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View Full Version : Iron Chef E6 Appetizer Edition, Round XXX



Zaq
2021-03-19, 08:06 PM
Welcome back to the Iron Chef Optimization Challenge E6 Appetizer Edition! Round... thirty? Round... thirty. Thirty! That's a lot! We'd better do something extra special for this one, so hang onto your seats!

NOTE: THIS IS A HIGH-ORIGINALITY ROUND. PROCEED ACCORDINGLY.

The form of this challenge is to take a particular D&D 3.5 game element (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—where applicable—in the SI, though judges are encouraged to look favorably on builds that take as many levels as possible in said SI or that otherwise use it as heavily as possible.) 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 three categories: Power, Elegance, and Use of the Secret Ingredient, and on a 1-10 point scale in Originality. 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 Monday, Apr 19, 2021 (1:59 AM GMT on Tuesday, Apr 20). 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.) However, as a specific exception for round 26, see below.
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.
Highlighted because of past issues: It is not enough for your build to end with a level adjustment of +0. You must be +0 from start to finish. No using ANY build elements with a level adjustment above +0, even if they then get mitigated or reduced somehow. However, note that a special exception is in place for round 26...
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). When taking Open Minded as an epic feat, any skill that has ever been a class skill for you (including through your class, your race, your feats, or similar game elements, though please don't muck around with retroactively making something stop being a class skill for some stupid reason) is a class skill when determining how the 5 granted skill points may be spent. All usual rules about HD-related skill caps apply. When taking Open Minded as a non-epic feat, treat it as normal; the class skills of the class you took at the level you gained Open Minded (plus race, feats, etc.) are your class skills for those skill points, similar to if Open Minded's skill points came straight from your class.
Judging guidelines: The minimum score in a category is 1, and the maximum is 5 (except in high-Originality rounds, wherein the maximum in Originality is 10). 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.
Dispute guidelines (NEW, PLEASE PAY ATTENTION): Disputing is long, annoying, and emotional. It's also sometimes necessary, but it's often not actually something that makes everyone have more fun. Let's go into a little more detail here.
Do NOT dispute to make an argument that goes fundamentally beyond what's in your write-up. It is the responsibility of the chef to make sure that the write-up is complete and contains their best arguments for what the build does and why it's awesome. If you didn't explain your tactics well or didn't spell out something that a judge misses, just do better next time. Don't drag it out after the fact.
Do NOT dispute just to be clever or witty or cheeky. Please. We're all adults here and so I assume you know what that means. Don't treat the build as a setup and your oh-so-clever dispute as the punchline. It's not as funny as it is in your head. Trust me. I've been down that road.
Do NOT dispute just to say "oh yeah, my bad, I missed that" or some equivalent. If you're not directly challenging the judge, save the commentary until after the reveal. I 100% get that the urge to respond to commentary is very strong, but type it out and sit on it for a while if you've gotta.
Do NOT dispute just to try to wheedle more points out of the judge. Note that this is different from saying that the judge is being truly unfair or is being truly wrong by black-and-white RAW. A dispute is NOT the place to try to scrape together a few last quarter-points. If you didn't put it in your write-up, that's on you. This also means that a dispute is really not the place to have long back-and-forth tit-for-tat arguments. That's a surefire way to get people grumpy. It's a contest on a D&D board, guys, not the results of a federal election.
Do NOT dispute to tear down another build. That's just plain not cool. If you entered the contest, it's not on you to judge the other builds.
DO dispute if the judge is being blatantly biased by giving you a substantially different ruling on a build element compared to another chef who used the same build element in nearly the same way. (Note that position in a build may affect if you're using that element in "nearly the same way" or not.) Please reserve this for the truly blatant examples. I mean it. Remember, it's the contestant's responsibility to make their best argument in the original write-up.
DO dispute if the judge is actively going against the contest rules. Note that there are relatively few ways in which a judge can go against contest rules (we intentionally give very wide discretion to our judges), but examples include truly breaking One Mistake One Penalty, penalizing just because of number of sources of (legal) material, and so on.
DO dispute if the judge is clearly ignoring unambiguous RAW. Note that this is for unambiguous RAW; if the RAW is shady and you're making an argument that isn't completely clear and that it wouldn't be strange for a GM to frown on, the judge has every right to frown on it as well. (You generally know when you're indulging in shady RAW. Be mature about this.) But if the judge is saying you didn't hit a prereq that you clearly did hit (and included in your write-up!), saying you can't do something that the plain text of the ability says you can do, or anything like that, by all means, call 'em out.
Do NOT dispute if the judge doesn't agree with your interpretation of ambiguous RAW. Yes, this is a retread of the previous bullet point; this is that important. If you're relying on ambiguous RAW, it's on you to lay out clearly why it should work the way you want it to work. Again, be mature and act in good faith: you really know when you're pushing things like this. If they don't like it, they don't like it. Move on.


Disputing is a privilege, not a right. In the Chair's sole discretion, disputes that do not meet these guidelines and/or that do not seem to be offered in good faith may be suppressed. The Chair reserves the right to choose to post all, some, or none of a dispute if appropriate.


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:
ANY PRIOR INGREDIENT, from Giant in the Playground!
Allez Optimizer!

RULES CLARIFICATIONS FOR ROUND 30:
The secret ingredient is any one of our prior 29 ingredients, helpfully listed in the contest history below. Yes, that includes the WAY old ones from before I took over as Chair, if you want.
You must clearly indicate what your ingredient is. Don't be coy! After all, you could totally jam a dragonmark and a racial paragon class and a certain base class and a signature spell and a pet into one build. So don't make us guess!
This is a high-Originality round! Originality is 10 points while the others are just 5. Which means that yes, while you can technically mine the old contests for ideas, it miiiiight not be in your best interest to lift stuff too directly from prior builds. (Judges are encouraged to understand that some build elements naturally go together, of course. If a certain build element was common in its round, that shouldn't be taken as "ripping off" entries from the prior round, at least not for that reason alone.)
Any specific rulings from a prior round apply to your dish if you're using the same secret ingredient.



The Builds:


Build

Stub

Ingredient

Score (place)

Chef



Mercutio

NE kenku ninja 4 / swashbuckler 1 / sneak attack fighter 1

Ninja

14.25 (5th)

MinimanMidget



Laerlor

NG gender-fluid drow cloistered cleric 1 / conjurer 1 / drow paragon 3 / mystic theurge 1

Racial paragon classes

18.5 (1st/gold)

H_H_F_F



Alaric

CE human barbarian 1 / forsaker 5

Prestige classes

17.0 (3rd/bronze)

Xei_Win_Toh



Dhrun

LN gold dwarf marshal 1 / wizard 4 / runesmith 1

Prestige classes

13.0 (6th)

PanosIs



Noma Gic

CG shifter totem barbarian 3 / forsaker 3

Prestige classes

16.75 (4th)

Quentinas



Balnar

NG dwarf paladin 6

Paladin

17.5 (2nd/silver)

Panosis



The Tyrant

LE unseelie fey lesser maeluth swashbuckler 1 / paladin of tyranny 5

Paladin

12.5 (7th)

Quentinas





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 18: Paladin (http://www.giantitp.com/forums/showthread.php?591516-Iron-Chef-Optimization-Challenge-E6-Appetizer-Edition-(Round-XVIII))
Round 19: Scout (http://www.giantitp.com/forums/showthread.php?595369-Iron-Chef-Optimization-Challenge-E6-Appetizer-Edition-(Round-XIX))
Round 20: Incarnate (http://www.giantitp.com/forums/showthread.php?599279-Iron-Chef-Optimization-Challenge-E6-Appetizer-Edition-(Round-XX))
Round 21: Shadowcaster (http://www.giantitp.com/forums/showthread.php?602325-Iron-Chef-Optimization-Challenge-E6-Appetizer-Edition-(Round-XXI))
Round 22: Dragonmarks (https://forums.giantitp.com/showthread.php?606051-Iron-Chef-Optimization-Challenge-E6-Appetizer-Edition-(Round-XXII))
Round 23: Fighter (https://forums.giantitp.com/showthread.php?611114-Iron-Chef-Optimization-Challenge-E6-Appetizer-Edition-(Round-XXIII))
Round 24: Pets (https://forums.giantitp.com/showthread.php?615226-Iron-Chef-Optimization-Challenge-E6-Appetizer-Edition-(Round-XXIV))
Round 25: Warlock (https://forums.giantitp.com/showthread.php?617510-Iron-Chef-Optimization-Challenge-E6-Appetizer-Edition-(Round-XXV)&p=24666502)
Round 26: Monsters (https://forums.giantitp.com/showthread.php?619170-Iron-Chef-Optimization-Challenge-E6-Appetizer-Edition-(Round-XXVI))
Round 27: Ardent (exhibition round) (https://forums.giantitp.com/showthread.php?622593-Iron-Chef-E6-Appetizer-Edition-Round-XXVII)
Round 28: Rogue (https://forums.giantitp.com/showthread.php?623937-Iron-Chef-E6-Appetizer-Edition-Round-XXVIII)
Round 29: Signature Spells (https://forums.giantitp.com/showthread.php?627038-Iron-Chef-E6-Appetizer-Edition-Round-XXIX)


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
2021-03-19, 08:09 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. (That said, did you see the new dispute guidelines? Those ARE rules, so please go read them. And I'm even going to be better about enforcing them this time.)

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've all seen these ingredients used at least once before.What makes you different?


This round is basically "a second chance." Maybe you had a third build that you loved and that you had to shelve. Maybe you came up with something perfect after the fact. Maybe you missed a round entirely but want your shot at the action! However you slice it, this is a chance to dive into the archives and pull out a great little nugget that didn't get enough love the first time around.

I'm even more excited than usual to see what you come up with! You're all the best!

Luccan
2021-03-20, 12:36 AM
Sweet! Just the sort of round to grab my interest. I have at least one round I regret not jumping onto. I don't think I'll win but I can at least try to do [redacted] some justice.

MinimanMidget
2021-03-20, 04:18 AM
I'm going to try and come up with something for this - I do have one leftover idea from a previous round, but I discarded it then because I couldn't make it work, and I probably can't make it work now either.

daremetoidareyo
2021-03-20, 08:23 AM
I am ready to crash and burn

MinimanMidget
2021-03-21, 05:48 PM
Oh yeah, I did want to ask, Zaq - my understanding was that Epic feats are illegal in the contest, regardless of whether you technically qualify for them by being a dragon. Is that right, or is their paragraph in the contest rules just meant to indicate that we're not Epic just by virtue of being over level 6 in E6?

Zaq
2021-03-21, 08:02 PM
Please don't use actual [Epic] feats.

thorr-kan
2021-03-21, 09:11 PM
Huh. Maybe dust off the entries I cobbled a stub for, but never entered.

RaiKirah
2021-03-22, 07:47 PM
I've got a couple abandoned stubs and some other ideas percolating. Definitely intend to get at least one build in!

Zaq
2021-03-28, 12:38 PM
How's the building?

Vizzerdrix
2021-03-28, 12:56 PM
BoEF would have been a fitting ingredient for round XXX :smallwink:

Quentinas
2021-03-28, 01:02 PM
How's the building?

I'm tuning one of my build(s) , and I'm having ideas for a second one

Xei_Win_Toh
2021-03-29, 06:51 AM
Hi! Been lurking forever, but this is the one where I feel I actually have a proper idea, one that wasn't done the first time for the ingredient I'm using.
I've got most of the build basics done, except deciding on skill ranks (and formatting them) is kicking my butt. As is getting my thoughts and intentions properly down on paper. Is it a good idea to mention the options I didn't pick and why, or should I just focus on what I did pick?
At least there's still a whole two weeks left, so finishing shouldn't be an issue.

Quentinas
2021-03-29, 08:01 AM
Hi! Been lurking forever, but this is the one where I feel I actually have a proper idea, one that wasn't done the first time for the ingredient I'm using.
I've got most of the build basics done, except deciding on skill ranks (and formatting them) is kicking my butt. As is getting my thoughts and intentions properly down on paper. Is it a good idea to mention the options I didn't pick and why, or should I just focus on what I did pick?
At least there's still a whole two weeks left, so finishing shouldn't be an issue.

If one of the options you didn't pick is among the best it could be beneficial to explain why didn't you take it,but it's not requested (generally I focus on what I take for example explaining why I take that)

Zaq
2021-04-03, 02:55 PM
Quick weekend bump for visibility!

daremetoidareyo
2021-04-11, 02:02 PM
The inexorable pace of life has been prohibitive of me finishing what i think may be my finest work, and so, I am here to implore, oh so kind and gentle arbiters of all that is e6 optimization to grant a significant extension, like a week or so, that I can submit.

H_H_F_F
2021-04-11, 02:42 PM
The inexorable pace of life has been prohibitive of me finishing what i think may be my finest work, and so, I am here to implore, oh so kind and gentle arbiters of all that is e6 optimization to grant a significant extension, like a week or so, that I can submit.

Popping here to say that I really want to see this.

Zaq
2021-04-11, 09:34 PM
No problemo! Due date's extended a week, as per request.

OP updated. New due date is Mon, Apr 19, 2021.

Zaq
2021-04-15, 11:24 AM
Keep building, everyone!

Zaq
2021-04-18, 02:11 PM
Who's still working? I'd prefer not to have to beg, but...

MinimanMidget
2021-04-18, 08:40 PM
Who's still working? I'd prefer not to have to beg, but...

How's it looking? I haven't been in a great place for building, and I have no ideas, but if we really need more entries I can probably come up with something.

H_H_F_F
2021-04-19, 11:16 AM
Hey Zaq, you need to clear some PM space.

Thanks for answering my questions, cleared everything up. I'll try to make a submission.

Zaq
2021-04-19, 05:01 PM
Inbox cleaned! Thanks for the heads-up.

Zaq
2021-04-19, 05:02 PM
How's it looking? I haven't been in a great place for building, and I have no ideas, but if we really need more entries I can probably come up with something.

I've got like four (?) entries, I think? Five if H_H_F_F gets something in.

Can't force the muse to sing if they aren't singing, but if you've got anything that could blossom with a little TLC, there's not much risk of being crowded out right away!

MinimanMidget
2021-04-21, 07:08 PM
Ok, I have an idea I like. I'll start working on it (and hopefully have it submitted) tonight.

Zaq
2021-04-23, 03:25 PM
Apologies for the delay, everyone. I was out of commission yesterday and most of the prior day; that second vaccine dose, while 100% worth it and I'd do it again in a heartbeat if I had to, really messed me up.

I've got a couple things to attend to first but I'll post the builds in a little bit today.

Zaq
2021-04-23, 05:58 PM
INGREDIENT: NINJA (round 5)

MERCUTIO. Without his roe, like a dried herring: flesh, flesh,
how art thou fishified! (Romeo & Juliet, Act II, Scene iv)


Mercutio
NE Kenku (http://archive.wizards.com/default.asp?x=dnd/iw/20040912b&page=4) Ninja 4/Swashbuckler 1/Sneak Attack Drow Fighter 1


"Stand down, sergeant." Tybalt knew the voice all too well, but the general it belonged to was dead, murdered by the very creature from which the voice issued.

"I know your tricks, kenku. Do not dishonour the great man you slew with this pathetic mimicry." He readied his greatsword, searching the shadows for the rush of movement he knew was coming.

"Mimicry is not a trick, my friend. It's a way of life. I will admit that it's a great way to learn the tricks of others, though." The cloaked figure calmly strode towards him, then one clawed hand reached out and gently slapped him across the face. As his blade descended to slice the assassin in half, he felt the knife sink deep into his chest.

"That, you see, is a trick."




Ability
Score
Modifiers
Final Score


Strength
9
-2 (racial)
7 (-2)


Dexterity
17
+2 (racial) +1 (level 4)
20 (+5)


Constitution
14
-
14 (+2)


Intelligence
14
-
14 (+2)


Wisdom
14
-
14 (+2)


Charisma
8
-
8 (-1)





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


1st
Ninja 1
+0
+0
+2
+0
Bluff +4, Disable Device +4, Hide +4, Listen +4, Move Silently +4, Open Lock +4, Search +4, Spot +4
Combat Reflexes
AC bonus, ki power, sudden strike +1d6, trapfinding


2nd
Swashbuckler 1
+1
+2
+2
+0
Bluff +5, Disable Device +4, Hide +4, Jump +5, Listen +4, Move Silently +4, Open Lock +4, Search +4, Spot +4
Weapon Finesse (B)
-


3rd
Ninja 2
+2
+2
+3
+0
Bluff +6, Disable Device +5, Hide +5, Jump +5, Listen +5, Move Silently +5, Open Lock +5, Search +5, Spot +5
Quick Draw
Ghost step (invisible)


4th
Sneak Attack Drow Fighter 1
+3
+4
+3
+0
Bluff +6, Disable Device +5, Hide +5, Jump +5, Listen +5, Move Silently +5, Open Lock +5, Search +5, Spellcraft +2, Spot +5
-
Sneak attack +1d6, hit and run tactics


5th
Ninja 3
+4
+5
+3
+1
Bluff +7, Disable Device +6, Hide +6, Jump +5, Listen +6, Move Silently +6, Open Lock +6, Search +6, Spellcraft +2, Spot +6
-
Sudden strike +2d6, poison use


6th
Ninja 4
+5
+5
+4
+1
Bluff +8, Disable Device +7, Hide +7, Jump +5, Listen +7, Move Silently +7, Open Lock +7, Search +7, Spellcraft +2, Spot +7
Mercurial Strike
Great leap


E6 Feats:

Exotic Weapon Proficiency (gnome quickrazor)
Combat Expertise
Riposte
Deft Opportunist
Craven
Deadly Defense
Shape Soulmeld (Wormtail Belt)
Bonus Essentia
Mage Slayer
Iron Will





We're a ninja! A kenku ninja, with some odd feat choices, for reasons that will become apparent.


