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Heliomance
2016-08-24, 03:19 AM
A dimly-lit library. Rows of bookshelves line the walls, and as the camera slowly pans over them, we see that they are filled with gaming books. From the original brown-cover D&D manuals to the newest fifth edition supplements, we are given a brief but breathtaking history of over four decades of gaming in visual form.

A pair of feet, clad in Converse, appear. The camera pans back to reveal the Chairwoman as she strides out into Optimization Stadium. Slowly, she looks around at the battleground. Rapidly, we are shown shots of the gaming materials here assembled: books, miniatures, maps, dice. The Chairwoman reaches down and picks up a twenty-sided die. She rolls it, then turns to the camera... and smiles.

The camera pulls back from the smile to reveal... the Iron Gamers. Row upon row they stand, clad in the uniform of their trade: t-shirts with fantasy images, buttons with obscure quotes from novels and movies, dice bags at the ready. The shot dissolves into flames and the logo:


Iron Gamer

A montage of the contestants plays, with summaries of their optimization triumphs and achievements. Interspersed are brief interviews. Finally, though, the introductions are over. The contestants stand arrayed before the Chairwoman.

Chairwoman: We unveil the ingredient!

Tense music plays as the pedestal containing the mystery ingredient rises from below. Stacked neatly on the pedestal are copies of Complete Adventurer.

Chairwoman: This month's theme is... Master of Many Forms! ALLEZ OPTIMISER!


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

Welcome, contestants, judges, and guests to Iron Chef LXIX. Here in Optimisation Colosseum, contestants will endeavour to create an optimized and flavourful character using a specified D&D3.5 prestige class as a "Secret Ingredient".

Contestants: You will need to present a full 20-level build for your entry. Also required is a rundown of how your build works at lower levels, to demonstrate that it is a functional character that could be played from 1-20 in a real game. Traditionally contestants give "snapshots" of tactics and abilities at levels 5, 10, 15, and 20, as well as a "sweet spot" of their choosing that represents what they believe to be the high point of the build. The purpose of these snapshots is not just to showcase your use of the SI, it is to demonstrate that your character is playable at every level. For this reason, it's still worth giving a snapshot before you have entered the SI.

Menu: The "special ingredient" can be drawn from any legal source. Originally, the plan was to mostly use Core and Completes, but that was a long time ago, and we've started running out of interesting classes to use if we restrict ourselves to those.

32 point-buy is the presumed creation method, but we have generally allowed other levels of point-buy.
If you do use a different point-buy, please make your case for its necessity in your entry. Keep in mind that for using exceptionally large or small point-buys may warrant deductions in elegance and/or power.

Kitchen: Competitors will be free to use any official 3.5 rulebook in constructing their builds. Dragon magazine is disallowed, and Unearthed Arcana is allowed; but see Elegance below. Web-exclusive 3.0 or 3.5 materials by WotC are expressly allowed, but take care to verify that an updated version did not appear in print elsewhere, as this may cause an Elegance deduction at the judges' discretion. Alternate rule systems from UA such as gestalt or Generic Classes are not allowed, as they create a different playing field. Also, item familiars are forbidden because I hate 'em. Please refrain from using Taint unless it's necessary for the Secret Ingredient.
NB: Official Errata and 3.5 updates to 3.0 content are considered valid regardless of whether their sources would otherwise be legal. This includes the 3.5 update of Oriental Adventures given in Dragon Magazine, and the 3.5 updates of Dragonlance Campaign Setting content given in later third party Dragonlance books.

Cooking Time: Contestants will have until 07:59 GMT on Sunday, Semptember 11th, 2016 to create their builds and PM them to the Chairwoman, Heliomance. Please put the name of your build in the subject line of your PM. Builds will then be posted simultaneously, to avoid copying. Judges will have until 07:59 GMT on Sunday, September 25th, 2016 to judge the builds and submit their scores. If no judges have scored by that point, only the scores of the first judge to submit will be counted.

Judging: Judging will be based on the following criteria, with each build rated on a scale from 1 (very poor) to 5 (exemplary) in each area: Originality, Power, Elegance, Use of Secret Ingredient.

Power level is up to you. Cheese is acceptable, but should be kept to a sane level unless you're showcasing a new TO build you've discovered. In the words of one of my predecessors, a little cheddar can be nice, but avoid the mature Gruyere unless you're making a cheese fondue.
Elegance could bear a little elaboration. It basically measures how skillfully you put your build together, and whether you sacrificed flavor for power. We're cooking here - if your dish doesn't taste good, it doesn't matter how well-presented it is. Use of flaws is considered in poor taste, and judges are asked to take a dim view of this option, taking it into account while grading. Other things that will cause penalties here are excessive multi-classing, and classes that don't fit the concept - using Cloistered Cleric in a front-line melee fighter, for example, will lose you points.Please note the following change: a legal source's relative obscurity should not be considered as penalizing Elegance, excepting the aforementioned issues with Unearthed Arcana. Using too many sources may result in a penalty to Elegance at the judges' discretion, but a book's relative obscurity may not. In that same vein, drawing solely from the Core 3 (and the d20 SRD) should not be punished for lacking Originality.
Presentation: Builds will be posted anonymously, in order to avoid the potential of bias towards a particular competitor. For this reason, please don't put your name in the build, as I'm likely to miss it when reviewing the entries!

Due to concerns about standardizing entry format, I'd like everyone to try to use the following table for their entry.NAME OF ENTRY


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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



Code immediately below (spoiler).

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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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



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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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



For other systems (Psionics, ToB, Incarnum, etc.) keep track of PP/maneuvers/essentia separately, preferably in a nice neat list.
Speculation: Please don't post or speculate on possible builds until the "reveal," in order to avoid spoiling the surprise if a particular competitor is producing a build along those lines.

Leadership is banned; we're producing a meal, not a seven-course banquet for a hundred diners. If your entry includes a prestige class or ACF that grants Leadership or a Leadership-like ability as a bonus feat, the feat should be ignored and is not eligible to be traded away for another feat or ACF through any means.

So! Who wants to sign up as a contestant, and who wants to sign up as a judge? Looking for as many contestants and judges as feel like playing!

We will award 1st through 3rd places, as well as a shout-out for honourable mention. The honourable mention prize is given to the most daring or unexpected build. Judges, contestants and guests alike are invited to vote for honourable mention via PM. If there are no votes, Honourable Mention will go to the chairwoman's favourite build.

The Builds

Past Competitions

Iron Chef I: Entropomancer (http://www.giantitp.com/forums/showthread.php?t=142470)
Iron Chef II: Psibond Agent (http://www.giantitp.com/forums/showthread.php?t=146583)
Iron Chef III: Cancer Mage (http://www.giantitp.com/forums/showthread.php?t=148584)
Iron Chef IV: Stonelord (http://www.giantitp.com/forums/showthread.php?t=150595)
Iron Chef V: War Chanter (http://www.giantitp.com/forums/showthread.php?t=152543)
Iron Chef VI: Master of Masks (http://www.giantitp.com/forums/showthread.php?t=156876)
Iron Chef VII: Green Star Adept (http://www.giantitp.com/forums/showthread.php?t=158633)
Iron Chef VIII: Pyrokineticist (http://www.giantitp.com/forums/showthread.php?t=160266)
Iron Chef IX: Animal Lord (http://www.giantitp.com/forums/showthread.php?t=162702)
Iron Chef X: Mythic Exemplar (http://www.giantitp.com/forums/showthread.php?t=164381)
Iron Chef XI: Blade Bravo (http://www.giantitp.com/forums/showthread.php?t=166539)
Iron Chef XII: War Mind (http://www.giantitp.com/forums/showthread.php?p=9426386)
Iron Chef XIII: Vigilante (http://www.giantitp.com/forums/showthread.php?t=172233)
Iron Chef XIV: Seeker of the Song (http://www.giantitp.com/forums/showthread.php?t=174434)
Iron Chef XV: Drunken Master (http://www.giantitp.com/forums/showthread.php?t=176049)
Iron Chef XVI: Assassin (http://www.giantitp.com/forums/showthread.php?t=178202)
Iron Chef XVII: Ardent Dilettante (http://www.giantitp.com/forums/showthread.php?t=182492)
Iron Chef XVIII: Unseelie Dark Hunter (http://www.giantitp.com/forums/showthread.php?t=186097)
Iron Chef XIX: Dread Pirate (http://www.giantitp.com/forums/showthread.php?t=190607)
Iron Chef XX: Incandescent Champion (http://www.giantitp.com/forums/showthread.php?p=10976416)
Iron Chef XXI: Ghostwalker (http://www.giantitp.com/forums/showthread.php?t=198921)
Iron Chef XXII: Dervish (http://www.giantitp.com/forums/showthread.php?t=206576)
Iron Chef XXIII: Divine Crusader (http://www.giantitp.com/forums/showthread.php?t=210071)
Iron Chef XXIV: Tactical Soldier (http://www.giantitp.com/forums/showthread.php?t=214198)
Iron Chef XXV: Scion of Tem-Et-Nu (http://www.giantitp.com/forums/showthread.php?t=217441)
Iron Chef XXVI: Shadowdancer (http://www.giantitp.com/forums/showthread.php?t=220956)
Iron Chef XXVII: Mindbender (http://www.giantitp.com/forums/showthread.php?t=224008)
Iron Chef XXVIII: Cryokineticist (http://www.giantitp.com/forums/showthread.php?t=227304)
Iron Chef XXIX: Consecrated Harrier (http://www.giantitp.com/forums/showthread.php?t=229688)
Iron Chef XXX: Initiate of Pistis Sophia (http://www.giantitp.com/forums/showthread.php?t=233346)
Iron Chef XXXI: Shadow Sentinel (http://www.giantitp.com/forums/showthread.php?t=236908)
Iron Chef XXXII: Temple Raider of Olidammara (http://www.giantitp.com/forums/showthread.php?t=239786)
Iron Chef XXXIII: Drow Judicator (http://www.giantitp.com/forums/showthread.php?t=243052)
Iron Chef XXXIV: Dragon Disciple (http://www.giantitp.com/forums/showthread.php?t=246072)
Iron Chef XXXV: Death Delver (http://www.giantitp.com/forums/showthread.php?t=249542)
Iron Chef XXXVI: Acolyte of the Skin (http://www.giantitp.com/forums/showthread.php?t=252923)
Iron Chef XXXVII: Justiciar (http://www.giantitp.com/forums/showthread.php?t=13865473)
Iron Chef XXXVIII: Hand of the Winged Master (http://www.giantitp.com/forums/showthread.php?t=255215)
Iron Chef XXXIX: Renegade Mastermaker (http://www.giantitp.com/forums/showthread.php?t=260333)
Iron Chef XL: Nightsong Infiltrator (http://www.giantitp.com/forums/showthread.php?t=263173)
Iron Chef XLI: Geomancer (http://www.giantitp.com/forums/showthread.php?t=266709)
Iron Chef XLII: Shadowblade (http://www.giantitp.com/forums/showthread.php?t=270196)
Iron Chef XLIII: Bladesinger (http://www.giantitp.com/forums/showthread.php?t=274122)
Iron Chef XLIV: Urban Soul (http://www.giantitp.com/forums/showthread.php?t=279116)
Iron Chef XLV: Talon of Tiamat (http://www.giantitp.com/forums/showthread.php?p=15216595)
Iron Chef XLVI: Cipher Adept (http://www.giantitp.com/forums/showthread.php?t=287314)
Iron Chef XLVII: Cold Iron Warrior (http://www.giantitp.com/forums/showthread.php?t=291294)
Iron Chef XLVIII: Shadow Sun Ninja (http://www.giantitp.com/forums/showthread.php?t=297327)
Iron Chef XLIX: Thrall to Orcus (http://www.giantitp.com/forums/showthread.php?t=302487)
Iron Chef L: Corrupt Avenger (http://www.giantitp.com/forums/showthread.php?t=307823)
Iron Chef LI: Black Flame Zealot (http://www.giantitp.com/forums/showthread.php?t=312773)
Iron Chef LII: Anointed Knight (http://www.giantitp.com/forums/showthread.php?t=317934)
Iron Chef LIII: Zerth Cenobite (http://www.giantitp.com/forums/showthread.php?t=325164)
Iron Chef LIV: Osteomancer (http://www.giantitp.com/forums/showthread.php?t=330890)
Iron Chef LV: Mountebank (http://www.giantitp.com/forums/showthread.php?336373-Iron-Chef-Optimization-Challenge-in-the-Playground-LV)
Iron Chef LVI: Dwarven Defender (http://www.giantitp.com/forums/showthread.php?342807-Iron-Chef-Optimization-Challenge-in-the-Playground-LVI)
Iron Chef LVII: Darkrunner (http://www.giantitp.com/forums/showthread.php?349040-Iron-Chef-Optimization-Challenge-in-the-Playground-LVII)
Iron Chef LVIII: Spellsword (http://www.giantitp.com/forums/showthread.php?357412-Iron-Chef-Optimization-Challenge-in-the-Playground-LVIII)
Iron Chef LIX: Fleet Runner of Ehlonna (http://www.giantitp.com/forums/showthread.php?364667-Iron-Chef-Optimization-Challenge-in-the-Playground-LIX)
Iron Chef LX: Lasher (http://www.giantitp.com/forums/showthread.php?371835-Iron-Chef-Optimisation-Challenge-in-the-Playground-LX)
Iron Chef LX(II): Acolyte of the Ego (http://www.giantitp.com/forums/showthread.php?372145-Iron-Chef-Optimization-Challenge-in-the-Playground-LX)
Iron Chef LXII: Dungeon Lord (http://www.giantitp.com/forums/showthread.php?376810-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXII)
Iron Cheff LXIII: Witchborn Binder (http://www.giantitp.com/forums/showthread.php?382632-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXIII)
Iron Chef LXIV: Slime Lord (http://www.giantitp.com/forums/showthread.php?387166-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXIV)
Iron Chef LXV: Thunder Guide (http://www.giantitp.com/forums/showthread.php?394981-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXV)
Iron Chef LXVI: Dwarven Chanter (http://www.giantitp.com/forums/showthread.php?400810-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXVI)
Irogn Chef LXVII: Gnome Giant Slayer (http://www.giantitp.com/forums/showthread.php?406613-Irogn-Chef-Optimisatiogn-Challegnge-ign-the-Playgrougnd-LXVII)
Iron Chef LXIX: Fang of Lolth (http://www.giantitp.com/forums/showthread.php?412530-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXVIII)
Iron Chef LXIX: Shiba Protector (http://www.giantitp.com/forums/showthread.php?420165-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXIX)
Iron Chef LXX: Order of the Bow Initiate (http://www.giantitp.com/forums/showthread.php?425634-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXX)
Iron Chef LXXI: Silver Key (http://www.giantitp.com/forums/showthread.php?431484-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXI)
Iron Chef LXXII: Spellfire Channeler (http://www.giantitp.com/forums/showthread.php?439020-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXII)
Iron Chef LXXIII: Flux Adept (http://www.giantitp.com/forums/showthread.php?448596-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXIII)
Iron Chef LXXIV: Crinti Shadow Marauder (http://www.giantitp.com/forums/showthread.php?458711-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXIV)
Iron Chef LXXV: Thief of Life (http://www.giantitp.com/forums/showthread.php?472831-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXV)
Iron Chef LXXVI: Legacy Champion (http://www.giantitp.com/forums/showthread.php?477153-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXVI)
Iron Chef LXXVII: Great Rift Skyguard (http://www.giantitp.com/forums/showthread.php?482249-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXVII)
Iron Chef LXVIII: Risen Martyr (http://www.giantitp.com/forums/showthread.php?487560-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXVIII)
Iron Chef LXXIX: Black Blood Hunter (http://www.giantitp.com/forums/showthread.php?492923-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXIX)

Heliomance
2016-08-24, 03:20 AM
FAQ:
Q: What's this even about?
A: I'm glad you asked, actually... (http://www.giantitp.com/forums/showpost.php?p=15415117&postcount=1)

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

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

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

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

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

Q: What, exactly, does the ban on Leadership mean?
A: As folks have started to try to work around the edges of this one, I'm forced to spell it out more plainly. No Leadership, Draconic Cohort, or Feats that grant a similar ability are allowed EXCEPT Wild Cohort while Heliomance is chairman. Any PrC you choose with Leadership or a Leadership-analog has that ability entirely ignored for this contest, as it may neither be used nor traded away via any means whatsoever.

Q: What's the minimum score in a category?
A: Assuming an entry is legal, the minimum score in any category is 1. If a judge is convinced that an entry is mechanically illegal by the RAW, the judge may give the build a score of 0 in Elegance, and proceed to judge the entry as if the offending material was not included. Failing to meet a special requirement for a prestige class does not merit a 0, but may qualify for a penalty, at the judge's discretion. Because this contest focuses on Player Characters, an entry that is not technically allowed for a PC, but is viable as an NPC, counts as a legal entry, but may receive a minimum score at the judges' discretion.

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

Q: So what's the deal with equipment, anyway?
A: There is no official policy on how much equipment you should list. Historically, judges have frowned upon "item dependent" builds, but unfortunately the definition of that has been applied to mean anything from builds that don't function if you remove one very specific item, to builds that so much as mention a particular weapon. Builds that don't list gear should be assumed to buy useful generics - items to boost their primary stats, cloaks of resistance, appropriate magical weapons and armour, and so forth. If a build would find particular items useful, they should be listed, but experience suggests that the more generic you keep them, the more favourably judges are likely to look upon them, as a build being shut down because the Thundering Bagpipes of Urist McTrumpetbritches were unavailable is considered a weakness. Similarly, requiring items in order to be able to qualify for things tends to be frowned upon.

Q: Do you have any other rules and guidelines on how to judge?
A: We do, actually, designed to try and avoid unpleasantness we've encountered in past contests. The things we've come up with to avoid repeating this are given below.

One Mistake, One Penalty

Judges are only allowed to penalise once for a given mistake. If someone messes up their skills and doesn't qualify for a PrC, ding them as hard as you like. Once. In one category. You don't then get to declare that because they didn't qualify for that PrC, they don't get those levels, and thus don't qualify for anything else. If Ranger is a common ingredient, ding them for Originality. Once. Don't also take off points for Two-Weapon-Fighting being a common ingredient.

Non-exhaustive list of examples:

Skills

Allowed:

Giving a penalty for miscalculating the number of skill points gained
Giving a penalty for not having enough ranks to meet a prerequisite
Increasing the harshness of a skill miscalculation penalty if it affects critical skills including prereqs


Not allowed:

Giving separate penalties for miscalculating skill points and for non-qualification where the non-qualification is solely caused by the miscalculation



Prereqs

Allowed:

Giving a penalty for not meeting prereqs
Scaling the penalty depending on how important the item that the build failed to qualify for is
Giving minimum score in UotSI for not qualifying for the SI
(Trial, may be disallowed later)Not giving credit for (note: not the same as penalising for) tactics using feats or classes other than the SI that were not qualified for (but see below)


Not Allowed:

"Cascading" failures to qualify - declaring that because a build doesn't qualify for a feat, for example, it also doesn't qualify for anything using that feat as a prereq
Treating a build as having fewer levels than it does because of FtQ for classes



Other general things that are no longer allowed:

Penalising because someone has chosen to build a tribute to an existing creative work
Deciding that a backstory has not met a fluff prerequisite well enough, or because its method of meeting it is "unrealistic". You may penalise if a fluff prereq is not addressed at all, but not for how well it is addressed.


Note that these are protections, not licenses. Deliberately taking a feat that you know you don't qualify for hoping to just suck up the judging penalty for a feat that you couldn't normally take is not okay, and may lead to your build being disqualified.

Q: Do you have any contest house rules or clarifications to ambiguous rules?
A: Some that have come up in previous contests and needed answers to:

All creatures are proficient with any natural weapons they may have or acquire.
Bonus feats that are granted even if you do not meet the prerequisites do not require you to meet the prerequisites in order to use.
Able Learner's benefit applies to the level you take it.

Sian
2016-08-24, 03:43 AM
This is going to be interesting

Edit:

Question ... How much is dependent on the cooks ability to find particularly good monsters to wildshape into

Troacctid
2016-08-24, 03:47 AM
Question! Master of Many Forms requires the wild shape class feature, yes? So gaining it via a race or template doesn't work?


Question ... How much is dependent on the cooks ability to find particularly good monsters to wildshape into
If it's a trick that every build has access to, you shouldn't gain a power advantage over them for it. If you have some special way to abuse a particular form that the other entries don't, then I could see giving extra points for it.

Heliomance
2016-08-24, 03:54 AM
Question! Master of Many Forms requires the wild shape class feature, yes? So gaining it via a race or template doesn't work?

I'm going to be permissibe. If it's called Wild Shape, it works.

Thurbane
2016-08-24, 05:37 AM
Interesting. A PrC with a high op ceiling. Hmm...

Kelb_Panthera
2016-08-24, 05:43 AM
Holy crap, really? MoMF? This could really be something to see.

MisterKaws
2016-08-24, 07:38 AM
I have some ideas, but I think I'll just sit back and watch. I'm not very good at optimizing classes that have Ultimate Cosmic Power™ as a class feature.

WhamBamSam
2016-08-24, 09:55 AM
Huh. Well then. I worry that the ground is pretty well-trodden with regard to MoMF optimization, but whatever. I'm down.

Speaking of well-trodden ground, I don't think we need to be too worried about speculation in regard to this rules argument (it was part of an early draft of Pun-Pun, so it's pretty well known). The racial Wild Shape ability that Troacctid is referring to is called "[Adjective] Wild Shape" rather than "Wild Shape," but does have a line of text saying that it's identical to a Druid's Wild Shape ability, which might be enough to qualify it even if racial abilities wouldn't ordinarily work.

KrimsonNekros
2016-08-24, 10:10 AM
So close and yet so far, ah well lets make the best of it.

Heliomance
2016-08-24, 10:22 AM
Huh. Well then. I worry that the ground is pretty well-trodden with regard to MoMF optimization, but whatever. I'm down.

I did wonder about that, but I'm hopeful that the fine minds of Iron Chef can rise to the occasion.

Deadline
2016-08-24, 10:39 AM
I did wonder about that, but I'm hopeful that the fine minds of Iron Chef can rise to the occasion.

Well, as pointed out, this ingredient is pretty much an already solved equation. I'm sure a few entries might surprise me, but Originality is certain to suffer heavily.

I'm tentatively in to judge on this one, but that's only because the four builds that immediately sprung to mind are either well-known, or contain well-known parts.

Sian
2016-08-24, 11:09 AM
Well Deadline, I'm cautiously optimistic that I've found a path that aren't as weltrodden as most ...

Zaq
2016-08-24, 12:03 PM
Oh dear. I was hoping to enter this round (I've been on the sidelines for the last, um, several), but this may be too rich for my blood, if you know what I mean. Druid-like things are pretty scary in my book. I'll think about this, but I'm already kind of intimidated.

It's interesting what MoMF doesn't advance, though. Unless I'm misreading it, MoMF doesn't increase the duration of Wild Shape (a relatively small concern given how many uses you get), and it also doesn't increase the HD limit on Wild Shape. The HD limit seems like a bit of a problem at higher levels. I'm sure that there are ways around it, but it's probably something that shouldn't be ignored outright, unless I'm missing an important clause somewhere.

The fact that this is a well-known and high-powered ingredient means that it's likely that there will be more entries than I am comfortable judging, but regardless of who ends up serving as our judge(s), might I be so bold as to request/recommend that entries be as specific as possible with regard to their tactics and their favored forms? The SI is necessarily extremely open-ended, so as Sian and Troacctid have already touched on, there's a danger of me-tooism if the entries aren't relatively specific about what they plan to shape into. It would be doing the class a disservice to expect or require that every single possibility be accounted for, but I think you can see what I'm talking about.

If nothing else, this should be fun to watch.

WhamBamSam
2016-08-24, 01:01 PM
It's interesting what MoMF doesn't advance, though. Unless I'm misreading it, MoMF doesn't increase the duration of Wild Shape (a relatively small concern given how many uses you get), and it also doesn't increase the HD limit on Wild Shape. The HD limit seems like a bit of a problem at higher levels. I'm sure that there are ways around it, but it's probably something that shouldn't be ignored outright, unless I'm missing an important clause somewhere.It does increase the HD limit, per the last line of Improved Wild Shape, but you seem to be right about duration.

Deadline
2016-08-24, 01:03 PM
Well Deadline, I'm cautiously optimistic that I've found a path that aren't as weltrodden as most ...

I eagerly await being surprised, so do your best. Goodness knows that the absolute craziest builds I've seen were in the Cipher Adept round, which featured an ingredient that no one would use because it was mostly powerless and bland. Maybe a fully featured and powerful ingredient will yield similar results? Here's hoping! :smallbiggrin:

But there are very limited methods for entry, and the topic of what forms are best is very well covered. So you certainly have your work cut out for you. I'll post up my judging criteria later today.

Zaq
2016-08-24, 01:12 PM
It does increase the HD limit, per the last line of Improved Wild Shape, but you seem to be right about duration.

I don't see that at all. Was there errata? Here's what my copy of CAdv says on pg. 59:

"Improved Wild Shape (Su): A master of many forms kknows how to use her wild shape ability to assume a wider range of forms. At 1st level, she can assume a humanoid form with wild shape. She later gains the ability to assume the form of a giant (at 2nd level), a monstrous humanoid (at 3rd level), a fey (at 4th level), a vermin (at 5th level), an aberration (at 6th level), a plant (at 7th level), an ooze (at 8th level), an elemental (at 9th level), and a dragon (at 10th level).

The size limit of the shapes she can assume also increases as she gains levels. At 2nd level, she can assume the form of a Large creature; at 4th level, a Tiny creature; at 6th level, a Huge creature; at 8th level, a Diminutive creature; and at 10th level, a Gargantuan creature.

A master of many forms also gains one additional daily use of her wild shape ability per class level gained."

Nothing about increased HD. I see additional legal types, I see additional legal sizes, and I see increased daily uses, but I don't see an increase in HD. Am I looking at the wrong thing?

WhamBamSam
2016-08-24, 01:21 PM
It's possible I was the one looking at the wrong thing. A certain website adds the following line to its MoMF entry.
The master of many forms' class levels stack with other class levels that grant wild shape for the purpose of determining the maximum Hit Dice of a form.

Complete Adventurer doesn't seem to have any such language though, so unless there was errata or an update somewhere, that seems to just be wishful thinking on someone's part.

Sian
2016-08-24, 02:07 PM
I don't see that at all. Was there errata?

Yes, the Errata (http://archive.wizards.com/dnd/files/CompleteAdventurer_Errata08022005.zip) states that it stacks for HD

meanwhile the FAQ (http://archive.wizards.com/dnd/files/Main35FAQv06302008.zip) (p32), which is of a newer date than the Errata suggests that the RAI is that it should stack for Duration as well.

That calls for a Chair ruling

GnomishPride
2016-08-24, 04:05 PM
Much better than the last one. I feel an idea coming on!

Heliomance
2016-08-24, 04:21 PM
Yes, the Errata (http://archive.wizards.com/dnd/files/CompleteAdventurer_Errata08022005.zip) states that it stacks for HD

meanwhile the FAQ (http://archive.wizards.com/dnd/files/Main35FAQv06302008.zip) (p32), which is of a newer date than the Errata suggests that the RAI is that it should stack for Duration as well.

That calls for a Chair ruling

Think I'm going to be strict on this one - errata is in effect, but the FAQs aren't. Duration does not increase.

The Viscount
2016-08-24, 06:56 PM
Not sure that I'll be able to make something worthwhile but i'm very interested in what this lot can do

daremetoidareyo
2016-08-24, 10:36 PM
Is it weird that I'm just not that interested in this one?

Thurbane
2016-08-24, 10:54 PM
I have some ideas, but I think I'll just sit back and watch. I'm not very good at optimizing classes that have Ultimate Cosmic Power™ as a class feature.

That's pretty much where I'm sitting.

If I do get an entry in, it'll either be a comedic value entry, or try to do something so bizarre with the ingredient it'll at least score originality points.

Deadline
2016-08-25, 10:10 AM
Is it weird that I'm just not that interested in this one?

Well, part of the challenge of Iron Chef to me has always been trying to make something good out of something terrible. But even in our competition's namesake show, every once in a while they'd get an actual good ingredient.

I guess what I'm trying to say is I don't think it's weird, as I like working with the bad ingredients more than the good. If you are having a hard time drawing inspiration, might I suggest stepping up to judge?

Speaking of which:

Judging criteria:

I'm going with the rather standard 3 point BASELINE in each category, adjusted up or down based on your dish choices. I'm going to judge dishes with the same sort of eye I would GM for them.

Keep in mind that multiclassing penalties are a thing that exist in the RAW, so they will be factored into my judging.

IMPORTANT: This particular SI is well tread ground for optimization. There are well known builds and forms for getting the most power out of this SI. I will be using said builds when gauging power, but keep in mind that if you use those builds (whole or in part), that will likely tank your originality score. I guess what I'm saying is either be different (but still reasonably powerful), or execute the well-known ground as perfectly as possible (to make up for the loss in Originality you'll suffer). On the flip side, you can expect to do well in Originality if you use an entry method that isn't common (there are 3 common entry methods), and you use uncommon yet reasonably powerful forms.

You may find a number of commonalities with other judges' criteria here, and that's because I'm a terrible, terrible plagiarist.

Originality


What is it that you've chosen for your dish? Is it surprising, does it do things I haven't seen before? Did you use something completely off-the-wall or unexpected? Did you use a well known trick in a new or different way? All of these things will generally warrant an increase to your score. Well known tricks (I dont' care if you invented it 2 years ago, it's still a 2 year old trick), expected elements, using a well-known build, or using a build very similar to the example build for the SI will generally warrant a decrease in score. Using expected elements in your dish will generally warrant a decrease in score, unless those elements are required by the SI.

All of that said, the general rule of thumb for scoring well in this category is "do something new or fresh with your approach".

And now for the plagiarism. I liked this "Baseline build" section so much, I'm stealing it. Word for word.

BASELINE BUILD: A build that steers clear of known cheese and standard build elements, but doesn't necessarily make me sit up and go "wow." Builds that involve new combinations or focus on unexpected elements will score higher here, while builds that utilize known cheese or that are pretty much stock builds will score lower.


Power


When shooting for power, the main focus is on how well you perform your intended role, how versatile you are with your various tricks, how solid your power is from 1-20, and what happens to you if some or all of your tricks are rendered irrelevant.

