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View Full Version : Optimization Junkyard Wars XIII: Mulhorandi Divine Minion + Monk - Any Other Wildshaping



Troacctid
2015-11-28, 09:40 AM
Welcome to Junkyard Stadium! It is in this hallowed pile of miscellaneous parts that we will hold a competition of Practical Optimization with three components. The catch? Competitors may not use the third item in their builds!

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

Our previous chairman WhamBamSam has stepped down, but I, Troacctid, am here to bring back Junkyard Wars for a 13th round! Will I return for round 14? Eh, maybe. But hey, now that I'm in charge, I can institute a rule that judges can't penalize you for dipping unless it results in a multiclass xp penalty, and officially discourage penalizing the Vizzini Effect in Originality, so that's neat!

This competition has two Necessary Components and one Forbidden Component. This round's components are...


Necessary: The Mulhorandi Divine Minion (http://archive.wizards.com/default.asp?x=dnd/mb/20050209a) template!
Necessary: At least one level of Monk!
Forbidden: Any additional wild shape forms other than the ones granted by your template!

Mulhorandi Divine Minion is often brought up as a cheesy early entry for Master of Many Forms or other such nonsense. The obvious avenue for optimization is to expand the range of creatures they can wild shape into. But it's easy to forget that being able to shapeshift as a free action is a powerful ability in and of itself, even if your choice of forms is limited. For this round, we'll be using the wild shape ability as it was intended: to morph into the favored animals of your deity.

Joining Divine Minion as our other necessary ingredient is the Monk base class! You could go straight Monk up to level 20, or you could take it as a one-level dip, as long as it's included in your build.

Round-Specific FAQ

Wild shape restores HP as if you rested for the night each time you use it. Since the divine minion's fast wild shape is usable as a free action, does this mean we get infinite healing?
Technically, yes, as far as I can tell. However, since infinite healing is clearly not the intended behavior, your build will be probably more elegant if it can function even at a table where the DM rules against it.

Does fast wild shape count as wild shape for the purpose of prerequisites?
As far as I can tell, sure. However, note that it is a racial ability, not a class ability, so it cannot fulfill a "wild shape class feature" prerequisite (e.g. for Master of Many Forms). On the other hand, the Natural Spell feat requires the "wild shape ability", so it should work.

Do we need to match our patron deity's alignment? And does that mean we can't choose a chaotic deity as a patron, since Monks must be lawful?
Yeah, the ingredients for this round kind of have mostly-incompatible alignments. Sorry. Technically, you are allowed to start as lawful and then shift to your deity's alignment as a result of taking the template--you'd be unable to progress as a Monk, but you'd keep whatever Monk abilities you already had. However, since I realize I sort of backed you into a corner alignment-wise, I'm just going to make a special chair ruling and say that for this round, Monks can be of any alignment.

Should builds with more levels of Monk get bonus points in Use of Ingredients compared to builds that just dip one level?
Generally, no. It's not about how many levels you have, it's about how you use them. Contestants should feel free to leave the class at whatever breakpoint makes the most sense for their build.

Contestants:

So you wanna give this thing a shot? Awesome! The rules are as follows:
Creation: 32 point-buy is the presumed creation method. You may assume that you will have enough exp to reach ECL 20, and that the occasional bit of crafting, use of spells with exp components, or the like won't prevent you from doing so. However, LA buyoff is an alternate rule which is not in play.
Workshop: Competitors will be free to use any official 3.5 rulebook in constructing their builds. Dragon Magazine is disallowed, and Unearthed Arcana is allowed; but see below. Web-exclusive 3.0 or 3.5 materials by WotC are expressly allowed, but take care to verify that an updated version did not appear in print elsewhere as this may cause an Elegance deduction at the judges' discretion. If you use web material, please link it. Dragon Magazine Compendium is allowed, as are Oriental Adventures and the Dragonlance Campaign Setting. Alternate rule systems from UA such as gestalt and fractional saves are not allowed, as they create a different playing field.
Speculation: Please don't post or speculate on possible builds until after the reveal in order to avoid spoiling the surprise if a particular competitor is producing a build along those lines.
Disputes: Any scoring disputes should be sent to the Chair via PM. Valid disputes include RAW misreadings, arithmetic errors, things missed that are present in the entry, and inconsistently applied criteria. Invalid disputes include disagreements on matters of opinion, a judge not catching something not explicitly presented in the entry, and the like. Invalid disputes will be responded to via PM by the Chair, but valid disputes will be posted in-thread for the judge to review. When disputing, please indicate the judge the dispute is intended for and provide a quote of the disputed comment or comments. Note: the Chair may edit or paraphrase any disputes in presenting them to the judges.
Leadership is banned: We're creating one thing, not all of the things. If your entry includes a prestige class or ACF that grants Leadership or a Leadership-like ability as a bonus feat, the feat should be ignored and is not eligible to be traded away for another feat or ACF through any means.
Presentation: You will need to present a write-up of your build at at least one of the following points: 5th level, 10th level, 15th, 20th, and a "sweet spot" that you feel is the high point of the build, as well as presenting a fully-fleshed out 20-level build in the table below. Please give a rundown of the build's abilities and playability throughout its life. Builds will be posted anonymously, in order to avoid the potential of bias towards a particular competitor. For this reason, please don't put your name in the build as I'm likely to miss it when reviewing the entries. Also for this reason, PLEASE do not include any material that may or may not offend any potential viewers/judges/competitors OR break forum rules. Any builds which violate forum rules WILL be withheld from posting.


Due to concerns about standardizing entry format, please use the following table for their entry.NAME OF ENTRY


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


1st
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


2nd
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


3rd
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


4th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


5th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


6th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


7th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


8th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


9th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


10th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


11th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


12th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


13th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


14th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


15th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


16th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


17th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


18th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


19th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


20th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities



Code immediately below (spoiler).

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


1st
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


2nd
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


3rd
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


4th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


5th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


6th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


7th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


8th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


9th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


10th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


11th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


12th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


13th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


14th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


15th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


16th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


17th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


18th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


19th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities


20th
New Class Level
+x
+x
+x
+x
Skills
Feats
New Class Abilities



For entries with spellcasting, use the following table for Spells per day and Spells Known. (Spells Known only if necessary, i.e. Sorcerer or Bard, but not Wizard or Warmage)Spells per Day/Spells Known
Spells per Day/Spells Known


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


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


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


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


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


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


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


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


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


9th
-
-
-
-
-
-
-
-
-
-


10th
-
-
-
-
-
-
-
-
-
-


11th
-
-
-
-
-
-
-
-
-
-


12th
-
-
-
-
-
-
-
-
-
-


13th
-
-
-
-
-
-
-
-
-
-


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


15th
-
-
-
-
-
-
-
-
-
-


16th
-
-
-
-
-
-
-
-
-
-


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


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


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


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


Code immediately below (spoiler)Spells per Day/Spells Known
Spells per Day/Spells Known


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


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


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


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


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


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


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


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


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


9th
-
-
-
-
-
-
-
-
-
-


10th
-
-
-
-
-
-
-
-
-
-


11th
-
-
-
-
-
-
-
-
-
-


12th
-
-
-
-
-
-
-
-
-
-


13th
-
-
-
-
-
-
-
-
-
-


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


15th
-
-
-
-
-
-
-
-
-
-


16th
-
-
-
-
-
-
-
-
-
-


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


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


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


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



For other systems (Psionics, ToB, Incarnum, etc.) keep track of PP/maneuvers/essentia separately, preferably in a nice neat list.

Judges:

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


Originality: Is the build unique? Does it deviate from the obvious? Does it forge its own path, or does it fall back on common, established optimization tricks? Some judges score entries for the quality of their concept & backstory as well, though not all do. Providing at least some backstory is heavily encouraged, as it helps the judges figure out who the entry is. Note that the purpose of this category is not to penalize entries that independently came up with the same idea as another entry, but rather to reward entries that explore underutilized and non-obvious areas of optimization, so, judges, try not to base your judging in this category too heavily on what other builds are doing. Multiple entries using the same element may certainly be evidence that the element is unoriginal, but you shouldn't impose anything like a "-1 for each other build using the same class" penalty.
Power: Power level is up to you. Cheese is acceptable, but should be kept to a sane level unless you're showcasing a new TO build you've discovered. In the words of one of my predecessors, a little cheddar can be nice, but avoid the mature Gruyere unless you're making a cheese fondue.
Elegance: This category was formerly titled "Build Stability." Here, we're essentially measuring how skillfully you put your build together and how you balanced flavor with power. We're cooking here - if your dish doesn't taste good, it doesn't matter how well-presented it is. Use of flaws is an automatic loss of one point per flaw in this category. Other things that will cause lost points here are excessive multiclassing (meaning any multiclassing that results in an xp penalty), and classes that don't fit the concept - using Cloistered Cleric in a front-line melee fighter, for example, may lose you points. Rule adherence and legality of sources is scored under this category; additionally, reliance on a questionable, controversial, or ambiguous ruling can and should result in a deduction. Neither the number of sources nor their relative obscurity should be penalized--contestants should feel free to use any books they like. Dipping should not be penalized unless it results in a multiclass xp penalty; if the system won't penalize it, neither should judges.
Use of Components: Was the Forbidden Component avoided? Were the Necessary Components showcased, or simply used because they were necessary?

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

Completion Time:

Contestants will have until two weeks after the contest opens to create their builds and PM them to the chairman.
Builds will then be posted simultaneously to avoid copying.
Judges will have until two weeks after the reveal to judge the builds and submit their scores. If no judges have scored by that point, only the scores of the first judge to submit will be counted.
As the precedent has been set from Episode 2, should all prospective judges have posted their rulings in a neat, timely fashion and all disputes have been settled satisfactorily (to either judges, contestants, or the Chairperson), the judging period may end prematurely to give way to a new episode. No reason to keep working on a finished building and avoid moving onto the next one.

So who wants to sign up as a contestant and who wants to sign up as a judge? Looking for as many contestants and judges as feel like playing! We will award 1st through 3rd places, as well as a shout-out for honorable mention. The honorable mention prize is given to the most daring or unexpected build that doesn't gain a medal. Contestants are invited to vote for honorable mention via PM. Everyone else can vote in-thread. Ready? Steady? Get to the junkyard and start building!

Previous Competitions:
Episode 1: Shadowdancer + Sneak Attack - Rogue (http://www.giantitp.com/forums/showthread.php?337864-Junkyard-Wars-in-the-Playground-I)
Episode 2: Healing Spells + Ruby Knight Vindicator - Cleric (http://www.giantitp.com/forums/showthread.php?342896-Junkyard-Wars-in-the-Playground-II)
Episode 3: Dragon Type + Mystic Theurge - Kobold (http://www.giantitp.com/forums/showthread.php?347412-Junkyard-Wars-in-the-Playground-III-Dragons-Theurges-Kobolds)
Episode 4: Book of Exalted Deeds + Undead Type - Completes Books (http://www.giantitp.com/forums/showthread.php?355278-Junkyard-Wars-in-the-Playground-IV-BoED-Undead-Type-Completes)
Episode 5: Dread Witch + Reaping Mauler - Fighter (http://www.giantitp.com/forums/showthread.php?360271-Junkyard-Wars-in-the-Playground-V-Dread-Witch-Reaping-Mauler-Fighter)
Episode 6: Wonderworker + the Profession Skill - Factotum (http://www.giantitp.com/forums/showthread.php?369604-Junkyard-Wars-in-the-Playground-VI-Wonderworker-Profession-Skill-Factotum)
Episode 7: Metamagic Feats + Level Adjustment - Metamagic-Reducers! (http://www.giantitp.com/forums/showthread.php?374504-Junkyard-Wars-in-the-Playground-VII-Metamagic-Feats-LA-Metamagic-Reducers!)
Episode 8: Pounce + Small Size - Barbarian (http://www.giantitp.com/forums/showthread.php?388151-Junkyard-Wars-VIII-Pounce-Small-Size-Barbarian)
Episode 9: Earth Dreamer + Ordained Champion - Cleric (http://www.giantitp.com/forums/showthread.php?395791-Junkyard-Wars-IX-Earth-Dreamer-Ordained-Champion-Cleric)
Episode 10: Meldshaping + Natural Attacks - Totemist (http://www.giantitp.com/forums/showthread.php?403880-Junkyard-Wars-X-Meldshaping-Natural-Attacks-Totemist)
Episode 11: Magical Darkness + Improved Familiar - Wizard (http://www.giantitp.com/forums/showthread.php?409650-Junkyard-Wars-XI-Magical-Darkness-Improved-Familiar-Wizard)
Episode 12: Dragonmark Heirs + Touchstones - Martial Weapons (http://www.giantitp.com/forums/showthread.php?430214-Junkyard-Wars-XII-Dragonmark-Heirs-Touchstones-Martial-Weapons)

sakuuya
2015-11-28, 10:12 AM
Holy moly! Junkyard Wars! I'm very in.

Snowbluff
2015-11-28, 11:14 AM
WOW. This sounds... easy. o.o

WeaselGuy
2015-11-28, 11:37 AM
I have a thought for this one, but I may need to PM the chairman about something...

Troacctid
2015-11-30, 04:25 AM
WOW. This sounds... easy. o.o

Hey, every round can't be Dread Witch + Reaping Mauler, you know.

Sian
2015-11-30, 04:35 AM
uuhh ... I'll look into figure something out on this one.

EDIT: everyone should probably remember that unless it involves alignment changing shiannigans, only Horus, Osiris and Set are valid deities, as the template forces you to have the same alignment as your deity.

Curmudgeon
2015-11-30, 05:35 AM
EDIT: everyone should probably remember that unless it involves alignment changing shiannigans, only Horus, Osiris and Set are valid deities, as the template forces you to have the same alignment as your deity.
I get Horus-Re and Osiris, but not Set. Set is Chaotic Evil (Deities and Demigods, page 154). Remember that Deities and Demigods has a 3.5 update, whereas Faiths and Pantheons does not, so DaD is the more up-to-date source.

Sian
2015-11-30, 05:51 AM
I get Horus-Re and Osiris, but not Set. Set is Chaotic Evil (Deities and Demigods, page 154). Remember that Deities and Demigods has a 3.5 update, whereas Faiths and Pantheons does not, so DaD is the more up-to-date source.

Deities and Demigods is general D&D, Faith and Pantheons is specific to Forgotten Realms ... Divine Minion is a Forgotten realms specific template and specific trumps general.

Divine Minion follows the Mulhorandi Pantheon, not the Pharaonic Pantheon, even if its explicitly called out a few times that Mulhorandi Pantheon decends from the Pharaonic pantheon reaching into Faerun with new avatars, which have since then acted independent of the previous 'other-sphere' pantheon

Sian
2015-11-30, 06:16 AM
not that it matters as all as OP explicitly rules Monk to be available for all Alignments

Deadline
2015-11-30, 10:49 AM
Hey, every round can't be Dread Witch + Reaping Mauler, you know.

EL CHUPACABRA knows that life is not always easy ... for some. :smallwink:

Not sure I'll have time to jump in on this one (and I missed the last two completely I think), but I've subscribed to the thread and will keep an eye on it. Maybe the holidays will conspire to allow me time to judge.

Sian
2015-12-01, 07:49 AM
just found a great way to do this ... but it fails horrendeously for it needing Justicar of Taiia, which, fluffwise, fits like a bikini on a baleen whale

sakuuya
2015-12-01, 10:25 AM
Grr, stupid [REDACTED] not qualifying for [REDACTED]! I've got some extra levels that I'm trying to fill with something beside the obvious, but it's tough.

Lagren
2015-12-01, 02:53 PM
Rrrr... Stupid dumb level adjustment! If I just had one more level...

(In other news, I'm building this round. :smalltongue:)

Troacctid
2015-12-04, 04:30 PM
Contestants, here's your one-week reminder. Give or take. Is it eight days left to the entry deadline? Something like that.


not that it matters as all as OP explicitly rules Monk to be available for all Alignments

Yep, pro tip, reading the round-specific FAQ may improve your score. :smallwink:

sakuuya
2015-12-06, 11:30 PM
Grr, stupid [REDACTED] not qualifying for [REDACTED]! I've got some extra levels that I'm trying to fill with something beside the obvious, but it's tough.

This again, but moreso. I'll be ready by the deadline, though.

Lagren
2015-12-06, 11:54 PM
This again, but moreso. I'll be ready by the deadline, though.

I'm having the opposite problem - too many decent builds/build variations!

I guess it's a nice problem to have, but... :smallsigh:

sakuuya
2015-12-10, 03:43 PM
Well, that's me in! I think I made this much more difficult for myself than it needed to be... :smallbiggrin:

Troacctid
2015-12-10, 04:22 PM
Yep, deadline is, like, Saturday or whatever, so get those entries in, folks.

Sian
2015-12-10, 06:01 PM
Would really have liked to make something out of this but i've been to ill (started getting ill with headache and painful throat, last wednesday and its been migrating all around my head since then) to do much, much less dedicating focus on building a character that actually used the Ingredients for anything worthwhile

Deadasadoor
2015-12-10, 06:21 PM
I have an obvious yet amusing idea that I won't get time to enter. I could probably power through the write-up in a day or so, but I don't have that kind of free time right now. Which is a shame, because I really like Junkyard Wars.

sakuuya
2015-12-10, 06:46 PM
I have an obvious yet amusing idea that I won't get time to enter. I could probably power through the write-up in a day or so, but I don't have that kind of free time right now. Which is a shame, because I really like Junkyard Wars.

Do you like it enough to judge some divine minions? :D

Deadasadoor
2015-12-10, 09:02 PM
Do you like it enough to judge some divine minions? :D

Perhaps, time and number of entries permitting. I've really only judged the 2nd round of Home Cooking, so I'd prefer to be a backup or secondary judge.