We need BAB, and Swashbuckler is a nice way to get it without losing too many skill points. We can take our levels in any order, but Weapon Finesse is one of those feats you want as early as possible.


Speaking of taking levels in any order, multiclass xp penalties technically are a thing that exists. I generally try to avoid them, but at the very least I can push them as late in the build as possible. So here's our other source of BAB. Dex to damage against flat-footed targets is just about perfect, and a Sneak Attack die is icing on the cake.


At last, the feat that it's all about. Mercurial Strike lets you draw a weapon and use it to make an AoO, making your opponent flat-footed. It's cool, but it has a weird problem: you have to be unarmed to do it, but you need to threaten squares to make AoOs. We could fix that with Improved Unarmed Strike, but we don't want to, so kenku's natural weapons will patch that hole for us instead.


Ah, the gnome quickrazor, perfect for every occasion. See, another problem with Mercurial Strike is that once you've drawn a weapon and made an AoO, you're not unarmed anymore. The quickrazor fixes that for us, sheathing after every attack.


This is why we don't want Improved Unarmed Strike - we need to make a melee attack to activate Combat Expertise, and this way it triggers an AoO from our opponent, which will become important in just a moment with...


Riposte! They attack us (and hopefully miss, thanks to our rather high AC), and we get to make one of our souped-up AoOs in return. We provoke AoOs when we slap people in the face, we provoke AoOs with our movement and a complete lack of Tumble, and then, of course, they attack us on their turn. If anyone stops falling for it, we can turn invisible and hit them with a quickrazor and two claws. But hopefully we won't need to.


Our primary method of attacking is with AoOs, and +4 is a rather impressive boost to our to-hit with them.


The feat that needs no introduction. 6 damage is 6 damage, and we need it just as much as everyone else does.


We have to use Combat Expertise for Riposte to work anyway, so why not get another +1d6 damage out of it?


We really, really, need to not get hit, so boosting our AC is essentia-l. I apologise for nothing.


You know who can bypass all our lovely AC? That's right, spellcasters. Get up close and personal with them, and hopefully they won't get the chance.


Our saves are pretty good, but they could still stand to be better. Will is our weakest, especially with Craven in play, so let's beef it up a little.




Size/Type: Medium Humanoid
Hit Dice: 4d6+2d10 (39.5 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 25 (+5 Dex, +2 Wis, +4 wormtail belt, +2 combat expertise), touch 19, flat-footed 14
Base Attack/Grapple: +5/+3
Attack: Unarmed strike +8 melee (1d3-2 nonlethal)
Full attack: Gnome quickrazor +8 melee (1d4+4d6+9), 2 claws +3 melee (1d3+4d6+9)
Attack of Opportunity: Gnome quickrazor +12 melee (1d4+4d6+9)
Space/Reach: 5 ft./5 ft.
Saves: Fort +7, Ref +9, Will +8
Abilities: Str 7, Dex 20, Con 14, Int 14, Wis 14, Cha 8
Skills: Bluff +7, Disable Device +9, Hide +14, Jump +7, Listen +9, Move Silently +14, Open Lock +12, Search +9, Spellcraft +4, Spot +9




Ninja, Deft Opportunist: Complete Adventurer
Swashbuckler: Complete Warrior
Drow Fighter: Drow of the Underdark
Mercurial Strike, Riposte: Dragon Compendium
Gnome quickrazor: Races of Stone
Craven: Champions of Ruin
Deadly Defense: Complete Scoundrel
Shape Soulmeld, Bonus Essentia, Wormtail Belt: Magic of Incarnum
Mage Slayer: Complete Arcane
Everything else: SRD content

Zaq
2021-04-23, 05:58 PM
INGREDIENT: RACIAL PARAGON CLASSES (round 6)

To hell with the binary!



Laerlor, No Longer Lonesome:


“Our party treasurer said your payment was nearly fourteen-hundred gold pieces off” said the burly fur-clad woman.

Ignius laid back in his chair and smiled, crossing his bejewelled hands behind is head. “I’m sorry dear, but your treasurer is wrong. You see, as guild regulation 13, Section 4, clause F2, clearly states, ‘any such transaction not made within the inner city is subject to the taxation in-“

“Our treasurer said you’d say that. Said it’s a whole load of bull. Section 4 has been renegotiated with the crown twenty years ago.”

Ignius’ assured smile faded into a frown. “Where is this treasurer of yours? If she has something to say, she can-“

“They.” The damn woman cut him off again!

“What?”

“They, not she.”

Ignius was getting frustrated. “My report clearly says the party member I’ve yet to meet is, and I quote ‘an elven woman with bronze skin-“

“Well, not today, pal. And they ain’t coming.”

No one treats Ignius this way. Nobody. He was just about ready to toss the lass out of his office, but something in her tone warned him that despite his guards standing right by him, that would be a mistake. Her tone - and the knowledge that her friends were right outside the doors. Hell-damned adventurers. In all his years, he had never met a reasonable adventurer capable of rationality. So, instead of tossing her out of the room, he smoothed his face, folded his arms, and said:
“Well, you’re not getting another copper out of me until I speak to her. Them. Whatever.”

The woman opened her mouth to answer, but a strong masculine voice came from the street behind her, where the rest of the party was waiting. “Oh, it’s alright, Drania. I’ll talk to the man.”

From behind the barbarian, Ignius saw for but a moment the smiling face of a handsome elven man – a face that immediately vanished as the man crossed the illusion protections on Ignius’ doorstep, revealing white hair and pitch black skin.

“Dark elf!” Ignius shouted, flipping over his table and drawing his mace. His guards similarly leapt to action, as the adventurers swarmed the room. Ignius prepared to charge the Drow, but discovered he disappeared – something that should have been impossible, with the illusion defences on guild property.

“Peace, merchant, peace! Let no blood be spilled here today!” yelled the half orc paladin leader of the troupe.

“There shall be no peace until this – this unnatural thing gets out of my office!” yelled Ignius, mace still in his hand.

“Careful, worm” growled the barbarian woman, but from the corner of his office, Ignius heard a laugh, as the dark elf stepped out of his hiding spot – still smiling. “Oh, come on. You think ‘unnatural thing’ is gonna sting? You should have heard the things my grandmother used to call me!”

Laerlor, NG gender-fluid lesser drow: Cloistered cleric of Kol Korran 1, martial conjurer 1, drow paragon 3, mystic theurge 1. Submitted under the guidelines of round 6: paragon classes.

32 pb (post racial in parenthesis): Str 8, Dex 12 (14), Con 12 (10), Int 16, Wis 15, Cha 14. Wis goes to 16 at level 4, Dex goes to 16 at level 5.

Laerlor and their mother escaped the underdark during their formative years. She raised them on the surface world, and tried her best to give them a strong moral compass. After her death, Laerlor supported themselves first by becoming a house cleric for a small merchant guild, and then by adventuring. Often facing prejudiced suspicion and violence, Laerlor had a very hard time finding friends and companions – but those who gave them a chance were always rewarded with unparalleled loyalty.

While assigned female at birth, Laerlor is actually gender fluid, usually trending closer to the male end of the spectrum, and usually perceived as male by those who don’t know them. These things do change day to day though, and even the general trend towards masculinity can change over the years and decades to come.


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


1st
Cloistered cleric 1
+0
+2
+0
+2
Concentration 4, hide 2 (cc), K. arcana 4, K. dungeoneering 4, K. local 4, K. nature 4, K. religion 4, K. the planes 4, spellcraft 4.
Knowledge devotion (b), travel devotion (b), Fascinating illumination.
Spells, turn undead, charm domain


2nd
Martial wizard conjurer 1
+0
+2
+0
+4
Concentration 5, hide 2, K. arcana 5, K. dungeoneering 4, K. local 5, K. nature 4, K. religion 5, K. the planes 5, spellcraft 4.
Improved initiative (b)
Spells, abrupt jaunt


3rd
Drow paragon 1
+0
+2
+2
+4
Concentration 5, hide 6, K. arcana 5, K. dungeoneering 4, K. local 5, K. nature 4, K. religion 5, K. the planes 5, move silently 3, spellcraft 4.
aberrant dragonmark (charm person).
Improved spell-like abilities


4th
Drow paragon 2
+1
+2
+3
+4
Concentration 5, hide 7, K. arcana 5, K. dungeoneering 5, K. local 5, K. nature 5, K. religion 5, K. the planes 5, move silently 7, spellcraft 4.
-
Improved darkvision, light sensitivity


5th
Drow paragon 3
+2
+3
+3
+5
Concentration 5, hide 8, K. arcana 8, K. dungeoneering 5, K. local 5, K. nature 5, K. religion 5, K. the planes 5, move silently 8, spellcraft 4, Collector of stories.
-
+2 Dex


6th
Mystic theurge 1
+0
+3
+3
+7
Concentration 5, hide 9 (cc), K. arcana 9, K. dungeoneering 5, K. local 5, K. nature 5, K. religion 5, K. the planes 5, move silently 9 (cc), spellcraft 4, Collector of stories.
Lesser aberrant Dragonmark (bestow curse)
-



Epic feats:
1 - Fey heritage
2 - Fey presence
3 – Master of shadow
4 - Deceptive illumination
5 - Necropolis born
6 - Blend into shadows
7 - Darkstalker
8 - Fade into darkness
9 - Practiced spellcaster (Wizard)
10 - Practiced spellcaster (cleric)

Spell per day tables ahead do not include ability bonuses. Whenever gender identity is mechanically significant, numbers arranged in "female/male" order.

Spells per day - cleric:


x
0th
1st
2nd


1
3
1+1
-


2
3
1+1
-


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


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


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


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



Conjurer forbidden schools: enchantment & necromancy. Spells per day - wizard:


x
0th
1st
2nd


1
-
-
-


2
3+1
1+1
-


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


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


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


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



Laerlor starts play as a cleric, using travel devotion to keep themselves out of trouble. K. devotion helps make up for the bad to-hit they’ll have throughout their career, making sure their touch spells and SLAs can more reliably hit. It’s also useful during early levels for crossbow and hand crossbow usage. They have hypnotic pattern as an SLA 1/day, backed up by the domain ability to increase charisma. They try to hide as much as they can, as they're pretty vulnerable, and using an SLA will not disclose their location. The wizard dip grants more mobility, a better initative, and a wider variety of spells.

Level 3 is where things get interesting. Drow paragon, to my knowledge, is the only class that has effects dependent on gender. Laerlor's more fluid nature means they get wizard casting some days, and cleric casting others. This makes them a much more versatile and less predictable character. While it could be tempting to go for whatever gender you "need today", this is not how the character is meant to be played. While external influences can certainly affect them, I recommend letting the role-play guide you here. This creates a unique interaction, where one's role-play decisions directly affect their character's capabilities on any given day, which I think is neat. That diverse casting will later qualify them for mystic theurge, as they can cast both 2nd level arcane spells and 2nd level divine spells, though not at the same moment.

The first level of drow paragon also increases Laerlor's usage of their innate spell like abilities by 1 use per day. At this level, this means more fascinating illumination, and two uses per day of charm person - which is much more useful as an SLA than as a spell, given it often benefits from secrecy. Charm person stems from a feat, but it is still the result of a genetic trait being expressed, which clearly makes it innate in my view (unlike, unfortunately, abrupt jaunt.)

The next level is really helpful for a good aligned drow living overground, and the last level once again gives casting, as well as an increase to Dex. Level 6 brings forward Bestow curse (twice a day, thanks to drow paragon,) an SLA that's a real bitch to get rid of in E6.

Epic feats mostly keep the trend of getting more innate SLAs and more uses for them, with the exception of darkstalker to allow Laerlor to more easily stay out of harm's way, and practiced spellcaster, there to bring both their caster levels to 6 permanently. Of special note is Master of shadows, that grants Laelor uses they didn't previously have of darkness and faerie fire, expending their options and allowing them to take other drow feats requiring darkness. Those make them much better at hiding - especially when considering that by RAW, blend into shadows does not require LoE, which may mean it can be activated when carrying an enclosed box containing a darkness pebble. Other SLAs gained during these levels include (but are not limited to) cause fear, charm monster, and deep slumber.

All in all, Laerlor has extreme versatility through a lot of low level utility spells, some real powerful SLAs, and the hiding abilities to make sure they can blast those at their enemies from safety using charm domain's power. If they get in trouble, a combination of blend into shadows, abrupt jaunt, and travel devotion ought to be able to get them out of trouble.

Drow paragon is used to give the Laerlor their defining unpredictability and flexibility, to allow a good aligned drow to prosper on the surface world, and to fuel the build’s SLAs, turning them from nova abilities to a reliable power source.

There are two obvious, more powerful variants of the build. Number 1 is to dump Con and go necropolitan. Good imunnities, 4 more points for mental attributes, pretty cheesy. Combine with uneelie fey for extra cheese. Main issue is the fluff – it doesn’t fit the alignment, the background, or the character. Dark magic in the blood is one thing, the ritual of circumgation is something else entirely.

Variant 2 is going simultaneous bigender instead of gender-fluid. I have three issues with this approach. The first is a game one – it seems to disagree with the ”or” language used by drow paragon. The second issue is a gameplay one – it kills the interesting interaction with role-play and turns the idea from “character that has a different set of abilities each day” to “E6 theurge”, which can be done better and which I find far less interesting. Third is the issue of ignorance – I’ve had the privilege of talking to real life gender-fluid people about their identity, but I’m woefully uninformed when it comes to bigender people.

Complete Arcane: Necropolis born, practiced spellcaster.
Complete Champion: Knowledge devotion, Travel devotion.
Complete Mage: Fey heritage, fey presence.
Complete Scoundrel: Collector of stories skill trick.
Dragonmarked: Lesser aberrant dragonmark.
Drow of the Underdark:Fascinating illumination, master of shadow, deceptive illumination, blend into shadows, fade into darkness.
Eberron Campaign Setting: Kol Korran, aberrant dragonmark.
Lesser Drow (http://archive.wizards.com/default.asp?x=dnd/iw/20040215a&page=2)
(http://archive.wizards.com/default.asp?x=dnd/iw/20040215a&page=2)Lords of Madness: Darkstalker.
Player’s Handbook II: Immediate magic ACF (abrupt jaunt)
Spell Compendium: Charm domain.
Unearthed Arcana: Cloistered cleric, martial wizard, drow paragon.

Zaq
2021-04-23, 05:59 PM
INGREDIENT: PRESTIGE CLASSES (round 13)

He gave a lot up, but he's still never gonna let you down. If that's in your head now, consider yourself mentally 'rolled and I'd do it again.


Alaric, the Exiled
CE Male Human Barbarian 1/Forsaker 5
Secret Ingredient: Forsaker (Round 13: Prestige Classes)
Uses one Flaw.

Ability scores
STR 16 (10 pts)
DEX 16 (10 pts)
CON 16 (10 pts)
INT 8
WIS 10 (2 pts)
CHA 8
All increases (+5 from 5 Forsaker levels, +1 from 4th level advancement) go into STR for a final score of 22.



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


1st
Barbarian 1
+1
+2
+0
+0


Not being illiterate 2 (2)
Spellcraft CC 4 (2)
Survival 4 (4)
Climb 4 (4)
Listen 2 (2)


Great Fortitude (level)
Iron Will (human bonus)
Lightning Reflexes (flaw)
Flaw: Frail
Rage (Whirling Frenzy) 1/day
Fast Movement
Illiteracy


2nd
Forsaker 1
+2
+4
+0
+2


Survival +1 (5)
Climb +1 (5)



Ability bonus +1
Fast healing 1 (10)
Forsake magic
SR 11


3rd
Forsaker 2
+3
+5
+0
+3


Listen +2 (4)


Power Attack
Ability bonus +1
Damage reduction 3/+1
Magic destruction
SR 12


4th
Forsaker 3
+4
+5
+1
+3


Listen +2 (6)



Ability bonus +1
Fast healing 1 (20)
Natural weapons
SR 13
Tough defense


5th
Forsaker 4
+5
+6
+1
+4


Listen +2 (8)



Ability bonus +1
Damage reduction 5/+2
SR 14


6th
Forsaker 5
+6
+6
+1
+4


Listen +2 (10)


Improved Sunder
Ability bonus +1
Fast healing 2 (30)
SR 15



Final skill ranks: Not being illiterate 2, Spellcraft (cc) 2, Listen 10, Climb 5, Survival 5. Total 26 skill points (4x4 for Barbarian levels, 5x2 for Forsaker levels). Int penalty and human bonus skill point cancel one another out. Spellcraft is cross-class, so 4 points gets two ranks.

