he’s binding his Worg Pelt to his Feet Chakra to boost his speed. He also takes advantage of his region of origin to take the Battle Jump Feat, which dovetails nicely with his general combat strategy and Skill set; note that nothing in the writeup of Battle Jump precludes it working with Feather Fall. The extra point of Essentia at this level once again ensures that his Essentia is keeping pace at this point with his Character Level. At 7th Level, Pennin’s selection of the Shedu Crown Soulmeld helps reduce the risks of his relatively low Will save, while opening up the option of a Trample attack, should he wish to arrange his Chakra that way. He also gains the necessary 5 or more ranks in the various Skills required to head into Scaled Horror, which he does at 8th Level - his earliest chance. Entering Scaled Horror gives Pennin access to Improved Grab, Keen Scent (in water), and - most importantly - the Ranger Spell list. While it varies a bit by playstyle, 8th Level is around the point where Characters without access to Spells start to noticeably lag behind those who have access, so the timing here is good for keeping Pennin relevant. His first choices are Magic Fang and Longstrider, two Transmutation Spells that emphasize his general role. At 9th Level, when he snags Longstrider, he also picks up Multigrab to improve his grappling, and a very handy underwater Freedom of Movement ability. With the Transmutation Spell Spike Growth as his Spell selection at 10th Level, Pennin develops the ability to control the battlefield as a whole, rather than limiting himself to those opponents in melee range. That third Transmutation Spell was also the last condition - along with his continued investment in the appropriate Skills - to qualify for Osteomancer next level, in time to allow him to finish the Class.

Upon entering Osteomancer at 11th Level, Pennin gains a boost to his flagging Will Save, as well as immunity to disease which is no doubt useful when hiding out in fetid swamp waters. He also gets the stylish Boneless ability, enabling him to be a more mobile scout by reducing the number of places forbidden to him; he can even function in the Rogue’s stead by bypassing a locked door and opening it from the other side. Because magic is starting to far outstrip the mundane as a scouting tool, Pennin is content to focus his Skills on Concentration and Knowledge from here on out. 12th Level gets him Skeletal Shift, providing him an opportunity to disguise himself, as well as another spellcasting Level to snag Owl’s Wisdom. With his Feat, he takes Improved Natural Attack to up the damage with his Girallon Arms Soulmeld. Pennin’s combat style changes at 13th Level, as his Bone Spurs can be used in a grapple once he’s established a pin with his Girallon Arms and supporting Feats. Further, his new Unnerve ability creates a DC 15 (before magic) Will Save to most attack rolls, especially melee attacks, made against Pennin. 14th Level gets him an Enlarge Person/Reduce Person ability to aid in combat or scouting, as needed, as well as a 3rd level Spell, Greater Magic Fang. It also gives him Iron Bones, an additional weapon in overcoming DR. Silver Bones, gained at 15th Level, provides yet another method of overcoming DR, though the real prize here is Seize the Core. This ability is functionally a Save-or-Die with a base DC of 15, again easily augmented. Finally, he gets Multiattack at this level, reducing the attack penalty with the Girallon Arms’ secondary attacks and thereby increasing his odds of establishing a pin.

With the Aligned Bones ability Pennin gains at 16th Level, his Bone Spurs are now functioning as Lawful, Silver, Cold Iron Weapons for the purposes of overcoming DR, while his Girralon Arms’ claws are regularly under the benefit of Greater Magic Fang. He also picks up another spell, Remove Disease, to emphasize his ability to be a team player. 17th Level adds Adamantine to the list of what his Bone Spurs qualify as, making them virtually un-sunderable and increasingly more likely to overcome DR. With the Sap Life ability to inflict STR damage to an opponent, and the addition of the Freedom of Movement spell to his repertoire (not redundant due to the limitations on the Scaled Horror’s version of it), coupled with the Improved Multiattack Feat gained here, 18th Level is the sweet spot for Pennin’s build. Wield the Core, gained at 19th Level, gives Pennin a free puppet on a string, enabling him to act as more than just a melee combatant by having someone else fight in his stead. At 20th Level, Osteophage moves Pennin from just having a virtual Save-or-Die (Seize the Core), to having an actual Save-or-Die that still deals significant damage on a successful save. With Summon Nature’s Ally IV, Pennin also gains some ability to fill in as a healer in a pinch, as the Unicorn option comes with CLW, CMW, and Neutralize Poison readily available.



Esh Pennin Arsh relies primarily on STR and CHA throughout his career, so anything that can boost those Ability Scores is highly prized. His typical attack style does not consider ranged attacks at all, so he should consider a bow as a backup option. With no ranged attacks to speak of and a built-in good Natural Armor rating, Pennin would take Shaky and Vulnerable if given the option of Flaws, in order to pick up Healing Soul and Cerulean Will from Magic of Incarnum.

Venger
2015-06-29, 05:42 PM
Arabian Niiiiiiiiights and Arabian Daaaaaaaaaays


The Fluff



Prolouge



Journal Entry One


My name is Batal Salman and this is my journal. My father suggested I keep this, mostly so mother would have something of me if I died in the army. A morbid thought, no? Ah well, he is the one who has been an officer so I will trust him. I feel unsuited toward this sort of life, but as a second son I must be willing to either go into the army or I must live off the charity of my brother.


Admittedly, I had thought the second option preferable, but my brother told me I would have to live without any of my parties. How cruel!


Ah, at least I can be an officer! With my magic and nobility I should do well here. Father always moans on how the newest generation of officers are treated so very softly no? I certainly hope there is truth to his complaints!


Still, I seem to have a talent for the djinn magic so even should I see some minor skirmish, I should be quite safe. Ah, time to put down the pen for training begins tomorrow!


Level 1-5



Journal Entry Four-Hundred Twelve


Oh, my reader (whoever you may be), sometimes I feel as though I have been far from home for an eternity! I have reread the first pages of this journal and feel that I barely know the person who wrote those foolish words!


Far from the life of ease and parading I had been expecting, my father managed to use his influence to get me assigned to one of the garrisons guarding the spice road. As I have flipped through the pages of this journal, I realized that our unit, small and new to the garrison though it might be, has had some form of combat at least once every two weeks since I got here!


Madness I say! This fort has some of the strongest fighters in the nation, but the riches and exotic goods that the caravans carry make this place a target for many different things. I have even heard tell of a dragon threatening our caravans!


Not that we are defenseless! No, we have some of the most powerful warriors around, including some from other species. I should know, given my dalliance with a Fey! Ah, interspecies cooperation can be a wonderful thing!


Still, I find myself concerned by the rumors of adventurism from the south. The League has seemed restless lately and our pass is one of the few routes into the country. I fear that, should something happen, our fort would be the first and most obvious line of defense.


I have begun studying a new form of magic, combining the holy and arcane of the djinn to crate a far more powerful form of magic.


I can only hope that such will be unnecessary.


Level 6-10



Journal Entry Seven-Hundred Twenty-Six


Writing hurts…


Unit was ambushed. We are all alive, but were injured far more than necessary by those Leaguers.


My fault. Just too weak physically to do anything. Will have to find something to counter that.


I hate this war, but it will only get worse.


Unfortunately.


Level 11-15



Journal Entry Eight-Hundred Fifty-Two


My powers as a bone-twister have grown by leaps and bounds during this siege. I may be lagging some because of my need to modify myself but this siege is definitely teaching me much about my abilities.


It is teaching all of us. That or killing us. We have barely half the men we had when we started the siege. We keep hoping for reinforcements, but none have come so far.


And the Leaguers are getting more and more vicious. Monsters of all shapes and sizes back up their forces now. Their soldiers are now the very best they can find. Still our fortress holds. Even if they break through they will remember this battle with terror.


Perhaps they will remember me as well. After all, they now call me Baigujing, or “The White Bone Demon”. I find that pleasing, that they have something to remember me by.


Still, we pray for the promised relief. Come quickly.


Level 16-20



Journal Entry Final


We… we won. After all of this, all of the death and pain, we finally won. The League forces are pulling out now, retreating back to their own lands.


Now if only more of ours had survived. I can count how many of us there are left on two hands and still have fingers left over.


Still, even that would not be enough to dampen my celebration except for the bit of news we got. The enemy commander had one final secret to tell us before we killed him: our army has been camped in the pass behind us for the last two weeks. It seems that it was decided that dead heroes and a defeated enemy would be more advantageous than simply helping us when we needed it.


After all, heroes would have a lot of political power. It seemed that someone decided to simply… allow the problem to take care of itself. Now it seems that we shall have to have a talk with our own forces. That left us here to die.


Yes, it seems that some of the lords have forgotten duty and honor, especially their leader, Lord Salman. My father.
The Stats





These are starting stats only. I would boost Charisma every time I could and use any mental stat books
I found. I just didn't want to risk getting a hit because of that.
Str 12, Dex 8, Con 14, Int 14, Wis 8, Cha 18


The Table
Batal Salman


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


1st
Sha’ir
+0
+0
+0
+2
Diplomacy +4 Spellcraft +4 Concentration +4 Knowledge (Arcana) +4 Knowledge (Religion) +4
Able Learner, Apprentice(Sha’ir)
Simple Weapons Proficiency, Spells, Summon Gen Familiar


2nd
Sha’ir
+1
+0
+0
+3
Diplomacy +1 Spellcraft +1 Concentration +1 Knowledge (Arcana) +1 Knowledge (Religion) +1
Nothing
Nothing


3rd
Sha’ir
+1
+1
+1
+3
Diplomacy +1 Spellcraft +1 Concentration +1 Knowledge (Arcana) +1 Knowledge (Religion) +1
Nymphs Kiss
Recognize Genie Works


4th
Sha’ir
+2
+1
+1
+4
Diplomacy +1 Spellcraft +1 Concentration +1 Heal +2
Nothing
Nothing


5th
Sha’ir
+2
+1
+1
+4
Diplomacy +1 Spellcraft +1 Concentration +1 Heal +2
Nothing
Elemental Protection


6th
Mystic Theurge
+2
+1
+1
+6
Diplomacy +1 Spellcraft +1 Concentration +1 Knowledge(Nature) +2
Toughness
Nothing


7th
Mystic Theurge
+3
+1
+1
+7
Diplomacy +1 Spellcraft +1 Concentration +1 Knowledge(Nature) +2
Nothing
Nothing


8th
Mystic Theurge
+3
+2
+2
+7
Diplomacy +1 Spellcraft +1 Concentration +1 Intimidate +2
Nothing
Nothing


9th
Mystic Theurge
+4
+2
+2
+8
Diplomacy +1 Spellcraft +1 Concentration +1 Intimidate +2
Craft Wondrous Item
Nothing


10th
Mystic Theurge
+4
+2
+2
+8
Diplomacy +1 Spellcraft +1 Concentration +1 Intimidate +2
Nothing
Nothing


11th
Osteomancer
+4
+4
+2
+10
Diplomacy +1 Spellcraft +1 Concentration +1 Intimidate +2
Nothing
Boneless, Immunity to Disease


12th
Osteomancer
+5
+5
+2
+11
Diplomacy +1 Spellcraft +1 Concentration +1 Intimidate +2
Improved Initiative
Skeletal Shift


13th
Osteomancer
+6/1
+5
+3
+11
Diplomacy +1 Spellcraft +1 Concentration +1 Intimidate +2
Nothing
Bone Spurs, Unnerve


14th
Osteomancer
+7/2
+6
+3
+12
Diplomacy +1 Spellcraft +1 Concentration +1 Intimidate +2
Nothing
Enlarge/Reduce, Iron Bones


15th
Osteomancer
+7/2
+6
+3
+12
Diplomacy +1 Spellcraft +1 Concentration +1 Intimidate +2
Eschew Materials
Sieze the Core, Silver Bones


16th
Osteomancer
+8/3
+7
+4
+13
Diplomacy +1 Spellcraft +1 Concentration +1 Intimidate +2
Nothing
Aligned Bones


17th
Osteomancer
+9/4
+7
+4
+13
Diplomacy +1 Spellcraft +1 Concentration +1 Intimidate +2
Nothing
Adamantine Bones


18th
Osteomancer
+10/5
+8
+4
+14
Diplomacy +1 Spellcraft +1 Concentration +1 Intimidate +1 Use Magical Device +1
Storm Bolt
Sap Life


19th
Osteomancer
+10/5
+9
+5
+14
Diplomacy +1 Spellcraft +1 Concentration +1 Intimidate +1 Use Magical Device +1
Nothing
Wield the Core


20th
Osteomancer
+11/6/1
+9
+5
+15
Diplomacy +1 Spellcraft +1 Concentration +1 Intimidate +1 Use Magical Device +1
Nothing
Osteophage




Spells per day/Spells Known


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


1st
4
2
-
-
-
-
-
-
-
-


2nd
5
3
-
-
-
-
-
-
-
-


3rd
5
3
1
-
-
-
-
-
-
-


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


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


6th
5
5
4
3
1
-
-
-
-
-


7th
5
5
5
4
3
1
-
-
-
-


8th
5
5
5
5
4
3
1
-
-
-


9th
5
5
5
5
5
4
3
1
-
-


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


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


12th
5
5
5
5
5
5
4
4
3
-


13th
5
5
5
5
5
5
4
4
3
-


14th
5
5
5
5
5
5
5
4
3
1


15th
5
5
5
5
5
5
5
4
3
1


16th
5
5
5
5
5
5
5
4
4
3


17th
5
5
5
5
5
5
5
4
4
3


18th
5
5
5
5
5
5
5
5
4
4


19th
5
5
5
5
5
5
5
5
4
4


20th
5
5
5
5
5
5
5
5
5
5



The Levels






Level 5


Alright, at this level you are simply a caster. However, with a little planning you can get more out of each spell than a wizard. After all, he has to choose his spells at the beginning of the day, while you choose yours as you need them. You are going to want to make your known spells your combat spells for the most part, since those are the ones you need RIGHT NOW when you need them. Your utility spells you can wait for. I’m not sure how the apprentice benefits work for a Sha’ir, but you most likely have an extra spell known. Also, remember that getting an NPC to demonstrate spells for you is actually fairly cheap. You have a mentor. He is specifically supposed to help you. Do this!


Your skills aren’t all that useful beyond prereqs for spells or classes. You should have your mentor give you Knowledge(Religion) as a class skill though. On the other hand, you do have an excellent Charisma score. While not your primary role, your high diplomacy and Charisma make you a natural for the party face and/or leader.
Level 10





Not much has changed as far as spell selection goes, but you are now a solid five caster levels ahead of everybody else. Yeah, if you can’t exploit that, playing a caster may not be the choice for you. The only major difference is that some of the cooler scrying spells are active now, allowing you to scry on other casters for new spells.


The other major things that have changed are your feats. While your first few were all about prereqs and diplomacy, now you have the cool one. Craft Wondrous Item allows you to extend your WBL or combat power a long way.


Intimidate is pretty awesome too, especially if you combine it creatively with your Diplomacy. This could be called “forceful negotiation”. After all, it’s not aggressive until someone brings out the Merciful Longsword.
Level 15





Ahh, Now you are hitting the meat of the progression. ECL 17 and a host of awesome and CHA synergized abilities make you the ultimate in battlefield control. You will want to play your spells just like you have been, but now you can back them up with actual class abilities!


Boneless is an awesome escape utility, especially if you give yourself a Fly speed before using it. The image of a flying sack of flesh is pretty cool too.


Immunity to Disease is great, especially with your low Fort save. Seriously, any flat immunity is awesome and this one is just amazing for you, especially if you have a disease-heavy campaign.


Skeletal shift is nice, but I wouldn’t dump a lot of points into Disguise so any attempt is going to be fairly weak. Still, it uses your CHA so it is a nice little bonus.


Bone Spurs are where things begin to get fun. While your BAB leaves much to be desired, you are a battlefield controller. Hopefully, by the time you engage an enemy they are more or less helpless. Of course, your Unnerve ability will help with that, turning you into an auto-debuffer in combat. Still, you are a touch vulnerable, so I would suggest either having a decent summoning spell handy or investing in making summoning items with Craft Wondrous Item.


Of course, this is in turn aided by the fact your bones are now considered cold iron for getting past damage reduction and more importantly, your free uses of enlarge or reduce person. Fun Times!


The true fun is with your last two abilities. Silver gets you past almost all of the common damage reducers, but the great part is Sieze the Core. Since it is an endless(unlisted) paralysis, anything you hit with it is finished for the fight. Just leave the ones you catch alone and finish them off after the fight is over. Kind of hilarious that you can get anything with a skeleton with this ability, even things that would normally be immune to paralysis.


At Fifteenth Level your Osteomancer is a machine of debuffing, battlefield control, and just outright killing.
Level 20





Oh, be still my beating heart! Level twenty is where you shine for both power and fun. Your Bone weapons now count as Aligned (good for my build), Silver, Cold Iron, and Adamantine! You can now punch through walls! As a caster! Sap Life gives you a way of using touch attacks to drain strength and Osteophage is a great method of hurting or killing something after you have run out of spells. Add in Wield the Core for more fun! Oh, and that is on top of your ECL 20! Stormbolt just gives you a backup just in case and can be swapped for whatever feat you prefer. Really, this is an awesomely fun character to play!

Venger
2015-06-29, 05:47 PM
Burgandy flashlight pentapox




Hastae Human Duskblade 3/Wilder 7/Osteomancer 10


Hastae's mind was warped, the Chaos from the untold pasts that never were destroying her mind and body, manifesting in ways which were uncontrolled, horrific spines breaking through her skin. With but a thought she could propel them out from her body at extreme velocity, unneringly seeking out her targets. No cell could hold her; she was able to force her body to move with a speed enforced by her mind.




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


1st
Duskblade 1
+1
+2
+0
+2
Disguise 4, Heal (2 cc), K. Arcana (2), K. Nature (2)
City Slicker, Toughness
Arcane Attunement, Armoured Mage (Light)


2nd
Duskblade 2
+2
+3
+0
+3
Disguise 4, Heal (2.5 cc), K. Arcana (3), K. Nature (3)
Combat Casting (Bonus)



3rd
Duskblade 3
+3
+3
+1
+3
Disguise 4, Heal (3 cc), K. Arcana (4), K. Nature (4)
Improved Unarmed Strike
Arcane Channeling


4th
Wilder 1
+3
+3
+1
+5
Disguise 5, Heal (3.5 cc), Intimidate (2), K. Arcana (4), K. Nature (4)

Wild Surge, Psychic Enervation, Magic Mantle


5th
Wilder 2
+4
+3
+1
+6
Disguise 5, Heal (4 cc), Intimidate (4), K. Arcana (5 cc), K. Nature (4)




6th
Osteomancer 1
+4
+5
+1
+8
Disguise 6, Heal (4), Intimidate (5), K. Arcana (6), K. Nature (4)
Psionic Fist
Boneless, Immunity to Disease


7th
Osteomancer 2
+5
+6
+1
+9
Disguise 7, Heal (4), Intimidate (6), K. Arcana (7), K. Nature (4)

Skeletal Shift


8th
Osteomancer 3
+6/+1
+6
+2
+9
Disguise 8, Heal (4), Intimidate (7), K. Arcana (8), K. Nature (4)

Bone Spurs, Unnerve


9th
Osteomancer 4
+7/+2
+7
+2
+10
Disguise 9, Heal (4), Intimidate (8), K. Arcana (9), K. Nature (4)
Weapon Focus (Unarmed Strike)
Enlarge/Reduce, Iron Bones


10th
Osteomancer 5
+7/+2
+7
+2
+10
Disguise 10, Heal (4), Intimidate (9), K. Arcana (10), K. Nature (4)

Seize the Core, Silver Bones


11th
Osteomancer 6
+8/+3
+8
+3
+11
Disguise 11, Heal (4), Intimidate (10), K. Arcana (11), K. Nature (4)

Aligned Bones


12th
Osteomancer 7
+9/+4
+8
+3
+11
Disguise 12, Heal (4), Intimidate (11), K. Arcana (12), K. Nature (4)
Stunning Fist
Adamantine Bones


13th
Osteomancer 8
+10/+5
+9
+3
+12
Disguise 13, Heal (4), Intimidate (12), K. Arcana (13), K. Nature (4)

Sap Life


14th
Osteomancer 9
+10/+5
+9
+4
+12
Disguise 14, Heal (4), Intimidate (13), K. Arcana (14), K. Nature (4)

Wield the Core


15th
Osteomancer 10
+11/+6/+1
+10
+4
+13
Disguise 15, Heal (4), Intimidate (14), K. Arcana (15), K. Nature (4)
Ring the Golden Bell
Osteophage


16th
Wilder 3
+12/+7/+2
+11
+5
+13
Disguise 18, Heal (4), Intimidate (15), K. Arcana (15.5 cc), K. Nature (4)

Wild Surge +2


17th
Wilder 4
+13/+8/+3
+11
+5
+14
Disguise 20, Heal (4), Intimidate (17), K. Arcana (16 cc), K. Nature (4)

Surging Euphoria +1


18th
Wilder 5
+13/+8/+3
+11
+5
+14
Disguise 21, Heal (4), Intimidate (19), K. Arcana (16.5 cc), K. Nature (4)
Unavoidable Strike, Expanded Knowledge (Bonus)



19th
Wilder 6
+14/+9/+4
+12
+6
+15
Disguise 22, Heal (4), Intimidate (21), K. Arcana (17 cc), K. Nature (4)




20th
Wilder 7
+15/+10/+5
+12
+6
+15
Disguise 23, Heal (4), Intimidate (23), K. Arcana (17 ), K. Nature (4), Use Psionic Device 1

Wild Surge +3




Spells per day/Powers Known


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


1st
3/-
2
-
-
-
-
-
-
-
-
Touch of Fatigue, Disrupt Undead, Swift Expeditious Retreat, Magic Weapon/-


2nd
4/-
3
-
-
-
-
-
-
-
-
Jump/-


3rd
5/-
4
-
-
-
-
-
-
-
-
Blade of Blood/-


4th
5/-
4/1
-
-
-
-
-
-
-
-
-/Metaphysical Weapon


5th
5/-
4/2
-
-
-
-
-
-
-
-
-/Synchronicity


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


7th
5/-
4/2
-
-
-
-
-
-
-
-
-


8th
5/-
4/2
-/1
-
-
-
-
-
-
-9th
5/-
4/2
-/1
-
-
-
-
-
-
-
-/Bestow Power10th
5/-
4/2
-/1
-
-
-
-
-
-
-11th
5/-
4/2
-/1
-
-
-
-
-
-
-12th
5/-
4/2
-/1
-
-
-
-
-
-
-13th
5/-
4/2
-/1
-/1
-
-
-
-
-
-
-/Dispel Psionics14th
5/-
4/2
-/1
-/1
-
-
-
-
-
-15th
5/-
4/2
-/1
-/1
-
-
-
-
-
-
-16th
5/-
4/2
-/1
-/1
-/1
-
-
-
-
-
-/Touchsight17th
5/-
4/2
-/1
-/1
-/1
-
-
-
-
-18th
5/-
4/2
-/1
-/1
-/2
-/1
-
-
-
-
-/Schism (EK), Power Resistance19th
5/-
4/2
-/1
-/1
-/2
-/1
-
-
-
-20th
5/-
4/2
-/1
-/1
-/2
-/1
-/1
-
-
-
-/Analyze Dweomer, Psionic




Ability Scores
Str; 13
Dex; 13
Con; 12
Int; 12
Wis; 12
Cha; 16


+1 to Wisdom (before Stunning Fist), and the rest to Charisma.


Build Notes;
ECL 1-5



Starts off as a basic Duskblade. Blade of Blood and Magic Weapon applied to my Unarmed Strikes are my basic attack routine; Channeling Touch of Fatigue being my primary method of helping out in combat. When Wilder comes on, due to the (poorly worded) Magic Mantle I get to apply Wild Surge to my magic, which helps slightly offset the low Caster Level. For utility, even though I cannot fly, Jump and Swift Expeditious Retreat allow me to help out in early challenges such as cliff-hopping etc. In combat, I become helpful; provided my PP lets me last; Synchronicity comes online, meaning more actions to hit stuff a lot with. I am a primary melee member of the party at this stage; Toughness helping out at one of the more relevant levels, combining a class that can still work in heavier armour (I don't HAVE to cast spells), and one which has no ASF anyway. Add on a shield and I'm capable of swinging away in melee.
ECL 6-10



Into Osteomancer, only 1 level behind earliest entry. The slowed progression hurts my manifesting, but it's not the focus of the build (incidentally, the Magic Mantle is what is progressing the Psionics). My Disguise checks are a healthy +17 by this stage (ECL10); as I don't intend to be appearing as any one particular target, it's more to hide my identifying features (not too sure if these count as "minor details for the +5 however). My melee progresses; with access to Reach from Enlarge, and Iron Bones giving me the ability to ignore Fey damage reduction (noticeable as Fey by a Take 10 on my Knowledge Nature check), on top of Blade of Blood, Metaphysical Weapon (probably keep a Guisarme or something similar handy just in case) and Psionic Fist. Immunity to Disease comes in at a level early enough to make sense. The Alignment of the build is irrelevant; I have nothing that's particularly evil, good, or anything; smearing my weapons with the saliva of a ghoul would help cause some damage in melee; as well as being another option for causing harm to others in the game. Although I don't have anything which makes Intimidating in combat less painful, I can make use of the Psionic action economy breakage (along with Enlarge person's size difference) to help cow enemies; Unnerve doesn't "stack" outside of the numerical bonuses for Fear causing, but a hefty -4 to attacks on top of the already reasonably high defences as a Wilder base will help me tank away, and hopefully look like a big obvious threat to keep squishy casters alive. Seize the Core has a lovely little DC of 18 at ECL 10; the AoE can help tie down casters; those without Still/Silent Psionics is in serious trouble. Even when boneless, and capable of slipping through the cracks in the door or cage etc, I can manifest as these have no Verbal, Somatic, Material or Focus components; the blanket ban on attacking means that even weaponlike spells/powers cannot be used; however with Synchronicity I bypass that destraction. Bestow Power gives me a battery, which will later on give me the ability to regenerate my own PP (3pp to 'fest, +3 Augment, gains 4 pp; at ECL20, the augment is free).
ECL11-15



Aligned Bones makes me capable of attacking outsiders which are going to start becoming more prevalent from here on; adamantine bones, not many conventional cages can hold me, even solid walls would be carved through with enough time (or at least bring me to the attention of the guards who would then open the door which I could Synchronicity out). Dispel Psionics has the ability to affect Magic regardless of the DM's attitude to transparency. Against the BBEG, a Sap Life is a Fort Save effect; it's not the most dangerous, due to the low damage (5 Strength damage on average isn't going to leave a caster helpless; but it's there). However, Wield the Core (against DC24) is a nice bit of minion-mancy, hopefully turning the left over BSF/goons after Seize the Core into a lovely little beat stick; Osteophage is a nice little save or die against Casters; Fort Saves on a Wizard for example is likely going to be around +6 going by stats; which is only a 35% chance to survive the non-death effect SoD; and if that fails, well, it's still likely massively damaged its HP. And that's not even counting with items (add +5 to the DC).


The aim of the build is to lauch spikes at the target similar to... well, Spike from X-men. Ring the Golden Bell allows me to attack using my strike from range to replicate this, which provides a nice benefit in addition to the powers from the class and psionics.
ECL16-20



The key part about a Mantled Wilder is that the extremely limited selection of choices (your already low number of Powers Known) is narrowed not only further by a Half progression class, but by the limitation that a Mantled Wilder has to choose the Mantle's powers at its earliest opportunity; this means that most of the powers are from the Mantle. Obviously, the time when Powers start to get really interesting are 4th and 6th level, especially for a Wilder who doesn't get access to the Discipline powers. The theme of the class is manipulating his body structure to achieve super human feats; so Schism helps move my body in a manner that's extremely fast, so that I can both Manifest (Wild Surge offsets the lower 'Fest level) for Synchronicity usage. Analyze Dweomer is sadly a bit of a waste of a power, but it at least opens up the option of 6th level power stones; however, it's not really relevant to the main aim of the build).


The aim of the build was to launch spikes at the target; with Unavoidable Strike and the action economy breakage, I can do this as a Touch Attack with Channeled ; a Wis boosting item gives me more uses/day with it. I can channel spells through it as well, and that it's a Touch Attack can quickly make that attack hit.
Items
Due to the nature of Duskblades and Wilders, they have a very limited spell selection; Runestaves and Power Stones are pretty much must haves (but not required to make the build work). Items which enhance Charisma obviously work well with the build; as does one for Wisdom (additional uses of Ring the Golden Bell), while anything which enhances physical ability scores would be a bonus. Outside of that there isn't much needed to make the build tick. A Monks Belt would do well for increasing my unarmed damage, as would a Fanged Ring, however. A Skin of Proteus when available would work wonders to increase my size (outside of Enlarge Person), and Strengt


The Power Stones I'd be most interested in getting would be one of Psychic Reformation and Crystallize; Crystallize fits perfectly (thematically; basically turning the enemies body into a solid statue), and PsyRef provides me with the chooseable goodies of 4th level powers from Expanded Knowledge.


Adaptations
In Eberron, if Flaws are allowed, taking Mark of the Dauntless (and whatever Dragonmark prerequisite to get it; Sentinel is probably the most thematically appropriate) would get me immunity to Daze. Alternatively, other flaws would be used to allow access to Expanded Knowledge later on; for example netting Metamophosis at ECL 18.


Considering the nature of the build, it is honestly more worthwhile asking the DM for a homebrew Psionic progression; especially in higher power games. In such a case, it is worthwhile asking if K. Arcana can be swapped to K. Psionics; it would make more sense. If the Ardent's Substitute Power mantle can be used to apply to a Mantled Wilder, then I get a bit more flexibility; the obvious one being switching Metaphysical Weapon with Metaphysical Claw. None oare required for the build, however. On the optimization front, literally any spell (from the Spell to Power Erudite system) can be theoretically added onto the Magic mantle (limit of 10). With the exception of Celerity and Haste, there isn't all that much however, so short of thematic usage, it's okay.


Sources
Duskblade; PHB2
Wilder, Psionic Fist, Unavoidable Strike; XPH
Osteomancer, Ring the Golden Bell; Dragon Mag
City Slicker; Races of Destiny

Venger
2015-06-29, 05:49 PM
Make it rain


Spike
Chaotic Good Raptoran Totemist 2/Cleric 1/Totemist +4/Osteomancer 3/Stormtalon 1/Osteomancer +7/Stormtalon +2

It was the middle of the day and I could see stars. Its what happens, I've come to learn, when you drop from the side of a cliff and slam into the floor of the ravine below. My head throbbed. I could feel a bump forming on my head. My wrist sent jolts of pain through my arm every time I moved it. I looked up at my father as he came nearer.


"Can we go home now?" I pleaded, lifting my injured arm for him to see. "I think it's broken."


My father took my arm in hand with the gentle touch of a talented Healer. He gave a quick tug, a sudden twist -- there was a popping sound -- and my arm was, well, not 'good as new', but considerably better than it had been. "They're just bones, son. Easy enough to set right."


It's not something every father does, but my dad walked back up to the clifftop with me. Walking up from the ravine was considered by most to be rather, well, pedestrian. We'd talk along the way -- he'd give pointers and tips based on my latest attempt, and he'd always listen to questions I had. It was time well spent. Once we got back to the clifftop, I'd be ready to try again, bolstered by his words of confidence.


I stepped up to the edge and looked down. The bump on my head sent throbs of warning, begging me not to do this again. But my father's voice soothed away the ache and the fear. "Now remember, don't try to fly. At your age, just worry about gliding. Find the currents, catch the wind, and just glide."


I unfurled my wings and held them in the ready position as I leaned forward, my weight finally tipping me over the edge of the cliff. Immediately, I began to fall, plummeting back toward the ravine floor. I stretched my wings, trying to hold them out. I arched my back, I crooked my shoulders, and, suddenly, I felt my wings catch air. Instead of hurdling straight downward, I was zooming at an angle down-by-down-right.


And a cliff face was fast approaching.


More out of sheer panic than anything else, I jerked inelegantly to the right. A stone arch came into view and I dove (don't ask me how), dipping under just in time. I spiraled left, out of control, tumbling gracelessly through the air, managing to avoid one hazard or another, barely, sometimes scrapping an elbow or a knee against one rocky protusion or another, begging any god who might hear to end the horror of it all. I twisted and spun, spiralling through the air, zooming along at the whim of the winds, and soon, to my great horror, a rock wall came into view. The wall drew nearer and nearer, filling the whole of my vison, and I wished, fervently, that I knew how to stop. Or, at least, slow down. I flailed, wings wide, a scream of terror bursting from my lungs!


By sheer dumb luck, I missed the wall. Instead, I barrelled head-first into a crevasse in the cliff face, the jagged walls punching and bashing me as I fell through, the walls closing in tighter and tighter, until, finally, I came to a stop, wedged, painfully, into a tunnel far too small to have crawled into -- and much too tight to crawl back out of.


I was dazed, disoriented. I have no idea how long I was there. My father's voice drew me back to the moment. "Spike?!? Spike! Are you ok?"


I wasn't quite sure how to answer that. I mumbled something, I think, about having knocked out a tooth. "Just bones," he said. "We'll get you out of there and fixed up. Not to worry. Now, tell me what you can see."


Further on, the tunnel opened up into a cave and beyond that, sunlight. Another opening on the other side of the ridge. And now, I noticed, someone else was there. Outisde, on the ledge, a man lay crumbled and beaten. He was a duskling, bloodied and battered. I called back to my father that he was there, that he needed help. It would take awhile fro my dad to fly up, over the ridge, and then come back down the other side. As I waited, I kept watch on the duskling, wishing I could wriggle free enough to go check on him, help him.


As I watched, another figure came into my view, a darkened shape that moved to hover over the duskling. This...thing...bent down and, as I watched, sucked the life from the duskling, drew his soul from his lips and devoured it. I'd heard stories of Soul-suckers before, of course, creepy demons that were usually too afraid of their own shadows to venture into the light. I yelled to try to scare it away. It flinched, then turned its eyes on me. The wicked grin curling its lips disappeared and it looked up suddenly, then bolted. My father came into view moments later.


Even he could do nothing for the poor duskling on the ledge.


"Someday," my father said, "someone stand against the evil in this land. Someone will bring some peace from all the demons and devils, dragons and liches. Someday...." He stepped into the cave. "But for now, let's get you home, son."





Stat
Start
4th
7th
8th
11th
12th
15th
16th
19th
20th


Str
10
10
10
10
10
10
10
10
10
10


Con
14
14
14
14
14
14
16
16
18
18


Dex
10
10
10
10
10
10
10
10
12
12


Int
12
12
12
12
12
12
12
12
12
12


Wis
15
16
18
18
20
20
22
22
24
24


Cha
16
16
16
17
19
20
22
23
25
26






4th: +1 Wis
7th: +2 Wis
8th: +1 Cha
11th: +2 Wis; +2 Cha
12th: +1 Cha
15th: +2 Wis; +2 Cha; +2 Con
16th: +1 Cha
19th: +2 Wis; +2 Cha; +2 Con; +2 Dex
20th: +1 Cha







Spike
xth: Feat granted a x level
BEF: Bonus Exalted Feat (from Vow of Poverty)
EDFF: Exchanged Domain for Feat
BAF: Bonus Aerial Feat (from Stormtalon)


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


1st
Totemist 1
+0
+2
+2
+0
K:Arcana 4(4); K:Nature 4(4), K:ThePlanes 4(4), Listen 4(4); Spot 4(4)
1st: Sacred Vow
Wild Empathy; Illiteracy


2nd
Totemist 2
+1
+3
+3
+0
K:Arcana 1(5); K:Nature 1(5), K:ThePlanes 1(5), Listen 1(5); Spot 1(5)
--
Totem Chakra Bind (+1 capacity)


3rd
Totemist 3
+2
+3
+3
+1
K:Arcana 1(6); K:Nature 1(6), K:ThePlanes 1(6), Listen 1(6); Spot 1(6)
3rd: Vow of Poverty
Totem's Protection


4th
Totemist 4
+3
+4
+4
+1
K:Arcana 1(7); K:Nature 1(7); K:ThePlanes 1(7); Listen 1(7); Spellcraft 1(1); Spot 1(7)
BEF: Nymph's Kiss
--


5th
Cleric 1
+3
+6
+4
+3
Heal 4(4); K:Arcana (7); K:Nature (7); K:ThePlanes (7); Listen (7); Spellcraft (1); Spot (7)
EDFF: Travel Devotion
Turn Undead; Hunger Domain


6th
Totemist 5
+3
+6
+4
+3
Heal (4); K:Arcana 1(8); K:Nature 1(8); K:ThePlanes 1(8); Listen 1(8); Spellcraft (1); Spot 2(9)
6th: Azure Toughness; BEF: Touch of Golden Ice
Chakra Binds (Crown, Feet, Hands)


7th
Totemist 6
+4
+7
+5
+4
Heal (4); K:Arcana 1(9); K:Nature 2(10); K:ThePlanes 2(10); Listen (8); Spellcraft (1); Spot 1(10)
--
Totem Chakra Bind (+1 meldshaper level)


8th
Osteomancer 1
+4
+9
+5
+6
Heal (4); K:Arcana 1(10); K:Dungeoneering 1(1); K:Local 1(1); K:Nature (10); K:Religion 1(1); K:ThePlanes (10); Listen (8); Spellcraft (1); Spot (10)
BEF: Intuitive Attack
Boneless; Immunity to Disease


9th
Osteomancer 2
+5
+10
+5
+7
Heal (4); K:Arcana (10); K:Dungeoneering (1); K:Local (1); K:Nature 2(12); K:Religion 1(2); K:ThePlanes 1(11); Listen (8); Spellcraft (1); Spot (10)
9th: Diving Charge
Skeletal Shift


10th
Osteomancer 3
+6/1
+10
+6
+7
Heal (4); K:Arcana (10); K:Dungeoneering (1); K:Local (1); K:Nature 1(13); K:Religion 1(3); K:ThePlanes 2(13); Listen (8); Spellcraft (1); Spot (10)
BEF: Sanctify Natural Attack
Bone Spurs; Unnerve


11th
Stormtalon 1
+7/2
+12
+6
+7
Heal (4); K:Arcana (10); K:Dungeoneering (1); K:Local (1); K:Nature (13); K:Religion (3); K:ThePlanes (13); Listen (8); Spellcraft (1); Spot 4(14)
--
Foot Talons


12th
Osteomancer 4
+8/3
+13
+6
+8
Heal (4); K:Arcana (10); K:Dungeoneering (1); K:Local (1); K:Nature 2(15); K:Religion 1(4); K:ThePlanes 1(14); Listen (8); Spellcraft (1); Spot (14)
12th: Multiattack; BEF: Nimbus of Light
Enlarge/Reduce; Iron Bones


13th
Osteomancer 5
+8/3
+13
+6
+8
Heal (4); K:Arcana (10); K:Dungeoneering (1); K:Local (1); K:Nature 1(16); K:Religion 1(5); K:ThePlanes 2(16); Listen (8); Spellcraft (1); Spot (14)
--
Seize the Core; Silver Bones


14th
Osteomancer 6
+9/4
+14
+7
+9
Heal (4); K:Arcana (10); K:Dungeoneering (1); K:Local (1); K:Nature 1(17); K:Religion 2(7); K:ThePlanes 1(17); Listen (8); Spellcraft (1); Spot (14)
BEF: Holy Radiance
Aligned Bones


15th
Osteomancer 7
+10/5
+14
+7
+9
Heal (4); K:Arcana (10); K:Dungeoneering (1); K:Local (1); K:Nature 1(18); K:Religion (7); K:ThePlanes 1(18); Listen (8); Spellcraft (1); Spot (14); Skill Trick: Collector of Stories
15th: Knowledge Devotion
Adamantine Bones


16th
Osteomancer 8
+11/6/1
+15
+7
+10
Heal (4); K:Arcana (10); K:Dungeoneering (1); K:Local (1); K:Nature 1(19); K:Religion 2(9); K:ThePlanes 1(19); Listen (8); Spellcraft (1); Spot (14); Skill Trick: Collector of Stories
BEF: Animal Friend
Sap Life


17th
Osteomancer 9
+11/6/1
+15
+8
+10
Heal (4); K:Arcana 1(11); K:Dungeoneering (1); K:Local (1); K:Nature 1(20); K:Religion 2(11); K:ThePlanes (19); Listen (8); Spellcraft (1); Spot (14); Skill Trick: Collector of Stories
--
Wield the Core


18th
Osteomancer 10
+12/7/2
+16
+8
+11
Heal (4); K:Arcana 1(12); K:Dungeoneering (1); K:Local (1); K:Nature (20); K:Religion 2(13); K:ThePlanes 1(20); Listen (8); Spellcraft (1); Spot (14); Skill Trick: Collector of Stories
18th: Air Heritage; BEF: Vow of Abstinence
Osteophage


19th
Stormtalon 2
+13/8/3
+17
+8
+11
Heal (4); K:Arcana (12); K:Dungeoneering (1); K:Local (1); K:Nature (20); K:Religion (13); K:ThePlanes (20); Listen (8); Spellcraft (1); Spot 4(18); Skill Trick: Collector of Stories
BAF: Improved Flight
--


20th
Stormtalon 3
+14/9/4
+17
+9
+12
Heal (4); K:Arcana (12); K:Dungeoneering (1); K:Local (1); K:Nature (20); K:Religion (13); K:ThePlanes (20); Listen (8); Spellcraft (1); Spot 4(22); Skill Trick: Collector of Stories
BEF: Gift of Faith
Fast Flight (+10')








Level
0lvl
1st
2nd
3rd
4th
5th
6th
Soulmelds
Essentia
Chakra Binds


1st
-
-
-
-
-
-
-
2
1
-


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


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


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


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


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


7th
3
2+1
-
-
-
-
-
4
5
2


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


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


10th
4
3+1
-
-
-
-
-
4
5
2


11th
4
4+1
-
-
-
-
-
4
5
2


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


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


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


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


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


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


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


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


20th
5
5+1
5+1
4+1
-
-
-
4
5
2















Magic of Incarnum: Totemist
SRD/PHB: Cleric
Races of the Wild: Stormtalon







Book of Exalted Deeds: Sacred Vow; Vow of Poverty; All BEFs
Complete Champion: Travel Devotion; Knowledge Devotion
Magic of Incarnum: Azure Toughness
Races of the Wild: Diving Charge; Improved Flight
SRD/MMV: Multiattack
Planar Handbook: Air Heritage

Venger
2015-06-29, 05:52 PM
The new Number One Threat to America

http://m1.behance.net/rendition/modules/92709933/disp/343423cdfa23a999825636e78c13b335.jpg



The Ossa Ursus
CG Human Wildshape Ranger 5/Osteomancer 10/Master of Many Forms 5

Foreword

A Treatise on the Ossa Ursus, a Heretofore Unknown Relative of the Dire Bear


In the summer of the 4th year of Otrox, I was approached by a colleague of mine at Stormwind University. He had been part of a lively discussion centered around reports from the north that a new species of animal had been discovered. Apparently there was a great deal of speculation, and the source of the reports was unreliable at best. Still, a core of truth ran through the accounts, and my colleague was intrigued. He immediately sought to put together an expedition and, given my expertise, he asked me to join him.


What we found was impressive, to say the least. The local villagers all had a story about the creature. These ranged from the worst sort of tripe, to some very interesting accounts. There were certain similarities among the accounts: nearly everyone who claimed to have seen the beast swore that it spoke to them, and most accounts described a creature that resembled the more common Dire Bear. My collegue and I gathered up all accounts of the whereabouts of the creature's lair, and set off one morning amid a light snow flurry. I remember our initial encounter with the beast very clearly. One moment we were pleasantly gliding along in our sled, the wind whistling through the armor plates of the pack golems. And the next, an enormous bear-like creature suddenly burst from the snow amidst our group. The beast roared mightily, and then its face ... changed. Protrusions of bone erupted from every part of its body, and its skull seemed to warp in unnatural ways. The majority of our entourage broke and ran back to the village. I myself blacked out.


When I awoke, I found myself in a dimly lit cave. As I peered around in the gloom, I could just make out the form of the creature. At first I was terrified, but eventually my intillectual curiosity won out. It simply sat there quietly, watching me. As I began to mutter to myself and write down my observations in a journal, it leaned in closely, as if to observer me in turn. When it spoke, I nearly jumped out of my skin...


It has been many years since that initial encounter, and despite more than one expedition, I have yet to encounter the beast again.


Contained herein you will find my notes and observations from my initial encounter with the creature known as Ossa Ursus.


Phineas T. Umbrage, Naturalist
Characteristics of the Ossa Ursus



The Ossa Ursus


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


1st
Wildshape Ranger 1
+1
+2
+2
+0
Heal 4, Hide 2, Knowledge(Nature) 4, Knowledge(Arcana) (2), Listen 4, Move Silently 3, Spot 4, Survival 4
Improved Initiative(B), Alertness, Track(B)
1st Favored Enemy (Undead), Track, Wild Empathy


2nd
Wildshape Ranger 2
+2
+3
+3
+0
Heal 5, Hide 3, Knowledge(Nature) 5, Listen 5, Move Silently 4, Spot 5, Survival 5




3rd
Wildshape Ranger 3
+3
+3
+3
+1
Heal 6, Knowledge(Nature) 6, Knowledge(Arcana) (3), Listen 6, Move Silently 5, Spot 6, Survival 6
Improved Toughness, Endurance(B)
Endurance


4th
Wildshape Ranger 4
+4
+4
+4
+1
Heal 7, Hide 5, Knowledge(Nature) 7, Listen 7, Spot 7, Survival 7

Distracting Attack


5th
Wildshape Ranger 5
+5
+4
+4
+1
Heal 8, Knowledge(Nature) 8, Knowledge(Arcana) (4), Listen 8, Spot 8, Survival 8

2nd Favored Enemy (Constructs), Wildshape 1/day


6th
Master of Many Forms 1
+5
+6
+6
+1
Knowledge(Nature) 9, Listen 9, Spot 9, Survival 9, Collector of Stories
Extra Wildshape
Shifter's Speech, Improved Wildshape(Humanoid)


7th
Master of Many Forms 2
+6
+7
+7
+1
Knowledge(Nature) 10, Listen 10, Spot 10, Survival 10, Healing Hands

Improved Wildshape(Giant; Large)


8th
Osteomancer 1
+6
+9
+7
+3
Heal 9, Knowledge(Arcana) 5, Use Magic Device 2

Boneless, Immunity to Disease


9th
Osteomancer 2
+7
+10
+7
+4
Heal 10, Knowledge(Arcana) 6, Use Magic Device 4
Skewer Foe
Skeletal Shift, +1 Level of existing spellcasting class


10th
Osteomancer 3
+8
+10
+8
+4
Heal 11, Knowledge(Arcana) 7, Use Magic Device 6

Bone Spurs, Unnerve


11th
Osteomancer 4
+9
+11
+8
+5
Heal 12, Knowledge(Arcana) 8, Use Magic Device 8

Enlarge/Reduce, Iron Bones, +1 level of existing spellcasting class


12th
Osteomancer 5
+9
+11
+8
+5
Heal 13, Knowledge(Arcana) 9, Use Magic Device 10
Frozen Wildshape
Sieze the Core, Silver Bones


13th
Osteomancer 6
+10
+12
+9
+6
Knowledge(Arcana) 10, Knowledge(Religion) 2, Use Magic Device 11

Aligned Bones, +1 level of existing spellcasting class


14th
Osteomancer 7
+11
+12
+9
+6
Knowledge(Religion) 5, Use Magic Device 12

Adamantine Bones


15th
Osteomancer 8
+12
+13
+9
+7
Knowledge(Religion) 6, Use Magic Device 15
Multiattack
Sap Life, +1 level of existing spellcasting class


16th
Osteomancer 9
+12
+13
+10
+7
Knowledge(Religion) 7, Use Magic Device 18

Wield the Core


17th
Osteomancer 10
+13
+14
+10
+8
Knowledge(Religion) 9, Use Magic Device 20

Osteophage, +1 level of existing spellcasting class


18th
Master of Many Forms 3
+14
+14
+10
+9
Knowledge(Religion) (9.5), Listen 11, Spot 11, Survival 11
Improved Natural Attack (Bone Spurs)
Fast Wildshape, Improved Wildshape(Monstrous Humanoid)


19th
Master of Many Forms 4
+15
+15
+11
+9
Knowledge(Religion) (10), Listen 12, Spot 12, Survival 12

Improved Wildshape(Fey; Tiny)


20th
Master of Many Forms 5
+15
+15
+11
+9
Handle Animal 1, Listen 13, Spot 13, Survival 13

Improved Wildshape(Vermin)





Vital Statistics


Stats and Increases

Starting Ability Scores:
Str - 10
Dex - 10
Con - 16
Int - 12
Wis - 12
Cha - 16


Final Ability Scores:
Str - 10
Dex - 10
Con - 16
Int - 12
Wis - 12
Cha - 21 (+5 level bumps)

Spells per day (includes bonus spells)

Spells per day


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


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


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


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


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


5th
-
1
-
-
-
-
-
-
-
-


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


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


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


9th
-
2
-
-
-
-
-
-
-
-


10th
-
2
-
-
-
-
-
-
-
-


11th
-
2
-
-
-
-
-
-
-
-


12th
-
2
-
-
-
-
-
-
-
-


13th
-
2
0
-
-
-
-
-
-
-


14th
-
2
0
-
-
-
-
-
-
-


15th
-
2
0
-
-
-
-
-
-
-


16th
-
2
0
-
-
-
-
-
-
-


17th
-
2
1
-
-
-
-
-
-
-


18th
-
2
1
-
-
-
-
-
-
-


19th
-
2
1
-
-
-
-
-
-
-


20th
-
2
1
-
-
-
-
-
-
-





Daily habits of the Ossa Ursus

Level 5
At this level, Ossa Ursus is pretty simple to play: Wildshape into a medium sized bear and go to town. While it is only usable once per day (and lasts 5 hours), this provides tremendous versatility for different movement modes, combat shapes, creature abilities, etc. So it can be used effectively as a way to boost scouting or combat. In addition to Wildshape, Ossa Ursus has the Distracting Attack ACF, making him more party friendly in that he counts as flanking any enemy he hits, so the party rogue doesn't have to get into the thick of things to get off those valuable sneak attacks. Ossa Ursus also has access to 1st level Ranger spells to add to his repertoire.


Level 12 "Sweet Spot"
Halfway through Osteomancer, almost all of Ossa Ursus' tricks are online. Wildshape has become your go-to tool for versatility and power, and it is nicely enhanced by two of Osteomancer's abilities, Bone Spurs and Enlarge/Reduce. Bone Spurs provide you with a "weapon" that you can use regardless of form (since they are used like spiked gauntlets and armor spikes), and you can still use your natural weapons (from your Wildshape form) as secondary natural weapon attacks. You are still a valid target for Enlarge/Reduce Person, thanks to the errata'd polymorphing/wildshape rules which state that you are still affected by spells that would target your original type (no matter what shape you've chosen). This means that you can turn into any small to large Animal, Humanoid, Magical Beast(cold subtype only), or Giant and then increase or decrease your size category by one. Extra Wildshape gives you enough shapes to last 15 hours a day, which should cover all of your adventuring needs.


The SI gives a host of other useful abilities for Ossa Ursus. Boneless gives him another form that allows him to slip through even the smallest cracks, Unnerve gives him a flavorful and useful fear effect (turn into giant bear, scare the crap out of foes), and Sieze the Core gives him a fantastic battlefield control ability (which works on one of his favored enemies!). Iron and Silver Bones are some great buffs for Ossa, but the one thing that Osteomancer lacks is any mention of the Bone Spurs having an enhancement bonus. Simple DR/Magic will really put a damper on things, but Ossa has that covered with his ranger spells (specifically, Magic Fang). Skeletal Shift combines with Wildshape (Humanoid) to give Ossa a whopping +13 bonus to Disguise checks (who needs ranks?), which is usable untrained. His excellent Charisma provides him a nice boost here as well. Immunity to Disease gets less love here, but it is still worth mentioning that none of Ossa's Wildshape forms can get it, so it is particularly useful in that regard.


Ossa Ursus continues to be an solid scout and tracker. He's got a good Heal skill (enough to automatically hit the First Aid DC of 15 to trigger the Healing Hands skill trick), and is quite knowledgeable about tons of different types of monsters (Collector of Stories helps here).


Skewer Foe gets a special mention here, as bite, claw, talon, sting, gore, rend (which are claw attacks), and Bone Spurs are all piercing weapons, which means they all trigger Skewer Foe (provided you are in a Wildshape form that has at least 15 Strength). By using Bone Spurs as Armor Spikes, you can get all of your iterative attacks with Bone Spurs, and then all of your natural weapon attacks (as secondary natural weapons) from whatever Wildshape combat form you've chosen.


Lastly, the SI has Use Magic Device on its class list. Given the sheer versatility that this skill grants, it would be a crime not to pump up those ranks, which Ossa does. He finishes out the SI with 20 ranks, enough to hit almost every UMD DC automatically (he needs a 5 or better to hit the DC 30 to emulate an alignment).


Level 20
The last several levels serve mostly to round out or improve Ossa's existing abilities. Aligned Bones and Adamantine Bones finish off the other types of DR mitigation. Sap Life is a potent debuff (and should be usable with a natural weapon attack), and Wield the Core and Osteophage can both be used on the Undead, one of Ossa's favored enemies. Multiattack and Improved Natural Attack (Bone Spurs) bumps Ossa's damage further, and the SI's spellcasting advancement leaves Ossa with access to 2nd level Ranger spells. The build tops off with a few more Master of Many Forms levels to add Monstrous Humanoid, Fey, and Vermin types as well as Tiny size. Sadly, the build falls just shy of hitting the magical +16 BAB, but missing out on that last attack isn't that painful when you've got 3+ natural attacks in addition to your 3 iterative attacks.

Sources

Player's Handbook (Ranger)
Unearthed Arcana (Wildshape Ranger)
Player's Handbook 2 (Distracting Attack ACF)
Complete Adventurer (Master of Many Forms)
Complete Scoundrel (Skill tricks)
Complete Divine (Extra Wildshape)
Complete Warrior (Improved Toughness)
Frostburn (Frozen Wildshape)
Monster Manual (Improved Natural Attack, Multiattack)
Champions of Ruin (Skewer Foe)

Venger
2015-06-29, 05:53 PM
Well, he certainly puts Sabretooth to shame.


http://x.annihil.us/u/prod/marvel/i/mg/b/50/4bb5d4e05aa30/background.jpg

Nikolai Leng


Azurin, CE Bear Totem Barbarian 1/Hexblade 4/Black Blood Cultist 5/Osteomancer 10








"Who - who are you?" Marvin's every muscle was frozen, eyes wide with terror. He tried to move, tried to do anything. Nothing worked. His very bones were frozen in place.


Nikolai smiled, looking at his claws, at the bony protrusions from his arms. They were stained red - not his blood, thank Pelor, but the blood of his guards. "Why, I'm you," Nikolai said. His voice was surprisingly soft. "I'm Marvin Thistledown, owner of this fine menagerie."


Marvin tried to shake his head, but couldn't. "What do you want from me?"


"Blood and bone," Nikolai said. "Blood and bone. Your creatures here are rare, ones I can't find anywhere else. I'd like a look inside them."


Again that grin, those teeth. Marvin shuddered. "No," he gasped. "I won't let you. I'm dead anyways. You think I don't know that? I won't let you in."


Nikolai shrugged, and Marvin felt his bones jerk within him. His muscles seized violently against the strange motion, but his own bones moved inexorably. Like a puppet, he began to get up, to walk. "You'll do whatever I ask of you, Marvin," Nikolai said. "The things I could make you do... You'll tell me. You'll tell me what I need to know to get in there."


"But you can't!" Marvin was almost sobbing now. "Only I can get in. That's how it works. I can't bring you - even if you try to make me."


"Oh, that's alright," Nikolai said, and the bones in his face began to shift, to flow under his skin. Suddenly it was as though Marvin was looking in a mirror, a strange and bloody reflection of himself. "Like I said, I'm you. Now let's talk about just what I need here…”
Build Details:


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


1st
Bear Totem Barbarian 1
+1
+2
+0
+0
Intimidate 4 ranks, survival 4 ranks, heal 2 ranks, knowledge (nature) 2 ranks, knowledge (arcana) 2 ranks, bluff 2 ranks
ToughnessB, Improved Unarmed Strike, Track
Illiteracy, rage 1/day


2nd
Hexblade 1
+2
+2
+0
+2
Intimidate 5 ranks, knowledge (arcana) 3 ranks, survival 5 ranks

Hexblade’s curse 1/day


3rd
Hexblade 2
+3
+2
+0
+3
Intimidate 6 ranks, knowledge (arcana) 4 ranks, survival 6 ranks
Shape Soulmeld (Dread Carapace)
Arcane resistance


4th
Hexblade 3
+4
+3
+1
+3
Intimidate 7 ranks, survival 7 ranks, bluff 3 ranks

Mettle


5th
Hexblade 4
+5
+3
+1
+4
Intimidate 8 ranks, survival 8 ranks, bluff 4 ranks

Dark companion


6th
Black Blood Cultist 1
+6/+1
+5
+3
+4
Intimidate 9 ranks, survival 9 ranks, knowledge (nature) 4 ranks, bluff 5 ranks
Earth Bloodline
Feral rage (claws), damage reduction 1/silver


7th
Black Blood Cultist 2
+7/+2
+6
+4
+4
Intimidate 10 ranks, survival 10 ranks, heal 4 ranks
Improved GrappleB
Improved Grapple


8th
Osteomancer 1
+7/+2
+8
+4
+6
Intimidate 11 ranks, survival 11 ranks, knowledge (nature) 5 ranks

Boneless, immunity to disease


9th
Osteomancer 2
+8/+3
+9
+4
+7
Intimidate 12 ranks, survival 11.5 ranks, Never Outnumbered skill trick
Extra Rage
Skeletal shift


10th
Osteomancer 3
+9/+4
+9
+5
+7
Intimidate 13 ranks, survival 13 ranks

Bone spurs, unnerve


11th
Osteomancer 4
+10/+5
+10
+5
+8
Intimidate 14 ranks, survival 14 ranks, knowledge (nature) 6 ranks

Enlarge/reduce, iron bones


12th
Osteomancer 5
+10/+5
+10
+5
+8
Intimidate 15 ranks, survival 15 ranks, knowledge (nature) 7 ranks
Imperious Command
Seize the core, silver bones


13th
Black Blood Cultist 3
+11/+6/+1
+10
+5
+9
Intimidate 16 ranks, survival 16 ranks, knowledge (nature) 11 ranks

Feral rage (bite)


14th
Black Blood Cultist 4
+12/+7/+2
+11
+6
+9
Intimidate 17 ranks, survival 17 ranks, knowledge (nature) 15 ranks

Scent, DR 3/silver


15th
Black Blood Cultist 5
+13/+8/+3
+11
+6
+9
Intimidate 18 ranks, survival 18 ranks, knowledge (nature) 18 ranks, knowledge (arcana) 5 ranks
Intimidating Rage
Stranglehold


16th
Osteomancer 6
+14/+9/+4
+12
+7
+10
Intimidate 19 ranks, survival 19 ranks, knowledge (nature) 19 ranks

Aligned bones


17th
Osteomancer 7
+15/+10/+5
+12
+7
+10
Intimidate 20 ranks, survival 20 ranks, knowledge (nature) 20 ranks

Adamantine bones


18th
Osteomancer 8
+16/+11/+6/+1
+13
+7
+11
Intimidate 21 ranks, survival 21 ranks, knowledge (nature) 21 ranks
Bonus Essentia
Sap life


19th
Osteomancer 9
+16/+11/+6/+1
+14
+8
+12
Intimidate 22 ranks, survival 22 ranks, knowledge (nature) 22 ranks

Wield the core


20th
Osteomancer 10
+17/+12/+7/+2
+14
+8
+12
Intimidate 23 ranks, survival 23 ranks, knowledge (nature) 23 ranks

Osteophage





Level-by-Level Analysis:



LEVELS 1-5: You start out as an atypical barbarian, wielding a reach weapon and an unarmed strike for close attacks. You should have excellent hit points and some nice out of combat utility right off the bat thanks to tracking and intimidation. The differences become particularly pronounced once you start taking levels in Hexblade. In addition to providing you with a Charisma-based curse and more intimidate synergy, you get some nice defensive boosts out of arcane resistance and mettle. You’ve given up your familiar for Dark Companion, which helps soften up enemies for your various attacks.


Taking Dread Carapace over Power Attack seems like an odd choice, since its bonus is capped by essentia rather than base attack bonus, but its usefulness will bear out over the next several levels. Unlike Power Attack, Dread Carapace will add damage to your light weapons, and provides 2-to-1 bonuses on bite attacks. Starting next level, you’ll be ditching your weapon in favor of natural attacks, and so Dread Carapace will be the superior option.


LEVELS 6-10: Here you pick up several new attacks. Right off the bat, you get natural attacks when you rage, you pick up Improved Grapple as a bonus feat, and your Earth Bloodline adds on Enlarge Person as a spell known. Enlarged and raging, you’ll be looking at grapple checks of +21 by level 7, putting you just two points shy of a dire bear - without items. Since raging is now an important part of your repertoire, you’re also nabbing Extra Rage at level 9. Enlarge Person helps your intimidate checks as well, so you’ll continue keeping that up.


Your grappling prowess secured, you begin taking levels in Osteomancer. Boneless comes in handy as you relentlessly pursue your foes, allowing you to simply push through most barriers. Skeletal shift gives you a solid untyped bonus to disguise checks, to grow even greater when you pick up Disguise Self as a spell known - with your Charisma focus and without investing a single rank or using a single item, you’ll be looking at a +18 bonus to disguise checks. Most importantly, you pick up bone spurs and unnerve. As your bone spurs count as natural weapons, they benefit from the damage boost of Dread Carapace despite being light weapons. The armor spikes in particular are valuable, as you can use those to deal automatic damage on a successful grapple check. Unnerve provides an easy mass debuff, made better by your Dark Companion and your ability to demoralize enemies.


LEVELS 11-15: Right at level 11, you grab an additional use of Enlarge Person, and you grab Disguise Self to stack with skeletal shift. Since you’re focusing on intimidate, you would be remiss to not pick up Imperious Command, which you get at level 12. You also grab Intimidating Rage at level 15, which allows you to intimidate an enemy as a free action when you enter your rage.


In addition to Imperious Command, level 12 also sees you grabbing seize the core. This is a fantastic mass debuff, letting you paralyze five enemies right off the bat. You’ll be doing a lot with this, but right now enjoy sapping down their Fort save with demoralization and Dark Companion before unleashing a mass paralyzation attempt that can take down a whole swath of enemies.


Once you get seize the core, you’ll take another sojourn into Black Blood Cultist for some additional abilities that have some nice synergy. You get a bite attack to add to your attack routine (and Dread Carapace provides 2-to-1 damage bonuses on bites), some minor DR, scent (which works well with Track), and finally the big one - stranglehold. This lets you make a coup de gras as a move action by snapping with your bite. So now, you can intimidate as a free action with Intimidating Rage, using Never Outnumbered to affect all enemies within 10’ instead of just one. Success means they are cowering for one round and shaken for the next. Then as a standard action, seize the core to paralyze five enemies at once (they get a -4 to their save between cowering and Dark Companion), then as a move action coup de gras the nearest enemy with stranglehold.


LEVELS 16-20: The good continues to get better for you as you finish out Osteomancer. In addition to improved ways to bypass DR with your weapons, you get access to some fantastic new debuffing options. Sap strength deals a sizable penalty to strength, which you can use against high-strength enemies before grappling with them. Wield the core benefits from your extensive save debuffing, and combines with Charm Person to give you even more out of combat utility. You pick up Bonus Essentia, which brings your Dread Carapace damage up to +8 on your bite attack and +4 to all of your other attacks. Finally, you get the wonderful capstone where you can liquify the bones of your foes (or deal significant damage to them on a successful save - although again, your Charisma focus and debuffing makes succeeding on a save difficult). Between that, seize the core and wield the core, you should have a powerful offensive option beyond just grappling at just about every combat.


Your spells improve, too. In addition to the previously referenced Charm Person, you also get Alter Self for a long term buff and more disguise shenanigans and Glitterdust, as an additional debuff and a near-unbeatable defense against invisible foes. Your earth bloodline also gives you Shatter, another insanely versatile spell.
Abilities In and Out of Combat:



COMBAT: You have a variety of options in combat, including grappling, debuffing, fear lockdown and powerful save-or-dies, which should make you a welcome member of any party.


With an itemless grapple check of +31, which improves to a whopping +44 with Strength-boosting items and a fairly cheap set of gloves (http://www.d20srd.org/srd/psionic/items/universalItems.htm#glovesofTitansGrip), you’ll be grappling just about everything you see - to put those numbers into perspective, that puts you on par with a titan, and well above almost everything else in the Monster Manual. You can also sap the strength of enemies before you grapple them to make things even easier. Once grappled, you’ll be automatically damaging with your armor spike bone spurs (as armor spikes automatically damage enemies on a successful grapple), and according to the Rules of the Game (http://xn--http-fb7a//www.wizards.com/default.asp?x=dnd/rg/20050308a%94), you can also attack with all your natural weapons:




Originally Posted by ”Rules of the Game”
Attack Your Opponent: You can make an attack with an unarmed strike, natural weapon, or light weaponagainst another character you are grappling. You take a -4 penalty on such attacks.
You can't attack with two weapons while grappling, even if both are light weapons. If you have multiple natural weapons, however, you can use all of them while grappling.
(Emphasis mine.)


You also have +17 BAB and several natural attacks to use as secondary weapons, meaning you can attack with your unarmed strike or bone spur four times, and then hit the enemy with your claws and bite as secondary strikes. That’s seven attacks per round before items are taken into account, and every attack you have gets a boost from Dread Carapace. Thanks to your Hexblade spells and Osteomancer abilities, you’ll be large-sized for most of this as well, so you’ll have reach to boot.


You can also demoralize with the best of them - you’re looking at a +34 bonus before items, or a +45 with level-appropriate gear. Intimidating Rage and Never Outnumbered means you can do this as a free action against all enemies within 10’ every time you enter a rage. You can also debuff your enemies with unnerve, sap strength and your Dark Companion, and once per day you can add a curse to the mix as well.


Speaking of debuffing, with most foes taking -4 to their saves and your focus on Charisma, you’ll have several powerful save-or-loses/save-or-dies, including seize the core, which perma-paralyzes up to 10 enemies with a save DC of 25 before items or 31 with level-appropriate gear. Then you can follow that up with stranglehold to coup de gras those paralyzed enemies as a move action.


UTILITY: On the social side, you do quite well - your excellent Charisma and Intimidate focus help you out here, and you also are no slouch at disguises, between Alter Self, Disguise Self and skeletal shift (for a +18 bonus without a single item, or a +26 bonus with Charisma boosters and a masterwork disguise kit). You also get Charm Person and wield the core to take a more… direct approach to influencing NPCs.


Beyond the social encounters, you have scent, which not only helps you sniff out invisible foes to target with Glitterdust but also allows you to follow tracks. Boneless, Alter Self, Expeditious Retreat and Shatter aid with mobility and infiltration, and Shatter also has numerous uses and abuses beyond just breaking locks or doors.
Sources:





Dragon Compendium (Osteomancer, Earth Bloodline)
Complete Warrior (Hexblade, Intimidating Rage, Extra Rage)
Magic of Incarnum (Azurin, Shape Soulmeld, Dread Carapace, Bonus Essentia)
Complete Scoundrel (Never Outnumbered)
Drow of the Underdark (Imperious Command)
Champions of Ruin (Black Blood Cultist)
Player's Handbook 2 (Hexblade dark companion ACF)
SRD (Bear Totem Barbarian, Improved Unarmed Strike, Track, Toughness, Improved Grapple)

Venger
2015-06-29, 05:55 PM
Well, it looks like her puberty was a little bit more scarring than usual...


