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Inevitability
2017-07-23, 04:56 AM
Welcome to Round 22 of the Villainous Competition!

Previous Competitions
Round One: Leader of Armies (http://www.giantitp.com/forums/showthread.php?395046)
Round Two: Nature's Revenger (http://www.giantitp.com/forums/showthread.php?400517)
Round Three: Double Agent (http://www.giantitp.com/forums/showthread.php?406015)
Round Four: Grave Keeper (http://www.giantitp.com/forums/showthread.php?413480)
Round Five: Crime Lord (http://www.giantitp.com/forums/showthread.php?420704)
Round Six: Ultimate Predator (http://www.giantitp.com/forums/showthread.php?430650)
Round Seven: Wicked Witch (http://www.giantitp.com/forums/showthread.php?444478)
Round Eight: Master of the Tundra (http://www.giantitp.com/forums/showthread.php?461482)
Round Nine: The Power of Villainous Thinking (http://www.giantitp.com/forums/showthread.php?474230)
Round Ten: Henchman Are Villains Too (http://www.giantitp.com/forums/showthread.php?478068)
Round Eleven: The Higher They Rise The Harder They Fall (http://www.giantitp.com/forums/showthread.php?483052)
Round Twelve: Power Comes at a Price (http://www.giantitp.com/forums/showthread.php?488846)
Round Thirteen: The Gadgeteer - You Are Not Batman (http://www.giantitp.com/forums/showthread.php?491932)
Round Fourteen: The Thing That Should Not Be (http://www.giantitp.com/forums/showthread.php?496091)
Round Fifteen: The Horsemen Are Drawing Nearer (http://www.giantitp.com/forums/showthread.php?500829)
Round Sixteen: Burn Baby Burn (http://www.giantitp.com/forums/showthread.php?503974)
Round Seventeen: It's Alive! (http://www.giantitp.com/forums/showthread.php?507768)
Round Eighteen: This is Heresy (http://www.giantitp.com/forums/showthread.php?511933)
Round Nineteen: He Slimed Me! (http://www.giantitp.com/forums/showthread.php?516535)
Round Twenty: Elder Evil (http://www.giantitp.com/forums/showthread.php?521560)
Round Twenty-One: Yarr! (http://www.giantitp.com/forums/showthread.php?527415-Villainous-Competition-XXI-Yarr!)

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

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

Secret Laboratory:
Competitors will be free to use any official 1st party (WotC) 3.5 rulebook in constructing their builds. Dragon Compendium is allowed, but Dragon magazine is disallowed. Unearthed Arcana is allowed. Web-exclusive 3.0 or 3.5 materials by WotC are expressly allowed, but take care to verify that an updated version did not appear in print elsewhere, as this may cause an Elegance deduction at the judges' discretion. Alternate rule systems from UA such as gestalt or Generic Classes are not allowed, as they create a different playing field. Item Familiars and Taint are also banned from the competition. Leadership and all similar abilities are banned for sanity reasons.
Builds that are fully monstrous are allowed at no penalty. All class levels are to be added on as associated class levels.
Elite array (15, 14, 13, 12, 10, 8) is the assumed ability score generation method.
Some monstrous characters can technically qualify for Epic feats as soon as their ECL is over 20. While regular Epic feats will be allowed, Epic Spellcasting and all other Epic feats that affect spells, psionic powers, or item creation are not permitted. Including these would give an unfair advantage over standard characters. For Incarnum characters, Epic Open Chakra feats are allowed; other Epic Incarnum feats are not. The Essentia Capacity increases for Epic capacity as described on p. 212. For all characters, please note that Racial Hit Dice do not count towards Epic Progression; use the regular progression even if the BAB ends up higher than 20.

Deadlines:
Contestants will have until 23:59 GMT Tuesday August 15th to create their builds and PM them to the Supreme Chancellor. Builds will then be posted simultaneously, to avoid copying. Judges will have until 23:59 GMT Tuesday August 29th* 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 deadline is subject to extension as/if required.

Judging:
Judging will be based on the following criteria, with each build rated on a scale from 1 (very poor) to 5 (exemplary) in each area: Originality, Build Elegance, Competence and Power, Memorable Villainy.
Keep these questions in mind when judging each category:
Originality - Is it unexpected?
Build Elegance - Is it mechanically pretty?
Competence and Power - Can it do what the concept asks of it? Is this a powerfully-built character?
Memorable Villainy - Is this a villain with style? Will it be the BBEG players long to finally kill and then talk about for weeks?
Unearthed Arcana can be penalized for elegance if the specific feature seems unnecessary or makes the playing field unfair (In this case, you can give a 1 if it makes the field unfair.)
Power level is up to you. Cheese is acceptable, but should be kept to a sane level unless you're showcasing a new TO build you've discovered. As the Iron Chef competition states, a little cheddar can be nice, but avoid the mature Gruyere unless you're making a cheese fondue.
You may not judge if you entered the contest, unless you withdraw your submission.

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!

Note:
There is now a hard limit on two (2) entries per competitor.

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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


Code immediately below (spoiler).

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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


You can use the table below for Spells.

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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


Code Immediately Below,
Spells per Day/Spells Known
Spells per Day/Spells Known


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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



Speculation:
Please don’t post or speculate on possible builds until the reveal, in order to avoid spoiling the surprise if a particular competitor is producing a build along those lines.
Once builds are revealed, please do not comment on errors or rules issues on entries unless you are a judge. If you have such a comment, wait until the final reveal to post it.

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


I Am The Night!
The Ones Who See



Limitations



Must be "ninja" themed. It'll be up to individual judges to decide how well they think you stuck to the theme.
As always, must be Evil in alignment


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

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

PM: Inevitability
Subject: Villainous Competition 22, Name of your Entry
For Revisions and disputes, do the same thing. It makes it easier for me finding the entries in my mail box.
More questions? PM me with Villainous Competition 22 Questions in the header.

Tips for submitting your entry, provided by Weaselguy:


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

As always: let's keep it nice.

I'll mention that again - LET'S KEEP IT NICE! Bickering, name calling and nasty comments on the entries or other forum members are not tolerated.

New competition rule: if I feel an individual has been overly disruptive during the course of competition discussion, I will not be accepting and revealing any entries from that individual, and they will also not be allowed to judge. Any judging they enter will not be taken into account for the final tally.

It's sad that it had to come to this, but here's a list of permanently banned (from this Villainous Competition) members:

Novolin (http://www.giantitp.com/forums/member.php?148361-Novolin)
Yklikt (http://www.giantitp.com/forums/member.php?133435-Yklikt)

Inevitability
2017-07-23, 04:59 AM
Clarifications

d20 Rokugan is not allowed material.

The Dragon Magazine update for Oriental Adventures is in use.

Leadership is banned. Any material that grants you leadership without you specifically taking it should be ignored and may not be traded away for another feat or ACF. Undead Leadership and Dragon Cohort are likewise banned. Wild Cohort and Obtain Familiar are allowed. If you are not sure if a specific feat violates the 'no leadership' rule, err on the side of caution, or ask me.

On the subject of messaging the chair (me), a few guidelines:
- I am not here to give critiques on your build or guess how the judges might score it! I tend to get quite a few messages of this nature each round.
- For entries, please keep the entry to no more than 2 message, if at all possible.
- For entries, don't expect me to search through your entry and edit in or out material. Entries should be sent to me complete - if there is a later revision, re-submit the full build. PLEASE DON'T INCLUDE TEXT IN YOUR SUBMISSION YOU WANT ME TO EDIT OUT FOR THE POST - SUBMIT IT TO ME EXACTLY HOW I WILL POST THE FINISHED PRODUCT.
- Please make sure the name of your entry is clearly present in the message.

https://i.neoseeker.com/ca/mini_ninjas_conceptart_LV1oo.jpg


Everyone, have fun!

Tiri
2017-07-23, 05:00 AM
Well, this will be interesting.

What I'm really curious about, though, is why the banned members get coloured names.

Inevitability
2017-07-23, 05:01 AM
What I'm really curious about, though, is why the banned members get coloured names.

Novolin's was colored red by Thurbane, and I figured I'd give Yklikt another color to make it more distinctive. Green was the first thing that came to mind.

Tiri
2017-07-23, 05:09 AM
Novolin's was colored red by Thurbane, and I figured I'd give Yklikt another color to make it more distinctive. Green was the first thing that came to mind.

Honestly, I feel like the bright colours make the names dominate the post, which I think is not a good thing.

Florian
2017-07-23, 05:16 AM
Just a suggestion: Let´s keep this positive and not talk about certain people and prior VCs, ok?

Inevitability
2017-07-23, 05:20 AM
Honestly, I feel like the bright colours make the names dominate the post, which I think is not a good thing.

It's all the way at the bottom, though. I'll just spoiler it: hopefully that should end this discussion.

khadgar567
2017-07-23, 05:31 AM
lets hope no one disturbs completions serenity shall we?

Tiri
2017-07-23, 05:46 AM
lets hope no one disturbs completions serenity shall we?

All the previously disruptive individuals have been banned in one way or another, so it looks like that chances of that are high.

khadgar567
2017-07-23, 06:04 AM
@tiri what i mean is lets have a competition were every one acts as adult not 5 year old snooty brat

AvatarVecna
2017-07-23, 06:06 AM
Got an interesting idea for this. Hopefully I'll even be able to finish it this time, too! :smallsmile:

ben-zayb
2017-07-23, 06:14 AM
I... I was hoping it would be multiheaded this time, because RL is pretty busy at the moment and I want to participate in a ninja round so badly. :smalleek:

Alright, let's do this time-management thing.
:smallamused:

Tiri
2017-07-23, 06:22 AM
@tiri what i mean is lets have a competition were every one acts as adult not 5 year old snooty brat

I don't feel like people in these competitions generally behave like that, but I suppose that's a good thing to hope for.

danielxcutter
2017-07-23, 07:21 AM
I have a feeling that all the entries will be super powerful on their own but will get rekt if they fight the PCs in a group. :smalltongue:

Florian
2017-07-23, 07:44 AM
S**t, am I out of shape when it comes to 3.5E, I´m surprised how much I´ve forgotten.
I´m going for a low-power, low-complexity entry making heavy use of Oriental Adventures. Someone interested to partner up with me an proof-read my build?

Hackulator
2017-07-23, 08:32 AM
If I advance a creature with the dragon type by 5 HD, does the CR go up by 2 or 3?

Also, do we frown on advancing a monster through both HD advancement and class levels?

danielxcutter
2017-07-23, 08:46 AM
Hack, you might want to edit that and ask the Chairman directly.

Inevitability
2017-07-23, 08:51 AM
If I advance a creature with the dragon type by 5 HD, does the CR go up by 2 or 3?

That's a long-running question I can't just answer like this. I suppose RAW it'd only go up by 2, though any judges would be completely in the right if they deemed that inelegant.


Also, do we frown on advancing a monster through both HD advancement and class levels?

I personally see no reason to.

Tiri
2017-07-23, 09:03 AM
Just remember, you can't advance a creature with RHD after the first class level. A fair number of builds have been penalised for that in the past.

Waker
2017-07-23, 10:06 AM
Hmm, a fair stretch of time to put in an entry and an idea in my head. I'll claim to be participating, but we'll see.

Ywv
2017-07-23, 10:22 AM
Hello. Interesting competition you have here.

Hackulator
2017-07-23, 10:44 AM
That's a long-running question I can't just answer like this. I suppose RAW it'd only go up by 2, though any judges would be completely in the right if they deemed that inelegant.


How is it inelegant if it's applying the increase properly?

Inevitability
2017-07-23, 10:54 AM
Hello. Interesting competition you have here.

Greetings, New Competitor Who Is Totally Not A Troll.


How is it inelegant if it's applying the increase properly?

Well, a large part of the category of 'inelegant' is basically 'legal, but not in a good way'.

Imagine someone starts with a CR 4 fey, adds 3 HD without increasing CR, then adds 16 class levels. This is legal by RAW, but the HD increase was a random step in the process that increased the monster's power without anything sacrificed in return. By not penalizing such a thing, a judge is effectively punishing everybody who gave their creatures class levels without squeezing out every drop of advanceable RHD. I can understand people wanting to avoid that.

Deadline
2017-07-23, 10:59 AM
Hello. Interesting competition you have here.

*sigh* Goddammit.

Ywv
2017-07-23, 11:00 AM
Greetings, New Competitor Who Is Totally Not A Troll.

Seriously, though, I am not a certain other person back from wherever banned members go. I just thought his name was interesting, and I didn't have to look far for avatar material once I decided to use that.

khadgar567
2017-07-23, 11:11 AM
Seriously, though, I am not a certain other person back from wherever banned members go. I just thought his name was interesting, and I didn't have to look far for avatar material once I decided to use that.
do you want prof mate check the bolded part and think about a better way to lie to others( denying is classic guilty response so busted!)

Ywv
2017-07-23, 11:13 AM
do you want prof mate check the bolded part and think about a better way to lie to others( denying is classic guilty response so busted!)

Oh no. You got me.

Hackulator
2017-07-23, 11:16 AM
Well, a large part of the category of 'inelegant' is basically 'legal, but not in a good way'.

Imagine someone starts with a CR 4 fey, adds 3 HD without increasing CR, then adds 16 class levels. This is legal by RAW, but the HD increase was a random step in the process that increased the monster's power without anything sacrificed in return. By not penalizing such a thing, a judge is effectively punishing everybody who gave their creatures class levels without squeezing out every drop of advanceable RHD. I can understand people wanting to avoid that.

Ok I understand. I just need certain specific class levels and then there is left over CR and I'm trying to figure out how much HD to add.

khadgar567
2017-07-23, 11:17 AM
Oh no. You got me.
are you kidding me mate? that was dc 5 sense motive check i made them while sleeping.

Tiri
2017-07-23, 11:17 AM
Ok I understand. I just need certain specific class levels and then there is left over CR and I'm trying to figure out how much HD to add.

Did you miss the part where I told you that you can't add RHD after you add class levels? That was important.

Hackulator
2017-07-23, 11:22 AM
Did you miss the part where I told you that you can't add RHD after you add class levels? That was important.

Are you saying I can't have both at the same time or simply talking about the order in which I add them? If the latter, the order doesn't matter to me, I am simply considering the finished product, I will add them in whatever order is allowed, the order in which you add them should not affect CR. If the former, the guy in charge disagrees.

Tiri
2017-07-23, 11:24 AM
Are you saying I can't have both at the same time or simply talking about the order in which I add them? If the latter, the order doesn't matter to me, I am simply considering the finished product, I will add them in whatever order is allowed, the order in which you add them should not affect CR. If the former, the guy in charge disagrees.

I see. I thought you wanted to add them after. Everything is fine.

khadgar567
2017-07-23, 11:24 AM
Are you saying I can't have both at the same time or simply talking about the order in which I add them? If the latter, the order doesn't matter to me, I am simply considering the finished product, I will add them in whatever order is allowed, the order in which you add them should not affect CR. If the former, the guy in charge disagrees.
she says hit dice increase first then the class you want.

Tiri
2017-07-23, 11:26 AM
she says hit dice increase first then the class you want.

You know, Khadgar, you seem to have this thing where you randomly assume people are female.

Not that I mind, but I'd like to know why you do that.

khadgar567
2017-07-23, 11:32 AM
You know, Khadgar, you seem to have this thing where you randomly assume people are female.

Not that I mind, but I'd like to know why you do that.
sorry tiri in my mind name sounds like female every time? my bad.

Tiri
2017-07-23, 11:32 AM
sorry tiri in my mind name sounds like female every time? my bad.

I don't really mind. I was just curious.

Hackulator
2017-07-23, 11:37 AM
I don't really mind. I was just curious.

Maybe he just uses random pronouns, why should the male one be the default? :smalltongue:

Tiri
2017-07-23, 11:38 AM
Maybe he just uses random pronouns, why should the male one be the default? :smalltongue:

I would think the default pronoun on the Internet is 'they', unless someone has an avatar that suggests a specific gender.

Jormengand
2017-07-23, 12:25 PM
Inevitability, the table code is broken by an errant t in a [/td] tag at level 15. Could you fix it in the OP, please?

Florian
2017-07-23, 12:35 PM
I would think the default pronoun on the Internet is 'they', unless someone has an avatar that suggests a specific gender.

Funny. I´m using the mobile skin for this forum and that doesn´t show custom avatars, the gender signs or location entries, and "they" is the rudest form to address someone in my native language.
(Come to think on it, I´m actually quite irritated that the mobile skin still parses pictures, especially the whole spam some people put in their footer)

@Topic:

How important is it to create a full 20 CR build? What I have in mind has a very low "sweet spot", so I´d end up with the same situation to "pad out" with more RHD.

The Viscount
2017-07-23, 12:45 PM
It's necessary that your build be CR 20. Even if it has a low sweet spot, you still advance up to CR 20. You can use acquired templates or whatever you like to fill the gap.

Ninjas are always fun. Might have something for this.

Buufreak
2017-07-23, 12:53 PM
On the topic of rhd and cr, I calculate it like this: let's say a certain type advances 1 cr for every 3 rhd. By adding any value from 1 to 3, cr increases by 1. By adding any value from 4 to 6, cr increases by 2, etc.

To me, it is the easiest way to make sure all things are accounted for, nothing seemingly added on without cost, and most importantly, isn't bait for score damage.

zergling.exe
2017-07-23, 01:06 PM
Seriously, though, I am not a certain other person back from wherever banned members go. I just thought his name was interesting, and I didn't have to look far for avatar material once I decided to use that.

Hate to break it to you, but Yklikt wasn't banned. Why would you assume that?

daremetoidareyo
2017-07-23, 02:29 PM
Funny. I´m using the mobile skin for this forum and that doesn´t show custom avatars, the gender signs or location entries, and "they" is the rudest form to address someone in my native language.
(Come to think on it, I´m actually quite irritated that the mobile skin still parses pictures, especially the whole spam some people put in their footer)

@Topic:

How important is it to create a full 20 CR build? What I have in mind has a very low "sweet spot", so I´d end up with the same situation to "pad out" with more RHD.

If you don't mind me asking, what is your native language so I can be smarter about things from a global perspective around some of my more gender advocatey friends?

A low sweet spot is awesome. I think alot of these comps skew towards high level play, which mucks up the drag and drop nature of the villains for DMs who mine this competition for villains to use. Finish your 20 CR though, Judges will pillory you. Look for some acquired templates to plop on and then justify them with backstory.

ben-zayb
2017-07-23, 03:42 PM
Just remember, you can't advance a creature with RHD after the first class level. A fair number of builds have been penalised for that in the past.

This is also how I did RHD advancement + class levels for my entries and the admittedly few games that I ran.

AvatarVecna
2017-07-23, 04:03 PM
Hate to break it to you, but Yklikt wasn't banned. Why would you assume that?

They're talking about Ywvbevlin, a person who was banned from the forum a while back. At the time, they were suspected of sock-puppeting Novolin, because Novolin joining the forum and immediately jumping in to judge VC came immediately after Ywvbevlin was informed that they could not be both a judge and participant because derrrrrrr, along with some seemingly significant similarities in their writing style (including a striking similarity in their judgement format that no other judges shared, and the same misspelling of one of the categories to be judged). Since Ywvbevlin was banned and Novolin was not, I kinda assumed at the time that the mods had looked into it and determined that Novolin and Ywvbevlin weren't the same person on multiple accounts as best they could figure.

Of course, the interesting thing to me about their account being "inspired" by Ywvbevlin's as they've stated is that Ywvbevlin, to my knowledge, was never accused of being a troll - that was Novolin and Yklikt, not Ywvbevlin. No, ol' Ywv' was accused of (if anything) being too incompetent a judge for their judgement to be counted, even by the usually-low standards of internet elf-game competitions, and even that was less an accusation of Ywvbevlin (which implies a particular person being accusatory) as much as a group consensus that her judgement and response to arguments/criticism was far less thorough, knowledgeable, and professional that was desired for even a competition with so little at stake.

Deadline
2017-07-23, 04:37 PM
Did you miss the part where I told you that you can't add RHD after you add class levels? That was important.

Was there a rule or contest ruling that forbids this that I missed? I do know that I'd ding it as a judge without a solid reason (i.e. there are some monsters that have special rules for gaining RHD).

Also, in regards to adding RHD and increasing CR. When I judge, I go with the more strict option. If you have 4 RHB and are adding some RHD that increase CR by 1 for every 4, then I read that as increasing the CR as soon as you add that first additional RHD. So no, you couldn't add 3 RHD with no CR increase.

Thurbane
2017-07-23, 04:44 PM
I am so down for this! :smallbiggrin:

...after a year or so in the chair, really looking forward to getting an entry in!




Inevitability, the table code is broken by an errant t in a [/td] tag at level 15. Could you fix it in the OP, please?

I fixed that in the last comp, but as it's currently locked, I'm guessing it couldn't be copied.

ben-zayb
2017-07-23, 05:06 PM
I'm fairly certain there are forums (fora?) where the subculture deems it acceptable, funny, or even awesome, for banned members to blatantly waltz back in. I don't think this place belongs to that kind of forum.

Tiri
2017-07-23, 06:17 PM
Was there a rule or contest ruling that forbids this that I missed? I do know that I'd ding it as a judge without a solid reason (i.e. there are some monsters that have special rules for gaining RHD).

The relevant rules quote is below.


Note that if a creature acquires a character class, it improves according to its class, not its type.

Deadline
2017-07-23, 08:23 PM
The relevant rules quote is below.

Do you happen to know what section that is in?

Inevitability
2017-07-24, 01:48 AM
People, I have a bad feeling about the whole Ywv/Ywvbevlin debate, and would like to see it ended.

Even if they are the same person, that would make Ywv's only crime returning under a different name, which is mod business and not competition business.


I am so down for this! :smallbiggrin:

...after a year or so in the chair, really looking forward to getting an entry in!

Happy to hear that; you just enjoy yourself. You deserved it.


Inevitability, the table code is broken by an errant t in a [/td] tag at level 15. Could you fix it in the OP, please?

I will. Thank you for pointing it out.

Florian
2017-07-24, 05:16 AM
Do you happen to know what section that is in?

MM, Chapter 4, Improving Monsters, Monsters and Class Levels, as well as Increasing Hit Dice subsection.

It´s a bit oddly phrased, as it concerns how to handle it when having both, RHD and Class HD.



If you don't mind me asking, what is your native language so I can be smarter about things from a global perspective around some of my more gender advocatey friends?

A low sweet spot is awesome. I think alot of these comps skew towards high level play, which mucks up the drag and drop nature of the villains for DMs who mine this competition for villains to use. Finish your 20 CR though, Judges will pillory you. Look for some acquired templates to plop on and then justify them with backstory.

Edit: OT.

khadgar567
2017-07-24, 05:37 AM
MM, Chapter 4, Improving Monsters, Monsters and Class Levels, as well as Increasing Hit Dice subsection.

It´s a bit oddly phrased, as it concerns how to handle it when having both, RHD and Class HD.




High german as well as the bavarian subset of it. You might have noticed that I tend to use a lot more capital letters that is usual with the english language and I have a bit of a hard time with apostrophes.
That´s because those carry a lot of context in the german language, like announcing when I use a word in the formal, non-gendered "high german" sense, despite what that word is used for in "low german". Taking Jormengard as an example, it wouldn't´t matter whether I wrote "... despite what He said..." or "... despite what She said...", the usage of the capital letter always announces that this word is to be understood as a formal reference to the person, devoid of any gender implications. The bavarian dialect is heavily influenced by french and italian, so my third option is "... despite what`S said...", which will have a similar result. Usage of "they" is reserved when talking about things and animals as it´s a non-gendered in "low german" that clearly shows not being respectful by avoiding to use the "high german" formality rules.
sorry Florian but i got a starfinder Iseph flash back so can we get this in to another treat before inevitability smites all of us due rail roading the threat

PrismCat21
2017-07-24, 06:10 AM
Note that if a creature acquires a character class, it improves according to its class, not its type.
Here's a thought.
If your type changes after adding class levels, would that effectively reset the advancement order?
Example: You're a Monstrous Humanoid, take 5 levels in Cleric, and become an Outsider. Could you then advance as an Outsider?

I don't believe it does, or even should, work that way. I've never thought about it before or have seen it discussed, so I'm curious. :)

Tiri
2017-07-24, 06:10 AM
sorry Florian but i got a starfinder Iseph flash back so can we get this in to another treat before inevitability smites all of us due rail roading the treat

I feel like I should tell you again that the word is 'thread', not 'treat'.

Hackulator
2017-07-24, 06:18 AM
Here's a thought.
If your type changes after adding class levels, would that effectively reset the advancement order?
Example: You're a Monstrous Humanoid, take 5 levels in Cleric, and become an Outsider. Could you then advance as an Outsider?

I don't believe it does, or even should, work that way. I've never thought about it before or have seen it discussed, so I'm curious. :)

There's no reason or rule that suggests it would work that way.

Please note however that the rule about not advancing HD after gaining class levels is clearly wrong, at least in the case of dragons, as dragons can take class levels and still gain more racial HD after by advancing in age.

Tiri
2017-07-24, 06:24 AM
Here's a thought.
If your type changes after adding class levels, would that effectively reset the advancement order?
Example: You're a Monstrous Humanoid, take 5 levels in Cleric, and become an Outsider. Could you then advance as an Outsider?

I don't believe it does, or even should, work that way. I've never thought about it before or have seen it discussed, so I'm curious. :)

I've never seen any explicit rules on this one way or another, but seeing as this would result in the creature having the augmented subtype and thus retains the features (RHD size, skill points, etc.) of it's original type, I would say its advancement by RHD stays the same as the 'quality' is still roughly the same.


There's no reason or rule that suggests it would work that way.

Please note however that the rule about not advancing HD after gaining class levels is clearly wrong, at least in the case of dragons, as dragons can take class levels and still gain more racial HD after by advancing in age.

Dragons are a special case, as they advance by age categories, which just happen to add RHD, not by the RHD themselves.

PrismCat21
2017-07-24, 06:30 AM
There's no reason or rule that suggests it would work that way.

Please note however that the rule about not advancing HD after gaining class levels is clearly wrong, at least in the case of dragons, as dragons can take class levels and still gain more racial HD after by advancing in age.

Which is a specific case for Dragons.
A general rule will not fit every situation. Exceptions exist, like for Dragons.

It's perfectly reasonable to assume another exception 'could' exist for my example. As I said, I don't believe iylt should, but it might. I've not come across a discussion of it before.

Florian
2017-07-24, 06:31 AM
There's no reason or rule that suggests it would work that way.

Please note however that the rule about not advancing HD after gaining class levels is clearly wrong, at least in the case of dragons, as dragons can take class levels and still gain more racial HD after by advancing in age.

The rule is commonly misunderstood and misinterpreted as a result.

It originates from the odd way that Zero-HD races are handled. A, say, Aasimar can only ever advance by using class levels, even while being an Outsider. Same with a Human acquiring the Lich or Vampire template. It is a Zero-HD race and could´t acquire undead RHD.

PrismCat21
2017-07-24, 06:32 AM
I've never seen any explicit rules on this one way or another, but seeing as this would result in the creature having the augmented subtype and thus retains the features (RHD size, skill points, etc.) of it's original type, I would say its advancement by RHD stays the same as the 'quality' is still roughly the same.

I forgot about the augmented subtypes, that makes perfect sense. Thank you. :)

Tiri
2017-07-24, 07:09 AM
A, say, Aasimar can only ever advance by using class levels

Unless it's a Beast Aasimar of Xvim.

ben-zayb
2017-07-24, 07:44 AM
Creature’s Original TypeEmphasis mine

khadgar567
2017-07-24, 09:32 AM
I feel like I should tell you again that the word is 'thread', not 'treat'.
fixed and spoilered to keep it in topic

Telonius
2017-07-24, 10:48 AM
Unfortunately I'm going to be very busy the next couple of weeks, so I won't be competing. Put me down for a judge though!

Florian
2017-07-24, 01:54 PM
Hm... Ok, I sold most of my 3E and 3,5E stuff ages ago and only have a very limited number of books and Dungeon/Dragon stuff lying around here. Is there actually a legal online source for stuff from the "complete" line?