Troacctid
2015-12-10, 09:11 PM
I will say that, as of today, the number of entries can be counted on one hand, even if that hand is missing most of its fingers. Or all of its fingers.

Lagren
2015-12-10, 10:35 PM
I will say that, as of today, the number of entries can be counted on one hand, even if that hand is missing most of its fingers. Or all of its fingers.

You're saying they can be counted with the fingers of one elbow? :smalltongue:

sakuuya
2015-12-10, 10:45 PM
Oh good, it sounds like I'm winning so far. :smallcool:

Vaz
2015-12-11, 01:52 PM
How long do we have? I can hopefully get something in tomorrow or sunday, but i'm working dual back to back shifts. I have my idea though fully fleshed out. Just need the time to double check.

sakuuya
2015-12-11, 05:27 PM
How long do we have? I can hopefully get something in tomorrow or sunday, but i'm working dual back to back shifts. I have my idea though fully fleshed out. Just need the time to double check.

I hear the deadline is "like, Saturday or whatever." As far as I know, I'm the only entrant so far, so I'd fully support extending it a little so you can get a build in.

WeaselGuy
2015-12-11, 09:17 PM
Well, I don't know how good it is, but I got my submission in! I'm a bit rusty, haven't done one of these since I got back to the States, but it was fun building again!

Lagren
2015-12-11, 11:13 PM
I'll probably have at least one submission in by tomorrow: I might actually manage a second as well, depending on how much time I end up having.

Troacctid
2015-12-12, 04:41 PM
Yeah, the deadline was supposed to be today, but realistically, I have a concert today, a concert tomorrow, and a D&D group tomorrow, so I think I'll extend it until Monday, as much for my sake as yours. (Okay, mostly for yours.)

Lagren
2015-12-12, 11:38 PM
Yeah, the deadline was supposed to be today, but realistically, I have a concert today, a concert tomorrow, and a D&D group tomorrow, so I think I'll extend it until Monday, as much for my sake as yours. (Okay, mostly for yours.)

Yay for delays!

Troacctid
2015-12-14, 08:54 PM
Right, it is Monday, so I'll go ahead and present the builds. We've got three entries. I'll present them alphabetically. First up is the Bear Sage, a Divine Minion of Geb!



http://i.imgur.com/Sb6hyq6.jpg?1
"Wise men don't stand near bears."

The Bear Sage
TN Wild Dwarf, Mulhorandi Divine Minion of Geb, Cloistered Cleric of Geb 1/Overwhelming Attack Monk 2/Bear Totem Barbarian 5/Fist of the Forest 3/Deepwarden 2/Nature's Warrior 5



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


1st
Cloistered Cleric of Geb 1
+0
+2
+0
+2
Know: Nature 4, Know: Planes 2, Know: Dungeon 4,
Heal 4, Survival 1 (2 ranks), Handle Animal 1 (2 ranks),
Speak Language (Mulhorand), Speak Language (Terran)
Earth Devotion, Lion's Pounce,
Knowledge Devotion (Nature)
Turn Undead, Cavern Domain, Knowledge Domain,
Spontaneous Cure


2nd
Overwhelming Attack Monk 1
+0
+4
+2
+4
Know: Nature 5 (+1), Jump 5 (+5)
Power Attack, Improved Unarmed Strike
Flurry of Blows, AC Bonus (Wis), Unarmed Damage 1d8


3rd
Overwhelming Attack Monk 2
+1
+5
+3
+5
Know: Nature 6 (+1), Climb 5 (+5)
Improved Bull Rush, Endurance
Spell Reflection


4th
Bear Totem Barbarian 1
+2
+7
+3
+5
Survival 5 (+4), Handle Animal 3 (+2)
Toughness
Rage 1/day


5th
Bear Totem Barbarian 2
+3
+8
+3
+5
Handle Animal 5 (+2), Know: Dungeon 5 (2 ranks),
Know: Heal 5 (2 ranks)
Improved Grapple



6th
Bear Totem Barbarian 3
+4
+8
+4
+6
Jump 8 (+3), Know: Nature 8 (+2), Survival 6 (+1)
Great Fortitude, Leap Attack



7th
Fist of the Forest 1
+5
+10
+6
+6
Survival 8 (+2), Know:Nature 10 (+2)

AC Bonus (Con), Fast Movement +10 ft, Feral Trance 1/day, Unarmed Damage 2d6


8th
Fist of the Forest 2
+6/+1
+11
+7
+6
Know: Nature 11 (+1), Balance 3 (+3)

Uncanny Dodge, Untamed Strike


9th
Fist of the Forest 3
+7/+2
+11
+7
+7
Know: Nature 12 (+1), Balance 5 (+2), Jump 9 (+1)
Shock Trooper
Feral Trance 2/day, Scent, Unarmed Damage 2d8


10th
Deepwarden 1
+8/+3
+13
+7
+9
Know: Nature 13 (+1), Know: Dungeon 12 (+7)
Track
Trap Sense +1


11th
Deepwarden 2
+9/+4
+14
+7
+10
Know: Nature 14 (+1), Know: Dungeon 14 (+2), Survival 13 (+5)
Feats
Stone Warden (Con replaces Dex to AC)


12th
Nature's Warrior 1
+10/+5
+16
+7
+10
Survival 15 (+2), Know: Nature 15 (+1), Jump 9 (+1)
Extra Rage
Wilding, Serpent's Coils


13th
Nature's Warrior 2
+11/+6/+1
+17
+7
+10
Survival 16 (+1), Know: Nature 16 (+1), Jump 11 (+2)




14th
Nature's Warrior 3
+12/+7/+2
+17
+8
+11
Survival 17 (+1), Know: Nature 17 (+1), Jump 13 (+2)

Earth's Resilience (DR 3/-)


15th
Nature's Warrior 4
+13/+8/+3
+18
+8
+11
Survival 18 (+1), Know: Nature 18 (+1), Jump 15 (+2)
Reckless Rage



16th
Nature's Warrior 5
+14/+9/+4
+18
+8
+11
Survival 19 (+1), Know: Nature 19 (+1), Jump 17 (+2)

Armor of the Crocodile (+5 Natural Armor)


17th
Bear Totem Barbarian 4
+15/+10/+5
+19
+8
+11
Survival 20 (+1), Know: Nature 20 (+1), Jump 20 (+3),
Handle Animal 6 (+1)

Rage 2/day


18th
Bear Totem Barbarian 5
+16/+11/+6/+1
+19
+8
+11
Survival 21 (+1), Know: Nature 21 (+1), Jump 21 (+1),
Handle Animal 9 (+3)
Snap Kick
+4 bonus to Grapple while Raging



This build has exactly three spellcasting levels, at ECLs 3rd, 15th, and 17th. All of them advance Cleric casting.
I'd rather not clutter the entry with a table that's mostly empty space, especially since we never improve our Wisdom or otherwise change how many spells we have access to in any way other than by gaining a casting level.
If you feel that such a table is necessary for your understanding of the build, I will produce one on request.



Stats after racial modifiers:
Str 8
Dex 8
Con 17 (+2 Wild Dwarf)
Int 14
Wis 18
Cha 8 (-2 Wild Dwarf)

All stat bonuses go to Constitution.


They say that Geb has a sense of humor. It must be true: after all, one of his greatest servants was a slave, stolen from a faraway land and sold to Geb's church by the Red Wizards of Thay.

Here is the tale of the Bear Sage.

ECL 3: Mulhorandi Divine Minion Cloistered Cleric 1
The Bear Sage began as a fetcher of books, picking up bits of knowledge here and there from pictures and diagrams. Putting his intellect and common sense to use, he taught himself how to read, write and speak Mulhorandi - as well as Terran, the sacred language of Geb's church. When he had a chance, he searched the books for tales of faraway jungle lands, learning all he could about the natural world around him. From time to time, he took shifts in the church infirmary, assisting the doctors there with the day-to-day accidents of Mulhorand life. His savage knowledge of poison was useful to them: though the venoms here were different, he understood how to safely handle them all. His hearty constitution and savage toughness stood him in good stead to fight off the plagues of others.

He hid his divine blessing until the need was greatest: after all, it would upset the order of things for his captors to know that their slave was a sacred servant of their god. Nonetheless, when the temple is attacked, a great brown bear was often seen, moving with a grace and fluidity most un-bearlike.

Mechanical spotlights:
Lion's Pounce:
Because we have Wild Shape at will, we never run out of uses to feed Lion's Pounce. For us, it effectively reads as "You have the Pounce ability." Given that some builds use Catfolk Pounce, spending a single feat slot on the ability to pounce at-will is definitely worth it.

Earth Devotion:
Three times per day, we can ignore difficult terrain for ten rounds - in other words, we can charge through undergrowth, over piles of bodies, etc. It's not an acrobatic charge (no vaulting things or charging through people), but it's still extremely useful for any sort of battlefield environment. The +5 skill bonuses on Jump, Climb and Balance are also situationally useful.
Alternately, we can also use this to generate up to 1 square/3 levels of difficult terrain, minimum 1: this lets us lock down an opponent we're in melee with, preventing them from five-foot stepping.