Alithyra
LE Catfolk Female
5 Duskblade/4 Ghost Faced Killer/ 10 Osteomancer
MAIN STATS





Before Racial or Ability Points
STR 16
DEX 13
CON 14
INT 13
WIS 8
CHA 16
After Racial and Ability Points
STR 18
DEX 18
CON 14
INT 13
WIS 8
CHA 18
HP: Average 116, Max 190, Min 62
AC: 15, touch 14, flatfooted 11
(without armour)


BACKSTORY



Alithyra was born to a clan of Druidic Catfolk. Then clan specialized and prided themselves on their Wildshape abilities, using their new forms to hunt larger and larger prey. As Alithyra grew older, she was taught the way, as were all kits. She understood the Spellcasting of their lives with little trouble, though her spells were often different from the others.The true issues occurred when on her first attempt to wildshape, Alithyra instead grew long, barbed spines from her wrist and shoulders. Unable to retract them, she horrified the Elders with her appearance. Holding a council, they decided that she was a bad omen, sent from Malar to punish them for unknown deeds. She was spared, but exiled. Mortified that even her family and childhood friends would shun her, and desperate to prove herself still part of the Tribe, she still lurks in the shadowy corners of her Tribe’s wood, hunting any who would do them harm. She has honed herself into a horrifying predator, striking from nothing and disappearing with her prey.
Unbeknownst to her, her frequent kills of unknowing caravans have sparked tales of a monster in the woods, scaring off all who would enter. The lack of trade has begun to cripple the Catfolk Tribe, who is now hiring anyone who fancies themselves brave enough to fight the monster they created..
BUILD


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


1st
Duskblade 1
+1
+2
+0
+2
Climb 1, Heal 4(cc), Jump 2, Knowledge (Arcana) 2, Knowledge (Nature) 2, Swim 3
Toughness
Arcane Attunement, Armoured Mage (Light)


2nd
Duskblade 2
+2
+3
+0
+3
Climb 2, Heal 5(cc), Jump 3, Knowledge (Arcana) 2, Knowledge (Nature) 2, Swim 3

Combat Casting


3rd
Duskblade 3
+3
+3
+1
+3
Climb 3, Heal 6(cc), Jump 3, Knowledge (Arcana) 3, Knowledge (Nature) 2, Swim 3
Two Weapon Fighting
Arcane Channeling


4th
Duskblade 4
+4
+4
+1
+4
Climb 3, Heal 6(cc), Jump 3, Knowledge (Arcana) 4, Knowledge (Nature) 4, Swim 3

Armoured Mage (Medium)


5th
Duskblade 5
+5
+4
+1
+4
Climb 4, Heal 8(cc), Jump 3, Knowledge (Arcana) 4, Knowledge (Nature) 4, Swim 3

Quick Cast 1/Day


6th
Osteomancer 1
+5
+6
+1
+6
Climb 4, Heal 8, Intimidate 3, Jump 3, Knowledge (Arcana) 4, Knowledge (Nature) 4, Swim 3
Catfolk Pounce
Boneless, Immunity to Disease


7th
Osteomancer 2
+6
+7
+1
+7
Climb 4, Heal 8, Intimidate 3, Jump 3, Knowledge (Arcana) 4, Knowledge (Nature) 4, Move Silent 3, Swim 3

Skeletal Shift


8th
Osteomancer 3
+7
+7
+2
+7
Climb 4, Heal 8, Hide 3, Intimidate 3, Jump 3, Knowledge (Arcana) 4, Knowledge (Nature) 4, Move Silent 3, Swim 3

Bone Spurs, Unnerve


9th
Osteomancer 4
+8
+8
+2
+8
Climb 4, Heal 8, Hide 6, Intimidate 3, Jump 6, Knowledge (Arcana) 4, Knowledge (Nature) 4, Move Silent 3, Swim 3
Power Attack
Enlarge/Reduce Person, Iron Bones


10th
Osteomancer 5
+8
+8
+2
+8
Climb 4, Heal 8, Hide 9, Intimidate 6, Jump 6, Knowledge (Arcana) 4, Knowledge (Nature) 4, Move Silent 3, Swim 3

Seize the Core, Silver Bones


11th
Osteomancer 6
+9
+9
+3
+9
Climb 4, Heal 8, Hide 12, Intimidate 6, Jump 6, Knowledge (Arcana) 4, Knowledge (Nature) 4, Move Silent 3, Swim 3

Aligned Bones (Lawful)


12th
Osteomancer 7
+10
+9
+3
+9
Climb 4, Heal 8, Hide 12, Intimidate 6, Jump 6, Knowledge (Arcana) 4, Knowledge (Nature) 4, Move Silent 6, Swim 3
Improved Inititative
Adamantine Bones


13th
Osteomancer 8
+11
+10
+3
+10
Climb 4, Heal 8, Hide 12, Intimidate 6, Jump 6, Knowledge (Arcana) 4, Knowledge (Nature) 4, Move Silent 9, Swim 3

Sap Life


14th
Ghost Faced Killer 1
+12
+12
+3
+10
Climb 4, Heal 8, Hide 12, Intimidate 6, Jump 6, Knowledge (Arcana) 4, Knowledge (Nature) 4, Move Silent 12, Swim 3

Ghost Step 1/Day


15th
Ghost Faced Killer 2
+13
+13
+3
+10
Climb 9, Heal 8, Hide 12, Intimidate 6, Jump 6, Knowledge (Arcana) 4, Knowledge (Nature) 4, Move Silent 12, Swim 3
Arcane Strike
Sudden Strike +1d6


16th
Osteomancer 9
+13
+13
+4
+10
Climb 9, Heal 8, Hide 12, Intimidate 9, Jump 6, Knowledge (Arcana) 4, Knowledge (Nature) 4, Move Silent 12, Swim 3

Wield the Core


17th
Osteomancer 10
+14
+14
+3
+11
Climb 9, Heal 8, Hide 12, Intimidate 12, Jump 6, Knowledge (Arcana) 4, Knowledge (Nature) 4, Move Silent 12, Swim 3

Osteophage


18th
Ghost Faced Killer 3
+15
+14
+4
+12
Climb 9, Heal 8, Hide 12, Intimidate 12, Jump 9, Knowledge (Arcana) 4, Knowledge (Nature) 4, Move Silent 12, Swim 3
Improved Two Weapon Fighting
Frightful Attack 1/Day


19th
Ghost Faced Killer 4
+16
+15
+4
+12
Climb 9, Heal 8, Hide 12, Intimidate 17, Jump 9, Knowledge (Arcana) 4, Knowledge (Nature) 4, Move Silent 12, Swim 3

Ghost Step 2/Day






SPELLCASTING



Spells per day

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


2st
3
3
-
-
-
-
-
-
-
-


3nd
4
4
-
-
-
-
-
-
-
-


4rd
5
5
-
-
-
-
-
-
-
-


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


6th
6
6
2
-
-
-
-
-
-
-


7th
6
6
2
-
-
-
-
-
-
-


8th
6
7
3
-
-
-
-
-
-
-


9th
6
7
3
-
-
-
-
-
-
-


10th
6
7
5
-
-
-
-
-
-
-


11th
6
7
5
-
-
-
-
-
-
-


12th
6
8
6
-
-
-
-
-
-
-


13th
6
8
6
-
-
-
-
-
-
-


14th
6
8
6
2
-
-
-
-
-
-


15th
6
8
6
2
-
-
-
-
-
-


16th
6
8
6
2
-
-
-
-
-
-


17th
6
8
6
2
-
-
-
-
-
-


18th
6
9
8
3
-
-
-
-
-
-


19th
6
9
8
3
-
-
-
-
-
-


20th
6
9
8
3
-
-
-
-
-
-




Spells Known


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


2st
3
2
-
-
-
-
-
-
-
-


3nd
4
3
-
-
-
-
-
-
-
-


4rd
4
4
-
-
-
-
-
-
-
-


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


6th
4
6
1
-
-
-
-
-
-
-


7th
4
6
1
-
-
-
-
-
-
-


8th
4
7
2
-
-
-
-
-
-
-


9th
4
7
2
-
-
-
-
-
-
-


10th
4
8
3
-
-
-
-
-
-
-


11th
4
8
3
-
-
-
-
-
-
-


12th
4
9
4
-
-
-
-
-
-
-


13th
4
9
4
-
-
-
-
-
-
-


14th
4
10
5
1
-
-
-
-
-
-


15th
4
10
5
1
-
-
-
-
-
-


16th
4
10
5
1
-
-
-
-
-
-


17th
4
10
5
1
-
-
-
-
-
-


18th
4
11
6
2
-
-
-
-
-
-


19th
4
11
6
2
-
-
-
-
-
-


20th
4
11
6
2
-
-
-
-
-
-



SPELLS





0. Acid Splash, Disrupt Undead, Ray of Frost, Touch of Fatigue
1. Bigby’s Tripping Hand, Cause Fear, Color Spray, Jump, Magic Weapon, Obscuring Mist, Ray of Enfeeblement, Shocking Grasp, Stand, Swift Expeditious Retreat
2. Animalistic Power, Darkvision, See Invisibility, Spider Climb, Swift Fly, Swift Invisibility
3. Crown of Might, Vampiric Touch


LEVELS





1. Just starting out, Alithyra has started to learn from her Tribe the way of the Hunt. She is taught the way of Malar, and uses her spells to her advantage. With her Arcane Attunement, she sends the prey running to the others with Ghost Sound and Flare. She uses her catfolk speed to race down prey, her Toughness enabling her to fight animals usually too difficult for even more experienced hunters.
5. Her casting becoming more and more of a necessity, Alithyra has shown to be fast both in and out of Combat, between her speed and Two Weapon Fighting, often backed by her Bigby’s Tripping Hand and Jump. Her ability to deliver her spells through melee is now online, and proves effective, as her clan can now hunt even the mightiest of bears. Her Shocking Grasp and Touch of Fatigue make them hardly a fight.
10. Hunting on her own, Alithyra has to use her newly developed Osteomancer abilities, namely her Enlarge Person to be able to take on bigger and bigger challenges. She’s recently discovered her power to paralyze creatures via her uncanny control of the bones, but it’s still too weak to use on anything bigger than standard prey.
15. She is unstoppable. Nothing enters her realm without her approval. Between her new ability to become invisible, thanks to Ghost Step, and Arcane Strike coupled with [Arcane Channeling[/I], nothing can withstand her assault. She is in and out in a flash, Wielding the powers of her magic through her Bone Spurs as if it were child’s play.
20. There is silence, then there is death. She appears out of nowhere, pouncing upon her prey and channeling Vampiric Touch. When teamed up with her Stunning Strikeand Arcane Strike, there is little that survives. Those that do, are mortified by herUnnerve and Frightful Strike abilities. While they stagger, is shock, she whisks herself and her prey away with Swift Invisiblity.


Sources

CLASSES

Duskblade (PHII pg 19)
Ghost Faced Killer (CA pg 51)
Osteomancer (Drag Comp pg 82)


FEATS

Toughness (PH pg 101)
Two Weapon Fighting (PH pg 102)
Power Attack (PH pg 98)
Improved Two Weapon Fighting (PH pg 96)
Arcane Strike (CW pg 96)
Catfolk Pounce (ROtW pg 148)


Spells

All Spells retrieved from the Player's Handbooks I & II


** All stats and Numerical Values are assumed without items or WBL:







Since this is my first Iron Chef challenge, I'd like to ask the amount of money our character is assumed to have in total for the build. I can't say I know an easy way to find this, save from asking.


I have my build idea ironed out, I just need to outfit it a little.




um as per a level 20 character build the total is 760,000


But it should be noted that several judges tend to deduct for reliance on items in a few cases even listing an item could result in a deduction...
generally speaking you can put a notation that XX items could be used to improve the character in some sort of optional gear listing.




None, it's a trap.


Even when you spell out that your character does something with a basic weapons at level 20, if you have any item listed they will deduct points. If you put a suggested WBL gear list I've never seen bonus points and I'vee seen judges get confused with suggested/required. I'd suggest not listing items whatsover as you gain nothing from it.

Venger
2015-06-29, 05:57 PM
Dance, my puppets, DANCE!




Mavis Parvana, the Skeleton Dancer
Chaotic Neutral Human Battle Dancer 3/Bard 2/Osteomancer 10/Cloaked Dancer 5
Stats:



32 Point-Buy: STR 10, DEX 14, CON 12, INT 14, WIS 12, CHA 16
Final Point Buy: STR 10, DEX 17, CON 12, INT 14, WIS 12, CHA 18
Ability Points: DEX at level 4, CHA at levels 8 and 12, DEX at 16 and 20.




There is a legend of a dancer who moves with such grace, it seems her entire body is under her control, or the control of someone else, like a puppet dancing for their puppeteer. Some say the dance is a myth, while others look for the dance. But only a select few are chosen to master the Dance of the Bones...
The Build:



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


1st
Battle Dancer 1









+1





















+0





















+2





















+0











Balance 4, Jump 4, Move Silently 4, Perform (Dance) 4, Sleight of Hand 4, Tumble 4
Weapon Finesse, Able Learner
AC Bonus (Charisma), Improved Unarmed Strike (1d6)







2nd
Battle Dancer 2









+2





















+0





















+3





















+0











Balance 4, Heal 4, Jump 4, Knowledge (Arcana) 2, Move Silently 4, Perform (Dance) 4, Sleight of Hand 4, Tumble 4
-
Dance of Reckless Bravery







3rd
Battle Dancer 3









+3





















+1





















+3





















+1











Balance 4, Heal 4, Jump 4, Knowledge (Arcana) 4, Knowledge (Nature) 4, Move Silently 4, Perform (Dance) 4, Sleight of Hand 4, Tumble 4
Toughness
-







4th
Bard 1









+3





















+1





















+5





















+3











Balance 4, Heal 4, Hide 5 Jump 4, Knowledge (Arcana) 4, Knowledge (Nature) 4, Move Silently 4, Perform (Dance) 6, Sleight of Hand 5, Tumble 4
-
Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1 , spells







5th
Bard 2









+4





















+1





















+6





















+4











Balance 4, Concentration 2, Heal 4, Hide 5 Jump 4, Knowledge (Arcana) 4, Knowledge (Nature) 4, Move Silently 4, Perform (Dance) 8, Sleight of Hand 5, Spellcraft 4, Tumble 6
-
-







6th
Osteomancer 1









+4





















+3





















+6





















+6











Balance 4, Concentration 3, Heal 4, Hide 5 Jump 4, Knowledge (Arcana) 4, Knowledge (Nature) 4, Move Silently 4, Perform (Dance) 9, Sleight of Hand 5, Spellcraft 5, Tumble 7
Two-Weapon Fighting
Boneless, Immunity to Disease







7th
Osteomancer 2









+5





















+4





















+6





















+7











[center] Balance 4, Concentration 4, Heal 4, Hide 5 Jump 4, Knowledge (Arcana) 4, Knowledge (Nature) 4, Move Silently 4, Perform (Dance) 10, Sleight of Hand 5, Spellcraft 6, Tumble 8
-
Skeletal Shift







8th
Osteomancer 3









+6





















+4





















+7





















+7











Balance 4, Concentration 5, Heal 4, Hide 5 Jump 4, Knowledge (Arcana) 4, Knowledge (Nature) 4, Move Silently 4, Perform (Dance) 11, Sleight of Hand 5, Spellcraft 7, Tumble 9
-
Bone Spurs, Unnerve







9th
Osteomancer 4









+7





















+5





















+7





















+8











Balance 4, Concentration 6, Heal 4, Hide 5 Jump 4, Knowledge (Arcana) 4, Knowledge (Nature) 4, Move Silently 4, Perform (Dance) 12, Sleight of Hand 5, Spellcraft 8, Tumble 10
Weapon Focus (Spiked Gauntlet)
Enlarge/Reduce, Iron Bones







10th
Osteomancer 5









+7





















+5





















+7





















+8











Balance 4, Concentration 7, Heal 4, Hide 5, Jump 4, Knowledge (Arcana) 4, Knowledge (Nature) 4, Move Silently 4, Perform (Dance) 13, Sleight of Hand 5, Spellcraft 9, Tumble 11
-
Seize the Core, Silver Bones







11th
Osteomancer 6









+8





















+6





















+8





















+9











Balance 4, Concentration 8, Heal 4, Hide 5, Jump 4, Knowledge (Arcana) 4, Knowledge (Nature) 4, Move Silently 4, Perform (Dance) 14, Sleight of Hand 5, Spellcraft 10, Tumble 12
-
Aligned Bones







12th
Osteomancer 7









+9





















+6





















+8





















+9











Balance 4, Concentration 9, Heal 4, Hide 5, Jump 4, Knowledge (Arcana) 4, Knowledge (Nature) 4, Move Silently 4, Perform (Dance) 15, Sleight of Hand 6, Spellcraft 10, Tumble 13
Acrobatic Strike
Adamantine Bones







13th
Cloaked Dancer 1









+9





















+6





















+10





















+9











Balance 4, Concentration 9, Heal 4, Hide 5, Jump 4, Knowledge (Arcana) 4, Knowledge (Nature) 4, Move Silently 4, Perform (Dance) 15, Sleight of Hand 12, Spellcraft 10, Tumble 13
Mosquito’s Bite
Enchanting Dance (Beguiling Dance)







14th
Cloaked Dancer 2









+10





















+6





















+11





















+9











Balance 6, Concentration 10, Heal 4, Hide 5, Jump 4, Knowledge (Arcana) 4, Knowledge (Nature) 4, Move Silently 4, Perform (Dance) 15, Sleight of Hand 12, Spellcraft 10, Tumble 16
Nimble Stand
Surprise Strike (+1d6)







15th
Cloaked Dancer 3









+11





















+7





















+11





















+10











Balance 8, Concentration 10, Heal 4, Hide 5, Jump 6, Knowledge (Arcana) 4, Knowledge (Nature) 4, Move Silently 6, Perform (Dance) 17, Sleight of Hand 12, Spellcraft 10, Tumble 16
Einhander
Enchanting Dance (Wearying Dance)







16th
Cloaked Dancer 4









+12





















+7





















+12





















+10











Balance 10, Concentration 10, Heal 6, Hide 6, Jump 6, Knowledge (Arcana) 4, Knowledge (Nature) 4, Move Silently 8, Perform (Dance) 18, Sleight of Hand 12, Spellcraft 10, Tumble 16
-
Surprise Strike (+2d6)







17th
Cloaked Dancer 5









+12





















+7





















+12





















+10











Balance 10, Concentration 10, Heal 8, Hide 8, Jump 8, Knowledge (Arcana) 4, Knowledge (Nature) 4, Move Silently 8, Perform (Dance) 19, Sleight of Hand 12, Spellcraft 10, Tumble 16
-
Enchanting Dance (Frightful Dance)







18th
Osteomancer 8









+13





















+8





















+12





















+11











Balance 10, Concentration 11, Heal 8, Hide 8, Jump 8, Knowledge (Arcana) 4, Knowledge (Nature) 4, Move Silently 8, Perform (Dance) 20, Sleight of Hand 13, Spellcraft 10, Tumble 17
Snap Kick
Sap Life







19th
Osteomancer 9









+13





















+9





















+13





















+11











Balance 10, Concentration 12, Heal 8, Hide 8, Jump 8, Knowledge (Arcana) 4, Knowledge (Nature) 4, Move Silently 8, Perform (Dance) 21, Sleight of Hand 14, Spellcraft 10, Tumble 18
-
Wield the Core







20th
Osteomancer 10









+14





















+10





















+13





















+12











Balance 10, Concentration 13, Heal 8, Hide 8, Jump 8, Knowledge (Arcana) 4, Knowledge (Nature) 4, Move Silently 8, Perform (Dance) 22, Sleight of Hand 14, Spellcraft 10, Tumble 20
-
Osteophage










Story and Build Breakdown:
Levels 1-5: And so the Dance Begins...




Mavis Parvana was acclaimed as the best dancer in her village, and she reveled in the praise. Her world changed when she traveled to the nation-wide Dance Festival, where she saw her. She had heard the legends, but never believed she'd see the Skeleton Dancer in person. She was enthralled as she saw the beautiful woman dance on stage, almost compelled to run up and join her. She was almost hypnotized by the time the dance ended, and quickly ran after the dancer when she left the stage.


"Please, teach me the ways of the Dance of the Bones!" she begged, prostrating herself before the Dancer.


"Child, why would you have me teach a child like you?" the Dancer replied.


"Your dance was beautiful!" Mavis replied. "The most beautiful I've ever seen, even among the crowds much more talented than me!"


The Dancer paused, and walked towards Mavis. "Child, the path towards the Dance of the Bones is one fraught with bloods, tears, and broken bones. Do you wish to follow this path?"


"If it means I can learn such a beautiful dance, then yes, I will," Mavis replied.


The Dancer smiled. "Come child, I shall instruct you, but you must follow me to the letter," she replied with a smile.


"Of course!" Mavis replied.


"And now the Dance begins, my child."




Here Mavis plays like a typical Battle Dancer, trying to dance around the field and punch/kick/hip check people while using that AC bonus to stay alive. Adding in Bard gives her some spellcasting ability to help her and any teammates she might have, as well as putting that Charisma Score to good use.




Levels 6-12: Learning the Dance of the Bones








"Teacher, where do we start?" Mavis asked as she and the Dancer walked along the marketplace.


"We start with your knowledge of the bones themselves, my child," the Dancer replied. "For to understand the Dance, you must first understand yourself, and all that is your body." Mavis spent many a night learning about the skeletons of humans, elves, and all creatures. "You must learn to control your body even if you have no bones to speak of." Mavis is instructed in how to move while her skeleton is liquefied. "Your bones must be broken down, so they can grow stronger." Mavis is shown fighting monsters while in the company of an adventuring party, her Bone Spurs piercing the flesh of monsters. "And you must learn to control the bones not with your muscles, but with your mind." Mavis is shown learning to paralyze a creature's skeleton, as well as enlarging and reducing her own.
"When you do, the Dance may go on, my child."




These are the levels where Mavis slowly begins to add to her repertoire. Early on, if you really need to use the boneless ability to escape or something, summon a Celestial Monkey before you liquefy your skeleton to carry your boneless body so you don’t have to worry about that move speed. Otherwise, your tactics are pretty much the same, using your Charisma to make yourself hard to hit through the AC bonus and in conjunction with Unnerve. With the addition of Two-Weapon Fighting and Spiked Gauntlet focus, it becomes a little easier to hit with either your Bone Spurs or your unarmed strikes, so you have a variable melee attack to deal with monsters. This isn’t really a far-ranged design, but I never intended it to be. You’re a dancing monk.




Levels 13-17: Mastering the Dance, A.K.A. the Sweet Spot








"My child, you have mastered all I have taught you," the Dancer said to Mavis, both now older and wiser. "You are ready."


"You mean..." Mavis retorted, her face aglow with joy and anticipation.


"Yes, the Dance of the Bones accepts your spirit, your mind, and your body, my child." The Dancer rose, her own bones now weaker from their prime. "Follow my steps, and then take the Dance, and make it your own." Mavis and the Dancer are seen dancing in tandem, Mavis perfectly mimicking her Teacher. "The Dance is built on many years of students and teachers working forward. No one person has made this Dance perfect, and yet it touches the souls and hearts of any who see it."


"Each student adds to the dance then?" Mavis asked, her pace unwavering.


"And so each generation makes the Dance their own, passing it from Teacher to Student, as my teacher did, as her teacher did, and as will you one day, my child."




This is where you truly start to shine. With the Beguiling Dance, Mosquito’s Strike, and Einhander, you can dance around people and stab them with your Bone Spurs and they won’t even notice. If CSI gets involved, they’ll have a hard time pinning you thanks to your free-action retract, along with that Sleight of Hand bonus. If they do try to attack you, your Charisma and Unnerve along with the Fearful Dance and Wearying Dance make you even harder to hit, again, your Charisma being the focus here.




Levels 18-20: And so the Dance goes on...




Mavis watched over her Teacher, now on her deathbed of old age.
"Mavis..." the Dancer replied. "I have conferred to you all the secrets of the Dance, and of the Bones themselves."


Mavis nodded in silent respect. "You now know how to make others dance with you, enticed by your dance or not, and you can make them dance their last. I have nothing more to teach you. I pass onto you my title, the Skeleton Dancer, master of the Dance of the Bones."


Mavis nodded, feeling tears well up inside her.


"From dust our bones are made, and to dust, we all return," the Teacher said, her breaths slowing. "While paper fades, memories wane... and bones break down..."


"In our hearts, from Teacher to Student, and Student to Teacher, the Dance is eternal," Mavis replied, her teacher's eyes shutting closed for the final time. Tears rolled down her cheeks as she sat up to cover her teacher. After a short prayer, she turned and left. "And so the Dance goes on..."




These levels are the icing on the cake for Mavis. Snap Kick lets you use Unarmed Strike in conjunction with your Bone Spurs, allowing her to deal more damage in dance. Wield the Core lets you make a decent distraction by making other people dance along with you, controlling their skeletons and leading them in the dance, using your Charisma based-AC to stay alive while your enemies dancing into battle. Osteophage is your kill button, only to be used as a last resort if your dance fails to entice them. Again, since these abilities run off your Charisma, you should be fine.




Suggestions:



Flavor your Dance of the Bones with Charisma boosting items such as the Tome, Cloak of Charisma, and other things, and don’t forget your Slippers of Battledancing to take advantage of your high Tumble score and such. Gauntlets of Heartfelt Blows add a little spice to this dish, using your Charisma to add some kick. Season with other items you deem necessary.
Sources:



Players Handbook – Bard, Human
Dragon Compendium – Battle Dancer, Osteomancer
Complete Scoundrel – Cloaked Dancer, Mosquito’s Bite, Nimble Stand
Players Handbook II – Einhander
Races of Destiny – Able Learner
Tome of Battle: The Book of Nine Swords – Snap Kick

Venger
2015-06-29, 05:59 PM
It'sIt was the Eye of the Tiger




'Leo'
--Patchfur Wildcub Fluidform Boneweaver Manyshapes
Chaotic Neutral
Tibbit
--Formerly, Anthropomorphic Leopard
Druid 4 / Osteomancer 10 / Shaper of Form 2 / Warshaper 4
--Formerly, Racial Hitdice 2 / Level Adjustment 2 / Druid 4 / Osteomancer 2 / Shaper of Form 1




Theme Art:






http://imageshack.com/a/img32/8935/bdgx.jpg






Trapped in a shape not my own,
Limbs twisted into form unknown.
Each day I search for an escape,
Magics to break, unmake this shape.





​http://imageshack.com/a/img713/3128/h61q.jpg






In a shape of my own making,
Freedom no longer worth taking.
In two bodies I now exist,
One or the other, I do not resist.


One for hunting, fighting and play.
The other; to laugh, love and parley.
Who I was, I am and will remain,
In this new form, different perspectives, I will gain.
Disclaimer:





This entry makes use of a rule interpretation. The Shaper of Form's modify self ability: Renaissance. This allows the character to, among other things, change their race with three restrictions; you can not change type (subtype is neither mentioned, nor is it the same as type), your abilities scores do not change and you can not choose to become a race with a level adjustment.


The rule interpretation: An anthropomorphic animal's race includes its Racial Hitdice and Level Adjustment. Changing race to something without a level adjustment removes the Racial Hitdice and Level Adjustment. The only thing the character retains of the original race is the ability scores. Skill points are recalculated for the new 1st level, Druid.


How this affects this entry: The character has had to reallocate skill points. Considering the character retains all other Hitdice, BAB and skills despite losing the ability to progress in the prestige classes, once skill points are reallocated, the character regains the ability to progress in both. The BAB retained from the two levels in Osteomancer fulfills the requirement for itself.


I expect an elegance penalty but do not believe this should prevent me from qualifying for the secret ingredient. This is cheesy. Is it a flavor to your liking?


Druid Variants Used: Druidic Avenger (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#druidVariantDruidicAve nger) and Druid - swift and deadly hunter (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#druid)
Ability Scores:





32 point buy. (Racial: +6 Str, +8 Dex, +4 Con, Int = 11, +4 Wis)


Stat
1st
4th
8th
12th
16th
20th
Final
Str
20
-
21
22
23
24
24


Dex
22
-
-
-
-
-
22









Con
18
-
-
-
-
-
18









Int
11
12
-
-
-
-
12









Wis
16
-
-
-
-
-
16









Cha
16
-
-
-
-
-
16












The Recipe:

Before Renaissance



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


1st
Level Adjustment 1
--
--
--
--
----------
----------
----------


2nd
Level Adjustment 2
--
--
--
--
----------
----------
----------


3rd
Racial HD 1
+0
+2
+2
+0
Craft (Bone Working) +4, Listen +2, Spot +2
Toughness
Improved Grab (bite), Pounce, Scent, Darkvision 60ft, Low-Light Vision, Bite (1d6), 2 Claws (1d3)


4th
Racial HD 2
+1
+3
+3
+0
Craft (Bone Working) +1 (5), Jump +1 (1)
----------
Same as above


5th
Druid 1
+1
+5
+3
+2
Knowledge (Nature) +4 (4)
Spell focus (transmutation)
AC Bonus, Fast Movement +10ft, Rage 1/day, Wild Empathy (-4), Favored Enemy, Track, Nature Sense


6th
Druid 2
+2
+6
+3
+3
Knowledge (Arcana) +2 cc (2), Heal +1
---------
Woodland Stride


7th
Druid 3
+3
+6
+4
+3
Knowledge (Arcana) +2 cc (4), Heal +1 (2)
---------
Trackless Step, Fast Movement +20ft


8th
Druid 4
+4
+7
+4
+4
Heal +2 (4), Craft (alchemy) +3 (3)
Great Fortitude
Resist Nature's Lure


9th
Osteomancer 1
+4
+9
+4
+6
Craft (Alchemy) +2 (5), Knowledge (arcana) +1 (5)
---------
Boneless, Immunity to Disease


10th
Osteomancer 2
+5
+10
+4
+7
Craft (Bone working) +3 (8)
---------
Skeletal Shift, +1 spellcasting


11th
Shaper of Form 1
+5
+12
+4
+9
Craft (Bone Working) +3 (11)
Weapon Finesse
Like Begets Like, Modify Self (Renaissance), +1 spellcasting





After Renaissance


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


1st
Druid 1
+0
+2
+0
+2
Knowledge (arcana) +2 cc (2), Knowledge (nature) +4 (4), Heal +4 (4), Craft (alchemy) +4 (4),
Toughness
AC Bonus, Fast Movement +10ft, Rage 1/day, Wild Empathy (-4), Favored Enemy, Track, Nature Sense


2nd
Druid 2
+1
+3
+0
+3
Craft (bone working) +4 (4)
---------
Woodland Stride


3rd
Druid 3
+2
+3
+1
+3
Knowledge (arcana) +1 cc (3), Craft (bone working) +2 (6)
Spell Focus (transmutation)
Trackless Step, Fast Movement +20ft


4th
Druid 4
+3
+4
+1
+4
Craft (bone working) +1 (7), Craft (alchemy) +1 (5), Disguise +1 cc (1), Knowledge (nature) +1 (5)
----------
Resist Nature's Lure


5th
Osteomancer 1
+3
+6
+1
+6
Knowledge (arcana) +2 (5), Craft (bone working) +1 (8)
---------
Boneless, Immunity to Disease


6th
Osteomancer 2
+4
+7
+1
+7
Use Magic Device +2 (2), Spellcraft +1 (1)
Great Fortitude
Skeletal Shift, +1 spellcasting


7th
Shaper of Form 1
+4
+9
+1
+9
Concentration +3 (3)
---------
Like Begets Like, Modify Self (Renaissance), +1 spellcasting


8th
Warshaper 1
+4
+11
+1
+9
Concentration +3 (6)
----------
Morphic Immunities, Morphic weapons


9th
Warshaper 2
+5
+12
+1
+9
Concentration +3 (9)
Weapon Finesse
Morphic Body


10th
Warshaper 3
+6
+12
+2
+10
Concentration +3 (12)
----------
Morphic Reach


11th
Warshaper 4
+7
+13
+2
+10
Concentration +2 (14), Disguise +1 (1)
----------
Morphic Healing


12th
Osteomancer 3
+8
+13
+3
+10
Use Magic Device +3 (5)
Multiattack
Bonespurs, Unnerve


13th
Osteomancer 4
+9
+14
+3
+11
Use Magic Device +3 (8)
----------
Enlarge/Reduce, Iron Bones, +1 spellcasting


14th
Osteomancer 5
+9
+14
+3
+11
Use Magic Device +3 (11)
---------
Seize the Core, Silver Bones


15th
Osteomancer 6
+10
+15
+4
+12
Use Magic Device +3 (14)
Improved Multiattack
Aligned Bones, +1 spellcasting


16th
Osteomancer 7
+11
+15
+4
+12
Use Magic Device +3 (17)
---------
Adamantine Bones


17th
Osteomancer 8
+12
+16
+4
+13
Use Magic Device +3 (20)
---------
Sap Life, +1 spellcasting


18th
Osteomancer 9
+12
+16
+5
+13
Spellcraft +2 (3), Use Magic Device +1 (21)
Surrogate Spellcasting
Wield the Core


19th
Osteomancer 10
+13
+17
+5
+14
Spellcraft +2 (5), Use Magic Device +1 (22)
---------
Osteophage, +1 spellcasting


20th
Shaper of Form 2
+14
+18
+5
+15
Spellcraft +2 (7), Use Magic Device +1 (23)
---------
Fortify Item, polymorph 1/day





Bolded items are requirements met for prestige class. Tables reflects base saves only.


Spellcasting:


Druid Spells per day


Before Renaissance


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


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


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


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


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


5th
3
1
-
-
-
-
-
-
-
-


6th
4
2
-
-
-
-
-
-
-
-


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


8th
5
3
2
-
-
-
-
-
-
-


9th
5
3
2
-
-
-
-
-
-
-


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


11th
5
3
3
2
-
-
-
-
-
-



After Renaissance


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


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


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


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


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


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


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


7th
5
3
3
2
-
-
-
-
-
-


8th
5
3
3
2
-
-
-
-
-
-


9th
5
3
3
2
-
-
-
-
-
-


10th
5
3
3
2
-
-
-
-
-
-


11th
5
3
3
2
-
-
-
-
-
-


12th
5
3
3
2
-
-
-
-
-
-


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


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


15th
6
4
3
3
2
-
-
-
-
-


16th
6
4
3
3
2
-
-
-
-
-


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


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


19th
6
4
4
3
3
2
-
-
-
-


20th
6
4
4
3
3
2
-
-
-
-



When the Past is Shed, Renaissance: ECL 1

I have decided to record my tale before I renounce everything that I am and finally throw off the shackles of my creator. Perhaps it will serve as a warning to those that seek to raise others of my kind to awareness. It does not always end well and we can end resenting those that tore us from our blissful and ignorant existence. For others, my tale may be a blueprint and map to freedom. Let us start at ... well, a beginning...


I have no real 'memories' of my time before the awakening. Animals have only base intelligence, enough to coordinate their bodies, follow their instincts and, at the best of time, learn certain tricks taught to them by more intelligent beings, though only if reinforced constantly enough to become a sort of ... muscle memory. That was my existence. The thrill of the hunt, the taste of blood, ripping of flesh, sharp hunger pains that drove me to kill and the blissful medium of contentment after a full meal.


My story starts in servitude to what I now call a Druid. I would not call it slavery. I had the ability to ignore the summons, if not the knowledge that I could. It was like another instinct, calling me towards it as if another need, such a mating or the hunt. Whatever ritual called me, it awoke me to a level of understanding I previously lacked. I wanted, rather than needed, to protect the source of the call. It was a female. Some ugly, mutated and balding monkey of some sort. Halflings, I think they are called. Even then, I knew the thing was too immature, child-like, to survive very long without protection. ... I am, and was even then, fiercely protective of weak things that don't seem to be food. I still don't understand why this is but it is a part of me, something deep in what is referred to as a soul.


At the side of this halfling, I never did learn her name, I was taken to places far from my territory, faced creatures I would have avoided even if hunger was tearing at my innards, and I grew powerful. Not only that, I tasted real intelligence. Just as I was growing accustomed to this intelligence, it was taken from me. With the death of my Druid, all the power and intelligence, all the cunning and skill ... It was torn from me like the air from the lungs of a deer when its throat is ripped out.


I mourned her loss briefly, I had little capacity for true sorrow, and eventually made my way back to my old territory. My recall of this time is severely limited. Having possessed intelligence left me with a longing for what I had lost and this allowed some sort memories to develop. The next clear thing I remember was another calling. I was not the same as before. Something about it was sinister and caused the hairs on my body to stiffen and raise. I could not resist the call. Something in me remembered the power, the skill and the promise of intelligence. I answered... and regret it to this very day.


This Druid was ... wrong. He stank of death. He smelled of sour fear, terror left so long that it spoiled the blood. That blood, he reeked of the blood of others riddled with that fear smell. His form was twisted and his race ... I can never remember what he was. All I remember of the encounter was the barred teeth, twisted, maddening and ... Evil. I was overcome with blackness and I was not the only one. When I awoke, my form was twisted, humanoid, and so were the other creatures around me. Dozens of others, like myself, had been transformed into monstrosities. I immediately fled and never looked back.


I 'survived' for a time, growing accustomed to my new body and marveling at the level of understanding open to me. I knew that I would have to seek out others. I could not bare all of the questions my mind brought forward without answers. I had dim memories of my Druid and followed once more, the path we had previously travelled. Somewhere, on that path, there were others like her and they would take me in. They would teach me. And they did. They channelled my animalistic nature towards combat and revealed the mysteries of nature to me. I immediately rejected the idea of taking an animal companion, the pain of the loss of my former Druid still fresh in me, and never grew accustomed to the use of armor. Instead, I channelled everything that I was ... animal ... into my walk with nature. I focused on seeking out and destroying that which was unnatural. Aberrations, and to a lesser extent, undead were my focus.


During all of this, I never grew truly comfortable in my now humanoid form. It was unnatural and I began to seek ways to undo what that twisted Druid did to me, though I also sought to retain my intelligence. I knew that other Druids often took the form of animals and, even though that appealed to me on a base level, I would always be tied to this unnatural form. I sought out those that practiced other forms of shapechanging magic, arcane or divine or something else, I had a burning desire to shed my humanoid form. It started with an almost complete focus on the transmutation magics, especially the ones that gave the ability to shift forms. If I could find the secret behind it, I could isolate it and make it permanent.


At first, the secret lead me towards the study of bone manipulation. I was torn about following that path because it seemed too much like what that foul Druid did to me and the other Druids that taught me looked upon it with disfavor. In the end, I took the decision upon myself and walked down that path. If this was the magic that crafted this body of mine, it was also the magic that could reverse that change. I learned to liquify my own bones and even how to reshape them to make myself appear slightly different. My frustration grew when I could not make the change proceed further. I vented my rage in my prayers, beseeching nature to show me what I missed.


... That is when the sleep came over me. Some spirits had heard me and had taken notice. I remember dreaming. I do not remember the dreams. I know that I was tested and was not found wanting. I was ... given an understanding of how things are put together. I ... cannot describe it. I do not possess that level of wisdom to articulate that kind of knowledge to someone of equal intelligence of my own. Whatever gave me the knowledge, it was infinitely wise to be able to teach me this wonder. I learned that I would never be able to return to my previous form, what was done to me could not be undone without immense power but I could leave my current form behind and exist in two bodies, one similar to a halfling and the other, a feline form. I would be smaller than I was, but it would be nearly identical in every other way.


So this brings us to the end of my tale. It is a long one and will be longer yet, should this succeed. I do not know if I will be the same person after the change. I will have new instincts. All I know is that my knowledge and my strength will survive the change. Now that I have put it to parchment, so will my story...

ECL 4: We being our adventure with 2 Racial HD and only have somewhat decent HP due to a good CON score afforded to us by our generous ability scores. Due to this, the character will not be much of a presence in melee combat though they can service as a flanking assistant. At this level, we are basically a glorified animal companion.


ECL 5: With our first level of Druid, we can shift more into a support role. With our ability to activate druid wands and other items, we cement ourselves with a definite role. Our choice of druid variants reflect our animalistic nature, forgoing armor, wildshaping and animal companion for more combat oriented features.


ECL 6 - 8: Typical lower level druid progression. We focus on buff spells and battlefield control spells, anything that doesn't really depend on a DC or caster level. We are not a frontline combatant and should enter melee only in a necessity, or when we have sizable buffs working in our favor.


ECL 9 - 10: With the addition of the Osteomancer, our character gains a degree of control over his form that plants the idea for a future change. The ability to squeeze through tight places will add to his usefulness though the character is not built around stealth. We also gain access to 3rd level druid spells.


ECL 11: This level brings us to the point where the character throws off his previous form (and hampering LA + RHD). Being a monstrous humanoid and unable to change his type, one of the only options available his the Tibbit race from the same source book as the Osteomancer. This race gives the character a humanoid form that he can use to interact with others, yet fulfills the wish to return to a feline nature that is an irreplacable part of himself. We also gain the shapechanger subtype. With that and the ability to shift forms, this opens up the Warshaper prestige class and it serves as a much need buff for melee combat.
Twist the Bones and Bend the Back: ECL 10


I look back and my mind wonders at my overpowering need to escape a form that was so powerful and elegant. I certainly remember the desire though the reasoning behind it seems flawed and wasteful. Regardless, I do not believe it was a mistake. I wouldn't be present in my current form if not for the series of events that lead up to this point, and the world would certainly be a more boring place without my presence to liven it up.


I have been traveling with a halfling for some time now, cleverly disguised as her familiar. Our little ruse has fooled most of her companions, though the Druid sees too much. I am quite pampered and fed well, being required only for a certain impression and to serve as a bodyguard when the occasion presents itself. This leaves me all the time I truly require to further my studies of osteomancy. The group leaves a wake of bodies behind it and no one, save the Druid, notices me slipping away to experiment.


Oddly enough, the things I have discovered have little direct impact on my control over my skeleton. As the skeleton is the "core" of my power, I have learned how to twist and shape my entire body during the shifting process from my humanoid form, to my feline form. I have discovered a method of twisting the bones on the simplest level, giving them superior hardness and flexibility. My feline form has every organ encased in a protective cocoon of bone and each nerve cluster shielded by cartilage. My joints stretch and snap back with the greatest ease, extending my reach beyond that which is natural. I am no harmless kitten in my feline form.
ECL 7: With the loss of +2 LA and the two racial HD, our ECL drops to 7 and our abilities are now useful for their level. We are only one level behind an actual druid on spellcasting. We are a small character now, tiny in housecat form, and our ability to squeeze through places is all that much better.


ECL 8 - 10: The inclusion of warshaper turns our housecat form into a very useful form, despite the -8 Str from shifting. We pick up Weapon Finesse to use with our attacks. We can grow new natural attacks, such as rake attacks, or make our existing ones better. Morphic reach gives us the ability to attack without moving into another's space (and provoking AoO). Morphic Body offsets the Str penalty to only effectively -4, which a well timed Bull's Strength will eliminate and a Rage will bring higher. During these levels, it is a good idea to have a Necklace of Natural Attacks, to assist with damage output.


Deja Vu and the Return of Power: ECL 15





I recall the drastic reduction of my power after the completion of my transformation. No true change is ever easy, or free. I finally feel that I have returned that point after all this time, though things are different as well. It feels that I have lived these moments twice and have achieved more this second time through. My understanding of my core and my tissues is approaching complete. Through subtle manipulation of my marrow, I have been able to render myself immune to disease. Through an entire different method, I have learned how to excite my metabolism and increase my natural healing a thousand fold.


I have begun to sense the bone structures of those around me and it is a bit unnerving. With enough focus, I believe I could learn to control them as I now control my own. Sometimes I wonder if my bones are in a constant state of flux, neither solid nor liquid, as readily as it responds to my will. With but a thought, spurs of bones erupt from my flesh, coating me in a mane of sharp spikes and even forming rudimentary gauntlets on my forelimbs. Ether form of mine has this ability, though I find most use in feline form. The bonespurs are even as hard as most steel, eliminating my need for a mundane weapon in either form.


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


I have made the connection I needed! The bones of others are now my playthings, living, dead and undead alike! At least, I can halt the movement of others with but a thought. Actual manipulation and fine motor control are beyond me at this point. My mental 'touch' is still ham-fisted and tends to cause the bones to fracture and splint if I push too hard. I can even expand or contract my size as I wish, it is a simple thing really. I merely 'borrow' energy from the universe around. Everything is energy, anyway, just like the tune of a song. Mere frequency separates one type from another.


Blast! The Druid is staring at me again. I am certain he knows my secret and doesn't particularly approve of my Osteomancy, though he keeps his silence on the matter on account of how useful I am. Yes, I'm sure of it. Either way, I tolerate him merely because I can learn from him. I watch him when he prepares his spells and, in doing so, I have been able to progress my understanding of the Druidic magic. It does take second place to my Osteomancy, after all.
ECL 11: Our final level of Warshaper gives us fast healing, allowing us to spend any other resources on party members or use our spells solo for buffs.


ECL 12: Now we are progressing Osteomancer full out. With our ability to participate in combat cemented, we focus on the abilities that further shape and mold our form. Bonespurs, being a natural weapon, benefit from the Necklace of Natural Attacks and provide incentive for things not to try and grapple/swallow our character. We gain Multiattack so that an attack with Bonespurs becomes our primary attack, followed by 2 claws and a bite (or more if we grew rake attacks). We have chosen to focus on Use Magical Device to offset our delayed spellcasting, in a few levels it will pay off. This will give us a wider role to take when outside of housecat form.


ECL 13: The ability to shrink and enlarge ourselves makes us more dangerous. Grow to small size in cat form? We have 10ft reach. Shrink to Diminutive size and we still possess 5ft of reach. No one expects a 6 inch little kitten to rip your face off from 5ft away. We also gain a sizeable bonus to our Hide modifier, making up for our lack of ranks in the skill. Overcoming damage reduction is becoming a problem and Iron bones goes a long way to make up for this. 4th level Druid spells assist as well.


ECL 14: Seize the Core is a really good way to set up multiple creatures for Coup de grace attacks, either by yourself or your harder hitting party members. Silver bones assists with further bypassing damage reduction.


ECL 15: Speaking of bypassing damage reduction, we gain the chaotic alignment on our bonespurs. We also gain Improved Multiattack, so we no longer take penalties for attacking with multiple natural weapons. An itty-bitty, tiny, special blender-of-death kitty we are turning into. Also, our Use Magical Device skill has 14 ranks. With our charisma mod (+3 or higher), we have a good chance to activate just about any item we need to.
Fluid Forms, Shifting Power: ECL 16 - 20 Sweet Spot





Things have taken a unexpected turn. I have revealed myself to the Druid. Yes, intentionally. He did not catch me napping and bribe me with catnip. That would be beneath me. Regardless of how it happened, I found an unexpected ally and sympathizer. Not that I needed one, of course.


The Druid has begin to teach me about his wild shaping ability, something that I had been on the cusp of mastering long ago, had I not firmly rejected it due to my prior convictions. Sadly, I would not be able to fully aquire the ability as my Druidic path was one that did not fully embrace it. On a positive note, my natural shape shifting ability, combined with my Osteomancy and understanding of the Morphic traits inherent in it, I could master the magic that allowed other changes.


Regarding my Osteomancy, I am nearing mastery. I am able to increase the density of my bones to such a point that I can cut into adamantine. I can reduce the density of other's bones to the point they become brittle and weak. I can play puppeteer with the skeletons of others, and short of suicidal manipulation, force them to dance to my will. Mostly, I use this ability to keep my sorcerer from harm without revealing myself. Should things go really bad, I can melt the bones of another by sheer willpower, outright killing them or massively damaging their skeletal structure.


I have also discovered a way to cast spells while in my feline form. It was a simple matter of altering a few bone structures and forming a larynx of sufficient complexity to direct the energies around us into spells. It is not a proper replacement for my humanoid form and took quite a lot of practice to perfect, though it does increase the difficulty for other to decrypt which spells I chose to use.


---------


I have finally learned how to shift my form into something other than own own! Currently, I can only perform this feat once before I have to rest. The Druid was correct. My understanding of how muscles, tendons and the body is out together has allowed me to extend my Morphic talents to the other forms. My feline form is a force to be reckoned with though the new heights of power I can attain with this ability is limitless.


This is just the beginning of the greatest adventure.
ECL 16: With the Adamantine Bones, we have very few damage reductions that can't be bypassed by our bonespurs.


ECL 17: We gain access to 5th level druid spells. Getting to some of the really good buffs now. Sap Life allows us to drain an opponents strength to almost nothing. We gain at least 3 uses per day thanks to our CHA score (more with item enhancements).


ECL 18: Ah, Weild the Core. The image of a cat controlling the actions of others through pure telekinetic manipulations of their skeletal structure, as though puppets, just tickles me pink. We had the choice of taking ability focus to make this harder to resist but I eventually settled on Surrogate Spellcasting so that we can can overcome the restriction of the housecat form and cast spells while we are a housecat. This doesn't allow us activate spell completion items.


ECL 19: Oestophage, the capstone. Better late than never and a decent way to deal 10d6 damage in a pinch. Some things will fall to the DC 18 save (higher with cha items) but most won't.


ECL 20: We chose to take another level of Shaper of Form to increase saves, BAB and mostly to get the ability to polymorph 1/day. At the very least, it will give us a different form from the housecat. We gave a caster level of 10 at this point, so there are some decent things we can turn into. Useful in an emergency when the character is caught in the 1 hour downtime between ability to switch to housecat form.


Last notes: Properly equipped, the character can reach an armor class of 50 and an attack bonus of +35 for every attack made while in feline form, thanks to improved Multiattack. That's at least 6 attacks per round. With the right buffs, this can only go higher. I feel this completely offsets he need for high BAB. Damage dealing can (as in 'might') be a problem if certain equipment is not available. The Osteomancer's class abilities go a long way to ensuring this is a minimal risk.

Sources:

Player's Handbook
-Toughness
-Great Fortitude
-Spell Focus
-Weapon Finesse


Monster Manual
-Multiattack


Savage Species
-Anthropomorphic Creatures
-Improved Multiattack (also see Draconomicon)
-Surrogate Spellcasting


Dragon Compendium
-Tibbit
-Osteomancer
-Shaper of Form


d20srd.org
-Druid variants

Venger
2015-06-29, 06:06 PM
What he wouldn't give to be Spyke...




Fred


Hellbred Fighter 8/ Wu-jen 2/ Osteomancer 10


Background

Background
Fred just your normal every day type, with a strong dislike for evil things, Fred spent most of his youndger days training learning what it is to be a soldier
while dabbling some in the mystical arts, then cam to him the knowledge of how to transmute bone into various forms and he saw great application of this knowlege with what he knew from his combat experiance.




Race Info





Hellbred
racial traits:
• Humanoid (Hellbred): Hellbred are humanoid creatures, despite their monstrous appearance.
• Infernal Mien (Ex): Hellbred have a sinister presence. They gain a +2 racial bonus on Intimidate checks.
• Evil Exception (Ex): Regardless of alignment or class restrictions, a hellbred can cast spells with the evil descriptor and never gains negative levels while wielding evil magic items, such as unholy weapons or demon armor. This ability does not shield a hellbred from losing access to class features if he violates a class’s code of conduct. For example, using a +1 unholy longsword to slay orcs would not violate a hellbred paladin’s code of conduct, though using the weapon to kill another paladin would.
• Hellbound (Su): A devil has a claim on a hellbred’s soul. As a result, a hellbred can be restored to life only by a resurrection spell or greater magic.
• Devil’s Favor: A hellbred gains Devil’s Favor as a bonus feat for which it does not need to meet the prerequisite.
• Infernal Aspect: Upon completing the Scourging, a hellbred chooses one of the following aspects to manifest.


Body (Ex): A hellbred who chooses body as his infernal aspect gains a +4 bonus on saves against poison. In addition, he gains a +2 bonus to Constitution and takes a –2 penalty to Intelligence. The process of the Scourging strengthens his body but weakens his mind.
At 4 HD, he gains a bonus devil-touched feat.
At 14 HD, he gains another bonus devil-touched feat.


• Automatic Languages: Infernal, Common, Draconic
Abilities



Abilities
race
Str 00 Dex 00 Con 02 Int -2 Wis 00 Cha 00


32 point buy
Str 14 Dex 12 Con 14 Int 16 Wis 12 Cha 10


Ability scores
Str 14 Dex 12 Con 16 Int 14 Wis 12 Cha 10


L4 +1 to dex
L8 +1 to str
L12 +1 to str
L16 +1 to str
L20 +1 to str


level 20 Ability scores
Str 18 Dex 13 Con 16 Int 14 Wis 12 Cha 10
Build

Effective Character Levels


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


1st
Fighter
1
2
0
0
Heal 2cc
Devil’s Favor, Toughness, Blind-Fight
bonus feat


2nd
Wu-Jen
1
2
0
2
Knowledge (arcana) 2, Knowledge (nature) 2
Disrupting Spell
Watchful spirit, bonus metamagic feat


3rd
Fighter
2
3
0
2
Heal 3cc
Exotic Weapon Proficiency (spiked chain), Power Attack
bonus feat


4th
Wu-Jen
3
3
0
3
Knowledge (arcana) 4, Knowledge (nature) 4
Devil’s Stamina
-


5th
Fighter
4
3
1
4
Heal 4cc
-
-


6th
Osteomancer
4
5
1
6
Spellcraft 2, Use Magic Device 2
Weapon Focus (spiked chain)
Boneless, immunity to disease


7th
Fighter
5
6
1
6
Intimidate 4
Weapon Focus (spiked armor)
bonus feat


8th
Fighter
6
6
1
6
Intimidate 8
-
-


9th
Fighter
7
7
2
7
Intimidate 12
Weapon Specialization (spiked chain), Weapon Focus (spiked shield)
bonus feat


10th
Fighter
8
7
2
7
Intimidate 13, Craft Weaponsmithing 3
-
-


11th
Fighter
9
8
2
7
Intimidate 14, Craft Weaponsmithing 6
Blood Spiked charger
bonus feat


12th
Osteomancer
10
9
2
8
Spellcraft 4, Use Magic Device 4
Brutal Strike
Skeletal shift +1 level of existing class


13th
Osteomancer
11
9
3
8
Spellcraft 6, Use Magic Device 6
-
Bone spurs, unnerve


14th
Osteomancer
12
10
3
9
Spellcraft 8, Use Magic Device 8
Devil’s Flesh
Enlarge/reduce, iron bones +1 level of existing class


15th
Osteomancer
12
10
3
9
Spellcraft 10, Use Magic Device 10
Touch of Golden Ice
Seize the core, silver bones


16th
Osteomancer
13
11
4
10
Concentration 4
-
Aligned bones +1 level of existing class


17th
Osteomancer
14
11
4
10
Concentration 8
-
Adamantine bones


18th
Osteomancer
15
12
4
11
Concentration 10, Heal 6
Armor Specialization
Sap life +1 level of existing class


19th
Osteomancer
15
12
5
11
Heal 10
-
Wield the core


20th
Osteomancer
16
13
5
12
Intimidate 15, Craft Weaponsmithing 9
-
Osteophage +1 level of existing class





Character Breakdown





1 not much happening with a basic fighter
5 by this level Fred has what he needs to start the SI, with good weapon skill
10 fred is all but finished with his combat training, having decent skills with various weapons
15 fred has some decent skill over bone control, with his combat skills this can be lethal
20 fred is all about bones and how to break them, make them stronger, total control over how they work or exsist


Use of the Secret Ingredient
Overall the build makes great use of the SI abilities and incorperates them well into the combat prowness of the build.
Spells per Day


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


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


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


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


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


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


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


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


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


9th
-
-
-
-
-
-
-
-
-
-


10th
-
-
-
-
-
-
-
-
-
-


11th
-
-
-
-
-
-
-
-
-
-


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


13th
-
-
-
-
-
-
-
-
-
-


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


15th
-
-
-
-
-
-
-
-
-
-


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


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


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


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


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





Spells

Spells


0 Daze
0 Detect Magic
0 Mage Hand: 5-pound telekinesis
0 Mending


1 Accuracy
1 Magic Weapon
1 Comprehend Languages
1 True Strike


2 Invisibility
2 Ice Knife
2 Alter Self


3 Fire Wings
3 Tongues


4 Polymorph
Sources

Sources
Book of Exaulted Deeds
PHB
PHB 2
Complete Arcane
Dragon magazine compendium
fiendish codex 2
SRD

Venger
2015-06-29, 06:09 PM
Call him Weapon M




Nagol, the Badger


Ranger 4/Osteomancer 10/Swordsage 1/Bloodclaw Master 5


Background

Born to a wealthy family of aristocrats in the Silver Marches of Faerun, Nagol was like most boys whose fathers were powerful business men, he wanted to rule the world. However, that all changed one day when the grounds keeper and his son burst into the house drunk and demanded that Nagol's mother pleasure them. Nagol's father wasn't happy with it and attempted to slay the intruders however they overpowered Nagol's father and took his mother as a slave. Nagol decided that very day that he wouldn't be physically weak and politically powerful like his father and would be physically powerful and not give a 'dung'. Thus he was called the badger, because he didn't give a 'dung'.


Picked up by the church of Mystra and wiped of all his memories as he was trained to be an elite fighting weapon, the Shooting Star Rangers (aka Department H) carried out many missions agianst opposing churches and organizations. Nagol's powers as an Osteomancer grew and his ability to have an adamantine skeleton and claws was super cool, that and he called people bub.


Breaking free of the grasp of the church of Mystra (or at least he thought) he went solo and joined an adventuring group he met at a tavern, they called themselves a school of gifted children but they were all in their twenties and thirties and it seemed weird to Nagol but he didn't give a 'dung'! They adventured and battled all sorts of strange things, but the grup of the church kept pulling at Nagol as they would always trick him into doing missions for them. At this point he wished that he invested points in Charisma so he could get real friends and stop driving away the people that he cared about.


Oh but there were a couple things that Nagol was good at, sneaking into places (cause he's trained as a ninja) and shredding people with his adamantine claws in a blind fury. He does wish that he could have went wildshape ranger so he could get Wolverine's Rage as a feat, but it just wasn't in the cards. Storyline aside (cause it isn't listed as material that judges are supposed to judge on the main page) this is a wolverine er... badger build. The admantine skeleton and adamantine claws just screamed this so I had to build it. Thanks for reading, competing, and judging.
Abilities



Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Reason


16
16
14
8
12
10
32-point buy


17
16
14
8
12
10
4th level


18
16
14
8
12
10
8th level


19
16
14
8
12
10
12th level


20
16
14
8
12
10
16th level


21
16
14
8
12
10
20th level



Build



Level
Class
BAB
Fortitude
Reflex
Will
Skills
Feats
Class Abilities


1st
Ranger
1
2
2
0
Heal 4, Hide 4, Jump 4, Knowledge (nature) 4, Move Silently 4, Survival 4
Toughness, Power Attack
1st favored enemy, Track, wild empathy


2nd
Ranger
2
3
3
0
Heal 4, Hide 5, Jump 5, Knowledge (nature) 5, Move Silently 5, Spot 1, Survival 5

Combat style: two-weapon combat


3rd
Shooting Star Ranger
3
3
3
1
Heal 4, Hide 6, Jump 6, Knowledge (arcane) 4, Knowledge (nature) 5, Move Silently 5, Spot 1, Survival 5
Improved Bull Rush
Weavespeak


4th
Shooting Star Ranger
4
4
4
1
Heal 4, Hide 7, Jump 7, Knowledge (arcane) 4, Knowledge (nature) 5, Move Silently 7, Spot 1, Survival 7

Bonus spells, improved spellcasting. 2 level 1 spells per day which offers well over the 3 transmutation spells needed for the SI.


5th
Osteomancer
4
6
4
6
Heal 4, Hide 7, Jump 8, Knowledge (arcane) 4, Knowledge (nature) 5, Move Silently 8, Spot 1, Survival 7

Boneless, immunity to disease


6th
Osteomancer
5
7
4
7
Heal 4, Hide 8, Jump 9, Knowledge (arcane) 4, Knowledge (nature) 5, Move Silently 8, Spot 1, Survival 7
Shock Trooper
Skeletal shift


7th
Osteomancer
6
7
5
7
Heal 4, Hide 8, Jump 10, Knowledge (arcane) 4, Knowledge (nature) 5, Move Silently 9, Spot 1, Survival 7

Bone spurs (snikt!), unnerve


8th
Osteomancer
7
8
5
8
Heal 4, Hide 9, Jump 11, Knowledge (arcane) 4, Knowledge (nature) 5, Move Silently 9, Spot 1, Survival 7

Enlarge/reduce, iron bones. 3 level 1 spells per day.


9th
Osteomancer
7
8
5
8
Heal 4, Hide 9, Jump 12, Knowledge (arcane) 4, Knowledge (nature) 5, Move Silently 10, Spot 1, Survival 7
Battle Jump
Seize the core, silver bones


10th
Osteomancer
8
9
6
9
Heal 4, Hide 10, Jump 13, Knowledge (arcane) 4, Knowledge (nature) 5, Move Silently 10, Spot 1, Survival 7

Aligned bones


11th
Osteomancer
9
9
6
9
Heal 4, Hide 10, Jump 14, Knowledge (arcane) 4, Knowledge (nature) 5, Move Silently 11, Spot 1, Survival 7

Adamantine bones (super snikt!)


12th
Osteomancer
10
10
6
10
Heal 4, Hide 11, Jump 15, Knowledge (arcane) 4, Knowledge (nature) 5, Move Silently 11, Spot 1, Survival 7
Combat Brute
Sap life


13th
Osteomancer
10
10
7
10
Heal 4, Hide 11, Jump 16, Knowledge (arcane) 4, Knowledge (nature) 5, Move Silently 12, Spot 1, Survival 7

Wield the core


14th
Osteomancer
11
11
7
11
Heal 4, Hide 12, Jump 17, Knowledge (arcane) 4, Knowledge (nature) 5, Move Silently 12, Spot 1, Survival 7

Osteophage


15th
Swordsage
11
11
9
13
Heal 4, Hide 13, Jump 18, Knowledge (arcane) 4, Knowledge (nature) 5, Move Silently 13, Spot 1, Survival 7. Extreme Leap (skill trick)
Rapidstrike
Quick to act +1, discipline focus (Weapon Focus: claws)


16th
Bloodclaw Master
11
13
11
13
Heal 4, Hide 13, Jump 19, Knowledge (arcane) 4, Knowledge (nature) 5, Move Silently 14, Spot 1, Survival 7. Extreme Leap (skill trick)

Shifting 1/day, claws of the beast


17th
Bloodclaw Master
12
14
12
13
Heal 4, Hide 14, Jump 20, Knowledge (arcane) 4, Knowledge (nature) 5, Move Silently 14, Spot 1, Survival 7. Extreme Leap (skill trick)

Superior two-weapon fighting, tiger claw synergy (stance)


18th
Bloodclaw Master
13
14
12
14
Heal 4, Hide 14, Jump 21, Knowledge (arcane) 4, Knowledge (nature) 5, Move Silently 15, Spot 1, Survival 7. Extreme Leap (skill trick)
Shadow Blade
Pouncing strike, low-light vision, shifting 2/day


19th
Bloodclaw Master
14
16
13
14
Heal 4, Hide 15, Jump 22, Knowledge (arcane) 4, Knowledge (nature) 5, Move Silently 15, Spot 1, Survival 7. Extreme Leap (skill trick)

Tiger claw synergy (strike)


20th
Bloodclaw Master
14
16
13
14
Heal 4, Hide 15, Jump 23, Knowledge (arcane) 4, Knowledge (nature) 5, Move Silently 16, Spot 1, Survival 7. Extreme Leap (skill trick)

Rending claws, scent, shifting 3/day



Manuevers



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


15
Sudden Leap
Rabid Wolf Strike, Shadow Jaunt, Cloak of Deception
Soaring Raptor Strike, Assassin's Stance
Death From Above





16




Pouncing Charge




17









18




Step of the Dancing Moth
Rabid Bear Strike



19









20






Shadow Blink



Sources

Champions of Valor: Shooting Star Ranger (50)
Complete Scoundrel: Extreme Leap (86)
Complete Warrior: Shock Trooper (112), Combat Brute (110)
Draconomicon: Rapidstrike (73)
Tome of Battle: The Book of Nine Swords: Bloodclaw Master (96), Shadow Blade (32), Swordsage (16), Shadow Blade (32)
Unapproachable East: Battle Jump (42)

Venger
2015-06-29, 06:11 PM
The sibilant serpent




Sashsa Silvertongue




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


1st
Yuan-ti pureblood RHD 1
+1
+0
+2
+2
Knowledge (arcane) 4, Knowledge (Nature) 4, Heal 2
Toughness
Bonus feat (Alertness), Bonus feat (Blindfight), +1 Natural Armor, Animal Trance 1/day (DC16), Cause fear 1/day(DC15), Charm person 1/day (DC15), Darkness 1/day, Entangle 1/day (DC15), Alternate form, Detect poison, SR 14+ Class level


2nd
Yuan-ti pureblood RHD 2
+2
+0
+3
+3
Knowledge (arcane) 5, Knowledge (Nature) 5, Heal 2.5
New Feats
New Class Abilities


3rd
Yuan-ti pureblood RHD 3
+3
+1
+3
+3
Knowledge (arcane) 6, Knowledge (Nature) 6, Heal 3
Improved Natural Armor ( Now +2)
New Class Abilities


4th
Yuan-ti pureblood RHD 4
+4
+1
+4
+4
Knowledge (arcane) 7, Knowledge (Nature) 7, Heal 3.5
New Feats
+1 wisdom


5th
Level adjustment 1
+4
+1
+4
+4
Knowledge (arcane) 7, Knowledge (Nature) 7, Heal 3.5
New Feats
New Class Abilities


6th
Level adjustment 2
+4
+1
+4
+4
Knowledge (arcane) 7, Knowledge (Nature) 7, Heal 3.5
New Feats
New Class Abilities


7th
Druid 1
+4
+3
+4
+6
Knowledge (arcane) 8, Knowledge (Nature) 8, Heal 4, Handle Animal 1, Survival 1
New Feats
Animal companion (Medium viper named Eska), Nature sense, Wild Empathy


8th
Druid 2
+5
+4
+4
+7
Knowledge (arcane) 9, Knowledge (Nature) 9, Heal 5, Handle Animal 2, Survival 2
Practiced spellcaster (druid)
Woodland stride


9th
Druid 3
+6
+4
+5
+7
Knowledge (arcane) 10, Knowledge (Nature) 10, Heal 6, Handle Animal 3, Survival 3
New Feats
Trackless step


10th
Druid 4
+7
+5
+5
+8
Knowledge (arcane) 11, Knowledge (Nature) 11, Heal 7, Handle Animal 4, Survival 4
New Feats
Resist nature’s lure, +1 charisma


11th
Osteomancer 1
+7
+7
+5
+10
Knowledge (arcane) 12, Knowledge (Nature) 12, Heal 8, Handle Animal 4, Survival 4
Natural bond (eska)
Boneless, Immunity to disease


12th
Osteomancer 2
+8
+8
+5
+11
Knowledge (arcane) 13, Knowledge (Nature) 13, Heal 9, Handle Animal 4, Survival 4
New Feats
Skeletal shift


13th
Osteomancer 3
+9
+8
+6
+11
Knowledge (arcane) 14, Knowledge (Nature) 14, Heal 10, Handle Animal 4, Survival 4
New Feats
Bone Spurs, Unnerve


14th
Osteomancer 4
+10
+9
+6
+12
Knowledge (arcane) 15, Knowledge (Nature) 15, Heal 11, Handle Animal 4, Survival 4
Improved natural attack (Bone spurs)
Enlarge/Reduce, Iron bones, +1 Charisma


15th
Osteomancer 5
+10
+9
+6
+12
Knowledge (arcane) 16, Knowledge (Nature) 16, Heal 12, Handle Animal 4, Survival 4
New Feats
Seize the core, silver bones


16th
Osteomancer 6
+11
+10
+7
+13
Knowledge (arcane) 17, Knowledge (Nature) 17, Heal 13, Handle Animal 4, Survival 4
New Feats
Aligned bones


17th
Osteomancer 7
+12
+10
+7
+13
Knowledge (arcane) 18, Knowledge (Nature) 18, Heal 14, Handle Animal 4, Survival 4
Improved natural attack (bone spurs)
Adamantine bones


18th
Osteomancer 8
+13
+11
+7
+14
Knowledge (arcane) 19, Knowledge (Nature) 19, Heal 15, Handle Animal 4, Survival 4
New Feats
Sap life, +1 Strength


19th
Osteomancer 9
+13
+12
+8
+14
Knowledge (arcane) 20, Knowledge (Nature) 20, Heal 16, Handle Animal 4, Survival 4
New Feats
Wield the core


20th
Osteomancer 10
+14
+12
+8
+15
Knowledge (arcane) 21, Knowledge (Nature) 21, Heal 17, Handle Animal 4, Survival 4
Improved natural attack (bone spurs)
Osteophage




Spells per day


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


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


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


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


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


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


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


7th
3
2
-
-
-
-
-
-
-
-


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


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


10th
5
4
2
-
-
-
-
-
-
-


11th
5
4
2
-
-
-
-
-
-
-


12th
5
4
2
1
-
-
-
-
-
-


13th
5
4
2
1
-
-
-
-
-
-


14th
5
4
3
2
-
-
-
-
-
-


15th
5
4
3
2
-
-
-
-
-
-


16th
6
5
3
2
1
-
-
-
-
-


17th
6
5
3
2
1
-
-
-
-
-


18th
6
5
3
3
2
-
-
-
-
-


19th
6
5
3
3
2
-
-
-
-
-


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


Base ability stats before racial modifiers
Strength 10
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 14
Charisma 16


Yuan-ti Pureblood Ability modifiers included to base stats (Yuan-ti Purebred can be found on page 263 of the MM)


Strength 10
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 14
Charisma 18


Level 4 adjustment
Strength 10
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 15
Charisma 18


Level 8 adjustment
Strength 10
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 15
Charisma 19


Level 12 adjustment
Strength 10
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 15
Charisma 20


Level 16 adjustment
Strength 11
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 15
Charisma 20







Nature Sense : A druid gains a +2 bonus on Knowledge (nature) and Survival checks.


