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Korahir
2016-03-29, 11:25 AM
Welcome to Round 11 of the Villainous Competition!

Previous Competitions
Round One: Leader of Armies (http://www.giantitp.com/forums/showthread.php?395046-Villainous-Competition-Or-Optimize-my-BBEG!)
Round Two: Nature's Revenger (http://www.giantitp.com/forums/showthread.php?400517-Villainous-Competition-Round-2-Or-Give-me-something-evil!&p=18868986)
Round Three: Double Agent (http://www.giantitp.com/forums/showthread.php?406015-Villainous-Competition-3-Or-No-Holds-Barred!)
Round Four: Grave Keeper (http://www.giantitp.com/forums/showthread.php?413480-Villainous-Competition-IV-or-The-Truth-is-in-the-(Blood)-Pudding)
Round Five: Crime Lord (http://www.giantitp.com/forums/showthread.php?420704-Villainous-Competition-V-A-Contest-You-Can%92t-Refuse)
Round Six: Ultimate Predator (http://www.giantitp.com/forums/showthread.php?430650-Villainous-Competition-VI-Clever-Girl)
Round Seven: Wicked Witch (http://www.giantitp.com/forums/showthread.php?444478-Villainous-Competition-VII-Double-Double-Toil-and-Trouble&p=20099077)
Round Eight: Master of the Tundra (http://www.giantitp.com/forums/showthread.php?461482-Villainous-Competition-VIII-The-Weather-Outside-is-Frightful”)
Round Nine: The Power of Villainous Thinking (http://www.giantitp.com/forums/showthread.php?474230-Villainous-Competition-IX-The-Power-of-Villainous-Thinking&p=20267761)
Round Ten: Henchman are Villains too (http://www.giantitp.com/forums/showthread.php?478068-Villainous-Competition-X-Henchman-are-Villains-too)

We're a little different than most of the optimization threads. We run on CR instead of ECL.

Contestants:
You will need to present a write-up of your build with at least one of the following points: 5 CR, 10 CR 15 CR, 20 CR, and a "sweet spot" that you feel is the high point of the build, as well as presenting a fully-fleshed out 20 CR build in the table below. Feel free to present as many of these as you like, and please give a rundown of the build's abilities and playability at all of the levels you didn't show. The rules are as follows:

Secret Laboratory:
Competitors will be free to use any official 3.5 rulebook in constructing their builds. Dragon Compendium is allowed, but Dragon magazine is disallowed. Unearthed Arcana is allowed. Web-exclusive 3.0 or 3.5 materials by WotC are expressly allowed, but take care to verify that an updated version did not appear in print elsewhere, as this may cause an Elegance deduction at the judges' discretion. Alternate rule systems from UA such as gestalt or Generic Classes are not allowed, as they create a different playing field. Item Familiars and Taint are also banned from the competition. Leadership and all similar abilities are banned for sanity reasons.
Builds that are fully monstrous are allowed at no penalty. All class levels are to be added on as associated class levels.
Use elite array for creatures without any class levels.
Some monstrous characters can technically qualify for Epic feats as soon as their ECL is over 20. While regular Epic feats will be allowed, Epic Spellcasting and all other Epic feats that affect spells, psionic powers, or item creation are not permitted. Including these would give an unfair advantage over standard characters. For Incarnum characters, Epic Open Chakra feats are allowed; other Epic Incarnum feats are not. The Essentia Capacity increases for Epic capacity as described on p. 212. For all characters, please note that Racial Hitdice do not count towards Epic Progression; use the regular progression even if the BAB ends up higher than 20.

Deadlines:
Contestants will have until 23:59 GMT Friday April 22nd to create their builds and PM them to the Supreme Chancellor (short time replacement Korahir). Builds will then be posted simultaneously, to avoid copying. Judges will have until 23:59 GMT Friday May 6th to judge the builds and submit their scores. If no judges have scored by that point, only the scores of the first judge to submit will be counted.

Judging:
Judging will be based on the following criteria, with each build rated on a scale from 1 (very poor) to 5 (exemplary) in each area: Originality, Build Elegance, Competence and Power, Memorable Villainy.
Keep these questions in mind when judging each category:
Originality - Is it unexpected?
Build Elegance - Is it mechanically pretty?
Competence and Power - Can it do what the concept asks of it? Is this a powerfully-built character?
Memorable Villainy - Is this a villain with style? Will it be the BBEG players long to finally kill and then talk about for weeks?
Unearthed Arcana can be penalized for elegance if the specific feature seems unnecessary or makes the playing field unfair (In this case, you can give a 1 if it makes the field unfair.)
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. As the Iron Chef competition states, a little cheddar can be nice, but avoid the mature Gruyere unless you're making a cheese fondue.


Presentation:
Builds will be posted anonymously, in order to avoid the potential of bias towards a particular competitor. For this reason, please don't put your name in the build, as I'm likely to miss it when reviewing the entries!

Using the table below, the easiest way to use it is to go to the top left of the private message, and click the little a/A icon. It allows you to see what you're writing.
Due to concerns about standardizing entry format, I'd like everyone to try to use the following table for their 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


You can use the table below for Spells.

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,
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
-
-
-
-
-
-
-
-
-
-



Speculation:
Please don’t post or speculate on possible builds until the reveal, in order to avoid spoiling the surprise if a particular competitor is producing a build along those lines.

Get ready to share those Evil thoughts. This edition’s villain is:


The Fallen Corrupter
"You either die a hero, or you live long enough to see yourself become the villain."
—*Harvey Dent,*The Dark Knight

Limitations:
The character's alignment must be good at any point before "falling". The character must change alignment to evil and this alignment change has to be linked to RAW. This means no purely roleplay based falling. Any kind of game mechanic is fair game, though.
The character must be able to "corrupt" others after falling. This means actively pursuing to convince others to join your now evil cause or force their cooperation.
The character may not be a paladin, not even a paladin of freedom, tyranny or slaughter.


We will award 1st through 3rd places, and a possible Honorable Mention.
So, start your evil plotting!


Submission:
To standardize Entries, please use this format when sending it in:

PM: Korahir
Subject: Villainous Competition 11, Name of your Entry
For Revisions and disputes, do the same thing. It makes it easier for me finding the entries in my mail box.
More questions? PM me with Villainous Competition 11 Questions in the header.

Tips for submitting your entry, provided by Weaselguy:


- Use capitalization and punctuation, correctly.
- Make good use of Spoilers, for cleanliness.
- Don't forget your sources. If it's something that can be found in the contents section, then book title seems to be fine. Obscure stuff, may want to include page number too.
- DeviantArt has about 9 billion pictures that you can reference, I can almost guarantee you can find one there to fit your character.
- Make good use of tables. In addition to the Build table and the Spells table, I like doing on e for my Ability Scores, just to keep it neat.
- Do a build stub at the top of your Build Table, something like Wizard 2/Fighter 3/Abjurant Champion 5/Eldritch Knight 10



As always: let's keep it nice. Hope you have fun with a less restrictive round.

Tiri
2016-03-29, 11:35 AM
I think the link to the last contest is a bit mis-formatted.

Korahir
2016-03-29, 11:38 AM
I think the link to the last contest is a bit mis-formatted.

Thanks, fixed.

daremetoidareyo
2016-03-29, 11:40 AM
is taint is banned?

Telonius
2016-03-29, 11:43 AM
Would mentioning particular Evil actions be good enough to satisfy the first limitation? It sounds like the requirement is trying to prevent things like, "Paladin 10, then he changed his mind and decided to be Evil before he took ten levels of Fighter." But there's a pretty short list of features, spells, and effects that automatically make a character Evil by RAW.

Troacctid
2016-03-29, 11:55 AM
I'm tempted to just re-submit my entry from round two. :smalltongue:

Korahir
2016-03-29, 11:59 AM
I'd like to encourage judges to award build elegance points for using RAW ways to change alignment and deduct them, if it is just as you described: at one point the character thought evil is fun.

While there aren't too many ways to change your alignment, there are in fact some of them and if you can weave them into your backstory, this is exactly what i want you to do.

About taint: taint is banned (see secret laboratory). I had a brief moment of hesitation but I don't wanna open that barrel.

Tiri
2016-03-29, 12:03 PM
It's a small thing, but I don't see it clarified anywhere what array we are supposed to use, like in earlier competitions.

Korahir
2016-03-29, 12:04 PM
It's a small thing, but I don't see it clarified anywhere what array we are supposed to use, like in earlier competitions.

Again see Secret Laboratory. Use Elite array.

I allowed myself to rewrite some parts of the initial post. I also removed the part about obscurity and quantity of used sources.

Troacctid
2016-03-29, 12:22 PM
I dunno, I think the part about not penalizing for quantity or relative obscurity of sources ought to stay. It's a good rule.

A.A.King
2016-03-29, 12:33 PM
I'm pretty sure I'm not the only one who was reading this description with the word PALADIN flashing in his head.. up until the word jumped from my head onto the screen under the heading of limitations... Oh well

Korahir
2016-03-29, 12:37 PM
I dunno, I think the part about not penalizing for quantity or relative obscurity of sources ought to stay. It's a good rule.

The clause I deleted was written this way: Amount of sources can be penalized, but obscurity of sources should not be penalized. Count the three Core books as one source.

I didn't like the part about amount of sources can be penalized. I don't think penalties on sources should be enforced in any way.

Deadline
2016-03-29, 03:02 PM
Man, I'd be all over this one if it weren't for that first restriction. That makes this very difficult. But I know I'll figure out a way. :smallwink:

ben-zayb
2016-03-31, 02:28 AM
Does the first restriction mean at least one level or HD of the write-up has to have the villain be good?

Korahir
2016-03-31, 02:31 AM
Yes for at least 1 level you need to be good. You can also start as neutral then change to good and then fall to evil.

ben-zayb
2016-03-31, 04:51 AM
Alright. From what I know, most means to turn Evil by RAW are abrupt, though, so that may appear a bit forced instead of a gradual, organic thing that developed for some time.

Thurbane
2016-03-31, 05:43 AM
I like the sound of this...I hope to get an entry in.

Jormengand
2016-03-31, 05:51 AM
Ugh, I can only think of two ways to change alignment to evil, and one is boring and the other is really cheesy. To the archive! Let's search for more ways!

EDIT: Idea located. This is gonna be cool. :smallbiggrin:

Deadline
2016-03-31, 11:32 AM
Ugh, I can only think of two ways to change alignment to evil, and one is boring and the other is really cheesy. To the archive! Let's search for more ways!

EDIT: Idea located. This is gonna be cool. :smallbiggrin:

After digging into this myself, there are a surprisingly large number of ways for this to happen without RP decisions. Granted, some of the more entertaining ideas I had won't work with any of them, but I've got at least two ideas competing for my attention, so I think I'm in. Yes, definitely in. :smallsmile:

Thurbane
2016-04-03, 10:58 PM
I've gone through 3 different variations on the same idea for this one, and I think I've now found what I'm happy with.

I hope to have my entry in well before the cutoff this time.

Deadline
2016-04-04, 06:43 PM
Great googly-moogly, I was just struck with inspiration for a second build. Well crap, looks like I may be submitting two.

Jormengand
2016-04-05, 07:30 AM
Great googly-moogly, I was just struck with inspiration for a second build. Well crap, looks like I may be submitting two.

I hear that three is a good number of submissions. :smalltongue:

Korahir
2016-04-11, 01:01 AM
Seems like a quieter round all around. No submissions yet, so I guess we won't go double digits in submissions this round.

ben-zayb
2016-04-11, 01:26 AM
I've had the character concept down from the get go, and now I have finalized the stub and feat list to interpret it mechanically. Skill are more-or-less final, with some ranks being shuffled around. Working the table is always a pain, and I find it difficult to come up with a justification for doing the highlights at the initial X levels, considering that this was the part where the villain is still a hero, and the party, which I am assuming to be the same until level 20, might not have any reasons yet to be up against it.

Still, that's a week and a half away, so more time to procrastinate, I guess!:smalltongue:

Deadline
2016-04-11, 09:44 AM
Seems like a quieter round all around. No submissions yet, so I guess we won't go double digits in submissions this round.

Still planning on submitting two. Everything is hammered down at this point, so all I have left is to put everything in tables and fluff things out.

The Viscount
2016-04-11, 01:46 PM
I'll probably throw together something for this one, no Paladin makes me intrigued. Guess I just thrive on restriction.

WeaselGuy
2016-04-11, 02:44 PM
I had an idea for this, but can't really work a forced alignment change without RP into the build as it stands. More to follow.

WhamBamSam
2016-04-11, 03:26 PM
I have a thought for this. It probably isn't amusing to anyone but me, but I might submit it.

WeaselGuy
2016-04-11, 03:34 PM
Nevermind. Inspiration just hit me like a ton of bricks. This is going to be fun :belkar:

Deadline
2016-04-11, 06:50 PM
First submission in. Now to get my second idea polished up and finished.

Tiri
2016-04-12, 10:27 AM
Guess I just thrive on restriction.

Going by last round's turnout, you're not the only one.

Korahir
2016-04-12, 11:14 AM
Going by last round's turnout, you're not the only one.

Speaking of restrictions: do you guys wish for a more restrictive round again or is this level of restrictions fine? I have set the "theme" already.

Tiri
2016-04-12, 11:32 AM
Speaking of restrictions: do you guys wish for a more restrictive round again or is this level of restrictions fine? I have set the "theme" already.

Well, if you've already set the theme, it's probably better to go with whatever level of restrictiveness you had in mind already. I personally am not in favour of a round with such stringent mechanical restrictions, since I like how this competition is more concept-oriented than the other optimisation ones on this forum, but a few rounds like last round once in awhile wouldn't be that bad, I think. It certainly seemed to get a lot of submissions, although to be fair, last round was a very base-10 significant occasion and a quarter of the entries were from Jormengand.

Deadline
2016-04-12, 11:40 AM
Well, if you've already set the theme, it's probably better to go with whatever level of restrictiveness you had in mind already. I personally am not in favour of a round with such stringent mechanical restrictions, since I like how this competition is more concept-oriented than the other optimisation ones on this forum, but a few rounds like last round once in awhile wouldn't be that bad, I think. It certainly seemed to get a lot of submissions, although to be fair, last round was a very base-10 significant occasion and a quarter of the entries were from Jormengand.

If Jormengand had submitted only one submission, I think it still would have been the largest submission round for VC, wouldn't it? *shrug* I'm good either way on restrictions. More restrictions generally forces me out of my comfort zone, and requires me to do some creative thinking to make a workable villain. That's nice to do, but probably not all that often.

Telonius
2016-04-12, 12:13 PM
Restrictions are fine, but I'm still not quite understanding the requirements of this one (to the point where I don't think I can even offer to judge).

Jormengand
2016-04-12, 12:42 PM
last round was a very base-10 significant occasion and a quarter of the entries were from Jormengand.

This amuses me a little for some reason. :smalltongue:

Inevitability
2016-04-12, 02:34 PM
I have an idea. Now to optimize it...

Jormengand
2016-04-17, 07:16 AM
Restrictions are fine, but I'm still not quite understanding the requirements of this one (to the point where I don't think I can even offer to judge).

So, the requirements are:


You must start out good and end up evil, using a mechanical effect such as a Helm of Opposite Alignment rather than just making your character be evil because reasons.
You must be able to make other people evil too.
You must not be a paladin or variant paladin. Blackguard is fine, though, I think.

Thurbane
2016-04-17, 10:50 PM
The cutoff is approaching...have to get myself into gear with formatting etc.

ImSAMazing
2016-04-18, 04:14 AM
I just thought of a nice idea for my first competition. Lets hope I can make the entry date.

Inevitability
2016-04-19, 02:02 PM
I've got an idea, but the exact execution is still unclear to me.

Inevitability
2016-04-20, 10:58 AM
Is Dragon Compendium allowed?

I asked the same question last competition, and it is.

Korahir
2016-04-20, 11:47 AM
Is Dragon Compendium allowed?

Yes it is. Will add it to the secret laboratory part of the first post..

Thurbane
2016-04-20, 04:04 PM
Looks like real life has gotten the better of me; unlikely to get my build submitted.

If I don't, I'll post the build stub after the reveal.

Inevitability
2016-04-22, 03:50 PM
Build submitted! Great Vecna, that one took longer to create than I'd like.

Deadline
2016-04-22, 05:40 PM
There's a little more than two hours to go. Come on folks, get those submissions finished up and make those Villains shine!

The Viscount
2016-04-22, 06:41 PM
And submitted. How sad is it that having an hour left still makes it feel like an early submission?

Tiri
2016-04-22, 07:43 PM
Well, just woke up in front of my computer with a half-finished submission on it.

AvatarVecna
2016-04-22, 07:46 PM
Dangit, I only just found this, and I already want to submit my idea! Not enough time, unfortunately...

Tiri
2016-04-22, 07:49 PM
Dangit, I only just found this, and I already want to submit my idea! Not enough time, unfortunately...

Given that the deadline passed not an hour ago, yes, there is not enough time.

Thurbane
2016-04-22, 08:09 PM
Given that the deadline passed not an hour ago, yes, there is not enough time.

You never know, sometimes if the chair is held up with the reveal, they will take submissions that are technically after the deadline.

Tiri
2016-04-22, 08:14 PM
You never know, sometimes if the chair is held up with the reveal, they will take submissions that are technically after the deadline.

Yes, I am currently frantically at work. Well, I'm not sure how far this can be considered work, but you know what I mean.

AvatarVecna
2016-04-22, 08:15 PM
It's just as well; even when I have the full two weeks to think things through, I'm rarely happy enough with my build to submit it.

ben-zayb
2016-04-23, 12:28 AM
I had a spark of inspiration for another entry, but the time constraint was just too much to overcome. Maybe I could still use it for a future round...

EDIT: Food for thought: while paladin is banned, simply falling wouldn't automatically change your alignment, and so by itself wouldn't even be enough to qualify for the contest.:smallcool:

Korahir
2016-04-23, 01:35 AM
*Reveal incoming* *sorry for delay, need to rethink deadlines*

Korahir
2016-04-23, 01:36 AM
Kobayashi
CE Gravetouched Ghoul Nature Spirit, Large CR6 / Spirit Shaman 14
http://img06.deviantart.net/5e79/i/2011/174/7/2/captain_planet_by_qbatmanp-d3jsjve.jpg
"Captain Planet" (http://phil-cho.deviantart.com/art/Captain-Planet-214643354), original art by Phil Cho

Elite Array: STR 12, DEX 10, CON 8, INT 13, WIS 14, CHA 15
Racial Adjustment: STR +4, DEX +4, CON +2, INT +6, WIS +8, CHA +8
Template Adjustment (CR8): STR +2, DEX +4, CON --, INT +2, WIS +4, CHA +2
HD Increase Adjustment (CR1,CR1,CR10,CR14,CR18): CHA +5
Final Score: STR 18 (+4), DEX 18 (+4), CON -- (--), INT 21 (+5), WIS 26 (+8), CHA 30 (+10)I could've sworn the great oak tree that bound my life to this world had already been destroyed by these humanoids, yet I find myself lying conscious in the wake of their destruction. "Your mission is not yet complete", the spirit of Gaea whispered to my ear. I nodded, and knew what had to be done. It's a pity that it has come to this. I can still remember, countless seasons ago, about these humanoids cheering for me, exalting the name "Panacea Plintt", honoring the green guardian and what he stood for in their eyes. They believed in me being a champion of good, but I could see where the confusion arose from.

What I am is a champion of nature, who they also happened to see as good. And why shouldn't they? I was truly good. All my life before then, I have been a protector. Of Oakhaven--my home, my forest, my world. And with the blessing of Oakhaven's Nymphs, of these humanoids' own lands--pledging support to heed the call of aid of their own protectors of nature, who weren't always powerful enough to fight their own battles. At their direst moments, one of their shamans would summon me, I would gladly offer my aid and handily finish off what they've started.

And it felt great! Helping others who share your cause felt absolutely fulfilling!

But seasons change, and new seeds grow to replace the old trees. With each passing generation, these humanoids grew more negligent about their responsibilities, more uncaring towards nature, more reliant on their legends and heroes to fix everything for them. As their apathy blossomed, then so was mine. With each passing generation, I began to notice just how further their civilization has degenerated into, how much more they exploit and ravage nature for their wasteful or gratuitous pursuits.

Each moment helping the few who still cared was a moment more bitter than the last, until the seeds of frustration, anger, and mistrust finally bore fruit: something just clicked inside, and a more twisted version of their so-called hero began to bloom. I can feel the feral instinct and viciousness within me grow stronger with each enemy of nature that I slaughter, even finding the urge to partake of the fleshy shrubs that were once their corpses hard to resist. But, "eat them", the spirit of Gaea whispered, and so eat them I did. I can't tell for sure if it was the firethorn itself or the idea of avenging nature, but I knew then, I haven't tasted something this delicious before.

And just like that, my enthusiasm as a champion of nature had been fully reawakened!


CR
Class
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Skills*
Feats
Class Features


5
Nature Spirit,
Large (8HD)
+4
+2
+6
+6
Concentration 5, Diplomacy 11, Knowledge(Arcana) 5, Knowledge(Local-Taer) 2, Knowledge(Nature) 11, Knowledge (Religion) 5, Listen 11, Sense Motive 11, Spellcraft 5, Speak Language "6"(Aquan, Auran, Ignan, Terran, Sylvan, Elven), Spot 11

Supernatural
Transformation
(Shapechange),
Supernatural
Transformation
(Arboreal
Transformation),
Battle Jump
Fey (Spirit), SLAs, Local Knowledge, Symbiosis, DR5/cold iron, Wild Empathy (use HD), Acid Immunity, SR16


6
Spirit Shaman 1
+4
+4
+6
+8
Concentration 7(+2), Diplomacy 12, Knowledge(Nature) 12, Listen 12, Sense Motive 12, Spot 12
Practiced
Spellcaster
(Spirit Shaman)
Spirit Guide


7
Spirit Shaman 2
+5
+5
+6
+9
Concentration 9(+2), Diplomacy 13, Knowledge(Nature) 13, Listen 13, Sense Motive 13, Spot 13

Chastise Spirits


8
Gravetouched Ghoul
+5
+5
+6
+9

MultiattackB
Undead, Ghoul Fever, Paralysis, +2 Turn Resistance, Diet Dependent


9
Spirit Shaman 3
+6
+5
+7
+9
Concentration 12(+3), Diplomacy 14, Knowledge(Nature) 14, Listen 14, Sense Motive 14, Spot 14

Detect Spirits


10
Spirit Shaman 4
+7
+6
+7
+10
Concentration 15(+3), Diplomacy 15, Knowledge(Nature) 15, Listen 15, Sense Motive 15, Spot 15

Extend Spell
Blessing of the Spirits


11
Spirit Shaman 5
+7
+6
+7
+10
Concentration 16, Diplomacy 16, Knowledge(Nature) 16, Listen 16, Sense Motive 16, Spellcraft 7(+2), Spot 16

Follow the Guide


12
Spirit Shaman 6
+8
+7
+8
+11
Concentration 17, Diplomacy 17, Knowledge(Nature) 17, Listen 17, Sense Motive 17, Spellcraft 9(+2), Spot 17

Ghost Warrior


13
Spirit Shaman 7
+9
+7
+8
+11
Concentration 18, Diplomacy 18, Knowledge(Nature) 18, Listen 18, Sense Motive 18, Spellcraft 11(+2), Spot 18
Dimensional Jaunt
Warding of the Spirits


14
Spirit Shaman 8
+10
+8
+8
+12
Concentration 19, Diplomacy 19, Knowledge(Nature) 19, Listen 19, Sense Motive 19, Spellcraft 13(+2), Spot 19




15
Spirit Shaman 9
+10
+8
+9
+12
Concentration 20, Diplomacy 20, Knowledge(Nature) 20, Listen 20, Sense Motive 20, Spellcraft 15(+2), Spot 20

Spirit Form 1/day


16
Spirit Shaman 10
+11
+9
+9
+13
Concentration 21, Diplomacy 21, Knowledge(Nature) 21, Listen 21, Sense Motive 21, Spellcraft 17(+2), Spot 21
Fell Animate
Guide Magic


[tr]
17
Spirit Shaman 11
+12
+9
+9
+13
Concentration 22, Diplomacy 22, Knowledge(Nature) 22, Listen 22, Sense Motive 22, Spellcraft 19(+2), Spot 22

Recall Spirit


[tr]
18
Spirit Shaman 12
+13
+10
+10
+14
Concentration 23, Diplomacy 23, Knowledge(Nature) 23, Listen 23, Sense Motive 23, Spellcraft 21(+2), Spot 23




[tr]
19
Spirit Shaman 13
+13
+10
+10
+14
Concentration 24, Diplomacy 24, Knowledge(Nature) 24, Listen 24, Sense Motive 24, Spellcraft 23(+2), Spot 24
Mindsight
Exorcism


20
Spirit Shaman 14
+14
+11
+10
+15
Concentration 25, Diplomacy 25, Knowledge(Nature) 25, Listen 25, Sense Motive 25, Spellcraft 25(+2), Spot 25




*Cross-class skill ranks in boldface

CRSpells per Day | Spells Retrieved per Day



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


6
3
3
2
1
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-


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


9
5
3
4
2
2
1
-
-
-
-
-
-
-
-
-
-
-
-
-
-


10
6
3
5
3
3
1
-
-
-
-
-
-
-
-
-
-
-
-
-
-


11
6
3
6
3
4
1
2
1
-
-
-
-
-
-
-
-
-
-
-
-


12
6
3
6
3
5
2
3
1
-
-
-
-
-
-
-
-
-
-
-
-


13
6
3
6
3
6
2
4
1
2
1
-
-
-
-
-
-
-
-
-
-


14
6
3
6
3
6
2
5
2
3
1
-
-
-
-
-
-
-
-
-
-


15
6
3
6
3
6
3
6
2
4
1
2
1
-
-
-
-
-
-
-
-


16
6
3
6
3
6
3
6
2
5
2
3
1
-
-
-
-
-
-
-
-


17
6
3
6
3
6
3
6
3
6
2
4
1
2
1
-
-
-
-
-
-


18
6
3
6
3
6
3
6
3
6
2
5
2
3
1
-
-
-
-
-
-


19
6
3
6
3
6
3
6
3
6
3
6
2
4
1
2
1
-
-
-
-


20
6
3
6
3
6
3
6
3
6
3
6
2
5
2
3
1
-
-
-
-

General
His main physical fighting style revolves around the Battle Jump feat, the most iconic usage of which sees him shapechanging into a (MM3) Wood Woad, Treewalk-ing (free action) multiple times to scan an entire forest, exiting/falling out of a tree at 10ft. of altitude above the target enemy to trigger Battle Jump, and then Treewalk-ing again to teleport back into the tree and avoid falling damage. If the enemy is not close enough to any properly-sized tree, he can try either shapechanging into a decent bullrushing animal form, casting a spell that bull-rushes/pushes creatures, or tactically using Arboreal Transformation. Basically, Kobayashi is nigh unbeatable in physical combat within a dense forest. Also, I'm not sure if he'll get bonus points for accidentally breaking Quall's Feather Token (Tree), but I just feel the need to mention such a fact.