Telonius
2017-07-24, 03:37 PM
Hm... Ok, I sold most of my 3E and 3,5E stuff ages ago and only have a very limited number of books and Dungeon/Dragon stuff lying around here. Is there actually a legal online source for stuff from the "complete" line?

There is no legal source for the Complete books, other than buying them yourself. (Pirate was the previous competition. :smallbiggrin:)

Thurbane
2017-07-24, 04:53 PM
In regards to advancing by HD after you've taken class levels: like anything in an entry, at the end of the day, it will be up to individual judges to score as they see fit. If you strongly believe that it is RAW legal, and you feel your entry would benefit from advancing this way, feel free to submit it for the judges consideration. :smallwink:

I've got the bare bones and part of the fluff done for my entry. Now the dreaded formatting and tables! :smalltongue:

SoraWolf7
2017-07-25, 12:00 AM
I might actually jump in on this one. I've got a few days off coming up and my fluff practically wrote itself while I was at work.

Tiri
2017-07-25, 02:05 AM
I might actually jump in on this one. I've got a few days off coming up and my fluff practically wrote itself while I was at work.

I wrote my last entry almost entirely during my lunch hour.

Admittedly, it came in second last, but at least it got an Honorable Mention.

Florian
2017-07-25, 07:35 AM
So, got my concept, introduction and description is done, starting with the mechanical parts of it.

I´m too used to playing PF, so I fear that I fall back to doing some "rookie mistakes" when using 3.5E material. So here´s some questions:
- Class levels to CR ratio is 1:1, so 13 class levels in a player class is CR 13, right?
- Max Skill rank is total HD +4 and no limit on how many skill points to spent on a level that has hat skill as a class skill?
- I´m eying a template that has either +0 or +1 CR, but making it a judgement call. It also has a fixed LA of +1, so should I play it safe and assume CR+1?
- WBL. I will have to use more class levels than RHD, so regular WBL for outfitting NPC should apply, right? Now is that keyed to total HD or CR then?

PrismCat21
2017-07-25, 07:51 AM
So, got my concept, introduction and description is done, starting with the mechanical parts of it.

I´m too used to playing PF, so I fear that I fall back to doing some "rookie mistakes" when using 3.5E material. So here´s some questions

-Class level to CR ratio is 1:1. Correct
-Max skill rank is HD + 3, not 4. Only limit is available skill points.
-Ignore LA. Only worry about CR increase.
-From what I've seen, generally, having specific items/gear is frowned upon and will likely be penalised. Your villian is assumed to have appropriate gear for their level and theme. Needing specific gear for your build to work or be effective makes it unusable in the eyes of some Judges.
However, it's generally accepted to have a list of suggested gear for your villian. Usually in a spoiler at the end of the submission.

Florian
2017-07-25, 08:12 AM
-Class level to CR ratio is 1:1. Correct
-Max skill rank is HD + 3, not 4. Only limit is available skill points.
-Ignore LA. Only worry about CR increase.
-From what I've seen, generally, having specific items/gear is frowned upon and will likely be penalised. Your villian is assumed to have appropriate gear for their level and theme. Needing specific gear for your build to work or be effective makes it unusable in the eyes of some Judges.
However, it's generally accepted to have a list of suggested gear for your villian. Usually in a spoiler at the end of the submission.

Thanks.

You misunderstood my question regarding the template. It´s either CR +0 or CR +1 but says it´s a judgement call which to use. For this competition, which of the two should I assume to be the right one?

PrismCat21
2017-07-25, 08:28 AM
Thanks.

You misunderstood my question regarding the template. It´s either CR +0 or CR +1 but says it´s a judgement call which to use. For this competition, which of the two should I assume to be the right one?

It's usually better to assume the greater CR increase, but as Thurbane said a few posts ago,

If you strongly believe that it is RAW legal, and you feel your entry would benefit from advancing this way, feel free to submit it for the judges consideration.
If it makes sense to use the CR+0, do it, and make your case for it.

AvatarVecna
2017-07-25, 08:31 AM
Thanks.

You misunderstood my question regarding the template. It´s either CR +0 or CR +1 but says it´s a judgement call which to use. For this competition, which of the two should I assume to be the right one?

I know the template you're referring to, so all I'll say is that 1) the template provides an example that can give you guidelines to work off of (not a great example, but still), and 2) if you assume it's appropriate for CR +0 and make a build that's CR 20 without it, and a judge disagrees, you'll probably get an Elegance penalty (and, depending on the judge, a Power penalty from them adjusting your build's capabilities in their eyes due to the CR increase).

Tiri
2017-07-25, 08:51 AM
- Max Skill rank is total HD +4 and no limit on how many skill points to spent on a level that has hat skill as a class skill?


Your maximum number of skill ranks for any skill that is a class skill for any of your classes or RHD is HD +3, actually. For a skill that does not fit that criterion, the maximum rank is (HD +3)/2.

Buufreak
2017-07-25, 10:49 AM
I know the template you're referring to, so all I'll say is that 1) the template provides an example that can give you guidelines to work off of (not a great example, but still), and 2) if you assume it's appropriate for CR +0 and make a build that's CR 20 without it, and a judge disagrees, you'll probably get an Elegance penalty (and, depending on the judge, a Power penalty from them adjusting your build's capabilities in their eyes due to the CR increase).

AV, you know me so well, and I've only judged twice so far!

Edit: I do have a question. What all entails d20 Rokugan? Is OA included in that? Or this fun creatures of Rokugan book I've been toying with?

Deadline
2017-07-25, 10:58 AM
From a competition perspective, it's probably best to always err on the side of caution. Torturing the RAW probably isn't a great way to improve your Elegance score. But ultimately it's the judges call.

And because it's happened so frequently, I'm compelled to point out that bitterly arguing with a judge hasn't been viable or beneficial in any way. Build, read the judging, politely dispute what you don't agree with, and move on. Please.

Hackulator
2017-07-25, 11:09 AM
From a competition perspective, it's probably best to always err on the side of caution. Torturing the RAW probably isn't a great way to improve your Elegance score. But ultimately it's the judges call.

And because it's happened so frequently, I'm compelled to point out that bitterly arguing with a judge hasn't been viable or beneficial in any way. Build, read the judging, politely dispute what you don't agree with, and move on. Please.

Also be super clear about how everything in your build works because rarely will the judges know all the rules. Please note this is perfectly reasonable, very few people know all the rules (I certainly don't), but you can get penalized if there is something in your build that works but they don't understand how.

Inevitability
2017-07-25, 12:03 PM
Edit: I do have a question. What all entails d20 Rokugan? Is OA included in that? Or this fun creatures of Rokugan book I've been toying with?

OA is included in the contest, but Creatures of Rokugan isn't.

PrismCat21
2017-07-25, 01:01 PM
OA is not included, but Creatures of Rokugan is.

Well shoot. :smallfrown: There goes both of my builds.

Guess I'll check out this Creatures of Rokugan book.

Florian
2017-07-25, 01:09 PM
Well shoot. :smallfrown: There goes both of my builds.

Guess I'll check out this Creatures of Rokugan book.

I think this is a misunderstanding.

Oriental Adventures is ok, the supporting D20 Rokugan books are banned.

Inevitability
2017-07-25, 01:16 PM
Messed that one up indeed. It's supposed to be the other way around. :smalleek:

Fixed it.

PrismCat21
2017-07-25, 01:22 PM
Messed that one up indeed. It's supposed to be the other way around. :smalleek:

Fixed it.

Don't do that to me!! I nearly threw out all the notes I had written down. :smalltongue:
Okay, I'm back in the contest now.:elan:

Buufreak
2017-07-25, 01:37 PM
OA is included in the contest, but Creatures of Rokugan isn't.

Damn, no dark oracle... Judging it is, then!

Tiri
2017-07-25, 06:34 PM
Damn, no dark oracle... Judging it is, then!

Don't give up so easily! There's always a way to make a concept work.

Buufreak
2017-07-25, 10:24 PM
Don't give up so easily! There's always a way to make a concept work.

Eh, no biggie. I actually really enjoy judging, and I'm not the biggest fan of the Ninja side of the "who is better" argument. Or stealth characters... Wait, why am I here?

ben-zayb
2017-07-25, 11:02 PM
AV, you know me so well, and I've only judged twice so far!

Edit: I do have a question. What all entails d20 Rokugan? Is OA included in that? Or this fun creatures of Rokugan book I've been toying with?
Considering the theme is Ninjas, I think plenty of us got what you were referring to.:smalltongue:


As for turning RAW into pretzel...It worked for me so far, in that the Power (and Memorability, to an extent) increase outweighed the Elegance ding. So YMMV

Buufreak
2017-07-25, 11:57 PM
Considering the theme is Ninjas, I think plenty of us got what you were referring to.:smalltongue:


As for turning RAW into pretzel...It worked for me so far, in that the Power (and Memorability, to an extent) increase outweighed the Elegance ding. So YMMV

We can argue RAW all day, when chairman says no CoR, the idea is out.

ben-zayb
2017-07-26, 04:14 AM
We can argue RAW all day, when chairman says no CoR, the idea is out.
I was referring to deadline's comment, which in turn refers to your inquiry on whether to put CR+0 or CR+1--both of which can be RAW, but can be disputed by judges

Buufreak
2017-07-26, 01:19 PM
I was referring to deadline's comment, which in turn refers to your inquiry on whether to put CR+0 or CR+1--both of which can be RAW, but can be disputed by judges

In that case, I think one of us is misunderstanding the other. I actually have no idea what the template in question is, and I'm not going to dig through books in an effort to find out. The submission will do that for me here in a week or so. I also never asked about which would be applied, I asked about a template that kicks someone immediately to 20HD from a book that has been deemed out of this contests scope.

ben-zayb
2017-07-26, 04:06 PM
In that case, I think one of us is misunderstanding the other. I actually have no idea what the template in question is, and I'm not going to dig through books in an effort to find out. The submission will do that for me here in a week or so. I also never asked about which would be applied, I asked about a template that kicks someone immediately to 20HD from a book that has been deemed out of this contests scope.
Haha, it's Florian's inquiry, not yours. My bad :smalltongue:

zlefin
2017-07-26, 04:39 PM
Interesting, I'm gonna see if I can come up with an interesting build for this. especially as my attempts to play actual games on here always fall throguh, games collapse too often. so just straight up building may be nicer.

are there existing standards about advancing things in racial HD beyond the level listed in the monster entry? getting up to cr 20 is quite a ways, and I'm not sure how many class levels I'd want to add.

Buufreak
2017-07-26, 04:50 PM
Interesting, I'm gonna see if I can come up with an interesting build for this. especially as my attempts to play actual games on here always fall throguh, games collapse too often. so just straight up building may be nicer.

are there existing standards about advancing things in racial HD beyond the level listed in the monster entry? getting up to cr 20 is quite a ways, and I'm not sure how many class levels I'd want to add.

I believe the standard is "not supported by regular game play and RAW, and therefore a target for point deductions."

Hackulator
2017-07-26, 05:49 PM
man my entry is pretty much done and there is so much time left, what do

daremetoidareyo
2017-07-26, 06:15 PM
man my entry is pretty much done and there is so much time left, what do

Edit it again in 2 days. Then submit. In the meantime, you can help optimize the shadowstaff, perhaps?

zlefin
2017-07-27, 10:19 AM
are these supposed to be BBEG grade villains, or can they just be general villains?

PrismCat21
2017-07-27, 10:54 AM
are these supposed to be BBEG grade villains, or can they just be general villains?

Any kind of villian you want.
Think Star Wars for a moment. The Emperor, Grand Moff Tarkin, Lord Vader, Jabba the Hurt, and Boba Fett were all villains in their own right. The Sarlacc Pit and Wampa were not.
Make something that feels like a villian and make sure we know why.

Florian
2017-07-27, 12:50 PM
IThe submission will do that for me here in a week or so.

My problem is this: The template makes you decide the CR issue on a "style" or "substance" basis.
Looking at the rough CR20 build I have so far, it´s clearly "style". But I want to present the full done CR5 build so it´s useable in a lower-level campaign, here, and only here, the template has real "substance". This is vexing me a bit right now.

Deadline
2017-07-27, 12:56 PM
I've got no free time at all these days, so I won't be participating or judging. So I'll join the spectators in the stands and eagerly await your villainous builds!

Hopefully Real Life will allow me to participate in the next comp.

daremetoidareyo
2017-07-27, 12:57 PM
It depends on the number of entries, but I might be able to judge.

CIDE
2017-07-27, 01:06 PM
I'm just going to come out with it. We're not counting the super warrior wizards of Naruto-verse as decent analogues for "ninja" here, right? 'cause like...actual ninja stuff vanished halfway through part 1 of that series.

zlefin
2017-07-27, 02:07 PM
there's gonna be a few oddities in handling cr increases, and not sure how to fill it into the table. like when adding racial hd increases size, that could cause the cr to skip over a cr value entirely. are we supposed to use the suggested +1 cr for using elite stat array if we don't use any class levels?

guidance helpful, if not i'll just eyeball it and make a best guess.

GrayDeath
2017-07-27, 02:26 PM
I have a feeling that all the entries will be super powerful on their own but will get rekt if they fight the PCs in a group. :smalltongue:

Well......:smalltongue::smallbiggrin:

Also: Dang, Ninjas.

I have absolutely no Idea for that Competition.

But copious amounts of free time till the 12th.

Why couldn`t it have been the last Comp, why?!!?



Nah, Ninjas are cool, lets see if I can get some inspiration. :smallcool:

Thurbane
2017-07-27, 04:59 PM
there's gonna be a few oddities in handling cr increases, and not sure how to fill it into the table. like when adding racial hd increases size, that could cause the cr to skip over a cr value entirely. are we supposed to use the suggested +1 cr for using elite stat array if we don't use any class levels?

guidance helpful, if not i'll just eyeball it and make a best guess.

I would suggest looking at some past entries and see how they handle it. If the CR jumps due to size etc. I'd recommend just jumping straight from, say, CR 4 to CR 6, so the table wouldn't have a CR 5 entry. And you can always tweak the table to better suit your entry (although if you make it too difficult to read/understand, the judges might penalize your entry).

In regards to elite array, AFAIK that has never carried a CR increase in this comp.

Inevitability
2017-07-27, 05:03 PM
I'm just going to come out with it. We're not counting the super warrior wizards of Naruto-verse as decent analogues for "ninja" here, right? 'cause like...actual ninja stuff vanished halfway through part 1 of that series.

In theory, that's up to judges to decide, and I can't give any meaningful answer here.

In practice, I doubt such a broad definition will be used by any of them (especially not when it's the competition's sole criterium), and don't recommend super warrior wizards.

GrayDeath
2017-07-28, 02:47 PM
Good, that does somewhat reduce my worries (see the old thread, I wrote the same thing^^).

ben-zayb
2017-07-29, 12:28 AM
Good, that does somewhat reduce my worries (see the old thread, I wrote the same thing^^).
That's the thing with multiple ways to view a ninja, though. You got the supposed "realistic" shinobi exploits, which is basically just oriental-flavored assassin. Then you got the more mystical version, allegedly they themselves spread, to make them appear more legendary and larger than life. Both are pretty well represented across all media, old and new, but Naruto understandably gets the flak because they really went balls-in with the mystical stuff.

Hackulator
2017-07-29, 12:33 AM
That's the thing with multiple ways to view a ninja, though. You got the supposed "realistic" shinobi exploits, which is basically just oriental-flavored assassin. Then you got the more mystical version, allegedly they themselves spread, to make them appear more legendary and larger than life. Both are pretty well represented across all media, old and new, but Naruto understandably gets the flak because they really went balls-in with the mystical stuff.

They went beyond just balls-in with mystical ninjitsu, plenty of the characters in Naruto are just wizards. If Naruto ninja is the bar you have to reach I feel like this might be the least restricted contest ever lol.

Florian
2017-07-29, 03:10 AM
I'm just going to come out with it. We're not counting the super warrior wizards of Naruto-verse as decent analogues for "ninja" here, right? 'cause like...actual ninja stuff vanished halfway through part 1 of that series.

I don't know Naruto at all, but I can think what you mean with it.

The "ninja" trope and D&D has the usual problem that you come to different conclusions how to reach that trope based on whether you look at modeling the trope by itself, or you look at the whole set of D&D mechanics to see how to make the trope viable under that totally changed conditions.

GrayDeath
2017-07-29, 09:07 AM
Well, there are huge gaps between "mystic Ninja" and Narutos Sorcerers/Wizards, so yeah, the not tight but existent restriction is appreciated.

Still have not been jumped by an idea....maybe I should walk into a dark back alley? ^^

Buufreak
2017-07-29, 02:53 PM
I don't know Naruto at all, but I can think what you mean with it.

The "ninja" trope and D&D has the usual problem that you come to different conclusions how to reach that trope based on whether you look at modeling the trope by itself, or you look at the whole set of D&D mechanics to see how to make the trope viable under that totally changed conditions.

Most naruto characters would fit as shugenja, with mild variances in elemental schools, like the inclusion of a lightning school. There is also opposed schools like shugenja normally do, but it's less opposite elements and more a genetic disposition thing.

Of course, I never watched much of shipuden, so retcons could make me a liar.

GrayDeath
2017-07-29, 03:20 PM
Nah, that fits pretty well, with the exception of some really really special Ninja that is (which are more alike Tristalt Wizards, Psions, Swordsages for example).

Generally speaking aside from mid to late Shippuden the original lookout stays the same, with rising power levels. of course.

Thurbane
2017-08-01, 02:37 AM
Hit a major snag in my initial build, but I've re-jigged it and I'm happy with the result. :smallsmile:

Jormengand
2017-08-01, 07:54 PM
See, there's three builds I want to make but a maximum of 2 entries per competitor. Worse, the limit is entirely my fault.

daremetoidareyo
2017-08-01, 08:01 PM
All of my ideas aren't ninja-y enough. I wanted to make a pile of ninjas type character for good guys hack through, but doing it with my brain and not using some sort of minionmancy invariably moves me into weird rules territory.

zlefin
2017-08-02, 11:22 AM
I don't know if I'll put in the time to get my build properly done; I have a rough outline of what it's like. I suppose if I fail to make something on time I can always just wait til after builds are posted or something and just talk about what I was going to do.

Florian
2017-08-02, 12:55 PM
I´m currently annoyed with my "build". I don´t like how the later levels "feel".

Hackulator
2017-08-02, 12:59 PM
My build is pretty much completely finished in my head I just haven't worked up the motivation to actually write it all down.

GrayDeath
2017-08-02, 01:26 PM
See, there's three builds I want to make but a maximum of 2 entries per competitor. Worse, the limit is entirely my fault.

Out-source one build 8ergo build the concept well enough for someone else to finish and let them do it)!

Might help those among us who hit snags, or (like myself) still completely lack a really fun to build Idea....

White Blade
2017-08-03, 01:54 AM
I sent in a submission! I realize now I titled it wrong, but I should probably revise it in the morning with some notes on power adjustment before pressing forward.

Telonius
2017-08-07, 12:56 PM
I'm taking the silence as a good sign, in this particular competition? :smallbiggrin:

daremetoidareyo
2017-08-07, 01:01 PM
I'm taking the silence as a good sign, in this particular competition? :smallbiggrin:

ninja'ed ;)

Jormengand
2017-08-07, 01:02 PM
I'm taking the silence as a good sign, in this particular competition? :smallbiggrin:

I'll admit to not being well enough to get any of my ideas made.


ninja'ed ;)

Swordsage! That's what my build's missing! :smalltongue:

Telonius
2017-08-07, 03:05 PM
Well, the fewer submissions we get the more powerful they'll be.

Buufreak
2017-08-07, 03:30 PM
Well, the fewer submissions we get the more powerful they'll be.

Hopefully we end up with quite the opposite.

ben-zayb
2017-08-07, 05:06 PM
Well, the fewer submissions we get the more powerful they'll be.

We have a winner, folks.

Florian
2017-08-08, 03:29 AM
Throwing the towel on this one.

Hackulator
2017-08-08, 07:58 AM
My entry is pretty much completely done in my head other than a couple feat selections, but I have realized I don't care enough to take the effort to write it down.

daremetoidareyo
2017-08-08, 08:34 AM
My entry is pretty much completely done in my head other than a couple feat selections, but I have realized I don't care enough to take the effort to write it down.

My ninja mind poison is working

GrayDeath
2017-08-08, 10:30 AM
Well, I do have an idea, but given that its most likely only powerful enough if we get at least 7 submissions (and I am far FAR from good on the way).....^^

zlefin
2017-08-09, 11:03 AM
how is initiator level calculated for monsters without classes; i.e. they just have racial hit dice?

daremetoidareyo
2017-08-09, 12:09 PM
how is initiator level calculated for monsters without classes; i.e. they just have racial hit dice?

I reckon they have an initiator level = 1/2 HD

Technetium43
2017-08-09, 12:20 PM
Okay, submitted my build. Not particularly happy with the depth of my writeup, but better this than failing to submit... again.

zlefin
2017-08-09, 03:32 PM
I'd have thoguht there'd be a reduction from using straight half racial hit dice; that could let some of them get powerful maneuvers earlier than they were intended to be available.

zergling.exe
2017-08-09, 04:07 PM
I'd have thoguht there'd be a reduction from using straight half racial hit dice; that could let some of them get powerful maneuvers earlier than they were intended to be available.

RAW RHD stop giving initiator levels if you take levels in an initiating class, because of

If you lack any martial adept levels, your initiator level is equal to 1/2 your character level.
and

If you are a multiclass martial adept, ... determine your initiator level by adding together your level in that class + 1/2 your levels in all other classes.
interacting.

But really, it doesn't. Unless you are using PF rules for CR = ECL (which isn't how this comp works, PF is barred), you still get things at nearly twice the level initiators get them at.

SoraWolf7
2017-08-09, 06:41 PM
I'm sad to say that I'll be dropping out of this particular competition. I was working on my build today, and I just wasn't happy with the idea that had so excited me. With today being my only day off between now and next Tuesday, I just won't have the time to put together another build and do it right.

Buufreak
2017-08-10, 03:56 PM
Small note I just found: The Pirate round is thumbnailed as round 20 in the OP.

Telonius
2017-08-10, 04:52 PM
Good lord, the Elder Evils have been boarded! :smallbiggrin:

Inevitability
2017-08-11, 02:14 PM
Small note I just found: The Pirate round is thumbnailed as round 20 in the OP.

No it's not I don't know what you're talking about. :smalltongue:

zlefin
2017-08-11, 04:19 PM
I'm likely to drop out; now that I started getting into the nitty gritty and checking out all the numbers, there's a whole lot of weirdnesses which it's unclear how to handle for the build and which would require adjudication or making a guess on a ruling myself.

alpine
2017-08-11, 09:18 PM
Inevitability, your PM box is full.

Thurbane
2017-08-11, 10:52 PM
Inevitability, your PM box is full.

Indeed so, as I just discovered.

Inevitability
2017-08-12, 04:07 AM
Inbox has been largely emptied. Apologies for the inconvenience.

Venger
2017-08-12, 11:36 AM
Inbox has been largely emptied. Apologies for the inconvenience.

I hate to be extension guy but my internet connection has caused me to lose the work done on my entry. Would it be possible to leave it open a day or two?

Inevitability
2017-08-12, 12:55 PM
I hate to be extension guy but my internet connection has caused me to lose the work done on my entry. Would it be possible to leave it open a day or two?

Would anyone else be interested in an extention, or would anyone be particularly opposed to it?

Buufreak
2017-08-12, 01:17 PM
Would anyone else be interested in an extention, or would anyone be particularly opposed to it?

https://media.giphy.com/media/BIuuwHRNKs15C/200.gif

Thurbane
2017-08-12, 06:31 PM
As keen as I am to see the reveal, when I was chair I was usually open to allowing people a little extra time to finish up, so I'd be amenable to an extension of up to 2 days...

Inevitability
2017-08-13, 03:12 AM
Very well. The deadlines will be extended by two days.

Inevitability
2017-08-14, 11:01 AM
The reveal will be extended by one more day. No further extensions shall take place afterwards.

Buufreak
2017-08-14, 11:07 AM
http://25.media.tumblr.com/tumblr_mbgckbH8rj1riqizno1_500.gif

Seriously though, more time hopefully means more entries, and more entries means more ideas for me to steal and throw at my players... I mean, what?

PrismCat21
2017-08-14, 09:01 PM
The reveal will be extended by one more day. No further extensions shall take place afterwards.

Just to clarify. Does this mean the new deadline is Monday night, or Tuesday night?

Inevitability
2017-08-15, 12:59 AM
Just to clarify. Does this mean the new deadline is Monday night, or Tuesday night?

It's the end of today in Greenwich time, so tuesday night, but due to hopefully sleeping by then I won't be able to properly reveal until tomorrow morning.

Thurbane
2017-08-15, 04:48 PM
While we're waiting for the reveal, I'd like to suggest another possible competition theme:
* Not-quite-human: a non-human(oid) creature that poses as a human. Many monsters have the ability to assume a human or humanoid form. Basically, an infiltrator...

Florian
2017-08-15, 05:25 PM
While we're waiting for the reveal, I'd like to suggest another possible competition theme:
* Not-quite-human: a non-human(oid) creature that poses as a human. Many monsters have the ability to assume a human or humanoid form. Basically, an infiltrator...

*Laughs*

My ninja build-to-be was based on a Dark Creature Doppelgänger, Shadowcaster and the Mindspy PrC....

ben-zayb
2017-08-15, 05:49 PM
While we're waiting for the reveal, I'd like to suggest another possible competition theme:
* Not-quite-human: a non-human(oid) creature that poses as a human. Many monsters have the ability to assume a human or humanoid form. Basically, an infiltrator...So a Human can pose as another Human, right? See, I didn't see them listed as humanoids.

remetagross
2017-08-15, 09:24 PM
But you know, it's actually quite easy to pass for a humanoid in most circumstances. Since most of the world's population (NPCs and PCs alike) does not invest in Knowledge (Local), they can only achieve DC 10 checks ("common knowledge"); since humanoids have at least 1 HD, the DC for identifying what a humanoid is is set to 11. It thus entails that most of the global population does not know what a humanoid actually is.

Baby Gary
2017-08-15, 09:29 PM
I also have an idea for the next VC, I can't think of a good name but one about evil (duh) clowns, jokers, minstrels, etc. I am thinking something like the joker, but the good one (a mix between gold and bronze age, NOT SILVER AGE). I don't think that we have had anything like that yet and it would be very cool.

P.S. name could be 'jokes on you' or 'the final laugh' or something along those lines

danielxcutter
2017-08-15, 09:31 PM
Huh, now that I think of it we haven't done multi-headed yet either.

Venger
2017-08-15, 09:37 PM
While we're waiting for the reveal, I'd like to suggest another possible competition theme:
* Not-quite-human: a non-human(oid) creature that poses as a human. Many monsters have the ability to assume a human or humanoid form. Basically, an infiltrator...

Sounds pretty exciting.


I also have an idea for the next VC, I can't think of a good name but one about evil (duh) clowns, jokers, minstrels, etc. I am thinking something like the joker, but the good one (a mix between gold and bronze age, NOT SILVER AGE). I don't think that we have had anything like that yet and it would be very cool.

P.S. name could be 'jokes on you' or 'the final laugh' or something along those lines

The man who laughs

Thurbane
2017-08-15, 09:48 PM
I also have an idea for the next VC, I can't think of a good name but one about evil (duh) clowns, jokers, minstrels, etc. I am thinking something like the joker, but the good one (a mix between gold and bronze age, NOT SILVER AGE). I don't think that we have had anything like that yet and it would be very cool.

P.S. name could be 'jokes on you' or 'the final laugh' or something along those lines

I really like the sound of that for a theme! :smallsmile:

GrayDeath
2017-08-16, 06:52 AM
Simply didn`t put in the effort past the (late coming) concept this time.
Ninjas just aren`t me it seems.

If someone is interested, the simple concept is in the spoiler



Adult Black Dragon, Shadow Dragon Template, Swordsage. Relatively few but high powerr maneuvres, at will hiding in Shadows, Minionmaking breath, Flight, seemed worth it...but then I reallys lost the drive, sigh...

Inevitability
2017-08-16, 07:44 AM
That's right, reveals! Please do not post until I'm done with the giant pile of entries.

