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Heliomance
2017-03-24, 07:26 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 the Planar Handbook.

Chairwoman: From the sea to the sky! This month's theme is... Astral Dancer! ALLEZ OPTIMISER!


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

Welcome, contestants, judges, and guests to Iron Chef LXXXIV. 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 Tuesday, April 18th, 2017 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 Tuesday, April 25th, 2017 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)
Iron Chef LXXX: Master of Many Forms (http://www.giantitp.com/forums/showthread.php?498359-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXX)
Iron Chef LXXXI: Serene Guardian (http://www.giantitp.com/forums/showthread.php?502666-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXXI)
Iron Chef LXXXII: Elocator (http://www.giantitp.com/forums/showthread.php?505762-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXXII)
Iron Chef LXXXIII: Winterhaunt of Iboorighu (http://www.giantitp.com/forums/showthread.php?510581-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXXIII)
Iron Chef LXXXV: Waverider (http://www.giantitp.com/forums/showthread.php?514631-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXXIV)

Heliomance
2017-03-24, 07:27 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.

Inevitability
2017-03-24, 08:14 AM
Astral Dancer: because getting to use your bad class features on multiple planes is apparently overpowered.

Seriously, this is going to be tricky.

PrismCat21
2017-03-24, 08:15 AM
I am at a loss on what to cook up...

Darrin
2017-03-24, 09:22 AM
Whoa.

I have a rough idea, but the amount of fromagery it's taking to get it within spitting distance of maybe being mediocre in a very limited number of situations is truly astounding.

Venger
2017-03-24, 10:39 AM
oh boy, a new iron chef.

what the hell is this thing?

I am flabbergasted by how worthless this class is.

Sian
2017-03-24, 11:00 AM
got an idea ... lets see if that can be iterated into something valuable...

WhamBamSam
2017-03-24, 12:01 PM
Oof. There's a crappy class. Crappier even than I'd remembered. Upon rereading, I've noticed an issue with what had been my preliminary idea from when this class was listed as a possible SI.

I'll see what I can come up with. I've got a few busy weeks coming up, so I might just end up judging. I'm due anyhow.

Inevitability
2017-03-24, 12:27 PM
Aaaaaand Astral Dancers don't have full BAB. I feel like I should be surprised, but I think this class has left me drained of all human emotion.

Venger
2017-03-24, 12:39 PM
Aaaaaand Astral Dancers don't have full BAB. I feel like I should be surprised, but I think this class has left me drained of all human emotion.

Why would they? Look at all those sweet class features you get!

Technetium43
2017-03-24, 01:59 PM
Wow... this is... absolute garbage. Literally every single ability has an easier to acquire, less complicated, or better counterpart somewhere else. Its chassis is built for a skill monkey, but it doesn't have the list to properly fill the role. It has bad BAB, no casting advancement whatsoever, and all of its abilities don't function without either fiat or some method of plane shift, which is exceedingly difficult to get without overpowering this absolutely useless secret ingredient. This is, without a doubt, probably the least usable ingredient I've seen. I would rather play an Expert. Yeah, I guess I'm skipping this one. :smallannoyed:

Venger
2017-03-24, 02:06 PM
Wow... this is... absolute garbage. Literally every single ability has an easier to acquire, less complicated, or better counterpart somewhere else. Its chassis is built for a skill monkey, but it doesn't have the list to properly fill the role. It has bad BAB, no casting advancement whatsoever, and all of its abilities don't function without either fiat or some method of plane shift, which is exceedingly difficult to get without overpowering this absolutely useless secret ingredient. This is, without a doubt, probably the least usable ingredient I've seen. I would rather play an Expert. Yeah, I guess I'm skipping this one. :smallannoyed:

I think this would actually lose a fight to an expert.

Amphetryon
2017-03-24, 02:06 PM
Ugh. I have a... I guess the word is 'viable'... build stub. Every time an SI comes up with Spring Attack as a prerequisite, I find myself blessing the designer(s) who, in their great wisdom, thought Spring Attack was too powerful to get with a mere +3 BAB.

Sian
2017-03-24, 02:17 PM
I think this would actually lose a fight to an expert.

and it doesn't even got the style that Thunder Guide does :smallcool:


I find myself blessing the designer(s) who, in their great wisdom, thought Spring Attack was too powerful to get with a mere +3 BAB.

The main issue with Spring attack aren't the need for Bab+4, its the need for two fairly dead feats

Venger
2017-03-24, 02:17 PM
Ugh. I have a... I guess the word is 'viable'... build stub. Every time an SI comes up with Spring Attack as a prerequisite, I find myself blessing the designer(s) who, in their great wisdom, thought Spring Attack was too powerful to get with a mere +3 BAB.

if we had all those feats online at level 3, there's nothing the entirely reasonable cr3 monsters like that damn crab and shadows could do to stop us. what with our ability to kind of move and attack sometimes.

The Viscount
2017-03-24, 03:15 PM
....Wow.
A monk class that doesn't even have the decency to advance anything from monk. This might edge out cipher adept as the worst ingredient I've ever dealt with. Thank you for this opportunity.

Amphetryon
2017-03-24, 03:43 PM
The main issue with Spring attack aren't the need for Bab+4, its the need for two fairly dead feats

Yeah, no. Particularly not within the parameters of the Iron Chef in the Playground competition, where bad Feat prerequisites are fairly common.

The Viscount
2017-03-24, 05:41 PM
So this is probably a stupid question:

The Astral Plane as described in the DMG has directional subjective gravity, not no gravity. Assuming it hasn't been updated or changed between there and Manual of the Planes, does that mean all references from the class take effect
1. Only on planes or regions with no gravity
2. Only on planes or regions with directional subjective gravity
3. On planes or regions with no gravity, and also the Astral Plane
4. On planes or regions with no gravity or with directional subjective gravity
Or some other thing I haven't thought of?

SirNibbles
2017-03-24, 06:39 PM
This class has no useful features. You've given us the ingredient 'water' and told us to make a tasty soup. If the main ingredient isn't going to be the star of the show, why bother making it the main ingredient? All the flavour is going to be coming from the meat, vegetables, and spices.

Gemini476
2017-03-24, 06:51 PM
The trick, then, is to make stone soup.

Or just put a really heavy emphasis on the whole no gravity bit, I guess.

Heliomance
2017-03-24, 08:44 PM
So this is probably a stupid question:

The Astral Plane as described in the DMG has directional subjective gravity, not no gravity. Assuming it hasn't been updated or changed between there and Manual of the Planes, does that mean all references from the class take effect
1. Only on planes or regions with no gravity
2. Only on planes or regions with directional subjective gravity
3. On planes or regions with no gravity, and also the Astral Plane
4. On planes or regions with no gravity or with directional subjective gravity
Or some other thing I haven't thought of?

I'll be nice and give you interpretation 4.

...your responses are hilarious, guys. Love it. Also apparently I need to get better at eyeballing class value - I knew Astral Dancer was bad, I hadn't realised it was quite as utterly trash tier as you're all saying. Sorry!

Venger
2017-03-24, 09:11 PM
I'll be nice and give you interpretation 4.

...your responses are hilarious, guys. Love it. Also apparently I need to get better at eyeballing class value - I knew Astral Dancer was bad, I hadn't realised it was quite as utterly trash tier as you're all saying. Sorry!

Glad our pain brings you joy. I've got a stub ready to cook with this thing. Generally speaking, if a single thing from the list of necessary magic items is better than all your class features, that's an extra tough ingredient.

The Viscount
2017-03-24, 09:13 PM
I'll be nice and give you interpretation 4.

...your responses are hilarious, guys. Love it. Also apparently I need to get better at eyeballing class value - I knew Astral Dancer was bad, I hadn't realised it was quite as utterly trash tier as you're all saying. Sorry!

That certainly makes things interesting. I can feel the ideas forming already.

Don't feel bad about it. It's a really horrendous class, but I think some of our best rounds come from some of the toughest ingredients. We need one every once in a while to keep us from going soft. It builds character, like Calvin's dad always said.

I still can't get over the designers writing their class based off of 3.0 rules for a 3.5 book.

Gemini476
2017-03-25, 06:34 AM
Manual of the Planes gives the Astral Plane the "No Gravity" trait - the 3.5 DMG does give it the directional one and technically might overrule that (but the Planar Handbook clearly disagrees).

I don't know what, if any, trait the 3.0 DMG gave to the Astral Plane.

IMHO you should probably assume that the PrC assumes that the Astral has no gravity?

Inevitability
2017-03-25, 07:50 AM
Manual of the Planes gives the Astral Plane the "No Gravity" trait - the 3.5 DMG does give it the directional one and technically might overrule that (but the Planar Handbook clearly disagrees).

I don't know what, if any, trait the 3.0 DMG gave to the Astral Plane.

IMHO you should probably assume that the PrC assumes that the Astral has no gravity?

It doesn't matter: Heliomance already ruled that subjective directional gravity triggers the ability as well.

Gemini476
2017-03-25, 08:47 AM
Since this class requires Spring Attack, it's probably a good idea to repost the Premium reprint stealth-errata:

When using the attack action with a melee weapon, you can split your move action in that round in order to move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can't use this feat if you are wearing heavy armor.

You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack.



(Copy-pasted from a 2014 Curmudgeon post (http://www.giantitp.com/forums/showsinglepost.php?p=17075594&postcount=7).)


It doesn't matter: Heliomance already ruled that subjective directional gravity triggers the ability as well.

It still kind of does matter, though, since subjective directional gravity doesn't allow turning (and moves at falling speeds - 150ft the first round, 300ft thereafter - and requires a DC16 Wis check to change direction) while the Manual of the Planes (maybe the primary source on planes?) gives you a 10ft*Intelligence perfect flight speed (down to average for double move, down to clumsy for four times speed (effectively running)).

Given that the class in question has a class feature that kind of depends on Manual of the Planes' Astral Plane movement rules (Improved Maneuverability) and does bupkis without them, this is kind of important!

Also, it kind of vastly changes what you can do with a build if being able to turn mid-movement is impossible and requires Wisdom. Whether or not it counts as flight or falling also changes a whole bunch with what feats do or don't interact with it, not to mention weird stuff like whether or not a Full Attack is even possible or strange interactions with fall damage.

Darrin
2017-03-25, 08:58 AM
It doesn't matter: Heliomance already ruled that subjective directional gravity triggers the ability as well.

But... that's really, really odd.

The "moving around in no gravity" rules are in the 3.0 Manual of the Planes... and nowhere else, apparently. When you're on the astral plane in 3.0, you have a flight speed equal to 10' x Int score with perfect maneuverability, and you move around by "thinking" the direction you want to move. Your maneuverability drops if you want to go faster than a single move action. A double move drops your maneuverability to "average", and running (x4) drops it to "clumsy". This flight stuff is necessary because otherwise without any other form of movement, you'd be stuck on the astral plane with no way to move around.

In subjective gravity, this "flight" ability doesn't exist. You just pick which way is down, and either walk on whatever surface is handy or fall that way (150' first round, 300' second+ round). You can change direction by making a DC 16 Wisdom check as a free action.

In the 3.5 DMG, the astral plane no longer has "no gravity", it's now "subjective gravity", and the flight rules for "no gravity" are no longer in the rules. The DMG does mention "force of will" but doesn't actually have rules for this.

So... if I understand Helio's ruling... Astral Dancers have a "flight" speed as per the 3.0 Manual of the Planes rules whenever they are in "no gravity" planes (where it's necessary to move around) and in "subjective gravity" planes, where it's not needed but hey at least "Improved Maneuverability" does *something* useful.

Hmm. I think I need to nail this down a bit...

1) Do Astral Dancers have "flight = 10' x Int score" at Astral Dancer 1 when in a no/subjective gravity environment? Or does this ability become active at Astral Dancer 3?

2) Do any other creatures have this flight ability or "force of will" when in no/subjective gravity environments? Essentially, do the 3.0 Manual of the Planes rules still exist in the 3.5 rules?

3) Do all planes with "no gravity" automatically have "force of will" movement? The MotP isn't clear on this... on the one hand, it only describes this movement under the entry for the Astral Plane, and the other "no gravity" planes either don't mention it or may mention another form of movement. The elemental planes apparently assume "force of will" is possible, but the Far Realms says movement is only possible by "swimming" through the thick air, and then Carceri says "But unlike other planes with the no gravity trait, force of will doesn’t provide a means of locomotion."

4) Ok, so... beating a dead equestrian here, but... subjective gravity. If "force of will" movement is present here, you've got two contradictory forms of movement: perfect flight (including hovering) and falling 150'/300' in a chosen direction. I am assuming that even though perfect flight allows you to hover in place, you can choose to deliberately fall if you want to?

5) Assuming #4 is true, let's say a creature is walking on a surface with subjective gravity. They fall into a 100' pit trap. Do they take falling damage, or can they instantly "hover" to escape all falling damage?

Darrin
2017-03-25, 09:31 AM
Ok, I may have a solution to the "flying/falling" problem. It's not quite RAW, so this may count as homebrew, but how about:

On a plane with subjective gravity, "each individual chooses the direction of gravity’s pull." (DMG p. 148/MotP p. 9)

However, each individual may choose "no direction". When this is chosen, the individual treats the environment as having "no gravity", and they may move around as per the "force of will" rules (MotP 49). Here's the text:

"This is akin to flight with perfect maneuverability and a maximum speed of 10 feet per point of Intelligence. When one is maneuvering through astral space, 'up' and 'down' are determined solely by the traveler’s orientation (down is beyond your feet, and up is above your head). Unlike normal flying, climbs and dives on the Astral Plane don’t change a character's speed, and there's no minimum speed to avoid a stall. An astral character may double move, but his maneuverability drops to average. An astral character may move at four times his speed (effectively running), but maneuverability drops to clumsy."

If an individual in a subjective gravity environment has chosen a direction for gravity, then this flight is no longer available until they decide to choose a different direction. If this individual unexpectedly falls, they may attempt to change the direction of gravity by making a DC 16 Wisdom check as a free action. They may only attempt this once per round. If the check is unsuccessful, they can try again next round with a cumulative +6 modifier, but are otherwise subject to the normal falling rules: fall 150' on the first round, 300' on any subsequent round. If they are unable to change their direction or choose "no gravity" before landing on a solid surface, they take falling damage as normal.

daremetoidareyo
2017-03-25, 09:49 AM
http://www.d20srd.org/srd/planes.htm

No gravity still exists: unattended objects and nonsentient creatures behave as if there is no gravity.

Gemini476
2017-03-25, 11:26 AM
Compare, if you will, the different descriptions of "No Gravity":

No Gravity: Individuals on a plane with this trait merely float in space, unless other resources (such as magic or force of will) are available to provide a direction for gravity’s pull.

No Gravity: Individuals in a plane without gravity merely float in space, unless other mechanisms (such as magic or force of will) are available to provide a direction for gravity’s pull. An example of a plane with no gravity is the Astral Plane, where everyone gets around by simply imagining themselves moving in a particular direction.
Pretty much identical except for the Astral being its posterchild in MotP, basically.

The standard planes with the "No Gravity" trait are:
The Ethereal
The DMG is silent on how you're supposed to move around.
The MotP has you pretty much move normally except you can also go up or down. There's a constant "down", but no falling, and all movement is at half speed. You can "walk" upwards, basically - it's all fog.

The Astral
The DMG gave it subjective directional gravity.
The MotP gives it that "fly 10ft/INT" thing. (Note that this is the only place flight comes up.)

...And that's pretty much it. All the other standard ones have other traits - the elemental plane of air has subjective directional gravity, for instance. (There's mention of non-standard gravity on some Abyssal layers, but it's left undefined.)

Non-standard planes, however (all descriptions from the MotP since they aren't in the DMG's cosmology):
The Far Realm
You don't actually physically move in the Far Realm but instead pass through its layers in a vaguely defined "with but a thought" way. Who knows how it works - the Manual of the Planes sure doesn't.

Demiplanes
10% of randomly generated demiplanes have "no gravity", but the Manual of the Planes doesn't define how to move through them (for obvious reasons).

And that's it for gravityless planes. If you include subjective directional gravity planes you open up the Air/Water/Positive/Negative inner planes and Limbo, but RAW the Astral Dancer is kind of extremely limited in where its abilities function.

Heliomance
2017-03-25, 01:53 PM
Ok, I may have a solution to the "flying/falling" problem. It's not quite RAW, so this may count as homebrew, but how about:

On a plane with subjective gravity, "each individual chooses the direction of gravity’s pull." (DMG p. 148/MotP p. 9)

However, each individual may choose "no direction". When this is chosen, the individual treats the environment as having "no gravity", and they may move around as per the "force of will" rules (MotP 49). Here's the text:

"This is akin to flight with perfect maneuverability and a maximum speed of 10 feet per point of Intelligence. When one is maneuvering through astral space, 'up' and 'down' are determined solely by the traveler’s orientation (down is beyond your feet, and up is above your head). Unlike normal flying, climbs and dives on the Astral Plane don’t change a character's speed, and there's no minimum speed to avoid a stall. An astral character may double move, but his maneuverability drops to average. An astral character may move at four times his speed (effectively running), but maneuverability drops to clumsy."

If an individual in a subjective gravity environment has chosen a direction for gravity, then this flight is no longer available until they decide to choose a different direction. If this individual unexpectedly falls, they may attempt to change the direction of gravity by making a DC 16 Wisdom check as a free action. They may only attempt this once per round. If the check is unsuccessful, they can try again next round with a cumulative +6 modifier, but are otherwise subject to the normal falling rules: fall 150' on the first round, 300' on any subsequent round. If they are unable to change their direction or choose "no gravity" before landing on a solid surface, they take falling damage as normal.

I'm going to go with this interpretation, at least as far as Astral Dancers go. It makes sense to me, and makes this trainwreck of a class slightly more usable.

Darrin
2017-03-25, 02:59 PM
http://www.d20srd.org/srd/planes.htm

No gravity still exists: unattended objects and nonsentient creatures behave as if there is no gravity.

Astral Dancer: the only PrC that gets even better after you're dead! ("My corpse is an object, so now it's much more maneuverable!")



The standard planes with the "No Gravity" trait are:
The Ethereal
The DMG is silent on how you're supposed to move around.


That's not entirely true. DMG mentions "force of will" on page 148 but doesn't give any details. Presumably, this is an artifact of the 3.0 rules from MotP. It's not clear if the 3.0 rules from MotP still exist in 3.5, or if they've been superseded/deleted by the DMG. The fact that both the DMG and Planar Handbook make mention of these movement rules leads me to believe that the designers intended that they should still be in place, but just forgot to include them anywhere in the 3.5 sourcebooks.



Non-standard planes, however (all descriptions from the MotP since they aren't in the DMG's cosmology):
The Far Realm
You don't actually physically move in the Far Realm but instead pass through its layers in a vaguely defined "with but a thought" way. Who knows how it works - the Manual of the Planes sure doesn't.


It shouldn't surprise me that the Far Realms contradicts itself. MotP p. 211:

"Entities of the Far Realm float in dark nothingness.The only type of movement is passage between layers, which requires only thought."

But on the next page it mentions two types of movement:

"Movement in the Far Realm is like swimming. There is no gravity, but the air is syrupy thick, and strong strokes are needed to swim through it. Moving between layers is as easy as willing oneself to do so."



Demiplanes
10% of randomly generated demiplanes have "no gravity", but the Manual of the Planes doesn't define how to move through them (for obvious reasons).


Even though "force of will" is only described under the Astral Plane entry, it's the default movement on any plane with "no gravity". But you have to dig through the Carceri description to find this:

"For characters on an orb of Carceri, movement functions normally. Once a character gets more than 100 feet off the surface of an orb, gravity disappears. But unlike other planes with the no gravity trait, force of will doesn't provide a means of locomotion." (emphasis added)


I'm going to go with this interpretation, at least as far as Astral Dancers go. It makes sense to me, and makes this trainwreck of a class slightly more usable.

The equine twitched, so... just to clarify, the ability to fly via "force of will" is not something inherent in the class abilities for Astral Dancer. If it matters (for familiars/companions/mounts, let's say), I think we have to assume this form of movement is available to any creature in a no/subjective gravity environment. The Astral Dancer just gets "better" at it (but only under an exceedingly obtuse definition of "better").

Anyway. I have a couple ideas that might lead to something, but I keep running into the problem of the class abilities get *worse* as you take more levels of Astral Dancer... and I am still astounded that the entire class is outperformed by two levels of *MONK*.

Technetium43
2017-03-25, 03:54 PM
Everything in my body is rebelling against the idea of even attempting something with this pile of bulette-droppings that calls itself a class. Thus, I have immediately had 5 separate, fully formed ideas for it in the past day. Thanks brain. :smallyuk:

ATHATH
2017-03-25, 04:17 PM
Isn't there a playable spider that's mindless? How does it interact with Astral Dancer and the Astral Plane?

Technetium43
2017-03-25, 04:27 PM
While the Hairy Spider technically has LA +0 (which was blatantly an oversight), player characters explicitly cannot have no intelligence score. Thus, you would have to template one up to get it to work, at which point there's no problem because it has an Int score. However, it says right there in the description for subjective directional gravity that non-sentient creatures (and objects) treat it as no-gravity. Fairly self-explanatory.

Gemini476
2017-03-25, 04:51 PM
To be specific, the Manual of the Planes says that mindless critters can still move 10ft/turn but need to push objects to get going. Basically IRL zero-G movement, I guess.

Venger
2017-03-25, 06:04 PM
no speculation please

ATHATH
2017-03-25, 06:56 PM
no speculation please
I will, but honestly, with the amount of rules-problems/questions that are going to come with this SI, I think that a little bit of speculation is unavoidable.

danielxcutter
2017-03-25, 07:55 PM
Ow. I haven't even looked this up yet, but what the posts say about it alone imply that the suckage is physically painful.

Venger
2017-03-25, 08:12 PM
I will, but honestly, with the amount of rules-problems/questions that are going to come with this SI, I think that a little bit of speculation is unavoidable.

oh, sorry, that's not what speculation is. I just mean talking about how people will enter (classes, races, feats, etc) since it gives away what some chefs might be doing and spoils the judges' palate

Amechra
2017-03-25, 09:50 PM
I have... an idea. It's screwy, and it relies on some wink-wink... but it works.

Kinda.

Sorta.

Maybe.

Bucky
2017-03-25, 10:15 PM
Hey, they eventually get both Improved Evasion AND +2 AC on normal planes. That'd almost be worth a dip if it came online 8 levels faster.

Also, I read their abilities as implicitly and accidentally granting the ability to fly on the Astral Plane.

The Viscount
2017-03-25, 10:34 PM
Since the Astral plane has subjective directional gravity in 3.5, everybody can fly on it anyway!

WhamBamSam
2017-03-29, 12:07 AM
Well, I think I've actually got some decent tricks for this class, but constructing a build with which to actually implement them is proving problematic.

Venger
2017-03-29, 12:21 AM
Well, I think I've actually got some decent tricks for this class, but constructing a build with which to actually implement them is proving problematic.

Best of luck to you. I've got a stub ironed out. Looking at that featureless lump that is the si messing up my build hurts, yo

danielxcutter
2017-03-29, 12:24 AM
Best of luck to you. I've got a stub ironed out. Looking at that featureless lump that is the si messing up my build hurts, yo

Well, suckiness is painful...

Crake
2017-03-29, 12:38 AM
It still kind of does matter, though, since subjective directional gravity doesn't allow turning (and moves at falling speeds - 150ft the first round, 300ft thereafter - and requires a DC16 Wis check to change direction)

Just wanted to step in and say 150/300ft isn't falling speeds, that's stalled falling speed, ie. when a creature is stopped from flying properly and begins to fall, but trying to regain it's flight as it does so. Actual falling distances are outlined in the DMG2 as: 670ft in the first round, and 1150ft in subsequent rounds.

Also, god damn is that a terrible class.

Venger
2017-03-29, 12:48 AM
Just wanted to step in and say 150/300ft isn't falling speeds, that's stalled falling speed, ie. when a creature is stopped from flying properly and begins to fall, but trying to regain it's flight as it does so. Actual falling distances are outlined in the DMG2 as: 670ft in the first round, and 1150ft in subsequent rounds.

Also, god damn is that a terrible class.

Very helpful. Thanks.

Every time I look at its features, I think of a thousand better ways I could give my guy all this stuff.

Gemini476
2017-03-29, 03:11 AM
Just wanted to step in and say 150/300ft isn't falling speeds, that's stalled falling speed, ie. when a creature is stopped from flying properly and begins to fall, but trying to regain it's flight as it does so. Actual falling distances are outlined in the DMG2 as: 670ft in the first round, and 1150ft in subsequent rounds.

Also, god damn is that a terrible class.

Maybe, but that's not how falling speeds work in Subjective Directional Gravity planes:

Subjective Directional Gravity The strength of gravity on a plane with this trait is the same as on the Material Plane, but each individual chooses the direction of gravity’s pull. Such a plane has no gravity for unattended objects and nonsentient creatures. This sort of environment can be very disorienting to the newcomer, but is common on “weightless” planes.
Characters on a plane with subjective directional gravity can move normally along a solid surface by imagining “down” near their feet. If suspended in midair, a character “flies” by merely choosing a “down” direction and “falling” that way. Under such a procedure, an individual “falls” 150 feet in the first round and 300 feet in each succeeding round. Movement is straight-line only. In order to stop, one has to slow one’s movement by changing the designated “down” direction (again, moving 150 feet in the new direction in the first round and 300 feet per round thereafter).

It takes a DC 16 Wisdom check to set a new direction of gravity as a free action (http://www.d20srd.org/srd/combat/actionsInCombat.htm#freeActions); this check can be made once per round. Any character who fails this Wisdom check in successive rounds receives a +6 bonus on subsequent checks until he or she succeeds.

Crake
2017-03-29, 03:43 AM
Maybe, but that's not how falling speeds work in Subjective Directional Gravity planes:

Ah fair call, I guess since everyone is technically flying on the astral plane that makes sense.

Gemini476
2017-03-29, 04:49 AM
Ah fair call, I guess since everyone is technically flying on the astral plane that makes sense.

Well, "flying". By which I mean "falling". By which I mean that that description really uses way too many scare quotes.

Incidentally, I'm pretty sure that RAW you can't actually stop moving in a subjective gravity plane? Even the description for "stopping" has you moving in the opposite direction! Also, well, does this cost actions or can everyone move and full attack? Can you charge while "falling", and does that actually count as falling and/or flying for the purpose of feats? Man, this is really vague and irritating.

Zaq
2017-03-29, 12:42 PM
So we've got a total of what, two or three (depending on if you count Evasion and Improved Evasion separately) features that function anywhere with gravity? And they're all passive/defensive abilities, of course. That's a tall order to cook with. Even if we assume that we're on the Astral or wherever, most of the class's features are passive or defensive. Those are hard to show off.

I may end up surprising myself with another cheeky build (as has been my wont for the last few times I've entered, more or less), but right now, I don't see anything that can be done with this.

I do find it slightly amusing that unlike, say, Elemental Warrior on the next page, the prereqs do not require you to have ever visited the Astral or a similar no-gravity plane (accepting the book's dubious argument that the Astral has no gravity, as other posters have discussed). Not amusing enough to come up with a build idea or anything, but amusing.

1pwny
2017-03-29, 02:46 PM
Wait, so clarification. Is the "force of will" thing only present in the Astral Plane? Hypothetically, if I transported you to a different, random plane that just happened to have 0 gravity, would anyone still be able to fly?

The Viscount
2017-03-29, 02:47 PM
Well, "flying". By which I mean "falling". By which I mean that that description really uses way too many scare quotes.

Incidentally, I'm pretty sure that RAW you can't actually stop moving in a subjective gravity plane? Even the description for "stopping" has you moving in the opposite direction! Also, well, does this cost actions or can everyone move and full attack? Can you charge while "falling", and does that actually count as falling and/or flying for the purpose of feats? Man, this is really vague and irritating.

This isn't flying! This is falling, with style!

Since objects in a directional subjective gravity plane can float as if in no gravity, I feel like you can do the same by just thinking about no direction of gravity.

You can only move by force of will in a plane with directional subjective gravity, such as the Astral Plane. If you want to move in a plane with no gravity, such as the Ethereal, you need to have some way of moving around, like flight.

Darrin
2017-03-29, 03:11 PM
Wait, so clarification. Is the "force of will" thing only present in the Astral Plane? Hypothetically, if I transported you to a different, random plane that just happened to have 0 gravity, would anyone still be able to fly?

The "Force of Will" movement rules are in the 3.0 MotP. Although the rules are listed under the Astral Plane, there is text in other sections of the MotP that suggests this movement mode is available in any plane with "no gravity" unless the plane's description says otherwise.

The 3.5 DMG mentions "Force of Will" but doesn't describe how it works. *IF* the 3.0 MotP rules are still valid for 3.5 games, then they should still work on "no gravity" planes described in the 3.5 DMG.

I proposed a slight tweak to the rules to reconcile the discrepancy between the 3.0 Astral Plane having "no gravity" and the 3.5 version having "subjective gravity": the ability to choose "no gravity" as a possible direction for "subjective gravity", as "no direction" is still a valid direction. Helio approved this house rule for the purposes of this contest, but if I understand her ruling correctly, it's restricted to only Astral Dancers.

To make things easier, consider Astral Dancers to have a class ability called "No Direction" at 1st level (not to be confused with BSB or NKOTB). And to set my mind at ease, you may want to consider that Astral Dancers can share this ability with familiars, animal companions, special mounts, and any companion/cohort/mount that is obtained via a class feature or feat.

Thus, any other non-Astral-Dancer creature that finds itself on the astral plane needs to pick a direction for gravity, and subsequently falls in that direction.

1pwny
2017-03-29, 04:28 PM
The "Force of Will" movement rules are in the 3.0 MotP. Although the rules are listed under the Astral Plane, there is text in other sections of the MotP that suggests this movement mode is available in any plane with "no gravity" unless the plane's description says otherwise.

The 3.5 DMG mentions "Force of Will" but doesn't describe how it works. *IF* the 3.0 MotP rules are still valid for 3.5 games, then they should still work on "no gravity" planes described in the 3.5 DMG.

I proposed a slight tweak to the rules to reconcile the discrepancy between the 3.0 Astral Plane having "no gravity" and the 3.5 version having "subjective gravity": the ability to choose "no gravity" as a possible direction for "subjective gravity", as "no direction" is still a valid direction. Helio approved this house rule for the purposes of this contest, but if I understand her ruling correctly, it's restricted to only Astral Dancers.

To make things easier, consider Astral Dancers to have a class ability called "No Direction" at 1st level (not to be confused with BSB or NKOTB). And to set my mind at ease, you may want to consider that Astral Dancers can share this ability with familiars, animal companions, special mounts, and any companion/cohort/mount that is obtained via a class feature or feat.

Thus, any other non-Astral-Dancer creature that finds itself on the astral plane needs to pick a direction for gravity, and subsequently falls in that direction.

I was considering doing something along the lines of getting a custom demiplane (via staff of Genesis or whatever) with completely null gravity and anti-magic, then having my guy teleport people into the plane and beat them up.

I was more or less wondering if it would be possible to have a plane with no gravity where you can't use force of will.

How easily can I have an Artificer create a scroll of Genesis? Or a scroll of Word of Genesis? Can I do that before level 10?

Darrin
2017-03-29, 05:40 PM
Ugh.

Insurmountable Problem #1: Solved.

And then, of course:

Insurmountable Problem #2: Aaaargh!

Venger
2017-03-29, 05:45 PM
(speculation)

Hey could you edit your post? we don't talk about ideas on what we might do until after the reveal

Thurbane
2017-03-29, 06:53 PM
Yeah, I've got nothing for this one.

I might volunteer to judge, depending on other commitments.

Heliomance
2017-03-30, 03:37 AM
I proposed a slight tweak to the rules to reconcile the discrepancy between the 3.0 Astral Plane having "no gravity" and the 3.5 version having "subjective gravity": the ability to choose "no gravity" as a possible direction for "subjective gravity", as "no direction" is still a valid direction. Helio approved this house rule for the purposes of this contest, but if I understand her ruling correctly, it's restricted to only Astral Dancers.