Wild Empathy : A druid can use body language, vocalizations, and demeanor to improve the attitude of an animal (such as a bear or a monitor lizard). This ability functions just like a Diplomacy check made to improve the attitude of a person (see Chapter 4: Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2 (such as a basilisk or a girallon), but she takes a –4 penalty on the check.


Woodland Stride : Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.


Trackless Step : Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.


Resist Nature’s Lure : Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey (such as dryads, pixies, and sprites).


Animal companion : Eska (Large viper)







Boneless : At will, as a full-round action, an osteomancer may dissolve or restore his own skeleton. He becomes able to travel at a speed of 10 feet through muscular control taught to all novice osteomancers (he may not run). The osteomancer may now fit in minute spaces and crawl under barriers, with one important caveat: the osteomancer must at all times take care to protect his organs, making sure they are not squashed or crushed. For simplicity's sake, assume the osteomancer cannot travel through any space smaller than 6 inches in diameter. While in this form, the osteomancer is considered prone. He cannot use a shield, and loses his Dexterity tonus to Armor Class. He can't attack or cast spells with verbal,somatic, material, or focus components while boneless. (This does not rule out the use of certain spells that the osteomancer might have prepared using the feats Silent Spell, Still Spell, and Eschew Materials.)


Immunity to Disease : Due to their phenomenal understanding of bone and the role it plays in the immune system, osteomancers are immune to disease, including supernatural and magical diseases.


Skeletal Shift : As a standard action, 2nd-level osteomancers can shift the bone structure of their limbs and face (including teeth) to appear as a different person, at will. This ability grants a +3 bonus on Disguise checks.


Bone Spurs : The 3rd-level osteomancer may, as a free action, cause portions of his skeleton to break his skin and protrude, causing him no damage or disability whatsoever. The protruding bones act as armor spikes and spiked gauntlets. The osteomancer is automatically proficient in the weapons forged directly from his own skeleton, but not the normal weapons of the same type. Note that while normal bone is far more fragile than any forged weapon, the osteomancer's supernatural skill causes his exposed bones to have the strength of steel. He may use this ability at will. As natural weapons, the osteomancer's bone spurs cannot be sundered.


Unnerve : As an extension of the above ability, an osteomancer may sculpt his protruding bone into terrifying shapes, such as sinister leering faces. Creatures within 30 feet of the osteomancer attempting to strike or otherwise directly attack the osteomancer, even with a targeted spell, must attempt a Will save (DC 10 + osteomancer level + Charisma modifier). If the save succeeds, the opponent is unaffected and immune to that particular osteomancer's unnerve effect for 24 hours. If the save fails, the opponent suffers a -2 penalty on every attack roll against the osteomancer for the next 24 hours. A creature only has to make one save against a particular osteomancer per 24 hour period. This is a mind-affecting, fear effect. (DC25)


Enlarge/Reduce : Beginning at 4th level, once per day, the osteomancer may cast enlarge person or reduce person on himself as cast by a sorcerer of the osteomancer's class level. He gains one daily use of each spell.


Iron Bones : A 4th-level osteomancer's bone spurs act as cold iron weapons for the purpose of overcoming damage reduction.


Seize the Core : Once per day, the 5th-level osteomancer can take temporary control of the skeletons of his opponents, paralyzing them. He can affect up to one creature per osteomancer level within 60 feet, no two of which can be more than 30 feet apart. Each subject is allowed a Fortitude save (DC 10 + osteomancer level + Charisma modifier). Creatures without skeletons (such as oozes) are not affected. Subjects affected by this ability are held immobile as though paralyzed. As this ability targets the bone structure of a being, rather than its mind, corporeal undead are subject to its effect. A winged creature affected by this ability cannot flap its wings and falls. A swimmer cannot swim and might drown. Creatures immune to paralysis are not immune to this effect. (DC25)


Silver Bones : A 5th-level osteomancer's bone spurs act as both silver and cold iron weapons for the purpose of overcoming damage reduction.


Aligned Bones : At 6th level, an osteomancer's bone spurs take on any nonneutral alignment the character has (chaotic, evil, good, or lawful) for the purpose of overcoming damage reduction. For example, a lawful neutral osteomancer's bone spurs act as lawful weapons. A wholly neutral osteomancer must choose for his bone spurs to be chaotic, evil, good, or lawful for the purpose of overcoming damage reduction. Once chosen, this alignment component cannot be changed.


Adamantine Bones : A 7th-level osteomancer's bone spurs act as adamantine, cold iron, and silver weapons for the purpose of overcoming damage reduction.


Sap Life : As a touch attack, an 8th-level osteomancer can cause a malaise to settle into the core of an opponent's bones. This effect deals 2d4 points of Strength damage unless the opponent makes a Fortitude save (DC 10 + osteomancer level + Charisma modifier). The osteomancer can use this ability a number of times per day equal to 1 plus his Charisma modifier (minimum 1). This ability can only affect living creatures with a skeleton. (DC25)


Wield the Core : At 9th level, the osteomancer can telepathically control the physical actions of any creature with a skeleton. The target creature must be within 30 feet, and is allowed a Fortitude save (DC 10 + osteomancer level + Charisma modifier) to negate the effect. On a failed save, the osteomancer can control the movements of the subject by forcing its bones to move however the osteomancer wills. The effect only allows the osteomancer to controle the movement of the creature's bone structure, and not its mind. Thus, the osteomancer cannot make the controlled creature speak, but he can cause the creature's jaws to clench shut, which would prevent a character from casting a spell with a verbal component or using an item that has a command word. This effect lasts for 1 minute per osteomancer level. Obviously self-destructive commands, such as forcing the creature to walk off a cliff or jump into lava, end the effect. Once control is established, the range at which it can be exercised is unlimited, as long as the osteomancer has line of effect to the subject. Because the osteomancer must remain in line of effect (and therefore potentially keeping himself in harm's way), commanding a creature to face an obviously superior foe does not end the effect. As this power targets the bone structure of a being, rather than its mind, corporeal undead are subject to its effect. The osteomancer can use this power three times per day. (DC25)


Osteophage : This 10th-level ability is the most lethal power at the osteomancer's command. Once per day, an osteomancer can cause the skeleton of a target to liquefy in a matter of seconds, causing the target to collapse in on itself This collapse causes instant death on a failed Fortitude save (DC 15 + Charisma modifier); a successful save prevents skeletal collapse but still deals 10d6points of damage.(DC20)




Alignment : CN
Hit Dice : 18d8+39
Bone Spur (spiked gauntlet) Damage : 2d6

Venger
2015-06-29, 06:18 PM
And that's the last of them. Feel free to post now and tell me if I missed anything. I think I got all of the issues re: spoiler and quote tags this time, and added images back in manually since they didn't copy over this time.

A_S
2015-06-29, 09:21 PM
Uh oh, looks like my script broke again on a few of those tables. Hastae's spells/day, The Golden Smilodon's build table, and Mavis Parvana's build table all have issues. I'll take a look at what's going on with them and see if I can patch things up.

Also, it looks like you've smushed three tables into one in Alithyra's entry. Honestly, I'm pleasantly surprised that doing so didn't break my script :P .

Venger
2015-06-29, 09:31 PM
Uh oh, looks like my script broke again on a few of those tables. Hastae's spells/day, The Golden Smilodon's build table, and Mavis Parvana's build table all have issues. I'll take a look at what's going on with them and see if I can patch things up.

Also, it looks like you've smushed three tables into one in Alithyra's entry. Honestly, I'm pleasantly surprised that doing so didn't break my script :P .

Fixed hastae's spells/day.

Mavis somehow got all 3 tables jammed into her build. I deleted that and it looks right now. I re-input her build data into your coder and it looks the same. I think her build table is just messed up, it looks really different from the others and is a lot longer.

Golden smilodon's table looks fine. what's wrong with it?

A_S
2015-06-29, 09:50 PM
Golden smilodon's table looks fine. what's wrong with it?
Its level 2 is hanging off the right side of its level 1 instead of its own line. Or is that just a display bug for me?

Venger
2015-06-29, 09:52 PM
Its level 2 is hanging off the right side of its level 1 instead of its own line. Or is that just a display bug for me?

no you're right. again, I think it's a problem with the table itself and not the code. I copied it as it was.

WhamBamSam
2015-07-23, 01:00 AM
After much struggle, Iron Chef XII: War Mind has been wrangled and pinned down.

Refrain from posting until the last of the builds (Bosleigh Eddon) is posted.

WhamBamSam
2015-07-23, 01:10 AM
"The good Lord made us all out of iron. Then he turns up the heat to forge some of us into steel." -Marie Osmond

Dolgan Whurard
Earth Dwarf
32 point buy
Str: 14, Dex: 14, Con:10, Int: 10, Wis: 18, Cha: 8
Ending Stats
Str: 20, Dex: 12(18), Con:12, Int: 10, Wis: 28(34), Cha: 8
Progression:

ECL
Class
Base Attack
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features


1st
Divine Mind 1
+0
+2
+0
+2
(8) Knowledge (history) 2 cc,Knowledge (psionics) 4
True Believer, Wild Talent(b)
Mantle(Guardian), psychic aura 5ft.


2nd
Divine Mind 2
+1
+3
+0
+3
(2) Knowledge (psionics) 1, Knowledge (religion) 1




3rd
Divine Mind 3
+2
+3
+1
+3
(2) Knowledge (psionics) 1, Knowledge (religion) 1
Weapon Focus (warhammer)
Psychic aura 10ft.


4th
Divine Mind 4
+3
+4
+1
+4
(2) Knowledge (psionics) 1, Knowledge (religion) 1

Divine Grace


5th
Divine Mind 5
+3
+4
+1
+4
(2) Knowledge (psionics) 1, Knowledge (religion) 1

Psychic aura 15ft.


6th
War Mind 1
+4
+6
+3
+4
(2) Psicraft 2
Serenity
Chain of personal superiority +2


7th
War Mind 2
+5
+7
+4
+4
(2) Psicraft 2

Chain of defensive posture +2


8th
War Mind 3
+6
+7
+4
+5
(2) Craft (weaponsmithing) 1 cc

Enduring Body (DR 1/-)


9th
War Mind 4
+7
+8
+5
+5
(2) Craft (weaponsmithing) 1 cc
Endurance



10th
War Mind 5
+8
+8
+5
+5
(2) Concentration 2

Sweeping Strike


11th
Pious Templar 1
+9
+10
+5
+7
(2) Craft (weaponsmithing) 2

Mettle


12th
Pious Templar 2
+10
+11
+5
+8
(2) Craft (weaponsmithing) 2
Practiced Manifester (War Mind)
Smite 1/day


13th
Pious Templar 3
+11
+11
+6
+8
(2) Craft (weaponsmithing) 2
Weapon Specialization (warhammer)(b)
DR 1/-


14th
Pious Templar 4
+12
+12
+6
+9
(2) Craft (weaponsmithing) 2
Combat Focus(b)



15th
Battlesmith 1
+13
+14
+6
+9
(2) Concentration 2
Combat Stability, Craft Magic Arms and Armor(b)
One with the hammer, Secrets of the Forge


16th
War Mind 6
+14
+15
+7
+10
(2) Concentration 2

Enduring Body (DR 2/-)


17th
War Mind 7
+15
+15
+7
+10
(2) Concentration 2

Chain of personal superiority +4


18th
War Mind 8
+16
+16
+8
+10
(2) Concentration 2
Combat Vigor
Chain of defensive posture +4


19th
War Mind 9
+17
+16
+8
+11
(2) Concentration 2

Enduring Body (DR 3/-)


20th
War Mind 10
+18
+17
+9
+11
(2) Concentration 2

Chain of overwhelming force


Pious Templar Casting

ECL
1st
2nd


11th
0
-


12th
1
-


13th
1
0


14th
1
1


Psionic Progression War Mind and Total PP’s


ECL
ML
PP*
Powers Known**


1st
-
2



2nd
-
3



3rd
-
4



4th
-
5



5th
-
6



6th
1
8
1 {Force Screen (1st)}


7th
2
11
2 {Thicken Skin (1st)}


8th
3
15
2


9th
4
20
3 {Prescience, Offensive (1st)}


10th
5
26
3


11th
5
26
3


12th
9
26
3


13th
9
26
3


14th
9
26
3


15th
9
26
3


16th
10
34
4 {Ubiquitous Vision (3rd)}


17th
11
43
4


18th
12
53
5 {Energy Adaptation (4th)}


19th
13
64
5


20th
14
76
6 {Precognition, Offensive (1st)}

*Power Points without bonus PP’s from Wisdom
**{Powers} indicate newly acquired powers

Divine Mind


ECL
ML
Powers Known**


5th
1
1 {Deaden Blow (1st)}



BackgroundDolgan’s ancestors had strong ties to the plane of earth and he always found himself at home on solid ground or better yet deep within the mountain strongholds of his people. His parents were priests of Moradin and he was a devoutly religious youth. When his psionic abilities manifested he joined Moradin’s order of Divine Minds and embraced Moradin as the Father and guardian of the dwarven people. Dolgan was always intrigued by the dwarven craftsmen in his stronghold and the incredible armaments that they made out of minerals from the earth. Unfortunately he never had time in his early years to learn the craft as his psionic studies kept him very busy. He was accepted to join the War Mind’s and read from the ancient Talariic scripts kept in his mountain home at a young age. He enjoyed the physicality and mental discipline of the training.

It wasn’t until he took a break from his psionic studies to reflect on the values of Moradin that he had the time to learn a little of weaponsmithing. He was learning from the Templars of Moradin when he finally found the time to visit the forges. There he became obsessed with the heat and spark of creation in the deep forges of his home. He apprenticed with the weaponsmiths and learned much from a Battlesmith called Lucana Silverson. When Dolgan made his first dwarfencraft warhammer he promptly had Lucana enchant the weapon to strike true and draw power from the earth. He named the hammer Delvir, meaning Steel Barrier, and engraved a shield and tower on the sides of the head of the hammer.

Dolgan is a devout follower of Moradin and guardian of the dwarfen people. He spends most of his time defending the dwarven cities from attacks from both above ground and below.

At ECL 20 Divine Mind 5, War Mind 10, Pious Templar 4, Battlesmith 1
Earth Dwarf, Medium Humanoid (Dwarf)
Lawful Good, worshiper of Moradin
Hit Dice: 5d10+5 + 10d10+10 + 4d10+4 + 1d10+1 (130 hp)
Initiative: +4
Speed: 20 ft. (4 squares)
Armor Class: 44 (touch: 32, flat-footed: 40) {10+8(armor)+13(monk)+4(dex)+5(deflection)+4(natur al)}
Base Attack/Grapple: +18/+23
Attack: Warhammer* +33 melee (1d8 + 30 +1d6(acid) +1d6(cold) +2d6(holy))
Attack {18(base)+5(str)+1(focus)+2(aura)+5(enhancement)+2 (earthbound)=33}
Damage {7(2h str)+12(wisdom)+2(w spec)+2(aura)+5(enhancement)+2(earthbound)=30}
Full Attack: Warhmmaer* +33/+28/+23/+18 (1d8 + 30 +1d6(acid) +1d6(cold) +2d6(holy))
Space/Reach: 5 ft./5 ft.
Special Attacks: Psionic Powers, Sweeping Strike, One with the hammer, chain of overwhelming force, Smite 1/day
Special Qualities: damage reduction 3/-, Earth Dwarf traits, psychic aura 15ft. {+2 attack/damage}, Mantle(Guardian), Divine Grace, Mettle, Chain of personal superiority +4, chain of defensive posture +4
Saves: Fort +35, Ref +30, Will +40
Abilities: Str 20, Dex 18, Con 12, Int 10, Wis 34, Cha 8
Skills: Concentration +15, Craft (weaponsmithing) +12 {+16 for metal/stone}, Knowledge (religion) +4, Knowledge (psionics) +8, Knowledge (history) +2, Listen +12, Psicraft +4, Spot +17
Feats: True Believer, Wild Talent(b), Weapon Focus (warhammer), Weapon Specialization (warhammer)(b), Serenity, Endurance, Practiced manifester (War Mind), Combat Focus(b), Combat Stability, Combat Vigor, Craft Magic Arms and Armor(b)
Challenge Rating: 20

Possessions: +5 Earthbound, Holy, Corrosive, Frost Dwarvencraft Warhammer* (162,000+204), Ring of Evasion (50,000), Ring of protection +5 (50,000), Manual of Gainful Exercise +4 (110,000), Bracers of Armor +8 (64,000), Cloak of Resistance +5 (25,000), Tome of Understanding +5 (137,500), Monk’s Belt (13,000), Periapt of Wisdom +6 (32,000), Gloves of Dexterity +6, (32,000), Psychokinetic Skin of the Defender (32,000), Eyes of the Eagle (2,500), Masterwork Weaponsmithing Tool (50) {49,746 gp left over}

Pious Templar Casting: CL 4
1st (4) restoration, lesser x1, divine favor x1, cure light wounds x1, protection from evil x1
2nd (4) delay poison x1, remove paralysis x1, shield other x1, zone of truth x1

Psionic Powers: PP: 166 {6+70+15*6}
War Mind, Manifester Level 14
Force Screen (1st), Thicken Skin (1st), Prescience, Offensive (1st), Precognition, Offensive (1st), Ubiquitous Vision (3rd), Energy Adaptation (4th)
Divine Mind, Manifester Level 1
Deaden Blow (1st)

TacticsDefenses
Dolgan is a tank. Using Force Screen, Thicken Skin, and Chain of defensive posture he can reach an AC of 60 with a respectable touch AC of 36. He can increase these by 2 if needed by switching his psychic aura to defense. The monk’s belt allows him to take advantage of his wisdom score and increase his touch AC. See the options section for an armored variant.
Once per encounter when he first damages an opponent he can enter a state of combat focus, granting +4 to will saves, 4 fast healing, and +8 to resist trips/bulrushes/grapples/disarms/overrun for 13 rounds. This, combined with his racial +8 stability bonus makes moving him rather difficult to move.
Dolgan’s saves are rather high from Divine Grace and the Serenity feat from the Dragon compendium. It allows divine grace, lay on hands, and turn undead to work off wisdom instead of charisma and only requires divine grace. He also has evasion from the ring and mettle from Pious templar. He takes nothing from save for half spells and will pass most of the time.
His guardian mantle aura grants his allies DR 2/- and he can, if need be, use the guardian mantle ability to take a hit for an ally by expending his psionic focus.
Energy Adaptation can give him 30 resist vs energy types and Ubiquitous vision will stop him from getting flanked.

Offense
Dolgan hits stuff with a hammer. He tends to stick with the attack psychic aura since attack and damage is better than just ac. He adds his wisdom to attack with his dwarvencraft hammer that he crafted. Earthbound adds 2 attack and damage if Dolgan is on the ground.
Using the Prescience and Precognition, offensive powers and the chain of personal superiority he can increase his Str and Con by 4(enh), attack by 5(insight), and damage by 6(insight), for a full attack of:
+40/+35/+30/+25 (1d8 + 39 +1d6(acid) +1d6(cold) +2d6(holy) damage)
Sweeping Strike allows him to hit two targets if they are adjacent and the chain of overwhelming force is a free 10d6 damage 1/day. He can also cast divine favor from his Pious Templar casting for a +1 luck bonus to attack and damage for 1 minute.

Utility
Dolgan’s psychic aura grants his allies a +2 morale bonus to attack and damage, as well as DR 2/-. He can switch his aura to defense for +2 AC, or perception for +4 to initiative, spot and listen while outside of combat.
He also has access to the Paladins spell list from his Pious Templar levels. He generally prepares lesser restoration, divine favor, cure light wounds, remove paralysis, and shield other spells. The exact quantity depends on what he expects to face that day. He gains three bonus first and second level spells from his high wisdom score. This allows him to do some out of combat healing but he tends to stick with restoration spells instead.

Sweet Spot: Dolgan is playable from all levels using heavy armor until you can afford the massive wisdom mods and monk’s belt. The key to his saves comes in at level 6 with the Serenity feat.
The real sweet spot is when you get mettle and One with the hammer, which is level 15 in the submitted build. You’ll have sweeping strikes, armor boosting powers, and very high saves.

Options:There are quite a few options for making this character stronger. Flaws are an easy one allowing two more feats. I’d recommend going for martial maneuver and stance to pick up roots of the mountain for another +10 resist to grapples/trips/bulrushes just for kicks and giggles.

The Divine Mind class is very weak. A stronger and cheesier entry would be Psychic Warrior 2, Paladin 2, and anything else 1. Cleric would be useful to pick up turn undead (which would key off wisdom) and some utility spells. As would going any martial adept class to pick up stances. The last 3 levels of Pious Templar are also not required if you want to dip into martial adept classes, more psionics, or progress the battlesmith crafting and heavy armor bonuses. If you get 12 intelligence at the start, you can switch the order of the prestige classes to get into Pious Templar earlier for mettle and wisdom to damage…those skills are a pain.

Dolgan can also be quite powerful going with full plate armor instead of the monk’s belt, especially if you go Pious Templar 1 Battlesmith 4 instead. Going with +5 heavy plate and a +5 tower shield will work well. Just sub out the dexterity bonuses for Con and try to pick up a belt of magnificence with the belt slot open, or just a +6 str belt. If you can pick up some feats by cheesing the entry classes or using flaws you could pick shield ward/specialization and use a heavy shield to bump your touch ac. And don’t forget the armor optimization feats.

Dolgan should really pick up a periapt of health +6 but that is left off this submission since it would require a combined item with the periapt of wisdom.

Sources Complete Divine (Pious Templar)
Complete Psionics (Divine Mind, feats)
Dragon Compendium (Serenity)
Eberron (Earthbound weapon)
PHB
PHB 2 (Combat Focus feats)
Races of Stone (Battlesmith)
Unearthed Arcana (Earth Dwarf)
XPH (War Mind)

WhamBamSam
2015-07-23, 01:14 AM
"The mountains have always been here, and in them, the bears."
- Rick Bass, The Lost Grizzlies

Esha Two Bears is a tall and muscular barbarian with intense red hair. His personality is as subtle as his hair: Esha has a tendency to solve problems by hitting them with his magical greatsword until they cease to be problems. If they're big problems, he simply uses his psionic powers to make himself bigger too. Esha never bothers to hide his manifesting, which has made some wonder if he is even aware of the possibility inside that thick skull of his. Those who learn to know him better however learn that Esha's brain is perfectly adequate and he knows a surprising amount of trivia, even though the importance of things like washing regularly and not spitting in public continues to elude him.

Esha currently lives as a wandering adventurer. He is on a quest to see every notable place the world. While he is doing that, he accepts lesser quests to keep himself occupied and his purse full. He takes any work as long as it pays well and isn't overtly evil.

It does not generally occur to people to suspect that Esha might be hiding something. This is largely because no one has been considering the right questions. There is a bandit who swears he once dealt mortal blow to Esha only for it to be completely ineffective, but then, that particular bandit is known for for his disregard for oaths. When Esha was made, the only things he remembered of his life as a human were a few vague impressions of darkness and heartbreak. He did not inquire, figuring that he was better off not knowing. After all, his former self had applied to become an Elan, a form of soft suicide for the old personality, apparently figuring the loss of skills and memories worth it for a clean start. Certainly for whatever reason, Esha's erasure had been particularly thorough. He did not even remember his original name.

It was hard for Esha to learn to read again, for he had lost that skill also. The more experienced among the Elans said this was because Esha's brain was that of an adult. He would have to work hard, but meanwhile they were prepared to teach him verbally.

Esha became a good listener, but all the elders lectured him was about psionics and what it meant to be an Elan. The subject was interesting enough from a theoretical perspective, but it seemed they wanted him to become a psion himself. Esha found that the crystals and the endless meditation sessions were not for him. He would much rather actually do something. The sun and the sky drove away the dark whispers from the corners of Esha's mind.

When Esha finally learned to read, a new world opened to him. Between his physical exercises, he spent many hours in the library of the Elan retreat reading books about history until he had read everything in the small collection.

Esha was restless and elected to leave the peace of the hidden Elan village. He joined a tribe of barbarians, learned their customs, and was eventually made a full member. Among the tribe there was an old man, far-traveled in his youth, who was proficient in a strange way of fighting none of the young warriors would understand, much to the old man's frequent chagrin. Esha was different, and realized that the old man's technique was psionical in nature, but a form of psionics that was completely unknown to the Elans in their village, a form of psionics suited to him. Esha became the old man's apprentice and mastered his fighting style. This gained him the name Two Bears among the tribe, for they said he could call upon the strengths of two different bears - rage and psionics - to reinforce him in battle.

Time passed and Esha did not grow visibly older. The tribesmen would start wondering soon, and secrecy was strictly enforced by the Elan Council. He had given much effort for learning about the wide world from passing traders and the old man in preparation for this day. He would not dare to bring the mandate of death upon the heads of his friends. Instead, Esha would leave and not think about such things. Esha was good at not thinking things like that, things that would bring the darkness back.

Build: Esha Two Bears
True Neutral Elan Barbarian 4/Fighter 2/War Mind 10/Horizon Walker 4


Stat array:
16 16 15 10 10 8

Starting stats:
Str 16 (+3) Dex 10 (+0) Con 16 (+3) Int 10 (+0) Wis 15 (+2) Cha 6 (-2)

Final stats:
Str 26 Dex 10 Con 20 Int 10 Wis 15 Cha 6
This includes a Manual of Gainful Exercise +5 and a Manual of Bodily Health +4. Equipment is not included, but would definitely be there. Esha can buff himself on top of that.


ESHA TWO BEARS


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


1st
Barbarian
+1
+2
+0
+0
Climb +2, Knowledge (Psionics) +4, Jump +2, Listen +4, Ride +2, Swim +2
Education
Fast Movement, Illiteracy, Rage 1/day


2nd
Barbarian
+2
+3
+0
+0
Knowledge (Psionics) +1, Listen +1, Survival +2

Uncanny Dodge


3rd
Fighter
+3
+5
+0
+0
Knowledge (History) +1, Knowledge (Psionics) +1
Power Attack, Extra Rage
Literacy


4th
Fighter
+4
+6
+0
+0
Knowledge (History) +1, Knowledge (Psionics) +1
Cleave



5th
Barbarian
+5
+6
+1
+1
Knowledge (Psionics) +1, Listen +3

Trap Sense +1


6th
War Mind
+6/+1
+8
+3
+1
Knowledge(History) +3, Knowledge (Psionics) +1
Powerful Charge
Chain of personal superiority +2


7th
War Mind
+7/+2
+9
+4
+1
Knowledge (History) +3, Knowledge (Psionics) +1

Chain of defensive posture +2


8th
War Mind
+8/+3
+9
+4
+2
Knowledge (Geography) +3, Knowledge (Psionics) +1

Enduring body (DR 1/-)


9th
War Mind
+9/+4
+10
+5
+2
Knowledge (History) +3, Knowledge (Psionics) +1
Reckless Rage



10th
War Mind
+10/+5
+10
+5
+2
Knowledge (Geography) +3, Knowledge (Psionics) +1

Sweeping strike


11th
War Mind
+11/+6/+1
+11
+6
+3
Knowledge (Geography) +3, Knowledge (Psionics) +1

Enduring body (DR 2/-)


12th
War Mind
+12/+7/+2
+11
+6
+3
Knowledge (History) +3, Knowledge (Psionics) +1
Destructive Rage
Chain of personal superiority +4


13th
War Mind
+13/+8/+3
+12
+7
+3
Knowledge (Geography) +3, Knowledge (Psionics) +1

Chain of defensive posture +4


14th
War Mind
+14/+9/+4
+12
+7
+4
Knowledge (Geography) +3, Knowledge (Psionics) +1

Enduring body (DR 3/-)


15th
War Mind
+15/+10/+5
+13
+8
+4
Knowledge (Geography) +3, Knowledge (Psionics) +1
Endurance
Chain of overwhelming force


16th
Barbarian
+16/+11/+6/+1
+14
+8
+4
Listen +4

Rage 2/day (total 4/day)


17th
Horizon Walker
+17/+12/+7/+2
+16
+8
+4
Spot +4

Terrain mastery: Desert


18th
Horizon Walker
+18/+13/+8/+3
+17
+8
+4
Listen +4
Expanded Knowledge (Psionic Fly)
Terrain mastery: Underground


19th
Horizon Walker
+19/+14/+9/+4
+17
+9
+5
Listen +4

Terrain mastery: Hills


20th
Horizon Walker
+20/+15/+10/+5
+18
+9
+5
Spot +4

Terrain mastery: Plains



Powers Known


Level
PP
Powers Known
Maximum Power Level Known


1st
2
-
-


2nd
2
-
-


3rd
2
-
-


4th
2
-
-


5th
2
-
-


6th
5
1
1


7th
9
2
1


8th
14
2
1


9th
20
3
2


10th
27
3
2


11th
36
4
3


12th
46
4
3


13th
57
5
4


14th
69
5
4


15th
82
6
5


16th
82
6
5


17th
82
6
5


18th
82
7
5


19th
82
7
5


20th
82
7
-

(+Wis equipment not included in the calculations, although Esha probably has some on higher levels.)

Tactics level by level:

Levels 1 - 5:Barbarian 2/Fighter 2/Barbarian +1

Esha starts as a simple barbarian/fighter. His Elan Resilience helps him survive in the early levels, but since he has only 2 PP, it quickly becomes too minor to matter much. On level 3 Esha becomes able to rage three times per day, keeping him more useful when there are multiple encounters per day. By level 5 Esha has a +10 modifier to Listen, which helps keep him and the party from being surprised by monsters. Thanks to his Education feat, Esha also is good at answering questions about psionics.

Esha is not the face of the party and never will be.

Levels 6 - 15: Barbarian 2/Fighter 2/Barbarian +1/War Mind 10


Esha starts taking levels of War Mind, which improves his psionic powers. The War Mind buffs are all 3/day, like Esha's current rages. He can layer them on top of each other, as they stack. In addition, the Constitution increase from the Chain of Personal Superiority extends the duration of the rages, and Esha can get all those bonuses as a free action. Esha can also spread the bonuses around if it's going to be a long day with many encounters.

Given time, Esha can also buff himself further with the psionic powers he chooses from the Psychic Warrior List. The first one he picks is Expansion. Since Esha will be raging in combat and hitting things with his sword, he chooses powers that are good for pre-combat buffing or else utility. An example of the latter is Psionic Dimension Door. Esha can use it to flee from insurmountable odds or to close upon a ranged foe.

War Mind gives damage reduction. This does not stack with the damage reduction given by the Barbarian class, so it doesn't matter that Esha doesn't stay in Barbarian long enough to get it.

War Mind's Sweeping Strike synergises well with Esha's Expansion-increased size, which means he threatens more squares and has more opportunity to use Sweeping Strike, then ideally followed by Cleave to hit a third enemy.

It is unclear if the Chain of Overwhelming Force can be used while raging. Esha could use it to good effect in his fights, but then, the ability is only 1/day. Also, even if the ability cannot be used while raging, it can be applied to any attack at all, not just Esha's greatsword. Esha could use it win bar fights or to make the backup bow deal non-trivial damage 1/day. It's like a 1/day sneak attack that works against anything, anytime, as long as it hits, and as for the hitting part, touch attacks count too and Esha has good BAB.

Due to the poor skill selection of the War Mind prestige class, every skill Esha takes on this level is Knowledge (Something). Esha becomes very useful when the players need to learn something about psionics, history, or geography.

Tactics (high-end for this segment):When expecting serious battle soon:
Manifest medium-term buffs: Psionic Keen Edge

Pre-battle:
Manifest buffs: Expansion, etc.

Round 1:
Free action: Chain of personal superiority
Free action: Chain of defensive posture
Free action: Rage
Apply greatsword to enemies

If the fight goes badly, Esha can stop his rage and use Psionic Dimension Door to escape. He uses his Elan Resilience as a last resort to stop blows that would otherwise be lethal. He uses his Elan Resistance when he has to make a save to resist enemy spell. (Or if the DM judges his racial abilities require too much concentration to use while raging, then he doesn't.)

Levels 16 - 20: Barbarian 2/Fighter 2/Barbarian +1/War Mind 10/Barbarian +1/Horizon Walker 4

Now that Esha has finished his War Mind prestige class his psionic progressions stalls. He does take the Expanded Knowledge feat to learn Psionic Fly, but that's about it. Esha continues much as in the previous segment, just higher level.

Esha takes one level of Barbarian for one more daily rage, after which he goes into Horizon Walker. Esha's Terrain Mastery: Desert gives him on level 17 all the benefits of the straight barbarian's level 17 class feature Tireless Rage and more. On level 18 Esha gains darkvision. Levels 19 and 20 give Esha extra bonuses to Listen and Spot.

The War Mind's skill list behind him, Esha starts pumping his lapsed Listen skill up again. He also starts investing in Spot, which is a Horizon Walker's class skill, to make his noticing more well rounded.

Sources: SRD
Complete Warrior
Eberron Campaign Setting
Races of Stone

WhamBamSam
2015-07-23, 01:16 AM
"All our best men are laughed at in this nightmare land." -Jack Kerouac

Khalanatari, Ascetic Nightmare

Lawful Good Kalashtar.

The Progression

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


1st
Monk 1
+0
+2
+2
+2
Autohypnosis 1, Balance 2, Climb 2, Concentration 4, Jump 2, Knowledge (arcarna) 1, Tumble 2, Swim 1
Weapon Finesse, Stunning Fist
flurry of blows, unarmed strike


2nd
Monk 2
+1
+3
+3
+3
Balance 1, Climb 1, Concentration 1, Tumble 1
Combat Reflexes
evasion


3rd
Crusader 1
+2
+5
+3
+3
Balance 1, Concentration 1, Jump 1, Know (religion) 1
Versatile Unarmed Strike
Furious counterstrike, steely resolve 5


4th
Crusader 2
+3
+6
+3
+3
Balance 1, Concentration 1, Jump 1, Know (history) 1

Indomitable soul


5th
Crusader 3
+4
+6
+4
+4
Balance 1, Concentration 1, Jump 1, Know (history) 1

Zealous surge


6th
Atavist 1
+4
+6
+6
+6
Autohypnosis 2, Knowledge (psionics) 2
Monastic Training (War Mind)
Call to Mind, spiritual lineage (aggressive), unarmed strike improvement


7th
Atavist 2
+5
+6
+7
+7
Autohypnosis 2, Knowledge (psionics) 2

Augmented mindlink, defensive insight


8th
Atavist 3
+6/+1
+7
+7
+7
Knowledge (psionics) 4

Supportive mindlink +1


9th
War Mind 1
+7/+2
+9
+9
+7
Autohypnosis 1, Concentration 1
Tashalatora (War Mind)
Chain of personal superiority +2


10th
War Mind 2
+8/+3
+10
+10
+7
Autohypnosis 1, Concentration 1

Chain of defensive posture +2


11th
Atavist 4
+9/+4
+10
+11
+8
Autohypnosis 1, Concentration 1, Knowledge (the planes) 1, Tumble 1

Detect possession


12th
Atavist 5
+9/+4
+10
+11
+8
Autohypnosis 1, Balance 1, Concentration 1, Tumble 1
Martial Stance (Thicket of Blades)
Spiritual focus (Aggressive)


13th
War Mind 3
+10/+5
+10
+11
+9
Autohypnosis 1, Concentration 1

Enduring body (DR 1/-)


14th
War Mind 4
+11/+6/+1
+11
+12
+9
Autohypnosis 1, Concentration 1




15th
War Mind 5
+12/+7/+2
+11
+12
+9
Autohypnosis 1, Concentration 1
Practiced Manifester (War Mind)
Sweeping strike


16th
War Mind 6
+13/+8/+3
+12
+13
+10
Autohypnosis 1, Concentration 1

Enduring body (DR 2/-)


17th
War Mind 7
+14/+9/+4
+12
+13
+10
Autohypnosis 1, Concentration 1

Chain of personal superiority +4


18th
War Mind 8
+15/+10/+5
+13
+14
+10
Autohypnosis 1, Concentration 1
Defensive Sweep
Chain of defensive posture +4


19th
War Mind 9
+16/+11/+6/+1
+13
+14
+11
Autohypnosis 1, Concentration 1

Enduring body (DR 3/-)


20th
War Mind 10
+17/+12/+7/+2
+14
+15
+11
Autohypnosis 1, Concentration 1

Chain of overwhelming force



Monk AbilitiesWithout items


Character Level
Unarmed Damage
Flurry
AC Bonus


1
1d6
-2/-2
+0


2
1d6
-1/-1
+0


3
1d6
+0/+0
+0


4
1d6
+1/+1
+0


5
1d6
+2/+2
+0


6
1d6
+2/+2
+0


7
1d8
+3/+3
+0


8
1d8
+4/+4/-1
+0


9
1d8
+5/+5/+0
+0


10
1d8
+6/+6/+1
+0


11
1d10
+7/+7/+2
+0


12
1d10
+7/+7/+2
+0


13
1d10
+9/+9/+5
+1


14
1d10
+10/+10/+5/+0
+1


15
2d6
+11/+11/+6/+1
+1


16
2d6
+12/+12/+7/+2
+1


17
2d6
+14/+14/+9/+4
+1


18
2d6
+15/+15/+10/+4
+2


19
2d8
+16/+16/+16/+11/+6/+1
+2


20
2d8
+17/+17/+17/+12/+7/+2
+2



Crusader Maneuvers and Stances In choosing maneuvers and stances I went for the ones that are more likely to have better party application and stay relevant in later levels. This is why I chose Foehammer over Mountain Hammer, Stone Dragon maneuvers only work if you're standing on the ground.

Maneuvers:
Level 1
Vanguard Strike
Charging Minotaur
Stone Bones
Douse the Flames
Leading the Attack

Level 2 (Crusader 3)
Foehammer

Stances
Level 1
Iron Guard's Glare
Bolstering Voice

Level 3 (From feat)
Thicket of Blades

War Mind Powers(by War Mind level taken)
1 Force Screen
2 Precognition, Offensive
4 Power Weapon
6 Expansion (augmented to 2 size categories brings damage up to 8d8 per punch)
8 Vampiric Weapon
10 Psionic Dimension Door

Base Scores (32 point buy):
STR: 10
DEX: 16
CON: 10
INT: 10
WIS: 18
CHA: 8

Add 3 stat advances to WIS, 2 to DEX.

Important Items:
Monk's Belt
Gloves of Dexterity +6
Periapt of Wisdom +6
Manual of Dex +4
Tome of Wisdom +5
Vest of Natural Armor +5
Ring of Protection +5

Quori Embedded Shards (Eberron Campaing Setting)
Ectoplasmic Fist
Ectoplasmic Armor (x5)

Highlights:
- Zealous Surge deals with that nasty natural 1 on the fort save, high natural saves should take care of most other things.
- Sweeping Strike allows one Stunning Fist use to apply to two targets. Stunned targets opens up a golden opportunity to unleash the Chain of Overwhelming Force.
- The Spiritual Focus ability from Atavist 5 and the expansion power both increase natural reach, increasing the potential number of valid secondary targets for sweeping strike.
- Being in the Thicket of Blades stance with the Defensive Sweep mean that every enemy in your threatened area will provoke an AoO if they move, and provoke if they don't.
- 6 attacks with one hand.
- 4d8 damage per punch at level 20, 8d8 when double expanded.
- The Chain of Defensive Posture and availability of Psychic Warrior powers means a huge AC while wearing no armor. Khalanatari's AC should be about 64 at level 20:
10 +
Dex 9
Wis 11
Armor 10 (Quori Embedded Shards)
Shield 7 (Augmented Force Screen)
Deflection 5
Insight 4
Monk 3
Natural 5

Where is this stuff from?
Crusader - Tome of Battle
Atavist - Races of Eberron
Versatile Unarmed Strike - PHBII/Secrets of Sarlona
Monastic Training - ECS
Tashalatora - Secrets of Sarlona
Practiced Manifester - Comp Psionics
Martial Stance - Tome of Battle
Defensive Sweep – PHBII

WhamBamSam
2015-07-23, 01:19 AM
"Beware the fury of a patient man." -Daken, in Daken: Dark Wolverine, Volume 1, Issue 1

Daken (https://en.wikipedia.org/wiki/Daken)
LN Half-Orc
STR 18 DEX 12 CON 14 INT 12 WIS 14 CHA 6

STR is boosted with level increases
LEVEL-BY-LEVEL TABLE:

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


1st
Half-Orc Paragon 1 (http://www.d20srd.org/srd/variant/races/racialParagonClasses.htm#halfOrcParagon)
+1
+4
+1
+2
Concentration 2, Intimidate 4, Knowledge (arcana) 1, Knowledge (history) 2, Knowledge (psionics) 4, Survival 4, Swim 1
Education (ECS 52): Knowledge (arcana); Knowledge (psionics)
Divided Ancestry, Monstrous Mein


2nd
Half-Orc Paragon 2 (http://www.d20srd.org/srd/variant/races/racialParagonClasses.htm#halfOrcParagon)
+2
+5
+1
+2
Intimidate 5, Knowledge (nature) 2, Knowledge (psionics) 5, Survival 5
-
Rage 1/day


3rd
Totemist 1 (http://archive.wizards.com/default.asp?x=dnd/ex/20050907a&page=3)
+2
+7
+3
+2
Concentration 3, Intimidate 6, Knowledge (psionics) 6, Survival 6
Wild Talent (http://www.d20srd.org/srd/psionic/psionicFeats.htm#wildTalent)
Wild Empathy (PHb 35); Soulmelds: Girallon Arms (MoI 68), Landshark Boots (MoI 76)


4th
Totemist 2 (http://archive.wizards.com/default.asp?x=dnd/ex/20050907a&page=3)
+3
+8
+4
+2
Concentration 4, Intimidate 7, Knowledge (psionics) 7, Survival 6
-
Totem chakra bind (MoI 30): Landshark Boots; Soulmelds: Girallon Arms, Landshark Boots, Rageclaws (MoI 83)


5th
Totemist 3 (http://archive.wizards.com/default.asp?x=dnd/ex/20050907a&page=3)
+4
+8
+4
+3
Concentration 5, Intimidate 8, Knowledge (psionics) 8, Survival 8
-
Totem's Protection (MoI 30)


6th
Totemist 4 (http://archive.wizards.com/default.asp?x=dnd/ex/20050907a&page=3)
+5
+9
+5
+4
Concentration 6, Jump 3, Survival 9
Cobalt Rage (MoI 37)
Soulmeld: Krenshar Mask (MoI 73-4); +1 Essentia from Cobalt Rage


7th
War Mind 1 (http://www.d20srd.org/srd/psionic/prestigeClasses/warMind.htm)
+6
+11
+7
+4
Concentration 8, Intimidate 9
-
Chain of Personal Superiority +2 (http://www.d20srd.org/srd/psionic/prestigeClasses/warMind.htm#chainofPersonalSuperiority); Expansion (http://www.d20srd.org/srd/psionic/powers/expansion.htm); 3 power points


8th
War Mind 2 (http://www.d20srd.org/srd/psionic/prestigeClasses/warMind.htm)
+7
+12
+8
+4
Concentration 10, Intimidate 10
-
Chain of Defensive Posture +2 (http://www.d20srd.org/srd/psionic/prestigeClasses/warMind.htm#chainofDefensivePosture); Offensive Precognition (http://www.d20srd.org/srd/psionic/powers/precognitionOffensive.htm); 7 power points


9th
Totem Rager 1
+7
+14
+10
+4
Concentration 11, Intimidate 11, Jump 4, Knowledge (arcana) 2, Survival 10
Aberration Blood: Flexible Limbs (LoM 178)
Totem Rage; Wild Empathy


10th
Totem Rager 2
+8
+15
+11
+4
Concentration 13, Intimidate 11, Jump 5, Survival 11
-
Extra Rage (+1/Day; MoI 154)


11th
War Mind 3 (http://www.d20srd.org/srd/psionic/prestigeClasses/warMind.htm)
+9
+15
+11
+5
Concentration 14, Intimidate 13
-
Enduring Body (http://www.d20srd.org/srd/psionic/prestigeClasses/warMind.htm#enduringBody); 12 power points


12th
War Mind 4 (http://www.d20srd.org/srd/psionic/prestigeClasses/warMind.htm)
+10
+16
+12
+5
Concentration 15, Intimidate 15
Inhuman Reach (LoM 180)
Painful Strike (http://www.d20srd.org/srd/psionic/powers/painfulStrike.htm); 18 power points (1)


13th
Totem Rager 3
+11
+16
+12
+6
Concentration 16, Intimidate 16, Jump 6, Survival 12
-
DR 1/-; +1 Essentia


14th
War Mind 5 (http://www.d20srd.org/srd/psionic/prestigeClasses/warMind.htm)
+12
+16
+12
+6
Concentration 17, Jump 7
-
Sweeping Strike (http://www.d20srd.org/srd/psionic/prestigeClasses/warMind.htm#sweepingStrike); 25 power points


15th
Totem Rager 4
+13
+17
+13
+6
Concentration 18, Intimidate 18, Jump 9
Open Lesser Chakra: Arms (Girallon Arms)(MoI 40)
+1 Essentia; Pegasus Cloak (MoI 81); Chakra Binds: Hands (Rage Claws)


16th
War Mind 6 (http://www.d20srd.org/srd/psionic/prestigeClasses/warMind.htm)
+14
+18
+14
+7
Concentration 19, Jump 10
-
Enduring Body (http://www.d20srd.org/srd/psionic/prestigeClasses/warMind.htm#enduringBody); Claws of the Vampire (http://www.d20srd.org/srd/psionic/powers/clawsoftheVampire.htm); 34 power points


17th
War Mind 7 (http://www.d20srd.org/srd/psionic/prestigeClasses/warMind.htm)
+15
+18
+14
+7
Concentration 20, Jump 11
-
Chain of Personal Superiority +4 (http://www.d20srd.org/srd/psionic/prestigeClasses/warMind.htm#chainofPersonalSuperiority); 44 power points


18th
War Mind 8 (http://www.d20srd.org/srd/psionic/prestigeClasses/warMind.htm)
+16
+19
+15
+7
Concentration 21, Jump 12
Deepspawn (LoM 180)
Chain of Defensive Posture +4 (http://www.d20srd.org/srd/psionic/prestigeClasses/warMind.htm#chainofDefensivePosture); Inertial Barrier (http://www.d20srd.org/srd/psionic/powers/inertialBarrier.htm); 55 power points


19th
War Mind 9 (http://www.d20srd.org/srd/psionic/prestigeClasses/warMind.htm)
+17
+19
+15
+8
Concentration 22, Jump 13
-
Enduring Body (http://www.d20srd.org/srd/psionic/prestigeClasses/warMind.htm#enduringBody); 67 power points


20th
War Mind 10 (http://www.d20srd.org/srd/psionic/prestigeClasses/warMind.htm)
+18
+20
+16
+8
Concentration 23, Jump 14
-
Chain of Overwhelming Force (http://www.d20srd.org/srd/psionic/prestigeClasses/warMind.htm#chainofOverwhelmingForce); Psychofeedback (http://www.d20srd.org/srd/psionic/powers/psychofeedback.htm); 80 power points

(1) Power points and WILL save listed do not include the +2 WIS item which Daken should have by this point.
Sources used (excluding gear): 1. SRD (System Resource Document - Half-Orc Paragon, Wild Talent feat, War Mind, Psionic Powers); 2. MoI (Magic of Incarnum - Totemist, Totem Rager, Soulmelds, Open Lesser Chakra feat); 3. LoM (Lords of Madness - Aberrant Blood, Inhuman Reach, and Deepspawn feats); 4. ECS (Eberron Campaign Setting - Education feat; general fluff)

Daken's Dossier: "Tower spit! This one's alive, Lorsar! Can't be more than seven or eight years old, though. Look at the mark on his forehead. What is that?"

Lorsar ambled across the smoking ruin of the half-orc encampment, looked where his shieldbearer was pointing on the fallen half-orc's cragged forehead, and spat in disdain.

"It singles him out as special among his kin. Probably some witch doctor saw a great future for him when he was pupped. I bet nobody expected 'special' to mean 'the one that survived the razing,'" Lorsar laughed briefly as he finished speaking, but there was little humor in his tone. "Shackle him up. We might be able to train him for the pits. We'll call him 'Daken'."

"I don't speak that mongrel tongue of theirs, Lorsar. What does Daken mean?"

Lorsar gave another humorless grunt of laughter. "It means 'bastard'."

* * *

Daken's life became cages: caged to sleep, caged to train, caged to fight and travel. His entire existence was rigidly regimented, and the regimentation and conflict became all to him, other than the smatterings of teachings he got about the various strengths and weaknesses of his opponents. He fought brutally and well, harnessing the raw power of his heritage, channeled into a focused fury at the foe in front of him. He was not always victorious, though.

One particularly brutal beating he took in the gladiator cage, at the hands of a gnoll nearly twice his size, knocked him to death's door. When he was revived, powers that had lain dormant within him flared to life. He instinctively began to harness the incarnum around him, manifesting claws, extra limbs, and tremendous leaping ability. He became noted for the unusual grappling style he used after leaping on his opponents - a style not taught by any of his trainers. The instinctive rages he'd entered before soon became suffused with the power of his harnessed incarnum, making him even more fearsome in fights.

At the same time, a spark of raw psionic power inside him ignited, and he began to demand more instruction from Lorsar on the nature of psionics. Daken's new appearance and abilities scared Lorsar enough that he complied, even obtaining the services of another psionically gifted fighter to further Daken's education.

Daken's new psionic trainer taught him well, and soon Daken became able to manifest psionic powers as well as the incarnum he could draw upon since his near-death experience, as what the trainer called a 'War Mind'. He learned to double in size with his new powers, negating the advantage the gnoll and others had previously had over him in the arena, and to further augment his own fury-driven strength and stamina. Not long after, he began to incorporate those teachings into his defenses, as well.

As he grew as a cage-fighter, it became clear that he had even more latent abilities. He began to display almost preturnatural flexibility, and a reach that exceeded the expectations of even his psionically-enhanced size. Eventually, tentacles sprouted from his waist, joining the girallon arms his harnessed incarnum gave him, making him among the most feared grapplers in all Khorvaire.

LEVEL HIGHLIGHTS, INCLUDING RELEVANT GEAR:
1st LEVEL: Daken is little more than a typical grunt fighter at this point. Ranks in Intimidate, Survival, and the Education feat give him some minor utility outside of combat. Monstrous Mein works with his ranks in Intimidate to more than offset his CHA penalty. He rocks out with a halberd, a light hammer he keeps mostly for throwing, and spiked leather armor.

6th LEVEL: Who needs a halberd? Girallon Arms and Landshark Boots add to Climb, Jump, and Grapple checks and out of combat utility, with the Boots totem-bound and combining with the Krenshar Mask to give at least a reasonable chance at a decent pounce attack. The Mask has the added bonus of helping him stay quiet, so he can watch the back of the party's scout without giving away position. Rage Claws let him keep fighting longer than his opponents expect. He's enhanced the light hammer - still his ranged weapon of choice - by this point, as well as his studded leather armor. The wild empathy bonus he gets against ankhegs and +4 bonus against magical beasts' (Su) abilities are nice cookies, if rarely used. His variety of small investments in Knowledge skills continue to add to his role in the party

11th LEVEL: Daken's getting scary now. Expansion and Flexible Limbs increase is abilities in a grapple as well as the obvious Reach and STR benefits, with Offensive Precognition and Totem Rage more than offsetting the associated penalties to attack. The specific form of Extra Rage that Totem Ragers get is slightly more limited than that granted by the general feat, but it still improves his fighting abilities considerably, especially considering Daken can use Chain of Personal Superiority for an alternative bonus to-hit/damage source should there be three fights in the day. Chain of Defensive Posture and Enduring Body are obviously useful against attackers. By continuing to focus on Jump, Daken improves his chances of getting off his pounce attack, while Intimidate and Survival keep him relevant to the party when he's not cracking skulls. He's enhanced his spiked armor with the Soulbound quality both as armor and as a weapon, and gotten the Returning quality for his hammer for the increasingly rare instances where he has to use it. As noted above, Daken has, or will soon have, a WIS-boosting item to improve both power point production and WILL saves, as well as Survival checks.

16th LEVEL:(Sweet Spot)Inhuman Reach and Sweeping Strike make Daken able to perform as a battlefield controller as well as a grappler/charger. He no longer has to take out enemies one at a time, though he can do so with great efficiency. Binding a Pegasus Cloak makes him less reliant on the party's spellcasters should he fall or even need to fly (though he'd need to prepare for this in advance); binding the Girallon Arms to the arms chakra gives him a rend attack as well as pounce. Painful Strike makes each of his attacks average another 2.5 damage. Claws of the Vampire gives him the ability to heal himself with each attack, while the Totem Rager's DR explicitly stacks with Enduring Body's DR. The nature of most of Daken's chosen powers means he's unlikely to run out of power points unless he and the party are forced into some type of time-constrained gauntlet match. His gear at this level should include a +4 Con boost item.

20th LEVEL: Chain of Personal Superiority +4 makes it exactly emulate a standard rage's bonus to hit and damage, so the 3rd fight is no longer at a relative penalty to the first two. Psychofeedback either gives him a 4th strong combat per day, or further enhances him for a particularly grueling fight. Inertial Barrier combines with his other sources of DR/- for a hefty DR 9/-. As a grappler with prodigious bonuses by this point, Daken uses Chain of Overwhelming Force in conjunction with a successful pin, to take out any opponent he's engaged who survived the initial pounce/rend routine.

IF ONLY: (options opened up by Flaws) Daken doesn't much care about AC or ranged attacks, so with Flaws available he'd take Vulnerable and Shaky. This would allow him to drop Wild Talent in favor if Hidden Talent (which specifies 1st level only), and add Power Attack and, later, Leap Attack. For a more flavorful, less immediately powerful option, Darkstalker (LoM 179, rather than Leap Attack) closely replicates the pheromone manipulation his Marvel namesake uses to hide his scent.

WhamBamSam
2015-07-23, 01:27 AM
“And where two waging fires meet together
They do consume the thing that feeds their fury.
Though little fire grows great with little wind,
Yet extreme gusts will blow out fire and all.”
-William Shakespeare

Xepher Lod, Harbinger of Consumption
Who will be eaten first?
Introduction Xepher Lod was born on the ouskirts of a small regional centre. His early years were somewhat unremarkable. He suffered no great tragedies nor did he come under the tutelage of a powerful mentor. Had his heritage not manifested, he likely would become a fisherman and seasonal worker like many of his peers. He would have led a simple, uneventful life.
Perhaps there was something in the local water supply. Perhaps his ancestry included one of the Gith. He could even have been the unwitting subject of experimentation. Whatever the cause, the adolescant Xepher began to experience a strange craving. A craving for knowledge, for power and something...else.

Xepher dedicated himself to satiating these needs. Borrowing or stealing tomes of ancient knowledge, pestering sages and bards for scraps of esoterica, spending countless hours in reflection and philospohical rumination. It was not enough. His craving was more than an avid curiosity. It was a visceral, physiological compulsion that could not be ignored.

Xepher eventually left his home in search of more. His friends and family believed he was off in search of adventure and to find himself. Secretly, they were glad of his departure. There was something unnatural about Xepher, though none could say what it was.

Years passed before Xepher's nature was made manifest. During a frantic combat with bandits, writhing tentacles burst from his mouth and burrowed into his assailants skull. Xepher's shock at this transformation was quickly lost as he realised that, for the briefest of moments, his unnaturral craving had been quelled. He embraced the change and resolved to nurture his transformation. With a greater undestanding of his heritage, Xepher began to seek out conflict. His appetite for knowledge was now matched by another, darker appetite for violence.
Build Synopsis Before I explain this build, allow me state what this build is not. It is not a King of Smack clone. Nor is it a Batman caster or Gish. It begins as a typical grapplemancer, but moves beyond the scope of that build. Xepher is a defender. His function is to peel multiple foes away from his allies and inhibit their ability to act. By the end of his progression, he is capable of executing a crippling lockdown on a number of opponents while simultaneously engaging in melee combat, casting spells and/or using psionics. This type of build may have been optimized before, but not to my knowledge. I hope you enjoy reading my entry as much as I enjoyed creating it.

The 'sweet spot' for this build is Level 12. Xepher has a decent array of grappling options and minor buffs at that point. The main focus of this build functions optimally at that point in his career. Beyond that level, the options available in and out of combat take him beyond a simple melee brute.

Pros: Reliable method of engaging multiple opponents in melee. Reduces enemy action economy. Provides party with minor spellcasting & psionic support.

Cons: Vastly reduced effectiveness against colossal opponents, swarms, incorporeal foes and Freedom of Movement. Auras and retributive effects are going to hurt. MAD, stat distribution required for feat prerequisites requires a 32 point build. Not highly versatile in skill use, very little social proficiency.

Xepher


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


1st
Psychic Warrior 1
+0
+2
+0
+0
Autohypnosis 4, Concentration 4, Knowledge (psionics) 4, Search +4, Swim +4
Illithid Heritage, Illithid Grapple, Illithid Grapple
Psionics, Bonus Feat


2nd
Wizard 1
+0
+2
+0
+2
Concentration +1, Knowledge (Arcana) +1, Knowledge (history) +1, Knowledge (Duneoneering) +1, Spellcraft +1
Combat Reflexes
Familliar, Spellcasting, Bonus Feat


3rd
Warblade 1
+1
+4
+0
+2
Climb +1, Jump +1, Knowledge (Local) +1, Knowledge (History +1), Intimidate +1, Ride +1, Swim +1
Illithid Grapple
Battle Clarity, Weapon Aptitude


4th
Psychic Warrior 2
+2
+5
+0
+2
Concentration +2, Knowledge (psionics) +3
Illithid Grapple
Bonus Feat


5th
Warblade 2
+3
+6
+0
+2
Climb +1, Knowledge (History) +1, CC Knowledge (Psionics) +1, Intimidate +1, Martial Lore +1, Swim +1
-
Uncanny Dodge


6th
Warmind 1
+4
+8
+2
+2
Autohypnosis +2, Concentration +2, Psicraft +1
Multigrab
Chain of Personal Superiority, Psionics


7th
Warmind 2
+5
+9
+3
+2
Autohypnosis +1, Concentration +1, Knowledge (Psionics) +1, Knowledge (History) +1, Psicraft +1
-
Chain of Personal Defence


8th
Warmind 3
+6
+9
+3
+3
Autohypnosis +1, Concentration +1, Knowledge (Psionics) +1, Knowledge (History) +1, Psicraft +1
-
Enduring Body


9th
Warmind 4
+7
+10
+4
+3
Autohypnosis +1, Concentration +1, Knowledge (Psionics) +1, Knowledge (History) +1, Psicraft +1
Combat Casting



10th
Warmind 5
+8
+10
+4
+3
Autohypnosis +1, Concentration +1, Knowledge (Psionics) +1, Knowledge (History) +1, Psicraft +1
-
Sweeping Strike


11th
Abjurant Champion 1
+9
+10
+4
+5
Concentration +1, Knowledge (Arcana) +1, CC Knowledge (Religion) +1, Spellcraft +1
-
Abjurant Armour, Extended Abjuration


12th
Abjurant Champion 2
+10
+10
+5
+5
Concentration +1, Knowledge (Arcana) +1, CC Knowledge (Religion) +1, Spellcraft +1
Greater Multigrab
Swift Abjuration


13th
Ebon Pheonix Mage 1
+11
+12
+5
+7
Concentration +1, Intimidate +1, Martial Lore +1, Sense Motive +1, Tumble +1
-
Arcane Wrath, Rite of Waking


14th
Abjurant Champion 3
+12
+13
+6
+8
Concentration +1, Jump +1, Knowledge (Arcana) +1, Spellcraft +1, Swim +1
-



15th
Ebon Pheonix Mage 2
+13
+14
+6
+9
Concentration +1, Intimidate +1, Martial Lore +1, Sense Motive +1, Tumble +1
Illithid Extraction
Mystic Pheonix Stance


16th
Abjurant Champion 4
+14
+14
+6
+10
Concentration +1, Jump +1, Knowledge (Arcana) +1, Spellcraft +1, Swim +1
-
Arcane Boost


17th
Ebon Pheonix Mage 3
+15
+14
+7
+10
Concentration +1, Intimidate +1, Martial Lore +1, Sense Motive +1, Tumble +1
-



18th
Abjurant Champion 5
+16
+14
+7
+10
Concentration +1, Jump +1, Knowledge (Arcana) +1, Spellcraft +1, Swim +1
Arcane Strike
Martial Arcanist


19th
Ebon Pheonix Mage 4
+17
+15
+7
+11
Concentration +1, Intimidate +1, Martial Lore +1, Sense Motive +1, Tumble +1
-
Empowering Strike


20th
Ebon Pheonix Mage 5
+18
+15
+7
+11
Concentration +1, Intimidate +1, Martial Lore +1, Sense Motive +1, Tumble +1
-




Attributes. 32 point buy.
Base
Strength 16 Dexterity 15 Constitution 12 Intelligence 14 Wisdom 12 Charisma 8
All attribute gains go to strength.

Classes, Alternate Class Features, Feats, Spells and Powers. (Complete Psionic, Expanded Psionics Handbook, Players Handbook, Monster Manual, Unearthed Arcana, Complete Mage, Complete Warrior, Savage Species, Stormwrack, Spell Compendium)Psychic Warrior No ACFs. The bonus feats are used to aquire the Illithid Heritage chain, which are considered to be Psionic feats.
Powers
Powers Known


Level
1st
Base PP


1st
1
0


2nd
1
0


3rd
1
0


4th
1
0


5th
2
1


6th+
no progression
1



Psionic Notes
(XPH) Grip of Iron: An immediate enchancement bonus to grappling. Usually held in reserve for tough opponents.
(XPH) Burst: Xehper prefers to draws foes to him. A swift speed boost can be handy to close into melee or for withdrawal.

Warblade No adaptations or ACF's.
IL and Manuevers(Includes EPM)
Initiator Level and Maneuvers


Level
Initiator Level
Maneuvers Known
Readied
Stances


1st
1
-
-
-


2nd
1
-
-
-


3rd
2
3
3
1


4th
2
3
3
1


5th
3
4
3
1


6th
4
4
3
1


7th
4
4
3
1


8th
5
4
3
1


9th
5
4
3
1


10th
6
4
3
1


11th
6
4
3
1


12th
7
4
3
1


13th
8
5
3
1


14th
8
5
3
1


15th
9
5
4
1


16th
10
5
4
1


17th
11
5
4
1


18th
11
5
4
1


19th
12
5
4
1


20th
13
6
4
2



Manuever Details (Includes EPM)
Maneuvers and Sweeping Strike. Maneuvers do not function with abilities that grant extra attacks. Sweeping strike does not grant extra attacks, per se, rather it allows melee attacks to apply to multiple targets in 2 squares. Awesome.
(Stance 1) Punishing Stance. Extra damage on all melee.
(Strike 1) Steel Wind. 2 melee attacks.
(Strike 1) Sapphire Nightmare Blade. Chance to deal bonus damage.
(Counter 1) Moment of Perfect Mind.
(Strike 2) Emerald Razor. Resolve attack as touch attack.
(Strike 3) Death Mark. Creates a fireball centred on foe. This becomes excessive when combined with Sweeping Strike.
(Strike 7) Inferno Blade. Decent full-attack option.
(Stance 6) Fiery Assault. Not much better than Punishing Stance, but options were limited.

Wizard. (PHB) Specialist Transmuter. Loses access to two schools for the ability to prepare an additional Transmutation spell for each level known. Prohibited Schools are Enchantment and Evocation.
(UA) War Wizard variant. Exchange scribe scroll for a fighter bonus feat.
(CM) Focused Speciaist. Xepher loses an additional school and one spell prepared of each level. He can prepare two additional spells of his speciality per spell level. The additional prohibited school is Illusion.
(SW) Octopus Familliar. Goes by the name "Crazy Eight." Grants Xepher +3 to grapple checks. A small creature with improved grab and multiple natural attacks. Can't join a grapple with large creatures, but typically benefits from Xepher's personal buffs, so can at the very least, distract an opponent it can't attempt to pin. Typically rides on Xepher's back until the figthing starts. Despite his name and Xepher's assurances he can breakdance, Crazy Eight is quite subdued in personality.
Spell table
Base spells per day (Transmutation)


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


1st
-
-
-
-
-
-


2nd
2(5)
0(3)
-
-
-
-


3rd
2(5)
0(3)
-
-
-
-


4th
2(5)
0(3)
-
-
-
-


5th
2(5)
0(3)
-
-
-
-


6th
2(5)
0(3)
-
-
-
-


7th
2(5)
0(3)
-
-
-
-


8th
2(5)
0(3)
-
-
-
-


9th
2(5)
0(3)
-
-
-
-


10th
2(5)
0(3)
-
-
-
-


11th
3(6)
1(4)
-
-
-
-


12th
3(6)
1(4)
0(3)
-
-
-


13th
3(6)
1(4)
0(3)
-
-
-


14th
3(6)
2(5)
1(4)
-
-
-


15th
3(6)
2(5)
1(4)
0(3)
-
-


16th
3(6)
2(5)
2(5)
1(4)
-
-


17th
3(6)
3(6)
2(5)
1(4)
0(3)
-


18th
3(6)
3(6)
2(5)
2(5)
1(4)
-


19th
3(6)
3(6)
3(6)
2(5)
1(4)
0(3)


20th
3(6)
3(6)
3(6)
2(5)
2(5)
1(4)



Spell notes.
You may notice a theme here. If psionics had more tentacles, Xepher would have more psionics. I will not go over every spell, just those important for optimization.
(BoVD) 1. Tongue Tendrils. Spit ranged, grappling tentacles.
(SC) 2. Fearsome Grapple. + 4 bonus to grapple as an immediate. + 8 at CL 9.
(SC) 2. Extend Tentacles. Extra 5' reach
(SC) 2. Heroics. Broadens combat repetoir for encounters where grappling will fail. Can be used to aquire Martial Mauevers. Martial manuevers synergise well with Sweeping Strike.
(PHB) 3. Dispel Magic. Mainly to prevent FoM or to debuff foes. Xepher has a few spells from the dispel line. This eventually becomes Swift to cast.
(PHB2) 3. Evard's Menacing Tentacles. Thematic. The bonus attacks are independant and should benefit from Extended Reach and Extend Tentacles. Extra AoO.
(PHB) 4. Evard's Black Tentacles. Thematic. Also a great spell for Xepher to centre on himself.
(CM) 5. Flaying Tendrils. 4 Mind Flayer tentacles that function as the monsters attack. Wording suggests they can be used in a full attack with the Illithid Grapple feat as a secondary attack, but not in addition to a weapon attack. Synegises well with most components of this build.

Arbjurant Champion (Complete Mage)I will not go into great detail here. Spellcasting and attack boost is increased. Defences and minor defbuffs gain a small boost in duration at first, then are extended greatly late in the build. Low level arbjurations become swift, which help with action economy. Caster level eventually becomes equal to BAB.