Inevitability
2017-08-16, 07:49 AM
Rising from the ashes taken up to 11!


アルコールの炎
Arukōru no Honō
.
http://i.imgur.com/A4vchTq.png
.
"There is exchange of all things for fire and of fire for all things, as there is of wares for gold and of gold for wares."
.


Str
Dex
Con
Int
Wis
Cha
Modifiers


10
16
15
16
10
18
Racial - (+2 Dex, -6 Int), Phrenic - (+2 Int, +2 Wis, +4 Cha), Prodigy (+2 Int), HD - (4HD +1 Int, 8HD +1 Int, 12HD +1 Int, 16HD +1 Dex, 20HD +1 Cha, 24HD +1 Cha, 28HD +1 Con)


Arukōru no Honō is an advanced Phrenic Small fire elemental with 5 levels of Warshaper, 2 levels of Egoist and 3 levels of Psion Uncarnate.

CR is only listed after 8 because before that Arukōru no Honō can't self-replicate, which is a large part of the villain concept.


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


8
Elemental (21 HD, Phrenic, Prodigy of Intelligence)
+15
+7
+12
+7
Hide 12, Move Silently 12, Bluff 12, Disguise 2, Spot 12
Weapon FinesseB, Improved InitiativeB, Endurance, Enduring Life, Lasting Life, Darkstalker, Martial Study (Clinging Shadow Strike), Martial Stance (Assassin's Stance), Naturalized Denizen, Epic Destiny (Eternal Hero)
Continual resurrection, death denied


9
Egoist
+15
+x
+x
+x
Hide 12, Move Silently 12, Bluff 12, Disguise 2, Spot 12, Balance 5
-
Minor Change Shape


11
Past Life Unique Ability
+15
+x
+x
+x
Hide 12, Move Silently 12, Bluff 12, Disguise 2, Spot 12, Balance 5
-
Wild Shape


12
Warshaper
+15
+x
+x
+x
Hide 12, Move Silently 13, Bluff 12.5, Disguise 2, Spot 12, Balance 5, Assume Quirk (skill trick)
-
Morphic immunities, morphic weapons


13
Warshaper
+16
+x
+x
+x
Hide 12, Move Silently 13, Bluff 13, Disguise 2, Spot 12, Balance 5, Concentration 2, Assume Quirk (skill trick), Second Impression (skill trick)
Craven
Morphic body, Quickening


14
Warshaper
+17
+x
+x
+x
Hide 12, Move Silently 14, Bluff 14, Disguise 2, Spot 12, Balance 5, Concentration 3, Assume Quirk (skill trick), Second Impression (skill trick)
-
Morphic reach


15
Warshaper
+18
+x
+x
+x
Hide 12, Move Silently 14, Bluff 14, Disguise 2, Spot 12, Balance 5, Concentration 8, Assume Quirk (skill trick), Second Impression (skill trick)
-
Morphic healing


16
Warshaper
+18
+x
+x
+x
Hide 12, Move Silently 14, Bluff 15, Disguise 2, Spot 12, Balance 5, Concentration 11, Assume Quirk (skill trick), Second Impression (skill trick)
Psionic Body
Multimorph, Eternal renewal


17
Psion Uncarnate
+19
+x
+x
+x
Hide 12, Move Silently 15, Bluff 16, Disguise 2, Spot 12, Balance 5, Concentration 15, Assume Quirk (skill trick), Second Impression (skill trick)
-
Incorporeal touch 1d6, uncarnate armor


18
Psion Uncarnate
+20
+x
+x
+x
Hide 12, Move Silently 15, Bluff 16, Disguise 2, Spot 12, Balance 5, Concentration 20, Assume Quirk (skill trick), Second Impression (skill trick)
-
Shed body 1/day


19
Psion Uncarnate
+20
+x
+x
+x
Hide 12, Move Silently 16, Bluff 16, Disguise 4, Spot 12, Balance 5, Concentration 21, Assume Quirk (skill trick), Second Impression (skill trick)
Staggering Strike
Assume equipment, Nexus of many lives (Arcanist - Limited Wish, Disciple - Word of Chaos, Traitor - Evil Weather)



20
Egoist
+21
+x
+x
+x
Hide 12, Move Silently 17, Bluff 17, Disguise 5, Spot 12, Balance 5, Concentration 21, Assume Quirk (skill trick), Second Impression (skill trick)
-
-





CR
PP/day
Powers Known


9
2
Conceal Thoughts, Offensive Presience, Empathy


18
6
Psionic Grease, Entangling Ectoplasm


19
11
Chameleon, Animal Affinity


20
17
Psionic Knock, Psionic Lock



http://i.imgur.com/79ZG9SH.png?1
http://i.imgur.com/ju1kFU2.png?1
http://i.imgur.com/yCVNx2K.png?1
http://i.imgur.com/zBZfoFg.png?1Arukōru no Honō's main motive is the idea that it needs to replace other intelligent beings by killing them, erasing all evidence of their existence and taking their place. This is partly based on belief that this is his life's purpose but also because of a lot of subconscious enmity towards humans in general due to the time spent in a cage because of a particular human. This is subconscious, though; Arukōru isn't aware that this is influencing its decisions, although it might become aware if someone who know its personal history points this out.

With the use of Arukōru's ability to self-replicate, large numbers of beings can be replaced. Basically, this process involves the replacement taking over all societal functions of the original being without detection. Eventually, whole communities can be taken over in this manner, and Arukōru's ultimate goal is to replace the a large part of the world or even all of it if possible. Then it will reveal all its selves and create a new world peopled with versions of itself. However, the duplicates of Arukōru are liable to have a change in mindset in some form or another, so remember that could create some opportunities for a series of events involving it to take a new turn. Not overly likely, but possible.

This villain is obviously more on the mystical ninja side of things; it is a fire elemental, after all, but even with all Arukōru's PLAs, remember to keep the flashy displays to a minimum. Keep the Ultrablast and such in reserve. Of course, flashiness does have a place as a distraction, so sending off one or two duplicates to create such a diversion is also a valid tactic.

Arukōru no Honō at CR 8
The self-replication trick, coming online at this CR, works thusly: Using the Fission PLA from Phrenic, Arukōru splits itself in two. The duplicate kills the original (just use an Ultrablast or something), which will allow the duplicate to remain permanently. The duplicate can repeat this process as many times as it sees fit as it and all subsequent duplicates are now treated as the original Arukōru. At dawn the next day, all the Arukōrus' continual resurrection ability will activate and every single one will be raised from the dead. This is how Arukōru creates the army of itself.

Arukōru has no disguise abilities at this level, so if any 'replacing' is done, it should be to people who would not be missed anyway and whose duties Arukōru can carry out surrepstitiously (like someone whose job it is to collect faeces during the night). This is not really the level where he has the most potential, though.

Arukōru no Honō at CR 11 - high point
I call this the high point not because Arukōru is the most powerful at this point but because at this point the build has all the essential components. Wild Shape and Minor Change Shape used in concert get Arukōru a total +20 bonus to any Disguise check, so any individual can be outright impersonated. Use Wild Shape just to get a more convenient body shape for Minor Change Shape, obviously, if Arukōru is pretending to be anything other than an animal. Now that Arukōru can turn into anyone, make it a priority to go for heads of organizations who can make things easier for a replacement of the lower echelons, whether on a private or public scale, but Arukōru should keep things realistic, too - don't go for anyone too well-guarded.

Animal forms are also useful as Arukōru can now fly, swim, pounce and climb, among many other abilities. For infiltration, choose small forms or ones with bonuses to Hide and Move Silently. Both if possible. A neat trick with Tiny forms is that if you go for the minimum Tiny size of 1ft, Minor Change Shape, which can modify your physical size by 1ft, allows you to become small enough to fit through anything. Arukōru and duplicates could literally turn into a pile of sand and seep through cracks if they wanted. Of course for combat purposes size will still be Tiny, but for sneaking about the combination is invaluable.

One limitation here is that Wild Shape only has one use a day so any Arukōru who uses it is effectively locked into that form for the next 11 hours. However, since there can be many Arukōrus, this problem is easily circumvented by just having some as fliers, while others can handle the aquatic or climbing forms.

Also, remember that Minor Change Shape can still be used after Wild Shape to get any appearance you want, so Arukōru can still look like normal while having the utility of all the different forms.

Arukōru no Honō at CR 15
Nothing much to say here. Combat has improved, with any combination of natural attacks, reach and fast healing, but then Arukōru is not likely to be spending that much time in combat compared to non-combat interactions. More Sneak Attack, too, from Craven, but same as above.

Arukōru no Honō at CR 20
What really stands out at this level is the Nexus of Many Lives ability. Arukōru's duplicates can all use it (assuming they are duplicates from this CR 19 and above), and any spell under 6th level on the sorcerer/wizard list is available. Or any spell under 5th level. Almost any problem can be fixed by that. Word of Chaos can take out multiple lawful adversaries, but it's probably not a good idea to use it on PCs who might die from it. Evil Weather can create some nice diversions. Psion Uncarnate gets Arukōru the neat ability of going through walls, which can come in handy at times. Also, Staggering Strike on the combat end of things.
Player's Handbook
Dungeon Master's Guide
Expanded Psionics Handbook
Complete Warrior
Complete Scoundrel
Complete Adventurer
Champions of Ruin
WotC Web
There was going to be an FAQ section for some things that might be a little obscure, but due to time constraints there now isn't. I'll just address them in disputes if they turn up in judging.

Inevitability
2017-08-16, 07:51 AM
Snakes. Why did it have to be snakes?


https://torapuro.files.wordpress.com/2008/05/6a00f48cee0e26000300fa96879cf90002.jpg

Xihu Ayame
LE Akutsukai Shadow-walker Greensnake Naga(Female) of Shadow
(Reptilian Subtype, Speed 30 ft., Poison, Telepathy, Taint Immunity, Alternate Form)
Ninja 3, Cobra Monk 2, Abrupt Jump Conjurer Focused Specialist Illusionist 1, Swordage 1, Telflammar Shadowlord 4, Swordsage +1, Telflammar Shadowlord +2, Totemist 2

Ability Scores


Ability
Starting
Scores
Elite
Racial
Change
Scores
at CR20


Str
17
15
+2
+1 at 8HD
18


Dex
14
10
+4
+2 at CR6
16


Con
12
8
+4
+1 at 12HD
+1 at 16HD
-2 at CR6
12


Int
16
14
+2
-
12


Wis
15
13
+2
+1 at 4HD
16


Cha
12
12
+0
-
12


https://i2.gamebiz.jp/images/original/171222301556bd92d7a3fd60026.jpg
The sound of wind rustling grass and leaves are all that can be heard in the moment. They chased the geisha assassian away from their Lord’s manor, but not before she made him cry out in fear. The woman was mad, she had attacked their Lord during his evening meal, seductively serving him until she struck. She had come close to striking a lethal blow, too close. As was protocol when the lord wanted another woman, she was thoroughly searched, no weapon or substance of any kind was found. Where did she hide that blade? Somehow their Lord had seen it before she struck and lashed out at her, shouting in anger and fear. His only injury being a small scrape on his hand when he struck her in the face, giving his guards and I enough time to respond and protect him.

Somehow, she was able to slip out of the grasp of three guards holding onto her firmly. She writhed and wriggled and suddenly she was free and running. Her mission a failure, the Lord safely guarded by his men. We pursued the geisha to the gardens, only moments behind her, yet as soon as she entered beneath the shadows of the branches she seemed to disappear completely, no trace anymore. “Yoshi, you four go around the trail and cut her off. We know these grdens better than anyone, only the royal guard are allowed in there, she can’t escape.” Off Yoshi and his three guards went, trying to flank her before she found her way out. She won’t. All trails lead back this direction, there is no way out.

’Rustle, rustle.’ Got her! Only 12 paces ahead, she must have been hiding in the bushes and waiting for us to chase her further into the garden, waiting for her chance to escape. “You have brought dishonor to me by assaulting my Lord. The only way to redeem myself is to present you head and beg His forgiveness for allowing you to get so close. ’SLASH’ My blade cuts clean through the flowers and branches and connects solidly. I have her…

“No!” It’s the body of one of my men! Why was he hiding in the brush? Where is his armor and weapons? What happened to…. a mark, on his neck, swollen and turned green and purple. He must have been bite bit by a snake and poisoned. But then, why is he striped of his belongings...? ”ARRGGHHHH, filthy wench!” Yelling up ahead. “You have no hope of beating us all.”

I come upon her end. The almost assassin geisha is surrounded by royal guards. She has no hope now. Fwip. Fwip With a twitch of her fingers, two guards fall, their hands clenched around their now bloody throats. I’m too far away, the others move in, katana’s and wakashi’s drawn and ready. She darts in and around them, kicking one in the back of the leg ad dropping him to the ground. Another she jabs in the eye with her fingers and I realize a moment later, those fingers are still grasping his eye when she pulls them away. Who is this monster? The remaining guards swarm in slashing down. She dodges deftly, as if the blades were of no concern, and then finishes them off with their own blades. She then slowly turns to face me with a wicked grin curling up on her face.

“If you hurry back, you might be just in time to watch your precious Lord breathe his last.” Her voice is like silk wrapped in velvet. “That little scratch I gave him had quite the surprise with it. The poison will be reaching his heart at any moment.” She trying to distract me, she’s worried, my men must have injured her. I won’t fall for it. “Lies”, I spout vehemently. “You head will adorn my ancestors shrine tonight. My honor redeemed with your blood,” I yell! She acts calm and unconcerned, it’s a ruse.

I move in for the kill. Faster than the beat of a hummingbird’s wings I draw my blade and strike… … ...nothing but air… She’s vanished…! Cold, tender hands brush against the back of my neck. I spin and strike again… nothing. What sort of witchcraft is this… I move in a wide circle, searching for my prey. I will not fall victim to her tricks. My heart is pounding in my ears, there’s a warming pulse on my neck, I can’t concentrate, the shadows in the trees are moving, reaching for me. I’m on the ground with my sword beside me. When did that happen? Why am I laying down? I’m a warrior, why would I release my weapon? I grab my sword and struggle back to me feet, it takes much longer than it should. I feel my neck stiffen when I look around and I realize what happened. She must have struck me with some kind of poison when I attacked, just like the first guard I found in the bush. A beautiful angel emerges from the darkness of the trees. I lift my sword in defense, she won’t fool me...

The angelic being turns back into the treacherous geisha in my mind and she speaks to me. I can’t hear what she says, my head is pounding. From the other side of the path, Yoshi and his three men burst out of the foliage with battle cries that makes their ancestors proud. As they strike down at her she disappears again. I was ready this time and watched carefully. The shadows themselves seemed to snatch her away at the last moment. She reappears beside the men and skewers two of them with the blades of their former clanmates. Yoshi and the last guard fight on. She leaps into the trees and is again swallowed up by the shadows. I shout to Yoshi, “Strike behind you now!” Yoshi is well trained, he obeys my command without question and blindly stabs. She appears just in time to receive his sword straight to her gut, there’s no healing a wound like that, she’s finished. ...to my horror she just chuckles to herself and snaps Yoshi’s neck. The last guard tries to run but the monster takes the sword from her gut and with seemingly impossible reach, buries in the same spot on him. He drops to the ground gasping, not quite dead.

The pounding has diminished. It’s getting difficult to stay awake but I keep my sword raised, ready to fight to my last. I hear the silken voice of an angel again, “My, you are a ssstrong one aren’t you. And ssso brave. Mossst warriors would have sssuccumbed to my poison already. Yet you are able to keep on your feet. I think you will make a grand addition as a ssservant to the Ssshadowlands.” I couldn’t focus on what she said. Before my eyes she was transforming. Her legs were growing longer and longer, melding together. They took the shape of a giant snake. From her chest, the wound Yoshi struck was quickly closing up. Six large bulges, three on either side of her chest were forming, growing, becoming additional arms. Truely… we never had any hope of stopping this monster. She was no lady. She was an Oni creature from legend. A demon from the cursed Shadowlands, and it wanted to take me…
It picked me up along with the still barely breathing guard. The shadows of the garden gathered closer, closer, enveloped us completely. The sensations I knew as ‘Light’ and ‘Warmth’ were no more. Now, there was only darkness… and cold… The darkness… it’s moving… calling to me...
Ayame is a Greenscale Nage from the Ancient Naga Empire in Rokugan’s distant past. Long before humanity. She is roughly 15 feet long. Her upper body is as a typical Human female, while her lower body is that of a green snake. When coiling up 2/3 of her body, Ayame can move and attack just as well as any typical Humanoid. When coiling up only 1/3 of her body, she can reach much farther than normal, even reaching directly above. As a full-round action Ayame can change her shape. Her lower body transforms into that of a typical Human female with a base speed of 30 ft., including any features that increase her base speed.

Most of the Naga have been asleep for centuries after a brutal war with the creatures from the Shadowlands. Greensnake Naga are the weakest, but most common form of Naga, and the least xenophobic to other races. Ayame is a warrior and diplomat of sorts to the other(lesser) races. She keeps and eye on the Humans and uses them as her playthings when the urge arises. Her inquisitive nature(common among Greenscales) led her to want to learn more about the fighting styles of the humans. She takes their knowledge and puts it to her own, immoral use. Eventually, her thirst knowledge and power becomes to great for the inferior races to placate. She seeks out alternative knowledge and that leads her into the forbidden Shadowlands, and beyond.

She follows the hierarchical order of her society, and believes in the power and majesty of her people. The ‘lesser’ races don’t register in her mind as proper sentient beings. They’re toys, objects, trash to be discarded or destroyed on a whim.


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


1
Ninja 1
1
+0
+0
+2
+0
Balance-2, Bluff-4, Craft(Alchemy)-4, Disguise-4, Escape Artist-3, Gather Information-1, Hide-4, Jump-2, Move Silently-4, Sleight of Hand-4, Tumble-4
Darkstalker
Wis to AC, Ki Power, Sudden Stike +1d6, Trapfinding


2
Ninja 2
2
+1
+0
+3
+0
Bluff-5, Craft(Alchemy)-5, Disable Device-1, Disguise-5, Hide-5, Move Silently-5, Open Lock-1, Sleight of Hand-5, Tumble-5
-
Ghost Step (Invisible)


3
Ninja 3
3
+2
+1
+3
+1
Bluff-6, Craft(Alchemy)-6, Disguise-6, Escape Artist-5, Hide-6, Move Silently-6, Sleight of Hand-6, Tumble-6
Blind-fight
Sudden Strike +2d6, Poison Use


4
Cobra Monk 1
(UA p.52)
4
+2
+3
+5
+3
Balance-4, Craft(Alchemy)-7, Hide-7, Jump-3, Move Silently-7, Tumble-7
Dodge
Flurry of Blows, Unarmed Strike, AC Bonus, Bonus Feat, Skill Bonus (Escape Artist+2) Ability Score Increase (Wis)


5
Cobra Monk 2
5
+3
+4
+6
+4
Balance-5, Craft(Alchemy)-8, Hide-8, Jump-5, Move Silently-8, Tumble-8
Mobility
AC Bonus +1(Ninja +Monk), Bonus Feat, Evasion


6
Shadow Walker
-
+3
+4
+6
+4
-
-
SLA’s, Light Blindness, Darkvision 60ft, Hide +4(racial), +2 Dex, -2 Con


7
Conjurer 1
(Focused Specialist Illusionist)
6
+3
+4
+6
+6
Knowledge(Local):Thesk-2(4 points), Spellcraft-1
Daylight Adaption, Spring Attack
Bonus Feat(UA p.59), Spellcasting, Abrupt Jump


8
Swordsage 1
7
+3
+4
+8
+8
Climb-2, Craft(Alchemy)-9, Hide-10, Move Silently-10, Sense Motive-2
-
Quick to Act +1, Weapon Focus(Shadow Hand)


9
Telflammar Shadowlord 1
8
+3
+4
+10
+8
Bluff-8, Disguise-9, Hide-11, Move Silently-11
-
Shadowsight 60ft, Shadow Jump, Spellcasting, Ability Score Increase (Str)


10
Telflammar Shadowlord 2
9
+4
+4
+114
+8
Disguise-10, Hide-12, Move Silently-12, Skill Trick: Assume Quirk, Skill Trick: Second Impression
Mindsight
Shadow Blur


11
Telflammar Shadowlord 3
10
+5
+5
+11
+9
Bluff-10, Disguise-11, Hide-13, Move Silently-13, Tumble-10
-
Shadow Walk


12
Telflammar Shadowlord 4
11
+6/+1
+5
+12
+9
Bluff-11, Concentration-1, Disguise-14, Hide-14, Move Silently-14
-
Shadow Pounce


13
Swordsage 2
12
+7/+2
+5
+13
+10
Craft(Alchemy)-10, Hide-15, Martial Lore-1, Move Silently-15, Tumble-15
Craven
Wis to AC(Light Armor)


15
Akutsukai Template
12
+7/+2
+5
+13
+10
-
Multiweapon Fighting, Multidexterity
See CR section


16
Shadow template
12
+7/+2
+5
+13
+10
+6 Move Silently(racial)
-
Shadow Blend(Su), Resistance(Cold):15, Improved Evasion, Plane Shift(Shadow)(SP): 1/day(CL:15th), +2 all Saving Throws(Luck), Ability Score Increase (Con)


17
Telflammar Shadowlord 5
13
+7/+2
+5
+13
+10

Bluff-13, Disguise-16, Hide-16, Move Silently-16, Tumble-16
Shadow Discorporation


18
Telflammar Shadowlord 6
14
+8/+3
+6
+14
+11
Bluff-16, Disguise-17, Hide-17, Move Silently-17, Tumble-17
-
DeathAttack


19
Totemist 1
15
+8/+3
+8
+14
+13
Bluff-17, Hide-18, Move Silently-18, Tumble-17.5
Bonus Essentia
Wild Empathy, Meld Shaping


20
Totemist 2
16
+9/+4
+9
+14
+14
Disguise-18, Hide-19, Move Silently-19, Tumble-18
-
Totem Chakra Bind (+1 capacity), Mirror Image(Sp): 1/day(CL:5th), Ability Score Increase (Con)


Ayame has spent enough time among the lesser races to grow curious of their abilities, and begun to learn them for herself. She has perfected the art of living amongst humans in particular and enjoys acting as an infiltrator and assassain. She mainly uses her own poison to coat her weapons and takes much delight in hurling poisoned shuriken from the shadows. She’s learn how to concoct other poisons as well, but her work just doesn’t have the same personal touch unless she uses her own. By changing back into her Naga form, Ayame can uncoil herself out to 15ft feet and can reach great heights and across long distances. She’s your basic ninja/assassian stalking through the shadows and hiding in plain sight.
Ayame has entered the Shadowland that her people have fought against for millenia, and has accepted it as part of her. The Shadows have begun to infuse her body and grant her powers she’s never known, powers she has only felt the faintest touch of during her past work or hiding and stalking in the shadows.
She can now see perfectly in shadow and darkness of any kind. She can transport herself through shadow instantly with but a thought. Her connection with the Shadowland has granted her mystical powers similar to her Naga cousins of higher castes. Ayame is defended by the very shadows around her, and will whisk her away a few feet if she is being attacked. *cough Abrupt Jump *cough
She has sought out other users of shadow and have learned their abilities for herself. Martial and arcane magic that allow her to form shdow and darkness to attack and manipulate her foes. Ayame’s purpose has changed. The Shadows have allowed her to travel nearly anywhere, across lands far away, across the very planes themselves. Her knowledge will continue to grow until she and the Shadowlands are truly one.
Ayame can now Shadow Pounce thanks to Telflammar Shadowlord. Anytime she uses a teleportation ability, she can full attack upon completion of that ability. Shadow Jump, Shandow Hand Maneuvers, Abrupt Jump, Dimension Door, they can all be used to this effect. Thanks to Sudden Strike and Craven, this can be a devastating effect that can happen multiple times per round, and even between turns. Second level spells, and Greater Invisibility in particular, are just icing on the cake.
Thanks to the Lords of the Shadowlands, Ayame was gifted with the Akutsukai (servant of evil)template, becoming an oni-like minion of evil. It requires a Humanoid, which Ayame still is unlike her cousins, the 4 other types of Naga who became Monstrous Humanoid in 3.5. She becomes undead, but interestingly enough, still possesses a Constitution score. (That’ll be very important later.) Her other abilities include:

Fast Healing 3
Blend with Darkness: +10 Hide bonus in darkness and shadowy conditions.
Damage Reduction 30/+3
Eyes of Hell:Darkvision range out to 120 ft, and is immune to any blinding effect. Negating a major weakness from the Shadow Walker Template.
Multiple Arms: A total of eight arms and gains the Multiweapon fighting and Multidexterity feats.
Wings: Fly speed of 4x base land speed. (w/ Shadow Template next CR, that’s 240 ft.)

Flying teleporting 8-armed injury resistant ninjas never looked so scary. :elan:
Everything Ayame was before she still is. Her connection to the Shadowlands is complete thanks to the Shadow Creature template. She now possess

Resistance to Cold of 15
+6 racial bonus to Move Silently
Improved Evasion
+2 Luck bonus on all saving throws
Mirror Image 1/day
Plane Shift 1/day to or from the Plane of Shadow
Shadow Blend Total concealment in any condition other than full daylight


Ayame can see in any sort of darkness, magical or otherwise. She disappears in any sort of darkness, whether a creature can see in darkness or not. Even if a DM rules that Shadow Blend doesn’t fully work against creatures that can see in darkness, they will still have to beat Ayame’s respectable Hide check to know she’s there.

I imagine a volley of poisoned shuriken bursting out of the shadows to decimate any lone individual or even a group of creatures. If they are also in an area not in direct sunlight, She’ll have no trouble teleporting in and out all over the place, full attacking every chance she gets.

Telflammar Shadowlord is complete giving Ayame access to thematically appropriate 3rd level spells, Death Attack, and the chance to break up into bits of shadow on a killing blow, forming the next sunset. (Reflex save DC:5+ damage dealt; with DR:30/+3 it’ll be difficult to even get that killing blow)
Two levels of Totemist give Ayame access to fun and helpful soulmelds. The most important one is Blink Shirt when bound to her Totem Chakra. With 4 Essentia bound, she can teleport up to 50 feet as a move action, and then full attack at the end.
Other useful Soulmelds would be Worg Pelt and Kruthik Claws for bonuses on Hide and Move Silently, Lamia Belt for Bluff, Hide, and more natural attacks for Shadow Pounce, and Bloodtalons or Rage Claws to continue fighting while in negative hit points.(Remember, She still has a Con score even though she’s Undead)
Ayame uses primarily a Katana, Short Swords, and Shuriken. She has no problem making use of other weapons when need be, but that’s what she prefers.
Her Wizard spells focus on deception while her Shadowlord spells focus on combat bonuses.
Her maneuvers should be used to attack unexpectedly and to weaken her opponent.
Wizard Core 0- Acid Splash, Detect Magic, Ghost Sound, Prestidigitation.
1st – Conj: Grease(for Sudden Strike), Mage Armor, Unseen Servant
Div: Comprehend Languages, Detect Secret Doors
Illus: Disguise Self(+10 Disguise), Silent Image, Ventriloquism

Swordsage Maneuvers
1st – DM:Sapphire Nightmare Blade, SS:Counter Charge, SH:Clinging Shadow Strike, TC:Sudden Leap – Stance:SH:Child of Shadow
2nd – DM:Emerald Razor, SS: Clever Positioning, SH:Cloak of Deception, SH:Drain Vitality, SH:Shadow Jaunt
3rd – SH:Shadow Garrote, SH:Strength Draining Strike – Stance:SH:Assassian’s Stance


Wizard Spells per Day


Level
Conjuration
Illusion
Unrestricted


0
1
3
2


1st
1
3
0(Bonus Spells)

Telflammar Shadowlord Spells per Day


Level
1st
2nd
3rd


1st
0
-
-


2nd
1
-
-


3rd
1
0
-


4th
2
1
-


5th
2
1
0


6th
2
2
1


Swordsage Maneuvers


Level
Maneuvers Known
Maneuvers Readied
Stances Known


1st
6
4
1


2nd
7
4
2(Bonus Spells)


Meldshaping


Level
Soulmelds
Essentia
Chakra


1st
2
1
0


2nd
3
2
1


Player’s Handbook 3.5: Monk, Wizard, Feats
Player’s Handbook 2: Focused Specialist Wizard
Complete Adventurer: Ninja
Complete Scoundrel: Skill Tricks
Lords of Madness: Shadow Template, Darkstalker and Mindsight feats
Magic of Incarnum: Totemist, Bonus Essentia
Oriental Adventures: Greensnake Naga, Akutsukai Template
Unearthed Arcana: Cobra Monk, Wizard Bonus Feats
Tome of Battle: The Book of Nine Swords: Swordsage
Forgotten Realms Campaign Setting: Daylight Adaption feat
Champions of Ruin: Craven feat
Unapproachable East: Telflammar Shadowlord, Shadow Walker Template

Inevitability
2017-08-16, 07:54 AM
For when regular weretigers just aren't cutting it anymore.