To make things easier, consider Astral Dancers to have a class ability called "No Direction" at 1st level (not to be confused with BSB or NKOTB). And to set my mind at ease, you may want to consider that Astral Dancers can share this ability with familiars, animal companions, special mounts, and any companion/cohort/mount that is obtained via a class feature or feat.

Thus, any other non-Astral-Dancer creature that finds itself on the astral plane needs to pick a direction for gravity, and subsequently falls in that direction.

I was thinking more that anyone can pick "no direction" if they want, allowing them to "hover" in subjective gravity planes, but that possibly only Astral Dancers can then "fly" by force of will in that "no direction" gravity. Yes, it's homebrew, but it's needed to make this mess of a class function under 3.5 rules. Also it actually gives them something that no-one else can do.

I'd rather not have to think too much about how momentum works (or doesn't) on subjective gravity planes when you change the direction. Going from falling at 300ft/round and then turning off gravity really shouldn't make you stop moving, but... probably technically does, by RAW.

Gemini476
2017-03-30, 05:53 AM
A question: can creatures attack while falling, or do you need to do that strictly at the beginning/end of your movement? Ignoring Spring Attack for the moment.

Actually, what actions do you have available while falling in general?

danielxcutter
2017-03-30, 05:56 AM
A question: can creatures attack while falling, or do you need to do that strictly at the beginning/end of your movement? Ignoring Spring Attack for the moment.

Actually, what actions do you have available while falling in general?

I dunno, but [redacted] might help I guess?

d20familiar
2017-03-30, 08:26 AM
Can the force of subjective gravity be changed or is it only its direction?

Darrin
2017-03-30, 08:28 AM
Note: This probably counts as speculation, but with an ingredient this bad, I'm not sure this will really ruin or spoil anyone's build any worse than actually taking levels in Astral Dancer, so... I'm going to proceed, and I'm going to attempt to restrict my comments to just the general rules rather than how they specifically apply to Astral Dancer. I can edit this post later if there is a consensus to do so.



Actually, what actions do you have available while falling in general?

I'll answer this one first as it's easiest to answer. You have the same actions you normally have during your turn: standard, move, swift.

There are some implications here that involve "grey areas" of the rules that are not clearly defined. But let's start with what the DMG has to say about Minimum Forward Speed:



If a flying creature fails to maintain its minimum forward speed, it must land at the end of its movement. If it is too high above the ground to land, it falls straight down, descending 150 feet in the first round of falling. If this distance brings it to the ground, it takes falling damage. If the fall doesn’t bring the creature to the ground, it must spend its next turn recovering from the stall. It must succeed on a DC 20 Reflex save to recover. Otherwise it falls another 300 feet. If it hits the ground, it takes falling damage. Otherwise, it has another chance to recover on its next turn.


Grey Area #1: The rules don't say exactly what the type of action recovering from a stall would be. Based on the wording that it takes your entire turn, I'm inclined to say it's a full round action.

Grey Area #2: In most cases, the action system in D&D allows for "perfect timing", or rather, when the timing of nearly simultaneous events matters, unless the rules say otherwise, a player is allowed to order the effects in the most beneficial way possible. This means that while you are falling, if you want to time your actions to happen at a particular moment or after a specific distance has been traveled, you are allowed to do so.

Or rather, the rules don't explicitly forbid it, although a DM could step in and, for the sake of realism/pedantry/asshattery, say something like, "Things are happening too quickly, or it's difficult to time things while dealing with the panic of falling, so make a skill check/Ref save/etc. in order to do this at the correct time..."


A question: can creatures attack while falling, or do you need to do that strictly at the beginning/end of your movement? Ignoring Spring Attack for the moment.


You aren't in control of your movement while falling, but there's nothing in the rules that says you can't attack. If you're attempting to recover from a stall, then you spend your entire turn doing that. However, if you're on the Astral Plane, and there isn't a surface or object "below" you that you could collide with, then you don't particularly care about recovering from the stall. If your fall takes you within close proximity to a creature, you could presumably attack as you fell past them. With "perfect timing", you just take your standard action attack when you're adjacent, and then continue to fall. If you want to do a full attack... that's kinda problematic. There's nothing in the rules that says it can't be done, but some DMs might have issues with you trying to pack an entire turn's worth of attacks in that instant you're adjacent to your target. So you're probably going to run into a bunch of house rules there really fast.

If you want to avoid a house rule, then I'd try something along the lines of:

It's difficult to make a melee attack on another creature while you're falling, as there is only a very brief moment where you're adjacent to your target. Therefore, you must use the "Ready an Action" rules to ready a melee attack with the trigger of "when I'm adjacent to my opponent".

This should prevent a full attack or anything complicated enough to require a full round action. If you want to spend a full round doing ranged attacks or casting a spell, that doesn't really require you be to adjacent to anyone, so go ahead and do that.

Otherwise, I'd probably consider a house rule that you need to spend a move action to "orient yourself" as you're falling in order to make a melee attack. If you have an extra move action (such as via hustle) and then want to full attack just as you pass your opponent... sure, go for it, you've probably earned it at that point.

Now then... what about Spring Attack?

From a mechanical standpoint, if all you're doing is a single melee attack, then it looks very similar to Readying an Action. The sticking point would be, does the distance you fall exceed your normal movement speed? Because if it does, then you can't use Spring Attack. I'm going to spoiler this next bit because it may involve the Secret Ingredient:


However, since Force of Will movement = 10 x Int score, then it's possible to fall 150' (or even 300') and not exceed your fly speed. Assuming you have Spring Attack and a fly speed greater than your current fall speed, can you fall 100', make a full attack as an "attack action", and then continue to fall?

I'm inclined to say "Yes" for two reasons: 1) it's technically legal by RAW and 2) Spring Attack normally *stinks* as a feat, so it's nice to see it actually do something good for a change.

1) is a bit iffy... some DM's might not agree that an uncontrolled fall is the same as moving under your own power, and insist that your movement for the purposes of Spring Attack needs to be under your control using an actual movement mode: walking, flying, swimming, etc. However, since Spring Attack doesn't specify that your movement has to be with one of your actual move actions, I'm inclined to say RAW allows "free movement" such as falling to count for the purposes of Spring Attack, so long as you meet all the other requirements for Spring Attack (do not exceed your normal movement speed, must move at least 5' before and after, etc.).


So. Yeah. Everything clear as mud?

WhamBamSam
2017-03-30, 12:54 PM
Actually, the version of Spring Attack from the premium reprint (which Gemini476 helpfully posted earlier in the thread), does seem to imply that the movement has to come from a move action.


When using the attack action with a melee weapon, you can split your move action in that round in order to move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can't use this feat if you are wearing heavy armor.

You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack.

Darrin
2017-03-30, 01:01 PM
Actually, the version of Spring Attack from the premium reprint (which Gemini476 helpfully posted earlier in the thread), does seem to imply that the movement has to come from a move action.

I'm inclined to stick with the text in the SRD/Rules Compendium.

Perhaps we could get a ruling from the Chair? Helio, do you have any strong opinions on whether the movement in Spring Attack has to be from a move action, or if any movement (controlled or otherwise) counts?

Gemini476
2017-03-30, 01:57 PM
A problem with readying actions to occur during your movement: you can't.

No, really, per the SRD:

The ready action lets you prepare to take an action later, after your turn is over but before your next one has begun.



I was a bit dubious since that would completely and utterly obsolete Spring Attack et.al. as a feat (and let you, among other things, cast spells while moving from cover to cover), so it's a bit nice to see that that's not the case.


Also, I reckon that we should probably take the actual rules-legal version of Spring Attack? Like, we're not grabbing 3.0 Whirlwind Attack just because it's convenient that it chains into Cleave and the like. If the most current version of Spring Attack clarifies that you just split your move action around the attack, that should probably supercede previous ones?

Darrin
2017-03-30, 03:27 PM
I was a bit dubious since that would completely and utterly obsolete Spring Attack et.al. as a feat (and let you, among other things, cast spells while moving from cover to cover), so it's a bit nice to see that that's not the case.


Still works as far as I can tell. At the start of your turn, use a free action to "stall"/stop flying/choose a new direction for gravity, then ready an action to attack. Your turn ends. You fall towards your target, presumably somewhere between 5' and 145' below you. Readied action triggers when you are adjacent, make your attack. You then fall the rest of the way down to 150' below your starting position.



Also, I reckon that we should probably take the actual rules-legal version of Spring Attack? Like, we're not grabbing 3.0 Whirlwind Attack just because it's convenient that it chains into Cleave and the like. If the most current version of Spring Attack clarifies that you just split your move action around the attack, that should probably supercede previous ones?

I don't have access to the Premium edition of the PHB, so I can't tell what they have or haven't changed. From what I understand, the editors of the Premium edition tweaked some things, and included *some* errata changes, but not all of the errata. So I might be a little peeved if it's declared that the Premium PHB trumps the 3.5 SRD.

In the absence of a Chair ruling, I'd be perfectly happy to leave the issue up to the judges.

Gemini476
2017-03-30, 03:55 PM
Still works as far as I can tell. At the start of your turn, use a free action to "stall"/stop flying/choose a new direction for gravity, then ready an action to attack. Your turn ends. You fall towards your target, presumably somewhere between 5' and 145' below you. Readied action triggers when you are adjacent, make your attack. You then fall the rest of the way down to 150' below your starting position.

So does falling occur after the end of your turn?

Darrin
2017-03-30, 04:59 PM
So does falling occur after the end of your turn?

Is there a rule that says exactly when the falling happens?

(Note: there isn't. The falling rules are frustratingly vague.)

Thurbane
2017-03-30, 07:01 PM
Yeah, I've got nothing for this one.

I might volunteer to judge, depending on other commitments.

Scratch that, I have the beginnings of an idea.

I'll try to get an entry in for this one.

Venger
2017-03-30, 08:22 PM
(speculation)
someone might want to use those things. you might want to edit your post.


Still works as far as I can tell. At the start of your turn, use a free action to "stall"/stop flying/choose a new direction for gravity, then ready an action to attack. Your turn ends. You fall towards your target, presumably somewhere between 5' and 145' below you. Readied action triggers when you are adjacent, make your attack. You then fall the rest of the way down to 150' below your starting position.



I don't have access to the Premium edition of the PHB, so I can't tell what they have or haven't changed. From what I understand, the editors of the Premium edition tweaked some things, and included *some* errata changes, but not all of the errata. So I might be a little peeved if it's declared that the Premium PHB trumps the 3.5 SRD.

In the absence of a Chair ruling, I'd be perfectly happy to leave the issue up to the judges.
I would also be against making it the new gold standard. I assume we'll be using the srd's version of spring attack

daremetoidareyo
2017-03-31, 12:53 AM
someone might want to use those things. you might want to edit your post.


I would also be against making it the new gold standard. I assume we'll be using the srd's version of spring attack

There is no build that I can make that would be served by taking any level in this class. Terrible.

Heliomance
2017-03-31, 04:34 AM
I think we'll stick with the SRD version of Spring Attack, though if the changed wording in the Premium version makes a material difference to your build and tactics, it might be a good idea to note it in the write-up.

As for Spring Attack - I'm inclined to say that falling does not count as a move action, and so Spring Attack can only be used while flying rather than falling, but I'm also not opposed to people taking a swing as they fall past someone - either by use of readied actions or just by declaring your standard attack as you fall past. I'm not seeing anything in the rules that would forbid taking a full attack as you fall past, but given that I suspect most DMs would look askance at trying to do such a thing, judges should feel free to penalise that tactic at their discretion.

KrimsonNekros
2017-04-01, 10:25 PM
I have an idea mostly put together. Just need to finish working my feats out, and maybe tweak some skills.

FunkyGoose
2017-04-02, 06:40 AM
Quick question, the ethereal plane has no gravity, but according to the spell description for Ethereal Jaunt, you move any direction at half normal speed in it.

Does astral dancer allow you to instead use the force of will 10*INT move speed here, or would it only apply if you had a flying speed already?

The Viscount
2017-04-02, 11:59 AM
By my understanding of the rules as updated and as they apply to Astral Dancer, the force of will Int speed would not apply and you would move at half speed, but I'll be honest this is getting a bit confusing for me.

Darrin
2017-04-02, 12:09 PM
By my understanding of the rules as updated and as they apply to Astral Dancer, the force of will Int speed would not apply and you would move at half speed, but I'll be honest this is getting a bit confusing for me.

I disagree. I think you get a fly speed from Force of Will, but it's halved due to the spell description. But from what I can tell, we could get a half-dozen different interpretations on how movement should work in that situation, and none of them would be explicitly wrong.

What's driving me nuts is the ambiguity between no/subjective gravity, changes in speed going up/down, and how so much of it still depends on arbitrary DM rulings.

The Viscount
2017-04-07, 11:01 PM
It's stuff like this that keeps people from enjoying planar campaigns.

The real question. If you use feather fall in directional subjective gravity, does it work?

Whyareall
2017-04-09, 09:36 AM
Are we ever going to get links to the individual competitors' posts in the results or are we still having to scroll through and find them manually

Darrin
2017-04-09, 10:15 AM
Are we ever going to get links to the individual competitors' posts in the results or are we still having to scroll through and find them manually

I usually put up a table after the first scores are posted with links to the individual builds. I started doing that because it was taking me way too long to track down individual builds. Sometimes someone else posts a summary of all the build stubs just after the builds are posted, but it usually doesn't provide links.

Ideally, I'd love to have a list of all the contestants on the first page, but that would be a considerable undertaking to go back and put all those links in the OP.

Does the Ponies spreadsheet include links to the builds? I forgot where I put that.

FunkyGoose
2017-04-09, 10:39 AM
...
Does the Ponies spreadsheet include links to the builds? I forgot where I put that.

Whats this? Do you have a link?

WhamBamSam
2017-04-09, 11:57 AM
I think Ponies' spreadsheet is a little out of date. He hasn't been as active of late and it's not in his signature any more. Someone might still have a link though.

Venger
2017-04-09, 01:50 PM
I usually put up a table after the first scores are posted with links to the individual builds. I started doing that because it was taking me way too long to track down individual builds. Sometimes someone else posts a summary of all the build stubs just after the builds are posted, but it usually doesn't provide links.

Ideally, I'd love to have a list of all the contestants on the first page, but that would be a considerable undertaking to go back and put all those links in the OP.

Does the Ponies spreadsheet include links to the builds? I forgot where I put that.


Whats this? Do you have a link?


I think Ponies' spreadsheet is a little out of date. He hasn't been as active of late and it's not in his signature any more. Someone might still have a link though.

fear not (https://drive.google.com/open?id=1oyjVU5JmeCnC8YTMqDArDqE5PszHl0Ysadz630kuT Gk) I have a link to his spreadsheet.

I'll edit it into my extended signature so people can find it more easily.

Heliomance
2017-04-13, 10:41 AM
EDIT: So, I'm an idiot who forgot what date she set the contest to run until. If you saw the two builds that I just posted prematurely, please disregard them!

Inevitability
2017-04-13, 10:44 AM
EDIT: So, I'm an idiot who forgot what date she set the contest to run until. If you saw the two builds that I just posted prematurely, please disregard them!

Don't worry, your secrets are safe with me.

Zaq
2017-04-13, 12:18 PM
How many submissions do we have? I'm definitely not cooking this round (between an uninspiring ingredient and a ton of—mostly good—real-life projects and changes, it just ain't happening), but I'm wondering how many people actually put together something out of this bag full of air.

Venger
2017-04-13, 01:09 PM
How many submissions do we have? I'm definitely not cooking this round (between an uninspiring ingredient and a ton of—mostly good—real-life projects and changes, it just ain't happening), but I'm wondering how many people actually put together something out of this bag full of air.

by my count, at least 8 have declared some kind of intent to cook. I know I definitely am. given the amount of shrinkage in people who aren't able to finish but declare and that we normally have at least one or two people who cook without posting about it beforehand, I'd say to expect between 5-7 dishes, assuming no one is awesome enough to cook 2 dishes.

Darrin
2017-04-13, 01:59 PM
How many submissions do we have? I'm definitely not cooking this round (between an uninspiring ingredient and a ton of—mostly good—real-life projects and changes, it just ain't happening), but I'm wondering how many people actually put together something out of this bag full of air.

I have an entry ready to submit, I'm just futzing around with the background. Should be inbound to Helio tomorrow-ish.


by my count, at least 8 have declared some kind of intent to cook. I know I definitely am. given the amount of shrinkage in people who aren't able to finish but declare and that we normally have at least one or two people who cook without posting about it beforehand, I'd say to expect between 5-7 dishes, assuming no one is awesome enough to cook 2 dishes.

I was tempted to put together a second entry, just for the sake of perversity, but it didn't really feel distinctive enough, so I think I'm going to save the idea for another ingredient.

FunkyGoose
2017-04-13, 06:41 PM
Has anyone any idea how falling prone works in a zero-gravity plane?

How about subjective gravity?


...assuming no one is awesome enough to cook 2 dishes.

Yo :smallcool:

The Viscount
2017-04-14, 02:11 PM
If you're thinking what I'm thinking, then I'm really not sure. Either they teleport or just get the penalties while remaining in their square. The latter seems less nonsensical, but the former is closer to RAW.

Thurbane
2017-04-14, 04:55 PM
...so, I've gotten lazy and won't get my entry in, as usual. :smalltongue:

Looking forward to the reveal.

WhamBamSam
2017-04-14, 06:55 PM
I have about 10 different stubs for the same basic idea, none of which I find entirely satisfactory. I might make a push to get a build done on time, but if not I'll judge. I'm overdue anyhow.

Macabaret
2017-04-17, 08:16 PM
Build submitted.

Vaz
2017-04-18, 12:05 AM
Build in, looking forward to see what everyone's entered.

Venger
2017-04-18, 02:08 AM
Heliomance, your PM inbox is full.

FunkyGoose
2017-04-18, 12:28 PM
Looking forward to the reveal! Still got one build stub I couldn't quite finish off...

This round was hard to do without overpowering the taste of the SI

The Viscount
2017-04-18, 05:52 PM
You're telling me! It's like trying to make an hors-d'oeuvre with an ice cube for a base.

FunkyGoose
2017-04-19, 05:25 AM
Seeing as how we're still waiting on the reveal, do we have any confirmed judges, and their criteria and all that fun stuff?

WhamBamSam
2017-04-19, 08:23 AM
I'll be judging, since I couldn't come up with an entry I was satisfied with. I'm posting from my phone now, but my criteria will be very similar to previous times I've judged (Silver Key and Witchborn Binder are fairly recent examples) with maybe minor tweaks in a few criteria and adjustments to Astral Dancer's class features or lack thereof in UoSI.

WeaselGuy
2017-04-19, 10:59 AM
Sweet blessed mother of cthulhu! I thought I had until tomorrow to get this build finished. Screw it, if I can get the time in, I might try my hand at judging for the first time. I really thought I had something too.

Venger
2017-04-19, 12:59 PM
Sweet blessed mother of cthulhu! I thought I had until tomorrow to get this build finished. Screw it, if I can get the time in, I might try my hand at judging for the first time. I really thought I had something too.

Go for it. I'd love to see what your dish is. Best of luck to you.

FunkyGoose
2017-04-19, 01:03 PM
Sweet blessed mother of cthulhu! I thought I had until tomorrow to get this build finished. Screw it, if I can get the time in, I might try my hand at judging for the first time. I really thought I had something too.

Do it dude! You can always post the build you were working on after the reveal hits as well.

WeaselGuy
2017-04-19, 01:09 PM
Go for it. I'd love to see what your dish is. Best of luck to you.


Do it dude! You can always post the build you were working on after the reveal hits as well.

Yeah, I'll post the build stub after the reveal. I was pretty much down to forum coding and fleshing out the fluff.

Darrin
2017-04-19, 03:15 PM
Sweet blessed mother of cthulhu! I thought I had until tomorrow to get this build finished. Screw it, if I can get the time in, I might try my hand at judging for the first time. I really thought I had something too.

Given that Helio's inbox is full, and she'll most likely have to extend a grace period to make sure bounced entries get in, I think you may be able to squeak something in past the deadline.

I have a feeling this round is going to be short on entries, so getting another one in would be good.

Venger
2017-04-19, 03:17 PM
Given that Helio's inbox is full, and she'll most likely have to extend a grace period to make sure bounced entries get in, I think you may be able to squeak something in.

Yeah, that's what I was suggesting. If you were planning on finishing up today/tomorrow, you're probably fine.

WhamBamSam
2017-04-19, 03:58 PM
Yeah, if you've got everything finalized and just need to write up, you should be fine.

Such is not the case for me, however, so I'm going to commit to judging. It's been a long time since last I did so. Here are the criteria that I'll be using.

Originality
Start from a baseline score of 3.

Up to 1 point of bonus or penalty based on whether the classes and such you used were things I expected and whether they were used by other entrants. Known cheese or standard handbook fare will see a deduction here (though I don't penalize Human or similar default race choices). Note that I don't reward "shameless originality grabs." If you use something that's unique or unusual for its own sake (rather than because it actually does something relevant for your build), you won't get points for it.

Up to 1 point of bonus or penalty to a build doing something interesting or something we've all seen it before respectively. You can fill a common niche without incurring my wrath, but I'd like to see a new spin on it. Cool factor in your crunch may see a bonus here.

A 0.25 point bonus if I find your fluff to be particularly excellent.

PowerStart from a baseline score of 3

Up to 0.75 point of bonus or penalty based on how beneficial or harmful the SI is to your build. A 0 is a hypothetical build which isn't especially helped or hindered by having Astral Dancer in it (though given the specialized nature of the SI, that seems unlikely).

Up to 1.25 points of bonus or penalty for how well you do the things that you do. For example, if you're a front line fighter, how good are you at hurting things? If you're a caster, do you lose a lot of caster levels? Are your tricks easy to shut down and can you function if you can't go with your usual MO?

EleganceStart from a baseline score of 4.

Each failure to qualify for a non-SI class or feat results in a 0.5 point deduction.

Up to 1 point of penalty for questionable rules interpretations and for any cheese stinky enough to make it onto my personal ban list (note that I'm pretty cheese tolerant, in general).

Up to 1 point of bonus or penalty based on the overall flow of the build and how well everything fits together. A clean, flowing progression will score more points, whereas something that feels awkward may be penalized. As with cheese, I'm not going to try to be especially punitive toward dipping, unless you're really asking for it. Note that I try not to reward "shameless elegance grabs" any moreso than I will "shameless originality grabs." For example, I may consider 2/3/5/10 more elegant than 5/5/10 depending on circumstances.

I'll assign a 0.25 point penalty for incurring multiclass penalties that can't be easily resolved by rearranging levels. They're a stupid, stupid rule, but they are a rule.

Up to 0.5 points of bonus or penalty if the build just screams classy or is especially distasteful in a way not quantified by the above.

Use of Secret IngredientStart From a Baseline Score of 1.

I'll assign a score between 0 and 0.75 in increments of 0.25 for each of the following: The collective prereqs and class chassis, Relative Altitude, Evasion, Improved Maneuverability, Astral Dodge, Astral Agility, and Lightning Speed.

Failure to qualify for the SI will result in a -0.25 point penalty to each class ability, to a minimum of 0. So abilities that you neither use nor qualify for don't hurt you, but you need to qualify for the things you do use to get rewarded for them. Some abilities will be harder to score highly in than others, and in all cases, a +0.75 in a category requires that you go "above and beyond" and really floor me with how you've optimized the feature in question.

If you leave the SI early, but provide a convincing explanation as to why this is a better use of the secret ingredient (better use of the ingredient, mind, not just making your build better), then you will receive partial credit for abilities you miss (+0.25 each).

KrimsonNekros
2017-04-20, 08:59 AM
I had an idea for this built up in Hero Forge, and then Persona 5 happened.

Technetium43
2017-04-20, 10:18 AM
I had an idea for this built up in Hero Forge, and then Persona 5 happened.

Yeah same. >_>

Darrin
2017-04-21, 06:23 AM
My condolences for all the Persona 5 widows/widowers out there.

Should I cast detect chairperson here, or is this all a subtle hint to throw together that second entry?

Heliomance
2017-04-21, 06:24 AM
Apologies for lack of communication, my regular schedule was disrupted by holiday. I'll clear my inbox out now, but I'll be mostly incommunicado over the weekend as well. Expect the reveal Sunday evening or Monday UK time.

EDIT: inbox now clear.


Given that Helio's inbox is full, and she'll most likely have to extend a grace period to make sure bounced entries get in, I think you may be able to squeak something in past the deadline.

I have a feeling this round is going to be short on entries, so getting another one in would be good.

You say that - if I'm counting right, I have 7 submissions so far.

Darrin
2017-04-21, 10:25 AM
You say that - if I'm counting right, I have 7 submissions so far.

Hah! Well, there goes my plan on flumphing my way into a bronze.

Venger
2017-04-21, 10:26 AM
Hah! Well, there goes my plan on flumphing my way into a bronze.

I mean if you get that second dish done, you might have a chance

Also please don't speculate, my dish is a flumph

Darrin
2017-04-21, 10:45 AM
Also please don't speculate, my dish is a flumph

I actually have the 3.5 stats for the flumph. But attempting to argue they were found in a IC-legal source would be a massive undertaking of elaborate gallimaufry.

Favored class: paladin. Really? Really?

Venger
2017-04-21, 10:45 AM
I actually have the 3.5 stats for the flumph. But attempting to argue they were found in a IC-legal source would be a massive undertaking of elaborate gallumophery.

Favored class: paladin. Really? Really?

Where are they? I didn't know they'd been updated.

Darrin
2017-04-21, 10:53 AM
Where are they? I didn't know they'd been updated.

Dungeon #118, "Box of Flumph".

After an ingredient this bad, I'm tempted to suggest if we get something similar, maybe open up a round for Dragon/Dungeon/Polyhedron material.

Do it for the Space Hippos!

Venger
2017-04-21, 10:55 AM
Dungeon #118, "Box of Flumph".

After an ingredient this bad, I'm tempted to suggest if we get something similar, maybe open up a round for Dragon/Dungeon/Polyhedron material.

Do it for the Space Hippos!

I'm leery. Personal distaste for dragon magazine and etc aside, accessibility is kind of a pain in the butt.

I would definitely understand that as a placeholder/exhibition round that wasn't an official iron chef, and was presented as a kind of bonus during a really long break, like next time there's a major holiday, like we did for dungeon lord whenever that was.

The Viscount
2017-04-21, 11:54 AM
Seven entries! My chances also got notably lower. Also this likely means a bigger round than Cipher Adept which is the only ingredient I think that rivals this. Well done, playground.

Heliomance
2017-04-24, 02:32 PM
Have some builds. Apologies, I am sleep deprived and lacking the brain to make witty comments on each one.


Ray and Rae, the rhinoceros Pogo duo (AKA The Bicornis Banzai Bomber)

Warning, this build is very silly, probably doesn't work, and was designed by trained stuntmen. Do not attempt this at home.


http://i.imgur.com/yeNQGm0.jpg
A silence lingers on the field of battle, each side waiting for the duel to decide their fates.

A figure looms ahead. A man riding a great beast, liken to the monsters of legends.

A knight rides forth to meet him, clad in glistening armor, shining with the light of countless magics.

The two meet eyes, and the flag is waved. The battle beg-
Wait... Where did he go?
Wheeeeeeeeeeooooo- BAM
Wheeeeeeeeeeooooo- BAM
Wheeeeeeeeeeooooo- BAM
Wheeeeeeeeeeooooo- BAM
Wheeeeeeeeeeooooo- BAM
Wheeeeeeeeeeooooo- BAM

Oh. There he is.

Human, CN, Bard (Natural bond variant (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#bard)) 7, Astral Dancer 3, Sublime Chord 1, Ronin 2, Windrider 7

STR 9 : 9
DEX 13 : 13
CON 18 : 15 +3 (level)
INT 14 : 14
WIS 14 : 14
CHA 16 : 14 +2 (level)

As a child, Ray was bullied by big people who dropped things on him, from that day on, Ray wanted to be strong, so he could drop things on the people that had hurt him.
He trained to get stronger, but couldn't manage it, because he's kinda scrawny and terrible at everything. He thought to himself ``hmm... Maybe I can train animals to drop things on people FOR me!''. And so Ray set out on his quest to train animals to drop things on people.
However, as time went on, it became obvious that the animals were too short to learn to drop things properly. At his wit's end, Ray delved into discarded and dusty arcane tomes in a hope to find a spell to make them taller. He didn't find one, but he DID find a way to lift them, so that they might drop things on people. At the time, he didn't realize it, but that first time he boosted a rhino high enough that it could drop something on someone it dawned on him.

HE could drop the RHINO!

Italic skills are cross class
Bold feats are feats taken by my mount via the Windrider class



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


1st
Bard 1
+0
+0
+2
+2
Perform 4, Balance 4, Jump 4, Tumble 4, Knowledge (arcana) 4, Knowledge (nature) 4, Spellcraft 4
Dodge, Mobility
Bardic Music, Countersong, Fascinate,Animal Companion, Nature sense, Wild Empathy


2nd
Bard 2
+1
+0
+3
+3
Perform 5, Balance 5, Jump 5, Tumble 5, Knowledge (arcana) 5, Knowledge (nature) 5, Spellcraft 5
-
-


3rd
Bard 3
+2
+1
+3
+3
Perform 6, Balance 6, Jump 6, Tumble 6, Knowledge (arcana) 6, Knowledge (nature) 6, Spellcraft 6
Roofwalker
-


4th
Bard 4
+3
+1
+4
+4
Perform 7, Balance 7, Jump 7, Tumble 7, Handle Animal 1, Spellcraft 7
-
-


5th
Bard 5
+3
+1
+4
+4
Perform 8, Balance 8, Jump 8, Tumble 8, Handle Animal 2, Spellcraft 8
-
-


6th
Bard 6
+4
+2
+5
+5
Perform 9,Knowledge (arcana) 9, Profession (astrologer) 3, Handle Animal 3
Spring Attack
Suggestion


7th
Bard 7
+5
+2
+5
+5
Perform 10,Knowledge (arcana) 10, Profession (astrologer) 6, Handle Animal 4
-
-


8th
Astral Dancer 1
+5
+2
+7
+5
Listen 9
-
Relative Altitude


9th
Astral Dancer 2
+6
+2
+8
+5
Listen 10, Knowledge (arcana) 12, Handle Animal 6
Roof-jumper
Evasion (No gravity)


10th
Astral Dancer 3
+7
+3
+8
+6
Listen 13, Knowledge (arcana) 13, Jump 10
-
Improved maneuverability


11th
Sublime Chord 1
+7
+3
+8
+8
Handle Animal 8, Perform 14
-
-


12th
Ronin 1
+8
+5
+8
+8
Ride 4, Intimidate 1
Mounted Combat
Infamy, sneak attack +1d6


13th
Ronin 2
+9
+6
+8
+8
Ride 8, Intimidate 2
-
Banzai charge


14th
Windrider 1
+10
+8
+8
+10
Jump 14, Handle Animal 9
-
Appraise Mount, Chosen Mount, Emphatic Link, Mount Proficiency 4HD


15th
Windrider 2
+11
+9
+8
+11
Jump 18, Tumble 9
Natural Bond, Improved Critical (gore)
Mount assistance, mount feat 1


16th
Windrider 3
+12
+9
+9
+11
Jump 19, Tumble 13
Power Attack
Bonus feat, mount healing


17th
Windrider 4
+13
+10
+9
+12
Jump 20, Tumble 17
-
Mount proficiency 8 HD


18th
Windrider 5
+14
+10
+9
+12
Jump 21, Tumble 21
Battle Jump, Power Attack
Mount feat 2, mount friendship


19th
Windrider 6
+15
+11
+10
+13
Jump 22, Tumble 22, Handle Animal 12
-
Mount proficiency 12 HD


20th
Windrider 7
+16
+11
+10
+13
Jump 23, Tumble 23, Handle Animal 15
Improved Critical (Longsword)
Bonus Feat, Mount link





Bard Spells
Spells per Day/Spells Known


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


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


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


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


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


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


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


7th
3
4
3
0
-
-
-
-
-
-


8th
3
4
3
1
-
-
-
-
-
-


9th
3
4
3
1
-
-
-
-
-
-


10th
3
4
3
1
-
-
-
-
-
-


11th
3
4
3
1
3
1
-
-
-
-


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


13th
3
4
3
1
3
1
-
-
-
-


14th
3
4
3
1
3
1
-
-
-
-


15th
3
4
3
1
3
1
-
-
-
-


16th
3
4
3
1
3
1
-
-
-
-


17th
3
4
3
1
3
1
-
-
-
-


18th
3
4
3
1
3
1
-
-
-
-


19th
3
4
3
1
3
1
-
-
-
-


20th
3
4
3
1
3
1
-
-
-
-



Windrider Spells
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
-
1
-
-
-
-
-
-
-
-


15th
-
2
-
-
-
-
-
-
-
-


16th
-
2
1
-
-
-
-
-
-
-


17th
-
2
2
-
-
-
-
-
-
-


18th
-
2
2
0
-
-
-
-
-
-


19th
-
2
2
1
-
-
-
-
-
-


20th
-
2
2
1
0
-
-
-
-
-



Note that if we want to use the Windrider's 4th level divine spells, we'll need a +4 boost to Wis (cheap to get at 20th level) to get a bonus 4th level divine spellslot


Base stats:
Rhinoceros
8d8+40
Str 26, Dex 10, Con 21, Int 2, Wis 13, Cha 2
16 AC
Fort +11, Ref +6, Will +3
Alertness, Endurance, Improved Natural Attack (gore)

Powerful Charge (Ex)
A rhinoceros deals 4d6+24 points of damage when it makes a charge.