Jade Pheonix Mage (Tome of Battle)I decided to go with the Ebon Pheonix Mage adaptation. Xepher makes a decent harbinger of some tentacled, Lovecraftian, Elder Evil. The manuevers gained synergise well with Sweeping Strike. Slightly more casting is good for the build also. To save space, IL and manuever progression is tabled with Warblade.

Warmind.Chain of Personal Superiority (ex) Insight bonuses to Strength and Constitution are great, not least for the potential to stack from other sources. This helps put opponents down and survive any retaliation. The short duration is still long enough to make a difference in the average encounter. There is no cooldown period after use, so Xepher can re-activate it in an attrition match, skirmish or seige should he have uses remaining.
Chain of Defensive Posture (ex) The strong attack. The weak defend. Could be useful should an opponent be grapple resistant. Best saved for challenging encounters. Another insight bonus, which is great for stacking.
Enduring Body (ex) Flat damage reduction comes in handy. It is more useful against numbers of weak opponents than a single strong opponent. Xepher prefers to engage numerous foes simultaneously, so this ability will come in handy over the course of his career.
Sweeping Strike (ex) Forget that other power, this is the freaking capstone. "Select two squares within reach....Attacks apply to creatures in those two squares equally" You will note that it does not say "Two Creatures." It says "Creatures in Two Squares." Improved Grab allows Xepher to pull multiple creatures into his space...
Powers List
Powers Known


Level
0lvl
1st
2nd
Base PP


6th
1
-
3



7th
1
-
6



8th
2
-
10



9th
2
-
15



10th
2
1
21



11th+
no progression
21



Powers Notes.
(XPH) Vigor: Useful, especially combined with Illithid extraction and Enduring Body.
(XPH) Exapansion: A short boost, but handy to have.
(XPH) Strength of my enemy: Not bad, synergises well with grappling and Sweeping Strike.

Feats Some of these need some explaination
(CP) Illithid Heritage: Opens the chain and grants a new class skill. Also provides a saving throw bonus VS spells and powers. As a feat, its benefits should carry over to alternate forms.
(CP) Illithid Grapple: Bestows a tentacle attack. This attack has Improved grab. This synergises well with Sweeping Strike, but once a hold has been established the text on Improved Grab suggests that the appendage used is required to maintain the grapple, if multigrab options are being used.
(CP) Illithid Extraction: Similar to the ability of a Mind Flayer. Gaining a hold on a target with all 4 tentacles inflicts intelligence damage and grants temporary power points.
(SS) Extended Reach: The additional reach provided would seem to benefit only Xephers tentacle attacks. It would apply to additional appendages aquired by a new form, provided the size requirement (minimum small) was met.
(SS) Multigrab and Greater Multigrab: Negates the penalties for grappling multiple creatures. Allows Xepher to grapple without being considered to be grappling and take other actions while maintaining a hold on a creature.
(PHB) Combat Casting. Only taken to qualify for a PrC. Wasted feat that should be retrained (PHB2), Psychic Reformed (XPH) or Dark Chaos shuffled (FC1) out prior to level 11, but after Abjurant Champion has been qualified for. Refer to spellcasting and services (PHB). PsyRef would cost 530gp and 50xp...Cheaper than Raise Dead. Extended Reach is a suitable replacement.
(CW) Arcane Strike: Sacrifice spells as a free action for scaling bonus to hit and bonus damage dice for a round. The attack bonus will not stack, but the bonus damage dice will. Great synergy with Sweeping Strike.
(PHB) Combat Reflexes: Needs no explaination. Just a reminder of how freaking awesome Sweeping Strike is. Also, moving out of Xephers space while he is not considered to be grappling provokes an attack of oppotunity, which further negates some of the disadvantages of grappling multiple creatures

Suggested Gear (DMG, MIC, SS, Underdark).Priorities. An approximate WBL distribution is incorperated into the sample build, but in a game, the following items would be a priority.
(DMG) Stat boosting Tomes and Manuals. Strength, obviously. A slight boost to other attributes would not hurt.
(Underdark) Tentacle Extensions. Extra reach on tentacles would be great.
(SS) Necklace of Natural attacks. Even benefiting a couple of tentacles, this item is a godsend. A +1, spellstoring version is inexpensive by mid-game. Other minor effects would be a boon, most noteably, the Binding quality.
(MIC) Gauntlets of Titans Grasp. Decent benefit for a few combats, does not stack with Grip of Iron though. Depending on how consumable items are recharged, an augmented Dorje may be more economical.
(MIC) Belt of Magnificence. To soothe Xepher's ego and MAD.
(DMG) Pearl of Power. Far more economical than a ring of Wizardry. Level 2 spells include most of Xepher's buffs.
(Various) Weapons, Clothing and Armour. Nothing specific. Retributive effects would be nice though. Enhancement bonuses on weapons can be replaced by the Magic Weapon spell, making effects more desirable.
(various) Charged items. Scrolls, Wands, Psionics Tatoos, Martial Scripts, etc. No reason not to have a small cache. Gets more milage out of IL, CL and ML than the few spells and powers known. Contributes to versatility within a party.

Alternative Options (unused)Templates. If LA Buyoff is being used, then the Voidmind (MM3) is a thematic choice. Helps with MAD and provides a few immunities. It's Sentient Tentacle (ex) synergises well with Xepher's tactics.
Spell/Power research. Helps contribute to versatility greatly.
Variant classes. A spell to power Erudite would be more fitting than Wizard. Unfortunately, judges have slammed power and spell research in the past, which invalidates this otherwise suitable choice as an option for competition.

Sample Build, Level 20.Xepher Lod, Harbinger of Consumption.
Human Male (humanoid, psionic) Neutral Evil
Initiative +5 Speed 30
Languages: Common, Undercommon, Draconic
AC 27 (+10 Armour, +2 Natural, +5 Dex)
HP 176 (2d8+1d4+2d12+10d10+5d6+80)
Fort +19 Ref +12 Will +14; +2 vs Fear and Death, +3 vs Spells, Powers and Spell/Psi like abilities.
Space/Reach: 5foot/5foot(10 foot reach 2 tentacles, 15foot reach 2 tentacles)
Melee: Lifedrinker +29/24/19/14 (1d12 +16 and 1d6 fire damage and 2 negative levels, 20/x3) and 4 +1 Spellstoring, Binding tentacles +24 (1d4+11 or 1d6 +11 and 1d6 fire damage)
Ranged +23
Base Attack +18 Grapple +31
Attack Options:Illithid Grapple, Illithid Extraction, Arcane Strike, Arcane Wrath, Empowering Strike, Sweeping Strike
Special Actions: Mystic Pheonix Stance, Chain of Personal Superiority, Chain of Defensive Posture, Arcane Boost, Combat Reflexes
Readied Maneuvers: 4; Active Stance: Fiery Assault.
Spells Prepared CL 18; 6/8/7/6/6/5; Save DC 15 + spell level.
Manifester Level 5 or 2 Power Points 28
Abilities Str 26(30) Dex 16(20) Con 14(18) Int 16(20) Wis 12(16) Cha 8(12)
Special Qualities: Rite of Waking, Weapon Aptitude, Enduring Body, Swift Abjuration, Abjurant Armour, Extended Abjuration, Battle Clarity, Uncanny Dodge, Familliar, Illithid Heritage, +5 inherant bonus to Strength, +3 dex, +2 Int and Con.
Feats: Illithid Heritage, Illithid Grapple x 4, Illithid Extraction, Combat Reflexes, Multigrab, Greater Multigrab, Extended Reach, Arcane Strike
Skills: Autohypnosis +15, Climb +12, Concentration +29, Jump +13, Intimidate +9, Knowledge (Arcana) +13, Knowledge (Dungeoneering) +8, Knowledge (History) +13, Knowledge (Local) +8, Knowledge (Psionics) +18, Knowledge (Religion) +9, Martial Lore +11, Psicraft +10, Ride, Search +9, Sense Motive +6, Spellcraft +11, Swim +18, Tumble +10
Combat Gear: Crazy Eight, Belt of Magnificence +4, Amulet of Natural Attacks (4 +1 Spellstoring, Binding), 2 tentacle extensions, Gauntlets of Titans Grasp, Greatreach Bracers, Cloak of Thorns, Boots of Tremorsense, Lifedrinker (+1, +5 Mithril Breastplate. Ring of Negative Protection, Pearls of Power. Over 200k gold in consumable items and assorted swag.
Spellbook: 0: All available; 1: Shield (PHB), Lesser Deflection (PHB2), Tongue Tendrils (BoVD), Nerveskitter (SpC), Fist of Stone (Spc), Karmic Aura (CM); 2: WraithStrike (SpC), Fearsome Grapple (SpC), Extend Tentacles (SpC), Heroics (SpC); 3: Greater Magic Weapon (PHB), Fly (PHB), Evards Menacing Tentacles (PHB2), Dispel Magic (PBH); 4: Evards Black Tentacles (PHB), Polymorph (PHB), Celerity (PHB2), Forceward (SpC); 5: Flaying Tendrils (CM), Fiendform (SpC), Teleport (PHB), Recyprocal Gyre (SpC)
Powers Known: Vigor, Expansion, Burst, Grip of Iron, Strength of my Enemy

High Level Build Tactics

I could go on at length. I will provide a few of Xepher's solutions to a few simple scenarios.

Single Opponent? Melee full attack and attempt to establish seperate holds with tentacles. Gauntlets, CoPS and Fearsome Grapple raise check to +48 (medium size) without hinderance. While foe is grappled, full attack or use manuevers until conflict is resolved. If intelligent and possessing a brain, it become a target for extraction. Some creatures are immune to this death effect, fewer are immune to the intelligence damage it inflicts. Polymorph + expansion can raise size to huge if they stack, otherwise an augmented Psionic Tattoo of Expansion will be required to take on gargantuan foes. As a huge Ulitharid (for example), Xepher could have up to 14 tentacle attacks with Improved Grab, a +53 modifier to grapple checks and still be capable of attacking with a weapon or casting spells.

Multiple opponents? As above, but actions may be required for more buffs. Xepher can grapple 4 creatures of the same size, one for each tentacle. Grappled opponents are pulled into Xephers space and a Sweeping Strike full attack increases combat efficiency. If facing great numbers, Wraithstrike coupled with Death Mark and Sweeping Strike should get the party started. If opponents refuse to cluster together, expansion + extend tentacles will grant an overwhelming reach, it then just becomes a matter of continually using improved grab to pull them in range of a sweeping full attack. If Xepher has time to buff, stacking retributive and defensive effects would be a good idea. CoPD can be raised as a free action, many Abjurant spells can be cast as a swift action by Xepher.

Can't Grapple Opponent? Some opponents refuse to cooperate. Polymorph could assist against colossal opponents, if only to provide an excessive number of natural attacks for Arcane Strike. Strength of my Enemy might make strong foes easier to manage. Dispel Magic via Spellstoring Tentacles could debuff a foe with freedom of movement. Area spell scrolls and retributive spells could be effective against swarms. Incorporeal foes require spamming Force based spells from a scroll or similar device. At the very least, Xepher can contribute while his party does their thing.

Caster or Ranged? Close to melee ASAP. If they have already started casting, it is probably Game Over. Arcane Boost and CoPD may help with survival here. Attempting to Counterspell is at best only delaying the inevitable against a dedicaster spellcaster, so commit to a dedicated offense or Teleport out of there if it becomes apparent that melee is not going to happen. Just remember to take party members with you if you decide to bail...

Noncombat? Try not to get in the way of you allies. If research is on the table, pick up a few utilities in order to relieve the burden on the party caster(s).

WhamBamSam
2015-07-23, 02:30 AM
“Be bloody, bold, and resolute; laugh to scorn the power of man.”
-William Shakespeare

Tanis Bloodblade

Human - Starting Stats: Str 16; Dex 12; Con 14; Int 14; Wis 12; Cha 10;


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


1st
Barbarian
+1
+2
+0
+0
Balance 2; Survival 4; Intimidate 4; Knowledge Local 4; Jump 4; Knowledge: Psionics 4; Swim 4
Brutal Throw, Education (+1 Knowledge: History, Knowledge: Local)
Whirling Frenzy 1/day; Ape Totem: (1/2 speed climb speed), Illiteracy


2nd
Warblade 1
+2
+4
+0
+0
Balance 5; Concentration 3; Knowledge: Psionics 5
-
Manouevres, Stance, Weapon Aptitude, Battle Clarity


3rd
Warblade 2
+3
+5
+0
+0
Balance 6; Concentration 6; Knowledge: Psionics 6Intimidate 6; Swim 5;
Point Blank Shot
Uncanny Dodge, New manouevre


4th
Warblade 3
+4
+5
+1
+1
Balance 7; Intimidate 7; Knowledge: Psionics 7; Concentration 7; Jump 7; Swim 6
-
Battle Ardour


5th
Warblade 4
+5
+6
+1
+1
Balance 8; Intimidate 8; Concentration 8; Jump 8; Knowledge: Psionics 8; Swim 7; Survival 6;
-
New Stance;


6th
Blood Storm Blade 1
+6
+8
+1
+1
Intimidate 9; Concentration 9; Jump 9; Swim 8; Survival 9;
Wild Talent, Throw Anything;
Weapon Aptitude (2); Returning Attacks;


7th
Blood Storm Blade 2
+7
+9
+1
+1
Intimidate 10; Concentration 10; Jump 10; Swim 10; Survival 10; Knowledge: History 2;
Retrain Brutal Throw to Power Attack;
Thunderous Throw, Martial Throw;


8th
Warmind 1
+8
+11
+3
+1
Concentration 11; Intimidate 11; Survival 11; Know: Psionics 9;
-
Chain of Personal Superiority +2;


9th
Warmind 2
+9
+12
+4
+1
Concentration 12; Intimidate 12; Survival 12; Know: Psionics 10;
Extra Rage;
Chain of Defensive Posture +2;


10th
Warmind 3
+10
+12
+4
+2
Concentration 13; Intimidate 13; Survival 13; Know: Psionics 11;
-
Enduring Body (DR 1/-)


11th
Warmind 4
+11
+13
+5
+2
Concentration 14; Intimidate 14; Survival 14; Know: Psionics 12;
-
2nd Level powers;


12th
Warmind 5
+12
+13
+5
+2
Concentration 15; Intimidate 15; Survival 15; Know: Psionics 13;
Quicken Power
Sweeping Strike;


13th
Warmind 6
+13
+14
+6
+3
Concentration 16; Intimidate 16; Survival 16; Know: Psionics 14;
-
Enduring Body (DR 2/-); 3rd Level powers;


14th
Warmind 7
+14
+14
+6
+3
Concentration 17; Initimidate 17; Survival 17; Know: Psionics 15;
-
Chain of Personal Superiority +4;


15th
Warmind 8
+15
+15
+7
+3
Concentration 18; Intimidate 18; Survival 18; Know: Psionics 16;
Extra Rage
Chain of Defensive posture +4; 4th level powers;


16th
Warmind 9
+16
+15
+7
+4
Concentration 19; Intimidate 19; Survival 19; Know: Psionics 17;
-
Endruring Body (DR 3/-);


17th
Warmind 10
+17
+16
+8
+4
Concentration 20; Intimidate 20; Survival 20; Know: Psionics 17;
-
Chain of Overwhelming Force; 5th level powers;


18th
Bloodstorm Blade 3
+18
+16
+9
+5
Concentration 21; Intimidate 21; Survival 21; Know: Psionics 21;
Practised Manifester (Warmind);
Precise Shot;


19th
Bloodstorm Blade 4
+19
+17
+9
+5
Concentration 22; Intimidate 22; Survival 22; Know: Psionics 22; Know: History 4
-
Lightning Ricochet;


20th
BloodStorm Blade 5
+20
+17
+9
+5
Concentration 23; Intimidate 23; Survival 23; Know: Psionics 23; Know: History 6;
-
Blood wind Ricochet;



Powers Known:
Character Level
Warmind Level
Powers nown
PP


8th
1st
1st - Force Screen;
3


9th
2nd
1st - Force Screen, Vigor;
7


10th
3rd
1st - Force Screen, Vigor;
12


11th
4th
1st - Force Screen, Vigor; 2nd - Animal Affinity;
18


12th
5th
1st - Force Screen, Vigor; 2nd - Animal Affinity;
25


13th
6th
1st - Force Screen, Vigor; 2nd - Animal Affinity; 3rd - Psionic Keen Edge
34


14th
7th
1st - Force Screen, Vigor; 2nd - Animal Affinity; 3rd - Psionic Keen Edge
44


15th
8th
1st - Force Screen, Vigor; 2nd - Animal Affinity; 3rd - Psionic Keen Edge; 4th – Immovability
55


16th
9th
1st - Force Screen, Vigor; 2nd - Animal Affinity; 3rd - Psionic Keen Edge; 4th – Immovability
67


17th
10th
1st - Force Screen, Vigor; 2nd - Animal Affinity; 3rd - Psionic Keen Edge; 4th - Immovability; 5th - Psychofeedback;
80;


15th
10th
1st - Force Screen, Vigor; 2nd - Animal Affinity; 3rd - Psionic Keen Edge; 4th - Immovability; 5th - Psychofeedback;
84;


Manoeuevres Known:
Character Level
Initiator Level
Man. Known
Man. Readied
Stances


1
0
-
-
-


2
1
Moment of Perfect Mind; Leading the Attack; Sudden Leap;
3
Bolstering Voice


3
2
+Saphire Nightmare Blade
3
-


4
3
+Douse the Flames
3
-


5
4
Retrain Sudden Leap to Steel Wind
4
Punishing Stance;


6
5
-
-
-


7
5
-
-
-


8
6
-
-
-


9
6
-
-
-


10
7
-
-
-


11
7
-
-
-


12
8
-
-
-


13
8
-
-
-


14
9
-
-
-


15
9
-
-
-


16
10
-
-
-


17
11
-
-
-


18
11
-
-
-


19
12
-
-
-


20
12
-
-
-



Starter Course...

Background:Tanis is part of an jungle barbarian tribe, who hunt by throwing spears at the tough beasts of the wilds. Relatively civilised, they merely chose to exist apart from urban societies - but they knew of and interacted with the outside world. Tanis learnt to climb like the apes, throw with strength and power, and then invoke his inner strength to strike the killing blow.

The tribal knowledge was suprisingly deep; Tanis learnt a little of the locals but mostly learnt the history of the world. It was then that his tribal leader, Mendal, spoke to him of the ways of the Nine Swords. Tanis sook out a master to teach him this; he was joined by a urban human who sook mastery also.

So they adventured together. Tanis found his prodigal strength and skills useful in negotiating the mountain trails and temperate forests; He slew a multitude of enemies, and find a Martial adept they did. It was a Warmind by the name of Alashtar, an elven martial adept who had mastered the texts vital to becoming a Warmind.

At 1st level Tanis is quite capable of pulling his weight. With high HP and combat ability, he can hold his own in combat. He can also serve as a party "Adventurer", getting into hard to reach places with climbing and jumping; establishing the way for the rest of the party to get across obstacles.

Should combat go against Tanis and his party, he can climb up and throw javelins at the enemy; But with his Brutal Throw and Whirling Frenzy it's likely they'll win combats most of the time anyway.

He also has a little intimidation to assist in those difficult to negotiate situations.

First Course, 7th level.

Background: So Tanis and his companion are taught some techniques of the Martial Manouvres, ways to use martial skills that elevate their ability to a level higher than any other warrior of their tribe or army respectively. They are then told to seek a teacher of psionics to release that psychic spark inside them.

A trail of defeated champions and herioc deeds is left in their wake as they make their way to this Psion. It is the next step on the way to becoming Warminds.

Tanis now masters the art of throwing weapons with incredible power: He brings down a raging dire bear with a single, powerful throw.

Tanis has now got the benefit of manoeuvres and stances, as well as warblade abilities to play with. He's got high HP and good tricks - certainly he can hold his own at the frontline. Of all maneouvers we want the ones that increase his versatility; A few strikes will help when he gets Martial Throw at 7th level.

We've bumped into the first and only retrain, retraining Brutal Throw to power attack. This adds a large ammount of damage to Tanis' attacks, letting him capatilise on manoeuvres like Saphire Nightmare Blade and Wolf Fang Strike.

It's worth noting that Tanis has got real good at the adventuring skills; He's still the partys lead in those orienteering situations. Intimidate has gone up more and he's aquired a bit of knowledge to represent his study.

Main Course, 12th level

Background Returning triumphant, Tanis and his friend are taught by the master, studying the Talariic Codex in all its glory. They begin to manifest powers and gain the abilities of a Warmind; It is at this point that Tanis is on the highway to the Paragon of Martial championship.

Sweeping Strike. Tanis is incredible now; He can deliver Manoeuvres to two targets as one, invoke a whirling frenzy and devastate his opponents in one round. Using his Chains, he buffs himself to high levels, attaining a very high strength score through use of the Chain, Animal Affinity and Rage. Due to his manoeuvres, he can achieve more than a simple melee character; It's the reason I picked Bloodstorm blade over Whisperknife or Master Thrower. The martial throw ability is a boon already, but when combined with the Warmind class features becomes truly awesome.

Tanis is still the party tanker; It's just now he's got DR and higher AC to tank even better. Sweeping Strike's requirement of less movement is no problem with Bloodstorm blade, and now he can reach out and touch enemies like no other Warmind.

I also picked up quicken so he can play more with actions; Nothing like being able to buff yourself and sieze the initiative.

He continues to advance his skills; As always he's at the forefront, climbing, swimming, doing all that adventury stuff while controlling the battlefield and serving most roles on demand.

The Dessert, 20th level

Background:
Tanis leaves the master as a fully fledged Warmind. He challenges Orcus, demon prince to a fight and wins. It is at this point that he makes an enemy of some very powerful demons.

Soon, Tanis' old tribe found itself in dire straits. The beasts of the forest were now demonic in nature, and it came down to Tanis and his friend to defend them and save the tribe.

It is said he was a meteor of destruction, plowing into the enemy ranks, enemies who had fallen already, clutching their throats as they were cut down in sweeping strikes. As Tanis raged more and more, he got stronger, and stronger till none could match him.

The battle was a forgone conlusion. They won.

This is the big one. Tanis is everything he was and more. With his new Ricochet abilities, he's combining them with sweeping strike to devastate any enemy.

With his manifesting, he can buff himself and attack; He's dealing the damage, taking the hits and can do a fairly large ammount of things in between. Due to his ranged power he serves a formidable battle controller, a devoted bulwark for the party to fight around.

Special mention to steel wind; As a standard action, Tanis gets to attack two adjacent opponents; Twice. Very handy.

Items required: Essentials:
level
Items Needed


1
Javelins


2
-


3
-


4
-


5
-


6
-


7
-


8
-


9
Periapt of Wisdom +2;


10
-


11
-


12
-


13
-


14
-


15
-


16
-


17
-


18
-


19
-


20
-


While Tanis has no flight ability, he relies on the rest of the party to grant him that kind of ability. Otherwise, Tanis will simply buy potions of those spells - but its likely that he'll be in a party that can at least spare a fly spell for him. It's not like Mass Fly has an added cost for 4 people now, is it?

Source List
Players' Handbook: Barbarian Base Class and Skills, Point blank shot feat and Power attack feat.
Unearthed Arcana: Ape Totem Barbarian; Whirling Frenzy Variant;
Expanded Psionics Handbook: Warmind PrC, Quicken power feat, Practised Manfester Feat, Psychic Warrior(warmind) powers, Wild talent feat, Knowledge: Psionics Skill.
Eberon Campaign Setting: Education feat.
Tome of Battle: Warblade Class, Bloodstorm blade Prestige class, throw anything feat, Manoeuvres and Stances;
Complete Adventurer: Extra Rage feat, Brutal Throw feat.
Dungeon Master's Guide: Periapt of Wisdom +2;


Thanks!

WhamBamSam
2015-07-23, 02:33 AM
“Because we focused on the snake, we missed the scorpion”
Egyptian Proverb

Violet Rose, the Savant Scorpion, Female Half-Giant Swashbuckler 3/Swordsage 5 (6*)/Psychic Warrior 1/War Mind 10
Starting ability scores (32 pt. buy): Str 12, Dex 16, Con 14, Int 14, Wis 14, Cha 8
Racially modified ability scores: Str 14, Dex 14, Con 16, Int 14, Wis 14, Cha 8

At level 13th; ECL 14th (sweet spot)


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


1st
Swordsage 1
+0
+0
+2
+2
Concentration 4 ranks, Knowledge (arcana) 4 ranks, Knowledge (dungeoneering) 4 ranks, Knowledge (history) 2 ranks, Knowledge (local) 4 ranks, Knowledge (nature) 4 ranks, Knowledge (psionics) 4 ranks, Knowledge (religion) 4 ranks, Knowledge (the Planes) 2 ranks
Education
Quick to Act +1, Discipline Focus – Weapon Focus (Shadow Hand)


2nd
Swashbuckler 1
+1
+2
+2
+2
Knowledge (arcana) +1, Knowledge (dungeoneering) +1, Knowledge (local) +1, Knowledge (nature) +1, Knowledge (psionics) +1, Knowledge (religion) +1
Weapon Finesse
Arcane Stunt (blur; replaces grace, CM 32)


3rd
Swashbuckler 2
+2
+3
+2
+2
Knowledge (arcana) +1, Knowledge (dungeoneering) +1, Knowledge (local) +1, Knowledge (nature) +1, Knowledge (psionics) +1, Knowledge (religion) +1
Exotic Weapon Proficiency (Spiked Chain)
-


4th
Swordsage 2
+3
+3
+3
+3
Concentration +2, Knowledge (arcana) +1, Knowledge (dungeoneering) +1, Knowledge (local) +1, Knowledge (nature) +1, Knowledge (psionics) +1, Knowledge (religion) +1

Insightful Strike


5th
Swashbuckler 3
+4
+3
+4
+4
Knowledge (arcana) +1, Knowledge (dungeoneering) +1, Knowledge (local) +1, Knowledge (nature) +1, Knowledge (psionics) +1, Knowledge (religion) +1

AC Bonus


6th
Swordsage 3
+5
+4
+4
+4
Concentration +2, Knowledge (arcana) +1, Knowledge (dungeoneering) +1, Knowledge (local) +1, Knowledge (nature) +1, Knowledge (psionics) +1, Knowledge (religion) +1
Combat Expertise



7th
Swordsage 4
+6/+1
+4
+5
+5
Concentration +2, Knowledge (arcana) +1, Knowledge (dungeoneering) +1, Knowledge (local) +1, Knowledge (nature) +1, Knowledge (psionics) +1, Knowledge (religion) +1

Discipline Focus – Insightful Strike (Diamond Mind)


8th
Psychic Warrior 1
+6/+1
+6
+5
+5
Concentration +1, Knowledge (arcana) +1, Knowledge (local) +1, Knowledge (nature) +1, Knowledge (the Planes) +1
Improved Trip



9th
War Mind 1
+7/+2
+8
+7
+5
Concentration +1, Knowledge (nature) +1, Knowledge (the Planes) +1, Psicraft 2 ranks
Knowledge Devotion
Chain of Personal Superiority +2


10th
War Mind 2
+8/+3
+9
+7
+5
Concentration +1, Knowledge (local) +1, Knowledge (nature) +1, Knowledge (the Planes) +1, Psicraft +1

Chain of Defensive Posture +2


11th
War Mind 3
+9/+4
+9
+7
+6
Concentration +1, Knowledge (local) +1, Knowledge (nature) +1, Knowledge (the Planes) +1, Psicraft +1

Enduring Body (DR 1/-)


12th
War Mind 4
+10/+5
+10
+8
+6
Concentration +1, Knowledge (arcana) +1, Knowledge (local) +1, Knowledge (nature) +1, Knowledge (the Planes) +1
Practiced Manifester (War Mind)
-


13th
War Mind 5
+11/+6/+1
+10
+8
+6
Concentration +1, Knowledge (arcana) +1, Knowledge (local) +1, Knowledge (nature) +1, Knowledge (the Planes) +1

Sweeping Strike




Skills at 13th level
Concentration +19, Knowledge (arcana) +13, Knowledge (dungeoneering) +13, Knowledge (history) +5, Knowledge (local) +16*, Knowledge (nature) +17*, Knowledge (psionics) +13, Knowledge (religion) +13, Knowledge (the Planes) +11, Psicraft +7
*: Education feat bonus to skills

Tactics
Violet Rose is built upon the concept of tripping and unusual ways to deal damage. Usually, her favored method of combat implies Expansion (for size increase, usually to two size categories to take advantage of reach and increased damage), Animal Affinity to enhance her Strength (and if possible, her Intelligence as well), and either Island of Blades or Step of the Wind depending on the terrain (she usually seeks to fight in difficult terrain so that she may take advantage of Step of the Wind, but she may use Island of Blades to support her allies with the unusual reach and flanking positions she may achieve. Thicken Skin is done early during the entry of a dungeon in order to reinforce her Armor Class.

Maneuver-wise, the idea is that Violet Rose can combine the sweeping strike maneuver (when possible) with either Sapphire Nightmare Blade or Insightful Strike to deal increased damage to two creatures, Burning Blade to use a full attack on two adjacent creatures, and Clinging Shadow Strike to impose a penalty to damage on two adjacent creatures. However, the key tactic of Violet Rose is to combine the incredible reach she gains with Expansion, the spiked chain (or drow scorpion chain), her size, her incredible Strength and her bonuses to trip two opponents that may be quite distant.

Damage-wise, Violet Rose depends mostly on her Strength and Intelligence, combining Insightful Strike and Chain of Personal Superiority along with her size modifiers to deal as much damage as possible. Another helping factor is Knowledge Devotion, which essentially allows her to gain an insight bonus on several creatures (if not to say all of them, given her insane amount of ranks in several Knowledge skills) and ensure she lands a hit.

Trip-wise, she has several factors that help her. One is the fact that she is built for trip, but the other is essentially that her Improved Trip bonus attack also applies with sweeping strike, which allows her to strike a creature when she makes a trip attempt (which she can do around three if she remains relatively still and using her full attack for trip attempts). Another strong tactic is using Devastating Throw, which is built for driving opponents away from her allies by launching them away. Usually, this move requires foregoing sweeping strike, so it is, much like Burning Brand to gain extra reach, a desperate measure (say, a panic button) for her.

At level 20th


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


1st
Swordsage 1
+0
+0
+2
+2
Concentration 4 ranks, Knowledge (arcana) 4 ranks, Knowledge (dungeoneering) 4 ranks, Knowledge (history) 2 ranks, Knowledge (local) 4 ranks, Knowledge (nature) 4 ranks, Knowledge (psionics) 4 ranks, Knowledge (religion) 4 ranks, Knowledge (the Planes) 2 ranks
Education
Quick to Act +1, Discipline Focus – Weapon Focus (Shadow Hand)


2nd
Swashbuckler 1
+1
+2
+2
+2
Knowledge (arcana) +1, Knowledge (dungeoneering) +1, Knowledge (local) +1, Knowledge (nature) +1, Knowledge (psionics) +1, Knowledge (religion) +1
Weapon Finesse
Arcane Stunt (blur; replaces grace, CM 32)


3rd
Swashbuckler 2
+2
+3
+2
+2
Knowledge (arcana) +1, Knowledge (dungeoneering) +1, Knowledge (local) +1, Knowledge (nature) +1, Knowledge (psionics) +1, Knowledge (religion) +1
Exotic Weapon Proficiency (Spiked Chain)
-


4th
Swordsage 2
+3
+3
+3
+3
Concentration +2, Knowledge (arcana) +1, Knowledge (dungeoneering) +1, Knowledge (local) +1, Knowledge (nature) +1, Knowledge (psionics) +1, Knowledge (religion) +1

Insightful Strike


5th
Swashbuckler 3
+4
+3
+4
+4
Knowledge (arcana) +1, Knowledge (dungeoneering) +1, Knowledge (local) +1, Knowledge (nature) +1, Knowledge (psionics) +1, Knowledge (religion) +1

AC Bonus


6th
Swordsage 3
+5
+4
+4
+4
Concentration +2, Knowledge (arcana) +1, Knowledge (dungeoneering) +1, Knowledge (local) +1, Knowledge (nature) +1, Knowledge (psionics) +1, Knowledge (religion) +1
Combat Expertise



7th
Swordsage 4
+6/+1
+4
+5
+5
Concentration +2, Knowledge (arcana) +1, Knowledge (dungeoneering) +1, Knowledge (local) +1, Knowledge (nature) +1, Knowledge (psionics) +1, Knowledge (religion) +1

Discipline Focus – Insightful Strike (Diamond Mind)


8th
Psychic Warrior 1
+6/+1
+6
+5
+5
Concentration +1, Knowledge (arcana) +1, Knowledge (local) +1, Knowledge (nature) +1, Knowledge (the Planes) +1
Improved Trip



9th
War Mind 1
+7/+2
+8
+7
+5
Concentration +1, Knowledge (nature) +1, Knowledge (the Planes) +1, Psicraft 2 ranks
Knowledge Devotion
Chain of Personal Superiority +2


10th
War Mind 2
+8/+3
+9
+7
+5
Concentration +1, Knowledge (local) +1, Knowledge (nature) +1, Knowledge (the Planes) +1, Psicraft +1

Chain of Defensive Posture +2


11th
War Mind 3
+9/+4
+9
+7
+6
Concentration +1, Knowledge (local) +1, Knowledge (nature) +1, Knowledge (the Planes) +1, Psicraft +1

Enduring Body (DR 1/-)


12th
War Mind 4
+10/+5
+10
+8
+6
Concentration +1, Knowledge (arcana) +1, Knowledge (local) +1, Knowledge (nature) +1, Knowledge (the Planes) +1
Practiced Manifester (War Mind)
-


13th
War Mind 5
+11/+6/+1
+10
+8
+6
Concentration +1, Knowledge (arcana) +1, Knowledge (local) +1, Knowledge (nature) +1, Knowledge (the Planes) +1

Sweeping Strike


14th
War Mind 6
+12/+7/+2
+11
+9
+7
Concentration +1, Knowledge (arcana) +1, Knowledge (dungeoneering) +1, Knowledge (local) +1, Knowledge (the Planes) +1

Enduring Body (DR 2/-)


15th
War Mind 7
+13/+8/+3
+11
+9
+7
Concentration +1, Knowledge (arcana) +1, Knowledge (dungeoneering) +1, Knowledge (local) +1, Knowledge (the Planes) +1
Adaptive Style
Chain of Personal Superiority +4


16th
War Mind 8
+14/+9/+4
+12
+10
+7
Concentration +1, Knowledge (dungeoneering) +1, Knowledge (psionics) +1, Knowledge (religion) +1, Knowledge (the Planes) +1

Chain of Defensive Posture +4


17th
War Mind 9
+15/+10/+5
+12
+10
+8
Concentration +1, Knowledge (dungeoneering) +1, Knowledge (psionics) +1, Knowledge (religion) +1, Knowledge (the Planes) +1

Enduring Body (DR 3/-)


18th
War Mind 10
+16/+11/+6/+1
+13
+11
+8
Concentration +1, Knowledge (dungeoneering) +1, Knowledge (psionics) +1, Knowledge (religion) +1, Knowledge (the Planes) +1
Extend Power
Chain of Overwhelming Force


19th
Swordsage 5
+16/+11/+6/+1
+13
+11
+8
Concentration +1, Knowledge (arcana) +1, Knowledge (dungeoneering) +1, Knowledge (psionics) +2, Knowledge (religion) +2, Knowledge (the Planes) +2

Quick to Act +2


20th*
Swordsage 6
+17/+12/+7/+2
+14
+12
+9
Concentration +1, Knowledge (arcana) +1, Knowledge (dungeoneering) +1, Knowledge (psionics) +2, Knowledge (religion) +2, Knowledge (the Planes) +2

-


*: Since the Half-Giant has Level Adjustment of +1, the 20th level character progression is only accessible if Violet bought off her level adjustment.
Note: Because the character gains Int 16 at 8th level, Violet gains an extra skill point per level from that moment onward. In case the extra skill point cannot be added at 8th level, remove 1 rank from Concentration.

Skills at 20th level
Concentration +25 (26**), Knowledge (arcana) +19 (20**), Knowledge (dungeoneering) +19 (20**), Knowledge (history) +5, Knowledge (local) +21*, Knowledge (nature) +20*, Knowledge (psionics) +18 (20**), Knowledge (religion) +18 (20**), Knowledge (the Planes) +18 (20**), Psicraft +7
*: Education feat bonus to skills
**: Since Violet has a Level Adjustment of +1, the following skills have two numbers; the one in parenthesis indicate the skills with the added class level of Swordsage.

Tactics
At 20th level, Violet Rose has incorporated a few more levels of Swordsage to take advantage of multiple new tricks, both psionically and martially.

The first is essentially replacing Devastating Throw for Ballista Throw and use her opponent as a weapon. The other is getting Ruby Nightmare Blade, which allows her to combine her size, her Intelligence, her Strength, her expansion attack, and other bonuses to deal twice the amount of damage to two adjacent creatures, taking good advantage of sweeping strike (and potentially going nova with Chain of Overwhelming Force, even worse if considering that she may use a boost alongside it). The third is basically using Greater Insightful Strike for a huge static amount of damage to two opponents by using sweeping strike.

However, the biggest benefit is in the powers, which resolve part of the problems she may face in combat. Power Weapon allows her to attack incorporeal creatures, as well as gaining the properties of force even if only once per round. Psychokinetic Weapon allows her to use both her spiked chain and her drow scorpion chain in succession, in a way similar to Spiritual Weapon, but also allowing her to strike flying creatures using the weapon's reach. However, the biggest and baddest trick is Perfect Riposte, which is essentially a poor man's Karmic Strike/Robilar's Gambit, causing creatures that miss her to fall victim to her trip attempt, thus potentially unlocking an extra attack and taking advantage of sweeping strike.

Defensively, her combination of Combat Expertise, Shifting Defense and tripping allow her to keep a reasonably strong control over the field, while her bonus to AC by means of Wisdom, her swift blur tactic, her Cloak of Deception allows her a swift escape from trouble or a tactical strike to take an enemy unaware, and her Chain of Defensive Posture reinforces even more her defenses.

Finally, despite quite late, Adaptive Style exists to shift her tactics from offense to defense in about 6 seconds, making her quite strong.

Ability Score Increases per Character Level
4th – Intelligence
8th – Intelligence
12th – Dexterity
16th – Wisdom
20th – Dexterity



Character Level
Initiator Level
Maneuvers Known
Maneuvers Readied
Stances Known
Maneuvers or Stances Learned


1st
1st
6
4
1
Burning Blade, Clinging Shadow Strike, Moment of Perfect Mind*, Mighty Throw, Sapphire Nightmare Blade, Step of the Wind (stance)


2nd
1st
-
-
-
-


3rd
2nd
-
-
-
-


4th
3rd
+1
-
+1
Burning Brand*, Island of Blades (stance)


5th
3rd
-
-
-
-


6th
4th
+1
+1
-
Cloak of Deception


7th
5th
+1
-
-
Mighty Throw -> Devastating Throw, Insightful Strike*


8th
6th
-
-
-
-


9th
6th
-
-
-
-


10th
7th
-
-
-
-


11th
7th
-
-
-
-


12th
8th
-
-
-
-


13th
8th
-
-
-
-


14th
9th
-
-
-
-


15th
9th
-
-
-
-


16th
10th
-
-
-
-


17th
11th
-
-
-
-


18th
11th
-
-
-
-


19th
12th
+1
+1
+1
Ruby Nightmare Blade*, Shifting Defense (stance)


20th
13th
+1
-
-
Devastating Throw->Ballista Throw*, Avalanche of Blades*

*: Readied maneuver



Character Level
PP Per Day
Manifester Level
Powers Learned


1st-7th
2
-
-


8th
2 (+1)
1st (PP)
Adrenaline Boost


9th
4 (+1)
1st (WM)
Expansion


10th
7 (+2)
2nd
Thicken Skin


11th
11 (+3)
3rd
-


12th
16 (+4)
8th
Animal Affinity


13th
22 (+5)
9th
-


14th
30 (+6)
10th
Power Weapon


15th
39 (+7)
11th
-


16th
49 (+8)
12th
Psychokinetic Weapon


17th
60 (+9)
13th
-


18th-20th
72 (+10)
14th
Perfect Riposte

Note: Points in parenthesis indicate bonus power points based on Wisdom modifier.

Half-Giant Racial Traits[b]
+2 Strength, +2 Constitution, -2 Dexterity
Giant type
Medium size
Base land speed is 30 feet.
Low-Light Vision
Fire Acclimated (+2 racial bonus on saving throws against all fire spells and effects)
Powerful Build: The physical stature of half-giants lets them function in many ways as if they were one size category larger. Whenever a half-giant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him. A half-giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Naturally Psionic: Half-giants gain 2 bonus power points at 1st level.
Psi-Like Ability: 1/day—stomp. Manifester level is equal to ½ Hit Dice (minimum 1st). The save DC is Charisma-based.
Automatic Language: Common. Bonus Languages: Draconic, Giant, Gnoll, Ignan.
Favored Class: Psychic warrior.
Level Adjustment: +1.

[b]Background
Violet Rose is a woman with an estranged past. Once believing to be a Riedran Edgewalker, the contact with an artifact of the giants at Xen'drik revealed the truth about her past. The "daughter" of a human scholar and a group of adventurers (a half-elf cunning swordsman and minstrel from the Lhazaar principalities, a drow tracker from Xen'drik and master of the scorpion chain, and an Adaran human warrior whom eventually became her master in the Sublime Way), she lived for most of her life in the mountain range of Kosthra Amn, a group of mountains within the land of Adar in Sarlona where the legendary Reshar built his Temple of the Nine Swords before its destruction. After being captured and brainwashed by the people of Riedra, a chance encounter within Xen'drik returned her memories, and with them, an oath of revenge. She is known as "the Scorpion Savant", as translated in Common from the original dialect of the Drow, for her skill with the scorpion chain and for the several topics of knowledge in which she is versed, specifically on the anatomy of virtually every living creature in the world.

Material used
Expanded Psionics Handbook: information on Half-Giants, Psychic Warrior and War Mind; Extend Power feat (also on SRD)
Player's Handbook: information on Combat Expertise, Improved Trip, Weapon Finesse (also on SRD)
Complete Warrior: information on Swashbuckler (page 12)
Complete Mage: information on Arcane Stunt (page 32)
Tome of Battle: The Book of Nine Swords: information on Swordsage (page 16), Adaptive Style (page ), maneuvers and stances (page 48-51; 52, 62-65, 70-85).
Complete Psionic: information on powers Power Weapon, Psychokinetic Weapon, Perfect Riposte (pages 93, 95, 96); Practiced Manifester (page 57)
Eberron Campaign Setting: information on Education feat (page 52)
Complete Champion: information on Knowledge Devotion (page 60)
Secrets of Sarlona: information about Adar, Riedra, and other background information

WhamBamSam
2015-07-23, 02:35 AM
Though we have heard of stupid haste in war, cleverness has never been seen associated with long delays.
-Sun Tzu, the Art of War

I am Krelb. In my youth, I ventured forth among the many and varied races of the land. I learned the craft of the blade at the hands of some of the finest masters of the nine paths. I took up the devotion of the mind arts and forged mantles of my beliefs. And then I returned to my people, bringing with me what I had learned, and many books and treasures and great things. I settled down, had a family, and lived my life well and fully. I did not miss the adventurers life, for it is hard and lacks in time to contemplate.
Leading and building the Tribe took more time than I thought. I had little time to myself until I retired from that life as well. Then, I found the great book - the Talariic Codex. I devoted many days to the study of that book, and the paths of war it led me to. My devotion to the ways of war became indellibly grained into my thoughts and my very being. I grew old reading those teachings and imprinting them upon my very soul.
My time upon this accursed plane is nearly done, but that means nothing. Strife and war haunt my every thought, they pervade my mind as nothing else does. War should be a youngling's game, not an old wyrm's obsession, yet still it is what haunts me in my dottage.
I am a true Wyrm of War. My mind has turned to the fighting arts and will not deviate from them. I think upon the great mass of pink-skinned mammals who descend inevitably into our warrens and pits, plundering the depths of the dungeons we built in ages past to protect us. But now they venture too close, and half a century past my prime I must take up arms against them once more.
Though I have descendents beyond counting, it is not enough. Though my ten-times-great grandchildren lead clans of their own spawn, it is not enough. I go forth to champion my people, my mind honed through study of the ancient ways and the powers of the mind. I bring with me all of the tools I have accrued over the many decades of my life, strange and wonderous weapons of power, each with its purpose and place in the art that is war. But though I have many useful and powerful weapons in my arsenal, my mind is my greatest weapon by far.

Build: Krelb the Canny
Race: Venerable Dragonwrought Kobold Wyrm of War
Str 12 Dex 12 Con 14 Int 12 Wis 19 Cha 12


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


1
Warblade 1
1
2
0
0
Concentration 4, Jump 4, Tumble 4, Balance 4, Martial Lore 2, Know (History) 2
Dragonwrought Kobold
Weapon Aptitude, +1 reflex


2
Ardent 1
1
2
0
2
Know Psionics 1, Psicraft 2

Ardent Mantle x2


3
Ardent 2
2
2
0
3
Know Psionics 2, Psicraft 4
Practiced Manifester (Ardent)
Ardent Mantle


4
Ardent 3
3
3
1
3
Know (Psionics) 5
Power Attack
+str


5
Ardent 4
4
3
1
4
Know (Psionics) 8




6
War Mind 1
5
5
3
4
Concentration 5, Tumble 5
Exotic Weapon Proficiency (*)
Chain of Peronal Superiority +2


7
War Mind 2
6
6
4
4
Concentration 8

Chain of Defensive Posture +2


8
War Mind 3
7
6
4
5
Concentration 11
Toughness
Enduring Body (DR 1/-), +wis


9
War Mind 4
8
7
5
5
Concentration 12, Jump 5
Endure Blows



10
War Mind 5
9
7
5
5
Concentration 13, Psicraft 5, Autohypnosis 1
Iron Will (Otyugh Hole)
Sweeping Strike


11
War Mind 6
10
8
6
6
Concentration 14, Autohypnosis 3

Enduring Body (DR 2/-)


12
War Mind 7
11
8
6
6
Concentration 15, Autohypnosis 5
Stone Power, Martial Stance (Roots of the Mountain)
Chain of Personal Superiority +4, +str


13
War Mind 8
12
9
7
6
Concentration 16, Psicraft 6, Autohypnosis 6

Chain of Defensive Posture +4


14
War Mind 9
13
9
7
7
Concentration 17, Psicraft 7, Autohypnosis 7

Enduring Body (DR 3/-)


15
War Mind 10
14
10
8
7
Concentration 18, Psicraft 8, Autohypnosis 8
Invest Armor
Chain of Overwhelming force


16
Iron Mind 1
14
10
8
9
Concentration 19, Psicraft 9, Autohypnosis 9
Armor Specialization
Armored mind 1/day, +wis


17
Iron Mind 2
15
10
8
10
Concentration 20, Psicraft 10, Autohypnosis 10

DR 1/-


18
Iron Mind 3
16
11
9
10
Concentration 21, Know (Psionics) 10
Roll with It
Mind over body 1/day


19
Iron Mind 4
17
11
9
11
Concentration 22, Know (Psionics) 12

Armored Mind 2/day


20
Iron Mind 5
18
11
9
11
Concentration 23, Know (Psionics) 14
Greater Resiliency
mettle of will, DR 2/-, +wis



Powers:
Power points do not include bonus points from wisdom boosting items.


Level
Power Points
Powers/Maneuvers


1
0
Punishing Stance, Steel Wind, Sapphire Nightmare Blade, Charging Minotaur


2
4
Elements Mantle, Freedom Mantle, Elemental Steward, Dimension Hop


3
10
Destruction Mantle, Dissolving Weapon


4
17
Control Air


5
25
Dispel Psionics


6
27
Biofeedback


7
32
Offensive Prescience


8
36



9
41
Damp Power


10
49



11
60
Ectoplasmic Form


12
71



13
84
Intertial Barrier


14
97



15
112
Greater Stomp


16
112



17
120
Psionic Teleport


18
130
Psionic Freedom


19
141
Blackstone Hammer


20
158
Psionic Disintegrate



Secret Ingredient:
Chain of ... - For whatever reason, War Minds and Spiked Chains go together in my mind. But with all of the references to chains and tactical fighting, I see it as a natural marriage. This is not to say that the Spike Chain should be the ONLY tool in the War Mind's arsenal. Indeed, with his focus on historical and esoteric combat knowledge, it would be a shame if the War Mind wasn't able to pull out just the right tool for the job. For this reason, I chose to start off with Warblade - who not only gives us a handful of useful tricks in the form of maneuvers, but also allows us to shift around our Exotic Weapon Proficiency with an hour's practice. This lets us carry around a golf bag of exotic weapons and always having just the tool for the job, but without needing to take up excessive feat slots or getting them all enchanted as skillful weapons.
Personal Superiority - A mini-rage with no downside. You get 3 uses per day and each use will probably last for an entire combat. Well, obviously this is a strong hint that we should be engaging in melee combat, and given that we're not trading AC or mental abilities for this boost, we should also be playing things smart and safe. So the name of the game here is defensive fighter, focused on self-buffs, debuffs and quick takedowns. This idea is reinforced by -
Defensive Posture - A free AC boost, also 3/day. If we're going to be boosting AC, we'll want a decent AC to begin with so that it'll make a difference. And since there's no downside to wearing heavy armor while using psionics, let's go with the heaviest armor we can get.
Enduring Body - Damage Reduction, yet another defensive boost. And since we're already in heavy armor, we might as well make it adamantine heavy armor - because Damage Reduction stacks. Which brings us to the key concept of this build - DR x/- stacks with itself. And if we're going to be a defensive melee combatant, we might as well make that defense worth while!
Sweeping Strike - Here is the crown jewel of the War Mind - the only class feature that is unique, interesting, and really makes this class worthwhile. Its use is a bit specialized - you need to choose adjacent squares, threaten both squares and you cannot do it after significant movement. But this still doubles your number of attacks during a full attack. For this reason alone, we need to keep as much base attack bonus as possible so that we can get as many iterative attacks as we can manage. Some battlefield control and abilities that key off of 'single attacks' also help make this power shine. To that end, many of the abilities of this build focus on using Sweeping Strike to best effect - Dissolving Weapon, Offensive Prescience, Punishing Stance, Steel Wind, Sapphire Nightmare Blade, Charging Minotaur and most of the enchantments I've listed for various weapons!
Overwhelming Force - The capstone power. At one use per day, it's a bit limited and for that reason most uses of this class stop at 5 levels. However, we already get an ability that allows us to apply this 'single attack' to apply to more than one opponent - Sweeping Strike! However, on a closer reading, we can do much better than that - because using the Whirling enchantment on a spike chain (with some extra reach thanks to the greatreach bracers) would count as a single attack. As would a use of the Psionic Disintegrate power! So while it may seem limited, that single Overwhelming Strike can definitely make a big difference!

Equipment: Here's some basic equipment suggestions
@5 - Spiked Platemail, MW Reach weapon
@10 - Animated +1 Tower shield, Adamantine Full Plate, Greater Iron Ward Crystal, greatreach bracers, and See 'Bag of Live Puppies' below.
@15 - +4 str, +4 wis, scabbard of keen edges, cloak of resistence, Heavy fortification enchantment for armor.

Bag of Live Puppies (A.K.A. the Golfbag of Many Weapons):
Ranseur - Primary weapon before 6th level, backup reach weapon afterwards. Made from deep crystal because that's cheap and useful at early levels.
Scimitar - As a backup weapon, this should be a keen mindfeeding adamantine weapon. Since it's not an exotic weapon, you can use it without an hour's notice, so if you need the extra PP you can pull it out and start swinging!
Spiked Chain - The go-to weapon for most fights, especially those in which you are expecting to face a large number of enemies. Made with Pandemonic Silver and enchanted with the Whilrling property and shadowstrike (and later with damage boosts), this weapon combines mass debuffing (from the fear-inducing sound it generates, and which you can turn on yourself with the Control Air power) with area damage (from the whirling property), this is a versatile tool of warfare.
Jovar - Make this a Transmuting (bypass DR after the first hit) weapon out of Alchemical Gold and you've got a pure damage dealer worth having, even as a small creature.
Braid Blade - Crit often, crit hard, crit for good effect. The base damage on this weapon is negligible, but use your scabbard of keen edges and enchant it with the speed enhancement and you'll have no trouble dealing damage with it. Add slow burst for total domination. Make it out of Kaorti resin if you can get away with it, or Abyssal Bloodiron (confirm crits & cold iron) otherwise.
Flindbar - Merciful Disarming Impact weapon, for when you need to take them alive.
Harpoon - A small creature using a harpoon? Well, with Roots of the Mountain and various strength bonuses you can probably pull it off.
Razor Net - For ranged battlefield control. And since it's a ranged touch attack, you can probably get away with not being proficient when you use it.
Scythe - Keep one around for making Coup-de-graces. Put a Lesser crystal of returning on it so you can do them at a moment's notice. Make it out of Thinaum (the soul eating material) will let us add insult to injury, making this also the perfect tool for delivering the deathblow to those really persistent enemies!
Also in the bag: A handful of weapon crystals will round out the versatility of this set of tools. Every single weapon crystal is useful. Gotta catch 'em all!

Capabilities by level:
Level 5: Base DR: None. Early on, you'll be using a reach weapon and wearing the heaviest armor you can afford. Your warblade maneuvers, ardent power, a reach weapon and your ardent mantle abilities give a lot of options in and out of combat. Especially useful at this level is the Elemental Steward power, but all your psionic powers (except maybe control air) will be useful most of the time. You can use Dissolving weapon well in advance of battles, so that as an openning move you can move in and use Steel Wind to hit two enemies for base damage+4d6 acid each.
Level 10: Base DR: 11/-. This is the point at which you become totally awesome. While the weapons in your golfbag may not yet all be enchanted, or even made out of the proper materials, at the very least you'll have a selection of options available to give you a specialty option for every situation, and you should at least have an enchanted spiked chain to take full advantage of your sweeping strikes. On top of that, your AC, HP, saves and Damage reduction at this point are all pretty high, so you can wade into the middle of combat with no fear. Steel Wind is still useful, especially if you can limit youself to 10' movement and get 4 attacks out of it. Meanwhile, you can buff yourself to deal serious damage between offensive prescience, dissolving weapon, power attack and chain of personal superiority. Meanwhile, you can use biofeedback to boost DR to 14/- and Damp power to ignore most spells that aren't save-or-die.
Level 15: Base DR: 15/-. You go from awesome to awe inspiring. Between your whirling spiked chain and Chain of Overwhelming force, you've got a 1/day army killing strike. If you invest in a fully augmented tatoo of Expansion and up your reach with magic items, this can be quite literal. Alternately, boost your damage reduction up to DR 25/- with Biofeedback and Inertial Barrier, and ignore the love taps that lesser enemies, like Iron Golems and Tarrasques, will be showering upon you.
Level 20: Base DR: 22/-. The icing on the cake. You can use Blackstone Hammer to kill entire armies with your Whirling chain, and you can shoot Overwhelming Psionic Disintegrate rays that deal 15d6 disintegration damage when your opponent makes their save (32d6 if they fail)! You've also got the entire last four levels worth of loot just to play with, as all of the equipment you really need can be bought by level 16 or so. Plus, between Dimension hop, Ectoplasmic form, Psionic freedom and Psionic teleport, you're the king of mobility both in and out of combat!

Sources:
Dragonwrought Kobold - Races of the Dragon (Kobold gets Dragon type, Timeless body)
Wyrm of War - Dragons of Eberron (Draconic Archetype, bonus fighter feat every 4 HD)
Warblade, Stone Power, and all stances and maneuvers - Tome of Battle
Ardent - Complete Psionic
Iron Mind, Invest Armor - Races of Stone
Endure Blows - Draconomicon (Dragon feat, DR 2/-)
Otyugh Hole - Complete Scoundrel (For 3k gold, gain Iron Will as bonus feat)
Greater Resiliency - Complete Warrior (Improve DR by 1)
Armor Specialization - PHB2 (DR 2/- while wearing specific armor)
Roll with it - Savage species (DR 2/-)
Most equipment - Magic item compendium
Pandemonic Silver - Complete Warrior (In high winds, causes sonic mind affecting fear in area around wielder, save DC based on wind speed)
Thinaum - Complete Warrior (Absorbs souls of slain enemies, preventing resurrection line of spells)
Exotic weapons & Materials - Lots of different sources. For the most part the effects are described for each weapon.

WhamBamSam
2015-07-23, 02:36 AM
“Rest not. Life is sweeping by; go and dare before you die. Something mighty and sublime, leave behind to conquer time.”
-Goethe

SUBLIME MIND OF WAR
Elan Swordsage 10 / War Mind 10

Simple and elegant, the Swordsage and War Mind classes synergize well. A high Wisdom and Strength help both classes, and the right selection of powers from the War Mind will provide passive benefits that can provide extra defensive capabilities or enhance the martial strikes.

The build really comes into its own at level 10. Sweeping strike allows any attack to apply to two targets, if the opponents are adjacent and both threatened by you. Expansion + spiked chain increases the threat range considerably. Therefore, any time two opponents are adjacent and within range, a martial strike can be applied to both targets -- this would be the best time to unload with the best strike currently readied. (For extra power, at level 17, the Chain of Overwhelming Force ability can be applied to this double attack.)

After level 10, the War Mind and Swordsage levels are staggered to give the smoothest progression of both powers and maneuvers.

Swordsage maneuvers should come primarily from Diamond Mind (hence the increase in Concentration at every level) and Shadow Hand (due to high Wisdom). The build eventually gets 8th level maneuvers at level 20. The final stance gained should be Pearl of Black Doubt.

War Mind powers should focus on self-buffing rather than direct attack. Sample set of powers:

5th: Adapt Body
4th: Psionic Freedom of Movement, Weapon of Energy
3rd: Greater Concealing Amorpha
2nd: Strength of My Enemy
1st: Expansion, Skate

The Elan race helps qualify for War Mind, due to its power point reserve. It has the additional benefit of being able to tap into the power point reserve for defensive purposes, in a pinch.

Abilities should focus primarily and WIS and STR, then CON, then DEX. INT can be dumped, because skill points, while nice, are not essential (and a playable character will have sufficient INT to pick up the required skills, plus continue to accumulate Concentration due to the minimum of 1 skill point per level), and INT would serve no other purpose for this build. CHA can be completely dumped.



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


1st
Swordsage 1
+0
+0
+2
+2
Concentration 4, Knowledge (history) 2, Knowledge (psionics) 4
Education, Weapon Focus (shadow hand) (B)
Quick to Act +1


2nd
Swordsage 2
+1
+0
+3
+3
Concentration 1, Knowledge (psionics) 1
-
AC Bonus


3rd
Swordsage 3
+2
+1
+3
+3
Concentration 1, Knowledge (psionics) 1
Exotic Weapon Proficiency (spiked chain)
-


4th
Swordsage 4
+3
+1
+4
+4
Concentration 1, Knowledge (psionics) 1
-
Insightful Strike (diamond mind)


5th
Swordsage 5
+3
+1
+4
+4
Concentration 1, Knowledge (psionics) 1
-
Quick to Act +2


6th
War Mind 1
+4
+3
+6
+4
Concentration 1
Adaptive Style
Chain of Personal Superiority +2


7th
War Mind 2
+5
+4
+7
+4
Concentration 1
-
Chain of Defensive Posture +2


8th
War Mind 3
+6
+4
+7
+5
Concentration 1
-
Enduring Body (DR 1/-)


9th
War Mind 4
+7
+5
+8
+5
Concentration 1
Improved Initiative
-


10th
War Mind 5
+8
+5
+8
+5
Concentration 1
-
Sweeping Strike


11th
War Mind 6
+9
+6
+9
+6
Concentration 1
-
Enduring Body (DR 2/-)


12th
Swordsage 6
+10
+7
+10
+7
Concentration 1
Combat Reflexes
-


13th
War Mind 7
+11
+7
+10
+7
Concentration 1
-
Chain of Personal Superiority +4


14th
War Mind 8
+12
+8
+11
+7
Concentration 1
-
Chain of Defensive Posture +2


15th
Swordsage 7
+13
+8
+11
+7
Concentration 1
Stand Still
Sense Magic


16th
War Mind 9
+14
+8
+11
+8
Concentration 1
-
Enduring Body (DR 2/-)


17th
War Mind 10
+15
+9
+12
+8
Concentration 1
-
Chain of Overwhelming Force


18th
Swordsage 8
+16
+9
+13
+9
Concentration 1
Expanded Knowledge
Defensive Stance (diamond mind)


19th
Swordsage 9
+16
+10
+13
+9
Concentration 1
-
Evasion


20th
Swordsage 10
+17
+10
+14
+10
Concentration 1
-
Quick to Act +3



Power Points per Day/Powers Known


Level
PP/day
1st
2nd
3rd
4th
5th


1st
2
-
-
-
-
-


2nd
2
-
-
-
-
-


3rd
2
-
-
-
-
-


4th
2
-
-
-
-
-


5th
2
-
-
-
-
-


6th
4
1
-
-
-
-


7th
7
2
-
-
-
-


8th
11
2
-
-
-
-


9th
16
2
1
-
-
-


10th
22
2
1
-
-
-


11th
30
2
1
1
-
-


12th
30
2
1
1
-
-


13th
39
2
1
1
-
-


14th
49
2
1
1
1
-


15th
49
2
1
1
1
-


16th
60
2
1
1
1
-


17th
72
2
1
1
1
1


18th
72
2
1
1
1+1
1


19th
72
2
1
1
1+1
1


20th
72
2
1
1
1+1
1



Maneuvers Known


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


1st
4
6
-
-
-
-
-
-
-


2nd
4
7
-
-
-
-
-
-
-


3rd
5
7
1
-
-
-
-
-
-


4th
5
6
3
-
-
-
-
-
-


5th
6
6
3
1
-
-
-
-
-


6th
6
6
3
1
-
-
-
-
-


7th
6
6
3
1
-
-
-
-
-


8th
6
6
3
1
-
-
-
-
-


9th
6
6
3
1
-
-
-
-
-


10th
6
6
3
1
-
-
-
-
-


11th
6
6
3
1
-
-
-
-
-


12th
6
5
3
1
0
2
-
-
-


13th
6
5
3
1
0
2
-
-
-


14th
6
5
3
1
0
2
-
-
-


15th
6
5
3
1
0
2
1
-
-


16th
6
5
3
1
0
2
1
-
-


17th
6
5
3
1
0
2
1
-
-


18th
7
4
3
1
0
2
1
2
-


19th
7
4
3
1
0
2
1
3
-


20th
8
3
3
1
0
2
1
2
2



Stances Known


Level
Stances


1st
1st


2nd
1st, 1st


3rd
1st, 1st


4th
1st, 1st


5th
3rd, 1st, 1st


6th
3rd, 1st, 1st


7th
3rd, 1st, 1st


8th
3rd, 1st, 1st


9th
3rd, 1st, 1st


10th
3rd, 1st, 1st


11th
3rd, 1st, 1st


12th
3rd, 1st, 1st


13th
3rd, 1st, 1st


14th
3rd, 1st, 1st


15th
3rd, 1st, 1st


16th
3rd, 1st, 1st


17th
3rd, 1st, 1st


18th
3rd, 1st, 1st


19th
7th, 3rd, 1st, 1st


20th
7th, 3rd, 1st, 1st

WhamBamSam
2015-07-23, 02:38 AM
"The art of living is more like wrestling than dancing."
-Marcus Aurelius

Luche Libre Multiversal Presents:
Ultimo Tarrasco Jr.!
The Half-Ogre Luchador the World Doesn't Want...
The Half-Ogre Hero the World Needs!

Graduate of the Evil League College of Rudos
Bearer of the Five Chains of the Talraiic Codex
Master of the Loving Bear, Hungry Kraken and Mad Girallon Forms
Reigning Gargantuan Weight Champion!

Hello boys and girls!
Welcome to this week issue of Lucha Libre Multiversal!
Where we focus on some of the greatest Rudos and Technicos ever to grace the interplanar wrestling circuit!
Last week we met The Fire Giant Technico, Rey Fuego, Paladin of Pelor!
This week we take a look at his rival...
Ultimo Tarrasco Jr!

Booo! Hiss!

As you all know he was the bastard son of the Ogre Black Blood Cultist “Ultimo Tarrasco” and an unknown human groupie. While Ultimo Tarrasco could have abandoned his child to the whims of fate, even a Rudo is at the core a gentleman with some sense of responsibility.

Although Ultimo Tarrasco fulfilled his duties as a father, he always doubted that his son would ever be a grand Lucha Libre being not fully an Ogre. This doubt, if anything spurred on Junior even more. He entered the Evil League College of Rudos full of vigor, and began bullying classmates immediately.

Ultimo Tarrasco Jr at the College of Rudos (Level 3)!

As a student of the Loving Bear form of martial arts Junior learned how to grapple like a bear, unleash his inner fury, and largely ignore sneaky groin shots. Many people think that Improved Grab can only be used to start a grapple after an attack, but it is actually much more useful. Unlike a normal Grapple Improved Grab lets you pull the enemy into your own square. In addition you can choose to do the damage of the initial attack each turn with the grapple, as opposed to the normal unarmed strike damage.

Lastly, if you are a powerful enough grappler, you can take a -20 on your rolls to grapple your opponent with just the attack you used to grab them. While this attack option is temporarily unavailable for other uses, you are not considered to be grappling and can function normally with the rest of your attacks.

http://www.d20srd.org/srd/specialAbi...m#improvedGrab

While Junior did not yet have the power to grapple multiple people at once, he is still able to grapple people from range with his Longspear, taking advantage of both his natural reach, and the extended range of the Longspear to take down enemies before they get a chance to harm him. After he has grabbed someone with the Longspear he is able to keep damaging them every round, doing substantially more damage then he would with his own unarmed strikes.

His early training at the College of Rudos would serve him well for his later studies of the Kraken and Garillon forms, as well as the ancient secrets of the Talraaic Luchadores of the Mind of War.

Ultimo Tarrasco did not live to see his son graduate from the Evil League College of Rudos. He unfortunately perished during a Beholder Rodeo Accident before seeing his son become truly great. Remember boys and girls, leave Lucha Libre and Beholder Rodeo to trained professionals, and that sometimes even the professionals get hurt. If you think something might be risky, remember to ask for your parents permission.

On that day Junior put on his father's mask (the only thing to survive the disintegration ray) and became “Ultimo Tarrasco Jr.!” He would struggle to honor his fathers memory through winning and cheating whenever possible, becoming the greatest Rudo the world had ever seen. With renewed enthusiasm he plunged himself into his studies of the Talraiic Codex, written by the ancient masters of the Eastern Mind of War style. Only with a complete mastery of the Talraiic Arts would Ultimo Tarrasco Jr become a greater fighter then his father.

Ultimo Tarrasco Jr and the Mind of War (Level 10)!

Ultimo Tarrasco Jr's study of the Talraiic Codex unlocked a few very useful abilities by this point. He could unlock his psionic potential to increase himself to huge size, increasing his grappling potential, and the number of people he could grapple at once. The other key knowledge was the ancient technique of the Sweeping Strikes.

Normally Luchadores only wrestle one opponent at a time. But a Luchadore is actually only limited to four opponants of their same size, two opponents of a larger size, or eight opponents of a smaller size. In addition, a Luchadore can only grapple an enemy one size category larger then them. The ability to expand his size was essential for Ultimo Tarrasco to begin grappling EVERYONE.

http://www.d20srd.org/srd/combat/spe...ks.htm#grapple

Now, the other key ability was sweeping strikes. Normally you can only start a grapple against one opponent at a time. It is near impossible to initiate grapples against multiple opponents without Improved Grab. Sweeping Strikes lets you make an attack against two squares at once. This is very different from attacking two opponents at once. Lets say there were four kobolds in one square and an orc in an adjacent square... all of them can be hit by a sweeping strike.

For the first time Ultimo Tarrasco is able to reliably grapple multiple opponents at the same time. This ability would serve him well later in his career.

After graduating from the Evil League College of Rudos Ultimo Tarrasco Jr made a great impact on the multiverso wrestling circuit, quickly becoming a rival of the noted Technico Rey Fuego. Although the Fire Giant paladin had the initial size advantage, with Ultimo's advanced training the two were very quickly evenly matched. Both of them began to take on increasingly difficult adversaries, never quite able to take out each other.
It was only with his complete mastery of the Kraken and Girallon styles, and the illegal use of performance enhancing grafted tentacles that Ultimo Tarrasco was able to pull ahead. Finally he was in peak condition able to take on most any fighter recorded in Los Manual de Los Monsters and even a few in the elite Epico Handbook Set. He defeated Rey Fuego to finally win the Gargantuan Heavyweight title, but the Colossal title is still out of his reach...

Ultimo Tarrasco Jr Vs. The World (Level 20)!

At level 20 Ultimo Tarrasco Jr is finally able to unlock the full potential of Improved Grab and Sweeping Strikes. At this point Ultimo has two separate constrict methods, and a series of different attack options, both natural and manufactured, all of them qualifying for Improved Grab.

Through taking a -20 on a grapple check he can grapple two adjacent squares of opponents with just a single attack option. When he successfully grapples them they are pulled into his square. He has enough attack options to keep collecting people and pulling them into his square. At the end he takes a powerful attack option and sweeping strikes all the enemies in his own square, joining the already existing grapples and grappling everyone with one attack.

While this sweeping up of enemies works best on weak grapplers, he is also able to compete with stronger grapplers, including his namesake El Tarrasco itself, who can only manage a +81 grapple modifier. While still an uncertain fight Ultimo Tarrasco should manage to beat the creature a majority of the time. Lesser combatants do not stand a chance.


Ultimo Tarrasco Jr's Martial Training!
Neutral Evil Half Giant (LA buyoff at 6 and 9)
Fighter 2/ Bear Totem Barbarian 2/Totemist 6/War Mind 10

Ultimo Tarrasco!


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


1st
Fighter 1
+1
+2
+0
+0
+4 Knowledge History, +4 Knowledge Psionics
Educated, Improved Unarmed Strike



2nd
Fighter 2
+2
+3
+0
+0
+5 Knowledge History, +5 Knowledge Psionics
Improved Grapple



3rd
Bear Totem Barbarian 1
+3
+5
+0
+0
+6 Knowledge History, +6 Knowledge Psionics, +2 Intimidate
Wild Talent
Improved Grab, Rage 1/day


4th
Bear Totem Barbarian 2
+4
+6
+0
+0
+7 Knowledge History, +7 Knowledge Psionics, +4 Intimidate

Uncanny Dodge


5th
Totemist 1
+4
+8
+2
+0
+8 Knowledge History, +8 Knowledge Psionics, +4 Intimidate, Survival +2

Wild Empathy, Meldshaping


6th
War Mind 1
+5
+10
+4
+0
+2 Autohypnosis, +8 Knowledge History, +8 Knowledge Psionics, +5 Intimidate, Survival +2
Weapon Focus Grapple
Chain of Personal Superiority, 1st Level Powers


7th
War Mind 2
+6
+11
+5
+0
+4 Autohypnosis, +8 Knowledge History, +8 Knowledge Psionics, +5 Intimidate, Survival +2

Chain of Defensive Posture +2


8th
War Mind 3
+7
+11
+5
+1
+6 Autohypnosis,+8 Knowledge History, +8 Knowledge Psionics, +5 Intimidate, +2 Survival

Enduring Body (DR 1)


9th
War Mind 4
+8
+12
+6
+1
Autohypnosis +10, Knowledge History +8, Knowledge Psionics +8, Intimidate +5, +2 Survival
Martial Study: Charging Minotaur
2nd Level Powers


10th
War Mind 5
+9
+12
+6
+1
Autohypnosis +12, Knowledge History +8, Knowledge Psionics +8, Intimidate +4, +2 Survival

Sweeping Strikes,


11th
War Mind 6
+10
+13
+7
+2
Autohypnosis +14, Knowledge History +8, Knowledge Psionics +8, Intimidate +4, +2 Survival

Enduring Body (DR 2), 3rd Level Powers


12th
War Mind 7
+11
+13
+7
+2
Autohypnosis +15, Knowledge History +9, Knowledge Psionics +8, Intimidate +4, +2 Survival
Martial Stance: Crushing Weight of the Mountain
Chain of Personal Superiority +4


13th
War Mind 8
+12
+14
+8
+2
Autohypnosis +16, Knowledge History +10, Knowledge Psionics +8, Intimidate +4, +2 Survival

Chain of Defensive Posture +4, 4th Level Powers


14th
War Mind 9
+13
+14
+8
+3
Autohypnosis +17, Knowledge History +11, Knowledge Psionics +8, Intimidate +4, +2 Survival

Enduring Body (DR 3)


15th
War Mind 10
+14
+15
+9
+3
Autohypnosis +18, Knowledge History +12, Knowledge Psionics +8, Intimidate +4, +2 Survival
Bonus Essentia
Chain of Overwhelming Force, 5th Level Powers


16th
Totemist 2
+15
+16
+10
+3
Autohypnosis +18, Knowledge History +16, Knowledge Psionics +8, Intimidate +4, +2 Survival

Totem Chakra Bind (+1 Capacity)


17th
Totemist 3
+16
+16
+10
+3
Autohypnosis +18, Knowledge History +20, Knowledge Psionics +8, Intimidate +4, +2 Survival

Totem's Protection


18th
Totemist 4
+17
+16
+10
+4
Autohypnosis +18, Knowledge History +21, Knowledge Psionics +11, Intimidate +4, +2 Survival
Open Lesser Chakra(Arms)



19th
Totemist 5
+17
+17
+11
+4
Autohypnosis +18, Knowledge History +22, Knowledge Psionics +14, Intimidate +4, +2 Survival

Chakra Binds (Crown, Feet Hands)


20th
Totemist 6
+18
+17
+11
+4
Autohypnosis +18, Knowledge History +23, Knowledge Psionics +17, Intimidate +4, +2 Survival

Totem Chakra Bind (+1 Meldshaper Level)



Ultimo Terrasco Jr's Illegal Objects! (The Scoundrel!)
Not all funds allocated!

Large Sized MW Cold Iron Longspear
Large Sized MW Adamantine Spiked Gauntlet
Huge Sized MW Silver Armor Spikes
Belt of Giant Strength +6 36,000
Amulet of Health +6 36,000
Gloves of Dexterity and Titan's Grip +6 57,000
Manual of Bodily Health +5 137,500
Manual of Gainful Exercise +4 110,000
Manual of Quickness of Action +5 137,500
Grappling Tentacle +20,000
Girallan Arms bound to Totem with +5 Essentia
Kraken Mantle bound to Arms with +1 Essentia

Attack Options:
Large MW Cold Iron Halberd 2d8 +1.5x Str
Huge MW Silver Armor Spikes 1d8 + 1x Str
Large MW Adamantine Spiked Gauntlet 1d6 +1x Str
Unarmed Strike 1d6+ 1x Str
Grappling Tentacle 1d8 + 1x Str
Primary Girallon Claw 1d4 + 1x Str
Secondary Girallon Claw 1d4 +.5x Str
Secondary Girallon Claw 1d4 +.5x Str
Secondary Girallon Claw 1d4 +.5x Str
Kraken Pseudo Constrict 1d8 + 1x Str
Crushing Weight of the Mountain Constrict 2d6 +1.5x Str

Powers:
1st. Expansion
1st. Grip of Iron
2nd. Hustle
2nd. Strength of My Enemy
2nd. Psionic Lion's Charge
4th. Dimension Door Psionic



Ultimo Terrasco Jr's Body Building Routine (Yours for just Nine Easy installments of 19 Gp!)

Before Racial Adjustments:
Str 16, Dex 15, Con 10, Int 12, Wis 15, Cha 8
After Racial Adjustments:
Str 22, Dex 13, Con 12, Int 10, Wis 15, Cha 6
After Levelup Bonuses:
Str 27, Dex 13, Con 12, Int 10, Wis 15, Cha 6
Inherent Bonuses:
Str 32, Dex 18, Con 16, Int 10, Wis 15, Cha 6
Enhancement Bonuses:
Str 38, Dex 24, Con 22, Int 10, Wis 15, Cha 6
Graft Bonus:
Str 42, Dex 24, Con 22, Int 10, Wis 15, Cha 6
At Huge Size:
Str 46, Dex 20, Con 22, Int 10, Wis 15, Cha 6
At Gargantuan Size:
Str 50, Dex 16, Con 22, Int 10, Wis 15, Cha 6
With Full Buffs:
Str 60, Dex 16, Con 30, Int 10, Wis 15, Cha 6

Grapple Modifiers:
+25 Strength, +18 BAB, +12 Size, +1 Weapon Focus, +4 Improved Grapple
+8 Enhancement, +12 Circumstance, +5 Untyped, +2 Insight

+87 Grapple


Ultimo Terrasco Jr's Power Moves (Do not try this at home!)

In addition to fighting on the multiverso competitive wrestling circuit Ultimo Terrasco Jr often teams up with other Luchadores and Heroes to go on important missions to save the world. Although Ultimo Terrasco Jr is a vile Rudo, he is still there when his community needs him.

Many have suggested that Freedom of Movement makes a grappler useless. While Ultimo Terrasco Jr cannot grapple someone who has freedom of movement cast, he can grapple just about everyone who doesn't have the buff up. The usual limitation for luchadore adventures is that monsters often are bigger then you, and have larger grapple modifiers, if you are able to grapple them at all.

When at gargantuan size however Terrasco is able to grapple Colossal size creatures, avoiding any automatic failure that usually happens from size. Additionally when fully buffed his grapple modifier is higher then any monster in the Monster Manual and much of the Epic Level Handbook.

The only problem are creatures who have freedom of movement cast on them, or those who can easily teleport away. And that is what the rest of the party is for. One Luchador cannot defeat every encounter by himself. Casters with dispel magic and dimensional anchor help the Terrasco's combat ability immensely.

Terrasco is also a great help to the rest of the party, holding down multiple enemies at the same time, setting it up so that all of them are denied their dexterity bonus to ac. This is a perfect opening for rogues to attack. (Terrasco himself is protected thanks to his uncanny dodge)

Terrasco's main strategy is to either focus on disabling a single powerful enemy, or go around the battlefield sweeping up opponents. Once he has all the opponents he can hold he uses improved grab and sweeping strikes to transfer them all to a single attack option. He then full attacks them every round with a double constrict going off on each successful grapple attack. For this he usually uses a manufactured weapon, or his enhanced Girallon claws as opposed to his weaker unarmed strike.

Ultimo Terrasco's Kitchen
Races of Destiny – Half Ogre

Complete Champion – Bear Totem Barbarian
Magic of Incarnum – Totemist and Soulmelds
Expanded Psionics Handbook – War Mind, Wild Talent, Gloves of Titan's Grip
Tome of Battle – Charging Minotaur, Crushing Weight of the Mountain
Fiend Folio – Grappling Tentacle
Magic Item Compendium – Rules for Combined Items
Unearthed Arcana – LA Buyoff Rules
Eberron Campaign Setting - Educated

Ultimo Tarrasco Jr.!
The Half-Ogre Luchador the World Doesn't Want...
The Half-Ogre Hero the World Needs!

WhamBamSam
2015-07-23, 02:47 AM
“For his mourners will be outcast men, and outcasts always mourn.”
Oscar Wilde, The Ballad of Reading Gaol

Bosleigh Eddon
Azurin
32 point buy
Str: 16, Dex: 14, Con:14, Int: 12, Wis: 14, Cha: 8
Ending Stats
Str: 21(32), Dex: 14(20), Con:14(20), Int: 12(18), Wis: 14(20), Cha: 8(14)
Progression:


ECL
Class
Base Attack
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features


1st
Ardent 1
+0
+0
+0
+2
(12) Autohypnosis 2, Knowledge (history) 2,Knowledge (psionics) 4, Psicraft 4
Azure Talent, Shape Soulmeld (Mauling Gauntlets), Weapon Focus: Unarmed(b)
Assume psionic mantles (Conflict, Freedom)


2nd
Ardent 2
+1
+0
+0
+3
(3) Autohypnosis 2, Knowledge (psionics) 1

Assume psionic mantle (Life)


3rd
Incarnate 1
+1
+2
+0
+5
(3) Concentration 1, Knowledge (psionics) 1(cc)
Practiced Manifester (Ardent)
Aura, detect opposition


4th
Incarnate 2
+2
+3
+0
+6
(3) Concentration 1, Knowledge (psionics) 1(cc)

Chakra bind (crown)


5th
Monk (Passive Way) 1
+2
+5
+2
+8
(5) Concentration 3, Knowledge (psionics) 1(cc)
Combat Expertise(b)
AC Bonus, flurry of blows, unarmed Strike


6th
Monk (Passive Way) 2
+3
+6
+3
+9
(5) Concentration 3, Knowledge (psionics) 1(cc)
Improved Trip(b), Open Least Chakra (hands)
Evasion


7th
War Mind 1
+4
+8
+5
+9
(3) Autohypnosis 1, Concentration 2

Chain of personal superiority +2


8th
War Mind 2
+5
+9
+6
+9
(3) Autohypnosis 2, Concentration 1

Chain of defensive posture +2


9th
War Mind 3
+6
+9
+6
+10
(3) Autohypnosis 2, Concentration 1
Monastic Training (War Mind)
Enduring Body (DR 1/-)


10th
War Mind 4
+7
+10
+7
+10
(3) Autohypnosis 2, Concentration 1




11th
War Mind 5
+8
+10
+7
+10
(3) Autohypnosis 2, Concentration 1

Sweeping Strike


12th
War Mind 6
+9
+11
+8
+11
(3) Autohypnosis 2, Concentration 1
Talashtora
Enduring Body (DR 2/-)


13th
War Mind 7
+10
+11
+8
+11
(3) Autohypnosis 1, Concentration 1, Intimidate 1

Chain of personal superiority +4


14th
War Mind 8
+11
+12
+9
+11
(3) Autohypnosis 1, Concentration 1, Intimidate 1
Bonus Essentia (retrained from level 6 Open Chakra)
Chain of defensive posture +4


15th
War Mind 9
+12
+12
+9
+12
(3) Autohypnosis 1, Concentration 1, Intimidate 1
Improved Natural Attack (unarmed)
Enduring Body (DR 3/-)


16th
War Mind 10
+13
+13
+10
+12
(3) Autohypnosis 1, Concentration 1, Intimidate 1

Chain of overwhelming force


17th
Soul Manifester 1
+13
+13
+10
+14
(3) Autohypnosis 1, Concentration 1, Psicraft 1

Psionic investment (1), +1 level of ardent manifesting and incarnate meldshaping


18th
Soul Manifester 2
+14
+13
+10
+15
(3) Autohypnosis 1, Concentration 1, Psicraft 1
Practiced Manifester (War Mind)
+1 level of ardent manifesting and incarnate meldshaping


19th
Soul Manifester 3
+14
+14
+11
+15
(3) Autohypnosis 1, Concentration 1, Psicraft 1

Chakra binds (crown, feet, hands), +1 level of ardent manifesting and incarnate meldshaping


20th
Soul Manifester 4
+15
+14
+11
+16
(3) Autohypnosis 1, Concentration 1, Psicraft 1

+1 level of ardent manifesting and incarnate meldshaping


Meld Shaping Progression


ECL
ML
Soulmelds
Essentia
Chakra Binds


1st
-
-
2
-


2nd
-
-
2
-


3rd
1
2
3
-


4th
2
3
4
1


5th
2
3
4
1


6th
2
3
4
1


7th
2
3
4
1


8th
2
3
4
1


9th
2
3
4
1


10th
2
3
4
1


11th
2
3
4
1


12th
2
3
4
1


13th
2
3
4
1


14th
2
3
6
1


15th
2
3
6
1


16th
2
3
6
1


17th
3
3
7
1


18th
4
4
8
1


19th
5
4
9
1


20th
6
4
10
2



Psionic Progression

ECL
ML
PP*
Powers Known**


1st
1(A)
3
2(A) { Dimension Hop(A 1st), Prescience, Offensive(A 1st)}


2nd
2(A)
8
3(A) {Touch of Life(A 1st)}


3rd
3(A)
9
3(A)


4th
4(A)
10
3(A)


5th
5(A)
11
3(A)


6th
6(A)
12
3(A)


7th
6(A),1(WM)
15
3(A), 1(WM) {Expansion(WM 1st)}


8th
6(A),2(WM)
19
3(A), 2(WM) {Thicken Skin (WM 1st)}


9th
6(A),3(WM)
24
3(A), 2(WM)


10th
6(A),4(WM)
30
3(A), 3(WM) {Hustle (WM 2nd)}


11th
6(A),5(WM)
37
3(A), 3(WM)


12th
6(A),6(WM)
46
3(A), 4(WM) {Empathic Transfer, Hostile (WM 3rd)}


13th
6(A),7(WM)
56
3(A), 4(WM)


14th
6(A),8(WM)
67
3(A), 5(WM) {Open Chakra (WM 4th)}


15th
6(A),9(WM)
79
3(A), 5(WM)


16th
6(A),10(WM)
92
3(A), 6(WM) {Energy Adaptation (WM 4th)}


17th
7(A),10(WM)
98
4(A), 6(WM) {Fly, Psionic (A 4th)}


18th
8(A),14(WM)
109
5(A), 6(WM) {Psionic Lion’s Charge (A 2nd)}


19th
9(A),14(WM)
118
6(A), 6(WM) {Freedom of Movement, Psionic (A 4th) }


20th
10(A),14(WM)
129
7(A), 6(WM) {Psionic Revivify (A 5th)}

Note: (A) indicates Ardent, (WM) indicates War Mind
*Power Points without enhancement bonuses to Wisdom
**{Powers} indicate newly acquired powers

Background
Leigh, like many babes that are destined to be unlikely heroes, was left at the doors of a secluded monastery by parents that supposedly were afraid of what he was. Being born an Azurin in a mostly human land led to a hard childhood. Even if the only thing different about Leigh was the blue tint to his eyes, children fear and ridicule what they do not understand. Leigh grew up an outcast in the monastery with no friends and only fearful glances and derisive sneers from his peers. The monastery was a home to a branch of monks that helds psionics in high regard. They believed that the power of the mind and power of the body could be joined in a union that is far stranger than the individual pieces. The masters of the order were all monks muliclassed with psionics. Being an outcast Leigh grew up with a rebellious streak and often tried to pull pranks to get the attention of the other novices. He adopted the ideals of freedom, conflict, and love of life from an early age. His rebellious streak even got him to dabble in incarnum just to spite those that feared him because of his nature.Ardent 2, Incarnate 2

His life changed during a pilgrimage to a sacred shrine to Pelor. He was with a group of novices from the monastery and was being chaperoned by a master of the Talariic order. During the long trek to the shrine the group was beset upon by Fire giant bandits. Leigh had never seen the masters of the monastery in action and always thought of them as stuffy arrogant old men trying to boss their young charges around. During the rather short skirmish Leigh saw the master War Mind grow taller than the giants and proceed to open a can of whoopass that would make Hextor jealous. From that moment on Leigh was sold on the idea of following the Talariic precepts and become a master ass kicker of epic proportions.
Leigh dedicated himself fully to learning the unarmed combat techiniques of the monks and the War Mind fighting style from the Talariic scripts.Ardent 2, Incarnate 2, Monk 2, War Mind 1

Leigh learned his lessons well and became a War Mind fisticuff master roaming the land beating up those that threaten the innocent and lawful people he meets in his travels. He never backs down from a fight and takes great pride in taking down creatures of impressive size and stature that he finds on his wandering path.

At ECL 20
Ardent 2, Incarnate 2, Monk 2, War Mind 10, Soul Manifester 4
Lawful Neutral Azurin, Medium Humanoid (Human, Incarnum)
Hit Dice: 2d6+10 + 2d6+10 + 2d8+10 + 10d10+50 + 2d4+10 (173 hp)
Initiative: +5
Speed: 40 ft. (8 squares)
Armor Class: 37 (touch: 29, flat-footed: 32)
Base Attack/Grapple: +15/+26
Attack: Unarmed +37 melee (3d6+27)
Full Attack: Unarmed, flurry +37/+37/+37/+32/+27 (3d6+27)
Space/Reach: 5 ft./5 ft.
Special Attacks: Meldshaping, Psionic Powers, Improved Trip, Unarmed Strike (EML 12), Flurry of blows (EML 12), Sweeping Strike
Special Qualities: damage reduction 3/-, Azurin traits, Monk AC Bonus (EML 12), Freedom Mantle
Saves: Fort +25, Ref +22, Will +29
Abilities: Str 32, Dex 20, Con 20, Int 18, Wis 24, Cha 14
Skills: Autohypnosis +30, Concentration +28, Intimidate +6, Knowledge (psionics) +12, Knowledge (history) +6, Listen +7, Psicraft +12, Spot +7
Feats: Azure Talent, Shape Soulmeld (Mauling Gauntlets), Practiced Manifester (Ardent), Combat Expertise(b), Improved Trip(b), Monastic Training (War Mind), Talashtora, Improved Natural Attack (Unarmed), Bonus Essentia, Practiced Manifester (War Mind)
Challenge Rating: 20

Possessions: belt of magnificence (200,000), ring of protection +5 (50,000), Amulet of mighty fists +5 (150,000), Manual of Gainful Exercise +5 (137500), Bracers of Armor +8 (64,000), Cloak of Resistance +5 (25,000), Tome of Understanding +4 (110,000) {23,500 gp left over}

Soulmelds Shaped: Incarnate Avatar {+4 insight to attack} (4 essentia), Mauling Gauntlets {+10 morale to unarmed damage and strength checks} (4 essentia, bound to hands), Lucky Dice {+1 attack and damage, saves} (1 essentia), Crystal Helm {+2 saves vs charm/compulsion, attacks gain the force descriptor} (bound to crown), Strongheart Vest {Reduces ability damage by 1}

Psionic Powers: PP: 189Ardent, Manifester level 10, Mantles: Conflict, Freedom, Life
Dimension Hop (1st), Prescience: Offensive (1st), Touch of Life (1st), Psionic Lion’s Charge (2nd), Fly, psionic (4th), Freedom of Movement, psionic (4th), Psionic Revivify (5th)

War Mind, Manifester Level 14
Expansion (1st), Thicken Skin (1st), Hustle (2nd), Empathic Transfer, Hostile (3rd), Open Chakra, psionic (4th), Energy Adaptation (4th)

Tactics
Melee Combat
Leigh is a front line face wrecker. Talashtora allows him to get the improved monk flurry and 2d6 damage on his unarmed attack (before size bonuses). Having fully augmented expansion and thicken skin on every fight leaves Leigh with the following attack stats:

Huge Size, 15ft Reach, AC: 38
Full Attack: 37/37/37/32/27 (6d6+29 damage) {average of 50 per hit}

This is without Prescience (+5 damage) or War Mind Chain buffs (+4 strength, constitution, AC). His trip modifier while expanded is +35, enough to prone most anything.
I’m a little unclear on how sweeping strikes interacts with improved trip. Whether or not you can sweep on the initial trip, you can sweep on the follow up attack and the damage builds up fast if enemies stay together.

Psionic Tricks
Leigh has plenty of movement tricks from his Psionic powers. With Hustle, Dimension Hop, Fly, and Freedom of Movement nothing is out of reach. He can also use Psionic Lion’s Charge to flurry after a charge.
He also has some party friendly healing with Touch of Healing and Psionic Revivify. He can handle some out of combat healing and emergency raising if an ally happens to fall during combat.
His power points are calculated assuming that the manifester level bump from practiced manifester increases bonus power points from wisdom. Even if it doesn’t, he has plenty of power points to last through a day.

Incarnum Tricks
A large portion of the damage and tripping ability comes from the mauling gauntlets soul meld, which is a lot of fun. The only required soul melds are Mauling Gauntlets and Incarnum Avatar (for attack bonuses). This leaves 3 soul melds for utility purposes. Lucky dice is nice for a +1 to attack, damage, and saves. There are many options depending on what you are facing. Uncanny dodge from Impulse Boots, the force descriptor on melee attacks from Crystal helm, water walking from Cerulean slippers, immunity to diseases from Pauldrons of Health, etc.



Sweet Spot:
Leigh can do alright early on with his high strength augmented by incarnum and psionics. His damage starts to ramp up at level 6 when he can bind the Mauling Gauntlets to the hands chakra.
The real sweet spot (other than 20th which has everything) is level 15 when he gets improved flurry. At this point he’ll have +8 damage/tripping from the mauling gauntlets, 3d6 damage unarmed attacks (before expansion), sweeping attacks, and some psionic power goodies.

Options:
Flaws would allow him to get 2 bonus feats which could be most anything. One option would be martial maneuver and martial stance (giant’s stance). This would get you 8d6 damage unarmed attacks.

The order in which the first 6 classes are taken and the feats is fairly arbitrary. If you are playing from level 1 and don’t need to worry about role playing leaving monk, starting with monk allows one to play the same throughout most of the game with unarmed attacks.

The last 4 levels can be changed to most anything as well. People wanting that last iterative attack from BA 16 can use full or 3/4 base attack classes. A martial adept class would be best to take advantage of a late stance (probably Giant’s Stance). You could also take Snap Kick instead of improved natural attack if you want an extra attack more than the improved damage dice (The Snap Kick option is the more powerful in most situations).

Sources
Complete Psionics (Ardent)
Magic of Incarnum (Incarnum)
PHB (Monk, feats)
Secrets of Sarlona (Talashtora)
Unearthed Arcana (Passive Way variant)
XPH (Warmind)
The Mind’s Eye: Psionics of Incarnum (http://archive.wizards.com/default.asp?x=dnd/psm/20060217a) (Soul Manifester, feats)

Venger
2015-07-23, 03:47 PM
Your contribution is greatly appreciated. I've updated the OP accordingly. I'll try to knock out another round this weekend myself.

Venger
2015-07-26, 04:47 PM
going to try to knock out cryokineticist. should have it up in an hour or two. updated the OP accordingly

Venger
2015-07-26, 06:04 PM
Okay, finished the charts. Time for the reveal. Please don't post until Bjorn doragoniru is posted.

Venger
2015-07-26, 06:05 PM
The old man down the road. . . .




“In the Icewind Dale, a man who does not know the tale of “Old Man Winter” is either new to the region, or has cabbage for ears. In this world, there are powers beyond mortal men. One hundred feet tall, He is one such power. An elemental force whose appearance signals the final breaths of a man, Old Man Winter descends upon the unfortunate.
He summons the storms of the North and rides them down from the heavens. The blizzard is his breath and the ice his skin. He plucks away the lives of men who are foolish enough to tempt his domain. Beware the storms. Beware the Storms.”-Geirham, the Beard; Ten Towns Storyteller-


Some believe the stories to be false, others believe them embellished, and even fewer still claim to have witnessed the legend first hand. Regardless of what men believe, a tracker who can predict the weather gets paid thrice wages. –Ogalard Speart, guide and tracker-




Old Man Winter
(Wulgraf, King of Bones)



Character Information



Race: Human (Illuskan)
Alignment: Lawful Neutral
Age: 18 levels 1-5; 22 levels 6-10; 25 levels 11-15; 30 levels 16-20
Height: 8 foot
Weight: 370 lbs.
Eyes: Sky Blue
Hair: Coarse Grey/White Hair and Beard (Long Full Beard). Above average white body hair (abnormally thick for a human but not quite as rampant as a beasts fur).
Languages: Illuskan, Giant, Common.
Attributes



Str 14+ 4 inherent+ 6 enhancement=24
Dex 10
Con 14+6 enhancement= 20
Int 12
Wis 12
Cha 16 + 5 level + 5 inherent+ 6 enhancement= 32
Class Chart



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


1st
Wilder
+0
+0
+0
+2
Climb 4, Concentration 4, Intimidate 4, Knowledge(Psionics) 4, Psicraft 4, Sense Motive 4
Quick Recovery, Jotunbrud
Wild Surge +1, Psychic Enervation


2nd
Wilder
+1
+0
+0
+3
Climb 5, Concentration 5, Intimidate 5, Knowledge(Psionics) 5, Psicraft 5, Sense Motive 5
-
Elude Touch


3rd
Wilder
+2
+1
+1
+3
Climb 6, Concentration 6, Intimidate 6, Knowledge(Psionics) 6, Psicraft 6, Sense Motive 6
Power Attack
Wild Surge +2


4th
Wilder
+3
+1
+1
+4
Climb 7, Concentration 7, Intimidate 7, Knowledge(Psionics) 7, Psicraft 7, Sense Motive 7
-
Surging Euphoria +1


5th
Wilder
+3
+1
+1
+4
Climb 8, Concentration 8, Intimidate 8, Knowledge(Psionics) 8, Psicraft 8, Sense Motive 8
-
Volatile Mind (1 power point)


6th
Wilder
+4
+2
+2
+5
Climb 9, Concentration 9, Intimidate 9, Knowledge(Psionics) 9, Psicraft 9, Sense Motive 9
Expanded Knowledge (Expansion)
-


7th
Wilder
+5
+2
+2
+5
Climb 9, Concentration 10, Craft(Alchemy) 1, Intimidate 10, Knowledge(Psionics) 10, Psicraft 10, Sense Motive 10
-
Wild Surge +3


8th
Wilder
+6
+2
+2
+6
Climb 10, Concentration 11, Craft(Alchemy) 1, Intimidate 11, Knowledge(Psionics) 11, Psicraft 11, Sense Motive 11
-
-


9th
Wilder
+6
+3
+3
+6
Climb 11, Concentration 12, Craft(Alchemy) 1, Intimidate 12, Knowledge(Psionics) 12, Psicraft 12, Sense Motive 12
Improved Grapple
Volatile Mind (2 Power Points)


10th
Wilder
+7
+3
+3
+7
Climb 12, Concentration 13, Craft(Alchemy) 1, Intimidate 13, Knowledge(Psionics) 13, Psicraft 13, Sense Motive 13
-
-


11th
Cryokineticist
+7
+5
+5
+7
Climb 13, Concentration 14, Craft(Alchemy) 1, Intimidate 14, Knowledge(Psionics) 13, Psicraft 14, Sense Motive 13
-
Glacial Ray


12th
Cryokineticist
+8
+6
+6
+7
Climb 14, Concentration 15, Craft(Alchemy) 1, Intimidate 15, Knowledge(Psionics) 13, Psicraft 15, Sense Motive 13
Practised Manifester
Cold Adaption, Frozen Fist


13th
Cryokineticist
+9
+6
+6
+8
Climb 15, Concentration 16, Craft(Alchemy) 1, Intimidate 16, Knowledge(Psionics) 13, Psicraft 16, Sense Motive 13
-
Bolt of Cold


14th
Cryokineticist
+10
+7
+7
+8
Climb 16, Concentration 17, Craft(Alchemy) 1, Intimidate 17, Knowledge(Psionics) 13, Psicraft 17, Sense Motive 13
-
Weapon Afrost


15th
Cryokineticist
+10
+7
+7
+8
Climb 17, Concentration 18, Craft(Alchemy) 1, Intimidate 18, Knowledge(Psionics) 13, Psicraft 18, Sense Motive 13
Enervation Endurance
Frostfell Creature Insight


16th
Cryokineticist
+11
+8
+8
+9
Climb 18, Concentration 19, Craft(Alchemy) 1, Intimidate 19, Knowledge(Psionics) 13, Psicraft 19, Sense Motive 13
-
Coldwalk


17th
Cryokineticist
+12
+8
+8
+9
Climb 19, Concentration 20, Craft(Alchemy) 1, Intimidate 20, Knowledge(Psionics) 13, Psicraft 20, Sense Motive 13
-
Fear No Cold


18th
Cryokineticist
+13
+9
+9
+9
Climb 20, Concentration 21, Craft(Alchemy) 1, Intimidate 21, Knowledge(Psionics) 13, Psicraft 21, Sense Motive 13
Expanded Knowledge (Dispel Psionics)
Greater Weapon Afrost


19th
Cryokineticist
+13
+9
+9
+10
Climb 21, Concentration 22, Craft(Alchemy) 1, Intimidate 22, Knowledge(Psionics) 13, Psicraft 22, Sense Motive 13
-
Wall of Ice


20th
Cryokineticist
+14
+10
+10
+10
Climb 22, Concentration 23, Craft(Alchemy) 1, Intimidate 23, Knowledge(Psionics) 13, Psicraft 23, Sense Motive 13
-
Bone Chill



Powers



Level
Power Points
1st
2nd
3rd
4th
5th


1st
3pp
Precognition Offensive
-
-
-
-


2nd
9pp
Precognition Offensive, Precognition Defensive
-
-
-
-


3rd
15pp
Precognition Offensive, Precognition Defensive
-
-
-
-


4th
23pp
Precognition Offensive, Precognition Defensive
Energy Emanation
-
-
-


5th
32pp
Precognition Offensive, Precognition Defensive
Energy Emanation
-
-
-


6th
44pp
Precognition Offensive, Precognition Defensive, Expansion
Energy Emanation
Touchsight
-
-


7th
56pp
Precognition Offensive, Precognition Defensive, Expansion
Energy Emanation
Touchsight
-
-


8th
78pp
Precognition Offensive, Precognition Defensive, Expansion
Energy Emanation, Damp Power
Touchsight
-
-


9th
94pp
Precognition Offensive, Precognition Defensive, Expansion
Energy Emanation, Damp Power
Touchsight
-
-


10th
113pp
Precognition Offensive, Precognition Defensive, Expansion
Energy Emanation, Damp Power
Touchsight
-
Power Resistance


11th
113pp
Precognition Offensive, Precognition Defensive, Expansion
Energy Emanation, Damp Power
Touchsight
-
Power Resistance


12th
130pp
Precognition Offensive, Precognition Defensive, Expansion
Energy Emanation, Damp Power
Touchsight
-
Power Resistance


13th
133pp
Precognition Offensive, Precognition Defensive, Expansion
Energy Emanation, Damp Power
Touchsight
-
Power Resistance


14th
137pp
Precognition Offensive, Precognition Defensive, Expansion
Energy Emanation, Damp Power
Touchsight
-
Power Resistance


15th
140pp
Precognition Offensive, Precognition Defensive, Expansion
Energy Emanation, Damp Power
Touchsight
-
Power Resistance


16th
148pp
Precognition Offensive, Precognition Defensive, Expansion
Energy Emanation, Damp Power
Touchsight
-
Power Resistance


17th
148pp
Precognition Offensive, Precognition Defensive, Expansion
Energy Emanation, Damp Power
Touchsight
-
Power Resistance


18th
148pp
Precognition Offensive, Precognition Defensive, Expansion
Energy Emanation, Damp Power
Touchsight, Dispel Psionics
-
Power Resistance


19th
148pp
Precognition Offensive, Precognition Defensive, Expansion
Energy Emanation, Damp Power
Touchsight, Dispel Psionics
-
Power Resistance


20th
170pp
Precognition Offensive, Precognition Defensive, Expansion
Energy Emanation, Damp Power
Touchsight, Dispel Psionics
-
Power Resistance







Grapple breakdown



+4 jotunbrud level 1
+8 expansion level 6
+4 improved grapple level 9
+8Gloves of Titan's Grip (http://www.d20srd.org/srd/psionic/items/universalItems.htm#glovesofTitansGrip) lvl 10
+2-+9 strength level 1-20
+0-+14 Bab level 1-20
Background Story and Level Breakdown
At this point in the story our hero has no name. He was born out of the arrogant tinkering of a wizard’s laboratory. Bred from slave stock and infused unnaturally with the blood of an obscure primitive giant, the Yeti, he was forced to spend his early years in servitude as a brutish guard. It was during this time that he developed his unusual powers of the mind. Through will alone, he learned to increase his fighting prowess. During these early years his abilities focused on purely offensive and defensive capabilities. Nothing else seemed important.


5th level

His master seemed very pleased with his work on the surface. But in reality, his rapidly growing power actually threatened his master. The wizard had never been strong in the enchanting arts and therefore chose to breed week willed, strong bodied stock and then manipulate them through fear. And while his creation did not any signs of rebellion, he had a bit too much intelligence and a bit to strong of a presence about him.


The master did not feel secure keeping his creation around much longer, so he decided to sell him to an acquaintance. Word was sent and a few short months later, a caravan arrived to purchase him. He spent the next period in his life guarding the trade caravans of his master, as they snaked their way throughout Faerun. Again, seeking only to fulfill his role, our hero shaped his capabilities to the job at hand, learning new powers of perception and even more ferocious combat capabilities. He even earned a nickname. The traders called him “Bigman”, for obvious reasons. The merchant grew very fond of his purchase and even began to outfit him with magical accoutrements so that he could more effectively do his job.


10th level

Life flew by and Bigman had lived through countless raids, ambushes, and burglar attempts on his caravan. He had truly lived the life of a traveler. By this time he had visited nearly every establishment worth trading in. However, these experiences were hollow to him, viewed through the lens of slavery. He was like a street urchin staring at pretty things behind a shop window. These emotions sat heavy on his mind as the caravan was making its most recent journey from Luskan to Ten Towns. The North always calmed his mind. Home was a very foreign concept to him but every time he saw the tips of the spine of the world, he always felt a sense of return.


Perhaps it was this daydreaming state of mind that caused him to fail in his duties, or perhaps it can be attributed to the skill of the assailant. But whatever the reason, the beasts set upon the camp like a fog. One second, all was quiet, the next … screams. The caravan had rounded the corner of the spine of the world and was well on the way to Ten Towns when wild beastly giants covered in white fur from head to toe savagely tore into the caravan. They went straight for the pack animals, turned over carts and broke wagon wheels. Then they savagely squeezed the life out of one guardsman after another. Bigman hastily prepared for combat but just as suddenly as it had started, the giants fled. The destruction left in their wake was irreparable. Immovable wagons and dead horses littered the caravan. The entire camp was unsettled. In the distance, strange beastly wails haunted the survivors.


They had lost half the camp in the first raid, and half again died from exposure that following night. Dawn brought a somber sense of dread. The remaining survivors had no hierarchy, no protocol, only a sense of pragmatism. Everything of superficial value was abandoned. Everything of utilitarian value was salvaged. Now down to 6 men, they began the journey on foot to Ten Towns, all the while hoping and praying that the corpses and treasures they left behind would occupy the mysterious predators. After an hour of travel, all hearts fell as the horizon mocked them with brewing clouds and howling winds. Each man resolved himself to the icy death of a snow storm.


The smell of blood and shadowy masses haunted Bigman’s dreams. He lived in the between, dead and alive, floating in the currents of something stronger than himself, something other-worldly. Time was strange. Consciousness was fleeting. And so it was for 3 days. When the fever finally broke he came back to the world of the living. He was weak and confused. He tried to sit up, but forceful hands pushed him back down. They were warm soft hands. He followed those hands to arms and those arms to a body and that body to a face. He should have been afraid, but something was right. There was no aggression in this apelike creatures face. She was tender. Her fangs held no bite. Her sky blue eyes held no hate. And so he gave in to her. He let her nourish him back to health.


In the next year Bigman came to know the truth behind his heritage. He learned that it was his Yeti blood that gave the Yeti raiders cause to save him from the snowstorm. He renounced his slave name and was renamed Wulgraf. He took a place in the tribe and participated in many raids. At first the Yeti were suspicious of his human taint and lack of fur. But his battle prowess and enthusiasm were overwhelming. Each day he became more and more like his kin. He no longer needed to bundle himself in the furs of many other animals to bare the biting cold. Instead, He began to revere the cold of the mountains. And it was clear to everyone that the Spirit of the mountain had blessed him.


15th level

After 5 years of living with the Yeti, Wulgraf’s commanding presence and his above Yeti intelligence naturally pushed him to the top of the tribe Hierarchy. He has now taken his place as King of the Bone Tribe. He plans the raids and is generally responsible for the welfare of his kin. He has influenced the tribe in many ways. They originally only raided caravans for food and scrimshaw. He has taught them the value of other objects. While they are slow to learn and downright stubborn on the issue, He insists that they strip the raided caravans down and store up these spoils. He has influenced them to follow the weather more closely and usually tries to plan his raids around eminent snowstorms, recreating the devastating combination that almost led to his demise 5 years ago. He also has introduced the idea of letting victims live to spread fear to other caravans. This has led to many easy battles. The hint of a snowstorm now brings a paralyzing fear to caravans of the north and fearful camps are especially easy to overrun. His tribe reveres him as other-worldly and he still has many years before anyone will be brave enough to challenge his lead. He occasionally dresses as a barbarian tribesman and visits Ten Towns to purchase things he can not find in the wild. While there he finds it pleasing to visit local taverns and listen to bards tell stories of “Old Man Winter” the giant spirit of cold who brings blizzards down on wayward merchant caravans.


Level 20
Only one thing has changed on our psionic side. We now have dispel psionics. With transparency this can be used to dispel troublesome magical effects during combat. Our modifier is +20.


Cold walk- helps with mountain travel.


Fear no cold- further helps to thwart the biting cold of the north.


Greater weapon afrost- wewt more damage to weapon afrost and Frozen Fist


Wall of Ice- is useful as an opener to a raid. It helps to separate the caravans forces, further preventing them from obtaining any substantial defensive response.


Bone Chill- This is a wonderful addition to the mythos of Old Man Winter. When King Wulgraf lets loose this blast of cold, it is very devastating. Due to his high charisma the DC is respectable. The damage on the ability is not bad. And the best part is the secondary death effect works even on creatures immune to cold. This further reinforces his decision to stand solo on raids.


Our final grapple check is now at +47 and freedom of movement can be dispelled.
Raid strategy:



For a typical raid, Wulgraf monitors the progress of the caravan from the mountains. He chooses a good location to strike and moves his tribe in place. Wulgraf is not as skilled at hiding as his Yeti kin so he usually finds a location with total cover in a flanking position to his main force and lays in wait. When the caravan approaches his forces spring into action and sprint in to damage the wagons and hurt the pack animals. He puts the finishing touches on his buffs with a swift action expansion and separates the caravan’s forces with an ice wall. He then moves up to confront the most powerful of the caravans forces as his kin seek to kill the weak and retreat. Once the caravan has been severely crippled, he bellows a roar as a signal for an all-retreat. His forces then monitor the status of the crippled caravan for the next few days. Sometimes they seize an opportunity and make a second attack. Other times they allow survivors to make it back to civilization. Either way, they return to the wagons and being the long process of ferrying anything useful back into their mountain caves.
Bone Tribe:



The Bone Tribe gets its name from their fascination with the Scrimshaw (whittled fishbone trinkets and statues) they often steal from caravans coming out of Ten Towns. They braid these trinkets into their fur and decorate their caves with them.


The Frost Giants and the Northern Barbarian tribes have a understood peace treaty with the Bone Tribe. The Frost Giants understand that King Wulgraf is not ambitious. As long they do not encroach upon his mountain home and as long as they do not interfere with his hunt, they are free to do what they want with the rest of the world. The Bone Tribe respects the barbarian tribes of the North for their strength. A raid on them is costly and therefore undesirable.
Why Cryokineticist?



The main reason is for the story. But even though it is a vastly inferior prestige class, it still lends quite a bit of synergy to Wulgraf’s combat style, Frozen fist gives him melee damage for his fists allowing for a source of real damage after a successful grapple as per the grapple rules. If fighting with a real weapon is more advantageous in a situation, weapon afrost adds to damage. Icewall helps strategically in his chosen lifestyle. Bolt of cold and Glacial Ray are wonderful fluff as well as back up ranged damage in a pinch. Cold walk helps him navigate treacherous mountain terrain with ease. Cold Adaption and Fear no Cold allow him to exist as a native in these hostile climates. Frostfell creature insight is not often handy for bandit raids but is very useful in the day to day conflicts with native creatures of the cold. Bone chill is a perfect match fluffwise and with his wilder synergizing charisma it actually has a good save supporting it.
Why Wilder?



Again, it fit the story better. The “Background” Section of the Wilder from the Expanded Psionics Handbook talks about the self-taught nature of wilder’s and the stunted social growth. This really fit in with the story of a slave. Wulgraf’s abilities just awakened naturally. But it also was a more appropriate mechanical choice. Wild surge allowed for some recovery of lost manifester lvls as well as free power points for augmenting. It has a medium BAB and therefore lines up better for the future melee prestige class. Its Elude touch class ability helped to overcome the dismal touch associated with exceptionally large grapplers. And although wilder gets an abysmally low number of powers known, I felt that going overchannel style psion would overwhelm the secret ingredient instead of synergizing with it. And Wulgraf did not really need that many powers to round out his theme. So in short, Wilder just fit perfectly.
Troubleshooting Weaknesses:



Creatures immune to cold
Wulgraf can use the sonic version of energy emanation instead of cold, emulating the howling wind of the mountains. His grapples are still deadly, the cold damage from Frozen fist is gone but the 2d6+ str bludgeoning damage is not. Bone chill will not do damage but creatures immune to cold must still make the fort save or die IF they fail their reflex save regardless of their immunities. If the immunity is from a spell, dispel psionics can remove it if needed.


Creatures immune to grappling
Dispel Psionics can remove freedom of movement and similar effects. Wulgraf can switch to melee weapon with ease. Energy emanation eats away at opponents round by round. Treated as Gargantuan size for grapples due to expansion and Jotunbrud, this allows Wulgraf to grapple Colossal+ size monsters.


Magic Damage
High Power Resistance + damp power+ good touch AC from Elude Touch makes most direct damage spells completely ineffective against Wulgraf.


Magic insta-kill combos
Wulgraf has little defense against the high level great wizard death combos, however, his location offers solid protection from these arcane horrors. Very few seriously deadly batman wizards travel as guards for caravans, and even fewer casually roam the mountain caves of the Spine of the World.


Yeti Army
Wulgraf’s yeti tribe is merely in place for the story. He stands alone in combat and his yetis are just background noise. They are not meant to be leadership in disguise or to be taken that way. If a villain or a party were to happen across Wulgraf and his yeti raiders, they would most certainly fight Wulgraf only.
The Wild Surge, Psychic Enervation, Quick Recovery, Enervation Endurance combination:





Wild surge allows a wilder to raise his manifester level by a certain amount anytime he casts a power. This extra manifester level also provide power point to spend on augmenting the power on a 1 to 1 ratio of manifester boost to free power points. These boosts are listed in the class block and eventually caps for Wulgraf at +3 manifester level when Wild Surge is used.


Psychic Enervation provides the downside to using Wild Surge. Anytime a wilder uses wild surge there is a chance he will become overwhelmed by the process. The chance is 5% per manifester lvl boosted by Wild Surge. So anytime Wulgraf uses Wild surge he has to roll a % chance to see if he succumbs to Psychic Enervation. The penalty for psychic enervation is a loss of power points equal to Wulgraf's wilder lvl and the dazed status until the end of his next turn.


Quick Recovery allows Wulgraf a will save to remove the stun and daze status effects on any round where he starts his turn stunned or dazed. Wulgraf can now use this feat to recover and salvage his next turn from a psychic enervation mishap. The DC for this save to remove this daze actually becomes higher the more charisma Wulgraf has, BUT his will save is very good and it scales evenly with the DC to remove Psychic Enervations Daze effect.


Enervation endurance reduces the loss of power points from a psychic enervation to 1/2 wilder lvl.


With the combo in full swing, Wulgraf has a 15% chance to have a psychic enervation mishap anytime he uses Wild surge to gain his +3 manifester lvl and free power points. If he fails this % chance, he might lose some remaining actions in this turn, but he will almost certainly salvage his next turn. He now only loses 5 power points from a mishap instead of 10. Given the unlikeliness of a mishap and the free 3 power points per use of wild surge, This combo comes out on top to give Wulgraf great power point economy while putting on his buff set.
In Your Game



Wulgraf can be introduced into your game as a villain or NPC very easily. But he can also be a fun character to play. His background story offers some roleplay fuel for faction based roleplaying campaigns.


His theme can also be enhanced easily by custom home brew material to give him a more personal feel. You can build a yeti giant bloodline easily using the guidelines on page 31 of the Unearthed Arcana. Or you can create a custom yeti influenced version of the Half-Giant template in the Expanded Psionics Handbook. Or you could expand upon the idea of bloodline feats by making Jotunbrud the start of a feat chain.
Magic Items Used and Magic Items Recommended:
Used-



Cloak of charisma +6
+5 charisma Tome
+4 strength Tome
+6 belt of Giant Strength
Melee Weapon with Enhancements
Gloves of Titan's Grip (http://www.d20srd.org/srd/psionic/items/universalItems.htm#glovesofTitansGrip)
Recommended-



Vest of Resistance +5
Light armor with enhancements
Items for AC
Useful Magic items you find yourself re-buying on every character
Etc etc.
Sources:



Player’s Handbook
Expanded Psionics Handbook
Frostburn
Lords of Madness
Complete Psionics
Races of Faerun

Venger
2015-07-26, 06:07 PM
Got the calypso beat down cold. . . .




Calipso the Icicle.

http://farm4.static.flickr.com/3087/3125612151_489d966852.jpg
I'm a Small Icicle, a Beauty to Behold, but I Sting like a Needle!



The Build...
CG Pixie Wilder 6/cryokineticist 10



Stat
32pb
Pixie
lvls
total
mod


STR
8
-4
-
4
-3


DEX
16
+8
-
24
+7


CON
12
-
-
12
+1


INT
10
+6
-
16
+3


WIS
8
+4
-
12
+1


CHA
18
+6
+4
28
+9


{table=head]Level
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features


1st
Pixie LA
-
-
-
-
+4 bonus to Hide
Dodge (racial bonus feat)
-


2nd
Pixie LA
-
-
-
-
-
-
-


3thd
Pixie LA
-
-
-
-
-
-
-


4th
Pixie LA
-
-
-
-
-
-
-


5th
Wilder
+0
+0
+0
+2
Autohypnosis +4(4), Concentration +4(4), Hide +4(6), K:Psionics +4(4), Move Silently +4(2), Psicraft +4(4), Spot +4(4)
Quicken Power
Wild Surge +1, psychic enervation


6th
Wilder
+1
+0
+0
+3
Autohypnosis +1(5), Concentration +1(5), Hide +0(6), K:Psionics +1(5), Move Silently +0(2), Psicraft +1(5), Spot +1(5), Craft (Alchemy) +2(2)
-
Elude Touch


7th
Wilder
+2
+1
+1
+3
Autohypnosis +1(6), Concentration +1(6), Hide +1(6), K:Psionics +1(6), Move Silently +1(2), Psicraft +1(6), Spot +1(6)
Exotic Weapon Proficiency: Footbow
Wild Surge +2


8th
Wilder
+3
+1
+1
+4
Autohypnosis +1(7), Concentration +1(7), Hide +1(7), K:Psionics +1(7), Move Silently +1(3), Psicraft +1(7), Spot +1(7)
-
Surging euphoria +1


9th
Wilder
+3
+1
+1
+4
Autohypnosis +1(8), Concentration +1(8), Hide +1(7), K:Psionics +1(8), Move Silently +1(3), Psicraft +1(8), Spot +1(8)
-
Volatile Mind


10th
Wilder
+4
+2
+2
+5
Autohypnosis +1(9), Concentration +1(9), Hide +1(8), K:Psionics +1(9), Move Silently +1(4), Psicraft +1(9), Spot +1(9)
Point Blank Shot
-


11th
Cryokineticist
+4
+4
+4
+5
Autohypnosis +2(10), Concentration +1(10), Hide +1(8), K:Psionics +0(9), Move Silently +1(4), Psicraft +1(10), Spot +0(9)
-
Glacial Ray


12th
Cryokineticist
+5
+5
+5
+5
Autohypnosis +2(11), Concentration +1(11), Hide +1(9), K:Psionics +0(9), Move Silently +1(5), Psicraft +1(11), Spot +0(9)
-
Cold Adaptation, Frozen Fist


13th
Cryokineticist
+6/+1
+5
+5
+6
Autohypnosis +2(12), Concentration +1(12), Hide +1(9), K:Psionics +0(9), Move Silently +1(5), Psicraft +1(12), Spot +0(9)
Psionic Shot
Bolt of Colt


14th
Cryokineticist
+7/+2
+6
+6
+6
Autohypnosis +2(13), Concentration +1(13), Hide +1(10), K:Psionics +0(9), Move Silently +1(6), Psicraft +1(13), Spot +0(9)
-
Weapon Afrost


15th
Cryokineticist
+7/+2
+6
+6
+6
Autohypnosis +2(14), Concentration +1(14), Hide +1(10), K:Psionics +0(9), Move Silently +1(6), Psicraft +1(14), Spot +0(9)
-
Frostfell Creature Insight


16th
Cryokineticist
+8/+3
+7
+7
+7
Autohypnosis +2(15), Concentration +1(15), Hide +1(11), K:Psionics +0(9), Move Silently +1(7), Psicraft +1(15), Spot +0(9)
Fell Shot
Cold Walk


17th
Cryokineticist
+9/+4
+7
+7
+7
Autohypnosis +2(16), Concentration +1(16), Hide +1(11), K:Psionics +0(9), Move Silently +1(7), Psicraft +1(16), Spot +0(9)
-
Fear no Cold


18th
Cryokineticist
+10/+5
+8
+8
+7
Autohypnosis +2(17), Concentration +1(17), Hide +1(12), K:Psionics +0(9), Move Silently +1(8), Psicraft +1(17), Spot +0(9)
-
Greater Weapon Afrost


19th
Cryokineticist
+10/+5
+8
+8
+8
Autohypnosis +2(18), Concentration +1(18), Hide +1(12), K:Psionics +0(9), Move Silently +1(8), Psicraft +1(18), Spot +0(9)-
Ability Focus (Bone Chill)
Wall of Ice


20th
Cryokineticist
+11/+6/+1
+9
+9
+8
Autohypnosis +2(19), Concentration +1(19), Hide +1(13), K:Psionics +0(9), Move Silently +1(9), Psicraft +1(19), Spot +0(9)
-
Bone Chill





Racial Features:
- Fey type
- Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and - carrying limits 3/4 those of Medium characters.
- A pixie’s base land speed is 20 feet. It also has a fly speed of 60 feet (good).
- Low-light vision.
- Skills: Pixies have a +2 racial bonus on Listen, Search, and Spot checks.
- +1 natural armor bonus.
- Spell-like abilities: 1/day lesser confusion (DC20), dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts (DC21), dispel magic, entangle (DC20), permanent image (DC25)
- Special Qualities: Damage reduction 10/cold iron, greater invisibility, spell resistance equal to 15 + class levels.
- Languages known = Common, Sylvan and all 3 Bonus Languages: Elven, Gnome, Halfling.
Manifester level and Powers


Powers
points/day
known
max level


lvl5
2+4
1
1st


lvl6
6+4
2
1st


lvl7
11+4
2
1st


lvl8
17+9
3
2nd


lvl9
25+9
3
2nd


lvl10+
35+13
4
3th


suggested powers:
1 - Bolt (create 2d4 arrows +1 with +1 augment per 3 power points)
2 - Energy Emanation (1d6+1 cold damage within 5 feet centered around you for rounds/lvl)
2 - conceiling amorpha (grants conceilment 1min/lvl)
3 - Energy Burst (5d6+5 cold damage within 40feet)
Level Breakdown...

Level 1-10

Calipso was never such a playfull character. He never enjoyed the childish games his friend appear to enjoy. His used his Invisibility to escape the turmoil around his head. His innate gift of an evolved mind drives him more and more to contenplate in calm and quiet places. He discovers his psionic talents, and decides to investigate. He trains his mind to use his psionic powers, but this draws the attention of his peers. To excape their prying eyes, he escapes and seeks his spot, higher and higher on the mountain. At last, he meditates so high, that his friends don't bother anymore to disturb him. The snow and cold make it not a nice place to be, and that's when he got his alias 'Calipso'. He didn't bother at all, untill disaster struck...


In game terms...
At low levels, the invisibility and DR10 should be enough to keep him alive. He then takes levels of Wilder to make good use of his Cha and qualify for the SI. At mid levels, this build lacks in raw power, that's why a ranged attacker with hit and run tactics.
Wilder Class features:
- Wild Surge / Psychic Enervation: rarely used in this build as the Cryokineticist has no manifester levels to augment. I wish it did.
- Elude Touch: due to high CHA, the touch AC = AC. Since you stay at range, this means that rays hit you less often.
- Surging Euforia: see wild surge above.
Level 11-20

An avelange! His quick wings could not bring him to complete safety and he gets trapped under the snow. How he realises that with no friends around, there is noone to rescue him. But interestingly, he doesn't really suffer from the cold. In fact, it seems that he manages to harnass the power of the cold, and use it for his own. Lacking real strenght, it takes some time to free himself but at last he climbs out of his snowy prison. This left a lasting impression, as he abandons his lonely hermitage, choosing back for the social life. With his new found cold powers, he protects his comrades from intruders with impressive display of cold. He erects walls of ice, and bursts out in freezing cold when surrounded by enemies. But his normal way of fighting would be to use his invisibility and flight, to pelt down arrows upon his foes.
In game terms...
So, what class feature can we use?
- glacial ray and Bolt of Colt: Ranged touch attacks? Yup, We have the dexterity to do that.
- cold resistance: this feature comes up twice and all it there is to it is the resistance.
- melee weapon enhancement: You sheet your melee weapon in cold, giving it the frost attribute.

- frostfell creature insight: situational, not elaborated on in this build.
- cold walk: paying to walk the air, but leave traces? Ouch that's totally not what we are trying to do. We're flying undetected!
- Wall of ice: usefull to block when on the retreat with a wall or trap a creature under a hemisphere.
- Bone Chill: The capstone feature! Hope that they fail twice and die.
Items needed:

- cha tomes
- +6 Belt of Giant Strenght (36000gp)
- Elvencraft Footbow (+0str)
- High dex light armor: i.e. Leafweave leather (light armor +2AC, max +7dex)
Chef's notes

I really had no idea how to use the SI, except that a 30' area of immeadiate death after 2 failed saves is appealing. But the DC is set in stone, although it can be enhanced by raising Charisma. The Pixie has a nice CHA score, and also brings the way to deliver the attack. With greater invisibility and flight, it can pop up anywhere, release it's blast and fly away. If needed, it can pelt arrows and cold rays from above thanks to the high dexterity as well. Drop an ice wall to block the exit before or after you fly in. And to enter the SI, I choose Wilder for the CHA and saves synergy.


A routine:
- buff with cold emanation = 1d6+1 cold damage
- fly in with greater invisibility and use bone chill = 9d6+21
- follow up with quicken energy burtst 5d6+5 cold damage
--------------------------------------------------
it tallies up to 15d6+27 = 80 cold damage on average in a 30feet radius.
(Note that cold resistance or even immunity will negate the damage, but on 2 failed saves, it will not prevent the immediate death, at least not as written.)


Note: Against mooks, you can make things interesting: create a permant image (DC25) to lure them togheter, and use entangle (DC21) to keep them there. Then blast them for fun times.


To make the Bone Chill a bit more effective, high CHA contributes:
Total Cha:
point buy 18
racial: +6
levels: +5
item: +6
tomes: +5
-----------------
total cha: 40
Base DC = 15 + 15 = DC 30
Ability Focus = DC +2
--------------------------
Total DC = 32 Fort save.


If SR is breached, then some creatures will have a real chance not saving twice against this DC.


Note: It seems that power resistance is easier to overcome than spell resistance using feats. While the spell penetration feat line gives +2 to +4 bonus, the power resistance feat line gives +4 to +8 bonus. Too bad we are not using manifester levels. AAAARRGGggg....


PS: I admit that this build lacks in power and suffers from a way to overcome cold resistance. Anyway, now I know I'll never ever play a cryokineticist. Ever.
Sources:(probably SRD if not mentioned)



-Races of the Wild: Elvencraft Bow, Footbow, Leafweave leather
-Complete Psionic: Energy Emanation, Psionic Mastery
-Expanded Psionic Handbook: Wilder, Energy Burst, Bolt, Conceiling Amorpha
-Frostburn: Cryokineticist
-Monster Manual: Pixie, Ability Focus

Venger
2015-07-26, 06:08 PM
Ice like a mirror. . . .





http://i279.photobucket.com/albums/kk134/WolvesOnParade/Funny/Hands-Fire-and-Ice.jpg


The Antipode, where two worlds meet
This land where flame and frost do meet,
There elemental heart doth beat.
Here born of ice and fire am I,
Entering in, you now must die.



The Story



Far in the north where ice never melts and the sun rises but half the year a mountain grew from the earth, spitting fire and smoke with every growing inch. Long were the spirits of the cold and the spirits of the heat embattled with one another for the dominance of their element. With the passing eons, the volcano fell dormant, and the spirits of the land fell into an uneasy truce, a truce destined to be shattered by mortal hands in search of wealth.


No one survived to tell what happened. All that is known is that mortal hands broke the truce and provoked the fire spirits into awakening the mountain once more. The wanton destruction slaughtered the adventurers and many of the spirits on both sides. The blood of the mortals mixed with the remnants of the destroyed spirits, and a new being stepped forth, the antipode.


The mixing of ice and fire has given rise to a new guardian, this half mortal touched of the fey now lives secluded on this forgotten mountain guarding it against all who encroach upon it, the powers of its spirit ancestors coursing through it.
The Build



Level
Class
Base Attack Bonus
Fort Save
Ref Save
Wil Save
Skills +Bonus (Ranks)
Feats
Class Features
PP


1st
Paladin (Harmonious Knight) 1
+1
+2
+0
+0
+5 (4) Concentration, +1 (1) Craft (Alchemy), +5 (1.5) Intimidate
Hidden Talent (Psychic Whip)
Aura of good, inspire courage, smite evil 1/day
2


2nd
Paladin 2
+2
+3
+0
+0
+6 (5) Concentration, +1 (1) Craft (Alchemy), +6 (2) Intimidate
-
Divine grace, lay on hands
2


3rd
Ardent 1
+2
+3
+0
+2
+7 (6) Concentration, +1 (1) Craft (Alchemy), +6 (2) Intimidate, +1 (1) Knowledge (psionics)
Practiced Manifester
Assume psionic mantles (2)
4


4th
Paladin 3
+3
+3
+1
+3
+8 (7) Concentration, +1 (1) Craft (Alchemy), +6 (2) Intimidate, +1 (1) Knowledge (psionics), +1 (1) Knowledge (religion)
-
Aura of courage, divine health
4


5th
Ardent 2
+4
+3
+1
+4
+9 (8) Concentration, +1 (1) Craft (Alchemy), +6 (2) Intimidate, +2 (2) Knowledge (psionics), +1 (1) Knowledge (religion)
-
Assume psionic mantle
10


6th
Cryokineticist 1
+5
+5
+3
+4
+9 (8) Concentration, +1 (1) Craft (Alchemy), +8 (4) Intimidate, +2 (2) Knowledge (psionics), +1 (1) Knowledge (religion)
Ordered Chaos
Glacial ray
10


7th
Pyrokineticist 1
+5
+7
+5
+4
+9 (8) Concentration, +1 (1) Craft (Alchemy), +10 (6) Intimidate, +2 (2) Knowledge (psionics), +1 (1) Knowledge (religion)
-
Fire lash
10


8th
Cryokineticist 2
+6
+8
+6
+4
+9 (8) Concentration, +1 (1) Craft (Alchemy), +12 (8) Intimidate, +2 (2) Knowledge (psionics), +1 (1) Knowledge (religion)
-
Cold adaptation, frozen fist
10


9th
Pyrokineticist 2
+7
+9
+7
+4
+9 (8) Concentration, +1 (1) Craft (Alchemy), +12 (8) Intimidate, +2 (2) Knowledge (psionics), +1 (1) Knowledge (religion)
Imperious Command
Fire adaptation, hand afire
10


10th
Cryokineticist 3
+8
+9
+7
+5
+9 (8) Concentration, +1 (1) Craft (Alchemy), +14 (10) Intimidate, +2 (2) Knowledge (psionics), +1 (1) Knowledge (religion)
-
Bolt of cold
10


11th
Pyrokineticist 3
+9
+9
+7
+6
+9 (8) Concentration, +1 (1) Craft (Alchemy), +16 (12) Intimidate, +2 (2) Knowledge (psionics), +1 (1) Knowledge (religion)
-
Bolt of fire
10


12th
Cryokineticist 4
+10
+10
+8
+6
+9 (8) Concentration, +1 (1) Craft (Alchemy), +17 (14) Intimidate, +2 (2) Knowledge (psionics), +1 (1) Knowledge (religion)
Psionic Meditation
Weapon afrost
10


13th
Pyrokineticist 4
+11
+11
+9
+6
+9 (8) Concentration, +1 (1) Craft (Alchemy), +19 (16) Intimidate, +2 (2) Knowledge (psionics), +1 (1) Knowledge (religion)
-
Weapon afire
10


14th
Cryokineticist 5
+12
+11
+9
+6
+10 (9) Concentration, +1 (1) Craft (Alchemy), +20 (17) Intimidate, +2 (2) Knowledge (psionics), +1 (1) Knowledge (religion)
-
Frostfell creature insight
10


15th
Pyrokineticist 5
+12
+11
+9
+6
+11 (10) Concentration, +1 (1) Craft (Alchemy), +21 (18) Intimidate, +2 (2) Knowledge (psionics), +1 (1) Knowledge (religion)
Water Devotion
Nimbus
10


16th
Cryokineticist 6
+13
+12
+10
+7
+12 (11) Concentration, +1 (1) Craft (Alchemy), +22 (19) Intimidate, +2 (2) Knowledge (psionics), +1 (1) Knowledge (religion)
-
Cold walk
10


17th
Pyrokineticist 6
+14
+13
+11
+8
+13 (12) Concentration, +1 (1) Craft (Alchemy), +23 (20) Intimidate, +2 (2) Knowledge (psionics), +1 (1) Knowledge (religion)
-
Firewalk
10


18th
Cryokineticist 7
+15
+13
+11
+8
+14 (13) Concentration, +1 (1) Craft (Alchemy), +24 (21) Intimidate, +2 (2) Knowledge (psionics), +1 (1) Knowledge (religion)
Fire Devotion
Fear no cold
10


19th
Cryokineticist 8
+16
+14
+12
+8
+15 (14) Concentration, +1 (1) Craft (Alchemy), +25 (22) Intimidate, +2 (2) Knowledge (psionics), +1 (1) Knowledge (religion)
-
Greater weapon afrost
10


20th
Cryokineticist 9
+17
+14
+12
+9
+16 (15) Concentration, +1 (1) Craft (Alchemy), +26 (23) Intimidate, +2 (2) Knowledge (psionics), +1 (1) Knowledge (religion)
-
Wall of ice
10



The Explanation

I came up with the character concept and thought "Hey! I bet I could do it!" Then, I set about trying to make it happen. I spent less time trying to make this a super powerful build and more time trying to find small ways to expand on the theme, selecting feats and abilities to fit.


Note that I did not assign the ability score increases from levels. They will go into either Dexterity of Charisma, depending on how the game goes. Since both are about equally important, I just left them out of the build.
1st - 5th levels



The first few levels of this build represent the character's basic personality and growth towards becoming the guardian of the land.


The three levels of paladin reflect the character's dedication to protecting its home and maintaining the law of nature undefiled by mortal races. However, being a fey, especially one dominated by opposing elements, the character is still a bit capricious by nature. It took the Harmonious Knight substitution level to represent that it is more likely to sing inspirations than to be looking everywhere for evil. Losing out ondetect evil also fits thematically, as a guardian doesn't really care about alignment so much as whether or not the enemy is trespassing.


I selected Ardent and used the standard chicanery to stretch Ardent as far as possible, grabbing the second level power of choice (energy emanation) on the first level. I had originally intended only the one level of Ardent, but the Guardian mantle seemed to fit the character too well to simply pass it by, particularly since it gave access to damp power.




1Play at these levels is rather straightforward. The character is a paladin with a few, limited psionic powers to increase potency. Because of later levels and magic items I found, I decided to go with a "whip" theme for the Antipode.


Feats
Hidden Talent grants 2 additional power points and psychic whip (See below)


Practiced Manifester at 3rd for high level power selections.


Mantles and Powers
1st level - Psychic whip is a wonderful weapon-like power which functions as a whip with a reach of Close and doesn't have non-proficiency penalties. It doesn't last all day, but it does have some nice uses.


3rd level - The Antipode's elemental powers begin to awake as it takes the first level of Ardent, taking the Water and Fire mantles. While psionically focused, the Antipode receives +1 fire damage on melee attacks and a swim speed. It takes control object (water) from the Water mantle to control the ice around it andenergy emanation (fire) from the Fire mantle to summon the fire of the mountain (and qualify for Cryokineticist).


Damp power, acquired at 5th level via the Guardian mantle, is the opposite of Maximize Spell for any powers/spells cast against the Antipode. This grants it some defense against enemy casters in addition to the divine grace from its paladin levels.
6th-10th levels



At 6th level, the ancestry of the Antipode breaks through, and it begins taking levels in both Cryokineticist and Pyrokineticist.


1The Antipode gains access to the glacial ray and fire whip psi-like powers, allowing it to throw around its fire and ice abilities at will. It also begins to develop its resistances to both cold and fire damage, can sheath its fists with energy, and gains Bolt of Cold.


Feats
The 6th level feat, Ordered Chaos, is the key to this whole build, treating a Lawful character as Chaotic when beneficial, granting immunity to Axiomatic and Anarchic weapons as well as [law] and [chaos] spells that affect the opposite alignment. It also allows the Antipode to qualify for Pyrokineticist.


At 9th level, it picks up Imperious Command and the skill trick Never Outnumbered. While it's never wonderful at Intimidation, it has enough of a modifier to to cower its enemies, threatening them with death for defiling the land.
11th-15th levels

These levels offer more of the same, progressing along the theme of the character. The Antipode picks up two more levels of Cryokineticist and three more levels of Pyrokineticist.

1Bolt of Fire is added to our offensive repertoire, as are weapon afrost and weapon aflame, both of which may be added to a weapon of choice (jut not its frozen fist). Weapon aflame can be added to the fire lash, but weapon afrost requires a melee weapon. Unfortunately, as a ranged touch attack, the fire lash doesn't count. However, that's why the Antipode has a water whip by this level (see equipment below). The Antipode also gains nimbus, allowing it to wreath its body in flame and boosting its Cha.

Feats
By this point, the Antipode has a number of abilities which rely on psionic focus, so I added a bit of Psionic Meditation to the mix.


Water Devotion was added, because it fits the theme of the Antipode summoning the elements to its aid. Having a friendly water elemental in battle definitely helps.
16th to 20th levels



Here we diverge from the previous ten levels only slightly. The volcano has gone dormant once more, and the elements tip in favor of frost. As such, the Antipode takes but one level of Pyromancer and four levels of Cryomancer.


1Because of our location, the Cold Walk ability should always function; however, Fire Walk can work anywhere. Both abilities equate to a limited "flight" mechanism, granting the Antipode better mobility in its environs.


Its cold resistance continues to increase, as does its cold damage. The "capstone" of this build ends at Wall of Ice, allowing the Antipode to reshape the frozen lands of its home in its defense.


Feats
Fire Devotion is the final feat the Antipode acquires, allowing it to further delve into its elemental roots.
The Equipment



The Antipode relies mostly on its abilities granted from Cryo and Pyrokineticist for damage, but it could definitely use a few items.


Obviously, anything that increases its Charisma is good for its saves, and all stat boosters are useful.


The Water Whip found in the Magic Item Compendium is perfect for this build. It not only fits with the whip theme, but it also fits the ice/fire theme by having both a fire and a water elemental bound within it and being able to switch between fire and ice damage. We add the Skillful enhancement (+2) to it so that we don't have to worry about wasting a feat for proficiency. This whip also lets the Antipode utilize its weapon afrost and aflame abilities.


The Belt of Battle is practically necessary for the Antipode, because so many of his abilities are based on using up move actions.


Finally, a pair of Horizon Goggles are invaluable for extending the range of the Antipode's attack options by 50%. They affect the glacial ray, fire lash, the bolt of cold and fire, and the psychic whip power.


The only other item the Antipode needs is a water flask and a source of water for the Water Devotion feat, but since it can create ice and then melt it, all it needs is the flask.

Though there are other items the Antipode could use to be stronger, there isn't really anything more it needsto be effective. The strength of the Antipode is that it has a number of options that it can use at will without need to rely on anything but its own mind.
Adaptation

If using opposing elements doesn't appeal to you, the quickest, easiest adaptation is to switch Pyrokineticist with the Mind's Eye Cryokineticist (http://www.wizards.com/default.asp?x=dnd/psm/20040625e), which is exactly the Pyrokineticist but with a cold focus instead of fire. This changes the focus from Ice and Fire to exclusively Ice and could arguably strengthen the build.
The Ingredients




Source
Ingredients


Frostburn
Cryokineticist






Expanded Psionics Handbook
Pyrokineticist



Psionic Meditation feat



Hidden Talent feat



control object power






Complete Psionic
Ardent



Practiced Manifester feat



energy emanantion and damp power, powers



Guardian mantle






Secrets of Sarlona
psychic whip power






Player's Handbook
Paladin






Champion's of Valor Web Enhancement
Harmonious Knight Paladin ACF






Level-Adjusted Races
Feytouched race(Note I did not take the optional LA level)






Expanded Classes, Part Four
Fire and Water mantles






Fiendish Codex I - Hordes of the Abyss
Ordered Chaos feat






Drow of the Underdark
Imperious Command feat






Complete Champion
Fire Devotion and Water Devotion feats







Complete Scoundrel
Never Outnumbered skill trick






Complete Mage
Horizon goggles item






Magic Item Compendium
Water whip and belt of battle items









And finally:
Antipode - n.
1. a reference to the antipodal points, the diametrically opposite points on a sphere.
2. In chemistry, one of two stereoisomers that are mirror images of each other that are non-superposable (not identical).

Venger
2015-07-26, 06:11 PM
Chilled alphabet soup, anyone?



The Smashing Good Architect of the Curb-Stomping Platinum Dragon

http://dl.dropbox.com/u/407620/1096623-ultimo_dragon_l_large.jpg

Every resource should be used in the battle against the spawn of Tiamat. A true martial artist is not restricted in his use of weapons, a spear, a fist, a staircase, all of them can be used to combat the forces of evil. The Smashing Good Architect of the Curb Stomping Platinum Dragon is such a martial artist. He not only uses his spear to defeat his foes, but also the environment around him. But sometimes, the laws of narrative contrivence just let you down. You are ready to shove the villain out a window, and there is no window there! You are about to smack an Ogre against a wall, but it was made out of cheap drywall!


What's a hero to do?


Manifest a wall.


The Smashing Good Architect of the Curb-Stomping Platinum Dragon (SGACSPD) believes that both destruction and tactical improvisational architecture are essential tools in the war against the Dragonspawn of Tiamat. And when fighting evil, it is best to do so like Fonzie. Fonzie is cool.
Be cool Hunny Bunny.
Be like the SCACSPD.


The Table of Curb-Stomping:




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


1st
Fighter 1
+1
+2
+0
+0
Craft Alch 1, K. Psion 1, Conc 2, Tumble 4, Jump 4, Swim 2
Jotanbrud, B. Power Attack



2nd
Fighter 2
+2
+3
+0
+0
Tumble 5, Jump 5, Swim 4

Dungeoncrasher


3rd
Fighter 3
+3
+3
+1
+1
Conc 4, Tumble 6, Jump 6
Imp. Bull Rush


4th
Fighter 4
+4
+4
+1
+1
Tumble 7, Jump 7, Swim 6
B. Combat Expertise



5th
Fighter 5
+5
+4
+1
+1
Conc 5, Tumble 8, Jump 8




6th
Ardent 1
+5
+4
+1
+3
Conc 8, K. Psion 2
Practiced Manifester: Ardent, B. Weapon Focus Ranseur
Conflict Mantle, Elements Mantle


7th
Fighter 6
+6
+5
+2
+4
Tumble 9, Jump 9

Dungeoncrasher II


8th
Cyrokineticist 1
+6
+7
+4
+4
Jump 10, Craft. Ice Mason 3

Glacial Ray


9th
Cyrokineticist 2
+7
+8
+5
+4
Jump 11, Craft. Ice Mason 6
Knockback
Cold Adaptation, Frozen Fist


10th
Cyrokineticist 3
+8
+8
+5
+5
Jump 12, Craft. Ice Mason 9

Bolt of Cold


11th
Cyrokineticist 4
+9
+9
+6
+5
Jump 13, Craft. Ice Mason 12

Weapon Afrost


12th
Cyrokineticist 5
+9
+9
+6
+5
Jump 14, Craft. Ice Mason 15
Shocktrooper
Frostfell Creature Insight


13th
Cyrokineticist 6
+10
+10
+7
+6
Jump 15,Craft Ice Mason 16

Cold Walk


14th
Cyrokineticist 7
+11
+10
+7
+6
Jump 17, Craft Ice Mason 17,

Fear No Cold


15th
Cyrokineticist 8
+12
+11
+8
+6
Jump 18, Craft Ice Mason 18, Tumble 10
Imp. Trip
Greater Weapon Afrost


16th
Cyrokineticist 9
+12
+11
+8
+7
Jump 19, Craft Ice Mason 19, K. Arcana 1

Wall of Ice


17th
Cyrokineticist 10
+13
+12
+9
+7
Jump 20, Craft Ice Mason 20, K. Geography 1

Bone Chill


18th
Ardent 2
+14
+12
+9
+8
Craft Ice Mason 21, Autohypnosis 3
Hover
Creation Mantle


19th
Ardent 3
+15
+13
+10
+8
Craft Ice Mason 22, Tumble 11




20th
Ardent 4
+16
+13
+10
+9
Craft Ice Mason 23, Autohypnosis 6






Craniums and Barriers (ECL 7)





Once Man and Giant.
Now Dragon and Man.
Evil is Hated.
The way is Fated.
Your skull meets wall.


The SCACSPD is focused on one thing, and one thing alone, smashing evil people against solid objects repeatedly. Between his lingering Jotenbrud, and his natural ability to expand the SCACSPD counts as a huge sized creature for the purposes of Bull Rushes and similar abilities. Between that and his very specialized training, very few enemies will be able to resist his bull rushes. Whenever he smacks someone against the wall, they take 8d6 + 3x strength mod damage. The SCACSPD also has the option of bull rushing people off cliffs, out of windows, and if there is no wall available into the floor (when attacking from above). His Energy Emenation doesn't seem so useful, but it will pave his way to his path of power... the Cyrokineticist.


If he can afford a Brute Ring, he can also bull rush people into walls from 30 feet away.

Frozen Justice (ECL 16)

Wretched Wally Warlock wants were worrisome,
When wintry wreathed Warrior wrought wrath,
& Wasted Wally Warlock.


The SCACSPD has finally reached his own personal capstone. The main limitation of dungeoncrashing is that there often isn't a convenient wall. Now however the SCACSPD can construct walls whenever (and pretty much wherever) he wants. Although Walls of Ice have relatively low hit points, they do cover a wide area, and their two main dimensions are adjustable subject to their caps. While they must be anchored, nothing says that they cannot be anchored to another wall. The best two things about Walls of Ice is that they provide cover, and you can bull rush people into them. With this the SCACSPD actually becomes a bit of a battlefield control character. Given a good minute he can make a solidly fortified position for optimal evil curb-stomping.


But Wall of Ice isn't the only thing the SCACSPD gets from Cyrokinetist:
Glacial Ray - Free Ice Cubes at will for refreshing beverages.
Frozen Fist - The SCACSPD can punch adjacent enemies with his Frozen Fist while using his Ranseur as a reach weapon.
Bolt of Cold - For when you really have to hit someone over there.
Weapon Afrost - More damage on the Ranseur!
Fear No Cold - Take less damage, go outside without a coat.
Cold Walk - The SCACSPD can deliberately enter freefall to gain distance, and then use Cold Walk to catch himself before taking falling damage.


But what good is Weapon Afrost if SCACSPD never uses his weapon???
But now he does!
With Knockback the SCACSPD gets a free bull rush whenever he successfully power attacks.


His new usual attack routine is to...
Manifest Lion's Charge through a Dorje.
Dive down on an enemy.
Full attack power attack them with the Ranseur for Double Damage (Triple damage if Valorous)
For each successful power attack he bull rushes them into the ground or wall for an additional 8d6 +3x strength mod damage.
He can even activate Brutal Surge to get in an extra bull rush!


This works even better when fighting groups of enemies.
Shock trooper lets him bull rush people diagonally, and whenever he bull rushes an enemy against another enemy he gets a free trip attack on both of them.
If he succeeds at his trip attack (he is effectively huge sized) then he gets a free attack on each of them from Improved Trip.
He then power attacks with the free attack to get a free bull rush...
To then bull rush both enemies against the wall for bonus damage.
Cool like Fonzie (ECL 20)

http://dl.dropbox.com/u/407620/ice-castle-philip-straub.jpg
The SCACSPD can make Ice Fortresses. What more flavor do you need?


There are four things that the SCACSPD has picked up since his own personal capstone:
Bone Chill
Increased Ardent Manifesting
Creation Mantle
Hover


The SCACSPD never really focused on charisma, instead relying on his inherent coolness to pull him through. Because of this the DC on Bone Chill isn't that high. But thats okay, because it isn't a fort save negate ability, it is a fort save for half ability. So in any situation where he wants to put down an area of effect, most people are going to get hurt, how many people run around with Mettle anyway? And if they do take some damage, there is a chance they might flat out die as well. The best part of bone chill is that this isn't a death effect, so it can kill many more people then it could otherwise.


Increased Ardent Manifesting gives the SCACSPD a new mantle, some new powers, and a Manifester Level of 8, letting him cast 4th level powers. This also lets him spend 7 more power points when manifesting expansion, letting him expand up to huge sized. Thanks to his Jotanbrud this means he is treated as Gargantuan size instead. Very few things resist your bull rushes when you are gargantuan size. The only creature he would have trouble bull rushing in the Monster Manual is the Tarrasque... but at the same time, it isn't impossible. (Buffs from party members would help here)


The Creation Mantle gives SCACSPD access to his new favorite power, Psionic Fabricate. With Psionic Fabricate, and his skill as an Ice Mason the SCACSPD can build buildings out of Ice. Ice is a valid building material for building stronghold walls amongst other things. While SCACSPD usually prefers to work with natural ice, he can in a pinch work with his own manifested walls of ice. Normally Fabricate requires a nonmagical material component that is to be crafted into the finished product. The psionic version does not have a material component requirement however. Which means that SCACSPD can use Fabricate on his manifested walls of ice to recraft them into different shapes to suit his need for the coming battle. While the duration of 9 minutes for Ice Wall sounds quite short, that is a full 90 rounds in which SCACSPD can shape the walls to his liking and then bull rush people into them.


And lastly the SCACSPD learns how to Hover. In addition to granting more flying options Hover lets theSCACSPD kick up enormous clouds of debris. These clouds have a 60 foot radius, and all sight is concealed beyond 25 feet. If you cannot see a target, you cannot cast spells on them. True Seeing doesn't see through the cloud, and most alternate sensing methods are not long range enough. As hovering only takes a move action, it can be used as a readied action. A good readied action for this is "If someone casts a spell on me, I beat my wings". The readied action goes off before the triggering action does, blocking the spell. Of course this doesn't do any good against were-dolphin wizards, but truly they are the bane of us all.
Other Tactics

SCACSPD wears a pair of Steadfast Boots. Among other things, these boots allow you to always be readied vs a charge, even without spending an action. If anyone charges SCACSPD first they have to worry about getting past his reach, if they avoid the AOO they then he gets an attack against them with his readied weapon. Against a charge his Ranseur does double damage. He likes to power attack when making this attack, so he gets a free bull rush attack. Most people trying to charge the SCACSPD have to deal with an attack of opportunity, a readied attack, and get bull rushed back negating their own attack.
Statistics and Powers

Dragonborn Human with the Wings Aspect
Before Mods
Str 16
Dex 14
Con 14
int 14
Wis 12
Cha 8
After Mods:
Str 16
Dex 12
Con 16
Int 14
Wis 12
Cha 8
After Leveling:
Str 18
Dex 12
Con 16
Int 14
Wis 14
Cha 8
After Enhancement:
Str 24
Dex 18
Con 22
Int 20
Wis 20
Cha 14
After Inherent:
Str 28
Dex 18
Con 22
Int 20
Wis 20
Cha 14


Powers Known:


Conflict:
Expansion
Psionic Lion's Charge
Dimension Slide


Elements:
Energy Emanation


Creation:
Psionic Fabricate
The Architect's Tools, Sources, and Notes

Equipment:
Belt of Magnificence: Miniature's Handbook
Valorous Ghost Touch Brutal Surge Ranseur with a Wand Chamber
Dorje of Psionic Lion's Charge - Expanded Psionics Handbook
Dorje of Expansion - Expanded Psionics Handbook
Cognizance Crystal - Expanded Psionics Handbook
Valorous - Unapproachable East
Brutal Surge - Magic Item Compendium
Wand Chamber - Dungeonscape
Steadfast Boots - Magic Item Compendium
2 Brute Rings - Magic Item Compendium
Strength Manual


Sources:
Jotanbrud - Races of Faerun
Dragonborn - Races of the Dragon
City Skilled Fighter - http://www.wizards.com/default.asp?x=dnd/we/20070228a
Dungeoncrasher Fighter - Dungeonscape
Ardent - Complete Psion
Practiced Manifester - Complete Psion
Mantle Substitution - http://www.wizards.com/default.asp?x=dnd/psm/20070629a
Knockback - Races of Stone
Shocktrooper - Complete Warrior
Hover - Monster Manual
Notes:
Ardent's base what powers they can pick based on their manifester level. Practiced Manifester then letsSCACSPD learn a second level power as a first level Ardent. With the Mantle Substitution Powers I tried to put them into Mantles that seemed to fit, Energy Emanation with Elements, and Expansion with Conflict. The Substitution Power option seems ideally made to let Ardents use powers from other supplements.


Dragonborn count as dragons and as their base race, which means that SCACSPD still counts as human, letting him take Jotanbrud at first level. He does not however keep his bonus feat or extra skills, so they were not added to the table.

Venger
2015-07-26, 06:12 PM
Bjorn, free(ze)


http://27.media.tumblr.com/tumblr_l9zck6JVUn1qcgbsco1_400.gif-


-Don’t stand…don’t stand… don’t stand so close to me- Bjorn Doragoniru, Heat Mage of the Ruby Shell Knights


Bjorn Doragoniru
Character Information

Race: Human (Chondathan)
Alignment: Lawful Neutral
Age: 29
Height: 5’10” foot
Weight: 156 lbs.
Eyes: Green
Hair: Bald
Languages: Chondathan, Common.
Deity: Denier
Ability Scores

8 str
12 dex
15 con +5 Inherent+6 enhancement= 26
12 int
18 wis +5 inherent+ 5 lvl + 6 enhancement= 34
8 chr
Bjorn Doragoniru



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


1st
Ardent
+0
+0
+0
+2
Concentration 4, Autohypnosis 4, Knowledge(Psionics) 4, Psicraft 4
Azure Talent, Psicarnum Infusion
Assume Psionic Mantles (Energy Mantle, Fire Mantle)


2nd
Ardent
+1
+0
+0
+3
Concentration 5, Autohypnosis 5, Knowledge(Psionics) 5, Psicraft 5
-
Assume Psionic Mantle (Knowledge Mantle)


3rd
Ardent
+2
+1
+1
+3
Concentration 6, Autohypnosis 5, Knowledge(Psionics) 6, Psicraft 6, Craft (Alchemy) 1
Practised Manifester
-


4th
Incarnate
+2
+3
+1
+5
Concentration 7, Autohypnosis 5, Knowledge(Psionics) 6, Knowledge(Arcana) 1, Knowledge(Religion) 1, Spellcraft 1, Psicraft 6, Craft (Alchemy) 1
-
Aura, Detect Opposition


5th
Incarnate
+3
+4
+1
+6
Concentration 8, Autohypnosis 5, Knowledge(Psionics) 6, Knowledge(Arcana) 2, Knowledge(Religion) 2, Spellcraft 2, Psicraft 6, Craft (Alchemy) 1
-
Chakra Bind (Crown)


6th
Incarnate
+3
+4
+2
+6
Concentration 9, Autohypnosis 5, Knowledge(Psionics) 6, Knowledge(Arcana) 3, Knowledge(Religion) 3, Spellcraft 3, Psicraft 6, Craft (Alchemy) 1
Expand Soulmeld Capacity
Expanded Soulmeld Capacity +1, Incarnum Radiance (Lawful) 1/day


7th
Soul Manifester
+3
+4
+2
+8
Concentration 10, Autohypnosis 5, Knowledge(Psionics) 7, Knowledge(Arcana) 3, Knowledge(Religion) 4, Spellcraft 3, Psicraft 7, Craft (Alchemy) 1
-
Psionic Investment 1


8th
Soul Manifester
+4
+4
+2
+9
Concentration 11, Autohypnosis 5, Knowledge(Psionics) 8, Knowledge(Arcana) 3, Knowledge(Religion) 5, Spellcraft 3, Psicraft 8, Craft (Alchemy) 1
-
-


9th
Soul Manifester
+4
+5
+3
+9
Concentration 12, Autohypnosis 5, Knowledge(Psionics) 9, Knowledge(Arcana) 3, Knowledge(Religion) 6, Spellcraft 3, Psicraft 9, Craft (Alchemy) 1
Psionic Meditation
Chakra Binds (Crown, Feet, Hands)


10th
Soul Manifester
+5
+5
+3
+10
Concentration 13, Autohypnosis 5, Knowledge(Psionics) 10, Knowledge(Arcana) 3, Knowledge(Religion) 7, Spellcraft 3, Psicraft 10, Craft (Alchemy) 1
-
-


11th
Soul Manifester
+5
+5
+3
+10
Concentration 14, Autohypnosis 5, Knowledge(Psionics) 11, Knowledge(Arcana) 3, Knowledge(Religion) 8, Spellcraft 3, Psicraft 11, Craft (Alchemy) 1
-
-


12th
Soul Manifester
+6
+6
+4
+11
Concentration 15, Autohypnosis 5, Knowledge(Psionics) 12, Knowledge(Arcana) 3, Knowledge(Religion) 9, Spellcraft 3, Psicraft 12, Craft (Alchemy) 1
Expanded Knowledge (Energy Adaption)
-


13th
Soul Manifester
+6
+6
+4
+11
Concentration 16, Autohypnosis 5, Knowledge(Psionics) 13, Knowledge(Arcana) 3, Knowledge(Religion) 10, Spellcraft 3, Psicraft 13, Craft (Alchemy) 1
-
Psionic Investment 2


14th
Soul Manifester
+7
+6
+4
+12
Concentration 17, Autohypnosis 5, Knowledge(Psionics) 14, Knowledge(Arcana) 3, Knowledge(Religion) 11, Spellcraft 3, Psicraft 14, Craft (Alchemy) 1
-
Chakra Binds (Arms, Brow, Shoulder)


15th
Soul Manifester
+7
+7
+5
+12
Concentration 18, Autohypnosis 5, Knowledge(Psionics) 15, Knowledge(Arcana) 3, Knowledge(Religion) 12, Spellcraft 3, Psicraft 15, Craft (Alchemy) 1
Expanded Knowledge (Mend Wounds)
-


16th
Cryokineticist
+7
+9
+7
+12
Concentration 19, Autohypnosis 5, Knowledge(Psionics) 16, Knowledge(Arcana) 3, Knowledge(Religion) 12, Spellcraft 3, Psicraft 16, Craft (Alchemy) 2
-
Glacial Ray


17th
Cryokineticist
+8
+10
+8
+12
Concentration 20, Autohypnosis 5, Knowledge(Psionics) 17, Knowledge(Arcana) 3, Knowledge(Religion) 12, Spellcraft 3, Psicraft 17, Craft (Alchemy) 3
-
Cold Adaption, Frozen Fist


18th
Cryokineticist
+9
+10
+8
+13
Concentration 21, Autohypnosis 5, Knowledge(Psionics) 18, Knowledge(Arcana) 3, Knowledge(Religion) 12, Spellcraft 3, Psicraft 18, Craft (Alchemy) 4
Open Greater Chakra (Waist)
Bolt of Cold


19th
Cryokineticist
+10
+11
+9
+13
Concentration 22, Autohypnosis 5, Knowledge(Psionics) 19, Knowledge(Arcana) 3, Knowledge(Religion) 12, Spellcraft 3, Psicraft 19, Craft (Alchemy) 5
-
Weapon Afrost


20th
Cryokineticist
+10
+11
+9
+13
Concentration 23, Autohypnosis 5, Knowledge(Psionics) 20, Knowledge(Arcana) 3, Knowledge(Religion) 12, Spellcraft 3, Psicraft 20, Craft (Alchemy) 6
-
Frostfell Creature Insight





Powers Known/Power Points



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


1st
4
Energy Ray, Control Flames
-
-
-
-
-
-
-
-


2nd
10
Energy Ray, Control Flames, Call to Mind
-
-
-
-
-
-
-
-


3rd
17
Energy Ray, Control Flames, Call to Mind
Energy Emanation (Fire Only)
-
-
-
-
-
-
-


4th
19
Energy Ray, Control Flames, Call to Mind
Energy Emanation (Fire Only)
-
-
-
-
-
-
-


5th
21
Energy Ray, Control Flames, Call to Mind
Energy Emanation (Fire Only)
-
-
-
-
-
-
-


6th
23
Energy Ray, Control Flames, Call to Mind
Energy Emanation (Fire Only)
-
-
-
-
-
-
-


7th
31
Energy Ray, Control Flames, Call to Mind
Energy Emanation (Fire Only)
Energy Wall (Fire Only)
-
-
-
-
-
-


8th
49
Energy Ray, Control Flames, Call to Mind
Energy Emanation (Fire Only)
Energy Wall (Fire Only), Energy Bolt
-
-
-
-
-
-


9th
62
Energy Ray, Control Flames, Call to Mind
Energy Emanation (Fire Only)
Energy Wall (Fire Only), Energy Bolt, Touchsight
-
-
-
-
-
-


10th
76
Energy Ray, Control Flames, Call to Mind
Energy Emanation (Fire Only)
Energy Wall (Fire Only), Energy Bolt, Touchsight
-
Energy Current (Fire Only)
-
-
-
-


11th
91
Energy Ray, Control Flames, Call to Mind
Energy Emanation (Fire Only)
Energy Wall (Fire Only), Energy Bolt, Touchsight
-
Energy Current (Fire Only)
Energy Barrage (Fire Only)
-
-
-


12th
114
Energy Ray, Control Flames, Call to Mind
Energy Emanation (Fire Only)
Energy Wall (Fire Only), Energy Bolt, Touchsight
Energy Adaption
Energy Current (Fire Only), Manipulation
Energy Barrage (Fire Only)
-
-
-


13th
133
Energy Ray, Control Flames, Call to Mind
Energy Emanation (Fire Only)
Energy Wall (Fire Only), Energy Bolt, Touchsight
Energy Adaption
Energy Current (Fire Only), Manipulation
Energy Barrage (Fire Only)
Energy Wave
-
-


14th
155
Energy Ray, Control Flames, Call to Mind
Energy Emanation (Fire Only)
Energy Wall (Fire Only), Energy Bolt, Touchsight
Energy Adaption
Energy Current (Fire Only), Manipulation, Fiery Discorporation
Energy Barrage (Fire Only)
Energy Wave
-
-


15th
178
Energy Ray, Control Flames, Call to Mind
Energy Emanation (Fire Only)
Energy Wall (Fire Only), Energy Bolt, Touchsight
Energy Adaption
Energy Current (Fire Only), Manipulation, Fiery Discorporation
Energy Barrage (Fire Only), Psychometry, Mend Wounds
Energy Wave
-
-


16th
198
Energy Ray, Control Flames, Call to Mind
Energy Emanation (Fire Only)
Energy Wall (Fire Only), Energy Bolt, Touchsight
Energy Adaption
Energy Current (Fire Only), Manipulation, Fiery Discorporation
Energy Barrage (Fire Only), Psychometry, Mend Wounds
Energy Wave
-
-


17th
202
Energy Ray, Control Flames, Call to Mind
Energy Emanation (Fire Only)
Energy Wall (Fire Only), Energy Bolt, Touchsight
Energy Adaption
Energy Current (Fire Only), Manipulation, Fiery Discorporation
Energy Barrage (Fire Only), Psychometry, Mend Wounds
Energy Wave
-
-


18th
207
Energy Ray, Control Flames, Call to Mind
Energy Emanation (Fire Only)
Energy Wall (Fire Only), Energy Bolt, Touchsight
Energy Adaption
Energy Current (Fire Only), Manipulation, Fiery Discorporation
Energy Barrage (Fire Only), Psychometry, Mend Wounds
Energy Wave
-
-


19th
211
Energy Ray, Control Flames, Call to Mind
Energy Emanation (Fire Only)
Energy Wall (Fire Only), Energy Bolt, Touchsight
Energy Adaption
Energy Current (Fire Only), Manipulation, Fiery Discorporation
Energy Barrage (Fire Only), Psychometry, Mend Wounds
Energy Wave
-
-


20th
246
Energy Ray, Control Flames, Call to Mind
Energy Emanation (Fire Only)
Energy Wall (Fire Only), Energy Bolt, Touchsight
Energy Adaption
Energy Current (Fire Only), Manipulation, Fiery Discorporation
Energy Barrage (Fire Only), Psychometry, Mend Wounds
Energy Wave
-
-





Incarnum



Level
Soulmelds
Number of Chakra Binds Available
Chakra Bind Locations Available
Essentia
Essentia Capacity of soulmelds
Essentia Capacity of All Other Abilities
Other Essentia Receptacles


1st
None
None
None
1
1
1
Azure Talent


2nd
None
None
None
1
1
1
Azure Talent


3rd
None
None
None
1
1
1
Azure Talent


4th
Flame Cinture, Psychic Focus
None
None
2
1
1
Azure Talent


5th
Flame Cinture, Psychic Focus, Impulse Boots
1
Crown
3
1
1
Azure Talent


6th
Flame Cinture, Psychic Focus, Impulse Boots
1
Crown
4
3
2
Azure Talent


7th
Flame Cinture, Psychic Focus, Impulse Boots, Astral Vambraces
1
Crown
5
3
2
Azure Talent, Psionic Investment


8th
Flame Cinture, Psychic Focus, Impulse Boots, Astral Vambraces
1
Crown
6
3
2
Azure Talent, Psionic Investment


9th
Flame Cinture, Psychic Focus, Impulse Boots, Astral Vambraces
2
Crown, Feet, Hands
7
3
2
Azure Talent, Psionic Investment


10th
Flame Cinture, Psychic Focus, Impulse Boots, Astral Vambraces, Mantle of Flame
2
Crown, Feet, Hands
8
3
2
Azure Talent, Psionic Investment


11th
Flame Cinture, Psychic Focus, Impulse Boots, Astral Vambraces, Mantle of Flame
2
Crown, Feet, Hands
9
3
2
Azure Talent, Psionic Investment


12th
Flame Cinture, Psychic Focus, Impulse Boots, Astral Vambraces, Mantle of Flame
2
Crown, Feet, Hands
10
4
3
Azure Talent, Psionic Investment


13th
Flame Cinture, Psychic Focus, Impulse Boots, Astral Vambraces, Mantle of Flame, Mages Spectacles
3
Crown, Feet, Hands
11
4
3
Azure Talent, Psionic Investment


14th
Flame Cinture, Psychic Focus, Impulse Boots, Astral Vambraces, Mantle of Flame, Mages Spectacles
3
Crown, Feet, Hands, Arms, Brow, Shoulder
12
4
3
Azure Talent, Psionic Investment


15th
Flame Cinture, Psychic Focus, Impulse Boots, Astral Vambraces, Mantle of Flame, Mages Spectacles
3
Crown, Feet, Hands, Arms, Brow, Shoulder
13
4
3
Azure Talent, Psionic Investment


16th
Flame Cinture, Psychic Focus, Impulse Boots, Astral Vambraces, Mantle of Flame, Mages Spectacles
3
Crown, Feet, Hands, Arms, Brow, Shoulder
13
4
3
Azure Talent, Psionic Investment


17th
Flame Cinture, Psychic Focus, Impulse Boots, Astral Vambraces, Mantle of Flame, Mages Spectacles
3
Crown, Feet, Hands, Arms, Brow, Shoulder
13
4
3
Azure Talent, Psionic Investment


18th
Flame Cinture, Psychic Focus, Impulse Boots, Astral Vambraces, Mantle of Flame, Mages Spectacles
3
Crown, Feet, Hands, Arms, Brow, Shoulder, Waist
13
5
4
Azure Talent, Psionic Investment


19th
Flame Cinture, Psychic Focus, Impulse Boots, Astral Vambraces, Mantle of Flame, Mages Spectacles
3
Crown, Feet, Hands, Arms, Brow, Shoulder, Waist
13
5
4
Azure Talent, Psionic Investment


20th
Flame Cinture, Psychic Focus, Impulse Boots, Astral Vambraces, Mantle of Flame, Mages Spectacles
3
Crown, Feet, Hands, Arms, Brow, Shoulder, Waist
13
5
4
Azure Talent, Psionic Investment





Background

Bjorn’s early life ed him to be a consummate pyromaniac. Ever since the lightning strike had caused half of Ogursthurd to burn down to the ground, he spent his childhood stealing coals from the hearth and sneaking off to find something to light up. His fascination soon grew to obsession. When Bjorn thinks back on his life, it is clear this obsession is what unlocked the powers of his mind. And he remembers the overwhelming joy the first time he willed fire into existence with his mind only. The power to call flames into being was perhaps too much power for a little boy. He lacked restraint and after charring Gandir’s best milking cow, he was chased out of Ogursthurd with spear and pitchfork alike. The town eventually came to blame him for every single fire in its history. While Bjorn never apologized for his reckless behavior, the next few years living on his own eradicated his childlike curiosity. It was luck alone that brought him to the Ruby Shell Knights, a sell sword group based out of Sembia. The knights found him wandering the wilderness. They admired his drive to live. They were impressed to find he had been on his own for many years of his childhood. They took him on as a servant. In exchange Bjorn was educated and taught a better way to live. Soon he was a full grown man and had earned a position in the ranks of the Ruby Shell Knights. His time with the knights had left him with a wise head and a deep respect for protocol. His life was now meticulously ordered. But he still felt a reckless glee creep up from inside himself when he watched someone burn.


Even though the knights tried to teach him the art of close combat, Bjorn never quite took to it. It was cause for some ridicule in the early years of manhood. But after a few successful missions, the Knights came to respect his destructive abilities. Bjorn was left to train his prowess as he saw fit. And so he did. He felt a deep sense of responsibility to not just maintain but also improve and strengthen his worth to the group. He rabidly devoured books on magical theory and tried to better understand the nature of his mind magic. He studied the nature of fire in relation to the other elements looking for a way to make his fires burn hotter. This fervor led to an interesting break through. Bjorn began to realize that the power of fire came from its heat. And the power of cold came from its lack of heat. He had a new fascination. He now considered himself a heat mage. When he burned his enemies he thought of it as giving them too much heat. And when he froze his enemies stiff he thought of it as robbing them of their heat. He felt he had transcended the ignorance of other elemental mages. He had met ice mages and fire mages. But he was something greater. And he savored every time one of these ignorant elemental mages were unfortunate enough to stand against him.


I chose to explain lvl 20 as the sweet spot. The other levels are perfectly playable as Bjorn keeps his manifester lvl scaling all the way until 17th lvl. This allows him to fulfill the role of blaster throughout his career. His powers from the energy mantle allow him to easily switch from one energy type to the next as needed so immunities are rarely a problem. However, Bjorn is a very complex character with many, many options in and out of combat. It would take a very long time to list out everything he can do at 5, 10 and 15. And I will barely have enough time to completely and accurately list out all the options he has at lvl 20 much less have time for explaining the other levels.
Level 20 Breakdown


Vision


Bjorn has touchsight power which is a very strong vision buff. It single handedly solves almost every vision problem.


Movement


a little weak in this department but he does have a normal land speed and a 20 ft fly speed average from his bound Astral Vambraces. They allow him to choose a power of the A list for astral constructs. He picks the fly speed.


Healing


Feiry discorporation allows him to have a chance to cheat death and Mend wounds can provide large amounts of healing to himself and/or allies.




Nuking Damage


Bjorn has many nuking options. They can all be augmented up to large amounts of d6’s. His manifester lvl is 17 at this point. He has a wall, line, cone, ray, a power that drops 3 10ft radius spreads, and a power that does fire damage to anything adjacent to him. The line, ray, and cone can be sonic, fire, cold, electricity, or acid damage. The others must be fire damage. His 2 primary elements (cold and fire) both add +1 damage per dice. Also, Psychic Focus with 5 essentia will add a +6 damage bonus to all these powers. This bonus damage applies to everyone hit by the power. Energy Manipulation can be used as an immediate action to add 5 dice of damage to any psionic or magical damaging effect. Essentially, If an anti-magic stops the effect and it does damage in terms of dice, then Energy manipulation can add or take away 5 dice. This power is especially powerful when used on Energy Barrage, as it causes 3 10ft radius bursts of 11d6+11 (11d6+17 if Psychic Focus is up) damage reflex DC 29 for half. These radiuses can be overlapped therefore this makes it one of his strongest offensive choices. It’s worth noting that it is very RISKY to use energy manipulation with his Energy Barrage IF he is planning on using his Fire Eater Combo discussed later, as it will greatly surpass his own fire resistance. Frostfell creature insight adds to damage and to hit of powers manifested versus cold subtype creatures as well as melee and ranged attacks.




Melee


Although weak In this category, Bjorn has a few tricks available. He can use incarnum radiance as a free action to gain a +5 to hit for 11 rounds. Combined with a magic weapon he rises from a pitiful attack to a +19 to hit in a pinch. He can use weapon afrost in conjuction with Energy Manipulation to grant +6d6 cold damage to his melee weapon. For flavor his weapon of choice is a everburning torch that burns with a blue flame used as a masterwork enchanted club. He generally tries to avoid having to try his luck in melee.




Skill Monkey


Bjorn is a knowledge Monkey. He can expend his psionic focus to give himself a +5 bonus to a knowledge check even if it is an untrained knowledge. If it fails he can spend a minute to cast Call to Mind for another save at a +5 bonus and expend his psionic focus again for another 5 again. Bjorn smiles nice and wide anytime the GM says, “Does anyone have Knowledge (X)?” He also has Psychometry which allows him to mine an area for information. His Mage’s Spectacles allow him to fabricate a good Decipher script, spellcraft, and use magic device when needed and it allows him to use these untrained. It is also worth noting that with ranks, ability mod, and synergy Bjorn has a +19 Autohypnosis check. Autohypnosis is a useful skill that does many different things. Bjorn also dabbles in alchemy but mostly as a means of studying the mundane side of heat.




Defense


Bjorn has high, high Hit Points. Also, Impulse boots gives Bjorn Uncanny Dodge and Evasion if needed. He has ER 10 Cold. He has the option of gaining high ER 40 fire. He can use energy adaption to gain ER 30 to another element if needed. Feiry Discorporation allows him a chance to cheat death. Cold adaption gives us a wonderful +4 more to our saves versus cold.
These kinds of defenses are nice considering his weak save is reflex. These defenses take all the risk away from having a low reflex. His fort is very nice due to his CON centric classes and his will is very, very good from the entire class base will save bumps and his WIS centric classes (+25 fort, +15 ref, +34 will with magic items).
Astral Vambraces also provides us with DR 2/magic which can be enhanced up to DR 12/magic if needed. Energy Manipulation can be augmented to an immediate action to reduce the damage of a damaging effect by 5 dice.
Combos:




Fire Eater


Flame Cincture+ Fire damage
Early on Cincture just acts as fire resistance but now at 20th it is bound to Bjorn’s waist chakra. Bjorn uses his expanded soulmeld capacity feat to give himself ER 40, however, all the fire damage Bjorn blocks with this ER in one round can be released as a devastating blast to one target within 60 ft as a swift action (reflex DC 28 for half).
Bjorn often tries to coax the enemy into providing the fire damage for this trick, but he is more than happy to provide the fire damage himself if his enemy is not capable of fire damage or is too prepared to fall for his trick. He loves to stand in his Psionic Firewalls, Arc his energy current fire damage back to himself as a secondary target, and/or drop all 3 blasts from his energy barrage on himself, charring everything in a 10 foot radius and ramping up his stored Cincture damage. Standing in a firewall and laying all blasts from Energy Barrage on himself gives him 78 to 157 stored fire damage in his flame cincture ready for use as a swift action next round as well as a large amount of fire damage for anyone moderately near him. Energy Manipulation can add in a good bit more if tacked on to Fire Wall. Possibly the best part about this combo is its potential for synergy with allies. Any ally capable of doing fire damage can feed Bjorn’s Flame Cincture. An example would be a Swordsage member of the Ruby Shell Knights using Wyrm’s Flame to simultaneously immolate his enemies while fueling Bjorn’s Flame Cincture.




Cloak of the Fire Dragon


Mantle of Flames+ Energy Emanation
This combo can provide a severe deterrent to melee’s without fire immunity or high resistance. If overwhelmed with melee’s, Bjorn can put 5 essentia into Mantle of flames. This equates to a flame shield like effect that does 6d6 fire each time a non-reach weapon hits Bjorn. Meanwhile Energy Emanation will do 5d6+5 fire damage to creatures adjacent to Bjorn every round (5d6+11 damage if Psychic Focus has 5 essentia in it). Energy Manipulation can make this combo even more deadly by adding 5d6 damage to Energy emanation bringing the damage up to 10d6+10 fire (10d6+16 if Psychic Focus has 5 essentia in it). Fire wall can be tacked onto this combo as well if formed into a small ring emanating inward. A fully enhanced firewall will do 6d6+12 fire damage to creatures within 20 ft but outside 10 feet, 7d6+13 to creatures within 10 feet, and 7d6+30 fire damage to any creature who passes through the wall. This combo literally creates a circle of death around Bjorn within 2 rounds. Melee’s won’t live very long standing adjacent to and attacking Bjorn without some serious fire resistance or immunity.




Feed the mind, Fuel the Soul


Psionic Meditation + Psicarnum Infusion
By expending our psychic focus we can treat one of our soulmelds as if it was at maximum essentia. This is generally only usable once per combat early on because it takes a full round to refocus. Psionic meditation lets us refocus for only a move action.
This makes Psicarnum Infusion much more viable and allows us to recover our focus on any round where moving is not needed. This lets us bring more Soulmelds into play in combat.
Tactics

Appearance


Thanks to Soulmelds with blue fire and blue color schemes, and Cryokineticist giving us Icicle spiked hands and/or ice rimed weapons, Bjorn looks like a beast of cold (a ruse that he uses to mislead his enemies). He goes one step further and wears body paint to give his skin a light blue/silver sheen.






Why Cryomancer?


Bjorn originally went into cryomancer to better understand the other side. He had spent most of his career focusing on fire, but now he chose to delve deep into cold to balance out his understanding of heat. But his abilities from cryomancer help greatly as bait. They help to give him a cold mage like appearance. This serves to draw in fire damage from enemies. They see a man with blue bracers, fists of ice, a belt of blue fire, and a cloak of blue flames throwing around icy death and generally decide to burn the crap out of him.
This is definitely a mistake on their part.
Also energy manipulation can cause some of his cryokineticist abilities to become more valuable. Frozen fist becomes 1d6 blunt + 1d8+5d6 cold damage. Weapon afrost becomes 6d6 cold damage. Glacial Ray does becomes 1d12+5d6 cold damage. Bolt of cold becomes 8d6 cold damage.
Magic Items Used


Con, wis item
Con, wis book
Crystal mask of mind armor
Vest of resistance +5
Orange Prism Ioun Stone
Everburning Torch (Blue colored flame)


Magic Items Recommended


Torc of power preservation could be nice.
Amulet of Incarnum Shielding also useful
An Incarnum Focus would be a very good buy. Incarnum belt would add 5 more fire resistance and therefore lots of damage to the Fire Eater Combo.
Using Mages spectacles to gain UMD opens up scrolls, wands, staffs, and other similar magic items as possible purchases.
Other typical purchases will most likely help Bjorn as well.
Sources


Core Books
Frostburn
XPH
Complete Psionics
Magic of Incarnum
Races of Faerun (Background info and fluff choices)
http://www.wizards.com/default.asp?x=dnd/psm/20060217a
http://www.wizards.com/default.asp?x=dnd/psm/20070629a
Sting and "The Police"

Venger
2015-07-26, 06:14 PM
and that's the lot of them. there's some kind of problem with the antipodes' table, but I'm working on it.

Bucky
2015-07-26, 08:47 PM
SGACSPD's table is malformed in the general vicinity of 4th level.

Venger
2015-07-26, 08:54 PM
SGACSPD's table is malformed in the general vicinity of 4th level.

I don't know why the coder did that. Went in and fixed it manually. It looks right to me now. Is it displaying correctly on your end?

Wolfem
2017-08-29, 04:07 PM
I'll see if I can help out with this.

Since we already have X and XII done I will try to complete Iron Chef XI: Races of Stone's Blade Bravo.

Venger
2017-08-29, 06:03 PM
I'll see if I can help out with this.

Since we already have X and XII done I will try to complete Iron Chef XI: Races of Stone's Blade Bravo.
Thank you. Your help is appreciated

Wolfem
2017-09-01, 03:20 PM
OK, I finished converting the charts over and I am prepared to make the posts for the Iron Chef XI: Races of Stone's Blade Bravo. Please do not post until Jakob The Liar is posted.

Wolfem
2017-09-01, 03:21 PM
“I like villains because there's something so attractive about a committed person -- they have a plan, an ideology, no matter how twisted. They're motivated.”
-Russell Crowe



The giants were hungry, and the smell of roasted meat was intoxicating. Venison, mutton, boar, rabbit... the specifics of the meat were unimportant. Only the iron-sweet salty tang in their flared nostrils, of animal flesh charring on a spit, mattered to them as they approached the imposing black edifice at the outskirts of their usual stomping grounds. They found the door locked, but few ordinary locked doors will stop giants from entering. This door proved no exception, and exploded inward in a storm of splinters under their pounding fists.

Inside, they found a single occupant. He was a gnome, clad in a black breastplate and black pantaloons, a jewel-encrusted black mask covering his eyes, nose and cheeks as he calmly looked up from his steaming plate of meat and vegetables. He smiled at the giants, with no trace of friendship on his upturned lips.

“Welcome to the Black Tower. I am Moudo, of the Ebon Cabal. You are trespassing. You will amend this state of affairs.”

“Puny gnome not tell Gar, Gan and Gal what to do!” The giant closest to Moudo thumped his chest in emphasis as he spoke. “We squash puny gnome, take food!”

In reply, Moudo tipped the table toward the door and ducked behind it, sending the food skidding across the stone floor. The giants fanned out and rushed the table, but found nobody behind it.

“Where puny gnome go? Want to turn you into gnome-kabob now! Make Gal angry!” The red rage on Gal’s face quickly drained away as the words hung in the air, a small rapier having pierced through his larynx.

Seemingly from nowhere, Moudo was standing there, holding the rapier, with his mask pushed up so his face was visible. Suddenly, his appearance shifted, as if afflicted by some sort of palsy. His jaw slacked and jutted, posture stooped, and joints appeared to nearly dislocate. He looked squarely at Gar, the first giant to speak, as he withdrew the rapier from Gal’s throat.

“I told you that you were trespassing. Now, I am angry. Now, two of you will die. Do you wish to be the second? Or do you think I should up the number to three?”

Gar considered himself brave, but felt a chill down his spine at the quiet menace in Moudo’s voice, combined with his oddly horrific appearance. Moudo darted at him suddenly, and Gar, despite himself, flinched. The flinch was all the advantage Moudo needed. He reached out, further than Gar and Gan expected he could, and his bloodied rapier pierced the flesh under Gar’s armpit and sank into the giant’s lung. Gar spat blood and fell heavily to the floor, dead.

Moudo sprang forward immediately, flying past Gan’s ear before he could properly respond. Gan struck out ineffectually, and the rapier sliced into his arm in payment. Dark blood spouted from a long wound along his artery. He attempted another feeble attack at the gnarled-up gnome, who again struck true, stabbing the rapier into Gan’s eye. Gan gurgled and fell dead beside his brethren.

“You can come out now. They’re dead. Bring me some more mutton.”

Menu:
Player’s Handbook, DMG (items), Forgotten Realms Campaign Setting (Zhentarim flavor), Champions of Valor Web Enhancement (Zhentarim Soldier Substitution levels), SRD (Thug variant, Sneak Attack Fighter variant), Lords of Madness (Aberration Blood, Starspawn), Races of Stone (Blade Bravo), Shattered Gates of Slaughtergarde (Twisted Lord Prestige Class)


Appetizer: 1st level
Though CHA is his lowest stat, Moudo invests in the social skills that are granted to a Thug, to gain utility outside of combat. With Combat Expertise and two good saves, Moudo is reasonably hard to hit, and his Fighter HD don’t hurt him. Sneak Attack means any weapon he wields tactically in melee is going to hurt, and the Fighter BAB helps offset the low STR at this level. The party Rogue will love having Moudo as a flanking buddy. Like many 1st level Fighters, he’s well served by a scimitar and some javelins.

Salad & Breadsticks: 6th level
Weapon Finesse and Weapon Focus(Rapier) make it clear that the scimitar isn’t Moudo’s primary weapon anymore. Continued emphasis on the CHA-related skills helps highlight his out-of-combat role, while improving his combat utility by allowing him to demoralize opponents; the Zhentarim Soldier substitution levels make him excel at this. Demoralized opponents are - obviously - easier for everyone in the party to deal with. His other skills are spent improving ways to gain Sneak Attack, which sits at a nice +3d6. SA +3d6 with full BAB is a sweet amount of damage boost, without total reliance on the SA for usefulness in combat, and with better HD than the party Rogue, who still dearly covets his company in the party. Knowledge (the planes) helps justify later feat choices for any DM that prefers the ‘what’s your reason for doing that?’ line of reasoning. By this point, a +1 rapier, +1 mithral breastplate, and +1 mithral buckler are reasonably obtainable possessions. He’s also grabbed a few potions of owl’s wisdom to shore up his weak Will save as needed.


Appetizers: 11th level
Twisted Form is really useful to Moudo’s preferred fighting style. Bonuses to feint in combat (+21 to the check at this level without magic), Intimidate, and Escape Artist blend well with a mobile fighter that specializes in getting under his opponent’s skin and guard at the same time. He’s ditched the buckler by this point for the free +1 dagger (that can cast scorching ray and burning hands 1/day each!) he gains for being able to enter Twisted Lord, with TWF gained a a bonus feat for Blade Bravo. Add the Deadly Precision enhancement to the +1 Rapier and the SA bonus is at +6d6 with the main hand, and easy to set up in a variety of ways. Sure, some things aren’t affected by SA, but Moudo’s still doing respectable damage, with more than adequate defenses - plus the aforementioned dagger’s magic. With Goad and Darkstalker - and a Ring of the Darkhidden - he can be the center of attention, or well-hidden, as best fits the situation. He can even alternate their uses to draw fire away from other party members. His skill set allows him to function well underground or in open spaces, especially against larger opponents. He climbs and jumps well enough that he can get to most enemies, and carries a few potions of flying for those times when he needs them.


Main Course: 16th level
Moudo embraces the inner monster he touched upon as a Twisted Lord with aberration feats. His ring of evasion is paired with a ring of reduce person, Blade Bravo’s Size Advantage, +7d6 of SA, and ITWF to make him even more devastating in combat. Opponents who aren’t actively spotting him can’t see him, due to gaining Twisted Lord’s Peripheral Invisibility, and those that are paying attention to him are almost invariably flat-footed thanks to a Bluff check over 30 for purposes of feinting in combat. Inhuman Reach helps against larger opponents and gives him better battlefield control. Slimy Skin enables Inhuman Reach, and provides a useful countermeasure against large opponents trying to grapple Moudo. Further weapon enhancement with the Collision property increase his DPR, even against those opponents who aren’t affected by SA or demoralizing tactics. Those few opponents remain a relative weakness, but he can still contribute against them with a solid attack routine, mobility, and his items.


Dessert: 20th level
Moudo has added a Ring of Reduce Person, giving all of his Blade Bravo abilities more bite. Because he relies on 7d6 SA and weapon enhancements for the majority of his damage - as most do at this level - a tiny base weapon damage is not a hindrance. Improved TWF and Greater TWF add on to the attack routine very well, Blade Bravo’s abilities combine with Inhuman Reach and Starspawn to give remarkable battlefield control and mobility, and his abilities to demoralize opponents keep him from being a one-trick pony. Moudo relies on a Gravestrike wand he bought and gave the party’s casters to maximize effectiveness against undead, but his size differential keeps him useful against them even when SA isn’t available to make him his deadliest.

Raise DEX with level ups. Uses the following variants: Thug Fighter, Sneak Attack Fighter, Zhentarim Soldier substitution levels 3 & 5 (Champions of Valor Web Enhancement)


Moudo, the Twisted Gnome
NE Gnome
STR 10 DEX 16 CON 14 INT 16 WIS 12 CHA 8



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


1st
Thug 1
+1
+4
+3
+1
Bluff 4, Gather Information 4, Intimidate 4, Jump 4, Knowledge (the planes) 2, Sleight of Hand 4, Tumble 2
Combat Expertise
Sneak Attack +1d6


2nd
Thug 2
+2
+5
+3
+1
Bluff 5, Gather Information 5, Intimidate 5, Jump 5, Knowledge (the planes) 2.5, Sleight of Hand 5, Swim 1
-
-


3rd
Thug 3
+3
+5
+4
+2
Bluff 6, Gather Information 6, Intimidate 6, Jump 6, Knowledge (the planes) 3, Sleight of Hand 6, Tumble 2.5
Skill Focus (Intimidate); Weapon Finesse
Sneak Attack +2d6; Bonus Feat


4th
Thug 4
+4
+6
+4
+2
Bluff 7, Gather Information 7, Intimidate 7, Jump 7, Ride 1, Sleight of Hand 7, Tumble 3
-
-


5th
Thug 5
+5
+6
+4
+2
Bluff 8, Gather Information 8, Intimidate 8, Jump 8, Knowledge (the planes) 3.5, Sleight of Hand 8, Tumble 3.5
-
Extended Intimidation: Successful Intimidate check lasts 24 hours; +4 on Intimidate checks against those who previously failed the save.


6th
Thug 6
+6/+1
+7
+5
+3
Bluff 9, Gather Information 9, Intimidate 9, Jump 9, Knowledge (the planes) 4, Sleight of Hand 9, Tumble 4
Weapon Focus (Rapier)
Sneak Attack +3d6


7th
Blade Bravo 1
+7/+2
+7
+7
+3
Bluff 10, Climb 1, Escape Artist 1, Intimidate 10, Jump 10, Sense Motive 1, Tumble 5
Goad
Goad; Flourish


8th
Blade Bravo 2
+8/+3
+7
+9
+3
Bluff 11, Climb 2, Escape Artist 2, Intimidate 11, Jump 11, Sense Motive 2, Tumble 6
-
Mobile Fighting


9th
Blade Bravo 3
+9/+4
+8
+9
+4
Bluff 12, Climb 3, Escape Artist 3, Intimidate 12, Jump 12, Sense Motive 3, Tumble 7
TWF; Darkstalker
Bonus Feat


10th
Blade Bravo 4
+10/+5
+8
+10
+4
Bluff 13, Climb 4, Escape Artist 4, Intimidate 13, Jump 13, Sense Motive 4, Tumble 8
-
Melee Sneak Attack +1d6


11th
Twisted Lord 1
+10/+5
+8
+12
+4
Bluff 14, Climb 5, Escape Artist 5, Gather Information 10, Hide 1, Intimidate 14, Jump 14, Sense Motive 5, Sleight of Hand 10, Tumble 9
-
Twisted Form (Note 1)


12th
Twisted Lord 2
+11/+6/+1
+8
+13
+4
Bluff 15, Climb 6, Escape Artist 6, Gather Information 11, Hide 2, Intimidate 15, Jump 15, Sense Motive 6, Sleight of Hand 11, Tumble 10
Aberration Blood (Slimy Skin)
Sneak Attack +1d6


13th
Twisted Lord 3
+12/+7/+2
+9
+13
+5
Bluff 16, Climb 7, Escape Artist 7, Gather Information 12, Hide 3, Intimidate 16, Jump 16, Sense Motive 7, Sleight of Hand 12, Tumble 11
Improved Feint
Bonus Feat


14th
Twisted Lord 4
+13/+8/+3
+9
+14
+5
Bluff 17, Climb 8, Escape Artist 8, Gather Information 13, Hide 4, Intimidate 17, Jump 17, Sense Motive 8, Sleight of Hand 13, Tumble 12
-
Peripheral Invisibility (Note 2)


15th
Blade Bravo 5
+14/+9/+4
+9
+14
+5
Bluff 18, Climb 9, Escape Artist 9, Intimidate 18, Jump 18, Sense Motive 9, Tumble 13
Inhuman Reach
Size Advantage


16th
Blade Bravo 6
+15/+10/+5
+10
+16
+6
Bluff 19, Climb 10, Escape Artist 10, Intimidate 19, Jump 19, Sense Motive 10, Tumble 14
ITWF
Bonus Feat


17th
Blade Bravo 7
+16/+11/+6/+1
+10
+16
+6
Bluff 20, Climb 11, Escape Artist 11, Intimidate 20, Jump 20, Sense Motive 11, Tumble 15
-
Small But Deadly


18th
Blade Bravo 8
+17/+12/+7/+2
+10
+17
+6
Bluff 21, Climb 12, Escape Artist 12, Intimidate 21, Jump 21, Sense Motive 12, Tumble 16
Starspawn
Melee Sneak Attack +2d6


19th
Blade Bravo 9
+18/+13/+8/+3
+11
+17
+7
Bluff 22, Climb 13, Escape Artist 13, Intimidate 22, Jump 22, Sense Motive 13, Tumble 17
GTWF
Bonus Feat


20th
Blade Bravo 10
+19/+14/+9/+4
+11
+18
+8
Bluff 23, Climb 14, Escape Artist 14, Intimidate 23, Jump 23, Sense Motive 14, Tumble 18
-
Lethal Riposte



Twisted Lord is from a very obscure official WotC source: The Shattered Gates of Slaughtergarde. Because of its obscurity, I’m transcribing relevant rules text - and only rules text - below, for the benefit of any judge without access.
{Chairman's note: I've cut down the following portion of the submission, since Shattered Gates isn't OGC. I believe I've summarized everything the contestant included of note, but should the contestant have issues or the judges have any rules questions regarding the class, please send me a PM}

Becoming a Twisted Lord:
Entry Summary:

Bluff 9 ranks
Intimidate 5 ranks.
Affiliation score of 9 or higher within the Ebon Cabal (need not be maintained for advancement)
Ritualistically consume twistroot.


Note 1: Twisted Form
Twisted Form (Ex): While in your twisted form:
+4 bonus on Bluff checks to feint in combat
+4 bonus on Intimidate checks to demoralize an opponent
+4 bonus on Escape Artist checks.
-4 penalty on Diplomacy checks and other attempts to influence an NPC's attitude.
Unlimited Duration
Ex effect

Note 2: Peripheral Invisibility
As as swift action, if no one successfully made a spot check against you or attacked you in the prior round, you may become invisible. Lasts for 1 round. Minimum 1 minute between uses.
This effect is Su

Wolfem
2017-09-01, 03:23 PM
And Gnomish girls make me sing and shout
That Blingdenstone's always on my my my my my my my my my mind



Analysis of Secret Ingredient
As I see it, the ideal Blade Bravo should be:

A light-armored, non-Strength-focused melee combatant. The flavor, the prerequisites, and a number of class features all make this abundantly clear.
Charismatic. The Blade Bravo's "social combat" class features are difficult to make really powerful, but at least as a start to doing so, they should be hard to resist, which means a high Charisma. In addition, to really fit the flavor of the class, I've chosen not only to make Charisma decently high, but to make it the build's primary ability and base as many things as possible off of Charisma.
Small! A couple of class features only work against larger foes, and Size Advantage works better the bigger the size difference. So the smaller, the better.
Mobile. Mobile Fighting encourages moving each round, and some of the bonus feats support this as well. The Blade Bravo should therefore be able to move about without provoking attacks of opportunity, and preferably have some means to move and still make a full attack.
Critical hit-focused. Small but Deadly is a class feature that specifically rewards threatening a critical hit. Crit fishing is also a good way to make melee damage output significant even without making a full attack.
Sneak Attack-focused. The class grants Sneak Attack; might as well improve sneak attacking capabilities, if possible. Again, this is a good way to make damage output matter even without making a full attack.
Social combat focused. Feinting is a really weak tactic most of the time (and Blade Bravo isn't even very compatible with Invisible Blade, due to disparate feat requirements), but if there are ways to make feinting at least less useless, they are good additions to a Blade Bravo build at least flavor-wise. Any other social combat options also seem appropriate.
As a minor side note, I find it interesting that Concentration is a Blade Bravo class skill. I'd like to make good use of that.


With that, I present ...

Sizok, Sworn of Clan Dinglegrinn
NG Dromite (http://www.d20srd.org/srd/psionic/psionicRaces.htm#dromites) Wilder 5 / Stoneblessed 3 / Swashbuckler 1 / Blade Bravo 10
Variants (http://archive.wizards.com/default.asp?x=dnd/psm/20070214a): Educated Wilder; Mantled Wilder (freedom)

Backstory
"So tell me, old friend," Zirthen said, setting down his mug of the finest gnomish rum -- made by his own aunt Nirah -- "what brings you all this way to visit? How are things in your far-off tunnels?"

Vuru stared at Zirthen with his huge, unblinking, multifaceted eyes, while his antennae did a little dance that indicated a nervous gesture, like the blink of another race. "Things aren't good, friend. I'm really not sure what to do." It stirred its rockberry cocktail. "We're under constant pressure from the mindflayers, the umberhulks they send to assault our borders. Year after year. I really thought we could handle anything, all those years ago, after you and the others helped me drive out the drow. And I even think my hive could handle the mindflayers themselves, nasty as they are. We are a strong-minded race. But physical power, brave warriors who can hold a front line and guard our psionicists ... that's what we need against these umberhulks. And physical resilience, you understand, is not our best area."

Zirthen gave one of his old mischevious smirks, the way only an illusionist could. His elderly eyebrows made the effect stronger than ever. "Garl's gem glitters in the blackest tunnel, Vuru."

"Riddles, Zirthen? At a time like this, really?"

"Sit back and relax from your worries for a few moments, Vuru. It will do you good. Besides, it would be a crime not to enjoy the evening show, when you drink in as fine an establishment as the Thespian Rumspring."

The evening show began. Melodramatic chivalry and acrobatic stunts were placed on display. And when it ended, Vuru's jaw hung open -- which was a very interesting effect, given its oral anatomical differences from the gnomes.

"That was ... incredible," Vuru said, its antennae standing fully on end. "I thought you gnomes were all about magic and such arcane trickery ... wait. That swordsman was not, himself, an illusion?"

"No," chuckled Zirthen, "I'm afraid our talents are a little more diverse than you suspected, old friend."

"But such an interesting martial style ... from such a small being! Why ..." it paused. "I don't believe that warrior was any larger than a member of my hive. Yet its fighting style would excel against the umberhulks! Such skill with that narrow little sword! Would I be able to persuade him to come join our militia?"

Zirthen shook his head. "He is retired ... only good for show at this point. But ... you have given me an idea. I believe a cultural exchange program is in order! Have you any young dromite recruits, perhaps too frail to be the warrior you need against the umberhulks, yet brave and willing? It would need to be quick of wit and tongue and body, perhaps even a bit foolhardy."

Vuru's eyes seemed, somehow, to grow even wider, glistening with many colors. "You know, Zirthen, I think I have just the right hive-niece in mind ... A freshly-hatched crossbow archer whom I've already been teaching Gnomish ..."

Starting Ability Scores:
STR 10, DEX 14, CON 14, INT 14, WIS 6, CHA 18
Final Ability Scores:
STR 10, DEX 18, CON 22, INT 14, WIS 6, CHA 34



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


1st
Dromite Level Adjustment
+0
+0
+0
+0
n/a
Blind-Fight
Resist electricity 5; Energy Ray 1/day; scent


2nd
Wilder 1 (XPH)
+0
+0
+0
+2
Bluff 4, Concentration 4, Craft (stonework) 4, Appraise 2, Spot 4, Tumble 4
Linked Power (CPsi)
Wild Surge +1, Psychic Enervation


3rd
Wilder 2
+1
+0
+0
+3
Intimidate 1, Concentration 1, Craft (stonework) 1, Tumble 1, Listen 2

Freedom mantle power (+10 speed)


4th
Stoneblessed 1 (RoS)
+1
+2
+0
+3
Bluff 2, Listen 4
Combat Expertise
Stonebond (gnome)


5th
Stoneblessed 2
+2
+3
+0
+3
Bluff 1, Listen 1, Perform (dance) 4

Racial battle technique


6th
Stoneblessed 3
+3
+3
+1
+4
Bluff 1, Listen 1, Use Magic Device 1; timely misdirection trick

Stoneborn (CON +2)


7th
Swashbuckler 1 (CWar)
+4
+5
+1
+4
Diplomacy 5, Tumble 1
Weapon Finesse, Weapon Focus (rapier)



8th
Wilder 3
+5
+6
+2
+4
Spot 2, Concentration 1, Bluff 1, Tumble 1, Intimidate 1

Wild Surge +2


9th
Blade Bravo 1
+6/+1
+6
+4
+4
Bluff 2, Perform (dance) 1, Tumble 3
Goad (RoS)
Flourish


10th
Blade Bravo 2
+7/+2
+6
+5
+4
Bluff 1, Concentration 2, Intimidate 3
Underfoot Combat (RotW)
Mobile Fighting


11th
Blade Bravo 3
+8/+3
+7
+5
+5
Bluff 1, Concentration 2, Intimidate 3
Improved Feint



12th
Blade Bravo 4
+9/+4
+7
+6
+5
Bluff 1, Concentration 2, Intimidate 3

Melee sneak attack +1d6


13th
Wilder 4
+10/+5
+7
+6
+6
Bluff 1, Concentration 2, Intimidate 3
Craven (CoR)
Surging Euphoria +1


14th
Blade Bravo 5
+11/+6/+1
+7
+6
+6
Bluff 1, Concentration 2, Intimidate 1; social recovery trick

Size Advantage


15th
Wilder 5
+11/+6/+1
+7
+6
+6
Bluff 1, Concentration 1, Intimidate 2; group fake-out trick
Expanded Knowledge (XPH)



16th
Blade Bravo 6
+12/+7/+2
+8
+7
+7
Bluff 1, Concentration 1, Intimidate 1, Balance 3
Improved Critical (rapier), Imperious Command



17th
Blade Bravo 7
+13/+8/+3
+8
+7
+7
Bluff 1, Concentration 1, Intimidate 1, Balance 2, Perform (dance) 1

Small but Deadly


18th
Blade Bravo 8
+14/+9/+4
+8
+8
+7
Bluff 1, Concentration 1, Intimidate 1, Perform (dance) 1; never outnumbered trick

Melee sneak attack +2d6


19th
Blade Bravo 9
+15/+10/+5
+9
+8
+8
Bluff 1, Concentration 1, Intimidate 1, Perform (dance) 1; twisted charge trick
Combat Reflexes, Confound the Big Folk (RotW)



20th
Blade Bravo 10
+16/+11/+6/+1
+9
+9
+8
Bluff 1, Concentration 1, Tumble 2; acrobatic backstab trick

Lethal Riposte




Powers Known
ECL 2: Dimension Hop (CPsi)
ECL 3: Vigor
ECL 13: Hustle
ECL 15: Compression

Final PP/day: 56 (1 racial + 25 class-based +30 Charisma-based).

If this isn't enough PP for Sizok to manifest her powers constantly in her particular campaign, +1 Manifester Arrows can always be used to solve the problem.

Equipment
Slippers of Battledancing! (DMG2) These are crucial to the build, as they allow melee attack and damage to be based off of Charisma whenever Sizok moves in combat. Their other perks (intiative bonus, speed bonus, Tumble bonus) are nice too. These should be acquired by Level 14 or so, at the very latest.

+1 Rapier: Sudden Stunning (DMG2), Bloodletting (MIC), Enervating (MIC), Slowing Burst (MIC), Collision (XPH). With this kind of weapon, critical hits should be relatively common and extremely painful. (Note that Bloodletting damage points get multiplied on a crit.) Before ECL 16 (when Sizok gains the Improved Critical feat), this should instead be a +1 Keen Bloodletting Sudden Stunning Rapier. If Sudden Stunning is considered broken in your campaign (very possible), use Stunning Surge (MIC) instead. If you have the money, add Suppression (XPH) to this weapon; Dispel Psionics isn't an awesome effect when tied to a Manifester Level of 5, but hey, it's still a free dispel attempt every time you hit a foe.