The Auspicious Black Tiger
Of the Moon Tiger Ninja Clan
Sometimes Called Akuza
Reputed to be the mightiest of the Ninja Clans, the Moon Tiger Ninja Clan guards a deep secret - They are servitors of the Rakshasa. Their lycanthropic power is said to have been a gift of the gods, but in truth the founder of the clan, the first Black Tiger, swore his oath to the Rakshasa for the power to rule over his enemies. They gave him the supremely powerful form and he bit and turned dozens of rivals into weaker weretigers. All weretigers born to the Moon Tiger Ninja clan inherit the hearts of their dark masters. Today, the Black Tiger is a position to the most powerful ninja within the clan, though not necessarily the leader.

Akuza is the Black Tiger of the Moon Tiger Ninja Clan by dint of an auspicious birth -Born during a lunar eclipse, sired by a Rakshasa. His mother gave him up to the clan's most fiercely held monastery. There, he grew into a strong and disciplined young warrior, proving himself as skilled as any of his fellow acolytes in the arts of stealth and deceit. In time, the Rakshasa saw fit to send him on his first mission and the fanatical youth did not disappoint. He grows ever bolder and ever fiercer in his skill, braving hails of arrows with not but an open hand. Afflicted with a common lycanthropic dislike of crowds and cities, Akuza seldom leaves the sleek, black hybrid form that is his birthright, climbing mountains and swimming deep seas. He has no equal within the clan and few enough outside of it. He is devoted to the Rakshasa as few can be, a legendary figure of absolute fanaticism, but his loyalty to the clan is more feeble. If there is any essential mission from assassination to theft, it is given to Akuza.

Akuza (everything can be found on the SRD)
Half-Fiend Human Lycanthrope
Legendary Weretiger 26/Monk 2/Assassin9
CR Breakdown: Human 0 CR + Lycanthrope (http://www.d20srd.org/srd/monsters/lycanthrope.htm#WerewolfLord) (Legendary Tiger (http://www.d20srd.org/srd/epic/monsters/legendaryAnimal.htm#legendaryTiger)) 6 CR + Half-Fiend Over 11 HD 3 CR +Monk (http://www.d20srd.org/srd/classes/monk.htm) of the Invisible Eye (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#invisibleEye) 2 + Assassin 9
(http://www.d20srd.org/srd/prestigeClasses/assassin.htm)
BASE HUMAN STATS: STR 10, DEX 13, CON 12, INT 14, WIS 15, CHA 8
Post Template Human Form Stats: STR 14, DEX 17, CON 14, INT 18, WIS 17, CHA 10
Lycanthrope increases stats by level to: ST 10, DEX 20 (+3), CON 14, INT 18, WIS 19 (+2), CHA 10
Lycanthrope increases stats through transforming by: STR +22, DEX +8, CON +14.
Three other level based stat increases: +2 CON, +1 WIS.



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


10
Monk of the Invisible Eye
+19
+17
+17
+9
Climb 16; Hide 29; Jump 16, Listen 29; Move Silently 29; Spot 29; Swim 29. Balance 14, Bluff 14, Disguise 14, Intimidate 14, Knowledge (Religion) 14
Athletics, Alertness, Combat Reflexes (Invisible Eye), Deflect Arrows (Human Bonus), Endurance, Improved Initiative, Improved Unarmed Combat (Monk), Infinite Deflection (Level), Iron Will, Power Attack, Run, Toughness (x2), Track
Pounce, Improved Grab, Rake, Curse of Lycanthropy, Alternate For, Low-Light Vision, Dakr Vision (60 ft.), Legendary Weretiger Skill Bonus to Hide/Move Silently, Monk AC Bonus, Flurry of Blows, Invisible Eye Listen Bonus, Unarmed Damage Bonus, Half Fiend Spell Like Abilities (all), Smite Good 1/day +20, SR 35, DR 10/Magic and Silver, Immunity to poison, Resistances (Cold,Acid,Electricity Fire) 10, Claws Magic weapons


11
Monk
+20
+18
+18
+10
Tumble 9
Lightning Reflexes
Evasion


12
Assassin 1
+20
+18
+20
+10
Use Magic Device 8, Tumble 10

Sneak Attack 1d6, death attack, poison use, spells


13
Assassin 2
+21
+18
+21
+10
Use Magic Device 16, Tumble 11
Exceptional Deflection
+1 Save Versus Poison, Uncanny Dodge


14
Assassin 3
+22
+19
+21
+11
Use Magic Device 24, Tumble 12

Sneak Attack +2d6


15
Assassin 4
+23
+19
+22
+11
Disguise 20; Bluff 17

Save against Poison +2


16
Assassin 5
+23
+19
+22
+11
Bluff 26
Reflect Arrows
Sneak attack +3d6, Improved Uncanny Dodge


17
Assassin 6
+24
+20
+23
+12
Disguise 29

+3 save versus poison


18
Assassin 7
+25
+20
+23
+12
Hide 35; Move Silently 34

Sneak Attack +4d6


19
Assassin 8
+26
+20
+24
+12
Hide 39; Move Silently 39
Flyby Attack
+4 Save against poison, Hide in Plain Sight


20
Assassin 9
+26
+21
+24
+13
Disguise 36

Sneak Attack +5d6



Spells per Day/Spells Known


Level
1st
2nd
3rd
4th


[tr]
12th
1/2
-
-
-


13th
2/3
-
-
-


14th
3/3
1/2
-
-


15th
4/4
2/3
-
-


16th
4/4
3/3
1/2
-


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


18th
4/4
4/4
3/3
1/2


19th
4/4
4/4
4/4
2/3


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


Spells Known (order of acquisition)
1st: Disguise Self, Obscuring Mist, True Strike (3), Ghost Sound (4)
2nd: Alter Self, Invisibility, Pass Without Trace (3), Undetectable Alignment (4)
3rd: Magic Circle Against Good, Nondetection, Misdirection, Deeper Darkness
4th: Greater Invisibility, Dimension Door, Freedom of Movement


At any level, the Black Tiger uses either his claws in melee and shurikens or composite shortbows as his ranged weapons.
CR 10:
I'm going to be straight with you - This CR is too low.

At this CR in Hybrid form, Akuza has +32 to melee attack with four claws (hybrid form GAINS claws/bite attacks on top of his half-fiend claws, obviously not risking spreading his lycanthropy with a bite), AC 34 (-1 size, +9 DEX, +4 WIS, +12 Natural Armor) before using Unholy aura to give +4 deflection, hide checks with a 41, Infinite Deflection that makes him immune to missile attacks, SR 35 which only the most dedicated of casters has a chance to pierce, 27d8 HD, his lowest save (will) is +15 on top of SR 35, he can fly, resistance to every kind of element, and of course Blasphemy at CL 27 once per day. If your super-TO group is ready to slap him down, go for it - I will say though that I'm confident he could kill a Planetar, given time. Worst come to worst, darkness nuke and hide until the opposition goes away.

Here's how I recommend introducing Akuza, who is hiding in a lord's antechamber with a 44 on his hide check.
As gossip: I don't know how I didn't see him before, but there he was a jet black tiger-man with feral, bat-like wings swoops down from the ceiling. His cat eyes were laughing as he descended upon the lord, even as a dozen crossbow bolts sailed towards him. He caught them in his hands, one after another, and dropped them to the ground down around the lord. The lord's eyes fill with fear before a hail of claws tears him to pieces. A court magician slung spell after spell, but it only marked him out as next. I fled with the others, to my everlasting shame. Spirits, barkeep, another drink, please.

If you wish them to be there, this is pretty much what happens: Surprise round, initiated by Akuza, and then beat on the poor lord. The four claws deal 1d6+26 each with a +19 Attack bonus. Any ordinary noble is now properly dead, with a minimum damage of 108. Catches every bolt with infinite deflection. Spell resistance marks out the court magician. Of course, if he had felt at risk, he could have just dropped a Blasphemy at any time and killed any non-evil creatures anywhere near him. He has Run and is willing to use it!

At any point if you feel he's failing, have him coat his claws in deadly poisons (he himself being immune.).

CR 13:
Exceptional deflection and evasion (reflex save +31, before items or unholy aura) have edged towards rendering Akuza totally immune to all ranged attacks. Blasphemy still instant kills anyone who isn't evil and closes with you. Darkness remains to help him hide. He's still near guaranteed to hit. His SR is (nearly) impossible to break. He can be caught by I think this is the sweet spot, but honestly I'm pretty sure that he far exceeds his CR at the majority of levels.

The primary threat is a forcecage. Obviously, if you're using him at CR 13, this is that kind of game though. Give him a Cape of the Montebank/Boots of Teleportation and call it a day, adding a Rod of Cancelation at later levels (to escape a forcecage to escape a dimensional lock). Alternatively, a Distance Composite Shortbow sized appropriately (Composite 13 adds 900 to the cost) will probably enable all sorts of fun. Akuza in hybrid form is too tall for a windowless cell. Within the SRD, only Mage's Faithful Hound (which almost certainly won't hit) and Acid Fog (which does a maximum of 2 damage per round) deal damage.

CR 15: Everyone can and should be grateful for uncanny dodge, which is keeping Akuza near the top of his power range. At this level, Blasphemy can kill solars. No save, SR functionally trivia.

CR 16
Reflect arrows punishes the poor mages who try to hit the mighty Akuza, which is good, because his SR is starting to be possible to overwhelm. His saves remain high, but may be in the realm of manageable against decent opponents.

CR 20
Hide in Plain Sight makes you effectively invisible, forever. Your hide bonus is somewhere north of +56. Dimension door (assassin spell) lets him bail, blasphemy still instant kills everything. Dimension door + Blasphemy is a handy trick, recommended for killing pesky casters. Akuza instantly hides whenever someone chases him and leaps out for a new sneak attack round. He attacks for 1d6+13+5d6, whenever he uses a claw attack in such a situation, before power attack. If he wins initiative (likely but not certain), he'll take the chance to do a full attack, adding precision and power attack.

At this CR, Akuza is (probably) far stronger than any of his Rakshasas. This does not make him a rebel, however. He might just be an obedient lackey. Alternatively, Akuza might be the instrument of some holy power's wrath, stalking a lonely mountain when on shore leave. Players might receive an oracle that he will slay the Emperor or they might need to bypass him to speak with a spirit or god on the top of a mountain.

They also might encounter him during a coup, slaughtering imperial officials at the head of the Moon Ninja clan. Unholy Aura lets him effect 37 of his clans warriors for 37 rounds, if you can cluster them tightly enough. He is perfectly willing to do so as well.

Reducing CR: So, obviously, you might want to mitigate The Black Tiger's power level at various points. Of course, the simplest way would just be to slap an adjustment , but there's no straight progression here - If you made CR 20 into CR 26, he'd be thoroughly outclassed by a Gold Great Wyrm. At CR 20, he's pretty on level with other CR twenty monsters. You can start removing things in a sensible way, though, and here's a list:
1) Taking away flight won't be the worst thing after level thirteen, because he accounts for that in other ways.
2) Lower the caster level of his spell-like abilities to CR.
3) Infinite Deflection can be subbed for Exceptional Deflection and never put in, making him a pain but not an unkillable pain of wrath. Power Attack makes a good insert here.
4) Removing Epic feats altogether. I recommend Power Attack, Cleave, and Great Cleave and replacing Deflect Arrows with Improved Sunder. This will make him a larger pain to melee than to ranged. Alternatively, replacing the epic feats with Point Blank Shot, Rapid, and Manyshot.
5) Reducing SR to 15 + CR will make him difficult but not impossible to effect. Reducing SR to 10 + CR will make his SR only occasionally relevant.
6) Force racial HD to still count as animal, which will give you a smaller pool of skills to work with. I feel like this kills flavor more than it should, though.

Akuza is an elite member of a secret clan of mystical ninja warriors nursing a dark secret, he can climb, swim, jump, lie, and fight to the death with his bare hands. He literally has the soul of a devil tiger. He possesses fierce combat prowess, mystical disciplines, and also extreme stealth skills. Here is a man ready to be the dark hand of an elderly ninja sifu, a clever assassin in service to hell, or even an instrument of divine wrath.

His own clan likely have a great deal of skill in stealth and gracefulness. Their lycanthropy is relatively public knowledge, their Rakshasas allegiance is an absolute secret. They're heritable Lawful Evil. They can be used as enemies even very early on (CR 4 Ninja 1/Weretiger 6 makes a strong criminal for low level characters to defeat.)

Wait, explain to me how all this works!

Happily! The base chassis of this is a Human Monk (Combat Reflexes, Deflect Arrows, Improved Unarmed Strike, Able Learner)

Then you add inherited Lycanthropy (Legendary Tiger), giving +26 HD. A lycanthrope whose base animal has an HD of 21 or higher gains CR +6. Per the werebear entry, it is clear that a character receives a first level feat for their animal hit dice, as in all the feats for the base animal. However, it is also clear that you are permitted to determine your own feats in Lycanthropes as Characters section. I have interpreted this as meaning that if the two HD sources add up to a new feat level, that feat is the player's choice. The alternative proposition (that I could choose every feat) is too much, even for this build. (If you are playing against Tippy, this is recommended for you. Otherwise... Stop.) The feat I chose was Infinite Deflection, because our natural legendary were tiger's ECL is epic.

Next, I added the Half-Fiend template to our corporeal living humanoid. The Lycanthropes as characters section make clear that the animal HD are racial, so they receive the blessing of being transformed into Outsider HD for skill purposes (sadly not saves). Foes of Tippy should take note: With an LA of +7, you could start picking up Epic Feats at HD 15. In such a situation, I recommend building up your ranged and cleave capabilities. For instance: Cleave (3rd), Great Cleave (6th), Point Blank Shot, Far Shot, Infinite Deflection (15), Distant Shot (18), Exceptional Deflection (21), Reflect Arrows (24), and finally Fast Healing. Then at CR 13 Pierce Damage Reduction.) and that you could argue that RAW you should get a second set of first level skills because of how the skill change is worded as Half-Fiends gain (8 + INT bonus) x (HD x 3).

The rest is character levels, which I'm sure you understand. There are lots of great assassin spells. Use appropriately.

Isn't this all a bit cheesy?

No. This is Big Time Cheesy. Readers take note - This is a T.O. build, an optimal ninja by CR. It is not meant to be fought on level without being nerfed until at least level 16. It is super OP. At level 13, it is effectively immune to magic, with an average HP of 495, high saved, and polysavant skilled. This is a dish of cheese served on cheese crackers. The point is to exploit the rules.

Inevitability
2017-08-16, 07:57 AM
Lots of animal motifs here.



http://i.imgur.com/LrSBFuk.jpg
The Clan of the Poisonous Arrow Frog



“Hello, sir. This is a fine mill you have here. Wonderful view of the town square. I know you’re a busy man so I won’t take up more than a few moments of your valuable time. Thanks for opening the door, most people don’t.

I don’t categorize my life in terms of boyhood and manhood. There’s no great war or famine or disaster I use as a signpost to mark the passage of time. Not my betrothal to my beloved nor the birth of my first son. When I think of time, I simply categorize it in two stages:

Before and After.

It’s hard to describe why exactly I left my old life behind and joined the clan of the poisonous arrow frog. After all, it’s no secret I’d never had the stomach nor the arm for combat Before. But After, none of that really seemed to matter much anymore.

Don’t think we’re one of these cults of personality. It’s not one individual we follow, you see, but ourselves. The spirit of our community can, well—I suppose “possess” is a word some people use, but it’s not one I particularly favor—I prefer inspire; it can inspire us to do great things. Things that strike awe into the hearts of man, woman and child alike. Elves like yourself too, of course. I’ve even seen an orc display the spirit of our clan.

As a matter of fact, I think it may be about to happen now. Would you indulge me a moment, sir? It’s just right in the square. A few of my brothers are gathered there for a demonstration. Could you just turn your head? You wouldn’t even need to leave your lovely home. You’re in for a real treat. Would you look at that?”

“By the spirits of the heavens and hells, did you see how high that man just jumped?”

“Welcome to After, sir.”


NE neraph factotum 1/incarnate 4/ factotum 3/ ninja spy 7/exemplar 5/ninja spy 8


str 10
dex 16
con 14
int 16 (increases here)
wis 12
cha 8




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


1
Factotum 1
+0
+0
+2
+0
bluff 4, diplo 4, disguise 4, forgery 1, hide 4, listen 4, ms 4, spot 4, tumble 3, umd 4
skill focus (jump)
Inspiration, cunning insight, cunning knowledge, trapfinding


2
Incarnate 1
+0
+2
+2
+2
tumble 2 (4), disguise 2 (5), jump 1 (4.5)

Aura, detect opposition


3
Incarnate 2
+1
+3
+2
+3
tumble 2 (5), disguise 2 (6), jump 1 (5)
weapon finesse
Chakra bind (crown)


4
Incarnate 3
+1
+3
+3
+3
tumble 2 (6), disguise 2 (7), jump 1 (5.5)

Expanded soulmeld capacity +1, incarnum radiance 1/day


5
Incarnate 4
+2
+4
+3
+4
tumble 2 (7), jump 3 (7)

Chakra binds (feet, hands)


6
Factotum 2
+3
+4
+4
+4
bluff 3 (7), hide 3 (7), umd 3
midnight dodge
Arcane dilettante (1 spell)


7
Factotum 3
+4
+5
+4
+5
bluff 3 (10), hide 3 (10), tumble 3 (10)

Brains over brawn, cunning defense


8
Ninja Spy 1
+4
+7
+6
+7
balance 5, bluff 1 (11), disguise 4 (11)

Exotic weapon, ki breath, poison use


9
Ninja Spy 2
+5
+8
+7
+8
bluff 1 (12), disguise 1 (12), hide 2 (12), ms 7 (11)
darkstalker
Slow fall (20 ft.), improved evasion, sneak attack +1d6


10
Ninja Spy 3
+6/+1
+8
+7
+8
bluff 1 (13), disguise 1 (13), hide 1 (13), ms 2 (13), tumble 3 (13), extreme leap

Exotic weapon, acrobatics (+10), leap of the clouds


11
Ninja Spy 4
+7/+2
+9
+8
+9
bluff 1 (14), diplo 4 (8), disguise 1 (14), hide 1 (14), ms 1 (14), spot 1 (5), tumble 1 (14)

Slow fall (30 ft.), hide in plain sight


12
Ninja Spy 5
+7/+2
+9
+8
+9
diplo 7 (15), spot 1 (6), nimble stand
open chakra (shoulder)
Water walk, sneak attack +2d6


13
Ninja Spy 6
+8/+3
+10
+9
+10
disguise 2 (16), assume quirk, listen 3, spot 3 (9)

Exotic weapon, slow fall (50 ft.)


14
Ninja Spy 7
+9/+4
+10
+9
+10
bluff 3 (17), disguise 1 (17), second impression, listen 4 (7)

Thousand faces, acrobatics (+20)


15
Exemplar 1
+9/+4
+10
+9
+12
umd 12 (15)
staggering strike
Skill artistry (jump), skill mastery (listen, jump, disguise, hide, bluff)


16
Exemplar 2
+10/+5
+10
+9
+13
disguise 3 (19), jump 6 (13), umd 4 (19)

Lend talent (one-half penalty), skill mastery (move silently)


17
Exemplar 3
+11/+6/+1
+11
+10
+13
disguise 1 (20), jump 7 (20), listen 4 (11), umd 1 (20)

Bonus feat (improved initiative), skill mastery (tumble)


18
Exemplar 4
+12/+7/+2
+11
+10
+14
disguise 1 (21), hide 1 (15), listen 10 (21), jump 1 (21)
maiming strike
Skill artistry (disguise), sustaining presence, skill mastery (umd)


19
Exemplar 5
+12/+7/+2
+11
+10
+14
disguise 1 (22), hide 7 (22), jump 1 (22), listen 1 (22), spot 3 (12)

Persuasive performance, skill mastery (spot)


20
Ninja Spy 8
+13/+8/+3
+12
+11
+15
disguise 1 (23), hide 1 (23), jump 1 (23), listen 1 (23), ms 7 (21)

Poison immunity, sneak attack +3d6




planar handbook: neraph
dungeonscape: factotum
srd: skill focus, weapon finesse
magic of incarnum: midnight dodge, open chakra (shoulder), incarnate
exemplars of evil: maiming strike
complete adventurer: exemplar, staggering strike



Bounce around the battlefield, stay mobile, and enjoy your weapon finesse. You can rely on dex and incarnate’s versatility to help you out. Soulmelds stay useful throughout your whole career, especially evil incarnate’s necrocarnum melds , but at low levels especially, throwing another body at an enemy with necrocarnum circlet’s zombies is a big deal. You’ve got a good deal of flexibility and can already do many character staples on your own such as fly so take advantage of it.


You were a good frog and paid your taxes on time, so now you’re in the most straightforwardly ninja-themed portion of your build. Ninja spy is one of my favorite classes and offers a variety of useful, flavorful abilities along with offering you significant tankiness via a monk chassis. You gain a bunch of exotic weapons, making your weapon finesse really count by picking up stuff like the spiked chain. Now your acrobatics are up, you can get around the battlefield even easier than before, and neraph pulls its weight with a further +5 racial to jump checks. Your melds boost a variety of skills, including the ones boosted by ninja spy’s acrobatics, getting your numbers even higher.


More ninja spy, more goodies. As long as you’ve got some shadow in 10 feet, your HiPS doesn’t lie and you can skulk around in broad daylight if you like. You have alter self at will, so make use of standard outsider options such as tiefling and aasimar for everyday adventuring forms and goodies like the abyssal maw for combat. Look however you want for as long as you want and no one will be able to tell the difference. You’re also in exemplar and can now make ninja spy’s terrifying bonuses to athletic skills work even harder for you in the coming levels. Your shoulder chakra is open, making your melds more versatile, and you can save the cerulean sandals for someone else since ninja spy has you covered in that regard too. Thanks, ninja spy.


Stagger enemies with your sneak attacks, which due to hips and your disguise skills, magical powers, and skilltricks to stay hidden til it’s too late, you ought to be able to do plenty. Neraph also lets you deny enemies dex to AC when charging or using thrown weapons in certain circumstances, so throw that on the pile as well. Damage charisma on a charge with maiming strike and disappear into the shadows. And when you do more or less anything now (jumping, disguising, etc) you will convert pretty much anyone who sees you to your banner thanks to exemplar’s characteristic persuasive performance ability thanks to your +20 from ninja spy, +5 from neraph, skills, artistry, skill focus, synergy, melds, et al. Once you’ve got that, hop back into ninja spy for poison immunity and some more precision damage and call it a day.

Inevitability
2017-08-16, 08:00 AM
Afraid of the dark?


Ickelos, That Which Snuffs Out the Lamps

http://i.imgur.com/0b8gZYG.jpg
Photo Credits
- Busan Dark Alleyway | by samuel006
-The Guy | Disturbed


Hivenest Dark Gruesome Lurker (Advanced to 6HD)/ Warblade 1 / Ghost-Faced Killer 3 / Avenging Executioner 5 / Ghost-Faced Killer 7

"In the park a few blocks south of here, there is a Shrine to Chamul. It is an unusual design, six thick archways lead into a small canopied space, with the shrine in the center. You must visit during the day, and be sure to bring an offering, I hear a small bottle of fine whiskey is preferred. If you kneel before the shrine, pour out the drink on the stone floor, and are a bit lucky, a chill will run up your spine without any apparent source.

This is a good sign.

Now you may whisper a name into the reliquary. If you are a certain kind of person, you will her a whisper in your ear, again without any apparent source. The voice will whisper a number. If you return the next night with that many bars of silver, within 4 days the individual you named will begin acting strangely. First they will begin to seem tired and distracted during the day, then they will begin to jump at shadows, next they will begin to whisper about nightmares come to life, and finally someone will find them dead, or nearly so babbling about shadow monsters.

Do let me know if you ever try it, I've never been rich enough to find out."


Stats
Racial - STR +6, DEX +2, CON --, INT +0, WIS +2, CHA +6
STR - 15 + 6 = 21
DEX - 12 + 2 = 14
CON - 8 + -- = --
INT - 14 + 0 = 14
WIS - 10 + 2 = 12
CHA - 13 + 6 = 19

Second increase at Level 8 goes to CHA, all others to STR.




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


1
Racial HD 1
+0
+0
+0
+0
Hide +4, Move Silently +4, Bluff +4, Listen +2, Intimidate +1 (Cross Class)
Improved Initiative
Fear Eater, Shadow Jump, Distort Body, Construct Traits, +8 racial bonus on Bluff and Hide checks, DR 5/Magic, Dark Vision 60ft.


2
Racial HD 2
+1
+0
+0
+0
Hide +5, Move Silently +5, Bluff +4, Listen +2, Intimidate +2 (Cross Class)




3
Racial HD 3
+2
+1
+1
+1
Hide +6, Move Silently +6, Bluff +4, Listen +2, Intimidate +3 (Cross Class)
Darkstalker
Psi-Like Abilities (ML = Racial HD):
At will -- control light, create sound, primal fear (DC 15(Cha); 3 creatures)


3
Racial HD 4
+3
+1
+1
+1
Hide +7, Move Silently +7, Bluff +4, Listen +2, Intimidate +3 (Cross Class), Concentration +1 (Cross Class)

Strength +1


3
Racial HD 5
+3
+1
+1
+1
Hide +8, Move Silently +8, Bluff +4, Listen +2, Intimidate +4 (Cross Class), Concentration +1 (Cross Class)




3
Racial HD 6
+4
+2
+2
+2
Hide +9, Move Silently +9, Bluff +4, Listen +2, Intimidate +4 (Cross Class), Concentration +2 (Cross Class)
Power Attack



4
Dark Template
+4
+2
+2
+2
N/A

+10ft Movement, Hide in Plain Sight, Resist Cold 10, Superior Low Light Vision, +8 Hide, +6 Move Silently


5
Warblade 1
+5
+4
+2
+2
Hide +9, Move Silently +9, Bluff +4, Listen +2, Intimidate +8, Concentration +4

Maneuvers Known 3, Maneuvers per day 3, Stances known 1, Battle Clarity (reflex saves), Weapon Aptitude


6
Ghost-Faced Killer 1
+6
+6
+2
+2
Hide +11, Move Silently +11, Bluff +3, Listen +1, Intimidate +8, Concentration +6

Charisma +1, Ghost Step 1/day


7
Ghost-Faced Killer 2
+7
+7
+2
+2
Hide +12, Move Silently +12, Bluff +3, Listen +1, Intimidate +9, Concentration +9
Frightful Presence
Sudden Strike +1d6


8
Ghost-Faced Killer 3
+8
+7
+3
+3
Hide +13, Move Silently +13, Bluff +3, Listen +1, Intimidate +8, Concentration +13

Frightful Attack 1/day


9
Avenging Executioner 1
+8
+7
+5
+5
Hide +14, Move Silently +14, Bluff +3, Listen +1, Intimidate +8, Concentration +14, Jump +3

Bloody Blade, Sudden Strike +2d6


10
Avenging Executioner 2
+9
+7
+6
+6
Hide +15, Move Silently +15, Bluff +3, Listen +1, Intimidate +8, Concentration +15, Jump +8
Leap Attack
Strength +1, Rapid Intimidation


11
Avenging Executioner 3
+10
+8
+6
+6
Hide +16, Move Silently +16, Bluff +3, Listen +1, Intimidate +14, Concentration +16, Jump +8

Sudden Strike +3d6


12
Avenging Executioner 4
+11
+8
+7
+7
Hide +17, Move Silently +17, Bluff +3, Listen +1, Intimidate +17, Concentration +17, Jump +8, Spot +1

Dread Blade


12
Hivenest Creature(Bloodfiend Locusts)
+11
+8
+7
+7
Hide +17, Move Silently +17, Bluff +3, Listen +1, Intimidate +17, Concentration +17, Jump +8, Spot +1

Hivenest Attack - 3d6 damage and 1 negative Level, Distraction - DC 19, Hive Death


13
Avenging Executioner 5
+11
+8
+7
+7
Hide +18, Move Silently +18, Bluff +3, Listen +1, Intimidate +18, Concentration +18, Jump +8, Spot +3
Improved Bull Rush
Bloody Murder, Sudden Strike +4d6


14
Ghost-Faced Killer 4
+12
+9
+7
+7
Hide +19, Move Silently +19, Bluff +3, Listen +1, Intimidate +19, Concentration +19, Jump +8, Spot +5

Strength +1, Ghost Step 2/day


15[t/td]
[td]Ghost Faced Killer 5
+13
+9
+7
+7
Hide +20, Move Silently +20, Bluff +4, Listen +1, Intimidate +20, Concentration +20, Jump +8, Spot +6

Sudden Strike +5d6


16
Ghost-Faced Killer 6
+14
+10
+7
+7
Hide +21, Move Silently +21, Bluff +4, Listen +1, Intimidate +21, Concentration +21, Jump +8, Spot +8
Shock Trooper
Frightful Attack 2/day, Ghost Step(ethereal)


17
Ghost Faced Killer 7
+15
+10
+7
+7
Hide +22, Move Silently +22, Bluff +4, Listen +1, Intimidate +22, Concentration +22, Jump +8, Spot +10

Ghost Sight, Ghost Step 3/day


18
Ghost-Faced Killer 8
+16
+11
+7
+7
Hide +23, Move Silently +23, Bluff +4, Listen +1, Intimidate +23, Concentration +23, Jump +8, Spot +12

Strength +1, Sudden Strike +6d6


19
Ghost-Faced Killer 9
+17
+11
+8
+8
Hide +24, Move Silently +24, Bluff +4, Listen +1, Intimidate +24, Concentration +24, Jump +8, Spot +14
Martial stance - Assassin's Stance
Frightful Attack 3/day


20
Ghost-Faced Killer 10
+18
+12
+8
+8
Hide +25, Move Silently +25, Bluff +4, Listen +1, Intimidate +25, Concentration +25, Jump +8, Spot +16

Frightful Cleave, Ghost Step 4/day



Sapphire Nightmare Blade, Steel Wind, Steely Strike
Stances Known -
Punishing Stance

At this level Ickelos has recently relocated to the city, there are starting to be rumors of strange shadowy beasts roaming the city at night, and people are bolting their doors and shutting their businesses after nightfall. Perhaps the PCs arrive in town after dark and are trying to get some service.

Its tactics are pretty simple, hide, use primal fear to make the PCs shaken and ambush them, grabbing one to use its fear eater ability. Make good use of at will create sound, especially to try and separate the PCs. At this level Ickleos's bluff check is pretty high, so you should be able to impersonate things. If things go poorly it can potentially hide and/or retreat using shadow jump.

Now it has established it's presence and MO solidly, and it is open for business. This is when the PCs would encounter the introductory paragraph if they were looking, alternately someone could take out a contract on one of the PCs.

Not Ickelos has it's Frightful Attack ability, which it will lead off the encounter with, using power attack on someone with low armor class to gain as high a DC on the secondary effect as possible. As it is higher HD than the PCs, whoever is targeted can get frightened to death. From there he will grab and attempt to feast on other members of the party, potentially also re-hiding or using sapphire nightmare blade to gain sudden strike damage. Don't forget about frightful presence and primal fear (which is a swift action), as other fear effects that the PCs must save against. Especially with this rule from the DMG...

Fear effects are cumulative. A shaken character who is made shaken again becomes frightened, and a shaken character who is made frightened becomes panicked instead. A frightened character who is made shaken or frightened becomes panicked instead.

Sometime aorund this level, the ruler of the city finds out about Ickelos, and reasonably decides a fear monster would be great to have on his payroll, so he uses Ickelos as an enforcer.
Alternatively, you could have someone new conquer the city, either in the face of PC resistance, or while they were out adventuring. Either way, this new ruler also decides Ickelos would be a good addition to his team.

Now Ickelos has Dreadblade, which gives him sudden strike damage against shaken+ enemies, which is great. Bloody blade is another fear effect that triggers when he gets sudden strike damage, and another save that the PCs have to make, he can also intimidate as a move action, if he's got one to spare, and when you kill anyone, enemies must save yet again or be frightened from the bloody murder ability. You also have leap attack to increase the damage of your attacks and increase the DC of your frightening strike even more. He is also now a hivenest monster, home to a swarm of bloodfiend locusts. This makes does 3d6 extra damage and a negative level to anyone he has hit with an attack at the end of his turn, so try to spread your attacks out each round, large size will make this easier. Hit and run attacks are his forte, using shadow jump and ghost step, harrying the PCs while they have negative levels, though sustained combat gives him a change to stack up multiple fear effects, and focus on anyone not running away. Try to also remain in the thick of things, affecting as many people as possible with the distraction ability from your swarm, especially spellcasters.

At this point, he has decided that he would do a better job of running the city than the tyrant, his current employer, and gets rid of him. He can use create sound to make it seem as though the tyrant is still in charge or rule openly as you prefer.

His tricks haven't changed much since CR 13, mostly they've just all gotten better. He now has +8d6 sudden strike damage, Frightful attack 3/day and shocktrooper to make his power attacks more potent. He now has ghost step 4/day as well including the ability to become ethereal. Frightful cleave means that killing someone with frightful strike, either someone who failed their save or died from damage, allows him to make a free frightful strike on someone he can reach.

As a hivenest creature, Ickelos plays home to a swarm of Bloodfiend Locusts which has the following effects:
Hivenest Attack - Any creature hit by an attack also takes 3d6 damage plus one negative level.
Distraction - Any creature beginning its turn next to Ickelos must make a DC 19 Fort save or be nauseated for one round and casting a spell requires a DC 20 + spell level Concentration check.
Hive Death - If Ickelos is slain, you must now fight the Swarm.
Hivenest creatures are CR'd as though you encountered both the construct and the swarm, which has the odd effect of bumping up the CR only for the levels when the CRs are similar. As Ickelos gains class levels however the swarm becomes less relevant. As an option, you can advance the swarm's HD to keep up, increasing the DCs of it's saves.
This requires DM fiat as this swarm does not advance regularly.

If you prefer, you could use Hoard scarabs as the swarm, which would use the following rules.
Hivenest Attack - Any creature hit by an attack also takes 2d6 damage plus make a DC 14 reflex save or the scarabs will burrow beneath their flesh, dealing 2d4 points of CON damage per turn.
Distraction - Any creature beginning its turn next to Ickelos must make a DC 14 Fort save or be nauseated for one round and casting a spell requires a DC 20 + spell level Concentration check.
Hive Death - If Ickelos is slain, you must now fight the Swarm.
Other - Ickelos gains the tremorsense(20ft) of the hoard scarabs. Ickelos gains racial +4 to Listen checks

Frightful Presence - Draconomicon
Gruesome Lurker - Mind's Eye (online http://archive.wizards.com/default.asp?x=dnd/psb/20070711a&page=2 )
Dark Template - Tome of Magic
Hivenest Template - Dungeonscape
Warblade, Maneuvers, Stances, Martial Stance - Tome of Battle
Ghost-Faced Killer, Leap Attack - Complete Adventurer
Avenging Executioner - Complete Scoundrel
Darkstalker - Lords of Madness
Shock Trooper - Complete Warrior
Locust Swarm, Bloodfiend - Fiend Folio
Others - SRD

Inevitability
2017-08-16, 08:02 AM
For when you want your players to be terrified of empty rooms for the rest of their lives.



Soratōkā
http://pathfinderwiki.com/mediawiki/images/thumb/c/c6/Dark_stalker.jpg/285px-Dark_stalker.jpg

"As I was going up the stair
I met a man who wasn't there!
He wasn't there again today,
Oh how I wish he'd go away!

When I came home last night at three,
The man was waiting there for me
But when I looked around the hall,
I couldn't see him there at all!"


The ritual and the hunt - that was everything. Sometimes the pathetic mortals knew the significance of the four items he left for them, sometimes they did not. It didn't matter, in either case their doom was sealed. The ones who fled in terror - those he toyed with. Made them know pain and fear before ending them. To those who fought back, he would offer a quick and honorable dispatch. And so it was for many years.

Until that day. The hunt began as normal - the prey had picked up the four totems, and Soratōkā was closing in for the kill, when it happened. The holy man looked at him. Right at him. That alone was disconcerting enough, but then came the attack. The wretched mortal unleashed spells at him, spells that hurt and wounded. That day, for the first time, Soratōkā felt fear. The same fear he so relished in his prey. He had to flee the hunt, something that deeply hurt his pride.

He would never let that happen to him again. He honed his skills, his stealth, and his ability to strike the mortals where it would inflict the most damage and pain. He took up the ritual again, slowly rebuilding his confidence as he killed each victim. Some of these mortals, one in particular, impressed him with their own skills of stealth. This mortal managed to escape Soratōkā, so he tracked him down, and found that he was part of a mysterious order. He studied this order from the shadows, until one day, he revealed himself to their leader. A dozen masked men drew their weapons, but the leader held up his hand to stay their attacks. Soratōkā spoke to the mortal, the first time he had deigned to do so without taunting or cruelty, and asked to join their order. The leader considered for a moment, and then, with a sly grin, accepted Soratōkā into their secret society.

From that point, he carried out missions and slew targets as directed by the order. He took satisfaction in his work, knowing he was far more capable than the mortals who also practiced his craft. He could slip unseen into the most heavily defended stronghold, slay any target, and then out again with ease. After doing this for a long time, Soratōkā grew restless. He felt that his talents far surpassed all of his peers, even his leader. That evening, the mortal saw the four objects laid out in his quarters, and knew what it meant. He put up a good struggle, but was no match for Soratōkā. Bound by ancient oaths, the rest of the order turned on him in vengeance for their leader. Soratōkā slew a score or more before leaving, and wandered the land in search of a worthy challenge.

In his wanderings, his interest was piqued by another group of mortals that were professional killers. These men did so for coin, and wielded both spells and weapons in their craft. Soratōkā took a different approach with them: without preamble he sought out their leader and killed him quickly and messily. The rest of this group were too scared to fight back, and not being bound by honor like the others, readily accepted Soratōkā as their master...


-~~~~~-


LE Male Void Walker Outsider 6/Rogue 3/Ninja Spy 8/Assassin 3/Swordsage 1

HD: 7d8+14d6+105


Abilities Scores:


Level
Final
Array
Racial
8th
12th
16th
20th


Str
20
12
+8
-
-
-
-


Dex
30
15
+12
-
+1
+1
+1


Con
20
13
+6
+1
-
-
-


Int
20
14
+6
-
-
-
-


Wis
16
10
+6
-
-
-
-


Cha
16
8
+8
-
-
-
-



Build Table 1:


CR
Class
BAB
Fort
Ref
Will
Skill Points
Feats
Class Features


5
Outsider 1
+1
+2
+2
+2
52
Exotic Weapon Proficiency (katana)B, Weapon Finesse
Darkvision 60 ft., immunity to energy drain, outsider traits, spell-like abilities, void subtype


5
Outsider 2
+2
+3
+3
+3
13
-
-


5
Outsider 3
+3
+3
+3
+3
13
Two Weapon Fighting
-


5
Outsider 4
+4
+4
+4
+4
13
-
-


5
Outsider 5
+5
+4
+4
+4
13
-
-


5
Outsider 6
+6
+5
+5
+5
13
Expeditious Dodge
-


6
Rogue 1
+6
+5
+7
+5
13
-
Sneak attack +1d6, trapfinding


7
Rogue 2
+7
+5
+8
+5
13
-
Evasion


8
Rogue 3
+8
+6
+8
+6
13
Craven
Sneak attack +2d6, trap sense +1


9
Ninja Spy 1
+8
+8
+10
+8
11
Exotic Weapon Proficiency (kusari-gama)B
Exotic weapon, ki breath, poison use


10
Ninja Spy 2
+9
+9
+11
+9
11
-
Slow fall (20 ft.), improved evasion, sneak attack +3d6


11
Ninja Spy 3
+10
+9
+11
+9
11
Exotic Weapon Proficiency (fukimi-bari)B, Improved Two Weapon Fighting
Exotic weapon, acrobatics (+10), leap of the clouds


12
Ninja Spy 4
+11
+10
+12
+10
11
-
Slow fall (30 ft.), hide in plain sight


14
Ninja Spy 5
+11
+10
+12
+10
11
-
Water walk, sneak attack +4d6


15
Ninja Spy 6
+12
+11
+13
+11
11
Darkstalker, Exotic Weapon Proficiency (spiked chain)B
Exotic weapon, slow fall (50 ft.)


16
Ninja Spy 7
+13
+11
+13
+11
11
-
Thousand faces, acrobatics +20


17
Ninja Spy 8
+14
+12
+14
+12
11
-
Poison immunity, sneak attack +5d6


18
Assassin 1
+14
+12
+16
+12
9
Combat Reflexes
Sneak attack +6d6, death attack, poison use, spells


19
Assassin 2
+15
+12
+17
+12
9
-
+1 save against poison, uncanny dodge


19
Assassin 3
+16
+13
+17
+13
9
-
Sneak attack +7d6


20
Swordsage 1
+16
+13
+19
+15
11
Epic Skill Focus (hide)
Quick to act +1, discipline focus (shadow hand) (weapon focus)



Build Table 2:

CR
Class
Skill Ranks
Skill Tricks
Initiator Level
Maneuvers
Stances
Spells Known
Spells/day 1st
Spells/day 2nd


5
Outsider 1
Balance 4, Climb 2, Concentration 2, Disguise 2, Escape Artist 2, Hide 4, Jump 4, Listen 4, Move Silently 4, Sleight of Hand 2, Spot 4, Tumble 4, UMD 2
-
-
-
-
-
-
-


5
Outsider 2
Balance 5, Bluff 2, Climb 2, Concentration 2, Disguise 2.5, Escape Artist 2.5, Hide 5, Jump 5, Listen 5, Move Silently 5, Sleight of Hand 2, Spot 5, Tumble 5, UMD 2
-
1
-
-
-
-
-


5
Outsider 3
Balance 6, Bluff 2, Climb 2, Concentration 3, Disguise 2.5, Escape Artist 2.5, Hide 6, Jump 6, Listen 6, Move Silently 6, Sleight of Hand 2, Spot 6, Tumble 6, UMD 3
Nimble Charge
1
-
-
-
-
-


5
Outsider 4
Balance 7, Bluff 3, Climb 2, Concentration 3, Disguise 3, Escape Artist 3, Hide 7, Jump 7, Listen 7, Move Silently 7, Sleight of Hand 3, Spot 7, Tumble 7, UMD 3
-
2
-
-
-
-
-


5
Outsider 5
Balance 8, Bluff 3, Climb 3, Concentration 4, Disguise 3, Escape Artist 3, Hide 8, Jump 8, Listen 8, Move Silently 8, Sleight of Hand 3, Spot 8, Tumble 8, UMD 4
-
2
-
-
-
-
-


5
Outsider 6
Balance 9, Bluff 3, Climb 4, Concentration 4, Disguise 3, Escape Artist 4, Hide 9, Jump 9, Listen 9, Move Silently 9, Sleight of Hand 4, Spot 9, Tumble 9, UMD 4
-
3
-
-
-
-
-


6
Rogue 1
Balance 9, Bluff 3, Climb 4, Concentration 4, Disguise 3, Escape Artist 8, Hide 10, Jump 9, Listen 9, Move Silently 10, Sleight of Hand 4, Spot 9, Tumble 10, UMD 8
Escape Attack
3
-
-
-
-
-


7
Rogue 2
Balance 9, Bluff 7, Climb 4, Concentration 4, Disguise 6, Escape Artist 8, Hide 11, Jump 9, Listen 9, Move Silently 11, Sleight of Hand 4, Spot 9, Tumble 11, UMD 11
-
4
-
-
-
-
-


8
Rogue 3
Balance 9, Bluff 10, Climb 4, Concentration 4, Disguise 7, Escape Artist 8, Hide 12, Jump 9, Listen 9, Move Silently 12, Sleight of Hand 4, Spot 12, Tumble 12, UMD 12
Acrobatic Backstab
4
-
-
-
-
-


9
Ninja Spy 1
Balance 11, Bluff 10, Climb 6, Concentration 4, Disguise 7, Escape Artist 8, Hide 13, Jump 10, Listen 9, Move Silently 12, Sleight of Hand 7, Spot 12, Tumble 13, UMD 12
Spot the Weak Point
5
-
-
-
-
-


10
Ninja Spy 2
Balance 12, Bluff 10, Climb 6, Concentration 4, Disguise 7, Escape Artist 8, Hide 14, Jump 12, Listen 9, Move Silently 14, Sleight of Hand 12, Spot 12, Tumble 14, UMD 12
Mosquito's Bite
5
-
-
-
-
-


11
Ninja Spy 3
Balance 13, Bluff 10, Climb 8, Concentration 4, Disguise 7, Escape Artist 8, Hide 15, Jump 14, Listen 12, Move Silently 15, Sleight of Hand 12, Spot 12, Tumble 15, UMD 12
Back On Your Feet
6
-
-
-
-
-


12
Ninja Spy 4
Balance 14, Bluff 10, Climb 12, Concentration 4, Disguise 7, Escape Artist 8, Hide 16, Jump 14, Listen 15, Move Silently 16, Sleight of Hand 12, Spot 12, Tumble 16, UMD 12
Walk the Walls
6
-
-
-
-
-


13
Ninja Spy 5
Balance 17, Bluff 10, Climb 13, Concentration 4, Disguise 7, Escape Artist 8, Hide 17, Jump 17, Listen 15, Move Silently 17, Sleight of Hand 12, Spot 13, Tumble 17, UMD 12
-
7
-
-
-
-
-


14
Ninja Spy 6
Balance 18, Bluff 10, Climb 14, Concentration 4, Disguise 7, Escape Artist 8, Hide 18, Jump 18, Listen 17, Move Silently 18, Sleight of Hand 12, Spot 16, Tumble 18, UMD 12
-
7
-
-
-
-
-


15
Ninja Spy 7
Balance 19, Bluff 10, Climb 15, Concentration 4, Disguise 7, Escape Artist 8, Hide 19, Jump 19, Listen 19, Move Silently 19, Sleight of Hand 12, Spot 19, Tumble 19, UMD 12
-
8
-
-
-
-
-


16
Ninja Spy 8
Balance 20, Bluff 10, Climb 20, Concentration 4, Disguise 7, Escape Artist 8, Hide 20, Jump 20, Listen 20, Move Silently 20, Sleight of Hand 12, Spot 19, Tumble 20, UMD 12
-
8
-
-
-
-
-


17
Assassin 1
Balance 21, Bluff 10, Climb 21, Concentration 4, Disguise 7, Escape Artist 8, Hide 21, Jump 21, Listen 20, Move Silently 21, Sleight of Hand 12, Spot 19, Tumble 21, UMD 15
-
9
-
-
Critical Strike, Sniper's Shot
2
-


18
Assassin 2
Balance 22, Bluff 10, Climb 22, Concentration 4, Disguise 7, Escape Artist 8, Hide 22, Jump 22, Listen 20, Move Silently 22, Sleight of Hand 12, Spot 20, Tumble 22, UMD 17
-
9
-
-
Shock and Awe
3
-


19
Assassin 3
Balance 23, Bluff 10, Climb 23, Concentration 4, Disguise 7, Escape Artist 8, Hide 23, Jump 23, Listen 21, Move Silently 23, Sleight of Hand 12, Spot 21, Tumble 23, UMD 18
-
10
-
-
Blade of Pain and Fear
4
1


20
Swordsage 1
Balance 24, Bluff 10, Climb 24, Concentration 9, Disguise 7, Escape Artist 8, Hide 24, Jump 24, Listen 21, Move Silently 24, Sleight of Hand 12, Spot 21, Tumble 24, UMD 18
-
11
Dancing Mongoose, Distracting Ember, Death From Above, Pouncing Charge, Rabid Wolf Strike, Shadow Noose
Assassin's Stance
-
4
1



Highlights, Tips & Tactics:

CR 1-5
Here, Soratōkā is a relatively standard Void Walker. At will Teleport Without Error makes him very hard to escape from, or to trap. Due to the Void subtype, he is basically imperceptible without True Seeing (which is unlikely to be in play at this level) until he attacks, and can resume the ability as a free action. Nimble Charge adds some attack versatility depending on terrain. The Pain SLA is a fairly effective debuff. He employs hit and run tactics, making him a very effective assailant.

Void Subtype: Void creatures are made of the same empty space that comprises the Void. Normal creatures (that is, creatures without the void subtype) cannot see them unless the void creature makes its presence known, either by an act of will (a free action) or by attacking. A void creature has total concealment (50% miss chance) unless it reveals itself. See invisibility and invisibility purge don't reveal void creatures, but true seeing does. Blindsight and blindsense don't reveal void creatures. Members of the void disciple class can see void creatures. Once it reveals itself, a void creature remains visible until it uses a free action to conceal itself again.
CR 6-10
This is where he can first truly be considered a Ninja. Sneak Attack with Craven really boosts damage output. Improved Evasion with an impressive Reflex save make him almost immune to most AoE attacks. He can dual-wield kusari gama (with reach), and take advantage of his massive Dex bonus with Weapon Finesse. He will likely be employing poisons in his attacks. If he is grappled, Escape Attack allows him a free Sneak Attack if he breaks free, and he can safely get up from prone with Back on Your Feet. Acrobatic Backstab opens up more options for a Sneak Attack, and Mosquito’s Bite adds to misdirection and stealth (it also fits in with his theme of toying with prey). Spot the Weak Point is handy for opponents with high AC.

CR 11-15
Soratōkā’s damage potential is getting quite high, with Improved Two Weapon Fighting, increased Sneak Attack dice (augmented by Craven). More importantly, he now has Hide In Plain Sight and Darkstalker: this means even under True Seeing, he is still extremely hard to detect. Acrobatics pumps up his Balance, Climb, Jump and Tumble checks to massive levels, and he can always chose to take 10. Walk the Walls (and Climb in general) isn’t strictly necessary with Teleport Without Error, but fits the Ninja ideal very well. The sweet spot of CR 12 falls in here (see below).

CR 16-20
Thousand Faces adds versatility, allowing him to assume the form of small to large Outsiders of 5HD or less at will, meaning he can easily grab flying forms (e.g. Air Mephit), forms with high natural AC (e.g. Dwarf Ancestor) or those with bonus feats or natural attacks. There is some redundancy with Assassin abilities, but it further boosts Sneak Attack. Death Attack comes online fairly late, but adds a nice rider effect to his initial attack, and everyone rolls a 1 on a save sooner or later. The Assassin spells are, again, coming into play quite late, but add some nice little boosts, especially Sniper’s Shot (with a longbow Soratōkā can be a very effective sniper). Opponents will likely have very high Initiative modifiers at this level, so Shock and Awe can also be useful for getting the drop on them.
In terms of being a Ninja, Soratōkā ticks virtually all of the boxes: unrivaled stealth, (dis)appearing in the blink of an eye, running across water, amazing standing jumps, running up walls, striking to deadly effect from the shadows, and some truly impressive skill checks in the traditional Ninja skills (before equipment modifiers: Balance +56, Climb +49, Hide +44, Jump +51, and Tumble +56); he can hit some of the epic uses of these skills, especially if he UMDs a Wand of Guidance of the Avatar. Maneuvers add versatility and attack options. Shadow Noose can be used to deliver a ranged touch attack, that comes with a save vs. stun, Sneak Attack damage, and can carry a Death Attack. Distracting Ember provides a flanking opportunity, while Death From Above gives bonus damage and allows a flat-footed attack (i.e. Sneak Attack). Dancing Mongoose gives extra attacks, and Pouncing Charge allows a full attack on a charge (combines well with Nimble Charge). Assassin’s Stance pushes Soratōkā’s final Sneak Attack tally to 9d6+21 on each hit, and while he is dual wielding that will be at six attacks per round (eight with Dancing Mongoose).

Medium Outsider (Evil, Extraplanar, Void)
Hit Dice: 6d8+7d6+65 (117hp)
Initiative: +9
Speed: 30 ft.
Armor Class: 20 (+10 Dex), touch 20, flat-footed 10
Base Attack/Grapple: +11/+16
Attack: melee +20 kusari-gama 1d6+5; or ranged +20 longbow 1d8
Full Attack: melee +18/+13/+8 kusari-gama 1d6+5, +18/+15 kusari-gama 1d6+2; or ranged +20/+15/+10 longbow 1d8
Space/Reach: 5ft./5ft. (10 ft. with kusari-gama)
Special Attacks: Poison use, spell-like abilities, sneak attack (+3d6+13)
Special Qualities: Acrobatics, darkvision 60 ft., evasion, hide in plain sight, immunity to energy drain, improved evasion, ki breath, leap of the clouds, outsider traits, slow fall 30 ft., trap sense, trapfinding, void subtype
Saves: Fort +15, Ref +21, Will +13 (+11 vs. fear effects)
Abilities: Str 20, Dex 28, Con 20, Int 20, Wis 16, Cha 16
Skills: Balance +36, Bluff +13, Climb +27, Concentration +9, Disguise +10 (+12 when acting in character), Escape Artist +17, Hide +26, Jump +31, Listen +18, Move Silently +26, Sleight of Hand +23, Spot +15, Tumble +37, UMD +15
Skill Tricks: Acrobatic Backstab, Back On Your Feet, Escape Attack, Mosquito's Bite, Nimble Charge, Spot The Weak Point, Walk The Walls
Feats: Craven, Exotic Weapon Proficiency (fukimi-bari)B, Exotic Weapon Proficiency (katana)B, Exotic Weapon Proficiency (kusari-gama)B, Expeditious Dodge, Improved Two Weapon Fighting, Two Weapon Fighting, Weapon Finesse
Environment: Any
Organization: Solitary
Challenge Rating: 12
Treasure: Standard (9,800gp)
Alignment: Lawful Evil
Advancement: By character Class
Level Adjustment: +6
Options:
Swap out Combat Reflexes and Epic Skill Focus for Greater Two Weapon Fighting and Perfect Two-Weapon Fighting: at CR 20, Soratōkā is making eight attacks per round (ten with Dancing Mongoose).
Since Soratōkā is usually a lone wolf, Trap Sense was not swapped for Penetrating Strike, but if the DM wants to use him in a group encounter, it's a solid option. At CR 20, this can be used in combo with Distracting Ember.
In the description of Void Walkers it says “They generally have several levels in a character class, favoring those with spellcasting ability.” Another build would be Outsider 6/Spellthief 1/Sorcerer 2/Unseen Seer 4/Arcane Trickster 8. Most of the feat choices would be the same, but swapping out some for Penumbra Bloodline, Practiced Spellcaster and Master Spellthief (with the option for Martial Study and Martial Stance to get Assassin's Stance). This gives 14th level Sorcerer casting and a still impressive ability to Sneak Attack.
There was consideration of a Ninja of the Crescent Moon build – it was fairly feat intensive, but the Fast Sneak and Always Sneaky abilities are very desirable. However, the errata changed the class to medium BAB and only one good save, so in the end, Ninja Spy was chosen instead.

Recommended Gear:
Bracers of Armor and other non-armor AC boosters (or possibly Gnome Twist Cloth, so as not to impede Dex bonus), ability boosters (all ability scores matter to Soratōkā, so a Belt of Magnificence would work), Wand Chambers in weapons, Wands (once UMD is high enough) of Golem Strike, Grave Strike & Vine Strike, Wands of ranged attack effects, a variety of poisons, items to grant SR, Ring of Free Movement. A way to get Mind Blank may seem useful, but could void the Craven feat.

Use in Campaign:
Soratōkā would make a good recurring antagonist, either by selecting one of the party as the target of his ritual, or as an assassin to thwart from slaying an important NPC.
A word of caution: he can be very hard to detect, even once True Seeing is available to the party. A DM may consider toning down his stealth abilities if the party doesn't have the means to deal with them (especially so if the party isn't strong in casting - he has the means to thwart most mundane methods).
Soratōkā may eventually become a guild master of the ninjas or assassins, which could open up additional opportunities for interaction with the party.
Perhaps the vengeful Ninja clan may seek the party's assistance in eradicating the menace of Soratōkā once and for all.

Sources:
Champions of Ruin: Craven
Complete Scoundrel: Acrobatic Backstab, Back On Your Feet, Escape Attack, Mosquito's Bite, Spot The Weak Point, Walk The Walls
Epic Level Handbook: Epic Skill Focus
Lords of Madness: Darkstalker
Online: Void Walker (http://archive.wizards.com/default.asp?x=dnd/mm/20031219a)
Oriental Adventures: Ninja Spy, fukimi-bari, katana, kusari-gama (katana and kusari-gama can also be found in the DMG)
Races of the Wild: Expeditious Dodge
Spell Compendium: Blade of Pain and Fear, Critical Strike, Nimble Charge, Shock and Awe, Sniper's Shot
Tome of Battle: Maneuvers, stances, Swordsage
William Hughes Mearns: Antigonish (poem)

Inevitability
2017-08-16, 08:04 AM
Watch out! That chair's a ninja!


http://orig03.deviantart.net/1fe6/f/2009/010/3/4/ninja_mecha_before_effects_by_mdrake69.jpg


Mizu-no-yoki
LE Dark Nimblewright Monk 2/Ninja of the Crescent Moon 10



Attribute
Base
Racial
Level
Total


Strength
13
8
-
21


Dexterity
15
14
3
32


Constitution
8
-
-
-


Intelligence
14
0
-
14


Wisdom
12
6
-
18


Charisma
10
8
-
18





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


8
Dark Nimblewright
+7
+3
+3
+3
Balance 2 (1), Jump 13 (13), Hide 12 (6), Move Silently 12 (6), Tumble 13 (13)
Combat ExpertiseB, Combat ReflexesB, Darkstalker, Improved Trip, Quick Draw, Weapon Finesse
Augmented Critical, Hide In Plain Sight, Spell-like Abilities (Alter Self, Cat's Grace, Entropic Shield, Feather Fall, Haste at will, CL = HD), SR 27, Tripping Thrust


9
Monk 1
+7
+5
+5
+5
Jump 1 (14), Hide 2 (8), Move Silently 2 (8), Tumble 1 (14)
Improved Unarmed StrikeB, Stunning FistB
AC Bonus, Flurry of Blows, Unarmed Strike


10
Monk 2
+8
+6
+6
+6
Jump 1 (15), Hide 2 (10), Move Silently 2 (10), Tumble 1 (2)
Deflect ArrowsB, Improved Critical (Rapier-hands)
Evasion


11
Ninja of the Crescent Moon 1
+9
+8
+8
+8
Jump 1 (16), Hide 2 (12), Move Silently 2 (12), Tumble 1 (16)
-
Sneak Attack +1d6


12
Ninja of the Crescent Moon 2
+10
+9
+9
+9
Jump 1 (17), Hide 2 (14), Move Silently 2 (14), Tumble 1 (17)
-
Improved Evasion, Kuji-kiri


13
Ninja of the Crescent Moon 3
+11
+9
+9
+9
Jump 1 (18), Hide 2 (16), Move Silently 2 (16), Tumble 1 (18)
Telling Blow
Poison Use, Sneak Attack +2d6


14
Ninja of the Crescent Moon 4
+12
+10
+10
+10
Jump 1 (19), Hide 2 (18), Move Silently 2 (18), Tumble 1 (19)
-
AC Bonus +1, Fast Climb, Silencing Attack


15
Ninja of the Crescent Moon 5
+13
+10
+10
+10
Jump 1 (20), Hide 2 (20), Move Silently 2 (20), Tumble 1 (20)
-
Fast Sneak, Sneak Attack +3d6


16
Ninja of the Crescent Moon 6
+14
+11
+11
+11
Balance 2 (3), Jump 1 (21), Hide 1 (21), Move Silently 1 (21), Tumble 1 (21)
Martial Study (Shadow Stride)
Invisibility, Opportunist


17
Ninja of the Crescent Moon 7
+15
+11
+11
+11
Balance 2 (5), Jump 1 (22), Hide 1 (22), Move Silently 1 (22), Tumble 1 (22)
-
Gaseous Form, Sneak Attack +4d6


18
Ninja of the Crescent Moon 8
+16
+12
+12
+12
Jump 1 (23), Hide 1 (23), Move Silently 1 (23), Tumble 1 (23)

Extreme Leap
-
Improved Kuji-kiri


19
Ninja of the Crescent Moon 9
+17*
+12
+12
+12
Jump 1 (24), Hide 1 (24), Move Silently 1 (24), Tumble 1 (24)

Back On Your Feet
Martial Stance (Assassin's Stance)
AC Bonus +2, Blindsight 60 ft., Sneak Attack +5d6


20
Ninja of the Crescent Moon 10
+17*
+13*
+13*
+13*
Jump 1 (25), Hide 1 (25), Move Silently 1 (25), Tumble 1 (25)

Acrobatic Backstab
-
Always Sneaky, Ethereal Jaunt



*At this point Mizu-no-yoki is over level 20, so these are effective values, including the Epic Attack Bonus and Epic Save Bonus

Before I go too in depth on the specifics of the showcases, you'll note that I have two separate but equal showcase levels here, and am missing the potential CR 10 showcase. While Mizu-no-yoki is perfectly competent at CR 10, the ninja theme doesn't come in to play until later, quite literally with the fact that it only enters Ninja of the Crescent Moon at 11th level. While you can most certainly run Mizu-no-yoki as a villain at CR 10, it will not have the powers or abilities required of it to fully represent the ninja archetype it is built to exemplify.

The reason I have two separate but equal showcases is that these breakpoints perfectly work out to divide the 'not obviously magical' from the 'blatantly magical'. At exactly CR 16, Mizu-no-yoki begins gaining a number of supernatural abilities that, while all tying into the ninja theme very well, might not exactly fit for every campaign. Thus, a showcase at CR 15 is provided so that there is a less magical option. Though the SLAs are unavoidable, they can very easily be fluffed as part of Mizu-no-yoki's creation/natural abilities.

I'll start this off by going over the basic capabilities of Mizu-no-yoki, to provide a baseline for its effectiveness as a ninja. It has every golden standard for stealth, including Hide in Plain Sight, Darkstalker, and incredibly high Hide and Move Silently checks. Monk levels provide the necessary feats and abilities to qualify for Ninja of the Crescent Moon, and the Dark Template gives aforementioned Hide in Plain Sight, an increase in speed, and some other minor benefits. But this is all fairly standard stuff. Next I'll go into what makes Mizu-no-yoki truly unique.

First of all, the base creature choice of Nimblewright provides a number of unique benefits. Its spell-like abilities include Alter Self, Cat's Grace, and Haste at will, as well as some other less important spells. Continuous Cat's Grace and Haste drastically increase Mizu-no-yoki's combat capability, as well as numerous other benefits including boosting it's move speed to a staggering 80' without equipment. Alter Self loses some of its disguising utility that it possessed in 3.0, but in exchange gives a much better disguise: that of any object sizes Small through Large, via Animated Objects. This also provides Mizu-no-yoki with fly and climb speeds, should it be necessary. And yes, I thoroughly checked, it was not changed from Alter Self to Disguise Self with the 3.5 update, and neither is there a global rule to change instances of Alter Self to Disguise Self anywhere in the update document. The Nimblewright has a very unique natural weapon known as its Rapier-hands. These are 2d6 natural weapons with a 15-20 crit range (12-20 with the unupdated MM2), and with that massive threat range (which can be further boosted by Improved Critical to 8-20), can trigger the Nimblewright's Tripping Thrust ability with ease. This ability causes enemies hit by Mizu-no-yoki's critical hits to make a Strength check (DC 1/2 HD + Str) or fall over as if tripped. Notably, this last bit might allow Mizu-no-yoki to make a follow-up attack through Improved Trip, though I will not be going with that interpretation personally. And this is all on top of good Spell Resistance and Construct Immunities.

The Ninja of the Crescent Moon Prestige Class also provides a number of hard to find and useful abilities. The Sneak Attack it grants, while not anything particularly special in and of itself, combos incredibly well with the unreasonable threat range of its Rapier-hands, and the Telling Blow feat. Effectively, if Mizu-no-yoki hits, you are getting critted and sneak attacked. There is also the largely unique Silencing Attack of the Ninja of the Crescent Moon. While unfortunately having a separate 'must be flatfooted' clause, meaning it doesn't apply to EVERY sneak attack, it's not like Mizu-no-yoki is lacking ways to catch people flatfooted. Combined with the Fast Sneak ability, and incredibly high Hide and Move Silently checks, it hits pretty much every stealth benchmark possible without gratuitous magic.
Here, we run into the abjectly magical side of things. I'm assuming you've already read the above showcase, so I feel no need to reiterate, but everything above applies equally at this level as well. Starting immediately at 16th level, Mizu-no-yoki picks up a couple of supernatural abilities. First of all, the 6th level ability of Ninja of the Crescent Moon lets it use Invisibility on itself a number of times per day equal to its class level. As it hits 18 HD at level 16, it also picks up Martial Study to grab the Shadow Stride maneuver, letting it teleport through the shadows with time to spare to stab a hapless fool. Additionally, though it's more likely to work alone than not, Opportunist is a great ability for a reason. Through the next few levels it picks up the ability to take on a Gaseous Form, and improves its Kuji-kiri ability into being useful again. Moreover, it hits the ever so important 16 BAB benchmark pre-epic, meaning it gets a full attack sequence of unarmed strikes with which to tack on more and more sneak attack. The next big efficiency boost comes at level 19, where it picks up 3 more dice of sneak attack, as well as Blindsight 60'. Its final level wraps it all up with the ability to take 10 on Hide and Move Silently, as well as the ability to hop into the Ethereal for short periods of time.

All in all, we have an incredibly stealthy pitch-black being that hits incredibly hard, can silence people, can teleport, can turn invisible, can discorporate into gas, mesmerize people with magical hand tricks, can phase through walls, and can transform into nearly any inanimate object for infiltration purposes. Sounds like a ninja to me.

Complete Scoundrel - Skill Tricks
Lords of Madness - Darkstalker
Monster Manual 2 - Nimblewright
Player's Handbook 2 - Telling Blow
Sword and Fist - Ninja of the Crescent Moon
Tome of Battle - Martial Study, Martial Stance
Tome of Magic - Dark Creature Template

Inevitability
2017-08-16, 08:06 AM
I don't think you understand the gravity of the situation.





Ga zi de érzi


Lawful Evil Dark (+1 CR) Tauric (+1 CR) Doppelganger (CR -) Gravbeast [advanced to 9 HD] (CR 7) Cloistered Cleric of Bane 1 Chameleon 10.



Attributes

Base

Racial Modifier

Increases by class level

Total



Strength

14

+10


24



Dexterity

8

+6


14



Constitution

10

+8


18



Intelligence

15

+2

+2

17



Wisdom

12

+4


16



Charisma

13

+2


15




Racial skill modifiers:
Gravbeast: +8 on Climb and Jump and +4 on Balance, Hide, Move Silently, Survival
Doppelganger: +4 Bluff and Disguise(+14 for Change Shape)
Dark Template (untyped bonus): +8 Hide and +6 Move Silently




CR

Class

Base Attack Bonus

Fort Save

Ref Save

Will Save

Skills

Feats

Class Features and Racial Abilities



9

Dark Tauric 13 HD Monstrous Humanoid

+13

+4

+8

+8

Balance 1, Bluff 16, Concentration 1, Diplomacy 5, Disguise 16, Gather information 1, Hide 8, Jump 1, Knowledge (arcana) 1, Knowledge (dungeoneering) 1, Knowledge (geography) 1, Knowledge (history) 1, Knowledge (local) 1, Knowledge (nature) 1, Knowledge (nobility and royalty) 1, Knowledge (religion) 1, Knowledge (the planes) 1, Move Silently 8, Ride 1, Sense Motive 5, Spellcraft 5, Survival 1, Use Magic Device 1

1 HD: Able Learner
3 HD: Darkstalker
6 HD: Multiattack
9 HD: Power Attack
12 HD: Mask of Gentility

Change Shape, immunity
to sleep and charm effects, Detect thoughts (CL 18); Hide in Plain Sight, Resistance to cold 10, Superior low-light vision; Knockdown, powerful pounce, reverse gravity, Damage reduction 3/ --, darkvision 60 ft., gravatic stability, gravatic turbulence, low-light vision, personal gravity, scent



10

Cloistered Cleric of Bane

+13

+6

+8

+10

Balance 2, Bluff 17, Concentration 2, Diplomacy 5, Disguise 17, Gather information 1, Hide 9, Jump 1, Knowledge (arcana) 2, Knowledge (dungeoneering) 1, Knowledge (geography) 1, Knowledge (history) 1, Knowledge (local) 1, Knowledge (nature) 1, Knowledge (nobility and royalty) 1, Knowledge (religion) 2, Knowledge (the planes) 1, Move Silently 9, Ride 1, Sense Motive 5, Spellcraft 5, Survival 1, Use Magic Device 2

Bonus: Law, Destruction and Knowledge devotion

Rebuke Undead



11

Chameleon

+13

+6

+8

+10

Balance 3, Bluff 18, Concentration 3, Diplomacy 5, Disguise 18, Gather information 1, Hide 10, Jump 1, Knowledge (arcana) 2, Knowledge (dungeoneering) 1, Knowledge (geography) 1, Knowledge (history) 1, Knowledge (local) 1, Knowledge (nature) 1, Knowledge (nobility and royalty) 1, Knowledge (religion) 2, Knowledge (the planes) 1, Move Silently 10, Ride 1, Sense Motive 5, Spellcraft 5, Survival 1, Use Magic Device 3

15 HD: Improved Natural Attack (Claw)

Aptitude focus 1/day (+2)



12

Chameleon

+14

+6

+8

+10

Balance 4, Bluff 19, Concentration 4, Diplomacy 5, Disguise 19, Gather information 1, Hide 11, Jump 1, Knowledge (arcana) 2, Knowledge (dungeoneering) 1, Knowledge (geography) 1, Knowledge (history) 1, Knowledge (local) 1, Knowledge (nature) 1, Knowledge (nobility and royalty) 1, Knowledge (religion) 2, Knowledge (the planes) 1, Move Silently 11, Ride 1, Sense Motive 5, Spellcraft 5, Survival 1, Use Magic Device 4


Bonus feat



13

Chameleon

+15

+7

+9

+11

Balance 5, Bluff 20, Concentration 5, Diplomacy 5, Disguise 20, Gather information 1, Hide 12, Jump 1, Knowledge (arcana) 2, Knowledge (dungeoneering) 1, Knowledge (geography) 1, Knowledge (history) 1, Knowledge (local) 1, Knowledge (nature) 1, Knowledge (nobility and royalty) 1, Knowledge (religion) 2, Knowledge (the planes) 1, Move Silently 12, Ride 1, Sense Motive 5, Spellcraft 5, Survival 1, Use Magic Device 6


Mimic class feature 1/day



14

Chameleon

+16

+7

+9

+11

Balance 5, Bluff 21, Concentration 6, Diplomacy 5, Disguise 21, Gather information 1, Hide 13, Jump 2, Knowledge (arcana) 2, Knowledge (dungeoneering) 1, Knowledge (geography) 1, Knowledge (history) 1, Knowledge (local) 1, Knowledge (nature) 1, Knowledge (nobility and royalty) 1, Knowledge (religion) 2, Knowledge (the planes) 1, Move Silently 13, Ride 1, Sense Motive 5, Spellcraft 5, Survival 1, Use Magic Device 8

18 HD: Improved Multiattack

Ability boon +2



15

Chameleon

+16

+7

+9

+11

Balance 5, Bluff 22, Concentration 7, Diplomacy 5, Disguise 22, Gather information 1, Hide 14, Jump 3, Knowledge (arcana) 2, Knowledge (dungeoneering) 1, Knowledge (geography) 1, Knowledge (history) 1, Knowledge (local) 1, Knowledge (nature) 1, Knowledge (nobility and royalty) 1, Knowledge (religion) 2, Knowledge (the planes) 1, Move Silently 14, Ride 1, Sense Motive 5, Spellcraft 5, Survival 1, Use Magic Device 10


Aptitude focus 2/day (+4)



16

Chameleon

+17

+8

+10

+12

Balance 5, Bluff 23, Concentration 8, Diplomacy 5, Disguise 23, Gather information 1, Hide 15, Jump 4, Knowledge (arcana) 2, Knowledge (dungeoneering) 1, Knowledge (geography) 1, Knowledge (history) 1, Knowledge (local) 1, Knowledge (nature) 1, Knowledge (nobility and royalty) 1, Knowledge (religion) 2, Knowledge (the planes) 1, Move Silently 15, Ride 1, Sense Motive 5, Spellcraft 5, Survival 1, Use Magic Device 12


Mimic class feature 2/day



17

Chameleon

+18

+8

+10

+12

Balance 5, Bluff 24, Concentration 9, Diplomacy 5, Disguise 24, Gather information 1, Hide 16, Jump 5, Knowledge (arcana) 2, Knowledge (dungeoneering) 1, Knowledge (geography) 1, Knowledge (history) 1, Knowledge (local) 1, Knowledge (nature) 1, Knowledge (nobility and royalty) 1, Knowledge (religion) 2, Knowledge (the planes) 1, Move Silently 16, Ride 1, Sense Motive 5, Spellcraft 5, Survival 1, Use Magic Device 14

21 HD: Epic destiny (Blade of Ragnarok)

Ability boon +4, double aptitude, Unbreakable Body, Weapon of Ruin



18

Chameleon

+19

+8

+10

+12

Balance 5, Bluff 25, Concentration 10, Diplomacy 5, Disguise 25, Gather information 1, Hide 17, Jump 5, Knowledge (arcana) 2, Knowledge (dungeoneering) 1, Knowledge (geography) 1, Knowledge (history) 1, Knowledge (local) 1, Knowledge (nature) 2, Knowledge (nobility and royalty) 1, Knowledge (religion) 2, Knowledge (the planes) 1, Move Silently 17, Ride 1, Sense Motive 5, Spellcraft 5, Survival 1, Use Magic Device 16


Rapid refocus



19

Chameleon

+19

+9

+11

+13

Balance 5, Bluff 26, Concentration 11, Diplomacy 5, Disguise 26, Gather information 1, Hide 18, Jump 5, Knowledge (arcana) 2, Knowledge (dungeoneering) 1, Knowledge (geography) 1, Knowledge (history) 1, Knowledge (local) 1, Knowledge (nature) 2, Knowledge (nobility and royalty) 1, Knowledge (religion) 2, Knowledge (the planes) 1, Move Silently 18, Ride 1, Sense Motive 5, Spellcraft 5, Survival 1, Use Magic Device 18


Mimic class feature 3/day



20

Chameleon

+20

+9

+11

+13

Balance 5, Bluff 27, Concentration 15, Diplomacy 5, Disguise 27, Gather information 1, Hide 19, Jump 5, Knowledge (arcana) 2, Knowledge (dungeoneering) 1, Knowledge (geography) 1, Knowledge (history) 1, Knowledge (local) 1, Knowledge (nature) 2, Knowledge (nobility and royalty) 1, Knowledge (religion) 2, Knowledge (the planes) 1, Move Silently 19, Ride 1, Sense Motive 5, Spellcraft 5, Survival 1, Use Magic Device 18

24 HD: Epic destiny (Blade of Ragnarok)

Ability boon +6, aptitude focus 3/day (+4), Slayer's Fury






I am fully aware that I didn't use the Tauric creature template to its fullest abuse potential. Just to show that I know what would be possible: Spell Weaver (MMII) advanced to 30 HD (casts as a 30th level Sorcerer) with all templates you'd like on top applied for free since the Tauric Creature template only cares about the base creature and adds +1 CR to that creature. I don't think any sane DM would use such a CR nightmare in a regular game. What do I need the Tauric template for then? Ninjas - at least to me - are iconic if they have three distinct skill sets: assuming identities, disappearing from sight in the blink of an eye and scaling walls. Assuming identities is easy regarding the Change Shape ability of a Doppelganger, disappearing from sight is easy enough as well (hide in plain sight and high hide skill acquired by the Dark template) and scaling walls was what I tortured myself with for a long time until I remembered Gravbeast: it has a Supernatural Ability named Personal Gravity that gives it the ability to autosucceed any climb check, take no damage from falls and cast levitate at will. Now that was what I was looking for and the cherry on the cake: Change Shape cancels Ex Abilities but not Su Abilities, which means in every shape assumed the Gravbeast powers, which are all Su Abilities, can be used. I also chose to apply the dark creature template to the whole monster and not the Doppelganger and cheese out the CR increase. If you want to do that to power up the build add a Warblade level as a final dip. On the other hand if you feel that Doppelganger is way to powerful to be a part of a Tauric creature scrap the Gravbeast HD increase, the Dark Template and the Cleric Dip.



Every tyrant needs his special agents that carry out tasks in secret. Ninjas are perfect for these tasks. As presented in the table Ga zi de érzi is from Faerun. Created by Bane in an attempt to undermine kingdoms by killing and replacing the ruler, Ga zi de érzi is meant to be used as a false king, emperor or lesser noble to rule a land and slowly but surely change the realm into one of tyranny. Bane created Ga zi de érzi and tried to make sure, he believes in Bane's ideals which is why he scholared him in the religious traditions of his church (cloistered cleric level). Ga zi de érzi calls Bane his "father". Ga zi de érzi came to the material plane and test his abilities assuming identities and learn the various ways of changing until he became change itself (chameleon levels).
Ga zi de érzi can easily be ported to other settings: in Rokugan replace Bane with an Evil being fitting to the setting and make Ga zi de érzi hail from the Shadowlands. He then can assume the role of any high level Samurai you want him to be. Same goes for Ebberon.



CR 9 is the first sweet spot. Ga zi de érzi can be used earlier by reducing Gravbeast HD by 3 but CR 8 is his lowest possible CR without losing Hide in Plain Sight. Still already at that level all three iconic skills are online: Change shape into any medium or small humanoid and an already great Disguise check (+22 for normal disguises and +32 for change shape disguises), gravbeasts personal gravity to climb whatever you want (climb speed 40 ft., climb +15 for checks but always autosucceed, jump +16, balance +7, levitate at will, no falling damage) and a great stealth checks (+22 hide, +20 move silently, Darkstalker and Hide in plain sight). Mask of gentility hides your alignment in any form. Combat mostly will happen in your true form and your powerful pounce ability together with knockdown and 6 claw attacks at +18 and 2d6+6+power attack + your attacks with a weapon you wield (I recommend a thrown ranged weapon like javelins and a spear in melee) should be enough damage to hurt parties. Especially since you should almost always be able to launch a surprise attack.
The next sweet spot is CR 11. Aptitude focus gives Ga zi de érzi more casting potential. Almost always will you start with either the divine or arcane focus. For Ga zi de érzi I recommend starting with the arcane focus and prepare Trapsmith spells (level 1 haste, level 1 dispel magic, level 1 gaseous form, level 2 dimension door) and Bard spells which open up otherwise purely divine spells. Basic cleric spells for precombat buffing are also an option as are the devotion feats with Knowledge devotion the usual forerunner.
CR 17 is the last sweet spot. Double aptitude means divine and arcane focus which brings you close to being a full fledged theurge. Both sides of the focus are ripe with abusable spell levels. I especially like Summon Giant as a 4th level spell on the divine side. To further push Ga zi de érzi and to make him worth the CR I chose an epic destiny feat line complementing his combat prowess. DR 8/- (3+5 from unbreakable body) is nothing to sneeze at and the ability to overcome any damage reduction with all attacks (natural and weapons) is truly epic. In his true form Ga zi de érzi should be able to keep up in the rocket tag game thanks to his double damage six claw attack pounce or his normal weapon damage routine (with 4 attacks at CR 20) followed by 4 claw attacks in a full round but his lack of 9th level spells may still bite him. There are ways to get a Chameleon to higher than 6th level spells and you can incorporate it into the build by redoing the feats but I don't think the iconic Ninja things are too relevant anymore at CR 17 and above.
If you don't want to use Epic feats you can alternatively revert to Combat Expertise and Improved Unarmed Strike to better use your floating feat of Chameleon (i.e. pick up Improved Grapple and crush your opponents as a small grappler because of Gravbeasts Gravatic Stability (counts as huge for grapple, bull rush, etc.). Your usual use of the floating feat would be Extra spell qualified via Detect Thoughts SLA (CL 18) to fill your arcane spellbook. The Ability Boon almost always goes into Intelligence but if you want Ga zi de érzi to focus more on divine save or suck spells change it to Wisdom. Strength my be another option if you need more damage output.
I chose to spread the skills out instead of investing everything in a few skills except for bluff and disguise which are the core skills for assuming a role. The knowledge skills and dips and dabs in other skills are there to represent the multitude of Ga zi de érzi's roles he assumed. A weakness of the build are saves but considering divine foucs grants +2/+4 in Fort and Wil and Arcane +2/+4 in Wil the weakness is diminished.



Ga zi de érzi always uses Change shape to disguise himself as a Humanoid of the appropriate size and then uses purely nonmagical disguise to assume an identity. This way his nonmagical disguise works as a shield against True Seeing (does not see through mundane disguises).
The False Priest (recommended CR 11): Ga zi de érzi kills a wandering priest of any neutral god and assumes his role (+24 for mundane disguise). He emulates the divine spells by either his own divine casting or by his arcane focus (bard among others offers a lot of divine spells to arcane casters). Slowly over months Ga zi de érzi tries to first establish the church in a local village and then manipulate the followers of the church to follow more of Bane's ideals. When his attempt is fruitful and he feels the population is ready, he calls in another priest of Bane (any humanoid rogue/cloistered cleric build or simply straight cleric with 7+ levels), then commits murder in his disguise as a priest and the other priest of Bane catches him and removes his disguise showing the population that they were fooled. Of course Ga zi de érzi makes sure there is noone with True Sight among the population. He then flees the scene using Dimension Door (level 2 Trapsmith) or Gaseous Form (level 1 Trapsmith). The other priest than offers to help the community grow and blesses the people in the name of Bane. If this plot succeeds, Bane has a new church. If the PCs are present, they can uncover the plot, stopping the mummer's farce. Ga zi de érzi in his true form and and his allied priest should make up for a memorable encounter.
The King is dead, long live Bane (any CR, best at CR 9, CR 11 or CR 17): Ga zi de érzi first learns about a kingdom as much as possible by entering towns and reading thoughts. He needs information about loyalty and power of individuals. Then he kills the local ruler in the assumed form of a rival of the king (again double disguised) and chaos ensues in the kingdom. In the turmoil and civil war erupting Ga zi de érzi then makes sure that no power in the Kingdom gains enough power until he and other Doppelgangers have assumed the roles of enough nobles and priests to take over power. After the suffering under the chaos of the war the strict law of Bane is praised for stabilizing the country.
The PCs are hired to uncover the plot by a noble who managed to escape. The noble claims that he witnessed dark shadowy creatures entering mansions and palaces killing his friends inside. He strongly believes that these shadows now rule the country.
Head of the Ninja school (recommended CR 12 or higher): Ga zi de érzi is a formidable ninja. If you want him to use Ninja weapons, use his floating feat for Exotic Weapon Proficiency. He is likely to found a Ninja school and teach apprentices the way of the ninja while ensuring to tie them to Bane. He asks for perfect loyalty and in return can gift his apprentices with magic items (Floating feat for the craft feat qualified via Detect Thoughts SLA CL 18) or grant the Guidance of the Avatar, Shield Other or Protection from Evil via Imbue with Spell Ability. Ga ji de érzi then secretly uses his apprentices to weaken other churches or bolster the church of Bane in the region.
PCs might come by the apprentices and track them down to find the school where they face off with Ga zi de érzi and his disciples (any humanoid swordsages, swift hunter, rogues or ninjas with three or more levels to make them a relevant distraction).