Total stats:
Rhinoceros
16d8+ 96
Str 31, Dex 11, Con 22, Int 2, Wis 13, Cha 2
26 AC (10 -1 size + 17 Nat)
Fort +16, Ref +10, Will +6
Alertness, Endurance, Improved Natural Attack (gore), Improved Critical (gore), Power Attack, Battle Jump, Improved Bull Rush, Shock Trooper

Powerful Charge (Ex)
A rhinoceros deals 4d6+24 points of damage when it makes a charge.




According to the (possibly homebrew) rules set out in the thread, an astral dancer can will themselves to fly in zero-gravity (or subjective gravity) areas. This flight is at perfect maneuverability and with a max speed of 10 foot per point of INT. Alternitively, you can move double this speed, but drop maneuverability to average. An astral dancer at 3rd level instead changes their maneuverability to good when double moving. This seems to be just about the ONLY thing that an astral dancer can do better than anything else, so this build will be based entirely around this ability. The rest of the levels are just crap.

When we look at the differences between average and good maneuverability, we can see two things, (noting that changes in up speed and down speed do not apply [manual of planes]):
1 - with average maneuverability, the maximum turn angle (in 1 round) is 90 degrees, but with good, it is any.
2 - with average maneuverability, you must fly horizontally 5ft before climbing, with good, you do not.

The consequence of this is that the step up to good maneuverability allows us to turn from flying downward to flying upward with no step in between, when moving at INT*20ft speed.

Ok, so we can turn around when falling in a zero-gravity environment twice as fast as usual... So what?

Enter the spell: Blink, the 3rd level wizard/sorc/bard spell, the earliest access to the ethereal plane. It comes with a bunch of useful effects, but lets look at some interesting snippets:


``You Blink back and forth between the Material Plane and the Ethereal Plane. You look as though you're winking in and out of reality very quickly and at random.''

``You take only half damage from falling, since you fall only while you are material.''

``...you spend about half your time on the Ethereal Plane...''

``An ethereal creature is invisible, incorporeal, and capable of moving in any direction, even up or down''

The falling speed in dnd is 150ft in the first round. Since we only fall when we are material, on average, we can half that to 75ft/round. Since we are in the ethereal plane for the rest of the time, we should be able to use our fancy force-of-will based flight during the rest of our time blinking. If we double-move the other half of the time, we can move on average 10*int/round. If we always choose to move upwards (which we can do at good maneuverability), we can in the average case, hover in mid air with only 7.5 int!

Pump this up just a little and we can reap the benifits, with our int of 14, we can fly (on average) 65ft upwards every round!

``But Chef!'' I hear you cry, ``Why would I invest three levels into a **** PrC when the actual SPELL fly is ALSO a third level spell?''. Good question! Well, despite the obvious of the rules of the contest, the method of flying here is not actually flying - it's falling (with style). The practical upshot of this is that we can make use of feats and manuevers that can only be used while falling, such as Roof Jumper (which shares the same prereqs as astral dancer) to add damage based on how far we have fallen!

The one downside of this method of blink is that we have a 20% chance to miss our attacks. There are a few ways we can rid ourselves of this downside: Use the lvl 5 spell Greater Blink instead, which is basically the same as blink, but we can control our shifting. An 8th level ninja could use Ki strike to hit the material plane from the ethereal plane and bypass it as well. The feat Pierce Magical Concealment would allow us to disregard the miss chance, but that's 3 whole feats... Thankfully, greater blink is almost as easy as ``normal'' blink to get access to, thanks to sublime chord!

So we can ``fly'' up 30 or so foot and then fall back down on our target, over and over again. Each time we do this, we can make a charge attack against them, thanks to our Roof Jumper and Battle Jump feats. Let's say a 30ft drop, This deals

Attack bonus: 16 (BAB) - 1 (Str) + 1 (Relative Altitude) + 2 (Charge)

Damage: 1d8 - 1 STR + 2d6 (Roof Jump) + 16 (Banzai) + Power attack *2 (Battle Jump)

...Reasonable, but not fantastic.


Seeing as how we are planning on falling on people to kill them, let's take a little look at the falling damage rules.

The damgage taken from falling is a flat 1d6 per 10 foot fallen, no matter how heavy you are, or any other matters. In addition, as we are falling deliberatly, we can make a DC 15 jump or tumble check to reduce this by 1d6, and convert another 1d6 of this to nonleathal, useful, as we are already having to invest in jump and tumble for astral dancer anyway. Also, given we are blinking, we only take half damage from the fall.

Now, damage FROM a falling object is calculated differently. If an object falls at least 10 feet, it deals 1d6 damage to whatever it hits per 200 pounds, plus an additional 1d6 for every additional 10 feet.

Hmm...

A rhino (Monster Manuel) weighs 6000 pounds, thus, deals 30d6 damage (before barding, etc.) if it falls at least 10 feet, plus 1d6 for each additional 10 feet. Adding onto that the fact that our rhino pal can also make a charge attack with battle jump, shock trooper and it's powerful charge -

30d6 + 4d6 + 24 + 11 (shock trooper)... all times 2

- that's rather a lot!


So our plan of attack is as follows:

Cast (greater) blink, sharing the spell with our rhino
Pick up our rhino when we are ethereal, and start to will ourselves upward
If we stop being ethereal before we reach the height we want, we fall until we become ethereal again; at which point we can turn around instantly due to our SUPERIOR MANEUVERABILITY
When we reach 20 foot in the air, we choose to begin falling
Our rhino begins a battle jump charge
We jump off the rhino and begin our own battle jump/roof jump charge
Rhino lands, squish
We land, splat
Repeat until either we, or our target is dead


Note that we can pick up our rhino without penalty when blinked, as when in the ethereal plane, we both gain the Incorporeal subtype, which states:


``Incorporeal creatures have no weight and do not set off traps that are triggered by weight.''




1-6 Ray starts out as a fairly normal bard, albeit with less singing and more attack animals. He will play very differently than when fully leveled here, more as a back-line buffer and support, with his companion take the brunt of combat. He also functions decently as a knowledge-bot, even when loosing the bardic knowledge. With a good CHA score, he gets a decent amount of spells to play around with.

7 Ray and Rae finally meet! At level 7, we get access to the improved animal companions, giving us a much nicer pocket-fighter.

8-9 These are... Honestly fairly dead levels, apart from small buffs when blinking, not much to talk about here. We do pick up roof jumper, but that's about it.

10-11 WE GO LIVE. We get improved maneuverability. I've already talked for a while about why that's good - we can start dropping the bomb (rhino). At eleven, we also get access to sublime chord - boosting our spellcasting very nicely, giving us access to both greater blink (to remove that pesky 20% miss chance) as well as a bunch of nifty bard buffs to help out the rest of the party.

12-13 Ronin gives us access to Banzai Charge, giving us sneak attack damage (effective in blink). Whilst also allowing us to further sacrifice our own safety for DAMAGE.

14-20 We spend the rest of our levels developing our payload, adding extra hit die and feats to Rae. Adding divine spellcasting on top of our bardinc spellcasting gives us a lot more versatility, and also access to heal mount (which will proooooobably be useful considering our fighting style). We also pick up battle jumper here, doubling our own damage. Adding more ranks to jump and tumble here increases the chances of us not dying.




It may be ruled that our rhino pal doesn't have access to battle jump due to not being from the correct region. If this is the case, we can swap the ability boost to INT, after that he has a whopping 3 INT, enough to be sentient!
After that it's a simple matter to give him the prereq 2 ranks in knowledge (local) to learn it.



Bard varient UA
Sublime Chord CA
Windrider MotW
Ronin, Shock trooper CW
Roofwalker, Jumper Cityscape
Battle Jump UE


PS. First submission, let me know if it's all ok! :smallsmile:

(This was sent subsequently, I'm being lazy and just posting it rather than fixing the error myself:)


Hiyas,

Sorry for missing it before, but i saw an error in the build and have an update.

The two rhino feats in the table, power attack and imp crit, should have the orders of taking them reversed. Power attack needs to be first, or it doesnt qualify for shock trooper later.

Thanks, this should be the last update

Heliomance
2017-04-24, 02:33 PM
Build number 2:



http://www.mornproductions.com/gitp/E62aky.jpg
"So, Jason, have you decided what character you're going to play?" asks the DM.
"Oh yeah! I've been reading up on this Eberron setting you're running, and I want to play a holy warrior dedicated to the Silver Flame. I'm going to smite the wicked and bring ruin to the dastardly with my magics in the name of shining light! It's going to be so cool!"
"Ah, okay, a paladin then. Good, we need a competent mele..."
"Paladin?! No way! That's boring!"
"A... cleric then?"
"Ha! That's sooo lame."
"Er... soulborn...?"
"I'm going to play something cool! I'm going to play a Divine Mind!"
"But... but that's a really bad class. Don't you think tha..."
"How can it be a bad class? You were just talking about how psionics is broken. Maybe it's not as good as a psion, but it's still pretty good. Definitely better than the lousy paladin. I mean, it gets higher level spells, err powers, than a paladin and has a switchable aura. Yeah, it loses out on BAB, but it's still awesome. Also, that name! Divine. Mind. It means he's practically a god! Friggin' sweet!"
"Okay. Okay. I'll let you play one... but have you thought of a prestige class you might want to take?"
"Well, I've been thinking about that. See, I was looking at The Planes as my primary mantle, since it gives me more bonuses against evil outsiders and stuff, makes me a better warrior for the light.""
"Alright..."
"So, I really like the Astral Plane. It's like the basis of ectoplasm stuff for psionics and it touches on everything in the Material Plane, so there's ectoplasm everywhere."
"That... makes sense, I guess. So..."
"So, I was thinking about something based on that."
"So, like Constructor or... um... Ectopic Adept? I don't really know anything else that focuses clearly on ectoplas..."
"Astral Dancer."
"What?"
"Astral Dancer."
"I don't even know where that's from."
"It's from the Planar Handbook."
"Oh, okay. No one has ever played that at my table before. Sounds neat. Let me look it up real quick," says the oblivious DM as he scans the table of contents and flips to the appropriate page. "Ah, here it is. Hmmm....
This... This is... are you sure this is what you want to play? I mean, really sure?"
"Yeah, I've given it a lot of thought. It makes sense. My character embraces the Silver Flame and psionics. Psionics is ectoplasm and thus Astral Plane and the Silver Flame is a flame, which dances, hence Astral Dancer. It makes perfect sense."
"But this isn't going to be a plane hopping campaign! You're never actually going to go to the Astral Plane!"
"It's fine. That's not one of the class prerequisites. He can take it without ever going there."
"Half the class features don't work anywhere else!"
"They do, just not as well. Most of them anyway. The rest aren't that important, and what he does get is really good."
"No. Just no. This isn't..."
"But it's what my character would do! Are you telling me I can't play the character I want to play?"
"No. But. I..."
"Then this is what I'm playing!"
"Fine! Play it then! It's your character."
"Sir Jasonica Deathbringer is going to be awesome!"
HEADDESK HEADDESK HEADDESK HEADDESK
Human
Strength 14, Dexterity 13, Constitution 12, Intelligence 10, Wisdom 14, Charisma 10
First three adjustments into Int so we can get awesome feats and maneuverability on the Astral. The rest into Charisma, because it'd just be a waste to have divine grace and no Charisma bonus!

ClassBABFortRefWillFeatsSpecialSkills
1Divine Mind 1+0
+2
+0
+2Dodge
Human – Martial Study (Steel Wind)Mantle (1st), psychic aura 5 ft., Wild TalentBalance 4(+4), Jump 4(+4), Tumble 4(+4)2Divine Mind 2+1
+3
+0
+3—Balance 5(+1), Jump 5(+1), Tumble 5(+1)3Divine Mind 3+2
+3
+1
+3MobilityPsychic aura 10 ft.Balance 6(+1), Jump 6(+1), Tumble 6(+1)4Divine Mind 4+3
+4
+1
+4Divine graceBalance 7(+1), Jump 7(+1), Tumble 7(+1)5Divine Mind 5+3
+4
+1
+4Psychic aura 15 ft.Balance 8(+1), Jump 8(+1), Tumble 8(+1)6Divine Mind 6+4
+5
+2
+5Spring AttackMantle (2nd)Balance 9(+1), Jump 9(+1), Tumble 9(+1)7Divine Mind 7+5
+5
+2
+5Psychic aura 20 ft.Balance 10(+1), Jump 10(+1), Tumble 10(+1)8Divine Mind 8+6/+1
+6
+2
+6Change aura (standard action)Balance 11(+1), Jump 11(+1), Knowledge (psionics) 1(+1), Tumble 11(+1)9Divine Mind 9+6/+1
+6
+3
+6Enhanced BeneficencePsychic aura 25 ft.Balance 12(+1), Jump 12(+1), Knowledge (psionics) 2(+1), Tumble 12(+1)10Divine Mind 10+7/+2
+7
+3
+7Psychic aura (second aura)Balance 13(+1), Jump 13(+1), Knowledge (psionics) 3(+1), Tumble 13(+1)11Astral Dancer 1+8/+3
+7
+5
+7Relative altitudeBalance 14(+1), Jump 14(+1), Knowledge (psionics) 3, Knowledge (the planes) 5(+5), Tumble 14(+1)12Astral Dancer 2+9/+4
+7
+6
+7Combat ExpertiseEvasion (no-gravity)Balance 15(+1), Jump 15(+1), Knowledge (psionics) 3, Knowledge (the planes) 10(+5), Tumble 15(+1)13Astral Dancer 3+9/+4
+8
+6
+8Improved maneuverabilityBalance 16(+1), Jump 16(+1), Knowledge (psionics) 3, Knowledge (the planes) 15(+5), Tumble 16(+1)14Astral Dancer 4+10/+5
+8
+7
+8EvasionBalance 17(+1), Jump 17(+1), Knowledge (psionics) 3, Knowledge (the planes) 17(+2), Tumble 17(+1), Use Rope 3(+3)15Astral Dancer 5+11/+6/+1
+8
+7
+8Whirlwind Attack!!!Astral dodge +2 (+1)Balance 18(+1), Jump 18(+1), Knowledge (psionics) 3, Knowledge (the planes) 18(+1), Tumble 18(+1), Use Rope 7(+4)16Astral Dancer 6+12/+7/+2
+9
+8
+9Improved evasion (no gravity)Balance 19(+1), Jump 19(+1), Knowledge (psionics) 3, Knowledge (the planes) 19(+1), Tumble 19(+1), Use Rope 11(+4)17Astral Dancer 7+12/+7/+2
+9
+8
+9Astral agilityBalance 20(+1), Jump 20(+1), Knowledge (psionics) 3, Knowledge (the planes) 20(+1), Tumble 20(+1), Use Rope 15(+4)18Astral Dancer 8+13/+8/+3
+9
+9
+9Improved InitiativeImproved evasionBalance 21(+1), Jump 21(+1), Knowledge (psionics) 3, Knowledge (the planes) 21(+1), Tumble 21(+1), Use Rope 19(+4)19Astral Dancer 9+14/+9/+4
+10
+9
+10Improved maneuverabilityBalance 22(+1), Jump 22(+1), Knowledge (psionics) 3, Knowledge (the planes) 22(+1), Listen 1(+1), Tumble 22(+1), Use Rope 22(+3)20Astral Dancer 10+15/+10/+5
+10
+10
+10Astral dodge +4 (+2), lightning speedBalance 23(+1), Jump 23(+1), Knowledge (psionics) 3, Knowledge (the planes) 23(+1), Listen 2(+1), Spot 2(+2), Tumble 23(+1), Use Rope 23(+1)

So, Jason really likes Spring Attack. Getting to move and attack and then get out of the way? Awesome. So, he takes those feats. Martial Study is because Jason heard Steve talking about his Warblade's maneuvers and liked the sound of it. Steel Wind. Sounds cool and like something Sir Jasonica Deathbringer would have. Plus, it might work with Spring Attack for double attacks. Maybe. If his GM is generous. Or he begs enough. Whatever, it'll work. Trust me.

Jason picks The Planes and Law for his 1st and 2nd mantles respectively, for reasons already stated and the fact that Sir Jasonica Deathbringer is going to lay down the mother lovin' law! Boom baby!

The Planes and his psychic aura gives him +6 to overcome power resistance of outsiders, so he hopes they're going to fight a lot of those, and Law gives him a +2 or so bonus on saves against nonlawful creatures. Oh, and his allies benefit from these bonuses too, I guess. He also has the standard Attack, Defense, and Perception auras, so there's that too.

His 1st power known is Astral Traveler. It's the only legal option, and, well, you never know. It pays to be prepared. Right? Am I right? Yeah. I'm right. His second power is Hammer to better lay on the smack down. Don't even need a weapon now. Ohhh.... yeah.
Things are going great. Sir Jasonica Deathbringer is a real team player and contributes a lot. The Wizard and Archivist in the party always give him lots of buffs, because they know he can handle it and get things done. He's not too proud though. He can have two auras active at once now, so he decides to help out his buddies and takes that feat that gives his aura +5 feet to its range. Greater humility and Enhanced Beneficence indeed.

He gets two additional powers known, up to 2nd level. So, he takes Psionic Lock and... Grip of Iron. Both are from his Law mantle, but he doesn't qualify for anything else from The Planes mantle.
Level 11
This is where things get good. And I mean GOOD!

See, Sir Jasonica Deathbringer has been pretty sweet so far, but he's had really bad Reflex saves and been hurting for skill points. Astral Dancer changes all that! With good Ref saves and six skills points per level, we're riding on the gravy train to hog heaven baby.

With all these sick damage bonuses (Damage Aura, Law Mantle ability, and miscellaneous buffs from his party) that extra +1 to attack from Relative Altitude helps make sure those attacks land! You know... when it applies.

Level 12
Combat Expertise is a real help here. Evasion (when it works) helps on those Reflex saves, which are now awesome by the way, but the feat really shores up his defenses and is a prereq for this other amazing feat Jason has been dying to try. We'll get to that though.

Level 13
Improved Maneuverability is really nice. Sure, he mostly moves in straight lines anyway, but it's nice when he has to turn. And turn he can! No forced straight line nonsense like those pesky uber chargers have. Ha! Spring Attack lets him move in any direction he wants!

Level 14
Full on Evasion. Nothing special to see here, but hey, it works everywhere now. So, there's that, I guess.

Level 15
Okay, the Dodge feat is awesome. Seriously, +1 to AC against any target he wants? But now this! +2(+1) AC against all enemies... all the time?! You have got to be joking! That is so overpowered it's not even funny.

Oh, you think that's broken? Check it out. Whirlwind Attack!! Oh yeah, Sir Jasonica Deathbringer can hit everyone around him. At. The. Same. Time. He could have tried to minmax and get this uber feat a bit earlier, but we gotta maintain game balance. Can't overshadow that wizard too much. I mean, he focuses on buffs and gimpy penalty stacking effects. I haven't seen him throw a single magic missile yet! How lame.

Level 16
Improved Evasion. That's just wicked sick.

Level 17
Astral Agility. NOW we know why it's called Astral Dancer. This ability lets you do-si-do, swing your partner round and round with your enemies. Oh yeah! Battlefield control, here we come! I'd like to see the wizard do that!

Level 18
Improved Evasion again. Big deal. Move along.
Improved Initiative. Yeah, that's the good stuff. Always getting in there first, dancing around your enemies to position them juuuusst right, then BAM! Whirlwind Attack! Don't forget the +1 to attack from Relative Altitude!

Level 19
Improved Maneuverability again. Perfect maneuverability is now ours. Granted, we were already perfect, but hey, it's nice of the rules to agree.

Level 20
+4 to DODGE!!! So cool.
Also, Lightning Speed! Woo! Now Sir Jasonica Deathbringer not only doesn't provoke AoOs when using Spring Attack against our target, he won't provoke AoOs from anyone else either! A truly epic capstone for a truly epic character.
Jason forgot to include it in his build, but a more optimized character should choose to put some ranks in Perform (dance), even if it is cross class. Doing so may be considered borderline broken, since you take no penalties to the skill due to the encumbrance or check penalty of your heavy armor. If you do decide to attempt this, ask your DM first and be ready to dodge the flying books.
Player's Handbook
Planar Handbook
Complete Psionic

Heliomance
2017-04-24, 02:35 PM
Build number 3:




Willow

http://i47.tinypic.com/2q3ccar.jpg

``Get over here, lemme tell ya a joke...''

CE Wispling Jester 6, Warshaper 3, Astral Dancer 10

STR 22 : 16 -2 (race) +4 (warshaper) +4 (levelup)
DEX 14 : 10 +4 (race)
CON 18 : 14 +4 (warshaper)
INT 12 : 10 +2 (race)
WIS 10 : 10
CHA 16 : 16

The idea behind this build is that of a stalking, freddy-esq slasher-style jester. Luring victims into her personal realm of horror and slicing them up with claws and magic.

Whilst starting as a relatively normal psuedo-halfling, she slowly converts to a shape shifting, stretching horror.

Note: the table and descriptions of the jester class list different levels at which the second bonus feat come online, it's either 5 or 6.



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


LEVEL ADJUSTMENT
Wispling
-
-
-
-
-
-
Change Self 1/day, Halfling Traits, Small Size


1st
Jester 1
+0
+0
+2
+2
Bluff 4, Intimidate 4, Perform (comedy) 4, Balance 4, Jump 4, Tumble 4, Move Silently 4
Dodge
Jester's Audacity +1, Jester's Performance, Fascinate, Inspiring Quip


2nd
Jester 2
+1
+0
+3
+3
Bluff 5, Intimidate 5, Perform (comedy) 5, Balance 5, Jump 5, Tumble 5, Move Silently 5
Deflect Arrows
Bonus Feat


3rd
Jester 3
+2
+1
+3
+3
Bluff 6, Intimidate 6, Perform (comedy) 6, Balance 6, Jump 6, Tumble 6, Move Silently 6
Mobility
Taunt


4th
Jester 4
+3
+1
+4
+4
Bluff 7, Intimidate 7, Perform (comedy) 7, Balance 7, Jump 7, Tumble 7, Move Silently 7
-
New Class Abilities


5th
Jester 5
+3
+1
+4
+4
Bluff 8, Intimidate 8, Perform (comedy) 8, Balance 8, Jump 8, Tumble 8, Move Silently 8
Snatch Arrows?
Bonus feat?, Jester's Audacity +2


6th
Jester 6
+4
+2
+5
+5
Bluff 9, Intimidate 9, Perform (comedy) 9, Balance 9, Move Silently 9, Never Outnumbered
Assume Supernatural Ability, Snatch Arrows?
Bonus feat?, Calming Performance


7th
Warshaper 1
+4
+4
+5
+5
Disguise 3
-
Mophic Immunities, Morphic Weapons


8th
Warshaper 2
+5
+5
+6
+6
Disguise 6
-
Morphic Body


9th
Warshaper 3
+6
+5
+6
+6
Disguise 9
Spring Attack
Morphic Reach


10th
Astral Dancer 1
+6
+5
+8
+6
Bluff 10, Balance 9, Jump 10, Tumble 9, Move Silently 10, Assume Quirk
-
Relative Altitude


11th
Astral Dancer 2
+7
+5
+9
+6
Bluff 11, Balance 11, Jump 10, Tumble 10, Move Silently 11, Second Impression
-
Evasion (no-gravity)


12th
Astral Dancer 3
+8
+6
+9
+7
Bluff 12, Balance 11, Jump 12, Tumble 11, Move Silently 12, Social Recovery
Shi`Quos School
Improved Maneuverability


13th
Astral Dancer 4
+9
+6
+10
+7
Bluff 13, Balance 13, Jump 13, Tumble 13, Move Silently 13
-
Evasion


14th
Astral Dancer 5
+9
+6
+10
+7
Bluff 14, Balance 14, Jump 14, Tumble 14, Move Silently 14, Sleight of Hand 2
-
Astral Dodge +2/+1


15th
Astral Dancer 6
+10
+7
+11
+8
Bluff 15, Balance 15, Jump 15, Tumble 15, Move Silently 15, Sleight of Hand 4
Sidestep Charge
Improved Evasion (no-gravity)


16th
Astral Dancer 7
+11
+7
+11
+8
Bluff 16, Balance 16, Jump 16, Tumble 16, Move Silently 16, Sleight of Hand 6
-
Astral Agility


17th
Astral Dancer 8
+12
+7
+12
+8
Bluff 17, Balance 17, Jump 17, Tumble 17, Move Silently 17, Sleight of Hand 8
-
Improved Evasion


18th
Astral Dancer 9
+12
+8
+12
+9
Bluff 18, Balance 18, Jump 18, Tumble 18, Move Silently 18, Sleight of Hand 10
Combat Panache
Improved Maneuverability


19th
Astral Dancer 10
+13
+8
+13
+9
Bluff 19, Balance 19, Jump 19, Tumble 19, Move Silently 19, Sleight of Hand 12
-
Astral Dodge +4/+2, Lightning Speed





Jester Spells
Spells per Day/Spells Known


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


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


2nd
3/5
1/2
-
-
-
-
-
-
-
-


3rd
3/6
2/3
1
-
-
-
-
-
-
-


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


5th
3/6
4/4
3/3
-
-
-
-
-
-
-


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




Willow starts life as a typical jester, but with the nice addition of a built in disguise thanks to her ancestry. The jester spell list lends itself to controlling both the battlefield and individual targets, with such lovelies as grease and Tasha's Laughter available as early as second level. Dodge, light Armour, shield and jester's audacity stack to give her a very nice AC total as well for staying alive.

She's no slouch outside of combat either, with a nice selection of social and stealthy skills to her name, including fascinate. She can easily fill the role of the party face.
Here we gain access to both second level spells, giving us a great many more out of combat utility. We also gain the mighty Warshaper class (access granted by our wispling shape change), buffing our stats as well as growing claws with extra reach! Having this extra reach gives us more options to move about the combat whilst consistently getting off spring attacks.

A key feat picked up here is assume supernatural ability. We can combine this with alter form to pick up any abilities from HD 5 or less tiny to medium outsiders. This includes some nice abilities such as the Arrowhawks, giving us a lightning bolt attack once per round; or the Dretch, for telepathy; Mephits for breath attacks; Rast for flight; Shadow Mastiff for hiding... And so on. This lets us get a lot more use out of just one spell.

We're also immune to crits now, so that's nice!
Here's where stuff really picks up. We gain a bunch of bonuses to fighting in subjective gravity; and thus I suppose it's about time I told you why we're a Wispling.

A wispling is a small size outsider, meaning we can use alter shape to become a tiny size outsider! The one we're interested in here is the ETHER SCARAB, from the MMII. It has this rather useful SU ability, that we can assume when we become it:


Planar Rip (Su): By ripping at the planar fabric with its mandibles, an ether scarab can create a two-way portal between its own plane and another (usually the Material). This hole between the planes appears tiny, but it can accommodate any Large or smaller creature traveling in either direction. A planar rip closes in 1d4+1 rounds

This ability is special in that it doesn't require any special action on the part of the traveler (as bracelet of friends or the like) to activate it. Just walk through the hole and boom! Another plane! This means we can force our foes through it, or, more often, get them to walk through it themselves. With the taunt ability of the jester, we can open the portal, go through, and then goad whichever enemy we feel like into following us into our plane of choice. Where WE have the high ground, literally. With relative altitude, we always count as being above the foe, so every attack we make forces a save to prevent tripping, thanks to our Shi`Quos School training.
The rest of our levels and feats provide us with more defense whilst we are in our planar arena. Our tactics involve repeated charging in and fleeing with spring attack, so we pick up sidestep charge to hinder the enemies ability to respond in melee. Combining this with our grab arrows and improved evasion, it's hard for any kind of direct damage to get to us.

We pick up some more AC from astral dodge, stacking with dodge and jester's AC for a hefty total. Combat panache combos well with Astral agility if we get more than one foe in our trap.

We also pick up a few skill tricks here, to keep us up to speed with the rest of the party when it comes to social situations.

If it is deemed that Wispling does not allow entry into warshaper, we can also qualify by alter shaping into something (tiny-medium outsider with 5 or less HD) with the shapechanger subtype, or with change shape as an SU ability, then assuming it. Such as the Magma Mephit!