After Kobayashi turned over a new, darker, leaf, he began showcasing easily recognizable M/O and memorable feats to increase his crusade's infamy, with the hope that like-minded individuals join his cause, or even just commit similar types of attack in his name; humanoids in the vicinity of his attacks would be gone missing, while left behind in his wake were rows of beautiful thorny bushes of different varieties, depending on location--roses, blackthorns, mountain pines, common hollies, fuschia-flowered gooseberry, and firethorns--and sometimes accompanied by a huge oak tree or two. Some of his better known feats of renown were 1. disposing, in a blink of an eye, thousands of enemies hunting him within a forest, and 2. completely submerging dragged enemies in lava and coming out the lake of fire completely rejuvenated instead of harmed. A successful Spellcraft check might show that discovered oak trees are actually people turned to trees via an Arboreal Transformation effect, while successful Knowledge (Nature) checks will identify specific monsters of nature that exhibit related abilities separately: the Splinterwaif fey can turn humanoid/fey corpses into bushes, the Wood Woad plant can move quickly from tree to tree, and the Phoelarch monstrous humanoid can be healed by fire.

A large part of Kobayashi's other combat methods aren't exactly the most optimal; rather, they are based on, in his perspective, things that most illustrate the wrath and vengeance of nature (including usage of the elements, since the inner planes are canonically the building blocks of the material plane's "nature"). Mass destruction effects such as tornadoes, tidal surges, fissures, and explosions, work to evoke a sense of nature's uncaring power, while precision strikes, such as targeted impalement, spontaneous combustion, asphyxiation, and drowning, work to evoke a sense of Kobayashi's personal retribution from individual people's violation of nature.1st: Entangle
2nd: Fog Cloud, Kelpstrand
3rd: Crumble, Dehydrate, Downdraft, Heatstroke, Wind Wall
4th: Eye of the Hurricane, Flame Strike, Murderous Mists, Rushing Waters, Spike Stones
5th: Control Winds, Inferno, Wall of Sand
6th: Blood Sirocco, Drown, Extract Water Elemental, Stonehold, Tidal Surge
7th: Animate Plants, Control Weather, Fire Storm, Storm of Elemental Fury, Storm Tower, Swamp Lung, Water SpoutIn a nutshell, Kobayashi feels like a Druid with lower-level spells, superior shapeshifting across the board, and no animal companion/s. However, he's most suited to play like a guerilla fighter, as befits the eco-terrorism angle, not shying away from unloading all his daily resources in one big fight and bailing out easily if it doesn't go his way. He's not too optimal, preferring visually-engaging style and a certain degree of ham, but he is at least aware of it and even deliberately prefers it to better showcase the raw power of nature.

Kobayashi was a paragon of selfless heroism for the sake of protecting nature. Not only did he protect the small forest where his home-tree resides, but he also pledged support to a group of foreign nature defenders, heeding their calls for help on their direst of moments. He became a popular hero and legend amongst the commonfolk associated with these allies and was referred to in the common tongue as "Panacea" Plintt, Plintt being a name derived from the sound of twisted wood.

Minionmancy with diplomacy (coupled with sense motive) for intelligent creatures and Wild Empathy for animals
Access to all Wu Jen wood spells 1/day, including Arboreal Transformation, to defend and nurture the forests
CL8 Shapechange (Supernatural) is pretty crazy even if used thematically (i.e. assuming the form of nature-related creatures):
Assassin Vine for Entangle at will
Fey forms for CHA madness and save-or-suck/die
Plant/Vermin/Animal forms for poison
Animal/Giant/Monstrous Humanoid forms for beatsticks (especially felines and certain trolls for pounce + Battle Jump)
Kobayashi has already fallen by now, exacting cruel and brutal revenge on those who exploited nature without thought or care (i.e. those that practice wasteful usage of natural resources; e.g. spellbook users, scroll-spammers, artisans for vanity or social-status items, etc.). Being turned into a Gravetouched Ghoul gives him more freedom by breaking his dependence to his now-destroyed home-tree. Due to how vaguely-enough defined a "corpse" is, he can now "optimize" "recycling" an enemy humanoid under the effects of Ghoul Fever by taking out its (or its corpse's) heart, transforming the dead heart into a new small thorny shrub, and then letting the rest of the body rise as a heartless ghoul within the grounds of his next site of attack.

CL8 2nd-level druid spells; Updraft for a swift action Battle Jump enabler
CL12 Shapechange now has access to 12HD forms
Multiattack benefits forms with multiple natural attacks, especially with Pounce and Battle Jump
At this point, he also begins recruiting in his crusade other feyfolks and elementals, which he considers to be fellow spirits of nature. He turns the corpses of uncooperative feyfolks into shrubs to serve as example to others.

Detect Spirits to search for these allies, and then Chastise Spirits to punish those being less than cooperative, with Blessing/Warding of the Spirits used to defend against those who fight back.
Guide Magic for one, free, concentration-duration spell at a time for some (summoning) spells, "wall" spells, and detect good/evil/spirit SLAs
Spirit Form for survivability via incorporeality without shapechanging
CL13 5th-level druid spells
Spike Stones, Inferno, Rushing Water, and Control Winds for thematic, flashy spells
Extended Lion's Charge for unconditional pounce for 2 turns
Dimensional Jaunt for a standard action Battle Jump enabler, so Updraft + Dimensional Jaunt = 2 Battle Jumps
Improved minionmancy with fey/elemental allies and summoning/trean-imation spells
CL17 Shapechange
In addition to his own powers and abilities, at this point, Kobayashi will have massive forces of all sorts at his disposal to pose a serious threat on entire civilizations--from his personal minions (animals, treants, and zombies) to allies and underlings who pledged allegiance to him and his cause (feyfolks, elementals, druids, spirit shamans, etc.)

CL18 7th-level druid spells:
Control Weather, Storm of Elemental Fury, and Swamp Lung for more awesome visuals
Liveoak and Animate Plants spells for minionmancy and free trees for your uber Battle Jump
Shuffle spell for a move action Battle Jump enabler, so Updraft + Shuffle + Dimensional Jaunt = 3 Battle Jumps
Mindsight when using forms with Telepathy, for better detection of enemies and potential recruits (Mindsight reveals creature type!)
Fell Animate "recycle" more enemies, giving heartless (as the ghoul above) zombies 100% under your command
Improved minionmancy with fey/elemental allies, summoning/trean-imation spells, and Fell Animate feat.
CL22 ShapechangeLibris Mortis: Gravetouched Ghoul103, Fell Animate26
Oriental Adventures: Large Nature Spirit177
Complete Divine: Spirit Shaman14
Complete Arcane: Practiced Spellcaster82, wu jen spells
Complete Mage: Dimensional Jaunt41, wu jen spells
Spell Compendium: druid spells
Shining South: Shuffle49
Monster Manual III: Phoelarch121, Splinterwaif164, Wood Woad196
Unapproachable East: Battle Jump42
Savage Species: Supernatural Transformation39
Lords of Madness: Mindsight126

Korahir
2016-04-23, 01:37 AM
http://i.imgur.com/Cl13JBv.jpg
Quaholom the Possessor
LG ---> LE Divine Minion of Set Fiend Couatl of Possession 2/Sorcerer 1/Incantatrix 6

Starting array:
STR 8
DEX 12
CON 13
INT 14
WIS 10
CHA 15

After racial adjustments:
STR 16
DEX 18
CON 17
INT 20
WIS 18
CHA 21

Ability score increases go into charisma (at CR 14) and constitution (at CR 18). This makes our final ability scores:
STR 16
DEX 18
CON 18
INT 20
WIS 18
CHA 22

Quaholom can speak, write, and read Auran, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnomish, Infernal and Undercommon.

Long ago, Quaholom's ancestors had turned to the worship of Nepthys, Mulhorandi goddess of trade and snakes. They had been given a small part of the goddess' domain in Heliopolis, where the couatls now lived.

Quaholom's family had never been major servants of Nepthys. However, upon the young couatl's birth, a divination performed by his father revealed the following.

The newborn one, his fate will be:
to serve snake's deity, and he
will fulfill the foretold in this dominion.
Amongst couatls, first divine minion.

Roused by the prospect of their son becoming a divine minion of Nepthys, Quaholom's parents did everything they could to help their son. They taught him all they knew on magic, told him tales of the gods, and even performed an obscure ritual to infuse Quaholom with the Goodness inherent in celestials.

Quaholom would travel between planes to deliver goods and transport travelers, or he'd spy on Nepthys' enemies ethereally. Sometimes, he'd assume humanoid form and explore Heliopolis in a way he wouldn't be able to otherwise.

Yet it was during one such exploration that disaster struck. Quaholom was subdued by servants of Set lurking in Heliopolis' narrow alleyways. When the couatl awoke, he found himself strapped to a runed table, with sinister cultists standing beside him, and before he could react one of them plunged a jet black dagger into his skull.

And in that moment, Quaholom realized what the prophecy meant. He would become a divine minion, it would happen in Heliopolis, and he would serve the deity of snakes. It was just that the Mulhorandi pantheon contained two such deities.

And so Quaholom, divine minion of Set, was born.

Now blessed with the ability to turn into various animals, Quaholom continued his work as a spy. Foe after foe of Set fell, their secrets revealed by the couatl.

Yet it was not enough. Set didn't merely wish to see his foes exterminated: they had to be converted to his cause. To do so, Quaholom learned to place his spirit within a common object and so spy upon his foes and subtly influence them.

Still, to merely observe and tempt proved unreliable. Not all were corruptible, after all. To lure even those exalted souls to Set, Quaholom devised a way to subtly infuse malevolent energies in the spells cast by those near him. The act of handling such evil energies quickly pulled many casters towards evil, even if the energies were not conjured up by them.

And so, the years went by. Every once in a while, a party of do-gooders would be led towards an abandoned treasure trove or subterrean maze by a helpful villager (Quaholom in disguise), friendly animal (Quaholom in disguise) or treasure map (possessed by Quaholom).

In this cave, they'd find a bracelet, or a ring, or perhaps a sword, resonating with powerful and useful magic. One of them would then take the item and start using it, not realizing it was slowly corrupting him.

Such tales always ended the same: one party member ended up betraying the others for his own gain, destroying what had once been a close-knit company of virtuous adventurers. Weeks or months later, the adventurers' items would end up on a black market or in the possession of some evil monster. And there, one of the items would patiently wait until someone of pure heart would take it...



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


10
Couatl RHD
+9
+6
+6
+6
Craft (Tattoo) +1, Concentration +12, Diplomacy +12, Jump +12, Knowledge (arcana) +12, Knowledge (religion) +12 Listen +12, Search +12, Sense Motive +12, Spellcraft +12, Spot +12, Survival +12 Use Magic Device +12, Speak Language 10 skill points
Versatile Spellcaster, Still Spell, Silent Spell, Iron Will, Eschew MaterialsB
Darkvision 60 ft., Constrict 2d8+4, Improved Grab, Poison, Psionics, Spells, Change Shape, Ethereal Jaunt, Telepathy 90 ft.


11
Divine Minion of Set Template
+9
+6
+6
+6
-
-
Fast Wild Shape (Brown bear, constrictor snake, crocodile, jackal (dog), Large giant scorpion, Medium viper and Medium giant scorpion), Fear Immunity


12
Fiend of Possession 1
+9
+8
+8
+8
Bluff +4, Hide +3
-
Ethereal Form, Hide Presence, Possess Object


13
Fiend of Possession 2
+10
+9
+9
+9
Bluff +7, Hide +7
-
Curse, Magic Item


14
Sorcerer 1
+10
+9
+9
+11
Bluff +11, Spellcraft +15
Arcane Disciple (Pride)
Metamagic Specialist


15
Incantatrix 1
+10
+9
+9
+13
Concentration +16, Hide +8, Spellcraft +16
Violate SpellB
Bonus Metamagic Feat, Focused Study (Evocation banned)


16
Incantatrix 2
+11
+9
+9
+14
Concentration +17, Knowledge (arcane) +17, Spellcraft +17
-
Cooperative Metamagic


17
Incantatrix 3
+11
+10
+10
+14
Concentration +18, Craft (alchemy) +2, Hide +9, Knowledge (arcane) +18, Spellcraft +18
Empower Spell
Metamagic Effect


18
Incantatrix 4
+12
+10
+10
+15
Concentration +19, Craft (alchemy) +5, Knowledge (arcane) +19, Spellcraft +19
Quicken SpellB
Bonus Metamagic Feat


19
Incantatrix 5
+12
+10
+10
+15
Concentration +20, Craft (alchemy) +7, Hide +10, Knowledge (arcane) +20, Spellcraft +20
-
Metamagic Spell Trigger


20
Incantatrix 6
+13
+11
+11
+16
Concentration +21, Craft (alchemy) +10, Knowledge (arcane) +21, Spellcraft +21
Innate Spell (Cure Minor Wounds)
Seize Concentration



Spells per Day


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


10
6
8
7
7
5
-
-
-
-
-


11
6
8
7
7
5
-
-
-
-
-


12
6
8
7
7
5
-
-
-
-
-


13
6
8
7
7
5
-
-
-
-
-


14
6
8
8
7
6
4
-
-
-
-


15
6
8
8
7
7
5
-
-
-
-


16
6
8
8
7
7
6
4
-
-
-


17
6
8
8
7
7
7
5
-
-
-


18
6
8
8
7
7
7
6
3
-
-


19
6
8
8
7
7
7
7
4
-
-


20
6
8
8
7
7
7
7
5
2
-



Spells Known:
The CR each spell is learned is given in brackets. Remember that as a Couatl, Quaholom can pick his known spells from the sorcerer list, the cleric list, or the Air, Good, and Law domains. In addition, he takes Arcane Disciple (Pride) to learn additional spells, which are marked with an asterisk.

At CR 20, Innate Spell is taken, allowing Quaholom to cast Cure Minor Wounds at-will once per round as a spell-like ability.

Level 0:
Create Water (10)
Cure Minor Wounds (10)
Detect Magic (10)
Detect Poison (10)
Guidance (10)
Mage Hand (10)
Launch Item (10)
Prestidigitation (10)
No Light (14)

Level 1:
Charm Person (10)
Eyes of the Avoral (10)
Nystull's Magic Aura (10)
Protection From Chaos (10)
Resurgence (10)
Hypnotism (14)*

Level 2:
Close Wounds (10)
Create Magic Tattoo (10)
Divine Insight (10)
Snake's Swiftness (10)
Eagle's Splendour (14)*
Resist Energy (15)

Level 3:
Dispel Magic (10)
Haste (10)
Fly (10)
Heroism (14)*
Miser's Envy (15)

Level 4:
Celerity (10)
Shadow Conjuration (10)
Revenance (15)
Wings of Flurry (17)

Level 5:
Shadow Evocation (14)
Mass Reduce Person (14)*
Insidious Suggestion (15)
True Seeing (17)
Sakkratar's Triple Strike (19)

Level 6:
Forbiddance (16)*
Quest (16)
Greater Dispel Magic (17)
Hardening (19)

Level 7:
Greater Heroism (18)*
Limited Wish (18)
Regenerate (19)

Level 8:
Mind Blank (20)
Greater Spell Immunity (20)*

Allow me to say Couatls are great. 9 hit dice of the second-best kind, psionics, shapechanging, ethereal jaunt, telepathy, Eschew Materials for free, and 9th-level sorcerer casting with all spells from the cleric list and the Air, Good, and Law domains available. Also, al of this is only CR 10.

By this level, Quaholom hasn't fallen to evil yet, and the PC's might encounter him as he is traveling to deliver a (possibly plot-relevant) item. The couatl might reward good-aligned adventurers with useful information or a buff spell, but is otherwise unlikely to interact with them much.

Quaholom has also undergone a Ritual of Alignment to gain the Good subtype: an act affordable for several cooperating couatls running a successful trading company.

By now, Quaholom is a devoted servant of evil (or should I say [Evil]?). His secondary trick: turning into desirable items, is already available to him, though without Cooperative Metamagic it loses some of its steam. Still, being able to spy on the party safely and efficiently for a few levels won't hurt him, and the occasional stilled and silenced Charm Person + Hypnotism combo can increase intraparty tension a bit.

If the prospect of being discovered by an Identify spell frightens you, you have three ways to prevent this. The first is sustained castings of Magic Aura; the second involves placing some harmless curse (infertility, for one) on the item. Cursed items are only correctly identified 1% per caster level of the time, so most of the time you can make the caster believe whatever you want him to believe. Finally, you can just place an old-fashioned Mind Blank on yourself.

Quaholom's main trick comes online at this level. Cooperative Metamagic allows you to add any metamagic feat to a spell cast by a willing adjacent ally (and who wouldn't be willing to receive a supposedly beneficial effect?), including Violate spell, which gives it the [Evil] descriptor, and the rules are pretty clear that continued use of [Evil] spells will result in alignment changes. The best part is that, other than the slight moral feedback the caster experiences, they have no way to know they're casting [Evil] spells, so by the time they catch on it'll be too late already.

Slowly start corrupting certain party members using the abovementioned trick, Insidious Suggestions, and Silenced Quest spells (if you don't know someone's casting a spell at you, there's little you can do to resist). When a fight breaks out, buff whoever is carrying you and keep them standing with repeated Revenances. Ever tried fighting a buffed resurrecting spellcaster?

More spells, including 7th and 8th-level magic. Permanent Mind Blank will reduce the chance of someone figuring out what their fancy magic ring really is to nearly zero, and Limited Wish only adds to your already huge versatility.

You can also cast Cure Minor Wounds at-will. It may not seem impressive, but for someone who can't always carry a bunch of Wands of Lesser Vigor with him it's a nifty trick to possess.

Needle of Piercing Truth
These dragonbone needles are inlaid with dozens of tiny gems, and an almost palpable magical aura surrounds them.

The Needle of Piercing Truth grant their user a +2 bonus to Craft (Tattoo) checks.

Five times per day, the needle's user can cast Create Magic Tattoo.

In addition, by carefully placing the needle in his own flesh (a full-round action), the user can grant himself a +4 enhancement bonus to charisma, which lasts for 16 minutes. Afterwards the needle has to be cleaned and replaced before their magic works again. This ability can be used up to five times per day.

Once per day, the needle's owner can make the needle burst into a thousand sharp shards of force. This deals 16d6 points of damage to all enemies within 30 ft. (Reflex DC 20 for half damage) and dazes all enemies who fail their saving throws.

Once per day, the needle's owner can jab the item into his eye. This deals 1d4 points of damage but grants him the benefit of a True Seeing spell for 16 minutes.

Finally, the needle's owner can Empower up to three of his spells per day without increasing the spells' casting time or level.*

Vivacious Sphere
This bright crystal sphere fills whoever holds it with healing magic and can restore the greatest injuries.

This crystal sphere grants its wearer a +2 sacred bonus on all saving throws.

Every round, the sphere's owner is healed 1 point of HP, provided the sphere is in direct contact with him. If the wielder is undead or otherwise harmed by positive energy, he takes 1 point of damage instead.

As a free action once per round, up to five times per day, the sphere's owner may heal a creature within 60 ft., as if casting Close Wounds.

By concentrating on the sphere for three subsequent rounds, the owner can receive the benefit of a Regenerate spell.

Finally, if the sphere's owner dies in a way that doesn't destroy his body, he returns to life 1 round later (as per the Revenance spell). The sphere can be used in this way three times per day. If the owner dies as a result of Revenance ending when there are uses of this ability remaining, he returns to life once more.

Up to three times per day, the sphere's owner can Empower a spell of his choice without increasing the casting time or spell level, as long as said spell doesn't utilize negative energy in any way.*

Dragonclaw Quickblade
This slender blade moves through the air at a speed most would deem impossible. From time to time, it releases bursts of accelerating magic.

This slender blade is a +1 mithril Warning Short Sword.

Up to five times per day, the blade's carrier can receive the benefit of a Haste spell, which lasts for 16 rounds.

Once per day, the blade's carrier and up to 10 allies within 15 ft. can receive the benefit of a Sakkratar's Triple Strike spell for 1 round.

Up to fifteen times per day (though no more than once per turn), the blade's carrier can make an additional attack when it's not his turn, as if a Snake's Swiftness spell has been cast on him.

Finally, the blade allows its carrier to Empower three spells of his choice per day, without increasing the spell level or casting time.*

*When this ability is used, Quaholom also adds Violate spell.

Korahir
2016-04-23, 01:39 AM
Ivarr Deathborn
CG->CE Gold Dwarf Totemist 2/Death Master 3/Battle Dancer 1/Great Rift Skyguard 8/Horned Harbinger 6

Ability Scores32 Point Buy: 14 Str, 10 Dex, 12 Con, 13 Int, 8 Wis, 15 Cha
After Racial Adjustments: 14 Str, 8 Dex, 14 Con, 13 Int, 8 Wis, 15 Cha
All stat increases go into Cha
Build Table


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


1st
Totemist 1
+0
+2
+2
+0
Ride 4, Handle Animal 4, Knowledge (The Planes) 4, Jump 2cc, Tumble 2cc
Azure Toughness
Wild Empathy, Illiteracy


2nd
Totemist 2
+1
+3
+3
+0
Ride 5, Handle Animal 5, Knowledge (The Planes) 5, Perform (Dance) 1cc, Jump 2, Tumble 2
-
Totem Chakra Bind (+1 capacity)


3rd
Death Master 1
+1
+3
+3
+2
Ride 6cc, Handle Animal 5, Knowledge (The Planes) 5, Perform (Dance) 1, Jump 2, Tumble 2, Spellcraft 1
Mounted Combat
Rebuke Undead, Undead Minion


4th
Death Master 2
+2
+3
+3
+3
Ride 7cc, Handle Animal 5, Knowledge (The Planes) 6, Perform (Dance) 1, Jump 2, Tumble 2, Spellcraft 1
-
-


5th
Death Master 3
+3
+4
+4
+3
Ride 7.5cc, Handle Animal 5, Knowledge (The Planes) 8, Perform (Dance) 1, Jump 2, Tumble 2, Spellcraft 1
-
Rebuke Undead, Undead Minion


6th
Battle Dancer 1
+4
+6
+6
+5
Ride 8cc, Handle Animal 5, Knowledge (The Planes) 8, Perform (Dance) 3, Jump 4, Tumble 2, Spellcraft 1
Improved Unarmed StrikeB, Open Least Chakra (Hands)
AC Bonus


7th
Great Rift Skyguard 1
+5
+8
+8
+5
Ride 8, Handle Animal 5, Knowledge (The Planes) 8, Perform (Dance) 4cc, Jump 5, Tumble 2, Spellcraft 1
-
Axes From the Sky


8th
Great Rift Skyguard 2
+6
+9
+9
+5
Ride 8, Handle Animal 5, Knowledge (The Planes) 8, Perform (Dance) 5cc, Jump 5, Tumble 2.5cc, Spellcraft 1
-
Hippogriff Steed I, Skyhook


9th
Horned Harbinger 1
+6
+9
+9
+7
Ride 8, Handle Animal 5, Knowledge (The Planes) 8, Perform (Dance) 5, Jump 5, Tumble 4, Spellcraft 1
Death DevotionB, Multiattack
Bone Horns, Rebuke Undead, Death Domain


10th
Horned Harbinger 2
+7
+9
+9
+8
Ride 8, Handle Animal 5, Knowledge (The Planes) 8, Perform (Dance) 5cc, Jump 5, Tumble 5.5, Spellcraft 1
-
Deathwatch, Animate Dead


11th
Great Rift Skyguard 3
+8
+9
+9
+9
Ride 10, Handle Animal 5, Knowledge (The Planes) 8, Perform (Dance) 5, Jump 5, Tumble 6 cc, Spellcraft 1
Mounted MobilityB
-


12th
Great Rift Skyguard 4
+9
+10
+10
+9
Ride 11, Handle Animal 5, Knowledge (The Planes) 8, Perform (Dance) 5, Jump 5, Tumble 7cc, Spellcraft 1
Power Attack
Flyby Attack


13th
Great Rift Skyguard 5
+10
+10
+10
+9
Ride 14, Handle Animal 5, Knowledge (The Planes) 8, Perform (Dance) 5, Jump 5, Tumble 7, Spellcraft 1
-
Hippogriff Steed II


14th
Great Rift Skyguard 6
+11
+11
+11
+10
Ride 17, Handle Animal 5, Knowledge (The Planes) 8, Perform (Dance) 5, Jump 5, Tumble 7, Spellcraft 1
-
Drogue Charge


15th
Great Rift Skyguard 7
+12
+11
+11
+10
Ride 18, Handle Animal 7, Knowledge (The Planes) 8, Perform (Dance) 5, Jump 5, Tumble 7, Spellcraft 1
Tremendous ChargeB, Divine Might
-


16th
Great Rift Skyguard 8
+13
+12
+12
+10
Ride 18, Handle Animal 10, Knowledge (The Planes) 8, Perform (Dance) 5, Jump 5, Tumble 7, Spellcraft 1
-
Hippogriff Steed III


17th
Horned Harbinger 3
+14
+12
+12
+11
Ride 18, Handle Animal 10.5cc, Knowledge (The Planes) 8, Perform (Dance) 5, Jump 5, Tumble 7, Spellcraft 1, Dismount Attack
Extra TurningB
-


18th
Horned Harbinger 4
+15
+12
+12
+12
Ride 18, Handle Animal 11cc, Knowledge (The Planes) 8, Perform (Dance) 5, Jump 5, Tumble 7, Spellcraft 1, Use Magic Device 1cc, Dismount Attack
Extra TurningB, Improved Multiattack
-


19th
Horned Harbinger 5
+15
+12
+12
+12
Ride 18, Handle Animal 12.5, Knowledge (The Planes) 8, Perform (Dance) 5, Jump 5, Tumble 7, Spellcraft 1, Use Magic Device 1, Dismount Attack
-
Captain of Undeath


20th
Horned Harbinger 6
+16
+13
+13
+13
Ride 18, Handle Animal 14cc, Knowledge (The Planes) 8, Perform (Dance) 5, Jump 5, Tumble 7, Spellcraft 1, Use Magic Device 1, Dismount Attack
-
Create Undead


Spellcasting and Meldshaping Spells per Day/Spells Known


Level
Soulmelds
Essentia
Chakra Binds


1st
2
2
0


2nd
3
3
1


6th
3
3
2


Spells per Day/Spells Known


Level
0lvl
1st
2nd


3rd
3
1
-


4th
4
2
-


5th
4
2
1

*Does not take into account bonus spells for a high Int score.

Korahir
2016-04-23, 01:40 AM
CR 6“From death I am born anew. I gaze into the face of death and dance with the reaper upon the thread that dangles before oblivion. I dive headlong into the void and rise again with new life. From the Death-Womb I emerge, greater and mightier than before.”

My mother died before she could give birth to me, they say. You’ll sometimes hear of women dying in childbirth, but she fell a few weeks short even of that. They had to cut me out of the womb, and the clerics apparently had a real job of keeping me alive.

In the end I did survive and my father was finally able to bring me home. He made his living as a merchant and when I came of age I joined the business as a guard. I have a way with beasts and I was trained in the rituals of calling their spirits across the planes to join me in battle. Truth be told though; I’ll always be most pleased with the one that I found without even searching beyond the boundaries of the Great Rift itself. A mated pair of hippogriffs attacked the caravan and fought us to the bitter end, unwilling to allow us to continue along the road. We were able to slay them in the end, and seeing how viciously they had defended the area, it was guessed that their nest would be nearby. I was lucky enough to be the one to find the nest, and to do so just as the first of the eggs was hatching. A hatchling with red plumage and black hair emerged, gave me a quizzical look, and chirped expectantly. I took a bit of meat from my food bag, ground it up in a claw so it’d go down easier, then placed it into the mouth of the little hippogriff. “I’ll call you Myna,” I told her, stroking her neck feathers with one hand, as I signaled the others.

