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View Full Version : Optimization Junkyard Wars XVI: Trapsmith + Combat Trapsmith - Rogue



Thurbane
2017-10-29, 06:27 PM
Welcome to Junkyard Stadium! It is in this hallowed pile of miscellaneous parts that we will hold a competition of Practical Optimization with three components. The catch? Competitors may not use the third item in their builds!

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

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



Necessary: From Dungeonscape... the Trapsmith prestige class!
Necessary: From Complete Scoundrel... the Combat Trapsmith prestige class!
Forbidden: From PHB... the Rogue base class!


This round has all the trappings! *groan*

Round-Specific FAQ

Contestants:

The rules are as follows:

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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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



Code immediately below (spoiler).

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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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

Judges:


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


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



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


Completion Time:

Contestants will have until 23:59 PM GMT Sunday December 10th to create their builds and PM them to the chairman.
Builds will then be posted simultaneously to avoid copying.
Judges will have until 23:59 PM GMT Sunday December 31st to judge the builds and submit their scores. Judging deadline is subject to extension as required.
As the precedent has been set from Episode 2, should all prospective judges have posted their rulings in a neat, timely fashion and all disputes have been settled satisfactorily (to either judges, contestants, or the Chairperson), the judging period may end prematurely to give way to a new episode. No reason to keep working on a finished building and avoid moving onto the next one.


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

Previous Competitions:

Junkyard Wars in the Playground I: Shadowdancer + Sneak Attack - Rogue (http://www.giantitp.com/forums/showthread.php?337864)
Junkyard Wars in the Playground II: Healing Spells + Ruby Knight Vindicator - Cleric (http://www.giantitp.com/forums/showthread.php?342896)
Junkyard Wars in the Playground III: Dragons + Theurges - Kobolds (http://www.giantitp.com/forums/showthread.php?347412)
Junkyard Wars in the Playground IV: BoED + Undead Type - Completes (http://www.giantitp.com/forums/showthread.php?355278)
Junkyard Wars in the Playground V: Dread Witch + Reaping Mauler - Fighter (http://www.giantitp.com/forums/showthread.php?360271)
Junkyard Wars in the Playground VI: Wonderworker + Profession Skill - Factotum (http://www.giantitp.com/forums/showthread.php?369604)
Junkyard Wars in the Playground VII: Metamagic Feats + LA - Metamagic Reducers! (http://www.giantitp.com/forums/showthread.php?374504)
Junkyard Wars in the Playground VIII: Pounce+Small Size-Barbarian (http://www.giantitp.com/forums/showthread.php?388151)
Junkyard Wars in the Playground IX: Earth Dreamer + Ordained Champion - Cleric (http://www.giantitp.com/forums/showthread.php?395791)
Junkyard Wars in the Playground X: Meldshaping + Natural Attacks - Totemist (http://www.giantitp.com/forums/showthread.php?403880)
Junkyard Wars in the Playground XI: Magical Darkness + Improved Familiar - Wizard (http://www.giantitp.com/forums/showthread.php?409650)
Junkyard Wars in the Playground XII: Dragonmark Heirs + Touchstones - Martial Weapons (http://www.giantitp.com/forums/showthread.php?430214)
Junkyard Wars in the Playground XIII: Mulhorandi Divine Minion + Monk - Any Other Wildshaping (http://www.giantitp.com/forums/showthread.php?465901)
Junkyard Wars in the Playground XIV: Racial Paragon Classes + Spellcasting - Base Classes (http://www.giantitp.com/forums/showthread.php?479427)
Junkyard Wars in the Playground XV: Ruathar + Stoneblessed - Human (http://www.giantitp.com/forums/showthread.php?497904)

Thurbane
2017-10-29, 06:29 PM
-reserved-

https://imageserve.babycenter.com/29/000/349/c08fYX7ASN6K0nfzBnwnLKWaoeTII3Mg_lg.jpg


If I've made any errors in the OP, please let me know (politely or via PM would be nice), and I'll correct as required.

jdizzlean
2017-10-29, 07:24 PM
hmmm. maybe :)

ATHATH
2017-10-29, 07:32 PM
I'm intrigued, but I prefer making build skeletons (with feat allocations) to fully fleshed out builds.

I might participate, I might not. It depends on how much free time I'll have.

ATHATH
2017-10-29, 08:01 PM
Question: Does the Combat Trapsmith's ability to make traps provoke an AoO before, during, or after the trap is completed. It's important to know for my build.

Thurbane
2017-10-29, 09:44 PM
Question: Does the Combat Trapsmith's ability to make traps provoke an AoO before, during, or after the trap is completed. It's important to know for my build.

AFB at the moment, I should have an answer for you in the next 4 hours or so...

In the meantime, maybe this quote from the SRD helps?


Use Skill
Most skill uses are standard actions, but some might be move actions, full-round actions, free actions, or something else entirely.

The individual skill descriptions tell you what sorts of actions are required to perform skills.

The SRD says that skills that require one action or one round "usually" provoke an AoO.


Performing a Distracting Act
Some actions, when performed in a threatened square, provoke attacks of opportunity as you divert your attention from the battle. Actions in Combat notes many of the actions that provoke attacks of opportunity.

Remember that even actions that normally provoke attacks of opportunity may have exceptions to this rule.

Thurbane
2017-10-30, 01:07 AM
OK, assuming I'm understanding the query correctly, and looking at the sourcebooks, it says this:


Crafting a combat trap requires a full-round action (which provokes attacks of opportunity) and a Craft (trapmaking) check.

Expert Trapsetter (Ex): At 5th level, you can set a combat trap as a standard action without provoking attacks of opportunity.

Rules Compendium says this:


An attack of opportunity interrupts the normal flow of actions in the round. If an attack of opportunity is taken, immediately resolve that attack of opportunity, then continue with whatever was happening when the attack of opportunity was provoked.

...my reading is that crafting a Combat Trap provokes an AoO at the start of your full round action. You no longer provoke AoO by crafting combat traps at 5th level of Combat Trapsmith.

Sian
2017-10-30, 02:10 AM
Tentatively in... (mainly a question of allocating time since I've recently got a new job)

Question time

Combat Trapsmith explicitly says that it's Trap Sense doesn't stack
Trapsmith explicitly says that it stacks with any type of Trap Sense

how to handle?

Darrin
2017-10-30, 07:55 AM
I'd like to think I might get credit for suggesting this particular combo, but I suspect I am not the first to suggest it.


I'm intrigued, but I prefer making build skeletons (with feat allocations) to fully fleshed out builds.


The chairperson may need to weigh in on this, but using the table format provided I believe is just a *suggestion* rather than an actual rule. The earlier Iron Chefs had a much looser idea of "format" (which led to the tables). We have had entries submitted recently that do not use the tables provided. How exactly this affects your score is largely up to the judges. Some judges may assess an Elegance penalty if your formatting confuses or frustrates them.



Combat Trapsmith explicitly says that it's Trap Sense doesn't stack
Trapsmith explicitly says that it stacks with any type of Trap Sense


Huh. I'm tempted to say it depends on which one you get first. To me it reads... if you take Combat Trapsmith first, and then take Trapsmith, the Trapsmith's Trap Sense stacks with Combat Trapsmith's because Trapsmith says it stacks. If you took Combat Trapsmith second, it wouldn't stack because you already had Trap Sense.

However... you might have Trap Sense from three sources, such as a base class before entry, and then Combat Trapsmith's Trap Sense might exceed the base class. In which case, if you did base first, Combat Trapsmith 5 next, and then Trapsmith 5, the Trapsmith Trap Sense could stack with either the base class or Combat Trapsmith's Trap Sense, whichever is higher. So... I'm not sure I see any way to get higher than a Trap Sense +3 on a base class, so it looks like the highest Trap Sense you can have is +6: Combat Trapsmith 5/Trapsmith 5, in that order (more or less).

At any rate... I'm utterly befuddled why the designer thought that stacking Trap Sense would be so problematic that they'd put that restriction into the Combat Trapsmith ability.