Spells are not the only measure of power, and perhaps more importantly, I'll be looking at your dish over its various level breakpoints to determine power. If you can't punch a hole in a wet paper bag from levels 1-19 but gain the power of a 20th level wizard at 20th level, you may get less of an increase than someone who had a solid power curve all the way to 20, assuming you both ended in a similar level of power at 20. As I said earlier, power will be a function of how well you perform your intended role. What tricks are you throwing out, how potent are they, and how do you handle hard counters to your tricks?

WBL Item dependent power will generally mean a decrease here. Everyone gets better with items, I'm interested in what your dish can do without them. That said, if you want to point out where a specific item would enhance one of your tricks beyond the obvious, feel free to point it out. It's not going to be worth anything on its own, but it could be the favorable last straw to tip something in your favor.

More plagiarism! Word for word save for an extra sentence at the end.

BASELINE BUILD: A build that can meaningfully contribute to a party in most CR-appropriate encounters. Builds that can't, either because their overall power is too low or because they only function in very specific situations, will score lower here. Builds that are particularly proficient or useful, or that can meaningfully contribute even in over-CR'd encounters, will score higher. Builds that maintain a solid power curve over their 1-20 progression will score higher here.


Elegance


[Citation Needed] - Seriously, don't make me dig through books or guess at what minute detail you used from some obscure source. At the very least, please indicate what came from where. I'm generally familiar with the Completes, Core/SRD, and the Spell Compendium. Beyond that, it would be nice to have an indicator that "Black Blood of the Earth" is a feat from the Complete Guide to Big Trouble in Little China. Especially if this competition churns out 20+ entrants.

Like other judges, I'm not a huge fan of smashing multiple setting specific material together, UNLESS we are talking about something in the Planescape setting. Basically, if it's an obvious power grab that slaps the setting material in the face, you'll probably get points in power, but lose points here.

Did you qualify for everything you took? Does everything flow together well? Did you avoid random dips? Does your fluff justify anything that needs to be justified? These will all generally get you an increase.

Alignment shift shenanigans may result in a decrease here.

Entering the SI as early as possible is generally looked favorably upon. When you enter the SI may result in a score modification.

Your presentation is important here. Is everything clean and easy to read? Did you keep your fluff skirt length (this is not a prose contest)?

I mentioned it earlier, but it bears repeating. I'm judging these entries with the same eyes I'd use if I were GMing. So heavy cheese and questionable tricks may score points in originality and power, but those same tactics may cost you here. Since it has been mentioned multiple times in this thread, I'll go on the record as being one of those people who believe that when you don't meet the prerequisites of X, you no longer benefit from X. Feats, prestige classes, etc. And don't try to get smug and ask me what happens to Dragon Disciples with the capstone, I'll do the same thing I'd do at my table - tell you they still work fine and throw a book at your head.

That said, I'm not opposed to your dish being awesome, just to questionable interpretations of the rules. Pure RAW leaves a hilariously unplayable game, so breaking your character with RAW will cost you here (and remember that power can only go to a maximum of 5). As time goes on, I'll try to list out in my future criteria any things that come up in which I'll side against, but given the enormous amount of options out there, I'll only be able to add to this list as I come across them.

Plagiarism Parrot says that this baseline build paragraph is awesome! Raaawwwk!

BASELINE BUILD: A build that you can pick up and walk over to almost any table, and it won't raise any eyebrows. Builds that are DM-dependent or questionable rules-wise will score lower here, as will builds that are clunky and messy. Builds that are a thing of beauty will score higher here - ones that make even the stuffiest DM sit up and say, hey, that's awesome, I'd love to have you in our group.


Use of Secret Ingredient


First and foremost, if you don't qualify for the SI, you get a 1 here (1 is the minimum score in a category, right?). Make sure your dish qualifies for the SI. Also, given the nature of this contest and its rules, I'm fairly certain I'd be justified in giving you a 1 if you use no levels of the SI. If you want to submit a dish that mimics the SI, that's what the Zinc Saucier competition is for.

Using less than the full 10 levels of the SI will usually result in a decrease. Exceptions can be made here, but the dish had better really represent the SI.

For the most part, the way to score high here is to make sure your dish really embodies the SI. Have you used all parts of the SI to good effect? Did you really use the SI's abilities, or just "get" them? As an example, Talon of Tiamat gained an immunity to a chosen element at a certain level. Had that been the SI, did you find a way to use that other than, "I took immunity to fire because it's the most common element."? Finding a way to showcase all parts of the SI in an interesting manner will be the path to scoring highly here. Make the SI the focus of your dish, and enhance it. If you overpower the SI with abilities or features from other elements, I'm going to ask the question, "Why did you use the SI, instead of more of that?" That question will cost you points.

Be sure to read the fluff for the SI, because that will be guiding my judgment when I look at these entries. Does your dish feel like the SI?

Plagiarizers gonna plagiarize.

BASELINE BUILD: A build that manages to use the secret ingredient without crying out to me, "HEY, this is only here because of a stupid contest, OK!" Builds that utilize all of the SI's abilities to good effect, and who really sell the idea that only the SI would have worked here, will score higher. Builds that don't really get any use out of the class features or pre-reqs, or that would really obviously just do better with another option, will score lower.

Zaq
2016-08-25, 12:56 PM
Yes, the Errata (http://archive.wizards.com/dnd/files/CompleteAdventurer_Errata08022005.zip) states that it stacks for HD

meanwhile the FAQ (http://archive.wizards.com/dnd/files/Main35FAQv06302008.zip) (p32), which is of a newer date than the Errata suggests that the RAI is that it should stack for Duration as well.

That calls for a Chair ruling


Think I'm going to be strict on this one - errata is in effect, but the FAQs aren't. Duration does not increase.

That makes it simultaneously more interesting (in that it enables way the hell more tricks) and less interesting (in that we won't see people scrambling to try to find Gargantuan forms with 5 HD). At least this way there's likely to be less rules squabbling once the judges get a-judgin'.


Is it weird that I'm just not that interested in this one?

Not weird at all. I'm feeling the same way. The problem isn't just that the power level is too high—the problem is that the class doesn't really ask you to do anything in order to access a crazy variety of powerful options. (Which, indeed, is something that it shares with Druid as a whole, but in the context of Iron Chef, that's kind of frustrating.) Contrast with Master Transmogrifist, which at least requires you to pick a handful of specific shapes that give you the greatest benefit—a generous handful, to be sure, but the difference between two Master Transmogrifists is determined by more than just which of the two MTs did more book-diving during their write-up.

It's really interesting to see how difficult this is, because it's kind of the exact opposite of what we often complain about for ridiculously restrictive ingredients. I've whined more than once about SIs that give primarily passive abilities, since they're really hard to proactively show off—MoMF gives pretty much entirely active abilities (or at least features that modify a very active ability), but it gives you so much cool stuff that it threatens to overshadow any unique features of your specific build, and since everyone has the same cool features from MoMF, that makes it differently really hard to show off what makes you unique. We normally have to worry that the rest of the build doesn't overwhelm the SI, but now it's going to take some real work to make sure that the SI doesn't render the differences between builds trivial.

I do have one fairly stupid idea, but it's going to take a crowbar to actually make all of the elements fit in before they scale out of relevance, so I'm likely to have to scrap it. (And the bulk of the build's power would still come from stuff that any MoMF could do.)

MisterKaws
2016-08-25, 03:34 PM
Hmm... I think I might actually compete in this round.

Skirch
2016-08-26, 12:22 PM
Never been a part of this before, so I'll try out my optimization ideas

KrimsonNekros
2016-08-26, 06:56 PM
Got my build done and working on getting everything formatted and written up now.

Macabaret
2016-08-26, 06:59 PM
I'm going to be permissibe. If it's called Wild Shape, it works.

New question: What about a class feature that functions as Wild Shape, but is called something different. For example (and trying not to step on anyone's possible build), Blighter (Complete Divine) has a class feature called Undead Wild Shape. It functions almost exactly as Wild Shape (it even includes the line: "Undead wild shape functions like the druid’s wild shape ability, except..."), and yet, by RAW, it isn't Wild Shape.

For the purpose of this competition, are we allowed to use Wild Shape-like class features in order to fulfill the Wild Shape requirement of entering Master of Many Forms?

MisterKaws
2016-08-26, 08:15 PM
There's also that one feature that mentions working like Wild Shape, then goes all "lol no" in the 'but's and basically works like a Lycanthrope's animal form with a usage limit.

Looks like we need a lot more clarification on what counts as "Wild Shape"...

Heliomance
2016-08-26, 08:27 PM
New question: What about a class feature that functions as Wild Shape, but is called something different. For example (and trying not to step on anyone's possible build), Blighter (Complete Divine) has a class feature called Undead Wild Shape. It functions almost exactly as Wild Shape (it even includes the line: "Undead wild shape functions like the druid’s wild shape ability, except..."), and yet, by RAW, it isn't Wild Shape.

For the purpose of this competition, are we allowed to use Wild Shape-like class features in order to fulfill the Wild Shape requirement of entering Master of Many Forms?

Yep. If it has Wild Shape in the name, and basically uses the same mechanics, it works.

KrimsonNekros
2016-08-26, 11:52 PM
I really hate it when you get a build to work 90% the way you want it to, but can't get that last 10%

Amphetryon
2016-08-27, 04:01 PM
Working on an entry.

Zaq
2016-08-31, 02:04 AM
Everything I'm coming up with is either bland, trivial, or reliant upon a certain specific build element that I'd really rather not rely on. I don't feel good about this one, unfortunately. We'll just have to see if I get struck with a bolt of inspiration (or if I get over myself and choose to use that build element I'd rather not use).

Heliomance
2016-08-31, 03:16 AM
Hrm, looks like I miscalculated. I thought MoMF would be well-received - an ingredient that's actually useful, to make a change. The sea of "Hrm, not really feeling this" responses makes me think this round might be a small one :/

Opinion poll time! For help in choosing future ingredients, what, in your opinion, makes a good Iron Chef ingredient? What sort of things do you like to see in your classes?

Korahir
2016-08-31, 03:54 AM
Some quick feedback:

Secret Ingredients I like:
- the class is rarely used in any build advice
- the class has active abilities not just passive boosts. i.e.: a unique modifier to a skill roll or combat maneuver and not Resistance to fire 5 or a bonus feat.
- it has only half casting progression or none at all
- entry requirements are relatively open
- equipment doesn't matter because it is rather tedious to write that all up
- I like ten level SIs more than shorter ones but a short SI can also be interesting
- the class is designed for skillmonkey/fighter hybrids. Here is a lot of room for optimization.

In any case: your doing a wonderful job keeping the Iron Chef running. Sometimes a SI doesn't work out, don'T let that discourage you.

Thurbane
2016-08-31, 04:06 AM
Opinion poll time! For help in choosing future ingredients, what, in your opinion, makes a good Iron Chef ingredient? What sort of things do you like to see in your classes?

To me, the ideal IC ingredient meets the following criteria:
- low op ceiling out of the box
- has a distinct "feel" or "flavour" that allows for good back story integration, or generally makes the build interesting
- has class features, even crappy ones, that aren't just poor imitations of a better PrC or base class
- something you really need to think about to successfully integrate into a build (i.e. something that can be inserted into a 20 level build without everyone thinking "you could have had the exact same build, only better, without using the SI at all")
- something that isn't a staple of existing optimized builds (and that may be what this round is suffering from a little)

...I'll leave my own distaste of campaign specific stuff out of the list, since most people don't seem to share my opinion.

Troacctid
2016-08-31, 05:38 AM
I like classes that present a puzzle to solve and a payoff for solving it. So, like, for example, from XPH, Pyrokineticist, Elocater, these classes would make good ingredients. They have upsides and downsides, and they ask interesting questions of a build. On the other hand, Metamind would be a poor ingredient because there's no payoff for solving the puzzle—you jump through the hoops of losing manifester levels and all you get in return is a pile of nothing. And Cerebremancer would be a poor ingredient because there's no puzzle—the payoff is there, but the build writes itself and doesn't leave any real room to explore.

MirddinEmris
2016-08-31, 06:08 AM
Hrm, looks like I miscalculated. I thought MoMF would be well-received - an ingredient that's actually useful, to make a change. The sea of "Hrm, not really feeling this" responses makes me think this round might be a small one :/

Opinion poll time! For help in choosing future ingredients, what, in your opinion, makes a good Iron Chef ingredient? What sort of things do you like to see in your classes?

The problem, i think is not in usefulness of ingredient. It's more about "in how many ways i can use it?" and MoMF looses here greatly. It's a very straightforward ingredient that doesn't leave much room for creativity. It enhances only one specific feature and while a feature in itself would be versatile and powerful, the build wouldn't be, especially if you want to use all 10 levels of it. I guess it maybe possible to do something original with it but class itself doesn't really help this in any way.

Maybe if judges won't lower the score for not using all 10 level of it (it's still possible to make it main ingredient even with 3-5 levels), there would be more people willing to try and cook it.

P.S. It's like a rogue PrC that would give +1d6 sneak attack per level and over the course of 10 level allowed you to choose several types of creature to ignore their immunity for crits. Powerful? Yes. Interesting? Not so much

MisterKaws
2016-08-31, 07:15 AM
The others pretty much nailed it. In truth, I'm only entering because I found a completely unexplored way to optimize it(Even though it's kinda obvious).

For me, a good ingredient should not be considered a good class, and it should also not be considered a terribly bad class. That's the problem with this sort of optimization: you give players an ingredient too versatile, and they can't bring out any noteworthy flavor, because the ingredient itself is too good. On the other hand, if you give players an overly bland ingredient, they will lose interest, especially so if it's a fully passive ingredient.

I think these pointers should be more than enough to determine whether an ingredient is suitable for Iron Chef or not:


No more than a few spellcasting levels. E.g: Half-progression class or 1-4 self-casting class. I'd still want to see an Ur-Priest/Apostle of Peace round just to see what the hell people would try to showcase in those monsters.
No more than five different alternate forms. These bring too much stuff to the table, so any more than this might be too much.
At least three "Active" abilities. You can't really showcase a Sneak Attack increase(unless you're going for just that) or a random passive aura.
Diversity helps, so an ingredient that provides a lot of choices, instead of giving all of it at once, is far better than those that give the entire class's abilities. This means that Primeval would have been better than MoMF, for example.

Amechra
2016-08-31, 11:16 AM
I'm just going to chime in and say that MoMF isn't a very good ingredient... for a different reason, though.

My main problem with it is that it requires way more book-keeping than is really reasonable. Plus, good PrCs run into the problem where they're rarely good because they're quirky or interesting (which is the key to a good ingredient).

Good ingredients (that haven't been used) are things like Demonbinder (http://archive.wizards.com/default.asp?x=dnd/ex/20070430a&page=3) (DotU), Fang of Lolth (http://archive.wizards.com/default.asp?x=dnd/ex/20011207) (SaS), Eye of the Xanathar (http://archive.wizards.com/default.asp?x=dnd/prc/20061107b) (Web), Dragon Samurai (http://archive.wizards.com/default.asp?x=dnd/ex/20030906c) (MH), Meditant (http://archive.wizards.com/default.asp?x=dnd/psm/20040827c), and Crystal Master (http://archive.wizards.com/default.asp?x=dnd/psm/20040625d).

At least, in my opinion.

Zaq
2016-08-31, 01:18 PM
I agree with much of what Korahir and Troacctid have said on this topic. (Also, I do feel a little guilty about this whole discussion, because I do have a bad habit of whining about nearly every ingredient that comes our way. In no way does that mean you're doing a poor job, Heliomance!)

To kind of put things in something closer to my own words, first of all, a good SI offers a good mix of active abilities (ideally more than just one or even just two, and hopefully not only at the end) that you can show off in a proactive manner. An active ability doesn't only have to mean "as a standard action, you do XYZ;" what I mean by an active ability is that this sort of ability lets you use strategies that other characters can't use in the same way. The line between an active ability and a passive ability is certainly a blurry one in some places—just to throw out something off the cuff (don't read too much into the numbers), an ability that gives you a +2 to a skill is pretty much a passive ability (even if the skill is an active skill, having a +2 doesn't make you special), while an ability that gives you a +10 to a skill just might be an active ability if it's a skill where a big bonus like that means that you can rely on that skill in ways that not everyone can (but it might still not be very active if you don't have anything that makes that skill interesting).

Second, and I fully recognize that this part isn't always possible, an ideal SI has relatively non-restrictive entry requirements, or at least entry requirements that don't punish the player for taking the pre-SI character in an unusual direction. Granted, fitting in all of the entry requirements while still making the build unique and functional is part of the challenge, and we've had some rounds where the chefs find some stupendous ways of meeting godawful prereqs, so I'm not going to say that only SIs with easy prereqs are fun. But when you need to fit in five feats that don't do anything, or when you need to access a feature only granted in a couple of ways, that can really tamp down originality. (Restrictive cases like that do make the entries who find workarounds shine that much brighter, but still.)

Third, a great SI offers the chefs a way to differentiate themselves from one another. This doesn't necessarily mean that they have to pick from lists of possible class features (I'm certainly guilty of complaining when bad SIs do that, because they usually do it stupidly—'sup, Thunder Guide?), but it does mean that the SI's key features need to be open to being made uniquely effective by the rest of the build. Order of the Bow Initiate, for example, was frustrating because it was maddeningly self-contained—it had ten levels dedicated to pretty much just one crappy ability, and it was fiendishly hard to make the rest of your build make that one crappy ability more interesting (especially without overshadowing that one crappy ability), so it was harder than usual to boost Originality without sandbagging UoSI. Spellfire Channeler, on the other hand, rewarded chefs who found unique and different ways to mesh their non-SI levels with the SI's abilities. Even if the SI lends itself to an obvious strategy (e.g., Crinti Shadow Marauder), there should be room to differentiate one entry from another even before we start looking at who wrote the most eloquent strategy section in their write-up. (I'm totally cool with rewarding chefs who write good write-ups, but I think you get what I'm saying.)

Fourth, I like Troacctid's phrasing so much that I'm going to echo it: I love the idea of "puzzle and payoff." It's rewarding to see an entry (whether competing, judging, or spectating) that makes you say "wow, I never would have thought to use ability ABC like that, but that's really cool."

I'm also going to mention that, in a world more perfect than this one, there'd be some consideration about how the game actually works that lets us minimize the polite fictions we tell each other. What I mean by that is that it's best when we don't have to pretend that having an SLA only once per day isn't going to be a problem for a character's staying power, or when we don't have to pretend that getting the equivalent of a 5th level spell as the capstone of a 10 level PrC is genuinely level-appropriate, or whatever. The tension there comes from the fact that we do still want to be using weak and unpopular PrCs as the SI, so it's not really accurate or appropriate for me to say that I always want the SIs to be, y'know, strong and balanced and useful without much effort. But it's hard to read a strategy section (or, for that matter, to write one) where we're acting like Incandescent Champion's capstone is a powerful and level-appropriate tool that actually affects the way the character would function in actual gameplay, you know?

I mean, I want the challenge to be there. If there's an obvious way to make a PrC shine without much effort, it's probably too easy to use it as a Secret Ingredient. But I also don't want there to be nothing that can be done with the SI that the intended entry can't do better.

I'm rambling at this point, so I'll stop, and I'll probably eventually end up feeling like I could have phrased some of this better. I still feel like you're doing a fine job, Heliomance, so don't take our grumblings as an indication that you're doing it wrong. Let's keep at it!

The Viscount
2016-08-31, 04:04 PM
I will agree with everyone saying that just because we're complaining, doesn't mean we're unhappy with how things are going. I've enjoyed pretty much every ingredient that Heliomance has presented to us; I'm just not particularly inspired this round.

As for likable factors in an ingredient, I would say:
Something with some distinctiveness or flavor, even if it could be done more ways than one (often especially if it can be done more ways than one).
Class features than can be built off of or worked with (+1d6 SA presents more opportunities than +1d6 melee damage 3/day).
Setup that doesn't easily allow for straightforward very high power. If a class can grant me 8th or 9th level spells if i single-class enter, I will feel compelled to do so, and thus am less free to throw in other wacky things.

In general, I probably prefer "worse" classes to "better" ones for my secret ingredient, I feel like I'm working that way.

So a few examples of classes I felt made really good ingredients:
Order of the Bow Initiate: Silly flavor, direct focus, and can reward you for going along the same vein as the class.
Flux Adept: An array of frustrating features with pretty good cohesive reasoning, if not function, and half casting for some (but not too much) power and flexibility.
Cipher Adept: I absolutely hated this class, but its complete worthlessness forced us all to really flex our optimizing muscles to do something with it.

A few I didn't feel were as good for ingredients:
Initiate of Pistis Sophia: So intensely difficult to qualify for the paths can be counted on 1 hand. Extremely little to work with
Renegade Mastermaker: Entry is rather open, with 8/10ths casting it's all too easy to enter as a wizard or cleric and achieve 9th level spells.
Bladesinger: This class is a tangled mess to enter, and every feature but 1 (Int to AC) is replicated or done better by a few starting levels of Duskblade.

Of course I wouldn't be surprised if someone completely disagrees with me on these categories, but that's life.

Heliomance
2016-08-31, 05:47 PM
I'm just going to chime in and say that MoMF isn't a very good ingredient... for a different reason, though.

My main problem with it is that it requires way more book-keeping than is really reasonable. Plus, good PrCs run into the problem where they're rarely good because they're quirky or interesting (which is the key to a good ingredient).

Good ingredients (that haven't been used) are things like Demonbinder (http://archive.wizards.com/default.asp?x=dnd/ex/20070430a&page=3) (DotU), Fang of Lolth (http://archive.wizards.com/default.asp?x=dnd/ex/20011207) (SaS), Eye of the Xanathar (http://archive.wizards.com/default.asp?x=dnd/prc/20061107b) (Web), Dragon Samurai (http://archive.wizards.com/default.asp?x=dnd/ex/20030906c) (MH), Meditant (http://archive.wizards.com/default.asp?x=dnd/psm/20040827c), and Crystal Master (http://archive.wizards.com/default.asp?x=dnd/psm/20040625d).

At least, in my opinion.

Fang of Lolth was used in LXIX.
I think I've got a decent pick for the next one, meets most of the criteria you guys have listed.

I really want to use Berserk at some point, it's so hilariously godawful, but the lack of new abilities past third level is a real turn off.

Thurbane
2016-08-31, 06:05 PM
There seem to be some common themes in what people are suggesting, but I'm going to pluck out a few of my favourites to add to/reinforce my own list:


- the class is rarely used in any build advice
- the class has active abilities not just passive boosts. i.e.: a unique modifier to a skill roll or combat maneuver and not Resistance to fire 5 or a bonus feat.
- it has only half casting progression or none at all
- entry requirements are relatively open
- equipment doesn't matter because it is rather tedious to write that all up


I like classes that present a puzzle to solve and a payoff for solving it.


For me, a good ingredient should not be considered a good class, and it should also not be considered a terribly bad class. That's the problem with this sort of optimization: you give players an ingredient too versatile, and they can't bring out any noteworthy flavor, because the ingredient itself is too good. On the other hand, if you give players an overly bland ingredient, they will lose interest, especially so if it's a fully passive ingredient.


No more than a few spellcasting levels. E.g: Half-progression class or 1-4 self-casting class. I'd still want to see an Ur-Priest/Apostle of Peace round just to see what the hell people would try to showcase in those monsters.
<snip>
Diversity helps, so an ingredient that provides a lot of choices, instead of giving all of it at once, is far better than those that give the entire class's abilities. This means that Primeval would have been better than MoMF, for example.



To kind of put things in something closer to my own words, first of all, a good SI offers a good mix of active abilities (ideally more than just one or even just two, and hopefully not only at the end) that you can show off in a proactive manner. An active ability doesn't only have to mean "as a standard action, you do XYZ;" what I mean by an active ability is that this sort of ability lets you use strategies that other characters can't use in the same way. The line between an active ability and a passive ability is certainly a blurry one in some places—just to throw out something off the cuff (don't read too much into the numbers), an ability that gives you a +2 to a skill is pretty much a passive ability (even if the skill is an active skill, having a +2 doesn't make you special), while an ability that gives you a +10 to a skill just might be an active ability if it's a skill where a big bonus like that means that you can rely on that skill in ways that not everyone can (but it might still not be very active if you don't have anything that makes that skill interesting).

Second, and I fully recognize that this part isn't always possible, an ideal SI has relatively non-restrictive entry requirements, or at least entry requirements that don't punish the player for taking the pre-SI character in an unusual direction. Granted, fitting in all of the entry requirements while still making the build unique and functional is part of the challenge, and we've had some rounds where the chefs find some stupendous ways of meeting godawful prereqs, so I'm not going to say that only SIs with easy prereqs are fun. But when you need to fit in five feats that don't do anything, or when you need to access a feature only granted in a couple of ways, that can really tamp down originality. (Restrictive cases like that do make the entries who find workarounds shine that much brighter, but still.)

Third, a great SI offers the chefs a way to differentiate themselves from one another. This doesn't necessarily mean that they have to pick from lists of possible class features (I'm certainly guilty of complaining when bad SIs do that, because they usually do it stupidly—'sup, Thunder Guide?), but it does mean that the SI's key features need to be open to being made uniquely effective by the rest of the build. Order of the Bow Initiate, for example, was frustrating because it was maddeningly self-contained—it had ten levels dedicated to pretty much just one crappy ability, and it was fiendishly hard to make the rest of your build make that one crappy ability more interesting (especially without overshadowing that one crappy ability), so it was harder than usual to boost Originality without sandbagging UoSI. Spellfire Channeler, on the other hand, rewarded chefs who found unique and different ways to mesh their non-SI levels with the SI's abilities. Even if the SI lends itself to an obvious strategy (e.g., Crinti Shadow Marauder), there should be room to differentiate one entry from another even before we start looking at who wrote the most eloquent strategy section in their write-up. (I'm totally cool with rewarding chefs who write good write-ups, but I think you get what I'm saying.)


As for likable factors in an ingredient, I would say:
Something with some distinctiveness or flavor, even if it could be done more ways than one (often especially if it can be done more ways than one).
Class features than can be built off of or worked with (+1d6 SA presents more opportunities than +1d6 melee damage 3/day).
Setup that doesn't easily allow for straightforward very high power. If a class can grant me 8th or 9th level spells if i single-class enter, I will feel compelled to do so, and thus am less free to throw in other wacky things.

In general, I probably prefer "worse" classes to "better" ones for my secret ingredient, I feel like I'm working that way.

Oh and:


Good ingredients (that haven't been used) are things like Demonbinder (http://archive.wizards.com/default.asp?x=dnd/ex/20070430a&page=3) (DotU), Fang of Lolth (http://archive.wizards.com/default.asp?x=dnd/ex/20011207) (SaS), Eye of the Xanathar (http://archive.wizards.com/default.asp?x=dnd/prc/20061107b) (Web), Dragon Samurai (http://archive.wizards.com/default.asp?x=dnd/ex/20030906c) (MH), Meditant (http://archive.wizards.com/default.asp?x=dnd/psm/20040827c), and Crystal Master (http://archive.wizards.com/default.asp?x=dnd/psm/20040625d).

All great suggestions (even allowing for my dislike of psionics and setting specific PrCs)!

The Viscount
2016-08-31, 07:12 PM
Fang of Lolth was used in LXIX.
I think I've got a decent pick for the next one, meets most of the criteria you guys have listed.

I really want to use Berserk at some point, it's so hilariously godawful, but the lack of new abilities past third level is a real turn off.

Personally I would be down to cook in Berserk round. It's not any good but beast shape makes me laugh loud and long.

I think I could have a fun time with the ingredients Amechra mentioned, but since we already did Fang of Lolth (and had plenty of fun) what about Eye of Lolth? It's got very little idea as to what it's doing, but it certainly seems committed to doing it.

Thurbane
2016-08-31, 08:09 PM
Never really looked at Berserk before. Wow. A combat class with medium BAB, and no class features beyond 3rd. The Barbarian/Primeval is looking at you in abject pity.

MisterKaws
2016-08-31, 08:38 PM
Build stub done; now I just need to get the thing done and submit it.

Still, I find it surprising how all of my Iron Chef builds seem to have a perfect fluff built in the characters themselves. Usually, I have to extrapolate ability descriptions and re-fluff stuff to fit my build, but when cooking here, I can immediately find an appropriate backstory just looking at the classes and characters. Does it happen to anyone else, or am I just a weirdo?

It also happens to cheesy strategies, but I guess that's just my munchkin's instinct kicking in.

Ninja edit: I'd also be down for a Berserk round, but it would probably just boil down to: "Who can make a 20-level martial out of only 10 levels?"

Heliomance
2016-09-01, 01:19 AM
Never really looked at Berserk before. Wow. A combat class with medium BAB, and no class features beyond 3rd. The Barbarian/Primeval is looking at you in abject pity.

Don't forget that totally dead level at 10th!

Inevitability
2016-09-01, 01:58 AM
Don't forget that totally dead level at 10th!

What do you mean? It gives +1 to BAB and all saves! That's almost as good as taking a level in monk, and we all know how OP those are.

Sian
2016-09-01, 03:52 AM
What do you mean? It gives +1 to BAB and fort saves!

fixed it for you

Inevitability
2016-09-01, 04:46 AM
fixed it for you

Ah, now I see. The source I was using mistakenly didn't list the reflex and will save improvement at level 9, making it seem like these saves increased at 10th-level.

Sian
2016-09-01, 05:53 AM
that would have made the increases irregular ...

MisterKaws
2016-09-01, 08:00 AM
that would have made the increases irregular ...

Well, wouldn't be the first case. Look at the Sybil.

Sian
2016-09-01, 08:15 AM
given the pattern I'd be inclined to believe that that is a typo that the barely existent QA department failed to note

MisterKaws
2016-09-01, 09:12 AM
given the pattern I'd be inclined to believe that that is a typo that the barely existent QA department failed to note

It's still legal, though. :smallbiggrin:

Grim Reader
2016-09-02, 07:58 AM
I might want to try this. So make a build and e-mail it to Heliomance?

Sian
2016-09-02, 07:59 AM
pm it ... see some of the former contests to get an idea about what accepted standards for what should be presented, and the usual ways to present it.

Zaq
2016-09-02, 12:06 PM
Fang of Lolth was used in LXIX.
I think I've got a decent pick for the next one, meets most of the criteria you guys have listed.

