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Macabaret
2019-01-01, 07:53 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: Battle Trickster (from Complete Scoundrel p.28)
Necessary: Magical Trickster (from Complete Scoundrel p.45)
Forbidden: Uncanny Trickster



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 Sunday Feb. 3, 2019 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 Tuesday Feb. 12, 2019 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)
Junkyard Wars in the Playground XXI: Rebuke Undead + Teamwork Benefits - [Divine] feats (http://www.giantitp.com/forums/showthread.php?572680-Junkyard-Wars-XXI-Halloween-Round!)

Falontani
2019-01-02, 12:11 AM
Have idea, will look

Thurbane
2019-01-04, 01:35 AM
Didn't see this until it slipped to 2nd page.

Time permitting, might get a build in.

WhamBamSam
2019-01-04, 08:42 AM
I have vague thoughts on this. Will hopefully be able to throw something together.

DeTess
2019-01-06, 11:18 AM
Just quickly marking this thread. I've got a basic stub put together already, but we'll see if I can work out the final details.

Macabaret
2019-01-10, 07:07 PM
How goes the skill-monkeying, folks?

Falontani
2019-01-10, 08:06 PM
I've got my idea, forgot about this and got distracted elsewhere. Going to see about working on it in the coming days

RaiKirah
2019-01-10, 08:30 PM
This intrigues me. Going to see if I can put together a build!

DeTess
2019-01-11, 04:31 AM
I've got most of it worked out, but I'm also very busy, so I'm not sure I'll be able to finish it.

Thurbane
2019-01-11, 07:03 AM
I've got an idea in mind.

Currently working on my VC build, but if there's enough time, I'll submit one for this too.

RaiKirah
2019-01-11, 03:18 PM
I've got a really cool combo with Magical Trickster that I want to use, but Battle Trickster is just godawful and eating my levels. >:[

jdizzlean
2019-01-13, 09:49 PM
have thoughts, will attempt


**edit**
ugh, first idea has led to 2nd idea that is equally tempting, may attempt both....

**2nd edit to counter a double post**

the feels when 15-20 hours later, when you're ready to do the table formatting, and realize you have to go back and re-allocate skill points because you made a boo boo half way in....

Thurbane
2019-01-21, 06:03 PM
Next Monday is a public holiday here: any chance for an extension to 29th?

Macabaret
2019-01-22, 12:45 PM
On 28 Jan:
For those of you in Australia, observe Australia Day.
For those in the Cayman Islands, celebrate your National Heroes Day.
For those of you in Germany, recognize European Privacy Day.
For those of you in Cuba, celebrate José Martí´s Birthday.
For those in the USA, enjoy your National Blueberry Pancake Day.

And then come back on the 29th to submit your entry(ies?).
The deadline has been extended. The OP has been changed to reflect it.
And, even though no one seemed to notice the error, I also changed the deadline to 2019. That way, no one has to actually go back in time in order to submit an entry. Aren't I nice? ;)

daremetoidareyo
2019-01-22, 12:57 PM
Psssst: Battle trickster is a bad class.

RaiKirah
2019-01-22, 06:26 PM
Psssst: Battle trickster is a bad class.

Anyone who comes up with a legitimate reason to have Battle Trickster in their build deserves major kudos.

jdizzlean
2019-01-22, 09:24 PM
blueberry pancakes? pssh, give me bacon pancakes any day good sir.

RaiKirah
2019-01-22, 09:51 PM
blueberry pancakes? pssh, give me bacon pancakes any day good sir.

Blueberry pancakes AND Bacon!!! Maybe some scrambled eggs too :)

Macabaret
2019-01-25, 03:08 PM
A long weekend left. How is everyone faring?

DeTess
2019-01-28, 05:10 AM
My build won't be coming. After taking another look at it I've decided it wasn't really doing anything special, unique or noteworthy in any of the categories. Sorry about that.

RaiKirah
2019-01-28, 02:10 PM
Well, I've got a build I like, but got sidetracked during skills and now am slightly concerned I'm not going to get the write-up done on time....

Thurbane
2019-01-28, 03:56 PM
To be honest, my time has been going in to finishing up my VC entry. Not sure if I'll be able to get anything in here unless there are further extensions.

Either way I'm OK, please don't hold up the comp on my account.

daremetoidareyo
2019-01-28, 04:41 PM
I am going to need like 3 days....

Macabaret
2019-01-29, 10:22 AM
Thank you, everyone, for your updates. I much prefer to grant asked for extensions rather than extend deadlines due to a lack of submissions. It's nice to know that people are working on this.

The deadline has been extended to 20:59 PM CST Sunday Feb. 3, 2019.

Thurbane
2019-02-02, 04:18 PM
Real-life is kicking my butt. Doubt my entry will get finished, even with the extended deadline.

I volunteer to judge.

Macabaret
2019-02-04, 04:17 PM
My apologies, folks. I hadn't realized, when I extended the deadline, just which night it was. (And the recovery period that would be needed for the following morning.) Thus, the delay between the deadline and the showcasing of the entries. Thank you for your patience.

With that said, please refrain from posting until the entries are all on display.

Macabaret
2019-02-04, 04:21 PM
Entry the first:

Friend Ethan
https://i.pinimg.com/736x/73/c3/95/73c3959b67e71445af822ebc555865f2.jpg


CG Human Ranger 2/Cloistered Cleric 4/Ruathar 1/Mag Tricks 3/Divine Disciple 5/Bat Tricks 3/Ruathar +2
7d8+10d6+3d10
Worship Shevarash (FR-elven god), as Human

Point Buy:
STR/DEX/CON/INT 10, WIS 18, CHA 15
4-16 in WIS, 20 in CHA



The village of Glen Lorien had stood in the shadow of the Grey Wood for nearly as long as memory could recall. From Father to Son, and Father to Son before them, each Family had served the House of Dryearurdrenn for millennia. The House had stood stalwart against the forces of the Maeurden since that filth first dared to cross into the lands of the light, under the cover of the darkness to which they clung so desperately.

My Father, and his Father, and His Father, back to the beginning of our Line had served the Champions of the Light as scouts and wardens of the Wood, often sounding the Horn when the Raiders sign made manifest. We ranged the width and breadth of the realm, scouring the land in our duty to help repel the evil ones from the light. It was on one such occasion that fortune most foul befell us.

Before we could react, we were swarmed underfoot and trampled into the earth by an overwhelming force. They didn’t even stop to finish us off, so ravenous was their thirst for Elvish blood that most dire of nights. They needent had bothered anyways, all in our party save myself were murdered outright for the raiding party had coated the cloven hoofs of their mount’s steel shod feet in their horrendous poisons. Were it not for Father falling upon me in that last desperate moment, I would have joined him in the afterlife that day.

The next day I awoke to the carnage all around me. I patched myself up as best I could, then gathered my companions and Father together and sent their souls to the heavens. Another scouting party, this one from the Capitol itself, saw the smoke from the funeral pyre and rescued me late that afternoon. Their voices joined with mine as we sang the Song to honor the Fallen one final time.

My wounds were tended to by the Healers, and I was given into the clergy’s care as a ward until I was to become fully of Age. I embraced the philosophy of the Great Shevarash, and sought nothing but the obliteration of the entirety of the race of Drow for what they had done. The battle without raged on, while I was kept to my studies within. In time, I was allowed to rejoin the scouting parties, and on one such occasion was able to repay my debt by rescuing the Crown Prince from a similar fate, by defeating to the last those who held him besieged in the Wood.

Upon return to the City, I was led to the front of the procession, and allowed to lead the way into the Fortress. As I stepped through the gate, the sky was filled with explosions of golden light, and Horns trumpeted from every parapet the city over. I approached the Great Seal, and the light fell from the heavens, coalescing around me in a whirlwind of leaves. Just as suddenly, all was silent and still, and the King stood before me. He bowed low, and spoke in my ear, and a ripple passed through my body. He made me a gift of Elven Chain.

From that day forward, I was both Man, and Elf-Friend. Embracing both my ancestry and my new life among the elves, I began to weave the martial and the magical together. My fury and hatred of the Dark One’s often led me underground. I pursued them relentlessly, until each fell beneath by bow. Often I would uncover one of their tunnels, and hide up in a corner waiting for them to come out. From the shadows I struck, raining death down upon them from the eaves of their own making.

My fanaticism elevated me to the status of Disciple in the Church of Shevarash. An even rarer thing for a Human to be, than what I already was. When not engaged in my semi-official duties, I acted as a conduit from His Holiness to the congregation. In time, my experiences and stature grew, and I was granted Ascension. I became more elvish in appearance as my eyes took on a tilt and changed their hue.

I continue to bring the fight to the darkness to this day. In time, the battle will be won. It matters not if it is won by the sword, the spell, or by another means. The Drow are honorless creatures, and so honorable means of facing them have no place in this world. I employ guile and trickery whenever possible to achieve victory.





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


1st
Ranger
1
2
2
0
Climb 4, Conc 4, Diplo 2, Jump 4, Know-Dungeon 4, Sleight 2, Spellcraft 2, Spot 4, Tumble 2
Able Learner, (B)Zen Archery
Favored Enemy - Drow, Spiritual Connection ACF, Track



2nd
Ranger 2
2
3
3
0
Climb 5, Conc 5, Jump 5, Know Dungeon 5, Know Rel 1, Spot 5, Survival 1
(B)Rapid Shot
Combat Style - Ranged


3rd
Cloistered Cleric
2
5
3
2
Conc 6, Spellcraft 3, Know Rel 4, Collector of Stories
Ancestral Relic (Elvencraft Longbow) (B) Knowledge Devotion (B) Point Blank Shot (B) Weapon Focus Longbow
Turn Undead, Spells, Lore, War Domain, Elf Domain


4th
CCleric 2
3
6
3
3
Conc 7, Spellcraft 4, Know Rel 7, Wall Jumper
-
-


5th
CCleric 3
3
6
4
4
Conc 8, Climb 6, Know Rel 8, Sleight 4, Spot 6, Tumble 3
-
-


6th
CCleric 4
4
7
4
5
Conc 9, Climb 7, Spellcraft 8, Spot 7
Extend Spell
-


7th
Ruathar
4
7
6
7
Conc 10, Sleight 5, Spellcraft 9, Conceal Spellcasting
-
Word of Friendship, Gift of Elves, +1 SC (Cleric)


8th
Magical Trickster
4
7
6
9
Climb 8, Conc 11, Diplo 3, Spellcraft 10, Tumble 4 (B) Corner Perch
-
Spontaneous Trickster


9th
Magical Trickster 2
5
7
6
10
Climb 9, Conc 12, Diplo 4, Spellcraft 11, Tumble 5
Persist Spell, (B) Divine Metamagic
+1 SC (Cleric)


10th
Magical Trickster 3
5
8
7
10
Climb 10, Conc 13, Diplo 5, Spellcraft 12, Tumble 6 (B)Swift Concentration
-
Metamagic Trick, Tricky Magic, +1 SC (Cleric)


11th
Divine Disciple
5
10
7
12
Climb 11, Sleight 6, Spot 8
-
(B)Retribution Domain, Divine Emissary, +1 SC (Cleric)


12th
Divine Disciple 2
6
11
8
13
Climb 12, Spot 10
Holy Warrior
Sacred Defense +1, +1 SC (Cleric)


13th
Divine Disciple 3
7
11
9
13
Conc 14, Sleight 7, Tumble 7
-
Imbue with Spell Ability, +1 SC (Cleric)


14th
Divine Disciple 4
8
12
9
14
Sleight 8, False Theurgy
-
Sacred Defense +2, +1 SC (Cleric)


15th
Divine Disciple 5
8
12
9
14
Spot 11
Practiced Spellcaster (Cleric)
Transcendance, +1 SC (Cleric), Outsider Traits


16th
Battle Trickster
9
14
9
14
Conc 15, Spot 12, Sleight 11 (B)Spot the Weak Point
-

-


17th
Battle Trickster 2
10
15
9
14
Sleight 12, Survival 5

(B)Tunnel Fighting

-


18th
Battle Trickster 3
11
15
10
15
Conc 16, Spot 13, Survival 8 (B) Walk the Walls
Sacred Radiance
Tricky Fighting


19th
Ruathar 2
12
15
11
16
Conc 17, Spot 15, Survival 10
-
Elfwise, +1 SC (Cleric)


20th
Ruathar 3
13
16
11
16
Conc 18, Spot 17, Survival 12
-
Arvandor's Grace, +1 SC (Cleric)




Spiritual Connection ACF: Replace Wild Empathy with Speak with animals/Speak with Plants SLA, any combination up to 3/day, CL=Char level
Favored Enemy: Drow

Shevarash: Faiths and Pantheons 131:
Elven deity of revenge, loss, hatred of Drow. CN, Porfolio (Crusades, Hatred of Drow, Loss, Vengeance), Domains: (Chaos, Elf, Retribution, War). Favored Weapon: Longbow, Cleric Alignments: CE/CG/CN

Skill Tricks – Comp Sco 82: ***Collector of Stories (Know 5) +5 to any knowledge check, ***Conceal Spellcasting (Conc 1/Sleight 5/Spellcraft 1) make sleight of hand vs spot check, if successful, no AoO and can’t counter spell, ***Corner Perch (climb 8) brace against two walls, or in a corner until end of next turn on successful climb check leaving your hands free, ***False Theurgy (Bluff/Sleight 8, Spellcraft 8) change verbal/somatic components of spell to another of same level, essentially immune to counterspelling, ***Spot the Weak Point (spot 12) standard action spot vs AC, if successful next attack is treated as touch attack, ***Swift Concentration (Conc 12) maintain concentration as a swift action ***Walk the Walls (climb 12, Tumble 5) trade 4 squares movement for 1 vertical w/o needing a climb check ***Wall Jumper (climb/jump 5) after successful climb check, can leap from wall as if from running start

Ancestral Relic: Elvencraft Longbow: RoTW 167, functions as normal longbow, but can be used as a quarterstaff in melee combat w/ no penalties. Can freely interchange melee/ranged attacks during same round.

Ancestral Relic enhancements: Precise +1 (as precise shot), Lucky +1 (reroll missed attacks), Splitting +3 (double all attacks) http://www.d20srd.org/srd/magicItems/magicWeapons.htm
Depending on who’s argument you listen to, Lucky either affects every attack on a ranged weapon, or only 1/day. If you subscribe to the 1/day theory, I’d scrap it as an enhancement and take Hunting in it’s place instead of adding it in later.
-Hunting +1, MIC 37: increase favored enemy damage by 4
-Vampiric +2, MIC 45: deal an extra 1d6 to living, and heal that amount
-Force +2, automatically overcome DR, no miss chance vs incorporeal MIC 35:

Also, an untyped bonus, but can be factored into the overall item GP value:
Finder – Underdark 69: 4,800gp, +4 Search, Spot, Survival made underground




Enhancement Bonus
Bonus Cost
ECL
WBL
Enhancement Used


1

2,000 GP

4th

6,000

Precise



2

8,000

7th

23,500

Lucky



3

18,000

9th

46,000

+x



4

32,000

11th

82k

+x



5

50,000

13th

140,000

Splitting



6

72,000

14th

185,000

+x



7

98,000

15th

240,000

+x



8

128,000

16th

315,000

+x



9

162,000

17th

410,000

+x



10

200,000

18th

530,000

+x





Spells per Day/Spells Known


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


3rd
3

1+1

-
-
-
-
-
-
-
-


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


5th
4

2+1

1+1

-
-
-
-
-
-
-


6th
5

3+1

2+1

-
-
-
-
-
-
-


7th
5

3+1

2+1

1+1

-
-
-
-
-
-


9th
5

3+1

3+1

2+1

-
-
-
-
-
-


10th
6

4+1

3+1

2+1

1+1

-
-
-
-
-


11th
6

4+1

3+1

3+1

2+1

-
-
-
-
-


12th
6

4+1

4+1

3+1

2+1

1+1

-
-
-
-


13th
6

4+1

4+1

3+1

3+1

2+1

-
-
-
-


14th
6

5+1

4+1

4+1

3+1

2+1

1+1

-
-
-


15th
6

5+1

4+1

4+1

3+1

3+1

2+1

-
-
-


19th
6

5+1

5+1

4+1

4+1

3+1

2+1

1+1

-
-


20th
6

5+1

5+1

4+1

4+1

3+1

3+1

2+1

-
-






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

Fun Spells to persistify, among others

Luminous Armor – Sanctified 2nd lvl spell: 1hr/lvl, a shimmering aura of light surrounds touched creature, granting +5 AC, no max dex restriction, no armor check penalty, and no arcane spell failure chance. Also sheds light equivalent to a daylight spell, and counters darkness spells of 2nd level or lower. The armor’s brightness causes opponents to take -4 penalty to attack you in melee, and stacks w/ the penalty suffered by light sensitivity (such as drow have). Take 1d2 STR damage when casting

Divine Favor - 4th: 1rd/lvl +6 STR, BAB = Char Level, 1 temporary HP/CL
Celestial Aspect – Sanctified 3rd: Wings of the astral deva – gain flying 100ft, eyes of the firre – 2d6 fire 1/round, no attack roll required, can change freely 1/round. Take 1d3 STR when cast
Haste

Cloistered Cleric – Knowledge Domain into Devotion

Elf Domain (SpC) – GP: gain (B) Point Blank Shot
1- True Strike: +20 on next attack roll
2- Cat’s Grace: 1d4+1 DEX for hours/lvl
3- Snare: create magic booby trap
4- Tree Stride: tree teleport
5- Commune with Nature: learn about terrain for 1mile/lvl
6- Find the Path: show direct route to a location
7- Liveoak: oak becomes a Treant Guardian
8- Sunburst: Blind all within 10ft at long range, deal 6d6
9- Antipathy: Object/location affected repels certain creatures

War Domain (PHB) – GP: Martial Weap Proficiency w/ favored weapon, and Weapon Focus
1- Magic Weapon: weapon gains +1 bonus
2- Spiritual Weapon: Magic weapon attacks on own
3- Magic Vestment: Armor/Shield gains +1/ 4 levels
4- Divine Power: BAB=character lvl, +6 STR, and 1 hp/lvl
5- Flame Strike: divine fire 1d6/lvl
6- Blade Barrier: Wall of blades deals 1d6/lvl
7- Power Word Blind: Blind creature w/ 200 hp or less
8- Power Word Stun: Stuns creature w/ 150 hp or less
9- Power Word Kill: kill creature w/ 100 hp or less

Retribution Domain (PGtF)
GP: 1/day when harmed in combat, on next attack, if you hit, you deal maximum damage
1- Shield of Faith: +2 or higher deflection bonus
2- Bear’s Endurance: Subject gains +4 CON for 1min/lvl
3- Speak with the Dead: Corpse answers 2 questions/lvl
4- Fire Shield: Attacking creatures take fire damage, protection from heat or cold
5- Mark of Justice: Designated action triggers curse on subject
6- Banishment: 2HD/lvl extraplanar creatures
7- Spell Turning: Reflect back 1d4+6 spell levels at caster
8- Discren Location: Reveal exact location of subject
9- Storm of Vengeance: rain acid, lighting, hail



Sweet Spots: 13, 15, 18.
5- Standard Archer Cleric at this point. Spiritual Connection helps in the tracking of our quarry by having the plants/animals assist. Lore combined w/ Collector of Stories for that combat bonus. Ancestral Relic is on hand and activated. Little bit lower BAB, but weapon focus, the masterwork bonus, and rapid shot give you another attack, and with Zen Archery thrown in, you should be hitting every attack anyways.

10- DMM is online, but not fully abusable until later on. Added 3 skill tricks in this block as well as completed Magical Trickster and all its fun. Can burn 1st level spells to re-use skill tricks, 1/day can extend a spell freely and on any round a skill trick is used spell save DC is increased by 1.

15- Its all Divine Disciple in this block, as well as picking up False Theurgy. Holy Warrior is straight bonus damage per attack based off of the highest war spell available. War Spell, not War Domain. Imbue with spell ability allows the sharing of spells to the party to use as needed, freeing up actions. Transcendence among other things adds Protection From Evil as an at will SLA, important when your favored enemy is inherently evil.

20- Finish off the Build w/ Battle Trickster and Ruathar. Only 13 BAB, however Divine Power gives full BAB progression, and has been doing so for quite awhile. Great saves. End at Cleric Casting 14th (7ths) at CL 18. Sacred Radiance is quite OP, a single turn attempt equals a 60ft radius bright light which affects evil (drow) AND grants a bonus to your allies at the same time. Two more skill tricks in this block as well, and any round you use a skill trick adds +1 to the next attack roll.



Book of Exalted Deeds: Ancestral Relic
Champions of Ruin: Splitting Enhancement
Complete Champion: Spiritual Connection ACF
Complete Scoundrel: Battle Trickster, Magical Trickster, Skill Tricks
Complete Warrior: Zen Archery
Forgotten Realms Campaign Setting: Divine Disciple
Magic Item Compendium: weapon enhancements
Player’s Guide to Faerun: Retribution Domain
PHB: Cleric, Domains, Feats, Ranger
Races of Destiny: Able Learner
Races of Stone: Tunnel Fighting
Races of the Wild: Elvencraft Bow, Ruathar
Spell Compendium: Domains

On Ancestral Relic:
As a Quarterstaff it can be enchanted as a staff, a weapon, a wondrous item, and a double weapon; It is both a 2 handed weapon and a 1 handed weapon.



You can sacrifice anything to add its market value to your ancestral relic, which is then added to the relic's stored gp value. You can then apply that value toward assigning magical properties to the relic, but those properties' total value cannot exceed the value by your level on the table. Nothing says you cannot store value for future use in excess of the maximum magical value.

For example, your party kills a bunch of orcs, and you have 20 studded leather and 20 falchions. The gear is in poor condition and may not even be worth hauling back to town to sell, as you would only get a fraction of its value. However, you can sacrifice all of that into your ancestral relic for its full market value, or 2,000 gp. You must meditate for two days to do so, but you can spend eight hours one day to do half, and eight hours another day to do the rest.

As another example, the party is going through a ruin and finds an ornate marble fountain in one of the overgrown gardens. It's in good condition and certainly worth quite a bit, but it's a permanent fixture and much too heavy to move. In comes your character with his Ancestral Relic feat, and you kneel by it for eight hours a day for several days until the entire thing is sacrificed and the full value is added to your relic! The same goes for all the fixtures in a given dungeon: doors, decorations, carvings, murals, you name it, its value gets added to your gear despite such items not typically being taken into consideration for party loot.

If the party would sell junk loot for half its value, you can buy it from the party pool for that price, and still get a portion back when cash is split. You can sacrifice that junk loot into your relic to add its full market value. For example, 1,000 gp of junk loot would sell in town for 500 gp normally, or 125 gp per character in a party of four. You pay the rest of the party 375 gp for the pile (500 gp, and then you get back 125 gp), and sacrifice the full 1,000 gp into your relic, so you're upgrading it for 3/8 cost.

Each time you upgrade your relic you can completely change what its properties are. You can get a rod, make it a Lesser Rod of Extend, later switch it to a Lesser Rod of Empower, then a Lesser Rod of Maximize, and later upgrade it to a Lesser Rod of Quicken. You don't have to keep any of its previous properties when you upgrade it. You can get a masterwork/masterwork Quarterstaff, make it a custom Runestaff with any spells you want on it. At any time you can switch what spells it provides, and as long as the value stays the same a gp difference of zero makes it take zero days of meditation to switch it. Later on add charges of spells per a Staff. (which we can do at all day long for Divine Power uses) Eventually make each end +1 Defending and put Greater Magic Weapon +5 on each for +10 AC.

It's basically a fully customizable item, plus a garbage disposal for junk loot or unlootable decor that the party wouldn't have hauled back to sell. You always get to pick what magical item it is and can switch what it is (apart from its shape) whenever you want. It's especially good for a character who's extremely dependent on 'the right item' such as a bow with the right properties for an archer, or a runestaff for a sorcerer, etc., especially when your DM won't reliably give PCs access to buying magic items or placing an order to get them crafted.


The best part about our Ancestral Relic, the Elvencraft Longbow, is that you can dual enchant it as either a bow, or a quarterstaff and the enchants don’t exist unless you’re using it for those purposes. And a quarterstaff is simply a staff until you try to use it in combat, so you can abuse the hell out of it by having it either function as a staff (optimal for divine power that you can simply recreate when it runs out of charges) or have +5 enhancement bonus’s to each end, AND on top of that enhance it as a bow, AND on top of that enhance it as a Wondrous Item. All of these things work simply by the wording of the feat, all you have to do is track how much value you are putting into it and stay under the cap.
Per the Arms and Equipment Guide, adding a feat to an item should cost 10k + 5-10k per prereq. However, Nightsticks cost only 7500gp. Adding successive Extra Turnings to the Relic should then cost either 7500gp each, or twice that per stack. Further, you can add this to each end of the quarterstaff, and freely switch between melee/ranged to activate them. Either way, this is arguably much cheaper than adding a flat CHA bonus per the wondrous item creation rules for extra turn attempts. Or you could always use Reliquary Holy Symbol for 2 turn attempts each at a fraction of the cost (500-1000).

Macabaret
2019-02-04, 04:23 PM
Entry the second:

Ser Smythe, Army of One


A single man stood in the road to Tarbes as the warband approached. He looked on with calm countenance, and made no move to clear the way as the horses of Gareth the Bloody Hand’s men approached. Eventually Gareth signaled his men to stop and addressed the man in the road.
“Move or die; this is your one warning. We will be sacking this village, but none need die who don’t resist.
The man seemed unperturbed by this address and rather than moving spoke in turn
“Turn back; these people are under my protection.”
Gareth’s men laughed, a sound devoid of anything approaching true mirth, the sound not covering the creak of leather and metal as swords were loosened in scabbards, and the bandits made ready for shedding blood.
Gareth scoffed “You’ll stop us? You and what army?”
At this the man smirked and gestured sharply, a crack of magic rent the air and suddenly there were several copies of the man in the road. The one that Gareth thought had been the original opened its mouth and said simply: “Me.”
Before Gareth could reply the copies spoke, a chorus of “And me,” or “Me,” and finally one stated “Us.”
As Gareth shouted his men into action the man resumed casting and more and more copies came into being until the bandits were vastly outnumbered and soon lost behind the swarm of bodies.
As the screaming slowly ended the original man murmured to himself. “I told them to turn back. Why do they never listen?”


Build Stub: Human Wu Jen 4/Squire of Legend 3/Magical Trickster 3/Initiate of the Sevenfold Veil 7/Battle Trickster 3



Ability
Score
Final


Strength
14
19


Dexterity
10
10


Constitution
14
14


Intelligence
18
18


Wisdom
8
8


Charisma
10
10


Inherent Bonuses into STR





Level
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skill Ranks Spent
Feats
Class Features


1st
Wu Jen
+0
+0
+0
+2
Concentration 4, Knowledge (Arcana) 4, Knowledge (History) 3, Knowledge (Nature) 4, Knowledge (The Planes) 1, Knowledge (Religion) 4, Sleight of Hand 2(4cc), Spellcraft 4
Skill Focus (Spellcraft), Spell Focus (Abjuration), Quicken Spell (B)
Watchful Spirit, Bonus Feat (Quicken Spell)


2nd
Wu Jen
+1
+0
+0
+3
Balance 1(2cc), Concentration 5(1), Knowledge (Arcana) 5(1), Spellcraft 5(1); Collector of Stories (2)
-
-


3rd
Wu Jen
+1
+1
+1
+3
Balance 2(2cc), Concentration 6(1), Knowledge (Arcana) 6(1), Sleight of Hand 3(2cc), Spellcraft 6(1)
Knowledge Devotion (Knowledge Arcana)
Spell Secret (Still Spell --> Magic Missle)


4th
Wu Jen
+2
+1
+1
+4
Balance 3(2cc), Concentration 7(1), Knowledge (Arcana) 7(1), Spellcraft 7(1), Tumble 1(2cc)
-
-


5th
Squire of Legend
+2
+1
+1
+4
Balance 4(2cc), Concentration 8(1), Knowledge (Arcana) 8(1), Knowledge (Dungeoneering) 1, Sleight of Hand 4(2cc), Spellcraft 8(2cc), Tumble 2(2cc)
-
Least Squire's Burden (Reikhardt), Paragon's Path (Reikhardt), Save Bonus (Will)


6th
Squire of Legend
+3
+1
+1
+4
Appraise 3, Concentration 9(1), Knowledge (Arcana) 9(1), Spellcraft 9(2cc), Tumble 4(4cc)
Greater Spell Focus (Abjuration)
Lesser Squire's Burden (Reikhardt)


7th
Squire of Legend
+4
+2
+2
+5
Appraise 4(1), Balance 5(2cc), Concentration 10(1), Knowledge (Arcana) 10(1), Sleight of Hand 5(2cc), Spellcraft 10(2cc); Conceal Spellcasting (2)
-
Faithful Companion, Greater Squire's Burden, Save Bonus (+2)


8th
Magical Trickster
+4
+2
+2
+7
Appraise 5(2cc), Concentration 11(1), Knowledge (Arcana) 11(1), Spellcraft 11(1), Tumble 8(4)
-
Bonus Trick (Nimble Charge), Spontaneous Trickster


9th
Magical Trickster
+5
+2
+2
+8
Echoing Spell (B)
Arcane Disciple (War)
Bonus Metamagic Feat (Echoing Spell)


10th
Magical Trickster
+5
+3
+3
+8
Concentration 13(1), Knowledge (Arcana) 13(1), Knowledge Religion 5(1), Knowledge (Nobility) 1(2cc), Knowledge (Psionics) 1(2cc), Spellcraft 13(1), Tumble 13(1)
-
Bonus Trick (Magical Appraisal), Metamagic Trick, Tricky Magic


11th
Initiate of the Sevenfold Veil
+5
+3
+3
+10
Concentration 14(1), Knowledge (Arcana) 14(1), Knowledge Religion 7(2), Spellcraft 14(1), Tumble 14(2cc)
-
Warding 1/day, Unimpeachable Abjuration, Red Veil


12th
Initiate of the Sevenfold Veil
+6
+3
+3
+11
Concentration 15(1), Knowledge (Arcana) 15(1), Knowledge Religion 9(2), Spellcraft 15(1), Tumble 15(2cc)
Practiced Spellcaster (Wu Jen)
Unanswerable Strike +2, Orange Veil


13th
Initiate of the Sevenfold Veil
+6
+4
+4
+11
Concentration 16(1), Knowledge (Arcana) 16(1), Knowledge 10(1), Knowledge (The Planes) 2(1), Spellcraft 16(1), Tumble 16(2cc)
-
Warding 2/day, Yellow Veil


14th
Initiate of the Sevenfold Veil
+7
+4
+4
+12
Concentration 17(1), Knowledge (Arcana) 17(1), Knowledge (The Planes) 4(2), Spellcraft 17(1), Tumble 17(2cc)
-
Reactivating Warding, Green Veil


15th
Initiate of the Sevenfold Veil
+7
+4
+4
+12
Concentration 18(1), Knowledge (Arcana) 18(1), Knowledge (The Planes) 5(1), Knowledge (Nature) 5(1), Spellcraft 18(1), Tumble 18(2cc)
Twin Spell
Warding 3/day, Blue Veil


16th
Initiate of the Sevenfold Veil
+8
+5
+5
+13
Concentration 19(1), Knowledge (Arcana) 19(1), Knowledge (The Planes) 6(1), Knowledge (Nature) 6(1), Spellcraft 19(1), Tumble 19(2cc)
-
Unanswerable Strike +4, Double Warding, Indigo Veil


17th
Initiate of the Sevenfold Veil
+8
+5
+5
+13
Concentration 20(1), Knowledge (Arcana) 20(1), Knowledge (The Planes) 7(1), Knowledge (Nature) 7(1), Spellcraft 20(1), Tumble 20(2cc)
-
Warding 4/day, Kaleidoscopic Doom, Violet Veil


18th
Battle Trickster
+9
+7
+5
+13
Concentration 21(2cc), Knowledge (Arcana) 21(1), Knowledge (The Planes) 7(2cc), Spellcraft 21(2cc), Tumble 21(1)
Arcane Strike
Bonus Trick (Swift Concentration)


19th
Battle Trickster
+10
+8
+5
+13
Concentration 22(2cc), Knowledge (Arcana) 22(1), Knowledge (The Planes) 7(2cc), Spellcraft 22(2cc), Tumble 22(1)
Power Attack (B)
Bonus Feat (Power Attack)


20th
Battle Trickster
+11
+8
+6
+14
Concentration 23(2cc), Knowledge (Arcana) 23(1), Knowledge (The Planes) 7(2cc), Spellcraft 23(2cc), Tumble 23(1)
-
Bonus Trick (Twisted Charge), Tricky Fighting




Spells Per Day/Spells Known


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


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


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

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

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

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


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


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


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


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


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


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


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


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


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


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


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


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


18th
4
4+1
4+1
4+1
4+1
4+1
3+1
2+1
1+1


19th
4
4+1
4+1
4+1
4+1
4+1
3+1
2+1
1+1


20th
4
4+1
4+1
4+1
4+1
4+1
3+1
2+1
1+1








Starting out with Wu Jen, so do Wu Jen things (mostly running around with Fiery Eyes lighting stuff on fire). We’re going to be focusing on a couple things throughout this build. Initially we’re starting out as a primary caster acting as a blaster and support caster (Wu Jen list is not entirely flexible) with some support utility as well. Later on we’ll start to transition into Gishing, but that doesn’t really come online until 9th level or later. Our non-combat roles is going to be pretty much exclusively the Knowledge Bank. Level 1 feats are pre-req fillers, with the exception of Quicken Spell, which we’re picking up here because it doesn’t really fit anywhere else in the build.

At level 5 we’ve entered the first of our 4 complete prestige classes: Squire of Legend. This class is a nifty little thing that I believe is rather under-appreciated, though to be fair it can be hard to utilize in a CharOp context as it is heavily support/utility focused. Here we’re picking the path of Reikhardt, which at level 1 gives us a bonus to Will Saves and a single use per day of the Least Squire’s Burden, which in this case gives us the ability to sacrifice our actions to grant an ally a free action of a similar type. Remember this ability, as it will become important in ten levels. Other things picked up in this level range are a permanent application of Still Spell to Magic Missile, which can be used to break things while tied up, or otherwise be useful while your hands are unavailable. We also took Knowledge Devotion at level 3 since we’re already planning to be knowledgeable, and it’s a good source of additional damage for a Gish later on, particularly when paired with the Collector of Stories Skill Trick.

By the time we hit level 10 we’ve finished the Squire of Legend, as well as the first of our SIs, the Magical Trickster. The latter two levels of Squire of Legend give us an additional bonus to Will Saves, the ability to tank your Reflex Save to boost an ally’s, and the Lesser and Greater Squire’s Burdens, which allow you to grant an ally a second use of an Su or Ex 1/day ability, or grant an Su or Ex ability a 50% bonus to range and duration. These abilities are interesting, but being severely use limited means they’ll be novelty abilities for the time being but remember them as they become relevant later. Magical Trickster starts to make things interesting. This class grants two additional Skill Tricks (we’ve now picked up Magical Appraisal, Nimble Charge, and Conceal Spellcasting), A bonus metamagic feat (Echoing Spell), two Skill Trick related abilities that will never be used (or remembered in the case of Tricky Magic), and the actually really nice capstone, Metamagic Trick, which allows us to apply a metamagic feat to any spell without increasing the level of the spell 1/day. This means we can apply Quickening or Echoing to a spell one per day of up to 4th level (we’ve lost two caster levels at this point). With the acquisition of Arcane Disciple (War) at level 9, this means we are suddenly a Gish, as we now have Divine Power in addition to (Greater) Luminous Armor, Lighting Blade, and all of the other useful Wu Jen spells.

After completing Magical Trickster we’ve moved on to Initiate of the Sevenfold Veil. This class is nuts by itself, and since we have access to Divine Power we’re not even sacrificing our BAB for Gishing purposes. The reason this level is marked as the Sweet Spot however, has little to do with Initiate of the Sevenfold Veil, and everything to do with the fact that we now have access to 7th level Wu Jen spells at level 15. This means we have access to Body Outside Body. With Practiced Spellcaster and Twin Spell, this means we can use Metamagic Trick to pop out a minimum of 6 duplicates (more with CL boosters) with a single casting of BoB. Why is this nuts you ask? Recall when I told you to remember the Squire of Legend’s Least and Lesser Squire’s Burden abilities? This right here is why. Each of your copies has these abilities, and can use each one to grant you additional uses of 1/day Su abilities (Metamagic Trick comes to mind) twice, or grant you additional actions thrice. You cast this bad boy, and if you want can use them to immediately take an additional 6 actions of your choice…on three turns in a row…. In addition, each of your copies can make use of Initiate of the Sevenfold Veil’s Wardings, making the highly use-limited ability a highly spammable one during each and every combat. Remember to use one of your copies to recharge your Metamagic Trick before the spell runs out. Initiate of the Sevenfold Veil’s other abilities are useful in helping keep your (Greater) Luminous Armor and Shield spells from being dispelled, while your (Greater) Dispel Magics are given a sizeable boost in turn.

Finishing up Initiate of the Sevenfold Veil gives us additional Wardings, and perhaps most horrifyingly, Kaleidoscopic Doom which chews through defensive and buff spells (and their target) with gleeful abandon. Remember as well that each of your Body Outside Body copies can use this ability as long as you have it charged before casting BoB, which you should because the copies can recharge it for you. Levels 18-20 are reserved for Battle Trickster because why would you want Gate, Time Stop, and Shapechange when you can have a conditional +1 competence bonus to damage *cough cough* I just threw up in my mouth a little, apologies. At level 18 we pick up Arcane Strike so our BoB copies can help Gish it up, and we get Power Attack from Battle Trickster, which helps with our melee damage (Giant Size + Divine Power + Lightning Blade + Power Attack = pretty decent damage actually).

Macabaret
2019-02-04, 04:25 PM
Entry the third:

Pinaka


https://newbiedm.files.wordpress.com/2015/04/screen-shot-2015-04-28-at-8-33-24-am.png
https://starwarsblog.starwars.com/wp-content/uploads/2018/10/grievous-battlefront-2-full.jpg
LN Thri-Kreen 2/Ranger 2/Hidden Talent Soulknife 2/Soulbow2/ Battle Trickster 3/Spirit Shaman 5/Magical Trickster 3/ Kensai 1/
3d6+9d8+8d10

Pinaka *clik clak* always wiser than clutchmates. Pinaka *clik clak* like roam land, fight the unclean things. Pinaka *clik clak* use strong mind to fight, not need carry weapons. Pinaka *clik clak* roam to new lands, fight things that not know how Pinaka *clik clak* fights, how Pinaka *clik clak* moves. They not know that Pinaka *clik clak* have connection to nature that make Pinaka *clik clak* and cluthmates stronger. Pinaka *clik clak* swear destroy bad spirits.




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


1st

Thri-Kreen

1

0

2

2

Autohypnosis 2

Skill Knowledge - Autohypnosis

Thri-kreen Traits, NA +1, Natural Attacks



2nd

Thri-Kreen 2

2

0

3

3

Auto 4

(B)Deflect Arrows

Leap (+30 to Jump), NA+2



3rd

Ranger

3

2

5

3

Climb 2, Jump 2, Auto 6

Zen Archery

Favored Enemy, Track, Spiritual Connection ACF



4th

Ranger 2

4

3

6

3

Climb 5, Jump 5

(B)Multiweapon Fighting

Combat Style - Two Weapon Combat



5th

Soulknife

4

3

8

5

Auto 8, Leaping Climber

(B)Weapon Focus - Mindblade

Mindblade, Hidden Talent ACF - Synesthete



6th

Soulknife 2

5

3

9

6

Climb 6, Jump 6, Extreme Leap

Point Blank Shot

Throw Mind Blade



7th

Soulbow

5

3

9

8

Climb 7, Spot 3

(B)Precise Shot

Mind Arrow



8th

Soulbow 2

6

3

10

9

Climb 8, Spot 6

-

Mind Arrow Enhancement +1 (Lucky)



9th

Battle Trickster

7

5

10

9

Climb 10, Spot 8 (B)Speedy Ascent

Multidexterity

-



10th

Battle Trickster 2

8

6

10

9

Climb 12, Tumble 2

(B)Defensive Archery

-



11th

Battle Trickster 3

9

6

11

10

Spot 9, Tumble 5 (B)Walk the Walls

-

Tricky Fighting



12th

Spirit Shaman

9

8

11

12

Concentration 1, Spot 12

(B)Alertness, Improved Multiweapon Fighting

Spirit Guide - Snake, Wild Empathy, Spells



13th

Spirit Shaman 2

10
9

11

13

Conc 3, Spot the Weak Point

-

Chastise Spirits



14th

Spirit Shaman 3

11

9

12

13

Conc 5, Diplo 2

-

Detect Spirits



15th

Spirit Shaman 4

12

10

12

14

Conc 8, Diplo 3

Quicken Spell

Blessing of the Spirits



16th

Spirit Shaman 5

12

10

12

14

Conc 10, Ride 2

-

Follow the Guide



17th

Magical Trickster

12

10

12

16

Conc 12, Diplo 5 (B)Swift Concentration

-

Spontaneous Trickster



18th

Magical Trickster 2

13

10

12

17

Ride 4

Combat Expertise (B)Sudden Extend

+1 SC (SS)



19th

Magical Trickster 3

13

11

13

17

Ride 5, Spot 13, (B)Clarity of Vision

-

Metamagic Trick, Tricky Magic, +1 SC (SS)



20th

Kensai

13

11

13

19

Conc 16

-

Signature Weapon - Soulbow





TK Racials: +2 STR/WIS, -2 INT, -4 CHA
Medium, speed 40, Darkvision 60ft, +4 hide in arid/sandy, Immune to magic sleep
Multiple Limbs: 4 arms and can take Multiweapon/Multiattack feats
Weapon Familiarity: gythka/chatka
Automatic Languages: Common, T-keen, Bonus: Elven, Giant, Gnoll, Goblin, Halfling
Natural Attacks: 4 claws and a bite, all 1d4, with Multiweapon claws at -2, bite at -5

Point Buy:
S 8 D 15 C 10 I 12 W 18 C 10
Racial:
S 10 D15 C 10 I 10 W 20 C 6
all points into WIS

Skill Tricks – Comp Sco 82:
Clarity of Vision (spot 12), notice invisible enemies for 1 round
Extreme Leap (Jump 5) make horizontal jump of at least 10 feet, as swift move another 10 feet,
Leaping Climber (Climb/Jump 5) begin climb by jumping as if running start, add distance to height climbed,
Speedy Ascent (Climb 5) succeed on climb to move 10 feet, move an additional 10 feet as swift action,
Spot the Weak Point (Spot 12) Spot check vs AC, success equals next attack as touch attack,
Swift Concentration (conc 12) maintain concentration as a swift action
Walk the Walls (Climb 12, Tumble 5) trade 4 squares movement for 1 square vertical, begin/end turn on horizontal surface.

Favored Enemy: Elementals, but would ask for DM permission to have it be "Spirits" to better mesh with the rest of the build.

Lucky Weapon enhancement (Soulbow) +1 Lucky: XPH 166 1/day reroll a failed attack as a free action Soulbow makes this for every arrow shot! You manifest it, apply the enhancement bonus to each arrow, and then it disappears, thus allowing you to reroll every missed attack.

Spirit Shaman: What constitutes a spirit: all incorporeal undead, all fey, all elementals, creatures in astral form, all creatures with the spirit subtype, spirit folk, telthors, spirit creatures created by spells such as dream sight or wood wose.



Spells per Day (including bonus spells)/Spells Known


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


12th

3/3

4/1

-
-
-
-
-
-
-
-



13th

4/3

5/2

-
-
-
-
-
-
-
-


14th

5/3

6/2

3/1

-
-
-
-
-
-
-


15th

6/3

7/3

4/1

-
-
-
-
-
-
-


16th

6/3

8/3

6/1

3/1

-
-
-
-
-
-



18th

6/3

8/3

7/2

4/1

-
-
-
-
-
-


19th

6/3

8/3

8/2

5/1

3/1

-
-
-
-
-


Spirit Shaman gets access to the entirety of the Druid list, but only has a limited number of spells to fill the slots/day. All spells chosen are for party/self buffs only. Wall of Salt is simply if you can swing the economy crashing 25k gp one casting of it will make you in trade goods past the DM. The metamagic feat chosen at 15 (Quicken Spell) will only be used with the Metamagic Trick ability as it allows to ignore the casting time and make it a swift action without raising the spell level.

Typical Spells:
0- Create Water, Cure Minor, Dawn
1- Camouflage, Faerie Fire, Instant of Power, Raptor’s Sight
2- Ghost Companion, Kelpstrand, Primal Hunter, Wild Instincts
3- Alter Fortune, Forestfold, Heart of Water, Primal Instinct
4- Celestial Fortress, Essence of the Raptor, Friendly Fire, Wall of Salt


First a note on climbing: Rapid Climbing: A character can climb his speed as a move equivalent action, or double his speed as a full round action (requiring two climb checks) but you take a -20 on the check.

Sweet Spots: 5,9,12,19

Five: Thri-kreen gives us 4 arms and a massive jump bonus. Ranger gives the core of our fighting style, multiweapon fighting (which is automatically subbed in for two weapon fighting from the combat style do to having more than 3 natural limbs), as well as Zen archery making this a SAD build. Soulknife starts out as a 4 mindblade wielding monster. Nothing says you can’t manifest more than 1 mind blade, just that you have to have a free hand and a standard action to do so. At this level, the Jump check equals an auto success on long jumps of 39 feet, and a vertical jump of 17 feet. Synesthete provides 2 options in case of blindness/deafness or improves various parts of those senses regardless. Total Attacks at this level: Claw Attacks (each doing 1d4+1): +3/+3/+3/+3 and a Bite (1d4+1) at -1, or with mind blades (each doing 1d6+1): +1/+1/+1/+1 and a bite at -1

Ten: Soulbow turns 1 of those mindblades into a mind arrow with a 100ft range, as well as applies the Lucky enhancement to every arrow from here out, meaning you can re-roll any missed attack. Multidexterity removes the negatives to offhand attacks (ALL PENALTIES). Two ranks into Battle Trickster provides a dodge bonus to AoO’s caused by shooting the mind arrow off in combat. Jump has only gained 1 rank, but also gets the benefit of two skill tricks when using it to climb. Auto Success now on horizontal jumps is 40ft, and 18ft vertical. Thanks to that vertical and the skill tricks: Extreme Leap and Speedy Ascent, you can now add an automatic 20ft to that vertical for 38ft total automatically. Total Attacks, assuming 1 mind arrow and 3 mind blades/bolts: +11 ranged/+10 melee/+10 melee/+10 melee and +5 bite. Bow damage 1d8+8.

This is also the beginning of where things get tricky. Mind Arrow can be manifested as a free action, but doesn’t have to be used as a ranged attack, meaning you could replace the mind blade with an arrow and potentially upgrade the damage from a d6 to a d8. The specific wording of the Mind Arrow entry states that as a free action you can create a semisolid arrow from your mind <PERIOD>. Later on it says you must have a free hand to fire the arrow. Now you are shooting an arrow, and stabbing with 3 of them each round, all of which can be re-rolled if the attacks miss.

Dropping a weapon is a free action, and re-manifesting a bolt with a fresh Lucky is a free action.

Fifteen: Finish Battle Trickster picking up Tricky Fighting, which gives a +1 attack bonus to the next attack in a round after a skill trick is used. Walk the Walls grants an extra square vertical for every 4 horizontal sacrificed, and Spot the Weak Point trades out AC vs a spot check for a touch attack. And move into Spirit Shaman which will qualify the spell casting requirement for Magical Trickster, and is used solely to buff. Chastise Spirits is usable 3/day and will do 4d6 damage to all Spirits within 30ft. Also pick up Detect Spirits/will, as well as Blessing of the Spirits which is essentially a 10min casting for protection from spirits (as evil) that functions until discharged. Improved MWF makes things even more interesting. The strict wording of the feat states that each offhand weapon now gets 2 attacks per round. Let’s say you’re firing an arrow from 2 hands, and attacking with the mind blade/bolt from the other two hands. But first, IMWF states you get these bonus attacks at -5, HOWEVER, Multidexterity explicitly states you ignore all penalties to offhand attacks… So now the attack pattern is +15 ranged/+15 ranged/+15 ranged/+15 ranged/+14 melee/+14 melee/+14 melee/+14 melee, not forgetting you can reroll each attack should it miss.

Twenty: Finish off Spirit Shaman (adding another d6 to chastise) which gives us the ability to make an extra save vs enchantments anytime a save is failed. The 2 skill tricks in this block allow concentration to become a swift action, as well as grant the ability to pinpoint invisible foes, useful in combating potential spirits. Quicken Spell can be used 1/day freely via metamagic trick, as well as Sudden Extend, which can be used on the spot freely 1/day w/o having to prepare it as the text in Spirit Shaman would force you to do. Kensai at the end grants another +1 enhancement to be applied to both the Mindblade and Mindarrow, likely just taking the flat +1 at this point. Attack pattern: +17 ranged/+17 ranged/+17 ranged/+17 ranged/+16 melee/+16 melee/+16 melee/+16 melee, not forgetting you can reroll each attack should it miss. Bow damage 1d8+9




Comp Champion: Spiritual Connection ACF 50
Comp Divine: Spirit Shaman 16
Comp Psion: Soulbow 36, Thri-Kreen Racial class 151
Comp Scoundrel: Battle Trickster 28, Magical Trickster 45, Skill Tricks 82
Comp War: Kensai 49, Zen Archery 106
Expanded Psionics Handbook: Soulknife 26
Monster Manual: Multidexterity 304
PHB: Feats 90-91, Ranger 47
Races of the Wild: Defensive Archery 150
Savage Species: Improved Multiweapon Fighting 306
Unearthed Arcana: Skill Knowledge 81

http://archive.wizards.com/default.a.../psm/20070214a Soulknife ACF
http://www.d20srd.org/srd/monsterFeats.htm#multiweaponFighting
http://www.d20srd.org/srd/epic/feats.htm#improvedMultiweaponFighting

For fun: Origin of character name:
https://en.wikipedia.org/wiki/Pinaka_(Hinduism)

Macabaret
2019-02-04, 04:29 PM
There they are, folks. Let the judging commence!

Or, for those of you with some extra time on your hands, you can help me prepare for the upcoming trivia contest I'm in. (http://www.giantitp.com/forums/showthread.php?579145-It-s-A-Trivia-Contest!-Please-Can-You-Help-Me-(Again))

Thurbane
2019-02-04, 06:18 PM
Good stuff folks!

My entry never really got off the ground: Bard 7/Battle Trickster 3/Sublime Chord 1/Magical Trickster 3/Sublime Chord +6.

I managed to get a few combos, but Battle Trickster was just an ugly stain that could have been better filled with almost anything else... :smalltongue:

I got a lot of my plate right now, but I'll get to judging in the next week or so.

DeTess
2019-02-04, 06:22 PM
Good stuff folks!

My entry never really got off the ground: Bard 7/Battle Trickster 3/Sublime Chord 1/Magical Trickster 3/Sublime Chord +6.

I managed to get a few combos, but Battle Trickster was just an ugly stain that could have been better filled with almost anything else... :smalltongue:

I got a lot of my plate right now, but I'll get to judging in the next week or so.

Huh, that was roughly the first build I explored. The build I ended up trying out and dropping was Beguiler 4/swordsage 2/jade phoenix 2/shiba protector 1/battel trickster 3/JPM +1/magical trickster 3/JPM+4. it might actually be interesting to play in a campaign, but I felt it didn't really bring anything interesting to the table from the competition's point of view. With the tricks, spells and maneuvers it just had a bunch of stealthy and subtle magical and non-magical tricks, but nothing that really stood out to me. It just seemed a fairly solid generalist.

daremetoidareyo
2019-02-04, 06:45 PM
Huh, that was roughly the first build I explored. The build I ended up trying out and dropping was Beguiler 4/swordsage 2/jade phoenix 2/shiba protector 1/battel trickster 3/JPM +1/magical trickster 3/JPM+4. it might actually be interesting to play in a campaign, but I felt it didn't really bring anything interesting to the table from the competition's point of view. With the tricks, spells and maneuvers it just had a bunch of stealthy and subtle magical and non-magical tricks, but nothing that really stood out to me. It just seemed a fairly solid generalist.
I too had a jpm beguiler (spellwarp sniper) because of the access to the shadowspray spell. Combine with battlejump, giant killer stance, and skill tricks to get you jumping from walls, you could easily do like 8+1d10+2d6 strength damage per shadowspray. It didn't come together until like 13th level though.

DeTess
2019-02-04, 06:52 PM
I too had a jpm beguiler (spellwarp sniper) because of the access to the shadowspray spell. Combine with battlejump, giant killer stance, and skill tricks to get you jumping from walls, you could easily do like 8+1d10+2d6 strength damage per shadowspray. It didn't come together until like 13th level though.

I think I see what you're going for here, but I'm missing how you turn shadowspray into a form that allows you to use it as the attack happening with a charge (And I think we've had a discussion before about what happens if you get +X to damage on an attack that does only ability damage in a previous competition).

Falontani
2019-02-04, 06:57 PM
was a Changeling Rogue/Changeling Wizard spellthief chameleon with magical and battle trickster. Used master spellthief and wizard to qualify for magical trickster, and used it to progress chameleon casting. Chameleon abilities (other than the bonus feat) couldn't be used to qualify for stuff, but never said it couldn't be advanced by stuff.

daremetoidareyo
2019-02-04, 06:58 PM
I think I see what you're going for here, but I'm missing how you turn shadowspray into a form that allows you to use it as the attack happening with a charge (And I think we've had a discussion before about what happens if you get +X to damage on an attack that does only ability damage in a previous competition).

None of the chosen abilities specify melee attack, so you turn your shadowspray into a ray via spellwarp sniper, jump climb up a wall, jump down from the wall, fall a bit to activate that gnome falling from a height feat, and melt your opponents strength score off. I didn't see anything demanding an obligatory legitimate charge. I had mobile spellcasting in there somewhere for more move actions...

DeTess
2019-02-04, 07:05 PM
None of the chosen abilities specify melee attack, so you turn your shadowspray into a ray via spellwarp sniper, jump climb up a wall, jump down from the wall, fall a bit to activate that gnome falling from a height feat, and melt your opponents strength score off. I didn't see anything demanding an obligatory legitimate charge. I had mobile spellcasting in there somewhere for more move actions...

Battle jump (we're talking about the unapproachable east feat, right?) specifies initiating a charge by dropping. It also lacks any wording granting you any form of attack other than the opening "You can execute a charge", instead skipping directly ahead to "if you hit", so the only way you're granted an attack using battle jump is if it functions like a charge, as the first sentence suggested.

I might still be missing something here though. My apologies if it's bad form on arguing over these things btw. I just like the general idea of this build and would like to understand exactly if and how it functions in case I happen to play in the kind of game where I'd be allowed to field it.

daremetoidareyo
2019-02-04, 07:10 PM
Battle jump (we're talking about the unapproachable east feat, right?) specifies initiating a charge by dropping. It also lacks any wording granting you any form of attack other than the opening "You can execute a charge", instead skipping directly ahead to "if you hit", so the only way you're granted an attack using battle jump is if it functions like a charge, as the first sentence suggested.

I might still be missing something here though. My apologies if it's bad form on arguing over these things btw. I just like the general idea of this build and would like to understand exactly if and how it functions in case I happen to play in the kind of game where I'd be allowed to field it.

You are correct. I meant raptor school instead of battle jump

DeTess
2019-02-04, 07:37 PM
You are correct. I meant raptor school instead of battle jump

Oh yeah, that does work indeed. Thanks for the clarification!

WhamBamSam
2019-02-04, 11:04 PM
I considered Barbarian 2/Full BAB 3/Battle Trickster 2 into Divine Crusader for a mounted build that could have done Dismount Attack pouncing while mucking around with various things to do with a free move action, including Shrouded Dance. It didn't really feel like it was all coming together in a cohesive way though (either it was a cool melee build that just happened to have 9th level spells tacked on, or it was a cool mounted gish that had better things to do than screw around with skill tricks) and I didn't really have the wherewithal to hammer it out.

Thurbane
2019-02-06, 04:18 AM
I'm working on an entry for the current Iron Chef, but after that I'll dedicate some time to judging. :smallsmile:

daremetoidareyo
2019-02-07, 01:22 PM
I had an idea built around the second impression skill trick. It doesn't matter how terrible your disguise roll is, your bluff can compensate, and you can recharge your bluff with spell slots. If you used the epic disguise penalties, you could increase size and weight by more thsn 10%. And if you cast disguise self, you can become anything you imagine in one standard action. And if you had a familiar, you can disguise them too! Disguise them as yourself while you disguise yourself as a high ranking bad guy, have the familiar use your ranks in acting to pretend to be you, while you give conflicting orders to the bad guys, up to and including "you'll have to kill both of us to be truly safe"

And if you disguised yourself as an enemy that you're facing, you could use the listen to this skill trick to emulate them when they say that they are the true version.

Once you get the 2nd level disguise other spell, well, there's no limit to the chaos you could do. Especially if you use spell theurgy to make it look like a dispel magic spell...

daremetoidareyo
2019-02-07, 01:33 PM
I considered Barbarian 2/Full BAB 3/Battle Trickster 2 into Divine Crusader for a mounted build that could have done Dismount Attack pouncing while mucking around with various things to do with a free move action, including Shrouded Dance. It didn't really feel like it was all coming together in a cohesive way though (either it was a cool melee build that just happened to have 9th level spells tacked on, or it was a cool mounted gish that had better things to do than screw around with skill tricks) and I didn't really have the wherewithal to hammer it out.

If epic level skills were on the table, if you took the iaiujutsu master ancester feat, you could replace all modifiers on a roll. With hide, hiding another person is a -50 modifier, which you could rewrite over with your iaiujutsu focus. Pair with that the shrouded dance skill trick and you could hide your mount 1/day with a DC 20 iaiujutsu focus check. Or, even better, use false theurgy to "disintegrate" your strongest opponent.

daremetoidareyo
2019-02-07, 01:44 PM
I kept trying to make whip climber do something. But I failed.

I thought about combing the scourge of the seas feat with the major image spell and the never outnumbered skill trick. You create illusory ships under swaths of your opponents, then use intimidate checks to frighten those ship captains. Pair with adoration of the fearful spell to make them your buddies.

Never fight again!

WhamBamSam
2019-02-07, 01:58 PM
I had an idea built around the second impression skill trick. It doesn't matter how terrible your disguise roll is, your bluff can compensate, and you can recharge your bluff with spell slots. If you used the epic disguise penalties, you could increase size and weight by more thsn 10%. And if you cast disguise self, you can become anything you imagine in one standard action. And if you had a familiar, you can disguise them too! Disguise them as yourself while you disguise yourself as a high ranking bad guy, have the familiar use your ranks in acting to pretend to be you, while you give conflicting orders to the bad guys, up to and including "you'll have to kill both of us to be truly safe"

And if you disguised yourself as an enemy that you're facing, you could use the listen to this skill trick to emulate them when they say that they are the true version.

Once you get the 2nd level disguise other spell, well, there's no limit to the chaos you could do. Especially if you use spell theurgy to make it look like a dispel magic spell...Second Impression works when your disguise check fails to convince someone of something. Who are you making the check against when you make a disguise check to change your height and weight?

Does Glibness work with Second Impression? It does seem like you're speaking a lie rather than going into other uses of Bluff, but Glibness could be ruled to only work for the most narrow standard application of telling lies.


If epic level skills were on the table, if you took the iaiujutsu master ancester feat, you could replace all modifiers on a roll. With hide, hiding another person is a -50 modifier, which you could rewrite over with your iaiujutsu focus. Pair with that the shrouded dance skill trick and you could hide your mount 1/day with a DC 20 iaiujutsu focus check. Or, even better, use false theurgy to "disintegrate" your strongest opponent.That's sort of hilarious. Shrouded Dance would just give the mount concealment though, not actually hide it, and it might just be better to give yourself concealment and rely on Mounted Combat to protect the mount.

daremetoidareyo
2019-02-07, 02:06 PM
Second Impression works when your disguise check fails to convince someone of something. Who are you making the check against when you make a disguise check to change your height and weight?

Does Glibness work with Second Impression? It does seem like you're speaking a lie rather than going into other uses of Bluff, but Glibness could be ruled to only work for the most narrow standard application of telling lies.

That's sort of hilarious. Shrouded Dance would just give the mount concealment though, not actually hide it, and it might just be better to give yourself concealment and rely on Mounted Combat to protect the mount.

Well, your disguise check would wind up being like -45, which the opponents have to beat with a spot check, and boy o boy will they!

You then immediately lie about it.
"I just woke up! sorry about my appearance..."

"that checks out"

The bluff check just has to beat their spot check, and it has none of the encumbrance of the disguise roll check penalty. And it applies to everyone within 30.'

glibness should work, because of it depending on truth of your words, which is what the second impression skill trick is all about.

...

quick question, do any mounts out there get sneak attack? lol.

WhamBamSam
2019-02-07, 02:19 PM
Well, your disguise check would wind up being like -45, which the opponents have to beat with a spot check, and boy o boy will they!

You then immediately lie about it.
"I just woke up! sorry about my appearance..."

"that checks out"

The bluff check just has to beat their spot check, and it has none of the encumbrance of the disguise roll check penalty. And it applies to everyone within 30.'So the extra mass doesn't exist until observed? That's potentially interesting.


quick question, do any mounts out there get sneak attack? lol.Anything with which you can share a Hunter's Eye spell or a party member that has it could be transformed into something rideable.

RaiKirah
2019-02-07, 03:41 PM
quick question, do any mounts out there get sneak attack? lol.

Any Ally at least one size category larger than you with sneak attack dice and a willingness to let you get a piggyback ride...

Thurbane
2019-02-11, 11:30 PM
Just wanted to let everyone know I haven't forgotten about this: things have been very hectic, but I'm hoping to get a start on judging later this week.

Macabaret
2019-02-12, 12:22 AM
Just wanted to let everyone know I haven't forgotten about this: things have been very hectic, but I'm hoping to get a start on judging later this week.

No worries. I think we all understand 'hectic'. It is good to know that you're still with us, though. :)

Thurbane
2019-02-18, 12:54 PM
Well, the weekend was a disaster, but I decided to put my insomnia to good use and get my judging in today (feel free to submit disputes: in my sleep deprived state, I may well have missed something significant).

Scores for each category start at a baseline of 3.0, and are adjusted from there.


Friend Ethan
Originality: Nothing here that massively jumped out at me here. Don't get me wrong, it's a perfectly serviceable build, but not really seeing any combos or use of classes/feats that are blowing my mind. 3.0
Power: You are a competent ranger/archer type, and get 7th level spells to boot (great for Persist). Ancestral Relic serves the build well. + 1.0. 4.0
Elegance: Not sure how I feel about a human worshiping a drow god, or how worshiping a drow deity interacts with being a Ruathar. - 0.5. Everything seems to flow well, and as far as I can see you meet all reqs. + 0.5. The background, breakdowns and play tips are all appreciated. + 0.5. 4.0
Use of Components: It feels like they were jammed in here to meet competition requirements, but I'm not going to penalize you unfairly: both of the ingredients are very lackluster, and you've made adequate use of them. + 0.5. 3.5
Total: 14.5


Ser Smythe, Army of One
Originality: Wan't expecting Wu-Jen or Squire of Legend. + 0.5. Other than that, most of what's there is fairly standard power play fodder for a caster. 3.5
Power: No denying this is a solid casting build. You don't quite get 9ths, but IotSV, Echoing Spell, Quicken Spell and Twin spell are all solid, making for a formidable caster. + 1.5. 4.5
Elegance: I'm confused at what's going on at level 9. What's happening with the skill ranks? - 0.5. Other than that, everything seems to flow, and reqs seem to all be met. + 0.5. The background, breakdowns and play tips are all appreciated. + 0.5. 3.5
Use of Components: Battle Trickster feels tacked on, but I'm not going to apply a penalty. You make solid use of Arcane Trickster though. + 1.0. 4.0
Total: 15.5


Pinaka
Originality: Thri Kreen, Soul Knife, Kensai? Did not see any of that coming! I also dig the General Grievous vibe. +1.5. 4.5
Power: This has the least casting of the entries, but has some nifty melee tricks. I like the build, I really do, but it's hard for a mainly melee type to shine among (almost) full casters. No bonuses or penalties here. 3.0
Elegance: This was also the hardest build to score in this category, just because there's so much going on. As far as I can tell, all reqs are met. The flow of the build is a bit convoluted, but not quite enough for a penalty. The level break downs etc. help with this; and to be honest, I needed the help. + 0.5. 3.5
Use of Components: Arcane Trickster doesn't seem to be doing much of anything here. -0.5. However, this build probably makes better use of Battle Trickster than any of the others. + 1.0. 3.5
Total: 14.5

RaiKirah
2019-02-20, 02:51 PM
Thanks for judging Thurbane! No disputes from here

Macabaret
2019-02-20, 06:00 PM
Which, of course, doesn't mean that there aren't any disputes at all. Case in point:

From Friend Ethan--
Elegance: Not sure how I feel about a human worshiping a drow god, or how worshiping a drow deity interacts with being a Ruathar. - 0.5.

Shevarash is an elvish god, not drow. In fact it's the elvish god of "I hate the drow@@!" which ties in to the backstory. I could've just chosen two domains as a cleric of no deity, but instead made what I think is a good progression of the build based on an actual deity. while not explicitly stated, it's implied that the clergy Ethan is turned over to for rearing, are from the church of shevarash, so he's basically indoctrinated into the faith.

Thurbane
2019-02-20, 06:17 PM
From Friend Ethan--
Elegance: Not sure how I feel about a human worshiping a drow god, or how worshiping a drow deity interacts with being a Ruathar. - 0.5.

Shevarash is an elvish god, not drow. In fact it's the elvish god of "I hate the drow@@!" which ties in to the backstory. I could've just chosen two domains as a cleric of no deity, but instead made what I think is a good progression of the build based on an actual deity. while not explicitly stated, it's implied that the clergy Ethan is turned over to for rearing, are from the church of shevarash, so he's basically indoctrinated into the faith.

Duly noted: I obviously misread the description of the deity in question. Badly. I was operating on about 3 hours sleep at the time. :smalltongue:

I have removed the -0.5 deduction, and updated the judging post accordingly.

That does creature the situation of tied 2nd/3rd places, though...c'est la vie.

Macabaret
2019-02-21, 03:59 PM
A great many thanks to Thurbane for judging!



Place
Entry
Entrant
Score


First

Ser Smythe, Army of One
RaiKirah
15.5


Second (Tied)
Pinaka
jdizzlean
14.5


Second (Tied)
Friend Ethan
jdizzlean
14.5



Congratulations to our entrants!
I'll keep the bronze medal in the vault for later use.

Expect the next round to start later tonight or tomorrow or.... Soon, anyway.

Macabaret
2019-02-22, 03:29 PM
The new round is up and ready for you.
Ready, Aim, Fire (http://www.giantitp.com/forums/showthread.php?581736-Junkyard-Wars-XXIII-Ready-Aim-Fire&p=23727604#post23727604)