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View Full Version : Iron Chef Optimization Challenge: E6 Appetizer Edition (Round XVIII)



Zaq
2019-06-29, 12:17 PM
Welcome back to the Iron Chef Optimization Challenge E6 Appetizer Edition! The timing is going to be a little weird on this one because I'll be out of the country (and I have zero idea how much web access I'll have; probably not nothing, but probably not as much as usual) for the second half of July, but we'll have a good time anyway.

The form of this challenge is to take a particular D&D 3.5 base class (our "secret ingredient," or SI) and turn it into a functional E6 (https://esix.pbworks.com/f/E6v041.pdf) build, which must feature the SI as heavily as possible. (The only hard rule about this is that you must take at least one level in the SI, though judges are encouraged to look favorably on builds that take as many levels as possible in said SI.) Your final build submission should consist of your 6 regular levels and your first 10 epic bonus feats, though providing a snapshot at earlier points through the progression is heartily encouraged. Entries are to be PM'd to the Chair (that would be me!), and they will be posted anonymously; our volunteer judges will then grade each build on a 1-5 point scale in four categories: Originality, Power, Elegance, and Use of the Secret Ingredient. The builds with the highest three scores will be awarded medals, with the Honorable Mention award going to the non-medaling build that the Chair likes best and/or that receives the most votes for HM in this thread. (HM may not always be awarded, particularly if the number of builds is very small.) And then we all have cake!*

*Note: You must provide your own cake.

This is basically like the regular Iron Chef, and let's be brutally honest with ourselves here: this isn't a gargantuan community, and we basically all know what we're talking about at this point. Make the builds, send 'em in, post some scores, and have fun. If you've got questions, lemme know. Still, let's lay out a few rules!

Cooking Time: Builds must be submitted via PM to the Chair by 4:59 PM GMT - 9 on Thursday, July 11, 2019 (1:59 AM GMT on Friday, July 12). The reveal shall be on the first evening the Chair has free following the cooking deadline, which is hoped to be that evening or the immediately subsequent one—I'll do my best, anyway. Judging is then encouraged to go as quickly as possible; if multiple judges volunteer, we'll set about a two-week window, but if we only get one judge, we'll try to wrap up as soon as possible after that judge presents scores. (I will admit that the deadline time may not be an exact science, but don't hide from me and we'll probably be cool.)
Kitchen: Let's break this one down a bit.



ALLOWED: Almost all D&D 3.5 material published by WotC: Core, Completes, monster books, Races Of books, alternate power source books (Expanded Psionics Handbook, Magic of Incarnum, Tome of Battle, Tome of Magic, etc.), Spell Compendium, Book of Exalted Deeds, Book of Vile Darkness, Eberron material, Forgotten Realms material, and other WotC-published 3.5 material. (This list is NOT exhaustive and there are many other legal books that I did not mention by name!)
ALLOWED: Material from the 3.5 archives of the Wizards of the Coast website (including, but not limited to, the Mind's Eye articles). If you use it, link it.
ALLOWED: Official errata from WotC. If you're relying on this in a material fashion, it's a good idea to link it and to discuss it.
NOT ALLOWED: Unofficial errata, including "class fixes" (regardless of the source, including from the original author if not published in a WotC book) or fan-created content.
ALLOWED: Unupdated WotC-published 3.0 material (e.g., Sword and Fist, Masters of the Wild, etc.) except for 3.0 psionics. No 3.0 psionics allowed. If you are using 3.0 material, use the general-purpose skill updates (Wilderness Lore becomes Survival, Innuendo becomes Bluff, etc.) and the general-purpose rules updates (spells with a casting time of "1 action" become "1 standard action," etc.) when appropriate.
NOT ALLOWED: 3.0 material for which a direct 3.5 update exists. Use the updated material instead.
ALLOWED: Dragon Compendium and its errata (http://paizo.com/download/dragon/compendium/DragonCompendiumVolumeIErrata.pdf).
NOT ALLOWED: Content from Dragon Magazine and/or Dungeon Magazine unless said content appears in an otherwise allowed source.
ALLOWED: Oriental Adventures, including the 3.5 update to Oriental Adventures from Dragon Magazine #318. This is a specific exception to the "no Dragon" rule!
NOT ALLOWED: Pathfinder content, regardless of whether it is "D&D 3.5 OGL" or not. If it didn't come from WotC, we don't want it.
ALLOWED: From Unearthed Arcana: racial paragon classes, alternate class features/variant classes, spelltouched feats, and variant races. (Traits and flaws are technically legal, but traits warrant a -0.5 point penalty in Elegance, and flaws warrant a -1 penalty in Elegance.)
NOT ALLOWED: Other Unearthed Arcana content, including (but not limited to) bloodlines, LA buyoff, fractional BAB/saves, alternate casting systems, alternate skill systems, item familiars, prestigious character classes, generic classes, gestalt, etc. When you're wondering if UA content is allowed, err on the side of caution and don't mess around with it.
NOT ALLOWED: Leadership, regardless of source. Game elements functionally equivalent to Leadership (including, but not limited to, Dragon Cohort, Undead Leadership, and Thrallherd) are similarly banned. (Familiars, Improved Familiar, animal companions, Wild Cohort, psicrystals, elemental envoys, and similar game elements are allowed, and they are not considered to be "Leadership." If the difference isn't obvious, feel free to contact the Chair with specific questions.)
NOT ALLOWED: Third-party content, homebrew, or other non-WotC content.
NOT ALLOWED: Epic feats from the Epic Level Handbook. Just because you're "epic" in E6 after 6th level doesn't mean that you're that kind of epic.
NOT ALLOWED: Any race or template with a level adjustment other than +0. (Or any other source of LA other than a race or template, if any such things exist.)
NOT ALLOWED: For our judges: penalizing solely based on legal sources used, regardless of whether those sources are plentiful, sparse, common, obscure, or something in between. If the material is legal, then it doesn't matter how many or how few books it came out of.
ALLOWED: Also for our judges: penalizing for using a source (other than material in Core; don't be vindictive about genuinely obvious stuff) that isn't listed in the build writeup. The chef may choose to present the sources in-line with the text, in a consolidated source list, or somewhere else, but if the source is listed (and is otherwise legal), it counts. If the source is not listed, you may choose to penalize for that.

If you have questions about anything in this section (or hell, in this ruleset), feel free to ask the Chair.

Character Creation: 32 point buy is assumed. For the purposes of this contest, Level Adjustment greater than +0 is banned. (This may be revised at a later point, but I don't feel that the E6 LA rules are conducive to fun in the context of this contest.) No more than two entries per chef per contest, please; if you submit two builds and somehow are so overcome with inspiration for a third that you can't help yourself, PM me and tell me which two you care about the most.
Speculation: Please do not post any form of speculation before the reveal. Just don't do it, guys. It's not cool. This means NOT posting any of the following or anything substantially similar: what you think is going to be common, significant elements of your planned build or of other potential builds, or anything else that could directly influence someone else's build choices for good or for ill. (It's acceptable to ask for rules clarifications as appropriate, but try to avoid tipping your hand too much.) Speculation is bad because it can discourage people from posting builds and can also "taint the judging pool" when it comes to Originality, so please just try to be aware of how other people might react to your speculation.
E6: Here's how E6 works for the purposes of this contest. Build your character normally for the first six levels. After you reach level 6, you stop gaining levels and start gaining bonus feats every time you would gain 5,000 XP. Since we aren't actually tracking XP, you'll basically list your first ten epic bonus feats in the order that you take them, and we think of them as being kind of like levels. We will not use the LA-equals-reduced-point-buy rules, instead preferring to just ban races with LA, at least for now. We will not use the "capstone feats"; all feats that you take must be normal legal 3.5 feats, not homebrew E6 ones. You may not use the Epic feats from the Epic Level Handbook, though if for some reason there are non-Epic feats from the ELH that you qualify for, you may take those. (I don't think there are any, but I'm sure someone will prove me wrong.) It is up to the discretion of each judge whether this is a "hard E6" (magic above 3rd level spells is simply beyond mortal reach, items that have a listed CL above 6th are just plain not available, etc.) or a "soft E6" (if you can somehow get the magic on your character, it's yours, regardless of level), though I honestly don't expect it to come up. Don't go crazy with making assumptions about items and we probably won't have to find out.
Presentation: Please use the table found below in the spoiler. List your epic bonus feats (in clear order) after the table. If you find a clever way of formatting that that isn't annoying and that doesn't break anything, have fun; if it's portable, I may steal it for the next round. When sending your build or any disputes to the Chair, clearly include your build's name in the subject of the PM, and please present your build exactly as you want the Chair to copy and paste it into the thread.
If you're using a picture, cite the source and follow any relevant citation rules. Because we have had issues with this in the past, when listing your skills, please make it very clear how many ranks you have at each level. There are multiple ways to do this and we do not wish to cramp anyone's individual style by dictating exactly how this must look, but make sure that somewhere in your entry there's an explanation of how many actual skill ranks you have. It's still fine to list total skill bonuses, if that's your style, but don't only list bonuses; make sure that there is a clear listing somewhere of your ranks alone.

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


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


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


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


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


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


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


Code for the table:

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


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


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


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


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


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


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

Contest houserules: Nearly the same as the main contest's rules here: all creatures are proficient with natural weapons they have or may acquire, bonus feats that are explicitly granted without meeting prereqs are usable even without those prereqs, and feats that affect which skills are class skills for you and/or how you spend your skill points (Able Learner, Martial Study, Truename Training, Apprentice, etc.) apply immediately at the level at which you take them (even though you normally spend skill points before taking a feat).
Judging guidelines: The minimum score in a category is 1, and the maximum is 5. Judges are expected to be fair, consistent, and open-minded, and they are expected to make a good-faith effort to engage with any reasonable disputes that arise, especially when RAW is in question. That said, contestants are asked to not dispute more than necessary; let's do everything in good faith and really only dispute when a judge is being inconsistent, being unfair, or is otherwise grossly misinterpreting a build.
Judges may not penalize Originality solely because a build is a tribute or homage to an existing creative work (in or out of D&D canon; note that this is not the same thing as penalizing Originality for using well-known optimization tactics), nor may judges penalize based solely on sources used (whether those sources are plentiful, sparse, common, obscure, or something in between, you should judge the build elements and how they work together rather than what book or what books they came out of, as long as those books are legal for this contest and are cited in the entry).
As with the main contest, we will follow the "One Mistake, One Penalty" guideline, and it is very important that the judges adhere to it. I'm going to directly copy and paste this from the main thread, and hopefully the original author won't mind too much:
Judges are only allowed to penalise once for a given mistake. If someone messes up their skills and doesn't qualify for a PrC, ding them as hard as you like. Once. In one category. You don't then get to declare that because they didn't qualify for that PrC, they don't get those levels, and thus don't qualify for anything else. If Ranger is a common ingredient, ding them for Originality. Once. Don't also take off points for Two-Weapon-Fighting being a common ingredient.

Non-exhaustive list of examples:

Skills
Allowed:

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


Not allowed:

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



Prereqs
Allowed:

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


Not Allowed:

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



Other general things that are no longer allowed:

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


Note that these are protections, not licenses. Deliberately taking a feat that you know you don't qualify for hoping to just suck up the judging penalty for a feat that you couldn't normally take is not okay, and may lead to your build being disqualified.
Other bits and bobs: If there's something major and relevant I haven't mentioned, assume that the way I handle it will probably be the same as the main contest unless stated otherwise or unless doing so would be an obviously absurd result. If you've got questions, I'll give you answers.




This round's secret ingredient:
the PALADIN, from the Player's Handbook (and the SRD)!
Allez Optimizer!

The Builds:


Name
Alignment/Race
Stub
Miniman Score
Position
Chef


Smit (http://www.giantitp.com/forums/showsinglepost.php?p=24026357&postcount=32)
LG/Anthropomorphic monkey
Paladin 5/Crusader 1
14
First
Quentinas


Smity McSmiterson (http://www.giantitp.com/forums/showsinglepost.php?p=24026359&postcount=33)
LG/Lesser Aasimar
Paladin 4/Ordained Champion 2
13.75
Second
Maat Mons


Vitarri Pyhitetty Paranemiseen (http://www.giantitp.com/forums/showsinglepost.php?p=24026362&postcount=34)
LG/Lesser Aasimar
Paladin 6
13.75
Second
thorr-kan


Sir Munner (http://www.giantitp.com/forums/showsinglepost.php?p=24026353&postcount=31)
CG/Silverbrow Human
Paladin of Freedom 4/ Conjurer 1/Chameleon 1
13.5
Fourth
daremetoidareyo


Grisindr (http://www.giantitp.com/forums/showsinglepost.php?p=24026352&postcount=30)

LG/Silverbrow Human

Paladin 6
12.25
Fifth
Panosis


Chargy McChargerson (http://www.giantitp.com/forums/showsinglepost.php?p=24026350&postcount=29)
CG/Lesser Aasimar
Paladin of Freedom 5/Crafty Hunter Barbarian 1
10.5
Sixth
Maat Mons





Name
Alignment/Race
Stub
Miniman Score
Position
Chef


Toy Soldier (http://www.giantitp.com/forums/showsinglepost.php?p=24026368&postcount=36)
CG/Mineral Warrior Dragonborn Incarnate Construct Soulfused Construct Toy Soldier
Totemist 1/Paladin of Freedom 5
13.75
Disqualified, but Honorable Mention
MisterKaws





Round 4: Knight (http://www.giantitp.com/forums/showthread.php?542333-Iron-Chef-Optimization-Challenge-E6-Appetizer-Edition-(IV))
Round 5: Ninja (http://www.giantitp.com/forums/showthread.php?548763-Iron-Chef-Optimization-Challenge-E6-Appetizer-Edition-(Round-V))
Round 6: Racial Paragon Classes (http://www.giantitp.com/forums/showthread.php?551174-Iron-Chef-Optimization-Challenge-E6-Appetizer-Edition-(Round-VI))
Round 7: Hexblade (http://www.giantitp.com/forums/showthread.php?553767-Iron-Chef-Optimization-Challenge-E6-Appetizer-Edition-(Round-VII))
Round 8: Shugenja (http://www.giantitp.com/forums/showthread.php?555626-Iron-Chef-Optimization-Challenge-E6-Appetizer-Edition-(Round-VIII))
Round 9: Swashbuckler (http://www.giantitp.com/forums/showthread.php?559135-Iron-Chef-Optimization-Challenge-E6-Appetizer-Edition-(Round-IX)")
Round 10: Crusader (http://www.giantitp.com/forums/showthread.php?562183-Iron-Chef-Optimization-Challenge-E6-Appetizer-Edition-(Round-X))
Round 11: Soulknife (http://www.giantitp.com/forums/showthread.php?565669-Iron-Chef-Optimization-Challenge-E6-Appetizer-Edition-(Round-XI))
Round 12: Factotum (http://www.giantitp.com/forums/showthread.php?569723-Iron-Chef-Optimization-Challenge-E6-Appetizer-Edition-(Round-XII))
Round 13: Prestige Classes (http://www.giantitp.com/forums/showthread.php?572441-Iron-Chef-Optimization-Challenge-E6-Appetizer-Edition-(Round-XIII))
Round 14: Mountebank (http://www.giantitp.com/forums/showthread.php?576318-Iron-Chef-Optimization-Challenge-E6-Appetizer-Edition-(Round-XIV))
Round 15: Sorcerer (http://www.giantitp.com/forums/showthread.php?582751-Iron-Chef-Optimization-Challenge-E6-Appetizer-Edition-(Round-XV))
Round 16: Dragon Shaman (http://www.giantitp.com/forums/showthread.php?585121-Iron-Chef-Optimization-Challenge-E6-Appetizer-Edition-(Round-XVI))
Round 17: Lurk (http://www.giantitp.com/forums/showthread.php?588149-Iron-Chef-Optimization-Challenge-E6-Appetizer-Edition-(Round-XVII))



Round 1: Divine Mind (http://www.giantitp.com/forums/showthread.php?197000-Iron-Chef-Appetizer-Edition!-(e6))
Round 2: Monk (http://www.giantitp.com/forums/showthread.php?201548-Iron-Chef-Appetizer-Edition!-(e6)-II)
Round 3: Marshal (http://www.giantitp.com/forums/showthread.php?235221-Iron-Chef-Appetizer-Edition-(E6)-III)

Zaq
2019-06-29, 12:25 PM
Here's a few gentle recommendations that are intended to improve scores and make things easier for the judges. As always, THE RECOMMENDATIONS IN THIS POST ARE NOT RULES. Judges and contestants are free to honor them or ignore them; my intent here is only to help, and NONE of what I'm saying here is required.