Gravbeast online: http://archive.wizards.com/default.asp?x=dnd/mm/20040627a
Doppelganger: Monster Manual 1
Tauric Template: Savage Species
Dark Template: Tome of Magic
Cloistered Cleric Variant: Unearthed Arcana
Law, Destruction and Knowledge Devotion: Complete Champion
Chameleon, Able Learner: Races of Destiny
Darkstalker: Lords of Madness
Mask of Gentility: Exemplars of Evil
Epic Destiny: http://web.archive.org/web/20100916093852/http://www.wizards.com/DnD/Article.aspx?x=dnd/drfe/20080428

Inevitability
2017-08-16, 08:07 AM
And that's it! Post at will, people.

Telonius
2017-08-16, 09:27 AM
Okay, nine eight competitors! I would say it looks like a good group, but I think their Hide check beats my Spot. I'll get down to judging as soon as possible.

Jormengand
2017-08-16, 09:48 AM
Unfortunately, I didn't get time to finish my entries due to my circumstances, but two of the things I was considering inflicting on you were:

The NPZR (Ninja Pirate Zombie Robot (http://tvtropes.org/pmwiki/pmwiki.php/Main/NinjaPirateZombieRobot))
Zombie Warforged Undead 20/Ninja 3/Rogue 3/Scarlet Corsair 3/Ninja Spy 5

And some kind of ninja/ninja spy/ninja of the crescent moon multiclass.

I didn't have any real serious ideas, though I was thinking of doing something assassin-related as far as a serious build went. Didn't get any further than that in the thought process.

SoraWolf7
2017-08-16, 01:23 PM
I'm sad I didn't get to enter due to my own schedule, but my entries would have been either a Tibbit Unseen Seer/Spellwarp Sniper who ran a tavern/brothel/mercenary base, or a Fox Hengeyokai Unseen Seer who acted as an oracle.

I also had a neat idea about using twins under the same Ninja alias, but they would have had differing builds and that would have just changed the game for all future entries in the Villainous Competition.

Buufreak
2017-08-16, 01:35 PM
Alright just double checking before starting the judging, I am to assume that there was a build that was so large it didn't fit in a single post, and not that someone submitted the exact same build twice, right?

zlefin
2017-08-16, 01:35 PM
some nice and interesting builds there.


what I was going to make was a simple medium/low power earth elemental assassin/spy.
straight earth elemental HD for a long while, but with better feat and stat choices. in particular using martial study to pick up a few shadow hand maneuvers to get hide as a class skill, as well as a few choice utility effects (one of the teleports, the one turn greater invis for the ambush, and not sure what else)
alot of his plan was quite simple: stay in the earth, and use his high spot/listen and decent hide check to monitor enemies and look for openings or them being alone, while remaining undetected by his targets.
never ambush a party; only pick off individuals. he has no problem waiting for days, or even years for an opening.
at higher levels his preferred first move in an ambush is to try to destroy/sunder any source of freedom of movement then grapple.


there're a lot of weirdnesses in the elemental statblocks which made it hard to figure out. like hte higher level earth elementals all stay at 8 dex, despite that they should be getting dex penalties for size increase; and they all mysteriously gain int and some other stats to a degree not commensurate with the stat increases from gaining HD, so they gain various bonus stats that aren't accounted for and in amounts that are unclear.
this made it really hard to figure out how to start as a small elemental and figure what increases are supposed to come with gaining the HD. and iirc the largest one had skills point totals indicative of starting with 10 int (since iirc they don't use retroactive skill points in 3.5);

Venger
2017-08-16, 01:38 PM
Alright just double checking before starting the judging, I am to assume that there was a build that was so large it didn't fit in a single post, and not that someone submitted the exact same build twice, right?

yes, soratoka was in 2 parts. a post more than 50,000 characters has to be split up into multiple parts.

Technetium43
2017-08-16, 01:57 PM
I'm kinda glad I didn't go with my initial build, since one of the other builds used a somewhat similar idea. It was basically an old aged Factotum/Marshal/Monk/Ninja Spy/Exemplar build, focused on teaching his 'students' the methods and skills needed to be proper ninjas. He would hire the PCs to deliver a package, and have them constantly attacked by his 'students' as a final test for them. However, it didn't truly feel like, well, a 'villain' at all, just an interesting NPC, so I ended up going a different direction. Still wish I could've gotten more done, but eh, I'll take actually finally getting back in the game.

Inevitability
2017-08-16, 02:06 PM
yes, soratoka was in 2 parts. a post more than 50,000 characters has to be split up into multiple parts.

...I just realized it was only over the PM limit, not the post limit, though. I could have just joined the PMs together.

Ah well.

Buufreak
2017-08-16, 02:07 PM
...I just realized it was only over the PM limit, not the post limit, though. I could have just joined the PMs together.

Ah well.

No biggie. I'll get to work soon enough, just gotta finish cleaning my shed first.

zergling.exe
2017-08-16, 03:46 PM
...I just realized it was only over the PM limit, not the post limit, though. I could have just joined the PMs together.

Ah well.

You could still stitch it together and delete one.

Thurbane
2017-08-16, 04:57 PM
Well, my first VC entry since the Henchman round is out there. I'm relatively pleased with how it came out. :smallsmile:

PrismCat21
2017-08-16, 07:57 PM
I got one entry in. Another two I have written up, but couldn't type them up.
The other one I would have entered was an Anthropomorphic Snapping Turtle with various Weapon Masteries and maneuvers. :)

Thurbane
2017-08-16, 09:16 PM
I got one entry in. Another two I have written up, but couldn't type them up.
The other one I would have entered was an Anthropomorphic Snapping Turtle with various Weapon Masteries and maneuvers. :)

Of course! Ninja Turtle! *facepalm*

I don't know why I didn't think of that...I actually have an NPC in my Campaign that is a Spellwarped Crucian Ninja. :smalltongue:

PS Inevitability your inbox is full again.

ben-zayb
2017-08-16, 10:11 PM
Had an idea for a Hebi-no-Onna (Sorcerer-stylr casting with a Wu-Jen list) Soulcaster, but got discouraged due to the way the thread is going, as it would likely just get lumped as a Naruto/Wizard instead of what the actual character could have been.

Florian
2017-08-17, 01:06 AM
I wasn´t too satisfied how my build would develop in the later levels.
The CR 5 block I was aiming for did a good job at depicting what I wanted, with the Dark Creature Doppelgänger as a base, 2 levels of Shadowcaster,1 level of Mindspy ans some Shadow Hand stuff via feats, that gave of the creepy "mystic ninja" feeling I was aiming for.
The CR 10 block had more Mindspy and a 1 level dip of Bladedancer for the added agility and mobility.
Beyond that, t was just more levels of Shadowcaster and I found that totally unsatisfying, as it altered how the build would be used.

Venger
2017-08-17, 01:10 AM
Well, my first VC entry since the Henchman round is out there. I'm relatively pleased with how it came out. :smallsmile:

Congratulations. I have an inkling to which one it is. I'll see if I'm right after the reveal


Of course! Ninja Turtle! *facepalm*

I don't know why I didn't think of that...I actually have an NPC in my Campaign that is a Spellwarped Crucian Ninja. :smalltongue:

PS Inevitability your inbox is full again.

I tried desperately not to do ninja turtle because I assumed everyone else would be doing it.


I wasn´t too satisfied how my build would develop in the later levels.
The CR 5 block I was aiming for did a good job at depicting what I wanted, with the Dark Creature Doppelgänger as a base, 2 levels of Shadowcaster,1 level of Mindspy ans some Shadow Hand stuff via feats, that gave of the creepy "mystic ninja" feeling I was aiming for.
The CR 10 block had more Mindspy and a 1 level dip of Bladedancer for the added agility and mobility.
Beyond that, t was just more levels of Shadowcaster and I found that totally unsatisfying, as it altered how the build would be used.

I ran into a similar problem while tooling around with shadow sun ninja. After a point, I just didn't feel like I was really putting my thumbprint on it.

Inevitability
2017-08-17, 02:12 AM
Space has been made in the inbox again.

Korahir
2017-08-17, 06:51 AM
Seems like I simply cannot submit without finding a little mistake after the reveal. Thurbane: congrats on submitting and good luck to you! Also I am happy to see two potential judges.

ArendK
2017-08-17, 07:25 AM
Did I miss something? I thought the rough cap was around CR 20; unless my eyes are screwing with me, I'm seeing class levels up to the 30s. I love the entries though, so I'm not actually upset about it. Just confused.

Inevitability
2017-08-17, 07:26 AM
Did I miss something? I thought the rough cap was around CR 20; unless my eyes are screwing with me, I'm seeing class levels up to the 30s. I love the entries though, so I'm not actually upset about it. Just confused.

A lot of these 'class levels' are probably RHD, though, which is largely unrelated to CR.

Deadline
2017-08-17, 09:23 AM
A lot of these 'class levels' are probably RHD, though, which is largely unrelated to CR.

More to the point, most types of Racial Hit Dice (RHD) do not translate on a 1 to 1 basis into CR.

daremetoidareyo
2017-08-17, 10:18 AM
I was specking out an evolved skin kite by adding a bunch of grapple boosters and ambush tactics. I was going to make a bunch of "ninjas" based on that. But it wouldn't play like a ninja as much as it would as a horror campaign arc. On the plus side, I have this skin kite ready to send against my players.

The Viscount
2017-08-17, 12:38 PM
I was specking out an evolved skin kite by adding a bunch of grapple boosters and ambush tactics. I was going to make a bunch of "ninjas" based on that. But it wouldn't play like a ninja as much as it would as a horror campaign arc. On the plus side, I have this skin kite ready to send against my players.

I would have liked to see that. The proudest and most iconic of ninja techniques is the ninja kite.
https://thenorsemanversustheworldsoldesthipster.files.word press.com/2015/09/received_10204364202256899.gif

GrayDeath
2017-08-17, 01:00 PM
What, nobody did a Ninja Turtle?

And we are past the powerful number too! Inconceiveable!!

arclance
2017-08-17, 01:14 PM
My only thought for this time was "Body Outside Body".
That's not really a complete build and I don't have time to make it into one.

Buufreak
2017-08-17, 01:35 PM
I am now sad I didn't think to create Ninja Brian for this... If ever there was an opportunity, I missed it.

Deox
2017-08-17, 01:57 PM
At first glance, I instantly thought of an old gestalt concept I had; a play on 'The Batman'. The Wombat.

Feral Whisper Gnome, using Shadow Cloak Knight racial sub levels and a Brass Steed as the Wombat Mobile.
Couldn't really seem to make it all fit here though.

Telonius
2017-08-17, 07:02 PM
I think this may have been eaten in the inbox issues, so I'll just ask here - for Arukōru no Honō, could you please point me to the source on Past Life Unique Ability? This is one I haven't heard of, and Google is being no help. (Send it on to the chairman when you get a chance).

Venger
2017-08-18, 10:17 AM
I think this may have been eaten in the inbox issues, so I'll just ask here - for Arukōru no Honō, could you please point me to the source on Past Life Unique Ability? This is one I haven't heard of, and Google is being no help. (Send it on to the chairman when you get a chance).

Great question. While we're at it, here's a link (http://web.archive.org/web/20090218080723/http://wizards.com/default.asp?x=dnd/drfe/20080428) to the epic destinies he took

remetagross
2017-08-18, 11:24 AM
I had a half-baked idea around a Swiftblade, what with all the incredible miss chances this class gives, like all lightning fast ninjas :)
By the way, this round made me discover the Ninja of the Crescent Moon class, which was featured once or twice in the builds. What a powerhouse of a class, be it from a Rogue or from a Monk's point of view!

SoraWolf7
2017-08-18, 12:55 PM
Man, no wonder I didn't see Ninja of the Crescent Moon. I was paying too much attention to stuff that didn't get updated from 3.0 edition. That's such a good class for Ninjas or ninja-wannabes.

Palanan
2017-08-18, 09:32 PM
Originally Posted by daremetoidareyo
I was specking out an evolved skin kite by adding a bunch of grapple boosters and ambush tactics. I was going to make a bunch of "ninjas" based on that. But it wouldn't play like a ninja as much as it would as a horror campaign arc. On the plus side, I have this skin kite ready to send against my players.

You know, I would love to see this, because it would fit perfectly in my campaign. Would you be willing to share the build?

Inevitability
2017-08-19, 04:34 AM
I think this may have been eaten in the inbox issues, so I'll just ask here - for Arukōru no Honō, could you please point me to the source on Past Life Unique Ability? This is one I haven't heard of, and Google is being no help. (Send it on to the chairman when you get a chance).

It's apparently from the second DMG, from the section of unique NPC abilities.

AvatarVecna
2017-08-19, 01:53 PM
My build (which unfortunately I couldn't really get working right and wouldn't have done well anyway) was gonna be something like Dark Whisper Gnome Rogue 2/Artificer 18. Intention was to make a character who crafts their own items by stealing from evil aristocrats and dragons and the like and using it to enact a campaign of brutal vigilante justice across the kingdom, very intentionally going for a "Batman turned bad" vibe in both mechanics (I had a customizable utility belt more or less planned out for each of the showcase levels) and in personality/behavior/playstyle. Research your opponents, never go in blind, always be ten steps ahead of everybody else, don't let them ever know you were there until well after you're gone. I found a lot of really neat spells to bring in as either limited-use items, consumable items, or just straight up continuous items.

Of course, for multiple reasons, the build was expected to tank on Elegance (was thinking of throwing a second template on there, had some cross-world feats in the same build, the Rogue dip that's mechanically necessary and important to the fluff but is still a dip, etc), and I know judges would'v given me flack for a major dependency on items.

remetagross
2017-08-19, 06:39 PM
Too bad AvatarVecna, that seemed kinda awesome :)

Nodsiu
2017-08-20, 04:58 AM
Funny how the best ones never get submitted

Telonius
2017-08-20, 07:27 AM
It's apparently from the second DMG, from the section of unique NPC abilities.

Got it, thanks!

Telonius
2017-08-21, 03:47 PM
Three builds judged, will start on the fourth tomorrow. Sorry this is taking longer than usual, I've failed a Fort save against some sort of horrible plague over the last few days.

Thurbane
2017-08-21, 04:42 PM
Three builds judged, will start on the fourth tomorrow. Sorry this is taking longer than usual, I've failed a Fort save against some sort of horrible plague over the last few days.

No problem, take the time you need.

My wife was off work for a week not long ago, some nasty bugs going around...hope you feel better soon.

daremetoidareyo
2017-08-21, 08:15 PM
You know, I would love to see this, because it would fit perfectly in my campaign. Would you be willing to share the build?

Swap out the 1 and 3 hd feats with improved unarmed strike and improved grapple. The spellstitched template isn't all that great due to the limitation on what schools you have access to, so the dark template is a better option to boost hiding and moving silently. The swarm shifter template is a great option (undead beatle or undead sand) gives you the ability to escape from melee to spawn your skin kitelings.

Deadly hunter druidic avenger with skilled city dweller to trade ride for tumble. Battle jump and close quarter fighting are the next two feats (level 6-9)to take and once you make it to druid 4, switch to rogue and start taking as much slight of hand as possible to get mosquito's bite skill trick. You want magic fang, jaws of the moray, and mountain stance as spells. Mosquito's bite allows you get away with being unnoticed for a single round. This works best with the dark template's HiPS.

Jaws of the moray + close quarter fighting allows you to bite and cling onto someone trying to help those you've imbedded yourself to. With favored enemy human, and magic fang, you should be able to get 4 charisma drained on the first round on a human. With three rogue levels, you should be able to get maiming strike to deal more charisma damage on a sneak attack. Battle jump allows you to act as a medium creature in an initial grapple. Ideally, you should be able to multiply like crazy in a human urban environment.

The question is, do the skin kites that you birth come with your templates?

Nodsiu
2017-08-22, 07:53 AM
The question is, do the skin kites that you birth come with your templates?

The RAW only says 'skin kite'. Up to DMs I guess.

Telonius
2017-08-22, 07:16 PM
All right, judging! Thanks to everybody for submitting your builds! I hope my judging does them justice. I am getting over an illness so I’m expecting I’ve misinterpreted at least a few obvious things – send any disputes on to the Supreme Chancellor and I’ll be happy to consider them.

I will say that this group has some of the strongest builds I’ve ever judged. It was extremely close at the top end.


Arukōru no Honō
Total: 13.25

Originality: 4.5
Elemental Ninja! As my question before the judging probably tipped off, there were a few mechanical parts of this one that I hadn’t been aware of. Using a “unique ability” from DMG2 was pretty unexpected; using two, very much so. I’ve been seeing more of these “army of one” sorts of builds recently, but this one manages to keep its own character.
Elegance: 2.0
The levels are simple and make sense. However, there’s a major problem in the build, which is pretty irreparable. Small Elemental only advances to 3HD. Unfortunately this pretty much kills the build. To get up to 21 HD (which is what you need for the Epic Destiny/ Fission trick), you’d need to make it a Greater Fire Elemental, which is Huge (and starting out at CR9). That would make it almost impossible to pull off the kill/replace combination that’s his shtick. I don’t think that just ignoring the advancement line is as much of an option here, since for elementals specifically there’s a clear range of hit dice to type of elemental. Since this throws the entire build off, and would require a complete rework to fix it, I have to give this a big penalty. -3 points.
The Fission trick can work (assuming Epic Destiny is online), with a liberal interpretation of which “you” gets resurrected. But do note:
“If you die, your duplicate remains in existence, and is for all intents you, but with two negative levels. (Once the duration expires, one of the negative levels immediately converts to one lost level; the other negative level can be removed by standard means).”
Each of the duplicates would require a Restoration, or a big Fortitude check to avoid the negative level becoming permanent. So all the duplicates would be (at best) 1 level behind the original.
This is more for flavor, but I did look into whether or not Evil Weather was actually on a class list (and a valid target for Traitor).
“Corrupt spells are specific to no character class. Furthermore, they aren’t inherently divine or arcane spells; a divine caster casting a corrupt spell casts it as a divine spell, and an arcane caster casts it as an arcane spell.”
A little ambiguous, but I think it’s close enough to be a “yes” (and no points off). Also slightly questionable on Assassin’s Stance qualifying you for Craven, but not raising too much of an eyebrow at that.

Competence:
Decently stealthy, though it’s hampered by a relatively low number of skill points and a class skill list unfortunately lacking in Bluff and Disguise for the first 20 hit dice, and only has a +5 by the end. Minor Change Shape can be helpful, but he’s going to need more help than a +10 if he’s going to be replacing anybody other than friendless loners for more than a short time. Remember that people get a new check each hour to spot the disguise. Unless you can guarantee a result of 31 higher than the target’s intimate companions, eventually somebody they know and care about is going to see through the disguise.
As far as assassination goes, Arukoru seems capable, if the target doesn’t know it’s coming; and being a Fire Elemental gives a great way of disposing of bodies immediately.
One thing that I can see really cramping Arukoru’s style would be when/if the team figures out that there’s shapechanging involved. Discern Shapechanger from Spell Compendium is only a level 2 spell, but it can really throw a monkeywrench into any kind of Mystique shenanigans, ninja or not. There are a number of ways to foil divinations, but you’d need to take some sort of precaution against it.
I’m going to leave off my score here until after Memorable Villainy.

Memorable Villainy: 3.0
This is a really tricky one to judge for me. On the one hand, I am completely digging the creepy ninja factor here. The idea of the town baker or cabbage salesman or something, suddenly turning on the party, and giving a spooky, “We are everywhere!” warning as he attacks them is awesome. But on the other hand, I don’t think that setting the players up against a literally-unbeatable foe is “memorable” in a good way. Leaving aside the advancement issue, the trick that makes the Fission duplicates work at all means that no matter what the players do, the entire army is back the next day, while the players have expended resources trying to fight them. While that might be okay for a Cthulhu style campaign, it’s not going to fit your typical heroic adventure. I can really see the players being upset at lack of agency, or calling DM BS. This is not the sort of enemy my players would figure out how to beat, and is not something I’d spring on them.
Since I’m split down the middle, 1 or 5, the score will be too. 3.0.
Back to Competence: 3.75
For a similar reason, I’m split down the middle on competence. Arukoru has several weaknesses that the team can really capitalize on. Discern Shapeshifter in particular can almost trivialize the role he’s supposed to play, and his Disguise check needs more help for what he’s supposed to do. But at the same time he’s basically undefeatable because of the Epic Destiny trick; the guy just won’t die. I’ll split the score, 2.5 or 5, to get 3.75.

Xihu Ayame
Total: 16.0
Originality: 4.5
Snake Ninja! I was expecting some Rokugan, but hadn’t expected a Naga. Very nice job in weaving it in with the plot, too. Totemist was not something I’d expected to see.
I think Xihu wins the Vizzini Award for being the only entry that actually contains levels in the Ninja base class. :smallbiggrin:
Elegance: 2.5
5 base classes of 3 levels or less, two templates, and one full 6-level prestige class. Everything does seem to be thematically linked, but this is not a “pretty” build by any stretch. Starting at 2.5.
I think you’ve misread the Akutsukai entry – the description of Undead there isn’t meant to be an exhaustive list of all of the undead characteristics, just a highlight of its immunities. Unfortunately it still does lack a Constitution score, just like a regular undead. Rokugan doesn’t change any of the regular Undead type information. All the Shadowlands subtype does is give immunity to Shadowlands Taint and vulnerability to Rokugan special materials like jade and crystal (p. 143). This doesn’t kill the build; this would be easily recoverable by switching out Bonus Essentia for Undead Meldshaper. (Fortunately your Wisdom is fairly high). But I will take a small penalty for it. -0.25
Normally I’d look a little sidelong at getting the Shadow template as an acquired template, but it makes total sense to get it along with the Akutsukai template.
Score: 2.25
Competence: 4.5
Xihu is very good at what she does. Very nice ambushing skills, infiltration is terrific thanks to alternate form and some good skill selection. You manage to get the BAB up to 16 by 20th, getting that important extra attack. Very nice stats, amazing saves, lots of immunities from being Undead. Lots of mobility from all of your move-through-shadows stuff.
It does still have the “discern shapechanger” problem, though if we’re assuming a Rokugan environment that might not be as important.
Memorable Villainy: 4.5
This has some solid potential to be a recurring character. The background story seems pretty solidly placed in Rokugan for all of the Shadowlands fluff. If you’re attempting to use her outside of that, you’d have to work a bit harder to establish who she is and why she’s attacking. (“Because she’s from the Shadowlands” makes perfect sense for Rokugan and says a lot about her background and motivation; but that doesn’t necessarily translate so easily into other settings). This is a very hands-on bad guy, and can cause a lot of mayhem directly. Score: 4.5.

Akuza
Total: 17.5

Originality: 3.5
Were-Ninja! I did not see that one coming. Nothing too fancy mechanically, otherwise.
Elegance: 5.0
Two templates, but they’re character-defining. One Short Monk dip, straight into Assassin. Short and sweet. No rules weirdness, no questionable rulings.
Competence: 5.0
Very much agreed on the CR-issue; this is probably deadlier-per-CR than That Crab. The terrifying thing is that it could have been a whole lot worse. First, as mentioned in the build, no pregenned feats were changed in the creation of this monstrosity. Offhand I can think of about fifty more horrible things than “Toughness X2” to assign.
Second, Legendary Tigers can be advanced to 48 HD. A Were-critter of that HD that bit you – assuming there was any “you” left afterwards – would have resulted in 21 more HD and 7 more feats but the same +6 CR per the Lycanthrope entry. Let that sink in.
This thing is incredibly powerful out the gate without even really trying.
Memorable Villainy: 4.0
If you hadn’t made crystal clear this is TO, I’d have split the score for being massively overpowered against anything a typical group would reasonably be expecting. As it is, this sounds like a really fun villain to play against in an ultra-high-powered environment. Not much characterization there; this guy is a beast, and he’s really good at that.


Clan of the Poisonous Arrow Frog
Total: 13.5
Originality: 4.0
Frog Ninja! Neraph is not something I expected, nor was Exemplar. I really like turning the whole ninja concept on its head, with a flashy recruitment display. The centerpiece of the build is something I’d expected though.
Elegance: 4.5
Two non-dipped base classes, a Prestige Class taken to half, and another taken almost all the way. The progression is logical and thematic. Starting out with a 5.
There is one major problem with the character: Ninja Spy requires the Evasion class ability, and none of your classes give that. You’ve kind of lucked out in that you have four levels of Incarnate – just enough to keep Impulse Boots bound to your Feet chakra at all times; so yes, you can technically qualify with the build as-is. But this is a very dangerous proposition, as a single Dispel Magic or antimagic zone can take away half your abilities. (It also very much limits your versatility, since you have only one chakra bind available). Any of the other quick ways of getting Evasion as an actual class feature involve at minimum two-level dips. Anyway, it’s a major mechanical problem at the build’s thematic heart that you didn’t notice, even if it’s somewhat fixable. Taking off half a point.
Total: 4.5.
Competence: 2.0
This seems to be a very low-damage build. You’re skulking around in the shadows, but don’t have a high sneak attack to take advantage of it. No Craven, no TWF. Maiming Strike doesn’t turn on until 18th level. Strength of 10 means you’re going to be doing base weapon damage for most purposes.
The class does Sneak very well, and when Exemplar turns on you’re going to be a terrific Ninja recruiter. It does seem like it’s supposed to be a strike-from-the-shadows character, though; and it just can’t pull that off with damage that low.
Total: 2.0
Memorable Villainy: 3.0
This guy just does not seem to pose much of a direct threat to a party. I think he’d be best used in something like a “Pursue the escaping villain” sort of adventure. He’s very sneaky and a rabble-rouser. If you use him like that, it could work. I’m picturing something like the team following him into the marketplace, and him using all kinds of terrain to his advantage, convincing shopkeepers to thwart the team, that sort of thing. If they do manage to corner him, the combat is going to be anticlimactic. Conservation of ninjutsu does not apply here; he’s weakest on his own.

Ickelos
Total: 19.0
Originality: 5.0.
Psychic boogeyman ninja. Hivenest creature is one that I’ve only seen used a few times, and I like its inclusion here. Gruesome Lurker is another rarely-seen monster that works perfectly. Very nice spot on Avenging Executioner’s compatibility with the theme. Ninja certainly wield fear, and this achieves that wonderfully. I really like how the fear abilities from Avenging Executioner and Ghost-Faced Killer support each other mechanically; I don’t think I’ve seen that done before.
Elegance: 4.75
The progression is smooth, you qualify for your PrCs, only one dip class (Warblade) – understandable since PrCs without a class beforehand can look a little weird. Everything fits in mechanically and thematically, and I can’t detect any rules problems. The CR from the swarm plus the baddie equalizes at 13, so nothing strange there.
One minor item: Martial Stance requires that you already know a maneuver from the school you’re learning. You would need to have a Shadow Hand maneuver on your list before you can take Assassin’s Stance. Not a critical error, and nothing in the build really depends on it, but taking off -0.25.
Competence 4.5
This is a nasty little shadow-striker that has some very nice Fear-based knockon abilities. A big problem I can see is that immunity to Fear and mind-affecting effects is something that’s relatively easy to get. However, Ickelos has enough offensive firepower to pose some kind of a threat even if the party is immune. Shadow Jump gives him some excellent mobility options, as well as a “Get me out of here” button if things really go badly.
Overall, this guy can generally do what he’s supposed to, and has a few tricks in case that doesn’t work. 4.5.
Memorable Villainy: 4.75
I think this one slightly depends on how soon in the campaign you introduce him. At lower levels especially, before the party gets access to a lot of fear-defeating effects, he’s going to be incredible. If the first they’re encountering him is around level 15, you could lose a lot of the creepy factor since the party’s likely to be immune to Fear. The amount of damage he can pump out – as well as his mobility and ability to escape – can cover for it to an extent. This is a solid villain, with a great motivation and a good storyline. This is something I’d definitely spring on my party. 4.75.