I really want to use Berserk at some point, it's so hilariously godawful, but the lack of new abilities past third level is a real turn off.

No argument about it being hilariously godawful, but also no argument about the fact that it's basically a three-level class.

Also, those prereqs are written in a really fantastically bad way—they really, really should just be proficiencies (which even 3.0 books acknowledged as being a viable non-feat prereq: see Sword and Fist's version of OotBI on pg. 32) rather than feats. Yes, technically the PHB classes that get medium armor proficiency and shield proficiency get them "as bonus feats" (though non-PHB classes that are proficient in those things are out of luck), but even in the PHB, they don't treat being proficient with all martial weapons as having the "Martial Weapon Proficiency" feat over and over.

There's just no end to the sloppy writing in Berserk, now that I really look at it. By RAW, any Berserk who isn't specifically a human doesn't get the movement speed bonus when not in hybrid form, since the movement speed increase specifically applies only to "human and hybrid forms," not "humanoid form and hybrid form" or "normal form and hybrid form." Dwarves, for instance, are out of luck. The beast form ability ended up copying and pasting the ending text from Berserk Fury, since it talks about extra HP going away "when the fury ends." Also, that dwarf Berserk might be able to get the movement speed increase after all, since the Berserk "can always change back to human form." Also, no duration on the shapeshifting, which is kind of interesting—just get to level 3 in the class, and then you can spend the rest of your life as the cachalot whale you always really wanted to be. Even more so than a Druid with enough uses of Wild Shape to last all day, because you don't have to spend any effort re-upping it.

The Berserk's prohibition on using things that require concentration is kind of squishy, too, since it doesn't actually lay out a hard-defined list of what abilities or skills require patience. By RAW, of course, if you have feats or other abilities that make skills always be class skills for you, then you can use those class skills in a fury, because "the only class skills he can't use are Animal Empathy and Wilderness Lore." So take Education and keep making Knowledge rolls while in a frenzy, or take Martial Study (White Raven) and make Diplomacy checks while in a frothing rage. (That isn't especially broken so much as merely goofy.)

Ugh. Weird class. I feel like it's a beacon for rules arguments more than anything else. I'd still gleefully watch that round, but I agree that it's a painfully bad class to actually use, and anything I'm coming up with for using it isn't so much making a playable character as it is making an extended joke about how dumb the rules are. (Though I've certainly submitted builds like that before, of course.)

Heliomance
2016-09-02, 07:14 PM
anything I'm coming up with for using it isn't so much making a playable character as it is making an extended joke about how dumb the rules are. (Though I've certainly submitted builds like that before, of course.)

What is truth?

martixy
2016-09-02, 09:51 PM
So... how come "The builds" section is never filled on the newer rounds?

Inevitability
2016-09-03, 08:49 AM
I've got an idea, now to turn it into a build...

The Viscount
2016-09-03, 12:06 PM
What is truth?

Be careful! You're going to trigger a volley of slightly dangerous arrows!

Unrelated, but out of curiosity, are there any Homebrew competitions down the pipe?

Heliomance
2016-09-03, 02:20 PM
Be careful! You're going to trigger a volley of slightly dangerous arrows!

Unrelated, but out of curiosity, are there any Homebrew competitions down the pipe?

The last homebrew competition died with a whimper. Never got judged. I kinda gave up after that.

Darrin
2016-09-07, 10:19 AM
Think I'm going to be strict on this one - errata is in effect, but the FAQs aren't. Duration does not increase.

I'm having some issues with duration. As per the PHB:

"Effect lasts for 1 hour per druid level, or until she changes back."

Some of the methods I am looking at for gaining Wild Shape can be achieved without taking any druid levels. If I have gained the ability to Wild Shape "as a druid", but I don't actually have any druid levels, then what is the duration of my Wild Shape?

1) 1 hour, as my druid level is zero, and this might appear to be an implied minimum duration.

2) 5 hours, as a druid gets that ability at 5th level.

3) Unlimited duration, as my druid level is zero, and the only other option listed in the text is "until she changes back."

Grim Reader
2016-09-07, 01:09 PM
There are a number of other (deliberately nonspecific) wild shape effects that specifically affect, build on or stack with "Druid levels". Which seem to assume that Druid is the only way to get Wild Shape. Should we assume them all nonworking for non-Druid wildshapes?

ben-zayb
2016-09-07, 05:49 PM
I'm having some issues with duration. As per the PHB:

"Effect lasts for 1 hour per druid level, or until she changes back."

Some of the methods I am looking at for gaining Wild Shape can be achieved without taking any druid levels. If I have gained the ability to Wild Shape "as a druid", but I don't actually have any druid levels, then what is the duration of my Wild Shape?

1) 1 hour, as my druid level is zero, and this might appear to be an implied minimum duration.

2) 5 hours, as a druid gets that ability at 5th level.

3) Unlimited duration, as my druid level is zero, and the only other option listed in the text is "until she changes back."Do note that some Wild Shape still functions with a given " Effective Druid Level", which should help determining a. the ability's duration and B. the baseline HD cap from which MoMF's HD cap is added to

Heliomance
2016-09-08, 03:40 AM
I'm having some issues with duration. As per the PHB:

"Effect lasts for 1 hour per druid level, or until she changes back."

Some of the methods I am looking at for gaining Wild Shape can be achieved without taking any druid levels. If I have gained the ability to Wild Shape "as a druid", but I don't actually have any druid levels, then what is the duration of my Wild Shape?

1) 1 hour, as my druid level is zero, and this might appear to be an implied minimum duration.

2) 5 hours, as a druid gets that ability at 5th level.

3) Unlimited duration, as my druid level is zero, and the only other option listed in the text is "until she changes back."

If you gain it from another class, assume that that class counts as Druid for the relevant numerical values. If you gained it from a template, I imagine it would depend on the exact wording of the template. I don't, offhand, know what other sources of Wild Shape there are.

Amphetryon
2016-09-09, 02:39 PM
Entry is away. I look forward to it being shredded by the judges.

Darrin
2016-09-09, 03:27 PM
Entry is away. I look forward to it being shredded by the judges.

I've got just about everything but the backstory. Not sure if I can get that in by the deadline... I have to go on another cub scout campout thing in an hour.

Inevitability
2016-09-09, 11:15 PM
Is there a judge already? I may step forward: this site needs more people judging.

TerrickTerran
2016-09-10, 08:13 AM
more than one judge is always a good thing for things like these.

Bucky
2016-09-10, 01:35 PM
I think this round points out the need for a slight change to how Originality is judged.

If a build says "I used a new TO trick with this Secret Ingredient to get +100 to Hide and Move Silently and +40 to Slight of Hand by level 10, with Hide in Plain Sight; I can sneak up to higher level adventurers, steal all their stuff and kill them by throwing their own weapons at them from concealment" it might get a 5 in Originality.

If it adds "If I prepare differently I can instead get +100 Slight of Hand and +40 Hide for myself and my familiar, and use Lightning Thief shenanigans to steal the whole battlefield in one turn", it'd probably get knocked down to a 4 because Lightning Thief shenanigans are well known.

So there's an incentive to alter the build to avoid named tricks, even if the changes have no mitigating upside, which does not sit well with me.

Grim Reader
2016-09-11, 11:07 AM
I'm not going to make getting it in tonight, Ive got notepad as m best formatting device here. Hope I can send it tomorrow after work.

Thurbane
2016-09-11, 04:58 PM
Is there a judge already? I may step forward: this site needs more people judging.

I concur - if my upcoming nuptials allow time, I'll try to judge this round.

Kelb_Panthera
2016-09-11, 06:29 PM
I concur - if my upcoming nuptials allow time, I'll try to judge this round.

Congrat's on gettin' hitched. :smallsmile:

Thurbane
2016-09-11, 08:05 PM
Congrat's on gettin' hitched. :smallsmile:

Thanks. :smallsmile:

Inevitability
2016-09-11, 11:56 PM
I concur - if my upcoming nuptials allow time, I'll try to judge this round.

Firstly, congrats on getting married! Secondly, thanks for judging. Let's give those chefs the hardest of times, shall we? :smallamused:

KrimsonNekros
2016-09-12, 11:44 AM
Well I suppose its wait and see what we have now, and how all our chefs perform.

Darrin
2016-09-12, 01:51 PM
I concur - if my upcoming nuptials allow time, I'll try to judge this round.

That one took me awhile... Spouse FIRST, *then* Iron Chef.

Entry submitted. A little late, but before the reveal. I'm looking forward to seeing what sort of optimization-fu the rest of you came up with.

KrimsonNekros
2016-09-12, 02:16 PM
Entry submitted. A little late, but before the reveal. I'm looking forward to seeing what sort of optimization-fu the rest of you came up with.

You aren't the only one. I got my entry finished and in this morning thanks to getting the day off.

Grim Reader
2016-09-12, 04:20 PM
OK, that's away, hope I did it right.

One Step Two
2016-09-12, 05:15 PM
I concur - if my upcoming nuptials allow time, I'll try to judge this round.

Thurbane is gettin' married, congratulations man!

Thurbane
2016-09-12, 07:57 PM
Thanks all for the good wishes.

Heliomance
2016-09-13, 09:21 AM
Y'know, I may just make the contest officially close on Tuesday at this rate. It seems to mostly be when I get round to posting.

At any rate, here we go!

Heliomance
2016-09-13, 09:23 AM
Nope, my creativity's dried up. You don't get witty comments today.



Weohstan
LN Changeling Spirit Shaman 6/Abolisher 4/Master of Many Forms 10
Base Stats: STR 10 DEX 10 CON 12 INT 12 WIS 16 CHA 16
Bonus language from INT: Draconic. Boost CHA every 4th level.

“As I was saying, we revere the natural world in all its forms, Weohstan. That is the clan’s way, and the way of the shapeshifting sub-clan we know as the Masters of Many Forms.”

‘Yes, Elder Onela.’

“Yet, a splinter group arises within that sub-clan. They are intrigued by the unnatural, and ally themselves with forms aberrant to the natural world we know and revere. The Masters of Many Forms teach the usefulness of these unnatural forms, of course, but this splinter group goes too far.”

‘I understand, Elder Onela.’

“You are apprentice to one of the Masters of Many Forms now, are you not?”

‘You know I am, Elder Onela, as you know all that happens in our clan.’

“From that position, it may be possible for you to root out the members of the splinter group. Your native abilities as a changeling may help you in this matter. If you can, it would be a great service to both the clan as a whole and the sub-clan of the Masters of Many Forms if you could exterminate the aberration-focused members of the sub-clan before they become a threat to both clan and countryside.”

‘This seems a worthwhile cause, Elder Onela. I shall undertake it.’

“There are those outside the clan who have made the abolition of the aberrations in this world their sole cause. It may be useful to seek their aid, Weohstan.”

‘I agree, Elder Onela. Their guidance could be very useful, indeed.’



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


1st
Spirit Shaman 1 (CD 20) 1
+0
+2
+0
+2
Concentration 4, Knowledge (Dungeoneering) 2.0, Knowledge (Nature) 4, Listen 2, Spot 2, Survival 4
Track (PHb 94)
spirit guide (Badger), wild empathy, spells


2nd
Spirit Shaman 2
+1
+3
+0
+3
Concentration 5, Knowledge (Nature) 5, Listen 3, Spot 3, Survival 5
-
Chastise spirits, +1 caster level


[td]3rd
Spirit Shaman 3
+2
+3
+1
+3
Concentration 6, Knowledge (Dungeoneering) 3.0, Knowledge(Nature) 6, Survival 6
Alertness (PHb)
detect spirits, +1 caster level


4th
Spirit Shaman 4
+3
+4
+1
+4
Concentration 7, Knowledge (Nature) 7, Listen 4, Spot 4, Survival 7
-
blessing of the spirits, +1 caster level


5th
Spirit Shaman 5
+3
+4
+1
+4
Concentration 8, Knowledge (Dungeoneering) 4.0, Knowledge (Nature) 8, Survival 8
-
follow the guide, +1 caster level


6th
Spirit Shaman 6
+4
+5
+2
+5
Concentration 9, Knowledge (Nature) 9, Listen 5, Spot 5, Survival 9
Endurance (PHb)
ghost warrior, +1 caster level


7th
Abolisher 1
[td]+4/td]
+5
+2
+7
Concentration 10, Knowledge (Dungeoneering) 6, Knowledge (Nature) 10, Survival 10
-
favored enemy (aberrations +2), wild shape 1/day


8th
Master of Many Forms 1
+4
+7
+4
+7
Concentration 11, Knowledge (Nature) 11, Listen 6, Spot 6, Survival 11
-
Shifter’s Speech, Improved Wild Shape (Humanoid)


9th
Master of Many Forms 2
+5
+8
+5
+7
Concentration 12, Knowledge (Nature) 12, Listen 7, Spot 7, Survival 12
Natural Spell
Improved Wild Shape (Giant; Large)


10th
Master of Many Forms 3
+6
+8
+5
+8
Concentration 13, Knowledge (Nature) 13, Listen 8, Spot 8, Survival 13
-
Fast Wild Shape, Improved Wild Shape (Monstrous Humanoid)


11th
Master of Many Forms 4
+7
+9
+6
+8
Concentration 14, Knowledge (Nature) 14, Listen 9, Spot 9, Survival 14
-
Improved Wild Shape (Tiny; Fey)


12th
Master of Many Forms 5
+7
+9
+6
+8
Concentration 15, Knowledge (Nature) 15, Listen 10, Spot 10, Survival 15
Practiced Spellcaster
Improved Wild Shape (Vermin)


13th
Master of Many Forms 6
+8
+10
+7
+9
Concentration 16, Knowledge (Nature) 16, Listen 11, Spot 11, Survival 16
-
Improved Wild Shape (Aberration; Huge)


14th
Master of Many Forms 7
+8
+10
+7
+9
Concentration 17, Knowledge (Nature) 17, Listen 12, Spot 12, Survival 17
-
Extraordinary Wild Shape, Improved WIld Shape (Plant)


15th
Master of Many Forms 8
+9
+11
+8
+9
Concentration 18, Knowledge (Nature) 18, Listen 13, Spot 13, Survival 18
Multiattack
Improved Wild Shape (Ooze; Diminutive)


16th
Master of Many Forms 9
+9
+11
+8
+10
Concentration 19, Knowledge (Nature) 19, Listen 14, Spot 14, Survival 19
-
Improved Wild Shape (Elementals)


17th
Master of Many Forms 10
+10
+12
+9
+10
Concentration 20, Knowledge (Nature) 20, Listen 15, Spot 15, Survival 20
-
Evershifting Form, Improved Wild Shape (Dragon; Gargantuan)


18th
Abolisher 2
+11
+12
+9
+12
Concentration 21, Knowledge (Dungeoneering) 6, Knowledge (Nature) 21, Survival 21
Snatch
Winds of Nature’s Grace, +1 level of existing caster class


19th
Abolisher 3
+12
+13
+10
+12
Concentration 22, Knowledge (Dungeoneering) 8, Knowledge (Nature) 22, Survival 22
-
Pierce Aberrant Defense +1, +1 level of existing caster class


20th
Abolisher 4
+13
+13
+10
+13
Concentration 23, Knowledge (Dungeoneering) 10, Knowledge (Nature) 23, Survival 23
-
Favored Enemy (Aberrations +4), Wild Shape +2/Day, +1 level of existing caster class



Spells per Day/Spells Known
Spells per Day/Spells Known


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


18th
3
3+1
2+1
1+1
1
-
-
-
-
-


19th
3
3+1
2+1
2+1
1
-
-
-
-
-


20th
3
3+1
3+1
2+1
1
1
-
-
-
-



“Typical” below indicates spells Weohstan would choose without information specific to the party’s needs in a given day. These needs are naturally subject to change in an actual campaign, but general playstyle choices are reflected below. Spells are listed in order of preference, and in the SRD unless otherwise noted.

Typical 0-level spell choices are Flare, Guidance, and Detect Poison.

Typical 1st-level spell choices are Entangle, Calm Animals, Lesser Vigor (SpC 229), and Endure Elements.

Typical 2nd-level spell choices are Animalistic Power (PHb2 101), Barkskin, Mass Snake’s Swiftness (SpC 193), and Splinterbolt (SpC 203).

Typical 3rd-level spell choices are Primal Instinct (DrM 72), Blindsight (SpC 32), Haboob (Sand 117), and Stone Shape.

Typical 4th-level spell choice is Freedom of Movement. In the highly probable case that Weohstan gets a WIS-boosting item, Scrying is next on the list, but ICitP discourages reliance on items.

Typical 5th-level spell choice is Baleful Polymorph, with Control Winds waiting in the wings for that WIS-boosting item.


Weohstan starts his adventuring career quietly. With average STR and DEX, his strategy in a fight relies on battlefield control via Entangle to assist his allies, then rely on his crossbow to keep him from melee, where his heavy mace has to suffice. Out of combat, he has the mental stats, feat, and skills to be the party’s scout. Wild Empathy lets him deal with some encounters in the wild without spells or combat. His native abilities as a Changeling allow him to function in these roles in urban areas, too. The badger is a flavor choice that represents the ideals he holds most important, as it has no mechanical impact.
As Weohstan gains levels, his INT score and intended choices in prestige classes conspire to force him to alternate between improving his Spot/Listen skills and his Knowledge (Dungeoneering) skill. Luckily, Spirit Shaman provides nice incentives, including full casting, for sticking with it as he fulfills the feat/skill requirements for his future prestige classes.
At 2nd level, he gains Chastise Spirits as a way to deal with Fey and others the class defines as ‘spirits.’

At 3rd level, Detect Spirits gets added to the arsenal to make Chastise Spirits more effective. He also selects Alertness as his 3rd level feat, fulfilling one of his prerequisites while improving on the most commonly rolled skills in the game. Access to 2nd level spells lets him improve his own offense or defense, or grant all his allies an extra attack, or gain a powerful ranged attack, among many other options.

4th level gets Weohstan Blessing of the Spirits, a nearly free, always-on Protection from Spirits effect.

At 5th level, Weohstan’s ‘flavorful’ spirit guide starts having actual in-game impact, thanks to Follow the Guide providing a reroll on a failed saving throw versus an Enchantment spell or effect. He’s got good Fort and Will saves from Spirit Shaman, boosted by a decent CON and very good WIS, and access to up to 3rd level spells to more than make up for less than full BAB. He’s a valuable team member in a variety of situations, with the ability to tailor his usefulness to the situation thanks to his spells and his Changeling abilities.
At 6th level, Weohstan gains one of the nicer benefits of Spirit Shaman with Ghost Warrior, allowing him to imbue any weapon he holds with the Ghost Touch ability and also using normal AC, rather than touch AC, versus touch attacks from incorporeal enemies. He also picks up another unsexy feat, Endurance, fulfilling the last of his feat prerequisites for his prestige classes.

When he reaches 7th level, he finally has the skill ranks necessary to enter Abolisher. This lets him better fulfill his backstory pledge to Elder Onela by giving him an untyped +2 Favored Enemy bonus on a suite of skills against Aberrations, along with a matching damage boost. Pair that with Spirit Shaman’s abilities against Fey, and Weohstan avoids getting too narrowly focused on which enemies he combats well. More importantly, he gains a 1/day limited Wild Shape ability. Though costing him a caster level and restricted at this point to Medium Animals, that ‘restriction’ can get him all sorts of new abilities, including but not restricted to: a Burrow speed (Dire Badger), a Fly speed (Desmodu Hunting Bat or Dire Hawk), or Pounce + Rake (Leopard or Fleshraker Dinosaur). This gives him some real options for wading into the fray, rather than just trying to support and survive in combat. This also checks off the last prerequisite before Weohstan can enter Master of Many Forms. As a Changeling, he take the form of one thing, while appearing as an entirely separate thing, making it harder for enemies to accurately target his vulnerabilities.

This entry path means that 8th level is the earliest Weohstan can get into Master of Many Forms. Naturally, he does so, knowing full well that he’s putting off any further casting levels. This gives him Shifter’s Speech to allow him to converse with those that share his present form, and the ability to pronounce verbal components to spells while Wild Shaped. He also expands his Wild Shape abilities to include Humanoids. In addition to the additional combat options this opens up - better STR/DEX to use with magic weapons, and , eventually, EX abilities like Spring Attack via Varag, 3d6 Sneak Attack via Dark Stalker, or Multiattack via Tren, to name a few - this pairs with his Changeling abilities to give him a decent chance to impersonate individuals, rather than just generic members of a given Humanoid race. He won’t necessarily be great at it, but the additional option increases the ways he can viably interact with the world and help his party. Access to spells or items that improve his Bluff check will make this even better. The good REF save that comes with MoMF means that his base saves start to even out from this point, too.

At 9th level, Weohstan gets access to the Giant type and Large Humanoids, Giants, and Animals as options for Wild Shape. That means Cave Troll (Rend), Cave T-Rex (Swallow Whole + Acid), and Desmodu Guard Bat (for Wounding attacks and a Fly speed) are viable options, to name a few. The Animal forms should be easy for him to know thanks to his Knowledge (Nature) ranks. In cheese-tolerant campaigns, Least Dusk Giant could let Weohstan’s power grow exponentially, particularly given the HD cap he otherwise labors under. He takes Natural Spell at this level, so that his spell casting is unimpeded regardless of whether his present form has opposable thumbs.

Access to Monstrous Humanoid forms at 10th level opens up Green Hag, Gulgar, and Phthisic as viable options for Wild Shape, to name a few. Fast Wild Shape means he can Wild Shape and attack in the same round.
At 11th level, Weohstan can take the shape of a Fey - against which he has decent offensive and defensive tools - or a Tiny Animal/Humanoid/Monstrous Humanoid. The Tiny forms add to his good abilities as a scout, while Fey forms give him options like Bisan (a good touch attack coupled with SR). Curiously, his path to this point appears to restrict him from ever accessing Small forms, eliminating options like the Bog Imp.

12th level gets Weohstan another feat, which he uses for Practiced Spellcaster in order soften the impact of his caster level loss. It also opens up access to Vermin forms, such as the Knell Beetle or Sword Spider.

At 13th level, Weohstan can Wild Shape into the form most coveted by those he hunts: Aberrations, as well as Huge forms. That means the Chuul, the Darkweaver, and the Deathkiss Beholder are available combat/utility forms, as are the Allosaurus and the Phaerimm.

With his next level increase, at 14th, Weohstan hits Master of Many Forms 7, gaining the Extraordinary abilities of the forms he is able to access; many of these are already listed, above. He also gains the Plant type as an option for Wild Shape. Gulgahydra, Darktentacles, Greater Doppleganger, and Shambling Mound become great options at this point, depending on the campaign; the latter two options open up some well-known ‘cheesy optimization tricks’ that may be too strong in some campaigns, while being almost necessary in others. Note that the Greater Doppleganger trick would require an additional Feat.

15th level is also Master of Many Forms level 8 for Weohstan. That gives him access to Ooze forms. The best of these might well be the Arcane Ooze, with its magic immunity, though some campaign environments might better reward the Brine Ooze or Dissolution Ooze. Weohstan also gets a feat at this level, choosing Multiattack so that he keeps that ability in forms that don’t have it naturally.
16th level opens up the option of Elementals for Weohstan’s Wild Shape. These are fairly good defensive forms with some additional benefits. For example, Crysmal comes with a solid Appraise bonus, and Earth Elemental gives the Earth Glide ability for scouting ahead without using up the party’s spell resources. When stealth in an enclosure is at a premium, Weohstan can instead now choose a Diminutive form, pretending to be a Toad familiar, for example.

Weohstan chose to finish Master of Many Forms in a straight shot, so 17th level is the last level of MoMF. Here he gains access to Dragon forms. Great options for Weohstan include the Ibrandlin, with its Pin ability that is not dependent on a grapple, and the Shadow Dragon for its immunity to energy drain. He also gets all the benefits of the Shapechanger subtype, with its immunities to unwanted Transmutation effects and negative effects of aging.

At 18th level, Weohstan heads back into Abolisher, because more spellcasting is always a good choice, and because it helps the rest of his general strategy so much. 4th level spells may be behind the curve by this point, but they are a welcome additional tool for Weohstan. Winds of Nature’s Grace boosts all of his saves against Aberrations, particularly in Wild Shape forms of Animals, Elementals, or Plants with his focus on improving CHA to boost spell DCs and, passively, his social skills. Weohstan has had access to Huge forms for a while now, so the Snatch feat gives him a powerful offensive weapon to use in those forms.

Most of Weohstan’s primary spell choices do not interact with an Aberration’s SR, but Spirit Shaman 3, gained at 19th level, gives him a boost in dealing with SR for those spells that need it against Aberrations, with Pierce Aberrant Defense.

With his 20th character level, Weohstan takes Abolisher 4 for more spellcasting - one or more 5th-level spell per day - another use per day of Wild Shape, and an additional +2 for all of his Favored Enemy (Aberration) list. The usefulness of 5th level spells is obvious. An extra daily use per day of Wild Shape gives Weohstan more flexibility to deal with the unexpected in his daily adventures. That additional +2 on Bluff, Listen, Sense Motive, Spot, and Survival checks, as well as damage, against Aberrations can potentially tip the scales in his party’s favor given an Aberration final boss. His Spirit Shaman and MoMF abilities give him ample options against the other monster types, as well.

Given his choice of magical equipment, Weohstan will take items that boost WIS and CHA, as many Wilding Clasps as he has magic items, a Monk’s Belt, and a Wildshape Amulet. If the nature of the campaign means he spends a lot of time in a form with thumbs, a +1 Collision Heavy Mace is at least worth considering. He will also stock up on magical storage space, and such wands/potions/metamagic rods as he can.

If allowed Flaws, Weohstan takes Shaky and Vulnerable in order to get the feats Scent and Frozen Wild Shape, shuffling those prerequisite feats to 1st level.

SRD: Alertness, Endurance, Multiattack, Scent, Snatch, Track, most spells listed, monsters

Complete Divine: Spirit Shaman (p14), Practiced Spellcaster (p82)

Lords of Madness: Abolisher (p182)

Complete Adventurer: Master of Many Forms (p58)

Spells for Spirit Shaman and monsters for Wild Shape can pulled from many sources. Those listed include: the SRD, Player's Handbook 2, Monster Manuals 2-4, Sandstorm, Spell Compendium, Heroes of Horror, Oriental Adventures, Monsters of Faerun, Draconomicon, Dragon Magic, Lords of Madness and Magic of Incarnum.