***

Not every incident on the road went quite so smoothly. A few months later, I had ridden Myna out to scout the area surrounding the desert road that led toward Dambrath, when a sandstorm struck, seemingly out of nowhere. Before we could even land, we were blown away by the stinging wind. For what felt like leagues the wind and sand buffeted us until Myna finally crashed to earth, crying out in pain. I was able to crawl from the saddle, but my leg had been crushed by the impact, and Myna had fared even worse. The wing she had landed on was bent at an unsightly angle, and her hind legs had been crumpled beneath her by the landing. Worse, the sandstorm still raging about us and what I could make out of the sun was setting. I had no idea if or when the others would find us, and the chill of the desert night was already creeping over the land. Myna was thrashing and shrieking and I reached out my hand to her neck to still her. As she quivered against me in fretful terror, I could feel my hand going numb, whether from the cold or horror at what I was about to do, but the beast spirit flowing through me did not falter. My claws closed down upon her neck and she slumped down into the sand. “Go to your ancestors. Join their spirits,” I whispered as another slash opened her belly. I retched at the smell and the prospect of seeking warmth and shelter in such a way, but there was no alternative. I crawled inside and shivered in revulsion until exhaustion finally overwhelmed me and I slipped into darkness.

I found myself standing before a terrible castle constructed of bones. A pair of enormous skeletal figures looked at me with fixed grins and gleaming eyes as they turned gears and the gates opened. Standing in the entrance hall was an dwarven woman pale as death, bright fangs glinting out from a beard streaked with stains of dark red. Her midriff was bare and her abdomen was scarred as if from some horrific gash. I stood transfixed as she seemed to glide across the floor of bones toward me and took me in her arms. About her neck she wore a pendant showing a laughing skull atop the head of a mace. She flashed her fanged smile again, sweeping me into a strange, wild dance. Through the halls and up the walls she led me. Past skeletons whose rattling bones seemed to play a rhythm that I couldn’t count but my feet followed all the same. Past rolling heads chanting the melody of some wordless dirge. Past ghosts and demons and monstrosities beyond my comprehension. Finally, we danced down along a thread of viscera that hung down into a seemingly endless chasm. When we reached the tip, she dipped me so that my blood-drenched beard was cast down over my eyes.

When I cleared the hair out of my eyes, she was gone, and I found myself prostrated before a massive throne of skulls. I dared not lift my eyes to see who sat upon the seat, and left my head pressed against the brow of a skull in the floor below me. From every direction, a cacophony of voices chanted to me in a tongue that I did not know that I understood. “Glory to the Prince of Demons, the Lord of Undeath,” they cried. “Eat of his body and drink of his blood and new life awaits you. Emerge from the Death-Womb and be born again, greater and more terrible than ever before.”

From out of the floor before me there rose a pillar of bones carved in the totemic likeness of a hippogriff and painted red and black by blood and offal. I had just enough time to muse that the hippogriff’s coloration looked like Myna’s, before the beast stepped down from the totem resolving into living flesh and blood, and I realized that it was indeed her. Trembling, I clambered onto her back, wrapped my arms about her neck and buried my face in her feathers as she took off towards a glimmer of what might have been daylight.

I awoke with a start of horror and clambered out of Myna’s corpse, spilling onto the ground now being heated by the first rays of the desert sun. Even with the sandstorm having subsided, I couldn’t see the road, and knowing that I wasn’t likely to go far on a broken leg, wondered if my desperate bid for survival and the night’s ordeal had all been for naught, when suddenly, I heard the sound of something rising up from the ground behind me. I turned to see Myna’s skeleton walking towards me, the bones broken the night before magically repaired. It stopped in front of me, and her skull nuzzled against my shoulder in the way her head had in life, before continuing on a few paces to dig at the sand with her claws. After a moment the digging stopped and her beak clicked almost happily. I dragged myself over to the spot and looked down to see a thin black tome that had been buried in the sand. On its cover in red ink was the skull-mace that I remembered from my dream. With trembling hands, I stowed the book away and hauled myself into the saddle.
Those of you who follow Iron Chef will recognize Ivarr as being an x-posted entry from the current round. The requirement of a mechanical ability to “fall” was just too much to resist. As CR doesn’t care whether the build is incurring multiclass penalties, I’ve switched my opening levels to Totemist 2/Death Master 3/Battle Dancer 1. Totemists don’t have a restriction on using soulmelds opposed to their alignment like Incarnates and Soulborn do as far as I can tell, so Ivarr can shape the [Evil] Lamia Belt through his early levels until the seemingly innocuous act of doing so corrupts him to the point of tipping him over the edge into the deep end of the alignment pool. Death Master’s Undead Minion ability says you can get any CR1 skeleton or zombie in place of the usual Wolf Skeleton or Troglodyte Zombie at the DM’s discretion. At 3HD, a Hippogriff Skeleton is CR1, so I made that choice for fluff reasons. In fact, the mechanics, and in particular CR are the same for the skeleton of a Celestial Hippogriff which means we can have Myna start out as good aligned rather than neutral as well.

Totemist and Death Master are pretty front loaded. With a few undead lackeys, and a nice long pounce routine, Ivarr should be reasonably formidable should he face the PCs at this stage.


Level 10I got some funny looks to say the least when I returned to the Rift covered in blood and gore on the back of an undead monstrosity, but they let it slide. I even found a cleric willing to fix my leg after some cajoling and a small donation to the church, though I couldn’t afford to have Myna resurrected. While I was waiting around in the church antechamber, I chatted up an old skyguard with his arm in a sling and his head wrapped in bandages partially covering what looked like a pretty nasty injury. A swollen purple bruise extended down from under the binding into his beard, but he seemed pretty jovial about the situation.

“Had to do a Skyguard Catapult,” he laughed, “and my damn cleric went ’n’ got himself killed so I had to fly all the way back here for a proper patchin’ up. Ye should see the other guy though. Flat as a pancake!”

From his description it sounded as though he’d been thrown out of his saddle in midair and landed on some brigand head-first. It didn’t exactly inspire a great deal of enthusiasm when he asked me if I’d like to join the skyguards, but after an hour or so of talking (it was a busy day at the church) and a bottle of brandy something convinced me to say yes.

***

The signal sounded and I ran forward pulling a shield from my back, lifting it aloft to glint in the sun. My new hippogriff grabbed hold of it and we spiraled up into the sky to overlook the battlefield. I singled out a hulking orc from among the brigands and let the shield slip from my arm leaping from the saddle after it. As the wind whipped at my face and the ground loomed ever closer I thought, as I often did, of that desert night. I thought of my desperate plunge into death in hope of survival, of the mad dance of horror in my dream, of that thin thread of death overhanging oblivion, and I thought that I was dancing down that thread again. I saw the face of death staring at me from the looming ground.

“Emerge from the Death-Womb and be born again, greater and more terrible than ever before.”[/]

My drogue wing unfurled and I let loose a barrage of claws and kicks upon the orc, who had noticed me dropping out of the air too late, perhaps distracted by the shield clattering to the ground a few feet away. He collapsed under the onslaught and as I landed in front of his dying form a pair of skeletons rushed up behind me to assist me out of my expended wing and into a new one, just before another bandit rushed forward to swing an axe at my head. I ducked under the blow and danced away laughing and lifted a second shield to my steed, plummeting down to strike elsewhere a moment later. I dove into death and rose again and again, while the brigands were not so fortunate.

The enemy scattered before the rout, and soon the mountain pass was empty but for the warriors of the Rift and the dead or dying. As I absently watched my skeletons set about the menial task of repacking the drogue wings I’d used during the fight, the old commander stepped forward and clapped a hand on my shoulder.

“Knew there was something special about you, boy!” He roared, raising a flask and taking a pull. “Moradin’s beard, but you fight like a mad demon, especially with all the dead followin’ ye around.” I managed a half-smile, but didn’t say anything. “Anyhow,” he continued, “looks as though the rabble were camped out near here. The big wigs want us to root around in the caves and see if we can find anything.”

***

The cave I was directed toward didn’t seem a likely candidate for shelter, even for desperate brigands. It was cold, damp, and generally unpleasant. Still, I made my way into its depths, with Myna’s skeleton trotting along behind me. After twenty yards or so comprised of a single winding passage, we came to a fork. I had all but resolved to take the left path, which looked more spacious and hospitable when the skeletal hippogriff suddenly shot down the right at a gallop. Following after in bewilderment, I stumbled over the rough cave floor until suddenly coming upon a wide chamber of smooth, worked stone. At the center was a pedestal about which Myna’s skeleton was pacing and upon which sat a silver circlet set with four horns of bone and a black diamond pulsing with sinister energy at its center. I stepped toward it in trepidation, reaching out a hand toward it. I hesitated, but Myka’s skeleton was nudging my arm toward the pedestal and at her insistence, I touched my hand to one of the horns. Of its own volition the crown turned so that the black gem faced directly at me and the light within it surged forth to fill the entire chamber. I staggered back only to feel a presence behind me, and whirling, met the gaze of the same fanged woman from my dream that desert night, except that the skull on her pendant was not now set at the head of a mace, but upon a black field at the center of an outline of vertebrae in the suggestion of a cowl. She led me through a dance over the floor, the walls and the ceiling of the chamber in some unfathomable pattern, before finally arriving back before the crown, where she handed me off into another pair of arms. I gazed up into the face of a hooded figure - a skull sprouting four horns just like those of the crown. He led me once around the room in a plodding waltz that might as well have been a funeral march, then spun me toward the center of the chamber where the pedestal stood. “All shall one day know the embrace of the Lord of Bones,” the vampire woman whispered in my ear, “but we send you back once more, having gazed into the face of death to spread the Reaper’s will upon the earth.” The cloaked figure drew a scythe seemingly from nowhere and slashed four times, each leaving no more than a small gash upon my brow, but searing with pain as horns of bone sprouted out of the cuts into the likeness of the crown.

I clutched my head and sank to my knees as the light faded and my dancing partners seemed to melt away. Rising to my feet, I looked toward the crown just in time to see it twinkle and then vanish into thin air.

[i]“Once more you dive into oblivion and once more you rise again. Each time you gaze into the face of death, be born once more out of its womb.”

With that, the cavern began to collapse around me.
Ivarr has entered Great Rift Skyguard. With Make Whole, Desecrate, and Animate Dead as 2nd level Death Master spells, he can repair Drogue Wings that break and has a few skeleton lackeys who can save him actions by helping him out of a spent Drogue Wing and into a fresh one after an Axes From the Sky attack, as well as handle the tedious task of repacking Drogue Wings after a battle. Thanks to the Sphinx Claws Hand Chakra Bind, Ivarr can make a full attack with both his Unarmed Strikes and Girallon Arms claws on his Axes From the Sky attack, and as it’s only a standard action, he can take a move action to tumble 10ft activating a pair of Slippers of Battledancing before Skyhooking up into the saddle as a free action, so that he can to use his high Cha in place of Str on the attack and damage rolls (the bonus to damage then being doubled by Axes From the Sky). You’ll also use your move action to pull out a shield for Skyhook, since you’d rather not be wearing one most of the time so as to get Cha to AC from Battle Dancer. Ask your DM whether you need to actually be wearing the shield or just carrying it. If you only need to be carrying it, you can just drop it as a free action sometime after your Skyhook (perhaps off of your hippogriff to potentially deal some falling object damage), whereas if it has to actually be worn, you may need an extra skeleton or zombie to undo or cut the straps after your landing possibly adding a few extra things to the pile of Drogue Wings to be repaired with Make Whole. In any case, you’ll need a bunch of shields, light wooden ones if you can just drop them or bucklers if you need to keep the hand free to attack with on the charge itself, but you probably needn’t worry about splurging to make them Masterwork or anything fancy like that. The -1 ACP to Tumble is annoying due to how much we need to take it cross-class, but Ivarr will be able scrape the bonus he needs.

We duck out of Skyguard briefly after two levels to enter Horned Harbinger. This means shifting from worshipping Orcus to worshipping Myrkul, but Faiths and Pantheons says that most Horned Harbingers serve other evil gods before touching the Crown of Horns and that Clerics of other gods retain their abilities. I also believe there’s some connection between the two in Faerun anyway. Horned Harbinger grants an additional natural attack which deals double damage on a charge (so triple on an Axes From the Sky charge), the Death Domain (promptly traded away for Death Devotion, which I believe is also multiplied by Axes From the Sky, though it’ll only apply to one of your natural weapons, probably either Unarmed Strikes or Bone Horns), a constant Deathwatch effect, and a SLA (meaning no material components) Animate Dead with a CL that stacks with the CL from Death Master, and tacks on your Cha mod for good measure.

ECL 15Blazing lights flared in the pits of Myna’s eyes. Stringy, tough skin and muscle appeared over her bones, and the black hair and red feathers that I remembered sprouted from the flesh. Myna stood before me, living once more, and yet still bearing the traces of undeath. I embraced her feathered neck and she rubbed against my horns, squawking happily.

“How was your visit with Grandma?” I asked jokingly. “Where did she take you this time?”

“Just the training grounds,” she chirped.

I grinned. If they’d sent Myna back on a fighting regimen, that meant that the rumors of war coming to the Great Rift were true and Myna wouldn’t need to spend another lunar cycle in the Death-Womb anytime soon. “Excellent. Well, you must be hungry after your trip, and it would be poor form to go into battle without making a sacrifice first.”

Myna nuzzled her newly feathered neck against mine, then padded over to the altar of skulls behind me, where a young dwarf whimpered and struggled in vain against his restraints. Her beak slid under the dwarf’s beard, clamping down to open his jugular. She slurped up the blood that issued forth, then paused briefly as I touched the corpse causing its bones to slide free from the flesh and ropes that had bound them. Myna watched the skeleton step down from the altar to kneel before me, then returned to consume the rest of the dwarf’s body.

***

We flew out to join the other skyguards, a host of the dead following along below, and I marveled as I often did at how little scrutiny I’d received. My horns were, I suppose, essentially hidden in plain sight. Why, after all, would they look out of place on a dwarf already sporting four glowing clawed arms. The undead raised more eyebrows, but as a Skyguard, there was a certain degree of eccentricity to be expected, and all but the most uptight clerics let it slide without comment. Just as well. Their time would come eventually, but I did intend to help them win their little war first.
Four more levels of Skyguard. Ivarr picks up Divine Might to get an extra Cha to damage (a separate flat bonus which is multiplied separately, meaning that he now deals 4*Cha on his Axes From the Sky attacks) as well as Drogue Charge as a backup plan if his hippogriff is too busy to do a Skyhook (see below), and pumps ranks into ride so that he now passes fast mount/dismount checks on a 1, making Dismount Attack a reliable option as well.

More importantly, with Great Rift Skyguard 5, we’ve reached Hippogriff Steed II, and with it, the signature trick of this build. Given that Great Rift Skyguard doesn’t actually give you a hippogriff, it got me thinking about various ways to obtain hippogriffs, and the sorts of hippogriffs that one could reliably acquire. This led me to a few rules questions which I sent along to Iron Chef’s distinguished chairwoman.

Seeing as the Hippogriff Steed feature bonds you to a hippogriff you already had, is it possible to make a templated hippogriff (which is after all still a hippogriff) your special steed? Specifically, (since it's a type of hippogriff that's easier to ensure native access to), is a Hippogriff Zombie or Skeleton a valid choice of Hippogriff Steed?

Assuming yes, would they cease to be mindless as a result of the intelligence increase, and would that result in getting feats? Since the feature says that the steed is a magical beast, would their type change, and would this result in a change of FHD with all that entails? Would a Skeleton Hippogriff Steed gain the ability to fly at Hippogriff Steed II, when fly speed improves to 110 (good)?

On the opposite side of the coin if I have a regular hippogriff as a steed and I animate it after it dies, do the increased HD and non-Int numbers apply to the resulting undead?
Yes to all.There you have it, assuming you agree with my assessment an Heliomance’s. This isn’t Iron Chef, so her word isn’t law, but the ruling seems reasonable to me. Designating an animated Hippogriff Skeleton as our Hippogriff Steed, we give it its Magical Beast type and ability to fly back along with a set of feats. This is nice enough on its own, but with a little downtime (which a BBEG can largely be expected to get) it can get downright silly. If you’ve got a month free, you can kill your Hippogriff, leaving the corpse of a living creature (complete with physical stat adjustments from Hippogriff Steed any previous iterations of the zombie or skeleton templates you’ve applied to it, as well as the Neutral Evil alignment of the template, which is consequential for this competition), reanimate the corpse as a zombie or skeleton, then spend a month training it back into a Magical Beast Hippogriff Steed. Since you need your hippogriff not to have the Single Actions Only special quality, and you need to clear the -2 to Dex, you should always have an iteration of the Skeleton template after an iteration of the Zombie template, but with enough time, you can drive the Hippogriff’s Str and Dex as high as you like by repeatedly Magical Beast-izing, killing, and reanimating said hippogriff. Its HD will always be the number set by Hippogriff Steed, as the feature sets that to a specific number (so the doubling of HD from any application of the Zombie template will be nullified), but as Hippogriff Steed says it increases Str to its given value, it presumably won’t decrease it if the creature’s Str score already exceeds that number. You’ll also get the bonus HP from animating on desecrated ground with an altar at least once and possibly each time you do the rigamarole (HP may or may not fall under the rules regarding bonuses from the same source). In addition, each reanimation clears its preexisting feats, and each time it regains its sentience it regains feats, so it’s possible that you can re-choose the feats each time. If so, this opens up a number of possibilities for our Hippogriff friend, though admittedly not as many at 7HD as at 9. I’ve included different such feat setups in a separate section below.

Some DMs might say that killing a zombie or skeleton destroys the body so that it can’t be reanimated, even if it’s had its type changed back to Magical Beast. But once it becomes a Magical Beast it needs to do all the various things living creatures do, like eat and breathe. Thus, to avoid the need for overmuch DM adjudication and for the sake of fluff, I propose killing the hippogriff as follows. On the night of the new moon (a significant one to Orcus’ cult), Myna will take a sedative and step into the Death-Womb, which is a hollow compartment in the bloated gut of a statue of Orcus (with the horns of Myrkul sprouting from its head, natch) kept at the headquarters of Ivarr’s cult. The statue will then be sealed off so that Myna goes gently into the night without sustaining significant damage to the corpse she leaves behind, after which her body will be reanimated and then trained for a month to become a Hippogriff Steed (if your DM gets on your case about the body decomposing during this period, you’ve got Gentle Repose among your Death Master spells).

Korahir
2016-04-23, 01:41 AM
Level 20I was screaming towards the ground head first. My horns dug into the enemy’s neck and I tore and pounded at every inch of flesh I could reach, ending with a knee to the jaw as my drogue wing pulled me out of the dive at the last moment. Myna was shrieking a war cry and my skeletons scarcely had time to replace my wing before I had rushed off and used the new wing to lift myself up over the head of another victim tearing at him as I went. I took a sword cut across my arm, but ducked away from the blade, leapfrogging over the saddle of a zombified tiger to pounce on another enemy who had been hacking at it with an axe, feeling death course through me as I tore her limb from limb. I danced over the slaughter, around it, and through it. I kicked at the Death-Womb and was fed with the blood of my enemies. Newborn from the splendor of victory upon the fresh graveyard I delivered foe after foe to the embrace of the Reaper, and the dead were reborn alongside me, my brothers and sisters before the dead eyes of the Old Skull.

***

As the fog of war cleared from the battlefield I picked up a lance from one of the enemy’s fallen cavalry, and signaled to Myna. Overlooking my legion of the dead, we flew to meet with the old commander whose great grey hippogriff was hovering not far off.

“You’re a right terror, to be sure. Well done!”

I inclined my head at the compliment. “How are things on your end?”

He grimaced. “Lost a few. Hrothnar did a Skyguard Catapult and never came back up. Sihtric and Aelfwynn lost hippogriffs. Bunch o’ the newer lads got cut down.”

“Comes with the territory for a Skyguard. It’s our lot to stare into the face of death. They blinked.”

“You’re a morbid one. But I suppose you’re right… Say, what’s with the lance? Looks like one of theirs”

“That’s the idea.” Myna flapped her wings and rushed toward the commander’s hippogriff. I braced the lance against her shoulder to make use of the strength born of her many trips through the realms of death. The point pierced the commander’s heart before the weapon splintered into pieces before the force of the blow. “I couldn’t have a shard of one of our lances found lodged inside you.”

The blow had knocked him clear of the saddle, though Myna had ripped open the commander’s hippogriff as well a moment later. I watched him fall and, amusingly, land on a dwarf I hadn’t noticed on the ground, who had looked up from repacking his drogue wing to bear witness to the grizzly scene. The commander’s body landed on the upturned face, sending blood and debris flying.

I stroked Myna’s neck affectionately. “I guess Skyguard Catapult is good for something after all.”
We’ve picked up another Extra Turning and General of Undeath from Horned Harbinger and get Hippogriff Steed III from Great Rift Skyguard. We also pick up Drogue Charge, for situations where Myna’s actions are better spent on things besides Skyhook and have enough ranks in Ride to ensure success on a fast mount and/or dismount to set up a Dismount Attack or Axes From the Sky without needing to Skyhook for a standard action charge. Tremendous Charge is our second bonus Mounted Combat feat, and allows Ivarr an additional way to make use of Myna’s potentially obscene Str score. Other than that, it’s basically more of the same. The extra HD from Hippogriff Steed III open up a wider variety of options for Myna’s feats (see below), and we scrape the 4th iterative for the unarmed strike portion of Ivarr’s pounces.

Hippogriff Feat SetupsWe’re already potentially dealing with arbitrarily high Str, Dex, and NA on our hippogriff, so for completeness’ sake, here’s a section dedicated to the things you can do if allowed to pick out feats for your hippogriff steed. While it’s somewhat true that any Great Rift Skyguard could use these options were they allowed to choose their hippogriff’s feats and had the downtime to keep training new ones, that gets expensive in non-reanimated hippogriffs (indeed it’s somewhat expensive for reanimated hippogriffs if you’re shelling out on Black Onyx for non-SLA Animate Dead). Additionally, the ability to improve the same body through repeated cycles through reanimation and returning the Magical Beast type with Hippogriff Steed gives Ivarr and Myna an added incentive to bother with this nonsense, and the fact that mindlessness from the Zombie and Skeleton templates clear a creature’s feats gives an argument for being able to customize all of the hippogriff’s feats when it gets them back, whereas a Hippogriff Steed made from a regular hippogriff might be stuck with Dodge and Wingover and only get to choose feats at 6 and 9 HD. It is, I suppose, possible that Myna could be stuck with the Improved Initiative feat after being a skeleton, but even so that would allow for a bit more freedom, and many of these setups do leave feat slots open.

To start off, here are some straightforward combat setups, assuming a relatively low-downtime campaign.

1: Dodge
3: Mobility
6: Elusive Target
9: Improved Flight

This is essentially a setup for optimizing around Skyhook. With this, Myna can create some chaos as she provokes AoOs in the process of picking him up. With the +8 total AC from Mobillity and Ivarr’s Mounted Mobility (to say nothing of her higher NA and Dex), making attacks miss to trip enemies via Cause Overreach is feasible, and if Ivarr is Skyhooking from a flanked position one of those attacks is a guaranteed miss which gets diverted into the other enemy by Diverting Defense, and Ivarr can attempt to force another miss with Mounted Combat (assuming his check can actually exceed her AC). This is essentially viable for any Hippogriff Steed though, with the only change being the possible need to forego Improved Flight and delay Mobility and Elusive Target due Wingover being locked into the 3rd level feat slot.

1: Willing Deformity
3: Martial Study (Leading the Attack)
6: Martial Stance (Leading the Charge)
9: Deformity (Madness)

This is in essence two separate pairs of feats that you might consider either or both of. Being a Magical Beast instead of an Undead allows for some useful tricks, but it also likely takes away undead immunities which would otherwise be helpful to self-preservation. Immunity to Mind-Affecting is perhaps the most glaring lapse, especially with only 1 Cha. Not being rendered catatonic by a single Ego Whip is a nice thing. Getting a hold of Leading the Charge is pretty straightforward. Ivarr is a charger (in particular a charger with a long attack routine and damage doubling) and commands an army of undead who are likely to do a fair bit of charging. Even at a low IL, Leading the Charge is a really nice thing to have. If you can get reliable access to Plane Shift and a Crown of the White Raven for White Raven Tactics (I suppose you could also use a Psychic Reformation or Dark Chaos shuffle), you can go even further into White Raven shenanigans with the following setup.

1: Education
3: Martial Study (Leading the Attack)
6: Martial Stance (Leading the Charge)
9: Planar Touchstone (Were Glade)

If you can keep the higher order condition charged, the Were Glade will turn Myna into a werewolf (wolfogriff?) with all the benefits that entails. In particular, that’ll include 2 Animal HD, which will drive her IL up to 5 and open up White Raven Tactics, which is pretty much the holy grail of things a sidekick pet could be doing. It’s also just potentially useful to have her take Planar Touchstone (Were Glade) on at least one set of feats that she assumes at some point if the Shapechanger subtype it leaves behind is ruled to be a subtype retained under the application of the Skeleton and Zombie templates, just to have an ace in the hole against baleful polymorph.

If you have a lot of downtime, and actually get away with NI Str and Dex, then the go-to setup is probably the following.

1: Willing Deformity
3: Flyby Attack
6: Great Flyby Attack
9: Deformity (Madness)

If Myna is allowed to go full ubermount, then Great Flyby Attacks are really the best use of her time. With effectively no limit on the number of targets beyond how many of them actually stand within reach of a 110 ft line and auto-kill attacks, she has better things to do than bother with Skyhooks. Ivarr can make a Zombie Dragon or something to give him a ride for his Axes From the Sky.

But hey, there are other things besides training dead hippogriffs that you might want to do with a lot of downtime. Crafting, for instance. Here are two stubs that allow Myna to help with just that (though you’ll still need most of the spells to be provided from somewhere. It’ll even allow you to skirt exp costs, since it’s not Ivarr himself doing the crafting.

1: Truespeak Training
3: Minor Utterance of the Evolving Mind
6: Crafting Feat
9: Open Feat

1: Open Feat
3: Fiendish Heritage
6: Fiendish Presence
9: Crafting Feat

Minor Utterance of the Evolving Mind and Fiendish Presence grant Myna a CL equal to her HD which can be used to qualify for Crafting feats. The first setup is largely better due to working at a lower level, but I like the flavor of the second a bit better given the build’s fluff (either with Myna turning out to have had a small trace of fiendish blood all along or with her blood taking on fiendish characteristics when regenerated after a trip into the Death-Womb). Potentially useful choices for the Open Feat include feats that grant class skills necessary or are themselves necessary for particular items (for example, if you can’t buy a pair of Slippers of Battledancing on the open market, Apprentice (Entertainer) would allow Myna to get the ranks in Perform (Dance) to be able to craft one), Martial Study for the purposes of making Crowns of the White Raven and the like (this is somewhat limited, but can be expanded if you can get access to things like Heroics and uses of Martial Scrips to springboard to maneuvers with harsher prereqs), and additional crafting feats.

Maybe there’s a spell that your party has decided they want access to. Maybe they don’t have that spell and can’t or won’t even get a scroll for whatever reason, but they do have Owl’s Wisdom, Plane Shift, and a month or two. Well, if this spell is 6th level or lower on some domain, they’re in luck. There’s a hippogriff setup for just that slightly implausible scenario.

1: Education
3: Open Feat
6: Planar Touchstone (Catalogues of Enlightenment)
9: Planar Touchstone (Were Glade)

With the Were Glade bumping Wis up to 12, and her HD up to the 11 necessary to cast 6th level spells with the Catalogues of Enlightenment higher order ability, she’s just a casting of Owl’s Wisdom away from being able to do so. If the spell is 1st or 2nd level you don’t even need Owl’s Wisdom. A friendly Bard with Inspire Greatness and a little more Wis boosting could even push this casting further allowing her to reach 7th level spells.

But yeah, floating feats are pretty cool. There’s a reason people like Chameleon 2 so much. Depending on the situation, there are probably more abilities you can patch together for Myna on a bit of notice. Unfortunately Incarnum is off the table as Myna won’t regain her Con score with her Magical Beast type but there are a lot of things that feat-o-mancy can accomplish if you dig deep enough.


The Fallen CorrupterMechanical Falling: In addition to a primary means of attack involving literally falling, Ivarr can figuratively fall by performing the seemingly innocuous act of shaping the Lamia Belt until its Evil descriptor corrupts his pure ideals.
Corrupting Others: Ivarr mostly accomplishes this by killing good creatures and raising them as undead, but he can in particular take a Celestial Hippogriff and through repeated cycles of killing it, reanimating it, and turning it back into a Magical Beast with Hippogriff Steed, corrupt it into a new sort of super powerful intelligent evil hippogriff. As a 7-9 HD Skeleton, Myna’s CR is technically 3-4 no matter how powerful she becomes (well, it can go up to 6 due to lycanthropy if you use one of the setups involving Planar Touchstone (Were Glade), but even then) which isn’t enough to change the CR of the encounter what with Ivarr already being CR13 when he gets Hippogriff Steed II.
Not a Paladin: Ivarr has no levels in any sort of Paladin.


EquipmentSlippers of Battledancing and Cha boosters are the main things Ivarr wants, as well as an Amulet of Mighty Fists or Necklace of Natural Attacks, and naturally, a bunch of Drogue Wings. He’ll also carry around a few shields at any given time, but they aren’t a major expenditure.

Beyond that, a little love for Con and maybe Str wouldn’t go amiss. He can use wands of Death Master spells and would benefit from the usual items that meldshapers like. With all the points that have to be spent cross-class on Tumble, a masterwork item would be nice to have to scrape a +14 mod to make his 10ft of movement for the Slippers without risking AoOs. With Cha boosters he ends up with plenty of turn attempts to manage without Nightsticks, even if you’re using Death Devotion in each fight and Divine Might every round, but if you want a few more turn attempts earlier on or to do something crazy like throw Death Devotion on your Unarmed Strikes and Bone Horns in subsequent rounds of the same fight, that’s a way to make that happen. Certain spellcasting services (see the Hippogriff Feat Setups section above) can help considerably and with reliable Plane Shift access specifically Myna will be able to use a Crown of the White Raven for White Raven Tactics.

While providing spells is potentially an issue, Myna’s crafting feat setup can help to make access to certain items cheaper and more accessible. Also, before slamming me too hard for item reliance, I would urge you to consider the money Ivarr saves on Drogue Wings compared to any other build that doesn’t have access to Make Whole and possibly on replacement Hippogriff Steeds thanks to SLA Animate Dead. I also feel like Slippers of Battledancing are something of a special case given how resilient to optimization they end up being most of the time.


AdaptationsWhile I left it out of the build for Elegance reasons, Ivarr’s fluff fits in very well with dedication to Atropus, the World Born Dead. The extra vile feats would get him access to Deformity (Teeth) to add a bite attack to his routine, and could get Myna Deformity (Madness) for Mind-Affecting Immunity without her having to burn two real feats on it.

One might argue that because Hippogriff Steed III says that the steed is “still a Large magical beast,” it no longer shifts the type back from Undead. If so, then you should leave Great Rift Skyguard after 5 levels. Being limited to 7 HD hurts, but it is what it is. Alternately, just rejigger your levels to delay Hippogriff Steed III to 20th level and get all the Death Womb shenanigans in before then, with the final Undead version at 20th level being the “final form” as it were. I would argue that the “still” is in reference to the earlier levels of Hippogriff Steed though, and that Hippogriff Steed III should still follow the same ruling with regard to regaining the Magical Beast type.

You might consider jumping back into Horned Harbinger after Skyguard 5 to get the Extra Turnings, Animate Dead CL increase, and Captain of Undeath in a greater hurry even if Hippogriff Steed works the way it seems to, depending on the campaign.

Sources List
Complete Champion: Rules for swapping domains for domain feats, Death Devotion
Complete Mage: Fiendish Heritage, Fiendish Legacy
Complete Scoundrel: Dismount Attack
Complete Warrior: Divine Might, Elusive Target
Dragon Compendium: Battle Dancer, Death Master
Dragonlance Campaign Setting: Tremendous Charge
Dungeon Master’s Guide II: Slippers of Battledancing, Apprentice
Eberron Campaign Setting: Education
Elder Evils: Deformity (Madness), Dedication to an Elder Evil
Faiths and Pantheons: Horned Harbinger
Heroes of Battle: Mounted Mobillity
Heroes of Horror: Willing Deformity, Deformity (Teeth)
Magic of Incarnum: Totemist, Azure Toughness, Open Least Chakra, Soulmelds
Planar Handbook: Planar Touchstone, Touchstone Sites
Races of Faerun: Great Rift Skyguard
Tome of Battle: Martial Study, Martial Stance, Maneuvers, Crown of the White Raven, Martial Scrips
Tome of Magic: Truespeak Training, Minor Utterance of the Evolving Mind
Everything else is in the SRD. This list is somewhat artificially long due to the citing of things referenced in the Hippogriff Feats and Adaptation sections. Items used in the build proper are bolded.

Korahir
2016-04-23, 01:43 AM
The Green Man
http://pre11.deviantart.net/38f9/th/pre/i/2014/222/d/b/cordyceps_by_ddiocles-d7uivoj.jpg
Source (http://ddiocles.deviantart.com/art/Cordyceps-474532579)
CG->CE River Spirit Folk Shaman 7/Talontar Blightlord 10/Mage-killer 3

Stats
Str 14
Dex 10 (plus 2 inherent)
Con 14
Int 10
Wis 16 (all increases here)
Cha 14
Build


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


1st
Shaman 1
+0
+0
+0
+2
Concentration 4, Heal 4, Knowledge (Religion) 4, Spellcraft 4
Great Fortitude, (B)Martial Weapon Proficiency (Glaive), (B) Weapon Focus (Glaive)(B) Improved Unarmed Strike
Unarmed Strike, Animal Companion, Domains (Hero and War)


2nd
Shaman 2
+1
+0
+0
+3
Concentration 5, Heal 5, Knowledge (Religion) 5, Spellcraft 5

Spirit Sight


3rd
Shaman 3
+2
+1
+1
+3
Concentration 6, Heal 6, Knowledge (Religion) 6, Spellcraft 6
Lightning Reflexes
Turn/Rebuke Undead


4th
Shaman 4
+3
+1
+1
+4
Concentration 7, Heal 7, Knowledge (Religion) 7, Spellcraft 7
(B)Combat Reflexes
Bonus Feat


5th
Shaman 5
+3
+1
+1
+4
Concentration 8, Heal 8, Knowledge (Religion) 8, Spellcraft 8

Spirit’s Favor


6th
Shaman 6
+4
+2
+2
+5
Concentration 9, Heal 9, Knowledge (Religion) 9, Spellcraft 9
Combat Casting



7th
Shaman 7
+5
+2
+2
+5
Concentration 10, Heal 10, Knowledge (Religion) 10, Spellcraft 10




8th
Talontar Blightlord 1
+5
+4
+2
+7
Concentration 11, Handle Animal 1

Blightbringer Prestige Domain, Blightblood


9th
Talontar Blightlord 2
+6/+1
+5
+2
+8
Concentration 12, Handle Animal 2
Aberration Blood (Flexible Limbs)
Illmaster


10th
Talontar Blightlord 3
+7/+2
+5
+3
+8
Concentration 13, Handle Animal 3

Blight Touch 1/day


11th
Talontar Blightlord 4
+8/+3
+6
+3
+9
Concentration 14, Handle Animal 4

Blightmind


12th
Talontar Blightlord 5
+8/+3
+6
+3
+9
Concentration 15, Handle Animal 5
Inhuman Reach
Blight Touch 2/day


13th
Talontar Blightlord 6
+9/+4
+7
+5
+10
Concentration 16, Handle Animal 6

Black Glaive


14th
Talontar Blightlord 7
+10/+5
+7
+5
+10
Concentration 17, Handle Animal 7

Blight Touch 3/day


15th
Talontar Blightlord 8
+11/+6/+1
+8
+5
+11
Concentration 18, Handle Animal 8
Deepspawn
Corrupting Blows


16th
Talontar Blightlord 9
+11/+6/+1
+8
+6
+11
Concentration 19, Handle Animal 9

Blight Touch 4/day


17th
Talontar Blightlord 10
+12/+7/+2
+9
+6
+12
Concentration 20, Handle Animal 10

Winterheart


18th
Mage-killer 1
+12/+7/+2
+9
+6
+14
Concentration 21, Spellcraft 11
Rapidstrike
Improved Saves (Fort +1)


19th
Mage-killer 2
+13/+8/+3
+9
+6
+15
Concentration 22, Spellcraft 12
(B) Augment Summoning
Augment Summoning


20th
Mage-killer 3
+13/+8/+3
+10
+7
+15
Concentration 23, Spellcraft 13

Improved Saves (Fort +2)



Spells

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
1+1
-
-
-
-
-
-
-


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


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


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


7th
6
4+1
3+1
2+1
1+1
-
-
-
-
-


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


9th
6
4+1
4+1
3+1
2+1
1+1
-
-
-
-


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


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


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


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


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


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


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


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


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


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


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


Backstory
The Green Man followed the guidance of the spirits from an early age, and learned their magic to resolve conflicts between the spirit world and the world of man. He knew well that men and spirits did not always see eye to eye, and that as a union of the two himself he was well equipped to talk to both, to soothe tempers and smooth over misunderstandings.
The Green Man learned as the years drew on that there were deeper concerns between the two than simple misunderstandings. The spirits were not always prone to follow contracts and laws to the letter as man did. Men had a great ability to learn, but their constant desire for more drove them ever to push on the borders and drive for renegotiations.

A generation passed, and what had been a village outpost near the forest edge was growing into a large city. The spirits and animals called to him almost every day that the men were encroaching on their lands, stealing their food, and hunting the animals for their meat. The Green Man’s patience wore thin on their inability to stand up for themselves or defend against the humans. Even the predators cried foul to him at the men killing them for hunting the livestock kept near the city. The men had long since ceased bringing their grievances to the Green Man, relying on their ability to seize what they wanted.

When the river in which the Green Man dwelt and swam became tainted and befouled with the runoff from the city’s cooking fires and outhouses and tanneries, he reached the end of his confidence to handle the problems. He performed a ritual to call on a spirit or entity he had only vague knowledge of: Pazuzu. The stories told that he was a being who could provide the caller with assistance, and had great power. The being appeared before him and was very cordial, listening very carefully as the Green Man explained his situation. Pazuzu granted him his blessings, said he had increased the Green Man’s power, and left him at that. Though he could feel the effects, he feared that he would need something more to teach man his folly.

Decades more passed, and man’s greed grew with the town’s size. When they began flagrantly felling the trees of the forest without any attempt at discussion or negotiation, the Green Man knew they had fully cut their ties with the spirit world. He was ashamed to call man among his ancestors. When they dammed the river to power their mills he knew they had to be stopped. He called upon Pazuzu again, pleading with the being to provide him with the power to stop man’s encroachment on the wild. Pazuzu smiled, and told him he knew the solution to not only stop man, but to empower those in the forest to protect it. The Green Man gladly accepted his aid.

In the years that came, the sounds of the forest dimmed, and the moving plants began to decrease in number, and the men did not notice. Disease then came to their livestock, and they were afraid. They vainly followed in the way of their grandfathers and went to the Green Man for assistance. He told them in no uncertain terms that he was reclaiming the wild, and that they were to die if they ever encroached upon the land he had claimed. They saw scores of animals infected with the blight on the land. They saw some even farther gone, planting trees at the forest edge. They saw the Green Man’s emotionless face, and knew that he would expand the forest until he was satisfied. They asked him when the forest would stop growing, and for the first time in years he smiled a grim, cold smile.
“When man is dead.”
CR 5
At this level the Green Man is a well-intentioned shaman. He’s a competent combatant and caster, and is willing to help the party remove aberrations or threats to the land. He functions much like an average cleric/druid at this point. One point of oddness is that shaman has been updated only slightly. Its animal companion is the outdated 3.0 version, but this is no longer how animal companions work. I’m assuming this means he can function as a druid’s animal companion, but it’s not necessary. If you do get the druid one, a fleshraker is a very solid choice. He currently turns undead, so when he turns evil it will switch to rebuke I assume.
CR 10
The Green Man has at this point called on Pazuzu twice, shifting his alignment to CN and then to CE. It doesn’t matter what the benefit is, I’ve just selected bonuses to Dex to work with Combat Reflexes. His companion is now blightspawned, meaning it can infect anything with Talona’s Blight, which cannot heal naturally. When the companion inevitably dies, it becomes a Juju Zombie for rebuking and he replaces it with a new one. He can also infect with the blight himself once per day. It’s a nasty disease, so he will spread it as much as possible. At this point he’s at best willing to live and let live, but any harm or incursion on the forest will be viewed as an attack, and he will respond with full force.
CR 15
Deeper into Talontar Blightlord adds to his power. He’s got an extra domain, and can rebuke blightspawned creatures as well as undead. He can use any of them as a scout that he looks through, extending his influence through much of the forest. Once the PCs enter, he’s likely going to be watching. His glaive can now be used to spread the blight, and once he hits with it the target bleeds until healed.
Inhuman Reach and Deepspawn are representing the blight working its change on him, warping his body before he becomes fully plantlike. I’m assuming that it works on both the tentacles and natural reach. Either way he’s fast becoming a melee menace, especially when he’s buffed up with things like Righteous Might.
CR 20
The Green Man is now a plant, and as part of that he has now taken rapidstrike, giving him extra tentacle attack on a full attack. With things like Giant Size up and running, he’s going to make a tough foe. Remember if druid’s animal companion is working, that it is giant too.

Corrupting other creatures takes form in two different ways. The first is infecting all the animals and plants in his forest with Talona's blight to make them blightspawned, which are NE, and can begin as soon as CR 10. The second is through Compel, a unique spell to the Shaman which can change the alignment of whatever you target to whatever you want (presumably some evil), regardless of whether they are willing. If they fail the save, they are this new alignment permanently, and they have no inclination to change back. Its use in corruption is obvious, but if you were so inclined you could use it to shift an enemy's alignment closer to good or lawful to slap them with blasphemy/word of chaos or unholy blight/chaos hammer.

Mage-killer’s a fun class, boosting his saves, and giving free augment summon for all of his summon nature’s ally spells. It also runs with his idea of driving man away in all his forms, knowing that the spellcasters are the most dangerous form.

The Green Man has full 9s running now, including 3 of the big boys: shapechange, miracle, and gate. There’s all sorts of havoc that can be wrought with those 3, and he’ll put up a hell of a fight.

At this point his view of mankind has soured completely. Any entry into his forest will be viewed as an invasion, and he will do everything in his power to protect it.

Here I will bring up a possible thing to throw in, if you don’t find it too cheesy. The Green man is a plant after level 17, and has the ability to become large or larger, for some period of time. This means you can apply the Hivenest template to him, inserting any swarm of diminutive or fine vermin (I’d suggest the plague ant swarm from Fiend Folio). It’s unclear whether he would lose the template once he returns to normal size, or how long it takes to apply the template. If fast enough, just have some swarms on hand for him to cram in when he buffs up with righteous might or giant size. The CR adjustment is treating as a group encounter, and the swarm is so low it doesn’t increase his any. I’d definitely recommend applying the template to his fleshraker animal companion, who will be large from HD increase and a plant from blightspawned. I’d recommend nurturing swarms in the forest to put on all of the blightspawned creatures and juju zombies under his control as well, because a bunch of monstrous diseased plant things is scary, but a bunch of monstrous diseased plant things that are swarming with insects is scarier.
Sources
Shaman, bonus feats: Oriental Adventures (with Dragon Compendium Update)
Talontar Blightlord, River Spiritfolk: Unapproachable East
Mage-killer: Magic of Faerun
Aberration Blood, Inhuman Reach, Deepspawn: Lords of Madness
Rapidstrike: Draconomicon
All else: srd

Korahir
2016-04-23, 01:44 AM
https://billblume.files.wordpress.com/2015/05/bill-nighy-as-viktor-from-underworld.jpg
Good King Wilhelm Rothheim
LG LE Human(Vampire) Beguiler 8/Swiftblade 10

Build Table



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


1
Beguiler 1
+0
+0
+0
+2
Bluff 4, Concentration 4, Diplomacy 4, Knowledge(Arcana) 4, Knowledge(Local) 4, Sense Motive 4, Spellcraft 4, Use Magic Device 4
Dodge, MobilityB
Armored Mage, Trapfinding


2
Beguiler 2
+1
+0
+0
+3
Bluff 5, Concentration 5, Diplomacy 5, Knowledge(Arcana) 5, Knowledge(Local) 5, Sense Motive 5, Spellcraft 5, Use Magic Device 5

Cloaked Casting (+1 DC), Surprise Casting


3
Beguiler 3
+1
+1
+1
+3
Bluff 6, Concentration 6, Diplomacy 6, Knowledge(Arcana) 5, Knowledge(Local) 5, Sense Motive 6, Spellcraft 6, Use Magic Device 6, Collector of Stories
Knowledge Devotion
Advanced Learning(Power Word Pain)


4
Beguiler 4
+2
+1
+1
+4
Bluff 7, Concentration 7, Diplomacy 7, Knowledge(Arcana) 6, Knowledge(Local) 6, Sense Motive 7, Spellcraft 7, Use Magic Device 7




5
Beguiler 5
+2
+1
+1
+4
Bluff 8, Concentration 8, Diplomacy 8, Knowledge(Arcana) 8, Knowledge(Local) 8, Sense Motive 8, Spellcraft 8, Use Magic Device 8
Silent SpellB
Silent Spell


8 (6HD)
Beguiler 6
+3
+2
+2
+5
Bluff 9, Concentration 9, Diplomacy 9, Knowledge(Arcana) 9, Knowledge(Local) 9, Sense Motive 9, Spellcraft 9, Use Magic Device 9, Social Recovery
Endure Sunlight, AlertnessB, Combat ReflexesB, DodgeB, Improved InitiativeB, Lightning ReflexesB
Surprise Casting(move action), Vampire Abilities: Natural Armor +6, Slam Attack(1d6), Blood Drain, Children of the Night, Dominate, Create Spawn, Energy Drain, Alternate Form, DR 10/silver and magic, Fast Healing 5, Gaseous Form, Resistance to Cold 10, Resistance to Electricity 10, Spider Climb, Turn Resistance, +8 racial bonus to Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot, Alertness, Combat Reflexes, Dodge, Improved Initiative and Lightning Reflexes, Vampire Weaknesses


9 (7HD)
Swiftblade 1
+4
+2
+4
+7
Bluff (10), Concentration 10, Diplomacy (10), Sense Motive (10), Spellcraft 10
Spring AttackB
Spring Attack, Swift Surge +1/+0ft.


10 (8HD)
Swiftblade 2
+5
+2
+5
+8
Bluff (11), Concentration 11, Diplomacy (11), Sense Motive (11), Spellcraft 11

Blurred Alacrity, +1 level of arcane spellcasting class


11 (9HD)
Swiftblade 3
+6
+3
+5
+8
Bluff (12), Concentration 12, Diplomacy (12), Sense Motive (12), Spellcraft 12
Arcane Strike
Sudden Casting, +1 level of arcane spellcasting class


12 (10HD)
Swiftblade 4
+7
+3
+6
+9
Bluff (13), Concentration 13, Diplomacy (13), Sense Motive (13), Spellcraft 13

Arcane Reflexes, Swift Surge +1/+10ft.


13 (11HD)
Swiftblade 5
+8
+3
+6
+9
Bluff (14), Concentration 14, Diplomacy (14), Sense Motive (14), Spellcraft 14

Evasive Celerity, +1 level of arcane spellcasting class


14 (12HD)
Swiftblade 6
+9
+4
+7
+10
Bluff (15), Concentration 15, Diplomacy (15), Sense Motive (15), Spellcraft 15, Use Magic Device (9.5)
Improved Turn Resistance
Fortified Hustle, +1 level of arcane spellcasting class


15 (13HD)
Swiftblade 7
+10
+4
+7
+10
Bluff (16), Concentration 16, Diplomacy (16), Sense Motive (16), Spellcraft 16, Use Magic Device (10)
Bounding AssaultB
Bounding Assault, Swift Surge +2/+10ft.


16 (14HD)
Swiftblade 8
+11
+4
+8
+11
Bluff (17), Concentration 17, Diplomacy (17), Sense Motive (17), Spellcraft 17, Use Magic Device (10.5)

Diligent Rapidity, +1 level of arcane spellcasting class


17 (15HD)
Swiftblade 9
+12
+5
+8
+11
Bluff (18), Concentration 18, Diplomacy (18), Sense Motive (18), Spellcraft 18, Use Magic Device (11)
Skewer Foe
Perpetual Options, +1 level of arcane spellcasting class


18 (16HD)
Swiftblade 10
+13
+5
+9
+12
Bluff (19), Concentration 19, Diplomacy (19), Sense Motive (19), Use Magic Device (12)

Innervated Speed, Swift Surge +2/+20ft.


19 (17HD)
Beguiler 7
+13
+5
+9
+12
Bluff 20, Concentration 20, Diplomacy 20, Knowledge(Arcana) 10, Knowledge(Local) 10, Sense Motive 20, Spellcraft 20, Use Magic Device 15

Advanced Learning(Dream Casting)


20 (18HD)
Beguiler 8
+14
+5
+9
+13
Bluff 21, Concentration 21, Diplomacy 21, Sense Motive 21, Spellcraft 21, Use Magic Device 21
Versatile Spellcaster
Cloaked Casting(+2 to overcome SR)




Ability Scores

Final Ability Scores:

Str - 20
Dex - 18
Con - --
Int - 20
Wis - 12
Cha - 16

Levels 4, 8, and 12 go to Int, Level 16 goes to Dex


Spells per Day

Spells per Day


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


1st
5
3
-
-
-
-
-
-
-
-


2nd
6
4
-
-
-
-
-
-
-
-


3rd
6
5
-
-
-
-
-
-
-
-


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


5th
6
6
4
-
-
-
-
-
-
-

8th
6
6
5
3
-
-
-
-
-
-
[/tr]
9th
6
6
5
3
-
-
-
-
-
-
[/tr]
10th
6
6
6
4
-
-
-
-
-
-
[/tr]

11th
6
6
6
5
3
-
-
-
-
-


12th
6
6
6
5
3
-
-
-
-
-


13th
6
6
6
6
4
-
-
-
-
-


14th
6
6
6
6
5
3
-
-
-
-


15th
6
6
6
6
5
3
-
-
-
-


16th
6
6
6
6
6
4
-
-
-
-


17th
6
6
6
6
6
5
3
-
-
-


18th
6
6
6
6
6
5
3
-
-
-


19th
6
6
6
6
6
6
4
-
-
-


20th
6
6
6
6
6
6
5
3
-
-




CR 1-6, Lawful Lord
Early on, Wilhelm Rothheim is a respected lord in the kingdom. He is a skilled diplomat, and a fair lord, much to the King's delight. Those who owe fealty to him are treated very well, and he's very proactive about their safety. This means he'll likely hire out adventurers to deal with problems like dealing with the bandits on the high road, rooting out the rumored cultists on the border keep, or dealing with the raiding goblin tribe in the mountains to the west. He's a typical, Lawful Good noble that the PC's are likely to deal well with.

CR 8-10, Blood of the Aristocracy
Around this time, Lord Rothheim spends a summer in a neighboring kingdom. While there, he performs his duties well, meeting with numerous foreign nobles, attending celebrations and visiting the neighboring kingdom's court. One of the nobles he meets turns out to be a vampire with designs on ruling the kingdom, and an eye towards expanding into the kingdom Rothheim serves as well. This vampire decides to turn Rothheim into one of his minions. He drains Rothheim dry, and spends the next several days "caring" for Rothheim, whom he claims has fallen gravely ill. When Rothheim rises as a new, evil vampire, he finds that he is strong enough to shake off his "master", but decides to play along and pretend to be a loyal puppet. His "master" gives him all the information he'll need to survive as a vampire, and sends Rothheim on his way home with orders to begin swaying nobles to his cause in preparation for eventual takeover. Rothheim takes the plan as his own. He begins to convince the various lords of his kingdom to support him. Those he cannot convince, he charms, dominates, turns into spawn, or as a last resort, slays. He begins discreetly sowing seeds of discontent among the populace for the King, and positioning himself in line to inherit (or take) the throne. All the while, he subtly builds a defense against possible aggression from his "master" and the neighboring kingdom. At this point, Rothheim is a manipulator and caster who uses his servants (charmed, dominated, or undead) to strike down any threats to his person. He can dash in and strike for decent damage with Knowledge Devotion where needed, but does not expose himself to needless risk. His personal defenses are supercharged by the Vampire template, and the Swiftblade prestige class. He's happy to throw spells to enhance his minions or harm his foes. He can withstand sunlight for a limited time, but always applies Liquid Night (hidden by Disguise Self if necessary) before appearing in public during the day. Rothheim will likely continue to utilize the party, though the nature of his requests have changed somewhat. Now his requests focus more on foiling the neighboring kingdom and harming those who would harm his domain rather than protecting his people. If the PCs regularly spend time in Rothheim's kingdom, they'll see signs of change. Perhaps where dangerous criminals were once executed publicly, now they are pitted against one another in gladitorial arenas. Astute PCs may even notice that the punishment for many minor crimes has become more severe. The idea is that these changes (intended to bring about a more LE society) happen relatively slowly, and always appear to be in the best interest of the people. All the while, Lord Wilhelm Rothheim comes off as suave, sophisticated, and very convincing.

CR 11-15, Le Roi Est Mort, Vive Le Roi!
It is during this time that Rothheim makes his move. He's got all the influence he needs to rise to power, now he just needs the opportunity. That opportunity being the assassination of the king (during the Harvest Ball) at the hands of the neighboring kingdom. At least, that's what Rothheim's agents will make it look like. After the King's death, the lords of the kingdom gather and overwhelmingly support Rothheim taking the throne. Publicly, he voices his reluctance, but vows to make the neighboring kingdom pay for their crimes. And so it is with an apparent heavy heart that Good King Rothheim ascends to power. He will likely hire the PCs both before and after the King's assassination to investigate activity on the border with the neighboring kingdom. As he is privvy to some of his "master's" plans (he still pretends to be a loyal servant right up until the assassination of the King), he is able to provide accurate information on the location of his "master's" agents. The PCs make an excellent tool for hindering his "master's" plans and eliminating his agents. As far as Rothheim's personal tactics go in battle, he continues to use minions to do his fighting for him, although he has now become a much larger danger personally. He can deal a large chunk of damage with an Arcane Strike powered Bounding Assault or his Haste bolstered attacks, and has considerable capabilities to spring a surprise attack on his foes with Invisibility spells, or to simply Dominate or Charm those who aren't immune. Defensively, Swiftblade boosts his defenses nicely, and can be augmented by some tasty spells from his Beguiler list, like Greater Mirror Image.