Knowledge Devotion:
We trade in the Knowledge Domain from Cloistered Cleric for this feat, but not before assigning skill ranks. (We're able to trade in Domains for their corresponding Devotion feats whenever we feel like it.)

Cavern Domain:
This gives us the base dwarf's stonecunning, and lets us cast Detect Secret Doors 1/day. Situationally useful, though we don't have enough search ranks to make it good at higher levels.

Poison Use:
Poisons are more than relevant at this level: if you lace your claws with Drow Poison (SRD) or toss a few vials of Sleep-Smoke (from Waterdeep: City of Splendors) about, a lot of enemies will fail their DC 13/15 fort save and slump over unconscious.

1st-level Cleric casting:
0th level Spells of Note:
Guidance, Mending, Light, Detect Magic, Stabilize, Create Water. Create Water is probably the best thing on this list, considering that YOU LIVE IN A DESERT.
1st level Spells of Note:
Sanctuary, Protection from [Insert Alignment], Divine Favor, Shield of Faith.

What combat looks like:
Roll your Knowledge Devotions, buff up with Shield of Faith/Divine Favor, turn into a bear, charge with pounce, and Claw, Claw, Bite. If the ground is bad, use Earth Devotion to charge anyway. If the ground is good, use Earth Devotion to lock down the big threat.

Consider using your Improved Grab on squishy, low-str casters or rogues: you have a +12 grapple bonus, so a fair number of monsters at your level will have a hard time escaping if you decide to grab them and rip their face off with your claws.

Be careful, though: Your single D6 hit die and buffed AC of 17 mean you may have some survivability problems at this early level. If necessary, back off and heal/buff/debuff for the rest of the party. Earth Devotion's "create difficult terrain" usage has a thirty foot range, so if you can't use it on yourself, you can still use it on the party tank's behalf. If all else fails, throw vials of Sleep-Smoke.

ECL 4-5: Monk 1-2

The Bear Sage started to train in martial techniques, learning how to defend himself and his temple effectively on the spur of the moment. Since a slave such as him could not be trusted with weapons, he focused on the use of his own body. (After all, his vials of stashed-away poison could be discovered and confiscated anytime…)

Monk 1:
Power Attack:
We don't have the strength score to pick this up natively, but Overwhelming Attack Monk lets us bypass the prerequisites - and a good thing too, since in brown bear form we have a strength score of 27! Our to-hit at this level is at +8 just from our wild-shaped strength, easily keeping pace with the 18 str fighter and his +4 BAB: We'll get use out of Power Attack, especially if Knowledge Devotion applies or we have time to toss on Divine Favor.

Improved Unarmed Strike:
Another attack to add to our routine. Our full attack is now "Claw, Claw, Bite, Unarmed Strike." Mm, four attacks at level four.

AC Bonus:
A +4 bonus to AC isn't that great on an unarmored human, but if you're a bear with +5 natural armor, it starts to look a lot better. 20 AC (22 with Faith's Shield) isn't awesome at level 4, but it's probably as good as the fighter's doing in his +1 Full Plate - not to mention much less expensive. Along with our new d8 hit die, this gives us more of the survivability we need so much.

Decisive Strike:
Besides being useful for extra damage on enemies our secondary natural weapons are having trouble hitting, this class feature also lets us really punish enemies who try to withdraw from our Earth Devotion's difficult terrain. Doubling our claws' natural 1d8+8 damage will take out about half to a third of most CR 4 beasties' health, and drop most CR 1 or 2 goons easily.

Monk 2
Improved Bull Rush and Evasion.

Improved Bull Rush:
Why not put that Large size and 27 Str to use? More tactical options are always nice. And by sticking with Overwhelming Attack's style, we get to keep our +2 bonus to Intimidate, which is mildly nice. Bears ought to be at least a little scary.

This also serves as a prerequisite for Leap Attack later, helping out with our 'charge everything to death' plan.

Spell Reflection:
This ACF lets us bounce back spells and spell-like abilities that miss us, much like a low-budget Tarrasque. It would be better if we had some way of generating a miss chance: as is, we can still get some use from this due to our relatively high Touch AC.

ECL 6-8: Bear Totem Barbarian

Despite his best efforts, the Bear Sage was discovered to be a divine minion of Geb: surprising no-one but him, this resulted in him being released from his servitude. Free to wander the world, he decided to learn more about his former people and this land far away from his home. Gradually, he slipped into his bear form more and more, spending less and less time as a dwarf.

Bear Totem Barbarian 1
"Wait," you say. "Don't you mean Spirit Lion Totem?"

"No," I reply. "Bear Totem from Unearthed Arcana."

"Isn't that the one that gives you toughness as a bonus feat?"

Yes, this is the one that gives you toughness as a bonus feat. Enjoy the extra 3 HP.

However, we also get Rage 1/day, and a nice big d12 hit die. Raging lets us increase our stats once we're already in bear form, rather than being stuck at exactly 27 strength forever. It also boosts our constitution, making us more durable in combat. At this level we'll be averaging 32 HP, about the same as a pure Monk with our Con score - not the most durable, but getting better.

Raging also takes advantage of our +4 Con modifier in bear form: with the +4 Con from the rage itself, we can rage for 9 rounds - that's almost a full minute!

Bear Totem Barbarian 2

This level gives us Improved Grapple as a bonus feat, letting us continue to do bear wrestling as a viable strategy. Our grapple modifier at this level is +21 (+23 when raging), still above the majority of our opponents' checks.

We also continue to benefit from the Barbarian's juicy d12 hit die. Mmm, survivability.

Bear Totem Barbarian 3

Great Fortitude as a bonus feat, boosting our already-quite-good Fort save. With a +4 con mod, a +8 base save bonus, and +2 from Great Fortitude, we save at +14 against pesky Clerics with Slay Living. An 18-Wis, level 9 Cleric gives us a DC of 19: we save 3/4 of the time, even without a Cloak of Resistance.
Our Will is keeping up as well: at a total of +10 between our Wisdom and our inherent bonuses, we've got an even chance against Freeze Armor. (Watch out for Dismissal though: if anyone rumbles to the fact that you're an Extraplanar Outsider, you could have problems, especially since the template's LA means you're short on HD.)

We also get Leap Attack at this level, AKA "the expected charger feat." Aside from this, it's just another level of a d12 hit die and full BAB.

ECL 9-11: Fist of the Forest

However, the Bear Sage did not forget his duty to Geb and his affection for the kindly god's church. Though he now preferred his bear form - people asked bears less awkward questions - he could nonetheless be found amid Geb's more remote temples in the mountains, defending them from the perils of the wilderness.

Fist of the Forest 1
This is part of why we took Bear Totem Barbarian: Great Fortitude as a bonus feat qualifies us nicely for this quite-nice prestige class.

Con to AC:
An additional +4 to AC while in bear form? Don't mind if I do. Not only that, but this makes up entirely for the loss of AC when we Rage, making it have very little in the way of downsides.

Feral Trance:
Another rage, only this one boosts Dex and gives us +2 damage on our unarmed strikes, as well as a new natural bite attack. So now we get to Claw/Claw/Bite/Bite/Unarmed Strike. Careful of your equipment, though: get your glove and boot enchantments on fingerless gloves and open-toed sandals, or else don't use those item slots.

Unarmed Damage: We get to bump ourselves up a step on our unarmed damage, dealing 2d6 damage per unarmed strike, rather than 1d8. Not shabby.

Primal Living:
We were already spending all day as a bear, we have Endurance, and we have a +10 survival check. This isn't really much of an annoyance to us. Besides, who needs to eat when Rings of Sustenance exist?

Fist of the Forest 2
Uncanny Dodge. We dropped this from Barbarian, but here it is again, five levels later. Though our dexterity isn't that great, this is still alright.

Untamed Strike: Our unarmed strikes are magic. Yawn. Still, nice if you can't find an Amulet of Mighty Fists or some way of casting Magic Fang.

We get our first iterative at this level, so now our full attack routine is Unarmed/Unarmed/Bite/Bite/Claw/Claw.

Fist of the Forest 3
Scent: Smell the unseen! Smell the unheard! Since it's a class feature, we keep it in bear form - there's no need for us to turn into a squishy dwarf so that we can smell things better.

To quote the SRD:

"A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or*troglodyte*stench, can be detected at three times these ranges.
The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a*move action. If it moves within 5 feet of the scent’s source, the creature can pinpoint that source."

In other words, this ability is one of the many things that makes Darkstalker a necessary feat for Rogues. Enemies that haven't paid their feat taxes will get a nasty surprise when you alert your party to the sudden scent of invisible wizard. It's like 30-ft blindsense, only you don't get to know where in that radius the enemy is. (Within 5 feet, it really is blindsense - at least until your enemies get wise and start throwing vials of peppermint at you.)