Wispling: Fiend Folio
Jester: Dragon Compendium
Warshaper: Complete Warior
Assume Supernatural Ability: Savage Species
Shi`Quos School: Drow of the Underdark
Sidestep Charge: Miniatures Handbook
Combat Panache: Player's Handbook II
Ether Scarab: Monster Manual II

Heliomance
2017-04-24, 02:36 PM
Build number 4:


Cheth Deppard

https://s-media-cache-ak0.pinimg.com/736x/53/e8/b8/53e8b83f2b972674eda4a1a06d541a5a.jpg

Race: Talaire (Complete Psionic p. 141)
Build Stub: Simple Druid 2/Barbarian 1/Fighter 2/Astral Dancer 1/Abolisher 1/Planar Shepherd 5/Astral Dancer +8
Multiclass Penalty: No, but any penalty that discourages you from taking more levels in Astral Dancer is probably a good thing.
Languages: Common, Druidic, Sylvan, Celestial, Elsewhale
Alignment: NG
Ability Scores:


Ability
Score
Racial
Points
4th
8th
12th
16th
20th


Strength
8









Dexterity
14

6







Constitution
14

6







Intelligence
16

10
17
18
19
20
21


Wisdom
16

10







Charisma
8













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


1st
Simple Druid 1
+0
-1
+0
+2
Balance 4, Diplomacy 3, Handle Animal 4, Jump 1(cc), Know:Dungeon 2(cc), Know:Nature 4, Perform:Dance 3, Spellcraft 1, Survival 3, Tumble 4
Greensinger Initiate, Expeditious Dodge (Human), Track (UA variant), Martial Study: Steel Wind (Flaw: Meager Fortitude)
Nature Sense, Wild Empathy, Animal Companion: Eagle, AC Bonus as Monk (UA variant), Favored Enemy: Aberrations (UA variant), Skilled City-Dweller ACF (Tumble)


2nd
Simple Druid 2
+1
+0
+0
+3
Balance 5(+1), Diplomacy 5(+2), Handle Animal 5(+1), Jump 2(+2cc), Know:Dungeon 2, Know:Nature 5(+1), Perform:Dance 3, Spellcraft 1, Survival 3, Tumble 5(+1)
Sandskimmer (ACF) -> Wild Talent (Celare)
Sandskimmer ACF


3rd
Barbarian 1
+2
+2
+0
+3
Balance 6(+1), Diplomacy 5, Handle Animal 5, Jump 4(+2), Know:Dungeon 3(+2cc), Know:Nature 6(+2cc), Perform:Dance 4, Spellcraft 1, Survival 3, Tumble 6(+1)
Roofwalker, Speed of Thought
Roof-Dweller ACF, Whirling Frenzy (UA variant), Skilled City-Dweller ACF (Tumble)


4th
Fighter 1
+3
+4
+0
+3
Balance 7(+1), Diplomacy 5, Handle Animal 5, Jump 6(+2), Know:Dungeon 3, Know:Nature 7(+2cc), Perform:Dance 3, Spellcraft 1, Survival 3, Tumble 7(+1)
Mobility
Skilled City-Dweller ACF (Tumble)


5th
Fighter 2
+4
+5
+0
+3
Balance 8(+1), Diplomacy 5, Handle Animal 5, Jump 8(+2), Know:Dungeon 3, Know:Nature 8(+2cc), Perform:Dance 4, Spellcraft 1, Survival 3, Tumble 8(+1)
Spring Attack



6th
Astral Dancer 1
+4
+5
+2
+3
Balance 8, Bluff 1(+1), Diplomacy 5, Handle Animal 5, Jump 8, Know:Dungeon 4(+2cc), Know:Nature 9(+2cc), Perform:Dance 3, Search 5(+5), Spellcraft 1, Survival 3, Tumble 8
Roof-Jumper
Relative Altitude


7th
Abolisher 1
+4
+5
+2
+5
Balance 8, Bluff 1, Diplomacy 5, Handle Animal 5, Jump 8, Know:Dungeon 4, Know:Nature 9, Know:Planes 4(+4), Perform:Dance 3, Search 5, Spellcraft 1, Survival 5(+2), Tumble 8, Skill Trick: Twisted Charge 2

Wild Shape 1/day, Favored Enemy: Aberrations +2


8th
Planar Shepherd 1
+4
+7
+2
+7
Balance 8, Bluff 1, Concentration 9(+9), Diplomacy 5, Handle Animal 5, Jump 8, Know:Dungeon 4, Know:Nature 9, Know:Planes 4, Perform:Dance 3, Search 5, Spellcraft 1, Survival 5, Tumble 8, Twisted Charge 2

Planar Attunement


9th
Planar Shepherd 2
+5
+8
+2
+8
Balance 8, Bluff 1, Concentration 12(+3), Diplomacy 5, Handle Animal 5, Jump 8, Know:Dungeon 4, Know:Nature 9, Know:Planes 4, Perform:Dance 3, Search 5, Spellcraft 1, Spot 6(+6), Survival 5, Tumble 8, Twisted Charge 2[/B]
Cheetah's Speed
Detect Manifest Zone, Animal Companion: Dire Eagle


10th
Planar Shepherd 3
+6
+8
+3
+8
Balance 8, Bluff 1, Concentration 13(+1), Diplomacy 5, Handle Animal 5, Jump 8, Know:Dungeon 4, Know:Nature 9, Know:Planes 4, Perform:Dance 3, Search 5, Spellcraft 1, Spot 12(+6), Survival 5, Tumble 8, Twisted Charge 2, Skill Trick: Spot the Weak Point 2

Wild Shape (Magical Beast)


11th
Planar Shepherd 4
+7
+9
+3
+9
Balance 8, Bluff 1, Concentration 14(+1), Diplomacy 5, Handle Animal 5, Jump 8, Know:Dungeon 4, Know:Nature 9, Know:Planes 4, Listen 6(+6), Perform:Dance 3, Search 5, Spellcraft 1, Spot 14(+2), Survival 5, Tumble 8, Twisted Charge 2, Spot the Weak Point 2

Plane Shift 1/day


12th
Planar Shepherd 5
+7
+9
+3
+9
Balance 8, Bluff 1, Concentration 15(+1), Diplomacy 5, Handle Animal 5, Jump 8, Know:Dungeon 4, Know:Nature 9, Know:Planes 4, Listen 11(+5), Perform:Dance 3, Search 5, Spellcraft 1, Spot 15(+1), Survival 5, Tumble 8, Twisted Charge 2, Spot the Weak Point 2, Skill Trick: Swift Concentration 2
Psionic Charge
Planar Bubble 1/day


13th
Astral Dancer 2
+8
+9
+4
+9
Balance 8, Bluff 2(+1), Concentration 15, Diplomacy 5, Handle Animal 5, Jump 13(+5), Know:Dungeon 4, Know:Nature 9, Know:Planes 4, Listen 11, Perform:Dance 3, Search 5, Spellcraft 1, Spot 15, Survival 5, Tumble 13(+5), Twisted Charge 2, Spot the Weak Point 2, Swift Concentration 2

Evasion (no gravity)


14th
Astral Dancer 3
+9
+10
+4
+10
Balance 8, Bluff 3(+1), Concentration 15, Diplomacy 5, Handle Animal 5, Jump 17(+4), Know:Dungeon 4, Know:Nature 9, Know:Planes 4, Listen 11, Perform:Dance 3, Search 5, Spellcraft 1, Spot 17(+2), Survival 5, Tumble 17(+4), Twisted Charge 2, Spot the Weak Point 2, Swift Concentration 2

Improved Maneuverability


15th
Astral Dancer 4
+10
+10
+5
+10
Balance 8, Bluff 5(+2), Concentration 18(+6cc), Diplomacy 5, Handle Animal 5, Jump 18(+1), Know:Dungeon 4, Know:Nature 9, Know:Planes 4, Listen 11, Perform:Dance 3, Search 5, Spellcraft 1, Spot 18(+1), Survival 5, Tumble 18(+1), Twisted Charge 2, Spot the Weak Point 2, Swift Concentration 2
Run
Evasion


16th
Astral Dancer 5
+10
+10
+5
+10
Balance 8, Bluff 9(+4), Concentration 19(+2cc), Diplomacy 5, Handle Animal 5, Hide 3(+3), Jump 19(+1), Know:Dungeon 4, Know:Nature 9, Know:Planes 4, Listen 11, Perform:Dance 3, Search 5, Spellcraft 1, Spot 19(+1), Survival 5, Tumble 19(+1), Twisted Charge 2, Spot the Weak Point 2, Swift Concentration 2

Astral Dodge +2/+1


17th
Astral Dancer 6
+11
+11
+6
+11
Balance 8, Bluff 9, Concentration 19, Diplomacy 5, Handle Animal 5, Hide 8(+5), Jump 20(+1), Know:Dungeon 4, Know:Nature 9, Know:Planes 4, Listen 11, Perform:Dance 5(+4cc), Search 5, Spellcraft 1, Spot 20(+1), Survival 5, Tumble 20(+1), Twisted Charge 2, Spot the Weak Point 2, Swift Concentration 2

Improved Evasion (no gravity)


18th
Astral Dancer 7
+12
+11
+6
+11
Balance 8, Bluff 10(+1), Concentration 20(+2cc), Diplomacy 5, Handle Animal 5, Hide 8, Jump 21(+1), Know:Dungeon 4, Know:Nature 9, Know:Planes 4, Listen 11, Move Silently 4(+4), Perform:Dance 5, Search 5, Spellcraft 1, Spot 21(+1), Survival 5, Tumble 21(+1), Twisted Charge 2, Spot the Weak Point 2, Swift Concentration 2, Skill Trick: Shrouded Dance 2
Fleet of Foot
Astral Agility


19th
Astral Dancer 8
+13
+11
+7
+11
Balance 8, Bluff 11(+1), Concentration 20, Diplomacy 5, Handle Animal 5, Hide 10(+2), Jump 22(+1), Know:Dungeon 4, Know:Nature 9, Know:Planes 4, Listen 11, Move Silently 10(+6), Perform:Dance 5, Search 5, Spellcraft 1, Spot 22(+1), Survival 5, Tumble 22(+1), Twisted Charge 2, Spot the Weak Point 2, Swift Concentration 2, Shrouded Dance 2

Improved Evasion


20th
Astral Dancer 9
+13
+12
+7
+12
Balance 8, Bluff 11, Concentration 20, Diplomacy 5, Handle Animal 5, Hide 15(+5), Jump 23(+1), Know:Dungeon 4, Know:Nature 9, Know:Planes 4, Listen 11, Move Silently 15(+5), Perform:Dance 5, Search 5, Spellcraft 1, Spot 22, Survival 5, Tumble 23(+1), Twisted Charge 2, Spot the Weak Point 2, Swift Concentration 2, Shrouded Dance 2

Improved Maneuverability





Typical Druid Spells Prepared
0lvl: create water, cure minor wounds, dawn (SC), detect magic, light, read magic
1st: aspect of the wolf (SC), faerie fire, instant of power (Forge of War), produce flame, wall of smoke (SC)
2nd: cloud wings (SC), heart of air (CMage), mass snake's swiftness (SC), summon swarm
3rd: dispel magic, heart of water (CMage), lion's charge (SC)
4th: enhance wild shape (SC)



Druid Spells per Day


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


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


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


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


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


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


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


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


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


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


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


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


12th
6
5
4
3
1
-
-
-
-
-





Cheth starts with Simple Druid, which trades away Wild Shape and armor/shield proficiency for AC Bonus as a monk (Wis to AC!), Favored Enemy as a Ranger, and Track as a bonus feat. While Wild Shape is an important part of this build, Druid 5 isn't the best way to get everything else we need, so we'll pick up Wild Shape later with Abolisher. And since we're headed that way, might as well make abominations our favored enemy. Cheth takes Greensinger Initiate as his 1st level feat, which adds Bluff, Hide, and Perform to his class skills, as well as adding charm person to his spell list. For his human bonus feat, he takes Expeditious Dodge. With Strength of 8, he doesn't care much for melee at lower levels, favoring mostly a "run behind the meatbags and throw a shortspear or something" strategy.

I had to take a flaw here to make sure Balance was a class skill, so Cheth also picks up Martial Study: Steel Wind. If he does want to get into melee, then this lets him move (getting the AC bonus from Expeditious Dodge) and make two melee attacks, most likely with a shortspear or scimitar. He can also cast aspect of the wolf (Spell Compendium) and attack in wolf form. Steel Wind can also be used in wolf form, if need be.

For his second level, Cheth picks up the Sandskimmer as a bonus feat from the Sandstorm ACF. We don't care so much what it does (not much), just so long as it's a bonus feat. Now, about the race... Talaire are humans that may have latent psionic abilities tied to one of the Six Hidden Houses of Talaron. They may or may not have a special symbol (indicating their Hidden House ancestry) somewhere on their skin. A chance encounter with another Talairan or a disturbing dream could awaken a Talairan's "hidden" psionic power, in which case they gain the Wild Talent feat related to their Hidden House. If this happens before play, then Wild Talent becomes the Talairan's human bonus feat. If it happens later in life or during the course of play, Wild Talent replaces one of their existing bonus feats. However, the rules don't specify which bonus feat is lost, so instead of losing Expeditious Dodge or Martial Study, Cheth replaces the Sandskimmer feat with Wild Talent (Celare). This allows him to take psionic feats, and also gives him the burst power as a PLA 1/day.

After that, Cheth takes a level of Barbarian to pick up the Roofdweller ACF, which gives him Roofwalker as a bonus feat. He also picks up the Whirling Frenzy ACF because extra attacks are more interesting than something that mucks around with his Constitution score. Barbarian gives him armor proficiency, so he can wear a darkleaf chain shirt or breastplate (ECS) if it offers a better AC bonus than his Wisdom, and he can upgrade his shortspears to javelins and his sling to a light crossbow. He also picks up Speed of Thought, and since he doesn't really need to expend his psionic focus for anything right now, this effectively gives him a +10' insight bonus to speed, making up for the loss of Fast Movement.

The next two levels are Fighter to pick up two bonus feats: Mobility and Spring Attack. This allows Cheth to start his turn behind the front line, move up to attack (plus trip in wolf form), then fall back in with the REMFs while taking advantage of the AC bonus from Expeditious Dodge. Steel Wind may also be possible to use with Spring Attack... the rules aren't entirely clear, as they never bother to define what an "attack action" is. By strict RAW, a martial maneuver is a standard action but not necessarily an attack action. But then again... it's a standard action that allows you to make melee attacks, so... check with your DM.


Cheth enters Astral Dancer! Not necessarily because it does much for him at this point, but mostly because we don't quite qualify for Abolisher yet. The extra skill points from Astral Dancer helps him get the skill ranks for Abolisher, and he picks up 5 ranks of Search for the +2 synergy bonus on Tracking checks. He also picks up Roof-Jumper, which isn't quite useful yet, but will be soon.

Abolisher gives Cheth a couple important things: ranks in Knowledge: the Planes for getting into Planar Shepherd, an additional +2 damage against aberrations, and of course access to Wild Shape. Unfortunately, we only have access to medium-sized animals up to 3 HD, so... mostly black bear (combat), baboon (better Strength, still has hands), eagle/owl (scouting), porpoise (aquatic/blindsight 120'), and his preferred form: cheetah! Actually, since he can't quite get Sprint (Ex) yet, he's more likely to use leopard form for Pounce (Ex).

And so, on to the elephant in the room: Planar Shepherd, which advances druid spellcasting, Animal Companion, and Wild Shape. It also can be abused to do unspeakably horrific things to the action economy by attuning to a plane with an accelerated time trait. Oddly enough, that's not really what we're here for... mostly, we just need to attune to a plane with a "no gravity" or "subjective directional gravity" and for our purposes the normal ol' boring Astral Plane works perfectly well here. We'll get into the implications of using Planar Bubble (Su) later, but for right now all Planar Attunement does is protect us from the harmful effects when we visit the Astral Plane... which doesn't appear to have any harmful effects. Well, psychic storms, maybe, but it's not clear if these still happen in the 3.5 version of the Astral Plane.

Something else interesting happens at 8th level: Druid 2 + Abolisher 1 + Planar Shepherd 1 = 4 effective druid levels for Cheth's animal companion, and he upgrades his eagle into a Dire Eagle (Races of Stone). This is a large-sized creature with 5 HD and decent combat stats, and gives Cheth a flying mount to ride around when not in Wild Shape form.

At 9th level, Planar Shepherd gets detect manifest zone 1/day. This helps Cheth detect areas where the planar traits have bled through into the material plane, and thus lets him know where he might be able to use his Astral Dancer abilities... which at this point is a whole wopping +1 bonus on melee attack rolls. He also picks up Cheetah's Speed, which is much more interesting, as he can now sprint up to 10x his move speed as part of a charge once per hour. In hunting bat form (MM2), this gives him a 600' charge, and if he dives straight down from 1,200' (flying down doubles movement), he can use Roof-Jumper's "Death From Above" to kick in 119d6 bonus damage (average 416). Twisted Charge allows Cheth to make a 90-degree turn on a charge once per encounter, but if he does so he's restricted to only move up to his normal move speed.

At 10th level, Cheth gets Wild Shape (magical beast). Fortunately, I can cover the utility of this ability very quickly: there aren't any magical beasts native to the Astral Plane. If you manage to convince your DM to allow you to attune to a different plane, such as Dal Quor, then the utility of this ability could change significantly. Dal Quor contains a dream-version of every possible magical beast that can sleep or dream. Xoriat, however, doesn't appear to have any natives that are magical beasts. Also at 10th level, Cheth picks up another skill trick: Spot the Weak Point, which allows him to treat his next attack as a touch attack if he spends a standard action to study his opponent. If Cheth is flying above his opponent, he can spend one round to move into position (move action) and then use Spot the Weak Point (standard action), setting himself up for a Death From Above charge on the next round.



Cheth adds more levels of Planar Shepherd, picking up Plane Shift 1/day at 11th level, which allows him to easily travel to the Astral Plane (or another plane with a suitable gravity trait).

At 12th level, several important things unlock. First, Cheth now has caster level 7 and access to 4th level spells, including enhance wild shape (Spell Compendium). This gives him access to Sprint (Ex) when in cheetah form. He also picks up Psionic Charge, which allows him to expend his psionic focus to change direction in a charge. Combined with the Twisted Charge skill trick, this allows him to pull a complete 180-degree U-turn when charging a distance up to his speed. When flying around with Force of Will, this is 200'. And finally, Cheth picks up Planar Shepherd's signature ability, Planar Bubble (Su). This allows Cheth to enjoy the benefits of being on the Astral Plane even when he's on the Prime Material. It only lasts 5 hours per day, but he can now float around with a 200' fly speed. This has several implications, not the least of which: If Cheth activates both Sprint and Cheetah's Speed at the same time, he can charge 20,000' in a single round (Mach 2.9, or just slightly faster than a MiG-25 Foxbat). If he throws in burst from his Wild Talent (Celare), he can break Mach 3. If he throws in cloud wings (Spell Compendium), he can give an SR-71 Blackbird a run for its money (Mach 3.4). Sprint (Ex) and Cheetah's Speed (Su) are different sources by RAW, and since distance is a real-world value, the two x10 multipliers stack with each other for x100. If Cheth is lucky enough to start 20,000' directly above an opponent, he can use "Death From Above" to obliterate his opponent with 1999d6 bonus damage (6996 average). However, in a no-gravity or subjective-gravity environment, we need to talk a little bit about how we establish which way is "down" or "beneath" us. The Manual of the Planes (pp. 49-50) has this to say about moving around on the Astral Plane:

"When one is maneuvering through astral space, 'up' and 'down' are determined solely by the traveler's orientation. (down is beyond your feet, and up is above your head). Unlike normal flying, climbs and dives on the Astral Plane don't change a character’s speed, and there's no minimum speed to avoid a stall."

By that reading, down is whatever we decide is under our feet. The second option would be to invoke Relative Altitude (Ex) from Astral Dancer 1 to claim that we always have "higher ground" over our opponent, and thus we are always attacking from "above" regardless of which direction our individual gravities happen to be pointed. The third option would be, if our target has already chosen a direction under subjective gravity, we can use our opponent's definition of "down" and orient our movement accordingly. The fourth option would be to fly to a particular distance away from our opponent, switch subjective gravity with a DC 16 Wisdom check, and pick "down" to be whatever direction puts our opponent directly beneath us. This last method is less ideal, as there's a chance the Wisdom check could fail.

If terrain/cover/positioning is an issue, Cheth has two ways to change directions during a charge: Psionic Charge and Twisted Charge. Using Psionic Charge drops his speed a bit (190'), but allows a 90-degree turn when using his full multiplied speed. If Cheth is flying around under conventional gravity in dire hawk form, he can use Cheetah's Speed to charge 800', which should be enough to get him directly over an opponent and still have plenty of movement left to divebomb for several dozen Xd6 bonus damage. Even without Cheetah's Speed, he can fly above a target, turn 90-degrees down, and then divebomb (double speed under normal gravity) for a dozen or so Xd6 bonus damage, and he can repeat this every other round (regaining psionic focus as a full-round action). Twisted Charge allows him to make an additional 90-degree turn once per encounter, although he's limited to his normal move speed (200'). However, even on the Astral Plane, 200' is still a pretty good chunk of distance for a charge.

All this turning stuff brings up a difficult question... What exactly is Cheth's maneuverability rating when he charges? The movement rules in Manual of the Planes don't really address this: "An astral character may double move, but his maneuverability drops to average. An astral character may move at four times his speed (effectively running), but maneuverability drops to clumsy." If we go by strict RAW, the rules don't mention a drop in maneuverability for charging, so maneuverability would still be perfect. However, moving in a charge is a lot like a double move, and so maybe it should drop to average? I don't know, it's something you'll want to work out with the DM. Your maneuverability rating determines how much movement a 90-degree turn will take: Average = 10', Good = 5', Perfect = 0'. Worst case scenario would be average maneuverability in subjective gravity, in which case Cheth could fly straight up 90', turn 180-degrees (20' movement), and then dive straight down 90', activating Death From Above on the way down to deal an additional 8d6 damage (average 28). While this isn't exactly impressive at the moment, it will get considerably better once we upgrade Twisted Charge.

Now, hold on you might say, how is it you can charge *away* from an opponent, turn around, and still consider that a charge? Don't you have to charge to the closest square? Well, feats like Psionic Charge and Fleet of Foot remove the requirement for charging in a straight line, because otherwise they wouldn't work. Fleet of Foot explicitly addresses this with the "Normal:" description: "Without this feat you can run or charge only in a straight line." This means that if you have the feat, you no longer need to charge only in a straight line, and moving away from your opponent is the same as moving at an angle or perpendicular, so long as you satisfy the rest of the requirements for a charge.

Incidentally, if Cheth should need to Jump on the Astral Plane, or any other plane/zone with no gravity, then his 190' speed gives him a +64 on his Jump check. I have no idea if that's useful... on a plane where nobody can stand on anything solid and everybody is either flying or falling in every possible direction. Jumplomancer, anyone?

So... about that Planar Bubble. Cheth is attuned to the Astral Plane, which has a couple more perks than the gravity trait: poison stops working and all of his spells/SLAs can be Quickened as per the enhanced magic trait (which would be stupendously awesome if he weren't already using his swift action to concentrate on the bubble). If you want to align to a different plane to take advantage of an accelerated time trait, then the two notable examples are Dal Quor with a 10:1 time ratio and Xoriat with a 60:1 time ratio. And, oh look... Dal Quor has a subjective directional gravity, and Xoriat has no gravity! However, it's pretty likely the DM will either ban attunement to these planes outright or remove the time trait from the effects of the Planar Bubble. Even without the accelerated time trait, attuning to Dal Quor might be worth it to get access to dream versions of all the magical beasts that are medium-sized or smaller and have 6 HD or less.

Another issue with Planar Bubble is it requires Concentration, so it may restrict some of Cheth's actions. He can use Swift Concentration to maintain Planar Bubble as a swift action: "You can maintain concentration on a spell or similar effect as a swift action." (Emphasis added). Planar Bubble is not a spell, it's a Supernatural ability, but it's an ability that duplicates an existing spell effect (planar bubble is in the Spell Compendium), and I don't see why it wouldn't be considered a "similar effect". This likely means he has difficulty casting spells, as you can't cast spells while you're already concentrating on a spell effect. Actually, there may be some wiggle-room here by RAW, as the Duration rules for Concentration states: "You can't cast a spell while concentrating on another one." Planar Bubble is not a spell, as it's a Supernatural abil-- yeah, ok, that's probably not going to fly by most DMs, but you can ask about it. If the DM shoots you down, you can at least use spell-trigger items: "Spell Trigger, Command Word, or Use-Activated Items: Activating any of these kinds of items does not require concentration and does not provoke attacks of opportunity." (PHB p. 142). This means, if he weren't already using his swift action to concentrate on Planar Bubble or was already on a no-gravity plane, then Cheth could use a wand of lion's charge to get Pounce in cheetah form, although if he'd need a way to speak (he didn't take Natural Spell) and a way to hold/activate the wand. Pearl of Speech (600 GP, MIC) and a wand chamber in an Opposable weapon (+1 enhancement, Masters of the Wild) or an animated shield might work for that. If Cheth absolutely has to stop concentrating on Planar Bubble in order to cast spells, at least it lasts for another 1d10 rounds.

From 13th level onward, Cheth goes back to Astral Dancer. He picks up Evasion (no gravity), which is... almost useful? Too bad his Ref save is so awful. Next he picks up Improved Maneuverability, which gives him good maneuverability when he charges. At 15th level, Cheth picks up actually-useful Evasion, and then Run, which doesn't do anything useful for him but is a prereq for Fleet of Foot.



Cheth continues progressing with Astral Dancer (most likely due to severe head trauma after too many rulebooks thrown at his head). At 16th, he picks up Astral Dodge, which in a strange turn of events actually does something useful when he's not on the Astral Plane: +1 dodge bonus under any gravity, or +2 in no gravity. At 17th, he picks up the sorta-useful Improved Evasion (no gravity), and at 18th he gets Astral Agility. This last ability Cheth can use to... um... urgh. Ok, the best I can come up with is to drag an opponent through a wall spell of some sort, but there aren't a lot of druid wall spells that are 3rd level or lower: wall of smoke (1st, Spell Compendium), green blockade (Masters of the Wild), and wall of vermin (3rd, Complete Scoundrel). Unfortunately, none of those spells offer a debuff that might not also hit Cheth, nor do any of them really make sense to cast on the Astral Plane. Seriously, what is Astral Agility for? The whole point of the Astral Plane is a nearly-featureless expanse of open space, where you can approach or attack your opponents from any direction. Why would it ever matter if you switched places with them? Hopefully another Chef will come up with something interesting to do with this klunker. Also at 18th, Cheth picks up Shrouded Dance as a skill trick, because I thought it might be nice for a prestige class called Astral Dancer to actually be able to do something related to *dancing*. If Cheth isn't charging, or has to use a standard action to Spot the Weak Point or cast a spell, then this gives him something interesting to do with a move action.

Speaking of charging... 18th level is where Cheth upgrades Twisted Charge to Fleet of Foot and unlocks his *KILL SHOT*: When floating on the Astral Plane, or when concentrating on his Planar Bubble, Cheth can execute a U-turn charge while activating both Sprint and Cheetah's Speed. This means that under no gravity his KILL SHOT would be 9,995' on the "up" stroke, 10' to turn around, and 9,995' on the "down" stroke for 998d6 damage (average 3,493). If he spends a standard action beforehand to study his opponent, he can use Spot the Weak Point to make his attack a touch attack. If he's on the Astral Plane or is not concentrating on his Planar Bubble, he can cast lion's charge as a swift action to get Pounce. If he decides that's overkill, he can do this twice per encounter: once with Sprint for 98d6 damage (average 343) and then again with Cheetah's Speed for another 98d6. If Cheth has already used his Spring/Cheetah's Speed, or wants to save it for later, he can simply fly up/down 195' each way every other round for 18d6 bonus damage (average 63). Since he doesn't need to be in cheetah form for that, he can switch to a medium-sized animal that already has Pounce, such as a leopard or fleshraker (MM2).

At 19th level, Cheth picks up full-on Improved Evasion for-reals-now and he desperately needs it because his base Ref save is still only +7. Finally, as his Capstone, Cheth picks up Improved Maneuverability, which gives him perfect maneuverability even when double-moving or charging. This means that for his KILL SHOT in no gravity, Cheth can fly 10,500' straight up, instantly change direction, fly 10,500' straight down, and get 1049d6 bonus damage (average 3,671). If he opts not to use either Sprint or Cheetah's Speed, he can fly up/down every other round and get 20d6 bonus damage (average 70) on each attack that hits.

I have opted not to take the last level of Astral Dancer for two reasons: First, the Lightning Speed ability can be entirely replicated by making a DC 15 Tumble check, which Cheth can do reliably at Level 13 even if he rolls a '1'. And second, I couldn't fit all 10 levels into the build. At level 20, I don't think I'll really miss the +2 AC bonus.

Ok, to recap the Secret Ingredient:

Expeditious Dodge, Mobility, Spring Attack: Cheth moves around a lot, so he'll probably be taking advantage of that +2 AC bonus from Expeditious Dodge almost every round. Mobility is useless after 13th level, but should save him a little pain and frustration through levels 4-12. Spring Attack is a viable combat strategy up until Cheth gets Wild Shape, and remains useful even after that as Cheth's Wild Shape options are limited by his lack of druid levels.

Relative Altitude: This is one of the keys to establishing "down" for the purposes of using Roof-Jumper's Death From Above. If Cheth picks up Shi'Quos School (getting Run earlier via a Flaw), Relative Altitude means his attacks in a no-gravity environment can trigger a save-vs-prone.

Evasion: This is really annoying... Rogues and Monks get this at level *TWO*! It boggles my mind why the designers would be so stingy with this...?

Improved Maneuverability: Yes, I took 9 levels of Astral Dancer for this, just to have perfect maneuverability while charging around the Astral Plane.

Astral Dodge: Well, it could be worse... at least you don't have to pick a target for your dodge bonus. And at least it does *something* in a gravity environment.

Improved Evasion: Cheth really needs this, as his worst save is Ref, so I expect to see a lot of failed Ref saves throughout his career.

Astral Agility: WTF?

Lightning Speed: Tumble check DC 15.



It really, really aggravated me that I couldn't figure out how to work in Balance as a class skill without resorting to a Flaw... ugh. But the rest of the build seemed to be working pretty well, so I figured I might as well take the elegance hit. I mean, I've got 9 levels of Astral Dancer, what kind of penalty could possibly compare to that? If your DM doesn't allow flaws but does allow some Dragon Magazine material, the Survivalist Fighter (Dragon #310) gets Balance as a class skill and can take Mobility/Spring Attack as bonus feats.

The most obvious variation that springs to mind (other than the undeniably sage advice of "Don't take any Astral Dancer levels") would be "Why not finish out Planar Shepherd?" But that all hinges on whether or not the DM is insane enough to allow attunement to faster-time planes. If this is possible, then Dal Quor's 10-to-1 time trait and access to dream-version magical beasts looks very tempting, while Xoriat's 60-to-1 time trait is just begging to completely smash a campaign into little itty-bitty pieces. More than likely, a DM might allow attunement to either of these planes so long as the time trait is removed from the effect of the Planar Bubble. In that case, Dal Quor's magical beasts offer the most interesting forms for Wild Shape.

Another option would be getting the Run feat earlier, either through another Flaw, or by taking another level of Horse Totem Barbarian. Horse Totem doesn't swap out Fast Movement, so it's compatible with the Roof-Dweller ACF. This means Cheth's KILL SHOT moves up to 15th level, where you can take Fleet of Foot. You lose out of Astral Dancer 9th, so you won't get "perfect" maneuverability, but there are other spells/magic items that can upgrade your maneuverability. If you're happy with that (and if you're not taking levels of Astal Dancer, you should be), then consider spending a flaw to pick up Shi'Quos School (which was the 18th level feat in an earlier version of this build) or Psionic Meditation. Shi'Quos School adds a save vs. prone save to any Spring Attack or Charge attack, which mmostly adds insult to injury, but also makes me wonder... is it possible to be prone on the Astral Plane? Would that look any different from not being prone? Psionic Meditation makes regaining your psionic focus easier, as having to spend a full-round doing nothing but that could be lethal at the higher levels. If regaining focus is just a move action, then Cheth can use his standard action to cast a spell or move to a safer position.

I considered swapping Cheth's Animal Companion for Cityscape's Urban Companion. Cheth only has seven class levels that contribute to advancing his companion, which means at higher levels his Dire Eagle might not be up to scratch. Most of the Urban Companion's stats scale up by character level, it gets 75% of Cheth's HPs, and can also use all his skill ranks, of which he has a considerable amount. If you would prefer an Urban Companion, the albatross (Stormwrack) has better stats than the hawk, but isn't quite as good at spotting.



Cityscape: Roof-Dweller ACF, Skilled City-Dweller ACF (http://archive.wizards.com/default.asp?x=dnd/we/20070228a), Roofwalker, Roof-Jumper
Complete Divine: Cheetah's Speed
Complete Psionic: Talaire, Wild Talent (Celare)
Complete Warrior: Fleet of Foot
Eberron Campaign Setting: Greensinger Initiate
Expanded Psionic Handbook: Speed of Thought, Psionic Charge
Faiths of Eberron: Planar Shepherd
Lords of Madness: Abolisher
Races of Stone: Dire Eagle
Races of the Wild: Expeditous Dodge
Sandstorm: Sandskimmer ACF
Unearthed Arcana: Simple Druid variant, Whirling Frenzy variant

Heliomance
2017-04-24, 02:37 PM
Build number 5:


Name? He has no name in our language. We just call him "The Quiet One".
Buomman
Savant 1/(Cobra Strike) Monk 6/Savant +3/Astral Dancer 10


Str 10 -- 10
Con 10 -- 10
Dex 14 -- 14
Int 18 -- 18
Wis 14 +2 16
Cha 08 -2 06

All increases to Int.