Heliomance
2016-09-13, 09:24 AM
There's a spyder in the house


Whod'at Agin

Human Urban Wildshape Ranger 5/Master of Many Forms 2/Zhentarim Spy 1/Master of Many Forms +8/ZS +4

Neutral Evil


Str 08
Con 10
Dex 08
Int 18
Wis 12
Cha 16

4th: Int ... 8th: Int ... 12th: Cha ... 16th: Cha ... 20th: Int





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


1st
(Urban) (Wildshape) Ranger 1
+1
+2
+2
+0

2 Autohypnosis
2 Bluff
4 Concentration
2 Craft: Locksmithing
2 Diplomacy
2 Disguise
2 Forgery
4 Gather Info
4 K: Local
4 Listen
2 Open Lock
2 Profession: Accountant
4 Search
4 Sense Motive
4 Spot

1st: Master Linguist; H: Able Learner; B: Urban Tracking
Fast Movement; Rival Organization: A(+2); Voice of the City


2nd
(Urban) (Wildshape) Ranger 2
+2
+3
+3
+0

2 Autohypnosis
2 Bluff
5 Concentration
2 Craft: Locksmithing
2 Diplomacy
2 Disguise
2 Forgery
5 Gather Info
5 K: Local
5 Listen
2 Open Lock
2 Profession: Accountant
2 Profession: Security Consultant
5 Search
5 Sense Motive
5 Spot
2 Skill Trick: Listen To This

--
--


3rd
(Urban) (Wildshape) Ranger 3
+3
+3
+3
+1

3 Autohypnosis
3 Bluff
5 Concentration
2 Craft: Locksmithing
3 Diplomacy
3 Disguise
3 Forgery
6 Gather Info
5 K: Local
6 Listen
3 Open Lock
2 Profession: Accountant
2 Profession: Security Consultant
6 Search
6 Sense Motive
6 Spot
2 Skill Trick: Listen To This

3rd: Alertness; B: Endurance
--


4th
(Urban) (Wildshape) Ranger 4
+4
+4
+4
+1

3 Autohypnosis
3 Bluff
5 Concentration
2 Craft: Locksmithing
3 Diplomacy
3 Disguise
3 Forgery
7 Gather Info
5 K: Local
7 Listen
3 Open Lock
2 Profession: Accountant
2 Profession: Security Consultant
2 Profession: Translator
7 Search
7 Sense Motive
3 Sleight of Hand
1 SL: Buommi
7 Spot
2 Skill Trick: Listen To This

--
Urban Companion


5th
(Urban) (Wildshape) Ranger 5
+5
+4
+4
+1

4 Autohypnosis
4 Bluff
5 Concentration
2 Craft: Locksmithing
4 Diplomacy
4 Disguise
4 Forgery
8 Gather Info
5 K: Local
8 Listen
4 Open Lock
2 Profession: Accountant
2 Profession: Security Consultant
2 Profession: Translator
8 Search
8 Sense Motive
3 Sleight of Hand
1 SL: Buommi
8 Spot
2 Skill Trick: Listen To This

--
Rival Organization: A(+4), B(+2); Wild Shape 1/day


6th
Master of Many Forms 1
+5
+6
+6
+1

4 Autohypnosis
4 Bluff
5 Concentration
2 Craft: Locksmithing
4 Diplomacy
8 Disguise
4 Forgery
9 Gather Info
5 K: Local
9 Listen
4 Open Lock
2 Profession: Accountant
2 Profession: Security Consultant
2 Profession: Translator
9 Search
9 Sense Motive
3 Sleight of Hand
1 SL: Buommi
9 Spot
2 Skill Trick: Listen To This

6th: Deceitful
Shifter's Speech; Improved Wild Shape (Humanoid)


7th
Master of Many Forms 2
+6/1
+7
+7
+1

4 Autohypnosis
5 Bluff
5 Concentration
2 Craft: Locksmithing
4 Diplomacy
10 Disguise
5 Forgery
10 Gather Info
5 K: Local
10 Listen
4 Open Lock
2 Profession: Accountant
2 Profession: Security Consultant
2 Profession: Translator
10 Search
10 Sense Motive
3 Sleight of Hand
1 SL: Buommi
10 Spot
2 Skill Trick: Listen To This

--
Improved Wild Shape (giant; Large)


8th
Zhentarim Spy 1
+6/1
+7
+9
+3

4 Autohypnosis
10 Bluff
5 Concentration
2 Craft: Locksmithing
5 Diplomacy
11 Disguise
5 Forgery
11 Gather Info
5 K: Local
11 Listen
4 Open Lock
2 Profession: Accountant
2 Profession: Security Consultant
2 Profession: Translator
11 Search
11 Sense Motive
3 Sleight of Hand
1 SL: Buommi
11 Spot
2 Skill Trick: Listen To This

--
Cover Identity


9th
Master of Many Forms 3
+7/2
+7
+9
+4

5 Autohypnosis
12 Bluff
5 Concentration
2 Craft: Locksmithing
5 Diplomacy
12 Disguise
5 Forgery
12 Gather Info
5 K: Local
12 Listen
4 Open Lock
2 Profession: Accountant
2 Profession: Security Consultant
2 Profession: Translator
12 Search
12 Sense Motive
3 Sleight of Hand
1 SL: Buommi
12 Spot
2 Skill Trick: Listen To This

9th: Keen-Eared Scout
Fast Wild Shape; Improved Wild Shape (monstrous humanoid)


10th
Master of Many Forms 4
+8/3
+8
+10
+4

6 Autohypnosis
13 Bluff
5 Concentration
2 Craft: Locksmithing
5 Diplomacy
13 Disguise
5 Forgery
13 Gather Info
5 K: Local
13 Listen
6 Open Lock
2 Profession: Accountant
2 Profession: Security Consultant
2 Profession: Translator
13 Search
13 Sense Motive
3 Sleight of Hand
1 SL: Buommi
13 Spot
2 Skill Trick: Listen To This

--
Improved Wild Shape (fey; Tiny)


11th
Master of Many Forms 5
+8/3
+8
+10
+4

7 Autohypnosis
14 Bluff
5 Concentration
2 Craft: Locksmithing
5 Diplomacy
14 Disguise
5 Forgery
14 Gather Info
5 K: Local
14 Listen
8 Open Lock
2 Profession: Accountant
2 Profession: Security Consultant
2 Profession: Translator
14 Search
14 Sense Motive
3 Sleight of Hand
1 SL: Buommi
14 Spot
2 Skill Trick: Listen To This

--
Improved Wild Shape (vermin)


12th
Master of Many Forms 6
+9/4
+9
+11
+5

7 Autohypnosis
15 Bluff
5 Concentration
2 Craft: Locksmithing
5 Diplomacy
15 Disguise
5 Forgery
15 Gather Info
5 K: Local
15 Listen
11 Open Lock
2 Profession: Accountant
2 Profession: Security Consultant
2 Profession: Translator
15 Search
15 Sense Motive
3 Sleight of Hand
1 SL: Buommi
15 Spot
2 Skill Trick: Listen To This

12th: Quick Reconnoiter
Improved Wild Shape (aberration; Huge)


13th
Master of Many Forms 7
+10/5
+9
+11
+5

8 Autohypnosis
16 Bluff
5 Concentration
2 Craft: Locksmithing
5 Diplomacy
16 Disguise
5 Forgery
16 Gather Info
5 K: Local
16 Listen
11 Open Lock
2 Profession: Accountant
2 Profession: Security Consultant
2 Profession: Translator
2 Profession: Doctor
16 Search
16 Sense Motive
3 Sleight of Hand
1 SL: Buommi
16 Spot
2 Skill Trick: Listen To This

--
Extraordinary Wild Shape; Improved Wild Shape (plant)


14th
Master of Many Forms 8
+11/6/1
+10
+12
+5

8 Autohypnosis
17 Bluff
5 Concentration
2 Craft: Locksmithing
5 Diplomacy
17 Disguise
5 Forgery
17 Gather Info
5 K: Local
17 Listen
11 Open Lock
2 Profession: Accountant
2 Profession: Security Consultant
2 Profession: Translator
2 Profession: Doctor
17 Search
17 Sense Motive
3 Sleight of Hand
1 SL: Buommi
17 Spot
2 Skill Trick: Listen To This

--
Improved Wild Shape (ooze; Diminutive)


15th
Master of Many Forms 9
+11/6/1
+10
+12
+6

9 Autohypnosis
18 Bluff
5 Concentration
2 Craft: Locksmithing
5 Diplomacy
18 Disguise
5 Forgery
18 Gather Info
5 K: Local
18 Listen
11 Open Lock
2 Profession: Accountant
2 Profession: Security Consultant
2 Profession: Translator
2 Profession: Doctor
18 Search
18 Sense Motive
3 Sleight of Hand
1 SL: Buommi
18 Spot
2 Skill Trick: Listen To This
2 Skill Trick: Second Impression

15th: Jack Of All Trades
Improved Wild Shape (elemental)


16th
Master of Many Forms 10
+12/7/2
+11
+13
+6

9 Autohypnosis
19 Bluff
5 Concentration
2 Craft: Locksmithing
5 Diplomacy
19 Disguise
5 Forgery
19 Gather Info
5 K: Local
19 Listen
11 Open Lock
2 Profession: Accountant
2 Profession: Security Consultant
2 Profession: Translator
2 Profession: Doctor
19 Search
19 Sense Motive
4 Sleight of Hand
1 SL: Buommi
19 Spot
2 Skill Trick: Assume Quirk
2 Skill Trick: Listen To This
2 Skill Trick: Second Impression

--
Evershifting Form; Improved Wild Shape (dragon; Gargantuan)


17th
Zhentarim Spy 2
+13/8/3
+11
+14
+7

10 Autohypnosis
20 Bluff
5 Concentration
2 Craft: Locksmithing
5 Diplomacy
20 Disguise
5 Forgery
20 Gather Info
5 K: Local
20 Listen
11 Open Lock
2 Profession: Accountant
2 Profession: Security Consultant
2 Profession: Translator
2 Profession: Doctor
20 Search
20 Sense Motive
8 Sleight of Hand
1 SL: Buommi
20 Spot
2 Skill Trick: Assume Quirk
2 Skill Trick: Listen To This
2 Skill Trick: Second Impression

--
Sneak Attack +1d6; Undetectable Alignment


18th
Zhentarim Spy 3
+14/9/4
+12
+14
+7

10 Autohypnosis
21 Bluff
5 Concentration
2 Craft: Locksmithing
5 Diplomacy
21 Disguise
5 Forgery
21 Gather Info
5 K: Local
21 Listen
11 Open Lock
2 Profession: Accountant
2 Profession: Security Consultant
2 Profession: Translator
2 Profession: Doctor
21 Search
21 Sense Motive
13 Sleight of Hand
1 SL: Buommi
21 Spot
2 Skill Trick: Assume Quirk
2 Skill Trick: Listen To This
2 Skill Trick: Second Impression

18th: Improved Initiative
Poison Use; Unlikely Cover


19th
Zhentarim Spy 4
+15/10/5
+12
+15
+8

11 Autohypnosis
22 Bluff
5 Concentration
2 Craft: Locksmithing
5 Diplomacy
22 Disguise
5 Forgery
22 Gather Info
5 K: Local
22 Listen
11 Open Lock
2 Profession: Accountant
2 Profession: Security Consultant
2 Profession: Translator
2 Profession: Doctor
22 Search
22 Sense Motive
17 Sleight of Hand
1 SL: Buommi
22 Spot
2 Skill Trick: Assume Quirk
2 Skill Trick: Listen To This
2 Skill Trick: Second Impression

--
Slippery Mind; Sneak Attack +2d6


20th
Zhentarim Spy 5
+15/10/5
+12
+15
+8

11 Autohypnosis
23 Bluff
5 Concentration
2 Craft: Locksmithing
5 Diplomacy
23 Disguise
5 Forgery
23 Gather Info
5 K: Local
23 Listen
11 Open Lock
2 Profession: Accountant
2 Profession: Security Consultant
2 Profession: Translator
2 Profession: Doctor
23 Search
23 Sense Motive
22 Sleight of Hand
1 SL: Buommi
23 Spot
2 Skill Trick: Assume Quirk
2 Skill Trick: Listen To This
2 Skill Trick: Second Impression

--
Deep Cover





At fourth level and beyond, Agin has 1 1st level spell. He uses the Ranger spell list, but do note the changes from the Urban Ranger ACF. As usual with characters with spell lists, remember he does have access to wand use (and other such trigger items).



What kinds of organizations are active in the world?
At first and fifth levels, Agin gains a Rival Oragnization. Knowing who is active in the world will help determine which organizations to rival.

Which languages are open and available?
By taking the Master Linguist feat at first level (and with a high starting Intelligence modifier), Agin has access to a plethora of languages. Knowing which are most used in the world you'll be playing in should be a factor in deciding which to learn when. (Also, knowing which are obscure should be a factor!)
While we're on the subject, Agin's Urban Companion can use his skill ranks. Master Linguist grants one language per level as though a skill rank were spent in learning it. Does this allow the Companion to use these languages? Probably not. But one language was learned with skill ranks: Buommi. It's a language without words, just songs and inflections. Can an owl use it? Can a hawk? How about a snake? A toad? Surely, a raven would be able to. Consult the DM before choosing a Companion best suited for your game.



Early on, Agin sets himself up to be a spy. He's not going to be the brash fighter bashing down the front door of a castle. He's not going to be the magic user, teleporting inside. He's not going to be the thief, quietly sneaking through the shadows to sneak through an open window.
Nope, he's simply going to walk up to the front gates, knock, introduce himself (or some version of himself), and ask to be invited inside. Whether he's pretending to be a tax collector coming to comb through the organization's records for accuracy or a consultant beefing up security before that diamond goes on display to the public or a professor of linguistics called in to translate during the top secret, hush-hush meeting between dignitaries of far away lands or the private doctor in to see the Lord of the Manor or the locksmith here to upgrade that safe in the church's basement or.... He'll casually stroll through the front door, chit-chat idly as he's escorted straight to the mcguffin, and walk out again a few hours later (pockets slightly heavier than when he entered).

And thanks to Master of Many Forms, he can do it anywhere, as anything! Pick a city in the world and he can fit in. Halfling villiage? No problem. Goliath town? He can do that. Dwarven kingdom, elven empire, raptoran sky-city? Check, check, check. Treant grove? Yup. Dragon lair? Sure. He's no mere "master of a form"; he's the Master of Many Forms!

A few things to consider:
Wildshape into whatever, then use the disguise skill. You can pick up the abilities of, say, a troll, and then disguise yourself as a half-giant or a goliath. True-seeing won't stop your skills.

Likewise, wildshape to a form that gains strengths/weaknesses and disguise yourself to confuse enemies. Shape into a red dragon, then disguise yourself as white. Laugh while enemies keep fireballing you.

You don't always need to steal the secret documents. Autohypnosis lets you memorize writings/drawings. Agin can auto-succeed at level 15 (with a bit of help from his Companion.)

The Keen-eared Scout feat (level 9) can be helpful in finding the mcguffin. Shhh... Listen... Can you hear that? That guy over there is carrying the secret documents in the inside breast pocket of his dinner jacket. Now, just go talk him into handing them over (you know, for security reasons. -Wink-)



Unearthed Arcana: Urabn Ranger ACF; Wilderness Ranger ACF
Expanded Psionics Handbook: Autohypnosis skill
Races of Eberron: Master Linguist feat
Races of Destiny: Able Learner feat
Cityscape: Urban Tracking feat
Urban Class Features (http://archive.wizards.com/default.asp?x=dnd/we/20070228a): Rival Organization; Urban Companion; Urban Tracker; Voice of the City
Complete Scoundrel: Skill Tricks
Player's Guide to Faerun: Zhentarim Spy
Player's Handbook II: Keen Eared Scout feat
Dungeonscape: Quick Reconnoiter feat
Complete Adventurer: Jack of All Trades feat

Heliomance
2016-09-13, 09:25 AM
I kinda want to make some joke about Private Eyes and being able to turn into a Beholder or something?


Silus White - Private eye
LN Changling Ranger* 5 /Master of Many Forms 10 /Chameleon 5

I knew this dwarf was trouble the moment she walked into my office. Everything about her screamed money, she wore a commoners clothes but it fit her too well, the best linens and wool money could buy, hand tailored, and too new. The real give away was all in the way that she walked. Even the way she opened the door, it was like a Swordtooth Titan stepping on the plains, not thinking for a second that any damn thing could challenge her. Filling my glass with more Frostmantle Fire, I take a long drink while I listen to her story, my faithful hound Garret slept in the corner, his tail wagging slowly without a care in the world. Her kid sister was missing, lured away by some cult she said, her tone hinting at the Blood of Vol was behind it. Damn those Chroniclers, a couple of run-ins with the vol-suckers go public, and every lie ridden sob-story mentions them just out of hand. I should Send a message to their editor, but there's never enough curses to satisfy me in twenty-five words.

I cut her story off when I have enough of the details, asking her the most important question, "I charge five gold per day, plus expenses incurred, including bribes and inn rates for stakeouts, all paid out whether I find your sister alive or dead. Can you afford my rates?" I ask bluntly, and after a short pause, "And twenty platinum upfront for complete secrecy." I add, a hint of sarcasm as I finish my drink. Of course the moment the coin purse hits my desk, all I taste is ashes in my mouth. There was more than fifty platinum laying before me, and all the trouble in Sharn.

Alternate class Features and Base Attributes:
Alternate Class features:
Urban Ranger, Unearthed Arcana PG.50; Wild Shape Ranger, Unearthed Arcana PG.58

Starting Attributes*
STR: 8 (0 pts)
DEX: 8 (0 pts)
CON: 12 (4 pts)
INT: 18 (16 pts)
WIS: 14 (6 pts)
CHA: 14 (6 pts)

At levels 4 and 8, add +1 Intelligence, at levels 12 and 16, +1 to wisdom, and +1 to charisma at 20
*See optional seasonings


The build:



Level1
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features


1st
Urban Ranger 1
+1
+2
+2
+0
Bluff 2, Decipher Script 1, Diplomacy 2, Disguise 2, Forgery 1, Gather Information 4, Hide 4, Know (local) 4, Know (nobility) 2, Listen 2, Move silently 4, Open Lock 1, Search 4, Sense Motive 4, Spot 3

Able Learner
1st Favoured Enemy Organization (The Blood of Vol), Urban Tracking, Wild Empathy (1/2 ranger levels counted due to Urban Ranger), Fast Movement


2nd
Urban Ranger 2
+2
+3
+3
+0
Gather Information +1(5), Hide +1(5), Know (local) +1(5), Listen +1(3), Move Silently +1(5), Search +1(5), Sense Motive +1(5), Spellcraft 1, Spot +1(4), Survival 1
-
-


3rd
Urban Ranger 3
+3
+3
+3
+1
Bluff +1(3), Diplomacy +1(3), Disguise +1(3), Gather information +1(6), Hide +1(6), Know (Nobility) +1(3), Listen +1(4), Move Silently +1(6), Search +1(6), Sense Motive +1(6)
Endurance(ranger bonus), Alertness
-


4th
Urban Ranger 4
+4
+4
+4
+1
Gather information +1(7), Handle Animal 1, Hide +1(7), Know (Nature) 1, Listen +1(5), Move silently +1(7), Search +1(7), Sense Motive +1(7), Spot +1(5), Survival +1(2),
Combat Expertise**(See optional seasonings)
Animal Companion (Wolf)


5th
Urban Ranger 5
+5
+4
+4
+1
Bluff +1(4), Diplomacy +1(4), Disguise +1(4), Gather information +1(8), Hide +1(8), Know (Nature) +1(2), Open Lock +1(2), Search +1(8), Sense Motive +1(8), Spot +1(6),
-
2nd Favoured Enemy Organization (Cult of the Dragon Below), Wild shape


6th
Master of Many Forms 1
+5
+6
+6
+1
Diplomacy +1(5), Disguise +1(5), Gather information +1(9), Move Silently +1(8), Search +1(9), Spellcraft +1(2), Spot +1(6), Survival +1(3)
Investigate
Shifter's Speech, Improved Wild shape (Humanoid)


7th
Master of Many Forms 2
+6
+7
+7
+1
Bluff +1(5), Diplomacy +1(6), Disguise +1(6), Gather information +1(10), Hide +1(9), Know (Nobility) +1(4), Listen+1(6), Survival +1(4)
-
Improved wild shape (giant; Large)


8th
Master of Many Forms 3
+7
+7
+7
+2
Diplomacy +2(8), Disguise +1(7), Gather information +1(11), Handle Animal +1(2), Hide +1(10), Know (Nature) +1(3), Search +1(10), Sense Motive +1(9),
-
Fast wild shape, improved wild shape (monstrous humanoid)


9th
Master of Many Forms 4
+8
+8
+8
+2
Bluff +1(6), Disguise +1(8), Gather Information +1(12), Know (Nobility) +1(5), Move Silently +1(9), Search +1(11), Sense motive +1(10), Spellcraft +1(3), Survival +1(5),
Master Manipulator
Improved wild shape(fey; Tiny)


10th
Master of Many Forms 5
+8
+8
+8
+2
Diplomacy +1(9), Disguise +1(9), Gather Information +1(13), Hide +1(11), Know (Nature) +1(4), Listen +1(7), Move Silently +1(10), Search +1(12), Spellcraft +1(4)
-
Improved wild shape(vermin)


11th
Master of Many Forms 6
+9
+9
+9
+3
Bluff +1(7), Diplomacy +1(10), Disable Device 1, Gather information +1(14), Hide +1(12), Move Silently +1(11), Search +2(14), Sense Motive +1(11)
-
Improved wild shape(abberation; Huge)


12th
Master of Many Forms 7
+10
+10
+10
+3
Diplomacy +1(11), Gather information +1(15), Hide +1(13), Listen +1(8), Move Silently, +1(12), Search +1(15), Sense Motive +2(13), Spot +1(8)
Darkstalker
Extraordinary wild shape, improved wild shape(plant)


13th
Master of Many Forms 8
+11
+11
+11
+3
Bluff +1(8), Diplomancy +1(12), Disguise +1(10), Gather Information +1(16) Know (Nature) +1(5), Listen +1(9), Move silently +1(13), Search +1(16), Use Magic Device 1
-
Improved wild shape (ooze; Diminutive)


14th
Chameleon 1
+11
+11
+11
+3
Bluff +2(10), Diplomacy +1(13), Disguise +1(11), Gather Information +1(17), Listen +1(10), Search +1(17), Sleight of Hand 1, Spot +1(9)
-
Aptitude Focus 1/day (+2)


15th
Chameleon 2
+12
+11
+11
+3
Gather Information +1(18), Hide +1(14), Know (the plantes) 2, Listen +1(11), Move Silently +1(14), Search +1(18), Spot +2(11)
Natural Spell
Bonus Feat


16th
Chameleon 3
+13
+12
+12
+4
Bluff +1(11), Diplomacy +1(14), Disguise +1(12), Gather Information +1(19), Search +1(19), Sense Motive +3(16), Use Magic Device +1(2)
-
Mimic Class Feature 1/day


17th
Chameleon 4
+14
+12
+12
+4
Bluff +1(12), Diplomacy +1(15), Gather Infromation +1(20), Listen +1(12), Search +1(20), Sense Motive +1(17), Spellcraft +1(5), Spot +2(13)
-
Ability Boon +2


18th
Chameleon 5
+14
+12
+12
+4
Bluff +1(13), Diplomacy +1(16), Disguise +1(13), Gather Information +1(21), Hide +1(15), Listen +1(13), Search +1(21), Sense Motive +1(18), Spot +1(14),
Boar's Ferocity [Wild]
Aptitude Focus 2/day (+4)


19th
Master of Many Forms 9
+14
+12
+12
+5
Bluff +1(14), Diplomacy +1(17), Disguise +1(14), Gather Information +1(22), Listen +1(14), Move Silently +1(15), Search +1(22), Sense Motive +1(19), Spot +1(15)
-
Improved wild shape (elemental)


20th
Master of Many Forms 10
+15
+13
+13
+5
Bluff +1(15), Diplomacy +1(18), Disguise +1(15), Gather Information +1(23), Listen +1(15), Open Lock +1(3), Search +1(23), Sense Motive +1(20), Use Magic Device +1(3)
-
Evershifting Form, Improved wild shape (dragon; Gargantuan)




Chameleon Spellcasting
Spells per Day



Level
0lvl
1st
2nd
3rd
4th


1st
4
2
0
-
-


2nd
4
3
1
-
-


3rd
4
3
2
0
-


4th
4
4
3
1
-


5th
4
4
3
2
0

[/tr]
[tr]



Optional Seasonings:
*Playing Silus as a cynical Middle-Aged man works as a good role playing opportunity, and a slightly more optimized to boot. Using the stat array of Str 8, Dex 9, Con 15, Int 17, Wis 13, Cha 13, Wis 13 with the Middle-age penalties and bonuses to stats Becoming Str 7, Dex 8, Con 14, Int 18, Wis 14, Cha 14, gives him a slight HP bump.

**Due to the very small amount of Ranger Casting, the Champion of the Wild ACF from Complete champion can be used, losing any spells known as a ranger to pick up the Combat expertise feat to better make use of the Chameleon Bonus Feat class feature to access such feats as Improved trip and Improved Disarm.

If flaws suit your taste, picking up one or two to grab Jack of All Trades to help really sell Silus as the every-man, as well as the Quick Change feat for Changelings to allow him to disguise himself within 1 round along with wildshape


Playing Silus
At Levels 1-5, Silus is a standard Urban ranger with augmented Infiltration abilities. Using his Urban Tracking to help hunt down cultists and following up leads, along with his diverse skill pool to fake an attempt at most things to overcome obstacles in his path. His Wolf companion, Garret, using Scent and Track helps Silus locate his targets, and helps provide backup in a fight, though Silus himself shies away from confrontations until 5th when he can take animal forms to compensate his physical stats.

However, Levels 6-10 is when things start to pick up speed. With access to more Wild shape uses he can start taking on forms to help his lacking physical stats more often, but as an infiltrator he comes into his own as a nigh-impossible to spot spy. Using wild shape grants an untyped +10 bonus to disguise checks. His skill ranks and charisma modifier all help as well, but as the Alternate Form ability states, su abilities are still usable while changed, meaning his Minor Change Shape ability can still be used for a Further +10 circumstance bonus to disguise. So at 6th level while hiding as any humanoid or animal, he has an a total +27 to disguise checks after only 12 seconds.
Optional seasonsing, Extra Cheese:
The use of a Hat of disguise or the Disguise self spell is a further untyped +10 bonus to digsuise, but due to the Minor Change shape ability being described as like Disguise Self, this may not fly with some DMs, but the potential remains to combine with Wild Shape and Minor Change Shape to give a total of +30 to disguise checks, making it nigh impossible for mundane spot checks to penetrate.
Investigate is the real power for Silus, as a fine-tuning of his people finding skills into becoming a true sleuth, his ability to change his face or mimic others combined with Master Manipulator means Silus can learn practically anything short resorting of powerful divination spells. His various shapes augment his physical abilities, allowing him to better use his small skill dips, high dex fey allow him to make use of open lock and disable device, or becoming a giant for strength-based applications of intimidate.

Before we go too much further, Silus is using the Adaptations section of Races of Destiny, allowing Changelings to be eligible to take Able learner and enter the Chameleon class at level 14, making Silus even more versatile.

When Silus does reaches Levels 11-15, his power as an infiltrator starts to come undone a little as True seeing starts becoming more accessible to enemies of the same level, but despite this 14-15 is the real sweet spot for the build. With more uses of wild shape he is best using diminutive forms, and Dark stalker to completely remain out of sight instead of blending in when the stakes are high or when he suspects spell casters are in the area who might be able to detect him.
Even if he is spotted though with up-to 8 uses of wild shape available per day, natural spell and access to wizard and cleric spells, he is highly versatile, able to deal with most situations even on the fly. If he has time to prepare, he's a true danger. Using his Bonus Feat class ability from the Chameleon 2 he can Pick Assume Supernatural Ability from Savage species for a different form each day giving him access to some truly devastating abilities, in addition to the Extraordinary Abilities gained from Master of Many forms 7, the unassuming infiltrator can turn into many creatures to make foes regret cornering him, such as an Allosaurus, Sun giant, or even the dreaded Mind flayer.

As Silus comes to finishing off Levels 16-20, he goes all the way to Chameleon 5 before taking the final levels of Master of Many forms. The last few Chameleon levels granting a few more spells as listed above and Ability Focus an additional time per day, a stat bump and Mimic class feature, all going to the core of Silus' concept as an everyman/thing. The last levels of Master of Many forms simply rounds out the build with a final piece of face-changing fun. Boar's Ferocity is picked up to quickly heal HP in a pinch if the worst is about to happen, making sure Silus can live to run away.

Final notes: Despite the shape-changing bonuses to Disguise, Silus still maintains a fairly decent disguise check, as true seeing will reveal a true form of a polymorphed individual, it cannot penetrate their mundane disguise check. So, for example, if Silus takes the time to don the guise of an Elf with a disguise check, while Wild Shaped into a wolf, true seeing will reveal the elf disguised Silus.


Helpful items:
A rod of arming, Shiftweave, or armor with the glamoured property all suit Silus to help alter his appearance on the fly. And if the judges deem the hat of disguise as being able to stack with his other disguise modifiers, then one simply must be added, as any good gumshoe needs his fedora to go with his trench coat when walking the dingy streets of Sharn!

Sources:

Urban Ranger, Unearthed Arcana
Wildshape Ranger, Unearthed Arcana
Able Learner, Races of Destiny
Chameleon PRC, Races of Destiny
Investigate feat, Eberron Campaign Setting
Master Manipulator, Players handbook 2
Darkstalker, Lords of Madness
Boar's Ferocity, Complete Divine

Heliomance
2016-09-13, 09:32 AM
-insert quip here-



https://s-media-cache-ak0.pinimg.com/236x/8b/50/fb/8b50fb5a5f8d86893dd79a71dedb8404.jpg
Lyonesse, Nature's Wrath
CG, Frostblood Half-Orc, Barbarian 1/ Scout 3/ Ranger 5/ Daggerspell Shaper 2/ Master of Many Forms 9

Abilities:



Strength Dexterity Constitution Intelligence Wisdom Charisma Reason
10 14 14 14 12 12 32-point buy
10 14 15 14 12 12 4th
10 14 16 14 12 12 8th
10 15 16 14 12 12 12th
10 15 17 14 12 12 16th
10 15 18 14 12 12 20th



Build:


Level Class BAB Fort Ref Will Skills Feats Features
1 Scout +0 + 0 + 2 + 0 Balance 4
Disable Device 4
Jump 4
Knowledge (Dungeoneering) 4
Knowledge (Nature) 4
Listen 4
Search 4
Spot 4
Survival 4
Tumble 4 Endurance
Alertness Skirmish (+1d6)
trapfinding
2 Scout +1 + 0 + 3 + 0 Balance 5
Disable Device 5
Jump 5
Knowledge (Dungeoneering) 5
Knowledge (Nature) 5
Listen 5
Search 5
Spot 5
Survival 5
Tumble 5 - Battle Fortitude +1
uncanny dodge
3 Lion Totem Barbarian +2 + 2 + 3 + 0 Balance 5
Disable Device 5
Intimidate 4
Jump 5
Knowledge (Dungeoneering) 5
Knowledge (Nature) 5
Listen 6
Search 5
Spot 5
Survival 6
Tumble 5 Weapon Focus (Dagger) Rage 1/day
pounce
4 Wild Shape Champion of the Wild +3 + 4 + 5 + 0 Balance 5
Concentration 4
Disable Device 5
Intimidate 4
Jump 5
Knowledge (Dungeoneering) 7
Knowledge (Nature) 7
Listen 6
Search 5
Spot 5
Survival 6
Tumble 5 Track Favored enemy (Aberration) +2
wild empathy
Fast movement +10ft
5 Wild Shape Champion of the Wild +4 + 5 + 6 + 0 Balance 5
Concentration 5
Disable Device 5
Intimidate 4
Jump 5
Knowledge (Dungeoneering) 8
Knowledge (Nature) 8
Listen 6
Search 8
Spot 5
Survival 8
Tumble 5 - -
6 Scout +5 + 6 + 6 + 1 Balance 5
Bluff 1
Concentration 5
Disable Device 5
Intimidate 4
Jump 5
Knowledge (Dungeoneering) 9
Knowledge (Nature) 9
Listen 6
Search 9
Spot 5
Survival 9
Tumble 9 Two-Weapon Fighting Fast movement +10ft
skirmish (+1d6, +1AC)
trackless step
7 Wild Shape Champion of the Wild +6/+1 + 6 + 6 + 2 Balance 5
Bluff 1
Concentration 9
Disable Device 5
Intimidate 4
Jump 5
Knowledge (Dungeoneering) 10
Knowledge (Nature) 9
Listen 7
Search 10
Spot 5
Survival 10
Tumble 9 - -
8 Wild Shape Champion of the Wild +7/+2 + 7 + 7 + 2 Balance 5
Bluff 3
Concentration 9
Disable Device 5
Intimidate 4
Jump 5
Knowledge (Dungeoneering) 10
Knowledge (Nature) 9
Listen 8
Search 11
Spot 6
Survival 11
Tumble 9 Blind Fight Distracting attack
9 Wild Shape Champion of the Wild +8/+3 + 7 + 7 + 2 Balance 5
Bluff 4
Concentration 9
Disable Device 5
Intimidate 4
Jump 5
Knowledge (Dungeoneering) 10
Knowledge (Nature) 9
Listen 9
Search 12
Spot 9
Survival 12
Tumble 9 Swift Hunter Favored enemy (Constructs) +2
Favored enemy (Abberations) +4
wild shape (1/day)(Small or medium animals)
skirmish (+2d6, +2 AC)
10 Daggerspell Shaper +8/+3 + 7 + 9 + 4 Balance 5
Bluff 5.5
Concentration 9
Disable Device 5
Intimidate 4
Jump 5
Knowledge (Dungeoneering) 10
Knowledge (Nature) 9
Listen 10
Search 12
Spot 10
Survival 13
Tumble 11 - Daggercast
wild shape (+1/day)
11 Daggerspell Shaper +9/+4 + 7 + 10 + 5 Balance 5
Bluff 7
Concentration 9
Disable Device 5
Intimidate 4
Jump 5
Knowledge (Dungeoneering) 10
Knowledge (Nature) 9
Listen 11
Search 12
Spot 11
Survival 14
Tumble 13 - Dagger claws
wild shape (Tiny)
12 Master of Many Forms +9/+4 + 9 + 12 + 5 Balance 5
Bluff 8
Concentration 9
Disable Device 5
Disguise 1
Intimidate 4
Jump 5
Knowledge (Dungeoneering) 10
Knowledge (Nature) 9
Listen 12
Search 12
Spot 12
Survival 15
Tumble 13 Two-Weapon Pounce Shifter's speech
improved wild shape (humanoid)
13 Master of Many Forms +10/+5 + 10 + 13 + 5 Balance 5
Bluff 8.5
Concentration 9
Disable Device 5
Disguise 2
Intimidate 4
Jump 5
Knowledge (Dungeoneering) 10
Knowledge (Nature) 10
Listen 13
Search 12
Spot 13
Survival 16
Tumble 13 - Improved wild shape (giant; Large)
14 Master of Many Forms +11/+6/+1 + 10 + 13 + 6 Balance 5
Bluff 9
Concentration 9
Disable Device 5
Disguise 4
Intimidate 4
Jump 5
Knowledge (Dungeoneering) 10
Knowledge (Nature) 10
Listen 14
Search 12
Spot 14
Survival 17
Tumble 13 - Fast wild shape
improved wild shape (monstrous humanoid)
15 Master of Many Forms +12/+7/+2 + 11 + 14 + 6 Balance 5
Bluff 9.5
Concentration 9
Disable Device 5
Disguise 6
Intimidate 4
Jump 5
Knowledge (Dungeoneering) 10
Knowledge (Nature) 10
Listen 15
Search 12
Spot 15
Survival 18
Tumble 13 Frozen Wild Shape Improved wild shape (fey)
16 Master of Many Forms +12/+7/+2 + 11 + 14 + 6 Balance 5
Bluff 10
Concentration 9
Disable Device 5
Disguise 8
Intimidate 4
Jump 5
Knowledge (Dungeoneering) 10
Knowledge (Nature) 10
Listen 16
Search 12
Spot 16
Survival 19
Tumble 13 - Improved wild shape (vermin)
17 Master of Many Forms +13/+8/+3 + 12 + 15 + 7 Balance 5
Bluff 10.5
Concentration 9
Disable Device 5
Disguise 10
Intimidate 4
Jump 5
Knowledge (Dungeoneering) 10
Knowledge (Nature) 10
Listen 17
Search 12
Spot 17
Survival 20
Tumble 13 - Improved wild shape (aberration; Huge)
18 Master of Many Forms +14/+9/+4 + 12 + 15 + 7 Balance 5
Bluff 11
Concentration 9
Disable Device 5
Disguise 12
Intimidate 4
Jump 5
Knowledge (Dungeoneering) 10
Knowledge (Nature) 10
Listen 18
Search 12
Spot 18
Survival 21
Tumble 13 Dragon Wild Shape Extraordinary wild shape
improved wild shape (plant)
19 Master of Many Forms +15/+10/+5 + 13 + 16 + 7 Balance 5
Bluff 11.5
Concentration 9
Disable Device 5
Disguise 14
Intimidate 4
Jump 5
Knowledge (Dungeoneering) 10
Knowledge (Nature) 10
Listen 19
Search 12
Spot 19
Survival 22
Tumble 13 - Improved wild shape (ooze; Diminutive)
20 Master of Many Forms +15/+10/+5 + 13 + 16 + 8 Balance 5
Bluff 12
Concentration 9
Disable Device 5
Disguise 16
Intimidate 4
Jump 5
Knowledge (Dungeoneering) 10
Knowledge (Nature) 10
Listen 20
Search 12
Spot 20
Survival 23
Tumble 13 - Improved wild shape (elemental)





Fluff: Pathetic. Weak. Worthless. These were the words I heard all my early life. The only things I was ever called by my mother’s tribe. They didn’t even see fit to give me a name. I wasn’t good enough for one. I still remember the day I left. My mother finally told me who my father was and I decided to go look for him. Anything had to be better than the abuse I faced there. So I left, in search of a druid, taking nothing more than a dagger and the clothes on my back. They all expected me to die.

But I was stronger than they though. It was by no means easy, but I was able to make use of the skills I had. It seemed an age I spent on the tundra looking and searching for signs. Perhaps it was chance, or maybe they intended for me to find it, but I did at last uncover their trail. I followed the path to their grove. A clan of druids, and there amongst them my father.

They pondered my intentions as I told my tale. Told them of my desire. I wished to grow stronger, to be something more than what I was. It was my father who took the chance. For my mother’s sake he said, he’d give me a chance, and later it would be he who named me. It was more compassion than I’d ever received and for that I knew I could not fail.

Day and night I trained. He tried to teach me magic, but its secrets eluded me. The precious little insight I had was clouded by the ancestral rage of my mother’s people. I couldn’t cast magic, but I did learn something else much to everyone’s surprise. I learned to control my form. They helped me master this art, and I learned ways to make myself ever more powerful.

However even as I learned these precious abilities, they taught me something else. I learned a reverence for nature, and a devotion to it. I was incapable of using magic, but I became her protector nonetheless. I became a sword and shield to guard the druids as they cast their spells.

Now I step out onto the tundra once more. What will my mother’s people think of me now? Will they still see the weak girl who left, or will they see the one who has mastered many forms, Lyonesse, Nature’s Wrath!



Sources:


Item Source Page
Frostblood Orc Dragon Magic 10
Scout Complete Adventurer 10
Spritual Totme Barbarian Unearthed Arcana 48
Wild Shape Ranger Unearthed Arcana 58
Champion of the Wild Complete Champion 50
Swift Hunter Complete Scoundrel 81
Daggerspell Shaper Complete Adventurer 36



Notes:
Setup: Levels 1-9

Long time to get ready for this class. The earliest we can have all of our abilities regardless of class choices however is level 5. We’re taking a bit of a detour to get Scout for skirmish, and the Spirit Totem Barbarian for pounce. This opens up our combat options so we have access to pounce regardless of what form we shift into and enhanced damage from skirmish for taking advantage of it. Our main class is Ranger. Since Master of Many Forms doesn’t add caster levels, there’s minimal reason to use druid to enter. This make the Wild Shape Ranger a very appealing entry point.
The choice of Frostblood Half-Orc is a little unusual, but does help out in two key ways. First it lets us ignore barbarian for multiclass penalties, which we already incur one instance of due to needing five levels of ranger. Second it give us Endurance right off the bat taking care of one of our necessary feats, and lets us choose any other feat at our third ranger level making it easier to qualify for everything we need.
Everything else is focused towards getting us into our two prestige classes.


Enhancing Wild Shape: Levels 10-20

Now we’re into the meat of the build. We hit a two level dip into Daggerspell Shaper for its Dagger Claws ability. This nets us an extra way to enhance our primary attacks by allowing any enchantments on our daggers to also enhance the claws of the hand that was holding them. Following this we move into our secret ingredient. Our ability to wild shape continues to go uphill from here. Our range of forms increases as does our range of sizes. We pick up three feats during this run. Two weapon pounce makes sure we can make full use of our attacks during a pounce attack. Frozen Wild Shape gives us access to new forms that wouldn’t normally be available, and Dragon Wild Shape gives us one of the abilities that we would’ve gotten from level 10 in Master of Many Forms.

The only class feature we lose out on are evershifting form and gargantuan size. There isn’t much lost here since our pool of 14 HD to wild shape from makes achieving gargantuan form difficult. The loss of shapeshifter subtype isn’t much of a loss either since we have 11 uses of wild shape every day to get around polymorphs.

Sweet Spot: Level 18

At level 18 we have pretty much every trick in the book. We can reach Huge Shape and have 12 HD at our disposal. This is enough to shapeshift into a good portion of our available creatures, with only dragons giving us difficulty depending on their size. We have a decent BAB and a high reflex and fort save. The only forms were missing are ooze and elemental, and diminutive size which are more situational than most of our other abilities. All in all we should make a fairly good frontline fighter for our group, and be able to fill in a few other niche roles as needed.

Heliomance
2016-09-13, 09:38 AM
This might just be the highest powered build we've seen on Iron Chef


Black Sparrow

http://img11.deviantart.net/d121/i/2013/117/7/4/a_murder_of_crows_by_dalaiharma-d1im5r8.jpg

Race: Hengeyokai Sparrow
Build Stub: Ardent 7/Shapeshifter 1/Master of Many Forms 8/Ardent +2/Warlock 1/Master of Many Forms +2
Multiclass Penalty: No.
Languages: Common, Hengeyokai
Alignment: NE
Ability Scores: (32 Points)


Ability
Humanoid Form
Hybrid Form
Sparrow Form
Racial
Points
4th
8th
12th
16th
20th


Strength
10
10
1

2







Dexterity
11
13
23
+2 (Hybrid)
3




12


Constitution
14
14
10

6







Intelligence
10
10
10

2







Wisdom
15
15
15
-2
13
16
17
18
19



Charisma
14
14
14

6









Black Sparrow stepped into the tavern and immediately noticed something was wrong. Too many candles. She knew the owner, Stilgor Stumpshanks, had a touch of duergar on his mother's side and a fondness for pinching pennies, so he liked to keep the place dim. She tried shifting to shadesteel form, but as the intricate pattern of unfolding magical energies flooded her mind, she felt them almost instantly wither and die. Anti-magic field, she realized, almost a second too late. She managed to get invoke magic out, and tried to dimension door away, but that fizzled as well. Dimensional lock, she suspected. Angry red orbs of fire smashed into her from multiple directions, and white-hot pain wracked through her body, threatening to overhwhelm her natural fire resistance. Panic and terror ripped it's way through her as she tried to focus... multiple spellcasters, well-prepared. She managed to get a small clay pot out of her component pouch, and threw it down on the ground at her feet. A burst of bright light enveloped her, wrapping her into a protective globe of scintillating colors.

The prismatic sphere bought her a few seconds, just enough to get time stop cast. First she tried shifting into earth elemental form, but discovered a wall of force just underneath a thin layer of dirt and straw. She pulled out three scrolls and cast them on herself: greater arcane sight and two copies of heroics. Just as the time stop came to an end, she shifted to will'o'wisp form. The swirling colors flickered as the protective shells were stripped away. As the last one disappeared, she was ready. She concentrated on the natural pulsing of her life energy in her spherical body, finding the natural rhythms within her own mind that connected her to the natural world around her, finding the patterns and overlapping resonances until she felt the sharp contours of the Iron Heart mantra lock in place, and then sent a surge of energy into the field around her.

As the anti-magic field crackled and faded, she glanced around her. At least twelve spellcasters closing in. The room was bathed in a sparkling emerald glow, the dimensional lock that kept her from teleporting out. She could try dispelling it, but with twelve or more spellcasters surrounding her, there was a high risk of counterspelling, not to mention anticipate teleportation. She needed to get out of the kill zone and move the battlefield to another location, where her ambushers didn't have such a significant advantage. The wall of force was still under her feet, so down was out. Doors and windows likely had glyphs or symbols to deal with. She looked up, wondering if she had enough time to blast through the ceiling. What about... the chimney? She quickly glanced at the fireplace. No magical auras there!

She darted into the fireplace and shot up through the chimney. But just as she got to the top, she saw a mesh of wires had been thrown over it. Panic suddenly gave way to white-hot anger. If they wanted a fight, well, she might as well give them one. As she shifted into her cryotyryn form, the chimney exploded, showring the roof of the tavern with bricks and mortar. She landed lightly on a tile roof, twenty-four heads full of snapping fangs swirling around, trying to find her enemies.

Then the arrows hit her, easy enough to ignore in her present form, but they were coated with something. Poison, she realized, trying to shift into another form, shadesteel golem to counter the poison, but there was something else... not poison. Drugs, and then... blackness...

* * *

She awoke with a start, her twenty-four heads all staring at a cold stone floor or the brick walls of a large dome-like cell. Glowing purple bands of magical energy encircled her body, her necks, her wings, everything she could possibly move was tied down. Several of her heads to could see a circle of glowing blue symbols on the stone floor around her. Just outside this circle stood a stout man in a burgundy robe trimmed in gold brocade. He had a polished bald head and a tawny well-groomed beard. His sky-blue eyes regarded her coldly. Behind him, she could see a wooden door, barred and also covered with glowing magical symbols.

The bearded man spoke: "Assume a human form and I will remove the bonds." His voice was calm but carried the iron timbre of command.

Black Sparrow tried shifting, but nothing happened. She tried focusing her thoughts, but something heavy was weighing them down, like a huge wet blanket, disturbing her concentration... were the drugs still in her system? Then she felt a sudden flicker of clarity, and she shifted to human form. The robed man made a gesture with his hand, and the purple bands of magic winked out of existence. She sat up, rubbing her muscles to drive away the lingering pain of being held in one position for so long. The man made another flick of his wrist, almost too quick for her to notice, and she felt the heavy blanket feeling intensify, but her thoughts were starting to catch up and make more sense. She recognized some of the symbols in the circle around her: Magic circle against evil, antimagic field, dimensional lock, but there were a few she didn't recognize.

The bearded man spoke: "I am Othar Sevenstaves, Archmage of the Stormfire Guard. Do not attempt to cast any spells, use any powers, or change forms again. Do you understand me?"

Black Sparrow nodded, rubbing her arms to drive away the tinging in her muscles.

"Is this your natural form?" asked Othar.

Black Sparrow shrugged and tried a weak smile. "A long time ago, perhaps... Close enough."

"What... who are you?" demanded Othar.

She locked eyes with him. "No one of consequence."

Othar said with a sneer, "Three dead archmages, thirty-seven royal knights, five war galleons, half of the winter palace reduced to rubble, and two dead crown princes might argue otherwise!"

Black Sparrow rolled her eyes. "They got in my way. Are you short on diamond dust? I suppose I could raise them, if you're all that upset about it."

Othar's brow furrowed. "And yet you spared the queen consort. Why?"

Black Sparrow narrowed her eyes. "A twelve year-old girl, still more child than queen. What, you would consider me such monster?" Then she smirked. "Well, not that sort of monster. Whatever these depravities you acuse me of... are they so much worse than that mockery of a man you call a king?"

"Silence!" shouted Othar, his face reddening with rage. "You still draw breath by my will alone, until such time as I squeeze your last gasp from whatever wretched body your black soul clings to!"

Black Sparrow smiled. "Of all the souls you should concern yourself about, Othar Sevenstaves, perhaps you should worry more about your own. Tell me, archmage, how would you prefer to die? My sisters and I can be quite accomodating, if you catch us in the right mood."

A loud smashing sound came from the door, followed quickly by another, and then the door splintered inward with a bright flash of light as the magical wards broke down. Othar turned, dark words of arcane power just beginning to form on his lips, but it was too late. The first sparrow had already flown into the room, followed by a few hundred more of her sisters. The magical light arcing from Othar's fingers fizzled and died under the rising crescendo of high-pitched chirping from the cloud of sparrows. More sparrows flew into the room, until the entire swarp resembled a swirling smudge of venemous ink. Othar reached inside his robe for something, but the cloud suddenly reached down like an inky black hand, enveloping the archmage. There was flash of light deep inside the cloud, and then the sparrows dispersed, leaving only dustmotes behind.

The cloud of sparrows swirled once around the magic circle, which flashed brightly once, and then faded. The swarm of sparrows then streamed out of the open door. Black Sparrow stepped out of the circle followed them out.




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


1st
Ardent 1
+0
+0
+0
+2
Autohypnosis 2, Concentration 4, Psicraft 2
Alertness
Energy Mantle, Freedom Mantle


2nd
Ardent 2
+1
+0
+0
+3
Autohypnosis 2, Concentration 5, Psicraft 3

Natural World Mantle


3rd
Ardent 3
+2
+1
+1
+3
Autohypnosis 2, Concentration 6, Psicraft 4
Midnight Augmentation



4th
Ardent 4
+3
+1
+1
+4
Autohypnosis 3, Concentration 7, Psicraft 4




5th
Ardent 5
+3
+1
+1
+4
Autohypnosis 4, Concentration 8, Psicraft 4

Magic Mantle


6th
Ardent 6
+4
+2
+2
+5
Autohypnosis 5, Concentration 9, Psicraft 4
Endurance



7th
Ardent 7
+5
+2
+2
+5
Autohypnosis 6, Concentration 10, Psicraft 4




8th
Shapeshifter 1
+5
+4
+4
+7
Autohypnosis 6, Concentration 10, Psicraft 4, Spellcraft 4

Wild Shape 3/day, Extra Shifting


9th
Master of Many Forms 1
+5
+6
+6
+7
Autohypnosis 6, Concentration 11, Hide 1, Listen 1, Psicraft 4, Spellcraft 4, Spot 1
Shape Soulmeld: Strongheart Vest
Shifter's Speech, Improved Wild Shape (Humanoid)


10th
Master of Many Forms 2
+6
+7
+7
+7
Autohypnosis 6, Concentration 12, Hide 2, Listen 2, Psicraft 4, Spellcraft 4, Spot 2

Improved Wild Shape (Giant; Large)


11th
Master of Many Forms 3
+7
+7
+7
+8
Autohypnosis 6, Concentration 13, Hide 3, Listen 3, Psicraft 4, Spellcraft 4, Spot 3

Fast Wild Shape, Improved Wild Shape (Monstrous Humanoid)


12th
Master of Many Forms 4
+8
+8
+8
+8
Autohypnosis 6, Concentration 14, Hide 4, Listen 4, Psicraft 4, Spellcraft 4, Spot 4
Bonus Essentia
Improved Wild Shape (Fey; Tiny)


13th
Master of Many Forms 5
+8
+8
+8
+8
Autohypnosis 6, Concentration 15, Hide 5, Listen 5, Psicraft 4, Spellcraft 4, Spot 5

Improved Wild Shape (Vermin)


14th
Master of Many Forms 6
+9
+9
+9
+9
Autohypnosis 6, Concentration 16, Hide 6, Listen 6, Psicraft 4, Spellcraft 4, Spot 6

Improved Wild Shape (Aberration; Huge)


15th
Master of Many Forms 7
+10
+9
+9
+10
Autohypnosis 6, Concentration 17, Hide 7, Listen 7, Psicraft 4, Spellcraft 4, Spot 7
Dark Speech
Extraordinary Wild Shape, Improved Wild Shape (Plant)


16th
Master of Many Forms 8
+11
+10
+10
+10
Autohypnosis 6, Concentration 18, Hide 8, Listen 8, Psicraft 4, Spellcraft 4, Spot 8

Improved Wild Shape (Ooze; Diminuative)


17th
Ardent 8
+12
+10
+10
+11
Autohypnosis 8, Concentration 18, Hide 8, Listen 8, Psicraft 4, Spellcraft 4, Spot 8




18th
Ardent 9
+12
+11
+11
+11
Autohypnosis 10, Concentration 18, Hide 8, Listen 8, Psicraft 4, Spellcraft 4, Spot 8
Expanded Knowledge (psychic reformation)



19th
Warlock 1
+11
+11
+11
+13
Autohypnosis 10, Concentration 18, Hide 8, Listen 8, Profession: Euthanasianist 4, Psicraft 4, Spellcraft 4, Spot 8

Eldritch Blast 1d6, Least Invocation (Summon Swarm)


19th
Master of Many Forms 9
+12
+11
+11
+12
Autohypnosis 10, Concentration 18, Hide 8, Listen 10, Psicraft 4, Spellcraft 4, Spot 10

Improved Wild Shape (Elemental)


20th
Master of Many Forms 10
+13
+12
+12
+12
Autohypnosis 10, Concentration 18, Hide 8, Listen 12, Psicraft 4, Spellcraft 4, Spot 12

Evershifting Form, Improved Wild Shape (Dragon; Gargantuan)





Ardent Powers


Level
Power Points
Powers Known
New Powers (Mantle)


1st
3
2
Energy Ray (Energy), Dimension Hop (Freedom)


2nd
8
3
Chameleon (Natural World)


3rd
14
4
Hustle (Freedom)


4th
23
5
Energy Push (Energy)


5th
32
6
Dispel Psionics (Magic)


6th
44
7
Energy Wall (Energy)


7th
56
8
Metamorphosis (Natural World)


8th
56
8



9th
56
8



10th
56
8



11th
56
8



12th
60
8



13th
60
8



14th
60
8



15th
60
8



16th
60
8



17th
72
9
Psionic Fly (Freedom)


18th
90
11
Psionic Freedom of Movement (Freedom), Psychic Reformation (Expanded Knowledge)


19th
114
11
Replace Psionic Freedom of Movement with Psionic Earthquake (Natural World) and Psychic Reformation with either Fusion or Astral Seed (Expanded Knowledge)


20th
114
11




Sorcerer Spells


Spell Level
Spells Per Day
Spells Known
Spells


0th
6
9
Acid Splash, Detect Magic, Light, Mage Hand, Prestidigitation, Read Magic


1st
7
5
Benign Transposition (Spell Compendium), Instant Diversion (Races of the Dragon), Kelgore's Fire Bolt (PHBII), Nerveskitter (Spell Compendium), Ray of Enfeeblement


2nd
7
5
Cloud of Bewilderment (Spell Compendium), Cloud of Knives (PHBII), Glitterdust, Scorching Ray, Wings of Cover (Races of the Dragon)


3rd
7
4
Greater Mighty Wallop (Races of the Dradon), Hailstones (Spell Compendium), Haste, Heart of Water (Complete Mage)


4th
7
4
Enervation, Evard's Black Tentacles, Ruin Delver's Fortune (Spell Compendium), Shadow Conjuration


5th
7
4
Arcane Fusion (Complete Mage), Break Enchantment, Magic Jar, Teleport


6th
7
3
Acid Fog, Disintegrate, Greater Dispel Magic


7th
7
3
Arcane Spellsurge (Dragon Magic), Greater Shadow Conjuration, Limited Wish


8th
7
3
Greater Shadow Evocation, Mind Blank, Polymorph Any Object


9th
7
3
Gate, Shapechange, Time Stop






Black Sparrow starts play as a Blaster Ardent, spending most of her time in sparrow form. As a fine-sized flyer with Dex 23, she has a +14 attack bonus (+8 size, +6 Dex) when using any ranged touch attacks, such as her energy ray. Midnight Augmentation gives her a free +1 PP when augmenting energy ray, so she can spend only 2 PP for 3d6 energy damage. Fine size also gives her a +16 Hide bonus on top of the +10 bonus from chameleon, which makes her almost visually undetectable at low levels, making her a capable scout/sneak and allowing her to disappear from the battlefield if she runs out of power points. Dimension hop allows her to get out of any grapples or entangling effects that try to tie her down. Hustle increases her mobility, energy push enables her to bull rush opponents out of formation or into terrain features, and dispel psionics (via the Magic mantle) allows her to debuff any magic or psionic effects. In hybrid form, she has a 30' fly speed (20' + 10' from the Freedom mantle), but still has a humanoid shape for anything that might require it.



Black Sparrow picks up energy wall, giving her a few battlefield control options, and then finishes off with metamorphosis. She's still primarily a blaster, but if she's running low on PP, this power allows her to switch into a more durable meatbag form, such as a brown bear, dire wolf, troll, treant, remorhaz, etc. She already qualifies for Shapeshifter as a hengeyokai, where she picks up Wild Shape 3/day as a class feature. While this isn't as powerful as metamorphosis (only small and medium animals to start with), Wild Shape lasts at least 1 hour and doesn't cut into her PPs. It also qualifies her for Master of Many Forms, where she picks up humanoid, giant, and large-sized forms via Improved Wild Shape.

There are some quirks to the Shapeshifter Wild Shape ability that should probably be noted. Dragon #318 updated this prestige class as part of the 3.5 Update, so I'll provide an excerpt:



"Wild Shape (Su): At 1st level, a shapeshifter gains the ability to change into a Small or Medium animal and back again three times per day. This ability works exactly like the druid's wild shape ability.

The shapeshifter can use wild shape one more time per day at 4th and 8th level, as noted on the table. In addition, the shapeshifter gains the ability to take the shape of Large animal at 3rd level, a Tiny animal at 5th level, and a Huge animal at 9th level. The new form's Hit Dice can't exceed the shapeshifter's character level.

(bold text marked for emphasis)

The duration is problematic, but as per the Chair ruling, Shapeshifter counts as one druid level, so the duration is at least 1 hour. The biggest difference with the druid's Wild shape is the maximum HD is set by character level rather than by druid level. Master of Many Forms doesn't add to the duration, but does add to number of uses. Since max HD scales by character rather than class level, the errata for Master of Many Forms is redundant when combined with Shapeshifter levels.

When Black Sparrow decides to get her claws dirty in melee, the increased HD and larger size allows her to take advantage of stronger animal and troll forms without burning into her PPs.



Black Sparrow is still a blaster, but Midnight Augmentation + Bonus Essentia is now augmenting her energy rays with +3d6 damage. At 11th level, Fast Wild Shape allows Black Sparrow to shift as a move action, and hustle allows her to upgrade this into a swift action. Monstrous humanoid, fey, vermin, aberration, and plant forms mostly add flexibility and utility when she wants to save PPs. At level 15, (Ex) special qualities are unlocked, which finally offers our Wild Shape forms an advantage over metamorphosis. At 15th, she picks up Dark Speech, which isn't all that immediately useful, but will become much more important a few levels later.



At 16th level, Black Sparrow gets access to ooze forms. She starts with a black pudding, which has the Split (Ex) ability: Black Sparrow can stab herself with a slashing weapon and create duplicates of herself. The duplicates can heal themselves back up to full HP and repeat this as often as necessary, so we can create an entire army of Black Sparrows if we like. This is essentially the "Sweet Spot", because all the rules wankery after this kinda goes off the rails. But before things get really wacky, we need a few more things... like a couple Ardent levels, picking up psionic fly (mostly redundant, but our only remaining 4th level power), psionic freedom of movement, and Expanded Knowledge to pick up psychic reformation. Then she grabs a level of Warlock and the Summon Swarm invocation.

We get things started with just a pair of duplicates: Black Sparrow 'A' and Black Sparrow 'B'. 'A' uses her summon swarm invocation to call up a swarm of bats. These are diminuative fliers, so the size of the swarm is 5000 creatures in a 10' x 10' cube. While 'A' concentrates on maintaining the swarm, 'B' starts using Dark Speech on them to create a hivemind (Book of Vile Darkness p. 33). 'B' has her Strongheart Vest powered up with 3 essentia, so she can ignore the 1d4 Con damage from using Dark Speech. If they are worried about the bats attacking, then they can either tie down a sacrificial animal for them to chew on, or they can turn into bats themselves via Wild Shape or metamorphosis. Dark Speech only works on 100 animals at a time, but there's no daily limit so 'B' can either keep using it over and over again in 100-bat chunks, or she can Black Pudding herself into 49 more duplicates and have them all Dark Speech them together on the same round. The "chunk" method is preferable, as 'B' can make "suggestions" to the hivemind about what skills, feats, and spells to take as it gets larger.

The hivemind's Intelligence starts at 5, gains +5 Int at 150 creatures, and then gains +1 Int for every 50 creatures beyond that. The entire swarm of 5000 winds up with 107 Intelligence. For every point of Intelligence bonus, each bat gets 1 skill point and 1 feat per Hit Die. Now there may be some wonky math here with a creature that only has 1/4 HD individually, but based on the example in the book, a fractional Hit Die apparently counts as 1 Hit Die. And rather than give the hivemind as a whole 240,000 skill points and 240,000 bonus feats, let's just treat the hivemind as a single creature and give it 48 skill points and 48 bonus feats. But that's not really what we're here for, because Cha increases as well, and the hivemind gains a level of Sorcerer casting for each point of Charisma past 17. The bats start out with a Charisma of 4, so the hivemind winds up with 106 Charisma and 89 levels of Sorcerer casting. 'B' offers "suggestions" as the hivemind gains Charisma, and the hivemind's Will save is an underwhelming +2 against a save DC of 15 (60% chance of failure), and even if the save succeeds, she can keep trying until it works, and then spend the next hour or so (caster level isn't clear) offering "helpful advice". 'B' also has a rather significant negotiating position with the hivemind: if 'A' stops concentrating for any reason, the hivemind ceases to exist. The upshot of all this is they get a 89th level Sorcerer who needs a permanent body. So 'B' will suggest the following:

They're going to need another duplicate in a little bit, so they either grab a spare sister standing around or one of them splits off 'C'. 'B' manifests psychic reformation on 'C'. They spend 275 XP each, and 'C' repicks her last eleven levels of powers and feats to pick up Frozen Wild Shape (9th), Practiced Spellcaster (12th), Practiced Manifester (15th), and Expanded Knowledge (18th). This allows her to pick up psionic earthquake as a 9th level power and fusion via Expanded Knowledge. 'C' wild shapes into a 12-headed cryohydra, and then 'B' cuts off all her heads so that 'C' is now a 24-headed cryohydra.

'B' convinces the hivemind to cast magic jar on her, providing a 100 GP gem as the arcane focus. The hivemind then casts shapechange to turn their new body into a chronotyryn. With the hivemind now residing in a single body rather than a swarm, 'C' can target it with fusion. The hivemind and 'C' fuse into a single 24-headed chronohydra/cryotyryn creature. 'A' then manifests psychic reformation on the fused creature, spending 50 XP each to swap fusion with astral seed. The fused C-Hivemind creature manifests astral seed and commits suicide (via poison or 24 buckets of water). 'C' loses her level in Warlock, but ten days later gains a new permanent body with 24 heads, Dual Actions, 89 sorcerer levels, 48 hand-picked bonus feats, and 9th level powers. The hivemind gains a permanent body along with 'C'. 'B' no longer has a body so she goes to the big birdhouse in the sky, although with 89 sorcerer levels 'C' can bring her back (cast gate to call up something with a couple of wish spells) without too much trouble. 'A' is free to go off and repeat the entire process with however many duplicate sisters she likes.

...and anything after that is pretty much going to be a let-down. But for her last two levels, Black Sparrow finishes off Master of Many Forms. MoMF 9 gets her elemental forms, which she doesn't have available via metamorphosis (trumped by shapechange, of course), and MoMF 10 gets her immunity to transformation effects, which at least is something she didn't have before.