Feral Trance 2/day, Unarmed Die increase: More rage and damage is always nice.

We also take Shock Trooper at this level, continuing our pouncing kung-fu bear plan.

ECL 12-13: Deepwarden
The Bear Sage continued to retreat from civilization, finding his way into the caverns deep beneath the shifting sands - the natural domain of his god Geb, the King of Riches under the Earth, Father Under the Skies and Sands. His bestial senses sharpened, even as he became more one with his patron deity's element.

Deepwarden 1:
One level after gaining Scent, we grab the Track feat. Let's refer to the SRD again, shall we?

"A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom check to find or follow a track. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base*Survival DC to track becomes 20 rather than 10."

If you're working on a fresh trail, this is typically better than the regular sort of tracking by a +5 to +10 modifier. On very soft ground or if the trail's more than five hours old, you're better off just using your base survival skill.

Our innate Survival modifier is +12 overall at this level, so we're guaranteed to be able to follow an hour-old trail made by one or two medium creatures, assuming they're not trying to hide it. For older trails, it's better to work without scent: we have a 50/50 chance to follow a six-hour old trail over hard ground with Scent, but we have the same chance to follow it 48 hours later if we don't rely on our nose. The different styles of tracking do different things, complementing each other: non-Scent is better for finding cold trails over soft ground, but fresh ones over hard ground are much easier with Scent.

Trap Sense +1:
The class features we dropped from Barbarian just keep coming back to us, don't they? +1 AC and Reflex versus traps isn't awesome, but every point can count when you're about to fall into a giant pit full of lava oozes.

Deepwarden 2:
Con to AC again, replacing our Dex bonus and giving us another +3 AC in bear form. When we rage now, it actually improves our AC by two points!

Totaling up our AC in bear form before magic items or buffs, we get:
10, +5 Natural Armor, +4 Wis, +5 Con (FoF), +5 Con (DW), -1 Size. That's 28: Shield of Faith and Rage together bump that up to 32, before any magic items that buff Wisdom, Constitution, or AC. An 11th-level fighter in +3 full plate, with a +3 shield, the Dodge feat, a +1 Ring of Protection, and a +2 Amulet of Natural Armor has spent half his WBL on AC, and he's only got 31!

ECL 14-18: Nature's Warrior
After so much time in the caverns, the Bear Sage fully embraced the bear as his natural form. Today, he rarely walks on two legs, save to speak with the occasional journeying petitioner or cast some small nature magic. As unyielding as stone and as implacable as a mountain, the Bear Sage does not hesitate to challenge wyrms in the name of his god if need be.

Nature's Warrior 1
Serpent's Coils keeps our Grapple checks relevant, and gives us pseudo-Constrict: At this level, we have a total grapple check of +36 (+4 size, +4 Improved Grapple, +4 Serpent's Coils, +8 Str, +10 BAB, +2 Rage) before magical buffs, putting us on an even footing with an Adult Blue Dragon despite its size advantage.
You are here to make the squishy casters regret that they didn't prepare Freedom of Movement today/got dispelled. You are also here to make the squishy rogues regret stepping into melee range.
With a few strength buffs - or, better yet, Gloves of the Titan's Grip from the Magic Item Compendium - you'll be winning grapples handily against things twice your size. Keep in mind that you can't grapple anything Gargantuan or bigger - but a wand of Righteous Might will solve most of the problem, making you only unable to hold onto a Colossal creature.

We take Extra Rage at this level, so that we can SUPLEX PUNY DRAGON more often: 1 rage/day is a bit slim.

Nature's Warrior 2
Another level of full BAB, and some spellcasting progression. Remember that Cleric 1 dip? Now you can cast more.

Nature's Warrior 3
DR 3/-: Not quite as good as a Barbarian's DR 4/- that they get at this level, but still quite respectable.

Nature's Warrior 4
Now you cast as a third-level cleric.
Spells of Note:
The "Animal Stat" buffs, particularly Bear's Endurance for an additional +4 AC and 30 HP.
Lesser Restoration, Silence, Resist Energy, Remove Paralysis.

We take Reckless Rage at this level, because why the heck not? Its drawback (another -2 AC) is completely negated by our doubled-con-to-AC.

Nature's Warrior 5

Armor of the Crocodile: An extra +5 to our natural armor. Along with our bonus to Con, our base AC at this level is now 10, +10 Natural Armor, +4 Wis, +6 Con (FoF), +6 Con (DW), -1 Size. That's AC 35. When we rage, it jumps to 37: Shield of Faith gives us 39.

The fighter in his full gear has overtaken us to reach an AC of 45. However, with his 181,520 gp armor budget, we can afford a +6 Con item, a +8 armor bonus item, a +6 wisdom bonus item, and a Monk's Belt, each of which comes with its own wilding clasp. (Magic Item Compendium, lets us shift forms while wearing the attached item without it melding.) That's +18 AC, putting us solidly above him at a total AC of 57 - plus we get a slew of skill bonuses, extra HP, etc, etc.

Just a note: at 57 AC, a Great Wyrm Black Dragon only hits us on a crit, and it's CR 22.

ECL 19-20: Bear Totem Barbarian +2

In the end, he knew that the bear was inside him all along.

Bear Totem Barbarian 4
Rage 2/day: With four rages per day, we're not likely to run out any time soon.

Bear Totem Barbarian 5
Bear's Embrace:
Bear Totem Barbarian replaces Improved Uncanny dodge with +4 untyped bonus to grapple while raging.
Our grapple checks are now at +43 before any magic gets involved. (+4 size, +4 Improved Grapple, +4 Serpent's Coils, +4 Bear Totem Barbarian, +8 Str, +16 BAB, +3 Rage) With a little bit of prep time to spend charges from wands of Extended Divine Power, Extended Righteous Might, and Crawling Darkness, your grapple check is at an overall +58 - on even footing with a Wyrm Black Dragon.

Let me say that again: If you have time to prepare for a wrestling match against a Wyrm Black Dragon, you have a 50-50 chance of winning each grapple check. Against a merely Ancient Black Dragon, you have a +8 advantage. Neither of them can actually hit you with a non-crit attack once you grapple them.

Sure, in the end you're ultimately a big, beefy slab of meat with much less flexibility than a caster, but there's something to be said for the simple joy of mauling CR 20 monsters to death.



Sources:
Fist of the Forest, Devotion feats: Complete Champion
Bear Totem Barbarian, Overwhelming Attack Monk, Cloistered Cleric: Unearthed Arcana, all available online here: http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm
Lion's Pounce: Complete Divine
Nature's Warrior, Shock Trooper, Extra Rage: Complete Warrior
Leap Attack: Complete Adventurer
Decisive Strike ACF: PHB II
Spell Reflection ACF: Complete Mage, excerpted here: http://archive.wizards.com/default.asp?x=dnd/ex/20061010a
Wild Dwarf: Races of Faerun
Deepwarden, Reckless Rage: Races of Stone. Deepwarden is excerpted here:
http://archive.wizards.com/default.asp?x=dnd/ex/20040807a&page=4

Troacctid
2015-12-14, 08:55 PM
Next is Makira Hajri, a Divine Minion of Bast.



Makira Hajri
CG Divine Minion of Bast Human Cobra Strike Monk 4/Celebrant of Sharess 10/ Jaunter 4
http://orig08.deviantart.net/af76/f/2012/197/9/8/bastet_by_stefanogesh-d57j5s8.jpg
[Picture by Stefano Gest (http://stefanogesh.deviantart.com/art/Bastet-314982152)]

Makira was born into a cult of Set, but she never really fit in—she was too kind, too fun-loving. Sensing her “weakness,” the snake-worshippers made her childhood among them almost unbearable. Their cruelty came to a head when they discovered that she had been raising a kitten in secret, just so she could have a friend. She was ordered to kill it, but instead she fled into the desert. In her grief at leaving the only life she’d ever known (regardless of how much she hated that life), she fully expected to die there, but the kitten she had saved led her to a temple of Bast. The priests there, viewing her journey as divine intervention from their goddess, took her in, and for the first time, Makira experienced real, familial love.

She was much happier there than she had ever been as a child, but she knew that conflict between her two families was inevitable. When the day finally came that the Bast-worshippers rode out to eliminate the cult of Set, Makira stayed behind, unable to fight the people who had raised her, no matter how much she disliked them. She packed her bags, expecting to have to flee again, because of her cowardice had caused her to fail her deity. Her cat, however, blocked her way out, and when she finally picked it up bodily to move it, she experienced a vision of Bast, who told her that although Makira shouldn’t fear opposing Set, compassion was not a weakness but a great strength.

The vision shored up Makira’s slipping faith and, more drastically, physically transformed her into a divine minion of Bast. She stayed at the temple long enough to thank everyone there for the kindness they had shown her, then left in the form of a cat. She was a bit surprised at the…particular areas of emphasis that characterized worship of Bast outside Mulhorand, but the festivals and everything that went with them seemed to her a reflection of the joy she felt at being chosen by the goddess. She traveled across Faerun--and eventually, the great wheel itself--spreading the passion and compassion of Bast.

Starting Ability Scores: Str 14, Dex 13, Con 11, Int 10, Wis 14, Cha 16
Level-Up Increases: First two to Con, second two to Cha.



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


1st
Monk
+0
+2
+2
+2
Concentration 4, Diplomacy 4, Listen 4, Perform (Dance) 4, Spot 4
Sacred Vow, Power Attack, Improved Unarmed Strike (B), Dodge (B)
AC Bonus, Flurry of Blows, Unarmed Strike


2nd
Monk
+1
+3
+3
+3
Concentration 5, Diplomacy 5, Listen 5, Perform (Dance) 5, Spot 5
Mobility (B)
Evasion


3rd
Monk
+2
+3
+3
+3
Concentration 6, Diplomacy 6, Listen 6, Perform (Dance) 6, Spot 6
Vow of Purity
Still Mind


4th
Monk
+3
+4
+4
+4
Concentration 7, Diplomacy 7, Listen 7, Perform (Dance) 7, Spot 7

Ki Strike (Magic), Slow Fall


5th
Celebrant of Sharess
+3
+4
+4
+6
Concentration 8, Diplomacy 8, Knowledge (Planes) 1, Listen 8, Perform (Dance) 8, Spot 8

Flirtation, Fascinate, Feline Familiar


6th
Celebrant of Sharess
+4
+4
+4
+7
Concentration 9, Diplomacy 9, Knowledge (Planes) 2, Listen 9, Perform (Dance) 9, Spot 9
Spring Attack
Fury of the Tigress 1/day


7th
Celebrant of Sharess
+4
+5
+5
+7
Concentration 10, Diplomacy 10, Knowledge (Planes) 3, Listen 10, Perform (Dance) 10, Spot 10




8th
Celebrant of Sharess
+5
+5
+5
+8
Concentration 11, Diplomacy 11, Knowledge (Planes) 4, Listen 11, Perform (Dance) 11, Spot 11

Suggestion


9th
Mulhorandi Divine Minion
+5
+5
+5
+8





10th
Mulhorandi Divine Minion
+5
+5
+5
+8


Mulhorandi Divine Minion abilities


11th
Celebrant of Sharess
+5
+5
+5
+8
Bluff 2, Concentration 12, Diplomacy 12, Listen 12, Perform (Dance) 12, Spot 12
Natural Spell
Pounce of the Tigress


12th
Celebrant of Sharess
+6/+1
+6
+6
+9
Bluff 4, Concentration 13, Diplomacy 13, Listen 13, Perform (Dance) 13, Spot 13

Fury of the Tigress 2/day


13th
Celebrant of Sharess
+6/+1
+6
+6
+9
Bluff 6, Concentration 14, Diplomacy 14, Listen 14, Perform (Dance) 14, Spot 14

Sanctuary


14th
Celebrant of Sharess
+7/+2
+6
+6
+10
Bluff 8, Concentration 15, Diplomacy 15, Listen 15, Perform (Dance) 15, Spot 15
Multiattack
Swiftness of the Tigress


15th
Celebrant of Sharess
+7/+2
+7
+7
+10
Bluff 10, Concentration 16, Diplomacy 16, Listen 16, Perform (Dance) 16, Spot 16




16th
Celebrant of Sharess
+8/+3
+7
+7
+11
Bluff 12, Concentration 17, Diplomacy 17, Listen 17, Perform (Dance) 17, Spot 17

Fury of the Tigress 3/day, Inspire Desire


17th
Jaunter
+8/+3
+7
+9
+11
Concentration 18, Diplomacy 18, Perform (Dance) 18
Snap Kick
Travel Power, Benign Transposition


18th
Jaunter
+9/+4
+7
+10
+11
Concentration 19, Diplomacy 19, Perform (Dance) 19

Baleful Transposition, Fast Movement


19th
Jaunter
+10/+5
+8
+11
+12
Concentration 20, Diplomacy 20, Perform (Dance) 20

Dimension Door, Teleport


20th
Jaunter
+11/+6/+1
+8
+12
+12
Concentration 21, Diplomacy 21, Perform (Dance) 21
Improved Multiattack
Freedom of Movement, Plane Shift



Spells per Day/Spells Known


Level
1st
2nd
3rd
4th


1st
-
-
-
-


2nd
-
-
-
-


3rd
-
-
-
-


4th
-
-
-
-


5th
0/2
-
-
-


6th
1/3
-
-
-


7th
2/3
0/2
-
-


8th
3/4
1/3
-
-


9th
3/4
1/3
-
-


10th
3/4
1/3
-
-


11th
3/4
2/3
0/2
-


12th
3/4
3/4
1/3
-


13th
3/4
3/4
2/3
0/2


14th
3/4
3/4
3/4
1/3


15th
3/4
3/4
3/4
2/3


16th
3/4
3/4
3/4
3/4


17th
3/4
3/4
3/4
3/4


18th
3/4
3/4
3/4
3/4


19th
3/4
3/4
3/4
3/4


20th
3/4
3/4
3/4
3/4



Spells Known
1st - Charm Person, Disguise Self, Ray of Hope, Remove Fear
2nd - Heroism, Rage, Suggestion, Elation
3rd - Slow, Fear, Gilbness, Good Hope
4th - Blinding Beauty, Break Enchantment, Hold Monster, Mass Suggestion
As a note, please keep in mind that Bast and Sharess are two names for the same goddess. Makira is Muhorandi, so she tends to use Bast, but both names are used below, because "Celebrant of Bast" seemed like needless obfuscation.

Level 5: It seems strange to start out a CG Bast/Sharess-worshiping build as a monk, but, alignment stuff aside, no other base class would work as well as Monk here. Monks get Diplomacy and Perform as class skills (for some reason...), which allows timely entry into Celebrant of Sharess, and the Cobra Strike variant from UA takes care of two of the three feats required to get into Jaunter. All that said, however, Makira isn't very strong at early levels, precisely because she's spending them setting up the rest of her build. She's more MAD than usual for a Monk, because Charisma is important for her build, and she has to pick up Sacred Vow and Vow of Purity for Celebrant of Sharess. She does get access to a couple spells at level 5, which helps a bit.

Level 11 (Sweet Spot): Mechanically, I chose to put Makira's Divine Minion template where I did because the template says it's usually not granted to characters with fewer than 6 class levels, and by waiting until ECL 9-10, she can pick up Natural Spell at her very next class level here. She also gets Pounce regardless of form here, a level after she picks it up in lion and leopard forms.

Celebrant of Sharess is a weird class. Fluff-wise, it’s perfect for a Divine Minion of Bast/Sharess, but mechanically, it’s all over the map. It has bad BAB, but it gives pounce and pseudo-rage. It gives the aforementioned pseudo-rage, but also spells and pseudo-bardic-music. The latter two are better than the former (it’s a small spell list, but her shiny new 3rd-level spells are Slow and Fear, and the lower levels are full of nice buffs), but rage does help make up for her crappy BAB if she mixes it up in melee combat as a leopard or lion. Makira also has a fast-progressing cat familiar who, between a cat's natural skill bonuses and Makira's perception skills, makes a good scout. And Makira can join her, even.

Level 15: Celebrant of Sharess continues its weirdness with a mass version of Sanctuary as a pseudo-bardic-music effect, which is odd for an offensively-minded class, but very powerful because its DC is Perform-based. Makira also gets an extraordinary (!) version of Haste, which is either meh or awesome, depending on how your DM feels that spell interacts with natural weapons. Even if you don’t get an extra attack from it, though, the speed boost combined with Spring Attack and her big cat forms’ natural high speed make her a very mobile combatant. This is also the point where she finally has room to get multiattack.

Level 20: Celebrant of Sharess’ capstone is just fluff, but oh lordy, what amazing fluff. Makira can make people fall in love or develop the hots for each other! It’s such a great representation of her deity. But of course, she still has four levels to go after that. I chose to fill ‘em with the fun mobility-focused Jaunter class. Divine Minions are supposed to be messengers of the gods, and Jaunter’s SLAs (particularly Teleport and Plane Shift) help Makira fulfill that duty. Other Jaunter powers--fast movement, the transposition powers--add to her already-impressive mobility. Improved Multiattack means she takes no penalty on secondary natural attacks, and Snap Kick gives her that penalty back, but in exchange for an extra attack. Not a bad trade off.
Book of Exalted Deeds: Sacred Vow, Vow of Purity, Touch of Golden Ice
Draconomicon: Improved Multiattack
Expedition to the Demonweb Pits: Jaunter
Faiths and Pantheons: Celebrant of Sharess
Tome of Battle: Snap Kick
Unearthed Arcana: Cobra Strike Monk
Web: Mulhorandi Divine Minion (http://archive.wizards.com/default.asp?x=dnd/mb/20050209a)

Troacctid
2015-12-14, 08:56 PM
And lastly, we have Ramas al Set'kai, a Divine Minion of Set.



Ramas al Set'kai
Mulhorandi Divine Minion of Set
http://amiawiki.shatuga.com/images/3/31/Set_symbol.jpg

Lesser Tiefling Mulhorandi Divine Minion of Set, Monk of the Passive Way 5/Warshaper 4/Tattooed Monk 9



Fast Wild Shape (Su): A divine minion can wild shape as an 11th-level druid into one or more animal forms that depend on the deity it serves (divine minions of Set also have a vermin form). The divine minion can use this ability at will, can change form as a free action, and can spend time in animal form indefinitely. They prefer to keep their shapechanging abilities secret so that they can use them to surprise their enemies in combat. Unlike a druid, minions can use this ability even if they're wearing metal armor.
Fear Immunity (Su): Divine minions are immune to fear effects.
Forms Available: Brown bear, constrictor snake, crocodile, jackal (dog), Large giant scorpion, Medium viper, Medium giant scorpion
LA +2



Also, since there was some discussion about it, I'd like to include the following:

"Mulhorandi divine minion" (hereafter "divine minion") is an acquired template that can be added to any humanoid, monstrous humanoid, humanoid or monstrous humanoid with the celestial or fiendish template, or humanoid-shaped outsider (referred to hereafter as the base creature). A divine minion uses all of the base creature's statistics and abilities except as noted here.
Emphasis mine. It's worth pointing out that the Divine Minion template can be applied to any Humanoid, including Humanoid (Planetouched), and not just Outsiders. Making the Lesser Tiefling a valid target for the template.


As a young Tiefling growing up in a monastery in Unther, Mulhorand's neighbor, Ramas was often on the receiving end of ridicule and discrimination. His masters cautioned tolerance and patience, though, and eventually the time came when Ramas was able to exact his revenge in secret, by poisoning his aggressor's nightwater. So began a long journey down a dark path, one that eventually led him to the altar of a God named Set. Ramas's methods grew increasingly brutal, resulting in more than one trip to the infirmary by his classmates, and culminating in a trip to the morgue by one unfortunate rival. While Ramas was never directly accused, everyone knew he was the cause, and his masters made little attempt to cover his excommunication with a lackluster "quest" to explore the larger world.

As an adult free from the overbearing guidance of the monastery, Ramas pledged his service to the Cult of Set, which accepted him with open arms and the chance to make a name for himself. Establishing his own dojo in Mulhorand catering to bullied and oppressed minority children, Ramas surreptitiously spreads the doctrine of Set amongst his students, gradually increasing the presence of Set in Mulhorand.

Set has looked favorably upon his devoted servent, Ramas, and has created of him a Divine Minion, the better for Ramas to both spread the word of Set, and to defend himself from Horus-Re's thugs. Always training to become better than his foes, Ramas al Set'kai has both focused his shapeshifting abilities into becoming a Warshaper, and trained his body and mind to receive mystical tattoos, becoming a Tattooed Monk.

It is fast nearing the point where Ramas al Set'kai will name himself a Grandmaster of the Cobra Monastery, and lead his students into open warfare against Set's enemies.




Attribute
Base
Racial
From Level
Total


Strength
16
-
-
16


Dexterity
14
2
-
16


Constitution
12
-
-
12


Intelligence
8
2
-
10


Wisdom
16
-
4
20


Charisma
10
-2
-
8



Increases from level go into Wisdom.




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


1st
Monk of the Passive Way 1
+0
+2
+2
+2
Hide 4, Jump 4, Knowledge (Religion) 4, Move Silently 4
Combat Expertise, Endurance
Bonus Feat, Improved Unarmed Strike, Flurry of Blows


2nd
Monk of the Passive Way 2
+1
+3
+3
+3
Hide 5, Jump 5, Knowledge (Religion) 5, Move Silently 5
Improved Trip
Bonus Feat, Evasion


3rd
Monk of the Passive Way 3
+2
+3
+3
+3
Hide 6, Jump 6, Knowledge (Religion) 6, Move Silently 6
Improved Grapple
Still Mind


4th
Monk of the Passive Way 4
+3
+4
+4
+4
Hide 7, Jump 7, Knowledge (Religion) 7, Move Silently 7
-
Ki Strike (Magic), Slow Fall 20ft


5th
Monk of the Passive Way 5
+4
+4
+4
+4
Hide 8, Jump 8, Knowledge (Religion) 8, Move Silently 8
-
Purity of Body


6th
Warshaper 1
+4
+6
+4
+4
Hide 8.5, Jump 9
Knock-Down
Morphic Immunities, Morphic Weapons


7th
Warshaper 2
+5
+7
+4
+4
Hide 9, Jump 10
-
Morphic Body


8th
Warshaper 3
+6
+7
+5
+5
Jump 11, Move Silently 8.5
-
Morphic Reach


9th
Warshaper 4
+7
+8
+5
+5
Jump 12, Move Silently 9
Scorpion's Grasp
Morphic Healing


10th
Tattooed Monk 1
+7
+10
+7
+7
Jump 13, Move Silently 12
-
Monk Abilities, Tattoo (Crane)


11th
Tattooed Monk 2
+8
+11
+8
+8
Jump 14, Move Silently 14
-
-


12th
Tattooed Monk 3
+9
+11
+8
+8
Hide 11, Jump 15, Move Silently 15
Superior Unarmed Strike
Tattoo (Scorpion)


13th
Tattooed Monk 4
+10
+12
+9
+9
Hide 13, Jump 16, Move Silently 16
-
-


14th
Tattooed Monk 5
+10
+12
+9
+9
Hide 15, Jump 17, Move Silently 17
-
Tattoo (White Mask)


15th
Tattooed Monk 6
+11
+13
+10
+10
Hide 17, Jump 18, Move Silently 18
Snap Kick
-


16th
Tattooed Monk 7
+12
+13
+10
+10
Hide 19, Jump 19, Move Silently 19
-
Tattoo (Phoenix)


17th
Tattooed Monk 8
+13
+14
5t
+11
+11
Hide 20, Jump 20, Knowledge (Religion) 9, Move Silently 20
-
-


18th
Tattooed Monk 9
+13
+14
+11
+11
Hide 21, Jump 21, Knowledge (Religion) 10, Move Silently 21
Raptor School
Tattoo (Crescent Moon)






Tattoo
Effect


Crane
A character with this tattoo gains a gradual immunity to bodily decay. When a tattooed monk first gains this tattoo, he gains immunity to nonmagical diseases. When he gains his next tattoo (whatever it may be), he acquires immunity to poison as well. When he gains his next tattoo, he no longer takes ability score penalties for aging, and he cannot be magically aged. (Any aging penalties he may already have incurred remain in place.) Bonuses still accrue, and the tattooed monk still dies of old age when his time is up.


Scorpion
Once per day per tattoo he possesses, a character with this tattoo can force an opponent attacking him to use his lowest ability score modifier instead of his Strength or Dexterity score modifier when making his attack roll. The character can activate this tattoo on his opponent's turn, but he must declare it before the success or failure of the attack is determined. The tattooed monk must be aware of the attack and not flat-footed in order to use this ability.


White Mask
A character with this tattoo is immune to detect thoughts, detect lies, and any attempt to magically discern his alignment. He gains a +10 bonus on all Bluff checks.


Phoenix
A character with this tattoo gains spell resistance equal to his class level + 15. A tattooed monk must be at least 7th level to gain this tattoo.


Crescent Moon
Once per day, a character with this tattoo can use ethereal jaunt as a spell-like ability. A tattooed monk must be at least 9th level to gain this tattoo.






Level 1-5: The first few levels of any Monk build are really where you fit in best. At this point, sure, Barbarians are Power Attacking for ridiculous amounts of damage (comparatively), but Wizards are still liable to becoming a scratching post for the average house cat. But at these early levels, you have a decent hit die with some relatively good feats to work with, and the best saves of any class. By level 2 you've set yourself up as solid BFC, by way of Improved Trip, but things only get better from here. Level 5 is also where I had planned on acquiring the Divine Minion template, so that gives us a nice little boost in power as well. Crocodile and Large Giant Scorpion are probably the most useful for combat, while Jackal and Medium Viper would be more useful for subterfuge. If you happen to have a Rogue or other poison user in the party, you could technically provide venom for them to use.
Level 6-10: We're taking levels of Warshaper now, thanks to our shapeshifting ability from Mulhorondi Divine Minion. Warshaper's Morphic abilities really open up the playing field for this character, allowing him to change his damage types, increase his damage dice, granting him bonus strength and constitution, and even giving him reach without having to increase his size. But wait, there's more! Morphic Healing gives us fast healing, and the ability to heal 10 points of damage per round. Knock-Down and Scorpion's Grasp are our feats for this level range. Knock-Down is particularly rude on an AoO Trip build, since when your opponent tries to stand back up after getting knocked down, they provoke an attack of opportunity. If you hit them and deal at least 10 damage, you knock them back down. It's a particularly vicious cycle. Scorpion's Grasp lets you initiate a grapple as a free action after landing an unarmed strike. It gives a few other niche benefits as well, including the ability to move around normally while maintaining your hold on the opponent.
Level 11-15: Tattooed Monk is an oft overlooked prestige class (even though it stacks with Monk for determining unarmed strike damage, armor class bonus, and unarmored speed bonus) mostly because there are other Monk Based PrC's that give so much more. However, in this case the flavor really lines up, and the tattooes I've chosen have mostly passive effects that boost Ramas's personal defenses. Crane and White mask give good protection, while Scorpion makes for a good defense against attackers. Superior Unarmed Strike also ups the damage, and at 15 we get an extra attack from Snap Kick
Sweet Spot: I feel the Sweet Spot of this build is a toss up between level 12 and level 15. At level 12, Ramas gets SUS and his Scorpion Tattoo. Superior Unarmed Strike ups his damage rather significantly, especially for a Trip-Master, and Scorpion Tattoo provides a serious nerf to a melee opponent. At level 15, however, we reach +11 BAB, giving us another base attack to work with, and Snap Kick as well, granting ANOTHER attack.
Level 16-18: Here we have the last few levels of Tattooed Monk, finishing off the character build. Phoenix Tattoo gives Spell Resistance, and Crescent Moon gives Ethereal Jaunt once per day. The final feat of this build is Raptor School, which, while not necessarily thematic for a disciple of Set, still gives some amazing tactical abilities, most notably Eagle's Swoop and Hawk's Eye. Eagle's Swoop capitalizes on your nearly maxed out Jump score to deal an extra little bit of damage. Hawk's eye works kind of like an Assassin's Death Strike, in that if you study your opponent for a number of rounds, you gain an untyped bonus to both attack and damage rolls. This tactic actually draws benefit from your high Hide score, since if your opponent notices your observation, then you lose the bonus to attack and damage.



As a melee front line character, you obviously benefit from the standard defensive items (Ring of Protection, Bracers of Armor, Vest of Resistance). A Monk's Belt is almost required for any Monk build, as is an Amulet of Mighty Fists. Wings of Flying are always useful, in order to deal with aerial opponents, especially since Set's Divine Minions don't have a flying animal to shift in to. Anklets of Translocation are useful for tactical movement, and all Monks can benefit from Strength, Dexterity and Wisdom boosting items.



Player's Handbook - Monk, Combat Expertise, Endurance, Improved Trip, Improved Grapple
Dungeon Master's Guide - Magical Item selection
Complete Warrior - Tattooed Monk, Warshaper, Raptor School
Deities and Demigods - Knock-Down
Unearthed Arcana - Passive Way Monk
Sandstorm - Scorpion's Grasp
Tome of Battle - Snap Kick, Superior Unarmed Strike
Monster Manual - Tiefling
Player's Guide to Faerun - Lesser Planetouched
Magic Books of Faerun Web Article (http://archive.wizards.com/default.asp?x=dnd/mb/20050209a) - Mulhorandi Divine Minion

sakuuya
2015-12-14, 09:00 PM
I'm surprised there weren't more entries. This was your only chance to not get penalized for using Mulhorandi Divine Minion, guys! :smalltongue:

Troacctid
2015-12-14, 09:03 PM
There we are then, that's all of them. Judges, you have one week! Or did I say two weeks? Now I forget. Let's pretend I said you have one week, and then someone asked for an extension, so I gave you an extra week. Then I'm covered either way. (I doubt you'll need an extension for only three builds, though, eh?)

Lagren
2015-12-14, 09:12 PM
Only three builds? Everybody gets medals! :smallbiggrin:

I'm glad to see someone actually use Celebrant of Sharess: I tried to build a Bast entry involving Paladin of Freedom and Sorcerer, but the Cha MADness just tore it apart. (I was trying to use Ascetic Mage to convert the Monk deflection bonus to be Cha-based, but the Sorcerer levels scuppered me long-term.)

I also had a build that was trying very hard to use Underfoot Combat and Confound the Big Folk as a Tiny-size cat-rogue, but that also fell apart.

WeaselGuy
2015-12-14, 09:15 PM
Can I just say, I was looking through my prior builds, and it hit me again how upset I was that Ep XI never got judged. Although, looking at the other competitions running around right now (ahem, ICitP), I see a familiar entry from JW XI. Someone is putting their past work to good use!

Deadasadoor
2015-12-14, 10:23 PM
I'm sad that I didn't get my entry in. It wasn't the most optimal thing, but it was silly. Saint, Half-Giant, Divine Minion of Hathor, Monk/Psychic Warrior to become a gargantuan cow with powerful build. With Wis to AC twice, as well as Vow of Poverty for lots of AC and other bonuses, it would have functioned as a battlefield controller/tank.

I dubbed this build "The Holy Cow".

ben-zayb
2015-12-14, 10:37 PM
I had a build idea that I wasn't able to submit due to not having enough interesting fluff.Named "Crocodile (http://www.onepiecegold.com/wp-content/uploads/2015/11/ok.jpg)", he is basically a Diabolus / (Dragon Compendium) Divine Minion of Sebek (LA+1) / Tashalatora Invisible Fist Monk 2 / Shapeshift Egoist 2 / Fiend of Possession 6 / Slayer 9, specializing in scouting/espionage, terraforming/mass-destruction via displaced terrain/buildings, and unarmed combat + grapples via possessed/animated BAB+24 Colossal Animated Object (Piles of Sand, enemy headquarter, etc). Wild Shape would overall increase the Attack Bonus by reducing size penalty, and giving increased combat/out-of-combat mobility increase speed via limitless Cheetah's Speed and Lion's Pounce.

Vaz
2015-12-15, 06:07 AM
It's a good job both me and you didn't enter, we had a few similarities - I wasn't able to get home in time or early enough to work on it, but the idea was

to have a Slave who had a lineage back to Jhaamdath become a Divine Minion of Sebek, and reclaim the broken city. Baseline was a Sneak Attack Fighter 1/Monk 1/Ardent 8/Slayer 9, Wild Shaping into a Crocodile, using Augmented Expansion to become Huge, and grappling enemies while using the Craven Feat (and the Trait Removal spell, converted into a power by a Spell To Power Erudite which allows it to be learned on an Ardent's Mantle via Substitute ACF to gain a Temporary respite from Immunity to Fear) and Savage Grapple to gain a temporary ability to deal Sneak Attack damage alongside a 4x 4d8+1d6+19 damage on an unarmed strike during a grapple. Against enemies who he cannot sneak attack, he attempts to drown them, or just drop them in the deep ocean.

All in all, a BAB+16 and Manifester Level 19.

Sian
2015-12-15, 06:47 AM
my idea (which was scuppered by illness) was quite similar to Bear Sage, although instead of going that deep in Natures Warrior it would have taken some Warshaper levels

ben-zayb
2015-12-15, 06:48 AM
^ Yikes, that was really close!

I'm not the type to bring baggage from different threads, but I wonder what the chairperson's take is on the IC's rules change?

Troacctid
2015-12-15, 07:07 AM
I'm not the type to bring baggage from different threads, but I wonder what the chairperson's take is on the IC's rules change?

I posted in the other thread. I support them.

Troacctid
2015-12-18, 06:57 PM
Anyone up for judging? We're halfway to the deadline for it.

Kazudo
2015-12-25, 02:49 PM
Holy crap they were right.

You people kept this going. I'm practically crying.

Troacctid
2015-12-25, 02:54 PM
You should judge instead of crying, it's only three entries and we need a judge. :smallwink:

Kazudo
2015-12-25, 03:03 PM
You should judge instead of crying, it's only three entries and we need a judge. :smallwink:

Oh, what the hells. Give me a little bit of time to drum up a criteria and see if I can remember how to judge, and I'll be right with you.

I'm probably going to be a nice judge since I'm pretty rusty on my 3.5e.

sakuuya
2015-12-26, 05:36 PM
Good to have you back, Kazudo!

WeaselGuy
2016-01-03, 06:12 PM
So uh... how's the judging coming along? I don't want this to turn into another unjudged round, but if it must, let's at least get it over with and the next round started...

WeaselGuy
2016-01-15, 02:49 PM
Aaaand, this is dead, isn't it?

LordOfCain
2016-01-15, 05:22 PM
That sucks. I could have judged if I had seen this earlier.

WeaselGuy
2016-01-15, 05:27 PM
That sucks. I could have judged if I had seen this earlier.

Well, for 1, nobody has judged yet, and it hasn't been closed. 2, if you want to judge, and by all means, please do it. We're not going anywhere...

Troacctid
2016-01-15, 05:30 PM
Yeah, you could still judge. I dunno if Kazudo is still in.

What I'd really like to do is get like three judges and have a proper panel. That would be super cool.

LordOfCain
2016-01-15, 05:53 PM
Oh cool. I volunteer for judging then.