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


1st
Savant 1
+0
+0
+0
+2

4 Autohypnosis 4
4 Balance 4
4 Disable Device 4
4 Jump 4
4 Listen 4
4 Move Silently 4
4 Open Lock 4
4 Search 4
4 Spot 4
4 Tumble 4

1st: Combat Expertise
Academic Lore; Skill Assistance 5' (Listen); Trapfinding


2nd
Monk 1
+0
+2
+2
+4

- Autohypnosis 4
1 Balance 5
2 Disable Device 5
- Jump 4
1 K: religion 1
1 Listen 5
1 Move Silently 5
- Open Lock 4
- Search 4
1 Spot 5
1 Tumble 5

B: Dodge; B: Improved Unarmed Strike
Flurry of Blows; Unarmed Strike (1d6)


3rd
Monk 2
+1
+3
+3
+5

- Autohypnosis 4
- Balance 5
2 Disable Device 6
2 Escape Artist 2
- Jump 4
- K: religion 1
1 Listen 6
1 Move Silently 6
- Open Lock 4
- Search 4
1 Spot 6
1 Tumble 6

3rd: Martial Study (Burning Blade); B: Mobility
Evasion Spell Reflection


4th
Monk 3
+2
+3
+3
+5

- Autohypnosis 4
1 Balance 6
- Disable Device 6
2 Escape Artist 4
1 Jump 5
- K: religion 1
1 Listen 7
1 Move Silently 7
- Open Lock 4
- Search 4
1 Spot 7
1 Tumble 7

--
Still Mind; Unarmored Speed Bonus +10'


5th
Monk 4
+3
+4
+4
+6

- Autohypnosis 4
1 Balance 7
- Disable Device 6
2 Escape Artist 6
1 Jump 6
- K: religion 1
1 Listen 8
1 Move Silently 8
- Open Lock 4
- Search 4
1 Spot 8
1 Tumble 8

--
Ki Strike (Magic); Slow Fall 20'; Unarmed Strike (1d8)


6th
Monk 5
+3
+4
+4
+6

- Autohypnosis 4
1 Balance 8
- Disable Device 6
2 Escape Artist 8
1 Jump 7
- K: religion 1
1 Listen 9
1 Move Silently 9
- Open Lock 4
- Search 4
1 Spot 9
1 Tumble 9

6th: Desert Wind Dodge -->Dodge; Quick Reconnoiter
Purity of Body; AC Bonus +1


7th
Monk 6
+4
+5
+5
+7

- Autohypnosis 4
- Balance 8
- Disable Device 6
2 Escape Artist 10
1 Jump 8
1 K: arcana 1
- K: religion 1
1 Listen 10
1 Move Silently 10
- Open Lock 4
- Search 4
1 Spot 10
1 Tumble 10

B: Spring Attack
Slow Fall 30'; USB: +20'


8th
Savant 2
+5
+5
+5
+8

- Autohypnosis 4
- Balance 8
4 Disable Device 10
- Escape Artist 10
- Jump 8
- K: arcana 1
- K: religion 1
1 Listen 11
1 Move Silently 11
- Open Lock 4
1 Search 5
1 Spot 11
2 Truespeak 2
1 Tumble 11

B: Darkstalker
--


9th
Savant 3
+6/1
+6
+6
+8

- Autohypnosis 4
- Balance 8
- Disable Device 10
- Escape Artist 10
- Jump 8
- K: arcana 1
- K: religion 1
- Listen 11
- Move Silently 11
- Open Lock 4
- Search 5
- Spot 11
10 Truespeak 12
1 Tumble 12

9th: Craven
Sneak Attack +1d6


10th
Savant 4
+7/2
+6
+6
+9

- Autohypnosis 4
- Balance 8
3 Disable Device 13
- Escape Artist 10
- Jump 8
- K: arcana 1
- K: religion 1
- Listen 11
- Move Silently 11
8 Open Lock 12
- Search 5
- Spot 11
- Truespeak 12
- Tumble 12

--
Skill Assistance 10' (Spot)


11th
Astral Dancer 1
+7/2
+6
+8
+9

- Autohypnosis 4
- Balance 8
- Disable Device 13
- Escape Artist 10
- Jump 8
- K: arcana 1
- K: religion 1
3 Listen 14
3 Move Silently 14
- Open Lock 12
2 Search 7
3 Spot 14
- Truespeak 12
- Tumble 12

--
Relative Altitude


12th
Astral Dancer 2
+8/4
+6
+9
+9

- Autohypnosis 4
- Balance 8
- Disable Device 13
- Escape Artist 10
- Jump 8
- K: arcana 1
- K: religion 1
1 Listen 15
1 Move Silently 15
2 Open Lock 13
6 Search 13
1 Spot 15
- Truespeak 12
- Tumble 12

12th: Shi'Quos School
Evasion (No-gravity)


13th
Astral Dancer 3
+9/5
+7
+9
+10

- Autohypnosis 4
- Balance 8
4 Disable Device 15
- Escape Artist 10
- Jump 8
- K: arcana 1
- K: religion 1
1 Listen 16
1 Move Silently 16
2 Open Lock 14
2 Search 15
1 Spot 16
- Truespeak 12
- Tumble 12

--
Improved Maneuverability


14th
Astral Dancer 4
+10/5
+7
+10
+10

- Autohypnosis 4
- Balance 8
4 Disable Device 17
- Escape Artist 10
- Jump 8
- K: arcana 1
- K: religion 1
1 K: the planes 1
1 Listen 17
1 Move Silently 17
2 Open Lock 15
1 Search 16
1 Spot 17
- Truespeak 12
- Tumble 12

--
Evasion


15th
Astral Dancer 5
+10/5
+7
+10
+10

- Autohypnosis 4
- Balance 8
2 Disable Device 18
1 Escape Artist 11
- Jump 8
- K: arcana 1
- K: religion 1
- K: the planes 1
1 Listen 18
1 Move Silently 18
4 Open Lock 17
1 Search 17
1 Spot 18
- Truespeak 12
- Tumble 12

15th: Truebond
Astral Dodge +2 (+1)


16th
Astral Dancer 6
+11/6/1
+8
+11
+11

2 Autohypnosis 5
- Balance 8
2 Disable Device 19
- Escape Artist 11
- Jump 8
- K: arcana 1
- K: religion 1
- K: the planes 1
1 Listen 19
1 Move Silently 19
4 Open Lock 19
1 Search 18
1 Spot 19
- Truespeak 12
- Tumble 12

--
Improved Evasion (no-gravity)


17th
Astral Dancer 7
+12/7/2
+8
+11
+11

4 Autohypnosis 7
- Balance 8
2 Disable Device 20
- Escape Artist 11
- Jump 8
- K: arcana 1
- K: religion 1
- K: the planes 1
1 Listen 20
1 Move Silently 20
2 Open Lock 20
1 Search 19
1 Spot 20
- Truespeak 12
- Tumble 12

--
Astral Agility


18th
Astral Dancer 8
+13/8/3
+8
+12
+11

4 Autohypnosis 9
- Balance 8
2 Disable Device 21
- Escape Artist 11
- Jump 8
- K: arcana 1
- K: religion 1
- K: the planes 1
1 Listen 21
1 Move Silently 21
2 Open Lock 21
1 Search 20
1 Spot 21
- Truespeak 12
- Tumble 12

18th: Staggering Strike
Improved Evasion


19th
Astral Dancer 9
+13/8/3
+9
+12
+12

4 Autohypnosis 11
- Balance 8
2 Disable Device 22
- Escape Artist 11
- Jump 8
- K: arcana 1
- K: religion 1
- K: the planes 1
1 Listen 22
1 Move Silently 22
2 Open Lock 22
1 Search 21
1 Spot 22
- Truespeak 12
- Tumble 12

--
Improved Maneuverability


20th
Astral Dancer 10
+14/9/4
+9
+13
+12

4 Autohypnosis 13
- Balance 8
2 Disable Device 23
- Escape Artist 11
- Jump 8
- K: arcana 1
- K: religion 1
- K: the planes 1
1 Listen 23
1 Move Silently 23
2 Open Lock 23
1 Search 23
1 Spot 22
- Truespeak 12
- Tumble 12

--
Astral Dodge +4 (+2); Lightning Speed






In the first part of his career, we see the typical Buomman Monk/Savant and play him as you would any other such character.
What? That's not descriptive enough for you?

At the earliest levels, he's a mechanic/scout. And not just a PMD. Search, Spot, Listen, Disable Device, Open Lock, and Trapfinding lead to his being able to find traps and disable them, pick locks, and scout.
As his career progresses, he shifts more toward a scouting role. He's still no slouch as a mechanic, taking 20 to search for traps and open locks when given time (which should be sufficient for most such obstacles at these levels), but he still shines best with Listen and Spot (which gets a big boost at level 6 from the Quick Reconnoiter feat).

At level 8, his Disable Device ability boosts well (and continues to in later levels), reinforcing his capabilities as the party mechanic.



9th level, aka Sweet Spot A.

This is where The Quiet One starts to help out in combat. And it all keys off of one ability.
Please, crack open your copy of Tome of Magic and turn to page 218. At the bottle of the page, you'll see New Martial Art: Word Given Form Mastery. And you'll also note that The Quiet One meets all of the prerequisites at this level -- the same level in which he gains Sneak Attack and the Craven feat. (It's almost as though it was designed for this!)

With Desert Wind Dodge, The Quiet One moves ten feet and gains a +2 dodge bonus (because of Cobra Strike Monk) which sets off Word Given Form. The Spring Attack he then makes is a Sneak Attack (because he's attacking from total concealment) which sets off Craven for a damage boost. By then continuing movement via Spring Attack, The Quiet One can end his turn next to another opponent, still concealed, and put himself into position to make an attack of opportunity (if the chance occurs), which would also be a Sneak Attack.

Martial Arts (described in Oriental Adventures) are extensions of feats. It seems, then, (though it isn't explicitly stated) that they are (Ex) abilities (as the feats they are an extension of). If so, this trick works in a dead/anti- magic zone.
Word Given Form does not confer invisibility, so isn't subject to negation by See Invisibility or True Sight or the like.
It is still subject to non-visual location abilities (blindsight, tremorsense, etc.) But Darkstalker forces those abilities to require a Spot or Listen check, which won't be done on The Quite One's turn. There are very few things that can sense him once he moves ten feet.



13th level, aka Sweet Spot B.

Ladies and gentlemen, if you would, please, open your copy of Dungeon Master's Guide II to page 231. There you will find a section on Bonded Magic Items. Basically, the run-down is that anyone can make a magic item that works only for him/her. ('Cause meleers can have nice things!!) You do have to pay XP and gold, as though you were crafting the item, and you do have to have a character level equal to or higher than the caster level needed to craft the item you want to make. And you have to fulfill a Bonding Ritual. The Quiet One meets the prerequisites for three such rituals. My preference would be for the Ritual of Theft, but opportunities may vary campaign to campaign.


The Truebond feat is not necessary to go through a Bonding Ritual; it simply provides added benefit to the ritual you've already undertaken. You'll note that I've taken the feat at 15th level (after the ritual is done here at 13th level since having done the ritual is a prereq to the feat.) It isn't strictly necessary, and I'd say there are plenty of other feats that grant better abilities.

But it seemed to me, for the purposes of this contest, it would be reasonable to pay a "feat tax" to acquire a magic item.
If you decide to play this character in a campaign, my advice is to skip this feat and choose something else.
If your DM takes umbridge with your use of creating a bonded item, look instead to use the Ancestral Relic feat, which can do essentially the same thing.


So, what will The Quiet One be gaining from this? A use-activated magic item of whatever kind (ring, cloak, gloves, shoes...) that can cast the spell Planar Bubble (Spell Compendium p.158) x/day. Being a Buomman (and thus native to the Astral Plane), the spell will create a 10' radius area of Astral Plane traits around The Quiet One (including the gravitational trait!)

According to the chart in the DMG p.285, such an item should cost 36,400 gp per daily use (half of that to create). (Page 282 of the same book has a section that allows a 10% discount for an item that requires a skill to use and a 30% discount for those requiring a specific class or alignment. It doesn't seem like too much of a stretch to me to offer a 20% discount for a racial requirement. (By requiring that the user be from the Astral Plane, a decent requirement considering the spell.) Your mileage may vary on that argument.)
At 13th caster level (hence the reason for making this item at level 13), the spell has a duration of 130 minutes. Three uses per day (or approx. half of WBL at level 13) allows for 6.5 hours of use per day. More uses can be added later as more wealth becomes available (and bonding ritual opportunities arise) until the entire day is covered.
Subsequently, a continuous use effect would be valued at 273,000 gp (again, half of that to create).

The issue to watch out for here is that the Astral Plane is timeless and thus doesn't allow natural healing. So be careful wearing such an item overnight if you don't have a healer about.



Once that Planar Bubble is up, The Quiet One becomes pretty cool. Flying around in his little bubble (which moves with him) at (INT x 10)+20 feet (230' at levels 13-15, 240' at levels 16-19, 250' at level 20) with perfect maneuverability. And all it takes is a meager 10' to set off Word Given Form. Improved Maneuverability (Astral Dancer levels 3 & 9) make double-moves easy, which is perfect for scouting and sneaking around.

Relative Altitude (Astral Dancer 1) works in perfect sinc with the Shi'Quos School feat, which in turn couples well with the Staggering Strike feat.

(Improved) Evasion (Astral Dancer 2 & 4 & 6 & 8) combines nicely with Spell Reflection for fine defense. And Evasion is the perfect defense for AOE spells and effects (which are the bane of hidden creatures).

A note on Astral Dodge: Virtual Feats (Masters of the Wild p.20) states "If a character has a class feature or special ability that exactly duplicates the effects of a feat, then he or she can use that "virtual feat" as a prerequisite for other feats, as well as prestige classes, and so forth." Astral Dodge (Astral Dancer level 5) grants a +1 dodge bonus when outside of a no-gravity environment. That exactly matches the Dodge feat. If it can, then, be used as a virtual feat, it would fulfill the requirements of Word Given Form without The Quiet One having to move 10 feet. In a no-gravity environment, Astral Dodge grants a +2 dodge bonus to AC, exactly matching the benefit of the Dodge feat for a 6th+ level Cobra Strike Monk, thus setting off Word Given Form, even when The Quiet One hasn't moved.
Astral Dodge improves (Astral Dancer level 10) and the +4 bonus isn't exactly the same anymore, though the +2 remains in normal gravity.
Your Virtual Feat argument(s) will, of course, be viewed differently by different DMs. Your mileage will vary. It would certainly increase The Quiet One's power if used.





Planar Handbook -- Buomman race; Astral Dancer PrC
Dragon Compendium -- Savant class
Unearthed Arcana -- Cobra Strike monk variant
Tome of Battle -- Martial Study feat; Burning Blade maneuver; Desert Wind Dodge feat
Complete Mage -- Spell Reflection Alternate Class Feature
Complete Adventurer -- Quick Reconnoiter feat; Staggering Strike feat
Lords of Madness -- Darkstalker feat
Champions of Ruin -- Craven feat
Drow of the Underdark -- Shi'Quos School feat
Dungeon Master's Guide II -- Truebond feat (p.232)

Heliomance
2017-04-24, 02:39 PM
Build number 6:


Ellie
- Crafty Hunter Barbarian 3/Fighter 1/Jaunter 4/Telflammar Shadowlord 4/Astral Dancer

Ellie was born to the tribes who sheltered around Thesk. Some called her Dreamwalker as a child, and it was obvious that she had been touched by something, or someone. This ability manifested itself in the ability to talk to others through their own dreams, or being able to sense where the veil was thin. Fear and superstition surrounded her, but she paid her dues in the tribes - a capable fighter, good shot with a bow, but it seemed that destiny had a different goal for Ellie.

Attacked by the Githyanki, much of her warband had been killed, but of those who remained, only Ellie was untouched. Some saw this as a sign she had betrayed the tribe in a way that many had already predicted, while others said it was a blessing, or even a curse, for she lived where her friends and family died. The council of elders convened, throwing her out from the tribe. Homeless and alone, Ellie had nothing left to live for, except the vengeance against those who caused her to lose her home and family. She could not hunt them on her own plane, so Ellie would hunt out the nearest portal, and slip through the veil, hunting them incessently through their homeland, and their nightmares...




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


1st
Barbarian 1
+1
+2
+0
+0
Climb 4, Hide 2cc, Jump 4, Listen 4, Lucid Dreaming 2cc, Move Silently 2cc, Tumble 4
Blind Fight, Dodge
Fast Movement, Illiteracy, 1st Favored Enemy (Githyanki)


2nd
Barbarian 2
+2
+3
+0
+0
Climb 5, Hide 2.5cc, Jump 5, Listen 5, Lucid Dreaming 2.5cc, Move Silently 2.5cc, Tumble 5

Uncanny Dodge, Archery Combat Style


3rd
Barbarian 3
+3
+3
+1
+1
Climb 5, Hide 2.5cc, Jump 6, Knowledge (The Planes) 4, Listen 5, Lucid Dreaming 3cc, Move Silently 2.5cc, Tumble 6
Mobility
Portal Sense


4th
Fighter 1
+4
+5
+1
+1
Climb 5, Hide 3cc, Jump 7, Knowledge (The Planes) 4, Listen 5, Lucid Dreaming 3.5cc, Move Silently 3cc, Tumble 7
Weapon Finesse
Bonus Feat, Hit and Run Tactics


5th
Jaunter 1
+4
+5
+3
+1
Balance 2, Climb 5, Hide 4, Jump 8, Knowledge (The Planes) 4, Listen 5, Lucid Dreaming 4cc, Move Silently 4, Tumble 8
Travel Power, Benign Transposition
New Class Abilities


6th
Jaunter 2
+5
+5
+4
+1
Balance 4, Climb 5, Hide 5, Jump 9, Knowledge (The Planes) 4, Listen 5, Lucid Dreaming 4.5cc, Move Silently 5, Tumble 9
Martial Study (Shadow Jaunt)
Baleful Transposition, Fast Movement


7th
Jaunter 3
+6
+6
+4
+2
Balance 6, Climb 5, Hide 6, Jump 10, Knowledge (The Planes) 4, Listen 5, Lucid Dreaming 5cc, Move Silently 6, Tumble 10

Dimension Door, Teleport


8th
Jaunter 4
+7
+6
[td]+5/td]
+2
Balance 8, Climb 5, Hide 7, Jump 11, Knowledge (The Planes) 4, Listen 5, Lucid Dreaming 5.5cc, Move Silently 7, Tumble 11

Freedom of Movement, Plane Shift


9th
Astral Dancer 1
+7
+6
+7
+2
Balance 9, Climb 5, Hide 10, Jump 11, Knowledge (The Planes) 4, Listen 5, Lucid Dreaming 6cc, Move Silently 10, Tumble 12
Martial Study (Assassin's Stance)
Relative Altitude


10th
Telflammar Shadowlord 1
+7
+6
+9
+2
Balance 9, Climb 5, Hide 12, Jump 11, Knowledge (The Planes) 4, Listen 5, Lucid Dreaming 6.5cc, Move Silently 12, Tumble 12, Use Magic Device 2

Shadowsight, Shadow Jump


11th
Telflammar Shadowlord 2
+8
+6
+10
+2
Balance 9, Climb 5, Hide 14, Jump 11, Knowledge (Arcana) 0.5cc, Knowledge (The Planes) 4, Listen 5, Lucid Dreaming 7cc, Move Silently 14, Tumble 12, Use Magic Device 3

Shadow Blur


12th
Telflammar Shadowlord 3
+9
+7
+10
+3
Balance 9, Climb 5, Hide 15, Jump 11, Knowledge (Arcana) 1cc, Knowledge (The Planes) 4, Listen 5, Lucid Dreaming 7.5cc, Move Silently 15, Tumble 12, Use Magic Device 6
Craven
Shadow Walk


13th
Telflammar Shadowlord 4
+10
+7
+11
+3
Balance 9, Climb 5, Hide 16, Jump 11, Knowledge (Arcana) 1.5cc, Knowledge (The Planes) 4, Listen 5, Lucid Dreaming 8cc, Move Silently 16, Tumble 12, Use Magic Device 9

Shadow Pounce


14th
Astral Dancer 2
+11
+7
+12
+3
Balance 10, Climb 5, Hide 17, Jump 12, Knowledge (Arcana) 2cc, Knowledge (The Planes) 4, Listen 5, Lucid Dreaming 8.5cc, Move Silently 17, Tumble 15, Use Magic Device 9

Evasion (no-gravity)


15th
Astral Dancer 3
+12
+8
+12
+4
Balance 11, Climb 5, Hide 18, Jump 13, Knowledge (Arcana) 2.5cc, Knowledge (The Planes) 4, Listen 5, Lucid Dreaming 9cc, Move Silently 18, Tumble 18, Use Magic Device 9
Darkstalker
Improved Maneuverability


16th
Astral Dancer 4
+13
+8
+13
+4
Balance 12, Climb 5, Hide 19, Jump 16, Knowledge (Arcana) 3cc, Knowledge (The Planes) 4, Listen 5, Lucid Dreaming 9.5cc, Move Silently 19, Tumble 19, Use Magic Device 9

Evasion


17th
Astral Dancer 5
+14
+8
+13
+4
Balance 13, Climb 5, Hide 20, Jump 19, Knowledge (Arcana) 3.5cc, Knowledge (The Planes) 4, Listen 5, Lucid Dreaming 10cc, Move Silently 20, Tumble 20, Use Magic Device 9

Astral Dodge +2 (+1)


18th
Astral Dancer 6
+15
+9
+14
+5
Balance 15, Climb 5, Hide 21, Jump 21, Knowledge (Arcana) 4cc, Knowledge (The Planes) 4, Listen 5, Lucid Dreaming 10.5cc, Move Silently 21, Tumble 21, Use Magic Device 9
Practised Spellcaster
Improved Evasion (no Gravity)


19th
Astral Dancer 7
+16
+9
+14
+5
Balance 19, Climb 5, Hide 22, Jump 22, Knowledge (Arcana) 4cc, Knowledge (The Planes) 4, Listen 5, Lucid Dreaming 11cc, Move Silently 22, Tumble 22, Use Magic Device 9

Astral Agility


20th
Astral Dancer 8
+17
+9
+15
+5
Balance 23, Climb 5, Hide 23, Jump 23, Knowledge (Arcana) 4cc, Knowledge (The Planes) 4, Listen 5, Lucid Dreaming 11cc, Move Silently 23, Tumble 23, Use Magic Device 9

Improved Evasion



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
-
1
-
-
-
-
-
-
-
-


11th
-
2
-
-
-
-
-
-
-
-


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


13th
-
3
2
-
-
-
-
-
-
-


14th
-
3
2
-
-
-
-
-
-
-


15th
-
3
2
-
-
-
-
-
-
-


16th
-
3
2
-
-
-
-
-
-
-


17th
-
3
2
-
-
-
-
-
-
-


18th
-
3
2
-
-
-
-
-
-
-


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


20th
-
3
2
-
-
-
-
-
-
-



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

Increase Dexterity at every opportunity; at ECL20 should be Dex 23

Magic Items
As a relatively sneak character, typical items are worthwhile - Enchanted Throwing Daggers (preferably with Returning and Sneak Attack Boosting enchants), Dexterity boosts can improve to accuracy and damage, charisma improves access to UMD. Wisdom is another item to help offset the weak Will Saves and to improve Lucid Dreaming Checks (+4 Item with a Masterwork Item grants a +15 to all such checks). A Collar of Umbral Metamorphosis (Tome of Magic) may be nice for Hide in Plain Sight however, if specifics are available to request, as are Pearls of Power which allow multiple castings of Haste etc.

Build Write Up
The build starts off fairly against the grain. Trading the rage for the ability to shoot may not seem like typical Barbarian Archer approach, which typical recommends you to take the rage ability. However, the downside of that is that the Raging prevents you from using Spell-Like Abilities, which means that you cannot use the abilities of the Jaunter or Shadowlord to their full extent.

Talking of which, Barbarian actually has a very nice entry into Jaunter - normally, the requirement to have the cross-classed ranks in typically low skilled mundane classes without Knowledge (The Planes) puts it off until much later - combined with the extremely thematic (and useful) Hit and Run Tactics Fighter adding Dex to Damage vs Flat Footed foes and providing a bonus to damage also allowing me to take a Bonus Feat for Spring Attack at the earliest opportunity, I can get into Jaunter at 5th level. The Barbarian has Portal Sense, which automatically lets you know when you're close to a Portal, and when you mix that with Lucid Dreaming and the Plane of Dreams, that gives you the RP requirement to be on more than one plane. That it shares the same feat prerequisites as the Shadowlord and Astral Dancer just makes it even more gravy. It also gives a 50ft running speed, which equals that of a Monk of the same level, and as a ranged attacker/skirmisher type is rather good.

With Favoured Enemy and Rapid Shot to hit harder against the Githyanki who have plagued Ellie's history its damage profile isn't as bad as it initially seems.

As you progress through the ability to plane hop, suddenly your ability to move around with greater ease in the Astral Plane as you fight against the people of the Astral Plane becomes even more important. Because of the Gravitational Constants, you're instead going to want some alternative way to move around the battlefield, so that's where the Shadowlord's ability to Shadowpounce becomes extremely useful in a pure combat form. As a Knife Thrower, throwing daggers with Sneak Attack, you're going to want to take a 5ft step before unloading your daggers into the target. With Greater Invisibility lasting for 8 rounds, you should have plenty of time to be slapping around Sneak Attacks also.

Craven coming online later makes it even more deadly - going from throwing a potential +12d6 damage (with Haste) into +12d6+120 damage (if you add on Hit and Run tactics, and a maxed Dex (34 Dex from a +6 item, and a +5 Tome), at level 20, that's another +72 potentially, not to mention the additional damage from weapon enchantments on top of that. Darting that out each and every round, is a good way of stripping down targets with relative ease.

Astral Dancer provides Evasion, Improved Evasion, on a chassis on which doesn't ever get it while adding a fantastic Reflex Save to just nope pretty much any Reflex based spell, as well as improving AC, and works fantastically well with the use of Lucid Dreaming; the statement of the Plane of Dreams states that those who master Lucid Dreaming can choose how the gravity of the Dreamscapes effect them. By the end of the progression, with a +4 Wisdom item and a +2 Masterwork Item of Lucid Dreaming, you can hit DC26 on a Take 10, or have a decent chance of passing a Lucid Dreaming check. Lucid Dreaming is a fantastic skill, where literally anything you can dream up works, and as you can change your aspect on a DC20, you can change how the Dreamscapes Gravity affects you.

Missing out on the Level 9 and 10 Astral Dancer abilities was a choice made for sheer effectiveness. being able to change how the gravity effects me with Lucid Dreaming means that I can modify the effect of gravity for essentially perfect flight anyway, while being able to avoid all Attacks of Opportunity is less effective when you can just Bamf out of the way, and it didn't feel like its was worth netting those 2 levels to get that capstone. Improved Evasion however feels like an equally fitting capstone.

- Unearthed Arcana; "Crafty Hunter" Barbarian
- Manual Of The Planes; Lucid Dreaming
- Planar Handbook; Planar Barbarian, Astral Dancer
- Drow Of The Underdark; Hit and Run Tactics Fighter ACF
- Urban Class Features (http://archive.wizards.com/default.asp?x=dnd/we/20070228a); Skilled City Dweller
- Unapproachable East; Telflammar Shadowlord
- Champions of Ruin; Craven
- Lords of Madness; Darkstalker
- Complete Arcane; Practised Spellcaster

Heliomance
2017-04-24, 02:40 PM
Build number 7:



Samuel Windsinger, The Man of High Ways
http://blackflygazette.com/wp-content/uploads/2013/10/01_maat.jpg
NE Raptoran Scout 5/Barbarian 1/Jaunter 4/Astral Dancer 10

Stats
Str 14
Dex 17 (increases here)
Con 14
Int 12
Wis 10
Cha 9
Build


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


1st
Scout 1
+0
+0
+2
+0
Balance 4, Hide 4, Jump 4, Knowledge (Planes) 2(4), Listen 4, Move Silently 4, Sense Motive 4, Spot 4, Tumble 4
Dodge
Skirmish +1d6, Trapfinding


2nd
Scout 2
+1
+0
+3
+0
Balance 5, Hide 5, Jump 5, Knowledge (Planes) 2.5 (1), Listen 5, Move Silently 5, Sense Motive 5, Spot 5, Tumble 5

Battle Fortitude+1, Uncanny Dodge


3rd
Scout 3
+2
+1
+3
+1
Balance 6, Hide 6, Jump 6, Knowledge (Planes) 3 (1), Listen 6, Move Silently 6, Sense Motive 6, Spot 6, Tumble 6
Weapon Finesse
Fast Movement +10ft, Skirmish +1d6/+1AC, Trackless Step


4th
Scout 4
+3
+1
+4
+1
Balance 7, Hide 7, Jump 7, Knowledge (Planes) 3.5(1), Listen 7, Move Silently 7, Sense Motive 7, Spot 7, Tumble 7
(B)Mobility
Bonus Feat


5th
Scout 5
+3
+1
+4
+1
Balance 8, Hide 8, Knowledge (Arcana) 1(2), Knowledge (Planes) 4(1), Move Silently 8, Sense Motive 8, Spot 8, Tumble 8

Spell Reflection, Skirmish +2d6/+1 AC


6th
Lion Spirit Totem Barbarian 1
+4
+3
+4
+1
Intimidate 3, Jump 8, Listen 8,
Spring Attack
Pounce, Whirling Frenzy 1/day


7th
Jaunter 1
+4
+3
+6
+1
Hide 10, Move Silently 10, Tumble 9

Travel Power, Benign Transposition


8th
Jaunter 2
+5
+4
+7
+2
Hide 11, Move Silently 11, Spot 9, Tumble 11

Baleful Transposition, Fast Movement


9th
Jaunter 3
+6/+1
+4
+7
+2
Hide 12, Move Silently 12, Spot 11, Tumble 12
Two-Weapon Fighting
Dimension Door, Teleport


10th
Jaunter 4
+7/+2
+4
+8
+2
Hide 13, Move Silently 13, Spot 13, Tumble 13

Freedom of Movement, Plane Shift


11th
Astral Dancer 1
+7/+2
+4
+10
+2
Bluff 5, Hide 14, Move Silently 14

Relative Altitude


12th
Astral Dancer 2
+8/+3
+4
+11
+2
Bluff 10, Hide 15, Move Silently 15
Shi’Quos School
Evasion (No Gravity)


13th
Astral Dancer 3
+9/+4
+5
+11
+3
Bluff 15, Hide 16, Move Silently 16

Improved Maneuverability


14th
Astral Dancer 4
+10/+5
+5
+12
+3
Bluff 17, Hide 17, Listen 9, Move Silently 17, Spot 14

Evasion


15th
Astral Dancer 5
+10/+5
+5
+12
+3
Bluff 18, Hide 18, Listen 12, Move Silently 18, Spot 15
Improved Two-Weapon Fighting
Astral Dodge +2(+1)


16th
Astral Dancer 6
+11/+6/+1
+6
+13
+4
Bluff 19, Hide 19, Listen 15, Move Silently 19, Spot 16

Improved Evasion (No Gravity)


17th
Astral Dancer 7
+12/+7/+2
+6
+13
+4
Bluff 20, Hide 20, Listen 17, Move Silently 20, Spot 18

Astral Agility


18th
Astral Dancer 8
+13/+8/+3
+6
+14
+4
Bluff 21, Hide 21, Listen 18, Move Silently 21, Spot 20
Improved Skirmish
Improved Evasion


19th
Astral Dancer 9
+13/+8/+3
+7
+14
+5
Bluff 22, Hide 22, Listen 20, Move Silently 22, Spot 22

Improved Maneuverability


20th
Astral Dancer 10
+14/+9/+4
+7
+15
+5
Bluff 23, Hide 23, Listen 23, Move Silently 23, Spot 23

Astral Dodge +4(+2), Lightning Speed


Backstory
In a particularly grimy tavern located in one of the darker parts of Ironwood Forest, Tonil the Bold pushed open the creaky wooden door and strode purposefully to the bar. In a declarative voice loud enough to be heard over the chatter he asked the barkeep for the second cheapest ale available. The barkeep fixed him with a particularly sour glare that communicated this was the type of bar with only one kind and poured him a tankard of rather sad looking beer. Tonil placed his coin on the bar and shuffled away with before any of the regulars could start heckling him. Looking for a place to sit he spotted a nearly open table in the corner, the only other occupant a lanky being dozing lightly, talon-like feet propped up on the table. Tonil took his seat quietly and drank deeply from the tankard.
Instantly regretting it, he set the tankard aside and turned to his tablemate.
“They say this is the place to find a guide through the roads less traveled.”
A pair of large yellow eyes opened sluggishly to take in the newcomer.
“If they are not so traveled, I would think they wouldn’t be roads, no?”
“Am I supposed to take that to mean you’re the one I’m looking for?”
“That depends.”
“Depends on what?”
His eyes opened fully and his face broke into a wide, rather empty, grin.
“Depends on what I get out of it.”
“Look, bird person, let’s get to it. I’ve got business to do in port, and I’ve got to get there before the ships leave. I don’t care how I get there, but I want safe and timely passage. Can you get me there or not?”
He was met with a hearty and somewhat croaking rustic laugh, with a knee slap and everything.
“Ah you city people. Always to the point and nothing more. Yes, I’m Samuel, and if you’re looking to get somewhere I’ll take you. The cost is my bar tab for the rest of the night, no negotiations. You in?”
“Done. What are you having?”
Samuel laughed all the louder this time, and clapped Tonil on the back.
“That’s the spirit, funny man! We travel tomorrow morning, tonight we make merry!”
What followed was several long hours of increasingly slurred rambling from Samuel, Tonil staring in a mixture of confusion and distaste as his conversation partner drank the foul ale like the sweetest water. He listened as Samuel of his travels to foreign lands and of the various fantastical creatures he met, each more clearly falsified than the last. At last his chattering stopped, and his head fell onto his arms at the table. Tonil wearily accepted the only shabby room for rent and lay himself to sleep.
The next morning he was rudely awoken by Samuel bursting into his room.
“The sun rises and so do we! Come, it is time we are off!”
Tonil sullenly rose and dressed, wondering how it was that his travel companion had imbibed so much more than him yet managed to be so annoyingly chipper this early.