Recommendations:
Double-check ALL of your prereqs. Every. Single. One. Feats, PrCs, whatever. You might even go so far as to spell out when you meet each one, but again, that's not a requirement. But one of the single biggest causes of point loss is failure to meet prereqs.
Tell the judges what's cool about your build! You spent hours or days on this (y'know, probably) and know it inside and out, but the judges are getting a whole bunch of these dishes all at once and don't know the build history of each one. You're significantly more likely to score well if you spell out exactly what makes you awesome than if you try to just let it stand on its own.
Make it easy to read! Skill tables are awful, though they're an incredibly necessary evil. Full Monster Manual-style statblocks are occasionally useful but are also insanely dense if not formatted well. Judges are very likely to miss something if you aren't careful with how you present your info. Remember that judging takes a lot of time, energy, and focus, so don't rely on the judge being willing/able to decode something in order to see what makes you interesting!
Be memorable. Remember that we're all using the same ingredient here. What makes you different?


Okay, just to cut down on PMs, yes, the paladin variants in Unearthed Arcana (freedom, tyranny, slaughter) count and are legit. Still gotta make it feel like a paladin, of course, whatever that means to you!

Beyond that? This is a round where I feel like telling a good story is going to be helpful when it comes to making you feel like you're doing your job. Doesn't mean that you have to (or should) write a novel in your intro! Just means that what you're doing with your game elements is probably almost as important as what elements you've brought together, if that makes sense. Some of our best rounds have a lot of similarity with this one: the class has a very clear intended flavor but doesn't always do a great job of supporting that flavor with its class features. Take that, run with it, spin it into something greater than the sum of its parts, and blow us all away!

As always, I will be as attentive and responsive as I can be, but I know in advance that I'm a little stretched for time and focus for the next month or so. Still ask me questions and still reach out for whatever help you need, of course! I wouldn't do this if I didn't care. But since I know already that I'm not going to be able to devote quite as much attention to this as I usually do, I figure it's only fair to tell everyone that in advance. In particular, since the judging portion is going to take place while I'm overseas, I may not be able to post all disputes immediately. For that reason, I'm going to ask that everyone really minimize their disputes unless a judge gets something categorically wrong by RAW. Let's all be adults, please. I have faith in all of you!

MisterKaws
2019-06-29, 12:32 PM
Paladin? This is gonna be hard.

Maat Mons
2019-06-29, 01:58 PM
For our purposes, do the paladins of Freedom, Tyranny, and Slaughter count as the secret ingredient?

MisterKaws
2019-06-29, 02:37 PM
For our purposes, do the paladins of Freedom, Tyranny, and Slaughter count as the secret ingredient?

Already answered in the second post. In bold red, actually.

Maat Mons
2019-06-29, 02:50 PM
How embarrassing.

WhamBamSam
2019-06-29, 04:10 PM
I'll try to get something in for this one.

MinimanMidget
2019-06-29, 05:50 PM
Assuming inspiration doesn't strike, I'll aim to judge this time.

Quentinas
2019-07-01, 09:37 AM
I had an inspiration now i have to see if it is legal what i have thinked

Zaq
2019-07-02, 01:45 AM
No one has yet sent me a build that has problems with this and so this isn’t directed at anyone in particular, but as a public service announcement, remember that the paladin has weird and stupid restrictions on multiclassing away from it.

Hunterx
2019-07-02, 04:22 AM
No one has yet sent me a build that has problems with this and so this isn’t directed at anyone in particular, but as a public service announcement, remember that the paladin has weird and stupid restrictions on multiclassing away from it.

That is easily over come with a simple feat.

MisterKaws
2019-07-02, 10:30 AM
That is easily over come with a simple feat.

All those feats have requirements that can't be easily achieved in E6. Now, let's stop talking about possible builds since that's against the rules.

PanosIs
2019-07-02, 02:30 PM
I just got a build in! It's my first Iron Chef build. Now lets hope I did not horribly screw up :D

DeTess
2019-07-02, 04:38 PM
I just got a build in! It's my first Iron Chef build. Now lets hope I did not horribly screw up :D

If you remembered to list your sources, you're probably good :P

Macabaret
2019-07-02, 04:58 PM
Another kind of mount, such as a riding dog (for a halfling paladin) or a Large shark (for a paladin in an aquatic campaign) may be allowed as well.

Just out of curiosity, how.... open .... are we going to be with the above quote?

Zaq
2019-07-02, 06:40 PM
Just out of curiosity, how.... open .... are we going to be with the above quote?

Up to the judges.

The better you sell it, the more likely it is that a judge will play ball with you. But I won’t fault a judge for saying yes or for saying no.

Zaq
2019-07-06, 01:54 AM
Happy weekend, folks! Or at least folks with traditional schedules. Don’t wanna presume too much.

Reminder: deadline’s this Thursday, and I can’t do any extensions this time. If you want to compete in this round, the clock’s ticking!

Quentinas
2019-07-06, 09:55 AM
Yes i'm finishing my build , maybe i will come with another idea for monday i should send one

Zaq
2019-07-08, 08:36 AM
Keep ‘em coming! A bit over 72 hours remain!

Zaq
2019-07-10, 01:55 PM
I’ve got a few builds. I’ll be honest—I thought there’d be more. As I said, though, I really can’t push this out any farther, so please get me what you’ve got soon!

daremetoidareyo
2019-07-10, 02:10 PM
What is the hard deadline?

MisterKaws
2019-07-10, 02:48 PM
What is the hard deadline?

Tomorrow night. look at the main post.

Zaq
2019-07-10, 04:11 PM
Tomorrow (Thursday) evening, whenever I get home. The time specified in the OP is about the earliest I can reasonably get home, but it may be an hour or two later because I’ve gotta run around prepping for this trip (which is, of course, the reason I can’t offer any day extensions).

Basically stick to the time in the OP if you want something ironclad. If you happen to submit after that time and before I get home to post, cool, but I’d try not to gamble on that if you can help it. (You all know I usually try to be chill about getting in entries, but that’s exactly why I’m making such a big deal about the fact that external pressures are going to prevent me from being as flexible as usual.)

tterreb
2019-07-10, 05:09 PM
I had an idea and was planning on submitting it, but I just never got around to it. I might throw one together last minute, but I have a game tonight, so probably won't happen.

Hish
2019-07-11, 06:40 PM
Hey, Paladin! A class that I have preexisting ideas for! A class that, despite usually being awful, is pretty good in E6! And I have a whole two hours to write up a build!

This would have been a good round if I had noticed it earlier, but I can't submit anything this late.

PoeticallyPsyco
2019-07-11, 08:53 PM
How do I keep missing these?

MisterKaws
2019-07-11, 09:53 PM
How do I keep missing these?

Just stalk the chairmen.

Zaq
2019-07-11, 11:53 PM
How do I keep missing these?

I mean, I'm doing my best to shout from the rooftops without getting banned for outright spam, so I dunno, man.

Anyway! Life is crazy and never stops. Yes, I did just get home, plus or minus the time it takes to format the builds into something postable and maybe ingest a few calories. Six normal builds and one separate exhibition piece incoming!

Zaq
2019-07-11, 11:54 PM
Imagining a total bromance with this guy. (https://megaman.fandom.com/wiki/Charge_Man)


Lesser Aasimar
Paladin of Freedom 5 / Barbarian 1

Chargy McChargerson, of the clan McChargerson, was born in 1518 in the village of Glenfinnan, on the shores of Loch Shiel. He likes charging.

Str: 16
Dex: 12
Con: 14
Int: 12
Wis: 10 = 8 base +2 racial
Cha 18 = 15 base +2 racial +1 level


LevelClass (ACFs)FeatsSpecial
1Paladin of Freedom (Holy Warrior)Power AttackAura of Good, Detect Evil, Smite Evil
2Paladin of FreedomDivine Grace, Lay on Hands
3Paladin of FreedomImproved Bull rushAura of Resolve (immune to compulsions), Divine Health
4Paladin of FreedomTravel Devotion (bonus)Turn Undead
5Paladin of Freedom (Charging Smite)Charging Smite
6Crafty Hunter Barbarian (Spiritual Totem [lion])Shock TrooperFavored Enemy (evil outsiders), Pounce


Epic Feats: Leap Attack, ???

Skill Point Expenditure

LevelDiplomacyJumpKnowledge (Religion)
144 (cc)4
211 (cc)1
311 (cc)1
411 (cc)1
511 (cc)1
6-5-


Sources
Aasimar: Monster Manual, p209
Barbarian: Player's Handbook, 24
Charging Smite: Player's Handbook II, p53
Crafty Hunter: Unearthed Arcana, p58
Holy Warrior: Complete Champion, p49
Improved Bull Rush: Player's Handbook, p95
Lesser Planetouched: Player's Guide to Faerun, p191
Paladin: Player's Handbook, p42
Paladin of Freedom: Unearthed Arcana, p53
Power Attack: Player's Handbook, p98
Shock Trooper: Complete Warrior, p112
Spiritual Totem: Complete Champion, p46
Travel Devotion: Complete Champion, p62

Zaq
2019-07-11, 11:55 PM
I will not make a Grindr joke. I will not make a Grindr joke. I will not… aw, crap.


Grisindr, the Dragonblooded
Lawful Good Silverbrow Human Paladin of Bahamut 6



Stat
Score


Strength
16


Dexterity
12


Constitution
14


Intelligence
12


Wisdom
8


Charisma
15 + 1

This build is using 3 ACFs for the Paladin, the Harmonious Knight substitution levels from Champions of Valor, the Holy Warrior from Complete Champion and the Drakkensteed Mount from Dragon Magic.



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


1st
Paladin 1
+1
+2
+0
+0
Diplomacy 4 ranks, Knowledge (Religion) 2 ranks, Perform(Dance) 4 ranks, Preform(Oratory) 2 ranks
Shape Soulmeld (Claws of the Wyrm)B, Dragonfire Inspiration
Aura of Good, Inspire Courage, Smite Evil


2nd
Paladin 2
+2
+3
+0
+0
Diplomacy 5 ranks, Knowledge (Religion) 2 ranks, Perform(Dance) 5 ranks, Preform(Oratory) 3 ranks
-
Divine Grace, Lay on Hands


3rd
Paladin 3
+3
+3
+1
+1
Diplomacy 6 ranks, Knowledge (Religion) 3 ranks, Perform(Dance) 6 ranks, Preform(Oratory) 3 ranks
Law Devotion
Aura of Courage, Lay on Hands


4th
Paladin 4
+4
+4
+1
+1
Diplomacy 6 ranks, Knowledge (Religion) 3 ranks, Perform(Dance) 6 ranks, Preform(Oratory) 3 ranks, Ride 3 ranks
Power Attack
Turn Undead


5th
Paladin 5
+5
+4
+1
+1
Diplomacy 6 ranks, Knowledge (Religion) 3 ranks, Perform(Dance) 6 ranks, Preform(Oratory) 3 ranks, Ride 6 ranks
-
Drakkensteed Mount


6th
Paladin 6
+6
+5
+2
+2
Diplomacy 6 ranks, Knowledge (Religion) 4 ranks, Perform(Dance) 6 ranks, Preform(Oratory) 3 ranks, Ride 8 ranks
Song of the Heart
Inspire Competence


Epic feats for this build are quite flexible, with only the first 3 being truly essential. Some rules fuzziness is present when it comes to the harmonious knight substitution level and bardic music, see below.



Feat Name


Bonus Essentia


Improved Natural Attack (Claws)


Open Least Chakra (Hands)


Snowflake Wardance


Improved Unarmed Strike


Snap Kick


Martial Study: Leading the Attack


Martial Stance: Bolstering Voice


Song of the White Raven


Share Soulmeld


Straight from level 1, Grisindr fulfills his character concept. As a holy knight of Bahamut with an exceptional connection with his dragon ancestors he is able to manifest both powerful claws through the Shape Soulmeld: Claws of the Wyrm feat, as well as channel the power of the dragon spirits to imbue said claws, as well as the weapons of his allies with silver flames through Dragonfire Inspiration.

Mechanically, Grisindr is a strong striker, being able to make 2 attacks right away from the first level and buffing himself and all his allies with Dragonfire Inspiration at the start of combat.
Grisindr's faith and devotion swells as he gains the protection of his deity. This allows him to be more survivable, a necessity for his frontline fighter role. Grisindr also picks up a small reserve of healing through Lay on Hands. This allows him to both aid his allies as well as himself when he is injured in combat.
At this level, Grisindr picks up Law Devotion, allowing him some exceptional accuracy with his draconic claws. This will also help him outweight the penalties of the Power Attack feat which he gains on the next level.
Grisindr is ready to smite the enemies of his faith with rightous fury and holy wrath. He forfeits spellcasting to gain the Power Attack feat.

His attack routine now involves 2 attacks, striking for 1d6+7 damage each, plus of course the additional damage from Dragonfire Inspiration.
Grisindr has been training in Ride for the last two levels preparing for this moment. He gains the service of a loyal Drakkensteed which allows him to deal with flying enemies as well as easily get around the battlefield despite his lower speed. His mount also gets to gain an additional feat due to the extra hit dice. Grisindr's Drakkensteed chooses Martial Study: Sudden Leap for some swift action movement once per combat. If that is deemed unappropriate, most any feat will do. Grisindr is partial to Improved Toughness so that his Drakkensteed is more survivable.

Grisindr makes sure to acquire a Mithral Breastplate barding for his Drakkensteed, providing it with a formidable 20 AC while he trains to be able to be more efficient in mounted combat.
Grisindr's connection to the dragon spirits strengthens, and with Song of the Heart the bonus from his dragonfire inspiration improves to +2d6 fire damage. A significant increase to both his own damage as well as that of his allies, including his faithful steed.

For his first four epic feats, Bonus Essentia, Open Least Chakra: Hands, Improved Natural Attack and Snowflake Wardance Grisindr focuses on improving his own combat capability. By this point his claws are +2 weapons that deal 2d6 base damage each and wardance allows him yet another accuracy boost in combat.

His next two feats include some unarmed training, Grisindr was fighting with his claws for several levels now but Improved Unarmed Strike and Snap Kick allow him an additional attack which is formidable due to dragonfire inspiration even if its base damage is only 1. More importantly the attack can be used on a standard attack, allowing him to make 2 attacks on a charge while riding his Drakkensteed.

For his next three feats, Grisindr becomes an expert battlefield commander, learning the techniques of the White Raven school. Martial Study: Lead the Attack and Martial Stance: Bolstering Voice allow him to further assist his allies while Song of the White Raven ensures that he is able to act right from the start of combat, without needing to take a round to get his dragonfire inspiration going.

Grisindr's last feat, Share Soulmeld allows him to grant claw attacks to his Drakkensteed as well, which already has a powerful Strength 24. Along with its rider's assistance, the Drakkensteed now has quite high damage output, being able to make three dragonfire-infused attacks on a full attack.
After attaining the entirety of his arsenal, Grisindr's tactics in combat go as follows:

Ride in combat on the flying Drakkensteed. On the first round, activate Dragonfire Inspiration as a swift action and Snowflake Wardance as a free action and then charge the enemies, smiting and utilize Lead the Attack with his claw, while applying Power Attack for 6.

Claw +13 to Hit, 2d6+17 slashing damage plus 2d6 fire.

His Drakkensteed will attack with its bite.

Bite +14 to Hit for 1d8+7 piercing damage plus 2d6 fire.

On the second round, both Grisingr and his mount make full attacks, and Grisingr activates Law Devotion and utilizes Snap Kick to make 3 attacks still utilizing Power Attack if he reckons his opponents are not heavily armored.

2 Claws +9 to Hit, 2d6+11 slashing damage plus 2d6 fire. Unarmed Strike +7 to Hit, 10 bludgeoning damage plus 2d6 fire.

And for the drakkensteed:

2 Claws +10 to Hit, 1d8+7 slashing damage plus 2d6 fire. Bite +5 to Hit, 1d8+3 piercing damage plus 2d6 fire.

Grisingr's saves are Fortitude +10, Reflex +6, Will +6


Grisindr doesn't need any specific gear, his armor of choice is a Mithral Breastplate and he will actively look for a Badge of Valor to further enhance his dragonfire inspiration. Other than that, any item that allows him to improve his natural attacks is welcome, especially if it allows Grisingr to improve his accuracy.

A masterwork saddle for his mount is also something that Grisindr will look for, given his mediocre riding skills.

Otherwise Grisindr will look to shore up his defenses, as they are quite low for a frontline character, even disregarding his respectable HP.

It is unclear if the Harmonious Knight substitution levels allow you to take feats that work based off Inspire Courage, as most of those work off Bardic Music in the sense that they require the Bardic Music class feature which Harmonious Knight doesn't explicitly grant. Sadly although some components of this build work without some of the feats that require bardic music (Snowflake Wardance and Song of the Heart), Dragonfire Inspiration, which is a core part of both the mechanics and the flavor behind this character is required. Thus I decided to submit the build as is and let the judges decide how this actually works.

Although I suspect that by rules as written this whole build is invalid, I like the concept quite a lot, and I'd allow it in my games on behalf of it making sense under rules as intended.

Zaq
2019-07-11, 11:56 PM
I was expecting, like, one of those preachy sermony BoED classes, but there's more than one pun to be mined here.



Paladin Sir Munner




Level
Class
BAB
Fort
Ref
Will
Feats
Skills
Class Features


1
paladin of freedom (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#paladinVariantsFreedom SlaughterAndTyranny) 1
1
2
0
0
Able Learner (Races of Destiny p.150)
From Smite to Song (champions of Valor p.29)
perform 3, bluff 4, sense motive 2, spellcraft 1, disguise 4, umd 1, ride 1
Aura of good, detect evil, smite evil 1/day


2
paladin of freedom 2
2
3
0
0

bluff 5, disguise 5, spellcraft 2, decipher script 1
Divine grace, lay on hands


3
paladin of freedom 3
3
3
1
1
Serenity (Dragon Compendium p.106)
bluff 6, disguise 6, sense motive 3, spellcraft 3
Aura of courage, divine health


4
mystic fire knight paladin of freedom 4 (Champions of Valor p.45)
4
4
1
1

bluff 7, disguise 7, umd 2, decipher script 2
Bonus Spells, Improved Spellcasting


5
Conjurer (Specialist Variant) (http://www.d20srd.org/srd/variant/classes/specialistWizardVariants.htm#conjurerVariants)
4
4
1
3
Augment Summoning
bluff 8, disguise 8, spellcraft 4, sense motive 4
Rapid Summoning, Enhanced Summoning, Spontaneous Summoning


6
Chameleon (Races of Destiny p.111)
4
4
1
3
Sword of the Arcane Order (Champions of Valor p.34)
ride 3, umd 4, decipher script 4
Aptitude Focus 1/day (+2)






Epic Feat #
Feat
Source
Effect


1
Battle Blessing
Complete Champion p.55
You can cast most of your paladin spells faster than normal. If the spell normally requires a standard action, you can cast it as a swift action. If it normally requires a full round to cast, you can cast it as a standard action. Spells with longer or shorter casting times are not affected by this feat.


2
Extra Smiting
Complete Warrior p.98
you gain two extra attempts to smite per day. You can take this feat multiple times, Its effects stack


3
Heighten Spell (http://www.d20srd.org/srd/feats.htm#heightenSpell)
SRD
A heightened spell has a higher spell level than normal.


4
Talfirian Song
Races of Faerun p.170
Prerequisite Heighten Spell (PH) , Bardic music class feature, Tethyrian human

By expending uses of your bardic music, you can heighten your illusion spells without using higher-level spell slots. For every daily use of your bardic music you expend during the casting of a spell, you can increase the effective level of that spell by +1. For example, you could cast rainbow pattern and expend four uses of your bardic music to make that rainbow pattern effectively an 8th-level spell (increasing the save DC by +4). You can't raise a spell above 9th level with this feat."


5
Extra Slot
Complete Arcane p.79
You gain one extra spell slot in your daily allotment, at any level up to one lower than the highest level of spell you can currently cast. You can gain this feat multiple times. Each time, you gain an extra spell slot at any level up to one lower than the highest level of spell you can currently cast.


6
Spell Focus (Conjuration) (http://www.d20srd.org/srd/feats.htm#spellFocus)
SRD
Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.


7
Imbued Summoning
Players Handbook 2 p.92
Prerequisite Augment Summoning (PH) , Spell Focus (PH) (conjuration)

When you cast a spell from the summoning subschool, you can choose to grant the summoned creature the benefit of any spell of 3rd level or lower you can cast that has a range of touch. You cast the spell you wish to grant the creature (using a prepared spell or a spell slot) at the same time you cast your summoning spell. The creature gains the benefit of the spell when it appears. An imbued summoning spell uses up a spell slot one level higher than the spell's actual level


8
Arcane Manipulation
Lost Empires of Faerun p.6
When you prepare spells, you can break down up to three existing arcane spell slots to create a specified number of lower-level spell slots. (A 0-level spell counts as 1/2 level for this purpose, so a 1st-level spell slot could be broken into two 0-level spell slots.) The sum of the levels of all the new spell slots must equal the level of the original. The number of spell slots you can create in this manner is otherwise unlimited. Spell slots that you break down into multiple lower-level slots remain that way until the next time you prepare spells, at which time you can choose to restore your spell slots to normal or break them up again.


9
Extra Slot
Complete Arcane p.79
You gain one extra spell slot in your daily allotment, at any level up to one lower than the highest level of spell you can currently cast. You can gain this feat multiple times. Each time, you gain an extra spell slot at any level up to one lower than the highest level of spell you can currently cast.


10
Summon Elemental
Complete Mage p.47
Prerequisite Ability to cast 4th-level spells,

As long as you have a summoning spell of 4th level or higher available to cast, you can summon a Small elemental (air, earth, fire, or water; your choice) within a range of 30 feet. The elemental acts as if summoned by a summon monster spell (PH 285). The duration of the summoning is equal to 1 round per level of the highest-level conjuration (summoning) spell you have available to cast. You can have only one summoned elemental from this feat at a time; if you use the ability a second time, the first elemental disappears. Also, you must remain close to the elemental you summon. If at the end of your turn you are more than 30 feet from the elemental, it disappears.


10 (alternative)
Extra Music
Complete Adventurer p.109
You can use your bardic music four extra times per day.




Note: This build presumes the most beneficial reading of the Sword of Arcane Order, Wherein the Wizard spell stored in a Paladin slot is treated as an arcane paladin spell. Further, it is presumed that the divine focus ability of the Chameleon when used to prepare paladin spells allows for the use of wizard spells in those paladin spell slot. It is presumed that battle blessing treats Wizard spells stored in paladin spell slots as paladin spells. The worst case scenario under this understanding is that Sir Munner will need to use light armor with a focus on limiting spell failure chance.

Race: We need to be a Telthyrian Human for access to the Talfirian Song Feat. As a Telthyrian Human, Sir Munner has a lineage that can be traced to the greatest Bards of the previous age, which allows him to join the harmonius order of Milil as a consultant. We need access to the Disguise Skill to get into Chameleon, so Silverbrow Human (Dragon Magic p.6) grants that. With that comes the dragonblood Subtype and featherfall 1/day, as well as the normal human bonus feat.

Abilities:
Str: 10
Dex: 12
Con: 12
Int: 15
Wis: 17 (Add level 4 plus 1 bonus here)
Cha: 9

Build Notes: The first Three levels are Paladin of freedom. This choice was made in order to get bluff on the class list. Able Learner can only be taken by humans at first level, which is what silverbrow humans are, and it’s a necessary feat for the chameleon prestige class. Most of our skill points are dedicated to getting the skill prerequisites for chameleon as well. Sir Munner takes Smite to Song in order to get the bardic music ability of inspire courage in return for cashing in his smite class feature. This will allow him to use Talfirian song later to heighten illusion spells above the normal spell levels available. Because you can then cast up to 5th iluusion level spells by cashing in all of your smites, (after taking extra smitings feat), when you take the extra slot feat, you gain a 4th level spell slot. This is nice because there is a 4th level paladin spell that can bring people back to life Revenance (spell compendium p.175) but also because you can cast 4th level summon monster spells. As you can see, this eats up a significant number of the epic feats to set up. Smite to song requires membership in the order of harmonious knights. There is no requirement in that order to belong exclusively to it or to take its sublevels, so Sir Munner can join them with a Patron God of Mystra and then subsequently delve deeper into the Knights of Mystic Fire. The first 3 levels are going to be tough because Sir Munner isn’t a great fighter, as he has little skill or feat support for it. With the gaining of Serenity at 3rd level, Sir Munner finally has full access to his sweet paladin abilities as all the class features that use charisma are now switched over to wisdom instead.

At fourth level, Sir Munner joins the Swords of the Arcane Order and gains an extra spell slot as well as a caster level of 4 for his spells. In addition, he can now prepare wizard spells in his paladin slots.

At fifth level we become a specialist conjurer using all of the substitution features of the Unearthed Arcana specialist wizard abilities. This includes a free augment summoning feat (+4 str and Con to summoned monsters) the ability to spontaneously convert prepared spell slots into summon monster spells, (so owls wisdom casted on yourself as a chameleon will grant you bonus spell slots temporarily to trade for more summon monster spells). And you can cast summon monster spells as a standard action. Further, when you have battle blessing, you can then cast those summon monster spells as a swift action. Ban Necromancy and Enchantment. I didn’t include this as an option, but if it’s OKed by your game master, taking focused specialist and banning evocation will grant you a bonus conjuration spell of any new level of spells that you gain, which is really nice on the chameleon chassis.

At 6th level, we take a level of chameleon, Which grants access to 2nd level paladin spells, which is usually impossible with an E6 paladin. In those paladin spell slots we can prepare wizard spells. With Sword of the arcane order, our paladin casting level becomes 5 (wizard + paladin) and if your chameleon focus is arcane focus for that day, the caster level becomes 7.

With that all taken care of, the bonus feats start pumping the casting stats into the stratosphere. Battle blessing allows for swift action summons. Extra smiting can be replaced by extra music if your DM allows you to use smite to song to count as having bardic music without using a smite, in which case you’ll have access to a 7th level illusion spell, which means that your extra slot feat will grant you a 6th-level-spell spell slot. Later, when you take arcane manipulation, you can break that down into smaller spell slots, like 2 3rd level slots. But with extra smite you can get up to a 5th level illusion spell by burning all of your smites and converting them with smite to song, and the extra slot feat will grant a 4th level spell slot. This is where that focused specialist variant will really shine.

Talfirian Song is what we are using to heighten these spells up by burning smites as bardic music.

What we are really going for here is imbued summoning because paladins have some awesome buffs, and applying them as part of swift action casting is fantastic. Seeing as how Munner is a paladin, chances are that he is only summoning celestial beings, and if that’s the case, they have a smite. And if they have a smite, the devastating smite spell from page 114 of Forge of war doubles smite damage. Here is a summoning handbook! http://www.giantitp.com/forums/showthread.php?255219-The-Summoner-s-Desk-Reference-D-amp-D-3-5

Access to wizard spells makes spells like fins to feet apply to aquatic summons as they come out. Or perhaps jaws of the moray on 1d4 celestial hawks. Or invisibility on celestial lions. You name it and if you get the spell in your wizard spellbook, you can do it.

I chose the capstone of summon elemental because it's nice to have unlimited elemental summoning abilities in an E6 campaign.

Remember that you can use inspire courage to help out your summons too!

And that is basically that. Sir Munner the Paladin Summoner.

Zaq
2019-07-11, 11:57 PM
With a name like Smit, I'm pretty sure he didn't have much choice but to answer the call of the path of paladinsanity.


Name :Smit
Race : Anthropomorphic monkey (-4 strength +4 wisdom +2 dexterity -2 charisma)
Classes :paladin 5 crusader 1 anthropomorphic monkey
Alignment: LG
Divinity Helm
Dear diary
I will write you for the future paladins who will want to follow my steps and my journey , hoping that reading these words will inspire them at becoming paladin like myself .
The first thing I remember is a big tree , with a branch broken, with me on the ground and a dolor on the back of my head , there was a rock. I don't remember anything from before, probably I have lost my memory but how? I stand up and see my body there is a brown fur everywhere then I sense something back and I move that on the front, a tail... I have a tail!!!Whoa, what I am??? My hands are very similar to my feet but other than I don't know what I am. I observe the surroundings and I go on a big rock, then I see a village in a direction, I move toward it, maybe they will help me. There were not wall or other things to surround that village and there was a noblewoman, with some trait very beautiful ( I will discover later that was an elf village) who was not distant by a male with a heavy armor. She spot me and shouted very strong pointing me"SMIT ..." then she collapses but at least she said my name no? So my name is Smit a very important information. The male see me, and he take is weapon "What have you done to my mother vile creature ! My mace will smite you and your evilness!" then something strange he smitted me , but nothing happened Then another voice "Pff how many time I have to said to you. Not each creature, even if it is monstrous should be smitted if not evil" Another men, in the same armor arrive " Do you understand what we say and if yes what is your name?" I say no with the head at the time that sounds signifies nothing for me, but I heard Smit and Smite Then that man move the hand , and I go nearer, following him instinctively . We arrive in a hall with many people and that male say something then a woman touch me two time "Now you should be able to understand and to speak " Hey I have heard what she said ! I try to speak "I understand you! My name is Smit" what have she done? and then I start dialogating with that group."It's an hadozee!" one on the left say that then one on the right"Now the hadozee are in the Astral Plane, I think, it's a Vanara " then one in the center"I don't think they are at the far east and know how to speak but it's not important how have you arrived here? I explain my situation and their eyes go around whispering something, then that woman say "You cannot remain here, our people are used to different people" more beautiful maybe, she did not say that but was the impression. Then a figure in an angle speak "If you want you can come with me” All of us observe that figure he was different from the elfs, maybe a human, "You would do that???" The elf on the center , surprised by that reaction ask that “Sure why not , he needs help and a new home my order will be his new family” he said "I'm Kangros paladin of Helm and you can come with me. I nodded the head and from now my journey started. I learned the language of the human during my trip with Kangros and what is a paladin how they do good act only because they want to do them respecting the law and protecting the weakest . From these days when I started my journey with Kangros becoming a paladin have passed so many times, I have passed so many adventures, learning divine powers and the power of the souls and how I can use this power, learning new combats technique, and I have entered the order of the Vigilant Eye of Helm for the sake of the weakest because I want to protect them against whom do evil redeeming them if it is possible.



point buy final stats
strength 16 (10 points) strength 12(-4 racial)
dexterity 10 (2 points) dexterity 12(+2 racial)
constitution 14(6 points) constitution 14
intelligence 12 (4 points) intelligence 12
wisdom 16(10 points) wisdom 20(+4 racial)
charisma 8(0 points) charisma 6(-2 racial)
The 4th level point go to strength




Level
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features
Skill points for level


1st
Paladin 1
+1
+2
+0
+0
Knowledge religion 4 Heal 4Sense motive4
Intuitive Strike
Aura of good, detect evil, smite evil 1/day
12((2+1 (intelligence))*4)


2nd
Paladin 2
+2
+3
+0
+0
Knowledge religion 5 Heal 5Sense motive5
-
Divine Grace, Lay on hands
3 (2+ 1(intelligence))


3rd
Paladin 3 (vigilant eye of helm substitution level)
+3
+3
+1
+1
Knowledge religion 6 Heal 6Sense motive6
Serenity
Aura of courage, Vigilant aid
3 (2+ 1 (intelligence))


4th
Paladin 4
+4
+4
+1
+1
Knowledge religion 7Heal 7Sense motive7
-
Turn Undead
3 (2+1 (intelligence))


5th
Paladin 5 (Divine Spirit ACF)
+5
+4
+1
+1
Knowledge religion 8 Heal 8Sense motive8
-
Divine spirit (spirit of healing), Smite evil 2/day
3(2+1(intelligence))


6th
Crusader 1
+6
+6
+1
+1
Knowledge religion 9 Heal 9Sense motive9
Adaptative style
Furious counterstrike, steely resolve 5
5(4+ 1(intelligence))

The abilities in this format are cross classed for this level
From the 4th level we have 2 1° level slot (because we have an high wisdom)


1° Power Attack
2° Extra Smiting
3° Improved buckler defense*
4° Shape soulmeld (wormtail belt)
5° bonus essentia
6° azure touch
7° improved essentia capacity
8° Extra Granted Maneuver
9° Protection devotion
10° Extra turning

* If it’s permitted to use an animated shield (and if we can afford it in the future) we will not take improved buckler defense but we will take the other feats before , and at last we will take sudden recovery to regain another of our maneuver


Maneuver
foehammer (strike )leading the attack(strike)mountain hammer(strike)shield's block (counter)vanguard strike(strike)Stance
Iron guard's glare



Here I will take annotations for you who read my diary maybe with my permission maybe not , or when I will lose my memory and I will need to relearn what I have forgot, I hope reading my tactics, my reason, and my adventure will put you on the way of good and law . From Smit
The next annotations are extract from the page of Smit

One thing must be considered it’s that he will probably use wands of paladin spell if he found them but I will not put them in the tactics because it depends on the loot as for the weapons he will use simple weapons (for intuitive strike)
At the start I was not so strong and I did not even know the language called common, I had an intuition how to use some simple weapons but when I have to use weapon more complicated I have problem I will admit this, but I did not surrended , seeing the other paladins enter on the Vigilant Eye but I want to become better I could not heal even a little scratch . During the training with the others novice paladin I did not dialogatued so much....(he tells about some people which trained with him for about two pages and in the last page there is this written in the center)But I will do what I can to be better and help the weaks!

