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Heliomance
2019-01-28, 04:14 AM
A dimly-lit library. Rows of bookshelves line the walls, and as the camera slowly pans over them, we see that they are filled with gaming books. From the original brown-cover D&D manuals to the newest fifth edition supplements, we are given a brief but breathtaking history of over four decades of gaming in visual form.

A pair of feet, clad in Converse, appear. The camera pans back to reveal the Chairwoman as she strides out into Optimization Stadium. Slowly, she looks around at the battleground. Rapidly, we are shown shots of the gaming materials here assembled: books, miniatures, maps, dice. The Chairwoman reaches down and picks up a twenty-sided die. She rolls it, then turns to the camera... and smiles.

The camera pulls back from the smile to reveal... the Iron Gamers. Row upon row they stand, clad in the uniform of their trade: t-shirts with fantasy images, buttons with obscure quotes from novels and movies, dice bags at the ready. The shot dissolves into flames and the logo:


Iron Gamer

A montage of the contestants plays, with summaries of their optimization triumphs and achievements. Interspersed are brief interviews. Finally, though, the introductions are over. The contestants stand arrayed before the Chairwoman.

Chairwoman: We unveil the ingredient!

Tense music plays as the pedestal containing the mystery ingredient rises from below. Stacked neatly on the pedestal are copies of the Dragon Magazine Compendium.

Chairwoman: This month's theme is... Aerial Avenger! ALLEZ OPTIMISER!


-----------------------------------------------------------------

Welcome, contestants, judges, and guests to Iron Chef LXXXIV. Here in Optimisation Colosseum, contestants will endeavour to create an optimised and flavourful character using a specified D&D3.5 prestige class as a "Secret Ingredient".

Contestants: You will need to present a full 20-level build for your entry. Also required is a rundown of how your build works at lower levels, to demonstrate that it is a functional character that could be played from 1-20 in a real game. Traditionally contestants give "snapshots" of tactics and abilities at levels 5, 10, 15, and 20, as well as a "sweet spot" of their choosing that represents what they believe to be the high point of the build. The purpose of these snapshots is not just to showcase your use of the SI, it is to demonstrate that your character is playable at every level. For this reason, it's still worth giving a snapshot before you have entered the SI.

Menu: The "special ingredient" can be drawn from any legal source. Originally, the plan was to mostly use Core and Completes, but that was a long time ago, and we've started running out of interesting classes to use if we restrict ourselves to those.

32 point-buy is the presumed creation method, but we have generally allowed other levels of point-buy.
If you do use a different point-buy, please make your case for its necessity in your entry. Keep in mind that for using exceptionally large or small point-buys may warrant deductions in elegance and/or power.

Kitchen: Competitors will be free to use any official 3.5 rulebook in constructing their builds. Dragon magazine is disallowed, and Unearthed Arcana is allowed; but see Elegance below. Web-exclusive 3.0 or 3.5 materials by WotC are expressly allowed, but take care to verify that an updated version did not appear in print elsewhere, as this may cause an Elegance deduction at the judges' discretion. Alternate rule systems from UA such as gestalt or Generic Classes are not allowed, as they create a different playing field. Also, item familiars are forbidden because I hate 'em. Please refrain from using Taint unless it's necessary for the Secret Ingredient.
NB: Official Errata and 3.5 updates to 3.0 content are considered valid regardless of whether their sources would otherwise be legal. This includes the 3.5 update of Oriental Adventures given in Dragon Magazine, and the 3.5 updates of Dragonlance Campaign Setting content given in later third party Dragonlance books.

Cooking Time: Contestants will have until 07:59 GMT on Tuesday, February 12th, 2019 to create their builds and PM them to the Chairwoman, Heliomance. Please put the name of your build in the subject line of your PM. Builds will then be posted simultaneously, to avoid copying. Judges will have until 07:59 GMT on Tuesday, February 26th, 2019 to judge the builds and submit their scores. If no judges have scored by that point, only the scores of the first judge to submit will be counted.

Judging: Judging will be based on the following criteria, with each build rated on a scale from 1 (very poor) to 5 (exemplary) in each area: Originality, Power, Elegance, Use of Secret Ingredient.

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 could bear a little elaboration. It basically measures how skillfully you put your build together, and whether you sacrificed flavor for 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 considered in poor taste, and judges are asked to take a dim view of this option, taking it into account while grading. Other things that will cause penalties here are excessive multi-classing, and classes that don't fit the concept - using Cloistered Cleric in a front-line melee fighter, for example, will lose you points.Please note the following change: a legal source's relative obscurity should not be considered as penalizing Elegance, excepting the aforementioned issues with Unearthed Arcana. Using too many sources may result in a penalty to Elegance at the judges' discretion, but a book's relative obscurity may not. In that same vein, drawing solely from the Core 3 (and the d20 SRD) should not be punished for lacking Originality.
Presentation: Builds will be posted anonymously, in order to avoid the potential of bias towards a particular competitor. For this reason, please don't put your name in the build, as I'm likely to miss it when reviewing the entries!

Due to concerns about standardizing entry format, I'd like everyone to try to use the following table for their entry.NAME OF ENTRY


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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



Code immediately below (spoiler).

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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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



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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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



For other systems (Psionics, ToB, Incarnum, etc.) keep track of PP/maneuvers/essentia separately, preferably in a nice neat list.
Speculation: Please don't post or speculate on possible builds until the "reveal," in order to avoid spoiling the surprise if a particular competitor is producing a build along those lines.

Leadership is banned; we're producing a meal, not a seven-course banquet for a hundred diners. 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.

So! Who wants to sign up as a contestant, and who wants to sign up as a judge? Looking for as many contestants and judges as feel like playing!

We will award 1st through 3rd places, as well as a shout-out for honourable mention. The honourable mention prize is given to the most daring or unexpected build. Judges, contestants and guests alike are invited to vote for honourable mention via PM. If there are no votes, Honourable Mention will go to the chairwoman's favourite build.

The Builds

Past Competitions

Courtesy of some wonderful volunteers, there is a handy-dandy spreadsheet guide to all previous builds here (https://docs.google.com/spreadsheets/d/1oyjVU5JmeCnC8YTMqDArDqE5PszHl0Ysadz630kuTGk/edit?ts=59a4835f#gid=0).

Iron Chef I: Entropomancer (http://www.giantitp.com/forums/showthread.php?t=142470)
Iron Chef II: Psibond Agent (http://www.giantitp.com/forums/showthread.php?t=146583)
Iron Chef III: Cancer Mage (http://www.giantitp.com/forums/showthread.php?t=148584)
Iron Chef IV: Stonelord (http://www.giantitp.com/forums/showthread.php?t=150595)
Iron Chef V: War Chanter (http://www.giantitp.com/forums/showthread.php?t=152543)
Iron Chef VI: Master of Masks (http://www.giantitp.com/forums/showthread.php?t=156876)
Iron Chef VII: Green Star Adept (http://www.giantitp.com/forums/showthread.php?t=158633)
Iron Chef VIII: Pyrokineticist (http://www.giantitp.com/forums/showthread.php?t=160266)
Iron Chef IX: Animal Lord (http://www.giantitp.com/forums/showthread.php?t=162702)
Iron Chef X: Mythic Exemplar (http://www.giantitp.com/forums/showthread.php?t=164381)
Iron Chef XI: Blade Bravo (http://www.giantitp.com/forums/showthread.php?t=166539)
Iron Chef XII: War Mind (http://www.giantitp.com/forums/showthread.php?p=9426386)
Iron Chef XIII: Vigilante (http://www.giantitp.com/forums/showthread.php?t=172233)
Iron Chef XIV: Seeker of the Song (http://www.giantitp.com/forums/showthread.php?t=174434)
Iron Chef XV: Drunken Master (http://www.giantitp.com/forums/showthread.php?t=176049)
Iron Chef XVI: Assassin (http://www.giantitp.com/forums/showthread.php?t=178202)
Iron Chef XVII: Ardent Dilettante (http://www.giantitp.com/forums/showthread.php?t=182492)
Iron Chef XVIII: Unseelie Dark Hunter (http://www.giantitp.com/forums/showthread.php?t=186097)
Iron Chef XIX: Dread Pirate (http://www.giantitp.com/forums/showthread.php?t=190607)
Iron Chef XX: Incandescent Champion (http://www.giantitp.com/forums/showthread.php?p=10976416)
Iron Chef XXI: Ghostwalker (http://www.giantitp.com/forums/showthread.php?t=198921)
Iron Chef XXII: Dervish (http://www.giantitp.com/forums/showthread.php?t=206576)
Iron Chef XXIII: Divine Crusader (http://www.giantitp.com/forums/showthread.php?t=210071)
Iron Chef XXIV: Tactical Soldier (http://www.giantitp.com/forums/showthread.php?t=214198)
Iron Chef XXV: Scion of Tem-Et-Nu (http://www.giantitp.com/forums/showthread.php?t=217441)
Iron Chef XXVI: Shadowdancer (http://www.giantitp.com/forums/showthread.php?t=220956)
Iron Chef XXVII: Mindbender (http://www.giantitp.com/forums/showthread.php?t=224008)
Iron Chef XXVIII: Cryokineticist (http://www.giantitp.com/forums/showthread.php?t=227304)
Iron Chef XXIX: Consecrated Harrier (http://www.giantitp.com/forums/showthread.php?t=229688)
Iron Chef XXX: Initiate of Pistis Sophia (http://www.giantitp.com/forums/showthread.php?t=233346)
Iron Chef XXXI: Shadow Sentinel (http://www.giantitp.com/forums/showthread.php?t=236908)
Iron Chef XXXII: Temple Raider of Olidammara (http://www.giantitp.com/forums/showthread.php?t=239786)
Iron Chef XXXIII: Drow Judicator (http://www.giantitp.com/forums/showthread.php?t=243052)
Iron Chef XXXIV: Dragon Disciple (http://www.giantitp.com/forums/showthread.php?t=246072)
Iron Chef XXXV: Death Delver (http://www.giantitp.com/forums/showthread.php?t=249542)
Iron Chef XXXVI: Acolyte of the Skin (http://www.giantitp.com/forums/showthread.php?t=252923)
Iron Chef XXXVII: Justiciar (http://www.giantitp.com/forums/showthread.php?t=13865473)
Iron Chef XXXVIII: Hand of the Winged Master (http://www.giantitp.com/forums/showthread.php?t=255215)
Iron Chef XXXIX: Renegade Mastermaker (http://www.giantitp.com/forums/showthread.php?t=260333)
Iron Chef XL: Nightsong Infiltrator (http://www.giantitp.com/forums/showthread.php?t=263173)
Iron Chef XLI: Geomancer (http://www.giantitp.com/forums/showthread.php?t=266709)
Iron Chef XLII: Shadowblade (http://www.giantitp.com/forums/showthread.php?t=270196)
Iron Chef XLIII: Bladesinger (http://www.giantitp.com/forums/showthread.php?t=274122)
Iron Chef XLIV: Urban Soul (http://www.giantitp.com/forums/showthread.php?t=279116)
Iron Chef XLV: Talon of Tiamat (http://www.giantitp.com/forums/showthread.php?p=15216595)
Iron Chef XLVI: Cipher Adept (http://www.giantitp.com/forums/showthread.php?t=287314)
Iron Chef XLVII: Cold Iron Warrior (http://www.giantitp.com/forums/showthread.php?t=291294)
Iron Chef XLVIII: Shadow Sun Ninja (http://www.giantitp.com/forums/showthread.php?t=297327)
Iron Chef XLIX: Thrall to Orcus (http://www.giantitp.com/forums/showthread.php?t=302487)
Iron Chef L: Corrupt Avenger (http://www.giantitp.com/forums/showthread.php?t=307823)
Iron Chef LI: Black Flame Zealot (http://www.giantitp.com/forums/showthread.php?t=312773)
Iron Chef LII: Anointed Knight (http://www.giantitp.com/forums/showthread.php?t=317934)
Iron Chef LIII: Zerth Cenobite (http://www.giantitp.com/forums/showthread.php?t=325164)
Iron Chef LIV: Osteomancer (http://www.giantitp.com/forums/showthread.php?t=330890)
Iron Chef LV: Mountebank (http://www.giantitp.com/forums/showthread.php?336373-Iron-Chef-Optimization-Challenge-in-the-Playground-LV)
Iron Chef LVI: Dwarven Defender (http://www.giantitp.com/forums/showthread.php?342807-Iron-Chef-Optimization-Challenge-in-the-Playground-LVI)
Iron Chef LVII: Darkrunner (http://www.giantitp.com/forums/showthread.php?349040-Iron-Chef-Optimization-Challenge-in-the-Playground-LVII)
Iron Chef LVIII: Spellsword (http://www.giantitp.com/forums/showthread.php?357412-Iron-Chef-Optimization-Challenge-in-the-Playground-LVIII)
Iron Chef LIX: Fleet Runner of Ehlonna (http://www.giantitp.com/forums/showthread.php?364667-Iron-Chef-Optimization-Challenge-in-the-Playground-LIX)
Iron Chef LX: Lasher (http://www.giantitp.com/forums/showthread.php?371835-Iron-Chef-Optimisation-Challenge-in-the-Playground-LX)
Iron Chef LX(II): Acolyte of the Ego (http://www.giantitp.com/forums/showthread.php?372145-Iron-Chef-Optimization-Challenge-in-the-Playground-LX)
Iron Chef LXII: Dungeon Lord (http://www.giantitp.com/forums/showthread.php?376810-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXII)
Iron Chef LXIII: Witchborn Binder (http://www.giantitp.com/forums/showthread.php?382632-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXIII)
Iron Chef LXIV: Slime Lord (http://www.giantitp.com/forums/showthread.php?387166-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXIV)
Iron Chef LXV: Thunder Guide (http://www.giantitp.com/forums/showthread.php?394981-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXV)
Iron Chef LXVI: Dwarven Chanter (http://www.giantitp.com/forums/showthread.php?400810-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXVI)
Irogn Chef LXVII: Gnome Giant Slayer (http://www.giantitp.com/forums/showthread.php?406613-Irogn-Chef-Optimisatiogn-Challegnge-ign-the-Playgrougnd-LXVII)
Iron Chef LXVIII: Fang of Lolth (http://www.giantitp.com/forums/showthread.php?412530-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXVIII)
Iron Chef LXIX: Shiba Protector (http://www.giantitp.com/forums/showthread.php?420165-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXIX)
Iron Chef LXX: Order of the Bow Initiate (http://www.giantitp.com/forums/showthread.php?425634-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXX)
Iron Chef LXXI: Silver Key (http://www.giantitp.com/forums/showthread.php?431484-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXI)
Iron Chef LXXII: Spellfire Channeler (http://www.giantitp.com/forums/showthread.php?439020-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXII)
Iron Chef LXXIII: Flux Adept (http://www.giantitp.com/forums/showthread.php?448596-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXIII)
Iron Chef LXXIV: Crinti Shadow Marauder (http://www.giantitp.com/forums/showthread.php?458711-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXIV)
Iron Chef LXXV: Thief of Life (http://www.giantitp.com/forums/showthread.php?472831-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXV)
Iron Chef LXXVI: Legacy Champion (http://www.giantitp.com/forums/showthread.php?477153-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXVI)
Iron Chef LXXVII: Great Rift Skyguard (http://www.giantitp.com/forums/showthread.php?482249-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXVII)
Iron Chef LXVIII: Risen Martyr (http://www.giantitp.com/forums/showthread.php?487560-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXVIII)
Iron Chef LXXIX: Black Blood Hunter (http://www.giantitp.com/forums/showthread.php?492923-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXIX)
Iron Chef LXXX: Master of Many Forms (http://www.giantitp.com/forums/showthread.php?498359-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXX)
Iron Chef LXXXI: Serene Guardian (http://www.giantitp.com/forums/showthread.php?502666-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXXI)
Iron Chef LXXXII: Elocator (http://www.giantitp.com/forums/showthread.php?505762-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXXII)
Iron Chef LXXXIII: Winterhaunt of Iboorighu (http://www.giantitp.com/forums/showthread.php?510581-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXXIII)
Iron Chef LXXXIV: Waverider (http://www.giantitp.com/forums/showthread.php?514631-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXXIV)
Iron Chef LXXXV: Astral Dancer (http://www.giantitp.com/forums/showthread.php?519296-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXXV)
Iron Chef LXXXVI: Twisted Lord (http://www.giantitp.com/forums/showthread.php?525401-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXXVI)
Iron Chef LXXXVII: Shadowsmith (http://www.giantitp.com/forums/showthread.php?528361-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXXVII)
Iron Chef LXXXVIII: Arboreal Guardian (http://www.giantitp.com/forums/showthread.php?533367-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXXVIII)
Iron Chef LXXXIX: Thrall of Demogorgon (http://www.giantitp.com/forums/showthread.php?536247-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXXIX)
Iron Chef XC: Bloodstorm Blade (http://www.giantitp.com/forums/showthread.php?542380-Iron-Chef-Optimisation-Challenge-in-the-Playground-XC)
Iron Chef XCI: Fatemaker (http://www.giantitp.com/forums/showthread.php?550203-Iron-Chef-Optimisation-Challenge-in-the-Playground-XCI)
Iron Chef XCII: Eye of the Xanathar (http://www.giantitp.com/forums/showthread.php?556092-Iron-Chef-Optimisation-Challenge-in-the-Playground-XCII)
Iron Chef XCIII: Hoardstealer (http://www.giantitp.com/forums/showthread.php?560330-Iron-Chef-Optimisation-Challenge-in-the-Playground-XCIII)
Iron Chef XCIV: Doomlord (http://www.giantitp.com/forums/showthread.php?564804-Iron-Chef-Optimisation-Challenge-in-the-Playground-XCIV)
Iron Chef XCV: Gnomish Artificer (http://www.giantitp.com/forums/showthread.php?571065-Iron-Chef-Optimisation-Challenge-in-the-Playground-XCV)
Iron Chef XCVI: Oozemaster (http://www.giantitp.com/forums/showthread.php?576075-Iron-Chef-Optimisation-Challenge-in-the-Playground-XCVI)

Heliomance
2019-01-28, 04:16 AM
FAQ:
Q: What's this even about?
A: I'm glad you asked, actually... (http://www.giantitp.com/forums/showpost.php?p=15415117&postcount=1)

Q: Is Dragon Compendium Allowed?
A: Yes (as well as its Errata), but individual issues of Dragon Magazine are not.

Q: What about 3.0 materials?
A: 3.0 materials, whether online or in printed form, are allowed unless they've been officially updated to a 3.5 edition.

Q: Are Dragonlance, Ravenloft, Planescape, Dark Sun, or Kingdoms of Kalamar allowable sources?
A: The Dragonlance Campaign Setting is allowed, but the subsequent books for Dragonlance are considered 3rd party, and are therefore not eligible, despite the "WotC approved" status of those books. The same holds for Oriental Adventures (1st party) and the subsequent Rokugan books (3rd party). Materials from Ravenloft, Planescape, Dark Sun, and Kingdoms of Kalamar are considered 3rd party for purposes of this contest, and are therefore not allowed.

Q: What about online sources in general?
A: If the online source is a) published by WotC, and b) not replaced by an updated version at a later time, it is eligible. Use it, link it.

Q: Where's the line drawn with "acceptable/unacceptable" for Unearthed Arcana? This will likely vary a bit from Chairman to Chairman. Item Familiars and Gestalt have always been verboten, since before IC migrated to GitP; don't expect that to change. Flaws have similarly always been noted as warranting a deduction; while I am Chairman, I'm extending that to Traits, though they warrant 1/2 the penalty in Elegance that a Flaw would because they're roughly 1/2 as useful. Alternate spell systems, alternate skill systems and alternate crafting rules all create an uneven playing field, and as such, will be disallowed for as long as I am Chairman. In a similar vein, LA buyoff and fractional BAB are also disallowed. Bloodlines and the Retraining options presented in the PHB2 are ripe for abuse, and will be strongly discouraged as long as I am Chairman. Note that judges are allowed to look askance at any use of Unearthed Arcana not specifically mentioned above, at their discretion, and otherwise penalize Elegance according to their preference.

Q: What, exactly, does the ban on Leadership mean?
A: As folks have started to try to work around the edges of this one, I'm forced to spell it out more plainly. No Leadership, Draconic Cohort, or Feats that grant a similar ability are allowed EXCEPT Wild Cohort while Heliomance is chairman. Any PrC you choose with Leadership or a Leadership-analog has that ability entirely ignored for this contest, as it may neither be used nor traded away via any means whatsoever.

Q: What's the minimum score in a category?
A: Assuming an entry is legal, the minimum score in any category is 1. If a judge is convinced that an entry is mechanically illegal by the RAW, the judge may give the build a score of 0 in Elegance, and proceed to judge the entry as if the offending material was not included. Failing to meet a special requirement for a prestige class does not merit a 0, but may qualify for a penalty, at the judge's discretion. Because this contest focuses on Player Characters, an entry that is not technically allowed for a PC, but is viable as an NPC, counts as a legal entry, but may receive a minimum score at the judges' discretion.

Q: Creatures and templates with no listed LA are playable, right?
A: No. No listed LA is equivalent to LA: -. It is not suitable for PCs. If you use it, expect judges to look extremely disfavourably on it.

Q: So what's the deal with equipment, anyway?
A: There is no official policy on how much equipment you should list. Historically, judges have frowned upon "item dependent" builds, but unfortunately the definition of that has been applied to mean anything from builds that don't function if you remove one very specific item, to builds that so much as mention a particular weapon. Builds that don't list gear should be assumed to buy useful generics - items to boost their primary stats, cloaks of resistance, appropriate magical weapons and armour, and so forth. If a build would find particular items useful, they should be listed, but experience suggests that the more generic you keep them, the more favourably judges are likely to look upon them, as a build being shut down because the Thundering Bagpipes of Urist McTrumpetbritches were unavailable is considered a weakness. Similarly, requiring items in order to be able to qualify for things tends to be frowned upon.

Q: Do you have any other rules and guidelines on how to judge?
A: We do, actually, designed to try and avoid unpleasantness we've encountered in past contests. The things we've come up with to avoid repeating this are given below.

One Mistake, One Penalty

Judges are only allowed to penalise once for a given mistake. If someone messes up their skills and doesn't qualify for a PrC, ding them as hard as you like. Once. In one category. You don't then get to declare that because they didn't qualify for that PrC, they don't get those levels, and thus don't qualify for anything else. If Ranger is a common ingredient, ding them for Originality. Once. Don't also take off points for Two-Weapon-Fighting being a common ingredient.

Non-exhaustive list of examples:

Skills

Allowed:

Giving a penalty for miscalculating the number of skill points gained
Giving a penalty for not having enough ranks to meet a prerequisite
Increasing the harshness of a skill miscalculation penalty if it affects critical skills including prereqs


Not allowed:

Giving separate penalties for miscalculating skill points and for non-qualification where the non-qualification is solely caused by the miscalculation



Prereqs

Allowed:

Giving a penalty for not meeting prereqs
Scaling the penalty depending on how important the item that the build failed to qualify for is
Giving minimum score in UotSI for not qualifying for the SI
(Trial, may be disallowed later)Not giving credit for (note: not the same as penalising for) tactics using feats or classes other than the SI that were not qualified for (but see below)


Not Allowed:

"Cascading" failures to qualify - declaring that because a build doesn't qualify for a feat, for example, it also doesn't qualify for anything using that feat as a prereq
Treating a build as having fewer levels than it does because of FtQ for classes



Other general things that are no longer allowed:

Penalising because someone has chosen to build a tribute to an existing creative work
Deciding that a backstory has not met a fluff prerequisite well enough, or because its method of meeting it is "unrealistic". You may penalise if a fluff prereq is not addressed at all, but not for how well it is addressed.


Note that these are protections, not licenses. Deliberately taking a feat that you know you don't qualify for hoping to just suck up the judging penalty for a feat that you couldn't normally take is not okay, and may lead to your build being disqualified.

Q: Do you have any contest house rules or clarifications to ambiguous rules?
A: Some that have come up in previous contests and needed answers to:

All creatures are proficient with any natural weapons they may have or acquire.
Bonus feats that are granted even if you do not meet the prerequisites do not require you to meet the prerequisites in order to use.
Able Learner's benefit applies to the level you take it.


Q: Can I submit more than one entry?
A: You may submit up to two entries into a given competition.

Thurbane
2019-01-28, 05:32 AM
Wow, the Dragon Compendium classes just keep on giving!

Medium BAB, combat oriented class. 6 skill points/level, but a terrible skill list. Two feat entry tax, plus a skill that would be cross class for a lot of potential entries.

The "payoff" is a bunch of modest and often situational combat bonuses, and a fear effect as a capstone.

DeTess
2019-01-28, 05:55 AM
For what I've got in mind, this isn't all that bad actually. It's not great, but none of the interesting stuff has low X/day limits or whatever, which is an improvement over some of the other ingredients I've seen.

KrimsonNekros
2019-01-28, 05:58 AM
Pondering and pondering. The biggest challenge here is unique ways of sustaining flight methinks.

jdizzlean
2019-01-28, 07:32 AM
hmm, possibilities

Zaq
2019-01-28, 08:57 AM
I genuinely have no idea what this class is. Don’t think I’ve ever seen it, and I’m on mobile, so I’ll have to check it out later. But if it’s from Dragon Compendium, I know exactly what level of quality to expect.

I’m excited.

Sian
2019-01-28, 09:01 AM
Just did a read, and it’s not quite as bad as advertised. It’s not great or maybe even good, but not quite at bad.

Got an idea or two, in as so far that i’m not misremembering a few obscure feats, and even then, i’d still have a few solid ideas

WhamBamSam
2019-01-28, 10:31 AM
Oof. I've been dreading this one. I've got a few undercooked ideas regarding this. We'll see if I can get anything to come together.

DeTess
2019-01-28, 11:20 AM
I don't think I've ever had a build come together this quickly. Submitted, and maybe I'll come up with a second one later.

Inevitability
2019-01-28, 01:01 PM
Got a surprisingly neat build concept, which I'm rather pleased with given this class's hardly-impressive features. Will submit in a few days.

3SecondCultist
2019-01-28, 01:34 PM
I'm probably in for this one! The only danger for me seems to be that I'm coming up with builds too easily (leading me to inevitably conclude that everyone else is doing the same thing). :smalltongue:

The Viscount
2019-01-28, 03:26 PM
Yikes!
That certainly is a class with focus, all right. I find it hilarious and slightly insulting that among the bizarrely selected list, they gave us Balance.

WhamBamSam
2019-01-28, 09:41 PM
Ugh. I can't deal with this class. Everything I want to do with it, I can do better with no class levels by just using the prereq feats on other things. Maybe I'll just dig up my criteria and judge.

Thurbane
2019-01-28, 10:10 PM
I've got a build stub, but TBH unsure if it's worth working on - it seems to be working in spite of the SI, rather than making any real use of it...

jdizzlean
2019-01-28, 11:46 PM
I'm probably in for this one! The only danger for me seems to be that I'm coming up with builds too easily (leading me to inevitably conclude that everyone else is doing the same thing). :smalltongue:

my initial idea is this, my other idea is definitely not this but also probably illegal :(

Zaq
2019-01-29, 12:59 AM
Wow. This certainly is a Dragon Compendium class. The only thing missing is a few insulting daily use limitations and some unfortunately worded supernatural abilities with unintended action costs.

It’s definitely a five-level class (at best) that’s been put on a rack and horrifically stretched into ten levels.

I do see a couple semi-interesting bits, but I’m not likely to have a chance to breathe before March, let alone time to put together a proper build. 95% chance I’m gonna have to sit this one out. Not that this is surprising, of course. There’s a reason I made the effort to get in two entries last round while I was between semesters.

Inevitability
2019-01-29, 07:32 AM
Whelp, forced update ate my submission and I'm honestly not feeling like typing all of that out again. I'll reveal what I had in mind after the deadline, I guess.

Zaq
2019-01-29, 09:18 AM
FYI Helio, it looks like the formatting on the link to Oozemaster is slightly off.

Wolfem
2019-01-29, 11:51 AM
Added a placeholder for this cook to the ICO Spreadsheet (https://docs.google.com/spreadsheets/d/1oyjVU5JmeCnC8YTMqDArDqE5PszHl0Ysadz630kuTGk/edit?ts=59a4835f#gid=0&range=A1006).

AvatarVecna
2019-01-29, 01:00 PM
Dear lord! I forgot how awful this class was, and I'm pretty sure I'm the reason it got added to the list in the first place. It's so...nothing.

EDIT: I went to try and find my old post about Aerial Avenger for nostalgia and instead found a thread called "One Sentence Fix" where people could volunteer quick fixes while asking for more. I asked for Aerial Avenger, and the first response was "make it two levels long, or a two-feat chain".

WhamBamSam
2019-01-29, 10:04 PM
I've stumbled into "so stupid it just might work" territory. Maybe I will get a build in after all.

gimley307
2019-01-30, 02:26 PM
Ack. Just bout finished my build when I saw that DragMag isn't allowed. Back to the drawing board.

KrimsonNekros
2019-02-01, 09:40 PM
I just got a harebrained awful idea that might work.

Thedez
2019-02-02, 05:27 AM
I got so excited finally reading through one of these that I had to try my hand in it, and opened up with a resounding formatting error!
Man, I didn't think trying to optimize could be that much fun. Took the whole day, and I'm sure I'll be smacking myself in the head for not coming up with something better tomorrow!(It'll be pretty easy, I think. It was pretty rickety.)

Zaq
2019-02-02, 10:49 AM
I got so excited finally reading through one of these that I had to try my hand in it, and opened up with a resounding formatting error!
Man, I didn't think trying to optimize could be that much fun. Took the whole day, and I'm sure I'll be smacking myself in the head for not coming up with something better tomorrow!(It'll be pretty easy, I think. It was pretty rickety.)

That’s really it, isn’t it? It’s continually surprising how much fun it is to put these dishes together, and I’ve lost count of how many I’ve submitted. And yeah, the formatting is a nightmare, but it’s a necessary evil.

By the way, welcome! I can’t wait to see what you came up with.

Thedez
2019-02-02, 01:16 PM
That’s really it, isn’t it? It’s continually surprising how much fun it is to put these dishes together, and I’ve lost count of how many I’ve submitted. And yeah, the formatting is a nightmare, but it’s a necessary evil.

By the way, welcome! I can’t wait to see what you came up with.

Why, thank you! No, really. The only challenge greater than building it would be piloting it--You technically have options at every level. They're just not, well, great options. And my flavor needs work.

But yeah, it's the same feeling here. I also was surprised at how challenging it was just to put the SI front and center. And I'll be honest, working with the table at first was tough, but I'm amazed there's such a clean-looking option available. Kinda makes me wish there was a similar template for everything.
Guess I'm just glad we don't get judged on plating!

Hackulator
2019-02-02, 03:17 PM
I have a pretty cool idea I'm working on. I expect there to be some disagreement over whether it actually works, it seems to me to be one of those places where RAW might be thought to be a little confusing, but I guess that will lose me elegance points at worst.

daremetoidareyo
2019-02-02, 03:27 PM
I have a pretty cool idea I'm working on. I expect there to be some disagreement over whether it actually works, it seems to me to be one of those places where RAW might be thought to be a little confusing, but I guess that will lose me elegance points at worst.

Elegance is for squares

Thedez
2019-02-03, 01:25 AM
I have a pretty cool idea I'm working on. I expect there to be some disagreement over whether it actually works, it seems to me to be one of those places where RAW might be thought to be a little confusing, but I guess that will lose me elegance points at worst.

You've inspired me. I must follow suit with my second entry.

KrimsonNekros
2019-02-04, 04:50 PM
So sadly the idea I came up with fell apart in the oven, so I'm back to my original recipe which isn't nearly as fun, but should work. I share the idea that fell apart post reveal.

Thedez
2019-02-04, 05:43 PM
Question. If you forget a crucial part of the presentation when you send something over, is there any way for that to be fixed, or are you just kinda SOL?

DeTess
2019-02-04, 06:01 PM
Question. If you forget a crucial part of the presentation when you send something over, is there any way for that to be fixed, or are you just kinda SOL?

Before the reveal, you can just send an update. I think it's better to resend the entire thing, rather than just the bit that needs adding, so that the chairperson can just copy-paste in your updated entry, rather than having to do some formatting to paste entry and update together.

If this is something you realize after the builds are revealed, I think it depends on the chairperson. In the appetizer competition I once forgot the build's ability scores and only realized that after the build was posted, but Zaq added it in anyway once I sent it his way, but I think this might depended on the exact situation and the chairperson.

Thurbane
2019-02-04, 06:20 PM
Just over a week to the deadline...have to play it by ear. My idea isn't earth shattering, but has a few quirks I think may be interesting.

Zaq
2019-02-04, 06:57 PM
Just over a week to the deadline...have to play it by ear. My idea isn't earth shattering, but has a few quirks I think may be interesting.

(Psst! Thurbane! It’s aerial avenger, not subterranean avenger! If you hurry, you can probably still fix that before the reveal.)

KrimsonNekros
2019-02-04, 11:25 PM
(Psst! Thurbane! It’s aerial avenger, not subterranean avenger! If you hurry, you can probably still fix that before the reveal.)
Zaq! No speculating, How do you know that someone isn't planning to use Aerial Avenger as an ingredient!?

jdizzlean
2019-02-05, 01:15 AM
1st crazy build done, now working on arguably an even more whacko idea for number 2

Thedez
2019-02-05, 01:48 AM
Zaq! No speculating, How do you know that someone isn't planning to use Aerial Avenger as an ingredient!?

Now I'm trying to imagine winning the Iron Chef challenge without the Secret Ingredient. Or with only one level.

PoeticallyPsyco
2019-02-06, 02:32 PM
My first entry in the contest! I'm pretty confident I'll be taking home some points for originality, if nothing else.

KrimsonNekros
2019-02-06, 11:14 PM
Huzzah tables are done. Just need to writeup and I'll be done. Might actually get this one entered!

Zaq
2019-02-07, 09:21 AM
Now I'm trying to imagine winning the Iron Chef challenge without the Secret Ingredient. Or with only one level.

In the E6 contest (long, long ago, before I was the one running it), someone got cute and tried to do just that, making a build that looked like the SI without using the SI. That was the monk round, specifically.

They were summarily disqualified. It’s clever and all, but it’s totally against what the competition is about. If you want to do that, go look at the Zinc Saucier competition. We know that the SI is terrible; that’s the point. (Don’t want to come across as too joyless here, but while we’re pretty flexible in general, you can’t reasonably push past the entire concept of the contest and get very far, y’know?)

Now I’m curious, though, especially after your “or one level” comment: what’s the winning entry that had the fewest levels in the SI? I’m sure the answer can be found somewhere on The Spreadsheet that Wolfem kindly keeps updated for our collective benefit.

daremetoidareyo
2019-02-07, 10:32 AM
In the E6 contest (long, long ago, before I was the one running it), someone got cute and tried to do just that, making a build that looked like the SI without using the SI. That was the monk round, specifically.

They were summarily disqualified. It’s clever and all, but it’s totally against what the competition is about. If you want to do that, go look at the Zinc Saucier competition. We know that the SI is terrible; that’s the point. (Don’t want to come across as too joyless here, but while we’re pretty flexible in general, you can’t reasonably push past the entire concept of the contest and get very far, y’know?)

Now I’m curious, though, especially after your “or one level” comment: what’s the winning entry that had the fewest levels in the SI? I’m sure the answer can be found somewhere on The Spreadsheet that Wolfem kindly keeps updated for our collective benefit.

Well I've entered with 3 levels. Has anyone entered with fewer?

Inevitability
2019-02-08, 02:44 AM
Well I've entered with [..]

Isn't this technically speculation on possible builds?

KrimsonNekros
2019-02-08, 03:41 AM
Isn't this technically speculation on possible builds?

I think we're talking about previous contests

Thedez
2019-02-08, 04:06 AM
I think we're talking about previous contests

I can't wait 'till after the builds are released, because now I have an idea cooking in my head.

DeTess
2019-02-08, 04:28 AM
The fewest I've seen was 2 levels in the e6 competition. Does that count?

jdizzlean
2019-02-08, 05:08 AM
The fewest I've seen was 2 levels in the e6 competition. Does that count?

Actually in game warpers, in the commoner round, there were several w/ just 1 level, but that was also e6

Thurbane
2019-02-08, 02:09 PM
I'm out. I can think of one or two ways to exploit a couple of the abilities, but nothing that couldn't be done better with other classes. If anyone can make this turkey sing, I'll be suitably impressed.

I find all but three of the class abilities insulting...every time I read Momentum, Power Dive and the misleadingly titled Death From Above I find myself actually getting angry.

http://m.memegen.com/kq5ahw.jpg

Thedez
2019-02-08, 02:46 PM
I'm out. I can think of one or two ways to exploit a couple of the abilities, but nothing that couldn't be done better with other classes. If anyone can make this turkey sing, I'll be suitably impressed.

I find all but three of the class abilities insulting...every time I read Momentum, Power Dive and the misleadingly titled Death From Above I find myself actually getting angry.

What, a +3 sword with momentum's equivalent of damage doesn't get you going?

DeTess
2019-02-08, 03:57 PM
What, a +3 sword with momentum's equivalent of damage doesn't get you going?

And at the low, low price of 5 class levels it's a steal!

Thedez
2019-02-08, 04:32 PM
And at the low, low price of 5 class levels it's a steal!

But wait, for just five more, you could get a bonus offer of (lesser)Greater Flyby Attack and a fear effect that goes off only once per round!

Hackulator
2019-02-08, 04:43 PM
I have a build that is close to done....it's hard to judge it since this class is so bad I really don't know what the power range could be.

Edit: Well I finished my entire build, then the token on my PM expired and the formatting all died when I tried to recover it, I am trying to decide whether it is worth the effort to redo all that crap.

PoeticallyPsyco
2019-02-08, 08:47 PM
Edit: Well I finished my entire build, then the token on my PM expired and the formatting all died when I tried to recover it, I am trying to decide whether it is worth the effort to redo all that crap.

Ouch. I did most of my formatting in Word and just copied it over. But don't give up! I don't want to be the only one left in the competition!

Hackulator
2019-02-08, 08:57 PM
Ouch. I did most of my formatting in Word and just copied it over. But don't give up! I don't want to be the only one left in the competition!

I actually just powered through it, luckily I was able to save all the writing I did explaining things so the only real loss was the table. However I did almost throw my laptop out the window when about a third of the way through redoing the table it glitched out and the formatting went all wacky, but I fixed it.

WhamBamSam
2019-02-08, 09:37 PM
Well, my entry's in. I actually rather like it, though I am glad to be washing my hands of this ingredient.

PoeticallyPsyco
2019-02-09, 02:11 AM
Man. I think I'm going through character creation withdrawal. I'd make a second entry, but I don't have a second idea. Maybe I'll come up with one before the deadline.

AvatarVecna
2019-02-09, 02:53 AM
Man. I think I'm going through character creation withdrawal. I'd make a second entry, but I don't have a second idea. Maybe I'll come up with one before the deadline.

Take mine, my theme was gonna be "wait, this isn't zinc saucier?"

The Viscount
2019-02-09, 09:02 AM
I would never have thought that this would be the ingredient that sparks creativity and has people making multiple builds. Never where you think, is it? Reminds me that I need to get on my entry.

DeTess
2019-02-09, 09:09 AM
I would never have thought that this would be the ingredient that sparks creativity and has people making multiple builds. Never where you think, is it? Reminds me that I need to get on my entry.

It doesn't surprise me that much, actually. None of the class features are actually bad(some of them are just boring numerical boosts, but this PRC doesn't have an PRC-defining feature that you can use 1/day, or something else ridiculous like that), just spread over about 7-8 too many levels. The PRC is fairly tight and speaks somewhat to the imagination.

Anyway, I've decided I'm going to taunt Vizini, as there's another build that I want there to be in the competition.
Edit: nevermind that, idea would use a PRC that's definitely far worse than this one.

PoeticallyPsyco
2019-02-09, 03:22 PM
The problem is all my second ideas boil down to either "Well, the SI isn't really helping this build at all" or "This does what the first build did, but worse". That said, I think I may have just come with something that is at least interesting.

Zaq
2019-02-09, 06:33 PM
There's no wrong way to play, really, but my second dishes tend to be based on something that I wanted to stick in my first dish but had to cut for reasons of space or incompatibility. I only rarely have two completely independent ideas, though I do my best to differentiate between them pretty well.

daremetoidareyo
2019-02-09, 08:26 PM
There's no wrong way to play, really, but my second dishes tend to be based on something that I wanted to stick in my first dish but had to cut for reasons of space or incompatibility. I only rarely have two completely independent ideas, though I do my best to differentiate between them pretty well.

I just get mad sidetracked. Those sidetracks get their own Google sheet name. Sometimes I grab a sidetrack from months ago if it seems compatible.

jdizzlean
2019-02-10, 02:46 AM
more often than not, if i'm doing a second build, it's a different way to do the same thing. during research for the initial idea, i might come across something i hadn't thought of, then i go off on that tangent. depending on how far down the rabbit hole that goes, determines which build i do. i also tend to go for flavor over power, so it could be 2 different themes for doing the same thing.

PoeticallyPsyco
2019-02-12, 03:12 AM
Is the deadline a.m. or p.m.? I have to say, I'm stoked about seeing what other people came up with. And of course to see how mine stacks up.

jdizzlean
2019-02-12, 04:01 AM
am, but it depends on where you live as to how GMT comes across to you +/- hours

KrimsonNekros
2019-02-13, 02:36 AM
Woo build in! Can't wait to see what else got cooked up for this.

Heliomance
2019-02-14, 03:48 AM
Before the reveal, you can just send an update. I think it's better to resend the entire thing, rather than just the bit that needs adding, so that the chairperson can just copy-paste in your updated entry, rather than having to do some formatting to paste entry and update together.

Yes, this - I far prefer getting a new entire entry over a message that says "Please add this in after the paragraph about 5th level and also fix this typo in the second to last paragraph"!

I'm pleasantly surprised it's only two days after the closing date - I closed my GitP tab last week and only just remembered to come back, so had a mild panic about how overdue I'd be! Hopefully I'll do the reveal later this afternoon, but it depends on my workload today

DeTess
2019-02-14, 05:04 AM
So anyone want to take a stab at how many builds there'll be? Given this ones apparent popularity, I'll say 11.

Heliomance
2019-02-14, 07:27 AM
So anyone want to take a stab at how many builds there'll be? Given this ones apparent popularity, I'll say 11.

I haven't checked yet, but I apparently have 15 unread notifications...

KrimsonNekros
2019-02-14, 09:04 AM
I haven't checked yet, but I apparently have 15 unread notifications...

*Begins praying to the Vizzini*

Heliomance
2019-02-14, 10:53 AM
Entry number 1:


Yun looked over at his travelling companions. They were pleasant fellows, good company and accepting of someone who tended to look less like a man and more like some sort of goose-person hybrid. Of course, the truth was he was more of a crane, but those details really only got more apparent when he actually was a crane. Regardless, he smiled over at them.

"And what's got you in such a good mood, eh?" John, a dark-haired baker in his early twenties with a broad nose and narrow eyes, gave Yun a poke to the ribs, "Has my dashing countenance caught your eye? If you need help with the ladies, of course, I could always-"

"-Butt out, because you'd only do more harm'n 'elp fer that'un," a female voice from behind John cut in, not immediately visible but familiar to Yun regardless. She wasn't visible from behind John because her dwarven stature tended to leave him towering over her, although the sheer bulk of her muscle could still be seen. Her name was Patricia, and while she seemed gruff, she was about the best healer a man could want. An interesting choice of career, many would suppose, given her drow lineage, but Yun never did care for the idea that blood made the man--Or woman, in this case.

For a while, Yun simply listened to the banter between the two of them, bemused and glad they'd had an uneventful journey. The path between Yuskamora and Linwood was oftentimes waylaid with bandits, or prone to wolves wandering in packs--A fact that the local patrols did nothing to remedy.

They continued on the roads until the sun went down, lighting a fire and making camp beneath a tall oak whose branches were close enough together to provide ample shelter. Generally, campfires weren't a great idea in this region, but between Patricia and Yun were both experienced adventurers, and John had picked up a thing or two himself, so they were feeling confident. A watch was set up--Yun first, then Patricia, then John.

The night seemed to pass uneventfully, until Yun heard the clattering of armor and murmuring of voices. Curious, but forged by years of ambushes, Yun quietly donned his armor, grabbed his spear, and got into position. He shaped himself into his half-crane form and burst through the entrance of the tent. Several dark figures fired arrows at him as he exploded outward, and a few even found their mark, but he immediately retaliated with a strike to each, with enough force to knock the men down.

But even as they were getting up, and Patricia stumped out already making gestures to set up a defense for them, he could see many more men with more bows readying to strike them down. Yun saw all this, and knew their odds. He knew how likely they were to survive...

...And he ran. He ran as fast as his wings would take him--Further than these humans could see him--And let them focus on Patricia. He could not help like this, after all. He was just one Hengeyokai.

Patricia threw up her hands, and a dome of stone encased her just in time to be peppered with arrows. It would only be a matter of time before her defenses were breached, and the only experienced ally she had left had fled. Soon, the remaining brigands would stand, and she couldn't hold out like this forever. Perhaps, she thought, this is why Yun was known as the Coward of War.

In the silence of her dome, Patricia waited for death to come.

Yun stopped well outside the perimeter, and looked back to the campfire. He sucked in his breath, silenced his doubts, and prepared. He started by closing his eyes, and focusing. He needed to be more than a Crane. He needed power beyond what a natural being could give. He needed...His wings expanded. His white feathers flowed over his clothes, over his face, over everything and molded to fur. A snout exploded from his face, along with ears, and his arms and legs cracked as they popped into place, becoming four powerful legs ending in equally powerful paws. The wings, however, not only remained but grew, and with energy beyond what he had before, Yun bounded through the sky back toward the men. He struck the first with a great, white paw, and let out a resounding roar that sent many of them running--But not before he swept at them, too. Several were sent flying, some into each-other, and all into the ground.

Tonight, Yun was the sole guardian of Patricia, even as she resigned herself to death.

And when, in the morning, she finally relented and released her stony shield, ready to give herself up, she was met with fifteen mounds, and one Yun, preparing stew. He looked over at her, and gave her a sad smile. "Sorry," He said, "John didn't make it. Arrow to the throat...It was clean, though."

She simply gave him a confused stare, "I thought you ran!"

Yun nodded, "I did. And I came back. They never expect it."



Initial:
Str:13
Dex:13
Con:10
Int:12
Wis:8
Cha:18
There's no elaborate tricks for increasing stats here, just turn into
whatever flying creature has good strength for the moment, so just pump
Charisma for that ending fear effect, and for the diplomacy and early intimidation.
Ending:
Str:13
Dex:13
Con:10
Int:12
Wis:8
Cha:22



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


1st
Fighter 1
+1
+2
+0
+0
Class:
Intimidate: 4
Swim: 4
Handle Animal: 4
Expeditious Dodge, Mobility
--


2nd
Fighter
+2
+3
+0
+0
Class:
Intimidate:(+1) 5
Swim:(+1) 5
Handle Animal:(+1) 5
--
Dungeoncrasher


3rd
Aerial Avenger
+2
+3
+2
+0
Class:
Intimidate: 5
Swim: 5
Handle Animal: 5
Concentration: (+6) 6
Perform(Singing):(+1) 1
Flyby Attack, Alertness
Flyby Attack


4th
Aerial Avenger
+3
+3
+4
+0
Class:
Intimidate: 5
Swim: 5
Handle Animal: 5
Concentration:(+1) 7
Perform(Singing):(+6)7
--
Momentum +1, power dive


5th
Aerial Avenger
+3
+3
+4
+1
Class:
Intimidate: 5
Swim: 5
Handle Animal: 5
Concentration:(+1) 8
Perform(Singing):(+1)8
Survival:(+5): 5
--
Maneuverability increase, speed +10 feet


6th
Aerial Avenger
+9
+10
+12
+5
Class:
Intimidate: 5
Swim:(+1) 6
Handle Animal: 5
Concentration:(+1) 9
Perform(Singing):(+1) 9
Survival:(+4) 9
Endurance
Death from above +1, range increase



7th
Aerial Avenger
+9
+10
+12
+5
Class:
Intimidate: 5
Swim:(+4) 10
Handle Animal: 5
Concentration:(+1) 10
Perform(Singing):(+1) 10
Survival:(+1) 10
--
Momentum +2


8th
Shapeshifter 1
+3
+5
+6
+3
Class:
Intimidate: 5
Persuasion:(+5) 5
Swim: 10
Handle Animal: 5
Concentration: 10
Perform(Singing): 10
Survival:10
--
Wild shape (3/day), extra shifting


9th
Master of Many Forms
+3
+7
+8
+3
Class:
Intimidate: 5
Persuasion:(+5) 10
Swim: 10
Handle Animal: 5
Concentration: 10
Perform(Singing): 10
Survival:10
Power Attack
Shifter's speech, improved wild shape (humanoid)


10th
Master of Many Forms
+4
+8
+9
+3
Class:
Intimidate: 5
Persuasion:(+3) 13
Animal Empathy:(+2) 2
Swim: 10
Handle Animal: 5
Concentration: 10
Perform(Singing): 10
Survival:10
--
Improved wild shape (giant; Large)


11th
Master of Many Forms
+5
+8
+9
+4
Class:
Intimidate: 5
Persuasion:(+1) 14
Animal Empathy:(+4) 6
Swim: 10
Handle Animal: 5
Concentration: 10
Perform(Singing): 10
Survival:10
--
Fast wild shape, improved wild shape (monstrous humanoid)


12th
Master of Many Forms
+6
+9
+10
+4
Intimidate: 5
Persuasion:(+1) 15
Animal Empathy:(+4) 10
Swim: 10
Handle Animal: 5
Concentration: 10
Perform(Singing): 10
Survival:10
Improved Bull Rush
Improved wild shape (fey; Tiny)


13th
Master of Many Forms
+6
+9
+10
+4
Intimidate: 5
Persuasion:(+1) 16
Animal Empathy:(+4) 14
Swim: 10
Handle Animal: 5
Concentration: 10
Perform(Singing): 10
Survival:10
--
Improved wild shape (vermin)


14th
Master of Many Forms
+7
+10
+11
+5
Intimidate: 5
Persuasion:(+1) 17
Animal Empathy:(+3) 17
Knowledge(Nature): (+1) 1
Swim: 10
Handle Animal: 5
Concentration: 10
Perform(Singing): 10
Survival:10
--
Improved wild shape (aberration; Huge)


15th
Master of Many Forms
+8
+10
+11
+5
Intimidate: 5
Persuasion:(+1) 18
Animal Empathy:(+1) 18
Knowledge(Nature): (+3) 4
Swim: 10
Handle Animal: 5
Concentration: 10
Perform(Singing): 10
Survival:10
Knock Down
Extraordinary wild shape, improved wild shape (plant)


[tr]
16th
Aerial Avenger
+10
+11
+13
+6
Intimidate: 5
Persuasion: 18
Animal Empathy: 18
Knowledge(Nature): 4
Swim: 10
Handle Animal: 5
Concentration: 10
Perform(Singing):(+7) 17
Survival:10
--
Swoop


17th
Aerial Avenger
+11
+11
+13
+6
Intimidate: 5
Persuasion: 18
Animal Empathy: 18
Knowledge(Nature): 4
Swim: 10
Handle Animal: 5
Concentration: 10
Perform(Singing):(+1) 18
Survival:(+6) 16
--
Maneuverability increase, speed +10 feet


18th
Aerial Avenger
+12
+11
+14
+6
Intimidate: 5
Persuasion: 18
Animal Empathy: 18
Knowledge(Nature): 4
Swim(+3): 13
Handle Animal: 5
Concentration: 10
Perform(Singing):(+1) 19
Survival:(+3) 19
Shock Trooper
Momentum +3


19th
Aerial Avenger
+12
+12
+15
+7
Intimidate: 5
Persuasion: 18
Animal Empathy: 18
Knowledge(Nature): 4
Swim:(+1) 14
Handle Animal: 5
Concentration: 10
Perform(Singing):(+3) 22
Survival:(+3) 22
--
Death from above +2


20th
Aerial Avenger
+13
+12
+16
+7
Intimidate: 5
Persuasion: 18
Animal Empathy: 18
Knowledge(Nature): 4
Swim:(+5) 19
Handle Animal: 5
Concentration: 10
Perform(Singing):(+1) 23
Survival:(+1) 23
--
Terrifying shriek





Levels 1-5
He's mostly good at being a body on the front-line for this stage. He can turn into a Crane, which doesn't deal great damage, but is fairly solid defensively, and with the combination of Dodge and flight, he can generally keep himself from getting splatted. Worst case scenario, 70 ft. Fly speed at this point is pretty danged good, and he can rely on flyby attack to get in damage when he isn't willing to risk himself.


Levels 6-10
Aerial Avenger is strong at this point, still needs some time to simmer down, but that's okay--Those two levels give us some interesting stuff to work with! Most notably, a really large range increase. Normally, this wouldn't mean much--After all, you can't really hold anything like that in Crane form, and your Hybrid form is essentially just a Template...
...Buut, we also start to see some shapeshifting utility through Shapeshifter and Master of Many Forms, in addition to a small bump in power. You see, you can now turn into a humanoid. That might not seem like much, but remember--All stages of a werebeast are humanoid, a type you can now take. Have fun with your buffed flying form, complete with actual hands! You can also take a variety of humanoid forms to try and pass off as 'one of the guys,' and thanks to that level in Master of Many Shapes, you even have some Diplomacy! You might be able to shapeshift into the aggressor's forms and convince them that violence isn't the way.
So right now, your job becomes a combination of okay sniper to still-frontliner, where you more or less can still hold the lines and pepper the enemy with a crossbow from long range.
Again, when push comes to shove, you can do skirmishing. Better yet, if you really need to, you can shapechange into something durable and scary--You've got giants choose from, now--to keep the baddies off of your friends. On your own, however, you're definitely trying to keep people happy, use your animal form wherever you can to avoid confrontation, and generally try and ply your social skills wherever possible.

Levels 11-15
So, we're diverging a bit here from our Aerial Avenger schtick, admittedly, and in return things are really, really starting to look our way. First of all, we've just opened up, oh, everything with 8 HD that isn't a Dragon or Outsider. I realize that Polymorph could do that, but this is more reliable. At 10 Shapechanges for the day, and at least an hour for each, you could spend the entire day shaped into anything you might please, without the use of metamagic. This is important for you, as now your build is starting to actually solidify. Namely, you are now a rusher. You have the ability to gain Pounce and flight at the same time--It's a rare combination, but yes, it does exist within the types given, Leskylor's at least are capable and well within the limits--And you have Power Attack and Improved Bull Rush. It's time to push Dungeoncrasher to good use. You can now Bullrush a guy into the ground with a dive attack and hit him with two big ol' paws dealing twice their damage. For funsies, if you wanted, you could then go ahead and grapple him while you're at it, but heck, why do that when you could instead fly back up and do it all over again?
Right now, your area control isn't quite online yet, but oh, it's coming. It's coming. In the mean-time you'll have to make do with knowing you always have a form for the job, and that you can play basketball with your opponents while in the air.
16+ This is where things start getting interesting. Swoop finally comes online, letting you turn your best, most damaging single melee attack into a strafing-run style strike, knocking everyone into the ground and dealing lots of damage for the privilege. Shocktrooper comes after, turning those natural attacks into deadly gambles where you're levying your ability to stay out of range against your opponent's ability to survive your swoops and pounces. Finally, your capstone comes online, and suddenly you're the best fear-based crowd control out there. Not only do you hit and dribble everything, but you're panicking them and out of range before their friends can react!

I'd say for me the highlight would probably be levels 14-17. It's in that range where you have almost all your options. You've got pounce, you've got knockdown, you've got swoop, and all your forms are at their most relevant.


Oriental Adventure| Hengeyokai, Shapeshifter
Dragon Magazine #318| The LA+0 update to Hengeyokai
Dungeonscape| Dungeoncrasher Fighter ACF
Races of the Wild| Expeditious Dodge
Complete Adventurer| Master of Many Forms
Sword and Fist| Knockdown
Complete Warrior| Shocktrooper

Heliomance
2019-02-14, 10:55 AM
Entry number 2:



http://4.bp.blogspot.com/--4mTQcgSs1Y/Vl53wqOCQQI/AAAAAAAAADU/zoWPbMfG1Ts/s1600/gnollwarlock.jpg
Gnash Bandicoot


CE to NE Yeenoghu-Blooded Unseelie Fey Gnoll 4/Rogue 1/Battle Dancer 1/Aerial Avenger 2/Avenger 3/AA +2/Rogue +1/Avenger+2/AA+2/Avenger+2

Unseelie Fey Template: Dragon Compendium 223 LA +0
Bat/Bird/Butterfly/Dragon/Insect like wings, flight at twice land speed (average). Choose 1 Su ability: Winter’s Chill: living, non-fey w/in 5ft morale penalty on saves equal to CHA (minimum 1). DR by HD: 4-7 5/cold iron, 8-11 10/cold iron, 12+ 15/cold iron. Iron vulnerability, iron/steel does an automatic 1 damage, hits by weapon deal an automatic +1d6, DR applies. Vision based on % roll, most have lowlight. -2 STR/CON +2 DEX/CHA, +4 Intimidate, must be evil.
Feats:
14 Air heritage (PlH 37) flight speed increases 30ft
20 born Flyer RoTW 148) +4 on saves while in the air,
17 Diving Charge (RotW 150) bonus damage based on speed 30-90 2d6, 90+ 3d6
8 Imp Flyby (SS 26) move including charge and any other partial action during move including attack, no AoO
11 Imp Flight (RoTW 151) improve maneuverability by 1 step (finishes build at perfect)


God Blooded (MMV 67) template for Yeenoghu-Blooded (MUST be a gnoll) for LA +1: gain DR 10/-, can turn on/off freely, once soaks 40 damage, lose god blooded. Gain 2ndary 1d6 bite attack. Rot Fangs (Ex) 1/day as swift, imbue bite w/ necrotic energy, next bite that hits forces FORT 10+1/2HD+CON or take 1d6 CON. Gore Stench (Su): Living w/in 10 feet FORT 10+1/2HD+CON or sickened for 1 min

http://www.d20srd.org/srd/monsters/gnoll.htm
STR +4, CON +2, INT/CHA -2
Medium Humanoid, 30 feet, Darkvision 60ft
2d8 HD, BAB +1, FORT 3, REF/WILL 0
5x2+INT skills (listen, spot), 1x Feat
+1 NA
LA +1

STR 8 DEX 11 CON 10 INT 16 WIS 12 CHA 17
Racial/Template
STR 10 DEX 13 CON 10 INT 14 WIS 12 CHA 17
all points into CHA


Gnash, both a name and a lifestyle. Wreck, rend, destroy and tear enemies to pieces. This was both thought and action. No other course attempted nor made. Enemies were repulsed by Gnash's mere presence, allowing him to attack them physically and mentally, sowing chaos in his wake. Flying into battle often surprising his foe by attacking from unexpected angles, and armored by his ego made him a force on the field of conflict.

Clearly he was meant for greater things, and became a champion of his people. Leading the way, soaring into the fight as the tip of the massed fighters. Gnash would target the battle leader of their foes, any who were stupid enough to single themselves out as an officer. Many such fell under his onslaught. In time, Gnash came to a new set of beliefs. He still appreciated the very chaos that war brings out, but saw that there was a purpose to his fight, and a reason for his actions.

Doubly so a leader now, he sought to avenge all those set on destroying his people, both on land and in the sky. Often at the onset of a fight, he would swoop through an enemy position, rattling an entire line of attackers, who were then torn asunder by his troops. Any who would dare attack the lands under his protection, would learn to their folly, how poor their decision was in the first place.







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


4th
Yeenoghu-Blooded Unseelie Fey Gnoll
1
3
0
0
cc-Disguise 2, cc-Hide 2, cc-Move Silent 2, cc-Tumble 2, Spot 4
Expeditious Dodge
God Blooded, Fey Stuff


5th
Rogue
1
3
2
0
Disguise 4, Hide 5, Move 5, Tumble 4
Mobility
SA +1d6, Trapfinding


6th
Battle Dancer
2
3
4
0
Hide 7, Move 7, Tumble 6
-
AC Bonus (CHA), Unarmed Strike


7th
Aerial Avenger
2
3
6
0
Conc 4, Hide 8, Move 8, Tumblel 8
(B)Flyby Attack
-


8th
Aerial Avenger 2
3
3
7
0
Conc 9, Hide 9, Move 9, Tumble 9
Improved Flyby Attack
Momentum +1, Power Dive


9th
Avenger
3
3
9
0
Hide 10, Move 10, Spot 5, Tumble 10, UMD 2
-
SA +1D6, Death Attack, Poison Use, Spells


10th
Avenger 2
4
3
10
0
Hide 11, Move 11, Spot 6, Tumble 11, UMD 4
(B)Uncanny Dodge
+1 saves vs poison


11th
Avenger 3
5
3
10
1
Hide 12, Move 12, Spot 7, Tumble 12, UMD 5
Improved Flight
SA +1D6


12th
Aerial Avenger 3
6
4
10
2
Conc 10, Hide 13, Move 13, Spot 8, Tumble 13, UMD 6
-
Maneuver Increase, Speed +10


13th
Aerial Avenger 4
7
4
11
2
Conc 11, Hide 14, Move 14, Spot 9, Tumble 14, UMD 7
-
Death From Above, Range Increase


14th
Rogue 2
8
4
12
2
Hide 15, Intimidate 3, Move 15, Spot 10, Tumble 15, UMD 10
Air Heritage
Evasion


15th
Avenger 4
9
4
13
2
Hide 16, Intim 6, Move 16, Spot 11
-
+2 Save vs poison


16th
Avenger 5
9
4
13
2
Hide 17, Intim 9, Move 17, Spot 12
(B)Improved Uncanny Dodge
SA +1D6


17th
Aerial Avenger 5
9
4
13
2
Conc 14, Hide 18, Move 18, Tumble 16
Diving Charge
Momentum +2


18th
Aerial Avenger 6
10
5
14
3
Conc 17, Hide 19, Move 19, Tumble 17
-
Swoop


19th
Avenger 6
11
6
14
4
Hide 20, Intim 10, Move 20, UMD 13
-
+3 Save vs poison


20th
Avenger 7
12
6
14
4
Intim 14, UMD 15
Born Flyer
SA +1d6



Rogue: SA +1d6, Trapfinding, Evasion
Battle Dancer: Cha to AC
Avenger: SA +4d6, 3rd lvl Spells, +3 saves vs poison, Improved Uncanny Dodge, Death Attack
Aerial Avenger: Flyby Attack, +2 attack bonus when airborne, +1d6 on aerial charge, Good flight maneuverability, Speed +10, increase ranged distance by 50%, charge through opponents w/o taking AoO.


Spells per Day/Spells Known


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


9th

-

1/2

-
-
-
-
-
-
-
-


10th

-

2/3

-
-
-
-
-
-
-
-


11th

-

3/3

1/2

-
-
-
-
-
-
-


15th

-

4/4
2/3

-

-

-

-

-

-

-



16th

-

4/4

3/3

-

-

-

-

-

-

-



19th

-

4/4

4/4

1/3

-

-

-

-

-

-



20th
-

4/4

4/4

2/3

-
-
-
-
-
-




Spells Known:
1- Feather Fall, Obscuring Mist, Sleep, True Strike
2- Alter Self, Darkness, Invisibility, Undetectable Alignment
3- Magic Circle against Good, Deeper Darkness, Misdirection



5- as a god blooded gnoll rogue with wings, his mere presence next to a foe results first in the application of winter's chill (a -3 to save attempts for now) which would effectively boost his gore stench/rot fangs save dc's, which would then apply the sickened penalties to all in the area. A tactic he'll use the rest of his career. With a flight speed of 60, sneak attack damage, and a CON inducing bite attack, he has a few options already at this rank.

10- Battle dancer stacks his CHA bonus into his AC. Aerial Avenger takes advantage of his natural flight speed, and stacks flyby and improved flyby on for better mobility. a slew of attack bonus's coming online, as well as power dive and another stack of sneak attack damage. Death attack's 3 round countdown can be done while airborne, stacking another source of damage onto an attack, who's saves are also boosted thanks to the tactic above.

15- Improved flight and a maneuver increase in this block make for Perfect maneuverability. the speed increase doesn't specifically state it's solely a flight speed increase even though that is probably RAI. Meaning our land speed is now 40, making our flight speed 80 (perfect), and air heritage makes that 110 (perfect). With bonus's to attack and damage while airborne.

20- Diving Charge now takes advantage of the flight speed, and pairs with swoop and the other aerial feats to apply even more bonus damage each round. born flyer grants a flat +4 bonus to all saves made to maintain maneuverabilty in the air or stay aloft, pretty much anything you'd need to make a save for.

with 13 ranks in "Avenger" out of a possible 10, clearly there is a lot of Avengering going on in this build. Several class, racial and feat abilities are taken to build on, mimic or replace levels of the SI. I suppose a sweet spot might be 5 or 12.




Dragon Compendium: Aerial Avenger, Battle Dancer, Unseelie Fey Template
Monster Manual V: God Blooded
Player’s Handbook: Rogue, Feats
Races of the Wild: Expeditious Dodge
http://archive.wizards.com/default.asp?x=dnd/prc/20070401a Avenger
SRD: http://www.d20srd.org/srd/monsters/gnoll.htm Gnoll
Slippers of Battledancing, 33,750gp, DMG2: would be a good item to get to stack on some CHA utility, requiring only a minor skills rework for Perform 5, and the constant movement in this build, would grant +2 to Initiative as well as CHA to attack/dmg instead of STR/DEX

Heliomance
2019-02-14, 10:56 AM
Entry number 3:



Hank, the Highly Endangered Northwest Pacific Tree Octopus

Amphibious Anthropomorphic Giant Octopus Barbarian 2/Totemist 6/Aerial Avenger 10
STR 17 (19) CON 16 (14) DEX 12 (16) INT 12 WIS 8 (12) CHA 9 (5)

The highly endangered northwest pacific tree octopodes (https://zapatopi.net/treeoctopus/) (or octopi or octopuses if you prefer) are notoriously elusive. The typical explanation for this is that they are in fact a hoax, or perhaps that they have excellent camouflage. While these are both true, the primary reason is that they are no mere octopodes: they are sentient, anthropomorphic octopodes!

A typical highly endangered northwest pacific tree octopus learns to navigate the temperate rainforests of their home via the Brachiation feat, swinging between trees and branches that are close enough together. Hank is different. He dreams of flying, of soaring between the trees and even over the rest of the world. To this end, he studies and learns from other animals, first the mundane animals through the path of the totem barbarian, then the magical animals that totemists channel for their soul-based powers. He balances his own obsession with flight with his people’s need for capable warriors to fight off their natural predators (eagles and sasquatches).

Hank is a terrifying opponent to face even before you take into account his terrifying shriek. With seven natural attacks and pounce, he charges into battle no matter the terrain. Heart of fire and dread carapace give each attack enough bonus damage to activate Knock Down, which grants a free trip attack at +4 (+8 to resist being tripped in turn), which grants a free additional attack. All of these attacks also grant a free grapple check, which activates your Constrict ability (2d8+6? 2d8+1+Str?) and any opponent grappled at the end of the turn takes heart of fire damage again. Against opponents susceptible to fear the swoop attack is capable of hitting several enemies – especially in corridors and similarly confined spaces – by flying over them so he is out of their range but they are within his.


Levels 1-5:

Hank dreams of flying, but for now he’ll settle for 7 natural attacks (6 of which have reach), pounce, and improved trip. The mobility feat allows him to more easily charge into the heart of an enemy group so he can reach as many foes as possible, using Improved Trip and his natural Improved Improved Grab/Constrict to leave his foes both flat on the ground and wrapped in his crushing grip. His first level of totemist grants him the Pegasus cloak to let him feather fall to the forest floor (which can be used to escape or to ambush) and the dread carapace improves his damage, though he can bind neither. Of course, if he knows what he’ll be up against later in the day he can specialize his meldshapings to deal with it.


Levels 6-10:

His brothers and sisters laughed at him for refusing to learn brachiation as a poor substitute for flying, but now that he can bind Pegasus cloak… they still chuckle, because feathered wings look pretty silly on a humanoid octopus. Their effectiveness is undeniable, though, the short bursts of flight allowing him to flit easily between the trees of his forest home. Even in excursions to different terrains, they grant him greatly enhanced mobility. This is further improved by binding the dread carapace to his feet, giving him a truly massive speed boost once per minute, whether he’s running, climbing, swimming, or flying. Shaping the behir gorget protects him in case a foe beats his trip attempt and tries to counter-trip him. His typical strategy works best against large numbers of relatively weak enemies, but against a small number of stronger enemies Elusive Target gives him more options.


Levels 11-15:

Hank is living the dream, becoming the world’s most terrifying (and only) para-octopus. Even as he specializes in flying, gaining bonuses to attack/damage and the ability to attack and withdraw in the same turn, he continues to unlock his chakras, allowing him true permanent flight. Even better, this frees up his totem chakra for binding heart of fire. While this costs him the speed boost from binding dread carapace, it massively increases his damage, and what could be scarier than a flying octopus man that is also on fire? This also makes Knock-Down far more viable, potentially giving him an additional attack with each natural weapon. At this point, Hank’s main weakness is enemies large enough to shrug off his trips and grapples, but he should be able to easily outmaneuver most enemies this size in the air. He is also incredibly stealthy, making drop-down ambushes very viable, and has enough ranks in Tumble to easily maneuver around and through foes to reach advantageous positions. If I had to choose a sweet spot for the build, it would be level 15.

Hanks four ‘standard’ melds for any given day of adventuring are dread carapace (shaped on feet), heart of fire (shaped on waist, bound to totem), Pegasus cloak (shaped on and bound to shoulders), and one flex soulmeld depending on party and expected challenges (by default, behir gorget shaped on throat).


Levels 16-20:

Remember when I rhetorically asked what could be scarier than Hank in the last level bracket? That was a trick question. The real answer is a ninja flying octopus man who is on fire and also screeching like a banshee. The swoop attack on its own is situationally useful, allowing Hank to hit enemies that are too spread out to reach with one full-attack by flying over their heads (most likely out of their reach the whole time, too, but if not that’s why we’ve got Tumble maxed), but the capstone panic effect makes this ability… well, terrifying. The save DC isn’t fantastic, but it doesn’t grant immunity on a failed save, and the panicked condition completely removes an enemy from the fight. Using the Listen to This skill trick, Hank can mimic previously panicked foes to lure their comrades into a trap. Against foes immune to fear, there’s always the classic hit, grapple, constrict, knockdown, bonus attack shebang! to fall back on, more effective now than ever thanks to the increased bonuses from Aerial Avenger. Combat Reflexes makes you even more effective at lock-down. And as your Essentia Capacity increases, the speed bonuses reduce the need to invest your precious essentia in keeping your flight speed up (though should you need to go fast it’s only a swift action away).


Secret Ingredient Breakdown:

BAB – we only get up to +15 BAB, but since we’re using natural weapons anyway (and adding a weapon to the mix would seriously reduce both odds of hitting and total damage, since we’re a totemist with 6 primary natural attacks) we don’t actually lose any attacks because of that one point. This only really impacts ranged attacks and Dread Carapace; more on both later.

Flyby Attack – This one’s situational, but against an opponent dangerous enough that charging for maximum damage is less important than not being next to them at the start of their turn (e.g. when soloing a dragon), this in conjunction with your superior maneuverability in the air will let you stay out of their way while plinking away at their health.

Momentum, Death From Above, & Power Dive – with our plethora of attacks (and pounce) these help us more than just about any other character. 1d6+3 damage is normally small change at high-level, but 7d6+21 is quite respectable – and if we get the free attacks from Improved Trip it can rise up to 14d6+42. It also helps overcome damage resistance (to bludgeoning or fire, for instance) to ensure we get proc Knock Down (10 damage). The bonus to attack helps make up for both our medium BAB and the penalty to our attack from Dread Carapace (essentially Power Attack for natural weapons).

Maneuverability Increase & Speed – These are obviously useful to a flying character. Speed also lets us safely transfer more of our essentia out of Pegasus cloak into heart of fire and dread carapace once we’ve gotten into melee range.

Range Increase – not gonna lie, this one probably won’t see much use. Hank is very much a melee character. That said, there are times when this will come in handy, such as ambushes, fast fleeing enemies, when you don’t want to leave your party undefended, or when you’ve had your movement speed reduced.

Swoop – This one is also surprisingly situational until you unlock Terrifying Shriek. We already get oodles of attacks with movement via pounce. But if the enemies are spread out in a rough line (e.g. a dungeon corridor) this can be a better choice than charging, especially if there are a lot of low AC enemies. Hank is largely a lock-down build, so the more foes hit the better.

Terrifying Shriek – … now Swoop is going to see more use. As discussed above, panic removes enemies from a fight, and because the ability doesn’t confer immunity on a failed save this is totally spam-able. Sure there are a lot of enemies immune to fear, but there are also a lot that aren’t.


Sources:
Complete Champion – Lion Totem Barbarian ( 46)
Complete Scoundrel – Skill Tricks (85 & 87). Honestly, these are just in here because I had extra skill points in the last two levels.
Dragon Compendium – Secret Ingredient (67)
Magic of Incarnum – Totemist (29), Midnight Dodge (39), Open Lesser Chakra (40), Behir Gorget (60), Dread Carapace (64), Heart of Fire (69), Pegasus Cloak (81).
Player’s Hand Book – Barbarian (24), Improved Trip (96), Mobility
Savage Species – Anthropomorphic Animals (214-215), Anthropomorphic Giant Octopus (216-217)
Stormwrack – Amphibious Creature template (136)
Sword and Fist: A Guidebook to Fighters and Monks – Knock-Down (7)
Unearthed Arcana / d20 SRD – Wolf Totem Barbarian (49 in UA)




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


1st
Anthropomorphic Giant Octopus 1
+1
+0
+2
+2
Climb 2, Hide 4, Listen 2, Tumble 1
Midnight Dodge
6 tentacles (primary, reach, 1d3), Bite (secondary, 1d6), Amphibious, Constrict, Darkvision 60ft, Improved Grab, Ink Cloud, Jet, +3 nat. armor, +4 to Hide, +8 to Swim


2nd
Anthropomorphic Giant Octopus 2
+2
+0
+3
+3
Climb 2, Hide 5, Listen 2, Tumble 2




3rd
Barbarian 1
+3
+2
+3
+3
Climb 4, Hide 5, Listen 3, Tumble 3
Mobility
Illiteracy, Pounce, Rage 1/day


4th
Barbarian 2
+4
+3
+3
+3
Climb 5, Hide 6, Listen 4, Tumble 3.5
Improved Trip (B)
Improved Trip


5th
Totemist 1
+4
+5
+5
+3
Climb 5, Hide 6, Knowledge (nature) 4, Listen 4, Tumble 4

Meldshaping, Wild Empathy


6th
Totemist 2
+5
+6
+6
+3
Climb 5, Hide 7, Knowledge (nature) 5, Listen 6, Tumble 4
Elusive Target
Totem Chakra Bind (+1 capacity)


7th
Totemist 3
+6
+6
+6
+4
Climb 5, Hide 7, Knowledge (nature) 5, Listen 9, Tumble 5

Totem’s Protection


8th
Totemist 4
+7
+7
+7
+4
Climb 5, Hide 8, Knowledge (nature) 6, Listen 11, Tumble 5




9th
Totemist 5
+7
+7
+7
+4
Climb 5, Hide 9, Knowledge (nature) 6, Listen 12, Tumble 6
Bonus Essentia
Chakra Binds (crown, feet, hands)


10th
Totemist 6
+8
+8
+8
+5
Climb 5, Hide 10, Knowledge (nature) 7, Listen 13, Tumble 6

Totem Chakra Bind (+1 meldshaper level)


11th
Aerial Avenger 1
+8
+8
+10
+5
Climb 5, Hide 10, Knowledge (nature) 7, Listen 13, Tumble 13
Flyby Attack (B)
Flyby Attack, Literacy


12th
Aerial Avenger 2
+9
+8
+11
+5
Climb 5, Hide 10, Knowledge (nature) 7, Listen 13, Move Silently 5, Tumble 15
Open Lesser Chakra
Momentum +1, Power Dive


13th
Aerial Avenger 3
+10
+9
+11
+6
Climb 5, Hide 10, Knowledge (nature) 7, Listen 13, Move Silently 11, Tumble 16

Maneuverability Increase, Speed +10ft


14th
Aerial Avenger 4
+11
+9
+12
+6
Climb 5, Hide 12, Knowledge (nature) 7, Listen 13, Move Silently 15, Tumble 17

Death From Above +1, Range Increase


15th
Aerial Avenger 5
+11
+9
+12
+6
Climb 7, Hide 14, Knowledge (nature) 7, Listen 15, Move Silently 16, Tumble 18
Knockdown
Momentum +2


16th
Aerial Avenger 6
+12
+10
+13
+7
Climb 7, Hide 16, Knowledge (nature) 7, Listen 17, Move Silently 18, Tumble 19

Swoop


17th
Aerial Avenger 7
+13x
+10
+13
+7
Climb 5, Hide 18, Knowledge (nature) 7, Listen 19, Move Silently 20, Tumble 20

Maneuverability Increase, Speed +10ft


18th
Aerial Avenger 8
+14
+10
+14
+7
Climb 5, Hide 21, Knowledge (nature) 7, Listen 21, Move Silently 21, Tumble 21
Combat Reflexes
Momentum +3


19th
Aerial Avenger 9
+14
+11
+14
+8
Climb 5, Escape Artist 1, Hide 22, Knowledge (nature) 7, Listen 22, Move Silently 22, Tumble 22, Back on Your Feet (skill trick)

Death From Above +2


20th
Aerial Avenger 10
+15
+11
+15
+8
Climb 5, Escape Artist 2, Hide 23, Knowledge (nature) 7, Listen 23, Move Silently 23, Survival 23, Tumble 23, Back on Your Feet (skill trick), Listen to This (skill trick)

Terrifying Shriek

Heliomance
2019-02-14, 10:59 AM
Entry number 4:



A massive, brightly colored, burly man, entirely bald save for a magnificent mustache flies through the sky, with a broad, barreled multicolored chest bared for all the world to see. He holds his arms out to both his sides, as if to present himself and say 'look upon me! GAZE upon my brilliance' and says, less with his mouth and more through sheer mental prowess, "Look upon me! GAZE upon my brilliance!" Except there's nobody there to do so. Nobody save for a family of grizzlies, who do take a moment to look up at him, staring until he passes before going back to foraging for berries. He actually doesn't wear much of anything--His form is indistinct, but somehow has to it a sense of poise and grandeur.

This man, is the one known as Duke Herambald Chedzarius. He proclaims himself as the Lord of the Drifting Lands, but most people simply know him as the Babarial Avenger. One might be inclined to ask why, and indeed, if that person is a law-abiding citizen, it is unlikely they will ever know. A murderer or their ilk, however, would be quick to learn of his righteous fury--And his resulting transformation to a bear. In truth, while Herambald believes himself to be a Duke, or to have the name Herambald, none of these are verifiable truths--Herambald woke in the lands of Rashaman, amid a massive battlefield, with no memories and a colorful body. It took years of him wandering the lands to learn what battle he'd even participated in, and years more to learn the details therewithin.

Apparently, the battlesite he'd died upon had been one of a defensive war, between a Lord in Shining armor and the local berserkers. He'd been looking to establish his own kingdom upon the lands of Rashaman, an action known to be quite foolish, and ultimately had lost. His name had been Lord Herambald, and he'd been thwarted through the heroic efforts of a single Berserker who, mid-battle, had sacrificed his life to charge through the ranks of the knights, taking into his own body the lances of countless soldiers and plowing further into their ranks, leading the Berserkers through in a glorious battle that saved the local Rashemi people. Since, when Harembald awoke, all the other spirits seemed to be reverent of him, and he was so colorful, it only made sense that he must have been this glorious Lord, and so he gave himself a fittingly Lordlike name and traveled through the lands.
However, he felt significant guilt for the damage "he" had done to the Rashemi people. He vowed to never again try to conquer an indigenous people and, in fact, to serve those people--And better yet, he disavowed himself of lands! And worldly possessions! And since he still had to be a Lord of something, he claimed the 'Drifting Lands!' And so, a legend was born--A legend of an incredibly stupid savior, one who was both grand and deluded at the same time.


Race: Living Construct Telthor Warforged Saint
Racial bonuses: +4 Con, +2 Cha
Str: -- | | -- | --
Dex: 18 | +4/+8| 30| +10
Con: 18 | +4 | 22 | +6
Wis: 12 | +2 | 14| +2
Cha: 16 | +4 | 20 | +5
Int: 8 | | 8 | -1





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


1st
Fighter
+1
+2
+0
+0
Class Skills:
Handle Animal:(+4) 4
Intimidate:(+1) 1
Dodge, Improved Unarmed Strike, Flaw: Vulnerable, Flaw: Shaky, Sacred Vow, Vow of Poverty, Nymph's Kiss
Bonus Feat(Dodge)


2nd
Fighter
+2
+3
+0
+0
Class Skills:
Handle Animal: 4
Intimidate: 1
Cross-Class Skills:
Tumble(+1): 1
Mobility, Nimbus of Light
Bonus Feat: Mobility


3rd
Barbarian
+3
+5
+0
+0
Class Skills:
Handle Animal: 5
Intimidate:(+1) 2
Survival:(+3) 3
Cross-Class Skills:
Tumble: 1
Great Fortitude
(Spiritual Totem ACF)Pounce, Whirling Frenzy 1/day


4th
Barbarian
+4
+6
+0
+0
Class Skills:
Handle Animal: 5
Intimidate:(+1) 3
Survival:(+1) 4
Cross-Class Skills:
Tumble:(+1) 2
Righteous Wrath
+2 Intimidate(Ape Totem ACF)


5th
Barbarian
+5
+6
+1
+1
Class Skills:
Handle Animal: 5
Intimidate:(+2) 5
Survival: 4
Cross-Class Skills:
Tumble: 2
Spellcraft:(+1) 1
--



6th
Fist of the Forest
+6
+8
+3
+1
Class Skills:
Handle Animal: 5
Intimidate: 5
Survival: 4
Cross-Class Skills:
Tumble: 2
Spellcraft:(+1) 2
Mageslayer, Sanctify Natural Attack
Feral Trance, Con to AC, Fast Movement, Primal Living


7th
Fist of the Forest
+7
+9
+4
+1
Class Skills:
Handle Animal: 5
Intimidate:(+2) 7
Survival: 4
Cross-Class Skills:
Tumble: 2
Spellcraft: 2
--
Uncanny Dodge, Untamed Strike


8th
Fist of the Forest
+8
+9
+4
+2
Class Skills:
Handle Animal: 5
Intimidate: 7
Survival: 4
Cross-Class Skills:
Tumble:(+1) 3
Spellcraft: 2
Touch of Golden Ice
Scent, Feral Trance 2/day


9th
Berserk
+8
+11
+4
+2
Class Skills:
Handle Animal: 5
Intimidate: 7
Survival: 4
Cross-Class Skills:
Tumble:(+1) 4
Spellcraft: 2
Pierce Magical Protection
Battle Fury 1/day, +10ft. Movement speed


10th
Berserk
+9
+12
+4
+2
Class Skills:
Handle Animal: 5
Intimidate: 7
Survival: 4
Cross-Class Skills:
Tumble:(+1) 5
Spellcraft: 2
Holy Radiance
Damage Reduction 1/-


11th
Aerial Avenger
+9
+12
+6
+2
Class Skills:
Handle Animal: 5
Intimidate:(+3) 10
Survival: 4
Tumble: 5
Cross-Class:
Spellcraft: 2
Flyby Attack
Gain Flyby Attack


12th
Aerial Avenger
+10
+12
+7
+2
Class Skills:
Handle Animal: 5
Intimidate: 10
Survival: 4
Tumble: 5
Hide:(+2) 2
Listen:(+2) 2
Cross-Class:
Spellcraft: 2
Skill Trick Acquired: Never Outnumbered
Combat Reflexes, Stigmata
Momentum +1, Power Dive


13th
Aerial Avenger
+11
+13
+7
+3
Class Skills:
Handle Animal: 5
Intimidate: 10
Survival: 4
Tumble: 5
Hide:(+3) 5
Listen:(+3) 5
Cross-Class:
Spellcraft: 2
Skill Trick: Never Outnumbered
--
Maneuverability increase, speed +10 feet


14th
Aerial Avenger
+12
+13
+8
+3
Class Skills:
Handle Animal: 5
Intimidate: 10
Survival: 4
Tumble: 5
Hide:(+3) 8
Listen:(+3) 8
Cross-Class:
Spellcraft: 2
Skill Trick: Never Outnumbered
Liira's Blessing
Death from Above +1, Range Increase


15th
Aerial Avenger
+12
+13
+8
+3
Class Skills:
Handle Animal: 5
Intimidate: 10
Survival: 4
Tumble: 5
Hide:(+3) 11
Listen:(+3) 11
Cross-Class:
Spellcraft: 2
Skill Trick: Never Outnumbered
Karmic Strike
Momentum +2


16th
Aerial Avenger
+13
+14
+9
+4
Class Skills:
Handle Animal: 5
Intimidate: 10
Survival: 4
Tumble: 5
Hide:(+3) 14
Listen:(+3) 14
Cross-Class:
Spellcraft: 2
Skill Trick: Never Outnumbered
Favored of the Companions
Swoop


17th
Aerial Avenger
+14
+14
+9
+4
Class Skills:
Handle Animal: 5
Intimidate: 10
Survival: 4
Tumble: 5
Hide:(+3) 17
Listen:(+3) 17
Cross-Class:
Spellcraft: 2
Skill Trick: Never Outnumbered
--
Maneuverability Increase, Speed +10 feet


18th
Aerial Avenger
+15
+15
+10
+5
Class Skills:
Handle Animal: 5
Intimidate: 10
Survival: 4
Tumble: 5
Hide:(+3) 20
Listen:(+3) 20
Cross-Class:
Spellcraft: 2
Skill Trick: Never Outnumbered
Improved Disarm, Knight of Tyr's Holy Judgement
Momentum +3


19th
Aerial Avenger
+15
[td]+16/td]
+10
+6
Class Skills:
Handle Animal: 5
Intimidate: 10
Survival:(+2) 6
Tumble: 5
Hide:(+2) 22
Listen:(+2) 22
Cross-Class:
Spellcraft: 2
Skill Trick: Never Outnumbered
--
Death from Above +2


20th
Terrifying Shriek
+16
+16
+11
+6
Class Skills:
Handle Animal: 5
Intimidate:(+1) 11
Survival:(+2) 8
Tumble: 5
Hide:(+1) 23
Listen:(+1) 23
Cross-Class:
Spellcraft: 2
Skill Trick: Never Outnumbered
Gift of Discernment
Terrifying Shriek






Levels 1-5
Duke Herambald is a big, clunky fighter/Barbarian, with the typical tools for the job. He's got some defensive options, what with his many immunities and resistances, along with a double-powered Protection from Evil and Spell Defense, along with an AC of 27(!!!). He's got plenty of offensive options, including power-attack, whirling frenzy, and pounce, to make sure that enemies are strongly punished for attempting to circumvent him.
In addition, he has a couple of survival-oriented skills, and he can probably talk bears out of attacking people. Given that he's incorporeal, he's capable of scouting out areas and seeing what's coming next, and with a lack of a need to sleep, he makes for a good watch-guard. His flight at this time gives him enhanced tactical options, and his miss-chance adds on to the fact that it will be a rare day indeed before an opponent can strike him. While his lack of social skills might hurt a bit, it's made up for with a high Charisma and Nymph's Kiss.
Now for the thing you might be wondering: Isn't he a Telthor? How's he going to leave his homeland? Well, quite simple. He heals fifty times faster than he takes damage.

Levels 6-10
Welcome to Painville, population Herambald. His combat options are not only still solid, but now the fear escalation his begun. He's scary to evil, dangerous to evil, his intimidate game has begun, he's got multiple different sources of rage, magic users rightfully fear him, and invisibility doesn't work against him without a ninth level spell or a feat investment--For reasons that maybe don't quite make sense.(How do ghosts smell, again?)
His defenses are as solid as ever, though perhaps becoming a little less relevant with the introduction of more powerful spells. Fortunately, the incorporeal subtype steps up here to provide a further layer of defense--Magic has a 50% chance of whiffing. And Herambald has Mobility, so there's only one person who'll be on his mind once he catches sight of magic.
His skills have, however, become less spread out due to the fact that none of his classes actually had tumble as a class skill, which required a costly 5-skill extra investment.

Levels 11-15
Some interesting defense-offense mechanics have now come online, and in good time, too! You see, Herambald is about to have to start dealing with ghost-touch weapons and enemies that might have multidimensional spell. To that end, he now has a variety of tools at his disposal--First and foremost, He has all the basic components necessary to punish an opponent for hitting him in combat. He did get that fancy Pierce Magical Protection ability a while back, so he's pretty much guaranteed a touch attack--And so those counterattacks are pretty much guaranteed to hit. He does a respectable amount of damage to evildoers, and he has two separate mass intimidation options.
He's also developed a knack for stealth. This is doubly effective for Herambald, as he can easily blend into the environment and makes no noise as he moves. This, combined with his solid listen checks, makes him a respectable backup scout, and a good choice for sending through dungeon walls to inspect for traps. No, he might not be a trained professional, but the column of cogs and gears is a pretty good indicator.
Finally, at this stage he's gotten an increase in maneuverability which makes it all the more likely that he can dive in with those claws.

Levels 16-20
We've finally rounded out those skills, and now we have three different fear effects, all working off of a respectable 20 Charisma! Two of them are getting a +2 to their DCs thanks to the Saint Template, bumping them up to a DC 27 save--Big enough that even other 20th level creatures have a significant chance of failing--And he's got combat prowess to back it up! Armed enemies become quickly disarmed. Big enemies get quickly pummeled. Undead get fried. Much fun is had. He's weak against will saves, though, so as always, handle with care--There'll be situations where it'll be as low as +9. Take those spellcasters out first! Fortunately, the Saint comes in handy here, with a lot of SLAs that help to boost those saves.

I'd say my highlight would probably be levels 9-14. You see just about everything coming online in that area, spells aren't quite at the level where you need to be afraid at all times about whether or not they've prepared Enervation, your hits hurt a lot more, and your physical defenses still matter.


I'll admit, this dish is probably as elegant as mashed potatoes and gravy, but lemme tell ya this--I LIKE this mashed potatoes and gravy. I am a former robot-ghost-saint on a mission to cleanse the world of EVIL, and I do it by getting MAD! I'm not strong(In fact, technically, the guy has a flat 8 in strength if he were to ever not be incorporeal) but I'm tough as nails, and charming to boot! This one was so much fun to compose!


Book of Exalted Deeds| Saint Template, Vow of Poverty, Sacred Vow, Nymph's Kiss, Nimbus of Light, Righteous Wrath, Sanctify Natural Attack, Touch of Golden Ice, Holy Radiance, Stigmata, Liira's Blessing, Favored of the Companions, Knight of Tyr's Holy Judgement, Gift of Discernment
Complete Champion|Spiritual Totem Barbarian ACF, Fist of the Forest
Dragon Compendium| Aerial Avenger
Deities and Demigods| Berserk
Complete Warrior|Karmic Strike
Unearthed Arcana|Ape Totem Barbarian ACF, Whirling Frenzy Barbarian ACF
Savage Species|Incarnate Construct
Eberron Setting|Warforged
Unapproachable East| Telthor

Heliomance
2019-02-14, 11:01 AM
Entry number 5:


BLACKHAWK D'OUN, STEALTH GUNSHIP

A Raptoran Mercenary for Hire, Blackhawk is a battlefield controller/blaster, soaring above conflicts and mowing down enemies beneath him.

Please note, the token expired while I was writing this and I lost all the formatting and putting it back together is making me want to cry so it could be screwed up or have mistakes in the build and for some reason my picture now won't work anymore.

Please note, due to the limitations of this build I am only presenting a level 20 build because it doesn't really come together (as much as it ever comes together) until like, 18. At lower levels he functions as a Fighter of unimpressive optimization. Once he gets to bloodstorm blade he's a bit more fun to play. Unfortunately the requirement to spend feats on dodge and mobility in a fighter based character as well as the feat and attribute tax for improved trip(int 13, combat expertise) make him questionable at best at lower levels.

Raptoran Dungeoncrasher Fighter 6/Warblade 2/Bloodstorm Blade 6/ Aerial Avenger 6
Size Large (permanent Enlarge Person)
HD 6d10+8d12+6d8+20 (136 HP)
Speed 30', Fly 50' (Good)
AC: Not impressive enough to be worth calculating, honestly
BAB: +18
Attack: +5 Adamantine Keen Spellblade Greatsword (see items) +36
Damage: 3d6+28 17-20 (if the damage seems wrong don't forget momentum from the ingredient, same for Dungeoncrasher below)
Special Attacks: Swoop Bullrush Trip Dungeoncrash 8d6+41(see "what he does" section)
Saves: Fort +21 Ref +15 Will +11
Ability Scores: Str 36 Dex 13 Con 12 Int 13 Wis 10 Cha 8 (all stat bumps went to strength)
Feats:Power Attack, Cleave, Great Cleave, Improved Bull Rush, Shock Trooper, Knockback Combat Expertise, Improved Trip, Dodge, Mobility, Point Blank Shot, Throw Anything, Flyby Attack
Skills Spot +23 Hide +23(+43 see items) Move Silent +22 Tumble +6 Balance +9 Others who cares

Stance: Punishing Stance
Maneuvers: Iron Heart Surge, none of the others really matter for this build
Notable Items:
+5 Adamanatine Keen Greatsword, Spellblade x2 (Dispel Magic, Greater Dispel Magic, he REALLY doesn't want his enlarge person dispelled, or his invis)
Belt of Giant Strength +6
Cloak of Resistance +5
Manual of Strength +5
Ring of Invisibility
Ring of Improved Invisibility (custom item, Greater Invis 3/day)
Boots of Speed
Honestly at this point I'm too lazy to fully optimize level 20 WBL


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


1st
Warblade
+1
+2
+0
+0
Tumble 4, Balance 4, Spot 2, Hide 2, Move Silently 2
Power Attack
Maneuvers, Battle Clarity, Weapon Aptitude


2nd
Warblade
+2
+3
+0
+0
Tumble 5, Balance 5, Jump 3

Uncanny Dodge


3rd
Dungeoncrasher
Fighter
+3
+5
+0
+0
Balance 6
Improved Bull Rush, Point Blank Shot
Bonus Feat


4th
Dungeoncrasher
Fighter
+4
+6
+0
+0
Hide 3

Dungeoncrasher ACF


5th
Dungeoncrasher
Fighter
+5
+6
+1
+1
Balance 7




6th
Dungeoncrasher
Fighter
+6
+7
+1
+1
Balance 8
Shock Trooper, Combat Expertise
Bonus Feat


7th
Dungeoncrasher
Fighter
+7
+7
+1
+1
Hide 4




8th
Dungeoncrasher
Fighter
+8
+8
+2
+2
Move Silently 4

Dungeoncrasher ACF


9th
Bloodstorm Blade
+9
+10
+2
+2
Spot 7
Improved Trip
Throw Anything
Throw Anything, Returning Attacks, Weapon Aptitude


10th
Bloodstorm Blade
+10
+11
+2
+2
Spot 12

Martial Throw, Thunderous Throw


11th
Bloodstorm Blade
+11
+11
+3
+3
Spot 15, Hide 5
Dodge
Bonus Feat


12th
Bloodstorm Blade
+12
+12
+3
+3
Hide 7
Mobility
Lightning Ricochet


13th
Aerial Avenger
+12
+12
+5
+3
Hide 14
Flyby Attack
Flyby Attack


14th
Aerial Avenger
+13
+12
+6
+3
Hide 17, Move Silently 8

Momentum +1, Power Dive


15th
Aerial Avenger
+14
+13
+6
+4
Move Silently 15
Knockback
Maneuverability increase, speed +10 feet


16th
Aerial Avenger
+15
+13
+7
+4
Hide 19, Move Silently 19, Listen 1

Death From Above, Range Increase


17th
Aerial Avenger
+15
+13
+7
+4
Hide 20, Move Silently 20, Listen 6

Momentum +2


18th
Aerial Avenger
+16
+14
+8
+5
Hide 21, Move Silently 21, Listen 11
Cleave
Swoop


19th
Bloodstorm Blade
+17
+14
+8
+5
Spot 20

Blood Wind Ricochet


20th
Bloodstorm Blade
+18
+15
+9
+6
Spot 23, Hide 22
Great Cleave
Bonus Feat



So, looking at this class I determined it really only had 2 abilities that were meaningful to possibly build around, Swoop and Terrifying Shriek. After a little looking, I didn't find anything to make terrifying shriek interesting other than just spamming stuff to increase the save DC which I thought was boring, so I settled on swoop.

This build uses the bloodstorm blade ability to make melee attacks at range to exercise battlefield control over a large area. When he swoops, he can make a melee attack against anyone in an are aprroximately 10 squares long and 7 squares wide (16 squares long if he activates his boots of speed), he can increase the width by 6 squares however he takes a -1 to hit anyone outside the initial area. This can continue to be expanded, taking more penalties the further out enemies are. When he hits, he can use knockback to bullrush people, with his high strength and size and feats his bull rush bonus is +21 to the opposed strength check. Once he bull rushes you, he has two options

1) If there is no other enemy anywhere near you, he can, since he is flying above you, bull rush you into the ground using the directed bull rush feature of his shock trooper feat, doing an additional 8d6+39 damage. He can also of course bull rush you into walls or obstacles if those are available. However, where he can shine is option 2

2) If there are multiple enemies in an area, he can bullrush one enemy into another, using domino rush to trip them both and then get an extra attack on both of them. Since there is no limit on uses of knockback, he can use this additional attack to bullrush them again, into the ground to do the extra dungeoncrasher damage. Since he gets a Swoop attack on both of them he can then hit the second one, and since there is technically no rule against tripping someone who is already prone he can throw them back into the first one and repeat the whole process. This allows him to hit each of them three times and Dungeoncrash each of them into the ground twice, for a total of, if successful, 25d6+166 damage, I think. Oh wait I forgot he also has punishing stance up so that makes it 28d6+166 (average 264). If there are more than 2 people near each other he can instead use the bonus attack from improved trip to bull rush both of the first two into a third one, creating even more iterative trips, attacks, bull rushes and Dungeon crashes, adding up to amounts of damage which I can only describe as "probably enough".

Because he can choose to take his attack for swoop from any point along his path as long as he has the proper range, he can generally finagle his directed bull rush in the direction he needs.

He can also bull rush additional people into anyone who survives the first set of attacks to get additional attacks on them. With Cleave and Great Cleave he can get more attacks if he kills anyone, each time repeating the process described above.

He will generally scout an area with his ring of invis up, figure out the right place to start his attack run, activate ring of improved invis and go to town. His invisibility helps to mitigate the attack penalty he will take from swoop.

BONUS ALTERNATE BUILD: By switching out Cleave and Great Cleave for Improved Sunder and Combat Brute, you can do everything decribed above but also sunder everyone's weapons first. However, since an opponent strong enough to survive the above described damage may very well have valuable magic weapons, I chose not to go that route.

Heliomance
2019-02-14, 11:05 AM
Entry number 6:



Shred Furlong
CN Silverbrow Human Totemist 2/Aerial Avenger 10/Incarnate 1/Unarmed Swordsage 1/Warblade 6


To Primitivity, And Beyond!Ability Scores
16 Str, 12 Dex, 16 Con, 10 Int, 10 Wis, 12 Cha
Increase Con at 4th and 8th level, and Str at all opportunities thereafter.



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


1st
Totemist 1
+0
+2
+2
+0
Tumble 4, Listen 4, Balance 2cc, Jump 2cc
Midnight Dodge, Mobility
Wild Empathy, Illiteracy, Skilled City-Dweller (Ride for Tumble)


2nd
Totemist 2
+1
+3
+3
+0
Tumble 5, Listen 5, Balance 2, Jump 2, Spot 2
-
Totem Chakra Bind (+1 Capacity)


3rd
Aerial Avenger 1
+1
+3
+5
+0
Tumble 5, Listen 5, Balance 5, Jump 5, Spot 2
Roofwalker, Flyby Attack
-


4th
Aerial Avenger 2
+2
+3
+6
+0
Tumble 7, Listen 5, Balance 7, Jump 7, Spot 2
-
Momentum +1, Power Dive


5th
Aerial Avenger 3
+3
+4
+6
+1
Tumble 8, Listen 8, Balance 8, Jump 8, Spot 2
-
Maneuverability Increase, Speed +10 ft


6th
Aerial Avenger 4
+4
+4
+7
+1
Tumble 9, Listen 9, Balance 9, Jump 9, Spot 2, Listen to This
Roof-Jumper
Death From Above +1, Range Increase


7th
Aerial Avenger 5
+4
+4
+7
+1
Tumble 10, Listen 10, Balance 10, Jump 10, Spot 2, Listen to This, Twisted Charge
-
Momentum +2


8th
Aerial Avenger 6
+5
+5
+8
+2
Tumble 11, Listen 11, Balance 10, Jump 11, Spot 2, Concentration 3, Listen to This, Twisted Charge
-
Swoop


9th
Aerial Avenger 7
+6
+5
+8
+2
Tumble 12, Listen 12, Balance 10, Jump 12, Spot 2, Concentration 4, Listen to This, Twisted Charge, Back on Your Feet
Open Least Chakra (Hands)
Maneuverability Increase, Speed +10 ft


10th
Aerial Avenger 8
+7
+5
+9
+2
Tumble 13, Listen 13, Balance 10, Jump 13, Spot 2, Concentration 7, Listen to This, Twisted Charge, Back on Your Feet
-
Momentum +3


11th
Aerial Avenger 9
+7
+6
+9
+3
Tumble 14, Listen 14, Balance 10, Jump 14, Spot 2, Concentration 10 Listen to This, Twisted Charge, Back on Your Feet
-
Death From Above +2


12th
Aerial Avenger 10
+8
+6
+10
+3
Tumble 15, Listen 15, Balance 10, Jump 15, Spot 2, Concentration 13 Listen to This, Twisted Charge, Back on Your Feet
Multiattack
Terrifying Shriek


13th
Unarmed Swordsage 1
+8
+6
+12
+5
Tumble 16, Listen 16, Balance 11, Jump 16, Spot 2, Concentration 15 Listen to This, Twisted Charge, Back on Your Feet
Improved Unarmed Strike, Weapon Focus (Tiger Claw)
Quick to Act +1, Unarmed Strike


14th
Incarnate 1
+8
+8
+12
+7
Tumble 16, Listen 16, Balance 11, Jump 16, Spot 2, Concentration 17 Listen to This, Twisted Charge, Back on Your Feet
-
Aura, Detect Opposition


15th
Warblade 1
+9
+10
+12
+7
Tumble 18, Listen 16, Balance 11, Jump 17, Spot 2, Concentration 18 Listen to This, Twisted Charge, Back on Your Feet
Improved Multiattack
Battle Clarity (Reflex Saves), Weapon Aptitude


16th
Warblade 2
+10
+11
+12
+7
Tumble 19, Listen 16, Balance 11, Jump 19, Spot 2, Concentration 19 Listen to This, Twisted Charge, Back on Your Feet
-
Uncanny Dodge


17th
Warblade 3
+11
+11
+13
+8
Tumble 20, Listen 16.5cc, Balance 11, Jump 20, Spot 2, Concentration 20 Listen to This, Twisted Charge, Back on Your Feet
-
Battle Ardor (Critical Confirmation)


18th
Warblade 4
+12
+12
+13
+8
Tumble 21, Listen 17cc, Balance 11, Jump 21, Spot 2, Concentration 21 Listen to This, Twisted Charge, Back on Your Feet
Open Greater Chakra (Waist)
-


19th
Warblade 5
+13
+12
+13
+8
Tumble 22, Listen 17.5cc, Balance 11, Jump 22, Spot 2, Concentration 22 Listen to This, Twisted Charge, Back on Your Feet
Combat Reflexes
-


20th
Warblade 6
+14
+13
+14
+9
Tumble 23, Listen 18cc, Balance 11, Jump 23, Spot 2, Concentration 23 Listen to This, Twisted Charge, Back on Your Feet
-
Improved Uncanny Dodge


Meldshaping


Level
Soulmelds
Essentia
Chakra Binds


1
2
2
0


2
3
3
1


9
3
3
1+1


14
3+2
4
1+1


18
3+2
4
1+2



Maneuvers


Level
Maneuvers Readied
Maneuvers Known
Stances Known


13
4
Claw at the Moon, Sudden Leap, Shadow Jaunt, Moment of the Perfect Mind, Mind Over Body, Mountain Hammer
Child of Shadow


15
4/3
Claw at the Moon, Sudden Leap, Shadow Jaunt, Moment of the Perfect Mind, Mind Over Body, Mountain Hammer, Wall of Blades, Iron Heart Surge, White Raven Tactics
Child of Shadow, Leading the Charge


16
4/3
Claw at the Moon, Sudden Leap, Shadow Jaunt, Moment of the Perfect Mind, Mind Over Body, Mountain Hammer, Wall of Blades, Iron Heart Surge, White Raven Tactics, Dancing Mongoose
Child of Shadow, Leading the Charge


17
4/3
Claw at the Moon, Sudden Leap, Shadow Jaunt, Moment of the Perfect Mind, Mind Over Body, Mountain Hammer, Wall of Blades, Iron Heart Surge, White Raven Tactics, Dancing Mongoose, Dazing Strike
Child of Shadow, Leading the Charge


18
4/4
Claw at the Moon, Sudden Leap, Shadow Jaunt, Moment of the Perfect Mind, Mind Over Body, Mountain Hammer, Wall of Blades, Iron Heart Surge, White Raven Tactics, Dancing Mongoose, Dazing Strike, Manticore Parry
Child of Shadow, Leading the Charge, Dancing Blade Form


19
4/4
Claw at the Moon, Sudden Leap, Shadow Jaunt, Moment of the Perfect Mind, Mind Over Body, Mountain Hammer, Iron Heart Surge, White Raven Tactics, Dancing Mongoose, Dazing Strike, Manticore Parry, Moment of Alacrity
Child of Shadow, Leading the Charge, Dancing Blade Form


20
4/4
Claw at the Moon, Sudden Leap, Shadow Jaunt, Moment of the Perfect Mind, Mind Over Body, Mountain Hammer, Iron Heart Surge, White Raven Tactics, Dancing Mongoose, Dazing Strike, Manticore Parry, Moment of Alacrity, Quicksilver Motion
Child of Shadow, Leading the Charge, Dancing Blade Form

Blue denotes Swordsage maneuvers.
Red denotes Warblade maneuvers.

Mauling With Style Such a strange place. A huge pile of stones with so many people bustle about it. Perplexing. That they could look at me like I’m the weird one beggars belief. They’ve even sent someone to question me. He’s got a dog following him around and the general look of a ranger, so maybe he’ll talk some sense…

Or maybe not. To hear this ‘Woodley’ talk, we’re all little more than children’s playthings, and have nothing to offer beyond staying in our lane and doing our part for the ‘city.’ He even mocked my flying – said I was just “falling, with style.”
Level 6Between having a good Ref save, Ride as a class skill to trade for Tumble with Skilled City-Dweller, and limited Flight via the Pegasus Cloak Totem Bind, Totemist 2 gets us into Aerial Avenger at the earliest possible level. Being an Incarnum user also allows us to substitute Dodge with Midnight Dodge, and pick up a point of essentia which will generally be more useful than +1 to AC. Having Balance on Aerial Avenger’s skill list actually ends up being useful in meeting the skill prereqs for Roofwalker and Roof-Jumper, which allows us to build off the SI’s Dodge and Mobility requirements even as we pick up a superior version of Spring Attack by way of Flyby Attack. Pegasus Cloak’s flight causes Shred to fall if his turn ends not on solid ground, but as he’s doing it deliberately, he can turn that fall into a Roof-Jumper charge, which is still boosted by Momentum, Death From Above, and Power Dive. The Dragonblood subtype also grants us access to the Claws of the Wyrm and Dragon Tail soulmelds, which can make up for the lost Totem Bind slot.

Level 12We finish up the SI nice and early. The average maneuverability flight from the Pegasus Cloak is now up to perfect, but most of the time he’ll probably just Swoop in a straight line, complete with Terrifying Shriek, then fall into a Roof-Jumper charge, now with Pounce thanks to the Sphinx Claws hand bind. Needing to free up a meld slot for Sphinx Claws means dropping the Dragon Tail from Shred’s loadout for the moment being, but an extra claw attack from Claws of the Wyrm is still nice, and we’ll fill out the full attack routine in the next few levels.

Level 20Being able to complete the SI early allows us to backload initiator levels for higher level maneuvers. Unarmed Swordsage adds an extra natural weapon with iteratives to the Sphinx Claws Pounce routine. Incarnate adds a few more soulmeld slots, one of which can be used to get the Dragon Tail back, and the other of which can either go to some situational choice of meld for a given day, or to the Airstep Sandals, which have flight similar to that granted by the Pegasus Cloak and can free up the Totem Bind for something else. Dancing Blade Form and the Dragon Tail Waist bind expand reach to 15 ft, which allows Swoop to reach more targets while still positioning for the Roof-Jumper fall. We also now have a few useful options for the swift action that’s free after a Swoop, including moving essentia around, switching into the Leading the Charge stance, moving an ally’s turn up with White Raven Tactics, juicing the upcoming full attack with Dancing Mongoose, or taking an extra move for positioning or height with Quicksilver Motion.
Some behemoth is slamming against the gates and it has friends coming over the wall faster than the town guard can put them down. Woodley’s darting around putting some hurt on the big one, but the gate won’t last much longer. I launch from a rooftop, my tail spiraling around to smack down some of the fliers, and loop into my dive, battering the beast into the dirt.

I’m sore from the landing, but it seems we’ve won. Woodley is rushing up to me in his excitement. “Wow! Now that was some flying.”

I can’t help but laugh. “That was falling. With style.”


Cityscape: Roofwalker, Roof-Jumper
Cityscape Web Enhancement (http://archive.wizards.com/default.asp?x=dnd/we/20070228a): Skilled City-Dweller
Complete Scoundrel: Skill Tricks
Draconomicon: Improved Multiattack
Dragon Compendium: Aerial Avenger
Dragon Magic: Draconic Soulmelds (http://archive.wizards.com/default.asp?x=dnd/ex/20060912a&page=4), Silverbrow Human
Magic of Incarnum: Totemist, Incarnate, Midnight Dodge, Open Least Chakra, Open Greater Chakra, Soulmelds
Monster Manual V: Flyby Attack, Multiattack
Player’s Handbook: Mobility, Improved Unarmed Strike, Weapon Focus
Tome of Battle: Swordsage, Warblade, Maneuvers

Heliomance
2019-02-14, 11:11 AM
Entry number 7:


Peregrine
Swiftwing/Gorebrute Shifter Dungeon Crasher Fighter 6/Warshaper 2/Weretouched Master (tiger) 4/Warshaper +1/Aerial Avenger 7

People typically think of birds of prey as striking with their claws. While that’s true to an extent, the fastest birds rely far more upon the impact of their strike to stun or kill their hapless prey. Peregrine is a shifter skirmisher who has taken that principle to heart




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


1st
Fighter
+1
+2
+0
+0
Jump 4, Tumble 2
Gorebrute Elite, Power Attack (B)
Bonus Feat


2nd
Fighter 2
+2
+3
+0
+0
Jump 5, Tumble 2

Dungeon Crasher ACF


3rd
Fighter 3
+3
+3
+1
+1
Jump 6, Tumble 3
Improved Bull Rush



4th
Fighter 4
+4
+4
+1
+1
Jump 7, Tumble 3.5
Dodge (B)
Bonus Feat


5th
Fighter 5
+5
+4
+1
+1
Jump 8, Tumble 4




6th
Fighter 6
+6
+5
+2
+2
Jump 9, Tumble 4.5
Ragewild Fighting
Dungeon Crasher ACF 2


7th
Warshaper 1
+6
+7
+2
+2
Jump 10, Tumble 5

Morphic Immunities, Morphic Weapons


8th
Warshaper 2
+7
+8
+2
+2
Climb 2, Jump 10, Tumble 5

Morphic Body


9th
Weretouched Master 1
+7
+10
+4
+2
Climb 4, Jump 10, Tumble 5
Improved Natural Attack (gore)
Weretouched I (tiger, 2 claws d6)


10th
Weretouched Master 2
+8
+11
+5
+2
Climb 5, Jump 11, Tumble 5
Extra Shifter Trait (swiftwing) (B)
Bonus Shifter Feat, Wild Empathy


11th
Weretouched Master 3
+9
+11
+5
+3
Climb 6, Jump 12, Tumble 5

Scent, Weretouched II (tiger, Pounce)


12th
Weretouched Master 4
+10
+12
+6
+3
Climb 7, Jump 13, Tumble 5
Mobility, Shifter Defense (B)
Bonus Shifter Feat, Frightful Shifting


13th
Warshaper 3
+11
+12
+7
+4
Climb 8, Jump 14, Tumble 5

Morphic Reach


14th
Aerial Avenger 1
+11
+12
+9
+4
Climb 9, Jump 16, Tumble 7
Flyby Attack (B)
Flyby Attack


15th
Aerial Avenger 2
+12
+12
+10
+4
Climb 10, Jump 18, Tumble 9
Leap Attack
Momentum +1, Power Dive


16th
Aerial Avenger 3
+13
+13
+12
+5
Climb 11, Jump 19, Tumble 12

Maneuverability Increase (good), Speed +10ft (30ft)


17th
Aerial Avenger 4
+14
+13
+13
+5
Climb 12, Jump 20, Tumble 15

Death From Above +1, Range Increase


18th
Aerial Avenger 5
+14
+13
+13
+5
Climb 13, Jump 21, Tumble 18
Knock-Back
Momentum +2


19th
Aerial Avenger 6
+15
+14
+14
+6
Climb 14, Jump 22, Tumble 21

Swoop


20th
Aerial Avenger 7
+16
+14
+14
+6
Climb 16, Jump 23, Tumble 22

Maneuverability Increase (perfect), Speed +10ft (40ft)




Levels 1-5:

“Peregrine sure likes to run.”
“Poor lad wishes he was a swiftwing, but was born without wings. Still, you have to admit he makes the best of his momentum.”

At these levels Peregrine is a pretty standard charger, with the additional tricks of flinging enemies into hard objects to damage them and (while shifting) knocking them over (note that enemies do not get a size bonus against this). Bull rushing and the Dungeon Crasher ACF let him continue dishing out damage pretty effectively once he’s closed to melee range.


Levels 6-10:

“Dammit, we need that mage dealt with! Peregrine, can you deal with him and his escort?”
“Haha! No problem, I’m on it sir!”

Peregrine continues to pick up tricks to supplement his core strategy of crushing foes with his momentum. Levels in Warshaper make him stronger and more durable while shifting, and let him shrug off precision damage and critical hits. If he has a free move action, he can use it to grow an additional natural weapon. Speaking of natural weapons, Weretouched Master – using tiger, which as a pouncing beast with claws is most similar to a bird of prey – gives him two claws that (due to the wording) also benefit from his Improved Natural Weapon feat. Whenever he fails a will save against a spell (very likely, his will save is not great), Ragewild Fighting gives him an immediate action to attack (not necessarily the caster, either), giving him a use for his otherwise unused swift actions. It also allows him to inflict the dazed condition on his foes, either every time he spends two round fighting an opponent or in the first two rounds of combat, depending on how you read the ability. Finally, if the game is using action points, Peregrine can use one after charging to add some extra damage.

Last but not least, Peregrine finally has his wings.


Levels 11-15:

“I heard that the Peregrine is attached to the opposing forces in this region. Do – do you think he’ll end up hunting us?”
“Oh come on, he’s just one man. There’s no way he’s as terrifying as the rumors say. I mean, a half-man half-eagle that pounces from the trees on unwary sentries? That’s not an intelligence report; that’s a campfire story!”
“Y-yeah. You’re probably right.”
Peregrine smiled as he felt his muscles and bones sliding around in preparation for combat. Normally a small group like this would be beneath his attention. While that was still true from a literal standpoint, crouched as he was on a tree branch forty feet above them, these scouts could very well spot the main body of the army and sound the alarm prematurely. And, he had to admit, a conversation like that was too perfect an entrance to pass up.

Pounce and reach make Peregrine vastly more effective, among other things letting him use the Rattle the Weakling option of Ragewild Fighting on multiple enemies at once. All the melee benefits of Aerial Avenger work with Shock Trooper, and apply to every attack he makes while pouncing. Shock Trooper is also vital because while flying Peregrine cannot attack with claws or weapons, but Shock Trooper lets him attack from above without flying (presumably while still shifted, though). To make up for his impermanent flight speed, Peregrine keeps plenty of ranks in climb and jump (later, he’ll be able to take advantage of his increased range increments from these high vantage points). Tumble lets him charge past enemies to the center of a group (the better to take advantage of his reach) without provoking opportunity attacks. Frightful Shifting performs a similar thematic role to the abandoned Terrifying Shriek; while it can’t be retried against a target that succeeded on the save, it can be used alongside an ordinary charge, which is far more useful. Finally, the utility of increased movement speed and maneuverability to a flying character is obvious.


Levels 16-20:

“Momentum. If you take nothing else away from this class, take away the knowledge that momentum is the single most important factor for a warrior. With momentum you can strike harder, travel further, and force your opponents to the ground. There is also nothing else in this earth as exhilarating.” – Peregrine

Knock-Back is arguably the single best part of this build. I’ve delayed it to this point because by now Peregrine has absolutely no excuse to not have a way to increase his size to qualify for the feat. Should he acquire such a means earlier, absolutely take this feat earlier (Improved Natural Attack is probably the best and easiest feat to kick back to level 18, perhaps pushing forward Mobility as well to take Knock-Back at L9 or L12, but pushing back Leap Attack would also work). While charging foes from above, now in addition to attacking multiple foes and adding damage from Power Attack, Momentum, and Power Dive (and possibly Morphic Weapons), Peregrine can bull-rush each opponent hit into the ground for the extra 8d6+3xStr from Dungeon Crasher. What was previously two exclusive options for an attack is now one deadly whole. Against more spread out opponents (or highly numerous opponents with low AC), Peregrine can pull the same trick by using Swoop to fly over their heads and attack from above, though this loses the bonus damage from charging. We make it up to +16 BAB, though note that you cannot for the most part use weapons with any of these natural weapons or while flying. And once again bonus speed and maneuverability is very useful.

While it stings to lose three levels of the SI, I think it’s fair to say that Terrifying Shriek is by far the most useful part of those three levels, and Terrifying Shriek is not worth losing three levels of this build. The second Dungeon Crasher ACF is incredibly important to the build in conjunction with Knock-Back, and taking off the three levels from Warshaper and/or Weretouched Master would mean losing abilities like Pounce, Morphic Immunities (essentially 100% Fortification), a big stat boost in the form of Morphic Body, and/or Frightful Shifting – which itself does a fair job of filling the hole left by Terrifying Shriek.


Sources:

Complete Adventurer – Leap Attack (110)
Complete Warrior – Warshaper (89)
Dragon Compendium – Aerial Avenger (67)
Dungeonscape – Dungeon Crasher Fighter ACF (10)
Eberron Campaign Setting – Shifters (18), Extra Shifter Trait (53), Improved Natural Attack (55), Weretouched Master (85)
Player’s Handbook 3.5 – Fighter (37), Dodge (93), Improved Bull Rush (95), Mobility (98), Power Attack (98)
Races of Eberron – Shifters (25), Gorebrute Elite (114)
Races of Stone – Knockback (142)

Heliomance
2019-02-14, 11:17 AM
Entry number 8:


Ven Jance

Silverbrow Human Scout 1/Wizard 1/Rogue 1/Aerial Avenger 10/Avenging Executioner 5/Dread Commando 1/Ninja 1

Chaotic Neutral

Languages:
Common
Draconic
Auran


Nerd.
Runt.
Dork.

At a young age, the name-calling started. School children can be cruel. Even as a young boy, Ven had thought he'd heard them all.
But then he'd started changing. The bloodline of wyrms had awoken in him.
And the names got worse.

Impure.
Tainted.
Freak.

Ven took the razzing, the teasing, the torment. The wounds stung. The scars lasted. But through it all, Ven reminded himself, internally, that things could be worse.
He hadn't realized just how right he was.

His eyes bulged, bugging out to the point that even his own eyelids seemed unwilling to hug them completely.

Mutant.

His arms stretched to preposterous proportions, showcasing clearly, to anyone who hadn't bothered to notice before, his aberrant nature.

Abomination.
Devil-spawn.

It wasn't just the school children that could be cruel. Adults shied away from him. Teachers couldn't hide their nerves. Priests called for his condemnation even as they demanded his exorcism.

Through it all, day in and day out, Ven clung to one thing. His desire to live with integrity. But each day, as the sharp barbs of hatred dug deeper into him, driving scars beyond flesh, into his psyche, into his soul, Ven's grip on that desire slipped, just a bit, little by little.

And here Ven stands, a devil on one shoulder crying out for retaliation; an angel on the other calling for forgiveness. Ven leans and tilts, one way one day; the other the next. Just how much will it take to push him, permanently, to either side?



Str 10
Con 14
Dex 14
Int 14
Wis 10
Cha 16

Increases:
4-20: Cha





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


1st
Scout 1
+0
+0
+2
+0

4 Craft(as) 4
4 Disable Device 4
4 Hide 4
4 Intimidate 2
4 Listen 4
4 Move Silently 4
2 Open Lock 1
4 Search 4
1 SL: Abyssal
1 SL: Celestial
4 Spot 4
4 Tumble 4

1st: Aberration Blood (Bulging Eyes); H: Inhuman Reach
Skirmish +1d6; Trapfinding


2nd
(Martial) Wizard 1
+0
+0
+2
+2

- Craft(as) 4
- Disable Device 4
- Hide 4
- Intimidate 2
- Listen 4
- Move Silently 4
- Open Lock 1
- Search 4
- SL: Abyssal
- SL: Celestial
4 Spellcraft 4
- Spot 4
- Tumble 4

B: Dodge
Summon Familiar


3rd
(Martial) (Mimic) Rogue 1
+0
+0
+4
+2

- Craft(as) 4
2 Disable Device 6
- Hide 4
4 Intimidate 6
- Listen 4
- Move Silently 4
- Open Lock 1
2 Search 6
- SL: Abyssal
- SL: Celestial
- Spellcraft 4
1 Spot 5
1 Tumble 5

3rd: Starspawn; B: Mobility
Disguise Self 1/day


4th
Aerial Avenger 1
+0
+0
+6
+2

2 Craft(as) 6
- Disable Device 6
1 Hide 5
- Intimidate 6
2 Listen 6
2 Move Silently 6
- Open Lock 1
- Search 6
- SL: Abyssal
- SL: Celestial
- Spellcraft 4
- Spot 5
1 Tumble 6

B: Flyby Attack
--


5th
Aerial Avenger 2
+1
+0
+7
+2

- Craft(as) 6
- Disable Device 6
2 Hide 7
- Intimidate 6
2 Listen 8
2 Move Silently 8
- Open Lock 1
- Search 6
- SL: Abyssal
- SL: Celestial
- Spellcraft 4
- Spot 5
2 Tumble 8

--
Momentum +1; Power Dive


6th
Aerial Avenger 3
+2
+1
+7
+3

1 Craft(as) 7
- Disable Device 6
2 Hide 9
- Intimidate 6
1 Listen 9
1 Move Silently 9
- Open Lock 1
- Search 6
- SL: Abyssal
- SL: Celestial
- Spellcraft 4
2 Spot 6
1 Tumble 9

6th: Dragonfire Strike
Maneuverability Increase; Speed +10 ft.


7th
Aerial Avenger 4
+3
+1
+8
+3

- Craft(as) 7
- Disable Device 6
1 Hide 10
- Intimidate 6
1 Listen 10
1 Move Silently 10
- Open Lock 1
2 Search 7
- SL: Abyssal
- SL: Celestial
- Spellcraft 4
2 Spot 7
1 Tumble 10

--
Death From Above; Range Increase


8th
Aerial Avenger 5
+3
+1
+8
+3

- Craft(as) 7
- Disable Device 6
1 Hide 11
- Intimidate 6
1 Listen 11
1 Move Silently 11
- Open Lock 1
2 Search 8
- SL: Abyssal
- SL: Celestial
- Spellcraft 4
2 Spot 8
1 Tumble 11

--
Momentum +2


9th
Aerial Avenger 6
+4
+2
+9
+4

- Craft(as) 7
- Disable Device 6
1 Hide 12
- Intimidate 6
1 Listen 12
1 Move Silently 12
- Open Lock 1
2 Search 9
- SL: Abyssal
- SL: Celestial
- Spellcraft 4
2 Spot 9
1 Tumble 12

9th: Craft Magic Arms and Armor
Swoop


10th
Aerial Avenger 7
+5
+2
+9
+4

- Craft(as) 7
- Disable Device 6
1 Hide 13
- Intimidate 6
1 Listen 13
1 Move Silently 13
- Open Lock 1
2 Search 10
- SL: Abyssal
- SL: Celestial
- Spellcraft 4
2 Spot 10
1 Tumble 13

--
Maneuverability Increase; Speed +10 ft.


11th
Aerial Avenger 8
+6/1
+2
+10
+4

- Craft(as) 7
- Disable Device 6
1 Hide 14
- Intimidate 6
1 Listen 14
1 Move Silently 14
- Open Lock 1
2 Search 11
- SL: Abyssal
- SL: Celestial
- Spellcraft 4
2 Spot 11
1 Tumble 14

--
Momentum +3


12th
Aerial Avenger 9
+6/1
+3
+10
+5

- Craft(as) 7
- Disable Device 6
1 Hide 15
- Intimidate 6
1 Listen 15
1 Move Silently 15
- Open Lock 1
2 Search 12
- SL: Abyssal
- SL: Celestial
- Spellcraft 4
2 Spot 12
1 Tumble 15

12th: Quick Reconnoiter
Death From Above +2


13th
Aerial Avenger 10
+7/2
+3
+11
+5

- Craft(as) 7
- Disable Device 6
1 Hide 16
- Intimidate 6
1 Listen 16
1 Move Silently 16
- Open Lock 1
2 Search 13
- SL: Abyssal
- SL: Celestial
- Spellcraft 4
2 Spot 13
1 Tumble 16

--
Terrifying Shriek


14th
Avenging Executioner 1
+7/2
+3
+13
+7

- Craft(as) 7
- Disable Device 6
1 Hide 17
- Intimidate 6
1 Listen 17
1 Move Silently 17
- Open Lock 1
- Search 13
- SL: Abyssal
- SL: Celestial
- Spellcraft 4
1 Spot 14
2 Tumble 17
2 ST: Acrobatic Backstab

--
Bloody Blade; Sudden Strike +1d6


15th
Avenging Executioner 2
+8/3
+3
+14
+8

- Craft(as) 7
- Disable Device 6
1 Hide 18
- Intimidate 6
1 Listen 18
1 Move Silently 18
- Open Lock 1
- Search 13
- SL: Abyssal
- SL: Celestial
- Spellcraft 4
3 Spot 17
2 Tumble 18
- ST: Acrobatic Backstab

15: Craven
Rapid Intimidation


16th
Avenging Executioner 3
+9/4
+4
+14
+8

- Craft(as) 7
- Disable Device 6
1 Hide 19
1 Intimidate 7
1 Listen 19
1 Move Silently 19
- Open Lock 1
- Search 13
- SL: Abyssal
- SL: Celestial
- Spellcraft 4
2 Spot 19
2 Tumble 19
- ST: Acrobatic Backstab

--
Sudden Strike +2d6


17th
Avenging Executioner 4
+10/5
+4
+15
+9

- Craft(as) 7
- Disable Device 6
1 Hide 20
- Intimidate 7
1 Listen 20
1 Move Silently 20
- Open Lock 1
2 Search 14
- SL: Abyssal
- SL: Celestial
- Spellcraft 4
1 Spot 20
2 Tumble 20
- ST: Acrobatic Backstab

--
Dread Blade


18th
Avenging Executioner 5
+10/5
+4
+15
+9

- Craft(as) 7
- Disable Device 6
1 Hide 21
- Intimidate 7
1 Listen 21
1 Move Silently 21
- Open Lock 1
2 Search 15
- SL: Abyssal
- SL: Celestial
- Spellcraft 4
1 Spot 21
2 Tumble 21
- ST: Acrobatic Backstab

18: Keen-Eared Scout
Bloody Murder; Sudden Strike +3d6


19th
Dread Commando 1
+11/6/1
+4
+17
+9

- Craft(as) 7
1 Disable Device 7
1 Hide 22
- Intimidate 7
1 Listen 22
1 Move Silently 22
- Open Lock 1
1 Search 16
- SL: Abyssal
- SL: Celestial
- Spellcraft 4
1 Spot 22
2 Tumble 22
- ST: Acrobatic Backstab

--
Sudden Strike +4d6; Team Initiative Bonus


20th
Ninja 1
+11/6/1
+4
+19
+9

- Craft(as) 7
1 Disable Device 8
1 Hide 23
- Intimidate 7
1 Listen 23
1 Move Silently 23
- Open Lock 1
2 Search 18
- SL: Abyssal
- SL: Celestial
- Spellcraft 4
1 Spot 23
1 Tumble 23
- ST: Acrobatic Backstab

--
Ki Power; Sudden Strike +5d6; Trapfinding





Okay, so there's no table here. You won't need one. It's this simple:
Level 1: nothing
Levels 2-20: First level wizard casting. (3 0th-level slots/1 1st-level slot)
Spells in spellbook: All 0th-level wizard spells; Blade of Blood (PHB2); Blades of Fire (SpC); Chill Touch (PHB); Spontaneous Search (SpC); Summon Monster I (PHB); and any other 1st-level wizard spell found.



1st: Scout
Craft armorsmithing is going to let you build your own armor (more on that later.)

Aberration Blood (Bulging Eyes) is going to help out some with the scouting role.

Inhuman Reach follows AB(BE) for reach. If you're in melee, it can certainly help, but at this point, I would still advise you to find a bow stay out of melee when possible.

One rank in Open Lock lets you try it. At this level, it'll work more often than not, if you take 20.

Learning Abyssal and Celestial is a reflection of the internal struggle between good and evil in this neutral character.

2nd: Wizard
Martial wizard gives you one of the feats you'll need for the SI.

A four rank investment into Spellcraft will let you hit a DC of 16 (4ranks + 2int + take 10), which just so happens to be the DC needed to write a 1st level spell into your spellbook.

The spellcasting (and subsequent wand use) will come in handy later.

3rd: Rogue
Martial rogue gives you that other needed feat.
Mimic rogue because...well, because you already have trapfinding. Disguise Self may very well be useful later on.

Starspawn gives you the flight you need.



Early entry to the Aerial Avenger levels.

Flyby Attack is useful, of course, for a skirmisher. But now, using it, you can fly 10 feet, attack in melee from 10 feet away, then finish your move by easing that last 5 feet backward. Thus finishing 15 feet away from your foe, which is far better than being right in his/her face. You still might prefer a bow, though.

On the other hand, at second level, dive attacks get more powerful. If you can set yourself up for it: With a reach weapon (say a longspear), you can charge to the nearest square from which you can attack, and use charge bonuses + the dive bonus + Power Dive bonus + Skirmish and stay reasonably well away from retaliation attacks on your opponent's turn. You just have to move along the diagonal. (Read all about it in the PHB p.149-150.)

Come level 6, you can add Dragonfire Strike to the above charge/dive. Or not, depending on the foe. The speed bonus is nice, of course. (Which, noteably, does not refer solely to a flight speed!) The bump to good maneuverability will be, I think, more appreciated, though.



"Where is Craft Magic Arms and Armor coming from?" I hear you ask. "First level wizards don't qualify for that!" True. But 9th level Silverbrow Humans do. (Actually, 6th level silverbrow humans do.) Mwaa-ha-ha.

So, what to do with CMA&A?
The first thing you'll want to do is make a Spectral Dagger. It's in the Magic Item Compendium p.59-60. You'll note that its creation requires Chill Touch (Hey! You have that!) and that the cost to create does not include an added cost for a masterwork aspect. Which means that you don't actually need to make a craft check for anything. Just pick up an old bone lying around somewhere and create your 'dagger'.
And now, all of those Swoop attacks you make (at -1 per foe you attack) are made with melee touch attacks.
It doesn't have an enhancement bonus (and can never get one), so you won't be able to stack more +x Price abilities onto it. You can, however, add flat cost abilities. Consider Shadowstrike (MIC p.43), Slow Burst (MIC p.43), and Vanishing (MIC p.45).

You will, of course, also be able to craft armor. For that, you're going to need to make a craft armorsmithing check. DC 20 gets you the masterwork element. You have (7 ranks + 2int + 2 from masterwork tools) 11 for your skill. Taking 10 gets you to 21. Let your familiar aid you (or try to). Given the funds, resources, and time, you should be able to bang out a functional suit of armor to wear. Aim for something protective enough without being hampering that won't break your budget. (Your mileage will vary from campaign to campaign, of course.) Of note will be the Landing property (MIC p.12) and the Anti-Impact property (Complete Warrior p.133). (Each of which requires Feather Fall. You have that!) Consult your DM about what happens when you fall on top of foes from a great height. (Can you make a charge/dive attack in freefall?) With a wand of Bear's Endurance, you can also add the Easy Travel property (MIC p.10), which would make flying around sooo much easier.

But don't stop there. Remember that your Spectral Dagger will be a relatively weak weapon to use against non-living foes. (Constructs, I'm looking at you!) So, have a backup. Add armor spikes to your armor. And enchant them. The Bane property (SRD) and Fiercebane (MIC) both require Summon Monster I (and you wondered why I included that in the spellbook, didn't you?) Spellstrike (MIC) requires Resistance (you have that, too!) and would be good for a backup weapon.

But wait, there's more. Remember that CMA&A also lets you make Armor and Weapon Augment Crystals (MIC).

Feel free to play around with whichever enhancement bonuses/weapon and armor properties/crystal combinations will be most beneficial to your campaign. Some you'll be able to make all on your own. Others, you'll need a wand or scroll to make. Still others will require another caster to help you out (your party does have a cleric or a paladin or something in it, doesn't it?) But it really shouldn't take too much effort to make it all happen.



There's not a whole lot happening here. You're finishing off the SI, which really shouldn't be a 10-level class.

Maneuverability kicks up to perfect, which is certainly nice. (If you don't know why, the Rules Compendium (and probably the DMG?) has a nice chart showing what you can and can't do in flight at each maneuverability step.)

Quick Reconnoiter is a magnificent feat for any scout-type character.

Terrifying Shriek will actually come in handy later on. Stay tuned.



You're adding Sudden Strike to the mix. (Consult with your DM about whether Dragonfire Strike applies twice to an attack that deals both skirmish and sudden strike damage.)

Acrobatic Backstab lets you use SS when you tumble through an enemy's space. The Swoop class feature lets you attack everyone on the field of battle, but only if you move in a straight line. This could very well mean that you'll have to tumble through occupied spaces to move through the path you'll want to travel. The DC is 25 (which increases with the number of occupied spaces you'll want to move through.) At level 14, you'll be at 17 ranks + 2dex + 2 aid (from your familiar) = 21. So a roll of 4 will get you through the first enemy. (Which will only get easier as you level.) Then **SWOOP**, right in the back!

Craven at level 15 is...well...ouch when it happens.

At 17th level, you'll get Dread Blade. (Remember when I said that Terrifying Shriek would come in handy?) Unlike most fear effects, Terrifying Shriek will work on creatures regardless of their HD. Everyone within 50' of your first Swoop attack will have to make a save. Low level mooks will freak out. Higher level creatures may or may not. Those that do are getting sudden striked. (Uhmm...struck?) (Might I take this moment to remind you that the Fearsome armor property (MIC p.11) is something you can make on your own if you can manage to find a wand. You may also want to consider adding a form of stunning to a weapon, as well. Perhaps Stunning or Stunning Surge (both in MIC p.44) or somesuch.)

Keen-eared Scout does plenty of fun things for someone taking on the scout role of a party. Especially comboed with Quick Reconnoiter.



These are both, frankly, just shameless grabs at more Sudden Strike to round out the build.



Silverbrow Human -- Dragon Magic p.6
Scout -- Complete Adventurer p.10
Aberration Blood feat -- Lords of Madness p.178
Inhuman Reach feat -- Lords of Madness p.180
Mimic Rogue ACF -- Exemplars of Evil p.21
Starspawn feat -- Lords of Madness p.181
Dragonfire Strike feat -- Dragon Magic p.18
Quick Reconnoiter feat -- Complete Adventurer p.112
Avenging Executioner -- Complete Scoundrel p.24
Acrobatic Backstab -- Complete Scoundrel p.
Craven feat -- Champions of Ruin p.17
Keen-eared Scout feat -- Player's Handbook 2 p.80
Dread Commando -- Heroes of Battle p.103
Ninja -- Complete Adventurer p.5

Heliomance
2019-02-14, 11:20 AM
Entry number 9:



Chook Min, Screaming Master of Silent Death

N Sparrow Hengeyokai Unarmed Swordsage 3/Aerial Avenger 10/Unarmed Swordsage 10
https://i.redd.it/gf64ti82q1m01.jpg
Stats (with racial adjustments)
Str 10
Dex 16 (18)
Con 14
Int 10
Wis 16 (14)
Cha 10

Build


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


1st
Unarmed Swordsage 1
+0
+0
+2
+2
Concentration 4, Hide 4, Jump 4, Move Silently 4, Sense Motive 4, Tumble 4
Midnight Dodge, (B)Improved Unarmed Strike, (B)Weapon Focus (Shadow Hand)
Quick to Act +1, Discipline focus (weapon focus: Shadow Hand), Unarmed Damage 1d6


2nd
Swordsage 2
+1
+0
+3
+3
Concentration 5, Hide 5, Jump 5, Move Silently 5, Sense Motive 5, Tumble 5

AC Bonus


3rd
Swordsage 3
+2
+1
+3
+3
Concentration 6, Hide 6, Jump 6, Move Silently 6, Sense Motive 6, Tumble 6
Mobility



4th
Aerial Avenger 1
+2
+1
+5
+3
Concentration 7, Hide 7, Jump 7, Move Silently 7, Sense Motive 7, Tumble 7
(B)Flyby Attack
Flyby Attack, Skilled City Dweller


5th
Aerial Avenger 2
+3
+1
+6
+3
Concentration 8, Hide 8, Jump 8, Move Silently 8, Sense Motive 8, Tumble 8

Momentum +1, Power Dive


6th
Aerial Avenger 3
+4
+2
+6
+4
Concentration 9, Hide 9, Jump 9, Move Silently 9, Sense Motive 9, Tumble 9
Weapon Finesse
Maneuverability (good), Speed +10 feet


7th
Aerial Avenger 4
+5
+2
+7
+4
Concentration 10, Hide 10, Jump 10, Move Silently 10, Sense Motive 10, Tumble 10

Death from above +1, range increase


8th
Aerial Avenger 5
+5
+2
+7
+4
Concentration 11, Hide 11, Jump 11, Move Silently 11, Sense Motive 11, Tumble 11

Momentum +2


9th
Aerial Avenger 6
+6/+1
+3
+8
+5
Concentration 12, Hide 12, Jump 12, Move Silently 12, Sense Motive 12, Tumble 12
Shadow Blade
Swoop


10th
Aerial Avenger 7
+7/+2
+3
+8
+5
Concentration 13, Hide 13, Jump 13, Move Silently 13, Sense Motive 13, Tumble 13

Maneuverability (perfect), speed +20 feet


11th
Aerial Avenger 8
+8/+3
+3
+9
+5
Concentration 14, Hide 14, Jump 14, Move Silently 14, Sense Motive 14, Tumble 14

Momentum +3


12th
Aerial Avenger 9
+8/+3
+4
+9
+6
Concentration 15, Hide 15, Jump 15, Move Silently 15, Sense Motive 15, Tumble 15
Shape Soulmeld (Gloves of the Poisoned Soul)
Death from above +2


13th
Aerial Avenger 10
+9/+4
+4
+10
+6
Concentration 16, Hide 16, Jump 16, Move Silently 16, Sense Motive 16, Tumble 16

Terrifying shriek


14th
Swordsage 4
+10/+5
+4
+11
+7
Concentration 17, Hide 17, Jump 17, Move Silently 17, Sense Motive 17, Tumble 17

Discipline Focus (Insightful Strikes: Desert Wind), Unarmed Damage 1d8


15th
Swordsage 5
+10/+5
+4
+11
+7
Concentration 18, Hide 18, Jump 18, Move Silently 18, Sense Motive 18, Tumble 18
Adaptive Style
Quick to act +2


16th
Swordsage 6
+11/+6/+1
+5
+12
+8
Concentation 19, Hide 19, Jump 19, Move Silently 19, Sense Motive 19, Tumble 19




17th
Swordsage 7
+12/+7/+2
+5
+12
+8
Concentration 20, Hide 20, Jump 20, Move Silently 20, Sense Motive 20, Tumble 20

Sense Magic


18th
Swordsage 8
+13/+8/+3
+5
+13
+9
Concentration 21, Hide 21, Jump 21, Move Silently 21, Sense Motive 21, Tumble 21
Martial Study (Greater Insightful Strike)
Discipline focus (defensive stance: Shadow Hand), Unarmed Damage 1d10


19th
Swordsage 9
+13/+8/+3
+6
+13
+9
Concentration 22, Hide 22, Jump 22, Move Silently 22, Sense Motive 22, Tumble 22

Evasion


20th
Swordsage 10
+14/+9/+4
+6
+14
+10
Concentration 23, Hide 23, Jump 23, Move Silently 23, Sense Motive 23, Tumble 23

Quick to act +3


Maneuvers
1st: Burning Blade, Distracting Ember, Moment of Perfect Mind, Sapphire Nightmare Blade Blade, Shadow Blade Technique, Sudden Leap, Wolf Fang Strike
2nd: Burning Brand, Action Before Thought
3rd: Mind Over Body, Shadow Garrote
4th: Ruby Nightmare Blade (at 14),
5th: Searing Charge (at 16)
6th: Moment of Alacrity, Stalker in the Night, Greater Insightful Strike
7th: Shadow Blink, Salamander Charge (at 18)
8th: One with Shadow, Diamond Nightmare Blade (at 20)
Stances Known: Child of Shadow, Flame’s Blessing, Hearing the Air, Assassin’s Stance

Backstory
There are many schools of martial arts, and quite a number are named after animals. Many people have of course heard of crane school, but I’m a student of the rare and deadly sparrow school. My people invented it generations ago, but we have not found other creatures worthy of learning our techniques. What? Of course it’s a real school! I’m practically a master of it! I’ve killed bigger guys than you with one hand tied behind my back before I’ve even had breakfast. Hand, wing, what’s the difference? The point is I’m a force to be reckoned with, and if you don’t wise up you’ll figure that out yourself. No I’m not cute! I’m terrifying! Fear me! Stop laughing!

Level 5
Welcome to the insanity. We begin with Hengeyokai, specifically the Sparrow variety. The bonus to Dex only applies when in hybrid form, but hybrid should be your default form so you can keep qualifying for the SI. When you assume sparrow form your physical ability scores change and you become Fine. You have a laughable 1ft land speed, so fly when you’re a sparrow. Your flight maneuverability is average as given by the errata. You are limited in how many times per day you can change forms, but you have no limits in how long you can stay in a form. As explained in the dragon magazine update, Hengeyokai are Humanoid (shapechanger) with LA of +0. Midnight dodge works the same as dodge, but gives us an essentia we’ll be using later. You might wonder why not Desert Wind Dodge. The reason is that due to feats going before class features, I cannot take it at level one. Seems silly, but that’s RAW. Feel free to take it instead if your DM agrees it’s silly. The list of Shadow Hand weapons includes unarmed strike, which is your default means of attack, so enjoy the +1.

Swordsage will help us enter the SI, and also provide some helpful combat maneuvers early on. Sudden Leap is a tactical teleport that remains useful due to the SI giving us jump of all skills. Flame’s Blessing rewards us for our tumble investment as increasing protection from fire. Child of Shadow gives us concealment when you move 10 feet, which you will be doing a lot with the highly mobile combination of SI and swordsage. The unarmed variant provides us with IUS, which will especially come in use when you are in sparrow form. It has no natural attacks, so unarmed strike will allow you to still attack with sweet bird kung fu. It does still deal damage, so you can use it as a vehicle for your strikes. The +8 to attack from being fine goes a long way at this point, as does your 24 AC (26 with Wis). Remember that being fine gives you an unfair +16 to Hide.

The SI allows us to enter very early, so we’re going to take full advantage. It adds on ranged martial weapons, so you can use bows when flying around as you wish. Its skill list may not make much sense, but it happens to line up perfectly with swordsage once we use the skilled city dweller ACF. We can use our continued tumble ranks to protect ourselves when using flyby attack, and momentum helps us with damage output. Power remains a helpful boost as a number of our maneuvers are charges.

Level 10
Deeper in the SI things are really coming together. Your maneuverability has now gone up to perfect, which means you can hover, reverse instantly, and move in all 3 directions with essentially no restrictions. It should be assumed from this point on that your feet are never touching the ground except to sleep. Your fly speed is now 30 feet in hybrid, 60 in sparrow. Death from above combined with your high bonus to hit means it’s nearly impossible for you to miss opponents. The range increase is helpful for outshooting opponents in a bowfight. Given that they will increase the range of spells, it would also follow that it would increase the range of ranged maneuvers, more specifically Shadow Garrote when you pick it up.

Weapon Finesse and Shadow Blade mean you can bring your ferocious sparrow dexterity to bear when using your sweet bird kung fu. Child of Shadow is a reliable stance to be in for combat, and once again unarmed strikes are Shadow Hand weapons, so you should be getting Dex to damage as a default. Swoop presents a solution to a dilemma we have when fighting in sparrow form. We want to beat everyone up with our sweet bird kung fu, but we have to move into someone’s square to attack them normally. Flyby attack helped somewhat, but now we can attack multiple targets and don’t provoke any AoOs for doing so. It is becoming increasingly attractive to stay in sparrow form for combat. It flies faster, and your mobile fighting style makes up for your lack of reach. You can use burning brand to gain reach for attacking adjacent squares, or for extending further in hybrid form.

Level 15
Finish up the SI, and then we can return to swordsage to pump up our maneuvers. Terrifying shriek is free, so there’s no reason not to do it all the time, and a successful save does not give protection from further shrieks. There’s also the very funny mental image that you can hide, and then panic your enemies when swooping unseen, then they all run in terror from something, though they don’t know what. It’s common for martial artists to intimidate their foes with a kiai shout or Bruce Lee-style scream, but it becomes utterly hilarious when it’s the twittering of birdsong that strikes fear in the hearts of enemies. Note that this isn’t considered mind affecting, so no one is safe.

Swordsage brings in a number of new maneuvers to threaten your enemies with. Strikethroughs indicate the maneuver is traded away, and parenthetical about level indicates a maneuver was gained by trading. Your saves can all be replaced with your maxed concentration skill. Shadow Garrote gives you options at range even when a sparrow, and Ruby Nightmare Blade weaponizes your concentration score. It’s a very lucky thing the SI has Concentration. Hearing the Air gives us a stance to be in when scouting around, to make sure that you get the drop on enemies and not the other way around.

Adaptive Style helps us by fixing swordsage’s problem of poor renewal of maneuvers. Shape soulmeld gives us another option for fighting. Gloves of the poisoned soul allows you to make a touch attack to deal wisdom damage. You can invest your essentia for more damage, and when you slap on momentum, you have the ability to hit enemies for 5 Wisdom, and then they take another 5 a minute later. We’re able to do this because momentum just applies to damage, not to damage rolls. I believe you can use it to deliver strikes, but even if you can’t it’s another tool in your box. In case anyone was wondering “hey can you shape something to your hand chakra if you don’t have hands as a sparrow?” the answer is “wow someone is really harshing on my sweet bird kung fu, but also yes” MoI page 169 tells us that wings will count as hands, so you function like humanoids.

Level 20
We’ll wrap things up with a final dose of swordsage, and more maneuvers that go with it. Use moment of alacrity to gain an extra turn by gaming the initiative system. Stalker in the Night lets you move and attack while still being hidden. Greater Insightful strike and Diamond Nightmare Blade give you big damage strikes. If you can use Diamond Nightmare Blade to strike with Gloves of the Poisoned soul, you could knock someone out cold with the Wis damage. Shadow blink is fast teleportation, and One with Shadow can help you phase through walls as an incorporeal creature. Salamander Charge lets you charge so fast that you leave a trail of fire behind you to damage your enemies, and yes it’s a charge, so power dive applies.
Assassin’s stance provides another alternative for dealing damage and making use of all your sneaking, and lets us keep shadow blade’s benefits. You can learn this before Hearing the Air if you prefer. Remember that at this point Flame’s blessing renders you immune to fire.

Sources
Oriental Adventures, Oriental adventures update: Hengeyokai
Tome of Battle: Swordsage, Shadow Blade, Adaptive Style, Martial Study
Magic of Incarnum: Midnight Dodge, Shape Soulmeld, gloves of the poisoned soul
Skilled City Dweller: Cityscape Web Enhancement (http://archive.wizards.com/default.asp?x=dnd/we/20070228a)
srd: Improved Unarmed Strike, Weapon Focus, Weapon Finesse

Heliomance
2019-02-14, 11:21 AM
Entry number 10:


The Vashairian

http://www.epilogue.net/sites/default/files/images/13/33/47841_1376540753.jpg



All they saw was a somewhat freakish looking woman. That was their first and last error on this earth. I savor the looks of surprise and terror on their faces as my claws rip the life-force from their bodies and send them into the afterlife.

All life is pain, and anyone who would tell you otherwise is trying to sell you something. You are conceived, born, live, and die in pain. My own existence has mirrored this as well. My mother somehow drew the ill attention of some demon princeling, and paid for it with my birth, which in turn ended her suffering, or so the telling goes. Clearly I am different, but just as clearly I am stronger as well.

There are two goals worth seeking in this life. The first is survival, and the second is the eradication of the so called Gods. They think themselves above us, but soon they shall learn the folly of that line of thought. That will be a glorious day.

Enough talk, the arena calls. It is time to send another fool to their rightful place.



CE Vashar Half-Fiend (Aspect of Bel) Totemist2/Fighter1/Aerial Avenger 7/Thayan Gladiator 6

Outsider (extraplanar), speed 30/fly 30 (average)
NA +5, STR +6, CON +4, DEX/INT/CHA +2
Full attack: 2x claw 1d4, 2x Wings 1d4, bite 1d6, tail 1d6
1/day Smite Good (HD damage in melee attack)

SLAs by HD if INT or WIS 8+, CL=HD: (can replace* w/ thematic same combat usefulness spells)
1-2 Darkness 3/day
3-4 Darkbolt*
5-6 Unholy Blight
7-8 Poison 3/day
9-10 Dispel Magic*
11-12 Teleport*
13-14 Unholy Aura 3/day
15-16 Horrid Wilting

Special Qualities: Darkvision 60ft, Immunity to Poison, Acid/Cold/Fire/Elec resist 10, DR 5/good >11HD, DR 10/good <12HD. Natural weapons treated as magic to overcome DR. SR=Racial HD+10 (11)
Skills: at 1st by class as well as all skills for Bel as class skills.
LA +4

------------------------
STR 16, DEX 12, CON 14, INT 10, WIS 12, CHA 14
Half-Fiend
STR 22, DEX 14, CON 18, INT 12, WIS 12, CHA 16
All points into STR

9d8+1d10+6d12+64

Elder Evil Devotion - Pandorym: 1 vile feat at creation, and 1 vile feat per 5HD



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


5th

Half-Fiend Totemist

0

2

2

0

Conc 4, Know-Planes 4, Listen 4, Spot 4, Surv 4, Tumble 4

Multiattack, (B) Evil Brand, (B) Evil's Blessing

Wild Empathy, Illiteracy, Soulmelds, Skilled City Dweller ACF (Ride/Tumble)



6th

Totemist 2

1

3

3

0

Conc 5, Know 5, Listen 5, SPot 5, Surv 5, Tumble 5

-

Totem Chakra Bind +1



7th

Fighter

2

5

3

0

Intim 4

Expeditious Dodge, (B) Mobility

-



8th

Aerial Avenger

2

5

5

0

cc-Know 6, Balance 1, Conc 6, Escape 1, Listen 6, Tumble 7

(B)Flyby Attack

-



9th

Aerial Avenger 2

3

5

6

0

cc-Spot 6, Balance 3, Conc 7, Escape 2, Listen 7, Tumble 8

(B) Blood War Conscript

Momentum +1, Power Dive



10th

Aerial Avenger 3

4

6

6

1

cc-Know 7, Balance 5, Conc 8, Escape 3, Listen 8, Tumble 9

Weapon Focus (Claw)

Maneuverability Increase (good), Speed +10



11th

Aerial Avenger 4

5

6

7

1

cc-Spot 7, cc-Intim 5, Conc 9, Escape 5, Tumble 10

-

Death From Above +1, Range Increase



12th

Aerial Avenger 5

5

6

7

1

cc-Know 8, cc-Intim 6, Conc 10, Escape 7, Tumble 11

-

Momentum +2



13th

Aerial Avenger 6

6
7
8
2
cc-Spot 8, cc-Intim 7, Conc 11, Escape 9, Tumble 12

Azure Toughness

Swoop



14th

Aerial Avenger 7

7

7

8

2

cc-Know 9, Conc 12, Escape 11, Listen 10, Tumble 13

(B)Hellsworn

Maneuver Increase (perfect), Speed +10



15th

Thayan Gladiator

8

9

8

2

Bluff 1, Intim 8, Sense 1, Spot 9

(B)Improved Natural Attack (Claw)

Study Opponent



16th

Thayan Gladiator 2

9

10

8

2

Bluff 2, Intim 9, Sense 2, Spot 10

Rapid Assault

Improved Critical (Claw), NA +1



17th

Thayan Gladiator 3

10

10

9

3

Bluff 3, Intim 10, Sense 3, Spot 11

-

Stunning Critical, Silver Strike



18th

Thayan Gladiator 4

11

11

9

3

Bluff 4, Intim 11, Sense 4, Spot 12

-

Natural Weapon Focus



19th

Thayan Gladiator 5

12

11

9

3

Bluff 5, Intim 12, Spot the Weak Point

Iron Will (B) Vile Martial Strike

Imbue Natural Weapon (Shock), NA +2



20th

Thayan Gladiator 6

13

12

11
4

Intim 13, Sense 6, Spot 13

-

Adamantine Strike






Soulmelds (3 w/ 3 essentia total):
Girallon Arms: Totem bind (arms) +2 Climb and Grapple checks and +2 to each per essenita invested, 4 extra claws, +1 attack/dmg per essential invested
Manticore Belt: Totem bind (waist), +2 Jump/Spot and +2 to each per essentia invested. Standard action, snap tail to fire spines equal to essentia invested each doing 1d6+1/2 STR at 30/150ft range
Threefold Mask of the Chimera: Totem bind (crown or soul), can’t be flanked, shaping only

Vile Feats:
Blood War Conscript – vs lawful or good, gain +1 attack/damage
Evil Brand - +2 Diplo/Intim vs Evil
Evil’s Blessing – standard action to activate, for 5 rounds, CHA to saves, if deal damage to a Good target during any round, Double CHA to saves for duration
Vile Martial Strike – Each hit w/ Weapon Focus weapon (claw) does an extra 1 vile damage
Hellsworn – extraplanar subtype, (Hell’s Fury) 1/round as free action, designate a foe, all melee/ranged attacks for weapon you have Weapon Focus for do an extra 1d6 Unholy damage.

Feats:
Multiattack – secondary natural attacks at only -2
Expeditious Dodge - +2 to AC vs 1 opponent
Mobility - +4 AC vs AoO
Flyby Attack – attack as part of movement
Weapon Focus (Claw) - +1 to attacks w/ claws
Azure Toughness – Gain 1 essentia, can invest into feat, each essentia equals 3 temp HP
Improved Natural Attacks (Claw) – all claw attacks one step higher in dmg
Improved Critical (Claw) – double threat range
Rapid Assault – all attacks in first round of combat do +1d6 damage
Iron Will - +2 to the abysmal will save


V: Just 1 HD, but SR/DR and resistances on top of a high Natural Armor bonus, and 3/day Darkness help keep you alive. Multiattack really helps out a 0 BAB. With a STR mod of 6, that's still claw +4/claw +2/wing +2/wing +2/bite +2/tail +2, all doing +6 extra damage. Likely only shaping the Chimera mask at this point for flanking immunity. Evil's Blessing takes a little planning, but is either a +3 or +6 to all saves for a few rounds.

X: Pick up 4 more claw attacks, and finally some BAB. With essentia in Girallon Arms, each claw (6) now has a +13 to hit for the primary, and +11 for all secondary attacks. Each claw does 9-10 extra damage, and moved up a step in the die damage. Flyby attack is used with Manticore Belt (which gets the full to hit for each spine), which also benefits from blood war and momentum for 2 extra damage per spine. Full attack is now claw+13/claw+11/claw+11/claw+11/claw+11/claw+11/wing+11/wing+11/bite+11/tail+11.

XV: Things are getting crazy now. BAB +8, Str +7, Death from above +1, B. War +1, Weap Focus +1, Study +1 means a to hit of 19 for claws, only 1 less for the others. Hellsworn gives another 1d6 Unholy damage to all 6 claw attacks, which also are doing Str +7, Momentum +2, B. War +1 in damage if airborne, only losing out on momentum if you're on the ground. Full attack is now claw+19,+14/claw +17/claw+17/claw+17/claw+17/claw+17/wing+17/wing+17/bite+17/tail+17. Perfect maneuverability means you can now hover in place and still attack from the air.

XX: This block is all about improving the massive pile of natural attacks available. Improved Critical (claw), Vile Martial Strike (claw), Silver and adamantine strike for the claws, as well as stunning critical. BAB +13, Str +8, Weap Focus +1, B. War +1, Death +1, Study +1 means the claws now are hitting at +25/+23 each. Rapid strike adds a d6 to every attack made in the first round of combat, meaning each claw is doing 1d6+1d6(RS)+1d6 Unholy+1d6 shock+8 str+1 vile+2 momentum in the first round, and only 1d6 shock less otherwise. Assuming all attacks hit in the first round, you'd be doing 6x claws for 24d6+48+6 vile+12, 2x wings 2d4+2d6+2 vile +16 Str+4, and a wing and bite at both 2d6+1 vile+8str+2 for a total of around 30d6+2d4+82+10 vile +20 as either silvered, adamantium, or magical weapons.

I forgot about Natural Weapon Focus from T. Gladiator until all these other numbers were added up. from 18th on, you now have an additional claw attack from all 6 claws at -5 to hit, so that'd be something like +25/+20/+20 main hand, and +23/+18 for each of the 5 other claws in your attack pattern, so now you're doing 17 attacks a round for all the pain.

It's hard to pick a sweet spot, but let's go w/ 13 when swoop can be massively abused.

SLA's are doing:
Darkness: 3/day for 160 mins
Darkbolt: 5d8 (half cold, half untyped) and range increased to 90ft thanks to Aerial Avenger
Unholy Blight: 5d8 or 10d6 vs good outsiders
Poison 3/day 1d10 CON/1d10 CON
Dispel: duh
Teleport: 1600 mile range
Unholy Aura: 3/day for 16 rounds, +4 AC/saves, SR to 25, immunity to possession/influence, and 1d6 STR damage to any good creature that hits you in melee
Horrid Wilting: 16d6 or 16d8 vs plants/water elementals in a 60ft diameter burst


Manticore belt and SLA's provide ranged combat options. Flyby attack and Giralon Arms makes for either 1 powerful attack, or a flyby grappling. Once maneuverability gets up to perfect, you can hover in place and apply all the things to the natural attacks, granting you 11 per round. Act as a harrier in the air, poking at the flanks (or swooping through the ranks), or drop into the maelstrom and become a whirlwind of death. With such a high to hit mod, means you could attack say 15 opponents all at +10 to hit for max damage on your claw of 1d6+1d6 Unholy+1d6 rapid strike+1d6 shock+1 vile+8 STR +2 momentum w/o provoking AoO, and can do this every single round, only losing out on rapid strike damage.

Target down the buffed up tank charging you w/ dispel magic, or run away with teleport should the fight go south.

Unfortunately there's no ACF's for dumping Wild Empathy from the Totemist. With DM approval, Voice of the City(druid acf) might be thematic allowing you to communicate with others who speak a language you don't. Or even better, Celesital Slayer (ranger acf) for more hate on good stuff.





Book of Vile Darkness: Vashar p12, Vile Martial Strike p50
Champions of Ruin: Thayan Gladiator p64
Dragon Compendium: Aerial Avenger p67
Elder Evils: Evil’s Blessing p13, Serving Elder Evils p10, Pandorym p80
Exemplars of Evil: Evil Brand p24, Hellsworn (Hell’s Fury) p24
Fiendish Codex I: Blood War Conscript p83
Fiendish Codex II: Aspect of Bel p142
Magic of Incarnum: Azure Toughness p35, Girallon Arms p68, Manticore Belt p77, Threefold Mask of the Chimera p89, Totemist p29
Player’s Handbook: Fighter p37, Feats p90-91
Tome of Battle: Rapid Assault p32

fiend http://archive.wizards.com/default.asp?x=dnd/we/20060630a
city dweller http://archive.wizards.com/default.asp?x=dnd/we/20070228a

Heliomance
2019-02-14, 11:23 AM
Entry number 11:



http://i.imgur.com/U0HFKww.jpg

Arya, Stalker of the Sky
NG Lesser Tiefling Ranger 6/Scout 7/Aerial Avenger 7
The bandits all spoke in hushed whispers. They were safe here in the den, but that was no reason to be careless. The fear that even speaking could draw in the ire of that mysterious figure. No one ever saw where they came from only a pair of bat like wings against the moon if you were lucky, and then the arrows would begin to fall. Only a few had ever escaped the monsters ire, the rest were turned into pincushions or slain with precise shots through the heart or neck. If you heard the flapping of wings, you ran. That was the rule.

This was what the young bandit had been told as the crept through the underbrush. A wagon train was coming through loaded with enough wealth for them to live like kings. That was the rumor, but he didn’t care about that. He’d only turned to this path out of a desperate need to put food on the table. Now they lay in wait. The creaking of wagons could be heard in the distance. As the train drew in close their leader stepped forth signaling the start of the ambush.

It seemed as soon as they charged the arrows began to fall . Three struck home in their leader’s chest first then they just seemed to be an endless rain. He turned to run back. This wasn’t worth dying. Even as others joined him in running they were struck down. Some times only one arrow, sometimes two or three. And then in his panic he tripped. As the others continued to run. He threw his weapon aside and held his hands up hoping for a merciful death among the screams, but it didn’t come.

When all fell silent he looked up and saw her standing there, her bat like wings unfurled, red eyes staring at him, and two arrows nocked on her bow. The bow lowered to the ground and he continued to stare in wide eyed terror.

“This is your first time isn’t it boy?” Her voice wasn’t as harsh as he’d imagined. It was almost sympathetic sounding. He swallowed hard and nodded. There was faint thud as a bad landed between his legs. “You don’t seem like the bad sort. There’s good coin there if you want to return to honest work. You won’t live a second time.” With that her wings pushed hard against the air and she disappeared. The youth grabbed the bag and did the same.


Attributes Strength Dexterity Constitution Intelligence Wisdom Charisma
Point Buy 14 15 10 14 14 12
Racial Adjustment 14 17 10 16 14 10
4th 14 18 10 16 14 10
8th 14 19 10 16 14 10
12th 14 20 10 16 14 10
16th 14 21 10 16 14 10
20th 14 22 10 16 14 10




Level Class Base Attack Bonus Fort Save Reflex Save Will Save Skills Feats Class Features
1st Ranger +1 +2 +2 +0 Balance (Dex) 0
Hide (Dex) 2
Jump (Str) 4
Knowledge {Arcana} (Int) 2
Knowledge {Dungeoneering} (Int) 1
Knowledge {Nature} (Int) 2
Listen (Wis) 4
Move Silently (Dex) 4
Search (Int) 4
Spellcraft (Int) 1
Spot (Wis) 2
Survival (Wis) 3
Tumble (Dex) 2
Track, Dodge Favored Enemy(Arcanist) +2, Wild Empathy
2nd Ranger +2 +3 +3 +0 Balance (Dex) 0
Hide (Dex) 3
Jump (Str) 5
Knowledge {Arcana} (Int) 2.5
Knowledge {Dungeoneering} (Int) 1
Knowledge {Nature} (Int) 3
Listen (Wis) 5
Move Silently (Dex) 5
Search (Int) 5
Spellcraft (Int) 1
Spot (Wis) 3
Survival (Wis) 4
Tumble (Dex) 2 Rapid Shot Combat Style(Archery)
3rd Scout +2 +3 +5 +0 Balance (Dex) 2
Hide (Dex) 3
Jump (Str) 5
Knowledge {Arcana} (Int) 3
Knowledge {Dungeoneering} (Int) 2
Knowledge {Nature} (Int) 4
Listen (Wis) 6
Move Silently (Dex) 6
Search (Int) 6
Spellcraft (Int) 1.5
Spot (Wis) 3
Survival (Wis) 4
Tumble (Dex) 4 Point Blank Shot Skirmish (+1d6), Trapfinding
4th Scout +3 +3 +6 +0 Balance (Dex) 4
Hide (Dex) 4
Jump (Str) 5
Knowledge {Arcana} (Int) 3.5
Knowledge {Dungeoneering} (Int) 2
Knowledge {Nature} (Int) 5
Listen (Wis) 7
Move Silently (Dex) 7
Search (Int) 7
Spellcraft (Int) 1.5
Spot (Wis) 4
Survival (Wis) 5
Tumble (Dex) 5 - Battle Fortitude +1, Uncanny Dodge
5th Ranger +4 +3 +6 +1 Balance (Dex) 4
Hide (Dex) 4
Jump (Str) 5
Knowledge {Arcana} (Int) 4
Knowledge {Dungeoneering} (Int) 3
Knowledge {Nature} (Int) 6
Listen (Wis) 8
Move Silently (Dex) 8
Search (Int) 8
Spellcraft (Int) 2
Spot (Wis) 5
Survival (Wis) 6
Tumble (Dex) 5 Endurance -
6th Scout +5 +4 +6 +2 Balance (Dex) 5
Hide (Dex) 5
Jump (Str) 5
Knowledge {Arcana} (Int) 4.5
Knowledge {Dungeoneering} (Int) 4
Knowledge {Nature} (Int) 7
Listen (Wis) 9
Move Silently (Dex) 9
Search (Int) 9
Spellcraft (Int) 2.5
Spot (Wis) 5
Survival (Wis) 6
Tumble (Dex) 7 Fiendish Bloodline
Fast Movement +10', Skirmish (+1d6/+1AC), Trackless Step
7th Ranger +6/+1 +5 +7 +2 Balance (Dex) 5
Hide (Dex) 5
Jump (Str) 5
Knowledge {Arcana} (Int) 5
Knowledge {Dungeoneering} (Int) 4
Knowledge {Nature} (Int) 8
Listen (Wis) 10
Move Silently (Dex) 10
Search (Int) 10
Spellcraft (Int) 3
Spot (Wis) 7
Survival (Wis) 7
Tumble (Dex) 7 Precise Shot Distracting Shot
8th Scout +7/+2 +5 +8 +2 Balance (Dex) 6
Hide (Dex) 6
Jump (Str) 5
Knowledge {Arcana} (Int) 5.5
Knowledge {Dungeoneering} (Int) 4
Knowledge {Nature} (Int) 9
Listen (Wis) 11
Move Silently (Dex) 11
Search (Int) 11
Spellcraft (Int) 3.5
Spot (Wis) 8
Survival (Wis) 7
Tumble (Dex) 9 Mobility -
9th Ranger +8/+3 +5 +8 +2 Balance (Dex) 6
Hide (Dex) 6
Jump (Str) 5
Knowledge {Arcana} (Int) 6
Knowledge {Dungeoneering} (Int) 5
Knowledge {Nature} (Int) 10
Listen (Wis) 12
Move Silently (Dex) 12
Search (Int) 12
Spellcraft (Int) 4.5
Spot (Wis) 9
Survival (Wis) 7
Tumble (Dex) 9 Outsider Wings Favored Enemy (Arcanist+4, Construct+2)
10th Aerial Avenger +8/+3 +5 +10 +2 Balance (Dex) 7
Hide (Dex) 7
Jump (Str) 5
Knowledge {Arcana} (Int) 6.5
Knowledge {Dungeoneering} (Int) 5
Knowledge {Nature} (Int) 10
Listen (Wis) 13
Move Silently (Dex) 13
Search (Int) 12
Spellcraft (Int) 4.5
Spot (Wis) 9
Survival (Wis) 9
Tumble (Dex) 11 Flyby Attack -
11th Aerial Avenger +9/+4 +5 +11 +2 Balance (Dex) 8
Hide (Dex) 8
Jump (Str) 5
Knowledge {Arcana} (Int) 7
Knowledge {Dungeoneering} (Int) 5
Knowledge {Nature} (Int) 11
Listen (Wis) 14
Move Silently (Dex) 14
Search (Int) 12
Spellcraft (Int) 5
Spot (Wis) 9
Survival (Wis) 9
Tumble (Dex) 12 - Momentum+1, Power Dive
12th Aerial Avenger +9/+4 +6 +11 +3 Balance (Dex) 9
Hide (Dex) 9
Jump (Str) 5
Knowledge {Arcana} (Int) 7
Knowledge {Dungeoneering} (Int) 5
Knowledge {Nature} (Int) 11
Listen (Wis) 15
Move Silently (Dex) 15
Search (Int) 12
Spellcraft (Int) 6
Spot (Wis) 9
Survival (Wis) 11
Tumble (Dex) 13 Swift Hunter Manueverability Increase, Speed +10', Skirmish (+3d6/+2AC)
13th Aerial Avenger +11/+6/+1 +6 +12 +3 Balance (Dex) 10
Hide (Dex) 10
Jump (Str) 5
Knowledge {Arcana} (Int) 7
Knowledge {Dungeoneering} (Int) 5
Knowledge {Nature} (Int) 12
Listen (Wis) 16
Move Silently (Dex) 16
Search (Int) 12
Spellcraft (Int) 7
Spot (Wis) 9
Survival (Wis) 11
Tumble (Dex) 14 - Death From Above, Range Increase
14th Scout +11/+6/+1 +6 +12 +3 Balance (Dex) 11
Hide (Dex) 11
Jump (Str) 5
Knowledge {Arcana} (Int) 7
Knowledge {Dungeoneering} (Int) 6
Knowledge {Nature} (Int) 13
Listen (Wis) 17
Move Silently (Dex) 17
Search (Int) 14
Spellcraft (Int) 7
Spot (Wis) 10
Survival (Wis) 12
Tumble (Dex) 15 - Favored Enemy (Arcanist+4, Construct+4, Oozes +2), Evasion
15th Scout +12/+7/+2 +7 +13 +4 Balance (Dex) 12
Hide (Dex) 12
Jump (Str) 5
Knowledge {Arcana} (Int) 7
Knowledge {Dungeoneering} (Int) 6
Knowledge {Nature} (Int) 14
Listen (Wis) 18
Move Silently (Dex) 18
Search (Int) 15
Spellcraft (Int) 7.5
Spot (Wis) 12
Survival (Wis) 13
Tumble (Dex) 16 Improved Precise Shot Flawless Stride, Skirmish (+3d6/+3AC)
16th Ranger +13/+8/+3 +8 +14 +5 Balance (Dex) 12
Hide (Dex) 13
Jump (Str) 5
Knowledge {Arcana} (Int) 7
Knowledge {Dungeoneering} (Int) 7
Knowledge {Nature} (Int) 15
Listen (Wis) 19
Move Silently (Dex) 19
Search (Int) 15
Spellcraft (Int) 8
Spot (Wis) 14
Survival (Wis) 14
Tumble (Dex) 16 Manyshot Improved Combat Style
17th Scout +14/+9/+4 +8 +14 +5 Balance (Dex) 13
Hide (Dex) 14
Jump (Str) 5
Knowledge {Arcana} (Int) 7
Knowledge {Dungeoneering} (Int) 7
Knowledge {Nature} (Int) 16
Listen (Wis) 20
Move Silently (Dex) 20
Search (Int) 15
Spellcraft (Int) 9
Spot (Wis) 16
Survival (Wis) 14
Tumble (Dex) 18 - Skirmish (+4d6/+3AC)
18th Aerial Avenger +14/+9/+4 +8 +14 +5 Balance (Dex) 14
Hide (Dex) 15
Jump (Str) 5
Knowledge {Arcana} (Int) 7
Knowledge {Dungeoneering} (Int) 8
Knowledge {Nature} (Int) 16
Listen (Wis) 21
Move Silently (Dex) 21
Search (Int) 15
Spellcraft (Int) 9
Spot (Wis) 16
Survival (Wis) 16
Tumble (Dex) 19 Greater Manyshot Momentum +2
19th Aerial Avenger +15/+10/+5 +9 +15 +6 Balance (Dex) 15
Hide (Dex) 16
Jump (Str) 5
Knowledge {Arcana} (Int) 7
Knowledge {Dungeoneering} (Int) 8
Knowledge {Nature} (Int) 17
Listen (Wis) 22
Move Silently (Dex) 22
Search (Int) 15
Spellcraft (Int) 9
Spot (Wis) 17
Survival (Wis) 16
Tumble (Dex) 20 - Swoop
20th Aerial Avenger +16/+11/+6/+1 +9 +15 +6 Balance (Dex) 16
Hide (Dex) 17
Jump (Str) 5
Knowledge {Arcana} (Int) 7
Knowledge {Dungeoneering} (Int) 9
Knowledge {Nature} (Int) 17
Listen (Wis) 23
Move Silently (Dex) 23
Search (Int) 15
Spellcraft (Int) 9
Spot (Wis) 17
Survival (Wis) 17
Tumble (Dex) 21 -
Manueverability Increase, Speed +10'





Qualifying for the Aerial Avenger is largely a simple task. Scout give us the option of Mobility as a bonus freeing up a slot for other uses and allowing us to jump into the class a few levels sooner than would be otherwise possible. It also features Tumble as a class skill. This leaves us with one major hurdle, and that is the ability to fly. Instead of dipping into casting which neither synergizes with the scout nor is progressed by the SI, we instead look to our other main source which is as a racial ability. The Tiefling doesn’t have flying by default, however Races of Faerun provides the ability for planetouched individuals to get wings and an average flight speed for two feats. This method does delay our entry into the prestige class by a couple levels, but provides what will hopefully be a fairly unique means of qualification this round.


Scout naturally wants to work with this ingredient well since the focus on ranged combat and the Scout’s Skirmish meld well together especially when Flyby Attack is handed out as a bonus feat first level. To help with strengthening the scout which is a decent utility class we augment it by taking levels in Ranger. With the Swift Avenger feat Ranger provides several handy boosts to the class overall by allowing us to apply Skirmish’s precision damage to our favored enemies and providing full BAB to increase our number of attacks and the likelihood of us hitting our targets.
Ranger also helps us out by providing access to several bonus feats to help overcome our limited attack options when using Skirmish and later Flyby Attack. The first is Rapid Shot which gives us an extra attack even on a standard attack for a -2 modifier. This serves as the workhorse for getting us a decent amount of damage in until later levels. By taking Champion of the Wild we can also trade out our spellcasting which doesn’t ever build to anything particularly useful for another bonus feat, in this case Precise Shot which helps make it easier to shoot into melee. The last feat it grants us is Manyshot which lets us get off our full iterative attacks as a standard actions, albeit with a substantial penalty.


At level 20 we have a fairly solid dish that while not striking out as overpowering in any particularly area is a competent scout and ranged combatant. With a Base Attack of +16 we have our full barrage of iterative attacks. Swift Hunter gives us 3 Favored Enemies and a total of +4d6 damage to our attacks. Our choice of FE is largely influenced by trying to get the most use of Swift Hunter as possible. Constructs and Oozes are two of the creature types that are typically immune to precision damage. The other two are Plants and the Undead. By taking Arcanist first level we actually mange to ensnare several of the higher level undead as well as several other monsters since it just looks for anything that casts spells which includes racially granted spells. Depending on campaign plant could be chosen instead.
Our high dexterity modifier helps offset the penalty from Greater Manyshot and leaves us free to utilize it to our hearts content as part of a Flyby attack. Greater Manyshot also allows us to apply our precision damage to each arrow we fire instead of only one. Improved Precise Shot overcomes anything short of full cover and concealment making easier for us to hit anything we’re aiming for in addition to Precise Shot negating the attack penalty for shooting into melee. Finally with Darkvision and our high spot and listen checks we should be able to spot most anything coming, especially from the air, before it becomes a problem for us or our party.
Our only real problem is our abysmal will save which we’ll need to rely on the party or magic items to shore us up against.


Level 16 is the sweet spot for this build. At this point we have all of our required feats and the best of the SI’s abilities to mix in with our Swift Hunter. While the SI does continue to build well it doesn’t add anything new after the first four levels and there is very little point taking it past level 7. As a result we break out at level 4 to finish grabbing our goodies from Scout and Ranger before returning to finish up. At level 16 we have a total of 3 Favored enemies, +3d6/+3AC from our skirmish, the ability to make all of our attacks from Manyshot, good flight maneuverability, increased range, and a minor boost to damage. All in all this gives us a fairly solid character that can contribute in a couple different ways.


Arcane Hunter - Complete Mage p.32
Champion of the Wild - Complete Champion p.50
Distracting Shot - PHB2 p.55
Scout - Complete Adventurer p.10
Fiendish Bloodline - Races of Faerun p.163
Outsider Wings - Races of Faerun p.167
Swift Hunter - Complete Scoundrel p.81
Greater Manyshot - XPH p.47

Heliomance
2019-02-14, 11:24 AM
That's all! Randuir gets to feel smug - there were indeed 11 entries. Judges, you've got a lot of entries to look at - good luck all!

The Viscount
2019-02-14, 12:39 PM
Vizzini must have gotten to us all that we didn't see a Cobra Strike Monk. I definitely thought about it as a means of entry, but decided against because I was sure it was too obvious. I guess it was after all.

KrimsonNekros
2019-02-14, 01:04 PM
Yun caught me off guard with his level 3 entry though.

Thedez
2019-02-14, 01:50 PM
God. I thought I'd made a good bit, but the Tree Octopus got me. It freakin' got me, man. I actually laughed. My girlfriend can barely do that. My friends can barely do that. But that god-forsaken Tree Octopus, that one did it for me.
Also taking some notes for formatting, now...

WhamBamSam
2019-02-14, 02:04 PM
Vizzini must have gotten to us all that we didn't see a Cobra Strike Monk. I definitely thought about it as a means of entry, but decided against because I was sure it was too obvious. I guess it was after all.My reasons for dismissing Cobra Strike Monk would probably tip my hand too much for which entry is mine, but I did consider it.


Yun caught me off guard with his level 3 entry though.There's at least one other level 3 entry and one level 4 entry. I thought about a level 4 entry using a Dragonwrought Kobold with Improved Dragon Wings auto-qualification, but since my main schtick was going to be Defensive Rebuke+Draconic Rite Ghostly Tail, which meant being a Crusader, it was just too glaring how unfavorably Swoop compares against Great Flyby Attack+Aura of Perfect Order in a very similar build without Aerial Avenger (or the Feat Rogue/Cobra Strike Monk levels required to qualify by 4th level).

Thurbane
2019-02-14, 02:43 PM
My build was looking like Rogue 1/Cloistered Cleric 5/Aerial Avenger 10/Elemental Warrior (air) 4, not in that order.

Able Learner for skillmonkeying, Travel domain to meet AA Fly reqs, and swapping out Travel Domain for Travel Devotion once I got at will flying through EW.

But yeah, I felt this build was useful in spite of the SI, so I gave up on it. Also wanted to not have to dip Rogue, but couldn't figure a way to meet Ref save reqs using only a 5th level casting class.

KrimsonNekros
2019-02-14, 03:28 PM
I had a fun idea of trying to use Great Rift Skyguard to meet the flight requirements since it does actually give you a flight speed with the drogue wing, but it fell apart once I saw i needed 9 levels Of GRS to get that requirement.

Inevitability
2019-02-14, 03:39 PM
The build I made used levels in the ghost template to get:

-A fly speed (duh)
-Incorporeality (which is kind of broken with flyby attack, just zip in and out of walls for free)
-A draining touch (which, arguably, all the nifty dive and momentum damage boosts applied to, as well as the extra attacks)
-Telekinesis (which aside from being incredibly broken at low levels also synergizes well with range boosts and such)
-A reason to make the character charisma-SAD (touch attacks remove the need for much dexterity, incorporeal AC boost is nifty)

The build would be strongheart halfling battle dancer 2/ghost template class 4/aerial avenger 10/master of the unseen hand 4, and would end up with charisma in the high twenties before magic items, as well as a crazy powerful Terrifying Swoop, an insanely powerful draining touch, some good ol' CL 20 telekinesis and the ability to fly out of a wall, tag a bunch of foes with some nice constitution drain, and disappear again.

DeTess
2019-02-14, 04:11 PM
One of the things I toyed with was a Raptoran with as many stormtalon levels as possible in addition to the ingredient, but on closer inspection of that PRC, it appeared to be a very good Iron Chef ingredient (and an absolutely terrible PRC).

AvatarVecna
2019-02-14, 07:02 PM
My build was gonna ne Raptoran Scout 3/CC Spell-less Ranger 16/AA 1 out of protest, until I realized that even deigning to bother was giving this class too much attention.

KrimsonNekros
2019-02-14, 07:07 PM
My build was gonna ne Raptoran Scout 3/CC Spell-less Ranger 16/AA 1 out of protest, until I realized that even deigning to bother was giving this class too much attention.

That and Arya totally did your thing with a tiefling

PoeticallyPsyco
2019-02-14, 11:23 PM
Are we allowed to critique/comment on each others' builds, or is that best left to the judges?

Falontani
2019-02-15, 12:20 AM
my idea was a halfling cobra strike monk using skirmish from halting monk, entering at level 3, using born flyer to qualify. Was then going to use aberrant Dragonmarks and the aberrant feat star whatever to make a very thematic character of a halfling that wanted to fly so badly that she literally grew wings to do it. But the feats were expensive, the movement speed sucked, and overall the entire build was crap other than the cool idea of someone entering without the ability to fly.

jdizzlean
2019-02-15, 01:41 AM
Are we allowed to critique/comment on each others' builds, or is that best left to the judges?

wait until after judgement

Thurbane
2019-02-15, 03:21 AM
my idea was a halfling cobra strike monk using skirmish from halting monk, entering at level 3, using born flyer to qualify. Was then going to use aberrant Dragonmarks and the aberrant feat star whatever to make a very thematic character of a halfling that wanted to fly so badly that she literally grew wings to do it. But the feats were expensive, the movement speed sucked, and overall the entire build was crap other than the cool idea of someone entering without the ability to fly.

Hmm, never seen that feat before. Interesting...

Heliomance
2019-02-15, 10:52 AM
Randuir, you don't get to be smug anymore. There is in fact a 12th entry that I missed (it was in in plenty of time, I just managed to miss it when posting the entries)


Fip Darastrix
http://www.artofmtg.com/wp-content/uploads/2014/06/Hypersonic-Dragon-MtG-Art.jpg


CG Ambush Drake (7 RHD) aerial avenger 10/swordsage 3



Base
level 1(racial)
level 3(racial)
level 4
level 5(racial)
level 8
level 12
level 16
level 20
total


str
15

+1

+2




18


dex
16








16


con
15
+4

+1

+1
+1
+1
+1
24


int
12
-4







8


wis
8








8


cha
10








10




Thew progression for the ambush drake can be found at http://archive.wizards.com/default.asp?x=dnd/fc/20060728a . However, there's a couple of things that that article leaves implicit rather than spelling out exactly, so I'll quickly treat those here. First of all, spell resistance isn't explained, merely listed in the table, but from the examples stat blocks it can be inferred that the value is equal to 9+HD, which includes levels in classes.

Then there's the save DC's. The write-up mentions them being flat DC 17 and scaling with CON, but DC 17 already assumes a constitution of 18. The actual DC would be either 13+CON mod, or 10+1/2 RHD+CON mod.

Lastly, base land speed is 40 ft, and hit dice are D12 (as can be deduced from the stat blocks, and MM3).




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


1st
Ambush Drake 1
+1
+2
+2
+2
Hide 4, listen 4, move silently 4, spot 4, tumble 1 (CC), speak language 1 (CC, for common)
Dodge
+4 con, -4 int, darkvision 60 ft, immunity to magic sleep and paralysis, low-light vision, scent


2nd
Ambush Drake 2
+2
+3
+3
+3
Hide 5, listen 5, move silently 5, spot 5, tumble 1 (CC), speak language 1.5 (CC, for common)
-
poison, telepathic link 15 ft, total Natural armor bonus +1


3rd
Ambush Drake 3
+3
+3
+3
+3
Hide 6, listen 6, move silently 6, spot 6, tumble 2, speak language 1.5 (CC, for common)
martial study(burning blade)
+1 str, flt 15 ft (poor), total Natural armor bonus +2


4th
Ambush Drake 4
+4
+4
+4
+4
Hide 7, listen 7, move silently 7, spot 7, tumble 3, speak language 1.5 (CC, for common)
-
Spell resistance, total Natural armor bonus +3


5th
Ambush Drake 5
+5
+4
+4
+4
Hide 8, listen 8, move silently 8, spot 8, tumble 4, speak language 1.5 (CC, for common)
-
+2 str, fly 30ft (poor), total Natural armor bonus +4


6th
Ambush Drake 6
+6
+5
+5
+5
Hide 9, listen 9, move silently 9, spot 9, tumble 5, speak language 1.5 (CC, for common)
Mobility
telepathic link 30 ft, total Natural armor bonus +5


7th
Ambush Drake 7
+7
+5
+5
+5
Hide 10, listen 10, move silently 10, spot 10, tumble 6, speak language 1.5 (CC, for common
-
breath weapon, total Natural armor bonus +6


8th
Aerial Avenger 1
+7
+5
+7
+5
Hide 11, listen 11, move silently 11, spot 10, tumble 8, speak language 1.5 (CC, for common)
flyby attack (Class bonus)
-


9th
Aerial Avenger 2
+8
+5
+8
+5
Hide 12, listen 12, move silently 12, spot 10, tumble 10, speak language 1.5 (CC, for common
ability focus (poison bite)
momentum+1, power dive


10th
Aerial Avenger 3
+9
+6
+8
+6
Hide 13, listen 13, move silently 13, spot 10, tumble 12, speak language 1.5 (CC, for common)
-
maneuverability increase, speed +10 ft


11th
Aerial Avenger 4
+10
+6
+9
+6
Hide 14, listen 14, move silently 14, spot 10, tumble 14, speak language 1.5 (CC, for common)
-
Death from above+1, range increase


12th
Aerial Avenger 5
+10
+6
+9
+6
Hide 15, listen 15, move silently 15, spot 10, tumble 15, speak language 2 (CC, for common, Auran)
air heritage
momentum +2


13th
Aerial Avenger 6
+11
+7
+10
+7
Hide 16, listen 16, move silently 16, spot 10.5(CC), tumble 16, speak language 2 (CC, for common, Auran)
-
swoop


14th
Aerial Avenger 7
+12
+7
+10
+7
Hide 17, listen 17, move silently 17, spot 11(CC), tumble 17, speak language 2 (CC, for common, Auran)
-
maneuverability increase, speed +10 ft


15th
Aerial Avenger 8
+13
+7
+11
+7
Hide 18, listen 18, move silently 18, spot 11.5(CC), tumble 18, speak language 2 (CC, for common, Auran)
heighten breath
momentum +3


16th
Aerial Avenger 9
+13
+8
+11
+8
Hide 19, listen 19, move silently 19, spot 12(CC), tumble 19, speak language 2 (CC, for common, Auran)
-
death from above +2


17th
Aerial Avenger 10
+14
+8
+12
+8
Hide 20, listen 20, move silently 20, spot 12.5(CC), tumble 20, speak language 2 (CC, for common, Auran)
-
terrifying shriek


18th
Swordsage 1
+14
+8
+14
+10
Hide 21, listen 21, move silently 21, spot 13(CC), tumble 21, speak language 2 (CC, for common, Auran)
virulent poison
quick to act +1, discipline focus (tiger claw)(weapon focus)


19th
Swordsage 2
+15
+8
+15
+11
Hide 22, listen 22, move silently 22, spot 13.5(CC), tumble 22, speak language 2 (CC, for common, Auran)
-
AC Bonus


20th
Swordsage 3
+16
+9
+15
+11
Hide 23, listen 23, move silently 23, spot 14(CC), tumble 23, speak language 2 (CC, for common, Auran)
-
-




Swordsage gets 6 strikes and a stance at level 1, an additional strike at levels 2 and 3, and an additional stance at level 2. At swordsage 1 your effective initiator level is 9 (17/2+1), which gives you access to level 5 maneuvers, wile at swordsage 3 you can get a level 6 maneuvers.
strikes
Cloak of deception
shadow blade technique
bloodletting strike
mountain hammer
burning brand
lingering inferno
Dragon's flame
desert tempest
Stances
flame's blessing
assassin's stance




Level 1-7: The Dragon Days
Fip of the Darastrix brood had a rather happy youth. He and the rest of his brook grew up in the mountain wilderness under the watchful guidance of their mother. Apart from them the area was occupied only by prey, and some air elementals, at least one of which often stopped by to tell the young drakes stories of the wide world and teach them the two-legs language.

The first 7 levels are pretty simple. You've got the ambush drake abilities, which include flight, a rather nasty poison, some natural armor and heaps of HP. Taking the martial study feat for a desert wind maneuver makes Tumble a class study, and the burning blade maneuver gives you a nice 1/encounter boost to a full attack sequence. Between flight, darkvision and your skills you're also shaping up to becoming a bit of a scout.

Level 8-12: Dawn of Flight
As Fip grew up, the mountain slowly changed. The two-legs had first build a fort, and then a city in a major pass going by the mountains His brothers and sisters had, after some initial wariness, been employed by the two-legs as guards and messengers, but Fip felt that the settled life was nothing for him. So when Daddy Windbags, the air elemental that had taught him and his siblings the two-legs tongue, announced that he was going to travel, Fip jumped at the chance to join him. Together they set out on a long journey, which strengthened Fip's wings and made him more accustomed to flying.

At times he and Daddy windbags would help small human communities in exchange for food and other gifts to aid their journey, which taught Fip how to use his aerial mobility in a fight as well as during long journeys.

Between flyby attack and your aerial mobility you'd best fight using hit-and-run tactics, biting an enemy and then climbing out of their reach. You start of fights with your slow breath to cripple the opposition, and hopefully they all forgot to bring ranged weapons so you can take them apart at your leisure. The ability focus feat makes the saves against your poison more difficult. This is important as the poison from your bite will be your main method for taking out the bigger opponents. Air heritage significantly increases your flight speed, making hit-and-run tactics easier.

level 13: Sweet Spot
Swoop is where it's at. It codifies your hit-and-run tactics and allows you to spread your poisonous bite around. You no longer have to worry about attacks of opportunity, though you'll continue taking ranks in tumble because they will be very useful in the last levels of the build.

level 14-17: More of everything
By this point, Fip and Daddy Windbags (but especially Fip) had been gathering quite a bit of renown, so eventually they where sought out by a group of adventurers that requested their help during a dangerous journey into the domain of the evil harpy queen that had kidnapped the empress' son. Daddy windbags refused, stating that he wanted to return to the Mountain after years of travelling, but Fip joined the adventurers. During the years of travelling he'd come to enjoy watching the happiness his help brought, and the food the two-legs brought him as a reward was always nice as well.

With Fip's mastery of flight and hit-and-run tactics the Adventurers managed to rescue the prince before he was forced to marry the harpy queen, and on their triumphant return Fip was given a knight-hood and a grand feast (he wasn't sure what the medal and big words where all about, but really enjoyed everyone's adoration and the food afterwards).

As the title suggests, these levels are really just about adding numbers. Terrifying shriek is a very nice capstone though, especially because you'll likely trigger it every turn, and the ability has no wording that suggests that people making the save become immune (like with frightful presence, for example), so even though it's only DC20, most opponents will fail it eventually anyway. The heighten breath feat will also allow you to significantly increase the slow breath's DC (up to DC27), at the cost of slowing it's recharge. It's really only for starting fights with though, so the slower reload does not particularly affect you.

level 18-20: Teethsage
After receiving his knighthood Fip continued travelling with the adventurers, helping those in need. With their help, he also started developing specialized combat techniques to better counter the ever-stronger opponents they where facing. After many fruitful years of protecting the realm, in which their opponents somehow always seemed to be both stronger than the last, but also weirdly balanced to the adventurer's capabilities, eh retired to an estate granted to him by the empress. THis estate just so happened to cover the slops of the Mountain, and came with exclusive hunting rights for him and his brood.

The levels in swordsage add some more versatility to your tactics. The Assassin's stance adds some damage if you can set things up that you can use sneak attack, while the flame's blessing stance makes you immune to fire damage, which can be very useful.

The cloak of deception strike makes you invisible for a turn, which allows you to get the sneak attack damage in, and in certain circumstances allows you to get a series of bites in without getting spotted. Shadow blade technique makes landing your bite against high-AC bosses easier, while bloodletting strike allows you to do CON damage (even on a successful save) which in turn makes landing your poison attack easier. If you still haven't gotten something to bypass DR mountain-hammer is your friend. Burning brand increases your reach by 5 feet, which allows you to hit more people during a swoop, lingerering inferno deals a decent DoT for use against bosses, and dragon's flame is completely useless as the save is way too low for this level, but a dragon has got to have the ability to breathe fire! Finally, Deserts tempest allows you to bite a more complicated formation of enemies.

The Ac bonus gained from swordsage is pretty much useless unless you somehow pick up a bonus to your WIS, but the small bonus to initiative is always welcome, and claws are part of the Tiger claw school's preferred weapons, so if you ever have a reason to use those you get a +1 bonus to hit.

Finally, virulent poison pumps up your poison's DC to 24.


Sweet spot:
HP: 90+6d12+6d8 (average 156)
AC: 19 (Natural armor+Dex)
Fly speed: 70 ft, average maneuverability
Slow breath DC: 19
Poison DC: 21
Bite attack (while airborne): +16 to hit, 1d8+6 damage +poison

lvl 20:

Sweet spot:
HP: 152+6d12+13d8 (average 249)
AC: 23 (Natural armor+Dex+chain shirt)
Fly speed: 80 ft, good maneuverability
Slow breath DC: 27 (heightened)
Poison DC: 24
Bite attack (while airborne): +23 to hit, 1d8+7 damage +poison




The story-bits are excerpts from 'The Life of Fip Darastrix', published sometime maybe in the future, but probably not.
http://archive.wizards.com/default.asp?x=dnd/fc/20060728a ambush drake progression
Tome of battle: swordsage, martial study, stances and maneuvers
planar handbook: air heritage
savage species: ability focus, virulent poison
Draconomicon: heighten breath
Dragon compendium: Aerial avenger

DeTess
2019-02-15, 02:05 PM
Randuir, you don't get to be smug anymore. There is in fact a 12th entry that I missed (it was in in plenty of time, I just managed to miss it when posting the entries)

But..but.. I'd already planned the 'I was right!' party. Sent all the invitations even!

Falontani
2019-02-15, 02:13 PM
But..but.. I'd already planned the 'I was right!' party. Sent all the invitations even!

I haven't received mine yet! Did you forget about me again?

DeTess
2019-02-15, 02:21 PM
I haven't received mine yet! Did you forget about me again?

No, no, there definitely isn't any party, nor any invitations, and I'm most certainly not currently embroiled in wacky hijinks revolving around retriveing all ivnitations from the epople I send them to before they get the chance to open them.

RaiKirah
2019-02-15, 05:15 PM
I was thinking about trying to use the range increment increase to get extra long range on a hulking hurler before I realized that I would run into logistics issues what with there not being rocks habitually floating in the air. Also, trying to optimize for that ability basically ignores the rest of the class.

Darkcouch
2019-02-15, 09:28 PM
My idea was a Scout Barbarian who uses a Never Outnumbered Intimidating rage after his Terrifying shriek to make every one nearby cower for the whole duration of his rage. Then he'd use his flyby with pounce to commence the beat-down with added skirmish damage.

I also thought about getting some Dvati flight somehow, so one could dive-bomb while the other plinked away from the air.

Zaq
2019-02-16, 12:47 AM
The only peg I could see hanging a hat upon is the fact that Momentum increases damage rather than damage rolls, so this could theoretically increase damage that's just a flat number. Maybe some kind of AoE stat damage like, y'know, the oozy glob ability of the oozemaster. Though probably not exactly that. Obviously, that's not really enough for a build unless my eyes skimmed past someone doing exactly that.

I will confess that I was not expecting this many entries. We swung that pendulum right back, huh?

Wolfem
2019-02-19, 09:47 AM
The ICO Spreadsheet (https://docs.google.com/spreadsheets/d/1oyjVU5JmeCnC8YTMqDArDqE5PszHl0Ysadz630kuTGk/edit?ts=59a4835f#gid=0&range=A1006:A1017) has been updated with the dishes for this cook.

If someone can look over the Race/Templates for these and update them, if I messed up, it would be appreciated. Some of these Races were very confusing to me and I was having a hard time distinguishing the actual Race of the character from any additional Templates being applied to it.

KrimsonNekros
2019-02-19, 04:40 PM
The ICO Spreadsheet (https://docs.google.com/spreadsheets/d/1oyjVU5JmeCnC8YTMqDArDqE5PszHl0Ysadz630kuTGk/edit?ts=59a4835f#gid=0&range=A1006:A1017) has been updated with the dishes for this cook.

If someone can look over the Race/Templates for these and update them, if I messed up, it would be appreciated. Some of these Races were very confusing to me and I was having a hard time distinguishing the actual Race of the character from any additional Templates being applied to it.

The only thing I saw immediately is the Saint template for Duke Harambald

The Viscount
2019-02-19, 07:54 PM
Checked over and fixed a few. Duke Herambald has the Saint and Telthor templates in addition to living construct, and Gnash Bandicoot has the Unseelie Fey template in addition to Yeenoghu-blooded.

PoeticallyPsyco
2019-02-19, 08:58 PM
Who all is judging?

KrimsonNekros
2019-02-28, 03:45 PM
Any word from prospective judges?

Karl Aegis
2019-02-28, 04:32 PM
Eh, it's a Dragon Compendium class and I can't easily find what race the first build is. Like, do I check the references, see Hengeyokai and like throw darts at the book until it matches up with... something in the build? For that reason, I'm out.

DeTess
2019-02-28, 04:36 PM
Eh, it's a Dragon Compendium class and I can't easily find what race the first build is. Like, do I check the references, see Hengeyokai and like throw darts at the book until it matches up with... something in the build? For that reason, I'm out.

The gameplay section of that build does mention that he can turn into a crane, so presumably it's a crane Hengeyokai? it could have been clearer, but it's not impossible to find. You're under no obligation to judge, of course, but don't bash a build for missing info when that info can still be found quite easily.

KrimsonNekros
2019-02-28, 06:27 PM
Eh, it's a Dragon Compendium class and I can't easily find what race the first build is. Like, do I check the references, see Hengeyokai and like throw darts at the book until it matches up with... something in the build? For that reason, I'm out.

I'd also ding that for elegance, but Hengeyokai are part of Oriental Adventures.

Kadesh
2019-02-28, 06:28 PM
Eh, it's a Dragon Compendium class and I can't easily find what race the first build is. Like, do I check the references, see Hengeyokai and like throw darts at the book until it matches up with... something in the build? For that reason, I'm out.
'Hey, this guy forgot to say in his build he was explicitly Crane Hengeyokai, therefore everyone gets 0points' is an interesting take for a judge to have.

Karl Aegis
2019-02-28, 07:23 PM
'Hey, this guy forgot to say in his build he was explicitly Crane Hengeyokai, therefore everyone gets 0points' is an interesting take for a judge to have.

That's why I'm not judging.

AvatarVecna
2019-02-28, 08:00 PM
'Hey, this guy forgot to say in his build he was explicitly Crane Hengeyokai, therefore everyone gets 0points' is an interesting take for a judge to have.

To quote WotC:


Some creatures lack certain ability scores. These creatures do not have an ability score of 0—they lack the ability altogether.

PoeticallyPsyco
2019-02-28, 09:13 PM
Do we actually have any judges? If not, I remember one or two of the competitions had the entrants judge each other. Do we want to do that?

Thurbane
2019-03-01, 12:49 AM
I'd love to volunteer to judge, but Real LifeTM is kicking my butt at the moment. All my down time is being spent trying to remain sane...

DeTess
2019-03-01, 02:03 AM
Do we actually have any judges? If not, I remember one or two of the competitions had the entrants judge each other. Do we want to do that?

The gamewarpers competition does have a system for that we could borrow, if heliomance is okay with that.

The Kool
2019-03-01, 02:07 AM
I might volunteer to judge, but I'm relatively unfamiliar with these contests. If you don't mind a fresh set of eyes with a mind to gameplay more than theory, I'm all in. If you prefer experience, then I'm not your judge.

DeTess
2019-03-01, 03:30 AM
I might volunteer to judge, but I'm relatively unfamiliar with these contests. If you don't mind a fresh set of eyes with a mind to gameplay more than theory, I'm all in. If you prefer experience, then I'm not your judge.

New judges are allways welcome! I think my first involvement with one if these comps was as a judge.

The Kool
2019-03-01, 08:29 AM
Alright then. Cracks knuckles, opens all twelve builds at once. This... is gonna take a while.

AvatarVecna
2019-03-01, 03:06 PM
Very general rule: every score starts at 3. It goes up for good stuff, down for bad stuff. I'm not in a very "in-depth" mood right now, so it'll mostly be numbers, and occasionally an explanation if I feel one is necessary to explain an adjustment. I'll be more open to explaining particular penalties if people take issue with them.

I very much expected ubercharging. I kinda expected flight-capable races, but forgot about OA animal people, so it was a pleasant surprise. Did not expect to see shapeshifters in this competition at all.

+0.50: Master Of Many Forms
+0.50: Shapeshifter
+0.25: Hengeyokai
-0.50: Dungeoncrasher Fighter
-0.50: Shock Trooper

You're a fighter with Str 13/Dex 13/Con 10. You're an ubercharger who doesn't get pounce until at least 10th level, or Shock Trooper until 18th level. Until 10th level, you don't really have anything decent to stand by except a decent fly speed/maneuverability, and in this contest that doesn't make you stand out. You have so many skill points you could've put cross-class into good skills, but the only decent skill you have is Diplomacy. You're hardcore focusing Charisma, in order to maximize your capstone's Save DC, but not only is the capstone not particularly impressive on its own, not only is it not combo'd well with anything, but you get it at 20th level, which is 8 levels later than you could've, and 5 levels later than it ceased being relevant. You sacrificed yourself on the alter of Terrifying Shriek for nothing. I have extremely low expectations for the power levels in this contest and you still managed to consistently let me down so very consistently.

-0.50: Low levels
-0.25: Low-Mid levels
+0.00: Mid-High levels
-0.50: High levels

You. Had. One. Job.

EDIT: You have been found innocent of one of your crimes. The others keep you from getting more than a participation trophy in this category.

+0.50: No multiclassing penalties
-0.25: Frustratingly inconsistent power
-0.25: Fighter dip
-0.25: Shapeshifter dip
-0.50: Inconsistent fighting style
-0.50: Unmet Prerequisite (Knockdown: Improved Trip, never met)
-0.50: Unmet Prerequisite (Knockdown: Str 15+, never met)
-0.50: Unmet Prerequisite (Aerial Avenger: Reflex +2, eventually met)
-1.00: Unmet Prerequisite (Aerial Avenger: Tumble 5 ranks, never met)

Good idea: entering as early as possible. Bad idea: splitting your levels in two chunks. Good idea: failing to be good at anything. Bad idea: trying to be good at anything.

+0.50: 3rd level entry
+0.50: Power adjustment
+0.25: Moderate to low synergy with all AA features
+0.25: Finished class
-0.25: Splits levels into multiple chunks

God-Blooded Gnoll? Rogue instead of Scout? Battle Dancer? Avenger?! Oh, Unseelie Fey, hello.

+0.50: Avenger
+0.25: Gnoll
+0.25: God-Blooded
+0.25: Battle Dancer
+0.25: Rogue
+0.25: Air Heritage
-0.50: Unseelie Fey

You're an okay skirmisher in the early levels just by combining a couple nice templates, but your stats leave much to be desired. You take steps to deal with that later, but as is common with template-stacked builds, you suffer early on for it. DR 10/- is all well and good, but you have 2d8 HP and limited ranged capabilities at ECL 4. Still, some solid offensive options. Offence and Defense both improve at mid-low, in part due to good synergy from AA, which I like. Death Attacks are still barely any good even if you're fly-kiting for the three rounds, since that's a few rounds you're not being helpful in regular damage-dealing. Honestly the big gain at this point is just having the HP to be relevant, which lets you use those template abilities much more. At mid-high, Flight 110 (perfect) is pretty solid for a contest like this, but beyond that nothing stands out as a big gain since 10th level. Finally gaining swoop in the high levels is still useful-ish, and Born Flyer is a good pick, but it's not particularly impressive.

Oh, and Slippers Of Battledancing are a nice synergistic item recommendation, so a slight bump for that.

+0.25: Good synergy with non-expensive item
-0.25: Low levels
+0.50: Low-Mid levels
+0.00: Mid-High levels
+0.00: High levels

I'm not a fan of the dips, but this is a competently made build that builds around particular tactics for the entirety of its career, with new options worked into old tactics rather than competing with them.

+0.50: Consistent fighting style
+0.50: Qualifies for everything taken
+0.50: No multiclassing penalties
+0.25: Name is a pun/reference
-0.25: Frustratingly inconsistent power
-0.25: Rogue dip
-0.25: Battle Dancer dip

Yeah, you probably knew this was coming. That's what you get for trying to be good at stuff.

+0.50: Good synergy with most AA features
-0.20: Power adjustment
-0.25: Late entry
-0.50: Class not finished
-0.25: Splits levels into multiple chunks

Totemist, nice. Oh look a barbarian ubercharger how utterly unexpec...

...that is an octopus.

+1.50: ...anthropomorphic flying tree octopus
+0.50: Totemist
+0.25: Midnight Dodge
+0.25: Elusive Target
-0.50: Pounce-Barbarian
-0.50: Natural attack ubercharging

Powerful ubercharging for the entirety of your career, and Binding gives you some flexible options at most levels. This is a solid build that uses the mobility and aerial mastery of the AA to supplement what it already does well, rather than being weighed down what (for most) would essentially be 10 dead levels. The only note against you is that your ubercharging is a bit less impressive at the highest levels, although you gain other things to offset that, and incarnum flexibility is still fantastic.

+0.50: Low levels
+0.50: Low-mid levels
+0.25: Mid-High levels
+0.25: High levels

...dangit, your favored class is even Barbarian. If it wasn't a dip it'd be perfect.

EDIT: Reference name makes up for the dip. Nice.

+0.50: Consistent fighting style
+0.50: Pleasingly Consistent power
+0.50: Qualifies for everything taken
+0.50: No multiclassing penalties
+0.25: Name is a pun/reference
-0.25: Barbarian dip

Fantastic synergy all around, although I have to ding ya for being so frickin' competent. :smalltongue:

+1.00: Fantastic synergy with most AA features
+0.25: Finished class
-0.25: Late entry
-0.60: Power adjustment

Telthor+Saint is a combination most would consider quite strange. Most. (http://www.giantitp.com/forums/showsinglepost.php?p=19861465&postcount=9) But I won't mark you down for finding a cool thing just cuz I've found it too. :smalltongue: Berserk is a neat find, but Fighter, Barbarian, FotF, and Incarnate Construct don't exactly surprise me.

+0.50: That frickin' name
+0.50: Berserk
+0.50: Telthor
+0.25: Saint
-0.25: Vow Of Poverty
-0.25: Fist Of The Forest
-0.25: Regular old Fighter
-0.50: Pounce-Barbarian
-0.50: Incarnate Construct

You're a solid tank and flying ubercharger for your whole career (although the lack of Power Attack doesn't help), and building up fear tactics is a nice side-dish to the main meat of the build. Good senses is a nice touch, too. As is expected for this contest, AA levels are largely dead or very small real benefits for you, and while VoP giving feats throughout and fear-stacking makes up for that a bit, it doesn't change that your build is largely downhill once you enter AA.

+0.50: Low-levels
+0.50: Low-Mid levels
+0.25: Mid-High levels
+0.25: High levels

...so a robot became a saint, then became a fey spirit, then became a real boy...yeah, you knew dings were coming. It helps that it's fun to play throughout, but there's some serious structural problems here.

+0.25: Mostly consistent fighting style
+0.50: Pleasingly consistent power
+0.50: No multiclassing penalties
-0.50: Unmet Prerequisite (Fist Of The Forest: Power Attack, never met)
-0.25: Fighter dip
-0.25: Berserk dip
-0.50: Cheesy template-stacking
-2.00: 2 Flaws

Let's be honest: you're an ubercharging stack of templates that happens to be flight-capable and is good enough to waste 10 levels on AA without caring.

+0.25: Good to mediocre synergy with most AA features
+0.25: Finished class
-0.25: Late entry
-0.60: Power adjustment

I expected Raptorans and Dungeoncrasher fighters and ubercharging. I kinda expected warblades maybe, but Bloodstorm Blade is a pleasant surprise.

+0.50: Bloodstorm Blade
-0.25: Raptoran
-0.50: Dungeoncrasher Fighter
-0.50: Shock Trooper

By your own admission, this build is mediocre in the early parts, picks up a bit of speed in the mid-levels, and peaks near the end around the time its "peak" isn't particularly impressive. Your score here is higher than it probably deserves because I'm a sucker for thrown weapon builds.

-0.25: Low levels
+0.25: Low-Mid levels
+0.00: Mid-High levels
-0.25: High levels

Raptoran favored class is cleric. That's the only real problem here.

+0.50: Consistent fighting style
+0.50: Qualifies for everything taken
+0.25: Name is a pun/reference
-0.25: Frustratingly inconsistent power
-0.25: Warblade dip
-0.50: Multiclassing penalties

Thrown combat is one of the few styles that blends melee and ranged, which is a problem a lot of builds here would run into trying to use every feature AA offers. Unfortunately for you, not finishing the class means there's a bunch of features you barely synergize with anyway. But ultimately, you're a thrown-weapon-ubercharger who happens to be flight-capable, with AA levels tacked on because they have to be.

+0.25: Good to mediocre synergy with some AA features
+0.10: Power adjustment
-0.25: Late entry
-0.50: Class not finished

ToB stuff is eh for me in this category, but incarnum stuff was quite unexpected, unlike Silverbrow Human. Some interesting feat choices, too.

+0.50: Totemist
+0.50: Incarnate
+0.25: Midnight Dodge
+0.25: Roofwalker
+0.25: Roof-Jumper
-0.25: Silverbrow Human

Natural attack spam and Swoop usage allows for good melee through the low-mids, while maneuvers keep you relevant through the back-half of your career. Solid overall, but nothing exceedingly impressive.

+0.25: Low levels
+0.25: Low-Mid levels
+0.00: Mid-High levels
+0.25: High levels

Yeah, you've got a bad dipping problem, which Human keeps from giving your MC penalties, but still. Qualifications are nice though.

+0.50: Consistent fighting style
+0.50: Qualifies for everything taken
-0.25: Totemist dip
-0.25: Unarmed Swordsage dip
-0.25: Incarnate dip

At the end of the day, you're a natural attacker with maneuvers...and flight. You get it out of the way early, so you're using it for most of your career, which makes you better than some of the other "brutes who can fly who aren't really AAs".

+0.50: 3rd level entry
+0.50: Good to Moderate synergy with all AA features
+0.25: Finished class
-0.30: Power adjustment

Weretouched Master is quite unheard of. Warshaper is common but unexpected for this contest. Shifter is unexpected. Dungeoncrasher fighter was expected. Your feats are average.

+0.50: Weretouched Master
+0.25: Warshaper
+0.25: Shifter
-0.50: Dungeoncrasher fighter

Consistently okay.

+0.00: Low levels
+0.25: Low-Mid levels
+0.00: Mid-High levels
+0.00: High levels



Overall an unimpressive build, but to its benefit a consistent and incontroversial one. Perfectly elegant.

+0.50: Consistent fighting style
+0.50: Pleasingly consistent power
+0.50: Qualifies for everything
+0.50: No multiclassing penalties



You play into the AA sterotype, and while there's some serious problems here, you get points for enthusiasm.

+0.25: Good to moderate synergy with most AA features
-0.25: Late entry
-0.10: Power adjustment
-0.50: Class not finished

Rogue and Ninja weren't expected, Scout very much was. Avenging Executioner and Dread Commando weren't expected, Silverbrow Human was.

+0.50: Avenging Executioner
+0.50: Dread Commando
+0.25: Rogue
+0.25: Ninja
-0.25: Silverbrow Human
-0.25: Scout

You suffer the dips early for gains later. Makes it a rough play from 1st to 20th, but means your power only really suffers early on.

-0.25: Low levels
+0.25: Low-Mid levels
+0.25: Mid-High levels
+0.25: High levels

AAAAAA WHY WOULD YOU DO THIS.

+0.50: Consistent fighting style
+0.50: No multiclassing penalties
+0.25: Name is a pun/reference
-0.25: Frustratingly inconsistent power
-0.25: Rogue dip
-0.25: Wizard dip
-0.25: Scout dip
-0.25: Ninja dip
-0.25: Dread Commando dip
-0.50: Exceedingly dependent on items and personal crafting to maintain power

Decent but not great synergy...you finished it, which can't be said for everybody...you entered just about as early as possible, so you've got things online for more of your career than most...solid effort, but nothing really spectacular for this category.

+0.25: Finished class
+0.25: Good to moderate synergy with most features
+0.25: 4th level entry
-0.20: Power adjustment

Hengeyokai was unexpected, by me at least, as was anything Incarnum. ToB averages out, though.

+0.25: Hengeyokai
+0.25: Midnight Dodge

Maneuvers keep you consistently good and pair surprisingly well with the SI. Not great, not amazing...but good. Spamming "Terrifying Shriek" from level 13 onward is nice though.

+0.25: Low levels
+0.25: Low-Mid levels
+0.50: Mid-High levels
+0.25: High levels

Illegal source turning LA to +0 is still illegal source. That's the only mark against you though; this build is slick.

EDIT: Turns out that's actually legal. Oops! Perfect score here, now.

+0.50: Consistent fighting style
+0.50: Pleasingly consistent power
+0.50: No multiclassing penalty
+0.50: Qualifies for everything

Maneuvers, sparrow form, and AA combine surprisingly well. You take every level in the class in one block, as early as you could (though not as early as is truly possible), and you make good use of every feature.

+1.00: Fantastic synergy with all AA features
+0.25: Finished class
+0.25: 4th level entry
-0.50: Power adjustment

...Half-Fiend Vashar? Aspect of Bel? Thayan Gladiator? Totemist? Oh yeah you're getting points for originality.

+0.50: Vashar
+0.50: Half-Fiend (Aspect Of Bel)
+0.50: Thayan Gladiator
+0.50: Totemist
+0.50: multiple weird feat choices
-0.25: Fighter

Early on, you suffer from a lack of HP, although as you point out you've got ways around that. But still, gotta ding ya for it. From then on, your power is super-solid.

+0.00: Low levels
+0.25: Low-Mid levels
+0.50: Mid-High levels
+0.50: High levels

With the exception of the fighter dip and the early power issues, a pretty elegant package.

+0.50: Consistent fighting style
-0.25: Frustratingly inconsistent power
+0.50: Qualifies for everything taken
+0.50: No multiclassing penalties
-0.25: Fighter dip

You enter pretty late, and don't finish the class, but you make solid use of the features as part of your build, in particular the maneuverability increase. Ultimately, though, this build isn't really much of an Aerial Avenger, as much as happening to have levels in it for some extra bonuses.

+0.50: Good synergy with most AA features
-0.25: Late entry
-0.50: Class not finished
-0.40: Power adjustment

Lesser Tiefling wasn't expected, but a Swift Hunter build was...well, by me anyway. Comboing Flyby Attack with Manyshot and Skirmish is also expected.

+0.50: Lesser Tiefling
-0.25: Ranger
-0.25: Scout
-0.25: Swift Hunter
-0.25: Manyshot

...and it's expected because it's effective. Less so than if you kept with Swift Hunter instead of taking AA, but that's the price y you pay for the contest.

+0.00: Low levels
+0.00: Low-Mid levels
+0.25: Mid-High levels
+0.25: High levels

I can appreciate the weaving and bobbing you're doing to avoid MC penalties. This build is nice and simple, which is useful here. Full marks.

+0.50: Consistent fighting style
+0.50: Pleasingly consistent power
+0.50: Qualifies for everything
+0.50: No multiclassing penalties

Late entry split levels not finished REEEEEEEEE

+0.50: Good synergy with most AA features
-0.20: Power adjustment
-0.25: Late entry
-0.25: Splits levels into multiple chunks
-0.50: Class not finished

Well, I can't say Ambush Drake was expected, given that it has "LA -" and advances by hit dice. Air Heritage is weird, but nothing's too obvious.

+0.50: Ambush Drake
+0.25: Air Heritage

Turns out when you build a character using a monster not meant to be built as a character, they end up pretty powerful. Who knew? Of course, because there's not much interesting going on besides Ambush Drake, the further away from it you get, the less it matters. Swordsage helps bridge the gap near the tail end of your build just enough to not be awful.

0.50: Low levels
0.25: Low-Mid levels
0.25: Mid-High levels
0.00: High levels

I dunno if you spotted my subtle hints, but I'm of the opinion that this entry is illegal. I won't hold it against you in the other categories...but I will here! "But AV, WotC has a statblock where an Ambush Drake has class levels!" WotC statblocks are rarely RAW-compliant. Where they deviate from the RAW, they are to be treated as exceptions, not new rules, so "LA -" is still "LA -". Beyond that, there isn't much to complain about here. This build isn't doing enough to do anything wrong. It even takes a third level of Swordsage so I can't ding it for a dip.

EDIT: While the race has been deemed legal, I also think it's BS that this race would be considered to have LA +0 instead of +2 or +3. Penalty has been lessened for being abuse instead of flat-out illegal.

+0.50: Consistent fighting style
+0.50: No multiclassing penalties
-0.25: Frustratingly inconsistent power level
-2.00: Depends on exceedingly generous/questionable ruling for Ambush Drake LA

Flyby Attack and Swoop are doing wonders for you, but most of AA barely even matters to this build. Still, at least you 1) qualify, 2) take all the levels, 3) took them as soon as you could given your race (although still late by my ruling). Not everybody can say that.

+0.25: Good synergy with some AA features
+0.25: Finished class
-0.25: Late entry

Edit: Huh, ended up more talkative than I thought.

...I expect complaints.

EDIT 2: Last build included.

The Kool
2019-03-01, 04:43 PM
So it turns out my brain can't handle much of this at once. I got a start, but if you want a full run of ratings from me it'll have to be sometime next week that I finish it. Bit by bit, trying not to burn out my brain (though that's more the fault of my suddenly being sick).

DeTess
2019-03-01, 04:54 PM
Avatarvecna, you missed one :P

edit: http://www.giantitp.com/forums/showsinglepost.php?p=23710005&postcount=97

AvatarVecna
2019-03-01, 05:50 PM
Avatarvecna, you missed one :P

edit: http://www.giantitp.com/forums/showsinglepost.php?p=23710005&postcount=97

Included now.

Thurbane
2019-03-01, 06:37 PM
I'm sure the contestant will raise their own dispute, but FYI, there is very specifically a racial class for Ambush Drake, as presented in this article: Ambush Drake Template Class (http://archive.wizards.com/default.asp?x=dnd/fc/20060728a)

...my own take is that RAI, this was there so that DMs could use lower CR Ambush Drakes (i.e. juveniles) as encounters, and was never intended as a player class. But many read it as being a 7 level long class available to PCs.

AvatarVecna
2019-03-01, 06:40 PM
I'm sure the contestant will raise their own dispute, but FYI, there is very specifically a racial class for Ambush Drake, as presented in this article: Ambush Drake Template Class (http://archive.wizards.com/default.asp?x=dnd/fc/20060728a)

...my own take is that RAI, this was there so that DMs could use lower CR Ambush Drakes (i.e. juveniles) as encounters, and was never intended as a player class. But many read it as being a 7 level long class available to PCs.

People reading extra meaning into it is jolly good for them. I too like to houserule my games. But that doesn't make houserules RAW.

Edit: Perhaps that's a little harsh, so I'll put it another way: when you include controversial interpretations in your contest build, you're taking a risk that the judge will find that ruling reasonable enough to not ding you for. Maybe your build assumes that monks are proficient in unarmed strikes. Maybe your build assumes that Sacred Fist is a dull casting progression class. Maybe your build assumes torturing someone to suicide turns them into an Allip
Maybe your build assumes venerable dragonwrought kobolds can take epic feats.

All of these are debatable assumptioms, and including them in your build is a risk you take that the judge finds it less controversial. In this case...I do.

Thedez
2019-03-01, 09:48 PM
Believe it or not, I'm just glad my two guys managed to be good in ONE category! Being straight middle in of the road is about the most I can expect, I feel, for my first round. Also, I learned my lesson--Read the prereqs! Man, I was all over the place with those. :P

Edit: But looking at Duke, shouldn't his use of SI score be 3 +.25 = 3.25 +.25 = 3.5 - .25=3.25 - .6 = 2.65?

PoeticallyPsyco
2019-03-02, 05:35 AM
Out of curiosity, what is the power adjustment?

AvatarVecna
2019-03-02, 11:27 AM
Out of curiosity, what is the power adjustment?

Part of UotSI is preserving the feel. A "dwarven defender" who is an unarmored caster might be making good use of the class features and making something good of themselves, but they're a very different feel from most DDs. A Human sorcerer/loremaster with Int 8 might well be a technically legal build, and who knows maybe a penalty is more optimal for secret access somehow, but it's definitely conflicting with the normal fluff.

In this case, the fluff confliction is "an AA who is good at anything other than flying". So "Power adjustment" is "your power score, minus three, times negative zero point four". The less powerful you are, the more of a bonus you get to UotSI. The more powerful you are, the more of a penalty you get to UotSI. The absolute biggest it could get is +/- 0.8, and I think the biggest anybody got is -0.6/+0.5, but ehhhh.

Doing UotSI with this line included is what inspired me to judge at all.


Edit: But looking at Duke, shouldn't his use of SI score be 3 +.25 = 3.25 +.25 = 3.5 - .25=3.25 - .6 = 2.65?

You may be right. I'll go back and recheck my math through the post, just to be sure.

The Viscount
2019-03-02, 11:29 AM
Thank you for judging, AvatarVecna! We really appreciate it, especially in such a large round.

AvatarVecna
2019-03-02, 11:47 AM
Believe it or not, I'm just glad my two guys managed to be good in ONE category! Being straight middle in of the road is about the most I can expect, I feel, for my first round. Also, I learned my lesson--Read the prereqs! Man, I was all over the place with those. :P

Edit: But looking at Duke, shouldn't his use of SI score be 3 +.25 = 3.25 +.25 = 3.5 - .25=3.25 - .6 = 2.65?

I fixed that one. Didn't find any other errors, but I'm glad to check.

Thedez
2019-03-02, 04:24 PM
I fixed that one. Didn't find any other errors, but I'm glad to check.

Well, looking at some of my entry scores, I could've done with some checking myself, so I can't fault you there. :P

The Kool
2019-03-04, 01:10 PM
Following a similar format to AvatarVecna... I tend to give people the benefit of knowing what they're doing and then being critical, so everything here starts at 4 and goes down as I see negatives. Scores above 4 are reserved for those who catch my attention with something good. I started out assigning values to things then realized there was no way I was going to be able to keep that up, so I just docked half points for lesser sins and full points for greater sins, I'll provide comments in each section instead of specific penalties.

Originality: 3.5/5.0
Not too bad here. I like the idea that he starts as a weaker race with innate flying and becomes able to eventually shift into any flying creature. Some commonly used factors like the Dungeoncrasher Fighter ACF dinged this one slightly.
Elegance: 1.0/5.0
Just... yikes. Failed to state race or describe what benefits come from the build outside the table, failed to qualify for the tumble and reflex portions of the secret ingredient, used two skills not even found in 3.5e, made explicit plans to use Wild Shape to take lycanthropic forms, something it explicitly cannot do... This one is just a mess. Would have given a lower score but I don't think we're allowed to go below 1, so minimum will suffice.
Power: 3.0/5.0
Not that bad, all things considered. MoMF plays very nicely into this, giving a hefty boost and almost negating the low physical stats, but the utilization is somewhat lacking. The real issue though is the terrible BAB. Doesn't even get all three attacks... On a melee/pounce build? You can do better. Finally, couldn't figure out where else to put it but it fits here, the fear ability is an odd one. I like that you plan to use it (reflected below) but it doesn't actually have any synergy with the rest of the build.
UotSI: 4.5/5.0
Very nicely on theme. Highly focused on flying, utilizes all the different class features, even the awkward capstone... it's all here, all 10 levels. Nothing that really stands out, but props for staying wholly on theme.
Verdict:
This build has a lot of potential, but poor execution really hindered it. The devil is in the details, and attention to presentation and some fact-checking would have saved you a lot of points.
Originality: 4.5/5.0
I can very much picture this character in action, though he seems more like a BBEG than a PC. That's still praise in it's own way, the build has a lot of flavor to it.
Elegance: 3.0/5.0
Excessive use of templates and dips hurt you a bit here. Battle Dancer in particular, which seems to have been taken for nothing other than an AC boost; you even had the potential to play this class up, but didn't. UMD doesn't make much sense in this build either, it looks like it was added just because there was room to take it and it's a powerful skill so what adventurer wouldn't want it?
Power: 3.5/5.0
Will save. Glaring weak spot. I feel like I could take him down with a Phantasmal Killer. Sacrifices were also made to gain access to spellcasting and sneak attack, which I don't think was the wisest choice here. Other than that, the build does really well at what it's supposed to do, so you earned some points back for that.
UotSI: 3.5/5.0
I'm honestly disappointed. You only took about half the levels of the SI, though you stayed on theme nicely with the Avenger. Those missing levels hurt though, especially the capstone which would have played beautifully into your debuff auras. It's a rare thing to have a build that plays off that awkward capstone, and you had it, and you didn't use it.
Verdict:
One of the stronger entries. Terror from the skies, Gnash would be at home on the battlefields of the Blood War. We'll see if he holds up against the competition.
Originality: 4.5/5.0
Love the references, the stupidly wacky race, and and the blending of totem barbarian and totemist. Trip spam though, that's an age-old and honestly kinda boring build. Definitely an unconventional method, and clearly not taken just for the sheer number of limbs.
Elegance: 4.0/5.0
You get a bonus for presenting everything in a clearly laid out, easy to follow format. I can not only see what you have, but also what you're doing with it, and how it works together. This is great because I'm not good at catching the 'obvious' combos. A small ding here for using an anthropomorphic animal. Other judges might disagree, but in my book it's a cheesy "create your own race" race. I would normally ding for the pounce barbarian as well, but it actually fits your build thematically and mechanically, so you get a pass. With your multiclassing you flowed very smoothly from one class into the next without jumping around, beautifully straight progression and only one prestige class.
Power: 5.0/5.0
Trip, pounce, melds, rage, swoop, multiple natural attacks with reach, this build is very good at a very effective style of combat. Tired as the cliches might be, you earn one of the rare full marks from me.
UotSI: 4.0/5.0
Props for taking all 10 levels, but this character doesn't really feel like an Aerial Avenger. Hard to put my finger on it, but something is definitely missing. A part of it for sure is the preferred tactic of sitting in the middle of the crowd and playing lockdown as opposed to the Aerial combat style that is mobility and flyby attacks.
I stand corrected, the mechanics are indeed present for a swooping, avenging aerial combatant. It still feels like something is missing, but since I can't name anything in particular that is anymore, this score is restored to a 4.
Verdict:
Incredibly well put together, brilliantly original in flavor if not mechanics, but missed the mark on the SI a bit. Our new leader of the pack, though.
Originality: 3.5/5.0
Ghost saint robot on a quest to rid the world of evil? That's... pretty great actually. You caught my eye on this. Small penalty for the familiar pounce barbarian. Looks like despite first appearances, this is just a new twist on the Ubercharger, so you're not as high as you could have been. Several thematic conflicts with classes, templates, and race hurt you a little though. You stretched it a bit far.
Elegance: 2.0/5.0
Telthor LA and Saint levels unaccounted for, so that's a large penalty. Small ding for pulling a 3.0 class that has a spiritual successor (Berserk, as relates to Bear Warrior). Small ding again for multiclassing between a bunch of different similar classes instead of picking one or two. Penalized for use of flaws as well.
EDIT: Penalties partially retracted, for the struckout section and the fact that LA is only halfway missing.
Power: 4.0/5.0
It's an ubercharger, it's strong. Touch attacks and buffed AC make it even more so, and incorporeal to boot. Fly speed gets several boosts making this thing super mobile... or it would be if it had decent maneuverability. Some of the feat choices could have been better. Vow of Poverty is an interesting choice here, but being incorporeal probably a good one. Ultimately a wash.
UotSI: 4.5/5.0
I don't see this as very aerial, but it does fly and is very avenging. Built into a very aggressive build before starting in on the SI, and went the full run with no stops. Set up some nice synergy with the abilities too. I'll give some bonus on this one, I like where you went with it.
Verdict:
Not first place, but I'm pleasantly surprised with how well it did. Uberchargers aren't very original, but the mosh of templates and classes is. While some might call it minmaxing, others would call it opportunity for a highly unique character, and you seemed to play off that nicely.
Originality: 4.0/5.0
Small penalty for Dungeoncrasher ACF. Nothing new here. There would be a penalty for trip attacks but it's negated in the face of just knocking the entire battlefield flat from the sky instead of playing the lockdown circle game. Raptoran is a good straightforward choice, Bloodstorm Blade is not something I would have ever thought to couple with the class so props there.
Elegance: 4.0/5.0
Small multiclassing penalty, but balanced by finishing your run in one class before moving to the next, no dips, and none of the classes are off theme.
Power: 3.5/5.0
The class shines at high levels, being ridiculously effective at his style of brute force. At any level before that though he is mediocre, playing fairly generic. Normally Great Cleave would be a very suboptimal choice, but with the Bloodstorm Blade it's wonderfully effective. Just one foe dropped out of all those attacks lets you swing back and hit another foe a second time, potentially dropping them and starting a vicious cycle. Add trip on there and you've got yourself a nasty control build that can knock an entire battlefield prone (and maybe still alive) in one swoop. Significant bonus for effective endgame but a bigger penalty for the entire rest of the character's play.
UotSI: 4.5/5.0
Small penalty for not completing the class, but a bonus for a character that fits the feel of the class very well. You take the classic aerial avenger and avenge against the entire battlefield all at once.
Verdict:
This is very close to the target expectation of Aerial Avenger that I have from you guys, as you can see with the flat 4/5 score that lands you right at the starting point for my judging. You didn't blow me away anywhere, but you got enough extra points to counteract the small penalties. Excellent job, and a close second place. Ultimately you lose to Hank because he's effective at all levels, not just endgame.
Originality: 4.5/5.0
I gotta say I like your style. Roofjumper off of Pegasus Cloak, Power Dive, etc and I'm led to understand this is an urban warrior who attacks from above. It looks like you went for natural attacks, but I can't shake the mental image of the anime character dropping out of the sky with a giant sword, so... props? I guess?
Elegance: 2.5/5.0
Earliest entry possible, well... Pegasus cloak for flight? That's a stretch. I wouldn't allow it, it isn't RAW (not a flight speed and not the Fly spell) and I'm pretty sure it's not RAI either, so a penalty there. Bouncing between meldshaping and initiating classes, those dips hurt you some more.
Power: 3.0/5.0
Mixing late-game initiating and a small dose of meldshaping means you hit your stride early and just keep working it, but it doesn't come across as very strong. Damage output is low, in particular (though you can contest me on this as I haven't done calculations), which is no good for a charger.
UotSI: 3.0/5.0
You're not aerial. That's a hard hit right up front. Full levels though, using all the abilities, that's a small bonus.
Verdict:
You don't fly. You rocket jump. One hell of a landing, though. The multiclassing hurts you, both in power level and in elegance.
Originality: 3.0/5.0
Like the peregrine falcon. I like it. The charging though is very unoriginal, and dungeoncrasher again? really? You grab pounce because of course you do, though your crowd control method isn't tripping. Points back for that one.
Elegance: 3.0/5.0
Stats. What are they? I was able to pick your race out of your stub, but help a judge out here. Knock-back is great and all but you are very vague about how you qualified. "I'm sure it can be done" is no excuse, you need to spell it out. I could totally find a way to do it myself but it's not my build, is it?
Power: 3.0/5.0
Charger builds are effective, but yours picks up steam pretty late in the game. You don't even hit Pounce until level 11, and even then can't fully utilize it. The crowd control is nice though with the knockdown and the knockback. Compared to the other chargers presented, this is frankly underwhelming.
UotSI: 3.0/5.0
Didn't finish the class, that's a penalty. You knew that already. But you did get to level 7 for Swoop, so that's worth some. You don't fly until level 10, and even then not very well, so you take a hit there because you're not really Aerial.
Verdict:
It even feels underpowered. Can't really fly (and for the first half just... can't), can't pounce well (see previous, again), ineffective at crowd control, only somewhat effective at single-target damage. This is already so mediocre it's one of my lowest scores, so no real point in digging deeper. Next.
Originality: 4.5/5.0
Aberration feats, I like. Using this to qualify for the flight is definitely original, and I at least don't see the feats often. The assassin take on the AA is pretty neat too. The originality here isn't enough to blow me away, but it's enough to grab some bonus points.
Elegance: 2.0/5.0
DIPS. Ye gods the dips. Five of them. Large penalty for this nonsense. Massive pile of sources to support all this stuff, I think it's the longest this round. Using Martial Wizard and Martial Rogue is a cheesy way to grab some fast bonus feats, and combining Martial variant with Mimic rogue is of questionable legality. You don't meet the CL requirement of CMA&A; you say you do, but I see nothing to prove this, so as far as I'm concerned you don't. Feel free to dispute, though I may call you out for semantics that wouldn't fly at my table, and leave the penalty as is.
Power: 2.0/5.0
Not that great. For a scout, you underwhelmingly rely on a pathetic fly speed and mere skill rolls that aren't optimized. For an assassin, your damage is piddling. You do manage to get your SS damage consistent eventually, but it's too little too late. This is yet another build that doesn't click until late levels, and even then the click is anticlimactic.
UotSI: 4.0/5.0
Hit up AA nice and early, took it the full run before moving on. Good on that. Can't fly enough to feel Aerial, not so good on that. Play on the fear though, good on that.
Verdict:
More scout than avenger, this is an interesting assassin like character. Not very strong, but still quite useful in a party. The build feels like it's constantly waiting to get good. Always "soon, soon..." and never really gets there. Once again, we're sitting low in the rankings, so for the sake of time I'll just move on.
A note on tactics: Your mobility isn't good enough early on to fly straight in, swing, and fly straight back. This hampers your tactics significantly, but doesn't kill them, so no penalty for this.
Originality: 5.0/5.0
Welcome back Hengeyokai! At least it's clearly stated this time. Also, I just about died at "sweet bird kung-fu" so I can't NOT give you points for originality with this one. Fighting in sparrow form just takes the cake. I would penalize for pulling the Hengeyokai in again, but I'm laughing too hard.
Elegance: 5.0/5.0
I love how you stick with one base class and one prestige class, grabbing the required PrC ASAP and then returning to continue the base class. Mad props for this sleekness. Dabbling in incarnum doesn't even hurt you here, it fits into place smoothly. Literally zero complaints, so zero reason to not give full marks.
Power: 3.5/5.0
I was prepared for this to lose some points in the power department, and sadly it does. Not much though, as you're more than a straightforward Swordsage, thanks to the sparrow form. You can't put out the raw damage of an ubercharger or the control of a tripper or caster, but you're dang near impossible to pin down so you can just zip around and beat up on people all day long. Your combat style doesn't change up, it just refines as you get access to better maneuvers as you go. The early entry to AA also puts your SS levels on the backend, allowing more higher-level maneuvers. You keep up, at least.
UotSI: 4.0/5.0
You pretty much took the SI at face value. Earliest entry allowed, all ten levels, you follow the obvious tactics. Nothing to penalize here, but nothing to earn bonus points.
Verdict:
I would have liked to see some more interesting mechanics at play, but ultimately that hurt you a bit on the power level already and it's honestly refreshing to see someone with such a straightforward build. I did not expect this build to score as high as it did, and it's a serious contestant for first place, so I'm giving it an extra close look.
...and after a close look, the score stands. Our new leader, even after balancing with AV's scores. Will it hold through the last three? Most likely, but only one way to find out.
Originality: 4.5/5.0
Gladiator, that's different. Half-fiend is pretty good here, but the natural attack spam is nothing new and you go about it in a pretty straightforward way. Mechanically though you make a lot of unusual choices, so the net result in this category comes out positive.
Elegance: 4.0/5.0
Odd dip into fighter, seems like it was just for Dodge and Mobility so that's a small hurt there. No issues with the rest of it, it all plays together well, no RAW crimes that I saw, and no conflicting themes, so that balances out the dip I think.
Power: 4.5/5.0
The +4 LA hurts you, but not too bad. The benefits it gives help greatly in the early levels at the cost of HP, but taper off as you go up. The natural weapons are timeless though, especially with a little help from the Thayan Gladiator. A dizzying number of natural attacks thanks to the Totemist, but you don't have pounce. That is a true crime against the potential power of this build. I normally would never yell at people for not going the obvious route but this is exactly the build that's supposed to have it!
UotSI: 3.0/5.0
You didn't take all 10 levels either, did you? But you got to 7, and that's what counts... or so everyone claims. Small penalty here. You can actually fly, so that's refreshing, but it's the expectation? Utilizing the class mechanics actually hampers the power of your combat, so that's not much fun either, meaning you don't actually play like one so you get a penalty.
Verdict:
I like it. Has the potential to rip a battlefield to shreds, so it belongs in the contest. Doesn't mesh too great with the SI, but takes a fun direction in general. Overall one of the better entries.
Originality: 3.5/5.0
Scout/ranger into AA, why did no one else go this route? Archery is refreshing, even if it can't be used with Swoop. Nothing new in the way the archery is done though, so this category comes out a bit behind.
Elegance: 4.0/5.0
While you multiclass, it's a multiclass that makes sense and stays on theme, so no penalty for that. Everything is fine by RAW, but you struggle to pull things together and have no room left to work with after lining up the required elements. No penalty, no bonus.
Power: 2.5/5.0
Skirmish plays very nicely with Swoop, so I like that, but the choice of class hurts you. Swift Hunter and Greater Manyshot are kind of required to make this work, cutting into your feats greatly. After building to those and Outsider Wings, you have nothing else left to build on top of things to make it stronger. It only just comes together, and that at the very end, making this kinda sad in terms of power. You aren't even a good Swift Hunter.
UotSI: 3.0/5.0
Picking up Outsider Wings for the flight means you're entering late, and once again you only take 7 levels. You split them, too, meaning Swoop doesn't kick in until the very end of the build. While it's nicely on theme and the end of the build, it takes a very long time to get there, and spends half the build on the ground. Two small penalties here.
Verdict:
An archer is a refreshing change, why has no one-- oh, that's why, it sucks. Or at least this take on it. Well put together, but you put so much effort into making it work that you had no room left to make it good. Still wouldn't be terrible in play, but you could probably be outdone by a straight Monk, so... next?
Originality: 4.5/5.0
Oooh, a non humanoid-looking entry! Points for that. This take is so very different from the others. I like the poison use, too, but mechanically there's little to make you stand out.
Elegance: 3.5/5.0
Well, let's just say that you using this template as permission to play a monster is a bit of a stretch, as was discussed. A penalty stands, but not a huge one in my book, as this IS laid out like a Savage Progression, and Savage Progressions were designed to let players lay monsters. You assumptions about the missing pieces were clean and reasonable. Your progression from one class to the next had no bumps or hiccups. Your entries were clean. The build is overall pretty slick, so a small bonus for that.
Power: 1.5/5.0
Not impressive. The poison on the swoop is about the best thing you've got going for you, but it's not super reliable as the DC doesn't keep up with the levels. The damage outside or that is, frankly, not enough to cut through most DR. Some points saved via the poison and breath weapon, but overall this is a very weak combat build.
UotSI: 4.5/5.0
Racial HD then straight in, nicely done. Full progression, plays nicely with abilities and benefits from them, I have to say you did a great job here, though there's not much to make you really shine because there's not much to play with.
Verdict:
Not a fighter, this build is a scout type, or should be. Can support a fight with the breath weapon and a swoop to apply poison, but you're better off leaving the fight to the big boys. I think AV was a bit harsh and let his extreme dislike of your race bleed over into the other categories, but he also grossly overestimated your power, so... c'est la vie.


GENERAL COMPLAINT: Where are your stats??? So many of you were straight up missing crucial info about your build like what your ability scores are, what race you are. How can I know you built legally? Some of you didn't receive as big a penalty for this as others, but really... come on!

As you can see, this is in progress. I don't want anything to eat my post, and I'm in and out throughout the day, so I'm posting what I have and will continue in this post later. All done now. Whew.

Heliomance
2019-03-06, 07:54 AM
Two disputes here:


Hey Avatarvecna,

First of all, thanks for stepping up to judge. Unfortunately, though likely unsurprisingly, I do have a dispute regarding your assessment of my choice of race.

As you mentioned, the article I linked to as source for the ambush drake includes several stat blocks with class levels, and if that was the only reason I considered it a legal race, you'd be right in your assessment. However, near the bottom of that article a full progression for the ambush drake is given, including listing a favored class, overriding the previously given 'advances by hit-die'. It's also not unheard off for WotC to make monsters that where previously LA - playable in this way. Savage species has, among other things, a progression for the Annis hag, whose monster stat-block is LA - in the SRD. As Web articles are considered a valid source for this competition, I don't see how this case with the ambush drake is any different from the Annis Hag in savage species.

There's also a second part to my argument. In your assessment you state that the ambush drake is powerful, maybe excessively so. However, I don't think an ambush drake is particularly more powerful than a water orc warblade 7, for example. This doesn't really put down any weight in the legality discussion, but I feel like part of the reason you rule against it is because you feel like it is overly powerful, which I don't really agree with.

Lastly, I don't know if precedence has any weight in disputes of this kind, but ambush drake has been part of a dish before, with little comment regarding its legality: http://www.giantitp.com/forums/showsinglepost.php?p=12203920&postcount=321 . Each judge makes their own rulings, of course, but my decision that this was fine wasn't made in a complete vacuum.

All this having been said, I have no intention of turning this into a long dispute discussion. If after addressing this dispute you'll stand by your ruling, I'll leave it at that.
[Chair's note: I agree that the template class at the bottom of the article is legal, and no different from any other template class presented in a web enhancement]


Thank you for judging and for your kind words. I appreciated your explanations of what stuff earned which points.
One thing to clear up.
You said "Illegal source turning LA to +0 is still illegal source" about using Dragon Magazine to update Hengeyokai. I should have clarified in my entry that in the OP you will find the following line

NB: Official Errata and 3.5 updates to 3.0 content are considered valid regardless of whether their sources would otherwise be legal. This includes the 3.5 update of Oriental Adventures given in Dragon Magazine, and the 3.5 updates of Dragonlance Campaign Setting content given in later third party Dragonlance books. This is a rare exception to the general rule about dragon magazine, and I'll admit it's not hugely prominent in the OP. Nonetheless, this is legal.

Apologies if Yun Dichao happens to also respond and you get essentially the same message twice.

The Kool
2019-03-06, 10:07 AM
So, you ever have those weird devaju moments, where you feel like you know how something is going to go? I have a weirdly specific feeling that I'm going to get yelled at for judging certain things like build instead of character or character instead of build inconsistently. I apologize in advance. This is a first crack at judging, never done it before, and it's very stream-of-consciousness. I hope that it comes across fair, because I do try to give similar bonuses and penalties for things, even if they are given in different categories sometimes. On top of that, what thoughts formulate in my head rarely come out perfectly into words, leading me to frequently say something that actually means something contradictory to what I actually meant. Anyway. I've reached the halfway point, more to come.

AvatarVecna
2019-03-07, 12:09 AM
First of all, thanks for stepping up to judge. Unfortunately, though likely unsurprisingly, I do have a dispute regarding your assessment of my choice of race.

As you mentioned, the article I linked to as source for the ambush drake includes several stat blocks with class levels, and if that was the only reason I considered it a legal race, you'd be right in your assessment. However, near the bottom of that article a full progression for the ambush drake is given, including listing a favored class, overriding the previously given 'advances by hit-die'.

Whatever steps WotC might have taken when altering the Ambush Drake in their web enhancement that gives the impression they intended Ambush Drakes taking class levels to be a legal option in some capacity, they did not change the "LA -", which means it is still an illegal element. However, I do feel more in the mood to go in-depth about things, particularly this thing since it's far and away the largest penalty I give in this contest, so I'll keep going.


It's also not unheard off for WotC to make monsters that where previously LA - playable in this way. Savage species has, among other things, a progression for the Annis hag, whose monster stat-block is LA - in the SRD. As Web articles are considered a valid source for this competition, I don't see how this case with the ambush drake is any different from the Annis Hag in savage species.

Savage Species is technically a 3.0 book, an edition that did not have LA as we understand it until very near the end of its run, when some books were being released as a kinda-test-run for 3.5 material (the same way some of the last 3.5 books were sort-of tests for 4e mechanics ideas). In fact, one of these "3.25" books was Savage Species itself, which introduced the concept of Level Adjustment to the game. If you look at chapter 2 (the section of the book that explains the process by which monster characters can be built), you can see they gave LA to many many creatures in the 3.0 monster manual - and, where they did not, they explain why (no intelligence/sentience/communication, or a weird body...all things that can make the actual act of playing the creature more difficult). When you look at the SRD, though, you can see that these values aren't the same: some monsters that had LA in Savage Species had their LA removed in 3.5 (like several outsiders from all walks of the Great Wheel, all the hags, all the elementals, etc), some monsters that weren't given LA in SS gained it in the new edition (like Azers), while still others that were given LA in SS had their values shifted (like Dretches).

The argument you're making in this particular section appears to be "Annis hags had LA - on the SRD, but were given a Savage Progression in SS, and creatures that have SP are allowed to take class levels, so it stands to reason that other things that got something similar to a Savage Progression should also be allowed to take class levels", and I disagree with that argument for a couple reasons.

The first is that it's getting the order of events wrong in a very important way: Annis hags didn't have LA prior to SS because LA wasn't a thing until SS; when SS came along, it gave them LA, a Savage Progression, and permission to take class levels; later, in the 3.5 monster manual, Annis hags had their LA entirely removed, leaving them with a grandfather'd Savage Progression that accounts for a statistic they no longer possess. Because of this order of events, pointing to the Annis Hags Savage Progression and insisting that it's a sign WotC is cool with "LA -" monsters taking class levels, is ignoring that WotC later made it so the Annis Hag can't take class levels. The most recent change is the best way to determine designer intent, and the most recent change is removing the LA the hag was given in SS. Most creatures that got LA kept it, so the ones that had it taken away, had it taken away for a reason.

The second I take issue with this argument kind of builds on the first: yes, many creatures that were previously not suitable for making PCs gained a Savage Progression in SS that allowed them to do just that. They also gained an LA score in that book, and there's no creature that gained a Savage Progression that didn't also gain an LA. Insisting that a creature that was given something bearing some similarity to a Savage Progression that wasn't also given an LA other than "LA -" should be just as legally capable of taking class levels as a creature that gained both SP and LA is...stretching at best.


There's also a second part to my argument. In your assessment you state that the ambush drake is powerful, maybe excessively so. However, I don't think an ambush drake is particularly more powerful than a water orc warblade 7, for example. This doesn't really put down any weight in the legality discussion, but I feel like part of the reason you rule against it is because you feel like it is overly powerful, which I don't really agree with.

Firstly, holding up a race that's commonly taken for its great power as if its representative of general balance for LA +0 races - and one from Unearthed Arcana, at that - isn't exactly doing your case great favors; arguing Ambush Drake shouldn't have LA because Water Orc doesn't have LA is arguing assuming that we agree that Water Orc is a balanced LA +0 race (IMO, it's one of many races that falls into a weird category of "too good for LA +0, too bad for LA +1").

Secondly:



Race
Water Orc Barbarian 7
Ambush Drake 7
Winner


HD
7d12
7d12
-


BAB
+7/+2
+7/+2
-


Skill points
10*(4+Int mod)
10*(6+Int mod)
Ambush Drake, even with slightly lower Int


Base Fort
+5
+5
-


Base Ref
+2
+5
Ambush Drake


Base Will
+2
+5
Ambush Drake (especially with better Wis)


Attributes
+4/+0/+2/-2/-2/-2
+4/+0/+2/-4/+0/+0
Ambush Drake


Land Speed
40 ft
60 ft
Ambush Drake


Other Speeds
Swim 30 ft
Fly 30 ft (poor)
Ambush Drake (unless its an aquatic campaign maybe?)


Darkvision
60 ft
60 ft
-


Light Sensitivity?
Yes
No
Ambush Drake


Dragon Immunities?
No
Yes
Ambush Drake


Natural Armor
+0
+6
Ambush Drake


Natural Attack Routine?
No
Yes
Ambush Drake


Poison
-
DC 17 (1d6 Dex)
Ambush Drake


Skills
Swim +8
Hide +4
Water Orc (IMO it's even but...eh lets give it to 'em)


Telepathic Link
-
30 ft
Ambush Drake


Breath Weapon
-
DC 17, 30 ft cone, Slow for 7 rounds
Ambush Drake


Spell Resistance
-
16
Ambush Drake


Illiteracy?
Yes
No
Ambush Drake


Rage
2/day
-
Water Orc


Uncanny Dodge?
Yes
No
Water Orc


Improved Uncanny Dodge?
Yes
No
Water Orc


Trap Sense
+2
-
Water Orc


DR
1/-
-
Water Orc




While being able to take 7 class levels is pretty valuable to the Water Orc, several base statistics are trailing behind the Ambush Drake, and the benefits offered by those class abilities are vastly outweighed by a big natural armor bonus, a native flight speed, and a Breath Weapon with a cooldown instead of a daily usage limit. While I'm on the subject, a few notes from Savage Species:


Natural Armor Bonus: A natural armor bonus is worth at least a +1 level adjustment, plus an additional +1 for every 5 points of natural armor bonus beyond the first 5.


Speed: A monster’s speed can affect level adjustment in a variety of ways, depending on the kind of movement involved.
Swim: A monster with a swim speed generally does not gain a level adjustment. However, if you are running a pirate campaign, or any other campaign where characters spend much of their time on or under the water, assign a monster with a swim speed a +1 level adjustment.
Fly: A monster with a fly speed gets a +1 level adjustment if its maneuverability is worse than good, or a +2 level adjustment if its maneuverability is good or better.


Natural Weapons: If a monster gains multiple attacks in a single round before a fighter of equal Hit Dice would do the same, or if the monster’s natural weapons deal more damage than a simple or martial weapon it could wield in one hand, the monster gains a +1 level adjustment.


Poison: This special attack is worth a +1 level adjustment unless the affected ability score is Constitution, in which case the level adjustment rises to +2.


Spell Resistance: This special quality is worth a +1 leveladjustment, regardless of the amount.


BREATH WEAPONS AND LEVEL ADJUSTMENTS

Any breath weapon is worth a +1 level adjustment. Beyondthat, three factors combine to determine how a breath weaponfurther affects level adjustment.The first factor is the average damage dealt by the breathweapon. In general, you can compare breath weapons withspells that damage more than one target. If the breath weapondeals more damage than a spell with a similar effect that isavailable to casters of the monster character’s ECL (calculatedusing the minimum +1 level adjustment for the breathweapon), it should increase the level adjustment until thebreath weapon damage is comparable with that of an appropriate spell. If the breath weapon deals less damage than a comparable spell, it should not modify level adjustment unless it dealssonic damage or ability damage (see the next paragraph).For example, an air mephit has a breath weapon that deals1d8 points of damage. The mephit’s ECL is 6 (assuming theminimum +1 level adjustment for its breath weapon). A 6thlevel wizard could cast a fireball spell and deal 6d6 points ofdamage. Obviously, the mephit’s breath weapon is not morepowerful than the fireball, so its level adjustment for the breathweapon is correctly set at +1.The second factor is damage type. Generally speaking, sonicdamage is worth a +1 level adjustment because so few creatures have resistance to it. A breath weapon that deals abilitydamage should increase the level adjustment by +1 (or +2 ifthe ability damaged is Constitution), but only if you have notalready increased the level adjustment for the ability damageitself.Finally, the larger the area that a breath weapon affects, thehigher its level adjustment should be. Again, comparing theextent of the breath weapon’s effect to the area of a similarspell will help you determine whether a larger than normal leveladjustment is called for. In general, whenever the area of thebreath weapon is twice the size of the area of the comparable spell, add +1 to the level adjustment.

Now, it's possible that WotC has changed their minds on some of these guidelines - not much, I can imagine, given that a lot of creatures in the 3.5 MM have the same LA they were given in SS, but it's possible that some are different. I don't know for sure how much LA the Ambush Drake deserves, considering it has all of these things that could potentially give it LA...but I know the answer isn't "LA +0".

Ultimately, I can accept that WotC intended Ambush Drakes to be a viable PC race in some respect. I can accept that they gave it a pseudo-savage-progression for the purpose of playing younger Ambush Drakes, and potentially for the purposes of building it into a standard PC build. That they forgot to change it's LA away from "LA -" doesn't mean you can rightfully assume they meant to give it "LA +0", it just means they forgot to make the change that makes it legally a PC race. But even if WotC comes out with errata or something fixing that...we both know Ambush Drake wouldn't have LA +0.

You're arguing that designer intent clearly indicates this was supposed to be an option, and on that I can agree with your RAI. But from there, you also argue that because its LA wasn't addressed in that pseudo-savage progression, that it was therefore intended to have LA +0, and that I cannot agree with. Even if the chair agrees that this is legal, even if I agree that it was clearly intended to be an option, you are depending on pure RAW interpretation and reasonable RAI to make this build work as presented, and that doesn't work in my book. You cannot defend yourself with the pure letter of the rules and later make an appeal to the intent of the rules, not if you want to be taken seriously. I don't dock you in Originality for this, because even if Ambush Drake was fully legal as an option I wouldn't expect anybody to play a 7 HD monster in a contest like this, because high HD monsters tend to be non-optimal and AA is already a **** class to begin with. I don't dock you in power, because the build you have presented is quite capable and powerful. I don't dock you in UotSI because you combine your class features with your race quite well for a very dangerous AA.

But I will dock you in Elegance. And below, I'll get out of the legality weeds to address why, on a larger level, I'm not really going to be convinced into taking away this penalty very much at all. The perceived illegality is part of it, but is more a justification for my true general feelings on the Elegance category as a whole.


Lastly, I don't know if precedence has any weight in disputes of this kind, but ambush drake has been part of a dish before, with little comment regarding its legality: http://www.giantitp.com/forums/showsinglepost.php?p=12203920&postcount=321 . Each judge makes their own rulings, of course, but my decision that this was fine wasn't made in a complete vacuum.

That round of this competition from just over 7 years ago doesn't have much comment on anything, so I'm hesitant to hold it up as the pinnacle of thorough judging, exactly.


All this having been said, I have no intention of turning this into a long dispute discussion. If after addressing this dispute you'll stand by your ruling, I'll leave it at that.

You are welcome to dispute the points I've made thus far regarding legality, RAW, and RAI as you please; I appreciate the debate continuing in the community. However, I'm putting my larger point about Elegance here to separate it from the mechanical discussion: in my eyes, Elegance, more than any other category, is about playing this build at an actual table - not necessarily my table, or your table or the chair's table, but most any table in general. How well would your build be received, from table to table? This is what Elegance represents, in its essence: the ability for a build to withstand scrutiny at various "actually playing" tables.

While we here in the playground like flaws because they allow for more flexible builds, and feat-starvation is a problem that affects non-casters more than casters in a game already biased against the former, there are voices within the community at large that take issue with them as merely the tools of munchkins and power gamers looking to squeeze a bit more power into their builds in exchange for taking useless penalties they won't care about. While we here ITP know that multiclass penalties hinder races besides Humans, and hinder non-casters more than casters in a game's already biased against the former, in play they exist as a mechanical enforcement of the general feeling that a player dipping into bunch of classes is less "building based on a character's progression" and more "building for maximum power because they're a cheese weasel". While we here ITP know that a Water orc giving up -2 Wis for +2 Str and a Swim speed is a good upgrade for a race that's gonna have a bad time either way and could use the upgrade, to anybody less familiar with the problems inherent to 3.5, it looks like blatant powergaming. Similarly, a build that is superpowerful in the low and mid-high levels (like a theurge, which is solid early on, then gets poor, then gets powerful, then gets poor again) is on a power rollercoaster that makes people eye a 20th level build like "...so how did you survive to get here, again?" (because a build that is super-weak at 1st-19th but is super-powerful at 20th, that didn't have to suffer that power problem because it's a game starting at lvl 20, is going to get the hairy eyeball).

In the end, some things are more objectionable or unreasonable than others, and make it harder to see this build or that build getting accepted at a table for general play. A high Elegance score, to my mind, is a class that is avoiding the common complaints that might get it kicked out of a grognard's game, or their weirdness isn't exceedingly powerful enough to be worth objecting to. For some contests, where casters and non-casters are competing, I am sometimes more willing to give slack to the non-casters doing their best. The prevalence of incarnum and maneuvers in this contest, and the secret ingredient is more flexible for allowing such diversity of entry, means that this contest is one such example. But even then, some builds will be less reasonable than others. If you put all these builds into some kind of "air pirates" game, or something, which ones would stand out as problematic, unreasonable? Which ones would get cut first because you can just tell from looking at the builds that the campaign will include more legalistic arguing than you're in the mood for?

Well, one could point to the build that barely meets any of the SI's prerequisites. One could point to the build with five dips what the hell. One could point to the robot, who becomes a saint, who becomes an incorporeal fey spirit, who becomes a real boy, but is still an incorporeal spirit somehow? And one could point to the low-mid level dragon that inexplicably has no LA. Three of these are legal, but problematic, and would probably get cut because I don't know for sure they'll be making trouble for me through the campaign...but I also can't be sure that they won't. That's a good reflection of Elegance, in my eyes.

...all of that being said, I decided that because it was clearly intended to be a legal option and they just forgot to give it LA, because the chair agrees that it's legal, and because guidelines for assigning LA exist, I should not penalize the build for using an illegal race, but more penalize them for not including the LA this race probably deserves. Even this is perhaps not entirely fair (punishing a player for using something broken just because WotC forgot to make it balanced isn't fair to the player), but this is the category that is best for penalizing abuses of RAW/RAI. The same way that I would penalize a build spamming santa-clones for infinite movement, or a build doing the Dark Chaos Shuffle from level one by purchasing spellcasting services, or a build abusing Incarnate Construct stacking in a contest with CR restrictions, so too will I penalize this "maybe technically legal, but still pretty bull****" LA +0 OP dragon race. I won't penalize you elsewhere, but I will here.

...but I'm not sure how much LA this dragon deserves, and I'm not sure I trust my own opinion, so I got ahold of a grognard friend of mine and got their opinion on what the Ambush Drake's LA should be. Overall, everything but the flight and NA was having it in "maybe a low LA +1", with the flight/NA bumping it up to a high +2/low +3. In conjunction with this, the penalty has been changed from -4.00 to -2.00, the lowest penalty I would consider giving somebody who had left off such LA if this race had the LA I think it would've earned if they'd remembered to give it LA.


Thank you for judging and for your kind words. I appreciated your explanations of what stuff earned which points.
One thing to clear up.
You said "Illegal source turning LA to +0 is still illegal source" about using Dragon Magazine to update Hengeyokai. I should have clarified in my entry that in the OP you will find the following line


NB: Official Errata and 3.5 updates to 3.0 content are considered valid regardless of whether their sources would otherwise be legal. This includes the 3.5 update of Oriental Adventures given in Dragon Magazine, and the 3.5 updates of Dragonlance Campaign Setting content given in later third party Dragonlance books.

This is a rare exception to the general rule about dragon magazine, and I'll admit it's not hugely prominent in the OP. Nonetheless, this is legal.

Apologies if Yun Dichao happens to also respond and you get essentially the same message twice.

Ah, no worries. That I missed an esoteric bit about the contest's legalities isn't too surprising, and isn't your fault, so no need to worry.

Final Adjustments

Yun Dichao has benefited from me being informed of the legality of his race's LA +0. Unfortunately, he's so bad at not doing RAW crimes that being innocent on this one doesn't help him. Penalties for this have been erased from the record, although score remains unadjusted.

Fip Daratrix' racial penalty to Elegance has been adjusted from -4.00 to -2.00 in light of its status as "legal, but bull****".

Chook Min has benefited from me being informed of the legality of his race's LA +0, which was the only thing marring their otherwise-perfect score in the Elegance category. Penalties for this have been erased form the record.

jdizzlean
2019-03-07, 02:26 AM
AV:

on your elegance views, just want to share something.


I only work on builds/judging when i'm at work. I'm lucky enough to have a desk job that doesn't require the computer most of the day, and to be surrounded by various levels of nerdery to the point that I can carry on either detailed or vague conversations about d&d even w/ folks who aren't actively playing the game.

Last night I was explaining these build competitions to one such co-worker that has a decent grasp of d&d. He seemed super impressed that i had 7 books open for a build i'm working on. I tried to explain to him that if I ever tried to actually play most of the builds I do for these comps at the table that I play with, that they would crucify me and kick me out. I should clarify that at the regular game I play in, with the exception of 1 player, I am the least experienced and the least knowledgeable about game mechanics/tricks/optimization. I'm lucky however in that we are generally in the tier 3/4 realm and play for fun, not "I win Buttons". I'm actually thinking of playing Soulbow next, but still worried about how the DM in my game will react to some of the things i'll want to do w/ it...

The same goes for flaws, I haven't played in any game, in any franchise, since high school (25 years ago) that allowed you to take flaws. So every thread that is someone asking for build help, and the first post is flaw 1, flaw 2, 14x bonus feats at lvl 1 just makes me laugh. Just because things are "legal", doesn't mean that you'll ever actually be able to play them.

I tend to treat Elegance in part to how you do, on top of the legality of it.

that was a very well thought out, and in depth answer btw.

Heliomance
2019-03-07, 04:48 AM
And one more mini-dispute:


So, with the addition of a second Judge and second place's scores being improved, this competition just got a whole lot tighter. Tight enough that I am willing to voice... the smallest dispute ever. Brace yourself, because:

The name "Hank" is actually a reference, to the octopus in Finding Dory.

AvatarVecna
2019-03-07, 05:31 AM
*squints*

Debating adding a new penalty for reminding judges of sad things. :smalltongue: Scored edited.

The Kool
2019-03-07, 08:16 AM
And you get a thumbs up from me on the name reference! But I don't think I've been giving points for name references except when rolled into the bigger picture to support a related bonus. I'll double check.

EDIT: This judging thing is dizzying, I had no idea quite what I signed up for. I'll try to get through three of them this morning, and might return for the last three this afternoon or evening. If not, you'll see them tomorrow.

EDIT2: Morning 3 done.

KrimsonNekros
2019-03-07, 01:32 PM
And you get a thumbs up from me on the name reference! But I don't think I've been giving points for name references except when rolled into the bigger picture to support a related bonus. I'll double check.

EDIT: This judging thing is dizzying, I had no idea quite what I signed up for. I'll try to get through three of them this morning, and might return for the last three this afternoon or evening. If not, you'll see them tomorrow.

EDIT2: Morning 3 done.


Thanks for the effort. We all appreciate it

The Kool
2019-03-08, 11:03 AM
[Quoted for the post link]

And DONE. Next time I volunteer to judge with so many entries, kick me. Or just remind me that this took me a whole week.

DeTess
2019-03-08, 12:13 PM
And DONE. Next time I volunteer to judge with so many entries, kick me. Or just remind me that this took me a whole week.

Nicely done and thanks for the work! Anyway, I have no disputes here.

The Kool
2019-03-08, 01:38 PM
NP, and I don't mind helping out. It seems unfair for a contest like this to be judged from a single point of view, so I am willing to take one for the team and round that out.

Thedez
2019-03-08, 01:53 PM
Yeah, Yun was definitely a learning experience for me--But at least my second Entry entertains!
...That being said, the feedback I'm getting from that one should help me really push my strengths next time around.

Oh! That being said, looking at these builds, I find myself actually regretting not trying out a Soulknife/Soulbow AA. Would've definitely gotten in for Originality. Would've been more elegant, too. Probably even would've been more powerful. And technically, teeeechnically, would've used the SI better.

The Kool
2019-03-08, 02:17 PM
Oooh, Soulknife/Soulbow with Incarnum. Mixing psionics and incarnum is actually thematically very smooth, though if you used that to enter via a soulmeld like someone did then you'd for sure get hit on that one.

Thedez
2019-03-08, 05:09 PM
Oooh, Soulknife/Soulbow with Incarnum. Mixing psionics and incarnum is actually thematically very smooth, though if you used that to enter via a soulmeld like someone did then you'd for sure get hit on that one.

So what I really like about this combo is that, instead of using it for flight, you could use it for natural attacks to Swoop with, and then pair your mind-arrows with...which one was it, Manticore Belt for secondary ranged natural attacks? Use Psi. Focus to max out its essentia and bam, instantly flexible.

The Kool
2019-03-08, 06:19 PM
So what I really like about this combo is that, instead of using it for flight, you could use it for natural attacks to Swoop with, and then pair your mind-arrows with...which one was it, Manticore Belt for secondary ranged natural attacks? Use Psi. Focus to max out its essentia and bam, instantly flexible.

Yes, this is where it really shines.

KrimsonNekros
2019-03-08, 07:05 PM
Couple of disputes I could make, but as I'm not in position to place I'll hold. They're mostly minor so it won't make any real impact.

The Kool
2019-03-08, 10:19 PM
If they're with me, you can go ahead and voice. Only helps refine my judging.

Thedez
2019-03-09, 12:05 AM
If they're with me, you can go ahead and voice. Only helps refine my judging.

Oh, yeah!
By the way, I think it bears mentioning--Incarnate Construct does give -2 LA, so there's only really Saint LA unaccounted for.

EDIT: For Duke, that is.
EDIT EDIT: Also for Duke, I'm not sure I agree at all with the idea of using Berserk instead of Bear Warrior being dinged. First and foremost, it hasn't been updated, and I feel like that's being dinged for using an obscure source. Moreover, Bear Warrior gives almost not a single bonus in the same vein as Berserk, except for the idea of transforming into a bear at third level, and that's *only* if you choose the Bear Totem, and *only* if you take it to third level at least, both of which would be things I wouldn't have done anyway. So while an author might have stated that Bear Warrior is a spiritual successor, if it was, it fell flat, and I feel like dinging a player for not choosing a class that didn't contribute to their vision whatsoever over a choice that did doesn't strike as terribly fair.

To that same end, I actually find that your statement that Berserk and Barbarian being similar enough to mark a ding on Elegance to be a fair--They are pretty much identical at those levels--I think it's really, really important to point out that, strictly speaking, Berserk allows you to do a 3-level "barbarian" dip to get +20 movespeed--Which is impossible going straight Barbarian, damage reduction--Which would only come in *7* levels of Barbarian--And an extra Rage, which comes online a level earlier. So I don't know if the point was simply that it's like taking two almost-identical classes and ending up cramming four martial classes, three of which are dips, because if that's the case, I can see your point and totally agree, but if it was about the fact that I could have achieved the same result with four levels in Barbarian, I'd actually disagree. Naturally, I'm leaving FotF, because it's giving a lot of very unique benefits and was taken to completion, so it is by no means a dip.

The Kool
2019-03-09, 12:09 AM
Oh, yeah!
By the way, I think it bears mentioning--Incarnate Construct does give -2 LA, so there's only really Saint LA unaccounted for.

EDIT: For Duke, that is.

I missed that, but I don't think it's enough to make a big impact. Might bring that category up to 2.0 and the build up to 14.0

Thedez
2019-03-09, 12:19 AM
I missed that, but I don't think it's enough to make a big impact. Might bring that category up to 2.0 and the build up to 14.0

Hey, sorry, I posted a bunch of stuff.
I'd also like to put the disclaimer here: Take these as points of conversation. I don't need you to make any changes to bring it up--I'm just proud I put something together that was effective, even if it wasn't elegant.

The Kool
2019-03-09, 12:30 AM
Hey, sorry, I posted a bunch of stuff.
I'd also like to put the disclaimer here: Take these as points of conversation. I don't need you to make any changes to bring it up--I'm just proud I put something together that was effective, even if it wasn't elegant.

So you did! And you raise good points, I will concede the Bear Warrior / Berserk argument, and hold to my claim that dipping both Berserk and Barbarian is cheesy. I'll give you back the half point of Elegance though, between the two contentions I conceded. I did originally include FotF in my dip assessment but then looked again and realized that it was fully embraced, so I moved on on that one.

Thedez
2019-03-09, 12:32 AM
So you did! And you raise good points, I will concede the Bear Warrior / Berserk argument, and hold to my claim that dipping both Berserk and Barbarian is cheesy. I'll give you back the half point of Elegance though, between the two contentions I conceded. I did originally include FotF in my dip assessment but then looked again and realized that it was fully embraced, so I moved on on that one.

Oh, pssh, like I said, that in and of itself is very fair. There's no less than three dips in there. I'd be silly to try and argue that *not* being cheese, as well as, let's be honest--Unoriginal.

Thedez
2019-03-09, 12:43 AM
-snip-
So AV, I feel like a complete moron here. Duke could've avoided a .5 ding to Elegance.
Guess which guy forgot to properly notate the Ape Totem ACF for third level?
<------ THIS GUY.
I'm a moron. Duke was meant to have Power Attack. Feel free to ding me harder. x.x

Zaq
2019-03-09, 01:34 AM
Oh, pssh, like I said, that in and of itself is very fair. There's no less than three dips in there. I'd be silly to try and argue that *not* being cheese, as well as, let's be honest--Unoriginal.

I’m neither a judge nor a contestant this round, but I’d like to object to the perpetuation of the unfounded stereotype that dips are cheesy. At the very least, the notion should not go unquestioned.

Why is it less elegant to quickly and efficiently use clever level choices to get what you need rather than sticking with less useful classes for some completely arbitrary number of levels even if you aren’t gaining much from it? To me, I see it as far, far less elegant to stick with a class after its sell-by date than it is to recognize when your marginal costs exceed your marginal benefits and then to get back to classes that give you something useful.

Sure, it’s all opinion. But it’s far from a foregone conclusion that taking a small and efficient dip here and there is somehow bad, shameful, silly, or something to be avoided.

My goal with this post is not to affect any scores this round. I have no authority this time around, and I don’t have a dog in this particular fight as far as the actual scores go. But I disagree that the idea of dips being bad should be unquestionable dogma, something so obvious that it needs no explanation and no introduction. The multiclassing rules exist for a reason, and part of what makes optimizing in a class-based system like 3.5 fun is the fact that you can weave together packages of abilities through a cleverly chosen level structure.

...that went longer than I expected. I have opinions, apparently.

Thedez
2019-03-09, 01:46 AM
I’m neither a judge nor a contestant this round, but I’d like to object to the perpetuation of the unfounded stereotype that dips are cheesy. At the very least, the notion should not go unquestioned.

Why is it less elegant to quickly and efficiently use clever level choices to get what you need rather than sticking with less useful classes for some completely arbitrary number of levels even if you aren’t gaining much from it? To me, I see it as far, far less elegant to stick with a class after its sell-by date than it is to recognize when your marginal costs exceed your marginal benefits and then to get back to classes that give you something useful.

Sure, it’s all opinion. But it’s far from a foregone conclusion that taking a small and efficient dip here and there is somehow bad, shameful, silly, or something to be avoided.

My goal with this post is not to affect any scores this round. I have no authority this time around, and I don’t have a dog in this particular fight as far as the actual scores go. But I disagree that the idea of dips being bad should be unquestionable dogma, something so obvious that it needs no explanation and no introduction. The multiclassing rules exist for a reason, and part of what makes optimizing in a class-based system like 3.5 fun is the fact that you can weave together packages of abilities through a cleverly chosen level structure.

...that went longer than I expected. I have opinions, apparently.

Fair enough. I, personally, dip a lot because I like the level of complexity it opens up to the field.
But I imagine it's largely considered cheesy because, oftentimes, you have to question how the fluff for it all working together was considered, if it was at all. It usually strikes as something that's clearly metagaming, which usually gets labelled as cheesy...Even if, from a meta standpoint, even taking 20 levels in fighter would be as much metagaming as dipping. At least, I think that's the argument for it. I don't care--I just like putting a bunch of cool class features together and playing with them.

Heliomance
2019-03-11, 04:31 AM
Hopefully the last dispute:


Firstly, thanks to both our judges for taking the time to, well, judge our entries. I'm sure I speak for everyone when I say we appreciate it. Also to Heliomance, for dutifully setting up the contest and relaying our entries and disputes.

That said, now that The Kool has finished up, I have a couple of minor disputes to lodge with him. You say Hank lost some points in UoSI for not feeling like an Aerial Avenger, and okay that's fair, but you also cite that a large part of this was because his favored tactic is standing still playing lock-down. That's not actually how I picture playing with him, though; he's designed to be able to do trips and grapples while on the move thanks to his Knock-Down feat and Improved Grab/Constrict features, and his intended tactic is jetting from one side of the battlefield to the other to take advantage of his bonus damage on charges or the Swoop ability to hit spread out targets.

More minor is your penalty due to anthropomorphic animals being a cheesy "create your own race" race. It may or may not change your mind to hear that anthropomorphic giant octopus is one of the sample races, not an animal I chose for power and then applied the template to.

As a heads up, I'm having surgery on Friday (don't worry, nothing life threatening), and I'd like to get this contest finished and the next one started up before then so I don't have to worry about it when I'm convalescing. With that in mind, I am no longer accepting disputes for this contest, and if possible I intend to do the reveal and new thread tomorrow.

The Kool
2019-03-11, 07:45 AM
Firstly, thanks to both our judges for taking the time to, well, judge our entries. I'm sure I speak for everyone when I say we appreciate it. Also to Heliomance, for dutifully setting up the contest and relaying our entries and disputes.

No problem, I've enjoyed it despite my tongue in cheek grumblings. I'll do it again, when I'm not participating.


That said, now that The Kool has finished up, I have a couple of minor disputes to lodge with him. You say Hank lost some points in UoSI for not feeling like an Aerial Avenger, and okay that's fair, but you also cite that a large part of this was because his favored tactic is standing still playing lock-down. That's not actually how I picture playing with him, though; he's designed to be able to do trips and grapples while on the move thanks to his Knock-Down feat and Improved Grab/Constrict features, and his intended tactic is jetting from one side of the battlefield to the other to take advantage of his bonus damage on charges or the Swoop ability to hit spread out targets.

That... is a really good point. I had that mental image as well but failed to see the mechanics of it working, and now that I've had them shown to me I'll lift some back for that. In fact, I apparently hit you pretty hard for this one, so you get a full point back. There's still something missing, but now that I have nothing I can put my finger on, your UotSI score is restored to a 4.0.


More minor is your penalty due to anthropomorphic animals being a cheesy "create your own race" race. It may or may not change your mind to hear that anthropomorphic giant octopus is one of the sample races, not an animal I chose for power and then applied the template to.

I did notice, actually. I realize that it is my opinion, but it is an opinion I hold firmly to. You really were on the edge there, and had I been scoring by quarter points instead of half points your score may very well have been slightly higher in this category.

Everyone can see the numbers for themselves, but this brings Hank and Chook Min both up to a score of 17.5 for me, meaning that once they are balanced with AvatarVecna's scores, Hank will come out on top by 0.325. Now that's a close contest. I really was rooting for the sweet bird kung fu. I had a blast reading that one, and would love nothing more than playing in a group with, well to be honest both of these characters. Hats off all around for the fantastic entries from all! Some of you had excellent concepts and just needed to proofread, double check each element of your build, or simply remember to write every dang thing down because we don't know what your personal notes say. See you lot next round, possibly as a contestant!

Wolfem
2019-03-11, 12:35 PM
ICO Spreadsheet (https://docs.google.com/spreadsheets/d/1oyjVU5JmeCnC8YTMqDArDqE5PszHl0Ysadz630kuTGk/edit?ts=59a4835f#gid=0&range=A1006:A1017) has been updated with the judges scores and links to their posts.

The Kool
2019-03-11, 01:15 PM
ICO Spreadsheet (https://docs.google.com/spreadsheets/d/1oyjVU5JmeCnC8YTMqDArDqE5PszHl0Ysadz630kuTGk/edit?ts=59a4835f#gid=0&range=A1006:A1017) has been updated with the judges scores and links to their posts.

Double check your scores from my judging... A quick glance tells me you have Yun Dichao ranking a 3 in Elegance from one of the judges, which didn't happen. The chart has the scores ordered O/P/E/U, and I ordered my judging O/E/P/U

Wolfem
2019-03-12, 07:05 AM
Double check your scores from my judging... A quick glance tells me you have Yun Dichao ranking a 3 in Elegance from one of the judges, which didn't happen. The chart has the scores ordered O/P/E/U, and I ordered my judging O/E/P/U

Sorry about that, I usually just go down the line in the scores and fill them in O/P/E/U as that's what it usually is. Wasn't paying attention to how you had them listed out. I have swapped the P/E scores to match what you had.

Heliomance
2019-03-12, 11:27 AM
...does anyone have any tips on the easiest way to make the table? ISTR someone threw together a generator, but I don't remember where

The Kool
2019-03-12, 11:42 AM
There's a section in the post editor to add/edit tables, and you can check the top-left-most button to view it as you type, so you can fill the cells directly.


Tada!
it's a table


only took me a few moments



typing into the cells directly
don't forget to go back and format



I don't know much about table formats, but this post (http://www.giantitp.com/forums/showthread.php?341034-table-s-in-the-Playground-All-you-want-to-know-about-the-table-code) does. For example, the table above is [table="class:head alt1 alt2"] You will need to manually change the top row to a header row by changing all the TD and /TD to TH and /TH.

Heliomance
2019-03-12, 12:11 PM
Chef
Build
Judge 1: AvatarVecna
Judge 2: The Kool
Total after 2 judges
Ranking after 2 judges


PoeticallyPsyco
Hank, the Highly Endangered Northwest Pacific Tree Octopus
17.40
17.50
34.90
1st


The Viscount
Chook Min
16.75
17.50
34.25
2nd


jdizzlean
The Vashairian
15.60
16.00
31.60
3rd


jdizzlean
Gnash Bandicoot
14.05
14.50
28.55
4th


WhamBamSam
Shred Furlong
15.45
13.00
28.45
5th


Hackulator
Blackhawk D'Oun
10.85
16.00
26.85
6th


Randuir
Fip Darastix
12.75
14.00
26.75
7th


KrimsonNekros
Arya, Stalker of the Sky
13.30
13.00
26.30
8th


PoeticallyPsyco
Peregrine
14.15
12.00
26.15
9th


Macabaret
Ven Jance
13.30
12.50
25.80
10th


Thedez
Duke Herembald Chedzarius the Third
11.15
14.00
25.15
11th


Thedez
Yun Dichao
10.25
12.00
22.25
12th



Congratulations to PoeticallyPsyco, The Viscount, and jdizzlean! And thank you so much Wolfem for keeping the spreadsheet updated - I used it to track what order I needed to put the entries in, it was a lifesaver

The Kool
2019-03-12, 12:22 PM
Chef
Build
Judge 1: AvatarVecna
Judge 2: The Kool
Total after 2 judges
Ranking after 2 judges


Peregrine
PoeticallyPsyco
14.15
12.00
26.15
9th




You uh, swapped a thing

Heliomance
2019-03-12, 12:28 PM
You saw nothing

New thread will be up tomorrow

jdizzlean
2019-03-12, 08:43 PM
...does anyone have any tips on the easiest way to make the table? ISTR someone threw together a generator, but I don't remember where

i usually just copy the code from a previous round, and then do the a/A button to fill it in w/ the pertinent info. that's usually faster than just re-creating it every time.


wow. while one always hopes to medal, I did not expect to this round due to the competition, and really didn't expect to also place so high w/ my second build. templates are a funny thing in IC, but I had hoped to showcase them for this ingredient, and it worked. congrats to everyone, this was a fun round and really pushed my brain into different areas.

PoeticallyPsyco
2019-03-13, 01:22 AM
Not bad for my first contest! Good game everyone!

jdizzlean
2019-03-13, 02:07 AM
the tree octopus was hilarious.

PoeticallyPsyco
2019-03-13, 03:48 AM
Thanks! Coming up with a following act... is gonna be tricky.

KrimsonNekros
2019-03-13, 12:25 PM
You saw nothing

New thread will be up tomorrow

https://youtu.be/6DJFhCeiwlU

The Kool
2019-03-13, 01:15 PM
While waiting for this, time to start my second entry for Iron Chef E6.

Macabaret
2019-03-13, 02:18 PM
While waiting for this, time to start my second entry for Iron Chef E6.

Or you could, of course, work on a Junkyard Wars entry.

Congratulations to PoeticallyPsyco, The Viscount, and jdizzlean! (Especially if it was your first go-round!).
And a big thank you to AvatarVecna and TheKool! It's a lot of work to judge and these things wouldn't run without it.

The Kool
2019-03-13, 02:26 PM
Or you could, of course, work on a Junkyard Wars entry.


I have to admit I didn't get any inspiration from this round of Junkyard Wars. I'm still struggling to find a second entry for Iron Chef E6... I might just leave it at one.

Heliomance
2019-03-14, 05:21 AM
Sorry for the delay, I ended up in a meeting all day yesterday.
New thread is now up! (http://www.giantitp.com/forums/showthread.php?583331-Iron-Chef-Optimisation-Challenge-in-the-Playground-XCVIII)

AvatarVecna
2019-03-14, 06:51 AM
I am still legitimately surprised that I didn't receive any complaints about the Power Adjustment to UotSI. :smalltongue:

Wolfem
2019-03-14, 07:53 AM
ICO Spreadsheet (https://docs.google.com/spreadsheets/d/1oyjVU5JmeCnC8YTMqDArDqE5PszHl0Ysadz630kuTGk/edit?ts=59a4835f#gid=0&range=A1006:A1017) has been updated with the name of the Chef's to their respective dishes.

The Kool
2019-03-14, 08:01 AM
I am still legitimately surprised that I didn't receive any complaints about the Power Adjustment to UotSI. :smalltongue:

I didn't want to say anything during the judging, but thanks for reminding me. For the record, I lodge serious objection to anyone who receives a penalty for succeeding at optimizing, which is the whole point of this competition. The biggest part of that complaint is lodged it the fact that, with your method, it is straight up impossible for anyone to earn a perfect score.

The Viscount
2019-03-14, 05:39 PM
Not bad for my first contest! Good game everyone!

Congratulations. An excellent and entertaining entry, especially for someone doing their first round. You've got the taste for it now, I'm sure. You have popped, and as a consequence now cannot stop!


I am still legitimately surprised that I didn't receive any complaints about the Power Adjustment to UotSI. :smalltongue:

In an ingredient like this where we are clearly not supposed to be very good, it made sense when I sat to think about it.