So, to sum up everything she gets from Master of Many Forms:

Alertness/Endurance: Black Sparrow has some points in Listen and Spot, so she can act as a spotter. As a sneaker/scout in owl form, she gets a +8 racial bonus on Listen checks, +8 racial bonus on Spot checks in shadowy illumination, and +14 on Move Silently checks, which helps make up for her lack of Move Silently ranks. As for Endurance... neither metamorphosis or Wild Shape have a long duration for her, so she has to sleep in one of her hengeyokai forms. Ardents are proficient with all forms of armor, so Endurance allows her to sleep in medium/heavy armor while she's in human or hybrid form.

Shifter's Speech: Allows her to speak in any form, including her sparrow and metamorphosis forms. Later on, when she has sorcerer spellcasting, this allows her to continue to cast spells with verbal components when shifted into different forms that normally don't allow speech.

Improved Wild Shape: Black Sparrow spends most of her early/mid levels in sparrow form as a blaster, and while metamorphosis allows her to switch to different forms for melee, movement modes, or various specialist roles, her wild shape abilities give her sturdier forms she can rely on when PPs are running low. Unfortunately, duration can't really be improved, but she does wind up with 13 hours of use. Later on, access to huge and ooze forms becomes the lynchpin for the entire build: she can get Split (Ex) from black pudding and 12-24 bite attacks as a standard action from cryohydra.

Fast Wild Shape: Since her wild shape doesn't last as long as most other wild shapers, she's likely going to need to shift either at the start or in the middle of combat. Her hustle power allows her to turn this move action into a swift action, preserving her full attack if need be.

Extraordinary Wild Shape: Black Sparrow mostly uses this for the Split (Ex) trick. And while having an infinite number of fine-sized sparrows flying in a swarm, dishing out Nd6 energy damage as a ranged touch attack with a +14 attack bonus sounds quite powerful, this is barely scratching the surface of the possible (Ex) abuse.

Evershifting Form: After using astral seed + fusion to create a 24-headed chronotyryn/cryohydra, I can't really say that "aging penalties" was really a concern. However, the immunity to transmutation effects is pretty nifty.



In an earlier draft, I had a different method of putting together the hivemind without the summon swarm or Warlock level. This trick can actually be done just with duplicates of Black Sparrow, if you switch the mantles around a bit and take the Corruption and Madness mantle instead of Freedom. This allows her to take mindwipe. Create 1600 duplicates, and have them switch into a fine-sized sparrow form with metamorphosis rather than their racial alternate form ability. This changes their type to animal. They can't actually pick up the swarm template, but they can squeeze together into a 10' x 10' cube. As per the PHB, 100 fine-sized creatures can fit into a 5' x 5' square. If they squeeze, they can double this to 200. Eight sqaures x 200 sparrows = 1600. To form a hivemind, though, they all need to be 1 HD. So each of them hits each other (or themselves if need be) with mindwipe x9, voluntarily failing the saves. Once they're all at 1 HD, they can Dark Speech each other into a hivemind. Intelligence only gets up to 39, which only gets us 14 skill points and 14 bonus feats. Charisma gets a little boost in that they can start from 14, but only gets up to Charisma 48. Sorcerer casting only gets up 31st level, but since I haven't really specified the spells known/spells per day beyond what an 18th level Sorcerer would get, it's functionally the same as an 89th level Sorcerer for our purposes here. If she needs more than 31 caster levels, there are plenty of other ways to do that.

For the purposes of brevity, I have not included details on what the hivemind selected for skill points or bonus feats. With 48 feats to choose from, assume Black Sparrow will suggest feats to restore the soulmelds/essentia and Dark Speech she lost in the transformation, then a typical feats expected on a high level sorcerer: Quicken Spell, Rapid Spellcasting, Maximize/Extend/Empower/Sculpt, Versatile Spellcaster, and then finish out the rest with Extra Slot/Extra Spell.



Book of Vile Darkness: Dark Speech, Hivemind
Complete Arcane: Warlock, Practiced Spellcaster
Complete Psionic: Ardent, Mantles, Practiced Manifester
Dragon Magic: Spells
Expanded Psionics Handbook: Expanded Knowledge
Fiend Folio: Chronotyryn
Frostburn: Frozen Wild Shape
Magic of Incarnum: Midnight Augmentation, Shape Soulmeld, Strongheart Vest, Bonus Essentia
Oriental Adventures: Hengeyokai, Shapeshifter
PHBII: Spells
Races of the Dragon: Spells
Spell Compendium: Spells

Heliomance
2016-09-13, 09:41 AM
I certainly did not expect to see undead feature in this contest.


(Here we go, hope this works, I'm not that computer-literate.)

The Eater of Forms does not remember its human life very well. Did it have parents? A gender? It must have, it supposes. When it was alive. But “alive” means less to it now than gender does. It can be alive, dead, and then alive again in much, much less time than it takes to think the words. Nothing else in the universe is like it there, being dead or alive as it choses.

What it remember from its human days is the oaths it made, and the promises. The responsibilities and the duties. And a burning sense of inadequacy.

And the Fall. It remembers the Fall very, very clearly. Sometimes it tries to eat those memories, but it cant quite manage to bite its own soul properly. Unlike other souls.

The Eater of forms was a Druid once. A member of a brotherhood. It walked within the natural order of thing, revered and respected the cycle of life and death. It just… it remembers not being very good at it. Mediocre. Even then, people sensed that there was something not quite right with it. It remembers people assuring it was charming and likable…and leaving. There were no friends, no lovers… just a duty carried out middling well. Spells, slowly learned, powers growing a bit too slowly. They did not do much for it. It could call down lightening or speak with plants. But plants had so little to say. “Don’t blast me” mostly.

It had a face then. A face it doesn’t remember any more. It just remembers that the face slowly fell apart as the years grew many and heavy. And back then, it feared death. So much. That makes it laugh sometimes. If it is digesting someone’s voice or laughter.

In the end it was not hard to tempt. The void called and offered youth and immortality. Such a classic temptation. The golden oldies. With death at its heels, it fell so eagerly, like it had waited to be tempted all its life. And it turned its back on all it had held dear. Betrayed the brotherhood to the fire. Betrayed the forest. Betrayed the cycle of life and death, to step outside it, and become an abomination. Aberration. Elan.

In its new-made youth, as a young Elan it made its way around the world, indulging itself. Working as a man-at-arms, or a bandit, or a mercenary. No more spells and little talent of mind. It did things it had never even contemplated before. But nothing felt quite right. The Fall gnawed inside it. Or maybe it was still falling. The old grove whispered in its memories. It shouted at the memories to shut up, but they didn’t. Not until it used all of its old and new craft, and for the first time ate life. A small patch of ground, turned cold and quiet and silent. Turned into power.

For years, that was what it did when the memories grew too loud. Creating little lifeless patches where it walked. Devouring life. Then souls. It does not remember the first soul it ate. Because around then it learned to turn into something else.
Something dead.

It was a revelation. To set asides all the regrets, all the voices, all the memories. To be something else, quiet, skeletal and decayed.
The Eater of Forms left its own form as soon as it could, and forgot it almost immediately. Human again, then giant, fey, insect… it was all the same. Mostly dead things, though it found it did not have to be dead to be something else.

In the last days, it learned to eat not just life and souls, but beings entire. At last, it feels, it is truly someone else. It just doesn't... last.

Build rundown, including features not possessed by the standard Master of Many Forms.:

Level 5: This basically plays as a mediocre front-liner. Elan racials and Hidden Talent adds to survivability. Level 6 sees an at-will 5d6 area attack, level 7 a limited number of 3rd level spells. Level 7 also adds the unique ability to become Undead as a standard action. Or revert to life. Lots of immunities come online with this.

Level 10: Multiple energy draining attacks is online, as is various giant forms. The build can still do a frontliner with a number of form-based options such as movement modes. At level 12, spells drained can be cast by the eater.

Level 15: At this point, the eater can turn into a Giant Octopus or Darktentacle for massive numbers of natural attacks, draining levels (and spells if any.) Changing forms is a free action, allowing instant access to a large number of immunities. Note that the Eater at this point can also change between being Undead and alive as a free action. Extraordinary abilities are online.

Level 20: The Eater can now eat all aspects of its victims. Through Soul Radiance it can Shapechange as the spell into anything it drains to death.

By preference, all the Eaters forms are undead and skeletal, weather a hulking skeletal giant, a desiccated aberration, fey or beast. If an ability such as flying or constitution is desired, MoMFs improved wildshape should override the Blighters restriction.

Sweet spot: Level 13 lets the Eater turn into a Giant Octopus and attack with 8 level and spell- draining tentacles, in addition to othe MoMF forms.

Special note: I never got clear on if the wild shape amulet works off druid level or effective druid level. If the latter, the sweet spot can with an amulet be accessed at level 9, minus the spell drain.

(OK, I cant figure out how to put the table in here, I uploaded it, here is a link: https://www.scribd.com/document/323775802/Eater-of-Forms )

Heliomance
2016-09-13, 09:42 AM
And that's all of them! Get judging!

Sian
2016-09-13, 09:53 AM
The lack of Warshaper surprises me.

The build that I never felt inspired enough to flesh out was Changeling Totemist 2 / Ranger 3 / Warshaper 3 / Shapeshifter 1 / Natures Warrior 1 / MoMH 10 ... but it simply felt to similar in style (if not detail) to my Black Blood Hunter build

Kaje
2016-09-13, 10:11 AM
I had briefly toyed with a halfling ranger/ stoneblessed/ barbarian/ hulking hurler/ momf, but I realized it was really just a hh build that used momf to get bigger, rather than a build that allowed momf to shine.

Inevitability
2016-09-13, 10:26 AM
Okay, let's do this.

I haven't yet looked at the builds, but here are my judging guidelines!

All scores start with 1 and are modified from there.

Originality.
-How unexpected are the used classes? Up to 1 point may be added here.
-Does the build introduce any new tricks? Is it a bland 'turn into a beast and maul stuff' dish, or is it bringing completely novel strategies to the table? Up to 1 point may be added here.
-How unexpected are the nonsuperficial parts (feats, skills, spells) of the build? Up to 1 point may be added here.
-How unexpected is the used race? Up to 0.5 points may be added here.
-Is the fluff unprecedented and novel, or predictable and cliched? Up to 0.5 points may be added here.

Power.
-How much raw power does the build have? In an encounter tailored towards its specialities, just how strong is it? Up to 1.5 points may be added here.
-How versatile is the build? In an encounter not specifically playing to its strong points, how well will it perform? Up to 1.5 points may be added here.
-How flexible is the build's power level? Is it locked into being really strong or really weak (both raw power and versatility-wise), or does it have some ability to move between those states? Up to 1 point may be added here.

Elegance.
-Lack of flaws increases the score by 1. Every flaw reduces the score by 0.5.
-Lack of dips increases the score by 1. Each dip (with 'dip' defined as taking 1 or 2 levels in a class with 5 or more levels) reduces it by 0.25.
-How many questionable rulings are used? Up to 1 point may be added here.
-How much sense does the build make fluff-wise? How much is excessive refluffing used? Up to 0.5 points may be awarded here.
-How nicely is the build put together? Are class progressions suddenly broken off and resumed later on? Does the level order make sense in-universe? Up to 0.5 points may be awarded here.

Use of Secret Ingredient.
-How much interaction is there between the secret ingredient and the rest of the build? Does it fulfill any prerequisites, or does it enhance other class features? Up to 2 point may be added here.
-How much levels have been taken in the ingredient? 10 levels are good for 1 point, each level less than that reduces the score by 0.25 (minimum 0 points).
-How much have the entry requirements been used in the main build? Are they just tacked on, or has something interesting been done with them. Even something as simple as the same feat qualifying you for two things may already net you points here. Max point bonus is 1.

Inevitability
2016-09-13, 10:38 AM
And, just for fun, let's share my own build stub.

I was thinking about a dragonwrought earth kobold Sorcerer 5/Wildshape Ranger 5/MoMF 10. Fluff-wise, he'd be living seed bank. If civilization ever got destroyed by extraplanar threats he'd remain in a hidden bunker, and with him the genes of every living creature. He'd then be able to use magic to turn into all those creatures whose genetic code has been imprinted into him.

The kobold could then remove a few flesh samples from forms he'd want returned (which as per the alternate form rules, doesn't change back), transform into a Deepspawn and eat the flesh, then create spawn to repopulate the world. If necessary, a quick transformation into a troll would let him regrow the removed flesh.

The kobold race and sorcerer levels were partially there for self-buffs (up to 3rd-level with the Greater Draconic Rite of Passage, and 4th with loredrake added on), but mainly because of Hidden Strength: a nifty Dragons of Eberron feat that arguably grants huge untyped strength and constitution bonuses when in wildshape.

KrimsonNekros
2016-09-13, 02:00 PM
Other than wild shape ranger being used by two entries doesn't look like there's any overlap between dishes for ingredients.

GnomishPride
2016-09-13, 03:58 PM
Great entries by all!
I was planning an entry similar to Whod'at Agin, but I just couldn't pull it together. Something along the lines of Divine Minion Human MoMF 10/Chameleon 9 - capable of being anyone, anytime.

Grim Reader
2016-09-13, 04:33 PM
I had to sacrifice power to keep the flavor going.

erok0809
2016-09-13, 04:37 PM
You might want to edit/delete that post, Grim Reader; you don't want to give away which build was yours, or which builds aren't yours.

Thurbane
2016-09-13, 04:51 PM
I'll do my best to commit to judging - my scoring might be a little "basic" compared to some judges, but I'll use the same system I did back when I judged Shadow Sentinel.

ben-zayb
2016-09-13, 05:09 PM
Nice entries all around, one of which reminds me of my own entry from a different comp. I was supposed to make an entry, but the laptop went kaput (and a rules clarification seems to have been unanswered from the RAW thread).

Also, congrats to evil overlord Thurbane!

Kelb_Panthera
2016-09-13, 07:03 PM
:smalleek: holy crap, those last two. I don't even...... What??!

Inevitability
2016-09-14, 12:41 AM
:smalleek: holy crap, those last two. I don't even...... What??!

Welcome to GitP, where TO is our condiment of choice. :smallbiggrin:

Kelb_Panthera
2016-09-14, 02:22 AM
Welcome to GitP, where TO is our condiment of choice. :smallbiggrin:

I know, I know, still.

Black sparrow is full-tilt in spite of an ingredient that doesn't advance spellcasting and the Eater of Forms is just truly horrific in a way you rarely see. My money's on those two for first and second unless Sparrow gets dinged hard for well known TO with the form/astral seed abuse.

Thurbane
2016-09-14, 04:41 AM
OK, so unless I've missed anything we've got:


Weohstan (http://www.giantitp.com/forums/showsinglepost.php?p=21197941&postcount=87) LN Changeling Spirit Shaman 6/Abolisher 4/MoMF 10

Whod'at Agin (http://www.giantitp.com/forums/showsinglepost.php?p=21197948&postcount=88) NE Human Urban Wildshape Ranger 5/MoMF 2/Zhentarim Spy 1/MoMF +8/ZS +4

Silus White (http://www.giantitp.com/forums/showsinglepost.php?p=21197951&postcount=89) LN Changeling Ranger* 5 /MoMF 10 /Chameleon 5
Lyonesse (http://www.giantitp.com/forums/showsinglepost.php?p=21197976&postcount=90) CG Frostblood Half-Orc Barbarian 1/ Scout 3/ Ranger 5/ Daggerspell Shaper 2/ MoMF 9

Black Sparrow (http://www.giantitp.com/forums/showsinglepost.php?p=21197986&postcount=91) NE Hengeyokai Sparrow Ardent 7/Shapeshifter 1/MoMF 8/Ardent +2/Warlock 1/MoMF +2

Eater of Forms (http://www.giantitp.com/forums/showsinglepost.php?p=21197996&postcount=92) Elan Fighter 4/Blighter 3/Soul Eater 1/MoMF 7/Soul Eater +5

It's certainly a mixed bag. Assuming I can complete judging, some of those builds are going to test my systems knowledge quite a bit. Psionics and incarnum, especially, really aren't my thing - but I'll do my best.

Bucky
2016-09-14, 12:42 PM
My money's on those two for first and second unless Sparrow gets dinged hard for well known TO with the form/astral seed abuse.

Sparrow is Tier Zero even without Astral Seed, thanks to the ability to form a hivemind from copies of herself.

Zaq
2016-09-14, 12:49 PM
Interesting set of builds! I'm glad that I didn't enter, because everything I was coming up with was really half-assed compared to what we've got on display here.

My thought process basically revolved around leveraging the fact that MoMF gives you way more uses of WS per day than most other sources of WS (by which I mostly mean Druid and WS Ranger) do. I was thinking that no one ever takes [Wild] feats because it's usually a losing trade to give up a use of WS for whatever minor benefit the feat offers, but when you've got way more WS uses than you know what to do with, they might be interesting, right? That led me to stumble upon Savage Grapple (which has the [Wild] tag but which doesn't actually require you to expend a use of WS, merely to be in a different form as a result of WS), which basically gives you free Sneak Attacks when you grapple something while Wild Shaped. Since Wild Shape and grappling go together very nicely anyway, I thought that might be a fun avenue to pursue, but I couldn't find a non-stupid way of getting Wild Shape and non-negligible Sneak Attack at the same time (Hunter's Eye was absolutely a non-starter) without using Divine Minion, and I reeeeeeally didn't want to use Divine Minion. (I'm pleasantly surprised that no one else did, either.) I did think a little bit about trying to mix Divine Minion, some kind of source of SA, Black Blood Cultist (which is different from the Black Blood Hunter class we just saw), and MoMF, but there was absolutely no way in hell to make everything come online within 20 levels, so I just gave up on that.

Interesting that we didn't see too many [Wild] feats at all, though. I only noticed one on a very quick skim, but that was just a skim, so I may have missed another one or two. I guess they're still not very strong feats even when you've got the WS uses to fuel them.

Also, no Druids. Just straight up. I'm not surprised that WS Ranger was by far the most common source of WS, but I'm a little surprised that we literally didn't get a single normal Druid. I mean, yeah, using Druid in Iron Chef always invites an immediate "why are you in the SI instead of just being more Druid?" question, so I don't blame folks for shying away from it, but it's still a little surprising to me that we didn't get anyone at all trying to justify using a Druid.

I am making no promises yet, but I'm contemplating judging. I think I'm basically going to do a preliminary judging-style read (as opposed to a spectating-style read) of the builds and try to gauge how tricky it would be to do a full judgment. I repeat, no promises. But maybe something will grab me and refuse to let me go without writing more about it, and we'll just have to see what happens then.

Darrin
2016-09-14, 03:02 PM
Since Wild Shape and grappling go together very nicely anyway, I thought that might be a fun avenue to pursue, but I couldn't find a non-stupid way of getting Wild Shape and non-negligible Sneak Attack at the same time


Hmm. Marrulurk has Sneak Attack 2d6 as an (Ex), but that's not really a form you want to be grappling in. Swordsage or Martial Study/Stance gets you +2d6 with Assassin's Stance... just getting Craven in there for +1 damage per character level might have been decent enough. How about:

Wildshape Ranger 5/SA Fighter 1/Rogue 3/Nightsong Enforcer 1/MoMF 10.

That's 4d6 to start with, add Assassin's Stance and Craven for 6d6 + X per char level. That should be pretty decent damage-wise.

As far as getting Wild Shape, Shapeshifter and Abolisher can be dipped for 1 level, but that limits your duration to 1 hour. Still, 9 levels to play with... maybe:

SA Fighter 1/Rogue 3/Nightsong Enforcer 1/Swordsage 1/HotWM 3/MoMF 10

Not much room for Black Blood Cultist, though.



Also, no Druids. Just straight up. I'm not surprised that WS Ranger was by far the most common source of WS, but I'm a little surprised that we literally didn't get a single normal Druid. I mean, yeah, using Druid in Iron Chef always invites an immediate "why are you in the SI instead of just being more Druid?" question, so I don't blame folks for shying away from it, but it's still a little surprising to me that we didn't get anyone at all trying to justify using a Druid.


I considered a Simple Druid dip to pick up Track, but wound up going in a different direction. The problem with Druid is Wildshape Ranger is better at shoring up the weaknesses of MoMF... notably, better BAB, better skill points, better HP, and you don't care so much about losing caster levels. The only advantage Druid 5 has over Wildshape Ranger 5 is 2nd and 3rd level spells, but the ranger can still use wands if need be.

WhamBamSam
2016-09-14, 04:02 PM
My major ideas basically began and ended with "get Metamorphic Transfer," which interestingly, no one else bothered to do (there's one Dragon Wild Shape which is sorta similar). Using a host feat to meet the ML would open up whatever race I wanted instead of being restricted to Kalashtar.

I was going to go Frostblood Half-Orc Druidic Avenger/MoMF /Warshaper using Int damage poison from wherever (or maybe the Sirene's Int damage ability from MMT) to bring dragons down to Int 6 so they could be handled with the Dragon Tamer feat. Then I realized that the Half-Orc Druid sub-level makes Wild Empathy Str based rather than Handle Animal like I'd thought. I considered doing Int damage/Dragon Tamer shenanigans with a high Cha Silverbrow Human instead (which would have also worked with the save DCs for the 'all the (Su) abilities, ever' schtick from Metamorphic Transfer), but it just didn't feel as cool and I got caught up in real life stuff.

Amechra
2016-09-14, 08:43 PM
I was going to enter with Human Archivist 4/Human Paragon 2/Master of Many Forms 10/Archivist +4, using the Initiate of Horus-Re feat to get my hands on Wild-Shape, but ended up not having the time to finish.

KrimsonNekros
2016-09-14, 09:10 PM
I was going to enter with Human Archivist 4/Human Paragon 2/Master of Many Forms 10/Archivist +4, using the Initiate of Horus-Re feat to get my hands on Wild-Shape, but ended up not having the time to finish.

How were you planning to qualify for Initiate of Horus-Re?

Thurbane
2016-09-14, 10:41 PM
If I had've been inclined to do an entry, I was leaning towards Druid* 5/MoMF 10/Warshaper 5, and just loading up on feats that boost or add options to Wild Shape. Not very original.

*Was going to use Fangshields Druid levels to try and make the build semi-interesting, but couldn't find a base creature with listed LA that I was happy with or that met reqs.

Question: would the 5th level Fangshields ability Wild Shape Hands allow you to add hands to a Wild Shape form that lacked them, or only to expend Wild Shape to give your native form hands?

One Step Two
2016-09-14, 10:50 PM
If I had've been inclined to do an entry, I was leaning towards Druid* 5/MoMF 10/Warshaper 5, and just loading up on feats that boost or add options to Wild Shape. Not very original.

*Was going to use Fangshields Druid levels to try and make the build semi-interesting, but couldn't find a base creature with listed LA that I was happy with or that met reqs.

Question: would the 5th level Fangshields ability Wild Shape Hands allow you to add hands to a Wild Shape form that lacked them, or only to expend Wild Shape to give your native form hands?

Answer: Yes. The text of Wilshape Hands even points this out specifically. "She can make this change whenever she uses her wild shape, even when she assumes another form. For example, a unicorn druid could take the form of a wolf with functional paw-hands."

Thurbane
2016-09-14, 11:04 PM
Answer: Yes. The text of Wilshape Hands even points this out specifically. "She can make this change whenever she uses her wild shape, even when she assumes another form. For example, a unicorn druid could take the form of a wolf with functional paw-hands."

Can't believe I missed that - makes it very clear.

I have a mental image of Wild Shaping into a squid or similar with hands on the end of every tentacle.

One Step Two
2016-09-14, 11:13 PM
Can't believe I missed that - makes it very clear.

Yes it's quite clear in how it wo-


I have a mental image of Wild Shaping into a squid or similar with hands on the end of every tentacle.

.
..
...
Do not want!~

Inevitability
2016-09-14, 11:50 PM
Yes it's quite clear in how it wo-



.
..
...
Do not want!~

You think that's freaky? Imagine how it looks after a few sunder attempts. (http://www.bhslaughter.com/forum/uploads/gallery/album_49/gallery_20_49_1447.jpg)

One Step Two
2016-09-15, 12:02 AM
You think that's freaky? Imagine how it looks after a few sunder attempts. (http://www.bhslaughter.com/forum/uploads/gallery/album_49/gallery_20_49_1447.jpg)

... Screw it! *Engages turning into the spin with puns mode*

That was a pretty good picture to have on hand, did it take time to thumb through your collection to find it?

Some people find my puns unsettling, but I consider this simple Squid pro quo. That said, others find that my puns tentacle their funny bones.

ben-zayb
2016-09-15, 01:49 AM
Can't believe I missed that - makes it very clear.

I have a mental image of Wild Shaping into a squid or similar with hands on the end of every tentacle.

You sure this wasn't a hypothetical, "if-I-wasn't-chair", Villainous Competition entry instead?

Inevitability
2016-09-15, 02:12 AM
... Screw it! *Engages turning into the spin with puns mode*

That was a pretty good picture to have on hand, did it take time to thumb through your collection to find it?

Some people find my puns unsettling, but I consider this simple Squid pro quo. That said, others find that my puns tentacle their funny bones.

I've got to hand it to you, those puns were pretty nice. I'd give my right arm to be able to make jokes like those. In fact, I love puns so much I want to cala-marry them!

One Step Two
2016-09-15, 03:12 AM
I've got to hand it to you, those puns were pretty nice. I'd give my right arm to be able to make jokes like those. In fact, I love puns so much I want to cala-marry them!

I like to keep my finger on the pule of humor, and that even one other person enjoys them makes us two peas in a cephalo-pod! but a good rule of thumb is to remember that some people find puns tako-yucki.

Kelb_Panthera
2016-09-15, 03:18 AM
Can't believe I missed that - makes it very clear.


Yes it's quite clear in how it wo-




I have a mental image of Wild Shaping into a squid or similar with hands on the end of every tentacle.
.
..
...
Do not want!~

...
.....
........

.. I'm in.

Thurbane
2016-09-15, 03:22 AM
http://67.media.tumblr.com/a38865019f52ffbfd16871d83b6ed14a/tumblr_n5usrcKRVe1rcvxf2o1_500.jpg

How handy!

One Step Two
2016-09-15, 03:28 AM
http://67.media.tumblr.com/a38865019f52ffbfd16871d83b6ed14a/tumblr_n5usrcKRVe1rcvxf2o1_500.jpg

How handy!

See, now you're just trying to cross-promote with your current Villainous competition: Things that should not be.

But, I have to hand it to you, it is an awesome picture, two thumbs up. Well, more like eight, but you get the gist of it.

JyP
2016-09-15, 04:52 AM
On my side, I just tried to find any hypothetical hero or being which would match Master of Many Forms - outside of Merlin in The Sword in the Stone.

I found the Maia (https://en.wikipedia.org/wiki/Maia_(Middle-earth)) on Middle-Earth, so I guess I would have setup an Elan Druid / MoMF to match it.

as it's much too high powered for my taste, I toyed with the same idea, but using a human ghost (from ghostwalk) / ranger / MoMF instead.

Amechra
2016-09-15, 07:10 PM
How were you planning to qualify for Initiate of Horus-Re?

I'm AFB right now, but Complete Champion has a section on qualifying for Initiate classes using other base classes. The two qualifiers are that A) it casts spells from the Cleric list (which the Archivist does), and B) you need to pick a deity.

Since the Cleric doesn't even really qualify for B if you take it the strictest possible way, I was going to argue that "I'm an Archivist that devoutly worships Horus-Re" is enough by RAI.

=---=

If you think that's bad, my other plans were Totemist/Abolisher/Master of Many Forms/Totemist using Abolisher to qualify, a Warforged Paladin 5/Landforged Walker 5/Master of Many Forms 10 who used Plant Shape to qualify, and a Shifter Druid 8/Moonspeaker 5/Master of Many Forms 7 that abused the wording on a few Shifter feats.

Note, in the last case I'm using a Druid ACF that removed Wild Shape.

Kelb_Panthera
2016-09-15, 07:18 PM
I'm AFB right now, but Complete Champion has a section on qualifying for Initiate classes using other base classes. The two qualifiers are that A) it casts spells from the Cleric list (which the Archivist does), and B) you need to pick a deity.

When you get back to your books, could I get a citation for that? That could prove quite useful in the future.

KrimsonNekros
2016-09-15, 07:45 PM
When you get back to your books, could I get a citation for that? That could prove quite useful in the future.

Indeed loophole abuse is always useful in this competition.

A_S
2016-09-15, 09:07 PM
two thumbs up.
Quoted your post to make the obvious joke...

...well played.

One Step Two
2016-09-15, 09:26 PM
Quoted your post to make the obvious joke...

...well played.

Would you say it was underhanded of me?

A_S
2016-09-15, 09:50 PM
Would you say it was underhanded of me?
If anything, that beastie is well over its hand quota.

arclance
2016-09-15, 10:41 PM
How were you planning to qualify for Initiate of Horus-Re?
I'm AFB right now, but Complete Champion has a section on qualifying for Initiate classes using other base classes. The two qualifiers are that A) it casts spells from the Cleric list (which the Archivist does), and B) you need to pick a deity.
When you get back to your books, could I get a citation for that? That could prove quite useful in the future.
I think you are thinking of this from page 15 of Dragon Magic.

Any character of a class that must select a deity and that uses the cleric spell list for spellcasting can treat his level in that class as if it were a cleric level for the purpose of qualifying for an initiate feat.

Kelb_Panthera
2016-09-15, 10:47 PM
I think you are thinking of this from page 15 of Dragon Magic.

"must"

Well that's disappointing. Oh well.

White Blade
2016-09-15, 11:10 PM
"must"

Well that's disappointing. Oh well.

Just set your build in Forgotten realms

Kelb_Panthera
2016-09-16, 12:42 AM
Just set your build in Forgotten realms

PGtF lifted that restriction for divine casters in general and no one outside of divine casters had to pick a god before that. It's a good idea, wall of the faithless and all, but not strictly necessary.

DracoknightZero
2016-09-16, 12:58 AM
Is it possible to get a PF variant of this challenge? My knowledge with 3.0/5 is rather bad, but i would love to join in on the fun. ^^;

Kelb_Panthera
2016-09-16, 01:04 AM
Is it possible to get a PF variant of this challenge? My knowledge with 3.0/5 is rather bad, but i would love to join in on the fun. ^^;

There's nothing to stop you from making your entry in next month's challenge a Faerunian figure if you like. A few past ingredients have come from FR sources too.

I have no idea why I thought you meant Forgotten Realms when you clearly meant Pathfinder.

Inevitability
2016-09-16, 03:23 AM
"must"

Well that's disappointing. Oh well.

