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Inevitability
2017-11-11, 10:48 AM
Welcome to Round 24 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!)
Round Twenty-Two: I Am The Night! (http://www.giantitp.com/forums/showthread.php?531199-Villainous-Competition-XXII-I-Am-The-Night!)
Round Twenty-Three: Two Heads Are Better Than One! (http://www.giantitp.com/forums/showthread.php?535437-Villainous-Competition-XXIII-Two-Heads-Are-Better-Than-One)

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 Sunday December 3rd 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 Sunday December 17th 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. Deadlines are 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:


Wrong For The Right Reasons
Because 'antagonist' and 'villain' aren't mutually inclusive.



Limitations



As always, must be Evil in alignment.
Must be non-evil in alignment while still fulfilling the role of 'villain'. That is, the submission must have goals or desires that would cause conflict to arise with your typical adventuring party, without acting in a way the rulebooks define as 'evil' (murder of innocents, casting Evil spells, corrupting souls, etc.).
Characters who would only serve as antagonists to Evil adventuring parties are not allowed.


As an example, consider Miko Miyazaki from OotS, who was pretty much unambiguously good (if jerkish) up to her fall, despite being a major antagonist for hundreds of comics by then.

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 24, 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 24 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
2017-11-11, 11:03 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://orig00.deviantart.net/c5db/f/2016/213/9/2/92a6239da07a82f58b919e7babd0e87d-dac85tt.jpg


Everyone, have fun!

Buufreak
2017-11-11, 11:15 AM
*sploosh*

I'm back, baby! Count me in for judgementalisms.

GrayDeath
2017-11-11, 12:21 PM
Finally, "My§ Round.

Now if I just did not have that Many Ideas for it...

well, my eternal idea is effectively built (just needs optimization), so what to do for the second one.....decisions, decisions (luckily I do have time this time, if Fate does not decide to screw me over^^).

Thurbane
2017-11-11, 03:47 PM
Nice. Looking forward to cooking for this round. I've got an idea bumping around in my head...

remetagross
2017-11-11, 04:16 PM
What an interesting theme!! I already know I'll be unable to compete for schedule reasons, but I'm very curious to see what will come out of it. Good luck, all!

flappeercraft
2017-11-11, 07:17 PM
Interesting, you may count me in. As cook

Venger
2017-11-11, 10:30 PM
I've been hoping for this round forever. got a concept all ready to go. count me in to cook.

The Viscount
2017-11-11, 11:59 PM
I might have something for this one. Definitely interested.

The Mystic
2017-11-12, 03:36 AM
I've just come across this, and it's intrigued me. Unfortunately I lack both familiarity and access to resources for d&d 3.5. Would a submission from the Pathfinder system be acceptable, even if it were only for the sake of discussion, rather than a competitor for the championship?

NontheistCleric
2017-11-12, 05:53 AM
It might be better to create your own thread if you want to discuss a Pathfinder villain. You'll probably get people more familiar with Pathfinder to give you advice and you won't be cluttering this one with something it's not about.

Inevitability
2017-11-12, 06:37 AM
I've just come across this, and it's intrigued me. Unfortunately I lack both familiarity and access to resources for d&d 3.5. Would a submission from the Pathfinder system be acceptable, even if it were only for the sake of discussion, rather than a competitor for the championship?

I'm sorry, but no. This competition has always been 3.5-only, and I'm not going to change that. In general, people here aren't as familiar with Pathfinder, so I'm afraid that it'll prevent some people from judging.

I'm sure the community here would be happy to help you understand the minor differences between Pathfinder and 3.5, though!

The Mystic
2017-11-12, 07:02 PM
It's not so much the differences as the resources, as I would be limited in what I could access.

But I do understand the need to keep an even platform for competition, so no worries. I'll keep my eyes on things never the less.

3SecondCultist
2017-11-12, 08:15 PM
Okay! I've always had good ideas for various concepts, but I think I can make this one work! There's enough material here for me to go on, and most people in my gaming groups have told me that I like making 'well-intentioned extremists' and 'morally grey' characters who struggle with their alignments. That could very well be a fun little challenge for me! :smallsmile:

Oh and by the way Inevitability, I found your white text on my first reading. It was... inevitable.

jdizzlean
2017-11-12, 09:36 PM
It's not so much the differences as the resources, as I would be limited in what I could access.

But I do understand the need to keep an even platform for competition, so no worries. I'll keep my eyes on things never the less.

sent you a pm

3SecondCultist
2017-11-13, 10:53 AM
A few general questions, since I'm relatively new to using CR and I couldn't find these rulings outlined anywhere.

1) When looking at a monster's base feats, if there are extra feats beyond the normal HD progression those feats stay the same regardless of any choices made afterwards?

2) For the purposes of calculating CR, are all class levels to be counted as associated? Or are we calculating that based on creature type, as per the SRD?

Deadline
2017-11-13, 11:05 AM
1) When looking at a monster's base feats, if there are extra feats beyond the normal HD progression those feats stay the same regardless of any choices made afterwards?

Bonus feats in a monster entry should be denoted with a superscript (b).


2) For the purposes of calculating CR, are all class levels to be counted as associated? Or are we calculating that based on creature type, as per the SRD?

From the OP:


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. White text hidden here by Inevitability (11-11-2017), let's see how long until someone finds it.

Also, I see what you did there Inevitability!

jdizzlean
2017-11-13, 05:11 PM
[Redacted] I'll be entering this round, not judging :)

I will entertain one dispute, and one rebuttal per entry.

Incarnate
2017-11-13, 10:22 PM
Question 1: It stated that Elite array (15, 14, 13, 12, 10, 8) is the assumed ability score generation method, does this mean
no other method is acceptable? If other methods are allowed, then which ones, I think this is a very important aspect of the character.

Question 2: Standard rules that are subject to DM approval, can we use them as accepted for the purposes of the builds?

Inevitability
2017-11-14, 02:04 AM
Question 1: It stated that Elite array (15, 14, 13, 12, 10, 8) is the assumed ability score generation method, does this mean
no other method is acceptable? If other methods are allowed, then which ones, I think this is a very important aspect of the character.

Question 2: Standard rules that are subject to DM approval, can we use them as accepted for the purposes of the builds?

1. No other method is acceptable. Unlike PCs, NPCs aren't ever generated with point buy.

2. That would depend on the rule in question, how much it affects gameplay, and whether or not its permission creates an uneven playing field. If you're thinking of a specific rule, PM me (I cleared my inbox) and I'll see.

jdizzlean
2017-11-14, 04:50 PM
I have just stumbled upon an idea for a build. Assuming i can figure out the CR which is a nightmare, i might withdraw my offer to judge since there is another..

Venger
2017-11-14, 09:11 PM
I have just stumbled upon an idea for a build. Assuming i can figure out the CR which is a nightmare, i might withdraw my offer to judge since there is another..

If you have an idea, go for it! Can't wait to see what you cook, I enjoyed your dish back in arboreal guardian

Buufreak
2017-11-14, 09:46 PM
I will entertain one dispute, and one rebuttal per entry.

I am Buu, and I support this sentiment!

Actually, I'd like to expand on it slightly: if your dispute has to do with anything outside of the realm of RAW, I will entertain it. Do not expect me to completely change my opinion (and by extension, score) based on the argument of "but it is widely accepted on the forum." Widely accepted and RAW are two very different things.

jdizzlean
2017-11-15, 09:46 AM
If you have an idea, go for it! Can't wait to see what you cook, I enjoyed your dish back in arboreal guardian

I have 1 in the Junkyard now, more then 1 in the IC still awaiting judging (since all the judges are entrants...), and trying to figure one out for this, I replied to your PM btw.

I love these comps since I started doing them, both cooking and judging. Sure the pscyhoness of defending either your judging or your build is fun in different ways, but just learning about all the different ways to do things that I haven't thought of or been exposed to before is really the best part. I'm particularly proud of what I came up w/ for JYW and 1 of my IC entries, and for what I'm thinking of for this assuming i can get it to work, but it all comes down to the judge's opinion in the end..

Inevitability
2017-11-19, 01:25 PM
We have received our first entry! Keep 'em coming!

Thurbane
2017-11-19, 03:49 PM
Just over 5 days to go, I've been dragging my heels a bit...

If I don't get an entry in, I will stick my hand up to judge.

GrayDeath
2017-11-19, 04:57 PM
Almost done with entry 1, entry 2 concept finisbed but not yet built.

Further along than a y time so far except the one e I actually got something in :p

flappeercraft
2017-11-19, 06:29 PM
My entry is finished, submitted a couple hours ago. Let's see how I do in my first of these competitions.

Inevitability
2017-11-23, 08:11 AM
Just two more days before the deadline! How's everyone's builds coming along?

GrayDeath
2017-11-23, 10:04 AM
Good so far.

I am without doubt getting in my primary build (just intend to use Saturday to recheck everything and stuff).

I would not be adverse to a few days more, as it might enable me to get a second build in, but this time for once I dont NEED it. :)

Thurbane
2017-11-23, 02:52 PM
Just two more days before the deadline! How's everyone's builds coming along?

I say with some confidence I won't be getting an entry in. I'll post a stub after the reveal.

I'm down to judge!

https://abovethelaw.com/wp-content/uploads/2013/03/angry-judge.jpg

Inevitability
2017-11-23, 03:23 PM
I'm okay with extending the deadline: two weeks is a bit rough for many.

Technetium43
2017-11-24, 12:22 AM
Especially with Thanksgiving cutting into a lot of our time, I think an extension would be in order. And I'm not just saying that because I still need to finish my writeup. >_>

Inevitability
2017-11-24, 05:25 AM
Deadline extended by one week.

GrayDeath
2017-11-24, 06:11 AM
Well, that's just perfect.
As contrary to my post above, family decided to come over.

Very well done, Mechanus . :p

alpine
2017-11-24, 04:05 PM
Deadline extended by one week.

Nooooooo! Oh well, maybe I'll work on a second entry.

jdizzlean
2017-11-26, 09:09 AM
Deadline extended by one week.

bah humbug!

:)

GrayDeath
2017-12-01, 10:05 AM
So, both of my concepts are done and only need formatting/polishing.

Deadline is tomorrow Night Midnight at one of the strange American Time Zones, correct? As I wont have time to do the polishing today.


Yay, gonna get in two for the first time ^^

Inevitability
2017-12-01, 04:27 PM
Deadline is tomorrow Night Midnight at one of the strange American Time Zones, correct? As I wont have time to do the polishing today.

It's Greenwich time, but you should still be able to do the polishing tomorrow.

GrayDeath
2017-12-01, 05:27 PM
Ah, Good. I always somehow confuse all thes EST, PST and whatnot and such of the american time zones.

Yeah, in that case I will finish tomorrow, no problem.

Thanks.

Inevitability
2017-12-02, 03:33 AM
Deadline extended by one day. No more extensions will take place after this.

GrayDeath
2017-12-02, 03:38 PM
Everything is in. Yay me! :smallcool:

Cant wait to see the other submissions. :mitd:

Venger
2017-12-02, 04:38 PM
got mine in. can't wait to see what people come up with.

Inevitability
2017-12-02, 04:49 PM
Nice to see all of these last-minute entries, keep 'em coming!

NontheistCleric
2017-12-04, 06:13 AM
I hope submissions are still being accepted. I just sent in a revision of my entry.

Venger
2017-12-04, 01:13 PM
I hope submissions are still being accepted. I just sent in a revision of my entry.

It's before the reveal, so you're a-ok. good luck to you.

Thurbane
2017-12-04, 02:44 PM
Now way I'm getting an entry in, so confirming I'm down to judge.

Inevitability
2017-12-05, 05:00 PM
In which some builds are posted!

Please do not post unless I give the all-clear.

Inevitability
2017-12-05, 05:03 PM
Behold, ye of little wraith!


Wraith

https://i.imgur.com/oIQpHQe.png?1

Lawful Neutral Wraith of Legacy Cloistered Cleric 15

Ability Scores:


Level
Array
4th
8th
12th
16th
20th
Final


Str
-
-
-
-
-
-
-


Dex
18
-
-
-
-
-
18


Con
-
-
-
-
-
-
-


Int
18
-
-
-
-
+1
19


Wis
19
-
+1
+1
+1
-
22


Cha
19
+1
-
-
-
-
20


Wraith is a prodigy of Wisdom.

Build Table


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


5
8
None
+4
+2
+2
+6
Diplomacy 11, Hide 11, Intimidate 11, Sense Motive 11, Listen 11, Spot 11, Concentration 5, Spellcraft 5
AlertnessB, Improved InitiativeB, Necromantic Presence, Flyby Attack, Ghostly Grasp
Unnatural Aura, Daylight Powerlessness, Constitution Drain, Create Spawn, Least Legacy Ability (Suggestion), Never Outnumbered


6
9
Cloistered Cleric
+4
+4
+2
+8
Diplomacy 12, Hide 11, Intimidate 11, Sense Motive 11, Listen 11, Spot 11, Concentration 12, Spellcraft 7
Extra TurningB, Practiced Spellcaster (Cloistered Cleric)
Lore, Rebuke Undead, Knowledge Domain, Undeath Domain, Travel Domain


7
10
Cloistered Cleric
+5
+4
+2
+8
Diplomacy 13, Hide 12, Intimidate 11, Sense Motive 11, Listen 11, Spot 11, Concentration 13, Spellcraft 13
-
-


8
11
Cloistered Cleric
+5
+5
+3
+9
Diplomacy 14, Hide 14, Intimidate 11, Sense Motive 13.5, Listen 11, Spot 11, Concentration 14, Spellcraft 14
-
Lesser Legacy Ability (Contingency)


9
12
Cloistered Cleric
+6
+5
+3
+9
Diplomacy 15, Hide 15, Intimidate 11, Sense Motive 15, Listen 11, Spot 11, Concentration 15, Spellcraft 15
Divine Defiance
-


10
13
Cloistered Cleric
+6
+6
+3
+10
Diplomacy 16, Hide 16, Intimidate 12.5, Sense Motive 16, Listen 11, Spot 11, Concentration 16, Spellcraft 16
-
-


11
14
Cloistered Cleric
+7
+6
+4
+10
Diplomacy 17, Hide 17, Intimidate 14, Sense Motive 17, Listen 11, Spot 11, Concentration 17, Spellcraft 17
-
-


12
15
Cloistered Cleric
+7
+7
+4
+11
Diplomacy 18, Hide 18, Intimidate 15.5, Sense Motive 18, Listen 11, Spot 11, Concentration 18, Spellcraft 18
Necromantic Might
-


13
16
Cloistered Cleric
+8
+7
+4
+11
Diplomacy 19, Hide 19, Intimidate 17, Sense Motive 19, Listen 11, Spot 11, Concentration 19, Spellcraft 19
-
-


14
17
Cloistered Cleric
+8
+8
+5
+12
Diplomacy 20, Hide 20, Intimidate 19, Sense Motive 20, Listen 11, Spot 11, Concentration 19, Spellcraft 20
-
Greater Legacy Ability (Time Stop)


15
18
Cloistered Cleric
+9
+8
+5
+12
Diplomacy 21, Hide 21, Intimidate 21, Sense Motive 21, Listen 11, Spot 11, Concentration 19, Spellcraft 21
Quicken Spell
-


16
19
Cloistered Cleric
+9
+9
+5
+13
Diplomacy 22, Hide 22, Intimidate 22, Sense Motive 22, Listen 12, Spot 11, Concentration 19, Spellcraft 22
-
-


17
20
Cloistered Cleric
+10
+9
+6
+13
Diplomacy 23, Hide 23, Intimidate 23, Sense Motive 23, Listen 12, Spot 12, Concentration 19, Spellcraft 23
-
-


18
21
Cloistered Cleric
+10
+10
+6
+14
Diplomacy 24, Hide 24, Intimidate 24, Sense Motive 24, Listen 13, Spot 12, Concentration 19, Spellcraft 24
Divine Metamagic (Quicken Spell)
-


19
22
Cloistered Cleric
+11
+10
+6
+14
Diplomacy 25, Hide 25, Intimidate 25, Sense Motive 25, Listen 13, Spot 13, Concentration 19, Spellcraft 25
-
-


20
23
Cloistered Cleric
+11
+11
+7
+15
Diplomacy 26, Hide 26, Intimidate 26, Sense Motive 26, Listen 14, Spot 13, Concentration 19, Spellcraft 26
-
-



Spells per day


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


6
3
1+1









7
4
2+1









8
4
2+1
1+1








9
5
3+1
2+1








10
5
3+1
2+1
1+1







11
5
3+1
3+1
2+1







12
6
4+1
3+1
2+1
1+1






13
6
4+1
3+1
3+1
2+1






14
6
4+1
4+1
3+1
2+1
1+1





15
6
4+1
4+1
3+1
3+1
2+1





16
6
5+1
4+1
4+1
3+1
2+1
1+1




17
6
5+1
4+1
4+1
3+1
3+1
2+1




18
6
5+1
5+1
4+1
4+1
3+1
2+1
1+1



19
6
5+1
5+1
4+1
4+1
3+1
3+1
2+1



20
6
5+1
5+1
5+1
4+1
4+1
3+1
2+1
1+1





The old man slumped back in his chair, head drooping backward and arms lolling at his sides.

Just yesterday, he had done his last day of work as the duke's clerk. Now it was midday of his first day of retirement.

He had gotten up, made himself breakfast, and then... he realised that he had nothing to do. For the last forty-odd years of his life, he had lived for his work, more or less. What few friends he'd once had he'd outlived for two decades at least, and his wife hadn't made it two years into their marriage before succumbing to a fever and dying of convulsions.

Ultimately, his life had amounted to nothing. For all his education, in the end he had very few accomplishments, no legacy, no children. Whatever potential he may once have possessed had been squandered long ago. Perhaps he overestimated even that, never having been more than a middling clerk in any case.

The end was not too far off. Already he was older than he suspected an individual in the current age of the world had any right to be. If there was one benefit to having led an entirely unremarkable life, it was that he had not suffered any remarkable stresses either. A year or more of life was left in him, by his best estimate.

Yet, how could he let it end like this? Now that he had realised what an utterly depressing sinkhole of a life for himself, surely there must be some way he could, in his final months of life, achieve something he could truly be proud of?

Alas, this old man was not foolish enough to delude himself for long that his fantasies were attainable. No matter which way he looked at it, there simply was no way a paltry few months could be used to make anything satisfactory at all.

If only he had some way of extending his life. However, such means were in the domain of those wizards and sorcerers of the highest order, the likes of which he had never even had the good fortune to come within a hundred miles of.

Thus, it seemed there was no hope at all. The man would indeed be doomed to die alone, forgotten, and unfulfilled.

Then inspiration struck. A half remembered overhearing of a priest speaking to the duke, just two days before. Something about some village graveyard. A wraith stalking its grounds. Just at the edge of his memory, some fact about wraiths relevant to his predicament floated. What about wraiths? Wraiths, wraiths, wraiths...


>----<
A Week or Two Later

Panting with effort, the burly fighter lashed out at the wispy, black form before him, the spirit's unnerving red gaze causing him to falter mid-swing. Nevertheless, the tip of the enchanted longsword managed to snag a strand of the creature's incorporeal torso and rip it away.

The wraith backed away, hissing in frustration, as the party of three, one warrior, one cleric, and a sorcerer backed it into a corner of the crypt. The walls here were too thick for it to pass through, and their magical attacks were proving too much for it.

The fighter used this brief reprieve to steal a glance at the old man stalking nervously at the periphery of the chamber. Strange that this frail servant of the duke should wish to come along on the dangerous expedition they had been hired for. Or perhaps he was acting on the order of the duke himself, who for some reason doubted their reliability? Perhaps that was why they had been paid only a small amount upfront. Certainly their frail little tagalong was a rather curious old man. Constantly asking the cleric questions about the nature of this monster on the journey out to the village.

All this took about a split second, and the fighter's head was snapping back to the enemy at hand, when the withered old man, amazingly, broke into a dead run.

With the last spurts of energy in his withered muscles, the crazed septugenerian crashed through the gap between the fighter and his equally astonished sorcerer companion, arm outstretched in an almost begging gesture to the dark spirit floating before them.

One second, the old man was alive and the next his wrinkled corpse was flying through the incorporeal wraith and clattering noisily on the stone floor of the tomb.


>----<

Strange, thought the old man, as he felt his dead body hit the floor. I had imagined this as a little more immediate and dramatic, less undignified than in reality.

For about a half minute more, the corpse lay sprawled on the floor, one arm bent at a strange angle and the other limbs splayed wildly. Then what had once been the man burst forth in a vortex of negative energy, all shining red eyes and strands of ethereal cloth and flesh whipping about with abandon.

Mentally, the new wraith was in ecstasy. All of a sudden, he found himself elevated to the pinnacle of human intellect. His senses sharpened to a point he had never known and he felt as if but a word from his mouth would be sufficient to make the world throw itself at his feet. This was more than he had ever imagined! He could feel his extremities crackling with supernatural power and a vitality he had not known for years. Around him, he saw the last fluttering strands of the being that would have had been his master had the adventurers not cut it down while he was transforming fade into nothingness. His plan had worked perfectly.

Shrieking with joy, the wraith rocketed past the trio just recovering from their fight, the fighter looking thoroughly confused at this latest development, the sorcerer merely relieved that they did not have to fight another wraith, and the cleric with a look of horror on his face.

The last thought the wraith spared for them was a slight twinge of guilt that they would never be paid the rest of the sum he had promised, as well as the lie that he was still an agent of the duke.

Bursting out of the crypt into the early morning air, the wraith felt the wind rushing through him and the light of the first sun's rays pierce through him. As much as they might have weakened him, they did him no harm as he climbed higher and higher into the sky, savouring his new chance at life.


[CENTER]>----<
Years Later

Peering through the rotten window frame, the wraith contemplated the wasted form curled on the straw mattress, choking out its last few minutes of life. A century or more had been spent wandering the world, and in that time the wraith had seen many mortal beings live and die, playing out the endless game of history. He had not yet achieved anything worth speaking of, although he had witnessed a panoply of the great works of others in his time. There was no need to rush, now that eternity stretched out before him.

Wandering thoughts drifted back to the pitiful child before him. Sad, really, the predicament of mortals. He had been lucky, all those years ago, to find a way out of that hopeless struggle, freeing himself of the flesh doomed to failure. If only all of them could find the enlightenment he had. Societies full of immortal geniuses blessed with supernatural powers.

The wraith could only imagine what heights could be achieved.

And then, he realised, of course it could. How utterly foolish of him to think otherwise. It would be the simplest matter to offer to share his superior state with others.

Detaching himself from the shadows of the building's eaves, the black spirit floated into the dying girl's room.


>----<

I'm dead, thought the girl. I must have died already. I can't take any more. Opening her eyelids for the last time, she saw that she was still in the old, termite-ridden shack.

Next time, she thought, preparing to close them again. When I open my eyes again, I'll be in Heaven.

That was when the voice sounded from what seemed like nowhere. Her eyes widened as the growing evening shadows seemed to swirl and take physical shape, glowing eye-like orbs flaring with light out of nothingness. A tendril of blackness snaked towards her.

'I can save you, girl. Take my hand...'

