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View Full Version : Optimization Junkyard Wars: XXI: Halloween Round!



Macabaret
2018-10-31, 01:14 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: the Rebuke Undead class feature
Necessary: Teamwork Benefits
Forbidden: [Divine] feats



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


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


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 20:59 PM CST Thursday Dec 6th, 2018 to create their builds and PM them to the chairman.
Builds will then be posted simultaneously to avoid copying.
Judges will have until 20:59 PM CST Sometime after Dec 6th, 2018 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.


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? Set? 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)
Junkyard Wars in the Playground XVIII: Argent Savant + Holy Scourge - Wizard (http://www.giantitp.com/forums/showthread.php?555404)
Junkyard Wars in the Playground XIX: Incarnum Blade + Exotic Weapon Master - Spiked Chain (http://www.giantitp.com/forums/showthread.php?562523-Junkyard-Wars-XIX-IB-EWM-SC)
Junkyard Wars in the Playground XX: Xorvintaal Exarch + The Pact-Bound Adept - Sorcerer (http://www.giantitp.com/forums/showthread.php?568541-Junkyard-Wars-XX-XE-PBA(a)-S)

Macabaret
2018-10-31, 01:15 PM
FAQ:



Here are some words to allow for posting

PunBlake
2018-10-31, 01:37 PM
@Macaberet, I sent you a PM about the last competition.

Can we get a more firm or specific definition of what qualifies as Teamwork Benefits, ie. a class feature with the word Teamwork in it, or some specific feat(s) that may qualify?
I think I may enter this one.

daremetoidareyo
2018-10-31, 01:43 PM
@Macaberet, I sent you a PM about the last competition.

Can we get a more firm or specific definition of what qualifies as Teamwork Benefits, ie. a class feature with the word Teamwork in it, or some specific feat(s) that may qualify?
I think I may enter this one.

The back part of the PHB2, DMG2, and heroes of battle have teamwork benefits and they are magnificent.

PunBlake
2018-10-31, 01:49 PM
The back part of the PHB2, DMG2, and heroes of battle have teamwork benefits and they are magnificent.

Wow... I've never even read this section of any of the mentioned books, and my mind jumped to things with which I was more familiar. I am now more interested than competing than I was before. Hmm. Lots to think about.

jdizzlean
2018-10-31, 03:11 PM
in for a bookmark right now

WhamBamSam
2018-10-31, 03:23 PM
Will have to read up on Teamwork Benefits when I have a bit more free time. Watching with interest though.

weckar
2018-10-31, 05:03 PM
Not quite sure about the relevance of the forbidden component in this case, in any prospective builds... But I am sure you had a good reason.

Thurbane
2018-10-31, 05:26 PM
Interesting. If inspiration strikes, I'll try to get an entry in...

WhamBamSam
2018-10-31, 06:12 PM
Not quite sure about the relevance of the forbidden component in this case, in any prospective builds... But I am sure you had a good reason.Rebuke Undead is a required component, and fueling domain feats is a common use of Turn/Rebuke attempts.

Thurbane
2018-10-31, 06:17 PM
Rebuke Undead is a required component, and fueling domain feats is a common use of Turn/Rebuke attempts.

Are Domain feats Divine feats through? IIRC, there is a specific subset of feats with the [Divine] tag. Disciple of the Sun, Domain Spontaneity etc.

Macabaret
2018-10-31, 09:03 PM
[Domain] feats (for example, Knowledge Devotion) are not [Divine] feats, which are something else entirely. It is [Divine] feats (for example, Divine Metamagic) that are forbidden in this round.
For greater clarity of each, explanations can be found in Complete Champion p. 52 and 53.

weckar
2018-11-02, 03:31 AM
I also notice we are keeping the as-is judging procedure in place?

PunBlake
2018-11-02, 01:43 PM
After brainstorming for a while, I think I've locked in what I plan to build. I tried a total of 4 rebuke access paths before I settled on the one I'm using. I wonder how obvious of a path my build is.

Macabaret
2018-11-02, 06:42 PM
I also notice we are keeping the as-is judging procedure in place?

Yes. For this round, at least. I haven't really seen any consensus for a better idea. And, I must say, I'm loathe to force contestants to have to be judges, too. I'm certainly open to other ideas for the future, but I'm not holding my breath for something better to come along.

jdizzlean
2018-11-04, 09:39 AM
if memory serves, i volunteered to judge this round.

oddly the build i'm making for e6 would flow right into this. Maybe i'll flesh it out and post it after the reveal for funsies.

Macabaret
2018-11-12, 10:02 PM
[PA system announcer voice]
This is your one-week reminder.
One week remaining in the building phase.
Thank you.
[/PA system announcer voice]

How is everyone doing? Everything going along smoothly? (Of course it isn't. That's just not how these things work....) Are we all having fun? Finding all the ingredients you need in our Graveya... Junkyard? Any questions? Comments? Needs? ...?



if memory serves, i volunteered to judge this round.

oddly the build i'm making for e6 would flow right into this. Maybe i'll flesh it out and post it after the reveal for funsies.

Thank you for your volunteerism. It's always nice to see judges signing up and ready to serve!

WhamBamSam
2018-11-12, 10:44 PM
I have an idea that I like, but I'm not sure I'll have time to actually write it up.

Thurbane
2018-11-13, 04:19 PM
Honestly, my concept just feels a little uninspired. I most likely won't be submitting an entry unless creativity strikes...

WhamBamSam
2018-11-22, 10:22 AM
Any word on this one? Are there other entries besides mine?

Falontani
2018-11-22, 10:29 AM
Please let me know if there aren't enough entries asap, I can get a build out very quickly.

Macabaret
2018-11-23, 03:30 PM
My apologies for not posting sooner, good fair and gentle people. A combination of illness and American holiday has sapped my energies and eaten my time. But fear not, I haven't forgotten you!

We are, in fact, beyond the original deadline. As it sits currently, I have one entry in my inbox. (Thank you, WBS.) I would, of course, prefer to extend the deadline rather than crown a lone contestant. Falontani seems like a willing second. Are there others who can/would get an entry in with another week or so if the deadline gets extended into December?

Macabaret
2018-11-30, 02:57 PM
It's been quiet around here.
I still have just one entry in my inbox. Is there anyone that's working on something? Is there anyone reading this that isn't working on an entry? Is it the time of year that's keeping you too busy to play? A lack of interest in the ingredients? Waning interest in 3.5 in general? Or is there just no one out there that's reading this at all? Hello? Hello? Is this thing on?

Falontani
2018-11-30, 06:30 PM
Update from me then, my build is done and I'm working on finalizing it. I have my friend working on one as well, and they are getting close to being done. Give me a day that you are finalizing and I'll make sure both are in by that time.

Macabaret
2018-12-01, 04:42 PM
I've changed the deadline to Thursday December 6th.

tterreb
2018-12-06, 06:13 PM
I have my build finished, I'm just trying to get it formatted before the deadline. While watching a baby. Hopefully I can get this in.

Edit - Finished and submitted.

Macabaret
2018-12-06, 11:21 PM
Okay folks...pencils down. Or, perhaps, keyboards down?
Please refrain from posting until all submissions are threaded.

Macabaret
2018-12-06, 11:25 PM
Boned the Chaotic Evil Human Paladin of Slaughter 5/Osteomancer 5/ Divine Crusader 1/Bone Knight 9

Starting Stats:
15 str
10 dex
14 con
10 int
12 wis
16 cha

Level ups all into str





Level

Class

Base Attack Bonus

Fort Save

Ref Save

Will Save

Skills

Feats

Class Features


1

Paladin of Slaughter

+1

+2

+0

+0

Heal 4, Knowledge Nature 4, Knowledge Arcana 4

Toughness, Education

Aura of Evil, Detect Good, Smite Good 1/day



2

Paladin of Slaughter

+2

+3

+0

+0

Heal 4, Knowledge Nature 4, Knowledge Arcana 4, Craft Armorsmithing 1, Knowledge Religion 1, Ride 1


Divine Grace, Deadly Touch



3

Paladin of Slaughter

+3

+3

+1

+1

Heal 4, Knowledge Nature 4, Knowledge Arcana 4, Craft Armorsmithing 2, Knowledge Religion 2, Ride 2

Weapon Focus: Scythe

Debilitating Aura, Divine Health



4

Paladin of Slaughter

+4

+4

+1

+1

Heal 4, Knowledge Nature 4, Knowledge Arcana 4, Craft Armorsmithing 3, Knowledge Religion 3, Ride 3


Rebuke Undead



5

Paladin of Slaughter

+5

+4

+1

+1

Heal 4, Knowledge Nature 4, Knowledge Arcana 4, Craft Armorsmithing 4, Knowledge Religion 4, Ride 4


Special Mount, Smite Good 2/day



6

Osteomancer

+5

+6

+1

+3

Heal 4, Knowledge Nature 4, Knowledge Arcana 4, Craft Armorsmithing 5, Knowledge Religion 4, Ride 5

Mounted Combat

Boneless, Immunity to Disease



7

Osteomancer

+6

+7

+1

+4

Heal 4, Knowledge Nature 4, Knowledge Arcana 4, Craft Armorsmithing 6, Knowledge Religion 4, Ride 6


Skeletal Shift



8

Osteomancer

+7

+7

+2

+4

Heal 4, Knowledge Nature 4, Knowledge Arcana 4, Craft Armorsmithing 6, Knowledge Religion 4, Ride 6, Intimidate 2, Spellcraft 1


Bone Spurs, Unnerve, [Friendly Fire Evasion*]



9

Divine Crusader

+7

+9

+2

+6

Heal 4, Knowledge Nature 4, Knowledge Arcana 4, Craft Armorsmithing 6, Knowledge Religion 4, Ride 6, Intimidate 5, Spellcraft 1

Corpsecrafter

Aura, Death Domain



10

Bone Knight

+7

+11

+2

+8

Heal 4, Knowledge Nature 4, Knowledge Arcana 4, Craft Armorsmithing 6, Knowledge Religion 4, Ride 6, Intimidate 5, Spellcraft 1, Craft Weaponsmithing 3


Bonecraft Armor, Paladin Conversion, Rebuke Undead



11

Bone Knight

+8

+12

+2

+9

Heal 4, Knowledge Nature 4, Knowledge Arcana 4, Craft Armorsmithing 6, Knowledge Religion 4, Ride 6, Intimidate 5, Craft Weaponsmithing 6, Spellcraft 1


Bone March, Summon Skeletal Steed



12

Bone Knight

+9

+12

+3

+9

Heal 4, Knowledge Nature 4, Knowledge Arcana 4, Craft Armorsmithing 6, Knowledge Religion 4, Ride 6, Intimidate 8, Craft Weaponsmithing 6, Spellcraft 1

Necromantic Retribution

Master of the White Banner [Fearsome Roster] [Improved Friendly Fire Evasion*]



13

Bone Knight

+10

+13

+3

+9

Heal 4, Knowledge Nature 4, Knowledge Arcana 4, Craft Armorsmithing 6, Knowledge Religion 4, Ride 6, Intimidate 11, Craft Weaponsmithing 6, Spellcraft 1


Improved Bonecraft Armor



14

Osteomancer

+11

+14

+3

+10

Heal 4, Knowledge Nature 4, Knowledge Arcana 4, Craft Armorsmithing 6, Knowledge Religion 4, Ride 6, Intimidate 11, Craft Weaponsmithing 6, Spellcraft 4


Enlarge/Reduce, Iron Bones



15

Osteomancer

+11

+14

+3

+10

Heal 4, Knowledge Nature 4, Knowledge Arcana 4, Craft Armorsmithing 6, Knowledge Religion 4, Ride 6, Intimidate 14, Craft Weaponsmithing 6, Spellcraft 4

Practiced Spellcaster: Divine Crusader

Seize the Core, Silver Bones



16

Bone Knight

+11

+14

+3

+10

Heal 4, Knowledge Nature 4, Knowledge Arcana 4, Craft Armorsmithing 6, Knowledge Religion 4, Ride 6, Intimidate 16, Craft Weaponsmithing 6, Spellcraft 2


Fill the Ranks 1/day, [Spell Barrage*]



17

Bone Knight

+12

+15

+4

+11

Heal 4, Knowledge Nature 4, Knowledge Arcana 4, Craft Armorsmithing 6, Knowledge Religion 4, Ride 6, Intimidate 19, Craft Weaponsmithing 6, Spellcraft 2


Bonecraft Weapon



18

Bone Knight

+13

+15

+4

+11

Heal 4, Knowledge Nature 4, Knowledge Arcana 4, Craft Armorsmithing 6, Knowledge Religion 4, Ride 6, Intimidate 21, Craft Weaponsmithing 6, Spellcraft 3

Ride-by Attack

Improved Bonecraft Armor



19

Bone Knight

+14

+16

+4

+12

Heal 4, Knowledge Nature 4, Knowledge Arcana 4, Craft Armorsmithing 6, Knowledge Religion 4, Ride 6, Intimidate 22, Craft Weaponsmithing 6, Spellcraft 5


Exoskeleton of Undeath



20

Bone Knight

+14

+16

+5

+12

Heal 4, Knowledge Nature 4, Knowledge Arcana 4, Craft Armorsmithing 6, Knowledge Religion 4, Ride 6, Intimidate 23, Craft Weaponsmithing 6, Spellcraft 7


Death Strike 1/day [Wall of Steel]






Boned is a paladin. Of Slaughter. He kill things. Boned has an unhealthy fascination with bones. At first it was that he wouldn’t eat turkey unless it had the bones still. It gradually progressed that he would use the bones in some sort of sculpture. And it has progressed to the point that he almost ritualistically pulls the bones out of people he murders. He doesn’t obey the rules because he believes they are good, but because he is afraid he will be separated from his bones. So he hires himself out as an adventurer to kill people for their bones. He earned his morbid nickname of Boned.

Boned has learned to manipulate his own bones. He uses them as weapons to catch his opponents unaware. He has learned of a higher power by the name of Iborighu. Iborighu asks for little. Just that Boned kills creatures where he can, sow chaos if possible, and of course, is not against dealing with bones all the time. He joins an “adventuring” party. They consist of a a Dread Necromancer, a Winterhaunt of Iborighu, and a Warmage. The Dread Necromancer’s Familiar is a Vargouille that has a plan. The Vargouille teaches their group how to evade friendly fire, to better stay alive when the Warmage throws his Cone of Cold willy nilly at the group. The Dread Necromancer’s skeletons fascinate Boned.
The group continues to learn from the Vargouille, allowing them to dodge even the most ill placed Cone of Cold. In addition Boned has learned to create some of the skeletons that he so admired of the Dread Necromancer. The Dread Necromancer has learned how to grant control over his undead to Boned, and is shocked at how well Boned is doing as a necromancer with so little training. Boned begins picking up some spells and the group begins investing into a Divine Spirit.
Boned improves on the basic skeleton, and gains access to the Flameskull. He begins filling his ranks with the Flameskull, all the while being a potent leader of the undead. Less of a spellcaster than the dread necromancer, but still a very potent melee combatant Boned prefers to lead the undead army into the breach and have the warmage fill the area with AoE spells while the necromancer causes mass mayhem with fear. The morale of the opposing armies usually break quickly at the sight of Boned.
Boned is a mounted frontline fighter. He is the commander of the troops that the army sends forth. His army of flameskulls deal a good amount of volley damage with their ray attacks and are immune to most of the area of effect abilities that the group sends their way. Whenever the flameskulls are actively targeted and destroyed they blow up with the Necromantic Retribution, healing nearby troops while damaging the living troops of the enemy. However unless the enemy has time to pour holy water on each destroyed flameskull they get back up 24 hours later to fight again. Using the divine spirit and Spell Barrage the group can que up a few Cone of Cold spells to hit a specific area, unleashing the Winterhaunt’s Cone of Cold last since it is the most powerful. There can be up to 8 people in the Divine Spirit’s contract meaning the final Cone of Cold is inflicting a -16 to the enemies’ reflex save against the piercing cold Cone of Cold that does enhanced cold damage. Finally Fearsome Roster inflicts penalties on an opponent’s morale based on the lowest level in the party. Even a small boost will absolutely devastate most enemy morale checks and can very quickly have escalating fear effects ruin an enemy party.

Somewhat less than raw but something that may be allowed; As an Osteomancer, Boned’s bones count as Cold Iron and Silver, crafting his Bonecraft Weapon out of them should allow for them to bypass DR. Regardless of this the Osteomancer’s Skeleton Shift and Boneless abilities should apply to the Bone Knight’s Exoskeleton of Undeath as the armor completely merges with the Bone Knight at this point, making it part of the Osteomancer’s Skeletal system. Regardless of Osteomancer’s and Bone Knight’s compatibility and interaction the theme of both of them fit very well together.

The fun part! Paladin of Slaughter grants a few spells, and we get to effective paladin level 6 for those. These aren’t our go to spells, but they do let us meet the prerequisites of Osteomancer. We get into Divine Crusader as quickly as we can without losing any more osteomancer levels, and then switch the spellcasting progression of Osteomancer to work for Divine Crusader instead of Paladin. Usually this should not be possible but according to Osteomancer’s entry:

If a character had more than one spellcasting class before becoming an osteomancer, he must decide to which class he adds the new level for purposes of determining spells per day. This means that you can choose each time you gain a spellcasting progression from Osteomancer which class to advance. This nets us an additional level of spellcasting for Divine Crusader. Adding Divine Crusader spellcasting progressions up we hit the full divine crusader table, and boost our caster level up to 14 by level 20 (without magical equipment).
This allows us to create Flameskulls with Create Undead (again this is before magical equipment, a goal would be to do that before level 20, but having it be a possibility before magical equipment was my personal goal). Our effective turning level is 14, and our Bone Knight level is 9. This gives us a total of: 36 HD in Bone March, 56 HD in our animation pool, and 56 HD in our Commanded Undead pool.
This gives us a grand total maximum of 37 flameskulls that we can have in our arsenal at any point. Each Flameskull is a tiny creature with 2 ranged touch attacks that deal 1d8 fire damage per round. This is roughly 333 fire damage on average against creatures with no resistances to fire. These Flameskulls can be enhanced via the Spellstitched template to have two first level and two second level spells each usable 4/day, allowing us to use spells like Ray of Enfeeblement and Scorching Ray with the Flameskulls. They are a better investment than normal undead due to the fact that even if destroyed they come back through their Rejuvenation ability.
This is discounting our melee ability, which while nowhere near a dedicated melee is still nothing to sneeze at.

Boned’s ability lies not in his solo power, but as his ability to work as a team, even though he is chaotic evil. Finally please do not read too much into his code of conduct, as he loses that the moment he takes his first Bone Knight level.




Human, Paladin, Mounted Combat, Skills, Weapon Focus, Ride-By Attack, Death Domain, and Toughness are all from the Player’s Handbook

Paladin of Slaughter is from Unearthed Arcana

Osteomancer is from Dragon Compendium

Bone Knight is from Eberron’s Five Nations

Education has various sources, but I know it is in Eberron Campaign Setting

Practiced Spellcaster and Spellstitched have various sources, but I know they are in Complete Arcane

Corpsecrafter and Necromantic Retribution are both from Libris Mortis

Flameskulls are from Lost Empires of Faerun

Iborighu is from Frostburn; it is a generic deity that fits the theme of the build and works in all campaign settings. In a dragon magazine Ibroighu is listed as an aspect of the Dark Six if we are using the Eberron setting, and is its own god in Faerun. Either way I attempted to make Boned as campaign setting ambiguous as I could without changing the theme of the character.

Macabaret
2018-12-06, 11:26 PM
Mete
Necropolitan Strongheart Halfling Death Master 20

Ability Scores32 Point Buy: 12 Str, 11 Dex, 8 Con, 18 Int, 13 Wis, 10 Cha
After Adjustments for Necropolitan Strongheart Halfling: 10 Str, 13 Dex, - Con, 18 Int, 13 Wis, 10 Cha
Increase Int at all opportunities.
After Adjustments for Lichdom: 10 Str, 13 Dex, - Con, 25 Int, 15 Wis, 12 Cha

Build Table


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


1st
Death Master 1
+0
+0
+0
+2
Spellcraft 4, Knowledge (Religion) 4, Knowledge (The Planes) 4, Knowledge (Arcana) 4, Intimidate 4, Heal 4
Combat Reflexes, Corpsecrafter
Rebuke Undead, Undead Minion


2nd
Death Master 2
+1
+0
+0
+3
Spellcraft 5, Knowledge (Religion) 5, Knowledge (The Planes) 5, Knowledge (Arcana) 5, Intimidate 5, Heal 5
-
-


3rd
Death Master 3
+2
+1
+1
+3
Spellcraft 6, Knowledge (Religion) 6, Knowledge (The Planes) 6, Knowledge (Arcana) 6, Intimidate 6, Heal 6
Destructive Retribution
-


4th
Death Master 4
+3
+1
+1
+4
Spellcraft 7, Knowledge (Religion) 7, Knowledge (The Planes) 7, Knowledge (Arcana) 7, Intimidate 7, Heal 7
-
-


5th
Death Master 5
+3
+1
+1
+4
Spellcraft 8, Knowledge (Religion) 8, Knowledge (The Planes) 8, Knowledge (Arcana) 8, Intimidate 8, Heal 8
-
Master of the Dead


6th
Death Master 6
+4
+2
+2
+5
Spellcraft 9, Knowledge (Religion) 8, Knowledge (The Planes) 8, Knowledge (Arcana) 8, Intimidate 9, Heal 8, Healing Hands, Never Outnumbered
Iron Will
-


7th
Death Master 7
+5
+2
+2
+5
Spellcraft 10, Knowledge (Religion) 9, Knowledge (The Planes) 10, Knowledge (Arcana) 9, Intimidate 10, Heal 8, Healing Hands, Never Outnumbered
-
-


8th
Death Master 8
+6
+2
+2
+6
Spellcraft 11, Knowledge (Religion) 11, Knowledge (The Planes) 11, Knowledge (Arcana) 10, Intimidate 11, Heal 8, Healing Hands, Never Outnumbered, Collector of Stories
-
-


9th
Death Master 9
+6
+3
+3
+6
] Spellcraft 12, Knowledge (Religion) 12, Knowledge (The Planes) 12, Knowledge (Arcana) 11, Intimidate 12, Heal 8, Bluff 1cc Healing Hands, Never Outnumbered, Collector of Stories
Reserves of Strength
-


10th
Death Master 10
+7
+3
+3
+7
] Spellcraft 13, Knowledge (Religion) 13, Knowledge (The Planes) 13, Knowledge (Arcana) 13, Intimidate 13, Heal 8, Bluff 1.5cc Healing Hands, Never Outnumbered, Collector of Stories
-
Sustenance of the Dead


11th
Death Master 11
+8
+3
+3
+7
Spellcraft 14, Knowledge (Religion) 14, Knowledge (The Planes) 14, Knowledge (Arcana) 14, Intimidate 14, Heal 8, Bluff 2cc, Knowledge (Dungeoneering) 0.5cc, Healing Hands, Never Outnumbered, Collector of Stories
-
-


12th
Death Master 12
+9
+4
+4
+8
Spellcraft 15, Knowledge (Religion) 15, Knowledge (The Planes) 15, Knowledge (Arcana) 15, Intimidate 15, Heal 8, Bluff 3cc, Knowledge (Dungeoneering) 0.5, Healing Hands, Never Outnumbered, Collector of Stories
Assume Supernatural Ability (Tomb Mote’s Quickness)
-


13th
Death Master 13
+9
+4
+4
+8
Spellcraft 16, Knowledge (Religion) 16, Knowledge (The Planes) 16, Knowledge (Arcana) 16, Intimidate 16, Heal 8, Bluff 4cc, Knowledge (Dungeoneering) 0.5, Healing Hands, Never Outnumbered, Collector of Stories
-
-


14th
Death Master 14
+10
+4
+4
+9
Spellcraft 17, Knowledge (Religion) 17, Knowledge (The Planes) 17, Knowledge (Arcana) 17, Intimidate 17, Heal 8, Bluff 5cc, Knowledge (Dungeoneering) 0.5, Healing Hands, Never Outnumbered, Collector of Stories
-
-


15th
Death Master 15
+11
+5
+5
+9
Spellcraft 18, Knowledge (Religion) 18, Knowledge (The Planes) 18, Knowledge (Arcana) 18, Intimidate 18, Heal 8, Bluff 5, Knowledge (Dungeoneering) 1, Knowledge (Nature) 0.5cc, Healing Hands, Never Outnumbered, Collector of Stories
Quicken Spell
Aspect of the Dead


16th
Death Master 16
+12
+5
+5
+10
Spellcraft 19, Knowledge (Religion) 19, Knowledge (The Planes) 19, Knowledge (Arcana) 19, Intimidate 19, Heal 8, Bluff 5, Knowledge (Dungeoneering) 1, Knowledge (Nature) 1cc, Knowledge (Local) 1cc, Healing Hands, Never Outnumbered, Collector of Stories
-
-


17th
Death Master 17
+12
+5
+5
+10
Spellcraft 20, Knowledge (Religion) 20, Knowledge (The Planes) 20, Knowledge (Arcana) 20, Intimidate 20, Heal 8, Bluff 6cc, Knowledge (Dungeoneering) 1, Knowledge (Nature) 1, Knowledge (Local) 1, Decipher Script 1, Healing Hands, Never Outnumbered, Collector of Stories
-
-


18th
Death Master 18
+13
+6
+6
+11
Spellcraft 21, Knowledge (Religion) 21, Knowledge (The Planes) 21, Knowledge (Arcana) 21, Intimidate 21, Heal 8, Bluff 7cc, Knowledge (Dungeoneering) 1, Knowledge (Nature) 1, Knowledge (Local) 1, Decipher Script 2, Healing Hands, Never Outnumbered, Collector of Stories
Robilar’s Gambit
-


19th
Death Master 19
+14
+6
+6
+11
Spellcraft 22, Knowledge (Religion) 22, Knowledge (The Planes) 22, Knowledge (Arcana) 22, Intimidate 22, Heal 8, Bluff 7cc, Knowledge (Dungeoneering) 1, Knowledge (Nature) 1, Knowledge (Local) 1, Decipher Script 3, Healing Hands, Never Outnumbered, Collector of Stories
-
-


20th
Death Master 20
+15
+6
+6
+12
Spellcraft 23, Knowledge (Religion) 23, Knowledge (The Planes) 23, Knowledge (Arcana) 23, Intimidate 23, Heal 8, Bluff 7, Knowledge (Dungeoneering) 1, Knowledge (Nature) 1, Knowledge (Local) 1, Decipher Script 5, Healing Hands, Never Outnumbered, Collector of Stories
-
Lichdom



Spells per Day


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


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


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


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


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


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


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


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


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


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


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


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


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


13th
4
4
4
4
4
3
2
1
-
-


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


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


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


17th
4
4
4
4
4
4
4
3
2
1


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


19th
4
4
4
4
4
4
4
4
3
3


20th
4
4
4
4
4
4
4
4
4
4
Does not include bonus spells for a high Int score.


Level 5Combat Reflexes is a bit of an odd choice that won’t see much use yet, but early access to Animate Dead and an Undead Minion make Death Master pretty snazzy at low levels. At level 4, Mete trades in his Skeletal Wolf minion for a Ghoul, and he’ll undergo the Ritual of Crucimigration to become a Necropolitan at the earliest opportunity.

Mete can’t do much with teamwork benefits just yet, but if there are other spellcasters in the party, he can start a Spell Barrage team.
Level 10With a few more levels under his belt, Mete is in position to showcase the required components. As an undead, he’s immune to stunning, and hence only takes damage when using Reserves of Strength. This allows him to increase his CL on Create Undead to the 12 necessary to create Ghasts and retain the ability to rebuke, and hence command them. Ghasts are intelligent and have 4 HD, and hence are valid team members for teamwork benefits that they qualify for. In particular, they, along with the Ghoul Undead Minion, can be team members for the Spellcaster Guardian benefit, with Mete himself as team leader. They can then jump in the way of AoOs Mete provokes by casting spells, and if a Ghast is destroyed in doing so, it blows up via Destructive Retribution. As negative energy damage, this heals the other undead, including Mete himself, who might burn some HP for Reserves of Strength in addition to the usual ways that one might take damage.

As another small, self-contained teamwork benefit trick, if the Ghoul minion takes a cross class rank in Heal on its bonus HD, then it and Mete can form a Field Medic Training team. This will allow Mete to automatically succeed on Heal checks so long as the Ghoul tries first in the same round, triggering the Healing Hands skill trick for a d6 of healing to a living ally.
Level 15More Death Master casting and some snazzy new feats. As a small undead with access to Alter Self, Mete can turn into a Tomb Mote and gain its Quickness ability for an additional spell each round. Quicken Spell is also nice, even without metamagic reduction, and it’s possible he’ll happen upon a Slaymate to command somewhere along the line. He also has a larger command cap with which to fill the roster of his Spellcaster Guardian team, possibly now with new varieties of undead, like mummies, spectres, and wraiths (some of which can be controlled spawn to spare his control cap).

If there’s a Rogue in the party, Mete’s higher HD undead (such as his minion, mummies, and spectres) can now serve as members in Superior Flank and Friendly Fire Evasion teams.

Level 20Mete has 9th level spells including the king of all spells that is Shapechange. Its potential for shenanigans is of course broad and well established, but in terms of his teamwork benefit optimization, it makes him more formidable in melee. To that end, Death Master’s solid BAB now makes Robilar’s Gambit available. When he provokes an AoO by casting a spell, even as that AoO is intercepted, it provokes a Robilar AoO from him, which is generally fun, and can do some nifty little things like putting a finishing blow on a Harm spell.

Dragon Compendium: Death Master
Dragonlance Campaign Setting: Reserves of Strength
Libris Mortis: Corpsecrafter, Destructive Retribution, Tomb Mote
PHB II: Robilar’s Gambit, Teamwork Benefits
Savage Species: Assume Supernatural Ability

Macabaret
2018-12-06, 11:29 PM
Alignment: CE
Str 7
Dex 8
Con 8
Int 18 (17 +1 (level 4))
Wis 20 (16 +4)
Cha 16



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


1st
Cloistered Cleric
+0
+2
+0
+2
Concentration 4, Diplomacy 4, Heal 4, Knowledge (arcana) 4, Knowledge (religion) 4, Knowledge (the planes) 4, Perform (sing) 2, Spellcraft 4
Spell Focus (Necromancy)
Lore, Rebuke Undead, Deathbound Domain, Knowledge Domain, Undeath Domain (Extra Turning)
Cleric 1


2nd
Cloistered Cleric
+1
+3
+0
+3
Concentration 5, Diplomacy 5, Heal 5, Knowledge (arcana) 5, Knowledge (religion) 5, Knowledge (the planes) 5, Perform (sing) 2.5, Spellcraft 5


Cleric 2


3rd
Cloistered Cleric
+1
+3
+1
+3
Concentration 6, Diplomacy 6, Heal 6, Knowledge (arcana) 6, Knowledge (religion) 6, Knowledge (the planes) 6, Perform (sing) 3, Spellcraft 6
Evil Brand

Cleric 3


4th
Death Master
+1
+3
+1
+5
Concentration 7, Diplomacy 6, Heal 6, Knowledge (arcana) 7, Knowledge (religion) 7, Knowledge (the planes) 7, Perform (sing) 3, Spellcraft 7

Rebuke Undead, Undead Minion
Cleric 3, Death Master 1


5th
Death Master
+2
+3
+1
+6
Concentration 8, Diplomacy 6, Heal 6, Knowledge (arcana) 8, Knowledge (religion) 8, Knowledge (the planes) 8, Perform (sing) 3, Spellcraft 8


Cleric 3, Death Master 2


6th
Death Master
+3
+4
+2
+6
Concentration 9, Diplomacy 6, Heal 6, Knowledge (arcana) 9, Knowledge (religion) 9, Knowledge (the planes) 9, Perform (sing) 3, Spellcraft 9
Lichloved

Cleric 3, Death Master 3


7th
Mystic Theurge
+3
+4
+2
+8
Concentration 10, Diplomacy 6, Heal 6, Knowledge (arcana) 10, Knowledge (religion) 10, Knowledge (the planes) 9, Perform (sing) 3, Sense Motive 1, Spellcraft 10


Cleric 4, Death Master 4


8th
Mystic Theurge
+4
+4
+2
+9
Concentration 11, Diplomacy 6, Heal 6, Knowledge (arcana) 11, Knowledge (religion) 11, Knowledge (the planes) 9, Perform (sing) 3, Sense Motive 2, Spellcraft 11


Cleric 5, Death Master 5


9th
Yathrinshee
+4
+4
+2
+11
Concentration 12, Diplomacy 6, Heal 6, Knowledge (arcana) 12, Knowledge (religion) 12, Knowledge (the planes) 10, Perform (sing) 3, Sense Motive 2, Spellcraft 12
Corpsecrafter
Necromancer, Rebuke Undead
Cleric 5, Death Master 5


10th
Yathrinshee
+5
+4
+2
+12
Concentration 13, Diplomacy 6, Heal 6, Knowledge (arcana) 13, Knowledge (religion) 13, Knowledge (the planes) 11, Perform (sing) 3, Sense Motive 2, Spellcraft 13


Cleric 6, Death Master 6


11th
Yathrinshee
+5
+5
+3
+12
Concentration 14, Diplomacy 6, Heal 6, Knowledge (arcana) 14, Knowledge (religion) 14, Knowledge (the planes) 12, Perform (sing) 3, Sense Motive 2, Spellcraft 14


Cleric 7, Death Master 7


12th
Yathrinshee
+6
+5
+3
+13
Concentration 15, Diplomacy 6, Heal 6, Knowledge (arcana) 15, Knowledge (religion) 15, Knowledge (the planes) 13, Perform (sing) 3, Sense Motive 2, Spellcraft 15
Nimble Bones
Death Ward
Cleric 7, Death Master 7


13th
Yathrinshee
+6
+5
+3
+13
Concentration 16, Diplomacy 6, Heal 6, Knowledge (arcana) 16, Knowledge (religion) 16, Knowledge (the planes) 14, Perform (sing) 3, Sense Motive 2, Spellcraft 16

Curse of the Revenancer
Cleric 8, Death Master 8


14th
Yathrinshee
+7
+6
+4
+14
Concentration 17, Diplomacy 6, Heal 6, Knowledge (arcana) 17, Knowledge (religion) 17, Knowledge (the planes) 15, Perform (sing) 3, Sense Motive 2, Spellcraft 17


Cleric 9, Death Master 9


15th
Mystic Theurge
+7
+7
+5
+14
Concentration 18, Diplomacy 6, Heal 6, Knowledge (arcana) 18, Knowledge (religion) 18, Knowledge (the planes) 15, Perform (sing) 3, Sense Motive 3, Spellcraft 18
Practiced Spellcaster (Cleric)

Cleric 10 +4, Death Master 10


16th
Mystic Theurge
+8
+7
+5
+15
Concentration 19, Diplomacy 6, Heal 6, Knowledge (arcana) 19, Knowledge (religion) 19, Knowledge (the planes) 15, Perform (sing) 3, Sense Motive 4, Spellcraft 19


Cleric 11 +4, Death Master 11


17th
Mystic Theurge
+8
+7
+5
+15
Concentration 20, Diplomacy 6, Heal 6, Knowledge (arcana) 20, Knowledge (religion) 20, Knowledge (the planes) 15, Perform (sing) 3, Sense Motive 5, Spellcraft 20


Cleric 12 +4, Death Master 12


18th
Mystic Theurge
+9
+8
+6
+16
Concentration 21, Diplomacy 6, Heal 6, Knowledge (arcana) 21, Knowledge (religion) 21, Knowledge (the planes) 15, Perform (sing) 3, Sense Motive 6, Spellcraft 21
Practiced Spellcaster (Dread Necromancer)

Cleric 13 +4, Death Master 13 +4


19th
Mystic Theurge
+9
+8
+6
+16
Concentration 22, Diplomacy 6, Heal 6, Knowledge (arcana) 22, Knowledge (religion) 22, Knowledge (the planes) 15, Perform (sing) 3, Sense Motive 7, Spellcraft 22


Cleric 14 +4, Death Master 14 +4


20th
Mystic Theurge
+10
+8
+6
+17
Concentration 23, Diplomacy 6, Heal 6, Knowledge (arcana) 23, Knowledge (religion) 23, Knowledge (the planes) 15, Perform (sing) 3, Sense Motive 8, Spellcraft 23


Cleric 15 +4, Death Master 15 +4




Spells per Day/Spells Known


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


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


2nd
4
3+1
-
-
-
-
-
-
-
-


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


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


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


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


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


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


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


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


11th
5 /4
4+1 /4
4+1 /4
3+1 /3
-
-
-
-
-
-


12th
6 /4
4+1 /4
4+1 /4
3+1 /3
2+1 /2
-
-
-
-
-


13th
6 /4
5+1 /5
4+1 /4
3+1 /3
3+1 /3
-
-
-
-
-


14th
6 /4
5+1 /5
4+1 /4
4+1 /4
3+1 /3
1+1 /1
-
-
-
-


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


16th
6 /4
6+1 /5
5+1 /5
4+1 /4
4+1 /4
2+1 /2
1+1 /1
-
-
-


17th
6 /4
6+1 /5
5+1 /5
4+1 /4
4+1 /4
2+1 /2
2+1 /2
-
-
-


18th
6 /4
6+1 /5
6+1 /5
5+1 /5
4+1 /4
3+1 /3
2+1 /2
1+1 /1
-
-


19th
6 /4
6+1 /5
6+1 /5
5+1 /5
5+1 /5
3+1 /3
3+1 /3
2+1 /2
-
-


20th
6 /4
7+1 /5
6+1 /5
6+1 /5
5+1 /5
4+1 /3
3+1 /3
2+1 /2
1+1 /1
-



As a half-drow in the temple of Kiaransalee Thirza always had a hard time fitting in with the other students. While not all of the students were necessarily Drow, none of the others presumed to be the child of a Drow and human. Her weak, sickly body further insured that she was mocked and tormented relentlessly by the other students, Human and Drow alike. That was, at least until she showed her aptitude as a prodigy of the necromantic arts. Quickly, she was taken under the wings of the instructors, who imparted special instruction upon her.
This did not, however, mean the students had lost their antipathy for her, if anything only increasing it. So much so that when she one day caught Filth Fever she had no doubt where it had come from. With her weak fortitude she would have died had the instructors not intervened with healing spells. In light of Thirza’s recent sickness and fearing they would lose one of their finest students, the instructors decided that Thirza would receive the honor of participating in the Rite of Crucimigration, thus becoming a Necropolitan. As this was a rare opportunity, most students having to wait until they graduated before being offered the choice, Thirza accepted excitedly. In preparation for the ritual Thirza received her Evil Brand, swearing her eternal loyalty to Kiaransalee.

At this point Thirza still isn’t very powerful. She’s still in school, learning the Necromantic Arts in both the Arcane and the Divine disciplines. Becoming undead has shored up her biggest weaknesses—health and constitution—but she still can’t compete with an equal level caster. She makes up for this by hiding behind the undead she raises, letting them tank and deal damage for her.

This is where Thirza’s power starts taking off. Blessed by Kiaransalee, her Cleric and Death Master levels now stack when casting Necromancy spells. Every casting of Animate Dead can raise up to 36HD of undead. As she regularly casts Desecrate twice per day she can raise up to 72HD of undead. She can only control 48HD at this point, but since she and her ‘army’ are all undead she doesn’t have to worry about being attacked by the ones she can’t command. She also has three separate rebuking pools, each one giving 6 rebuke attempts per day. Extra Turning, depending on how you read it, brings the total of attempts up to either 22 or 30. This allows her to take control of some of the undead that overflowed from her Animate Dead pool.

At this point the temple has appointed her a captain of her own army, giving her a commander rating of 4. She chooses the aura Necromantic Commander, giving all the sentient undead under her control and additional 1d6 damage against living creatures.

Thirza is controlling gross numbers of undead at this point. Her Necromancy caster level is 24, meaning she can control 96HD of undead with Raise Undead. Her Yathrinshee rebuking pool is level 6 now, meaning she can control 3HD undead with it now. She has also gained Curse of the Revenancer, causing every creature she kills to immediately raise as a zombie under her control, with no limit to the number she can have at once or the type of the creature. This allows her to vastly increase the size of her army, and she is promoted to Major.

Now that she has Awaken Undead she can start awakening the zombies of the creatures she controls with Curse of the Revenancer, allowing them to benefit from her aura and participate in Teamwork Benefits. In some of them Thirza is the team leader, but in others she allows another to use their expertise instead. The main ones they focus on are:
Spellcaster Guardian
Friendly Fire Evasion
Friendly Fire Evasion, Improved
Spell Barrage

In addition, she has some of her more powerful Animated Dead using the Fearsome Roster Teamwork Benefit. The aim is to make the opponent gain the crazed condition, thereby preventing them from being able to attack anyone in her army.

Thirza’s army is truly scary at this point. She can control 152HD of undead with Animate Dead, creating 228HD with a single casting. She now has access to Create Greater Undead, and while she can’t rebuke them, she can still use Diplomacy (or Control Undead) to get them to do what she wants.

She’s not useless without her army though. Finger of Death, for example. She can break through all but the highest SR, and a successful Fortitude save deals a minimum of 28 damage. Inflict Serious Wounds, Mass does 38 minimum, 19 on a save, to up to 38 targets, and she can cast it spontaneously.

Here are my sources:

Yathrinshee - Player's Guide to Faerûn 187
Half-Drow - Races of Faerûn 62
Deathbound Domain - Spell Compendium

Macabaret
2018-12-06, 11:35 PM
And there they are. Three entries this round. A big, hearty thank you to those who entered.

As for judges... the spotlight is on you now. A big ol' thank you to each of you, too.

Thurbane
2018-12-07, 12:35 AM
Congrats to all entrants!

I won't make any iron clad guarantees, this is a crazy busy time of year, but I'll try to judge if I can spare the time.

jdizzlean
2018-12-15, 05:35 PM
I've been on vacation, and afb for about two weeks, but i should get judging done tmw.

apologies for the wait

jdizzlean
2018-12-16, 02:20 PM
I don’t generally like to compare separate builds to each other w/in the same competition, however all 3 builds based their characters off of undead minionmancy, so all 3 builds took a small hit to originality for this.

Likewise, none of the builds listed a sweet spot, and so were dinged minorly in elegance.

Boned Score 12


I wasn’t expecting a minion-mancer, and less so one based on a paladin as the base.
Score 3.5


Pally requires WIS, Divine Crusader requires CHA, and you have to invest in STR and CON making you quite MAD.

Pally of Slaughter’s Code simply states you can’t serve anyone who hasn’t beaten you physically, so the King (Bone Knight) could simply have whooped you. I see this as a minor backstory component and not something that would require you to lose your pally abilities when you take bone knight.

Bone Knight’s Paladin Conversion doesn’t take into effect the variant paladin you’re using, I would simply ignore this part of the class.

Your belief that you can reassign your spell progression from all your osteomancer levels into your divine crusader casting is flawed. You can only do so for levels 14-15, meaning you don’t hit the 6th spell level requirement to cast create undead from your domain list. (effective 4th level spells from your domain only does get you animate dead however 1/day)

Spellstitched is a plus, but also a shameless grab.
Score 3


Missing completely a spellcasting table for spells/slots per day. You mention a few in the spellcasting write up, but where’s the list?

A 5th lvl Paladin has only bonus 1st level spells, your WIS only grants you a single 1st level bonus spell. Osteomancer requires the ability to cast 3 transmutation spells. As a prepared caster, you only get your single spell. I could see this being argued both ways, but I will give a small penalty due to this requiring DM fiat in order to qualify.

Education grants you all knowledge skills, and a rank in two of them, so your skill points are slightly off

Minor nitpick, you forgot to list divine crusader in your sources

Between levels 15 and 16, your Spellcraft ranks suddenly go down to 2… and Spell Barrage requires you to have 8 ranks to be the leader, but only 2 to participate, which are you trying to do? Also, all your undead don’t meet the spellcraft requirement to participate, so the benefit from this only applies to your party.

I can’t for the life of me remember where Divine Spirit is listed to check this, and you don’t list it in your sources either. (In fact, you also don’t list any of the Teamwork items in your sources…)

If you’re going to be progressing multiple spellcasting lines, you should list under class features which level applies to which class’s progression as otherwise it’s largely a guessing game and becomes much more work to even attempt to follow than it should be.
Score 2.5


You list Wall of Steel at 20th, but you could’ve taken advantage of it starting at lvl 11.

You mention cones of cold numerous times, but that comes from another group member, and not yourself.

You also mention learning Friendly Fire Evasion/Improved from a familiar, and not having it come from yourself. A Vargouille doesn’t have the requisite skills or feat required to be the leader. It does have improved evasion to be the leader for the improved version of this, but since you can't access the base ability, you can utilize neither.

Fearsome Roster is a nice bonus for any intimidate focused build.

Spell Barrage is reflected in Elegance.
Score 3

Mete Score 17.5


Single Class w/ 1 Template (Not counting Lich, which is a class feature). Quite rare.
Score 4.5


20d12 hit points is no laughing matter on essentially a full caster.

Tomb Mote’s Quickness and ASA via alter self is gravy

Reserves of Strength, and all the ways you have of offsetting the damage is elegant.
Score 5


You spend 8 skill points at 8th level when you only have 7. And again at 12th. At 16th and 20th, you’re a point shy now as your INT is higher.

Score 4


Spellcaster Guardian and Destruction Retribution/Robilar’s is a good trick. Training time could be an issue w/ your minions as you have to keep them alive, and constantly be in a training loop for any that are destroyed.

Spell Barrage: you can be the leader after a few short levels. Training time could be an issue w/ your minions as you have to keep them alive, and constantly be in a training loop for any that are destroyed.

Superior Flank requires you or your minions to be members only, and likewise suffers from the Training issue.

Friendly Fire Evasion by level 6 on a full caster isn’t to shabby at all.

Field Medic and Healing hands is a nice synergy.
Score 4

Thirza Score 12.5


Dual 8th’s. but another necropolitain, and another minionmancer.
Score 3.75


Necromancer from Yathrinshee, combined w/ mystic theurge’s spellcasting progression is an effective power boost.

Giant piles of low hit dice undead minions is great, but that’s a lot of cannon fodder.
Score 4


You take Practiced Spellcaster – Dread Necro, w/o having any Dread Necro casting. Pretty sure this is a typo for Death Master…

You’re sources are edited in, but only 3 of at least 10 or 11, I lost count.

A Commander Rating is essentially the same thing as a Leadership Score, made worse as you are arbitrarily assigning it to yourself w/o the burden of burning a feat on it, made even worse as it’s not reflective of a class ability, made even worse as it’s not reflective of the SI. Leadership and Leadership-like abilities are banned. Therefore you can’t take the Aura from the commander rating either.

Excessive min/maxing of attribute scores for great cheese.

Score 3


Not 1 single Teamwork Benefit taken until level 18, but no specification of how they are gained beyond a token explanation of “ in some team leader, in others not”.
Score 1.5

Macabaret
2018-12-16, 11:48 PM
Disputes:

First off, thank you Jdizzlean for judging so quickly. It is very nice having this judged after only a few short weeks compared to the months long judging that have been around lately. Although I still have a uh.. few disputes. I will not ask for any change to my points, I am just pointing them out so that the build can truly be shown off, without perceived mistakes.


Pally requires WIS, Divine Crusader requires CHA, and you have to invest in STR and CON making you quite MAD.
Paladin needs a total wisdom of 11 to cast first level spells, which I only need after any equipment. I have 12 at level 1, so I need no more wisdom at all. I won't be using my paladin spells offensively, so there is no point to increasing my wisdom except perhaps an extra spell per day? I guess? I have a 16 charisma, so between level 1 and level 20 I would need access to a readily available spell buff (eagle's splendor), a +4 charisma item, or a rare +3 charisma tome. But those are only to cast the level 7, 8, and 9 spells. Constitution is a 14, it is good where it is at, however boosting it is always pleasant no matter the character you are on. Strength is the stat that I need, and I boost it to a 20 before any equipment that I may or may not get.


I see this as a minor backstory component and not something that would require you to lose your pally abilities when you take bone knight. This would be fine if called out that you do lose any paladin stuff that you possess by association with Bone Knight. But it doesn't. It states that you can't take additional paladin levels, and if you were (or ever become) an ex-paladin you continue to retain certain class features. I may not possess all of these features, but I possess at least one of them, meaning I keep that one at least.

Bone Knight’s Paladin Conversion doesn’t take into effect the variant paladin you’re using, I would simply ignore this part of the class.
Okay... what? Variant paladin, alternate class feature paladin, none of it matters. I am still a paladin for all purposes. This includes this quote:

If you were a paladin or ex-paladin before becoming a bone knight, you can never again advance levels as a paladin, since your association with the undead forever taints you. However, you retain (or regain) certain paladin abilities, including divine grace, lay on hands, aura of courage, divine health, and spellcasting. You cannot detect or smite evil or remove disease. You can use your lay on hands ability to cure living or undead creatures. You lose the service of your special mount (but see the summon skeletal steed ability, below). Bolded for emphasis on which parts of it matter.

I only gained 1 level of divine crusader casting from Osteomancer (level 14). I gained 1 level of divine crusader casting from Divine Crusader. I gained 8 levels of Divine Crusader casting from Bone Knight. Bone Knight specifies +1 to existing divine spellcasting class, which Divine Crusader is. I should have made it more clear by including a spellcasting table, however I did forget to include the table. I get 10 effective levels of Divine Crusader for spellcasting (which caps out their table) and then I boost my caster level by a further 4 with Practiced Spellcaster.

Spellstitched does not apply to Boned, I just point it out because of its blatant power that is easily within reach. Not touching it would only be because of some gentleman's agreement made at the campaign start. I am only reiterating the possibilities it garners.



A 5th lvl Paladin has only bonus 1st level spells, your WIS only grants you a single 1st level bonus spell. Osteomancer requires the ability to cast 3 transmutation spells. As a prepared caster, you only get your single spell. I could see this being argued both ways, but I will give a small penalty due to this requiring DM fiat in order to qualify.
I have at least 3 transmutation spells, at least one of which is first level on my spell list. I have the ability to cast these spells. I see no way you can read this that states that I do not meet the prerequisites of this class. If paladin was a spontaneous class and only knew 1 spell, I wouldn't, but paladin is a prepared spellcaster with access to a large number of spells on their spells known.


Education grants you all knowledge skills, and a rank in two of them, so your skill points are slightly off

All Knowledge skills are class skills for you. You get a +1 bonus on all checks with any two Knowledge skills of your choice. No additional ranks, just bonuses on checks. I wish it were the other way, but alas...



Between levels 15 and 16, your Spellcraft ranks suddenly go down to 2… and Spell Barrage requires you to have 8 ranks to be the leader, but only 2 to participate, which are you trying to do? Also, all your undead don’t meet the spellcraft requirement to participate, so the benefit from this only applies to your party. spellcraft going down is a typo, I apologize for the oversight. I am a member of the teamwork benefit, not the leader. The undead each have 4 HD, even if spellcraft is not on their skill list they can hit the 2 rank requirement. If they want to. It is never stated in any source ever whether a creator of undead gets to choose feats/skills, if the DM is supposed to, or if it goes off the statblock listed (which is great when you use awaken undead on a zombie, or create an advanced version of a creature without that statblock)


I can’t for the life of me remember where Divine Spirit is listed to check this, and you don’t list it in your sources either. (In fact, you also don’t list any of the Teamwork items in your sources…) because I'm a stupid stupid person who forgot that these were things I needed to source. Divine Spirit is in DMG2, all teamwork benefits are in DMG2 or Heroes of Battle. I will point out that the current rules for Junkyard Wars do not call out for sourcing, although I agree it is definitely a good thing to do, and I tend to try to list mine.


You list Wall of Steel at 20th, but you could’ve taken advantage of it starting at lvl 11. You may only have one teamwork benefit for every 4 HD you possess, and Wall of Steel was at the bottom of my priority list.


You also mention learning Friendly Fire Evasion/Improved from a familiar, and not having it come from yourself. A Vargouille doesn’t have the requisite skills or feat required to be the leader. It does have improved evasion to be the leader for the improved version of this, but since you can't access the base ability, you can utilize neither.
1. You must possess Evasion to gain Improved Evasion, and Improved Evasion absorbs Evasion. Any rogue or monk with Improved Evasion would not be able to meet the evasion requirement as your evasion turns into improved evasion.
2. Familiars (vargouilles included) gain access to their master's skill ranks. The master of the Vargouille is giving the Spell Barrage teamwork benefit, so we know that the master has the spellcraft requirement (so the familiar does as well).
3. What feat are you talking about that the Vargouille needs to be a leader?

I do realize that I kind of quote everything that you have done, and I don't even ask that you actually look into these until you have time, even if that means that Macabaret closes this JYW and starts up a new one before you do.



Giant piles of low hit dice undead minions is great, but that’s a lot of cannon fodder.

I would like to point out, there's nothing saying all my undead are low hit die. Animate dead never says the undead you raise have to be single hit die. She could raise 2 114 hit dice undead (assuming she could find a corpse that high). And Curse of the Revenancer just throws the zombie template on whatever she personally kills.



You take Practiced Spellcaster – Dread Necro, w/o having any Dread Necro casting. Pretty sure this is a typo for Death Master…
Yeah, that typo was my bad...



You’re sources are edited in, but only 3 of at least 10 or 11, I lost count.
In my defense, nowhere in the competition OP does it say anything about listing sources. I threw those in so people could find the features I thought might be difficult to otherwise.


A Commander Rating is essentially the same thing as a Leadership Score, made worse as you are arbitrarily assigning it to yourself w/o the burden of burning a feat on it, made even worse as it’s not reflective of a class ability, made even worse as it’s not reflective of the SI. Leadership and Leadership-like abilities are banned. Therefore you can’t take the Aura from the commander rating either.
I fail to see how this is leadership. It doesn't give her an army—her "army" is the horde of undead she has created. She's just getting bonuses for making use of it.



none of the builds listed a sweet spot, and so were dinged minorly in elegance.

I actually did list a sweet spot—level 18—I just didn't explicitly call it one.

jdizzlean
2018-12-17, 03:41 PM
Thirza for now:

in every single competition on this board, for every single round citing sources is brought up. If you don't make it easy for me to judge your build from the sources you used (because in d&d, the same thing can be found in multiple places, but have different rules/meanings), then that is on you. If anyone has to spend an inordinate amount of time google-fuing, or book diving to find anything, that is on you. you weren't the only one w/ source issues, and you weren't the only one penalized for it.

the biggest issue w/ Commander rating, aside from it's vastly similar appearance to Leadership, is that in the entry itself, it even tells you that it's not standardized in any meaningful way. you can be a captain in charge of 2 things, or you can be a captain in charge of 100 and both are captains as far as commander is concerned. you arbitrarily assigning yourself a rating based off what you like and not based of any sort of rules, and then taking advantage of what you gave yourself is what the core issue is.

sweet spot labeling is explicitly called out in the OP however, and you not labeling it is a formatting error that fell on you.

scores stand

jdizzlean
2018-12-18, 10:46 AM
Boned:

MAD was an observation, no points were taken for it

on Paladin Conversion:

I was targeting this:


If you were a paladin or ex-paladin before becoming a bone knight, you can never again advance levels as a paladin, since your association with the undead forever taints you.

Your entire class is built around your association w/ the undead, so it seems like it stating you aren't or can't advance paladin due to that is erroneous. I'm agreeing with your arguement, perhaps i just wasn't eloquent enough in the initial post :p

On spellcasting:
My assumption was that you were advancing your paladin casting with Bone Knight

I know spellstiched wasn't for you, but your minions instead.

as for transumtation spells:
i said i can see it both ways, your way is one of those ways. the other way it can go based off the exact same wording is that you KNOW 3 transmutation spells, but you can only CAST 1 of them since you only have 1 slot/day. At the table I play at, if i knew 3 of them, but could only cast 1 of them, i wouldn't meet the pre-req of being able to cast 3. if you were a spontaneous caster, you would have the ability to CAST 3, even w/ only 1 slot.

my bad on education, i misread that, however no points were deducted for the original judging for it

Spell Barrage: Fair enough, +.5

Wall of Steel was an observation, no points were deducted

on the Varguoille: in order to teach friendly fire evasion, the familiar would have to have evasion. the improved friendly fire requires improved evasion AND already having the first friendly fire ability. I don't personally know of anything that states that having improved evasion means that you also qualify for things that have evasion as a requirement (a monk for example would not lose evasion, it simply GAINS improved evasion.) all that aside, this is still a familiar, of a 2nd party member and not yourself that you are using.



new total score: 12.5

Macabaret
2019-01-01, 03:18 PM
...sweet spot labeling is explicitly called out in the OP...


I would like to note that the line above is incorrect. The OP states
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.... Labeling a sweet spot that you include is not, by the rules, mandatory (though should be considered to be a good idea, none-the-less.) In fact, it isn't mandatory at all to even include a sweet spot, if you don't want to.
That being said, it doesn't seem likely to affect the outcome of this round, so:



Place
Entry
Entrant
Score


GOLD
Mete
WhamBamSam
17.5


SILVER (tied)
Boned
Falontani
12.5


SILVER (tied)
Thirza
tterreb
12.5



Congratulations to all three medalists!
And another big THANK YOU to jdizzlean for judging. Much appreciated!

Another round will be up shortly.