As he have written at the first level his tactics are not one of a paladin... because his charisma is so low that he cannot lay the hands for example and divine grace doesn't give any bonus so his best role is in combat using intuitive strike (it's an exalted feat so he is a super good paladin) He learn common with the first level as bonus language for the int (because it seems the anthropomorphic animal have language bonus any) We can do as tanks (because we can use heavy armor and shields )But at the next level he gain...
Serenity. This is what I reached thanks to the meditation, each of us do what he can , and not to compare himself with the other .It's good if each on do the best he can do for the goods of others . With this new mind I have chosen to enter on the Vigilant Eye of Helm , the same order of Kangros , helping each other giving advice or helping when we need to fight at the protection of the weakest

Now there is the feat who does so much for this build that it is impossible to do without it . He learned how lay the hands and his saving throws receives a huge boost but there are more passive abilities than other things. Other than the possibility to heal 15 points (without any magic items) an immunity to fear (and a +4 for the allies against it) there is vigilant aid , which is another piece of our support role ,the CD of aid another in combat is 10 so we will pass that in automatic (unless critical fail) because we have 3(bab)+5 (from intuitive strike)=8 . An +2 on the AC or the attack rolls is not bad even if it costs us a move action (but in the engagement it will be rare to disperse so much and being near it will be good even for our aura of courage. Against the evil creature we have a very good smite (it will be bab +2* wisdom thanks to serenity and intuitive strike at this level will be a +13 ).
My abilities as paladin are growing like the others paladin of my order, we learned how turn undead, even if some paladin have preferred to learn how put a distance between the evil and them with their smite. I have chosen to doesn’t learn it because there are so many undead in these days and we need to protect the civilian. I learned how cast some spells , and it appear that I’m better at that than the normal paladins, each of us have it’s particularity

At this level we learn how turn undead , we are not so powerful because we turn like a cleric of first level, but it’s already something. If we have magic items who can use our turn undead probably we will use it (we have 8 turn undead, without any magic item so it’s good) . Our role doesn’t change so much from the previous level we will still help the group with aid another and lay the hands (now we can heal 20 hp without magic items who boost wisdom and it is probably that we could have something ) Against the undead it’s easier now between turn undead, lay the hands, and smite the evil (which is still a good attack with 16+d20 as attack roll without counting the weapon or other items) We have now 2 slot of spell, primarily we will boost, but we could use even some spell to heal the ability damage, or to boost ourselves with swift action spell , or use know greatest enemy to do our tank work against him.
In these days I see many paladins with some special mounts , but as I have already said in this diary I’m not so good with creature , I’m not enough carismatic to handle them, and while if I train myself I could ride them I can’t teach any tricks. The special mounts doesn’t function very well in the crypts infested by undead, there isn’t enough space. But with my prayer I have unlocked the possibility to summon a spirit on the field , and my spirit can heal the others, if who want to be healed touch him so it’s perfect for the weakest who can heal themselves while I protect them

At this level the most important boost is divine spirit. Because we are a level 5 paladin we can only summons the healing spirit but it is good as he will be a reserve of 50 hp (the double of our lay the hands which is 25) so we can stay on the front while we summon the spirit and the others (using a standard action ) take the heal from the spirit . It’s a good thing, it would be the same action of an healing belt (which can heal at maximum 6d8 with 3 actions)They choose how many they want to be healed, .We can only summon it one for day but should be enough when the heals are needed (if we don’t have a wand to heal for example) We gain another use of smite so when we strike we should be able to deal some damage (and we have detect evil at will so it should be enough to see against who we have to use that)

Recently I have collaborated with a warforged named Aegis, it was strange he used some technique that I have never seen like using the shield to improve the defense of another one, or inspiring the people to fight well. He said me he was a crusader, and that I could learn his abilities taking a level in his class. Doing that would be block my paladin future so I have taken some time going in a inn to relax and control if there were problem. Here I heard some adventurer other PC not the NPC
“Hey do you know that I’m going to take the 7th level in my awarrior class?”
*It’s impossible we are in E6 we can take only 6 level so you will not gain other levels in your class*
They were metagaming maybe I will say that to them, the metagame is bad, and should be avoided, but they said an interesting notion, each PC could take only 6 level here , and the crusader level would be my 6th . I could protect better the other with these technique so I have chosen to train with that to enhance my abilities for the others

Now we have taken a crusader level why? Well first it enhance our durability with steely resolve (doing 5 damage later it’s not so bad it could save our life for example if we go at 1 than -4 so we can heal) We have a little boost to our attack with furious counterstrike but the most important feature of this level are the maneuver and the stance
Iron guard’s glare will likely put the focus of the enemy on us because if they strike our adjacent ally they will have a -4 . Two maneuver give an attack boost to our allies, while other two permit us to ignore the damage reduction. But the preferred maneuver of Smit is shield's block , giving a boost of 7 or more to the AC of allies is good. There is a synergies with vigilant aid , we can give that a boost of AC or to the attack rolls. So now we can give up to 6+ shield to an ally’s AC(shield’s block and vigilant aid) and if the enemy is adjacent to us is a 10+ shield ( because iron guard’s glare give a -4 to the enemy’s attack roll) Adaptative Style give us an easier refresh on our maneuver (even if it’s still a round action) Our damage go up so it’s a good level this even if because we gain a second attack on the complete, and while our damage it is low it’s not a bad thing
If we use a weapon with range (in our case a longspear because we use intuitive strike ) iron guard’s glare it’s even better because we can menace any adjacent space with our natural weapon (anthropomorphic animal have the natural weapon of their animal it there is the part who do that so in our case we have a bite attack like a monkey)

After I learned these maneuver I meditated and I have chosen to be able to do more damage because to protect the others I need to be able to block the enemy maybe using wood weapon to don’t kill them, so I hope my technique to deal more damage will be useful as I’m now able to smite more time my enemy

Now after so much time we gain power attack we qualify for with the 4th level point and because we will probably use a longspear (preferably with an animated shield) which use two hands so it’s better. Extra Smite is giving us two more smite attempts, so we will smite the evildoers more time using power attack to do more damage (and maybe if we can use a maneuver with smite even ignoring damage reduction)
Now we use power attack with a long spear, but we want to use our shield even only to give a better AC to our allies with shield block, but we use a two weapon so how we will do ? We will use an animated shield or we have to use a buckler with improved buckler defense. In each case we can still use a shield and his capacity so it’s a gain. If an animated shield is permitted we will not take improved buckler defense, but we will take sudden recovery to use more time one of our maneuver (especially shield's block)
I discovered another type of magic, the magic of soul, and with the help one of my friend, he calls his class soulborn, I don’t know what is it, each born have a soul no, I learned a bit of that, it’s fantastic thanks to this my healing it’s more powerful , I’m sure that will help many people, so I hope this magic will be not used by anyone who do evil because that would be terrible

These feats are concentrated on gain essentia points for azure touch which is useful between lay the hands, and divine spirit . Shape soulmeld is taken to gain more essentia points with bonus essentia, while improved capacity is taken to invest all our essentia points in azure touch (so we will have lay the hands like a paladin of 8th level so considering a +2 wisdom item we will heal 48 with lay the hand and 96 with divine spirit
Now after I had many adventures I need to be more able with the maneuver, so I trained again with Aegis who have showed me how can one be prepared to have more maneuver and how regain one of that easily, I think these maneuver will help many people not only me .

These two feats help our selection of maneuver gaining another maneuver readied with the crusader (So now when will be determined which maneuver we have we will cover more than half of our maneuver) and sudden recovery it’s good with many maneuvers even if it’s better with shield’s block because we have basically the same maneuvers two time ,foehammer and mountain strike have the same effect, like vanguard strike and leading the attack
I love to protect the other people and the weakest this is what the vigilant eye of Helm do , and what have done Krangros with me at the start of my journey , so I will do this with the other inspiring their defense to block the evil act, and the murder of innocents

Well protection devotion it’s the final capstone of this build, for the support side, and it is a union of many things he does, boosting the AC using the turn undead attempts , and it is the reason of life of Smit so it is a good feat to take (even only for role but it’s effect is good). As we have only 8 turn undead attempts now we take extra turning as final feats to go to 12 so it will be around 4 encounters which is good (and can cover a good portion of encounter during a day) Probably we will have even items to have other attempts, so we will use protection devotion at least 3 time for day

hp =10+12(2*6)+5d10= 49.5 average
lay the hands healing(without items)= 8(5 paladin +3 azure touch) *5(wisdom)=40
divine spirit healing=lay the hands healing*2 = 80
Saving throws
Fortitude=6+2 (constitution)+5(divine grace wisdom)=13
Reflex=1+1(dexterity)+5 (divine grace wisdom)=7
Will =1+5(wisdom)+5(divine grace wisdom)= 11
Smite the evil attack roll with a simple weapon= 6(bab)+5( wisdom for intuitive strike)+5 (wisdom for serenity)=16
Turn undead attempts =12(3+ wisdom+4 extra turning)
Essentia points =3 (2 from bonus essentia +1 from azure touch) all invested in azure touch
Maximum boost to AC for one adjacent ally= 2(vigilant aid move action)+3 (protection domain used)+(4+ shield AC)(shield’s block) =9+ shield’s AC If the enemy who strike is menaced by us he will have a -4 to attack roll so if we consider that a bonus to AC we will give around 13 +shield AC to one ally ( to use shield’s block and a longspear in the same time probably we will need an animated shield to give a better bonus)
Maximum boost to attack rolls for one allies =2(vigilant aid )+4 (maneuver like leading the attack)
General bonus to allies (not maxed for anyone)
+4 vs fear effect+ 3 AC (protection devotion)+4 to attack rolls against one enemy (maneuver like leading the attack)


If we don’t have this equipment the build can function but it will be not so good but still usable
If we can afford an animated shield it will be good, but if we cannot we could use a buckler to boost somehow our AC and the AC of our allies with shield's block
Each item who give us a boost to wisdom is very good we have many of our things on wisdom: the attack roll, the healing , the spells , the turning attempts , and sense motive and heal check , and divine grace
If we have a long spear it is optimal , if not we can still use any simple weapons (or our bite if we want do to economy) with intuitive strike
Each item who can give a boost to constitution is good even if between wisdom and constitution I think it’s preferably choose wisdom for this build .


Anthropomorphic animal : Savage species pages 214-216
Paladin : Player's Handbook pages 42-45
Vigilant Eye of the helm substitution level: Champions of valor page 51
Divine Spirit ACF: Dungeonscape page 11
Crusader: Tome of Battle pages 8-14
Maneuvers and stance :Tome of Battle
Adaptative style: Tome of Battle page 28
Extra Granted Maneuver : Tome of Batle page 30
Sudden Recovery: Tome of Battle pag 33
Intuitive strike : Book of Exalted Deeds page 44
Serenity : Dragon magazine Compendium page
Divine Justice: Players' Handbook II page 88
Extra Turning: Player's Handbook page 94
Extra Smite: Complete Warrior page 98
Shape Soulmeld: Magic of Incarnum page 40
Bonus essentia: Magic of Incarnum page 35
Azure Touch: Magic of Incarnum page 35
Improved Essentia Capacity: Magic of Incarnum page 38
Protection Devotion: Complete Champion page 61
Wormtail belt :Magic of Incarnum page 94
Improved buckler defense: Complete Warrior page 100[

Zaq
2019-07-11, 11:58 PM
Trying to think of what alignment you have to be to smite an ordinary cat. What's the opposite of "internet" on the alignment grid?


Lesser Aasimar
Paladin 4 / Ordained Champion 2

Smity loved smiting. That's why they called him Smity. I mean, everyone in the McSmiterson household liked smiting, it was in their blood. But Smity was on another level. When he was just 6 years old, he smote the family cat.

Str: 16
Dex: 12
Con: 14
Int: 10
Wis: 12 = 10 base +2 racial
Cha: 18 = 15 base +2 racial +1 level


LevelClass (ACFs)FeatsSpecial
1PaladinPower AttackAura of Good, Detect Evil, Smite Evil
2PaladinDivine Grace, Lay on Hands
3PaladinWeapon Focus (longsword)Aura of Courage, Divine Health
4PaladinTurn Undead
5Ordained ChampionContinued Advancement
6Ordained ChampionAwesome Smite, Diehard (bonus)Smite


Epic Feats: Extra Turning x10

Skill Point Expenditure

LevelDiplomacyKnowledge (Religion)Knowledge (The Planes)
144-
211-
311-
411-
5--2
6--2


Sources
Aasimar: Monster Manual, p209
Awesome Smite: Complete Champion, p55
Lesser Planetouched: Player's Guide to Faerun, p191
Ordained Champion: Complete Champion, p90
Paladin: Player's Handbook, p42
Power Attack: Player's Handbook, p98
Weapon Focus: Player's Handbook, p102

Zaq
2019-07-12, 12:00 AM
Can I just call you Vita?


]How do you deal with being born a literal force for law and good when your mother is a high cleric of the Shining One and your father is a favored soul of Pelor? You rebel, of course, and follow the exmaple for your paternal great-grandfather, the silver dragon, and your maternal great-grandmother, the ghaele eladrin.

You go out and punch evil in the face.

"Honestly, how could I not take up mace and shield and follow their examples? I can feel Pelor's light shining in me; I can *show* you Pelor's light shining in me. The monastic life is not for me. I do not have all the answers, but this I know: there are evils in the world that must be confronted and defeated. I'm the one does that.

“Not all evils can be confronted this way. You cannot smite greed. You cannot turn poverty. You cannot heal differences of opinion. I have infinite respect for my colleagues who battle these evils, and I will offer my help whenever it is needed. I am simply not the best tool to deal with these ills.

“Neither do I ferret out corruption, duplicity, and sin. Not for me the stealth and judgement of the shadowbane inquisitor or shadowbane stalker; not for me the shadow and crusade of the shadowstriker and shadowspy; not for me the moral ambiguity of the grey guard. I also have infinite respect for those colleagues who take on these tasks, and I will offer whatever service I can when it is needed. I am simply not the best tool to deal with these ills, either

These are not my primary duties to the Shining One. I am the blunt object brought to bear against the enemies of this world. I smite the undead. I battle evil outsiders. I heal the sick. I mediate between those of good heart. I serve as an example of what a person *can* be, and I serve as a reminder of will happen when those people are threatened.

“If you wish to talk, I will talk. If you need help, I will help. But if you intend evil, there will be consequences.

“Me.”

Vitarri stands a muscular 6' 2", weighing in at 232#. He moves well, but solidly, neither graceful nor flexible. He has silver hair, green eyes, and a kind, helpful face. But Vitarri's most noticeable feature is his sheer, utter calm.



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


1st
Paladin 1
+1
+2
+0
+0
(Skill ranks, 8/1st level paladin)
Diplomacy/1, Heal/4, Knowledge (religion)/2, Sense Motive/1
True Believer
Aura of good, detect evil, smite evil 1/day, Lightbringer affiliation 2


2nd
Paladin 2
+2
+6
+3
+3
(Skill ranks, 2/level paladin)
Diplomacy/1, Heal/5, Knowledge (religion)/3, Sense Motive/1
-
Divine grace, lay on hands, Lightbringer affiliation 3


3rd
Paladin 3
+3
+8
+6
+6
(Skill ranks, 2/level paladin)
Diplomacy/1, Heal/5, Knowledge (religion)/3, Sense Motive/1, Skill Trick: Healing Hands
Serenity
Aura of courage, Pelor's Blessing ACF, Lightbringer affiliation 4


4th
Paladin 4
+4
+9
+6
+6
(Skill ranks, 2/level paladin)
Diplomacy/1, Heal/5, Knowledge (religion)/3, Knowledge (the planes)/1(cc), Sense Motive/1, Skill Trick: Healing Hands
Extra Smite (bonus)
Turn undead, holy warrior ACF, Lightbringer affiliation 4, True Holy Symbol


5th
Paladin 5
+5
+9
+6
+6
(Skill ranks, 2/level paladin)
Diplomacy/1, Heal/5, Knowledge (arcana)/1(cc), Knowledge (religion)/3, Knowledge (the planes)/1(cc), Sense Motive/1, Skill Trick: Healing Hands
Least Legacy (bonus)
Smite evil 4/day, divine spirit ACF, Lightbringer affiliation 5, Lightbringer (WoL)


6th
Paladin 6
+6/+1
+10
+7
+7
(Skill ranks, 2/level paladin)
Diplomacy/1, Heal/5, Knowledge (arcana)/1(cc), Knowledge (religion)/5, Knowledge (the planes)/1(cc), Sense Motive/1, Skill Trick: Healing Hands
Scalding Faith of the Sun
Curse breaker ACF 1/week, Lightbringer affiliation 6, Lesser Dawnstar (Relic), -4 hit points (WoL)


Male Lesser Aasimar Paladin 6
LG Medium humanoid (planetouched)
S-14 (+1 at 4th level)
D-10
C-13
I-10
W-20 (+2 at 1st level)
Ch-16 (+2 at 1st level)

HP: 40 (10 + 28 (5 levels*5.5) + 6 (+1 Con) -4 (WoL))
AC: 20 (10 + 10 (+1 full plate)), touch 11 (+1 full plate), flat footed 11 (+1 full plate)
Init: +0 (+0 Dex)
Damage: 1d6+4 (two-handed +1 heavy mace)
1d6+7 Avenging Strike (two-handed +1 heavy mace + 3 Cha)
1d6+9 Smite Evil (two-handed +1 heavy mace + 5 Wis)
1d6+10 Sapphire Smite Evil (two-handed +1 heavy mace + 5 Wis + 1)
1d6+12 Avenging Strike Smite Evil (two-handed +1 heavy mace + 3 Cha + 5 Wis)
1d6+13 Avenging Strike Sapphire Smite Evil (two-handed +1 heavy mace + 3 Cha + 5 Wis + 1)

BAB: +6/+1 base
+11/+6 with simple and natural weapons (Intuitive Strike)
+12/+7 with Lesser Dawnstar (+1 heavy mace and Intuitive Strike))
+15/+10 with Lesser Dawnstar (+1 heavy mace, Avenging Strike, and Intuitive Strike))
+17/+12 with Lesser Dawnstar (+1 heavy mace, Smite Evil, and Intuitive Strike))
+17/+12 with Lesser Dawnstar (+1 heavy mace, Sapphire Smite Evil, and Intuitive Strike))
+20/+15 with Lesser Dawnstar (+1 heavy mace, Avenging Strike, Smite Evil, and Intuitive Strike))
+20/+15 with Lesser Dawnstar (+1 heavy mace, Avenging Strike, Sapphire Smite Evil, and Intuitive Strike))

Fort: +11 (5 +1 Con +5 Wis (Serenity))
Refl: +7 (2 +0 Dex +5 Wis (Serenity))
Will: +12 (2 +5 Wis +5 Wis (Serenity))

Skills: (Skill points, ability bonuses, feat bonuses, and racial bonuses)
Diplomacy/4, Heal/10, Knowledge (arcana)/1(cc), Knowledge (religion)/5, Knowledge (the planes)/1(cc), Listen/7, Sense Motive/6, Spot/7

Skill Tricks: Healing Hands (CS)

Special Qualities: Lesser aasimar; Darkvision 60'; Paladin abilities and ACFs; Lightbringer affiliation 6, Rank 1; Lightbringer WoL ability and -4 hit points; True Believer relic; Turn undead 12/day (3 + 5 Wis +4 Extra Turning); Turning check bonus +9 (+5 Wis +2 Knowledge (religion) +2 true holy symbol); Turning damage 2d6 + 11 (+5 (Wisdom) + 6 (paladin level)); Daylight 1/day, CL 6, DC 13 (10 + 3 Cha), essentia pool 1, Smite evil 5/day (2 + 2 Extra Smite + 1 Sapphire Smite)

Languages: Common, Celestial.

True Believer [General]
Your deity rewards your unquestioning faith and dedication.
Prerequisite: Must choose a single deity to worship. Must be within one step of that god’s alignment.
Benefit: Once per day when you are about to make a saving throw you may declare that you are using this feat to gain a +2 insight bonus on that saving throw. This feat also allows you to use a relic of the deity you worship.
Source: CD

Serenity [General]
Your wisdom, inner calm, and sagacity fuels your class abilities rather than your force of personality or will.
Prerequisite: Divine grace.
Benefit: Use your Wisdom bonus in place of your Charisma bonus for purposes of divine grace, lay on hands, smite evil, and turn undead.
Normal: The abilities use your Charisma bonus.
Source: DragComp

Extra Smiting [General]
You can make more smite attacks.
Prerequisite: Smite ability, BAB +4
Benefit: When you take this feat, you gain two extra attempts to smite per day. Use whatever smite ability you have (the paladin's smite evil ability or the hunter of the dead's ability to smite undead, for example.)
Special: You may take this feat multiple times. Its effects stack.
Source: CW

Least Legacy [Legacy]
You awaken the basic abilities of a specific item of legacy.
Prerequisites: Character level 5th, learn and perform the associated least legacy ritual of the chosen item.
Benefit: Choose one item of legacy (or candidate item, if founding a legacy). If you meet the other prerequisites for wielding that item, you can use any
of the item’s least legacy abilities that are available to a character of your level.
Source: WoL

Scalding Faith of the Sun [General]
The power and grace of the Sun Lord has enhanced your ability to turn undead.
Prerequisite: Patron deity Pelor, divine grace, turn undead.
Benefit: You turn undead as a cleric of your class level.
Normal: A paladin turns undead as a cleric three levels lower would.
Source: DragComp

Disciple of the Sun [Divine]
You can destroy undead instead of merely turning them.
Prerequisite: Ability to turn undead, good alignment.
Benefit: You may spend two turn attempts when you turn undead instead of one. If you do then you get to destroy the undead instead of turning them.
Source: CD

Extra Turning [General]
You can turn or rebuke creatures more often than normal.
Prerequisite: Ability to turn or rebuke creatures.
Benefit: Each time you take this feat, you can use your ability to turn or rebuke creatures four more times per day than normal. If you have the ability to turn or rebuke more than one kind of creature (such as a good-aligned cleric with access to the Fire domain, who can turn undead and water creatures and can also rebuke fire creatures), each of your turning or rebuking abilities gains four additional uses per day.
Normal: Without this feat, a character can typically turn or rebuke undead (or other creatures) a number of times per day equal to 3 + his or her Charisma modifier.
Special: You can gain Extra Turning multiple times. Its effects stack. Each time you take the feat, you can use each of your turning or rebuking abilities four additional times per day.
Source: (PH)

Divine Vigor [Divine]
You can channel energy to increase your speed and durability.
Prerequisites: Turn or rebuke undead ability.
Benefit: As a standard action, spend one of your turn or rebuke undead attempts to increase your base speed by 10 feet and gain +2 temporary hit points per character level. These effects last a number of minutes equal to your Charisma modifier.
Source: CW

Spurn Death's Touch [Divine]
You can channel divine energy to remove some of the harmful effects of attacks made by undead creatures.
Prerequisite: Ability to turn undead.
Benefit: As a standard action that does not provoke attacks of opportunity, you can spend one of your turning attempts for the day to touch an ally to heal 1d4 points of ability damage, remove a paralysis effect, or remove a negative level. You can only use this effect to heal ability damage dealt by an undead creature or remove effects caused by an undead creature.
Source: LM

Avenging Strike [General]
Your strength of will and strong sense of justice allow you to smite your foes.
Prerequisite: Any good alignment.
Benefit: As a swift action, you can channel the power of your faith and energy to enhance a single attack you make. You gain a bonus equal to your Charisma bonus (if any) on the attack roll and damage roll for the next melee attack you make against an outsider with the evil subtype. You can use this ability a number of times per day equal to your Charisma bonus (minimum 1).
Source: ToB

Divine Censure [Divine]
You can channel divine energy to instill fear in evil outsiders.
Prerequisite: Ability to turn undead, good alignment.
Benefit: You can spend one of your turn undead attempts as a standard action to channel your god's outrage, condemning all evil outsiders within 30 feet. Such creatures must make a Will save (DC 10 + 1/2 your character level + your Cha modifier) or become shaken for a number of rounds equal to your Charisma modifier (minimum 1 round).
Source: FC2

Good Devotion [Domain]
The power of good shields you and your allies.
Benefit: Once per day as an immediate action, you can surround yourself with an aura of good that grants you and each of your allies within 30 feet damage reduction that can be overcome only by evil-aligned weapons. The numeric value of this damage reduction is 1 + l/five character levels you possess (maximum 5/evil at 20th level). In addition, your and your allies' natural and weapon attacks are good-aligned for the purpose of overcoming damage reduction. This effect lasts for 1 minute.
Special: You can select this feat multiple times, gaining one additional daily use each time you take it. If you have the ability to turn or rebuke undead, you gain one additional daily use of this feat for each daily turn or rebuke use you expend.
Source: CC

Healing Devotion [Domain]
You can heal damage faster than normal.
Benefit: Once per day, you can gain fast healing 1, +1 for every five character levels you possess (maximum fast healing 5 at 20th level). This effect lasts for 1 minute. You can activate this feat as an immediate action or, if you have a daily available, it automatically activates if you are reduced to 0 hit points or below (but not killed).
Special: As a full-round action, you can transfer this ability to a willing recipient as a touch spell. Doing so counts as one daily use of the ability. You can select this feat multiple times, gaining one additional daily use each time you take it. If you have the ability to turn or rebuke undead, you gain one additional daily use of this feat for each daily turn or rebuke use you expend.
Source: CC

Sapphire Smite [Incarnum]
You can channel incarnum to enhance your ability to deliver mighty blows. When you do so, your eyes glisten as if they had become brilliant blue gemstones.
Prerequisite: CON 13, ability to smite (smite evil class feature, smite domain power, or similar ability).
Benefit: At the beginning of the day, you can invest essentia into this feat. You gain additional uses of your smite ability for the day equal to the invested essentia. In addition, you gain a +1 bonus on damage dealt by your smite for every point of essentia invested. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essentia.
Source: MoI

Intuitive Strike [Exalted]
You fight more by faith than brute strength.
Prerequisite: BAB +1.
Benefit: With a simple weapon of your size or a natural weapon, you may use your Wisdom modifier instead of your Strength modifier on attack rolls.
Normal: Attack rolls user your Strength modifier.
Specia: A fighter may select Intuitive Attack as one of his fighter bonus feats.
Source: BoED

Sometimes, you just want to play a straight up hero...

First Level: You're a paladin of light and virtue. (I always wanted to use that line.) Your job is to fight the forces of evil. You're primarily a melee combatant, so get the heaviest armor you can. Use that heavy mace two-handed, always. Get a two-handed ranged weapon; shooting evil in the face is as acceptable as punching it in the face. You get one smite; make sure it counts. You can heal in a pinch and serve some social duties, so don't be afraid to talk before smiting. Look into getting a phylactery of faithfulness as soon as possible. Join your local Lightbringer's chapter; it will pay off later.

Second Level: Some fun paladin abilities come online. Lay on hand provides dependable healing, while divine grace means your saves get a well needed boost. Combat advice remains unchanged.

Third Level: Serenity is the key to everything that follows. Because it affects turn undead, every divine feat that uses Cha now uses Wis. Divine grace boosts your saves even more now. Watch your combat location to provide aura of courage support to your teammates. Your Lightbringer affiliation pays off in Pelor's blessing; your smite hurts them even more. I chose this ACF to emphasize the character's connection with Pelor. The Healing Hand skill trick allows healing and stabilization without depleting your supernatural healing abilities. Combat advice remains unchanged, though you should be maximizing your armor and heavy mace.

Fourth Level: Turn undead comes online. You're a weak turner, but this will be an important source of power and versatility later. I choose the holy warrior to emphasize the paladin as holy warrior and to snag an extra feat; spell casting just didn't seem right for the concept. Extra Smite means your signature combat move can be used 3/day. Get those enemies in melee range, introduce them to your mace, and remember: smite early, smite often! Get that True Holy Symbol from the church; you're a champion of the church now, and this support will only help their cause. Additional knowledge skills give some hope of IDing extraplanar enemies.

Fifth Level: Another smite evil; it's the hurt that keeps on hurting! The divine spirit ACF lets you heal yourself or others without interrupting your actions. I chose this to replace special mount to emphasize the connection with the deity and because I wanted to focus on the character, not the sidekick. Least Legacy represents achieving the potential of your grandmother's armor. You're a paladin; know you look the part. Melee is still your most effective combat route. Additional knowledge skills give some hope of IDing other arcane enemies.

Sixth Level: Turn undead comes to full power: your feat makes you a cleric for turning and an increase in Knowledge (religion) helps your turning check. You suffer the cost of your legacy armor, but True Faith pays off with the ability to wield a custom relic. With a mace of disruption, you are now a fully operational paladin. Melee the hell out of bad guys. I choose the curse breaker ACF because it's likely you or your teammates will be facing curses on a regular basis now.

Epic Levels: Your epic feats are all about options. They expand your paladin abilities, making and your teammates more effective. Let's break it down:
Disciple of the Sun, Extra Turning, Divine Vigor, Spurn Death's Touch: More turn attempts that make you more effective against undead, help your combat mobility/survivability, and give you the option to heal some status conditions
Avenging Strike, Divine Censure: You're now a specific threat to outsiders, as well as undead and evil.
Good Devotion, Healing Devotion: You can share your power with your teammates: DR, good-aligned weapons, fast healing. Everybody stays in the fight longer.
Sapphire Smite: The very souls of the universe help! One more smite/day, and each smite is more effective.
Intuitive Strike: Finally, you exalt! Wait; wrong game. Wis bonus to BAB is the final upgrade to your melee ability. While this feat would have been more useful earlier, an exalted feat didn't seem appropriate until the very last feat.

Lesser Aasimar
+2 Wisdom, +2 Charisma: Aasimars inherit a measure of the insight and presence of their celestial forebears.
Humanoid (planetouched): Lesser aasimars are humanoids (not outsiders) with the planetouched subtype. They are susceptible to spells and effects that specifically target both humanoids and outsiders. Charm person works against them, and so does banishment.
Medium: As Medium creatures, aasimars have no special bonuses or penalties due to size.
Aasimar base land speed is 30 feet.
Darkvision: Aasimars can see in the dark out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and aasimars can function just fine with no light at all.
Daylight (Sp): An aasimar can use daylight once per day as a 1st-level caster or a caster of her class level, whichever is higher.
Resistance to acid 5, cold 5, and electricity 5: Aasimars gain a slight resistance to acid, cold, and electricity from their celestial blood.
+2 racial bonus on Listen and Spot checks: Aasimars have keen senses.
Automatic Languages: Common and Celestial. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. Aasimars enjoy learning languages that enable them to communicate with good creatures.
Favored Class: Paladin. The paladin class levels of an aasimar who becomes an ex-paladin class do not count when determining whether she takes an experience point penalty for multiclassing.

Lightbringer Affiliation
A guild member gains access to alternative class abilities associated with the guild (Pelor's Blessing). The guild does not require that the member take any alternative abilities; it merely offers the option.
(NOTE: Lightbringer does not list how an affiliation score is reached for this guild. Since it is often sponsored by the Pelorite church, The Shining Light of Pelor scoring from CC is used. Score used: +1/2 character level, rounded up, +1 paladin, +1 Heal/5, +1 Knowledge (religion)/5. Rank becomes 1, based on examples.)

Pelor's Blessing ACF
A lightbringer paladin excels at slaying the undead. When he channels energy to smite his foes, the power he summons proves doubly effective against the living dead.
Level: 3rd.
Replaces: Divine health.
Benefit: A lightbringer paladin who uses his smite evil ability against undead gains an additional +2 bonus to the attack roll and deals an extra 1 point of damage per two paladin levels. For example, a 13th-level lightbringer paladin armed with a longsword would deal 1d8+19 points of damage when using her smite evil ability against an undead, plus any additional bonuses for high Strength or magical effects that would normally apply. This is an extraordinary ability.

Healing Hands [Manipulation Skill Trick]
You can bring someone back from the brink of death.
Prerequisite: Heal 5 ranks.
Benefit: If you succeed on a Heal check made to stabilize a dying character, that character also heals 1d6 points of damage.

Holy Warrior ACF
By giving up your spellcasting ability, you gain access to bonus feats much as a fighter does. This choice does not, however, close you off from divine influence - in fact, several of these feats actually increase your divine power.
Level: 4th.
Replaces: To select this class feature, you must sacrifice your spellcasting ability.
Benefit: You no longer gain spells as a paladin, but you can now select a bonus feat at 4th, 8th, 11th, and 14th levels. You can select any feat from the following list for which you meet the prerequisites: any divine feat, Cleave, Extra Smiting, Extra Turning, Great Cleave, Improved Smiting, Mounted Combat, Mounted Archery, Power Attack, Ride-By Attack, Skill Focus (Ride), Spirited Charge, and Trample. This is an extraordinary ability.
Special: A paladin who selects this path can no longer use scrolls, wands, or other magic items that require access to a spell list, unless she has another spellcasting class that grants access to the appropriate spells.

Divine Spirit ACF
Most paladins form a special relationship with a celestial mount that aids them in battle. You, however, spend most of your time fighting below the ground or in enclosed spaces, where a mount is of little use. Instead, you have forged a bond with celestial spirits whose aid you can call upon when needed.
Level: 5th.
Replaces: If you select this alternative class feature, you do not gain the special mount ability.
Benefit: Upon reaching 5th level, you can call upon your deity for aid in the form of a celestial spirit. Using this ability is a standard action that does not provoke attacks of opportunity. See below for detailed spirit descriptions and rules.
Your paladin level determines which kinds of celestial spirits answer your summons. You can summon the spirit available at your current level as well as any that became available at lower levels.
The following entries describe how each of the different spirits function. Unless otherwise specified, all spirits share some characteristics, as set out below.
A spirit occupies a 5-foot square on the battle map.
When summoned, a spirit appears on the battlefield within 30 feet of you. You can use a free action to have it move once per round. The spirit has a land speed of 30 feet.
All spirits are insubstantial and transparent. Any creature can move through them normally, and they do not block line of sight or line of effect.
A spirit cannot attack or be attacked. It is not undead and cannot be turned. It is subject to dispel magic, dismissal, or banishment as if it were a summoned creature, using your paladin level as the caster level.
If you lose line of sight to a spirit, it disappears immediately.
Each spirit available to you can be summoned once per day.
A spirit remains for a number of rounds equal to your paladin level, until it is dismissed, or until special conditions in the spirit's description are met.
Spirit of Healing: This spirit increases your ability to heal damage dealt to you or your allies. When summoned, it can heal an amount of damage equal to twice the amount you can heal using your lay on hands ability.
To use its healing ability, you or an ally must begin or end your turn in the same square as the spirit. That character can then use a standard action to transfer some or all of the hit points from the spirit to herself. Once the spirit has used all its healing ability, it dissipates.

Curse Breaker ACF
Most paladins use their divinely granted powers to combat diseases that plague their allies. Paladins with an interest in the arcane - particularly those who battle necromancers - sometimes prefer to learn to counteract the effects of magical curses.
Level: 6th.
Special Requirement: Knowledge (arcana) 1 rank.
Replaces: You do not gain the remove disease spell-like ability or any later improvement of that ability.
Benefit: At 6th level, you can produce a remove curse effect, as the spell, once per week.
These are spell-like abilities.

True Holy Symbol - Planar Handbook
Appearing in all other ways to be merely a holy symbol, this item in fact comes from the home plane of the deity the symbol represents-and carries a modicum of the deity's power. Attempts to turn undead using the true holy symbol provide a +2 sacred bonus on the character's turning check.

Tumma-bane - Armor of Legacy
+1 mithral full plate (Mithral is a very rare silvery, glistening metal that is lighter than iron but just as hard. When worked like steel, it becomes a wonderful material from which to create armor. Most mithral armors are one category lighter than normal for purposes of movement and other limitations. Heavy armors are treated as medium. Spell failure chances for armors and shields made from mithral are decreased by 10%, maximum Dexterity bonus is increased by 2, and armor check penalties are lessened by 3 (to a minimum of 0).
Omen: The full plate always appears clean, as if it had just been polished. This effect never negates the wearer's attempts at stealth.
Founding Ritual: Rebirth of Light: Spend 24 hours in a desecrated shrine of Pelor, reconsecrating it in the Shining One's service. Cost: 2000gp.
Cost Progression: 5th Level -
6th Level -4 hit points
Legacy Abilities:
5th Level Lightbringer (Su): You can use dancing lights, flare, or light at will as the spells, using a different command word for each effect. The save DC is 10, or 10 + your Charisma modifier, whichever is higher.
6th Level -
(Design Notes: Custom item based of the instructions in WoL, with one ability from Menu A.)

Lesser Dawnstar - Pelorite Relic
+1 heavy mace, if user is lawful good, neutral good, or neutral.
Relic Power: If you have established the proper divine connection, a Lesser Dawnstar gains the disruption property (Disruption: A weapon of disruption is the bane of all undead. Any undead creature struck in combat must succeed on a DC 14 Will save or be destroyed. A weapon of disruption must be a bludgeoning weapon. (If you roll this property randomly for a piercing or slashing weapon, reroll.) Price +2 bonus.)
To use the relic power, you must worship Pelor and either sacrifice a 3rd-level divine spell slot or have the True Believer feat and be at least 6 HD.
(Design Notes: Basically the same as the dawnstar relic (CD, MIC), with an property half as powerful and no special abilities beyond that. I figure that about halves the True Believer requirements.)

Want to focus on the mentioned draconic heritage? Take Dragontouched, Dragonfire Channeling, Armor of Scales, and Words of Draconic power (all DragMag). A new AoE for turn undead, extra senses, and ceremonies that can assist the group.

Want to be an archer? Take Zen Archer (CD), Exalted Smite, Ranged Smite, Subduing Strike, and Holy Subdual (all BoED). Wis to ranged weapons, ranged smite, and nonlethal damage at range without a penalty.

Really want to concentrate on fighting undead? Light of Aurifar (SS), Exalted Turning (BoED), Quicken and Empower Turning (CD), and Heighten Turning (LM). You are now a turning monster.

Want to focus on your core competencies? Improved Smiting (CD), Expanded Aura of Courage (HoB), Heavy Armor Optimization (RoS), Shield Optimization (PH2). Better use of armor and shield and more bang for your smite.

Want to use those turn attempts for super powers? Divine and domain feats make you a utility god, a team hero, and a one-paladin adventuring machine:
Divine Accuracy (LM)
Divine Armor (PH2)
Divine Cleansing (CW)
Divine Justice (FC2)
Divine Might (CW)
Divine Resistance (CW)
Divine Spellshield (RoS)
Glorious Weapons (CD)
Knowledge Devotion (CC)
Protection Devotion (CC)
Sacred Healing (CD)
Sacred Vitality (LM)
Spurn Death's Touch (LM)
Sun Devotion (CC)

Zaq
2019-07-12, 12:01 AM
The above six builds are the ones that have actually entered the contest. The following build is, sadly, illegal, so it is not part of the actual scoring. It's still nifty enough to be worth sharing, though.

Zaq
2019-07-12, 12:02 AM
NOTE: This build is not actually legal for the competition (you can't just use LA and mitigate it down to a net of 0; it's gotta be 0 start to finish) and is presented separately for interest only.

JUDGES: You are not required to score this build. If you choose to score it anyway, it will not be entered into the final running and will not be eligible to medal.

Even so, it's a neat trick in a neat package, so enjoy! The fact that it's disqualified from placing doesn't mean that I'm making a value judgment about how cool it is or isn't. It's quite clever! Just perhaps a bit too clever for its own good.


This started as a joke build. I don't know how it went uphill from that pit. And oh boy, was that pit deep.
Well, this is it:


TOY SOLDIER, DRAGON KINDERGARTEN'S PEACEKEEPER
Mineral Warrior Dragonborn Incarnate Construct Soulfused Construct Toy Soldier(Tiny Animated Construct) Totemist 1/Dragonborn Paladin of Freedom 5


A toy soldier, a mere child's toy. An intricate and beautiful one, made of precious metals, a prized possession amidst a great Dragon's hoard, not a cheap thing, for sure, but still a mere toy. Under the pressure of the constant flow of dead souls, given rise by the Dragon's experimentations, it gained a soul of his own, although no more than a fragment.

The amused dragon, powerful beyond belief, strengthened by feasting on the energy of the living, found this walking toy soldier oh so interesting. The Wyrm gave it-him a more complete soul, made him alive, aware of the suffering that is life. It told him to go on and live the rest of his days on this plane of nightmares, and released him amidst the wilderness, fraught with treacherous beasts.

He suffered, but he survived. He learned how to hunt, and how to fight among beasts. He learned how to embody the beasts, empowered by his artificial soul. He learned to hate the Dragon, who made him suffer such fate.

A single tiny being, insignificant in the great scope of reality, but a single God took pity on him.

Bahamut showed him a revelation. "Become one of my chosen", he said. The Platinum Dragon wished to have him see the good in Dragonkind, learn that not all dragons are evil and heartless. He gave the Toy Soldier a new life, as a chosen of his, his Champion.

The little soldier made an oath to deliver swift retribution on those who would abuse their powers to play with others' lives. A plaything he may have been, but even toys have feelings.

Though he is small, still he fights for the liberty of all beings, free from the tyrannical dragons. After all, size doesn't matter, now does it?


There's two issues I have to clarify before I proceed. First of all, according to the DMG:

Because Tiny, Diminutive, and Fine creatures have no natural reach, they do not normally get attacks of opportunity. Specific creatures may be exceptions, and some may carry reach weapons that do threaten adjacent squares.


This means that Tiny reach weapons, like, say, a Lance, do have reach. They just threaten like a Small creature instead of doubling reach. This is so we don't keep taking attacks of opportunity until we don't take AoOs every single time we charge.

Now, on the LA mess:

In cases when a template makes an otherwise unplayable creature into a viable character (such as the incarnate construct template), this book gives level adjustments for the templated version of the creature.

So Incarnate Construct explicitly pointed out as allowing a creature to be playable, even if it wasn't before. This is the whole basis of my Toy Soldier.


This here is the order the Toy Soldier's templates are applied.



Creature
Str
Dex
Con
Int
Wis
Cha
LA


Tiny Animated Construct
8
14
-
-
1
1
-


Soulfused Construct
8
16
10
3
1
5
-(+1)


Incarnate Construct
8
16
10
3
3
5
0(-1)


Dragonborn
8
14
12
3
3
5
0(-1)


Stone Warrior
10
14
16
1
1
3
0




These stats then get changed into modifiers for the point-bought stats:




Str
Dex
Con
Int
Wis
Cha


Race Mod
0
+4
+6
-10
-10
-8


Point Buy
15
10
14
14
14
12


Final score
15
14
20
4
4
4


Level 4
16
14
20
4
4
4



The Race features end up as:

Tiny Humanoid(Dragonblood,Earth): +2 bonus to AC and Attack
Speed: 20ft, Burrow 10
Earth Strike: 1/day make an attack against a foe standing on earth and add +Con to hit.
DR: 8/Adamantine.
Darkvision 60ft.
Draconic Heart: Every 1d4 rounds breathe in a 5ft/level line, for 1d8+1d8 every 3 levels. DC 10+1/2 level+Con.
Immunity to Frightful Presence.


This is the Toy Soldier's mount: a Stone Warrior Crested Felldrake. It has CR2(which is 3 less than the level 5 which grants Special Mount), can carry the Toy Soldier as a mount, and has a Neutral Good alignment. According to DMG page 204, that's enough to qualify as an alternate Paladin mount. These statistics already reflect the Stone Warrior and Special Mount modifications.


Stone Warrior Crested Felldrake
Small Dragon
Hit Die: 2d12+2d8+20(42 HP)
Initiative: +0
Speed: 40ft, Burrow 20ft
AC: 26 (+1 Size, +4 Masterwork Chain, +11 Natural)
Attacks: Bite +6 Melee
Damage: Bite 1d8+2
Space/Reach: 5ft/5ft
Special Attacks: Earth Strike.
Special Qualities: Dragon Traits, Scent, Darkvision 60ft, DR 8/Adamantine.
Saves: Fort +11, Ref +6, Will +3.
Abilities: Str 14 Dex 10 Con 20 Int 6 Wis 10 Cha 7.
Feats: Alertness, Armor Proficiency(Light).
Skills: Hide +8, Jump +6, Listen +8, Spot +8




ACFs: Dragonborn Paladin, Dragonscale Husk, Holy Warrior



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

Feats
Essentia
Class Features


1st
Totemist
+0
+2
+2
+0
Ride 4
Shape Soulmeld(Airstep Sandals)
1
Wild Empathy, Illiteracy


2nd
Dragonborn Paladin
+1
+4
+2
+0
Ride 5

1
Aura of good, detect dragonblood, smite evil 1/day, Dragonscale Husk(+6)


3rd
Paladin of Freedom
+2
+5
+2
+0
Ride 6
Power Attack
1
Divine grace, lay on hands


4th
Paladin of Freedom
+3
+5
+3
+1
Ride 7

1
Aura of Resolve, Divine Health, Dragonscale Husk(+7)


5th
Dragonborn Paladin
+4
+6
+3
+1
Ride 8
Extra SmitingB
1
Bahamut's blessing, Bonus Feat


6th
Paladin of Freedom

+5

+6
+3
+1
Ride 9
Bonus Essentia
3
Special mount, smite evil 2/day, Dragonscale Husk(+7, Resist Acid, Fire, Cold, Eletricity 5)







Epic
Level
Feats


1st
Share Soulmeld



2nd
Mounted Combat



3rd

Ride-by Attack



4th

Spirited Charge



5th
Improved Bull Rush



6th
Shock Trooper



7th
Martial Study(Leading the Attack)


8th
Martial Study(Battle Leader's Charge)


9th
Martial Stance(Leading the Charge)


10th
Weapon Focus(Lance)





Okay, so the build doesn't really need a complex structure of 16 separate breakpoints for you to know how it works. The basic gist is: Ubercharge all... Except with a toothpick(Tiny Lance, deals 1d4+1.5xStr). Now, if that were all there is to it, it would be pretty weak. Well, it isn't.

The build really gets its momentum a bit late, but I'm basically stacking bonuses to mounted charge:


With just Power Attack you get 2 x (1d4+4+10).
With the above and Smite to a Dragon you get 2 x (1d4+4+10+8).
With the above and Spirited Charge, you get 3 x (1d4+4+10+8).
With the above and Battle Leader's Charge, you get 3 x (1d4+4+10+8+10).
With the above and Leading the Charge, you get 3 x (1d4+4+10+8+10+3).


This all works because flat bonuses all get multiplied together with the base damage.

Since Toy Soldier is Tiny, it gets a free +2 to Attack. Bahamut's Blessing gives us another +2. Shock Trooper removes the -4 penalty to attacks on charge by reducing AC, and we do have DR 8/Adamantine. Weapon Focus gives us an additional +1 as a cherry on top. And once per day, on the strongest monster, we can use Earth Strike for a +5 to hit.

The final damage comes to 106-109 Piercing damage before magic weapon modifiers. With a +1 Collision Lance it would rise to 124-127 Piercing. We'd be able to use this four times per day, and once per encounter. After that, It would drop to 52-55(70-73 w/ Collision Lance) without Smite or Battle Leader's Charge, but that's still quite a lot. If we wanted to get real sketchy, we could instead go for a Valorous Lance, maybe even a Valorous Lance of Collision, but I think that can of worms is better left unopened.

If the target doesn't die, there's Leading the Attack to finish it off, plus the drake's attack.

Additionally, since the Toy Soldier is a Paladin of Freedom, he can freely sneak and charge straight from hiding, and both him and his mount have quite decent hiding modifiers, especially adding the soulmelds(more below).

As an extra, he also has a decently powerful breath attack, which deals 3d8 untyped damage on a 30ft line, with a save DC of 18. The Felldrake itself can also deal some damage, and tank incredibly well. Consider giving Mithral Plate to the drake for even more survivability.

The favored soulmelds for daily use are Kruthik Claws and Blink Shirt. Using those, plus Airstep Sandals, we have quite a bit of mobility, plus hiding potential, and it all transfers to the Felldrake as well, giving us a nice hiding mechanism.


Complete Champion: Holy Warrior
Complete Warrior: Extra Turning, Shock Trooper
Dragon Magic: Dragonscale Husk
Dungeon Master's Guide: Unusual Mounts
Magic Item Compendium: Collision
Magic of Incarnum: Totemist, Soulfused Construct, feats
Monster Manual II: Crested Felldrake
Races of the Dragon: Dragonborn, Dragonborn Paladin
Savage Species: Incarnate Construct
Tome of Battle: Martial Study
Web: (http://archive.wizards.com/default.asp?x=dnd/dnd/20030718a) Update Booklet
Web: (http://archive.wizards.com/default.asp?x=dnd/ex/20031003e) Mineral Warrior

Zaq
2019-07-12, 12:13 AM
Anyway! Six plus one builds for you to enjoy. Pretty darn close to the perfect size for the contest, if you ask me. You're all champs. Not the ironic, slightly condescending kind of champs, either. You're true rockstars. Including you. Yeah, you. Love ya.

I've gotta get back to frantically packing and maybe also sleeping. Anyone feel like putting together a table for me?

Just because I haven't said it enough, I will be out of the country for approximately three weeks starting on Saturday. While I might have internet access now and then, I cannot and do not promise to spend as much time as I usually do babysitting this contest. In fact, I promise not to.

This means a few things! First, my ability to post disputes and respond to queries is going to be delayed. Accordingly, please all be responsible adults and only dispute if it's absolutely necessary. And by absolutely necessary, I mean really blatant. Flagrantly ignoring RAW, blatantly discriminating by judging two builds wildly differently for the exact same thing, etc. I hope that none of our judges will behave in such a manner at all, of course.

Second, I won't be able to reliably bump the thread, so I'm counting on each and every one of you to keep the interest going and to make sure that we've got a judge or three!

I'm not saying that I'll have total radio silence for the rest of July or anything, but I haven't been to Japan in twelve years, so I'm really not planning on spending a lot of time on a website that I can (and do) spend way too much time on at home. Least I'm honest.

MinimanMidget
2019-07-12, 01:06 AM
Thanks Zaq! Also, hope you have a good time!

I plan to judge (all 7; even if you can't medal it's nice to have feedback). Hopefully it won't take too long, (and if it's over 3 weeks something will have gone horribly wrong) but I'm not in a position to make any firm promises.

I will of course abuse not abuse the discouragement of disputes.

Empyreal Dragon
2019-07-13, 01:37 AM
Is it too late to submit a build?

Quentinas
2019-07-13, 02:03 AM
Is it too late to submit a build?


Yes it is too late because the dish reveal is already done
I hope for you Zaq that the trip in Japan will be good

There are only good paladin now that i think about it

jdizzlean
2019-07-13, 03:53 AM
Is it too late to submit a build?

it is pretty common in all these competitions to discuss " the coulda, woulda, shoulda " after the reveal. so you can post it yourself and it can be part of the discussion, but it won't be judged along with the others this time

MinimanMidget
2019-07-13, 09:23 AM
Thanks Quentinas for making the table.



Name
Alignment/Race
Stub


Chargy McChargerson (http://www.giantitp.com/forums/showsinglepost.php?p=24026350&postcount=29)
CG/Lesser Aasimar
Paladin of Freedom 5/Crafty Hunter Barbarian 1

Grisindr (http://www.giantitp.com/forums/showsinglepost.php?p=24026352&postcount=30)
LG/Silverbrow Human
Paladin 6


Sir Munner (http://www.giantitp.com/forums/showsinglepost.php?p=24026353&postcount=31)
CG/Silverbrow Human
Paladin of Freedom 4/ Conjurer 1/Chameleon 1


Smit (http://www.giantitp.com/forums/showsinglepost.php?p=24026357&postcount=32)
LG/Anthropomorphic monkey
Paladin 5/Crusader 1


Smity McSmiterson (http://www.giantitp.com/forums/showsinglepost.php?p=24026359&postcount=33)
LG/Lesser Aasimar
Paladin 4/Ordained Champion 2


Vitarri Pyhitetty Paranemiseen (http://www.giantitp.com/forums/showsinglepost.php?p=24026362&postcount=34)
LG/Lesser Aasimar
Paladin 6





Name
Alignment/Race
Stub


Toy Soldier (http://www.giantitp.com/forums/showsinglepost.php?p=24026368&postcount=36)
CG/Mineral Warrior Dragonborn Incarnate Construct Soulfused Construct Toy Soldier
Totemist 1/Paladin of Freedom 5

Zaq
2019-07-20, 05:12 PM
How goes the judging, ladies/gents/others?

MinimanMidget
2019-07-20, 08:31 PM
Slowly but steadily, for me. Can't say when I'll be done, though - this is a tough round to judge (at least for me).

jdizzlean
2019-07-21, 12:25 AM
Slowly but steadily, for me. Can't say when I'll be done, though - this is a tough round to judge (at least for me).

paladin is just one of those classess i don't know what to do w/. i've only ever even attempted to play one once, and that lasted like 3 levels before i gave up on it. i didn't even attempt to think about a build this go around. take your time :)

Zaq
2019-07-30, 03:00 AM
I’ll be back from Japan within the next 24 hours. Any progress on the judgments?

Quentinas
2019-08-01, 04:43 AM
If needed i can retract my build and try to judge, it would be my first time

Zaq
2019-08-02, 02:23 PM
Miniman has confirmed their intent to judge, and I trust them. We’ll wait a little longer before we start asking contestants to pick up judging hats.

Quentinas
2019-08-03, 02:10 AM
Ok no problem i will wait

MinimanMidget
2019-08-03, 11:20 PM
Okay, I'm going to call this done. Sorry everyone, it's been a mess. And after all that, you didn't exactly get high-quality judging out of it anyway.

One quick note: Paladin of Freedom, Holy Warrior and Divine Spirit are all not worth a bonus or a penalty for Originality.



Lesser Aasimar is a pretty obvious choice for a Paladin, and half the entries in the contest chose it. (-0.5)

Chargy, as his name suggests, is an ubercharger. The Paladin adds some smiting elements to it, but Power Attack, Shock Trooper, Leap Attack, and a Barbarian dip for Pounce are very much standard. (-0.5)

Overall: 2


You're a very typical ubercharger, with all the strengths and weaknesses that implies. (+0.5)

In terms of defenses, you have a solid hp pool, a great Fort save, and mediocre Ref and Will. Assuming you wear heavy armour, you'll have decent AC, except of course you'll be dumping it with Shock Trooper. (-0.25)

Outside of combat, you have Detect Evil and a pretty good Diplomacy score. You'll have something to do in social situations, but beyond that you'll often find yourself just standing around. (-0.5)

Overall: 2.75


So, technically, you can't take Travel Devotion using Holy Warrior - it's a Domain feat, not a Divine feat. (-0.25)

You didn't list the source for Leap Attack, not a big deal. Also, you left out your other 9 epic feats. I don't feel the need to penalise you for it, since you could have used 9 feats to get a higher Power score. (+0)

Overall: 2.75


You're a Paladin with a dip. (+0.5)

You're really more about charging than being a Paladin. You've added smites to charging, but other than that any full BAB class would look the same. (-0.5)

Overall: 3

Total: 10.5




Silverbrow Human isn't tailored to Paladin like Lesser Aasimar is, but it's still a fairly usual choice for optimization contests. (-0.25)

I was expecting to see some Inspire Courage builds, so no surprises there. Using feats to get access to some soulmelding is pretty common in this contest, where feats are plentiful and levels are tight. With that said, while you're mostly using pretty common elements, the resulting combination still feels quite fresh. (+0.5)

Overall: 3.25


In combat, you have an impressive attack lineup, and you're quite good at supporting your allies, too. Flight helps with some of the weaknesses of a dedicated melee combatant, although poor maneuverability is harder to deal with than a lot of people realise. (+0.75)

In terms of defenses, you have a solid hp pool, good Fort, mediocre Ref and Will, and really, really terrible AC, thanks to Snowflake Wardance. Your Drakkensteed is tankier than most mounts, although you don't have Mounted Combat to help it out. (-0.5)

Outside of combat, you have Inspire Competence and a solid Diplomacy score. You can't afford to use Inspire Competence often, though, since you only have six music uses, and you're relying on it in combat. (-0.5)

Overall: 2.75


So, technically, Perform is only a class skill for you at levels 1 and 6 - substitution levels only apply at the levels that you take them. It's a nitpick, but, yanno, that's my job here. (-0.25)

As you say, Dragonfire Inspiration, Song of the Heart, Snowflake Wardance, and Song of the White Raven all require the Bardic Music feature, and you don't have it - only Inspire Courage and Inspire Competence. (-0.5)

You've mixed Eberron (Song of the Heart) and Faerun (Harmonious Knight) material. I'm not going to penalise for it, but I feel I have to at least point it out. (-0)

You didn't list sources! Except for your ACFs, for some reason. Although Harmonious Knight is from the CoV web supplement, not CoV itself. (-0.5)

Overall: 1.75


All six levels in Paladin. (+1)

For the most part, this is a Dragonfire Inspiration build, but you did get Inspire Courage from Paladin, so it still counts as UotSI. You have got meldshaping and martial adept stuff in there, though. (+0.5)

Overall: 4.5

Total: 12.25




Silverbrow Human isn't tailored to Paladin like Lesser Aasimar is, but it's still a fairly usual choice for optimization contests. (-0.25)

Turning the Paladin into a summoner is an unexpected move, as is turning smites into metamagic. That's not even mentioning putting Chameleon on to the Paladin. (+1.5)

Overall: 4.25


Assuming everything worked as described (more on this topic in Elegance), you'd be a pretty good summoner within the limits of an E6 enivronment. Access to both Paladin and Wizard spells gives you some unusual tricks, too. It's hard to be sure whether you can cast your Wizard spells as a swift action, though. Either way, you'll find yourself running out of slots pretty quickly - Imbued Summoning + Battle Blessing lets you cast 3 spells per turn, which is cool, but not something you can actually do often. (+0.75)

In terms of defenses, your hp pool is..okay. You have a solid Fort save, mediocre Ref, and good Will saving throws. Your AC is...well, it's hard to tell, because "how does Sword of the Arcane Order actually work" is just as confusing to me as it is to you. As a dedicated summoner, your defenses aren't as important as most people (especially Paladins) anyway. (+0)

Outside of combat, you have a bunch of different skills, but the numbers on them are unimpressive. Unlimited elementals is (famously) useful and versatile, as is Wizard spellcasting. And you have Detect Evil, of course. (+0.75)

Overall: 4.5


I don't love the Milil/Mystra thing, but not to the point of giving a penalty. Especially since you gave a pretty good justification for it. Although it would have been better with a backstory, obviously. (-0)

Talfirian Song requires the Bardic Music class feature, and you don't have it. (-0.25)

The interaction between Talfirian Song and Extra Slot is...well, it's something. I don't have the time or energy to argue both sides of the issue and try and prove unquestionably that it works or doesn't work, but I think we can all agree that it's dodgy either way. (-0.5)

Overall: 2.25


Four levels in Paladin, so you're still primarily a Paladin with some dips. (+0)

Well, you're not exactly a stereotypical Paladin, but for the most part your abilities are actually coming from your Paladin levels. (+0.5)

Overall: 3.5

Total: 13.5




Well, I certainly didn't see Anthropomorphic Monkey coming. (+0.5)

At last! So there are something like a hundred (exaggeration, I know) different Paladin substitution levels, mostly from CoV, of which people use, like, ten. I was really hoping to see some of the less common ones. I'm a little disappointed you only took one level of three, though. (+0.5)

Using feats to get access to some soulmelding is pretty common in this contest, where feats are plentiful and levels are tight. A Crusader dip isn't exactly unique either. (-0.25)

Overall: 3.75


Your attack bonuses are solid (although you forgot the -1 from a buckler), so you'll probably land hits, but they do barely any damage unless you Power Attack. Foehammer and Mountain Hammer will help with that when they're up, but still, you're going to have to tradeoff some accuracy if you want to hurt people. Of course, that's not your primary focus. Your ability to heal and protect your allies is, and it's a lot more impressive. You can buff their attack rolls a bit, too. You'll definitely be useful to a party, although fellow melee fighters will benefit a lot more. (+0.5)

In terms of defenses, your hp pool is solid (and, of course, you can heal yourself quite a bit). You've got good Fort and Will (the important ones), and an average Ref save. Your AC is great - you should really have listed it in your numbers section, 26 AC (assuming full plate and Protection Devotion) is the kind of score you want to advertise. (+0.5)

Outside of combat, you've got a good Sense Motive score, and Detect Evil. In social situations, you can stand near the party face and be passively useful, but you'll generally just be standing around. (-0.75)

Overall: 3.25


Cross-class experience penalties, boo. (-0.25)

Overall: 2.75


You're a Paladin with a dip. (+0.5)

With the exception of your martial adept stuff, all your abilities either come from the Paladin or enhance the Paladin kit. Even the martial adept stuff primarily helps you with your very Paladin-ish goal of protecting your allies. (+0.75)

Overall: 4.25

Total: 14




Lesser Aasimar is a pretty obvious choice for a Paladin, and half the entries in the contest chose it. (-0.5)

Ordained Champion isn't exactly an unusual choice for a Paladin, but prestige classes in E6 are uncommon enough to be worth a bonus. (+0.5)

Your single-minded focus on smiting is...well, it's different. And I certainly didn't see it coming. (+0.5)

Overall: 3.5


Smiting and Power Attack gives you nice damage numbers, although a lot of the time you're probably going to have to trade some of that Power Attack in for a bit more accuracy. The real problem is the swift action required to use Awesome Smite - you'll get one great attack every round, and one that's a lot less effective. (+0)

In terms of defenses, you have a pretty good hp pool. Your Fort is great, your Will is good, and your Ref is mediocre. Your AC should be pretty good too. (+0.25)

Outside of combat, you have a decent Diplomacy score, and Detect Evil. You'll have something to do in social situations, but beyond that you'll often find yourself just standing around. (-0.5)
Overall: 2.75



Overall: 3


You have four levels in Paladin, but then Ordained Champion is very much a Paladin prestige class, which to my mind is worth more in UotSI than levels in other base classes. (+0.75)

The aforementioned single-minded focus on smiting makes it very easy to judge this category. Smiting is a core (somewhat unique) Paladin feature, and it's the only thing you care about or have done anything with. (+0.75)

Overall: 4.5

Total: 13.75




Lesser Aasimar is a pretty obvious choice for a Paladin, and half the entries in the contest chose it. (-0.5)

Using feats to get access to some soulmelding is pretty common in this contest, where feats are plentiful and levels are tight. That said, you've got some unusual feats in there, even before Least Legacy. (+0.5)

Lightbringer Paladin is a hard one to find! (+0.25)

Overall: 3.25


I really struggled to come up with a way to judge this fairly. Normally, I would always try to judge an entry on face value, then penalise anything that doesn't work under Elegance. In this case, though, that would be unfair to every other entry, since they get judged without magic items or even WBL assumptions. Anyway, I've been staring at this entry on and off for a week, and it's time to just get it done. So I'm going to explain why I'm judging as if you had no magic items, then do it.

First thing first: True Believer gives you the ability to use relics of your deity. It does not give you a relic for free. Even if it did, I would still at least penalise you for designing your own magic item rather than using a published one, since the contest by its nature does not allow homebrew.

Next thing: Least Legacy allows you to create a legacy item, and that's fine, but you have to have the item in question to turn it into a legacy item. Even if the contest assumed everyone had basic WBL to spend however they pleased, +1 mithral fullplate would use basically all of it. Designing your own item is much less sketchy here, obviously.

True Holy Symbol - you've listed this as a class feature you gained at level 4. I have no idea why.

You've listed some very impressive numbers for your melee attacks. I have to point out, though, that you only have 5 smites, and 3 Avenging Strikes (and those can only be used against evil outsiders). The numbers on your smite-less attacks are a lot less impressive. Your next focus is your turning, which you're great at, and much less likely to run out of. Obviously, this makes you somewhat specialised as an anti-undead (and to a lesser extent anti-evil outsider) character. That's not something I'm going to penalise you for, though, since this is a character who's clearly designed for an undead-themed campaign (and affiliation with the Lightbringers will lead that way anyway). Beyond that, you have some healing and buffing abilities, although both Divine and Devotion feats will eat into your turning pool. (+0.25)

In terms of defenses, you have decent AC, but you don't exactly have hp to spare. You have good Fort and Will, and decent Ref. You also have quite a few miscellaneous defensive abilities. (+0)

Outside of combat, you're mostly the party radar, although your modifiers are a little lower than I'd be comfortable relying on. Your Diplomacy is too low to be the party face, but you can act as a backup. You can attempt some of the best Knowledge skill checks, even if you'll fail a lot of them. (+0)

Overall: 3.25


Your stats come to 36 points, not 32. (-0.5)

Overall: 2.5


All six levels in Paladin. (+1)

All of your abilities either come from Paladin or enhance your Paladin stuff. (+0.75)

Overall: 4.75

Total: 13.75


And finally my unofficial score for the illegal build:



I can honestly say that Mineral Warrior Dragonborn Incarnate Construct Soulfused Construct is not just a race I wasn't expecting, but one I've quite literally never even seen before. (+1)

Ubercharging is pretty tired at this point, and the mounted version is one of the most obvious choices for Paladins. That said, this isn't exactly a regular ubercharger (obviously). I also enjoy the incrongruity of instantly murdering monsters by stabbing them once with a toothpick. (+0.25)

Overall: 4.25


You're an ubercharger, with all the strengths and weaknesses that implies. Ride-By Attack will help with some of the weaknesses, although less so for you than most characters, since your mount is barely faster than an average PC. As you'd expect, your damage numbers are very nice. (+0.5)

In terms of defenses, you have a very impressive hp pool, and pretty good AC to go with it. You've got good Fort, mediocre Ref, and...wait. -2 to Will? Yikes. This might be the character most in need of Steadfast Determination I've ever seen. Aura of Resolve will help a lot, but still. Anyway, you also have some nice DR and energy resistance, which is cool. (+0.25)

Outside of combat, well, you have a good Hide score, but no Move Silently. Your mount at least makes a decent scout, and both of you can abuse your burrow speeds, which is something. (+0)

Overall: 3.75


It's hard to put a number on the penalty for Mineral Warrior Dragonborn Incarnate Construct Soulfused Construct Toy Soldier. But for comparison's sake...(-1)

Inventing your own mount is a little on the iffy side. (-0.25)

Overall: 1.75


You're a Paladin with a dip. (+0.5)

This character is a Paladin at the core. Although he has a lot of miscellaneous abilities, his primary strategy (charging on a mount) is pure Paladin. (+0.5)

Overall: 4

Total: 13.75

daremetoidareyo
2019-08-04, 12:10 AM
No disputes. Thank you judge

Maat Mons
2019-08-04, 12:30 AM
I'll refrain from disputing if everybody else does.

Quentinas
2019-08-04, 09:50 AM
Well thanks for the judging MinimanMidget, i have no dispute , this round is good for me as judging (maybe i will do some consideration on my build after the premiation but it's not a dispute)

MisterKaws
2019-08-04, 10:09 AM
Updated Tables:



Name
Alignment/Race
Stub
Miniman Score
Position


Smit (http://www.giantitp.com/forums/showsinglepost.php?p=24026357&postcount=32)
LG/Anthropomorphic monkey
Paladin 5/Crusader 1
14
First


Smity McSmiterson (http://www.giantitp.com/forums/showsinglepost.php?p=24026359&postcount=33)
LG/Lesser Aasimar
Paladin 4/Ordained Champion 2
13.75
Second


Vitarri Pyhitetty Paranemiseen (http://www.giantitp.com/forums/showsinglepost.php?p=24026362&postcount=34)
LG/Lesser Aasimar
Paladin 6
13.75
Second


Sir Munner (http://www.giantitp.com/forums/showsinglepost.php?p=24026353&postcount=31)
CG/Silverbrow Human
Paladin of Freedom 4/ Conjurer 1/Chameleon 1
13.5
Fourth


Grisindr (http://www.giantitp.com/forums/showsinglepost.php?p=24026352&postcount=30)

LG/Silverbrow Human

Paladin 6
12.25
Fifth


Chargy McChargerson (http://www.giantitp.com/forums/showsinglepost.php?p=24026350&postcount=29)
CG/Lesser Aasimar
Paladin of Freedom 5/Crafty Hunter Barbarian 1
10.5
Sixth





Name
Alignment/Race
Stub
Miniman Score
Position


Toy Soldier (http://www.giantitp.com/forums/showsinglepost.php?p=24026368&postcount=36)
CG/Mineral Warrior Dragonborn Incarnate Construct Soulfused Construct Toy Soldier
Totemist 1/Paladin of Freedom 5
13.75
Disqualified






Nothing here either

thorr-kan
2019-08-04, 04:54 PM
No disputes.

PoeticallyPsyco
2019-08-04, 05:16 PM
I'll throw in my hat for Toy Soldier as Honorable Mention.

Zaq
2019-08-05, 01:48 PM
Life is going in very weird directions for me right now. All else being equal, I’d like to try to start the next round tomorrow. If that doesn’t happen, it’ll likely be another week. I’ll do my best.

thorr-kan
2019-08-06, 10:03 PM
Life is going in very weird directions for me right now. All else being equal, I’d like to try to start the next round tomorrow. If that doesn’t happen, it’ll likely be another week. I’ll do my best.
No worries. This is a volunteer position after all; take your time.

thorr-kan
2019-08-06, 10:05 PM
Thank you to our judge, and congratulations to our victor!

Monkey paladin...that's just *awesome*...

Zaq
2019-08-07, 12:16 PM
No promises about moving on for the next few days, though I might have some unexpected downtime.

In the meantime, feel free to discuss the next ingredient, if you like. Got one I’m leaning towards, but as usual, I listen to the needs of my participants whenever I can, so I might be willing to be nudged in a direction or two.

Of course, as always, I’m holding off on the really hard classes like sohei, shadowcaster, soulborn, sbattle sdancer, and so on until I get proactive “I will 100% definitely cook with that” interest from at least 2-3 people per super-hard class. No, working on those in advance is not cheating, if you really want to. But unless/until I get that proactive affirmation, I can tell you that the next round isn’t any of those crazy hard ones.

Quentinas
2019-08-07, 12:29 PM
Well if i remember well some contests ago was proposed the scout , it's not so difficult i think, maybe the most difficult thing is to do an original scout . As for the extra difficult i would enjoy shadowcaster and battle dancer, but not the sohei (that one for me is very difficult) . What about the Warmage? I don't have so many idea about that class now , maybe even that is difficult... Or maybe the bard? I don't know i would like to try so many classes (and i haven't played any of these classes not even the paladin or the lurk)

Or if we want to use an obscure class... The noble from Dragonlance Campaign Setting (is permitted in this contest right?) Even if would be a strange contest for his abilities

daremetoidareyo
2019-08-07, 12:37 PM
Arcane swordsage!

thorr-kan
2019-08-07, 04:02 PM
I would commit to any of those three. But iffen you're not set on one of those: adept! Adept! Adept!

Or...druid.

Gauntlet
2019-08-07, 04:06 PM
What about Spellthief?

Quentinas
2019-08-08, 12:30 AM
I would commit to any of those three. But iffen you're not set on one of those: adept! Adept! Adept!

Or...druid.

Like the sorcerer round , so an high origininality ? In that case could be interesting , and for the arcane swordsage i don't know... If i remember well swordsage was proposed but with that variant prohibited , but i don't remember where

Zaq
2019-08-15, 01:21 AM
Name
Alignment/Race
Stub
Miniman Score
Position
Chef


Smit (http://www.giantitp.com/forums/showsinglepost.php?p=24026357&postcount=32)
LG/Anthropomorphic monkey
Paladin 5/Crusader 1
14
First
Quentinas


Smity McSmiterson (http://www.giantitp.com/forums/showsinglepost.php?p=24026359&postcount=33)
LG/Lesser Aasimar
Paladin 4/Ordained Champion 2
13.75
Second
Maat Mons


Vitarri Pyhitetty Paranemiseen (http://www.giantitp.com/forums/showsinglepost.php?p=24026362&postcount=34)
LG/Lesser Aasimar
Paladin 6
13.75
Second
thorr-kan


Sir Munner (http://www.giantitp.com/forums/showsinglepost.php?p=24026353&postcount=31)
CG/Silverbrow Human
Paladin of Freedom 4/ Conjurer 1/Chameleon 1
13.5
Fourth
daremetoidareyo


Grisindr (http://www.giantitp.com/forums/showsinglepost.php?p=24026352&postcount=30)

LG/Silverbrow Human

Paladin 6
12.25
Fifth
Panosis


Chargy McChargerson (http://www.giantitp.com/forums/showsinglepost.php?p=24026350&postcount=29)
CG/Lesser Aasimar
Paladin of Freedom 5/Crafty Hunter Barbarian 1
10.5
Sixth
Maat Mons





Name
Alignment/Race
Stub
Miniman Score
Position
Chef


Toy Soldier (http://www.giantitp.com/forums/showsinglepost.php?p=24026368&postcount=36)
CG/Mineral Warrior Dragonborn Incarnate Construct Soulfused Construct Toy Soldier
Totemist 1/Paladin of Freedom 5
13.75
Disqualified, but Honorable Mention
MisterKaws



Sorry sorry sorry that everything has been so late this round, folks! My life has apparently caught fire this past month-and-a-half, and school doesn't even start for another two weeks. I appreciate everything you all do for this contest, including patiently waiting for me!

Anyway! Many congrats to Quentinas for gold, and we've got a dual silver for Maat Mons and thorr-kan! I'll accept PoeticallyPsyco's vote for MisterKaws to take Honorable Mention, so congrats there as well! As always, we couldn't do this without our volunteer judges, so thank you very much, Miniman! Excellent work all around. I hope you all brought the cake I mentioned so long ago. You all deserve it.

New round here (http://www.giantitp.com/forums/showthread.php?595369-Iron-Chef-Optimization-Challenge-E6-Appetizer-Edition-(Round-XIX))!

Zaq
2019-08-15, 01:50 AM
Arcane swordsage!

I'm torn between "that's goddamn hilarious" and "that's a goddamn nightmare." Maybe that's a good candidate for your Game-Warpers?


I would commit to any of those three. But iffen you're not set on one of those: adept! Adept! Adept!

Or...druid.

Adept is on the list! If I get a few more commitments to the Hard Ones, we might see one of them.

Druid isn't one I'd considered, since, you know, it's druid. But I guess maybe in a high-orig round? To be honest, there's a lot of high-orig classes I want to use before druid, though.


What about Spellthief?

It's on the list, but since we just did lurk, I didn't want to whip it out for this next round. I do have some misgivings about spellthief, though. It's hard to encapsulate on a build level what makes a spellthief shine, since so much of their power comes from their party (stealing allies' spells is their #1 best trick, but that requires allies) and their environment (stealing enemy spells is maybe their #2 best trick, but that requires spellcasting enemies). Like, don't get me wrong, I love the class on a conceptual level, but it's challenging in the optimization challenge milieu.



Well if i remember well some contests ago was proposed the scout , it's not so difficult i think, maybe the most difficult thing is to do an original scout . As for the extra difficult i would enjoy shadowcaster and battle dancer, but not the sohei (that one for me is very difficult) . What about the Warmage? I don't have so many idea about that class now , maybe even that is difficult... Or maybe the bard? I don't know i would like to try so many classes (and i haven't played any of these classes not even the paladin or the lurk)

Or if we want to use an obscure class... The noble from Dragonlance Campaign Setting (is permitted in this contest right?) Even if would be a strange contest for his abilities

DLCS is one of the few books I don't have right now, so to be honest, I'm not likely to offer the noble anytime soon.

Warmage is on the list as a high-orig round, but I'd like it if I got some more positive chatter about it, since it's so hard to stand out on a build level in an E6 environment.

Bard is on the list, probably as a high-orig round. We might need to start doing high-orig rounds more often.

PoeticallyPsyco
2019-08-15, 02:19 AM
I could totally go for any of the Incarnum classes. Even Soulborn.

Maat Mons
2019-08-15, 02:44 AM
While I didn't dispute anything, I'd still like to address one line from Chargy's judgment: "You're really more about charging than being a Paladin. You've added smites to charging, but other than that any full BAB class would look the same."

This comment surprised me very much. I had chosen this build to submit specifically because I couldn't figure out any way to do the same thing without Paladin.

I need Base Attack Bonus +6 for Shock Trooper, which in E6 means not even one level of a non-full-attack-bonus class. And I need Turn Undead so that I can use Travel Devotion in every battle, which is how I ensure that I can charge every round. Paladin is the only full-BAB way I can think of to get Turn Undead. I felt Paladin was the cornerstone of my E6 Shock Trooper + Travel Devotion combo.

MisterKaws
2019-08-15, 05:02 PM
While I didn't dispute anything, I'd still like to address one line from Chargy's judgment: "You're really more about charging than being a Paladin. You've added smites to charging, but other than that any full BAB class would look the same."

This comment surprised me very much. I had chosen this build to submit specifically because I couldn't figure out any way to do the same thing without Paladin.

I need Base Attack Bonus +6 for Shock Trooper, which in E6 means not even one level of a non-full-attack-bonus class. And I need Turn Undead so that I can use Travel Devotion in every battle, which is how I ensure that I can charge every round. Paladin is the only full-BAB way I can think of to get Turn Undead. I felt Paladin was the cornerstone of my E6 Shock Trooper + Travel Devotion combo.

Huh. I missed the pre-requisite BAB for Shock Trooper.

Oh well.

Maat Mons
2019-08-15, 05:14 PM
Don't worry. It's not like a small score increase would have put Chargy on the podium. (A large part of why I didn't dispute.)

But I still wanted to kvetch. It's just the kind of guy I am.

MinimanMidget
2019-08-15, 07:46 PM
While I didn't dispute anything, I'd still like to address one line from Chargy's judgment: "You're really more about charging than being a Paladin. You've added smites to charging, but other than that any full BAB class would look the same."

This comment surprised me very much. I had chosen this build to submit specifically because I couldn't figure out any way to do the same thing without Paladin.

I need Base Attack Bonus +6 for Shock Trooper, which in E6 means not even one level of a non-full-attack-bonus class. And I need Turn Undead so that I can use Travel Devotion in every battle, which is how I ensure that I can charge every round. Paladin is the only full-BAB way I can think of to get Turn Undead. I felt Paladin was the cornerstone of my E6 Shock Trooper + Travel Devotion combo.

That's...fair, actually. But this is why build writeups are so important, because it didn't occur to me that you'd taken Travel Devotion so that you could move away from enemies in order to then charge them.

FWIW, if you had disputed, you probably would have gotten +1 out of it.

MisterKaws
2019-08-16, 07:23 AM
Don't worry. It's not like a small score increase would have put Chargy on the podium. (A large part of why I didn't dispute.)

But I still wanted to kvetch. It's just the kind of guy I am.

I'm not the judge, though. I missed it on my own build!