Your character's under a geas to worship deities. There, done. :smalltongue:

Judging has started, by the way. I hope to be finished by Sunday.

Sian
2016-09-16, 08:24 AM
Just set your build in Forgotten realms

wouldn't help due to the "and that uses the cleric spell list for spellcasting"

White Blade
2016-09-16, 09:46 AM
wouldn't help due to the "and that uses the cleric spell list for spellcasting"

Well, that's more difficult.


PGtF lifted that restriction for divine casters in general and no one outside of divine casters had to pick a god before that. It's a good idea, wall of the faithless and all, but not strictly necessary.

But... That was the only thing unique about FR.

Zaq
2016-09-16, 10:50 AM
But... That was the only thing unique about FR.

Hey, there's also the plethora of PrCs that clearly only exist for the purpose of making one ridiculously specific NPC in some dev's home game. And the headache-inducing regional feats that basically don't do anything other than make you jump through weird backstory hoops (and maybe give a +1 to something you don't care about) but that usually end up being prereqs for something.

Am I being unkind? Perhaps I'm being unkind. I just feel like the crap-to-usable-material ratio in most FR books is pretty bad, even when compared to general-purpose books.

daremetoidareyo
2016-09-16, 11:05 AM
Hey, there's also the plethora of PrCs that clearly only exist for the purpose of making one ridiculously specific NPC in some dev's home game. And the headache-inducing regional feats that basically don't do anything other than make you jump through weird backstory hoops (and maybe give a +1 to something you don't care about) but that usually end up being prereqs for something.

Am I being unkind? Perhaps I'm being unkind. I just feel like the crap-to-usable-material ratio in most FR books is pretty bad, even when compared to general-purpose books.

You forgot the severely poorly balanced relationship with magic. FR more than any other campaign setting takes disproportionate care of its wizards.

The Viscount
2016-09-16, 02:07 PM
Is it possible to get a PF variant of this challenge? My knowledge with 3.0/5 is rather bad, but i would love to join in on the fun. ^^;

All you would really need is a community for it and someone to chair, so they can collect the submissions and select the ingredient.

Darrin
2016-09-16, 02:17 PM
Am I being unkind? Perhaps I'm being unkind. I just feel like the crap-to-usable-material ratio in most FR books is pretty bad, even when compared to general-purpose books.

I like to think of it as more like, "Great ideas, poor execution." Most of the FR source material is just sort of shotgunned at you, with the unspoken caveat that you'll probably want to nail down the specific mechanics later.

Battle Jump is a perfect example: fantastic idea for a feat, but the actual rules text is a mangled mess.

So with FR I tend to lean more towards the spirit of the rules than the letter. But this is not so useful if your basis of discussion is, "The RAW has to be solid first, then we can talk about flavor."

Sian
2016-09-16, 02:32 PM
All you would really need is a community for it and someone to chair, so they can collect the submissions and select the ingredient.

Well, you'll probably have to start with a discussion about which sources is allowed and which aren't ... PF is much more third-party friendly, and third party fills much more in the great picture.

Inevitability
2016-09-16, 02:56 PM
Judging progress: 3/6. I may actually be able to post the results tomorrow.

KrimsonNekros
2016-09-16, 05:23 PM
Judging progress: 3/6. I may actually be able to post the results tomorrow.

Someone's eager to get bombarded.

Thurbane
2016-09-16, 06:06 PM
Shameless plug - new Villainous Competition is up!

http://www.giantitp.com/forums/showthread.php?500829-Villainous-Competition-XV-The-Horsemen-Are-Drawing-Nearer

http://i66.tinypic.com/1zeb4wi.jpg

Inevitability
2016-09-17, 05:58 AM
Judging progress: 4/6.

Inevitability
2016-09-17, 08:08 AM
Judging progress: 6/6.

Criteria are here (http://www.giantitp.com/forums/showsinglepost.php?p=21198123&postcount=96), for who wants to keep them on hand while reading this.

Spirit Shaman was very surprising, Abolisher somewhat less so. Still: have some points. (+0.75)

No new tricks as far as I can see. 'Turn into a beast and maul stuff' indeed. (+0)

Feats are either prerequisites (Track, Alertness, Endurance) or standard fare for a wildshaping caster build (Natural Spell, Practiced Spellcaster, Multiattack). Skills aren't much better, and I can't see any greatly surprising spells. (+0)

Changeling isn't too uncommon in Iron Chef builds, but it's not as predictable as human would've been. (+0.25)

As far as I can see, the fluff amounts to 'shapeshifted spiritspeaker smashes sinister separatists shamans'. That's not original: it merely provides the barest of explanations for this particular build.(+0)

You can turn into two-thirds of the monster manual: that's enough to earn decent marks in versatility and raw power already. However, you don't expand on these transformations anywhere: you merely suggest a few forms that may come in handy. Especially with every other build getting the same, there's no way you're getting full marks in these categories. The abolisher levels don't really add anything either, except for slightly boosting damage against aberrations. (+0.75) (+0.75)

Your ability to move between optimization levels is quite good, with suggestions given for forms at higher or lower levels. (+0.75)

No flaws (+1) or dips. (+1). That's worth a couple of points.

As far as I can see, there's no questionable rulings anywhere in your build. (+1)

Fluff-wise, this build is mostly fine, but joining a militant organization dedicated to the destruction of aberrations when you regularly turn into aberrations yourself seems contradictive to me. The single line of fluff you dedicated to it isn't enough to change my mind here (+0).

I know you wanted to enter the secret ingredient as quickly as possible, but breaking off the abolisher progression after a single level then resuming it after you finished MoMF rubs me the wrong way. Did your character join the order, then just not study their teachings for a few years? (+0)

Interaction between MoMF and the remaining build is... nearly zero. Yes, you can buff yourself with spirit shaman spells, but those spells would work fine even if you weren't transformed. At most, there's some synergy with changeling. (+0.25)

You took all MoMF levels: that's great. (+1)

The prerequisites for MoMF are only used sparingly. You get some scouting mileage out of Alertness, but Endurance is near-worthless. Wild Shape is used heavily, but that was to be expected. (+0.25)

Wildshape ranger was perhaps the most anticipated class here. Urban wildshape ranger, though? Did not expect. Zhentarim Spy was a total surprise, so a high score seems warranted here (+0.75).

Using MoMF to expand the options of Zhentarim Spy is novel indeed. Still, I'm sure a class that lets you turn into nearly everything has more interesting purposes than 'disguise multitool'. (+0.75)

Master Linguist? Deceitful? Autohypnosis ranks? More profession skills than kidneys? Not something I'd have expected in a nature-esque round. (+1)

Race is boring ol' human. I hope you understand why that's not getting you any points. (+0)

The fluff is... completely absent. A few sentences on what this character can do isn't fluff, it's a job description. At least Weohstan still told the briefest of stories. (+0)

Raw power is decent. This character is specialized in shapechanging and infiltration, and he does it well (if somewhat preparation-intensively). (+1)

Versatility is worse. Fact is that while good at one thing (infiltration) Whod'at will be baseline in other situations (you admit so yourself). As long as physical combat or scouting remain possible encounters, you need to have more than a few alternate forms to get higher marks here. (+0.75)

Switching power levels isn't very easy for this build, and nowhere are any suggestions on it given. I suppose you could choose to only wildshape into strong/weak forms, but wildshaping into things for their strength isn't this build's focus. Any adjustments to optimization level are secondary at most. (+0.25)

No flaws, and what dips you take are continued later on. (+1) (+1)

You seem to be assuming that wildshaping into a troll and disguising yourself as a half-giant will work against True Seeing. RAW, however, it'll allow the caster to see your true form even though you are disguised mundanely too. (+0.75)

There's some hiccups fluff-wise. How did you learn an obscure, extraplanar language? Why is your character combining shapechanging and zhentarim training, two very different skills with very different origins? The lack of fluff is making it very hard for me to understand these things. (+0.25)

You take one or two levels in a prestige class, then switch to another not once but twice. There's not even the excuse of wanting to enter the SI as soon as possible here. Again: fluff might've made it easier for me to understand why you're taking these particular levels in this particular order. (+0)

The idea of using MoMF to enhance Zhentarim Spy class features is the main way in which the secret ingredient interacts with the other build parts. It's big, but there's not much else. (+0.75)

All 10 levels are taken. (+1)

Wild Shape is a main part of this build, and Alertness qualifies you for Keen-Eared Scout. Endurance isn't used much, though. (+0.5)

Another urban wildshape ranger? Did not expect that. Well, it's not like it affects your score, anyway. Wildshape ranger expected, urban less so. Chameleon is used semi-often in Iron Chef, but to call it an obvious choice would be exaggerating. (+0.5)

Shifting Chameleon's bonus feat around to get different Assume Supernatural Abilities is interesting. It's not completely unknown (the MoMF handbook mentions it word for word) but I feel it's obscure enough to warrant a bonus in this category. (+0.5)

Skills are roguish, some of the feats are so too. Again, not something I expected on a MoMF build. (+0.75)

Another changeling: I guess shapechanging naturally fits shapechangers. Same score for you as for the other one here. (+0.25)

Shapeshifting PI: count me interested. The little introductory chapter is interesting and well-written: too bad there's not any more. (+0.25)

What's not to like here? All the tasty stuff a normal MoMF gets, plus all 4th-level spells, plus whatever supernatural ability you want to have that day. (+1.25) (+1.25)

Switching around the build's power level is very easy: all it takes are some changes to spell selection, forms, and feat. (+0.75)

All things considered: great job here.

No dips or flaws. (+1) (+1)

Questionable rulings are kept to a minimum. (+1)

Changeling detective from Sharn with a few dozen tricks up his sleeve: no fluff issues here. Using urban ranger with the naturesque MoMF still feels weird to me, though. (+0.5)

Switching over to Chameleon just before finishing MoMF is somewhat inelegant, so I'm going to have to give you a small penalty here. (+0.25)

Changeling boosting MoMF works fine, and using Chameleon's changeable bonus feat to pick up various Su's is some good synergy too. The same goes for Boar's Ferocity: though of debatable usefulness it's a decent use of your wildshape uses. (+1)

All 10 levels of MoMF have been taken. (+1)

You're using Alertness and Endurance for a grand total of no things except for baseline scouting and wilderness survival (and how often will the second one be relevant in a city?). The only thing keeping you from a zero rating here is your exhaustive use of wildshape. (+0.25)

Barbarian is standard melee faire. Wildshape ranger was literally the most obvious class for this contest. Scout and Daggerspell Shaper I did not see coming, but the obviousness of your remaining build prevents me from giving you many points here. (+0.5)

No sophisticated strategies as far as I can see. Again, 'turn into a beast and maul stuff'. (+0)

Swift Hunter, Two-Weapon Pounce and ranks in Disable Device? Original enough for me. (+0.75)

Frostblood half-orc may be obvious in retrospect for giving Endurance, I did not see it coming at all. Enjoy your maximum score here. (+0.5)

The fluff needs work. 'Leaves tribe, finds people who make it a member of class X and leaves with new powers' is literally the second most predictable backstory for any half-orc. It doesn't make me interested in this character, it doesn't make me wish to know more, it's just a boring justification for a character with both barbarian and MoMF levels. (+0)

You make some questionable optimization choices. Spending feats on two-weapon fighting and dagger use when there's a ton of potential wildshape forms isn't very optimized. Frozen Wild Shape, at least, is a good boost in power. (+0.75)

Versatility-wise, you're somewhat better off. Most of a MoMF's standard tricks are still available to you, though I don't see anything especially great. (+0.75)

Little to no suggestions on adjusting the build's power level. Too bad: it's going to be playable only on one specific optimization level now. (+0.25)

No flaws. (+1)

Two dips cost you half a point. (+0.5)

No questionable rulings I can see. (+1)

As far as your build has fluff, it doesn't contradict the mechanics. The mess of classes is clunky, but I'm not going to punish you for it twice. (+0.5)

Three times do you break off a class progression only to resume it later on, with no consistent reasoning. No points here. (+0)

Frozen and Dragon Wild Shape expand MoMF's options nicely, and Daggerclaws is a fun little expansion of the SI's versatility no one else has used. (+0.75)

Only 9 levels have been taken in the SI. (+0.75)

Alertness and Endurance are only taken to qualify for the SI, but Wild Shape also qualifies you for Daggerspell Shaper. It's not much, but it's there. (+0.5)

Ardent (and warlock) levels are not what I was expecting. Shapeshifter is slightly less unanticipated, but I'm still giving you a high score here. (+0.75)

Abusing Split to create infinite copies of oneself isn't a new trick by any means, and neither is Fusion cheese. Using them with MoMF is moderately novel, though. (+0.25)

Expanded Knowledge, Dark Speech, Incarnum feats, Autohypnosis... yeah, that's unexpected. (+1)

Hengeyokai was unexpected. (+0.5)

The fluff is lacking. I now know BS has something resembling a moral code, a taste for black humor, and an immortal invincible army of sparrow-sisters. I don't know who she is, nor do I know anything about her true motives and beliefs. (+0)

High marks here, because, well, invincible immortal sparrow-army with 9th-level spells and 8th-level powers that can turn into nearly all living beings. I'm having trouble envisioning a challenge you can't just muscle through. (+1.5) (+1.5)

Guess what? A TO build will only be accepted at a very small number of tables, and rearranging it into something more allowable is impossible without majorly damaging the build's spirit. (+0)

No flaws. (+1)

Two dips are two dips, even if you back out of one later on. (+0.5)

Questionable rulings are definitely an issue here. Death-retraining a class isn't something I want to encourage, and I'm sure I'd be able to find a few more vague readings of the rules if I looked better. (+0.5)

Fluff-wise, I'm left with a lot of questions and no answers. When you're combining psionics, incarnum, pact magic and dark magic-fueled-hivemind-fueled casting I'd like to know why. (+0)

You terminate both your MoMF and your Ardent progressions, then resume them later on. This combined with your... interesting level order gives me no reason to assign you points here. (+0)

MoMF is used as a general force multiplier, but apart from Ooze-Cloning you don't make much specific use of it, and much of the things it gives you are duplicable with Shapechange or Metamorphosis. Still, I feel you use it enough to warrant a decent score here. (+0.75)

All 10 levels are used. (+1)

Alertness and Endurance are used sparingly. Wild Shape use boosts this score, but not a lot. (+0.5)

Soul Eater and Blighter were only very slightly expected, Fighter is a complete surprise. Enjoy your high score here. (+0.75)

'Turn into a beast and maul stuff, also you eat souls' is not a novel strategy: it's mashing Soul Eater and MoMF tactics together. (+0)

Feats are semi-predictable, and so are skills. However, I think this part of the build is unexpected enough to warrant half a point. (+0.5)

Elan was not expected. (+0.5)

Transformed druid begins shifting between unlife and life, eating souls as it does so? Neat. The story is long enough to capture my attention and explain the major parts of your build, and is well-written. Enjoy your perfect score here. (+0.5)

The Eater of Forms is deadly in melee combat, as is to be expected of a creature that inflicts half a dozen negative levels per round. Combine this with standard MoMF strategies, the ability to Shapechange into anything vulnerable to negative levels and the huge bonuses Improved Energy Drain nets you, and I'd be hard-pressed to give you low scores here. (+1.25) (+1)

This build will have some trouble changing power levels, so naturally you get a lower score in this category. (+0.25)

No flaws. No dips. (+2)

Assuming elans still count as ex-druids post-transformation is huge stretch, though. I doubt it's intended to work, I wonder if it should work at all, and I definitely don't want people to start doing this sort of thing regularly. (+0)

Fluff-wise, you're trying to mix druidic magic, anti-druidic magic, shapeshifting, and soul-eating, with only a few lines of explanation for each. That, and I'm not sure being immortal is enough to lose druid abilities: warforged are, and they've got a druid prestige class tailored to them. (+0)

You take most of MoMF between your first and second Soul Eater levels, with no fluff explanation. (+0.25)

Using MoMF to get lots of natural attacks to use with Soul Eater is good for a small bonus here. If you're using it for anything else, I'm not seeing it. (+0.25)

You took only 7 levels in the SI. (+0.25)

Alertness smoothly qualifies you for Soul Eater: nice job there. (+0.5)

The scores have been given on the following table. The worst and best scores in each category are marked with red or green, respectively.




Originality
Power
Elegance
Use of Secret Ingredient
Total


Weohstan
2
3.25
4
2.5
11.75


Whod'at Agin
3.5
3
4
3.25
13.75


Silus White
3
4.25
4.75
3.25
15.25


Lyonesse
2.75
2.5
4
3
12.25


Black Sparrow
3.5
4
3
3.25
13.75


Eater of Forms
3.25
3.5
3.25
2
12




*braces self for inevitable stream of disputes*

Heliomance
2016-09-17, 11:22 AM
And one dispute straight off the bat:


Thank you for judging!



Re: Elegance
Here is where problems start to pop up. You see, Dragon Magazine is not (and has never been) a valid source for this competition. That means that even if it updates allowed material, you can't use the updates. In other words: Hengeyokai still has +1 LA and Shapeshifter still uses the old wording.


From the contest rules (http://www.giantitp.com/forums/showthread.php?498359-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXX):



NB: Official Errata and 3.5 updates to 3.0 content are considered valid regardless of whether their sources would otherwise be legal. This includes the 3.5 update of Oriental Adventures given in Dragon Magazine, and the 3.5 updates of Dragonlance Campaign Setting content given in later third party Dragonlance books.


(emphasis added)



In addition, taking a level, losing it to resurrection and then taking a different level is somewhat inelegant, and definitely not a thing I'm going to encourage.


This is not a dispute, just something I figured out after the deadline and wanted to squee about. The Warlock level bothered me somewhat, and I was trying to figure out how to do the hivemind trick without the summon swarm, and was going to use the 1600 duplicates method in the Variation section, but ran into trouble with the 1 HD limit. Mindwipe didn't quite fit, as that was the only power I needed in the mantle, and I couldn't quite bring myself to ditch the Freedom or Energy mantle. But I finally found a work-around: Phiuhl is a 9 HD aberration in the Fiend Folio with a Dessicate (Ex) special attack that inflicts two negative levels. So have all 1600 duplicates metamorph into an animal to pick up the type, wild shape into something with fire resistance and poison immunity, have an extra duplicate shift into a Phiuhl to drain off 18 levels, and then have all the duplicates use their hengeyokai alternate form to turn into fine-sized sparrows. They still have the animal type, are fine-sized, fit into a 10' x 10' cube, and all have 1 HD. I think it's a bit more elegant than using summon swarm, but... yeah, it's not really going to help my score here.

Inevitability
2016-09-17, 02:50 PM
A very valid point, and one I feel stupid for overlooking. Your rating has been adjusted.

Thurbane
2016-09-17, 11:00 PM
OK, here's my judging, but first, a preface: I'm am definitely not a TO guru, and my knowledge of some subsystems (psionics and meldshaping, especially) aren't rock steady. However, I did do my best to judge impartially, and look up rules, feats, classes etc. that I wasn't overly familiar with. Looking back at my scoring, I can see there isn't a lot of variation between the overall scores for builds - maybe I'm a soft touch. :smalltongue:

As I'm chairing another comp and need to keep my inbox as open as possible, if there are any disputes or any bystanders wish to point out errors in my judging, please do it via the chair for this comp or (as appropriate) as a comment in this thread. Try to avoid messaging me directly if possible. Thanks.

OK, now on to the judging itself:


Weohstan [14.5]
Originality [3.5]: In a comp about shapechangers, I can’t say changeling was that unexpected. Abolisher is also a relatively expected way to gain wild shape. Spirit shaman, however, is relatively unexpected (+ 0.5).
Power [4.0]: You add 9 levels level casting from a decent class on top of everything MoMF itself has to offer. Your feats take some advantage of the forms you will adopt. I can’t say this build comes across as an overwhelming powerhouse, but it is most definitely competent at what it does (+ 1.0).
Elegance [4.0]: I really like this build. It didn’t make my head swim like some of the others. It’s a relatively straightforward progression, and nothing feels “tacked on”. There’s also (just) enough of a backstory there to justify the build and concept. I also appreciate the level breakdown/play guide. Good job. (+1.0)
UoSI [3.0]: You make decent but not especially inspired use of MoMF. I’m going to call this a wash (+0).


Whod'at Agin [13.5]
Originality [4.0]: Human is pretty standard fare for every comp, and wild shape ranger is a fairly expected method of gaining wild shape. Urban ranger variant is slightly unexpected, but not enough to gain a bonus. Zhentarim spy is wholly unexpected, and I find the overall theme of the character fairly original (+ 1.0).
Power [2.5]: This is probably the category that let’s this build down slightly. None of you other class abilities synergize especially well with MoMF. I don’t feel you can really do much with this character that any “out of the box” MoMF couldn’t do by default. You do add a decent degree of skillmonkeying and stealth to the build, but I can’t help but feel any number of other SIs would have been better suited to this. You’re not much weaker than most base line MoMF builds (although most of those would have casting as well), but you are definitely not any more powerful, either. Overall, I’m going to have to impose a small penalty, sorry (-0.5).
Elegance [3.5]: The build isn’t overly complex, and sticks fairly well to the theme of “shapeshifting spy”. The back story/character motives are sparse, to say the least. I’m going to put this in the “good, but not quite great” category (+0.5).
UoSI [3.5]: You use MoMF for melee boosts (it’s primary use) and also versatility. You also add an aspect of using it for infiltration. Overall, I’m willing to give you a modest bonus (+0.5).


Silus White [14.5]
Originality [3.5]: Again, changeling not unexpected, and wild shape ranger is expected. Chameleon is somewhat unexpected, but then again is also fairly standard fare in these comps. This build feels quite similar to Whod'at Agin, but not enough so to cause a penalty (I do feel Zhentarim spy deserves a little more originality than chameleon, however) (+0.5).
Power [3.5]: You have MomF with 5 levels of one of the most versatile PrCs out there on top of it. You also do a decent job of combining melee with skillmonkeying. On the downside, some builds in this comp do make better use of the raw-power and abuse potential of MoMF than this one, but overall, I feel this entry is quite competent. (+0.5)
Elegance [4.0]: I consider this build fairly simple and to the point – in a good way. Not much of a backstory/character motivation, but enough to pique my interest. I feel the need to mention again the similarities in theme to Whod'at Agin (PI vs. spy), but to be brutally honest, I think this build simply does a better job of it. The “optional seasonings” entries are a nice touch. (+1.0)
UoSI [3.5]: You make decent use of the SI, and can use several Chamleon abilitieis to augment it. Some build in the comp make better use, but I’m willing to give a modest bonus here. (+0.5)

Lyonesse [14.0]
Originality [3.5]: Wild shape ranger – no bonus points. Frostblood half-orc? We don’t see many of these. I feel barbarian and scout are fairly expected in what is primarily a melee build, but daggerspell shaper is not. Overall, a bonus is deserved. (+1.0).
Power [4.0]: This build is very competent at using it’s MoMF forms to good use in melee. Pounce is extremely solid. Pulling together TWF techniques with the dagger claws ability is nice. Overall, decent usage of MoMF to be strong at melee (+1.0).
Elegance [3.0]: This build has slightly too many dips for my taste, and you acknowledge yourself that you will be taking some XP penalties (-0.5). The fluff is nice (if brief), and the level breakdowns are very much appreciated (+0.5).
UoSI [3.5]: Only taking 9 levels incurs a minor penalty (-0.5). You have devoted feats and class levels to pulling off stunts with MoMF that other builds don’t. However, some pull off slightly more raw power from the SI that you do. All in all, willing to give a bonus (+1.0).


Black Sparrow [16.0]
Originality [4.0]: I can’t say hengeyokai or shapeshifter are particularly unexpected in a round focusing on changing shape. Ardent and the warlock dip/not dip are enough to gain a small bonus (+0.5). I feel the overall concept of a self-forming flock of death sparrows deserves a bonus in its own right (+0.5).
Power [4.5]: I must admit, the RAW of this build bamboozles me a bit (psionics and meldshaping are not my strong suit, and the whole hive mind rules for dark speech have always seemed very weird to me). No doubt it has a lot of power and versatility. I can’t help but feel that a fair chunk of your power comes from abusing the split ability of a form that pretty much every other competitor in the comp could also pull off to some degree. Having said that, I simply cannot deny the sheer power of the build (+1.5).
Elegance [2.5]: Again, speaking as someone who isn’t an op-guru, this build seems to be on some shaky RAW ground in places, and I can honestly see a lot of DMs not letting this build fly at their table. It seems to rely on a lot of TO tricks and some relatively generous interpretations of RAW/RAI. I can see that a painstaking amount of thought and design went into this build, so I am bearing that in mind. I also acknowledge that this build has better backstory write-up and character motivations listed than most others, and the level breakdown is well detailed. Overall, I’m going to have to give this build a small hit to elegance, simply because a lot DMs are going to look at the build and say “whaaaa?” (-0.5).
UoSI [5.0]: I can’t fault this. I’d be hard pressed to find a better way to use the SI in your build. Assuming everything works as it says on the label, full marks (+2.0).


Eater of Forms [14.0]
Originality [4.5]: Blighter is relatively expected. Pretty much everything else about this build (elan, fighter, soul eater) isn’t (+1.0). Also, the overall concept of the build kind of blew my mind – in a good way (+0.5).
Power [4.0]: A lot of this build’s power relies on a reading of soul eater’s energy drain working with natural attacks. This RAW on this is debated enough that I won’t impose a penalty, but I can’t give a bonus in good faith, either. Having said that, your feat choices all synergize well with MoMF, and you pull off some tricks I honestly would not have thought of. Overall, take a bonus (+1.0).
Elegance [2.5]: I feel a little mean about this (I have struggled with the forums table code myself in the past), but I have to ding you for linking to an external document to see the bulk of the entry (-0.5). Endurance is not a fighter bonus feat; I’m willing to give a relatively lenient penalty as you could have subbed other feats out to get endurance (-0.5). I struggled a little to initially see your character race – I won’t ding you for this, but I do always urge people to put a build stub at the start of their entry. I like the character motivation write-up, and the level breakdowns are sufficiently detailed (+0.5). As previously mentioned, using level drain granted from soul eater in conjunction with natural attacks is still a hotly debated topic, so no bonus or penalty for that. I really wanted to give your character a better score overall, but I felt this category was its Achilles heel.
UoSI [3.0]: Only 7 levels of a 10 level SI calls for a hit, sorry (-1.0). However, most other aspects of your build make very good use of MoMF, and it is absolutely core to the character concept (+1.0).

Darrin
2016-09-18, 08:39 AM
Scores After Two Judges
EntryPlaceDire_StirgeThurbaneTotal

Silus White (link) (http://www.giantitp.com/forums/showsinglepost.php?p=21197951&postcount=89)Gold15.2514.529.75

Black Sparrow (link) (http://www.giantitp.com/forums/showsinglepost.php?p=21197986&postcount=91)Gold13.751629.75

Whod'at Agin (link) (http://www.giantitp.com/forums/showsinglepost.php?p=21197948&postcount=88)Bronze13.7513.527.25

Weohstan (link) (http://www.giantitp.com/forums/showsinglepost.php?p=21197941&postcount=87)Fourth11.7514.526.25

Lyonesse (link) (http://www.giantitp.com/forums/showsinglepost.php?p=21197976&postcount=90)Fourth12.251426.25

Eater of Forms (link) (http://www.giantitp.com/forums/showsinglepost.php?p=21197996&postcount=92)Sixth121426

Inevitability
2016-09-18, 08:43 AM
Someone get me a suit to wear with those ties. :smalltongue:

Deadline
2016-09-18, 10:37 AM
Someone get me a suit to wear with those ties. :smalltongue:

I've started my judging, but it will probably be a couple of days before I'm finished. Should still be finished well within the deadline.

ben-zayb
2016-09-18, 09:59 PM
I've started my judging, but it will probably be a couple of days before I'm finished. Should still be finished well within the deadline.
I think the pun thing's been over a few pages ago.

Heliomance
2016-09-20, 02:05 AM
Wait, we look to be getting three judges? I may faint!

There's currently one more dispute sitting in my inbox, but I'm on mobile at the moment. I'll post it later today.

Heliomance
2016-09-21, 02:04 AM
Wait, we look to be getting three judges? I may faint!

There's currently one more dispute sitting in my inbox, but I'm on mobile at the moment. I'll post it later today.

Aaaand I forgot. My bad.


I must enter a bit of a dispute here.

When referencing the Eater of Forms qualify for Blighter, Dire Stirge writes "The assumption that being an ex-druid back when you weren't an elan yet qualifies you for Blighter is flat-out wrong."[/I

I don't see the rules basis for this. The requirements for Blighter states [I]" The character must be an ex-druid previously capable of casting 3rd-level druid spells." Rules as written an Elan that was a druid of level 5+ previously to becoming an Elan qualifies. While I can see that there is a way to read this where it does not qualify, that does read more into the rules than they actually say.

A wizard that trades in his wizard levels to Creeping Darkness would remain an ex-wizard previously capable of casting x level spells, and the existence of multiclassing and several ways to lose levels means that any class can be an ex-class.

Unless there are supplementary rules I am unaware of?

Inevitability
2016-09-21, 09:28 AM
The two main problems I have with this are the following:

1. 'Ex-druid' is a term with an established meaning within the game.


Ex-Druids
A druid who ceases to revere nature, changes to a prohibited alignment, or teaches the Druidic language to a nondruid loses all spells and druid abilities (including her animal companion, but not including weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a druid until she atones (see the atonement spell description).

This text seems to establish that an 'ex-druid' is someone with unusable druid abilities as a result of violating druidic codes.

2. The description of elans states:


Newly created elans retain the basic memories and personality of their previous human lives, but lose all their previous class levels, skills and other characteristics.

As 'ex-druid previously capable of casting 3rd-level spells' isn't a memory or personality trait, elans don't retain it. Remember, they're effectively brand new people.

Still, I admit that by a certain reading of the rules, your assumptions would be correct. Score will be altered.

Thurbane
2016-09-23, 02:42 AM
Would Hellbred be able pull off similar "past life" tricks?

Heliomance
2016-09-23, 03:38 AM
Would Hellbred be able pull off similar "past life" tricks?

I'm not going to rule one way or the other on the legality of such tricks. I do think it was very clever, I hadn't seen that idea before, but I think if it were to become a standard trick in Iron Chef it would get very boring. Personally I think it was good here because it was original, but if it got used again it would just be copying this.

In the end, though, I'll leave it up to the judges to say what they think of it.