PrismCat21
2017-10-30, 09:52 AM
I think I'm in to build this round. I didn't have the time or resources for the last IC or VC. I should be able to make this one.

ATHATH
2017-10-30, 09:56 AM
OK, assuming I'm understanding the query correctly, and looking at the sourcebooks, it says this:




Rules Compendium says this:



...my reading is that crafting a Combat Trap provokes an AoO at the start of your full round action. You no longer provoke AoO by crafting combat traps at 5th level of Combat Trapsmith.
Aw, no stacking of AaO feats to make a trap, provoke an AoO, step back (using that one feat that lets you take a 5' step as part of an AoO), and throw my opponent into the trap for me.

Does that count as speculation?

Thurbane
2017-10-30, 05:20 PM
I'd like to think I might get credit for suggesting this particular combo, but I suspect I am not the first to suggest it.

In this case, you can take the credit. :smallsmile:


The chairperson may need to weigh in on this, but using the table format provided I believe is just a *suggestion* rather than an actual rule.

Correct - so long as the presented entry is legible, the table is a suggestion rather than a hard and fast rule. Be aware that entries that are difficult to read may attract judging penalties.


Huh. I'm tempted to say it depends on which one you get first. To me it reads... if you take Combat Trapsmith first, and then take Trapsmith, the Trapsmith's Trap Sense stacks with Combat Trapsmith's because Trapsmith says it stacks. If you took Combat Trapsmith second, it wouldn't stack because you already had Trap Sense.

However... you might have Trap Sense from three sources, such as a base class before entry, and then Combat Trapsmith's Trap Sense might exceed the base class. In which case, if you did base first, Combat Trapsmith 5 next, and then Trapsmith 5, the Trapsmith Trap Sense could stack with either the base class or Combat Trapsmith's Trap Sense, whichever is higher. So... I'm not sure I see any way to get higher than a Trap Sense +3 on a base class, so it looks like the highest Trap Sense you can have is +6: Combat Trapsmith 5/Trapsmith 5, in that order (more or less).

At any rate... I'm utterly befuddled why the designer thought that stacking Trap Sense would be so problematic that they'd put that restriction into the Combat Trapsmith ability.

For the purposes of this comp, I'm happy for entrants to apply the limits/stacking in the order most advantageous for their entry.


Aw, no stacking of AaO feats to make a trap, provoke an AoO, step back (using that one feat that lets you take a 5' step as part of an AoO), and throw my opponent into the trap for me.

Does that count as speculation?

Probably not, but maybe better to avoid it just in case.

Thurbane
2017-11-07, 03:54 PM
While awaiting the current Iron Chef and Villainous Competition rounds to be finalized (and new rounds to be posted), why not consider getting an entry in here? :smallsmile:

Darrin
2017-11-07, 04:02 PM
While awaiting the current Iron Chef and Villainous Competition rounds to be finalized (and new rounds to be posted), why not consider getting an entry in here? :smallsmile:

I'm still fiddling around with a few ideas... there's a somewhat obvious "Vizzini Bait" build that I may throw together just to make sure *someone* submits it.

There's also my Skill Focus: Procrastination, which of course couldn't possibly have an effect on my Flaw: Poor Time Management.

jdizzlean
2017-11-07, 04:21 PM
I could aid another via my skill: Multi-tasking and the massive bonus i get from Flaw: Obsessive Compulsive Character Creation Disorder. that should be enough to tip you over the scales...

Thurbane
2017-11-13, 10:58 PM
As per PM request, I'm extending the deadline.

Sian
2017-11-15, 02:19 AM
I'd really want to join, simply to support the variant, but I'm sadly doubtful if I have the time needed to finish off even in an extra week :smallsigh:

dysprosium
2017-11-15, 09:22 AM
I also want to be able to enter. Hopefully I can find the time.

But I'm also very rusty at these . . .

daremetoidareyo
2017-11-15, 11:15 AM
I'll judge. I love both these classes

jdizzlean
2017-11-20, 11:38 AM
:roach: are we there yet?

Darrin
2017-11-20, 12:33 PM
I am still fiddling around with an entry, but I would need a couple more days.

Thurbane
2017-11-20, 03:41 PM
I am still fiddling around with an entry, but I would need a couple more days.

In the interests of the comp, I'm willing to extend the deadline. There have been a very small amount of entries, so an extra one would be good.

Sian
2017-11-20, 04:22 PM
Never got the time to actually cook, but will follow with interest and share my idea

Thurbane
2017-11-29, 05:58 PM
Sorry for the delays: I know we're well past the deadline, but in the interests of being a viable competition, I'm awaiting an additional entry.

Your patience is much appreciated.

weckar
2017-11-30, 03:49 AM
Wow, I completely missed this. No time to still scrap something together, but do ping me when you start the next one, will you?

Inevitability
2017-11-30, 11:07 AM
I'll definitely join later rounds: in this one I simply lacked the time and inspiration.

Thurbane
2017-11-30, 03:58 PM
Wow, I completely missed this. No time to still scrap something together, but do ping me when you start the next one, will you?


I'll definitely join later rounds: in this one I simply lacked the time and inspiration.

I've definitely got an idea in mind for the next round.

Darrin
2017-12-08, 12:27 PM
Ok, I managed to put something together and get it submitted. But I wouldn't be opposed to waiting a little longer, if there's another straggler out there.

Sian
2017-12-08, 12:56 PM
got an idea that I'm certainly going to post, but it's so far away that I won't be able to make it in time, specially not since IC is more likely to eat my time if i have any, since I have a even more interesting idea there :S

Thurbane
2017-12-08, 04:35 PM
Without any further delay, here is the reveal:

Thurbane
2017-12-08, 04:37 PM
Carl the Tricksy (Tricksy little Hobbitses!)

Stubby:


NE Male Whisper Gnome Ninja 2, Warlock 1, Ninja 5, Combat Trapsmith 5, Trapsmith 4, Assassin 5
http://www.thinkgeek.com/images/products/additional/large/imlo_evil_ninja_garden_gnome_inuse.jpg

Background


Carl the Tricksy was always sneaking about. He was a sullen brat who never really got along with anyone, and all that alone time caused him to constantly tinker with things around him. He would leave surprises lying about for his tormentors to find, and then laugh with sadistic glee when someone got trapped in one of his toys.

His penchant for sneakary led him to a life living amongst the shadows where he slinked to and fro. He learned to fight off those that got to close, but more importantly to just keep his distance and use his skills at hiding and being quiet to his advantage. He learned how to handle poisons and began applying them liberally everywhere and to everything. Seeing others doubled over in writhing agony put a smile on his lips.

One day in frustration, he wished doom upon a trap that hadn’t gone off, and it exploded in his targets face, scarring his quarry permanently. Barely able to contain the laughter, he hunkered down until that buffoon had left before finally cackling incessantly. From that day on, he left a constant storm of destruction everywhere he went. It became his calling card. Carl the Tricksy sought notoriety in everything he did.

He began to talk about himself in the third person, and gave himself lots of extra titles. “Carl the Tricksy, the Blinkmeister of Half-Town Hollow, the Exploderizer Extraordinaire, Device Destroyer, Penalty Purveyor, the Meanest Four Feet, Backstabber, Entangler, Cloudmaker and Lifetaker, the Trapsetter, Giantsbane, the Rolling Wrath… it could go on for hours. He dared anyone to naysay him with a sneer, and punished those that did with a trick, tap, or a trap.

One day he killed a man, just to watch him die.

He sold his skills to anyone that would pay. Never concerned that the customer of today might be the target of tomorrow. There would always be strife amongst two fellows, and therefor he would always have work.

He took what he wanted, and gave nothing back!



Numbers/Mechanical Info


WHISPER GNOME (RoS 96)
+2 DEX, CON -2 STR, CHA
Small size: +1 to AC, +1 to attack rolls, +4 to hide
Speed 30
Low light vision, Dark Vision 60ft
+1 attack bonus vs kobolds, goblinoids
+4 ac bonus vs giants
+4 to Hide and Move Silent, +2 listen and spot
SLA 1/day Silence (centered on gnome)
HP: d6x20 / 2 +20 =80

32 buy/Racial/Final
STR 12 (+1) /10 (+0) /10
DEX 16 (+3) /18 (+4) /23 (+6)
CON 10 (+0) /12 (+1) /12
INT 14 (+2) /14 (+2) /14
WIS 16 (+3) /16 (+3) /16
CHA 8 (-1) /6 (-2) /6

Class Breakdown


Ninja: add WIS to AC (like monk) if unarmored and carrying a light load. Ki power abilities: ˝ class lvl + WIS/day when unarmored (5-6 uses depending on how you determine half levels to be, either rounded up or down). As long as 1 use of Ki is left, gain +2 to WILL saves. Ghost Step: spend a Ki use to become invisible (as spell) for 1 round as a swift action that doesn’t grant AoO. Poison: never risk poisoning yourself when applying to weapon. Great Leap: always make Jump checks as though running and have Run feat, gain an additional +4 bonus to Jump checks (while not wearing armor).

Warlock: Eldritch Blast, ray attack, minimal use. The real reason for taking the dip into warlock is for the ability to gain Shatter, as an at will SLA, with the least invocation Baleful Utterance. Plus, the +2 to will save helps out the overall build where the will save is pretty bad. At will Shatter will come into use more and more as the rest of the build progresses!

Combat Trapsmith: Combat Trapping: full round action, grants AoO. lasts for 1hr or til triggered. Can be placed in any square adjacent to you. Trap Sense: +1-3 dodge bonus to AC and REF saves vs effects from traps. Skill Focus-Trapmaking (+3). Improvised Materials: use items at hand to craft w/o toolkit but increase craft dc by 5. Expert Trapsetter: set a combat trap as standard action w/o provoking AoO. Which means Great Scorcher is a 5d6 fire attack every single round!

Trapsmith: Booby traps, full round action, make a craft check, check equals DC to find it using search. Half of check is DC to disarm using disable device. (as well as other variables per each trap). Master Disarm: Add Trapsmith level to Search, Disable Device, and Open Lock when dealing w/ traps. Trap Sense: +2 more for a total of +5. Arrow Proof: gain DR 5 against the physical effects of traps. Quick Fingers: simple device (DC 10) standard action, Tricky (DC 15)full round, Difficult and above (DC 20+) 1d4 rounds. Unweave: 3/day as dispel magic on a trap, CL 5+Trapsmith lvl. Dance/Danger: if your search check succeeds by 5 or more, you can move past or through a trap w/o setting it off. Spell Proof: gain SR 15+Trapsmith LVL against magic trap damage.

Assassin: Death Attack: spending 3 rounds studying your target and make a successful melee attack w/in 3 rounds: gain the additional effect of killing or paralyzing the target (your choice) vs Fort save DC 10+Ass lvl+INT for kill effect, failing results in death. If fail against paralyze, helpless and can’t act for 1d6 rounds +1/ass lvl. If save succeeds, treat as normal sneak attack. Poison: as above, but specifically states blade. Spells, arcane spells 10+spell lvl+INT. Uncanny Dodge: retain Dex to AC when flat-footed. Imp Uncanny Dodge: can’t be flanked except by rogue 4+ lvls higher


Feats:
1- Extra Silence – RoS 139, Gain 3 extra uses of racial SLA silence (total 4)
3- Weapon Finesse-PHB 102, use DEX instead of STR on attack rolls
6- Tactile Trapsmith-Comp Adv 112, use DEX instead of INT on disable device/search, no penalty for darkness/blindness
9- Extra Silence – 3 more uses (total 7)
12- Underfoot Combat – RotW 152, move thru or into square occupied by large+ w/o provoking AoO, gain +4 AC against ALL attacks while in occupied square
15- Extra Silence – 3 more, (total 10)
18- Telling Blow – PHB2 83, on confirmed Crit, add Sneak/Sudden Strike after multiplying damage

On Extra Silence




From the high chair Thurbane on the wording of the feat Extra Silence
The feat specifically mentions Charisma bonus - a penalty isn't a bonus, so I would read that if you have a Charisma penalty, it would grant a flat 3 uses.

Combat Traps Known:

Entangler, Flashbang, Great Scorcher, Sleeper, Spiderweb, Scorcher


Build table




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


1st
Ninja 1
+0
+0
+2
+0
Craft (Traps) 4, Disable Device 4, Disguise 4, Hide 4, Jump 2, Move Silently 4, Open Lock 4, Search 4, Spot 1, Tumble 1
Extra Silence
Ki Power, Sudden Strike 1d6, Trapfinding


2nd
Ninja 2
+1
+0
+3
+0
Craft (Alchemy) 1, Craft (Traps) 5, Disable 5, Disguise 5, Hide 5, Move 5, Open 5, Search 5
-
Ghost Step (Invisible)


3rd
Warlock 1
+1
+0
+3
+2
Craft (Alch) 3, Craft (Traps) 6, Disguise 6
Weapon Finesse
Eldritch Blast, Least Invocation (Baleful Utterance)


4th
Ninja 3
+2
+1
+3
+3
Craft (Alch) 5, Disable 6, Disguise 7, Hide 6, Move 6, Open 6, Search 6
-
Sudden Strike 2d6, Poison Use


5th
Ninja 4
+3
+1
+4
+3
Craft (traps) 7, Disable 7, Hide 7, Move 7, Open 7, Search 7, Tumble 3
-
Great Leap


6th
Ninja 5
+3
+1
+4
+3
Craft (Traps) 8, Disable 8, Disguise 8, Hide 9, Move 8, Lock 8, Search 8
Tactile Trapsmith
Sudden Strike 3d6, AC Bonus +1


7th
Combat Trapsmith 1
+3
+3
+6
+3
Craft (Traps) 9, Disbale 9, Hide 10, Jump 5, Move 9, Tumble 4
-
Combat Trapping, Trap Sense +1, Traps Known (2)


8th
Combat Trapsmith 2
+4
+4
+7
+3
Craft (Traps) 10, Disable 10, Hide 11, Jump 6, Move 10, Tumble 7
-
Skill Focus Trapmaking (+3), Traps Known (3)


9th
Combat Trapsmith 3
+5
+4
+7
+4
Craft (Traps) 11, Disable 11, Hide 12, Jump 8, Move 11, Tumble 9
Extra Silence
Trap Sense +2, Traps Known (4)


10th
Combat Trapsmith 4
+6
+5
+8
+4
Craft (Traps) 12, Disable 12, Hide 13, Jump 10, Move 12, Tumble 11
-
Improvised Materials, Traps Known (5)


11th
Combat Trapsmith 5
+6
+5
+8
+4
Craft (Traps) 13, Disable 13, Hide 14, Jump 12, Move 13, Tumble 13
-
Expert Trapsetter, Trap Sense +3, Traps Known (6)


12th
Trapsmith 1
+6
+5
+10
+4
Craft (Traps) 14, Disable 14, Search 10, Spot 4
Underfoot Combat
Booby Traps (Simple), Master Disarmer, Trap Sense +1(+4), Spells


13th
Trapsmith 2
+7
+5
+11
+4
Craft (Traps) 15, Disable 15, Search 12, Spot 8
-
Arrow Proof, Quick Fingers


14th
Trapsmith 3
+8
+6
+11
+5
Craft (Traps) 16, Disable 16, Search 14, Spot 12
-
Booby Traps (Advanced), Unweave, Trap Sense +2 (+5)


15th
Trapsmith 4
+9
+6
+12
+5
Craft (Traps) 17, Disable 17, Search 16, Spot 16
Extra Silence
Dance through Danger, Spellproof


16th
Assassin 1
+9
+6
+14
+5
Craft (Traps) 18, Disable 18, Hide 16, Jump 13, Move 13
-
Sneak Attack 1d6 (4d6), Death Attack, Poison Use, Spells


17th
Assassin 2
+10
+6
+15
+5
Craft (Traps) 19, Disable 19, Hide 17, Jump 14, Move 15
-
+1 save vs poison, Uncanny Dodge


18th
Assassin 3
+11
+7
+15
+6
Craft (Traps) 20, Disable 20, Hide 18, Jump 15, Move 17
Telling Blow
Sneak Attack 2d6 (5d6)


19th
Assassin 4
+12
+8
+15
+6
Craft (Traps) 21, Hide 20, Jump 16, Move 19
-
+2 save vs poison


20th
Assassin 5
+12
+8
+15
+6
Craft (Traps) 22, Jump 20, Move 20
-
Improved Uncanny Dodge, Sneak Attack 3d6 (6d6)




SPELLS


Base known below/spells per day (bonus 1st and 2nd lvl spell for each known added in)

Trapsmith Spells:

1-4/4 : dispel magic, gaseous form, haste, knock
2-3/3: dimension door, lesser globe of invulnerability, stone shape
Lvl 12: 1-2
Lvl 13: 1-3
Lvl 14: 1-3, 2-2
Lvl 15: 1-4, 2-3

Assassin Spells:

1-4/4: feather fall, jump, obscuring mist, true strike
2-3/3: alter self, invisibility, spider climb

Lvl 16: 1-1
Lvl 17: 1-2
Lvl 18: 1-3, 2-1
Lvl 19: 1-4, 2-2
Lvl 20: 1-4, 2-3

For the purposes of tracking, both classes spell slots stack, so effectively at lvl 16 when assassin spells come online, you can cast those in addition to those from the Trapsmith class.

Least Invocation:

Baleful Utterance: Speak a single syllable of Dark Speech and affect an object or area as the Shatter spell. If a creature is holding or wearing the object and the target is destroyed, it must make a FORT save or be dazed for 1 round and deafened for 1 minute by your terrible word. This is a sonic effect.


LVL Breakdown



5- Ninja, a creature of the night who shatters everything in sight, oh what a fright! Have a few cheap poisons available to use, and the save DC’s are comparable at this level to the threat without having to get all fancy. Racial Silence and Invisible aid us in combat while we’re still leveling up, allowing to deliver more sneak attacks, more often. A tactic we’ll use the rest of the build. Great Leap combines to give nearly a +20 to our jump skill at level 5.

10- Combat Trapsmith is almost done, no need to carry around a trap kit anymore, you can make them with whatever is laying about. Starting using the tactics spelled out below with our traps to debilitate the enemy at every opportunity.

15- finished off both SI’s, added Underfoot Combat, which combined with Tumble, Invisible and standard trap setting allow for sneak attacks, trap setting, rolling through the enemy square unseen, sneak attacking again from the other side. Have a few spells to sling to augment our abilities as well. BAB is still pretty weak, but we’re only attacking when we can get a sneak in anyways. The sweet spot is level 12.

20- Finish the build off w/ assassin for a few more on theme spells, and to pump sneak attack some more. Top several skills out at around +30 which means our trap DC’s are insanely high. Assassin also grants Death Attack, while it’s save isn’t particularly hard to make at this point, once it’s brought to bear after all the rest of the abuse we’ve dished out, it’s much more effective.


Sources:


Complete Arcane pg 5
Complete Adventurer pg 5, 112
Complete Scoundrel Pg 34
DMG pg 74 (trapmaking rules as a reference)
Dungeonscape pg 53
PHB 26, 102
PHB2 pg 83
Races of Stone pg 96, 139
Races of the Wild pg 152
SRD: Traps info: http://www.d20srd.org/srd/traps.htm#
SRD: http://www.d20srd.org/srd/prestigeClasses/assassin.htm



Equipment, Play style, and Variables:


it should go w/o saying all this is optional, but beneficial.

Adding a Virulent weapon enhancement (+1) will cause any secondary poison effect to take place after just 5 rounds instead of a minute later. Source: Drow of the Underdark

Adding a Toxic Enhancement (+1) will cause poisons to last for 2 hits instead of 1. Source: Drow of the Underdark

Option: Reconfigure Stats to grant at least 11 in CHA, take the Hidden Talent feat at LVL 1, and choose Psionic Minor Creation, create massive amounts of poisons to store for later use.

Spend 3k and buy a young wyvern, recalculate a few skill points into handle animal/ride, or just get someone to train it as a riding mount, as well as to dispense its poison (2d6 CON) safely into a container for later use on command.

Hilt Hollow, stash some poison in the hilt of your weapon, retrieving is a swift action. Dungeonscape, 200g.

Triple Weapon Capsule Retainer: store up to 3 injury poisons in melee or thrown weapon, as a swift action, apply any # of them. 450g, Complete Adventurer

Assassination Weapon Enhancement (+1) grants an additional 1d6 sneak attack damage, and increases the save DC of any poison it delivers by the weapons total enhancement bonus. Cityscape web enhancement.

Stolen from Min/Max: Superweapon


+1 Feycraft Assassination, Toxic, Virulent Dagger, Triple Weapon Capsule Retainer, Hilt Hollow, and a Tooth of Leraje: 33,803g, 650g, and 20,000g for a weapon that's +5 to hit and damage, +5-8 to poison save DC, allows you to use poisons without poisoning yourself, you can apply poison to the weapon 4/encounter as a swift action, the poisons last for 2 hits each, and the secondary save is in 5 rounds rather than 10 rounds.

Toxic Gloves: 3/day imbue any weapon held w/ poison 1d6 con/1d6 con (injury) dc 16, 6,000g, MiC

A few poisons to carry around:


Sleep-Smoke unconscious/unconscious
Black Adder Venom (DMG). Injury: DC 11, deals 1d6 Con/1d6 Con
Spotted Toadstool Venom (Player's Guide to Eberron). Injury: DC 16, 1d6 Str/1d6 Con
Malyss Root paste (DMG). Injury DC 16, deals 1 Dex/2d4 Dex damage
Sinmaker's Surprise (Manual /Planes). Injury DC 24. Deals 1d6 Con/2d6 Con, and 1d6 Acid for 3 rounds.
Black Lotus Extract (DMG). DC 20, deals 3d6/3d6 Con


Greensickness (Dungeonscape, MMIII). (inhaled) DC 33, deals 2d6 Str + 1d4 Con/2d6 Str + 1d4 Con.

Aboleth Mucus (Savage Species): This is an alchemical item rather than a poison, but works as a contact or inhaled poison. Victims who fail a DC 19 Fort save lose the ability to breath air for 3 hours, which means most will suffocate in 1-4 minutes. A save or die for only 20g

Blister Oil – RoS 159, 15g/vial 1d8 uses, contact, DC 15 fort, lasts 2d4 hrs. deals 1d4 dmg and causes -2 to DEX checks and REF saves for 2d4 days. Magic healing removes both, normal healing removes dmg, but not penalties.






The build functions as a combination poison user and trap maker. The overall BAB sucks, but we’re supplementing the limited melee potential with stealth, trickery and poison. With some advance warning, we’re sprinkling the area with traps, some of which could be custom made. The wording of Poison Use for the ninja class states you don’t risk poisoning yourself when applying poisons to a “weapon”. The assassin class clarifies that statement as a “blade”. We’re going to use the Ninja wording to our benefit. The build has 9 levels of trapsmith/combat trapsmith. Obviously a trap is your weapon, so you can apply poison to your traps without risking exposure to yourself.

The single level dip into Warlock gives us shatter at will.

The Whisper Gnome has racial silence that centers on, and moves w/ himself, and lasts 1rd/char lvl

The Ninja class has Ki Power, that grants swift 1 round invisibility without provoking AoO

Underfoot Combat allows you to move through a square occupied by anything 2 sizes larger then you w/o provoking AoO.

Expert Trapsetter allows setting a trap as a standard action.

Jump is through the roof, with close to +20 on the check by level 6
Hide and Move Silent are both at +12 at level 1

Liberally spread contact poison on door knobs, handles, treasure chests, on the inside of armor, on weapon handles, on that pint of ale (it comes in pints!) etc etc.

Set a trap, apply a poison, and stack an inhaled poison into the mechanism. Set a booby trap directly before the nasty trap to cause someone to fall into it, let’s coat that in an inhaled poison too. Go hide. Wait for the party or your enemy to come along and try to disable the trap. If they fail, it springs on them delivering the contact or injury poison. Use shatter to destroy your trap causing the inhaled poison to fill the area. Or use shatter when they’re trying to disable the trap in the first place, releasing the inhaled poison into the air, and causing the trap to become a grenade. All that shrapnel is coated in a contact or injury poison... Heck, place a vial of inhaled poison (or an inhaled drug) w/in 5 feet of the trap and the shatter will cause it to explode as well, go go gadget stacking poison attacks.

Or, be in hiding, possibly in an elevated position. Late into the build you can use this time to activate your death strike. Use shatter as an area effect (as a distraction), or target something the enemy is carrying. Apply poison to your blades, jump into the air towards the enemy and cast silence on yourself. Stab the enemy in the face (back, whatever, Sneak and Sudden strike will apply). Your silence field negates casting anything w/ a verbal component, so those squishies are powerless against you. Pop invisible, disengage, set a trap, tumble through the opponent to their rear, apply more poison as a swift action and sneak attack again. Jump away, shatter the trap if they haven’t stepped in it by backing away from you, laugh, and disappear w/ your colossal hide skill.

Be an evil bastard and sneak into their camp, or village, or cave. Whatever. Pop silence if you need to. Use some of the tricks on page 40 of the Book of Vile Darkness, and add your poisons into the mix. No one sleeps in their armor, or has their weapons held in their hands at night. Disabling them before the fight even starts is a winning strategy.

Be an even more evil bastard and don’t even set traps in the early stages, but leave vials of inhaled poison laying around. When the party walks by one, shatter it causing a cloud effect, that way when they get to an actual trap, they’re already weakened, mwahahahahahah.

You can even let the enemy engage your party, slip around behind them, and trap their exit routes for when they break and run. Or set new traps exactly where the old ones were. No one checks the traps they think are already disabled again...

Maybe you carry some Devilweed (BoVD) around with you and give or sell it to the party beatsticks. They smoke it like a cigarette, take 1 pt of WIS dmg, and gain +2 STR for 1d3 hours. The side effects don’t bother you.

If you find yourself using Invisible more than silence, switch out 1 Extra Silence w/ Expanded Ki Pool for 3 more uses of that instead.

Thurbane
2017-12-08, 04:38 PM
Kal-TR0P

https://db4sgowjqfwig.cloudfront.net/images/157571/9097.jpg

Race: Warforged Scout
Build Stub: Factotum 3/Lurk 2/Trapsmith 2/Combat Trapsmith 5/Factotum +5/Trapsmith +3
Multiclass Penalty: Yes. Levels 13th->20th.
Languages: Common, Gnome, Goblin, Giant (Int 16), Undercommon (Int 18), Terran (Int 20)
Alignment: CN
Ability Scores:


Ability
Score
Racial
(Points)
Increases


Strength
10
-2
(4)



Dexterity
16
+2
(6)



Constitution
14

(6)



Intelligence
15

(8)
4th/8th/12th/16th/20th


Wisdom
10
-2
(4)



Charisma
10
-2
(4)







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


1st
Factotum 1
+0
+0
+2
+0
Balance 4, Craft:Traps 4, DisDev 4, Hide 4, MoveSilent 4, OpenLocks 4, Search 4, UMD 4
Font of Inspiration
Inspiration (IP: 3), Cunning Insight, Cunning Knowledge, Trapfinding


2nd
Lurk 1
+0
+0
+4
+2
Balance 4, Concentration 3(+3), Craft:Traps 5(+1), DisDev 4, Hide 5(+1), MoveSilent 5(+1), OpenLocks 4, Search 4, UMD 4

Lurk Augment


3rd
Lurk 2
+1
+0
+5
+3
Balance 4, Concentration 4(+1), Craft:Traps 6(+1), DisDev 4, Hide 6(+1), MoveSilent 6(+1), OpenLocks 4, Search 4, Tumble 2(+2), UMD 4
Craven
Psionic Sneak Attack 1d6


4th
Factotum 2
+2
+0
+6
+3
Balance 5(+1), Concentration 4, Craft:Traps 7(+1), DisDev 7(+3), Hide 6, MoveSilent 6, OpenLocks 5(+1), Search 7(+3), Tumble 2, UMD 4

Arcane Dilettante (1 spell)


5th
Factotum 3
+3
+1
+6
+4
Balance 5, Concentration 4, Craft:Traps 8(+1), DisDev 8(+1), Hide 8(+2), MoveSilent 8(+2), OpenLocks 5, Search 8(+1), Tumble 4(+2), UMD 4

Brains Over Brawn, Cunning Defense


6th
Trapsmith 1
+3
+1
+8
+4
Balance 5, Concentration 4, Craft:Alchemy 4(+4), Craft:Traps 9(+1), DisDev 9(+1), Hide 8, MoveSilent 8, OpenLocks 5, Search 9(+1), Tumble 5(+2cc), UMD 4
Combat Expertise
Simple Booby Traps, Master Disarmer, Trap Sense +1


7th
Trapsmith 2
+4
+1
+9
+4
Balance 5, Concentration 4, Craft:Alchemy 5(+1), Craft:Traps 10(+1), DisDev 10(+1), Hide 8, MoveSilent 8, OpenLocks 5, Search 9, Tumble 5, UMD 7(+6cc)

Arrow Proof, Quick Fingers


8th
Combat Trapsmith 1
+4
+3
+11
+4
Balance 5, Concentration 4, Craft:Alchemy 5, Craft:Traps 11(+1), DisDev 11(+1), Hide 9(+1), MoveSilent 9(+1), OpenLocks 5, Search 11(+2), Tumble 8(+3), UMD 7

Combat Traps (Footspiker, Scorcher), Trap Sense +1


9th
Combat Trapsmith 2
+5
+4
+12
+4
Balance 5, Concentration 4, Craft:Alchemy 5, Craft:Traps 12(+1), DisDev 12(+1), Hide 11(+2), MoveSilent 11(+2), OpenLocks 5, Search 12(+1), Tumble 10(+2), UMD 7
Underfoot Combat
Combat Traps (Footspiker, Scorcher, Enfeebler), Skill Focus (Craft:Traps)


10th
Combat Trapsmith 3
+6
+4
+12
+5
Balance 5, Concentration 4, Craft:Alchemy 5, Craft:Traps 13(+1), DisDev 13(+1), Hide 13(+2), MoveSilent 13(+2), OpenLocks 5, Search 13(+1), Tumble 12(+2), UMD 7

Combat Traps (Footspiker, Scorcher, Spiderweb, Flashbang), Trap Sense +2


11th
Combat Trapsmith 4
+7
+5
+13
+5
Balance 5, Concentration 6(+2), Craft:Alchemy 5, Craft:Traps 14(+1), DisDev 14(+1), Hide 14(+1), MoveSilent 14(+1), OpenLocks 5, Search 14(+1), Tumble 14(+2), UMD 7

Combat Traps (Footspiker, Scorcher, Spiderweb, Sleeper, Stinkburst), Improvised Materials


12th
Combat Trapsmith 5
+7
+5
+13
+5
Balance 5, Concentration 10(+4), Craft:Alchemy 5, Craft:Traps 15(+1), DisDev 15(+1), Hide 15(+1), MoveSilent 15(+1), OpenLocks 5, Search 15(+1), Tumble 15(+1), UMD 7
Confound the Big Folk
Combat Traps (Footspiker, Scorcher, Spiderweb, Sleeper, Stinkburst, Great Scorcher), Expert Trapsetter, Trap Sense +3


13th
Factotum 4
+7
+5
+14
+5
Balance 5, Concentration 10, Craft:Alchemy 5, Craft:Traps 16(+1), DisDev 16(+1), Hide 16(+1), MoveSilent 16(+1), OpenLocks 5, Search 16(+1), Tumble 16(+1), UMD 11(+4)

Arcane Dilettante (2 spells), Cunning Strike


14th
Factotum 5
+7
+5
+14
+5
Balance 5, Concentration 10, Craft:Alchemy 5, Craft:Traps 17(+1), DisDev 17(+1), Hide 17(+1), MoveSilent 17(+1), OpenLocks 5, Search 17(+1), Tumble 17(+1), UMD 15(+4)

Opportunistic Piety


15th
Factotum 6
+8
+6
+15
+6
Balance 5, Concentration 11(+1), Craft:Alchemy 5, Craft:Traps 18(+1), DisDev 18(+1), Hide 18(+1), MoveSilent 18(+1), OpenLocks 5, Search 18(+1), Tumble 18(+1), UMD 18(+3)
Font of Inspiration x2 (IP: 7)



16th
Factotum 7
+9
+6
+15
+6
Balance 5, Concentration 14(+3), Craft:Alchemy 5, Craft:Traps 19(+1), DisDev 19(+1), Hide 19(+1), MoveSilent 19(+1), OpenLocks 5, Search 19(+1), Tumble 19(+1), UMD 19(+1)

Arcane Dilettante (3 spells)


17th
Foctotum 8
+10
+6
+16
+6
Balance 5, Concentration 17(+3), Craft:Alchemy 5, Craft:Traps 20(+1), DisDev 20(+1), Hide 20(+1), MoveSilent 20(+1), OpenLocks 5, Search 20(+1), Tumble 20(+1), UMD 20(+1)

Cunning Surge


18th
Trapsmith 3
+11
+7
+16
+7
Balance 5, Concentration 17, Craft:Alchemy 5, Craft:Traps 21(+1), DisDev 21(+1), Hide 21(+2cc), MoveSilent 21(+2cc), OpenLocks 5, Search 21(+1), Spot 3(+3), Tumble 20, UMD 20
Font of Inspiration x3 (IP: 11)
Advanced Booby Traps, Unweave, Trap Sense +2


19th
Trapsmith 4
+12
+7
+17
+7
Balance 5, Concentration 17, Craft:Alchemy 5, Craft:Traps 22(+1), DisDev 22(+1), Hide 22(+2cc), MoveSilent 22(+2cc), OpenLocks 5, Search 22(+1), Spot 6(+3), Tumble 20, UMD 20

Dance Through Danger, Spell Proof


20th
Trapsmith 5
+12
+7
+17
+7
Balance 5, Concentration 17, Craft: Alchemy 5, Craft:Traps 23(+1), DisDev 23(+1), Hide 23(+2cc), MoveSilent 23(+2cc), OpenLocks 5, Search 23(+1), Spot 10(+4), Tumble 20, UMD 20

Avoid Disaster, Trap Sense +3





Typical Arcane Dilettante SLAs
1st: benign transposition (Spell Compendium), create trap (Races of the Dragon), ray of clumsiness (Spell Compendium), or repair light damage (Spell Compendium)
2nd: glitterdust, create magic tattoo (Spell Compendium), ghoul glyph (Spell Compendium), heroics (Spell Compendium, for Martial Study), quick potion (Spell Compendium, for potions of haste), or repair moderate damage (Spell Compendium)
3rd: explosive runes, heart of water (Complete Mage), sepia snake sigil, shrink item, sign of sealing (Spell Compendium), suspended silence (Spell Compendium), siphon (Complete Scoundrel), wand modulation (Complete Scoundrel) or repair serious damage (Spell Compendium)

Lurk Powers


Level
Power Points
Powers Known


2nd
2
compression


3rd
4
chameleon, compression


4th
5
chameleon, compression


5th-11th
[...]
[...]


12th
6
chameleon, compression


13th-19th
[...]
[...]


20th
7
chameleon, compression



Trapsmith Spells


Level
1st/Day
2nd/Day
3rd/Day
Spells Known


6th
2
-
-
1st: dispel magic, haste


7th
3
-
-
1st: dispel magic, haste, protection from energy


8th-17th
[...]
[...]
[...]
[...]


18th
3
2
-
1st: dispel magic, haste, protection from energy
2nd: lesser globe of invulnerability, stoneskin


19th
4
3
-
1st: arcane sight, dispel magic, haste, protection from energy
2nd: lesser globe of invulnerability, Otiluke's resilent sphere, stoneskin


20th
4
3
2
1st: arcane sight, dispel magic, haste, protection from energy
2nd: lesser globe of invulnerability, Otiluke's resilent sphere, stoneskin
3rd: break enchantment, wall of stone






Kal-TR0P begins play as a hopefully-not-disposable trapfinder. Deployed in teams during the Last War, swarms of Warforged Scouts were used to sweep through recently-captured territory to find and disable any traps left behind by the enemy. "Kal" survived through quick reflexes, quick thinking and... tactically serendipitous camouflage techniques (hiding). After developing a reputation for getting out of several rough scrapes, Kal was selected for additional "Infiltration" training with a Psiforged mentor that helped him develop his Lurk talents. After the Last War ended, Kal scavenged through ruins and foraged for scrap metal to make ends meet, working as a scout and spy for varous bandit gangs. Preying on unwary merchants and travelers held no interest for him, however... it was always the call of the ruins, the inescapable lure of all those Shiny Things, buried in some forgotten hidden space.

For feats, Kal takes Font of Inspiration at 1st and Craven at 3rd. In combat, he's mostly an Opportunistic Coward: he dashes in for a sneak attack, but if he takes any damage or the tide of battle starts to shift the other way then it's time for "discretion is the better part of valor". He uses camouflage or compression to slink off and watch from a safer distance. At 4th level, Kal refocuses on trapfinding and gets his first SLA from Arcane Dilettante. 1st level spells gives him access to his first combat-deployable trap with the create trap spell ("fusillade of darts" is a favorite), some battlefield control or debuffing with grease or ray of clumsiness, and self-healing via repair light damage. At 5th, Brains Over Brawn lets him leverage his Int bonus on Dex- and Str-based checks.



At 6th level, Kal finds his true calling: setting up traps to humiliate anyone who is larger than he is. On the first round of combat, Kal tries to set up a bolt trap across a choke point or likely charge route, hopefully taking advantage of cover to enable a Hide check. After that, Kal casts haste and looks for an opportunity to flank or dash in for a sneak attack, using his Lurk Augment to increase the damage to 2d6+CharLevel. At 7th level, Kal starts to use more drop traps, particularly with splash weapons (acid flasks, alchemists' fire) as he can use Arrow Proof's DR 5/- or protection from energy to avoid the splash damage.

As Kal progresses into Combat Trapsmith, he adds Footspiker (immune to caltrop damage), Scorcher (Arrow Proof + protection from energy), and Enfeebler traps (immune to fatigue) to his repertoire. Once he acquires Underfoot Combat, he can employ a new strategy against opponents that deliberately or haphazardly avoid his traps: he can set up a combat trap in the opponent's square and then use Underfoot Combat to move into that square with a 5' step, triggering his own traps in the process. He can use compression to make himself tiny, making it easier to hide (soft cover) and avoid attacks (Dex increase, AC bonus). He's mostly immune to his own traps, so if his opponent doesn't move, he can continue to stay in the square and set up more traps on subsequent rounds. At 10th level, he can start off with a Spiderweb trap to entangle opponents, and then use a Scorcher to set it on fire for an additional 2d4 damage. At 11th level, he can now use Stinkburst traps (immune to nausea) and Sleeper traps (immune to sleep/fatigue) along with drop nets, Spiderweb traps, and ray of clumsiness to immobilize an opponent (fatigue/exhaustion penalty + entangle penalty + Dex damage).

*** FIRST SWEET SPOT ***
At 12th level, Kal gains two potent abilities: Expert Trapsetter and Confound the Big Folk. Expert Trapsetter allows Kal to move into any opponent's square and set up a combat trap on the same turn. On the next round, Kal can set up a booby trap (full-round action), combat trap (standard action), or make sneak attacks on his opponent via "Knee Striker". Stinkburst and Sleeper are his particular favorites, as both of these are Save-or-Lose and the latter still incurs fatigue on a successful save. It's not clear if multiple Sleeper traps cause exhaustion (likely a DM's Call, which is probably a "No"), but if they did, that's a particularly potent debuff (half speed, -6 Str/Dex). While inside his opponent's square, Kal can use "Underfoot Defense" with Combat Expertise at its maximum attack penalty (setting traps isn't an attack) to cause 50% of all attacks against him to hit his opponent instead. When using this strategy with compression, Kal has at least AC 27 (+2 size, +2 composite plating, +4 Dex, +4 cover, +5 Combat Expertise) without any additional armor/magic, and he can bump it up to AC 31 with Cunning Defense. If Kal wants to attack, he can dial down Combat Expertise to -1 and sneak attack his opponent for up to 3d6+12 damage with Craven + Lurk Augment. He can only use his Lurk Augment on his first attack, but if he has haste active, he gets up to three attacks against his flat-footed opponent. If all three attacks hit, average sneak attack damage is about +50 (4d6 + 36). "Unsteady Footing" isn't quite so effective as the other two options, as Kal still incurs a size penalty on tripping when he's small/tiny, but he can use Brains Over Brawn to offset the size penalty with his Int bonus.



Kal resumes his career as a Factotum. At 13th level, Cunning Strike allows him to "alpha strike" his Inspiration Points along with his Lurk Augment into one particularly big attack. At 14th level, he can use Opportunistic Piety to heal himself rather than spend his daily SLAs on repair light damage. He also picks up a 2nd-level SLA, which opens up a great deal of utility: create magic tattoo for 24-hour buffs, heroics to pick up fighter feats such as Improved Trip/Improved Combat Expertise/Martial Study, quick potion for potions of haste/protection from energy, and ghoul glyph for another Save-or-Lose effect. At 15th level, he picks up another Font of Inspiration feat and now his Cunning Strike + Lurk Augment "alpha strike" can get up to 10d6+15 sneak attack damage (average 50) on his first attack. 16th level adds a third SLA per day.

*** SECOND SWEET SPOT ***
At Factotum 8, Kal gets two more buckets of awesomesauce. The first is Arcane Dilettante now gives him one 3rd-level SLA per day, which opens up several interesting combos with traps: shrink item on a drop trap for 20d6 falling object damage, sign of sealing on an alchemical flask for 8d4 damage in a 30' burst, or the good ol' box of explosive runes + dispel magic trick. 3rd level spells also adds heart of water/freedom of movement, siphon, wand modulation, and repair serious damage. The second bucket of awesomesauce is, of course, Cunning Surge, which allows Kal to take multiple standard actions on his turn. This means he can move into an opponent's square and lay down a Sleeper/Stinkburst combo, multiple Scorchers, or chain together a drop trap with Sleeper/Stinkburst/Scorcher chasers, all on the same turn. Even with multiple Fonts of Inspiration, he doesn't exactly have a "fountain" of IPs, but 11 is enough for three extra standard actions an encounter, with a couple IPs leftover for SLAs/Cunning Defense. Kal can spend the first three rounds of an encounter laying down three Sleeper/Stinkburst combos, which has a pretty decent chance to take three combatants out of the combat entirely, and he can do that for every encounter without having to rest or sleep in between.

For his final three levels, Kal finishes out Trapsmith. Advanced Booby Traps adds some additional options, such as a drop trap that drops three shrink item anvils or three flasks with sign of sealing. Unweave gives Kal additional dispels against wards/glyphs/symbols 3/day. Dance With Danger... move through a trap without setting it off... yeah, okay, Kal probably wouldn't have much use for that one! It comes in very late, but Spell Proof gives him Spell Resistance against some of his own magic traps, such as explosive runes (it would be really awesome if Combat Trapsmith levels counted toward this as well). Avoid Disaster is Kal's "capstone", allowing him to skip the whole "search for traps" portion of trapfinding 1/day by just making a Disable Device check as the trap goes off. With a total Disable Device modifier that starts at 33 (23 ranks, +5 Int, +5 Trapsmith levels), that shouldn't be a problem. However, the best advantage to finishing out Trapsmith are the additional spells, particularly lesser globe of invulnerability, which allows Kal to ignore the effects of explosive runes and sign of sealing. Stoneskin stacked with Arrow Proof and his other defenses is also quite nifty. Break enchantment and wall of stone are both excellent "NOPE!" cards in certain situations.



If your DM allows flaws, then it's easy to fix one of the more glaring absences in this build: no Darkstalker feat (Lords of Madness). I opted for more inspiration points in this build, with the thinking that when Kal uses "Underfoot Defense", he *wants* to be seen so that 50% of the attacks directed at him strike his opponent instead. If you can take two flaws, then I recommend Darkstalker plus another Font of Inspiration, for 15 IPs (up to 5 extra standard actions per encounter). I did consider taking out all the Font of Inspiration feats and relying on one trap per round or every other round. If you would prefer this, then consider taking Improved Combat Expertise (Complete Warrior), Staggering Strike (Complete Adventurer), and/or Practiced Manifester (Complete Psionic, for longer-duration compression). I also considered a more trip-focused build, adding Improved Trip and Pebble Underfoot (Dragon Compendium).

Using two levels of Lurk was not my original idea, which involved variations on Hidden Talent + Sneak Attack Fighter + Psionic Assassin. Lurk 2 wound up being mechanically simpler and easier on the ability scores, but you can avoid multiclass penalties by replacing Lurk 2 with Hidden Talent + Feat Rogue 1/Psionic Assassin. Giving up that Fighter level was tough, though, as it gave Kal Tower Shield proficiency, and I *really* wanted to combine the tower shield's total cover with Confound the Big Folk/trapmaking. If you would prefer this, you can replace the 2nd Lurk level with Sneak-Attack-Hit-n-Run Fighter 1 (Unearthed Arcana/Drow of the Underdark). You lose 1 PP and camouflage, but you gain Dex bonus on damage vs. flat-footed opponents and tower shield proficiency.

Another problem with the build is the last three levels of Trapsmith are a bit weak. A much stronger build would finish off with three levels of Swordsage, which adds a bunch of bells and whistles: Setting Sun throws to toss your opponents into trapped squares, Setting Sun maneuvers to swap positions or redirect attacks into your opponents, Assassin's Stance for +2d6 sneak attack, Shadow Hand teleports, and of course Flame's Blessing stance for immunity to [fire] damage. Kal can pick up some of these via Martial Study/Martial Stance by casting heroics, but having them in the build, even towards the end, would have been glorious.



Class Chronicles: Font of Inspiration (http://archive.wizards.com/default.asp?x=dnd/frcc/20070606)
Champions of Ruin: Craven
Complete Psionic: Lurk
Complete Scoundrel: Combat Trapsmith
Dungeonscape: Factotum, Trapsmith
Monster Manual 3: Warforged Scout
Races of the Wild: Underfoot Combat, Confound the Big Folk

Thurbane
2017-12-08, 04:39 PM
...and that's it. Only two this time around.

Shouldn't be too daunting for any judge.

Sian
2017-12-11, 04:46 PM
The Idea i was messing a bit around with (although i never got much further than the idea stage) was a Dwarf Factorum 8 / Silver Key 2 / Trapsmith 5 / Combat Trapsmith 5, focusing on rapidly setting up traps (Factorum 8), at a distance (via Crafty Hands from Silver Key)

Darrin
2017-12-14, 06:49 AM
Any judges?

Or... should we just flip a coin?

Thurbane
2017-12-14, 03:53 PM
Any judges?

Or... should we just flip a coin?

Hopefully someone should step up. If I wasn't chair, I'd volunteer.

Thurbane
2017-12-18, 06:12 PM
If no-one will judge, maybe we can just do a tally of honourable mention votes?

Darrin
2017-12-18, 07:08 PM
If no-one will judge, maybe we can just do a tally of honourable mention votes?

Meaning what, exactly? Whoever wins a preponderance of Honorable Mention wins first? Or second?

I'm not opposed to a simple straw poll to determine 1st place.

Thurbane
2017-12-18, 07:28 PM
Meaning what, exactly? Whoever wins a preponderance of Honorable Mention wins first? Or second?

I'm not opposed to a simple straw poll to determine 1st place.

Well, yeah, if no one will judge, maybe just throw it open to a vote to determine the winner. It's not ideal, but it's better than nothing I guess.

weckar
2017-12-19, 01:44 AM
I'd judge, but I just really don't 'get' the trap archetype, so I don't feel like I could do a fair job. 2 entrants is also too few to do a sammy roundabout style of judging with, unfortunately.

jdizzlean
2017-12-19, 03:10 PM
tie for gold?

lylsyly
2017-12-19, 04:15 PM
tie for gold?

Seconded, I learned something from both builds!

jdizzlean
2017-12-27, 08:41 PM
https://memegenerator.net/img/instances/71857310/hello-echo-echo-echo.jpg

Thurbane
2017-12-27, 10:20 PM
OK then, without any further ado, here is the reveal:

TIE FOR GOLD!

Carl the Tricksy: jdizzlean
Kal-TR0P: Darrin

Congrats to both entrants.

...sadly, I really don't think there is a lot of interest left in this comp. :smallfrown:

I'd be happy to run another if there is enough interest, but with two entrants and no judges, not sure how viable any future competitions might be.

weckar
2017-12-28, 04:25 AM
I've brought it up before, but I think the main part that is flawed is the judge system - and I don't think we need it. As long as at least 3 competitors are available each can judge the others (fairly!), and each competitor is much more incentivised to do so than a passing-by judge would be!

Would also set it apart from the other comps nicely, no?

Darrin
2017-12-28, 08:24 AM
...sadly, I really don't think there is a lot of interest left in this comp. :smallfrown:

I'd be happy to run another if there is enough interest, but with two entrants and no judges, not sure how viable any future competitions might be.

Might be just bad timing, with the Holidays going on. I'm hoping in January we can rustle up a judge or two for IC XC.


I've brought it up before, but I think the main part that is flawed is the judge system - and I don't think we need it. As long as at least 3 competitors are available each can judge the others (fairly!), and each competitor is much more incentivised to do so than a passing-by judge would be!

Would also set it apart from the other comps nicely, no?

I've suggested something like that before, and the response was overwhelmingly negative. However, for a smaller competition, and as an experiment... it might be worth a try.

But it doesn't work so well with only two entries. Even with three, using a simple instant runoff system, there's a possibility for a three-way tie. Which I guess wouldn't be the end of the world.

So... the plan would be:

1) Post a new Junkyard Wars combo.
2) Get at least three entries.
3) Competitors submit scores via PM to the chairperson.
4) Chairperson posts ranking.
5) ...eat some cake?

Assuming all competitors are ok with also being judges... do we want full write-ups with point rubrics and the whole shebang, or just a simple Instant Runoff vote?

weckar
2017-12-28, 08:31 AM
If Grand Scroungemaster Thurbane is willing to give it a try, I'm willing to play ball.

The judging system is trying to emulate something it doesn't need to, imo. Judges have no incentive either. It's a bad mix of things.

What kind of response did you get when you first proposed this, specifically?
Explain this instant runoff thing to me, too?

daremetoidareyo
2017-12-28, 09:45 AM
If Grand Scroungemaster Thurbane is willing to give it a try, I'm willing to play ball.

The judging system is trying to emulate something it doesn't need to, imo. Judges have no incentive either. It's a bad mix of things.

What kind of response did you get when you first proposed this, specifically?
Explain this instant runoff thing to me, too?
the thinking goes like this:

optimizers are prone to pan opponent's entries in an atmosphere of competition to benefit their own entry, seeing as there is no enforcement method to keep the system honorable...because they are optimizers.

the dispute system in iron chef sometimes demonstrates this, with non substantive disputes sometimes being proffered as a what looks like a point grab, seeing as how there's no penalty for unlimited disagreement, leaving the judges themselves to enforce their own boundaries on how much they have to justify their judgely tastes. making the judge assert this is the only check/disincentive/enforcement. Unfortunately, I suspect that it saps judge enthusiasm.

warning: don't take this post personally. if it doesn't apply to you, let it fly. in just explaining how a lack of regulation in an incentive driven competition becomes a gameable method of optimization, like fouls in soccer and flopping over the most minor contact that wouldn't even impact an infant let alone a grown A man

Darrin
2017-12-28, 10:05 AM
What kind of response did you get when you first proposed this, specifically?
Explain this instant runoff thing to me, too?

I suggested it at the tail end of the IC LXXVI: Legacy Champion (http://www.giantitp.com/forums/showthread.php?477153-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXVI) round. Here's the post (http://www.giantitp.com/forums/showsinglepost.php?p=20551445&postcount=325) at the bottom of page 11 (http://www.giantitp.com/forums/showthread.php?477153-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXVI/page11), and the discussion continued on page 12 (http://www.giantitp.com/forums/showthread.php?477153-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXVI/page12), page 13 (http://www.giantitp.com/forums/showthread.php?477153-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXVI/page13), and page 14 (http://www.giantitp.com/forums/showthread.php?477153-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXVI/page14).

I recall that making the judging compulsory along with submitting an entry was not a popular idea. But I think that depends on whether you're requiring a fully detailed judgement complete with commentary, or a simple ranked ballot.

Instant runoff voting (https://en.wikipedia.org/wiki/Instant-runoff_voting) means you submit a ballot with all the eligible candidates ranked. Since the contestants are the only ones voting, presumably they would submit a ranking for every build except their own. For example, if there were 8 entries, then each contestant would submit a PM to the chair listing their favorites ranked in order, 1 through 7.

The chair would tally the votes for all of the rank 1 choices, and if there was a clear winner with a majority of #1 votes, that entry would get Gold. The next highest rank 1 choices would get Silver, and the third highest rank 1 choice would get Bronze. However, if there's a tie or if there is no clear majority for Gold, then the entry with the fewest number of votes for #1 rank is eliminated, and the #2 rank choices are now treated as #1 rank choices. The chair checks for a majority, and proceeds from there. Once you've established a Gold winner, you remove the Gold winner from all the ballots and check to see if there's a majority for Silver, resolve ties, etc. and so forth. Essentially, if your #1 pick doesn't win the Gold, then your #2/#3/#4/etc. pick is used to break ties or build a majority without having to conduct another vote.

One of the drawbacks to the instant runoff vote is that it doesn't included detailed commentary, and *a lot* of the chefs/judges really, really like the detailed commentary.

jdizzlean
2017-12-28, 02:55 PM
i'm generally interested in either cooking or judging, the line i draw is the source material (the si) itself. for the current IC comp, ToB and Initiator levels makes my brain hurt, so i can't competently offer an opinion on something that pretty much makes me claw my eyes out. the only way i could judge it would be to ignore all the maneuvers and judge it based solely off the other things, but that would pretty much invalidate a lot of the thought that went into the builds...


i would probably still do the full judging run down in this comp on each build and if it was going to be the contestants judging each other, we should just get rid of disputes for this comp all together.

all the judgings could be posted simultaneously, just like the builds, and the scores would simply be final. 2 weeks to build, 2 weeks to judge. 1 comp a month. unless there's an extraordinarily large amount of entrants, then you could expand judging by a further 1-2 weeks. I think that could work, especially if you bold it and put it in the first post as part of the rules of THIS competition.

Thurbane
2017-12-28, 03:39 PM
I'm interested in trying new things, so I might post up a new JW in January. We can try the entrant-scoring system if it seems viable.

I've already got ingredients in mind, but I need to think of the banned component.

It will have a planar theme, as a teaser...

remetagross
2017-12-28, 07:40 PM
I think part of the lack of interest on that one was the unfortunate timing. Between this and Zaq resurrecting the E6 Iron Chef edition (which received similarly low attention), and the regular IC and VC, there was just too much going on at the same time and people's attention got too spread out. For a next round, I suggest you strategically launch it at a time where we are xaiting judgements both for the IC and the VC competitions; this is the time when no one but the judges of these comps has something to do :smalltongue: