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View Full Version : Optimization Villainous Competition XXXIII: The Do Over



jdizzlean
2019-05-29, 09:28 PM
Welcome to Round 33 of the Villainous Competition!



Previous Competitions


Round One: Leader of Armies (http://www.giantitp.com/forums/showthread.php?395046)

Round Two: Nature's Revenger (http://www.giantitp.com/forums/showthread.php?400517)

Round Three: Double Agent (http://www.giantitp.com/forums/showthread.php?406015)

Round Four: Grave Keeper (http://www.giantitp.com/forums/showthread.php?413480)

Round Five: Crime Lord (http://www.giantitp.com/forums/showthread.php?420704)

Round Six: Ultimate Predator (http://www.giantitp.com/forums/showthread.php?430650)

Round Seven: Wicked Witch (http://www.giantitp.com/forums/showthread.php?444478)

Round Eight: Master of the Tundra (http://www.giantitp.com/forums/showthread.php?461482)

Round Nine: The Power of Villainous Thinking (http://www.giantitp.com/forums/showthread.php?474230)

Round Ten: Henchman Are Villains Too (http://www.giantitp.com/forums/showthread.php?478068)

Round Eleven: The Higher They Rise The Harder They Fall (http://www.giantitp.com/forums/showthread.php?483052)

Round Twelve: Power Comes at a Price (http://www.giantitp.com/forums/showthread.php?488846)

Round Thirteen: The Gadgeteer - You Are Not Batman (http://www.giantitp.com/forums/showthread.php?491932)

Round Fourteen: The Thing That Should Not Be (http://www.giantitp.com/forums/showthread.php?496091)

Round Fifteen: The Horsemen Are Drawing Nearer (http://www.giantitp.com/forums/showthread.php?500829)

Round Sixteen: Burn Baby Burn (http://www.giantitp.com/forums/showthread.php?503974)

Round Seventeen: It's Alive! (http://www.giantitp.com/forums/showthread.php?507768)

Round Eighteen: This is Heresy (http://www.giantitp.com/forums/showthread.php?511933)

Round Nineteen: He Slimed Me! (http://www.giantitp.com/forums/showthread.php?516535)

Round Twenty: Elder Evil (http://www.giantitp.com/forums/showthread.php?521560)

Round Twenty-One: Yarr! (http://www.giantitp.com/forums/showthread.php?527415-Villainous-Competition-XXI-Yarr!)

Round Twenty-Two: I Am The Night! (http://www.giantitp.com/forums/showthread.php?531199-Villainous-Competition-XXII-I-Am-The-Night!)

Round Twenty-Three: Two Heads Are Better Than One! (http://www.giantitp.com/forums/showthread.php?535437-Villainous-Competition-XXIII-Two-Heads-Are-Better-Than-One)

Round Twenty-Four: Wrong For The Right Reasons! (http://www.giantitp.com/forums/showthread.php?541650-Villainous-Competition-XXIV-Wrong-For-The-Right-Reasons)

Round Twenty-Five: Keeper of the Gate (http://www.giantitp.com/forums/showthread.php?550139-Villainous-Competition-XXV-No-Solicitors!)

Round Twenty-Six: Get In MY BELLY (Swallow Whole) (http://www.giantitp.com/forums/showthread.php?556705-Villainous-Competition-XXVI-Swallow-Whole!)

Round Twenty-Seven: Multiple Personality Disorder (http://www.giantitp.com/forums/showthread.php?559748-Villainous-Competition-XXVII-Multiple-Personality-Disorder)

Round Twenty-Eight: Tiny Only! (http://www.giantitp.com/forums/showthread.php?565176-Villainous-Competition-XXVIII-Bad-Things-Come-in-Small-Packages)

Round Twenty-Nine: Halloween Special (http://www.giantitp.com/forums/showthread.php?573496-Villainous-Competition-XXIX-A-Halloween-Special)

Round Thirty: One Feat to Rule Them ALL (http://www.giantitp.com/forums/showthread.php?577930-Villainous-Competition-XXX-One-Feat-to-Rule-Them-ALL)

Round Thirty-One: In Cold Blood (http://www.giantitp.com/forums/showthread.php?582492-Villainous-Competition-XXXI-In-Cold-Blood)

Round Thirty-Two: oh HELL NO! (http://www.giantitp.com/forums/showthread.php?586377-Villainous-Competition-XXXII-Oh-HELL-NO!)






We're a little different than most of the optimization threads. We run on CR instead of ECL.



Contestants:

You will need to present a write-up of your build with at least one of the following points: 5 CR, 10 CR 15 CR, 20 CR, and a "sweet spot" that you feel is the high point of the build, as well as presenting a fully-fleshed out 20 CR build in the table below. Feel free to present as many of these as you like, and please give a rundown of the build's abilities and playability at all of the levels you didn't show. The rules are as follows:



Secret Laboratory:

Competitors will be free to use any official 1st party (WotC) 3.5 rulebook in constructing their builds. Dragon Compendium is allowed, but Dragon magazine is disallowed. Unearthed Arcana is allowed. Unupdated 3.0 materials, as well as web exclusives by WotC are expressly allowed, but take care to verify that an updated version did not appear in print elsewhere, as this may cause an Elegance deduction at the judges' discretion. Alternate rule systems from UA such as gestalt or Generic Classes are not allowed, as they create a different playing field. Item Familiars and Taint are also banned from the competition. Leadership and all similar abilities are banned for sanity reasons.

Builds that are fully monstrous are allowed at no penalty. All class levels are to be added on as associated class levels.



Elite array (15, 14, 13, 12, 10, 8) is the assumed ability score generation method.

Some monstrous characters can technically qualify for Epic feats as soon as their ECL is over 20. While regular Epic feats will be allowed, Epic Spellcasting and all other Epic feats that affect spells, psionic powers, or item creation are not permitted. Including these would give an unfair advantage over standard characters. For Incarnum characters, Epic Open Chakra feats are allowed; other Epic Incarnum feats are not. The Essentia Capacity increases for Epic capacity as described on p. 212. For all characters, please note that Racial Hit Dice do not count towards Epic Progression; use the regular progression even if the BAB ends up higher than 20.



Deadlines:

Contestants will have until 23:59 MST Saturday June 22nd to create their builds and PM them to the Supreme Chancellor. Builds will then be posted simultaneously, to avoid copying. Judges will have until 23:59 MST Saturday July 6th to judge the builds and submit their scores. If no judges have scored by that point, only the scores of the first judge to submit will be counted. Deadlines are subject to extension as/if required.



Judging:

Judging will be based on the following criteria, with each build rated on a scale from 1 (very poor) to 5 (exemplary) in each area: Originality, Build Elegance, Competence and Power, Memorable Villainy.

Keep these questions in mind when judging each category:

Originality - Is it unexpected?

Build Elegance - Is it mechanically pretty?

Competence and Power - Can it do what the concept asks of it? Is this a powerfully-built character?

Memorable Villainy - Is this a villain with style? Will it be the BBEG players long to finally kill and then talk about for weeks?

Unearthed Arcana can be penalized for elegance if the specific feature seems unnecessary or makes the playing field unfair (In this case, you can give a 1 if it makes the field unfair.)

Power level is up to you. Cheese is acceptable, but should be kept to a sane level unless you're showcasing a new TO build you've discovered. As the Iron Chef competition states, a little cheddar can be nice, but avoid the mature Gruyere unless you're making a cheese fondue.

You may not judge if you entered the contest, unless you withdraw your submission.



Presentation:

Builds will be posted anonymously, in order to avoid the potential of bias towards a particular competitor. For this reason, please don't put your name in the build, as I'm likely to miss it when reviewing the entries!



Note:

There is now a hard limit on two (2) entries per competitor.



Using the table below, the easiest way to use it is to go to the top left of the private message, and click the little a/A icon. It allows you to see what you're writing.

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





CR

Class

Base Attack Bonus

Fort Save

Ref Save

Will Save

Skills

Feats

Class Features





1

New Class Level

+x

+x

+x

+x

Skills

Feats

New Class Abilities





2

New Class Level

+x

+x

+x

+x

Skills

Feats

New Class Abilities





3

New Class Level

+x

+x

+x

+x

Skills

Feats

New Class Abilities





4

New Class Level

+x

+x

+x

+x

Skills

Feats

New Class Abilities





5

New Class Level

+x

+x

+x

+x

Skills

Feats

New Class Abilities





6

New Class Level

+x

+x

+x

+x

Skills

Feats

New Class Abilities





7

New Class Level

+x

+x

+x

+x

Skills

Feats

New Class Abilities





8

New Class Level

+x

+x

+x

+x

Skills

Feats

New Class Abilities





9

New Class Level

+x

+x

+x

+x

Skills

Feats

New Class Abilities





10

New Class Level

+x

+x

+x

+x

Skills

Feats

New Class Abilities





11

New Class Level

+x

+x

+x

+x

Skills

Feats

New Class Abilities





12

New Class Level

+x

+x

+x

+x

Skills

Feats

New Class Abilities





13

New Class Level

+x

+x

+x

+x

Skills

Feats

New Class Abilities





14

New Class Level

+x

+x

+x

+x

Skills

Feats

New Class Abilities





15

New Class Level

+x

+x

+x

+x

Skills

Feats

New Class Abilities





16

New Class Level

+x

+x

+x

+x

Skills

Feats

New Class Abilities





17

New Class Level

+x

+x

+x

+x

Skills

Feats

New Class Abilities





18

New Class Level

+x

+x

+x

+x

Skills

Feats

New Class Abilities





19

New Class Level

+x

+x

+x

+x

Skills

Feats

New Class Abilities





20

New Class Level

+x

+x

+x

+x

Skills

Feats

New Class Abilities





Code immediately below (spoiler).



CR

Class

Base Attack Bonus

Fort Save

Ref Save

Will Save

Skills

Feats

Class Features





1

New Class Level

+x

+x

+x

+x

Skills

Feats

New Class Abilities





2

New Class Level

+x

+x

+x

+x

Skills

Feats

New Class Abilities





3

New Class Level

+x

+x

+x

+x

Skills

Feats

New Class Abilities





4

New Class Level

+x

+x

+x

+x

Skills

Feats

New Class Abilities





5

New Class Level

+x

+x

+x

+x

Skills

Feats

New Class Abilities





6

New Class Level

+x

+x

+x

+x

Skills

Feats

New Class Abilities





7

New Class Level

+x

+x

+x

+x

Skills

Feats

New Class Abilities





8

New Class Level

+x

+x

+x

+x

Skills

Feats

New Class Abilities





9

New Class Level

+x

+x

+x

+x

Skills

Feats

New Class Abilities





10

New Class Level

+x

+x

+x

+x

Skills

Feats

New Class Abilities





11

New Class Level

+x

+x

+x

+x

Skills

Feats

New Class Abilities





12

New Class Level

+x

+x

+x

+x

Skills

Feats

New Class Abilities





13

New Class Level

+x

+x

+x

+x

Skills

Feats

New Class Abilities





14

New Class Level

+x

+x

+x

+x

Skills

Feats

New Class Abilities





15

New Class Level

+x

+x

+x

+x

Skills

Feats

New Class Abilities





16

New Class Level

+x

+x

+x

+x

Skills

Feats

New Class Abilities





17

New Class Level

+x

+x

+x

+x

Skills

Feats

New Class Abilities





18

New Class Level

+x

+x

+x

+x

Skills

Feats

New Class Abilities





19

New Class Level

+x

+x

+x

+x

Skills

Feats

New Class Abilities





20

New Class Level

+x

+x

+x

+x

Skills

Feats

New Class Abilities





You can use the table below for Spells.



Spells per Day/Spells Known

Spells per Day/Spells Known





Level

0lvl

1st

2nd

3rd

4th

5th

6th

7th

8th

9th





1st

-

-

-

-

-

-

-

-

-

-





2nd

-

-

-

-

-

-

-

-

-

-





3rd

-

-

-

-

-

-

-

-

-

-





4th

-

-

-

-

-

-

-

-

-

-





5th

-

-

-

-

-

-

-

-

-

-





6th

-

-

-

-

-

-

-

-

-

-





7th

-

-

-

-

-

-

-

-

-

-





8th

-

-

-

-

-

-

-

-

-

-





9th

-

-

-

-

-

-

-

-

-

-





10th

-

-

-

-

-

-

-

-

-

-





11th

-

-

-

-

-

-

-

-

-

-





12th

-

-

-

-

-

-

-

-

-

-





13th

-

-

-

-

-

-

-

-

-

-





14th

-

-

-

-

-

-

-

-

-

-





15th

-

-

-

-

-

-

-

-

-

-





16th

-

-

-

-

-

-

-

-

-

-





17th

-

-

-

-

-

-

-

-

-

-





18th

-

-

-

-

-

-

-

-

-

-





19th

-

-

-

-

-

-

-

-

-

-





20th

-

-

-

-

-

-

-

-

-

-





Code Immediately Below,

Spells per Day/Spells Known

Spells per Day/Spells Known





Level

0lvl

1st

2nd

3rd

4th

5th

6th

7th

8th

9th





1st

-

-

-

-

-

-

-

-

-

-





2nd

-

-

-

-

-

-

-

-

-

-





3rd

-

-

-

-

-

-

-

-

-

-





4th

-

-

-

-

-

-

-

-

-

-





5th

-

-

-

-

-

-

-

-

-

-





6th

-

-

-

-

-

-

-

-

-

-





7th

-

-

-

-

-

-

-

-

-

-





8th

-

-

-

-

-

-

-

-

-

-





9th

-

-

-

-

-

-

-

-

-

-





10th

-

-

-

-

-

-

-

-

-

-





11th

-

-

-

-

-

-

-

-

-

-





12th

-

-

-

-

-

-

-

-

-

-





13th

-

-

-

-

-

-

-

-

-

-





14th

-

-

-

-

-

-

-

-

-

-





15th

-

-

-

-

-

-

-

-

-

-





16th

-

-

-

-

-

-

-

-

-

-





17th

-

-

-

-

-

-

-

-

-

-





18th

-

-

-

-

-

-

-

-

-

-





19th

-

-

-

-

-

-

-

-

-

-





20th

-

-

-

-

-

-

-

-

-

-







Speculation:

Please don’t post or speculate on possible builds until the reveal, in order to avoid spoiling the surprise if a particular competitor is producing a build along those lines.

Once builds are revealed, please do not comment on errors or rules issues on entries unless you are a judge. If you have such a comment, wait until the final reveal to post it.



Get ready to share those Evil thoughts. This edition’s villain is:




The Do Over!








Have you ever had an idea but just couldn't make it fit ALL the limitations? Now's your chance to make it up!

Limitations







Pick any previous round of VC as your Theme

Remove 1 Limitation from that round, and create a build

Whichever round you choose must still have at least 1 Limitation left to the original list after you remove one

You CANNOT remove an alignment restriction
and to clarify, if the round only has 1 limitation (such as in the first several rounds) you cannot remove that original limitation and only have an alignment as your sole restriction

Use the Current Build rules from THIS round to create your entry





We will award 1st through 3rd places, and a possible Honorable Mention.

So, start your evil plotting!



Submission:

To standardize Entries, please use this format when sending it in:



PM: Jdizzlean

Subject: Villainous Competition 33, Name of your Entry

For Revisions and disputes, do the same thing. It makes it easier for me finding the entries in my mail box.

More questions? PM me with Villainous Competition 32 Questions in the header.



Tips for submitting your entry, provided by Weaselguy:


- Use capitalization and punctuation, correctly.
- Make good use of Spoilers, for cleanliness.
- Don't forget your sources. If it's something that can be found in the contents section, then book title seems to be fine. Obscure stuff, may want to include page number too.
- DeviantArt has about 9 billion pictures that you can reference, I can almost guarantee you can find one there to fit your character.
- Make good use of tables. In addition to the Build table and the Spells table, I like doing on e for my Ability Scores, just to keep it neat.
- Do a build stub at the top of your Build Table, something like Wizard 2/Fighter 3/Abjurant Champion 5/Eldritch Knight 10







As always: let's keep it nice.



I'll mention that again - LET'S KEEP IT NICE! Bickering, name calling and nasty comments on the entries or other forum members are not tolerated.



New competition rule: if I feel an individual has been overly disruptive during the course of competition discussion, I will not be accepting and revealing any entries from that individual, and they will also not be allowed to judge. Any judging they enter will not be taken into account for the final tally.



It's sad that it had to come to this, but here's a list of permanently banned (from this Villainous Competition) members:



Novolin (http://www.giantitp.com/forums/member.php?148361-Novolin)

Yklikt (http://www.giantitp.com/forums/member.php?133435-Yklikt)

jdizzlean
2019-05-29, 09:29 PM
Clarifications

Unearthed Arcana variant rules are limited: The variant character options (such as Wildshape Ranger and Thug Fighter) should not be penalized. Flaws and traits may be penalized by judges, whereas item familiars, gestalt, alternate skill systems, alternate magic systems, alternate crafting rules, generic base classes, LA buyoff, fractional saves/BAB, and bloodlines are banned. Anything not mentioned here is up to individual judges.

d20 Rokugan is not allowed material.

The Dragon Magazine update for Oriental Adventures is in use.

Leadership is banned. Any material that grants you leadership without you specifically taking it should be ignored and may not be traded away for another feat or ACF. Undead Leadership and Dragon Cohort are likewise banned. Wild Cohort and Obtain Familiar are allowed. If you are not sure if a specific feat violates the 'no leadership' rule, err on the side of caution, or ask me.

However, Leadership may be taken to qualify for another feat or class (such as the Great Captain feat or Legendary Leader prestige class), though a character still doesn't get its usual benefit in those cases. This is to allow characters to access unproblematic material that'd otherwise be made unavailable because of the Leadership ban.

On the subject of messaging the chair (me), a few guidelines:

- I am not here to give critiques on your build or guess how the judges might score it!

- For entries, please keep the entry to no more than 2 message, if at all possible.

- For entries, don't expect me to search through your entry and edit in or out material. Entries should be sent to me complete - if there is a later revision, re-submit the full build. PLEASE DON'T INCLUDE TEXT IN YOUR SUBMISSION YOU WANT ME TO EDIT OUT FOR THE POST - SUBMIT IT TO ME EXACTLY HOW I WILL POST THE FINISHED PRODUCT.

- Please make sure the name of your entry is clearly present in the message.

http://williamswatercolors.com/wp-content/uploads/2017/12/do-over.jpg

Everyone, have fun!

PoeticallyPsyco
2019-05-29, 09:31 PM
Exciting! Time to do some reading up.

Thurbane
2019-05-29, 09:36 PM
Man, this is amazing! So many previous comps where I ran out of time, or was the chair...my time is very limited, but I really hope to get an entry in!

WhamBamSam
2019-05-30, 01:53 AM
I just used a bunch of things that were relevant to ideas for previous rounds crapping the bed in the most recent competition, but I leave so many ideas unfinished for these competitions that I ought to be able to dredge something up.

Falontani
2019-05-30, 02:44 AM
Well um... Yea I'm in. You got me with this one.

Lionheart
2019-05-30, 03:12 AM
This is ideal, I had an idea for a previous round that got scuppered by one particular limit, so this should work out nicely.

I guess we should include which contest we're referring to in the entry somewhere?

MisterKaws
2019-05-30, 03:53 AM
Okay, this is crazy enough.

Oh, by the way, 3 entries maximum?

Thurbane
2019-05-30, 07:07 AM
Okay, this is crazy enough.

Oh, by the way, 3 entries maximum?

Note:

There is now a hard limit on two (2) entries per competitor.
That was a limit I brought in, when we were getting a buckletload of entries, and scaring judges away...

MisterKaws
2019-05-30, 07:43 AM
That was a limit I brought in, when we were getting a buckletload of entries, and scaring judges away...

Oh, guess I'll have to trim down my ideas a bit.

mumble mumble...

jdizzlean
2019-05-30, 07:50 AM
I'll also be doing a build for great fun

glad everyone seems to like this "theme"

definitely link the original round in your sources/stub, make sure to state which limitation you're removing as well

GrayDeath
2019-05-30, 07:53 AM
OK, you did it, gotta hand it to you.

Thats just about the perfect setup.

Now I "Only" have to find all my old Ideas, check them ALL for "would they work without X limited" and decide.

I am saying it ahead of time, this one is going to take TIME.

I hope work will allow me to do over ^^

MisterKaws
2019-05-30, 08:08 AM
OK, you did it, gotta hand it to you.

Thats just about the perfect setup.

Now I "Only" have to find all my old Ideas, check them ALL for "would they work without X limited" and decide.

I am saying it ahead of time, this one is going to take TIME.

I hope work will allow me to do over ^^

The only problem most will have is the fact we usually reveal our stubs after the round ends.

Though if I hadn't revealed mine I'd be scratching my eyeballs out thinking which two to build.

GrayDeath
2019-05-30, 08:12 AM
Well, I dont always reveal mine, but yeah, my 2 forr this round at elast will be out. Not bad though, one was overtly complicated, the other a one trick pony anyway. ^^

3SecondCultist
2019-05-30, 01:58 PM
Well then. I really have a lot of thinking to do. I’m assuming that we have access to all of the previous 32 themes, even if we were not around for those themes?

GreatWyrmGold
2019-05-30, 02:10 PM
This could be interesting...I'll have to look through past entries and see what sounds interesting, of course.

Part of me considered re-submitting Lenadel Sere and removing the "misunderstood ice queen" thing, but the build didn't violate that rule in any but the most annoyingly literal sense and I figured it would be funnier to say that here than to resubmit an old build.

MisterKaws
2019-05-30, 04:34 PM
Well then. I really have a lot of thinking to do. I’m assuming that we have access to all of the previous 32 themes, even if we were not around for those themes?

That seems to be the rule.

Additionally, you can take away one single requirement, which might just let you do a build you could because the round was too restrictive (the recent round 31, for example).

3SecondCultist
2019-05-30, 06:21 PM
Okay, so another question that will theoretically change my build idea a little bit.

If a round’s rules disallows more than one build option in a single Limitation (like banning more than one class, PrC, or a subset of different monsters), would getting rid of said Limitation put all of those options back on the table, or just one of them?

jdizzlean
2019-05-30, 07:12 PM
Okay, so another question that will theoretically change my build idea a little bit.

If a round’s rules disallows more than one build option in a single Limitation (like banning more than one class, PrC, or a subset of different monsters), would getting rid of said Limitation put all of those options back on the table, or just one of them?

pm me with it. in this case since my answering here would be both speculation, and possibly ruin it for your entry, I'll answer it in private.

then just quote me in your builds explanation.

MisterKaws
2019-05-30, 07:42 PM
pm me with it. in this case since my answering here would be both speculation, and possibly ruin it for your entry, I'll answer it in private.

then just quote me in your builds explanation.

I think you'll be receiving quite a few of these ruling questions this time around. I'll likely ask one soon as well. Maybe tomorrow or Saturday.

GrayDeath
2019-05-31, 09:34 AM
Hmmm, indeed. I think I just had an inspiration. ^^

So just to make sure: regarding overall Build Rules this comp takes precedence (so say, no 32pts pointbuy as some old Comps had), but we can remove a certain limitation of a foregone Comp if we follow that comps theme only?

jdizzlean
2019-05-31, 12:54 PM
Hmmm, indeed. I think I just had an inspiration. ^^

So just to make sure: regarding overall Build Rules this comp takes precedence (so say, no 32pts pointbuy as some old Comps had), but we can remove a certain limitation of a foregone Comp if we follow that comps theme only?

yes, whatever round you're picking is your theme, but creation rules are based off current standards.

you're only removing 1 limitation, not a creation standard.

GreatWyrmGold
2019-05-31, 02:44 PM
Welp, I've already thought of one idea that I can't get to work well (mechanically) and one that's worth submitting. I'll describe the former once the submission period is over, and the latter...well, you'll see.

MisterKaws
2019-05-31, 03:33 PM
Turns out the build I was hyped for is illegal because the [REDACTED] is [REDACTED], instead of [REDACTED].

Well, back to the drawing board it is.

3SecondCultist
2019-05-31, 04:07 PM
So I don't think I need blanket approval on that Limitation after all. I might PM just in case my build idea hits another potential snag, but I'm playing around with different entries in any case. I do have another question, though (I guess this would be for the whole comp's ruling, not just the Judges).

For Originality, are we taking into account the entries already submitted for the theme we're applying for? For instance, if I make a build for a theme that only had 1-2 arguably less 'out there' entries, is it fair to judge that as more original than one of those builds? Or is Originality going to be, as usual, looking at the uniqueness of the build on its own merits?

Thurbane
2019-05-31, 04:11 PM
yes, whatever round you're picking is your theme, but creation rules are based off current standards.

you're only removing 1 limitation, not a creation standard.

That's relevant, because otherwise I would remove the rule about taint, and re-submit one of my favorite entries. :smalltongue:

White Blade
2019-05-31, 07:00 PM
I'll throw my hat in the ring, I suppose. I'll deploy one I've been sitting on for awhile. Should be interesting.

jdizzlean
2019-05-31, 08:34 PM
For Originality, are we taking into account the entries already submitted for the theme we're applying for? For instance, if I make a build for a theme that only had 1-2 arguably less 'out there' entries, is it fair to judge that as more original than one of those builds? Or is Originality going to be, as usual, looking at the uniqueness of the build on its own merits?

if i were judging, i would base it simply of how original it is for the original theme, within the context of this round.

going back and comparing an entry vs a few hundred builds is not something i would entertain personally, but I'm not judging, so of course that could happen.

we trust folks to either not plagiarize, or to list something as a tribute. if that doesn't cover what you're thinking, i would say you have nothing to worry about.

MisterKaws
2019-06-01, 04:55 PM
Spent the whole day today trying to get the build stub done while I still have time. It was pretty much ready, and then I realized [REDACTED] was [REDACTED], and now the whole build doesn't work because [REDACTED].

This idea is harder than I thought.

GreatWyrmGold
2019-06-02, 03:02 PM
Any chance that Kaws is planning to share his [REDACTED] with the class once the submission window closes?

MisterKaws
2019-06-02, 03:24 PM
Any chance that Kaws is planning to share his [REDACTED] with the class once the submission window closes?

If I can't find a way to fix the [REDACTED], I definitely will. It's a fun thing, actually, but I'm having issues with a tiny thing.

White Blade
2019-06-02, 03:32 PM
Welp, build submitted. Might do another, who knows.

3SecondCultist
2019-06-02, 03:48 PM
My problem is twofold this round: first, I am as always so close to finding builds that work beautifully, only to be short by 1 CR or be missing one technical detail that throws the whole thing off.

But the second option - and this is unique to this round - is that I am currently undergoing crippling option paralysis as to which theme to submit for. I have like 5 build stubs of varying completion at the moment, and I'm at war with myself over which ones I want to work on and eventually submit. There are just so many fun themes to choose from! :smalleek:

jdizzlean
2019-06-02, 05:09 PM
But the second option - and this is unique to this round - is that I am currently undergoing crippling option paralysis as to which theme to submit for. I have like 5 build stubs of varying completion at the moment, and I'm at war with myself over which ones I want to work on and eventually submit. There are just so many fun themes to choose from! :smalleek:

sweet, sweet music to my ears :D

GreatWyrmGold
2019-06-02, 05:28 PM
But the second option - and this is unique to this round - is that I am currently undergoing crippling option paralysis as to which theme to submit for. I have like 5 build stubs of varying completion at the moment, and I'm at war with myself over which ones I want to work on and eventually submit. There are just so many fun themes to choose from! :smalleek:
If you hadn't already gotten to the multiple-build-stub stage, I'd have suggested starting with whichever thread title sounded most interesting.

MisterKaws
2019-06-02, 05:49 PM
Oh, I guess I got it. Will be sending soon.

Soon being relative to how quickly I can write it all up.

NontheistCleric
2019-06-03, 05:21 AM
Just wondering, based on the wording of this round's limitations, does that mean that previous rounds that had only one limitation apart from alignment restrictions, or even no limitations, as particularly a number of the early rounds had, are off-limits?

Or could we simply choose, in those cases, to use that theme without any limitation removal?

3SecondCultist
2019-06-03, 05:51 AM
sweet, sweet music to my ears :D

You are a terrible person, and I hope you feel bad. :smalltongue:

On a more serious note, I finally know what I’m doing now! Of course, I am now leaving town (and my books) behind for 3 days, so I’ll be sitting on my concept until then. It gives me all the more time to hone my craft...

jdizzlean
2019-06-03, 08:22 AM
Just wondering, based on the wording of this round's limitations, does that mean that previous rounds that had only one limitation apart from alignment restrictions, or even no limitations, as particularly a number of the early rounds had, are off-limits?


unfortunately yes, you MUST remove 1 limitation other than alignment.

MisterKaws
2019-06-03, 08:59 AM
unfortunately yes, you MUST remove 1 limitation other than alignment.

Huh. Didn't know that. That's... Potentially very limiting, considering a lot of the competitions only have theme restrictions.

jdizzlean
2019-06-03, 09:25 AM
well,

there had to be some change, and in rounds that only had a theme, if you remove the theme, then you have nothing to build around. this really only cuts a few rounds out overall. and if a theme is all you're building off of instead of the limitations, then you can do that w/ any round, and then there's no need for limitations at all.

MisterKaws
2019-06-03, 11:24 AM
well,

there had to be some change, and in rounds that only had a theme, if you remove the theme, then you have nothing to build around. this really only cuts a few rounds out overall. and if a theme is all you're building off of instead of the limitations, then you can do that w/ any round, and then there's no need for limitations at all.

Yeah, but you could allow people to build without dropping any limitations instead.

jdizzlean
2019-06-03, 11:54 AM
Yeah, but you could allow people to build without dropping any limitations instead.

true, but so often after the initial reveal it goes something like " I just couldn't make it work because of this 1 thing".

oh well.

PoeticallyPsyco
2019-06-05, 03:11 AM
There we go, my (first) build is done. Gonna look it over again tomorrow and then probably submit it.

Edit: There we go, it's in.

Telonius
2019-06-05, 10:00 AM
I *might* be able to put something together for this one.

AvatarVecna
2019-06-05, 10:28 AM
...oh my. I can't not at least try.

jdizzlean
2019-06-09, 09:35 AM
You are a terrible person, and I hope you feel bad. :smalltongue:



this IS the Villainous Competition after all... :roach: :roach: :roach:


How's everyone doing? Still a ways to go, but is it looking like we might need an extension to the deadline?

GrayDeath
2019-06-09, 09:51 AM
Have 2 in the works sof ar.

sAdly I am sick atm, can ponly look at a screen for a few minutes before my eyes flow over, stupid cold....

ah well,

3SecondCultist
2019-06-09, 10:49 AM
How's everyone doing? Still a ways to go, but is it looking like we might need an extension to the deadline?

I am still continually frustrated, in the best possible way. I have a build that I really, really enjoy though, so I'm doing my best to put it together. I personally don't think I will need a deadline (it's June 22nd, right?)

MisterKaws
2019-06-09, 01:23 PM
this IS the Villainous Competition after all... :roach: :roach: :roach:


How's everyone doing? Still a ways to go, but is it looking like we might need an extension to the deadline?

I'm busy till Friday, but afterwards it's a long one-week holiday, so I plan on finishing mine then.

Still waiting for a response from my latest PM, though.

Thurbane
2019-06-09, 05:04 PM
this IS the Villainous Competition after all... :roach: :roach: :roach:


How's everyone doing? Still a ways to go, but is it looking like we might need an extension to the deadline?

Not very much progress at this stage, hoping to get somewhere in the next few days...

MisterKaws
2019-06-09, 06:39 PM
If all of us planning to join submit a build each, wouldn't that come close to a dozen? Been a lot of people this time 'round.

jdizzlean
2019-06-09, 07:02 PM
If all of us planning to join submit a build each, wouldn't that come close to a dozen? Been a lot of people this time 'round.

and this is the super crazy option that was voted on... so no need to be scurred in the future :belkar:

3SecondCultist
2019-06-10, 05:44 PM
Oh. Oh. I think I finally have a build that works within a theme, removes a limitation in good faith, and that I can write memorably.

This is going to be fun. :smallamused:

MisterKaws
2019-06-13, 01:01 PM
Starting the write-up now. Already have the whole thing pretty much set in stone and now RL got out of the way. I think I'll have this done by Sunday or so.

EDIT: All done, all sent. Hope it's decent :)

Also I'll change all my [REDACTED]s back to their real meaning after judging, cause too much free time in july.

3SecondCultist
2019-06-21, 06:21 AM
Build is in! I’m not 100% happy with my writing, but I was unexpectedly rushed with the deadline looming so I figured I might as well hit send on my current draft. :smallbiggrin:

GrayDeath
2019-06-21, 08:54 AM
Was swamped with work and being sick for a while. Might still get it in though, depending on me being able to decide which one to finish and being able to do so without typos ^^

jdizzlean
2019-06-21, 10:17 AM
have till wednesday afternoon as a small extension

MisterKaws
2019-06-21, 10:48 AM
have till wednesday afternoon as a small extension

Grrrrrrrr

Maybe I can do one more. It's a holiday for me till wednesday, after all...

Edit: Well, I did it. That was, what, seven hours on a build? Pretty fast I guess.

jdizzlean
2019-06-25, 08:08 AM
ok folks,

I have 8 amazing builds in the box and just over 1 day left on the clock. If you're in crunch time, get after it!

gonna be a great reveal!!!

Falontani
2019-06-25, 04:06 PM
I'm about 80% done, tried to finish it up last night, but I was forced to go to bed by my significant other. I'll try to finish up by the end of the night, if it's not in on time then I'm sorry!

MisterKaws
2019-06-25, 05:59 PM
I'm about 80% done, tried to finish it up last night, but I was forced to go to bed by my significant other. I'll try to finish up by the end of the night, if it's not in on time then I'm sorry!

Hope you finish it on time. I'm pretty hyped for this round. Or bored. Or both.

AvatarVecna
2019-06-25, 06:07 PM
Hoping I'll be able to get mine finished as well.

jdizzlean
2019-06-25, 06:08 PM
at 9 entries, and even managed to finish my own as well, so that's sorta 10 entries. Probably be about this time tmw (24 hours from this posting) for the reveal

Falontani
2019-06-25, 08:23 PM
at 9 entries, and even managed to finish my own as well, so that's sorta 10 entries. Probably be about this time tmw (24 hours from this posting) for the reveal

Good news everyone! I should be able to get this done on time. I was afraid he'd post them at midnight central.

MisterKaws
2019-06-25, 08:30 PM
Good news everyone! I should be able to get this done on time. I was afraid he'd post them at midnight central.

It's UTC -8 methinks. Plus it's on afternoon.

Thurbane
2019-06-25, 08:38 PM
Congrats to all who get an entry in.

My wife is in for ankle surgery today, so my time to do much D&D related is very limited...

MisterKaws
2019-06-25, 08:54 PM
Congrats to all who get an entry in.

My wife is in for ankle surgery today, so my time to do much D&D related is very limited...

Good luck on the surgery. Hope she ends well.

Falontani
2019-06-26, 01:37 PM
Gah, I have the time but this last part is driving me crazy, and not in a good way. Debating taking a break, but then I might not have enough time anymore, but I feel like I'm beating my head against a wall.

3SecondCultist
2019-06-26, 02:11 PM
Gah, I have the time but this last part is driving me crazy, and not in a good way. Debating taking a break, but then I might not have enough time anymore, but I feel like I'm beating my head against a wall.

Oh no! Hopefully you find a way through your roadblock, but if not I know I would be happy to just hear about more builds. :smallsmile:

MisterKaws
2019-06-26, 02:50 PM
We're about four-five hours to the release?


https://media1.tenor.com/images/508fe7a0908b87ea1de36391094a1049/tenor.gif

jdizzlean
2019-06-26, 02:52 PM
3ish.

i could push that to 6ish if someone REALLY needs it, but once i put the kiddo down (the 6 hrs from now time) my weekend is extremely busy and i won't even be on the boards w/ anything other than my phone until sunday earliest.

WhamBamSam
2019-06-26, 03:49 PM
I really could use an extension to 8ish EST. I have everything but sources done but need to leave for a few hours now.

AvatarVecna
2019-06-26, 04:19 PM
Scrapping this idea. Not gonna finish in time, looking forward to seeing what everybody else is coming up with. :smallsmile:

jdizzlean
2019-06-26, 04:19 PM
ok, i'll push it to just before bedtime tonight, whenever that is, somewhere in the neighborhood of 6 hours from THIS post, around 9pm MST

MisterKaws
2019-06-26, 04:31 PM
Fight on, people. I know you can do it!

[Insert Shia LaBeouf motivational here]

Falontani
2019-06-26, 04:49 PM
Doing formatting and sources now!

remetagross
2019-06-26, 05:15 PM
Hehe, I don't remember a round when the contestants were racing against the clock that much! I'm very excited to see what'll come out of this round :smallsmile:

jdizzlean
2019-06-26, 05:22 PM
the reveal when it happens is going to take awhile fyi.

quite a few entries are multiple posts, i think everyone has been pretty wordy this time around. I haven't had time to read it all yet, not on any but the initial entries, so if you happen to drop back in when they're being posted, bring some popcorn.

little game for now. the entry that was sent in in the most pieces took how many PM's?

Venger
2019-06-26, 05:33 PM
It might not be so bad, since limit for posts is 2x pms. In my longest ever writeup, for the mindbender round of iron chef (which was long since I thought we needed to detail how we got each thrall, durr) I took 3 forum posts, or about 10k words.

I can't imagine anyone writing more than that, so I'll say 3.

remetagross
2019-06-26, 05:46 PM
I'm with Venger on this one. I've written two-PM-long submissions already, and it seemed like I would never be done with writing them. So I'll bet on three-PM-long submissions, max.

AvatarVecna
2019-06-26, 05:56 PM
Hehe, I don't remember a round when the contestants were racing against the clock that much! I'm very excited to see what'll come out of this round :smallsmile:

I mean it helps that this contest is pretty explicitly about unlimited imagination. No trying to force ourselves into a particular theme...heck, the entire point is that if the rules were too limiting in a previous contest you can just ditch one of the rules and see how that changes. When I looked through the old contest, I found about a half-dozen contests that would be really interesting if a particular rule was removed, three of which were exceptionally silly rules to remove and now I'm curious to see if anybody tried.

One of the rules I saw and was tempted to submit a build(s) for is why I think it's entirely possible somebody's entry has reached four PMs.

Piggy Knowles
2019-06-26, 05:56 PM
The entry I submitted this time around was long, much longer than my typical Iron Chef posts, but I tested and it all fits in one forum post. Not quite sure how, but it does. I suspect magic.

remetagross
2019-06-26, 06:09 PM
The entry I submitted this time around was long, much longer than my typical Iron Chef posts, but I tested and it all fits in one forum post. Not quite sure how, but it does. I suspect magic.

Few know that, but PMs are bigger on the inside.

MisterKaws
2019-06-26, 06:15 PM
I mean it helps that this contest is pretty explicitly about unlimited imagination. No trying to force ourselves into a particular theme...heck, the entire point is that if the rules were too limiting in a previous contest you can just ditch one of the rules and see how that changes. When I looked through the old contest, I found about a half-dozen contests that would be really interesting if a particular rule was removed, three of which were exceptionally silly rules to remove and now I'm curious to see if anybody tried.

One of the rules I saw and was tempted to submit a build(s) for is why I think it's entirely possible somebody's entry has reached four PMs.

Curious now, care to clarify after the reveal?

AvatarVecna
2019-06-26, 06:34 PM
Curious now, care to clarify after the reveal?

I intend to. :smallsmile:

3SecondCultist
2019-06-26, 07:46 PM
Wait, is there no penalty for writing over 1-2 PMs in length? I assumed there was, so I cut my entry a bit shorter than I would have liked to. I hope that doesn’t end up costing me. :smallfrown:

MisterKaws
2019-06-26, 07:50 PM
Wait, is there no penalty for writing over 1-2 PMs in length? I assumed there was, so I cut my entry a bit shorter than I would have liked to. I hope that doesn’t end up costing me. :smallfrown:

It is a guideline, but so many people end up needing more. For comparison, there is a strict prohibition on submitting more than two entries, rather than a simple guideline.

jdizzlean
2019-06-26, 08:59 PM
most of the time, people ask if it's ok. i almost always say it is. however this round is just crazy, you'll see what i mean in an hour or so. if that gives you enough time to edit in what you left out, go for it.

MisterKaws
2019-06-26, 09:10 PM
most of the time, people ask if it's ok. i almost always say it is. however this round is just crazy, you'll see what i mean in an hour or so. if that gives you enough time to edit in what you left out, go for it.

You did give us basically free rein to do whatever ridiculous aberrations our twisted minds could concoct.

And here I was worried about standing out too much. Turns out I went for the average.

3SecondCultist
2019-06-26, 09:12 PM
Well, I guess now I’m disappointed in myself for not reaching as far as I could with the build I did. :smalleek:

MisterKaws
2019-06-26, 09:14 PM
Now, let's stop the discussion about post length. We'll end up building speculation about who didn't do build X.

jdizzlean
2019-06-26, 10:21 PM
ok, it's time, this is going to take awhile so please refrain from posting til the all clear is given.

i've only looked at a few of these more than a cursory glance but i want to say this is really a great cross section of this contest. There are 12 entries not counting mine that doesn't really count anyways.

the most Pm's was 7....
the 2nd most Pm's was 6..

While a lot of that probably has to do with how open this was, please try to keep that a bit lower in the future. I usually don't clean out my inbox/sent folder until after the final reveal, i've had to do it already in order to not run out of room!

jdizzlean
2019-06-26, 10:24 PM
1. Ialeah, Breath of Tiamat:
this is swinging for the fences as far as a do-over build...


Ialeah, The Breath of Tiamat
Half-Black Dragon Multipleheaded (Pyro) Cryohydra of Legend
A great draconic creature seems to fly above you, red batwings unfurling behind over a dozen, twisting snake like heads. The heads all have a pair of ghoulish seeming horns, twisting forward alongside an almost skeletal, white draconic face, each mouth seems to run over with something - puffs of smoke, droplets of acid, or the mist of frost. The many heads whip about in a co-ordinated effort, winding between one another and back again, surveilling everything. The torso of the thing is more reptilian, with sharp red strikes likes scars along a torso that grays as it goes down. The creature howls and all of a sudden the acid pours from its mouth.

Elite Array: STR: 13; DEX 12; CON 15; INT 10; WIS 14; CHA 8
Cryohydra [MM]: STR: 19; DEX 14; CON 25; INT 2; WIS 14; CHA 6
Monster of Legend [MM2]: STR: 29; DEX 20; CON 35; INT 4; WIS 16; CHA 10
Half-Black Dragon [MM]: STR: 39; DEX 20; CON 37; INT 6; WIS 16; CHA 12
Multiheaded (Pyro) [SavS]: STR: 39; DEX 20; CON 59; INT 6; WIS 16; CHA 12
Type/Size: Huge Dragon (Cold, Fire)
HD: 28d12+1344 (1528)
Initiative: +9
Speed: 20 ft., swim 20 ft., fly 40 ft. (Average)
Armor Class: 29 (-2 Size, +5 Dex, +16 Natural);
Base Attack/Grapple: +28/+50
Attack: 17 Bite +42 Melee (2d6+14 + Poison)
Full Attack: 17 Bite +42 Melee (2d6+14 + Poison); 2 Claws +42 (1d8+7)
Space/Reach: 15 ft./10 ft.
Special Attacks: Breath Weapons; Poison
Special Qualities: Immune to acid, fire, cold, poison, mind-effecting, sleep and paralysis effects. Reflective Hide. Fire subtype. Cold subtype. Dark vision 90 ft. Low-light vision. Fast healing (27). Scent.
Saves: Fort +45, Ref +26, Will +21
Skills: Search +27, Spot +58, Listen +58, Swim +45, Survival +18
Feats: Combat Reflexes, Multiattack, Improved Multiattack, Improved Initiative, Shape Breath (Dr), Dragon Breath (RotD), Spread Breath (Dr), Snatch, Improved Snatch (Dr), Snatch and Swallow (Dr), Fiendish Heritage (CM), Fiendish Legacy (CM)
Alignment: Lawful Evil

Breath Weapons:
Acid (12 Heads): 6d8 Acid Damage per head, Reflex save half (DC 48)
Cold/Fire (17 Heads) 3d6, Reflex save half (DC 42)
Life began for Ialeah as a glint in Tiamat’s eye. She sent a messenger to a black dragon sorcerer demanding he carry out a horrific experiment to satiate her will with a particularly powerful cryohydra. The sorcerer did as he was bid and Ialeah was born, with the coursing power of Tiamat’s blessing flowing through her. Ialeah would never grow to be as clever as true dragon, but she made up for it in sheer devastating power. Under her title as the Breath of Tiamat, Ialeah ravages whoever it pleases her master. Ialeah is able to teleport her locations and she has assignments all around the world. Still, she prefers the icy far north as a permanent residence, trekking in the ice and snow, bathing in her own icy breath.
While in the north, Ialeah stalks prey of her own choosing, often humanoids or monsters with the cold subtype. When she stalks humanoids, she prefers to simply wade into town and eat them, shoveling one after another into her belly. Her bites will kill all but the hardiest of humanoids and even then they’ll usually be immobilized, making them easy to swallow. She loves the whole process and the hunts that ensue, pitting her scenting abilities against their skill at avoidance. Cold monsters face her fiery breath, as she enjoys searing the bones clear off their flesh. Many a ice giant fortress is now a smoking wreck, haunted by angry ghosts and festooned with scorched skeletons. When players go north, they likely gain very comprehensive summaries of Ialeah’s strengths and weaknesses from hundreds of survivor of her rages.

When she is sent south, Ialeah scopes out her target for a day or two, trying to stay relatively out of sight of the locals, using her amazing vision to see from the sky. Then, she swoops down at an opportune moment and uses acid to destroy the foundations of a major gathering place. Then she swoops down and begins to devour anything that comes within reach. Fleeing, crying mortals become her first targets and she seldom bothers to defend herself against guards unless they display considerable magical skills. When Ialeah is in the south, she is brutally efficient and seldom gains the level of detailed reports about her that circulate near her stomping grounds. On the other hand, there is many a ghost town in the world to her credit, enabling the players to encounter her handiwork first hand in advance and perhaps figure out that she is immune to the traditional elements of which afflict Hydras.
Being a hydra means that Ialeah can use all of her heads to attack all of the time, she can use them to attack before or after a move (she does not have flyby attack). Ialeah is a tank - She wades into the middle of combat wherever she goes and she is not very She's very hard for ordinary mortals to hit (not, of course, ECL 20 characters, but still), her recovery is very fast, she fights hard and only retreats when things start to look really bad. She has huge amounts of HP and great saves and only repetitive demonstration that that isn't enough scares her off. Here are her attack tactics:

Swallow Them All Whole: One of Ialeah’s primary strategies is just, well, eating people. Snatch and Swallow means she is fully capable of swallowing a human whole, and her poison fangs will frequently incapacitate humanoids who have the misfortune of provoking her attacks of opportunity. If a human walks into her threat range and she gets a free attack, she takes it instinctively: Each of her seventeen heads attack at +42, each of which has a nearly impossible to resist (DC 48) strength poison. If even a third of the attacks get through, the strength damage will be pretty devastating almost all of the time. Still, players might be immune to poison, in which case she tries to swallow them and put them in her stomach. She deals “2d8” of the “energy type of her breath weapon” to the creatures in her stomach - Which could mean that she deals 2d8 damage that qualifies as all three (not even sure how that would work) or that she deals 6d8 with two to each.
Acid Breath: Technically speaking, only twelve of Ialeah’s head can emit acidic breaths, each at 6d8 either a line at 60 ft. every 1d4 turns or a spread within a hundred feet every 1d4+2 turns.
Burn/Freeze: Thanks to the Rules Compendium the fun of spewing out 17 of each breath weapon every 1d4 turns is beyond us, but even so, five of the six hydra heads must be accounted for. Rather than splitting it up, Ialeah prefers to use them all one or the other. If it seems like an opponent is uneffected by one, she generally switches to the other, which generally gives her a much more satisfying result. She might also use all her heads on cold or fire if it seems like her acid breath is not working.

Counter-Measures (for the things to which she is not immune):
Invisibility: Ialeah’s spot check is automatically high enough to pinpoint an invisible character who is not hiding and her listen checks most likely back her up on this.
Incorporeality: Although she might suffer some difficulties if they’re sitting in the Ethereal Plane, Ialeah’s breath weapons are (Su) and so have a 50% chance to hit incorporeal beings.
Death Effects, Level Drain, and Ability Damage: Ialeah has a quite hardy ability to tank energy drain and ability damage for most abilities and will stick out about five negative levels before she throws up her hands and teleports out. Damage to her mental stats causes immediate flight (Soul Scour from a sufficiently powerful cleric)
Forcecage: Ialeah has 1/day teleportation from Fiendish legacy and she frequently uses this to escape from battle if she gets confined. She does not fit into an unbarred cage, though and so she’ll usually stick a battle out to see if she can inflict serious damage with her breath weapons before she taps out. This isn't the smartest tactic - Well planned oppositions, the opposition could trap her with dimensional anchor and then bombard her with ability damaging ray spells.
Damage: Whether it is from lightning spells or swords, Ialeah




CR

Class

Base Attack Bonus

Fort Save

Ref Save

Will Save

Skills

Feats

Class Features





1

Half Black Dragon Multiheaded (Pyro) Cyrohydra of Legend

+28

+45

+26

+21

Spot +58, Listen +58, Swim +45, Survival +18

Combat Reflexesb, Multiattackb, Improved Multiattackb, Improved Initiativeb, Shape BreathDr, Dragon BreathRotD, Spread BreathDr, Snatch, Improved SnatchDr, Snatch and SwallowDr, Fiendish HeritageCM, Fiendish LegacyCM

Breath Weapons; Poison. Immune to acid, fire, cold, electricity, mind-effecting, sleep and paralysis effects. Reflective Hide. Fire subtype. Cold subtype. Dark vision 90 ft. Low-light vision. Fast healing (27). Scent


Objects marked with superscript b are bonus feats
Well, five (six). Multiple Personality Disorder, Many-Headed, Burn Baby Burn, Master of the Tundra, and Swallow Whole (Do Over, obviously). It fulfills the limitations for all of these except for Master of the Tundra, wherein it removes the requirement of a Frostburn item. So if you have to pick one specifically, it's Master of the Tundra because that's where I made full use of the Do-Over ingredient. But if you would like further explanation closely:

Multiple Personality Disorder, obviously, because it's a template stack. There's a bonus joke because this one itself is multiple competitions rolled up into one, a "multiple personality" entry.

Many-headed: A Multiheaded Hydra! Many, many heads. Just about the maximum number of heads you can actually get.

Burn Baby Burn: Fire subtype, uses fire regularly. The flare of hunting for cold monsters specifically is unique, I think, and adds to the legend. Players won't expect a burning dragon to appear in the frozen north, but here she is. Smoking ruins of ice giant fortresses, strewn with scorched bones in the placid ice.

Master of the Tundra: Lives in the far, far north, has the cold subtype, is very resistant to fire. Unquestioned apex predator of the North (White and Silver dragons would face truly terrifying amounts of damage from her fire breath), lord of a vast range and a masterful hunter.

Swallow Whole: Using Snatch and Swallow on a seventeen headed Hydra through half dragon means that she can swallow seventeen humanoids of medium size or smaller at once, and often does so. She also uses poison to render them compliant with their demise, a rare example of how a CR 20 party member might actually get swallowed alive.

A few interpretive notes:
1. Monster of Legend is not described as either an inherited or an acquired template, so I applied it as inherited before Half-Dragon.
2. It's not clear whether or not you have seventeen bites or twelve because the half-dragon template says that the half dragon "has" a bite attack. It is not explicitly subtractive, so I did not count it against the other bite attacks, but really that's subjective. Do please feel free to correct down to twelve if that's what you feel the rules are - The tactics will still be very effective and the breath weapons aren't harmed at all.
3. It's not actually clear whether or not either Pyroheaded or Cyrohydra actually use a traditional breath weapon slot - The relevant quote from the SRD: "All heads breathe once every 1d4 rounds. Each jet deals 3d6 points of cold damage per head" does not make it sound optional and would mean (on a strict reading) that each jet dealt (real count) 51d6 and that there was one for every head. Which would mean that they were spewing something like (real count) 1734 dice of damage every 1d4 turns. I just assumed that had to be wrong, that each head shot for 3d6. I don't know if that was right. But we're going to pretend it's right because otherwise hydras are spewing off 75ish dice of fire/cold damage at CR 6.
4. You might think the saves are wonky, but they are not. Multi-headed grants extra HD that proceeds "as normal for a creature of its type" which, obviously, means as a dragon - So it progresses 1-6 Magical Beast saves and then 7-28 as a Dragon.

jdizzlean
2019-06-26, 10:26 PM
2. Atriox

https://www.youtube.com/watch?v=4cz7PRkgH3c

“Run. Run, little heroes.

“Hunt them down. Find out where they came from. And bring me back anything… useful.”

Atriox is one of my favorite villains from the Halo cannon, so let’s see what we can do with him in Dungeons and Dragons!

First, worldbuilding. The obvious parallel to the Covenant is the Mindflayer Empire, combining Elites (Sangheili) and Prophets (San’Shyuum) into a single race; Elites are even called “squid heads” colloquially. The obvious parallel to Brutes (Jiralhanae) is ogres, but that’s boring and not nearly intimidating enough. More, I want to inject some fantasy flavor into this dish to replace the lost sci-fi flavor. Therefore, Atriox will be part of a clan of ogre/half-ogre werewolves. Wolves because Brutes are big on pack (often groups of them are referred to as a “hunting pack”), and also because it fits the tripping mechanic.

Speaking of tripping, let’s talk about Atriox as an individual. As that combat scene shows, he favors a combat style heavy in trips, throws, and generally flinging his opponents around. To represent his gravity hammer I’m using Eldritch Glaive. And to represent both his status and his power I’m using Legendary Wolf rather than vanilla wolf.

From a mechanical standpoint, Atriox is an interesting crafting exercise in using the most conservative rulings for and underused aspects of common optimization options (namely Warshaper, Knock-Down, and Shock Trooper). He shuts down foes with ruthless efficiency, and in doing so leaves them vulnerable to his own allies. From a storytelling standpoint, Atriox makes an intimidating head to an army, and an excellent justification for outmaneuvering and beating that army rather than trying to decapitate it and hope it falls apart or trying to fling minions at it until it goes away.

Oh, and the competition I’m using is XXXII: Oh Hell No!, though it would work equally well for I: Leader of Armies.


Build:
Atriox
CE Large Giant (shapeshifter)
Legendary Lycanthrope Half Ogre Warlock 1/ Legendary Wolf 30HD/ Warshaper 3/ Warlock +5/ Hellfire Warlock 3/ Warlock +2


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


1
Warlock 1
+0
+0
+0
+2
Diplomacy +1, Intimidate +4, Knowledge (dungeoneering) +2, Speak Language (battle signals)
Improved Unarmed Strike
Eldritch Blast (1d6), Least Invocations


7
Natural Lycanthrope (Legendary Wolf 30HD)
+22
+17
+17
+12
Diplomacy +5, Intimidate +5, Knowledge (architecture and engineering) +15, Knowledge (dungeoneering) +14, Knowledge (geography) +13, Speak Language (battle signals)
Iron Will (B), Combat Reflexes, Improved Trip, Combat Reflexes, Power Attack, Improved Bull Rush, Shock Trooper, Knockback, Dodge, Great Throw, Knock-Down
Natural Lycanthrope Traits, Scent, Trip (wolf form only)


8
Warshaper 1
+22
+19
+17
+12
Diplomacy +5, Intimidate +5, Knowledge (architecture and engineering) +16, Knowledge (dungeoneering) +14, Knowledge (geography) +13.5, Speak Language (battle signals)

Morphic Immunities, Morphic Weapon


9
Warshaper 2
+23
+20
+17
+12
Diplomacy +5, Intimidate +5, Knowledge (architecture and engineering) +16, Knowledge (dungeoneering) +15, Knowledge (geography) +14, Speak Language (battle signals)
Robilar’s Gambit
Morphic Form


10
Warshaper 3
+24
+20
+18
+13
Diplomacy +5, Intimidate +5, Knowledge (architecture and engineering) +17.5, Knowledge (dungeoneering) +15, Knowledge (geography) +14, Speak Language (battle signals)

Morphic Reach


11
Warlock 2
+25
+20
+18
+14
Diplomacy +5, Intimidate +5, Knowledge (arcana) 2, Knowledge (architecture and engineering) +18, Knowledge (dungeoneering) +15, Knowledge (geography) +14, Speak Language (battle signals)

Detect Magic


12
Warlock 3
+26
+21
+19
+14
Diplomacy +5, Intimidate +5, Knowledge (arcana) 3, Knowledge (architecture and engineering) +18, Knowledge (dungeoneering) +16, Knowledge (geography) +14, Speak Language (battle signals)
Extended Reach
Damage Reduction 1/cold iron, Eldritch Blast (2d6)


13
Warlock 4
+27
+21
+19
+15
Diplomacy +5, Intimidate +5, Knowledge (arcana) 4, Knowledge (architecture and engineering) +18, Knowledge (dungeoneering) +16, Knowledge (geography) +15, Speak Language (battle signals)

Deceive Item


14
Warlock 5
+27
+21
+19
+15
Diplomacy +5, Intimidate +5, Knowledge (arcana) 5, Knowledge (architecture and engineering) +18, Knowledge (dungeoneering) +17, Knowledge (geography) +15, Speak Language (battle signals)

Eldritch Blast (3d6)


15
Warlock 6
+28
+22
+20
+16
Diplomacy +5, Intimidate +5, Knowledge (arcana) 6, Knowledge (architecture and engineering) +18, Knowledge (dungeoneering) +17, Knowledge (geography) +16, Speak Language (battle signals)
Shorten Grip
Lesser Invocations


16
Warlock 7
+29
+22
+20
+16
Diplomacy +5, Intimidate +5, Knowledge (arcana) 7, Knowledge (architecture and engineering) +18, Knowledge (dungeoneering) +18, Knowledge (geography) +16, Speak Language (battle signals)

Damage Reduction 2/cold iron, Eldritch Blast (4d6)


17
Warlock 8
+30
+22
+20
+17
Diplomacy +5, Intimidate +5, Knowledge (arcana) 8, Knowledge (architecture and engineering) +18, Knowledge (dungeoneering) +18, Knowledge (geography) +17, Speak Language (battle signals)

Fiendish Resilience


18
Warlock 9
+30
+23
+21
+17
Diplomacy +5, Intimidate +5, Knowledge (arcana) 9, Knowledge (architecture and engineering) +18, Knowledge (dungeoneering) +18, Knowledge (geography) +18, Speak Language (battle signals)
Quicken Spell-Like Ability (Eldritch Blast)
Eldritch Blast (5d6)


19
Warlock 10
+31
+23
+21
+18
Diplomacy +5, Intimidate +5, Knowledge (arcana) 12, Knowledge (architecture and engineering) +18, Knowledge (dungeoneering) +18, Knowledge (geography) +18, Speak Language (battle signals)

Fire Resistance 5, Electricity Resistance 5


20
Warlock 11
+32
+23
+21
+18
Diplomacy +5, Intimidate +5, Knowledge (arcana) 15, Knowledge (architecture and engineering) +18, Knowledge (dungeoneering) +18, Knowledge (geography) +18, Speak Language (battle signals)

Damage Reduction 3/cold iron, Eldritch Blast (6d6), Greater Invocations



Ability Scores
Elite Array:
10 STR, 13 DEX, 12 CON, 15 INT, 8 WIS, 14 CHA,

Final (Hybrid Form):
34 STR, 30 DEX, 28 CON, 13 INT, 10 WIS, 22 CHA


CR 10
“Isabel! Report.”

“Sir. Five months ago, the portal from the Ark to the surface shut down without warning. A month later, he arrived.”

“He?”

“The werewolf. Their leader. His name is Atriox.
“During the war, the mindflayers used his clan as expendable muscle. Told them dying in battle would ‘speed their holy journey’. Forty at a time, they carelessly sent them in. Forty to break the front lines… forty to die for beliefs not their own. And none ever returned… until he did.
“And so battle by battle, war by war, thirty-nine brothers at a time… Atriox was born. With every victory, his legend, and his hatred of the mindflayers grew. Eventually, both were impossible to conceal. And they tried to banish him.
“In everything we know about the Mindflayer Empire’s thousand year history… Atriox was the first to defy the mindflayers… and survive. And his defiance inspired others.
“Atriox and his Banished raided the Empire for resources, cutting a swath across the Underdark. Growing in strength with each attack. Gathering killers and mercenaries to his side. The mindflayers had two targets in those years. Humanity, and Atriox. They almost got us. But Atriox? They never came close. The whole damn Empire couldn’t contain him at the height of their power.
“That’s what you’re up against. And all you’ve got is one small army, and a handful of heroes to back it? We need to run. As far and as fast as we can.”
Original cutscene, for your viewing pleasure: https://www.youtube.com/watch?v=q-RMEYMu82Y

Wait wait, put down those red pens! We’re not in Warshaper to abuse Morphic Weapons; in fact, this build uses the most conservative reading of the ability (only one weapon, which will be unarmed strikes). No, we’re here for Morphic Reach, though the rest of the package is very nice indeed, being essentially the fantasy equivalent of power armor.

I would, however, like to take a moment to justify those 30HD. Legendary animals are a fairly cheesy option for CR based competitions, and boosting their HD even more so. However, wolf is chosen purely for flavor purposes; you’d get better stats and HD even with tiger or bear, and as a half-ogre Atriox qualifies for were-legendary shark. As such, I think it’s fair to boost his HD up to the point a where were-legendary shark would be starting, especially since I’m not using them to take epic feats.

At this point you’re a fairly standard trip build (Eldritch Glaive won’t be optimal for a few more levels), and can even ubercharge if you want to. But the real reason we have Shock Trooper is for domino rush. That has a hilarious and incredibly deadly synergy with Great Throw and Knock-Down (incidentally, we’re also using the nerfed version of this feat).


Step One – smack someone within 15 ft of you, either as part of a full attack with your natural weapons and unarmed attacks or after a charge/movement.
Step Two – Is there someone behind that person you can bull-rush them into (don’t forget directed bull-rush if you’re charging)? If not, just move on to Step 3. If so, also start Step Five.
Step Three – make an unarmed trip attack against them, courtesy of Knock-Down.
Step Four – Whether or not you successfully trip them, making the touch attack activates Great Throw. Do your unarmed strike damage to them and reposition them as you like within your 15ft reach, ideally such that there is now a person behind them that you can bull-rush them into.
Step Five – Use Knockback to bull-rush that poor unfortunate soul into their hapless comrade, and use domino rush to make a trip attack against both of them. If that makes them prone, use Improved Trip to attack them again and return to Step One. Either way, return to Step Four as well. Remember that while you can’t make someone doubly prone, trip attacking them while prone still procs Great Throw for extra unarmed strike damage (and humiliation).



Arguably this still works against opponents with limbless (i.e. magical) flight: just because you can’t make them prone doesn’t mean you can’t make the touch attack against them, and from a physics/logic standpoint just because you’re flying magically doesn’t mean you can’t be momentarily unbalanced (and then grabbed). However, that’s questionable from a rules standpoint, so this build will not assume it.

This crafter is not responsible for damages incurred by using Atriox against real players at this level. He makes for an incredibly unbalanced encounter at this point: either they have magical flight or other tricks that he can’t counter yet, making it trivial, or they don’t and he completely steamrolls them. You could introduce him early in a war campaign by having him singlehandedly (or with help) demolish an army. Or you could do as they did in Halo Wars 2 by having him thrash the Spartans player characters, but let them go so his troops can follow them and find the army/kingdom/thing that produced the PCs.


CR 20 (sweet spot)
“Tell me little heroes, do you
know how wolf packs work in the wild? You’ve doubtless heard that they are a hierarchical affair, with a domineering alpha keeping all the lesser wolves in check. Lies. Most wolf packs are a close knit family, working together for the benefit of all. I tell you this so you know that my actions are not the result of some… misplaced instinct, some bestial urge I cannot help. No, I do what I do because I enjoy it. I enjoy every second of it.

“And now, little heroes? I’m going to bring you to your knees.”

And here we are. Ten more levels of Warlock have made Atriox a much more well-rounded opponent. The invocations he’s learned are, in no particular order, Noxious Blast (Greater) to represent the concussive force of a gravity hammer, Eldritch Glaive (Least) for the gravity hammer itself, Entropic Warding (Least) as energy shields, Fell Flight (Lesser) because I’m pretty sure Atriox was a jump-pack brute and more to the point would not pass up the tactical advantage of flight, Flee The Scene (Lesser) for tactical teleportation (in the games all Banished leaders have a teleportation leader power), Voracious Dispelling (Lesser) for at-will dispelling that does some damage on the side, and Dark One’s Own Luck (Least) for a nice boost to a single save (probably Will). That’s 3 Least, 3 Lesser, and 1 Greater.

What does this look like in action? In hybrid form (which he should be in all the time), Atriox has fantastic physical stats, tons of HP, and a truly terrifying Eldritch Glaive. With large size and boosted reach, this baby (representing canon Atriox’s specialty gravity hammer Chainbreaker) has a 40ft reach, can target that full area thanks to the Shorten Grip feat, and forces a save versus 10 rounds of nausea (can only take move actions) with every hit. If I’ve understood how RHD interact with when the epic progression starts correctly (not a given), Atriox is dishing out 7 touch attacks to hit with it each round. The domino rush combo still works on any opponent foolish enough to be caught without magical flight or some other way to be immune to tripping (most likely to be relevant for summons and other minions), and even those that aren’t can be power attacked and bull-rushed (why yes, all those feats are vague enough in their descriptions that Eldritch Glaive counts for proc’ing them, though since it’s not technically a weapon you are stuck with the 1:1 tradeoff for Power Attack). 3 times per day Atriox can use Quicken Spell-Like Ability to make a full attack with the Eldritch Glaive as a swift action, to still attack after a movement/teleport or simply to overwhelm his opponents. And don’t forget that Eldritch Glaive can be used to make opportunity attacks if it was used in the round before, and Atriox has Combat Reflexes, Robilar’s Gambit, and very high dexterity. Anyone who tries to stay out of reach will first off find that pretty hard, and secondly learn that Entropic Warding gives them a 20% miss chance. Lastly, Atriox can retreat and (even in the absence of allies with healing abilities) use Fiendish Resilience to heal up.

A note on skills: the skills are chosen for flavor, yes (like how in the game Atriox is noted for greatly valuing supporting infrastructure and buildings, and so this version has quite a few ranks in Knowledge (arch. & engine.)), but also to maximize his army’s chances of victory. Using the Heroes of Battle rules on victory points, each relevant DC 20 knowledge check grants strategic advantage. Together with Atriox’s high leadership score, his high ranks in four likely-to-be-relevant skills mean the Banished will probably start off with 50 extra victory points before anyone but Atriox has to even do anything. Likewise, Speak Language (battle signals) lets him communicate more effectively with his troops across the battlefield(s), and both Intimidate and Diplomacy grant a synergy bonus on checks to rally demoralized troops. The game and lore suggest that he doesn’t actually have all that many ranks in either, relying instead on logic and force respectively.

Atriox can work well as a villain for just about any campaign, since his goal is power for its own sake. Not exactly the Count of Monte Cristo, but a simple and fundamentally selfish goal is one of the hallmarks of a pure evil villain, letting their raw charisma shine through without getting bogged down by complexities.


Options and Alternatives:
Why no Hellfire Warlock? Simply put, that extra 6d6 of damage on every attack turns Atriox from “extremely challenging” to “extremely unfair” for what I imagine most parties to be like. Feel free to throw it in if you feel differently; Extended Reach is probably the feat to sacrifice in favor of Shape Soulmeld (strongheart vest). Or just lose a few points of your already crazy Con and have an ally heal it for you.

You could trade Warshaper for a level of Monk and 10 levels of Enlightened Fist (advancing Warlock). This means you’ve got worse Str, Con, and especially Reach, but are an 11th level monk as far as unarmed strike damage, fast movement, uses of Stunning Fist, and unarmored AC. This is actually a pretty solid trade, especially if you’re making heavy use of the tripping combo, but opens you up to multiclassing penalties and questions about the appropriate alignment for werewolves.

If really feel like you need more than 10 attacks of opportunity per round, you can take Improved Combat Reflexes. If you want more uses for them, Karmic Strike and Defensive Throw will give you an AoO on hits and misses respectively, though the latter can only be used to trip, and Evasive Reflexes lets you 5ft step.

If I’m wrong about when the epic progression for BAB and saves starts, you end up with less iteratives but much better to-hit and saves. This may be a good idea regardless, depending on the optimization level of your players.

If you do stick with the source material and make Atriox the head of an army (or armies), consider checking out Heroes of Battle for the commander auras. I’d recommend Opportunistic Commander, Reckless Commander, or Runt-Squasher Commander, though Mobile Commander could also be a good choice. Remember he can’t benefit from his own aura, and that his generals (and their lieutenants) can all have commander auras of their very own.

In a similar vein, if the PCs have their own army, give Atriox and the Banished some teamwork benefits: Fearsome Roster will damage enemy morale (requires shifting a few more ranks into Intimidate if Atriox is the team leader) while Team Rally makes the Banished more resistant to morale effects themselves.

Sources:
Complete Arcane – Warlock, Dark One’s Own Luck, Entropic Warding, Fell Flight, Flee the Scene, Voracious Dispelling, Noxious Blast
Complete Warrior – Warshaper, Shock Trooper
Dragon Compendium – Shorten Grip
Dragon Magic – Eldritch Glaive
Heroes of Battle – rules for mass combat, Victory Points, Strategic Advantage, Commander Auras, Teamwork Benefits, Speak Language (battle signals)
Monster Manual I – Lycanthrope, Quicken Spell-Like Ability
Monster Manual II – Legendary Wolf
Oriental Adventures – Great Throw
Player’s Handbook I – Combat Expertise, Combat Reflexes, Dodge, Improved Bull-Rush, Improved Trip, Improved Unarmed Strike, Iron Will, Power Attack
Player’s Handbook II – Robilar’s Gambit
Races of Destiny – Half-Ogre
Races of Stone – Knockback
Savage Species – Extended Reach
Sword and Fist: A Guidebook to Monks and Fighters – Knock-Down (errata’d)

jdizzlean
2019-06-26, 10:29 PM
3. Victoria Tavius, the Iron Immortal - Part I
(( winner of the most Pm's award ))

Competition: #17, without the restriction on self-made monsters
I give you: Victoria Tavius, the Iron Immortal!
...across seven posts, both because I cannot help myself and because some of these sections were just too long to put two together in a 10k-character package.


Magical Artisan feat: Forgotten Realms Campaign Setting
Wandstrike: Complete Arcane
Artificer and several feats: Eberron Campaign Setting
Other feats: Magic of Eberron

(Sources for weird potential tools noted in description.)


Half-Iron-Golem Grey Elf Artificer 17

You may wonder why someone building a transhumanist artificer didn’t just pick up the Renegade Mastermaker prestige class. Two reasons: It’s up there with dragon disciple in terms of “doesn’t give you enough to justify 10 levels,” and it doesn’t have a single potentially-dangerous point-of-no-return built into the mechanics.
You may also wonder why I didn’t just stick some construct/maug grafts or something on her. One reason: ...shut up, I forgot they existed until I was basically done. (They don’t give much, but they also don’t cost much.)

Strength 10-2 (8)
Dexterity 12+2 (14)
Constitution 13-2 (11)
Intelligence 15+2 (17)
Wisdom 8 (8)
Charisma 14 (14)

CR 4: Int 18
CR 8: Int 19
CR 12: Int 20
CR 16: Str 20, Dex 12, Con 15, Int 16*, Cha 8*
CR 19: Con 16†


You may wonder why someone building an artificer would add a template that gives huge ability penalties to two of an artificer’s most important ability scores. One reason: I forgot to check the ability scores until I was basically done figuring out Victoria’s build. I never said it was a good reason.

However! As we all know, artificers make tons of magic items, and magic items fix everything.
The Charisma problem is easy enough. An artificer only needs Charisma for Use Magic Device, and skills are easy to boost. A few methods:
Let’s get the obvious out of the way: Craft an item which gives competence bonuses to UMD. 10k GP for a +10 item, 40k for a +20, and arguably even 90k for +30 are all reasonably affordable for a high-level artificer.
Did you know you could craft custom items that give enhancement bonuses to skills? Sure, it’s only mentioned offhand in one source, and you can argue that they meant competence bonus, but hey. Who needs +30 competence to UMD when +20 competence/+20 enhancement is 10k cheaper? (I mean, until you’ve got 50k for the next +10.)
Guidance of the Avatar (http://archive.wizards.com/dnd/article.asp?x=dnd/sb/sb20010504a) is a 2nd-level cleric spell that summons the Fantasy Dalai Lama to give you advice gives you a +20 insight bonus to one skill check. You can use this handy spell with a combination of spell-storing item and concurrent infusion (http://www.giantitp.com/forums/showthread.php?567884-The-Tier-0-Wealthless-Artificer-Handbook-WIP).
If you’re game for a single-feat-scale rebuild, you could give Victoria an item familiar...but that seemed a bit cheesy for my tastes.
There are a bunch of random spells and items that grant insight, luck, morale, and probably dodge bonuses to any skill check. Pick up a stone of good luck or find a way to cast heroism if you need just a few more points to persist some cool buff.
Intelligence is trickier, since you need to actually...you know...improve her Intelligence score and not just adjacent statistics. The three obvious options are: Craft/buy/find a headband of intellect, craft a tome of clear thought, or wait a few centuries. (I decided to keep Victoria young to preserve her gish ability, but if you DM her, changing that it just a matter of adjusting a bunch of numbers.) Less-obvious options include letting a fiend possess her (BoVD), abusing PAO somehow, finding a scroll of power leech (also BoVD), and binding efreet until the problem goes away.
Note that since Intelligence and UMD are important to pre-transformation Victoria, she’d have more than adequate reason to invest in such things ahead of time.

(Cheesy option worth mentioning: The three physical-attribute-buffing spells are 1st level for the Sand Shaper class (Sandstorm), while both cat’s grace and fox’s cunning are 1st level for Trapsmiths (Dungeonscape). This means a continuous item of either would cost only 4,000 gp—as much as a +1 item.)

Most of these have more to do with how you spend your gear budget than anything accounted for in a standard Villainous Competition entry, so it felt unfair to build them into the entry proper. However, I wanted to bring these options up so everyone knew I didn’t add a huge weakness to the build without thinking of appropriate ways to compensate for them.

†Constitution was chosen at this level entirely because it was Victoria’s last remaining odd ability score. If you let Victoria craft/buy/“find” a tome of clear thought +1 (or +3), instead put that last ability bonus into Intelligence, raising it to a respectably genius-level 18 (or 20).



CRClassB]Base Attack Bonus[/B]Fort SaveRef SaveWill SaveSkillsNew FeatsClass Features1Artificer 1+0+0+2+1Appraise +7 (4), Concentration +4 (4), Craft (armorsmithing) +6 (3), Craft (weaponsmithing) +6 (3), Heal +1 (2), Knowledge (arcana) +7 (4), Spellcraft +5 (2), Use Magic Device +6 (4)Improved Toughness, Scribe ScrollB
Artificer knowledge, artisan bonus, disable trap, item creation2Artificer 2+1+0+2+2Appraise +7 (4), Concentration +5 (5), Craft (armorsmithing) +8 (5), Craft (weaponsmithing) +8 (5), Heal +1 (2), Knowledge (arcana) +8 (5), Spellcraft +5 (2), Use Magic Device (5) +7Brew PotionB-
3Artificer 3+2+1+3+2Appraise +7 (4), Concentration +6 (6), Craft (armorsmithing) +9 (6), Craft (weaponsmithing) +9 (6), Heal +2 (3), Knowledge (arcana) +7 (6), Spellcraft +5 (2), Use Magic Device +8 (6)Craft Wondrous ItemB, Legendary Artisan-4Artificer 4+3+1+3+3Appraise +10 (6), Concentration +7 (7), Craft (armorsmithing) +11 (7), Craft (weaponsmithing) +11 (7), Heal +2 (3), Knowledge (arcana) +11 (7), Spellcraft +7 (3), Use Magic Device +9 (7)Maximize SpellBCraft homunculus5Artificer 5+3+1+3+3Appraise +11 (7), Concentration +8 (8), Craft (armorsmithing) +12 (8), Craft (weaponsmithing) +12 (8), Heal +3 (4), Knowledge (arcana) +12 (8), Spellcraft +7 (3), Use Magic Device +10 (8)Craft Magic Arms & ArmorBRetain essence6Artificer 6+4+2+4+4Appraise +13 (9), Concentration +9 (9), Craft (armorsmithing) +13 (9), Craft (weaponsmithing) +13 (9), Heal +3 (4), Knowledge (arcana) +13 (9), Spellcraft +8 (4), Use Magic Device +11 (9)Attune Magic Weapon, Craft WandB-7Artificer 7+5+2+4+4Appraise +13 (9), Concentration +10 (10), Craft (armorsmithing) +14 (10), Craft (weaponsmithing) +14 (10), Heal +4 (5), Knowledge (arcana) +14 (10), Spellcraft +8 (4), Use Magic Device +12 (10)-Metamagic spell trigger8Artificer 8+6/+1+2+4+5Appraise +15 (11), Concentration +11 (11), Craft (armorsmithing) +14 (10), Craft (weaponsmithing) +14 (10), Heal +4 (5), Knowledge (arcana) +15 (11), Spellcraft +11 (7), Use Magic Device +13 (11)Craft ConstructB-9Artificer 9+6/+1+3+5+5Appraise +16 (12), Concentration +12 (12), Craft (armorsmithing) +14 (10), Craft (weaponsmithing) +14 (10), Heal +5 (6), Knowledge (arcana) +16 (12), Spellcraft +13 (9), Use Magic Device +14 (12)Craft RodB, Quicken Spell-10Artificer 10+7/+2+3+5+6Appraise +17 (13), Concentration +13 (13), Craft (armorsmithing) +14 (10), Craft (weaponsmithing) +14 (10), Heal +5 (6), Knowledge (arcana) +17 (13), Spellcraft +17 (13), Use Magic Device +15 (13)--11Artificer 11+8/+3+3+5+6Appraise +18 (14), Concentration +14 (14), Craft (armorsmithing) +14 (10), Craft (weaponsmithing) +14 (10), Heal +6 (7), Listen +0 (1), Knowledge (arcana) +17 (13), Spellcraft +17 (13), Spot +0 (1), Use Magic Device +16 (14)-Metamagic spell completion12Artificer 12+9/+4+4+6+7Appraise +20 (15), Concentration +15 (15), Craft (armorsmithing) +15 (10), Craft (weaponsmithing) +15 (10), Heal +6 (7), Listen +0 (1), Knowledge (arcana) +20 (15), Spellcraft +20 (15), Spot +1 (2), Use Magic Device +20 (15)Craft StaffB, Persistent SpellB, Wandstrike-13Artificer 13+9/+4+4+6+7Appraise +20 (15), Concentration +16 (16), Craft (armorsmithing) +15 (10), Craft (weaponsmithing) +15 (10), Heal +6 (7), Listen +2 (3), Knowledge (arcana) +21 (16), Spellcraft +20 (15), Spot +2 (3), Use Magic Device +18 (16)-Skill mastery16Half-Iron-Golem+9/+4+6+5+7Appraise +18 (15), Concentration +18 (16), Craft (armorsmithing) +13 (10), Craft (weaponsmithing) +13 (10), Heal +6 (7), Listen +2 (3), Knowledge (arcana) +19 (16), Spellcraft +18 (15), Spot +2 (3), Use Magic Device +15 (16)-Half-Golem Traits (see below)17Artificer 14+10/+4+6+5+8Appraise +18 (15), Bluff +1 (2), Concentration +19 (17), Craft (armorsmithing) +13 (10), Craft (weaponsmithing) +13 (10), Heal +6 (7), Listen +2 (3), Knowledge (arcana) +19 (16), Spellcraft +19 (16), Spot +2 (3), Use Magic Device +16 (17)Forge RingB-18Artificer 15+11/+6/+1+7+6+8Appraise +18 (15), Bluff +3 (4), Concentration +20 (18), Craft (armorsmithing) +13 (10), Craft (weaponsmithing) +13 (10), Heal +6 (7), Listen +2 (3), Knowledge (arcana) +19 (16), Spellcraft +20 (17), Spot +2 (3), Use Magic Device +17 (18)Magical Artisan (Craft Wand)-19Artificer 16+12/+7/+2+8+6+9Appraise +18 (15), Bluff +4 (5), Concentration +22 (19), Craft (armorsmithing) +13 (10), Craft (weaponsmithing) +13 (10), Heal +6 (7), Listen +2 (3), Knowledge (arcana) +20 (17), Spellcraft +22 (19), Spot +2 (3), Use Magic Device +18 (19)Extra RingsB-20Artificer 17+12/+7/+2+8+6+9Appraise +18 (15), Bluff +4 (5), Concentration +22 (19), Craft (armorsmithing) +13 (10), Craft (weaponsmithing) +13 (10), Heal +6 (7), Listen +3 (4), Knowledge (arcana) +21 (18), Spellcraft +23 (20), Spot +3 (4), Use Magic Device +19 (20)--
For brevity (ie, because I’m nearing 10,000 characters), only new feats are listed at each CR

B: Bonus feat gained through the artificer class

The half-iron-golem from the Monster Manual 2 got a 3.5 update. It reads as follows:
“Half-Golem, Iron: Construct; 5 ft./5 ft.; LA —.”
By RAW, this means that Victoria has DR 25/+2 and that her breath weapon’s secondary damage is death. However, under “Half-Golem, Clay,” it includes a bunch of text to the effect of “Golem magic immunity and special attacks work differently in this edition.” By strict RAW, this only applies to half-clay-golems, which solves the breath weapon.
Moreover, the half-flesh-golem (and only the half-flesh-golem) notes that the DR was changed to 5/adamantine (from 5/silver). Does this mean that the half-iron-golem retains its DR, or should we use the iron golem’s 15/adamantine? Unlike the breath weapon and magic immunity, I don’t see an obviously correct RAI option (especially when you consider that the half-clay-golem retains a defensive ability vastly out of line with 3.5 standards), but RAW pretty clearly seems to be “25/+2”.
None of these details matter much for Victoria on my end, but if anyone was going to actually run her, they’d need to be aware of the issues. The 3—>3.5 update was hardly a perfect process.

Origin of the Master

Victoria Tavius stared at the tavern wall, mulling over the news. Archmagister Hans had apparently transformed into a lich, and had attacked a local baron to take control of his keep. The Archmagister had been worrying about his impending mortality since before Victor had paid attention to the Magisters, but at some point he must have gone off the deep end. Necromancy had a way of doing that, somehow; Victoria wondered if it was the dark spirits invoked with even the smallest necromancy.
What a shame. Death was a very natural thing to fear indeed, particularly if one’s magical skill was great enough to overcome anything else one could fear. Yet to overcome death, one had to bargain with the darkest powers imaginable. Fiends, eldritch monstrosities, or death itself offered paths to eternity, but those dark benefactors corrupted any souls who dared bargain with them.

As a youth, Victoria had dreamed of being a “good necromancer,” who used necromancy only to help people. As she learned about magic, she learned the difficulties involved. First were the teachers; you could hardly learn necromancy on your own, and too many who mastered the art either gave into the temptations it offered or never wanted to restrain themselves. In person or in text, their dark worldview would weaken any student’s resolve, and too many who could serve as a positive influence would be driven off by more than the slightest dabbling in necromancy.
Even if Victor overcame the influence of her mentors, necromancy itself was like harnessing a rabid devil to a plow; it could be controlled, but never tamed. Worse, the dark spirits had a way of insinuating themselves in your mind, convincing you that you could do so much more just by shucking the morals that bound you. Many necromancers swore to never give into such temptations, to ignore the whispers. Many necromancers had broken those vows, sometimes without realizing they had until it was too late.

Such a shame, then, that this was the only path a wizard could take to immortality. However great an archmage’s power, they could never stay in this plane forever without surrendering their mind, body, and soul to some greater power.
...Could they?


Zama scowled, stuffing the last of his meager possessions into his handy haversack. How could only Magister Mortimer see sense? Zama had served as apprentice to Lord Dalim for more than a decade before his unfortunate demise, and performed admirably. In any one of those dozen years, he performed more and greater magic than most other students at this accursed institute had done in their lifetimes. Or some of the staff, even!
Yet they refused to let that potential bloom. They forced him to live with these limitations, to hold back his genius. The projects assigned to “ensure Dalim had trained him properly” were nothing more than busywork meant to hold him back. And when Zama tried to reach past those limitations, to do something more fitting of his true power, they expelled him! Is that how it is? ‘Fit into our quaint little box or go—’

Zama heard a knock on his door. Ugh. “Door’s open, I guess.”
The door did indeed open. On the other side was an elven woman with pale skin and hair, wearing clunky spectacles and the robes of a Master-level arcanist, followed by a small, warped humanoid figure. A homunculus...who here has one of those? For a genius like Zama, it took but a moment to connect her personal sigil to her name, and another to connect that to her reputation.
“You’re the loon who’s been making those weird golem-legged horses, right?” Zama was deliberately provocative, hoping to inspire some response that he could use to learn who Master Tavius was.
He had no idea how to interpret a mild chuckle. “You could say that, yes. I am Victoria Tavius, Master Artificer, specializing in partial golems. I understand that you’ve been in a spot of trouble?”
Zama snorted. “I got expelled for making an undead years ahead of what a freshman’s supposed to be capable of.”
The artificer sighed. “I suspect it has more to do with you robbing the duke’s mausoleum for raw materials, and how your creation proceeded to burn down the student commons.”
“If it wasn’t for the fear eye, they—”
“I don’t find the argument that your creation helped evacuate the commons terribly convincing. Frankly, you should be glad that the Magisters didn’t tell the duke where you stole the corpse from.”
Zama collapsed onto his bed. “If you’re here to lecture me, beat it. I’ve heard enough of that from the Magisters.”
The artificer shook her head. “I want to know why you went to such lengths to create an eye of fear and flame. Were you seeking revenge on a teacher, perhaps?”
“What sort of moron do I look like? I did it because I was bored and ‘cause the Academy idiots decided I needed to relearn basic shade conjuration.”
“You wanted to show people what you were capable of, so you could do greater things. Surpass your limits.”
Zama sat up abruptly. “Yes! Finally, someone who gets it!” He had a thought, and locked his eyes with Tavius. “Wait, why did you guess that?”
“In you, I see someone I could have become. You have the drive and ambition to do great things...” Tavius adjusted her spectacles. “But where I was encouraged, told my ambitions were strange but harmless, your mentors sought to either exploit your youth or control your dreams.”
Zama stared at the older woman. He’d be slack-jawed with astonishment at how she somehow knew him, if he didn’t have genius-level self-control.
“I happen to need an assistant with one of my projects,” she continued. “The way I see it, if I took you on as my apprentice, I’d not only get what I needed, but I could serve as a moral inf—”
“When do I start?”

After sorting out some bureaucratic issues with the Academy, Master Tavius took Zama to her laboratory. It was in many ways a contrast to the lab Lord Dalim had maintained. Dalim’s laboratory, like the rest of his castle, was dank and cavernous; Tavius’s was cramped and lit by a thousand candle-sized points of light. Dalim’s was full of dark statues, coffins, and skeletal imagery; Tavius’s was crammed with practical shelves and tables, covered in tools, devices, and half-finished projects. Dalim’s lab had at least a dozen skeletal servants silently standing in corners, awaiting orders; Tavius’s had a handful of homunculi, one constantly tinkering with some golem leg. The center of Dalim’s lab was a wrought-iron slab where he raised powerful undead; Tavius’s was a dense cluster of devices marked with abstract symbols and surprisingly gory imagery, around what looked like a half-finished golem.
“Don’t take this the wrong way, ma’am, but...”
“What is that thing in the middle?”
Zama nodded. “It barely looks like anything else in the lab.”
“That’s because I’ve been working on it a while.” Master Tavius walked up to one of the more macabre bits—a can decorated with a disembodied heart—and tapped it. “I designed these canopic canisters a couple decades ago. Had to change them a few times after early tests failed, of course.”
Zama approached and poked a loose joint. “Tests? What were you testing? What’s this supposed to even be?”
Tavius smiled a small smile. “My body, eventually.”
“What? You’re going to be a golem? How are you even gonna do that?”
“I’ll take my brain out and put it in this body.”
Zama stared at his new master. “...How?”
“That is the conundrum I’m working on, yes. I’ve managed to replace parts of animals with animated inorganic material, like the horses you’ve seen, and I’m in the process of determining which organs need to be preserved and which can be replaced.”
Zama identified what looked like part of a face, and glanced between it and Master Tavius’s. “But...why?”
“Immortality. A lofty ambition, I realize...but I’m sure you can relate.”
Zama nodded, trying not to imagine an eternity with an unfeeling iron body.
“I’ve still got some issues to work out after that. The horses I’ve been testing on have gone violently feral with disturbing frequency. I’ve gotten to the point that they’re generally fine I don’t replace more than a leg, but the duke wants me to make an iron destrier for his cousin...”

Origin of the Monster

Everything was ready. The organs had been tested, and could support all vital functions. Victoria had been imbibing a life-preserving alchemic solution which would keep her organs alive long enough to transfer them into their respective canopic canisters. Zama and the homunculi knew what they needed to do, and they had practiced on the iron destriers they’d made over the past months. Besides, they were replacing so much less of her.

Even knowing all of this, Victoria was nervous. If something went wrong, this could be the end of her.
“Zama, you know what you’re supposed to do, right?”
The young apprentice nodded. “Keep an eye on the homunculi and jab things with wands.”
“More detail, please.”
Zama rolled his eyes and grabbed a wand. “I’m supposed to jab this one at your organs once they’re in the canisters, until they properly bind to the things they’re supposed to bind to. When I’m not doing that, I’m supposed to poke you with it every ten or twenty seconds.” He grabbed another. “When most of the ferro-viscera is in place and the homunculi get to your head, I’m supposed to jab you with this ten times a minute until it runs dry, then grab another and keep jabbing until your brain’s out.” He grabbed a third. “Then I jab your brain with this until it’s bonded to the canopic helm, and discharge the rest of the wand into your fleshy bits once everything’s in place.”
“Then?”
Zama sighed. “I’m supposed to run over there, past the un-brainwashy arch. Once you wake up, I’m supposed to use this amulet to make you walk through the arch, just in case you go insane. The arch’ll bring you to your senses, putting your mind under your mind’s control. Then we can evaluate how you’re doing and go from there.”
Part of what had Victoria worried was that she had never tried this on a person before, or anything smarter than a dog. Zama tried to convince her to find another test subject to try on first, but Victoria refused. She couldn’t do to anyone else what she wouldn’t do to herself first.
Victoria drank a sleeping potion. “Begin,” she said as she started to fade.

...

Victoria awoke. She felt...blurry. Her mind had been affected by the transfer, somehow. Belatedly, she remembered that the iron destriers needed to be retrained, a process more difficult than training a flesh-and-blood horse. An odd detail at the time; if only she had realized its import at the time…
What was done was done. What was broken could be fixed. What was missing could be replaced. But first, the arch.

Victoria’s limbs lay dead, slaved to the emergency amulet, as intended. If something had gone disastrously wrong—well, it hadn’t. But that didn’t mean nothing had clawed its way into Victoria’s soul during the transition. Victoria turned her head towards the archway that would drive any such spirits out of her body. Just on the other side were Zama, toying with the amulet, and the homunculi, standing at attention.
“Zama,” Victoria said, her voice more monotonous and grating than she had expected. Something to work on. “It’s time.”
“This amulet,” Zama said. “It gives me control over your body, yeah?”
Panic shot through Victoria’s body and soul. He can’t possibly... “Yes. In case something were to creep in and try to take control of my body, that would allow you to override it.”
“And the arch would exorcise it, as well as breaking your link to the amulet.”
Victoria stared.
“Then I suppose you’ll have to destroy the arch.”
Victoria’s body obeyed, while her mind wept.


Lord Dalim had once said that if something looked like a trap, you should see if you can’t set it to catch your enemies. Victoria hadn’t been Zama’s enemy, exactly, but Zama stil set off the trap for her. And what a good trap it was! Dalim would surely be impressed, if he were alive.
Zama spent a few days testing the limits of his control, tinkering with the amulet some to maximize its potential. By the end of the week, he’d figured out how to command Victoria’s magic as well as her body. With that, he began making plans and testing them out.
First, Zama gathered every magic item he deemed useless and had Victoria disenchant them, one by one. Then, he had her start crafting new items, some for Zama and some to leverage Victoria’s new strengths...like her strength. Finally, Zama began to execute plans.
First came basic tests; robbing merchants, gathering corpses, that sort of thing. Victoria’s strong body and powerful magic items made such tasks trivial. Then, Zama sent her to steal necromantic tomes for him, so he could make longer-term plans. Zama first needed to find a goal, of course, but he found a few possibilities by meditating on Dalim’s teachings. Immortality? World conquest? Breaking open the Veil of Death? All interesting, and all sharing a few common requirements. Onyx, nightshade, ancient tomes, powerful magic.

Meanwhile, Zama had to deal with Victoria’s petulant pleas for mercy. She tried to guilt-trip him, asking how he could betray his master of barely more than a year, why he made her do these horrible things, blah blah blah. She tried to bargain, promising things he could already just take if he set her free—which would undoubtedly ruin Zama, once people found out what he’d done. Once or twice, she even threatened him.
But as the weeks went on, these pathetic displays became less and less frequent. Victoria had accepted her place as his servant. Victoria and all that she made were Zama’s to command. And if Zama’s plans came together, she would be far from alone...


Dog eat dog. Fish swallow fish. Wolves turn on the pack, and the pack turns on its wolves. It is the way of the world. If only Victoria had realized sooner. But the world is not made of prey and predators, only people. The slave can become the master, if they find a big enough whip.

The control amulet was never intended to last. It was needed for one moment—the moment between when spirits who sneaked into Victoria’s soul or body during the transition could cause trouble, and when the arch expelled them. The same went for the enchantments binding Victoria’s body to the amulet. The system needed maintenance, or it would decay.
Luckily for Victoria, Zama had little skill with enchanted items. Unluckily, the amulet let him tell Victoria to maintain the enchantments herself, with no room for modifications of her own...as long as it worked properly. But when certain parts of her body were damaged, the enchantments were weakened. Zama wasn’t such an idiot as to miss that, but he did miss Victoria’s slightly widened flexibility in how she obeyed orders.
Victoria couldn’t simply sever the connection—that would be too far from her orders, unless the connection was already broken. But she could alter it, add bits to it that strengthened it for now but could subvert it later.

And so she did. When she was performing some violent task for Zama, she left a hole in her guard right over the enchantments binding her to the amulet. Whenever she wasn’t, she contemplated the best ways to alter her bindings.
After months of being Zama’s puppet, she was ready. She just needed to wait for the right part of her binding to be damaged again, and for Zama to be imprecise enough in his order to fix it. Luckily, success and control had gone to the young necromancer’s head. If the former came, the latter almost certainly would.
Then it was just a matter of waiting. Watching as Zama slowly gathered the reagents for half a dozen dark plots. Gathering those reagents for him. Hearing fragmented rumors of Victoria Tavius, the mad artificer. Waiting.

Waiting.

At long last, the fateful day came. Victoria returned from her task, and Zama saw the damage. He spoke the fateful words: “...and fix yourself while you’re at it.”
A spur of magical power in the right place put a patch on the damage done and set attached enchantments to work. Power shifted, turbulent, resisting the flow of power that once dominated the connection between body and amulet.
Zama sensed that something was wrong. “Whatever you’re doing, stop it! I command you!”
Victoria smiled. “Too late. Even if I could, I am no longer your thrall.”
Another pulse of power, and the flow was restored...but reversed. The amulet once bound Victoria’s body to its wearer’s will; now, it bound the wearer’s will to Victoria.
“It’s funny,” Victoria continued. “I thought I could teach you so much. Wipe away the stains that Dalim left on you, replace it with something purer. But instead, you taught me something—something learned from Dalim, no doubt.”
Zama struggled against the amulet’s control, to no avail. The new enchantment was stronger, more comprehensive. Less sensitive to poorly-worded commands.
Victoria began pacing around Zama. “I thought I could change the world. That even if my immortality experiments failed me, or if I died of unnatural causes, I’d have something to outlast me. Foolish. My idealism, my masters’ idealism, it made me weak. You showed me the truth.”
Victoria grabbed Zama by the throat and slammed him against the wall. “What you want to do doesn’t matter, unless you have the power to do it. It’s all about power, and power comes from control. At the end of the day, you either control or you are controlled, yes?”
Victoria loosened her grip on Zama, letting the implicit instruction to speak his mind take hold. “You...you’re crazy.”
So simple. “Perhaps I am. But I am less crazy than I ever was before, now that you’ve torn the wool off of my eyes. You gave me a new lens to view the world through, and everything makes sense. Archmagisters to zealots, emperors to peasants, everyone is controlled or a controller. Kind or cruel, brave or boor, fearful or friendly...none of that matters, if you are among the controlled. Which I never will be, not again.”

jdizzlean
2019-06-26, 10:31 PM
Victoria Tavius - Part II


If you want to use Victoria as a one-shot monster, use her when she’s enslaved to Zama and show that Zama is enslaving Victoria against her will. Give the PCs a Spot/Sense Motive check to notice that Victoria deliberately leaves a hole in her guard over a part of her shoulder marked similarly to the amulet Zama is wearing and let them call shots on it without penalty (again, “hole in her guard”). If they break Zama’s control over Victoria, she turns on him immediately.

If Victoria is the primary villain of your campaign (or part of it), be sure to introduce Victoria and Zama early on. Make their personalities clear; Victoria is kind and idealistic, while Zama has a sort of adolescent sociopathy (ideally at the point where players aren’t sure if he’s just a nasty goth or if he’s actually a sociopath, erring towards the former). Mention Victoria’s goal (immortality via fantasy cyborging) and seed a few important points (like Zama’s ambition and Victoria’s distaste for necromancy).
Later, the players hear of a mad artificer who’s stealing spell components and tomes. A simple Knowledge (arcana) check reveals that the stolen items are almost exclusively necromantic, the sorts of things you’d want to gather if you wanted to become a lich or raise a zombie army. Perhaps the players track down Victoria and free her from Zama’s control (as in the one-shot above), but rather than turn on Zama and be thankful to the party, she turns on Zama and uses a teleportation spell he prepared to escape. Leave some kind of hint towards Zama’s change of heart and new plans lying around; maybe she kept a secret journal where she sketched arcane diagrams for reversing the control and waxed eloquent about her philosophy of power and her desire to never be on the bottom.

Speaking of which, I only hinted at Evil Victoria’s ultimate goal. She wants to control as much of the world, as directly as possible. At first, this just involves building new half-golems with control enchantments (starting with Zama, whose flesh golem arm is going to have extra magic powers to make him a mockery of the lich he planned to be); later, she’ll prepare a big plot. The simplest would be some form of mass mind control, but she might also decide to simply mind control all the nobles in a given region or something.


Traditionally, equipment isn’t included in VC write-ups, which is especially unfortunate for Victoria since artificers are almost entirely defined by their equipment. It doesn’t help that I don’t know how to account for her artificer abilities (especially her craft reserve) when giving out gear. Do they get half-off on all magic items they create? Does 100% of their craft reserve go into their gear, even though it refreshes each level? (They can recycle magic items, after all.) How wild can we go with custom magic items? I decided to leave equipment out of the stat blocks and instead provide suggestions of both normal and custom items. (I want to bring up the cheesier options, like cheap continuous wraithstrike, but I don’t want to force Victoria into that cheese bracket.)
This section’s budgets assume Victoria has equipment equivalent to an NPC whose level equals her CR, plus gold equal to her total craft reserve times twenty (not twenty-five, to account for imperfect usage/recycling of her craft reserve). I’ll also ignore the effects of Exceptional and Legendary artisan because...conservative wealth estimates? The budget is mostly there to contextualize how much of an investment a given magic item is; a 5,000 gp is an impractical amount to spend on one item if Victoria only had 10,000 gp, but chump change if she has 100,000.

Budget: 10,300 gp

Obviously, something like half of that wealth is going to basic gear; a +1 bow, +1 armor, and a +1 ring of protection or something. Victoria would also pick up some useful consumables for emergencies, but probably nothing worth more than a few hundred gold; she could also splurge on a couple of wands with useful spells (CLW, summon monster 1, maybe a blasting spell).
She might craft a custom item that gave access to a 1st-level spell (1,800 gp for command word, 2,000 gp for use-activated/continuous, assuming 1st level and hour/level duration); haste (1st level for trapsmiths, Dungeonscape), invisibility (1st level for Telflammar Shadowlord, Unapproachable East) make whole (Balance domain, Spell Compendium), and Tasha’s hideous laughter (Bard) are decent choices. Alternatively, she could get a couple of items which gave such spells at 3/day each, or 4-5 with one daily use.
None of this is game-changing, of course, but it’s all useful.

If Victoria knows she’s likely to face combat but can’t make more detailed plans, she would likely prepare the following infusions:
3: metamagic item, repair serious damage
2: bull’s strength, lesser weapon augmentation, repair moderate damage, toughen construct
1: light, magic weapon, repair light damage x2

At this level, Victoria doesn’t have any particularly special tactics. If given a chance to pre-buff, she will give her homunculus toughen construct, bull’s strength, and magic weapon, as well as giving her bow an appropriate bane with lesser weapon augmentation. If she had a chance to do this, she’d send her homunculus in as an improvised meat shield and shoot from the back lines, stepping in with a repair damage infusion when needed. If she didn’t, she would simply retreat, possibly shooting if safe.

Let’s not forget that an artificer is basically Magic Batman. With the Retain Essence feature, Victoria can disassemble and remake her entire stash of magic items to counter her enemy’s strengths or exploit their weaknesses. Sure, this takes a lot of time and gold, but with sufficient prep time, she’ll be more than a match for any (level-appropriate) foe.

Of course, this all assumes Victoria is alone. Since she isn’t a villain yet, she wouldn’t be, and would support her more combat-capable allies instead.


Budget: 64,000 gp

Victoria would only need to spend a small fraction of her budget on her arms and armor; just a +1 bonus and whatever special abilities she considers critical. (Infusions can handle the rest.) Call it 5-10,000 gp. Defensive magical items could easily cost 10-15k depending on the level and variety she wanted; 4k or 16k on a headband of intellect leaves us with 20-45k to spend on fun extras.
The most boring extra is, of course, a UMD +10 item (probably gloves), worth 10,000 gp. Lesser bracers of archery (5k) are another boring +numbers choice, as is a force shield ring for her construct of choice. (Which should probably be bought with EL, not WBL.)
Victoria has many options when it comes to emergency consumables. An elemental gem and a necklace of fireballs would be the flashiest, but a scroll of lesser planar ally or reincarnate, wand of hold person, or potion of barkskin +5 are also easily affordable. Any scroll of 4th level of below is easily available, as is any 1st- or 2nd-level wand.

Unlimited or daily-charge magic items are, of course, vastly more expensive...but arguably more useful. A command-word item that cast one 2nd-level spell per day would cost 2,160 gp, or 5.4k for a 3rd-level spell. If Victoria minimized expense on other gear, she could get an at-will 3rd-level spell; good choices include confusion (Bard), divine power (Runescarred Berserker, Unapproachable East), hold monster (Thayan Slaver, ditto), wall of stone (Trapsmith, Dungeonscape), and lesser planar binding (Demonologist, Book of Vile Darkness) if you’re addicted to cheese. She could also go for plain blasting: darkbolt (Telflammar Shadowlord, Unexplored East), ice storm (Warmage, Complete Arcane), shout (Knight of the Chalice, Complete Warrior), or of course the immortal fireball. Good at-will 2nd-level choices include bestow curse (Demonologist), dimension door (Trapsmith), heroism or rage (Bard), lesser globe of invulnerability (Trapsmith), and suggestion (bard). And, of course, most of these work great as cheaper X/day items.

I’d also like to point out that Victoria has access to this trick (http://www.giantitp.com/forums/showthread.php?567884-The-Tier-0-Wealthless-Artificer-Handbook-WIP), which lets her cast any 4th-level or lower spell with a 4th-level infusion. And since, as you noticed from the previous list, a bunch of spells are available at low levels from obscure classes...well, there’s plenty of cheese available even if Victoria doesn’t have any magic items.
I’m not fond of cheese, so I won’t assume Victoria abuses this trick to its fullest potential, but I’ll certainly include basic uses of the trick. Fun isolated options for 4th-level spells include baleful polymorph (Hexblade, Complete Warrior), mark of justice (Paladin), mind fog (Thayan Slaver), and wall of fire.

Combat tactics are going to center around chosen gear, because artificer; infusions, especially concurrent infusions, also grant incredible flexibility.
Archery alone is unlikely; she’d likely prefer magical blasting (via custom wondrous item or Metamagic Spell Trigger-enhanced wand) behind constructs enhanced with iron or stone construct, mass shield of faith, greater armor enhancement, or even concurrent-infusion-enabled mass invisibility.
If Victoria has a good save-or-lose spell as a magic item, she’d spam that from behind her constructs, possibly with a quickened wand for flavor and action economy (if it’s worth the high charge cost, but there’s always power surge to help).


We kinda skipped CR 15, what with the template.

Budget: 157,000 gp

At this point, Zama would order Victoria to unmake any items he didn’t think would be useful in her new role, which gives me a good excuse to blow her whole budget on big-ticket items like unlimited-use self-buffing items for her new melee role.
Which isn’t saying that Victoria wouldn’t have any consumables. If nothing else, she’d have some wands, because the metamagic spell trigger ability is pretty great. If you wanted to focus on one specific spell, Victoria could have one of the higher-level wands like fireball or suggestion; however, a range of lower-level wands like magic missile, Melf’s acid arrow, and false life are also worth considering. Note that the Wandstrike feat allows targeted spells, ray spells, and area-of-effect spells (ie, most blasting or debuff spells) to be cast on the target of a touch attack (which deals 1d6 damage on top of that); it can’t be used multiple times per full attack, but neither can natural weapons.
Since a quickened spell cast from one of these wands consumes five charges, even a fully-charged wand is only good for ten quick shots; it’s unlikely that she could reasonably afford to spam quickened fireballs every round.
While on the subject of wands, any of the buff spells mentioned below can be made into one and persisted. It costs a bunch of extra charges, but fewer than recasting it a bunch; it’s a good option for when Victoria has multiple “errands” to run on the same day.

57k should be enough for some basic +numbers gear and a few consumables, leaving a round 100k for the fun stuff. (We could probably slant more for the “fun stuff,” since spell-item buffs will overlap so heavily with +numbers, but we could afford a decent number of the former even if half of our budget was spent on the latter.) Some options of varying cheese levels:

Divine Favor is a nice 1st-level spell to make permanent; a cheap luck bonus to damage is always appreciated. Its duration is 1 minute, meaning it’s between “measured in rounds” and “1 minute/level”; assuming the price modifier is ×3, a continuous divine favor item would cost 6,000 gp for a 1st-level caster; 36k gp for +2 and 54k for +3 (6th/9th level) aren’t worth it at this level.
Divine power is potent; +6 Strength and some temporary hit points. I’m not sure how temporary HP would work with a continuous item, so let’s go with a command-word-activated one. The runescarred berserker from Unexplored East has it as a 3rd-level spell, so an item that let you cast it at will would cost 27,000 gp. (Or more, if you wanted it to last more than 30 seconds or give more than 5 temporary hit points.)
Enlarge person and righteous might fill overlapping niches. The former is a 1st-level spell, apparently, so an item of constant enlarge person would cost just 4,000 gp. (It would be worth paying extra to add an easy off switch.) The latter is 5th-level and has a shorter duration; an item of constant righteous might would cost a ridiculous 360k gold! If we reduce that to a 1/day command-word-activated item, it would cost a mere 81k—technically within our budget, but probably too much to blow on one item (unless you wanted one big, obvious buff from one big, obvious items for better play).
Freedom of movement is a mite situational, but dang near critical in situations where it’s needed. A command-word-activated item would usually be enough, but paralysis probably being the most common thing it protects from and the worst to be affected by, some way for it to activate automatically would be nice. That would count as use-activated, right? Anyways, it’s a 3rd level spell for the Nentyar Hunter and Runescarred Beserker classes from Unexplored East, so a 1/day use-activated item could cost as little as 6,000 gp (and last for 50 minutes).
Greater magic weapon is a good complement to a +1 weapon with a bunch of special abilities. With an hours/level duration, an item letting you cast it once per day is more than sufficient. It’s a 3rd level spell, but one where caster level actually matters; a 1/day GMW item would cost 8,640 gp for +2; 12,960 for +3; 17,280 for +4; and 21,600 for +5. Obviously the +2 is overpriced relative to just getting a +2 weapon, but the linear price increase makes it more tempting the more you’re willing to invest. (Note that the duration is four hours per +1; even the cheapest are going to last basically the whole adventuring day, and the 21,600 version almost lasts through its recharge period.) Magic vestments is basically the same, down to duration and price.
Haste is a good buff spell; it gives a bunch of bonuses to a bunch of little things. As a 3rd level spell, a haste item would cost a pretty penny; luckily, the Trapsmith from Dungeonscape has it available as a 1st-level spell. As anyone who’se tried to trick their DM into accepting an item of continuous true strike knows, an item constantly granting a 1st-level spell with a duration of rounds per level could cost as little as 8,000 gp. I think it would be a good investment at twice the cost; +1 to AC and attack rolls which stacks with everything else is a nice boost, and an extra attack per full attack is even better.
Nerveskitter (Spell Compendium) at-will would let you give any ally (or yourself) a +5 (untyped) bonus to initiative. 1,800 gold.
Not actually a buff, but swift invisibility (Spell Compendium) deserves a mention. It’s a second-level swift-action spell that makes you invisible for one round. For just 10,800 gold, you can make a custom item that lets you cast it as often as you like. (Only once a round, but still.) It’s good for making an escape (even if you’ll likely flicker at the start of each turn), or just avoiding detection after making an attack. If Victoria has nothing better to do with your swift action (though she probably does), it can also let her target that pesky rogue’s flat-footed AC for one attack.
Swift Strike is a bit like True Strike lite, except faster and possible to make a less-cheesy item out of. A command word swift strike item costs 10,800 gp per three caster levels, and hence per +1 insight bonus. (There doesn’t seem to be a maximum.) It eats your swift action, but hey, otherwise-free attack bonus!
Wraithstrike (Spell Compendium) is a second-level Sor/Wiz spell from the Spell Compendium which lets your melee attacks strike as if they were touch attacks for one round. A continuous wraithstrike item would cost 48,000 gp, which is way more expensive than a continuous true strike item but also much less likely to die after one attack. Anyways, we can reasonably argue that you could create gauntlets of wraithstrike that only apply to slam attacks for at least 30% off (since it A. requires a race with slam attacks and B. doesn’t apply to all of their melee attacks), bringing it down to 33,600 gp. Pricey, but a good counterbalance to Victoria’s subpar BaB.
Thanks to the Sandshaper (Sandstorm), you can get a +4 enhancement bonus to any physical ability score for just 4,000 gp, the cost of a +2 item.
I just realized how cheesy that is. I have delved too greedily and too deeply into the exploits of the custom magic rules. With the grace of the gods, I may escape this mire...though given that I just told you guys how to duplicate their war-clerics greatest buffs without them, I suspect I’m on my own.

...Anyways! Normal magic items! Anything that improved invisibility (winged boots, ring of blinking, cloak of arachnida, etc) is worth considering.


Finally, some actual tactics!
First off, half-iron-golem Victoria has a breath weapon usable every 1d4+1 rounds. It’s not a focus of her build, but it’s a free action—not swift, free. As far as I know, this wasn’t changed in any errata; if it was, then it’s something for when you don’t have a quickened wand-spell available, but if it is, it’s worth using whenever you can. It’s not a lot of Constitution damage, but it’s free.
However deep you went with the cheese, and however much cash you gave her to bling herself out, she probably wound up with a bunch of continuous low-level buffs and one or a few command-word-activated buffs. If caught off-guard, Victoria would spend a few rounds avoiding the party while firing off breath weapons or quickened wands and turning on her buffs. (I imagine this as being somewhere between a combat robot booting up its auxiliary systems and a shonen villain revealing their true power.)
Once Victoria’s buffs are all operational, it’s time to smash. This part is pretty simple; take your magic weapon and introduce it to the nearest annoying obstacle. Zama is a bit of a control freak, but not a capable enough one to change his orders when he’s physically absent; Victoria will act extremely single-mindedly.


Budget: 444,000 gp
(Trivia: The last three levels of artificer give more craft reserve than the first 17 put together. How’s that for quadratic wizardry?)

Our budget is high enough that we could just barely afford one of the most expensive magic items in the DMG—a ring of elemental command, mirror of life trapping, +10 weapon, or whatever. But why rely on one expensive gimmick when you can instead have the gimmick of getting a ton of smaller gimmicks?

If you do want a single gimmick, give Victoria a custom continuous death ward item (112,000 gp), a life-drinker (40,320 gp), and some bracers of archery equivalent that works on axes (???). Aside from making it clear just how much influence Zama’s cruelty had on Victoria, it would also be freakin’ deadly; two negative levels per attack? (If you did this, I’d recommend adding one or two 10k gloves of storing, so she can take a hand off the axe to zap people with wands.)
I like this idea so much that I considered dropping the whole “Here’s a big toolbox Victoria could draw from” aspect and calling this the sweet spot. I changed my mind, of course, but it’s still a very nice option.
Of course, this would still leave Victoria with enough cash to buy a staff of power and a nice castle. Not that that’s a good use of resources, of course; anything from the previous spoiler would be good (possibly upgraded from limited command-word to continuous). Unfortunately, there don’t seem to be any more buff spells that are worth the greatly increased price. Then how will Victoria spend her cash?
First off, there’s no way Victoria could afford all of the buff-items I mentioned as possibilities. Obviously, you can just buy more of them. But that’s boring.
Second, you could get more and more powerful consumables—especially wands. All but the strongest wands cost less than 5% of Victoria’s budget, and there’s no shortage of high-powered blasting (or even lesser save-or-lose) spells that would be cheap enough for Victoria to spam whenever she fights enemies that don’t go down to a few iron punches. Fireball Wandstrikes are a fun option, since they hurt everyone near Victoria but heal her.
Finally, there are some fun little spells you could throw into an item for extra flexibility. Once freed from Zama’s control, there’s no reason Victoria Tavius would restrict herself to
Some kind of item to temporarily control people would make sense, given her goal. A command-word charm person item would be a measly 1,800 gp; suggestion would be 14,400; charm monster 37,800; dominate person 47k; mass suggestion 117k (stupid expensive, but potentially hitting the entire party).
Movement is nice. A command-word-activated dimension door would cost just over 50k gold, but allow pretty incredible movement (albeit at the cost of a standard action). If only there was some way to metamagic permanent items…
Knight’s move is a 2nd-level paladin spell from the Spell Compendium which allows short-ranged teleportation, as long as it leaves you flanking an enemy. It wouldn’t be worth considering 14,400 gp (more if you wanted to teleport more than 10 feet at once), but it’s cast as a swift action! Situational, of course (it’s useless if your enemies are too far away or if you’re alone), but it’s great if Victoria gets attacked at home and has some helpful little homunculi to act as flanking buddies, and useful if paired with a cheap summoning item. (Imagine: summon monster I to grab a fiendish wallaby or whatever, and while the wizard’s trying to decide what low-level spell to obliterate it with, Victoria shifts on over for a whallop.) Bonus, it has an explicit chess motif.
Man, the action economy sucks. Celerity to the rescue! For the low, low price of one immediate action, you can take a standard action whenever you want. Known side effects include the dazed condition. Celerity Inc is not responsible for any thrown sourcebooks caused by celerity. Check with your guildmaster to find out if celerity is right for you. As celerity is a 4th-level spell, a command-word-activated celerity item would cost just over 50k gold...but it it could well save Victoria’s life, especially if she remembered her emergency teleport item.
If Victoria’s breath weapon is a free-free action instead of a retconned-to-swift free action, there are a bunch of swift-action breath-weapon-modifying spells to consider. Blinding breath (Sor/Wiz 4 and dispelling breath (Sor/Wiz 5) stand out as potentially effective uses of one’s swift action (especially if the party hasn’t learned to stay in separate ten-foot cubes), but would cost 50k and 81k gold, respectively.

It’s easy for a necromancer to forget about Victoria’s infusions, but she won’t make the same mistake. Custom magic items are probably more potent (and certainly easier to activate on the fly), but her infusions are still useful. The weapon augmentation line is worthy of mention, even if targeted bane for a 2nd-level infusion is probably still the best bang for your buck; however, the most important infusions are probably the various wall/barrier ones, which let Victoria control the battlefield. (They’re especially potent if Victoria picked up a teleportation item. Imagine a wall of stone dividing the party members, with Victoria spending a few rounds beating on each in turn.)

Tactics are similar to CR 16, but more intricate. Victoria is likely to rely less on her physical brawn and more on her assortment of wands and magic items. With free will restored, she’s also more capable of changing plans on the fly.

[/spoiler]

jdizzlean
2019-06-26, 10:33 PM
4. The Tigermonkey


Beast of Xvim Gambol Scout 2, Swordsage 7, Bloodclaw Master 5
It’s Alive! Contest http://www.giantitp.com/forums/showthread.php?507768
Removing the below limitation, as the Tigermonkey was born through regular biological process, but modified after. See background for how this still fits the theme.
- Must be a created being - i.e. made by artificial means, not born through the regular biological process (this will generally mean a Construct or Undead, but anything that fulfills the "created" requirement is OK). If there is any confusion about what qualifies (and I'm sure there will be), message the chairman.



Elite Array: Str: 13 Dex: 14 Con: 12 Int: 10 Wis: 15 Cha: 8
Gambol: Str +12, Dex +8, Con+4, Int -8, Wis +2, Cha -2
Str: 25, Dex: 22, Con: 16, Int: 2, Wis: 17, Cha: 6
Beast of Xvim: Int =3, Cha +4
Str: 25, Dex: 22, Con: 16, Int: 3, Wis: 17, Cha: 10
12HD: +1 Str,
Str: 26, Dex: 22, Con: 16, Int: 3, Wis: 17, Cha: 10
16 HD: +1 Wis
Str: 26, Dex: 22, Con: 16, Int: 3, Wis: 18, Cha: 10
20HD: +1 Int
Str: 26, Dex: 22, Con: 16, Int: 4, Wis: 18, Cha: 10



She awoke. She’d been awake before, of course, but this was the first time she could realise it. In her few summers, she had been part of her troop, hunting in the jungle, and fiercely defending the troop’s territory from all other creatures, prey or otherwise.
Her memories from that time were fuzzy, as though they belonged to another creature, a creature incapable of thought beyond her immediate needs. Her last memory had been of the troop rallying to expel more intruders, a group of black cloaked and armoured bipeds. The troop had leapt at them as they always did, fangs bared and frightful howls echoing through the clearing where the strangers had made their camp. She was slower though, there was something wrong about this prey.
Her suspicions were shortly proved correct. The prey cut down her kin with ease, slicing them apart with their long blades, or calling flame and darkness to butcher them. She leapt to defend them, but despite her strength and speed, found herself quickly knocked to the ground. One of the prey stood over her, green flame in his eyes. His mouth opened, and sounds came out, more sounds came the others, and then the green flames took her.
It seemed like another life. She awoke shortly after, to watch feebly as the prey continued their march through the jungle. Through her jungle. She looked at the cooling corpses of her troop and for the first time she felt. She didn’t like it, it was like pain, but harder to ignore. She didn’t know what the man had done to her, but she wondered. Then she wondered how she wondered. Her new thoughts chased each other endlessly through her brain, and it was all she could do to keep from wailing.

Time passed, no longer just the change from day to night, but truly. She had eventually arranged her thoughts. She didn’t want to stay in this jungle anymore, near the decaying corpses of her troop, and the strange disordered memories of a happier, simpler time. She didn’t like what the man had done to her, and she would make him pay.
Another group of humans entered the jungle, just as she resolved to leave it. These armoured and cloaked in white. When she saw them, she felt fear. She hid, and they poked through her troops remains as though they had never lived. It was too much to stand. Her fear turned to rage, and she fell upon the assembled adventurers with fury. She tore them apart with her claws, and realised that the man’s curse had given her strength as well as warping her intellect. It brought her joy to kill them, but not enough.

As she followed the tracks of the black-garbed humans, she knew that when she found them, she would kill them for what they’d done to her. Until then, she’d kill any human that stood in her way, before they had a chance to curse her too.







CR

Class

Base Attack Bonus

Fort Save

Ref Save

Will Save

Skills

Feats

Class Features





5

Gambol

+8

+6

+6

+2

Balance +8, Climb +15, Jump +34,
Tumble +17

Multiattack, Power Attack, Improved Multiattack

Darkvision (60ft), Evasion, Quickness, Low-light vision, Fear Aura, Great Leap, Masterful Dodge





6

Beast of Xvim Template

+9

+6

+6

+3

Balance +9, Climb +15, Jump +34,
Tumble +17

Combat Reflexes

Increased Damage, Frightful Presence, Feed, Smite Good, Poison Immunity, Fear Immunity, Damage Reduction





7

Scout 1

+9

+6

+8

+3

Balance +9, Climb +15, Jump +34,
Tumble +17, Hide +4



Skirmish +1d6, Trapfinding





8

Scout 2

+10

+6

+9

+3

Balance +9, Climb +15, Jump +34,
Tumble +17, Hide +8

Improved Initiative

Uncanny Dodge, Battle Fortitude +1





9

Swordsage 1

+10

+6

+11

+5

Balance +9, Climb +15, Jump +34,
Tumble +17, Hide +8, Concentration +2



Quick to act +1, Discipline Focus (Tiger Claw) Weapon Focus





10

Swordsage 2

+11

+6

+12

+6

Balance +9, Climb +15, Jump +34,
Tumble +17, Hide +8, Concentration +4



AC Bonus





11

Swordsage 3

+12

+7

+12

+6

Balance +9, Climb +15, Jump +34,
Tumble +17, Hide +8, Concentration +6

Rapid Assault







12

Swordsage 4

+13

+7

+13

+7

Balance +9, Climb +15, Jump +34,
Tumble +17, Hide +8, Concentration +8



Discipline Focus (Tiger Claw) insightful strike





13

Swordsage 5

+13

+7

+13

+7

Balance +9, Climb +15, Jump +34,
Tumble +17, Hide +10, Concentration +8



Quick to Act +2





14

Swordsage 6

+14

+8

+14

+8

Balance +9, Climb +15, Jump +34,
Tumble +17, Hide +10, Concentration +8, Listen +2

Leap Attack







15

Swordsage 7

+15

+8

+14

+8

Balance +9, Climb +15, Jump +34,
Tumble +17, Hide +10, Concentration +8, Listen +4



Sense Magic





16

Bloodclaw Master 1

+15

+10

+16

+8

Balance +9, Climb +15, Jump +34,
Tumble +17, Hide +10, Concentration +8, Listen +5



Shifting 1/day, claws of the beast





17

Bloodclaw Master 2

+16

+11

+17

+8

Balance +9, Climb +15, Jump +34,
Tumble +17, Hide +10, Concentration +8, Listen +6



Tiger Claw Synergy (stance), Superior Two Weapon Fighting





18

Bloodclaw Master 3

+17

+11

+17

+9

Balance +9, Climb +15, Jump +34,
Tumble +17, Hide +10, Concentration +8, Listen +7

Tiger Blooded

Pouncing Strike, Low-light Vision, Shifting 2/day





19

Bloodclaw Master 4

+18

+12

+18

+9

Balance +9, Climb +15, Jump +34,
Tumble +17, Hide +10, Concentration +8, Listen +8



Tiger Claw Synergy (Strike)





20

Bloodclaw Master 5

+18

+12

+18

+9

Balance +9, Climb +15, Jump +34,
Tumble +17, Hide +10, Concentration +8, Listen +9



Rending Claws, Scent, Shifting 3/day








MM II + Web Update to 3.5 – Gambol
TOB – Swordsage, Bloodclaw Master, Tiger Blooded and Rapid Assault feats
Monsters of Faerun – Beast of Xvim
Complete Adventurer – Scout, Leap Attack feat


The Tigermonkey
LE Large Magical Beast
HP: 113 (9d10+4d8+39)
Initiative: +12
Speed: 40ft, Climb 15ft
AC: 23 (-1size, +6 Dex, +5 natural, +3 Class ability) Touch: 23, Flat Footed: 17
Attacks: 1 bite +19, 2 claws +20
Damage: Bite: 3d8+12, Claws: 1d6+5
Space/Reach: 10ft/10ft
Special Attacks: Frightful Presence (Ex): Activated when the beast of Xvim makes a loud sound (a roar, growl, or other sound appropriate to its form), this extraordinary ability forces creatures within 30 feet with fewer Hit Dice than the beast to make a Will save (DC 16) or become frightened. The effect lasts for 5d6 rounds. When the beast activates this power, its eyes glow bright emerald green.
Feed (Su): When a beast of Xvim slays a humanoid opponent, it can feed on the corpse, devouring both flesh and life force. For every 8 HD or levels the beast consumes, it gains one Hit Die. The beast can delay this feeding for up to one day per Hit Die it has; after that time, the victim's life force is beyond its reach. Feeding destroys the victim's body and prevents any form of raising or resurrection that requires part of the corpse. A wish, miracle, or true resurrection spell can restore a devoured victim to life, but there is a 50% chance that even such powerful magic will fail.
Smite Good (Su): Once a day, the beast can make a normal attack to deal additional damage equal to its HD total (+13) against a good foe.
Skirmish +1d6, maneuvers.
Special Qualities: Fear Aura (Su): When a gambol howls, every creature within a 100-foot radius must succeed at a Will save (DC 16) or become panicked for 1d6+1 rounds. Whether or not the save is successful, the creature is then immune to that gambol’s howl for 24 hours. The howl is a sonic, mind-affecting fear effect.
Great Leap (Ex): A gambol gains a +25 bonus on Jump checks. Maximum distance restrictions do not apply to its jumps.
Evasion (Ex): A gambol that makes a successful Reflex saving throw against an effect that would normally deal half damage instead avoids damage altogether.
Quickness (Su): Although not particularly dexterous, a gambol is supernaturally quick. It can take an extra attack or move action each round, either before or after its normal action
Masterful Dodge (Ex): As a free action once per round, a gambol can dodge one ranged weapon attack, one reach melee weapon attack, or one spell that requires an attack roll by making a successful Reflex save (DC 20). An attack using a weapon with an enhancement bonus increases the save DC by the amount of the bonus, and a spell adds its spell level to the save DC. To use this ability, the gambol must be aware of the attack and not be flat-footed
Fear immunity, Poison Immunity, Darkvision (60ft), DR10/+3, Uncanny Dodge, Quick To Act +1, Battle Fortitude +1, AC Bonus, Trapfinding.
Saves: Fort: +9, Ref: +18, Wil: +9
Abilities: Str: 26, Dex: 22, Con: 16, Int: 3, Wis: 17, Cha: 10
Skills: Balance +15, Climb +23, Jump +42, Tumble +23, Hide +14, Concentration +7
Feats: Multiattack, Improved Multiattack, Power Attack, Improved Initiative, Combat Reflexes, Weapon Focus (Tiger Claw Discipline Weapons)

Highest Level 2 1 retrained from 1-2
Level 1: Sudden Leap (Tiger), Mighty Throw (Set), Counter Charge (Set), Blistering Flourish (Desert) Clinging Shadow Strike (Shadow),
Level 2: Claw at the Moon (Tiger), Cloak of Deception (Shadow)
Stances: Child of Shadow, Blood in the Water




The Tigermonkey
LE Large Magical Beast
HP: 153 (9d10+9d8+54)
Initiative: +13
Speed: 40ft, Climb 15ft
AC: 24 (-1size, +6 Dex, +5 natural, +4 Class ability) Touch: 24, Flat Footed: 18
Attacks: 1 bite +23, 2 claws +24
Damage: Bite: 3d8+12, Claws: 1d6+5
Space/Reach: 10ft/10ft
Special Attacks: Frightful Presence (Ex): Activated when the beast of Xvim makes a loud sound (a roar, growl, or other sound appropriate to its form), this extraordinary ability forces creatures within 30 feet with fewer Hit Dice than the beast to make a Will save (DC 16) or become frightened. The effect lasts for 5d6 rounds. When the beast activates this power, its eyes glow bright emerald green.
Feed (Su): When a beast of Xvim slays a humanoid opponent, it can feed on the corpse, devouring both flesh and life force. For every 8 HD or levels the beast consumes, it gains one Hit Die. The beast can delay this feeding for up to one day per Hit Die it has; after that time, the victim's life force is beyond its reach. Feeding destroys the victim's body and prevents any form of raising or resurrection that requires part of the corpse. A wish, miracle, or true resurrection spell can restore a devoured victim to life, but there is a 50% chance that even such powerful magic will fail.
Smite Good (Su): Once a day, the beast can make a normal attack to deal additional damage equal to its HD total (+18) against a good foe.
Skirmish +1d6, maneuvers. Insightful Strike.
Special Qualities: Fear Aura (Su): When a gambol howls, every creature within a 100-foot radius must succeed at a Will save (DC 16) or become panicked for 1d6+1 rounds. Whether or not the save is successful, the creature is then immune to that gambol’s howl for 24 hours. The howl is a sonic, mind-affecting fear effect.
Great Leap (Ex): A gambol gains a +25 bonus on Jump checks. Maximum distance restrictions do not apply to its jumps.
Evasion (Ex): A gambol that makes a successful Reflex saving throw against an effect that would normally deal half damage instead avoids damage altogether.
Quickness (Su): Although not particularly dexterous, a gambol is supernaturally quick. It can take an extra attack or move action each round, either before or after its normal action
Masterful Dodge (Ex): As a free action once per round, a gambol can dodge one ranged weapon attack, one reach melee weapon attack, or one spell that requires an attack roll by making a successful Reflex save (DC 20). An attack using a weapon with an enhancement bonus increases the save DC by the amount of the bonus, and a spell adds its spell level to the save DC. To use this ability, the gambol must be aware of the attack and not be flat-footed
Sense Magic (Su): Beginning at 7th level, you can spend 10 minutes focusing upon a weapon or suit of armor. If you succeed on a level check (DC 10 + the caster level of the weapon or armor), you can identify the properties of that item, including its enhancement bonus and special abilities. This ability does not reveal the properties of artifacts or legacy weapons, though it does indicate that such items are significantly powerful.
Fear immunity, Poison Immunity, Darkvision (60ft), DR10/+3, Uncanny Dodge, Quick To Act +2, Battle Fortitude +1, AC Bonus, Trapfinding,
Saves: Fort: +14, Ref: +24, Wil: +13
Abilities: Str: 26, Dex: 22, Con: 16, Int: 4, Wis: 18, Cha: 10
Skills: Balance +15, Climb +23, Jump +42, Tumble +23, Hide +16, Concentration +11, Listen +8
Feats: Multiattack, Improved Multiattack, Power Attack, Improved Initiative, Combat Reflexes, Weapon Focus (Tiger Claw Discipline Weapons), Rapid Assault, Leap Attack


Highest Level 4th 2 retrained (1-3, 1-4)
Level 1: Sudden Leap (Tiger), Mighty Throw (Set), Counter Charge (Set),
Level 2: Claw at the Moon (Tiger), Cloak of Deception (Shadow), Rabid Wolf Strike (Tiger), Drain Vitality (Shadow)
Level 3: Flesh Ripper (Tiger), Strength Draining Strike (Shadow), Devastating Throw (Set)
Level 4: Death From Above (Tiger), Fountain of Blood (Tiger)
Stances:
Level 1 Child of Shadow, Blood in the Water
Level 3 stance Leaping Dragon Stance



The Tigermonkey
LE Large Magical Beast
HP: 203 (9d10+9d8+5d12+69)
Initiative: +13
Speed: 40ft, Climb 15ft
AC: 24 (-1size, +6 Dex, +5 natural, +4 Class ability) Touch: 24, Flat Footed: 18
Attacks: 1 bite +26, 2 claws +27
Damage: Bite: 3d8+12, Off-hand Claw: 1d6+8, Main Claw: 1d6+5
Space/Reach: 10ft/10ft
Special Attacks: Frightful Presence (Ex): Activated when the beast of Xvim makes a loud sound (a roar, growl, or other sound appropriate to its form), this extraordinary ability forces creatures within 30 feet with fewer Hit Dice than the beast to make a Will save (DC 16) or become frightened. The effect lasts for 5d6 rounds. When the beast activates this power, its eyes glow bright emerald green.
Feed (Su): When a beast of Xvim slays a humanoid opponent, it can feed on the corpse, devouring both flesh and life force. For every 8 HD or levels the beast consumes, it gains one Hit Die. The beast can delay this feeding for up to one day per Hit Die it has; after that time, the victim's life force is beyond its reach. Feeding destroys the victim's body and prevents any form of raising or resurrection that requires part of the corpse. A wish, miracle, or true resurrection spell can restore a devoured victim to life, but there is a 50% chance that even such powerful magic will fail.
Smite Good (Su): Once a day, the beast can make a normal attack to deal additional damage equal to its HD total (+23) against a good foe.
Shifting (Su): You can become more like a tiger by focusing your feral nature. Thrice per day, you can enter a state that is superficially similar to a barbarian’s rage. While you are shifting, your appearance takes on tigerlike aspects: Your fingernails become more pointed and clawlike, the irises of your eyes become narrow, catlike slits, your ears grow more pointed, and so on. While shifting, you gain a +2 bonus to Strength and you grow claws that can be used as natural weapons. These claws deal 1d4 points of damage with each successful attack. You can attack with one claw as a standard action or with two claws as a full attack action (as a primary natural weapon). You cannot attack more than once per round with a single claw, even if your base attack bonus is high enough to give you multiple attacks. You can attack with a claw as a light off-hand weapon while wielding a weapon in your primary hand, but doing so incurs the normal penalties for fighting with two weapons. Shifting is a free action and lasts for 8 rounds.
Claws of the Beast (Ex): When attacking with two daggers or Tiger Claw weapons (kukri, kama, handaxe, unarmed strike, or claws), you add your full Strength bonus to damage rolls made for your off-hand weapon.
Superior Two-Weapon Fighting (Ex): Starting at 2nd level, when you attack with two daggers or Tiger Claw weapons, you do not take the –2 penalty on attack rolls for fighting with two weapons.
Tiger Claw Synergy (Ex): Beginning at 2nd level, while you are in a Tiger Claw stance, you can choose to gain either a +1 dodge bonus to your Armor Class or a +10-foot bonus to your base speed. You make this choice when you enter the stance.
At 4th level, you become more accurate at dealing Tiger Claw strikes. You gain a +1 bonus on any attack rolls made as part of a strike from the Tiger Claw discipline.
Pouncing Strike (Ex): From 3rd level on, when wielding two weapons, you can take a standard action to make a single melee attack with each weapon. Each attack is made at your highest attack bonus. You can also make an attack with each weapon against an opponent at the end of a charge.
When you use pouncing strike, you lose the use of one Tiger Claw strike you have readied for the current encounter, just as if you had initiated the strike (except you do not also gain the strike’s normal effect). Once you use this ability, you can recover the maneuver you expended and use it normally.
Rending Claws: At 5th level, while you are shifting and attacking with two daggers or two Tiger Claw weapons and you successfully hit an opponent with both weapons in the same round, the second weapon that hits deals an extra 2d6 points of damage. This effect is considered a boost from the Tiger Claw discipline. When you use rending claws, you lose the use of one Tiger Claw boost you have readied for the current encounter, just as if you had initiated the boost (except you do not also gain the boost’s normal effect). Once you use this ability, you can recover the maneuver you expended and use it normally.
Skirmish +1d6, maneuvers. Insightful Strike.
Special Qualities: Fear Aura (Su): When a gambol howls, every creature within a 100-foot radius must succeed at a Will save (DC 16) or become panicked for 1d6+1 rounds. Whether or not the save is successful, the creature is then immune to that gambol’s howl for 24 hours. The howl is a sonic, mind-affecting fear effect.
Great Leap (Ex): A gambol gains a +25 bonus on Jump checks. Maximum distance restrictions do not apply to its jumps.
Evasion (Ex): A gambol that makes a successful Reflex saving throw against an effect that would normally deal half damage instead avoids damage altogether.
Quickness (Su): Although not particularly dexterous, a gambol is supernaturally quick. It can take an extra attack or move action each round, either before or after its normal action
Masterful Dodge (Ex): As a free action once per round, a gambol can dodge one ranged weapon attack, one reach melee weapon attack, or one spell that requires an attack roll by making a successful Reflex save (DC 20). An attack using a weapon with an enhancement bonus increases the save DC by the amount of the bonus, and a spell adds its spell level to the save DC. To use this ability, the gambol must be aware of the attack and not be flat-footed
Sense Magic (Su): Beginning at 7th level, you can spend 10 minutes focusing upon a weapon or suit of armor. If you succeed on a level check (DC 10 + the caster level of the weapon or armor), you can identify the properties of that item, including its enhancement bonus and special abilities. This ability does not reveal the properties of artifacts or legacy weapons, though it does indicate that such items are significantly powerful.
Fear immunity, Poison Immunity, Darkvision (60ft), DR10/+3, Uncanny Dodge, Quick To Act +2, Battle Fortitude +1, AC Bonus, Trapfinding, Scent, Low-light vision
Saves: Fort: +11, Ref: +20, Wil: +12
Abilities: Str: 26, Dex: 22, Con: 16, Int: 3, Wis: 18, Cha: 10
Skills: Balance +15, Climb +23, Jump +42, Tumble +23, Hide +16, Concentration +11, Listen +13
Feats: Multiattack, Improved Multiattack, Power Attack, Improved Initiative, Combat Reflexes, Weapon Focus (Tiger Claw Discipline Weapons), Rapid Assault, Leap Attack, Tiger-Blooded.


Highest Level 7th, 3 retrained (1-5, 1-6, 1-7)
Level 1: Sudden Leap (Tiger), Counter Charge (Set),
Level 2: Claw at the Moon (Tiger), Cloak of Deception (Shadow),
Level 3: Flesh Ripper (Tiger), Strength Draining Strike (Shadow), Devastating Throw (Set)
Level 4: Death From Above (Tiger), Fountain of Blood (Tiger)
Level 5: Bloodletting Strike (Shadow), Pouncing Charge (Tiger)
Level 6: Rabid Bear Strike (Tiger), Ballista Throw (Set)
Level 7: Swooping Dragon Strike (Tiger), Hamstring Attack (Tiger)
Stances:
Level 1 Child of Shadow, Blood in the Water
Level 3 Leaping Dragon Stance

The tigermonkey is focussed solely on her vengeance against the clerics of Xvim that gave her independent thought and gave her this strange life. If she thought there was a way to lift the ‘curse’ she would take it, though her inability to speak or understand language makes it impossible for her to ever have this realisation.
Her experience with the clerics makes her fear and hate all humanoids, and she works best as a villain for a random encounter, or as a recurring threat on the road towards the clerics. It’s possible she lost the trail of her prey, and lurks around a settled area hoping to pick up their scent again, killing and eating the locals to give the players a hook to hunt her down. CR10 is the sweet-spot, and I wouldn’t recommend using her at CR20, as she doesn’t have the breadth of options or intellect to challenge a high level party really.
She uses her fast speed and ridiculous jumping ability to maintain Child of Shadow’s concealment whenever she might be spotted, and other Shadow Hand manuevers to keep her presence hidden from her prey, or anyone sent out to hunt her. Despite her low skills, she should have enough listen/spot from her wisdom modifier to detect the louder members of adventuring parties. If she is caught unawares, she’ll leap away, only to turn on her attackers when she feels she has the upper hand. In combat she uses a combination of her high initiative, Leap Attack, Skirmish and Rapid Assault to get the drop on enemies and deal as much damage as she can with her maneuvers in the first round. She’ll use her Quickness ability to leap away after a full attack, setting herself up to leap back in the next round, and using her Masterful Dodge ability to minimise players’ chance of bringing her down from afar. She’s smart enough to flee if she feels overwhelmed, but if backed into a corner, will use all of her maneuvers and strength to kill as many of her attackers as she can.
I’ve purposely made no use of the ‘Feed’ ability, as increasing HD through this without increasing CR is a bit cheesy for the competition, but DMs can of course use this ability to increase her power level as required.

jdizzlean
2019-06-26, 10:35 PM
5. Liliet, the First Feline

Meow this is a nice entry...


Liliet, the First Feline

https://i.ibb.co/sb7CsBh/Kaori.jpg
(Credit to Mothmori for the image)

Neutral Evil Spellwarped Tibbit Psion (Telepath) 9 / Thrallherd 9


Competition Entry IX - Psionic Overlord
Limitation Removed (No Thrallherd)

"In ancient times cats were worshipped as gods; they have not forgotten this."
- Terry Pratchett

From the arms of her newest human, Liliet watched the people of the marketplace go about their business and wondered idly how many she would need to press into her service.

The square was a sea of stalls and small buildings set along the edges of older constructions, surrounding a central colonnade that dominated the skyline. Most of the stalls here were carved from wood taken from a nearby forest, while others had been made of stone by those the humans called 'masons'. At the center, the monument was flanked by a series of ornate fountains dedicated to Prince something or other. As if Liliet cared. The humans and other two-legs here wasted their time cutting up the world into smaller pieces and naming them after people and things that nobody important ever remembered.

As the smell of fresh fish slowly wafted towards Liliet, she licked her lips in anticipation. At long last, something worth eating. But her servant - she decided that his name would be Loud Mouth, on account that he rarely stopped talking to any females in his vicinity - had foolishly decided to start walking away. Now now, she thought to herself, that simply won't do. Squirming around in his arms and shooting him her best disarming look, Liliet opened up a silent channel of communication.

<I was rather hoping to eat some of that delicious smelling fish from the stall over there,> she subvocalized as she mentally tugged on the inner structures of the man’s mind that represented loyalty. <It would be most wonderful of you to buy me some dinner, wouldn't you agree?>

A moment of hesitation passed, before Lilet saw Loud Mouth relent and nod his head. <Of course,> he replied. <What's one more meal between friends?>

The transaction was over quickly, as the merchant had demanded more metal in exchange for soft, warm flesh - another concept that utterly baffled Liliet, who had woken up and decided that gold was worth anything? - and before long the creature-that-was-not-a-cat had taken a seat on a nearby stool, chewing daintily on a delectable piece of salmon steak. Out of the corner of her eye, she watched Loud Mouth looking nervously through his coin purse. It seemed that he was just about out of currency.

This one seems to have outlived his usefulness, Liliet mused as her thoughts returned to their earlier subject. She supposed she would just have to find more servants.

Ability Score
Array
Race
Spellwarped
4 HD
8 HD
12 HD
16 HD
Final


Strength
8
-10 (min 3)
+4




3


Dexterity
12
+4
+2




18


Constitution
10

+4




14


Intelligence
15

+4
+1
+1
+1
+1
23


Wisdom
13






13


Charisma
14






14


This table does not include ability score bonuses from items or buffs (see the full-write ups for those).


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


1
Psion 1
+0
+2
+4
+3
Bluff +6, Concentration +6, Diplomacy +10, Knowledge (Psionics) +8, Psicraft +8, Sense Motive +5
Psicrystal Affinity, Improved Initiative
Darkvision 60 ft, SR 12, Spell Absorption, Discipline (Telepathy)


2
Psion 2
+1
+2
+4
+4
Bluff +7, Concentration +7, Diplomacy +11, Knowledge (Psionics) +9, Psicraft +9, Sense Motive +6

SR 13


3
Psion 3
+1
+3
+5
+4
Bluff +8, Concentration +8, Diplomacy +12, Knowledge (Local) +6, Knowledge (Psionics) +11, Psicraft +11, Sense Motive +7
Inquisitor
SR 14


5
Psion 4
+2
+3
+5
+5
Bluff +9, Concentration +9, Diplomacy +13, Knowledge (Local) +7, Knowledge (Psionics) +12, Psicraft +12, Sense Motive +8

SR 15


6
Psion 5
+2
+3
+5
+5
Bluff +10, Concentration +10, Diplomacy +14, Knowledge (Local) +8, Knowledge (Psionics) +13, Psicraft +13, Sense Motive +9

SR 16, Telepathic Communication


7
Thrallherd 1
+2
+3
+5
+7
Autohypnosis +2, Bluff +11, Concentration +11, Diplomacy +15, Knowledge (Local) +8, Knowledge (Psionics) +14, Psicraft +14, Sense Motive +10
Mindsight
SR 17, Thrallherd


8
Thrallherd 2
+3
+3
+5
+8
Autohypnosis +3, Bluff +12, Concentration +12, Diplomacy +16, Knowledge (Local) +8, Knowledge (Psionics) +15, Psicraft +15, Sense Motive +11

SR 18


9
Thrallherd 3
+3
+4
+6
+8
Autohypnosis +4, Bluff +13, Concentration +13, Diplomacy +17, Knowledge (Local) +8, Knowledge (Psionics) +16, Psicraft +16, Sense Motive +12

SR 19, Psionic Charm


10
Thrallherd 4
+4
+4
+6
+9
Autohypnosis +5, Bluff +14, Concentration +14, Diplomacy +18, Knowledge (Local) +8, Knowledge (Psionics) +17, Psicraft +17, Sense Motive +13
Extend Power
SR 20


12
Thrallherd 5
+4
+101
+121
+151
Autohypnosis +6, Bluff +15, Concentration +15, Diplomacy +19, Knowledge (Local) +8, Knowledge (Psionics) +18, Psicraft +18, Sense Motive +14

SR 21, Psionic Dominate


13
Thrallherd 6
+5
+11
+13
+16
Autohypnosis +7, Bluff +16, Concentration +16, Diplomacy +20, Knowledge (Local) +8, Knowledge (Psionics) +19, Psicraft +19, Sense Motive +15

SR 22


14
Thrallherd 7
+5
+11
+13
+16
Autohypnosis +7, Bluff +17, Concentration +17, Diplomacy +21, Knowledge (Local) +10, Knowledge (Psionics) +21, Psicraft +21, Sense Motive +16
Psionic Meditation
SR 23, Greater Dominate


15
Thrallherd 8
+6
+11
+13
+17
Autohypnosis +7, Bluff +18, Concentration +18, Diplomacy +22, Knowledge (Local) +11, Knowledge (Psionics) +22, Psicraft +22, Sense Motive +17

SR 24


16
Thrallherd 9
+6
+12
+14
+17
Autohypnosis +7, Bluff +19, Concentration +19, Diplomacy +23, Knowledge (Local) +12, Knowledge (Psionics) +23, Psicraft +23, Sense Motive +18

SR 25, Superior Dominate


17
Psion 6
+7
+13
+15
+18
Autohypnosis +7, Bluff +20, Concentration +20, Diplomacy +24, Knowledge (Local) +14, Knowledge (Psionics) +24, Psicraft +24, Sense Motive +19
Twin Power
SR 26


18
Psion 7
+7
+13
+15
+18
Autohypnosis +7, Bluff +21, Concentration +21, Diplomacy +25, Knowledge (Local) +16, Knowledge (Psionics) +25, Psicraft +25, Sense Motive +20

SR 27


19
Psion 8
+8
+13
+15
+19
Autohypnosis +7, Bluff +22, Concentration +22, Diplomacy +26, Knowledge (Local) +18, Knowledge (Psionics) +26, Psicraft +26, Sense Motive +21

SR 28


20
Psion 9
+8
+14
+16
+19
Autohypnosis +7, Bluff +23, Concentration +23, Diplomacy +27, Knowledge (Local) +20, Knowledge (Psionics) +27, Psicraft +27, Sense Motive +22
Psicrystal Containment
SR 29


1: superior resistance, cast by 9th level Artificer Thrall


CR
Power Points/Day
Powers Known
Max. Power Level


1
2 + 2
3
1st


2
6 + 4
5
1st


3
11 + 6
7
2nd


5
17 + 10
9
2nd


6
25 + 12
11
3rd


7
25 + 12
11
3rd


8
35 + 15
13
3rd


9
46 + 17
15
4th


10
58 + 20
17
4th


12
72 + 22
20
5th


13
88 + 25
22
5th


14
106 + 33
23
6th


15
126 + 36
25
6th


16
147 + 39
26
7th


17
170 + 42
28
7th


18
195 + 45
29
8th


19
221 + 48
31
8th


20
250 + 51
32
9th



Psion Powers Known:
1st level - psionic charm person, defensive precognition, inertial armor, mindlink, vigor
2nd level - control sound, crystal shard, psionic levitate, share pain
3rd level - dispel psionics, energy wall, telekinetic thrust, time hop
4th level - psionic divination, psionic dominate*, intellect fortress, psychic reformation, schism
5th level - anticipatory strike, ectoplasmic shambler, metaconcert, psionic plane shift
6th level - psionic contingency, inconstant location, temporal acceleration
7th level - divert teleport, energy conversion, personal mind blank
8th level - bend reality, psionic greater teleport, mind seed
9th level - assimilate

* obtained & augmented through the Thrallherd class

Right from the outset, Liliet is out for herself while showing a marked interest in dominating others. Her aberrant nature as a Spellwarped creature has effectively turned off the small part of her brain that can feel empathy, and her innate psychic gifts only reinforce her delusions of grandeur. Being a pure egoist with a cruel streak, Liliet's goals are to maximize her own pleasure and comfort, usually at the expense of the weak-willed. She needs prestige, power, and control; this is in her nature and she literally can't help herself. However, for the most part she will present herself to PCs as an affable face, not out to cause too much harm. Instead, she will operate through catspaws (yes, I know, I did it on purpose) to get her way. PCs might come across a guard captain or local official ordering farmers to hand Liliet shipments of milk and other luxuries, or kicking people out of their nice homes so that the manipulative telepath has her own mansion. Her villainy should be kept low scale, at least for now.

At CR 6, Liliet has yet to come into her own as a proper controller. She has no real long term minions, relying on Telepathy and Mindlink followed up by Psionic Charm Person and her natural face skills to get her way with people. Clever DMs will make sure that she has well-placed allies, or is at least able to nestle into a social hierarchy that actively protects her. Looking and acting like a common housecat will help a lot in this regard. Most of what Liliet does in the early game is persuasion rather than coercion. However, she has good defensive contingencies. Thanks to Inertial Armor plus the classic Share Pain + Vigor + psicrystal combo (bejeweled collar, anyone?), her AC and hp are quite good. Her saves aren't too impressive, but she makes up for it with a good SR and Spell Absorption. If she has time before a fight, Defensive Precognition will help a lot as well.

If battle does break out - an absolute last resort - Liliet will make sure to take herself out of melee range with Psionic Levitate, before using Energy Wall and Time Hop to divide and conquer the party. She rarely fights to kill, as she doesn't like to waste talent until it's absolutely clear that there is no chance at turning her enemies into potential allies. However, if the PCs prove intractable as heroes are wont to do, she makes liberal use of Crystal Shard, targeting healers and casters first to even out the action economy imbalance. Liliet isn't designed for long term fights, and she knows it. She works better as a climactic showdown to an intrigue plot. Ultimately, she cares far too much about herself to risk her life needlessly and if she suspects that she's outmatched, she will flee the field to hide and continue operating from the shadows.
Liliet at CR 12 is a completely different beast than her early permutations. While still keeping true to her initial goals, the not-cat's natural telepathic powers have grown to become a lure for dupes all across the land, who all flock into Liliet's service. The First Feline, of course, sees this as her natural right and only wonders why it took so long for reality to start bending to her whims. Now that the next echelon of her power has been unlocked, Liliet can really get to work. She immediately begins to plant her people into influential positions in temples, merchant's guilds, adventuring companies, and anywhere that might contain the kinds of information that a nascent telepathic overlord might want to know. Having Psionic Dominate on hand means that she has tons of disposable slaves at her beck and call as well, even if they are less subtle than followers who display no psionic signatures.

There are two more important mechanical factors that make Liliet powerful at CR 12. The first is, of course, a Thrall. Liliet will systematically kill and replace Thralls until she gets an Artificer or Psionic Artificer (easy enough when they're willing and there is no penalty for killing them, since replacements show up every 24 hours). She will most assuredly use said tinker to make her amazing magical gear, which is where the Superior Resistance buff comes from. I didn't include any others because I thought it would be unwieldy and confusing. The second factor is that she can turn her believers into quasi-psionic batteries, by using Psychic Reformation to give them the Wild Talent feat, giving them 2 PP and the psionic subtype. This opens them all up for Metaconcert, allowing her to draw on her people to shore up her PP reserve and spike her save DCs by 9 in combat. Furthermore, the xp costs for PsyRef go down by 90% after Liliet has enough followers for a proper Metaconcert.

In a fight, Liliet has a great deal more options herself besides her minions. Using Schism and Anticipatory Strike mean that not only does Liliet go first, she has a huge action economy advantage. She now has Psionic Dominate to take over PCs and really practice the whole 'divide and conquer' approach, but if that doesn't work then Energy Wall and Ectoplasmic Shambler help turn the battle in her favor if need be. Still, Liliet fighting the PCs by herself should remain a sort of 'last resort', a climactic battle to reward the players' tenacity of fighting through her traps and believers. Liliet at this level should have ambitions on a regional scale, taking over an entire town or several towns by supplanting or compromising established authorities. The PCs should be taking on entire networks of her spies and followers before they are ever in a room with her. Psionic Divination helps Liliet a lot to avoid confrontations she would rather avoid.
Now here we go: godlike power! By the time Liliet has reached 20th level, her telepathic powers have reached their apex. Not only does she have 9th level powers (back to that later), but she is ready to realize the next stage of her plans. The tibbit - in true cat-like fashion - has realized that even those under her command are not intelligent enough to understand her vision for the world. She can only truly rely on herself to get the job done. Thankfully, the First Feline now has the means to make her dream a reality. Using the same Psychic Reformation and Metaconcert combination above, Liliet should have turned most of her believers into miniature psionic servants. Now she gets the big guns - she will use Metaconcert to manifest Mind Seed for 300 xp (a fairly paltry sum for a 20th level character) and begin turning her 1st level believers into 12th level versions of her!

The fact that they're still Liliet's believers means that they are fundamentally loyal to her, avoiding the major drawback of Mind Seed. But that's not even the best part. As per RAW, Mind Seed makes creatures mental copies of Liliet as she was at 12th level. That includes the Thrallherd levels, meaning that every mind-clone she makes will eventually attract their own small army of followers, as well as 11th level Thralls. Sure, 20th level PCs likely don't care about another 12th level Psion, but what about 20? 50? 100? To say nothing of the amazingly abusive synergies offered by nigh-infinite members of any 11th level character in the game. Seriously, the possibilities are pretty much wide open here. The only real limitation on Liliet at this level is time. The First Feline is the kind of monster that will gradually devour the entire setting.

At this point, Liliet is taking over the world, plain and simple. Her forces should be multiplying every few days, as each transformation brings hundreds more to her side. Effectively infinite PP and infinite disposable Psion soldiers means that Liliet should be toppling countries overnight. Having an Artificer on hand means that Liliet can use those believers not currently transformed (or newly arrived believers) for Transference, making a veritable treasury of magic items for no real cost. This will only boost her personal power further, as her mind-clones spread across the nation. PCs at this level should be powerful enough to pose a serious threat, but Liliet is smart enough to keep contingents of both Psions and 1st level around her. If things get really rough, Liliet will begin to drop her 9th level power Assimilate on the followers, giving herself a 20d6 temporary hp pool and boosting her ability scores by 4. With Metaconcert up, she can keep doing this and bring her ability scores well beyond the ability of PCs to manage.
There are a few notes that I had for Liliet that I almost used but refrained from for contest legality reasons. The first and foremost of these rules was the Sacrifice optional ruleset from the BoVD, to offset all costs of Mind Seed, Psychic Reformation, and other xp intensive endeavors. I was warned against using those rules because I believe they count as 'alternate magic systems' and violate the spirit of the contest, but if I were to run Liliet in my game, I would 100% use them. The idea of a house cat heading up daily ritual sacrifices to copy its mind into other people is - in my opinion - so darkly ridiculous that my players would be talking about it forever.

The second major adaptation would be to use the Ardent, filling out the Mind Mantle or other associated Mantles using the various Mind's Eye ACFs. I thought that those ACFs would be a bit wonky, even if Telepath into Thrallherd might have been a bit of an obvious choice for this contest theme. Nonetheless, I'm happy with this version of the character, as I think she fits the bill of a Psionic Overlord pretty much to a tee.

It's also worth noting here that Liliet's final combo can come online as early as CR 18, since a lot of campaigns don't go all the way to 20th level. It's not a huge problem, as 10th level Psion army is only marginally less effective than a 12th level one. It would slow down Liliet's forces' rate of expansion somewhat, but it still makes for a good capstone. I would like to state here that I don't think the build has one single 'sweet spot', but rather is a completely different beast at each of the points I chose for it. I personally prefer the 20th level version, if only because it presents a ready opportunity to build an entire campaign setting around it. Having PCs start out opposing the First Feline's many Psion agents and their thralls, fighting up the food chain to eventually face down the fearsome tibbit, makes for a cool campaign pitch. That version of Liliet could really work as the Big Bad for an entire campaign from 1-20, and it's how I would run her for sure.
Complete Psionic - Psionic Feats, Powers
Core / SRD - Psion, Thrallherd, Psionic Feats, Powers
Dragon Compendium - Tibbit
Eberron Campaign Setting - Artificer
Lords of Madness - Mindsight
Mind's Eye - Telepathic Communication ACF
Monster Manual III - Spellwarped Template
Player's Handbook II - Transference
Spell Compendium - Superior Resistance

jdizzlean
2019-06-26, 10:36 PM
6. Cassandra


https://laurenbdavis.com/wp-content/uploads/2017/12/Cassandra-234x300.jpg
Cassandra
NG -> NE Vecna-Blooded Half-Elf, Bardic Sage 4/Seer 3/Cerebremancer 3/Sublime Chord 2/Cerebremancer +7

“The world is wrong. It’s time to do it over.”






Cassandra had a few more minutes before the glory seekers were due to ask for her help. She'd left a trail of clues around town to let them know she was the person to ask for help in their current goals. It wouldn't do to just leap upon them in the street and offer help. She'd never trust anyone who was that eager, at least. In the meantime, she busied herself setting out mystical accoutrements just so for her guests. Had to look the part, after all.

A heavy fist banged on the door. "Witch! Open the door!"

Cassandra rolled her eyes and opened up. "How can I be of service?" she asked, like she didn't already know. She nodded through the man's speech about the current evil he and those cowering behind him, unsure of what to do with their hands, were fighting and waited til he was done to offer assistance.

"I see. Well, that shouldn't be a problem. Provided you can pay, of course. Just 200," she said.

"What?!" The man before her scoffed and rested his hand on the pommel of his sword, fiddling with the serpent's eye on its grip. "Have you never heard of me? Sir Matthias of the Gray Realm? What's good for me and mine is good for the whole village. Surely you can't want things to go on like this."

"Well, if you can find someone offering foresight cheaper, by all means, take your business elsewhere," she said with a vague gesture toward the door. Cassandra tied a pinch of leaf and spice in cloth while she waited for the water to boil, already knowing his answer.

"There weren't any," Matthias said. Of course not. She'd seen to that.

"You have a lovely home," their priest said. "I particularly like your chandelier."

"Thank you. It's real crystal." Cassandra took the kettle off her stove and poured the water, just shy of boiling, into her bone teacup with the mixture.

"Smells good," their sneakthief said.

"Forgive me, but I must ask you not to inhale," Cassandra said as she leaned forward and breathed the mordayn vapor.

"Man, I thought I was cheap," he said.

Cassandra told them where their quarry lay, scarcely listening to herself. She'd heard it all before. Her tea had gone cold by the time she was finished giving them the details.

Matthias thanked her and they were on their way. The sneakthief stopped before he stepped out. "Ain't you gonna finish that? Seems a waste for something smells that exotic."

"Oh, heavens no. The actual tea is a deadly poison. If it's all the same to you--"

"She's playin' my song," he said and elbowed Matthias. He tapped a kris on his belt. "How much? 10? Deadly poison's kinda my bag."

"Well, it's not really--"

"Gods, you're a tough old bird. All right, 20, but not a penny more." Who was she to argue with him? She poured it carefully into his wineskin and pocketed the coins.

She shut the door and barred it. Now was her own time. She curled up in her chair and drew a blanket over herself to delight in the ghosts that danced across her eyes. She manacled her ankle to the stove and touched a bowl of water with the key inside to freeze it. As much as others trusted her, she just couldn't trust herself

Cassandra returned home with what she'd been able to scavenge, tied up tight in her carpetbag. She shut the door and barred it, but didn't bother with any more complicated protections. If something was coming for her, she'd know. She'd certainly done enough to make sure of that.

She shackled herself to the stove the second she got inside. Water for tea was already boiling. She must've forgotten to take it off. A gorgeous shape she knew wasn't real drifted across her sight, and she resisted the urge to reach out and touch its downy feathers.

Matthias threw her door open and looked worse for the wear. He was with his retainers, and it looked like their last mission had been a success. He had another stripe on his uniform, and the priest's hat had doubled in height and ornateness. The sneakthief had advanced a step or two in his order, wearing a correspondingly darker shade of black. She kept this to herself. In her younger days, she occasionally passed off the things she'd learned through her second sight as being done spontaneously through observational skill. She'd since stopped when she grew tired of hearing the same accolades or being asked to do it on command.

"You owe me 20 from the last time," the sneakthief said.

"Don't. We can't afford to waste time with that right now. We've made a discovery. The goings-on in this town are really--" Cassandra couldn't wait. Her lungs burned for the vapor as though she'd been held underwater.

"200," she said.

"After my own heart," the sneakthief handed her 180. Cassandra bit her tongue and didn't warn him when he stepped on the recessed stair to her living room. A spring-loaded plate shot out and broke his legs.

"Oh! Matthias, get that priest of yours over here! What're we giving him a cut of the money for? I told you it was a mistake to come here," he wailed on the floor.

The priest healed his companion, but not before taking the remaining 20 out of his purse.

"Sorry. He gets like this sometimes," he said and tossed the coins to Cassandra.

"All right, so the robberies we foiled last time--" Matthias started. No time.

"The people performing them were cats' paws. They're under the thumb of an organization called the Brain Spiders," she said as she stacked the coins.

"Oh," Matthias said. "Can you tell us where to find them?"

Cassandra poured herself a cup of tea. "If you insist."

Cassandra looked over both shoulders before reentering her home. She teleported past the door with a small gout of magic. It wasn't worth it to show those who might be watching how it was safely opened. Her feet traced the path to her chair. Her fingers trembled and she gestured for the chain to wrap around her ankle. She lay on the floor where her chair had once been and waited for her water to boil.

Matthias knocked on the door. Cassandra must have gotten the time wrong. She crawled over and defused her death traps so she could open it. He and the others crept in.

"Are you all right?" Matthias asked with uncharacteristic sensitivity.

"Fine," she said. "Have you got my 200?" Their sneakthief handed it over without any banter.

"What happened to your lovely chandelier?" the priest asked. "Were you robbed? Did someone do this to you?"

"I had to get rid of it. Too good a place for assailants," she said, leaving out how many cups of tea it'd been worth.

"Are you being held here against your will?" the priest nodded at the chain on her leg. "Are they still here?"

Cassandra swallowed, an act that pained her nowadays. She'd been down with the vapors too often for her body to recover and couldn't keep it up for long. "Hard to tell. There are spies everywhere. They try to spoil my readings," she said. "Could you get me my tea? I'm not feeling up to it." He obliged and handed her the tin cup she'd taken to using after she'd sold all her bone ones.

"Oh, so that's wh-" Matthias started.

"Yes, the Brain Spiders are merely the arm of a far more insidious organization. They aim to free Pandorym from his imprisonment," she said.

"What's a Pandorym?" the sneakthief asked.

"Watch out!" Cassandra blasted a shard of crystal into the ceiling to dispatch an almost invisible spy who shone with a color that had no name.

"A thing before the gods. If he is freed, there is no way the world can be rebuilt," she said, certain of at least this truth. She'd double checked it almost enough to kill her, no matter how much she disliked the results.

The men looked shiftily at each other. "Forgive me, my lady, but in all my religious training, I've never heard of such a thing. Is it possible you're mistaken, like you were with the Brain Spiders?" the priest asked.

"No, I explained already. Pandorym's agents were tampering with my prognostications. I've corrected for that now. There's nothing for them to hide behind. There are occult protections everywhere. There's no way they can get to me now," she said. She held her cup under her nose, savoring the warmth it put into her fingers. "Ask me your question already."




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


1
Bardic sage 1
+0
+0
+0
+2
Diplomacy 4 ranks, bluff 4 ranks, knowledge (nobility & royalty) 4 ranks, knowledge (arcana) 4 ranks, knowledge (psionics) 4 ranks, perform (sing) 4 ranks, listen 4 ranks, profession (astrologer) 4 ranks
Penumbra Bloodline
Bardic music, bardic knowledge, fascinate, soothing voice, inspire awe


2
Bardic sage 2
+1
+0
+0
+3
Diplomacy 5 ranks (+1), bluff 5 ranks (+1), knowledge (nobility & royalty) 5 ranks (+1), knowlege (arcana) 5 ranks (+1), knowledge (psionics) 5 ranks (+1), perform (sing) 5 ranks (+1), listen 5 ranks (+1), profession (astrologer) 5 ranks (+1)




3
Bardic sage 3
+2
+1
+1
+3
Diplomacy 6 ranks (+1), knowledge (arcana) 6 ranks (+1), knowledge (psionics) 6 ranks (+1), perform (sing) 6 ranks (+1), listen 6 ranks (+1), profession (astrologer) 6 ranks (+1), spellcraft 2 ranks (+2)
Obtain Familiar (raven)
Inspire competence


4th
Bardic sage 4
+3
+1
+1
+4
Diplomacy 7 ranks (+1), knowledge (arcana) 7 ranks (+1), perform (sing) 7 ranks (+1), listen 7 ranks (+1), spellcraft 6 ranks (+4)




5th
Seer 1
+3
+1
+1
+6
Knowledge (arcana) 8 ranks (+1), listen 8 ranks (+1), perform (sing) 8 ranks (+2, cc)
Psicrystal AffinityB
Bonus feat, discipline


6th
Seer 2
+4
+1
+1
+7
Knowledge (arcana) 9 ranks (+1), listen 9 ranks (+1), perform (sing) 9 ranks (+2, cc)
Melodic Casting



7th
Seer 3
+4
+2
+2
+7
Knowledge (arcana) 10 ranks (+1), listen 10 ranks (+1), perform (sing) 10 ranks (+2, cc)




8th
Cerebremancer 1
+4
+2
+2
+9
Knowledge (arcana) 11 ranks (+1), listen 11 ranks (+2, cc), diplomacy 7.5 ranks (+1, cc)




9th
Cerebremancer 2
+5
+2
+2
+10
Knowledge (arcana) 12 ranks (+1), listen 12 ranks (+2, cc), diplomacy 8 ranks (+1, cc)
Expanded Knowledge (astral construct)



10th
Cerebremancer 3
+5
+3
+3
+10
Knowledge (arcana) 13 ranks (+1), listen 13 ranks (+2, cc), diplomacy 8.5 ranks (+1, cc)




11th
Sublime Chord 1
+5
+3
+3
+12
Diplomacy 13.5 ranks (+5), knowledge (arcana) 14 ranks (+1)

Bardic lore, bardic music


12th
Sublime Chord 2
+6/+1
+3
+3
+13
Diplomacy 14.5 ranks (+1), knowledge (arcana) 15 ranks (+1), knowledge (history) 4 ranks (+1)
Expanded Knowledge (share pain)
Song of arcane power


13th
Cerebremancer 4
+7/+2
+3
+3
+14
Diplomacy 16 ranks (+3, cc), knowledge (arcana) 16 ranks (+1)




14th
Cerebremancer 5
+7/+2
+3
+3
+14
Diplomacy 17 ranks (+2, cc), knowledge (arcana) 17 ranks (+1), knowledge (history) 4.5 ranks (+1, cc)




15th
Cerebremancer 6
+8/+3
+4
+4
+15
Diplomacy 18 ranks (+2, cc), knowledge (arcana) 18 ranks (+1), knowledge (history) 5 ranks (+1, cc)
Expanded Knowledge (quintessence)



16th
Cerebremancer 7
+8/+3
+4
+4
+15
Diplomacy 19 ranks (+2, cc), knowledge (arcana) 19 ranks (+1), spellcraft 7 ranks (+1)




17th
Cerebremancer 8
+9/+4
+4
+4
+16
Diplomacy 20 ranks (+2, cc), knowledge (arcana) 20 ranks (+1), spellcraft 8 ranks (+1)




18th
Cerebremancer 9
+9/+4
+5
+5
+16
Diplomacy 21 ranks (+2, cc), knowledge (arcana) 21 ranks (+1), spellcraft 9 ranks (+1)
Linked Power



19th
Cerebremancer 10
+10/+5
+5
+5
+17
Diplomacy 22 ranks (+2, cc), knowledge (arcana) 22 ranks (+1), spellcraft 10 ranks (+1)




20th
Vecna-blooded template
-
-
-
-
-
-
Enigma aura, hidden spell, cloak of mystery, divine endurance






Ability scores
Elite array: Str 8/Dex 12/Con 13/Int 14/Wis 10/Cha 15

Cassandra prioritizes Charisma above all else and boosts it at every available level. She will eventually require at least a 17 Intelligence as well, which will either require a headband of intellect +4, or a headband of intellect +2 and for her to place one of her level-up points into Intelligence, or use of a tome.


Arcane Spells
0- Detect magicBS, daze, mage hand, message, prestidigitation, lullaby, read magic
1- Obscuring mistPB, ancient knowledgeBS, sleep, grease, charm person, improvisation, silent image
2- DarknessPB, detect thoughtsBS, glitterdust, shatter, tongues, alter self
3- NondetectionPB, arcane sightBS, glibness, gaseous form, glimpse of truth*
4- Evard’s black tentaclesPB, legend lore, ruin delver’s fortune, greater mirror image
5- Shadow evocationPB, scry location, greater dispel magic, contact other plane, overland flight
6- Shadow walkPB, hindsight, find the path, freezing fog, greater anticipate teleportation
7- Plane shiftPB, simulacrum, greater arcane sight, greater teleport
8- Greater shadow evocationPB, mind blank, moment of prescience
9- EtherealnessPB, teleport through time

*Taken as a sublime chord spell in lieu of a fourth 4th-level spell
PBPenumbra bloodline spell
BSBonus bardic sage spell

Spells per Day


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


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


2nd
3
0
-
-
-
-
-
-
-
-


3rd
3
1
-
-
-
-
-
-
-
-


4th
3
2
0
-
-
-
-
-
-
-


5th
3
2
0
-
-
-
-
-
-
-


6th
3
2
0
-
-
-
-
-
-
-


7th
3
2
0
-
-
-
-
-
-
-


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


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


10th
3
3
2
0
-
-
-
-
-
-


11th
3
3
2
0
2
1
-
-
-
-


12th
3
3
2
0
2
2
-
-
-
-


13th
3
3
2
0
3
2
1
-
-
-


14th
3
3
2
0
3
3
2
-
-
-


15th
3
3
2
0
3
3
2
1
-
-


16th
3
3
2
0
4
3
3
2
-
-


17th
3
3
2
0
4
4
3
2
1
-


18th
3
3
2
0
4
4
3
3
2
-


19th
3
3
2
0
4
4
4
3
2
1


20th
3
3
2
0
4
4
4
3
2
1



Psionic Powers
1- Astral construct, crystal shard, entangling ectoplasm, synchronicity, vigor, inertial armor
2- Share pain, clairvoyant sense, detect hostile intent, psionic tongues, energy adaptation (specified)
3- Forced dream, time hop, touchsight, telekinetic force
4- Quintessence, remote viewing, psionic divination, psionic freedom of movement, wall of ectoplasm
5- Anticipatory strike, change fate, power resistance, ethereal agent
6- Psionic contingency, temporal acceleration, psionic disintegrate
7- Fate of one

PP* / Maximum Power Level Known:
CR 1: - / -
CR 2: - / -
CR 3: - / -
CR 4: - / -
CR 5: 2 / 1st
CR 6: 6 / 1st
CR 7: 11 / 2nd
CR 8: 17 / 2nd
CR 9: 25 / 3rd
CR 10: 35 / 3rd
CR 11: 35 / 3rd
CR 12: 35 / 3rd
CR 13: 46 / 4th
CR 14: 58 / 4th
CR 15: 72 / 5th
CR 16: 88 / 5th
CR 17: 106 / 6th
CR 18: 126 / 6th
CR 19: 147 / 7th
CR 20: 147 / 7th

*does not include bonus PP from high Intelligence




Alternate class features:

Bardic sage
Half-elf bard substitution levels
Inspire awe





Bard, bardic sage ACF, seer, cerebremancer, Expanded Knowledge, Psicrystal Affinity, assorted spells and powers: SRD
Vecna-Blooded template: MMV (listed under “God-Blooded”)
Half-elf bard substitution levels: Races of Destiny
Inspire awe: Dragon Magic
Sublime Chord: Complete Arcane
Forced Dream power: Magic of Eberron
Glimpse of Truth spell, mordayn vapor/dreammist: Book of Vile Darkness
Teleport Through Time spell: Perilous Gateways web article (“The Portal Through Time Part 2”), WotC site
Linked Power, all other powers: Complete Psionic
Scry Location spell: Complete Scoundrel
Other spells: Spell Compendium
Obtain Familiar: Complete Arcane
Penumbra Bloodline: Dragon Compendium






Cassandra held the flower in her hand alongside the oil. She reached forward and pinched the cheek of her simulacrum for the skin.

"A pinch to grow an inch," she said.

"Careful now, mom. Wouldn't want us to look too different," Junior said with a wink. The wind blew through her auburn curls and made Cassandra's bald scalp tingle.

"Perish the thought. Time to go," Cassandra said. Junior rested a hand on Cassandra's shoulder.

The town around them was no more. The dam that blocked up the river was no longer there, and it flowed unimpeded through the valley between the mountains where they would begin their work. Pandorym's victory in the present seemed all but guaranteed. After Cassandra had bathed in Vecna's blood and erased all presence of herself from history, she could be sure Pandorym's agents could no longer interfere with her predictions since they would be ignorant of her plans to stop him. That said, it would do nothing to help her foil the plans he had set in motion centuries earlier. So she would have to head him off at the pass.

She'd had nothing but time to design the temple she and Junior were to construct on this undisturbed ground. All the same, there was no sense being reckless.

Cassandra set down her pack and got out her tin cup. "I'd better see if there are any monsters on our building site. Make us a cuppa, will you, love?"

Junior tsked and started drawing on the ground with chalk to mark where they'd dig. "You know the rules, mom. It hasn't been long enough. You had some before we left. Don't think you can trick me by traveling through time. I'm just as smart as you were, you know." While Junior was utterly obedient to her, she never violated the first command Cassandra ever gave her: not to let her indulge in mordayn more than once an hour. No matter what she said or did. She cursed her own cleverness at times.

"All right, then. Let's start digging," Cassandra said.

The final stone had been laid on Cassandra's hidden temple. The final dram of quintessence had been deposited to the chamber below. Cassandra's mouth was dry from the lack of moradyn's distinctive spicy flavor. That, she couldn't blame on Vecna's rituals. She wanted her mind clear if she was going to affect Junior's.

"Are you ready?" Cassandra asked and ran a brush through Junior's hair for the hundredth time.

"As you are," Junior said. "Once I land in the bath, restart things from just before you dropped me in."

"Hopefully, this is the last time we'll have to do this. Am I forgetting anything?"

Junior handed her a wineskin, still hot to the touch. "Made you a cuppa. You're not allowed any for twenty minutes after you get back, all right?"

Cassandra hugged her. "You can trust me." She pushed Junior into the vat of quintessence below. As she fell, she sent Junior's mind on a forced dream to safeguard their mission. She shut junior up with the mechanism they'd designed together, leaving no sign of the temple's presence.

She used her magic to go back to the time before she'd left, thousands of years hence. Hard as it was, she busied herself long enough until it was safe for more mordayn. She found a safe place in the ruins of what had once been her house and ensured there was no chance of interference. She inhaled the vapors and asked whether her mission had succeeded.

No.

Plan b.

Matthias stood on the unadorned mountaintop before her, sword in hand. His epaulets bespoke a much loftier title than the last time she'd seen him, even if it slipped her mind what army he was fighting for now. Hard to keep track with mercenaries.

"Stop this, creature!" he yelled at her, rooting himself firmly in place. The priest tore a gash through the sky and hummed a piercingly low note as the foot of an angel crept through.

"I don't know what went wrong in your life, but destroying the world isn't the answer!" Matthias took a step forward.

"I'm trying to prevent just that, Sir Matthias of the Grey Realm. Unfortunately, I've failed. But I'm here to set all that right." Cassandra spoke the word to open the mountain and drain Junior's chamber.

"How do you know my name?" Matthias asked. All memory of her had been plucked from his mind, alongside every other mortal creature in existence. It must make things terribly mysterious. Maybe that was where mysteries came from in the first place. The creation of people like Cassandra. She might be able to learn more about it next time around.

"What do you see in there, boss? A monster? An army?" the sneakthief asked. The wind shifted. It looked like one way or another, he was still poisoning his blades with mordayn tea. Some things never changed.

Matthias closed the distance and charged, knocking Cassandra off her feet. Let him feel powerful for now. It wouldn't matter.

"No, it looks like-- a lady?" Matthias squinted as the shafts of light from the angel's sandal shone into the pit in the earth, illuminating Junior's face, just as the last of the quintessence drained into the reservoirs below.

Junior waved up at Cassandra as she got to her feet. "Hi, mom. Bye, mom."



Damming the Flow of Time

Stay with me, because this gets a bit timey-wimey.

Cassandra’s ultimate goal is to go back in time and fix that fatal flaw in the world, that moment when everything went wrong. To do that, she’s going to be looking at a few temporal spells and powers.

Teleport through time gives her the ability to physically travel thousands of years back in time, along with a small handful of followers. However, this on its own is unfortunately not enough. You see, teleport through time makes it clear that even when you travel back in time, the future has still happened. It recommends that “once events have transpired, small perturbations are possible… but the large-scale events themselves somehow happen anyway.” Cassandra can try as she might, but as powerful as this spell is, it alone will not allow her to radically alter the world. Time is a river and she is but a rock - even moving that rock downstream a bit does not change the river’s destination. The fact that she can use teleport through time again to return to her “present” proves this, as the spell ordinarily does not permit traveling forward in time.

What Cassandra needs to do is to stop the flow of time. She needs to dam the river. She needs to be able to travel back into time and then find a way to make that future never happen. Then, freed from the shackles of causality, she can use her foreknowledge and immense arcane and psionic might to build the future that the world deserves.

Here’s how she does it:

Cassandra and her simulacrum use teleport through time to travel thousands of years back in time. As per the spell, she finds a pristine location to perform this spell, somewhere untouched by sentient creatures. She and her simulacrum travel to the beginning of civilization.

Once there, Cassandra and her simulacrum build an underground temple in the pristine location. In that temple, she begins manifesting quintessence, filling a chamber with the strange, temporally anomalous substance. When the chamber is filled, she and her simulacrum stand on a platform above the substance.

Cassandra expends all of her power points but 10. She readies an action to manifest forced dream on her simulacrum once she begins walking. She then instructs her simulacrum to walk off the platform, falling into the chamber of quintessence, and that as soon as she emerges from the quintessence (and before the round ends), she should activate forced dream’s effect.

The simulacrum’s round begins. Cassandra’s readied action occurs, and she manifests forced dream on her (which costs 10pp due to their proximity to such a large mass of quintessence; she voluntarily fails her save for reasons of convenience here). The simulacrum continues walking off the platform, falling into the quintessence. She becomes frozen in time, still captured in the midst of his one single round even as time flows around her.

Cassandra then seals up the chamber and her underground temple. Exiting the temple, she casts teleport through time to return to her original time. Once there, she re-enters her temple and opens the chamber, where her simulacrum has been captured in stasis like a fly in amber for all these millenia. The quintessence drains away, the simulacrum re-enters the time stream, and, per her instructions, she activates forced dream.

Time forcibly rewinds; “everyone and everything is reset to the state they were at when the subject’s turn began.” Everything is reset. Cassandra rewinds, too. She is back to that point, thousands of years in the past, when her simulacrum began walking forward. As part of her forced dream, Cassandra has no idea that the procedure worked… until she attempts to manifest forced dream once again, per her readied action, and finds she cannot. You see, the one exception to forced dream’s rewind effect is that the power points used to manifest it are still expended. Out of power points, Cassandra is unable to manifest forced dream, and the loop is closed. The next several millenia never happened; they were merely a strange dream inside the head of a single person, one who took a leap of faith right out of time.

Since the future now has never happened, Cassandra and her brave clone set about to creating a new future, one where the world makes sense. No longer is she restricted to making tiny ripples in the vast rushing river of time. Now she can make broad strokes, damming the flow, redirecting it, leading it to new places entirely. Now she can remake the world.

And Cassandra just knows, this time, she’s going to do it right.

Cassandra as a Villain

Though she does not begin as evil, Cassandra can still serve as a very compelling villain due to the sheer magnitude of what she plans to do: she is literally attempting to unmake time, to return things to the distant past. She does this with the intention of using her position and power to build a better future, to guide the world into a grand utopia, but in doing so, the party and everyone they have ever loved will not simply be dead; they will never have lived.

In a longer campaign, Cassandra could make an effective final arc. She could be a powerful NPC, one that the party encounters several times as they defeat various lesser BBEGs. Her best role is one of prophet: she can peer far enough into the future to provide valuable aid to the party, providing them with glimpses of prophecy that allow them to defeat their foes. Each time she appears more and more distraught; all of these great calamities further serve to prove that the world has gone wrong, and that some greater threat is on the horizon, something terrible and unavoidable. Her divination powers make it clear that the cycle will never end, and that the wheel of time is inescapable: unless there is some sort of radical change, destroying one demon-lord or one lich or one traitorous general will never stop the threat or fix the world. Every diviniation spell she casts gives her the same result: Pandorym always rises and enslaves the world, and there is no future where it does not succeed. As the PCs encounter her throughout the campaign she appears more and more unhinged, and the scents and rising mists of dreammist (mordayn vapor) are stronger each time.

She begins researching spells and abilities that allow her to travel through time. She begins experimenting with various psionic powers to this effect, especially studying the strange material known as quintessence, which appears to exist outside the flow of time. She eventually learns of a powerful spell that allows one to travel through time, not merely replaying an instant as with temporal regression but one that allows travelers to move days, months, centuries, entire epochs into the past. She continues assisting the PCs as an oracle, but now when they meet her she seems obsessed with finding this spell, which she thinks will fix everything.

She finds it and is exultant. Now, she can fix everything. She finds the point in history when mankind fell off its track, finds the fatal flaw in the world that allows Pandorym to always return, and goes to fix it. Her powers are near-godly at this point, and she believes she succeeds.

The PCs encounter her again just after she returns. She has fixed the past, or so she thinks… but somehow, the world has righted itself. Time has resettled back into a position more or less the same as where it was. It turns out the teleport through time spell has important limitations, and does not permit significant changes to time. Now she seems truly distraught, almost broken, and to the PCs it becomes clear that there is something bigger happening. And then, most oddly of all, she disappears - not merely from sight, but from memory as well. It seems as though Cassandra has never existed, and even her name is forgotten.

Obscured from view by the blood of Vecna, the desperate Cassandra identifies the flaw in her plan. Her powerful spell, teleport through time, was self-defeating. Casting it captured the present, her present, in amber, and nothing she could do would stop that present from occurring. She needed to do something more drastic. She needed to find a way to cast it and then destroy the future that would otherwise roll forward inexorably. She needed a way to dash that future to pieces, by main-force if she had to. And so, she began to plan…

The Fall of Cassandra

Obsessed with avoiding the dark future her prophecies constantly foretell, a bleak future that she can see no way of avoiding, Cassandra begins looking to the past in hopes of finding the origins of this fatal flaw in the world. When her divination spells and powers prove insufficient, she resorts to using dreammist (also known as mordayn vapor), a drug described in the Book of Vile Darkness, to induce visions in herself. She also begins using the spell glimpse of truth (also BoVD), again and again asking if the future she sees can be avoided. Though she knows that glimpse of truth is an [Evil] spell, she has fixated on this issue, and cannot help but cast it again and again, especially when under the influence of dreammist (which is a required component for the spell). She spends entire days inhaling vapors and casting the spell, re-wording the question, hoping that somehow she will get a new answer.

Eventually the near-constant use of an [Evil] spell begins to take its toll on her soul, shifting her alignment to neutral and then to neutral evil. And with her obsession, she also begins seeking out other avenues of enlightenment. She begins to work on the Seven Riddles of Vecna, hoping that they pose some potential solutions to the dark future she foretells. Upon solving them she is transferred to the Oubliette of Secrets, one of Vecna’s pocket dimensions. After suffering under the bizarre tortures and ordeals of Vecna’s Anchorite, she emerges scarred and changed, and becomes a Vecna-Blooded creature (see MMV for more details). All knowledge of Cassandra fades from the world, including her original name, her deeds from before becoming Vecna-blooded and so forth. This aids her in her goals, for by disappearing from history she becomes the perfect instrument to destroy that history itself. After all, if she is not a part of history, if her birth and her life up to that point disappear, then it presents no paradox for her to destroy time itself...

How the PCs can stop her

There are a few ways for the PC to stop Cassandra once they discover her plans, though it will not be easy. She is an interesting opponent because she has no desire to attack the PCs or see them suffer, but will do everything in her power to evade notice, disable and escape - and with powerful spells and powers focused on divination, time manipulation, teleportation and defensive buffing, she has quite a few tools to do just that. Her Vecna-blooded template provides a blanket immunity to opposing divination spells (and instantly reveals any attempts to divine information about her, giving her yet another way to be aware of the PCs’ efforts to stop her). Ideally, the DM will have seeded Cassandra’s slow breakdown throughout the campaign, so that the PCs grow increasingly concerned before being met with the unsettling fact that she has disappeared from history. Once they hit that point, they will have to focus on those not protected by the blood of Vecna in order to discover her plans, in particular any followers or aids.

As for confronting Cassandra, there are a few interesting times the PCs to create a final showdown.

First, they could attempt to thwart her plans before she travels back in time in the first place, stopping her before any of this ever happens. You could make this into a fairly standard “stop the ritual”-style showdown that most DMs should be pretty familiar with. Realistically this would have to occur before she takes on the Vecna-blooded template, unless as a DM you heavily telegraph her plans and where she’ll be. Still, it’s doable, but also boring. Next.

Second, they could attempt to stop her after she travels back in time and traps her simulacrum in quintessence, but before she awakens him. Perhaps they do some divining of their own, and find that she is going to do this in the future. Knowing this, they can attempt to find her hidden temple. Even though she hasn’t gone back in time “yet,” the creation of the temple and freezing of her simulacrum happened in the past, so the PCs should be able to find it in their present. Once they do, they would have to discern just what purpose the temple served and find a way to stop it. (One that comes to mind is that they could cast an antimagic or null psionics field to cover the area, then free the simulacrum. Once freed, the forced dream power will be suppressed, and it can expire naturally without being activated.) (Another would be to transport the whole chamber, quintessence and all, to some timeless plane, where it continues existing in limbo for eternity.) This is my favorite option, especially because if future Cassandra travels back to her present and discovers that her simulacrum was somehow freed early without setting off the forced dream, she can try again, and again. The PCs will end up playing cat and mouse across history, finding more and more new hidden temples and trying to disable them. What is most interesting to me about this option is that they will be playing not against the current Cassandra, who they may still feel is a friend, but against the future version of her. They could even begin finding all of this out before Cassandra becomes Vecna-blooded, unaware that a much darker Cassandra in the near-future has begun (will begin?) taking steps to eliminate history. Fun stuff.

Third, they could travel back in time themselves and have a good ol’ fashioned showdown in the past. Perhaps they can’t find a way to disable Cassandra’s chamber of quintessence without activating it. Their only option then would be to attempt to locate a teleport through time spell of their own and stop her that way.

What came before

Obviously there are strong similarities here with the Dream of Metal, where a spellcaster manifests forced dream on a warforged follower and then places it in a quintessence-filled clock that takes a thousand years to empty, the idea being that the wiping out of 1,000 years of history constitutes the “unspeakably evil” act that is necessary to become a lich. Credit where credit is due: I very much doubt I’d have gotten the idea for Cassandra without Dream of Metal coming first.

Dream of Metal has a couple of problems, though. The biggest is that at least in terms of the forced dream aspect, it’s just a fundamentally unsatisfying conclusion. Yes, technically a thousand years passed and then didn’t, but they’re a thousand years of a theoretical future, and those thousand years still end up passing once the dreamer awakens. It’s less interesting than your standard apocalypse, because even though you technically ended a world that could have been, everything keeps on ticking and it’s all business as usual. The status quo never changes. The only way it’s relevant at all is if you imagine some outsider able to observe things. (The second aspect of Dream of Metal, where he creates a shared dreamscape out of 108 warforged followers and then dreamwalks into it as his own personal plane, is in my opinion much more interesting.)

Furthermore, the lich never knows if the effort succeeds (except I guess if he tries to create his phylactery and it fails because he never actually performed that unspeakably evil act). If the PCs find a way to stop the doomsday clock, then… what? The lich still kicks his buddy into the quintessence pit and thinks everything is working fine and that’s that.

So yeah, Dream of Metal established the trick for extending forced dream, but it’s taken in a very different direction. The person who activates the Dream of Metal isn’t trying to change the status quo; he’s just trying to do something that’s Evil with a capital E but that leaves him otherwise more or less exactly as he was in the first place.

Cassandra takes that core idea of using quintessence to extend forced dream’s single turn into something that lasts centuries or millenia, and finds a way to give it some heft. First, by readying an action so that her manifesting of forced dream occurs on the simulacrum’s turn instead of her own, and by ensuring that if she successfully manifests it once she can’t do it again, she creates a built-in mechanism to know if her attempt succeeded or failed. Combined with teleporting forward through time to free the simulacrum and trigger the destruction of time, she essentially has two safeguards built into the process to let her troubleshoot and even try again (making this not some one-off encounter, but a repeat threat).

Second, the fact that she is teleporting backwards in time to begin this process means that she is not destroying some hypothetical future that will never really occur from the frame of perspective of anyone relevant. She is destroying all the history that has already happened, her own history and the history of the PCs who want to stop her. She is, in effect, the outside observer that knows what could have been, since at the end she will be stranded back in time with full knowledge of the past that never happened, and ready to move forward and build something new.

Third, by waiting until she is outside her time loop to free her simulacrum and cause the time reset, she avoids the clauses about not being able to alter major events of history while traveling in the past. She travels in the past, sets up a hidden temple in a completely unknown area, and for the entirety of the “past” as defined by the teleport through time spell, nothing happens and history proceeds as usual. It is only after that time loop concludes, back in Cassandra’s present, that she frees her simulacrum and destroys history.

Fourth, by taking on the Vecna-blooded template, Cassandra erases herself from history, making her even more likely to succeed in this huge and drastic act. Even the gods themselves cannot locate her, and she exists outside of history, making her the prime candidate for its destruction.

Shouldn’t teleport through time’s clause about altering history come into play here?

I covered most of this in the previous section, but it’s worth reiterating, since I expect this will be the most common question. When I read teleport through time, my understanding is that it basically says you can’t muck about with history or get involved in historical events. But in this case, all Cassandra is doing is building a secret temple in an abandoned part of the world and having one of her simulacra go to sleep there. That’s it. The beauty of this technique is that the actual awakening, which triggers the collapse of the timeline, happens outside the bounds of the teleport through time spell: she does not awaken her simulacrum until after returning to her own timeline, at which point she is no longer under the restrictions of the spell.

Basically, the spell creates a loop. You can only make minor changes within that loop, and can’t do anything that will alter history. What Cassandra is doing is making a minor change that does not affect that loop at all, but that she can later use while outside the loop to cause that entire loop (and all time itself leading up to the beginning of the loop) to collapse.

I assume that if you’re using Cassandra, you’re the DM and not a player, which gives you a bit of leeway here. I think this works within the restrictions of the spell and without killing too many catgirls, but obviously anything involving time travel is going to have numerous interpretations. I’m pretty fond of this one because I think it creates a compelling campaign hook without also opening things up for your PCs to start trying to mess with the timeline themselves, but your mileage may vary.



CONTEST CHOICE: Round 11 - The Higher They Rise, the Harder They Fall
Limitations:
The character’s alignment must be good at any point before “falling.” The character must change alignment to evil and this alignment change has to be linked to RAW. This means no purely roleplay based falling.

In her attempts to find a future where the world’s doom is not already decided and Pandorym does not rise, Cassandra begins frequently taking dreammist (mordayn vapor) to induce her prophetic visions. She also makes frequent castings of the glimpse of truth spell, which provides a yes or no answer to a single question but requires use of dreammist to function. She becomes fixated on the idea of changing history, asking her question again and again and again. Gradually, this use of an [Evil] spell shifts her alignment from neutral good to neutral and then neutral evil.

The character must be able to “corrupt” others after falling.

This limitation has been REMOVED per the rules of the current contest. Cassandra actively does not want to involve others, and believes that she cannot trust anyone but herself. Though she is excellent at influencing others when necessary and frequently does this to obscure her aims, she is both paranoid and self-sufficient to a fault, and the only allies she trusts are those who share a part of her mind and who she knows can never be corrupted by Pandorym’s agents: her familiar, her psicrystal and the mini-clones of herself she makes via simulacrum.

The character may not be a paladin, not even a paladin of freedom, tyranny or slaughter.

Cassandra is not a paladin of any kind.



In the distant past, Cassandra prepared to ensconce Junior in a protective forced dream, but found her well of mental power dry. Her last attempt must not have worked. There was no way of knowing how many attempts she'd made.

"You empty?" Junior asked.

"Yeah."

"Oh well." Junior closed the chamber. "You start setting up camp. I'll make you some tea. There's always tomorrow."


https://cdn.discordapp.com/attachments/431937476010180610/592846440808841237/tea-time-with-great-grandmother-cindy-hall.png

jdizzlean
2019-06-26, 10:38 PM
7. Rhiannon, Queen of Magpies

https://render.fineartamerica.com/images/rendered/default/poster/7.250/8.000/break/images/artworkimages/medium/1/goth-fairy-alicia-hollinger.jpg




Elite Array
Str: 8, Dex: 13 Con: 12 Int: 14 Wis: 10 Cha: 15
Sylph changes: -2 Str, +2 Dex, -2 Con, +4 Int, +6 Wis, +6 Cha
Str 6, Dex 15, Con 10, Int 18, Wis 16, Cha 21
Half Fey changes: +2 Dex, -2 Con, +2 Wis, +4 Cha
Str 6 Dex 17, Con 8, Int 18 Wis 18, Cha 25
4HD +1 Dex, 8, 12, 16HD +1 Cha
Str 6 Dex 18 Con 8 Int 18 Wis 18 Cha 28



As far back as she could remember, Rhiannon, known to some as the Queen of Magpies, had been bored. Certainly, there’d been some more interesting moments in her long life. The incident with Gwalch’s wedding had been amusing, and she still treasured the memory of his face when he realised that he had married her, and not the bride that he had believed her to be. She giggled at the memory, and wondered what had become of the two of them. It was so hard to keep track of people once they refused to be interesting any longer…

She had thought that consorting with demons would be a little more exciting. Her mother had warned her. “You don’t make deals with those who have chosen a side,” she’d said, “look what happened to your father! And he only made a deal with a faery, can you imagine what the abyssal would have done to him!” Knowing, as she did, that the faery her father had made a deal with was her mother, and the poor male sylph had been her slave for seven years, somewhat took the sting out of the warning. All it required, she decided, was to be the one offering the bargain, not the one being trapped in it.

So she turned to the abyss. Devils were far too legalistic to use effectively, and the denizens of the Upper Planes far too uptight. She’d struck her deals, bound the demons to carry out her little pranks and games, and dismissed them when they realised that the payment she had offered was illusory. The years, though, had rendered even the snarl of an angry Balor pedestrian and ordinary.

Now, as her kind always do in the end, the Queen of Magpies turned her attention to humanity. Here, she thought, were a race that could interest her. She observed them for decades, and never found two to be the same. Their short lives and grand desires made them interesting playthings for her, and made them also perfect prey for her promises of power, wealth or desirability.

She slid into evil as into a warm bath, easily, shivering as its comfort crept through her skin and into her bones. Having played the faery godmother, and then the unknowable alien, it seemed to her only sensible to play next the dark witch. She had given humans the power they desired, and seen them use it only to effect momentary, staid change. She had given humans wealth, and seen them squander it, fritter it away on meaningless pleasures. She had grown bored again, and now the promises she made became more and more dishonest, and all came with a sting in their tail.


Rhiannon can be used in a campaign at any point, though to meet the ‘evil’ requirement she must be CR19 or 20, as this is the point at which she abandons her neutrality, her games turn to spite, and she begins preying on the desperate and weak willed.
If she appears before this, she can always offer ‘fair’ deals, but afterwards, she will use her massive bluff score to mislead her targets over exactly what they owe in exchange.
She has many different ways to offer power, the crafting of magic items, including Rings of Wish, Extract gift to bestow demonic power on those that desire or require it, or just summoning and binding powerful demons to serve the contractee.
Her powerful enchantment abilities are how she enforces the contract, using Geas/Quest and similar to ensure that the contractee keeps up their end of the bargain, and Soul Link/Scrying to keep an eye on them until their side is fulfilled.

The requirement I’m removing from Contest 12: Power at a Price, is that the deals must be fair and bluff cannot be used to trick the contractees. While she will be mostly honest, and tries to do things the Fey way (i.e wording contracts/wishes so that they turn and bite the wisher in the end), she’s not above lies of omission, or just outright lying to get the deal she desires.








CR

Class

Base Attack Bonus

Fort Save

Ref Save

Will Save

Skills

Feats

Class Features





6

Half-Fey Sylph

+3

+3

+3

+3

Concentration 6, Hide 6, Knowledge (nature) 1, Listen 4, Move Silently 4, Spot 4, bluff 3, knowledge planes 3, Disguise 3, Perform (Act) 3

Spell Focus: Conjuration, Augment Summons

Animal Empathy, Improved Invisibility, Summon Elemental, Sorceror Casting, Spell Resistance 14, Spell-Like Abilities, Immune to Enchantment





7

+1 Fey HD

+3

+3

+5

+5

Concentration 7, Hide 7, Knowledge (nature) 1, Listen 7, Move Silently 7, Spot 6, bluff 3, knowledge planes 3, Disguise 3, Perform (Act) 3









8

+1 Fey HD

+4

+3

+6

+6

Concentration 7, Hide 7, Knowledge (nature) 1, Listen 7, Move Silently 7, Spot 8, bluff 4, knowledge planes 4, Disguise 4, Perform (Act) 4

Craft Wondrous Item







9

+1 Fey HD

+4

+4

+6

+6

Concentration 9, Hide 9, Knowledge (nature) 2, Listen 9, Move Silently 9, Spot 9, bluff 4, knowledge planes 4, Disguise 4, Perform (Act) 4









10

Malconvoker 1

+4

+4

+6

+8

Concentration 9, Hide 9, Knowledge (nature) 2, Listen 9, Move Silently 9, Spot 9, bluff 6, knowledge planes 4, Disguise 5, Perform (Act) 5



Deceptive Summons, Unrestricted Conjuration





11

Malconvoker 2

+5

+4

+6

+9

Concentration 9, Hide 9, Knowledge (nature) 2, Listen 9, Move Silently 9, Spot 9, bluff 8, knowledge planes 8, Disguise 5, Perform (Act) 5

Forge Ring

Planar Binding





12

Malconvoker 3

+5

+5

+7

+9

Concentration 9, Hide 9, Knowledge (nature) 2, Listen 9, Move Silently 9, Spot 9, bluff 9, knowledge planes 9, Disguise 6, Perform (Act) 6



Skill Focus: Bluff





13

Malconvoker 4

+6

+5

+7

+10

Concentration 9, Hide 9, Knowledge (nature) 2, Listen 9, Move Silently 9, Spot 9, bluff 9, knowledge planes 9, Disguise 6, Perform (Act) 6, Craft 6



Deceptive Summons (Fury)





14

Malconvoker 5

+6

+5

+7

+10

Concentration 9, Hide 9, Knowledge (nature) 2, Listen 9, Move Silently 9, Spot 9, bluff 9, knowledge planes 9, Disguise 7, Perform (Act) 7, Craft 8

Craft Magic Arms and Armor

Fiendish Legion





15

Malconvoker 6

+7

+6

+8

+11

Concentration 10, Hide 9, Knowledge (nature) 2, Listen 9, Move Silently 9, Spot 9, bluff 10, knowledge planes 10, Disguise 7, Perform (Act) 7, Craft 11



Deceitful Bargaining





16

Malconvoker 7

+7

+6

+8

+11

Concentration 10, Hide 9, Knowledge (nature) 2, Listen 9, Move Silently 9, Spot 9, bluff 11, knowledge planes 11, Disguise 8, Perform (Act) 8, Craft 11



Deceptive Summons (Resistance)





17

Malconvoker 8

+8

+6

+8

+12

Concentration 13, Hide 9, Knowledge (nature) 2, Listen 9, Move Silently 9, Spot 9, bluff 13, knowledge planes 12, Disguise 8, Perform (Act) 8, Craft 12

Spell Penetration

Improved Calling





18

Malconvoker 9

+8

+7

+9

+12

Concentration 14, Hide 9, Knowledge (nature) 2, Listen 9, Move Silently 9, Spot 9, bluff 14, knowledge planes 14, Disguise 8, Perform (Act) 8, Craft 14



Safe Summoning





19

Master of Masks 1

+8

+7

+11

+14

Concentration 14, Hide 9, Knowledge (nature) 2, Listen 9, Move Silently 9, Spot 9, bluff 18, knowledge planes 14, Disguise 8, Perform (Act) 8, Craft 18



Persona Masks (Masks: Archmage, Faceless)





20

Master of Masks 2

+9

+7

+12

+15

Concentration 14, Hide 9, Knowledge (nature) 2, Listen 9, Move Silently 9, Spot 9, bluff 18, knowledge planes 14, Disguise 13, Perform (Act) 13, Craft 18

Greater Spell Penetration

+High Priest Mask










CN Small Fey
HP: 20 (6d6+1d4-7)
Initiative: +4
Speed: 30ft, fly 90ft (Good)
AC: 15 (+1 size, +4 Dex) Touch: 15, Flat Footed: 11
Attacks: Unarmed Strike +3
Damage: 1d2-1 subdual
Space/Reach: 5ft/5ft
Special Attacks: Spell Like Abilities (At will Improved Invisibility, Charm Person. 3/day Detect Law, Protection from Law. 1/day Summon Monster VI (Large Elemental only), Hypnotism, Faerie Fire or Glitterdust, Sleep or Enthrall, Tasha’s Hideous Laughter or Suggestion, Confusion or Emotion)
Special Qualities: Darkvision, Low-light Vision, Immunity to Enchantment, Deceptive Summons, Unrestricted Conjuration
Saves: Fort: +3, Ref: +10, Wil: +12
Abilities: Str 6 Dex 18, Con 8, Int 18 Wis 18, Cha 25
Skills: Concentration +8, Hide +13, Knowledge (nature) +6, Listen +15, Move Silently +15, Spot +15, bluff +13, knowledge planes +8, Disguise +12, Perform (Act) +12
Feats: Spell Focus: Conjuration, Augment Summons, Craft Wondrous Item


9 Level 0 – Prestidigitation, Mending, Ghost Sound, Detect Magic, Read Magic, Light, Arcane Mark, Message, Flare
5 Level 1 – Enlarge Person, Reduce Person, Disguise Self, Mage Armor, Summon Monster I
5 Level 2 – Bear’s Endurance, Bull’s Strength, Eagle’s Splendour, Cat’s Grace, Glitterdust
4 Level 3 - Summon Monster III, Magic Circle against Evil, Magic Circle against Good, Phantom Steed,
3 Level 4 Polymorph, Scrying, Charm Monster, Dimension Door
2 Level 5 Permanency, Summon Monster V, +Lesser Planar Binding
1 Level 6 –Probe Thoughts, +Planar Binding



CN Small Fey
HP: 30 (6d6+6d4-12)
Initiative: +4
Speed: 30ft, fly 90ft (Good)
AC: 15 (+1 size, +4 Dex) Touch: 15, Flat Footed: 11
Attacks: Unarmed Strike +6
Damage: 1d2-1 subdual
Space/Reach: 5ft/5ft
Special Attacks: Spell Like Abilities (At will Improved Invisibility, Charm Person. 3/day Detect Law, Protection from Law. 1/day Summon Monster VI (Large Elemental only), Hypnotism, Faerie Fire or Glitterdust, Sleep or Enthrall, Tasha’s Hideous Laughter or Suggestion, Confusion or Emotion, Eyebite or Lesser Geas, Dominate Person or Hold Monster)
Special Qualities: Darkvision, Low-light Vision, Immunity to Enchantment, Deceptive Summons (Fury), Unrestricted Conjuration, Planar Binding, Fiendish Legion, Deceitful Bargaining
Saves: Fort: +5, Ref: +12, Wil: +15
Abilities: Str 6 Dex 18, Con 8, Int 18 Wis 18, Cha 27
Skills: Concentration +9, Hide +13, Knowledge (nature) +6, Listen +13, Move Silently +13, Spot +13, bluff +21, knowledge planes +14, Disguise +15, Perform (Act) +15, Craft +15
Feats: Spell Focus: Conjuration, Augment Summons, Craft Wondrous Item, Skill Focus: Bluff, Forge Ring, Craft Magic Arms and Armor



9 Level 0 – Prestidigitation, Mending, Ghost Sound, Detect Magic, Read Magic, Light, Arcane Mark, Message, Flare
5 Level 1 – Enlarge Person, Reduce Person, Disguise Self, Mage Armor, Summon Monster I
5 Level 2 – Bear’s Endurance, Bull’s Strength, Eagle’s Splendour, Cat’s Grace, Glitterdust
4 Level 3 - Summon Monster III, Magic Circle against Evil, Magic Circle against Good, Phantom Steed,
4 Level 4 Polymorph, Scrying, Charm Monster, Dimension Door
4 Level 5 Permanency, Mind Fog, Summon Monster V, Teleport+Lesser Planar Binding
3 Level 6 – Dream Casting, Probe Thoughts, Symbol of Persuasion+Planar Binding
3 Level 7 – Soul Link, Symphonic Nightmare, Limited Wish,
3 Level 8 – Extract Gift, Polymorph Any Object, +Greater Planar Binding



CE Small Fey
HP: 42 (8d6+9d4-17)
Initiative: +4
Speed: 30ft, fly 90ft (Good)
AC: 15 (+1 size, +4 Dex) Touch: 15, Flat Footed: 11
Attacks: Unarmed Strike +7
Damage: 1d2-1 subdual
Space/Reach: 5ft/5ft
Special Attacks: Spell Like Abilities (At will Improved Invisibility, Charm Person. 3/day Detect Law, Protection from Law. 1/day Summon Monster VI (Large Elemental only), Hypnotism, Faerie Fire or Glitterdust, Sleep or Enthrall, Tasha’s Hideous Laughter or Suggestion, Confusion or Emotion, Eyebite or Lesser Geas, Dominate Person or Hold Monster, Mass Invisibility, Geas/Quest or Mass Suggestion, Insanity or Mass Charm)
Special Qualities: Darkvision, Low-light Vision, Immunity to Enchantment, Deceptive Summons (Fury, Resistance), Unrestricted Conjuration, Planar Binding, Fiendish Legion, Deceitful Bargaining, Improved Calling, Safe Summoning, Persona Masks (Archmage, Faceless, High Priest)
Saves: Fort: +6, Ref: +16, Wil: +15
Abilities: Str 6 Dex 18, Con 8, Int 18 Wis 18, Cha 28
Skills: Concentration +13, Hide +13, Knowledge (nature) +6, Listen +13, Move Silently +13, Spot +13, bluff +30, knowledge planes +18, Disguise +22, Perform (Act) +22, Craft +22
Feats: Spell Focus: Conjuration, Augment Summons, Craft Wondrous Item, Skill Focus: Bluff, Forge Ring, Craft Magic Arms and Armor, Spell Penetration, Greater Spell Penetration



9 Level 0 – Prestidigitation, Mending, Ghost Sound, Detect Magic, Read Magic, Light, Arcane Mark, Message, Flare
5 Level 1 – Enlarge Person, Reduce Person, Disguise Self, Mage Armor, Summon Monster I
5 Level 2 – Bear’s Endurance, Bull’s Strength, Eagle’s Splendour, Cat’s Grace, Glitterdust
4 Level 3 - Summon Monster III, Magic Circle against Evil, Magic Circle against Good, Phantom Steed,
4 Level 4 Polymorph, Scrying, Charm Monster, Dimension Door
4 Level 5 Permanency, Mind Fog, Summon Monster V, Teleport+Lesser Planar Binding
3 Level 6 – Dream Casting, Probe Thoughts, Symbol of Persuasion+Planar Binding
3 Level 7 – Soul Link, Symphonic Nightmare, Limited Wish,
3 Level 8 – Extract Gift, Polymorph Any Object, Demand +Greater Planar Binding
3 Level 9 – Wish, Foresight, Summon Monster IX,



MMII + web 3.5 update - Sylph
Fiendish Codex 1 – Soul Link+Extract Gift Spells
Spell Compendium – Symphonic Nightmare, Dream Casting, Probe Thoughts spells
Complete Scoundrel – Malconvoker, Master of Masks
Fiend Folio – Half-Fey template (no change in 3.5 update)

jdizzlean
2019-06-26, 10:39 PM
8. Snow White and the Ten Fleshrakers


Snow White and the Seven Ten Fleshrakers


This is what happens when a Disney Princess gets tired of her family's bullcrap:

Snow White's step-mother wanted to kill her. So she replied in kind and did the deal first.

Using her abilities as a Disney princess (and also probably some distant relation to House Vadalis), she tamed a legion of angry riding dogs and set out to kill her not-as-beautiful step-mother.

She also got tired of Scottish midgets, so she instead looked for Reptillian midgets.



Race: Human
Build Stub: Bard 1/Human Paragon 2/Bard +17
Abilities: Str 8, Dex 10, Con 12, Int 14, Wis 13, Cha 15
All Increases to Cha
Alignment: Chaotic Evil
Alternative Class Features: Nature Bard(Druid Features in exchange for Bard Features)

Round Entry: XXX - One Feat to Rule Them ALL!
Removed Limitation: Power is scored on a scale of 10(keeps a fair play field)





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


1
Bard
+0
+0
+2
+2
Diplomacy 4, Bluff 4, Hide 4, Perform(Sing) 4, Knowledge(Nobility) 4, Knowledge(Geography) 4, Knowledge(Nature), 4, Listen 4, Move Silently 4, Use Magic Device 4

Wild Cohort, Wild CohortB
Bardic Music, Countersong, Fascinate, Animal Companion, Nature Sense, Wild Empathy


2
Human Paragon
+0
+0
+2
+4
Handle Animal 4, Bluff +1, Diplomacy +1, Perform(Sing) +1

Adaptive Learning(Handle Animal)


3
Human Paragon
+1
+0
+2
+5
Handle Animal +2, Bluff +1, Diplomacy +1, Bluff +2, Perform(Sing) +1
Wild Cohort, Wild CohortB
Bonus Feat, Bard Spells +1


4
Bard
+2
+0
+3
+6
Handle Animal +1, Bluff +1, Diplomacy +1, Hide +2, Move Silently +2, Listen +1, Perform(Sing) +1




5
Bard
+3
+1
+3
+6
Handle Animal +1, Bluff +1, Diplomacy +1, Hide +2, Move Silently +2, Listen +1, Perform(Sing) +1




6
Bard
+4
+1
+4
+7
Handle Animal +1, Bluff +1, Diplomacy +1, Hide +1, Move Silently +1, Listen +3, Perform(Sing) +1
Wild Cohort
Resist Nature's Lure


7
Bard
+4
+1
+4
+7
Handle Animal +1, Bluff +1, Diplomacy +1, Hide +1, Move Silently +1, Listen +1, Perform(Sing) +1, Use Magic Device +2





8
Bard
+5
+2
+5
+8
Handle Animal +1, Bluff +1, Diplomacy +1, Hide +1, Move Silently +1, Listen +1, Perform(Sing) +1, Use Magic Device +2


Suggestion


9
Bard
+6
+2
+5
+8
Handle Animal +1, Bluff +1, Diplomacy +1, Hide +1, Move Silently +1, Listen +1, Perform(Sing) +1, Use Magic Device +2

Wild Cohort



10
Bard
+7
+2
+6
+9
Handle Animal +1, Bluff +1, Diplomacy +1, Hide +1, Move Silently +1, Listen +1, Perform(Sing) +1, Use Magic Device +2





11
Bard
+7
+3
+6
+9
Handle Animal +1, Bluff +1, Diplomacy +1, Hide +1, Move Silently +1, Listen +1, Perform(Sing) +1, Use Magic Device +2





12
Bard
+8
+3
+7
+10
Handle Animal +1, Bluff +1, Diplomacy +1, Hide +1, Move Silently +1, Listen +1, Perform(Sing) +1, Use Magic Device +1, Knowledge(Nature) +1

Wild Cohort



13
Bard
+9
+3
+7
+10
Handle Animal +1, Bluff +1, Diplomacy +1, Hide +1, Move Silently +1, Listen +1, Perform(Sing) +1, Use Magic Device+1, Knowledge(Nature) +1





14
Bard
+10
+4
+8
+11
Handle Animal +1, Bluff +1, Diplomacy +1, Hide +1, Move Silently +1, Listen +1, Perform(Sing) +1, Use Magic Device+1, Knowledge(Nature) +1


Song of Freedom


15
Bard
+10
+4
+8
+11
Handle Animal +1, Bluff +1, Diplomacy +1, Hide +1, Move Silently +1, Listen +1, Perform(Sing) +1, Use Magic Device+1, Knowledge(Nature) +1,

Wild Cohort



16
Bard
+11
+4
+9
+12
Handle Animal +1, Bluff +1, Diplomacy +1, Hide +1, Move Silently +1, Listen +1, Perform(Sing) +1, Use Magic Device+1, Knowledge(Nature) +1





17
Bard
+12
+5
+9
+12
Handle Animal +1, Bluff +1, Diplomacy +1, Hide +1, Move Silently +1, Listen +1, Perform(Sing) +1, Use Magic Device+1, Knowledge(Nature) +1





18
Bard
+13
+5
+10
+13
Handle Animal +1, Bluff +1, Diplomacy +1, Hide +1, Move Silently +1, Listen +1, Perform(Sing) +1, Use Magic Device+1, Knowledge(Nature) +1

Wild Cohort



19
Bard
+13
+5
+10
+13
Handle Animal +1, Bluff +1, Diplomacy +1, Hide +1, Move Silently +1, Listen +1, Perform(Sing) +1, Use Magic Device+1, Knowledge(Nature) +1





20
Bard
+14
+6
+11
+14
Handle Animal +1, Bluff +1, Diplomacy +1, Hide +1, Move Silently +1, Listen +1, Perform(Sing) +1, Use Magic Device+1, Knowledge(Nature) +1


Mass Suggestion






Spells per Day(Includes spells from bonus Cha)


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


1st
2








2nd
2








3rd
3
1







4th
3
2







5th
3
3
1






6th
3
4
2






7th
3
4
3






8th
3
4
3
1





9th
3
4
4
2





10th
3
4
4
3





11th
3
4
4
3
0




12th
3
4
4
4
2




13th
3
4
4
4
3




14th
3
4
4
4
3
0



15th
4
4
4
4
4
1



16th
4
5
4
4
4
2



17th
4
5
5
4
4
2
0


18th
4
5
5
5
4
3
1


19th
4
5
5
5
5
3
2


20th
4
5
5
5
5
4
3





Spells Known


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


1st
Prestidigitation, Detect Magic, Ghost Sounds, Daze









2nd









3rd
Dancing Lights

Undetectable Alignment, Grease








4th
Message

Silent Image








5th


Glitterdust, Dimension Leap







6th
Daze->Mage Hand

Swift Invisibility

Alter Self







7th









8th


Swift Ready

Haste, Crown of Courage






9th



Nightmare Terrain






10th









11th



Hesitate







12th




Celerity, Fugue, Shadow Conjuration





13th









14th




Ruin Delver's Fortune





15th





Shadow Evocation, Dimension Jumper, Evacuation Rune




16th









17th

Instant of Power




Endless Slumber




18th


Tongues




Dirge, Rapture of the Deep, Veil



19th



Blink






20th




Legend Lore


Project Image







Overal, Snow White is more of a social villain, hunting random innocents secretly to feed her rakers, and quietly killing off kingdom officers to weaken the kingdom. If confronted, she then brings out all of her pets, and if threatened, escapes via her myriads of escape spells.

Since the pets are disposable and can be recovered in just a day, she'll be rather ruthless with them, unless she gave them some items. This is why I advise down below to give them disposable contingent spells instead. This way, she can freely discard them as she sees fit.

Now here are the most important level breakpoints:


Two Wild Cohorts and one Animal Companion. All three being Riding Dogs. Plus a very easy to abuse Daze spam, with all the guard dogs protecting her.

This Technically should be a CR 5 challenge, being four CR1 creatures. Well, it's still a CR1, so enjoy the TPK if you actually use this.

Don't say I didn't warn you.



Can cast Grease once, and five Riding Dogs, with four of them having an additional HD and +1 NA. Not as risky as CR1, but still...

Also, I suppose we should obey the rules with companion feats, so all Wild Cohorts/Animal Companions will spend every single bonus feat on INA(Bite for Riding Dog, Claw for Fleshraker).



One Fleshraker(AC), Five Dogs(WC). Second-level spells, so some Glitterdust if you're feeling sadistic, or Alter Self to maybe get some obscure ridiculous transformation going on the fleshraker. Or just on herself to turn into an Avoran to fly.

Do Human bonus feats disappear with Alter Self?



Six Fleshrakers. Is a Fleshraker Wild Cohort a -6 or a -3? Doesn't make much sense...

I'll be considering -3 for consistency.

At this point you should probably start to worry about players getting bonked in a couple of turns because of the Dex poison.



Seven Fleshrakers. With this, we reached the same milestone as the midgets. Also starting to get better support options, with Haste, Crown of Courage, and Nightmare Terrain to help the Fleshrakers. A bit of suggestion too, for background activity.

Swift ready is also online, so it would be advisable to equip her with a few wands from here on, primarily support and emergency wands, from the Cleric or Sorcerer list, and maybe some Druid spells for buffing the rakers.



Eight lizard midgets with progressively growing claw damage because of the bonus HD. At this point, it should be 2xINA(Claws), for a total 2d6 base claw damage. That's SIXTEEN claw attacks at 2d6. With Dex Poison. Should be DC 16 as well with the extra HD. The one Animal Companion Fleshraker lags a bit behind, but she can compensate by using self-only buffs on him.

Fugue is a good way of wasting time, since the eight velociraptors do all the dirty work. Celerity for emergencies, and Shadow Conjuration in case there's not enough wands at hand.



Nine scratchers now, one at 10HD and the others at 11. Might be time to consider giving her some scrolls of Radiant Aura for ignoring AC. Also Vigor Wands for survivability.

The new spells at this level give more survivability, to ensure she doesn't prematurely without fulfilling her role as a BBEG.



All ten Fleshrakers now, with another INA feat for 2d8 claws. You should equip her seriously now for a final showdown.

The spells this time around are more offensive in nature, for a final showdown.



Instead of having the Fleshrakers get INA for more damage, you could instead have them get Ability Focus, which would shoot their Poison DC through the roof. Actually, if we consider that she can constantly change Fleshrakers, they could be swapped daily between poison and INA (but only having either at a time due to rules).

It might be a tad bit too strong against unprotected players that way, however, thus it's not very advised.





Admiral's Bicorne: It's a way to recover some of that lost Inspire Courage goodness. Also, Pirate Snow White just sounds really friggin' cool.
Contingent Spells: Going to the closest evil mage for a couple of these could help a lot in making the buggers more survivable.
Wand Bracers: These plus Swift Ready give a lot of versatility.
WANDS OF ALL KINDS: It's a Cha-based caster. With full ranks in UMD. Just give her wands.





I think I made her far stronger at lower levels, with the power falling down quite a bit towards the end.

At first level, this is probably a party nightmare and a likely TPK, but I think levels 7-12 are very balanced overall.

But again, that's on the assumption that WBL is respected, since the Fleshrakers by themselves don't survive very long, so they need some magic support.



Complete Arcane: Contingent spells
Complete Mage: Nightmare Terrain, Dimension Jumper, Endless Slumber
Complete Scoundrel: Evacuation Rune
Dungeonscape: Wand Bracers
Forge of War: Crown of Courage, Instant of Power
Magic of Eberron: Dimension Leap
Monster Manual 1: Improved Natural Attack
Monster Manual 3: Fleshraker
Player's Handbook: Bard/Druid, Spells
Player's Handbook 2: Hesitate, Celerity
Random Encounters: (http://archive.wizards.com/default.asp?x=dnd/re/20031118a) Wild Cohort
Spell Compendium: Spells
Stormwrack: Admiral's Bicorne, Rapture of the Deep
Unearthed Arcana: Bard ACFs, Human Paragon

jdizzlean
2019-06-26, 10:40 PM
9. Pudding and Cuddles

If only you all could see the PM's that flowed for this.
(( award for most resubmitted entry, but only by 1 version..))


This is going to hurt me more than you. I present you:
DOUBLE TROUBLE
Pudding and Cuddles

Round chosen: XVII: It's Alive!
Restriction overriden: Construct/Undead-only.


I know DeviantArt has N billion images, but I dare you to find me a picture of a giant swimming tree with tentacles, leeches crawling all over it, and twisted, spiked and scaled vines growing out of every piece of bark, dripping with acid, with two clawed arms and a sharp mouth made of vines growing out of it.

I triple dog dare you.



I was going to make a witty poem but I just found out I suck at rhyming. So instead have ye good olde narrative prose-style backstory:


HAH! FOOLED YA. This took forever.



There once was a mad Lich
Who lived on a small ditch
And he had too much free time
So he made a cleaning slime

The slime was so pleasing
And he named it Pudding
It ate all his prepared spells
But since it's cute all's well

And though it was lovely
He still felt so lonely
So he made a bonsai tree
A colossal bonsai tree

"But bonsai should be small"
Well, shut it, will you all?
Mine is big and so cuddly
It plants bonsai so happily

It lived in the puddles
And he named it Cuddles
"He's a bonsai-loving Tree,
for a bonsai-loving me"

The lich was a braniac
But a bit of a maniac
So he had them both merge
Just to end this damn dirge




Pudding has quite a bit of templates, so I saw fit to give her a table for her templates, otherwise it'd be a mess to present her only in monster tables without showing the templates step by step:



Race

Type

BAB

HD

Abilities

Speed

NA

Attacks

Special Attacks

Special Qualities

CR



Arcane Ooze

Ooze

+11

15d10

Str +12 Dex -10 Con +16 Int -- Cha -10 Wis -10

20ft Climb 20

+0

Slam 2d6+2d6 Acid

Constrict 2d6+2d6 Acid, Spell Siphon, Improved Grab

Ooze Traits, Spell Immunity, Blindsight 60ft

9



Anarchic

Ooze(Extraplanar, Chaos)

+11

15d10

Str +12 Dex -10 Int -8 Cha -10 Wis -10


+0


Smite Law 1/day

Darkvision 60ft(Blind), DR 5/Magic, Resist 5(Acid,Fire,Electricity,Cold,Sonic), Immunity to Polymorph and Petrification, Fast Healing 5

11



Half-Dragon(Black)

Dragon(Extraplanar, Chaos, Augmented Ooze)

+11

15d12

Str +20 Dex -10 Con +18 Int -6 Cha -8 Wis -10

Add Fly40ft(Avg)

+4

Bite 2d6, 2 Claws 1d8

Breath 1/day(Acid)

Dragon Traits, Acid Immunity

13



Spellwarped

Aberration(Extraplanar, Chaos, Augmented Dragon, Augmented Ooze)

+11

15d12

Str +24 Dex -8 Con + 22 Int -2 Cha -8 Wis -10


+6



SR 26(Overriden by Spell Immunity), Spell Absorption

15



Wood Element

Plant(Extraplanar, Chaos, Augmented Aberration, Augmented Dragon, Augmented Ooze)
+11

15d8

Str +24
Dex -8 Con +22 Int -2 Cha -8 Wis -10

Ground speed to 10ft

+8


15 spikes 1d6

Elemental Traits, Plant Traits, DR 10/Magic, Woodsense 60ft

17





When converted to a standard MMIII monster table, it becomes something like this:

Pudding
Wood Element Spellwarped Half-Dragon(Black) Anarchic Arcane Ooze
Huge Plant(Extraplanar,Chaos, Augmented Aberration, Augmented Dragon, Augmented Ooze)
HD: 15d8+165(232)
Initiative: -4
Speed: 10ft. Fly 40ft(Avg)
AC: 12 (-2 size -4 Dex +8 Natural) Touch 4 Flat-footed 12
Base Attack/Grapple: +11/+31
Attack: Bite +21 Melee (2d6+12 plus Acid), or Claw +21 Melee (1d8+12 plus Acid) Slam +21 melee (2d6+12 plus Acid) or 4 Spikes +5 Ranged(1d6+12)
Full Attack: Bite +21 Melee (2d6+12 plus Acid), 2 Claws +21 Melee (1d8+6 plus Acid) and Slam +21 melee(2d6+6 plus Acid).
Space/Reach: 15ft/10ft
Special Attacks: Improved Grab, Constrict (2d6+12 plus Acid), Acid, Spell Siphon(Fort 28), Smite Law 1/day, Breath (Acid 6d6, 1d4 cooldown, Reflex DC28), Spikes(15 daily).
Special Qualities: Ooze Traits, Dragon Traits, Elemental Traits, Plant Traits, Spell Immunity, Spell Absorption, Blindsight 60ft, Woodsense 60ft, Resist 5(Acid,Fire,Electricity,Cold,Sonic), Immunity to Polymorph and Petrification, Fast Healing 5, Acid Immunity, DR 10/Magic.
Saves: Fort +16 Ref +1 Will +0
Abilities: Str 34 Dex 3 Con 32 Int 8 Wis 1 Cha 3
Skills((6-1)*18=90, showing ranks only): Climb 18, Profession(Cleaning) 9, Craft(Bonsai) 9, Spellcraft 9, Knowledge(Arcana) 9. Climb +8 Racial and can take 10 always.
Feats: Multiattack, Improved Multiattack, Dragon Breath, Clinging Breath, Lingering Breath, Entangling Exhalation.
CR: 17
Alignment: Chaotic Evil




Since Cuddles is simply an advanced Octopus Tree with a Hivenest tacked on, he doesn't need an advancement table. So here's a MMIII-standard monster block, just like Pudding:


Cuddles McFluffies
Hivenest(Leech Swarm) Advanced Octopus Tree
Colossal Plant
HD: 36d8+324(486)
Initiative: -4
Speed: 10ft., Swim 50ft.
AC: 31 (-8 size, -4 Dex, +33 Natural), Touch -2, flat-footed 31
Base Attack/Grapple: +27/+61
Attack: Tentacle +38 Melee (6d6+18/19-20 plus Hivenest Attack)
Full attack: 8 Tentacles +38 Melee (6d6+18/19-20) and 1 bite +32 Melee(6d8+9)
Space/Reach: 30ft/35ft
Special Attacks: Frightful Presence( Will 29), Improved Grab(Bite dmg), SLAs, Swallow Whole, Hivenest Attack(1d6 plus Blood Drain plus Anesthesize plus Red Ache, Fort DC 15), Hivenest Distraction(Fort 10).
Special Qualities: Acid Immunity, Plant Traits, Regeneration 10(Fire and Cold), Hivedeath(Leech Swarm).
Saves: Fort +27, Ref +14, Will +24
Abilities: Str 46, Dex 3, Con 28, Int 8, Wis 15, Cha 15
Skills(39 points, ranks only): Swim 10, Craft(Bonsai) 10, Knowledge(Nature) 4, Spot 1. +8 Racial to Swim, can take 10 always.
Feats: Improved Natural Attack(Tentacle), Multigrab, Detach, Extended Reach, Gape of the Serpent, Power Attack, Cleave, Great Cleave, Weapon Focus(Tentacle), Improved Critical(Tentacle), Overwhelming Critical(Tentacle), Devastating Critical(Tentacle), Epic Will.
CR: 19*
Alignment: Neutral Evil

* CR is 12 +5 for 22 HD(Rounded down from 5.5) +2 for two size increases. Plus a CR1 leech Swarm, which does literally nothing to CR.



With that I mean my nightmare to write up
It should be noted that, as a special ruling by Chairman Jdizzlean, Cuddles and Pudding only apply the elite array after being merged, and it has been noted in the abilities section.

The stat distribution was: Str 10, Dex 13, 12 Int 8 Wis 14 Cha 15. The reasoning behind adding high statuses to the weakpoints is to avoid instant death from those few ability damage abilities that somehow manage to bypass every single of Pudding's immunities.

So, here it is, folks. This is Cuddles and Pudding, in their final form:


Pudding and Cuddles, The Unholy Union
Hivenest(Leech Swarm) Advanced Octopus Tree + Wood Element Spellwarped Half-Dragon(Black) Anarchic Arcane Ooze(Symbiotic)
Colossal Aberration(Extraplanar, Chaos)
HD:36d8+360(522)
Initiative: -4
Speed: 10ft., Swim 50ft.
AC: 32 (-8 size, -3 Dex, +33 Natural), Touch -1, flat-footed 32
Base Attack/Grapple: +27/+61
Attack: Tentacle +38 Melee (6d6+18/19-20 plus Acid and Hivenest Attack) or 4 Spikes +7 (1d6+18)
Full attack: 8 Tentacles +38 Melee (6d6+18/19-20 plus Acid and Hivenest Attack) , 1 bite +37 Melee(6d8+9 plus Acid and Hivenest Attack),2 Claws +37 Melee (1d8+9 plus Acid and Hivenest Attack) and Slam +37 melee(2d6+9 plus Acid and Hivenest Attack).
Space/Reach: 30ft/15ft(35ft for Tentacles and Bite, 15 for other attacks).
Special Attacks:Frightful Presence(Will 26), Improved Grab(Bite dmg or Constrict), SLAs, Swallow Whole, Hivenest Attack(1d6 plus Blood Drain plus Anesthesize plus Red Ache, Fort DC 15), Hivenest Distraction(Fort 10), Constrict (2d6+18 plus Acid), Acid, Spell Siphon(Fort 38), Smite Law 1/day, Breath Attack (Acid 6d6, 1d4 cooldown, Reflex DC38), Spikes(36 daily).
Special Qualities: Acid Immunity, Plant Traits, Ooze Traits, Dragon Traits, Elemental Traits, Regeneration 10(Fire and Cold), Fast Healing 5, DR 10/Magic, Hivedeath(Leech Swarm), Spell Absorption, Blindsight 60ft, Woodsense 60ft, Resist 5(Acid,Fire,Electricity,Cold,Sonic), Immunity to Polymorph and Petrification, Detach.
Saves: Fort +28 Ref +15 Will +19
Abilities: Str 46(10+36), Dex 5(13-8), Con 30(12+18) Int 6(8-2) Wis 4(14-10) Cha 7(15-8)
Skills(39 points, ranks only): Swim 10, Craft(Bonsai) 10, Knowledge(Nature) 4, Spot 1. +8 Racial to Swim and Climb, can take 10 always. Also Racial Climb +18, Profession(Cleaning) +9, Craft(Bonsai) +9, Spellcraft +9, Knowledge(Arcana) +9.
Feats: Improved Natural Attack(Tentacle), Multigrab, Detach, Extended Reach, Gape of the Serpent, Power Attack, Cleave, Great Cleave, Weapon Focus(Tentacle), Improved Critical(Tentacle), Overwhelming Critical(Tentacle), Devastating Critical(Tentacle), Epic Will.
Bonus Feats: Multiattack, Improved Multiattack, Dragon Breath, Clinging Breath, Lingering Breath, Entangling Exhalation.
CR: 20
Alignment: Chaotic Evil




Cuddles and Pudding are not a classed creature, nor can they properly function before CR20. Therefore, I shan't present any battle strategy for previous levels.

But before that, some rules clarification:

First, on the special attack limitation of Symbiont Creature: I think it is clear that this refers to standard-action special attacks, like Breath or Spikes, and not passive attacks, like Acid and Hivenest, and I interpreted it as such for this.

Second, on the synergy between Entangling Exhalation and Lingering Breath: Lingering Breath by itself already synergizes with Clinging Breath to make it last potentially infinitely(by using it times infinity) until shaken off, and Entangling Exhalation doesn't mention not allowing Metabreath, so it stands to reason that you'd be able to make a Lingering Clinging Entangling Breath, and I use this in my strategy.

Third, I am considering Spell Immunity overrides Spell Resistance, and also feeds onto Spell Absorption from Spellwarped. Not a far-fetched conclusion, since everyone treats Spell Immunity as SR: Infinity.


Since Cuddles is addicted to gardening, the fight should be fought in a plant-infested area, courtesy of Plant Growth. Also, when combined, Cuddles and Pudding don't have much in the way of vertical movement, aside from the obviously ridiculous vertical reach with tentacles. Thus, I envision it would be for the best having this fight in a relatively enclosed half-sunken temple, possibly with teleportation wards(from their creator). Also, Cuddles has Obscuring Mist at-will, and I see no reason why he wouldn't just fart up some mist every once in a while. It's as easy as breathing, after all.

Cuddles, by himself, is a proficient bruiser, with the ability to dish out horrendous amounts of damage, a chance to instantly kill on each Tentacle hit, with a measly Fortitude DC of 46 for its Devastating Critical. He can also beat most specialized grapplers even while Multigrabbing for a -10 Grapple penalty, which means any target without Freedom of Movement is in for a swift death, especially if that target is a caster, in which case Cuddles prioritizes swallowing them. Big tough guys are too chewy for his tastes.

Casters also have to constantly do Concentration checks just to cast, and Frightful Presence can also potentially nab a free kill or two at the beginning, and turns weak-willed summons into cute steaming meat dumplings. Plus Hivenest Distraction, which, although horrendously low, is a 5% chance to nauseate anything nearby, effectively eating up actions.

Adding to that, he has the Hivenest Attack, which drains 1 Con per round from any target hit by his natural attacks, which can only be noticed by winning a DM-rolled Spot check opposed by a +16 Hide check. And, if a PC does notice, they must take a full-round action to remove the leeches, which means not acting that turn. Monsters can also manipulate actions, baby.

And as a cherry on top, he has Regeneration 10, just to make it that bit harder to take him down. Also Detach(Feat*) for Rocket Punch style points.

Pudding, on the other hand, is not very potent damage-wise, but is immune to nearly every effect ever made, plus a freaking radar, since Woodsense bypasses Darkstalker, and after noticing them, Blindsight works normally.

Put together, Pudding and Cuddles are a bulldozer-style tank, who can both alpha nuke - by focusing all 12 natural attacks, which include both Hivenest and Acid - and whittle down targets, by Grappling multiple people and spreading the leeches all around. If targets cluster for even a single round, Pudding immediately uses a Lingering(20x or more) Clinging Entangling Breath to ensnare them together(DC 38 Reflex, good luck avoiding that), which eats even more actions.

Pudding's immunities, DR, and Fast Healing add to Cuddles' natural toughness, especially the fast healing, which heals any damage done by nonmagical fire or cold.
The Spell Absorption should be used on a physical ability as needed, likely Con or Str, but if the DM insists on having them fight on land for whatever odd and convoluted reason, it stands to their best interests to use Spell Absorption to increase speed.

It should also be noted that Pudding's Spell Immunity grants Haste on being hit by Lightning spells and healing on being hit by Acid spells, so that's another source of speed and survivability.

Wizards also have to worry about the Spell Siphon from Pudding, which, with Cuddles' HD and Con, increases to a DC 38 Fortitude every round. Quite difficult to beat, and should be constantly draining spells, meaning every Wizard(or other arcane caster) standing nearby them has a constantly leaking tank, while constantly providing more HP to Cuddles.

If they drop to a low HP, Pudding will Detach(Special Quality*), likely with full HP unless someone has been trying their hand at sundering, and protect Cuddles for a few rounds, until he is healthy enough for a second wind.


*They wrote two different and completely unrelated abilities named Detach in the same book. Don't Blame me.

**There's also a possible dirty trick involving those two abilities: Using Detach(Feat), Cuddles can detach Pudding's body slam attack... Which may or may not mean that Pudding herself gets fully detached and shot as a projectile. Depends on the DM, but it vaguely reminds one of the Throw Anything-Monk trick.


Draconomicon(Various Feats)
Dungeon Master's Guide (Encounter Level)
Dungeonscape(Hivenest, Acidborn)
Fiend Folio(Octo-Tree)
Manual of the Planes(Wood Element Creature)
Monster Manual(Half-Dragon,Advancement)
Monster Manual III (Arcane Ooze, Spellwarped)
Races of the Dragon(Dragon Tail, Dragon Breath, Entangling Exhalation)
Rules Compendium(Weapon Size)
Savage Species(Symbiotic, Various Feats)
Stormwrack(Leech Swarm)
Update Booklet(http://www.wizards.com/default.asp?x=dnd%2Fdnd%2F20030718a)

jdizzlean
2019-06-26, 10:42 PM
10. Omega

I appreciate the shameless attempt to grab extra points by choosing a round that had a category at 10 pts instead of 5, but it's 5.

Particular rules I wish to draw attention to will be bolded, and the limitation being ignored will be struck through.


Limitations

READ THIS CAREFULLY!!!


POWER will be judged on a 10 point scale for this round
use only 1 feat for your entire build
for the purposes of this round, all references of a feat not stacking or not applying to the same thing more than once are irrelevant.
you must still meet the pre-reqs for the feat you choose
you can choose to NOT take a feat at any levels (1, 3, 6, 9, 12, 15, 18) prior to when you take it first in order to meet pre-reqs, if you choose to NOT take a feat at any level for this purpose, you can choose any of the following benefits instead (list your choice in the feat field of your build table):

gain 2 extra skill points per level until you take the feat (2 at 1st, 4 at 3rd, 6 at each successive option)
gain +1 to BAB
gain +1 CL/ML/IL


Once you have taken your feat, you can NOT benefit from these options again
You must use at least 1 actual feat
Bonus feats from any source must still comply with being your only feat choice
Bonus feats not taken grant no benefit
EDIT: Alright, if you wish it, bonus feats can be taken to qualify for your feat of choice, but they grant no specific value to the build beyond that. it must be a specific bonus feat, not a "choose from x amount of feats" as a bonus feat.
racial feats may be used to qualify for your feat choice, but grant you no other benefit unless it is also your chosen feat for this round
Wild Talent and Hidden Talent are banned



Removing this particular limitations opens up access to stacking feats that would normally be difficult to grab due to their prereqs and the contest's rules about what feats you can take and why; where before, feats stuck at the end of feat chains were inaccessible unless all their prereq feats happened to be granted as specific bonus feats by some combination of classes that could be taken without screwing over the build just to qualify, but now...now I don't have to qualify for the feat I'm taking at all, so I can just take it whenever I have a new feat that could theoretically take that feat. This also opens up the Villain Competition to certain feats that don't get featured in this contest much due to their moral leanings...

My "One Feat To Rule The All" will be "Vow Of Poverty".

https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/fd4c70b8-8dd9-4058-996f-e9c0dfd1ef77/drw6b5-f923fedf-8f1a-4e60-a883-bfb8b8930ecc.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJ IUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz NzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZT BkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6 W1t7InBhdGgiOiJcL2ZcL2ZkNGM3MGI4LThkZDktNDA1OC05OT ZmLWU5YzBkZmQxZWY3N1wvZHJ3NmI1LWY5MjNmZWRmLThmMWEt NGU2MC1hODgzLWJmYjhiODkzMGVjYy5qcGcifV1dLCJhdWQiOl sidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.lln1Z_1Iq 4iMXxLEK3i-QVArWTtFYyaRWle-jCbha9A

Omega, once upon a time, was a powerful beholder who out of convenience to his own made plans, allied with a group of do-gooders to destroy a small infestation of mind flayers. In return for his kindness in not turning upon his ex-allies immediately, the allies "helped"him by performing a ritual that would strip away the awful, tainted, evil aspects of his identity and leave him a powerful force for good. Omega came out the other end ready for a fresh start on life making the world a better place, particularly for those victimized by his own insane kind. As part of his transformation, and gradually as rewards for the great deeds he did, the planar forces on the side of the light gifted Omega with power beyond what even most of their own servants could achieve.

After decades of making the world a safer place for the masses, Omega was on the trail of a serial killer who'd been executing heroes of the realm in their sleep and sealing their souls away - of particular concern to Omega was that one of his oldest friends, the ones that had shown him the path to enlightenment all those years ago, was among the deceased. What he found instead, when he arrived at a derelict fortress deep in the Underdark, was a drow crusader of St Cuthbert, himself unsurprised to see the beholder hero. The paladin would not raise arms against Omega, claiming his intentions were to seek justice for those taken advantage of and twisted to others' ends.

The drow made him aware of a spell, designed by the forces of good, that did little more than strip the identity away from evildoers. It was touted as purifying, but the end result was little more than a puppet dancing on the strings of whatever god had powered the process in the first place. And it was by no means a painless process, but instead a torturous transformation that took over a year to utterly rewrite the victim's memories and personalities. The crusader claimed that each one of his victims had used this magic to twist the minds and souls of victims to his own cause, and that while the power to restore such victims was not beyond him, it was a far more arduous process that would leave him vulnerable and weakened...and justice was much easier to dispense with a sword than a miracle.

Omega argued with the crusader for some time: he argued that murdering the guilty gave no comfort to the innocent, especially when they didn't know the crime that had been done to them, and indeed would likely not consider it a crime if informed...argued that even if it was difficult and problematic, two wrongs didn't make a right. He finished with an ultimatum for the crusader: he had come here to seek justice for his friend, but if his friend was truly guilty, than he still wanted to see justice done: that, in exchange for sparing the crusader's life, he must start the path of true justice by freeing one of those victimized by Omega's ex-friend.

...which is of course when Omega learned that he himself was one such victim, turned away from his previous life not through patience and kindness and virtue but through mindrape bearing the approval of the very forces he'd spent decades serving. And so the crusader offered to him the justice he had demanded for others: would he let the crusader undo what had been done to him, even if it meant losing his gifts, even if it meant reverting to his previous way of thinking? He would still have memories of his time as a hero, of the moral satisfaction his life had brought him, but the crusader asked Omega if those memories would be sufficient to stop a relapse into becoming just another eye tyrant bent on mad conquest. Omega insisted his fortified mind could withstand the temptation now that he had practice in doing so, and the crusader reluctantly began the ritual.

An hour later, a blood-soaked Omega emerged from the fortress, furious at the world for what had been done to him. In truth, Omega had not been wrong: his mind was enough to resist outside forces, so much so that the divine could no longer pull his gifts away from him. They were his to keep, his to nurture and strengthen...his to aim. And so he set out, this time with his own goals and no deity to guide him. He was going to make up for the good deeds he had done, one gruesome murder at a time.There's a few different hooks that could draw in a party of PCs.

It's possible they've heard about a rash of murders among powerful adventurers, with the current primary suspect being a supposedly-redeemed beholder who hasn't been seen in weeks. Maybe at some point they realize that the clues point to two different killers only one of which could be the eye tyrant (either the first killer stopped and the beholder started, or the former is trying to frame the latter for some reason).

Maybe they're on good terms with the church of St Cuthbert and the church is offering a reward for information on a missing high-ranking member of their clergy.

Maybe during their travels they came across Omega while he was helping people, and his friends are worried because they haven't heard from him in weeks since he started trying to track down this serial killer.

Maybe during some other quest in the area, their fight with a pretty middling BBEG becomes far more threatening when a mad eye tyrant breaks in and starts blasting away at both sides before flying off into the darkness once threatened.



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


13
Beholder
+8
+3
+3
+7
Concentration 7
K: Arcana 14
K: The Planes 7
Listen 14
Search 14
Spot 14
Spellcraft 7
VoP
VoP
VoP
VoP



14
Beholder Mage 1
+8
+3
+3
+9
Concentration +2
K: Arcana +1
K: The Planes +2
Spellcraft +2
VoP
Arcane Hands


15
Beholder Mage 2
+9
+3
+3
+10
Concentration +2
K: Arcana +1
K: The Planes +2
Spellcraft +2




16
Beholder Mage 3
+9
+4
+4
+10
Concentration +2
K: Arcana +1
K: The Planes +2
Spellcraft +2




17
Beholder Mage 4
+10
+4
+4
+11
Concentration +2
K: Arcana +1
K: Religion +1
K: The Planes +2
Spellcraft +2
VoP



18
Beholder Mage 5
+10
+4
+4
+11
Concentration +2
K: Arcana +1
K: Religion +1
K: The Planes +2
Spellcraft +2




19
Beholder Mage 6
+11
+5
+5
+12
Concentration +2
K: Arcana +1
K: Religion +1
K: The Planes +2
Spellcraft +2




20
Beholder Mage 7
+11
+5
+5
+12
Concentration +2
K: Arcana +1
K: Religion +1
K: The Planes +2
Spellcraft +2
VoP






CL
0lvl
1st
2nd
3rd
4th
5th
6th
7th


14th
6
3
-
-
-
-
-
-


15th
6
5
3
-
-
-
-
-


16th
6
6
5
3
-
-
-
-


17th
6
6
6
5
3
-
-
-


18th
6
6
6
6
5
3
-
-


19th
6
6
6
6
6
5
3
-


20th
6
6
6
6
6
6
5
3




Why yes, yes it does! But that makes this build more complicated than I can really show off in just the primary table. You see, let's say you take VoP for your HD 3, 6, and 9 feats, and then hit ECL 10...well, each of those VoPs grants a bonus feat at ECL 10, so I guess you gain three exalted feats. Except because of how this contest works, you can't take any feat except for Vow Of Poverty...which, as it happens, is an exalted feat, and thus could be taken with a Bonus Exalted Feat. Of course, this doesn't happen normally because you can't stack multiple VoPs, but in this contest we ignore any rules that say our One Feat can't stack with itself.

Okay so I gain three iterations of VoP at lvl 10, and they'll generate more bonus feats later right? Well, that depends on how you look at it. Let's say you're a first level fighter in an utterly normal game, and you would gain two feat at lvl 1 - one from HD, one from fighter. So you wanna take Power Attack, and you also wanna take Cleave, but can you? Can you use feats this level to qualify for later feats you take the same level, or do you only gain the benefit of feats selected after you finish the level-up process? This is an important question, because depending on how exactly you rule on that question...those three VoPs you gain at lvl 10? They each also grant a bonus exalted feat at lvl 10, for which the only legal feat you can take is VoP again. It certainly seems like a reasonable way to rule how Power Attack/Cleave would operate, but for the purposes of this contest it means infinite VoP. So what am I to do?

What I've decided to do is present the least-controversial interpretation of all of this, where the bonus feats just can't be used at all. Are there more powerful versions of this build that could be employed against players? Sure, but they're not really necessary. Even the next-least-controversial interpretation, where (to go back to the example) the VoP taken at 10th lvl generates bonus feats at 12/14/etc that can be used for VoP (but specifically not at 10th, because that's the level the VoP was gained that grants these feats), that still increases the number of VoPs at CR 13 from four to fifty-four. And four is already doing great things for the build! It's just...not necessary.

Large Aberration
Hit Dice: 11d8+66 (115 hp)
Initiative: +3
Speed: 5 ft, fly 20 ft (good)
Armor Class: 67 (-1 size, +3 Dex, +19 natural, +32 exalted, +4 deflection), touch 16, flat-footed 64
BAB/Grapple: +8/+11
Attack/Full Attack: Eye rays +18 ranged touch, and bite +9 melee (2d4+7)
Space/Reach: 10 ft/5 ft
Special Attacks: Eye Rays
Special Qualities: All-Around Vision, antimagic cone, Darkvision 60 ft, flight, DR 20/magic
Saves: Fort +13, Ref +10, Will +14
Abilities: Str 8, Dex 16, Con 22, Int 37, Wis 17, Cha 22
Skills: Concentration +13, K: Arcana +27, K: The Planes +20, Listen +17, Search +27, Spot +17, Spellcraft +20
Feats: Vow Of Poverty x4
Alignment: Lawful Evil

Offensively, not too much has changed: you're still more or less guaranteed to hit with your eye ray touch attacks (and the DC has risen to 21), but your bite might be actually useful now that it can hit and deal decent damage. Defensively, initiative is worse, HP is higher, and saves are significantly better...but the big change is AC, which has skyrocketed, as well as DR 20/magic.

On paper, your CR hasn't changed...but realistically, changing around feats like this, and switching to the elite array, means that things have substantially improved almost across the board, particularly defensively. The end result means that fights involving this enemy are likely to last a lot longer - which by some standards allows them to be more cinematic, but by other standards just makes them drag on forever. You'll want to be sure the party's got the offense and defense to play properly with this villain. You'll wanna be really careful throwing this version at a party; the AC shuts down most non-casters, and the antimagic eye shuts down most casters, so you might be actually nicer to your players throwing one of the higher-level versions their way.

Large Aberration
Hit Dice: 11d8+4d4+165 (224 hp)
Initiative: +8
Speed: 5 ft, fly 20 ft (good)
Armor Class: 104 (-1 size, +8 Dex, +21 natural, +54 exalted, +12 deflection), touch 29, flat-footed 96
BAB/Grapple: +10/+13
Attack/Full Attack: Eye rays +35 ranged touch, and bite +21 melee (2d4+17)
Space/Reach: 10 ft/5 ft
Special Attacks: Eye Rays
Special Qualities: All-Around Vision, Darkvision 60 ft, flight, DR 30/evil, ER 30 (all), freedom of movement
Saves: Fort +27, Ref +24, Will +26
Abilities: Str 8, Dex 26, Con 32, Int 58, Wis 17, Cha 30
Skills: Concentration +26, K: Arcana 42, K: Religion +25, K: The Planes +39, Listen +17, Search +38, Spot +17, Spellcraft +39
Feats: Vow Of Poverty x6
Alignment: Lawful Evil

So your players think they're hot stuff. They've maxed out a PrC, picked up 9th lvl spells, maybe started really optimizing and getting up there. How do you challenge them without just overwhelming them with a more powerful caster? Well this guy can take a nice crack at it: giving up the antimagic eye hurts, and losing a few at-will eye rays means your offense will suffer, but not only has your defense drastically improved past where it was before, but you're also now able to cast spontaneous spells up to 4th lvl from the sor/wiz list. 4th and 9th are the two real tipping points for spellcasting, where things take a drastic turn in quality. That they both will kick in around the same point on different sides of the screen allows for both sides to have access to some pretty impressive tricks.

Anything that isn't a caster may as well pack up and go home. AC 100+, with even touch starting to get hard to reach for casters who aren't giving themselves pretty substantial bonuses. Fantastic saves, ER 30 (all), and Ex FoM helps you ignore quite a few common caster tricks, meaning even the casters are going to need some charop chops to handle this guy without just going NI.

Large Aberration
Hit Dice: 11d8+7d4+234 (301 hp)
Initiative: +10
Speed: 5 ft, fly 20 ft (good)
Armor Class: 139 (-1 size, +10 Dex, +29 natural, +70 exalted, +21 deflection), touch 40, flat-footed 129
BAB/Grapple: +11/+14
Attack/Full Attack: Eye rays +52 ranged touch, and bite +32 melee (2d4+27)
Space/Reach: 10 ft/5 ft
Special Attacks: Eye Rays
Special Qualities: All-Around Vision, Darkvision 60 ft, flight, DR 35/evil, ER 30 (all), Freedom, True Seeing, Regen 126/hour
Saves: Fort +38, Ref +35, Will +35
Abilities: Str 8, Dex 30, Con 36, Int 64, Wis 17, Cha 42
Skills: Concentration +34, K: Arcana +48, K: Religion +31, K: The Planes +48, Listen +17, Search +41, Spot +17, Spellcraft +48
Feats: Vow Of Poverty x7
Alignment: Lawful Evil

High init, HP, DR, ER, and of course saving throws. Nigh unhittable, even on touch. They see through illusions and move through restrictions without a care. The few remaining eye rays never miss, and even the bite is unerring and painful. Save DCs for spells start at 44 and increase with spell level. The sole ray of hope is that they do not yet have access to 8ths or 9ths, and their relatively low CL, but that can be of little comfort when you face a foe that spams more spells per round than your entire party while being nigh-untouchable by most conventional offenses. And this is before buffing up with spells the way the party almost certainly will.

This is the kind of foe that should face optimized adventurers. The previous two snapshots could perhaps be used against a party that wields charop like a sledgehammer, using their knowledge to give themselves big double-digit bonuses to basically everything, turning clerics and wizards into gods of battle the fighters and monks could only dream of. But that will not be enough here. Big numbers are not sufficient, for he can play that game too...and cheats at it, for that matter. This is a foe who must be outwitted tactically and strategically.

"That's all well and good," I hear you thinking, "but I think you've underestimated just how good my players are at getting absurd bonuses. They're not NI or anything, but they're getting into triple and even quadruple digits! How can I use this monster against them?"

Well, you add in the VoP bonus feats, excepting those bonus feats that would be gained at the same level as the feat that provided them, and take VoP with those. Realistically, this changes the above snapshots from 4, 6, and 7 vows (respectively) to 54, 219, and 877 vows (respectively). And if your players are getting into NI numbers, then just use the bonus feats gained at the same level as the feat that provides them, and now every stat provided by the vows is now just "infinite". All your attributes, your saves, your ACs, your init, your HP, your DR, your ER...it's infinite now. They can't cheat their way out of this, they're gonna need to find a way to kill you without giving you any chance to deflect or resist.

Beholder (MM1)
Beholder Mage PrC (Lords Of Madness)
Vow Of Poverty (BoED)

jdizzlean
2019-06-26, 10:46 PM
11. Pestilence the Leanan - Part I of X

((also, this will get confusing, but pay attention, the following until we hit a new entry number are all one entry...))


All entries should have at least 5 ranks in Ride, and have some kind of mount. This needn't be a horse, as such. The mount can be obtained through class features, feats (but not Leadership or other banned feats [Wild Cohort is acceptable]), or simply assumed to be purchased with WBL. The description of the mount can be as detailed or as vague as the competitor wishes.


The entry should follow one of the following themes*, each with its own requirements: (*there are slightly varying versions of the four horsemen depending on the source material. If you wish to submit a horsemen from a different theme from the ones below, please include the justification for this in your entry, as well as following similar reqs to those below, tailored to your entry. If you are going to submit something radically different from the classical theme (i.e. Marvel's Four Horsemen, or 2000 AD's Dark Judges), expect a possible hit to scoring in one or more category!):

Death: able to inflict an attack which requires a save to avoid death. A Death effect which allows no save is also permissible. This can be as simple as an ability to cast Slay Living, or any ability to otherwise inflict effects that have the Death descriptor and have the potential to outright slay an opponent. An ability to coup-de-grace or cause death by massive damage, for instance, would not qualify in and of itself, nor would an effect which requires a save vs. petrification.
War: must be proficient in all martial weapons, and must achieve a minimum BAB of +16 by CR 20.
Pestilence: able to inflict some kind of disease effect. This can be as simple as an ability to cast Contagion, or any other ability which otherwise inflicts an effect defined as a disease on others.
Famine: possibly the hardest to define. I am willing to allow a bit of leeway and interpretation with this one, but a good starting point would be the ability to inflict Constitution or Strength damage on an opponent. Anything else that would thematically fit with “starving” a target would also be appropriate.


Competitors are to select one of these themes for an entry. If a competitor wishes to to present more than one (up to the full four) horsemen, each must be presented in it's own entry.
Since multiple entries are likely to have the same name (e.g. War), please include a name that uniquely identifies your entry so as to avoid confusion. (i.e. Sannorun Ravensun: War! )

Hello, hello, welcome to The Four Horsemen of the Apocalypse by (wait we can’t say that)






Stat

Base

Level Up

Final



Strength

(8) 8


8



Dexterity

(13) 15

8

16



Constitution

(12) 12


12



Intelligence

(10) 14


14



Wisdom

(14) 18


18



Charisma

(15) 23

4, 12, 16, 20

27










CR

Class

Base Attack Bonus

Fort Save

Ref Save

Will Save

Skills

Feats

Class Features


1

Leanan Sidhe (2 HD)

+1

+0

+3

+3

Hide +6, Move Silently +6, Ride +3, Diplomacy +6, Disguise +6, Knowledge (Nature) +3, Heal +3, Perform (Sing) +6

Toughness

Kiss of Death, Inspire Despair, Alter Form, Inspire Creativity, Fey Traits



2

Binder (3 HD)

+1

+2

+3

+5

Hide +6.5, Move Silently +6.5, Ride +3, Diplomacy +7, Disguise +6, Knowledge (Nature) +3, Heal +3, Perform (Sing) +6, Sense Motive +1

Great Fortitude

Soul Binding



3

Binder (4 HD)

+2

+3

+3

+6

Hide +7, Move Silently +7, Ride +3, Diplomacy +8, Disguise +6, Knowledge (Nature) +3, Heal +3, Perform (Sing) +6, Sense Motive +2

Suppress Sign(B)

Pact Augmentation (+5 HP)



4

Fighter (5 HD)

+3

+5

+3

+6

Hide +7, Move Silently +7, Ride +7, Diplomacy +8, Disguise +6, Knowledge (Nature) +3, Heal +3, Perform (Sing) +6, Sense Motive +2

Mounted Combat(b)




5

Fighter (6 HD)

+4

+6

+3

+6

Hide +7, Move Silently +7, Ride +8, Diplomacy +8, Disguise +6, Knowledge (Nature) +3, Heal +3, Perform (Sing) +6, Sense Motive +2, Handle Animal +2

Poison Immunity: , Tample(b)




6

Cancer Mage (7 HD)

+4

+8

+5

+6

Hide +10, Move Silently +10, Ride +10, Diplomacy +8, Disguise +6, Knowledge (Nature) +3, Heal +3, Perform (Sing) +6, Sense Motive +2, Handle Animal +2


Sneak Attack +1d6, Disease Host



7

Cancer Mage (8 HD)

+5

+9

+6

+6

Hide +11, Move Silently +11, Ride +11, Diplomacy +8, Disguise +8, Knowledge (Nature) +6, Heal +3, Perform (Sing) +6, Sense Motive +2, Handle Animal +2


Contagion, Cancerous Companion, Tatterdemalion, Poison, Children of the Night



8

Cancer Mage (9 HD)

+6

+9

+6

+7

Hide +12, Move Silently +12, Ride +12, Diplomacy +8, Disguise +8, Knowledge (Nature) +7, Heal +3, Perform (Sing) +6, Sense Motive +2, Handle Animal +4

Craven

Sneak Attack +2d6, Viral Agent



9

Cancer Mage (10 HD)

+7

+10

+7

+7

Hide +13, Move Silently +13, Ride +13, Diplomacy +8, Disguise +9, Knowledge (Nature) +7, Heal +3, Perform (Sing) +6, Sense Motive +2, Handle Animal +6


Infected Wound



10

Cancer Mage (11 HD)

+7

+10

+7

+7

Hide +14, Move Silently +14, Ride +14, Diplomacy +8, Disguise +10, Knowledge (Nature) +7, Heal +3, Perform (Sing) +6, Sense Motive +2, Handle Animal +8


Insect Plague, Insect Armor



11

Cancer Mage (12 HD)

+8

+11

+8

+8

Hide +15, Move Silently +15, Ride +15, Diplomacy +8, Disguise +11, Knowledge (Nature) +7, Heal +3, Perform (Sing) +6, Sense Motive +2, Handle Animal +9

Master of Poisons

Viral Ally



12

Cancer Mage (13 HD)

+9

+11

+8

+8

Hide +16, Move Silently +16, Ride +16, Diplomacy +8, Disguise +12, Knowledge (Nature) +7, Heal +3, Perform (Sing) +6, Sense Motive +2, Handle Animal +11


Sneak Attack +3d6



13

Cancer Mage (14 HD)

+10

+12

+9

+8

Hide +17, Move Silently +17, Ride +17, Diplomacy +8, Disguise +13, Knowledge (Nature) +7, Heal +3, Perform (Sing) +6, Sense Motive +2, Handle Animal +13


Disease Form



14

Windrider (15 HD)

+11

+14

+9

+10

Hide +17, Move Silently +17, Ride +18, Diplomacy +11, Disguise +13, Knowledge (Nature) +7, Heal +3, Perform (Sing) +6, Sense Motive +2, Handle Animal +13

Improved Binding

Chosen Mount, Empathic Link



15

Windrider (16 HD)

+12

+15

+9

+11

Hide +17, Move Silently +17, Ride +19, Diplomacy +11, Disguise +16, Knowledge (Nature) +7, Heal +3, Perform (Sing) +6, Sense Motive +2, Handle Animal +13


Mount Assistance, Mount Feat



16

Windrider (17 HD)

+13

+15

+10

+11

Hide +17, Move Silently +17, Ride +20, Diplomacy +14, Disguise +16, Knowledge (Nature) +7, Heal +3, Perform (Sing) +6, Sense Motive +2, Handle Animal +13

Point Blank Shot(b)

Mount Healing



17

Windrider (18 HD)

+14

+16

+10

+12

Hide +17, Move Silently +17, Ride +21, Diplomacy +17, Disguise +16, Knowledge (Nature) +7, Heal +3, Perform (Sing) +6, Sense Motive +2, Handle Animal +13

Mounted Archery




18

Windrider (19 HD)

+15

+16

+10

+12

Hide +17, Move Silently +17, Ride +22, Diplomacy +20, Disguise +16, Knowledge (Nature) +7, Heal +3, Perform (Sing) +6, Sense Motive +2, Handle Animal +13


Mount Feat 2, Mount Friendship



19

Windrider (20 HD)

+16

+17

+11

+13

Hide +17, Move Silently +17, Ride +23, Diplomacy +23, Disguise +16, Knowledge (Nature) +7, Heal +3, Perform (Sing) +6, Sense Motive +2, Handle Animal +13





20

Windrider (21 HD)

+17

+17

+11

+13

Hide +17, Move Silently +17, Ride +24, Diplomacy +24, Disguise +16, Knowledge (Nature) +7, Heal +3, Perform (Sing) +6, Sense Motive +2, Handle Animal +15

Improved Mounted Archery, Weapon Focus: Longbow(b)

Mount Link








Size/Type: Medium Fey
Hit Dice: 12d6+9d10+29 (133 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 21 (+3 dexterity, +4 Armor, +4 Natural), touch 13, flat-footed 18
Base Attack/Grapple: +17/+16
Attack: Longbow +21 (1d8 plus Sneak Attack)
Full Attack: +21/+16/+11/+6 (1d8 plus Sneak Attack)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sneak Attack 3d6+21, Infected Wound, SLAs, Kiss of Death, Inspire Despair, Children of the Night
Special Qualities: Insect Armor, Disease Form, Soul Binding, Alter Form, Inspire Creativity, Low-Light Vision, Cancerous Companion, Pact Augmentation, Disease Host
Saves: Fort +20, Ref +14, Will +17
Abilities: Str 8, Dex 16, Con 12, Int 14, Wis 18, Cha 27
Skills: Hide +20, Move Silently +20, Ride +27, Diplomacy +32, Disguise +24, Knowledge (Nature) +9, Heal +7, Perform (Sing) +14, Sense Motive +6, Handle Animal +23
Feats: Toughness, Great Fortitude, Poison Immunity: , Suppress Sign, Mounted Combat, Mounted Archery, Improved Mounted Archery, Weapon Focus: Longbow, Point Blank Shot, Improved Binding, Master of Poisons, Craven, Trample

Kiss of Death (Su): The kiss of Pestilence resembles a magical disease with an incubation period of one day. After this period, should the subject have used the recently acquired creative gifts foolishly or not at all, the victim must succeed at a Fortitude save (DC 28). On a failure, the subject begins to languish, losing 1d4 Constitution points. The victim repeats the save daily; a success prevents the Constitution-points for that day only. Pestilence’s continued presence (within 30 feet) following the incubation period delays the onset of the effects; in such a case the victim need not make the first save until Pestilence’s departure. The kiss of death special ability can be stopped only through a wish or miracle. Subjects who used their creative powers wisely need not attempt the save at all.

Inspire Despair (Su): The presence of Pestilence is so compelling that no other experience can equal it. Thus, when the chosen mortal is out of Pestilence’s presence after having benefited at least once from the insight bonus of the inspire creativity special ability below, he or she feels depressed and unable to create. The mortal must attempt a Will save (DC 28) or suffer the effects of despair. This translates to a –2 circumstance penalty on all attack rolls, saving throws, and skill checks, plus the loss of any Dexterity bonus to AC. Further, the mortal suffers a –10 insight penalty to all Perform and Craft checks. The period of despair lasts for 24 hours from the time Pestilence departs, and during this time the mortal laments the loss of inspiration and companion. Thus, if Pestilence departs and then returns, the poor subject swings from the heights of exhilaration to the depths of despair. This ability is usable at a range of 30 feet once per day (Pestilence uses it just prior to departing).

Inspire Creativity (Su): To the chosen mortal, Pestilence grants a depth of creative inspiration that is unparalleled. This gift grants a +10 insight bonus to any Perform or Craft skill checks made in the creative effort. Once a subject uses this insight bonus, he becomes subject to the inspire despair special ability (above). The gift remains for 24 hours. Pestilence can grant this gift once per day, and it remains effective only when the creature is within 30 feet.

Alter Form (Su): Pestilence can appear as a Small or Medium-size male or female humanoid of any race. They can change forms at will up to three times per day as a standard action that does not provoke an attack of opportunity. Pestilence’s attack rolls, natural armor bonus, and saves do not change whatever its new form. The creature does not gain any special abilities, attack forms, defenses, ability scores, or mannerisms of its chosen form. If slain, Pestilence automatically returns to her normal form. If Pestilence uses this ability to create a disguise, it enjoys a +10 bonus on its Disguise check. Each use of this ability lasts eight hours.

Vestige Bound: If Pestilence is expecting to be needing to fight on any given day, pestilence will bind Leraje. Pestilence might even willingly accept the sign and not use Suppress Sign. When Pestilence doesn’t expect combat she may bind Malphas. Pestilence will probably use Suppress Sign, but accept Malphas’ influence.

Pestilence is the first of the four horsemen, as such most will not be quick to see her coming. She will wander around looking for love, playing on artist’s desires, and will be fickle. Pestilence will be that girl that you can’t help but fall for, the one who you know is no good for you, but that makes you feel like your floating in the clouds. She will play upon one’s lust, helping them reach their greatest desires. She will mingle with people for however long she wants, always choosing someone to infect with the Kiss of Death. All the while spreading disease in her wake. She will use diplomacy, wit, and charm to guile her way into towns and cause epidemics in her wake. If she is found out she changes her guise, and possibly even poisons the one who found her out.

When played as an NPC she should be young love, lust, and desire rolled into one. She should be what the stereotypical bard is. In combat she is frail and she knows it. She stays away from combat as much as she can, preferring underhanded tactics such as poison and back stabbings. If she has to roll initiative against the party she has already failed, and should be focusing on fleeing.

Pestilence’s mount is different from the other horsemen. Her mount is the most powerful mortal who she can find and bring to her side. She will enter into her disease form, take up residence inside the mortal, and ride them from the inside.


11. War, the Advanced Corrupted Walking Wall





Stat

Base

Level Up

Template

Final



Strength

(15) 23

12, 16, 20

+4, +2

40



Dexterity

(12) 12


-2

8



Constitution

(13) 25

8

+4, +4

38



Intelligence

(14) 16


+0, -2

14



Wisdom

(10) 12


-2, -2

8



Charisma

(8) 8


-2, -2

4

jdizzlean
2019-06-26, 10:48 PM
11. War, cont'd






CR

Class

Base Attack Bonus

Fort Save

Ref Save

Will Save

Skills

Feats

Class Features


4

Walking Wall (6 HD)

+4

+5

+2

+2

Handle Animal +4, Ride +4, Spot +9, Spellcraft +4, Psicraft +1, Autohypnosis +.5

Mounted Combat, Ride-by Attack, Spirited Charge

6 HD, Elemental Traits, 2d10 slam, Stony Defense, 7 natural armor



5

Fighter (7 HD)

+5

+7

+2

+2

Handle Animal +4, Ride +9, Spot +9, Spellcraft +4, Psicraft +1, Autohypnosis +.5

Trample(b)

(Swapped Tower Shield Proficiency for Rider’s Shield Proficiency)



7

Corrupted by the Abyss (7 HD)

+5

+7

+2

+2

Handle Animal +4, Ride +9, Spot +9, Spellcraft +4, Psicraft +1, Autohypnosis +.5


+1 size on slam (4d6), Aberration, +4 natural armor, DR 5/good, 10 electric resistance, Fast Healing 3, Chaotic Evil



8

Ashworm Dragoon (8 HD)

+6

+9

+2

+2

Handle Animal +7, Ride +10, Spot +10, Spellcraft +4, Psicraft +1, Autohypnosis +.5


Ashworm Mount, +1 Strength, Saddle Bonus, DR 10/good, 20 electric resistance, Fast Healing 4



9

Ashworm Dragoon (9 HD)

+7

+10

+2

+2

Handle Animal +10, Ride +11, Spot +11, Spellcraft +4, Psicraft +1, Autohypnosis +.5

Cavalry Charger(b), Improved Natural Attack: Slam

(Slam is now 6d6)



10

Ashworm Dragoon (10 HD)

+8

+10

+3

+3

Handle Animal +12, Ride +13, Spot +12, Spellcraft +4, Psicraft +1, Autohypnosis +.5


Heightened Sting, Ashworm Growth, Fast Healing 5



11

Mineral Warrior (10 HD)

+8

+10

+3

+3

Handle Animal +12, Ride +13, Spot +12, Spellcraft +4, Psicraft +1, Autohypnosis +.5


Burrow Speed (15 ft), +3 Natural Armor, Earth Strike, DR 8/adamantine



13

Advanced Racial Hit Dice by 4 (14 HD)

+11

+12

+4

+4

Handle Animal +15, Ride +16, Spot +16, Spellcraft +4, Psicraft +1, Autohypnosis +.5

Improved Shield Bash

Size Increase (+8 str, +4 con, -2 dex, +2 natural armor, second slam attack), +1 Con, (Slam is now 6d6), DR 10 Cold Iron+Good, Fast Healing 7, Lightning Immunity



14

Ashworm Dragoon (15 HD)

+12

+13

+4

+4

Handle Animal +16, Ride +18, Spot +17, Spellcraft +4, Psicraft +1, Autohypnosis +.5

Shield Charge

Relentless Shield



15

Ashworm Dragoon (16 HD)

+13

+13

+4

+4

Handle Animal +17, Ride +19, Spot +19, Spellcraft +4, Psicraft +1, Autohypnosis +.5


Stamp into the Sand, +1, Fast Healing 8



16

Ashworm Dragoon (17 HD)

+14

+14

+5

+5

Handle Animal +19, Ride +20, Spot +20, Spellcraft +4, Psicraft +1, Autohypnosis +.5


Sand Rider



17

Ashworm Dragoon (18 HD)

+15

+14

+5

+5

Handle Animal +21, Ride +21, Spot +21, Spellcraft +4, Psicraft +1, Autohypnosis +.5

Shield Specialization: Rider’s Shield

Full Mounted Attack, Fast Healing 9



18

Ashworm Dragoon (19 HD)

+16

+15

+5

+5

Handle Animal +22, Ride +22, Spot +22, Spellcraft +4, Psicraft +1, Autohypnosis +1


Spirited Worm



19

Ashworm Dragoon (20 HD)

+17

+15

+6

+6

Handle Animal +23, Ride +23, Spot +23, Spellcraft +4.5, Psicraft +1, Autohypnosis +1

Agile Shield Fighter(b)

Fast Healing 10, Strength +1



20

Ashworm Dragoon (21 HD)

+18

+16

+6

+6

Handle Animal +24, Ride +24, Spot +24, Spellcraft +5, Psicraft +1, Autohypnosis +1

Power Attack

Earth Rider




Extrapolation! 1d10 averages 5.5 damage. 2d10 averages 11 damage. There is no progression for a 2d10 natural weapon, which is a large oversight. By RAW nothing happens when War’s natural weapons are increased, and if this is within your own ruling then War becomes far weaker when unarmed, but is still a capable warrior with a polearm. In this case War will swap out Improved Natural Attack: Slam for _.
If this is not your ruling then the following math applies: 1d10(5.5) goes to 2d8(9) and then to 3d8(13.5) which is a +4.5 average damage. 2d10(11) should go to somewhere around 15.5 damage. So 4d8(18) is too much, but 3d8(13.5) is too little. 4d6(14) is closer. Everything either goes to the d6 track or the d8 track by the end, so I will go with the weaker portion of d6s even though War could easily be argued to enter the d8 class.


Size/Type: Large Aberration (Augmented Elemental, Earth, Extraplanar)
Hit Dice: 10d8+11d10+294 (413 hp)
Initiative: -1
Speed: 30 ft. (6 squares), Burrow 15 ft.
Armor Class: 35 (+16 Natural, +8 Armor, -1 Size, -1 Dex, +3 Shield), touch 8, flat-footed 35
Base Attack/Grapple: +18/+37
Attack: Slam +32 (6d6+15)
Full Attack: Lance +30/+25/+20/+15 (2d6+15 20*3), Rider’s Shield +30 (1d6+7), Slam +25 (6d6+7) or 2 Slams +32 (6d6+15)
Space/Reach: 10 ft./10 ft. (20 with lance)
Special Attacks: Full Mounted Attack, Earth Strike
Special Qualities: Darkvision 60 ft, Elemental Traits, DR 10/Cold Iron + Good, DR 8/Adamantine, Fast Healing 10, Stony Defense, Immunity to Electricity, Relentless Shield, Earth Rider
Saves: Fort +30, Ref +5, Will +5
Abilities: Str 40, Dex 8, Con 38, Int 14, Wis 8, Cha 4
Skills: Handle Animal +21, Ride +23, Spot +23, Spellcraft +7, Psicraft +3, Autohypnosis +0
Feats: Mounted Combat, Ride-by Attack, Spirited Charge, Trample, Calvary Charger, Improved Natural Attack: Slam, Shield Charge, Shield Specialization: Rider’s Shield, Agile Shield Fighter, Power Attack

Earth Strike (Ex): Once per day +14 to hit, +21 damage.

Elemental Traits (Ex): Darkvision 60 ft, Immunity to Poison, Sleep, Paralysis, Stunning, Critical Hits, Flanking, and do not need to eat or breathe.

Stony Defense (Su): As a full-round action, a walking wall can stand as a solid barrier, providing cover and toughening its own defenses. Its natural armor bonus increases from +16 to +26, raising its AC to 45 until its next turn. It can remain in this defensive position as long as it desires, but if it takes any other action, its Armor Class returns to its normal value and it no longer provides cover. (Note this action grants the ashworm +4 AC, and may still employ mounted combat during this!)




War’s Ashworm
Huge Aberration (Augmented Magical Beast, Earth)
Hit Dice: 13d10+130 (212 hp)
Initiative: +0
Speed: 30 ft. (6 squares), burrow 30 ft., climb 5 ft.
Armor Class: 37 (-2 size, +20 natural, -2 dex, +3 Shield, +8 Barding), touch 6, flat-footed 37
Base Attack/Grapple: +13/+12
Attack: Sting +7 melee (1d8+7 plus poison)
Full Attack: Sting +7 melee (1d8+7 plus poison)
Space/Reach: 15 ft./10 ft.
Special Attacks: Poison, Earth Strike, Stamp into the Sand, Heightened Sting
Special Qualities: Evasive diver, tremorsense 60 ft., Darkvision 60 ft, DR 8/Adamantine, DR 10/Cold Iron + Good, Fast Healing 6, Spirited Worm,
Saves: Fort +18, Ref +6, Will +4
Abilities: Str 41, Dex 6, Con 30, Int 1, Wis 10, Cha 2
Skills: Listen +17, Climb +23
Feats: Ability Focus: Poison, Virulent Poison, Deadly Poison, Martial Study: Crusader’s Strike, Martial Stance: Martial Spirit

Poison (Ex): Injury, Fortitude DC 30 (DC 34 when heightened), initial damage 3d6 and secondary damage 6d6 Str. The save DC is Constitution-based.

Evasive Diver (Ex): In areas of sand (not packed earth or stone), the ashworm feels more secure because of its evasive diver ability. If the ashworm makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, the ashworm instead manages to instantly dive below the protective sand or earth and takes no damage.

An ashworm's rider might be swept from the ashworm's back unless it makes a DC 15 Reflex save when the ashworm dives below the sand. If the rider fails this save, it is swept from the ashworm's back. Particularly skilled riders, such as ashworm dragoons with the sand rider ability, go along for the dive and also take no damage from the effect that prompted the ashworm's Reflex save.

Earth Strike (Ex): Once per day +10 to hit, +13 damage.


War was not always called thus. He wasn’t even always evil. But his time in the abyss showed him the error in his ways. He saw the vast amount of petitioners there, and realized that the material was no longer fit to contain life. He didn’t see many ex soldiers, and was informed that soldiers that fought for a good cause such as survival generally do not end up in the abyss unless they lead otherwise horrible evil lives. War was spurred into action, a catastrophic war against the material plane for their very survival. If he succeeds then the material plane can no longer do evil, if he fails then a vast sum of creatures from the plane won’t become petitioners at least. And if he’s to lead the hordes of the abyss so much the better. Let’s see just how infinite the layers of the abyss are.

Stat
[/TD]
Base

Level Up

Template

Final



Strength

(13) 21

20

+2, +4

28



Dexterity

(10) 12


+4, +2

18



Constitution

(8) 14


-

-



Intelligence

(12) 16


+2

18



Wisdom

(15) 25

16

+4

30



Charisma

(14) 22

-2

+6

26



11. Famine

[SPOILER=Famine’s Stub]




CR

Class

Base Attack Bonus

Fort Save

Ref Save

Will Save

Skills

Feats

Class Features


12

Abeil Queen (14 HD)

+14

+4

+9

+9

Knowledge Religion +13, Spellcraft +8, Concentration +13, Survival +17, Craft Alchemy +4, Swim +4, Ride +5

Great Fortitude(b), Extra Spell: Befoul, Corrupt Spell, Malign Spell Focus, Spell Focus: Evil, Track

Drone, Improved Grab, Spells, Poison, Darkvision, DR 10/Magic, Hive Mind, SR 21



13

Ghoulish

+14

+4

+9

+9

Knowledge Religion +13, Spellcraft +8, Concentration +13, Survival +17, Craft Alchemy +4, Swim +4, Ride +5


Undead Traits, +2 Natural Armor, Create Spawn, Paralysis, Turn Resistance, Chaotic Evil, Gains a Bite Attack



14

Ravenous

+14

+4

+9

+9

Knowledge Religion +13, Spellcraft +8, Concentration +13, Survival +17, Craft Alchemy +4, Swim +4, Ride +5


Increased Bite Damage, Improved Grab, Feed, Need to Feed



15

Contemplative (15 HD)

+14

+4

+9

+11

Knowledge Religion +14, Spellcraft +13, Concentration +13, Survival +17, Craft Alchemy +4, Swim +4, Ride +5

Improved Natural Attack: Bite

Divine Health, Thirst Domain



16

Oozemaster (16 HD)

+14

+6

+9

+11

Knowledge Religion +14, Spellcraft +14, Concentration +14, Survival +18, Craft Alchemy +4, Swim +4, Ride +7


Grey Oozy Touch, +1 Wisdom



17

Oozemaster (17 HD)

+15

+7

+9

+11

Knowledge Religion +14, Spellcraft +15, Concentration +15, Survival +19, Craft Alchemy +4, Swim +4, Ride +8


Slithery Face, Oozy Glob 1/day, -1 Cha



18

Oozemaster (18 HD)

+16

+7

+10

+12

Knowledge Religion +14, Spellcraft +16, Concentration +16, Survival +20, Craft Alchemy +4, Swim +4, Ride +10

Life Sense

Ochre Jelly Oozy Touch



19

Oozemaster (19 HD)

+17

+8

+10

+12

Knowledge Religion +14, Spellcraft +19, Concentration +18, Survival +22, Craft Alchemy +4, Swim +4, Ride +10


Malleability, Oozy Glob 2/day, -1 (total -2) cha



20

Oozemaster (20 HD)

+17

+8

+10

+12

Knowledge Religion +14, Spellcraft +22, Concentration +21, Survival +23, Craft Alchemy +4, Swim +4, Ride +10


Gelatinous Cube Oozy Touch, +1 Strength

jdizzlean
2019-06-26, 10:50 PM
11. Famine cont'd



Size/Type: Medium Undead (Augmented Monstrous Humanoid)
Hit Dice: 20d12+ (145 hp)
Initiative: +4
Speed: 40 ft. (8 squares), 80 ft fly (Good)
Armor Class: 16 (+4 Dexterity, +2 natural), touch 14, flat-footed 12
Base Attack/Grapple: +17/+26
Attack: Bite +26 (2d6+9 plus Improved Grab and Paralysis)
Full Attack: 2 Claws +26 (1d6+9 plus Improved Grab and Paralysis), Sting +21 (2d4+4 plus Improved Grab, Paralysis, and Poison), Bite +21 (2d6+4 plus Improved Grab and Paralysis), and Oozy Touch +21 touch (Paralysis plus Improved Grab and Paralysis)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved Grab, Feed, Oozy Touch, Oozy Glob, Paralysis, Drone, Poison, Create Spawn, Spells
Special Qualities: Undead Traits, DR 10/magic, Hive Mind, SR 21, +2 Turn Resistance, Need to Feed, Malleability
Saves: Fort +10, Ref +14, Will +22
Abilities: Str 28, Dex 18, Con -, Int 18, Wis 30, Cha 26
Skills: Knowledge Religion +18, Spellcraft +26, Concentration +29, Survival +33, Craft Alchemy +8, Swim +13, Ride +14
Feats: Great Fortitude, Extra Spell: Befoul, Corrupt Spell, Malign Spell Focus, Spell Focus Evil, Track, Improved Natural Attack: Bite, Life Sense

Improved Grab (Ex): If Famine hits a creature with a natural attack then Famine may attempt a grapple as a free action. If successful then Famine may Feed. If Famine hits a small or smaller creature with both of her claws and successfully grapples her target she automatically deals sting damage. On subsequent rounds successful grapple checks deal automatic claw damage, automatic sting damage, and allows Famine to Feed.

Feed (Ex): Famine deals automatic Bite damage whenever she makes a successful grapple check.

Oozy Touch (Su): As part of a full attack action Famine may employ her oozy touch to do one of the following:
Grey Ooze: 1d6+5 acid damage to flesh, wood, or metal
Ochre Jelly: 1d4+5 acid damage and 1d4 untyped (stunning?) damage to flesh
Gelatinous Cube: DC 15 fortitude save or target becomes paralyzed for 1d6+5 rounds.

Oozy Glob (Sp): As Oozy Touch, albeit with a standard action and a ranged touch attack with a range increment of 10 ft, usable twice per day.

Paralysis (Ex): Any living creature hit by Famine’s natural attacks must make a fortitude save DC 28 or become paralyzed for 1d6+2 minutes.

Drone (Su): As a full round action Famine may make a droning buzz by beating her wings, causing all non abiel creatures within 60 ft to make a will save DC 28 or fall asleep as the sleep spell without a HD cap.

Poison (Ex): Injury, Sting, fortitude save DC 20, 1d2 strength drain initial and secondary.

Create Spawn (Su): A creature killed by Famine rises as a form of ghoul 1d4 days after death. The victim returns as a ghoul if it was a humanoid with 3 or fewer HD and as a ghoulish creature if it was a giant or monstrous humanoid or a humanoid with 4 or more HD. Famine has already afflicted her 30 Abiel Soldiers with this condition.

Hive Mind (Ex): Famine may communicate with all of her Abiel within 25 miles, causing herself and any abiel within 25 miles to not be flanked unless they are all flanked, and them to not be considered flat footed unless they are all considered flat footed.

Need to Feed (Ex): Famine is driven by a consuming hunger, not a lust for battle. Whenever she slays a living opponent, Famine must succeed at a DC 15 Will save or immediately stop to eat its kill. When eating, famine can do nothing else. It loses its Dexterity bonus to AC and will not make attacks of opportunity.

Spells: Famine casts spells as a 16th level druid, and generally has the following spells prepared:
0: Darkseed, Dawn, Dawn, Detect Magic, Detect Magic, Flare
1: Locate Water, Breath of the Jungle, Breath of the Jungle, Snowsight, Detect Animals or Plants, Babau Slime, Babau Slime, Animate Fire, Parching Touch(d)
2: Scent, Decomposition, Decomposition, Mass Snake’s Swiftness, Mass Snake’s Swiftness, Mass Snake’s Swiftness, Mass Snake’s Swiftness, Splinterbolt, Dessicate(d)
3: Diminish Plants, Diminish Plants, Infestation of Maggots, Wall of Vermin, Venomfire, Lion’s Charge, Touch of Juiblex, Tormenting Thirst(d)
4: Starvation, Miasma of Entropy, Claws of the Savage, Freedom of Movement, Wood Rot, Blight, Corrupt Tormenting Thirst(b)
5: Dire Hunger, Corrupt Starvation, Bleed, Bleed, Insect Plague, Insect Plague, Mass Dessicate(d)
6: Extract Water Elemental, Corrupt Dire Hunger, Mass Dessicate, Mummify, Pox, Symbol of Thirst(d)
7: Slime Wave, Corrupt Extract Water Elemental, Control Weather, Pestilence, Corrupt Symbol of Thirst(d)
8: Befoul, Evil Weather, Corrupt Slime Wave, Horrid Wilting


Skitterhaunt Monstrous Crab
Large Ooze
Hit Dice: 8d10+64 (116 hp)
Initiative: +0
Speed: 30 ft. (6 squares), swim 20 ft. (4 squares)
Armor Class: 17 (-1 size, +8 armor), touch 9, flat-footed 17
Base Attack/Grapple: +6/+20
Attack: Claw +11 melee (1d8+9 plus 1d6 acid)
Full Attack: 2 claws +11 melee (1d8+9 plus 1d6 acid)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constrict 1d8+9, improved grab, powerful claws, Acid Spray, Infest Vermin
Special Qualities: darkvision 60 ft., ooze traits
Saves: Fort +14, Ref +2, Will -3
Abilities: Str 22, Dex 10, Con 26, Int --, Wis 1, Cha 1

This massive creature scuttles about with surprising speed and grace for its size. Its shell is brightly colored in shades of deep orange to bone white, and its twin claws are both sharp and large enough to behead a horse with one slice.

Monstrous crabs are scavengers, and they feed upon the reeking bodies of dead sea creatures that wash up on shore. Despite this, they aren't above attacking still-living creatures upon sight, since monstrous crabs are always hungry.

Combat

A monstrous crab is straightforward in combat. It lumbers forth toward the nearest target and attacks with its claws. Once a monstrous crab has a morsel or creature in each claw, it retreats into the water to feed. Creatures held in its claws when it does so soon drown if they can't breathe water.

Constrict (Ex): With a successful grapple check, a Skitterhaunt can crush a grabbed opponent, dealing 1d8+9 points of bludgeoning damage.

Improved Grab (Ex): If a Skitterhaunt hits an opponent that is at least one size category smaller than itself with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it also constricts on the same round.

Powerful Claws (Ex): A monstrous crab always applies 1.5 times its Strength modifier to damage inflicted with its claws. Additionally, it gains a +4 racial bonus on grapple checks.

Blindsight (Ex): A skitterhaunt's entire body is a primitive sensory organ. This enables it to discern objects and creatures within 40 feet. The skitterhaunt usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight. A silence spell negates this ability and forces the skitterhaunt to rely on its vision (which is as good as a human's).

Sonic Immunity (Ex): Skitterhaunts are immune to sonic damage and effects.

Ooze Traits: A skitterhaunt is immune to mind-affecting effects, poison, sleep, paralysis, stunning, and polymorphing. It is not subject to critical hits or flanking.

Acid Spray (Ex): Once every minute, the skitterhaunt can spray a line of acid out from any cracks or openings in its chitinous armor. The skitterhaunt makes a ranged touch attack against a target within 120 feet. If it hits, the target takes 10d6 of acid damage

Infest Vermin (Ex): If a skitterhaunt damages a living vermin, it can attempt to infest the vermin. This is a free action for the skitterhaunt, although it can attempt it only once per round. The damaged vermin must make a Fortitude saving throw (DC 10 + half the skitterhaunt's HD + its Constitution modifier) to avoid becoming infested. An infested vermin takes 1d8 points of temporary Strength damage per day. Once its Strength score reaches 0, the vermin dies and the skitterhaunt begins to ooze from its previous shell into the new host's exoskeleton, replacing the creature's internal organs with its own body. This process rebuilds the host creature's lost Strength slowly, at the rate of 1 point per day. During this time, the skitterhaunt is helpless and immobile. When the host creature's Strength returns to its previous value, the skitterhaunt has completely taken over the new vermin's body. It then awakens, fully mobile, and begins to seek out new vermin to infest.

Famine and her ravenous soldiers scour the land, eating all that they can, burn and destroy everything else. Hunger is perhaps the most foolish of the four horsemen, paving the way for Death to come and rule all. Famine will poison all the water, destroy the forests, corrupt the land, and turn all the vermin to oozes. Not long after Famine’s passing you will be looking at a blasted landscape of death and ooze. The oozes eat the scraps that remain, leaving nothing for the mortals of the Material.

11. Death

[SPOILER=Death the Advanced Ak’chazar Rakshasa Bodak]



Stat

Base

Level Up

Template

Final



Strength

(10) 14


+2

16



Dexterity

(12) 22


+4

26



Constitution

(8) 16


-

-



Intelligence

(14) 22


-4

18



Wisdom

(13) 21


+2

23



Charisma

(15) 27

20

+2

30








CR
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features
15
Ak’chazar Rakshasa (17 HD)
+17
+10
+10
+10
Concentration +20, Hide +20, Intimidate +20, Knowledge Arcana +20, Knowledge The Planes +20, Listen +20, Move Silently +20, Sense Motive +20, Spellcraft +20, Spot +20, Knowledge Religion +10, Truespeech +10, Ride +10, Psicraft +10
Practiced Spellcaster: Rakshasa(sorcerer), Corpsecrafter, Fell Weaken, Chain Spell, Irresistible Gaze, Piercing Gaze
Pain Wave, Rebuke Undead (20th), SLAs, Spellcasting, Outsider Traits, Change Shape, SR 31, DR 15/good+piercing, +13 natural
19
Bodak Creature
+17
+10
+10
+10
Concentration +20, Hide +20, Intimidate +20, Knowledge Arcana +20, Knowledge The Planes +20, Listen +20, Move Silently +20, Sense Motive +20, Spellcraft +20, Spot +20, Knowledge Religion +10, Truespeech +10, Ride +10, Psicraft +10


-10 ft land speed, +3 natural, Death Gaze, DR 10/Cold Iron, Electric Immunity, Acid/Fire Resistance 10, Sunlight Vulnerability, Undead Traits
20
Advanced 4 undead HD (21 HD)
+19
+11
+11
+13
Concentration +24, Hide +24, Intimidate +24, Knowledge Arcana +20, Knowledge The Planes +20, Listen +20, Move Silently +24, Sense Motive +24, Spellcraft +24, Spot +24, Knowledge Religion +10, Truespeech +12, Ride +10, Psicraft +10
Ability Focus: Gaze, Undead Mastery







Size/Type: Medium Undead (Augmented Outsider, Native)
Hit Dice: 21d12+False Life (152 hp +11 temp hp)
Initiative: +8
Speed: 30 ft. (6 squares), 40 ft. Fly (Average)
Armor Class: 40 (+16 Natural, +8 Dexterity, +6 Armor), touch 18, flat-footed 32
Base Attack/Grapple: +19/+22
Attack: Claw +22 (1d4+3)
Full Attack: 2 Claws +22 (1d4+3), and Bite +17 (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: SLA, Spellcasting, Pain Wave, Rebuke Undead, Death Gaze
Special Qualities: Undead Traits, Change Shape, SR 31, DR 15/Good+Piercing, DR 10/Cold Iron, Electricity Immunity, Resistance Fire/Acid 10, Sunlight Vulnerability
Saves: Fort +11, Ref +19, Will +19
Abilities: Str 16, Dex 26, Con -, Int 18, Wis 23, Cha 30
Skills: Concentration +34, Hide +32, Intimidate +38, Knowledge Arcana +24, Knowledge The Planes +24, Listen +26, Move Silently +32, Sense Motive +30, Spellcraft +28, Spot +30, Knowledge Religion +14, Truespeech +16, Ride +18, Psicraft +14
Feats: Practiced Spellcaster: Rakshasa(sorcerer), Corpsecrafter, Chain Spell, Fell Weaken, Irresistible Gaze, Piercing Gaze, Ability Focus: Gaze, Undead Mastery

Pain Wave (Su): Three times per day for 21 rounds, Death can emit an aura of negative energy as a free action. Every creature within 20 ft of Death when it activates the ability is subject to an inflict moderate wounds spell (cl 20), and becomes shaken for 1d6+1 rounds. DC 30 will save for half and to ignore the shaken effect.

Rebuke Undead (Su): Death can rebuke/command undead as a 20th level cleric. Death has 13 rebuke attempts per day. May command up to 200 HD of undead at a time.

Spell-Like Abilities CL 20:
3/day Animate Dead
2/day Control Undead (DC 27), Create Undead
1/day Create Greater Undead, Magic Jar (DC 25), Trap the Soul (DC 28)

Change Shape (Su): Death may adopt the guise of any humanoid form as a standard action. His form can not be dispelled, however true seeing sees through it.

Death Gaze (Su): Range 60 ft, Death, Fort save DC 34 fort negates, corporeal creatures who die from this ability rise as bodak creatures 24 hours later. Successful saves do not provide immunity to this ability.

Spells: Death casts spells as a 12-level sorcerer (caster level 16), and has access to the following spells.

Cantrips: 6/day: Detect Magic, Disrupt Undead, Mage Hand, Open/Close, Prestidigitation, Slash Tongue, Caltrops, Preserve Organ, Unnerving Gaze
First: 9/day: Ray of Enfeeblement, Death’s Call, Negative Energy Ray, Ray of Clumsiness, Beckon Person
Second: 9/day: False Life, Command Undead, Death Armor, Kelgore’s Grave Mist, Escalating Enfeeblement (1 is used for Command Undead on his mount each day, 1 is used on False Life each day)
Third: 8/day: Ray of Exhaustion, Anticipate Teleportation, Greater Mage Armor, Shivering Touch (2 are used on Greater Mage armor, 1 is used on Anticipate Teleportation each day)
Fourth: 8/day: Enervation, Evard’s Black Tentacles, Lightning Fog
Fifth: 7/day: Investiture of the Narzugon, Cloudkill
Sixth: 5/day: Freezing Glance

Sunlight Vulnerability (Ex): Death suffers 1 point of damage per round he remains in natural daylight.

Charnel Hound
Size/Type: Huge Undead
Hit Dice: 21d12+168 (320 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 32 (-2 Size, +2 Dex, +16 Natural, +6 Armor), touch 10, flat-footed 30
Base Attack/Grapple: +10/+34
Attack: Bite +19 (2d8+19)*
Full Attack: Bite +17 (2d8+19)* and 2 claws +12 (2d6+12)*
Space/Reach: 15 ft./10 ft.
Special Attacks: Body Integration, Rend 4d6+21
Special Qualities: Aversion to Daylight, DR 10/Silver and magic, Undead Traits, Frightful Presence, SR 23, Unholy Toughness
Saves: Fort +7, Ref +9, Will +12
Abilities: Str 40, Dex 14, Con -, Int -, Wis 11, Cha 18
Feats: Power Attack(b)

*Charnel hounds use it's power attack feat normally with a -5 penalty gaining +5 damage. This is already calculated in the above.

Body Integration (Su): Whenever a charnel hound reduces a living humanoid foe of large size or smaller to negative hit points, the foe must immediately make a DC 24 fort save. On a failed save, the victim's body is instantly absorbed into the form of the charnel hound, healing the charnel hound 3xHD of the victim. This effect kills the victim and makes it much more difficult for companions to recover the body until the charnel hound is defeated.

Rend (Ex): A charnel hound that hits with both claw attacks latches onto the opponent's body and tears its flesh, dealing an extra 4d6+21 points of damage.

Aversion to Daylight (Ex): natural daylight causes a -4 penalty to d20 rolls.

Frightful Presence (Su): Whenever a charnel hound charges or attacks creatures within 60 ft must make a will save DC 24 or become shaken for as long as they remain within 60 ft.

Unholy Toughness (Ex): Cha mod per HD to HP.


Death is your average Battlefield Controller necromancer with a powerful Gaze Attack which kills most creatures that get close. His DR and SR defend him against most ranged attack forms. He will use his Trap the Soul on the strongest creature that resists his death gaze, possibly even attempting to discern them before the battle begins and use a trapped Trap the Soul. Against powerful humanoid archers he will attempt to beckon them with Beckon Person, and if that fails may decide to hurl himself as a bolt of lightning. Pain Wave is amazing at healing himself and his undead allies, healing all undead (including himself) within 20 for 12-26 per round.


The war is over. Are there any mortals standing to reclaim the world? Or have the four horsemen effectively ended all life on the material plane?



http://archive.wizards.com/default.asp?x=dnd/mm/20020315a
Binder, improved binding from the Tome of Magic
Cancer Mage, Poison Immunity from Book of Vile Darkness
Craven from Champions of Ruin
Master of Poisons from Drow of the Underdark
Windrider from Masters of the Wild
Mounted feats not in the SRD are from Complete Warrior

Walking Wall is from the Miniature's Handbook
Corrupted by the Abyss is from Expedition to the Demonweb Pits
Mineral Warrior is from Underdark
Fighter changing shield from tower shield to rider shield is from Races of Stone iirc
Ashworm Dragoon is from Sandstorm
Improved Natural Attack is from multiple sources, the most recent being MM I believe
Shield and Mounted feats are from Complete Warrior and Player's Handbook 2
Virulent Poison and Deadly Poison are from Savage Species
Initiator things are from Tome of Battle

Abiel Queen is from Monster Manual 2
Ghoulish and Ravenous is from Dragon Compendium
Contemplative is from Complete Divine
Oozemaster is from Masters of the Wild
Corrupt Spell and Spell Focus: Evil are from Complete Divine
Malign Spell Focus is from Champions of Ruin
Extra Spell is from Complete Arcane
Life Sense is from Libris Mortis
http://archive.wizards.com/default.asp?x=dnd/fw/20021123a
http://archive.wizards.com/default.asp?x=dnd/fw/20040221a


Ak’chazar Rakshasa is from Monster Manual 3
Corpsecrafter and Fell Weaken are from Libris Mortis
Chain Spell is from Complete Arcane
Irresistable Gaze and Piercing Gaze is from Savage Species
Bodak Creature is from Dragon Compenium (CR adjustment on most templates from dragon compendium must be figured out from the example statblock and the base creature from the example statblock, I did the math and took the CR adjustments)
Ability Focus is from Monster Manual
Undead Mastery is from Epic Player's Handbook
Charnel Hound is from Monster Manual 3
All spells are found throughout all the books, and I strived to take the newest version of the spell whenever multiple copies existed. I apologize for not having a better listing on each particular spell!

jdizzlean
2019-06-26, 10:51 PM
12. Sverntir and the Heralds of Winter


Sverntir and the Heralds of Winter
Lightkeeper White Wyrm Sorcerer 1

“Ooooohhhhhhhhaaauughh!”

Olivia shivered. “Is that really what the wind sounds like here?” she asked to the guard standing next to her on the fortress wall trying her best to adopt a lighthearted tone.

The shake of his head was less than reassuring. She scanned the horizon in search of what else could be making such a sound. Something seemed to rustle around the tree line, but she couldn’t make it out.

An hour later, there came another howl. Olivia flinched as her skull seemed to reverberate. She searched the tree line again but found it harder to focus her vision with the ringing in her head. The other guard extended a hand holding balls of wool and pointed to the side of his head.

Her ears muffled, Olivia waited as day receded into evening still peering out over the wall, but never catching more than a rustle in the trees. Finally someone tapped her shoulder and gestured to indicate that she was being relieved. She walked down to the mess hall, welcoming the warmth and finally feeling safe to remove the wool from her ears among the chattering crowd. Just as she had sat down with a plate of hot food, the bells sounded from outside and soldiers rushed in, yelling for all available troops to assemble immediately. One ball of wool was knocked from her hand in the rush to exit the hall, and on the march she paid for it as another blood-curdling howl rent the air.

A few miles march outside the fortress she saw what had raised the alarm. A huge section of the pipeline that the fortress was there to protect had been destroyed. The corpses of the guards who had been patrolling the area now shambled around it as zombies. One stepped forward brandishing a piece of parchment. An officer cut down the zombie and crumpled the parchment, yelling at seemingly no one that he wouldn’t be intimidated by their threats.

On cue the remaining zombies moved to form a line, adjusting their limbs to form crude facsimiles of letters. THATS UNFORTU they began to spell out before the officer screamed an order to slay them. He was breathing heavily now, clearly enraged.

“It really does make the job of a herald more difficult if you don’t receive our messages.” The voice came from the officer’s direction, but wasn’t his. A dog-sized rodent creature was standing in the snow directly next to him, seemingly having appeared out of thin air. It’s tail was wrapped around the hilt of an ornate sword, and it was adorned with a wide array of apparently magical items, and eyes gleamed with a malevolent force. “Since you apparently lack facility with the written word, Lord Sverntir has sent me to deliver his message in person. Your pipeline threatens the natural order of his territory, and disturbs the ordinary rhythms of Khyber. He has given you ample warning to desist, and you have ignored him.”

“Your master holds no sway here,” spat the officer, reaching for his own sword. The rodent creature moved with an unnatural speed causing blood to spurt from seemingly every gap in the man’s armor.

“Perhaps whoever’s in charge now will feel differently.” The creature said. Nearby soldiers leveled their spears and thrust at him in response, and though some of them succeeded in piercing fur and drawing blood, he seemed unconcerned. He sprung away to where a horse-sized, spined, lupine creature stepped out from the trees.

So that’s what was causing the noise, Olivia thought, recognizing the creature as a Howler of the Abyss. But its howl shouldn’t be that powerful…

The rodent creature sprung up onto the howler’s back and turned to face the crowd of soldiers. “In three days’ time, Lord Sverntir will be gracing your fortress with his presence. You would do well to vacate it before then.”

Ability Scores
Elite Array: 13 Str, 8 Dex, 14 Con, 10 Int, 15 Wis, 12 Cha
Apply stat adjustments for the appropriate White Dragon age category.

Build Table




CR

Class

Base Attack Bonus

Fort Save

Ref Save

Will Save

Skills

Feats

Class Features





2

Wyrmling

+3

+3

+3

+3

Knowledge (The Planes) 6, Spot 6, Listen 6, Hide 3, Move Silently 3

Wild Cohort, Flyby Attack

Breath Weapon, Icewalking, Immunity to Cold, Vulnerability to Fire, Lightkeeper Sovereign Archetype





3

Very Young

+6

+5

+5

+5

Knowledge (The Planes) 8, Spot 9, Listen 9, Hide 5, Move Silently 5

Planar Touchstone (Catalogues of Enlightenment: Dragon Below), Augment Summoning

-





4

Young

+9

+6

+6

+6

Knowledge (The Planes) 8, Spot 12, Listen 12, Hide 8, Move Silently 8

Extra Rebuking

-





6

Juvenile

+12

+8

+8

+8

Knowledge (The Planes) 8, Spot 15, Listen 15, Hide 15, Move Silently 15, Spellcraft 3cc, Knowledge (Arcana) 1*

Craft Wonderous Item

Fog Cloud 3/day





8
Young Adult

+15

+9

+9

+9

Knowledge (The Planes) 8, Spot 18, Listen 18, Hide 18, Move Silently 18, Spellcraft 4cc, Knowledge (Arcana) 5

Craft Wand

DR 5/Magic, Frightful Presence, Spell Resistance





10

Adult

+18

+11

+11

+11

Knowledge (The Planes) 8, Spot 21, Listen 21, Hide 21, Move Silently 21, Spellcraft 4, Knowledge (Arcana) 5, Concentration 21, Swim 3*

Practiced Spellcaster (Sorcerer)

Sorcerer Casting, Gust of Wind





12

Mature Adult

+21

+12

+12

+12

Knowledge (The Planes) 8, Spot 24, Listen 24, Hide 24, Move Silently 24, Spellcraft 4, Knowledge (Arcana) 5, Concentration 24, Swim 5, Diplomacy 24*

Obtain Familiar

DR 10/Magic





13

Sorcerer 1

+21

+12

+12

+14

Knowledge (The Planes) 8, Spot 24, Listen 24, Hide 24, Move Silently 24, Spellcraft 4, Knowledge (Arcana) 5, Concentration 25, Swim 5, Diplomacy 24, Quick Swimmer

-

Summon Familiar





16

Old

+24

+14

+14

+16

Knowledge (The Planes) 8, Spot 28, Listen 28, Hide 28, Move Silently 28, Spellcraft 4, Knowledge (Arcana) 5, Concentration 28, Swim 5, Diplomacy 27, Quick Swimmer

Improved Familiar

Freezing Fog 3/day





18

Very Old

+27

+15

+15

+17

Knowledge (The Planes) 8, Spot 31, Listen 31, Hide 31, Move Silently 31, Spellcraft 4, Knowledge (Arcana) 5, Concentration 31, Swim 5, Diplomacy 31, Sense Motive 2, Use Magic Device 20, Intimidate 11, Quick Swimmer*

Bonded Familiar

DR 15/Magic





19

Ancient

+30

+17

+17

+19

Knowledge (The Planes) 8, Spot 34, Listen 34, Hide 34, Move Silently 34, Spellcraft 4, Knowledge (Arcana) 5, Concentration 34, Swim 5, Diplomacy 34, Sense Motive 5, Use Magic Device 20, Intimidate 14, Quick Swimmer

Dragon Familiar

Wall of Ice 3/day





20

Wyrm

+33

+18

+18

+20

Knowledge (The Planes) 8, Spot 37, Listen 37, Hide 37, Move Silently 37, Spellcraft 4, Knowledge (Arcana) 5, Concentration 37, Swim 5, Diplomacy 37, Sense Motive 5, Use Magic Device 20, Intimidate 17, Quick Swimmer

Extra Spell

DR 20/Magic



*Per Draconomicon page 142, dragons gain skill points retroactively for increased Int due to aging.

Spells per Day/Spells Known





CR

0lvl

1st

2nd

3rd

4th

5th

6th





10th

5/4

3/2

-

-

-

-

-





12th

6/5

5/3

-

-

-

-

-





13th

6/6

6/3

3/1

-

-

-

-





16th

6/7

6/4

5/2

3/1

-

-

-





18th

6/8

6/5

6/3

5/2

3/1

-

-





19th

6/9

6/5

6/4

6/3

5/2

3/1

-





20th

6/9

6/5

6/5

6/4

6/3

5/3

3/1



*Gains an extra 5th level spell known from Extra Spell.
**Does not include bonus spells for a high Cha score.

Spells Known
0th: No Light, Prestidigitation, Mage Hand, Detect Magic, Stick, Message, Preserve Organ, Cure Minor Wounds, Create Water
1st: Blood Wind, Path of Frost, Fist of Stone, Devastating Smite, Summon Monster I
2nd: Heroics, Wings of Cover, Essence of the Dragon, Palarandusk's Fire Breath, Desecrate
3rd: Planar Familiar, Animate Dead, Anticipate Teleportation, Mass Resist Energy
4th: Summon Monster IV, Dimension Door, Celerity
5th: Animate Dead Familiar, Dispelling Breath, Plane Shift
6th: Imbue Familiar With Spell Ability

CR 6Sverntir is a White Dragon, a big icy boi (http://www.giantitp.com/forums/showthread.php?461482)* with some feat customization and as should be the case for most true dragons, a Sovereign Archetype. Wild Cohort scaling with character level gives him a powerful ally (more on that note later). The Lightkeeper Sovereign Archetype will later be helpful in granting access to the Cleric list, but in the meantime, it allows him to take Extra Rebuking to get a few uses of Rebuke Undead each day as a Cleric of his caster level. This would ordinarily be 4 at this point from the age category caster level of his Fog Cloud SLA, but thanks to the higher order ability of Planar Touchstone (Catalogues of Enlightenment), he has a CL equal to his much higher character level (if you don’t like the Catalogues of Enlightenment casting for whatever reason, there are a number of other feats that grant SLAs with CL equal to hit dice that could be slotted in instead), which means he instead rebukes as a 12th level Cleric, and hence can command his way to the beginnings of an undead (http://www.giantitp.com/forums/showthread.php?413480) army to aid in his endeavors to drive out those who would defile the pristine wilderness (http://www.giantitp.com/forums/showthread.php?400517) of his territory or put the world at risk by doing something that could disturb the Dragon Below.

* Removing the requirement of Frostburn material.

CR 13Sverntir’s picked up a couple of familiars to serve as henchmen (http://www.giantitp.com/forums/showthread.php?478068)*. As he’s now Huge sized, he has access to some bigger and badder familiars made available to larger masters in the DMG. This includes larger versions of a number of popular familiar choices, and a few more interesting options, particularly the Leopard for Pounce. These familiars come with Sverntir’s BAB, base saves, half his HP total, and are considered to have the same number of HD that he does, and all of those things look much more impressive on a dragon than your usual squishy wizard and can make the familiars formidable opponents in their own right. Sverntir now also knows Heroics, which he can use to gain Martial Study and craft the various maneuver items (Crowns of the White Raven et al) in ToB, which can then be passed on to his familiars as desired (they have the same IL that he does). Gear that the familiars are supplied with is the only significant loss should a familiar be killed, as the XP loss is trivial given Sverntir’s Epic ECL, even if you’re worrying about keeping track of it from the DM’s side of the screen. If necessary, he can circumvent this problem by securing the required spells to craft a Thought Bottle.

* Removing either the limitation on maneuvers over 5th level (though eventually it will be possible and perhaps even preferable for the familiars to gain access to higher level maneuvers exclusively through UMD in accordance with that contest’s rules) or the base creature limitation (many of the familiar creatures that Sverntir will have access to and make use of do meet the max 2 CR, 4 HD criterion, but not all of them).

CR 20 (Sweet Spot)Improved Familiar and Dragon Familiar (with spellcaster level 12) expand familiar options significantly, and casting helps with that further by way of Planar Familiar to add the Fiendish template (by using Essence of the Dragon, Sverntir can make Outsider familiars valid targets as well) and Animate Dead Familiar to slap on undead immunities and some decent rider effects on special attacks (and indeed you can do both (http://www.giantitp.com/forums/showthread.php?559748-Villainous-Competition-XXVII-Multiple-Personality-Disorder) to the same familiar). The familiars can also be granted spells of up to 5th level via CL 16 Imbue Familiar With Spell Ability or use wands that Sverntir crafts via 20 inherited UMD ranks. The possibilities for what Sverntir can throw at a party by summoning up and appropriately outfitting a suitable familiar. Now with IL 17, they can be furnished with all manner of White Raven maneuvers so as to better lead armies (http://www.giantitp.com/forums/showthread.php?395046). Throw a change-up pitch with a fiery (http://www.giantitp.com/forums/showthread.php?503974) Red Wyrmling or Hellhound to contrast the usual icy approach. Send in a fine-sized (http://www.giantitp.com/forums/showthread.php?565176-Villainous-Competition-XXVIII-Bad-Things-Come-in-Small-Packages) Hairy Spider or other creature with Sverntir’s maxed stealth ranks (and Darkstalker if you get to choose its feat) to hunt down (http://www.giantitp.com/forums/showthread.php?430650) some nuisance and deliver a 9th level maneuver and/or Devastating Smite-boosted Smite Good from the Fiendish template. Set a guard (http://www.giantitp.com/forums/showthread.php?550139-Villainous-Competition-XXV-No-Solicitors!) at an important location. Make the party face all Four Horsemen (http://www.giantitp.com/forums/showthread.php?500829)* of the Apocalypse over the course of a few days.

Planar Familiar can also be used on a Wild Cohort to bump its Int up to 3 and make it capable of getting in on more of the fun and generally easier to direct. Since the Wild Cohort progression table stops at 18th-20th level, and Sverntir has a character level of 34, he can go ahead and pick from the higher level end of the Animal Companion list, getting full progression for anything up to character level -16, and losing very little on character level -19 companions. Wild Cohorts could include a giant squid should you have need for a tentacle monster (http://www.giantitp.com/forums/showthread.php?496091)** or kraken-like creature for a familiar engaging in piracy (http://www.giantitp.com/forums/showthread.php?527415-Villainous-Competition-XXI-Yarr!) to release, a Quetzalcoatlus capable of swallowing enemies whole (http://www.giantitp.com/forums/showthread.php?556705-Villainous-Competition-XXVI-Swallow-Whole!), or a number of other more straightforward bruisers like Dire and Horrid animals.

Sverntir can of course also pull off the initiator tricks himself, and he and his familiars are even more fearsome when encountered together. Frustrate (http://www.giantitp.com/forums/showthread.php?586377-Villainous-Competition-XXXII-Oh-HELL-NO!) PC efforts with things like mass dispels from shared Dispelling Breath (whether the familiars have a breath weapon innately or get one from sharing Palarandusk’s Fire Breath), utility abilities like the Beguiler’s constant true seeing, Anticipate Teleportation, Wings of Cover, and Bonded Familiar making the collective HP totals even more formidable by making it more difficult to focus down any given one of them. Finally, he has Celerity as a solid emergency button, and while he lacks the daze immunity of some optimized builds, he can get more bang out of it by sharing the effect, and familiars could potentially take Quick Recovery to shrug off the side effect more quickly.

Sverntir also now has sufficient Wis to cast all spells from the Dragon Below domain through his Catalogues of Enlightenment higher order ability and can Plane Shift over to get it rechaged when necessary. I’ve only touched on what can be done with this, but even with only one of the spells per day, there’s a lot of potential there. Cast at character level, Blasphemy can cause a TPK against an unprepared party. The BoVD age curse option for Bestow Curse can be a huge buff that would extend to familiars at any distance and can open up access to the full Sor/Wiz and Cleric lists as needed, particularly for crafting (just make sure one of the new spells known from the increased casting is Remove Curse). And, of course, Planar Ally and Gate can do a lot in terms of his herald shtick.

*Removing the Ride Requirement. Outsider familiars such as Mephits are proficient in all martial weapons and all Sverntir’s familiars finish with a BAB of +33. Some familiars, such as rats, carry diseases and can easily spread plagues. Dust Mephits desiccation/dehydration schtick or a number of creatures that deal ability damage could fit the profile for famine. At CL 16, Imbue Familiar With Spell Ability can grant spells up to 5th level, including Slay Living off his Catalogues of Enlightenment casting, to make an undead familiar a true avatar of Death.
**Consider having a Howler familiar around as well to inflict madness with the DC boost to its howl from increased HD.

City of Splendors: Waterdeep – Palarandusk’s Fire Breath
Complete Arcane – Extra Spell, Obtain Familiar, Practiced Spellcaster
Complete Warrior – Improved Familiar (appears in many books)
Draconomicon – Dragon Familiar
Dragons of Eberron – Lightkeeper Sovereign Archetype
Dragon Magic – Path of Frost
Eberron Campaign Setting – Dragon Below Domain, Horrid Animals
Forge of War – Devastating Smite
Lords of Madness – Darkstalker, Quick Recovery
Monster Manual II – Quetzalcoatlus, Several other high level Wild Cohort options
Planar Handbook – Planar Touchstone, Catalogues of Enlightenment
Player’s Handbook II – Bonded Familiar
Races of the Dragon – Essence of the Dragon, Wings of Cover
Spell Compendium – Anticipate Teleportation, Blood Wind, Celerity, Dispelling Breath, Fist of Stone, Heroics, Imbue Familiar With Spell Ability, Mass Resist Energy
Tome of Battle – Maneuvers, Manuever Items, Martial Study
Web – Animate Dead Familiar (http://www.wizards.com/dnd/article.asp?x=dnd/sb/sb20011209a), Planar Familiar (https://archive.wizards.com/dnd/article.asp?x=dnd/sb/sb20011020a), Wild Cohort (http://archive.wizards.com/default.asp?x=dnd/re/20031118a)
Sources for all familiar options mentioned (as well as others available to Sverntir) can be found here (http://www.giantitp.com/forums/showthread.php?187251-3-5-Complete-list-of-possible-Familiar).
Everything else should be in the SRD.

jdizzlean
2019-06-26, 10:55 PM
I mean, you guys/gals really REALLY love each other, or really really hate your judge.

I suggest some sort of hero worship to whomever takes this on. There was more diversity that I would've thought, but also some crossover on more than I thought there would be as well.

One more build to post, which is mine in the next post so it'll be seperated from the rest. I want to say 2 things about mine. I had to choose a normal name as all these others are so crazy lol! and i noticed about 5 mins before i left work that my skill points had somehow not saved, so it's a quick and dirty on that. But i'm not being scored (i mean, someone PLEASE score it) along w/ the rest of the field, so even though it bothers my sense of OCD for completeness, I was likewise out of time.

jdizzlean
2019-06-26, 10:56 PM
Fred

NE Fiendish Titanic Argent Spider 13/Yathchol Webrider 7





Tiny Argent Spider

1d8, Speed 40/Climb 20

AC 17 (touch 15, flat 14), BAB +0, Bite +5 1d3-3 +poison

Space/Reach 2.5/2.5

Darkvision 60, Dimension Slide, Vermin Traits

FORT 3, REF 3, WILL 0

STR 5, DEX 15, CON 12, INT -, WIS 10, CHA 6

(B)Weapon Finesse, +4 Hide, +8 Climb, +10 Jump, +8 Spot

CR 1

Poison – 1d2 CON/1d2 CON FORT DC 11

Dimension Slide (Su)– 1/rd as a free action, instantly move to any spot w/in 30ft in LoS

Vermin Traits – immune to all mind affecting



Fiendish Creature: (Inherited)

Type changes to Magical Beast (extraplanar)

Smite Good (Su) 1/day: make a normal melee attack with +20 to damage

Gain DR 10/Magic, Resist Cold/Fire 10, SR 25

Natural attacks treated as magic to overcome DR

INT becomes 3

CR: as base



Change to Titanic Creature: (Applied)

Increase size to Gargantuan

Increase HD to 25

AC= 10 + size mod (-4) + DEX + 20 (NA)

BAB become +18, Bite 3d8

Face/Reach 20ft/20ft

(B)Great Fortitude

Gain special Attacks:

Poison Increase – increase to 2d6 CON/2d6 CON FORT DC 22+CON

Trample – can trample huge or smaller for 3d8+1.5xSTR, can attempt AoO at -4 REF DC 22+STR for half

Area attacks: (Web) grows to 40x40 ft area

Gain: STR +34, DEX -8 (but can’t ever be lower than 10), CON +16, Area x 12

Saves: +14 to all

CR: 13 since base is 1 or lower





Stats:

Base + Fiendish (CR1)

S 5, D 15, C 12, I 3, W 10, C 6

Elite Array:

S -6, D 4, C 10, I -8, W 0, C -4

S 9, D 17, C 24, I 2, W 12, C 4

Titanic:

S 43, D 10, C 40, I 2, W 12, C 4

Final:

S 43, D 13, C 40, I 2, W 12, C 4





HP 25d10+7d8+480











CR

Class

Base Attack Bonus

Fort Save

Ref Save

Will Save

Skills

Feats

Class Features





1

Fiendish Aether Spidy

+0

+3

+3

+0

Hide 4, Spot 4

Endurance, (B)Weapon Finesse

Dimension Slide, Poison, Darkvision, SR 25, DR 10/Magic, Smite Good 1/day





13

Titanic Spidy

+18

+17

+17

+14

cc-Balance 5, Hide 20, cc-Move Silently 4, Spot 18



Great Dexterity x3, Dodge, Mobility, Skill Focus (Craft trapmaking), Crush, Steadfast Determination, (B)Great Fortitude

Trample, Poison increase, Area Attack, Gargantuan





14

Yathchol Webrider

+18

+17

+19

+14

Hide 22, Move 8



-

Web Hide, Web Ride 20ft





15

Webrider 2

+19

+17

+20

+14

Hide 24, Move 12



Virulent Poison

Spider Climb, Summon Spider (Large)





16

Webrider 3

+20

+18

+20

+15

Hide 26, Move 16



-

Web Blast 2/day





17

Webrider 4

+21

+18

+21

+15

Hide 28, Move 20



-

Web Ride 160ft





18

Webrider 5

+21

+18

+21

+15

Hide 30, Move 24



Deadly Poison

Summon Spider (Huge)





19

Webrider 6

+22

+19

+22

+16

Hide 32, Move 28



-

Web Ride 320ft





20

Webrider 7

+23

+19

+22

+16

Hide 34, Move 32



-

Web Blast 4/day













Let’s call our spider Fred. One day Fred is out bouncing around to his heart’s content and sees a shiny object off in the distance. *POOF* Fred jumps to the shiny and it’s a weird looking liquid inside a shallow dish, all swirly whirly looking. *POOF* Fred pops into the dish itself which is just big enough that he doesn’t drown from it. Fred hasn’t eaten in a while and is a bit hungry so he dips his mandibles into the liquid and tries a taste. *TINGLE ZAP POW* It’s so good! Fred laps it all up, but he’s still hungry! He looks up and sees another swirly whirly thing a little farther away. *POOF* Fred’s inside that one now. It’s a little different looking so Fred dips his mandibles into this one to test it out as well. *SPARKY ZING YE-OW* it’s got a kick, but Fred drinks it even faster than the other one.



*POOF POOF POOF*



Full now, Fred finds a nice dark spot to take a nap.



Fred opens his eyes and doesn’t recognize where he is. So, Fred takes a step and promptly hits his head on the ceiling, which shouldn’t be there. He stumbles and hits the side of the cavern.



WHAT IS GOING ON??? Fred yells and something else happens that has never happened to Fred before, at least that he can recall. A giant web shoots out and splatters the entire backside of the cave.



Fred starts playing around with these webs, eventually learning to do some really amazing things with them.







The first, and funniest thing is that every round as a free action this gargantuan spider that still thinks of itself as a much smaller thing can teleport 30 ft up into the air and fall on its foes, dealing somewhere in the neighborhood of 4d6+24 to every Med/Small thing that fits under it.



Since this is optimization, I’m going to argue the next part of Crush which simply states:




Each creature in the affected area must succeed on a REF save DC 10+STR (16)+size mod for grapple (+12)= 38 or be pinned and take crush damage each round pin is maintained.



Our Gargantuan Spidy takes up a 20x20 ft space. Even if his initial crush attack can’t affect a large or bigger opponent, anyone failing the REF save should be by RAW, forced to take the pin and subsequent damage per turn.



Steadfast Determination makes our Base WILL save +29 (+31 final) meaning just about auto success on everything. Dodge, Mobility and Skill Focus are necessary evils. Ironically Skill focus requires no ranks in the skill in order to take it, so we don’t have to spend any skill points on it.

Webrider helps turn our pal Fred into more of a traditional spider again. Spider Climb is missing from the Aether Spider’s entry, despite having a climb speed. Fred also gets back some use of Webs with Web Blast.



Another fun thing to argue about, Web Hide states you only need 5 feet of webbing to hide behind, so now picture this as an effective use of Hide:



https://www.sbs.com.au/topics/sites/sbs.com.au.topics/files/styles/full/public/giant_hero.jpg?itok=XlWNr9Mn&mtime=1494464664



Further, Web Ride is instantaneous, and Dimension Slide is a free action, so you can combine them.



Summon Spider states a Monstrous or swarm 1/day as Summon Monster 3 at CL 7 and later 10. Sticking to the Aether Spider gets you a CR 5 and later CR 7 friend to play with.



With a 37 DC attached to our Poison Bite, a measly +2 increase from Virulent Poison seems pointless, however it’s just another feat tax in order to get to Deadly Poison. Sure Poison Immunity is a thing, but if you bite someone that doesn’t have it, it’s now a DC 39 FORT save or 2d6 CON/4d6 CON, that seems bad.



3/day uses of Web as an SLA at 40x40 AoE, and 4 Web Blasts 4/day isn’t to bad. Web Blast itself is a 60ft ranged touch that deals 4d6 and forces a REF save at DC 10+Webrider lvl+15 (CON) or be stuck in place, then requiring a DC 20 STR or DC 25 Escape artist check as a full round action. Of course, once they escape, they’re still in potentially the middle of a 20x20ft zone of webbing making it impossible to move w/o constant checks.



Monster Manual II: Titanic Template p217

Player’s Hanbook II: Steadfast Determination p83

Savage Species: Ability Focus p30, Crush p31, Deadly Poison p31, Virulent Poison p40

Underdark: Yathcol Webrider p46

http://www.d20srd.org/srd/monsters/fiendishCreature.htm Fiendish Creature

http://www.archive.wizards.com/default.asp?x=dnd/psb/20030725a Spidy

http://www.d20srd.org/srd/spells/web.htm Web

http://www.giantitp.com/forums/showthread.php?565176-Villainous-Competition-XXVIII-Bad-Things-Come-in-Small-Packages TINY ONLY!

http://www.d20srd.org/srd/epic/feats.htm#greatDexterity



Limitations



• can never have a size larger than Tiny REMOVED

• For THIS ROUND, you can ignore size increases from HD

• CR increases from the size increase you are ignoring, will still take effect as normal

• For THIS ROUND, psionics are banned



So, why not just go w/ the Gargantuan Aether Spider in the first place and save some CR?



I’m glad you asked. To keep the “spirit” of the original round in place, I’m using this phrase from the Titanic Fluff:




Because of a titanic creature’s limited intelligence, it is incapable of perceiving itself as a gargantuan being





So we’re a gargantuan spider that thinks it’s much smaller



Variant:

As a purely background driven way of gaining an INT score, you could use the Awaken Vermin class ability of the Master of Flies to grant 3d6 INT, +1d3 CHA and 2HD and would change to Magical Beast. However that requires a lvl 14 NPC to use its 1/week ability on you to do so.

Further, you could apply the skeletal template to the base creature and get back 7CR to play w/, but being a giant skeleton isn’t really that great imo.



“Granting” an SLA:



From Shining South (57) Great Elixir: roll a % and various effects. On a 95, can gain 1d2+1 of various spells as SLAs, including those not listed on the chart at DM (my) discretion. Dimension Door (on list) 1/day, Web (off-list) 3/day. Both at CL 12.



Since I'm already taking some pretty strong liberty w/ DM fiat here in assigning myself 2 specific SLAs on a whim to qualify, and while it's a tad sketchy to take 3 epic feats, there's really no other way to get the DEX needed for Dodge which is a req for Webrider w/o somehow having a ginormous spider that just so happens to find some magical rings or some other silly thing that grants a DEX bonus. Losing 3 feats on it seems bad enough of a penalty.



Likewise, while Aether Spider comes from a web article dealing w/ Psionic Beastiary, they aren't psionic themselves. And Dimension Slide is listed as a Su ability, not a Psi ability, so even though they have a assigned ML by size category, we just aren't using psionics. It's a grey area of skirting the limitations sure, but that's what this is all about right :belkar:



Anyways, I've really just wanted quite badly to use the Titanic Template for a looooooong while, but never had a good reason to do so.

And finally, I could've just used a regular spider, but the hilarity of dimension slide and crush would then be gone, and i'd have no idea what to spend the last 7 ranks on.

3SecondCultist
2019-06-26, 11:07 PM
What a fantastically weird - and weirdly fantastic - group of entries! There’s the crazy hydra, a telepathic cat overlord, a woman who can reset the entire damn universe, a nightmarish version of Santa Claus’ toy factory... you name it, this contest has it. :smallbiggrin:

Also, I feel like it goes without saying that any soul brave enough to judge this contest deserves all of the internets.

jdizzlean
2019-06-26, 11:17 PM
as stated, I'll be mostly off board til sunday. if someone could attempt to figure out a build breakdown and post that, I'd appreciate it. And if anyone wants to build a judging table (and include a column for which round was used), I promise to give you 2 internet cookies for your troubles :D

AvatarVecna
2019-06-26, 11:23 PM
So here's concepts and ideas that got started but never finished:


Limitations:
Must be capable of bestowing a curse of some kind. (The Bestow Curse spell will do, but similar effects will also count, at the judges’ discretion).
Must have a traditional witch-y animal (such as a black cat, bat, frog, etc) as a familiar, animal companion, or other similar helper.
Must include the Brew Potion feat.
Must be capable of achieving flight via a Broom of Flying (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#broomofFlying). Creating the broom is not required; the character only has to be capable of using it.
Must be Evil-aligned. (Sorry, Glinda, this is a villainous competition).
Only one witch per entry. While covens of three are traditional, our judges and contestants will need a bit of mercy.


Basic idea here was a traditional coven of three hags (not the monsters, sadly, but effectively hags). One would go Wizard/Incantatrix for Cooperative Metamagic/Metamagic Effect and would load up on Spellcraft bonuses and metamagic feats, one would go Wizard/Ur-Priest/Mystic Theurge for easy cleric list access, and one would go Wizard/Red Wizard to facilitate Circle Magic. The three would all take Collegiate Wizard at lvl 1 for plenty of extra spells in their spellbooks, and they would all share freely between themselves. This ended up with three med-op wizards with triple normal spells or thereabout, without having to even touch money.


Limitations:

The character presented must be able to offer deals that involve two things: a "gift" the character bestows and a "price" the recipient has to give to the character.
"Gifts" may be anything from templates, magic items, minions, spells, powers, maneuvers, feats, temporary hit points, skill points, attribute boni, etc.
"Prices" is completely up to you. Examples could range from collecting souls as devils do, to asking for "favors".
The character presented may never lie about the gift and the price involved. Therefor you may not use Bluff or any equivalent game mechanic concealing the details of the deal if asked directly.
As always the character presented must be evil. So you better make those prices hefty ;).


This is the only dumb thing I saw I expected somebody to do, and I wasn't let down. Granted, they still went the route of "actually playing the game of making real deals" even if they're just being a little dishonest sometimes about the prices involved. My idea ended up looking a little more like this (https://www.oglaf.com/twowishes/). Just use this contest's rules to utterly ignore the intent of the original contest and make a serial killer whose "gift" is assistance achieving a vow of poverty, and whose "price" is "get murdered and looted".

Dumb idea, glad the person who actually went this route did something more fun with it.



Build a Tribute to any monster/creature/character from any Halloween based creative work (movie, book, song, game, etc), List that inspiration in your sources
Ghostwalk's Ghost Template is banned
Must be chaotic, but not neccessarilty Evil
Must use Illusions in some way to mimic trickery


I just felt too pigeonholed by it having to be a classic Halloween monster. What I would've done here is nothing super-fancy: some kinda spider creature that goes the Shadowcraft Mage route, as an homage to Stephen King's IT.


Limitations

[size=10]READ THIS CAREFULLY!!!


POWER will be judged on a 10 point scale for this round
use only 1 feat for your entire build
for the purposes of this round, all references of a feat not stacking or not applying to the same thing more than once are irrelevant.
you must still meet the pre-reqs for the feat you choose
you can choose to NOT take a feat at any levels (1, 3, 6, 9, 12, 15, 18) prior to when you take it first in order to meet pre-reqs, if you choose to NOT take a feat at any level for this purpose, you can choose any of the following benefits instead (list your choice in the feat field of your build table):

gain 2 extra skill points per level until you take the feat (2 at 1st, 4 at 3rd, 6 at each successive option)
gain +1 to BAB
gain +1 CL/ML/IL

Once you have taken your feat, you can NOT benefit from these options again
You must use at least 1 actual feat
Bonus feats from any source must still comply with being your only feat choice
Bonus feats not taken grant no benefit
EDIT: Alright, if you wish it, bonus feats can be taken to qualify for your feat of choice, but they grant no specific value to the build beyond that. it must be a specific bonus feat, not a "choose from x amount of feats" as a bonus feat.
racial feats may be used to qualify for your feat choice, but grant you no other benefit unless it is also your chosen feat for this round
Wild Talent and Hidden Talent are banned


Weirdly, neither Do Over nor One Feat actually have an alignment restriction, so the goal here was to go the Exalted route. The "one feat" limitation is what kept most stuff off the table, since so many exalted feats (especially the vows) had prereqs, but removing that just leaves me with normal building rules except one feat can randomly self-stack indefinitely. Aim here was a Telthor template/Saint template Human with 10 levels in Disciple Of Peace and two flaws. 1st lvl feats are Sacred Vow (flaw), Vow Of Poverty (flaw), Nymph's Kiss (HD), Vow Of Nonviolence (Human), and Vow Of Peace (VoP bonus), with every other HD/VoP feat from there on would be another iteration of Vow Of Peace.

Every time you try and get within 20 ft of him, you'd get hit by a gradually-increasing number of saves to get that Calm Emotions effect going. Every manufactured weapon hit on him triggered a gradually-increasing numbers of saves to avoid the weapon shattering. His Diplomacy bonus is through the roof, and while he can't use that on PCs, he can use it on NPCs to turn them against the PCs. His AC is absolutely ridiculous between Poverty and so many iterations of Peace.

But how to play him? That's simple...he's a good person. A really good person. An exalted good person. And he's the antagonist because the players and their characters are awful people and they need to know it. They're greedy murderous swine with no true moral convictions save what they use to justify their own selfish desires. And he's gonna make them regret it. He'll show them up by example, show up to a dungeon they're halfway through slaughtering and find a peaceful solution that makes everybody happy except the PCs. He'll cheat them out of XP and loot on the grounds that it's wasted on them. If asked why he's focused on thwarting them in particular, he claims he was put up to it by higher powers as a means of testing their conviction.

Is he legit, or a prick hiding behind divinity to screw with them? They'll likely never know because halfway through his first tiresome preachy speech about morality and ethics one of them is going to stab him and send the entire campaign on a downward spiral.

MisterKaws
2019-06-26, 11:25 PM
Wow. Just wow.

I thought I knew where my HM was going, and then.

This is fine.

Venger
2019-06-26, 11:42 PM
as stated, I'll be mostly off board til sunday. if someone could attempt to figure out a build breakdown and post that, I'd appreciate it. And if anyone wants to build a judging table (and include a column for which round was used), I promise to give you 2 internet cookies for your troubles :D

yeah, I'll get right on that

PoeticallyPsyco
2019-06-26, 11:42 PM
My second entry was going to be based on Panacea from Worm, only instead of [spoilers redacted] she would go completely downhill, get infected with a shred of essentia, turn into a misery Lost, and go into Necrocarnate. She'd go around offering her healing services to villains, her only price being that for each person she healed she demanded a death in return. I was really happy with the fluff (more in depth than what I've listed here, naturally), but it wasn't doing anything particularly interesting mechanically (probably Cleric 3/ Incarnate 2/ Sapphire Hierarch 6/ Lost template +1 CR/ Incarnate +2/ Necrocarnate 9) and wasn't very threatening to the players (even for the Minion competition), so at the end of it all I couldn't summon the effort to turn it into an entry.

Venger
2019-06-26, 11:49 PM
Entry Number

Build Name

Stub

What round is it?

Judge 1 scores

Judge 2 scores

Total Score

Ranking

Chef





1

Ialeah, Breath of Tiamat

Half-Black Dragon Multipleheaded (Pyro) Cryohydra of Legend

multiple personality disorder/ many-headed/ burn baby burn/ master of the tundra/ swallow whole















2

Atriox

CE Large Giant (shapeshifter)
Legendary Lycanthrope Half Ogre Warlock 1/ Legendary Wolf 30HD/ Warshaper 3/ Warlock +5/ Hellfire Warlock 3/ Warlock +2

oh hell no!















3

Victoria Tavius, the Iron Immortal

Half-Iron-Golem Grey Elf Artificer 17

it's alive!















4

The Tigermonkey

Beast of Xvim Gambol Scout 2, Swordsage 7, Bloodclaw Master 5

it's alive!















5

Liliet, the First Feline

Neutral Evil Spellwarped Tibbit Psion (Telepath) 9 / Thrallherd 9

psionic overlord















6

Cassandra

NG -> NE Vecna-Blooded Half-Elf, Bardic Sage 4/Seer 3/Cerebremancer 3/Sublime Chord 2/Cerebremancer +7

higher they rise, harder they fall















7

Rhiannon, Queen of Magpies

half-fey sylph malconvoker 9/master of masks 2

power comes at a price















8

Snow White and the Ten Fleshrakers

CE human Bard 1/Human Paragon 2/Bard +17

one feat to rule them all















9

Pudding and Cuddles

Wood Element Spellwarped Half-Dragon(Black) Anarchic Arcane Ooze

it's alive!















10

Omega

beholder beholder mage 7

one feat to rule them all















11

Pestilence the Leanan

Pestilence the Leanan Sidhe/Binder 2/Fighter 2/Cancer Mage 10/Windrider 7 |War the Advanced Corrupted Walking Wall Mineral Warrior/Fighter 1/Ashworm Dragoon 10 |ghoulish ravenous abeil queen contemplative 1/oozemaster 5 | bodak creature rakshasa

the horsemen are drawing nearer















12

Sverntir and the Heralds of Winter

Lightkeeper White Wyrm Sorcerer 1

master of the tundra

MisterKaws
2019-06-26, 11:51 PM
Table that's way more detailed than mine even though it's a shameless copy from the levels table

Well, I guess I'll just delete mine...

Oh, by the way, Tigermonkey is XVII and Sverntir is VIII. Their rounds are pretty hidden.

Lionheart
2019-06-27, 02:25 AM
I am overjoyed that I'm not judging this round, anyone that offers to do so has a truly herculean task!

I really thought my entry(s) were cool and interesting, but some of these others are insane! Grats to everyone that got an entry in!

MisterKaws
2019-06-27, 05:56 AM
I am overjoyed that I'm not judging this round, anyone that offers to do so has a truly herculean task!

I really thought my entry(s) were cool and interesting, but some of these others are insane! Grats to everyone that got an entry in!

I think it'd be about equal to judging 20-ish characters at most. It's not THAT hard. Just hard.

3SecondCultist
2019-06-27, 06:39 AM
Just a note: Cassandra’s round is actually “Higher they Rise, Harder They Fall”.

Also, I had a bunch of ideas for “Power At A Price”. I looked at Verdant Prince for a while (MMV), since it had a unique ability to offer deals for mechanical power but it was something of a fixed optimization point and I couldn’t find much to gel with it.

My favorite concept idea was an Elemental Weird with the Magister Template and tacking on some Artificer levels for item creation feats and Legendary Artisan, then picking up Demonic Essence. Basically the character would making magic items for everyone for a 12.5% XP net income, but with a secret downside of a 10% chance of a cursed item. The fluff I had was that the Earth Weird had visions of an impending disaster (as Weirds are wont to do), and sought to gain and give enough power to stop it, trafficking with demons to make ends meet. Eventually (accidentally) it becomes the Magister, which only accelerates its plans, but once it finds the office of supreme power, it realizes that it enjoys its privileges far too much to step down...

MisterKaws
2019-06-27, 06:57 AM
Just a note: Cassandra’s round is actually “Higher they Rise, Harder They Fall”.

Also, I had a bunch of ideas for “Power At A Price”. I looked at Verdant Prince for a while (MMV), since it had a unique ability to offer deals for mechanical power but it was something of a fixed optimization point and I couldn’t find much to gel with it.

My favorite concept idea was an Elemental Weird with the Magister Template and tacking on some Artificer levels for item creation feats and Legendary Artisan, then picking up Demonic Essence. Basically the character would making magic items for everyone for a 12.5% XP net income, but with a secret downside of a 10% chance of a cursed item. The fluff I had was that the Earth Weird had visions of an impending disaster (as Weirds are wont to do), and sought to gain and give enough power to stop it, trafficking with demons to make ends meet. Eventually (accidentally) it becomes the Magister, which only accelerates its plans, but once it finds the office of supreme power, it realizes that it enjoys its privileges far too much to step down...

Hmm... looking at my original table... Yeah, round XI. The entries were revealed pretty late, so let's put some slack on Venger. He'll probably get to fixing it soon.

Venger
2019-06-27, 10:31 AM
Well, I guess I'll just delete mine...

Oh, by the way, Tigermonkey is XVII and Sverntir is VIII. Their rounds are pretty hidden.


Hmm... looking at my original table... Yeah, round XI. The entries were revealed pretty late, so let's put some slack on Venger. He'll probably get to fixing it soon.

fixed the entry column in tigermonkey, sverntir, and cassandra.

Piggy Knowles
2019-06-27, 11:12 AM
Some thoughts I had that I decided not to go with:


The Harder They Fall, but remove the no paladins restriction, and run with a white dragonspawn ex-paladin 1/blackguard 10/nar demonbinder 2/abjurant champion 5, with the fluff that the spawn broke free of its master's control to live a noble life before the dragon regained control and forced it to perform a heinous act, precipitating the fall.
Ultimate Predator, make some sort of fiendish monstrous crab warblade or swordsage and remove the "stealthy" requirement, because That Damn Crab is pretty scary I guess but what if it could use tornado throw or feral deathblow?
See above, but remove the "no undead" requirement instead, and make some sort of ridiculous predator based off of MM3's drowned.
Nature's Revenger, removing the heavy armor limitations. Didn't actually have a clear build in mind, but I had a vague idea of something involving a dwarven ancestor that had been tasked to guard a temple hidden in a forest, and when the temple decayed and crumbled, decided its mandate extended to the forest itself.
The Gadgeteer, remove the "no wands" restriction, and make a gunslinger-style wand user.

Lionheart
2019-06-27, 11:19 AM
Since everyone else is sharing their other ideas...
My only other one was for the recent Scaled round, building a Dragon Turtle with the Sea Witch PrC from Stormwrack (removing that restriction). I just thought a giant underwater beast that could create whirlpools that dragged any opponent's directly to the Elemental Plane of Water was a lot of fun. Couldn't make it work to meet the PrC requirements without Loredrake, and as an untrue dragon, that would be iffy at best...

MisterKaws
2019-06-27, 11:26 AM
My previous build ideas are related to one of my entries, so I can't post them until judging ends.

Though I did get some nice ideas from one of the entries this round.

Thurbane
2019-06-27, 05:01 PM
Wow, quite the array of entries. Congrats to all entrants!


Good luck on the surgery. Hope she ends well.

Thanks - surgery went OK, but she's now in a fair bit of pain recovering.

MisterKaws
2019-06-27, 05:18 PM
Thanks - surgery went OK, but she's now in a fair bit of pain recovering.

Post-surgery is always the hardest. I myself had someone in my family who had to spend the entirety of January recovering this year. Let her rest and she'll be okay in a jiffy.

ben-zayb
2019-06-28, 12:22 AM
Whoa, that's another impressive array of entries! Really shows what the playground can do when allowed to let loose a bit.

My suggestion for getting a judge to step up. Offer them X vote credits that they can use for voting (or just outright deciding) the theme on upcoming rounds.

I'm a bit miffed that I really had no time for this round, not even enough to brainstorm a concept.

3SecondCultist
2019-06-28, 07:35 AM
Whoa, that's another impressive array of entries! Really shows what the playground can do when allowed to let loose a bit.

My suggestion for getting a judge to step up. Offer them X vote credits that they can use for voting (or just outright deciding) the theme on upcoming rounds.

Well speaking as one of the entrants: thanks!

I think that is a good idea. Incentivizing judging is always good, and that is a solid idea for an incentive for the judge. Giving them full control over the next round should be okay, given that their idea is not universally disliked by the future contest entrants.

MisterKaws
2019-06-28, 09:09 AM
Well speaking as one of the entrants: thanks!

I think that is a good idea. Incentivizing judging is always good, and that is a solid idea for an incentive for the judge. Giving them full control over the next round should be okay, given that their idea is not universally disliked by the future contest entrants.

The chairman could let them vote among themselves between a number of the choice themes he currently prepared.

I doubt anyone would come forward to judge this mess without some incentive. We went a bit overboard this time.

GrayDeath
2019-06-28, 12:53 PM
Some really weird, and all really nice, well done!


Sadly it was (and from tomorrow onward will be again) fracking hot over here, so I couldnt for the life of it do anything requiring mental faculties above simple typing the alst few days.

Seeing as the present VoP Exemple outdid my VoP Idea, and my other Idea was too complicated (aiming to combine Psionic Overlord anhd leader of Armies via some shenannigans) thats not too bad. Still, sigh.


As for judging....I might be wiloing to do that, but at the earliest when it gets less tropical over here (seems wednesday at the earliest) and given the massive amount of detail it will take a long while.

GreatWyrmGold
2019-06-28, 12:56 PM
I'll need to put aside a good chunk of time to read all those neat-looking villains. I submitted an entry, which I'm pretty sure means I can't judge, but I'll still offer my thoughts on them. Eventually. Once I get back from camping, maybe.



It might not be so bad, since limit for posts is 2x pms.
Really? I thought they were both limited to 10k characters. So glad I was wrong...



I think it'd be about equal to judging 20-ish characters at most. It's not THAT hard. Just hard.
I'd expect it to be more grueling or tedious than hard in the typical sense.



Weirdly, neither Do Over nor One Feat actually have an alignment restriction, so the goal here was to go the Exalted route...
I'm not sure feat stacking should work like that, but I like it.



My second entry was going to be based on Panacea from Worm, only instead of [spoilers redacted] she would go completely downhill, get infected with a shred of essentia, turn into a misery Lost, and go into Necrocarnate.
Until you started talking about essentia and Necrocarnates, that sounds a lot like Panacea.
...Okay, that just leaves "go completely downhill," but still.


I was really happy with the fluff (more in depth than what I've listed here, naturally), but it wasn't doing anything particularly interesting mechanically (probably Cleric 3/ Incarnate 2/ Sapphire Hierarch 6/ Lost template +1 CR/ Incarnate +2/ Necrocarnate 9) and wasn't very threatening to the players (even for the Minion competition), so at the end of it all I couldn't summon the effort to turn it into an entry.
Any chance you could share the fluff?



My favorite concept idea was an Elemental Weird with the Magister Template and tacking on some Artificer levels for item creation feats and Legendary Artisan, then picking up Demonic Essence. Basically the character would making magic items for everyone for a 12.5% XP net income, but with a secret downside of a 10% chance of a cursed item. The fluff I had was that the Earth Weird had visions of an impending disaster (as Weirds are wont to do), and sought to gain and give enough power to stop it, trafficking with demons to make ends meet. Eventually (accidentally) it becomes the Magister, which only accelerates its plans, but once it finds the office of supreme power, it realizes that it enjoys its privileges far too much to step down...
Note to self: Look into all of those things. Well, I already know about the Weird, but aside from that...



I had two ideas that I didn't go through with.

The first was for the Swallow Whole round. There's a wu jen spell (giant size, I think?) that makes you ludicrously big, so I decided I'd find a creature too puny to use Swallow Whole on anything bigger than a rat, give them a bunch of wu jen levels, and go to town. But...problems.
First, the only way I could find was a dragonwrought kobold getting dragon-specific feats; for most reason, most things that give Swallow Whole are size-restricted. Small problem, but it adds up. Second, the spell only lasts one minute, and I couldn't find any good metamagic tricks to persist it. The best I found was using incantrix and getting a ludicrous Spellcraft check. Third, I realized that wu jen make terrible gishes.
If I just had one or two of these problems, fine. I could cheese or ignore that. But all together...meh. Which is a shame, since I had a decent lore idea for it: The kobolds of the Famis Peaks were driven into fewer and fewer caverns as the best were claimed for gnomish towns and farms. As dozens of tribes packed themselves into such a small space, starvation wracked the kobolds. Finally, one champion, gifted with power by dragon blood and spirit pacts, rose to devour those who drove her to hunger...

The second was for the Make a Deal round. There's this devil in the BoVD with liquid pain at will, and its CR is just low enough that it can pick up a bunch of warlock levels and get that ability that lets them make magic items with a UMD check.
I focused on its plan. The devil was chucked out of Hell, and wanted to not only get back but rule Hell. So it started cutting deals with basically everyone. First a deal with some demon lord for infernal power (it didn't want to bother studying artificering when it could just make a pact), then deals with local addicts and drug lords (most importantly, "Let me extract some liquid pain and I'll let you keep half" and/or "I'll pay you to let me extract liquid pain"). This let him claw his way into kingpin territory, at which point he helped a pain-addicted hero start a great big Adventuring Guild or Hero Association or something. Add some more twists and turns, and the devil has fingers in every pie.
Endgame: Gather an absolutely ludicrous stockpile of liquid pain, which can be used to replace XP costs when creating magic items. Combining that with the wealth he gathered as a kingpin and plenty of spare time lets the devil craft a number of artifact-level magic items, from mind-influencing circlets (both to keep his army loyal and disrupt the enemy armies) to a gate-opening sword (for both logistics and the initial invasion). Once he has all he needs, he'd gather a great army for a crusade into the Hells, composed of everything from mighty paladins and wizards to common cutthroats and addicts. Possibly also demons or knights/soldiers from kings who owe him favors.
Anyways, this army (kept loyal and coherent with the magic items) would march through the gates and promptly start attacking Asmodeus's palace. This would be Bad, because...well, I was a bit fuzzy on this. Asmodeus's vengeance? Some cosmic balance that only Good ever cares about? Just the tragedy of countless innocents facing death at the swords of Hell? Another problem was that I couldn't think of any interesting mechanical hook; it would just be a mid-level warlock with some fiendish abilities. Finally, I only thought of it a few days before the cutoff, meaning I couldn't properly develop the fluff or the crunch to a level I was happy with.

MisterKaws
2019-06-28, 01:13 PM
Wu-Jen/Jade Phoenix mage is pretty good for deleting any number of foes via Body Outside Body, but it's too much investment to get any more classes and too overused to get an Originality above 3. So that's that.

Venger
2019-06-28, 01:26 PM
Really? I thought they were both limited to 10k characters. So glad I was wrong...

PM limit is 25k, post limit is 50k

3SecondCultist
2019-06-29, 11:32 AM
I had two ideas that I didn't go through with.

The first was for the Swallow Whole round. There's a wu jen spell (giant size, I think?) that makes you ludicrously big, so I decided I'd find a creature too puny to use Swallow Whole on anything bigger than a rat, give them a bunch of wu jen levels, and go to town. But...problems.
First, the only way I could find was a dragonwrought kobold getting dragon-specific feats; for most reason, most things that give Swallow Whole are size-restricted. Small problem, but it adds up. Second, the spell only lasts one minute, and I couldn't find any good metamagic tricks to persist it. The best I found was using incantrix and getting a ludicrous Spellcraft check. Third, I realized that wu jen make terrible gishes.
If I just had one or two of these problems, fine. I could cheese or ignore that. But all together...meh. Which is a shame, since I had a decent lore idea for it: The kobolds of the Famis Peaks were driven into fewer and fewer caverns as the best were claimed for gnomish towns and farms. As dozens of tribes packed themselves into such a small space, starvation wracked the kobolds. Finally, one champion, gifted with power by dragon blood and spirit pacts, rose to devour those who drove her to hunger...

The second was for the Make a Deal round. There's this devil in the BoVD with liquid pain at will, and its CR is just low enough that it can pick up a bunch of warlock levels and get that ability that lets them make magic items with a UMD check.
I focused on its plan. The devil was chucked out of Hell, and wanted to not only get back but rule Hell. So it started cutting deals with basically everyone. First a deal with some demon lord for infernal power (it didn't want to bother studying artificering when it could just make a pact), then deals with local addicts and drug lords (most importantly, "Let me extract some liquid pain and I'll let you keep half" and/or "I'll pay you to let me extract liquid pain"). This let him claw his way into kingpin territory, at which point he helped a pain-addicted hero start a great big Adventuring Guild or Hero Association or something. Add some more twists and turns, and the devil has fingers in every pie.
Endgame: Gather an absolutely ludicrous stockpile of liquid pain, which can be used to replace XP costs when creating magic items. Combining that with the wealth he gathered as a kingpin and plenty of spare time lets the devil craft a number of artifact-level magic items, from mind-influencing circlets (both to keep his army loyal and disrupt the enemy armies) to a gate-opening sword (for both logistics and the initial invasion). Once he has all he needs, he'd gather a great army for a crusade into the Hells, composed of everything from mighty paladins and wizards to common cutthroats and addicts. Possibly also demons or knights/soldiers from kings who owe him favors.
Anyways, this army (kept loyal and coherent with the magic items) would march through the gates and promptly start attacking Asmodeus's palace. This would be Bad, because...well, I was a bit fuzzy on this. Asmodeus's vengeance? Some cosmic balance that only Good ever cares about? Just the tragedy of countless innocents facing death at the swords of Hell? Another problem was that I couldn't think of any interesting mechanical hook; it would just be a mid-level warlock with some fiendish abilities. Finally, I only thought of it a few days before the cutoff, meaning I couldn't properly develop the fluff or the crunch to a level I was happy with.

That sounds a lot like the build I ended up doing for that round! The fluff and base monster were wildly different, but check out my entry for Antharyx, Emperor of Esmel (http://www.giantitp.com/forums/showsinglepost.php?p=23056008&postcount=62) in the round. I opted out of using Wu Jen in favor of dipping Wyrm Wizard, because it fit my build a lot better in terms of both crunch and fluff. I used Spelldancer to persist both giant size and bite of the werebear for free, which is admittedly equally as cheesy as Incantatrix. There were two major problems with my build's legality though: first and foremost is that Wizards possibly nerfed Banelars in the 3.5 errata to Monsters of Faerun (it's not 100% clear in the text, but I think it's possible that the wizard casting progression was removed outright, which would make the monster completely illegal) so I used the 3.0 version. The second problem I ran into (an actual oversight on my part) was that Antharyx never qualified for the Gape of the Serpent feat.

As far as the second build goes, I actually had something very similar in the works, but revealing it now would pretty much give away my entry. Suffice it to say that I consulted with the chair and was discouraged from trying the build because it could very well fall under 'alternate item crafting' rules and might be judged as not qualifying for the contest at all.

jdizzlean
2019-06-30, 09:50 AM
Entry Number

Build Name

Stub

What round is it?

Judge 1 scores

Judge 2 scores

Total Score

Ranking

Chef





1

Ialeah, Breath of Tiamat

Half-Black Dragon Multipleheaded (Pyro) Cryohydra of Legend

multiple personality disorder/ many-headed/ burn baby burn/ master of the tundra/ swallow whole















2

Atriox

CE Large Giant (shapeshifter)
Legendary Lycanthrope Half Ogre Warlock 1/ Legendary Wolf 30HD/ Warshaper 3/ Warlock +5/ Hellfire Warlock 3/ Warlock +2

oh hell no!















3

Victoria Tavius, the Iron Immortal

Half-Iron-Golem Grey Elf Artificer 17

it's alive!















4

The Tigermonkey

Beast of Xvim Gambol Scout 2, Swordsage 7, Bloodclaw Master 5

it's alive!















5

Liliet, the First Feline

Neutral Evil Spellwarped Tibbit Psion (Telepath) 9 / Thrallherd 9

psionic overlord















6

Cassandra

NG -> NE Vecna-Blooded Half-Elf, Bardic Sage 4/Seer 3/Cerebremancer 3/Sublime Chord 2/Cerebremancer +7

higher they rise, harder they fall















7

Rhiannon, Queen of Magpies

half-fey sylph malconvoker 9/master of masks 2

power comes at a price















8

Snow White and the Ten Fleshrakers

CE human Bard 1/Human Paragon 2/Bard +17

one feat to rule them all















9

Pudding and Cuddles

Hivenest(Leech Swarm) Advanced Octopus Tree + Wood Element Spellwarped Half-Dragon(Black) Anarchic Arcane Ooze(Symbiotic)

it's alive!















10

Omega

beholder beholder mage 7

one feat to rule them all















11

Pestilence the Leanan

Pestilence the Leanan Sidhe/Binder 2/Fighter 2/Cancer Mage 10/Windrider 7 |War the Advanced Corrupted Walking Wall Mineral Warrior/Fighter 1/Ashworm Dragoon 10 |ghoulish ravenous abeil queen contemplative 1/oozemaster 5 | bodak creature rakshasa

the horsemen are drawing nearer















12

Sverntir and the Heralds of Winter

Lightkeeper White Wyrm Sorcerer 1

master of the tundra














2 INTERNETS COOKIES AWARDED TO VENGER!!!



Special Entry
Round
Judge 1
Final Score


Fred

XXVIII


















My suggestion for getting a judge to step up. Offer them X vote credits that they can use for voting (or just outright deciding) the theme on upcoming rounds.



It's been a standing thing in my run as VC chair that judges get to submit a round idea to me for future use.

Gray, and any other potential judge this round can either select from the 2 themes i have ready to go and ADD a limitation of their own to it, or give me another idea that isn't on my list of upcoming themes to build for not the next round, but the one after.

GrayDeath
2019-06-30, 10:04 AM
Sound sinteresting.

Again,a s soon as its below 30 degrees most of the time over here, I will get to it. Not before.

I hate the heat (and so does my PC ^^).

MisterKaws
2019-06-30, 10:13 AM
It's been a standing thing in my run as VC chair that judges get to submit a round idea to me for future use.

Gray, and any other potential judge this round can either select from the 2 themes i have ready to go and ADD a limitation of their own to it, or give me another idea that isn't on my list of upcoming themes to build for not the next round, but the one after.

Oh! Didn't see Gray volunteered to judge. Good luck on this one, hope it's not too painful.

Edit:


Sound sinteresting.

Again,a s soon as its below 30 degrees most of the time over here, I will get to it. Not before.

I hate the heat (and so does my PC ^^).

Ninja'd by the man himself.

jdizzlean
2019-06-30, 06:24 PM
my other idea was to use the Pyro feat a whole lot of times to make it impossible to put the flames out.

the bad things being that fire resistance/immunity is a pretty common thing, and that energy substitution would be great, but not work in the one feat to rule them all round. that, and i just recently did a pyromancer build, so it'd have to have been a sorc probably, but that's as far as that line of thought took me.

MisterKaws
2019-06-30, 06:28 PM
my other idea was to use the Pyro feat a whole lot of times to make it impossible to put the flames out.

the bad things being that fire resistance/immunity is a pretty common thing, and that energy substitution would be great, but not work in the one feat to rule them all round. that, and i just recently did a pyromancer build, so it'd have to have been a sorc probably, but that's as far as that line of thought took me.

You could cut the "one feat only" rule, y'know?

GreatWyrmGold
2019-06-30, 09:19 PM
That sounds a lot like the build I ended up doing for that round! The fluff and base monster were wildly different, but check out my entry for Antharyx, Emperor of Esmel (http://www.giantitp.com/forums/showsinglepost.php?p=23056008&postcount=62) in the round. I opted out of using Wu Jen in favor of dipping Wyrm Wizard, because it fit my build a lot better in terms of both crunch and fluff. I used Spelldancer to persist both giant size and bite of the werebear for free, which is admittedly equally as cheesy as Incantatrix. There were two major problems with my build's legality though: first and foremost is that Wizards possibly nerfed Banelars in the 3.5 errata to Monsters of Faerun (it's not 100% clear in the text, but I think it's possible that the wizard casting progression was removed outright, which would make the monster completely illegal) so I used the 3.0 version. The second problem I ran into (an actual oversight on my part) was that Antharyx never qualified for the Gape of the Serpent feat.
Pretty neat, though giant size seems almost unneeded on something the size of an elephant. I'm not sure using the Spelldancer class to enhance buff spells is all that cheesy, since that seems to be all it's good for (unless there's some trick I'm unaware of that makes spending several rounds on a single metamagic spell anything but a waste of actions). The banelar is broken for the opposite reason; it's pretty much the best gish, because it doesn't need to choose between attacking and spelling.



You could cut the "one feat only" rule, y'know?
Someone already did that.

MisterKaws
2019-06-30, 11:17 PM
Someone already did that.

One of them removed the power score and the other removed the pre-requisites. None removed the main limitation.

AvatarVecna
2019-07-01, 04:33 AM
Oh speaking of "builds for previous contests that got scrapped", during the feat round I found a really cool feat that would've been fun to stack up a bunch of times that would've been pointless in that competition. The feat is "Ceremonial Empowerment" from Faiths Of Eberron, and gives a +1 to CL "on any day devoted to your god". The idea of stacking it up a whole bunch of times seemed really cool as a villain idea - bake the "religious extremist" flavor right into the mechanics, while also giving a reason why the villain can't just pull off their evil plan whenever they want, and gives the players the opportunity to (once they figure out her gimmick) try to ambush her plan before the last minute so she doesn't have super-powerful spells. This would've been fantastic for the spirit of the competition, showing off a feat that can be self-stacked for wonderful effect to create a memorable and powerful villain...

...and it was ruined because you could replace any feat you weren't allowed to take with a CL bonus by default. Turning feat slots into a CL bonus that only triggers every couple weeks or so that pidgeonholed the build into being a cleric was just that much more limiting than "you can turn feat slots into a flat CL bonus for whatever, permanently".

remetagross
2019-07-01, 07:21 AM
Oh speaking of "builds for previous contests that got scrapped", during the feat round I found a really cool feat that would've been fun to stack up a bunch of times that would've been pointless in that competition. The feat is "Ceremonial Empowerment" from Faiths Of Eberron, and gives a +1 to CL "on any day devoted to your god". The idea of stacking it up a whole bunch of times seemed really cool as a villain idea - bake the "religious extremist" flavor right into the mechanics, while also giving a reason why the villain can't just pull off their evil plan whenever they want, and gives the players the opportunity to (once they figure out her gimmick) try to ambush her plan before the last minute so she doesn't have super-powerful spells. This would've been fantastic for the spirit of the competition, showing off a feat that can be self-stacked for wonderful effect to create a memorable and powerful villain...

...and it was ruined because you could replace any feat you weren't allowed to take with a CL bonus by default. Turning feat slots into a CL bonus that only triggers every couple weeks or so that pidgeonholed the build into being a cleric was just that much more limiting than "you can turn feat slots into a flat CL bonus for whatever, permanently".

Too bad! That'd have been a really cool idea :smallsmile:

GreatWyrmGold
2019-07-01, 11:23 AM
One of them removed the power score and the other removed the pre-requisites. None removed the main limitation.
I could have sworn one did that...in my defense, I skimmed them days ago.

3SecondCultist
2019-07-01, 12:25 PM
Pretty neat, though giant size seems almost unneeded on something the size of an elephant. I'm not sure using the Spelldancer class to enhance buff spells is all that cheesy, since that seems to be all it's good for (unless there's some trick I'm unaware of that makes spending several rounds on a single metamagic spell anything but a waste of actions). The banelar is broken for the opposite reason; it's pretty much the best gish, because it doesn't need to choose between attacking and spelling.

True enough, but I wanted a build that could swallow anything in the game (including Colossal creatures) without just making a dragon. It is a shame that the build didn’t work though. In my mind, anything that can effectively give out free Persistent Spell buffs is cheesy by default. Antharyx is maybe two medium steps away from Team Solar levels of cheese. And yes, banelars are ridiculous; anything that gets 1/round free action casting is absolutely ridiculous, but it fit so well with what I wanted and I figured it was a unique looking monster, so I went for it.

MisterKaws
2019-07-01, 12:50 PM
True enough, but I wanted a build that could swallow anything in the game (including Colossal creatures) without just making a dragon. It is a shame that the build didn’t work though. In my mind, anything that can effectively give out free Persistent Spell buffs is cheesy by default. Antharyx is maybe two medium steps away from Team Solar levels of cheese. And yes, banelars are ridiculous; anything that gets 1/round free action casting is absolutely ridiculous, but it fit so well with what I wanted and I figured it was a unique looking monster, so I went for it.

Oh, beautiful Serpent Kingdoms. Is there a single thing that isn't broken in that book?

3SecondCultist
2019-07-01, 01:03 PM
Oh, beautiful Serpent Kingdoms. Is there a single thing that isn't broken in that book?

For what it’s worth, I used the Monsters of Faerun version rather than the Serpent Kingdoms one (which is 3 full CR higher). I did not realize that the latter existed at all at the time.

jdizzlean
2019-07-01, 02:30 PM
Victoria Tavius's author wanted this posted as for a "i didn't build this" part of the discussion


Victoria was originally going to be a wizard (specifically, a transmuter with necromancy and probably evocation as banned schools, to heighten the contrast with Zama), until I remembered that artificers were a thing which fit better thematically and decided to go whole hog on that. As a wizard, she also had a silver dragon wyrmling as a familiar who stuck by her side even after Zama took control...and then left after she took control of Zama, replaced by a red dragon familiar. It was supposed to be symbolic of her face-heel turn, but it cluttered up the build too much once I switched to the more obvious class choice.

GreatWyrmGold
2019-07-01, 03:54 PM
In my mind, anything that can effectively give out free Persistent Spell buffs is cheesy by default.
...Fair enough.

jdizzlean
2019-07-02, 11:41 AM
i ran out of time, but i was in the process of "Challenge COMPLETED" for pudding/cuddle's picture request as well...

it would've been epic...

GrayDeath
2019-07-08, 10:15 AM
Short update: As the weather finally has let off, I ahve started judging.

And hooo boy are those some entries....

Expect this to take a while. At the very least until after my birthday, as I have free weeks then (end of July).

But one thing up front: SOme aspects of the builds are already proving really problematic to judge fairly. This is hard work.

jdizzlean
2019-07-08, 12:03 PM
everything is a 5 pt scale

just go w/ your gut. since this is so spread out, you can go super in depth to each one, or just generalize.

MisterKaws
2019-07-08, 12:26 PM
everything is a 5 pt scale

just go w/ your gut. since this is so spread out, you can go super in depth to each one, or just generalize.

Well, there's a build made of four characters. Probably gonna be weird rating that one, especially in Power.

jdizzlean
2019-07-13, 04:42 AM
Well, there's a build made of four characters. Probably gonna be weird rating that one, especially in Power.

true enough. you could either generalize them all together, or get super technical and give each a max power rating of 1.25 pts, and then do some more math.

GrayDeath
2019-07-13, 05:42 AM
See, and thats not even the msot complicated part (if the most obvious^^).

Still, slogging on, 2 mostly done, 1 started. And as I said, dont have too much time until around the 25th. Sigh....back to work.

jdizzlean
2019-07-24, 10:11 PM
I know we're only just to your actual judgement window, but how's it goin?

GrayDeath
2019-07-25, 01:42 PM
Well, today is my birthday, so I am not doing anything. ^^

TOmorrow is the last day I have to work for weeks, yet at the same time, temperatures have returned to above 35 Degrees celcius on average (see Europes weather atm), so....not good, sorry.

I will get to it as soona s I ahve time AND dont feel like I ran a 10km race after walking around 5 minutes in this fudging heat....

PoeticallyPsyco
2019-07-27, 05:43 PM
Well, today is my birthday, so I am not doing anything. ^^

TOmorrow is the last day I have to work for weeks, yet at the same time, temperatures have returned to above 35 Degrees celcius on average (see Europes weather atm), so....not good, sorry.

I will get to it as soona s I ahve time AND dont feel like I ran a 10km race after walking around 5 minutes in this fudging heat....

Happy belated birthday!

GrayDeath
2019-07-30, 03:09 PM
Thank you!

Sadly it was as hot as I am old on the day, sigh....

And my old PC finally broke down on saturday. While I did manage to salvage alld ata, and had most upgrade parts ready, this does put a stop on further judging until all is running smoothly again.

Ah well, at least I am on a Ryzen now isntead of an ancient I5, but still, I would have preferred for it to run on my time isntead of its own ^^

AvatarVecna
2019-08-08, 04:02 PM
Just a quick check-in to see how things are going.:smallsmile:

GrayDeath
2019-08-08, 04:19 PM
They are going.

But not as quickly as Id like.

daremetoidareyo
2019-08-08, 08:41 PM
I thought about resubmitting my kender bag of devouring/rust monster/disenchanter handler from the thing that should not be round with the alignment restriction peeled off. I figured people still wouldn't buy theft as exalted, even from a culture biologically incapable of understanding property rights.

Yurgear Isflippingawn

NontheistCleric
2019-08-09, 01:08 AM
I thought about resubmitting my kender bag of devouring/rust monster/disenchanter handler from the thing that should not be round with the alignment restriction peeled off. I figured people still wouldn't buy theft as exalted, even from a culture biologically incapable of understanding property rights.

Yurgear Isflippingawn

Removing alignment restrictions isn't allowed, though.

jdizzlean
2019-08-09, 06:07 AM
if you could've made it work in one of the rounds that wasn't evil tho, that may've been a way to do it. like wrong for the right reasons.

GreatWyrmGold
2019-08-09, 03:13 PM
a culture biologically incapable of understanding property rights
A sentence that somehow manages to encapsulate everything I hate about how D&D treats race. Culture and biology as not merely inseparable, but unavoidable. That is the default; everything else is a subversion, a plot twist, or at the very least a novelty.

Gallowglass
2019-08-09, 03:18 PM
A sentence that somehow manages to encapsulate everything I hate about how D&D treats race. Culture and biology as not merely inseparable, but unavoidable. That is the default; everything else is a subversion, a plot twist, or at the very least a novelty.

In fairness, that's hardly a D&D problem. That's a problem of all genre media. All alien races are the same, all fantasy races are the same, all pirates are the same, blah blah blah.

You can absolutely hate that as a conceit, but let's not claim that its D&D's fault. It's not like Rolemaster, GURPS, Whitewolf etc are any better about it.

GreatWyrmGold
2019-08-09, 03:38 PM
In fairness, that's hardly a D&D problem. That's a problem of all genre media. All alien races are the same, all fantasy races are the same, all pirates are the same, blah blah blah.

You can absolutely hate that as a conceit, but let's not claim that its D&D's fault. It's not like Rolemaster, GURPS, Whitewolf etc are any better about it.
Yeah, but D&D is a lot more influential than any of those.{Scrubbed} Those mistakes matter more, and pushing back against them is going to have a bigger effect.
(Also, I haven't been to a Rolemaster or White Wolf forum, and there's no standard GURPS setting to discuss on the GURPS forum.)

jdizzlean
2019-08-11, 05:55 PM
I know it's still a work in progress, but I'm going to be largely afk for the next week or so, so if judgement is posted during that timeframe, any possible disputes will not be posted for awhile.

Piggy Knowles
2019-08-20, 03:32 PM
They are going.

But not as quickly as Id like.

Any updates?

jdizzlean
2019-08-23, 04:31 PM
got a PM from gray, should be done this weekend.

while we wait, any votes for HM?

Thurbane
2019-08-23, 04:42 PM
My HM goes to Rhiannon, Queen of Magpies.

MisterKaws
2019-08-23, 05:09 PM
got a PM from gray, should be done this weekend.

while we wait, any votes for HM?

Should never have opened that can of worms.

I vote Cassandra.

Piggy Knowles
2019-08-28, 12:10 PM
My vote for HM goes to the Four Horseman.

jdizzlean
2019-09-03, 03:55 AM
well.

when judging is posted, i'd like to request due to the complexity of this round that you only dispute the most dire of issues you may have. Once judgement is posted, if we go 2 days w/o a dispute submitted, i'll call this round and do the reveal. *unless i'm on vacation, which i will be this thur-wed* in which case I'll still call the round and the reveal will be delayed

also, resubmitting my request for 1 or more someone's to judge my own build (http://www.giantitp.com/forums/showsinglepost.php?p=23999770&postcount=110)





Entry Number

Build Name

Stub

What round is it?

Judge 1 scores

Judge 2 scores

Total Score

Ranking

Chef





1

Ialeah, Breath of Tiamat

Half-Black Dragon Multipleheaded (Pyro) Cryohydra of Legend

multiple personality disorder/ many-headed/ burn baby burn/ master of the tundra/ swallow whole















2

Atriox

CE Large Giant (shapeshifter)
Legendary Lycanthrope Half Ogre Warlock 1/ Legendary Wolf 30HD/ Warshaper 3/ Warlock +5/ Hellfire Warlock 3/ Warlock +2

oh hell no!















3

Victoria Tavius, the Iron Immortal

Half-Iron-Golem Grey Elf Artificer 17

it's alive!















4

The Tigermonkey

Beast of Xvim Gambol Scout 2, Swordsage 7, Bloodclaw Master 5

it's alive!















5

Liliet, the First Feline

Neutral Evil Spellwarped Tibbit Psion (Telepath) 9 / Thrallherd 9

psionic overlord















6

Cassandra

NG -> NE Vecna-Blooded Half-Elf, Bardic Sage 4/Seer 3/Cerebremancer 3/Sublime Chord 2/Cerebremancer +7

higher they rise, harder they fall















7

Rhiannon, Queen of Magpies

half-fey sylph malconvoker 9/master of masks 2

power comes at a price















8

Snow White and the Ten Fleshrakers

CE human Bard 1/Human Paragon 2/Bard +17

one feat to rule them all















9

Pudding and Cuddles

Wood Element Spellwarped Half-Dragon(Black) Anarchic Arcane Ooze

it's alive!















10

Omega

beholder beholder mage 7

one feat to rule them all















11

Pestilence the Leanan

Pestilence the Leanan Sidhe/Binder 2/Fighter 2/Cancer Mage 10/Windrider 7 |War the Advanced Corrupted Walking Wall Mineral Warrior/Fighter 1/Ashworm Dragoon 10 |ghoulish ravenous abeil queen contemplative 1/oozemaster 5 | bodak creature rakshasa

the horsemen are drawing nearer















12

Sverntir and the Heralds of Winter

Lightkeeper White Wyrm Sorcerer 1

master of the tundra

MisterKaws
2019-09-03, 08:00 AM
Tbh I think we should just agree to judge ialeah as the one round they chose to be the main entry in the post.

GrayDeath
2019-09-03, 11:51 AM
THanks for the suggestion J., I would ahve asked for something similar.

Honestly guys, this judging was really really hard.
I ahd to restart once, its exoticness is massive, and it fell into the highest heat of summer over here.
So it took me more than a full month of intermittent judging, and its st6ill only done judging, not rechecked and written up (will do that over the weekend).

I think I need a break after this one. Uff...

PoeticallyPsyco
2019-09-03, 08:47 PM
Mad props to GrayDeath for even attempting to judge this madness, much less pulling it off.

Oh, one thing I noticed: Atriox was for both Oh Hell No! and Leader of Armies, but the table lists him as just Oh Hell No!.

GrayDeath
2019-09-08, 07:07 AM
Update: I am almost done with the writeup...sadly my Graphics card decided to quit on me. Got one from my Brother (having an IT expert in the family pays^^) and am reinstalling atm.

Might be I`ll get it up today, might not. If not dont expect it before the end of the week, simply no time during the week sadly...(after all, I dont want to make mistakes writing them up, after the ages it took to do....)

Piggy Knowles
2019-09-15, 06:39 AM
How's the graphics card?

AvatarVecna
2019-09-20, 10:49 AM
Just checking in to see how things are progressing (and to remind certain people that this is still going >.>).

Mike Miller
2019-09-20, 11:07 AM
I am so eager to see results, I feel like judging! I don't have time to currently though... This is a massive undertaking.

jdizzlean
2019-09-28, 07:34 PM
does anyone have strong feelings one way or the other if i post the next round while this one languishes in judgement, or would you prefer to wait?

AvatarVecna
2019-09-28, 07:51 PM
I'm fine moving on.

Mike Miller
2019-09-28, 07:55 PM
There are definitely arguments for both sides.

On the one hand, starting a new VC brings it back to people's attention and keeps it relevant. However, it means people forget this one and maybe it is never judged.

On the other hand, not creating a new one puts VC in a state of hibernation from which it may never recover. This judging is a serious task. I looked over the entries with an eye for judging and it would take at least 15 hours to properly figure it all out. I don't blame Gray for taking this long with his judging. It just has repercussions.

I say start a new one and hope the judging comes in.

Piggy Knowles
2019-09-28, 07:56 PM
Also fine just revealing and moving on. Seems like this round was just a bit too daunting for judges.

Edit:




I say start a new one and hope the judging comes in.

Ehhhh, once a new one is posted I think it's safe to assume this one isn't going to get judged. Might as well just reveal rather than hoping someone magically comes along. The only person who even expressed interest in judging hasn't been able to put something together after 3 months of work, so I doubt anyone else is going to either. It's a tough ask, and I doubt we'll get anyone. At least if we do a reveal maybe the authors can talk about each other's entries.

jdizzlean
2019-10-01, 08:32 AM
i sent grey a PM on friday, if there is no update posted either way by this friday, i'll call the round and simply do a reveal w/o rankings. next round would then be posted this sunday morning.

MisterKaws
2019-10-01, 08:50 AM
i sent grey a PM on friday, if there is no update posted either way by this friday, i'll call the round and simply do a reveal w/o rankings. next round would then be posted this sunday morning.

Sad to have it end like this.

jdizzlean
2019-10-01, 09:22 AM
Sad to have it end like this.

i agree, but it's been over 4 months since the round started, and over 3 since the builds were posted. I would certainly like to see the judgements as well, but enough time has passed that I think it's safe to say they aren't going to get done :(

There has been quite a lot of no judging going on across all the competitions lately it seems, not just here. There are a few people taking a stab at judging the Iron Chef round currently that just started the process, and that round is 2.5 months past the builds being revealed.

the last Junk Yard wars wasn't judged til a month after reveal

the last e6 was quick, but then i judged that one. the one previously took a month

e6 seems to be the quickest normally, but it's also the least involved.

game warper's seems to have died off, but in that one, the chefs were also the judges

ben-zayb
2019-10-01, 10:09 AM
I prefer not limiting the number of total entries for each round, but maybe it's time to consider it. Speaking from experience, judging a dozen or so entries can be rewarding but at the same time overwhelming and taxing.

If you're open to the suggestion, how about limiting it to X* entries, in order of submission time? If we get X right, it might not even come up on most rounds where the number of entries are considerably smaller. No idea what that sweet spot X would be, though--maybe base it on the average submission total across all rounds?

jdizzlean
2019-10-01, 10:23 AM
a large round is usually 11-12. i would say that in general when it's fairly restrictive as to the theme (my preferred method), that it's a bit easier to judge, this one had more entries than i expected actually, and as such was far more daunting. perhaps limiting it to 1 entry per chef instead of x entries total would be a way to control the sample. if the next 2 rounds have this same drag out, i'll consider it. the next round should be fairly straight forward, and that's all i'm going to say about it right now.

Piggy Knowles
2019-10-01, 12:06 PM
I’ve been thinking a lot about this, and I think there are some ways we can streamline judging for these contests to make the process a bit less daunting (which I’ll detail in a sec), but I’m pretty sure the biggest reason is simply lower activity and there’s not much we can do about that.

If you look at the older Iron Chef contests from its heyday, the activity on the threads was night and day different from what we have now. I’m not just talking about the number of entries or judges. It was really rare to ever see the threads drop to page 2, and there were usually pages of discussion and activity not related to judging in the interim periods. Speculation, thoughts on future contests, commentary on builds and just general chatter was more or less constant. Eyes were drawn to the contest regularly as a result, and people were more interested in getting involved, even if only as a judge.

But now, with fatigue or real life having worn down a lot of the most prolific contest participants and overall forum activity far lower (meaning a smaller pool of people to replace them with), plus less general excitement, the threads tend to languish a bit. The judging process is long and arduous and judges get tons of disputes and complaints, drawing it out even further… and without the fun of the active thread with lots of back and forth chatter, it makes it doubly daunting for new judges to actually complete it and stick with it. And when these threads are often several pages down except for the occasional “...anyone still here?” bump, getting new people involved feels hard.

As for what we can do about it, some of it is unavoidable - the 3.x subforum itself is significantly quieter than it used to be, and the Pathfinder to 3.5 ratio of content that remains in this forum has skewed more and more toward PF (makes sense - I haven’t picked up PF myself but there’s a definite appeal to the idea of newer and more regular content). Nothing we do with this contest is likely to change things. That said, some ideas I’ve had (mostly geared toward Iron Chef, but could apply to any of the contests, really):

REVAMP DISPUTES. Restrict disputes to one per entry per judge, and create a standardized form that disputes need to be submitted under. Create categories for reasons why someone is disputing, etc. The goal would be both to make disputes less personal, and to reduce people firing off disputes for subjective reasons or to hope they might eke in a couple of extra points.
RELAX THE SPECULATION RULES. Talking about builds and ingredients is fun, and when the threads are more fun, I think more people will be involved. I know it’s disappointing when you’ve found what you think is a really cool direction with the SI only to see people talking about that very thing, but at the same time I think we’ve gotten way too harsh about nixing speculation to the point where almost any direct discussion of the ingredient or the methods of entry or whatever is quickly met with a “Better edit that out!!” response. I think there’s a better balance that can be captured.
INTRODUCE MORE POST-REVEAL ACTIVITIES. We have HM voting, which is nice, but let’s expand that a bit! Maybe change honorable mention to “people’s choice” or something, and encourage people to post about their people’s choice nominations publicly with a quick sentence or two about why they like it. Get people engaged and talking about the builds. Find other fun things, too. Anything we can do to avoid getting trapped in the post-reveal doldrums while we all sit around waiting for a judge to step up…
MAKE THINGS EASIER TO SUBMIT. Doesn’t really impact judging, but I haaaaaate the forum PM system. The inbox fills up pretty much instantly, the character limit requires you to split everything up into multiple PMs (making it a huge pain if you, say, need to make a change to your submission, and introducing way more opportunity for errors), etc. I’d love to see things like pastebin or similar services presented as ways to submit entries and disputes if possible.
JUDGE PERKS! We touched on this a bit here, but make it baked right into the thread’s OP and repeat it a few times to entice people: judging will give you a vote on the next round’s SI, or some similar perk. We talked about restricting entries to one per contestant... Maybe judging lets you break that cap once for every time you judge.
STREAMLINE JUDGING. Getting big in-depth commentary on every little thing is great… but holy moly it’s exhausting to do. That being said, a purely impersonal judging system takes a lot of the fun out of the contest—the best part is seeing how people react to your build. So why not combine both? Include a heavily defined scoring rubric so that judges have clear ideas of how to score, but also encourage an “overall thoughts” section where judges can provide individualized feedback. Don’t make judges get super into the weeds writing whole paragraphs for every little thing they ding or boost.


OK, this is my thought re: how to streamline judging.

Basically, we steal heavily from the scoring rubric OMG PONIES uses and that The Viscount modified, where every entry starts at a 3 and has four questions that could result in an adjustment ranging from -.5 to +.5 each. So for example, for originality, we have something like:

ORIGINALITY (BASE 3):
-->Does the entry present a compelling or interesting concept/backstory?
-->Does the entry find an interesting way to enter the secret ingredient/interesting approach to the limitations and theme?
-->Does the entry make use of interesting or unique mechanical abilities?
-->Does the entry avoid commonly known/overused optimization suggestions, within reason*?

*This is subjective, but builds shouldn’t be punished for taking things that are required to function properly… for example, a stealth build likely should not be penalized for using Darkstalker, though one that manages to find a way to function well even without Darkstalker might get an originality boost.

Some judges already do this, but the big thing here is we DON’T require judges to write up long in-depth reasoning for why they gave the scores they did. Give a score for each, and then provide a sentence or two and move on. Encourage judges to include an “overall thoughts” section, but don’t make them write a whole treatise (unless they want to).

So for example, a typical judging might look like this:



STABBY MCSTABBERSON, THE KNIFE THAT LOVES STABBING
Overall thoughts: Well, you’ve certainly committed to a theme! They can get a bit silly but I do really enjoy hyper-specialized builds like this because damn it, silly or not they’re fun. You played a bit fast and loose with the rules in a couple of places, unfortunately, so I’ve had to ding you in a few places for that, but overall you shot for the moon and I think mostly you’ve hit it. Definitely enjoyed reading this one.

ORIGINALITY (BASE 3):
-->Does the entry present a compelling or interesting concept/backstory? +.5
-->Does the entry find an interesting approach to the limitations and theme? +.5
-->Does the entry make use of interesting or unique mechanical abilities? +.5
-->Does the entry avoid commonly known/overused optimization suggestions, within reason? -.5
TOTAL: 4. Definitely did not expect a telekinesis-focused fiend of possession that possessed knives to get them to stab their wielder! Was a very fun and funny way to approach the theme. Main thing holding you back is that the build itself is really just standard FoP tactics (this could have been more or less a sample build from the FoP handbook with a couple of small changes).

BUILD ELEGANCE (BASE 3):
-->Does the entry qualify for all classes taken? +.5
-->Does the entry qualify for all feats taken? +.5
-->Does the entry avoid any rules errors, questionable rules interpretations, cross-setting material or material specifically disallowed from this competition? 0
-->Does the entry follow the contest rules for presentation, and is it well-presented and easy to read/understand? -.5
TOTAL: 3.5. You’ve mostly played this straight, though your combination of Otherworldly with Dragonmarks does clash a bit. Not going to give you a huge penalty there, since you justify it well, but it’s still an issue. Mechanically I really can’t find anything at fault. However, your entry itself was a bit of a mess, even if the build itself was great, and you didn’t provide benchmarks at all the required CRs.

COMPETENCE AND POWER (BASE 3):
-->Does the entry utilize established power breakpoints and feat taxes for all classes and prestige classes taken? -.5
-->Does the entry function at the same power level throughout the day, rather than relying on “nova” powers? -.5
-->Does the entry thrive without requiring specific magic items, templates or other “add-ons” to qualify for anything? +.5
-->Does the entry present a reasonable challenge for a moderately optimized party? +.5
TOTAL: 3. Over-reliance on dragonmarks reduces your endurance a bit, and you didn’t really do anything useful with your feat taxes. Luckily you’re pretty gear-independent (as long as you can find a knife to possess you’re happy as a clam) and are surprisingly annoying to kill, even if you damage numbers are a bit low.

MEMORABLE VILLAINY/USE OF THEME (BASE 3):
-->Does the entry meet all the limitation and theme requirements? +.5
-->Do the contest limitations and themes complement the entry rather than restricting it? +.5
-->Does this entry represent an interesting and quintessential take on the theme? (In other words, does this FEEL like it has properly captured the theme, or is the theme just incidental?) +.5
-->Is the entry a villain with style, the memorable kind of villain that the players will talk about for weeks? +.5
TOTAL: 5. Bravo. You took a silly concept and turned it into a singularly annoying recurring villain, and gave us a really fresh take on the Saboteur theme that was presented this round. I’m likely going to throw this at my own party when they gain a couple of levels, and I’m sure they’ll love to hate it as much as I do.

FINAL TALLY: 15.5


Yes, that still takes some time… but it’s clearly defined and doesn’t require a full right up or super granular detail on every single point, while still offering feedback.

This might STILL be a bit daunting to participants… so if we wanted to go even further, we could do something like have pre-defined scores with meanings (e.g. originality could go from “1: The entry does not do anything interesting mechanically or with the theme, and/or it borrows heavily from well-trodden optimization concepts” to “5: The entry presents an entirely fresh or unexpected take on the theme, without relying on overused optimization tricks”). We encourage judges to expand a bit on why they gave that score but don’t require more than a sentence or two. It gives participants less of an ability to dispute “bad” judges… but hopefully it also lowers the bar to judging enough that more people participate, so it balances out. And is minimal judging really worse than what we have now, which is no judging at all?

Falontani
2019-10-01, 09:06 PM
Just got to say, +1. Some outstanding and well put ideas. I'd like to hear what others have to say about them, but I'd be totally cool with those... As long as nothing is pointed out that would completely change how I see it

Mike Miller
2019-10-01, 10:05 PM
I think Piggy Knowles has some well thought out and clearly written ideas. I think they could be adopted for future contests.

NontheistCleric
2019-10-02, 03:21 AM
Personally, I am against the revamping of disputes as suggested. Creating categories might simplify the process, but it might also lock out valid disputes that do not fit easily within a single category and create yet more points of contention. Similarly, sometimes a discussion between judge and contestant really does need more than a single dispute to reach a satisfactory conclusion. As for preventing people trying to eke out points, those who would do it before will still try to do it, and if they actually have points a judge feels is valid, there is no good reason to deny them that.

Perhaps, though, a little more emphasis could be placed on the fact that judges can choose not to respond to disputes. Judges have always had this power, more or less, but highlighting it may empower judges to more easily call halts to discussions they feel are not productive.

By nature, both judging and disputes are very personal and subjective, and I don't feel that attempting to take this away will ultimately decrease frustration with the judging process.

Along the same lines, although I think that standardized scoring rubrics will undoubtedly be a great aid to those who find judging a daunting task, I would oppose their being made mandatory. Judges, in my opinion, should be allowed to score on whatever metrics they deem best, as long as said metrics are kept consistent for all judging cases.

Still, Piggy Knowles' proposed rubrics (and other ideas) are good, and if they were to simply to be included in the OP to assist those wishing to judge but uncertain on how to proceed, I think that would be fine.

Also, while I'm not against judge perks in general, I would say that giving them extra entries is a bad idea. In my view, all contestants deserve equal chances at the prize, and this throws that off.

I don't think that there's much point changing the name of Honorable Mention, though that isn't really important either way.

GrayDeath
2019-10-02, 10:58 AM
I am finally able to go online privately again.

Sheesh guys, I dont wish anyone the internet trouble I had.

So, I am back, and the Rankings will be up this weekend, come hell or high water!

jdizzlean
2019-10-02, 11:03 AM
i think speculation could be relaxed sure.

i think the best way to cut down disputing is to simply have the judge withhold the scores until the final reveal. i find that most disputing is done to "grade grub" for extra points, and not necessarily because there's some clearly RAW issue at hand. if judgements were posted w/o any scores attached, then you have to actually argue your case instead of "no, you're wrong".

I'm personally not a fan of cookie cutter judging approaches. My biggest complaint is in contests that feature a specific class, and a judge will give 5/5 for using all the ranks. but if a build uses half the ranks, and uses those ranks better than the build that used twice as many, how is it fair to give them a lower score for optimizing more? I think the problem is that it's gotten to the point where you expect every single little thing to be commented on and broken down by some 14 page algebraic algorithm that anyone can point to and say "you're not being fair". Put more gut check back into it, and it'll get infinitely easier. I like the metric of "can this be used at any table". Not YOUR table, not MY table, but most tables. if most tables will throw books at you, or you have to get into a semantic argument on things, you're probably wrong. But judging/disputes don't take this into account more often than not.

and i've stated it repeatedly, but it could probably just go in the OP that judges get to submit round themes, or add a limitation to a theme i already have somewhat fleshed out.









also,

Let me reiterate for this round. Once Grey posts his judgements, unless you're going to have a heart attack over what he says, please abstain from disputing. If you think there's a grave error that needs correcting, be quick in submitting it, I'm going to hold firm to 2 days past posting of judgement to close the round if no disputes entered.

if anyone would like to volunteer to judge the next round sight unseen, that would be swell :p

NontheistCleric
2019-10-02, 02:18 PM
i think the best way to cut down disputing is to simply have the judge withhold the scores until the final reveal. i find that most disputing is done to "grade grub" for extra points, and not necessarily because there's some clearly RAW issue at hand. if judgements were posted w/o any scores attached, then you have to actually argue your case instead of "no, you're wrong".

Even those who do 'grade grub' need to have valid arguments, though. No judge is going to raise a score on the strength of 'no, you're wrong', nor have they ever.

MisterKaws
2019-10-04, 06:02 PM
If anyone would like to volunteer to judge the next round sight unseen, that would be swell :p

I can do it on any round that drops between mid-December and late-January, and I'm pretty damn fast, if I say so myself, but RL currently has me staked to the ground, so nothing before that.

GrayDeath
2019-10-05, 08:35 AM
First let me reiterate that this round, while obviously hellishly fun for the participants, was as much hell to judge.
Combined with loosing part of the judging and further computer trouble, this led to my judging being this late.

Also forgive me for doing a less detailed writeup, my notes are huge and there was a lot of effort involved in arriving at the points, I simply dont have the time and energy at the moment to do it as wordy and in depth as I usually would.


And as the chair said: Please only dispute the points if you feel REALLY strongly about that dispute and its a clear, ideally single, complaint.


A short reminde rof how I judge:

Originality: For me is a combination of 50% mechanical Originality, 35% Fluff Originality, and 15% of how well they are combined. If in doubt, I go for the emchanics.

Elegance: A perfect Score would be race, -3 Classes (or 1-2 classes, one template) all fluffy, no illegalities.
Dips, additional Classes that are not clear theme, Template stacking (unless its the theme of course) and illegalities reduce that score by .25 to 1.5 pts.

Power: Does it do what its supposed to do? How eeasy is it to find out and abuse its weaknesses?
Done.

Memorability: Difficult to standardize. Suually it looks at how memorable its tactics, strengths, and weaknesses are. If its easy to find out, how memorable the fluff is.
And a bit of how much I would remember it.



Thank you, and now on to the builds:





Originality: Well, that hurts you a bit. A Tiamat styled Dragonesque being is an old staple. Doing it with a Cryhydra, while often used for power is not however, and doing effectively 5 (!!) Competitions in one build is...wow. So even with the rather expected base theme, take a very good 4.25.

Elegance: Well, checking if all of that actually worked as you said it did (disagree on the half Dragon Bite btw) took loooong....but actually, I cant fault your elegance much here. Its concise, has a very clear theme, and doesnt do usual Elegance cutting stuff (dips, featchange stuff, etc). So take a very good 4.25

Power: Oh my. Aside from it being easyish to get away from, this is a horror to face directly. Ability Scores, saves and 1 bites plus breathw eapons make the only valid tactic to keep your distance at all costs. What its supposed to do (massively powerful monster up close) it does exceptionally well, with few weaknesses, so take a 4.25. I see a pattern here....^^


Memorability: Hmmmm, this is msotly just“ a really weird Monster Mashup. The players are sure to remember the first battle forever, but lets be honest, even if they know of its details and backstory, its more akin to a „once in a lifetime weird thing“ than a truly memorable enemy. Still, not bad, take 3.0

Total: 15.75






Originality: Mechanically nothing innovative, but the fluff and how youa ctually managed to keep the Inspiration....well dang. Now I almost want to paly halo again. ;) Kudos!
4.00pts

Elegance: Taking powerful Lycanthropes is a staple for melee brute NPC`s for a reason. And hence gets a slight Power only elegance penalty. Asidfe from that, you build a clear progression, following fluff only, offered fitting alternatives if that should not be exactly how one sees Atriox, and listed all necessary sources. Very good, take 4.5!

Power: He has a very narrow set of abilities, but within that set, holy cow. Agreed with the hellfire Warlock part (you gained Elegance for that), it would have made him more than very pwoerful, so you get a 4.00

Memorability: IF (and thats a big one) the DM manages to set him up as you envision AND the players are Halo players, extreme. Otherwise hes just a really really nasty melee brute. So a combination of 5.00 and 1.50, resulting in 3.25


Total: 15.75








Originality: Mechanically, unusual (due to the penalties and alternatives you yourself noted). Fluffwise, brilliant. Take a very good 4.25

Elegance: Class. Template. Done. Take a 5. (addendum: you even detailed and explained reasoning and alterntives for potential problems, thank you!).

Power: Ah, your weak spot. While arteficers are pwoer houses, yours does suffer from worse ability scores, and on general Artificers require time and ressources. Still, not bad all in all, take a 3.75.

Memorability: IF people find out how and whay she is what she is (ideally by knowing her beforehand), fantastic. If not, shes simply a crazy half construct artificer, same old,s ame old. So average of 5.00 and 1.50, making it 3.25.

Total: 16.25







Originality: M ixing Beast of Xvim and similar Templates with powerful melee creatures and Classes is a staple. Still, the classes are not too trod out, take a good 3.75.


Elegance. Hmmmm, difficult. On one hand I could not find anything truly illegal, on the other, the class progression is dippy and a bit … unfluff. Still, not bad overall, 3.5.

Power: Very good at what she does, but very little flexibility. As you say yourself, this is a mid level opponent. A great one at that, as it hits the sweet spot of being fast, challenging, but not overpowering.
3.75.

Memorability: Difficult. A weird, classed and skilled, Animal willb e remembered...unless she dies at the first time meeting the group. Not bad though. 3.5.

Total: 14.5







Originality: A Tibbit Thrallherd....I am honestly at a loss. Never heard or imagined that. Not unusual otherwise, but that caught me off guard, kudos! 4.00

Elegance: Template, Class, done. If Thrallherd wasnt a way to circumvent the Leadership ban, that would be it. However, I have to dunk you heavily for taking that. Still, as removing the specific limitation COULD be interpreted as circumventing the original in some readings, not to 1 or lower.
Take 2.0.

Power: A true Mastermind, well hidden, subtle and ruthless. Nothing to ever face directly if possible as she really sucks in that case (unless its against PC`s not pretected against her abilities). A Total of 4.00

Memorability. Are you Kttening me? ^^ Amazing (if the PC`s ever find out what she is that is). 4.5

Total: 14.5







Originality: Oh my. Brilliant Idea, if (Vecna Blooded, of course given the theme) executed not too innovatiely. Still, for the idea, theme and sheer detail you put into, take an excellent 4.25

Elegance. Huh. Both the build (a bit dipping and powerstacking) and the very RAW necessary reading for her to actually be a end Game Threat require a lot of Stinton, mature. Nothing illegal (and since I am not GM it could work, even if not if the PC`s THINK it would it should suffice). Still, your worst part. 2.25.

Power. Good. But not overwhelming. She needs too much flexibility to work early on to be a great power, and too much needs to work for her final action to be counted as „with few or little weaknesses“. Still, full manifester is full manifester. 3.5

Memorability: If, as you intend, people know of her (or her personally) early enough and continue to meet her AND ideally find out about her Master Plan, fantastic. Otherwise...Okayish. Take 3.75.


Total: 13.75






Originality: Progressing Half Sylph, Malconvoker into master of Masks? Interesting, never seen it before. 4.25.

Elegance: Race, Racial HD; 2 Classes, done. A few things are not as pretty as they could be or require a bit of fiat, but given the round you chose, that is OK. Total 4.5

Power: Good, but could be better. As Fey she has some obvious weaknesses, and her shtick of bargaining makes her more accesible than necessary. Still, good. 3.75

Memorability: The Evil Fae Princess, that you amybe knew before she got that evil? Not a bad, but also not a great path to being remembered. 3.25.

Total: 15.75







Originality: I laughed. A lot. Simple Class Progression, still, not bad. 3.25.

Elegance: Exclleent. Classes, even removed the inelegant part of the Round you took. Take 5.00

Power: Insane until about Level 7/8, excellent till 12ish, worse from there onward, as you said yourself. Overall 3.75

Memorability: Haha, are you kidding me? First a Kitty, now a Disney Princess. Teaming up those 2 would make a great Villain team.
Take 4.5.


Total: 16.5








Originality: Hahahaha....... 5.00

Elegance. Template and creature stacking in ways that boggle the mind. Without the Chairs ruling I would ahve dropped this down to 1.25, with it its still....Ouch. 1.75.

Power: The other side of the coin. Horrible horrible CR 20 enemy. Without planning and prior knowledge Id wager a guess and say unbeatable. Take 5.00

Memorability: Its an insane Monster meshup. That can only appear at one CR: Granted it rocks, but that limits its memorability quite a bit. 3.00

Total: 14.75






Originality: Well, that was almost my base concept back in the One Feat round (just with halfdragons isntead). So not too innovative, but I must give a bit of Kudos for taking the 10pts round (will hurt you in elegance), And Beholder Mage is, well, the epitome of taken for cheesses sake, so: 3.25

Elegance: Kudos for not kicking VoP out to the bones, and avoiding too much irritation with it. Still, you get a small dunk for trying to get the 10pts power grant (if Iw as the chair I would ahve openly written at offering this choice that pts scoring would remain the same to avoid this, still, asking before taking this IS common sense, so...). Nothing illegal otherwise, result: 2.5.

Power: Ouch. This could also have been a taker of the „Nope“ Round. I mean really, as soon as you hit higher Levels this thing cancels just about everything, and eveng ains some nice offensive abilities. But thanks for not stacking a few hunder VoP`s. Still,e xcellent at what he does, no weaknesses except strength. 5.00

Memorability: A Beholder Mage with insane stats, good. Little backstory and nonexistant motivation, not so much. 2.75.

I give it a +.5 for being closest to what I would have taken, for a total of

14.00.








Originality: Granted, thef act you submitted awild mix of stuff makes you dang rock this one. 5.00

Elegance: Sigh....checking this one entry took as long as any 3 others. I am sure I missed some stuff anyway.
So: I will only say: A lot of small stuff, and the fact that its inelegant to spam the judge with 4 builds that are almost all poorly formatted put you down to 1.5

Power: I only judged the one most powerful build for this, otherwise it would have been unfair to either you or the other participants. That one gets a 4.50.
Addendum: Sinc eI cant go through all of my notes once again, and didnt write which one it was, I cant be sure, but I THINK it was Death.

Memorability: The 4 Horseman are a trope for a reason, and you ahve taken some quite good interpreations. Take excellent 4.5

Total: 15.50







Originality: its a white Dragon Sovereign Archetype. Not very innovative, if fluffy. 2.25.

Elegance. Which in turn helps you here. Dragon,A rchetype, Class, done. 5.00
I assume its for the Tundra Theme?

Power: Very good hunter, passable fighter and Caster Combo, Light improves Versatility a bit, still not top of the Line. 3.75.

Memorability: Good to average. He is rather unusual for a white in being this old and utilizing Minions. 3.00

Total: 14.00






This does of course not enter the actual comp, but since I already spent weeks upon weeks with the others, I thought it only fair to also judge this one

Originality: A Spider...and a Class I never even heard about. OK, thats new.
4.00ish

Elegance: A lot of very debatable RAW assumptions. I assume they work, and dunk you here isntead of Power: 1.75.

Power: Laughable and extremely effective Drop Spider“. Wow. 4.75.

Memorability: Are you kidding me? This, the Kitty Thrallherd and the Princes would kae for a fantastic Comedy themed Evil Triumvirate! 4.75.

Total 15.25ish.





Honorable Mention goes to Cassandra. Deep Fluff and cool style, sadly it didnt quite do well enough to get a top Place, but I loved it.



Phew, DONE!

You may start worshipping me now!

AvatarVecna
2019-10-05, 10:08 AM
I'm fine not disputing. I feel you were quite generous in not giving my pile of garbage last place. :smalltongue:

Lionheart
2019-10-05, 10:21 AM
Thanks again for judging GrayDeath, I can only imagine how little fun that was!

I'm also happy not disputing, fair assessment all round I feel, especially given the amount of judging you had to do!

It looks like there's currently a three-way tie for 3rd place, any way we can break the tie?

Falontani
2019-10-05, 01:10 PM
Not going to argue. Not really much to argue if I wanted to.

MisterKaws
2019-10-05, 01:56 PM
Honorable Mention goes to Cassandra. Deep Fluff and cool style, sadly it didnt quite do well enough to get a top Place, but I loved it.

Phew, DONE!

You may start worshipping me now!

*Prostrates in worship*

Also, yeah, Sverntir is, as described by its author, "a big icy boi".

I'm fairly happy with my scores. One got about what I expected of it, and the other went way better than I thought it would.

And what of the tie-breaker, though? Will we have one, or just a five-entry podium?

By the way, Tables!



Entry Number
Build Name
Stub
What round is it?
Gray Scores
Total Score
Ranking
Chef


8
Snow White and the Ten Fleshrakers (http://www.giantitp.com/forums/showsinglepost.php?p=23999729&postcount=102)

CE human Bard 1/Human Paragon 2/Bard +17
one feat to rule them all
16.5
16.5
1st




3
Victoria Tavius, the Iron Immortal (http://www.giantitp.com/forums/showsinglepost.php?p=23999703&postcount=96) (Part 2) (http://www.giantitp.com/forums/showsinglepost.php?p=23999707&postcount=97)

Half-Iron-Golem Grey Elf Artificer 17
it's alive!
16.25
16.25
2nd




1
Ialeah, Breath of Tiamat (http://www.giantitp.com/forums/showsinglepost.php?p=23999696&postcount=94)
Half-Black Dragon Multipleheaded (Pyro) Cryohydra of Legend
multiple personality disorder/ many-headed/ burn baby burn/ master of the tundra/ swallow whole
15.75
15.75
3rd(tie)




2
Atriox (http://www.giantitp.com/forums/showsinglepost.php?p=23999697&postcount=95)
CE Large Giant (shapeshifter)
Legendary Lycanthrope Half Ogre Warlock 1/ Legendary Wolf 30HD/ Warshaper 3/ Warlock +5/ Hellfire Warlock 3/ Warlock +2
oh hell no!
15.75
15.75
3rd(tie)




7
Rhiannon, Queen of Magpies (http://www.giantitp.com/forums/showsinglepost.php?p=23999726&postcount=101)

half-fey sylph malconvoker 9/master of masks 2
power comes at a price
15.75
15.75
3rd(tie)




11
Pestilence the Leanan (http://www.giantitp.com/forums/showsinglepost.php?p=23999747&postcount=105) (Part 2) (http://www.giantitp.com/forums/showsinglepost.php?p=23999750&postcount=106) (PART 3) (http://www.giantitp.com/forums/showsinglepost.php?p=23999754&postcount=107)

Pestilence the Leanan Sidhe/Binder 2/Fighter 2/Cancer Mage 10/Windrider 7 |War the Advanced Corrupted Walking Wall Mineral Warrior/Fighter 1/Ashworm Dragoon 10 |ghoulish ravenous abeil queen contemplative 1/oozemaster 5 | bodak creature rakshasa
the horsemen are drawing nearer
15.5
15.5
6th



9
Pudding and Cuddles (http://www.giantitp.com/forums/showsinglepost.php?p=23999734&postcount=103)

Wood Element Spellwarped Half-Dragon(Black) Anarchic Arcane Ooze
it's alive!
14.75
14.75
7th



4
The Tigermonkey (http://www.giantitp.com/forums/showsinglepost.php?p=23999711&postcount=98)
Beast of Xvim Gambol Scout 2, Swordsage 7, Bloodclaw Master 5
it's alive!
14.5
14.5
8th(tie)



5
Liliet, the First Feline (http://www.giantitp.com/forums/showsinglepost.php?p=23999717&postcount=99)

Neutral Evil Spellwarped Tibbit Psion (Telepath) 9 / Thrallherd 9
psionic overlord
14.5
14.5
8th(tie)



10
Omega (http://www.giantitp.com/forums/showsinglepost.php?p=23999739&postcount=104)

beholder beholder mage 7
one feat to rule them all
14
14
10th(tie)



12
Sverntir and the Heralds of Winter (http://www.giantitp.com/forums/showsinglepost.php?p=23999757&postcount=108)

Lightkeeper White Wyrm Sorcerer 1
master of the tundra
14
14
10th(tie)



6
Cassandra (http://www.giantitp.com/forums/showsinglepost.php?p=23999723&postcount=100)

NG -> NE Vecna-Blooded Half-Elf, Bardic Sage 4/Seer 3/Cerebremancer 3/Sublime Chord 2/Cerebremancer +7
higher they rise, harder they fall
13.75
13.75
12th/HM







Special Entry
Build Name
Stub
What round is it?
Gray Scores
Total Score
Ranking
Chef



Fred (http://www.giantitp.com/forums/showsinglepost.php?p=23999770&postcount=110)

NE Fiendish Titanic Argent Spider 13/Yathchol Webrider 7
TINY ONLY!
15.25
15.25
Competition Mascot!

Jdizzlean




These took me longer than I'm proud to say.

PoeticallyPsyco
2019-10-05, 03:05 PM
Woo! It's finally over, and all hail GrayDeath!

White Blade
2019-10-05, 05:31 PM
Thanks to GrayDeath for putting in all the elbow grease!

jdizzlean
2019-10-05, 05:59 PM
i'm perfectly fine w/ a 5 podium finish :)

jdizzlean
2019-10-07, 06:38 AM
*Prostrates in worship*

Also, yeah, Sverntir is, as described by its author, "a big icy boi".

I'm fairly happy with my scores. One got about what I expected of it, and the other went way better than I thought it would.

And what of the tie-breaker, though? Will we have one, or just a five-entry podium?

By the way, Tables!



Entry Number
Build Name
Stub
What round is it?
Gray Scores
Total Score
Ranking
Chef


8
Snow White and the Ten Fleshrakers (http://www.giantitp.com/forums/showsinglepost.php?p=23999729&postcount=102)
CE human Bard 1/Human Paragon 2/Bard +17
one feat to rule them all
16.5
16.5
1st



MisterKaws (http://www.giantitp.com/forums/member.php?126254-MisterKaws)




3
Victoria Tavius, the Iron Immortal (http://www.giantitp.com/forums/showsinglepost.php?p=23999703&postcount=96) (Part 2) (http://www.giantitp.com/forums/showsinglepost.php?p=23999707&postcount=97)
Half-Iron-Golem Grey Elf Artificer 17
it's alive!
16.25
16.25
2nd



GreatWyrmGold (http://www.giantitp.com/forums/member.php?44776-GreatWyrmGold)




1
Ialeah, Breath of Tiamat (http://www.giantitp.com/forums/showsinglepost.php?p=23999696&postcount=94)
Half-Black Dragon Multipleheaded (Pyro) Cryohydra of Legend
multiple personality disorder/ many-headed/ burn baby burn/ master of the tundra/ swallow whole
15.75
15.75
3rd(tie)



White Blade (http://www.giantitp.com/forums/member.php?2766-White-Blade)




2
Atriox (http://www.giantitp.com/forums/showsinglepost.php?p=23999697&postcount=95)
CE Large Giant (shapeshifter)
Legendary Lycanthrope Half Ogre Warlock 1/ Legendary Wolf 30HD/ Warshaper 3/ Warlock +5/ Hellfire Warlock 3/ Warlock +2
oh hell no!
15.75
15.75
3rd(tie)



PoeticallyPsyco (http://www.giantitp.com/forums/member.php?175480-PoeticallyPsyco)




7
Rhiannon, Queen of Magpies (http://www.giantitp.com/forums/showsinglepost.php?p=23999726&postcount=101)
half-fey sylph malconvoker 9/master of masks 2
power comes at a price
15.75
15.75
3rd(tie)



Lionheart (http://www.giantitp.com/forums/member.php?57434-Lionheart)




11
Pestilence the Leanan (http://www.giantitp.com/forums/showsinglepost.php?p=23999747&postcount=105) (Part 2) (http://www.giantitp.com/forums/showsinglepost.php?p=23999750&postcount=106) (PART 3) (http://www.giantitp.com/forums/showsinglepost.php?p=23999754&postcount=107)
Pestilence the Leanan Sidhe/Binder 2/Fighter 2/Cancer Mage 10/Windrider 7 |War the Advanced Corrupted Walking Wall Mineral Warrior/Fighter 1/Ashworm Dragoon 10 |ghoulish ravenous abeil queen contemplative 1/oozemaster 5 | bodak creature rakshasa
the horsemen are drawing nearer
15.5
15.5
6th


Falontani (http://www.giantitp.com/forums/member.php?163944-Falontani)




9
Pudding and Cuddles (http://www.giantitp.com/forums/showsinglepost.php?p=23999734&postcount=103)
Wood Element Spellwarped Half-Dragon(Black) Anarchic Arcane Ooze
it's alive!
14.75
14.75
7th


MisterKaws (http://www.giantitp.com/forums/member.php?126254-MisterKaws)




4
The Tigermonkey (http://www.giantitp.com/forums/showsinglepost.php?p=23999711&postcount=98)
Beast of Xvim Gambol Scout 2, Swordsage 7, Bloodclaw Master 5
it's alive!
14.5
14.5
8th(tie)


Lionheart (http://www.giantitp.com/forums/member.php?57434-Lionheart)




5
Liliet, the First Feline (http://www.giantitp.com/forums/showsinglepost.php?p=23999717&postcount=99)
Neutral Evil Spellwarped Tibbit Psion (Telepath) 9 / Thrallherd 9
psionic overlord
14.5
14.5
8th(tie)


3SecondCultist (http://www.giantitp.com/forums/member.php?56024-3SecondCultist)




10
Omega (http://www.giantitp.com/forums/showsinglepost.php?p=23999739&postcount=104)
beholder beholder mage 7
one feat to rule them all
14
14
10th(tie)


AvatarVecna (http://www.giantitp.com/forums/member.php?86191-AvatarVecna)




12
Sverntir and the Heralds of Winter (http://www.giantitp.com/forums/showsinglepost.php?p=23999757&postcount=108)
Lightkeeper White Wyrm Sorcerer 1
master of the tundra
14
14
10th(tie)


WhamBamSam (http://www.giantitp.com/forums/member.php?61357-WhamBamSam)




6
Cassandra (http://www.giantitp.com/forums/showsinglepost.php?p=23999723&postcount=100)
NG -> NE Vecna-Blooded Half-Elf, Bardic Sage 4/Seer 3/Cerebremancer 3/Sublime Chord 2/Cerebremancer +7
higher they rise, harder they fall
13.75
13.75
12th/HM


Piggy Knowles (http://www.giantitp.com/forums/member.php?28094-Piggy-Knowles), Venger








Special Entry
Build Name
Stub
What round is it?
Gray Scores
Total Score
Ranking
Chef



Fred (http://www.giantitp.com/forums/showsinglepost.php?p=23999770&postcount=110)
NE Fiendish Titanic Argent Spider 13/Yathchol Webrider 7
TINY ONLY!
15.25
15.25
Competition Mascot!

Jdizzlean




These took me longer than I'm proud to say.


congrats to the pile of winners this round, and extra thanks again to gray, who's name shall go down in infamy!

I'll get the next round up tonight when i get home from work

3SecondCultist
2019-10-07, 10:26 AM
I am not disappointed with my finish either, considering both the caliber of the opposition and the rather uninspired nature of my own entry. I just really wanted to make a Tibbit villain, and Psion seemed like a natural fit.

Looking forward to the new round, and thanks again to Grey for the monumental effort judging this monstrosity. :smallbiggrin:

Piggy Knowles
2019-10-07, 11:16 AM
Thanks for judging.

Just a quick clarification: Cassandra was a joint effort by myself and Venger. Though it ended up in last place I’m really happy with how the entry came out, and I’d hate to take credit away from Venger, who put in a ton of work on the entry as well.

ben-zayb
2019-10-07, 02:12 PM
Congrats to everyone, especially to the awardees.

Also thanks to Graydeath for doing the John-Wick level of an impossible task.

Thurbane
2019-10-07, 04:16 PM
Congrats to all entrants, and a massive thank you to Graydeath for judging!

MisterKaws
2019-10-07, 06:37 PM
Yay! First gold! With the entry I spent 9 hour on, as opposed to the one which took me three weeks...

Anyway, thanks, Gray. I think I won't be able to make it to next round since it'll probably have a deadline by November at latest. Maybe I can make it to the one after that. I really like making CR-based builds. They're so much easier to fit a lot of the stinking bull**** creative and wonderful ideas I come up with.

GrayDeath
2019-10-08, 12:35 PM
Thanks for judging.

Just a quick clarification: Cassandra was a joint effort by myself and Venger. Though it ended up in last place I’m really happy with how the entry came out, and I’d hate to take credit away from Venger, who put in a ton of work on the entry as well.

ANd it dese4rvedly got HM.

Mind, Aside from the sheer insane Comiceness of the "THree COmic Relief Villains" I liked this one the most.
It just wasnt....a good enough fit for the Competitions Rule set.

PoeticallyPsyco
2019-10-08, 07:54 PM
This was a really close round! No less than 6 builds within 1 pt of 1st.

jdizzlean
2019-10-09, 09:27 AM
Thanks for judging.

Just a quick clarification: Cassandra was a joint effort by myself and Venger. Though it ended up in last place I’m really happy with how the entry came out, and I’d hate to take credit away from Venger, who put in a ton of work on the entry as well.

apologies for forgetting that!@


**edit**

new round up