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View Full Version : Junkyard Wars XVIII: Argent Savant + Holy Scourge - Wizard



Thurbane
2018-04-05, 04:51 PM
Welcome to Junkyard Stadium! It is in this hallowed pile of miscellaneous parts that we will hold a competition of Practical Optimization with three components. The catch? Competitors may not use the third item in their builds!

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

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


Necessary: From Complete Arcane... the Argent Savant prestige class!
Necessary: From Complete Mage... the Holy Scourge prestige class!
Forbidden: From PHB... the Wizard base class (including Specialist Wizards)!

Pew pew pew!

Round-Specific FAQ

Contestants:

The rules are as follows:

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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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



Code immediately below (spoiler).

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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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

Judges:


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


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



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


Completion Time:

Contestants will have until 23:59 PM GMT Wednesday April 25th to create their builds and PM them to the chairman.
Builds will then be posted simultaneously to avoid copying.
Judges will have until 23:59 PM GMT Wednesday May 2nd to judge the builds and submit their scores. Judging deadline is subject to extension as required.
As the precedent has been set from Episode 2, should all prospective judges have posted their rulings in a neat, timely fashion and all disputes have been settled satisfactorily (to either judges, contestants, or the Chairperson), the judging period may end prematurely to give way to a new episode. No reason to keep working on a finished building and avoid moving onto the next one.


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

Previous Competitions:

Junkyard Wars in the Playground I: Shadowdancer + Sneak Attack - Rogue (http://www.giantitp.com/forums/showthread.php?337864)
Junkyard Wars in the Playground II: Healing Spells + Ruby Knight Vindicator - Cleric (http://www.giantitp.com/forums/showthread.php?342896)
Junkyard Wars in the Playground III: Dragons + Theurges - Kobolds (http://www.giantitp.com/forums/showthread.php?347412)
Junkyard Wars in the Playground IV: BoED + Undead Type - Completes (http://www.giantitp.com/forums/showthread.php?355278)
Junkyard Wars in the Playground V: Dread Witch + Reaping Mauler - Fighter (http://www.giantitp.com/forums/showthread.php?360271)
Junkyard Wars in the Playground VI: Wonderworker + Profession Skill - Factotum (http://www.giantitp.com/forums/showthread.php?369604)
Junkyard Wars in the Playground VII: Metamagic Feats + LA - Metamagic Reducers! (http://www.giantitp.com/forums/showthread.php?374504)
Junkyard Wars in the Playground VIII: Pounce+Small Size-Barbarian (http://www.giantitp.com/forums/showthread.php?388151)
Junkyard Wars in the Playground IX: Earth Dreamer + Ordained Champion - Cleric (http://www.giantitp.com/forums/showthread.php?395791)
Junkyard Wars in the Playground X: Meldshaping + Natural Attacks - Totemist (http://www.giantitp.com/forums/showthread.php?403880)
Junkyard Wars in the Playground XI: Magical Darkness + Improved Familiar - Wizard (http://www.giantitp.com/forums/showthread.php?409650)
Junkyard Wars in the Playground XII: Dragonmark Heirs + Touchstones - Martial Weapons (http://www.giantitp.com/forums/showthread.php?430214)
Junkyard Wars in the Playground XIII: Mulhorandi Divine Minion + Monk - Any Other Wildshaping (http://www.giantitp.com/forums/showthread.php?465901)
Junkyard Wars in the Playground XIV: Racial Paragon Classes + Spellcasting - Base Classes (http://www.giantitp.com/forums/showthread.php?479427)
Junkyard Wars in the Playground XV: Ruathar + Stoneblessed - Human (http://www.giantitp.com/forums/showthread.php?497904)
Junkyard Wars in the Playground XVI: Trapsmith + Combat Trapsmith - Rogue (http://www.giantitp.com/forums/showthread.php?540521)
Junkyard Wars in the Playground XVII: Elemental Warrior + Jaunter - Fighter (http://www.giantitp.com/forums/showthread.php?552569)

Thurbane
2018-04-05, 04:52 PM
http://archive.wizards.com/dnd/images/ca_gallery/85430.jpg

http://archive.wizards.com/dnd/images/compmage_gallery/100491.jpg





FAQ continued
On a completely unrelated topic, are the generic classes (specifically, the generic spellcaster class) from UA allowed?
While not specifically stated, please assume this competition uses the same restrictions as Iron Chef (this will be updated in the future OPs of upcoming competitions):

Kitchen: Competitors will be free to use any official 3.5 rulebook in constructing their builds. Dragon magazine is disallowed, and Unearthed Arcana is allowed; but see Elegance below. Web-exclusive 3.0 or 3.5 materials by WotC are expressly allowed, but take care to verify that an updated version did not appear in print elsewhere, as this may cause an Elegance deduction at the judges' discretion. Alternate rule systems from UA such as gestalt or Generic Classes are not allowed, as they create a different playing field. Also, item familiars are forbidden because I hate 'em. Please refrain from using Taint unless it's necessary for the Secret Ingredient.
NB: Official Errata and 3.5 updates to 3.0 content are considered valid regardless of whether their sources would otherwise be legal. This includes the 3.5 update of Oriental Adventures given in Dragon Magazine, and the 3.5 updates of Dragonlance Campaign Setting content given in later third party Dragonlance books.
Okay, I've got another question/comment. Holy Scourge gives the arcane smite ability, which functions like the a paladin class feature. According to the SRD (http://www.d20srd.org/srd/classes/paladin.htm), Smite evil adds damage equal to your paladin level to the attack. Does this mean that a Holy scourge without Paladin levels does not gain bonus damage when using arcane smite?
I'm ruling that Arcane Smite adds your Holy Scourge level to damage (as well as Cha bonus to hit, where applicable).

Falontani
2018-04-05, 05:08 PM
Instant Inspiration? Uh Oh looks like I won't be judging this one!

Venger
2018-04-05, 05:23 PM
I've never even heard of holy scourge before. I can see why. What a piece of crap.

I'm in to cook.

mabriss lethe
2018-04-05, 06:38 PM
Assuming life doesn't throw me any more curveballs like it has this past month (SO hospitalized twice, cross country flights, work prep for holidays, etc.) I'd love to cook something up. I even have the skeleton of a build already.

WhamBamSam
2018-04-05, 09:06 PM
I have some thoughts on this. I'll try to get something together before the deadline.

Elmin_Star
2018-04-06, 02:36 AM
Seems interesting, I'd be up to judge this. Interested to see what people cook up

Zaq
2018-04-06, 01:16 PM
Huh. I had never noticed that Argent Savant requires 5th level spells before. That seems a little bit unnecessary, considering how little the class gives in return, but I guess that's why it doesn't come up much in optimization discussions, even above and beyond the fact that it loses caster levels without giving terribly much that can be described as anything other than "numbers" (and not particularly amazing numbers).

I have about half of an idea, but I'm not sure it's legal by RAW. I'm also very busy for the next week or so, so I probably won't get anything in. But I bet the results will be pretty interesting.

daremetoidareyo
2018-04-06, 01:18 PM
holy scourge is terrible. It's not even fun to play (code of stupid conduct) and it gives you almost nothing in return.

Zaq
2018-04-06, 01:26 PM
holy scourge is terrible. It's not even fun to play (code of stupid conduct) and it gives you almost nothing in return.

I see one potential bit of sideways RAWyery that could potentially be BS'd into working in ways that don't seem to be intended, but there's a nontrivial limitation in the way that I may not find a way around. If I don't submit an entry that takes advantage of it (and no one else does either), I'll try to remember to bring it up to you.

Venger
2018-04-06, 03:19 PM
holy scourge is terrible. It's not even fun to play (code of stupid conduct) and it gives you almost nothing in return.

not only doesn't it give you anything, it somehow feels that this awesomeness is worth burning a caster level and not even giving you full bab. Aren't you supposed to be a paladin?

Since wizard is banned, I don't think this is speculation (if I'm wrong, please tell me and I'll remove it) but I absolutely adore that they were too stupid to fix your smite, and say it works just like paladin's. If you entered as a wizard, I hope you put a ton of points in cha for absolutely no reason.

Inevitability
2018-04-06, 04:42 PM
Holy Scourge is... wow. Just wow. It's a class that makes you sacrifice a caster level for the ability to lose all of the others as well.

Venger
2018-04-06, 05:01 PM
Holy Scourge is... wow. Just wow. It's a class that makes you sacrifice a caster level for the ability to lose all of the others as well.

I guess it doesn't specify who you're a scourge to.

DeTess
2018-04-06, 05:18 PM
I might maybe, just maybe have the smallest hint of an idea.

On a completely unrelated topic, are the generic classes (specifically, the generic spellcaster class) from UA allowed?

Thurbane
2018-04-06, 05:21 PM
In some ways, I think the Holy Scourge's Code of Conduct is worse than the Paladin's.

Here's the SRD Paladin entry:


Code of Conduct

A paladin must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act.

Additionally, a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.

...so you could probably forgive a Paladin for not mercilessly slaying the greedy merchant in his shop once he detects as evil.

Holy Scourge however:


Code of Conduct

You must devote yourself to the destruction of evil, particularly those who use evil magic and innately evil creatures. You must not resort to evil methods to achieve these goals. You might briefly ignore a lesser evil for the sake of defeating a greater one, but otherwise you must make every reasonable effort to obliterate evil wherever you find it. Should you ever violate this code or step outside the boundaries of what is considered acceptable good-aligned behavior, you lose your holy scourge class features.

The local villagers better hope you don't have access to Detect Evil.

Venger
2018-04-06, 05:32 PM
I'm pretty sure we default to iron chef rules and generic classes, spell points, and other alternative game options aren't allowed.


In some ways, I think the Holy Scourge's Code of Conduct is worse than the Paladin's.

Here's the SRD Paladin entry:



...so you could probably forgive a Paladin for not mercilessly slaying the greedy merchant in his shop once he detects as evil.

Holy Scourge however:



The local villagers better hope you don't have access to Detect Evil.

As hilarious as that is, I think the "reasonable effort" will let me off the hook without murdering every innkeeper who (to use D&D's own completely insane example of Evil behavior,) waters down his beer

Zaq
2018-04-06, 05:36 PM
I'm pretty sure we default to iron chef rules and generic classes, spell points, and other alternative game options aren't allowed.



As hilarious as that is, I think the "reasonable effort" will let me off the hook without murdering every innkeeper who (to use D&D's own completely insane example of Evil behavior,) waters down his beer

Wait, what book and page is that example on? That sounds like it's part of a gloriously depraved argument, or at least that it's got some amusingly troubling implications.

Thurbane
2018-04-06, 05:52 PM
I might maybe, just maybe have the smallest hint of an idea.

On a completely unrelated topic, are the generic classes (specifically, the generic spellcaster class) from UA allowed?

As Venger says, while not specifically mentioned in the OP, it's assumed we use the IC exclusions on UA material. I'll add an FAQ into the second post.

Venger
2018-04-06, 07:00 PM
Wait, what book and page is that example on? That sounds like it's part of a gloriously depraved argument, or at least that it's got some amusingly troubling implications.
I'll try to dredge it up for you. Top of my head, I can't remember what book it's in. It was in one of the sections pontificating about alignment, so probably boed or one of the fiendish codices. In the section it was in, it was basically arguing against playing the stereotypical psychopathic paladin who murders everyone that pings on detect evil and said that the alignment system does not have degrees of evil, so a genocidal dictator and an innkeeper who waters down his beer may both have Evil alignments, so you should use some common sense before you murder people in the street.


As Venger says, while not specifically mentioned in the OP, it's assumed we use the IC exclusions on UA material. I'll add an FAQ into the second post.

Thank you

Sian
2018-04-07, 04:09 AM
got an idea ... but feel that it's so blindingly obvious that Vizzini is sure to happen ... trying to see if I can find something else

DeTess
2018-04-07, 12:02 PM
Okay, I've got another question/comment. Holy Scourge gives the arcane smite ability, which functions like the a paladin class feature. According to the SRD (http://www.d20srd.org/srd/classes/paladin.htm), Smite evil adds damage equal to your paladin level to the attack. Does this mean that a Holy scourge without Paladin levels does not gain bonus damage when using arcane smite?

Zaq
2018-04-07, 12:21 PM
Okay, I've got another question/comment. Holy Scourge gives the arcane smite ability, which functions like the a paladin class feature. According to the SRD (http://www.d20srd.org/srd/classes/paladin.htm), Smite evil adds damage equal to your paladin level to the attack. Does this mean that a Holy scourge without Paladin levels does not gain bonus damage when using arcane smite?

Huh. All of the class-granted smites I can easily find (Pally, Crusader, Soulborn) do specifically say "per paladin level" or "per crusader level" or "per soulborn level," never "per class level."

On the one hand, I think you might be technically correct by RAW. On the other hand, I believe that Monks should be proficient with unarmed strikes.

Chair?

DeTess
2018-04-07, 12:26 PM
On the one hand, I think you might be technically correct by RAW. On the other hand, I believe that Monks should be proficient with unarmed strikes.

Chair?

Agreed. It was just something weird I came across while trying to figure out how to make this half of the ingredient work. I expect the design intent is that it scales of scourge level or maybe even caster level, but that's not what it says by RAW.

Also, monks are not proficient with unarmed strikes? What the [four-letter-expletive]?

Thurbane
2018-04-07, 03:54 PM
Okay, I've got another question/comment. Holy Scourge gives the arcane smite ability, which functions like the a paladin class feature. According to the SRD (http://www.d20srd.org/srd/classes/paladin.htm), Smite evil adds damage equal to your paladin level to the attack. Does this mean that a Holy scourge without Paladin levels does not gain bonus damage when using arcane smite?

Well spotted. I've checked the CM errata, and this issue is not addressed.

I'm ruling that Arcane Smite adds your Holy Scourge level to damage (as well as Cha bonus to hit, where applicable).

Zaq
2018-04-07, 07:36 PM
Also, monks are not proficient with unarmed strikes? What the [four-letter-expletive]?

Yeah, an unarmed strike is a simple weapon, and Monks are one of the few classes that aren't proficient with "all simple weapons." They have a whitelist of proficiencies that their class grants them, and it doesn't actually contain "unarmed strikes." Neither the IUAS feat or the Monk "unarmed strike" class feature says a single word about proficiency, either, so by RAW, a normal Monk is not proficient with their unarmed strikes.

I've never seen a single game that doesn't houserule this away, to be fair. I think it's likely the single most common houserule in the entire game—partly because most folks don't read closely enough to know that it's a houserule, but even among those that know how the RAW works, I've never seen anyone choose to force the poor Monk to spend other resources (feats, levels, etc.) getting proficiency. But yeah. By the purest of pure RAW, the Monk is even worse than you thought.

Venger
2018-04-08, 11:51 PM
Wait, what book and page is that example on? That sounds like it's part of a gloriously depraved argument, or at least that it's got some amusingly troubling implications.

after combing my library to no avail, I've sought assistance (http://www.giantitp.com/forums/showthread.php?555526-help-finding-quot-Watering-down-your-beer-is-an-Evil-act-quot-source) to get to the bottom of this

jdizzlean
2018-04-10, 04:17 PM
ugh.

awesome idea may be impossible to implement...

don't wanna do back up idea :(

damn you d&d.

WhamBamSam
2018-04-11, 01:02 AM
I've got a build stubbed out that I'm pretty happy with. I'm curious how the judges will feel about it.

MinimanMidget
2018-04-11, 02:32 AM
My Argent Savant build practically wrote itself, but trying to benefit from Holy Scourge is like drinking from a toilet.

Sian
2018-04-11, 02:51 AM
Yeah, the “argent savant” part is rather easy to make useful / fitting ... the “holy scourge” on the other hand is much harder, for all that the absolute numbers aren’t significantly worse (... well they are kinda, but also less restrictive)

jdizzlean
2018-04-12, 09:56 PM
build table done, ironically i think the spell selection part is going to take longer than the character progression part...

Falontani
2018-04-12, 10:27 PM
my build and story is done... should I just finish up the formatting and sources and send it in or wait?

Venger
2018-04-12, 10:34 PM
my build and story is done... should I just finish up the formatting and sources and send it in or wait?

if you have it finished early, go ahead and send it in. if you find a mistake between now and the due date, you are allowed to send in a correction.

Thurbane
2018-04-20, 11:27 PM
Just under 2 days to go by my reckoning.

As usual, if anyone needs an extension to complete an entry, requests for extension will be considered.

Zaq
2018-04-20, 11:53 PM
I'm not going to get anything in. I'll discuss my half-baked ideas after the reveal if they aren't too similar to anything that actually hits the table.

Macabaret
2018-04-21, 09:52 AM
Just under 2 days to go by my reckoning.

As usual, if anyone needs an extension to complete an entry, requests for extension will be considered.

I hate to be that guy, but an extension of a few days or so certainly wouldn't upset me.

Thurbane
2018-04-21, 05:08 PM
I hate to be that guy, but an extension of a few days or so certainly wouldn't upset me.

No problem. Shall we say 3 more days?

ZamielVanWeber
2018-04-25, 04:31 PM
Curious, will builds be posted soon? I am the crazy dude who likes holy scourge and wanna see what people are doing with it.

Thurbane
2018-04-25, 04:47 PM
Curious, will builds be posted soon? I am the crazy dude who likes holy scourge and wanna see what people are doing with it.

The deadline is up in about 2 hours. I'll be at work at that time, which may impact my aiblity to post entries, so reveal will be some time in the next 2-8 hours or so.

Venger
2018-04-25, 07:11 PM
Curious, will builds be posted soon? I am the crazy dude who likes holy scourge and wanna see what people are doing with it.

After the reveal, please tell us what you like about the class, because I don't think you'll find a group who likes it less :smalltongue:

jdizzlean
2018-04-25, 07:20 PM
haha, i think individually they're fine, but together they're a little wierd

Thurbane
2018-04-25, 09:16 PM
Time for the reveal: please hold off on posting until I give the all clear.

Thurbane
2018-04-25, 09:17 PM
https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcSksXPOBIzRxGQN9PKIppyCMvORcjQp3-hWUSshk9H_8hEkrL1T
Dexter Bar Sinister



Dexter sprinkled arcane reagents in a circle measuring exactly one meter in diameter. His assistant made sure the surface was even with a level.

“And you think this is getting you on the honor roll?” Fay asked.

“I mean it can’t hurt. All the good independent studies were taken already. I can’t compete with synthetic ice-made summons.” He stepped back and dusted the silver powder off his hands.

“Don’t get any in your mouth,” Fay warned him as she put on her safety goggles. “I heard it turns your skin blue.”

“Duly noted. I did skip lunch, though. I’m going to make this deadline if it kills me. Are you buying at the pub later?” Dexter began the machinations of an electricity spell, paying careful attention to the precise movements of his elbows.

Fay laughed and conjured a shield in front of herself. “Tell you what, if this stupid thing works, I’ll buy. If it kills us, then you do it once janitorial scrapes us up and gets us rez’d.”

Lightning danced in Dexter’s eye as he loosed the bolt in the cramped basement of the university.

“Damnit, that reminds me, my check to the bursar’s late. I can’t have my rez insurance lapse again. I missed a month’s worth of lectures last time it got lost in the mail.” Energy danced around the circle, a dull glow emanating from its center.

“Yeah, was it that thing that broke out of the conjuration department that sliced you in half?” Fay waved a wand at the circle and wrote down its measurements on her clipboard.

“No, it was that accident that burned down the evocation department. A flagstone fell on me while I was having a game of footy. I think you’re thinking of Destrah, the other aasimar in our class.” Dexter exuded his will into the circle.

“Come on, you know it’s not like that.” Fay crouched behind her invisible shield of force while he crept closer.

“Yeah, it’s fine.” He sighed. “I thought it had to go somewhere.” He tossed his gloves into the circle, the light within its center inert. “I got the idea when we were doing that psionics core requirement and the guest lecturer talked about that thing where you shunt the third dimension of your hand off into the ether. I figured it’d have to go someplace.”

“Not this ‘conservation of energy’ thing again.” Fay of all people had heard it before.

“Look, all I’m saying is that roguespace experiment was shoddily handled. They didn’t even have a scale in the room when they threw that fireball at him. How do they know he wasn’t momentarily displaced?” The hair on Dexter’s arms that hadn’t been singed off from the prior day’s experiment stood on end despite the heat of the lab.

“Hang on, I feel something,” he said.

“Quantifiable data only, Dex,” Fay said.

“It’s an evocation effect. No, hang on, it’s not, but it’s related. I’m getting that tickle behind my eye. I think there’s some kind of resonant frequency being created between me and your wall,” he said.

“Hm. Well try to affect it I guess. You know the guy who discovered that scintillating light pattern between two abjuration effects that’ve been coterminous for longer than 24 hours is eating pretty high on the hog,” she said.

“Are you making fun of me?” Dexter asked as he reached out his hand in an obscene gesture toward her.

“Maybe a little. I just can’t remember his name is a-“ She was cut off as the wall of force in front of her exploded, destroying the glassware surrounding them and knocking her to the floor.

“Fay! Oh, Boldrei protect us.” Dexter tore off his lab robe and pressed it to the piece of glass embedded in her neck. He spat the magic command word and the lab’s unseen servant opened the safe and pulled out a few potions to pour into her mouth while Dexter made sure her throat was closed.

Her wounds knit and once her voice was whole, she dusted the debris off her face. She told the servant to clean up.

“Forget the honor roll, you’re taking this to the army. There’s just one thing first,” she said.

“What is it?” Dexter pulled a pre-blessed bandage out of the box of provisions from the safe.

“Lunch. I’m starving.”




LG lesser Aasimar warmage 5/holy scourge 5/exalted arcanist 2/argent savant 5/exalted arcanist 5



before racial mods:
str 8
dex 12
con 14
int 10
wis 16
cha 16 (increases here)

after racial mods:
str 8
dex 12
con 14
int 10
wis 18
cha 18 (increases here)





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


1st
Warmage 1
+0
+0
+0
+2
k (arcana) 4, k (religion) 4 (2)
Versatile Spellcaster, (feat)
Armored mage (light), warmage edge


2nd
Warmage 2
+1
+0
+0
+3
spellcraft 2




3rd
Warmage 3
+1
+1
+1
+3
k (arcana) 2 (6)
Purify Spell
Advanced learning (seeking ray)


4th
Warmage 4
+2
+1
+1
+4
spellcraft 2 (4)




5th
Warmage 5
+2
+1
+1
+4
spellcraft 2 (6)




6th
Holy Scourge 1
+2
+1
+1
+6
k (religion) 2 (4)
Arcane Disciple (Force)
Code of conduct, dedicated spellcaster, righteous evocation +1


7th
Holy Scourge 2
+3
+1
+1
+7
spellcraft 2 (8)

Arcane smite 1/day


8th
Holy Scourge 3
+3
+2
+2
+7
spellcraft 2 (10)

Devoted arcanist


9th
Holy Scourge 4
+4
+2
+2
+8
k (arcana) 1 (7), spellcraft 1 (11)
Consecrate Spell
Arcane smite 2/day


10th
Holy Scourge 5
+4
+2
+2
+8
k (arcana) 2 (9)

Righteous evocation +2


11th
Exalted Arcanist 1
+4
+2
+2
+10
umd 4

Exalted spell list (3rd), spell knowledge (searing light, helping hand)


12th
Exalted Arcanist 2
+5
+2
+2
+11
umd 3 (7), spellcraft 1 (12)
invisible spell
Exalted spell list (5th), faster consecrate


13th
Argent Savant 1
+5
+2
+2
+13
concentration 2

Force specialization


14th
Argent Savant 2
+6/+1
+2
+2
+14
concentration 2 (4)

Force armor


15th
Argent Savant 3
+6/+1
+3
+3
+14
concentration 2 (6)
extend spell
Extended force


16th
Argent Savant 4
+7/+2
+3
+3
+15
concentration 2 (8)

Ablate force


17th
Argent Savant 5
+7/+2
+3
+3
+15
concentration 2 (10)

Unbind force


18th
Exalted Arcanist 3
+7/+2
+4
+4
+15
umd 4 (11)
sculpt spell
Bonus exalted feat (touch of golden ice), exalted spell list (7th)


19th
Exalted Arcanist 4
+8/+3
+4
+4
+16
umd 4 (15)

Exalted spell list (9th), faster purify


20th
Exalted Arcanist 5
+8/+3
+4
+4
+16
umd 4 (19)

Bonus exalted feat (nonlethal substitution), sanctified spells





Spells per Day/Spells Known


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


1st
5
3
-
-
-
-
-
-
-
-


2nd
6
4
-
-
-
-
-
-
-
-


3rd
6
5
-
-
-
-
-
-
-
-


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


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


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


7th
6
6
5
3
-
-
-
-
-
-


8th
6
6
6
4
-
-
-
-
-
-


9th
6
6
6
5
3
-
-
-
-
-


10th
6
6
6
6
4
-
-
-
-
-


11th
6
6
6
6
4
-
-
-
-
-


12th
6
6
6
6
5
3
-
-
-
-


13th
6
6
6
6
5
3
-
-
-
-


14th
6
6
6
6
6
4
-
-
-
-


15th
6
6
6
6
6
5
3
-
-
-


16th
6
6
6
6
6
6
4
-
-
-


17th
6
6
6
6
6
6
5
3
-
-


18th
6
6
6
6
6
6
6
4
-
-


19th
6
6
6
6
6
6
6
5
3
-


20th
6
6
6
6
6
6
6
6
4
-







You’re a warmage, so sling energy spells around with delight. Versatile spellcaster gives you additional flexibility, so tool around in light armor and attack bad guys. Your taxes are laying groundwork for later classes.



You’re into and out of holy scourge. Warmage’s cha-based casting synergizes with your cha-based smiting. Revere the Sovereign Host and the force domain provides the remaining necessary force spells for argent savant and provides valuable utility. Thanks to your aasimar wis boost, you are able to cast all the spells you have slots for from the domain



Exalted arcanist is up, giving umd to provide access to wands and other items to shore up your spell list, and consecrate no longer takes up the full round.

You’re in argent savant as well. Extend goes hand in hand with extended force, so your spells last just forever now.



You’ve wrapped argent savant and now have room to finish up exalted arcanist. You get some free exalted feats and now have access to all sanctified spells, providing valuable utility, and holy scourge’s boost to good spells will help out as well.




complete arcane: warmage, argent savant
complete mage: holy scourge
book of exalted deeds: exalted arcanist, purify spell, consecrate spell
complete divine: arcane disciple
spell compendium: force domain
faiths of eberron: sovereign host
races of the dragon: versatile spellcaster
cityscape: invisible spell, sculpt spell
srd: extend spell, aasimar
player’s guide to faerun: lesser aasimar

Thurbane
2018-04-25, 09:18 PM
Jhora the Seer

STUB

CG Mulan Human Warlock 1/Divine Magician Cleric 5/Divine Oracle 4/Argant Savant 5/Holy Scourge 5
https://i.pinimg.com/originals/8a/3e/54/8a3e541d99c55b1030b64605663b97de.jpg
NUMBERS

Speed 30
HP: 1d6+5d8+4d6+5d4+5d6+40 (110ish)
32 pt buy
S10, D12, C14, I12, W16, C14
4 and 8 to WIS
12 to DEX
16 and 20 to CHA


BUILD



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


1st
Warlock 1
+0
+0
+0
+2
Concentration 4, Knowledge Religion 4, Knowledge Arcana 4, Spellcraft 4
Heroic Destiny, Skill Focus (Know Rel)
Eldritch Blast 1d6, Least Invocation (Baleful Utterance)


2nd
Cleric 1
+0
+2
+0
+4
Conc 5, Know Arc 5, Know Rel 5, Spellcraft 5
-
Divine Magician ACF, Turn Undead, Spells


3rd
Cleric 2
+1
+3
+0
+5
+1 to all
Domain Spontaneity (Force)
-


4th
Cleric 3
+2
+3
+1
+5
+1 to all
-
-


5th
Cleric 4
+3
+4
+1
+6
+1 to all
-
-


6th
Cleric 5
+3
+4
+1
+6
+1 to all
Southern Magician
-


7th
Divine Oracle 1
+3
+4
+1
+8
+1 to all
-
Oracle Domain, Scry Bonus +1, +1Spellcasting (Cleric)


8th
Divine Oracle 2
+4
+4
+1
+9
+1 to all
-
Prescient Sense, Trap Sense +1, +1 SC (Cleric)


9th
Divine Oracle 3
+5
+5
+2
+9
+1 to all
Protected Destiny
Divination Enhancement, +1 SC (Cleric)


10th
Divine Oracle 4
+6
+5
+2
+10
+1 to all
-
Uncanny Dodge, +1 SC (Cleric)


11th
Argant Savant 1
+6
+5
+2
+12
+1 to all
-
Force Specialization


12th
Savant 2
+7
+5
+2
+13
+1 to all
Divine Fortune
Force Armor, +1 SC (Warlock) +1 least invocation (See the Unseen)


13th
Savant 3
+7
+x6
+3
+13
+1 to all
-
Extended Force, +1 SC (Warlock) EB 2d6


14th
Savant 4
+8
+6
+3
+14
+1 to all
-
Ablate Force, +1 SC (Warlock) +1 least invocation (Devil’s Sight)


15th
Savant 5
+8
+6
+3
+14
+1 to all
Born Flyer
Unbind Force, +1 SC (Warlock) EB 3d6


16th
Holy Scourge 1
+8
+6
+3
+16
+1 to all
-
Code of Conduct, Dedicated Spellcaster, Righteous Evocation +1


17th
Scourge 2
+9
+6
+3
+17
+1 to all
-
Arcane Smite 1/day, +1 SC (Warlock) +1 Lesser invocation (Fel Flight)


18th
Scourge 3
+9
+7
+4
+17
+1 to all
Extra Turning
Devoted Arcanist, +1 SC (Warlock) EB 4d6


19th
Scourge 4
+x10
+7
+4
+18
+1 to all
-
Smite 2/day, +1 SC (Warlock), +1 Lesser (Voracious Dispelling)


20th
Scourge 5
+10
+7
+4
+18
+1 to all
-
Evocation +2, +1 SC (Warlock) EB 5d6




SPELLS:

Spells per Day (x+1 Domain Spell)/Spells Known


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


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


3rd
4
3+1
-
-
-
-
-
-
-
-


4th
4
3+1
2+1
-
-
-
-
-
-
-


5th
5
4+1
3+1
-
-
-
-
-
-
-


6th
5
4+1
3+1
2+1
-
-
-
-
-
-


7th
5
4+1
4+1
3+1
-
-
-
-
-
-


8th
6
5+1
4+1
3+1
2+1
-
-
-
-
-


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


10th-20th
6
5+1
5+1
4+1
3+1
1+1
-
-
-
-



Divine Cleric casting 5ths
Wizard Casting 5ths
Force/Oracle Domain 5ths
Warlock (effective level 9th): EBlast 5d6, 5 evocations (3 Least: Balefule Utterance, Devil’s Sight, See the Unseen, 2 Lesser: Fell Flight, Voracious Dispelling )
Possible Spells from Divine Magician:
1-Arcane Bolt
2-Kelgore’s Grave Mist
3-Chain Missile or Mass Curse of Impending Blades
4- Unluck
5- Nezram’s Saphire Screen of Shielding

Force Domain:
Granted Power: (Su) 1/day reroll any damage roll and take the better of the 2 rolls.
1- Mage Armor
2- Magic Missile
3- Blast of Force
4- Otiluke’s Resilient Sphere
5- Wall of Force

Oracle Domain:
All divination spells at +2 CL
1-Identify
2-Augury
3-Divination
4-Scrying
5-Commune

Some commonly used spells:
1-Nimbus Of Light, Omen of Peril, Conviction
2- Deific Vengeance, Insight of Good Fortune, Balor Nimbus, Divine Insight
3- Mace of Odo, Curse of Ill Fortune, Lesser Visage of the Deity, Antidragon Aura, Battlemagic Perception, Spiritual Charger, Awaken Sin, Devil Blight, Demon Dirge, Favorable Sacrifice,
4-Stars of Arvandor, Stars of Mystra, Stars of Selune, Weapon of the Deity,
5- Spiritual Cavalry, Stalwart Pact, Convert Wand, Death Throes,

Southern Magician grants x/day cast a divine spell as arcane, or vice versa
BACKGROUND

Excerpts from the book of Jhora:

Born of a people dedicated to the Light.
Born to champion the forces of Good where'er they fight.

Born of a line of warriors who have stood unflinchingly stalwart in the defiance of evil’s blight.
Born, comes Jhora, to display his Divine might!
---
His training begun by delving into his ancient family connection to an unspoken source. An ancestor long dead made a pact with a foreign power, and then used that pact to further the fight against evil. The weapons of the enemy, when turned against him, are often the most damaging of all. His past mastered, it was time to face the future. His path laid bare before him, Jhora stepped forth.
---
His warrior’s soul laid bare,
the sake of others within his care.

Defining his chance
not happenstance.

A Heavenly voice,
heard by choice.

Has laid his course,
in the projection of Force.
---

Having learned to bend the arcane and divine to his will, Jhora the seer is Born. All conflicts are resolved by Force, and by Force His will be done.
---
With glimpses of the future to aid in his fight,
never again will day be overcome by night.

His wrath turns holy,
his fervor divine.

To stand against evil,
in no way benign.

A bane to the dark,
his coming a sign.
---
And cast down are the wicked,
for the Faithful endure.

Beware ye who’d feast,
on the weak and obscure.

HOW THIS WORKS:

First off, I wanted to make a divine caster qualify for a set of arcane prestige classes. I also wanted to make a cleric that doesn’t use DMM cheese.

Feats-wise, we’re getting first off the ability to add a d6 once a day to any roll, probably almost always a save at later levels, but for now in damage. Skill focus is taken as the pre-req for later, even though it’s really not needed. Domain Spontaneity means we can cast Force spells to our hearts content, which will synergize later with Argant Savant. Southern Magician lets us cast divine as arcane and vice versa. Divine Magician is taken as a ACF, we’re dropping a domain, but gaining access to the wizard spell list from the Abjuration, Divination, and Necromancy schools. Protected Destiny lets us reroll a 1 on any save 1/day. Leading into the later levels, starting off with Divine Fortune, allowing a burn of a turn attempt to grant an immediate +4 bonus to any save. At 15, Born Flyer is taken so that when you eventually get your own flying, you can add an additional +4 to pretty much any save. The feat says something along the lines of any check or save that would interfere with your staying aloft or maneuvering. Which is pretty much anything you’d have to save for. And of course, Extra turning to fuel all this some more.
Other ways to reroll or roll more, the Force Domain’s granted power lets you roll damage twice and pick the better roll 1/day. Divine Oracle’s 3rd level grants us the ability to roll twice for every divination spell cast and pick the better roll.

Cleric is pretty straight forward, no deity chosen, as you don’t need to have one, and I’m not sure there is one that has Force as its domain. I’ll be my own deity, or believe in the power of the universe like Po and Master Oogway of Kung Fu Panda fame.

Divine Oracle is taken, both for theme (a warlock/cleric might be crazy) as well as flavor. The granted power gives +2CL for divination spells. The class abilities are first off full casting progression, important for hitting that 5th level force requirement. A bonus to scrying, improved evasion in the form of prescient sense that works in ANY armor, so you can be in heavy armor and still evade a AoE. Sure the reflex save is crap, but you’ll be able to add all those bonus’s above for an important save. Trapsense is kind of useless, but a bonus is a bonus. (spell sense from Comp Mage would be a nice ACF to take for this, but would require DM fiat as it's for rogues/barbs.. I can't find a cleric based ACF for trapsense) Third brings that sweet evasion voodoo. Fourth grants uncanny Dodge.

Argant Savant is going to progress Warlock’s Invocations and Eldritch Blast instead of actual casting. Every Force spell gets a +2 attack bonus, as well as an additional +1/die in damage. Any armorish force spells will get an automatic +2 AC upgrade. All Force effects last twice as long and get an additional +4 to the dc to dispel, (pair this with the Southern Magician which makes any spell cast that way gain an additional +4 to the dispel check). Pick up DR 5/Force and Unbind Force, which when successful does 1d6 per spell level in force damage to everything within 10 feet of the spell being unbound.

Holy Scourge takes that religious zeal and applies it to hating on evil folk. Again progressing Warlock goodies, we’ll end up w/ 5d6 EB, 3 lesser and 2 least invocations. Now we’re getting a +1 CL for every “good” spell cast. All evocation spells do an extra 2 divine damage per spell level to evil foes. Pick up arcane smite 2/day which also adds that good descriptor to a spell. Finally add 5 to your CL check to overcome SR on an evil creature.

Primarily a spellcaster, but with heavy armor, augmented force shields, and a weapon of some kind, you can also be a support melee/tank brute. The standard 6 will get you another 5th spell slot, and increase your turning attempts further. If you have gold to burn, you can always boost your DEX to help out all those REF related things in the build (or nightstick stacking cheese) and save your extra die rolls for other things. The “Stars” line of spells at 4th are particularly nasty effects.



SOURCES:

PHB: 13, 33, 94
Comp Arcane: 18
Comp Divine: 35, 138, 140
Comp Mage: 33, 64
Faiths of Eberron 147
PHB2: 88
Races of Destiny 152, 153
Races of Faerun: 95, 168
Races of the Wild: 148



VARIANTS:

Mystic Theurge might be a good option, but you’re not really gaining arcane spell casting, so it seems a wasted class. It also has no other class abilities, so you’d sacrifice the Divine Oracle Flavor in favor of boosting Warlock’s EB and invocations further.

Pious Soul feat can be used if you don’t mind excessive cheese, but it also requires a lot of Roleplaying and bookkeeping to function. Likewise membership in one of the churches listed in Comp Champion would eventually grant some minor boosts as well, essentially "free".

If pathfinder material were allowed, I’d drop the Heroic/Protected Destiny feats and go with Dynamic Priest from Legends of the Twins, and Divine Charisma in order to become solely CHA dependent instead of WIS.

With DM permission, take Energy Vortex as Cleric 3rd modified to force, or Dragon Breath as a Cleric 5th spell, and modify it to apply a Force Dragon’s breath weapon. There really needs to be more Force spells either available to cleric’s in general, or that aren’t of the Evocation school!

All skills are class skills the whole build long. Fly comes online pretty late, but you could move born flyer to 12th, and Divine Fortune to 15th, as well as reassign a few knowledge ranks into ride for a flying mount before then, or get the party wiz/sorc to cast fly on you..

Thought briefly on going w/ Church Inquisitor, as that would be great theme continuance with Holy Scourge. But that requires LG or LN, which means I couldn’t take Warlock. 1 rank in Sorc, later progressed to 9 casting wise could’ve been an option, but the arcane spell failure chance walking around in heavy armor is ‘UGE. And with only a few castings a day of arcane to divine, it wouldn’t be worth it. Warlock’s abilities are SLA’s, and therefor don’t suffer that nasty penalty. At will shatter, either targeted or AoE retains it’s usefulness throughout the entire build, so a first level in that is a good option. Later on it's just bonus goodies. 5d6 EB might not be a whole lot of damage, but it's basically a xbow every round anyways..

Thurbane
2018-04-25, 09:19 PM
Jude Devilblight
Lawful Good (Spirit) Hellbred Sha'ir 5/Holy Scurge 5/Devilwrecker Arcane 1/Argent Savant 5/Devilwrecker Arcane +4


Str 09 (--) 09
Dex 12 (--) 12
Con 12 (-2) 10
Int 16 (--) 16
Wiz 08 (--) 08
Cha 17 (+2) 19

Increases to Cha





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


1st
Sha'ir 1
+0
+0
+0
+2

Diplomacy 4
K:arcana 4
K:religion 2
K:theplanes 4
Sense Motive 4
Spellcraft 4

1st: Apprentice (spellcaster); B: Devil's Favor

Summon Gen Familiar


2nd
Sha'ir 2
+1
+0
+0
+3

1 Diplomacy 5
1 K:arcana 5
- K:religion 2
1 K:theplanes 5
1 Sense Motive 5
1 Spellcraft 5

--
--


3rd
Sha'ir 3
+1
+1
+1
+3

1 Bluff 1
1 Diplomacy 6
1 K:arcana 6
- K:religion 2
1 K:theplanes 6
- Sense Motive 5
1 Spellcraft 6

3rd: Spell Penetration
Recognize Genie Works


4th
Sha'ir 4
+2
+1
+1
+4

2 Bluff 3
1 Diplomacy 7
- K:arcana 6
- K:religion 2
1 K:theplanes 7
- Sense Motive 5
1 Spellcraft 7

--
--


5th
Sha'ir 5
+2
+1
+1
+4

2 Bluff 5
1 Diplomacy 8
- K:arcana 6
- K:religion 2
1 K:theplanes 8
- Sense Motive 5
1 Spellcraft 8

--
Elemental Protection


6th
Holy Scourge 1
+2
+1
+1
+6

1 Concentration 1
- Bluff 5
2 Diplomacy 9
- K:arcana 6
- K:religion 2
1 K:theplanes 9
- Sense Motive 5
1 Spellcraft 9

6th: Practiced Spellcaster
Code of Conduct; Dedicated Spellcaster; Righteous Evocation +1


7th
Holy Scourge 2
+3
+1
+1
+7

1 Concentration 2
- Bluff 5
2 Diplomacy 10
- K:arcana 6
- K:religion 2
1 K:theplanes 10
- Sense Motive 5
1 Spellcraft 10

--
Arcane Smite 1/day


8th
Holy Scourge 3
+3
+2
+2
+7

1 Concentration 3
- Bluff 5
2 Diplomacy 11
- K:arcana 6
- K:religion 2
1 K:theplanes 11
- Sense Motive 5
1 Spellcraft 11

--
Devoted Arcanist


9th
Holy SCourge 4
+4
+3
+3
+8

1 Concentration 4
- Bluff 5
2 Diplomacy 12
- K:arcana 6
- K:religion 2
1 K:theplanes 12
- Sense Motive 5
1 Spellcraft 12

9th: Purify Spell
Arcane Smite 2/day


10th
Holy Scourge 5
+4
+3
+3
+8

1 Concentration 5
- Bluff 5
2 Diplomacy 13
- K:arcana 6
- K:religion 2
1 K:theplanes 13
- Sense Motive 5
1 Spellcraft 13


--
Righteous Evocation +2


11th
Devilwrecker Arcane 1
+4
+3
+3
+10

1 Concentration 6
- Bluff 5
2 Diplomacy 14
- K:arcana 6
- K:religion 2
1 K:theplanes 14
- Sense Motive 5
1 Spellcraft 14

--
Breach Spell Resistance; Spell Smite 1/day


12th
Argent Savant 1
+4
+3
+3
+12

- Concentration 6
- Bluff 5
2 Diplomacy 15
- K:arcana 6
1 K:nob&roy 1
- K:religion 2
1 K:theplanes 15
- Sense Motive 5
1 Spellcraft 15

12th: Craft Staff
Force Specialization


13th
Argent Savant 2
+5
+3
+3
+13

- Concentration 6
- Bluff 5
2 Diplomacy 16
- K:arcana 6
1 K:nob&roy 2
- K:religion 2
1 K:theplanes 16
- Sense Motive 5
1 Spellcraft 16

--
Force Armor


14th
Argent Savant 3
+5
+4
+4
+13

- Concentration 6
- Bluff 5
2 Diplomacy 17
- K:arcana 6
1 K:nob&roy 3
- K:religion 2
1 K:theplanes 17
- Sense Motive 5
1 Spellcraft 17

--
Extended Force


15th
Argent Savant 4
+6/1
+4
+4
+14

- Concentration 6
- Bluff 5
2 Diplomacy 18
- K:arcana 6
1 K:nob&roy 4
- K:religion 2
1 K:theplanes 18
- Sense Motive 5
1 Spellcraft 18

15th: Mindsight
Ablate Force


16th
Argent Savant 5
+6/1
+4
+4
+14

- Concentration 6
- Bluff 5
2 Diplomacy 19
- K:arcana 6
1 K:nob&roy 5
- K:religion 2
1 K:theplanes 19
- Sense Motive 5
1 Spellcraft 19

--
Unbind Force


17th
Devilwrecker Arcane 2
+7/2
+4
+4
+15

1 Concentration 7
- Bluff 5
2 Diplomacy 20
- K:arcana 6
- K:nob&roy 5
- K:religion 2
1 K:theplanes 20
- Sense Motive 5
1 Spellcraft 20

--
Spell Smite 2/day


18th
Devilwrecker Arcane 3
+7/2
+5
+5
+15

1 Concentration 8
- Bluff 5
2 Diplomacy 21
- K:arcana 6
- K:nob&roy 5
- K:religion 2
1 K:theplanes 21
- Sense Motive 5
1 Spellcraft 21

18th: Quicken Spell
Devilwreck Spell Damage


19th
Devilwrecker Arcane 4
+8/3
+5
+5
+16

1 Concentration 9
- Bluff 5
2 Diplomacy 22
- K:arcana 6
- K:nob&roy 5
- K:religion 2
1 K:theplanes 22
- Sense Motive 5
1 Spellcraft 22

--
Spell Smite 3/day


20th
Devilwrecker Arcane 5
+8/3
+5
+5
+16

1 Concentration 10
- Bluff 5
2 Diplomacy 23
- K:arcana 6
- K:nob&roy 5
- K:religion 2
1 K:theplanes 23
- Sense Motive 5
1 Spellcraft 23

--
Perfect Breach





Spells per Day/Spells Known


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


1st
4/5
2+1/3+1
-
-
-
-
-
-
-
-


2nd
5/6
3+1/3+1
-
-
-
-
-
-
-
-


3rd
5/6
3+1/4+1
1+1/-
-
-
-
-
-
-
-


4th
5/7
4+2/4+1
3+1/2
-
-
-
-
-
-
-


5th
5/7
4+2/5+1
3+1/3
1+1/-
-
-
-
-
-
-


6th
5/7
4+2/5+1
3+1/3
1+1/-
-
-
-
-
-
-


7th
5/8
4+2/5+1
4+1/3
3+1/2
-
-
-
-
-
-


8th
5/8
5+2/6+1
4+1/4
3+1/3
1+1/-
-
-
-
-
-


9th
5/9
5+2/6+1
4+1/4
4+1/3
3+1/2
-
-
-
-
-


10th
5/9
5+2/7+1
5+1/5
4+1/4
3+1/3
1+1/-
-
-
-
-


11th
5/9
5+2/7+1
5+1/5
4+1/4
4+1/3
3+1/2
-
-
-
-


12th
5/9
5+2/7+1
5+2/5
4+1/4
4+1/3
3+1/2
-
-
-
-


13th
5/9
5+2/8+1
5+2/6
5+1/5
4+1/4
3+1/3
1+1/-
-
-
-


14th
5/9
5+2/8+1
5+2/6
5+1/5
4+1/4
4+1/3
3+1/2
-
-
-


15th
5/9
5+2/9+1
5+2/7
5+1/6
5+1/5
4+1/4
3+1/3
1/-
-
-


16th
5/9
5+2/9+1
5+2/7
5+1/6
5+1/5
4+1/4
4+1/3
3/2
-
-


17th
5/9
5+2/9+1
5+2/8
5+1/7
5+1/6
5+1/5
4+1/4
3/3
1/-
-


18th
5/9
5+2/9+1
5+2/8
5+1/7
5+1/6
5+1/5
4+1/4
4/3
3/2
-

[/tr]

19th
5/9
5+2/9+1
5+2/9
5+1/8
5+1/7
5+1/6
5+1/5
4/4
3/3
1/-


20th
5/9
5+2/9+1
5+2/9
5+2/8
5+1/7
5+1/6
5+1/5
4+1/4
4/3
3/2



The spellcaster aspect of the Apprentice feat plays very well in this build. Sha'ir is a caster of both arcane and divine spells, and thus benefits from both of the Apprentice (spellcaster) abilities. With the Sha'ir's odd mechanic of learning spells, you can add a spell to your known list, cast it, make a Spellcraft check to add it to your list of spells seen, and then change it out for a different spell known. Thus, being able to exchange more spells throughout your career offers incredible amounts of utility. Also, as a divine caster, you can choose a prefered spell to cast spontaneously, vastly reducing the time needed to ready that divine spell.

Now, I can't stress this enough: the list below is one possible list of spells known. Sha'ir also have a list of spells-not-known-but-I've-seen-it-cast-before. Depending on how a campaign plays out, many of the spells listed below may have been discovered already, in which case, learning them as spells known is silly. If, for example, the party cleric has access to the Travel domain, you won't need to take Fly as a spell known. Thus, the list below should be read with an abundant level of flexibility.

1st: 5/4
0: Detect magic; Mage Hand; Message; Ray of Frost; Slash Tongue
1: Mage Armor; Power Word: Pain (Races of the Dragon); Sleep; Tenser's Floating Disc
Prefered: Entropic Shield

2nd: 6/4
0: Mending
1: Tenser's Floating Disc; Orb of Electricity, Lesser (Spell Compendium)

3rd: 6/5
0: -
1: Mage Armor; Identify; Persistent Blade (Spell Compendium)

4th: 7/5/2
0: Disrupt Undead
1: Identify; Sleep; Kelgore's Fire Bolt (Player's Handbook II); Ice Dagger (Spell Compendium)
2: Heroics (Spell Compendium); Rope Trick

5th: 7/6/3
0: -
1: Protection From Evil
2: Rope Trick; Mirror Image; Leomund's Tiny Igloo (Frostburn)

6th:

7th: 8/6/3/2
0: Resistance
1: -
2: Leomund's Tiny Igloo; Heroics; Ray of Stupidity (Spell Compendium); Snowball Swarm (Spell Compendium)
3: Summon Monster 3; Mage Armor, Greater (Spell Compendium)

8th: 8/7/4/3
0: -
1: Expeditious Retreat
2: False Life
3:Summon Monster 3, Stars of Arvandor (Book of Exalted Deeds), Battlemagic Perception (Heroes of Battle)

9th: 9/7/4/3/2
0: Prestidigitation
1: -
2: -
3: Mage Armor, Greater; Battlemagic Perception; Fly; Chain Missile (Spell Compendium)
4: Summon Monster 4; Rary's Mnemonic Enhancer

10th: 9/8/5/4/3
0: -
1: Benign Transposition (Spell Compendium)
2: Web
3: Haste
4: Rary's Mnemonic Enhancer; Globe of Invulnerability, Lesser; Celestial Brilliance (Books of Exalted Deeds)

11th: 9/8/5/4/3/2
0: -
1:-
2:-
3:-
4: Summon Monster 4; Celestial Brilliance; Ruin Delver's Fortune (Spell Compendium); Evard's Black Tentacles
5: Wall of Force, Call Zelekhut (Spell Compendium)
12th:-

13th: 9/9/6/5/4/3
0: -
1: Comprehend Languages
2: Blast of Force (Spell Compendium)
3: Suggestion
4: Mirror Image, Greater (Player's Handbook II)
5: Teleport; Call Zelekhut; Shard Storm (Spell Compendium)

14th: 9/9/6/5/4/3/2
0: -
1: -
2: -
3: -
4: -
5: Wall of Force, Teleport, Sword of Deception (Spell Compendium), Coat of Arms (Complete Mage)
6: Anticipate Teleportation, Greater (Spell Compendium); Planar Binding

15th: 9/10/7/6/5/4/3
0: -
1: Nether Trail (Book of Vile Darkness)
2: Obscuring Snow (Frostburn)
3: Phantom Steed
4: Remove Curse
5: Major Creation
6: Howling Chain (Spell Compendium), Anticipate Teleportation, Greater, Contingency

16th: 9/10/7/6/5/4/3/2
0: -
1: -
2: -
3: -
4: -
5: -
6: Planar Binding; Contingency, Mordenkainen's Lucubration, Dispel Magic, Greater
7: Limited Wish, Forcecage

17th: 9/10/8/7/6/5/4/3
0: -
1: -
2: Blindness/Deafness
3: Major Image
4: Vortex of Teeth (Spell Compendium)
5: Dismissal
6: Globe of Invulnerability
7: Teleport, Greater, Limited Wish, Plane Shift

18th: 9/10/8/7/6/5/4/3/2
0: -
1: -
2: -
3: -
4: -
5: -
6: -
7: Teleport, Greater, Plane Shift, Project Image, Prismatic Spray
8: Dimensional Lock, Mind Blank

19th: 9/10/9/8/7/6/5/4/3
0: -
1: -
2: Force Ladder (Spell Compendium)
3: Tongues
4: Orb of Force (Spell Compendium)
5: Graymantle (Spell Compendium)
6: Analyze Dweomer
7: Mordenkainen's Magnificent Mansion
8: Maze, Dimensional Lock, Last Judgment (Book of Exalted Deeds)

20th: 9/10/9/8/7/6/5/4/3/2
0: -
1: -
2: -
3: -
4: -
5: -
6: -
7: -
8: Moment of Prescience, Mind Blank, Bestow Curse, Greater, Power Word: Stun
9: Time Stop, Bigby's Crushing Hand



1-5: Sha'ir
Sha'ir for a blaster? Yes. Sha'ir make for great utility casters, but they do also make fine blasters. With access to the wizard spell list, they easily have the goods to cover the pre-reques for both Holy Scourge and Argent Savant. And with their unusual casting mechanic, still maintain an amazing amount of flexibility.

Spell Notes:
As a low level caster, you haven't got a lot of spell slots. Keep Power Word: Pain handy for battles. Otherwise, focus on utility for now, blasting comes later.

6-10: Holy Scourge
No [Evil] spells? Ha! Not for a Hellbred.
Casting [Good] spells, of course, is better and using Arcane Smite with something like a Purified Persisent Blade can certainly be deadly. Devoted Arcanist stacks with the Spell Penetration feat and, eventually, Breach Spell Resistance, which should keep all spells relevant.

Spell Notes:
Now it's time to deliver the mail. Stars of Arvandor is a [good] evocation spell that is usable with Arcane Smite. It's even better when used from the relative safety of the inside of a Tiny Igloo. Summon Monster 3/4 summons creatures that can (and will) expand your spells-seen-before list. Rary's Mnemonic Enhancer specifically allows you to prepare spells that keep for 24 hours.

11: Devilwrecker Arcane
'Cause if it's fun to Smite with spells twice per day, it's even better to do it three times!

Spell Notes:
Call Zelekhut adds more to the spells-seen-before list.

12-16: Argent Savant
Craft Staff on a Sha'ir means one thing: Runestaff!
Mindsight on a blaster-type is simply wonderful.

Spell Notes:
Did you just cast a Purified Shard Storm? Yes, yes you did. A [good], [force] evocation spell with duration from the hands of a Holy Scourge/Argent Savant is wonderful. Props if your enemies are trapped in Evard's Black Tentacles or a Forcecage first.
Sword of Deception can be used to great effect with Arcane Smite.
Planar Binding is really going to increase that spells-seen-before list of yours!
Obscuring Snow + Mindsight is a lovely combination.
Mordenkainen's Lucubration. Should. Be. In. Your. Runestaff!

17-20: Devilwrecker Arcane
More Smite!!

Spell Notes:
Yup. The big boys come out to play here. Limited Wish, Time Stop, Miracle.



Being a Hellbred, you can cast [evil] spells. There are some that might be enjoyable, but the best thing about it is in making the spells you cast [evil]. Violate Spell is an awesome feat that you can't take because you're not evil. If your DM allows it, consider purchasing a Violate Spell metamagic rod. If that's not available, try making an item of legacy (from the book Weapons of Legacy). An amulet, perhaps, that seeks to coerce its wearer to the 'dark side'. Take the Violate Spell metamagic 3/day option, available early on. Take it several times if you can.
A Violated, Purified Shard Storm is horrifically deadly!!




Hellbred - Fiendish Codex II
Sha'ir - Dragon Compedium Vol. I
Apprentice feat - Dungeon Master's Guide II
Devil's Favor feat - Fiendish Codex II
Holy Scourge - Complete Mage
Practiced Spellcaster feat - Complete Arcane
Purify Spell feat - Book of Exalted Deeds
Devilwrecker Arcane - Expedition to the Demonweb Pits
Argent Savant - Complete Arcane
Mindsight feat - Lords of Madness

Thurbane
2018-04-25, 09:25 PM
Build Stub

Maximillius, First of the Order
Race: Dragonborn Lesser Aasimar
LG Sha’ir 5/War Weaver 5/Arg Savant 5/Holy Scourge 5
https://i.pinimg.com/736x/36/3f/89/363f890cb2a6f6b532c8f76cdf602dbd--fantasy-wizard-character-ideas.jpg


Crunch

Lesser Aasimar:
+2 WIS/CHA
(Planetouched, Humanoid) Medium, 30 feet speed. Darkvision 60ft. Daylight 1/day. Resistance 5 cold/acid/electricity. +2 Listen/Spot. Common/Celestial/Draconic automatic.

Dragonborn:
+2 CON/-2DEX
gain (Dragonblood) subtype. +2 dodge to AC vs dragons. Immunity to Frightful Presence. Dragon Aspect (Wings). Speak Draconic. (( lose skill bonus, daylight, resistances).

HP: 15d4+5d6+60

Traits from UA
Aggressive +2 Initiative -1 AC, Polite +1 Diplomacy -2 Intimidate


32 pt buy:
STR 8 DEX 14 CON 14 INT 12 WIS 8 CHA 18
Racial/Dragonborn:
STR 8 DEX 12 CON 16 INT 12 WIS 10 CHA 20
All Points to CHA

Bonus spells:
1-7: 1-2, 2-1,3-1,4-1,5-1
8-15: 1-2, 2-2, 3-1, 4-1, 5-1, 6-1
16-20: 1-2, 2-2, 3-2, 4-1, 5-1, 6-1, 7-1

GEN:

Air Gen - Creation
1d8+1
Speed 20/70 fly perfect AC 15 (+2 size, +2 DEX, +1 nat) touch 14, flat 13
BAB +1 Slam +5 melee Space 2.5ft/Reach 0
Air Mastery, Darkvision 60ft, Elemental Endurance, Elemental Travel, Fetch Spells, Immunity to electricity, acid vulnerability, Alertness, Improved Evasion, Share Spells, Empathic Link
F3,R4,W4
Str7,Dex14,Con12,Int13,Wis15,Cha10
Conc 5, Escape 6, Hide 12, Know Arcana 5, Know Planes 5, Listen 4, Move Silently 4, Search 5, Spellcraft 5, Spot 4, Survival 6
Combat Casting (B), Weapon Finesse

Level 20 Air Gen:
20d8 (75 hp’s because familiar)
Speed 20/70 fly perfect AC 24 (+2 size, +2 DEX, +10 nat)
BAB +10 Slam +12 melee Space 2.5ft/Reach 0
Air Mastery, Darkvision 60ft, Elemental Endurance, Elemental Travel, Fetch Spells, Immunity to electricity, acid vulnerability, Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak w/ Master, SR 25, Scry on familiar

F4,R4,W16
Str7,Dex14,Con12,Int13,Wis15,Cha10
Conc 5, Escape 6, Hide 12, Know Arcana 5, Know Planes 5, Listen 4, Move Silently 4, Search 5, Spellcraft 5, Spot 4, Survival 6
Combat Casting (B), Weapon Finesse



Fluff

In the city of Aeth’ir stands a gleaming Spire. Within the Spire resides the Brilliant Order of Light. The Order is composed of those who oppose evil’s spread. Dragons, outsiders, sentients, constructs, shapeshifters, fey, and any and all others. There are many ranks within the Order, from Initiate to Master, but chiefest among them is Templar. I am one such as has been honored to bear this Mantle.

My journey has not been an easy one, but nothing worth doing was ever easy. The Order has many duties, and I have stood post next to my brothers and sisters at many such, and will continue to do so. Warriors come in many forms, and attack with different weapons for each. Though I stand before you clad only in simple clothing, know that I and my brethren are never unready to stand again.

No member of the Order ever stands alone. Teamwork is the foundation upon which all great things are accomplished. From the moment I first stood in the shadow of the great Spire to take my Oath, I have been surrounded and accompanied on all sides by Family. A bond forged such can never be broken. That bond is only forged even stronger when an initiate then Vows to follow the Order’s Precepts, as set down by the First Templar. All of you gathered here today, will one day take your own Vows, and perhaps one among you will one day utter the Templar Code. But know this, you are already my brothers and sisters..

(( Beside every initiate, a Master of the Order suddenly winks into existence, and in one voice ))

And you will never stand alone.

Build Table



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


1st
Sha’ir 1
+0
+0
+0
+2
Craft (Weaving) 2, Concentration 1, Diplomacy 4, Spellcraft 3, Knowldege Arcana 1, Knowledge Religion 2
Alertness(B), Nymph’s Kiss
Summon Gen Familiar, Spells


2nd
Sha’ir 2
+1
+0
+0
+3
Craft 3, Conc 2, Spellcraft 4, Know Arc 2
-
-


3rd
Sha’ir 3
+1
+1
+1
+3
Craft 4, Diplomacy 5, Spellcraft 5, Know Arc 3
Enlarge Spell
Recognize Genie Works


4th
Sha’ir 4
+2
+1
+1
+4
Craft 5, Conc 3, Spellcraft 6, Know Arc 4
-
-


5th
Sha’ir 5
+2
+1
+1
+4
Craft 6, Conc 4, Know Arc 6
-
Elemental Protection


6th
War Weaver 1
+2
+1
+1
+6
Conc 6, Spellcraft 7, Know Arc 7
Sacred Vow
Eldritch Tapestry


7th
War Weaver 2
+3
+1
+1
+7
Conc 7, Spellcraft 9, Know Arc 8
-
Quiescent Weaving 1, +1 spellcasting


8th
War Weaver 3
+3
+2
+2
+7
Conc 8, Diplo 5.5, Spellcraft 10, Know Arc 9
-
Quiescent Weaving 2, +1 spellcasting


9th
War Weaver 4
+4
+2
+2
+8
Conc 9, Diplo 6, Spellcraft 11, Know Arc 10
Sanctum Spell
Quiescent 3, +1 spellcasting


10th
War Weaver 5
+4
+2
+2
+8
Conc 10, Diplo 6.5, Spellcraft 12, Know Arc 11
-
Enlarged Tapestry, Quiescent 4, +1 spellcasting


11th
Argant Savant 1
+4
+2
+2
+10
Conc 12, Spellcraft 14
-
Force Specialization


12th
Argant Savant 2
+5
+2
+2
+11
Conc 14, Diplo 7, Spellcraft 15
Draconic Aura (Stamina)
Force Armor, +1 spellcasting


13th
Argant Savant 3
+5
+3
+3
+11
Conc 16, Diplo 7.5, Spellcraft 16
-
Extended Force, +1 spellcasting


14th
Argant Savant 4
+6
+3
+3
+12
Conc 17, Diplo 8, Know Arc 12, Spellcraft 17
-
Ablate Force, +1 spellcasting


15th
Argant Savant 5
+6
+3
+3
+12
Conc 18, Diplo 8.5, Know Arc 13, Spellcraft 18
Craft Contingent Spell
Unbind Force, +1 spellcasting


16th
Holy Scourge 1
+6
+3
+3
+14
Conc 19, Diplo 9, Know Arc 14, Spellcraft 19
-
Code of Conduct, Dedicated Spellcaster, Righteous Evocation +1


17th
Holy Scourge 2
+7
+3
+3
+15
Conc 20, Diplo 9.5, Know Arc 15, Spellcraft 20
-
Arcane Smite 1/day, +1 spellcasting


18th
Holy Scourge 3
+7
+4
+4
+15
Conc 21, Diplo 10, Know Arc 16, Spellcraft 21
Skill Focus (Diplomacy)
Devoted Arcanist, +1 spellcasting


19th
Holy Scourge 4
+8
+4
+4
+16
Conc 22, Diplo 10.5, Know Arc 17, Spellcraft 22
-
Arcane Smite 2/day, +1 spellcasting


20th
Holy Scourge 5
+8
+4
+4
+16
Conc 23, Diplo 11, Know Arc 18, Spellcraft 23
-
Righteous Evocation +2




Spells per Day/Spells Known



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


1st
4/5
3/3
-
-
-
-
-
-
-
-


2nd
5/6
4/3
-
-
-
-
-
-
-
-


3rd
5/6
4/4
1/0
-
-
-
-
-
-
-


4th
5/7
5/4
4/2
-
-
-
-
-
-
-


5th
5/7
5/5
4/3
2/0
-
-
-
-
-
-


6th
5/7
5/5
4/3
2/0
-
-
-
-
-
-


7th
5/8
5/5
5/3
4/2
-
-
-
-
-
-


8th
5/8
7/6
6/4
4/3
2/0
-
-
-
-
-


9th
5/9
7/6
6/4
5/3
4/2
-
-
-
-
-


10th
5/9
7/7
7/5
5/4
4/3
2/0
-
-
-
-


11th
5/9
7/7
7/5
5/4
4/3
2/0
-
-
-
-


12th
5/9
7/7
7/5
5/4
5/3
4/2
-
-
-
-


13th
5/9
7/8
7/6
6/5
5/4
4/3
2/0
-
-
-


14th
5/9
7/8
7/6
6/5
5/4
5/3
4/2
-
-
-


15th
5/9
7/9
7/7
6/6
6/5
5/4
4/3
1/0
-
-


16th
5/9
7/9
7/7
6/6
6/5
5/4
4/3
1/0
-
-


17th
5/9
7/9
7/7
7/6
6/5
6/4
5/3
4/2
-
-


18th
5/9
7/9
7/8
7/7
6/6
6/5
5/4
4/3
1/0
-


19th
5/9
7/9
7/8
7/7
6/6
6/5
5/4
5/3
3/2
-


20th
5/9
7/9
7/9
7/8
6/7
6/6
6/5
5/4
3/3
1/0



Sha’ir: access to all wiz/sorc spells, as well as all spells from the Air, Chaos, Earth, Fire, Knowledge, Law, Luck, Sun and Water Domains.
These spells are available either early or not at all to Wiz/Sorcs but are on your list of domain spells.
1 Magic Stone
2 (Wiz 3) Wind Wall, Soften Earth and Stone, Produce Flame, Calm Emotions, Aid, Heat Metal
3 (Wiz 4) Stone Shape, Searing Light
4 Air Walk, Chaos Hammer, Spike Stones, Divination, Order's Wrath, Freedom of Movement, (Wiz 6) Control Water
5 Control Winds, Dispel Law/Chaos, (Wiz 6) True Seeing, Flame Strike
6 Animate Objects, Fire Seeds, Find the Path
7 Word of Chaos, Earthquake, Fire Storm, Dictum, Sunbeam
8 Whirlwind, Cloak of Chaos/Law
9 Elemental Swarm, Miracle


Sources:

Book of Exalted Deeds: 45, 46
Complete Arcane: 24
Complete Mage: 64
Dragon Compendium: 52
Dragon Magic: 16, 86
Heroes of Battle: 113
Player’s Guide to Faerun: 191
Player’s Handbook 51, 94, 100
Races of Destiny: 92
Races of the Dragon: 8
Tome and Blood: 41
Unearthed Arcana: 86, 89


Misc Items

The spells’ tables for Sha’ir at all levels show the ability to cast spells before actually knowing any spell levels. For example, at level 5 I can cast a 3rd, but I don’t know any 3rd’s til 6th. The Gen simply retrieves it for me, I always know more then i can cast, and can always cast more (lvls) than i know. War weaver requires 3rd casting, so it’s a legal level when it’s taken. This continues at 10/11 as well for Argant Savant.

A Belt of Battle helps with action economy, 12k (MIC).

Ring of Spellstoring can definitely help hold onto some of the lesser used spells gained thru Sha’ir, or cast from another party member.

Stolen from a War Weaver Handbook 


Trigger your quiescent weavings, setting your buffs in place. One of them should be Favor of The Martyr, if you can get it. Your obligation to your party is now fulfilled, and you can start trying to sail the sweet ship murder. You have now a standard, and a swift action remaining, and many options. You should have a belt of battle, celerity, and some means of getting off at least one quickened spell. We will ready many things. First, our standard action goes to readying a spell for when an opponent is casting. We will need a way to see casting reliably, classically detect magic + permanency will work. Next, we burn our swift to get another standard action from our belt of battle. We ready an action for when a spell is successfully cast by an opponent. The game recognizes a moment between cast and resolved, this is when one can counterspell. We prepare to use Celerity, borrowing against our immediate action for next round. When the mage starts to cast, we burn him down to the ground. Direct damage or level loss is best, though IF you think you can stick a feeblemind or similar, go for it. If you can hit, Orb of Force is reliable, offering no SR or save. If his contingency triggers, we will counterspell it, or if he gets his spell off, we will respond appropriately. We use Celerity either as insurance, or as a finishing gesture for our control at the start of our next turn. Remember, the enemy mage must die if we want to live.

So this is all very shiny and very nice, but why are we such good blasters? We're good blasters because we can help our party while still taking our potshots. We have the opportunity to get buffs out across our whole party, including healing spells and anything else we can sneak access to onto our spell list. We, in one move action, alter the tenor of the battle completely by letting go of our quiescent weave. We have options, powers, and choices. Crucially, if we're not breaking them down using certain feat options, we have a number of higher level slots open. These open spell slots are just swinging the in breeze. If you listen close, you can hear them humming softly, begging to be used for flashy and wonderful things. We have some criteria though, that we need to satisfy. Anything of sixth level or higher that we prepare as direct damage should have a corollary debuff. We're still interested primarily in helping our party, after all. My favorite direct damage spell is irresistible dance. What? You say it doesn't do direct damage? It provokes attacks of opportunity. If my fighter isn't beside the mage to take advantage of his sudden capering, I'm going to be upset. We're buff-engines who pack a punch, but even though we have all those free slots, the only target worth blasting down is the enemy mage. Anything else, and you make your team-mates suffer by failing to follow your role while simultaneously impinging on their ability to perform theirs.
A compiled list of all the Sor/Wiz spells I have found that can be cast through a War Weaver's Eldritch Tapestry. Add the domain spells on top of that..

Zero Level

Resistance

First Level

Babau Slime (SC)
Bloodwind (SC)
Ebon Eyes (SC)
Ectoplasmic Armour (SC)
Endure Elements
Eyes of the Avoral (BoED)
Jump
Low-light Vision (SC)
Mage Armor
Nerveskitter (SC)
Protection from Chaos/Evil/Good/Law
Protection from Incarnum (MoI)
Protection from Winged Flyers (ShnSth)
Sea Legs (ShnSth)
Stand (PHBII)
Suspend Disease (BoVD)

Second Level

Animalistic Power (PHBII)
Bear's Endurance
Blindsight (PGtF)
Blur
Bull's Strength
Cat's Grace
Cloud Wings (SS)
Construct Essence, Lesser (RoE)
Create Magic Tattoo (PGtF)
Darkvision
Disguise Undead (SC)
Eagle's Splendor
Fox's Cunning
Fins to Feet (SC)
Fuse Arms (SC)
Ghost Touch Armour (SC)
Invisibility
Insight of Good Fortune (PHBII)
Jaws of the Moray (StmWck)
Kuo-toa Skin (StmWck)
Levitate
Master's Touch (PHBII)
Mechanus Mind (SC)
Mountian Stance (SC)
Owl's Wisdom
Protection from Arrows
Rapid Burrowing (SS)
Ray of Resurgance (LEoF)
Resist Energy
Scent (CD)
Sense Weakness (MoE)
Share Talents (PHBII)
Soul Boon (MoI)
Snake's Swiftness (SC)
Spawn Screen (SC)
Spider Climb
Stone Bones (SC)
Swim (CArc)
Tern's Persistence (StmWck)
Unheavened (BoVD)
Urchin's Spines (StmWrk)
Wings of Air (SC)
Wings of the Sea (SS)

Third Level

Adept Spirit (MoI)
Air Breathing (SC)
Alter Fortune (PHBII)
Amorphous Form (SC)
Antidragon Aura (SC)
Burrow (Und)
Crown of Clarity (PHBII)
Crown of the Grave (PHBII)
Crown of Might (PHBII)
Crown of Protection (PHBII)
Crown of Veils (PHBII)
Deeper Darkvision (SC)
Dimension Step (PHBII)
Displacement
Energy Aegis (PHBII)
False Gravity (SC)
Fly
Gaseous Form
Girallon's Blessing (SC)
Hamatula Barbs (SC)
Healing Touch (SC)
Heroism
Improved Mage Armor (UE)
Invisibility Sphere
Mage Armor, Greater (SC)
Magic Circle against Chaos/Evil/Good/Law
Nondetection
Protection from Energy
Resist Taint (HoH)
Scorpion Tail (RoE)
Shadow Phase (SC)
Spiderskin (SC)
Tongues
Undead Lieutenant (SC)
Undead Torch (SC)

Fourth Level

Anticipate Teleportation (SC)
Emerald Energy Shield (LEoF)
Glacial Ward (FB)
Ice Shield (FB)
Invisibility, Greater
Iron Bones (MoF)
Mystic Surge (PHBII)
Neutralize Poison
Open Least Chakra (MoI)
Polymorph
Remove Curse
Stoneskin
Superior Darkvision (UE)
Wings of Air, Greater (SC)

Fifth Level

Draconic Might (SC)
Indomitability (SC)
Lesser Ironguard (SC)
Mailed Might of the Magelords (LEoF)
Superiour Resistance (SS)
Triple Strike (LEoF)
Xorn Movement (SC)

Sixth Level (when cast using Sanctum Spell)
Cloak of the Sea (CAdv)
Greater Heroism ( )
Superior Resistance (SC)
True Seeing (SRD)

Thurbane
2018-04-25, 09:30 PM
Rose, High Mage of Dol Arrah
Human Warmage 6/Holy Scourge 5/Exalted Arcanist 5/Argent Savant 4

Rose was born in the small town of Morningcrest in Thrane to a family of hardened farmers in the year 975. The war was in full swing when she was born. Her family worshiped the Silver Flame. Rose’s parents worked hard to secure food for the war effort. They were self proclaimed Patriots of the Flame. They put Rose through the Silver Flame’s schooling system. Rose learned a lot about the world during this time. Always fearful of her town being attacked, and always dreaming of peace. She was incredibly intelligent always attempting to learn more about the arcane arts, and showed an inborn talent. Rose worked diligently and was noticed. Her talent and aspirations of peace allowed her to go to school at Morgrave University in Sharn, Breland. On her 16th birthday she swore an oath to herself. She believed it would be the Silver Flame that answered. She was wrong.
Rose worked hard at Morgrave University. She followed the war’s proceedings because her family was still in the war. She worshiped the Silver Flame daily. At this point Rose believed that the best course of action to obtain peace was through military might, as was always the case with the devout of Thrane. She trained with weapons at the same time as she practiced magic leagues ahead of her class. At the age of 18 she graduated Morgrave University, surpassing many of her professors in arcane skill. She went back to Thrane, where she was assigned to the military of Thrane. She was a destructive adversary on the field of battle. She quickly gained renown and rank. On Olarune 14th of 994 she was ordered to the frontline as a commanding officer for a group of reinforcements. On Olarune 18th of 994 Rose commanded her forces to stop in the town of Aruldusk. It would be their last town before they hit the battlefield. They stayed the whole day of Aruldusk celebrating Bright Souls Day. Two days later, they were a half a day’s march away from Saerun Road, where the main battle was being held. And then the sky caught fire. Half of her group was blinded. But that was to be the least of Khorvaire’s worries that day. On this day Rose’s faith turned to dust, along with the nearly 1.5 million lives that were lost. She threw down her Badge of Office. She told her group that she was leaving. No one disagreed with her.
In the days following The Day of Mourning Rose left, she left her post, she left the Silver Flame, she left her nation, she left her family. She left everything. Where she went was anyone’s guess. It wasn’t until the year 996 that someone found her. They found her among the clergy of Dol Arrah. Goddess of light. Goddess of Peace. She had sworn a Vow of Peace and Nonviolence. She would never kill again. The Day of Mourning changed her. From an officer in arms leading the charge with fireballs blazing to a simple woman. She still practiced her magic. She still was just as deadly as when she left, perhaps more so, but not to you or I. No she only hurt creatures what should not exist. Demons, devils, undead. They felt the biting sting of Rose. Now the year 998 is here, and you can see Rose. One of the most powerful mages of Khorvaire, tending to a garden. No one knows what she saw exactly on the Day of Mourning. Something profound. She has spoken only to use magic since that day. She does her best for the world.


Str: 10
Dex: 12
Con: 14
Int: 14
Wis: 12
Cha: 16 (Level ups here)

Rose



Level


Class


Base Attack Bonus


Fort Save


Ref Save


Will Save


Skills


Feats


Class Features



1st
Warmage
+0
+0
+0
+2
Concentration +4, Knowledge Arcana +4, Knowledge Religion +2, Spellcraft +4, Diplomacy +2
Sacred Vow, Consecrate Spell
Armored Mage (Light), Warmage Edge


2nd
Warmage
+1
+0
+0
+3
Concentration +5, Knowledge Arcana +5, Knowledge Religion +2.5, Spellcraft +5, Diplomacy +2.5




3rd
Warmage
+1
+1
+1
+3
Concentration +6, Knowledge Arcana +6, Knowledge Religion +3, Spellcraft +6, Diplomacy +3
Purify Spell
Advanced Learning


4th
Warmage
+2
+1
+1
+4
Concentration +7, Knowledge Arcana +7, Knowledge Religion +3.5, Spellcraft +7, Diplomacy +3.5




5th
Warmage
+2
+1
+1
+4
Concentration +8, Knowledge Arcana +8, Knowledge Religion +4, Spellcraft +8, Diplomacy +4




6th
Warmage
+3
+2
+2
+5
Concentration +9, Knowledge Arcana +9, Knowledge Religion +4, Spellcraft +9, Diplomacy +4, Use Magic Device +1
Metamagic Vigor
Advanced Learning


7th
Holy Scourge
+3
+2
+2
+7
Concentration +10, Knowledge Arcana +10, Knowledge Religion +6, Spellcraft +10, Diplomacy +4, Use Magic Device +1

Code of Conduct, Dedicated Spellcaster, Righteous Evocation +1


8th
Exalted Arcanist
+3
+2
+2
+9
Concentration +11, Knowledge Arcana +11, Knowledge Religion +8, Spellcraft +11, Diplomacy +6, Use Magic Device +1

Exalted Spell List (3rd), Spell Knowledge


9th
Exalted Arcanist
+4
+2
+2
+10
Concentration +12, Knowledge Arcana +12, Knowledge Religion +10, Spellcraft +12, Diplomacy +8, Use Magic Device +1
Nonlethal Substitution
Exalted Spell List (5th), Faster Consecrate


10th
Exalted Arcanist
+4
+3
+3
+10
Concentration +13, Knowledge Arcana +13, Knowledge Religion +2, Spellcraft +13, Diplomacy +10, Use Magic Device +1
Vow of Nonviolence
Exalted Spell List (7th)


11th
Exalted Arcanist
+5
+3
+3
+11
Concentration +14, Knowledge Arcana +14, Knowledge Religion +14, Spellcraft +14, Diplomacy +12, Use Magic Device +1

Exalted Spell List (9th), Faster Purify


12th
Exalted Arcanist
+5
+3
+3
+11
Concentration +15, Knowledge Arcana +15, Knowledge Religion +15, Spellcraft +15, Diplomacy +15, Use Magic Device +1
Vow of Peace
Sanctified Spells


13th
Holy Scourge
+6
+3
+3
+12
Concentration +16, Knowledge Arcana +16, Knowledge Religion +16, Spellcraft +16, Diplomacy +12.5, Use Magic Device +1

Arcane Smite 1/day


14th
Holy Scourge
+6
+4
+4
+12
Concentration +17, Knowledge Arcana +17, Knowledge Religion +17, Spellcraft +17, Diplomacy +15, Use Magic Device +1

Devoted Arcanist


15th
Argent Savant
+6
+4
+4
+14
Concentration +18, Knowledge Arcana +18, Knowledge Religion +18, Spellcraft +18, Diplomacy +15.5, Use Magic Device +1
Extra Edge
Force Specialization


16th
Argent Savant
+7
+4
+4
+15
Concentration +19, Knowledge Arcana +19, Knowledge Religion +19, Spellcraft +19, Diplomacy +16, Use Magic Device +1

Force Armor


17th
Argent Savant
+7
+5
+5
+15
Concentration +20, Knowledge Arcana +20, Knowledge Religion +20, Spellcraft +20, Diplomacy +16.5, Use Magic Device +1

Extended Force


18th
Argent Savant
+8
+5
+5
+16
Concentration +21, Knowledge Arcana +21, Knowledge Religion +21, Spellcraft +21, Diplomacy +17, Use Magic Device +1
Spell Focus Good
Ablate Force


19th
Holy Scourge
+9
+5
+5
+17
Concentration +22, Knowledge Arcana +22, Knowledge Religion +22, Spellcraft +22, Diplomacy +17.5, Use Magic Device +1

Arcane Smite 2/day


20th
Holy Scourge
+9
+5
+5
+17
Concentration +23, Knowledge Arcana +23, Knowledge Religion +23, Spellcraft +23, Diplomacy +18, Use Magic Device +1

Righteous Evocation +2


Spells per Day



Level


0lvl


1st


2nd


3rd


4th


5th


6th


7th


8th


9th



1st
5
3
-
-
-
-
-
-
-
-


2nd
6
4
-
-
-
-
-
-
-
-


3rd
6
5
-
-
-
-
-
-
-
-


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


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


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


7th












8th












9th
6
6
6
4
-
-
-
-
-
-


10th
6
6
6
5
3
-
-
-
-
-


11th
6
6
6
6
4
-
-
-
-
-


12th
6
6
6
6
5
3
-
-
-
-


13th
6
6
6
6
6
4
-
-
-
-


14th
6
6
6
6
6
5
3
-
-
-


15th












16th
6
6
6
6
6
6
4
-
-
-


17th
6
6
6
6
6
6
5
3
-
-


18th
6
6
6
6
6
6
6
4
-
-


19th
6
6
6
6
6
6
6
5
3
-


20th
6
6
6
6
6
6
6
6
4
-




Spells Known:
1st: Cantrips: Acid Splash, Disrupt Undead, Light, Ray of Frost
First: Accuracy, Burning Hands, Chill Touch, Fists of Stone, Hail of Stone, Magic Missile, Lesser Energy Orb, Shocking Grasp, True Strike
3rd: Shield
4th: Second: Blades of Fire, Continual Flame, Fire Trap, Fire Burst, Flaming Sphere, Ice Knife, Melf’s Acid Arrow, Pyrotechnics, Scorching Ray, Shatter, Whirling Blade
6th: Third: Fire Shield, Fireball, Flame Arrow, Gust of Wind, Ice Storm, Lightning Bolt, Poison, Ring of Blades, Sleet Storm, Stinking Cloud
Chain Missiles
8th: Greater Mage Armor, Force Hammer
10th: Fourth: Blast of Flame, Contagion, Evard’s Black Tentacles, Energy Orb, Phantasmal Killer, Shout, Wall of Fire, Holy Smite, Lesser Aspect of the Deity, Lesser Planar Ally, Sword of Conscious, Orb of Force
12th:First: Twilight Luck, Divine Inspiration
Second: Luminous Armor, Ayailla’s Radiant Burst
Third: Phieran’s Resolve, Path of the Exalted, Telepathy Tap, Brilliant Emanation, Hammer of Righteousness, Celestial Aspect
Fourth: Greater Luminous Armor, Sun Mantle, Diamond Spray
Fifth: Arc of Lightning, Cloudkill, Cone of Cold, Mass Fire Shield, Greater Fireburst, Flamestrike, Prismatic Ray, Crown of Flame, Hallow, Heavenly Lightning, Mark of Justice, Inquisition, Curtain of Light, Sicken Evil
14th: Sixth: Acid Fog, Blade Barrier, Chain Lightning, Circle of Death, Disintegrate, Fire Seeds, Otiluke’s Freezing Sphere, Tenser’s Transformation, Aspect of the Deity, Bolt of Glory, Planar Ally, Exalted Raiment, Valiant Steed, Storm of Shards
17th:Seventh: Delayed Blast Fireball, Earthquake, Finger of Death, Firestorm, Mordenkainen’s Sword, Prismatic Spray, Sunbeam, Waves of Exhaustion, Heavenly Lightning Storm, Holy Word, Righteous Smite, Cry of Ysgard, Constricting Chains, Rain of Embers, Phoenix Fire, Channel Celestial
19th: Eighth: Horrid Wilting, Incendiary Cloud, Prismatic Wall, Scintillating Pattern, Greater Shout, Sunburst, Greater Planar Ally, Holy Aura, Dragon Cloud, Restore Soul’s Treasure



Rose at this level is your average warmage. She has consecrate spell and purify spell, allowing her to power her Metamagic Vigor, if she only uses full round actions to cast her spells. She enjoys using Magic Missiles, but she is no better than the next person with them.
Rose has finished her work as an Exalted Arcanist.

Exalted Spell List: An exalted arcanist gains access to spells that do not normally appear on arcane spellcasters’ spell lists. The exalted arcanist’s spell list additions appear below. At 1st level, an exalted arcanist adds the spells of up to 3rd level to her spell list, and each additional exalted arcanist level grants her access to two more spell levels on the spell list.
She does not automatically know these spells, but can choose them as spells known. however
He can cast any spell he knows without preparing it ahead of time the way a cleric or wizard must.
When a warmage gains access to a new level of spells, he automatically knows all the spells for that level listed on the warmage’s spell list. Essentially, his spell list is the same as his spells known list.
Combining these means that Rose does not automatically know every spell from the Exalted Spell list, however when she gains access to a new level of spell she gains access to all spells of that level. So all of her future spell levels grants her full access to the Exalted Spell List, and at level 12 we gain every single Sanctified Spell added to her spells known.


The saving throw DC for spells you cast or other spe-

cial abilities you use against humanoid or monstrous humanoid targets is increased by +4 if the spell does not deal damage (including ability damage but not nonlethal damage), bestow negative levels, or cause death. Spells affected by this feat include most Abjuration, Enchantment, and Illusion spells (though not phantasmal killer, for example), those few Divination spells that have targets and require saving throws (including detect thoughts and discern lies), and even Necromancy spells such as waves of fatigue and ray of exhaustion. It does not affect most Evocation, Conjuration, and Transmutation spells.
The bonus granted by this feat does not stack with the bonus granted by the Spell Focus feat. It affects only saving throw DCs, not caster level checks or other elements of a spell. The benefit of this feat extends to special abilities other than spells that allow a saving throw, but only if the ability does not deal damage and is not dependent on dealing damage. For example, a character with the Stunning Fist feat can increase the saving throw DC to avoid being stunned by +4 if she deals nonlethal damage, rather than regular damage, with her stunning attack. A couatl’s venom would not become more virulent because of this feat, however, because it deals ability damage and requires the couatl to deal hit point damage in order to deliver it.
Special: To fulfill your vow, you must not cause harm or suffering to humanoid or monstrous humanoid foes. You may not deal real damage or ability damage to such foes through spells or weapons, though you may deal nonlethal damage. You may not target them with death effects, disintegrate, pain effects, or other spells that have the immediate potential to cause death, suffering, or great harm.

First, you are 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 your character level + your 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. Second, you gain a +2 natural armor bonus to your AC, a +2 deflection bonus to your AC, and a +2 exalted bonus to your AC. This exalted bonus does not apply to touch attacks and does not hinder incorporeal touch attacks. Brilliant energy weapons, however, do not ignore it. It does not stack with an armor bonus. If you also have the Vow of Poverty feat, the natural armor, deflection, and exalted Armor Class bonuses granted by that feat all increase by +2. If a creature strikes you with a manufactured weapon, the weapon must immediately make a successful Fortitude save (DC 10 + one-half your character level + your Con modifier) or shatter against your skin, leaving you unharmed. Finally, you gain a +4 exalted bonus on all Diplomacy checks.

Special: To fulfill your vow, you must not cause harm to any living creature (constructs and undead are not included in this prohibition). You may not deal real damage or ability damage to such creatures through spells or weapons, though you may deal nonlethal damage. You may not target them with death effects, disintegrate, or other spells that have the immediate potential to cause death or great harm. You also may not use nondamaging spells to incapacitate or weaken living foes so that your allies can kill them—if you incapacitate a foe, you must take him prisoner. If you intentionally break your vow, you immediately and irrevocably lose the benefit of this feat. You may not take another feat to replace it. If you break your vow as a result of magical compulsion or otherwise unwittingly, you lose the benefit of this feat until you perform a suitable penance and receive an atonement spell. (Characters who have taken a Vow of Peace are known to drink water through a strainer in order to avoid accidentally swallowing, and thereby causing harm to, a small insect.)



Finally adding in the fact that she can now cast spells with both Purify Spell and Consecrate Spell added onto the spell for free without making her casting time longer she can use Metamagic Vigor on every single spell she casts.
Fruition. We have all of our levels allowing us to do some pretty massive damage to all undead and non magic immune constructs. We have nonlethal substitution for all creatures that are alive and need to be brought to justice.


Complete Arcane: Warmage, Ardent Savant, Extra Edge,
Complete Mage: Metamagic Vigor, Holy Scourge,
Book of Exalted Deeds: Everything else

Thurbane
2018-04-25, 09:34 PM
...and I believe that's it.

If I've missed any, or there's copy/pasta errors, please PM me.


Dexter Bar Sinister: (http://www.giantitp.com/forums/showsinglepost.php?p=23024098&postcount=43) LG lesser Aasimar Warmage 5/Holy Scourge 5/Exalted Arcanist 2/Argent Savant 5/Exalted Arcanist 5
Jhora the Seer: (http://www.giantitp.com/forums/showsinglepost.php?p=23024101&postcount=44) CG Mulan Human Warlock 1/Divine Magician Cleric 5/Divine Oracle 4/Argant Savant 5/Holy Scourge 5
Jude Devilblight: (http://www.giantitp.com/forums/showsinglepost.php?p=23024105&postcount=45) LG (Spirit) Hellbred Sha'ir 5/Holy Scurge 5/Devilwrecker Arcane 1/Argent Savant 5/Devilwrecker Arcane +4
Maximillius, First of the Order: (http://www.giantitp.com/forums/showsinglepost.php?p=23024115&postcount=46) LG Dragonborn Lesser Aasimar Sha’ir 5/War Weaver 5/Arg Savant 5/Holy Scourge 5
Rose, High Mage of Dol Arrah: (http://www.giantitp.com/forums/showsinglepost.php?p=23024125&postcount=47) Human Warmage 6/Holy Scourge 5/Exalted Arcanist 5/Argent Savant 4


...just for giggles, at some stage I may post the build stub I would have entered (if I weren't chair).

Zaq
2018-04-25, 10:02 PM
Good stuff, gentlefolk!

The first of two half-baked ideas I couldn't get off the ground was to try to find a way to get Arcane Smite and/or Force Specialization to apply to spells that deal ability damage. I was thinking of trying to BS my way into saying that Force-Charged Energy could work on Shivering Touch because it has the [Cold] keyword, though I'm not sure if that would have flown. Still, since both classes offer tricks that explicitly add damage to a spell (which is rarer than it should be), it seemed natural to try to mix that with ability damage. Though whether that would have run afoul of Holy Scourge's CoC is an open question.

The other BS RAWyery that I saw with Holy Scourge is the fact that Arcane Smite is a (Su) ability. By the strictest RAW, a Pally's Smite is even worse than it has to be because (Su) abilities default to a standard action, and therefore you can't Smite on a full attack. You know, because we needed to crap on the Paladin even more. But the idea was to flip the script and say that Arcane Smite, as a (Su) ability, is a standard action regardless of the casting time of the spell in question. You know, kind of like Arcane Archer's Imbue Arrow (which is (Sp) rather than (Su) but is otherwise basically the same for the purposes of the current discussion). But the problem is that I couldn't find too many arcane spells that involved both long casting times and melee or ranged attack rolls. Maybe if you can find a way to turn Geas into a touch spell (Ocular Spell cheese?) or something? I didn't feel like bothering with finding a way to make Mark of Justice into an arcane spell, but that might also have worked.

I obviously ran out of time to try to bludgeon either idea into something workable, so kudos to everyone who got a dish in. (Are they dishes in JYW? Or are they "contraptions" or something?) And of course, I skimmed through the entries and didn't notice anything exactly like what I'm talking about in this post, but if one or more entries relies on a similar trick to what I've been blathering about, someone please nudge me so that I can remove the offending material from this post. No sense tainting the judging pool.

WhamBamSam
2018-04-26, 01:57 AM
Here were the two stubs that I never got around to writing up into full builds.

Dragonwrought Desert Kobold Sorcerer 4/Binder 1/Anima Mage 7/Holy Scourge 5/Argent Savant 3
1. Sorcerer 1 – Dragonwrought
2. Sorcerer 2
3. Binder 1 – Improved Binding
4. Sorcerer 3
5. Domain Sorcerer 4 – Extend Spell
6. Anima Mage 1 – Draconic Resevoir
7. Holy Scourge 1
8. Holy Scourge 2
9. Holy Scourge 3 – Feat
10. Holy Scourge 4
11. Anima Mage 2
12. Argent Savant 1 – Feat
13. Argent Savant 2
14. Argent Savant 3
15. Anima Mage 3 – Quicken Spell
16. Anima Mage 4
17. Anima Mage 5
18. Anima Mage 6 – Feat
19. Anima Mage 7
20. Holy Scourge 5

Silverbrow Human Sorcerer 4/Binder 1/Anima Mage5/Holy Scourge 5/Heir of Siberys 2/Argent Savant 3
1. Sorcerer 1 – Invisible Spell, Fell Drain
2. Sorcerer 2
3. Binder 1 – Improved Binding
4. Sorcerer 3
5. Sorcerer 4
6. Anima Mage 1 – Empower Spell
7. Holy Scourge 1
8. Holy Scourge 2
9. Holy Scourge 3 – Maximize Spell
10. Holy Scourge 4
11. Anima Mage 2
12. Anima Mage 3 – Arcane Thesis (Orb of Force)
13. Heir of Siberys 1
14. Heir of Siberys 2
15. Anima Mage 4 – Dragonmark Smite
16. Anima Mage 5
17. Argent Savant 1
18. Argent Savant 2 – Mark of the Dauntless
19. Argent Savant 3
20. Holy Scourge 5

Couldn't really decide what to do with the rest of the first build's feats. The big idea with both was to try to get the suggested Good adaptation for Anima Mage to fly so I could bind Andras, whose Smite ability says "Smite evil and smite good attempts per day obtained from multiple sources stack," which I took to mean I could use Andras to a) fuel Arcane Smites with a 5 round cooldown instead of a few measly uses per day, and b) add my EBL to my smite level.

I wanted to get up to some Ghostly Tail shenanigans, as the spell is a favorite of mine and works with both SI's abilities (and due to its long duration would basically be a free Smite that Andras could grant out of combat at the time of casting). I also noticed that a bunch of multi-target/AoE force spells (including Wings of Flurry) happen to specifically use the word "strike" and therefore probably work with Defensive Rebuke (my go-to combo for Ghostly Tail), so I was going to churn out some Devoted Spirit amulets by way of Heroics and Astaroth crafting. The first build could potentially have had self-crafted 0 ACP Serpent Armor as well as I could have taken Craft Wondrous Item, and hence been able to get Craft Magic Arms & Armor from Astaroth.

The first build basically just amounted to "fit Anima Mage in with the two SIs on a Sorcerer base and still get 9ths" while for the second I had resolved myself to only getting 8ths and worked in Heir of Siberys for Dragonmarked Smite as well.

Thurbane
2018-04-26, 02:56 AM
I think someone really needs to home-brew an Heir of Sipowicz PrC! :smalltongue:

http://3.bp.blogspot.com/-Gq2i27y7kpU/VVeMxeQBARI/AAAAAAAAwXs/_CQzFsbc_38/s1600/andy-sipowicz.jpg

DeTess
2018-04-26, 03:30 AM
I considered making a build using Force Missile Mage in addition to the SI's, but it didn't inspire me enough. It worked reasonably well with argent savant, but it didn't do anything special with holy scourge, and the general idea (magic missiles everywhere) is a reasonably well-known build, so I didn't feel like it added enough to the competition to submit.

Venger
2018-04-26, 05:03 AM
I considered making a build using Force Missile Mage in addition to the SI's, but it didn't inspire me enough. It worked reasonably well with argent savant, but it didn't do anything special with holy scourge, and the general idea (magic missiles everywhere) is a reasonably well-known build, so I didn't feel like it added enough to the competition to submit.

I immediately discarded force missile mage for being too obvious a companion to argent savant and assumed the round would be glutted with them.

So of course no one built one. Classic Vizzini.

I considered another build. sorcerer 5/holy scourge 2/nar demonbinder 5/argent savant 5.

I would've rolled hellbred and showcased its evil exception ability to keep summoning demons despite holy scourge's code of conduct disability. I'd just done a nar demonbinder for iron chef so I wanted to do something different.

Seeing we've got a hellbred in contention, I'm glad I didn't do that.

ZamielVanWeber
2018-04-26, 06:24 AM
After the reveal, please tell us what you like about the class, because I don't think you'll find a group who likes it less :smalltongue:
Lots of flavor, low entry reqs, and only taking a single it is not too bad. I tend to use spellsinger with it (which the board frowns on and is explicitly not legal here b/c 3.0 KoK content, official or not).

IIRC last time I used it it was: spellsinger 5/holy scourge 5/sacred exorcist 1/prestige paladin 2/Fist of Raziel 7. I was an Athasian human because of LA buyoff. I took Southern Magician and Arcane Disciple (Mysticism) to cover the spell requisites, took Extra Smiting twice for Smite Evil and Arcane Smite (once each), and shoved the rest of the reqs where I could fit them.

IIRC:
1) Power Attack, Nymph's Kiss
3) Southern Magician
6) Servant of the Heavens
9) Mounted Combat
12) Arcane Disicple (Mysticism)
15) Extra Smiting (Arcane Smite)
18) Extra Smiting (Smite Evil)

You end up with 1 9th at 20th and Athasian human gives you a smattering of Cha based manifesting.

If I could make changes now I would see if the DM would let me use spark Athasian human (assuming my stats rolled well enough to dedicated a 13 to Wis) and would probably take Vow of Poverty because 1) I hate dealing with items; 2) the flavor fits; 3) the house rule we put in because I take it so much is actually doing decently overall in keeping me effective.

daremetoidareyo
2018-04-26, 07:11 AM
I was going to make an apostle of peace who used their calling ability to make magic users lawful good and try to convince them to become holy scourges. Then, when they were tempted to fall, the amount of magic in the world is dramatically reduced.

MinimanMidget
2018-04-26, 08:50 AM
I was looking at Force Missile Mage too (and Abjurant Champion) - it's easy to find good complements for Argent Savant. But trying to get something out of Holy Scourge killed it for me.

Darrin
2018-04-26, 08:56 AM
I immediately discarded force missile mage for being too obvious a companion to argent savant and assumed the round would be glutted with them.

So of course no one built one. Classic Vizzini.


One of my first ideas was Warmage 5/Force Missile Mage 5/Argent Savant 5/Holy Scourge 5, but I had two problems with it: 1) magic missile auto-hits so Argent Savant doesn't add that much to the build, and 2) Holy Scourge was pretty much useless as you can't really add Smite to a magic missile either. If you build around orbs of force, then Force Missile Mage doesn't really need to be there.

My second idea was to use Smite to Song to convert arcane smite into something useful, but there's nothing else in Argent Savant/Holy Scourge that synergizes all that much with Inspire Courage. It didn't look like I could fit in enough Inspire Courage for it to be useful. You're better off taking Extra Smiting or Extra Music than 5 levels of Holy Scourge. But while I was looking at bards, I figured I'd look at the Sublime Chord angle, and that looked more promising. The build stub Bard 4/Paladin of Freedom 1/Lyric Thaumaturge 3/Holy Scourge 2/Sublime Chord 2/Argent Savant 5/Holy Scourge +3 works out pretty well up to ECL 17, but there's just no reason to take Holy Scourge, which loses you a caster level, ruins your BAB, and gives you... piddly smite damage 2/day? It boiled down to "There is no possible combination of words in any language that can justify taking Holy Scourge 5 instead of Abjurant Champion 5", so I abandoned it.

My third idea was an Illumian Glaivelock using Improved Sigil (Krau) to get into Eldritch Theurge 5 via Warlock 4/Sorcerer 1. I was going to use Shape Soulmeld/Open Least Chakra to bind Crystal Helm, which gives all your melee attacks the [force] descriptor. My argument was Eldritch Glaive counts as a spell(ish) effect with the [force] descriptor, so I could use Argent Savant's abilities on that. But when I got to including Holy Scourge... there was just nothing there to justify using it. Glaivelock *needs* BAB, and it was already hurting so much there that another 1/2 BAB class would make melee a joke, the lost caster level was costing me Dark invocations, and the 2/day arcane smite was too pathetic to spend 5 class levels on it. I'm a little disappointed about this one... I'd like to replace Holy Scourge 5 with Abjurant Champion 5, because that looks like an interesting build. I think I need to do some more Glaivelock builds.

Anyway, I'm glad to see some other chefs were able to come up with something worth submitting.

Thurbane
2018-04-26, 07:09 PM
With five entries, hopefully shouldn't be too daunting for someone to volunteer to judge.

Thurbane
2018-05-02, 12:19 AM
...awfully quiet in here. :smalleek:

Anyone willing to help out and judge? ..I'll give you a virtual cookie?

Darrin
2018-05-02, 04:53 AM
...awfully quiet in here. :smalleek:


I started judging. However, before I finished the first entry, Battletech for the PC was released.

The good(?) news is it's so slow on my PC that I can probably finish judging in between turns.

jdizzlean
2018-05-12, 01:16 PM
bump for page three

Darrin
2018-05-12, 03:54 PM
bump for page three

Still judging, but it's been slow-going.

Thurbane
2018-05-12, 05:01 PM
Still judging, but it's been slow-going.

Very much appreciated Darrin, take the time you need. :smallsmile:

Kazudo
2018-05-17, 10:00 PM
Or I could just reply to the most recent one, *cough* HOLY COW THIS IS STILL GOING.

jdizzlean
2018-05-22, 04:13 PM
just bumping again :)

i know schedules suck sometimes

Falontani
2018-05-22, 04:15 PM
sometimes I wish I didn't have such a strong urge to enter into these, because then I could judge those that I care about.

Thurbane
2018-05-22, 04:51 PM
I was thinking of starting a new thread, for this and other comps, where we can have an "honor roll" for those who step up to judge, and maybe some kind of pennant image they can post in their sigs "Judge in the Playground" or similar.

It might inspire more people to judge.

This is a great community, but sometimes it can be very hard to entice people to judge: it's often a very demanding and time consuming job (I've only doen it once myself).

jdizzlean
2018-05-22, 04:58 PM
sometimes I wish I didn't have such a strong urge to enter into these, because then I could judge those that I care about.


if you have the time, just pick one of the comps to judge in, and enter the rest. You can always rotate which ones you do what for.

judging really only gets really time consuming when RL gets in the way, or there are a ton of entries. Look at how long it takes you to BUILD one, now think about having to dissect 5-10+ builds...

the other time consuming thing, for me at least, is going back after disputes and having to re-look everything up for each entry, and what i said in the original judging..

Darrin
2018-05-22, 05:52 PM
Been busy with... Stuff. My current plan is to clear out some time on Thurs/Fri and get this done.

Thurbane
2018-05-22, 07:31 PM
Been busy with... Stuff. My current plan is to clear out some time on Thurs/Fri and get this done.

All good. :smallsmile:

In the meantime, now's a good time to discuss/suggest/request possible future themes/ingredients for JYW. :nale:

Falontani
2018-05-22, 07:45 PM
Rage Mage + Abjurant Champion, No barbarian
Battlesmith + Ironsoul Forgemaster, no dwarf

daremetoidareyo
2018-05-22, 08:00 PM
Mountebank + mountebank? ...-humanoid type?

Sian
2018-05-23, 01:00 AM
Cloaked Dancer (Complete Scoundrel) + Spelldancer (Magic of Faerun) -Bard/Jester

remetagross
2018-05-23, 09:55 AM
Runesmith + Runecaster - Sha'ir?

Sian
2018-05-23, 03:24 PM
Runesmith + Runecaster - Sha'ir?

kinda clunky with Runecaster being a 10lvl long class

remetagross
2018-05-23, 05:46 PM
Fair point, I had forgotten that necessity.

Zaq
2018-05-24, 01:06 AM
Warshaper + wings - changeling.
Bull rushing + divine spells - Cleric.
Auras + psionics - Divine Mind. (Or auras + healing - Dragon Shaman.)
Psionics + undead minions - Cerebremancer.
Uncanny Trickster + Battle Trickster - base classes with more than 4+INT skill points.
Factotum + dragonmarks - skills listed in the PHB.

I feel like I'm getting goofier and goofier, so I'll stop.

Venger
2018-05-24, 01:14 AM
Warshaper + wings - changeling.
Bull rushing + divine spells - Cleric.
Auras + psionics - Divine Mind. (Or auras + healing - Dragon Shaman.)
Psionics + undead minions - Cerebremancer.
Uncanny Trickster + Battle Trickster - base classes with more than 4+INT skill points.
Factotum + dragonmarks - skills listed in the PHB.

I feel like I'm getting goofier and goofier, so I'll stop.

fascinating. different from prior rounds

Falontani
2018-05-24, 10:42 AM
Warshaper + wings - changeling.
Bull rushing + divine spells - Cleric.
Auras + psionics - Divine Mind. (Or auras + healing - Dragon Shaman.)
Psionics + undead minions - Cerebremancer.
Uncanny Trickster + Battle Trickster - base classes with more than 4+INT skill points.
Factotum + dragonmarks - skills listed in the PHB.

I feel like I'm getting goofier and goofier, so I'll stop.

i like this!

weckar
2018-05-30, 08:45 PM
Not sure how I keep missing these as they come up... sigh...

Thurbane
2018-06-01, 01:51 AM
Not sure how I keep missing these as they come up... sigh...

As soon as we get the judging wrapped up here (which should be soonish, hopefully), I'll post a link to the new comp in this thread.

Darrin
2018-06-06, 02:30 PM
Update: I really was going to work on this today, but got a head cold.

I'll see if I can make some headway on this tomorrow.

jdizzlean
2018-06-09, 04:58 PM
https://bwi.forums.rivals.com/threads/bueller-bueller-anyone.201220/

not sure if img's not working... Bueller? Bueller? Anyone? Anyone?

Darrin
2018-06-12, 02:54 PM
not sure if img's not working... Bueller? Bueller? Anyone? Anyone?

I actually managed to make some progress today. 4/5.

Darrin
2018-06-19, 08:58 PM
Ok, let's get this done.

First, my heartfelt apologies for everyone who has patiently waited for me to finish this. Things were getting busy at work, various summer events are coming up, and... I had a very hard time getting excited about the SIs, particularly Holy Scourge. (Seriously... WTF is this PrC supposed to be *good* at?) And that's not really fair to the chefs, who all came up with interesting and effective builds, which is pretty astounding, given what you had to work with.

Anyway. You people need some scores.

Dexter 15.5

Originality: 3.5
Exalted Warmage? Interesting way to tie together two disparate ingredients. You weren't the only one to have this idea, but it's still a nifty idea.

Power: 4
You have access to 9th level spells via Versatile Spellcaster. However, perhaps a more important question is *which* 9th level spells you have access to, as the Warmage selection is pretty thin. You've added some additional spells via Arcane Disciple and Exalted Arcanist, but your selection of spells is still rather limited. Outside of combat you have UMD and... no social skills to take advantage of that high Charisma. Not entirely your fault, given your skill selection, but a one-dimensional build is still one-dimensional.

Elegance: 4
Some DMs may get bent out of shape by using Versatile Spellcaster to get access to higher-level spells, but I am not one of them. More worrisome is you have included Invisible Spell in the build, which is a feat that DIVIDES BY CUCUMBER even when you're using it as it was supposedly intended. This is likely to create all sorts of rules headaches, so I should probably assess a penalty for it, but in your write-up you don't actually describe how it's used, so I'm going to let it slide with a slightly raised eyebrow and pretend it's there mostly for comedic effect. I find it amusing that you have a built an Exalted Blaster here who is casting exalted and sanctified spells, but can ignore some of the stricter Exalted rules because you haven't taken any vows or any [Exalted] feats.

Use of Secret Ingredient: 4
Argent Savant is being used well here, but the same can be said for all the other entries, because Argent Savant is a generally useful PrC. However, the same can't be said for Holy Scourge... which just isn't useful in any sense of the word. Yes, you took all five levels, and yes, you get some extra damage on evocation spells with it, but other than that... you're not really using it for anything beyond that.



Jhora 15.5

Originality: 4.5
Cleric entry...? That's swinging for the fences.

Power: 3.5
The biggest knock against you in this category is you only get as far as 5th level spells, and after 10th level you don't get any new spells at all. However, I thought it was clever how you advanced your Warlock casting with your Holy Scourge/Argent Savant levels. You wind up with 5d6 EB and 5 least/lesser invocations, which is... maybe not so impressive for levels 11-20, but you can spam them all day. As a utility/support character, you are more *interesting* rather than powerful, but there's an argument that the amount of utility you add to the party somewhat makes up for your lack of higher spell-level oomph. Feat-wise looks a little hodge-podge, although what you're doing with Born Flyer is clever. Skill-wise, I am disappointed you only focus on Concentration, two Knowledge skills, and Spellcraft. I feel like a utility/support character would have put some skill ranks into some other skills that might provide more benefit to the rest of the party.

Elegance: 3.5
Mixing campaign worlds is generally frowned upon, although here you're just picking up Domain Spontonaeity from Faiths of Eberron, but that feat is so generic I don't really consider it campaign-specific (no deduction). My biggest concern here is your claim that you haven't chosen a deity, as you believe there aren't any that offer the Force domain. There are a few! Tharizdun is probably the most well-known and allegedly exists within the Forgotten Realms, but doesn't work with Holy Scourge for alignment reasons. Boccob has Force and could work with a NG alignment. Annam, the Giant God of Creation also has Force, but not, for some reason, Llerg... literally the Suel "God of Force".

Use of Secret Ingredient: 4
I like how you're using the arcane CLs from Argent Savant/Holy Scourge to advance your Warlock SLAs, but it would be nice if there was some other synergy from the two SIs that worked well with your invocations. Overall, you take all the SI levels, but aren't doing anything particularly noteworthy with them.


Jude Devilblight 18

Originality: 5
There are several standout ideas here, not the least of which is Sha'ir, but Hellbred and Demonwrecker Arcane were wholly unexpected.

Power: 4.5
You have 9th level spells, which I generally give top marks for, but I have two issues with your power curve. First, your BAB is abysmally weak, which is problematic for a blaster. I am aware that "blaster" does not mean that all your spells are going to involve attack rolls, and even for those spells that do, touch AC is easier to hit... but BAB +8 with Dex 12 has more than a whiff of Whiffsville. The second issue is mostly the dumpster fire that is the sha'ir's spell retrieval mechanics, which caps how long you can remember your spells to 1 hour per level of sha'ir. You've added Practiced Spellcaster and the Runestaff thing to alleviate this somewhat, althgouh by strict RAW the number of hours is determined explicitly by your sha'ir levels and not your caster levels... but in the interests of not being completely stupid, I'm going to handwave this as it's not your fault the spell retrieval rules are horrifically borked. You mention shard storm, but I find the fixed damage a little lackluster... I think I'd prefer manyjaws or vortex of teeth, but that's more of a personal preference thing. Outside of combat, you need Diplomacy to deal with that spell retrieval nonsense, but it also makes you a good face for the party.

Elegance: 4
At first, I was puzzled why you chose Apprentice over Education or Knowledge Devotion, but using this feat to gain both an additional spell known (for arcane casters) and a preferred spontaneous spell (for divine casters) is clever. I'm a little puzzled why you didn't put skill ranks into UMD and only put 2 ranks into Knowledge (Religion), but that's more of a nitpick. The capability to combine [evil] spells with Purify Spell or Righteous Evocation is delightfully perverse, but Hellbred's Evil Exception has it's own exception regarding codes of conduct, so it is possible to lose access to your Holy Scourge abilities by casting [evil] spells... which, given how bad those class abilities are, may be more of a hidden feature than a drawback. Overall, I find the idea of a Hellbred using [evil] Purified spells to battle the forces of evil much more compelling than a Holy Scourge losing access to his class abilities because his class abilities are stupid.

Use of Secret Ingredient: 4.5
Adding Sha'ir gives you access to [force] spells along with [good/evil] spells, which makes both ingredients more interesing. Adding Arcane Demonwrecker also kicks things up a notch, particularly on the Holy Scourge side of things, as it adds additional smites and Breach Spell Resistance on top of Devoted Arcanist. All in all, you've taken four classes that should not work well together, and have found several interesting ways in which they synergize with each other.


Maximillius 15.5

Originality: 4
You were not the only chef to use Sha'ir and mispell "argent" as "argant" (no deduction). You were, however, the only one to use War Weaver, and you were the only chef who took Argent Savant *before* Holy Scourge, which was very unusual.

Power: 5
You've got 9th level spells at 20th level on top of War Weaver spells (1st through 6th) and Craft Contingent Spell, which a big shiny "I Win" button with a side-helping of "My Allies Also Win (Sometimes)". Outside of combat, you're stacking Nymph's Kiss, Sacred Vow, and Skill Focus for +7 on Diplomacy checks, which isn't quite Diplomancer-level Instant Fanaticism, but is getting pretty darned close.

Elegance: 3.5
Traits from UA generally considered illegal in the standard Iron Chef contest rules, although the Junkyard Wars doesn't mention them directly. However, their inclusion or exclusion in your build doesn't appear to influence things enough that it affects your score (no deduction), but I just wanted you to be aware of it for future competitions. Some judges might find using Sanctum Spell to load lower-level spells into your spell tapestry to be a little bit sketchy... but I am not one of those judges. I am a little baffled at what Draconic Aura (Stamina) is doing for you, rather than Presence or Vigor? And while you have listed Craft Contingent Spell in your build, it's not clear to me what exactly you're doing with it (outside of the horribly abusive things everyone else does with it).

Use of Secret Ingredient: 3
You have taken all 5 levels of both ingredients, but your write-up doesn't give me a lot of details on how you're using War Weaver or Sha'ir to take advantage of the class abilities of Argent Savant and Holy Scourge. A "snapshot" or a description of specific tactics or combos at certain levels would help here, particularly with call-outs to specific class abilities from the SI. Based on the sections you quoted from the War Weaver handbook, it sounds like you use lower-level spell slots for buffing and higher-level slots for blasting, but it's hard to tell from the list of spells you *can* cast, which of them you prefer to cast, or which of them really show off your class abilities.


Rose 16

Originality: 4
This isn't the only Warmage/Exalted Arcanist build, but it's still a neat idea. What's new here, though: Vow of Nonviolence and Vow of Peace. On a Warmage. That's... very unusual. Race isn't listed, so I'm assuming human for the bonus feat.

Power: 4
You fall short of 9th level spells. You're still a top-notch blaster, particularly against anything evil and/or undead, and for SoL effects that +4 DC from Vow of Nonviolence is wicked nifty... if you have SoL spells, and you do have a few on the Warmage list. Taking all 5 levels of Exalted Arcanist gets all of the Sanctified Spells on your spell list, and this adds several more. This costs you the last level of Argent Savant and Unbind Force (Su)... hmm. I would have thought the last level of Holy Scourge to be more disposable, but that's probably more of a personal choice thing. Adding Metamagic Vigor on top of Vow of Nonviolence is clever, although it's difficult to tell how often you use Consecrate and Purify Spell. Nonlethal Substitution is going to get a lot of use, but has something of a drawback in that it will increase the casting time of most of your spells to full-round actions. This makes Faster Consecrate and Faster Purify somewhat pointless, but it's difficult to tell how often you would have to use Nonlethal Substitution to preserve your Vows. Outside of combat, you're good at... Diplomacy, mostly, which you're going to need to maintain your vows. You're not an "Instant Fanatic" Diplomancer, but good enough to handle most Party Face duties.

Elegance: 4
I suspect that most of your "rules headaches" are probably going to come from arguing with the DM over that Vow of Nonviolence. However, I think we can at least *presume* that most DMs are not going to be a poopwaffle or deliberately sandbag your character (by, say, dressing up living creatures to *look* like undead/constructs). Other than that, the rest of the build looks pretty clean and straightforward (outside of anything that I didn't notice that wasn't clean or straightforward).

Use of Secret Ingredient: 4
I was going to mark you down for not taking the last level of Argent Savant, but the alternative would be losing either all your sanctified spells or Righteous Evocation. And you get a little more mileage out of Righteous Evocation than the other builds, which is going to be used a lot more often than Unbind Force, so... I'll call it a "4".

Venger
2018-06-19, 09:04 PM
Hooray, medals for everyone!

Good enough for me. Thanks, Darrin. No disputes.

Thurbane
2018-06-19, 10:22 PM
Thanks Darrin. :smallsmile:

I'll hold it open a couple of days for disputes, then we're good to go.

Falontani
2018-06-19, 10:30 PM
No disputes here!

Darrin
2018-06-20, 08:43 AM
Entablementationism ensueth:



Entry
Alignment/Race
Stub
Judge: Darrin
Total



Jude Devilbright (link) (http://www.giantitp.com/forums/showsinglepost.php?p=23024105&postcount=45)
LG Hellbred (Spirit)
Sha'ir 5/Holy Scurge 5/Devilwrecker Arcane 1/Argent Savant 5/Devilwrecker Arcane +4
18.0
18.0




Rose (link) (http://www.giantitp.com/forums/showsinglepost.php?p=23024125&postcount=47)
?G Human
Warmage 6/Holy Scourge 5/Exalted Arcanist 5/Argent Savant 4

16.0
16.0



Dexter Bar Sinister (link) (http://www.giantitp.com/forums/showsinglepost.php?p=23024098&postcount=43)
LG Lesser Aasimar
Sha’ir 5/War Weaver 5/Arg Savant 5/Holy Scourge 5
15.5
15.5



Jhora the Seer (link) (http://www.giantitp.com/forums/showsinglepost.php?p=23024101&postcount=44)
CG Mulan Human
Warlock 1/Divine Magician Cleric 5/Divine Oracle 4/Argant Savant 5/Holy Scourge 5
15.5
15.5


[
Maximillius (link) (http://www.giantitp.com/forums/showsinglepost.php?p=23024115&postcount=46)
LG Dragonborn Lesser Aasimar
Sha’ir 5/War Weaver 5/Arg Savant 5/Holy Scourge 5
15.5
15.5

Thurbane
2018-06-21, 08:34 PM
If no disputes in the next couple of hours, I'll be wrapping this up later today.

Thurbane
2018-06-24, 04:49 PM
Without any further ado, here's the final reveal (better late than never):



Entry
Alignment/Race
Stub
Judge: Darrin
Total
Competitor


Jude Devilbright (link) (http://www.giantitp.com/forums/showsinglepost.php?p=23024105&postcount=45)
LG Hellbred (Spirit)
Sha'ir 5/Holy Scurge 5/Devilwrecker Arcane 1/Argent Savant 5/Devilwrecker Arcane +4
18.0
18.0
Macabaret


Rose (link) (http://www.giantitp.com/forums/showsinglepost.php?p=23024125&postcount=47)
?G Human
Warmage 6/Holy Scourge 5/Exalted Arcanist 5/Argent Savant 4

16.0
16.0
Falontani


Dexter Bar Sinister (link) (http://www.giantitp.com/forums/showsinglepost.php?p=23024098&postcount=43)
LG Lesser Aasimar
Sha’ir 5/War Weaver 5/Arg Savant 5/Holy Scourge 5
15.5
15.5
Venger


Jhora the Seer (link) (http://www.giantitp.com/forums/showsinglepost.php?p=23024101&postcount=44)
CG Mulan Human
Warlock 1/Divine Magician Cleric 5/Divine Oracle 4/Argant Savant 5/Holy Scourge 5
15.5
15.5
jdizzlean


Maximillius (link) (http://www.giantitp.com/forums/showsinglepost.php?p=23024115&postcount=46)
LG Dragonborn Lesser Aasimar
Sha’ir 5/War Weaver 5/Arg Savant 5/Holy Scourge 5
15.5
15.5
jdizzlean



I don't believe we had any HM votes this time around?

Congrats to all, especially Macabaret

New comp will be posted in the next 24 hours or so, but only if I am confident we will have judge(s).

jdizzlean
2018-06-24, 06:02 PM
since it was medals all around, no real point in a HM, but if you wanted to have one anyways, I'd defer to Darrin as to what his fav build was and do that.

Darrin
2018-06-24, 07:38 PM
New comp will be posted in the next 24 hours or so, but only if I am confident we will have judge(s).

That's a little hard to determine without knowing the ingredients... prospective judges may want to cook, or some judges may be more interested in some ingredients than others.


since it was medals all around, no real point in a HM, but if you wanted to have one anyways, I'd defer to Darrin as to what his fav build was and do that.

Of the three bronze entries... I think Jhora probably deserves HM. Cleric entry, and the trick with Born Flyer was clever but I don't think it was quite played out as far as it could have been.

Thurbane
2018-06-27, 09:14 PM
There will be an announcement on the next competition soon(ish).

Macabaret
2018-06-28, 02:19 AM
There will be an announcement on the next competition soon(ish).

And the announcement is.... that I'm taking over! Mwaa-ha-ha-ha-ha!

No, seriously, due to time constraints, Thurbane is stepping down as Chair for the time being. I've agreed to take the reins. (Unless there are any major objections, of course.)

I've had a few ideas for ingredients for the next round, but I've also nixed a few (for various reasons.) I think I may have stumbled onto something interesting, though. Give me a day or so to play with the details and I'll have the next round started soon.

Until then, let's all give Thurbane a hearty round of applause for everything he's done here. Well deserved, certainly.

Venger
2018-06-28, 03:32 AM
Well, thank you for everything, Thurbane.

Congratulations, Macabaret. Can't wait to see what you come up with for the next round.

jdizzlean
2018-06-28, 04:11 AM
and tbane recieved many a fine huzzah that day!

Falontani
2018-06-28, 09:17 AM
Thank you Thurbane! I hope you are able to enter into one of these competitions sometime.

Thurbane
2018-06-28, 02:24 PM
Thanks for the kind words all.

I'm stretched quite thin at the moment, so many thanks to Macabaret for stepping up.

Looking forward to potentially competing again. :smallsmile:

Macabaret
2018-06-28, 05:20 PM
And your chance is now here, Thurbane!

Our new contest is up: Junkyard Wars XIV (http://www.giantitp.com/forums/showthread.php?562523-Junkyard-Wars-XIV)