CR 16-20, Good King Rothheim, Defender of the Realm
Now is the season for war. At this point, Rothheim is all too happy to point the PCs in the direction of his "master", in the hopes of having them remove the only remaining obstacle to his conquest of the neighboring kingdom. Otherwise, he prepares the kingdom for war. Rothheim's "master" should be a potent foe, and a suitable "miniboss". Should he have the opportunity to speak with the PCs, he's more than happy to relay the information that Rothheim is, in fact, a vampire. There are many points along the line where the PCs have the opportunity to suss this information out themselves, and indeed should if the campaign isn't going all the way to 20th level (stopping Rothheim's plot to assassinate the king would be a solidly dramatic ending, as the PCs duke it out with Rothheim and his servants at the Harvest Ball). However, should the campaign go this far, then after dealing with Rothheim's "master", the PCs will be well positioned and equipped to deal with vampires, and a climactic battle with Rothheim and his servants in his throne room should be a suitable end to the campaign. If Rothheim isn't to be the main focus of the campaign, he and his kingdom can still be sprinkled into the campaign, with the PCs continuing to work for him or uncover and thwart his plans at any point from CR 8-20. Rothheim has a few new goodies to throw around at this point. Skewer Foe gives him a little more oomph in a full attack (or a small boost in a Bounding Assault), Dream Casting gives him the ability to speak with (and Charm) anyone when they are sleeping, and Versatile Caster ensures that he has plenty of his most potent spells to throw around. Oh, and thanks to Swiftblade, he is so fast that he can utilize Timestop when necessary to either beat feet, or buff himself properly before a fight. You know Santiago from the Interview With a Vampire movie? He's got nothing on Rothheim's speed. :smalltongue:

The Fallen Corruptor
The Vampire template lists alignment as "Always Evil". According to the Alignment section in the Monster Manual Glossary, this means the creature is "born" with the alignment. Which means that newly created vampires are "born" evil. So Rothheim starts as a Lawful Good human, and is "born" as a Lawful Evil vampire. Which is a mechanical change, rather than a solely roleplay based one. In addition, Rothheim many methods of corrupting others - through Diplomacy (high modifier coupled with Social Recovery and Glibness to re-roll a failed check with a sky-high Bluff modifier), Charm and Dominate spells, and turning them into spawn. Lastly, Rothheim is, at no point, a Paladin.

References
Monster Manual - Vampire template
Player's Handbook - Dodge, Mobility, Silent Spell, Spring Attack
Player's Handbook II - Beguiler, Bounding Assault
Libris Mortis - Endure Sunlight, Improved Turn Resistance, Liquid Night
Wizards.com (http://archive.wizards.com/default.asp?x=dnd/prc/20070327) - Swiftblade
Complete Warrior - Arcane Strike
Spell Compendium - Dream Casting
Races of the Dragon - Versatile Spellcaster, Power Word Pain
Champions of Ruin - Skewer Foe
Complete Champion - Knowledge Devotion

Korahir
2016-04-23, 01:46 AM
https://s-media-cache-ak0.pinimg.com/736x/ca/80/17/ca80175dfb51b4a0ed9ca64c50b925f5.jpg
վատ է ձի, (Vat e Dzi)
CE Lost[Wrath] Equinal Bard 2/Evangelist 5/Crusader 6




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


6 (6 HD)
Equinal
+6
+5
+5
+5
Balance 5, Bluff 4cc, Concentration 9, Diplomacy 9, Gather Information 4cc, Jump 7, Knowledge(The Planes) 9, Knowledge(Religion) 9, Listen 9, Perform(Oratory) 4cc, Sense Motive 9, Spot 9
Improved Unarmed Strike, Persuasive, Superior Unarmed Strike, RunB
Large size, +11 Natural Armor, Speed 60ft., 2 natural Slam attacks (1d8), At-Will: Aid(DC 17), Command(DC 16), Detect Evil, Detect Magic, Dimension Door(DC 19), Dispel Magic, Fog Cloud, Light, Magic Circle Against Evil(self only), Magic Missle, See Invisibility; 1/day - Slow(DC 18) and Wall of Stone(DC 20). Caster Level 6th. The save DCs are Charisma based., Whinny(DC 17), Speak With Animals, Lay on Hands, Resistance to Acid 10, Resistance to Cold 10, Immune to Electricity and Petrification, +4 racial bonus on saves vs. poison, Tongues, DR 10/Evil or Silver, Spell Resistance 18


8 (7 HD)
Bard 1
+6
+5
+7
+7
Bluff 7, Gather Information 5, Perform(Oratory) 6

Bardic Music 1/day, Bardic Knowledge, Countersong, Fascinate, Inspire Courage +1, Equinal Whinny DC increases by 1, Speed 70ft., +3 Natural Armor (added to Equinal base for a total of +14 Natural Armor), Fury of Wrath, DR (1/2 character level)/magic, Twisted Mind


9 (8HD)
Bard 2
+7
+5
+8
+8
Bluff 8, Perform(Oratory) 11

Bardic Music 2/day


10 (9HD)
Evangelist 1
+7
+5
+8
+10
Diplomacy 10, Intimidate 3, Perform(Oratory) 12, Sense Motive 10
Extra Music
Great Orator 1/day, Inspire Dread


11 (10HD)
Evangelist 2
+8
+5
+8
+11
Diplomacy 11, Intimidate 6, Perform(Oratory) 13, Sense Motive 11

Great Orator 2/day, Fast Talk


12 (11HD)
Evangelist 3
+9
+6
+9
+11
Diplomacy 12, Intimidate 9, Perform(Oratory) 14, Sense Motive 12

Great Orator 3/day, Inflame the Righteous


13 (12HD)
Evangelist 4
+10
+6
+9
+12
Diplomacy 13, Intimidate 12, Perform(Oratory) 15, Sense Motive 13
Imperious Command
Great Orator 4/day, Skill Mastery (1 skill), Equinal Spell-like ability DCs increase by 1


14 (13HD)
Evangelist 5
+10
+6
+9
+12
Diplomacy 14, Intimidate 15, Perform(Oratory) 16, Sense Motive 14

Great Orator 5/day, Convert the Unfaithful


15 (14HD)
Crusader 1
+11
+8
+9
+12
Intimidate 17, Perform(Oratory) 17cc, Ride

Furious Counterstrike, Steely Resolve 5


16 (15HD)
Crusader 2
+12
+9
+9
+12
Diplomacy 15, Intimidate 18, Perform(Oratory) 18cc
Song of the White Raven
Indomitable Soul


17 (16HD)
Crusader 3
+13
+9
+10
+13
Diplomacy 16, Intimidate 19, Perform(Oratory) 19cc

Zealous Surge, Equinal Whinny DC increases by 1


18 (17HD)
Crusader 4
+14
+10
+10
+13
Diplomacy 17, Intimidate 20, Perform(Oratory) 20cc

Steely Resolve 10


19 (18HD)
Crusader 5
+15
+10
+10
+13
Diplomacy 18, Intimidate 21, Perform(Oratory) 21cc
Improved Natural Attack(Slam)



20 (19HD)
Crusader 6
+16
+11
+11
+14
Diplomacy 19, Intimidate 22, Perform(Oratory) 22cc

Smite 1/day





Starting Ability Scores:
Str - 10
Dex - 12
Con - 13
Int - 14
Wis - 8
Cha - 15

Race Adjustments:
+10 Str
+6 Con
+2 Int
+4 Wis
+4 Cha

Template Adjustments:
+4 Str
+4 Con
-6 Int

Level Increases:
4, 8, and 12 to Charisma
16 to Constitution

Final Ability Scores:

Str - 24
Dex - 12
Con - 24
Int - 10
Wis - 12
Cha - 22



Spells per Day/Spells Known


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


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


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


Spell progression doesn't continue beyond this point.

Spells Known:
0 Level: Ghost Sound, Mage Hand, Message, Prestidigitation, Read Magic
1st Level: Expeditious Retreat, Inspirational Boost



Maneuvers Readied/Maneuvers Known


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


15th
1
1
2
1
-
-
-
-
-


16th
1
1
2
1
-
-
-
-
-


17th
1
1
2
1
1
-
-
-
-


18th
1
1
2
1
1
-
-
-
-


19th
1
1
2
1
1
1
-
-
-


20th
1
1
2
1
1
1
-
-
-



Maneuvers Known (typically readied are marked with R):
1st Level: Leading the Attack(WR), Martial Spirit(Stance)
2nd Level: Foe Hammer(DS)
3rd Level: Revitalizing Strike(DS)R, White Raven Tactics(WR)R, Tactics of the Wolf(Stance)
4th Level: Divine Surge(DS)R
5th Level: Tide of Chaos(DS)R
6th Level: War Leader's Charge(WR)R


Vat e Dzi begins his life as an Equinal named Paterazmi Dzi with a particular zeal for battle. Moreso than others of his race, he relishes hoof to hand combat, and has focused on learning to use not just his slam attacks, but his whole body as a weapon. He's a staunch ally to anyone who would face the forces of evil. He can encounter the PCs in pretty much any place where there is a battle between good and evil. He usually enjoys running with his close friends and allies, a small group of other guardinals. He also studies a bardic tradition in an effort to better support his allies in their battles.


Tragedy befalls Paterazmi Dzi and his guardinal allies when fighting against a pack of fiends in Pandemonium. The battle raged back and forth through several caverns. The fiends fell back to a cavern containing the soulstuff they were harvesting from the plane, and managed to slay one of his guardinal allies. His righteous fury gave way to simple hatred of the fiends, and plunged into their midst. He drove their leader into the containers of soulstuff, shattering them and releasing tainted incarnum into the cavern. Paterazmi Dzi's allies were driven back by the storm of incarnum whipped up by the howling winds of Pandemonium, and a stray wisp of hate-tainted incarnum shot through Paterazmi Dzi like an arrow. The incarnum fused with his essence. It corrupted his form and drove him into a raging frenzy. He slew the leader of the pack of fiends, and his allies lost track of him as he vanished into the depths of the cavern system in pursuit of the rest of the fiends, his horrible Whinny echoing above the winds.

The terribly transformed being now known as Vat e Dzi wandered for quite some time through Pandemonium before finding himself at the gates to the Citadel of Slaughter on Phlegethon. It was there that he found renewed purpose in the service of Erythnul. He yearns to turn all the planes into an eternal battlefield in the sacrament of slaughter. While he is personally fearsome in battle, he also takes delight in leading others to go to war and spill blood. There is a strange kind of unity in the terror and suffering of war, and to Vat e Dzi's corrupted and twisted mind, that's similar to the camaraderie he felt prior to his fall.

Vat e Dzi gains the Lost template shortly before gaining his first bard level. This template warps his body and twists his mind, changing him from an agent of good with a lust for battle to a slaughtering fiend who incites others to violence. His visage is terrible to behold, and his wrathful heart can be heard beating quite some distance away. He has limited bardic training, and becomes an Evangelist of Erythnul at CR 10. As far as the PCs are concerned, Vat e Dzi is a wealth of potential encounters or campaign options. He has the built-in hook of his former guardinal allies who are likely looking for him, there's the hook listed in the Lost template writeup where the party might be on the lookout for a way to "cure" a Lost. As for encountering Vat e Dzi himself, he is probably best used as the agitator who is prodding several tribes of savage humanoids to band together and go to war against the more civilized races. He is likely a general or advisor to the tribal leaders, and may wade into combat himself. More likely, he'll try and incite multiple sides into conflict and revel in the death and destruction.


Given enough time, Vat e Dzi begins building a dark mirror to his former group of allies. He gathers a small league of like-minded individuals bent on chaos and destruction, and together they spread chaos and destruction on a much wider scale. He and his allies gather a large army under their command, and lead it in battle against forces on both the Prime Material and the Outer Planes. Their targets are not specific, Vat e Dzi will strike at anyone so long as there can be slaughter.

At CR 15, Vat e Dzi finished off Evangelist and starts taking Crusader levels. He can now inspire his allies in to much more destructive heights in battle, and has a method for converting non-allies into allies on the spot. He can convince even the most peaceful of individuals to kill. He uses this as a recruitment tool to swell his ranks. His addition of Crusader levels gives him much greater personal combat ability, as well as opening up the White Raven line of maneuvers to make him a more effective war leader.


As an Outsider, Vat e Dzi won't die from old age, meaning the only way to stop him is to either discover a method to cure a Lost, or to slay him. If he is left to his own devices, he will continue his one-horse crusade to plunge all of existence into bloody conflict. His former allies would very much like to cure him, but will put him down before they let him cause more harm. But in order to stop him, they will need help.

By CR 20, Vat e Dzi has gathered a mighty horde, and is a potent combatant in his own right. His inspirational abilities are solid, as all of his Bard, Evangelist, and Crusader(thanks to Song of the White Raven) levels stack for determining the strength of his Inspire Courage ability, and he can augment that ability with his White Raven Maneuvers. His former allies are likely to contact the PCs (if they haven't already) for help in dealing with their friend. Even if they find a cure, they will have to confront Vat e Dzi, and catching him alone will be difficult. They'll either need to engage his army with one of their own and seek him out on the battlefield, or more likely they'll have to deal with him and his personal retinue.



Monster Manual: Improved Natural Attack
Player's Handbook: Bard, Improved Unarmed Strike, Persuasive, Run, Expeditious Retreat, Prestidigitation, Read Magic, Ghost Sound, Mage Hand, Message
Book of Exalted Deeds: Equinal
Magic of Incarnum: Lost template
Spell Compendium: Inspirational Boost
Complete Adventurer: Extra Music
Tome of Battle: Crusader, Superior Unarmed Strike, Song of the White Raven, Maneuvers
Drow of the Underdark: Imperious Command

Korahir
2016-04-23, 01:47 AM
Citlalmina the Nagual
http://img09.deviantart.net/15d6/i/2012/121/0/3/amazonian_by_ineedchemicalx-d4y5urn.jpg
http://pre03.deviantart.net/ddb9/th/pre/i/2015/315/3/a/smoke_by_crystalsully-d7kcsbn.jpg

Human Ex-Druid 6, Werewolf Lord, Blighter 10
Base: Str 8 Con 13 Dex 10 Wis 15 Int 12 Cha 14
At CR 20:
Str 8 Con 14 Dex 10 Wis 21 Int 12 Cha 14
Str 22 Con 20 Dex 14 Wis 21 Int 12 Cha 14 when transformed


Alignment
CR
Class
HP
BAB
Fort
Ref
Will
Skills
Feats
Class Features


NG
1
Druid 1
1d8+1
+0
+2
+0
+2
Concentration +2 Craft(Alchemy) +4, Diplomacy +4, Heal +2, Know(Nature)+2, Listen+2, Prof(Herbalist)+2, Spellcraft+4, Survival+2
Improved Initiative
Heroic Destiny
Animal Companion
Nature Sense
Wild Empathy
Speak Druidic, Sylvan, Common


NG
2
Druid 2
2d8+2
+1
+3
+0
+3
Concentration +2 Craft(Alchemy) +5, Diplomacy +5, Heal +3, Know(Nature)+2, Listen+2, Prof(Herbalist)+4, Spellcraft+5, Survival+2

Woodland Stride


NG
3
Druid 3
3d8+3
+2
+3
+1
+3
Concentration +2 Craft(Alchemy) +6, Diplomacy +6, Heal +5, Know(Nature)+3, Listen+2, Prof(Herbalist)+5, Spellcraft+5, Survival+2
Protected Destiny
Trackless Step


NG
4
Druid 4
4d8+4
+3
+4
+1
+4
Concentration +5 Craft(Alchemy) +7, Diplomacy +7, Heal +5, Know(Nature)+3, Listen+2, Prof(Herbalist)+5, Spellcraft+5, Survival+3

Resist Nature’s Lure
+1 Wis


NG
5
Druid 5
5d8+5
+3
+4
+1
+4
Concentration +6 Craft(Alchemy) +8, Diplomacy +8, Heal +7, Know(Nature)+3, Listen+2, Prof(Herbalist)+5, Spellcraft+5, Survival+4

Wild Shape 1/day


NG
9
*Werewolf Lord*
11d8+22
+7
+9
+6
+6
Note to self: Max skill ranks are based off of HD
Concentration +6, Control Shape +0, Craft(Alchemy) +8, Diplomacy +8, Heal +7, Hide +9, Know(Nature)+3, Listen+4, Move Silently +9, Prof(Herbalist)+5, Spellcraft+5, Spot + 2, Survival+6

Alternate Form: Hybrid and Dire Wolf
Iron Will, +2 Wis, Trip, Wolf Empathy
+4 Survival when tracking by scent
Low-Light Vision, Scent, Alertness
Run, Track, Weapon Focus(Bite)
+2 Natural Armor, DR 5/silver
+1 Con


NG
10
Druid 6
12d8+24
+8
+10
+7
+7
Concentration +6, Control Shape +4, Craft(Alchemy) +8, Diplomacy +10, Heal +7, Hide +9, Know(Nature)+3, Listen+4, Move Silently +9, Prof(Herbalist)+5, Spellcraft+5, Spot + 2, Survival+6
Fearless Destiny
Wild Shape 2/day
+1 Wis
*When falls:*
Lose all Druid abilities and spells


CE
11
Ex-Druid 6 Blighter 1
13d8+26
+8
+12
+7
+9
Concentration +6, Control Shape +6, Craft(Alchemy) +8, Diplomacy +14, Heal +7, Hide +9, Know(Nature)+3, Listen+4, Move Silently +9, Prof(Herbalist)+5, Spellcraft+5, Spot + 2, Survival+6

Deforestation


CE
12
Ex-Druid 6 Blighter 2
14d8+28
+9
+13
+7
+10
Concentration +6, Control Shape +7, Craft(Alchemy) +10, Diplomacy +17, Heal +7, Hide +9, Know(Nature)+3, Listen+4, Move Silently +9, Prof(Herbalist)+5, Spellcraft+5, Spot + 2, Survival+6

Blightfire
Sustenance


CE
13
Ex-Druid 6 Blighter 3
15d8+30
+10
+13
+8
+10
Concentration +7, Control Shape +9, Craft(Alchemy) +10, Diplomacy +18, Heal +7, Hide +10, Know(Nature)+3, Listen+4, Move Silently +10, Prof(Herbalist)+5, Spellcraft+5, Spot + 2, Survival+6
Natural Spell
Undead Wild Shape 1/day


CE
14
Ex-Druid 6 Blighter 4
16d8+32
+11
+14
+8
+11
Concentration +10, Control Shape +11, Craft(Alchemy) +10, Diplomacy +19, Heal +7, Hide +10, Know(Nature)+3, Listen+4, Move Silently +10, Prof(Herbalist)+5, Spellcraft+5, Spot + 2, Survival+6

Speak with Dead Animal
Undead Wild Shape 2/day
+1 Wis


CE
15
Ex-Druid 6 Blighter 5
17d8+34
+11
+14
+8
+11
Concentration +10, Control Shape +12, Craft(Alchemy) +14, Diplomacy +20, Heal +7, Hide +10, Know(Nature)+3, Listen+4, Move Silently +10, Prof(Herbalist)+5, Spellcraft+5, Spot + 2, Survival+6

Contagious Touch 1/day
Undead Wild Shape (Large)


CE
16
Ex-Druid 6 Blighter 6
18d8+36
+12
+15
+9
+12
Concentration +13, Control Shape +14, Craft(Alchemy) +14, Diplomacy +21, Heal +7, Hide +10, Know(Nature)+3, Listen+4, Move Silently +10, Prof(Herbalist)+5, Spellcraft+5, Spot + 2, Survival+6
Coercive Spell:Chill Metal
Animate Dead Animal
Undead Wild Shape 3/day


CE
17
Ex-Druid 6 Blighter 7
19d8+38
+13
+15
+9
+12
Concentration +15, Control Shape +15, Craft(Alchemy) +15, Diplomacy +22, Heal +7, Hide +10, Know(Nature)+3, Listen+5, Move Silently +10, Prof(Herbalist)+5, Spellcraft+5, Spot + 2, Survival+6

Contagious Touch 2/day
+1 Wis
*When undergoes Wish-Ritual*:
Curse of Lycanthropy
DR 10/silver


CE
18
Ex-Druid 6 Blighter 8
20d8+40
+14
+16
+9
+13
Concentration +17, Control Shape +17, Craft(Alchemy) +16, Diplomacy +23, Heal +7, Hide +10, Know(Nature)+3, Listen+5, Move Silently +10, Prof(Herbalist)+5, Spellcraft+5, Spot + 2, Survival+6

Unbond
Undead Wild Shape 4/day


CE
19
Ex-Druid 6 Blighter 9
21d8+42
+14
+16
+10
+13
Concentration +20, Control Shape +18, Craft(Alchemy) +17, Diplomacy +24, Heal +7, Hide +10, Know(Nature)+3, Listen+5, Move Silently +10, Prof(Herbalist)+5, Spellcraft+5, Spot + 2, Survival+6
Chain Spell:Create Undead
Contagious Touch 3/day
Undead Wild Shape (Huge)


CE
20
Ex-Druid 6 Blighter 10
22d8+44
+15
+17
+10
+14
Concentration +22, Control Shape +20, Craft(Alchemy) +18, Diplomacy +25, Heal +7, Hide +10, Know(Nature)+3, Listen+5, Move Silently +10, Prof(Herbalist)+5, Spellcraft+5, Spot + 2, Survival+6

Plague
Undead Wild Shape 4/day




Alternate Forms
Dire Wolf Form: speed 40ft, Large, 10ft space, bite attack, trip, +14 Str, +6 Con, +2 Dex
Hybrid Form: 2 claws and bite, Large, 10ft space, 10ft reach, +14 Str, +6 Con, +2 Dex
(See SRD entry on Lycanthrope, Werewolf Lord for all the details)


Spells per Day/Spells Known

[tr]
CRl
0lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1
3
2
-
-
-
-
-
-
-
-


2
4
3
-
-
-
-
-
-
-
-


3
4
3
2
-
-
-
-
-
-
-


4
5
4
3
-
-
-
-
-
-
-


5
5
4
3
2
-
-
-
-
-
-


9
5
4
3
2
-
-
-
-
-
-


10
5
4
4
3
-
-
-
-
-
-


11
4
3
-
-
-
-
-
-
-
-


12
5
4
1
-
-
-
-
-
-
-


13
5
4
2
1
-
-
-
-
-
-


14
6
4
3
2
1
-
-
-
-
-


15
6
4
4
3
2
0
-
-
-
-


16
6
4
4
4
3
1
0
-
-
-


17
6
5
4
4
4
2
1
0
-
-


18
6
6
5
4
4
4
2
1
0
-


19
6
7
5
5
5
5
3
2
1
0


20
6
7
6
5
5
5
4
3
2
1


Note:
No items or WBL included in any of the stats except for paying for a wish for the ritual.

Sources
Blighter: Complete Divine
Heroic Destiny, Protected Destiny: Races of Destiny
Chain Spell: Complete Arcane
Coercive Spell: Drow of the Underdark
Alternative Method/Ritual of using Wish to change from Infected Lycanthrope to Natural Lycanthrope as described in Savage Species


Methods to convert others to evil:
*Playing the long game with Diplomacy, slowly convincing others to change their opinions and actions, that the “evil” thing is right
*Those who die for one reason or another: Raise them as mindless undead (mindless evil)
*Those who fight against undead: Have Ghoul/Ghast/Moghr kill them and spawn more (mindless evil)
*Those who she trusts or who are worthy enough: Bite with Lycanthropy Infection. They’ll turn evil eventually if they either fail a will save or willingly transform

Description

CR 5: Citlalmina was happy and content with life in her jungle village. She lived pretty much alone making salves and gathering plants, with only Alam, her animal companion jaguar (Leopard Alternative Animal Companion) accompanying her as she went into the forest to gather materials. She was well-respected and even though she was not old, everyone came to her for healing. One night, this all changed. A wild beast had attacked a boy from the village and he was burning with a disease she had never seen before. It was causing him to be overtaken by the beast inside him. She left immediately that night to investigate and try to find a cure. When she arrived at the scene of the attack, she was bitten but with the help of Alam she fought off the already-injured lycanthrope. She didn’t find a cure, but returned to report the beast was dead. Days later, the boy transformed into the same monster and was killed. Fearing the same would happen to her, Citlalmina locked herself in her house. The next morning after transforming, Alam was dead, the house was covered in blood, and she remembered every minute of it (She passed her will save). She swore to do everything in her power to not lose control again.
CR 10: Citlalmina was able to keep her vow for the next couple months. She still acted as the village’s healer but kept her distance even more and built a new house even farther from the village. She knew this couldn’t last forever: each passing month, it was harder to keep herself. She kept the fact that she was also bitten a secret, out of fear the village would kill her like they did to the boy. But, for now, everything was fine. That is, until the jungle burned. It was under attack by a foreign nation, taking over the land and killing those who resisted. Citlalmina, after returning to the village, found houses on fire and people being slaughtered. She exhausted all her magic and strength fighting back against the invaders, but she didn’t have enough. However, she knew the beast inside her had more than enough strength. She broke her vow and willingly changed into the beast, destroying everything and everyone remaining. All that was left in the village was smoke, soot, and blood.
She felt the peace of nature and life forsake her, but burning within her was the consuming destruction of vengeance. Covered in blood and ash, she walked off to the nearest village. She told them she was the only survivor of that attack, and that she was a pretty handy medicine woman. As she healed and took care of the village, she loudly proclaimed the evils of the attacking nation and started to unite all who would listen in her quest for vengeance.
CR 15: By day, a wandering healer. By night, a vengeful destroyer. She preached the virtues of her cause and those who were sympathetic with this “vile” nation she murdered at night, raised them as undead, and sent them off to attack the nation she hates. Occasionally, she went herself to destroy their resources and their camps, to burn their fields, and cause revolts with the undead attacks. Still, she sought for more strength to destroy those she saw as wrong.
CR 17: Finally, she had completely crippled and ruined the nation that attacked her village. For so long, though, she had the burning desire for vengeance and destruction in her mind that she no longer had any purpose without it. She sought a powerful magician to perform a ritual on her: this ritual would fully transform her into the beast, giving her the power to infect others with her bite just as had happened with her so long ago.
CR 20: Those who she trusted with her mission, she has bitten and transformed them into her pack. Those who resisted were changed into undead. She turned her eyes of vengeance towards all civilization. It wasn’t the fault of just one nation: it was the fault of all nations. It was because they fought over their excess wealth. It was because the “civilized” nations sought to impose their world-view on the “barbarous” people. She will bring these nations to their knees. She will destroy all their resources and wealth. She will give them a taste of their own medicine: destruction.

Korahir
2016-04-23, 01:49 AM
Throkk Steeltusk
"Some think of vampires as graceful but brutal. Many think of orcs as graceless and brutal. Combine the two and you get just brutal. Throkk has a level of nonchalance that gives him a suaveness usually reserved for the non-orc denizens of this world. Simply powering through anything that gets in his way gives him an almost ceremonial unceremoniousness. It is quite bizarre."

Thokk Steeltusk was going to save the world. That's what he thought, anyway. If he'd known that he was going to end up dooming it, he'd rather have driven a stake through his own heart there and then than leave his home in search of the vampire lord Aradaxis, and to defeat him with the help of an adventuring party.

Thokk smiled as he remembered who he once had been. Naive fool. Cool name, though. He had set off with the intention to follow the barbaric tradition of his ancestors, despite never having had the toughness for it. But now? Now he was the unstoppable leader of a vampire army which stretched across entire countries. Funny old world, eh?