+5 Mithral Heavy Shield: Ironically, considering Sizok's general "lightweight" style, nothing she does is hindered by use of a shield. Might as well use one ... and make it a good one, since AC is quite important to this character. Many shield enhancements are nice (e.g. Fearsome (MIC), Ghost Ward (MIC)), but none are crucial.

+5 Mithralmist Shirt (MIC): See notes on shield. Mithralmist is a good cheap method of getting concealment, in case AC and Hit Points aren't ever enough defenses for Sizok. Fearsome (DotU) is certainly a good investment at high levels, after Sizok picks up Imperious Command.

Belt of Battle (MIC): good for almost every character, but Sizok gains more mileage than most out of getting 3/day extra move actions.

Novice Iron Heart Vest (ToB): Mostly because Disarming Strike is always a flavorful sort of maneuver to have access to on a swashbuckling character. Can also be used to gain Wall of Blades instead.

Novice Ring of the Diamond Mind (ToB): Moment of Perfect Mind 1/encounter. 'Nuff said. At high levels, this may become somewhat obsolete as Sizok is recommended to pick up a Third Eye Conceal (XPH/MIC) or Ring of Mental Fortitude (DMG2) for mental protection (given her low Wisdom score).

(another) Novice Ring of the Diamond Mind (ToB): Insightful Strike. Once per encounter, when Sizok can't make a full attack, she has one more option to give a big boost to her melee damage.

Circlet of Persuasion: Why not? Boosts Bluff, Diplomacy, Intimidate, Perform, and Use Magic Device at the same time.

Ring of Anticipation (DotU): Keep Sizok's Spot and Listen a little bit competitive, as well as rolling twice on initiative. This isn't strictly necessary, but really it's something many characters should probably carry.

Standard stuff: save boosts, extradimensional storage space, ability boosters (Dex +4, Con +6, Cha +6, and Tome of Leadership and Influence +5) ... you get the idea. Plus stuff that pretty much any character finds useful, e.g. Scout's Headband (MIC), Rod of Viscid Globs (MIC) ...

Psicrown of the Evader (XPH): a good indulgence at very high levels, when Wealth by Level becomes extensive.

+1 Arrows, Manifester (XPH): the cheesy but totally legal way to purchase extra Power Points cheap! 72 gp per Power Point! Use only if necessary.

Wands of Gravestrike, Golemstrike (CAdv): to make Craven damage apply against crit-immune things. Obviously, put them in Wand Chambers (Dungeonscape) in her rapier and shield.

Combos/Notes
A dromite wilder gish. That's definitely something I've never seen before!

First, I'd like to point out that Sizok uses every aspect of the Dromite race:

Charisma bonus is extremely valuable, as this build manages to use Charisma for attack rolls, damage rolls, bonus Power Points, Bluff checks (including feinting, or replacing failed Diplomacy checks using a skill trick), other social skills, Goad save DCs, and save DCs for abilities that may be picked up via Psychic Reformation'd powers (see Variations section) or items (e.g. Fearsome armor/shield, Sudden Stunning weapon), and uses/day of Sudden Stunning.
Monstrous Humanoid type is important (as opposed to e.g. Aberration) because of Stoneblessed prerequisites.
Small Size is important for Underfoot Combat and Confound the Big Folk, as well as several Blade Bravo class features.
20 foot land speed ... ok, I guess I don't get anything good out of that. But at least the build has a couple "accidental" speed boosts to make up for this weakness (the Freedom Mantle power at ECL 3, and the Slippers of Battledancing side effect).
+3 Natural Armor is nice, because this build actually focuses enough on AC to make it relevant all the way into high levels.
Resist Electricity 5 and Energy Ray 1/day aren't crucial to the build, but they're certainly useful. It's always good for a melee character to have a backup ranged option!
Naturally psionic ... obviously put to good use.
Scent and the Spot bonus make the character a valuable scout, especially at low levels. In spite of having a Wisdom penalty. (Stoneblessed picks up a racial Listen bonus, which is nicely symmetric and again helps overcome low Wisdom.) Blind-Fight is also a nice, if minor, perk for any melee character.
Even the Dromite bonus language list is important, thanks to Stoneblessed prerequisites. Note that Sizok starts off with a high enough Intelligence to know Gnomish and Terran.
Favored Class: Wilder is also put to good use, so that a Swashbuckler/Wilder doesn't get any XP penalties. (Incidentally, the Swashbuckler dip is necessary not just to pick up a free feat, but to be proficient in rapiers in order to take weapon focus. Diplomacy as a class skill is also a nice perk.)


The confession: this is not a powerful combat build at low levels. I wish I could claim otherwise, but I can't. It's a mediocre archer in combat, nothing more, until ECL 7 (or until the DM takes pity and hands out overpowered equipment early). (See the Variations section for a minor improvement on this issue.)

Even at these low levels, however, I think Sizok can manage to be a useful party member. Teleportation (i.e. Dimension Hop) is incredibly valuable at very low levels, and she has the skills and abilities necessary to be a good scout and a good party face.

The build's real intent, however, is to be a "tank" who draws the attention of big, tough melee monsters in order to protect the rest of the party. This role really kicks in at ECL 9, when Goad shows up. With Blade Bravo and high Charisma, Goad should be relatively likely to work; and with a great AC and plenty of Hit Points (via high Constitution and the Vigor power), Sizok should be a pretty resilient tank.

Of course a good tank also needs a decent offense, especially since many monsters are immune to Goad (or have ranged options).

Action Economy and Melee Damage-Dealing
Sizok has a lot of ways to move and still make a full attack (triggering Mobile Fighting, and sometimes Slippers of Battledancing, in the process). Dimension Hop, Hustle, and at later levels Belt of Battle and Psicrown of the Evader.

However, Sizok also has a lot of ways to use up move actions besides moving: Goad, Feinting (with Improved Feint), and Demoralization (with Fearsome (DotU) armor). Weak options, sometimes, but terribly flavorful and fun to use. And she will want to move every turn, even when her position is already good, in order to activate Slippers of Battledancing. So she won't always get to make a full attack. So she needs to do as much damage as possible with a single attack per turn.

Crit-fishing is the main tactic here. With Improved Critical as a bonus feat, Sizok should threaten a critical on nearly every third hit. With good attack bonuses and Small but Deadly, those critical threats should generally be confirmed. With the right weapon (see Equipment section), a critical hit should do a few nasty things, such as a negative level and possibly a slow effect, in addition to damage. And static damage bonuses, such as Craven (!), will multiply on critical hits.

(Hooray for putting the minor Sneak Attack abilities of Blade Bravo to good use! And Sizok should never lack for ways to make sneak attacking possible. Winning initiative, flanking with an ally, using Sapphire Nightmare Blade (learned via item), feinting, using Confound the Big Folk, or using the Acrobatic Backstab trick.)

If Sizok's damage isn't going to be enough, use your magic weapon to Stun a target instead.

Note that Linked Power is another way to save on the action economy. Use it to manifest Vigor or Compression at the start of a battle if you didn't know the battle was coming in time to pre-buff.

Size Tricks and Armor Class Estimate
Note that, with Wild Surge, Sizok has a high enough manifester level to augment Compression and shrink herself to Diminutive size. (This will let her use Confound the Big Folk with even Small monsters!)

Against a typical Large opponent, Sizok at high levels can have an AC of at least 63:
10 (base) +3 (size) +3 (natural) +6 (dexterity) +1 (mobile fighting) +9 (armor) +7 (shield) +5 (deflection item) +5 (natural enhancement item) +1 (insight item) +8 (size advantage) +5 (Combat Expertise).

This can be improved slightly by e.g. swapping out Mithralmist Shirt for Celestial Armor at high levels. Also, there is an additional +4 AC vs. creatures of the Giant type, thanks to the Racial Battle Technique of Stoneblessed.

That's respectable!

Variations
If LA Buyoff is allowed, replace two levels of Blade Bravo with three levels of Uncanny Trickster (CScn). This gives the character a whole lot of skill points, accelerates skill tricks a bit, and lets you use three skill tricks twice as often. The latter can be chosen either for flavor (feint-related tricks) or power (Never Outnumbered, Social Recovery).

If flaws are allowed, there are plenty more feats this build would like to have (although some, admittedly, are still tricky to squeeze in, due to the need to take bonus feats from flaws at Level 1). For example, you could strengthen the build's focus on "social combat" and versatile use of Bluff with Combat Panache (PHB2). Or you could strengthen her psionic abilities with e.g. Practiced Manifester, Metapower (linked Hustle), or Hidden Talent (which would allow you to get Compression without taking a fifth Wilder level). Or you could further emphasize the size-based fighting angle, with Dodge and Titan Fighting (RoS).

One of Sizok's Power choices is pretty flexible: the one she picks up at ECL 3. Feel free to swap this power around, throughout the course of the campaign, using Psychic Reformation (XPH), either via NPC or via Power Stones. In particular, I think it might be a good idea at low levels for Sizok to know (and use) the Attraction power, putting her high Charisma to more good use (for the save DC) and strengthening her claim to being a solid party face.

If the campaign is going to be played mostly at low levels, swapping around the order of various levels can make Sizok more viable. In particular, starting her off with a level in Swashbuckler makes her viable in melee from the start. Stoneblessed and Blade Bravo can also be put off until Wilder abilities have matured. I put levels in the order they appear on the table for the sake of compatibility with the Backstory, as well as an earlier entry into the Secret Ingredient.

Choosing Electricity as Sizok's dromite energy type is not necessary. If you wish, you can switch her Resistance and her Energy Ray to Fire, Cold, or Sonic without harm. I chose Electricity because (a) I like it, and (b) her personality fits reasonably well with the XPH's description of a typical Glimmer Caste Dromite personality: "always move at high speed, rarely resting in their pursuit of life's tasks." Note that Sonic energy rays do slightly less damage than other energy rays against creatures.

Later Story Notes
Level 5 (ECL 6):

Two years of an intense cultural immersion program: an eternity to a very young and eager dromite, though it seemed the blink of an eye to her gnomish teachers. Sizok passed every test the Dinglegrinn priests and elders could devise for her. Her religious fervor to Garl Glittergold and the other Gnomish gods was unquestionable; she could sing all forty-nine verses of the clan anthem; she could drink Zirthen's aunt's rum like an adult (though she hadn't beaten him in any drinking contests yet); and, most importantly, she managed to lace together all the priests' bootlaces while they were interviewing her. They're still not sure how she managed this prank, but they were pleased. It was likely her racial psionic talents had something to do with her success in this act of covert mischief.

(Side note: Sizok chose to adopt a feminine persona while she was among the gnomes, in order to better fit their expectations of gender roles. It is unknown how much this decision was detemined mostly by the simple fact that Vuru knew the word "niece" rather than "nephew" in Gnomish.)

With these tests passed, she was finally apprenticed to Dinglegrinn's master Duelist, Yonadollo. Garl knows, anyone who had spent time with her during her two-year immersion was surely relieved that she would finally stop asking, "when do I get to learn to use one of those sword-thingies? Er, epees?"

ECL 13-15:

If there is a question about why the last two Wilder levels show up in the build at just this point, here is the explanation: the Blade Bravo class description itself describes Blade Bravo 5 as a turning point, when the class begins to focus on size differences.

I put a Wilder level in at this natural "break point"; and then, as soon as Sizok learns the Size Advantage class feature, it makes sense for her to train next in using her inborn psychic abilities to make herself as small as possible (i.e. taking another Wilder level that gives her the Compression power).

Wolfem
2017-09-01, 03:25 PM
"'It’s your turn to move Ross.' I overheard my father’s long forgotten words amidst the bustling traffic of Manila. Same usual reminder when we were playing chess before his death. Can he still sense my indecisiveness, my predicament on my life now?"
-Life in a Chessboard




http://i56.tinypic.com/28smrgy.jpg
CN Gnome Psychic Warrior 4, Urban Ranger 1, Blade Bravo 10, Dragonstalker 3, Xorvintaal Exarch 2


Story & Stats
I've heard other's wish to be rich. How exciting it must be, how glamorous to meet the rich, the famous. That's total tortoise droppings. Wealth doesn't bring adventure and excitement. The nobs just find more expensive and extensive ways to be dull. Dull, dull dull. Even my name. Nine others before me with the same handle. NINE. All rich, gnome-lords with gold pouring out their gnavels. The Vive's only claim to something more exciting than pinching pennies and watching the dust settle upon them is the High Sword training. A Vive is trained in blade and form. For adventure and glory?! HA! No, it's as my Dad said, 'You cannot appreciate the gold if you've got a blade in your back!'. That's right, I need to know it so I can make MORE money. I admit, there is nothing inherently WRONG with money, but where's the interest?!

Yeah, I had the money. Sometimes. I'd been trained in the Vive way of concentration as well. Could calculate the interest of a dozen different shares by the memorized rise and fall of historic merchant data in my head. I had other ways. The cards and dice. That was money-making with a little adventure. It wasn't about the winning, I could count the cards and come out ahead without breaking a sweat. It was seeing how far I could go before they accused me of cheating. What to do if they got angry at losing out to a little nob's son like myself. THAT was fun! Even that would begin to pale though. Yeah, I was rich, in looks and brains and wealth... but I'm miserable. I live for surprises and the unexpected... where is the excitement in watching the money grow taller than I? Life wasn't meant to be that easy.

It was a long road to depression having all I could want. I began to slip away, fight in underground fencing matches, blades naked and unpadded. A place where nobs as bored as I but cowards at heart came to get their jollies. Man to man.... well, gnome. You can't be a Vive gnome without knowing a few tricks, but I kept them out of the arena. No changing size or knocking the steel away with a thought. I didn't care whether I lived or died. Never killed a man, just infuriated him, got him hopping and stupid, pricked him bloody if he was being one himself, that kind of thing. Then I'd give him a good gnutting once he was worn out, and they'd drag him off the mats. Shoulda seen their faces, those who had bet on one of us to die. I put in a few bets myself now and again, always raked it in. More fornicating farthings. Little drip drops in a bucket already overflowing with gain and angsty gnomish gnothings.

Then one day I came to meet another gnomish opponent. Not fought one of them before. Plently of halflings, bouncing off the walls until poked a hole in their feet, but no gnomes. He was clad head to toe, mask covering him. Well, I'd fought the ugly ones as well as the pretty boys. Hide the mug for all I care. We sized each other up and fought. Now, I'd met some pretty tough nuts on the mat, nearly went to see Garl myself more than a few times, but in the end it worked out for me. This fella... he pressed me and fought and gave ground... but it was play. You can tell it when they wish to kill you. This guy wasn't just messing with me, he was teaching me. It was a tough tutoring, though, for if I let myself down a moment I got it where it hurt. The seats usually had a good number of sponsors or busybodies, but as the battle raged on messengers were sent, and the stadiums above filling with the wagering louts. Finally I grew bored with it. If he was having fun, let's turn up the giggles! I concentrated, and sweat exploded off of me as I internally roared with metabolism, burning off my own flesh and growing to the size of a bantam ****. There was shouts of outrage from above. I'd done what I hadn't before, crossed the line, broke the rules of engagement. My opponent stood still, whether from shock or what I don't know. I ran and feinted, diving between his legs, but he did something I to this day cannot recall. Something was done with his feet and I found myself kicked and flipped back over his head where he caught me, neat as you please. He began to squeeze, and struggle as I could, I couldn't draw breath. I welcomed the coming darkness. This was a death with style and all the trimmings. If my lungs hadn't been crushed I'd have laughed...

I awoke with a bit of soreness in my sides and groaned, knowing he'd let me live. If I was with Garl I'd not be hurting, and if I'd gone to the lower places I'd likely be hurting more.

I was on a sofa in a familiar house. I'd been here more than I had my own. Uncle Grindle's place. Don't recall as he was related, not a Vive anyways, but he was richer and quicker than us lot.

"Young duff, if I'd have known you wanted to commit suicide I'd have helped you out. Something a bit more pleasant. Poisoned women springs to mind, all the venom laced kisses you could want. Perhaps some of the hundred proof stuff from the horn of a black unicorn? But stabbing... mmm, well, whatever your generation goes for I suppose." a voice said, and I turned.

Uncle Grindle... in the bodysuit of my opponent. It was him alright, that golden-tan skin, the feel of a man ten times his size.

"Ok, bring on the women..." I groaned, and fell back into the cushions.

"Well, you'll have to give me a little time. The arsenic lipstick alone takes forever to apply. Eighty years some time." he said wryly. "Wruk, what in the Hells?"

"Oh, it's just so pointless and dull. Might have been fine for you, seeing the fruits after planting. But I have nothing to go for."

"Your father should be whipped for his neglect. Shall we take away your allowance?" he ribbed. He held up a knowing hand as I opened my mouth to complain.

"I know it Duff. Believe me, even after the plantings and sewings and reapings, you get tired of the fruit. Something else to sink your teeth in to... well, I have a proposition for you. You get home and rest and be back here in the morning. I'll find you some meat, my duff."

I awoke the next morning and went in search of my father, but he'd left a message for me saying he'd be at Grindle's. I'd rather hoped to keep the old gnome out of this, but Uncle had piqued my interest. When I arrived there were guards all about. Dashing into the estate I found the once beautiful manor trashed, tapestries pulled down, and carpets up. Gashes were deep in the teal floors, and scorch marks on the walls. A great battle had obviously taken place here.

Upon questioning the guards searching the manor they showed me a couple things that'd been found. My father's old sword, stained with ichor. Stuck to the blade was a gem-like scale.

A number of wealthy men had disappeared like this I was informed, always with a crystal scale left. None had ever been found. This seemed to be true as months passed and no word came.

I used all my father's connections, plus a few less reputable, but all I got in response was fearful ignorance or disjointed whispers. They all seemed to fear me, as if I was somehow known to the darkest shadows of society Whatever was going on was big, and I would learn nothing as a nob's son.

It seemed I would have to find out on my own. As I contacted businessman to take over my father's finances I sold my profits and took to the streets. Left was my identity, my money, my old chums.

"This wasn't the excitement I had wanted... " I thought to myself as I turned a bend in an alley. "But at least for awhile my life will be far from dull..."

Level 5

Psychic Warrior 4/Urban Ranger 1

Small Humanoid (gnome, psionic)
Hit Dice: 4d8 + 1d8 (22 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 20 (+3 armor, +2 dex, +4 shield, +1 size), touch 17, flat-footed 18
Base Attack/Grapple: +4/-1
Attack: Shard +9 melee (1d4, 18/20x2)
Full Attack: Shard +9 melee (1d4, 18/20x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Favored enemy (xorvintaal), psionics
Special Qualities: Low-light vision, wild empathy
Saves: Fort +6, Ref +5, Will +2 (+5 Combat Focus)
Abilities: Str 8, Dex 14, Con 10, Int 18, Wis 13, Cha 14
Skills: Autohypnosis +8, Bluff +6, Craft (alchemy) +6, Concentration +6, Diplomacy +4, Gather Information +6, Hide +9, Intimidate +4, Move Silently +6, Knowledge (arcana) +7, Knowledge (psionics) +8, Profession (gambler) +3, Search +10, Sense Motive +4, Sleight of Hand +4, Spot +3
Feats: Combat Expertise, Combat Focus (http://www.realmshelps.net/charbuild/feat/Combat_Focus), Urban Tracking (http://www.realmshelps.net/charbuild/feat/Urban_Tracking), Weapon Finesse, Weapon Focus (rapier)
Organization: Xorvintaal Exarchs
Challenge Rating: 5
Possessions: Shard (+1 Deepcrystal Rapier), Masterwork Studded Leather Armor

Favored Enemy (Ex): Wruk gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against Xorvintaals. Likewise, he gets a +2 bonus on weapon damage rolls against those of the organization.

Psionics: Manifester level 4th. (Power Points per day = 11; Save DC 11 + power level):
1st - Compression, Elfsight, Force Screen (+4 shield)
2nd - Danger Sense

Spell-like Abilities: Caster level 1st; save DC 12
1/day - Dancing Lights, Ghost Sound, Prestidigitation, Speak with Animals (burrowing only)

Wild Empathy: As Ranger ability, +4 bonus.

It was going on the year anniversary of my father's disappearance. With only the clues of blood and scale, I had begun to piece together the story. The blood was dragon's, of a rare kind, as was the scale.

As I gathered news I heard one name that at least set me a course... Xorvintaal. It was spoken as another might speak of a god. Of powers not to be understood that flowed through the city.

I was forced to fight for my life as I sought answers for questions that others obviously didn't want me to know enough to even ask after. There seemed no connection between the attacks. It might be a sick grandmother slipping me poisoned tea, and the next a winged centaur diving upon me with battleaxe in hand. Accidents were often and plentiful. They kept me sharp, and eventually, through my skill, or their wariness, I never did know, they gradually lessened. I became wanted in the city, and even several of the outskirting towns.

And yet... there was a pattern here. I could sense it vaguely, if none of the details.

Xorvintaal... Xorvintaal...

Level 10

Psychic Warrior 4/Urban Ranger 1/Blade Bravo 3/Dragonstalker 2

Small Humanoid (gnome, psionic)
Hit Dice: 4d8 + 1d8 + 3d8 + 2d8 (44 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 25 (+7 armor, +2 dex, +1 dodge, +4 shield, +1 size), touch 18, flat-footed 23
Base Attack/Grapple: +9/+4
Attack: Shard +17 (1d4+3, 18/20x2)
Full Attack: Shard +17/+12 melee (1d4+3, 18/20x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Favored enemy (xorvintaal), flourish +3, psionics, sneak attack (dragon) +2d6
Special Qualities: Hunting bonus +3, low-light vision, mobile fighting (+1 dodge), wild empathy
Saves: Fort +7, Ref +11, Will +6 (+8 Combat Focus)
Abilities: Str 8, Dex 14, Con 10, Int 18, Wis 13, Cha 15
Skills: Autohypnosis +11, Bluff +8, Craft (alchemy) +6, Concentration +8, Diplomacy +4, Gather Information +13, Hide +14, Intimidate +4, Move Silently +10, Knowledge (arcana) +9, Knowledge (local) +11, Knowledge (psionics) +9, Profession (gambler) +4, Search +11, Sense Motive +9, Sleight of Hand +4, Spot +3
Feats: Blind-Fight, Combat Expertise, Combat Focus (http://www.realmshelps.net/charbuild/feat/Combat_Focus), Goad feat (http://www.realmshelps.net/charbuild/feat/Goad), Psionic Charge, Urban Tracking (http://www.realmshelps.net/charbuild/feat/Urban_Tracking), Weapon Finesse, Weapon Focus (rapier)
Organization: Xorvintaal Exarchs
Challenge Rating: 10
Possessions: Shard (+4 Deepcrystal Rapier), +4 Masterwork Studded Leather Armor

Favored Enemy (Ex): Wruk gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against Xorvintaals. This bonus increases to +5 against Xorvintaal dragons. Likewise, he gets a +2 bonus on weapon damage rolls against those of the organization.

Hunting Bonus: As Draconimicon, +3.

Psionics: Manifester level 4th. (Power Points per day = 11; Save DC 11 + power level):
1st - Compression, Elfsight, Force Screen (+4 shield)
2nd - Danger Sense

Sneak Attack (Dragon): +2d6

Spell-like Abilities: Caster level 1st; save DC 12
1/day - Dancing Lights, Ghost Sound, Prestidigitation, Speak with Animals (burrowing only)

Wild Empathy: As Ranger ability, +4 bonus.


Despite all my precautions I was caught one day. Just as I was beginning to see the picture. It was sudden, unseen, yet not wholly unsurprising. If what I learned was true, 'big' did not begin to describe what I had delved into.

I was knocked out, and when I came to all was black. I was blindfolded and paralyzed, couldn't move a muscle. There was no sound, until the Voice. I've always revered Garl, as a good Vive gnome, but I would never have said I was particularly god fearing. Until that moment. The voice filled my ears and my head.

It told me that I would now know what happens to those who interfered with Xorvintaal. The floor beneath my feet vanished, and I felt myself plummeting. I know not how long I fell, but sometimes I would be sliding, others in empty space. Finally I touched bottom, and I felt my ankle give way. The paralysis had faded, and the blindfold long since torn away, but that mattered not, for all was lightless. The smell was... overpowering, unlike any I'd ever experienced. The flooring wet and pliant. If you stood still for longer than a few moments you found yourself sinking down.

Days and nights meant nothing here, but I sought to find the boundaries of my prison. There were slimy pits, and tunnels going farther down, but I never found a wall, though great piles of debris and stone and and stinking masses were everywhere. There were the sounds too, and echoes. If not for special senses heightened by my childhood training I'd have died I'm sure, but I knew when the attacks would come.

I began to forget what light was, and fresh breezes and peace of mind. Even my sleep was of horror, and I learned to sleep for only minutes before awaking to defend myself or hide from the nameless creatures below. I would then sleep in a moment only to repeat.

Then there was again the Voice. It seemed like a memory out of a dream of a life before this hell. It asked me if I had tired of the dark, of constantly being on edge. I might have given my soul to be out, but all it said was 'Then come into the light and join me.'

And I was. A great room full of comfortable chairs, and a single candle that though dim and flickering was like the sun itself to my eyes.

Sitting by it was my father... and curled around the room a dragon of amythest scales. My father smiled and stood. He embraced.

"You've done the family proud." he whispered.

Then the dragon was gone, and there was but gold Uncle Grindle, looking as proud as my sire.

That was how I began my first play in the Great Game. I was the 9th generations of gnomes who'd devoted their time to it. All of my father's financial empire was either a cover or part of the game, and he'd played it so well even his child hadn't known. We'd even been bred to it, each child raised for intelligence and cunning and a spirit for adventure and strategy. I was the culmination of it. A child so resourceful and intelligent that he could play nearly at the level of the great serpents themselves. The false abduction, my searchings, the pit... all had been a test of my abilities, a sharpening of my wits and mind.

That night the ceremony was performed, and I became a Player. I was given a book that Grindle himself had written, in it was the key to mental exercises and strategies to propel one forward. There was a side effect to it I hadn't read of however. I began to sense the entire city itself. I knew where all the pieces were, how things fit, how this effected that. As much as I respected Grindle, I felt there should be a few things I was capable of if I was to truly exceed in the game.

It was what I had always sought. It became everything.

Level 15

Psychic Warrior 4/Urban Ranger 1/Blade Bravo 5/Dragonstalker 3/Xorvintaal Exarch 2

Small Humanoid (gnome, psionic)
Hit Dice: 4d8 + 1d8 + 5d8 + 3d8 (58 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 25 (+7 armor, +2 dex, +1 dodge, +4 shield, +1 size), touch 18, flat-footed 23
Base Attack/Grapple: +14/+9
Attack: Shard +21 melee (1d4+3, 16/20x2)
Full Attack: Shard +21/+16/+11 melee (1d4+4, 18/20x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dragon's favor, favored enemy (xorvintaal), flourish +3, ignore natural armor, psionics, size advantage, sneak attack (dragon) +2d6, sneak attack (melee) +1d6
Special Qualities: Hunting bonus +3, low-light vision, mobile fighting (+1 dodge), wild empathy
Saves: Fort +8, Ref +12, Will +8 (+10 Combat Focus)
Abilities: Str 8, Dex 14, Con 10, Int 24, Wis 13, Cha 15
Skills: Autohypnosis +19, Bluff +8, Craft (alchemy) +6, Concentration +15, Diplomacy +4, Gather Information +13, Hide +15, Intimidate +4, Move Silently +10, Knowledge (arcana) +10, Knowledge (local) +12, Knowledge (psionics) +10, Profession (gambler) +4, Search +12, Sense Motive +16, Sleight of Hand +4, Spot +3
Feats: Blind-Fight, Combat Expertise, Combat Focus (http://www.realmshelps.net/charbuild/feat/Combat_Focus), Goad feat (http://www.realmshelps.net/charbuild/feat/Goad), Iron Will (B), Mindsight (http://www.realmshelps.net/charbuild/feat/Mindsight), Psionic Charge, Urban Tracking (http://www.realmshelps.net/charbuild/feat/Urban_Tracking), Weapon Finesse, Weapon Focus (rapier), Wise To Your Ways (http://www.realmshelps.net/charbuild/feat/Wise_to_Your_Ways)
Organization: Xorvintaal Exarchs
Challenge Rating: 14
Possessions: Shard (+5 Keen Deepcrystal Rapier), +4 Masterwork Studded Leather Armor, Otyugh Hole, Tome of Clear Thought +4

Dragon's Favor (Ex):
- Draconic Reverie (+4 to attack or save)
- Energy Immunity (Dessication)
- Frightful Presence (DC 19)
- Lair's Rebirth (Word of Recall but also brought back to life)
- Lair's Return (Word of Recall)

Favored Enemy (Ex): Wruk gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against Xorvintaals. This bonus increases to +5 against Xorvintaal dragons. Likewise, he gets a +2 bonus on weapon damage rolls against those of the organization.

Hunting Bonus: As Draconimicon, +3.

Ignore Natural Armor: 1/day - Can ignore target's natural armor.

Psionics: Manifester level 4th. (Power Points per day = 11; Save DC 12 + power level):
1st - Compression, Elfsight, Force Screen (+4 shield)
2nd - Danger Sense

Sneak Attack (Dragon): +2d6

Sneak Attack (Melee): +1d6

Spell-like Abilities: Caster level 1st; save DC 12
1/day - Dancing Lights, Ghost Sound, Prestidigitation, Speak with Animals (burrowing only)

Wild Empathy: As Ranger ability, +4 bonus.


In the first years, I was but a pawn. I was allowed a certain freedom so as not to chafe, but I went where Uncle needed me, and played my part like a good little gnome. He preferred to play by proxie, and the rules supported him. I liked a more personal touch. Oh, I could and did plan from a distance, and set up a rival agency of my own, which I would then fight. I began to keep in my head the entire sum of the city, who was beholden to who, who visited, and began to see the picture as even Grindle could not.

I fought dragons themselves, mainly younger ones of no real challenge, and gained their respect and later obedience as I awed even they. If they wanted to advance they would follow me. Their Exarcs were mine to command, but I let them seek their own agendas. As such, Grindle never suspected how these seemingly unrelated pieces all were under a single Master until nearly 50 years later. With a thought I signaled all to converge at just the right moment.

At first Grindle was confused, then enraged at my treachery. After a few moments however the began to laugh in appreciation, and thumped his tail in thunderous applause.

"Wruk Vive to King. Check mate!" he roared.

The game was on.


Level 20

Psychic Warrior 4/Urban Ranger 1/Blade Bravo 10/Dragonstalker 3/Xorvintaal Exarch 2

Small Humanoid (gnome, psionic)
Hit Dice: 4d8 + 1d8 + 10d8 + 3d8 (80 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 28 (+8 armor, +4 dex, +1 dodge, +4 shield, +1 size), touch 20, flat-footed 24
Base Attack/Grapple: +19/+14
Attack: Shard +28 melee (1d4+4, 16/20x2)
Full Attack: Shard +28/+23/+18+/13 melee (1d4+4, 16/20x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dragon's favor, favored enemy (xorvintaal), flourish +3, ignore natural armor, lethal riposte, psionics, size advantage, small but deadly, sneak attack (dragon) +2d6, sneak attack (melee) +2d6
Special Qualities: Hunting bonus +3, low-light vision, mobile fighting (+1 dodge), wild empathy
Saves: Fort +10, Ref +13, Will +11 (+13 Combat Focus) or against Xorvintaal dragons Fort +15, Ref +18, Will +16 (+18 Combat Focus)
Abilities: Str 8, Dex 18, Con 10, Int 31, Wis 13, Cha 16
Skills: Autohypnosis +19, Bluff +8, Craft (alchemy) +6, Concentration +15, Diplomacy +4, Gather Information +13, Hide +17, Intimidate +4, Move Silently +12, Knowledge (arcana) +10, Knowledge (local) +12, Knowledge (psionics) +10, Profession (gambler) +4, Search +12, Sense Motive +14, Sleight of Hand +6, Spot +3
Feats: Blind-Fight, Combat Expertise, Combat Focus (http://www.realmshelps.net/charbuild/feat/Combat_Focus), Dodge, Combat Awareness (http://www.realmshelps.net/charbuild/feat/Combat_Awareness), Goad feat (http://www.realmshelps.net/charbuild/feat/Goad), Iron Will (B), Mindsight (http://www.realmshelps.net/charbuild/feat/Mindsight), Mobility, Psionic Charge, Urban Tracking (http://www.realmshelps.net/charbuild/feat/Urban_Tracking), Weapon Finesse, Weapon Focus (rapier), Wise To Your Ways (http://www.realmshelps.net/charbuild/feat/Wise_to_Your_Ways)
Organization: Xorvintaal Exarchs
Challenge Rating: 19
Possessions: Shard (+5 Keen Deepcrystal Rapier), +5 Masterwork Studded Leather Armor, Cognizance Crystal 17, Headband of Intellect +6, Manual of Quickness in Action +4, Otyugh Hole, Tome of Clear Thought +5
Dragon's Favor (Ex):
- Draconic Reverie (+4 to attack or save)
- Energy Immunity (Dessication)
- Frightful Presence (DC 19)
- Lair's Rebirth (Word of Recall but also brought back to life)
- Lair's Return (Word of Recall)

Favored Enemy (Ex): Wruk gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against Xorvintaals. This bonus increases to +5 against Xorvintaal dragons. Likewise, he gets a +2 bonus on weapon damage rolls against those of the organization.

Hunting Bonus: As Draconimicon, +3.

Ignore Natural Armor: 1/day - Can ignore target's natural armor.

Psionics: Manifester level 4th. (Power Points per day = 11; Save DC 12 + power level):
1st - Compression, Elfsight, Force Screen (+4 shield)
2nd - Danger Sense

Sneak Attack (Dragon): +2d6

Sneak Attack (Melee): +2d6

Spell-like Abilities: Caster level 1st; save DC 12
1/day - Dancing Lights, Ghost Sound, Prestidigitation, Speak with Animals (burrowing only)

Wild Empathy: As Ranger ability, +4 bonus.

Character By Level
These are the base scores without adjustments. For full stats please see blocks in Stats & Story.



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


1st
Psychic Warrior 1
+0
+2
+0
+0
Autohypnosis +4, Bluff +2, Concentration +3, Knowledge (arcane) +2, Knowledge (psionics) +4, Profession (gambler) +1, Sense Motive +2
Weapon Finesse, Weapon Focus (rapier)
Psionic Powers


2nd
Psychic Warrior 2
+1
+3
+0
+0
Autohypnosis +5, Bluff +2, Concentration +4, Knowledge (arcane) +2, Knowledge (psionics) +4, Profession (gambler) +1, Search +1
Combat Expertise
-


3rd
Psychic Warrior 3
+2
+3
+1
+1
Autohypnosis +6, Bluff +3, Concentration +5, Knowledge (arcane) +3, Knowledge (psionics) +4, Profession (gambler) +1, Search +2, Sense Motive +3
Combat Focus
-


4th
Psychic Warrior 4
+3
+4
+1
+1
Autohypnosis +7, Bluff +3, Concentration +5, Knowledge (arcana) +3, Knowledge (psionics) +4, Profession (gambler) +2, Search +5
-
-


5th
Urban Ranger 1
+4
+6
+3
+1
Autohypnosis +7, Bluff +4, Concentration +6, Gather Information +4, Hide +3, Move Silently +4, Knowledge (arcana) +3, Knowledge (psionics) +4, Profession (gambler) +2, Search +6, Sense Motive +3
Urban Tracking
Favorite Organization (Xorvintaals)


6th
Blade Bravo 1
+5
+6
+5
+1
Autohypnosis +7, Bluff +4, Concentration +6, Gather Information +4, Hide +6, Move Silently +6, Knowledge (arcana) +3, Knowledge (psionics) +4, Profession (gambler) +2, Search +6, Sense Motive +4
Goad, Speed of Thought
Flourish


7th
Blade Bravo 2
+6
+6
+6
+1
Autohypnosis +7, Bluff +5, Concentration +6, Gather Information +8, Hide +6, Move Silently +6, Knowledge (arcana) +4, Knowledge (psionics) +4, Profession (gambler) +2, Search +6, Sense Motive +5
-
Mobile Fighting


8th
Blade Bravo 3
+7
+7
+6
+2
Autohypnosis +8, Bluff +6, Concentration +6, Gather Information +10, Hide +6, Move Silently +6, Knowledge (arcana) +4, Knowledge (local) +5, Knowledge (psionics) +4, Profession (gambler) +2, Search +6, Sense Motive +6
Blind-Fight
-


9th
Dragonstalker 1
+8
+7
+8
+4
Autohypnosis +10, Bluff +6, Concentration +6, Gather Information +10, Hide +6, Move Silently +6, Knowledge (arcana) +5, Knowledge (local) +6, Knowledge (psionics) +5, Profession (gambler) +3, Search +7, Sense Motive +7
Psionic Charge
Hunting Bonus +1


10th
Dragonstalker 2
+9
+7
+9
+5
Autohypnosis +10, Bluff +6, Concentration +8, Gather Information +11, Hide +8, Move Silently +8, Knowledge (arcana) +5, Knowledge (local) +7, Knowledge (psionics) +5, Profession (gambler) +3, Search +7, Sense Motive +8
-
Hunting Bonus +2, Sneak Attack (dragon) +2d6


11th
Dragonstalker 3
+10
+8
+9
+5
Autohypnosis +10, Bluff +6, Concentration +8, Gather Information +11, Hide +8, Move Silently +8, Knowledge (arcana) +5, Knowledge (local) +7, Knowledge (psionics) +5, Profession (gambler) +3, Search +7, Sense Motive +9
-
Hunting Bonus +3, Ignore Natural Armor 1/day


12th
Xorvintaal Exarch 1
+10
+8
+9
+5
Autohypnosis +10, Bluff +6, Concentration +8, Gather Information +11, Hide +8, Move Silently +8, Knowledge (arcana) +5, Knowledge (local) +7, Knowledge (psionics) +5, Profession (gambler) +3, Search +7, Sense Motive +10
Wise To Your Ways
Dragon's Favor, Telepathy


13th
Xorvintaal Exarch 2
+10
+8
+9
+5
Autohypnosis +10, Bluff +6, Concentration +8, Gather Information +11, Hide +8, Move Silently +8, Knowledge (arcana) +5, Knowledge (local) +7, Knowledge (psionics) +5, Profession (gambler) +3, Search +7, Sense Motive +11
Iron Will (B)
-


14th
Blade Bravo 4
+11
+8
+10
+5
Autohypnosis +15, Bluff +6, Concentration +11, Gather Information +11, Hide +8, Move Silently +8, Knowledge (arcana) +5, Knowledge (local) +7, Knowledge (psionics) +5, Profession (gambler) +3, Search +7, Sense Motive +12
-
Melee Sneak Attack +1d6


15th
Blade Bravo 5
+12
+8
+10
+5
Autohypnosis +18, Bluff +6, Concentration +15, Gather Information +11, Hide +9, Move Silently +8, Knowledge (arcana) +5, Knowledge (local) +7, Knowledge (psionics) +5, Profession (gambler) +3, Search +7, Sense Motive +15
Mindsight
Size Advantage


16th
Blade Bravo 6
+13
+9
+11
+6
Autohypnosis +19, Bluff +7, Concentration +17, Gather Information +11, Hide +10, Move Silently +10, Knowledge (arcana) +7, Knowledge (local) +7, Knowledge (psionics) +5, Profession (gambler) +3, Search +7, Sense Motive +16
Combat Reflexes
-


17th
Blade Bravo 7
+14
+9
+11
+6
Autohypnosis +20, Bluff +8, Concentration +19, Gather Information +11, Hide +12, Move Silently +12, Knowledge (arcana) +7, Knowledge (local) +8, Knowledge (psionics) +5, Profession (gambler) +3, Search +7, Sense Motive +17
-
Small but Deadly


18th
Blade Bravo 8
+15
+9
+12
+6
Autohypnosis +21, Bluff +9, Concentration +20, Gather Information +11, Hide +14, Move Silently +14, Knowledge (arcana) +7, Knowledge (local) +10, Knowledge (psionics) +5, Profession (gambler) +3, Search +7, Sense Motive +18
Combat Awareness
Melee Sneak Attack 2d6


19th
Blade Bravo 9
+16
+10
+12
+7
Autohypnosis +22, Bluff +10, Concentration +20, Gather Information +11, Hide +16, Move Silently +16, Knowledge (arcana) +7, Knowledge (local) +10, Knowledge (psionics) +5, Profession (gambler) +3, Search +10, Sense Motive +19
Improved Critical
-


20th
Blade Bravo 10
+17
+10
+13
+7
Autohypnosis +23, Bluff +11, Concentration +20, Gather Information +11, Hide +18, Move Silently +18, Knowledge (arcana) +7, Knowledge (local) +10, Knowledge (psionics) +5, Profession (gambler) +3, Search +12, Sense Motive +20
-
Lethal Riposte





Ability
Base
Race
Levels
Inherent
Enhancement
Total
Modifier


STR
10
-2



8
+0


DEX
14


+4

18
+4


CON
8
+2



10
+0


INT
18

+2
+6
+5
31
+10


WIS
13




13
+1


CHA
13

+3


16
+3



Traits
(not flaws)
- Reckless (http://dndsrd.net/unearthedTraits.html#reckless)
- Slippery (http://dndsrd.net/unearthedTraits.html#slippery)

Feats
1st - Combat Expertise, Weapon Finesse
2nd - Weapon Focus (rapier)
3rd - Combat Focus (http://www.realmshelps.net/charbuild/feat/Combat_Focus)
5th - Urban Tracking (http://www.realmshelps.net/charbuild/feat/Urban_Tracking)
6th - Speed of Thought, Goad feat (http://www.realmshelps.net/charbuild/feat/Goad)
8th - Blind-Fight
9th - Psionic Charge
12th - Wise To Your Ways (http://www.realmshelps.net/charbuild/feat/Wise_to_Your_Ways)
13th - Iron Will
15th - Mindsight (http://www.realmshelps.net/charbuild/feat/Mindsight)
16th - Dodge
18th - Combat Awareness (http://www.realmshelps.net/charbuild/feat/Combat_Awareness)
19th - Mobility

Languages Known: Common, Draconic, Dwarf, Giant, Gnome, Goblin

Build Notes & Tricks
Ok, what you have here is a character made to play in the great draconic Game of Xorvintaal. Wruk has an almost supernatural knowledge of the board that is life, knowing where to move and who to manage.

Classes
Psychic Warrior was chosen for a number of reasons.
First, the extra feats are nice, allowing me to complete a 3rd set of feat trees. As he is psionic now he can take some very interesting psionic feats to help him in being a living game piece.
Second, he now has access to the Autohypnosis skill which is very useful with dragons, especially Xorvintaal dragons. Instead of taking feats to ignore fear or give bonuses against it, Wruk can now merely make an autohypnosis check to ignore their Frightful Presence. As well, Xorvintaals can choose to exude venom. Autohypnosis can also help with that. Thricely he also can memorize... everything. This works astoundingly well with Mindsight that I will discuss later.
Third, the Compression power. It's not a new trick, but I'd be stupid not to make use of it.

Urban Ranger allows me to gain bonuses against an entire organization, namely the players of Xorvintaal. He not only gains these bonuses against the dragons playing it, but also the other chess pieces. It also grants as a bonus feat one of the prerequisites for Dragonstalker.

Dragonstalker & Blade Bravo
Dragonstalker grants an extra +3 bonus for a total of +5 to Xorvintaal dragons. I also gain draconic sneak attacks, which stack with that granted by Blade Bravo for a 6d6 sneak attack whenever it misses me or is flat-footed. It also allows me to ignore natural armor once per day (dragon's or elsewise). Add this to the Blade Bravo's Lethal Riposte and once per day you can hit the dragon, no matter what. No dex, no armor, nothing. You hit it. The rest of the day you are still likely to hit it as the attacks against large creature granted by Blade Bravo and the attacks with Dragonstalker stack.

Also, with my abilities against large creatures my

Feats
The feats here were chosen very carefully to make a character who knows exactly what he's facing and how to take them out.

First off I want to introduce you to my favorite part of this build. It is without a doubt overpowered. You might even say cheese. The Xorvintaal Exarch template grants you telepathy 100 miles to speak with your patron dragon. The Mindsight feat (http://www.realmshelps.net/charbuild/feat/Mindsight) allows you to determine the square of any and every creature with an Int of 1 or more, their Intelligence score, and their creature type within range of your telepathy ability. As such... Wruk now knows every single creature within 100 miles. I just gotta say it again. 100 miles up, down, and around. 'Nothing' can hide from him. He knows how they move, where they are going, who is meeting who... and with his Autohypnosis check he can memorize it. He can keep track of them all, though he'd probably ignore most of the population unless looking for gatherings of specific folks of certain mentalities and types, but those of unusual creature type or those with high intelligences he'd keep in his head. Also, anyone he'd meet he'd note their int, type, and follow them mentally. In fact, it'd be unlikely he could become lost because he'd have the entire layout of a city by seeing everyone passing through and around. It'd be like thousands of points of light flowing in and around a 3-D lay-out. I know if a gang is following me by their collective scores I met before, and can avoid them. I can't be caught flat-footed because I know where they are behind me.

With Blind-Fight I am also able to re-roll due to miss-chance because of concealment. As I know what square they are in I know where to aim. Many other uses besides.

Ok, let's get off that. You have Combat Focus and Combat Awareness. Through these I know the Hit Point total of my opponents, allies, etc. Then with my high Sense Motive score I can detect their HD total via the Sense Motive Expanded Description (http://realmshelps.net/charbuild/skills/sense_motive.shtml) via Complete Adventurer. If it weren't for the auto-penalty I'd give him a flaw so as to take Combat Intuition as a bonus feat so I could size up my opponent as a free action and get a bonus.

So with these four feats I am able to detect square, type, int score, HP total and HD of every creature I meet. Throw in Detect Hostile Intent power and I also know if they wish me ill.

Also, Wise to Your Ways feat works well with the favored enemy and dragon stalker abilities. Grants me a +3 bonus to saves against Xorvintaal abilities in general, and +5 bonus against Xorvintaal dragons in particular.

Finally, Psionic Charge. I took it purely for flavor. It allows Wruk to move as a knight, able to charge around things.

Attack
Well, as is by 20th level Wruk has an attack of +21. Against Xorvintaals, +23. If they are larger, and most will be, you get a bonus of at least +25. I manifest Compression, and it's +29 minimum without magical enhancements. Against very large opponents my fellow here can have attacks against them in the 40's with his magical weapon. Note again how he can ignore natural armor once per day as well.

Now, with that in mind, he has a 2d6, or 4d6 if dragon, sneak attack he can do whenever an opponent misses. He can channel power points into his weapon for an additional 2d6. Then there is the weapon damage itself. Throw in added bonuses from favored enemy if that is what he's attacking and you have a fellow who is second to none in the ranks of the Great Game, and no slob outside of it either.

Xorvintaal Exarch
Almost forgot about him despite it all. Along with the telepathy cheese, Wruk is effectively immortal. You make sure you 'always' have a single token held in reserve so that if you die you are teleported to safety and health.

If the going gets tough, or he's surrounded despite all his planning and ability to detect the patterns of folks, he can also teleport out of their back to his lair.

Rarely is it possible to actually and completely defeat him.


Equipment
The equipment is listed in the Story & Stats section. What he has is specifically useful to him/the build. The rest could be anything you wish to add. They aren't specific to the build.

I'd like him to also have read the Draco Mystere from the Draconimicon for flavor purposes. It grants Low-light vision, Immunity to magic sleep effects and paralysis and a +5 inherent bonus to Knowledge (arcana) about dragons

Sources

Complete Scoundrel
Otyugh's Hole (p. 151)

Draconimicon
Dragonstalker PrC

Expanded Psionics Handbook
Autohypnosis skill
Deepcrystal material
Psionic Charge & Speed of Thought feats
Psychic Warrior class

Ghostwalk
Wise To Your Ways feat (http://www.realmshelps.net/charbuild/feat/Wise_to_Your_Ways)

Lords of Madness
Mindsight feat (http://www.realmshelps.net/charbuild/feat/Mindsight)

Monster Manual V
Xorvintaal Exarch template

Player's Handbook II
Combat Focus & Combat Awareness feat

Races of Stone
Blade Bravo PrC
Goad feat (http://www.realmshelps.net/charbuild/feat/Goad)

Player's Handbook 3.5
Everything Else

Unearthed Arcana
Reckless & Slippery traits
Urban Ranger class
Urban Tracking feat

Wolfem
2017-09-01, 03:26 PM
"I want to be a cat inside your arms
I want to stay here until lonely nights ended
I want to be a cat, words are momentary
But I'll make it remain with a scar"
-Refrain, "Neko Ni Naritai" (with apologies to Spitz for poor translation)




Nekoya

猫矢
I don't bother chasing mice around
I slink down the alley, looking for a fight
Howlin' to the moonlight on a hot summer night
- Stray Cats, Stray Cat Strut


Useless Kanji Note: Nekoya is written with the kanji for ‘cat’ and ‘dart’.

Brief Build Stub:
Race:Tibbit
Alignment: Chaotic Good
Class and Level: Warlock 4/Stoneblessed 3/Ruathar 3/Blade Bravo 10
Character Background
Tibbits as a race descend from familiars. After generations of being used by wizards as familiars, cats eventually gained the ability to transform. In her alternate humanoid form, tibbits interact with their former masters and the world around them.
Gnome society has a lot of spellcasters; with those, come a lot of familiars. So it is just natural that a few tibbits make their homes in gnome settlements.
Nekoya was born in one such settlement, from tibbit parents that she never knew. Raised by gnomes, the arcane resonance in her blood soon became apparent when she manifested the powers of a warlock. A trickster and flirt by heart, Nekoya got in trouble really frequently but she was such a good kid and had such a kind heart that the gnomes never minded her.
Even though she was proud to be a tibbit, Nekoya felt a little lonely being the only one around, so she tried her to fit in gnome society. Her devotion to gnome ways eventually made her a diplomat, which many people found extremely weird, since Nekoya was a liar and a witch, but she was not actually that good at convincing people (that is, other than lying outright to their face). Maybe the fact that she had already slept with half the settlement’s leaders helped. Maybe it had nothing to do with it.
As a diplomat, Nekoya spent a lot of time in a nearby elven kingdom. The elves were less forgiving of Nekoya’s trickery and once threatened to outright ban here, after she thought it was a fun idea to swap a few wizard’s spellbooks for gnome literature. Saddened, Nekoya was packing to leave when she accidentaly discovered one of the wizard’s she tricked was actually an albino drow spy. With all odds against her and not even her charm getting her anything remotely close to assistance, Nekoya had to single-handedly defeat and expose the traitor, which nearly cost her life. She was then considered an elf-friend, which made her very happy.
She decided to return to the gnome settlement she was born in, but had a lot of adventures with increasingly weird company. Nekoya traveled with a dwarf that resembled a bear (She could swear he had a fist behind all that beard!), a really power hungry wu jen addicted to starmetal (They might have had a fling, or they might not. Depends on who tells the story...), a masked spellscale ex-criminal wielding a variety of different weapons and masks (While he was a fun travelling companion, Nekoya realized they got over their heads everytime, so they parted their ways.), a human psion girl that had a knack for being vile and for the cutting practice (Nekoya thought she was bad luck, since people always got sick while around her. She was also too creepy for the tibbit, once she got to know her.), a goblin that hated gnomes with a passion and used the power of eath itself to empower him (Somehow, Nekoya and him got along fine. The goblin left after he had a disagreement with the dwarf mentioned earlier – no one wanted to see that guy angry!), a sun elf devoted to Corellon that sang fiercely (Nekoya took to calling him ‘war song companion’ and he would always smile upon hearing the nickname.), a killoren master of nature, fire and blade (She eventually got to share Nekoya’s bed a few times, after the wu jen left. Nekoya couldn’t resist repeating how ‘hot’ her partner was all the time.), a changeling dancer (As beautiful as she was deadly – Nekoya kept a safe distance from her.), an aasimar devoted to entropy (Too chaotic for even Nekoya to understand!) and even a bard ghost (Even dead, she sang beautifully.)! Nekoya had a lot of fun with her adventures, learning to use her side to her advantage against the various challenges she faced.
One morning, years after returning to her home settlement and various adventures later, Nekoya simply vanished. No one knows where she went, but that might he just part of another prank she is trying to pull.

Stats:
Str 8 - 2 racial = 6
Dex 14 + 2 racial = 16 + 4 inherent = 20 + 6 enhancement = 26
Con 14 +2 at level 7 (stoneborn) = 16
Int 13
Wis 13
Cha 16 +1 at every 4 levels= 21 + 5 inherent + 6 enhancement = 32

Racial Abilities

Darkvision 60 ft; Small size; Speed 20ft; +2 Spot, Jump, Escape Artist.
Feline Transformation: Become a Tiny-sized housecat with Str -8 and Dex +2 and scent. Equipment transforms to become part of her cat body; she only loses the benefits of weapons, shields, armor or robes she wears or carries. Other items that require a physical apparatus adopt a form suitable to a cat. Tibbits normally can't use invocations in cat form, since they have somatic components, but the Surrogate Spellcasting feat fixes that. The whole somatic component thing is debatable, of course, and adressed below.

Level Breakdown
Nekoya


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


1st
Warlock 1
+0
+0
+0
+2
Appraise (cc) 2, Bluff 4, Craft (stoneworking) 4
Surrogate Spellcasting
Eldritch blast 1d6, least invocation (summon swarm)


2nd
Warlock 2
+1
+0
+0
+3
Bluff +1, Craft (stoneworking) +1, Use Magic Device +1
none
Detect Magic at will, least invocation (eldritch glaive)


3rd
Warlock 3
+2
+1
+1
+3
Bluff +1, Use Magic Device +2
Weapon Finesse
Damage reduction 1/cold iron, eldritch blast 2d6


4th
Warlock 4
+3
+1
+1
+4
Bluff +1, Speak Language (cc) (Terran)
None
Deceive item, least invocation (entropic warding)


5th
Stoneblessed 1
+3
+3
+1
+4
Bluff +1, Listen +2
None
Stonebond


6th
Stoneblessed 2
+4
+4
+1
+4
Bluff +1, Listen +2
Combat Expertise
Racial battle technique


7th
Stoneblessed 3
+5
+4
+2
+5
Bluff +1, Listen +2
None
Stoneborn


8th
Ruathar 1
+5
+4
+4
+7
Concentration +2, Spot +2, Listen +1
Martial Weapon Proficiency (rapier) (bonus)
Word of friendship, gift of the elves, eldritch blast 3d6


9th
Ruathar 2
+6
+4
+5
+8
Concentration +2, Spot +3
Weapon Focus (rapier)
Low-light vision, elfwise, lesser invocation (beshadowed blast), swap summon sworm for see the invisible


10th
Ruathar 3
+7
+5
+5
+8
Concentration +1, Spot +3, Listen +1
Weapon Focus (rapier)
Low-light vision, elfwise, eldritch blast 4d6


11th
Blade Bravo 1
+8
+5
+7
+8
Bluff +3, Concentration +2
Goad (bonus)
Flourish


12th
Blade Bravo 2
+9
+5
+8
+8
Bluff +3, Tumble +2
Don’t Mind Me
Mobile fighting


13th
Blade Bravo 3
+10
+6
+8
+9
Bluff +1, Concentration +1, Tumble +3
Combat Reflexes (bonus)
None


14th
Blade Bravo 4
+11
+6
+9
+9
Bluff +1, Concentration +1, Tumble +3
none
Melee sneak attack 1d6


15th
Blade Bravo 5
+12
+6
+9
+9
Bluff +1, Concentration +1, Tumble +3
Craven
Size advantage


16th
Blade Bravo 6
+13
+7
+10
+10
Bluff +1, Concentration +2, Tumble +2
Blind-fight (bonus)
none


17th
Blade Bravo 7
+14
+7
+10
+10
Bluff +1, Concentration +2, Tumble +2
None
Small but Deadly


18th
Blade Bravo 8
+15
+7
+11
+10
Bluff +1, Concentration +2, Tumble +2
Twining Trip
Melee sneak attack 2d6


19th
Blade Bravo 9
+16
+8
+11
+11
Bluff +1, Concentration +2, Tumble +2
Improved Trip
None


20th
Blade Bravo 10
+17
+8
+12
+10
Bluff +1, Concentration +2, Tumble +2
None
Lethal riposte




Class Abilities from Ruathar and Stoneblessed

Stonebond: +2 on Listen and Craft (alchemy) checks. Bluff, Hide, Listen, Perform and Spellcrafted added to Stoneblessed list of class skills.
Racial Battle Technique: +4 dodge bonus versus giants, +1 on attack rolls versus goblinoids and kobolds
Stoneborn: +2 Con, considered a gnome for all effects related to race, speak with animals once a day
Elfwise: +2 on Search, Spot and Listen checks
Star Blessing: +1 on attack rolls and saving throws while under the night sky
Arvandor’s Grace: +50% increase on maximum lifespan and the lower limit of each age category. Applied to tibbits, this means middle age at 187 years, old age at 300, venerable at 450 and a maximum age of 450+(3d100x1.5).

Invocations Known
beshadowed blast, summon swarm (replaced later by see the unseen), eldritch glaive, entropic warding

Gear Suggested
Aside from stat-boosters and the always common amulet of natural armor and ring of protection, a few items synergize rather well with Nekoya’s abilities:
Veil of allure (+2 to DC of Charisma-based spell-like abilities)
Gauntlets of heartfelt blows (adds Charisma modifier to melee damage rolls, explicitly includes touch attacks as well)
Greater chausuble of fell power
Rogue’s Vest (+2 Hide, +1d6 sneak attack)

Sources Used:
Tibbit race, Riposte feat, gauntlets of heartfelt blows – Dragon Compendium
Surrogate Spellcasting feat – Savage Species
Warlock class, all invocations except for eldritch glaive – Complete Arcane
Eldritch glaive invocation – Dragon Magic
Blade Bravo and Stoneblessed classes; Goad feat – Races of Stone
Ruathar class – Races of the Wild
Craven feat – Champions of Ruin
Veil of allure, (greater) chausuble of fell power – Magic Item Compendium
Don’t Mind Me and Twining Trip feats – Fabulous Cats article (http://archive.wizards.com/default.asp?x=dnd/fools/20030401c)
Weapon Finesse, Combat Expertise, Blind-Fight, Improved Trip and Weapon Focus feats – Player’s Handbook
Cloak of displacement – Dungeon Master’s Guide

Sweet Spot – Level 15

At level 15, Nekoya can afford gauntlets of heartfelt blows and dexterity +4 (28000), a veil of allure (14000), a greater chausuble of fell power (18000), rogue’s vest (14000), a major cloak of displacement and charisma +4 (66000), a ring of protection +2 (8000) and bracers of armor +8 (64000), keeping 2000gp in change. She also has a minor magic item (DM-dependant, but +1 rapier fits her background) from her Ruathar levels.
With this equipment, she has the following stats:
Abilities: Str 6 (1 in cat form), Dex 20 (22 in cat form), Con 16, Int 13, Wis 13 and Cha 23
Senses: low-light vision, darkvision, scent, see invisibility
Saving Throws: Fortitude +9, Reflex +12, Will +10 (+8 vs fear)
Feats: Don’t Mind Me, Combat Expertise, Craven, Goad, Weapon Finesse, Weapon Focus (rapier)
Base Attack Bonus: +12,
Hit Points: 7d6+8d8+45
Armor Class: 26 (+8 bracers of armor, +1 size, +2 deflection, +5 Dex) or 28 (+8 bracers of armor, +2 size, +2 deflection, +6 Dex) in cat form; 50% miss chance
Attack: eldritch blast +17 ranged touch (+19 in cat form), damage 6d6 plus blidness (Fortitude DC 22 negates)
Full-Attack: eldritch glaive +17/12/7 (+19/14/9 in cat form) melee touch, damage 6d6 plus 6 fire plus blindness (Fortitude DC 22 negates)
Special Attacks: melee sneak attack +3d6+15
Skills: Appraise +3, Bluff +24, Concentration +14, Craft (stoneworking) +6, Listen +13, Use Magic Device +9, Speak Language (Terran), Search +3, Spot +13, Tumble +16
Combat: If at all possible, Nekoya tries to enter fights in cat form, since it increases both her attack bonuses and her AC (and her bonus from the Size Advantage feature). It’s easier when she is on the offensive, since cats are rarely seen as agressive (though with all her jewelry, she sure seems like a target). Wither her high Bluff and Goad feat, she might keep a melee opponent focused on her while she dodges – while her natural AC is not very high, she gets an added bonus of +2 for each size category between her and the opponent from her Blade Bravo levels. She still has 50% miss chance to sport, even against other Tiny sized opponents.
Nekoya has a full-attack routine that deals 6d6+6 damage each hit plus a save for blindness. It’s not much, but it increases significantly if she has the opportunity to sneak attack (which happens by itself if the oppoent fails his save) – with 9d6+21 damage on each hit, she suddenly seems a lot more dangerous.
During combat, Nekoya can really mess around entering opponent’s squares, since she does not provoke for doing so and she has Tumble high enough to move with relative impunity throughout the battlefield.
Outside Combat: With high Bluff and good senses (low-light vision, darkvision, scent and see invisibility!), Nekoya is a good asset to most adventuring groups. She is also a flirt and her Bluff skills help to represent that side of her. Her connection to gnomes and ruathar status also have the potential of cutting some slack for her group from time to time.

Yes, I can trip you
This trick only becomes possible at high levels, thanks to the feats from the Fabulous Cats article and the bonus feat from Blade Bravo at 9. Nekoya can enter a foe’s square without provoking, because of the Don’t Mind Me feat. She can also trip using her Dexterity modifier instead of her Strenght, because of the Twining Trip feat. And she does not provoke for tripping, because of Improved Trip. Oh, and she gets an attack for it.
So congrats, a Str 1 cat just tripped you.
This works best with Lethal Riposte. First, Nekoya full-attacks with her eldritch glaive. Then, when attacked (and missed) she gains an extra attack from Lethal Ripost, and trips the opponent. If she succeeds, not only does she get an extra attack, she screws up the opponent’s full attack.
Maybe you are wondering ‘don’t size modifiers make this pointless’? Well, Twining Trip flat-out states a Dexterity check versus opponent’s Strenght or Dexterity. Size is not even mentioned.

On Invocations and Somatic Components
RAW, invocations don't have somatic components. The invocation section (Complete Arcana, page 7) mentions nothing of the sort and spell-like ability don't have somatic components per default. The only mention of somatic components for warlock's is in the weapons/armor section... and it is a simple cut-and-paste from Bard anyway.
Also, tibbit discription says they 'cannot cast spells with a verbal or somatic component' (Dragon Compendium, page 25). It could be argued that invocations are not spells and as such would be useable, but that's just plain silly and I'd smack someone with a book if they tried to pull that on me.
Savage Species, though, has the Surrogate Spellcasting feat, that allows you to substitute 'vocalizations and gestures
appropriate to your shape' to provide somatic/verbal components. It requires Wis 13, which is a bit of a hit on Nekoya's stats, but I think it's well worth it. Surrogate Spellcasting specifically applies to spells (probably because by the time SS was out nothing else hat somaic components), but if you don't consider invocations to be spells for this purpose, Nekoya does not even need to feat to use'em in feline form, granting her a free feat – take Riposte, from Dragon Compendium, then. It requires base attack +5, so it can only be taken at 5th-level, but it works a lot like Lethal Riposte – except it requires you to use Combat Expertise to trigger it and it does not make the target flat-footed. With the Riposte feat, at level 20 she can swing twice with her eldritch glaive when an opponent misses her, each time causing a save against blindness along with damage.

On Yoruichi similarities
As I finished this build, it surprised me how much it was similar to ShihouinYoruichi from Bleach. Tibbits have dark skin in their humanoid form, just like Yoruichi. They turn into cats, just like Yoruichi. Nekoya has a sword that she does not get to use, just like Yoruichi. Nekoya’s main weapon is an eldritch glaive – Yoruichi’s ace in a sleeve up until now is energy-based as well. I was really surprised, because it was not intentional, but it makes me kinda happy since I like Yoruichi a lot.

Wolfem
2017-09-01, 03:27 PM
Swa cwæð eardstapa,_________So spoke the wanderer,
earfeþa gemyndig,____________mindful of hardships,
wraþra wælsleahta,___________of fierce slaughters
winemæga hryre:_____________and the downfall of kinsmen:

-From "The Wanderer," as preserved in the Codex Exeter



Raakhama’karma The Wanderer


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


1st
Swashbuckler
+1
+2
+0
+0
20
Weapon Finesse(b), Weapon Focus - Rapier



2nd
Monk
+1
+4
+2
+2
5
Stunning Fist(b)
Flurry of Blows, UNarmed Strike, AC Bonus


3rd
Monk
+2
+5
+3
+3
5
Feiry Fist(b, phb2), Combat Expertise
Evasion, Fast Movement +10ft


4th
Monk
+3
+5
+3
+3
5

Still Mind


5th
Monk
+4
+6
+4
+4
5

Ki Strike, Slow Fall (20ft),Unarmed Strike (D8)


6th
Stone Blessed
+4
+8
+4
+4
3
Improved Disarm
Stonebond(gnome)


7th
Stone Blessed
+5
+9
+4
+4
3

Racial Battle Technique (Gnome)


8th
Stone Blessed
+6
+9
+5
+5
3

Stoneborn (Gnome)


9th
Ranger
+7
+11
+7
+5
7
Track(b), Dodge
Favoured Enemy – Aberrations, Wild Empathy


10th
Blade Bravo
+8
+11
+9
+5
5
Goad(RoS)
Flourish


11th
Blade Bravo
+9
+11
+10
+5
5

Mobile Fighting


12th
Blade Bravo
+10
+12
+10
+6
5
Mobility(b), Spring Attack



13th
Ranger
+11
+13
+11
+6
7

Combat Style (ranged)


14th
Blade Bravo
+12
+13
+12
+6
5

Melee Sneak attack(D6)


15th
Blade Bravo
+13
+13
+12
+6
5
Combat Tactician(Phb2)
Size Advantage


16th
Blade Bravo
+14
+14
+13
+7
5
Improved Trip



17th
Blade Bravo
+15
+14
+13
+7
5

Small but Deadly


18th
Blade Bravo
+16
+14
+14
+7
5
Ki Blast(phb2)
Melee Sneak Attack(2D6)


19th
Blade Bravo
+17
+15
+14
+8
5
Improved Critical(b)



20th
Blade Bravo
+18
+15
+15
+8
5

Lethal Riposte



Race: Githzerai

32pt buy
Str 12 (4)
Dex 16 (10)
Con 12 (4)
Int 15 (8)
Wis 12 (4)
Cha 10 (2)

Racial Modified Stats at level 1
Str 12 (+1)
Dex 22 (+6)
Con 12 (+1)
Int 13 (+1)
Wis 14 (+2)
Cha 10 (-)

PSI-like and SP Abilities
3/Day
Feather Fall
Shatter (DC 12)
Daze (DC 10)
1/Day Plane shift (at level 11)
1/day speak with animals (from Stone Blessed)

Levels 1-5
Beginning his life aboard a AEther vessel amongst a raiding group, Raakh quickly adapted to a violent and unsafe life living by taking from others. However when stranded on the material plane after a failed raid he quickly sought refuge with a small, local, monk temple where he settled into the time honoured traditions of both his people and the monks therein.
During this time he became friendly with a number of gnomes who shared his outlook on life, and his lust for action against the aberrant threats in the world.

Mechanics: At these levels, he functions as a back up fighter, held back a bit by his level adjustments, but hopefully the massive racial dexterity and inertial armour still allowing him to contribute. Feiry fist at these levels is awesome, as is flurry, allowing him multiple attacks in a round. When using the rapier (I’m sure someone will prove me wrong on this) he can use his unarmed strike as a secondary natural attack, giving him that little extra oomph in tough corners.
Skills wise, the character will probably focus on Tumble with some ranks in bluff and craft to help with the prestiges later on.