Epic feats:

Boost Spell Resistance
Improved Natural Armor
Mage Slayer
Blind-Fight
Pierce Magical Concealment
Pierce Magical Protection
Extra Rage
Combat Reflexes
Improved Initiative
Improved Toughness


On Forsaker class features and 3.5 conversions and stuff
There are a few things we need to address when it comes to using the Forsaker here:
First, class skills. Forsaker gets both "Intuit Direction" and "Wilderness Lore". I believe both of those were rolled into Survival, so I assumed that would be a class skill. It feels like a rather safe assumption.
Second, DR/+1 or /+2. I believe and assume that will be simplified to DR/Magic. While DR/Magic often is maligned as "everything will ignore it anyway", I don't believe that will be the case in E6.Third, I want to take a moment to talk about the Magic Destruction ability. It feels like it creates a bit of a bad incentive - as a Forsaker, I should want to destroy all the magical items I find. But the ability feels like it wants me to keep them, so I can destroy enough at the start of an adventuring day to enable my DR. Speaking of enabling my DR, I wonder if that means my weapons don't count as magical (or +1, +2) if I haven't been able to destroy enough value of magical items to enable the DR?
Finally, I never mention Fast Healing anywhere below (I'm writing this part after the one below. And I couldn't find any feats or anything that'd interact or improve the fast healing), I'll talk about it here: It's free, while others need potions or spell slots to heal up after a fight. And if I'm forced to retreat on low HP, I only need like a day or two of rest before I'm back in fighting shape - anyone else who doesn't have access to potions or spells would take much longer.
Anyway, on to explaining why I made the choices I did.

Why Forsaker?
Well, nobody did it in the original prestige classes round, and I figured it was perfect for E6 and for this contest - it's enterable right away (though only with a flaw if I wanted to reach +6 BAB, as I found out), and lack of magic items hurts significantly less at these lower levels.
This is also a good time to mention my build goals and philosophy for the Forsaker: I want to make a Forsakery Forsaker, not just a normal melee type who also happens to be a Forsaker. Other than its increases to ability scores, the Forsaker's class features are pretty much all defensive (SR, DR, Fast Healing, Natural armor). So I wanted to build to enhance that, rather than take options that sacrifice defense for offense (for example, charging). But I don't want to sacrifice offense for defense, either, since that would result in somebody who survives things while not really doing much, and the original PrC round had a LOT of Survivors... Hopefully my choices reflect this philosophy.

Why a flaw?
Because it was necessary to qualify for Forsaker right away while also keeping full BAB; going from +5 to +6 is the most important BAB difference, because iterative attack.

Why Frail in particular?
Because the HP penalty does make a difference, although as a character with a big HD and high CON, it's very tolerable. And the other options were less appealing for what I wanted to do. And unlike most of the other choices, it's essentially "removable" by spending a feat on Improved Toughness, which I do as my "final" epic feat.

Why these ability scores?
STR is my offensive stat, so can't have it too low, but I didn't want to overspend at the expense of other stats, so 16 felt right.
DEX for initiative, reflex (the one save that's poor for both base and prestige class), and AC.
CON for HP (compensating for my flaw), fortitude, and also AC once I get the Tough Defense class feature.
Last two points into WIS to avoid a penalty to Will. I could've lowered one of the other physical stats to put a 14 here. I didn't because I felt like I didn't want to lose AC, mostly.

Why Barbarian?
Out of the full BAB classes I could've picked, it has the most useful class features right at level 1 (Rage in particular being the biggest "oomph" ability I could think of), and the D12 HD matching that of the Forsaker is also nice.
Why those class features?
Whirling Frenzy vs Rage: Because Whirling Frenzy is no risk - it doesn't decrease AC*, and doesn't have the Sudden Death Syndrome from losing the extra HP from the temporary CON increase. And having the option of the extra attack makes it even higher impact than it already was. +Reflex instead of +Will (and Fortitude because of the CON increase) is the only downside to Whirling Frenzy.
*I have to mention somewhere that yes, if I'd kept normal Rage, the AC penalty would've been compensated for once I get Tough Defense (+CON to natural armor). Whirling Frenzy is still preferable to me though.
Fast Movement: Because moving fast is convenient, especially if we were non-mithral medium armor. It felt more useful than its potential replacements.
Of course, I have to mention the elephant in the room (or lion spirit in the room, I guess). I'm not building a charger build, I'm building a Forsaker build. Charging, especially optimized charging, does penalize AC too much for my philosophy. It's a useful tool in the box that one can use occasionally, but far from the default option, and not one I'm looking to invest resources in.

Why Human?
Because the bonus feat means I only need to take a single flaw instead of two, and that felt like a better way to go. And bonus skill points are always handy. In this case, they compensate for having only 8 INT.

Why CE?
Because I need to be some flavor of Evil for a feat, and CE makes the most sense for somebody who probably wants to kill every spellcaster.

Why these skills?
Cross-class ranks in Spellcraft are a pre-req for Mage Slayer. Spending two points on literacy makes sense for the character in my head, and being able to understand a written message may have a higher impact than a +1 or +2 to some rolls. Maxing Listen, because being caught unaware sucks. Survival because what kind of barbarian can't live off the land, I mean come on. Climb because out of the availible 'movement skills', it felt like the one I'd be most happy to have when I needed it.

Why these feats?
Great Fortitude, Lightning Reflexes and Iron will: Because pre-reqs for Forsaker, of course.

Power Attack: It's probably the highest impact combat feat, and it also leads into Improved Sunder.

Improved Sunder is one of the Forsakeriest feats one could take: what's better for somebody who wants to smash magic items? Smash an enemy's magic weapon, and it enables our DR in two ways: It both turns it on, in case we hadn't been able to break magic items earlier in the day, and hopefully their backup weapon won't also be magical. Smash holy symbols, spell component pouches, wands, staves, and other spellcaster paraphernalia, and laugh when they needed those to do their magic. Improved Sunder is the most Forsakery feat there is.

Boost Spell Resistance: Because going from 15 to 17 SR feels good (level 6 caster without bonuses succeeds on an 11 instead of a 9; seems ok to me), and because we can invest in improving our class features, so we will.

Improved Natural Armor: Well, we get natural armor from class, and we're spending feats on improving class features. Technically, we could spend all our feats on this, but that doesn't feel right; we want to build on more aspects of the Forsaker, after all.

Mage Slayer: Super thematic. Forsaker wants to kill mages; let's become better at it. It even gives another +1 to Will, too! I'm not too sure how valuable preventing enemy casters from casting defensively is, though - couldn't they just 5-foot step away and then cast, most of the time? I'd love to have a way to prevent or punish 5-foot steps, but the only one I could find in 3.5 used Action Points from Eberron, and I assumed those wouldn't be used.

Blind-Fight: Pre-req. Also it's one of those feats you rarely want to spend a slot on, but that you're really happy you have when it comes up.

Pierce Magical Concealment, Pierce Magical Protection: Again, super thematic. Pierce Magical Concealment in particular is ridiculous. Ignore magical darkness, but not regular darkness? Magical fog but not regular fog? That's weird. Pierce Magical Protection feels much more situational, but it's again very in-theme, and would feel fantastic when it does come up.

Extra Rage: Because 1/day feels bad, but 3/day feels like one can use it in most significant encounters during an adventuring day.

Combat Reflexes: Shouldn't basically any melee weapon user get this at some point?

Improved Initiative: Because going first makes nearly all tactical options better.

Improved Toughness: Essentially, it "buys off" the penalty from our flaw. That's why it's here; I thought that was neat.

Why are the feats in this order?
PrC pre-reqs first, that's a no-brainer. Power Attack for impact early, and to get Improved Sunder.

I was considering taking Extra Rage at 3rd, delaying everything else, because like I said earlier, 3/day feels sooo much better than 1/day in actual play. I decided against it because I'm making a build to emphasize the Forsaker part, not the Barbarian part.

After Improved Sunder, I start with the feats that directly improve my class features (SR and natural armor), then the ones that emphasize the Forsaker theme (the Mage Slayer cycle). After that, I finally get to have my extra rages, then take some generally useful things. As the final capstone, Improved Toughness compensates for the thing that made everything possible: The flaw.
For equipment, well, we won't have magic items, so this should hopefully be short.
We want to be versatile in our weapon choice, and carry around lots of different ones. Greatsword (for highest damage die), a reach weapon, some one-handed weapon, a composite bow with as high an STR rating as we can get, a light weapon... they all have situational uses. Having at least one of our main weapons be made of adamantine is obviously fantastic for our sundering shenanigans. We'll also want some silver and cold iron stuff for DR purposes. Different damage types, too. But all of this should be relatively obvious.
Armor-wise, the best and obvious choice would be a Mithral Breastplate. If we can't get mithral, a normal breastplate gives the same AC but slows us down, while a chain shirt is 1 lower AC without slowing us down. We could also use a heavy shield if we felt AC was more important than damage. Doesn't hurt to carry around, we have big carrying capacity with our STR.

Some numbers:
HP: 62 (6d12+18), assuming max first HD and average on the others
AC: 22; Touch 13, Flat-footed 19 (with breastplate; +5 armor +3 dex +4 nat) - add +2 in Whirling Frenzy, another +2 if using heavy shield. -1 if chain shirt instead of breastplate
Melee: Mwk Greatsword +13/+8 for 2d6+9; +15/+10 or +13/+13/+8 for 2d6+12 in Whirling Frenzy. Power Attack not included.
Ranged: Mwk Composite Longbow +10/+5 for d8+6. Could Whirling Frenzy +8/+8/+3
Saves: +11 Fort, +6 Ref, +6 Will; +2 Ref in Whirling Frenzy
SR 15, DR 5/Magic, Fast Healing 2 for up to 30 points of damage/day

How do I fight against...

A powerful warrior?
I'll try to sunder his weapon; if it's magic, it'll turn on my DR (if it isn't already on), and hopefully he won't have a backup magic weapon. Then, it's about whether my numbers are bigger than theirs.

A powerful beast?
Can't sunder natural weapons, but hopefully those aren't magical to begin with. It's all about having bigger numbers here.

Multiple weaker warriors or beasts?
With combat reflexes and a reach weapon, I could get some good hits in as they approach me. Or I could go one-handed weapon and shield to make myself pretty hard to hit, especially in Whirling Frenzy. That also lets me make 3 attacks per round, so they should start going down pretty fast.

A powerful spellcaster?
Sunder his component pouch, holy symbols, wands, staves and whatnot. Hopefully get them with their back against a wall so Mage Slayer does something. Maybe they don't expect me to also have Pierce Magical Concealment and Pierce Magical Protection.

Multiple weaker spellcasters?
My SR and saves should keep me relatively safe. I'll get into position to threaten as many of them as possible, perhaps switching to a reach weapon.

Flying enemies?
My ranged isn't great, but it's not horrible either. And if they're flying, odds are they aren't within 30' or in melee with something, so lack of ranged feats don't hurt as much! Or, if they do fly-by attacks, I can ready actions to attack when they come in.

Swarms?
Uhh, am I allowed to use Alchemist's Fire, or does that count as magical enough that the Forsaker won't like it?

Incorporeal enemies?
Since I have DR/Magic, my weapons count as magical for piercing DR. Not sure if that's good enough to hit incorporeal creatures. If it isn't, I wonder if Holy Water counts as too magical for the Forsaker.

I'm feeling a bit uninspired, so here's the cliff notes version of what I have churning in my head. I know every basic writing advice is "show, don't tell", but I'm bad at that and I don't wanna.

This character, Alaric, grows up in the Wizard Empire. He has crap mental stats, so he certainly won't be a spellcaster. His sweetheart Mina, however, is very talented. So talented, in fact, that the Wizards want her for the Wizard Academy or whatever. But Alaric wants her to stay, and she wants to stay, too. There is some altercation where Alaric gets knocked out by a Magic Missile or something when the Academy people come to take her away.
(from here, we have a good reason to be literate and have CC ranks in Spellcraft).

Knowing he'll face a lot of trouble for having had an altercation with the Academy people, Alaric flees town and survives on his own in the wilderness. He keeps on the move because there's probably a manhunt for him, or at least he thinks there is. Eventually, he finds himself in the Barbarian Borderlands. During this time, he ends up drawing more mental strength from the idea of revenge on the Academy people, rather than the idea of eventually being reunited with Mina.
(this is why I want Survival ranks, and stuff. Also I imagine this is essentially replacing a commoner level with barbarian and also earning PC stats.)

He meets a barbarian tribe in the borderlands, and swears off magic forever to earn their trust. While he still lacks the mental stats to be a true leader, he does have strength, which barbarians respect. Over the next couple years, this does earn him more and more influence both with his new tribe and the neighboring ones. Eventually, they decide the barbarians have been kept contained in the less hospitable borderlands by the Wizard Empire for too long, and start preparing for war. This, of course, gives Alaric his opportunity for revenge.

They begin with a few minor raids on outlying settlements, and are very successful at that. Emboldened by this success, they decide to make a bigger attack - on the town Alaric was born in, almost coincidentally. But the wizards have foreseen this attack, and sent reinforcements to aid in its defense. Guess who's leading these reinforcements, on her first mission after graduating from the Academy? That's right, it's Mina. They fight, Mina dies, Alaric hates the wizards even more, blaming them for the chain of events that led to this.

The barbarians win, but suffer heavy casualties; their campaign is stalled for the time being. Retreating Wizard forces bring Mina's body back to the capital, where the bigwigs decide that her potential was too high to let go to waste; they bring her back as an undead. Alaric will be filled with even more hate and rage when he finds out...
Masters of the Wild: Forsaker
Complete Arcane: Mage Slayer, Pierce Magical Concealment, Pierce Magical Protection
Complete Warrior: Extra Rage, Improved Toughness
Book of Vile Darkness: Boost Spell Resistance
Monster Manual 3: Improved Natural Armor
SRD: Everything not mentioned above

Zaq
2021-04-23, 06:00 PM
INGREDIENT: PRESTIGE CLASSES (round 13)

At middle-aged, a runesmith.
At venerable, a prunesmith?



Dhrun the Thunderhead
Lawful Neutral Gold Dwarf Marshal 1 / Wizard 4 / Runesmith 1
Middle Aged
The secret ingredient is: Prestige Classes!



Ability
Total
Base
Race
Age
Level


Strength
8
9

-1



Dexterity
9
12
-2
-1



Constitution
16
15
+2
-1



Intelligence
18
16

+1
+1


Wisdom
10
9

+1



Charisma
16
15

+1


This build utilizes one ACFs: The Focused Specialist Wizard from Complete Mage.



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


1st
Wizard 1
+0
+0
+0
+2
Concentration 4, Craft (Stoneworking) 4, Spellcraft 4, Knowledge (Arcana) 4, Knowledge (The Planes) 4
Toughening Transmutation, Scribe ScrollBonus
Familiar: Ferret, Focused Specialist Transmuter, banning Enchantment, Illusion and Necromancy


2nd
Wizard 2
+1
+0
+0
+3
Concentration 5, Craft (Stoneworking) 5, Spellcraft 5, Knowledge (Arcana) 5, Knowledge (The Planes) 5

-


3rd
Wizard 3
+1
+1
+1
+3
Concentration 6, Craft (Stoneworking) 6, Spellcraft 6, Knowledge (Arcana) 6, Knowledge (The Planes) 6
Magic of the Land
-


4th
Wizard 4
+2
+1
+1
+4
Concentration 7, Craft (Stoneworking) 7, Spellcraft 7, Knowledge (Arcana) 6, Knowledge (Architecture) 1, Knowledge (Dungeoneering) 1, Knowledge (Religion) 1, Knowledge (The Planes) 6
-
-


5th
Marsha 1
+0
+3
+1
+6
Concentration 7, Craft (Stoneworking) 8, Diplomacy 7, Spellcraft 7, Knowledge (Arcana) 6, Knowledge (Architecture) 1, Knowledge (Dungeoneering) 1, Knowledge (Religion) 1, Knowledge (The Planes) 6
Skill Focus (Diplomacy)Bonus
Minor Aura


6th
Runesmith 1
+6
+5
+1
+8
Concentration 9, Craft (Stoneworking) 8, Diplomacy 8, Spellcraft 9, Knowledge (Arcana) 9, Knowledge (Architecture) 1, Knowledge (Dungeoneering) 1, Knowledge (Religion) 1, Knowledge (The Planes) 6
Martial Study: Leading the Attack
Rune Magic


Epic feats below, they can be mostly shuffled around as they're largely equivalent in usefulness:



Feat Name


Martial Stance: Bolstering Voice


Spell Focus (Transmutation)


Greater Spell Focus (Transmutation)


Spell Mastery


Uncanny Forethought


Protection Devotion


Protection Devotion


Insightful Reflexes


Planar Touchstone: Catalogues of Enlightenment - Family Domain


Improved Initative


At the early levels, Dhrun is a pretty usual wizard. He seeks to help his allies as much as possible, adhering to his dwarven values of companionship. Toughening Transmutation proves very useful at this stage, as it often more than halves the damage of the usual adversaries. Dhrun has a disdain for evil and misleading magics, for this reason he bans the Necromancy, Enchantment and Illusion schools.

Some spells that Dhrun prefers for 1st level are: Mage Armor, Shield, Protection from Evil, Magic Missile, Enlarge Person, Treacherous Weapon, Blockade
Gaining second level spells is a big boost for any caster, Dhrun improves his assortment of buffing spells and acquires some additional utility. Dhrun finds that he has a particular connection with the land, especially his mountain home and is able to channel it to restore his alllies with the Magic of the Land feat. It's not much, often just a couple of hit points, but it helps, especially combined with the damage reduction he can grant.

Some spells that Dhrun prefers for 2nd level are: Arcane Turmoil, Glitterdust, Bull's Strength, Snake's Swiftness, Whirling Blade, Ironthunder Horn. The last one in particular is a favorite.
After gaining some standing in his clan after his successful exploits as an adventurer, Dhrun seeks to take a more leading role. For this reason he takes a level in Marshal, he takes the Master of Tactics aura, enhancing the damage of his allies. If this is not beneficial to the party at hand then the second choice is Demand Fortitude for the additional protection against such effects. He also gains Skill Focus (Diplomacy) which is very helpful indeed when interacting with other dwarves.
Finally, Dhrun takes a level in the class he's been looking forward to, the Runesmith, this allows him to wear his plate armor and heavy shield into battle, enjoying the increased protection they afford him, as he often likes to stay close to the melee and disapproves of cowering in the backlines. At this level Dhrun also attains 3rd level spells, which are quite important with party-wide buffs coming in. Dhrun also gets some martial training at this point, gaining the Martial Study feat for the White Raven discipline which fits his own philosophy in battle.

Some such spells that Dhrun prefers are: Dweomer Vortex, Sudden Aegis, Haste, Slow, Fly, Bands of Steel, Great Thunderclap.
The Martial Stance feat completes Dhrun's training, he can now provide a substantial bonus to the Will save of his companions, especially against fear effects. He then turns back to his magical studies. The Spell Focus and Greater Spell Focus feats increase the chance that his debuffs will indeed land, bringing the DC for his third level spells to 19. Spell Mastery and Uncanny Forethought further enhance Dhrun's magical aptitude, allowing him to always have the right buff spell at the ready when battle is met.

Dhrun picks up a couple instances of Protection Devotion as well as the Planar Touchstone feat allowing him to get the Family Domain granted power. Both of these abilities enhance the defenses of Dhrun's party and ensure minimal damage is taken.

Finally, Improved Initiative allows Dhrun to act quickly and without hesitation and Insightful Reflexes shores up his lacking Reflex save - necessary against Fireballs and other such effects.

In the end, Dhrun ends up being quite a resilient wizard indeed, he should have around 36 hit points and a respectable AC of 19 before any buffs. In tougher encounters he can use Protection Devotion in conjunction with the Family Domain granted power to grant himself and his allies a total of +7 to armor class, which will bring his own AC to 26. Dhrun's saves are also respectable at Fortitude +8, Reflex +5, Will +10 which in addition with his racial +2 bonus against spells and spell-like abilities as well as poison should give him a decent chance to shrug off many perilous magics.

Tactically, Dhrun much prefers to assist his allies with spells and auras than use blasting spells and such. Between his auras (Master of Tactics, Bolstering Voice), his defensive buffs (Protection Devotion, Family Domain), his spells (Haste, Bull's Strength, Snake's Swiftness) and the Toughening Transmutation and Magic of the Land feats, he is quite able to greatly empower his companions to face any adversity. If necessary Dhrun will indeed fight on his own, not to deliver lethal blows, he knows he is not skilled enough for that and his age does not help, but rather to take the heat away from his companions.

A sample preparation list for Dhrun at the final levels is below (Without empty slots for Uncanny Forethought - if slots are left empty they should be 3rd and 2nd level for maximum versatility):
1st - Blockade, Magic Missile, Protection from Evil, Enlarge Person, Nerveskitter, Treacherous Weapon
2nd - Arcane Turmoil, Glitterdust, Bull’s Strength, Ironthunder Horn, Snake’s Swiftness
3rd - Sudden Aegis, Haste, Slow, Fly

Notably Dhrun can utilize immediate spells to enable Toughening Transmutation or Magic of the Land. For example Nerveskitter can be used in combat to provide 2 hit points and DR 5/magic while Sudden Aegis will provide 6 hit points in addition to DR 10/adamantine.
Exemplars of Evil - Uncanny Forethought
Tome of Battle - Martial Study, Martial Stance
Complete Adventurer - Insightful Reflexes
Complete Mage - Focused Specialist, Toughening Transmutation
Races of the Wild - Magic of the Land
Complete Champion - Protection Devotion
Miniatures Handbook - Marshal
Planar Handbook - Planar Touchstone
Races of Stone - Runesmith
Player's Handbook - Improved Initiative, Wizard
Spell Compendium - Family Domain

Zaq
2021-04-23, 06:01 PM
INGREDIENT: PRESTIGE CLASSES (round 13)

Dragon totem! Bear totem! Rabbit season! Duck season!


Noma gic CG Shifter Totem barbarian 3/Forsaker 3
This build would be for the Round 13: Prestige Classes (http://www.giantitp.com/forums/showthread.php?572441-Iron-Chef-Optimization-Challenge-E6-Appetizer-Edition-(Round-XIII))
Noma gic was a normal barbarian of the dragon tribe , and his tribe was trying to live in cooperation with a near city, trading with them, sending the youths at exploring the city, and so on. He was one of the many that learned various thing in the city, mainly how brawling in the bar and similar thing, but then the council of the city decided to exterminate the tribe of barbarians , and knowing that they didn’t have many spellcasters they used every magic caster they had to kill each barbarian from afar without having many problems, maybe they were searching for draconic items as that was the dragon tribe. Noma was lucky , as he activated his shifter trait and barely survived from the magical attack, surviving with not so many hp. He walked , rested and escaped until (with other survivors) he arrived at the other tribes were he explained the situation , so the tribe chose to cut off each trade with that city and he was adopted in another tribe, the Bear tribe. Even if he helped the other barbarians he could not forgot how these wizards killed many of his companions, so he searched for something to beat these wizards and he found it , or better him, a master that was wronged like him , forsaking magic and being stronger than other individuals a forsaker. While his master wanted to avenge himself killing every wizard Noma gic instead chose to let everyone know how the wizards were evil, doing various donation to poors and to other ones, fighting for the good , and sometimes collaborating with spellcaster as he knew that exception exists .
Base stats
Strength 16, Dexterity 14, Constitution 16, Intelligence 12, Wisdom 10, Charisma 8
After race modifier
Strength 16 Dexterity 16, Constitution 15, Intelligence 10 , Wisdom 10, Charisma 6
After each modifier from level and from forsaker
Strength 20 Dexterity 16 Constitution 16 Intelligence 10 Wisdom 10, Charisma 6


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


1st
Dragon Totem Barbarian 1
+1
+2
+0
+0
Total 16(4+int)x4 Sense motive 4*, Listen 4, Tumble 4*,Swim 2 , 2 points spent to be literate
Iron Will,Blind fight
Whirling frenzy ACF, Skilled city dweller ACF, Illiteracy , Rage 1/day


2nd
Dragon Totem Barbarian 2
+2
+3
+0
+0
Total 4 (4+ int),Sense motive 5 , Listen 5, Tumble 5 Swim 3




3rd
Bear Totem barbarian 3
+3
+3
+1
+1
Total 4(4+int) Sense motive 6, Listen 6, Tumble 6 Swim 4
Great fortitude (bonus), Lighting reflexes
Great fortitude


4th
Forsaker 1
+4
+5
+1
+3
Total 2 (2+ int) Sense motive 7, Listen 7, Tumble 6 Swim 4

Ability bonus +1, fast healing 1 (10), forsake magic, SR 11


5th
Forsaker 2
+5
+6
+1
+4
Total 2 (2+ int) Sense motive 8 Listen 8 Tumble 6 Swim 4

Ability bonus +1, damage reduction 3/+1, magic destruction, SR 12


6th
Forsaker 3
+6
+6
+2
+4
Total 2 (2+ int) Sense motive 9, Listen 9, Tumble 6 Swim 4
Power attack
Ability bonus +1, fast healing 1 (20), natural weapons, SR 13, tough defense

* Skills swapped thanks to skilled city dweller

Epic feats in order
Ragewild fighting
Sacred vow
Vow of poverty
Healing factor
Shifter instinct
Extra shifter trait (beasthide)
Beasthide elite
Shape soulmeld (spellward shirt)
Bonus essentia
Extra rage
Let’s start we are a barbarian that doesn’t do anything with pounce as we use the spirit totem barbarian instead of the pounce so we are not interested in that, but we use the whirling frenzy as anything the normal rage give will be more a problem than anything as we will not have so much healing and when we will finish the shift we will gain hit points so losing hit points for a decrease of constitution is not a good idea. Ferocity can be good but the possible additional attack of the whirling frenzy is more interesting than enter in ferocity while flatfooted. We are barbarians with some skills that a barbarian normally doesn’t have as we use the skilled city dweller to gain sense motive and tumble , the first that can be useful in social situation the second useful in combat if we want to move. We have listen and swim as these can be useful . Our mental stats are not so high with charisma the worst , and wisdom and intelligence only at 10. Instead our physical stats are quite good as each one start at 16. The race obviously help here as we are shifter that give a malus to intelligence and charisma while giving a bonus to dexterity, but the main ability of a shifter is the shifting and our primary trait is longtooth so we will gain strength and a bite as natural attack so at level 1 we can do 3 attacks in a round if we want but they would have quite a penalty. For the feats well iron will is useful as we are not so high of wisdom and is a prerequisite for the main ingredient while we gain a bonus feat from our totem the dragon totem. We gain blind fight that is useful especially against invisible enemies , and is like uncanny dodge for us as we will not gain that ability but we will gain a bonus on save against paralysis and fear. And as being illiterate can be a problem we have spent 2 of our skill points to be literate, as swim will be quite boosted by our strength and armor penalty will be 0 in the future
Now we are a bear barbarian! Wait how is this possible? In the description of the totem barbarian it says “The choice of a totem must be taken at 1st level, and cannot be changed later except under extreme circumstances (such as the barbarian being adopted by another tribe) " so one can change his totem , it only require some special circumstances as being adopted, so it is possible as for the first two levels he was a barbarian of the dragon tribe while from the third level he is a barbarian of the bear tribe . While not starting directly as a bear tribe barbarian? Because blind fight is more interesting than toughness and this is not a grappling build. I only need the bonus feat of the bear tribe as we are preparing for the prestige class that require the three feats that boost the saves, lighting reflexes , iron will and great fortitude . Against some effects thanks to the 2nd level of the dragon tribe barbarian we even have a bonus so it’s not so bad for now.
Finally we entered in the prestige class, and we have 3 levels so as this build is related to the round of prestige classes we are fine (we only needed 2 levels but the 3rd is quite useful) So let’s talk about this class from an obscure manual , a 3.0 class called the Forsaker as he forsake the magic so now we can’t use any magic items , or cast spells or permit that spell are casted on us , as we need to contrast them each time we can doing everytime a save even against harmless spell. This can be a problem but is part of the class that give us some very interesting abilities so let’s go in order. First we gain an SR that stack with another SR we have if we have one. For now is quite low but it’s better than nothing. We gain a fast healing but is limited to a certain amount for day and thanks to the 3rd level of this class we gain 20 hit points for day of fast healing (1 for round) .This is to compensate the missing healing items and the healing spells on us that work only half as we oppose to them with our save. Then at each level we gain a bonus point to one of our stat and we invest each of them in strength as our focus is to do damage (thanks to the whirling frenzy for example) We even have a DR but it’s a 3.0 DR so if one should update that it’s a DR 3/magic that is still good. We only gain this DR if we destroy each day a magic item of the value of 300 gp so potions , scrolls and other consumable that are put in the loot will be destroyed by our forsaker probably as permanent magic items are quite difficult to destroy, and if we have our DR we are considered using magic weapons for bypassing the DR of the enemy that is quite good. Then finally the main ability of the 3rd level tough defense, This ability give us a bonus to our natural armor as our bonus to constitution so is quite good as our AC now will be based on dexterity and constitution that are the same. This class have a good base attack , another one of the motivation for why I didn’t use a class like monk which have a better saves or some other classes, and sadly we don’t have many skill points but they are still enough to boost sense motive and listen that will be our main abilities. As this class require three feats that boost our saves now we have a very good bonus on them even on will (that will be the lower) as it is boosted by the forsaker (reflexes is good thanks to dexterity as neither of the classes we have boost that in a good way , only a +1 for each three levels ) The feats we choose is power attack as our strength now is quite good , and thanks to the class and the race we can even choose a tactical feat that work each time, ragewild fighting . The maneuvers that we have now can be useful as the first talk about failing a will save (that is our lower) and doing an immediate attack so it’s a way to kill the wizard before he dominate us. The second it is why we boosted our strength so much as we need to hit the enemy with a big malus at least in E6 and without having any way to boost our to hit with magic . This is our way to do a control effect as we need first to hit the enemy with an attack, then in the round after that we need to hit with a strike which uses power attack at least with a -5 of penalty and then if we hit he need to pass a DC of at least 18 or be dazed . Why at least? Because while shifting and raging we gain a bonus to strength so the DC is boosted. The third is our way to hit in a good way while doing the double of our strength as we need to charge and if we spend an action point we deal our strength again (or only half of our strength if we use a weapon with two hand so if we have an odd value in strength is better using this with one hand if we are not considering power attack ) . As this maneuver use the action point we could be in the situation where we can’t use it but the best is the second one, this is one more boon.
Yes we use vow of poverty , that is quite good with the forsaker to be honest as we already gave out each magic item so our wealth was based on mundane items , and vow of poverty is at least better than any mundane items that I can think so what we gain and what we lose with this feat? We lose our armor , shield , and martial weapons if we used them, but we gain a +7 to AC (+6 sacred +1 of deflection) endure element on us , we doesn’t need to eat or drink , and a +1 enhancement on any attack and damage we do .Let’s focus on the any as it boost even our bite from the longtooth shifting and now the weapons we wield are considered magic even if we can’t destroy any magic items for that day. Is this worth considering what we have lost? Yes it’s worth as the effect similar to spell are quite useful, the bonus is a direct boost to our class ability , and even if we can only use simple weapons now the damage is not so low as we have still quite a good strength and the bonus on damage reduce that difference at 1 point on average, if we consider only martial weapons that could be wielded only with two hands as we will use a morning star that has the same damage of a warhammer so is fine for us, and we gained on the armor AC as only if we considered a shield (that would be a problem with power attack) we could have a better bonus , if we didn’t the +6 on each AC is quite better than the armor. On the ranged weapons there could be a problem , but our focus is the melee not the ranged combat. Sacred vow is not useful for this character but is more a feat tax than anything else. Why I took the feat only now? Because first we needed various feat for the forsaker and the other exalted feats are not required for this character. And yes this character have vow of poverty without being a monk and without using unarmed attack. For flying enemies the crossbow exists and while dexterity is lower it can still be useful (and the prepared attack can be an option) while against invisible enemies we have blind fight and if flour is considered part of a meal for one day we can use it against them.
After the two exalted feats we take 4 shifter feats so now we can shift 3 times at day for 1 minute , and one of them is quite essential and the reason for why I chose to use the shifter with the forsaker. As we fight in melee we will lose hit points and our fast healing has a limit so how I could regain hit points without using any class (as I needed the bonus feat from the bear totem barbarian)? The answer that I found was using the shifter with the feat healing factor. This feat permit to regain hit points as one had done a rest (as we gain 1 hit point per character level) at the end of the shift so at the end of the shifting we regain 6 hit points. One could say “But it’s not so much” and yes it wouldn’t be so much if we only consider the day while we fight as if the spellcaster as the downtime to craft items, and the other have the down time to buy items , we can use our time to rest more or shift to recover hit points while we don’t have to do anything so it can be useful even if they are only 6 hit points. For this feat I avoided each rage that boosted constitution as at the end we would lose hit points and the shifting that boosted constitution as the benefit of healing factor would be negated by losing hit points for losing constitution. The second shifter feat is a feat that help with initiative (the same bonus that we could gain with the ferocity acf) and with our skills that will be not so high but they can be useful. The third and the fourth feat are a boost to our defense , as these feat increase our natural armor (while shifting) with a +4 bonus so now when shifting we will have 27 of AC (29 if we have whirling frenzy activated) Shifting for this character is quite important as we gain a bonus to strength and an addition attack that thanks to strength and vow of poverty do 1d6+2+half of our strength so at maximum 1d6+6 that it’s not so bad considering that is in addition to the normal attack routine, and as a bite it bypass each damage reduction from the type of damage (as the bite has each type of damage).
These last feats are used to empower ourselves as we still have a SR that can stack with anything so why not gaining an SR so we can be quite annoying against spellcasters (with our saves that are good?) so we use the soulmeld that can be used by a forsaker and the best soulmeld for this is the spellward shirt normally not useful, but with the forsaker become quite an high SR as we pass from having 13 of SR to 27 with two feats so quite better than boost spell resistance that would boost only of two. To use the spellward shirt we need to use the bonus essentia but it’s not a problem and as last feat we take extra rage so now we can rage the same amount for day of our shifting even if there is a big difference as the shifting last 10 round while the rage 6 round
Hit points 12+5d12+18=62,5
Armor class 23 (10 base +6 sacred +3 dexterity +3 natural +1 deflection) Touch 20 Flatfooted 20
Armor class while shifting 27 (boost of 4 at natural armor) Touch 20 Flatfooted 24
Armor class while whirling frenzy 25 (+2 dodge) touch 22 Flatfooted 20
Armor class while shifting and whirling frenzy 29 (10 base +6 sacred +3 dexterity +7 natural +1 deflection +2 dodge) Touch 22 Flatfooted 24
Base attack /Grapple+6/+11
Attack Morning star +12 (6 base 5 strength 1 enhancement)
If I shift and activate whirling frenzy it become a Morning star +15 as attack (I gain 6 of strength)
Damage 1d8+8 (generally will be wielded with two hand) that become 1d8+13 while shifting and the frenzy .
Only while shifting Bite +8 (a penalty of 5 compared to the morning star) damage 1d6+2+half strength (as it used as an additional attack)
Best attack routine for number of attack +13 +13 +8 +8 as they are 3 morning star and one bite Normally we will use power attack to use ragewild fighting especially if we see that even with power attack -5 we hit , and if we do that probably we don’t use the additional attack of the whirling frenzy
Saves Fortitude +11 (6 base +3 constitution +2 great fortitude) Reflex +7 (2 base +3 dexterity +2 lighting reflexes) Will +6 (4 base +2 iron will)
SR 27 (13 from forsaker +14 from spellward shirt)
Whirling frenzy 3/day and last 6 round
Shifting 3/day and last 10 round
Initiative +5 (3 dexterity +2 shifter instinct)

From player’s handbook: Barbarian , Power attack, blind fight, iron will , great fortitude, lighting reflexes
From unearthed arcana :Totem barbarian , Whirling frenzy
From Eberron Campaign setting: Beasthide elite, Extra shifter trait, Healing Factor
From Races of eberron: Shifter race (with the traits), Ragewild fighting, Shifter instinct
From Complete Warrior : Extra rage
From Book of Exalted deeds: Sacred Vow, Vow of Poverty
From Masters of the Wild :Forsaker
From Magic of Incarnum: Shape soulmeld, Spellward shirt, Bonus essentia
From Cityscape web enhancement (http://archive.wizards.com/default.asp?x=dnd/we/20070228a) Skillled city dweller

Zaq
2021-04-23, 06:02 PM
INGREDIENT: PALADIN (round 18)

His armor is the shiniest you've ever seen.


Balnar, the Sacred Shield of Mystra
Neutral Good Dwarf Paladin of Mystra 6



Stat
Score


Strength
14


Dexterity
10


Constitution
14


Intelligence
13


Wisdom
17+1


Charisma
8


This build utilizes three ACFs: The Mystic Fire Knight substitution levels from Champions of Valor, the Holy Warrior alternate feature from Complete Champion and the Stand Fast alternate from the Cityscape (http://archive.wizards.com/default.asp?x=dnd/we/20070228a) web article.



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


1st
Paladin 1
+1
+2
+0
+0
Sense Motive 4, Knowledge (Religion) 4, Knowledge (The Planes) 4
Knowledge Devotion - Knowledge (The Planes)
Aura of Good, Detect Evil, Smite Evil


2nd
Paladin 2
+2
+3
+0
+0
Sense Motive 5, Knowledge (Religion) 5, Knowledge (The Planes) 5
-
Divine Grace, Lay on Hands


3rd
Paladin 3
+3
+3
+1
+1
Sense Motive 5, Knowledge (Religion) 5, Knowledge (The Planes) 6, Skill Trick: Collector of Stories 2
Serenity
Aura of Courage, Divine Health


4th
Paladin 4
+4
+4
+1
+1
Sense Motive 5, Knowledge (Religion) 7, Knowledge (The Planes) 7
Power Attack
Turn Undead


5th
Mystic Fire Paladin 5
+5
+4
+1
+1
Sense Motive 5, Knowledge (Arcana) 1, Knowledge (Religion) 8, Knowledge (The Planes) 8
-
Smite Evil (2/day), Stand Fast (1/day)


6th
Mystic Fire Paladin 6
+6
+5
+2
+2
Sense Motive 6, Knowledge (Arcana) 2, Knowledge (Religion) 8, Knowledge (The Planes) 8, Spellcraft 2
Ancestral Knowledge
Spellshatter (1/day)


Epic feats below:



Feat Name


Earth Devotion


Mage Slayer


Awesome Smite


Extra Smiting


Combat Expertise


Improved Trip


Protection Devotion


Extra Smiting


Improved Initative


Extra Turning


Balnar is a relatively mediocre combatant early on, certainly a more conservative character, his Knowledge Devotion can grant him some additional accuracy and damage against outsiders and undead adversaries. He fights with his dwarven waraxe and will use a shield when defense is necessary but drop it and hold the axe with both hands if he deems that damage is more important. Getting up to the later levels, he becomes more adept at utilizing his Wisdom using the Serenity feat, as well as contributing to his knowledge of adversaries with Ancestral Knowledge. The melee mainstay Power Attack is also present here, although Balnar does not use it very aggressively and mainly utilizing it for smite attacks and finishing blows.

At the fifth level, Balnar gains the Stand Fast ability allowing him to extend the benefits of his Divine Grace to his allies once per day, assisting against area spells that would hinder them. Additionally his smites now disrupt spellcasting, forcing adversaries to make a difficult DC 20 + Spell Level concentration check in order to successfully cast spells after being smitten.

At the sixth level, Balnar can now dispel magic with his attacks once per day, something very useful against mages and their buffed minions.
Getting into the epic feats, Balnar comes to his own, becoming adept at hunting down evil spellcasters that would wish to use arcane magic for their nefarious ends. Earth Devotion allows him to lock down adversaries from escaping, as well as breaking the occasional charge from melee enemies. With Mage Slayer the lockdown abilities further improve, preventing spellcasters from casting defensively and granting a modest boost to Will saves. Awesome Smite provides even more utility to Balnar's smites, and combined with Improved Trip can even grant additional attacks. A couple instances of Extra Smiting allow the paladin to smite even more as a measly 2 smites are not nearly enough for a day of adventuring.

Closing out the build, Balnar picks up some additional defensive measures with Protection Devotion, which helps both himself and his allies, Improved Initiative to have a chance act quicker in combat and some extra uses of his devotion feats with Extra Turning.
In the end, Balnar has:

Hit Points 50 (6d10+12)
Base Attack Bonus +6/+1
Saves Fortitude +11, Reflex +6, Will +11, with a further +2 against spells and spell-like abilities
Knowledge Devotion: Religion, The Planes +17, Arcana +11, Everything Else +9
Armor Class 20 (10 + 8 Armor + 2 Shield) or 18 without the shield


In battle, if enemy spellcasters are present Balnar will attempt to reach them either via charge or even double move and make the ground beneath them difficult terrain with Earth Devotion and using Mage Slayer to lock them down. If time is present beforehand, using Protection Devotion is also advised, but does not take priority over preventing enemy spellcasters from achieving their goals.

Balnar's smites are not the most powerful around but they still pack a punch - especially when combined with Power Attack, Awesome Smite and Improved Trip, assuming a Knowledge Devotion bonus of +3 and a masterwork waraxe held in two hands his attack looks as follows:


Masterwork Dwarven Waraxe w/ Charge, Power Attack 4, Awesome Smite: +14 to Hit, 1d10+20 damage plus Trip +6 and extra attack if the trip succeeds

Against tougher melee opponents Balnar will be more conservative, using his shield and even Combat Expertise to withstand blows. Fighting defensively in this fashion can bring his AC up to 28 which is considerable in an epic 6 setting, if the opportunity presents itself, he will of course lash out with a smite.

Champions of Valor - Mystic Fire Knight
Cityscape Web - Stand Fast
Dragon Compendium - Serentiy
Complete Arcane - Mage Slayer
Complete Warrior - Extra Smiting
Complete Champion - Awesome Smite, Holy Warrior, Knowledge Devotion, Protection Devotion
Races of Stone - Ancestral Knowledge
Player's Handbook - Combat Expertise, Extra Turning, Improved Initiative, Improved Trip, Paladin, Power Attack

Zaq
2021-04-23, 06:02 PM
INGREDIENT: PALADIN (round 18)

To be honest, there's not much that would be scarier than a fey devoted to lawful evil.


The tyrant
Unseelie fey lesser maeluth LE Swashbuckler 1/Paladin of tyranny 5
"I should have partecipated in the round 18 but there were too many paladin with a good alignment for me"
My story is quite long, but we have time until I can participate in this damn contest so you will listen, or you will pay the consequences for ignoring me.
It starts when I was born, from my mother a fey something, and my father , I never knew him , but he was deluded as he was hoping for a pure maeluth, and I’m only a lesser maeluth with a strange fey heritage, so I was not fine for him, my mother tricked him in thinking she was human from what I heard . Fine for what ? How for the Nine hells should I know? So I was only with my mother and she took at a court, where she was serving a Queen of darkness and something else, I’m not good with the fey culture, never learned it. As I growth here I tried my best to serve the queen ,learning from the soldiers that was here and becoming a quite agile warrior as even if I’m a dwarf I’m quite dextereous, but I was not funny enough for here so I was sold, maybe I should have learned the seduction art... I was separated from that ambient, and from that I learned that one should please who have the power. Luckily for me I was sold to a devil, and I became a paladin, serving that devil that ruled his underling but obeyed the order of who was above him, an ideal system without a queen that choose what she want. The more I learned , the more I knew that I should serve the best of the devils Asmodeus! I have his mark on my heart! How I had the opportunity to be recognized? This is for another time , is another long story that you will listen later by me or from one of these Damned Masters . Oh you ask what punishment would you have if you ignore my request , and why I stink like a ghoul? Well Jack come out. Then from the terrain, a pale figure come a spectre one could say , and it seems that he listens the orders of the paladin You see, this was Jack, and it was quite similar to you, rebellious and not listening to the contract he had with a devil, and the price was something worst than the dead as he died but then he became bond with me until his destruction, so do you want to become like him, becoming one more of the undead that are around me and that ,I think, are the cause of the stench I have? If you want you only need to say , your finger can be a good piece in my collection of trophies , each one from a different creature I killed and bond to me you should have seen the faces of their allies when it happened. Now that you learned so much about me you will continue my biography, right?

OFF Character The author of these builds doesn’t want to offend the builds of the 18° round of this competition, and no real people was harmed in the process.


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


1st
Swashbuckler
+1
+2
+0
+0
Total 22(4+int)*4+2 (apprentice) Intimidate 4
Knowledge (religion) 2
Diplomacy 4
Sense motive 4
Bluff 4
Knowledge local 2

Apprentice soldier, Weapon finesse (bonus)
Weapon finesse


2nd
Paladin of tyranny
+2
+4
+2
+0
Total 3 (2+ int) Intimidate 5
Knowledge (religion) 2
Diplomacy 5
Sense motive 5
Bluff 4
Knowledge local 2


Smite good 1/day, Holy warrior ACF, Aura of Evil, Detect good


3rd
Paladin of tyranny
+3
+5
+2
+0
Total 3 (2+ int) Intimidate 6
Knowledge (religion) 2
Diplomacy 5
Sense motive 5
Bluff 5
Knowledge local 2

Brand of the nine hells (asmodeus)
Divine grace, deadly touch


4th
Paladin of tyrannyl
+4
+5
+3
+1
Total 3 (2+ int) Intimidate 7
Knowledge (religion) 4
Diplomacy 5
Sense motive 5
Bluff 5
Knowledge local 2


Aura of despair, divine health


5th
Paladin of tyranny
+5
+6
+3
+1
Total 3 (2+ int) Intimidate 8
Knowledge (religion) 5
Diplomacy 6
Sense motive 5
Bluff 5
Knowledge local 2

Extra turning (bonus)
Rebuke undead, bonus feat from holy warrior


6th
Paladin of tyranny
+6
+6
+3
+1
Total 3 (2+ int) Intimidate 9
Knowledge (religion) 5
Diplomacy 6
Sense motive 5
Bluff 5
Knowledge local 2
Skill trick Never Outnumbered
Mark of Nessus
Stand fast ACF,Smite good 2/day


Class skills like this are cross class for the level
Epic feats 1° Force of personality
2°Death devotion
3° Supernatural trasformation (death devotion)
4° Life drain
5°Create spectral spawn
6° Snatch trophy
7° Bloodsoaked intimidate
8° Imperious command
9° Frightful Presence
10° Stench of Dead