Male Chaotic Exalted/Chaotic Evil Savage VampireLM Lord (http://archive.wizards.com/default.asp?x=dnd/mm/20021018a) Orc Whirling FrenzyUA Barbarian 7/Black Blood Cultist 8

ORC: Str 19 (+3 from levels) Dex 13 Con 8 Int 8 Wis 10 Cha 12
VAMPIRE: Str 29 (+3 from levels) Dex 17 Con - Int 6 Wis 12 Cha 12
LORD: Str 35 (+3 from levels) Dex 21 Con - Int 8 Wis 14 Cha 16

Now, intelligence changes are annoying. What it means is that from CR 6-12, I lose a skill point per level. Oh, this'll be so fun...

Also, Vampire Lord states that nonlord vampires are Chaotic Evil, but vampire itself thinks they're any evil. So whatever, let's make him chaotic evil anyway. Not like he was gonna be lawful.Savage Vampire Lords:


Get STR +16, DEX +8, CON -, INT +0, WIS +4, CHA +2
Get +1 HP/level
Have two claws, and also a slam.
Are undead augmented humanoid
Have the same land speed as the base creature and fly 50 ft perfect.
Get +12 natural armour to AC
Drain blood at a rate of 1d4+2 CON drain/round.
Can call creatures indefinitely.
Can dominate creatures using their Vampire Lord ability.
Can create vampires, but never spawn.
Drain 3 levels on a slam, 1 level on a claw, and 2 levels once per round on any one natural weapon.
Can wild shape as a druid 12 at will.
Have Control Weather, Fog Cloud, Telekinesis as a sorcerer 12 at will
Have CL 5 Gaseous Form indefinitely and at will.
Can Spider Climb as a constant ex ability.
Have DR 10/+3
Have Fast Healing 8 while above 0 HP
Have a paladin-style CHA to saves.
Can communicate with creatures at varying ranges.
Are any evil.


In terms of weaknesses, they:


Are not repelled by garlic.
Cannot be held at bay with a mirror or holy symbol.
Are not stopped by running water.


Are partially affected by sunlight: they can't use their supernatural abilites and take a -4 to all ability scores and an additional -4 on all attack rolls, saves and skill checks.
Are partially affected by a stake through the heart, but it only causes its normal damage even if it can overcome the creature's damage reduction.


Are unable to enter a private location uninvited.
Can be killed by cutting its head from its body, burning each separately, scattering the ashes of the body in running water and immersing the ashes of the head in holy water, and burying the ashes in consecrated ground, then making sure no-one digs it up and unhallows it. Yes, this is needlessly convoluted.
Can just be resurrected to get the old person back, though you should probably make the actual vampire helpless first.


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


1st
Barbarian 1

+1

+1

+1

+0

K (Nature) 2, Survival 4, Intimidate 4

Extended RageUE

Fast Movement, Illiteracy, Rage 1/day



2nd
Barbarian 2

+2

+2

+1

+0

K (Nature) 2, Survival 5, Intimidate 5

-

Uncanny Dodge



3rd
Barbarian 3

+3

+2

+2

+1

K (Nature) 3, Survival 6, Intimidate 6

Track

Trap Sense +1



5th

Barbarian 3 (Savage Vampire gained)

+3

+3

+4

+2

(+8 bonus Hide/Jump/Listen/MS/Spot)*

AlertnessB, Combat ReflexesB, DodgeB, Improved InitiativeB, Lightning ReflexesB

Blood Drain, Children of the Night, Create Spawn, Energy Drain, Alternate Form, Damage Reduction, Fast Healing, Gaseous Form, Resistances, Spider Climb, Turn Resistance.



6th

Barbarian 4

+4

+4

+4

+2

K (Nature) 3, Survival 7, Intimidate 7

-

Rage 2/day



7th

Barbarian 5

+5

+4

+4

+2

K (Nature) 3, Survival 8, Intimidate 8

-

Improved Uncanny Dodge



8th

Barbarian 6

+6

+5

+5

+3

K (Nature) 3, Survival 9, Intimidate 9

Improved Unarmed Strike

Trap Sense +2



9th

Barbarian 7

+7

+5

+5

+3

K (Nature) 3, Survival 10, Intimidate 10

-

Damage Reduction 1/-



10th
Barbarian 7/Black Blood Cultist 1

+7

+7

+7

+3

K (Nature) 3, Survival 10, Intimidate 11,
Move Silently 1

-

Rage 3/day, Feral Rage**, DR 1/Silver



11th
Barbarian 7/Black Blood Cultist 2

+8

+8

+8

+3

K (Nature) 3, Survival 10, Intimidate 12,
Move Silently 2

Improved GrappleB, Scorpion's GraspSSt

-



12th

Barbarian 7/Black Blood Cultist 3

+9

+8

+8

+4

K (Nature) 3, Survival 10, Intimidate 13,
Move Silently 3

-

Feral Rage Bite



15th

Barbarian 7/Black Blood Cultist 3 (Vampire Lord gained)

+9

+11

+13

+10

(+4 to SM, +8 to diplomacy and intimidate)

Iron Will***

Domination****, Energy Drain, Blood Drain, Alternate Form, Control Weather, Create Spawn, Damage Reduction, Fast Healing, Telekinesis, Telepathy, Turn Resistance



16th

Barbarian 7/Black Blood Cultist 4

+10

+12

+14

+10

K (Nature) 3, Survival 10, Intimidate 14,
Move Silently 5

-
Greater Whirling Frenzy, Scent, DR 3/Silver



17th
Barbarian 7/Black Blood Cultist 5

+10

+12

+14

+10

K (Nature) 3, Survival 10, Intimidate 15,
Move Silently 7

Extra RageCW

Rage 4/day, Stranglehold



18th
Barbarian 7/Black Blood Cultist 6

+11

+13

+15

+11

K (Nature) 3, Survival 10, Intimidate 16,
Move Silently 9

-

Feral Rage Rend



19th
Barbarian 7/Black Blood Cultist 7

+12

+13

+15

+11

K (Nature) 3, Survival 10, Intimidate 17,
Move Silently 11

-

Improved Natural Attacks



20th
Barbarian 7/Black Blood Cultist 8

+13

+14

+16

+11

K (Nature) 3, Survival 10, Intimidate 18,
Move Silently 13

Extra RageCW

Savage Grapple



*There's an argument to be had that the Savage Vampire doesn't overwrite the Vampire's original skill bonuses, but since racial bonuses don't stack all this means is that the SV gets a +8 to Bluff, Search and Sense Motive which it doesn't really need.
**You already have the claws that you get, but more to the point it stacks rage. The DR at this level is on the table but the text only says 4th and 9th. Go figure. Also this DR stacks, which is neat, so you can stack it on your DR/silver and magic and fall back on your DR/+3 or DR/- if it's bypassed.
***Vampire lord also grants Leadership but it's banned. If you like, imagine that Throkk keeps his servants in his castle. He's gonna end up with a load of mind-slaves anyway.
****The savage vampire removes the dominate ability from the vampire, but not the domination ability from the vampire lord. Go figure."Run! RUN! I'll hold him off."

The paladin was unused to taking orders from a barbarian, much less an orc, but she had to admit that he was beaten. That, and the orc couldn't heal anyone to save his life, which was a pressing concern when she was carrying an unconscious sorceress over her shoulder. She had to admit that it made sense, but she didn't want to abandon him.

She took a split-second decision, and ran.

"Hello, Throkk".
"Aradaxis. A pleasure to make your acquaintance. A pity that it had to be under such poor circumstances."

Aradaxis laughed. "Don't worry, Throkk. I know that you're stalling. I hope you realise that I could just fly past you, if I wanted?"
"I had guessed as much. But I think you want to fight me."
"Hah! You've some guts. I'll give you that much. Come on, then, have at you!"

It should come as no surprise that Throkk loses this fight. Even though Aradaxis is only a second-level aristocrat, he's still a dangerous 3 points of CR above Throkk, and has a dizzying array of resistances, special abilities, and attacks. The battle's over the moment Aradaxis lands a slam on Throkk. Not that Throkk has no way of fighting back: Whirling Frenzy allows him to take an extra attack irrespective of what he does in the round (even if he runs or withdraws, apparently? It just says "One additional attack in a round", not "One additional attack when he makes a full attack action") so his strategy against Aradaxis is to jump-start his strength up to 23 and whack the vampire with a greatsword, twice. Still, his average damage is only 16 per attack, which gets damage reduced to 6, meaning that Aradaxis' fast healing is probably going to reduce the total damage per round to... 4. Yeah, the poor guy's screwed. That's because he's a good guy, duh.

Against anything a little less scary than Aradaxis, Throkk is likely to take it down in a round or two. 32 damage is a heck of a lot; an Assassin Vine (CR 3) dies, so do two arrowhawks (CR 3 each, EL 5), or amusingly enough a Vampire Spawn (CR 4). Yeah, Aradaxis is too powerful for the party, so they're probably gonna come back in two levels and kill the damned creature. Which is a really, really involved process, mind you. It'll be good practice.Throkk woke up. Aradaxis wasn't ordering him about. That was unusual. Oh, and the place was on fire. Definitely unusual. Fine, fine, he supposed he'd get up and see what the matter was. Oh, Aradaxis was fighting someone and had forgotten that Throkk existed. He didn't feel very compelled to help him, to be honest, except that... oh, damn, were those his adventuring party? Ugh, fine, he'd probably better intervene then. Actually, on second thoughts, he'd make sure that Aradaxis lost the fight before getting involved. And if they didn't manage to kill him, then Throkk would do it himself. It wasn't like Aradaxis would be conscious to tell him not to.

At this point, the party are going to need to run, because the moment that Aradaxis is forced into his place of rest, Throkk is going to jump out of hiding and start tearing the party up big time. At this point, Throkk's claws are good enough damage dealers, especially since his whirling frenzy lets him attack an extra time, and his grappling ability is pretty amazing. The party should probably have to run, maybe even using spells just to slow up Throkk.Throkk had only just learned how to read, but that didn't stop him reading frantically through Aradaxis' library. How the hell did the guy learn how to fly? And he just danced through a flowing river, singing like an idiot. Surely that wasn't possible? And worse, he was dead, so Throkk couldn't even interrogate him.

Okay, he could, but that would involve a cleric and a lot of work, so Throkk wasn't prepared to do it.

Then, he found something interesting. Aradaxis survived an assassination attempt by one of his subjects? Hmm, that would be easy to copy. "Javen! Javen, come in here!"

Javen walked in. "Yes, Throkk? What do you want?"
"I'm giving you your fair chance. You hate me, and I hate you. So here's the deal. You may be my slave, but you have my permission to kill me. Just make sure it's in the next week. We'll see whether you can manage or not."

Javen grinned. "You're on."

I confess to not having read the Vampire Lord requirements before having decided to become one. I actually almost tried to enter at level 9, but changed it to 10 even before realising I had to.

Aaanyway, now, if Javen's just some random vampire spawn (which she is), then Throkk's going to annihilate the poor girl. RIP Javen. Then, Throkk becomes a vampire lord. Weirdly, the only way to survive an assassination attempt by one of your subjects is to order one, because they're all under your total control. Go figure.

So, once that's all done, Throkk can go into combat with the PCs and win. Here's his battle strategy:

1: Control Weather to create a storm to make it easier to sneak in.
"Booyah! Direct Hit!"
- Thor, #353

Listen checks take a mighty penalty in a storm, and you have a decent MS score. Go figure.

2: Smash in the door. Hope that the storm masks this.
"Wow, I guess half-orcs really WERE designed for kick-in-the-door style..."
- Elan, #396

Vampire Lord Orcs? More so. With a nice old +13 bonus from strength, no door's going to get in your way for long.

3: Try dropping negative levels on people. Hope they're not immune.
"I needed to see if you remembered to target yourself with the Mass Death Ward as well. You did. Unfortunate. No matter."
- Malack, #873

Your bite deals 2 negative levels (Normal vampire). Your claws deal 1 each (Savage vampire reduces to 1). Your slam deals 3 (Vampire lord increases to 3). You can make all of them (Though the base vampire's drain ability can only be used once/round, so if you get a second bite it doesn't drain) and the claws and slam are primary, and you can take a second slam while frenzied. That's 7 negative levels. That's nasty. Try to see if someone has immunity by going and slamming them (if you can get a necklace of natural attacks that gives you a throwing slam, that could be hilarious), and if they don't you can start dropping more attacks on them.

4: Grapple things.
"Undignified, to be sure, but you will not escape"
- Malack, #873

Unfortunately, your base attack bonus sucks, with CR+5 and mid-bab Black Blood Cultist levels. Oh well; your strength is good enough to grapple any PC who isn't seriously optimised for it.

5: Just deal damage
"This is different. This is a lot more convenient."
- Roy, #1001

If being able to greataxe something three times for 2d6+18 damage isn't enough damage for you, then... well, I'm not entirely surprised. But hey, it's something, and you have a bucket of defensive abilities that let you go toe-to-toe with whatever you need to.

But of course, there's an easier way...

0: Send in an army of vampires to do your dirty work for you.
"You vamped the entire cult?!?"
- Roy, #1018

Of course, rather than fighting people directly, you can just run through a village and energy drain everyone to death. Why? Because Vampire Lords only ever produce vampires, not spawn, and there's no limit for how many they can control. If you turn into a swarm, your swarm attack inflicts negative levels (two per attack) on each creature you pass through, and the attack never misses. You can literally take a full-move through a small army and kill them all by negative levels, and then boom, instant army of vampires. Okay, army of vampires in 1d4 days, whatever. But you can basically have entire towns full of vampires in a few days. Invade another town or even a city (all of your vampires can do the swarm thing too, and they can stack it on the same creature) and you can have a massive army of vampires in very little time, at least not a long time in the grand scheme of things.

Also, you can summon some rat swarms, bat swarms or wolves every day and they don't leave you unless released. This presumably means that if you energy drain them into being wights (they can't be vampire spawn or vampires because they're not humanoid/monstrous humanoid) then they'll still serve you, even though they're dead? That's probably a stretch, but it does mean that each day you can get 1d4+1 eternally-serving bat swarms. Which is nice.Ashaya climbed the stairs tentatively. Over a hundred years ago that she'd fought alongside Throkk. A hundred years since he'd sacrificed himself. She shuddered. She turned to Lara, whom she'd carried off the battlefield back then. Curse Aradaxis. This was all because of him. Or maybe it was her fault for pressing them to fight him before they were ready. She sighed, and advanced. The cleric Johann had already fled the battle by the time that Ashaya did, but today would be his show...

"You prepared resurrection?"
"Yes."

Ashaya let the conversation stand. They weren't going to kill Throkk and leave him. They couldn't. They had to change him back into the person he was. Into the cheerfully gold-hearted orc he used to be.

She reached the top of the stairs, and whispered. "Ready?" She got nods from Lara and Johann, and so, she pulled back her foot, and gave the door a mighty kick.

Inside the room was a mass of vampires, almost looking like spectators to some kind of formal proceedings. There were all kinds of people there, from wealthy aristocrats to poor farmers, each one now guised as a vampire. Above them was a mass of flying, swarming bats. Throkk smiled. "I hope you don't mind that I brought guests."

Lara grimaced. "Well, the good news is that I prepared Meteor Swarm..."

The final fight is going to be hard. Throkk's had the chance to amass an army, and while he's no military genius, the vampires he controls can advise him (a sixth of the random peasants he vamps are going to have INT 15, after all) so he's managed to expand quite a lot. And finally, now, he's got all of the heroes into a room with his best vampires. A random level 7 wizard seems a lot more scary with d12 hit dice and a long list of immunities, after all. A vampire rogue who can grab your protective jewellery and give everyone else an opportunity to drain you to death is terrifying. Or, I mean, it's not hard for it to find a flanking partner and stab you. Worst to the worst, they can spam dominates on you until you roll a 1 (though actually, the DC could easily be high enough that you can fail even on a higher roll). Throkk himself can charge up to you, grapple you, auto-hit with all of his natural weapons, auto-hit with his claws again, grapple you again using whirling frenzy, auto-hit with all of his natural weapons again, auto-hit with his claws again, and end up dealing 154+8d8+4d6 points of damage (average 204) and also grappling you. That's not half bad!

For defence, Throkk has a naked AC 25, DR 13/silver or 10/+3 or 1/-, resistances to cold 10 and electricity 10, and fast healing 8, as well as a nice set of saves and immunity to a ton of stuff.Did you know that Vampire Lords get quadruple the amount of treasure as the base creature, who already has double standard for being a vampire (try arguing that money isn't a "Real-world value")? Here are some good items for Throkk:

Armour Spikes: 1d6 damage on a grapple and enhance them separately. Neat, especially when you put +damage enhancements on them.
Custom Items or Wands: Spells to get include Balor Nimbus, Babau Slime, Corrosive Grasp, Body Blades, and other extra damage in a grapple spells. Or just get a friend (mind slave) to cast something on you. Enlarge Person is super-good for you, meaning you can get a grapple bonus, and deal more damage when you get free hits with your natural attacks two to four times depending on which one it is.
Gloves of Titan's Grip: You can get a +8 to grapples. Neat.
Last Resort weapon: +1 enhancement that lets you use a weapon while grappling. Neat.
Monk's Belt: AC bonus only works while unarmoured, but the unarmed damage is nice, especially since a UAS is a natural attack so you can use it with Savage Grapple. Unfortunately, it shares its one use/round of energy drain with your bite.
Necklace of Natural Attacks: For when you absolutely, definitely, gotta throw some natural weapons. I'm not kidding, it gives throwing as an example of something you can do. If you use your Scorpion's Grasp, you can grapple from the other end of a room, which is awesome. If you take a -20, you can even do it without having to move, so you can maintain the grapple at that distance too.

None of this is in the least necessary, but if you want to give him some items? These are the ones.

Korahir
2016-04-23, 01:51 AM
And that's all folks. 8 entries total, a broad variety as usual.

AvatarVecna
2016-04-23, 01:52 AM
When I saw the first entry was an undead Captain Planet, I knew this was gonna be a fun competition.

5a Violista
2016-04-23, 02:07 AM
Cool!

I notice a lot of them are nature-ish people. I guess that makes sense? Overzealous protectors of nature seems like a common theme with those.
There's Kobayashi, who is basically Captain Planet-turned-cannibal. 1/1
Quaholom isn't really nature-focused; 1/2
Well, neither is Ivar. 1/3
The Green Man, though: pretty cool. Expand nature into infinity and beyond. 2/4
Wilhem is just a fancy king vampire: suave and aristocratic but not nature-focused; 2/5
Vat e Dzi is not-a-paladin rather than a nature person. 2/6; I guess they really aren't as common as I initially thought reading through them.
Citlalmina is an werewolf burninator. Like Trogdor, except not a dragon: destroying the thatched-roofed cottages. I'll count her: 3/7
Throkk is a vampire too, but also cool. 3/8.
Less than half.

...Guess I was wrong. Maybe I got that impression because Zombie Captain Planet just stood out in my mind so much. I loved his "Background" description.



I kind-of wanted to make a vampire dragon, but I couldn't figure out how to do that.

Tiri
2016-04-23, 02:47 AM
If you are rethinking deadlines, maybe you could shift the day of submission to a Saturday? That might give some people a bit more time to finish up their builds.

Thurbane
2016-04-23, 04:00 AM
My build was a Pixie recruited by dark forces and “turned” with a Helm of Opposite alignment (best I could come up with given the restrictions).
Remorseless Charm was one of the key components of the build – never come across this spell before, but found it researching for this build. Seems ideal for this competition. Thanks to Versatile Spellcaster, the build still gets access to 9th level spells.
Character schtick: using a combo of spells, subterfuge (disguise, forgery, sleight of hand, hide, move silently) and persuasion (bluff, diplomacy, intimidate) causing those of high social standing or power to fall from good to petty evil.
Just could not get enough time IRL to do a write-up and format tables.

http://i66.tinypic.com/20pzdpi.gif
Pixie Beguiler 15/Mind Bender 1 (CR 20, ECL 20)
Str 10 Dex 20 Con 14 Int 24 Wis 16 Cha 20
Feats: Darkstalker, Dodge, Greater Spell Focus (enchantment), Mind Sight, Rapid Metamagic, Silent Spell, Spell focus (enchantment), Still Spell, Versatile Spellcaster, Weapon Finesse
Skills: Bluff +24, Concentration +16, Diplomacy +28, Disguise +20/22, Forgery +20, Gather Information +22, Hide +24, Intimidate +19, Knowledge (local) +20, Move Silently +24, Sleight of Hand +22, Use Magic Device +20
Advanced Learning Spells: Friendly Face (1st), Phantasmal Killer (4th), Remorseless Charm [DC 25] (6th), Superior Invisibility (8th)

ben-zayb
2016-04-23, 06:40 AM
I think the majority theme is less nature and more "undead minions", there's Kobayashi's ghouls, Ivan's not-undead undead steed, Green Man's Juju zombies, Citlalmina's various undead animation options, and Wilhelm's and Throkk's vampire spawns. That's a solid 6/8, so I guess fallen heroes are likely to have undead minions based on this. What's up, Arthas?

Korahir
2016-04-23, 06:45 AM
If you are rethinking deadlines, maybe you could shift the day of submission to a Saturday? That might give some people a bit more time to finish up their builds.

If this is favorable for you, that is no problem for me. I'd like to do the reveal on the weekend though, so I'll move it to Sunday 6:59 AM GMT.

Tiri
2016-04-23, 10:58 AM
I think the majority theme is less nature and more "undead minions", there's Kobayashi's ghouls, Ivan's not-undead undead steed, Green Man's Juju zombies, Citlalmina's various undead animation options, and Wilhelm's and Throkk's vampire spawns. That's a solid 6/8, so I guess fallen heroes are likely to have undead minions based on this. What's up, Arthas?

Well, it's a reliable way of turning people evil. My unsubmitted build was wraith-based.

Inevitability
2016-04-23, 02:12 PM
Well, it's a reliable way of turning people evil. My unsubmitted build was wraith-based.

I guess it could be argued making someone undead doesn't really turn them evil, though, especially in the case of uniform spawn. When you're adding a template and not changing the victim beyond that, then I could see your point, but otherwise it doesn't seem more corrupting than Animate Dead or other such magic.

Korahir
2016-04-25, 09:35 AM
Any (potential) judges yet?

Tiri
2016-04-25, 09:59 AM
I guess it could be argued making someone undead doesn't really turn them evil, though, especially in the case of uniform spawn. When you're adding a template and not changing the victim beyond that, then I could see your point, but otherwise it doesn't seem more corrupting than Animate Dead or other such magic.

Well, I think the real test of whether or not whatever process 'turned them evil' is whether or not their mind/soul was turned evil. For a wraith, that would be the case as a wraith is literally the deceased's soul, turned evil, but since a zombie is, apart from the Evil tag on the spell used to create it, just an animated object that happens to be made out of the deceased's body, it doesn't qualify.

Deadline
2016-04-25, 10:28 AM
Well, I think the real test of whether or not whatever process 'turned them evil' is whether or not their mind/soul was turned evil. For a wraith, that would be the case as a wraith is literally the deceased's soul, turned evil, but since a zombie is, apart from the Evil tag on the spell used to create it, just an animated object that happens to be made out of the deceased's body, it doesn't qualify.

I came up with a surprisingly (to me) large list of mechanical ways one can turn evil:


Always Evil template - As was recently-ish pointed out to me in an Iron Chef competition, always evil (at least per the MM glossary) indicates that the creature is born with the alignment. For acquired templates, I'd be inclined to believe that "born" means when they acquired it.
Helm of Opposite Alignment - As advertised. Given the RP restriction though, I figured you'd have to either use it unawares, or have it forced on you.
Mace of Blood - Unambiguous like the Helm of Opposite Alignment, with the same issues.
Cursed Item - One of the curse abilities on the table specifically changes alignment of the creature while it possesses the item. Same RP issues as the Helm of Opposite Alignment and Mace of Blood.
Intelligent Item - Can take over and force the user to perform evil deeds. Enough of those and that might change alignment.
Casting Evil Spells - Mechanically this will change your alignment over time. That said, casting those spells is a choice, which may run into the RP restriction.
Morality Undone spell from BVD - Allows a choice to change alignment back when it ends, so may run into the RP restriction.
Using evil descriptor abilities (like soulmelds) - Same as casting evil spells, but I didn't have it on my list (Saw it in Ivar Deadborn's entry).
Summoning Pazuzu - Works, but same RP issues as casting evil spells and the like. (Thanks Jormengand).
Making a Pact with a Devil - Again, same RP issues as casting evil spells.
The Remorseless Charm spell - essentially removes someones moral compass. While it doesn't turn them evil, alignment changes seem likely to happen to those under the spell's influence. (Thanks to DireStirge)
Atonement spell for Tempation/Redemption option - (Thanks to Th Viscount)
Taint - Might work, but is banned for this competition. (Thanks to Thurbane and WhamBamSam)


Are there any that I missed? (I'm pretty sure I've missed something).

That RP restriction really caused me fits. I mean, does knowingly casting evil spells violate the restriction? On the one hand, it's an RP decision, on the other, it does technically involve a RAW method of changing alignment. I'm probably overthinking it, but it really threw me for a loop.

Jormengand
2016-04-25, 10:30 AM
There is also Pazuzu, who changes your alignment each time you use him.

Deadline
2016-04-25, 10:41 AM
There is also Pazuzu, who changes your alignment each time you use him.

Right, and I also forgot Devil Pacts. Added both to the list. Any more?

Inevitability
2016-04-25, 10:43 AM
I came up with a surprisingly (to me) large list of mechanical ways one can turn evil:


Always Evil template - As was recently-ish pointed out to me in an Iron Chef competition, always evil (at least per the MM glossary) indicates that the creature is born with the alignment. For acquired templates, I'd be inclined to believe that "born" means when they acquired it.
Helm of Opposite Alignment - As advertised. Given the RP restriction though, I figured you'd have to either use it unawares, or have it forced on you.
Mace of Blood - Unambiguous like the Helm of Opposite Alignment, with the same issues.
Cursed Item - One of the curse abilities on the table specifically changes alignment of the creature while it possesses the item. Same RP issues as the Helm of Opposite Alignment and Mace of Blood.
Intelligent Item - Can take over and force the user to perform evil deeds. Enough of those and that might change alignment.
Casting Evil Spells - Mechanically this will change your alignment over time. That said, casting those spells is a choice, which may run into the RP restriction.
Morality Undone spell from BVD - Allows a choice to change alignment back when it ends, so may run into the RP restriction.
Using evil descriptor abilities (like soulmelds) - Same as casting evil spells, but I didn't have it on my list (Saw it in Ivar Deadborn's entry).
Summoning Pazuzu - Works, but same RP issues as casting evil spells and the like. (Thanks Jormengand).
Making a Pact with a Devil - Again, same RP issues as casting evil spells.


Are there any that I missed? (I'm pretty sure I've missed something).

That RP restriction really caused me fits. I mean, does knowingly casting evil spells violate the restriction? On the one hand, it's an RP decision, on the other, it does technically involve a RAW method of changing alignment. I'm probably overthinking it, but it really threw me for a loop.

The Remorseless Charm spell essentially removes someones moral compass. While it doesn't turn them evil, alignment changes seem likely to happen to those under the spell's influence.

zergling.exe
2016-04-25, 10:47 AM
The Remorseless Charm spell essentially removes someones moral compass. While it doesn't turn them evil, alignment changes seem likely to happen to those under the spell's influence.

It would probably be better to move this conversation to a new thread.

Troacctid
2016-04-25, 03:06 PM
I was really hoping someone would use Lost. The fluff is so cool.

ben-zayb
2016-04-25, 04:03 PM
I didn't even know there was such a template. I sure can't remember seeing it in the master teemplate list! That massive INT loss, though.

Troacctid
2016-04-25, 05:13 PM
I used it in the Nature's Avenger round. It's awesome. A stray wisp of incarnum latches onto you while you're feeling a strong negative emotion, and you become consumed by that emotion until you're driven mad.

My idea was a hero of the Pentifex Order who ventures into a Lost Site to cleanse it (as the Pentifex Order is wont to do), but is afflicted by the disease and transformed into a Lost himself.

The Viscount
2016-04-25, 09:34 PM
Right, and I also forgot Devil Pacts. Added both to the list. Any more?

One of the simpler ones, though I understand why it didn't get use: Receiving an atonement spell where the caster is using the "temptation/redemption" option.

Acquiring sufficient taint brings up some vague "maybe" rules about changing alignment.

ben-zayb
2016-04-25, 10:54 PM
You can also add the one I thought Citlalmina used, which was permanently assuming the "perceived" alignment of the "sinister" wolf after a failed will save. I guess you can just consider that the same as acquiring "Always Evil" from a template.


My first idea was to search for the exact rules on how you turn evil by worshipping elder evils, but I've found no such thing apparently. However, I remember reading about turning evil after you get victimized by one of them (Sertrous, IIRC)

EDIT: Souldrink (Su) causes Charisma drain to a grappled creature, and once that creature gets drained to 1 (can't go below 1), it is considered as Dominated by Sertrous and turns chaotic evil

Thurbane
2016-04-25, 11:00 PM
What about the Taint mechanic, can that turn you evil?

WhamBamSam
2016-04-25, 11:40 PM
What about the Taint mechanic, can that turn you evil?
Any actual alignment change is up to the DM’s discretion, but as a rule of thumb characters with moderate taint are neutral at best, while characters with severe taint are usually evil.So the answer is probably, but might not be sufficiently ironclad for this competition. Also, Taint is banned, isn't it?

Tiri
2016-04-26, 08:07 AM
I came up with a surprisingly (to me) large list of mechanical ways one can turn evil.

That's a useful list, but I'm not sure why you quoted me.

Deadline
2016-04-26, 09:58 AM
That's a useful list, but I'm not sure why you quoted me.

Honestly, I'm not sure. :smallbiggrin:

I think it was in reference to how the "Always Evil" bit works (it's one of the items in my list).

WeaselGuy
2016-04-26, 02:19 PM
I'm really sad I didn't get a chance to finish my build for this. Although, in hindsight, it's probably a good thing, since I would have been the 3rd vampire (and 2nd vampire lord). Oh well. Spoilered is what I had finished. Looking at it now, the only thing I didn't finish were his Maneuvers. :smallfrown:



Kozo Jirokichi

The Fallen Hand of Balance

http://i0.wp.com/bluemoonrising.com/content/jeff-carlisle-tattered-ear.jpg?fit=200%2C300


LG -> LN -> LE Nezumi Vampire Monk 1/Swordsage 4/Shadow Sun Disciple 10/Master Vampire 3



As a young Nezumi raised on the outskirts of the Shadowlands, Kozo Jirokichi aspired to raise himself above the petty thieving and squabbling stereotypical of his race. Leaving home to join a monastery as soon as he could complete the journey, Kozo stole away from home in the dead of night, taking with him little more than some homespun robes, wooden sandals, a wide-brim hat, and a few days of trail rations tied up on the end of his walking staff.

After training at a truly progressive monastery for a few years, Kozo was sent forth on a mission to make a difference in the world. Attaching himself to a travelling group consisting of a Samurai, a Wu-Jen, a Ninja, and a Shugenja, Kozo reveled in the ability to work together towards a common goal, battling the taint of the Shadowlands and fighting back against the demonic Oni that plagued the lands. While working with this group for over a decade, Kozo made quick friendship with the Ninja, Isshi, finding in him a kindred spirit. Working together to scout out the enemy, and fighting the same foes opposite each other, Kozo and Isshi coordinated their attacks in order to keep their opponent off balance and open to devastating precise strikes.

Building on his training with Isshi, Kozo strove to maintain a balance between light and dark. Gone were the days of his innocent youth, when he thought of everything in terms of black and white, now he knew that life was about balance. In what was to be the group's most memorable (and final) mission, Kozo and his company found themselves delving deep beneath society, coming face to face with a powerful fiend, summoned from the fiery Abyss. After numerous passes back and forth between the courageous company of heroes and the impressively devastating Balor, the heroes were clearly taking the heavier toll. With Tenji, their Samurai leader, down for the count and their Wu-Jen and Shugenja running low on spells, it was up to Kozo and Isshi to lay the demon to rest. Embracing his inner darkness, Kozo activated his most powerful ability, seemingly turning into a being of pure shadow. Slipping into a flanking position, Kozo delivered a brutal fusillade of blows, each strike stealing the vitality of the powerful demon, and making him even weaker and easier for Isshi to hit. In less than a single minute, the Balor was banished back to the Abyss from which he came, but Kozo was also reduced to fine inky mist.

One year and four days later, Kozo Jirokichi now hunts the countryside for his former companions on the anniversary of his return to "life" as a vampire. If they can't be bothered to bring him back to life, then he will try his damnedest to bring them over to his side, along with anyone else who gets in his way.





Attribute

Base Score

Racial Modifier

Level Increases

Vampire Bonuses

Total Score



Strength

14

+0

+0

+6

20



Dexterity

15

+0

+3

+4

22



Constitution

8

+2

+0

Negated




Intelligence

12

+0

+0

+2

14



Wisdom

13

+0

+1

+2

16



Charisma

10

-2

+0

+4

12



Increases from level would be well spent raising your Dexterity and Wisdom scores.





CR/HD

Class

Base Attack Bonus

Fort Save

Ref Save

Will Save

Skills

Feats

Class Features



1/1

Sleeping Tiger Monk 1

+0

+2

+2

+2

Skills

Weapon FinesseB, Darkstalker

Bonus Feat, Flurry of Blows, Unarmed Strike



2/2

Swordsage 1

+0

+2

+4

+4

Skills

Weapon Focus (Shadow Hand Weapons)B

Quick to Act +1, Discipline Focus (Weapon Focus (Shadow Hand Weapons))



3/3

Swordsage 2

+1

+2

+5

+5

Skills

Shadow Blade

AC Bonus



4/4

Swordsage 3

+2

+3

+5

+5

Skills

-

-


5/5

Swordsage 4

+3

+3

+6

+6

Skills

-

Discipline Focus (Insightful Strike)


6/6

Shadow Sun Ninja 1

+3

+5

+8

+8

Skills

Superior Unarmed Strike

Monk Abilities, Touch of the Shadow Sun


7/7

Shadow Sun Ninja 2

+4

+6

+9

+9

Skills

-

Flame of the Shadow Sun


8/8

Shadow Sun Ninja 3

+5

+6

+9

+9

Skills

-




9/9

Shadow Sun Ninja 4

+6

+7

+10

+10

Skills

Blade Meditation

Light Within Darkness


10/10

Shadow Sun Ninja 5

+6

+7

+10

+10

Skills

-

Darkness Within Light


11/11

Shadow Sun Ninja 6

+7

+8

+11

+11

Skills

-




12/12

Shadow Sun Ninja 7

+8

+8

+11

+11

Skills

Snap Kick

Void of the Shadow Sun


13/13

Shadow Sun Ninja 8

+9

+9

+12

+12

Skills

-

Child of Shadow and Light


14/14

Shadow Sun Ninja 9

+9

+9

+12

+12

Skills

-




15/15

Shadow Sun Ninja 10

+10

+10

+13

+13

Skills

Gloom Razor

Balance of Light and Dark


17/15

Vampire





Skills

Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes

Ability Score Increases, Skill Bonuses, Turn Resistance, Spider Climb, Blood Drain, Children of the Night, Dominate, Create Spawn, Energy Drain, Alternate Form, Damage Reduction, Fast Healing, Gaseous Form, Resistances



18/16

Master Vampire 1

+10

+12

+13

+15

Skills

-

More Spawn, Turn Resistance


19/17

Master Vampire 2

+11

+13

+13

+16

Skills

-

Enhanced Spawn


20/18

Master Vampire 3

+11

+13

+14

+16

Skills

Improved Turn Resistance

Master's Chosen










CR 5: A Monk/Swordsage build, focused on unarmed strikes and stealth, Kozo would be played (if encountered at this level for any reason) like a typical sneak. He might be used as a spy, trying to determine for his party if the player's group are up to any illicit activities.
CR10: As a Shadow Sun Ninja halfway through his prestige class, Kozo has a number of abilities to both inflict burst damage to his enemies and keep his own companions healed up. As an initiator focused on the Shadow Hand discipline, Kozo's maneuverability is above average as well.
CR15: The high spot right before the fall.
Sweet Spot - CR 17: Honestly, this is pretty much the earliest point at which you can introduce Kozo as an antagonist. At every point up until now, he is either LG or LN
CR20: Being able to have more spawn, and to make some of those spawn more powerful, really becomes a force multiplier. At this CR, Kozo should be a force to be reckoned with, especially if you utilize as much of his backstory as possible, and stat up his former party mates to be his spawn. The Ninja or the Samurai would benefit most from being his Chosen (Ninja, for flavor reasons), and Issha and Kozo working together could potentially be quite the challenging encounter. Especially when backed up by the Wu-jen and the Shugenja.





Oriental Adventures - Nezumi, information about Rokugan
SRD (http://www.d20srd.org/index.htm) - Monk (http://www.d20srd.org/srd/classes/monk.htm), Variant Monk (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#sleepingTiger), Skills (http://www.d20srd.org/indexes/skills.htm), Vampire (http://www.d20srd.org/srd/monsters/vampire.htm), Weapon Finesse (http://www.d20srd.org/srd/feats.htm#weaponFinesse), Weapon Focus (http://www.d20srd.org/srd/feats.htm#weaponFocus)
DMG - Elite Array
Lords of Madness - Darkstalker
Tome of Battle - Swordsage, Shadow Sun Ninja, Shadow Blade, Superior Unarmed Strike, Blade Meditation, Snap Kick, Gloom Razor
Libris Mortis - Master Vampire, Improved Turn Resistance

5a Violista
2016-04-29, 03:05 AM
So. . . I would judge, except I would be a horrible judge in at least three of the four categories. This fact is evidenced by me getting dead last in all the competitions I‘ve participated in so far. Except maybe because there‘s so many undead-makers this round, being dead last isn‘t much of a problem?

What‘s the criteria to become a judge, anyway? There‘s a judging deadline coming up sooner or later too, right? What‘s the proper way to trick convince someone to judge, if there is one?

Korahir
2016-04-29, 07:33 AM
Judges have to step up voluntarily. All contests rely on this "service" and most of the contests die out because of multiple non-judged rounds. I hope someone finds it in him to judge the eight submissions. If the judging deadline is over without any judging we simply wait another two weeks for a judge. If there still are no scores by that point, we simply move on.

Rama
2016-04-29, 09:00 AM
I'll step up to judge for y'all. I haven't judged this particular contest before, but I have done a few IC rounds in the past.

GreatWyrmGold
2016-04-30, 10:17 PM
Oh godsdammit, a story-based round. I could have rocked this one...if I figured out a mechanics-based way to make a character evil, or ignored that and wrote up a really good Start of Darkness (http://tvtropes.org/pmwiki/pmwiki.php/Main/StartOfDarkness).


I kind-of wanted to make a vampire dragon, but I couldn't figure out how to do that.
There's a template for that in the Draconomicon.


I'll see if I can fit judging in around finals. Speaking of which, this probably isn't the best time for contests like this.

Rama
2016-05-05, 05:08 PM
Hey all,

Just wanted to pop in to let you know I am working through this. I've got two more to wrap up, then a once-over to try to root out any inconsistencies in the judging. I hope to have it done tomorrow before I pile the kids in the car for a road trip, but if it's not up by midday tomorrow I will have it up Saturday - scout's honor (internet access permitting).

Thurbane
2016-05-05, 08:06 PM
Hey all,

Just wanted to pop in to let you know I am working through this. I've got two more to wrap up, then a once-over to try to root out any inconsistencies in the judging. I hope to have it done tomorrow before I pile the kids in the car for a road trip, but if it's not up by midday tomorrow I will have it up Saturday - scout's honor (internet access permitting).

Thanks for the update, and good work!

I'll message my Honorable Mentions to the chairman later today.

Tiri
2016-05-07, 09:31 AM
Thanks for the update, and good work!

I'll message my Honorable Mentions to the chairman later today.

Didn't we vote on Honorable Mention out in the open last round?

ben-zayb
2016-05-07, 09:36 AM
Didn't we vote on Honorable Mention out in the open last round?
From what I see/experience, either way seems fine.

Deadline
2016-05-09, 11:19 AM
Hey Rama, hope the road trip is/went well. Any update on the judging?

Rama
2016-05-09, 02:23 PM
Hey Rama, hope the road trip is/went well. Any update on the judging?

Apologies for the delay. It will be posted within the hour - if my damn phone ever stops ringing.

Rama
2016-05-09, 02:53 PM
Before I post the judging, let me expound a bit on how I approached it.

Typically when I've done IC, I've been very mechanical. I set a list of criteria, and each entry goes against them. I try to keep it... not automated, but objective. There are always judgement calls of course, but entries deserve that approach imo.

This one's a little different to me. Between the various restrictions, the Competence and Memorable Villainy categories, etc., I think a more subjective approach is needed. That has the drawback of more potential for unfair variations from entry to entry (which I've tried very hard to eliminate), so if you perceive an injustice I welcome an objection. Hopefully where I'm coming from makes sense with my comments.

Specific approaches I've taken:

Originality. If I expected the approach before reading any entries, or it saw multiple entries, expect a markdown. This did include a subjective evaluation of the background and RP of the villain for originality as compared to common stories or campaign themes.

Elegance. Two points. 1) Is it mechanically sound (qualifies for classes, feats, etc as presented)? I didn't do an exacting test, mostly spot checked and quick reviewed, so some might have been missed. If it's a DM judgement call, I tended not to penalize. 2) Does the entry meet the imposed contest restrictions? Also a judgement call, and one that does crop up for some entries - mostly on the corruption of others requirement.

Competence and Power. Competence - ability to complete stated long term goals/objectives in the face of stiff opposition. Based strictly off of what the entry stated as the villain's mission. Power - ability to survive, thrive, and triumph against immediate combat and short term engagements, typically against a generic party of 4 PCs.

Memorable Villainy. How likely the villain is to be remembered after the game. This is the most subjective to judge, and probably the most difficult. I considered memorability not just of the character in a vacuum, but also in terms of the contest - memorable as a fallen hero. That latter part, as you'll note, gave me the most trouble.

Hope that helps explain where I'm coming from. Actual judging to follow shortly - just checking my formatting one last time.

Rama
2016-05-09, 03:18 PM
Kobayashi – 15.50 Points
Originality: 3.50 points

The dead champion being raised as an undead scourge is something of a known quantity, story wise; almost a messianic archetype although you do have an interesting take. The fey-forest theme did recur in the competition as well. Build-wise, an intriguing character.

Elegance: 4.00 points

On the limitations of the contest, the only one I take slight issue with is the corruption of others after falling. While you do note attempting to convince other woodland creatures and fey to your cause, and you do have a decent diplomacy score, it doesn’t really speak corruption to me. Is he fallen? Sure. Is he a fallen corrupter? That second part doesn’t really add in to me. If he had some intimidate skill points to go along with that undead-conversion threat, or anything else that augmented it, maybe. It’s an arguable point, but to me it doesn’t do enough there.

Other than that, the entry meets all requirements.

The entry appears mechanically sound.

Competence & Power: 4.00 points

Competence. Highly competent at what he’s meant to be. I have no qualms there.

Power. Pretty nasty up through the CR 10-13 range; I could see my players absolutely wrecked by this bad boy. A lot beyond that depends on how far into shapechange shenanigans you’re willing to dip though, particularly at the highest CRs – I think without really cheesing out there, he’s underpowered for the 16-20 CR range.

Memorable Villainy: 4.00 points

I think any fight with this villain is likely to be memorable, just from the sheer frustration the players will be feeling if he is played to his potential. Between swarms of ghouls, jumping all over the place, and all the other tricks up his sleeve it’ll be a celebration to take him down.

Will he be remembered beyond that? That’s a tougher proposition. Given his territorial restriction, he’s less oppressive than someone more mobile – he can only really impact the players if they come to him. And while that can be a significant impact, it’s harder to make it truly stick. It can be done, but I think it takes an above average effort and requires the PCs to see more of his fall from good to evil directly – just hearing the story wouldn’t be enough.

Overall I’d say memorable for weeks to months afterward as a significant challenge, but the fallen aspect could miss.

Quaholom – 9.25 Points
Originality: 3.00 points

The prophesied champion converted to evil – shades of Anakin Skywalker in the background. Fiend of Possession was also something I was expecting to see coming into play.

Divine Minion was interested and unexpected, as was Couatl.

Elegance: 2.00 points

Unfortunately, I believe the Divine Minion template cannot be applied to a Couatl. If I’m reading the correct source material, it states that the only Outsiders it can be applied to are those that are humanoid-shaped.

It’s also a little questionable as to whether the Divine Minion template can/should be applied to an unwilling target. The RP indicates a willing servant or outsider minion; it doesn’t explicitly deny the possibility, but it could be a point of contention.

In terms of meeting the entry restrictions, I have trouble with the ability to corrupt others. FoP doesn’t extend far enough for possession shenanigans, so you’re basically limited to the selection of spells you listed. Is that enough to meet the requirement? It’s more towards influencing the PCs than corrupting others (which I read as developing minions/followers as well as targeting PCs), so I tend to say no.

Competence & Power: 2.25 points

Competence. Has some decent abilities to complete his overall 'corrupt the good for the glory of Set' goal. He is a little small scale, but that's not necessarily a bad thing.

Power. Decently strong, but could be better. He’s got enough to make a decent fight, and will take a fair amount of player forethought to take out. But I do think he’s a little under CR’d to pose a significant threat at the listed points. He's also a little schizophrenic. Is it melee combat (Couatl, wild shaping, Divine Minion)? Is it manipulation through enchantment (spells selected)? Is it direct damage (violate, empower spells)? It does ok at several things, but doesn’t stand out in any particular path.

Memorable Villainy: 2.00 points

Is he memorable? I think he has some potential there, in a head-slapping, “so THAT’S how he was doing all that” kind of way. But he’s not really got anything beyond that – and his background is too restrictive/specialized to get the PCs emotionally invested without a lot of work.

I think in the end he’s chapter-boss level of memorability; a satisfactory victory, but not one that really sticks.

Ivarr Deathborn – 10.00 Points
Originality: 4.00 points

Props for the undead hippogriff idea, even if recycled from another competition. While there are elements that I wouldn’t have expected in the build path, I will add that it’s a little overloaded in my opinion – too many dips.

A background as to where you’re going from a RP perspective would help as well.

Elegance: 2.50 points

In terms of the event restrictions, I can’t say that it meets all the requirements of the competition. Is just using the Lamia Belt soulmeld enough to really cause him to ‘fall’? In terms of the context of the competition, as presented I don’t think it does. It puts too much to individual interpretation to the falling mechanic – does one use do it? Some may say yes, some no. If no, how many? Ten? A hundred? It’s too uncertain for me to say it meets the requirement. Even beyond that, there’s not enough there for me to say that just spamming an evil soulmeld until you turn from good to evil really qualifies as a ‘fall’.

He also does not appear to meet the corruption-of-others requirement of the competition. Killing and reanimating is more enslavement than corruption.

Mechanically, the entry appears sound.

Competence & Power: 1.50 points

Competence. A tough one to judge without more info. What is his goal? To beat his enemies into submission and hear the lamentation of the women? Sure he can do that. But beyond that he doesn’t really have a stated objective/mission against which to judge how competent he is at it. I have to say…maybe?

Power. Low. He’s underpowered compared to his competitors here, likely due to being presented at PC ECLs rather than with CR related enhancements. At the higher ECLs he will have serious issue with spellcasters, and doesn’t really have an answer.

Memorable Villainy: 2.00 points

Background info could help, but just from the presentation I don’t see much that would make me as a player remember him. A small bump for potential of a memorable final confrontation – flying frothing berserker with undead horde could scare the pants off of PCs if presented right for an evening. But beyond that, it’s somewhat on to the next bad guy.

The Green Man – 17.75 Points
Originality: 4.50 points

A solid race/class combo here, both unique and nowhere on my radar coming in. Really like the background of the villain as well, although the fey-forest theme did recur in the competition.

Elegance: 4.50 points

The entry meets all requirements of the competition.

I’m probably missing something, but unless you’re just giving them as DM-fiat bonus feats to boost the CR I don’t see how you’re adding Martial Weapon Proficiency and Weapon Focus at level one. Other than that, the entry is mechanically sound.

Competence & Power: 4.50 points

Competence. Highly competent. I love the blightspawned corruption element and the transformation into a true creature of the blighted forest. He’s a tough customer and I believe will be very efficient at defending his home/spreading the blight.

Power. I can’t argue with his strength. A touch weak on the early levels, but absolutely brutal in the middle and upper end, even without shapechange or wish cheese. I do think, since this is a CR-based competition, there’s some room for improvement by taking a more powerful racial component rather than a LA 0.

Memorable Villainy: 4.25 points

As with a few other entries, the problem I have with a villain that takes generations to develop his fall is that it really risks losing its impact. The PCs are liable to meet him only after he has already fallen, and so much of what makes a fallen hero strong is knowing the hero when he was good.

As a character, I think he still retains memorable features, and could easily be the centerpiece of an extended adventure. Particularly assaulting his forest, and the potential terrors therein, I think you could give PCs some serious nightmares if played properly. On the memorable scale, I’d say he falls in the months-to-years range.



Wilhelm Rothheim – 13.00 Points
Originality: 2.00 points

Undead conversion was one of my expected methods of falling, and did see other play in the competition. It’s a bit of a stretch that he’d be created as a vampire agent and not have his will enslaved, but even evil overlords make mistakes I suppose.

The background as a whole is also fairly typical. The lord-takes-over-kingdom is a staple of many D&D campaigns.

Elegance: 4.50 points

The entry meets all requirements of the competition.

You have a minor rules problem. You don’t qualify for Bounding Assault (requires +12 BAB, have +10 when you take it). I spot checked the rest and didn’t find any other problems, and it’s easily fixed by switching that feat with Skewer Foe; but it does require a note.

Competence & Power: 3.50 points

Competence. In terms of completing his objectives, I think he’s highly competent. Between beguiler and vampirism, he’s well able to manipulate almost anyone to do his will.

Power. This gives me a little pause. He has quite a few tricks, and he’s strong at the early-to-mid levels. The time stop from Swiftblade is nice – but at that point, PCs will be casting actual time stop. And Shapechange. And a number of nasty other spells. He’s giving up so much for that one capstone, and it’s really draining his ability to be competitive at the middle-to-upper levels without some serious minion support.

Memorable Villainy: 3.00 points

I think he can be very memorable, but it depends – as with other entries – when you introduce the PCs to him. They need to know him before the fall (viable) rather than coming in after the fact. The risk is that this story arc is a fairly commonly used one, so making him memorable is going to require extra attention.

As a default, I think he will be memorable through the end of the campaign and for weeks thereafter – but once the next game starts, he’ll fade into the realm of Villains Past.


Vat e Dzi – 17.00 Points
Originality: 5.00 points

I pity the GM who tries to pronounce his name to players. The character is intriguing, and an unexpected build. His fall is unique among the competition and avoids the most common stories. I really like the Lost template.

Elegance: 5.00 points

The entry meets all requirements of the competition.

The entry appears mechanically sound.

Competence & Power: 3.00 points

Competence. Definitely competent at inciting and buffing. His army will have some nasty potential.

Power. Power is the weak point. Early on he’s strong, but that power dissipates quickly. Granted, in the mid-to-high levels he can incite and gather a large number of followers; once he’s isolated, however, he’s going to be burned fast by a competent group of PCs. No spellcasting, no way of dealing with flight or other mid-high level tricks – he’s going to have to work very hard to avoid being flattened. It’s really nice buffing an army of followers, but he needs more defense tricks to avoid being targeted and annihilated.

Memorable Villainy: 4.00 points

The Lost hook provides some opportunity for memorability. His specialization as a character and the specifics of his fall do make empathy more difficult for your bog standard PC group, but the right heroic party could relate.

On my impromptu sliding scale, I think the character has a chance to be one that can be remembered for months – but it’s definitely not one size fits all.


Citlalmina – 15.00 Points
Originality: 2.50 points
Druid to Blighter was on my short list of possible approaches, although you were the only one that ended up taking it on. I think it does need a little more development on the healer-to-undead-minionmancer path. I get the why, but that seems a pretty sharp dichotomy and doesn’t quite feel in tune.

I do like the early addition of the destiny feats. While maybe not optimal, it does add an interesting feel.

Elegance: 4.00 points

I don’t know that the conversion element is met well enough for the competition. Diplomacy is nice, but by itself is a bit subject to DM fiat as to the exact effectiveness. Mindless undead isn’t so much conversion as it is enslavement. That leaves werewolf bites, which converts to evil – but not necessarily to the villain’s purpose. It’s borderline, but I’m leaning towards outside the requirement.

The entry appears mechanically sound.

Competence & Power: 4.25 points

Competence. Reasonably competent. I think the healer by day, killer by night needs a little love on the former; bluff, more heal, other things that she could do to keep up the façade. Otherwise it could be a bit easy for her to be unmasked prematurely. The vengeance gig she can run with well.
Power. It’s hard to argue with a druid for early game power; throw werewolf on there and it’s a hell of a tough customer. Blighter is solid as well; between wild shaping, spellcasting, werewolf, and undead servants she can put up a good fight.

Memorable Villainy: 4.25 points

I think this has an understated potential to be very memorable. At first glance I thought that empathy would be difficult to encourage; I’ve been beating that drum with most entries, as I believe for a true fallen hero to be effective the fall needs to be impactful. However, bringing PCs into contact with her as a freedom fighter against a common enemy could make them love her as the daytime healer – enough to make her eventual betrayal a shock, despite it being both sudden and inevitable from her pre-game corruption.

If played right, I think this could be a story that lingers with players for months to years.


Throkk Steeltusk – 12.50 Points
Originality: 1.50 points

Durkon is that you? Vampire did see other play in the competition, and undead conversion was a reasonably expected method of meeting the requirements.

Elegance: 5.00 points

The entry meets all requirements of the competition.

The entry appears mechanically sound.


Competence & Power: 3.50 points

Competence. He’s a combat beast to be sure. But what is his goal (beyond ripping things into tiny pieces)? There’s a brief reference to leading an army in conquest, so let’s consider that. On the combat side, he clearly can get the job done. But his army is going to be limited to those he enthralls, which does have some deficiencies. He definitely can’t lead an empire. But in a ‘burn the world and salt the earth’ style, he can get the job done.
Power. Very strong early, and even in the middle levels he could easily TPK your bog standard party if they allow him to dictate the terms of the engagement. The Black Blood cultist is nice, but it is somewhat redundant early on (claws, bite) when what your template is giving you is factored in. At higher levels, spellcasters will be his bane – and while he has solid defenses, he’s going to have to be proactive to survive.