Levels 6-10
Traveling to his friends lands deep inside a mountain, they discover a mindflayer nest, and after defeating the creatures he is honoured and invited formally to join the Gnomish Community, with precious few opportunities in the material world he gladly accepts, If only so as not to feel like an outcast any more.
Life amongst the gnomes is peaceful and tranquil, but with everpresent threats from the dark underground environment, Raakh takes up hunting in the darkness to dispatch the creatures who might otherwise prey on his new home. Whilst doing this, he encounters a duelling club, hidden from the eyes of outsiders within the city. This brings back strong memories of the beginning of his life, and he begins duelling with his peers (although at a slight disadvantage because of his size) and tales of his skill starts to spread throughout the community.

Mechanics: Using the rules in the Unearthed Arcana (Page 18) to buy off the level adjustments from the Githzerai Race affords a fast development at these levels. Levelling up in Stoneblessed allows for some really strange RP as you get into gnomish styles other bizarity. The boosts on listen checks are always handy, and the gnome stoneblessed get the very skills they need in order to qualify for the secret ingredient.
Combat bonuses are also handy, ac boosts vs giants, and bonuses to hit goblinoids (and if your dm doesn’t mind being mocked for running them, kobolds) topped off with a decent con boost makes for a lot of bonus power (and much needed hp).
Moving on into Ranger… I’ve never been sorry to have track on my list of feats, and the skills are a nice bonus too, but it also gives you the change to take a very characterful favoured enemy, either to customise yourself for what your DM is happiest throwing at you, or to shore up your weaknesses against enemies you hate fighting, its all good.
And of course Blade Bravo!

Levels 11-15
Years pass and his skills improve, eventually he leaves the gnomes to search for a way back to the monasteries of his own people in limbo to retire in, picking up several new skills and undertaking great achievements on the way.

Mechanics: Theres not too much to say here, Melee Sneak attack, bonuses against anything bigger than you… The feats I’ve chosen so far get doped up with more tricks, and I noticed Combat Tactician earlier today, it looks fairly solid for a mobile fighter, and Blade Bravo itself seems to poke you toward spring attack, so I took it. The increased movement from the monk class comes in real handy here.
The second level of ranger looks a little out of place, but I noticed that the class lacks any ranged abilities, so a longbow and rapid shot I figured might be useful and help round out the character.

Levels 16-20
Raakh eventually finds his place and retires, although he keeps his sword in practice, training a new batch of pirates and duellists as a master of the blade. Occasionally setting out to test the mettle of other sword masters as their reputation reaches him…

Mechanics: Finishing the Blade Bravo class off. Theres nothing I’d really want outside this class with the progression I’ve had so far, I’ve chosen trip in these levels, mostly to give me a few extra options. Plus its really funny to go on a spring attack run tripping people along the way. Disarm and trip work really well with Lethal Riposte, allowing you to put your enemy on the floor, or loose their weapon when they attack you each round. Slight weirdness from me here – Ki Blast(phb2). All I can say is “Habdoken”!

Wolfem
2017-09-01, 03:28 PM
"A monstrous fish that is afloat in a fathomless sea. A giant Bull, Kujuta, rides upon it.s back and upon the bull is a Ruby Mountain. On top of the Ruby mountain is an Angel, over which lay the 6 hells, then the earth and then the 7 heavens, at the very top."
The Story of Bahamut



The Story of Ssejkosjth "Seth" Tibur Hedwann Ux Bahamuti

Hello, my friend. Sit, rest, have an ail. They just tapped a keg of the summer brew, and it is a warming draught on this chill night. Oh? You think I'm a bit small to be drinking, do you? Well, I will bet you good money that I can drink you under the table, twice my size or no! Not only am I Dragon Born, but once I was a Gnome!

Why the change, you ask? Well, that is a sad tale, but I am willing to tell it if you would care to hear it.

My first life is a little like a pleasant dream to me now. I can remember my wife, my daughter, our home, our village. Our days were filled with joy and laughter, hard work and good company. It was only at the end that it became a nightmare, but that was enough to change me forever.

It was kobolds. It's always the kobolds, or the lizard folk, or dragons. But that first time, it was Kobolds. They came suddenly, without warning. Burst up out of the basement of the village guard tower, having tunneled up from beneath. A stroke of exquisite luck, or a masterful strategy I shall never know, but they swept through the village guards first, while all were still abed. Our greatest warriors, each a Bravo, taken before the fight began!

The din raised the alarm, and all able bodied men roused themselves to the fight, but with all of our best slaughtered in the first moments and the heart of our defenses taken, we were already doomed. I fought alongside my friends and watched them die at the hands of the Kobolds. I was stabbed through the chest by a Kobold spear, and lay dying as I watched them begin killing the women and children. I tried to get up, tried to help them, but the effort cost me my remaining grip on the world and I slipped into the peaceful black.

I know not why I was spared. Perhaps the kobolds mistook me for dead, or mayhap one thought it would be fitting for a single survivor to remain to tell the tale. Whatever the case, I awoke the next morning to find all in the village dead, save me. I was spared from any uncertainty in the survival of my wife and daughter when I found their bodies, laying on the path outside the village where they had attempted to flee. From the facing of her still form, my dear, sweet Raerchik, who had never raised her fist in anger in her life, turned to hold of her pursuers to give our child more time to flee. It was not enough.

I mourned the dead, buried them, observed the rites and pointed their spirits to the final path. It took me three days, working alone. And in that time I prayed, for some sign or message or some help. On the fourth day, I got my answer.


A travelling monk of unguessable years, dressed simply but carrying the finest sword I have ever seen, came to my village as I was digging the final graves. He looked upon me and my nearly completed work, and said not a word. Instead, he took up his own shovel and set to work beside me.

He had the aspect of an elf, but also one of the lizard folk. I did not comment, for our land is full of those who are different, and his willingness to help me unasked was perhaps the kindest thing any has ever done for me. We worked in silence until it was done, the last of my people returned to the earth, and only then did I speak. "Thank you, stranger, for your help. Please, come inside. I have little food, only what the raiders could not find or despoil, but what I have is yours to share. A fire and a bed are the least I can offer for your aid."

Then the stranger and I talked. Long into the night, we talked about my village, the raid, how everything happened, and my survival. I told him of the traditional style of my village, since he seemed curious, a style geared towards the use of the rapier against a larger foe. But I could not bear to talk of my lost home any longer. So instead I asked him about himself. I found out that this man was a travelling sage, the great Elwin of the Eternal Blade if you have ever heard the name - no? Not surprising, he is a humble man for all his might, and he prefers to be remembered as half-elven rather than half-dragon. Indeed, that is whence he got the appearance of the saurian folk, from his father. We spoke of his vocation, that of a follower of the nine martial paths, and of his other passion, dragons. It turns out that he was not just a master of the blade but also a scholar of dragon lore.

Eventually, we slept. In the morning, we rose. I left my home with him, unable to bear the thought of staying there alone. I had nothing left. Elwin taught me the language of the dragon, and many of their secrets. I discovered the link between the kobolds and the evil dragons. I swore to destroy them, not out of a desire for vengeance, but to prevent this from happening to others. At Elwin's recommendation, I prayed to Bahamut. And to my astonishment, I received an answer - a great silver dragon, flying unseen in a cloud above, roared and spewed silver light before disappearing again into the clouds.

With Elwin's lore and my newfound determination, I built myself a shell. That is the way of it - to be properly reborn one must have a shell and the blessing of Bahamut. I was reborn, now with a new purpose, in a new life, all ties to the old one severed. Yet, I have never felt more like a gnome in my life than I do now - my purpose is to serve my people.

It has been many years since then, and a very long road. In that time I have learned many things, harnessed skill and power I could not have dreamt of in my last life, and even taken up the fighting style of my home village to honor them. And so I use their traditional methods and styles, even while I make use of the unorthodox learning I acquired from that strange old monk and others along the path.

Life is hard and strange, my friend. But a warm beer on a cold night - doesn't that make it worth living?

The Build:

Name: Ssejkosjth "Seth" Tibur Hedwann Ux Bahamuti
(Translated from Draconic: Silentshrink known as Seth, once Hedwann, of the Dragonborn)
Race: Dragonborn (Heart) Whisper Gnome
Starting Abilities: Str 6, Dex 16, Con 14, Int 14, Wis 16, Cha 10


Seth


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


1st
Swordsage 1
+0
+0
+2
+2
Hide 4, MS 4, SoH 2, Bluff 4, Tumble 4, Concentration 4, Sense Motive 4, Listen 4
Dragon Wings
Quick to Act +1, Discipline Focus (Diamond Mind) - Grants Weapon Focus Rapier


2nd
Psychic Warrior 1
+0
+2
+2
+2
Autohypnosis 2, Hide 5
Weapon Finesse
Power: Compression


3rd
Psychic Warrior 2
+1
+3
+2
+2
Move Silent 5, SoH 3
Combat Reflexes, Practiced Manifester(Psychic warrior)
Power: Hammer


4th
Psychic Warrior 3
+2
+3
+3
+3
Concentration 5, Autohypnosis 5

Power: Skate


5th
Psychic Warrior 4
+3
+4
+3
+3
Know Psionics 4

Power: Concealing Amorpha


6th
Shadowmind 1
+3
+4
+5
+5
Bluff 5, Sense Motive 5, Tumble 5, SoH 5, Psicraft 1
Improved Dragon Wings
Power: Psionic Lion's Charge, Read Thoughts


7th
Swordsage 2
+4
+4
+6
+6
Listen 5, Tumble 10, Concentration 7

Wis to AC


8th
Shadowmind 2
+5
+4
+7
+7
Psicraft 5, Concentration 9

+1d6 sneak attack


9th
Blade Bravo 1
+6
+4
+9
+7
Escape Artist 5, Concentration 10
Craven
Goad, Flourish


10th
Blade Bravo 2
+7
+4
+10
+7
Concentration 12, Tumble 12, Escape Artist 7

Mobile Fighting


11th
Blade Bravo 3
+8
+5
+10
+8
Concentration 14, Tumble 14, Escape Artist 9
Two Weapon Fighting



12th
Blade Bravo 4
+9
+5
+11
+8
Concentration 15, Tumble 15, Escape Artist 13
Improved Combat Reflexes
Melee Sneak Attack +1d6


13th
Blade Bravo 5
+10
+5
+11
+8
Concentration 16, Tumble 16, Escape Artist 15, Sense Motive 7

Size Advantage


14th
Shadowmind 3
+11
+6
+11
+8
Psicraft 8, Know Psionics 8

Power: Damp Power, Cloud Mind


15th
Blade Bravo 6
+12
+7
+12
+9
Concentration 18, Tumble 18, Escape Artist 17
Underfoot Combat, Improved Two Weapon Fighting



16th
Blade Bravo 7
+13
+7
+12
+9
Concentration 19, Tumble 19, Escape Artist 19, Sense Motive 9

Small but Deadly


17th
Blade Bravo 8
+14
+7
+13
+9
Concentration 20, Tumble 20, Escape Artist 20, Sense Motive 12

Melee Sneak Attack +2d6


18th
Blade Bravo 9
+15
+8
+13
+10
Concentration 21, Tumble 21, Escape Artist 21, Sense Motive 15
Confounding the Big Folk, Greater Two Weapon Fighting



19th
Swordsage 3
+16
+9
+13
+10
Concentration 22, Tumble 22, Escape Artist 22, Sense Motive 18




20th
Blade Bravo 10
+17
+9
+14
+10
Concentration 23, Tumble 23, Escape Artist 23, Sense Motive 21

Lethal Riposte



Powers:



Level
Powers gained
Power points


2
Compression
1 PP


3
Hammer
5 PP


4
Skate
9 PP


5
Concealing Amorpha
12 PP


8
Psi Lion's Charge, Read Thoughts
~27 PP


14
Damp Power, Cloud Mind
~46 PP


20

~66 PP



Maneuvers:



Lvl
Maneuvers gained
Initiator Level


1
Island of Blades, Shadow Blade Technique, Burning Blade, Distracting Ember, Saphire Nightmare Strike, Clinging Shadow Strike, Moment of Perfect Mind
1


7
Assassin's Stance, Shadow Garrote
5


19
Five Shadow Strike
17



Equipment:

Weapons: While you normally attack using touch attacks, it's a good idea to keep a rapier or a dagger or both on hand for when you run out of PP. It should only need some mild enchantments. After you get two weapon fighting and an animated shield (these should happen roughly at the same time), the dagger can be used as an off-hand weapon, and you may want to pick up a second for the main hand. When it becomes affordable, all of these should be made into Manifester weapons (MIC), for the bonus PP/day.

Armor: A Mithril chain shirt should last until you've got a +4 dex item, at which point you'll need to upgrade to Celestial Armor. That should be good enough to last until very late in the build. Keep a heavy shield on hand. Get it animated just before you hit level 11.

Other Equipment:
Buying/choosing equipment is pretty simple, just follow this formula:
Wisdom > Dex > AC > Extra PP > Useful > Weapons
If you can upgrade one of these with available cash, do so in the order stated. Exceptions to this: buy Deathstrike Bracers, a Greater Truedeath Crystal and a Greater Demolition Crystal (all from the magic item compendium), and a Ring of Blinking (DMG) ASAP.

A Tome of Understanding (Wis) +1 should be used at around level 12, with a +5 (or wishes) being used to over-ride/enhance that bonus at higher level. A +4 dex book might also be a good idea at higher level, but it may not be worth it.

A couple of tatoos of the fully-augmented compression power (manifester level 15 - 1pp + 2pp for minutes/level +6pp for 2 size categories, +6pp for quickened) should be available at all times once you hit level 13, for those really nasty fights. They'll only set you back 375gp a piece for 15 minutes of an awesome buff - a bargain, even if you can cast it yourself.

Tactics:

You're a tank. The smallest tank ever. You won't be doing huge amounts of damage, but your enemies will fear you for being nearly invulnerable to their attacks.
Use Combat Expertise at full value every round. Don't worry, you're still going to hit things.
Compression yourself before the fight starts. Make it last minutes if the fight looks at all tough.
Use the Hammer power every round you're making a melee attack (or once for several rounds if you need your swift actions for something else, like changing stances). Even if you're using a maneuver - this power just lets you make attacks as touch attacks, and lets you ignore your horrible strength while in melee combat, thanks to weapon finesse. Otherwise, treat the hammer power as your primary weapon. Since it's a weaponlike spell/power (there's an attack roll), you can use sneak attack and all of your other damage boosts to improve your damage output.
At lower levels, use Island of Blades to ensure that you're flanking whatever you want to hit. Once you get a Ring of Blink, you can switch to Assassin's stance and never look back.
If you plan on using a strike maneuver (most are standard actions), Goad something. Same with using a breath weapon attack. If you're running low on PP, you can move out to the long range of your breath weapon and start flying around and kiting your enemies. Rounds between breath weapons can be used to recover and execute maneuvers.
Other than that, standard melee tactics should work just fine, although remember that thanks to your small size, you can not only fly over, but also RUN THROUGH any blocking enemies squares to get to whoever you want. And with your AC, you should be able to soak up AoOs without even blinking.

Build Notes:

This was a difficult build for me, because I kept wanting to do a ton of 1-2 level dips. In the end, I decided to go with just Psywar and Swordsage because that was always the heart of the build. Unfortunately, the only way to keep Shadowmind - and therefore 9th level maneuvers, was to ignore multiclassing penalties. So, if you play with multiclassing penalties (or without ToB), replace swordsage with Rogue, the Whisper Gnome's favored class (still a favored class after the Dragonborn ritual). It's not as powerful or as versatile, but it's not a terrible change either. If you have to go this way, you can easily add 'trapmonkey' to your list of abilities by putting skill points into search & disable device instead of concentration. On the up side, this allows you to take Craven much earlier, and more sneak attack damage.

Sources: Races of the Dragon (Dragonborn), Races of Stone (Whisper Gnome & Blade Bravo), Tome of Battle (Swordsage & Maneuvers), Complete Adventurer (Shadowmind), Complete War (Improved Combat Expertise) and the SRD (everything else). Most equipment mentioned comes from the Magic Item Compendium.

Capabilities by level:

These are estimates based on the assumption of standard WBL and equipment being bought as described above, and standard self-buffs (compression, mostly) being cast.



Lvl
#Attacks
Damage
AC
Special Abilities


5
1
1d8
26
Compression, Hammer, Glide speed & Breath weapon


10
2
1d8+3d6+10
36
Lion's Charge, Flight, Goad


15
5
1d8+4d6+15
67*
Damp power


20
7
1d8+5d6+20
85*
Counter attack, Confounding the Big Folk


*Assuming medium enemy

Wolfem
2017-09-01, 03:30 PM
Monkeys are superior to men in this: when a monkey looks into a mirror, he sees a monkey.
-Malcolm de Chazal



Jack the Dread Capuchin
Forest Gnome Weremonkey (Natural)
32 point buy
Str: 14, Dex: 17, Con:13, Int: 14, Wis: 10, Cha: 8
Ending Stats
(Gnome Form) Str: 12(18), Dex: 26(32), Con:15(21), Int: 14(20), Wis: 12(18), Cha: 8(14)
(Monkey/Hybrid Form) Str: 4(10), Dex: 30(36), Con:15(21), Int: 14(20), Wis: 12(18), Cha: 8(14)
Progression:

Jack the Dread Capuchin


ECL
Class
Base Attack
Fort Save
Ref Save
Will Save
IL/MK/MR
Skills
Feats
Class Features
Maneuvers


4th
Swordsage 1
+0
+0
+2
+2
1/6/4
(32) Balance 4, Climb 4, Hide 4, Jump 4, Listen 4, Move Silently 4, Sense Motive 4, Tumble 4
Shadow Blade, Iron Will(b)
Quick to act +1, discipline focus(Weapon Focus[Diamond Mind])
Maneuvers: Burning Blade, Wind Stride, Wolf Fang Strike, Sudden Leap, Charging Minotuar, Stone Bones, Stance: Child of Shadow


5th
Monkey
+0
+2
+4
+2
1/6/4
(4) Spot 4
Agile(b), Weapon Finesse(b)
Low-Light vision, Alternate Form, monkey empathy, scent, Curse of Lycanthropy, damage reduction 10/silver, +8 racial bonus to Balance and Climb, Climb speed (always take 10 and retain dex), uses dex instead of strength for Climb checks.



6th
Swashbuckler 1
+1
+4
+4
+2
2/6/4
(6) Bluff 4, Climb 2
Combat Expertise




7th
Swordsage 2
+2
+4
+5
+3
3/7/4
(8) Balance 2, Climb 1, Jump 2, Tumble 3

AC Bonus
Manuever: Cloak of Deception, Stance: Flame’s Blessing


8th
Swashbuckler 2
+3
+5
+5
+3
3/7/4
(6) Balance 1, Climb 1, Jump 1, Tumble 1 Skill Trick: Extreme Leap

Arcane Stunt(Feather Fall)



9th
Swashbuckler 3
+4
+5
+6
+4
4/7/4
(6) Balance 1, Climb 1, Jump 1, Tumble 1 Skill Trick: Twisting Charge
Shape Soulmeld(Shadow Mantle)
Insightful Strike



10th
Swordsage 3
+5
+6
+6
+4
5/8/5
(8) Balance 2, Climb 1, Jump 2, Tumble 1 Skill Trick: Speedy Ascent


Maneuver: Shadow Jaunt


11th
Blade Bravo 1
+6
+6
+8
+4
5/8/5
(4) Balance 1, Climb 1, Jump 1, Tumble 1

Flourish, Goad



12th(11th*)
Blade Bravo 2
+7
+6
+9
+4
6/8/5
(4) Balance 1, Climb 1, Jump 1, Tumble 1
Giantbane
Mobile Fighting



13th(12th*)
Blade Bravo 3
+8
+7
+9
+5
6/8/5
(4) Balance 1, Climb 1, Jump 1, Tumble 1
Two Weapon Fighting(b)
New Class Abilities



14th(13th*)
Blade Bravo 4
+9
+7
+10
+5
7/8/5
(4) Balance 1, Climb 1, Jump 1, Tumble 1

Melee Sneak Attack +1d6



15th(14th*)
Blade Bravo 5
+10
+7
+10
+5
7/8/5
(4) Balance 1, Climb 1, Jump 1, Tumble 1
Impoved Unarmed Strike
Size Advantage



16th(15th*)
Blade Bravo 6
+11
+8
+11
+6
8/8/5
(4) Balance 1, Climb 1, Jump 1, Tumble 1
Improved Two Weapon Fighting(b)




17th(16th*)
Blade Bravo 7
+12
+8
+11
+6
8/8/5
(4) Balance 1, Climb 1, Jump 1, Tumble 1

Small But Deadly



18th(16th*)
Blade Bravo 8
+13
+8
+12
+6
9/8/5
(4) Balance 1, Climb 1, Jump 1, Tumble 1
Open Chakra (Shoulders)
Melee Sneak Attack +2d6



19th(17th*)
Blade Bravo 9
+14
+9
+12
+7

9/8/5
(4) Balance 1, Climb 1, Jump 1, Tumble 1
Greater Two Weapon Fighting(b)



20th(18th*)
Blade Bravo 10
+15
+9
+12
+7
10/8/5
(4) Climb 1, Tumble 1, Skill Trick: Back to Your Feet

Lethal Riposte



NA(18th*)
Uncanny Trickster 1
+15
+9
+14
+7
10/8/5
(10) Balance 1, Climb 1, Jump 1, Spot 6, Tumble 1
Shape Soulmeld (Impulse Boots)
Bonus Trick(Point it Out), Favorite Trick(Extreme Leap)



NA(19th*)
Uncanny Trickster 2
+16
+9
+15
+7
11/9/5
(10) Balance 2, Climb 1, Hide 1, Jump 2, Move Silently 1, Spot 2, Tumble 1

Bonus Trick(Clarity of Vision), Favorite Trick(Clarity of Vision), Sword Sage Abilities(Discipline Focus(Insightful Strike[Stone Dragon]))
Maneuver: Dancing Mongoose, Shadow Stride(replaces Shadow Jaunt)


NA(20th*)
Uncanny Trickster 3
+17
+10
+15
+7
12/10/6
(10) Balance 1, Climb 1, Hide 3, Jump 1, Move Silently 3, Tumble 1

Bonus Trick(Spot the Weak Point), Favorite Trick(Back to Your Feet), Sword Sage Abilities(Quick to Act +2)
Maneuver: Elder Mountain Hammer, Stance: Assassin’s Stance


* if using LA Buyoff

Background

Growing up on the secluded forested island in the middle of the “Pirate Sea” was hard on little Abel. His people, the rarely seen forest gnome were-capuchin, lived disciplined lives of simple scholarly training in a long abandoned Temple of the Nine Swords. They are simple folk and being the only intelligent creatures on the small island did not lead to much instances of high adventure. They had lived in the derelict temple for ages with only dusty half understood scrolls and ancient relics to interest them. This was intolerable for young Abel who wanted nothing more than to see the world and plunder the high seas. So when a rather unlucky pirate got stranded on the isle he did all he could to befriend the strange new visitor. Seeing only a strangely dressed little monkey gesturing wildly the pirate known as Jack Snowfinch decided that with no one else to conversate with he would lament about the lack of rum to the little fellow. When Jack was rescued some weeks later little Abel joined him and took on the name “Jack” from his new friend.

ECL5 Forest Gnome Weremonkey Swordsage 1
Jack the Dread Capuchin served as First Monkey on the pirate ship the Ebony Pearl, pirating the high seas while battling the royal navy, undead pirates after woebegone booty, and squid men from the deep reaches of the oceans. This was all well and good for little Jack, although he quickly grew to feel unappreciated by the crew. Fetch this and fetch that…Jack began to want a little more respect from his peers. It all came to a head when his rather cruel compatriots fired him out of a cannon onto an enemy ship. Jack could take the indignation no longer and hopped off the ship at the next port to find his own fortune and glory.

ECL510 Forest Gnome Weremonkey Swordsage 3, Swashbuckler 3
Jack became the local mascot of several local watering holes delighting the patrons with mock sword fighting and little monkey jigs. This was were he saw his first gnomes since leaving home so long ago. He was enthralled by the gnomish street bravos who fought with just grace and bravado. None ever noticed the little monkey on the roof watching them while fencing with shadows.

At ECL 20

Forest Gnome Weremonkey (Natural)
Swordsage 3, Swashbuckler3, Blade Bravo 10,(Weremonkey 1 + 3 LA)


Tiny Humanoid (Gnome) ( Shapechanger)
Hit Dice: 3d8+15 + 3d10+15 + 10d8+50 + 1d8+5 (164 hp)
Initiative: +14
Speed: 30 ft. (6 squares), 30 ft climb
Armor Class: 44 ( touch 24, flat-footed, 31)
Base Attack/Grapple:+15/+7
Attack: Tiny short sword* +35 melee (1d3+23 +2d6(Sneak attack) +1d6(Acid) +1d6(Frost))
Full Attack: Tiny short sword* +33/+28/+23 (1d3+23 +2d6(Sneak attack) +1d6(Acid) +1d6(Frost)) and unarmed +31/+26/+21 (1+21 +2d6(Sneak attack))
Space/Reach: 5 ft./0 ft.
Special Attacks: Maneuvers, Curse of Lycanthropy, Melee Sneak Attack +2d6, Insightful Strike(Int to Damage), Small but Deadly, Lethal Riposte, Soul Meld: Shadow Mantle(Bound to shoulders)
Special Qualities: Scent, damage reduction 10/silver, alternate form, monkey empathy, low-light vision, size advantage, mobile fighting, flourish, gnome traits
Saves: Fort +14, Ref +26, Will +13
Abilities Str 10, Dex 36, Con 21, Int 20, Wis 18, Cha 14
Skills: Balance +43, Bluff +6(+16 to feint),Climb +53, Hide +33, Jump +25, Listen +22,Move Silently +21, Sense Motive +8, Spot +16, Tumble +34
Feats: Shadow Blade, Iron Will(b), Agile(b), Weapon Finesse(b), Combat Expertise, Shape Soulmeld (Shadow Mantle), Giantbane, Two Weapon Fighting(b), Improved Two Weapon Fighting(b), Greater Two Weapon Fighting (b), Open Lesser Chakra (Shoulders), Improved Unarmed Strike
Challenge Rating: 20

Possessions: tiny +5 keen, acidic, frost, blindsighted short sword (158,000), belt of magnificence (200,000), Ring of Improved Climbing (10,000), ring of protection +5 (50,000), Amulet of mighty fists +3 (54,000), Boots of Striding and Springing (5,500), Manual of Quickness Action +5 (137500), Bracers of Armor +8 (64,000), Gloves of Storing (10,000), Potion of Fly x4 (3,000), Potion of Reduce Person x4 (1,000), Masterwork Climbing tool (50) {66950 gp left over}

Maneuvers: Burning Blade(r), Wolf Fang Strike(r), Wind Stride, Sudden Leap(r), Charging Minotaur, Stone Bones, Cloak of Deception(r), Shadow Stride(r), Dancing Mongoose(r), Elder Mountain Hammer
Stances: Flame’s Blessing, Child of Shadow(active)

Forest Gnome Traits:
Low-light vision, weapon familiarity(hooked hammers), +2 racial bonus on saves vs illusions, +1 racial bonus on attack rolls against kobolds, golbinoids, orcs and reptilian humanoids, +4 dodge bonus to ac vs giants, +2 racial bonus to listen checks, pass without trace (su), +4(8 in woods)racial bonus to hide

Tactics

The goal here was to avoid taking confounding the big folk and titan fighting as those seemed too obvious.
Jack stays in monkey form almost all of the time. He only switches to a hybrid form if he is fighting with allies that require flanking from his new found reach from being small size. His combat tactics revolve around using Giantbane’s climb aboard tactic on anything and everything. If he happens to find himself fighting small creatures he just chugs a potion of reduce person and goes to town. While using one hand to hold on he attacks with a short sword and offhand unarmed attacks. His damage is fueled by Shadowblade and Insightful Strike with a little bit of sneak attack damage if it is available. Against flying targets he either uses a potion of fly to get close enough to latch on or uses the 50ft teleportation maneuvers. Once he climbs aboard he is along for the ride until the creature dies. With a +53 climb check only the most massive of creatures have a shot at dislodging him. The feather fall arcane stunt(feather fall) is there in case he falls off a dragon. He is fairly difficult to hit with “size advantage”, the -4 to attacks for the target of climb aboard, and the globe of darkness from shadow mantle. If need be he can switch stances to flame’s blessing in order to get immunity to fire.
The maneuvers are mostly used for movement or to boost full attacks. Burning blade adds 1d6+10 fire damage to every attack. Shadow Jaunt/Stride can be used to get out of grapples. He loses some damage against creatures immune to crits, but the majority of the damage is from Shadow Blade which still works. Fitting in adaptive style would help his swordsage powers, which should be grabbed if flaws or other options are available.
He uses the Shadow Mantle soul meld bound to his shoulder chakra to make a globe of darkness in his targets square. He has 30ft blindsight from the blindsighted weapon (from Underdark) to pinpoint where creatures are to get within “climb aboard” range while using the darkness effect. Combat basically ends up being a tiny screeching ball of fur leaping at targets, climbing to their face, popping a globe of darkness, and proceeding to stab and pound the target into submission.

Sweet Spot:

Jack really starts his thing at ECL12 when he gets Giantbane. Everything he does in combat involves “climb aboard”. He does decent damage at all levels with Shadowblade. The power doesn’t really come in until he’s finished Blade Bravo and gotten the two weapon fighting feats and sneak attack. Of course using LA Buyoff, flaws, and other options make him much more powerful for a full power-gaming group.

Options:

Using Level Adjustment Buyoff Jack could get 3 levels back and take Uncanny trickster to improve his sword sage levels. This would net him a high level stance (Assassins for 2d6 sneak attack) and some higher level maneuvers without hitting an xp penalty for his base classes.

If the unarmored swordsage variant is allowed he could save a feat on improved unarmed strike.

Flaws would also allow him to get some more feats allowing him to get 2 bonus feats likely being shape souldmeld(impulse boots) and open chackra(boots) to get uncanny dodge and evasion.

I looked into using warshaper to grow a tail attack and qualify for prehensile tail. Thus getting multiattack feats, but that ended up being inelegant and rather cheesy.

I almost added a level of Dread Pirate but acquiring Appraisal got too wonky.

Wolfem
2017-09-01, 03:31 PM
"For what I want of Dulcinea del Toboso, she's every bit as good as the noblest princess on earth."
Don Quixote, V1, Ch25





Dulcinea, the Dancer's Daughter

http://i51.tinypic.com/20kvjiu.jpg

In which our hero forms her first pact

Our hero, Dulcinea, but a girl,
Learned young the ancient art of binding souls.
She, orphaned, walked the beach gathering pearls.
Split wide a shell, mused "Two halves make a whole."
A woman watching whispered, "That's not all.
Where two meet, something beautiful is made.
You'll find your other half with but a call
Into the darkness, child, be not afraid."
Young Dulcinea then learned how to bind
By writing in the sand with a small stick.
"Just trace these lines," her teacher said and signed.
"The bargain that comes next, now that's the trick."
A set of awkward lines, then drawn around,
And Dulcinea's first vestige was bound.

In which our hero binds Paimon to herself, and herself to him

Our hero, Dulcinea, grows in years
And power, binding souls with grace and ease.
But one new soul spins circles and appears;
He spits out, "Tell me, are you one of these
Harlots who seek me out for but a song?
They bind me, find me lacking and are done.
Like those who changed my limbs for blades, I'm wronged
Once more by selfish men who've been outdone."
Our hero weeps and sobs, "Your story's sad.
You are no foul immortal, evil soul,
Bust just a man, and one whom I'd be glad
To share my life with--Let these halves be whole."
And so she binds herself in boundless love
Unto the one ensnared and bound by love.

In which our hero creates the Knights of Paimon's Seal

Our hero, Dulcinea, and her man
Blend seamlessly together as if one.
When she steps forward, rapier in hand,
Then hordes of hundreds all turn tail and run.
She takes the Dancer's cause up as her own,
Enlisting aid of gnomish paladins.
No heretic, but friend of the disowned,
They welcome her as if she was their kin.
Appalled at human actions void of love,
They seek out evil, slay it by the blade.
With strength found not in size, but lack thereof,
Their enemies in shallow graves are laid.
The Knights of Paimon form The Bladed Hand,
An order feared--revered--across the land.

In which our hero fades into violence

Our hero, Dulcinea, at the helm
Led knights bound twice (by both their oath and pact).
They fought with zeal, protecting the whole realm.
Their souls stayed bound, their swords raised, ranks intact.
Until Tenebrous followers arrived,
With plans to resurrect the evil dead.
A skeletal barbarian deprived
The order's chief lieutenant of his head.
But as his body crumpled to the ground,
Our hero Dulcinea, fiercely cried
A call to arms heard miles and miles around,
"Not even death can stop The Dancer's stride.
For Paimon!" shouting, leapt into the fray
And not a soul has seen her to this day.

In which our hero endures forever

Our hero, Dulcinea, now a myth
Shall go on dancing centuries untold.
Though some may question whether she exists,
Just ask the binders--Paimon's now twofold.
They draw the sign to summon forth the Blade,
But two old souls spin circles and appear:
In swirling waltz, the Dancer and his maid,
Locked in a spinning dance for countless years.
An orphaned gnome found family after all,
And safety in Paimon's cold arms of steel.
The two, they dance at the Undying Ball,
At once both fictional and truly real.
Wherever you hear music in slaughter
Is Dulcinea found, Dancer's Daughter.

The Build:
Gnome Binder 3/Paladin 4/Blade Bravo 10/Knight of the Sacred Seal 2/Marshal 1



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


1st
Binder 1
+0
+2
+0
+2
Bluff 4, Diplomacy 4, Intimidate 4, Knowledge: religion 4
Combat Expertise
Soul binding (1 vestige)


2nd
Binder 2
+1
+3
+0
+3
Bluff 1, Diplomacy 1, Intimidate 1, Knowledge: religion 1

Pact augmentation (1 ability), suppress sign


3rd
Binder 3
+2
+3
+1
+3
Bluff 1, Diplomacy 1, Intimidate 1, Sense Motive 1
Improved Binding, Weapon Finesse (from binding Paimon)



4th
Paladin 1 (Shadow Cloak Knight)
+3
+5
+1
+3
Bluff 1 (cc), Hide 1, Move Silently 1

Aura of good, detect evil, smite evil 1/day


5th
Paladin 2 (Shadow Cloak Knight)
+4
+6
+1
+3
Bluff 1 (cc), Hide 1, Move Silently 1

Divine grace, lay on hands


6th
Paladin 3 (Shadow Cloak Knight)
+5
+6
+2
+4
Bluff 1 (cc), Hide 1, Move Silently 1
Weapon Focus (rapier)
Aura of courage, divine health


7th
Paladin 4 (Shadow Cloak Knight)
+6/+1
+7
+2
+4
Bluff 1 (cc), Hide 1, Move Silently 1
Power Attack
Holy Warrior replaces spellcasting, Turn Undead 3+CHA/day, Favored enemy: human (from Shadow Cloak Knight)


8th
Blade Bravo 1
+7/+2
+7
+4
+4
Bluff 1, Perform: dance 3, Tumble 2
Goad
Flourish, Goad


9th
Blade Bravo 2
+8/+3
+7
+5
+4
Bluff 1, Perform: dance 2, Sense Motive 1, Timely Misdirection
Divine Might
Mobile Fighting


10th
Blade Bravo 3
+9/+4
+8
+5
+5
Bluff 1, Intimidate 1, Perform: dance 1, Sense Motive 1, Group Fake Out
Improved Feint
Bonus feat


11th
Blade Bravo 4
+10/+5
+8
+6
+5
Bluff 1, Intimidate 1, Sense Motive 1, Tumble 3

Melee sneak attack +1d6


12th
Blade Bravo 5
+11/+6/+1
+8
+6
+5
Bluff 1, Intimidate 1, Sense Motive 1, Tumble 3
Staggering Strike
Size advantage


13th
Blade Bravo 6
+12/+7/+2
+9
+7
+6
Bluff 1, Intimidate 1, Sense Motive 1, Tumble 2
Dodge
Bonus feat


14th
Blade Bravo 7
+13/+8/+3
+9
+7
+6
Bluff 1, Intimidate 1, Sense Motive 1, Tumble 1, Never Outnumbered

Small but deadly


15th
Blade Bravo 8
+14/+9/+4
+9
+8
+6
Bluff 1, Intimidate 1, Sense Motive 1, Tumble 1, Acrobatic Backstab
Mobility
Melee sneak attack +2d6


16th
Blade Bravo 9
+15/+10/+5
+10
+8
+7
Bluff 1, Intimidate 1, Sense Motive 1, Tumble 1, Back on Your Feet
Improved Trip
Bonus feat


17th
Blade Bravo 10
+16/+11/+6/+1
+10
+9
+7
Bluff 1, Intimidate 1, Perform: dance 2, Sense Motive 1, Tumble 1

Lethal Riposte


18th
Knight of the Sacred Seal 1
+17/+12/+7/+2
+12
+9
+7
Bluff 1, Diplomacy 1, Intimidate 1, Sense Motive 1
Elusive Target
Aligned strike, patron vestige (Paimon), soul binding +1


19th
Knight of the Sacred Seal 2
+18/+13/+8/+3
+13
+9
+7
Bluff 1, Diplomacy 1, Intimidate 1, Sense Motive 1
retrain Improved Binding for Law Devotion
Vestige's protection, soul binding +2


20th
Marshal 1
+18/+13/+8/+3
+15
+9
+9
Bluff 1, Diplomacy 1, Intimidate 1, Perform: dance 2, Sense Motive 1
Skill Focus (Diplomacy)
Skill Focus (Diplomacy), Minor Aura (Art of War)



ATTRIBUTES



Attribute
Points
Base
Racial
Levels
Special
Enhanc ement
Inherent
Total
Modifier


STR
6
14
-2
+1
+0
+2
+0
15
+2


DEX
10
16
+0
+0
+4*
+6
+4
30
+10


CON
0
8
+2
+0
+0
+0
+0
10
+0


INT
6
14
+0
+0
+0
+0
+0
14
+2


WIS
0
8
+0
+0
+0
+0
+0
8
-1


CHA
10
16
+0
+4
+0
+6
+4
30
+10



*From Paimon's Dexterity.


Tactics:

Levels 1-5: At this point, Dulcinea enjoys the versatility of the low-level vestiges (see Quirp's List of Vestiges) along with the survivability that two levels of paladin affords. She can even use heavier armor, since none of her abilities are dependent on light armor. She is less of a skirmisher at this point, and more of a fifth (wo)man, using her vestiges to fill in whatever role the party needs. Because of her high CHA, she also makes a great party face. At level 3, she learns how to bind Paimon (thanks to Improved Binding) and doesn't look back. This makes her a skirmisher, a role in which she specializes for the rest of her days.
Levels 6-10: Dulcinea's main tactic begins to unveil itself. She now binds Paimon exclusively, allowing her to qualify for Blade Bravo. Power Attack and Divine Might allow her to increase her damage output to respectable levels. Dulcinea takes the Timely Misdirection and Group Fake Out skill tricks, leading up to 10th level, where she acquires Improved Feint. Now, she can feint against multiple foes as a move action, deny them their AoOs, and run past all of them, attacking each once for a decent amount of damage. The great thing is that this isn't even a true nova--she can use the dance of death 1/5 rounds, and the skill tricks can each be used 1/encounter.

As a secondary tactic, she can goad melee types to engage only her, unless they make a Will save (DC 15+CHA at level 10). A good way to combine these tactics is to dart past a group of foes with the Feinting Dance of Death, then Goad the closest melee foe the next round. You can lock in melee combat with them, making full attacks and taking 5-foot steps until the Dance of Death recharges, then unleash it again.
Levels 11-15: Dulcinea's main tactic continues to develop, and hits its sweet spot around level 12. Not only is she darting past a group of flat-footed foes who can't strike her, but now she has the opportunity to leave each of them staggered, robbing the opposing forces of valuable actions. Also, while she can only use her group feint 1/encounter, around this level of play she can afford a pair of Slippers of Battledancing and a Belt of Battle. Along with Divine Might, she can run past a group of enemies and attack each of them using her CHA to attack, adding her CHA to damage twice (Divine Might and Slippers of Battledancing). Also, the need to stop foes from taking AoOs lessens, since Dulcinea picks up Mobility at 15th level for another dodge bonus to AC.

Her secondary tactic becomes even stronger when she reaches her sweet spot. At level 12, the Will save against Goad is 16+CHA, which is hopefully boosted by some items (not to mention level boosts). She will use the Feinting Dance of Death to stagger a group of foes, then Goad the closest staggered melee foe. They'll be forced to make only one attack against you, while you can full attack them until your Dance of Death recharges. Now that you have slippers of battledancing, your second dance of death won't be a feinting dance, but will use CHA to attacks, and the damage will add CHA twice (Divine Might + Slippers).
Levels 16-20: The icing on the cake. Vestige Protection and Law Devotion ensure that Dulcinea can't be hit, while Elusive Target, Improved Trip, and the marshal's Art of War aura provide some nasty options to use against foes that even try. Her main tactic is still to move and attack, but now she has more options.

The secondary tactic now merges seemlessly with the primary tactic. Start with a feinting, staggering dance of death. Aim for flanked squares--because of Elusive Target, you can cause opponents that try to strike you could strike their flanking buddies instead. Goad the closest staggered melee foe for the usual staggered attack vs. Dulcinea's full attack. However, once this opponent misses with their one attack (which they will), you can use Lethal Riposte to attack them, and you have the option to trip them, allowing you to make your full attacks against a prone target. They can get up with a move action, but that provokes more attacks from you, and they may just miss you again with their standard action on their next turn. If they're down before your dance of death recharges, you can still zip about the battlefield, provoking AoOs. Thanks to Elusive Target, you can trip anyone who misses you for free (using your CHA to attack and adding CHA to your trip attempt), then Improved Trip allows you to hit each of them (CHA to attack and CHA to damage twice), possibly shutting down an entire enemy battallion.

The Perks of Being a Blade Bravo:
Flourish: given the large bonus to Bluff checks to feint in combat, it only made sense to make it a cornerstone of the build. One of the bonus feats was used to take Improved Feint, and with the inclusion of skill tricks, Dulcinea can feint against multiple foes as a move action that can also prevent them from making AoOs against her if she wishes. Then, she can use her standard action to move and attack the foes she feinted against, possibly leaving them staggered. For more information, see "Mosh Pit" in the HIGHLIGHTS section.
Goad: The DC of this might not be much for most melee-types, but for a character like Dulcinea with a CHA focus, it can be brutal. 10+1/2 character level+CHA translates to a DC of 32 at 20th level. Though it doesn't really hamper casters too much (given the Will save and the clause that they can still cast spells at whoever they like), it's perfect for the big brutes who likely won't have a +13 Will save, meaning they've only got a 5% chance of succeeding against this. Goading a staggered enemy stacks the deck in your favor--they get one attack vs. your full attack, and if they miss, you get a sneak attack against them to stagger them for the next round.
Mobile Fighting: Even though it's only a small bonus to AC, it's activated whenever Dulcinea moves at least 5 feet (which is always). Keep in mind that you can make a 5-foot step while taking a full attack (as per page 143 of the PHB). It's essentially a free +1 to AC at all times. Since Paimon grants Uncanny Dodge, you always retain your DEX to AC, so you also retain your dodge bonuses.
Bonus feats: Dulcinea has Improved Feint, Dodge, and Mobility to fuel her feinting tactics and to keep stacking dodge bonuses to AC.
Sneak attack: While +2d6 isn't really much to brag about, my first thought was to add Craven for an easy damage boost. However, the paladin's immunity to fear means that Craven is not an option. Instead, I found Staggering Strike--a feat that allows us to impose the staggered condition on foes if they fail a Fort save with a DC equal to the damage dealt. The inclusion of Divine Might means that Staggering Strike is essentially another CHA-based DC, driving it up to respectable levels. Something that seems like a footnote in this class becomes a part of the character's main tactic (see "Mosh Pit," below).
Size advantage: While I was looking for a way to make Dulcinea smaller, I realized that any size reductions would mean a STR penalty. This would disqualify her from the benefits of Power Attack, which would then disqualify her from the benefits of Divine Might. However, a small boost to Strength along with a Ring of Reduction means that Dulcinea is Tiny whenever she wants to be. While a permanent scroll of Reduce Person would have the same effect, Dulcinea can command the ring to return her to small size in scenarios where being Tiny is not to her advantage.
Small but deadly: A bonus to confirm criticals on a character that uses a rapier is a no-brainer. When you use Divine Might, you get 2xCHA to damage on a critical, and if you use Divine Might and the Slippers of Battledancing in the same round, that becomes 4xCHA to damage on a critical hit. Confirming threats is very important, so every little bit helps.
Lethal riposte: Foes will miss you quite often with the AC focus of this build. When they do, you have a few options. Since your opponent is rendered flat-footed, you can sneak attack them to leave them staggered. Alternatively, you can make a trip attempt against them, and Improved Trip allows you a free attack against them once they are down.


Highlights/Combos:

Early to the Dance: At third level, Dulcinea takes Improved Binding, which allows her to bind Paimon two levels early. Paimon's abilities provide great synergy with Blade Bravo, and also help us enter the class in the first place. Here's what I'm talking about:

Dance of Death: move up to your speed and attack every enemy you move past once. Usable 1/5 rounds. See "Mosh Pit," below.
Paimon's Blades: proficiency with shortsword and rapier, and you enjoy the benefit of Weapon Finesse when you wield either. Free feats are always good, especially when they're an entry requirement of the Secret Ingredient.
Paimon's Dexterity: a +4 untyped bonus to Dexterity. Bonuses to attributes are always great, but untyped bonuses are even better.
Paimon's skills: you can tumble untrained, and you get a +4 untyped bonus on Tumble and Perform (dance) checks. Untyped bonuses once again, and the bonus to Tumble can help us move in combat when we don't want to provoke AoOs.
Uncanny Dodge: retain DEX bonus to AC, even when flatfooted or surprised. Since DEX and AC are focuses of this build, this is a very good thing. Since Dulcinea relies on Dodge bonuses (Dodge, Mobility, Mobile Fighting, and Size Advantage), this is a great thing.
Whirlwind Attack: While not incredibly useful given Dulcinea's tactics, it's always good to have multiple options in combat.

Keep in mind that you still can bind other vestiges if you're in a tight spot, but doing so would cause you to lose access to the abilities of the Blade Bravo as well as the vestige's protection abilities of the Knight of the Sacred Seal.
Belle of the Ball: CHA synergy is the name of the game for Dulcinea. She gets to add her CHA bonus to:

Turning attempts: 3+CHA/day
Damage [uses a turn attempt] (Divine Might)
Attack 2/day (smite evil--extra attempt granted by Mighty Smiting rapier)
Attack and damage with light/one-handed weapons as long as she moves 10 feet (Slippers of Battledancing)
Saves (divine grace)
Healing 4*CHA HP/day (Lay on Hands)
AC and Reflex saves 1/5 rounds (Vestige's Protection)
Disarm, Trip, Bull Rush, and Sunder attempts (Marshal 1's Art of War minor aura)
CHA*d6 extra damage on ranged damage [uses a turn attempt] (Larethian Protector)
Mosh Pit: As mentioned above, Paimon's abilities provide great synergy with Blade Bravo. You can take a free action to switch Law Devotion (which you activated before the enemies were in range) to AC for a scaling bonus, a swift action to activate Vestige's Protection for a +CHA to AC, a free action to activate Divine Might (mmm, CHA to damage), then use Improved Feint to feint as a move action (with a +10 bonus from Flourish) against multiple opponents (thanks to the Group Fake Out skill trick). You're going to move through each enemy's threatened space, but you have the option to deny opponents you feint their AoOs (via the Timely Misdirection skill trick). Even if you don't, you have all of your regular AC bonuses, plus extra from Law Devotion and Vestige's Protection at higher levels.

Now it's time to bust some heads. You attack each enemy once (with Paimon's Dance of Death). You unfortunately can't take any extra attacks while moving, but you can still use Elusive Target to negate their power attack bonuses or cause them to strike their allies if you move through a flanked square. Each attack you make is a sneak attack thanks to the feint. They have to make a Fortitude save (DC=damage) or be staggered, meaning that they can only move or take a standard action. They can't close in on your party and attack, and none of them can make a full attack on you. The Dance of Death can be used once every 5 rounds, while the skill tricks are only 1/encounter. However, feel free to dart around your foes on your turn--you can still use Acrobatic Backstab to flatfoot somebody, and sneak attack them as well. At higher levels, Lethal Riposte ensures you a sneak attack when a foe misses you 1/round. That's a lot of staggering.

While it's usually suboptimal to dart about making one attack per round, this is where Elusive Target comes in. As your opponents try to take AoOs against you (which is difficult, see "Not that Kind of Party," below), not only can you use the same Elusive Target tricks as before, but now you can also try to trip each person that attacks you for free! Improved Trip offsets your -4 penalty for being small, and Marshal 1's Art of War aura lets you add your CHA mod to your trip check. This is also supplemented by your gear. Finally, because of Improved Trip, you get a free attack versus the downed foe.
Not that Kind of Party: Always ladylike, Dulcinea isn't fond of random men laying their hands on her. As such, she has multiple ways to boost her AC through the roof, as outlined below:

Light armor (Blade Bravo bonuses and mobility are hampered by anything heavier)
Animated shield (it's always good to have a free hand)
Sacred bonus from Law Devotion (scales with levels, rechargeable with Turn attempts)
+CHA Insight bonus from Vestige's Protection
High DEX
Dodge bonuses (Dodge, Mobility, Mobile Fighting, Size Advantage)

Furthermore, Dulcinea retains her DEX bonus (as well as dodge bonuses) while flatfooted, since Paimon grants Uncanny Dodge. Also, the only bonuses that do not apply against touch attacks are the armor and shield bonuses, making Dulcinea a tough target even for casters' touch attacks. Lastly, Elusive Target and Lethal Riposte allow you some nice options when attacks miss you, which should happen frequently.
A Lovely Parting Gift: For most of this build, you need Improved Binding in order to bind Paimon. However, once you reach level 19, your effective binder level is already 5, thanks to the boost from Knight of the Sacred Seal. Feel free to retrain that feat to anything useful--I picked Law Devotion because of its versatility, flavor, and the fact that you can use turn attempts (which Dulcinea has plenty of) in order to recharge the feat.


Possible Gear List:
Helm of Tactics: adding +1 to your minor aura means +1 to trip attempts
Goggles of Foefinding: no need to worry about cover
Hand of Glory: an extra ring for 8,000 gp is always a steal
Cloak of Charisma +6
Armbands of Might: another bonus to trip attempts, not to mention damage with Power Attack
Brute Gloves (w/ +6 DEX enhancement): more trip bonuses
Ring of Freedom of Movement: you always move, so you want to make sure you always can move.
Ring of Protection +5
Ring of Reduction: constant Reduce Person
Vest of Resistance +5
Belt of Battle (w/ +2 STR enhancement): extra move actions mean you can feint, move to activate the Slippers of Battledancing, and still use Paimon's Dance of Death
Slippers of Battledancing: CHA to attack and damage as long as you move 10 feet or more as part of a move action. Paimon's dance of death alone isn't enough, but in conjunction with a Belt of Battle, these are nasty.
The Hand of Paimon: +1 Fierce Keen Bloodfeeding Bloodstone Mighty Smiting Stunning Surge Sudden Stunning Rapier.

Fierce: You can apply some of your DEX mod to damage, if foes are missing you by a long shot. Make sure to leave at least a +1, to keep your Dodge bonuses active.
Keen: A higher chance of critical hits is always a good thing, especially with the rapier's range.
Bloodfeeding: free extra damage is always a good thing
Bloodstone: your party caster (or friendly merchant caster) casts Vampiric Touch once, allowing you to use it later (empowered) for free.
Mighty Smiting: bonuses to your smite attack and damage, along with another smite per day, help when you don't have many paladin levels.
Stunning Surge: CHA-based save DC that stacks with level? Yes please!
Sudden Stunning: CHA-based save DC that stacks with level? Yes please!
Truedeath Crystal, Lesser: extra damage against undead, and functions as a ghost touch weapon, all for 5,000 gp.
The Stinger: +1 Sweeping Stunning Surge Chain and Dagger (A&E): the trip attempts you get from Elusive Target will be made using this weapon--follow up with a melee attack from The Hand of Paimon
Latherian Protector: the only ranged weapon you'll ever need, you can add CHA*d6 damage against evil humanoids (who happen to be your favored enemies) for the low cost of one turn attempt.
Mithralmist shirt w/ Lesser Iron Ward Diamond: Concealment and damage reduction are both nice.
Shield of the Seal: +1 Animated Heavy Steel Shield w/ Moderate Fortification: chance to negate extra damage, and both hands free to use both your rapier and chain-and-dagger
Vestige Phylactery: For those instances where you NEED to bind another vestige, you can still keep Paimon at the ready.
Manual of Quickness in Action +4
Tome of Leadership & Influence +4
~8,521 gp "fun money" left over

Build Notes/Additional Cheese:

Setting-specific material: The Shadow Cloak Knights are found in the Champions of Valor web enhancement. If your DM doesn't allow Forgotten Realms (or online) material, nothing is lost by taking levels of standard paladin except favored enemy (or see below for variants).
Multiclass penalties: if multiclass penalties are in effect, the build should progress as Binder 2/Paladin 2/Binder +1/Paladin +2/Blade Bravo 10/Knight of the Sacred Seal 2/Marshal 1. This way, the only time you incur a multiclass penalty is once you reach level 20, which makes it negligible.
Fractional BAB and saves: If fractional BAB and saves are allowed, Dulcinea would have a +19 BAB and saves of +10/+10/+9.
Traits and flaws: If allowed, Dulcinea would take the Quick trait, as the extra land speed translates into extra attacks for Paimon's Dance of Death. The flaws she would take are Shaky and Vulnerable, providing two feats that would be used to acquire Martial Study (any Shadow Hand) and Martial Stance (Child of Shadow). This would provide her with a 20% miss chance whenever she moves (which is always), and opens up the possibility of taking Shadow Blade instead of another feat later, allowing her to add her DEX modifier to damage with Shadow Hand weapons.
Racial/class variants: if race and class variants from Unearthed Arcana are allowed, Dulcinea would be a Desert Gnome Paladin of Tyranny. The +2 to Bluff would be nice, and the -2 debuff aura would be useful for foes attempting to save against Staggering Strike or Goad.
LA buyoff: if available, Dulcinea would start with the Phrenic template, with level adjustment bought off at levels 6 and 9. While this delays her early development, it provides a boost to her CHA (which translates to a boost in many areas), as well as a wide array of psychic abilities to complement her combat prowess. Phrenic psi-like abilities have two great things going for them:


The save DCs are CHA-based.
Psi-like abilities are always fully augmented, with a manifester level equal to the character's HD, or character level.

The abilities provide Dulcinea with some ranged prowess, healing ability, defensive buffs, and psionic dominate, with its limitless possibilities. The only reason LA buyoff wasn't assumed in this build is that the phrenic template brings so much to the table, it is rightfully considered cheesy for a paltry 2 levels. If your DM doesn't allow psionics, but does allow LA buyoff, consider starting Dulcinea with the half-fey template, for some great spell-like abilities and flight.


Sources:


Arms & Equipment Guide (Chain-and-dagger, Fierce, Latherian Protector)
Champions of Valor Web Enhancement (Shadow Cloak Knights)
Complete Adventurer (Staggering Strike)
Complete Champion (Law Devotion, Holy Warrior)
Complete Warrior (Divine Might, Elusive Target)
Dungeon Master's Guide II (Slippers of Battledancing, Sudden Stunning)
Lords of Madness: Ring of Reduction (pg 130)
Magic Item Compendium (most gear)
Miniatures Handbook (Marshall)
PHB (paladin, feats)
Races of Stone (Blade Bravo, Goad)
Tome of Magic (Binder, Knight of the Sacred Seal, Improved Binding, vestige phylactery)


RECOMMENDED READING (sources mentioned only in BUILD NOTES/ADDITIONAL CHEESE):

Unearthed Arcana (desert gnome, paladin of tyranny, variant rules)
Fiend Folio (half-fey template)
Expanded Psionics Handbook (phrenic template)
Tome of Battle (martial study, martial stance, shadow blade)

Wolfem
2017-09-01, 03:32 PM
Hitler goes to a fortune-teller and asks, "When will I die?" And the fortune-teller replies, "On a Jewish holiday." Hitler then asks, "How do you know that?" And she replies, "Any day you die will be a Jewish holiday."
-Jakob the Liar, 1999



JAKOB THE LIAR
A "Killer Gnome"-killer

"Damned gnomes."

The kobold sitting across the table from you scowls as he curses an entire race, flicks a match, and lights a tiny cigarette. Small tendrils of smoke waft through the air as he sits back, his narrow reptilian eyes scanning you over.

"It goes way back, before any of us. You humans wouldn't understand, but kobolds and gnomes? We go together like mustard and chocolate. Most times, it's simple stuff. We set some traps here or there, they pull some hocus-pocus tricks...child's play. But a few decades back, it got serious, see? A war broke out between the two, except there were no big battles.

This war was secret--the gnomes would send their best, sneaky little quiet bastards who would knife you before you even learned their names. Oh, heheh, by the way," he stammers, "my name's Jakob." He extends a scaly hand to you.

"Anyway, like I was saying, they started sending over these quiet guys to spy on us. We caught one of the bastards, me and my guys, and we tortured him until he told us everything he knew. We learned a lot from the little guy...mostly combat styles, the occasional gnomish secret. Well, my boys in R&D took the info I gave them, and they made some potion--one hell of a stink! They asked me to down it, said I was going in the field. Well, I listened, stupid me. I wish I hadn't; the potion gave me some kind of psionic powers, and my ears still ring to this day from it.

Anyway, they sent me out against the gnomes, to spy on them just like they'd done to us. I was green, I didn't know any better, and I got caught. Man, I thought what we did to that gnome we snagged was bad. They ran all sorts of tests on me, made me "one of their own," and trained me in the art of killing kobolds. The art, can you believe it? They brought in guys that I knew, and made me murder them. Desensitization or somesuch.

Well, apparently, I was good enough at that, because they put me in some elite training program, the Bravos. We only used rapiers, and they taught us all sorts of tricks--how to deceive your enemies in combat, how to use smaller size to your advantage...actually, it was a pretty solid program.

As soon as I finished training with them, I played the part. Good soldier, always followed orders. But I knew that I needed to bust out. I waited, and I studied everything that went on. Eventually, I found a gap in the guard patrols every Tuesday around dusk. I just started running, and I never went back--good riddance, I say. I couldn't go back to my people, though. The damned gnomes had turned me into some kind of serial killer. So I took up with whoever didn't ask questions, even stayed with some drow for a while. Did odd jobs, here and there, you know? Just an honest lizard trying to stay good in a world gone wrong."

With this, he smiles, and his forked tongue spits out from behind his lips for a second. His eyes never stop scanning you. "So, yeah," he continues, "I don't know why you wanted to know, but that's my whole story. God's honest truth. Oh, and by the way," he stammers, extending his hand to you once again...

"My name ain't Jakob. Nothing personal, kid." The last thing you see is the tiny kobold shrinking in size until you can't find him anymore. You clutch your side in agony and close your eyes as you feel a small puncture wound. How could something so small hurt so much? you ask yourself, before collapsing into the waiting arms of death.



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


1st
Lurk 1
+0
+0
+2
+2
Bluff 4, Disguise 4, Escape Artist 4, Hide 4, Move Silently 4, Psicraft 4, Speak Gnome
Combat Expertise
Lurk Augment


2nd
Lurk 2
+1
+0
+3
+3
Bluff 1, Craft: stoneworking 1, Escape Artist 1, Hide 1, Move Silently 1, Tumble 1, Speak Terran

Psionic Sneak attack +1d6


3rd
Lurk 3
+2
+1
+3
+3
Appraise 1 (cc), Bluff 1, Craft: stoneworking 1, Escape Artist 1, Hide 1, Move Silently 1, Tumble 1
Dodge



4th
Swashbuckler 1
+3
+3
+3
+3
Appraise 1 (cc), Bluff 1, Craft: stoneworking 1, Escape Artist 1, Move Silently 1 (cc), Tumble 1
Weapon Finesse
Weapon Finesse


5th
Swashbuckler 2
+4
+4
+3
+3
Bluff 1, Craft: stoneworking 1, Escape Artist 1, Hide 1 (cc), Move Silently 1 (cc), Tumble 1

Arcane Stunt (blur) replaces Grace +1


6th
Swashbuckler 3
+5
+4
+4
+4
Bluff 1, Craft: stoneworking 1, Escape Artist 1, Hide 1 (cc), Move Silently 1 (cc), Tumble 1
Practiced Manifester
Insightful Strike


7th
Stoneblessed 1
+5
+6
+4
+4
Bluff 1 (cc), Hide 1 (cc), Move Silently 1 (cc)

Stonebond


8th
Stoneblessed 2
+6/+1
+7
+4
+4
Bluff 1 (cc), Hide 1.5 (cc), Move Silently 1 (cc)

Racial Battle Technique


9th
Stoneblessed 3
+7/+2
+7
+5
+5
Bluff 1 (cc), Hide 1.5 (cc), Move Silently 1 (cc)
Weapon Focus (Rapier)
Stoneborn


10th
Blade Bravo 1
+8/+3
+7
+7
+5
Bluff 1, Escape Artist 1, Hide 1 (cc), Move Silently 1 (cc), Tumble 1, Easy Escape
Goad
Flourish, Goad


11th
Blade Bravo 2
+9/+4
+7
+8
+5
Bluff 1, Escape Artist 1, Hide 1 (cc), Move Silently 1 (cc), Tumble 1, Escape Attack

Mobile Fighting


12th
Blade Bravo 3
+10/+5
+8
+8
+6
Bluff 1, Escape Artist 1, Hide 1 (cc), Move Silently 1 (cc), Tumble 1, Quick Escape
Darkstalker, Improved Feint
Bonus Feat


13th
Blade Bravo 4
+11/+6/+1
+8
+9
+6
Bluff 1, Escape Artist 1, Hide 1 (cc), Move Silently 1 (cc), Open Lock 1 (cc), Tumble 1

Melee sneak attack +1d6


14th
Blade Bravo 5
+12/+7/+2
+8
+9
+6
Bluff 1, Disable Device 1 (cc), Escape Artist 1, Hide 1 (cc), Move Silently 1 (cc), Tumble 1

Size advantage


15th
Assassin 1
+12/+7/+2
+8
+11
+6
Bluff 1, Escape Artist 3, Hide 1, Move Silently 1, Tumble 3
Underfoot Combat
Sneak attack +1d6*, poison use, death attack, spells


16th
Drow Fighter 1
+13/+8/+3
+10
+11
+6
Bluff 1 (cc), Hide 1 (cc), Move Silently 1 (cc), Open Lock 1 (cc)
Surprising Riposte
Bonus feat, Hit and Run Tactics (+2 initiative, +DEX competence bonus to damage against flatfooted foes) [replaces Heavy Armor Prof]


17th
Drow Fighter 2
+14/+9/+4
+11
+11
+6
Bluff 1 (cc), Disable Device 1 (cc), Hide 1 (cc), Move Silently 1 (cc)
Titan Fighting
Bonus feat


18th
Factotum 1
+14/+9/+4
+11
+13
+6
Bluff 1, Disable Device 3, Escape Artist 1, Hide 1, Move Silently 1, Open Lock 2, Search 2, Tumble 1
Confound the Big Folk
Inspiration 2/encounter, cunning insight, cunning knowledge, trapfinding


19th
Factotum 2
+15/+10/+5
+11
+14
+6
Bluff 1, Disable Device 3, Escape Artist 1, Hide 1, Move Silently 1, Open Lock 2, Search 2, Tumble 1

Inspiration 3/encounter, Arcane Dilettante (1 spell--Insightful Feint)


20th
Factotum 3
+16/+11/+6/+1
+12
+14
+7
Bluff 1, Disable Device 3, Escape Artist 1, Hide 1, Move Silently 1, Open Lock 2, Search 2, Tumble 1

Brains over Brawn, cunning defense



STR: 8 base-4 racial-1 age+6 enhancement= 9 (-1)
DEX: 18 base+2 racial-1 age+6 enhancement+5 inherent= 30 (+10)
CON: 8 base-2 racial-1 age+6 enhancement=11 (+0)
INT: 18 base+1 age+5 levels+6 enhancement+4 inherent=34 (+12)
WIS: 8 base+1 age+6 enhancement=15 (+2)
CHA: 8 base+1 age+6 enhancement=15 (+2)

KEY ITEMS

Belt of Magnificence +6: +6 bonus to all stats
Collar of Continual Umbral Metamorphosis: grants the Dark template
Manual of DEX +5
Tome of INT +4


Highlights/Tricks:

Extra damage: Jakob can add INT to his attacks (from Swashbuckler 3), as well as DEX against flat-footed foes (from Drow Fighter 1). Though it doesn't stack (and should only be used against non-flatfooted foes), Factotum 1 provides the ability to use an Inspiration point for INT to damage (among other things). Lastly, the lurk augment functions as an improved sneak attack, allowing you to spend power points to do more sneak attack damage, or to STUN your target for one round, with an INT-based DC. Excellent.
Stealth: At 20th level, assuming only the key equipment listed, Jakob has a maximum Hide bonus of +95 (+23 ranks+14 DEX +12 INT [Brains over Brawn]+8 racial [Dark template]+16 size [treated as Fine due to augmented compression and Slight Build]+10 enhancement [Chameleon]+12 INT [cunning skill]). When combined with Darkstalker and Hide in Plain Sight, this should mean that the targets of Jakob's death attack will never even see it coming.
Size: Jakob starts as small, but thanks to the Races of the Dragon Web Enhancement (http://archive.wizards.com/default.asp?x=dnd/we/20060420a), has Slight Build, which allows him to be treated as tiny when it benefits him. He can use Compression to shrink to Tiny (and count as diminuitive), and then at later levels he can use Practiced Manifester to augment it to shrink to Diminuitive (but be treated as Fine). This carries the benefit of a +16 size modifier to Hide, a +4 attack bonus, and a +4 size bonus to AC. Furthermore, anything Diminuitive or bigger is treated as larger than you, so you get your sweet bonuses from Blade Bravo. Also, anything Tiny or larger (including the Other Killer Gnome) is two sizes larger than you, so you can use Underfoot Combat and Confound the Big Folk against shrunken gnomes. Talk about a taste of their own medicine!
The Feint of Heart: While the level of assassin may seem out of place, it is there to provide Jakob spellcasting access (mostly from bonus spells) of one spell--Insightful Feint. This gem from Spell Compendium gives you a +10 to your next feint, and allows you to feint as a free action if you have Improved Feint. Though it takes a swift action to cast, this means you can feint and full attack to your heart's content without relying on a Belt of Battle or similar tricks to get extra move actions. Hooray! Also, Factotum's Arcane Dilettante extends to 1st-level spells at 3rd level, allowing us to snag one more casting of Insightful Feint per day.
The Dark Template: the more expensive collar of umbral metamorphosis can grant us this template all day, which provides a 10 ft bonus to speed (which isn't changed by our shrinking tricks), darkvision out to 60 ft (a little better than kobolds usually get), cold resistance 10, a +8 bonus to Hide and a +6 bonus to Move Silently, along with [B]Hide in Plain Sight. With our ungodly hide modifier and Darkstalker, this ability basically functions as a get out of jail free card.

Sources:
Complete Psionics: lurk, Practiced Manifester, Adrenaline Boost
Complete Warrior: Swashbuckler
Expanded Psionics Handbook: Compression, Chameleon
Lords of Madness: Darkstalker
Races of Stone: Blade Bravo, Stoneblessed, Goad, Titan Fighting
Races of the Wild: Underfoot Combat, Confound the Big Folk
DMG: Assassin
Drow of the Underdark: Drow Fighter ACF, Surprising Riposte
Dungeonscape: Factotum
PHB: feats
Monster Manual I: kobold stats
Races of the Dragon Web Enhancement (http://archive.wizards.com/default.asp?x=dnd/we/20060420a): Slight Build and kobold natural weapons
Miniatures Handbook: Belt of Magnificence
Tome of Magic: Collar of Umbral Metamorphosis

Wolfem
2017-09-01, 03:41 PM
OK, that's all of them. I think Dulcinea is my favorite from that Cook. Please let me know if there are any issues with these.

Venger
2017-09-01, 03:44 PM
They all look fine to me. I'll double check them later on. Thank you very much for your help.