I remember when I still was among other fey, instead of pursuing the path of the tyranny as I had done later I was dueling and learning how fight, without knowing how the winter was around me and that the enemies hated that. From that experience I learned how fight with dexterity instead of strength using a shortsword without any problem, and the social skill that I learned from the fey were useful later.
This level is only the prologue for this build but is still a good level if we consider that it helps us in various way, but first let’s see the race and the template that is applied to this dwarf. The race (without template) is lesser maeluth, a Planetouched from fiend folio that as base give +4 constitution and -2 dexterity, with each trait of the dwarfs and the bonus that 1/day for 1 minute our weapon will become unholy. As the race of this dwarf is a planetouched and with a level adjustment it was applied the lesser template from Player guide to faerun. It seems it wasn’t enough so the template “Unseelie fey” from Dragon compendium was applied, giving various stat modifier ,that combined with the lesser maeluth resulted in -2 strength +2 constitution +2 charisma. These modifier are quite good, but the unseelie fey isn’t only this as there are other various ability. A note of the author of this build says that “I ignored everything that was casual assuming the worst result” so this dwarf will not be able to fly, but there are two other mainly abilities . The first is the future damage reduction that will help us ignoring the damage, while the second is the season power of this dwarf, winter chill. This is a penalty on the saves of every living nonfey creature around this dwarf, that is the same as his charisma modifier so -4 on the saves of the living nonfey creature around him. At the first level this aura is not useful as the swashbuckler doesn’t have any effect that require a saving throw and was took only for these three motives. Weapon finesse as bonus feat, the good hit dice, and the number of skills , especially social as the paladin doesn’t have many of them. For this motive apprentice soldier was taken to give intimidate as class skill to the paladin
From the devils I started to learn a way to the paladinhood, becoming a a paladin of tyranny, working below the tyrants to let the law respect even if the evil have to spread for it. Thanks to my hard work I even obtained a mark from Asmodeus, is said that this mark has the power to command the people, let’s try “I command you to write my biography!”
Here I start to write the biography of this dwarf, hoping that I will not die, it’s better if I continue even when the command finish , I don’t want to die. From what I learned from the dwarf in these level he gained various useful abilities, from smiting the good people, detecting the good people, having a big bonus that is the same of his charisma to his save , becoming immune to any disease, exerting an aura that is similar to winter chill but with the double range, and they stack at giving a malus that was the motivation why I failed my saving throw, maybe luckily as if I didn’t failed I would have to meet his deadly touch that is quite difficult to half as damage for the same auras, and finally the ability to rebuke the undead, I don’t know for what he want to use that , but he didn’t gain any divine spell , instead he used the variant “Holy warrior” to gain a bonus feat , that is extra turning. The feat he chose at his 3rd level was brand of the nine hells , the one made by Asmodeus. This brand gives the dwarf a spell like ability of command as a swift action three times in a day, and is quite lethal if done with who is in melee against him, especially halt or drop as commands. As for the skills he aimed at gaining synergy bonus while empowering his intimidate that is already empowered by his template and by the apprenticeship he had with the soldiers. Even his diplomacy is not so bad
I obtained the mark of Asmodeus, I was quite honored in this, so I will have to continue in my missions, with my slave writer that will continue my biography, he will not rebel I think, and even if he would do this I’m quite sure he would not be able to kill me
The dwarf hoped for the mark , it seems that now it will be more difficult to hit him, as one will need to pass a saving throw to hit him, or he will have to do something else, so it’s a problem. Somehow the dwarf helped me, a wizard was trying to kill us with a spell , and he boosted my reflexes to avoid the spell. He said that was with his new feature Stand fast , from the Cityscape Web enhancement. Basically that feature permit him to give his charisma to his allies, seems like a counter to his winter chill aura but stand fast help allies as long as 20 feet from him so it’s not bad. I have noticed that from when he obtained the mark his will faltered less, I think he obtained the feat Force of personality to boost his Will save , to be at least on par with the other saves. His lack of wisdom was one of his weakness, and now he can intimidate a group of creature with the trick he learned never outnumbered...How I hope someone will kill this dwarf
Damn that writer , today I was fighting a group of adventurers , and he said each one of my abilities, and that I hoped he would do not. I beated the adventurer’s party even if they knew my points of strength have to pay. One of the devil I knew made contract that would have the contractors become undead under his command maybe I could do something similar
HELP! I hoped that the party of adventurer would kill him, but he didn’t faltered , and now I have a big problem, I hired others adventurer to help me I hope they will kill him. “In a later date” Damn they failed...and now I have even a bigger problem it seems that his adventures gave him enough experience to let him gain some feats, and now the adventurers I send against him were raised as spectres against me . I can only think that or he became a spectre or he has the feat Create Spectral Spawn, but it ask to have a supernatural energy drain how he obtained that… Wait he had the feat extra turning so he must have planned to take death devotion, so he could gain more use with his turning attempts, and then taking Supernatural trasformation so he could have the energy drain required...and with life drain he would not die from wounds as he could use his temporary hit points… Wait what is this sound damn damn DAMN! HELP ME! HE IS NEA” And so this poor author writing finish”
”Finally that damn Jack is dead, I don’t know how many enemies there was but now he is dead raised as a spectre under my command with other creatures, but now I’m lacking a writer how I could do…I will take a part of Jack as trophy so other writers will be intimidated . The act of taking his finger was quite good I should do it with each enemy I kill, a spectre doesn’t need the finger. I continued to do it, learning that far away there was a contest for paladins, I should go here to spread the word of my liege, and to gain some fame, surely a writer would be here no? If he doesn’t want to come I only need to kill someone, taking a trophy as a free action, and each creature 10 feet from me (thanks to never outnumbered) will have to surpass my intimidate (bloodsoaked intimidate), or being cowered by fear for one entire round and then shaken after (imperious command) , the training I had with the soldiers was quite useful for this , without that I would not be able to do this, the others paladins of tyranny lack an intimidating presence. Not that many paladins can have so many spectre empowered my rebuking attempt and with stand fast when we need to avoid some spells. I can be quite a good commander I think .
As recently I have seen a dragon with his frightful presence I tried hard to imitate that, not that I like so much the dragons, they are or too much chaotic or good generally. As a difference with the dragons I noticed that if the spectre attack the enemies, or when I hit them with a death devotion infused weapon, they will fail more against the saves that they need to do against me, power of negative levels, and against characters that use class level (maybe even monsters) frightful presence can work later if they have enough negative levels. But it’s not the only thing that it seemed to awaken inside me, especially after I fought that arcane gish, many of my so said allies say that I have a bad stench quite difficult to resist, but I think that is only better for me, as the enemies that will come in melee will have to resist this stench while having a problem with my aura of despair and the winter chill , and if they don’t resist they are even weaker when they make other saves against me. These are some very good aura if I want to dominate the combat , like a tyrant. “
Unseelie fey lesser maeluth
Medium Fey (planetouched)
Strength 10 (12 base -2 template)
Dexterity 16 (15 base +2 template -2 maeluth+1 4th level)
Constitution 16 (14 base -2 template +4 maeluth)
Intelligence 12 (12 base)
Wisdom 8 (8 base)
Charisma 18 (16 base +2 template)
Hit points 1d8+5d10+18 (53.5)
DR 5/cold iron
I have two smite good at day
Saves Fortitude +15 (4 paladin+2 swashbuckler+2 apprentice soldier+3 constitution +4 divine grace)
Reflexes +10 (1 paladin +3 dexterity+4 divine grace)
Will +9 (1 paladin+4 charisma (force of personality) +4 divine grace)
At each save I have a +2 if against magical effect , and a +2 bonus on fortitude against poisons as I have the dwarf traits , and I am immune to any disease
Main skills: Intimidate +23 (9 ranks+2 apprentice soldier +2 brand of the nine hells +4 unseelie fey+4 charisma+2 bluff synergy) Diplomacy +14 (6 ranks +2 synergy bluff +2 synergy sense motive +4 charisma)
If you want to attack me , you need to pass a will save DC 17 (10+half level+charisma) or don’t attack me , if you pass you are unaffected for 24h thanks to mark of nessus
When I attack every creature with less hit dice or class levels than me need to pass a will save DC 17 (10+ half level + charisma) or being shaken for the rest of the combat, if they pass the save they are unaffected for 24h thanks to frighful presence
Every living nonfey creature in 5 feet from me have a morale penalty on their saves of 4 (my charisma) thanks to winter chill from the unseelie fey template
Every enemy in 10 feet from me have a -2 untyped penalty on their saves , thanks to the aura of despair of the paladin of tyranny.
Every creature around me must make a fortitude save DC 16 or being sickened , gaining even another penalty on every thing. This is thanks to stench of the dead
When I hit an enemy with death devotion activated (each combat I will active death devotion) they need to pass a fortitude save DC 17 (10+half level+charisma) or gaining a negative level that remove 9 hit points instead of 5, and I gain 9 temporary hit points (life drain) .
I have 11 use of rebuke undead (3 + charisma+4 (extra turning)
When I drop a creature to negative hit point as a free action with a free hand and a light slashing or piercing weapon I can recover a trophy (snatch trophy) then as a swift action I can intimidate an enemy adjacent that has seen me (bloodsoaked intimidate) 1/combat I can even intimidate each enemy in 10 feet thanks to never outnumbered and generally will be made in combination with bloodsoaked intimidate.
If I successfully demoralize an enemy in combat he cower for 1 round and then become shaken in the following round (Imperious command). As frighful presence remain for the combat instead of becoming shaken again in the round following the demoralization he should be panicked
Each creature that die from negative levels instead of becoming a wight it become a spectral creature, under my control in 1d4 round for the most races, or becoming a spectre for humanoid enemies (create spectral spawn)
Swashbuckler :Complete warrior page 11
Paladin of tyranny : Unearthed arcana page 54
Stench of the Dead :Unearthed arcana page 94
Maeluth: Fiend folio page 136-137
Lesser planetouched : Player’s guide to faerun page 191
Unseelie fey : Dragon compendium page 222-223
Apprentice (soldier) :Dungeon master guide II page 176
Brand of the nine Hells : Fiendish codex II page 81
Mark of Nessus: Fiendish codex II page 84
Extra turning: Player handbook page 94
Death devotion :Complete champion page 57
Supernatural trasformation :Savage species page 39
Life drain: Libris mortis page 28
Create spectral spawn: Dragons of Faerun web enhancement (http://archive.wizards.com/default.asp?x=dnd/we/20070425a) page 6
Spectral creature template: Dragons of faerun page 109
Snatch trophy : Champions of ruin page 22
Bloodsoaked intimidate: Champions of ruin page 17
Imperious command: Drow of the Underdark page 50
Frightful presence :Draconomicon page 106
Weapon finesse :Player handbook page 102
Stand fast ACF : Cityscape web enhancement (http://archive.wizards.com/default.asp?x=dnd/we/20070228a)
Never outnumbered :Complete scoundrel page 87
Force of personality:Complete adventurer page 109

Zaq
2021-04-23, 06:03 PM
There you go! Seven builds for your judging pleasure! I enjoyed reading these.

MinimanMidget
2021-04-23, 07:24 PM
A ninja, two paladins, one paragon, and three prestigious folks...walk into a bar, I guess? That's an interesting spread.

PanosIs
2021-04-23, 08:02 PM
I participated in this one but felt that it suffered from an inverse case of "restrictions breed creativity" in the sense that unlike most instances, it wasn't very restrictive. Even now going back to the 29 previous ingredients I have a ton of ideas and none that particularly stand out.

Quentinas
2021-04-24, 04:05 AM
I participated in this one but felt that it suffered from an inverse case of "restrictions breed creativity" in the sense that unlike most instances, it wasn't very restrictive. Even now going back to the 29 previous ingredients I have a ton of ideas and none that particularly stand out.

Yeah I know the problem , for example in this round I had an idea of doing a swashbuckler /factotum but the main problem with this build that i didn't have a clear ingredient in mind as the swashbuckler was useful for weapon finesse , high bab and intelligence to the damage of finessable weapon, while the factotum would had intelligence to dexterity and strenght check that were useful for swashbuckler and giving more versatility thanks to inspiration. But I wasn't sure if it could work so i didn't even started at building that character

Xei_Win_Toh
2021-04-24, 04:31 AM
Crap, I just noticed not one but two wrong numbers/typos/wrong calculations in my entry. Oh well...

H_H_F_F
2021-04-25, 09:49 AM
Well done, everyone!


I participated in this one but felt that it suffered from an inverse case of "restrictions breed creativity" in the sense that unlike most instances, it wasn't very restrictive. Even now going back to the 29 previous ingredients I have a ton of ideas and none that particularly stand out.

I tend to agree. I came in quite late, and mainly because Zaq was asking for more builds.


The inexorable pace of life has been prohibitive of me finishing what i think may be my finest work, and so, I am here to implore, oh so kind and gentle arbiters of all that is e6 optimization to grant a significant extension, like a week or so, that I can submit.

Dare, did you end up not participating? Nothing here seems very "you".

Assuming you didn't, would you like to share your idea, or does it have componnents you'll use another time?

Zaq
2021-04-27, 09:55 AM
I've got a regular class lined up for the next contest. Then probably another conceptual one unless I think of something funnier.

Do we have any judges yet?

Beni-Kujaku
2021-04-29, 01:18 PM
Hello everyone. There seems to not be a judge willing to rate the entries for this round, and this is a shame, considering how intriguing the premices are. If you accept, then I will try my best to judge this round.

I am not an expert of E6, far from it (in fact I never even built an E6 character), and I do not promise to judge all of them today, or even this week-end, but I should be able to rate all these paladins and forsakers by the end of next week. Please be gentle, it's my first time ^^

H_H_F_F
2021-04-29, 03:40 PM
Greatly appreciated, Beni!

Beni-Kujaku
2021-05-04, 02:14 PM
Hello, everyone ! Here are your wonderful builds, rated by yours truly ! I hope you enjoy ! I may have seemed harsh sometimes, but don’t take it personally, all these are still really good.


Elegance:
• I love this build ! Attacks of opportunity have a lot of support spread throughout the books, and seeing them used is refreshing. You know what you want to do, and you do it well, with nothing out of place. This almost looks like a compilation of everything that would make a sneak attack opportunist good (sad that Defensive Opportunist isn’t in Dragon Compendium, btw).
• Congratulations not getting lost with your skill points, but next time, please make it clear where you put your points, like make the skill names bold, or put an asterisk. Same for cross-class skills, like spellcraft that is just lost among other names.
• Your build relies heavily on being able to AoO several times people who try to hit you when you’re using Combat Expertise. That’s commendable. Alas, it is sadly not possible. Sheathing the quickrazor after an attack is a free action, not « not an action ». Which means you can’t do that during the opponent’s turn. I also checked if the quickrazor was published before the invention of immediate actions (mentioned in Miniatures Handbook, 2003, but really implemented in Expanded Psionics Handbook, in April 2004), but it was published in Races of Stone, in August 2004. So soon after EPH, if they wanted to make it take no action at all, they would have.

○ There is still a possibility that the authors of RoS didn’t know about immediate actions, and that RoS was already in writing when the other books were published. The ‘at the end of your action, you must stow the quickrazor in order to use it properly again on your next turn’ wording might make it equivalent to the Feather Fall spell, which was initially a free action usable between turns. This is arguable, so that is why I will rate the build as if it worked, and only remove .5 points from Elegance for it. But know that RAW, there is a high chance it doesn’t work like that.
•Also, you’re… Not a drow. You can’t take a Drow Fighter ACF. Really nothing else to say, why would you choose this ACF ? Did I miss something ? What you could do is be a lesser drow. You then have touch of fatigue 1/day. If you cast it but hold the charge indefinitely, you are threatening but still have free hands (you won’t discharge the touch of fatigue by grabbing your blade since its targets are only creatures).
• Score: 2.0 Apart from the ruling contention, the build is pretty neat, with just the skills being hard to read, and the seemingly random choice of classes (I get that there theoretically is an XP penalty, but if you’re not going to be able to get rid of it entirely, don’t make the build more messy just to make it come up later). But the Drow Fighter level just made me pause for a moment. It is good, yes, but you just can’t take it.

Originality:
• Optimized opportunity (OpOp, if you will) isn’t something you see that often. Ninja is something you see never. And Kenku is a race I even forgot existed. All those combined make for a character that I really didn’t see coming, even less so with all the PrC and paladins of the round.
• Quickrazor is sometimes used in optimization, granted, mostly with factotums, but using it with Mercurial Strike is really novel. I laughed out loud when I saw that (after I spend a little while wondering why you needed Quickrazor if you already had Quick Draw).
• Apart from this combo, however, none of your feats really struck me as particularly original, just standard AoO and Sneak Attack bonuses. Also, you hyped the kenku’s voice imitation at the beginning, but you made nothing of it. I was disappointed.
• Score: 6.5 The concept and premises are very original. The execution… less so.

Power:
• It is pretty hard to rate this build. If the opponent just ignores him, he arguably only has 2 low-damages talons (granted with a lot of d6s attached if you have a friend), or one talon and a quickrazor, to deal damage. And that is not that bad, but not that good. You might be able to force the opponent to attack you with that damage, but I’m not confident. You are very vulnerable to casters, and even the very late Mage Slayer doesn’t change that that much, and you can’t do anything against Undeads and Constructs (granted, that’s the case of most rogue-types). Ghost Step is very good to go assassinate casters, if they are still on the ground, though.
• If people are attacking you, on the other hand, you can do a lot more alone. Up to 5 Mercurial Strikes can really mess up people. In the end, if you don’t use Expertise and the opponent attacks you, that hurts. If you use Expertise and the opponent doesn’t attack you, you just lost some to-hit bonuses. If you use Expertise and the opponent attacks you, there you can shine. I’m not really sold on a build relying on the actions of the opponent to be efficient, even so powerful when it works, but that’s maybe a bias from my part.
• Score: 3.5 One-Trick Pony. The trick works, it works well. Any other case and you are subpar.

UoSI:
• You used the first level of the Secret Ingredient. You took 4 levels, but really, the last three could have been more Sneak Attack Fighter levels that the build wouldn’t have changed much. You didn’t even mention Ghost Step in your Breakdown. I feel like replacing all ninja levels by rogue levels in masterwork studded leather would better the build in almost every way. Neither poison use nor great leap are used to any extent, and hit-and-run seems to be more essential to the build than Sudden Strike.
• Score: 2.0 Just taking levels in the Secret Ingredient is not enough for it to be used well. And here, it is definitely not used well. Having Wis to AC is good, but it does not mak the build really unique.


Final Thoughts:
• I was pretty excited for this character, and was a bit disappointed. Between the illegal choices, the secret ingredient of questionable utility and the generic feats, it doesn’t live up to my expectations for the premises (which were quite high, I won’t lie).
• Total: 14.25






Haley : ‘Hey, wait a minute. Aren’t all dark elves evil ?’
Laerlor : ‘Well, that will just have to be one more arbitrary mold I won’t fit in.’


Elegance:
• It pains me to penalize such glorious cheese (I love cheese), but the glory of a cheese is measured by it’s accordance to the rules. And being able to cast 2nd level divine on some days and 2nd level arcane on others do not qualify you for Mystic Theurge. If it did, the Chameleon and its adaptable feat would qualify for every prestige class that requires any feat. You would only be able to use the abilities of the Mystic Theurge when you complete the prerequisites, and that is never the case. You would have to use Mad Faith/Precocious apprentice shenanigans for that.

○ You could go the bigender approach, but that would be reaaaaaaally questionable. Beyond the issues that you already stated, the RAWness of it is pretty obviously illegal. The Player’s Handbook clearly has a little paragraph (page 109) stating « Your character can be either male or female. » (yes, that’s the whole subsection on gender). You could say that ‘or’ can be inclusive, but that’s not how it is used in the vast majority of D&D. There are things that allow you to change gender pretty easily, but even the BoEF doesn’t have rules for bigenderism/hermaphroditism (Yes I read it just for that. Yes it was insufferable.)
• The rest of the abilities are pretty interesting. They are pretty centered on defense, be it mobility or illusions and enchantment. That fits pretty well with the concept of the character, who has been discriminated their whole life. Not that focused, but pretty thematic.
• Lots of cross-class skills. That’s not pretty.
• Score: 2.5 A component essential to the build is illegal. That stings. The rest is not that bad, but nothing particularly elegant either.