General Outline
Wraith's goals are, basically, to transform as many people as he can into wraiths. He genuinely believes that the undead state is superior to that of mortality and considers it the right of all mortal beings to eventually be elevated to such an existence. However, he maintains a strict code regarding his practices in doing so, represented in the following points.


Only convert those who ask to be converted of their own free will and agree to follow the same code after being converted.
Never use the control over spawn in any way except that specified in point three.
All spawn are ordered to conform exactly to the same rules and order any spawn they might create to do the same.

Wraith also makes it a point to use his abilities to help those in need whenever he can. The rationale behind this is that if he does so, people will be less inclined to think of his kind as unholy undead monsters. Of course, he only helps those who accept his help (which they may not for obvious reasons). He also directs his followers to do the same. For the same reasons, as well as ones of self-preservation, he would rather run from danger than engage in combat, although certain circumstances, like seeing his followers threatened, can prompt him to use lethal force to create an escape opening.

Followers are those either those wraiths, who, after conversion, decided to come with Wraith to help spread his message, or mortals who would like to do the same but do not want to be converted just yet. Remember that Wraith does not order any of his spawn to follow or obey him in any way other than the orders given to enforce his code, so any of his wraith followers follow totally voluntarily.

Ways in which Wraith might come into conflict with PCs are myriad. Firstly, although his goals are not malevolent, it is easy to imagine that many of the clergy of various good gods might be hostile to the attempts of an undead trying to mass-convert others into undead, and thus might enlist the help of PCs (if the PCs do not already have similar convictions) to destroy Wraith.

Wraith's restrictions on his followers also do not preclude a new wraith from carrying out evil or criminal activities that do not involve converting others into wraiths, and being intangible, immortal and capable of flight is certainly an enabler for many such activities. It is even likely that evil individuals seeking an easy 'power boost' to assist in some nefarious activity might seek out Wraith or one of his followers specifically for this purpose. Despite his attempts to cultivate a good image of himself and his followers, Wraith does not deny conversion to even those he sees as possibly malicious because he believes that it is every being's right to gain the same higher state of being he enjoys; what they do with their new existence is their own responsibility. Therefore, he may be responsible for the difficulties of PCs who come into contact with other villains in the campaign he has empowered, and if the PCs try to confront him about it, Wraith will not agree to cease his activities. If the confrontation becomes potentially lethal, Wraith is prepared to use force to defend himself if escape is impossible and his followers are likely to follow suit.

Finally, later on, when Wraith decides that he has established a sufficiently large base of followers, he attempts to found a nation of wraiths, dedicated to accomplishing great works with their superior intellect, powers and immortality. Apart from any opposition towards this that may be an extension of the first example, there are also political ramifications. Wherever Wraith decides to establish his new state, neighbouring political entities may perceive that their territory is being encroached upon, or may simply feel a lack of security with a country's-worth of superpowered undead beings at their borders. They may enlist the PCs help in dealing with the situation, or the PCs might already have ties to one of these entities that gives them a reason to oppose the creation of the wraith state. If war with Wraith's wraith nation is pursued, he will respond in kind although would be willing to negotiate a peace.

An additional complication might be how wraiths are Always Lawful Evil. Due to the fact that Wraith is one of the few exceptional cases who did not become evil, he does not believe (perhaps rather shortsightedly) that conversion into a wraith affects one's personal morality. Whether or not his rigid guidelines for selecting and regulating individuals for conversion result in less outright evil spawn than normal is up to the DM in question who chooses to run him. Wraith may react badly to the idea that conversion forces a personality change if PCs or another party manage to somehow convince him that this view is correct.

CR 5
At this level, Wraith does not have many lethal combat options, as he only uses his Constitution drain on those who have elected to become Wraiths, and he does not have any spellcasting ability yet. Still, he is mostly a socially-oriented villain, so the situations where he will have the most motive to stick around for any confrontation with PCs will be one where NPCs are present that can swayed to his favor either with Diplomacy or Suggestion (although only to dissuade PCs from violence in the case of Suggestion; Wraith would consider it unacceptable to use magic to convince a person to consent to becoming a wraith), where PCs will likely also be unwilling to engage in full-scale combat. Otherwise, he flees. If somehow cornered in a combat situation, it's either Suggestion to try and escape, or if he feels he really has no other choice, Wraith will resort to fighting with his draining touch and then ordering any wraiths that are spawned from a triumphant battle to allow him to destroy them (although this is an absolute last resort). He may also try to intimidate foes.

CR 10
At this level, Wraith now has access to up to 3rd-level spells and a Contingency. Probably the best thing to do with Contingency is to set up a spell that hinders enemies when Wraith is attacked to let him get away. Something like Briar Web might be good, since it leaves him as an incorporeal creature able to move. Guidance of the Avatar can help with skill checks, especially if Wraith needs to make a rushed attempt at Diplomacy (although this will only affect NPCs). Wraith is also good at counterspelling with Divine Defiance.

Spells are also good for Wraith's scheme to boost his movement's image, as he can cure wounds and diseases now.

CR 15
Wraith can now access up to 5th-level spells. This allows for even more effective getaways with Teleport or a means to spread his followers over a larger area more quickly. Wraith also has Time Stop as a spell-like ability, which can either be used as a way to turn a battle in his favor by setting up spells during the stop, or if there is no one else he has to worry about in the area, simply to stop time and flee. Quicken Spell allows for an extra spell in a turn if needed (although use it sparingly as there is no Divine Metamagic yet) and Necromantic Might gives his undead followers a bit of a buff.

Note: There is a variant rule in Libris Mortis where undead can choose to not create spawn via a Will save. If this rule is in use in your game, it may allow Wraith more free rein to attack with his draining attack. Also, feel free to come up with a better name for a wraith villain than 'Wraith'.

Player's Handbook
Dungeon Master's Guide
Monster Manual
Dungeon Master's Guide II
Forgotten Realms Campaign Setting
Weapons of Legacy
Libris Mortis

Inevitability
2017-12-05, 05:04 PM
The whole world must learn of our peaceful ways... by force!



Barsom, the Peaceful (NG Ancient Brass Dragon)


The only thing that matters is the cosmic struggle between good and evil. All of the kingdoms of earth, all of the gold in the world, it all pales in comparison to a pure and noble soul rising to the upper planes. Therefore, every mortal has a solemn duty to live a righteous and clean life, un-besmirched by foul deeds, so that their soul can ascend and be of use to the forces of good.

The problem is that people are universally deceitful and violent; they cannot possibly comprehend this absolute truth of the multiverse, and therefore, many of them do not do this. Of course this makes sense, because how could a mortal know how to care for something immortal, like a soul. The humanoids of the material plane need guidance, so that they can find the pure and righteous path, and if they still shy away from this path after being shown the light, then they must be forced into it.

This is where Barsom, The Peaceful, steps in. An ancient Brass Dragon, Barsom was once like every other dragon: rich, and powerful. One day, when he was just a young adult, he was lounging about atop his hoard, having only just barely left the shelter of his parents’ lair, when a group of knights came to beseech Barsom for aid. An adult blue dragon had recently swooped in and deposed their king, and it was using the kingdom’s mines to add to its hoard.

The deposed king was known for being fair and just, and Barsom hated to see a chromatic dragon gain power, so he happily agreed to join in the battle to take back the kingdom. On the day of the battle, both sides assembled their forces and clashed. After a brutal fight, Barsom stood over his draconic foe’s carcass, as well as hundreds of dead human's. All of the carnage, all of the dead soldiers impaled on weapons or incinerated by Barsom’s breath, it all brought him great sorrow, and his eyes were opened. This wasn’t a battle between good and evil; this was dragons and humans murdering each other for the sake of a title. It was utterly pointless bloodshed.

After his epiphany, Barsom put forward that he should rule the kingdom, so that he could end the violence forever, and steer the people towards a simple and yet noble life. He decreed that from now on, the kingdom would never war, and that the people would instead get to work mining silver, mithril, and gold to be offered as tithe to the higher planes in the effort against evil. Some people enjoyed this idea, and willingly gave up their old lives and possessions to become hardworking ascetics. Most, however, did not want to join in the effort. Barsom realized that the only mortals who could comprehend the importance of this plan were dragons, for humanoids were all too stupid and short lived. It was therefore in their best interest for Barsom to force them to join him in the mines. They may not enjoy it while they are alive, but when they die and their souls are pure after a lifetime of peaceful work dedicated to the forces of good, they would be eternally thankful. Barsom of course joined them in this effort, and his hoard was destroyed as a pious offering.

Barsom currently spends most of his days flying the countryside, searching for mortals who would be willing to join in the effort. Against anyone who will not willingly go to work in the mines, Barsom uses dominate person, suggestion, or quest to get them to make the journey. Once there, he cast’s further compulsions to ensure that they actually do the work. There are also those truly loyal to Barsom, as encouraged by Barroom's example, are not above whipping and beating people into compliance with nonlethal damage. No one is overworked, and they are fed enough food on a vegetarian diet, but they are still not allowed to leave.

Barsom, the Peaceful (NG Brass Dragon)


CR
Class
Total Attack Bonus
Fort Save
Ref Save
Will Save
Armour Class
Skills
Feats
Special Abilities


10
16 Racial Hitdice (Young Adult)
+17 (+15 for secondary, including nonlethal penalty)
+19
+14
+15
39 (-1 size, +2 dexterity, +17 natural, +2 deflection, +9 exalted), Touch 13 (30 with scintillating scales), Flat Footed 37
Diplimacy +28,
Intimidate +30, Concentration +25, Listen +22, Spot +22, Sense Motive +22
Multiattack, Practiced Spellcaster, Extend Spell, Sacred Vow, Vow of Poverty, Vow of Nonviolence (Bonus Exalted)
Frightful Presence DC 29, Breath Weapon DC 25 (29 for sleep gas), Endure Elements, Caster Level 5th, SR 18, Vow of Poverty (immune to detect thoughts, discern lies, and alignment detection, Doesn't need to eat, drink, or breath, Energy Resistance 5, DR 5/evil)


15
22 Racial Hitdice (Mature Adult)
+28 (+26 for secondary, including nonlethal penalty)
+26
+19
+21
53 (-2 size, +3 dexterity, +25 natural, +5 deflection, +12 exalted) Touch 16 (41 with Scintillating Scales), Flat Footed 50
Diplomacy +42, Intimidate +42, Concentration +35, Listen +30, Spot +30, Sense Motive +30, Spellcraft +28
Ability Focus (Calming Aura), Ability Focus (Sleep Breath), Vow of Peace (Bonus Exalted), Nimbus of Light (Bonus Exalted)
Frightful Presence DC 34, Breath Weapon DC 31 (37 for sleep gas), Suggestion, Caster Level 9th, SR 22, Vow of Poverty (true seeing, DR 10/evil, energy resistance 15) Calming Aura DC 36


20
31 Racial Hitdice (Ancient)
+44 (42 secondary, no nonlethal penalty)
+31
+23
+26
62 (-2 size, +3 dexterity, +34 natural, +5 deflection, +12 exalted) Touch 16 (50 with Scintillating Scales), Flat Footed 59
Diplomacy +52, Intimidate +52, Concentration +45, Listen +40, Spot +40, Sense Motive +40, Spellcraft +37
Subduing Strike, Improved Initiative, Quicken Spell
Caster Level 15th, Control Weather, SR 27






CR
Strength
(base 8)
Dexterity
(base 13)
Constitution
(base 14)
Intelligence
(base 10)
Wisdom
(base 12)
Charisma
(base 15)


10
16 (+8 racial)
15 (+2 enhancement)
24 (+6 racial, +4 enhancement)
14 (+4 racial)
16 (+4 racial)
25 (+4 racial, +6 enhancement)


15
24 (+16 Racial)
17 (+4 enhancement)
30 (+10 racial, +6 enhancement)
16 (+6 racial)
20 (+6 racial, +2 enhancement)
29 (+6 racial, +8 enhancement)


20
30 (+22 Racial)
17 (+4 enhancement)
32 (+12 racial, +6 enhancement)
18 (+8 racial)
22 (+8 racial, +2 enhancement)
31 (+8 racial, +8 enhancement)




Spells per Day (spells known)(note: brass dragons get access to cleric spells as arcane spells)


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


10th (CL 5th, DC 21+Spell Level)
6 (detect magic, read magic, light, mending, mage hand, create water)
8 (detect evil, charm person, continual flame)
6 (web, scintillating scales)
-
-
-
-
-
-
-


15th (CL 9th, DC 23+Spell Level)
6 (detect magic, read magic, light, mending, mage hand, dancing lights, create water, prestidigitation)
9 (alarm, charm person, continual flame, protection from evil, detect evil)
8 (web, scintillating scales, arcane lock, fog cloud)
8 (dispel magic, hold person, protection from energy)
6 (lesser geas, resilient sphere)
-
-
-
-
-


20th (CL 15th, DC 24+Spell Level)
6 (detect magic, read magic, light, mending, mage hand, dancing lights, create water, prestidigitation, touch of fatigue)
9 (alarm, charm person, continual flame, protection from evil, detect evil)
9 (web, scintillating scales, arcane lock, fog cloud, hideous laughter)
8 (dispel magic, hold person, protection from energy, slow)
8 (lesser geas, resilient sphere, charm monster, bestow curse)
8 (dominate person, mind fog, feebleminded, teleport)
8 (geas, mass suggestion, greater dispel magic)
5 (Greater Arcane Sight, Mass Hold Person)
-
-




If confronted about the his activities with the mine, Barsom will always try to get into range of his calming aura, before using diplomacy to convince anyone who disagrees with his methods that what he is doing is right. If diplomacy fails, Barsom will try to use intimidate to scare people into agreeing with him (his threats always involve eternal damnation on the lower planes if they try to thwart him; he never threatens to kill anyone). Should social skills fail, or if anyone resists his calming aura and tries to attack him, Barsom will use his sleep gas to force everyone into unconsciousness, before casting arcane sight and dispel magic to ensure that no one is defended against mind affecting effects. Barsom will then use his compulsion magic to command them to start traveling back towards the mine (it may be weeks away by foot, so he may need an extended dominate person). Once a majority of the party has been dealt with, Barsom will beat anyone who continues to resist his compulsions into submission, dealing nonlethal damage with his natural weapons. Barsom will never break his vows under any circumstances, preferring to resign himself to death rather than kill again.

Against undead and constructs, Barsom’s vows of peace and nonviolence do not apply, and he will happily shred them to pieces using his natural attacks and fiery breath.

Breath Weapon (Su)
Barsom only ever uses his cone of sleep against living opponents . Creatures within the cone must succeed on a Will save or fall asleep, regardless of HD, for 1d6 rounds plus 1 round per age category of Barsom (5 for young adult, 7 for mature adult, and 10 for ancient)

Spell-Like Abilities:
At will—speak with animals;
1/day—suggestion (adult or older), control winds (old or older), control weather (ancient or older)

Practiced Spellcaster:
Barsom's caster level is treated as 4 higher for all level dependant spell effects and caster level checks

Calming Aura (Su):
Barsom is constantly surrounded by a calming aura to a radius of 20 feet. Creatures within the aura must make a successful Will save (DC 10 + one-half Barroom's hit dice + his Cha modifier) or be affected as by the calm emotions spell. Creatures who leave the aura and reenter it receive new saving throws. A creature that makes a successful saving throw and remains in the aura is unaffected until it leaves the aura and reenters. The aura is a mind-affecting, supernatural compulsion. If a creature strikes Barsom with a manufactured weapon, the weapon must immediately make a successful Fortitude save (DC 10 + one-half Barsom's hit dice level + his Con modifier) or shatter against his skin, leaving him unharmed.

Sacred Vows:
Barsom has vowed to live the life of a peaceful ascetic. He can never own any material possession, nor can he deal lethal damage to any living creature.

Sources:
Players Handbook
Monster Manual
Complete Arcane
Book of Exalted Deeds

for easy reference:
[Links removed by chairman for breaking the forum rules]

Inevitability
2017-12-05, 05:06 PM
"Let's liven up this place" has never sounded so threatening.


Kayla de'Arcturaine
Vivacious Firre Cleric 1/RHD +8/Favored Soul 2
Chaotic Good





Stat
Start
Firre
Vivaceous
Sub-Total
7HD (VoP)
11HD (VoP)
12HD
15HD (VoP)
16HD
19HD (VoP)
Total


Strength
10
+10
--
-- (20)






-- (20)


Dexterity
13
+4

17




+1
+2
20


Constitution
12
+2
+2
16

+2

+2

+2
22


Intelligence
14
+6

20



+2

+2
24


Wisdom
8
+6

14
Eventually
drops
to one
from the
insanity
of torture.
1


Charisma
15
+8
+2
25
+2
+2
+1
+2

+2
34





This build has been augmented in the following way:
Firre typically have the spellcasting ability of a 12th level cleric as a racial ability. This build has changed that to the spellcasting ability of a 12th level Favored Soul instead. This has been done for fluff reasons. It allows the character's spells to continue to be available even after a dramatic loss of Wisdom.





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


13
Vivaceous Firre 8HD
+8/3
+6
+6
+6

11 Bluff 11
11 Concentration 11
11 Diplomacy 11
11 Disguise 11
10 Heal 5
11 Intimidate 11
10 K:religion 5
11 K:the planes 11
4 Listen 2
11 P:singing 11
10 Pr: doctor 5
11 Sense Motive 11
11 Spellcraft 11
11 Survival 11
2 Skill Trick: Healing Hands
2 Skill Trick: Never Outnumbered

1st: Sacred Vow; 3rd: Vow of Poverty; (4)BEF: Nymph's Kiss; 6th: Dilate Aura; (6)BEF: Vow of Nonviolence; (8)BEF: Vow of Peace
See Book of Exalted Deeds p.168-70 and Planar Handbook p.(132-33)


14
Cloistered Cleric 1
+8/3
+8
+6
+8

- Bluff 11
- Concentration 11
- Diplomacy 11
- Disguise 11
5 Heal 10
- Intimidate 11
1 K:arcana 1
1 K:dungeoneering 1
1 K:geography 1
1 K:history 1
1 K:local 1
1 K:nature 1
1 K:n&r 1
- K:religion 5
- K:the planes 11
- Listen 2
- P:singing 11
- Pr: doctor 5
- Sense Motive 11
- Spellcraft 11
- Survival 11
- Skill Trick: Healing Hands
- Skill Trick: Never Outnumbered

9th: Imbued Healing
Domains: Healing/Pleasure/Knowledge; Lore; Turn Undead


15
RHD 9HD/RHD 10HD
+10/5
+9
+7
+9

1/2 Bluff 14
2/1 Concentration 14
1/2 Diplomacy 14
1/2 Disguise 14
-/- Heal 10
2/1 Intimidate 14
-/- K:arcana 1
-/- K:dungeoneering 1
-/- K:geography 1
-/- K:history 1
-/- K:local 1
-/- K:nature 1
-/- K:n&r 1
-/- K:religion 5
1/1 K:the planes 13
-/- Listen 2
2/1 P:singing 14
-/- Pr: doctor 5
2/1 Sense Motive 14
1/2 Spellcraft 14
1/1 Survival 13
-/- Skill Trick: Healing Hands
-/- Skill Trick: Never Outnumbered

BEF: Nimbus of Light
--


16
RHD 11HD/RHD 12HD
+12/7/2
+10
+8
+10

1/1 Bluff 16
1/1 Concentration 16
1/1 Diplomacy 16
1/1 Disguise 16
2/4 Heal 13
1/1 Intimidate 16
-/- K:arcana 1
-/- K:dungeoneering 1
-/- K:geography 1
-/- K:history 1
-/- K:local 1
-/- K:nature 1
-/- K:n&r 1
-/- K:religion 5
2/1 K:the planes 16
-/- Listen 2
1/1 P:singing 16
-/- Pr: doctor 5
1/1 Sense Motive 16
1/1 Spellcraft 16
2/1 Survival 16
-/- Skill Trick: Healing Hands
-/- Skill Trick: Never Outnumbered

12th: Imperious Command: BEF: Stigmata
--


17
RHD 13HD/RHD 14HD
+14/9/4
+11
+9
+11

1/1 Bluff 18
1/1 Concentration 18
1/1 Diplomacy 18
1/1 Disguise 18
4/4 Heal 17
1/1 Intimidate 18
-/- K:arcana 1
-/- K:dungeoneering 1
-/- K:geography 1
-/- K:history 1
-/- K:local 1
-/- K:nature 1
-/- K:n&r 1
-/- K:religion 5
1/1 K:the planes 18
-/2 Listen 3
1/1 P:singing 18
-/- Pr: doctor 5
1/1 Sense Motive 18
1/1 Spellcraft 18
1/- Survival 17
-/- Skill Trick: Healing Hands
-/- Skill Trick: Never Outnumbered

BEF: Holy Radiance; 15th: Haunting Melody
--


18
RHD 15HD/RHD 16HD
+16/11/6/1
+12
+10
+12

1/1 Bluff 20
1/1 Concentration 20
1/1 Diplomacy 20
1/1 Disguise 20
4/2 Heal 20
1/1 Intimidate 20
-/- K:arcana 1
-/- K:dungeoneering 1
-/- K:geography 1
-/- K:history 1
-/- K:local 1
-/- K:nature 1
-/- K:n&r 1
-/- K:religion 5
1/1 K:the planes 20
-/4 Listen 5
1/1 P:singing 20
-/- Pr: doctor 5
1/1 Sense Motive 20
1/1 Spellcraft 20
2/- Survival 19
-/- Skill Trick: Healing Hands
-/- Skill Trick: Never Outnumbered

BEF: Exalted Spell Resistance
--


19
Favored Soul 1
+16/11/6/1
+14
+12
+14

- Bluff 20
1 Concentration 21
1 Diplomacy 21
- Disguise 20
1 Heal 21
2 Intimidate 21
- K:arcana 1
- K:dungeoneering 1
- K:geography 1
- K:history 1
- K:local 1
- K:nature 1
- K:n&r 1
- K:religion 5
- K:the planes 20
- Listen 5
2 P:singing 21
- Pr: doctor 5
1 Sense Motive 21
1 Spellcraft 21
- Survival 19
- Skill Trick: Healing Hands
- Skill Trick: Never Outnumbered

18th: Doomspeak; BEF: Vow of Obedience
--


20
Favored Soul 2
+17/12/7/2
+15
+13
+15

- Bluff 20
1 Concentration 22
1 Diplomacy 22
- Disguise 20
1 Heal 22
2 Intimidate 22
- K:arcana 1
- K:dungeoneering 1
- K:geography 1
- K:history 1
- K:local 1
- K:nature 1
- K:n&r 1
- K:religion 5
- K:the planes 20
- Listen 5
2 P:singing 22
- Pr: doctor 5
1 Sense Motive 22
1 Spellcraft 22
- Survival 19
- Skill Trick: Healing Hands
- Skill Trick: Never Outnumbered

--
--





Spells per Day/Spells Known
(Bonus spells for high Charisma not included.)