Memorable Villainy: 2.50 points

He almost has to be a player’s character that gets vamped, doesn’t he? Just existing isn’t enough to build a connection with any random group of PCs; and without that connection, the fallen hero loses 80% of its impact. If not for that intensely personal connection to the players, he’s just another vampire. Throkk suffers from this more than other entries I’ve commented on the need for PC relation, just by nature of the vampire. Very few people choose that path willingly; they’re vamped and turned evil, much like Throkk. What makes him different without that connection? The answer is, unfortunately, nothing.

So if connected, it could be a pinnacle story; if not, barely memorable.



And that's a wrap.

As a side note, I really enjoyed this competition; well done all. Even if I was critical, I enjoyed every entry and have flagged some elements from pretty much each one that I plan on throw at my players. On their behalf, I curse you. On my own, I simply laugh maniacally.

Deadline
2016-05-09, 04:25 PM
Woohoo! Thanks Rama!

Before I consume that delicious post, do our other potential judges (Mahonri Violist and GreatWyrmGold) have an update, or has Real LifeTM struck again? I ask because it's always delightful to have a multiple judge round.

5a Violista
2016-05-09, 05:35 PM
Oh, no!
You're right.
I missed the deadline to judge. The large part of it was I can't really think of a way to judge Build Elegance and Competence and Power and be fair. I mean, I can do my best to judge them but I just don't really have a good frame of reference for judging mechanics.

I could probably finish judging them all within six or so hours. (First, though, I've got to send an e-mail to my research advisor, so.)

Rama, I really liked your explanations of the scores. They were very clean, cool, and interesting in spite of just being commentary. Good job.

The Viscount
2016-05-09, 08:21 PM
Sweet, judgings! Thanks a bunch, Rama.

5a Violista
2016-05-10, 03:49 AM
So I am going to follow Rama's example and start off stating how I'm judging them. First, Originality: If it was a concept I had never thought of before, 5. If it took an old concept in a new direction, 4. If I found it boring and overused, 2. If it were a story villain and it would make me want to put the book down with how overused it was, 1.


Kobayashi
4
Captain Planet! I love him. I’ve had and read similar concepts, but this one took it farther than usual and into a showboating guerrilla fighter.


Quaholom the Possessor
5
Maybe I’m reading the wrong stories, but it felt new to me.


Ivarr Deathborn
3
Honestly, reading it gave me the impression “I’ve read this story before” but it was kind-of fresh? If that makes sense.


The Green Man
5
I don’t know why I’ve never thought of “spirit-shaman who asks a demon for help” but it makes too much sense.


Good King Wilhelm Rothheim
2
Now, I love vampires. Don’t get me wrong. It’s just that modern vampires always seem to fit into angsty teenage vampires or cunning noblemen now, and this one fits into the latter group.


վատ է ձի
5
Oh! Actually, felt very new.


Citlalmina the Nagual
2
I have literally thought of this idea before. Fits all the tropes, too.


Throkk Steeltusk
3
I’m sorry. I couldn’t decide whether this felt new or this felt old.




Next, build elegance. I'm not sure if I can judge this all that well, as it deals with mechanics, which I'm bad at. So, again 3 is the standard. Builds that make a lot of sense immediately looking at them are given a 4. Builds that really obfuscate how they work are given a 2 instead. Likewise, a build that I can't understand by looking at it gets a 1 and a build that practically explains itself gets a 5. Unlike Rama, I'm going to consider being turned undead counts as corruption because that's what I initially understood when the contest instructions were laid out. Not saying that Rama's wrong, but rather that I think it's good to have a diversity of opinions between judges.


Kobayashi
4



Quaholom the Possessor
4



Ivarr Deathborn
4



The Green Man
4



Good King Wilhelm Rothheim
4



վատ է ձի
4



Citlalmina the Nagual
4



Throkk Steeltusk
4



I'm so sorry. I told y'all I would be a bad judge. It's just, I was 3/4 of the way through judging them when I realized that I had given the same score to everyone so far, and I couldn't think of a way to adjust my scoring criteria that would give people different scores. If there's somebody who only wanted to judge the mechanics of the builds, feel free to throw out my sameness in judging and replace it with that. Except there's not really all that much time left to judge anyway, right?

Competence and Power: Okay, I am honestly tempted to just give everyone the same score. [Side note: I wrote this all before scoring Elegance.] But then, that would make the competition favor characters who were built without power and competence in mind. I don't know what I'm supposed to judge it relative to. Relative to PCs at that level? I have very little sense of context for that. Relative to which one could win in a fight? Then it favors spellcasters and other powerful classes. Oh! Okay, just thought of something. A build gets 1 point if I can't find any glaring weaknesses. It gets up to another 2 points if it has a goal relative to the scale I feel it should have at that CR, and the final up-to-2 points if it I feel it has the strength to accomplish its stated goal.
editnote: the reason why I left this table blank is because I somehow ended up giving everyone a 4 again, even though I had set out more detailed criteria.


Kobayashi




Quaholom the Possessor




Ivarr Deathborn




The Green Man




Good King Wilhelm Rothheim




վատ է ձի




Citlalmina the Nagual




Throkk Steeltusk




I am bad at finding glaring weaknesses, and I don’t want to cheat by judging based off of another judge’s comments.
Also. Nothing has changed from when I judged Elegance: I am still bad at judging mechanics. This news is not new. I could not find any weaknesses at all in any of them, so I moved on to looking for appropriate goals, which I felt everyone had, already giving a 3, and then I was trying to judge "strength to accomplish their goals" which I realized I would be terrible at judging and either give everyone in the end the same score.
Seriously, I am bad at judging mechanics. I gave everyone a "4" again. At least in the Memorable Villainy category, I've already set it up so I can't give everyone the same score.

Memorable Villainy: literally what I'm going to do is rank them from the one whose villainy I find most memorable to the one I find least memorable. The one on the top of the list gets a 5, the next gets a 4.5, the next gets a 4, and so on.


Kobayashi
5


Quaholom the Possessor
2.5


Ivarr Deathborn
2


The Green Man
4.5


Good King Wilhelm Rothheim
4


վատ է ձի
3.5


Citlalmina the Nagual
3


Throkk Steeltusk
1.5

I would've given reasons behind why I gave what score to whom, but I literally just listed them in order of which ones I found most memorable.

Total
Note: My completely inability to judge mechanics probably has some sort of effect on these final scores. Feel free to run the statistics to see what effect it caused.


Kobayashi
17


Quaholom the Possessor
15.5


Ivarr Deathborn
13


The Green Man
17.5


Good King Wilhelm Rothheim
14


վատ է ձի
16.5


Citlalmina the Nagual
13


Throkk Steeltusk
12.5


Once again, my bias for how much I love Captain Planet and the nature theme shows through. At least I'm not the only judge. Basically, the only real thing I've proved is how bad I am at judging mechanics.

ben-zayb
2016-05-10, 04:10 AM
Wow, we have two judges! Thanks to you both. :smallwink:

My Honorable Mention goes to Quaholom

EDIT: After reading Mahonri's judging, it felt a bit like old school Iron Chef. That might get a polarizing response...:smalleek:

Korahir
2016-05-10, 09:10 AM
As you might have guessed: Disputes!
For Rama:

Glad you enjoyed my villain!
I hadn't considered the time aspect reducing his heroism, I had mostly stuck to it due to the longer lifespan of spiritfolk and personal preference for long decay over sudden crisis, but if you want to speed up the process you can simply have the neighboring humans be new to the area and lacking the respect of their ancestors.

The only mechanical thing to discuss is Weapon Focus and Martial Weapon Proficiency at an early level, and that's my fault for not fully explaining it. The War domain is an acceptable domain for OA shaman to select. I am assuming for this build that the War domain granted is the updated version as presented on the srd, which gives weapon focus, and martial weapon proficiency. Since at this point as a shaman he doesn't have a patron deity, I'm assuming the DM can decide which weapon.




I have several disputes I'll be listing in this post.

1. You say divine minion can only be applied to humanoid-shaped outsiders. I agree, but consider couatls as valid. This is why:

Change Shape (Su)
A couatl can assume the form of any Small or Medium humanoid.
Reading my backstory should show that at the moment of conversion, Quaholom was in humanoid shape. You might argue that because that form was temporary, it doesn't count, but consider the following counter-example: An Evil being puts on a Helmet of Opposite Alignment, turns Good, and starts living a life of mercy and compassion. Are you saying that even decades after putting on the Helmet, he can't become a Saint (BoED) because far, far beneath his conscious mind there's a bit of Evil buried?

2. You say a divine minion has to be willing. I disagree completely, and so does RAW. Hate of the Cobra, the article that granted us the Divine Minion template, gives a single example creature: a Hound Archon who's been corrupted by the church of Set.

3. You may not have noticed it, but Quaholom isn't dependent on his spells for corrupting PC's. Instead, he uses his Incantatrix class features to add Violate Spell to a spell cast by any of the PC's, which makes the casting of that spell an Evil act on the part of the PC. Essentially, he's adding a bit of malign essence to all spells the PC's cast, which slowly corrupts them.

4. Quaholom isn't meant to be a direct challenge. The (sad) truth is that creating a build equal in power to a party of multiple PC's is very hard. Instead, Quaholom first corrupts a few of the PC's through the above trick, then supports them covertly while they do battle with their uncorrupted allies. And in that case, he's suddenly a nightmare: just imagine fighting a former ally who keeps getting brought back by Revenance and gets buffed constantly.

Most of the things you list (violate spell, empower spell, enchantments) are merely there to help Quaholom keep up the ruse of a helpful item while he slowly turns the PC's to evil.

5. I may be mistaken, but the entire 'memorable villainy' category seems to boil down to 'I don't like this monster, have two points'. Please help me get rid of this idea.

To be honest, I get the impression that you didn't read my submission very carefully, having missed quite important points such as the use of Violate Spell as corruption tool rather than blasting.



Big thanks for judging, Rama! Here are my disputes:
Quote Originally Posted by Rama View Post
Originality: 3.50 points
Spoiler
Show
Since you've compared it to the Green Man, I peeked to see why we had that much of a gap; I didn't see anything that couldn't be applied to Kobayashi, so am I correct in assuming that the preference between those different backgrounds made the 1.0 point gap? I think the race choice (Nature Spirit), the template choice (Gravetouched Ghoul), and class choice (Spirit Shaman), are original and unexpected enough, either individually or as a combination, but maybe that's just my bias.
Elegance: 4.00 points
Spoiler
Show
I think you missed its main method of corrupting, because in-character it doesn't work like the stereotypical luring of someone to the dark side to join your cause. Rather it's more of a curse, that might indirectly and unintentionally help his crusade, as well as drive chaos/conflict between the corrupted and its former kin. These corrupted humanoids are pretty much still themselves and still have complete autonomy, but they now possess a different set of numbers/abilities, a different type, a different viewpoint/alignment, and a newfound hunger for the flesh of their kind. Yes, I'm referring to turning people into the anthrophagous ghouls/ghasts, which will reduce the act of excessively harvesting/hunting plants/animals because ghouls/ghasts hunger for something else and the ones they hunger for are the ones that commit these atrocities on nature. Actually, this form of corruption is pretty much the same as turning someone into a vampire, except they have to deal with far worse physical change and the thirst for blood is replaced with hunger for flesh.

Moreover, his schtick involved turning these people literally heartless, which is itself pretty symbolic of corruption.
Competence & Power: 4.00 points
Spoiler
Show
I disagree, considering Shapechange 2HD above Kobayashi's CR is still pretty powerful, even just using SRD. Saying it's underpowered on that CR sounds weak, considering you don't normally even get Shapechange before 17th level, you don't normally get 3 full-attacks that all deal double damage, you get access to 7th level spells from list with the best mass destruction spells, and by then Kobayashi's minionmancy is large enough to pit against an army. Kobayashi pretty wields the raw spell power of a 14th level druid, with all-day undispellable Shapechange of CL=CR+2. After browsing the SRD, it's safe to say that Kobayashi packs a solid punch, with personal offensive/defensive power from Shapechange per CR alone exceeding the non-spell-based personal power of the rest, maybe except for whenever The Green Man (?) uses Giant Size.

I also think you misunderstood how boss-fight encounters will be, which might affect how you estimate Kobayashi's power, but I'll expound more in Memorable Villainy. Basically, any combat where Kobayashi has an animated tree or a treant will likely require a lot of tactically moving around instead of brute force.
Memorable Villainy: 4.00 points
Spoiler
Show
A correction: there will be no territorial restrictions by the time PCs have to fight him: Symbiosis either gets lost when Shapechanging, or is completely pointless once Kobayashi can no longer died (only destroyed). Moreover, if the PCs did their homework, they should know that meeting Kobayashi in his own turf is more of a "Kobayashi falls, you die" plot device for hype than an encounter, because his trick will literally work in a forest using only free actions. Outside a forest, it actually means Kobayashi in combat will be the one to come to the PCs if he were to engage physically instead of slinging spells, either via him directing/transmuting/creating a tree adjacent to a PC that is equivalent to an instant no-save-just-die, or via Battle Jump with Updraft/DimensionJaunt/Shuffle that would involve more head bashing.




EDIT: After reading Mahonri's judging, it felt a bit like old school Iron Chef. That might get a polarizing response...
Considering Mahonri Violist's scores:
I was already afraid we wouldn't get any judges. So I am glad he did step up. Seeing that there is almost no explanation given, the feedback may not be the most sophisticated, though. Still I think any feedback is better than none. I don't think disputing the scores makes sense, as there is little explanation given and since this is rather unusual, I'll suggest this: I don't want to throw away the effort shown, so we keep the scores. I will ignore any disputes to the scores as I feel it is pointless to discuss opinions and feelings. If contestants are unhappy with this: remember, there are no actual prizes, we are all here to have some fun and I don't want more contests to die out because we scare off judges by endless disputes.

If you think this is way out of the spirit of this contest let me know.

Jormengand
2016-05-10, 09:22 AM
I would rather see a re-done judging and have to wait a few days for it than discount the judge.

Korahir
2016-05-10, 09:34 AM
I would rather see a re-done judging and have to wait a few days for it than discount the judge.

What do you mean by discount? ignore? i suggested to let the scores stand.

Jormengand
2016-05-10, 11:42 AM
What do you mean by discount? ignore? i suggested to let the scores stand.

I'm just anticipating a possible response. Then again, last time a judge's scores were discounted from a competition like this, it was because he actually gave reasons for judging and people thought that his (entirely legitimate) criticisms were mean and bad, so YMMV.

Tiri
2016-05-10, 12:11 PM
I think letting the scores stand is the best way to go about it. Some judging is better, some is worse. That's just how it is.

Korahir
2016-05-10, 02:09 PM
One more for Rama:





I would object to the "You get 1.5 originality for being a vampire" with no further information. Yes, of course you have to judge the originality of a vampire, but this vampire is... literally nothing like Durkon, from the zero levels in cleric through the orc race to the chaotic original alignment. Yeah, I made loads of OOTS references. No, that doesn't mean that he's Durkon.

On the "His army is limited to those he enthralls" count; so? He's a vampire LORD, he can vamp the entire universe, they always become vampires and not spawn, and they can't break free of his control, and they can vamp other people. Also, "Spellcasters will be his bane" and "Will have to be proactive to survive [against spellcasters]" describes literally everyone in the universe, so that's not much of a strike against him (even notwithstanding the fact that he's immune to a bucketload of effects and resistant to loads more). Plus, his charge deals enough damage to take out the average fighter (even assuming 24 CON, fighter has 254 hit points, takes 204 damage and 10 negalevels, which is enough to stagger him, unless you actually have a necklace of natural attacks (if not, why not) in which case it's enough to kill him) Also, his army includes a bunch of wolves or bat swarms, which aren't exactly going to be a pushover.

On that note, also with power, remember that:

If you turn into a swarm, your swarm attack inflicts negative levels (two per attack) on each creature you pass through, and the attack never misses. You can literally take a full-move through a small army and kill them all by negative levels, and then boom, instant army of vampires. Okay, army of vampires in 1d4 days, whatever. But you can basically have entire towns full of vampires in a few days. Invade another town or even a city (all of your vampires can do the swarm thing too, and they can stack it on the same creature) and you can have a massive army of vampires in very little time, at least not a long time in the grand scheme of things.
As in, a few vampires can easily take an entire town.

On memorability, I was thinking that Throkk would be a DMPC, or rather an NPC who travels with the party for a bit and then gets vamped and they have to fight him. Or if they won't let him join them, they can get to watch him try to fight Aradaxis (and fail) on his own. He doesn't need to be a PC to be memorable.

Jormengand
2016-05-10, 03:14 PM
It looks like you meant to copy a quote from Throkk (Remember that... remember that what?), but it didn't get copied because you have to quote-pyramid deliberately.

Korahir
2016-05-11, 08:44 AM
Another one for Rama:


You have a minor rules problem. You don’t qualify for Bounding Assault (requires +12 BAB, have +10 when you take it). I spot checked the rest and didn’t find any other problems, and it’s easily fixed by switching that feat with Skewer Foe; but it does require a note.

Bounding Assault is a bonus feat granted by Swiftblade, so you can't switch it with Skewer Foe. Rothheim is granted the feat at BAB +10, but can't make use of it until BAB +12.

Other than that, your judgement looks solid and well reasoned. Thanks for your hard work Rama!

Rama
2016-05-12, 01:01 PM
Responses:

The Green Man - Score adjustment +.50 points


Gotcha. I figured it was something like that that I was missing. +.50 to Elegance.


Quaholon - Score adjustment +.50 points


Elegance - +.50 points
The way I look at things, the more you're relying on individual DM discretion to make something work the more problem I'm going to have with it from an elegance perspective.

In terms of the humanoid shape, the text I'm referencing for the change shape ability says specifically: "The creature retains the type and subtype of its original form. It gains the size of its new form." So I think you've got a significant argument that it doesn't work. That's not to say you can't make an argument it should; but you've put it in a questionable realm of DM ruling. And that's what I penalize elegance for.

On the RP and the hound example, I still think it's questionable. The hound archon example is a valid point, albeit with no information as to whether then hound was already a corrupted servant of Set. That said, it's a cool enough idea that I'm wiling to give it the benefit of the doubt and adjust. +.50 points to elegance

Lastly, the corruption of PCs. The contest requirement states as follows: "The character must be able to "corrupt" others after falling. This means actively pursuing to convince others to join your now evil cause or force their cooperation." You're adding violate to cooperative metamagic, and making the case it renders them evil. Laying aside the legality of that ruling, it's not really doing what the contest requires. Turning evil? Sure. But just flat evil does not equal cooperative or adhering to your Set-worshipping ideals. So I can't give you credit for it.

Power
Mostly addressed above, I think you're overselling the evil corruption aspect of violate spell. Between that and just straight up comparison to other entries, power score stands.

Memorable Villiany
To be frank, this is personal opinion as I stated in explaining how I score. As I explained, I try to look at it from a player's aspect. If I'm run against this opponent over the course of a campaign, as presented is he going to be something I remember? Do I care about his fall from heroism? Will we be talking and reminiscing about him long after the game is done?

My opinion is no, for the reasons I listed in judging. If you wish to discuss it further, I'd be happy to via PM post-reveal.


Kobayashi - Score adjustment +1.25 points


Originality - +1.0 points
I agree. In looking over my notes, I can't see anything that would have prompted a difference on that front. I think I typoed your score, they should be the same.

Elegance
Don't get me wrong, I think it's a really cool idea. I love what you're doing with the tearing-out-of-hearts. But I think there's a difference between blanket 'corruption' and 'actively pursuing to convince others to join your now evil cause or force their cooperation'. It really comes down to whether killing someone, raising them as undead under your direct control counts under the latter half of that. Personally, that's where I've kinda drawn the line in saying it doesn't. Another reader might very well assess differently. No adjustment.

Power - +.25 points
I agree the shapechange is very strong. I just think that beyond that, you're lagging. Let's take CR 15 as example. You're casting 5th level druid spells; your opposition is in the 7th level range, assuming a challenging encounter setup. And the higher it goes, the more stark that difference becomes to the point that you almost have to cheese the shapechange to keep up. Granted, I'm not factoring in a base and minions there - which can change things dramatically to be sure. But I don't think that's reasonable to try to project and calculate in either. To be fair though, upon review, I think I did penalize a little too harshly and am adjusting accordingly.

Memorability
While the boss fight itself does come into play, I'm looking as much (if not more) on everything leading up to it. If anything, I think the boss fight is what makes Kobayashi memorable as hell. It's what gets you there that I have more trouble seeing as sticking, particularly with the fallen hero aspect. No adjustment.


Throkk - No adjustment

Originality
As I said in my score explanation post, if it was an 'obvious' way to go about the fallen hero path, I discount originality. Vampirism was one of the first I thought of. The teammate sacrificing himself against a vampire to save his friends also has strong parallels to Durkon's fall (hence the admittedly tongue in cheek comment - I know they're not identical, but the scenarios are very similar). It's not just that you're a vampire, it's that you're a vampire, AND vampire was presented in multiple entries, AND it was on my expected list, AND the situation bears very close resemblance to multiple depictions in other sources. No adjustment

Power
Yes, everyone has a problem with spellcasters. The question becomes, what does he do to overcome that deficiency? Other entries address it, either through spellcasting themselves or other tools in their kit. Throkk does not have an answer.

I also assume a reasonable level of competence in the opposition, and presume that Death Ward will be liberally applied to resolve energy drain threats. Yes you can spam minions by vamping commoners, which could make for an interesting story - although that will end up a recipe for suicide as well, if he vamps so many that they run out of blood to eat. Either way, I took those options into account in my judging. No adjustment.

Memorability
As I noted in a previous response, this really is the most subjective. In my opinion, you'd really have to sell an NPC to make the players care about him enough for an impactful story. That means a DMPC that's traveling with the party, most likely, which runs the usual risks attendant with a DMPC. I stand by my synopsis; if you can make it work with a PC falling, could be awesome. Otherwise, has difficulties being different from any other vampire story. No adjustment


Wilhelm - Score adjustment +.50 points


You are absolutely correct, I whiffed that one. +.50 points to elegance

Rama
2016-05-12, 01:23 PM
It looks like you meant to copy a quote from Throkk (Remember that... remember that what?), but it didn't get copied because you have to quote-pyramid deliberately.

I'm assuming the 'Remember that:' is referencing the following paragraph about swarming. If there's more to it, I'll revisit.

Korahir
2016-05-13, 07:44 AM
Follow up for Rama:

I know being evil doesn't make someone an ardent Set-worshipper. That's where the enchantment spells come in.

A NG halfling wizard probably won't sacrifice his allies if a voice in his head promises him great riches: it's a textbook example of a character resisting enchantments because they're against their nature.

The same wizard turned Evil, though? Read Morality Undone's description: it explicitly says a person turning evil may now consider betraying an ally for personal gain within acceptable limits.

Enchantments spells alone don't qualify, and turning someone evil doesn't either, but those two combined certainly must?

Jormengand
2016-05-13, 10:39 AM
I'm assuming the 'Remember that:' is referencing the following paragraph about swarming. If there's more to it, I'll revisit.

On second reading, yeah, that looks right.

ben-zayb
2016-05-15, 05:58 AM
Feel free to correct the table in case I got anything wrong

Entry
NameJudge
RamaJudge
Mahonri
ViolistTotal
ScoreRank
The Green Man18.2517.535.751st
Kobayashi16.751733.752nd
վատ է ձի1716.533.53rd
Citlalmina the Nagual1513284th
Good King Wilhelm Rothheim13.51427.55th
Quaholom the Possessor9.7515.525.256th
Throkk Steeltusk12.512.5257th
Ivarr Deathborn1013238th

Deadline
2016-05-17, 12:08 PM
That table looks accurate to me (I haven't checked all entries and judging adjustments though).

Illustrious Chancellor! Are we ready for the final reveal? Or are we waiting for a surprise judge?

Korahir
2016-05-17, 12:38 PM
Just giving Rama a chance to answer the final dispute of Quaholom. Then we will move on.

Thurbane
2016-05-17, 04:55 PM
Well done everyone in this comp.

I'm really looking forward to the next, hopefully get an entry in this time. :smallbiggrin:

Tiri
2016-05-21, 12:15 AM
I think maybe for the next few rounds the subject should be picked from the suggestions floating around the old threads. Exhaust the store of unused suggestions before letting them pile up again.

Korahir
2016-05-21, 04:50 AM
Ladies and gentlemen, sorry for the delay, but i had to figure some things out before this reveal. Let's just sum it up by: Rama is the only judge left, because Mahonri judged his own build. Which I thought was weird enough to dismiss his scores.



Entry
Name
Judge
Rama
Rank


The Green Man by The Viscount
18.25
1st


վատ է ձի by Deadline
17
2nd


Kobayashi by ben-zayb
16.75
3rd


Citlalmina the Nagual by Mahonri Violist
15
4th


Good King Wilhelm Rothheim by Deadline
13.5
5th


Throkk Steeltusk by Jormengand
12.5
6th


Ivarr Deathborn by WhamBamSam
10
7th


Quaholom the Possesor by Dire Stirge
9,75
8th




Hope you guys enjoyed this round. Next round will be up soon(ish).

ben-zayb
2016-05-21, 06:43 AM
Congrats to the competitors, especially to The Viscount! I appreciate all the Kobayashi love, too.:smallcool:

EDIT: I also want to share what I discovered the day after the entry deadline: funny coincidence that the deadline was on Earth Day.

Tiri
2016-05-21, 06:49 AM
Ladies and gentlemen, sorry for the delay, but i had to figure some things out before this reveal. Let's just sum it up by: Rama is the only judge left, because Mahonri judged his own build. Which I thought was weird enough to dismiss his scores.



Entry
Name
Judge
Rama
Rank


The Green Man by The Viscount
18.25
1st


վատ է ձի by Deadline
17
2nd


Kobayashi by ben-zayb
16.75
3rd


Citlalmina the Nagual by Mahonri Violist
15
4th


Good King Wilhelm Rothheim by Deadline
13.5
5th


Throkk Steeltusk by Jormengand
12.5
6th


Ivarr Deathborn by WhamBamSam
10
7th


Quaholom the Possesor by Dire Stirge
9,75
8th




Hope you guys enjoyed this round. Next round will be up soon(ish).

Congratulations to all competitors, especially Mahonri, whose build finally isn't last.

Deadline
2016-05-21, 01:17 PM
Congrats to all, and thanks again for judging!

I'm a bit disappointed that no one got the "Bad Horse" theme (from Dr. Horrible's Sing-a-long Blog) for Vat e Dzi (which google translate tells me is "Bad Horse" in Armenian).

Congrats also to The Viscount and ben-zayb on their medals.

Thurbane
2016-05-21, 05:03 PM
What was the honorable mention tally?

Korahir
2016-05-22, 03:07 AM
What was the honorable mention tally?

Sorry missed that: It is a tie between Kobayashi and Quaholom.

WhamBamSam
2016-05-22, 05:44 AM
A little disappointed that Ivarr didn't do better, but I suppose it's to be expected porting him over from another competition. Ah well, I'll come up with a Villainous Competition build that doesn't fall flat on its face someday. Congrats to all the winners.

The Viscount
2016-05-22, 04:08 PM
Congrats everybody! I had a lot of fun with this round; I loved a chance to finally work with Talontar Blightlord. When I looked at the other builds and saw that there was another evil protector of the forest I laughed out loud. Guess there was a lot of thinking in similar circles.