Originality:
• This is a gender-fluid neutral good drow living on the surface changing their spellcasting specialty according to the gender they unwillingly lean to each morning ! Need I say more ?
• I do ? He is a conjurer based on flexibility and uses it to get out of sight, with enchantment and necromancy as his forbidden schools, his whole schtick is moving away and calling people to fight in his stead. She is a cleric who has always been cloistered, with this assigned gender being seemingly a burden, making her necropolis-born, and more centered on necromancy and beating/cursing her enemies in close quarters. And finally, they have a fey heritage (by their mother, I assume ?) giving them a lot of enchantment based on charisma. That’s what they use to conceal their nature (all of it), when they do not feel like it. Three parts, three ability scores, two genders sticking to each other by the heritage. Of course, that is only assumption based on the three domains and the choice of feats, but having this choice of banned schools on wizard to have these as SLAs is pretty interesting.
•A lot of the feats you took (take one of your SLA, give it more versatility) are not seen often, and push forward the theme of a magical jack-of-all-trades.
• Sadly, no spell list, and next to no use of the god of trades that you chose.
• Score: 9.5 The concept itself is extremely unique, uses some very interesting cheese (that doesn’t work, but still) and is very well backed-up. Congrats !

Power:
• There are a lot of very good (some would say broken) ACF here, from abrupt jaunt to cloistered cleric dip, and your Devotion feats are really good too in this kind of build.
• The immense versatility granted by your multiple SLAs means you will shine in social situation, and that your utility will be very good.
• However, the 3rd level is a very good one, especially for wizards, and losing out on it hurts the character quite a lot. Even without the 6th level, which you can’t take, I don’t think Laerlor will be comparable to a 5th level wizard or a 5th level cleric in terms of pure oomph.
• Plus, dozens of low-level spells do not an effective caster make. You will be action-starved all the time, and you don’t have anything to do with all those spell slots. Also, you’re MAD. Between all three mental attributes. Illusion, enchantment and necromancy casters really like their DC to be high, so having low-level spells keyed on a low attribute is not really good. That’s a bit better for the wizard, but still, the 2 most powerful lv 2 conjuration spells (Web and Glitterdust) require saving throws.
• Score: 2.0 Laerlor is versatile. They can cast spells all day long and trick half an army. But when it comes to combat (on which a good part of the build is focused), it is a bit lackluster, and I fear they might get ambushed and killed at the first succeeded saving throw from the opponent.

UoSI:
• That is good. Very very good. All three levels taken, of course, but the fact that the whole concept of the character is based on the paragon drow gender-dependant ability is very interesting. You use the abilities of the paragon class (and of the race, since with that kind of ingredient, it is hard to distinguish the two) throughout the build with the multiple feats giving more uses per day or versatility to your SLAs. All in all, a very good Secret Ingredient giving its flavor to an already good dish.
• Score: 4.5


Final Thoughts:
• A really nice build, interesting through and through, with some nice interactions, and built upon a ridiculous but hilarious class feature. Really very good.
• It really is a shame that the last class level doesn’t work like that. I would have loved to see this build expanded upon just a little bit more. Also, a bit more focus in your SLAs would have been appreciated. What do you want to do in combat against something with a high Will save ? What spells do you typically prepare ?
• In any case, it is pretty engaging and thought-out, and I love the premises.
• Total: 18.5






Yooo, I heard you liked Forsakers, so we put more Forsaker in your Forsaker so you could forsake while forsaking !


Elegance:
• You took a flaw, so you lose a point. I don’t want to do this, you understand. Making people lose points is the least of my favorite things to do, but rules are rules are rules, and losing a point is the rule right now.
• Very clean build, with simple feats going very well with one another (but the feat is just Sunder at level 6, Improved Sunder is another feat that has Sunder as a prerequisite). The build has a clean goal, is well explained and is well-organised. Plus, I like how the flaw is bought back in the end. What is there more to be said ?
•Well, there is your skills I have something to say about. You… Know you can’t have more than 9 ranks in a skill at level 6, right ? That doesn’t affect anything else, but that’s the kind of things that grinds my gears. Also, 2 skill points for being litterate is even less useful for you than for anyone else. You learn to read at level 2 ! And it’s unlikely you’ll have to read dozens of scroll as a level one character ! Just be patient and increase Listen instead ! That would allow you to get a bit more Survival or Tumble.

• Score: 3.5 Minus one for the flaw, minus 0.5 for the skill rank and the name of the feat.

Originality:
• ‘Who are you ?’ ‘I’m a Forsaker.’ ‘And what do you like and dislike in life?’ ‘Forsaking, and magic.’ ‘And… do you have any hobby ?’ ‘I kill mages.’ ‘Yeah, but how ?’ ‘By forsaking magic.’ ‘But with what ?’ ‘Non-magical means !’
• This character is just the quintessential forsaker, so perfectly what is expected of the class that it becomes unexpected and gives a personnality to the character.
• Pierce Magical Concealment is indeed hilarious, and really can be useful at any level. You’ve got some nice mage-killing combos there.
• Still some pretty bland feats, like your four last epic feats.
• Score: 6 ‘So expected it’s unexpected’ is funny and interesting, but can only get you so far.

Power:
• Why did you not take Shape Soulmeld (Spellward Shirt) ? Whyyyyyy !? No, really, your primary feature is a Spell Resistance that explicitly stacks with every other source, and to boost it, you take a feat that is meant to increase a normal spell resistance that doesn’t stack. Spellward Shirt would have given you +10 instead of +2, without the alignment restriction. Boost spell resistance could have been good if you had another source of spell resistance elsewhere, but with your inability to use magic items, I can’t even assume that ! This choice single-handedly makes your SR from almost unbeatable to around 60% protection. That’s not good.
• A number of really unoptimal feats. Improved natural armor ? That is really underwhelming. Frail on a melee character is generally not something you want, and as I said, boost spell resistance is lackluster.
•That said, Alaric does his job well. More than well in fact. Fast movement and SR, plus the Mage Slayer/Pierce X line make for a terrifying opponent for a caster. They can’t (if they are unlucky) prevent you from coming close and once you are, they can’t escape.
•You’ll have to rely on your allies for some of the most heavy-hitters non-casters, who will have magic items and weapons, and will probably beat you 1v1. Sunder helps for that, but i twill not turn the tide single-handedly.
• Score: 2.5 You are pretty strong, but really, not using any source of SR except Boost Spell Resistance is just sad. And being a pretty one-dimensional character who will not do much against non-casters also hurt a bit.

UoSI:
• Perfect use of the Secret Ingredient, hands-down. Taken as soon as possible, 5/6 levels in it, most, if not all of your abilities are based on those of the Forsaker to increase them as much as you could…
• That line of thought made you make some unoptimal choices power-wise, but the result is just a forsaker cranked up to eleven. Even Sunder goes in the mold of improving on the forsaker’s magic item destruction schtick. Nothing more to say.
• Score: 5 If you could lose a point for putting too much of the secret ingredient, you might have, but as it is now, it is the perfect example of a secret ingredient built and improved upon.


Final Thoughts:
• The build is simple, very focused, and doesn’t lose its way. That makes it pretty good at what it wants to do, being a Forsaker that kills mages, but maybe it would become a bit boring to play in a campaign without too many spellcasters.
• Taking a flaw was a bold move. It probably would have been more accepted to have a moderate amount of taint (Heroes of Horror), with Gum Swells/Dead Eyes (which would have combo’ed with PMC) and Skin Thickens/Bone Thicken as your corruption effects. Plus that goes well with the forsaker idea that magic eventually corrupts everything it touches.
• Total: 17





Being GOD is good, but being GOD with a big armor is better !


Elegance:
• The build is very enjoyable to read, with a clear goal in mind, helping your allies perform well in combat and elsewhere. The class levels are simple and ordered, with the marshall being both good to allow entry in Runesmith and to improve on the concept of the build with his aura.
• The various parts of the build are well explained and justified, and they all make sense. Good points.
•That said, some of the feats and epic feats are questionable/illegal inside the build.

○ I understand that it was necessary for bolstering voice, but really, Leading the Attack is pretty ridiculous on a character with 8 Str and +2 BAB (which reminds me that the BAB on your build table is messy. That’s a shame, it was the only mistake on that table).
○ Did you not read Magic of the Land or did you mess up your skill points ? Because MotL requires a Knowledge (Nature) check, that you can’t even attempt without ranks in it. That’s too bad, that’s one of the rare Knowledge skills in which you didn’t invest points.
○ Did you think Uncanny Forethought worked in heavy armor ? It doesn’t. Since you don’t prepare the spells, you can’t prepare them on runes. And since most of the usage of UF is in combat, the feat becomes nigh-unusable on this build. It comes late in the build so it’s not that bad, but still.
○ And finally, I’m not a big fan of taking a Planar Touchstone in the middle of Mechanus, a Plane with which your character has no connection, or any way to go there by himself, and whose Planar Touchstone is hidden behind a test that Dhrun has only a 13% chance of succeeding at. Plus, you don’t qualify. You need 8 ranks in Knowledge (the Planes) and you only have 6. Really, taking another feat instead would have been much better.
• Score: 3 The feats have some issues, and failure to prerequisites is a big no-no, but overall the build is very elegant. I like it.

Originality:
• The concept of the GOD wizard isn’t new. In fact, it wasn’t new ten years ago. And your character is some of the most textbook definition of this concept. Transmutation-oriented wizard with more spell slots at level 6 than some bards have at level 20, giving the win to their teammates without taking the spotlight is really something that has been used and abused in all kinds of colors and flavors. That said, Dhrun manages to have some unique things he does well :
• The most obvious part, the armor, and other ways to boost your defenses. Not having to cast mage armor and still getting more AC and HP than a regular wizard can go a pretty long way to give you more versatility on 1st-level slots, especially with Focused Specialist. That is not often taken since you have to lose a level to enter Runesmith, but in E6 that is a far less important issue. Good thinking.
• Marshall and Bolstering Voice. Buffing without a spell. Adventuring days can be long, especially at low levels, and not having to put in a spell for will saves (and even then, I don’t know of a 3rd or less level wizard spell giving +2 to will saves for the entire party).
• Score: 3.5 Yeah… A bit too standard to my taste. There are a few nice things, but nothing made me go ‘Oh, that is nice !’ apart from the Prestige Class itself.

Power:
• Dhrun is a wizard. He’s obviously powerful, even at lower level. The question is if it is more powerful than a pure wizard with generic feats of the same level.
• Well I think yes. He helps his teammates masterfully, with the whole build working for this goal, and even if the DM puts you in so many encounters that you don’t have any spell slot left, you can still contribute with Marshall and Martial Stance. Toughening Transmutation is honestly excellent, and Magic of the Land (if you switch the Knowledge (the Planes) to Knowledge (Nature) will really help your party if they have no designated healer.
• Too bad for Uncanny Forethought, though.
• Score: 4.25 A strong build almost all-around, with lots and lots of utility, in and out combat. I also really like Ironthunder Horn (how is that Transmutation and not Evocation) and Dweomer Vortex.

UoSI:
• The Secret Ingredient fits inside the build pretty well, especially thematically. You make good use of its ability. But only one level of this class doesn’t give you much of its personnality. In fact, removing Runesmith and casting mage armor instead would change little to the build, and arguably even make it stronger since you’d be able to use Uncanny Forethought more efficiently.
• Score: 2.25 Not much to say here, there’s just not enough of the ingredient to give flavor to the menu. There is really nothing you can do with Runesmith that you couldn’t without, and that is pretty sad.


Final Thoughts:
• That is a very good build, and it would probably be pretty fun to play in a campaign. Really, it was very enjoyable and you could feel the theme behind the crunch. But I don’t think it fits in this kind of contest, where the Secret Ingredient is so important, especially not in a high-originality round, when your concept is something that has been expanded upon countless times in the past.
• Also, the multiple issues with the feats and the illegal Planar Touchstone pull it down. That’s a shame. Check your prereqs, folks.
• Total: 13.0





Thank you Zaq for that Looney Tunes reference, I chuckled ^^

Evil spellcasters attacking you ? Just say no. Wizards can’t legally kill your family without consent.


Elegance:
• Nothing crazy here, and nothing that made me cringe. It is just a good build, with everything in its place.
• The build is well organized, but the order in which the feats are gained is pretty random, and some of them really don’t go anywhere. Vow of Poverty doesn’t interact with much else, and even overlaps with the Forsaker ability. Shifter Instinct, notably, is pretty bland and doesn’t synergize with anything else. It seems like you took it just because it was a shifter feat.
•I… feel like the three parts of the build (Shifter, Barb and Forsaker) are almost completely separate from one another. Their class features don’t really complement each other, and even clash sometimes (whirling frenzy and its -2 don’t mesh well with the -5 from Ragewild fighting). Also, what kind of shifter are you !? I of course understood that you chose longtooth, but I had to go to Tactics for that. I would have preferred if you put it directly in the description of your race, that would have been easier to read.
• Why Swim ? Why put 2 points to be literate when you automatically become literate with your 4th level ? I’m not sure what you want to do with that.
• Score: 4.0 Nothing really bad here, but nothing incredible either. Bonus points for being the only completely legal build today.

Originality:
• Shifter Barbarian is pretty common, but shifter forsaker is not. I appreciate that you put that together, and that is pretty thematic too. However, there really isn’t much unique combo between feats and/or class features to really speak of (the spellward shirt is pretty well-known on a forsaker and all the other feats are really just used in their intended way). However, there are some really cool specific points that I loved :
• Tribe shifting. That is the kind of bold claims that I like. You don’t really make much of it, but the mere idea that you can switch your totem mid-progression is worth a lot. Thank you for that.
• And of course, Vow of Poverty. When you think about it, it’s pretty obvious, but this feat is so often skipped before even giving it a thought that it really was a surprise to me. It is interesting to see how you tried to patch its obvious weaknesses with Blind Fight and high Spell esistance.
• You success in having almost only interesting feats when your primary class requires very bland ones, and that is commendable. Congratulations.
• Score: 7.5

Power:
• Why is the Spellward Shirt so late !? It single-handedly makes you nigh-immune to spells, even without investing Essentia inside it. And since you can shape a soulmeld, extra essentia gives you 2 essentia, or a final almost-impassable SR of 31 ! That really helps a build like this who has not many ways to deal with casters. Same thing with extra rage. With your Vow and the Forsaker’s DR, what you need in low epic is not defense as much as offense, and Extra Rage will give you that much more efficiently than 3 shifter feats.
• Having Ragewild fighting really will not help that often for the will save effect, as you say you wanted to use it. If you are close enough to a caster to hit them with your immediate action attack from Ragewild, then chances are that you already killed them, or that they won’t be able to cast because of your attack of opportunity. And if they blast you from afar with will saves, ragewild will not help you and you will fall the same way. Your first priority should be to increase your Spell Resistance. It specifically stacks, use it !
• Ironically, for most of your career, your Forsaker will be very good at fighting mundane, with his good defense, his multiple attacks and his improved movement speed from barbarian. But he won’t be able to fight casters effectively. Pretty fast, your magical enemies will be able to fly or to teleport, and your poor Will saves will leave you vulnerable to the first Save-or Suck coming your way.
•The final result seems pretty good, though. As soon as you take Spellward Shirt, you become a juggernaut, impervious to most magical attacks, with enough attacks and Str to plow through enemies. You’ll still have difficulties against caster, but whatever if they can’t hurt you back.
• Score: 3.5 Overall a pretty solid build, that will be hard to pass for enemies. The lack of magic items is still a liability, of course (E6 with 10 epic feats is roughly equivalent in terms of XP to lv 12, and that’s the point where magic items really start to take off and make up a good part of a build) but the rest of the build seems to almost make up for it.

UoSI:
• The forsaker… is really not at the center of the build. It’s not just that you didn’t really use the forsaker, you seem to have tried to replicate its abilities with other things, making it almost useless except as a constraint. It’s defensive capabilities are not useful if you have so much AC, and Tough armor is even useless with beasthide and beasthide elite, since different sources of natural armor do not stack. The Natural Weapons ability overlaps with Vow of Poverty, and you don’t improve on its Spell Resistance until your 9th (!) epic feat !
• If you count which class or race your feats improve (except for the 3 prereqs, which improve the build on a whole), the Forsaker has less of them than the Shifter ! The shifter has five : Ragewild fighting, Healing factor, Shifter instinct, Extra shifter trait and Beasthide elite. The Forsaker only has Shape Soulmeld and Bonus Essentia, and arguably the vows, even though some of the abilities of Vow of poverty replace those of the forsaker instead of improving on them.
• At least, there are 3 levels of Forsaker, the maximum you could do without shenanigans.
Score: 1.75 I feel like you built this character around the forsaker instead of incorporating it. And like the good appetizer that is mayonnaise, the taste is really good only if it is well-mixed.


Final Thoughts:
• This build was a mixed bag. On the one hand, the result was pretty powerful, with a good use of what you chose and some great thinking, like the tribe thing. And in the end, you have a character with spell resistance, AC, HP, and offense off the roof.
• On the other, that comes at the price of the Forsaker just… being there until the very end of the build. It wouldn’t have taken much to really make use of it, but right now, if you didn’t tell me what was the secret ingredient, I would have answered ‘shifter’ without a moment’s notice.
• Total: 16.75





A paladin of Mystra who can’t cast spells. Those… are some interesting premises.


Elegance:
• A nice little build, pretty centered on what Balnar wants to do, well-organized and readable.
• Not that many double duties (prerequisites that work for several things), but nothing really useless, even though there are a few questionable choices.
• There is a problem with your skill points, at level 6, you gain 4 skill points instead of the normal 3. Furthermore, you can’t take Knowledge Devotion at level 1, since it requires 5 ranks in Knowledge. You would have to switch with Power Attack, which really doesn’t change much to the character, but is still an error.
•A bigger mistake is that you can’t have more than 2 Domain feats on the same character (Complete Champion, p52). The protection domain is not integral to the build, but that will be another penalty.
• Score: 2.25 Overall very enjoyable build to read, with everything neatly folded. The few errors are not integral to the build and can be easily fixed (except for Protection Devotion), which means the malus is reduced.

Originality:
• A paladin striving to be MAD on Wisdom instead of Charisma is really non-standard. And while mage slayer is an uncommon but not unseen playstyle, using Earth Devotion for that is something I have never seen. I appreciate that.
• A paladin of Mystra, goddess of magic, without spells, and focusing on killing mages is something that tickled my interest, both mechanically and story-wise. I reaaaally would have liked some backstory as to how he has gotten to this career. (Of course you’re not obligated to give one, and it won’t make you lose points, but I would have liked)
•Apart from Earth Devotion, Serenity and Ancestral Knowledge, the chosen feats and ACF are pretty standard. Lots of interesting things, but pretty standard. No very unque interaction either.
• Score: 8 The whole build got me hooked from the beginning, with the Wis-MADness and mage slayer build, and the rest was pretty interesting too. Overall a pretty unique paladin you’ve got there.

Power:
• I appreciate you wanting to be more MAD, I really do, but… Was it really necessary ? You can’t dump Intelligence, since you have Combat Expertise, and Wisdom really doesn’t give you much by itself, since you have no spells. Just keeping your paladin abilities on charisma and your knowledges on Intelligence would have saved you two feats without costing that much. Yes, you have a better Will that way, and +2 or +3 on Knowledge checks, but is that really worth 2 feats ? Also, I’m not sure if you realized that, but the demolishing smite of Awesome Smite, which would have helped you kill things that are not casters and given you more versatility, is still keyed on Charisma. It improves your smite, but bypassing DR is still an ability from the feat, and is not modified by Serenity. A small thing, but it is still important.

○ If you still wanted to play a dwarf without Ancestral Knowledge and the Charisma hit worried you, there are other kinds of dwarves, like the desert dwarves from Races of Faerun who have a penalty to Dexterity instead.
• Good to have noticed that you would need more smiting, but I think I would have doubled-down on it instead of Extra Smiting. Most of your devotion abilities last for an entire encounter, while you would like to be able to smite every round or so.
• Also a bit of nitpicking, but Earth Devotion will lose in interest pretty quickly. As soon as casters start to be able to fly, you will want to win Initiative every round to pin them before they get away, and putting difficult terrain around them will not change that. You might want to take Improved Initiative earlier
•Apart from that, the build seems functional. You trip well (Awesome Smite + Improved Trip is pretty nasty), you slay mages, you have a pretty good protection, even without using Combat Expertise that much. Really, you are pretty good at what you do.
• Score: 2.75 : The build does what is advertised, and it does it pretty good. It blocks casters who are in contact with earth, while being sturdy enough to not get killed in the process. The issue is that this kind of encounters might become less common as you level up (as in ‘in epic feats territory’), and investing a lot of the build in knowledge, which is all in all pretty situational (you’re not going to fight undeads and outsiders every day) may hurt a bit.

UoSI:
• 6 levels : good. Nothing more to say here, you can’t use a Secret Ingredient much more than that.
• Pretty good use of Turn Undead with the devotions, very good use of smite with the Awesome Smite, overall you gave justice to the paladin.
•Nothing for Aura of Courage and Lay on Hands, but that’s really splitting hair.
• Score: 4.5 : Really not much to say, just a very good use of a paladin, with its ACF and all.


Final Thoughts:
•Very cool character concept, intriguing and pretty well-built.
• Some questionable choices power-wise and not a lot of versatility, but it seems pretty enjoyable to play.
• I still wanna know how he got where he is.
• Total: 17.5




One of the worst enemy I would like to face. First because I dislike fear effects, but above all because of the sheer number of saves I would have to do each fight. The Tyrant lives to his stenchy glory by rebuking even IRL people.


Elegance:
• I'm sorry to start like that but... No. It doesn't work like that. The Death Devotion feat doesn't give you an Energy Drain ability, not more than an Enervating weapon would. The term "energy drain" is not mentioned, and the feat explicitly states that only the weapon is shrouded in negative energy. That invalidates a lot of the build by itself.
• You don't fulfill the prerequisites for Brand of the Nine Hells, and hence not for Mark of Nessus. You have to be a devil to take the Brand, so except if I missed an errata, that doesn't work either.
• Also, I don't know where the +2 Reflex at level 2 comes from. Is that a typo that you repeated for the next levels? Did you initially think the Swashbuckler had good Reflex, then only corrected the first level?
• Also your ability scores are... messy. With the race and the template that have opposite effects on some scores, that doesn't look really min-maxed to me, and I find myself wondering why you chose lesser Maeluth in the first place, except for the backstory. Did you think they would qualify for Brand of the Nine Hells ? (Just to be clear, they don't, they do not have the [Law, Evil] subtype nor devil traits, and the lesser version isn't even an Outsider. Being half-devil in the lore doesn’t give them any mechanical advantages)
• Score: 1 There are too may weird things here, and with flat-out illegal choices, I cannot give you any more than that.


Originality:
• Ah, the usual « Be a paladin, pump your charisma, then use it for as many things as possible ». It is quite strong, but not the most original by itself, and using one of the most famously (infamously ?) strong LA+0 template for a Cha-based character doesn’t help your case that much. Neither do the two ACF, that are pretty classic all things considered.
•There are not so many unique combos between your abilities, notably intimidate and negative levels seem like two entirely separate parts of the build, with no synergy beyond reducing the saves for intimidate with negative levels.
•That said, going Intimidate in the first place was pretty unexpected. This is not an often used playstyle, and having it on a paladin was pretty refreshing. Especially the snatch trophy line, which was both fluff and crunch, and that I haven’t seen in a long time.
•Apprentice soldier and especially the Brand/Mark feats were also very unexpected (the Brand and Mark mostly because they are illegal, but still). I do not know if what you got from these was worth three feats, but they were not-often-seen feat that really fit well with your lore and your vision of the character. I like it !
•I also liked the use of supernatural transformation, even though I very much dislike what you thought you could do with it.
• Score: 5.5 Nothing really mind-blowing here, and some over-used choices, notably the template. However, most of the build made sense thematically, and a lot of your feats were pretty interesting and rarely seen, even though the use you made of them was pretty standard. Overall a pretty original build. The backstory and the time invested in it are paying.

Power:
• I’m really glad I don’t have to rate Create Spectral Spawn. Giving unlimited control on creatures killed and giving them a LA+7 (!) template with flight, intangibility and 2 negative levels on touch ? While keeping their class levels ? That is so obviously broken that it would turn the whole build on its head. I even had difficulties understanding how this could have been WotC-approved, until I saw the name of the author of the book it’s in. Eric L. Boyd, infamous for having given us the perfectly balanced Serpent Kingdom, and pun-pun with it.

○ That said, even if Death Devotion did count as energy drain, you really did not optimize it’s use with your build. Death Devotion only allows you to inflict one negative level to a given creature (since you’re max level 6), which means you have to wait for your spectral servants to weaken an opponent until they only have one HD left before you can finish them off with Death Devotion and turn them into a spectral creature. Plus it prevents you from using snatch trophy on them, since they die without getting reduced under 0 HP. Putting so much of the build on a feature that you won’t be able to use more than once per opponent is really unoptimal. There are other, better, more unambiguously legal ways to get Energy Drain, like a dip in Soul Eater.

•Apart from that, the build is okay. You definitely put a lot of effort into getting a useful Intimidate, and stacking save-or-suck will probably drop a lot of opponents, even with good saves. However, most of these abilities only affect people adjacent to you, or 10 ft apart. And you have no good mobility option and a 20 ft movement speed. You will have a lot of problems with anything ranged, and get kited pretty easily.
•Some of your feats seem also under-used, like Mark of Nessus (even if itw as legal), where you almost totally skipped the second ability, since you have no natural attack, and Frightful presence. With so many epic feats, nigh on every challenge you will encounter will have at least your number of HD, so Frightful Presence will be useless 99% of the time.
• Score: 2.25 : Not an inherently bad build, if you skip the illegal things, but a lot of things are not used to their full potential, and it still has a lot of weaknesses that are difficult to patch with items. The lack of mobility is also a big issue.

UoSI:
• Very good use of the Secret Ingredients, with a Cha-based build and Stand Fast to improve on Divine Grace, good use of Rebuke Undead to boost Death Devotion, 5 of your 6 levels being paladin, good use of aura of despair for the intimidate build… Still, there are some abilities that are not really expanded upon, like the deadly touch or the Smite. Still a good use of the ingredient.
• Score: 4


Final Thoughts:
•The character is ruined by the illegal choices in it.
• Two concepts (Drain and save-or-suck) well expanded upon but with little synergy, especially since you can’t really drain a lot.
• Good lore, and good lore-mechanics relevance, well integrated within the paladin chassis.
• Total: 12.5

Zaq
2021-05-04, 02:43 PM
Thank you very much, Beni-Kujaku! Quite enjoyable to read.

H_H_F_F
2021-05-04, 03:42 PM
Many thanks for judging, Beni-Kujaku! No dispute from me.

Also:
you can’t have more than 2 Domain feats on the same character (Complete Champion, p52).

...Huh.

Excuse me, I have to go fix a bunch of NPCs.

PanosIs
2021-05-04, 05:07 PM
No disputes from me either~

Builds were a bit rushed sadly, hence mistakes.

MinimanMidget
2021-05-04, 06:20 PM
I have some disputes, but nothing worth slowing things down for. Thanks for the judgements!

Zaq
2021-05-05, 02:46 PM
One response here!


Hi! Thanks a lot for judging. I realize I made a lot of mistakes, but I believe you made one too, and that's why I'm writing this.

You're wrong on Improved Sunder. In the 3.5 PHB (and SRD), it's called Improved Sunder, and prevents AoOs and gives a +4 to the roll. There was a feat called just Sunder in the 3.0 PHB, which only prevented the AoO, and feats also called Improved Sunder in Deities and Demigods, Enemies and Allies, and Sword and Fist - all 3.0 books - which doubled damage on a successful sunder attempt. I kinda wish I could take that version of Improved Sunder as well, but I didn't because same name and 3.0 material. Anyway, it's just Improved Sunder in 3.5. Check the SRD.


Since I'm already sending a thing in, I might as well reply to some other comments:

Elegance:
-Well, the skill is unforgivable. I guess my head went "ok so I could put 4 points on level 1, then I have 6 levels, so that's 10". I had versions where I had 5 ranks in more different skills, but that's not the version I sent or the version you're judging.
-The literacy thing made sense with the backstory in my head, and I wasn't sure if PrCs counted for "taking levels in other classes", so I played it safe.
-I knew exactly what I was doing when I was taking a flaw, and it worked since you gave me full marks in UoSI. Don't feel bad about penalizing that in exactly the way you should here.

Power:
-I'm aware Shape Soulmeld (Spellward Shirt) exists. I didn't take it because while I guess it's teeechnically probably RAW-legal, and would be very strong indeed, it's obviously magical and not at all in character for a Forsaker to even consider. The book is called Magic of Incarnum, for crying out loud. So I went with the other thing I found that adds SR non-conditionally. I felt like Spellward Shirt would've lost points in originality or elegance for being dubious, but maybe it wouldn't have in this case? Oh well...
-Improved Natural Armor was more of an UoSI pick than a pure power pick, I suppose. Though I didn't look very hard for other options that might've increased AC more.
-Frail is a straight power loss, I'll admit that. But with it, Alaric is still a D12 HD guy with effectively 14 CON for HP. Of flaws that might've been less impactful, I didn't want to take Shaky because I wanted to have the ranged option, and Murky-Eyed would've felt weird given I wanted Blind-Fight - i have no idea how they'd interact if I was fighting something with non-magical concealment. And I thought the "buying off" trick with Frail was cute. Glad you agreed on that part at least!
-As for fighting non-mages, I suppose they might indeed have bigger numbers than me; I'm not experienced enough to tell.


Sorry, I got a bit rambly on some of the things. The main thing is the Improved Sunder thing.

Thanks again!

Beni-Kujaku
2021-05-05, 04:31 PM
One response here!

You are right about Improved Sunder‚ of course. I tend to not check editions when I look things up. I have to keep an eye for that. Your score doesn't change‚ though. I really didn't make you lose points for that‚ and only included it with the skill point mistake for completeness.

About Boost Spell Resistance and Shape Soulmeld (Spellward Shirt) ‚ two things would have made the SS(SS) not a problem. This is soul magic‚ granted. But using souls to create a shirt protecting you from magic is not that different from making a deal with devils (who are magic entities and feed on souls) to protect you from magic. It's not like you use actual spells‚ and accepring to use a little bit of magic to be more effective at destroying real magic can be a part of the build‚ after all. Some forsaker canonically travel and ally with wizards after all.
And the second reason is that the Iron Chef is initially an optimization challenge. If one part of the build contradicts a little bit the backstory‚ without even betraying it completely‚ but is integral to the build's power‚ I don't think any judge would penalize you.

H_H_F_F
2021-05-06, 11:36 AM
Are we expecting any other judges?

Zaq
2021-05-09, 01:03 PM
We are not, so let's get this show on the road!



Build

Stub

Ingredient

Score (place)

Chef



Mercutio

NE kenku ninja 4 / swashbuckler 1 / sneak attack fighter 1

Ninja

14.25 (5th)

MinimanMidget



Laerlor

NG gender-fluid drow cloistered cleric 1 / conjurer 1 / drow paragon 3 / mystic theurge 1

Racial paragon classes

18.5 (1st/gold)

H_H_F_F



Alaric

CE human barbarian 1 / forsaker 5

Prestige classes

17.0 (3rd/bronze)

Xei_Win_Toh



Dhrun

LN gold dwarf marshal 1 / wizard 4 / runesmith 1

Prestige classes

13.0 (6th)

PanosIs



Noma Gic

CG shifter totem barbarian 3 / forsaker 3

Prestige classes

16.75 (4th)

Quentinas



Balnar

NG dwarf paladin 6

Paladin

17.5 (2nd/silver)

Panosis



The Tyrant

LE unseelie fey lesser maeluth swashbuckler 1 / paladin of tyranny 5

Paladin

12.5 (7th)

Quentinas




Thanks as always to all contestants and to our judge! Congrats to H_H_F_F (for a well-deserved win with a concept that blew me away), PanosIs, and Xei_Win_Toh!

Watch this space for a new contest up soon. It'll be a lot more traditional!

Zaq
2021-05-09, 01:23 PM
New round here! (https://forums.giantitp.com/showthread.php?631229-Iron-Chef-E6-Appetizer-Edition-Round-XXXI)

Xei_Win_Toh
2021-05-09, 01:55 PM
Alaric is CE, it says so right at the start of the summary, before the spoiler blocks.

Obviously, I'm happy to medal on my first attempt. Imagine the amount of bricks I shat when I saw there was another Forsaker, though...

Zaq
2021-05-09, 02:38 PM
Table updated

H_H_F_F
2021-05-09, 02:59 PM
Yay, a gold medal! I'm very happy with this result, I didn't really expect much. Thanks for the compliment, Zaq!

Beni, I'm really glad you liked my submission. I also agree with your criticism - I felt like I couldn't take theurge, but I couldn't articulate why ("well, technically I CAN cast second level spells of both kinds, so... why not?) So I went for it. Your chameleon example was an excellent explanation as to why that doesn't work. I do think some of Laerlor's SLA's give them a bit more combat prowess than you verbally gave them credit for, but a 2 still seems like a fine score.

Well done, fellow contestants! I really enjoyed your work, though I can't lie - I was really looking forward to daremetoidareyou's "finest work". Still, the competition we ended up with was fun and interesting. Thank you all for participating!

Thanks again to our judge, Beni-Kujaku, and thanks as always to our chairman, Zaq!