They strode out on the path out the tavern, and traveled for maybe an hour at brisk clip, Samuel somehow dodging every low branch and slippery rock yet somehow managing to guide Tonil into tripping over every bulging root along the path. At a completely unremarkable patch of forest, Sameul stopped in his tracks and turned to Tonil.
“Here is acceptable.”
“Acceptable for what?”
“To begin the next leg of our journey of course. Hold my hands, I wouldn’t want you getting lost for this part.”
Tonil did as he was told, and the pair stood silently for a minute or so. Just when he was about to ask if this was some sort of joke, he felt his body wrenching and falling in a direction somehow different from any other named one. He closed his eyes at the sudden vertigo, and when it had ceased he opened them to behold nothing but open sky. He was tumbling end over end in a nauseating manner, but he was not moving anywhere.

“Welcome, Tonil the Brave, to the Plane of Air! Ground is rare but wind is plentiful, and flying is the way to get around.”
“What on earth are we doing here, you gibbering fool?!”
“Not on earth at all! Weren’t you paying attention? You aren’t doing anything, my friend. As for me, I’m robbing you of whatever you’ve got hidden away. It must be quite valuable for you to be so desperate as to seek out a guide without going through any of the guilds. Those things exist for a reason, you know. A bit of advice, not that it will do you any good: If you find a deal that’s too good to be true, that’s because you’re being taken for a ride.”
Level 5
Welcome to life as a scout. Nobody said it would be easy but I say it can be fun. Feats are going toward necessary feats. Dodge is first up on the list, with this, light armor, and high dex your AC isn’t bad for low levels. We’ve got to wait until 3 for Weapon Finesse (pesky BA), and Scout does its part by giving us Mobility. Skirmish at these levels is a helpful source of damage, since you only have the one attack anyway at this point moving and attacking is straightforward enough. Use the Finesseable weapon you like, short sword is a good choice. Don’t forget the AC bonus, at this level it’s the sort of thing that matters.

Uncanny Dodge, Battle Fortitude, and Trackless Step are nice little bonuses that will stay relevant. Spell Reflection is a helpful alternative to evasion for those rays, remember your dodge bonus and dex will apply there to help your chances. Skills are going toward prerequisites and useful scouting.

Once you hit level 5 you’ll be able to fly for 2 rounds at a time, which combined with gliding might be enough for the length of combat, allowing for easier movement without AoOs. If you must face them you do have investment in tumble and mobility to help. Because you can fly, you have the ability to dive when charging for double damage with a piercing weapon (like the short sword).
Level 10
Now it’s time to get funky! A level of barbarian gives a helpful boost to BA as well as a scout’s best friend: pounce. The text for a dive makes sense that pounce would apply here but talk to your DM just to be clear. It’s not necessary for this build but it’s certainly helpful. Barbarian’s next gift is whirling frenzy, a variant of rage that gives +4 Str, +2 ref saves, and +2 dodge bonus to AC (remember dodge bonuses stack with each other!) and most importantly an extra attack in full attack. You have one brief use of it per day, use it whenever it feels you need it most. More attacks means more vehicles for skirmish damage. Barbarian’s final gift to us is proficiency with all martial weapons, which we will gladly use.

Spring Attack is our final prerequisite for the SI, and a reliable way to kick off skirmish if you can’t charge for whatever reason. For example after you’ve charged a target, you can Spring Attack along adjacent squares to trigger skirmish without provoking AoOs. Two Weapon Fighting gives us another attack to plop skirmish on top of when charging. Using barbarian’s martial proficiency, I suggest a rapier and a short sword.

Remember that when you hit level 10 you can fly ADED: All day every day, and you should be flying unless you want to make use of your 50 foot land speed or have some other good reason.

Our next class is Jaunter, which provides us with many useful treats, and at 4 levels it’s the perfect size. Using the same feats to enter as our SI, the benefit is a variety of teleporting powers. They all have their times and uses, and you can add value to any combat. I’m not going to posit on whether the travel powers are sufficient to trigger skirmish, but if they are keep in mind this applies to AoOs as well. What I’m concerned about most here is our capstone of Plane Shift. You know what that means: We’re going to planes with different gravity, baby!
Level 15
Now that we have a reliable means of getting ourselves and our mark to another plane we can actually count on Astral Dancer’s features. I’ve chosen the Elemental Plane of Air because of the bond that Raptorans have with it and you can heal naturally on it, but you can use any subjective gravity plane you want, including Astral. Plane Shift can take along targets other than you and the SI helpfully provides Bluff in order to conceal your motivations. We’re going to be progressing sneak skills and perception ones for general usefulness after we can reliably make Tumble DCs.

On to features. Relative altitude provides us a +1 bonus on melee attack rolls, but much more importantly it gives us the means to exploit Shi’Quos school, which forces a ref save (based on your high dex) when you attack a foe at lower elevation with spring attack or charge. If you’re always at higher, that means they’re always at lower, and you can force a save on every attack in your pounce, which makes failure quite likely. By RAW they’re supposed to be lying on the ground when prone, but there isn’t any ground on the plane of Air, so for the sake of our sanity let’s just say they incur the penalties associated with being prone like penalty to AC and provoking AoO if they stand with a move action (remember skirmish here too). When full attacking, Improved Two Weapon Fighting means more attacks to deliver more skirmish.

Evasion in both altered gravity planes and regular combined with a high ref save and high dex mean you don’t have much to fear from AoEs. Improved maneuverability makes moving at high speeds about no gravity environments easier, and potentially in subjective directional gravity as well, assuming that you can set the gravity to 0. Astral dodge means more dodge bonus stacking on top of everything else, your AC at this point assuming only regular armor can be up to 10+4 (mithral chain shirt)+5 (dex)+1 (dodge)+1 (jaunter)+1 (skirmish)+ 2 (whirling frenzy) +2(astral dodge) = 26, not untouchable, but hitting you isn’t a foregone conclusion.
Level 20
More levels in Astral Dancer means it’s time to make things complicated, and everything comes together. Improved Evasion and Improved Maneuverability mean you really don’t care about AoEs and the like, and you can really get around on the nograv planes. Astral dodge brings you up to a respectable 28.

For the following ability, remember that because we were on the plane of Air we are using our flight to move around. Set your target as the direction of gravity, and get adjacent with them, pounce if you started far away. Astral Agility means you take a move action to swap places with your opponent. Because it’s an int check and you’re rolling at a +7 to +10 bonus I like your odds much more than theirs. This may seem pointless, but we’ve moved into their space, so traveled 5 feet from our original square. Now we just need to move 5 feet more, like with a 5 foot step, and we’ve moved enough to set off skirmish. Poke your foe with your reach weapon of choice and toss on the extra dice. I like the duom because you can still attack adjacent foes. Alternatively you can use a ranged attack like the raptoran footbow, I prefer reach weapon to keep foe threatened.
The following round we take one 5 foot step away from our foe, and stop flying. We now fall 10 feet down to our foe, who is obviously a solid surface, so will halt our movement. If your DM doesn’t want to let you corkscrew straight down with glide, just roll the jump or tumble check to negate the damage, with your high mod and high land speed you’ll make either every time. We fell those 10 feet so we’ve moved from our original square, triggering skirmish. Because we didn’t use an action to do so we can full attack with full skirmish. TWF with rapier and short sword for maximum damage. If you used a reach weapon in round 1 this setup keeps the enemy constantly threatened. You repeat this 2 round setup until the enemy dies.

Lightning Speed means no AoOs for any movement, so charge and move whenever you want however you want. This combined with Improved Skirmish unlocks an alternative attack routine for higher reward. As with before this begins when adjacent to the opponent, you can assume you closed ranks with a pounce.
Round 1: Move back 30 feet (doesn’t provoke AoOs) and fire an improved skirmish enhanced arrow from your raptoran footbow. Your AC is 30 from improved skirmish.
Round 2: Charge 30 feet to opponent and unleash Improved TWF Pounce enhanced by improved skirmish’s tasty 4d6 on each attack. The dive might come into play here, it mentions moving 30 feet and descending 10. Because of subjective gravity you can declare down to be wherever you like, and if you map out the geometry right you should be able to net that sweet double damage. The rapier and short sword I suggested are both piercing weapons for this exact reason.
Sources
Scout, Improved Skirmish: Complete Adventurer
Jaunter: Expedition to the Demonweb Pits
Shi’Quos School: Drow of the Underdark
Spell Reflection ACF: Complete Mage
Spiritual Totem: Complete Champion
Barbarian, Weapon Finesse, Two-Weapon Fighting, Improved Two-Weapon Fighting, Dodge, Mobility, Spring Attack, Whirling Frenzy ACF: srd

Heliomance
2017-04-24, 02:41 PM
Build number 8:



Zonda Yant a.k.a. Miss Direction

http://img02.deviantart.net/72eb/i/2012/187/2/e/cat_burglar_by_doctor_morbius-d568a3q.png





Zonda lowered herself into the bestiary with the utmost of care. She’d practiced things like this many times. It was different when there was a real beast beneath her feet, though.

She pulled on her harness and cinched off the rope that suspended her from the top of the enclosure. The slumbering catoblepas beneath her lowed, but didn’t move. Zonda ground the dearly-bought powder in her hand into her eyes. The stuff stung more than her contact had told her.

In this most unlikely of places, so it was rumored, there lay a most fabulous treasure.

It wasn’t anything as base as gold or jewels. After all, how would she carry it back out of this pit? No, what lay inside was a far more valuable commodity:

information.

While Zonda couldn’t for the life of her explain all the rules, she understood that for the past few months, she had been indirectly involved in the great game. The goalposts moved constantly, but now and again, she’d get some picayune errand from untraceable sources.

“We got any company?” Zonda thought into the pipeline she had going with her spotter.

"If we did, I'd tell you. 's what you pay me for, anyway, Theodore said telepathically back. That handsome fella in there giving you trouble?

Zonda glanced at the catoblepas. It had a large, knit mask over its huge eyes. Probably to keep the light out as much as to keep its ocular death beams in. She'd never really thought about the bestiary after hours before, she supposed.

"Nah. Where is this thing anyways?" She kept her eyes wide open, knowing the magic burning her eyes would last only until she blinked again.

"Should be on the far wall. Over the thing's water dish."

Zonda suppressed a groan and tiptoed to the wall, her hands coming to rest on the rough stone.
"Should be or is?"

"Blunted if I know. That's your job. You sure about this whole bonus points thing? I've heard stories about people who tried to cheat... Though Zonda couldn't see him, she could feel the sentence twisting, incomplete in her mind. She found the place where the stone wasn't quite flush with the rest of the wall and the marking stood out in the moonlight, laid bare before her special eyes.

"Can't cheat if there aren't any rules." She pulled a small cup with the bottom cut out from her belt and whispered the words of completion into the wall.

"I subvert as I serve," she said with her voice.

The wall was supposed to show her its secrets now. She'd read it quickly, mentally recite it to Theodore, he'd copy it down, and they could puzzle it out at Morgrave over a pot of black tea, like always.

Supposed to.

The wall didn't cooperate and bit down on her wrist with a pair of sudden jaws. The gnashing made a horrible scraping bang, like hammer on anvil and woke the creature behind her.

Before Zonda could think to tell Theodore to flee, the night sky dissolved around her, and she found herself in the void.


Zonda collapsed, unsteady on her feet in a field of grass, sunlight beaming onto her back. She clutched her wrist, hoping the wound wasn't as bad as it felt.

Her thoughts of Theodore found no purchase. She was probably out of range. If so, she hoped he'd had time to get away before the city guard arrived.

Should've listened.

A handful of other people found their bearings around her, most of them having the sneakthief look, although there were a couple of outliers. A muscled brute here, a crystal-toothed psion there.

One stood out from the pack. He was dressed in the rude clothing of a beggar. Even from his lofty perch far above the field, lounging on a plush couch, she could smell his fug, like walking through tanner's row.

"All right, it looks like everybody's here. If you could shut up and stop licking your wounds, we could get started," he spat from on high.

Zonda glanced around at the others. Compared to some of them, she'd been lucky. One of them was already bleeding out.

"I'm sure this is a new experience for some of you malcontents, but for others, I'm sure you know the drill by now. In my travels I've come across everything my black little heart desires and need some new indulgence to fill it with. I'll skip the middle part and get to the end: you are to fight to the death for my amusement and the winner receives this fabulous mystery prize." He reached between the cushions of his couch and held up a box far too large to have fit within its confines. It spun listlessly in the air, shining on all sides with question marks and emitting a kind of predictable radiance.

"Who do you think you are?" one of the orcs to Zonda's right shouted.

"As far as you lot are concerned, I am your god. Anyway, get to it. Don't think about turtling either, your wounds won't heal here and that's boring, so the sooner you get on with it, the sooner one of you can leave," he said.

"And don't think of trying to get froggy and hop away," he added as the psion flickered, disappearing for a moment only to remain in place. "I took precautions. Only one way out and all that."

The orc shrugged, lowered his axe, and took a bite out of the man bleeding to death in front of him.

His screams began the fracas. Zonda needed to get to higher ground. As soon as the thought was in her head, she lifted from the ground light as a feather, even though she didn't have any magic on her skin to help her do it.

"Oh, yeah, I turned off the gravity, so have fun with that," the false god said. His voice seemed to come from all around, as did the sound of him crunching on what looked like roasted nuts.

Zonda centered herself and took her position behind the orc, finishing off his quarry. Zonda hopped off his shoulder and grabbed the axe from his back after cutting it from its moorings with her finger blades. They may have been designed for purse strings, but a leather thong was a leather thong.

He didn't notice, elbow-deep in his prey by now, even though the man on the ground had long since stopped moving.

"Style points for the big guy! Ain't no room for sportsmanlike conduct here," shouted the voice from all around.

Zonda rose into the sky, trying to get high enough so she could at the very least have an idea of what she was up against.

She used the axe's oversized head to block a volley of javelins hurled by atlatl-wielding drow beneath her.

"I know I might've colored outside the lines a little with that bestiary thing, but isn't this a little blunted harsh?" she shouted to the man above, cupping her free hand around her mouth.

"Huh? Look, showboating's great and all, sweetheart, but save it til after you've got some kills," he said with a dismissive wave of his hand.

"Is this really the penalty for cheating at Xorvintaal?" Zonda said, doing a flip in the air to dodge an errant bolt of lightning.

"Boo! Work on your aim, pinhead!" the man on the couch shouted at the psion beneath him and hurled a handful of peanuts down below. "Huh? Zorvin-who? Look, the only rule to this game it stay alive--" he stopped and turned to look over his shoulder, a Karrnathi zombie was being peppered with arrows by a halfling squatting in a tree. He leapt up into its limbs and broke her tiny neck.

"--okay, so not alive, per se, just don't be killed. Whatever. You get what I'm saying."

Zonda switched the axe to her other hand, her crushed bones screaming as she did, and deflected an arrow from the zombie, who hadn't wasted any time making use of his new gear.

"AA! Thank you for your service!" Zonda shouted awkwardly. After a few more shots, he judged she wasn't in his effective range, gave a perfunctory salute, and moved to easier prey.

"What's to stop me from just sticking this axe inside you and taking whatever it is you've got keeping this place together?" Zonda asked. Her grip on the axe grew unsteady.

He blew a noisemaker after pulling it from the cushions of the couch. "You're the first one to ask that this go-around. Howsabout I just show you?”

The couch dipped toward the ground, dodging the projectiles and magical bolts of the battle with apparent ease.

“Keep up!” he yelled. Zonda did, with some difficulty.

“Hey, baldy!” he shouted at the psion. “Still think you’re so clever speccing for psychoportation? How’s that feel now? Bet it smarts.”

The psion grinned and his roughly-hewn jeweled teeth blasted forth one at a time, embedding themselves within the man’s greasy brown shirt like bullets. They kept him dancing like a ragdoll long after he went limp.

Zonda waited for the final part of the trick. As she did, she found something unnervingly familiar about the psion’s teeth. One of them had missed its mark and lay slightly beyond the dead man’s body. She pocketed it in a motion no one would be able to notice.

The psion said something threatening, though it was hard to make out through his gummy speech. Before he could advance further, the zombie engaged him.

“Pretty anticlimactic, right?” the man on the couch said as though he were alive. To Zonda’s surprise, he was. His flesh slowly pushed the jewels out of his skin and made itself whole before Zonda’s eyes.

She knew where she’d seen the jewel before.

“Oh, this? Just a gewgaw I picked up from the lower planes. Had it built custom. Hurts like anything, but can’t argue with the results.”

Someone on the battlefield quaffed a potion, or tried to. The man on the couch held up an empty glass, and seemingly from nowhere, it filled. He swallowed it in one gulp, the last of his wounds vanishing.

“I said no healing. That’s a ten yard penalty,” he said and hurled the glass at the battlefield, turning his head again.

Now was her chance.

Zonda put the jewel she’d discreetly pocketed between her teeth and bit as hard as she could. She didn’t stop until something cracked.

The pieces in her mouth, bloody and rough, were a far cry from the powder she’d paid so much for, but it wasn’t like she had any choice.

She spat the tiny, bloody shards into her hand and ground them into her eyes, trying desperately not to blink, hoping it would be enough.

Though she saw the world through a pink film, the glow of what she needed most was still impossible to miss. She willed herself into the chasm between the cushions and gravity accommodated her.

She waded—swam, more like—through oceans of stuff. Signs with crude sayings on them, rocks, rotten tomatoes, and innumerable snacks and foodstuffs before finding what she needed.

A key.

Like her captor had said, anticlimactic.

Her hand closed around it and she had her mental gravity pull her out before she flew too close to the sun and saw something better or more interesting.

She came out and fled from the couch, looking desperately for the lock it fit into.

The orc grabbed her by the ankle. She’d flown too low. He slammed her into a tree trunk. Though gravity conformed to her whims here, Zonda couldn’t think straight in circumstances like this.

The orc raised a huge rock over his head with both hands.

“’s my axe,” he grunted. There was no anger in his voice, just a simple statement of fact, which Zonda supposed it was.

She raised it protectively over her head before he stowed her brains in, more of an instinct than anything else. With the shadow cast by its huge blade, she saw something on the underside of the rock.

A keyhole.

“Wait! Take it back! I don’t want it, it’s not my size!” Zonda shouted. She threw it toward him in a gesture she realized after the fact might be misinterpreted as hostile.

Reflexively, the orc dropped the rock in his hands to catch his weapon. Without a mind of its own, the rock went with the traditional practices of gravity and landed on Zonda’s ankle.

She reacted predictably.

At the very least, the keyhole was facing up. She jammed the key inside of it and twisted. At once, a low, bass hum she didn’t realize had been droning her whole time here abated and was silent.

The orc stopped.

Within the rock’s face, Zonda saw Theodore in the reading room, pouring himself two cups of tea out of habit and sighing, pushing one away.

Through the magic that pierced her eyes, she knew that to get home she had only to will it, like the gravity in this strange place. Or how it had been, at least. Everyone was on the ground now, including their host and his couch.

Zonda was just about to attempt to redirect the orc’s ire, but was beaten to the punch.

“Hey, Thrask, my mind’s whole again, I can hop us out of here if you want,” the psion said, poking his head out of the bushes.

Thrask picked up his axe and kissed its blade. He wiped its grip in a way that made it hard for Zonda not to feel offended, even given the circumstances.

“Think we gotta thank our host f’r his hospitality first, Kror.” Thrask tested the edge of his blade with his thumb.

“He can’t be killed. Not that I’m trying to dissuade you, just thought you’d want to know,” Zonda said.

“’s the kinda thing we in the biz call a feature, not a bug,” Thrask said.

“If you don’t want to watch, I advise you be on your way, miss,” Kror gummed at her. “He gets a little nuts when he’s in one of his fits.”

Zonda nodded and dived into the stone in her lap just after the first of many blows landed.


In the library of Morgrave, something nudged Theodore awake.

“Oh, is it closing time already? I’ll be on my way, just let me get my stuff,” he said.

Zonda sat opposite him and poured him a cup of tea.



TN human factotum 5/trapsmith 1/swiftblade 1/astral dancer10/swiftblade 4


str 14 dex 15 con 14 int 16 (increases to int) wis 10 cha 8




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


1st
Factotum 1
+0
+0
+2
+0
balance 4, concentration 4, craft (trapmaking) 4, dd 4, open lock 4, search 4, sleight of hand 4, spellcraft 4, tumble 4, umd 4
midnight dodge, combat reflexes
Inspiration, cunning insight, cunning knowledge, trapfinding


2nd
Factotum 2
+1
+0
+3
+0
balance 1 (5), concentration 1 (5), craft (trapmaking) 1 (5), dd 1 (5), open lock 1 (5), search 1 (5), sleight of hand 1 (5), spellcraft 1 (5), tumble 1 (5), umd 1 (5)

Arcane dilettante (1 spell)


3rd
Factotum 3
+2
+1
+3
+1
bluff 1, balance 1 (6), concentration 1 (6), craft (trapmaking) 1 (6), dd 1 (6), search 1 (6), sleight of hand 1 (6), spellcraft 1 (6), tumble 1 (6), umd 1 (6)
mobility
Brains over brawn, cunning defense


4th
Factotum 4
+3
+1
+4
+1
bluff 1 (2), balance 1 (7), craft (trapmaking) 1 (7), dd 1 (7), forgery 1, jump 1 (7), search 1 (7), sleight of hand 1 (7), tumble 1 (7), umd 1 (7)

Arcane dilettante (2 spells), cunning strike


5th
Factotum 5
+3
+1
+4
+1
bluff 1 (3), balance 1 (8), craft (trapmaking) 1 (8), dd 1 (8), diplo 1, jump 1 (8), search 1 (8), sleight of hand 1 (8), tumble 1 (8), umd 1 (8)

Opportunistic piety


6th
Trapsmith 1
+3
+1
+6
+1
listen 4, sleight of hand 1 (9), spot 4, tumble 1 (9)
combat expertise
Booby traps (simple), master disarmer, trap sense +1


7th
Swiftblade 1
+4
+1
+8
+3
listen 4 (8), spot 3 (7), tumble 1 (10)

Spring Attack, swift surge +1/+0 ft.


8th
Astral Dancer 1
+4
+1
+10
+3
bluff 1 (4), listen 3 (11), sleight of hand 2 (11), spot 2 (9), tumble 1 (11), conceal spellcasting

Relative altitude


9th
Astral Dancer 2
+5
+1
+11
+3
bluff 3 (7), listen 1 (12), sleight of hand 1 (12), spot 3 (12), tumble 1 (12), mosquito’s bite
improved trip
Evasion (no-gravity)


10th
Astral Dancer 3
+6/+1
+2
+11
+4
bluff 1 (8), escape artist 6, listen 1 (13), sleight of hand 1 (13), spot 1 (13), tumble 1 (13)

Improved maneuverability


11th
Astral Dancer 4
+7/+2
+2
+12
+4
bluff 1 (9), escape artist 4 (10), listen 1 (14), sleight of hand 1 (14), spot 1 (14), tumble 1 (14), easy escape

Evasion


12th
Astral Dancer 5
+7/+2
+2
+12
+4
bluff 1 (10), escape artist 1 (15), listen 1 (15), sleight of hand 1 (15), spot 1 (15), tumble 1 (15), clarity of vision
master pickpocket
Astral dodge +2 (+1)


13th
Astral Dancer 6
+8/+3
+3
+13
+5
bluff 4 (14), escape artist 1 (16), listen 1 (16), sleight of hand 1 (16), spot 1 (16), tumble 1 (16), point it out

Improved evasion (no gravity)


14th
Astral Dancer 7
+9/+4
+3
+13
+5
bluff 3 (17), escape artist 1 (17), listen 1 (17), sleight of hand 1 (17), spot 1 (17), tumble 1 (17), use rope 1, spot the weak point

Astral agility


15th
Astral Dancer 8
+10/+5
+3
+14
+5
bluff 1 (18), escape artist 1 (18), listen 1 (18), sleight of hand 1 (18), spot 1 (18), tumble 1 (18), use rope 3 (4) escape attack
shape soulmeld (sphinx claws)
Improved evasion


16th
Astral Dancer 9
+10/+5
+4
+14
+6
bluff 1 (19), escape artist 1 (19), listen 1 (19), sleight of hand 1 (19), spot 1 (19), tumble 1 (19), use rope 4 (8), acrobatic backstab

Improved maneuverability


17th
Astral Dancer 10
+11/+6/+1
+4
+15
+6
bluff 1 (20), escape artist 1 (20), listen 1 (20), sleight of hand 1 (20), spot 1 (20), tumble 1 (20), use rope 6 (14)

Astral dodge +4 (+2), lightning speed


18th
Swiftblade 2
+12/+7/+2
+4
+16
+7
jump 9 (17)
open least chakra (hands)
Blurred alacrity


19th
Swiftblade 3
+13/+8/+3
+5
+16
+7
jump 5 (22), listen 2 (22), spot 2 (22), use rope 1 (15), twisted charge

Sudden casting


20th
Swiftblade 4
+14/+9/+4
+5
+17
+8
jump 1 (23), listen 2 (23), spot 2 (23), use rope 5 (20), slipping past

Arcane reflexes, swift surge +1/+10 ft.





At this level, you’re functioning like most other factota. Enjoy bonking people with aoos and adding your int to everything. your skills are laying groundwork for your later levels laying groundwork for astral dancer.

Use inspiration to boost damage, saves, attack, or skills as needed. opportunistic piety tops up your hp and arcane dilettante provides utility and offense at low levels.

Trapsmith grants some spells, including most notably haste. Use all your 1s for haste to qualify for swiftblade, and enjoy wants. your list has some killer stuff on it.

It gamely helps you enter swiftblade, which boosts your numbers and gives a bonus on attack, ac, and your monstrous ref saves. It also gives you spring attack, letting you enter astral dancer. Thanks, swiftblade!

You’re in astral dancer, and it’s paying off already, with evasion in 0-gravity, which your huge save makes great use of. Hop around and trip your enemies, remembering to add your int via brains over brawn.

Your evasion works everywhere now. Astral dancer never stops giving. In addition to its other bounties, it grants sleight of hand, which you make use of via master pickpocket. You can steal anything at any time. As astral dancer gives, it allows you to take.

The sphinx claws help out with your trips, and your evasion is now improved in all spaces. Your save is good enough that you should never have to deal with ref-save induced damage again

You can now pounce via the sphinx claws and no longer provoke aoos ever. Twisted charge, along with a whole host of other skill tricks are online to help you out. You can pivot during a charge during an encounter, no longer needing to worry about aoos and dish out full damage.

You have some extra space for swiftblade. You now have a 20% miss chance while buffed via haste, you can cast haste as a free action, and add int onto your init again in addition to brains over brawn.

Fly through the battlefield and scythe through enemies like wheat, knocking them down again when they try to stand up and dance through the planes.



dungeonscape: factotum, trapsmith
swiftblade (http://archive.wizards.com/default.asp?x=dnd/prc/20070327)
planar handbook: astral dancer
magic of incarnum: midnight dodge, shape soulmeld, open least chakra
srd: mobility, combat expertise, improved trip,
city of stormreach: master pickpocket

Heliomance
2017-04-24, 02:42 PM
And that's all the builds. Get judging people!

WeaselGuy
2017-04-24, 02:50 PM
These are quite the interesting array... For those interested (since the forum ate my code) I'll include a stub to my build in a spoiler...


LN Buommen Cobra Strike Monk 2/Planar Ranger 2/H&RT Fighter 2/Jaunter 4/Astral Dancer 10
Darkstalker, Dodge, Mobility, Weapon Finesse, Two-Weapon Fighting, Spring Attack, Sun School, Superior Unarmed Strike, Raptor School, Snap Kick, Shi'Quos School, and Battle Jump, for my feats. Maxed out Balance, Hide, Jump, Knowledge (the Planes), Move Silently, and Tumble, with 10 ranks in Listen, because I had them left over towards the end. I was still working on tactics and level breakdown when my browser crashed.

daremetoidareyo
2017-04-24, 02:56 PM
I'm surprised that no one submitted a build with no levels of astral dancer

WeaselGuy
2017-04-24, 03:14 PM
I'm surprised that no one submitted a build with no levels of astral dancer

Pretty close to it though... There was one with only 3 levels, and another with only 9/10.

Venger
2017-04-24, 03:15 PM
These are quite the interesting array... For those interested (since the forum ate my code) I'll include a stub to my build in a spoiler...


LN Buommen Cobra Strike Monk 2/Planar Ranger 2/H&RT Fighter 2/Jaunter 4/Astral Dancer 10
Darkstalker, Dodge, Mobility, Weapon Finesse, Two-Weapon Fighting, Spring Attack, Sun School, Superior Unarmed Strike, Raptor School, Snap Kick, Shi'Quos School, and Battle Jump, for my feats. Maxed out Balance, Hide, Jump, Knowledge (the Planes), Move Silently, and Tumble, with 10 ranks in Listen, because I had them left over towards the end. I was still working on tactics and level breakdown when my browser crashed.


Unfortunate you didn't get it in, but all those things do still look like they're still on display here.


I'm surprised that no one submitted a build with no levels of astral dancer

We do have 2 that didn't finish, which is very exciting. it's always good to see more variety.

I'll admit i had my reservations about this as a SI, but we've got some neat stuff this round, this was a fun ingredient.

FunkyGoose
2017-04-24, 03:27 PM
Seems like a good crop of builds this time, I'm impressed!


I also have a stub left over that I just couldn't get the skill prerequisites to fit in nicely... Nothing but monk seems to have balance AND concentration-

Human Scout 3/Hexblade 3/Paladin 2/Savage Progression Ghost 2/Astral Dancer 6/ Master of the unseen Hand 4

The idea was using ghost powers to maintain astral dancer status, then getting high saves (and evasion, even for non-reflex saves) in everything, then play keep-away with the enemy with violent shove and the high fly speed from astral dancer.

danielxcutter
2017-04-24, 05:01 PM
Excuse me while I laugh myself sick, because the introductions of some of the entries are hilarious.

Sian
2017-04-24, 05:07 PM
Was considering to make a Neraphim Martial Rogue 4 / Something 1 / Ur-Priest 7 / Astral Dancer 8, with the idea of Presist-cheesing Planar Bubble so I got the bonuses at all times (given that Helio ruled that it would work as well in Subjective Gravity (which Limbo is, which is the native plane for Neraphims) ... but eh ...

Thurbane
2017-04-24, 08:07 PM
My build was going to be "The Flying Zucchini Brothers": a pair of Dvati who were circus acrobat slaves captured by Githyanki, who eventually escaped to Sigil.

Mainly just focusing on pumping up Tumble to extreme levels, then going into Exemplar.

But apart from interesting fluff, there wasn't much to the build I could make worthwhile.

WhamBamSam
2017-04-25, 01:38 AM
My build ideas didn't quite pan out into a build I liked, but here was my thought process. The two root ideas were 1) Using Astral Agility to pull enemies into trapped squares (using Dance Through Danger from Trapsmith 4 to not set the trap off myself) and as many others came up with 2) use Shi'quos School+Relative Altitude. Like those others, I was a little worried about what prone means in absence of normal gravity. My solution to that was similar to what Ray is going for with his Blinking, to hang out on the Ethereal and use one of the methods of attacking into the Material Plane, where the prone condition is better understood. While I was at it, I figured I'd try to get away with pulling enemies into the Ethereal with Astral Agility (after all, I'd be in a non-gravity environment and my opponent's space would appear to meet the definition of 'adjacent').

There aren't that many ways of attacking from the Ethereal to the Material. Ninja 8 can do it a few times per day, and it gets Trapfinding for Trapsmith entry, so I thought I might have something solid with Ninja 8/Trapsmith 5/Astral Dancer 7 in some order or other who would Plane Shift into the Ethereal and just stay there. But it was going to be stuck twiddling thumbs (building traps maybe?) for a lot of the day, or worse, might get stuck on the Material after using Astral Agility to dump someone else into the Ethereal (and then get knocked off course by as much as 500 miles when I eventually shifted back). I came to the conclusion that I needed something better than Ninja 8 to attack the Material and something better than Plane Shift to get to the Ethereal.

The only better thing I know of to swing from the Ethereal into the Material is the Ethereal Reaver from Complete Psionic, which meant trying to find some way to justify the item reliance.

As for going Ethereal, I considered a few things. Fiend of Posession 1 can nab Etherealness at-will, Binding Chupoclops gets an at-will ability to go ethereal (albeit one with problematic limitations), and a few creatures have (Su) abilities that can get them there. In my infinite avarice, the one I really wanted was the Phase Spider's Ethereal Jaunt, since that allows for going Ethereal as part of a move action (like when switching places with a creature on the Material through Astral Agility), but the Magical Beast type is inordinately hard to acquire which makes it an awkward form to try assuming through Alter Self. To that end, I found myself considering even more item reliance through a Phylactery of Change.

Speaking of my infinite avarice, I really wanted Hustle, what with Astral Agility being a move action. I also considered Travel Devotion to free up the move action, but the premium edition version of Spring Attack not playing nicely with it didn't sit right with me, even though we were cleared to use the SRD version. I even thought about going for Lesser Celerity+Mark of the Dauntless to try to get that extra move action.

What I really wanted was to be a Phase Spider who would sit on a trapped square in the Ethereal, use Astral Agility to drag an unsuspecting enemy out of the Material (while simultaneously becoming Ethereal again rather than truly switch places), Spring Attack them in the same round (with no AoO, and the Phase Spider's Large size meaning I could guarantee 5 ft of movement before the attack), then flee behind a bunch more traps which they would have to awkwardly float through while I continued moving at a speed and maneuverability they couldn't match to continue Spring Attacking them or knocking over their friends back on the material. Is that so wrong?

So anyway, here were some stubs that I tried but ultimately was unhappy with.

1. Human True Thief Lurk 8/Trapsmith 5/Astral Dancer 7 or Human True Thief Lurk 7/Trapsmith 4/Chameleon 2/Astral Dancer 7. This was essentially a self-crafter setup. Ancestral Relic for the Phylactery of Change. Between using the Phylactery to assume the Fey type, Psionic See Invisibility off the Lurk list, and Fabricate off the Trapsmith list, it could self-craft a Feycraft Mouthpick Ethereal Reaver. Unfortunately, it was just too feat tight, and I didn't like using the Phylactery of Change to qualify for the necessary Assume Supernatural Ability. Also, Ancestral Relic requires a good alignment, and I didn't have a good way of getting trap materials onto the Ethereal permanently besides pulling a sentient creature carrying them onto the Ethereal via Astral Agility.

2. Human Mountebank 6/Magical Beast 2/Trapsmith 5/Astral Dancer 7. The two Magical Beast HD (and more importantly, Magical Beast type) come from UMDing a Wand of Aspect of the Wolf then getting hit by a Maximized Empowered Awaken. Has a good number of Alter Self uses per day, with which to engage in shenanigans, but needed to be gifted its Feycraft Mouthpick Ethereal Reaver as well as its casting of Maximized Empowered Awaken. Still, maybe I should have just submitted this one.

3. Human Lurk 4/Magical Beast 2/Chameleon 7/Astral Dancer 7. Sort of a combination of above ideas. Self-crafting mixed with Awaken cheese, using Mark of the Dauntless+Lesser Celerity in place of Hustle. Didn't have room for Trapsmith, which perhaps bugged me more than it should have. Just pulling an unsuspecting enemy into the Ethereal should be enough, but I really wanted them to also be hit by arrows (also I liked the 'Spider's Lair' imagery that created).

4. Kaorti Outsider 2/LA+2/Spellthief or Cloistered Cleric (Kobold Domain, Travel Devotion) 1/Fiend of Posession 1/X 2/Astral Dancer 7/Trapsmith 5. It's somewhat debatable whether the Kobold Domain will actually get you into Trapsmith (as it's not technically a class feature, but does say it's as the Rogue class feature). Etherealness isn't quite as good as the Phase Spider ability here, but it'd do I guess. With Travel Devotion or maybe going Ardent with the two open levels for Hustle, it might have sort of worked.

5. Kaorti Outsider 2/LA+2/Spellthief or Cloistered Cleric (Kobold Domain, Travel Devotion) 1/Fiend of Posession 4/Trapsmith 4/Astral Dancer 7 or Kaorti Outsider 2/LA+2/Cloistered Cleric (Travel Devotion, whatever) 1/Fiend of Posession 6/Astral Dancer 9. This one was going to try to make an Ethereal Reaver by Possessing an ordinary Longsword and abusing the language about the Ethereal Reaver existing simultaneously on the Material and Ethereal, then flown the sword around and attacked with it through Ethereal Force of Will movement. Would have been a departure from the other tricks, but could sort of do them as well while in Ethereal Form.

6. Human Binder 8/Knight of the Sacred Seal (Tenebrous, probably) 5/Astral Dancer 7 or Silverbrow Human Binder 10/Chameleon 3/Astral Dancer 7. Chupoclops ability to go Ethereal has some major issues, but Travel Devotion movement (a swift action), is something that you can do without going back to the Material afterward. So with Tenebrous fueling Travel Devotion, you can run around on the Ethereal, only coming out onto the Material when you attack. With the floating crafting feat from Astaroth and a Psionic Vestige+Expanded Knowledge (Psionic See Invisibility) it could even craft an Ethereal Reaver.

Other things I messed with were even more of a mess. I'd probably have actually done alright had I just settled on one of my builds and written it up, but ah well.

I've done a preliminary reading of the builds, and will try to start judging tomorrow.

The Viscount
2017-04-25, 09:48 AM
Seems like a good crop of builds this time, I'm impressed!


I also have a stub left over that I just couldn't get the skill prerequisites to fit in nicely... Nothing but monk seems to have balance AND concentration-

Human Scout 3/Hexblade 3/Paladin 2/Savage Progression Ghost 2/Astral Dancer 6/ Master of the unseen Hand 4

The idea was using ghost powers to maintain astral dancer status, then getting high saves (and evasion, even for non-reflex saves) in everything, then play keep-away with the enemy with violent shove and the high fly speed from astral dancer.

Pretty interesting setup. For reference for later competitions, warblade and swordsage have both balance and concentration.

Venger
2017-04-25, 10:52 AM
Pretty interesting setup. For reference for later competitions, warblade and swordsage have both balance and concentration.

as do savant and factotum

Darrin
2017-04-25, 10:53 AM
For easy reference:

Stellar Terpsichoreology



Entry
Alignment/Race
Stub
Schtick



Ray and Rae (link) (http://www.giantitp.com/forums/showsinglepost.php?p=21947767&postcount=119)
CN Human
Bard 7/AD 3/Sublime Chord 1/Ronin 2/Windrider 7
Rhino Bombing



Sir Jasonica Deathbringer (link) (http://www.giantitp.com/forums/showsinglepost.php?p=21947771&postcount=120)
L? Human
Divine Mind 10/AD 10
Bloviational Awesomeness



Willow (link) (http://www.giantitp.com/forums/showsinglepost.php?p=21947777&postcount=121)
CE Whisperling
Jester 6/Warshaper 3/AD 10
Planar Rip Hoodwinkery



Cheth Deppard (link) (http://www.giantitp.com/forums/showsinglepost.php?p=21947785&postcount=122)
NG Tailare
Druid 2/Barbarian 1/Fighter 2/AD 1/Abolisher 1/Planar Shepherd 5/AD +8
Supersonic Roof-Jumping



The Quiet One (link) (http://www.giantitp.com/forums/showsinglepost.php?p=21947791&postcount=123)
L? Buomman
Savant 1/Monk 6/Savant +3/AD 10
Word Given Form/Planar Bubble Sneakery



Ellie (link) (http://www.giantitp.com/forums/showsinglepost.php?p=21947795&postcount=124)
? Human?
Barbarian 3/Fighter 1/Jaunter 4/Telflammar Shadowlord 4/AD 8
Shadow Pouncing Backstabbery



Samuel Windsinger (link) (http://www.giantitp.com/forums/showsinglepost.php?p=21947800&postcount=125)
NE Raptoran
Scout 5/Barbarian 1/Jaunter 4/AD 10
Flying Skirmisher



Zonda Yant (link) (http://www.giantitp.com/forums/showsinglepost.php?p=21947806&postcount=126)
TN Human
Factotum 5/Trapsmith 1/Swiftblade 1/AD 10/Swiftblade +3
Embrace the Haste

Inevitability
2017-04-25, 11:10 AM
as do savant and factotum

And expert. :smalltongue:

Well, it wouldn't have been the most underpowered class in the contest...

Venger
2017-04-25, 11:16 AM
For easy reference:

Stellar Terpsichoreology



Entry
Alignment/Race
Stub
Schtick



Ray and Rae (link) (http://www.giantitp.com/forums/showsinglepost.php?p=21947767&postcount=119)
CN Human
Bard 7/AD 3/Sublime Chord 1/Ronin 2/Windrider 7
Rhino Bombing



Sir Jasonica Deathbringer (link) (http://www.giantitp.com/forums/showsinglepost.php?p=21947771&postcount=120)
L? Human
Divine Mind 10/AD 10
Bloviational Awesomeness



Willow (link) (http://www.giantitp.com/forums/showsinglepost.php?p=21947777&postcount=121)
CE Whisperling
Jester 6/Warshaper 3/AD 10
Planar Rip Hoodwinkery



Cheth Deppard (link) (http://www.giantitp.com/forums/showsinglepost.php?p=21947785&postcount=122)
NG Tailare
Druid 2/Barbarian 1/Fighter 2/AD 1/Abolisher 1/Planar Shepherd 5/AD +8
Supersonic Roof-Jumping



The Quiet One (link) (http://www.giantitp.com/forums/showsinglepost.php?p=21947791&postcount=123)
L? Buomman
Savant 1/Monk 6/Savant +3/AD 10
Word Given Form/Planar Bubble Sneakery



Ellie (link) (http://www.giantitp.com/forums/showsinglepost.php?p=21947795&postcount=124)
? Human?
Barbarian 3/Fighter 1/Jaunter 4/Telflammar Shadowlord 4/AD 8
Shadow Pouncing Backstabbery



Samuel Windsinger (link) (http://www.giantitp.com/forums/showsinglepost.php?p=21947800&postcount=125)
NE Raptoran
Scout 5/Barbarian 1/Jaunter 4/AD 10
Flying Skirmisher



Zonda Yant (link) (http://www.giantitp.com/forums/showsinglepost.php?p=21947806&postcount=126)
TN Human
Factotum 5/Trapsmith 1/Swiftblade 1/Astral dancer10/swiftblade 4
(pithy description)



Thanks for the chart, Darrin, but you left one off. I added it in for you.

daremetoidareyo
2017-04-25, 11:21 AM
My idea was to go planar shepherd (astral) using the rules to render all nonanimate matter around myself as if affected by no gravity. Then carry around a super dense item to attract all of it. You know, how gravity works in space where the largest mass attracts smaller masses. Then "fall" towards an opponent, who has to make a reflex save or get smashed by the accumulated mass of it all :10d6 damage. Seeing as how when I pass by, the mass of junk would be falling laterally, it would crash into them as a falling object. You can fall 300 feet in a round, so you could smash through a ton of opponents.
Add a net or harpoon with spring attack to debuff. But planar shepherd does all the work there and real world physics are weird when adjudicated, it seemed kinda lame.

Venger
2017-04-25, 11:24 AM
My idea was to go planar shepherd (astral) using the rules to render all nonanimate matter around myself as if affected by no gravity. Then carry around a super dense item to attract all of it. You know, how gravity works in space where the largest mass attracts smaller masses. Then "fall" towards an opponent, who has to make a reflex save or get smashed by the accumulated mass of it all :10d6 damage. Seeing as how when I pass by, the mass of junk would be falling laterally, it would crash into them as a falling object. You can fall 300 feet in a round, so you could smash through a ton of opponents.
Add a net or harpoon with spring attack to debuff. But planar shepherd does all the work there and real world physics are weird when adjudicated, it seemed kinda lame.

That's an interesting idea. at least someone touched on it here.

Are there rules for creating a gravity sink in D&D if a hulking hurler let you borrow his osmium yo-yo? I don't know about them. Are they hidden in spelljammer or something?

Inevitability
2017-04-25, 02:06 PM
Are there rules for creating a gravity sink in D&D if a hulking hurler let you borrow his osmium yo-yo? I don't know about them. Are they hidden in spelljammer or something?

It seems problematic, at the least. The most ridiculously used justification for bringing real-world physics in D&D I see is the following line:


The Material Plane tends to be the most Earthlike of all planes and operates under the same set of natural laws that our own real world does. This is the default plane for most adventures.

The obvious problem here is that we're talking about a scenario that's explicitly not taking place on the material, but in a bubble that's essentially the astral.

Of course, one could also argue that despite the bubble, the area still counts as the MP, in which case I suppose rules could be inferred from physics.

Zaq
2017-04-25, 08:50 PM
I had to stop for a minute after reading Sir Jasonica Deathbringer.

Like, I didn't enter in this competition. Who submitted the brilliant parody-troll-protest build in my place? Because that's what we have on our hands here. There's a lot of subtle touches that make it really well-done.

I think the image is wrong, though. It should be this:
https://images.duckduckgo.com/iu/?u=http%3A%2F%2Fstream1.gifsoup.com%2Fview3%2F3383 434%2Ftroll-dance-o.gif&f=1

It's way too early for this, but I give Sir Jasonica my vote for HM.

(Plenty of the other builds are also excellent stuff. I'm very happy I didn't enter this round. I couldn't have even if I had wanted to, between a birthday and a vacation and a new job and a new D&D campaign, but still. I would not have measured up.)

WhamBamSam
2017-04-25, 09:30 PM
My idea was to go planar shepherd (astral) using the rules to render all nonanimate matter around myself as if affected by no gravity. Then carry around a super dense item to attract all of it. You know, how gravity works in space where the largest mass attracts smaller masses. Then "fall" towards an opponent, who has to make a reflex save or get smashed by the accumulated mass of it all :10d6 damage. Seeing as how when I pass by, the mass of junk would be falling laterally, it would crash into them as a falling object. You can fall 300 feet in a round, so you could smash through a ton of opponents.
Add a net or harpoon with spring attack to debuff. But planar shepherd does all the work there and real world physics are weird when adjudicated, it seemed kinda lame.I don't think that works. There isn't actually 'no gravity' in space. Space is on the Material Plane, so there's normal gravity there, there just aren't things with a strong gravitational pull nearby. In a plane which truly has no gravity, massive objects shouldn't have any pull.


as do savant and factotumAnd Mountebank and PsyRogue if we really feel like dredging up all the options available, along with the Shifter Ranger, Shifter Druid, and Elf Ranger sub-levels.

KrimsonNekros
2017-04-26, 09:01 AM
My idea was to run a Psion Cobra Strike Monk, and abuse Flurry of Blows while using psionics and metamorphosis to maintain combat viability.

FunkyGoose
2017-04-26, 01:40 PM
[Speculation stuff]

Venger
2017-04-26, 02:14 PM
Let's leave the judging to the judges so we don't spoil their palates. We can ask that chef after the reveal.

remetagross
2017-04-27, 09:45 AM
I'm utterly impressed by the number of dishes for such an unsavory ingredient :smallbiggrin:

Amphetryon
2017-04-29, 02:39 PM
My idea was not significantly different than one or more submitted builds, so it's probably good for all that I failed to finish it.

Thurbane
2017-04-29, 06:51 PM
My honorable mention goes to Willow.

Inevitability
2017-04-30, 04:06 AM
That's right: HMs are a thing.

I vote for Willow as well.

WhamBamSam
2017-04-30, 04:50 PM
Judging Update: Originality is graded across all builds. I'm hesitant to say that equates to being 1/4 done, as different categories tend to take me different amounts of time. I'm also going to be sidetracked from my internet grading by real world exams that I'll have to grade on Tuesday, but yeah. That's where I am as of right now.

Also, what do people think of Hammer of Moradin as a potential future SI? Its class features do some mildly interesting and largely not terrible things, but its prereqs are just gruesome.

Amphetryon
2017-04-30, 06:25 PM
Hammer of Moradin has a handbook kicking around, as I recall. That could make some aspects of Originality potentially dicey.

Venger
2017-04-30, 06:40 PM
Hammer of Moradin has a handbook kicking around, as I recall. That could make some aspects of Originality potentially dicey.

if there's a handbook out there, I haven't come across it. it's hard to imagine this class being in such high demand for build advice

The Viscount
2017-04-30, 08:21 PM
Those prereqs are really painful, and combined with the features being functional but limited (hit dudes with a hammer better) I struggle to see how we'd be able to make different enough builds for it.

Venger
2017-04-30, 08:43 PM
I'm inclined to agree. due to all those reqs I can't see how a chef would have much room to put a thumbprint on it.

noob
2017-04-30, 09:10 PM
On the falling object damage on the dmg I believe there is a 20d6 damage cap.
Can anyone find that(if that exists)?

Inevitability
2017-05-01, 12:13 AM
On the topic of future ingredients, I'm still holding out for Eunuch Warlock.

Sian
2017-05-01, 02:20 AM
I'll call for the old standby of Watch Detective.

Or any self-contained spellcasting Prestige class

Thurbane
2017-05-01, 03:57 AM
On the falling object damage on the dmg I believe there is a 20d6 damage cap.
Can anyone find that(if that exists)?

Refer to Dungeon Master's Guide page 303. Check the wording, though, it's a little unclear (IMHO) if the damage cap is a total cap, or only applies to adding damage for distance fallen.

FunkyGoose
2017-05-01, 05:33 AM
If we're nominating the next SI, I'd like to throw in a mention for the Maquar Crusader.

Darrin
2017-05-01, 06:26 AM
Refer to Dungeon Master's Guide page 303. Check the wording, though, it's a little unclear (IMHO) if the damage cap is a total cap, or only applies to adding damage for distance fallen.

By RAW, the DMG caps falling object damage due to distance fallen at 20d6. Damage due to weight is still uncapped.

The Rules Compendium changed the wording, however, and capped all falling object damage (weight and distance) at 20d6.

WhamBamSam
2017-05-02, 10:55 AM
Those prereqs are really painful, and combined with the features being functional but limited (hit dudes with a hammer better) I struggle to see how we'd be able to make different enough builds for it.
I'm inclined to agree. due to all those reqs I can't see how a chef would have much room to put a thumbprint on it.I can think of a few different ways in and the 9th level ability at least is somewhat unique (Great Flyby Attack works similarly, but depending on the reading, the Hammer of Moradin ability might apply to every throw) while the rest are at least decently useful. But I suppose the prereqs would result in a certain degree of homogeneity and the last few rounds where we were asked to cook Dwarf burgers ended up being very small.


On the topic of future ingredients, I'm still holding out for Eunuch Warlock.I have a rough skeleton of a stub ready for OA Eunuch Warlock. I do still think it's a bit awkward to use the Dragon 318 update for everything except Eunuch Warlock though. I mean, if we're going to set that precedent, we might as well do the 3.0 OotBI, which is significantly more interesting than the abomination it was updated into.


I'll call for the old standby of Watch Detective.

Or any self-contained spellcasting Prestige classOh man, Watch Detective is going to be a blast. I've got two rough ideas, and they're both ridiculous.

I'd love to do Demonologist or Mortal Hunter. Any particular others in mind?


If we're nominating the next SI, I'd like to throw in a mention for the Maquar Crusader.I'm not as keen on Maquar Crusader as I might once have been. It's basically Devoted Defender except its prereqs are worse and it delays the defensive abilities that are actually interesting in exchange for a crappy Smite. Also the little +1 bonuses that both classes give you at higher levels in lieu of actual class features don't really give a reason to stick around.

And, of course, sing along you know the words. Beast Heart Adept, Rage Mage, Doomlord, Bayushi Deceiver, Oozemaster, etc.

WeaselGuy
2017-05-02, 11:17 AM
I was actually bored yesterday and did a write up for a Hammer of Moradin, and now I kinda want to play one...

The Viscount
2017-05-07, 11:08 PM
I was actually bored yesterday and did a write up for a Hammer of Moradin, and now I kinda want to play one...

Oh no it's spreading! It's only a matter of time before we all like the class. You're next! You're next!

Deadline
2017-05-08, 10:56 AM
Oh no it's spreading! It's only a matter of time before we all like the class. You're next! You're next!

*Dons hipster glasses*

Meh, I was into Hammer of Moradin before it was cool. :smallbiggrin:

WhamBamSam
2017-05-15, 07:14 AM
The forums are back! It’s fortunate that I work with so many tabs open. I had the relevant pages of this thread on separate ones from the main one I was using for browsing when the forums went down, and thus was able to complete my judging over the course of last week.

Ray and Rae – 12.75Originality – 4I did briefly consider trying shenanigans with Blink when it came up on a search for “Ethereal” in the SRD, but you were the only one to go for it. My own thoughts for Blink-based builds would likely have veered away from Bard as well, despite the BAB advantage, so points for that, especially as it opens up Greater Blink on your 8th caster level, before the Wizard would get a hold of it, as well. Ronin and Windrider are interesting choices, though they feel a little like originality for its own sake, compared to what would seem the natural progression of more Sublime Chord casting. There is a logic behind them though, as the build is a charger with pet-based tactics. I knew we’d see Roof-Jumper on a SI with overlapping prereqs based around environments with weird “falling” rules, though, and indeed there was another build using it among the pack. Still, I think you come out ahead on your list of ingredients. (+0.5)

I’m so far down the 3.5 rabbit hole that I’ve started to become a tad bored with heavy object dropping tactics, and Roof-Jumping. I do like the Blink shenanigans as a means of setting it up though (at least in concept), and being able to share it with your Rhino so that you can both do some approximation of the tactic is pretty cool. (+0.5)

I did like the picture, but I’d like to see a bit more to justify giving you the quarter point for fluff. (0)

Power – 3.5Since you take so little Astral Dancer and it doesn’t affect the timing of your Sublime Chord entry, it mostly doesn’t change things for you. You have to sink three feats into entry, but assuming your Blink trick works, those feats are largely worthwhile for Roof-Jumper qualification, and you get what amounts to a pretty strong, somewhat unusual flight ability out of it. Call it a wash. (0)

I’m honestly a little perplexed as to why you wouldn’t just stick with Sublime Chord progression. It probably would have done more for your schitck than Windrider or Ronin. But if I’m going to measure you as a charger, you look okay. You’re slightly harder to cut off than the average ubercharger, and even without pounce your damage output still looks okay with Roof-Jumper combined with weird falling and the rhino dropping. I’d say you come out decently ahead overall. (+0.5)

Elegance – 3.5You qualify for everything. (0)

A lot of DMs will take issue with moving by force of will when Blinking. At least they will likely argue that you’re subject to the Material Plane’s gravity as well due to spending half your time there. Force of will movement is fast enough to counteract and overcome the force of gravity (based on the falling rules) however, so your tactic probably works. (-0.25)

More problematic are some of the attempted mount shenanigans. The commonly held interpretation is that additional HD for companions/mounts do not allow you to increase ability scores every 4 HD. This would prevent you boosting it to 3 Int, which for many DMs might be a dealbreaker when trying to give the thing Battle Jump. Maybe pay to have it Chaos Shuffled or PsyRefed? (-0.25)

Even if you can clear that hurdle, it seems to me that deliberately dropping the Rhino (and hence causing it damage) might constitute “intentional mistreatment,” and hence violate the Windrider code of conduct. (-0.5)

You have a few PrC dips, but I don’t see it as being bad enough that reasonable DMs will find fault with your overall progression. (+0.5)

UoSI – 1.75 You make use of the prereq feats and skills to qualify for Roof-Jumper and can work with the skill list well enough to make it into Sublime Chord on time. (+0.25)

You don’t really have a use for Relative Altitude. (0)

Evasion might work while Blinking, but it’s a little sketchy (Blink already reduced damage from area effects by 50% to account for being Ethereal half the time) and you never get it on the Material or get the Improved version. (0)

I’ll admit to a certain degree of amusement with your Improved Maneuverability Blink flight. (+0.5)

You don’t get Astral Dodge, Astral Agility, or Lightning Speed. (0)



Sir Jasonica Deathbringer – 8.25Originality – 1.75I’ll admit to not expecting Divine Mind, but you don’t seem to be actually using it for anything except its badness. Still, I can’t say that your ingredient choices are completely stale, if only because most people have the good sense to keep them sealed up. (-0.5)

By design there isn’t anything going on here of mechanical interest. (-1)

At the risk of ruining an intentionally low score, I’ll admit to being amused. Have a quarter point for fluff. (+0.25)

Power – 1Between sinking feats into feat taxes and cutting off your power progression just when it starts to pick up, Astral Dancer has managed to do the impossible and make the Divine Mind significantly worse. (-0.75)

This build is, by design, not good at its primary job of melee combat. It dives headlong into bad options and known traps. I’m tempted to leave you short of the score of 1 you so crave just because Improved Initiative isn’t that bad, but I know I wouldn’t do that if the build was serious, so here you go. (-1.25)

Elegance – 4Your initiator level is only 0.5 at level 1 and hence you do not qualify for Martial Study (Steel Wind). Fortunately, switching it with Mobility doesn’t result in too much of a problem. (-0.5)

You avoid multiclass penalties. (0)

While some DMs, like the one in your write-up, might take issue with the character, it won’t be on account of his progression on a structural level. 10/10 is nice and clean. (+0.5)

UoSI – 1.5 You make use of the prereq feats to qualify for Whirlwind Attack and seem to work with the skill list reasonably well. Partial credit. (+0.25)

You make don’t really have a use for Relative Altitude. (0)

You don’t have a means of getting to planes where your Evasion abilities work like many other competitors do, and don’t really have that great a Ref save anyway. (0)

Your speed for force of will movement is pretty low, and by going the Whirlwind Attack route from Spring Attack, you de-emphasize mobility, so I don’t see a lot of value in Improved Maneuverability here. (0)

You don’t really do much with Astral Dodge. (0)

Nor with Astral Agility. (0)

You make it all the way to the capstone for Lightning Speed, so enemies that would bother spending an AoO on you are out of luck, I guess. Partial credit. (+0.25)


Willow – 16.5Originality – 4.5A Wispling Jester you say? I mucked around with a lot of Alter Self/Assume Supernatural Ability chicanery, but not knowing about the Ether Scarab, I wasn’t really considering Outsider typing. Good on you for getting within a size category of Tiny as well. And hey, you’re using Jester’s unique features for something so it’s not just trying to milk originality from something that might as well have been a Bard. Very nice. You do have a few popular and obvious choices like Shi’quos School, but on the whole, I’m very intrigued. (+0.75)

Goading enemies through portals to the Ethereal created via the form of a monster I’ve never heard of? Very nifty indeed. (+0.75)

I need to see a little more before I hand out the quarter point for fluff. (0)

Power – 3.5While more Jester casting would have been nice, Astral Dancer does seem to be helping your schtick more than hurting it. (+0.5)
Not qualifying for Warshaper (see Elegance) hurts, especially as it makes you more fragile, but on the whole you look okay at drawing enemies and weathering their assaults to lead into Shi’quos School and Combat Panache making them look foolish. As entertaining as the tactics are, however, I’m not convinced they stack up well against more conventional goad/lockdown builds (say, a mid-op Knight). You have a little spellcasting to fall back on, but they’re low level, and aside from Alter Self (and again, see Elegance on Assume Supernatural Ability), I don’t know what your spells known might be, so it’s difficult to say how much it can do for you. Call it a wash. (0)
Elegance – 4Change Self appears to be the 3.0 version of Disguise Self and not the Change Shape special ability, and is therefore insufficient to qualify for Warshaper, and Alter Self does not grant subtypes, so you cannot gain the Shapechanger subtype that way. Even if you found a form which qualified via Assume Supernatural Ability (but see below), Warshaper is a Complete Warrior PrC, so you would disqualify yourself when in any other form. (-0.5)

I think it’s pretty clear that Assume Supernatural Ability (unlike, say, Metamorphic Transfer) only allows you to gain a single (Su) ability from a single specified form, as opposed to an ability from each form you assume. I didn’t mark you up in Power for added forms though, so I’ll just assume that you have Assume Supernatural Ability (Ether Scarab’s Planar Rip) and let that be that. (0)

You avoid multiclass penalties. (0)

At a glance (ignoring the above qualification issues), I can’t see a reasonable DM taking issue with your level progression. (+0.5)

UoSI – 4.5You make use of the prereq feats to qualify for Shi’quos School and Sidestep Charge, and the skill list is a smooth transition for you. Spring Attack gives you a limited means by which to not provoke AoOs when entering opposing squares while in Tiny sized Ether Scarab form. (+0.75)

You make use of Relative Altitude via Shi’quos School. (+0.5)

Planar Rip gives you a route to a suitable plane to ensure that your Evasion abilities work in the levels prior to when they work in all environments, and you have a decent Ref Save. (+0.5)

Improved Maneuverability helps you to to position yourself more precisely for Combat Panache. Not prioritizing Int as much as other builds makes you a bit slower, but I’d say you at least do well enough for partial credit. (+0.25)

Astral Dodge synergizes with Sidestep Charge and helps you to survive your tactic of goading enemies into your Planar Rips. (+0.5)

Astral Agility to set enemies up for Combat Panache is pretty fun. More Int would have been nice, but the class level bonus should be sufficient most of the time. (+0.5)

You make it all the way to the capstone for Lightning Speed, and as you spend a lot of time Tiny, you benefit from another way of entering opponents’ squares without provoking. (+0.5)


Cheth Deppard – 12.75 *My Vote For Honorable Mention*Originality – 4.25I thought we’d see some Planar Bubble chicanery and that someone might go Planar Shepherd to get it. I’ve never seen anyone actually go Talaire over taking Hidden Talent, though, so that’s sort of unique. Abolisher over standard Druid entry to Planar Shepherd is something. Roof-Jumper was somewhat expected and used by another entry this round, but Psionic Charge and Fleet of Foot offer something a bit more novel. You come out looking pretty good, on the whole. (+0.5)

Planar Shepherd is known cheese in generality, so that’s going to hurt you, and you weren’t the only one to try pulling subjective gravity Roof-Jumper shenanigans, but beyond that things are largely positive. I didn’t know there was a “late bloomer” option for Talaire, so that’s a pretty nifty trick to nab a free-ish PLA and more importantly psionic-ness from an otherwise useless bonus feat. Even if it’s a fairly small thing, it’s a small thing that I will be making note of for potential future use, so it does well for you here. I also really like the charge redirecting in conjunction with subjective gravity rules and particularly the hole regarding charging in the list of things that reduce an Astral Dancer’s maneuverability for weirder and more broadly applicable Roof-Jumper charges. (+0.75)

No fluff. Cool picture though. (0)

Power – 3.25When the base of your dish is effectively Druid/Planar Shepherd (albeit with a few wrinkles), Astral Dancer is going to be like garnishing with sawdust, especially as the Astral Plane lacks magical beasts. I appreciate the mention of other possible planes for subjective gravity Planar Bubble, but that then exacerbates the problem of the comparative value of another level of Wild Shape progression being so much more valuable than anything Astral Dancer gives you, to say nothing of spellcasting progression. That said, the hole in the wording of Improved Maneuverability with regard to charging does seem to offer you something fairly unique, so that keeps you from hitting rock bottom. (-0.5)

Taken as a charger, however, you start to look a lot better. Your mobility tricks allow you to charge along routes that are much harder to cut off, and moreover, they let you “fall” further for Roof-Jumper purposes more reliably which increases your damage output. You can get pounce through Wild Shape as well, though your uses/day are limited (I suppose you’re already limited to about the span of a single Wild Shape by Planar Bubble anyway), even if your DM lets Planar Shepherd stack with Abolisher (which I feel they should, to be clear), and you have to burn them to fuel Cheetah’s Speed (meaning you can only do the nova damage from Cheetah’s Sprint charging once per day if you want to use a Wild Shape use actually Wild Shaping). And that’s assuming nothing goes amiss with your Planar Bubble. Note that Swift Concentration is only usable for one round out of a given encounter, after which it is unusable for the remainder by the rules for skill tricks. You’re not quite down to a 15 minute adventuring day, but I could see Cheth running out of juice when the rest of his party wants to keep going. That stops you short of as good a score as you could have, though having 7th level Druid casting to fall back on cushions the blow slightly. (+0.75)

Elegance – 2.5You don’t qualify for Martial Study (Steel Wind) at 1st level, as your initiator level is only 0.5. Fortunately, it appears this issue can be fixed by switching it with Mobility and rejiggering skill points a bit. (-0.5)

Since Player’s Guide to Faerun is more recent than Complete Warrior you qualify for Fleet of Foot even when not Wild Shaped. (0)

You avoid multiclass penalties. (0)


You avoid multiclass penalties. (0)

You are significantly dippier than the rest of the competition. I try not to be too punitive of such things, but you’re starting to get into the territory where less enlightened DMs are going to start looking askance at your build (even if straight Druid would beat all the dipping). (0)

You take a flaw. (-1)

UoSI – 2.75You benefit from a variant version of Dodge, and cushion the feat tax with bonus feats, as well as making use of the prereq feats and skills to qualify for Roof-Jumper. (+0.75)

You don’t really have a use for Relative Altitude. (0)

Planar Bubble (and to a lesser extent, Plane Shift) keeps you in position to use Evasion when it only works in certain environments. Your Ref Save isn’t very good, but that actually makes Improved Evasion more worthwhile, so you at least get partial credit. (+0.25)

Improved Maneuverability’s lack of verbiage regarding charges combined with various methods of direction changing on a charge for oddball Roof-Jumper charging is great. Full marks. (+0.75)

You don’t really have much synergy with Astral Dodge, and don’t get the upgrade to it at 10th level. (0)

You don’t really use Astral Agility. (0)

You don’t get Lightning Speed. (0)



The Quiet One – 17.75Originality – 4.5 To the extent that Astral Dancer can be said to be a class for anyone it’s a Monk class, and Shi’quos School was very popular this round for obvious reasons. Everything else is golden though. I have to admit, Buomman flew under my radar when I thought about Planar Bubble tricks. And Word Given Form? Tell me more. No, seriously, I’m not sure I’ve ever seen more than one or two vague asides to it before. Savant as a route to Truespeak which also opens up Craven and Staggering Strike is also cool and the sort of thing you don’t see often, as is the use of a Truebond ritual to mitigate item reliance somewhat. (+0.75)

Total concealment you say? Well, that is interesting. The prereqs are steep, but yeah. Word Given Form is very cool indeed. It’s perhaps not the most off-the-wall thing conceptually, in the sense that it’s just buffing expected Spring Attack tactics, but it’s hard to turn one’s nose up at “Stealth Hit and Run in Space.” (+0.75)

No real fluff to speak of, no pun intended. (0)

Power – 4.5Working from a Monk/Savant base means that you aren’t giving much up by bailing out into a PrC, even one like Astral Dancer. Moreover, your fighting style gels well with the emphasis on mobility. If there’s a build that can be said to really want this PrC, it looks a lot like this one. (+0.75)

I’m a little worried about your statline. Low Str and not great BAB might cause you some difficulty when it comes to actually hitting things on your Spring Attack runs. Total Concealment to deny Dex to AC and only worrying about an attack at your full BAB help though. Your damage output is also rather low, but Shi’quos School+Staggering Strike is a pretty good lockdown combination while the enemy is whittled away. You also have some added utility as a sneak and trapmonkey, and are quite difficult to kill between your stealth/concealment, AC bonuses, Spell Reflection, and Evasion. I’m not completely blown away, but I like what I see. (+0.75)

Elegance – 4You qualify for all non-SI things. (0)

With Monk as the favored class for Buommans, you avoid multiclass penalties. (0)

I don’t see any issues with your general level progression. (+0.5)

While I appreciate that you spend a feat and go through the Truebond Ritual, and consequently did not ding your Power score for item reliance, I do have a slight issue with requiring a custom use-activated item of Planar Bubble. I doubt I’d have too much issue with it as a DM, especially if you went through the trouble of a Truebond Ritual to self-craft it, but it is still something that requires custom item rules, and hence additional DM approval. (-0.25)

Some people will balk at the use of Desert Wind Dodge to activate Word Given Form. I’m personally on your side, and would argue that it is in this case counting as Dodge for the purpose of a special ability, but they would argue (and do, whenever such a tactic is proposed in a thread) that only applies to qualifying to have the ability and not its use, so it’s still a questionable interpretation for our purposes, in that it may make the build harder to bring to a table. (-0.25)

UoSI – 4.75You pick up the prereqs as bonus feats, swap out Dodge for a variant which is superior for your tactics while also using a class ability for a small increase in the bonus it grants, and make further use of the prereq feats to qualify for Shi’quos School and Word Given Form. (+0.75)

You make use of Relative Altitude via Shi’quos School. (+0.5)

Planar Bubble helps you keep your Evasion abilities working at lower levels before they work in all environments, and you use the fact that you’re getting Evasion later to trade it out for Spell Reflection at Monk 2. (+0.75)

You make a point of pumping Int so you can move faster through force of will movement and use your movement to activate Desert Wind Dodge and in turn Word Given Form. I’d say you’re getting pretty good mileage out of Improved Maneuverability. (+0.75)

While I disagree with the notion that Astral Dodge could be used to trigger Word Given Form by itself (identical means identical, and neither Dodge nor any of its variants grant their dodge bonus under the same circumstances as Astral Dodge), you do make a point of stacking other bonuses and miss chances on top of it, and have Spell Reflection to punish those that miss you with spells. (+0.75)

You don’t appear to have much use for Astral Agility. (0)

You make it all the way to the capstone for Lightning Speed, and at least move around enough to potentially get some use out of it (assuming you couldn’t just avoid AoOs anyway with your speed, maneuverability, and Tumble skill). That’s at least good enough for partial credit. (+0.25)


Ellie – 10.5Originality – 2.5Jaunter was popular this round, but Shadowlord was unique. Barbarian and Fighter are vanilla enough that I’m not going to make too much of a stink over them showing up in multiple builds, and Crafty Hunter is a little-used variant. We’ll call it a wash. (0)

Pretty much everything here apart from the stapled on Astral Dancer levels is standard fare for a Shadowlord build though, the sort of thing that a handbook or your average forum-goer would proscribe. Lucid Dreaming to help meet the Jaunter fluff prereq is sort of interesting, but cheese involving the skill is also quite popular in forum discussions. (-0.5)

Fluff is a little short of what I’m looking for. (0)

Power – 2Apart from the corresponding prereqs, I don’t see a lot of reason for Astral Dancer to be here. As a Shadow Pouncer you prefer teleportation to mucking around with weird gravity movement, hiding places aren’t exactly abundant on the Astral, and there are many avenues that look more appealing to a Shadow Pouncer. (-0.5)

This isn’t really up to the standard I expect for a Shadow Pouncer. You’re only putting out one full attack per round, and needing to teleport into melee range actively works against your desire to make ranged attacks (I expect some DMs to take issue with the notion that teleportation doesn’t constitute movement for the purpose of determining whether you can take a 5-ft step and many enemies will have the reach to AoO you anyway). Just getting Quicken Spell-Like Ability (Benign or Baleful Transposition) or Martial Study (Shadow Stride) over Practiced Spellcaster would have helped a lot, but as is, I see problems here. You do at least get to your 4th iterative, which helps somewhat, but I’m fairly unimpressed on the whole. (-0.5)
Elegance – 3.75Your write-up mentions taking Spring Attack at 4th level with your Fighter Bonus Feat, and that causes far fewer problems, so I’m going to give you the benefit of the doubt and assume that you meant to put that in your table instead of Weapon Finesse. (0)

Your initiator level is only 4.5 at the time you take Martial Stance (Assassin’s Stance), so you don’t qualify. This would also mean that you don’t qualify for Telflammar Shadowlord, but again, I’m going to throw you a bone and not double dip you. (-0.5)

You arguably do not qualify for Craven, as it requires the Sneak Attack class feature, and you’re getting Sneak Attack from Assassin’s Stance. (-0.25)

The above are issues, but zooming out, I don’t have any real issues with your overall progression. (+0.5)

UoSI – 2.25 You make use of the prereq feats to qualify for Jaunter and Telflammar Shadowlord, and seem to work reasonably well within the class skill list. (+0.5)

You don’t really seem to do much with Relative Altitude. (0)

Jaunter helps you to reach planes where your Evasion abilities work, and you have a good Ref save. (+0.5)

Seems to me that you’d rather teleport than mess around with no gravity or subjective gravity movement, even with Improved Maneuverability. (0)

You don’t appear to have much of a use for Astral Dodge. You have some AC to stack with it from prioritizing Dex, which actually seems to compare reasonably with the AC boosting that others are doing in other ways. However, you don’t get the boost to the ability at 10th level, so I think you should only get partial credit. (+0.25)

You don’t seem to be doing anything with Astral Agility. (0)

You don’t get Lightning Speed. (0)


Samuel Windsinger – 15.75Originality – 4Despite improved mobility being the closest the SI comes to doing anything, Scout was unique and caught me a little by surprise. Jaunter and Shi’quos School were popular, however, and Pouncebarian is an old standby. Raptoran and Plane of Air are interesting choices however, so I’d say you come out a little ahead. (+0.25)

I have some concerns about their actual effectiveness (see other categories), but I like where you’re going with your various subjective gravity movement tricks to trigger Skirmish. (+0.5)

Your fluff made for an enjoyable read. I could see using Samuel as an NPC in an actual game. (+0.25)

Power – 3.5As a Scout, mobility is important to you, and your tactics involve a means of taking your enemies into an environment where the SI can do what passes for its thing. You could probably do more for your damage output with less Astral Dancer, but it looks like a reasonable direction for this build to go in. (+0.5)

You can move and full attack with pounce, but a lot of your other tactics for triggering Skirmish restrict you to a single attack. Also, I’m pretty sure that Astral Agility counts as movement for the purposes of whether or not you can take a 5-ft step, and even if it doesn’t, messing around with a Duom conflicts with TWFing with Rapier and Shortsword. The Footbow solves or at least mitigates this problem with regard to your high level tactic, but even then, you’re only making a single attack on about half your turns. I think that’s a little below the Iron Chef standard for a skirmisher, but the ability to debuff with Shi’quos School and teleportation utility from Jaunter that most Scout builds wouldn’t get cushion the blow. (0)

Elegance – 4.25You qualify for all non-SI things, and avoid questionable rules interpretations (besides the 5-ft step thing which already factored into your Power score). (0)

A Raptoran’s favored class is Cleric, so you incur multiclass penalties from level 6 onward if you’re unfortunate enough to be playing at a table that enforces them. (-0.25)

At a reasonable table, however, I doubt you’d raise any eyebrows. (+0.5)

UoSI – 4 You pick up Mobility as a bonus feat and make use of the prereq feats to qualify for Jaunter and Shi’quos School. The SI makes Bluff (a critical skill for you) a class skill where it wasn’t before. (+0.75)

You make use of Relative Altitude via Shi’quos School. (+0.5)

Jaunter gives you (and your marks) a route to a place where your Evasion abilities work even at lower levels, and you have an excellent Ref save. (+0.5)

While regular Raptoran flight would work on the Elemental Plane of Air, Improved Maneuverability does offer a better option. You want to move around a lot to trigger Skirmish, so even with a lower Int score (and hence slower speed) than much of the competition, you certainly do well enough for partial credit. (+0.25)

Astral Dodge synergizes with the AC bonus for Skirmish, and you prioritize Dex more than most, so I’d say you do well enough for credit. (+0.5)

I’d say that the rules for 5-ft steps pretty clearly prevent you from taking one in the same round you use Astral Agility. A part of me would like to give you partial credit for trying, but ultimately, I think that sets a bad precedent. (0)

You make it all the way to the capstone for Lightning Speed, and your Improved Skirmish tactic could conceivably provoke when you fly away from your mark (even if you’re plenty fast to just tumble out of their threatened area at half speed). I’d say that’s enough for credit. (+0.5)


Zonda Yant – 12Originality – 3.25I did a lot of mucking about with Trapsmith, but not as a route into Swiftblade. I thought we’d see more Factotum due to force of will movement and Astral Agility keying off Int, and more little flourishes of Incarnum to get more out of the Dodge prereq, but that didn’t turn out to be the case. Master Pickpocket is always fun to see. I’d say you come out a little bit ahead. (+0.25)

Nothing strikes me as particularly outside the norm for a Factotum tripper or Spring Attack build here. (-0.25)

I did enjoy the read of your fluff, and the depiction of combat in subjective gravity, though I was a little disappointed that the Xorvintaal reference didn’t pan out to anything in the crunch. (+0.25)

Power 1.5More Trapsmith and Swiftblade would not only net you the last few levels of casting progression, but seem to compare favorably to Astral Dancer on non-casting features alone, as does more Factotum. As a Swiftblade you have some focus on mobility and Spring Attacking, but not that much, and while the use of tripping over Shi’quos School is a bit more unique this round, it also takes one more thing off the short list of reasons for why a character would be an Astral Dancer if the contest weren’t forcing them to be one. (-0.75)

Sphinx Claws very explicitly only allows for pouncing with natural weapons, and you don’t have any. They, along with Brains Over Brawn, do improve your trip checks, but you seem to be missing a lot of things one would generally expect a lockdown tripper to have. You have some casting and skills to broaden your scope and boost you back up a bit, and Swiftblade Haste makes up for losing your last iterative, but I still think you’re falling behind the curve. (-0.75)

Elegance – 4.25It is often argued that Trapsmith 1 is insufficient for Swiftblade entry due to the lack of 3rd level spell slots to restrict to casting Haste. I’m pretty comfortable with treating that as tautologically having used all of your nonexistent 3rd level slots to cast it, but I still have to ding you for a questionable rules interpretation. (-0.25)

You do not incur multiclass penalties. (0)

I’ve no objections to your overall progression. (+0.5)

UoSI – 3You take a Dodge variant which benefits your tactics, and use Dodge and Mobility to qualify for Swiftblade, which in turn gives you Spring Attack. The SI compresses your skill list compared to your Factotum base, but you seem to handle it with relative grace. (+0.5)

You don’t really have much use for Relative Altitude. (0)

You can’t really get yourself to suitable planes to use your Evasion abilities at lower levels the way other builds can, though you do have quite a good Ref save, boosted by Swiftblade and in a pinch, Factotum. Good enough for partial credit at least. (+0.25)

You can move faster than pretty much anyone in no gravity or subjective gravity between your Int focus and Haste, which I’d say makes for a solid use of Improved Maneuverability. (+0.5)

Astral Dodge stacks with Swift Surge and Cunning Defense when you can spare the inspiration point. You typically drop the AC boost from Midnight Dodge to boost Sphinx Claws instead, but the miss chance from Blurred Alacrity more than makes up for it. (+0.5)

You pump the check for Astral Agility pretty well, but you don’t seem to actually do much with it. I thought about using it to move enemies into Trapsmith traps, but that would require more levels of Trapsmith than you’ve invested. (0)

You make it all the way to the capstone for Lightning Speed. That’s enough for partial credit even though I don’t see it doing much for you. (+0.25)


Thanks to my real life students from last semester, the bar for what I consider a frivolous grading dispute is considerably lower than it might otherwise have been, so have at it.

Heliomance
2017-05-15, 05:43 PM
Just a heads up: I'm on a training course this week so I'm likely to not be around much.

The Viscount
2017-05-15, 06:32 PM
Much obliged, Sam.

Heliomance
2017-05-22, 04:30 AM
Right, sorry for the delay! We have one singular dispute, so hopefully we can wrap this up quickly and get on to the next round!



The forums are back! It’s fortunate that I work with so many tabs open. I had the relevant pages of this thread on separate ones from the main one I was using for browsing when the forums went down, and thus was able to complete my judging over the course of last week.


Huzzah! I spent the last week wondering, "Did WhamBamSam have those pages saved somewhere? Maybe I can dig up Helio's email from somewhere and she can email him the entries while the forum is down? Will PMs work without the foru-- uh, nope." You, my good sir, are the very essence of awesomesauce.

I think most of my objections here would be considered "frivolous grading quibbles", but after going through a week forum withdrawal, I guess I'm in a frivolous mood.



Note that Swift Concentration is only usable for one round out of a given encounter, after which it is unusable for the remainder by the rules for skill tricks.


The text in Complete Scoundrel is ambiguous, so I assumed that using Swift Concentration was an ongoing effect so long as I'm trying to maintain concentration over multiple rounds on a single effect. Nothing in the text for Swift Concentration or the Skill Trick rules specifies a particular duration, outside of the "once per encounter" or "once per minute" limitation. Swift Concentration says:

"Benefit: You can maintain concentration on a spell or similar effect as a swift action."

Since maintaining concentration is something you generally do over several rounds, I assumed the skill trick could be used for multiple rounds, so long as you're maintaining a single concentration effect for that encounter and have a swift action available every round. My evidence here is the benefit text and the fluff about "maintain your mental focus while
attending to another task" appear to be talking about an activity that takes multiple rounds... but it's mostly appearance. However, on the other side of the argument... I don't see anything explicitly in the text that says Swift Concentration only lasts a single round.

And on the gripping hand... I'm not sure I lost any points for this, so I'm not entirely sure why I'm arguing about this, other than for the sake of argument.



You don’t qualify for Martial Study (Steel Wind) at 1st level, as your initiator level is only 0.5. Fortunately, it appears this issue can be fixed by switching it with Mobility and rejiggering skill points a bit. (-0.5)


While I can't really argue with the RAW here (yes, 0.5 IL rounds down to zero at level 1), this is a dysfunction that I'd be more inclined to handwave than stick to the RAW.

Mostly I'm still peeved that after all those dips, I couldn't find any other way to get Balance as a friggin' class skill.



Since Player’s Guide to Faerun is more recent than Complete Warrior you qualify for Fleet of Foot even when not Wild Shaped. (0)


Huh? Why would Fleet of Foot (CW version) only work when Wild Shaped?

As far as the PGtF version goes, I'd prefer to treat these two feats as separate feats from different sources rather than the PGtF version superceding the CW version. If the PGtF version takes precedence, then I don't qualify for Fleet of Foot because regional feats can only be taken at 1st level (along with some other racial/regional requirements), and 2) it has a different benefit that has nothing to do with changing direction during a charge. So... again, not sure why I'm arguing here, because you didn't assess a penalty, or maybe I'm trying to make you penalize me for not qualifying for the FR version? Do I even understand the purpose of these disputes...? No? Well. My point, if I have one, is while I'm normally a big fan of establishing the rules provenance of which text takes precedence over what, I think the CW version's ability is unique enough (outside of Psionic Charge/Twisted Charge) that it should still be available as an option.

WhamBamSam
2017-05-22, 12:54 PM
The text in Complete Scoundrel is ambiguous, so I assumed that using Swift Concentration was an ongoing effect so long as I'm trying to maintain concentration over multiple rounds on a single effect. Nothing in the text for Swift Concentration or the Skill Trick rules specifies a particular duration, outside of the "once per encounter" or "once per minute" limitation. Swift Concentration says:

"Benefit: You can maintain concentration on a spell or similar effect as a swift action."

Since maintaining concentration is something you generally do over several rounds, I assumed the skill trick could be used for multiple rounds, so long as you're maintaining a single concentration effect for that encounter and have a swift action available every round. My evidence here is the benefit text and the fluff about "maintain your mental focus while
attending to another task" appear to be talking about an activity that takes multiple rounds... but it's mostly appearance. However, on the other side of the argument... I don't see anything explicitly in the text that says Swift Concentration only lasts a single round.

And on the gripping hand... I'm not sure I lost any points for this, so I'm not entirely sure why I'm arguing about this, other than for the sake of argument. It might have bumped you up a quarter point (and if so, even squeezing in some Uncanny Trickster to be able to do it twice per encounter would have been sufficient), but I still think my reading is right by the RAW. For Swift Concentration to apply to the spell as a whole, I feel it would have to be phrased differently. As it is, I read it as applying to the discrete action of maintaining concentration on a given round. No change


While I can't really argue with the RAW here (yes, 0.5 IL rounds down to zero at level 1), this is a dysfunction that I'd be more inclined to handwave than stick to the RAW.

Mostly I'm still peeved that after all those dips, I couldn't find any other way to get Balance as a friggin' class skill. As a DM, I'd be willing to houserule IL to minimum 1 so people could qualify for Martial Study at 1st level, but it would clearly be a houserule.

I'm surprised there isn't a listed Apprentice option that gives Balance. I sympathize with your situation, but you still did technically fail to qualify for a feat. No change


Huh? Why would Fleet of Foot (CW version) only work when Wild Shaped?

As far as the PGtF version goes, I'd prefer to treat these two feats as separate feats from different sources rather than the PGtF version superceding the CW version. If the PGtF version takes precedence, then I don't qualify for Fleet of Foot because regional feats can only be taken at 1st level (along with some other racial/regional requirements), and 2) it has a different benefit that has nothing to do with changing direction during a charge. So... again, not sure why I'm arguing here, because you didn't assess a penalty, or maybe I'm trying to make you penalize me for not qualifying for the FR version? Do I even understand the purpose of these disputes...? No? Well. My point, if I have one, is while I'm normally a big fan of establishing the rules provenance of which text takes precedence over what, I think the CW version's ability is unique enough (outside of Psionic Charge/Twisted Charge) that it should still be available as an option.Because the CW version of Fleet of Foot requires Dex 15, and Cheth only has 14 Dex in his natural form.

I actually only checked the PGtF version at a glance for prereqs. Upon rereading, I'd actually agree with you that the CW and PGtF feats should be treated as distinct. You got the benefit of a rushed reading on my part which gave you the benefit of the CW version with the PGtF prerequisite allowing you to qualify for it by being human (or at least Humanoid (Human)), instead of having the actual requirement of Dex 15. Since the mistake worked out to your benefit, I'm not going to go back and penalize you over it. No change

Darrin
2017-05-22, 01:14 PM
My HM vote goes to Sir Jasonica Deathbringer. The tone was absolutely perfect... although I couldn't help but hear every line in the voice of T. J. Miller (https://www.youtube.com/watch?v=lFFJ5Od82hY).

Bucky
2017-05-22, 02:00 PM
Did all the chefs consider Acorn of Far Travel to be too cheesy to use?

Venger
2017-05-22, 09:21 PM
Did all the chefs consider Acorn of Far Travel to be too cheesy to use?

I don't think its use is cheesy, especially when you have a location-based restriction on your class features, but I feared I'd be slammed by judgings, so I left that in the pantry.

I'm HMing jasonica as well for the above reasons. great job.

The Viscount
2017-05-22, 09:23 PM
I will second the HM for Sir Jasonica Deathbringer. I couldn't help but smile.

As for acorn of far travel, it would require you be able to grow and oak tree on the Astral Plane or similar, which isn't exactly easy since most of them don't seem to have ground. Furthermore, you'd have to be able to get there in the first place, and return to refresh the duration. This combination of factors would mean either heavily leaning on other factors or having enough power yourself to circumvent it. At least that's why I didn't

danielxcutter
2017-05-23, 03:38 AM
Jumping on the bandwagon for Deathbringer as HM, because LOL

Darrin
2017-05-23, 08:35 AM
Just in case Helio was waiting for a table...

Stellar Terpsichoreology



Entry
Alignment/Race
Stub
Schtick
Score
Rank



The Quiet One (link) (http://www.giantitp.com/forums/showsinglepost.php?p=21947791&postcount=123)
L? Buomman
Savant 1/Monk 6/Savant +3/AD 10
Word Given Form/Planar Bubble Sneakery
17.75
Gold



Willow (link) (http://www.giantitp.com/forums/showsinglepost.php?p=21947777&postcount=121)
CE Whisperling
Jester 6/Warshaper 3/AD 10
Planar Rip Hoodwinkery
16.5
Silver



Samuel Windsinger (link) (http://www.giantitp.com/forums/showsinglepost.php?p=21947800&postcount=125)
NE Raptoran
Scout 5/Barbarian 1/Jaunter 4/AD 10
Flying Skirmisher
15.75
Bronze



Ray and Rae (link) (http://www.giantitp.com/forums/showsinglepost.php?p=21947767&postcount=119)
CN Human
Bard 7/AD 3/Sublime Chord 1/Ronin 2/Windrider 7
Rhino Bombing
12.75
4th (Tie)



Cheth Deppard (link) (http://www.giantitp.com/forums/showsinglepost.php?p=21947785&postcount=122)
NG Tailare
Druid 2/Barbarian 1/Fighter 2/AD 1/Abolisher 1/Planar Shepherd 5/AD +8
Supersonic Roof-Jumping
12.75
4th (Tie)



Zonda Yant (link) (http://www.giantitp.com/forums/showsinglepost.php?p=21947806&postcount=126)
TN Human
Factotum 5/Trapsmith 1/Swiftblade 1/AD 10/Swiftblade +3
Embrace the Haste
12
6th



Ellie (link) (http://www.giantitp.com/forums/showsinglepost.php?p=21947795&postcount=124)
? Human?
Barbarian 3/Fighter 1/Jaunter 4/Telflammar Shadowlord 4/AD 8
Shadow Pouncing Backstabbery
10.5
7th



Sir Jasonica Deathbringer (link) (http://www.giantitp.com/forums/showsinglepost.php?p=21947771&postcount=120)
L? Human
Divine Mind 10/AD 10
Bloviational Awesomeness
8.25
Honorable Mention

WhamBamSam
2017-05-23, 12:52 PM
As for acorn of far travel, it would require you be able to grow and oak tree on the Astral Plane or similar, which isn't exactly easy since most of them don't seem to have ground. Furthermore, you'd have to be able to get there in the first place, and return to refresh the duration. This combination of factors would mean either heavily leaning on other factors or having enough power yourself to circumvent it. At least that's why I didn'tDruid 5 or Wild Shape Ranger 8 with Dragon Wild Shape can get to a subjective gravity plane and cast Acorn of Far Travel.

Turn into some flavor of Gem Dragon (Crystal Wyrmling is 5 HD and small size) which lets you Plane Shift to the Inner Planes at will. You can bring as much non-living dirt with you as you need, so find a minor positive dominant patch of the Positive Energy Plane and plant your tree there. Getting the actual tree there and/or growing it in a reasonable amount of time might be a little trickier, but should be within the realm of possibility for your magic.

Subjective directional gravity + Acorn of Far Travel is actually sort of intriguing, as being "under" the tree might change meaning depending on which direction you designate for gravity.

Heliomance
2017-05-24, 10:46 AM
Just in case Helio was waiting for a table...
Thanks very much! I wasn't specifically waiting for one, but I do find these things very useful.





Entry
Chef
Alignment/Race
Stub
Schtick
Score
Rank



The Quiet One (link) (http://www.giantitp.com/forums/showsinglepost.php?p=21947791&postcount=123)
Macabaret
L? Buomman
Savant 1/Monk 6/Savant +3/AD 10
Word Given Form/Planar Bubble Sneakery
17.75
Gold



Willow (link) (http://www.giantitp.com/forums/showsinglepost.php?p=21947777&postcount=121)
FunkyGoose
CE Whisperling
Jester 6/Warshaper 3/AD 10
Planar Rip Hoodwinkery
16.5
Silver



Samuel Windsinger (link) (http://www.giantitp.com/forums/showsinglepost.php?p=21947800&postcount=125)
The Viscount
NE Raptoran
Scout 5/Barbarian 1/Jaunter 4/AD 10
Flying Skirmisher
15.75
Bronze



Ray and Rae (link) (http://www.giantitp.com/forums/showsinglepost.php?p=21947767&postcount=119)
FunkyGoose
CN Human
Bard 7/AD 3/Sublime Chord 1/Ronin 2/Windrider 7
Rhino Bombing
12.75
4th (Tie)



Cheth Deppard (link) (http://www.giantitp.com/forums/showsinglepost.php?p=21947785&postcount=122)
Darrin
NG Tailare
Druid 2/Barbarian 1/Fighter 2/AD 1/Abolisher 1/Planar Shepherd 5/AD +8
Supersonic Roof-Jumping
12.75
4th (Tie)



Zonda Yant (link) (http://www.giantitp.com/forums/showsinglepost.php?p=21947806&postcount=126)
Venger
TN Human
Factotum 5/Trapsmith 1/Swiftblade 1/AD 10/Swiftblade +3
Embrace the Haste
12
6th



Ellie (link) (http://www.giantitp.com/forums/showsinglepost.php?p=21947795&postcount=124)
Vaz
? Human?
Barbarian 3/Fighter 1/Jaunter 4/Telflammar Shadowlord 4/AD 8
Shadow Pouncing Backstabbery
10.5
7th



Sir Jasonica Deathbringer (link) (http://www.giantitp.com/forums/showsinglepost.php?p=21947771&postcount=120)
Rizban
L? Human
Divine Mind 10/AD 10
Bloviational Awesomeness
8.25
Honorable Mention




Congratulations to Macabaret, FunkyGoose, and The Viscount for their places on the podium, and to Rizban for Honourable Mention!

Darrin
2017-05-24, 12:53 PM
Congrats!

I was surprised how many decent builds we managed to squeeze out of this ingredient. I'm still trying to imagine how the editor looked at this and said, "Yes, we can use this." I'm guessing it was more of a "We're a few pages short, have you got anything we cut from the last book?" kinda thing. (Astral Dancer using 3.0 rules for the Astral Plane is kinda a give-away that it was probably cut from an earlier book.) Dungeon Delver had more interesting class abilities.

Hopefully the next SI will have a little more meat on the bones to work with.

The Viscount
2017-05-24, 03:03 PM
Cngratulations to everyone, and well done for reaffirming my belief that the most difficult of ingredients produce some of the most satisfying works. Eagerly awaiting the next one.

Rizban
2017-05-24, 05:57 PM
Woohoo! Lowest score and Honorable Mention. I hit my goal with that build.

Zaq
2017-05-24, 11:22 PM
Woohoo! Lowest score and Honorable Mention. I hit my goal with that build.

I haven't seen a build so delightfully trolltastic in a while. I was laughing out loud reading it. I think my favorite "u mad bro?" moment was the fact that your choice of Planes mantle forced you to take Astral Traveler (thereby theoretically eventually allowing you to access the Astral), but then you veered away before you got access to Astral Caravan (which would have actually let you access the Astral). I know that that didn't happen by accident, but it's subtle enough that you have to actually know what you're doing to slip it in like that. Bravo, sir.

I'm no stranger to submitting builds with HM as the explicit goal, so I was happy to be able to submit my HM vote for an obvious fellow-traveler.