Soratoka
Total: 18.25
Originality: 3.5
Void Ninja! Very nice use of the base creature, but not much new or surprising otherwise. Ninja Spy, Rogue, and Assassin were things I’d expected.
3.05
Elegance: 4.75
Simple build, no questionable qualifications. The Swordsage level does give a decent power boost, but feels a little bit tacked-on. 4.75 to start.
Very minor point – at CR 12, you’re at 13 hd. Half, rounded down, is 6; you’re already at your maximum number of Skill Tricks known. You would need to put off Walk the Walls until the next level. -0.25.
4.5.
Competence: 5.0
This guy knows what he’s doing and can get it done. Super-stealthy, super-deadly, this is a Ninja’s ninja.
5.0.
Memorable Villainy: 5.0
You could build an entire campaign around this enemy. Clear goals, good characterization, built-in mystery. I like it a lot.

Mizu-no-yoki
Total: 16.0
Originality: 3.5
Robot ninja! I’m kind of digging the construct flavor, and the race certainly fits the theme. Bonus: we can show it exploding on Saturday Morning Cartoons without offending the censors. Nice use of Improved Critical and Telling Blow on an unusually high-threat-range weapon. Nothing else mechanically out of the ordinary, though; seems a standard-issue Ninja with a class I’d have expected to see.
Elegance: 4.5
Short class progression into a fully-completed Prestige Class. You qualify for everything you take. Starting out with a 5.0.
Unfortunately Ninja of the Crescent Moon is one of the most severe cases of nerfing-through-errata (http://archive.wizards.com/default.asp?x=dnd/er/20040125a)that Wizards ever inflicted. This otherwise-wonderful prestige class went from full-BAB, all good saves, to 3/4 BAB, Good Reflex Save. The good news is that this doesn’t disqualify you from any of your feats or features. The bad news is that only your Reflex Save column is correct. Taking off -0.5 points here. If it had disqualified any features, that would have been a bigger penalty. Total, 4.5.
Competence: 4.0
Despite the lower BAB and saves, this is still a dangerous foe. He’s all about mobility, quick strikes, and sneaking around. With a massive Dex, Wis to AC, and the monk’s AC bonus, it’s going to be very hard to hit. That, plus its spell resistance, shores up its weakness to fire and cold.
One thing that is lacking a bit is infiltration skills. No Disguise or Bluff. If he’s going to be pretending to be a person, somebody else in his organization is going to have to dress him up. Lack of healing is going to be a problem as well. He might want an artificer or wizard minion ready with a Repair spell just in case.
That said, he does what he does very well. I’m going to call this a 4.0.
Memorable Villainy: 4.0
A nimblewright is created for someone, so he’s not the big bad. He’s got the style and tactics to be a great dragon, though. A bit more on the personality side would have made this really memorable. I think the party would be very interested to see who’s playing Kraang to this Shredder.
4.0

Ga zi de erzi
Total Score: 19.5
Originality: 5.0
Freaky what in the world is that ninja! You’ve managed to combine several things that I hadn’t expected into a single build: Tauric template, Cloistered Cleric, Chameleon, doppelgangers, a seldom-used Epic Destiny, and six-legged gravity-controlling blue cats.
Elegance: 5.0
A couple templates, but everything’s legal. You qualify for everything you take, you finish out a prestige class. Full marks.
Competence: 4.75
It may be because it’s late, but I can’t spot any obvious weaknesses here. This is a very versatile, mobile combatant that has extremely good stealth abilities, access to spells, high stats, very good saves, and lots of unique tricks that the party will not be expecting. He can do what he’s supposed to do and has a bagful of tricks besides. I was particularly impressed by Mask of Gentility; I’d forgotten Exemplars of Evil had a few nice feats in it. Discern Shapechanger is going to be a problem, but with magical backup you have more ways to subvert it.
Memorable Villainy: 4.75
Ga Zi is a villain with a clear motivation in his backstory. He can function either as the BBEG himself, or as a recurring villain. This is the sort of enemy any party will find satisfaction in defeating.
I don’t think anybody who encounters Ga zi in his true form is ever going to forget it; the visual is just plain bizarre. I would think the only real danger is for the reveal to become so much of an out-of-left-field, “big lipped alligator moment (http://tvtropes.org/pmwiki/pmwiki.php/Main/BigLippedAlligatorMoment)” (caution, TV Tropes link) that it could really spoil the mood. I’d strongly suggest putting some clues around that there’s something seriously bizarre in store. (Maybe shed some blue fur, or encounter another Gravbeast somewhere in the adventure).

Baby Gary
2017-08-22, 07:20 PM
just want to point out that Ickelos had no competence entry

Korahir
2017-08-22, 11:56 PM
Thanks Telonius for judging!

Inevitability
2017-08-23, 01:00 AM
First dispute!


Thanks for the judging, Telonius.

One dispute with your judging: the relevant rule for the skill tricks is as follows (bolding mine):


You can’t learn more than one skill trick at any given level, and your total skill tricks cannot exceed one-half your character level (rounded up).

Other than that, no issues, and again, thanks.

I would just ask your starting point for originality, though. I freely accept the classes were anticipated, but is Void Walker worth any kind of bonus? I can honestly say I've never seen the creature used in a competition, and barely heard of it mentioned at all.

Inevitability
2017-08-23, 09:46 AM
And another!


Okay. Little short on time here, so there will probably be more than one dispute, so let me just address some of your major points.


Small Elemental only advances to 3HD. Unfortunately this pretty much kills the build. To get up to 21 HD (which is what you need for the Epic Destiny/ Fission trick), you’d need to make it a Greater Fire Elemental, which is Huge (and starting out at CR9). That would make it almost impossible to pull off the kill/replace combination that’s his shtick. I don’t think that just ignoring the advancement line is as much of an option here, since for elementals specifically there’s a clear range of hit dice to type of elemental.

This would be correct but for this piece of rules text.


The advancement line shows how tough a creature can get, in terms of extra Hit Dice. (This is not an absolute limit, but exceptions are extremely rare.)

Therefore, Arukōru's advancement is completely legal. It's not like a Small fire elemental has to automatically become Medium (and so on) when it passes 3 HD. Yeah, it says exceptions are rare but I think Arukōru is a pretty exceptional elemental. In fact, that would go for any villain in this contest, but it's particularly relevant here.


The Fission trick can work (assuming Epic Destiny is online), with a liberal interpretation of which “you” gets resurrected. But do note:
“If you die, your duplicate remains in existence, and is for all intents you, but with two negative levels. (Once the duration expires, one of the negative levels immediately converts to one lost level; the other negative level can be removed by standard means).”
Each of the duplicates would require a Restoration, or a big Fortitude check to avoid the negative level becoming permanent. So all the duplicates would be (at best) 1 level behind the original.

I did in fact think of this while making the build. I'm sorry I wasn't able to explain the mechanics for getting around it in the entry, but, as I said, I haven't had a lot of free time lately.

Arukōru has the Enduring and Lasting Life feats.


Whenever you would gain a negative level, you can ignore the penalties and other ill effects associated with that negative level for a number of minutes equal to your Constitution bonus

More than enough time for a duplicate to retain all its HD and spawn another duplicate to kill it off. The duplicate would then resurrect with no negative levels as per normal.

If Arukōru decides to be done with duplication for the day, all the final duplicate needs to do is use Lasting Life.


Once per round as a standard action, you can attempt to remove a negative level from yourself by attempting a Will save (DC 10 + 1/2 attacker's HD + attacker's Cha modifier). If the saving throw succeeds, the negative level goes away. You make a separate saving throw for each negative level you have gained. If the save fails, you retain the negative level, but you can try again next round to remove it.


Since Fission lasts 1 round/level and any Arukōru performing this operation has at least 21 levels, there is ample time for the removal of negative levels, and even if that fails (unlikely, as it can be attempted every round) the non-negative leveled Arukōrus will appear by sunrise and be able to carry on. Or if they're not doing that, just give the last duplicate some breathing space to get that lost HD back. Or not. It doesn't really have to. It's not a problem for this villain.

Wow. That was pretty long and there are still some other things I have to get to. Thanks for judging though, I know especially a build like this filled with weird little rules must be difficult to judge.

Telonius
2017-08-23, 11:35 AM
just want to point out that Ickelos had no competence entry

Thanks! Victim of formatting, fixed now. Hopefully I can get to the disputes this evening.

Inevitability
2017-08-23, 12:55 PM
And yet another dispute.


Thanks for the judging :smallsmile:
Two things, a clarification and a dispute


Competence
Xihu is very good at what she does. Very nice ambushing skills, infiltration is terrific thanks to alternate form and some good skill selection. You manage to get the BAB up to 16 by 20th, getting that important extra attack. Very nice stats, amazing saves, lots of immunities from being Undead. Lots of mobility from all of your move-through-shadows stuff.

I feel a little bad because I hesitated a bit bringing this up. I added an extra column to the table for HD due to the templates. Ayame actually only has a BAB of 9 at CR 20, and an HD of 16.



Elegance:
I think you’ve misread the Akutsukai entry – the description of Undead there isn’t meant to be an exhaustive list of all of the undead characteristics, just a highlight of its immunities. Unfortunately it still does lack a Constitution score, just like a regular undead. Rokugan doesn’t change any of the regular Undead type information. All the Shadowlands subtype does is give immunity to Shadowlands Taint and vulnerability to Rokugan special materials like jade and crystal (p. 143). This doesn’t kill the build; this would be easily recoverable by switching out Bonus Essentia for Undead Meldshaper. (Fortunately your Wisdom is fairly high). But I will take a small penalty for it. -0.25
Normally I’d look a little sidelong at getting the Shadow template as an acquired template, but it makes total sense to get it along with the Akutsukai template.
Score: 2.25

Definitely not a pretty build. :)
I thought she would lose her Constitution score originally as well. However, if you look at the Akutenshi template on page 242 I believe I've found a reason to believe she keeps it. Akutenshi is listed directly after Akutsukai, and can only be applied to an Akutsukai character. It does not mention anywhere a change to type or ability scores. An ability it grants called 'Breath of Taint' has a Difficulty Class made up of (10 + 1/2 the Akutenshi's HAD + the Akutenshi's Constitution modifier.
The Akutsukai template also does not mention any change to ability scores or even a change in HD like normal Undead (I believe because they are a unique Campaign-specific Undead). 'Breath of Taint' couldn't even exist unless it's Constitution score was never lost in the first place. Akutsukai 'must' still posses one.
(My understanding was that if a special ability was based on an ability score it no longer had,( i.e. Str, Con, Int) that ability no longer existed)

Personally, I believe Ayame would be better off if her HD changed to d12's and she had Undead Meldshaper. I just can't justify it with this specific template.
She has most of the immunities without the primary drawback of no Con score, though for her that would be a benefit.
It may very well be a rules disfunction of some kind. However, I checked the errata beforehand and no mention was made that I could find.

I'm curious, did I discover something new? :D

Korahir
2017-08-24, 01:51 AM
Just an idea because the meme popped up in a thread again: how about a "this is not even my final form!" theme for a future round? It could be interesting to not only design a BBEG but also showcase how the multistaged fight would take place.

Inevitability
2017-08-24, 01:56 AM
Just an idea because the meme popped up in a thread again: how about a "this is not even my final form!" theme for a future round? It could be interesting to not only design a BBEG but also showcase how the multistaged fight would take place.

I like this idea.

danielxcutter
2017-08-24, 01:57 AM
I like this idea.

Same. Still awaiting that multi-headed round, but this could be fun too.

PrismCat21
2017-08-24, 10:52 AM
Same. Still awaiting that multi-headed round, but this could be fun too.
http://s2.quickmeme.com/img/c2/c26809e3a038ae40c48384056be3891a0adcbf3ea2d13053e5 ca83d8deb93798.jpg

Technetium43
2017-08-24, 12:50 PM
http://s2.quickmeme.com/img/c2/c26809e3a038ae40c48384056be3891a0adcbf3ea2d13053e5 ca83d8deb93798.jpg


So... both 'this is not my final form' and 'multi-headed'. Do you want Psaro? Because this is how you get Psaro.

Baby Gary
2017-08-24, 04:41 PM
I still think that a joker-esc round would be really cool. I would love to make a crazy murderous maniac. "The last Joke" could be a fitting title or "The Last Laugh"

Buufreak
2017-08-24, 06:35 PM
I still think that a joker-esc round would be really cool. I would love to make a crazy murderous maniac. "The last Joke" could be a fitting title or "The Last Laugh"

Please. Obvious, "He who laughs last" is more traditional.

Telonius
2017-08-24, 09:51 PM
First dispute!

Sarotoka - Yep, those are some of those "obvious" things I was talking about missing. Going in and adjusting the scores now.

Telonius
2017-08-24, 09:55 PM
And another!

Arukoro - Ah, didn't catch that on the level-behind thing. I hadn't taken any points off for that, so no worries there.

Have to disagree on the legality of the advancement though. In the confines of the contest, using that is the sort of thing that can put builds on very unequal ground. Advancement is one of those things that I think really has to be limited to what's in the table. Score stands.

Telonius
2017-08-24, 10:02 PM
And yet another dispute.

For Ayame - ah, I do see that now on the Con score issue. That's a very weird bit in the rules; could just be an editing error, but it could indicate the ruling you went with. Since it's such a weird wording, I'll edge on your side and take away the .25 penalty fixing now.

Thanks for pointing out the bit in competence - while that does make it significantly less hard hitting than I originally thought, I don't think it puts too much of a dent in the overall power. I'll let the score stand.

Inevitability
2017-08-25, 12:13 AM
Arukoro - Ah, didn't catch that on the level-behind thing. I hadn't taken any points off for that, so no worries there.

Have to disagree on the legality of the advancement though. In the confines of the contest, using that is the sort of thing that can put builds on very unequal ground. Advancement is one of those things that I think really has to be limited to what's in the table. Score stands.

Dispute reply.


This really isn't fair. I have provided a quote that proves the advancement in my build is legal. You can't disagree with that, it is part of the D&D 3.5 rules everyone in this competition uses to make their builds, and furthermore, it is a core rule, as opposed to some obscure variant rule in a rarely-used supplement. Correct me if I am wrong, but as far as I know judges should follow those rules as well. You can't simply decide that a rule is illegal because you don't like it.

As for being on unequal grounds, as you say yourself, this is a contest, and part of this contest is making our villains as optimized and powerful as possible. If I happened to discover a rule that helps me do this, I don't see why that should be penalized. I am using the same set of rules as everyone else. If others chose not to take advantage of this rule or were not aware of it, that isn't my fault.

As for sticking to the table, as official errata states, text trumps table. The table entry that limits creatures' HD advancement to a certain amount is superseded by the rules text that states that is not an absolute limit. Again, the rules support my build's advancement.

At the end of the day, you thought my build was illegal. I showed you a 100% legitimate rules quote that disproved that, and yet you dismissed it again as illegal. I'm sure you can see why I have a problem with that.

Inevitability
2017-08-25, 07:09 AM
The endless debate of judge and chef, continued.


There are some other things I felt weren't considered in your judging.

Firstly, the Disguise thing. Arukoru gets only the +10 from Minor Change Shape, true, but if he uses Wild Shape in the process as well, which is not a stretch since it might give a better base to work from for most human disguises (for example, it's probably easier to go from 'baboon' rather than 'fire elemental' to 'human'). I even pointed this out in the entry. Intimate companions also don't have as much advantage as normal due to Assume Quirk, and as I also mentioned, Arukoru's first choice of targets are those who would not have many intimate companions in the first place, or be in a position to facilitate rapid replacement of intimates.

Discern Shapechanger is not as much of a problem as you think it is. Partly due to the fact that Arukoru prioritizes the replacement of people who are not that likely to be noticed or too powerful for PCs to have easy access to them for a scan. Even animal (and possibly vermin or magical beast) disguises are possible. Then there is the possibility of more than one Arukoru being at large. Once the PCs catch one shapeshifter, they might let their guard down. Also, once Arukoru has a disguise in place, technically he doesn't need to use magic to keep it up, as it is the initial disguise check that matters for a particular disguise. So, after finishing the disguise, he can deactivate Minor Change Shape and Wild Shape, which means that anyone scanning him will merely detect that he is a shapechanger, but there would be no indication that he is not what he is disguised as, so it's not necessarily a giveaway. I mean, any Druid (or some Rangers, Egoists with the ACF Arukoru uses and various members of certain PrCs) is also going to register on that spell.

I think those factors combined make Discern Shapechanger much less of a hindrance to Arukoru than you make it out to be. It certainly doesn't 'trivialize his whole role'.

I feel that stealth is also better than 'decent' as there are many animal forms Arukoru could take that boost stealth skills, as well as the whole 'become as small as desired' trick that can get him anywhere almost unnoticed. I mean, Arukoru can literally become as small as it is possible to become without disappearing into nothingness altogether.

I must also object to the penalization of Arukoru because he is too powerful. You didn't give Akuza the same penalty because he stated that his build was TO and a high-level opponent. In Arukoru's case, I didn't call it TO specifically, because I trusted that any DM who would try to run this villain would do so because either their group was either high-level enough to have ways to stand up to Arukoru in a straight fight, or maybe it was just a kind of campaign where it's less a typical heroic adventure. Maybe something Cthulhu-like, like you said, or maybe just a campaign that involves other methods of dealing with villains than 'hack and slash'. For example, I gave the scenario in my entry where some of the Arukorus might be persuaded to change their goals. If a DM can't accurately gauge what kind of enemy is suitable for their players, that's a problem with the DM, not the enemy.

After all, the very nature of Arukoru's methods show a personal unwillingness for straight-up confrontation. It's even shown in his backstory where his first instinct is to run away and not stick around for witnesses after killing.

Yes, maybe Arukoru is not suited to a typical group whose go-to strategy is to simply try and cut the monsters down, unless they were high-level. But it's also clear from the nature of the villain as presented that that is not the kind of scenario he is meant to be used in. Since Arukoru is not the kind of villain whose powers and motivations would fit a typical heroic adventure, why evaluate him in that context?

I mean, it would be DM BS, like you said, if Arukoru was sprung on PCs in a campaign with few social elements or who were not at the power level needed to defeat him. But isn't any case of PC's having to fight an overpowered enemy or an enemy that required skills or inclinations they did not have DM BS? The only assumption I made in my build was that any DM using it would be smart enough to know if Arukoru was the kind of villain their PCs would be able to suitably go up against, and I think that is not something unreasonable. Any DM worth playing with should be able to do that.
I also don't know how exactly you scored Originality, but are the duplication method (which as far as I know is a new method) and the shrinking trick (also completely new as far as I know), as well that the fact that unlike any other build in this competition I did not use any traditionally 'sneaky' class worth any kind of bonus? I didn't see them mentioned in your evaluation.

Telonius
2017-08-25, 07:28 AM
Dispute reply.

Still disagree; this is just too much into "DM fiat" territory to make it an even competition. Score stands; as do the others.

Inevitability
2017-08-25, 01:04 PM
Telonius, Arukōru no Honō's chef PMed me asking for you to focus on his other criticisms as well.

Telonius
2017-08-28, 05:44 AM
Sorry for the delay - with the rest of the dispute, I'm still not seeing anything that would change the score. If the build is intended to be TO, as the creator is now suggesting, you have to assume that the players are building to the same and have a larger amount of paranoia than usual. A +10 to Disguise is not going to be sufficient to fool the team at all, so it can't really do a major thing that it's supposed to do (avoid detection by PCs); at the same time it'll still be essentially unbeatable in the long run. Discern Shapeshifter is still going to be a problem. At minimum, the next time they find him after he's "died," they're going to catch on to the fact that he's a shapeshifter who's somehow able to come back from the dead. Even assuming they don't see through the disguise (which they're likely to do), they're going to know where to start looking. If the team isn't built to assume TO, it's going to hit them from nowhere, with little to no defenses against him. It's still got that split; so I'm not changing the score.

Inevitability
2017-08-29, 02:28 AM
For the sake of politeness and altogether neatness I'm going to post Arukoru's final dispute here, but it's about time to wrap this competition up and no score change is going to significantly matter anyway.


Okay, firstly, I wasn't saying that Arukoru is necessarily TO. I was only saying that if Akuza, who is TO, can be judged on the basis of a campaign that is TO, then Arukoru should be judged on the basis that he is going to go up against a party at the level to have alternate methods of dispatching him (Flesh to Stone, Barghest's Feast etc.) that do not involve him being able to come back, which doesn't have to mean TO, because the party could simply be at that level, without TO. Without taking his resurrection abilities into account, it's not like Arukoru is really built for combat, so it's not going to be that hard.

So, let's look at it this way. Arukoru could be defeated by a level 11 party and killed permanently with Barghest's Feast (since it is a 6th-level cleric spell). The party doesn't have to be using TO. At that level he already has a +25 to Disguise, which a level 11 non-TO party is unlikely to see through. There's a reason why the high point of the build is CR 11.

Either that, or the campaign is simply not the kind where their main interaction is not about simply slashing the villain to death. Hence why even in the entry I included other ways Arukoru might be dealt with that do not involve direct combat. Therefore, I don't think it deserves that split you think it has.

Also, it's not a +10 to Disguise, it is +26 (not counting any bonus from spells since that would come quite late (but if you do count that the bonus could be as high as +46). There's also the chance of a Bluff check from Second Impression to cover up if a disguise is penetrated. And people close to the person being impersonated don't get a bonus.

Plus, if they don't see through the disguise, that wouldn't help anyone know where to start looking after defeating him, because when Arukoru comes back he could simply pretend to be a completely different person. It's not like a party would even know he is going to resurrect.

So basically, the build only has problems if up against TO or a non-TO party that has no method of preventing resurrection (which can be obtained by level 11 by any cleric) or method of dealing with enemies that does not involve combat, like simply changing the villain's mind, which is stated in the entry as something that could happen. Again, I wasn't saying it was TO, just, if you are going to judge a TO build by TO, judge this one for scenarios it is suited to.
.

Thurbane
2017-08-29, 04:20 AM
Were we expecting any more judges? Buufreak maybe?

Anyhow, my HM goes to Clan of the Poisonous Arrow Frog http://www.giantitp.com/forums/images/sand/icons/icon_thumbsup.png

Inevitability
2017-08-29, 07:13 AM
Were we expecting any more judges? Buufreak maybe?

Anyhow, my HM goes to Clan of the Poisonous Arrow Frog http://www.giantitp.com/forums/images/sand/icons/icon_thumbsup.png

Buufreak PM'ed me mentioning that they might not be able to meet the deadline due to health issues, and that I should not wait for them.

Venger
2017-08-29, 03:54 PM
Sounds good to me. Can't wait to see what we're doing next.

GrayDeath
2017-08-30, 12:31 PM
My HM goes to Soratoka.

Closest in End Product to what my Project might have done, but totally different execution, love it!

Technetium43
2017-08-30, 12:41 PM
HM goes to Xihu for actually having levels in the Ninja base class. :smalltongue:

Inevitability
2017-09-01, 12:23 PM
Revealing builds now.



Build
Score
Placement


Ga zi de érzi - Korahir
19.5
1st


Ickelos - alpine
19.00
2nd


Soratoka - Thurbane
18.25
3rd


Akuza - White Blade
17.50
4th


Mizu-no-yoki - Technetium43
16.00
5th


Xihu Ayame - Prismcat21
16.00
5th


Clan of the Poisonous Arrow Frog - Venger
13.50
7th


Arukōru no Honō - TwoLegsArmchair
13.25
8th



The medals go to Korahir, alpine, and Thurbane, the honorable mention is a tie between Prismcat21's and Venger's builds, and that wraps it up! Thanks to all participants, judges, and fans, because without them this thread wouldn't exist.



With that said, are there any further suggestions for the next round?

zlefin
2017-09-01, 12:31 PM
I don't have any questions for the next round or anything; but would like to revisit the issues I had when I was pondering a design to figure out how to deal with them in future cases.
The basic issue was handling an Elementals entry; earth was the particular one I was looking at. basic issue was how to handle growth of the elemental over the CR range; as the growth pattern listed in the monster manual as the elemental gets larger involves several irregularities with no clear solution: several stat boosts being applied that exceed the stat gains from extra HD, and aren't a result of size changes. the size changes to stats one would expect seem to only partially apply to some of the intermediate stages (i.e. the str increase that normally comes from a size increase wasn't fully implemented in some of the larger elementals, it looks ot have been spread out instead.)


my earlier post in the thread was here:
http://www.giantitp.com/forums/showsinglepost.php?p=22298362&postcount=177

Inevitability
2017-09-01, 01:06 PM
I don't have any questions for the next round or anything; but would like to revisit the issues I had when I was pondering a design to figure out how to deal with them in future cases.
The basic issue was handling an Elementals entry; earth was the particular one I was looking at. basic issue was how to handle growth of the elemental over the CR range; as the growth pattern listed in the monster manual as the elemental gets larger involves several irregularities with no clear solution: several stat boosts being applied that exceed the stat gains from extra HD, and aren't a result of size changes. the size changes to stats one would expect seem to only partially apply to some of the intermediate stages (i.e. the str increase that normally comes from a size increase wasn't fully implemented in some of the larger elementals, it looks ot have been spread out instead.)


my earlier post in the thread was here:
http://www.giantitp.com/forums/showsinglepost.php?p=22298362&postcount=177


Maybe take a look at savage species? It's got monster classes (with CR listings!) that include periodical size increases, in the case of elementals.

zlefin
2017-09-01, 01:16 PM
I looked at savage species; but that advances be ECL, not CR; and it doesn't account for the irregularities either, it uses a different progression pattern; and it doens't go all the way up to the highest size elemental. Which again leaves the problem of a bunch of stats with no awy to determine when/if they should be added. and making up my own progression is kinda weird and sketchy, and it's not at all clear tha'ts how it would be right anyways.
and I can't just add HD to a small earth elemental, because it caps out at 3. just adding HD and using the size increase effect when appropriate wouldn't match the larger elementals stats.

Inevitability
2017-09-01, 01:45 PM
I looked at savage species; but that advances be ECL, not CR; and it doesn't account for the irregularities either, it uses a different progression pattern; and it doens't go all the way up to the highest size elemental. Which again leaves the problem of a bunch of stats with no awy to determine when/if they should be added. and making up my own progression is kinda weird and sketchy, and it's not at all clear tha'ts how it would be right anyways.
and I can't just add HD to a small earth elemental, because it caps out at 3. just adding HD and using the size increase effect when appropriate wouldn't match the larger elementals stats.

1. All the monster class tables in savage species also list a challenge rating for each level.

2. If the rules don't let you do what you want to do, then you can't. RAW, the thing you are describing would be impossible: you can't start with a small earth elemental, advance it by two HD and make it a medium one because they are different creatures and the small elemental's advancement table only lists an option for advancement by a single hit die.

Korahir
2017-09-01, 02:16 PM
Grats to everyone. Finally got that gold ;)

I'd love the multiheaded theme for next round. Mostly because I am away for a week now and I already have a solid idea for that theme.

Thurbane
2017-09-01, 02:48 PM
Wow, stoked for a podium finish: I was competing against some quality entries! And thanks to GrayDeath for the HM vote. :smallsmile:

Just a question for Korahir about Ga zi de érzi: I'm trying to use a Monstrous Humanoid as the base for a Tauric creature for an NPC/monster (http://www.giantitp.com/forums/showthread.php?533866) in my game, but I thought it was only for Humanoids?

...never mind, answered my own question: the Savage Species version (the later one) is slightly different than the MM2 version.

Oh, and if we're voting, I also vote Two Heads Are Better Than One. :smallwink:

Korahir
2017-09-01, 02:54 PM
Wow, stoked for a podium finish: I was competing against some quality entries! And thanks to GrayDeath for the HM vote. :smallsmile:

Just a question for Korahir about Ga zi de érzi: I'm trying to use a Monstrous Humanoid as the base for a Tauric creature for an NPC/monster (http://www.giantitp.com/forums/showthread.php?533866) in my game, but I thought it was only for Humanoids?

...never mind, answered my own question: the Savage Species version (the later one) is slightly different than the MM2 version.

Oh, and if we're voting, I also vote Two Heads Are Better Than One. :smallwink:

For this build I was happy for that savage species update but in general tauric is a horrible design as written.

White Blade
2017-09-01, 03:20 PM
I think a Keeper of the Gate sort of competition, where the Villain has to be designed around defending a specific location would be fun.