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


13th
6/9
6/6
6/6
6/6
6/5
5/4
3/3
-
-
-


14th
6/9
6/6
6/6
6/6
6/5
5/4
3/3
-
-
-


15th
6/9
6/6
6/6
6/6
6/5
5/4
3/3
-
-
-


16th
6/9
6/6
6/6
6/6
6/5
5/4
3/3
-
-
-


17th
6/9
6/6
6/6
6/6
6/5
5/4
3/3
-
-
-


18th
6/9
6/6
6/6
6/6
6/5
5/4
3/3
-
-
-


19th
6/9
6/6
6/6
6/6
6/5
6/4
4/3
-
-
-


20th
6/9
6/6
6/6
6/6
6/6
6/5
5/4
3/3
-
-




Spells Known:


Cure Minor Wounds (PHB) -- With the Imbued Healing feat focused on the Healing Domain, this can be a lifesaver early on in the campaign, or a killer in the later half.
Virtue (PHB) -- Even this can be dangerous late campaign.
Detect Magic (PHB) -- A staple.
Read Magic (PHB) -- Another staple.
Purify Food and Drink (PHB) -- Sometimes healers heal pre-emptively.
Guidance (PHB) -- Standard fare, really.
Resistance (PHB) -- Typical choice.
Detect Poison (PHB) -- Certainly useful for a healer.
Create Water (PHB) -- Cleanliness is next to healthiness.





Cure Light Wounds (PHB) -- Like Cure Minor Wounds, only heavier.
Healer's Vision (Complete Scoundrel) -- Adds to capacity as a healer.
Vision of Glory (SpC) -- Huge bonus can save a life (and it might be Kayla's.)
Delay Disease (SpC) -- Part of a healbot's job. Exorcism (Fiendish Codex I) -- More healing-type stuff.
Sanctuary (PHB) -- Plays into Kayla's distain of war.





Close Wounds (SpC) -- Immediate action, close range spell that triggers Imbue Healing feat. Also, keeps people alive when they're in the thick of things.
Remove Paralysis (PHB) -- More healbotness.
Delay Poison (PHB) -- Even more healer action.
Stabilize (SpC) -- Swift action; 50ft burst. A spell that triggers Imbued Healing and can be used in the same round as Doomspeak!
Remove Addiction (Book of Exalted Deeds) -- Healbot's gonna heal.
Execration (Complete Champion) -- Used on creatures that have dared to attack Kayla





Refreshment (Book of Exalted Deeds) -- 20ft burst that sets off Imbued Healing.
Remove Blindness/Deafness (PHB) -- Moar healing! Humanoid Essence, Lesser (Races of Eberron) -- Healing constructs has never been easier!
Spark of Life (SpC) -- Undead can be healed, too. But, oddly, undead are now also subject to the Fort. save while in Kayla's Positive Energy Aura.
Aid, Mass (SpC) -- You get temp hp. And you get temp hp. Everybody gets temp hp!!
Resist Taint (Heroes of Horror) -- 'Cause taint sucks. And a true healer should be able to protect you from all sorts of things.





Healing Spirit (PHB2) -- Round-by-round free-action healing that sets off Imbued Healing.
Positive Energy Aura (SpC) -- This should stack with racial abilities.
Pronouncement of Fate (Heroes of Horror) -- This is why you don't attack Kayla.
Panacea (SpC) -- Just one of those spells a healbot should have.
Restoration (PHB) -- Another spell a healer needs.
Delay Death (SpC) -- Because diamonds are too expensive. Keep 'em alive instead of bringing them back.





Mass Cure Light Wounds (PHB) -- Here's your Imbue Healing spell of this level.
Curse of Petty Failing, Legion's (Miniatures Handbook) -- No save debuff for Crazy Kayla.
Darts of Life (Complete Champion) -- Round-by-round free-action healing that sets off Imbued Healing.
Plane Shift (PHB) -- Just plain (er...plane?) useful.
Zone of Peace (Cityscape) -- No weapons allowed!





Mass Cure Moderate Wounds (PHB) -- It's what sets off Imbue Healing at this level.
Heal (SpC) -- Oddly, the spell that just might cure her insanity. If only she was sane enough to realise that she needs it.
Dispel Magic, Greater (PHB) -- Never a bad spell to have on hand.
Secure Corpse (Book of Exalted Deeds) -- 'Cause why not?





Mass Cure Serious Wounds (PHB) -- More Imbued Healing!
Pact of Return (Heroes of Horror) -- 'Cause it's hard to bring an outsider back to life.
Regenerate (PHB) -- She may be insane, but she's still dedicated to her craft.





Kayla is a healer. Literally born of positive energy, Kayla has drifted into the realm of mortals. And here, she has found great joy. She finds delight in the spirits of others, and great tranquility in peace. She distains violence and will not tolerate it in her presence.

The war she wages is against pain. She will offer healing to anyone and everyone who needs it, free of charge. (Though, she will accept payment in the forms of smiles and laughter from those wanting to offer something.)



Phase I:
The PCs should start off in the town or villiage that Kayla has made here home. It should be used as a base for them to return to between adventures. Kayla's abilities are on full offer to the party and they should grow to consider her a resource. When DMing, play her up as a character. Make her come alive at the table.

Soon into the campaign, the PCs should discover clues of a new religious organization hiding in the shadows. An evil cult, worshiping devils with the intent to open portals that will allow the damned entrance to the mortal world. That cult will be successful (though, the actions of the PCs may very well mitigate the severity of the success.)

Phase II:
War. Devils have poured through the portals and seek to set up bases in this world. They will bring a fight, openly attacking cities in the attempt to subjugate humanoids and enslave the races of man.

The PCs should be given the task of escorting Kayla to the front lines, where her abilities will be critical. From there, the PCs should be sent on various missions, gathering information, diplomancing others to join the war (dragons, etc.), closing off new portals before they can be opened (or shortly thereafter).

This is all-out war, and the PCs should be thrown into the fray, striving to be instrumental in the outcomes of battles that will determine the outcome of the war.

Phase III:
The final portal is permanently closed! All that's left now is to clean up the remaining devils in the world. The PCs are given the task of infiltraiting a prison center where the devils have been keeping mortals hostage.
This. Is. Unmentionably. Horrific!
The suffering, the pain, the torment and torture!
In the midst of it, they should find (and free) Kayla from the prison. She will have been there for awhile, tormented, driven insane by the torture wrought on her there.

She slips away in the ensuing battle with the devil-lords who run the prison.

Phase IV:
Kayla roams the world, doing what she always has -- healing people as best she can. But now, in her tortured state, mind driven insane by the inhumanity she's suffered, she can't recognize the danger she poses. She drifts through the world, moving from villiage to villiage, town to town, city to city, trying to heal everyone she meets -- always, it seems (to her, at least), moments too late to stop them from exploding.

It will be up to the PCs to stop her from setting the world ablaze in waves of positive energy. Will they fight her? Will they look to cure her? What might they be willing to sacrifice in order to achieve either?



This is the early going of the campaign. Kayla's abilities are obvious as a healer. The PCs will go out on adventures and get hurt, battered, bloody. Perhaps they'll find NPCs that need Kayla's help and bring her to them, or them to her.

The Heal skill, several spells, and racial abilities as a Vivaceous Creature give Kayla all the resources she'll need to fix most anything.

Dilate Aura doubles the area of her Positive Energy Aura to affect more people.



Kayla is scary when she's angry. And she gets angry when she witnesses fighting. After her torture, she misinterprets a lot of things as violence. And she puts a stop to it!

The Intimidate skill + Never Outnumbered + Imperious Command + Haunting Melody (with 22 ranks in perform) = people cowering for a long time.

Follow that with a healing (conjuration) spell + Imbued Healing (with the healing domain) and the Positive Energy Aura ability of a Vivaceaous Creature and those cowering people could very well be in a mess of trouble. Add to that the fact that Kayla often babbles the goings on of her tormented mind (re: Doomspeak), and people could be very much in trouble, indeed.

Can the PCs save the world from her torment? Can they save her?
Save the Kayla, save the world...




Planar Handbook -- Vivaceous Creature Template (p.132)
Book of Exalted Deeds -- Firre (p.169); Sacred Vow feat (p.45); Vow of Poverty feat (p.48); Nymph's Kiss feat (p.44); Vow of Non-violence feat (p.47); Vow of Peace feat (p.48); Nimbus of Light feat (p.44); Stigmata feat (p.46); Holy Radiance feat (p.44); Exalted Spell Resistance (p.42); Vow of Obedience (p.48)
Complete Scoundrel -- Skill Tricks: Healing Hands and Never Outnumbered (p.87)
Fiendish Codex II -- Dilate Aura feat (p.83)
Complete Champion -- Imbued Healing feat (p.60)
Drow of the Underdark -- Imperious Command feat (p.50)
Heroes of Horror -- Haunting Melody feat (p.123)
Champions of Ruin -- Doomspeak feat (p.20)

Inevitability
2017-12-05, 05:08 PM
We did, in fact, start the fire.



https://img00.deviantart.net/be34/i/2016/325/e/9/azula_by_wawa711-dak8deq.png
Miranda d'Ormin: Light in the Darkness

Miranda thanked the Orien footman for opening the carriage door for her, He showed further deference by setting down a wooden stool so she could step down onto the ground.

“So you don’t drink on odd days or what?” Landon asked her.

“No, I don’t do it during daylight hours,” Miranda said.

Landon stepped downwind and lit his pipe. The embers bathed his face in orange light under the darkness of night. “You aren’t going Puritan on me, are you, girl?”

“Nah. Just something to lose a little weight,” Miranda said.

The two of them approached a small thatched hut. A handful of what Miranda gathered were local town guard stood out front, leaning on spears they didn’t know how to hold properly. Clearly not the kind of thing they were used to in a town this size.

They showed their identification from the church and stepped inside. The midwives from Jorasco swarmed around the bed holding the new mother.

The oldest of them climbed down from her stepladder and bowed before Miranda, perfunctory as it was. The halfling dipped her hands in a bowl of steaming water to rinse the blood off them and nudged her gryphon-beaked mask onto her forehead, her skin damp with sweat. The room clearly had far more people in it than it was designed for. Already, the air was close. Miranda suppressed the urge to fan herself.

“Well met, Dame d’Jorasco,” Miranda said with the appropriate gesture of respect. “You did the right thing by reporting this to us.” The newborn rustled inside an apple box a respectable distance from the mother.

“Not like I had much choice,” d’Jorasco groused. “I know better than to ask what’s going to happen to that poor child. Ask me your questions and I can get back to where I’m needed.”

Landon winced. “I’ll, uh, I’ll let you take this one. I’ll go talk to the mother. She still in absentia?” he pantomimed a puff on an absentia pipe.

“That’s illegal out here. It can hurt the baby,” d’Jorasco said. “She’s lucid enough, but she’s very upset.”

“Duly noted,” Landon said with a wink at Miranda over the halfling’s head. He stepped off to question the mother.

Miranda pulled a collapsible pole from her belt and stalked around d’Jorasco. She traced a circle around her in the dirt floor with its tip and stood in its center.

D’Jorasco swallowed. “This isn’t necessary. We’ve cooperated with the Flame.”

“I’m sure someone in your line of work can understand how important it is to adhere to proper protocol,” Miranda said. “While you are in this circle, you cannot speak a lie. Nor can I. I will ask you one question to calibrate the spell. I will extend you the same courtesy.”

Miranda telescoped the pole and clipped it back onto her belt. “Let me hear whatever’s been burning behind your eyes since I walked in here. Tell me what you’d least like me to hear, Dame d’Jorasco.”

D’Jorasco’s face contorted into a grimace of pure contempt for an instant as Miranda’s magic washed over her.

“You’re despicable. What you do to these women and their children is evil. If it weren’t for my vows as a healer, I’d slap that smug grin off your face,” she said. She seemed winded after she spoke, like a balloon that had been deflated.

Miranda was indeed smiling. The truth could not be hidden under a bushel forever. Her own deceptions for the good of polite socialization were no exception.

“There. Doesn’t that feel better? Fortunately, our authority is not contingent on your approval. Your house provides medical service in exchange for money. Whoever lives in this hovel plainly can’t afford your services. You’re forbidden from healing for free. Who paid you?” Miranda paced around the confines of the circle.

“The father,” d’Jorasco said.

“Where is he? Did we pass by him on our way in?” Miranda stopped and knelt, looking into d’Jorasco’s eyes, hidden by the looping whorls of her dragonmark.

“If I knew, I would do everything in my power not to tell you.” D’Jorasco held Miranda’s gaze.

“I believe you. Why isn’t he here?” Miranda asked.

“You know why.” D’Jorasco glanced at the box holding the baby.

“I suppose I do.” Miranda stepped out of the circle and passed by it. She stroked its fur and dropped a piece of dried apricot into its paws. She pried Landon away from the mother. “Anything useful?” she asked him.

Landon laid a damp washcloth across her forehead. “I’ll be back after we take care of all this unpleasantness, miss.”

He tipped out the ash from his pipe once the two of them stepped outside the hut.

“Nurses made small talk. Hear there’s something picking off cattle near the edge of town. Three guesses what,” Landon said.

“Very promising. Big talk with their boss means he’s probably responsible for that thing in the box,” Miranda said. “Local talent?”

“Some glory hound saved the town from brigands and monsters a few times. Not the kind of place that can have a statue of him. Specialized in fire magic. His name was something like Robert, Rupert—“

Miranda felt the Flame alight inside her. “Ruprecht?”

“Yeah, that’s it. How did y-“

“In time, all comes to light,” she said. “You stay here. Civis for reinforcements and take the old lady in for questioning. I’ll make a sweep of the town.”

Landon grunted. “All right. Just keep a lid on that torchbearer stuff out there. Makes these hicks uncomfortable.”

“Yeah, yeah.”

Miranda was able to explore the town in short order. It was largely empty, so there were few people for her to question. Everyone was gathered around a barn by the edge of town. There was what could generously be considered a crowd milling around out front. They tried to light torches together from a central brazier that guttered in the wind. The full moon loomed overhead, but was blanketed by a haze of cloud.

“Not much of a perimeter,” Miranda said during a lull in the conversation about the harvest. She made sure her comment was made within earshot of the man with the warmest coat, doubtless the sheriff.

He turned around and displayed his symbol of office proudly on a silver chain around his neck. “Haven’t really got the manpower for it, miss.”

Miranda nodded. “Speaking of manpower, has anyone got in touch with Ruprecht the unassailable? This seems like the kind of thing you use him for.”

“We’ve tried, miss, but he’s not home,” the sheriff said.

“Imagine that,” Miranda said. “Something’s trapped inside. Probably just a wolf. Nothing we can’t handle. Got a man going around back to flush him out now.”

A bright flash of light burst through the seams of the barn’s wooden panels and Miranda heard the unmistakable sound of a body hitting the ground.

“Not just a wolf. Let me go explore. It would be better for everyone involved,” Miranda said to the sheriff.

He thought it over. “If it’s church business, it’s not my place to interfere,” he said once he’d figured out a way to acquiesce without showing weakness in front of the crowd.

The wind blew out the brazier, eliciting grumbles from the crowd. Miranda shrugged off her cloak and handed it to the sheriff. She clothed herself in fire and spoke a prayer to the Flame.

“May the shadow offer my quarry no succor; Flame, illuminate my enemy and protect me from darkness.”

She crept around the back of the barn and stepped over the man who’d been thrown clear. He was breathing. Jorasco could deal with him later.

Miranda cast long shadows into the barn. She breathed through her mouth to block out the stink of animal blood that was splashed in gouts across the floor. Her footprints sizzled as the blood caramelized in her wake.

“Congratulations, Ruprecht. You have a son. And he’s beautiful,” Miranda made no effort to hide her presence. Either the flame would aid her, or she would rejoin with it as this beast tore her throat out like it had done with all these horses.

“You stay away from him! Do you hear me? I’ll kill you if you touch him!” Ruprecht yelled, his voice distorted by his snout. Up in the rafters, then. Miranda snapped her fingers and conjured a choking mist around him. She saw his shadow in it as he leapt from its confines.

Ruprecht stood before her, hulking on two legs. The tatters of his cloak hung from his muscled back. His snout dripped with gore and lightning sparked in his eyes. His clenched fists began to glow and radiated flame. He took a fighting stance Miranda had never seen in her life, but still found familiar in a way she did not question.

“Light on your feet as always, eh, zephyr?” she said and gently clapped twice like a Phiarlan ballet dancer.

Ruprecht lunged at her and closed his jaws on empty air. Miranda discorporated into flame and coalesced behind him.

“Why would you call me that? The only person who ever called me that was-“ Miranda punched him in the kidney before he could finish.

“Your master, Milosz the Unburnt. Well, I suppose just Milosz, now. A real shame when a man like that returns to the flame, no matter how inevitable it—” Miranda was laid low by a spinning kick to the face, burning off her eyebrow.

“Don’t you dare joke about that! He was murdered by those zealots from Thrane. I loved that man like a father.” Ruprecht was breathing heavily now. His back was hunching. He was becoming more savage.

“I know. I celebrate the date every year. It’s the day I was born. But you know that already.” Miranda surrounded herself in a hemisphere of stone and healed her wounds as Ruprecht hammered at the outside with his fists.

“Your cell worships the Flame in its own way, even if you don’t know it yet. Contrary to the men who killed Milosz, I don’t think of you people as heretics. Just as misguided worshippers. I don’t know how you’re doing what you’re doing, but the existence of you so-called Jade Phoenix Magi is weakening the Flame.”

Ruprecht made a crack in the dome and forced his snout into it. He was at shoulder height now in his most bestial form.

“When we die, we’re supposed to return to the Flame. If what you and your brethren believe is true, you’re cheating the flame of thirteen souls, and I have Milosz’s.” Miranda gathered her power and jammed her fist into Ruprecht’s maw, like a Vadalis lion tamer. She loosed a blast of holy fire and squirmed through the hole in the stone dome when she heard him stop moving outside.

She knelt and caught her breath. Her clothing was torn from the jagged stones, and she was bleeding all over.

Ruprecht coughed smoke before her, lying naked on his back in his human form.

“It’s over. You’ve won. Kill me, monster. In my next life, I’ll return the favor. No matter where I am born, no matter how poor the village, or how remote the tannery I must claw my way up from to begin my quest, I will remember you and I will bring you to justice,” Ruprecht croaked, half-cooked.

Miranda was almost out of healing magic, and her choice was obvious. She touched her hand to Ruprecht’s charred face and restored the vitality to his ruined lungs and destroyed throat. With her other hand, she closed irons around his wrists.

“I know you may not think so, but I’m not a monster. I don’t want to hurt you. I just want to help you see the light. If the church can get all of your order together, we can start to repair whatever defect in the Flame is allowing it to leak the souls that belong with it.”

Ruprecht took a shuddering breath with his regenerated lungs. “And my son?”

Miranda lifted his head and clipped a collar around his neck. She pulled him to his feet and led him out of the barn.

“You know the answer.”

Transport had arrived to take care of Ruprecht and the Jorasco woman, so Miranda left them to it. The guardsman was being tended to after Miranda had paid Jorasco’s fee. She caught her breath on a barrel by the farmhouse with a mug of cider the farmer had hospitably offered her.

The rosy fingers of dawn would soon banish the moonlight from Miranda’s presence, and though she squinted, she was grateful nonetheless.

A girl with a wooden sword and a crudely painted shield bearing a fascimile of the Flame’s insignia nudged at Miranda’s legs.

“Is it exciting being an inquisitor? Fighting the bad guys and being all rawr! Boom! Crash!” she banged her sword against Miranda’s shin.

Miranda handed her the bag of dried apricots and stood up hesitantly, feeling some bones out of their usual resting places.

“I wouldn’t trade it for the world.”

LG human conjurer 5/crusader 1/silver pyromancer 5/ jade phoenix mage 9


str 12
dex 13
con 14
int 15 (increases here)
wis 8
cha 10




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


1
Wizard 1
+0
+0
+0
+2
concentration 4, k (religion) 4, k (arcana) 2, k (history) 2, k (planes) 4, spellcraft 4
snowcasting, fell drain
Abrupt Jaunt, scribe scroll, specialize: conjuration (ban: enchantment & necromancy)


2
Wizard 2
+1
+0
+0
+3
concentration 1 (5), k (planes) 1 (5), k (religion) 1 (5), k (arcana) 1 (3), spellcraft 1 (5)




3
Wizard 3
+1
+1
+1
+3
concentration 1 (6), k (planes) 1 (6), k (religion) 1 (6), k (arcana) 1 (4), spellcraft 1 (6)
energy substitution (fire)



4
Wizard 4
+2
+1
+1
+4
concentration 1 (7), k (planes) 1 (7), k (religion) 1 (7), k (arcana) 2 (6), spellcraft 1 (7)




5
Wizard 5
+2
+1
+1
+4
concentration 1 (8), k (planes) 1 (8), k (religion) 1 (8), k (arcana) 2 (8), spellcraft 1 (8)

bonus feat (spell mastery: (lesser orb of fire, alter self, alter fortune) )


6
Crusader 1
+3
+3
+1
+4
balance 5, tumble 1
planar touchstone (catalogues of enlightenment: dragonlance campaign setting’s sun domain)
Furious counterstrike, steely resolve 5


7
Silver Pyromancer 1
+2
+3
+1
+6
concentration 2 (10), k (religion) 1 (9), k (arcana) 1 (9), spellcraft 2 (10)

Pyromancer, purge undead, bow proficiency


8
Silver Pyromancer 2
+3
+4
+1
+7
concentration 1 (11), diplo 2, k (religion) 1 (10), k (arcana) 1 (10), spellcraft 1 (11)

Sacred flame


9
Silver Pyromancer 3
+3
+4
+2
+7
concentration 1 (12), diplo 2 (4), k (religion) 1 (11), k (arcana) 1 (11), spellcraft 1 (12)
uncanny forethought
Smiting spell 1/day


10
Silver Pyromancer 4
+4
+4
+2
+8
concentration 1 (13), diplo 2 (6), k (religion) 1 (12), k (arcana) 1 (12), spellcraft 1 (13)

Persistent fire


11
Silver Pyromancer 5
+4
+4
+2
+8
concentration 1 (14), diplo 2 (8), k (religion) 1 (13), k (arcana) 1 (13), spellcraft 1 (14)

Smiting spell 3/day (blinding), improved sacred flame


12
Jade Phoenix Mage 1
+6/+1
+6
+2
+8
concentration 1 (15), spellcraft 2 (15), tumble 4 (5)
Arcane Thesis (orb of fire)
Arcane wrath, rite of waking


13
Jade Phoenix Mage 2
+7/+2
+7
+2
+8
concentration 1 (16), spellcraft 2 (16), tumble 4 (9)

mystic phoenix stance


14
Jade Phoenix Mage 3
+8/+3
+7
+3
+9
concentration 1 (17), diplo 1 (9), tumble 3 (12), swift concentration




15
Jade Phoenix Mage 4
+9/+4
+8
+3
+9
concentration 1 (18), diplo 1 (10), intimidate 5
rapid metamagic
Empowering strike


16
Jade Phoenix Mage 5
+10/+5
+8
+3
+9
concentration 1 (19), diplo 1 (11), intimidate 3 (8), collector of stories




17
Jade Phoenix Mage 6
+11/+6/+1
+9
+4
+10
concentration 1 (20), diplo 1 (12), intimidate 3 (11), never outnumbered

Firebird stance, Jade Phoenix master


18
Jade Phoenix Mage 7
+12/+7/+2
+9
+4
+10
concentration 1 (21), diplo 1 (13), intimidate 3 (14), nimble charge
battle blessing



19
Jade Phoenix Mage 8
+13/+8/+3
+10
+4
+10
concentration 1 (22), diplo 1 (14), intimidate 5 (19)

Quickening strike


20
Jade Phoenix Mage 9
+14/+9/+4
+10
+5
+11
concentration 1 (23), diplo 1 (15), intimidate 4 (23), 1 free






Spells per Day


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


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


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


3rd
4
2
1
-
-
-
-
-
-
-


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


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


6th
4
3
2
1
-
-
-
-
-
-


7th
4
3
2
1
-
-
-
-
-
-


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


9th
4
4
3
2
1
-
-
-
-
-


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


11th
4
4
4
3
2
1
-
-
-
-


12th
4
4
4
3
2
1
-
-
-
-


13th
4
4
4
3
3
2
-
-
-
-


14th
4
4
4
4
3
2
1
-
-
-


15th
4
4
4
4
3
3
2
-
-
-


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


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


18th
4
4
4
4
4
3
3
2
-
-


19th
4
4
4
4
4
4
3
2
1
-


20th
4
4
4
4
4
4
3
3
2
-





maneuvers:
6
foe hammer
mountain hammer
douse the flames
leading the attack
battle leader’s charge

12
+divine surge
14
+radiant charge
16
+rallying strike
18
+inferno blade
20
+greater divine surge


stances
6
leading the charge

16
+aura of perfect order



You function as a fairly straightforward conjurer here. Abrupt jaunt is a lifesaver at low levels and never loses relevance, so enjoy your get out of jail free card. Enchantment is a standard ban choice, but I advise going for necromancy over evocation for your second both due to the Silver Flame not believing in raising the dead and other necromantic accoutrements, and the usefulness evocation will impart throughout your career


A few important points of clarification:

You are taking planar touchstone catalogues of enlightenment for the dragon lance campaign setting’s sun domain, which imparts turn undead as a good-aligned cleric, not the sun domain from the player’s handbook which imparts greater turning 1/day. This will allow you to enter silver pyromancer without needing to dip cleric or wait til you can enter sacred exorcist.

Silver pyromancer sets your caster level to your character level, so later boosts will put you ahead of the curve.

Crusader adds versatility and martial prowess and helps lay groundwork for later qualification to jade phoenix mage.

Silver pyromancer adds paladin spells to your wizard list (including wands, of course), grants proficiency with the bow, helps you put the hurt on undead, smite bad guys, light enemies’ clothes on fire, blind enemies, and ultimately deal all fire damage as holy damage next level.

Your magical prowess continues to increase, so enjoy being a wizard.



Uncanny forethought allows you to reserve a number of slots to cast any spell you know. Casting the spell in this fashion, you can add snow from snowcasting and impart the cold descriptor. With this in play, energy substitution (fire) will activate and you can turn the spell into fire. Sacred flame then turns that fire damage into untyped holy damage, allowing it to harm everyone equally.

This is the reason you didn’t ban evocation. One of the school’s primary weaknesses is energy typing. Removing this as a factor makes its spells far more attractive, and now anything that deals hit point damage no longer needs to keep this in mind as a factor.

You have finished silver pyromancer and are now in jade phoenix mage. You’ve finished revising your arcane thesis on orb of fire, and have gotten it back with full marks. It has by far the best rider effect of the orbs (daze) and since it has an energy descriptor, it is eligible for your aforementioned trick.

This is important because it allows you to reduce the overall level as standard for metamagic with arcane thesis and apply other feats, like fell drain, at a discounted cost, and it raises your caster level as well, which is awfully nice.

Rapid metamagic means that when you apply energy substitution to a spell, it will only take its normal casting time, allowing you to cut down on the normal fullround imposed by uncanny forethought.

Jade phoenix mage adds additional versatility in the form of your listed maneuvers alongside some cool new stances beefing up your damage in melee and making you unappealing to approach.

You also get the ability to beef up a spell with a free empower (such as orb of fire!) any time you hit an enemy with a martial strike once an encounter.

You can also boost your caster level further thanks to mystic phoenix stance for all spells, which is great, and it also imparts damage reduction, helping survivability in melee should you choose to close ranks and put the hurt on enemies with your martial maneuvers.


You’ve got more jade phoenix mage under your belt and have more powerful stances giving even bigger bonuses.

Battle blessing is now up, allowing you to cast the paladin spells imparted by silver pyromancer as swift actions.

Firebird stance gives you an increase to the cl of fire spells (read: all spells thanks to your trick) by 3, and provides another avenue to deal damage to large amounts of nearby enemies.

You’ve also got a free quicken 1/encounter, which can end whole encounters. Again, your signature attack, metamagicked orb of fire is eligible, but almost anything can benefit from this feature.


srd: wizard, spell mastery
complete mage: rapid metamagic
five nations: silver pyromancer
dragon lance campaign setting: sun domain
tome of battle: crusader, jade phoenix mage
libris mortis: fell drain
player’s handbook II: immediate magic, arcane thesis
complete arcane: energy substitution
planar handbook: planar touchstone
frostburn: snowcasting
complete champion: battle blessing
exemplars of evil: uncanny forethought
cityscape web enhancement (http://archive.wizards.com/default.asp?x=dnd/we/20070228a): skilled city dweller

Inevitability
2017-12-05, 05:11 PM
I'd be lion' if I said I didn't like this build! Yeah, I recycled a joke. You try to come up with lamassu puns.


Diana, Fist of St Cuthbert


Lawful neutral Lammassu/Cleric of St. Cutbert 12




Elite Array Spread: 8/13/12/10/15/14, levelup Boni into: Str, Dex, Con, Wis*2

Attributes:

Strength 22/+6
Dexterity 16/+3
Constitution 20/+5
Intelligence 13/+3
Wisdom 24/+7
Charisma 18/+4

Saves: +18/+12/+19

Initiative +3

Feats: Blind Fight, Iron Will, Lightning Reflexes (Lammasu)
Metamagic: persist (L9), Divine Metamagic Persist (L12), Additional Turning attempts (L15 and 18),

AC: assuming +3 full Plate: 31/Touch 13, Flat footed 28

BAB: +15/+10/+5, with Bonuses excludig Divine Might/Weapon/other buffs that makes : +21/+16/+11, on a primary Caster. With Pounce.

Speed 30/60ft good

Space 10ft/Reach 5ft


A lammasu radiates a continuous magic circle against evil that affects a 20-foot radius.

Spell-Like Abilities
2/day—greater invisibility (self only); 1/day—dimension door. Caster level 7th.

Pounce (Ex)
If a lammasu charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex)
Attack bonus +12 melee, damage 1d6+3.

Skills
Lammasus have a +2 racial bonus on Spot checks.
Skills: incl bonuses:



Concentration*+22,
*Diplomacy*+18,*
Knowledge*(arcana)*+15,*
Listen*+17,*
Sense Motive*+17,*
Spot*+19
Knowledge Religion 16
Heal 15
total of Lammasu+60pts skills.

Domains: Destruction , Good, Healing, Law, Cleric 19 Casting.

Domain Abilities:

Smite (Destruction) 1/day, Good Spells at +1 CL, Healing Spells at +1 CL, Law Spells at +1CL

Since I did not change anything from the original Lammassu or the Cleric progression, and both are in the SRD, I omitted a table (... admittedly, I made one, that was lost to a crash, and while it looks nice, reentering all the data againw as ...bothersome.....^^)





9th Level Cleric Casting and amazing Attributes, +10 natural AC, Flying as natural Ability AND Spellike Abilities make this a very challenging Monster/CHaracter at CR 10





In Addition to the above, this is where DMM Persist comes online, and makes this absolutely terrifying to face. AC, Attributes in the stratosphere, immunities/Resistances galore, all on the cleric list and persistable.

Usually prepares self Buff and Protection spells, as well as Support Spells for allies and some pnuishment options (see Fluff descriptions).
+14/+9 attack with good damage, massive AC and Flying is not bad without the above either.

The tactics at this level are simple: Buff the heck out of herself and eventuall allies/Summons and crush the opposition.

Note that I chose feats to avoid being dependant on Night Stick foolery at the elvels it is really needed, still she is not above using some....^^




To repeat the stats:
BAB: +15/+10/+5, with Bonuses excludig Divine Might/Weapon/other buffs that makes : +21/+16/+11, on a primary Caster. With Pounce.
In addition to 19th level Cleric Casting (where healing, Law and GOod PSpells are at full CL, not to mention the 24 equipmentless Wisdom...)

Its still very good at CR 20 but its true sweet spot it aint.

At this Level the players most likely have the ability to dispell almost as often as the Lammassu Cleric can buff ... but even IF they do, at this point it also has Summon Monster 9 at least twice (after all, at Level 9 the buffing is rarer than at 1-8), which ina ddition to mobility, amazing stats (see statblock) and nice added abilities should suffice.

Not to mention that at this point in the story she has dozens of competent and hundreds of Mook" followers due to her charisma, power and status.





CR 8:

A former resident of the Desert ranges and carer for its people, all fitting its heritage, one day Diana once more tried to help people in need....which turned out to be bandits on the run from a local St. Cuthbert Temple, which they had (or tried to more likely) attack.
Now the Bandits, whichw ere not Evil but still evil, let her heal them and lead them towards a trade route through the desert, then decided to turn on her once she had spent her daily spells. The knocked her out, bound her up and probably would have sold her somewherre on the other side of the desert (there`s a rather evil Empire over there, as always), if not for the Task Force of St. Cuthbert arriving.

Long Story short, she decided to devote herself to St. Cuthbert and his … less lenient way of seeing things.

While still lawful Good, she places a higher importance on law than good, and has been influencing the local City states for months.


CR 10:
At this time she still mostly follows her usual pattern of helping those in need. But she has also begun to ... lecture and steer all people she helps that dont quite measure up to her standards..
Her subtle indoctrination has begun....

CR 12: At this point she had her first major shift. She switched from mostly aiding and subtrly influenceing to only aiding those she really thought worthy ... and admonishing the Law of St. Cuthbert to the others.
Since her reputation as helpful and good local "BLessed" is still going strong, this leads to the minor towns and some cities clearly arguing for following her example...be it because they fear the consequences or they really believe in them.
At this point she and the Church of St. Cuthbert also instated new Laws requiring all Nonresidents" of the area to pay high tolls, and even worse for adventurers, reducing the good available for "!foreigners"


Around CR 15: Her second major breaking point. She switches to lawful neutral, and, having become one of the movers and shakers around here, worsens the situsation for travellers, and generally people of chaotic tendencies, by forbidding them from staying there for less than 7 nights and aquiring ANY goods sans healing at the temple unless they pay large tolls AND stay for a month at least.

In short, a horror for the usual adventurers Party.


CR 20: By now, Diana has spread St. Cuthberts Worship and Laws far and wide, and the formerly laisse fair City states have implemented many new harsh laws, especially regarding travel and the aquireing of magic Gear. This is the point where the Players are pretty much forced to either lead a Revolution against her, or leave, as the way it is practiced at the moment, Adventurers are truly „done for“ in the area.



I have omitted a specifc setting where this all happened, but any area with a desert and some City states (ergo just about any world, really) will do.

Addendum: I jsut realised that there are no good pictures for this race. Any artists among the community willing to fix that? ;)





SRD

Inevitability
2017-12-05, 05:12 PM
I must say I've never seen a build that fit the competition number so well.


https://en.wikipedia.org/wiki/Jack_Bauer#/media/File:Jack_Bauer.jpg


Jack B[redacted], Agent of [redacted]


Lawful Neutral Human Rogue 7/Crusader 13



Stats: pts Final 20 (Mod)

Str: 15 19 (+4)
Dex: 13 14 (+2)
Con: 14 14 (+2)
Int: 12 12 (+1)
Wis: 10 10 (-)
Cha: 8 8 (-1)

Levelup points 4* strength, 1 into Dex (Order Str, Dex, Rest Str)

HP: 8+6*6+13*8=148

Skillpts: 36+5*9+14*5= 141 at Level 20

Saves: +12/+11/+6

Feats:

L1: Darkstalker, Improved Initiative, L3: martial Study: Moment of the perfect Mind, L6: Blind Fight
L9: Martial Stance: Assassins Stance L12: Martial Study (Shadow Stride) L15: Combat Reflexes
L18: Martial Study Shadow Blink


Devoted Spirit manouvers 8, Stances 3
Vanguards Strike, Law Bearer, Rallying Strike, Entangling Blade, Daunting Strike, Castigating Strike, Defensive Rebuke, Revitalizing Strike
Stances: Aura of Perfect Order (6), Immortal Fortitude (8), Thicket of Blades (3)

White Raven 5, Stances 1

Stances: Bolstering Voice (1)
White Raven Tactics, Tactical Strike, Douse the Flames, White Raven Strike, Covering Strike.


Shadow hand: Assasssins Stance, Shadow Stride, Shadow Blink

Starts out as LG, moves to LN shortly after becoming Crusader







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


1
Rogue 1
+0
+0
+2
+0
Maxxed Hide, Move silently, Use Magic Device, Tumble, Listen, Spot, Knowledge Local, Search, keep them maxxed until noted otherwise
Improved Initiative, Darkstalker
Sneak Attack 1d6, Trapfinding


2
Rogue 2
+1
+0
+3
+0
Skills
-
Evasion


3
Rogue 3
+2
+1
+3
+1
No more pts in Knowledge local and Search, instead 2/Level in Balance until changed
Martial Studay: Moment of the perfect Mind
Sneak Attack d6, Trapsense +1


4
Rogue 4
+2
+1
+3
+1
Skills
-
Uncanny Dodge


5
Rogue 5
+3
+1
+4
+1
Skills
-
Sneak Attack +3d6


6
Rogue 6
+4
+2
+5
+2
No more pts in Balance, instead for this and next into Jump
Blind Fight
Trap Sense +2


7
Rogue 7
+5
+2
+5
+2
Skills
-
Sneak Attack +4d6


8
Crusader 1
+6
+4
+5
+2
from here on per Level 1 each into Jump, mListen and Spot (until L/SPot have reached 13 ranks).

6 Man. Known/ 5/2 readied, 2 Stances, Furious Counterstrike, Steely Resolve 5


9
Crusader 2
+7
+5
+5
+2
from here on on switch each level between Jump and Balance, Listen/Spot remain
Martials Stance: Assassins Stance
Indomitable Soul


10
Crusader 3
+8
+5
+6
+3
Skills
-
Zealous Surge,


11
Crusader 4
+9
+6
+6
+3
Skills
-
Steely Resolve 10


12
Crusader 5
+10/+5
+6
+6
+3
Skills
Martial Study: Shadow Stride
+1 man.


13
Crusader 6
+11/+6
+7
+7
+4
Skills
-
Smite 1/Day


14
Crusader 7
+12/+7
+7
+7
+4
Skills
-



15
Crusader 8
+13/+8
+8
+7
+4
Skills
Combat Reflexes
Steely Resolve 15


16
Crusader 9
+14/+9
+8
+8
+5
Skills
-



17
Crusader 10
+15/+10/+5
+9
+8
+5
Skills
-
Die hard


18
Crusader 11
+16/+11/+6/+1
+9
+8
+5
Skills
Martial Study: Shadow Blink



19
Crusader 12
+17/+12/+7/+2
+10
+9
+6
Skills
-
Steely Resolve 20


20
Crusader 13
+18/+13/+8/+3
+10
+9
+6
Skills

Mettle








Before this, jack is not really meant as an Antagonist, much less a villain. It is around this time he switches from good Idealism towards. towards iron held believes and Lawqful neutral.

At this point he is msotly a Spy/Supporting Fighter, not a real danger for the usual group, but for single player characters.

it is recommended to let the party be at paralell goals with him when meeting in this CR area.

WHile he does ave 4d6 Sneak attack and a few maneuvres, higher level ones as well as his teleport are still missing.

Ideally use this level area to illustrate how the formerly idealistic man has changed into a hardcore fanatic.




THis is where he can first truly do damage to the Player Characters. Maneuvres up to Level 5, 4d6 Sneak attack (6d6 with Assassins Stance) and fitting additional Feats (Darkstalker, Shadow Stride and said Stance) allow the CruRo to be both highly deadly and quite hard to kill. If suppoerted by allies he can also make them more effective (be it increasing their saves or making them all charge for free with WRT).

Stats:
98hp, BAB+11/+6, with Bonuses +15/+10, Saves +9/+9/+4, average AC with fitting Gear around 20, Hide and Mkove silently +15 each and good other skills allow Jack“ to be really dangerous and hard to kill.
Only weakness around this level is the fact that, as most martials, he needs magic to be able to fight flying Enemies.





Shadow Stride and Blink make it likely he has a teleport ready, his strikes make enemies less effective, deal massive damage and heal himself and allies, and WRT has lost nothing of its effectiveness.
A Terror on the battlefield, though still needs magical help from others to fly.

Stats breakdown: 148hp, +18/+13/+8/+3 bab, wit Strength minimum total +22/+17/+12/+7, Saves Total +12/+11/+6, AC on average 22ish.

Hide/Move Silently at 15, Balance and Tumble at 15, most other semiclass Skills (both or see Table) at 10, except search (7). Access to 16 maneuvres, 13 of themr etrievable during fights, all of them powerful.


A Note regarding Sword Sages: Now, I know that this built might be more strictly powerful with Swordsage levels put in (more Skills, Access to Shadowhand maneuvres needed without Feat Usage), however the whole Concept simply screams Crusader to me, so I decided not to use the obvious third Class for the build. :)







Jack B. started his Life as a classed Individual as a regular Agent and Scout for [redacted]. This is most likely the first time he crossed the Parties path, very likely even helped them (after all, at this time he is a lawful Good Idealist and truly belives in the [Redacted].
During this time he lost his first wive in a terrible [redacted ___________________redacted], which caused him to blame the Chaotic local Aristocracy.
Following his newfound ... vigor, and the orders of his superiors in the {redacted], he made a name for himself in fighting them, exposing their secrets and most of all in stopping at NOTHING short of unnecessary cruelty to get the Job done".

To improve his prowess, and following his newfound dedication, he switched towards a much more direct and deadly way of fighting. Interestingly, even if he himself is a gruff person that does not necessarily get along well with others, his sheer competence led to {Redacted] entrusting him with his first real unit of [redacted]. With his newfound abilities helping keeping himself, and most of the time his team, alive, he became a true pillar of [redacted].


One should think that being a Crusader for the Cause of [redacted] would make him lose some of his more amiable characteristics, and one would be correct. During this time he got more and more harsh in his dealings with others, going at timjes so far to directly order torture (or even doing it himself), if not terribly succesfully.

His main reason to live became serving the State of [redacted] and the [redacted], so much so that he became enstranged from his daughters and (enter player Characters that may or may not have befriended him earlier].

At CR 20 At this time he is more or less the embodyment of the {redacted]. Hard, completely loyal to [redacted], doing everything to keep its order supreme and its sovereignity untouched.
Many doubt that he can even be seen as human" any more......



OOC Note. It should be obvious who this character is modeled after, but just inc ase some really young people are reading this: its Jack Bauer. And he is the model example for "former Idealist now only serving a State claiming to be LG that is more likely LN and led by so0me LE people", in the redacted case above I pegged him as servant of the Silver Flame, the most fitting D&D Example I know myself. he is adaptable to any large, powerful, very law focused state/realm of your choosing.





SRD, ToB

Inevitability
2017-12-05, 05:14 PM
Don't know what I want but I know how to get it.


Jac Trocchi


https://i.imgur.com/FFiD5zv.jpg?1
Art by JakobWestman

CG Jeabrin Bard 7 / Virtuoso 3 / Sublime Chord 2 / Heartwarder 8

CR1 -> CR20
STR 8
DEX 13
CON 12
INT 14 -> 15
WIS 8
CHA 17 -> 25

Racial Traits - Medium Size, Low Light Vision, +1 Luck to AC, Immunity to Enchantment spell and effects, Bite(1d3),
+1 Enchantment Spell DCs, +2 (Appraise, Bluff, Diplomacy, Perform), Spellcraft as a class skill, Feign Enchantment


Jac Trocchi (Born Jacquline Trocchi) is the founder and lead singer of the all girl, anarcho-punk band "Say it with a Paving Stone". She and her band have made it their mission to upend the current social order and turn the city into an post-scarcity anarchist utopia. This is fueled by her disdain for the rich and powerful and the way they waste their fortunes on trivialities while people are starving in the streets and forced steal, kill, or sell themselves for dinner every night. Their songs are rife with political and economic philosophy, but very loud and angry. As they grow more and more popular with the underclasses, expect the rich to begin to notice the unrest and begin to worry, they have the most to lose after all.




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


1
Bard 1
+0
+0
+2
+2
+4 Perform(Sing), +4 Diplomacy, +4 Knowledge(arcana), +4 Listen, +4 Sleight of Hand, +4 Bluff, +3 Profession(Astrologer), +4 Spellcraft, +1 Intimidate
Nymph's Kiss
Bardic Music, Lore Song, Spellbreaker Song, Fascinate, Inspire Courage +1, Racial Traits


2
Bard 2
+1
+0
+3
+3
+5 Perform(Sing), +5 Diplomacy, +5 Knowledge(arcana), +5 Listen, +5 Sleight of Hand, +5 Bluff, +4 Profession(Astrologer), +4 Spellcraft, +2 Intimidate




3
Bard 3
+1
+1
+3
+3
+6 Perform(Sing), +6 Diplomacy, +6 Knowledge(arcana), +6 Listen, +6 Sleight of Hand, +6 Bluff, +5 Profession(Astrologer), +4 Spellcraft, +3 Intimidate
Melodic Casting
Inspire Competence


4
Bard 4
+3
+1
+4
+4
+7 Perform(Sing), +7 Diplomacy, +7 Knowledge(arcana), +7 Listen, +7 Sleight of Hand, +7 Bluff, +6 Profession(Astrologer), +6 Spellcraft, +3 Intimidate

+1 Charisma


5
Bard 5
+3
+1
+4
+4
+8 Perform(Sing), +8 Diplomacy, +8 Knowledge(arcana), +8 Listen, +8 Sleight of Hand, +8 Bluff, +1 Knowledge(Local), +6 Profession(Astrologer), +6 Spellcraft, +4 Intimidate




6
Bard 6
+4
+2
+5
+5
+9 Perform(Sing), +9 Diplomacy, +9 Knowledge(arcana), +9 Listen, +9 Sleight of Hand, +9 Bluff, +2 Knowledge(Local), +6 Profession(Astrologer), +6 Spellcraft, +4 Intimidate
Spell Focus(Enchantment)
Skill Trick - Conceal Spellcasting, Suggestion


7
Bard 7
+5
+2
+5
+5
+10 Perform(Sing), +10 Diplomacy, +10 Knowledge(arcana), +10 Listen, +10 Sleight of Hand, +10 Bluff, +5 Knowledge(Local), +6 Profession(Astrologer), +6 Spellcraft, +4 Intimidate




8
Virtuoso 1
+5
+2
+5
+7
+11 Perform(Sing), +11 Diplomacy, +11 Knowledge(arcana), +11 Listen, +11 Sleight of Hand, +11 Bluff, +8 Knowledge(Local), +6 Profession(Astrologer), +6 Spellcraft, +4 Intimidate

Bardic Music, Virtuoso Performance-Persuasive Song, +1 Int


9
Virtuoso 2
+6
+2
+5
+8
+12 Perform(Sing), +12 Diplomacy, +12 Knowledge(arcana), +12 Listen, +12 Sleight of Hand, +12 Bluff, +11 Knowledge(Local), +6 Profession(Astrologer), +6 Spellcraft, +4 Intimidate
Dodge



10
Virtuoso 3
+6
+3
+6
+8
+13 Perform(Sing), +13 Diplomacy, +13 Knowledge(arcana), +13 Listen, +13 Sleight of Hand, +13 Bluff, +13 Knowledge(Local), +1 Use Magic Device, +6 Profession(Astrologer), +6 Spellcraft, +4 Intimidate

Virtuoso Performance-Sustaining Song


11
Sublime Chord 1
+6
+3
+6
+10
+14 Perform(Sing), +14 Diplomacy, +13 Knowledge(arcana), +13 Listen, +14 Sleight of Hand, +14 Bluff, +14 Knowledge(Local), +3 Use Magic Device, +6 Profession(Astrologer), +6 Spellcraft, +4 Intimidate

Bardic Lore, Bardic Music


12
Sublime Chord 2
+7
+3
+6
+11
+15 Perform(Sing), +15 Diplomacy, +13 Knowledge(arcana), +13 Listen, +15 Sleight of Hand, +15 Bluff, +15 Knowledge(Local), +5 Use Magic Device, +6 Profession(Astrologer), +6 Spellcraft, +4 Intimidate
Mobility
Song of Arcane Power, +1 Cha


13
Heartwarder 1
+7
+5
+6
+13
+16 Perform(Sing), +16 Diplomacy, +13 Knowledge(arcana), +13 Listen, +16 Sleight of Hand, +16 Bluff, +15 Knowledge(Local), +6 Use Magic Device, +6 Profession(Astrologer), +6 Spellcraft, +4 Intimidate

Charisma Increase


14
Heartwarder 2
+8
+6
+6
+14
+17 Perform(Sing), +17 Diplomacy, +13 Knowledge(arcana), +13 Listen, +17 Sleight of Hand, +17 Bluff, +15 Knowledge(Local), +7 Use Magic Device, +6 Profession(Astrologer), +6 Spellcraft, +4 Intimidate

Heart of Passion


15
Heartwarder 3
+9
+6
+7
+14
+18 Perform(Sing), +18 Diplomacy, +13 Knowledge(arcana), +13 Listen, +18 Sleight of Hand, +18 Bluff, +15 Knowledge(Local), +8 Use Magic Device, +6 Profession(Astrologer), +6 Spellcraft, +4 Intimidate
Words of Creation
Charisma Increase


16
Heartwarder 4
+10
+7
+9
+15
+19 Perform(Sing), +19 Diplomacy, +13 Knowledge(arcana), +13 Listen, +19 Sleight of Hand, +19 Bluff, +15 Knowledge(Local), +9 Use Magic Device, +6 Profession(Astrologer), +6 Spellcraft, +4 Intimidate

Lips of Rapture, Cha +1


17
Heartwarder 5
+10
+7
+9
+15
+20 Perform(Sing), +20 Diplomacy, +13 Knowledge(arcana), +13 Listen, +20 Sleight of Hand, +20 Bluff, +15 Knowledge(Local), +10 Use Magic Device, +6 Profession(Astrologer), +6 Spellcraft, +4 Intimidate

Charisma Increase


18
Heartwarder 6
+11
+8
+10
+16
+21 Perform(Sing), +21 Diplomacy, +13 Knowledge(arcana), +13 Listen, +21 Sleight of Hand, +21 Bluff, +15 Knowledge(Local), +11 Use Magic Device, +6 Profession(Astrologer), +6 Spellcraft, +4 Intimidate
Force of Personality
Voice of a Siren(Spell Focus Enchantment, Spell Penetration)


19
Heartwarder 7
+12
+8
+10
+16
+22 Perform(Sing), +22 Diplomacy, +13 Knowledge(arcana), +13 Listen, +22 Sleight of Hand, +22 Bluff, +15 Knowledge(Local), +12 Use Magic Device, +6 Profession(Astrologer), +6 Spellcraft, +4 Intimidate

Charisma Increase


20
Heartwarder 8
+13
+9
+10
+17
+23 Perform(Sing), +23 Diplomacy, +13 Knowledge(arcana), +13 Listen, +23 Sleight of Hand, +23 Bluff, +15 Knowledge(Local), +13 Use Magic Device, +6 Profession(Astrologer), +6 Spellcraft, +4 Intimidate

Tears of Evergold, +1 Cha







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


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


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


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


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


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


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


7th
3
4
3
1
-
-
-
-
-
-


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


9th
3
4
3
2
-
-
-
-
-
-


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


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


12th
3
4
3
3
3
2
-
-
-
-


13th
3
5
3
3
4
3
1
-
-
-


14th
3
5
3
3
4
4
2
-
-
-


15th
3
5
3
3
4
4
2
1
-
-


16th
3
5
4
3
5
4
4
2
-
-


17th
3
5
4
3
5
5
4
2
1
-


18th
3
5
4
3
5
5
4
3
2
-


19th
3
5
4
4
5
5
5
4
2
1


20th
3
5
4
4
6
5
5
4
3
2




0th - Detect Magic, Prestidigitation, Song Bird, Read Magic, Fleeting Fame, Ghost Sound
1st - Grease, Distort Speech, Silent Image, Sleep
2nd - Alter Self, Glitterdust, Miser's Envy, Dimensional Leap
3rd - Summon Monster III, Glibness, Winding Alleys
4th - Greater Mirror Image, Dominate Person, Shadow Conjuration, Blinding Beauty
5th - Cacophonic Burst, Shadow Evocation, False Vision, Greater Blink
6th - Nixie’s Grace, True Seeing, Dirge, Mass Charm Monster
7th - Forcecage, Finger of Death, Greater Teleport, Greater Arcane Sight
8th - Mindblank, Maze, Greater Planar Binding
9th - Dominate Monster, Disjunction



How I expect any campaign involving "Say it with a Paving Stone" to go is this, they play in some taverns, people hear their message and act on it, the rich or nobles hire the PCs to investigate, the trail leads them back to the band, the band refuses to change their ways, the nobles hire the PCs to do something about this problem, the band resists and a full on class war erupts.

Also the PCs should probably never fight Jac on her own, there should always be other NPCs for her to buff and to do the actual fighting. This should be pretty easy, beyond the other band members, there should be tons of fanatically loyal fans and even other musicians who support their cause.

Don't forget that you are a GOOD person who is doing all of this to make almost everyone's lives better. Not the rich people obviously but screw them, they've held the rest of you down and made your lives hell for long enough. In Jac's view, the Rich are not innocents, and this is a fight for her future and her people's future, there will be no quarter asked or given.

There's a new band playing at the taverns and clubs in the slums of town, they seem pretty popular with the common folk.

At this point Jac is just a bard with a bunch of bonuses to charisma skills, At CR5 she has a +18 to Diplomacy checks, up to +19 with the songbird spell for anyone who has heard her sing in the last hour, and can use Lore Song to get and additional +4. Plus you can cast while using bardic music. You racial traits are also pretty nice, immunity to enchantment spells but the ability to pretend like you are affected, and a bonus to caster level for your own enchantment spells.

With the Virtuoso ability Persuasive Song, you can use perform to influence the whole crowd's attitude toward you, increasing you number of loyal fans, the caster level hit isn't a big deal because you'll just be going into Sublime Chord soon. You also picked up the ability to use suggestion on people you have fascinated with your music, suggesting potential courses of action that would forward your cause. Keep in mind of course that you are trying to be a force for good. You also picked up glibness, making your diplomacy check trivially sway even the most hostile opponents.

Into Sublime Chord to get the good spell progression and the Song of Arcane Power to boost your caster level, and then on to Heartwarder, progressing your Sublime Chord Spellcasting. You've got alot of the same tricks with higher numbers and better spells now, plus even more bonuses to charisma and charisma based checks. You also pick up the incredibly cool Words of Creation feat, which in addition to its best know use, doubling your Inspire Courage bonus, it also provides a bunch of weird bonuses. The most useful are +4 to perform checks to use Bardic Music, +2 on DCs for Suggestion and Dominate, and rules for learning and using True Names. If you want to use them against the players, you can reduce their saves against your spells, or you can just use it to Greater Planar Binding something cool.

Ninth level spells are great, and you picked up some more nice charisma increases. Finally you can add your charisma to will saves too, so that's handy. You get Spell penetration for enchantment schools, and can use disjunction to dispel any mindblank effects the PCs may have. Otherwise more of the same, cast cool stuff, buff your fanatical fans and allies.



Jaebrin - MM5
Virtuoso - Complete Adventurer
Sublime Chord - Complete Arcane
Lore Song ACF - Dungeonscape
Nymph's Kiss - Book of Exalted Deeds
Conceal Spellcasting -
Spellbreaker Song ACF - Complete Mage
Melodic Casting - Complete Mage
Heartwarder - Faiths and Pantheons
Words of Creation - Book of Exalted Deeds
Force of Personality - Complete Adventurer
Song Bird Spell - Spell Compendium
Winding Alleys Spell - Races of Destiny
Nixie's Grace Spell - Spell Compendium
Miser's Envy Spell - Spell Compendium

Inevitability
2017-12-05, 05:16 PM
How about some well-needed balance?


https://pre00.deviantart.net/54c7/th/pre/i/2013/126/8/5/druid_concept_by_peterprime-d64aybd.png
================================================== =====

Nature’s Equilibrium, Aedan Ó Conaill
================================================== =====


Since birth Aedan had felt different. He lived with a tribe of hunter nomads which usually were on the borders of the great empire of Kol’dumant. Through his adolescence he was obsessed with animals and nature, especially with wolves, from that he acquired a nickname, The Wolf. For years until his early adolescence he felt that there was something just wrong with his surroundings.

At age 14 his tribe took a trip to the capital of Kol’dumant, which goes by the same name. There he saw many wonders and an amount of people he didn’t believe would exist in the entire continent. He was amazed, but barely days later he saw the atrocities that were committed to build such thing, the destruction of the forests, of the ecosystems, the mass hunting of animals, he had finally found out what was wrong with this world

At age 16 while exploring the forest, following a pack of wolves out of pure curiosity, he spotted a lone druid hermit searching for herbs. Aedan pleaded to the druid for guidance and the hermit felt obliged to expand his beliefs, and so he did.

Aedan since the beginning of his druid training showed a lot of potential, but also showed recklessness and extremism. The hermit decided to let him go after 3 years of training. He felt devastated and as he had no master anymore, started learning by himself, letting himself get guided by the trees and animals of the region. In his quest of learning he started to lose interest in wolves and acquired a new interest, dinosaurs. Powerful, ancient animals that have endured for long.

After years of learning more and improving himself with the help of only nature itself, Aedan still remembered something that his old teacher had taught him. Balance must be maintained, if there is too much or too little of anything, things will fall out of balance and fall apart. Reflecting on to his previous experiences, seeing the amount of humanoids and the damage they caused to the environment, he had found purpose once again. To bring back balance, to bring back the golden age where there were not too much nor too little humans. Enough to maintain, equilibrium.



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


1
Druid 1
+0
+2
+0
+2
Handle Animal +4, Survival +4, +4 Concentration +4
Wild Cohort, Extend Spell
Animal Companion, Spells, Nature sense, Wild Empathy


2
Druid 2
+1
+3
+0
+3
Handle Animal +1, Concentration +1, Know Nature +2
-
Woodland stride


3
Druid 3
+2
+3
+1
+3
Handle Animal +1, Concentration +1, Know Nature +2
Aberration Blood (Any)
Trackless step


4
Druid 4
+3
+4
+1
+4
Handle Animal +1, Concentration +1, Know Nature +2
-
Resist Nature’s Lure


5
Druid 5
+3
+4
+1
+4
Handle Animal +1, Concentration +1, Know Nature +1, Spellcraft +1
-
Wild shape 1/day


6
Druid 6
+4
+5
+2
+5
Handle Animal +1, Concentration +1, Know Nature +1, Spellcraft +1
Natural Spell
Wild shape 2/day


7
Druid 7
+5
+5
+2
+5
Handle Animal +1, Concentration +1, Know Nature +1, Spellcraft +1
-
Wild shape 3/day


8
Druid 8l
+6
+6
+2
+6
Handle Animal +1, Concentration +1, Know Nature +1, Spellcraft +1
-
Wild shape (Large)


9
Druid 9
+6
+6
+3
+6
Handle Animal +1, Concentration +1, Know Nature +1, Spellcraft +1
Aberration Wild Shape
Venom Immunity


10
Druid 10
+7
+7
+3
+7
Handle Animal +1, Concentration +1, Know Nature +1, Spellcraft +1
-
Wild shape 4/day


11
Druid 11
+8
+7
+3
+7
Handle Animal +1, Concentration +1, Know Nature +1, Spellcraft +1
-
Wild shape (Tiny)


12
Druid 12
+9
+8
+4
+8
Handle Animal +1, Concentration +1, Know Nature +1, Spellcraft +1
Skill Focus Handle Animal
Wild shape (Plant)


13
Druid 13
+9
+8
+4
+8
Handle Animal +1, Concentration +1, Know Nature +1, Spellcraft +1
-
A Thousand Faces


14
Druid 14
+10
+9
+4
+9
Handle Animal +1, Concentration +1, Know Nature +1, Spellcraft +1
-
Wild shape 5/day


15
Druid 15
+11
+9
+5
+9
Handle Animal +1, Concentration +1, Know Nature +1, Spellcraft +1
Persistent Spell
Timeless body, Wild shape (Huge)


16
Ranger 1
+12
+11
+7
+9
Handle Animal +1, Concentration +1, Know Nature +1, Hide +1, Spot +1, Listen +1
Track
1st favored enemy (Human), Track, Wild Empathy


17
Beastmaster 1
+13
+13
+9
+9
Handle Animal +1, Know Nature +1, Hide +1, Spot +1
-
Beastmaster Animal Companion, Wild Empathy


18
Beastmaster 2
+14
+14
+10
+9
Handle Animal +1, Know Nature +1, Hide +1, Spot +1
Alertness, Greenbound Summoning
Alertness


19
Beastmaster 3
+15
+14
+10
+10
Handle Animal +1, Know Nature +1, Hide +1, Spot +1
-
Speak with animals 1/day


20
Beastmaster 4
+16
+15
+11
+10
Handle Animal +1, Know Nature +1, Hide +1, Spot +1
-
Extra Animal Companion



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


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


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


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


3rd
4
3
2
-
-
-
-
-
-
-


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


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


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


7th
6
5
4
3
1
-
-
-
-
-


8th
6
5
4
4
3
-
-
-
-
-


9th
6
5
5
4
3
1
-
-
-
-


10th
6
5
5
4
4
2
-
-
-
-


11th
6
6
5
5
4
2
1
-
-
-


12th
6
7
6
5
4
4
3
-
-
-


13th
6
7
7
5
5
4
3
1
-
-


14th
6
7
7
5
5
4
4
2
-
-


15th
6
7
7
6
5
5
4
2
1
-


16th
6
7
7
7
5
5
4
3
1
-


17th
6
7
7
7
5
5
4
3
1
-


18th
6
8
7
7
6
6
4
3
2
-


19th
6
8
7
7
6
6
4
3
2
-


20th
6
8
8
7
6
6
5
3
2
-


*Assumed Wis of 15 levels 1-3
15 Array
*Assumed Wis of 16 levels 4-7
15 Array +1 Leveling
*Assumed Wis of 19 levels 8-11
15 Array +2 Leveling +2 Item
*Assumed Wis of 22 levels 12-15
15 Array +3 Leveling +4 Item
*Assumed Wis of 25 levels 16-17
15 Array +4 Leveling +6 Item
*Assumed Wis of 29 level 18-19
15 Array +4 Leveling +6 Item +4 Tome
*Assumed Wis of 30 level 30
15 Array +5 Leveling +6 Item +4 Tome


1st level: Varies
2nd level: Varies
3rd level: Venomfire, Venomfire, Venomfire, Venomfire, Venomfire, Venomfire, Varies
4th level: Enhance Wild Shape, Enhance Wild Shape, Varies
5th level: Varies
6th level: Varies
7th level: Heal, Heal, Varies
8th level: Persistent Halo of Sand, Word of Recall
*3 Venomfires are cast at beginning of the day, Halo of Sand is at beginning of day and Enhance Wild Shape every time that Aedan uses Wild Shape into a Will O’ Wisp



Human Druid 15/Ranger 1/Beastmaster 4
*Statistics in black are in normal form, in blue are Will O’ Wisp wild shape form
HP: 118 78
HD: 16d8, 4d10
Init: +1 +9
AC: 34 43 (10 +1/+9 Dex +11 Monk’s Belt +8 Armor +4 Deflection +1 Size)
Wild Shape Assumed Form: Will O’ Wisp
Assumed Gear: Periapt of Wisdom +6, Monks Belt, Bracers of Armor +8, x3 Wilding Clasps, Tome of understanding +4
Abilities: Str 12, Con 14, Dex 13, Int 10, Wis 30 (15 +5 leveling +4 Tome +6 Enhancement), Cha 8
Abilities w/ Wild Shape: Str 1, Con 10, Dex 29, Int 10, Wis 30 (15 +5 leveling +4 Tome +6 Enhancement), Cha 8



*Clarification, Leadership like abilities are not allowed but Wild Cohort and Animal Companions are allowed. Asked Inevitability via PM specifically about Beastmaster and he said it was allowed

Animal: Warbeast Fleshraker Dinosaur
Hit Dice: 17d8+119 (195)
Size: Large
Type: Animal
Initiative: +6
Speed: 60ft (12 squares)
AC: 35 (10 +6 Dex +20 Natural -1 Size)
Base Attack/Grapple: +12/+24
Attack: Claw +29 melee (1d8+17+poison)
Full Attack: 2 Claws +29 melee (1d8+17+poison) and Bite +29 melee (1d8+11) and tail +29 melee (1d8+11+poison)
Space/Reach: 10ft/10ft
Special Attacks: Leaping Pounce, Poison, Rake melee +2 (1d6+2)
Special Qualities: Low-light vision, Scent
Saves: Fort +16, Ref +16, Will +8
Abilities: Str 34, Dex 23, Con 22, Int 2, Wis 16, Cha 12
Skills: Hide +15*, Jump +32, Spellcraft +2, Spot +4,
Feats: Improved Natural Attack (Claw), Track, Multiattack, Improved Multiattack, Mage Slayer, Improved Toughness, Pierce Magical Protection
Tricks: All
Extra: Affected by Scroll of Greater Magic Fang CL 20 + Permanency Scroll, buffed daily with Venomfire at CL 15
Combat
*These are not exact wording, they are brief summaries
Leaping Pounce (Ex): When charging, the fleshraker jumps into the air. This works like the pounce ability but also allows the fleshraker to make a full attack + rake attack and if hitting a target of its size or smaller, it can make a free trip attempt with no attack of opportunity. If it wins it may make an immediate grapple check, if successful the opponent is grappled and pinned in the ground below the fleshraker.
Poison (Ex): Injury Fort DC 18, initial and secondary damage are 1d6 dexterity damage. DC is constitution based.
Rake (Ex): Attack bonus +2 melee, 1d6 +2 damage
Skills: +8 racial on hide checks, +6 racial on jump checks, hide bonus increases to +10 in forested areas

Animal: Warbeast Fleshraker Dinosaur
Hit Dice: 16d8+112 (184)
Type: Animal
Initiative: +6
Speed: 60ft (12 squares)
AC: 34 (10 +6 Dex +19 Natural -1 Size)
Base Attack/Grapple: +12/+23
Attack: Claw +28 melee (1d8+16+poison)
Full Attack: 2 Claws +28 melee (1d8+16+poison) and Bite +28 melee (1d8+10) and tail +28 melee (1d8+10+poison)
Space/Reach: 10ft/10ft
Special Attacks: Leaping Pounce, Poison, Rake melee +2 (1d6+2)
Special Qualities: Low-light vision, Scent
Saves: Fort +16, Ref +16, Will +8
Abilities: Str 33, Dex 22, Con 22, Int 2, Wis 16, Cha 12
Skills: Hide +14, Jump +31, Spellcraft +2, Spot +4,
Feats: Improved Natural Attack (Claw), Track, Multiattack, Improved Multiattack, Mage Slayer, Improved Toughness, Pierce Magical Protection
Tricks: All except Work
Extra: Affected by Scroll of Greater Magic Fang CL 20 + Permanency Scroll, buffed daily with Venomfire at CL 15
Combat
*These are not exact wording, they are brief summaries
Leaping Pounce (Ex): When charging, the fleshraker jumps into the air. This works like the pounce ability but also allows the fleshraker to make a full attack + rake attack and if hitting a target of its size or smaller, it can make a free trip attempt with no attack of opportunity. If it wins it may make an immediate grapple check, if successful the opponent is grappled and pinned in the ground below the fleshraker.
Poison (Ex): Injury Fort DC 18, initial and secondary damage are 1d6 dexterity damage. DC is constitution based.
Rake (Ex): Attack bonus +2 melee, 1d6 +2 damage
Skills: +8 racial on hide checks, +6 racial on jump checks, hide bonus increases to +10 in forested areas

Animal: Warbeast Owl
Hit Dice: 2d8
Type: Animal
Initiative: +3
Speed: 20ft (4 squares), fly 50ft (10 squares, average)
AC: 17 (10 +2 Size +3 Dex +2 Natural)
Base Attack/Grapple: +1/-9
Attack: Talons +5 melee (1d4-2)
Full Attack: Talons +5 melee (1d4-2)
Space/Reach: 2.5/0ft
Special Attacks: -
Special Qualities: Low-light vision,
Saves: Fort +4, Ref +6, Will +2
Abilities: Str 7, Dex 17, Con 13, Int 2, Wis 14, Cha 4
Skills: Listen +15, Move silently +17, Spot +6
Feats: Alertness, Weapon Finesse
Tricks: Attack x2, Come, Down, Fetch, Heel, Seek
Combat
*These are not exact wording, they are brief summaries
Skills: +8 racial on listen checks, +14 racial on move silently checks, +8 racial on spot checks in areas of shadowy illumination.



This is the presented version as on the statblocks. The character works very adaptably as it can cast and due to it's animals it can also fight without spells,
in addition due to wild shape and the aberration wild shape feats it can take many forms to adapt to the situation, usually the Will O' Wisp due to its magic immunity and invisibility abilities which are accessible due to the Enhance Wild Shape Spell.
If necessary to call for help it can spontaneously summon with SNA of any level except 9th and has the Greebound Summoning feat which allows such monsters to fight well instead of being cannon fodder.

As a sweet spot I chose CR 9 because at this level is when the build acquires the Aberration Wild Shape feat which is the one that allows it to take the wild shape of a Will O' Wisp, combined with the Enhance Wild Shape spell it allows Aedan to be a decent threat as he will be invisible and immune to most magic, while casting spells from the air and having his animals sweep in and kill where it is necessary.

Now Aedan is not seemingly too antagonistical from a brief view, but if you look at his story you probably saw why. He seeks to keep balance in nature and humanoids are too numerous and unbalancing to nature.
As a matter of fact he actually will actively try to balance out the population of humanoids in various ways, for example cutting out the resources of major cities,
cutting out the food supply, mass sterilizations, some kills here and there, etc. Spells like Control weather allow Aedan to do so with tornados and such. Now this is not murder for the sake of it if killing is used, but killing to maintain balance, an evil means for good ends. Just what this competition is about, wrong for the right reasons, the end justifies the means, or whatever you want to call it. No matter who the PCs are, evil or good, they won't stay to see how civilization is destroyed and how cities are reduced to small portions. If they are good they will do so because it's the right thing to do, to save innocent civilians, etc. If they are evil, they still likely live within civilization, their magic item providers do so too, and what use is their gold if there is no one to buy from.

Inevitability
2017-12-05, 05:18 PM
LET'S GET RRRRRREADY TO RRRRRRUMBLE! Well, except not as this is the final entry. I guess you could rumble until you're done reading it.


Rumble

BUILD STUB

CN Living Spell Sentry 7 (CR12) Warlock 6 (CR 18) Marshal 2 (CR 20)

Character introduction:
https://www.youtube.com/watch?v=YCsfHVM5x_I



Massive wall of mechanical info

Living Earthquake (Living Spell, MM3, 91, spell PHB 225)
Range (Long), 80ft area spread, casters must make dc 27 concentration check or lose spells.

Spell Text:

cave/cavern/tunnel: collapse the roof and deal 8d6 bludgeoning to anything caught in the cave-in (REF 15 ½ dmg).

Cliffs: landslide, travel as far horizontally as it does vertically, deal 8d6 bludgeoning to anything in the path (REF 15 ½ dmg).

Open Ground: anything standing in the area must make a Ref 15 save or fall down. Fissures open and every creature has a 25% chance to fall in (REF 20). After spell ends, fissures close killing anything stuck within.

Structure: takes 100 damage, hardness doesn’t reduce damage, damage isn’t halved. Anyone caught inside takes 8d6 bludgeoning and is trapped in the rubble (REF 15 ½ dmg)

River/Lake/Marsh: Fissures open under the water draining the area and making it muddy. Marsh/Swampland becomes quicksand for spell’s duration. Ref 15 or sink into the mud/quicksand. At spells end, water rushes back in, possibly drowning anyone stuck.

Anything pinned under rubble takes 1d6 nonlethal per minute. If falls unconscious, make DC 15 CON check or take 1d6 lethal every minute until freed or dead.

STATS

base
STR 17
DEX 14
CON 17
INT null
WIS 14
CHA 17

elite array applied
STR 17-11+14 = 20
DEX 14-10+13 = 17
CON 17-11+12 = 18
INT null + 8 = null
WIS 14-10+10 = 14
CHA 17-11+15 = 21

Sentry Ooze Template (Dungeonscape 114) applied

STR 21 (+5)
DEX 17+6 = 23 (+6)
CON 19 (+4)
INT 2 (-4)
WIS 14+10 = 24 (+7)
CHA 21+10 = 31 (+10)
All points into CHA for a final of 36 (+13)


Saves: no good save, the bad ones start at +0 and get +1/3 a level
+7 resistance bonus to all saves
+6 (up to) from warlock levels to all saves
+CHA to WILL saves against all mind affecting spells or effects
+4 racial bonus to WILL saves vs mind affecting
+1 to all saves from Marshal 2 at CR 20
+CHA to REF saves from Marshal 1 minor aura, CHA to Dex checks/skills/Initiative


Special Attacks:

Spell Effects: Creature’s hit by a living spell’s slam attack are subject to normal effect of spell as if it were within the area of effect. Saves apply as normal, DC = 10+spell lvl (7) + CHA.
Engulf: A living spell can flow around creatures that fit w/in it’s space as a standard action. Can affect as many as it can cover. Opponents can make attacks of opportunity, but forfeit a saving throw if they do. Those that don’t attack, must make a DC 10+spell lvl (7) +CHA REF save or be engulfed. On a success, they are pushed back or aside as the spell moves forward. Engulfed creatures take the full normal effect of the spell each round on the living spells turn and are considered to be grappled.


Ooze characteristics: http://www.d20srd.org/srd/typesSubtypes.htm#oozeType

d10 HD, BAB ¾ HD (as cleric, PHB 30), no good saving throw, Mindless, nat weapon proficiency, no armor proficiencies. Oozes eat and breathe, but don’t sleep.
Immunity to gaze attacks, visual effects, illusions, poison, sleep effects, paralysis, polymorph, stunning, critical hits, flanking.

Sentry Ooze Template:
Dungeonscape 114

Spell Resistance = HD+2, No longer Mindless but retains a +4 racial bonus to WILL saves against mind affecting spells and effects, DEX +6 INT +2 WIS +10 CHA +10, gain skill points 2+INT (minimum 1) x (HD+3) = 10 (Climb, Hide, Listen, Move Silently), 1 feat for every 3 HD, CR+2.

Size: Large HP: 7d10+6d6+2d8 /2+80 = 140ish Speed 60 AC: +7 deflection bonus
Slam Attack: 1d6 DR: 10/Magic SR: 17/34 Blindsight (Ex) 60 feet

SR from Living spell is 17, Spell Resistance from Sentry Ooze is HD+2. Sentry states:


A sentry ooze retains the special qualities of the base creature and also gains the following: SR HD+2.

So, does the SR Stack? If so, that’s SR 34 at CR20.

CR: 12 at creation: Earthquake is a lvl 7 spell, , therefor the base CR is spell lvl 7+3 (a Blighter 7 (Comp Divine 24)can cast 7th lvl spells, CL 7/2=3.5. so rounded down to 3) +2 from the sentry template.


Invocations and Auras:

Least: 3
Dark One’s Own Luck: Gain CHA to saves as a luck bonus (can’t exceed class lvl)
Darkness: as the spell
Hideous Blow: Make a standard action attack, deal eldritch blast damage as well as weapon damage, need not deal damage w/ attack to trigger the eldritch blast damage.

Lesser: 1
Fell Flight: fly at your land speed (60 ft) with good maneuverability for 24 hours

Minor Aura:
Motivate Dexterity, Add CHA to all DEX checks/skills/Initiative

Major Aura +1
Resilient Troops, +1 to all saves



Feats:

1. Force of Personality CAdv 109, add CHA instead of WIS as a bonus to will saves vs mind affecting spells/abilities”
3. Stealthy PH 101, +2 Hide/Move Silent
6. Imp Nat Attack MM 303, Slam becomes 1d8
9 Ability Focus MM 303, increase the DC of a special attack by 2, (multiple uses apply to diff attacks)
12 Weapon Finesse PHB 102 Use Dex instead of STR on attack rolls
15. Arcane Mastery CArc 73, take 10 on CL checks even if under stress




Random thought on spotting the living earthquake


from MM3, page 91A living spell appears similar to a normal spell effect, except that—even in the case of an instantaneous spell, such as fireball—the magical energy lingers, writhing and moving with definite purpose.

An earthquake doesn’t have any outward appearance beyond things shaking or fissures opening in the ground as an effect of the spell. So the outward appearance is basically some pebbles bouncing on the ground, dust swirling, or adjacent things shaking. The base DC to spot a normal ooze is 15, but that has substance. I would probably raise the spot dc to 25 or 30 to be able to spot a living spell (earthquake), and raise it again if it’s windy or stormy outside, or in the case of darkness, (magical or otherwise). And raise it again when it gains flying..


BUILD TABLE

CR 12 (7HD) saves all bad, BAB based off Cleric 7


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


12
Living Earthquake Sentry
+5
+2
+2
+2
Hide 5, Move Silently 5
(1) Force of Personality, (3) Stealthy, (6) Improved Natural Attack
DR 10/Magic, SR 17-26 (see above), ooze traits, sentry traits, Engulf, Spell Effect, Blindsight (includes tremorsense)


13
Warlock 1
+5
+2
+2
+4
UMD 1
-
Eldritch Blast 1d6, Least Invocations 1


14
Warlock 2
+6
+2
+2
+5
UMD 2
Ability Focus (Spell Effects DC +2)
Detect Magic at will, Least Invocations 2


15
Warlock 3
+7
+3
+3
+5
UMD 3
-
DR 1/cold iron, Eldritch Blast 2d6


16
Warlock 4
+8
+3
+3
+6
UMD 4
-
Deceive Item, Least Invocations 3


17
Warlock 5
+8
+3
+3
+6
UMD 5
Weapon Finesse
Eldritch Blast 3d6


18
Warlock 6
+9
+4
+4
+7
UMD 6
-
Lesser Invocation 1


19
Marshall 1
+9
+6
+4
+9
Sense Motive 4
Skill Focus (Diplomacy +3)
Minor Aura (Motivate DEX)


20
Marshall 2
+10
+7
+4
+10
Sense Motive 8
Arcane Mastery
Major Aura +1 (Resilient Troops)




Background, such as it were:

Let there be light, and there it was.

I see.
(shaking)

I am.
(shaking)

What am I?
(shaking)

Destruction and death all around me. Wait, I can move!

Something over there needs help, I should help it, shouldn’t I? (Running)
I reach them and grab hold somehow..

(shaking)

Somewhere I find a voice and shout words I didn’t know I knew.
“Hey, I’m here to help!”

But I’m to late, it doesn’t answer and I move on. I wander, unsure of my purpose. I come to a cliff overlooking a valley below. There is a town there, the town is under attack by bandits. They are slaying the innocents as well as the fighters sent against them. It makes my blood boil. I pound my “fists” on the ground wondering how to get there and help them. I don’t see the mouse I’ve just crushed.

(shaking)

I back away as the entire face of the cliff drops straight down. The Land Slide kills the attackers, but buries the town as well.

I wail.

I move on.

Everywhere I go, whenever I try to help, I cause ruin instead. Buildings crumble, caves collapse, I rent holes in the ground and cause ponds to dry up. I curse my own name as other’s have cursed me. I can’t seem to learn, but I don’t let it stop me. I was put here for a reason, until I know what that is, I must continue to fight for what is right.

New powers awaken within me, I know not where they came from or what it means for my purpose, only that there is now more to me then there was before.

One day I leap towards an unsuspecting foe, and fly into the air. I’m so happy I embrace everything around me, the birds, my enemy, the family of rodents burrowing into the ground. I exult in unadulterated joy.

(shaking)

(shaking)

(shaking)

(shaking)



CR Breakdown

CHA is sufficiently high enough at all levels to be an untrained "face" if you so wish, for good or for bad...

12- BOOM! Burst into existence as a living earthquake. From nothingness to sentience. Somehow gain self-awareness having learned that you aren’t mindless. Great stats and saves (+9 minimum across the board) at this level, but only one real attack and that is to slam an opponent which then triggers an earthquake …oops.

15- A few levels of warlock grant a bonus to our saves as well as at will darkness. Since we have blindsense, the dark is our friend, providing cover and concealment while we know where everything around us is.

18 so sweet- It can FLY! Now you’re a flying, living, earthquake.
AHAHAHAHAHAHAHAHAH HAHAHAHAHAHAHA AHAHAHAHAHAHAHA AHAHAHAHAHAHAHAH

Hideous Blow grants another 3d6 damage regardless of whether our slam hits or not. Deceive Item now pairs w/ Engulf to allow us to use our skill (UMD) to use the items of our foes against them (or to do something like burn off wand uses) as a standard action. Or even to flow over a dead guy on the battlefield and use his items to protect yourself between fights.


20 even sweeter-Marshall is taken to further stack the massive CHA bonus into another place. In this case, into anything DEX related. Meaning our REF save, which is the weakest, is now up to a base of +17 to which we get to also add our DEX modifier. Hide and Move Silent, ignored since creation are now at more than+20 due to the increase to our DEX checks. Weapon Finesse pairs w/ this also to now make our slam much more dangerous than it was, hitting much more often.
In this build, I wanted to accomplish a living, flying, earthquake
AHAHAHAHAHAHAHAHAH HAHAHAHAHAHAHA AHAHAHAHAHAHAHA AHAHAHAHAHAHAHAH

as soon as possible, which was at CR 18 when Fel Flight comes online granting 24 hour flying. It might make more sense to take the 1st level of Marshall at CR 13 and to redirect the feats around to take advantage of CHA to DEX and weapon finesse then, to jump way up in the functionality of slam. But in reality, the xp difference between 18 and 19 is significant, especially when you’re supposed to be a good guy that’s not focused on whooping patooty.


SOURCES

Comp Adventurer 109
Comp Arcane 5, 73
Comp Divine 24
Dungeonscape 114
Miniature’s Handbook 11
MM 303
MM3 91
PHB 31, 101, 102, 225
SRD http://www.d20srd.org/srd/typesSubtypes.htm#oozeType

Inevitability
2017-12-05, 05:20 PM
That's all! I'm eagerly awaiting the judges to start judging judgingly!

danielxcutter
2017-12-05, 05:28 PM
Somehow I'm not too surprised at the Jade Phoenix Mage entry - though the build itself is quite nice. The other entries are very good too.

Thurbane
2017-12-05, 05:38 PM
Nice entries everyone. :smallsmile:

Here's my stub: I wasn't overly happy with it, and couldn't devote the time to finishing it.

Basic concept was an angry Nymph who thinks humanoids are ruining the wilderness, and trying to violently keep them out of her woods.



Neweyne Leafdust


http://2.bp.blogspot.com/-SnMU8DRPJao/TsK6aM1xwiI/AAAAAAAABpY/r1KWXQCtxhs/s1600/galadriel.jpg


CN Female Nymph Fey 6/Druid 3/Sorcerer 1/Arcane Hierophant 9




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


7
Fey 1
+x
+x
+x
+x
Skills
Greenbound Summoning
Blinding beauty, DR 10/cold iron, low-light vision, spells, spell-like abilities, stunning glance, unearthly grace, wild empathy


7
Fey 2
+x
+x
+x
+x
Skills
Feats
-


7
Fey 3
+x
+x
+x
+x
Skills
Heighten Spell
-


7
Fey 4
+x
+x
+x
+x
Skills
Feats
-


7
Fey 5
+x
+x
+x
+x
Skills
Feats
-


7
Fey 6
+x
+x
+x
+x
Skills
*
-


8
Druid 1
+x
+x
+x
+x
Skills
Feats
Animal companion, nature sense, wild empathy, vermin empathy


9
Druid 2
+x
+x
+x
+x
Skills
Feats
Woodland stride, root walker


10
Sorcerer 1
+x
+x
+x
+x
Skills
Versatile Spellcaster
Spells, summon familiar


11
Druid 3
+x
+x
+x
+x
Skills
Feats
Trackless step


12
Arcane Hierophant 1
+x
+x
+x
+x
Skills
Feats
Companion familiar, ignore arcane spell failure, wild shape


13
Arcane Hierophant 2
+x
+x
+x
+x
Skills
Fey Bloodline
-


14
Arcane Hierophant 3
+x
+x
+x
+x
Skills
Feats
-


15
Arcane Hierophant 4
+x
+x
+x
+x
Skills
Feats
Channel animal 2/day


16
Arcane Hierophant 5
+x
+x
+x
+x
Skills
Natural Spell
-


17
Arcane Hierophant 6
+x
+x
+x
+x
Skills
Feats
Channel plant 1/day


18
Arcane Hierophant 7
+x
+x
+x
+x
Skills
Feats
-


19
Arcane Hierophant 8
+x
+x
+x
+x
Skills
Kin Mastery
Channel animal 4/day


20
Arcane Hierophant 9
+x
+x
+x
+x
Skills
Feats
-



As I said, I'm happy to judge, and will make a start in the next few days.

White Blade
2017-12-05, 08:10 PM
My idea was for a Saint Unicorn going into Apostle of Peace (Paladin of Freedom, Marshal, Apostle of Peace). He was going to be the leader of radical anti-war movements in half a dozen countries. He was a pretty obscene combat challenge at low levels (Globe of Lesser Invulnerability plus weapons breaking on less than 25 at CR 6), which was where I statted him for, but he was also a sucker, so people swindled him a lot. I also had him leading a sacred mountain sanctuary. I didn't have time though.

I may try my hand at judging this round, as time allows.

Inevitability
2017-12-06, 01:43 AM
It was brought to my attention that one of the entries contained links prohibited by the forum rules. These have been taken out.

As they were part of the sources, and no essential part of those, I do not believe I have hurt this build's chances in any way.

remetagross
2017-12-06, 07:26 AM
My idea was for a Saint Unicorn going into Apostle of Peace (Paladin of Freedom, Marshal, Apostle of Peace). He was going to be the leader of radical anti-war movements in half a dozen countries. He was a pretty obscene combat challenge at low levels (Globe of Lesser Invulnerability plus weapons breaking on less than 25 at CR 6), which was where I statted him for, but he was also a sucker, so people swindled him a lot. I also had him leading a sacred mountain sanctuary. I didn't have time though.

I may try my hand at judging this round, as time allows.

I had thought about pretty much the same; for once, the various BoED vows would have been pretty much completely be put to use.

zlefin
2017-12-06, 10:13 AM
yeah, I was also thinking of making a supre exalted char. mostly they';re more annoyingly good (trying to get the party to donate to charity, solving problems without any of that pesky violence, guilting the party about things). but for them the build barely mattered, cuz past vows of poverty/peace, their real protection was that it would always be wrong for the party to actually fight them.

I also thought of making a LN tax collector.

of course these also have the problem that they're not "wrong" for the right reasons, they're simply right for the right reasons, and have some issues with the PCs.

Thurbane
2017-12-08, 05:11 PM
Just an update: I've begun preliminary judging, but with the always hectic lead-up to Christmas, might take a little longer than I'd hoped.


Wraith (http://www.giantitp.com/forums/showsinglepost.php?p=22635638&postcount=49): Legacy Monster Wraith Undead 8/Cloistered Cleric 15
Barson the Peaceful (http://www.giantitp.com/forums/showsinglepost.php?p=22635644&postcount=50): Brass Dragon Dragon 31
Kayla de'Arcturaine (http://www.giantitp.com/forums/showsinglepost.php?p=22635649&postcount=51): Vivacious Firre Outsider 15/Cloistered Cleric 1/Favored Soul 2
Miranda d'Ormin (http://www.giantitp.com/forums/showsinglepost.php?p=22635664&postcount=52): Human Conjurer 5/Crusader 1/Silver Pyromancer 5/Jade Phoenix Mage 9
Diana, Fist of St Cuthbert (http://www.giantitp.com/forums/showsinglepost.php?p=22635671&postcount=53): Lammassu Magical Beast 7/Cleric of St. Cutbert 12
Jack B (http://www.giantitp.com/forums/showsinglepost.php?p=22635677&postcount=54): Human Rogue 7/Crusader 13
Jac Trocchi (http://www.giantitp.com/forums/showsinglepost.php?p=22635687&postcount=55): Jaebrin Bard 7/Virtuoso 3/Sublime Chord 2/Heartwarder 8
Aeden Ó Connail (http://www.giantitp.com/forums/showsinglepost.php?p=22635694&postcount=56): Human Druid 15/Ranger 1/Beastmaster 4
Rumble (http://www.giantitp.com/forums/showsinglepost.php?p=22635701&postcount=57): Living Spell (Earthquake) Sentry Ooze Ooze 7/Warlock 6/Marshal 2


(Hopefully all those summaries are correct?)

GrayDeath
2017-12-09, 04:32 PM
Take your Time.

After all, ideally a second Judge should appear soonish anyway, no? :)

Boggartbae
2017-12-09, 07:31 PM
Yeah thurbane you get brownie points from me for stepping up, even if you don’t go any further.

I haven’t looked at past threads too closely, but if this has been a recurring problem, then I promise to judge instead of enter next time :smallredface: just couldn’t help myself!

daremetoidareyo
2017-12-11, 12:11 AM
This would have been the right competition for my unhittable exalted VOP kender rust monster trainer...

I think I may judge.

Boggartbae
2017-12-11, 01:00 AM
This would have been the right competition for my unhittable exalted VOP kender rust monster trainer...

I think I may judge.

"If I can't have things, no one can!" :smalltongue:

Am I reading that right?

Buufreak
2017-12-11, 10:57 AM
Well, I'm certainly glad I still have about a week left. Sorry for slacking guys, holidays, family, all that jazz...

I should have the next few days worth of time to power through all the sheets, though.

GrayDeath
2017-12-11, 12:23 PM
Three Judges!?

Fantastic! :smallcool:

Venger
2017-12-11, 08:56 PM
Well, I'm certainly glad I still have about a week left. Sorry for slacking guys, holidays, family, all that jazz...

I should have the next few days worth of time to power through all the sheets, though.

thanks for the update.

flappeercraft
2017-12-14, 08:35 PM
So are there like basically no judges? Bumping to see if anyone joins the judges

Thurbane
2017-12-14, 08:39 PM
So are there like basically no judges? Bumping to see if anyone joins the judges

I'm in the process of judging, but I can't honestly say how much time I can devote to it between now and Christmas.

This weekend, for instance, I have my work end of year party, birthday for one of my wife's friends, and a 40th for one of my friends...

Venger
2017-12-14, 09:14 PM
I'm in the process of judging, but I can't honestly say how much time I can devote to it between now and Christmas.

This weekend, for instance, I have my work end of year party, birthday for one of my wife's friends, and a 40th for one of my friends...

Sounds good to me. Thanks for the update. For the december contests, it's not like we expect a quick turnaround anyway.

flappeercraft
2017-12-14, 09:17 PM
I'm in the process of judging, but I can't honestly say how much time I can devote to it between now and Christmas.

This weekend, for instance, I have my work end of year party, birthday for one of my wife's friends, and a 40th for one of my friends...

Yeah, I saw your post and it is ok if it takes a while, I was just trying to see if I could get more people to see to judge as we had like 2 judges.

daremetoidareyo
2017-12-14, 09:20 PM
I've read all of the builds completely. I just haven't written anything down yet.

GrayDeath
2017-12-15, 11:46 AM
I've read all of the builds completely. I just haven't written anything down yet.


I'm in the process of judging, but I can't honestly say how much time I can devote to it between now and Christmas.

This weekend, for instance, I have my work end of year party, birthday for one of my wife's friends, and a 40th for one of my friends...

Dont feel pressured, its the End of the year. NOBODY has a lot of time around this time. ^^

Thurbane
2017-12-15, 05:59 PM
Dont feel pressured, its the End of the year. NOBODY has a lot of time around this time. ^^

True.

PS my birthday is December 25th. :smalltongue:

Zaq
2017-12-17, 04:37 PM
I have neither the time nor the inclination to judge, but I want to say that Rumble is beautiful in every way.

Buufreak
2017-12-17, 06:17 PM
Alright, sincere apologies, time has gotten away from me again. I don't think I will be able to squeeze in judgements. And that really sucks, this is the one I was really looking forward to.

Venger
2017-12-17, 06:21 PM
Alright, sincere apologies, time has gotten away from me again. I don't think I will be able to squeeze in judgements. And that really sucks, this is the one I was really looking forward to.

no problem. thanks for the update.

GrayDeath
2017-12-17, 07:52 PM
Hey, if the Chair agrees, I for one have no problem to wait till after Christmas, if we get more judgements (and better, non-rushed ones at that^^) instead! :)

Inevitability
2017-12-18, 01:38 AM
I'd be completely fine with waiting a bit.

Thurbane
2017-12-26, 06:25 PM
I'm back at work today.

Just wanted to let everyone know I'm still (slowly) working through my judging...

jdizzlean
2017-12-27, 04:00 PM
I'm back at work today.

Just wanted to let everyone know I'm still (slowly) working through my judging...


what? a thread bump?? BY A JUDGE!!! (open thread)

bah humbug!

hahaha, oh how you cruelly twist the knife in my impatient back :D

no worries, thanks for the update

daremetoidareyo
2017-12-31, 10:43 PM
Wraith:
Originality: The old Louie versus Lestat dichotomy in wraith form. The wraith has a heck of a sales pitch. The build is uniqueish. Monster of Legacy is a really cool template for a DM to build with. It allows you to drop some SLAs on your beast. 5.0
Elegance: Nothing illegal 5.0
Power: You undead. Between Turning, positive energy, and undead specific gear and abilities, Wraith isn’t packing a ton of heat, and he seems built to survive, not to kill. Actually pinning him down is the majority of handling direct conflict with wraith. Actually stopping him as a vector of wraithdom is a little different. Especially with timestop 1/day in there. This still isn’t the most powerful undead caster. 3.75
Villainy: I love this character. He generates so many plothooks, maybe even hires adventurers to create a wraith busters organization to hunt down wraiths who broke the code, maybe he unbalances the negative energy plane with his success, maybe he is a savior of sorts in Barson the Peaceful’s campaign world. Weirdly enough, most of the direct conflict with this figure doesn’t really pose a threat to properly CRed PCs and some good ole fashioned PC diplomacy might completely derail your Wraithtopia 4.5
18.25

Barson the Peaceful:
Originality: I considered making a dragon for this comp too. After reading yours, I’m glad that I didn’t, yours is really good. However, dragons description as haughty superiorists kind of lends them to villainy through good. 4.0
Elegance: Nothing Illegal 5
Power: Average for a dragon at all of those CR levels. Plus the inconvenience of the sacred vows on his hitability. Once players figure out how to change their type from humanoid, Barson becomes a normal dragon to fight. 4.25
Villainy: This character is great! Imagine a guy that is doing things that you know are wrong, but everytime you go to confront him, he convinces you that he is right. Plus, he’s a foreign sentient creature that belongs to the ever so proud race of dragons. That draconic superiority complex means that they can use their power in some callous ways and still retain their alignment. Plus, You can’t argue with him. He’s Hatable. And good aligned. 5.0
18.25

Kayla de'Arcturaine:
Originality: I considered template stacking a vivacious creature template for this comp, but your firre works really well. 4.0
Elegance: The only thing keeping this from a perfect score is squaring the exalted feats with the trauma/madness healing people to actual death backstory stuff. 4.75
Power: Kayla is tough for players who don’t think of ways to hurt themselves every round. If they figure that out, they then have to contend with the exalted feats, by 1.) telling them that what they are doing is hurting other sentient creatures and they must stop or 2.) stomping her from beyond the 60feet auras. 4
Villainy: I really appreciate that you basically made an elder evil type campaign with your entry. I think I would use Kayla quite differently than your prescription as a DM, but I’d keep the basic personality and story. I do feel like madness and warped by trauma narratives in their backstory hurt the villainy aspect of the good aligned villain but robbing them of the heft of pathos to make them a campaign long antagonist instead of a sidequest. 4.0
16.75

Miranda d'Ormin:
Originality: Miranda is a fell drain metamagic reducer agent of the church of silver flame with jade pheonix mage skillz. The conjurer abrupt jaunt aspect of her build was underaddressed and appears to be unrepentant power grabbing. This is a cool build for a PC. 4.5
Elegance: Everything looks legal. Catalogues of enlightenment to a specific campaign world domain? That’s a bit cheezey. 4.75
Power: Do I need to justify a 5 for a jade phoenix mage with abrupt jaunt? 5.0
Villainy: Miranda is a LG church of the silver flame wizard who is a lycanthrope hunter who uses fell drain and some fire optimization. If the PCs are shifters, lycanthropes themselves, or creatures of supernatural evil, this character is dynamic and difficult to chew on and great for a dramatic campaign roleplay. I feel like without the personal investment from the PCs, this villain is ultimately ignored in favor of other quests. Her “villainy” is the structural systemic intolerance of being associated with the big political organization of the church of the silver flame. To best highlight miranda, the church has to play a big role in the campaign. I just went and read a bunch about the church and Miranda could be a great example of the church’s lawful stupid behavior, but then she loses the emotional complexity exemplified in the blurb. 3.75
18.0

Diana, Fist of St Cuthbert:
Originality: Lawful neutral and St. Cuthbert are like narrative lobster and butter. Lammasu introduces a new element. 3.5
Elegance: Everything looks square. 5.0
Power: Lammasu’s are tough. Clerics are tough. 4.0
Villainy: A lawful Neutral lammasu cleric of Cuthbert with sway over politics posing travel restrictions and taxes. I like this character as an NPC but I don’t think that PCs will necessarily engage the villain directly and instead use subterfuge, lies, and avoidance to obviate what is mostly a crazy inconvenient geopolitical aspect of the game world. Unless Diana makes it personal, I suspect most players will refuse to engage directly, unless it is easier to do that than pass bluff checks being forced by local magistrate enforcers. I appreciate the “fall” from good to neutral built into the character arc but I feel like I don’t have a sense of Diana’s motivations, desires, and ultimate plans derived from them. 3.0
15.5

Jack B[redacted], Agent of [redacted]:
Originality: This is a good entry. I mean as an homage, it’s well done. Although I’m struggling with the shadow stride fitting on jack bauer. 4.5
Elegance: It appears that everything works.5.0
Power: For a multiclass mundane initiator, this is a solid build. He caves under the action economy at proper CR without an environmental advantage or buddies. 3.75
Villainy: “Before this, jack is not really meant as an Antagonist, much less a villain.” This adage remains true with the later build. Without a better demonstration of the nation states that he is supposed to be working for, it becomes difficult to cast jack as a villain. I suppose this effect is reduced if your players are fans of the show. As a leader of a semi-optimized anti-party, I reckon he’s pretty tough opponent if played tactically. He’s a hard striker. Weirdly enough, this character also has more of a potential redemption arc than other entrants. A number of life personal details are fixable things in this system! Family is resurrectable. Mind rape is a real option to fix trauma. So, I reckon this guy is a little better than the mid point between average and archvillain. 4.25
17.5

Jac Trocchi:
Originality: This is a cool concept. Jaebrin is a neat find. Good job on a well rounded spell list.5.0
Elegance: Everything appears legal 5.0
Power: Not a superpower in direct conflict. A real pain in the butt as a political enemy.3.0
Villainy: Anarchist zealot set in an oppressive society. I love this character. A Chaotic but Good punk who sees wealth as a form of violence. I don’t have a sense for why this jaebrin has adopted whatever town they’re set in. I think this antagonist is great for evil PCs to have to contend with, particularly lawful evil. Jac has a mastermind quality to his tactics, with diplomacy and bard optimization making them set events into action. He turns the game into a counter-insurgeancy mission, which could be quite fun. And direct conflict just exacerbates Jac’s goals. Against good players, I struggle to see how they don’t align with Jac, unless they have a vested interest in keeping the upper crust in place for some other greater good that allows them to accept the effects of the boot of oppression. This means that PCs will have to broker peace between Jac’s goals and the uppercrustites as intermediaries of compromise. 4.5
17.5

Aeden Ó Connail:
Originality: Literally every feat option has been chosen for advancing power and no attempt was made to square it all. He’s part abomination, cool, how does that square with his beliefs about balance? He’s a greenbound summoner. Why and how? Venomfired multiple fleshrakers: why? Your system mastery is rewarded in power.3.0
Elegance: It appears that everything is legal. Except: What’s your alignment? You need to be a neutral alignment to keep your druid features, and a non evil to qualify for the competition. I’ll bump this to a 5 if you tell me and it's legal. True neutral 5.0
Power You can wildshape into a zodar. And you can venomfire your many fleshrakers. And you can summon greenbound whales. 5.0
Villainy: A Nature themed Tyler Durden. Nice. I toyed with this concept as a possible entry of my own, so I like what you’ve done here. More than anything else, the aberration wildshape needed more explanation to justify it on this build. 4.25
15.25 17.25

Rumble:
Originality: Do i need to justify why or how this is a 5.0 in originality, really?
Elegance: Everything appears legal. I disagree about the assertion that he’s not visible by virtue of being a living spell, but no penalties about that. How does hideous blow interface with the ooze’s attack? I’m not sure it adds to the earthquake damage, but it doesn’t really negatively affect the build if it’s just bonus damage on the ooze’s strike. 5.0
Power: Your saves are a weakness for a long while, and you can be kited by a magical strikeforce team. 4.25
Villainy: You crazy. The only chaotic neutral entry in the bunch, and dang. I see a few reasonable implementation paths for Rumble; him harnessed by some other villain who has to use rebukes through a domain or opposed charisma checks. Having Rumble be some sort of force of nature that various factions are questing to control works too. If you are in charge of a country’s defense or offense, you want to control a flying sentient earthquake. Otherwise it’s a supernatural mystery investigation, scooby doo style, to figure out the cause of all of the quaketastic maladies. So far, the only pathos for Rumble is that he’s like tiny toon’s elmyra, in that he likes to hug things? That’s a little silly but can work in some campaigns. Regardless, Rumble is undeniably memorable. 4.75
19

Honorable Mention to Jack Bauer

Happy New Year!

As a Side note, I would set both Jac and Wraith in Barson’s Kingdom and run that as an adventure path.

Inevitability
2018-01-01, 12:53 PM
Twofold disputes!


First, thanks for your Judging.


Now I only have 2 quibbles on your Judging, and both seem related to a tendency I`ve seen often.

First and more important: Villainy: Where does it ever say a Villain is onla a Villain if the Players HAVE to confront him directly?

Diana is meant to make Life hard for ALL Heroes and other travellers. And does so by using social, magical and religious means This is a much wider, more dangerous setup than "Local Lich abducts Child XY, go kill him and fetch it", which is what I would rate as a Villainy 3 if he was about as detailed.

Maybe it did not come across, but Diana is both an easily (well, not that easily, see Power further below) directly attackable Mid Campaign Villain as well as a "vastly influental Theocrat" late Game Villain. If the players try to engage politically, simply leave, or do the usual Murderhobo thing and "decapitate the Sna...ehm, Lion" is up to them, she proivides angles for them all.

Also her motives (Stability first, removal of destabilizing elements like the ones that hurt her) first and conversion second, are well explained and there....

Also dont forget, the Villains here are MEANT to be less Villainy, see the Competitions motto. ;)

To conclude. I can agree, if your definition of Villain is a more direct one, on you not awarding me a top score here, but I respectfully submit that a 3 is simply "Mediocre or lower Villainy", and that Diana is not.


Point 2: Power: This dispute is more along the lines of a bit nitpicking. She fulfills her role as dangerously competent melee/Buffer/Summoner Cleric very well.
Which, given the criteia should at least rate a 4.5, maybe a full 5.
Since you did not post anything about what detracted from full pts (which, again, means Fulfills what she is meant to extremely well", after all the Power rating here is nota most to elast powerful possible build ever", otherwise noone would use anything less powerful like any martial :) ) I am a bit at a loss udnerstanding why I only got a 4.

Thanks in advance for your time


hello antd thanks for your Judging.


I would like to dispute 1 point in your Judging, and ask for an explanation on a second one, overall though I mostly agree to my scores.

Point 1: Power. Just submitting that Power here is not objective Power but how well does it do what it is supposed to do, and jack is really good at his Shtick. Yes, unlike Full casters he has problems regarding Action Economy (no summons) and Flying, but again, comparing them with him is not the point of Power, otherwise we`d all build Domain or Evlen Generalist Wizards ^^
Now as I purposefully did not go the more powerful "add 1-2 Levels of Swordsage round, I do not expect full pts, but I think a value above 4 is warranted.

Quersion: Why would the Inclusion of SHadow Jaunt reduce the Innovativenes? If its only the "why does JACK ahve it" it was, like most of the build, a crack on the way he manages to be "just at the point where he needs to be to take Down Subject xys" the show plays up to in the later seasons.


PS: Villainy: I think I could do with a small increase in the Villainy. After all, this IS the "Wrong for the Right Reasons" Round, while in a normal round I would completely agree with your can be fixed" argument. :)

Thurbane
2018-01-01, 03:50 PM
I hope to have my judging finalized in the next few days...

Inevitability
2018-01-02, 05:47 AM
Another dispute!


Jac vs. Non-Evil Parties

It doesn't have to be a particularly oppressive society to have an underclass who are fed up with their lot in life, and can be convinced to revolt. I had imagined it to be a "normal" fantasy setting, not someplace that would be obviously just waiting for the PCs to overthrow the evil overlord. She doesn't want a revolution because the ruler is ****ty, she wants a revolution because there are rulers.

I had also expected her to go after them initially, not physically, but via propaganda; especially if they do any jobs for the wealthy denizens of the city. And even in the early-mid game, the PCs should be wealthy enough to be a target for Jac. She can specifically call them out if you want for paying hundreds to thousands of gold coins for a cloak or a shirt or whatever.

I also expect her brand of revolution to be too anarcho-socialist for your average party.

I probably should have elaborated more in the build, but I just wanted to clarify a bit.
I'm very happy with 4.5

Thanks so much for judging!


I hope to have my judging finalized in the next few days...

That's great to hear!

Inevitability
2018-01-02, 04:42 PM
Disputes, part III.



From Rumble:

first off, I'm very happy with your score, obviously although more is always better lol. But for clarifications sake:

I know saves are a bit weird to follow, I redid the math on this villain several times, to quote you:
Power: Your saves are a weakness for a long while, and you can be kited by a magical strikeforce team. 4.25

but, the saves are actually above most classes at every level. For example, a cleric at lvl 12 has base saves of F8, R4, W8.

at creation, Rumble does have a pretty horrible base save of only +2 across the board. However, the living spell template gives him a resistance bonus to saves equal to the spell level, so thats a +7 across the board at creation.

that gives me base saves of +9 across the board before adding ability mods
at the next 6 levels, we're adding an additional +1 to all saves per level via the least invocation Dark One's Own Luck, to bring the base saves up to +13 on top of the class base, to which we then add all the ability modifiers. and a further +1 to all at 19.

so that's roughly base saves of:
13 - 10,10,12
14 - 10,10,14
15 - 13,13,15
16 - 14,14,17
17 - 15,15,18
18 - 17,17,20
19 - 20,18,24
20 - 21,18,24

ON TOP of that, you get to add your massive CHA bonus to Will instead of WIS from the get go, so that +11 to that, tops out at +13. You get a further +4 to WILL saves as a racial bonus.

At 20, you get to also add your CHA to DEX Checks, which means your're adding another +13 to the base of your ref save.

looking back at the cleric entry, a cleric 20 gets base saves of:

F12, R6, W12

which you have blown out of the water 8 levels prior...

Thurbane
2018-01-03, 10:03 PM
Sorry to do this, but some IRL stuff has come up that will significantly delay my judging.

If the disputes are settled relatively quickly, I probably wouldn't hold out for my judging, as I don't know when I'll get to it. :smallfrown:

GrayDeath
2018-01-04, 08:30 AM
Nah, given how long we waited already, and the fact that multiple judges are always better, I for one have no problem with waiting a little longer. :)

GrayDeath
2018-01-08, 12:29 PM
Just making it stay on the front page.

Not wanting to increase pressure, but: For the remaining Judges: Any info on when you will be done?

Thanks!

daremetoidareyo
2018-01-08, 04:24 PM
I'll wrap up the disputes but we have confirmation on whether or not we're going to have other judges

jdizzlean
2018-01-19, 02:46 AM
bumpification

Inevitability
2018-01-19, 03:06 AM
Any people who will still be judging?

Thurbane
2018-01-19, 04:44 AM
Sorry, I won't be able to finish my judging. :smallfrown:

daremetoidareyo
2018-01-19, 09:49 AM
I'll address disputes tonight then

GrayDeath
2018-01-19, 02:20 PM
Too bad Thurbane.

How full IS your time table?

After all, it already took soo long, and multiple Judges are always "better" :)

remetagross
2018-01-19, 04:11 PM
What will we be having next? :) Duo of villains? Political villain?

Thurbane
2018-01-19, 04:39 PM
Too bad Thurbane.

How full IS your time table?

After all, it already took soo long, and multiple Judges are always "better" :)

I've got too much on my plate. I'm barely prepared for the game I DM, I've got work and personal stuff to catch up on, and we've had a heatwave here, so I haven't been sleeping too well.

It's not going to happen this time around.

daremetoidareyo
2018-01-20, 01:36 AM
I've re-read my judgement and your concerns and i am confident that this long break waiting for thurbane has cooled my pride a bit. So, seeing as how im the only judge, i'll be mindful.


Originally Posted by Diana
First, thanks for your Judging.


Now I only have 2 quibbles on your Judging, and both seem related to a tendency I`ve seen often.

First and more important: Villainy: Where does it ever say a Villain is onla a Villain if the Players HAVE to confront him directly?

Diana is meant to make Life hard for ALL Heroes and other travellers. And does so by using social, magical and religious means This is a much wider, more dangerous setup than "Local Lich abducts Child XY, go kill him and fetch it", which is what I would rate as a Villainy 3 if he was about as detailed.

Maybe it did not come across, but Diana is both an easily (well, not that easily, see Power further below) directly attackable Mid Campaign Villain as well as a "vastly influental Theocrat" late Game Villain. If the players try to engage politically, simply leave, or do the usual Murderhobo thing and "decapitate the Sna...ehm, Lion" is up to them, she proivides angles for them all.

Also her motives (Stability first, removal of destabilizing elements like the ones that hurt her) first and conversion second, are well explained and there....

Also dont forget, the Villains here are MEANT to be less Villainy, see the Competitions motto. ;)

To conclude. I can agree, if your definition of Villain is a more direct one, on you not awarding me a top score here, but I respectfully submit that a 3 is simply "Mediocre or lower Villainy", and that Diana is not.


Point 2: Power: This dispute is more along the lines of a bit nitpicking. She fulfills her role as dangerously competent melee/Buffer/Summoner Cleric very well.
Which, given the criteia should at least rate a 4.5, maybe a full 5.
Since you did not post anything about what detracted from full pts (which, again, means Fulfills what she is meant to extremely well", after all the Power rating here is nota most to elast powerful possible build ever", otherwise noone would use anything less powerful like any martial :) ) I am a bit at a loss udnerstanding why I only got a 4.

Thanks in advance for your time

I disagree almost entirely about the villainy aspect of Diana. Don't get me wrong, she's a hassle, but I'm not seeing the elements necessary to make players go after her. To me, this villain is mediocre. If she flies around invisible and buffed up to confront folks directly, she's like a desert hall monitor more than anything else. If she's the power behind all the thrones, even as an open secret, directing them towards brutal lawful neutrality, it doesn't pack the same punch of injustice as other villains. No score change.

As to power, you are a persistomancer, so absolutely you are correct. Add .5 to the power score.


Originally Posted by Jack B
hello antd thanks for your Judging.

I would like to dispute 1 point in your Judging, and ask for an explanation on a second one, overall though I mostly agree to my scores.

Point 1: Power. Just submitting that Power here is not objective Power but how well does it do what it is supposed to do, and jack is really good at his Shtick. Yes, unlike Full casters he has problems regarding Action Economy (no summons) and Flying, but again, comparing them with him is not the point of Power, otherwise we`d all build Domain or Evlen Generalist Wizards ^^
Now as I purposefully did not go the more powerful "add 1-2 Levels of Swordsage round, I do not expect full pts, but I think a value above 4 is warranted.

Quersion: Why would the Inclusion of SHadow Jaunt reduce the Innovativenes? If its only the "why does JACK ahve it" it was, like most of the build, a crack on the way he manages to be "just at the point where he needs to be to take Down Subject xys" the show plays up to in the later seasons.

PS: Villainy: I think I could do with a small increase in the Villainy. After all, this IS the "Wrong for the Right Reasons" Round, while in a normal round I would completely agree with your can be fixed" argument. :)

I disagree with your assessment on power. The character and the build are solid for 1 on 1 or 1 on 2. I'm not seeing him bring down a party of 4 by himself at a number of appropriate CR levels, especially if the playgroup also has access to tome of battle. Jack B needs an environmental advantage and/or surprise. And while I think that elven generalist ur priest theurges always would get 5s in the power department, this competition has the entirety of the monstrous manuals and beyond available as options. No change on the power.

Shadow jaunt didn't affect the innovation. Your explanation is good. I like that. I think I may have been too stingy based on the fact that your entry is based on another piece of fiction. You can have an additional .5 should be added to your originality.

As to villainy, JB is inherently a lieutenant. He always works for some other entity and thus, by design, can not be the big bad. That said, an ambush by this guy is a huge monkeywrench for players, especially if they are using might to solve political problems. So I think the villainy score reflects the villainy of the subject. No change.


Originally Posted by Jac
Jac vs. Non-Evil Parties

It doesn't have to be a particularly oppressive society to have an underclass who are fed up with their lot in life, and can be convinced to revolt. I had imagined it to be a "normal" fantasy setting, not someplace that would be obviously just waiting for the PCs to overthrow the evil overlord. She doesn't want a revolution because the ruler is ****ty, she wants a revolution because there are rulers.

I had also expected her to go after them initially, not physically, but via propaganda; especially if they do any jobs for the wealthy denizens of the city. And even in the early-mid game, the PCs should be wealthy enough to be a target for Jac. She can specifically call them out if you want for paying hundreds to thousands of gold coins for a cloak or a shirt or whatever.

I also expect her brand of revolution to be too anarcho-socialist for your average party.

I probably should have elaborated more in the build, but I just wanted to clarify a bit.
I'm very happy with 4.5

Thanks so much for judging!

Thanks for explaining. I imagine that it would be frustrating to have to deal with a propaganda campaign against you just for taking a job as a member of a good party. Might be a good villain for a diplomacy focused player in a PC group. No change.


From Rumble:
\
first off, I'm very happy with your score, obviously although more is always better lol. But for clarifications sake:

I know saves are a bit weird to follow, I redid the math on this villain several times, to quote you:
Power: Your saves are a weakness for a long while, and you can be kited by a magical strikeforce team. 4.25

but, the saves are actually above most classes at every level. For example, a cleric at lvl 12 has base saves of F8, R4, W8.

at creation, Rumble does have a pretty horrible base save of only +2 across the board. However, the living spell template gives him a resistance bonus to saves equal to the spell level, so thats a +7 across the board at creation.

that gives me base saves of +9 across the board before adding ability mods
at the next 6 levels, we're adding an additional +1 to all saves per level via the least invocation Dark One's Own Luck, to bring the base saves up to +13 on top of the class base, to which we then add all the ability modifiers. and a further +1 to all at 19.

so that's roughly base saves of:
13 - 10,10,12
14 - 10,10,14
15 - 13,13,15
16 - 14,14,17
17 - 15,15,18
18 - 17,17,20
19 - 20,18,24
20 - 21,18,24

ON TOP of that, you get to add your massive CHA bonus to Will instead of WIS from the get go, so that +11 to that, tops out at +13. You get a further +4 to WILL saves as a racial bonus.

At 20, you get to also add your CHA to DEX Checks, which means your're adding another +13 to the base of your ref save.

looking back at the cleric entry, a cleric 20 gets base saves of:

F12, R6, W12

which you have blown out of the water 8 levels prior...

Alright, I stand corrected. You have to be kited by a magical strike force team with some caster level optimization or uber buffed martials who can manage to stay out of striking distance. Increase your power score by .5.

Inevitability
2018-01-20, 06:06 AM
The disputes! They keep coming!


Thank you for judging, daremetoidareyo. I'm afraid I have a bone to pick with you over a few points of your analysis of Wraith.

Power: I feel like you are underestimating Wraith's power. He does, after all, get up to 8th-level cleric spells, and a 9th-level SLA (and three full levels before most parties would have access to that level of spell). Along with Aeden he has the second-highest spell level access in the competition, and the cleric list is arguably stronger than the druid list (although he admittedly cannot wildshape into a Zodar as you state Aeden can, I'm not sure where you're getting that from, either. As far as I know wildshape doesn't let you become a construct or get supernatural abilities, which is the main reason to become a Zodar). He is certainly quite capable of killing, even if that's not what his main aim is.

Even if he comes up against an enemy caster with 9th-level spells at their disposal he can still put up a fair fight as he can counter those 9th-level spells immediately with Divine Defiance.

As for the 'Turning, positive energy, and undead specific gear and abilities' you mention, turning is likely going to be useless for any party who fights him at an appropriate CR, as his Turn Resistance and HD are too high for him to be affected unless the enemy cleric has Improved Turning, and even then, he could just do the Dark Chant (BoVD) with some of his followers to get all their resistance even higher. In fact, he can just use Life Ward to make himself immune to any positive energy effects anyway, including turning. For undead specific gear and abilities, I find it hard to believe that there are many of those a caster with 8th-level spells would be unable to counter if they even posed much threat in the first place.

Villainy: I think I have demonstrated above that he can pose a threat to properly-CRed PCs. And how is PC diplomacy supposed to derail the Wraith state? It's not like he can't conduct diplomacy of his own, and his ranks in it are at maximum even without magical augmentation, which he is also capable of. In fact, diplomatically he probably has more people at his disposal than the typically-sized PC group, since a large part of his activities involves gathering a following which includes the living as well as wraiths.

Inevitability
2018-01-20, 11:44 AM
And the disputes start coming and they don't stop coming...


Thanks for Judging and adjusting the Power score. Fully satisfied with it at 4.5.

As for the Memorability:

Well, I`ll try one last time to explain why I think Diana deserves more Villainy pts.

Lets see what makes up Memorability most of the time (not trying to tell you how to judge, just trying to clarify details, so that my argument is as clear as possible):

1.: How much and in how mny different ways does the Villain come up/Hamper the players (otherwise they maybe wont even notice him/her, given the usual player single mindedness)
2.: How unique is the problem he/she/it poses
3.: In how many CR Areas can hesheit take on the party/be used (slight overlap with 1)

In these areas here would be how I would rate Diana:
1.: She can appear anywhere, subtly, less so, or in a direct confrontation. Send her minions, use the law, or simply harass. The best area for Diana, I`opt for a 5 here

2.: Dianas approach, first and foremost, is a long term one. Sociatey reshaped and stuff. She can also go to town, but overall, while wide spread, its not terribly unique. I`d opt for around a 3.5 here

3.: Aside from CR 5, everywhere, and in vastly different ways (although the persistomancy is of course her strongest suite, especially given it pops in at Lvl 12 on top of great base stats). I`d go for a 4.0 here.

So lets say this makes up the "semi factual Memorability"
Lets say the 4th quarter is personal taste, ergo "How cool is it" and you simply dont really like overtly lawful, mostly manipulating or persistomancing winged Cats, and hence give it a 2.5
The Average in that case would come to a 3,75, with which I`d be more than OK. ;)



If you dont follow the argument, we`ll just have to agree to disagree, after all memorability is THE least clearly defined of the 4 parts. Still, thanks for reading and entertaining my ramblings. :)

NontheistCleric
2018-01-21, 06:21 AM
Entry
Score
Rank


Rumble
19.50
1st


Barson the Peaceful
18.25
2nd


Wraith
18.25
2nd


Miranda d'Ormin
18.00
4th


Jack B[redacted], Agent of [redacted]
18.00
4th (1 HM vote)


Jac Trocchi
17.50
6th


Aeden Ó Connail
17.25
7th


Kayla de'Arcturaine
16.75
8th (1 HM vote)


Diana, Fist of St Cuthbert
16.00
9th



Also, I think Jac is a woman, daremetoidareyo.

GrayDeath
2018-01-21, 11:04 AM
thx for making a tble, but it does not seem all duspites have been adressed yet. ;)

NontheistCleric
2018-01-21, 10:25 PM
thx for making a tble, but it does not seem all duspites have been adressed yet. ;)

It's not hard to simply update the table. Also, I think I will give my Honorable Mention vote to Kayla.

Inevitability
2018-01-22, 01:39 AM
Obligatory ten+ characters.


Thanks for judging. I had a few things to say:

originality: I'm not really sure what needs to be said about abrupt jaunt. It's a get out of death free card a couple of times a day, and conjurer goes well with this build since it's focused around orbs.

elegance: while the sun domain is printed in dragonlance campaign setting, the domain itself doesn't only exist there. I just needed to specify to avoid potential confusion with the PHB sun domain which has a different granted power

villainy: if the players have any interest in people being persecuted on the basis of their race, they will likely butt heads with Miranda regardless of their own particular background. Since she hunts down people who are guilty of what the church views as miscegenation, she will often have other people in her crosshairs as well.

daremetoidareyo
2018-01-22, 11:28 AM
Wraith
Thank you for judging, daremetoidareyo. I'm afraid I have a bone to pick with you over a few points of your analysis of Wraith.

Power: I feel like you are underestimating Wraith's power. He does, after all, get up to 8th-level cleric spells, and a 9th-level SLA (and three full levels before most parties would have access to that level of spell). Along with Aeden he has the second-highest spell level access in the competition, and the cleric list is arguably stronger than the druid list (although he admittedly cannot wildshape into a Zodar as you state Aeden can, I'm not sure where you're getting that from, either. As far as I know wildshape doesn't let you become a construct or get supernatural abilities, which is the main reason to become a Zodar). He is certainly quite capable of killing, even if that's not what his main aim is.

Even if he comes up against an enemy caster with 9th-level spells at their disposal he can still put up a fair fight as he can counter those 9th-level spells immediately with Divine Defiance.

As for the 'Turning, positive energy, and undead specific gear and abilities' you mention, turning is likely going to be useless for any party who fights him at an appropriate CR, as his Turn Resistance and HD are too high for him to be affected unless the enemy cleric has Improved Turning, and even then, he could just do the Dark Chant (BoVD) with some of his followers to get all their resistance even higher. In fact, he can just use Life Ward to make himself immune to any positive energy effects anyway, including turning. For undead specific gear and abilities, I find it hard to believe that there are many of those a caster with 8th-level spells would be unable to counter if they even posed much threat in the first place.

Villainy: I think I have demonstrated above that he can pose a threat to properly-CRed PCs. And how is PC diplomacy supposed to derail the Wraith state? It's not like he can't conduct diplomacy of his own, and his ranks in it are at maximum even without magical augmentation, which he is also capable of. In fact, diplomatically he probably has more people at his disposal than the typically-sized PC group, since a large part of his activities involves gathering a following which includes the living as well as wraiths.

I think that I agree with you a bit on power. add .5 onto your power score.

As far as villainy goes, I'm not inclined to agree that CR equivalence is an arbiter of the score. No change.


Originally Posted by Diana
Thanks for Judging and adjusting the Power score. Fully satisfied with it at 4.5.

As for the Memorability:

Well, I`ll try one last time to explain why I think Diana deserves more Villainy pts.

Lets see what makes up Memorability most of the time (not trying to tell you how to judge, just trying to clarify details, so that my argument is as clear as possible):

1.: How much and in how mny different ways does the Villain come up/Hamper the players (otherwise they maybe wont even notice him/her, given the usual player single mindedness)
2.: How unique is the problem he/she/it poses
3.: In how many CR Areas can hesheit take on the party/be used (slight overlap with 1)

In these areas here would be how I would rate Diana:
1.: She can appear anywhere, subtly, less so, or in a direct confrontation. Send her minions, use the law, or simply harass. The best area for Diana, I`opt for a 5 here

2.: Dianas approach, first and foremost, is a long term one. Sociatey reshaped and stuff. She can also go to town, but overall, while wide spread, its not terribly unique. I`d opt for around a 3.5 here

3.: Aside from CR 5, everywhere, and in vastly different ways (although the persistomancy is of course her strongest suite, especially given it pops in at Lvl 12 on top of great base stats). I`d go for a 4.0 here.

So lets say this makes up the "semi factual Memorability"
Lets say the 4th quarter is personal taste, ergo "How cool is it" and you simply dont really like overtly lawful, mostly manipulating or persistomancing winged Cats, and hence give it a 2.5
The Average in that case would come to a 3,75, with which I`d be more than OK. ;)

If you dont follow the argument, we`ll just have to agree to disagree, after all memorability is THE least clearly defined of the 4 parts. Still, thanks for reading and entertaining my ramblings. :)

I understand your frustration with lack of definition in the villainy department, it is the score by which I render a judgment by "feel." I'm not really feeling Diana packs the narrative oomph or flash to reach beyond the score that I rendered. I'm sorry that we don't have more judges to perhaps mitigate what is a single judge's agreement, but I'm not sorry that I'm unswayed about my opinion. We have to agree to disagree. No change.


Originally Posted by Miranda d'Ormin
Thanks for judging. I had a few things to say:

originality: I'm not really sure what needs to be said about abrupt jaunt. It's a get out of death free card a couple of times a day, and conjurer goes well with this build since it's focused around orbs.

elegance: while the sun domain is printed in dragonlance campaign setting, the domain itself doesn't only exist there. I just needed to specify to avoid potential confusion with the PHB sun domain which has a different granted power

villainy: if the players have any interest in people being persecuted on the basis of their race, they will likely butt heads with Miranda regardless of their own particular background. Since she hunts down people who are guilty of what the church views as miscegenation, she will often have other people in her crosshairs as well.

Originality: I can only judge the entry based on the materials provided, and in my opinion the abrupt jaunt option seemed more a mechanical optimization than a narrative one. I suspect that I may be overly harsh on this point because abrupt jaunt is cheesey as all get out. But I don't think that I penalized the originality score for that single absence of additional narrative explication, rather, I see mundane player race using a printed out affiliation and playing it to the hilt using all the cool charop tricks. Hence the comment about it being a great PC character. I hipster in a beret would yell, "derivative!" In hindsight, I don't want to be that hipster, so I'll split the difference with you. Add .25 to originality.

Elegance: I understand that the sun domain in dragonlance is different than the normal sun domain. I cannot shake the impression that a church of silver flame character planeshifted from eberron to go the catalogues of enlightenment to find research about the sun and deities of the sun from a completely different prime material world, plucking that up for themselves, and still come back home to stay for the rest of their life with the same provincial racism in their heart navigating them towards interpersonal atrocity on such a low-tier scale. What is more apparent is that there is a mechanical benefit for the character build for taking the catalogues of enlightenment feat in this way that outstrips any narrative reason to choose literally any other planar touchstone feat. No change.

Villainy: Race politics in DND are tough, because there are humanoid races with "always evil" in their descriptions. Unless you are playing a "content of character of the individual" campaign, PCs are likely to let Miranda slide for some ugly stuff and focus on other meatier and clearcut villainy unless it is made personal to them by Miranda. You do bring up a good point that Miranda as an anti-miscegenist increases the avenues to incorporate player involvement by including family and romantic interests. In light of that, you may increase your villainy score by .25. Miranda is tough to judge on villainy because of this cold/hot effect they have on player interest. If players engage, they will HATE HATE HATE Miranda. If they don't, and it's a bit of a coin toss on that front, Miranda isn't the memorable villain but a representation of the silver flame as a set piece.

daremetoidareyo
2018-01-22, 11:34 AM
Thank you to all of the competitors for the kind and even keeled disputes.

I really appreciate that all of you took the time to explain your disputes without me feeling personally attacked, which I am totally prone to feeling as a judge. The conduct of yall was exemplary.

Also, thank you for putting up with the long delays in addressing disputes and rendering the judgments in the first place.

No-one got a score that was entirely mediocre, All of the entries this round were amazing. If you didn't place with a medal, it isn't because your villain was no good (pun), it's because the competition this round was fierce.

NontheistCleric
2018-01-22, 11:31 PM
Entry
Score
Creator
Rank


Rumble
19.50
Unknown
1st


Wraith
18.75
Unknown
2nd


Miranda d'Ormin
18.50
Unknown
3rd


Barson the Peaceful
18.25
Unknown
4th


Jack B[redacted], Agent of [redacted]
18.00
Unknown
5th (1 HM vote)


Jac Trocchi
17.50
Unknown
6th


Aeden Ó Connail
17.25
Unknown
7th


Kayla de'Arcturaine
16.75
Unknown
8th (1 HM vote)


Diana, Fist of St Cuthbert
16.00
Unknown
9th



Table updated. Congratulations to Miranda on moving up to third.


the competition this round was fierce.

When isn't it?

Inevitability
2018-01-23, 03:30 AM
Just like a wraith, the disputes won't die.


Okay, so, just to clarify, were not being CR-equivalent and the diplomacy issue reasons in Wraith's disfavor initially? Your judging post made them seem that way, so given that I demonstrated that Wraith can stand up to PCs of an appropriate CR and that he can counter PC diplomacy, why was there no score change on those accounts? In fact, you didn't even acknowledge what I said about the diplomacy, so it's hard to get a handle on what decisions are behind the score.

daremetoidareyo
2018-01-23, 09:22 AM
Originally Posted by Wraith
Okay, so, just to clarify, were not being CR-equivalent and the diplomacy issue reasons in Wraith's disfavor initially? Your judging post made them seem that way, so given that I demonstrated that Wraith can stand up to PCs of an appropriate CR and that he can counter PC diplomacy, why was there no score change on those accounts? In fact, you didn't even acknowledge what I said about the diplomacy, so it's hard to get a handle on what decisions are behind the score.

If the nature of your non understanding is the villainy score, as stated in other disputes, that is the score that navigates by "feel" the most. Wraith is a good villain. as demonstrated by a near 5.0 score.

If the nature of it is the power score, undead have a huge amount specific gear, feats, and class abilities to smash them to pieces. I honestly don't believe that wraith is going to outcompete a party of 4 to 6 heroes using diplomacy to encourage people to not become wraiths. Especially if those PCs decrease the amount of dispiriting conditions that would drive potential wraithees towards not becoming undead. Diplomacy, both the skill and the act, defangs wraiths ultimate goal, as it is hopelessness and feeling trapped by lifes conditions that leads people to become his disciples. Alleviate that hopelessness, and you curtail wraiths abilities to congregate his cronies. As far as the power score not being higher, you're a cleric with 5 lost caster levels and some undead stuff on top that can't handle sunlight. That isn't a nigh undefeatable villain. It's strong for a cleric. But in my opinion, it isn't a 5.0 power cleric, as evidenced by a score that is only 3 quartiles away from a maximum amount of power that can be packed onto a cleric. Or, if you need a different comparison, it's 5 quartiles better than an average built cleric.

No change.

jdizzlean
2018-01-24, 12:01 PM
all done and ready for the next comp?

alpine
2018-01-28, 09:49 PM
all done and ready for the next comp?

Please?
890

Inevitability
2018-01-29, 01:38 AM
Will end the competition today (things've been busy in RL, sorry).

Inevitability
2018-01-29, 03:51 AM
Thanks to TwoLegsArmchair for the table!



Entry
Score
Creator
Rank


Rumble
19.50
jdizzlean
1st


Wraith
18.75
TwoLegsArmchair
2nd


Miranda d'Ormin
18.50
Venger
3rd


Barson the Peaceful
18.25
Boggartbae
4th


Jack B[redacted], Agent of [redacted]
18.00
GrayDeath
5th (1 HM vote)


Jac Trocchi
17.50
alpine
6th


Aeden Ó Connail
17.25
flappeercraft
7th


Kayla de'Arcturaine
16.75
Macaberet
8th (1 HM vote)


Diana, Fist of St Cuthbert
16.00
GrayDeath
9th



Congratulations to all chefs!

Any suggestions for the next competition will be most welcome.

NontheistCleric
2018-01-29, 06:24 AM
Thanks to TwoLegsArmchair for the table!



Entry
Score
Creator
Rank


Rumble
19.50
jdizzlean
1st


Wraith
18.75
TwoLegsArmchair
2nd


Miranda d'Ormin
18.50
Venger
3rd


Barson the Peaceful
18.25
Boggartbae
4th


Jack B[redacted], Agent of [redacted]
18.00
GrayDeath
5th (1 HM vote)


Jac Trocchi
17.50
alpine
6th


Aeden Ó Connail
17.25
daremetoidareyo
7th


Kayla de'Arcturaine
16.75
Macaberet
8th (1 HM vote)


Diana, Fist of St Cuthbert
16.00
GrayDeath
9th



Congratulations to all chefs!

Any suggestions for the next competition will be most welcome.

You're welcome, Inevitability, and thanks for the congratulations. However, I must point out that you have made an error either in the table or the enforcement of competition policy, as I believe that under normal circumstances daremetoidareyo would not be allowed to be both a judge and a competitor.

daremetoidareyo
2018-01-29, 09:01 AM
I definitely didnt' enter aiden. I think that I sent a PM about aiden because I didn't see any alignment and couldn't judge it based on that. Chairman probably confused my message with aiden in the title with the original creator.

GrayDeath
2018-01-29, 10:41 AM
T hope so.

I mean I cant imagine Inevetability oerlooking something like this in the first place.

flappeercraft
2018-01-29, 11:27 AM
Actually I entered Aedan

Inevitability
2018-01-29, 03:09 PM
Actually I entered Aedan

Right you are, fixed it!

Thurbane
2018-01-29, 04:08 PM
Congrats to all the entrants, especially the place-getters, and apologies again for not being able to complete judging.

Any thoughts for the next ingredient?

My vote would be either Keeper of the Gate, Yin/Yang or Pokemaster, but I'm fine with anything.



Cold Blooded (reptiles/dragons etc.)
Evil Clown
Headless
Keeper of the Gate (guardian of a place or thing)
Non-evil Villain
PokéMaster (minionmancy)
Politician
Spirit/Soul Themed
Swallow Whole
Untouchable
Villain Duo
Yin and Yang (opposing themes within the one build)

GrayDeath
2018-01-29, 04:09 PM
Of those, Cold Blooded or Yin/Yang have my fancy the most.

daremetoidareyo
2018-01-29, 04:41 PM
Of those, Cold Blooded or Yin/Yang have my fancy the most.

Cold blooded does look fun.

Kaiju monsters would be cool too. (godzilla, king kong, tarrasque) Big and Dumb!

PrismCat21
2018-01-29, 05:42 PM
My vote would be either Keeper of the Gate, Yin/Yang or Pokemaster, but I'm fine with anything.

Yeah... when I saw 'Pokemaster', I immediately thought Poke as in touch spells. I was confused for a moment :smallbiggrin:

Keeper of the Gate seems good to me

alpine
2018-01-29, 08:17 PM
Keeper of the gate or duo get my vote.

Zaq
2018-01-29, 08:38 PM
Would "insidiousness" be too broad or perhaps too narrow? By insidiousness, I don't mean just a villain who has schemes—I mean a villain whose main trick or main plot doesn't seem that bad until you think about it for a minute, and then it just becomes absolutely horrifying. Not sure how to sum that up in a single pithy bumper-sticker phrase, though. "Fridge horror" seems incomplete. Maybe "worse than it sounds"? That might be too narrow.

Venger
2018-01-29, 08:39 PM
Would "insidiousness" be too broad or perhaps too narrow? By insidiousness, I don't mean just a villain who has schemes—I mean a villain whose main trick or main plot doesn't seem that bad until you think about it for a minute, and then it just becomes absolutely horrifying. Not sure how to sum that up in a single pithy bumper-sticker phrase, though. "Fridge horror" seems incomplete. Maybe "worse than it sounds"? That might be too narrow.

sounds too similar to "wrong for the right reasons" honestly

I'm down for gatekeepers.

jdizzlean
2018-01-30, 05:53 AM
wahoo, thanks all, i had a blast building Rumble for this round!

Boggartbae
2018-01-30, 01:47 PM
Ooh. Just shy. This was super fun though

Thanks for the experience y'all. I had a really fun time making Barsom, and all the other villains were really cool too. Can't wait for the next round, although I'm not 100% that I'm going to have an entry

Also, congratulations to jdizzlean and the other placers!

daremetoidareyo
2018-01-30, 02:05 PM
Ooh. Just shy. This was super fun though

Thanks for the experience y'all. I had a really fun time making Barsom, and all the other villains were really cool too. Can't wait for the next round, although I'm not 100% that I'm going to have an entry

Also, congratulations to jdizzlean and the other placers!

If it makes you feel any better, I just threw Barsom and his nation at my players. Also Wraith, Also Jac. Because Barsom is so terrible he pushed his chattel towards some extremes of behavior. After one visit to the kingdom, the PCs have decided to just never go back there and hope Jac wins in their insurgency.

Sian
2018-02-02, 01:59 PM
An idea for a theme

"I'm not evil, just misunderstood"

PrismCat21
2018-02-02, 04:12 PM
An idea for a theme

"I'm not evil, just misunderstood"

Isn't that basically what this very round was about...?

GrayDeath
2018-02-02, 04:16 PM
Nah, that would be less wrong for the right reasons and more "deluded evil" (ergo like this round, but with people just THINKING they were not evil) as I understand it.

Still too close for Round 25 if you ask me....

3SecondCultist
2018-02-03, 01:45 PM
Do non-competitors get a vote? Because if so, then count me in for "Untouchable", as well as "Gate Guardian". I love the idea of designing a villain who is near-impossible to kill, or something a bit more defensive than the traditional conquering / scheming types.

PrismCat21
2018-02-03, 06:48 PM
Do non-competitors get a vote?

No, they do not.
Neither do competitors.
The next themes are completely up to the chair, we just openly voice what we desire and hope enough others feel the same way that it'll sway the chairman's decision. :) No actual voting.

Inevitability
2018-02-04, 01:39 PM
Keeper of the gate it is!

Link (http://www.giantitp.com/forums/showthread.php?550139-Villainous-Competition-XXV-No-Solicitors!&p=22813631) to the new thread.