Thurbane
2016-09-23, 03:48 AM
I'm not going to rule one way or the other on the legality of such tricks. I do think it was very clever, I hadn't seen that idea before, but I think if it were to become a standard trick in Iron Chef it would get very boring. Personally I think it was good here because it was original, but if it got used again it would just be copying this.

In the end, though, I'll leave it up to the judges to say what they think of it.

I'm considering the possibilities for a Hellbred NPC in my own campaign "Oh yeah, I used to be an elan. Before that, I was human. Well, I say human, but at one stage I was a gnoll before the reincarnate spell..." :smalltongue:

Gemini476
2016-09-23, 04:14 AM
"I used to be level 20 in every single class in existence, but then I had a long-term relationship with a Succubus..."

Inevitability
2016-09-23, 05:28 AM
"I used to be level 20 in every single class in existence, but then I had a long-term relationship with a Succubus..."

Why didn't that guy use his 20 cleric levels to cast Death Ward? :smalltongue:

Gemini476
2016-09-23, 06:29 AM
Why didn't that guy use his 20 cleric levels to cast Death Ward? :smalltongue:
What, like some kind of square?


What can I say, they liked living dangerously.

Inevitability
2016-09-23, 08:48 AM
What, like some kind of square?


What can I say, they liked living dangerously.

In that case, why didn't his 20 Dread Necromancer levels render him undead and thereby immune to energy drain?

Gemini476
2016-09-23, 09:45 AM
In that case, why didn't his 20 Dread Necromancer levels render him undead and thereby immune to energy drain?

Voluntarily lowered immunities, baby. Hard to sleep with a demon if you're immune to sleep.

(They'd probably also have a ludicrous Fort save and no problem saving against the DC21 saves, but that's why I said long term relationship. Very long term. Good thing they're both fairly ageless.)

Inevitability
2016-09-23, 11:12 AM
Voluntarily lowered immunities, baby. Hard to sleep with a demon if you're immune to sleep.

Can I sig this? It's awesome.

Gemini476
2016-09-23, 12:44 PM
Can I sig this? It's awesome.

Sure thing.

Darrin
2016-09-27, 08:57 AM
So... are we about done with this dish?

Assuming the current scores stand, my vote for Honorable Mention goes to Eater of Forms.

Deadline
2016-09-27, 09:35 AM
Sorry folks, I'm buried under a sizeable chunk of work. I've still only got my first read-through notes and some partial scores for a couple entries. I'm probably looking at this weekend before I'll have a chance to finish up. Again, apologies all around :smallfrown:

Sian
2016-09-27, 10:05 AM
I don't have a dog in the race but I'd say that two judges should be enough

Inevitability
2016-09-27, 10:06 AM
If judges get HM votes too, I'd like to vote for the Eater of Forms too.

Thurbane
2016-09-27, 11:06 PM
If judges get HM votes too, I'd like to vote for the Eater of Forms too.

Thirded - assuming judges can give HM, mine also goes to Eater of Forms.

...would be nice to get the tie broken, if we can wait for the third judge?

Heliomance
2016-09-28, 05:21 AM
Quick show of hands - wrap it up now, or wait for a third judge?

Grim Reader
2016-09-28, 05:23 AM
I don't mind waiting.

Inevitability
2016-09-28, 07:26 AM
I'd like for this to end. Two judges is plenty, and I want to see if the next secret ingredient gets me to cook something again.

KrimsonNekros
2016-09-28, 08:22 AM
I'm fine waiting for DL

Sian
2016-09-28, 09:35 AM
As mentioned, I think 2 should be enough, but as I don't have a dog in the race either way then ... :p

Macabaret
2016-09-28, 01:31 PM
Normally, I'd be loathe to wait.
But I'm also loathe to discourage judging when it's offered.

That there's a judge already working on judging, and that there's a tie for the top spot, I say we wait the rest of the week.

daremetoidareyo
2016-09-28, 04:12 PM
Normally, I'd be loathe to wait.
But I'm also loathe to discourage judging when it's offered.

That there's a judge already working on judging, and that there's a tie for the top spot, I say we wait the rest of the week.

Agreed.

Judges are like DMs. They need to have their efforts valued.

If we wait for this judge, I'll pre-emptively volunteer to judge the next round, so that the judge count is at least 1.

Thurbane
2016-09-28, 04:50 PM
I'll throw in my vote for waiting for the 3rd judge as well. :smallwink:

...shame no one wanted to judge the last JYW...only the second ever entry I've entered in a playground comp, I would have like to see how it rated. :smallfrown:

It's a festivus miracle!

Inevitability
2016-10-02, 01:53 AM
While we're waiting for Deadline, how about we post some future ingredient suggestions? I'm still interested in Blackguard and Yathrinshee.

A Hexer round may also be interesting, just to see how people are entering. I suppose it may be a bit too good for this competition's standards.
Or it's Shining Blade of Heironeous this time.

Thurbane
2016-10-02, 02:27 AM
Well, I'm always hoping for Dragon Samurai, so if I can squeeze an entry in before my break from the forums, that's be good to see.

Also, Watch Detective was suggested once before, and I'd like to see how that went in a comp as well.

Gemini476
2016-10-02, 06:57 AM
While we're waiting for Deadline, how about we post some future ingredient suggestions? I'm still interested in Blackguard and Yathrinshee.

A Hexer round may also be interesting, just to see how people are entering. I suppose it may be a bit too good for this competition's standards.
Or it's Shining Blade of Heironeous this time.

Hexer using the intended entry (e.g. orc adept 8) might not be too powerful, but that eats through your class levels like no-one's business.

Nonintended entry with a full caster, though? Yeah, suddenly the Hexer gives you ninth-level spells (from the wizard spell list! as a class feature!) and it's a very powerful class.

And given that this is an optimization competition, I think it's probably pretty obvious which type of entry that's going to be used.

Amechra
2016-10-02, 11:11 AM
I would like to see something really quirky - while the Sibyl and the Dread Witch are both decent PrCs, they're also both weird PrCs.

Alternatively, Siren with the slight tweak that the ability you use to qualify doesn't have to be racial/innate.

Deadline
2016-10-02, 03:48 PM
First off, I want to apologize to all the chefs for the lateness of my judging, and my relatively sparse commentary. I did not have the time I thought I would to get this done, and while I feel I gave each dish a solid judging, I would have liked to have spent more time really going over them to give you more thorough feedback.

That being said, we had a crazy bunch of very creative dishes here, and I'm constantly amazed at the quality of our chefs competition after competition. My comments below are not meant to be mean, just critical, so please don't take them in any other matter than that.

Originality: Well, I wasn't expecting Spirit Shaman or Abolisher, so you surprised me there. Beyond an odd entry though, you are a pretty bog standard MoMF. That said, at least it's more original than a straight Druid entry.

Score: 3.5

Power: You've got some limited scouting capability and a tiny bump in power against aberrations, but are otherwise a Druid entry without an animal companion. This is pretty much a wash, and puts you at the baseline score.

Score: 3

Elegance: Nothing questionable here, you qualify for everything you take, and things work reasonably well. You are a little late to the game with the SI, but as quick as you can get there given your chosen path of entry. Bouncing from Abolisher to the SI and back is also a little rocky, but nothing too unusual. I appreciated your options section, and that you took the time to suggest some decent forms for the SI at each breakpoint.

Score: 4.25

Use of the Secret Ingredient: This is where you run into a little trouble. The first and most dreaded question I have to ask is, why not more Spirit Shaman instead of what you've done here? There's not a lot of synergy with the SI, so it feels kind of tacked on. You do use one of the prerequisite feats for scouting which is good, but the rest is just sort of there.

Score: 2.75


Originality: Zhentarim Spy was unexpected. Urban Ranger is a neat twist and fits with the theme you seem to be going for. You've got some fun feats here that rarely see the light of day. Wildshape Ranger is probably one of the most solid entries for the SI, and highly expected.

Score: 3.5

Power: You make a remarkably effective infiltrator for situations where the opposition can't detect your alternate form. You've got a little sneak attack, which helps in the damage department. As a spy and infiltrator, you work well.

Score: 3.5

Elegance: You've got some odd choices fluff-wise, which could have been explained by a backstory blurb. Otherwise, you've got a solid build. Everything is sourced and you avoid any pitfalls. You bounce around a bit from Zhentarim Spy to the SI and back.

Score: 4.25

Use of the Secret Ingredient: You run into a little trouble here. You pick up a prerequisite feat as a bonus feat, and you get some good use out of Alertness. And everything here builds well to support your Zhentarim spy levels. And that's the problem, this is more of a Zhentarim spy build than a Master of Many Forms build. That said, the established fluff for the SI isn't exactly alien to the concept you presented here, so it's not that big a deal.

Score: 3.5


Originality: Who would have thought we'd see two builds with similar functioning themes? Urban Ranger is a fun twist, but Wildshape Ranger is expected. Chameleon is ... oddly appropriate. Some fun feats see play here.

Score: 3.75

Power: You play the everyman quite well. Solid skill support, Chameleon abilities (and spells), and the floating Assume Supernatural Ability feat is solid. I'm not finding a whole lot to complain about here. Almost all of the Ability Focuses from Chameleon enhance your ability in or out of combat. If you could get 4th level WIS and CHA based spells without needing items to do so, you'd probably see a 5 from me here.

Score: 4.5

Elegance: This build is just really well put together. It's got a couple of issues that keep it from being a 5 here. You need a GM to sign off on a Changeling getting Able Learner and into Chameleon (which they totally should do, it makes sense). Also, you've got an odd transition when you jump into Chameleon. I'm not entirely certain why you do it when you do.

Score: 4

Use of the Secret Ingredient: This is another build that seems like it would be at odds with the SI. You use one of the prerequisites (Alertness), and Chameleon's floating feat being used to enhance your Wild Shape forms is sound. I like the build, and I like the vignette backstory you supplied.

Score: 3.75


Originality: Frostblood Half-Orc is a neat way to pick up a prerequisite feat. Daggerspell shaper is fun. Frozen Wild Shape is neato frito. Wildshape Ranger is a solid entry and most expected. Pouncebarian isn't new.

Score: 3.25

Power: You do ok here. You've got some solid damage when pouncing, depending on what form you are using. Two-weapon pounce is a wasted feat here, because it's pointless in a build that actually has Pounce, and doesn't interact with Daggerclaws at all. You can play the role of scout decently, and do reasonably well as a melee frontliner. You aren't terribly versatile, just good at combat.

Score: 3.5

Elegance: Multiclass penalties hurt. You dip pouncebarian and Daggerspell Shaper. Everything is sourced. Build jumps all around, and you get into the SI very late.

Score: 2.25

Use of the Secret Ingredient: You enhance the SI with Frozen Wildshape and Daggerclaws. You pick up a prerequisite as a bonus feat. You don't take all 10 levels, but you mitigate that somewhat with Dragon Wildshape. You do decently, but nothing really jumps out as being above and beyond without sacrificing the SI. You could have dropped the Daggerspell Shaper entirely to take all levels of the SI and another level of Scout to avoid Multiclass penalties and done much better overall. It honestly felt like you tried to shoehorn in just a bit too much, and as a result you burst some of the seams. Still, Lyonesse feels very much like a Master of Many Forms.

Score: 3.25


Originality: You gave me trouble, you know that? I know I've seen this build before, and I finally remembered where. It's the Adzorok Flock (http://www.giantitp.com/forums/showsinglepost.php?p=20502211&postcount=115) from round 10 of the Villainous Competition, albeit much more refined. I'm at a loss as to what to do here. You may well be the same chef who cooked up that previous build, but you may not. I think what I'm going to do is ding you for repeating a trick (hivemind shenanigans), and then add on to that for things that are new to me.

Ardent is unexpected, as was Hengeyokai. Hivemind shenanigans aren't new, but I can appreciate the theme. Midnight Augmentation is fun. I like Shapeshifter and it's a neat way to qualify for the SI.

Score: 2.5

Power: I'm not sure much needs to be said here. Have all the points your trick can possibly get you in this category. :smallbiggrin:

Score: 5

Elegance: This is decidedly a TO build. As such, you had to know that you weren't going to score well here. The entire build is strongly subject to DM approval, and it's highly unlikely to get it. Everything is well sourced. You even manage to dip a couple of classes and then erase one of those dips in a decidedly TO manner. You also bounce around a bit for no apparent reason.

Score: 1.5

Use of the Secret Ingredient: Well, the best part of your chosen path is that I don't have to ask why you didn't just go with more Ardent levels, because you need levels 7 and 8 of the SI to pull off your trick. You get quite a bit of mileage out of Extraordinary Wild Shape and ooze shape. The rest though, seems pretty pointless compared to your TO trick.

Score: 3


Originality: Fighter, Blighter, and Soul Eater, oh my! Elan? Yeah, wasn't expecting any of that. That's a mighty creative use of Elan as well.

Score: 4

Power: Assuming Soul Eater works the way you want it to, you are rock solid in the melee department. Unfortunately you don't do much else aside from combat. Your only versatility comes from some low level Blighter spells and your forms.

Score: 3.5

Elegance: Nothing is sourced. There's some contention about whether the Soul Drain ability works on all attacks you make, or if it requires a Standard Action to use. And let's talk about the Elanphant in the room. That's ... uh, I don't think that works the way you want it to. I can totally see where you are coming from, especially given the wording for Blighter qualification, but I can't imagine a GM going for that. Also, you manage to go through all that trouble to early entry into Blighter and you still don't get into the SI until level 9?

Score: 1.75

Use of the Secret Ingredient: This is honestly a neat take on the SI, but you still manage to not use much of it, including taking only 7 levels of it. You don't make use of the prerequisites, and you kind of trump its abilities with Soul Radiance. I guess it makes me question why the SI is present at all? Wouldn't you be better off with more Soul Eater and Blighter levels?

Score: 2


Thanks to all the chefs (and the Chair) for your patience. Eater of Forms is my choice for Honorable Mention. Between Blighter, a very creative reading of Elan, and a neat bit of fluff, it just really grabbed me.

Darrin
2016-10-02, 07:42 PM
Tiebreakers are in! Thank you, Deadline.

Scores After Three Judges
EntryPlaceDire_StirgeThurbaneDeadlineTotal

Silus White (link) (http://www.giantitp.com/forums/showsinglepost.php?p=21197951&postcount=89)Gold15.2514.51645.75

Whod'at Agin (link) (http://www.giantitp.com/forums/showsinglepost.php?p=21197948&postcount=88)Silver13.7513.514.7542

Black Sparrow (link) (http://www.giantitp.com/forums/showsinglepost.php?p=21197986&postcount=91)Bronze13.75161241.75

Weohstan (link) (http://www.giantitp.com/forums/showsinglepost.php?p=21197941&postcount=87)Fourth11.7514.513.539.75

Lyonesse (link) (http://www.giantitp.com/forums/showsinglepost.php?p=21197976&postcount=90)Fourth12.251412.2538.5

Eater of Forms (link) (http://www.giantitp.com/forums/showsinglepost.php?p=21197996&postcount=92)Sixth121411.2537.25

Kelb_Panthera
2016-10-02, 09:21 PM
Good thing I'm not a betting man. I would be out of my shirt by now.

ben-zayb
2016-10-03, 12:16 AM
It's pretty much the runaway HM, but here's another +1 vote to Eater of Forms. That's a pretty cool cheese to add on my TO list!

Heliomance
2016-10-03, 05:28 AM
One quick note from Silus White, then I think that might be it!


Thanks for the judgement Deadline, just a quick note:

Under power, you mentioned:


If you could get 4th level WIS and CHA based spells without needing items to do so, you'd probably see a 5 from me here.

Chameleon's Arcane Focus uses Intelligence as a casting stat, not Charisma, which Silus has in spades.

Also, just a minor footnote regarding the Alertness and Endurance feats and their use: As a PI, Silus needs Spot and Listen to keep from anyone getting the drop on him, and he spends many night sleeping in his trench coat (Leather armor) while on a case, so being able to do so without being fatigued is always useful. :smallbiggrin:

Deadline
2016-10-03, 10:20 AM
Chameleon's Arcane Focus uses Intelligence as a casting stat, not Charisma, which Silus has in spades.

Right, that's an artifact of my not going over my own judging with a fine toothed comb. You need Wisdom for the Divine Focus, which is the issue. Sorry for the confusion.


Also, just a minor footnote regarding the Alertness and Endurance feats and their use: As a PI, Silus needs Spot and Listen to keep from anyone getting the drop on him, and he spends many night sleeping in his trench coat (Leather armor) while on a case, so being able to do so without being fatigued is always useful.

You got credit for having kept your Spot and Listen relatively high (just like others who did so). But you didn't have any expanded use of Endurance other than the norm. Remember, just having the feat isn't enough to get full marks, it's the expected average. If you had another feat that built on Endurance or something, that's what I was looking for here.

Also, as an aside, I did really like Silus, not sure if that came across in my judging commentary.

The Viscount
2016-10-03, 12:50 PM
Props to Deadline for coming through! Been a while since we had a 3 judge round. I'm excited for the next one.

Thurbane
2016-10-03, 06:59 PM
Props to Deadline for coming through! Been a while since we had a 3 judge round. I'm excited for the next one.

Me too - hope to get an entry in (depending on the SI) before my break from the forums! If I don't get an entry in, and judging is still open when I get back, I'll endeavor to do judging again.

Heliomance
2016-10-05, 08:05 AM
Right, let's do the reveal! Just before I do, there is one more dispute, but as I think it's very unlikely to change the rankings, I won't delay the contest end for it. I'll post it here for judge's comments, though.


Ok. On power, Deadline wrote "Unfortunately you don't do much else aside from combat. Your only versatility comes from some low level Blighter spells and your forms."

I do want to point out that the Eater of Forms can theoretically cast any spell from any list, including Epic spells, from level 12.

The Spell Drain feat lets it cast any prepared spell lost to a negative level it bestows. This ability does not need to meet ability score prerequisites and is treated as if cast by the drained creature. While getting its protuberances on an epic spell at level 12 would be rather fluky, it can acquire spells from allies, enemies, summoned creatures or gated ones.

From level 15 when it gains the ability to use (Ex) abilities of a large number of forms, there are also a small number of creatures with spellcasting as an (ex) ability. Arkami, some Hobgoblins etc.

"You don't make use of the prerequisites, and you kind of trump its abilities with Soul Radiance. I guess it makes me question why the SI is present at all? Wouldn't you be better off with more Soul Eater and Blighter levels?"

The prerequisites mesh well with Soul Eater. As does the race:) The Soul Radiance flavorwise feels like a better capstone to MoMF than the ability to turn into Dragons. It does not quite trum the MoMF, because as I read it, you can only Shapechange into something you have drained. I don't think you can keep changing forms like a Shapechange spell. MoMF adds flexibility.

Without MoMF, you cant inflict many negative levels in a round either.

Also, there is the mental image of all the MoMF forms you can put the Skeletal template on...


And now, the reveal:

Scores After Three Judges
EntryChefPlaceDire_StirgeThurbaneDeadlineTotal

Silus White (link) (http://www.giantitp.com/forums/showsinglepost.php?p=21197951&postcount=89)One Step TwoGold15.2514.51645.75

Whod'at Agin (link) (http://www.giantitp.com/forums/showsinglepost.php?p=21197948&postcount=88)MacabaretSilver13.7513.514.7542

Black Sparrow (link) (http://www.giantitp.com/forums/showsinglepost.php?p=21197986&postcount=91)DarrinBronze13.75161241.75

Weohstan (link) (http://www.giantitp.com/forums/showsinglepost.php?p=21197941&postcount=87)AmphetryonFourth11.7514.513.539.75

Lyonesse (link) (http://www.giantitp.com/forums/showsinglepost.php?p=21197976&postcount=90)KrimsonNekrosFourth12.251412.2538.5

Eater of Forms (link) (http://www.giantitp.com/forums/showsinglepost.php?p=21197996&postcount=92)Grim ReaderSixth121411.2537.25



Congratulations to One Step Two, Macabaret, and Darrin for medalling, and to Grim Reader's Eater of Forms for Honourable Mention!

Inevitability
2016-10-05, 08:46 AM
Congratulations!

Also, Heliomance, you referred to 'Eater of Forms' as 'Eater of Souls' in the last line of your post.

Darrin
2016-10-05, 08:58 AM
Congratulations! It's also great to see some new names up there.

Deadline: I wasn't aware of the Adzorok Flock when I put together my build. Actually, that's not entirely true... I think I stumbled onto it when I was checking to make sure the Split (Ex) trick worked, because I remember looking at the Malevolent Shape trick, realized it was using possession via the Ghost template class, and discarded it as not relevant. I actually had some trouble finding other MoMF builds using high-op tricks. I would see references to "You could do X with this" but hardly any fleshed-out examples. It didn't occur to me that I might be cribbing from another chef's build. I'm happy to credit ben-zayb with the "Flock" idea, and I think his trick is a lot cooler than mine: possessing other creatures before splitting them off. Since this trick is possible with *any* MoMF build with at least 8 levels, I figured *all* the entries would be using ooze-splitting along with a bunch of other high-end TO tricks, so I needed something else to make the build distinctive.

The "something else" was using hivemind on a swarm, which was an idea I was working on for LordofCain's first Rubbish Arena Challenge. But it doesn't work on a Commoner chassis because they have a terrible Will Save. It *does* work on a Soulknife, but I kept running into problems trying to maintain concentration on the swarm. I tried working in sonorous hum or solicit psicrystal, then tried hengeyokai sparrow to create a fine-sized swarm with duplicates, and replaced the Warlock level with Consecrated Harrier to grab aspect of the wolf, but I ran into the "1 HD" problem. It took me a long while to realize the "army of duplicates" thing solves the concentration problem. I tried working in mindwipe to fix the HD problem, but didn't like how it turned out. I finally came up with the Phiuhl solution, but it was after the builds had been posted. Going back to Warlock and summon swarm gave me a much higher caster level (5000 bats instead of 1600 sparrows), but... I wasn't sure what to *DO* with 89 sorcerer levels.

So... make a better body? My original idea was magic jar shenanigans, either Doc Roc's "Commodore Guff" trick or using trap the soul to create a new body, or maybe something with ice assassin, but the RAW felt very iffy. Magic jar at least fixes the "can't target a swarm with spells" problem. The first form was supposed to be the hivemind casting aspect of the chromatic dragon, and Black Sparrow's backstory was going to involve Tiamat creating her as sort of an army of 7-headed super-assassin minions, but it was kinda obvious that at full power Black Sparrow could eat Tiamat for breakfast without breaking a sweat. So I tried googling "shapechange forms", and chronotyryn was highly recommended as one of the best forms. The other form I wasn't sure about, but decided I should use Wild Shape for something more than Split (Ex), and eventually concluded the most powerful Wild Shape form was a cryohydra.

Without the Tiamat angle, I was at a loss for what to do with Black Sparrow's backstory. As some of the judges mentioned... what does she want? What are her goals? With all that power at her fingertips, why would she even bother with mundane mortal concerns? I had no idea (still don't). But I did put some thought into how exactly would a somewhat well-prepared Tier 1 spellcaster attempt to take her down, and that became the backstory. That's when I discovered that trying to circumvent an AMF is a hughnormous pain in the tuchus, and while the backstory didn't seem to help or hurt me all that much, I think I got lucky because nobody called me on the dodgy custom single-use item to create a prismatic sphere.

Deadline
2016-10-05, 10:09 AM
Congrats to our chefs! I want to say again that I was really impressed with all of the builds, they were all really cool. I like Weohstan for having an entry method I hadn't even considered, and Eater of Forms for the clever method of entering Blighter. Darrin, I did really like Black Sparrow, and I think it is actually a much better build than the Adzorok Flock, not sure if that came across in my judging comments. Ultimately, I went with the safe bet of penalizing you for duplicating the Split trick and Hivemind shenanigans, rather than assuming you just copied an existing build, so no worries there. And I dig Black Sparrow's theme too. :smallbiggrin:

@Grim Reader - I hear you on the Spell Drain thing, but if we're going to assume you are capable of draining a spell from a creature with 9th level spells and then survive long enough to cast it, then we should also assume you are more than capable of slaying whatever creature you want to turn into. I see where you were going with it, but I think you are in the position of either trumping the MoMF tricks, or not being able to utilize those tricks all that reliably, which means you are missing out on the last three levels of the SI with not much gained in the trade. I am going to have to remember that Elan trick though, I may totally allow it for anyone at my table who wants to play a Blighter, because 5 useless ex-druid levels is a tough pill to swallow for a class that is so thematically cool but mechanically not that great. :smallsmile:

Thurbane
2016-10-05, 03:59 PM
Congrats to all on what was a surprisingly tough round.

Thanks especially to Darrin and Grim Reader - your builds were very interesting to read and chock full of great ideas! :smallsmile:

ben-zayb
2016-10-05, 04:28 PM
Congrats to everyone, especially to our awardees!

To be fair to Darrin, while Black Sparrow did remind me of t.A.f. due to the flock of birds theme and usage of Split, the similarities pretty much end there. It has its own MO, which is just a different kind of awesome--taking advantage of the trick to become a swarm of hengeyokai by turning them into a hivemind is just brilliant!

One Step Two
2016-10-05, 07:38 PM
Woo! Thanks to the judges, I'm happy my first entrance into the Iron Chef was a win! To celebrate, here's a tale of Silus White: Private eye.


It had been raining for seven days, some thaumaturge in charge of the local water elementals had screwed up, and it was wetter than an Aboleth's washroom. I hated working in the rain, water got everywere and my boots would squish for days, not Garret though. The lousy mutt loved the water in his fur, and always stopped under eaves to lap up some water, always made the homless kids smile though to see a hundred pound wolf acting like a puppy. At least someone was getting some enjoyment out of all this.
For me, it made tracking down my mark a little trickier, but in Sharn, it wasn't a trail of leaves and broken twigs to follow, but curious eyes and wagging tongues that would lead me to them. A generous bribe, a soft word or a veiled threat, all of it valid currency for information, it's what led me to a forgettable doorway in a dingy back alley of a warehouse district. A grimace crossed my face, which at the moment was a plain human, with brown hair and hazel eyes that spotted the telltale symbol, a demons head with it's mouth wide around a drop of red. I cursed silently, it was the damn vol-suckers after all. So much for hopeful lies. I signalled Garret to hide in the refuse in the alley way and howl if anything decided to try and get the drop on me.

After a couple of tries I managed to jimmy open the lock, and I slowly slunk into the doorway and down the stairs, while I eased the wand inside my coat pocket. Magic Missile, nothing too fancy, enough to give most folk a good scare, but the three missiles usually told em I meant business when I decided to pull it. When my foot hit the bottom of the stairs lights flared up all around me, torches alighting themselves by some unseen signal making the previously dark ware house light up, it's caverous interior making me feel like I was being swallowed by some enormus beast. In the distance I hear a howl followed by the door upstairs behind me slam shut, the bar of the trap was definetly snapping on my back. In the room were ten cultists in full colour, and armed to the teeth, but I only had eyes for the dwarf who stood in the middle of them, with a wide smile, the same confidence she wore when she walked into my office.

"You're either very brave, or very stupid Mr. White." She said, her body rippled as the spell faded away revealing a beautiful human woman with golden hair and wicked red eyes. "I did not expect you to come in here without backup, but then your greed, and lust for glory is not unknown to us." She gloated.
"Well, what can I say, I'm a sucker for a pretty face and a sack of platinum." I slowly edged around the room so they couldn't flank me, keep em talking, it's all I had to do, these cultist loonies loved to hear themselves talk, "So what did it?" I asked, "Was it the humanoid trafficking ring I broke up that made you decide to do this, or the time I found you guys trying to undermine House Orien?" I couldn't help but smile at that one, trying to find a missing courier only to uncover their plans to take over the lightning rail must have really stung.
All formality was gone now, her face had a beautiful scowl, "You think yourself so clever do you?" She demanded, "You're nothing more than second-rate gutter-crawler who should have been snuffed out long ago! You have foiled us for the last time Silus White, kill him!" she howled.

As soon as her final order left her lips, Silus was gone. What stood in his place was a Large White Dragon, it's eyes glimmering with dangerous intent as it unleashed a cone of freezing breath that made almost half of his attackers start to shake in terror. Tonight, these Vol-suckers were going to learn why not many people got away with successfully trying to corner Silus White.

As a final bit of note about the build though, in the end I was tossing between Steadfast Determination as the last feat, but felt that Boars Ferocity was much better due to the fact that while Steadfast Determination is a very nice feat, it relies on him being in a form with a high con to use it all the time. Whereas with Boars ferocity, it's better to have around all the time to save his bacon from close calls.

And Deadline: Silus does meet the Int and Wis necessary for both Arcane and Divine casting from Chameleon, but it's mostly my fault for not making the attribute increases as he leveled clearer, by level 20 his stats should be: Str 8, Dex 8, Con 12, Int 20, Wis 16, Cha 15.

Thurbane
2016-10-05, 08:43 PM
Whereas with Boars ferocity, it's better to have around all the time to save his bacon from close calls.

Now now, don't hog all of the puns! :smalltongue:

One Step Two
2016-10-05, 09:11 PM
Now now, don't hog all of the puns! :smalltongue:

No need to swine about it, I'm doing my best to make sure everyone can share in the puns, that's my sty-le after all.

Deadline
2016-10-06, 12:06 AM
And Deadline: Silus does meet the Int and Wis necessary for both Arcane and Divine casting from Chameleon, but it's mostly my fault for not making the attribute increases as he leveled clearer, by level 20 his stats should be: Str 8, Dex 8, Con 12, Int 20, Wis 16, Cha 15.


You still wouldn't. A 5th level Chameleon gets 0 4th level spells per day. You'd need an 18 to get a bonus 4th level spell, netting you one 4th level spell per day.

One Step Two
2016-10-06, 12:18 AM
You still wouldn't. A 5th level Chameleon gets 0 4th level spells per day. You'd need an 18 to get a bonus 4th level spell, netting you one 4th level spell per day.

Oh, derp. This kids is why you make notes instead of keeping stuff in your head alone. Ability Boon to Wisdom is going to be his most common application so he can use of a 4th level divine spell. Again, my bad.

Deadline
2016-10-06, 09:44 AM
Oh, derp. This kids is why you make notes instead of keeping stuff in your head alone. Ability Boon to Wisdom is going to be his most common application so he can use of a 4th level divine spell. Again, my bad.

No worries. I've done worse with some of my entries, to be sure. :smalltongue: