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The Viscount
2021-04-22, 08:06 PM
Welcome to Optimization Stadium, the field of combat for our storied competition. Here the contestants will be transmuting lead into gold as we showcase the overlooked, underused, weird, wild, and wonky prestige classes.

Squeaking out a win by popular demand is our old reference to an Elvis Costello song (at least that's what it always reminds me of). Turn to Masters of the Wild and whip out your meerschaum pipe, this round we're cooking with Watch Detective!

Welcome, contestants, judges, and guests to Iron Chef. Here in Optimization Colosseum, contestants will endeavor to create an optimized and flavorful character using a specified D&D 3.5 prestige class as a "Secret Ingredient".

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

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

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

Kitchen: Competitors will be free to use any official 3.5 rulebook in constructing their builds. Dragon magazine is disallowed, and Unearthed Arcana is allowed; but see Elegance below. Web-exclusive 3.0 or 3.5 materials by WotC are expressly allowed, but take care to verify that an updated version did not appear in print elsewhere, as this may cause an Elegance deduction at the judges' discretion. Here's a guide to most of what has and hasn't been updated. (http://archive.wizards.com/default.asp?x=dnd/dnd/20050110x) Alternate rule systems from UA such as gestalt or Generic Classes are not allowed, as they create a different playing field. Also, item familiars are forbidden. Please refrain from using Taint unless it's necessary for the Secret Ingredient.
NB: Official Errata and 3.5 updates to 3.0 content are considered valid regardless of whether their sources would otherwise be legal. This includes the 3.5 update of Oriental Adventures given in Dragon Magazine, and the 3.5 updates of Dragonlance Campaign Setting content given in later third party Dragonlance books.

Cooking Time: Contestants will have until 13:59 GMT on Sunday May 9th, 2021 to create their builds and PM them to the Chairman, The Viscount. You may submit build by email if it is too large for a single PM. Please put the name of your build in the subject line of your PM. Builds will then be posted simultaneously, to avoid copying. Judges will have until 13:59 GMT on Sunday May 23rd, 2021 to judge the builds and submit their scores. If no judges have scored by that point, only the scores of the first judge to submit will be counted.

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

Power level is up to you. Cheese is acceptable, but should be kept to a sane level unless you're showcasing a new TO build you've discovered. In the words of one of my predecessors, a little cheddar can be nice, but avoid the mature Gruyere unless you're making a cheese fondue.
Elegance could bear a little elaboration. It basically measures how skillfully you put your build together, and whether you sacrificed flavor for power. We're cooking here - if your dish doesn't taste good, it doesn't matter how well-presented it is. Use of flaws is considered in poor taste, and judges are asked to take a dim view of this option, taking it into account while grading. Other things that will cause penalties here are excessive multi-classing, and classes that don't fit the concept.Please note the following: a legal source's relative obscurity should not be considered as penalizing Elegance, excepting the aforementioned issues with Unearthed Arcana. Using conflicting setting material may result in a penalty to Elegance at the judges' discretion, but a book's relative obscurity may not. In that same vein, drawing solely from the Core 3 (and the d20 SRD) should not be punished for lacking Originality.
Presentation: Builds will be posted anonymously, in order to avoid the potential of bias towards a particular competitor. For this reason, please don't put your name in the build, as I'm likely to miss it when reviewing the entries!

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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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



Code immediately below (spoiler).

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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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



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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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



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

Leadership is banned; we're producing a meal, not a seven-course banquet for a hundred diners. If your entry includes a prestige class or ACF that grants Leadership or a Leadership-like ability as a bonus feat, the feat should be ignored and is not eligible to be traded away for another feat or ACF through any means.

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

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

Past Competitions

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

Iron Chef I: Entropomancer (http://www.giantitp.com/forums/showthread.php?t=142470)
Iron Chef II: Psibond Agent (http://www.giantitp.com/forums/showthread.php?t=146583)
Iron Chef III: Cancer Mage (http://www.giantitp.com/forums/showthread.php?t=148584)
Iron Chef IV: Stonelord (http://www.giantitp.com/forums/showthread.php?t=150595)
Iron Chef V: War Chanter (http://www.giantitp.com/forums/showthread.php?t=152543)
Iron Chef VI: Master of Masks (http://www.giantitp.com/forums/showthread.php?t=156876)
Iron Chef VII: Green Star Adept (http://www.giantitp.com/forums/showthread.php?t=158633)
Iron Chef VIII: Pyrokineticist (http://www.giantitp.com/forums/showthread.php?t=160266)
Iron Chef IX: Animal Lord (http://www.giantitp.com/forums/showthread.php?t=162702)
Iron Chef X: Mythic Exemplar (http://www.giantitp.com/forums/showthread.php?t=164381)
Iron Chef XI: Blade Bravo (http://www.giantitp.com/forums/showthread.php?t=166539)
Iron Chef XII: War Mind (http://www.giantitp.com/forums/showthread.php?p=9426386)
Iron Chef XIII: Vigilante (http://www.giantitp.com/forums/showthread.php?t=172233)
Iron Chef XIV: Seeker of the Song (http://www.giantitp.com/forums/showthread.php?t=174434)
Iron Chef XV: Drunken Master (http://www.giantitp.com/forums/showthread.php?t=176049)
Iron Chef XVI: Assassin (http://www.giantitp.com/forums/showthread.php?t=178202)
Iron Chef XVII: Ardent Dilettante (http://www.giantitp.com/forums/showthread.php?t=182492)
Iron Chef XVIII: Unseelie Dark Hunter (http://www.giantitp.com/forums/showthread.php?t=186097)
Iron Chef XIX: Dread Pirate (http://www.giantitp.com/forums/showthread.php?t=190607)
Iron Chef XX: Incandescent Champion (http://www.giantitp.com/forums/showthread.php?p=10976416)
Iron Chef XXI: Ghostwalker (http://www.giantitp.com/forums/showthread.php?t=198921)
Iron Chef XXII: Dervish (http://www.giantitp.com/forums/showthread.php?t=206576)
Iron Chef XXIII: Divine Crusader (http://www.giantitp.com/forums/showthread.php?t=210071)
Iron Chef XXIV: Tactical Soldier (http://www.giantitp.com/forums/showthread.php?t=214198)
Iron Chef XXV: Scion of Tem-Et-Nu (http://www.giantitp.com/forums/showthread.php?t=217441)
Iron Chef XXVI: Shadowdancer (http://www.giantitp.com/forums/showthread.php?t=220956)
Iron Chef XXVII: Mindbender (http://www.giantitp.com/forums/showthread.php?t=224008)
Iron Chef XXVIII: Cryokineticist (http://www.giantitp.com/forums/showthread.php?t=227304)
Iron Chef XXIX: Consecrated Harrier (http://www.giantitp.com/forums/showthread.php?t=229688)
Iron Chef XXX: Initiate of Pistis Sophia (http://www.giantitp.com/forums/showthread.php?t=233346)
Iron Chef XXXI: Shadow Sentinel (http://www.giantitp.com/forums/showthread.php?t=236908)
Iron Chef XXXII: Temple Raider of Olidammara (http://www.giantitp.com/forums/showthread.php?t=239786)
Iron Chef XXXIII: Drow Judicator (http://www.giantitp.com/forums/showthread.php?t=243052)
Iron Chef XXXIV: Dragon Disciple (http://www.giantitp.com/forums/showthread.php?t=246072)
Iron Chef XXXV: Death Delver (http://www.giantitp.com/forums/showthread.php?t=249542)
Iron Chef XXXVI: Acolyte of the Skin (http://www.giantitp.com/forums/showthread.php?t=252923)
Iron Chef XXXVII: Justiciar (http://www.giantitp.com/forums/showthread.php?t=13865473)
Iron Chef XXXVIII: Hand of the Winged Master (http://www.giantitp.com/forums/showthread.php?t=255215)
Iron Chef XXXIX: Renegade Mastermaker (http://www.giantitp.com/forums/showthread.php?t=260333)
Iron Chef XL: Nightsong Infiltrator (http://www.giantitp.com/forums/showthread.php?t=263173)
Iron Chef XLI: Geomancer (http://www.giantitp.com/forums/showthread.php?t=266709)
Iron Chef XLII: Shadowblade (http://www.giantitp.com/forums/showthread.php?t=270196)
Iron Chef XLIII: Bladesinger (http://www.giantitp.com/forums/showthread.php?t=274122)
Iron Chef XLIV: Urban Soul (http://www.giantitp.com/forums/showthread.php?t=279116)
Iron Chef XLV: Talon of Tiamat (http://www.giantitp.com/forums/showthread.php?p=15216595)
Iron Chef XLVI: Cipher Adept (http://www.giantitp.com/forums/showthread.php?t=287314)
Iron Chef XLVII: Cold Iron Warrior (http://www.giantitp.com/forums/showthread.php?t=291294)
Iron Chef XLVIII: Shadow Sun Ninja (http://www.giantitp.com/forums/showthread.php?t=297327)
Iron Chef XLIX: Thrall of Orcus (http://www.giantitp.com/forums/showthread.php?t=302487)
Iron Chef L: Corrupt Avenger (http://www.giantitp.com/forums/showthread.php?t=307823)
Iron Chef LI: Black Flame Zealot (http://www.giantitp.com/forums/showthread.php?t=312773)
Iron Chef LII: Anointed Knight (http://www.giantitp.com/forums/showthread.php?t=317934)
Iron Chef LIII: Zerth Cenobite (http://www.giantitp.com/forums/showthread.php?t=325164)
Iron Chef LIV: Osteomancer (http://www.giantitp.com/forums/showthread.php?t=330890)
Iron Chef LV: Mountebank (http://www.giantitp.com/forums/showthread.php?336373-Iron-Chef-Optimization-Challenge-in-the-Playground-LV)
Iron Chef LVI: Dwarven Defender (http://www.giantitp.com/forums/showthread.php?342807-Iron-Chef-Optimization-Challenge-in-the-Playground-LVI)
Iron Chef LVII: Darkrunner (http://www.giantitp.com/forums/showthread.php?349040-Iron-Chef-Optimization-Challenge-in-the-Playground-LVII)
Iron Chef LVIII: Spellsword (http://www.giantitp.com/forums/showthread.php?357412-Iron-Chef-Optimization-Challenge-in-the-Playground-LVIII)
Iron Chef LIX: Fleet Runner of Ehlonna (http://www.giantitp.com/forums/showthread.php?364667-Iron-Chef-Optimization-Challenge-in-the-Playground-LIX)
Iron Chef LX: Lasher (http://www.giantitp.com/forums/showthread.php?371835-Iron-Chef-Optimisation-Challenge-in-the-Playground-LX)
Iron Chef LX(II): Acolyte of the Ego (http://www.giantitp.com/forums/showthread.php?372145-Iron-Chef-Optimization-Challenge-in-the-Playground-LX)
Iron Chef LXII: Dungeon Lord (http://www.giantitp.com/forums/showthread.php?376810-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXII)
Iron Chef LXIII: Witchborn Binder (http://www.giantitp.com/forums/showthread.php?382632-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXIII)
Iron Chef LXIV: Slime Lord (http://www.giantitp.com/forums/showthread.php?387166-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXIV)
Iron Chef LXV: Thunder Guide (http://www.giantitp.com/forums/showthread.php?394981-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXV)
Iron Chef LXVI: Dwarven Chanter (http://www.giantitp.com/forums/showthread.php?400810-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXVI)
Irogn Chef LXVII: Gnome Giant Slayer (http://www.giantitp.com/forums/showthread.php?406613-Irogn-Chef-Optimisatiogn-Challegnge-ign-the-Playgrougnd-LXVII)
Iron Chef LXVIII: Fang of Lolth (http://www.giantitp.com/forums/showthread.php?412530-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXVIII)
Iron Chef LXIX: Shiba Protector (http://www.giantitp.com/forums/showthread.php?420165-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXIX)
Iron Chef LXX: Order of the Bow Initiate (http://www.giantitp.com/forums/showthread.php?425634-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXX)
Iron Chef LXXI: Silver Key (http://www.giantitp.com/forums/showthread.php?431484-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXI)
Iron Chef LXXII: Spellfire Channeler (http://www.giantitp.com/forums/showthread.php?439020-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXII)
Iron Chef LXXIII: Flux Adept (http://www.giantitp.com/forums/showthread.php?448596-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXIII)
Iron Chef LXXIV: Crinti Shadow Marauder (http://www.giantitp.com/forums/showthread.php?458711-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXIV)
Iron Chef LXXV: Thief of Life (http://www.giantitp.com/forums/showthread.php?472831-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXV)
Iron Chef LXXVI: Legacy Champion (http://www.giantitp.com/forums/showthread.php?477153-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXVI)
Iron Chef LXXVII: Great Rift Skyguard (http://www.giantitp.com/forums/showthread.php?482249-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXVII)
Iron Chef LXVIII: Risen Martyr (http://www.giantitp.com/forums/showthread.php?487560-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXVIII)
Iron Chef LXXIX: Black Blood Hunter (http://www.giantitp.com/forums/showthread.php?492923-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXIX)
Iron Chef LXXX: Master of Many Forms (http://www.giantitp.com/forums/showthread.php?498359-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXX)
Iron Chef LXXXI: Serene Guardian (http://www.giantitp.com/forums/showthread.php?502666-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXXI)
Iron Chef LXXXII: Elocator (http://www.giantitp.com/forums/showthread.php?505762-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXXII)
Iron Chef LXXXIII: Winterhaunt of Iboorighu (http://www.giantitp.com/forums/showthread.php?510581-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXXIII)
Iron Chef LXXXIV: Waverider (http://www.giantitp.com/forums/showthread.php?514631-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXXIV)
Iron Chef LXXXV: Astral Dancer (http://www.giantitp.com/forums/showthread.php?519296-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXXV)
Iron Chef LXXXVI: Twisted Lord (http://www.giantitp.com/forums/showthread.php?525401-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXXVI)
Iron Chef LXXXVII: Shadowsmith (http://www.giantitp.com/forums/showthread.php?528361-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXXVII)
Iron Chef LXXXVIII: Arboreal Guardian (http://www.giantitp.com/forums/showthread.php?533367-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXXVIII)
Iron Chef LXXXIX: Thrall of Demogorgon (http://www.giantitp.com/forums/showthread.php?536247-Iron-Chef-Optimisation-Challenge-in-the-Playground-LXXXIX)
Iron Chef XC: Bloodstorm Blade (http://www.giantitp.com/forums/showthread.php?542380-Iron-Chef-Optimisation-Challenge-in-the-Playground-XC)
Iron Chef XCI: Fatemaker (http://www.giantitp.com/forums/showthread.php?550203-Iron-Chef-Optimisation-Challenge-in-the-Playground-XCI)
Iron Chef XCII: Eye of the Xanathar (http://www.giantitp.com/forums/showthread.php?556092-Iron-Chef-Optimisation-Challenge-in-the-Playground-XCII)
Iron Chef XCIII: Hoardstealer (http://www.giantitp.com/forums/showthread.php?560330-Iron-Chef-Optimisation-Challenge-in-the-Playground-XCIII)
Iron Chef XCIV: Doomlord (http://www.giantitp.com/forums/showthread.php?564804-Iron-Chef-Optimisation-Challenge-in-the-Playground-XCIV)
Iron Chef XCV: Gnomish Artificer (http://www.giantitp.com/forums/showthread.php?571065-Iron-Chef-Optimisation-Challenge-in-the-Playground-XCV)
Iron Chef XCVI: Oozemaster (http://www.giantitp.com/forums/showthread.php?576075-Iron-Chef-Optimisation-Challenge-in-the-Playground-XCVI)
Iron Chef XCVII: Aerial Avenger (http://www.giantitp.com/forums/showthread.php?579553-Iron-Chef-Optimisation-Challenge-in-the-Playground-XCVII)
Iron Chef XCVIII: Visionary Seeker (http://www.giantitp.com/forums/showthread.php?583331-Iron-Chef-Optimisation-Challenge-in-the-Playground-XCVIII)
Iron Chef XCIX: Life Eater (http://www.giantitp.com/forums/showthread.php?589964-Iron-Chef-Optimisation-Challenge-in-the-Playground-XCIX)
Iron Chef C: Swiftblade (https://forums.giantitp.com/showthread.php?601292-Iron-Chef-Optimisation-Challenge-in-the-Playground-C)

Iron Chef CI: Night Mask Deathbringer (https://forums.giantitp.com/showthread.php?610308-Iron-Chef-Optimization-Challenge-in-the-Playground-CI)
Iron Chef CII: Blade Dancer (https://forums.giantitp.com/showthread.php?613031-Iron-Chef-Optimization-Challenge-in-the-Playground-CII)
Iron Chef CIII: Psion Uncarnate (https://forums.giantitp.com/showthread.php?614461-Iron-Chef-Optimization-Challenge-in-the-Playground-CIII)
Iron Chef CIV: Atavist (https://forums.giantitp.com/showthread.php?615697-Iron-Chef-Optimization-Challenge-in-the-Playground-CIV)
Iron Chev CV: Primeval (https://forums.giantitp.com/showthread.php?618136-Iron-Chef-Optimization-Challenge-in-the-Playground-CV)
Iron Chef CVI: Disciple of Mammon (https://forums.giantitp.com/showthread.php?620730-Iron-Chef-Optimization-Challenge-in-the-Playground-CVI)
Iron Chef CVII: Insidious Corruptor (https://forums.giantitp.com/showthread.php?622560-Iron-Chef-Optimization-Challenge-in-the-Playground-CVII)
Iron Chef CVIII: Crimson Scourge (https://forums.giantitp.com/showthread.php?624099-Iron-Chef-Optimization-Challenge-in-the-Playground-CVIII)
Iron Chef CIX: Tattooed Monk (https://forums.giantitp.com/showthread.php?626458-Iron-Chef-Optimization-Challenge-in-the-Playground-CIX)
Iron Chef CX: Rage Mage (https://forums.giantitp.com/showthread.php?628809-Iron-Chef-Optimization-Challenge-in-the-Playground-CX)

The Viscount
2021-04-22, 08:07 PM
FAQ:
Q: What's this even about?
A: I'm glad you asked, actually... (http://www.giantitp.com/forums/showpost.php?p=15415117&postcount=1)

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

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

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

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

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

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

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

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

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

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

One Mistake, One Penalty

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

Non-exhaustive list of examples:

Skills

Allowed:

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


Not allowed:

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



Prereqs

Allowed:

Giving a penalty for not meeting prereqs
Scaling the penalty depending on how important the item that the build failed to qualify for is
Giving minimum score in UotSI for not qualifying for the SI
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:

Penalizing 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 penalize if a fluff prereq is not addressed at all, but not for how well it is addressed.
Please don't base your scores off the scores of another judge.


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

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

All creatures are proficient with any natural weapons they may have or acquire.
Bonus feats that are granted even if you do not meet the prerequisites do not require you to meet the prerequisites in order to use.
Able Learner's benefit applies to the level you take it.
Weapons from soulmelds are considered to be magic weapons.
Unarmed Swordsage grants Improved Unarmed Strike at level 1.
Not finishing Savage Progression is subject to a penalty to Elegance
One dispute per entry. Submit disputes by PM to the Chair.
Ghostwalk ghost is banned
Gold, silver, and bronze are awarded regardless of ties (e.g., 2 silvers does not preclude bronze)
Spelltouched feats are legal and can be taken just like any other feat when you meet the prerequisites and have the feat slot available.

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

Q: Are we using 3.5 versions of things?
A: Yes. Delete Innuendo from the skill list. Replace Intuit Direction with Survival. Delete the Listen-Read Lips pair from skill synergy. The class grants the Combat Expertise feat at level 2 instead of Expertise.

AvatarVecna
2021-04-22, 08:14 PM
Oh boy, the class that (IIRC) is actually legally incapable of doing its job.


Proof, not suspicion, is the only evidence that matters. A suspect may not be charged with a crime until unimpeachable evidence of his or her involvement has been uncovered, or a confession has been obtained.

Unnecessary violence in the apprehension of a suspected criminal is not permitted. A suspect should be brought to justice rather than killed whenever possible.

Seizure of a suspect's goods is not permitted, unless such constitute evidence to be used in prosecuting that suspect or another.

Evidence gained by detection magic, psionic powers, or other magical or supernatural means must be backed up with either physical proof or uncoerced confession. Only concrete forms of evidence satisfy all members of a community.

Interrogation of a suspect is not permitted unless he or she consents or is charged with a crime.

Detention of a person suspected of a crime is not permitted unless a specific charge has been made.

Protection of the innocent takes precedence over apprehension of a suspected criminal.

A watch detective may not knowingly commit crimes.

Violation of these codes may result in the release of a suspect and/or the dismissal of the watch detective.


The watch detective must honor the Rule of Evidence (see sidebar). If he abandons this code, he loses all special abilities of the prestige class until he retrains for six months under a local authority.

Okay, so:


Proof, not suspicion, is the only evidence that matters. A suspect may not be charged with a crime until unimpeachable evidence of his or her involvement has been uncovered, or a confession has been obtained.

1) A subject may not be charged with a crime until either unimpeachable evidence of involvement is uncovered, or a confession has been obtained.


Evidence gained by detection magic, psionic powers, or other magical or supernatural means must be backed up with either physical proof or uncoerced confession. Only concrete forms of evidence satisfy all members of a community.

2) You need "unimpeachable evidence" to charge somebody with a crime, but evidence that isn't a confession or physical proof isn't enough on its own. Since confession is another way to charge somebody with a crime, that means the remaining avenue is physical evidence.


Seizure of a suspect's goods is not permitted, unless such constitute evidence to be used in prosecuting that suspect or another.

3) We're going to just gloss over whether the first point (about proof vs suspicion) even allows us to consider somebody a suspect or not in the absence of an actual charge.

4) Okay, so you can only seize a suspect's goods if you know for a fact that they're evidence instead of just stuff. However, this allowance only applies to a suspect's goods, so if the thing you know is evidence belongs to somebody who isn't a suspect, you're not allowed to take it from them legally. I guess you could steal it...


A watch detective may not knowingly commit crimes.

5) Never mind. Let's go look at that confession stuff.


Interrogation of a suspect is not permitted unless he or she consents or is charged with a crime.

6) Interrogation is one way to gain a confession, but we can't interrogate somebody without either consent or charging them with a crime, and we can't charge them with a crime without a confession (or physical evidence belonging to them). Therefore, generally, the only way we'll be interrogating somebody is with their consent. And unlike how interrogations generally go in media...


Detention of a person suspected of a crime is not permitted unless a specific charge has been made.

7) ...that consent has to be continuous, not instantaneous. If they decide they don't wanna continue going along with the interrogation, we've got no legal authority to hold them unless the interrogation so far has already gotten a confession out of them.


Evidence gained by detection magic, psionic powers, or other magical or supernatural means must be backed up with either physical proof or uncoerced confession. Only concrete forms of evidence satisfy all members of a community.

8) Depending on how broadly one defines "uncoerced confession", there might be basically nothing we can do other than hope they confess.


Violation of these codes may result in the release of a suspect and/or the dismissal of the watch detective.

9) If you break the code, you lose all PrC abilities until you retrain for 6 months.

TL;DR the ways to charge somebody with a crime are:

1) Locate physical evidence of the suspect's involvement in the crime, which must be owned by the suspect in question and not by anybody else.

2) Get the suspect to give an uncoerced confession, for whatever counts as "uncoerced".

Any other path to charging somebody breaks a rule and results in the suspect walking free, and maybe you having to turn in your badge for 6 months.

Venger
2021-04-22, 08:45 PM
It's legally incapable of doing more than its job.

I'm in to cook.

Thurbane
2021-04-23, 12:44 AM
I've been waiting for this SI for a while, l ready have a stub in mind; will do my best to enter.

Beni-Kujaku
2021-04-23, 02:50 AM
Oh yes! That is a good SI! The kind of character that would start worshipping Ghulurak on its own if you as much as mention this name.

WhamBamSam
2021-04-23, 06:21 AM
I've had an idea percolating for this one for a while. Down to cook.

NotInventedHere
2021-04-23, 12:16 PM
1) A subject may not be charged with a crime until either unimpeachable evidence of involvement is uncovered, or a confession has been obtained.

2) You need "unimpeachable evidence" to charge somebody with a crime, but evidence that isn't a confession or physical proof isn't enough on its own. Since confession is another way to charge somebody with a crime, that means the remaining avenue is physical evidence.

3) We're going to just gloss over whether the first point (about proof vs suspicion) even allows us to consider somebody a suspect or not in the absence of an actual charge.

4) Okay, so you can only seize a suspect's goods if you know for a fact that they're evidence instead of just stuff. However, this allowance only applies to a suspect's goods, so if the thing you know is evidence belongs to somebody who isn't a suspect, you're not allowed to take it from them legally. I guess you could steal it...

5) Never mind. Let's go look at that confession stuff.

6) Interrogation is one way to gain a confession, but we can't interrogate somebody without either consent or charging them with a crime, and we can't charge them with a crime without a confession (or physical evidence belonging to them). Therefore, generally, the only way we'll be interrogating somebody is with their consent. And unlike how interrogations generally go in media...

7) ...that consent has to be continuous, not instantaneous. If they decide they don't wanna continue going along with the interrogation, we've got no legal authority to hold them unless the interrogation so far has already gotten a confession out of them.

8) Depending on how broadly one defines "uncoerced confession", there might be basically nothing we can do other than hope they confess.

9) If you break the code, you lose all PrC abilities until you retrain for 6 months.

TL;DR the ways to charge somebody with a crime are:

1) Locate physical evidence of the suspect's involvement in the crime, which must be owned by the suspect in question and not by anybody else.

2) Get the suspect to give an uncoerced confession, for whatever counts as "uncoerced".

Any other path to charging somebody breaks a rule and results in the suspect walking free, and maybe you having to turn in your badge for 6 months.

I think there's probably a way to rules-lawyer one's way around at least some of that. You can't seize or steal evidence from someone who isn't a suspect (although if you have multiple suspects, you can seize anything that might be evidence from any of them, since it says "to be used in prosecuting that suspect or another"), but you can just persuade them to give it to you. And given that "unimpeachable" isn't really defined anywhere, you don't have to have *conclusive* evidence before you charge someone (at which point you can then detain them and interrogate them to get your confession), just evidence of some sort. (Which could, in theory, even be magically-derived evidence; you'll need to support that with physical evidence or a confession eventually, but do you need to do so before charging them? Doesn't say. Charging someone with a crime isn't the same thing as actually convicting them of it.)

Also, depending on what counts as a crime in the local jurisdiction, you might very well be legally allowed to just take anything you think is 'evidence' and keep it for as long as you like. The Detective's Code explicitly prohibits 'civil forfeiture' levels of shenanigans in its 'you can't just straight-up steal everything a suspect owns' clause, but if the local laws allow the cops to just straight-up steal everything you own without it being a 'crime', the Detective is then allowed to straight-up steal whatever they like from non-suspects.

Also also... nothing in the Code requires you to tell the suspect what the Code's rules are. Much like in real life, the Detective is not prohibited from lying in order to get a suspect to 'consent' to being interrogated, or from lying to a suspect and saying he already has evidence and they might as well just confess, or from lying that the suspect can't leave until he signs this "paperwork" ("confession" - 'he signed it of his own free will! and you can't prove we lied to him about what he was signing' is a real-life police tactic, after all).

Troacctid
2021-04-23, 12:48 PM
Can you imagine if it worked like this in the real world? Police officer abuses their power, and immediately their badge and gun vanish into thin air. I wonder how many of them could last a week.

Beni-Kujaku
2021-04-23, 01:29 PM
Also also... nothing in the Code requires you to tell the suspect what the Code's rules are. Much like in real life, the Detective is not prohibited from lying in order to get a suspect to 'consent' to being interrogated, or from lying to a suspect and saying he already has evidence and they might as well just confess, or from lying that the suspect can't leave until he signs this "paperwork" ("confession" - 'he signed it of his own free will! and you can't prove we lied to him about what he was signing' is a real-life police tactic, after all).

The Detective literally has a class feature for that, which improves other's Bluff bonus if the suspect has been intimidated, obviously meant to be used during interrogations as "good cop, bad cop".


Also, I'm not sure. The detective has a class feature which makes it "considered armed when disarming". But with what? A light weapon, one-handed and two-handed give different bonuses. You could say the most RAW approach would be that you do not gain any other bonus, since the text gives a bonus with two-handed, and a malus with light weapon. But then what happens if you are wielding a light weapon, do you have a worse bonus than disarming bare-handed? And what about "Grabbing an item", which is in the "Disarming" paragraphe? You are supposed to only be able to do so unarmed. So is the detective allowed to do so?

Hiro Quester
2021-04-23, 01:49 PM
Oh wow... I have a kernel of an idea I thought of when discussing this as a potential SI a year or more ago (was that with Swiftblade?). I've been waiting for this one.

But the next few weeks are also the busiest time of the year for me (I'm a professor, and grades for the semester are due a few days after the due date for submissions; there is a lot of grading to do between now and then).

I'll start trying to work on turning that kernel of an idea into a fleshed out character and story soon. Maybe if I don't procrastinate playing with alternative options, and just commit to an idea and build it out, I'll be able to pull this off. It will be fun to try.

But yeah, I think we are going to have to run a few hypotheticals around, and establish a few precedents and case law to clarify how the rules of evidence work in practice.

Malphegor
2021-04-23, 04:44 PM
I might have something for this, it’s a bit boring in its current form but I can maybe spruce it up.

Some interesting stuff in those restrictions as wonky as they are. You CAN use magical methods to force a confession, you just need to get them to say those words or take the evidence they’re talking about without the magical methods later. A lot of ‘that won’t hold up in court’ situations pop up there that’s kinda fun to play with. Extralegal methods that aren’t strictly inherently illegal to obtain legal evidence are exactly the kind of Malicious Compliance I’d expect from a tired old d&d watchman who lives in a universe where even in core one of the heroes is maybe 50% guaranteed to be some kind of street thief or assassin.

All in all a fascinating prestige class that doesn’t offer all that much on first glance but takes you down a weirdly idealised view of what police work is like.

I’ll also note that it feels weird to me that the Policeman Class doesn’t have the restriction of you have to be Lawful, it instead demands only that you’re not Evil to get into it.

Zaq
2021-04-23, 06:07 PM
I have an idea, but it's ugly. I'll do my best to turn it into a finished submission.

The Viscount
2021-04-23, 08:23 PM
The Detective literally has a class feature for that, which improves other's Bluff bonus if the suspect has been intimidated, obviously meant to be used during interrogations as "good cop, bad cop".


Also, I'm not sure. The detective has a class feature which makes it "considered armed when disarming". But with what? A light weapon, one-handed and two-handed give different bonuses. You could say the most RAW approach would be that you do not gain any other bonus, since the text gives a bonus with two-handed, and a malus with light weapon. But then what happens if you are wielding a light weapon, do you have a worse bonus than disarming bare-handed? And what about "Grabbing an item", which is in the "Disarming" paragraphe? You are supposed to only be able to do so unarmed. So is the detective allowed to do so?

I took a look at the 3.0 phb in case there was something else they were referencing, but there's no meaningful difference in the rules there. I suspect they may have been confusing this with the trip rules, for which being armed is better. You may ignore the clause "considered armed when disarming." If you really want to or it helps your character, go nuts.

H_H_F_F
2021-04-25, 09:36 AM
I intend to judge this one.

Hiro Quester
2021-04-25, 10:43 AM
Thanks for judging H_H_F_F!

I have a question about this class ability

Skill Synergy: At 4th level, the watch detective may choose one of the following skill combinations: Bluff-Gather Information, Bluff-Diplomacy, Climb-Move Silently, Diplomacy-Gather Information, Disguise-Gather Information, Gather Information-Sense Motive, Hide-Move Silently, Listen-Read Lips, Listen-Spot, Sense Motive-Spot, Spot-Disable Device, Spot-Open Lock, or Spot-Search. If he has at least 5 ranks in both of the selected skills, he gains a +2 synergy bonus on checks involving both.


Should the “both” at the end be read as literally, as only when making skill checks involving both skills together (sneaking, trying to hide while also moving silently), or as “either” of the skills involved (a hide check or a move silently check)? The latter is usually how skill synergy works.

And is this “synergy bonus” in addition to, stacking with, the regular —untyped— bonuses for skill synergy (e.g. that 5 ranks in Bluff grants to Diplomacy checks)?

Edit (to avoid double-posting).
Another question about “power”.

Is power exclusively combat/damage-dealing/encounter-winning ability? This class seems to have a goal of investigating crimes, knowing who committed a crime, and being able to prove it.

If a build was really really really good at the goal of the class, but merely capable/defensive/survivor as a combatant (would bring “the Watch” as backup for dangerous encounters when possible), is that a clear deficit in power?

Is being the most effective detective measured only in terms of UoSI?

it strikes me that a build oriented at social manipulation (diplomacy, gathering information, intimidation, sense motive, knowledges) could be an excellent Watch Detective while not being particularly “powerful” in the sense of god-controller or melee brute.

if you can know and prove the BBG committed the crime, and can reliably convince the BBG to surrender, and submit to justice, is that enough “power” to count?

The Viscount
2021-04-25, 01:29 PM
Skill Synergy grants a bonus to checks when using either skill. For example, for a character who picks Hide-Move Silently, they gain a bonus on Hide checks and Move Silently checks. Because the check is a synergy bonus, it does stack with the untyped bonus from having 5 ranks as presented in the PHB.

As for power, this is in the judging territory, but for what it's worth, when I judged I used power as an overall "how good are you at what you do" and a measurement over multiple fields including, but not limited to combat.

Beni-Kujaku
2021-04-25, 02:46 PM
I intend to judge this one.

Thank you!

H_H_F_F
2021-04-28, 02:14 AM
How goes the cooking, guys?

On an unrelated note, does anyone feel like judging the E6 competition?

Beni-Kujaku
2021-04-28, 03:15 AM
How goes the cooking, guys?

On an unrelated note, does anyone feel like judging the E6 competition?

I have almost finished my first contribution, I just need to complete the commentary and I should be fine. I might cook something else, but I'm really not sure, with things piling on IRL.

If you really need another judge for E6, why not, but I'd rather not to, this is not a system I have mastered at all.

Thurbane
2021-04-28, 04:11 AM
How goes the cooking, guys?

This is temporarily going on the back-burner for me, as I try to finish up my VC entry, but I'm really hoping to get an entry in here, since this is one of the ingredients I've been waiting a while for.

H_H_F_F
2021-04-28, 04:23 AM
I have almost finished my first contribution, I just need to complete the commentary and I should be fine. I might cook something else, but I'm really not sure, with things piling on IRL.

If you really need another judge for E6, why not, but I'd rather not to, this is not a system I have mastered at all.

Good job already finishing an entry!

I empathize with your concerns, since I myself still feel somewhat uncomfortable judging E6. It's not really about system masyery to me ("low level 3.5 with bonus feats" was pretty easy to wrap my head around) but trying to judge power and originality in such a limited scope is challenging to me.

There's currently no judge to my knowledge - if you have the time and feel like it, you could give the current round a read and see if you feel comfortable judging.


This is temporarily going on the back-burner for me, as I try to finish up my VC entry, but I'm really hoping to get an entry in here, since this is one of the ingredients I've been waiting a while for.

Good luck, Thurbane!

Zaq
2021-04-28, 09:12 AM
I won’t be judging E6 for reasons that I hope are obvious. (But I really, really appreciate you trying to drum up interest!)

For watch detective, I have two ideas and they’re both deeply, deeply flawed. Basically I’ve got some reasonably interesting fluff that the class is remarkably bad about supporting mechanically.

This is definitely one of those ingredients where I’m really not expecting to get a good score, but getting in anything at all is an achievement.

Paragon
2021-04-28, 10:39 AM
Entry is finished and sent. (Sorry for spam Viscount)

IRL is catching up as well and I'm pretty happy with what I've managed to cook so far

Ty for judging !

ciopo
2021-04-29, 02:01 PM
I'm inspired, I think I'll partecipate, too. this tickles me

Beni-Kujaku
2021-04-30, 06:24 PM
Submitted my build as well

Paragon
2021-05-05, 01:04 AM
How is it cooking everyone ?

ciopo
2021-05-05, 01:53 AM
I sent my build, then realized I messed up :( teaches me that haste makes waste I suppose, but I was in the frentic energy mode!

It's personally funny because I have an injoke with my friends : I am facetiously permanently banned from the (real) kitchen, ever since that time I made water catch fire.

H_H_F_F
2021-05-05, 02:03 AM
I sent my build, then realized I messed up :( teaches me that haste makes waste I suppose, but I was in the frentic energy mode!

It's personally funny because I have an injoke with my friends : I am facetiously permanently banned from the (real) kitchen, ever since that time I made water catch fire.

You can still fix it! You can make changes and send an updated version to the chair, as long as you make it before the deadline.

Paragon
2021-05-05, 02:23 AM
I sent my build, then realized I messed up :( teaches me that haste makes waste I suppose, but I was in the frentic energy mode!

It's personally funny because I have an injoke with my friends : I am facetiously permanently banned from the (real) kitchen, ever since that time I made water catch fire.

Sodium in water ? Boiling oil in the water ? 9th level spell ? What happened ?

ciopo
2021-05-05, 04:45 AM
I got distracted by cats and left a towel too close to the flame, which caught fire, in the panic of the moment I threw the water I was boiling for the holy pasta of the day over it, and that resulted in a big "swoosh" flaming, burning hands style.




I'll send a revised entry later then!

Beni-Kujaku
2021-05-05, 05:00 AM
I got distracted by cats and left a towel too close to the flame, which caught fire, in the panic of the moment I threw the water I was boiling for the holy pasta of the day over it, and that resulted in a big "swoosh" flaming, burning hands style.

I'll send a revised entry later then!

Cats are really creatures of the devil. Hope your home was safe and nothing happened.

ciopo
2021-05-05, 11:57 AM
where do I go about asking a race clarification without spoiling my entry?, google-fu is failing me :(

Beni-Kujaku
2021-05-05, 12:38 PM
where do I go about asking a race clarification without spoiling my entry?, google-fu is failing me :(

Private message to the Viscount. Or the RAW thread‚ but that is less subtle

Zaq
2021-05-05, 05:05 PM
I've got one build almost done (just gotta handle some formatting and nail down the final stats). I've got the class/feat structure for another build (and no, I don't understand how the hell I have two builds for this ridiculous ingredient) down and I love the fluff on that one, but I still have to finalize the skills and actually do a proper write-up, so that might be cutting it kind of close.

I hate this ingredient and I'm having fun cooking despite it. Which I guess means that it's good? Kind of? In a sense?

Thurbane
2021-05-05, 05:22 PM
I doubt I'll get an entry in, which is really disappointing for an ingredient I've been looking forward to.

Work and other IRL factors mean I don't have much time to work on this.

The Viscount
2021-05-05, 06:56 PM
I hate this ingredient and I'm having fun cooking despite it. Which I guess means that it's good? Kind of? In a sense?

Good, good, the years of Iron Chef have slowly made you into a Cenobite.

Hiro Quester
2021-05-07, 04:46 PM
I doubt I'll get an entry in, which is really disappointing for an ingredient I've been looking forward to.

Work and other IRL factors mean I don't have much time to work on this.

I’m in exactly the same situation. My job was a HUGE time-sink this week. It’s over, but I’m exhausted.

It's disappointing all right. I’ve been looking forward to this ingredient. It would take all the spare time I have to get it baked, and I’m just not quite inspired enough to do that, when my whole system needs to rest.

And my build idea is only half-baked at best. I can’t see myself having the energy and gumption for a hard-work day tomorrow figuring out how to bake the rest of these elements and the kernel of an idea I had for fluff.

plus I have Vizinni’d myself slightly into thinking that this idea is obvious and other will probably do it better anyway.

I’m a spectator on this one, then. Looking forward to seeing the results.

Zaq
2021-05-08, 06:17 PM
Both builds in. This class is a beautiful mess. Can't wait to see what everyone else comes up with.

WhamBamSam
2021-05-09, 06:34 AM
If people need a little more time to get entries in, I certainly wouldn't mind an extension to finish up.

The Viscount
2021-05-09, 09:04 AM
You got it.

Khatoblepas
2021-05-10, 07:16 AM
Thanks so much, I just need to write up some stuff about my entry and I'll get it right in. I'm pretty pleased with what I have. It's not powerful, but it's fun.

daremetoidareyo
2021-05-10, 08:20 AM
I submitted a build, but I disguised it in another chefs style. Use your watch detective skills to figure it out! May pazuzu save us.

ThanatosZero
2021-05-10, 08:31 AM
I had build ideas to give the detective some high level casting to stay relevant, but it wouldn't fit that well in the overall style. As such it would utterly miss the point, as there wouldn't be any synergy with the class features.

It becomes for me this question: "Why using the Watch Detective, if you could do a more functional X build?"

Zaq
2021-05-10, 09:49 AM
Has any poor schmuck signed up to judge this abomination yet?

ciopo
2021-05-10, 09:55 AM
H_H_F_F volunteered to judge

H_H_F_F
2021-05-10, 10:38 AM
That I have. I hope I'll be able to - there's some [IRL POLITICS REDACTED] going on right this moment, and on the (in my opinion very slim) chance it devolves to a war or another event requiring mass deployment, I'll probably be unable to complete the judgement.

Beni-Kujaku
2021-05-10, 11:11 AM
It becomes for me this question: "Why using the Watch Detective, if you could do a more functional X build?"

That's a question for a lot of classes in 3.5.



That I have. I hope I'll be able to - there's some [IRL POLITICS REDACTED] going on right this moment, and on the (in my opinion very slim) chance it devolves to a war or another event requiring mass deployment, I'll probably be unable to complete the judgement.

Thank you very much for your service! Hope there won't be too much problems in the near future

H_H_F_F
2021-05-10, 11:27 AM
Thank you very much for your service!
Really don't think we're from the same country, but thanks for the sentiment :smile:
Besides, I'm not a soldier in active duty, there are reserve duty systems in place. But we're getting off topic.


Hope there won't be too much problems in the near future

Amen.

Beni-Kujaku
2021-05-10, 03:52 PM
Really don't think we're from the same country, but thanks for the sentiment :smile:
Besides, I'm not a soldier in active duty, there are reserve duty systems in place. But we're getting off topic.


The "service" I was talking about was as a judge ^^

H_H_F_F
2021-05-10, 04:44 PM
The "service" I was talking about was as a judge ^^

Oh man, that makes sense. IRL Context made it confusing.

Paragon
2021-05-10, 04:58 PM
The wait is unbearable :D

Anyone with me ?

Venger
2021-05-10, 05:10 PM
I'm excited to see what everyone has cooked.

Beni-Kujaku
2021-05-10, 05:50 PM
It was a dark night, a cold night, a dark cold night. All detective apprentice were wandering about, waiting for their build to be judged. Like the drops of rain, falling in random places, so did everybody around. It was announced, yes. Each of them knew that there was a new judge. Yet, that only made the longing even more heavy on their conscience. Eyes darting to each other, the apprentices didn't dare engage a conversation. And so the night passed, ever colder, ever darker. But as the dawn came about, everyone turned their eyes to it. A flagrant violation of the procedure. But even I did. I understood what it meant immediately. As much as there would always be new crimes to solve, there would always be one more day after the night, one more round to optimize, one more build to submit. The dawn told me: "be patient". And even if it was against the procedure, I watched it a little longer.

Zaq
2021-05-10, 07:31 PM
The wait is unbearable :D

Anyone with me ?

I mean, yeah, but the wait for the judge is always even longer.

Not gonna lie, though, I'm totally excited too! This ingredient was an absolute bastard to cook with so I'm really interested to see what kinds of phenomenally weird directions people took it.

The Viscount
2021-05-10, 08:46 PM
The wait is over! The reveal is now! (please hold off on posting until the all clear)

The Viscount
2021-05-10, 08:49 PM
Not to be confused with the Vin Diesel film.



Semloh Kcolrehs, Detective Pacifier
"With great power comes great responsibility"

https://media.istockphoto.com/vectors/pacifier-isolated-vector-vector-id888977422?k=6&m=888977422&s=612x612&w=0&h=nE5lmVrG4bjfDU43_pbvAsujg4nLCbi39rpjSe8kVH0=

LG Human Urban Ranger1/Knight4/Watch Detective2/Apostle of Peace2/Watch Detective10/Apostle of Peace5




Race Human
Level 1 : Sacred Vow, Vow of Poverty (Human), Urban Tracking (Urban Ranger), Nymph’s Kiss (Exalted)
Level 2 : Intuitive Attack (Exalted)
Level 3 : Goad, Mounted Combat (Knight)
Level 4 : Vow of Non-Violence (Exalted)
Level 6 : Combat Reflexes, Vow of Peace (Exalted)
Level 7 : Combat Expertise (Watch Detective)
Level 8 : Gift of Discernment (Exalted)
Level 9 : Dodge
Level 10 : Nemesis (Exalted)
Level 12 : Karmic Strike, Nimbus of Light (Exalted)
Level 14 : Exalted Turning (Exalted)
Level 15 : Robilar’s Gambit
Level 16 : Touch of Golden Ice (Exalted)
Level 18 : Hold the Line, Defender of the Homeland (Exalted)
Level 20 : Servant of the Heavens (Exalted)



Race : Human
Point Buy level 20
(Level 4 to Dexterity, 8, 12, 16 & 20 to Charisma)
Exalted Adjustments :
7th +2 Cha, 11th +2Cha & Wis, 15th +2 Cha, Wis & Int, 19th +2 Cha, Wis, Int & Con
STR 8
DEX 13
CON 16
INT 18
WIS 20
CHA 28


Watchuget
A Beautiful mess for sure.

Flavorwise : You’re the ultimate peacekeeper. Kind of a Superman feeling, you have the ability to overcome anything big bad and angry dudes throw at you and, as such, you have the integrity to use your powers to de-escalate any situations. First time a character might be able to make peace (instead of the usual “destroy evil until it looks peaceful enough”) rest upon the lands of D&D.
Fun Fact : Henry Cavill has played Superman in The Man of Steel and Sherlock Holmes in Enola Holmes. So the crossover exists !

Powerwise : You find a suspect, use your boosted taunt DCs (Test of Mettle & Goad) to make him attack you, which constitutes a crime, then you appease him with Calm Emotions, Enthrall, Pacifying Touch, … and arrest him.
All of this is described in The De-Escalation Technique (see Combo Section below).
Once that is done you have a legitimate reason to interrogate him and the means to make him talk : your social skills and bonuses are insanely packed (Nymph’s Kiss, WD class features, the Vows bonuses, skill synergies) so if we assume you can take 20 on your interrogation, you’ll know what you need to know.

Skillwise : The SI and Urban Ranger are 6+Int, AoP is 4+Int leaving only the Knight 2+Int being a stain here. You’re human (+23 pts), you get Nymph’s kiss at 1st level (+20 pts), you get 14 Int (16 at 15th and 18 at 19th) for a total of 209 points spent.
Boosts from Vows (+6 to Diplomacy), Nymph’s Kiss +2 to Cha related checks mixed with this juicy skill list makes you quite the diplomancer.
The Investigation Technique (Combo Section also) is also a good display of how this build makes it really hard to escape you.

Vows & codes :
So looking at the SI and AV’s first comment that this class wasn’t allowed to do what it should be able to, it reminded me of a couple of classes with similar problems namely Knight and Apostle of Peace. If you’re going to be your own worst enemy, might as well do it to the fullest right ?
This build includes 3 severely binding vows and 2 different and strict Codes of Conduct and still manages to do crazy things.
Fyi, there is another version of this possible where you get into Prestige Paladin (another Oath) and then Gray Guard to get Sacrament of Trust but more about it in the Discussion Section.

Sweet Spot
Level 12 : Karmic Strike is a very important part for the De-escalation Technique (see Combo Section). You can also finally strike without the -4 penalty for non-lethal damage which is basically a +4 to-hit. You get your second ability enhancement, decent AC and Nemesis which makes you a hunting hound for the Moriart Sect.
Level 15 gets Robilar’s Gambit which is the 3rd step of the De-escalation Technique, so second Sweet Spot definitely.






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


1st
Urban Ranger 1
+1
+2
+2
+0
Concentration 4, Gather Information 4, Knowledge (Local 4), Listen 4, Hide 4, Ride 1, Search 4, Sense Motive 4, Spot 4, Use Rope 4
Sacred Vow, Vow of Poverty (Human), Urban Tracking (Urban Ranger), Nymph’s Kiss (Exalted)
Urban Tracking, Wild Empathy, Favored Enemy
AC Bonus +4, Bonus Exalted Feat


2nd
Knight 1
+2
+2
+2
+2
Concentration 4, Gather Information 4, Intimidate 4 (+4), Knowledge (Local 4), Listen 4, Hide 4, Ride 1, Search 5 (+2), Sense Motive 4, Spot 4, Use Rope 4
Intuitive Attack
Knight’s Challenge, Knight’s Code
Bonus Exalted Feat


3rd
Knight 2
+3
+2
+2
+3
Concentration 4, Gather Information 4, Intimidate 6 (+2), Knowledge (Local 4, Nobility 2 (+2)), Listen 4, Hide 4, Ride 1, Search 6 (+2), Sense Motive 4, Spot 4, Use Rope 4
Goad, Mounted Combat
Mounted Combat, Shield Block
AC Bonus +5, Endure Elements


4th
Knight 3
+4
+3
+3
+3
Concentration 4, Gather Information 4, Intimidate 7 (+1), Knowledge (Local 4, Nobility 5 (+3)), Listen 4, Hide 4, Ride 1, Search 7 (+2), Sense Motive 4, Spot 4, Use Rope 4
Vow of Non-Violence (Exalted)
Bulwark of Defense
Exalted Strike +1 (magic), Bonus Exalted Feat


5th
Knight 4
+5
+3
+3
+4
Concentration 4, Gather Information 4, Intimidate 8 (+1), Knowledge (Local 4, Nobility 5), Listen 4, Hide 4, Ride 4 (+3), Search 8 (+2), Sense Motive 4, Spot 4, Use Rope 4
-
Armor Mastery, Test of Mettle
Sustenance


6th
Watch Detective 1
+5
+3
+5
+6
Concentration 9 (+5), Diplomacy 5 (+5), Gather Information 4, Intimidate 8, Knowledge (Local 4, Nobility 5), Listen 4, Hide 4, Ride 4, Search 8, Sense Motive 4, Spot 4, Use Rope 4
Combat Reflexes, Vow of Peace (Exalted)
City Watch Training
AC Bonus +8, Deflection +3, Bonus Exalted Feat


7th
Watch Detective 2
+6
+3
+6
+7
Concentration 10 (+1), Diplomacy 10 (+5), Gather Information 7 (+3), Intimidate 8, Knowledge (Local 4, Nobility 5), Listen 4, Hide 4, Ride 4, Search 8, Sense Motive 5 (+1), Spot 4, Use Rope 4
Combat Expertise
Expertise, Obsessive Speciality, Profile
Resistance +1, Ability Score Enhancement +2 (Cha)


8th
Apostle of Peace 1
+6
+5
+8
+9
Concentration 11 (+1), Diplomacy 11 (+1), Gather Information 10 (+3), Intimidate 8, Knowledge (Local 4, Nobility 5), Listen 4, Hide 4, Ride 4, Search 11 (+3), Sense Motive 5, Spot 4, Use Rope 4
Gift of Discernment (Exalted)
Spells, Spontaneous Casting, Turn Undead
Natural Armor +3, Mind Shielding, Bonus Exalted Feat


9th
Apostle of Peace 2
+7
+6
+9
+10
Bluff 3 (+3), Concentration 12 (+1), Diplomacy 12 (+1), Gather Information 11 (+1), Intimidate 8, Knowledge (Local 5 (+1), Nobility 5), Listen 4, Hide 4, Ride 4, Search 12 (+1), Sense Motive 5, Spot 4, Use Rope 4
Dodge
Pacifying Touch
AC Bonus +9


10th
Watch Detective 3
+8
+7
+9
+10
Bluff 9 (+6), Concentration 13 (+1), Diplomacy 13 (+1), Gather Information 12 (+1), Intimidate 8, Knowledge (Local 5, Nobility 5), Listen 4, Hide 4, Ride 4, Search 13 (+1), Sense Motive 5, Spot 4, Use Rope 4
Nemesis (Exalted)
Cooperative Interrogation, Superior Disarming
Exalted Strike +2 (Good), DR 5/magic, Bonus Exalted Feat


11th
Watch Detective 4
+9
+7
+10
+11
Bluff 14 (+5), Concentration 14 (+1), Diplomacy 14 (+1), Gather Information 14 (+2), Intimidate 8, Knowledge (Local 5, Nobility 5), Listen 4, Hide 4, Ride 4, Search 14 (+1), Sense Motive 5, Spot 4, Use Rope 4
-
Deductive Augury 1/day, Skill Synergy (Diplomacy-Gather Information)
Ability Score Enhancement +4 (Cha)/+2 (Wis)


12th
Watch Detective 5
+9
+7
+10
+11
Bluff 15 (+1), Concentration 15 (+1), Diplomacy 15 (+1), Gather Information 15 (+1), Intimidate 8, Knowledge (Local 5, Nobility 5), Listen 4, Hide 4, Ride 4, Search 15 (+1), Sense Motive 10 (+5), Spot 4, Use Rope 4
Karmic Strike, Nimbus of Light (Exalted)
No Subdual Penalty, Sense Secret Doors
AC Bonus +10, Deflection +4, Greater Sustenance, Bonus Exalted Feat


13th
Watch Detective 6
+10
+8
+11
+12
Bluff 16 (+1), Concentration 16 (+1), Diplomacy 16 (+1), Gather Information 16 (+1), Intimidate 8, Knowledge (Local 5, Nobility 5), Listen 4, Hide 4, Ride 4, Search 16 (+1), Sense Motive 15 (+5), Spot 4, Use Rope 4
-
Locate Object
Resistance +2, Energy Resistance 5


14th
Watch Detective 7
+11
+8
+11
+12
Bluff 17 (+1), Concentration 17 (+1), Diplomacy 17 (+1), Gather Information 17 (+1), Intimidate 11 (+3), Knowledge (Local 5, Nobility 5), Listen 4, Hide 4, Ride 4, Search 17 (+1), Sense Motive 17 (+2), Spot 4, Use Rope 4
Exalted Turning (Exalted)
Deductive Augury 2/day, Improved Subdual
Exalted strike +3, Freedom of Movement, Bonus Exalted Feat


15th
Watch Detective 8
+12
+8
+12
+13
Bluff 18 (+1), Concentration 18 (+1), Diplomacy 18 (+1), Gather Information 18 (+1), Intimidate 16 (+5), Knowledge (Local 5, Nobility 5), Listen 4, Hide 4, Ride 4, Search 18 (+1), Sense Motive 18 (+1), Spot 4, Use Rope 4
Robilar’s Gambit
Forensics
AC bonus +11, Ability Score Enhancement +6/+4/+2, DR 5/evil


16th
Watch Detective 9
+12
+9
+12
+13
Bluff 19 (+1), Concentration 19 (+1), Diplomacy 19 (+1), Gather Information 19 (+1), Intimidate 19 (+3), Knowledge (Local 5, Nobility 5), Listen 5 (+1), Hide 4, Ride 4, Search 19 (+1), Sense Motive 19 (+1), Spot 5 (+1), Use Rope 4
Touch of Golden Ice (Exalted)
Discern Lies, Locate Creature
Natural Armor +4, Bonus Exalted Feat


17th
Watch Detective 10
+13
+9
+13
+14
Bluff 20 (+1), Concentration 19, Diplomacy 20 (+1), Gather Information 20 (+1), Intimidate 20 (+1), Knowledge (Local 5, Nobility 5), Listen 8 (+3), Hide 4, Ride 4, Search 20 (+1), Sense Motive 20 (+1), Spot 7 (+2), Use Rope 4
-
Deductive Augury 3/day, Instant Knowledge
Exalted strike +4, Resistance +3, Regeneration


18th
Apostle of Peace 3
+13
+9
+13
+14
Bluff 21 (+1), Concentration 19, Diplomacy 21 (+1), Gather Information 21 (+1), Intimidate 20, Knowledge (Local 5, Nobility 5), Listen 10 (+2), Hide 4, Ride 4, Search 21 (+1), Sense Motive 21 (+1), Spot 9 (+2), Use Rope 4
Hold the Line, Defender of the Homeland (Exalted)
-
AC Bonus +12, Deflection +5, True Seeing, Bonus Exalted Feat


19th
Apostle of Peace 4
+14
+10
+14
+15
Bluff 22 (+1), Concentration 19, Diplomacy 22 (+1), Gather Information 22 (+1), Intimidate 20, Knowledge (Local 5, Nobility 5), Listen 12 (+2), Hide 4, Ride 4, Search 22 (+1), Sense Motive 22 (+1), Spot 12 (+3), Use Rope 4
-
Censure Fiends
Ability Score Enhancement +8/+6/+4/+2, DR 10/evil


20th
Apostle of Peace 5
+14
+10
+14
+15
Bluff 23 (+1), Concentration 19, Diplomacy 23 (+1), Gather Information 23 (+1), Intimidate 20, Knowledge (Local 5, Nobility 5), Listen 15 (+3), Hide 4, Ride 4, Search 23 (+1), Sense Motive 23 (+1), Spot 14 (+2), Use Rope 4
Servant of the Heavens (Exalted)
-
Exalted strike +5, Energy Resistance 15, Bonus Exalted Feat





At Level 20, Bonus from Wis (+2 to 1st, +1 to 2nd, 3rd, 4th and 5th)
Spells per Day


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


1st
-
-
-
-
-
-


2nd
-
-
-
-
-
-


3rd
-
-
-
-
-
-


4th
-
-
-
-
-
-


5th
-
-
-
-
-
-


6th
-
-
-
-
-
-


7th
-
-
-
-
-
-


8th
4
4
-
-
-
-


9th
5
5
1
-
-
-


10th
5
5
1
-
-
-


11th
5
5
1
-
-
-


12th
5
5
1
-
-
-


13th
5
5
1
-
-
-


14th
5
5
1
-
-
-


15th
5
5
1
-
-
-


16th
5
5
1
-
-
-


17th
5
5
1
-
-
-


18th
5
5
2
1
-
-


19th
6
5
3
2
1
-


20th
6
5
4
3
2
1








Semloh Kcolrehs comes from a poor working class family. His parents were high-ranking diplomats at the court in the days of yore but they chose to abandon what they felt was a lustful way of life to go back to simpler and more humble tasks.
Having grown in this educated and minimalistic atmosphere, Semloh Kcolrehs is brainier, wiser and especially more eloquent than his entourage and uses all of his abilities for good. Tracking down children abducted by the Moriart Sect, his mortal enemy, is his specialty and he is known as his neighborhood’s Guardian Angel.
To his parents’ despair, he admires the brave Knights of the Royal Guard and eventually applies to become one of them.
He is a weird duck, having made sacred vows of poverty and non-violence, he is the only Knight without his shining armor or eye-catching mount. To him, the strength of Knights stem from their strict moral code and permanent honing through new challenges.
He is still able to hold his own in a fight if needs be, but he favors the sap and wise attacks to defeat his opponents without endangering their life.

Social skills are good to avoid fights from even starting, Nymph’s Kiss is strong with Gather Information, Intimidate, Diplomacy (untrained but still +11), Bluff (untrained).
During fights, not many can avoid his challenges, and even if they do, Goad can take over. Full BaB, Intuitive Strike and Exalted Strike help him hit and deal his non-lethal damage, wearing down his opponents while unimpaired by armor yet having some AC. He is not the best at what he does but he manages.
We grab Test of Mettle, we’re ready for the SI.




Semloh Kcolrehs realises his education makes him both less effective as a Knight and more efficient when he uses his mind. He leaves the Knight Corps and tries to find a more suitable occupation. His knowledge of the city as well as his deference to hierarchy and strong sense of justice lead him straight to the city watch. After a few interactions with the higher ups (and a word from his former chief who had taken a liking to him) he gets assigned to the Detective Watchforce.
His background makes it so his city training goes fast. He is a born profiler, specialises in local rumors about the Moriart Sect and impresses the rest of the force by his combat expertise.
During all this training period, he is hit with an epiphany : the power of peace.
He realizes that the harsher the laws he abides by, the more helping he is to those around him. He furthers his vows to better match his newfound inner peace so much in fact that he becomes an apostle of it whose touch can bring order to chaos.
A divine Gift of Discernment allows him to know beforehand whether a chosen path of actions he is considering is aligned with his moral Code.

He is a face like no other : maxed out Diplomacy, +2 from Bluff, Knowledge (Nobility), Sense Motive, Nymph’s Kiss and Sacred Vow, +4 from VoPeace, +4 from Cha makes a sweet +31 at level 10 : with a roll of 4 or more, you get people from hostile to friendly.
We’re getting ready for the Sweet Spot with feat taxes such as Combat Reflexes and Dodge which stack with AC (VoPeace adds +2 to AC bonuses from VoPoverty) meaning at level 10 : +9 to Exalted AC, +3 to Deflection AC, +3 to Natural Armor AC, +1 Dodge, +5 Combat Expertise & 1 from Dex for a total of 22, butt-naked AC. A successful Demoralize Opponent shakens them, giving you a virtual +2 to AC but we don’t want it too high, we’ll see why. Fun addition, people attacking you risk breaking their weapons even though having this based off Con makes it less likely to happen, but it’s free and can save a lot of trouble.


Pacifying touch is the real winner at these levels ; no save, no SR on a melee touch attack. You can now start de-escalating conflicts so you can use your social skills to win the game.
Apostle of Peace fast casting progression gives us 2nd level spells in 2 levels ! Most of which are really useful to further the cause (see Spell section below).
Also, the Rule of Evidence can be followed as long as you Test of Mettle anyone you suspect but can’t interrogate just yet. Once they attack, you will pacify them, one way or another ; VoPeace Aura, Pacifying Touch, Calm Emotions and Enthrall are all good candidates. Attacking an officer of the law is a crime, meaning you can take him in for questioning.
VoNon-violence boosts Knight’s Challenge, Goad, the VoPeace Aura and our spells (compensating the low-levels somewhat) by +4, while VoPoverty starts (lvl 7) boosting our Charisma… Good luck making dem DCs.




Having had this epiphany, Semloh Kcolrehs is more determined than ever to save the innocents from the claws of the Moriart Sect which he now considers his Nemesis. He spends his waking hours training and developing his own path to fighting Evil and he starts to rely more and more on his karma and makes more daring gambles. As time goes by, he feels the favor of the Gods watching over him as he is the conduit of their will in the realm of mortals.

Finally Karmic Strike comes online, followed by Robilar’s Gambit and this is gravy, see the De-Escalation Technique down in Combo Section.
Socials skills are maxed out, synergies fly out everywhere so much in fact that we can bridge the gap from Helpful to Fanatic pre-epic with a roll of 13 or more. The pep talks to your team before going on an operation or the witnesses from a crime become really intense about helping you (even though you need to stay more than 20ft away from them at all times).




The Moriart Sect is on the verge of being defeated, Semloh Kcolrehs has arrested most of their members and all that are left are the vilest fiends he needs to censure. The Gods grant him divine knowledge instantly when needed about his enemies weaknesses.
His Golden Ice Touch is their bane, he is bathed in light and can turn the undead minions they send his way to greater effect. Furthermore, now that he knows their leader’s name, he can locate him and track him down to expel him back to the plane he came from.
Getting rid of this scourge makes the Heavens acknowledge him as their Servant.

Finishing strong
More Apostle means more spells up to 5th level with things like Commune, Plane Shift, Raise Dead, Atonement, Break Enchantment etc. making him a decent if not full, spellcaster.
His ability enhancements got his Cha pumped that means his Test of Mettle, Goad, VoPeace Aura and social skills’ DCs are getting out of hand.
The De-Escalation and Investigation Technique are capturing criminals by the buttload (Hold the Line is a nice addition)
Oh and continuous True Seeing, Regeneration (sadly the stupid little brother), DR and the last Exalted feats come online preparing Semloh Kcolrehs for Godhood.





0th : Guidance, Detect Magic, Detect Poison, Light
1st : Command, Comprehend Languages, Protection from Evil, Sanctuary, Detect Evil
2nd : AId, Augury, Eagle’s Splendor, Enthrall, Calm Emotions, Ease Pain
3rd : Helpful Hand, Remove X line, Blessed Sight, Magic Circle against Evil
4th : Divination, Death Ward, Dismissal, Restoration
5th : Atonement, Break Enchantment, Greater Command, Commune, Mark of Justice, Plane Shift, Raise Dead, Sacred Guardian, Scrying



- Hide Shield (Sandstorm p.99) : Urban Ranger/Knight give us Shield Proficiency and this is good because you can get total cover with it. See The De-escalation Technique.

- From a sap to avoid dealing damage at early levels without the -4 penalty to a Greathammer after level 12 (you get Improved Sudual from WD).

- Reading the Manuals & Tomes that give stat enhancements, should be fair game and “inherent bonuses” stack with your VoPoverty “enhancement bonuses” so have at it. The one you really want are :
Manual of Quickness of Action +5 for more AC and more AoOs.
Tome of Leadership and Influence +5 for boosting everything you’re already good at.



Is it alive ?
no : this is your moment, you can unleash mayhem upon thee, finally
yes : you can’t hurt it

Does it want to hurt anyone ?
no : we’re guchy
yes : see The De-escalation Technique

Do you suspect it of anything ?
no : you could use a beer and the Investigation Technique
yes : make them want to hurt you with Test of Mettle then see De-escalation Technique


Test of Mettle + the good ol’ “duck n cover” + VoPeace aura
You taunt them (100ft radius Test of Mettle and if that fails Goad as a backup),
You hide (using the Bluff skill to create a diversion then get total cover),
They mad
Can’t range attack you (no LoS), so all they have left to do is to cast AoE spells blindly to where you might be or come and rough you up in person… and walk into the VoPeace Aura (high Cha & DC +4 thanks to Vow of Non-violence), leaving their hate and rage at the door.
Another fun trick is having them at the edge of your VoP Aura and using twice your movement to force them in and out of the aura as much as possible, triggering a new save everytime

If that fails
Pacifying Touch + Karmic Strike + Hold the Line
They managed to be next to you and still angry they will try to hit you. You lowered your AC by 4 so they should manage and, just before they do, you get a “There There” attempt on them. You have a full BaB from Urban Ranger & Knight and Intuitive Strike with a nice Wisdom so a melee touch attack should be right up your alley. If you hit, they chill out instantly, no SR, no save, meaning if you touch them, they’re de-escalated and ready for interrogation.

An attack of opportunity "interrupts" the normal flow of actions in the round. If an attack of opportunity is provoked, immediately resolve the attack of opportunity, then continue.
If you fail, they hit you and might break their weapon against your VoPeace Aura which should take them down a notch. Anyway, if they insist, you can try to AoO again “Dex” times (drinking potions of Cat’s Grace is both nice and allowed).
Late game, if they charge you, let’em. First save for getting into the Aura, then you get one AoO when they get in melee range and then one when they attack.

If that fails
Robilar’s Gambit + Pacifying Touch + Calm Emotions
So you’re in melee with people that saved against the peace aura’s high DC and either failed to hit you or you did.
All you have to do is move your speed among them, hell you can even cast non-defensively (Calm Emotions or Enthrall DCs are boosted by VoNon-violence) triggering AoOs, and try and pacify them again.

If that fails
Roll another character sheet man, the dice Gods have spoken.



1) Go fish
You aren’t completely omniscient so you must set out to find what’s been going on in the city.
Enter the Knowledge (local) (+WD level from Obsessive Specialty and, late game, Instant Knowledge) and Gather Information (+2 synergy from Knowledge (local), +2 Nymph’s Kiss, +2 Skill Synergy (Diplomacy - Gather Information))

2) Social shenanigans
i) Okay so before you even start interrogating people, you’re pretty much everyone’s BFF. Diplomacy is maxed, you get the 3 synergy bonuses from Bluff, Knowledge (Nobility) and Sense Motive, the respective +2 (perfection) and +4 (exalted) from Sacred Vow & VoPeace, the Skill Synergy (Diplomacy - Gather Information) and the +2 from Nymph’s Kiss (that’s +16).
ii) Bluff and Sense Motive comes in a bit later, with the experience of the job, but helps you adapt to situations, getting innuendos across for instance or see through falsehood before you can flat out Discern Lies.
The Favored Enemy organization brings an appreciated +2 Bluff, Sense Motive, Listen, Spot checks against members of the Moriart Sect that stacks with the City Watch Training’s.
iii) Intimidate as last resort in case your diplomatic intercessions previously failed (+2 from Bluff and Nymph’s Kiss).

3) Once a relationship is established, you have options.
i) Use your Urban Tracking to find the witnesses of the deed and question them so as to have your Profile and Deductive Augury running to pinpoint a suspect.
ii) Use Urban Tracking to find said person of interest directly or, if pressed by time, Locate Creature or the Helping Hand spell should do the trick.
iii) Find out where the person of interest lives and get a warrant (given the medieval fantasy of D&D, your standing as a lawman is probably enough but you never know) to investigate the place with your awesome Search, Detect Secret Doors, Locate Object and Forensics.

4) The end
You’ve found your suspect.
First, drown him in your social skills until he admits willingly to have commited the wrongful deed.
If by some sort of miracle he resists you, Test of Mettle his a** and use the De-escalation Technique (see above).
Now, attacking an officer of the law is a serious crime that will get you taken into custody for further questioning.
Find anyone friendly (or even indifferent), talk to them for a full-minute (ranks+18 Diplomacy if they are Good aligned).
Now that they’re helpful, you can conduct a Cooperative Interrogation, to make your prisoner spill the beans on the matter you’re looking into. Of course Discern Lies helps you a ton in these situations and even if you’re out, Sense Motive can take over.
So you have arrested a dangerous criminal mastermind/demon, the streets are safer thanks to you, bask in your glory.




- Pacifying Touch & melee touch attack.
I see it as a melee touch attack with a permanently charged “Calm Emotion” spell as a Shocking Grasp would work. If so, it is eligible for AoOs and the fun is on.
Also, if it is not considered an “armed” attack (as would a touch spell) then you start off an infinite loop of AoO as long as the protagonists have some left (Combat Reflexes & Cat’s Grace potion or buff helps).

- Hide Shield and VoPoverty.
I feel it should be allowed since simple weapons are. If you want RAW stupidity you can add spikes on the shield and say it’s a weapon…
Anyways, if it’s not ok for your DM, pick up a table, a tree trunk or whatever that can shield you from a fireball.

- Urban Tracking counting for Track
The lore just feels like this is what they tried to do before the Urban Tracking ACF came online. All through the PrC, features give bonuses to skills that aren’t Ranger class but are Urban Ranger ones.
If that wasn’t enough to convince you, try to picture a Watch Detective doing his job in the wild, that ought to do it.

- In the Urban Ranger Favored Enemy class feature, it is said that, at the DM’s discretion, you can have a chosen organization count as such, meaning all their members as Favored Enemy. Then Nemesis comes online at 12th level meaning tracking members of your town mafia just got a lot easier.

- Fun Fact : Getting into Gray Guard for the Sacrament of Trust is doable (my original build went this way with prestige paladin at 18 & 19 then Gray Guard at 20) and is really nice IF you consider the Codes of Conduct of all those classes & vows as one Code being the melding of all of them.
To the point, if Semloh Kcolrehs’ Code of Conduct is a mix of VoPoverty, VoNon-violence, VoPeace, Knight’s Code, Rule of Evidence, Apostle of Peace and Prestige Paladin then the Sacrament of Trust works and gives him some leeway, Gods know he needs some.

- Touch of Golden Ice is fair game according to RAW
the powers of good have their own answer to poison and disease: ravages and afflictions
Vow of Peace says
You may not deal real damage or ability damage to such creatures through spells or weapons which Golden Touch isn’t. You can always use the Ease Pain Spell until they drop on the group, incapacitated at 0 Dex.


Problem n°1 : Reach.
If you can’t touch them, it’s annoying but then you reread the VoPeace Aura and realise, joke’s on them. Each and every time they enter/leave your aura (20ft.) they have to save against the DC.
Now, Reach in the 10 to 20ft, you just step forward and backward, boosting your AC with Combat Expertise, Demoralize Opponent (Intimidate) and Dodge, and make’em save everytime.
Reach over 20ft, any sane DM would say they “enter” the Aura to hit you meaning they need to save on every strike they make. (Don’t tell me about weapons over 20ft long. If that’s a thing they shouldn’t call for a Detective…)

Problem n°2 : Immunity to mind affecting
1) Your Code allows you to destroy things that are undead and constructs explicitly so that’s alright so plants and oozes should be legal game as well.
2) Vermins, Feytouched, Half-Feys and the likes have this immunity but that is very niche
3) Your own personal BBEG is the Mindblank ability.
You have few ways of dealing with these situations, if they’re Evil you get Dispel Evil and Touch of Golden Ice. If not, you got your silver tongue skills (coupled with a Sanctuary, we never know, they might fail the DC) for a minute to turn them friendly.
Antimagic Field is an 8th level spell, meaning you need 3 more levels of AoP, eating up the SI but that would make you able to deal with this god-awful spell. Might as well make it 4 levels to get Miracle.
Oh and since that wasn’t enough, you can’t “Locate Creature” on a Mindblank user… But here your Gather Information and Profile ability ought to do the trick.


Sources :
Player’s Handbook – Combat Expertise, Combat Reflexes
Player’s Handbook II - Knight, Robilar’s Gambit
Spell Compendium - Spells
Masters of the Wild - Watch Detective
Miniature Handbook - Goad
Complete Warrior - Karmic Strike
Sandstorm - Hide Shield
Unearthed Arcana - Urban Ranger ACF, Urban Tracking, Prestige Paladin (optional)
Complete Scoundrel - Gray Guard (optional)
Champion of Valor - Defender of the Homeland
Book of Exalted Deeds - Apostle of Peace, vows & feats

The Viscount
2021-05-10, 08:50 PM
Taking a very big bite out of crime.



Brother Hecatfael


"What separates man and beast is the law. Following the law knowingly is being a man. Not following the law unknowingly is being a beast. Not following the law knowingly is being a criminal."


https://i.imgur.com/C89pIML.png


For most of his life, the only things Hecatfael knew were trees, wild beasts, and tribal rituals. The kobold tribe he was a part of never has a lot of contact with the outside world, and Hecatfael always wondered why it had always been forbidden to go outside the forest. But his natural curiosity was quenched enough by the wondrous rituals that the tribe shaman performed to bring luck to the tribe and help hunt wild beasts. When he was 14, Hecatfael became the shaman’s apprentice, and he learned to use the power of wild beasts to increase his strength and gain powers beyond his imagination. He chose the Girallon as his totem and started to live by keeping these new arms on his back all day long.

But the curiosity was still lurking behind Hecatfael’s head. He wanted to not only know everything in the forest, but know everything in the whole world, especially all the kinds of supernatural phenomena like what the shaman told him. One day, he could not hold it back anymore and left his village. Outside of it, he found a monastery, where he stayed for a few months. The monks were surprised to see a kobold, thinking that race had left the region several decades ago because of discrimination, even though the law theoretically protected them. The monks taught him everything they knew about combat and self-mastery.

When he was satisfied, he came back to his village, to find that it had been abandoned. Searching the nearby woods, he found some kobolds of his village. They told him that poachers had come. They had recently learned that there were still kobolds in this forest, and had come to kill some of them and use their skin for handbags. Hecatfael understood that it was his contact with the monks who eventually led to the poachers learning of his village, and he swore to catch these criminals and bring them to justice.

Bringing with him the pet bat of his parents, Hecatfael tracked the criminals until he reached a big city, where he did everything he could to learn as much as he could on everything he ignored. He found himself particularly drawn to more occult subjects, like the elusive Vestiges, and divine magic. But he didn’t forget the main reason why he was here. He joined the town watch, to be the closest to the informations about criminals. He finally found the poachers’ hideout, and beat every single one of them into submission, with the help of the town watch. He didn’t kill any of them, not wanting to lower himself to the level of these murderers. That’s when he decided to join the town watch. Poachers were not the only criminals in existence, after all.

With years passing, Hecatfael became more and more convinced of the necessity of a strong and active watch. The law needed to be enforced, and criminals needed to be punished, even outside of normal jurisdiction. To help him beat any criminal, he learned deadly martial arts from the swordsage guild, combining them with his own knowledge and his link with nature to mislead his enemies into thinking there were two of him. But he always came back to the watch, that’s where justice was enforced, where every wrong was righted. He swore an oath, not only to the town watch itself, but to law and order as a whole. No criminal would ever get away when Hecatfael was tracking them.




The watch detective has two main defining features. First, he deals nonlethal damage, and second, he knows exactly where to look for criminals.

Between his numerous skills, Profile, Deductive Augury and Locate Things, there is a high chance he will know exactly who he is after and what the criminal in question is capable of. This is why one of the point of this build is its versatility. Given 24 hours, Brother Hacatfael can change the most fundamental parts of his build to adapt to whatever is in front of him. He is capable of picking abilities from five different kinds of magic : Incarnum, divine, Vestiges, weapon properties and martial arts. If these abilities would be quite weak by themselves, they can become much stronger if they are combined and perfectly adapted to the opponent.


But what distinguishes the good detective from the ruthless wizard is that the detective doesn’t want to kill his opponent, and that he can beat the criminal unconscious without ever risking that they die before their trial. And that is accomplished by being capable of dealing relatively small amount of nonlethal damage a lot of times, while adding bonuses each time, until the criminal falls unconscious from a thousand paper cuts, or more accurately a thousand flicks of a claw. For that, the Justiciar prestige class is quite good (if maybe a bit repetitive of the Watch Detective class features), with his capacity to increase the damage dealing ability of the detective, but also deal Strength damage to reduce the offensive capabilities of big beatsticks, who are often the ones with the highest DR (a pain for a multiattack build).


All of that is accomplished by gaining knowledge of the opponent and acting while being unseen himself, which is where the numerous skills come into play, with a lot going into Spot, Hide, Listen, and Move Silently. This is also complemented by the link of Hecatfael with nature, and his knowledge of animals, notably his pet bat, who can help him both as witnesses with speak with animals, to scout from far away, and to gain a cheesy flanking in combat.


The overall result would probably be more adapted for an NPC or a DMPC, who has more downtime than a regular adventurous party, or in an investigation-centered campaign, but should still be playable even without relying too much on his adaptability.





Desert (Unearthed Arcana) kobold variant (http://archive.wizards.com/default.asp?x=dnd/we/20060420a) (+2 dex, -4 Str, -2 Wis, 2 claws, 1 bite)

Totemist 2 (Magic of Incarnum), Monk 1 (Sleeping Tiger style) (Unearthed Arcana), Binder 1 (Tome of Magic) , Archivist 1 (HoH), Watch detective 10, Swordsage (Weapon Focus(claw+unarmed)) (Tome of Battle), Justiciar 2 (CW), Kensai 2 (CW)

28-point buy :
Str 8 (0), Dex 15 (8), Con 13 (5), Int 16 (10), Wis 8 (0), Cha 13 (5)
30-point buy :
Str 10 (2), Dex 15 (8), Con 13 (5), Int 16 (10), Wis 8 (0), Cha 13 (5)
32-point buy :
Str 8 (0), Dex 17 (12), Con 13 (5), Int 16 (10), Wis 8 (0), Cha 13 (5)
Ability scores with Racial modifier (28 points, lv 1) :
Str 4, Dex 17, Con 13, Int 16, Wis 6, Cha 13

Ability boosts :
lv 4 : Dex ; lv 8 : Con ; lv 12 : Cha ; lv 16 : Dex ; lv 20 : Dex

Ability scores at level 20 :
Str 4, Dex 20, Con 14, Int 16, Wis 6, Cha 14


Table


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


1st
Totemist 1
+0
+2
+2
+0
Concentration 4, Handle Animal 4 , Knowledge (Planes) 2, Listen 4, Ride 4, Search 1 (cross-class) , Spot 4, Survival 4
Multiattack (MM)
Wild Empathy, Illiteracy


2nd
Totemist 2
+1
+3
+3
+0
Concentration 5, Knowledge (Planes) 4 , Listen 5, Ride 5, Search 1, Spot 5, Survival 5
-
Totem Chakra


3rd
Monk 1
+1
+5
+5
+2
Concentration 6, Jump 1, Knowledge (Arcana) 4, Knowledge (Planes) 4, Listen 5, Ride 5, Search 1, Spot 5, Survival 5, Tumble 1
Improved Unarmed Strike, Weapon Finesse (sleeping tiger style), Track
Unarmed strike, Flurry of blows


4th
Binder 1
+1
+7
+5
+4
Concentration 6, Gather Information 4, Intimidate 1, Jump 1, Knowledge (Arcana) 4, Knowledge (Planes) 4, Listen 5, Ride 5, Search 1, Spot 5, Survival 5, Tumble 1
-
Soul Binding


5th
Archivist 1
+1
+9
+5
+6
Concentration 6, Gather Information 4, Intimidate 1, Jump 1, Knowledge (Arcana) 4, Knowledge (Planes) 4, Listen 5, Ride 5, Search 8, Spot 5, Survival 5, Tumble 1
Scribe Scroll
Dark Knowledge, Spells


6th
Watch Detective
+1
+9
+7
+8
Concentration 6, Gather Information 4, Hide 5, Intimidate 1, Jump 1, Knowledge (Arcana) 4, Knowledge (Planes) 4, Listen 7, Ride 5, Search 8, Spot 7, Survival 5, Tumble 1
Open Least Chakra (Hand) (Magic of Incarnum)
City Watch Training


7th
Watch Detective 2
+2
+9
+8
+9
Concentration 6, Gather Information 9, Hide 8, Intimidate 1, Jump 1, Knowledge (Arcana) 4, Knowledge (Planes) 4, Listen 7, Ride 5, Search 8, Spot 8, Survival 5, Tumble 1
Combat Expertise
Obsessive Specialty (the Planes), Profile


8th
Watch Detective 3
+3
+10
+8
+9
Concentration 6, Gather Information 9, Hide 8, Intimidate 5, Jump 4, Knowledge (Arcana) 4, Knowledge (Planes) 4, Listen 7, Ride 5, Search 9, Spot 9, Survival 5, Tumble 1
-
Cooperative interrogation, superior disarming


9th
Swordsage 1
+3
+10
+10
+11
Concentration 9, Gather Information 9, Hide 11, Intimidate 5, Jump 5, Knowledge (Arcana) 4, Knowledge (Planes) 4, Listen 7, Ride 5, Search 9, Spot 9, Survival 5, Tumble 1
Weapon Focus (Tiger Claw : Claws+unarmed), Extreme Leap skill trick (Complete scoundrel), Improved Binding (Tome of Magic)
Maneuvers, Quick to Act +1


10th
Watch Detective 4
+4
+10
+11
+12
Concentration 9, Gather Information 12, Hide 11, Intimidate 5, Jump 5, Knowledge (Arcana) 6, Knowledge (Planes) 6, Listen 7, Ride 5, Search 10, Spot 10, Survival 5, Tumble 1
-
Deductive augury 1 /day, skill synergy (Hide-Move Silently)


11th
Watch Detective 5
+4
+10
+11
+12
Concentration 9, Gather Information 12, Hide 11, Intimidate 5, Jump 5, Knowledge (Arcana) 6, Knowledge (Planes) 9, Listen 7, Move Silently 5, Ride 5, Search 10, Spot 11, Survival 5, Tumble 1
-
No subdual penalty, sense secret doors


12th
Watch Detective 6
+5
+11
+12
+13
Concentration 9, Gather Information 12, Hide 11, Intimidate 5, Jump 5, Knowledge (Arcana) 9, Knowledge (Planes) 9, Listen 7, Move Silently 11, Ride 5, Search 10, Spot 11, Survival 5, Tumble 1
Sense Weakness (Draconomicon)
Locate object


13th
Kensaï 1
+5
+11
+12
+15
{B]Concentration 16[/B], Gather Information 12, Hide 11, Intimidate 5, Jump 5, Knowledge (Arcana) 9, Knowledge (Planes) 9, Listen 7, Move Silently 11, Ride 5, Search 10, Spot 11, Survival 5, Tumble 1
-
Signature Weapon (Claws+Unarmed)


14th
Kensaï 2
+6
+11
+12
+16
Concentration 17, Gather Information 12, Hide 11, Intimidate 9, Jump 5, Knowledge (Arcana) 9, Knowledge (Planes) 9, Listen 7, Move Silently 11, Ride 5, Search 10, Spot 11, Survival 5, Tumble 1
-
Power surge


15th
Justiciar 1
+7
+11
+12
+18
Concentration 17, Gather Information 12, Hide 11, Intimidate 9, Jump 12, Knowledge (Arcana) 9, Knowledge (Planes) 9, Listen 7, Move Silently 11, Ride 5, Search 10, Spot 13, Survival 5, Tumble 1
Skill Focus (Gather Information)
Bring 'em back alive, nonlethal strike +1d6


16th
Justiciar 2
+8
+11
+12
+19
Concentration 17, Gather Information 12, Hide 14, Intimidate 9, Jump 12, Knowledge (Arcana) 9, Knowledge (Planes) 9, Listen 7, Move Silently 11, Ride 5, Search 13, Spot 14, Survival 5, Tumble 1
Improved Grapple
Crippling strike


17th
Watch Detective 7
+9
+11
+12
+19
Concentration 17, Gather Information 12, Hide 17, Intimidate 9, Jump 12, Knowledge (Arcana) 10, Knowledge (Planes) 11, Listen 7, Move Silently 11, Ride 5, Search 13, Spot 17, Survival 5, Tumble 1
-
Deductive augury 2/day, improved subdual


18th
Watch Detective 8
+9
+11
+13
+20
Concentration 17, Gather Information 12, Hide 20, Intimidate 9, Jump 12, Knowledge (Arcana) 10, Knowledge (Planes) 17, Listen 7, Move Silently 11, Ride 5, Search 13, Spot 17, Survival 5, Tumble 1
Open Greater Chakra (Waist) (Magic of Incarnum)
Forensics


19th
Watch Detective 9
+10
+11
+13
+20
Concentration 17, Gather Information 12, Hide 20, Intimidate 9, Jump 12, Knowledge (Arcana) 17, Knowledge (Planes) 17, Listen 7, Move Silently 13, Ride 5, Search 13, Spot 17, Survival 5, Tumble 1
-
Discern lies, locate creature


20th
Watch Detective 10
+11
+11
+14
+21
Concentration 17, Gather Information 12, Hide 20, Intimidate 9, Jump 12, Knowledge (Arcana) 17, Knowledge (Planes) 17, Listen 7, Move Silently 19, Ride 5, Search 13, Spot 20, Survival 5, Tumble 1
-
Deductive augury 3/day, instant knowledge






At these levels, Hecatfael already starts to use a lot of different power systems. He still has a pretty bad BAB, but with good dexterity and Weapon Finesse, he should hit at least pretty often. Even more so since he has already a lot of attacks, with the kobold’s natural weapons and the flurry of blows. The point here is to make every one of these attacks matter, with my totem bind probably being Totem Avatar, with Winter Mask (with full essentia) on my face for some time. Aym also goes a long way to increase my damage output if I don’t need other vestiges. The archivist allows me to gain a little bit of versatility, even though at this level, I probably still only have cleric spells. Notably, divine favor and lesser vigor are good when it comes down to numbers alone. I might be able to train my pet bat obtained with Wild Empathy and Handle Animal to warn me of invisible enemies (I wonder if that could be a reasonable interpretation of Seek, Track or Attack). The offensive part may not be the best, but wild multiclassing allows Hecatfael to start his career with very good saves all around.


Skills ! These levels do not give much in terms of pure combat ability, but they change the direction of the build from a pure brawler to a discrete, hidey, flankey brawler. With Hide, the Sudden Leap maneuver, the Extreme Leap skill trick, and Sphinx Claws now giving me Pounce, I should be able to reliably pull off a full attack on a flat-footed enemy. And for the next rounds of combat, by using Island of Blades with my pet bat as an ally, I can virtually always flank my enemies, and gain the advantage of both the Critical Strike spell or the Burning Blade maneuvers, both allowing me to deal respectable damage to the opponent in the first round of combat. It is at this level that I start to have a decent BAB, and with my multiple damage bonuses, I can start using Girallon’s arms on my totem bind to increase by 4 my number of attacks.
It’s also around this level that I start becoming a decent detective, with a lot of Gather Information and Profile. I hope it will help understanding what I’m against to choose my vestiges (of which I have a larger choice with Improved Binding), spells and soulmelds accordingly.



That’s the point where the build shines the most, by adding two levels of Kensaï. The swordsage gave us Weapon Focus on both claws and unarmed attacks, and kensaï explicitly states you can enchant multiple kinds of natural weapons at once. I didn’t take more levels of kensaï specifically to allow to change my enchantment for the least amount of XP. 448 XP to imbue 6 claws and 2 fists is not that much at this level, even less if you consider that you can imbue two claws then put on Girallon’s arms and not have to pay XP again (the paragraph from kensaï about gaining new natural weapons is pretty unclear on the subject). The versatility of this ability is increased tenfold by the skills of the watch detective, which allow me to always have the right ability on hand if I have 24 h of downtime before going to track a criminal. If I don’t want to spend 24 hours meditating or spend XP, then I can just put spell storing on most of my natural weapons, which allows for a lot of versatility without slowing the party down too much.
Protests against the watch lead to an arise in the need of nonlethal damages, and Hecatfael becomes very good at this, and at taking criminals by surprise, with his high intelligence giving him even more infiltration skills and the Justiciar giving him a damage bonus when flanking enemies.
That is the level where damage reduction become usual, and Hecatfael has the Sense Weakness feat, that allows him to bypass most of it with his Weapon Focused natural weapons, that is to say, almost all of them.



Towards the end of his career, Hecatfael continues building on his strengths. Crippling strike allows him to neutralize most beatsticks, even those with crazy Regeneration will eventually fall to Str damage. At this point or before, I hope to get a +4 Con item (if I can only get a +2, my lv16 ability boost will be in Con) to take the open Greater Chakra (Waist). That allows me to get some measure of versatility with notably the Phoenix belt and the Manticore belt. And the last levels of Watch Detective give you even more damage bonuses on natural weapons, and let you become a perfect know-all Sherlock Holmes.




Everyday Soulmelds : Girallon arms, Sphinx Claws, Winter Mask+2 essentia (2d4+ fatigue when you touch your opponent ? Count me in !), or Claws of the wyrm if you rule that the touch attack doesn’t apply to each strike during a full attack (I feel like it should apply, the used terms are pretty close to the Soul Eater (BoVD)’s energy drain, who applies on each strike). Later, Manticore belt if I don’t have a flight item at this point, or Phoenix Belt for infinite out of combat healing (just use burning blade on yourself and absorb the damage to heal)
Other Soulmelds : Kruthik claws for infiltration without losing too many attacks, Dread carapace for damage if the opponent is Frost-immune, Frost Helm for environmental issues, Threefold Mask against rogues…



Everyday Vestige : Naberius for social or Aym for damage before lv 9, then Naberius or Malphas.
Other interesting Vestiges : Ronove to go fast and DR/magic, Leraje for infiltration, then Andromalius when I don’t care about killing people, or when people go invisible, and Dahlver-Nar for overall goodness.



Maneuvers known : Burning Blade (1d6+IL on natural attacks, 1 rd), Shadow Jaunt (50ft tp), Moment of Perfect Mind (Concentration for Will), Action before thought (Concentration for Ref), Sudden Leap (swift Jump, allows for Weapon Focus since it is from Tiger Claw), Cloak of Deception (swift invisibility)
Stance : Island of Blades (flank if an ally adjacent to the enemy)


Everyday spells : Blood Wind, Obscuring Mist, Critical Strike (divine bard/divine magician cleric).
Specific counters : Resist Energy, Warning Shout, Embrace the Wild (blindsense, low-light vision), Bless weapon, speak with animals, swift invisibility (divine bard), Distract Asailant (Southern magician), Nerveskitter (Southern Magician),
0th level : Deathwatch, Detect Magic, Prestidigitation (divine bard),



When you don’t need anything too specific :
Deflecting (CW), just put it on one claw and you get one less missile per round without losing too much on damage ;
Bloodfeeding (BoVD, it doesn’t say you have to deal lethal damage to store blood points, and dealing 10 points of additional damage per attack on the first round is pretty rad) ;
Warning (Magic of Faerun, if you don’t have Nerveskitter) ;
and especially Spell Storing (DMG) if you have a friend willing to cast nasty things on your arms the day before the boss fight, or you can cast Lesser Shivering Touches yourself for days if you don’t need a specific Bane ;

Specific counters : Ghosttouch (DMG), Bane (DMG), Magebane (Complete Arcane), Dispelling (Player’s Guide to Faerun), Binding (Arms and Equipment, may be placed on several weapons if the criminal is known for escaping law magically), Sure Striking (Arms and Equipment, if you are supposed to fight Outsiders that day)





The first item I would like to buy as soon as possible is a Mask of the Tiger (Magic Item Compendium), giving the Track feat. That would allow me to take the Deadly Defense (Complete Scoundrel) feat instead, which would allow me to get a bit more AC without losing too much on damage per round.

Then, a +4 Constitution item would be pretty good if I want to get the Open Greater Chakra (Waist) feat.
Finally, an Amulet of Mighty Fists (DMG), and of course permanent Greater Magic Fang would be extremely good in this kind of build. The abilities of the AoMF could be Blurstrike (Races of the Wild), if the Island of Blades cheese is not allowed, maybe Disruption (since Undead are really an issue with this build) or Weakening (2 points of Str with each blow will be enough to incapacitate almost any caster that I manage to touch), and if I manage to buy it, Speed to allow me to hit twice with each of my attacks.

Eventually, I would also like a diminutive animated block of riverin as a Minor Servitor (Savage Species). It won’t help me much in combat, but i twill give me the Island of Blades flank without risking to get killed by the first AoE.

The Viscount
2021-05-10, 08:53 PM
A head in the clouds, but a bird's eye view.







Varash Cloudwatcher


https://i.pinimg.com/originals/44/46/41/444641993479a28e1cd615e6bc75a08c.jpg

CG Primordial Half-Giant Ranger 2 - Barbarian 1 - Soul Knife 2 - Soulbow 4 - Watch Detective 10


Varash noticed a small swirl at the right bottom of the cloud. Almost like the signature of a painter. What a beautyful sky. "Varash! Stop drifting off and help me unloading the cart." Varash's father heaved a sack of grain from the cart over his shoulder. Varash had - again - stared into the sky instead of helping his father. If only the clouds weren't so interesting. The constant changing patterns, the vibrant colors. "Varash!" His father yanked at his shoulder and Varash finally trodded after him to the cart. "Sorry father, but that is such a marvelous cloud." "Varash, you need to learn to pay attention." "But father, I am." "Yeah, but to the completely wrong things. The cart is almost unloaded, go inside and help your mother stacking the grainsacks." Varash's shoulders slumped. "Yes, father.", he mumbled and obeyed. Why did noone care about a cloud that looked exactly like a giant eagle?
Inside his mother gave Varash a short frown. "Varash... my little dreamer. What caught your attention today?" Varash did like his mother more than his father because she actually cared about details. "A cloud. Shaped like a giant eagle. It almost looked like a painting with the artist's signature in the bottom right." His mother smiled broadly. "Was it prettier than the grain sacks?" She shouldered a grain sack and winked at him. Varash frowned and picked up a sack too. As he stumbled forward with it he complained: "I just... I like patterns. Details. Tiny swirls, unsuual combinations. I like to see things, notice things. Why do I always get in trouble for that? It's not like I hurt anyone...." His mother dropped off the sack and opened the hatch to the storage room. "Varash, your father is not angry with you because you like details. He is angry because you overlooked his needs." Varash thought for a moment. "So i noticed the wrong detail?" "No, not the wrong detail. It isn't always about details. You didn't see the whole picture." His mother said as she passed him going for another sack. Varash thought for a long time and they hauled the sacks filled to the brim with grain in the storage room in silence. Finally Varash said: "What happens when I see the whole picture? What is the next step?" His mother paused and thought for a time. "When you manage to see the whole picture, then you can ask yourself who painted the picture and for what reason he added the details you noticed immediately and why he added details that are easy to miss." It took Varash more than 20 years to understand this.



Attributes




Base
Race + Template
Class Level
Advancement
Final


Strength
12
-2
-
10


Dexterity
16
-2
+1 (8th)
15


Constitution
10
+0
-
10


Intelligence
12
+4
-
16


Wisdom
16
+0
+3 (4th, 12th, 16th)
19


Charisma
10
+4
-
14




Table



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


1st
LA Primordial Half-Giant






Primordial: Invisibility at will, Magical Knack (+1 caster level on every SLA), Knowledge (arcana) as class skill;
Half-Giant: powerful build, 2 Power points, Stomp PLA 1/day


2nd
Planar Ranger
+1
+2
+2
+0
Search 4, Spot 4, Listen 4, Gather Information 4, Survival 4, Sense Motive 2 (cc), Knowledge (arcana) 4, Knowledge (nature) 2 (cc), Knowledge (the planes) 4
Investigate
Track, 1st favored enemy: Arcanists, Voice of the city


3rd
Planar Ranger
+2
+3
+3
+0
Search 5, Spot 5, Listen 5, Gather Information 5, Survival 5, Sense Motive 2 (cc), Knowledge (arcana) 5, Knowledge (nature) 2 (cc), Knowledge (the planes) 5, Intimidate 1 (cc)

Combat style archery


4th
Eagle Totem Barbarian
+3
+5
+3
+0
Search 6 (cc), Spot 5, Listen 5, Gather Information 5, Survival 5, Sense Motive 2, Knowledge (arcana) 5, Knowledge (nature) 2 (cc), Knowledge (the planes) 5, Intimidate 6
Point Blank Shot, Rapid Shot (B)
Rage 1/day, Eagle Spiritual totem


5th
Soul Knife
+3
+5
+5
+2
Search 7 (cc), Spot 5, Listen 6, Gather Information 5, Survival 5, Sense Motive 2, Knowledge (arcana) 5, Knowledge (nature) 2, Knowledge (the planes) 5, Intimidate 6, Autohypnosis 4

Mind blade, Weapon Focus (mind blade), Hidden Talent (Dimension Hop)


6th
Soul Knife
+4
+5
+6
+3
Search 8 (cc), Spot 6, Listen 6, Gather Information 5, Survival 5, Sense Motive 2, Knowledge (arcana) 5, Knowledge (nature) 2, Knowledge (the planes) 5, Intimidate 6, Autohypnosis 8

Throw mind blade


7th
Soulbow
+4
+5
+8
+5
Search 9 (cc), Spot 7, Listen 7, Gather Information 5, Survival 5, Sense Motive 2, Knowledge (arcana) 5, Knowledge (nature) 2, Knowledge (the planes) 5, Intimidate 6, Knowledge (psionics) 3, Autohypnosis 8
Zen archery, Precise Shot (B)
Mind arrow, bonus feat


8th
Watch Detective
+4
+5
+10
+7
Search 10, Spot 8, Listen 8, Gather Information 6, Survival 6, Sense Motive 3, Knowledge (arcana) 5, Knowledge (nature) 4, Knowledge (the planes) 5, Intimidate 7, Knowledge (psionics) 3, Autohypnosis 8

City watch training


9th
Watch Detective
+5
+5
+11
+8
Search 11, Spot 9, Listen 9, Gather Information 7, Survival 7, Sense Motive 5, Knowledge (arcana) 5, Knowledge (nature) 5, Knowledge (the planes) 5, Intimidate 8, Knowledge (psionics) 3, Autohypnosis 8
Combat Expertise(b)
Obsessive specialty (Knowledge arcana), profile


10th
Watch Detective
+6
+6
+11
+8
Search 12, Spot 11, Listen 10, Gather Information 8, Survival 8, Sense Motive 7, Knowledge (arcana) 5, Knowledge (nature) 5, Knowledge (the planes) 5, Intimidate 9, Knowledge (psionics) 3, Autohypnosis 8
Ranged Disarm (mind arrow)
Cooperative interrogation, superior disarming


11th
Watch Detective
+7
+6
+12
+9
Search 13, Spot 13, Listen 12, Gather Information 9, Survival 9, Sense Motive 8, Knowledge (arcana) 5, Knowledge (nature) 5, Knowledge (the planes) 5, Intimidate 10, Knowledge (psionics) 3, Autohypnosis 8

Deductive augury 1 /day, skill synergy (Spot -Search)


12th
Watch Detective
+7
+6
+12
+9
Search 14, Spot 14, Listen 14, Gather Information 11, Survival 10, Sense Motive 9, Knowledge (arcana) 5, Knowledge (nature) 5, Knowledge (the planes) 5, Intimidate 11, Knowledge (psionics) 3, Autohypnosis 8

No subdual penalty, sense secret doors


13th
Watch Detective
+8
+7
+13
+10
Search 15, Spot 15, Listen 15, Gather Information 14, Survival 11, Sense Motive 10, Knowledge (arcana) 5, Knowledge (nature) 5, Knowledge (the planes) 5, Intimidate 12, Knowledge (psionics) 3, Autohypnosis 8
Dream Scion
Locate object


14th
Soulbow
+9
+7
+14
+11
Search 16, Spot 16, Listen 16, Gather Information 16, Survival 13, Sense Motive 12, Knowledge (arcana) 5, Knowledge (nature) 5, Knowledge (the planes) 5, Intimidate 13, Knowledge (psionics) 3, Autohypnosis 8

Mind Arrow Enhancement (merciful)


15th
Watch Detective
+10
+7
+14
+11
Search 17, Spot 17, Listen 17, Gather Information 17, Survival 16, Sense Motive 13, Knowledge (arcana) 5, Knowledge (nature) 5, Knowledge (the planes) 5, Intimidate 14, Knowledge (psionics) 3, Autohypnosis 8

Deductive augury 2/day, improved subdual


16th
Watch Detective
+11
+7
+15
+12
Search 18, Spot 18, Listen 18, Gather Information 18, Survival 18, Sense Motive 14, Knowledge (arcana) 5, Knowledge (nature) 5, Knowledge (the planes) 5, Intimidate 17, Knowledge (psionics) 3, Autohypnosis 8
Dream of Strength
Forensics


17th
Watch Detective
+11
+8
+15
+12
Search 19, Spot 19, Listen 19, Gather Information 19, Survival 19, Sense Motive 16, Knowledge (arcana) 5, Knowledge (nature) 5, Knowledge (the planes) 5, Intimidate 19, Knowledge (psionics) 3, Autohypnosis 8

Discern lies, locate creature


18th
Watch Detective
+12
+8
+16
+13
Search 20, Spot 20, Listen 20, Gather Information 20, Survival 20, Sense Motive 19, Knowledge (arcana) 5, Knowledge (nature) 5, Knowledge (the planes) 5, Intimidate 20, Knowledge (psionics) 3, Autohypnosis 8

Deductive augury 3/day, instant knowledge


19th
Soulbow
+13
+9
+16
+13
Search 21 (cc), Spot 21, Listen 21, Gather Information 20, Survival 20, Sense Motive 19, Knowledge (arcana) 5, Knowledge (nature) 5, Knowledge (the planes) 5, Intimidate 20, Knowledge (psionics) 3, Autohypnosis 11
Dream of Perception, Far Shot (B)
+1 mind arrow, bonus feat


20th
Soulbow
+14
+9
+17
+14
Search 22 (cc), Spot 22, Listen 22, Gather Information 20, Survival 20, Sense Motive 19, Knowledge (arcana) 5, Knowledge (nature) 5, Knowledge (the planes) 5, Intimidate 20, Knowledge (psionics) 3, Autohypnosis 14

Close combat shot




ECL 5: Especially at low level at will invisibility is really powerful and should enable Varash to scout enemy positions and report back to the rest of the party. Eagle totem barbarian and to a lesser extent favored enemy add a bonus to the core skills of Varash and watch detective of search and spot (and listen for FE). Track and survival are kind of weird for a class that seems to revolve around cities but in reality watch detective is more about a general theme of investigator which is not at all limited to cities. Although he lacks the trap finding class feature to find magical traps, Varash very reliably should detect all mundane traps. At ECL 5 Varash rolls 1d20+14 on Search checks, 1d20+12 (+14 vs favored enemies) on Spot checks and 1d20 + 9 (+11 vs favored enemies) on Listen checks. The investigate feat expands the use of search to find clues. Varash is able to track enemies (1d20+8 or 1d20+10 vs favored enemies) and dabbles in gather information and sense motive. The various knowledge skills are meant to be rasied to 5 ranks to add a bonus in finding clues via the Investiagte feat. In combat Varash wears light or medium armor and uses an oversized longbow (or composite longbow with no strength rating). He uses Rapid Shot if possible and carries some blunt arrows to deal nonlethal damage as it is an effective method of capturing criminals. Varash avoids melee whenever possible using invisibility at will (1 minute duration) and dimension hop to (re)position himself. If forced into melee, rage 1/day together with an oversized weapon may be sufficient to deal with weaker enemies. Rage may also help with overcoming problematic fortitude saves. Demoralizing an opponent is another option if forced into melee since powerful build should help raising your chances of success (1d20+8+size modifier). Autohypnosis is not only a prerequisite for soulbow but also a great way to reliably memorize a lot of text or numbers.

ECL 10: After one more stepstone level of Soulknife, at ECL 7 the Wisdom SAD-ness for ranged attacks is finally accomplished. Zen archery and mind arrows work very well on a character that relies on high wisdom scores which Varash needs for spot, listen, survival and sense motive checks. This also allows Varash to start using shields, as mind arrows don’t need hands. At least in the groups I played shields as loot often ended up being sold because noone wanted them. At ECL 8 city watch training is a very welcome boost to absolute core skills of Varash. Obsessive specialty (Knowledge arcana) frees up ranks for other Knowledge skills which all compliment the Investigate as soon as Varash has 5 ranks in them. Profile’s DC is quite low, which is why gather information didn’t get more ranks early in my build. Varash may be my first character that actually intends to use Combat Expertise the way it is written. When cornered in melee +5 AC together with a shield, decent (medium) armor and +2 Dexterity might be enough to stall until friends come to the rescue. If noone comes, there ist still the option of using rage. Dimension hop and invisibility at will should still cover ositioning in combat. Cooperative interrogation is a little weird but can work well with a character focused on feinting in combat and any character with bluff outside of combat. Superior disarming on the other hand is a very nice untyped bonus. Together with the feat ranged disarm Varash can very reliably disarm enemies at a distance. At ECL 10 his ranged disarm roll is 1d20+14+size modifier (BAB+ wisdom + weapon focus (mind blade) + superior disarming + size). While I don’t think it will happen too often, readying a ranged disarm action vs a charging enemy that relies on a weapon seems really fun.

ECL 15: Deductive augury is a great class feature. A 74-80% chance of coaxing information out of the DM even only once per day is something I rate really high. Skill synergy chosen for Spot and Search is of course another great boost to the already very high checks. No Subdual penalty should work with mind arrows as I don’t see anything in the rules that forbids using mind arrows in a nonlethal way. Sense secret doors is something we grab along the way. Locate object is an SLA and therefor benefits from magical knack gained by primordial giant. Dream Scion ist the first step of the dreamtouch feat line. Varash can prebuff himself for combat or skill checks entering the dreamtouched state. At ECL 14 mind arrows can be enchanted with the merciful weapon property. In conjunction with Improved Subdual this means that mind arrows now add Intelligence and Wisdom bonus on damage which is doubly nice with Dream Scion. This means that a single mind arrow now deals 1d8+ 1d6 + Wisdom bonus + Intelligence bonus (possibly another +3 for point blank shot and favored enemy) nonlethal damage.

ECL 20: Forensics is automatically a success unless a 1 is rolled. Discern lies and locate creature gain the same bonus as locate object. I have literally nothing good to say about instant knowledge other than the real capstone of watch detective to me is deductive augury thrice a day. Varash can try and use a successful instant knowledge (which gets alittle more likely in dreamtouched state) in conjunction with Dream of Perception for a +20 bonus on a knowledge skill check. The last two levels of soulbow enhance mind arrows further, add a bonus feat and allow for use of mind arrows in melee which is a really big help to Varash. Dream of strength and dream of perception round out the build in adding a small portion of damage (+1 insight bonus), a Fortitude save boost (and an emergency +5 boost) and a +1 insight bonus on skill checks as well as will saves. The option of adding +10 to any skill check and ending the dreamtouched state seems very useful for surely not missing any clues using the investigate feat. The added ranks in autohypnosis are meant to help tolerate poisons, resist dying and use the willpower option of autohypnosis.


Race and Template:
Primordial Giant: Secrets of Xendrik
Half-Giant: Expanded Psionics Handbook
Classes:
Skilled City Dweller + Voice of the city Ranger ACF: Cityscape
Arcane Hunter ACF: Complete Mage
Palnar Ranger: Unearthed Arcana
Eagle Totem Barbarian ACF: Complete Champion
Soulknife: Expanded Psionics Handbook
Hidden Talent ACF: http://archive.wizards.com/default.asp?x=dnd/psm/20070214a
Soulbow: Complete Psionics
Feats:
Zen Archery: Complete Warrior
Ranged Disarm: Complete Warrior
Investigate: Eberron Campaign Setting
Dream Scion, Dream of Strength, Dream of Perception: Secrets of Sarlona

Everything else should be on the SRD

The Viscount
2021-05-10, 09:00 PM
The private third eye.



https://upload.wikimedia.org/wikipedia/commons/d/d6/John_Collier_-_Priestess_of_Delphi.jpg
Sibyll d’Orien
NG Human, Psychic Rogue 5/Watch Detective 10/Ebon Saint 3/Heir of Siberys 2

Sibyl, with frenzied mouth uttering things not to be laughed at, unadorned and unperfumed, yet reaches to a thousand years with her voice by aid of the god.
-HeracIitus, fragment 92




“You’ll all be able to go in a bit,” Inspector Gregor said. “Sorry to make you all stand around a body like this. But the, uh, the specialist they sent in to look at the body”—the Inspector indicated the crouching form of Sibyll d’Orien, who was hunched over the Duke’s corpse, eyes closed—”She’s gotta talk to all of you, too.”

All six men and women shifted awkwardly, no one daring to look at the corpse of the Duke, just a few feet away. Finally, Carl Badstrom found his voice. “You expect us to get interrogated by a… by a mystic? By some charlatan who claims to read dreams and tea leaves and Gods know what else? By all the Host I thought this was Fairhaven, not some backwater little hick town.”

“I’m as opposed to this sort of mumbo-jumbo as you are,” Inspector Gregor sighed. “It’s all claptrap if you ask me, and besides, you know as well as I do that anything but a confession or hard evidence is inadmissible. But Sibyll d’Orien is well respected in her house, and they wanted to bring her on.” The inspector yawned, his great drooping mustaches twitching. “Let’s just get this over with, yeah? Line up and do what the nice lady says.”

Sibyll looked around, her heavy lidded eyes flashing on each of the six men and women lined up before her in turn. “Which of you saw the Duke collapse?” A young barmaid, perhaps only 16, raised her hand timidly. “Come, come,” Sibyll said. Her voice was husky and low, and they all had to lean forward to hear her. “Your name is Mandy, yes? I want you to picture the scene in your mind,” Sibyll intoned. “Picture it.”

“But I didn’t see nothin’ really, miss,” Mandy exclaimed. “Really. I saw the Duke, yeah, and I saw him go down clutchin’ at his heart, but I ain’t seen how it happened or why. His back was to me, you know, and them other five, they were all sittin’ at the table with him but none of them was in arm’s reach. I swear I didn’t see who attacked him, really.”

“That’s alright, Mandy. That’s just fine,” she said. “Your waking eye may not have seen who killed the Duke, but your sleeping eye, your sleeping eye sees all. Close your eyes. They’ll just distract you. Close your eyes and tell me what you see.”

Mandy did as she was told. In fits and starts, speaking as though in a dream, she began to describe a man, vaguely at first, then with more detail as Sibyll carefully coaxed the information out of her. All the while Sibyll sketched. When she was done she held up the picture. “Is this the man?”

“Aye, that’s him!” Mandy cried, a hand over her mouth. “That’s him exactly. But… but I ain’t never seen that man, not until you told me to close my eyes. Who is he?”

Sibyll studied the picture. “A hired hand, no doubt,” Sibyll said. “By the outfit, a member of the Shadow Network. An assassin.”

“Oh come now,” Carl spluttered. “The girl just said she never saw him. Are we expected to believe this?”

Sibyll’s eyes turned to Carl Badstrom, and he shifted uneasily under their gaze. “Believe what you will,” she said, after a long and awkward moment had passed. “But we all have sleeping eyes, and they all see far more than what they let on. Carl Badstrom, yes? I know of Badstrom Textiles, of course. Come here. Hold out your hand.”

Carl Badstrom looked nervously at Inspector Gregor, who shrugged and urged him forward. He extended his left hand, palm up. Sibyll stared at it, then slapped it. “Hey!” he shouted, looking aghast. “I thought you were going to— going to read my palm or something!”

“This is faster,” Sibyll smiled. “And don’t worry, Carl. I know exactly who hired the Shadow Network to murder the Duke. And I know why you did it, too.”



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


1st
Psychic Rogue 1
+0
+0
+2
+0
Bluff 4 ranks, diplomacy 4 ranks, disguise 4 ranks, gather information 4 ranks, hide 4 ranks, knowledge (local) 4 ranks, move silently 4 ranks, search 4 ranks, sense motive 4 ranks, survival 2 ranks (cc)
Investigate, Track
Sneak attack +1d6, trapfinding


2nd
Psychic rogue 2
+1
+0
+3
+0
Bluff 5 ranks (+1), diplomacy 5 ranks (+1), disguise 5 ranks (+1), gather information 5 ranks (+1), hide 5 ranks (+1), move silently 5 ranks (+1), search 5 ranks (+1), sense motive 5 ranks (+1), spellcraft .5 ranks (+.5, cc), survival 2.5 ranks (+.5, cc)

Evasion


3rd
Psychic Rogue 3
+2
+1
+3
+1
Bluff 6 ranks (+1), diplomacy 6 ranks (+1), disguise 6 ranks (+1), gather information 6 ranks (+1), hide 6 ranks (+1), move silently 6 ranks (+1), search 6 ranks (+1), sense motive 6 ranks (+1), spellcraft 1 rank (+.5, cc), survival 3 ranks (+.5, cc)Bluff 6 ranks (+1), diplomacy 6 ranks (+1), disguise 6 ranks (+1), gather information 6 ranks (+1), hide 6 ranks (+1), move silently 6 ranks (+1), search 6 ranks (+1), sense motive 6 ranks (+1), spellcraft 1 rank (+.5, cc), survival 3 ranks (+.5, cc)
Heroic Spirit



4th
Psychic Rogue 4
+3
+1
+4
+1
Bluff 7 ranks (+1), diplomacy 7 ranks (+1), disguise 7 ranks (+1), gather information 7 ranks (+1), hide 7 ranks (+1), move silently 7 ranks (+1), search 7 ranks (+1), sense motive 7 ranks (+1), spellcraft 1.5 ranks (+.5, cc), survival 3.5 ranks (+.5, cc)

Sneak attack +2d6


5th
Psychic Rogue 5
+3
+1
+4
+1
Bluff 8 ranks (+1), diplomacy 8 ranks (+1), disguise 8 ranks (+1), gather information 8 ranks (+1), hide 8 ranks (+1), move silently 8 ranks (+1), search 8 ranks (+1), sense motive 8 ranks (+1), spellcraft 2 ranks (+.5, cc), survival 4 ranks (+.5, cc)




6th
Watch Detective 1
+3
+1
+6
+3
Bluff 9 ranks (+1), diplomacy 9 ranks (+1), gather information 9 ranks (+1), knowledge (the planes) 2 ranks (+2), search 9 ranks (+1), sense motive 9 ranks (+1), spellcraft 3 ranks (+1, cc), survival 5 ranks (+1)
Master Manipulator
City watch training


7th
Watch Detective 2
+4
+1
+7
+4
Bluff 10 ranks (+1), diplomacy 10 ranks (+1), gather information 10 ranks (+1), knowledge (the planes) 4 ranks (+2), search 10 ranks (+1), sense motive 10 ranks (+1), spellcraft 4 ranks (+1, cc), survival 6 ranks (+1)
Combat Expertisebonus
Expertise, obsessive specialty (knowledge (the planes)), profile


8th
Watch Detective 3
+5
+2
+7
+4
Bluff 11 ranks (+1), diplomacy 11 ranks (+1), gather information 11 ranks (+1), knowledge (the planes) 7 ranks (+3), search 11 ranks (+1), sense motive 11 ranks (+1), spellcraft 5 ranks (+1, cc), survival 7 ranks (+1)

Cooperative interrogation, superior disarming


9th
Watch Detective 4
+6/+1
+2
+8
+5
Bluff 12 ranks (+1), diplomacy 12 ranks (+1), gather information 12 ranks (+1), knowledge (the planes) 10 ranks (+3), search 12 ranks (+1), sense motive 12 (+1), spellcraft 6 ranks (+1, cc), survival 8 ranks (+1)
Improved Feint
Deductive augury 1/day, skill synergy (gather information-sense motive)


10th
Ebon Saint 1
+6/+1
+2
+10
+7
Bluff 13 ranks (+1), diplomacy 13 ranks (+1, cc), gather information 13 ranks (+1, cc), knowledge (the planes) 11 ranks (+1, cc), search 13 ranks (+1), sense motive 13 ranks (+1)

Dire strike, shadowfriend


11th
Ebon Saint 2
+7/+2
+2
+11
+8
Bluff 14 ranks (+1), diplomacy 14 ranks (+1, cc), gather information 14 ranks (+1, cc), search 14 ranks (+1), sense motive 14 ranks (+1), spellcraft 7 ranks (+1, cc)

Thought theft


12th
Ebon Saint 3
+8/+3
+3
+11
+8
Bluff 15 ranks (+1), diplomacy 15 ranks (+1, cc), gather information 15 ranks (+1, cc), search 15 ranks (+1), sense motive 15 ranks (+1), survival 9 ranks (+1, cc)
Inquisitor
Mind interrogation, sneak attack +1d6


13th
Heir of Siberys 1
+8/+3
+5
+13
+10
Bluff 16 ranks (+1), diplomacy 16 ranks (+1), gather information 16 ranks (+1), search 16 ranks (+1), sense motive 16 ranks (+1), spellcraft 7.5 ranks (+.5, cc), survival 10 ranks (+1)
Favored in Housebonus
Additional action points, bonus feat


14th
Heir of Siberys 2
+9/+4
+6
+14
+11
Bluff 17 ranks (+1), diplomacy 17 ranks (+1), gather information 17 ranks (+1), search 17 ranks (+1), sense motive 17 ranks (+1), spellcraft 8 ranks (+.5, cc), survival 11 ranks (+1)
Astral Trackingbonus
Siberys mark (mark of passage - greater teleport)


15th
Watch Detective 5
+9/+4
+6
+14
+11
Bluff 18 ranks (+1), diplomacy 18 ranks (+1), gather information 18 ranks (+1), knowledge (the planes) 14 ranks (+3), search 18 ranks (+1), sense motive 18 ranks (+1), survival 14 ranks (+3)
Dreamtelling
No subdual penalty, sense secret doors


16th
Watch Detective 6
+10/+5
+7
+15
+12
Bluff 19 ranks (+1), diplomacy 19 ranks (+1), gather information 19 ranks (+1), knowledge (the planes) 18 ranks (+4), search 19 ranks (+1), sense motive 19 ranks (+1), survival 17 ranks (+3)

Locate object


17th
Watch Detective 7
+11/+6/+1
+7
+15
+12
Bluff 20 ranks (+1), diplomacy 20 ranks (+1), gather information 20 ranks (+1), knowledge (local) 6 ranks (+2), knowledge (the planes) 20 ranks (+2), search 20 ranks (+1), sense motive 20 ranks (+1), survival 20 ranks (+3)

Deductive augury 2/day, improved subdual


18th
Watch Detective 8
+12/+7/+2
+7
+16
+13
Bluff 21 ranks (+1), diplomacy 21 ranks (+1), gather information 21 ranks (+1), knowledge (local) 11 ranks (+5), knowledge (the planes) 21 ranks (+1), search 21 ranks (+1), sense motive 21 ranks (+1), survival 21 ranks (+1)
Mark of Stars
Forensics


19th
Watch Detective 9
+12/+7/+2
+8
+16
+13
Bluff 22 ranks (+1), diplomacy 22 ranks (+1), gather information 22 ranks (+1), knowledge (local) 16 ranks (+5), knowledge (the planes) 22 ranks (+1), search 22 ranks (+1), sense motive 22 ranks (+1), survival 22 ranks (+1)

Discern lies, locate creature


20th
Watch Detective 10
+13/+8/+3
+8
+17
+14
Bluff 23 ranks (+1), diplomacy 23 ranks (+1), gather information 23 ranks (+1), knowledge (local) 21 ranks (+5), knowledge (the planes) 23 ranks (+1), search 23 ranks (+1), sense motive 23 ranks (+1), survival 23 ranks (+1)

Deductive augury 3/day, instant knowledge






32 point buy:
Str 8/Dex 14/Con 12/Int 16/Wis 14/Cha 14

Raise Intelligence at every 4th level.



Final Skill Layout
Bluff 23 ranks
Diplomacy 23 ranks
Gather information 23 ranks
Knowledge (the planes) 23 ranks
Search 23 ranks
Sense motive 23 ranks
Survival 23 ranks
Knowledge (local) 21 ranks
Disguise 8 ranks
Hide 8 ranks
Move silently 8 ranks
Spellcraft 8 ranks

Skill Progression Explanation
Sibyll’s most important skills are those related to her interrogations and intelligence gathering, in particular sense motive but also including bluff, diplomacy, gather information and search. Her secondary skills include her knowledge skills and survival. Survival is very important to Sibyll once she gains the ability to astrally track her targets, though in early levels she can mostly get by with synergy bonuses and her Wisdom. For her knowledge skills, early on she focuses on local knowledge, but as her power of prophecy grows stronger, she switches to planar knowledge as her primary knowledge skill. This also aids her in the reading of dreams.

In general Sibyll focuses her skills first on always keeping bluff, diplomacy, gather information, search and sense motive. Her second priority is to meet all skill requirements, including stealth skills for ebon saint and spellcraft for astral tracking. Once those objectives are met, Sibyll uses any spare skill points to “catch up” on any secondary skills that fell behind while Sibyll was focusing on meeting prerequisites.



Powers Known & PP:
1 Psychic Rogue1- Entangling ectoplasm (0 PP)
2 Psychic Rogue2- Conceal thoughts (1 PP)
3 Psychic Rogue3- Astral traveler (2 PP)
4 Psychic Rogue4- N/A (4 PP)
5 Psychic Rogue5- Detect hostile intent (6 PP)
6 Watch Detective1- N/A
7 Watch Detective2- N/A
8 Watch Detective3-
9 Watch Detective4- N/A
10 Ebon Saint1- N/A
11 Ebon Saint2- Object reading (8 PP)
12 Ebon Saint3- Control sound (10 PP)
13 Heir of Siberys1- N/A
14 Heir of Siberys2- N/A
15 Watch Detective5- N/A
16 Watch Detective6- N/A
17 Watch Detective7- N/A
18 Watch Detective8- N/A
19 Watch Detective9- N/A
20 Watch Detective10- N/A

Final powers known:
1- Entangling ectoplasm, conceal thoughts, astral traveler
2- Detect hostile intent, object reading, control sound

Note that PP totals do NOT include bonus PP from high Int. Bonus PP is gained at a rate of ½ ML * Int bonus. With level-appropriate Int-boosting items, this represents 33 bonus PP each day by level 20, or more with ML-boosting items.



Heir of Siberys requires Heroic Spirit to qualify, which provides extra action points. However, many games don’t use action points at all. To keep things on a level playing field, Sibyll was written under the assumption that Heroic Spirit is essentially a dead feat and that action points do not exist. If Sibyll is being used at a table that does employ them, she may wish to consider other feats to further augment them. Action Surge in particular is excellent, and one of the bonus feats available at first level to an Heir of Siberys.




Levels 1 - 5
Psychic Rogue 5

In these early days, Sibyll functions as your typical roguish character: namely, she stays out of the way and tries not to die, making opportunistic sneak attacks as necessary. Her psychic abilities aid considerably in this, with entangling ectoplasm being a great way to keep foes at bay. Out of combat, however, is where she shines. Her skills are exceptional, covering the social and investigative skills. These are further buoyed by her powers: Sibyll benefits from conceal thoughts for a +10 bonus on bluff checks for an hour/level and detect hostile intent, which not only provides her with an effective alternate sense and prevents her from being caught surprised or flat-footed but also allows her to make sense motive checks as a free action against anyone within 30’. Note that detect hostile intent specifically penetrates barriers, meaning she can use it to scan other rooms or areas for people with hostile intent and use sense motive to assess the issue.

And speaking of her investigative skills, thanks to the Investigate feat she can do far more than look for traps with her search skill. She can use search to “locate clues, discern patterns, analyze evidence, and draw conclusions about what occurred in a specific area.”

Levels 6 - 10
Psychic Rogue 5/Watch Detective 4/Ebon Saint 1

At level 6, Sibyll takes her first level in watch detective and picks up Master Manipulator. This feat is perhaps the single best way to wrangle confessions out of targets: if she catches someone in a lie, she can trick them into inadvertently revealing their lie and the reason behind it. With watch detective further boosting her sense motive checks (among other things) and buffs like conceal thoughts and detect hostile intent, she should easily be able to force her suspects into revealing key information and confessing if necessary.

Combat Expertise comes online as a free feat, which in turn qualifies her for Improved Feint - not the most exciting combat feat, but Sibyll has a great bluff check and sneak attack, and Improved Feint qualifies her for ebon saint. This will become quite important to her investigations in short order. Deductive augury and profile, meanwhile, are added to her psychic crime-solving repertoire.

Levels 11 - 15 (Sweet Spot)
Psychic Rogue 5/Watch Detective 5/Ebon Saint 3/Heir of Siberys 2

A lot happens in these levels. In particular, ebon saint gives her the tool she most needs to interrogate her foes: the ability to read minds outright. Thought theft is decent, giving her read thoughts, but there are a lot of limitations on it, such as the fact that a Will save negates it or the difficulty in turning surface thoughts into evidence. Mind interrogation, on the other hand, is absolutely incredible. On a dire strike she can visualize a question in her head and, if the suspect knows the answer, Sibyll immediately knows it as well - with no saving throw or ability to bluff it away! Magical evidence isn’t admissible, of course, but with Master Manipulator (now further boosted by Inquisitor for a whopping +10 bonus to her already impressive sense motive checks) she can easily use that psychic knowledge to garner a confession. With her ability to make nonlethal strikes, she doesn’t need to actively injure her foes for these dire strikes.

And while mind interrogation allows her to wrest secrets out of the living that she can then use to force in confessions via Master Manipulator, object reading comes online and gives her a plethora of details about the physical objects around her. After finding a clue via Investigate, she can then use object reading to determine things like race, gender, age, alignment and details about the owner of these clues, which in turn can help point her in the direction of new targets to investigate.

Meanwhile, her Siberys mark fully manifests, giving her the Siberys mark of passage for a daily CL 15 greater teleport. This comes online at the same time that she picks up Astral Tracking (Heir of Siberys grants unrestricted bonus feats in lieu of advancing a caster level for non-casters). Astral Tracking is a unique little feat from Dragon Compendium that says that if you track someone to a place where they used teleportation magic to leave, you can make a DC 30 survival check to find out where they went and use your own teleportation magic to follow them. With greater teleport and Astral Tracking, Sibyll should be able to follow her suspects to the ends of the earth. And if they travel beyond the material plane, well, she IS a respected Siberys member of House Orien and has the mechanical ability to call in favors, making a plane shift or astral caravan easily within reach.

Her planar knowledge moves beyond just the ability to track targets across the planes, though. In these levels she also learns to interpret prophetic dreams. Dreamtelling requires a knowledge (the planes) check to study the prophetic symbolism of a dream (whether her own or another’s). If she exceeds the DC by 10, she receives the benefit of a divination spell, and if she exceeds it by 20 she receives the benefits of a commune spell. These prophetic visions assist her greatly in finding and punishing wrongdoing.

Levels 16 - 20
Psychic Rogue 5/Watch Detective 10/Ebon Saint 3/Heir of Siberys 2

Finishing out watch detective provides Sibyll with a number of powerful divinations to add to her repertoire, including locate object, discern lies and locate creature. She also adds on the forensics ability to garner even more information than Investigate provides. As a capstone she receives the powerful instant knowledge ability, giving her the potential to increase her knowledge (the planes) roll by 10. This stacks with obsessive specialty, allowing for as much as a +20 bonus on her knowledge (the planes) checks, which she can in turn use to generate communes via the reading of dreams.



There are many psychic tools that can assist in finding a wrong-doer, but how do they comply with the rules of evidence? How do they hold up, in a world where only hard evidence is accepted, where magic or visions are barred from a court of law?

Sibyll d’Orien, mystic and heir of Siberys in House Orien, has pledged her services to the Fairhaven Watch, and with that comes respecting their Rules of Evidence. But Sibyll does not merely set aside her prophetic visions. She who walks through dreams, who can travel among the astral plane, has no interest in abandoning such useful tools. She can read objects with a touch and learn their history. She can read dreams, her own and those of others, giving her powerful visions of the future or the past. She can step into the minds of those she comes into contact with, wresting free their most closely guarded secrets. Why give all this up?

And so, Sibyll d’Orien has become a master of confessions. Using her investigations and her psychic prowess, she quickly uncovers the cause of crimes. No one can hide the truth from Sibyll, for she can suppress lies and even speak to the mind directly with a touch: her mind interrogation allows her to receive the answer to a question, with no way to save or avoid it. Armed with this information, she talks to her target, carefully bringing up bits and pieces of what she has learned. In doing so, she forces her targets to reveal the truth or risk lying to her - and lying to Sibyll d’Orien is nearly impossible. She can sense lies almost unerringly. And if they lie, Sibyll knows how to set a trap of words to force her target to unwittingly reveal the truth...


On reading watch detective, my first thought was that many of the class’s abilities could easily be refluffed as the mystical powers of a seer or fortune teller, rather than those of a master detective. That idea set me off, and I decided to build around it. I wanted to build a seer who used her visions and powers to unravel a crime, and then use Master Manipulator’s trap of words to force suspects into inadvertently confessing.

Regarding the watch detective’s abilities:
Entry requirements: The skills are all a breeze for Sibyll d’Orien, since she is already keeping search at maximum for Investigate, and Track is required for Astral Tracking, which she uses extensively after heir of Siberys comes online (see her levels 11-15 description).
City watch training: A flat bonus to several skills is quite important, in particular search (which drives Sibyll’s Investigate feat) and sense motive (arguably the most important skill to this build).
Expertise: While Sibyll prefers to avoid combat altogether whenever possible, anything to boost her defenses will never go amiss. More importantly, however, Combat Expertise is one of the pre-reqs for ebon saint, and watch detective gives it to her for free.
Obsessive specialty: As a seer, Sibyll must learn all she can of dreams, and can eventually read dreams via Dreamtelling for a free divination or commune. These are incredibly strong divinations, but they require high knowledge (the planes) checks to reliably access them. Getting what eventually becomes a +10 bonus to these checks is huge.
Profile: The first of the abilities that made me think of this class as some sort of seer rather than a detective. She can get an image of the perpetrator of a crime from someone who has never actually seen the perpetrator? That’s amazing! And it’s definitely easy to fluff as a psychic ability, despite its (Ex) tag.
Cooperative investigation: Working with the city watch, Sibyll can make good use of her high bluff checks to play good cop, and in doing so make the bad cop all the more intimidating.
Superior disarming: Superior disarming is an ability that exists and is something that Sibyll can theoretically do if she ever feels like wasting a turn.
Deductive augury: The second ability that made me think “hey, this would be a really cool seer.” Sure, it’s meant to be fluffed as a Sherlock-style logical leap, but it works even better as an actual augury. (Plus it’s useful as heck.)
Skill synergy: I mentioned that sense motive was probably her most important skill, right? Between this, city watch training and Inquisitor, Sibyll can put out ridiculously high sense motive checks, which are vital for Master Manipulator’s trap of words. (Boosting gather info is nice too, of course.)
No subdual penalty: Ebon saint’s abilities require you to study and then strike your target. Sibyll isn’t particularly interested in starting any fights, but abilities like mind interrogation are absolutely incredible (seriously, no save, no way to guard, just a full answer to a question). This allows her to nonlethally tap her target to get the full benefit.
Sense secret doors: “I’m getting a vision - there’s something here!” (Cue dramatically pulling aside the throw rug to reveal a trapdoor.)
Locate object: Oh come on, now we’re not even trying to pretend these abilities are anything but mystical anymore.
Improved subdual: Well, she doesn’t love combat, but she DOES have a really high Intelligence score, so adding Int to damage is nice.
Forensics: “Violence leaves an… impression on the body and the soul. My dreaming eye can read those impressions like a map.” With search already maximized for Investigate this DC is trivial, allowing Sibyll to “read the psychic impressions” of dead bodies to determine the cause of death.
Discern lies: Yet another tool to help catch her targets in any lies.
Locate creature: Even better than locate object! Between this, Track and Astral Tracking, you cannot escape Sibyll d’Orien.
Instant knowledge: Again, this is easy to fluff as a flash of mystic insight rather than a Sherlock-style deduction, and it also combines nicely with obsessive specialty to make the Dreamtelling DCs a breeze.



SOURCES:

Psychic rogue: Mind’s eye web series
Master Manipulator feat: Player’s Handbook II
Investigate/Heroic Spirit/Favored in House feats, heir of Siberys PrC: Eberron Campaign Setting
Inquisitor feat, all listed powers: Expanded Psionics Handbook/SRD
Ebon saint PrC: Complete Psionic
Astral Tracking feat: Dragon Compendium Volume I
Dreamtelling feat: Heroes of Horror
Mark of Stars feat: Dragonmarked

The Viscount
2021-05-10, 09:02 PM
Riffraff, street rat/ I don't buy that.



I open with an apology for the poor story, background is very much not my forte :), I am a tinkerer at heart!
The DCI (Druid crime investigation) is a not so secret branch of the policing force of the City Capitol, Capital of this one nation.
They are CRIME FIGHTER tasked with finding and occasionally subduing those pesky but petty criminals that eludes the more mundane police forces, the MPC ( Mundane police company) but are not a threat enough to bother the more strongly magically inclined police force, the AIU ( Arcane Investigation Unit) besides who likes arrogant wizards!?
Murphy Chell, or MC to his friends, was an outstanding member of the DCI that more or less became the poster boy of the organization, with the motto "A rat can do what a man can't do!"
. He got adopted by the DCI as a youngling, having saved him from some rogue wizardly society that was experimenting with making bipedals rats.
Idolizing the organization, he joined them as soon as able, and proved good at his job.

While young he capitalized on the "Awww! he's so cute" puppy eyes his animal feature gave him, getting him on the good sides of his superiors.
Later on, his animal side proved invaluable in tracking down suspects by unconventional means.

He admirably played the "naive subhuman" angle when needing to bluff about, no one would be intimidated by his small and fragile stature anyway
He proved to be adept at finding things, finding people and finding places.

Ability Scores:
Murphy Chell, Lawful Neutral Nezumi
32 Point-Buy: 10 Str, 10 Dex, 12+2 Con, 13 Int, 14 Wis, 17-2 Cha
Race : Nezumi (Oriental Adventures pg. 13), +2 CON, -2 CHA, +2 to hide, move silently. low light vision, 40feet movement, can take Scent(ex) with a feat
all level up ASI to charisma




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


1st
Urban Druid 1
+0
+2
+0
+2
Survival +4, Gather information +4, Sense motive +4, Knowledge(local) +4, knowledge(architecture) +4
Skill Knowledge(search) (UA pg. 81)
City sense (ex),
1st favored city (ex)


2nd
Urban druid 2
+1
+3
+0
+3
Survival 4, Gather information 4, Sense motive 4, Knowledge(local) 4, knowledge(architecture) 4, Search +5

Crowdwalk (Ex)


3rd
Urban druid 3
+2
+3
+1
+3
Survival 4+1, Gather information 4+1, Sense motive 4, Knowledge(local) 4+1 , knowledge(architecture) 4+1, Search 5+1
Track (PHB pg.101)
Alley Fighting (Ex)


4th
Urban druid 4
+3
+4
+1
+4
Survival 5+1, Gather information 5+1, Sense motive 4+2, Knowledge(local) 5 , knowledge(architecture) 5, Search 6+1

Disease Immunity (Ex), 2nd Favored City (Ex)


5th
urban druid 5
+3
+4
+1
+4
Survival 6+2, Gather information 6+1, Sense motive 6+1, Knowledge(local) 5 , knowledge(architecture) 5, Search 7+1

Urban shape 1/day


6th
urban druid 5 /Watch detective 1
+3
+4
+3
+6
Survival 8, Gather information 7, Sense motive 7, Knowledge(local) 5 , knowledge(architecture) 5, Search 8, Spot +7
Scent (MM pg.314, Racially bought)
City Watch training


7th
Urban druid 5 / Watch Detective 2
+4
+4
+4
+7
Survival 8, Gather information 7+2, Sense motive 7+2, Knowledge(local) 5 , knowledge(architecture) 5, Search 8+1, spot 7+2

Combat Expertise, Obsessive Specialty (local), Profile(ex)


8th
Urban druid 6 / Watch Detective 2
+5
+5
+5
+8
Survival 8+2, Gather information 9+1, Sense motive 9+1, Knowledge(local) 5 , knowledge(architecture) 5, Search 9+1, spot 9

Urban shape 2/day


9th
Urban Druid 6 / Watch Detective 3
+6/+1
+6
+5
+8
Survival 10, Gather information 10, Sense motive 10, Knowledge(local) 5 , knowledge(architecture) 5, Search 10, spot 9, Bluff +7
Improved Disarm (PHB pg. 95)
Cooperative interrogation, superior disarming


10th
Urban Druid 7 / Watch Detective 3
+7/+2
+6
+5
+8
Survival 10, Gather information 10, Sense motive 10, Knowledge(local) 5 , knowledge(architecture) 5, Search 10+1, spot 9, Bluff 7+4

Urban shape 3/day


11th
Urban druid 7 / Watch Detective 4
+8/+3
+6
+6
+9
Survival 10+1, Gather information 10+2, Sense motive 10+2, Knowledge(local) 5 , knowledge(architecture) 5, Search 11, spot 9+2, Bluff 11

Deductive augury 1/day , Skill Sinergy (Spot, Search)


12th
Urban Druid 8 / Watch Detective 4
+9/+4
+7
+6
+10
Survival 11+2, Gather information 12, Sense motive 12, Knowledge(local) 5 , knowledge(architecture) 5, Search 11+1, spot 11, Bluff 11+2
Investigate (ECS pg. 55)
Urban shape (Large), 3rd favored city


13th
Urban Druid 9 / Watch Detective 4
+9/+4
+7
+7
+10
Survival 13+1, Gather information 12+1, Sense motive 12+1, Knowledge(local) 5 , knowledge(architecture) 5, Search 12+1, spot 11, Bluff 13+1

Information Network


14th
Urban Druid 10 / Watch Detective 4
+10/+5
+8
+7
+11
Survival 14+1, Gather information 13+1, Sense motive 13+1, Knowledge(local) 5 , knowledge(architecture) 5, Search 13+1, spot 11, Bluff 14+1

Urban shape (4/day)


15th
Urban Druid 10 / Watch Detective 5
+10/+5
+8
+7
+11
Survival 15, Gather information 14+1, Sense motive 14+1, Knowledge(local) 5 , knowledge(architecture) 5, Search 14+1, spot 11+4, Bluff 15
Urban Tracking (ECS pg. 61)
No subdual penalty, sense secret doors


16th
Urban Druid 10 / Watch Detective 6
+11/+6/+1
+9
+8
+12
Survival 15+1, Gather information 15+2, Sense motive 15+1, Knowledge(local) 5 , knowledge(architecture) 5, Search 15+1, spot 15+2, Bluff 15+1

Locate object


17th
Urban Druid 10 / Watch Detective 7
+12/+7/+2
+9
+8
+12
Survival 16+1, Gather information 17+1, Sense motive 16+2, Knowledge(local) 5 , knowledge(architecture) 5, Search 16+1, spot 17+1, Bluff 16+1

Deductive augury 2/day, improved subdual


18th
Urban Druid 10 / Watch Detective 8
+13/+8/+3
+9
+9
+13
Survival 17+1, Gather information 18+1, Sense motive 18+1, Knowledge(local) 5 , knowledge(architecture) 5, Search 17+2, spot 18+1, Bluff 17+1
Recognize Imposter(ECS pg.58)
Forensics


19th
Urban Druid 10 / Watch Detective 9
+13/+8/+3
+9
+9
+13
Survival 18+1, Gather information 19+1, Sense motive 19+1, Knowledge(local) 5 , knowledge(architecture) 5, Search 19+1, spot 19+1, Bluff 18+2

Discern lies, locate creature


20th
Urban Druid 10 / Watch Detective 10
+14/+9/+4
+10
+10
+14
Survival 19+2, Gather information 20+1, Sense motive 20+1, Knowledge(local) 5 , knowledge(architecture) 5, Search 20+1, spot 20+1, Bluff 20+1

Deductive augury 3/day, instant knowledge





Bonus slot from a possible +charisma item aren't listed, only those from baseline and ASI
Spells per Day/Spells Known


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


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


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


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


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


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


6th
5
3+1
2+1
1+1
-
-
-
-
-
-


7th
5
3+1
2+1
1+1
-
-
-
-
-
-


8th
5
3+1
3+1
2+1
-
-
-
-
-
-


9th
5
3+1
3+1
2+1
-
-
-
-
-
-


10th
6
4+1
3+1
2+1
1
-
-
-
-
-


11th
6
4+1
3+1
2+1
1
-
-
-
-
-


12th
6
4+1
3+1
3+1
2+1
-
-
-
-
-


13th
6
4+1
4+1
3+1
2+1
1
-
-
-
-


14th
6
4+1
4+1
3+1
2+1
2
-
-
-
-


15th
6
4+1
4+1
3+1
2+1
2
-
-
-
-


16th
6
4+1
4+1
3+1
2+1
2
-
-
-
-


17th
6
4+1
4+1
3+1
2+1
2
-
-
-
-


18th
6
4+1
4+1
3+1
2+1
2
-
-
-
-


19th
6
4+1
4+1
3+1
2+1
2
-
-
-
-


20th
6
4+2
4+1
3+1
3+1
2+1
-
-
-
-



1st level:
city sense : +2 untyped to gather information and knowledge(local)
favored city : +2will saves; +WIS sacred bonus to Bluff, Diplomacy, Gather Information, and Intimidate while within favored cities
Urban companion : as animal companion, but different list, will be a small animated object because theme
spells of 1st level

2nd level:
crowdwalk : +4 to checks to resolve moving through occupied hostile squares

3rd level:
track feat : can track those with DC higher than 10
alley fightning : conditional +1 to attack rolls , ignore corner granted cover
spells of 2nd level

4th level :
disease immunity , supernatural ones included

5th level :
urban shape 1/day : as wild shape, but different list; shortlist is orc for combat, bat for exploration
spells of 3rd level

6th level:
city watch training : +2 insight to Listen, Search, Sense Motive, and Spot
Scent : can sense creatures within distance, can track by scent

7th level:
combat expertise : - tohit for + AC
Obsessive specialty : + classlevel to chosen knowledge
profile : conditional +2 to Gather information

8th level:
no new feature :( death to the dead level!
but!! a second use of urban shape!

9th level:
Improved disarm : disarm attempts don't provoke Aoo, +4 to disarm checks
superior disarm : always considered armed for disarm attempts, +4 to disarm checks
Cooperative interrogation : grants untyped +4bluff/intimidate when succeeding on intimidate/bluff

10th level:
large urban companion
spells of 4th level

11th level:
deductive augury : can ask DM for hints
additional skill sinergy (spot-search)

12th level:
large urban shape, shortlist is monstrous scorpion for combat, dire bat for exploration
investigate : can use search to find clues

13th level:
information network : Gather information checks only take half hour instead of 1d4+1 hours, can make free gather information checks
spells of 5th level

14th level:
huge urban companion

15th level:
No subdual penalty : no malus for attempting to doing nonlethal
Sense secret doors : can make search check for secret doors even without actively looking for them
Urban tracking : can use Gather information to track down people efficiently

16th level:
SLA 1/day Locate object

17th level:
Improved subdual : add INT mod to nonlethal damage

18th level:
forensic : can use search to obtain info related to the death of creatures
Recognize Imposter : conditional +4 to spot and sense motive

19th level:
SLA 1/day Discern lies
SLA 1/day Locate creature

20th level:
Instant knowledge : 1/day int check to gain +10 insight to one knowledge check





level 1-5 : it's melee druid galore! the madness!, And not even specifically optimized for it, how dare I!

The focus on these levels is on finding/tracking persons of interests, between sinergies and features we have respectable modifiers for this role, the urban companion is a small animated construct, Ropey ( a rope ), sadly no feats to go for improved grapple. Worse than a riding dog, I know, but THEME! The construct companion is spontaneously created, so we could theoretically have some adamantine chain companion, without actually needing to find the adamantine first!

We better avoid direct combat :)
If we must be engaged in those dangerous activities, let ropey distract and run away?
At level 5 we get our first urban shape, so we can at least go orc if we must be engaged in melee, but it's honestly better used to fly about in bat form, either as scouting or as running away

The bread and butter spell selection of these levels are :
detect secret door, longstrider, Alarm
Rope trick, it's the stakeout spell of choice, set up in an area you need to monitor, and there you are, invisible!
Locate Object and hold person, when the investigation of the day needs to find missing items, or the perpetrator tries ot run away
Glibness for when you just have to bluff your way in or out of a situation/going incognito, and stinking cloud is *the* police raid nonlethal takedown!

at level 5, the choice total skill bonuses should be
Survival 12 (8rank+2sinergy+2wis) , Gather information 16 (7 rank+2 sinergy+2 city sense+2favored city+3 cha), Sense motive 9 (7rank+2wis), Knowledge(local) 8 (5rank+2city sense +1int) , knowledge(architecture)6 (5rank+1int), Search 11 (8rank+2sinergy+1int)


level 6-10 : Sweet sweet scent, welcome alternative for tracking! Let's just make sure we stay upwind from the stinking clouds we release here and there, shall we?. Too bad there isn't a skunk creature to anthropomorphize!
"What do you mean, I need to be better at spotting things?"
"what do you mean, I need to collaborate in a good cop/bad coop routine?"

new level of spells : locate person and scrying will be the most used spells

a point of mention, at 10th level we may use large animated urban companion, will we always use the same companion? probably not! The mind is tickled fancy by having an animated police car chariot as the urban companion, here comes the druidmobile! Or a sheet, for .. parachuting? It becomes a marginally better grappler at least, size does matter! nonlethal takedowns is the name of the game, but we really shouldn't be engaging in combat, 'dis not our role! But if we must, we must, for our credo, we disarm people!

level 10 skill recap, elipses for new bonuses :
Survival 14 (10rank+2sinergy+2wis), Gather information 19 (10rank+2sinergy+2city sense+2favored city+3 cha) +2(profile), Sense motive 14 (10 rank +2city watch+2wis), Knowledge(local) 11 (5rank+2city sense+3obsessive+1int) , knowledge(architecture) 6, Search 16 (11rank+2sinergy+2city watch+1int), spot 13 (9rank+2city watch+2wis) , Bluff 16 (11rank+2favored city+3cha).

level 11-15 :
find all the things! Search and gather information are our bread and butter skills, between the feats gained and them we shoulnd't have problem finding the right people ot interrogate or the holy grail ( evidence!)
5th level spells! Sussurrus of the city! Passwall! finetune your augury with the "call home" spell! that 10th level of urban druid unlocks us huge animated construct urban companion in a timely manner, it's finally a functional grappler, can grapple with constrict all medium creatures (or smaller) in a 5x5 squares area, this is the takedown minion to lock down those pesky criminal organizations! That's one BIG,LONG chain snakeing around with us! With finally serviceable strength to go with it.

Sadly, no large humanoid to wild shape to, but large scorpion becomes an option

Skill recap
Survival 19 (15rank+2sinergy+2wis), Gather information 25(15rank+2sinergy+2city sense+2favored city+4cha) +2(profile), Sense motive 18(14rank+2city watch +2wis), Knowledge(local) 13(5rank+2city sense+5obsessive+1int) , knowledge(architecture) 6, Search 22 (15rank+4sinergies+2city watch+1int), spot 21 (15rank +2 sinergy+2city watch +2wis), Bluff 21 (15rank+2favored city+4cha)


level 16-20 : more skill bonuses!
We can free up some more spell slots for things we now can do from Watch detective, and are EVEN BETTER at finding people or things, oh lala! Or double down, on it
The only thing I'm sad about is the instant knowledge.a DC20 int check, not skill check, is barely usable unless someone invests heavily in pumping intelligence to high numbers. With our statline, it will rarely be used :( But at least forensic and deductive augury points us in the right direction!


Skill recap
Survival 25 (21rank+2sinergy+2wis), Gather information 32(21rank+2sinergy+2city sense+2favored city+5cha), Sense motive 25 (21rank+2city watch +2wis) + 4 (Recognize Imposter), Knowledge(local) 18(5rank+2city sense+10obsessive+1int) , knowledge(architecture) 6, Search 28 (21rank+4sinergies+2city watch+1int), spot 27 (21rank +2 sinergy+2city watch +2wis) +4(Recognize Imposter), Bluff 28 (21rank+2favored city+5cha)




Unearthed Arcana : skill knowledge feat
Dragon compendium : urban druid ACF
Eberron campaign setting : Investigate, urban tracking, recognize impostor feats
Oriental adventures : race
Masters of the wild : SI
Player handbook : track, improved disarm feat

The Viscount
2021-05-10, 09:04 PM
Now that's what I call Baker Street Irregulars.



https://media.washtimes.com/media/image/2018/12/17/12172018_2018-12-17-19-49-198201.jpg
Bertram “Bertie” Sugg, Private Eye
LN Changeling Spellthief 10/Watch Detective 10

There’s no greater detective in all of Khorvaire than the dashing Bertie Sugg. Accompanied as always by his faithful companion Jeeves, Bertie and Jeeves have solved the greatest crimes of our time: they recovered the Lord of Blade’s lost dog, unmasked the Elf in Orc’s Clothing, found the sinister purpose behind the Argonessen Left-Handed Gentlemen’s Club, discovered who was killing the Popplington Clones and made quite a name for themselves during the Adventure of the Chartreuse Furuncle. A master of disguise and of stealth, there are few lengths Bertie Sugg won’t go to when it comes to cracking a case.

~Excerpt from the society pages of the Korranberg Chronicle, 12 Barrakas, 998 YK




Jeeves closed his eyes and let his mind wander, the fiendish spark of his consciousness reaching out beyond the mortal realm until it struck a spark far, far greater than his own. His tiny impish body shook with the contact. A sulfurous reek filled his nostrils, and he began to shiver as the temperature of the room dropped noticeably.

“OH FOOLISH ONE, YOU CANNOT COMPREHEND WHAT DANGER YOU HAVE WROUGHT. YOU HAVE ENTERED THE DOMAIN OF PRINCE LEVISTUS, LORD OF THE FIFTH, LORD OF STYGIA, WHO IS KNOWN AS THE FROZEN PRINCE. LITTLE ONE, WHAT TERRIBLE MACHINATIONS DROVE YOU TO SUCH DESPAIR THAT YOU CALLED ON ME? FOR THOUGH MY BODY LIES ENTOMBED IN ICE, MY REACH IS FAR. I AM THE HOARY BREATH OF THE ARCTIC WASTES. I AM THE INEVITABILITY OF THE GLACIER. I AM -”

“Yes, yes, I know. Unhallowed be thy name and so on. Let’s get started. The Lady Pengrove murder. Was it an inside job by one of her staff?”

The response was a terrible, chilling shriek. It shook the ground where Jeeves had perched. “NO.”

“No? Ah, well. Poor Bertie is barking up the wrong tree again. Very well. Hmm. Let’s eliminate some possibilities. Was the murderer human?”

“YES.”

“Alright then. Was the murderer a man?”

“NO.”

“Hmm. Human, not a man, not one of her staff. That narrows it down a bit. One of the nobility?”

“YES.”

“Interesting.” Jeeves rifled through the notes from Bertie’s interviews. “Alright, well, it looks like Lady Bolton, Lady Bassett and Lady Sidcup were all on the estate that night. Hm. Let’s see. Was the murderer over the age of 35?”

“NO.”

“Aha! That rules out Lady Bolton and Lady Sidcup, then. My, my, it was Lady Bassett all along. Interesting. And, er, there’s absolutely no chance that Bertie figures this out on his own, is there?”

“.....NO.”

Jeeves sighed. “Very good. Thanks, Lev. See you next week.”



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


1st
Spellthief 1
+0
+0
+0
+2
Bluff 4 ranks, disguise 2 ranks (cc), gather information 4 ranks, hide 4 ranks, knowledge (arcana) 4 ranks, knowledge (local) 4 ranks, move silently 4 ranks, search 4 ranks, spot 4 ranks
Darkstalker
Sneak attack +1d6, steal spell (0 or 1st), trapfinding


2nd
Spellthief 2
+1
+0
+0
+3
Bluff 5 ranks (+1), disguise 2.5 ranks (+.5, cc), hide 5 ranks (+1), knowledge (arcana) 5 ranks (+1), knowledge (local) 5 ranks (+1), move silently 5 ranks (+1), search 5 ranks (+1), spellcraft 1 rank (+1), spot 5 ranks (+1)

Detect magic, spellgrace +1, steal spell effect


3rd
Spellthief 3
+2
+1
+1
+3
Bluff 6 ranks (+1), disguise 3 ranks (+.5, cc), hide 6 ranks (+1), knowledge (local) 6 ranks (+1), move silently 6 ranks (+1), search 6 ranks (+1), spellcraft 3 ranks (+2), spot 6 ranks (+1)
Track
Steal energy resistance 10


4th
Spellthief 4
+3
+1
+1
+4
Bluff 7 ranks (+1), disguise 3.5 ranks (+.5, cc), hide 7 ranks (+1), knowledge (local) 7 ranks (+1), move silently 7 ranks (+1), search 7 ranks (+1), spellcraft 5 ranks (+2), spot 7 ranks (+1)

Steal spell (2nd)


5th
Spelthief 5
+3
+1
+1
+4
Bluff 8 ranks (+1), disguise 4 ranks (+.5, cc), hide 8 ranks (+1), knowledge (local) 8 ranks (+1), move silently 8 ranks (+1), search 8 ranks (+1), spellcraft 7 ranks (+2), spot 8 ranks (+1)

Sneak attack +2d6, steal spell-like ability


6th
Spellthief 6
+4
+2
+2
+5
Bluff 9 ranks (+1), disguise 4.5 ranks (+.5, cc), hide 9 ranks (+1), knowledge (local) 9 ranks (+1), move silently 9 ranks (+1), search 9 ranks (+1), spellcraft 9 ranks (+2), spot 9 ranks (+1)
Obtain Familiar
Steal spell (3rd)


7th
Spellthief 7
+5
+2
+2
+5
Bluff 10 ranks (+1), disguise 5 ranks (+.5, cc), hide 10 ranks (+1), knowledge (local) 10 ranks (+1), move silently 10 ranks (+1), search 10 ranks (+1), spellcraft 10 ranks (+1), Assume Quirk skill trick

Absorb spell


8th
Watch Detective 1
+5
+2
+4
+7
Bluff 11 ranks (+1), disguise 6 ranks (+1), hide 11 ranks (+1), intimidate 2 ranks (+2), knowledge (local) 11 ranks (+1), move silently 11 ranks (+1), search 11 ranks (+1), spot 10 ranks (+1)

City watch training


9th
Watch Detective 2
+6/+1
+2
+5
+8
Bluff 12 ranks (+1), disguise 7 ranks (+1), hide 12 ranks (+1), intimidate 4 ranks (+2), knowledge (local) 12 ranks (+1), move silently 12 ranks (+1), search 12 ranks (+1), spot 11 ranks (+1)
Improved Familiar (imp), Combat Expertisebonus
Expertise, obsessive specialty (local), profile


10th
Watch Detective 3
+7/+2
+3
+5
+8
Bluff 13 ranks (+1), disguise 8 ranks (+1), hide 13 ranks (+1), intimidate 6 ranks (+2), knowledge (local) 13 ranks (+1), move silently 13 ranks (+1), search 13 ranks (+1), spot 12 ranks (+1)

Cooperative interrogation, superior disarming


11th
Watch Detective 4
+8/+3
+3
+6
+9
Bluff 14 ranks (+1), disguise 9 ranks (+1), hide 14 ranks (+1), intimidate 8 ranks (+2), knowledge (local) 14 ranks (+1), move silently 14 ranks (+1), search 14 ranks (+1), spot 13 ranks (+1)

Deductive augury 1/day, skill synergy (hide-move silently)


12th
Watch Detective 5
+8/+3
+3
+6
+9
Bluff 15 ranks (+1), disguise 10 ranks (+1), hide 15 ranks (+1), intimidate 10 ranks (+2), knowledge (local) 15 ranks (+1), move silently 15 ranks (+1) search 15 ranks (+1), spot 14 ranks (+1)
Spectral Skirmisher
No subdual penalty, sense secret doors


13th
Watch Detective 6
+9/+4
+4
+7
+10
Bluff 16 ranks (+1), disguise 11 ranks (+1), hide 16 ranks (+1), intimidate 11 ranks (+1), knowledge (local) 16 ranks (+1), move silently 16 ranks (+1), search 16 ranks (+1), spot 16 ranks (+2)

Locate object


14th
Watch Detective 7
+10/+5
+4
+7
+10
Bluff 17 ranks (+1), disguise 13 ranks (+2), hide 17 ranks (+1), intimidate 12 ranks (+1), knowledge (local) 17 ranks (+1), move silently 17 ranks (+1), search 17 ranks (+1), spot 17 ranks (+1)

Deductive augury 2/day, improved subdual


15th
Watch Detective 8
+11/+6/+1
+4
+8
+11
Bluff 18 ranks (+1), disguise 14 ranks (+1), hide 18 ranks (+1), intimidate 14 ranks (+2), knowledge (local) 18 ranks (+1), move silently 18 ranks (+1), search 18 ranks (+1), spot 18 ranks (+1)
Evasive Reflexes
Forensics


16th
Watch Detective 9
+11/+6/+1
+5
+8
+11
Bluff 19 ranks (+1), disguise 16 ranks (+2), hide 19 ranks (+1), intimidate 15 ranks (+1), knowledge (local) 19 ranks (+1), move silently 19 ranks (+1), search 19 ranks (+1), spot 19 ranks (+1)

Discern lies, locate creature


17th
Watch Detective 10
+12/+7/+2
+5
+9
+12
Bluff 20 ranks (+1), disguise 17 ranks (+1), hide 20 ranks (+1), intimidate 17 ranks (+2), knowledge (local) 20 ranks (+1), move silently 20 ranks (+1), search 20 ranks (+1), spot 20 ranks (+1)

Deductive augury 3/day, instant knowledge


18th
Spellthief 8
+13/+8/+3
+5
+9
+13
Bluff 21 ranks (+1), disguise 18 ranks (+1, cc), hide 21 ranks (+1), intimidate 17.5 ranks (+.5, cc), knowledge (local) 21 ranks (+1), move silently 21 ranks (+1), search 21 ranks (+1), spot 21 ranks (+1)
Deft Strike
Steal spell (4th)


19th
Spellthief 9
+13/+8/+3
+6
+10
+13
Bluff 22 ranks (+1), hide 22 ranks (+1), intimidate 19 ranks (+1.5, cc), knowledge (local) 22 ranks (+1), move silently 22 ranks (+1), search 22 ranks (+1), spot 22 ranks (+1)

Arcane sight, sneak attack +3d6


20th
Spellthief 10
+14/+9/+4
+6
+10
+14
Bluff 23 ranks (+1), disguise 19 ranks (+1, cc), hide 23 ranks (+1), knowledge (local) 23 ranks (+1), move silently 23 ranks (+1), search 23 ranks (+1), spellcraft 11 ranks (+1), spot 23 ranks (+1)

Steal spell (5th)






32 point buy:
Str 8/Dex 14/Con 14/Int 16/Wis 12/Cha 14

Raise Charisma at every 4th level.



Final Skill Layout
Bluff 23 ranks
Hide 23 ranks
Knowledge (local) 23 ranks
Move silently 23 ranks
Search 23 ranks
Spot 23 ranks
Disguise 19 ranks
Intimidate 19 ranks
Spellcraft 11 ranks
Knowledge (arcana) 5 ranks
Gather information 4 ranks
Assume Quirk skill trick



Bertie’s Extensive and Thorough Spells Known:
1- Reduce person, silent image, instant search, arcane sensitivity
2- Quick potion, chain of eyes, spymaster’s coin

Bertie’s Many Many Spells per Day:

- / - / - / -
- / - / - / -
- / - / - / -
0 / - / - / -
0 / - / - / -
1 / - / - / -
1 / - / - / -
1 / - / - / -
1 / - / - / -
1 / - / - / -
1 / - / - / -
1 / - / - / -
1 / - / - / -
1 / - / - / -
1 / - / - / -
1 / - / - / -
1 / - / - / -
1 / 0 / - / -
1 / 0 / - / -
1 / 1 / - / -





Levels 1 - 5
Spellthief 5

Right then, my humble beginnings! I wasn’t always a world-famous private detective, you know. Before constables across Khorvaire called on me any time a case was a bit too tricky for them, I was studying and training, honing my skills.


My word, I don’t know how poor Bertie got along without me. Oh, he always had a natural talent for changing his face, but I tell you, he hardly started to apply himself until I came around. Thankfully his doppelganger heritage carried him far here, because otherwise I can’t imagine what scrapes he’d have gotten himself into. In any case, Bertie did what Bertie has always done best: sneaking about and similar such unsavory behavior. It’s a miracle he didn’t get himself killed, but I suppose his uncanny knack for hiding, disguising and getting by spells helped him out considerably.

Levels 6 - 10
Spellthief 7/Watch Detective 3

Of course, it didn’t take long for me to come to the attention of the watch, no indeed! Skills of my sort are a rare gift, and when news came of my keen insight began spreading about, I built up quite a name for myself. Oh, yes, and it was around then that the charming little imp Jeeves was so impressed by me that he decided to start following me around. Don’t be deceived by his looks, he’s a good lad. We even make quite the team interrogating ne’er-do-wells and other scamps!


Well, Bertie did one smart thing in his life: he summoned me. Oh, at the time he had a raven that was always flapping around and following him everywhere, yammering nonsense at him, but thankfully Bertie realized that there’s only so many times you can hear a talking bird say “Nevermore” before it loses its charm. So he summoned me, and though I usually work with wizards rather than glorified sneak-thieves, I thought why not, how hard can it be?

Turns out, quite hard! Bertie wanted to be a detective, you see, though he was woefully inefficient at solving crimes. Gods Below, you should see him at it! He follows the city watch’s code like it’s holy writ, wasting his time with such nonsense as evidence and due process. Really, my good lad, why bother with all of that when you can just query the Nine Princes of Hell and have them tell you whodunnit? Of course, Bertie would never allow such a thing, so I have to be subtle. I let him bumble around for a while, collecting evidence, then I sneak off and check in with the Nine Princes so that I can oh so subtly point him in the right direction. And thank goodness I do, because Bertie gets such notions! Thankfully, if I can hint to him what the answer is, he’s quite good at gathering his much-beloved evidence. Thankfully, the city watch has no rules against sneaking around and spying, or even disguising yourself as a friend or loved one and hoping your target will let something slip

But I tell you, the indignities I must endure to ensure Bertie seems competent… You know, he’s barely got any spellcasting ability of his own, really. Mostly he borrows from me, always poking at me to steal away my invisibility or my energy resistance and use it for himself. I don’t mind, really, but it took some getting used to! Though I will say, once I got the hang of things we became quite the pair of interrogators. We’re both rather skilled at lying, and I can be quite intimidating despite my size (I suppose the ability to turn into a giant spider doesn’t hurt), especially after Bertie plays Good Cop for a bit.

Levels 11 - 15
Spellthief 7/Watch Detective 8

By now I had several major cases under my belt, and after the Korranberg Chronicle did that piece on me, well! I had more requests than I knew what to do with. Did you read the Korranberg Chronicle piece, by the by? I have a copy with me, if you haven’t yet seen it. Quite a nice likeness of me they put in as well. Really, take it, I have extras!


Gracious, it surprised even me, but after a few years of doing this, Bertie actually started to become reasonably good at his job! I mean, let us be honest, he would still be woefully out of his depth without me to nudge him along, but some of what he learned from the city watch finally started to stick. Of course, after that dreadful article in the Korranberg Chronicle he felt like he had something to prove, so I guess it wasn’t all bad, though sometimes I want nothing more than to burn all his many copies of that accursed rag.

But in any case, he picked up some neat tricks from the city watch, and before long he didn’t even need me to read a crime scene! (Of course, how to make sense of what he found was another thing entire, but let us not look a gift horse in the mouth.) And he got quite good at using those powers I so graciously lend him - he has learned to dance around attacks while invisible, stripping enemies of their spells without striking a lethal blow, and he eventually learned that even if he trips over his own feet and gives himself away, he can evasively sidestep an attack and sneak back into hiding. Quite a nice trick, I must say. Pity it took him so long to learn it; it would have saved him quite a few painful lacerations.

Levels 16-20
Spellthief 10/Watch Detective 10

Eventually, of course, I learned all that the watch could teach me - and I dare say I taught them a few tricks of my own! After that what else was there to do but to return to my roots? Ask anyone - if there’s anything I’m known for, it is my humble and modest soul.


Humble? Modest? Did he really say that? Goodness, I know Bertie has a silver tongue, but sometimes I think his best skill is the ability to lie to himself. Well, as long as he is happy, I suppose. I finally convinced him to return to his spellcasting studies, though it took a lot of kicking and screaming. He has always been the type to “borrow” someone else’s spellwork than to work on his own. Once I showed him how he could use his own magic to create empty potions that could then bottle and store the spells he stole, though, he realized the utility of it all. Imagine what crimes he could have solved if he’d listened to me in the first place and studied magic from the get-go!

And so, we make a team of a sorts - I solve the crimes and he finds the evidence, and then tricks himself into thinking he’s done all the hard bits (when really all he’s done is hide in a corner for hours praying something interesting happens). And he “borrows” my own spellcasting to remain invisible, unseen, so he can study opponents and make deft, opportunistic strikes, stripping them of their own magic. Well, I can’t say I feel too sorry for them - after all, I get the same treatment on a daily basis!

But a team we are, and though it’s not the life I expected, it’s a comfortable-enough one - certainly better than the time I worked for Lord Hatterghast the Foul. As long as Bertie needs me, I think I’ll stick around. He’s not a bad sort, really.

Though I do wish he’d throw away that dreadful article!




This one was a bit silly. The watch detective is actually fairly competent at solving crimes… except that divination magic makes solving crimes like that entirely obsolete. That’s where the idea for this came from: a bumbling detective and his too-clever assistant, who uses powerful divination magic to actually solve the crimes and tries to subtly steer the detective into figuring it out himself. (Sure, I could have had Bertie learn to use commune himself, but it was much funnier this way.)

I settled on a spellthief with an imp familiar. The imp receives a free weekly commune, perfect for getting poor Bertie out of dead ends and making sure he is on the right track, and also provides some nice at-will SLAs that can be stolen and shared by Bertie. At-will invisibility in particular is quite nice. Meanwhile a familiar can aid in all relevant skills, and plays off nicely with abilities like the watch detective’s cooperative investigation. While spellthief has a reduced caster level, Improved Familiar checks actual class levels, not CL (which is why a low level wizard with a couple of CL boosters won’t qualify for Improved Familiar), meaning he could qualify for an imp in only seven levels.

The build came together from there. Bertie would be a changeling skilled at disguises and stealth - after all, nothing in the Rules of Evidence prevents the gathering of evidence via spying or impersonating others, as long as Bertie does not commit any crimes while doing it. He would gather evidence, and Jeeves, his impish servant, would secretly go off and use commune to figure out who the perpetrator was based on their initial investigation. Then he’d hint and nudge Bertie until he was pointed in the right direction and could gather the rest of the evidence necessary to put them away for good, never letting anyone (especially not Bertie!) know the real source of the knowledge.

Combat isn’t exactly a specialty here (hard to be all that great at combat with ten levels of watch detective), but Bertie’s pretty good at staying alive, thanks in no small part to Darkstalker, maxed out stealth skills and access to at-will invisibility via steal SLA. With Spectral Skirmisher and Evasive Reflexes he can step out of the way if someone tries to target his square, and with Deft Strike he can study his enemies while invisible, then reliably strike them (nonlethally, thanks to watch detective) to steal away any of their spell effects or spells or disarm them of their weapons. He can then store the spell for later use with a quick potion or use it immediately.

Hope you enjoyed the build. It isn’t exactly earth-shattering, but it was a lot of fun to write up.



SOURCES:

Spellthief: Complete Adventurer
Darkstalker feat: Lords of Madness
Assume Quirk skill trick: Complete Scoundrel
Obtain Familiar feat: Complete Arcane
Improved Familiar feat: Lots of places! SRD/DMG is probably the easiest.
Spectral Skirmisher feat: Player’s Handbook II
Evasive Reflexes feat: Tome of Battle
Deft Strike feat: Draconomicon

The Viscount
2021-05-10, 09:06 PM
Adventurers are a dangerous lot.



Mitra
NG (exalted)
Air goblin (Unearthed Arcana 16)
Noble (DLCS) / Master Inquisitive (ECS) / Watch Detective (MotW) / Dungeon Lord (Dun) / Apostle of Peace (BoED)






Stat

Starting

Racial

Total at lv 1


Level-up bonuses

Vow of Poverty bonuses

Total at lv 20



STR

10 (2)

-2

8





8



DEX

10 (2)

+4

14



+2 at 19th

16



CON

14 (6)

-2

12



+2 at 15th, +4 at 19th

16



INT

14 (6)



14





14



WIS

14 (6)



14



+2 at 11th, +4 at 15th, +6 at 19th

20



CHA

16 (10)



16

4th, 8th, 12th, 16th, 20th

+2 at 7th, +4 at 11th, +6 at 15th, +8 at 19th

29






Level

Class

BAB

Fort

Ref

Will

Skills

Feats

Features

Prereqs



1

Noble 1 (Dragonlance Campaign Setting 50)



2

2


NEW


Concentration 4
Search 2 (cc)
Gather Information 4
Sense Motive 4
Knowledge: Arcana 3
Knowledge: Psionics 3
Knowledge: Planes 2



Investigate (Eberron Campaign Setting 55)




Bonus class skill: Concentration
Favor +1






Investigate: n/a





2

Noble 2

1


3

3


NEW


Concentration +1 (5)
Search +0.5 cc (2.5)
Gather Information +1 (5)
Sense Motive +1 (5)
Knowledge: Arcana +1 (4)
Knowledge: Planes +1 (3)


OLD


Knowledge: Psionics 3








Inspire confidence 1/day







3

Noble 3

2

1

3

3


NEW


Concentration +1 (6)
Search +0.5 cc (3)
Gather Information +1 (6)
Sense Motive +1 (6)
Diplomacy +2 (2)

OLD


Knowledge: Psionics 3
Knowledge: Planes 3
Knowledge: Arcana 4



Sacred Vow (Book of Exalted Deeds 45)




Favor +2






Sacred Vow: any good (ECL 1)





4

Master Inquisitive 1 (Eberron Campaign Setting 82)

2

1

5

3

NEW


Search +4 (7)
Concentration +1 cc (7)
Gather Information +1 (7)
Sense Motive +1 (7)

OLD


Knowledge: Psionics 3
Knowledge: Planes 3
Knowledge: Arcana 4
Diplomacy (2)







Zone of truth






Master Inquisitive:

Gather Information 6 (ECL 3)
Search 3 (ECL 3)
Sense Motive 6 (ECL 3)
Investigate (ECL 1)






5

Master Inquisitive 2

3

1

6

3

NEW


Search +1 (8)
Concentration +1 cc (8)
Gather Information +1 (8)
Sense Motive +1 (8)
Spot +2 (2)
Listen +1 (1)

OLD


Knowledge: Psionics 3
Knowledge: Planes 3
Knowledge: Arcana 4
Diplomacy 2






Track bonus feat
Contact






6

Watch Detective 1 (Masters of the Wild 75)

3

1

8

5

NEW


Search +1 (9)
Concentration +1 cc (9)
Gather Information +1 (9)
Sense Motive +1 (9)
Diplomacy +3 (5)

OLD


Knowledge: Psionics 3
Knowledge: Planes 3
Knowledge: Arcana 4
Spot 2
Listen 1


Vow of Poverty (Book of Exalted Deeds 48)



City watch training




Vow of Poverty:

Sacred Vow (ECL 3)


Watch Detective:

Any nonevil (ECL 1)
Gather Information 4 (ECL 1)
Knowledge (any) 4 (ECL 2)
Search 8 (ECL 5)
Track (ECL 5)





7

Watch Detective 2

4

1

9

6


NEW


Search +1 (10)
Concentration +1 cc (10)
Gather Information +1 (10)
Sense Motive +1 (10)
Diplomacy +3 (8)


OLD


Knowledge: Psionics 3
Knowledge: Planes 3
Knowledge: Arcana 4
Spot 2
Listen 1






Expertise
Obsessive specialty (arcana)
Profile






8

Watch Detective 3

5

2

9

6


NEW


Search +1 (11)
Survival +2 (2)
Gather Information +1 (11)
Sense Motive +1 (11)
Diplomacy +3 (11)


OLD


Knowledge: Psionics 3
Knowledge: Planes 3
Knowledge: Arcana 4
Spot 2
Listen 1
Concentration 10


{B} Vow of Nonviolence (Book of Exalted Deeds 47)



Cooperative interrogation
Superior disarming




Vow of Nonviolence: Sacred Vow (ECL 3)





9

Dungeon Lord 1 (Dungeonscape 108)

5

2

11

8

NEW


Search +1 (12)
Spot +1 (3)
Listen +2 (3)

OLD


Concentration 10
Survival 2
Gather Information 11
Sense Motive 11
Diplomacy 11
Knowledge: Psionics 3
Knowledge: Planes 3
Knowledge: Arcana 4


Spirit Sense (Heroes of Horror 124)




Dungeon mastery
Horde lord +1





Spirit Sense:

WIS 12 (ECL 1)


Dungeon Lord:

BAB +5 (ECL 8)
INT 10 (ECL 1)
Any spells, SLA, or supernatural ability (ECL 4)
Goblinoid (ECL 1)





10

Watch Detective 4

6

2

12

9


NEW


Search +1 (13)
Diplomacy +2 (13)
Gather Information +2 (13)
Sense Motive +2 (13)
Survival +1 (3)

OLD


Concentration 10
Knowledge: Psionics 3
Knowledge: Planes 3
Knowledge: Arcana 4
Spot 3
Listen 3



{B} Vow of Peace (Book of Exalted Deeds 48)




Deductive augury 1/day
Skill synergy (Diplomacy / Gather Information)






Vow of Peace:

Sacred Vow (ECL 3)
Vow of Nonviolence (ECL 8)






11

Watch Detective 5

6

2

12

9


NEW


Search +1 (14)
Diplomacy +1 (14)
Gather Information +1 (14)
Sense Motive +1 (14)
Survival +2 (5)
Craft: Painting +2 (2)

OLD


Concentration 10
Knowledge: Psionics 3
Knowledge: Planes 3
Knowledge: Arcana 4
Spot 3
Listen 3






No subdual penalty
Sense secret doors






12

Apostle of Peace 1 (Book of Exalted Deeds 51)

6

4

14

11


NEW


Search +1 (15)
Diplomacy +1 (15)
Gather Information +1 (15)
Sense Motive +1 (15)
Craft: Painting +2 (4)
Spot +1 (4)
Listen +1 (4)

OLD


Concentration 10
Knowledge: Psionics 3
Knowledge: Planes 3
Knowledge: Arcana 4
Survival 5



Dream Scion (Secrets of Sarlona 116), {B} Intuitive Attack (Book of Exalted Deeds 44)




Turn undead
Spellcasting (Per day: 0th × 4, 1st × 2)




Dream Scion:

Knowledge: Psionics 3 (ECL 1)
Knowledge: Planes 3 (ECL 2)
Knowledge: Arcana 3 (ECL 1)


Intuitive Attack:

BAB +1 (ECL 2)


Apostle of Peace:

Any good (ECL 1)
Will +5 (ECL 6)
Concentration 10 (ECL 7)
Diplomacy 6 (ECL 7)
Sacred Vow (ECL 3)
Vow of Nonviolence (ECL 8)
Vow of Peace (ECL 10)
Vow of Poverty (ECL 6)





13

Apostle of Peace 2

7

5

15

12


NEW


Search +1 (16)
Diplomacy +1 (16)
Gather Information +1 (16)
Sense Motive +1 (16)
Craft: Painting +2 (6)
Spot +1 (5)
Listen +1 (5)


OLD


Concentration 10
Knowledge: Psionics 3
Knowledge: Planes 3
Knowledge: Arcana 4
Survival 5








Pacifying touch
Spellcasting (Per day: 0th × 5, 1st × 3, 2nd × 0)






14

Watch Detective 6

8

6

16

13


NEW


Search +1 (17)
Diplomacy +1 (17)
Gather Information +1 (17)
Sense Motive +1 (17)
Survival +3 (8)
Craft: Painting +2 (8)


OLD


Concentration 10
Knowledge: Psionics 3
Knowledge: Planes 3
Knowledge: Arcana 4
Spot 5
Listen 5


{B} Nymph's Kiss (Book of Exalted Deeds 44)




Locate object






Nymph's Kiss: n/a (ECL 1)





15

Watch Detective 7

9

6

16

13


NEW


Search +1 (18)
Diplomacy +1 (18)
Gather Information +1 (18)
Sense Motive +1 (18)
Survival +3 (11)
Craft: Painting +2 (10)


OLD


Concentration 10
Knowledge: Psionics 3
Knowledge: Planes 3
Knowledge: Arcana 4
Spot 5
Listen 5




Dream of Instinct (Secrets of Sarlona 116)




Deductive augury 2/day
Improved subdual






Dream of Instinct: Dream Scion (ECL 12)





16

Watch Detective 8

10

6

17

14


NEW


Search +1 (19)
Diplomacy +1 (19)
Gather Information +1 (19)
Sense Motive +1 (19)
Survival +3 (14)
Craft: Painting +2 (12)


OLD


Concentration 10
Knowledge: Psionics 3
Knowledge: Planes 3
Knowledge: Arcana 4
Spot 5
Listen 5



{B} Nimbus of Light (Book of Exalted Deeds 44)



Forensics




Nimbus of Light: n/a (ECL 1)




17

Watch Detective 9

10

7

17

14


NEW


Search +1 (20)
Diplomacy +1 (20)
Gather Information +1 (20)
Sense Motive +1 (20)
Survival +3 (17)
Craft: Painting +2 (14)


OLD


Concentration 10
Knowledge: Psionics 3
Knowledge: Planes 3
Knowledge: Arcana 4
Spot 5
Listen 5






Discern lies
Locate creature






18

Watch Detective 10

11

7

18

15


NEW


Search +1 (21)
Diplomacy +1 (21)
Gather Information +1 (21)
Sense Motive +1 (21)
Survival +4 (21)
Craft: Painting +1 (15)


OLD


Concentration 10
Knowledge: Psionics 3
Knowledge: Planes 3
Knowledge: Arcana 4
Spot 5
Listen 5




Dream of Contact (Secrets of Sarlona 115), {B} Favored of the Companions (Book of Exalted Deeds 43)




Deductive augury 3/day
Instant knowledge






Dream of Contact:

Dream Scion (ECL 12)
One other dreamtouched feat (ECL 15)


Favored of the Companions: n/a (ECL 1)





19

Dungeon Lord 2

12

7

19

16

NEW


Search +1 (22)
Spot +2 (7)
Listen +1 (6)
Craft: Painting +1 (16)

OLD


Diplomacy 21
Gather Information 21
Sense Motive 21
Survival 21
Concentration 10
Knowledge: Psionics 3
Knowledge: Planes 3
Knowledge: Arcana 4







Dungeon step






20

Dungeon Lord 3

13

8

19

16


NEW


Search +1 (23)
Spot +1 (8)
Listen +2 (8)
Craft: Painting +1 (17)


OLD


Diplomacy 21
Gather Information 21
Sense Motive 21
Survival 21
Concentration 10
Knowledge: Psionics 3
Knowledge: Planes 3
Knowledge: Arcana 4



{B} Gift of Faith (Book of Exalted Deeds 43)




Complete awareness
Dungeon minions






Gift of Faith: WIS 13 (ECL 1)









Dramatis Personae:
MITRA, prosecutor and leader of the goblins of Broad Mountain. A goblin.
ANSEL, defense counsel. A goblin.
SARMA, a self-described "monster hunter." A human.
BARKE, cleric of Olidammara. A dwarf.
FIGARO, a cutthroat. An elf.
DALKA, a sharpshooter. A halfling.
The JUDGE. A goblin.
WITNESSES.
GUARDS.



Scene: A courtroom in Broad Mountain. The defendants (Sarma, Barke, Dalka, and Figaro) are led in. Barke, Dalka, and Figaro are quiet; Sarma is enraged.

SARMA. You filthy goblins have no right to do this! I've done nothing wrong!

JUDGE. The court will come to order! Mitra, if you please.

Mitra gently places her hand on Sarma's shoulder and looks meaningfully at her, a mix of pity and hope on her face. Sarma calms down; she is grim but no longer shouting.

JUDGE. Thank you, Mitra. Defendants, you are accused of breaking and entering, larceny, armed robbery, assault, and first-degree murder. You have entered a plea of not guilty. Do the defendants agree to be questioned?

ANSEL. Yes, your honor.

JUDGE. Good. Prosecution, you may proceed.

MITRA. Thank you, your honor. Two days ago at 2:13 AM local time, the door to the home of Mrs. Scrabblepot and her two children was forced open through the use of lockpicks. The home was entered, and coins and art worth 26 gp, 5 sp, and 3 cp were stolen. The act was witnessed by young Bertie Scrabblepot, who provided the court with a description of the perpetrator.

Mitra produces a hand-drawn likeness of Figaro.

MITRA. Furthermore, this broken lockpick was found near the scene; it perfectly matches the set of lockpicks found in the defendant's possession upon their apprehension.

Mitra produces a broken lockpick.

ANSEL. Your honor, this does not prove that the defendant committed the act in question. That style of lockpick is common; anyone could be in possession of it.

FIGARO. I still don't understand why you're taking our side, goblin.

JUDGE. Everyone is entitled to a zealous defense, Mr. Figaro! Ms. Mitra, Mr. Ansel makes a good point. What proves that this lockpick belongs to the defendant?

MITRA. I'm glad you asked, your honor.

Mitra produces another half of a broken lockpick.

MITRA. This is the other piece of the lockpick in question. It was recovered from the defendant; as you can see, the two pieces match perfectly.

FIGARO. Oh come on! The money was just sitting in a treasure chest for anyone to take! How does this even count as stealing? You goblins are out of your minds!

ANSEL. As your attorney, I urge you to not continue with this argument, Mr. Figaro.

FIGARO. But there wasn't even anything good!

Ansel sighs deeply. The judge chuckles to herself. Mitra offers a sad smile, more out of social expectation than out of mirth.




Court proceedings continue.

Later.


Mitra gestures to a diagram explaining her forensic analysis.

MITRA. The victim was shot with an arrow from about twenty to thirty feet away. The damage was quite precisely aimed at a vital point; not just anyone would have been capable of producing that kind of ranged precision.

JUDGE. And to reiterate, you believe based on witness testimony that the shot was fired by Mr. Dalka?

MITRA. Yes, your honor. You will also notice that Mr. Dalka had an appropriately-sized bow on him.

DALKA. That's simply a gift for my brother! I'm just a traveling fisherman. I don't even know how to hold a bow!

Dalka clumsily picks up the bow, holding it awkwardly by the string.

ANSEL. I request the opportunity to cross-examine.

The witness is called to the stand. Ansel spends a few moments cross-examining her.

WITNESS. Yes, yes! I saw him running away! I told Ms. Mitra all about it and she drew a picture that looked just like him!

ANSEL. You can't have seen him for long. Are you sure that Mitra wasn't simply guiding you to her desired outcome?

WITNESS. I'm quite sure! I even wanted to see for myself who it was, so I asked my brain-powers for help and ran an object reading on the arrow I found! That man was clearly the prior owner.

Mitra looks shocked. Ansel looks elated. Dalka looks confused.

MITRA. What? You never told me—

ANSEL. Objection! Your honor, we cannot allow the testimony that came from this witness!

DALKA. What?

JUDGE. I see! You are correct, Mr. Ansel. Per the rule of evidence, we cannot simply divine the answer through magic. The witness's testimony pointing to Mr. Dalka is hereby disregarded. Do you have any further evidence to present, Ms. Mitra?

MITRA. Not at the present time, your honor.

ANSEL. Excellent! After all, we all know that magic is not to be trusted. This court stands for justice, fairness, and truth! What is justice? Justice is the pursuit of what is truly deserved, nothing more and nothing less! What is fairness? Fairness is ensuring that no one is privileged before another in the courtroom and no one is irresponsibly biased by sorcery! What is truth? Truth is—

Dalka, reflexively, assumes a perfect and practiced hold on the bow he had been pretending to not understand. He wordlessly nocks and lets fly an arrow. It sails across the courtroom and shatters, thankfully harmlessly, against Mitra's breast. A stunned silence overcomes the courtroom.

FIGARO. …damn it, Dalka.

MITRA. Your honor, I believe I have new evidence to present.


Court proceedings continue.

Later.



MITRA. …So as you can see, Mr. Barke and Ms. Sarma were definitely the ones who forced their way into the checkpoint, killed two of our guards, and injured three more before being arrested. The prosecution suggests a charge of assault, battery, and murder in the first degree.

JUDGE. That evidence is quite damning. Defense, do you have a response?

Ansel confers briefly with the defendants.

ANSEL. Your honor, my clients do not dispute that they caused violent injury. However, we dispute the charge of first-degree murder. The violence was not premeditated; my clients were surprised and simply panicked. The defense moves for a charge of second-degree murder instead.

JUDGE. A valid point. Ms. Mitra, do you have proof that the defendants acted knowingly and with malice aforethought?

Mitra produces two empty vials.

MITRA. I do, your honor. The defendants left these outside the gate to the checkpoint. Our arcane forensics ex[erts determined from the residue on this vial that it contained a potion of bull's strength, which, as you know, only lasts a short period of time. There was a hair caught in one of the vials; its distinctive blue color is a perfect match for the unmistakable color of Mr. Barke's beard. Ms. Sarma has acknowledged that she and Mr. Barke were working in tandem.

Mutters from across the courtroom. Ansel appears surprised and upset, though he remains professional. Sarma becomes increasingly agitated.

MITRA. The defendants would not have needed to avail themselves of a short-term spell--at a nontrivial cost, as well, since you know how much potions are--that is designed to increase their melee prowess if they hadn't intended to violently assault the people inside the checkpoint. The fact that they consumed these potions immediately before entering indicates that they expected and intended violence. The prosecution submits this as evidence of malice aforethought.

SARMA. You monstrous scum! It's not a crime to buff up before an encounter in hostile territory! That's just a smart tactical decision before a fight!

Mitra spends a moment steadying herself. Although she does not normally breathe, she takes a deep breath anyway. When she looks up, her expression no longer contains pity, resignation, or sorrow, as usual; it is replaced with restrained but righteous anger.

MITRA. Your honor, if I may speak outside my role as prosecution for a moment?

JUDGE. Granted, Lady Mitra.

BARKE. Lady…?

MITRA. Indeed, Mr. Barke. I am regent of Broad Mountain. Although that is a result of circumstance and my chosen profession is here with the watch, it nonetheless informs how seriously I take protecting my home and its people.

FIGARO, to Ansel. Wait, if she's the regent, why is she acting subservient to the judge here?

ANSEL, to Figaro. Please, sir. We are a nation of laws. We're not might-makes-right savages. There's no justice without due process.

MITRA, continuing. I know every inch of this mountain complex, you know. How do you think I noticed two new vials in the rubble around the checkpoint gate? I know everything about this place, and more importantly, I know about its people. Which is a decision you seem to have chosen against.

Sarma moves to react and is hushed by Barke.

MITRA. We are a peaceful people, my friends. You entered our home, you stole everything in your line of sight, you killed anyone who dared look at you, and why? You were under no obligation to crash in with your hammer flying to and fro. A fight? In hostile territory?! All you had to do was announce yourself at the gate and you'd have been welcomed in with a meal! Our precious friends and relatives, forever silenced, all because of assumptions you made!

Mitra stands silent a moment, shaking slightly but unwavering in her steely gaze.

SARMA. Mon—

Barke physically silences Sarma.

MITRA. I will return now to my role as prosecutor. You will be held accountable for that which we can prove under our laws—nothing more, nothing less. But please understand and acknowledge, to yourself if not to me, that the only reason you think of this as hostile territory is because you chose violence and hatred at every opportunity when all my people have ever wanted is to live happily with those around us. I know you don't think people like me feel pain, adventurers, but you may never understand how much it hurts that this is how I have to welcome you to my realm.

JUDGE. As it turns out, Ms. Mitra, I don't think there's much prosecution left to do. This court has reached a verdict; the defendants are hereby found guilty on all counts. Lady Mitra, can you please find someone to handle them?

MITRA. Absolutely. I could use a nap anyway. I believe Prince Danway of the neighboring elves has a few spare cells and owes me a favor…




Mitra is the peace-loving regent of a dungeon complex known as Broad Mountain. Although Broad Mountain is well-fortified, that's just because racist adventurers keep assuming that it's perfectly acceptable to just barge in with swords drawn, kill a bunch of innocent civilians, and take what they please, just because "goblins who live in dungeons are all monsters." How wrong those adventurers are! The goblins of Broad Mountain want nothing more than to live peaceful lives in harmony with their neighbors. They have an advanced legal system, and Mitra works within it to bring transgressors to justice without stooping to their level.

Investigate is a cool feat from Eberron Campaign Setting that puts Mitra on the detective path right from level 1. It broadens the Search skill to let you specifically look for clues, effectively guaranteeing that there should be something useful wherever you spend the time looking. This is a great way to set the tone for the adventure.

Investigate leads into master inquisitor, a PrC that has some interesting synergy with noble and with watch detective. First, both noble and master inquisitor give you mechanically defined contacts from whom you can call in favors. A peace-loving person needs to know the right people in order to get by so that she can find the help she needs to keep a peaceful solution at hand! Mostly, this is used to keep in contact with other nobles from neighboring realms who are happy to take convicted criminals into their carceral systems. (Although there are holding cells in Broad Mountain, Mitra doesn't like to use them; holding an adventurer, even a duly convicted one, in jail tends to bring more adventurers determined to break them free, and the recidivism rate is high.) Second, master inquisitive gives Track as a bonus feat, effectively letting you gain Investigate for free because you were going to take Track anyway to get into watch detective.

Since Mitra knows everything there is to know about Broad Mountain and is already a regent by birth, dungeon lord fits like a glove here, and it's perfect with watch detective. Right out of the gate, it offers a whopping +8 to Survival checks to track when within the dungeon, which helps make up for the otherwise tight skill points. Furthermore, "you automatically notice any difference to any chamber in your dungeon (such as a chair that is out of place, a bookshelf that has been reorganized, or an area of dust that has been disturbed)." This is an (Ex) ability, so it doesn't break the rule of evidence to rely upon it. If there's literally any sign at all that an intruder has been there, Mitra knows about it automatically! This is critical for finding clues that lead to their apprehension and undoing.

This also gets very interesting when you realize that profile, from watch detective, indicates that the subject of the Gather Info check does not actually need to have seen the crime take place (see the "even if the witness did not see him or her" clause). So if you don't have to see a crime to be a witness, what are the criteria for being a witness? Presumably you just need to be aware that the crime happened. Arguably, Mitra can qualify as a witness simply through dungeon mastery's perfect knowledge about the state of the dungeon! Since profile can explicitly be used even when the witness didn't see the perpetrator, this should work. (Also, it doesn't say that you can't talk with yourself.) Naturally, it can still be used "normally" as well! Mitra's CHA is quite high, and she also has numerous exalted-related bonuses to various CHA checks.

Also, Spirit Sense is a good way to talk to recently silenced (i.e., slain) witnesses to get their testimony and their description of the perpetrator. Since it doesn't say it's a supernatural ability, then like all feats that don't say otherwise, it's (Ex), meaning it can be used as evidence!

Apostle of peace is taken not for the spells (which are incidental at best, though having the occasional cure, make whole, or remove fear is a nice perk) but rather for the no-save pacifying touch. Watch detective has a strong pacifist bent; the rule of evidence forbids unnecessary violence, the class gives bonuses to nonlethal forms of combat such as disarming and subdual damage, and overall it's quite clear that the class wants to solve problems without fighting. Pacifying touch is a fabulous way to calm people down to get them to be willing to listen to Diplomacy and Gather Information in the hopes of finding a suspect or getting closer to the bottom of the mystery. After all, between deductive augury, locate creature, and so on, it's pretty easy to get magical evidence of whodunit, but it's through the mundane detective work that justice is actually served, and it's much easier to do that when you've got a tool like this for making sure that people will slow down and talk about it rather than just try to kill you for asking.

Dream of Instinct is a fascinating feat from Secrets of Sarlona. The prereq, Dream Scion, lets Mitra enter a dreamtouched state several times per day, which grants a temporary +2 to INT/WIS/CHA (all three of which are very important for a watch detective). Dream of Instinct lets you expend that state for a massive +10 (!) on a skill check! Watch detective is a class that lives and dies on its ability to make dramatic and planned-for skill checks, whether that's Search (Investigate) to find a clue and/or to analyze a body, Gather Information to profile the perpetrator and advance the plot, Survival to stay on their trail, or Diplomacy to keep things civil and to explain why it's in a suspect's interest to agree to be questioned and investigated. It can also be a good follow-up to instant knowledge; use instant knowledge to get set on the path and use Dream of Instinct to clarify a different point.

Dream of Contact is a nice mechanically-guaranteed way for Mitra to reach out to the contacts she's got from noble and from master inquisitive. No need to leave the dungeon to reach out to a friend, after all. Mitra's got a dungeon to patrol and no shortage of marauding murderous adventurers to try to catch.


The exalted bonus feats from Vow of Poverty are, in general, not critical to the build once apostle of peace is entered, but they should be helpful anyway. Intuitive Strike is useful when Mitra goes to disarm someone, to make a pacifying touch attack against someone unwilling, or (in an extreme case) use subdual damage against someone especially violent. Nymph's Kiss and Nimbus of Light give bonuses to the CHA-related skills that Mitra thrives on. Favored of the Companions is one of the rare ways to get a bonus to the check for instant knowledge, so it actually synergizes with watch detective.
Air goblin is chosen simply because it doesn't penalize mental stats. Mitra can be any kind of goblin if you dislike Unearthed Arcana material.
The calming aura from Vow of Poverty is helpful for keeping things smooth around a crime scene.
I imagine that an ink-like substance can be created from ashes and soot and therefore used in Craft: Painting without having anything with monetary value. If necessary, she could even paint in mud or in blood, though that's more edgelord than I imagine the character to be.
As an aside, if you want to play up the "free ink for painting" thing, a single level of shadowcaster (Tome of Magic 111) could get up to nine daily castings of liquid night, which has no value but is a real and permanent (instantaneous) object. Although the levels of dungeon lord at the end of the build are cool and flavorful, it wouldn't be hard to replace one with shadowcaster (taken at any point desired, whether at the end of the build or in the middle) if you want to lean into that. Making glowing "wanted" pictures is a cool mental image, not gonna lie.
See pg. 29 of Book of Exalted Deeds for a description of the various bonuses given to characters who take a vow of poverty. Mitra's funds, when she happens to acquire them, are donated to the well-being of the needy of Broad Mountain.
Zone of truth, from master inquisitive, cannot be used to finger a perpetrator (per the rule of evidence), but much like deductive augury, discern lies, and the SI's similar magical investigative abilities, it can be used to solidify a premise that you then prove through mundane evidence.

The Viscount
2021-05-10, 09:09 PM
Enough Order, time for Law.



Yiana
Human, lawful good
Deity: Mystra
Languages: Common, Halruaan, Draconic, Dwarven
Marshal 3, Swashbuckler 4, Urban Savant 2, Jordain Vizier 1, Watch Detective 10

STATS:
STR 10 (2 pts)
DEX 14 (6 pts)
CON 12 (4 pts)
INT 16 (10 pts)
WIS 10 (2 pts)
CHA 15 (8 pts)
Boost CHA at level 4; boost INT at levels 8, 12, 16, and 20



Yiana was trained by House Jordain to be one of their trusted viziers, who serve as advisers to the wizards of the realm. However, shortly after she "graduated" into the service, she was unjustly accused of a crime she didn't commit. (She couldn't prove it at the time, but she was fairly certain that improper use of divination magic was used as part of her charges.) Facing the death penalty and with no one to argue on her behalf, she desperately fled to a faraway land with no extradition treaty with Halruaa. Feeling a desire to make sure that no one else suffers the same kind of helplessness in the face of injustice, she now seeks to prove her clients to not be guilty and to defend them from malicious or reckless prosecution. She will not allow you to seize her client's goods or to use unnecessary violence against them! She will fight with her whole being to prevent her client from being charged without evidence or imprisoned without a charge.




Level

Class

BAB

Fort

Ref

Will

Skills

Feats

Stuff



1

Marshal 1

0
2

0
2



Diplo 2
Gather Info 4
Heal 2
Spellcraft 2
K Local 4
K History 4
K Arcana 4
K Nobility 4
K Nature 2
K Dungeoneering 2
Listen 2


Spellwise, Able Learner

Minor Aura (Motivate INT), Skill Focus: Diplomacy



2

Swashbuckler 1

+1

4

0
2



K Arcana 5 (+1)
K Local 5 (+1)
Bluff 5 (+5)
Gather Info 5 (+1)




Weapon Finesse



3

Swashbuckler 2

+2

5

0
2



K Arcana 6 (+1)
K Local 6 (+1)
Spellcraft 3 (+1)
Gather Info 6 (+1)
Bluff 6 (+1)
P Barrister 3 (+3)


Favored (League of Eyes; K: Local)

Arcane Stunt (blur)



4

Swashbuckler 3

+3

5

1

3



K Arcana 7 (+1)
K Local 7 (+1)
Gather Info 7 (+1)
Bluff 7 (+1)
P Barrister 7 (+4)




Insightful Strike



5

Swashbuckler 4

+4

6

1

3



K Arcana 8 (+1)
K Local 8 (+1)
Gather Info 8 (+1)
Bluff 8 (+1)
P Barrister 8 (+1)
Spellcraft 4 (+1)
Sense Motive 2 (+2)




Seduction



6

Urban savant 1

+4

6

3

5



Search 8 (+8)
K Local 9 (+1)
Bluff 9 (+1)


Track

Urban Savvy (Strengths)



7

Urban savant 2

+5

6

4

6



Concentration 8 (+8)
K Local 10 (+1)
Bluff 10 (+1)




Urban Empathy



8

Watch detective 1

+5

6

6

8



K Local 11 (+1)
Bluff 11 (+1)
Gather Info 11 (+3)
P Barrister 11 (+3)
Sense Motive 4 (+2)




City Watch Training



9

Watch detective 2

+6/+1

6

7

9



K Local 12 (+1)
Bluff 12 (+1)
Gather Info 12 (+1)
P Barrister 12 (+1)
Sense Motive 5 (+1)
Spot 2 (+2)
Listen 4 (+2)
C Painting 1 (+1)


Iron Will

Obsessive Specialty (Knowledge: Local), Profile, Combat Expertise



10

Jordain vizier 1

+6/+1

6

7

11



K Local 13 (+1)
Bluff 13 (+1)
Gather Info 13 (+1)
P Barrister 13 (+1)
Sense Motive 7 (+2)
Spot 4 (+2)
Listen 6 (+2)
C Painting 3 (+2)




Arcane Nondetection, Arcane Spell Resistance, Eidetic Memory



11

Watch detective 3

+7/+2

7

7

11



K Local 14 (+1)
Bluff 14 (+1)
Gather Info 14 (+1)
P Barrister 14 (+1)
Sense Motive 10 (+3)
Spot 5 (+1)
Listen 7 (+1)
C Painting 4 (+1)




Cooperative Interrogation, Superior Disarming



12

Watch detective 4

+8/+3

7

8

12



K Local 15 (+1)
Bluff 15 (+1)
Gather Info 15 (+1)
P Barrister 15 (+1)
Sense Motive 13 (+3)
Spot 6 (+1)
Listen 8 (+1)
C Painting 5 (+1)
Survival 1
(Note: INT has increased to 18)


Otherworldly Countenance (beauty)

Deductive Augury 1/day, Skill Synergy (Bluff/Gather Info)



13

Watch detective 5

+8/+3

7

8

12



K Local 16 (+1)
Bluff 16 (+1)
Gather Info 16 (+1)
P Barrister 16 (+1)
Sense Motive 16 (+3)
Listen 9 (+1)
Diplo 4 (+2)
Survival 2 (+1)




No Subdual Penalty, Sense Secret Doors



14

Watch detective 6

+9/+4

8

9

13



K Local 17 (+1)
Bluff 17 (+1)
Gather Info 17 (+1)
Sense Motive 17 (+1)
P Barrister 17 (+1)
Spot 7 (+1)
Listen 9 (+1)
C Painting 6 (+1)
Diplo 6 (+2)
Survival 3 (+1)





Locate Object



15

Watch detective 7

+10/+5

8

9

13



K Local 18 (+1)
Bluff 18 (+1)
Gather Info 18 (+1)
Sense Motive 18 (+1)
P Barrister 18 (+1)
Spot 9 (+2)
Listen 11 (+2)
C Painting 7 (+1)
Survival 4 (+1)


Dragon Prophesier

Deductive Augury 2/day, Improved Subdual



16

Watch detective 8

+11/+6/+1

8

10

14



K Local 19 (+1)
Bluff 19 (+1)
Gather Info 19 (+1)
Sense Motive 19 (+1)
P Barrister 19 (+1)
Spot 11 (+2)
Listen 13 (+2)
C Painting 8 (+1)
Survival 5 (+1)




Forensics



17

Watch detective 9

+11/+6/+1

9

10

14



K Local 20 (+1)
Bluff 20 (+1)
Gather Info 20 (+1)
Sense Motive 20 (+1)
P Barrister 20 (+1)
Spot 13 (+2)
Listen 15 (+2)
C Painting 8 (+1)
Survival 6 (+1)




Discern Lies, Locate Creature



18

Watch detective 10

+12/+7/+2

9

11

15



K Local 21 (+1)
Bluff 21 (+1)
Gather Info 21 (+1)
Sense Motive 21 (+1)
P Barrister 21 (+1)
Spot 15 (+2)
Listen 17 (+2)
C Painting 9 (+1)
Survival 7 (+1)


Prophecy's Hero

Deductive Augury 3/day, Instant Knowledge



19

Marshal 2

+13/+8/+3

10

11

16



K Local 22 (+1)
Bluff 22 (+1)
Gather Info 22 (+1)
Sense Motive 22 (+1)
P Barrister 22 (+1)
Spot 16 (+1)
Listen 18 (+1)
C Painting 10 (+1)
Survival 8 (+1)




Motivate Care



20

Marshal 3

+14/+9/+4

10

12

16



K Local 23 (+1)
Bluff 23 (+1)
Gather Info 23 (+1)
Sense Motive 23 (+1)
P Barrister 23 (+1)
Spot 17 (+1)
Listen 19 (+1)
C Painting 11 (+1)
Survival 10 (+2)
(Note: INT has increased to 20)




Motivate CHA





I was stuck for a long time on the concept of the watch detective trying to "catch the perpetrator" and all of that, but with the Code being so restrictive, that's honestly kind of challenging. As I thought about it more and more, though, it dawned on me that I was taking the wrong tack; who says that the watch detective is working for the prosecution? The code of conduct is much more conducive to acting on someone's defense than the reverse. It makes more sense that we'd want to try to prove someone not guilty than to prove someone guilty!

So, are there rules for being a defense attorney? Turns out that yes, yes there are! From Sharn: City of Towers, pg. 132:



Legal Debate:

While circumstances can be an important mitigating factor, the fact of the matter is that the skill of the barrister plays the most important role in the outcome of the case. Over the course of the trial, each barrister makes three Profession (barrister) checks; compare the results, with the higher total winning the round. Whoever wins two out of three rounds wins the case.

The DM should modify these rolls based on the circumstances of the case. If the jury is hostile, the prosecuting barrister receives a +1 to +5 circumstance bonus; if the jury is friendly, the defending barrister receives this bonus. A barrister with at least 5 ranks in Bluff or Diplomacy receives a +2 synergy bonus on his check; these bonuses are cumulative. There is no rule stating that a recognized barrister must represent a defendant, so a character can choose to speak in his own defense or to appoint a friend as his advocate.

So Yiana's goal is to protect her clients from being railroaded without due process, and she wants to hold others accountable to the rule of evidence just the same way she would if she were on the other side of the courtroom. Honestly, the way I'm viewing this is not so much "I want to be a watch detective, so I follow the rule of evidence" and more "I believe in the rule of evidence, so I became a watch detective."




Let's start at the end, actually. Instant knowledge is a cool ability. A +10 bonus is big enough to sit up and take notice of! Getting that bonus requires a raw INT check, and thinking about how to boost a raw INT check led me back to the starting point: marshal. Motivate Intelligence, the marshal's minor aura, lets you give yourself (and any allies nearby) your CHA as a bonus to INT-based checks. Sure, level-up stats can't go simultaneously into INT and CHA, but starting stats absolutely can, and if we're fortunate enough to be able to afford magic items over the course of our career, it's a lot cheaper to get (for example) +2 INT and +2 CHA than it is to get +4 INT. You have more low-hanging fruit to pluck.

Swashbuckler is a delightful match with watch detective. Although free Weapon Finesse is great and getting swift-action blur several times per day is a cool trick, the real good stuff comes at levels 3 and 4. Level 3 famously lets the swashbuckler add INT to damage. You know what else does that? Watch detective! That's called synergy. Means that INT is more valuable to you and that you can afford to invest more in it, which is great.

Swashbuckler 4, however, is where things get really interesting. Welcome to the dead levels II (http://archive.wizards.com/default.asp?x=dnd/cwc/20070227x) article.




Seduction (Ex): At 4th level, a swashbuckler has a lascivious way of acquiring knowledge through less than diplomatic channels. A swashbuckler gains an additional use of the Bluff skill called seduce to learn secret. The swashbuckler can use charm, flirtation, or seduction to learn a coveted secret that is known by a nonplayer character. In order for this iteration of the Bluff skill to work, the nonplayer character must find the swashbuckler physically attractive and be in a position to actually know the secret in question. There are five kinds of secrets that can be learned with a seduce to learn secret check . The fewer people that know a secret, the greater their loyalty to keep that secret.


Secret


DC*
Example



Common


10
Password told to the city guard, known by 16 or more people



Uncommon


20
Identity of thieves' guild leader, known by 9 to 16 people



Valuable


30
A merchant ship hauling exotic goods, known by 5 to 8 people



Deadly


40
Plans to invade a foreign land, known by 3 to 4 people



Unutterable


50
The mental disability of a king, known by 3 or less people



*The DC assumes that the nonplayer character is indifferent. The Bluff check is modified by -20 if the NPC is hostile, -10 if the NPC is unfriendly, +5 if the NPC is friendly, and +10 if the NPC is helpful.

A typical seduce to learn secret check takes 1d4+1 hours and requires seduction. If the check succeeded by 10 or more, the attempt takes 1d4+1x10 minutes and only requires flirtation. If the check succeeded by 20 or more, the attempt takes 1d4+1 minutes and merely requires charm. Retries are not possible as the target becomes too suspicious.

This is a new method of gaining information. You know who really likes trying to gain information? Watch detectives, who need to find evidence that their clients aren't guilty. Sure, maybe we can't interrogate someone without them agreeing to it, but nothing says we can't seduce them! It's all evidence, one way or another. That's the power of seductive reasoning!

Neither marshal nor swashbuckler have the needed Search skill in-class, so it's time for a quick detour into urban savant, a delightful little PrC from Cityscape. The first level ability broadens potential uses for Knowledge checks in some interesting ways, not the least of which is being able to figure out if a given person even has the combat capability needed to have caused a victim's specific wounds. After all, let's say you're dealing with a victim where the autopsy reveals the use of Power Attack in the killing blow. Since you can determine someone's combat-related feats, knowing that someone can't even use Power Attack could rule them out as a perpetrator! It might still be up to you to prove this in more visible ways, but every bit of info here gives clues. Especially since Yiana wants to find her client NOT guilty rather than the other way around—this can help you ferret out openings for a contradiction in the witness's testimony!

The second level of urban savant is just as important. Urban empathy allows Yiana to make K: Local checks (among humanoids) in place of Diplomacy checks. You know what boosts K: Local a lot? Watch detective and its obsessive specialty! So we've got more of that sweet INT synergy, we've got new ways of making people want to cooperate, and we're better at detective tasks.

Remember, as well, that the rule of evidence doesn't forbid you from questioning someone who ISN'T a suspect. Just the actual accused suspect. You've got plenty of social tools to get info from other people!

The next major twist comes with the use of one of the weirder PrCs out there in the 3.x canon: jordain vizier. The rule of evidence disallows the use of magical sources of information, right? So that means that there's benefit in finding new nonmagical sources of information, and that's where vizier comes in. The vizier's eidetic memory ability takes up nearly a full page so I won't quote it in full, but let me bring in a few highlights. First, a basic bardic knowledge-style ability is, if nothing else, another way to check things. Second, the mechanical ability to have perfect recall is extremely appropriate for a watch detective; when the case may hinge on the smallest details, having undisputed (by the GM; you've still got to prove it to the NPCs around you) recall of those details is like having the cheat codes. It's the third feature, however, that made me think to connect it with watch detective.


Finally, the jordain vizier can use his honed memory to make lightning-fast deductions based on only the slightest clues, patterns, or scraps of information. He can make reasonable statements about a person, place, or object, from seemingly little knowledge. However, this ability is the result of a rigorously logical process, involving recalling and correlating every possible piece of data with bearing on the topic. The nature of the knowledge the jordain vizier gains is subject to DM discretion, but might include the answer to a riddle, the way out of [a] maze, or even a conclusion concerning a dilemma. An eidetic memory check, with a bonus equal to the character's jordain vizier level + his INT modifier, must be made to compile the desired information. The DM secretly determines the DC.

Wow. Right? Wow. That's basically the ability to, with game text and mechanical backing, go full Holmes "based on only the slightest clues." And you know what gives you the ability to find clues, patterns, and scraps of information? Watch detective! I especially find this to be relevant for turning watch detective's weirdly magical abilities (deductive augury, locate object, forensics, discern lies, locate creature, instant knowledge) into something that Yiana can actually use as evidence. The magic is a way to dig up the clue; eidetic memory is how you turn that clue into a rational, logically supported argument that will help sway a jury and will give you that big circumstance modifier on the all-important Profession (barrister) check. Also, that same motivate INT aura helps with this!

Sidebar about vizier and its weird quirks: viziers can't lie, but Yiana isn't interested in lying in the first place. Seduction uses the Bluff skill but that doesn't mean that it's dishonest! Also, viziers are "rendered infertile upon graduation," so no worries about a pregnancy there.

Watch detective offers some opportunities to disarm opponents and deal subdual damage to them. This is helpful if Yiana gets into a heated discussion with someone that she doesn't actually want to injure; for example, if another law enforcement authority starts threatening her client without following all the restrictions in the rule of evidence, Yiana can easily disarm her counterpart rather than actually attack.

Otherworldly Countenance is a tool to ensure that the seduction clause about how "the nonplayer character must find the swashbuckler physically attractive" is fulfilled. The feat makes you, direct quote, "stunningly beautiful," so that should help a lot. Yiana is so hot that even most men find her to be attractive!

Dragon Prophesier allows the use of Prophecy's Hero, which is a cool way to get bonuses to weird and arbitrary rolls (like, say, eidetic memory or instant knowledge). Prophecy's Hero lets you gain a free action point whenever you go into a state of prophetic fervor (which Dragon Prophesier allows several times per day). An action point can be expended to roll one or more extra d6s (based on your level; since this is available to Yiana at the tail end of the game, she rolls 3d6 and takes the best one) and add the best one as a bonus to an arbitrary d20 roll. There really aren't many ways to add bonuses to eidetic memory or instant knowledge, so the fact that this can apply to either is quite cool and useful!

Overall, Yiana's goal is to find enough evidence to prove that her client isn't guilty for the crime they're charged with. Get circumstance bonuses to that Profession check and get your client off the hook!

Marshal boosts INT checks like K: Local, eidetic memory, Search, and instant knowledge.
Swashbuckler stacks with watch detective to add INT to damage TWICE and opens up new non-interrogation sources of information through seduction.
Urban savant capitalizes on watch detective's giant Knowledge bonuses and also synergizes directly with the forensics ability.
Jordain vizier gives you the tools to actually use the clues watch detective helps you find.
Watch training is a skill bonus to skills Yiana uses.
Expertise plays well with a swashbuckling fighting style when fights are required.
Gather Info is maxed to support profile, which can be fed into eidetic memory as a clue.
Obsessive specialty + urban empathy = effective +10 bonus on (basically) Diplomacy, which rules. Or +20 if you include instant knowledge.
I was going to make a joke about how using Bluff for seduction gives someone else a bonus on Intimidate, but you know what, life's too short to kinkshame. Have fun with that!
Look at all that INT synergy! Aww yeah!
All the magical stuff feeds directly into eidetic memory.
Behold all the bonuses to the arbitrary INT check! Motivational auras! Action points plucked from the ether! Actual INT! Love me!



If you can squeeze in an extra feat (take a flaw, use the Otyugh Hole for Iron Will, etc.), illumian is a great choice. They're humanoid (human) and therefore still qualify for Able Learner and for jordain vizier, but the naen sigil will give another +2 to all INT checks, including eidetic memory checks, Knowledge: Local checks, Search checks, and instant knowledge checks. Awesome! You can then also take the vaul sigil for +2 on CHA-based stuff like Gather Info and Bluff, if you like, or the hoon sigil for +2 on Profession: Barrister checks.
Arcane stunt isn't necessary. It isn't a spell so it shouldn't break the jordain vizier code of conduct, but if you really don't like that, just keep grace instead. It's less interesting, but arcane stunt isn't vital to the functionality of the build.
Items that boost INT and CHA are about equally valuable here. Grab either or both if they're available.
If you're willing to waive alignment prereqs because they're stupid, a level of bard is a great substitute for the level of marshal at the beginning. Loresong, from Dungeonscape, can be used for a +4 bonus on the eidetic memory check or the instant knowledge check.





Category

Element

Book

Page



Class

Marshal

Miniatures Handbook

11



Class

Swashbuckler

Complete Warrior

11



Class

Urban Savant

Cityscape

100



Class

Jordain Vizier

Shining South

33



Class

Watch Detective

Masters of the Wild

75



Feat

Able Learner

Races of Destiny

150



Feat

Spellwise

Player's Guide to Faerun

44



Feat

Favored

Cityscape

61



Feat

Otherworldly Countenance

Fiendish Codex I

87



Feat

Dragon Prophesier

Magic of Eberron

46



Feat

Prophecy's Hero

Magic of Eberron

50



ACF

Arcane Stunt

Complete Mage

32



ACF, kinda

Seduction

Online

http://archive.wizards.com/default.asp?x=dnd/cwc/20070227x



Rules

Legal Debate

Sharn: City of Towers

132



Rules

Action Points

Eberron Campaign Setting

45



Misc

All others

PHB

varies

The Viscount
2021-05-10, 09:14 PM
These guys are just too big for one post!



Father and Big Brother

These builds are intended to be judged separately and individually, but are presented together because I liked the narrative concept and to showcase some potential synergies when the builds work with other Watch Detectives.

Tei stared down sadly at the face the young man who had been found drowned near the docks, comparing its bloated, discolored visage against the sharp, handsome features in the officer’s portrait that had been placed in front of the coffin. The city watch had ruled the death a suicide, but could those bruises really have just been from a bad jump off the pier? The priest had known Jack since childhood, and he had never seemed the suicidal type. He recalled an incident from his early days as a youth minister having to chide him for mocking the martyrdom of the Broken God.

Tei grimaced, his face hidden from the mourners in the pews. He thought it better to quell such intrusive thoughts, but couldn’t quite help himself. He took the rose that he had brought from the church greenhouse and clasped Jack’s lifeless hands around its thorned stem. He unspooled a red thread over the coffin with one hand, swiftly drawing a dagger to cut it with the other. He stowed the remainder of the spool and the knife away as the severed cord drifted down onto Jack’s hands. He bound it around them, as if securing their grasp upon the rose and intoned a prayer.

“Our Lord Ilmater,
Who persevered for us upon the rack,
Give us thy strength to endure.
May we take up the worldly burdens of this soul,
That it may be blessed in the hereafter
And suffer no further pain.
Amen.”

There were echoes of “amen” from the pews, and Tei brushed his hand once more against that of the deceased, muttering the words to keep the body preserved, just in case. He stood aside as congregants filed forward to pay last respects, speaking words of consolation to those who sought him out, but for the most part receding into his own thoughts. The body was laid to rest in the churchyard and last of the parishioners eventually dispersed. He let out a solemn sigh, and was just turning after locking the church doors when he saw a frightful apparition, shaped like a man, but with a look more like that of a devil, standing on the deserted street before him. Tei instinctively drew his dagger, but the figure raised its hands in a gesture that it meant no harm.

“Have a moment for one more of your flock, Father? I never made it to my last confession.” The thing spoke with a menacing, hellish rasp, but its voice was somehow familiar. Tei looked it over, his gaze coming to rest on its eyes. They burned as if lit with some horrid fire of an unthinkable hell, and yet he knew them, just as he knew the voice.

“Jack?” Tei stared in disbelief as it – he – nodded. The initial shock subsiding, the priest thought to stories in the scriptures. Repentant sinners who were offered an opportunity at redemption through suffering and penance. He touched the white hands round his neck, rubbing his thumb nervously against the red chord on which they hung. “You didn’t wind up like that by missing one confession,” he said, trying to maintain his fatherly composure, as if he really were speaking to a churchgoer about some very minor transgression.

“No,” Jack agreed. “My sins were deeper than that.”

“Well, if confessing them will help you,” Tei began before trailing off as Jack shook his head.

“Everything’s fuzzy Father. I don’t remember what I did or even how I died, but I know there’s something rotten in the force. I know it has something to do with how I died, and now I know the pain it causes. I felt it. To be put in chains, beaten, tortured, choking for breath. I have to make it right Father. I have to get to the bottom of how I died, I have to do it right this time, and I need your help.”

Tei clutched again at his holy symbol. “Jack, you clearly have need of a holy man, but I don’t know that I’m the one for the job.”

“I don’t need a holy man Father,” Jack paused and gave a smile that seemed to soften his devilish features momentarily. “I need a good man.”

Jack Oni
LG Spirit Hellbred Ranger 2/Rogue 2/Warblade 3/Watch Detective 10/Marshal 3

Ability Scores
32 Point-Buy: 14 Str, 10 Dex, 14 Con, 14 Int, 10 Wis, 16 Cha
Adjustments for Spirit Hellbred: 14 Str, 10 Dex, 12 Con, 14 Int, 10 Wis, 18 Cha
Increase Cha at all opportunities.

Build Table


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


1st
Ranger 1
+1
+2
+2
+0
Knowledge (Local) 4, Gather Information 4, Search 4, Survival 4, Tumble 4, Spot 4, Listen 4, Jump 4
Devil’s FavorB, TrackB, Skill Focus (Diplomacy)
Favored Enemy (Rival Organization), Voice of the City, Skilled City-Dweller (Ride for Tumble, Handle Animal for Gather Information, Knowledge (Nature) for Knowledge (Local))


2nd
Ranger 2
+2
+3
+3
+0
Knowledge (Local) 5, Gather Information 5, Search 5, Survival 5, Tumble 5, Spot 5, Listen 5, Jump 5
Two-Weapon FightingB
Combat Style


3rd
Rogue 1
+2
+3
+5
+0
Knowledge (Local) 5, Gather Information 5, Search 6, Survival 5, Tumble 5, Spot 5, Listen 5, Jump 6, Intimidate 3, Bluff 3, Disable Device 2
Weapon FocusB, Exotic Weapon Proficiency
Martial Rogue, Trapfinding


4th
Martial Rogue 2
+3
+3
+6
+0
Knowledge (Local) 5, Gather Information 5, Search 7, Survival 5, Tumble 5, Spot 5, Listen 5, Jump 7, Intimidate 5, Bluff 5, Disable Device 5, Diplomacy 1
Weapon FocusB
Evasion


5th
Warblade 1
+4
+5
+6
+0
Knowledge (Local) 5, Gather Information 5, Search 8cc, Survival 5, Tumble 5, Spot 5, Listen 5, Jump 7, Intimidate 5, Bluff 5, Disable Device 5, Diplomacy 5
-
Battle Clarity (Reflex Saves)


6th
Watch Detective 1
+4
+5
+8
+2
Knowledge (Local) 5, Gather Information 5, Search 8, Survival 7, Tumble 5, Spot 5, Listen 5, Jump 7, Intimidate 9, Bluff 5, Disable Device 5, Diplomacy 5, Never Outnumbered
Imperious Command
City Watch Training, Skilled City-Dweller (Ride for Tumble)


7th
Watch Detective 2
+5
+5
+9
+3
Knowledge (Local) 5, Gather Information 5, Search 10, Survival 10, Tumble 5, Spot 5, Listen 5, Jump 9, Intimidate 10, Bluff 5, Disable Device 5, Diplomacy 5, Never Outnumbered
Combat ExpertiseB
Obsessive Speciality (Local), Profile


8th
Marshal 1
+5
+7
+9
+5
Knowledge (Local) 5, Gather Information 5, Search 10, Survival 11, Tumble 5, Spot 5, Listen 5, Jump 9, Intimidate 11, Bluff 5, Disable Device 5, Diplomacy 5, Knowledge (Religion) 1, Knowledge (Architecture and Engineering) 1, Knowledge (Nobility and Royalty) 1, Craft (Painting) 1, Never Outnumbered
Improved DisarmB
Minor Aura (Art of War)


9th
Watch Detective 3
+6
+8
+9
+5
Knowledge (Local) 5, Gather Information 5, Search 12, Survival 12, Tumble 5, Spot 5, Listen 5, Jump 12, Intimidate 12, Bluff 5, Disable Device 5, Diplomacy 5, Knowledge (Religion) 1, Knowledge (Architecture and Engineering) 1, Knowledge (Nobility and Royalty) 1, Craft (Painting) 1, Forgery 1, Never Outnumbered
Snatch Weapon
Cooperative Interrogation, Superior Disarming


10th
Watch Detective 4
+7
+8
+10
+6
Knowledge (Local) 5, Gather Information 5, Search 13, Survival 13, Tumble 5, Spot 5, Listen 5, Jump 13, Intimidate 13, Bluff 5, Disable Device 5, Diplomacy 5, Knowledge (Religion) 1, Knowledge (Architecture and Engineering) 1, Knowledge (Nobility and Royalty) 1, Craft (Painting) 1, Forgery 1, Knowledge (Nature) 1, Knowledge (Dungeoneering) 1, Never Outnumbered, Collector of Stories
-
Detective Augury 1/day, Skill Synergy (Spot-Search)


11th
Watch Detective 5
+7
+8
+10
+6
Knowledge (Local) 5, Gather Information 5, Search 14, Survival 14, Tumble 7, Spot 7, Listen 5, Jump 14, Intimidate 14, Bluff 5, Disable Device 5, Diplomacy 5, Knowledge (Religion) 1, Knowledge (Architecture and Engineering) 1, Knowledge (Nobility and Royalty) 1, Craft (Painting) 1, Forgery 1, Knowledge (Nature) 1, Knowledge (Dungeoneering) 1, Never Outnumbered, Collector of Stories
-
No Subdual Penalty, Sense Secret Doors


12th
Watch Detective 6
+8
+9
+11
+7
Knowledge (Local) 5, Gather Information 5, Search 15, Survival 15, Tumble 9, Spot 9, Listen 5, Jump 15, Intimidate 15, Bluff 5, Disable Device 5, Diplomacy 5, Knowledge (Religion) 1, Knowledge (Architecture and Engineering) 1, Knowledge (Nobility and Royalty) 1, Craft (Painting) 1, Forgery 1, Knowledge (Nature) 1, Knowledge (Dungeoneering) 1, Never Outnumbered, Collector of Stories
Steal and Strike
Locate Object


13th
Watch Detective 7
+9
+9
+11
+7
Knowledge (Local) 5, Gather Information 5, Search 16, Survival 16, Tumble 10, Spot 12, Listen 5, Jump 16, Intimidate 16, Bluff 5, Disable Device 5, Diplomacy 5, Knowledge (Religion) 1, Knowledge (Architecture and Engineering) 1, Knowledge (Nobility and Royalty) 1, Craft (Painting) 1, Forgery 1, Knowledge (Nature) 1, Knowledge (Dungeoneering) 1, Never Outnumbered, Collector of Stories
-
Deductive Augury 2/day, Improved Subdual


14th
Watch Detective 8
+10
+9
+12
+8
Knowledge (Local) 5, Gather Information 5, Search 17, Survival 17, Tumble 10, Spot 16, Listen 5, Jump 17, Intimidate 17, Bluff 5, Disable Device 5, Diplomacy 5, Knowledge (Religion) 1, Knowledge (Architecture and Engineering) 1, Knowledge (Nobility and Royalty) 1, Craft (Painting) 1, Forgery 1, Knowledge (Nature) 1, Knowledge (Dungeoneering) 1, Never Outnumbered, Collector of Stories
-
Forensics


15th
Watch Detective 9
+10
+10
+12
+8
Knowledge (Local) 5, Gather Information 5, Search 18, Survival 18, Tumble 10, Spot 18, Listen 5, Jump 18, Intimidate 18, Bluff 7, Disable Device 5, Diplomacy 5, Knowledge (Religion) 1, Knowledge (Architecture and Engineering) 1, Knowledge (Nobility and Royalty) 1, Craft (Painting) 1, Forgery 1, Knowledge (Nature) 1, Knowledge (Dungeoneering) 1, Never Outnumbered, Collector of Stories
Mindsight
Discern Lies, Locate Creature


16th
Watch Detective 10
+11
+10
+13
+9
Knowledge (Local) 5, Gather Information 5, Search 19, Survival 19, Tumble 10, Spot 19, Listen 5, Jump 19, Intimidate 19, Bluff 10, Disable Device 5, Diplomacy 5, Knowledge (Religion) 1, Knowledge (Architecture and Engineering) 1, Knowledge (Nobility and Royalty) 1, Craft (Painting) 1, Forgery 1, Knowledge (Nature) 1, Knowledge (Dungeoneering) 1, Never Outnumbered, Collector of Stories
-
Deductive Augury 3/day, Instant Knowledge


17th
Warblade 2
+12
+11
+13
+9
Knowledge (Local) 5, Gather Information 5, Search 20cc, Survival 19, Tumble 10, Spot 19, Listen 5, Jump 20, Intimidate 20, Bluff 10, Disable Device 5, Diplomacy 5, Knowledge (Religion) 1, Knowledge (Architecture and Engineering) 1, Knowledge (Nobility and Royalty) 1, Craft (Painting) 1, Forgery 1, Knowledge (Nature) 1, Knowledge (Dungeoneering) 1, Never Outnumbered, Collector of Stories, Clarity of Vision
-
Uncanny Dodge


18th
Marshal 2
+13
+12
+13
+10
Knowledge (Local) 5, Gather Information 5, Search 21cc, Survival 21, Tumble 10, Spot 20, Listen 5, Jump 20, Intimidate 21, Bluff 10, Disable Device 5, Diplomacy 5, Knowledge (Religion) 1, Knowledge (Architecture and Engineering) 1, Knowledge (Nobility and Royalty) 1, Craft (Painting) 1, Forgery 1, Knowledge (Nature) 1, Knowledge (Dungeoneering) 1, Never Outnumbered, Collector of Stories, Clarity of Vision
Martial Stance (Leaping Dragon Stance)
Major Aura +1 (Motivate Ardor)


19th
Warblade 3
+14
+12
+14
+11
Knowledge (Local) 5, Gather Information 5, Search 22cc, Survival 21, Tumble 10, Spot 20, Listen 5, Jump 22, Intimidate 22, Bluff 10, Disable Device 5, Diplomacy 5, Knowledge (Religion) 1, Knowledge (Architecture and Engineering) 1, Knowledge (Nobility and Royalty) 1, Craft (Painting) 1, Forgery 1, Knowledge (Nature) 1, Knowledge (Dungeoneering) 1, Knowledge (History) 1, Never Outnumbered, Collector of Stories, Clarity of Vision
-
Battle Ardor (Critical Confirmation)


20th
Marshal 3
+15
+12
+15
+11
Knowledge (Local) 5, Gather Information 5, Search 23cc, Survival 23, Tumble 10, Spot 21, Listen 5, Jump 22, Intimidate 23, Bluff 10, Disable Device 5, Diplomacy 5, Knowledge (Religion) 1, Knowledge (Architecture and Engineering) 1, Knowledge (Nobility and Royalty) 1, Craft (Painting) 1, Forgery 1, Knowledge (Nature) 1, Knowledge (Dungeoneering) 1, Knowledge (History) 1, Never Outnumbered, Collector of Stories, Clarity of Vision
-
Minor Aura (Motivate Intelligence)

B denotes a bonus feat.

Maneuvers


Level
Maneuvers Known
Maneuvers Readied
Stances Known


5th
Disarming Strike, Claw at the Moon, Sudden Leap
3
Hunter’s Sense


17th
Disarming Strike, Claw at the Moon, Sudden Leap, Dancing Mongoose
3
Hunter’s Sense


18th
Disarming Strike, Claw at the Moon, Sudden Leap, Dancing Mongoose
3
Hunter’s Sense, Leaping Dragon Stance


18th
Disarming Strike, Claw at the Moon, Sudden Leap, Dancing Mongoose, Shadow Stride, Wolf Climbs the Mountain
3
Hunter’s Sense, Leaping Dragon Stance



Level 5Ranger and Feat Rogue offer a solid skill base as well as granting a number of necessary feats, including the SI’s Track prerequisite. Warblade ties the opening together with tactical movement from Sudden Leap, a more potent TWF standard action attack in Claw at the Moon, a debuff option that’s solid now and will improve as the build progresses in Disarming Strike, and Hunter’s Sense improving Jack’s detection and tracking abilities. While his Weapon Focus feats will eventually be locked into rapier and kukri, for the time being he can use Weapon Aptitude to switch them around as desired including to exotic weapons which can also be shuffled around depending on what’s available or what seems fun at these levels.
Level 10Jack has entered the SI, with a momentary detour into Marshal providing a free bonus feat – having taken Skill Focus (Diplomacy) earlier – to nab Improved Disarm as soon as Watch Detective grants the Combat Expertise prerequisite. This in turn makes it possible to take Snatch Weapon at level 9 (and in general using Marshal to push back an open feat in this way allows for more feats building off Watch Detective’s Expertise to be fit into the build at reasonable levels). Marshal also buffs disarm checks with the Art of War Minor Aura, and with Watch Detective’s Superior Disarming online as well, Jack can reliably disarm one-handed with his rapier, affording him a free hand to catch the disarmed weapon and make his free attack with Snatch Weapon. With Hellbred’s Evil Exemption he can use this tactic even against enemies wielding Unholy weapons and with the ability to switch Exotic Weapon Proficiency around with Weapon Aptitude, he can use it against enemies with exotic weapons as well if he knows ahead of time what the weapon will be through Profile, Detective Augury, and the like. If he can reliably switch between weapons without breaking the bank (or get a rapier with Transmuting or maybe even Morphing depending on DM adjudication that can switch back and forth between an exotic material like Kaorti Resin and non-exotic ones), he can set EWP to an exotic material on days when he doesn’t expect to face an exotic weapon, but if that’s not feasible, an ordinary rapier is perfectly fine as a main hand standby.

Jack has also picked up Imperious Command, giving him a potent in-combat use for his formidable Intimidate mod (improved both by Hellbred’s racial bonus and Watch Detective’s Skill Synergy). If he’s working with a feinter, like Tei, he can get some mileage out of Cooperative Interrogation in combat either through demoralization or by using the Duel of Wills rules when combat starts (which in addition to the minor bonuses it provides, constitutes succeeding on an Intimidate check).
Level 15No Subdual Penalty allows Jack to not only save money on making his own weapon suitable for taking enemies alive, but deal nonlethal damage with weapons taken from enemies as well. His tactic of taking enemies weapons to use against them is also bolstered, somewhat unusually, by way of the TWF Style feat Steal and Strike. Since the relevant part of the feat applies only to the kukri, Warblade’s Weapon Aptitude can switch it to apply to any desired type of weapon, so long as Jack practices with a weapon of that type for an hour in the morning. Thanks to Profile, Detective Augury, and especially Forensics, he should reliably know what type of weapon his quarry uses and can designate that in place of the kukri and whether he needs EWP dedicated to that purpose as well. Thus, when he disarms the opponent with his rapier, he takes their weapon with Snatch Weapon and gets to hit them twice with it, once for Steal and Strike and once for Snatch Weapon itself, and all nonlethally.

Spirit Hellbred gets Telepathy at 15th level, right on time to spend a feat on Mindsight. In addition to all the usual ways in which Mindsight is good, lets Jack know the type and Int score of creatures around him, which gives him a lot of data to compare against the information he has from Profile and Forensics.
Level 20Jack finishes out the SI before returning to Warblade and Marshal to close out the build. Motivate Intelligence not only makes Instant Knowledge more reliable for Jack or any other friendly Watch Detective in his immediate vicinity, but also boosts Knowledge checks with or without the capstone’s boost, Forgery which he’s made sure to at least be trained in, and his maxed Search checks for Trapfinding. On the Warblade side, Dancing Mongoose is always nice on a TWFer, and Wolf Climbs the Mountain is handy against larger or more monstrous enemies against which disarming isn’t viable. Jack also nabs the Clarity of Vision skill trick, allowing him to see invisible enemies that ping on Scent or Mindsight. Leaping Dragon Stance is picked up via Martial Stance, helping maintain Sudden Leap as viable swift movement. In addition, being able to change stance to or from Hunter’s Sense arguably adds an interesting wrinkle to Jack’s Mindsight profiling, due to the odd wording on the omnipresent sneak feat, Darkstalker.

When you hide, creatures with blindsense, blindsight, scent, or tremorsense must make a Listen check or a Spot check (whichever DC is higher) to notice you, just as sighted creatures would make Spot checks to detect you. You cannot hide in plain sight unless you have that ability as a class feature. In addition, you can flank creatures that have the all-around vision special quality.

Note that it doesn’t say that detecting them with those senses requires a check, but that creatures with those senses require one, so a creature with Scent arguably cannot beat Darkstalker, even with Mindsight. However, if Scent can be turned on and off, such as by switching into and out of the Hunter’s Sense stance, that would then allow a creature with Mindsight to determine creatures with Darkstalker within range, which can be noteworthy information if, for example, Jack is pursuing someone whose profile correlates with sneakiness.
AdaptationIf enemies are more likely to use Anarchic weapons than exotic ones (for example, if criminals use them specifically to target law enforcement), then Ordered Chaos may be preferable to Exotic Weapon Proficiency as a means of ensuring Jack’s ability to effectively use weapons he takes by disarming. If flaws are allowed, Jack can of course take both, as well as streamline considerations of whether his rapier should be exotic or not by just changing it from one to the other at the start of the day, along with all the usual ways that being able to determine specifics of one’s weapon without relying on crafters or magic marts is less of a headache.
With a loud “caw,” Tei’s raven circled down to alight upon his shoulder as he strode down the road to where Jack was waiting. Though his partner did not show any sign of having noticed the priest, Tei could hear his rasping voice in his mind.

“About time you showed up Father, but I suppose the nice Shugenja lady from the church play is prettier than me. When are you gonna make an honest woman out of her, anyway?”

Tei passed his hand in front of his face, covering his blushing with the grim skull mask that he wore into battle. “Rehearsal ran long. Some woman offering advice. Mammonite vanity if you ask me. I take it you found something if you’re bothered by my absence?”

A flash of something that might have been a snort of laughter or a mocking grunt passed across the priest’s consciousness, but Jack’s next intelligible thoughts were serious. “The warehouse that Tweedledee and Tweedledum have been hanging around also has a much smarter mind skulking about as well. Humanoid, small size judging by the nooks and crannies they’ve squeezed into, and a concealed presence.”

That would match the elf whose body they’d found two days prior. One slash up along the femoral artery by a small quickrazor, swung with no more strength than that of the average human. “Which are you taking, then?” Tei asked.

“I’m overdue in paying Yukihara back for the billy club injuries we found on my body. Also, the gnome’s screwing around upstairs at the moment, so we can probably take the other two out before they can do anything about it if we’re quick.”

“Alright. Let’s go.” Tei touched the white hands of Ilmater with a murmured prayer.

The warehouse doors swung wide and the pair burst through them. Tei’s left hand moved swiftly, but perhaps showily, to draw a strange multi-bladed dagger from his belt, and as the crooked officers turning their heads toward the pair’s entry looked toward the weapon, another knife whipped round from behind the priest’s back seemingly of its own volition to strike the larger of the two in the shoulder, not leaving a deep cut but clearly unbalancing him. As Tei rushed forward, his free hand first pulled a spear from over his shoulder to hurl at his foe, and then a strange flail from his belt. The flail’s swinging bar slammed into the man’s gut, then its chain wrapped around his sword-hand with a deft flick of Tei’s wrist. Twisting viciously and thrusting with his other hand to catch the blade between those of his strange dagger, he wrested the weapon from its wielder’s grip.

Meanwhile, Jack had leapt up to the smaller of the pair, jabbing his rapier into his arm and taking advantage of the pain to force the billy club it was holding with an elegant flourish. Catching the handle in his free hand, Jack delivered quick blows in succession to either side of the man’s head, then roared out in his rasping voice. “Hands up! Take it from me. You two would do poorly in Hell. I’d advise not trying anything stupid.” Disarmed and badly hurt, if not mortally wounded, they could do nothing but drop to their knees, arms raised in surrender. “You’re lucky we’re not like you,” Jack snarled, before continuing to Tei in his mind “Gnome’s on their way. Get ready.”

Without the element of surprise, the assassin posed relatively little threat, and was disarmed and kneeling on the floor beside the others in short order. “Now then,” Tei said cheerfully, turning to the three of them.

Jack looked up from toying with the quickrazor he had taken off the gnome and sent a sensation across their mental communication as if clearing his throat. “You’re not exactly the picture of community policing Father.” Flickers in his burning eyes seemed to gleam ever so slightly towards the skull mask his partner was still wearing, and the dagger still floating in orbit around him.

“You’re one to talk,” Tei thought back, but the knife disappeared, and he waved his hand in front of his face to replace the skull with a cherubic visage.

“Someone has to play the good cop, Father”

Father Tei
LG to NG Middle-Aged Phoenix Human Cloistered Divine Magician Cleric 2/Human Paragon 3/Mystic Wanderer 2/Watch Detective 10/Shiba Protector 1/Master of Masks 2

Ability Scores
32 Point-Buy: 11 Str, 11 Dex, 13 Con, 13 Int, 17 Wis, 11 Cha
Adjustments for Middle-Age: 10 Str, 10 Dex, 12 Con, 14 Int, 18 Wis, 12 Cha
Increase Wis at all opportunities. Wis increases by 2 at 5th level from Human Paragon 2.

Build Table


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


1st
Cloistered Divine Magician Cleric 1
+0
+2
+0
+2
Knowledge (Religion) 4, Knowledge (Nature) 3, Knowledge (Arcana) 2, Profession (Herbalist) 3, Diplomacy 4, Concentration 4, Craft (Alchemy) 4, Knowledge (Local) 4, Knowledge (The Planes) 1, Knowledge (Dungeoneering) 1, Craft (Painting) 1, Spellcraft 1
Iron Will, Track, Law DevotionB, Knowledge Devotion (Local)B
Divine Magician, Lore, Turn Undead, Aura


2nd
Cloistered Cleric 2
+1
+3
+0
+3
Knowledge (Religion) 4, Knowledge (Nature) 3, Knowledge (Arcana) 2, Profession (Herbalist) 3, Diplomacy 5, Concentration 5, Craft (Alchemy) 4, Knowledge (Local) 5, Knowledge (The Planes) 3, Knowledge (Dungeoneering) 3, Craft (Painting) 1, Spellcraft 1, Collector of Stories
-
-


3rd
Human Paragon 1
+1
+3
+0
+5
Knowledge (Religion) 4, Knowledge (Nature) 3, Knowledge (Arcana) 2, Profession (Herbalist) 3, Diplomacy 6, Concentration 5, Craft (Alchemy) 4, Knowledge (Local) 5, Knowledge (The Planes) 3, Knowledge (Dungeoneering) 3, Craft (Painting) 1, Spellcraft 1, Iaijutsu Focus 1, Search 3, Gather Information 2, Collector of Stories
Zen Archery
Skill List (Iaijutsu Focus, Perform (Act), Search, Gather Information, Speak Language (Elven), Speak Language (Orc)), Adaptive Learning (Iaijutsu Focus)


4th
Human Paragon 2
+2
+3
+0
+6
Knowledge (Religion) 4, Knowledge (Nature) 3, Knowledge (Arcana) 2, Profession (Herbalist) 3, Diplomacy 7, Concentration 5, Craft (Alchemy) 4, Knowledge (Local) 5, Knowledge (The Planes) 3, Knowledge (Dungeoneering) 3, Craft (Painting) 1, Spellcraft 1, Iaijutsu Focus 1, Search 3, Gather Information 3, Perform (Act) 3, Speak Language (Elven) 1, Speak Language (Orc) 1, Collector of Stories
Quick DrawB
-


5th
Human Paragon 3
+3
+4
+1
+6
Knowledge (Religion) 4, Knowledge (Nature) 3, Knowledge (Arcana) 2, Profession (Herbalist) 3, Diplomacy 8, Concentration 5, Craft (Alchemy) 4, Knowledge (Local) 5, Knowledge (The Planes) 3, Knowledge (Dungeoneering) 3, Craft (Painting) 1, Spellcraft 1, Iaijutsu Focus 1, Search 8, Gather Information 4, Perform (Act) 3, Speak Language (Elven) 1, Speak Language (Orc) 1[/b], Collector of Stories
-
Ability Boost (+2 Wis)


6th
Mystic Wanderer 1
+3
+4
+3
+8
Knowledge (Religion) 4, Knowledge (Nature) 3, Knowledge (Arcana) 2, Profession (Herbalist) 3, Diplomacy 8, Concentration 5, Craft (Alchemy) 4, Knowledge (Local) 5, Knowledge (The Planes) 3, Knowledge (Dungeoneering) 3, Craft (Painting) 1, Spellcraft 1, Iaijutsu Focus 6, Search 8, Gather Information 4, Perform (Act) 3, Speak Language (Elven) 1, Speak Language (Orc) 1, Collector of Stories
Intuitive Attack
Glory of the Divine, Sleep


7th
Mystic Wanderer 2
+4
+4
+4
+9
Knowledge (Religion) 4, Knowledge (Nature) 3, Knowledge (Arcana) 2, Profession (Herbalist) 3, Diplomacy 8, Concentration 5, Craft (Alchemy) 4, Knowledge (Local) 5, Knowledge (The Planes) 3, Knowledge (Dungeoneering) 3, Craft (Painting) 1, Spellcraft 1, Iaijutsu Focus 6, Search 8, Gather Information 4, Perform (Act) 8, Speak Language (Elven) 1, Speak Language (Orc) 1, Collector of Stories
AlertnessF
Familiar (Raven)


8th
Watch Detective 1
+4
+4
+6
+11
Knowledge (Religion) 4, Knowledge (Nature) 3, Knowledge (Arcana) 2, Profession (Herbalist) 3, Diplomacy 8, Concentration 5, Craft (Alchemy) 4, Knowledge (Local) 5, Knowledge (The Planes) 3, Knowledge (Dungeoneering) 3, Craft (Painting) 1, Spellcraft 1, Iaijutsu Focus 11, Search 8, Gather Information 4, Perform (Act) 8, Bluff 3, Disguise 1, Speak Language (Elven) 1, Speak Language (Orc) 1, Collector of Stories
-
City Watch Training


9th
Watch Detective 2
+5
+4
+7
+12
Knowledge (Religion) 4, Knowledge (Nature) 3, Knowledge (Arcana) 2, Profession (Herbalist) 3, Diplomacy 8, Concentration 5, Craft (Alchemy) 4, Knowledge (Local) 5, Knowledge (The Planes) 3, Knowledge (Dungeoneering) 3, Craft (Painting) 1, Spellcraft 1, Iaijutsu Focus 12, Search 8, Gather Information 5, Perform (Act) 8, Bluff 5, Disguise 5, Speak Language (Elven) 1, Speak Language (Orc) 1, Collector of Stories
Combat ExpertiseB, Improved Disarm
Obsessive Specialty (Local), Profile


10th
Watch Detective 3
+6
+5
+7
+12
Knowledge (Religion) 4, Knowledge (Nature) 3, Knowledge (Arcana) 2, Profession (Herbalist) 3, Diplomacy 8, Concentration 5, Craft (Alchemy) 4, Knowledge (Local) 6, Knowledge (The Planes) 3, Knowledge (Dungeoneering) 3, Craft (Painting) 1, Spellcraft 1, Iaijutsu Focus 13, Search 8, Gather Information 5, Perform (Act) 8, Bluff 8, Disguise 8, Speak Language (Elven) 1, Speak Language (Orc) 1, Collector of Stories
-
Cooperative Interrogation, Superior Disarming


11th
Shiba Protector 1
+6
+7
+7
+14
Knowledge (Religion) 4, Knowledge (Nature) 3, Knowledge (Arcana) 2, Profession (Herbalist) 3, Diplomacy 8, Concentration 5, Craft (Alchemy) 4, Knowledge (Local) 10, Knowledge (The Planes) 3, Knowledge (Dungeoneering) 3, Craft (Painting) 1, Spellcraft 1, Iaijutsu Focus 14, Search 8, Gather Information 5, Perform (Act) 8, Bluff 8, Disguise 8, Speak Language (Elven) 1, Speak Language (Orc) 1, Collector of Stories
-
No Thought


12th
Master of Masks 1
+6
+7
+9
+16
Knowledge (Religion) 4, Knowledge (Nature) 3, Knowledge (Arcana) 2, Profession (Herbalist) 3, Diplomacy 8, Concentration 5, Craft (Alchemy) 4, Knowledge (Local) 10, Knowledge (The Planes) 3, Knowledge (Dungeoneering) 3, Craft (Painting) 1, Spellcraft 1, Iaijutsu Focus 15, Search 8, Gather Information 5, Perform (Act) 8, Bluff 14, Disguise 8, Speak Language (Elven) 1, Speak Language (Orc) 1, Collector of Stories
Improved Feint
Persona Masks (Gladiator, Archmage)


13th
Watch Detective 4
+7
+7
+10
+17
Knowledge (Religion) 4, Knowledge (Nature) 3, Knowledge (Arcana) 2, Profession (Herbalist) 3, Diplomacy 8, Concentration 5, Craft (Alchemy) 4, Knowledge (Local) 14, Knowledge (The Planes) 3, Knowledge (Dungeoneering) 3, Craft (Painting) 1, Spellcraft 1, Iaijutsu Focus 16, Search 8, Gather Information 5, Perform (Act) 8, Bluff 16, Disguise 8, Speak Language (Elven) 1, Speak Language (Orc) 1, Collector of Stories, Group Fake-Out
-
Deductive Augury 1/day, Skill Synergy (Bluff-Diplomacy)


14th
Watch Detective 5
+7
+7
+10
+17
Knowledge (Religion) 5, Knowledge (Nature) 3, Knowledge (Arcana) 2, Profession (Herbalist) 3, Diplomacy 8, Concentration 5, Craft (Alchemy) 4, Knowledge (Local) 17, Knowledge (The Planes) 3, Knowledge (Dungeoneering) 5, Craft (Painting) 1, Spellcraft 1, Iaijutsu Focus 17, Search 8, Gather Information 5, Perform (Act) 8, Bluff 17, Disguise 8, Forgery 1, Speak Language (Elven) 1, Speak Language (Orc) 1, Collector of Stories, Group Fake-Out
-
No Subdual Penalty, Sense Secret Doors


15th
Watch Detective 6
+8
+8
+11
+18
Knowledge (Religion) 5, Knowledge (Nature) 5, Knowledge (Arcana) 4, Profession (Herbalist) 3, Diplomacy 8, Concentration 5, Craft (Alchemy) 4, Knowledge (Local) 18, Knowledge (The Planes) 5, Knowledge (Dungeoneering) 5, Craft (Painting) 1, Spellcraft 1, Iaijutsu Focus 18, Search 8, Gather Information 5, Perform (Act) 8, Bluff 18, Disguise 8, Forgery 1, Speak Language (Elven) 1, Speak Language (Orc) 1, Collector of Stories, Group Fake-Out
Surprising Riposte
Locate Object


16th
Watch Detective 7
+9
+8
+11
+18
Knowledge (Religion) 7, Knowledge (Nature) 6, Knowledge (Arcana) 6, Profession (Herbalist) 3, Diplomacy 8, Concentration 5, Craft (Alchemy) 4, Knowledge (Local) 19, Knowledge (The Planes) 6, Knowledge (Dungeoneering) 5, Craft (Painting) 1, Spellcraft 1, Iaijutsu Focus 19, Search 8, Gather Information 5, Perform (Act) 8, Bluff 19, Disguise 8, Forgery 1, Speak Language (Elven) 1, Speak Language (Orc) 1, Collector of Stories, Group Fake-Out
-
Detective Augury 2/day, Improved Subdual


17th
Master of Masks 2
+10
+8
+12
+19
Knowledge (Religion) 7, Knowledge (Nature) 6, Knowledge (Arcana) 6, Profession (Herbalist) 3, Diplomacy 8, Concentration 5, Craft (Alchemy) 4, Knowledge (Local) 20, Knowledge (The Planes) 6, Knowledge (Dungeoneering) 5, Craft (Painting) 1, Spellcraft 1, Iaijutsu Focus 20, Search 8, Gather Information 9, Perform (Act) 8, Bluff 20, Disguise 8, Forgery 1, Speak Language (Elven) 1, Speak Language (Orc) 1, Collector of Stories, Group Fake-Out
-
Persona Mask (High Priest)


18th
Watch Detective 8
+11
+8
+13
+20
Knowledge (Religion) 8, Knowledge (Nature) 7, Knowledge (Arcana) 7, Profession (Herbalist) 3, Diplomacy 8, Concentration 5, Craft (Alchemy) 4, Knowledge (Local) 21, Knowledge (The Planes) 7, Knowledge (Dungeoneering) 7, Craft (Painting) 1, Spellcraft 1, Iaijutsu Focus 21, Search 8, Gather Information 9, Perform (Act) 8, Bluff 21, Disguise 8, Forgery 1, Speak Language (Elven) 1, Speak Language (Orc) 1, Collector of Stories, Group Fake-Out
Hurling Charge
Forensics


19th
Watch Detective 9
+11
+9
+13
+20
Knowledge (Religion) 9, Knowledge (Nature) 8, Knowledge (Arcana) 9, Profession (Herbalist) 3, Diplomacy 8, Concentration 5, Craft (Alchemy) 4, Knowledge (Local) 22, Knowledge (The Planes) 8, Knowledge (Dungeoneering) 8, Craft (Painting) 1, Spellcraft 1, Iaijutsu Focus 22, Search 8, Gather Information 9, Perform (Act) 8, Bluff 22, Disguise 8, Forgery 1, Speak Language (Elven) 1, Speak Language (Orc) 1, Collector of Stories, Group Fake-Out
-
Discern Lies, Locate Creature


20th
Watch Detective 10
+12
+9
+14
+21
Knowledge (Religion) 10, Knowledge (Nature) 9, Knowledge (Arcana) 10, Profession (Herbalist) 3, Diplomacy 8, Concentration 5, Craft (Alchemy) 4, Knowledge (Local) 23, Knowledge (The Planes) 9, Knowledge (Dungeoneering) 10, Craft (Painting) 1, Spellcraft 1, Iaijutsu Focus 23, Search 8, Gather Information 9, Perform (Act) 8, Bluff 23, Disguise 8, Forgery 1, Speak Language (Elven) 1, Speak Language (Orc) 1, Collector of Stories, Group Fake-Out
-
Deductive Augury 3/day, Instant Knowledge

B denotes a bonus feat.
F denotes the Alertness feat granted by a Familiar.
*Middle-Age is assumed to be reached between levels 1 and 2 before Jack and Tei begin their story. If Tei can be Middle-Aged from the time he reaches level 1, he gets 4 additional skill points at 1st level and saves a skill point on Speak Language at 4th.

Spells/Day


Level
0lvl
1st
2nd
3rd
4th


1st
3
1
-
-
-


2nd
4
2
-
-
-


4th
4
2
1
-
-


5th
5
3
2
-
-


6th
5
3
2
1
-


7th
5
3
3
2
-


17th
6
4
3
2
1



Divine Magician Spells
1st: Insightful Feint
2nd: Command Undead
3rd: Clairvoyance/Clairaudience
4th: Arcane Eye


Level 5Tei starts his career as a Cleric with the goodness that entails and a bit more focus on skills than usual. Though he’s devoted to the law, his adherence to it softens a bit from an alignment standpoint somewhere in these levels, as it’s necessary to be Lawful in the beginning to choose the Law Domain, but once it’s been traded out for Law Devotion, he can shift to NG, and indeed will have to in order to qualify for Mystic Wanderer. For the moment being, a lot of those skills are going toward meeting various prereqs, so the fun stuff like Iaijutsu Focus isn’t really online yet (though with skill boosting spells like Guidance of the Avatar it can serve as a decent alpha strike option), but with Human Paragon making it a permanent class skill, the chance to catch up in ranks will come. Zen Archery, Knowledge Devotion, and Law Devotion make Tei competent at plinking with a crossbow or throwing daggers as well, despite his mediocre physical ability scores and age penalties. Divine Magician adds Insightful Feint, which is a decent means of denying Dex to AC at these levels and will be better later on as well as Command Undead, which shores up Tei’s usefulness against mindless undead as a precision damage dealer with only low-level turning. Tei can also Track passably, even without ranks, thanks to his high Wis and Guidance of the Avatar.
Level 10Mystic Wanderer, in addition to progressing casting (including Clairvoyance/Clairaudience with Divine Magician, which is handy for detective work even if it does need to be backed up with hard evidence), grants a Familiar to a divine caster, which is the discerning optimizer’s preferred means of meeting an Alertness prerequisite, especially with the Iron Will feat tax overlapping for Mystic Wanderer and Shiba Protector. Tei also enters the SI here. In addition to the signature Profile ability (relevant skill checks for which can be trivialized with Guidance of the Avatar where necessary, even for the minimally trained Craft (Painting)), its high skill points help him catch up on Iaijutsu Focus, Expertise pays Shiba Protector’s final feat tax, and Obsessive Specialty (Local) boosts Knowledge Devotion checks against humanoids. Shiba Protector, along with Zen Archery and Intuitive Attack gives Tei Wis twice to attack and once to damage both in melee and at range. Attack rolls include disarm checks, and Combat Expertise also comes online just in time to take Improved Disarm, which gives Tei another option when he can’t make Iaijutsu attacks.
Level 15Disarming improves further thanks to Superior Disarming. A quick detour into Master of Masks grants Tei some situational SLAs from the Angel Mask (the most noteworthy probably being Charm Person for out of combat utility) and more importantly proficiency with all exotic weapons with the Gladiator Mask. The most notable of these is the flindbar, which gives +2 to disarm, has a 19-20 crit range (expandable to 17-20 with Weapon of Impact) and gives a free disarm attempt whenever it threatens a crit. Another interesting one (albeit one that doesn’t actually require proficiency for how Tei will be using it) is the triple dagger, which grants a +3 to disarm attempts when held in the off-hand, effectively increasing the flindbar’s bonus to +5, which is better than a two-handed weapon would provide. The triple dagger imposes no TWF penalties so long as it isn’t attacked with, but it is a melee weapon, so drawing one (he might carry a few and drop them as needed unless there’s a reason to invest in a magical one of some kind) can help get Iaijutsu Focus on an attack with something else, like the attacks from Cloud of Knives or a non-melee thrown weapon like a halfling skiprock (the Gladiator Mask just keeps on giving) so long as he can manage to render the target flat-footed. To that end, Improved Feint and Surprising Riposte are now online, effectively making feinting a swift action with Insightful Feint and flat-footing any enemy who is successfully feinted against and dealt damage (including from other damage sources like Cloud of Knives, Corona of Cold, or Spiritual Weapon). Feinting with Group Fake-Out (or just lying, which can be done as a free action) also helps out allied demoralizers like Jack through Cooperative Interrogation.
Level 20Another level of Master of Masks grants 4th level spells and some more SLAs by way of the High Priest Mask, and Tei finishes out Watch Detective. Guidance of the Avatar covers for limited skill ranks yet again, giving Tei the ability to trivialize the flat DC Search check for Forensics. Instant Knowledge isn’t a sure thing, but it’s a nice boost when it works, and can help with Knowledge Devotion against creature types that Tei hasn’t invested as heavily in knowing about as humanoids when Profile tells him that his quarry is going to be such a creature. Hurling Charge is also now online, allowing either a second Iaijutsu attack in a round, or setting one up with a damage ping for Surprising Riposte. Thanks to the Gladiator Mask, all exotic thrown weapons are fair game, from modest numerical improvements like the drow long knife, to quirky things like the kuo-toan harpoon (Tei won’t be making any opposed checks to restrain an enemy, but potentially dealing the attack’s full damage – still nonlethal amusingly enough – including Iaijutsu damage a second time is good on its own) or halfling skiprock (hit multiple enemies with one throw). Alchemical thrown items are also an option by way of Guidance of the Avatar-boosted Craft (Alchemy) checks.

The Viscount
2021-05-10, 09:16 PM
Part 2 of 2.


Tei kissed his wife, put away the last of his many unusual weapons somewhere under his robe and stepped out the door and onto his familiar path toward the department. Congregants didn’t stop to talk to him as readily as they once had or converse for as long, but his spirits were high. The crooked officers that he and Jack had caught had been found guilty, a completely ironclad case done by the book, and he thought that just maybe the force had turned a corner to a better future, with the corruption and abuse that had so marred Jack’s soul finally put to right.

As he got closer, Tei realized that the people on the street weren’t avoiding him so much as actively running. Looking up to the skyline, he realized there was smoke. Quickening his pace, he hurried on past the crowds to the department, and found the entire building aflame. Jack stood outside, calmly watching the blaze, the fire reflecting in his burning eyes.

“What happened? What’s going on?” Tei shouted as he rushed over.

Jack didn’t look away from the fire. “When the news came through of the guilty verdict a couple more of their little gang within the force came out of the woodwork. One of them ended up killing one of the celebrants in their crackdown.”

Tei touched the white hands of Ilmater that hung around his neck. “Awful. But that doesn’t explain why the department’s on fire.”

“Well, if you were to do some detective work, you’d figure it out, but I’ll save you the trouble and spoil it for you. If you talk to various witnesses, you might get a picture of a tall, suspicious man in a trench coat with a fiendish look about him, but conclude that they aren’t a tiefling based on how intimidating they were to someone that they had to scare off, and probably a few scraps of physical evidence that you’ll be able to conclude doesn’t have enough of an outsider’s mark even for one of the lesser ones. When the fire goes out and you can investigate that, you’ll conclude that it was lit with alchemist’s fire, so your suspect profile will either have the ability to make it, or some easy line on a lot of the stuff, and you’ll find the body of the cop who killed a demonstrator. Despite the burns, you’ll be able to conclude that they were first nonlethally incapacitated by wounds from two differently enhanced rapiers, one of which was their own, then brought into the building and finished off execution-style by their own rapier there.”

Tei stared at Jack in disbelief. “What are you saying? You did this? Why? I thought you wanted to fix what was rotten in the force, not tear it all down. Didn’t you tell me that someone has to be a good cop?”

Jack shook his head. “I don’t think we can reform this, Father. We can’t even put away the crooked ones as fast as more show up to take their place. Gotta have the same rules for them as we’re supposed to have for everyone else, after all. And look what we’ve done just to try to keep pace. You’re walking around with a skull over your face and carrying around a museum of funky weapons. I walk around sweeping up information on every passerby. Stuff that ought to be between them and their priest, or at least isn’t any of our business, like if they’re playing hooky from school or cheating on their wife. I wouldn’t trust us – wouldn’t trust me – if I were them.”

“So what should we do?” Tei looked on sadly as the fire continued to burn. Other onlookers trickled in toward the spectacle, but gave the pair a wide berth.

“I don’t know, Father. I’d still like to save my soul, given the option, but I know I’ll never do it this way. Maybe I need a holy man after all.”

Tei placed a hand on his partner’s shoulder. “Well, I’ll do what I can, just so long as I can come to you when I need a good one.”

Arms and Equipment Guide: Triple Dagger
Book of Exalted Deeds: Ancestral Relic, Intuitive Attack
Cityscape Web Enhancement (http://archive.wizards.com/default.asp?x=dnd/we/20070228a): Skilled City-Dweller, Rival Organization
Complete Champion: Law Devotion, Knowledge Devotion
Complete Mage: Divine Magician
Complete Scoundrel: Master of Masks, Skill Tricks
Complete Warrior: Zen Archery
Drow of the Underdark: Imperious Command, Steal and Strike, Surprising Riposte
Fiendish Codex I: Ordered Chaos
Fiendish Codex II: Spirit Hellbred, Devil’s Favor
Lords of Madness: Darkstalker, Mindsight
Magic Item Compendium: Morphing Weapon, Transmuting Weapon
Magic of Faerun: Mystic Wanderer
Masters of the Wild: Watch Detective
Miniatures Handbook: Marshal, Hurling Charge
Monster Manual III: Flindbar
Monster Manual V: Kuo-toan Harpoon
Oriental Adventures: Shiba Protector, Iaijutsu Focus
Player’s Handbook II: Cloud of Knives
Races of the Wild: Halfling Skiprock
Spell Compendium: Corona of Cold, Insightful Feint, Weapon of Impact
Tome of Battle: Warblade, Maneuvers, Martial Stance
Web: Guidance of the Avatar (http://archive.wizards.com/dnd/article.asp?x=dnd/sb/sb20010504a), Kaorti Resin (http://archive.wizards.com/default.asp?x=dnd/re/20031014a)
Web: Voice of the City, Rival Organization, Skilled City Dweller (http://archive.wizards.com/default.asp?x=dnd/we/20070228a)
Everything else is SRD.

The Viscount
2021-05-10, 09:21 PM
This build's a real hoot (I was going to say hoo-dunit but that's already taken).



Night Owl - The Grizzled Detective
and the
Case of the Vigilante Ripper



A lot of these “class abilities” are very very restrictive. But at the second level, the watch detective grants the expertise feat “regardless of his Intelligence score.” And for some reason that language really stood out to me. Regardless of your intelligence score...

“Can you use weapon expertise at intelligence zero?” So rather than work within the limitations that the class gives you, I decided to work with the one strange permission it does give to you: The potential to fight while, well...comatose.

First, we need a way to get our intelligence score to zero. That needs to be built for. The swift action spell “wing watcher” gives you an intelligent score of two. If we can combine that with something that reduces our intelligence further, we are in the promised land baby. All right, our intelligence is at zero, we fall comatose, what can we actually do with combat expertise?

So, about that intelligence dropper, Here's the thing, the guy needs to turn into an owl and poison spell won't work because most int damage poisons are all ingested. So i need to be constantly knockered on my rear, with a little Int damage from imbibing poisons voluntarily, like drugs. There are going to be some serious build implications there.

And then, on top of that.

What can we actually do with combat expertise?

One thing pops out, spinning defense.

Where you use a polearm to swat away incoming arrows. First, we need to keep a polearm in our hand while we are comatose. Luckily, There is a locked gauntlet, and for our polearm let’s use a one-handed spear. polearms are not defined anywhere. Is a quarterstaff a polearm? It's all pole. Anyway, spear seems like the best option.

So, we can become a comatose owl, pass out immediately from our latent intelligence damage, and according to the rules for the polymorph subschool “If the target of a polymorph spell is slain or rendered unconscious, the spell ends. Any part of the body that is separated from the whole remains polymorphed until the effect ends.” (PHB2)

So the question becomes what happens when you hit INT 0 after being dropped to INT 2, and then the spell that dropped your intelligence ends, do you immediately bounce back up in Intelligence? So obviously we have to build around this. Battlewine from the Lords of Darkness (184) has this: "If more than one dose of rhul is taken in a periodof 1 hour, the user takes 1d4 points of temporary Intelligenceand Wisdom damage."

We lose awareness when our intelligence drops to zero. So we need a way to permanently retain something called "awareness" in order to use the deflect arrows feet that spinning defence relies on. Luckily there is an ancestor feat called soul of honor which just says you’re aware of threats to your honor.


Soul of Honor [Ancestor] Clan: Unicorn.
You are aware of any action or item that could adversely affect your honor or your alignment, including magical effects. A moment's contemplation allows you to discern such information before performing such an action or becoming associated with such an item.

That says any action that could adversely affect your honor. Do you know what else Oriental adventures says? "There is no game mechanic to measure or track a character’s honor."

This feat either does nothing, or it lets you know when someone is aiming to shoot at a comatose person who just tried to turn into an owl drunk. That definitely qualifies as dishonorable, and therefor, you're aware of it.

Lastly, we need a way to be considered taking the total defense action while comatose in order to activate the spinning defense.

There are two ways to do this, the first level psionic power, déjà vu, and the recitation of the mindful state. We will take both of those.

Here is recitation of the mindful state.

You gain a natural armor bonus equal to one-third your truenamer level. The bonus lasts at least until the beginning of your next turn, and you can extend it for 1 round by taking the total defense action. You can continue taking the total defense action, and gaining the bonus, for up to 1 minute, after which time the effects of the recitation fade unless you repeat the recitation

it saying the word “can” all of those times instead of “may”, it strongly implies that it would be possible to interpret that to mean even when helpless at int 0.

As compared to Champion’s of Valor’s Broken one’s sacrifice which has this bit added: “It should go without saying, but if you are incapable of taking an action (dazed, paralyzed, stunned, unconscious, and so on), you can't use this feat.” Which implies that it is necessary that this sort of text be written, as we just found textual evidence that you can use feats while unconscious. Since this feat specifically says "you can't use this while unconscious" that must be specific trumping general e.g. all feats which do not say this are usable while unconscious

Erego, recitation of mindful state keeps you capable of doing full defense for up to a minute while you’re comatose.

Secondly, the deja vu power specifically allows for defense. "In any event, the subject can still defend itself." An original stub for this was predicated around using deja vu and unconditional power. An easier option is an item that grants the use of the metapsionic feat quicken power.

....

But what if we could attack while we were taking the total defense action? is there a way to do that?

This whole build is predicated on the word "can" in some feats is maximally permissive of a 0 intelligence comatose owl still getting the benefit of the feat.

There is a shield specialization feat which allows you to both threaten and attack with attacks of opportunity people who are coming at you. We will pair that with combat reflexes and hold the line and clever opportunist, and that will make this a purely reflexive being. The AOOs happen automatically and immediately.

Together all of these feats and abilities, we need a truenamer level, two fighter levels, two monk levels, and two psychic warrior levels. Anyways, that’s what this is all about. Using watch detective to get to a place where you can use your expertise feet to lay down on the law while you’re not even conscious.

Drunken master gives us a reliable 2 point int penalty as a move action with drink like a demon. And if youre drinking as a bird, i imagine the tankard can be smaller. How do owls drink?

Plus we can use improvised weapons. Can you use a spear locked into your locked guantlet as an improvised weapon and add your Unarmed strike damage to it? Anways, with frostrager, we not only get to use that rage from that druid level that gave us track and more castings of winged watcher, but we can add cold damage to our improvised spear that uses a spear. It gets wierder.

The wording on frostragers 1-2 punch ability doesn't require actions, therefor you get an extra attack, built off of attacks of opportunity. More attacks while comatose! And instantaneous rage is fantastic when it makes you drunk block of ice in reaction to an attack.

instantaneous rage with war chief allows this dead dude to just keep plinking away at other humans. Just a depressing blighter at this point.


A warchief is able to inspire his followers to acts of extreme battle frenzy. The warchief may activate this frenzy as a standard action. He may then maintain it as a free action. It ends at the conclusion of any turn in which the warchief does not maintain it. The frenzy affects any creature that is a member of the warchief's race and tribe, that starts its turn within 30 feet of the warchief, and that is able to hear the warchief. The frenzy grants a +2 enhancement bonus to the Strength score of each affected ally (not including the warchief himself). At the start of each of their turns, everyone affected by the Strength boost takes 1 point of damage for each Hit Die they have.

With instant rage, if you allow it to effect a frenzy as the feat allows frenzy havers to take the feat, but the feat text only permits rages to be activated as an immediate action, you can just get these massive strength bonuses to every human around you in exchange for n>i damage per round. You can just be a zapped dude lying there, making everyone beefy and agitated.

Anyways, that’s just a small peak behind the curtain, we’ll get to the nitty gritty soon enough

https://i.imgur.com/Dwxt0pt.jpeg
"Lights Owl't!"


LN Unicorn Clan Human Archivist 1/ truenamer 1/ monk 2/ deadly hunter druid 1/ watch detective 2/ psychic warrior 2/ fighter 2/ Drunken Master 1/ Soulknife 1/ Contemplative 1/ feat rogue 2/ frostrager 3/ warchief 1

14 str
14 dex
12 con
14 int
16 wis
8 cha



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


1
skilled city dweller Archivist 1
0
2
0
2
28: Concentration 4, Gather information 4, search 4, truespeak 2cc, decipher script 4, k. religion 4, Knowledge (Streetwise (drinking, flirting, gambling, tailing))4
soul of honor, great fortitude, scribe scroll
Dark knowledge (tactics) 3/day, Scribe Scroll
Ride skill via Unicorn Clan human: Oriental adventures 10
Skilled city dweller (http://archive.wizards.com/default.asp?x=dnd/we/20070228a)
Archivist: Heroes of Horror 82,
Soul of honor: Oriental Adventures 66,
Knowledge (streetwise): Sword and Fist 10
Winged Watcher spell: Complete scoundrel 106


2
Truenamer 1
0
2
0
4
7: Truespeak 5, search 5, k. religion 5

Known personal truename, 1 lexicon:
Truenamer: Tome of Magic 198,
Universal aptitude: Tome of Magic 244
Truespeak skill: Tome of Magic, 195


3
cobra strike monk
0
4
2
6
7: Truespeak 6(cc), k. religion 6, search 6(cc), tumble 2
IUS, Dodge, zen archery
bonus feat, IUS, AC bonus
cobra strike school (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#monkVariantFightingSty les)
Zen Archery: Complete Warrior 102


4
feign death Hand and foot monk
1
5
3
7
7:Truespeak 7(cc), K. religion 7, Search 7(cc), tumble 4
deflect arrows
bonus feat, feign death
Hand and foot School Monk
(http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#monkVariantFightingSty les)Feign death: Exemplars of Evil 21


5
deadly hunter druidic avenger
1
7
3
9
7: truespeak 8(cc), Search 8(cc), survival 4
track
Favored enemy (humans), Track, Monk Wis To AC, fast movement as monk, Fast movement as barbarian, Rage, Wild Empathy, Spells
Druidic Avenger (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#druidVariantDruidicAve nger)
Deadly hunter (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#druid)


6
watch detective 1
1
7
5
11
9: truespeak 9(cc), k. religion 9, k. streetwise 6, intimidate 3
recitation of the fortified state
City watch training
watch detective: Masters of the Wild 75
Recitation of the Fortified State: Tome of Magic 231


7
watch detective 2
2
7
6
12
5: Truespeak 11, craft (painting) 1, tumble 6
expertise
Expertise, obsessive specialty (local bars and alehouses), profile
Knowledge (local bars and alehouses): The fright at Tristor 31


8
skilled city dweller Psychic warrior 1
2
9
6
12

spinning defense,
bonus feat
Psychic Warrior (https://www.d20srd.org/srd/psionic/classes/psychicWarrior.htm)
Synesthete: XPH 134
Spinning Defense: Dragon Compendium 108


9
psychic warrior 2
3
10
6
12
5: Truespeak 12, tumble 8, concentration 5
combat reflexes, clever opportunist
bonus feat
Clever Opportunist: Drow of the Underdark 47
Psychic Whip: Secrets of Sarlona 131


10
race of stone variant fighter 1
4
12
6
12
5: Truespeak 13(cc), K. religion 11.5(cc)
shield specialization, exotic shield proficiency (shield gauntlet)
bonus feat, exotic shield proficiency
Shield Specialization: Heavy: Players handbookII 82
Exotic shield proficiency: Races of Stone 139
Shield Gauntlet: Races of Stone 158


11
fighter 2
5
13
6
12
5: Truespeak 14(cc), K. Religion 13(cc)
active shield defense
bonus feat
Active Shield Defense: Player's Handbook II 71


12
drunken master
5
15
8
12
7: Truespeak 15, concentration 7, k. Taverns and ale houses 6
live my nightmare
Drink like a demon, improvised weapons
Drunken Master: Complete Warrior 27
Live my nightmare (https://www.d20srd.org/srd/variant/buildingCharacters/spelltouchedFeats.htm#liveMyNightmare)


13
hidden talent soul knife 1
5
15
10
14
7: Truespeak 16 (cc), concentration 10, k. Streetwise 7
Hidden talent (deja vu)
Mind blade, Weapon Focus (mind blade), Hidden Talent
Soulknife (http://https://www.d20srd.org/srd/psionic/classes/soulknife.htm)
Hidden Talent Soulknife (http://archive.wizards.com/default.asp?x=dnd/psm/20070214a)
Hidden Talent XPH 67
Deja Vu (http://http://www.d20srd.org/srd/psionic/powers/dejaVu.htm)


14
contemplative (archivist)
5
15
10
16
5: Truespeak 17(cc), concentration 13
sloth domain
Bonus domain, divine health
Contemplative: Complete Divine 30
Sloth Domain: Spell Compendium 280


15
feat rogue
5
15
12
16
11: truespeak 18, gather information 8, UMD 5
hold the line, frozen berserker
Sneak attack +1d6, trapfinding
adventurer rogue (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#rogue)
Hold the Line: complete warrior 100
Frozen Berserker: Frostburn 48


16
feat rogue
6
15
13
16
11: Truespeak 19, search 12, decipher script 8
power attack
evasion, feat



17
frostrager
7
17
13
16
5: truespeak 20(cc), knowledge (streetwise) 8, Listen 1

Frostrage, freezing blood
frost rager: Frostburn 60


18
frostrager
8
18
13
16
5: truespeak 21(cc) Knowledge (Local taverns and alehouses) 7, listen 2
instantaneous rage
One-two punch
Instantaneous rage: Complete warrior 102


19
frostrager
9
18
14
17
5: truespeak 22(cc) k. (local taverns) 8(cc) listen 3

Absorb cold



20
warchief
9
20
14
19
5: truespeak 23: handle animal 3

Tribal frenzy (Str +2)
warchief: Miniature handbook 24


PROLOGUE
A young man tightens his grip on his jacket as his tornado of thoughts whirred as he ran. For this ambitious young reporter, breaking a big story about the organization investigating the “Vigilante Ripper” was about as exciting as journalism could get.

A town cryer can be heard a city block over straining his parched voice over the autumn wind, bleating like a postpartum ewe as its foal is lead away against its wishes, “Vigilante Ripper Strikes the Wharf Firefighter gang! READ ALL ABOUT IT!”

The young reporter checks a slip of paper with an address written on it confirming that where he was going was really was here: just a man’s house whose front porch had been converted to a makeshift pub, with stools perched in the front yard facing a porchrail with thick sheet of tinmetal hammered flat atop it to serve as serving area and elbow space for the the town regulars. Arranged by the dirt road were several polished stones spelling out the name of the ad hoc establishment. “The Stones Throw”

The reporter begins searching through the handful of characters drinking their jubilations (before noon, mind you) for the face of what he might expect to be an upstanding lawman, one of the longest serving watch detectives! Someone from The Special Unit of constables who were incorruptible in their stringent standards of strict adherence to the Rule. Of. Law.

“I’m over here, partner” a deep sombre voice interrupts the reporter's strained search. It came from a downward cast face of a middle aged human man, drawing or doodling faces in the soil with a long thin stick. “Get over here, would ya?” the baritone voice ushered the reporter to the detective’s side with its impatience. The Watch detective looks up and grabs the journalists hat and slaps it down on the rabbit leather stool topper next to himself. “Have a seat, kid.”

“Well Mr….um…” the reporter fished for his writing pad.

“Nevado Barredscreech. Detective.” The gruff man held up 2 fingers for the barkeep, (who insists that everyone call him John) “what’s your angle? kid.”

The young reporter was looking at Nevado. Appraising the healthy looking man, though he seemed like he had been overdoing it on the drink. “I’m… uh…looking at this from a personal angle.” He stammered. “I was thinking of an angle of ‘What motivates the cop who wants to catch the criminal killer’?” The reporter paired this with an arm flourish, as if the cleverness of it warranted some grand gesture. “It’s a personal angle” he then provides again.

A turbulent look zephyred across the watch detectives’ face. Then he slammed one of the two drinks that he ordered from John. (Who is definitely not a barkeep, mind you, and he cannot stress this enough. He is your friend john, whom you pay not for alcohol but for the storage costs of your beverages as an ad hoc arrangement between friends. Barkeeps work at bars and bars have signs, but this isn’t a bar, this is John's place.)

"You want a personal angle, kid? Huh? Well, here it is: I don't have the foolproof evidence necessary to charge yet, but I have good reason to believe that the vigilante ripper killed my wife."

LEVEL 5 BREAKDOWN


Profile in Courage: Watching our Watch Detective
As a young streetwise guy, Nevado was offered a job at a shrine's little basement library based on some family string pulling. He discovers some fantastic little spells and finds that they are powerful tools for shaping his destiny. And you know what else was in that basement? A little book about truenaming. And the potential of that art was just so appealing that he switched over to it. From there the young man actually joins a couple monk orders to really assemble the spiritual and intellectual quest before abandoning all of that siddhartha style to become a wild pagan. He met his wife during this time. His beautiful Boumian princess as he put it. This allowed the spiritual debutant to find peace.

But then one night when they were out drinking in the woods, something knocked out Nevado and killed his wife. The desperate young man went to the police and the watch detectives were assigned. But no evidence seemed to be of sufficient value to follow. So Nevado up and joined the Watch detectives to catch his wife's killer. It is still, to this day, a cold case.

These are all set up levels. We need truenamer for the recitation, we need archivist for the wicked intelligence and spell synergies. Archivists discover old abandoned truenamer stuff all of the time, you know, like you find a musty old book and poof: you’re a truenamer now.

We get ride as a permanent class skill because we’re unicorn clan, so we can trade that whenever we want for tumble ranks via skilled city dweller. And that, my fine sirs and ladies, is how you get tumble skill ranks for drunken master later. The update booklet for 3.0 to 3.5 did not erase the weird old knowledge skills printed in 3.0. In fact, it just added dungeoneering as a knowledge. So this character is trained in real printed knowledges found in first party sources: streetwise and local taverns and alehouses.

Knowledge streetwise isn’t just funny stuff. It has directly relevant skills for a detective. Here is its description from sword and fist: “Streetwise (drinking, flirting, gambling, tailing)” All of that stuff is what Watch detectives need to have the skivvy on be good at their jobs. These weird knowledge skills also serve to ground us in our narrative needs. This guy is falling apart, and he’s got a lot of skills that seem to be getting him into deeper and deeper access to the wrong sort of crowd.

Monk provides feats mostly during these levels, but it also gives us a little taste of Base Attack Bonus, as well as dodge and deflect arrows.

Oh yeah, we also had to get zen archery onto this guy. Because have you read zen archery? “You can use your Wisdom modifier instead of your Dexterity modifier when making a ranged attack roll” You know what weapon is both a polearm and ranged weapon? A spear. And the rules do not say that you cannot throw a spear at an opponent while the spear is in your locked gauntlet. And since that is now a ranged attack roll, you get around the fact that when you are helpless, you have an effective dex score of 0. So that’s there for an absolutely brilliant reason. The rules don’t say you can’t do this, and the only thing we accept here is cold hard proof.

The deadly hunter avenger druid grants us track. And rage. And we need those things for the powerful message that we have a certain set of skills that help us watch detective about. Getting rage on a monk is fun, and the kind of monk who switches martial arts styles it makes sense to get.

LEVEL 10

“You see kid, when you’re a watch detective, the worst thing that can happen is you bring a bad case. That perpetuates injustice. So you need fool proof evidence, nothing magical as it can be easily faked. And then, you can truly rest peacefully knowing that you have brought justice to the world.” The detective’s drinking was loosening him up a bit.

The young reporter asked, “Can you tell me anything interesting about the vigilante ripper?”

“Yeah, it seems that there’s some kind of tip off system coming from within the detective agency. Every crime scene is a place that my partner or I had planned on going to, or had recently gone to. And everytime we find a bloodbath made out of the criminals we were trying to non-violently confront with conversation for the purposes of gathering evidence.” The detective gestured to John (who is not a barkeep and therefor does not violate any alcohol tax rules for delivering alcohol to his friends) to bring more drink over.

The reporter’s eyes widened, “You think that you might be getting double crossed?”

The detective says, “wait a second.” and he goes and chats with John, collecting a few road beers and drops a few coins into the dog dish (for “good luck”). He walks back to the reporter, and says “follow me.”

Nevado leads the reporter a few blocks away to a small basement apartment below a candlemaker’s shop. Along the way, the reporter asks, “Why did you meet me at an illegal bar?”

“You can’t prove that was an illegal bar by any measure of the watch detectives code. That’s johns place, and he’s my friend”

As they descended down the staircase, the reporter asked what this place was.

“My apartment!” the detective swung open the door to a small room with a small bed all immaculately clean and tidy. Next to them was the one untidy part of the room: a desk and a corkboard on the wall with 8 or 9 pictures of this gastly sleeping owl man, all arranged around a map of crime locations in the city of witchgrave with pins and colored string attaching the sketches to the points on the map.

“What’s this?” the reporter asked, looking as voraciously as he could, scribbly furiously on a little pad of paper.

“I’m a gifted artist. HA!” The sardonic laugh bespoke some sadness.
“I interview everyone, to get a sense of who or what we are dealing with and I can use what i know to draw a likeness of the culprit of the crime based on the cold hard evidence of the case. But this ripper person? It’s always this.” The detective stabbed a finger at one of the strange owl men drawings. “Wereowl? Divine Minion? Wendigo? Some sort of magical blocking of perception via cyclopean magiks? Who knows? But this haunts me. I spoke to a rat using druidspeak when my wife was killed to figure out who did this. Wanna know what I drew from that testimony?” He pulled a picture out from a drawer. It was just another rushed charcoal picture of the weird owl demon, and held it up conspiratorially.

“Wait, you used magic to talk to a rat?”

“Oh, I used to be a bit of a spiritual wanderer. And yeah, I can use magic to gather evidence, so long as I use parallel construction. The art of using magic to find evidence and then figuring out how else I could find the same evidence without magic, and then quickly doing that so that it is all legitimate. It’s a standard practice.”

“Can I publish one of these pictures?” The reporter asked, as if he were looking at gold.

“Might as well try” The detective deferred.

Two watch detective levels, two psychic warrior levels, and a fighter level. That’s 6 feats in 5 levels. And 3 more points of BAB. The profile ability is fantastic. And with druid spell speak with animals, you can interview mice about crimes and wind up drawing a reasonable facsimile of the culprit. Obsessive specialty is great for your knowledge local bars and ale houses checks.

The recitation allows us to keep declaring total defense for 5 rounds. Spinning defense allows us to swat away any projectiles coming at us, while full defending. Combat reflexes allows multiple attacks of opportunity when your dex isn’t effectively zero. This only happens when you’re making a ranged attack roll, thanks to zen archery. With clever opportunist, if you hit a creature with an AOO, you can switch spots with them. This doesn’t mean anything… yet.

Shield specialization is a prereq for active shield defense. Exotic shield proficiency is gained by trading out tower shield proficiency.

Psychic warrior offers some powerpoints and will keep you hidden talent from the upcoming soulknife level from keying off of charisma. I chose synesthete and psychic whip for powers, mostly for fluff.

LEVEL 15

“Is there anything else you know about the ripper?” the journalist asked.

“Let’s go for another stroll, I think my partner and his squad are doing some work on this this afternoon” The detective ushered the reporter out the door and began walking down the street with him towards the precinct.

“You see kid, We can’t just give all of the details away because then you have the problem of copycat killers. But I can tell you that the vigilante ripper is getting more brazen and sloppy.”

“How so?”

“He’s left some survivors, people who didn’t attack him, that he didn’t chase down and slay, although all of the witnesses are absolutely crazy frightened to speak about it.”

They arrive at the precinct, go up stairs to the detectives suite and meet Nevado’s partner, a fast talking half-elf named Rouge McKrel. A team of new conscripts and a few older watch detectives were there doing forensic analysis of evidence. Rouge excused himself for a moment to look at some information collected by a senior chief, when suddenly, there is a barrage of kerfuffling senior watch detectives swinging at the air. Screaming erupts. Bedlam ensues. And within seconds, the entire upper staff of the watch detectives, all of the ones capable of using detective augury had died of fear, in some sort of strange, coordinated psychic attack.

“Run!”



We have another fighter level, a drunken master level, a soulknife level, a contemplative level, and a feat rogue level.

5 feats, 2 power points, drink like a demon, improvised weapons, sneak attack, and the sloth domain.

The ability to drink a tankard as a move action is great, and if it is immediately followed by or preceded by a casting of winged watcher, that makes you comatose.

So round 1: recitation (full round)+ winged watcher(swift)
Round 2: drink like demon (move)+ total defense (standard)+feign death immediate
Round three, immune to projectiles and people entering your threatened space without attacks of opportunity.

With agile shield defense, we threaten and therefor can make attacks of opportunity. So with clever opportunist and hold the line, you can make an attack of opportunity from them entering your threatened area by throwing your spear at them. But your spear is in a locked gauntlet, so you don’t have to pick it up. because it’s a ranged attack, you use your zen archery to use wisdom instead of dexterity, which means that you no longer have an effective dex of 0, you have your wis bonus number of extra attacks, which allows you to interrupt said attack with clever opportunist, which might put you in position to make that extra attack of opportunity, especially if you were being charged.

If you get your hands on an item that allows you to quicken deja vu on yourself, you don’t need the recitation.

Because of the sloth domain, you don’t take a hit to ac for being comatose. Live my nightmare makes you impossible to detect without deadly repercussions.

These are the high fantasy superpower levels. So lets talk about our knowledge skills. We need to have led our tribe into battle for warchief anyway. Heroes of Battle (70) has a little rule about strategic advantage:


"A DC 20 Knowledge check enables you to provide a strategic advantage to your side in a battle (see Strategic Advantages, page 70). Use the guidelines in that section to determine which situations are appropriate for each area of knowledge. As always, the DM is the final arbiter of this issue. A PC who supplies his side with knowledge relevant to the upcoming battle gains a strategic advantage. This benefit might represent knowledge of a particular choke point in the local terrain, recollection of prior battles fought in the area, or even specific knowledge of enemy commanders. Each category of knowledge applies to different kinds of situations and produces a different sort of information.

That means that we can use our knowledge of local bars and alehouses as well as our streetwise knowledge, to get strategic advantage in a battle! This will in turn provide us with some of the prereqs for warchief.


LEVEL 20
”What the hell is going on?!” the reporter screeches.

“Beats me kid. I think we are dealing with a powerful force here. I need a drink. You have a per diem?”

“Yeah.”

“Then we’re gonna go shut down Ricky again. Its one of the best places that I can think of to get a lead, but a bad element hangs out there.”

“Ok...You just know where criminals are and don’t arrest them?”

“If you don’t follow the rules of evidence of a suspect, you can’t interview them before you have evidence, and oftentimes you can’t get evidence if you don’t talk to them first, so it’s best to just not try to bust anyone. That way you don’t get demoted and sent to six months of re-education.”

The two men walk to the wharf area of the Witchgrave City. Nevado flashes his badge to a guard posted outside of a storage facility for ship cargo. A real firehazard of a place. Inside, there is a guy with a handpainted stall that reads “arms for sale.”

“What do we have here Ricky?!”

“Nah, Mr. Detective, it aint what it looks like. I know last week I was selling all sorts of doomsday devices, but looks here! Now it’s just ARMS. Arms in a jar.” And he pulled out a display of potions from under the counter.

“I’m not here for your girallon claw potion side hustle Ricky. I need info.”

“Nevado, I’m an honest businessman, and if you’re coming in here like this, that means you’ve finally lost it. Are you trying to put me out of business?”

“I don’t have time for this RICKY!” Nevado slammed on the counter with his fist. “I’m getting angry...im going to meditate.”

Nevado begins chanting in a strange tongue. He put down his road beer and pulled out his spear and did a calming kata as he spoke. As he did this, Ricky slowly reached under the counter

The reporter saw this and yelled “hey! Look over there” before scrambling behind an old wood box, his warning had shook Nevado.

With a word, nevado turned into a bird to avoid whatever was coming his way. A large bird. And the bird crashed onto the floor and the transformation was cancelled.

Ricky took out a crossbow and shot at the strange detective.

Plink. The spear in his hand shunted the crossbow bolt aside.

Ricky aimed again. He fired again. The crossbow bolt plinked aside again. Fast as lightning the spear had blocked the shot. All while Nevado just laid there.

Ricky whistled, and some thugs from the back room came out to investigate. When one got close, he got stabbed in the shin from the spear. So all of the goons tried ranged weapons. Plink plink plink pln

Nothing could hit the spinning spear defense.

So then they charged at him. It’s hard to describe what happened but apparently they all got stabbed to death by this cop who was literally laying down on the job.


A level of feat rogue, 3 levels of frost rager, and a level of war chief. 2 feats, an extra attack, cold heals you, immediate action rage, add cold damage to your unarmed strikes, which, arguably, could be transferred to your spear/locked gauntlet combo.

We add our second pre-req feat, power attack with the feat rogue level and then move on to frostrager. frostrager gives us the ability to add 4 to our natural armor while raging. One two punch adds an attack when your using an unarmed strike, which pairs very well with the attacks of opportunity you can take.

We finish the build with warchief and its tribal frenzy ability.


Tribal Frenzy (Ex): A warchief is able to inspire his followers to acts of extreme battle frenzy. The warchief may activate this frenzy as a standard action. He may then maintain it as a free action. It ends at the conclusion of any turn in which the warchief does not maintain it. The frenzy affects any creature that is a member of the warchief's race and tribe, that starts its turn within 30 feet of the warchief, and that is able to hear the warchief. The frenzy grants a +2 enhancement bonus to the Strength score of each affected ally (not including the warchief himself).At the start of each of their turns, everyone affected by the Strength boost takes 1 point of damage for each Hit Die they have. Thus, an orc warchief can grant +2 Strength to each member of the pack of 1st-level orc warriors he commands, but they each take 1 point of damage per round as long as the Strength boost remains in effect.

It takes a standard action to start, and its a free action to maintain.

If you started a tribal frenzy on round 1, giving every human watch detective +2 str in exchange for 1 hp per HD. Maintain as a free action.
If you start another tribal frenzy on round 2, the +2 enhancement bonus doesn't stack, but the damage doesn't follow stacking rules, so the human watch detectives around you take 2 hp/HD on their turn. Maintain this second tribal frenzy as a free action.
etc.

Now imagine if the tribal frenzy can be initiated as a free action, and maintained as a free action, and had language that you could do it as a reaction to anything someone else does, like it does say with instantaneous rage feat. Well, then, my friend, you get what happens.


EPILOGUE
“Wake up, wake up” The reporter shook the detective.
“Huh, what happened?”

“You just killed a bunch of people!”

“What? No way! I am a detective. I just drank too much and tried to escape a tricky situation.”

“I saw you kill a bunch of street rogues!” the reporter replied baffled.

“What do you mean?”

“Don’t you remember lying there, using your spear like a marionette possessed by some sort of lazy spear god?”

“That was a good description. I’m glad you’re reporting on the case”

“Thanks. I chose this job because i was good at it. Are you the vigilante ripper Nevado?”

“No. There is insufficient evidence to inquire further into that crazy thought.” Maybe theres bad magicks afoot here!” The detective pulls out the sending stone, and messages the remaining watch detectives to meet at the wharf warehouse to investigate.

….

When the watch detectives arrive they investigate the crime scene and do all sorts of very procedural things. Rouge McKrel offers Nevado a whiskey swig and asked what happened.

Suddenly, a bunch of ninja fall from the ceiling. Nevado goes to transform into a bird to escape but loses consciousness.

As he loses himself, he tries to hard to just furiously endeavor his tribe, his tribe of human watch detectives, over and over and over again to defeat this menace.

And that, was the end.





https://media.discordapp.net/attachments/647393639886094337/840121591572463646/2Q.png

The Viscount
2021-05-10, 09:24 PM
Can I offer you a nice egg in this trying time?



https://medieval.gumlet.net/wp-content/uploads/2015/07/tax-collector-e1563676744387.jpg?compress=true&quality=80&w=700&dpr=1.0

Jonathan Glint


Matthias shifted his weight and looked for a clear spot on the stone wall behind him to lean against. He could do without setting something else off, especially since his thief was charging him by the trap. It’d seemed like a good idea at the time versus going by the hour, but now he was beginning to have second thoughts.

“Can you try and hold still, please? I’ve only got so many hands down here,” Click murmured, crouched by the latest door carved with dusty bits of nonsense. His hands roved over its surface.

Matthias held the sunrod a bit higher to provide better light.

“Right, right. Why’re you even using this thing anyway? I thought you lot didn’t cast shadows unless you wanted to.”

Click sighed and started pressing on letters in twos and threes with his lock picks. He held a rune in the shape of a skull down with his thumb.

“Turns out my status is still pending, the bastards.” He fanned out his fingers and rotated a plate in the wall, hidden and perfectly flush until now. It spun in a circle and locked again.

Matthias felt a cramp coming on in his thigh.

“What, are you delinquent or something?”

Click stood up, his knees cracking with the effort.

“They’re tough, but they’re not charging me dues til I join, at least. Nah. I finally found some guy to kill for entry. He was perfect: I’d never dealt with him before, he was just passing through town so didn’t know anybody, he didn’t have any business interests against me, none of it.”

“So what’s the problem? And not to tell you how to do your job, but are you quite done with that?”

Click took a step back.

“Mechanism’s jammed. For what it’s worth, I advise backtracking and trying to find another way in.”

Matthias peeled away from the wall and tossed Click his sword.

“I can’t accept that.”

“Figured. But I had to get it out there so I can at least say I tried. You want to focus here.” He tapped at a carved symbol of the moon with a crack halfway through it that he’d helpfully marked with an X in chalk.

Matthias kicked the wall until it wasn’t there anymore and something like the inside of a clock was visible.

Click leaned over and reached into the hole. He pulled out a gear that looked exactly like all the other gears.

“Can you believe this? You build this whole place to last the ages and then put in this piece of crap that bends out of alignment in six months.”

Matthias nodded as if he cared or understood what he was talking about.

The door before them groaned and shuddered. It slowly began to sink into the floor.

“Well, that’ll be a while,” Matthias said.

“I swear it was a contest among these jokers to see who could build the slowest door. If we’d been here the day after this dump was constructed, it wouldn’t have opened any faster.” He put his lock picks away in some hidden compartment.

“So the guy.”

“So the guy: they send their investigator round to talk to me and I make sure he’s not working for the city watch.”

“How do you do that, exactly?”

“Eh, it’s not hard. You can always spot one’a them. Those precious little mustaches they all have, those waxed cotton coats. This guy comes to me in something bespoke, so I figure he’s on the level.”

“You mean you figure he’s not.”

“Well, yeah. I mean I figure he’s what he says he is. So he asks my whereabouts the time of the killing, I tell him I was there taking care of the old guy, what kind of knife I used, what sort of mark I left on the him, all that. He thanks me for my time, but says I gotta try again ‘cause he saw me taking the silver out the guy’s purse.”

“Did you?”

“Well, yeah, but it’s not like he was gonna need it.”

“Oh, you know what? That’s probably what it is then.” The top of the door was at waist height now.

“Huh?” Click quirked his eyebrow. “This is driving me insane. Gimme a boost. I’ll get started on the other side of this thing.”

Matthias made a stirrup from his hands. Click, to his credit, wiped his boot with his handkerchief and got a running start into them. Matthias hurled him over the wall and made a polite noise of amazement since Click couldn’t stop himself from doing a flip.

“You want me to give you a hand over?” Click offered, like he could pull Matthias over in his small clothes, much less in his armor.

“Thanks, but I’ll wait. I just got this gilded. Seems a shame to scratch it.” He tapped the top of the stone wall.

“Fair enough,” Click said. “I’ll start nosing around the sarcophangus in here and tell you I see anything that needs to be kicked to death.”

Matthias saw Click’s shadow lengthen as he walked across the cavernous chamber, illuminated by everburning torches positioned here and there.

“Around the what?” Matthias had to raise his voice to be heard as the distance between them grew.

“You know, the thing they buried their pharaohs in. It’s where we get the word ‘coffin’ from, y’know.”

“Oh, ok,” Matthias said.

“What’d you mean about the silver?” Click shouted from within the chamber. He’d disappeared from Matthias’s view entirely, suddenly in utter darkness.

“Well you gotta kill someone to join and only to join, right? ’s why they kept rejecting your applications when you were telling them about people we did in fights, and you can’t do anyone who asks you to kill them, and you can’t do it for hire, non-compete aside. You probably would’ve been fine if you’d left the silver there, but the way it looks now is you did it to get his purse.”

Click swore from inside the chamber and made noises of exertion.

“Hey, are you all right in there? Did you step on something? I can’t see you,” Matthias said.

“It’s fine, it’s just the angle from these pillars. How’m I supposed to kill someone without getting anything else out of it? It’s like a riddle.”

“I hate riddles,” Matthias said.

Click laughed. “One thing we have in common anyway. What’re you gonna do with your half?” That was encouraging.

“Oh, take that training program with the Zhentarim I been talking about. I’ve heard good things about it.”

“Can you afford it and keep kicking up to the Paragnostic Assembly? I know they been dogging you pretty hard.”

“Look, what they don’t know can’t hurt ‘em. If I don’t tell them we came here, they can’t come to me with a hand out.” The door was low enough for him to step over now and he did so to join Click in the chamber.

“Hey, I still can’t see you. Can you keep talking? I’ll follow the sound of your voice.” Matthias poked at the darkness.

“Sure. Give me a hand with the lid of this thing. It’s too heavy.”

Matthias chuckled.

“When we get back, I’m taking you to the temple of Kord. You’ve gotta work on your upper body strength.”

“Can I get in if I’m not one of the faithful?”

Matthias stubbed his toe against what was presumably the base of the sarcophangus. He grit his teeth.

“Yeah, it’s fine. I’ve got a bunch of guest passes left. I’ll spot you; it’ll be fun. We can have a round of that Chultan ball game after. I’ll reserve the court once we’re in town.”

Matthias ran his hand along the stone lid until it brushed Click’s.

“There you are,” Matthias said.

The magical darkness abated and Click smiled at him in a way that sat wrong on him. He seemed satisfied. As long as the two of them had worked together, it was one thing Matthias had never seen him be.

“And there you are, Sir Matthias of the Gray Realm.” Why was he calling him by his title?

In Click’s hand was a citation. At the bottom, the Paragnostic Assembly’s seal.

“Damn it,” he said quietly.

“Your arrangement with the Paragnostic Assembly stipulates that you’ve agreed to tithe a certain percentage of any treasure you claim during your routine activities to that selfsame organization, does it not?”

“You don’t need to rub it in,” Matthias muttered. The man he was talking to melted into a dwarf with a precious little mustache and beige waxed cotton coat.

“I’m just trying to be perfectly clear about your obligations, Sir Matthias. Should the burden be too great and you should wish to terminate your affiliation with the Paragnostic Assembly, that can be arranged, along with the termination of any concomitant benefits therewith.”

“I said I don’t want that. Just take your cut and go,” Matthias said and waved his hand at the auditor.

“There’s a penalty, of course.”

“Of course.” Matthias called upon Kord for strength and lifted the lid. Within were the gilt bones of the pharaoh. He snapped off the right arm at the shoulder and handed it over.

“That looks like about ten percent to me,” he said.

“Mm, there’s the matter of your violation. Two of those distal phalanges on the left and I think your account will be in order.”

Matthias frowned. “You know, real smart people know how to say things so they’re understood.”

“Give me two of his fingers then, Sir Matthias, and I’ll leave you alone. As long as your account remains in good standing.”

Matthias gripped the pharaoh’s wrist and bit off two of his fingers. He spat the lumps of gold into the auditor’s hand, which he accepted without reaction.

“Very good. Please sign here saying you’ve been put on notice.” He handed over the citation with his own signature at the bottom: Jonathan Glint.

Matthias signed.

“And I need a witness. Your associate will cooperate, I assume.” Glint flicked a wand and Click appeared on the floor where he had apparently been invisible. Bands of magic disappeared from his wrists and jaw.

He stood up and rubbed at his wrists like a pantomime artist.

“If I refuse?” he asked.

“You confessed to a murder,” Glint said.

“Oh, right.” Click scribbled his signature at the bottom of the page.

“So am I, like, under arrest, or…”

Glint rolled up the paper and put it in a cylinder on his belt, nestled amongst a dozen just like it.

“This man’s death is, in your own words, of no material benefit to you. Use your aliquot of the pharaoh to raise him, return the silver from his purse, and no more need come of it.”

“And if I refuse?” Click said from what Matthias hoped was habit.

“Kord’s sweat rash, man, quit while you’re behind,” Matthias said.

“I’ll be watching,” Glint said and teleported away.

“That guy,” Click said, shaking his head.

“Tell me about it.” Matthias helped him up and slid his hands under the pharaoh’s back.

“Let’s get out of here. Come on and get his feet.”



ng changeling rogue 3/totemist 2/watch detective 10/stalker of Kharash 5



str 14 increase at 8, 12
dex 12 increase at 16, 20
con 15 increase at 4
int 16
wis 12
cha 8





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


1st
changeling rogue 1
+0
+0
+2
+0
balance 4, bluff 4, diplomacy 4, disguise 4, forgery 4, gather information 4, hide 4, k (dungeoneering), listen 4, ms 4, search 4, sleight of hand 4, spot 4
able learner
sneak attack +1d6, social intuition


2nd
golden hands of Vergadain rogue 2
+1
+0
+2
+0
balance 1 (5), disguise 1 (5), umd 5, tumble 4

favored enemy (the Zhentarim), evasion


3rd
golden hands of Vergadain rogue 3
+2
+1
+2
+1
bluff 2 (6), disguise 2 (6), search 2 (6), sense motive 3, tumble 1 (6), umd 1 (6)
racial emulation
sneak attack +2d6, track (bonus)


4th
totemist 1
+2
+3
+4
+1
hide 3 (7), ms 2 (6), tumble 1 (7), umd 1 (7)

wild empathy illiteracy


5th
totemist 2
+3
+4
+5
+1
hide 1 (8), ms 2 (8), survival 2, tumble 1 (8), umd 1 (8)

totem chakra bind (+1 capacity)


6th
watch detective 1
+3
+4
+7
+3
hide 1 (9), ms 1 (9), survival 3 (5), tumble 1 (9), umd 1 (9)
darkstalker
city watch training


7th
watch detective 2
+4
+4
+8
+4
hide 1 (10), ms 1 (10), sleight of hand 5 (9), tumble 1 (10), umd 1 (10)
combat expertise (bonus)
obsessive specialty (dungeoneering), profile


8th
watch detective 3
+5
+5
+8
+4
hide 1 (11), ms (11), sleight of hand 2 (11), tumble 1 (11), umd 1 (11)

cooperative interrogation, superior disarming


9th
watch detective 4
+6/+1
+5
+9
+5
hide 1 (12), ms 1 (12), sleight of hand 1 (12), survival 2 (7), tumble 1 (12), umd 1 (12) mosquito’s bite
shape soulmeld (soulspark familiar)
deductive augury 1/day, skill synergy


10th
watch detective 5
+6/+1
+5
+9
+5
disguise 1 (7), hide 1 (13), ms 1 (13), survival 4 (11), tumble 1 (13), umd 1 (13)

no subdual penalty, sense secret doors


11th
watch detective 6
+7/+2
+6
+10
+6
disguise 4 (11), hide 1 (14), ms 1 (14), survival 1 (12), tumble 1 (14), umd 1 (14)

locate object


12th
watch detective 7
+8/+3
+6
+10
+6
hide 1 (15), listen 4 (8), ms 1 (15), spot 3 (7)
open lesser chakra (shoulder)
deductive augury 2/day, improved subdual


13th
watch detective 8
+9/+4
+6
+11
+7
hide 1 (16), listen 4 (12), ms 1 (16), spot 3 (10)

forensis


14th
watch detective 9
+9/+4
+7
+11
+7
hide 1 (17), listen 4 (16), ms 1 (16), spot 3 (13)

discern lies, locate creature


15th
watch detective 10
+10/+5
+7
+12
+8
hide 1 (18), listen 1 (17), ms 1 (17), spot 4 (17), umd 2 (16)
favored of the companions (Kharash)
deductive augury 3/day, instant knowledge


16th
stalker of Kharash 1
+11/+6/+1
+7
+14
+8
hide 1 (19), listen 2 (19), ms 2 (19), spot 2 (19), umd 2 (18)

scent of evil, ranger spellcasting


17th
stalker of Kharash 2
+12/+7/+2
+7
+15
+8
hide 1 (20), listen 1 (20), ms 1 (20), spot 1 (20), survival 4 (15), umd 1 (19)

favored enemy-evil


18th
stalker of Kharash 3
+13/+8/+3
+8
+15
+9
disguise 3 (14), hide 1 (21), listen 1 (21), ms 1 (21), spot 1 (21), survival 2 (17)
nemesis (evil)



19th
stalker of Kharash 4
+14/+9/+4
+8
+16
+9
disguise 4 (18), hide 1 (22), listen 1 (22), ms 1 (22), spot 1 (22), survival 1 (22)

hide in plain sight


20th
stalker of Kharash 5
+15/+10/+5
+8
+16
+9
disguise 4 (22), hide 1 (23), listen 1 (23), ms 1 (23), spot 1 (23), survival 1 (23)

track evil





You start out with changeling rogue, which has the most skills of any class in the game with 10 per level. It adds on another knowledge to your list, and In addition to this, you can take 10 on bluff, intimidate, gather information (which you execute in only 1d4+1x10 minutes), diplomacy, and sense motive (which you get to do as a move action) at all times. Wow!

It easily gives you the skills and the points to qualify for watch detective. Able learner lets you keep everything on your enormous list for your entire career. You also double down on your changeling powers by taking racial emulation. This lets you emulate the subtypes of humanoids you mimic. In this case, you take on the dwarf subtype to take the Golden hands of Vergadain racial substitution levels, which gives you both favored enemy (Zhentarim) and the track feat. In exchange, your reflex save from rogue is 1 lower, and you lose your bonus to trap sense.

Totemist offers a huge amount of versatility in the form of its soulmelds and you already have your totem bind available to provide natural attacks and utility. Since you have taken a class besides totemist, you are literate. Teleport around with the blink shirt and execute sneak attacks. You will expand your versatility more later.

Speaking of versatility, racial emulation allows you to gain the traits of subtypes whose forms you assume. This includes the dragonblood subtype, which expands your meld selection to include the draconic melds such as the claws of the wyrm which is particularly useful at low levels for giving you 2 claws as its shaped effect. This allows you to use your totem bind to gain further attacks, such as the girallon arms, allowing you to dish out 4 attacks a round with sneak attack on top of it, which can topple many level appropriate enemies outright.



You’ve gotten into the secret ingredient and have completed your city watch training. Darkstalker helps your stealth skills pull their weight meaning enemies with special powers to pick out hiding don’t get to ignore your hide or move silently checks.

You take shape soulmeld (soulspark familiar) to grant you a companion to help you scout, light the way, and help chip away at enemies with its soul blast ability. It also grants you alertness to pay a tax for stalker of Kharash later. As a meldshaper, this doesn’t hurt too badly.



You’ve opened your shoulder chakra now, allowing you to do all kinds of cool stuff. Of particular note is the shadow mantle’s shoulder bind. It surrounds you in a sphere of magical darkness, making you invisible to foes, and within which you have blindsight. This lets you pinpoint enemies and nail them for precision damage. This goes particularly well with binds that offer multiple natural attacks, such as the landshark boots.

Favored of the companions lays groundwork for stalker of Kharash, which you will be able to enter next level.



Having finished watch detective, you are now in stalker of Kharash. You can smell evil and have access to ranger spellcasting. Of particular note are wands, since the spells of note are largely long-term buffs which are not heavily reliant on save DC or caster level. You gain favored enemy against any evil creature and hide in plain sight, further strengthening your stealth skills. You cement this ability with the nemesis feat. It lets you detect any of your evil favored enemies within 60 feet, notably bypassing line of effect, so it even works through walls. You could pinpoint an enemy on the other side of a barrier, flip on shadow mantle, teleport to him with blink shirt, and be able to strike at him from the shadows while he’s none the wiser. You can also use your track feat to follow evil enemies much more easily, supplemented by watch detective’s abilities of divination and evidence gathering. Kharash would be proud.




races of eberron: changeling rogue, racial emulation
magic of incarnum: totemist, shape soulmeld, open lesser chakra
races of destiny: able learner
srd: rogue, alertness, track, combat expertise
champions of valor web enhancement: golden hands of vergadain (http://archive.wizards.com/default.asp?x=dnd/we/20060327a)
masters of the wild: watch detective
lords of madness: darkstalker
book of exalted deeds: stalker of Kharash, favored of the companions, nemesis

The Viscount
2021-05-10, 09:26 PM
Paprika, eat your heart out.



Hemlock Nodens, Dream Detective

Hemlock grew up on the streets, a hungry, wiry little boy who stole his meals and learned to shank anyone who would come rob him. During the day he stayed out of sight, stealing into the mage's guild to read their books, gleaning what he could from whatever trash he found. But at night, he would escape into his dreams, shaping the world into something better for him. When he was finally apprehended by the city watch, they gave him a choice: Use his talents to help them, or go to jail. He agreed to become a watchman, slipping only momentarily before dedicating his life to it - he saw in his dreams the solutions to problems, people's darkest hearts, their inner workings laid bare before him. He knew the streets, dreamt the streets, his boots on the hard cobble the only thing tethering him to the real world. He would watch the watchmen, and patrol the dreams of the city. He never lost his rogueish streak, but he knew - if he was a less ethical man, he would have turned his dreaming to something far darker, and more powerful.


Lawful Neutral Human Factotum 5/Watch Detective 2/Feat Rogue 1/Factotum +3/Watch Detective +8
1) Track
B) Exotic Weapon Proficiency (Gnome Quickrazor) (Races of Stone)
3) Dreamtelling (Heroes of Horror)
6) Font of Inspiration (Dungeonscape Web Enhancement)
FR1) Improved Feint
9) Surprising Riposte (Drow of the Underdark)
12) Font of Inspiration
15) Font of Inspiration
18) Font of Inspiration



Str 12, Dex 10, Con 13, Int 18 (22 at lv 20), Wis 10, Cha 12


Hemlock Nodens uses the Realm of Dreams plane in Manual of the Planes (3e), the Lucid Dreaming skill, and Iaijutsu Focus (Oriental Adventures).


Hemlock is designed around being in the dream world rather than the prime material plane. With Lucid Dreaming, he can realise he's dreaming and freely use Deductive Augury without using up real world uses of it. And by travelling to his suspect's dreams, he can change the nature of the dream to force a confession out of them. After all, the Code of Evidence says that you need a confession, it doesn't state where, or what aspect of a person could confess. A dream self confessing is just as valid. In addition, since items are never used up in the dream world, Hemlock is free to use whatever wands or potions he desires to get to his suspect, and if he's defeated in a dream, he simply resets (by coup de gracing himself in the dream if necessary) and tries again. Hemlock never fights in the material plane if he can help it.

With Dreamtelling, he can use Knowledge (the planes) as Survival for tracking down suspects in the dream world, and also divination and augury for narrowing down potential leads. It's his Obsessive Speciality, granting him up to an unnamed +10 on this roll. Instant Knowledge also helps, if used in the Region of Dreams, as he can always try again by waking himself up and going back to sleep if he fails. If he tracks down the suspect in the real world, he can collect some of their hair or nail clippings or dandruff, and create a dreamstuff copy when he sleeps to make Scrying on their dreams easier. Even better if he collects it from the crime scene.

In terms of combat, Hemlock uses a gnome quickrazor to attack his enemies, with iaijutsu focus. Later on, once he gets Combat Expertise, he can then get Surprising Riposte and use a spare Cunning Surge to feint. It's not his speciality, but once he gets no subdual penalty/improved subdual, he can quickly knock out suspects in order to force them through the Portal of Sleep. The Code of Evidence states:

Unnecessary violence in the apprehension of a suspected criminal is not permitted. A suspect should be brought to justice rather than killed whenever possible.

Knocking someone out in order to investigate them in their dreams, in Hemlock's opinion, is very necessary. Once in the suspect's dream, Hemlock will change the surroundings to match the crime scene (Lucid Dreaming, with Autohypnosis to remember small details), become the victim (Lucid Dreaming, with Disguise and Assume Quirk to bolster this), and observe the movements of the suspect.

Alas, Cooperative Interrogation and Superior Disarming are left sadly underutilised, as I couldn't fit a familiar into the build. If you swap out a couple of the Font of Inspirations for Obtain Familiar/Improved Familiar, Cooperative Interrogation becomes somewhat useful with a scary looking familiar, but I doubt it.








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


1st
Factotum 1
+0
+0
+2
+0
Autohypnosis 4, Balance 4, Bluff 4, Craft (poisonmaking) 1, Craft (painting) 1, Gather Information 4, Hide 4, Iaijutsu Focus 4, Knowledge (the planes) 4, Listen 4, Lucid Dreaming 4, Search 4, Use Magic Device 1
Track, Exotic Weapon Proficiency (Gnome Quickrazor)
Inspiration, cunning insight, cunning knowledge, trapfinding


2nd
Factotum 2
+1
+0
+3
+0
Autohypnosis 5, Balance 5, Bluff 5, Craft (poisonmaking) 1, Craft (painting) 1, Gather Information 4, Hide 5, Iaijutsu Focus 5, Knowledge (the planes) 5, Listen 5, Lucid Dreaming 5, Search 5, Use Magic Device 3
--
Arcane dilettante (1 spell)


3rd
Factotum 3
+2
+1
+3
+1
Autohypnosis 6, Balance 5, Bluff 6, Craft (poisonmaking) 1, Craft (painting) 1, Gather Information 4, Hide 6, Iaijutsu Focus 6, Jump 1, Knowledge (the planes) 6, Listen 6, Lucid Dreaming 6, Search 6, Tumble 1, Use Magic Device 4
Dreamtelling
Brains over brawn, cunning defense


4th
Factotum 4
+3
+1
+4
+1
Autohypnosis 7, Balance 5, Bluff 7, Craft (poisonmaking) 1, Craft (painting) 1, Gather Information 4, Hide 7, Iaijutsu Focus 7, Jump 1, Knowledge (the planes) 7, Listen 7, Lucid Dreaming 7, Move Silently 1, Search 7, Tumble 1, Use Magic Device 6
--
Arcane dilettante (2 spells), cunning strike


5th
Factotum 5
+3
+1
+4
+1
Autohypnosis 8, Balance 5, Bluff 8, Craft (poisonmaking) 1, Craft (painting) 1, Forgery 1, Gather Information 4, Hide 8, Iaijutsu Focus 8, Jump 1, Knowledge (the planes) 8, Listen 8, Lucid Dreaming 8, Move Silently 1, Search 8, Tumble 1, Use Magic Device 8
--
Opportunistic piety


6th
Watch Detective 1
+3
+1
+6
+3
Autohypnosis 8, Balance 5, Bluff 9, Craft (poisonmaking) 1, Craft (painting) 1, Forgery 1, Gather Information 4, Hide 9, Iaijutsu Focus 8, Jump 1, Knowledge (the planes) 9, Listen 9, Lucid Dreaming 8, Move Silently 1, Search 8, Spot 6, Swim 1, Tumble 1, Use Magic Device 8
Font of Inspiration
City watch training


7th
Watch Detective 2
+4
+1
+7
+4
Autohypnosis 8, Balance 5, Bluff 10, Craft (poisonmaking) 1, Craft (painting) 1, Forgery 1, Gather Information 7, Hide 10, Iaijutsu Focus 8, Jump 1, Knowledge (the planes) 10, Listen 10, Lucid Dreaming 8, Move Silently 1, Search 10, Spot 8, Swim 1, Tumble 1, Use Magic Device 8
Combat Expertise (B)
Expertise, obsessive specialty (k the planes), profile


8th
Rogue 1
+4
+1
+9
+4
Autohypnosis 8, Balance 5, Bluff 10, Climb 1, Craft (poisonmaking) 1, Craft (painting) 1, Disguise 8, Forgery 1, Gather Information 7, Hide 11, Iaijutsu Focus 8, Jump 1, Knowledge (the planes) 11, Listen 11, Lucid Dreaming 8, Move Silently 1, Search 10, Spot 8, Swim 1, Tumble 1, Use Magic Device 10
Improved Feint (B)
Trapfinding, Bonus Feat (Swapped for Sneak Attack)


9th
Factotum 6
+5
+2
+10
+5
Autohypnosis 9, Balance 5, Bluff 11, Climb 1, Craft (poisonmaking) 1, Craft (painting) 1, Disguise 8, Forgery 1, Gather Information 8, Hide 12, Iaijutsu Focus 10, Jump 1, Knowledge (the planes) 12, Listen 12, Lucid Dreaming 9, Move Silently 1, Search 10, Spot 9, Swim 1, Tumble 1, Use Magic Device 12
Surprising Riposte
--


10th
Factotum 7
+6
+2
+10
+5
Autohypnosis 11, Balance 5, Bluff 13, Climb 1, Craft (poisonmaking) 1, Craft (painting) 1, Disguise 8, Forgery 1, Gather Information 8, Hide 13, Iaijutsu Focus 13, Jump 1, Knowledge (the planes) 13, Listen 13, Lucid Dreaming 10, Move Silently 1, Search 10, Spot 9, Swim 1, Tumble 1, Use Magic Device 13
--
Arcane dilettante (3 spells)


11th
Factotum 8
+6
+2
+11
+5
Autohypnosis 14, Balance 5, Bluff 14, Climb 1, Craft (poisonmaking) 1, Craft (painting) 1, Disguise 8, Forgery 1, Gather Information 8, Hide 14, Iaijutsu Focus 14, Jump 1, Knowledge (the planes) 14, Listen 14, Lucid Dreaming 11, Move Silently 1, Search 10, Spot 11, Swim 1, Tumble 1, Use Magic Device 14
--
Cunning surge


12th
Watch Detective 3
+7
+3
+11
+5
Autohypnosis 14, Balance 5, Bluff 15, Climb 1, Craft (poisonmaking) 1, Craft (painting) 1, Disguise 9, Forgery 1, Gather Information 10, Hide 15, Iaijutsu Focus 14, Jump 1, Knowledge (the planes) 15, Listen 15, Lucid Dreaming 11, Move Silently 1, Search 12, Spot 13, Swim 1, Tumble 1, Use Magic Device 14
Font of Inspiration
Cooperative interrogation, superior disarming


13th
Watch Detective 4
+8
+3
+12
+6
Autohypnosis 14, Balance 5, Bluff 16, Climb 1, Craft (poisonmaking) 1, Craft (painting) 1, Disguise 9, Forgery 1, Gather Information 15, Hide 16, Iaijutsu Focus 14, Jump 1, Knowledge (the planes) 16, Listen 16, Lucid Dreaming 11, Move Silently 1, Search 14, Spot 14, Swim 1, Tumble 1, Use Magic Device 14
--
Deductive augury 1/day, skill synergy


14th
Watch Detective 5
+8
+3
+12
+6
Autohypnosis 14, Balance 5, Bluff 17, Climb 1, Craft (poisonmaking) 1, Craft (painting) 4, Disguise 9, Forgery 1, Gather Information 16, Hide 17, Iaijutsu Focus 14, Jump 1, Knowledge (the planes) 17, Listen 17, Lucid Dreaming 11, Move Silently 1, Search 16, Spot 16, Swim 1, Tumble 1, Use Magic Device 14
--
No subdual penalty, sense secret doors


15th
Watch Detective 6
+9
+4
+13
+7
Autohypnosis 14, Balance 5, Bluff 18, Climb 1, Craft (poisonmaking) 1, Craft (painting) 4, Disguise 10, Forgery 1, Gather Information 17, Hide 18, Iaijutsu Focus 17, Jump 1, Knowledge (the planes) 18, Listen 18, Lucid Dreaming 11, Move Silently 1, Search 16, Spot 16, Swim 1, Tumble 1, Use Magic Device 14
Font of Inspiration
Locate object


16th
Watch Detective 7
+10
+4
+13
+7
Autohypnosis 14, Balance 5, Bluff 19, Climb 1, Craft (poisonmaking) 1, Craft (painting) 4, Disguise 10, Forgery 1, Gather Information 18, Hide 19, Iaijutsu Focus 18, Jump 1, Knowledge (the planes) 19, Listen 19, Lucid Dreaming 11, Move Silently 1, Search 17, Spot 18, Swim 1, Tumble 1, Use Magic Device 14, Assume Quirk
--
Deductive augury 2/day, improved subdual


17th
Watch Detective 8
+11
+4
+14
+8
Autohypnosis 14, Balance 5, Bluff 20, Climb 1, Craft (poisonmaking) 1, Craft (painting) 4, Disguise 10, Forgery 1, Gather Information 19, Hide 20, Iaijutsu Focus 18, Jump 1, Knowledge (the planes) 20, Listen 20, Lucid Dreaming 11, Move Silently 1, Search 18, Spot 19, Swim 1, Tumble 1, Use Magic Device 14, Assume Quirk, Group Fake-Out
--
Forensics


18th
Watch Detective 9
+11
+5
+13
+7
Autohypnosis 14, Balance 5, Bluff 21, Climb 1, Craft (poisonmaking) 1, Craft (painting) 4, Disguise 10, Forgery 1, Gather Information 20, Hide 21, Iaijutsu Focus 18, Jump 1, Knowledge (the planes) 21, Listen 21, Lucid Dreaming 11, Move Silently 1, Search 20, Spot 20, Swim 1, Tumble 1, Use Magic Device 14, Assume Quirk, Group Fake-Out, Listen to This, Clarity of Vision
Font of Inspiration
Discern lies, locate creature


19th
Watch Detective 10
+12
+5
+14
+8
Autohypnosis 14, Balance 5, Bluff 22, Climb 1, Craft (poisonmaking) 1, Craft (painting) 4, Disguise 10, Forgery 1, Gather Information 21, Hide 22, Iaijutsu Focus 20, Jump 1, Knowledge (the planes) 22, Listen 22, Lucid Dreaming 11, Move Silently 1, Search 21, Spot 21, Swim 1, Tumble 1, Use Magic Device 15, Assume Quirk, Group Fake-Out, Listen to This, Clarity of Vision
--
Deductive augury 3/day, instant knowledge


20th
Factotum 9
+12
+6
+14
+9
Autohypnosis 15, Balance 5, Bluff 23, Climb 1, Craft (poisonmaking) 1, Craft (painting) 4, Disguise 10, Forgery 1, Gather Information 21, Hide 23, Iaijutsu Focus 23, Jump 1, Knowledge (the planes) 23, Listen 23, Lucid Dreaming 11, Move Silently 1, Search 22, Spot 22, Swim 1, Tumble 1, Use Magic Device 18, Assume Quirk, Group Fake-Out, Listen to This, Clarity of Vision
--
Arcane dilettante (4 spells)

The Viscount
2021-05-10, 09:28 PM
(For the chair's non-entry when he finishes it)

The Viscount
2021-05-10, 09:29 PM
These are the contestants for this round! As I hoped, the utter trash of the ingredient spurred our chefs to new heights. Judges, do your stuff!

Venger
2021-05-10, 09:47 PM
Looks great, Viscount! I'm making a table for all the dishes for ease of reference. I'll edit it in here in a minute



Build
Class levels
Chef
Judge 1
Total
Place


Semloh Kcolrehs (https://forums.giantitp.com/showsinglepost.php?p=25041856&postcount=57)
LG Human Urban Ranger1/Knight4/Watch Detective2/Apostle of Peace2/Watch Detective10/Apostle of Peace5






Brother Hecatfael (https://forums.giantitp.com/showsinglepost.php?p=25041856&postcount=58)
?? desert kobold totemist 2/monk 1/binder 1/archivist 1/watch detective 3/swordsage 1/watch detective 6/kensai 2/justiciar 2/watch detective 10






Varash Cloudwatcher (https://forums.giantitp.com/showsinglepost.php?p=25041856&postcount=59)
CG Primordial Half-Giant Ranger 2 - Barbarian 1 - Soul Knife 2 - Soulbow 4 - Watch Detective 10







Sibyll d'Orien (https://forums.giantitp.com/showsinglepost.php?p=25041856&postcount=60)
NG Human, Psychic Rogue 5/Watch Detective 10/Ebon Saint 3/Heir of Siberys 2







Murphy Chell (https://forums.giantitp.com/showsinglepost.php?p=25041856&postcount=61)
LN nezumi urban druid 5/watch detective 2/urban druid 6/watch detective 3/ urban druid 7/ watch detective 4/urban druid 10/watch detective 10






Bertie Sugg (https://forums.giantitp.com/showsinglepost.php?p=25041856&postcount=62)
LN changeling spellthief 10/watch detective 10






Mitra (https://forums.giantitp.com/showsinglepost.php?p=25041856&postcount=63)
NG air goblin noble 3/master inquisitive 2/watch detective 3/dungeon lord 1/watch detective 5/apostle of peace 2/watch detective 10/dungeon lord 3






Yiana (https://forums.giantitp.com/showsinglepost.php?p=25041856&postcount=64)
LG human marshal 3/swashbuckler 4/urban savant 2/jordain vizier 1/watch detective 10






Father Tei (https://forums.giantitp.com/showsinglepost.php?p=25041856&postcount=65)
LG>NG middle aged phoenix human cloistered divine magician cleric 2/ human paragon 3/ mystic wanderer 2/ watch detective 10/ shiba protector 1/ master of masks 2






Jack Oni (https://forums.giantitp.com/showsinglepost.php?p=25041856&postcount=65)
LG spirit hellbred ranger 2/rogue 2/warblade 3/watch detective 10/ marshal 3






Night Owl (https://forums.giantitp.com/showsinglepost.php?p=25041856&postcount=67)
LN Unicorn Clan Human Archivist 1/ truenamer 1/ monk 2/ deadly hunter druid 1/ watch detective 2/ psychic warrior 2/ fighter 2/ Drunken Master 1/ Soulknife 1/ Contemplative 1/ feat rogue 2/ frostrager 3/ warchief 1






Jonathan Glint (https://forums.giantitp.com/showsinglepost.php?p=25041856&postcount=68)
ng changeling rogue 3/totemist 2/watch detective 10/stalker of kharash 5






Hemlock Nodens ([url=https://forums.giantitp.com/showsinglepost.php?p=25041856&postcount=69)
Lawful Neutral Human Factotum 5/Watch Detective 2/Feat Rogue 1/Factotum +3/Watch Detective +8






The Chair's entry when he finishes it ([url=https://forums.giantitp.com/showsinglepost.php?p=25041856&postcount=70)
(mystery flavor)
The Viscount
-
-
-

Zaq
2021-05-10, 09:51 PM
Another round where I'll be shocked if I place, but it was a fun challenge just to enter at all. Excellent stuff on display. I'm reminded of the fatemaker round, but I'd have a hard time telling you why. Kudos to everyone involved here!

Thurbane
2021-05-11, 12:23 AM
I had two concepts that I never got time to explore:

> Human Factotum 4/Bard 1/Watch Detective 10/Urban Savant 5

> Primordial Enoki Ranger 1/Factotum 4/Watch Detective 10/Factotum +4

...both more or less just focused on maxing out all the skills that a Watch Detective relies on.

I look forward to having a thorough read through the entries. :smallsmile:

H_H_F_F
2021-05-11, 02:43 AM
Oh, boy. 13 entries, and at a glance, many seem like they might be very hard to judge.

I'll get to work as soon as I can. Well done, guys!

Paragon
2021-05-11, 03:12 AM
Some very "out there" thinking, i love it !
Several very exotic ingredients were used differently in different builds. That's really fun to see

I had build stubs trying to grab that sweet Mindsight as well either with Warlock6/Mindbender1/WD10/Mindbender4 (fun stuff with invocations like Cocoon of Refuse, Charm and Serpent's Tongue)

Or with Psion Telepath 5th level ACF. Figured that wasn't enough for a build but if you can get inspired off of it, be my guest :)

Khatoblepas
2021-05-11, 05:41 AM
All these builds are so different! I love them all.

I had a stub that utilized a mirror mephit familiar to create a simulacrum of suspects to force them to confess, but it was unclear whether the simulacrums had memories, and I couldn't share Mirror Move with my familiar as a spell like ability so that was discouraging, because that would have been so flavourful.

Hiro Quester
2021-05-11, 10:40 AM
Wow. On first pass, there are a lot of fun builds here. I am looking forward to reading all these in detail. Well done, everyone.

Night Owl really tickles my fancy, milking a lot of obscure rule lawyering, and committing to extreme inelegance, including all the things, all in the service of the inspiredly ridiculous goal of being able to fight while comatose. Hilarious!


My stub of an idea was to make a high charisma Dvati watch detective. A pair of twin detectives who share a soul, and each can act in a round (except for spell casting). Some inspiration came from Thomson and Thompson (who aren’t twins, BTW):

http://4.bp.blogspot.com/-kl_OjxGQWOc/Tsu3rr-HWNI/AAAAAAAADhU/P3QWL75XpzY/s1600/000sck5r.png

They could milk the cooperative interrogation feature, by being able to cooperate with themselves, alternately intimidating and bluffing for many rounds.

Specialize in bluff and diplomacy, gather information, intimidation and local knowledge.

Dvati are also often taking both sides of an argument, so a watch detective trying to find the truth might be able to have one side of him finding evidence for prosecution, and the other questioning those suppositions and assumptions, and arguing for alternative “reasonable doubt” theories compatible with innocence.

There seemed also the potential for arguments between the two about how the rules of evidence and class abilities interact and apply to cases.

(Since Dvati often live in their own areas of a city, I was even entertaining the idea of fluff involving Dvati lawyers, are going one for defense and one prosecution, Dvati criminals, and a panel of four Dvati judges.)

I was looking at something like abase of Rogue or Factotum, with Master inquisitive5/ Watch detective 10/ something else 2. With a focus on defense and disarming, flanking for non-lethal sneak attack damage.

I’m kind of surprised that Master Inquisitive was not used more (only Mitra used it). Bonus feats, useful contacts, useful SLAs (zone of truth and true seeing) and a lot of flavor synergy. I really Vizinni’d myself in thinking this probably wasn’t going to be very original.

Mitra does it better than I would have, though, with Noble (who uses Noble in an optimized build?) and apostle of peace. Plus the court scene, prosecuting the adventurers for assuming they can just raid a goblin dungeon is priceless. Well done, whoever cooked that up.

EDIT: my other idea was to build on a bard5 base, to get access to spymaster’s coin, for “bugging” subjects, and silent image, for use when creating a profile “image” of a suspect

flurryofDQ
2021-05-11, 02:21 PM
I love these characters. So many of them are interesting, exciting character concepts. Wow!

Beni-Kujaku
2021-05-11, 02:50 PM
I am really flabbergasted with all these entries. I had a few ideas where the class could go, but everyone went in so many different directions, I'm just impressed. And by Boccob is the Night Owl a monstrous build in more senses than one!



My stub of an idea was to make a high charisma Dvati watch detective. A pair of twin detectives who share a soul, and each can act in a round (except for spell casting).

That is so cool! Why didn't you do that? There are so many of the Detective's abilities that would benefit from being two!




I’m kind of surprised that Master Inquisitive was not used more (only Mitra used it). Bonus feats, useful contacts, useful SLAs (zone of truth and true seeing) and a lot of flavor synergy. I really Vizinni’d myself in thinking this probably wasn’t going to be very original.

Master Inquisitive is verry flavorful, but its abilities directly contradict the Law of Evidence, and the contact feature is very DM-dependent. Plus, I didn't know of it, so there's that. It's not a very well-known class afaik.

Thurbane
2021-05-11, 04:12 PM
It certainly seems to be an ingredient which has brought out a lot of character and personality in the entries.

daremetoidareyo
2021-05-11, 05:05 PM
It certainly seems to be an ingredient which has brought out a lot of character and personality in the entries.

If the class features arent on your side, pound the backstory!

Thurbane
2021-05-11, 06:02 PM
If the class features arent on your side, pound the backstory!

TBH I'm not great at backstory or character.

As far as I got with the Enoki was that he was shunned by his clan for being different (Primoridal template), and he is befriended by a human Factotum from a nearby city who convinces him to come and train with him.

Hiro Quester
2021-05-11, 06:29 PM
That is so cool! Why didn't you do that? There are so many of the Detective's abilities that would benefit from being two!


Thanks. But my job was insanely busy until Friday (I’m a professor and final grading is always a huge time-sink). And I was just too exhausted to then keep working hard all weekend to turn this kernel of an idea into a full-fledged entry.

I had too many competing ideas for both fluff and crunch, that deciding between them and fleshing it all out would have taken more time than I was able to give.

The Viscount
2021-05-15, 06:59 PM
Narrowing down options for next round. The choices are:
Black and Blue.

Choose wisely.

Venger
2021-05-15, 07:02 PM
Blue ten characters

daremetoidareyo
2021-05-15, 07:12 PM
Blue, cuz black is inferior to blue

AvatarVecna
2021-05-15, 07:17 PM
Black for me.

Thurbane
2021-05-15, 07:19 PM
Black, black, black, number 1...

Hiro Quester
2021-05-15, 07:47 PM
Blue sounds intriguing, but sad. I’m thinking that black is cooler.

Beni-Kujaku
2021-05-15, 08:23 PM
Blue everyday. Don't want to optimize "generic edgy class"

Thurbane
2021-05-15, 09:12 PM
Hmmm...does blue mean Incarnum, maybe?

The Viscount
2021-05-15, 09:52 PM
Hmmm...does blue mean Incarnum, maybe?

Does it? I'll never tell.

Korahir
2021-05-16, 04:56 AM
Black gets my vote since I have hopes to have figured out what a debt repaid could refer to and it seems to me it would be more black than blue.

Paragon
2021-05-16, 07:55 AM
Blue for me

Hiro Quester
2021-05-16, 08:42 AM
Speaking of rounds, I'm looking over ingredients for the next round. What do people like most from the following:


A debt repaid
A painful restriction
An old reference



if Watch Detective was “a painful restriction”, then I’m also voting for “a debt repaid” which seems “black” rather than “blue”.

ciopo
2021-05-16, 09:45 AM
Watch detective was the old reference

I vote for painful restriction, or blue, it feels blue

The Viscount
2021-05-16, 09:47 AM
I should clarify, the choices this time are not the same classes as "a painful restriction" or "a debt repaid."

H_H_F_F
2021-05-16, 12:18 PM
Guys, life has been somewhat hectic and very draining lately. I have 2 entries judged already, but I'm letting you know in advance that I'll probably be a bit late with the full judgement. I'm sorry.

ciopo
2021-05-16, 12:32 PM
You're doing us a service, I say worry not about it!

The Viscount
2021-05-16, 12:40 PM
Don't worry about it; life takes priority. We're all just grateful that you're judging!

mattie_p
2021-05-16, 05:02 PM
Late to the party, a little rusty but put me down as a judge please.

The Viscount
2021-05-16, 05:35 PM
Thank you kindly, and welcome back! The more the merrier.

Hiro Quester
2021-05-16, 05:56 PM
Guys, life has been somewhat hectic and very draining lately. I have 2 entries judged already, but I'm letting you know in advance that I'll probably be a bit late with the full judgement. I'm sorry.

“Hectic” seems an understatement, given your location. We hope you and your family are safe and well.

I’m sure we all will understand if you prioritize taking care of other things, and taking your time with judging.

Korahir
2021-05-16, 10:38 PM
I should clarify, the choices this time are not the same classes as "a painful restriction" or "a debt repaid."

So much for my (watch) detective skills.

mattie_p
2021-05-17, 08:03 PM
2 entries judged, 11 to go. I'm going to have to pickup the pace, but I think I'm getting into the rhythm. I should be able to do one or two a night and surge into the weekend. We'll see how it goes.

Paragon
2021-05-21, 08:07 AM
Hey Judges,

I hope you're doing well (especially H_H_F_F when I saw the news about the cease-fire and was relieved for you)

Just wondering if you think you'll be able to make it in time for the deadline or not ?

Anyhow, enjoy the week-end !

mattie_p
2021-05-21, 09:05 AM
Hi! Judge here. I have 5 entries completed, 8 more to go. I anticipate 2 today and could possibly complete and post Saturday evening (my time). Not a lot of time for discussion afterwards but there it is.

H_H_F_F
2021-05-21, 09:25 AM
Hey Judges,

I hope you're doing well (especially H_H_F_F when I saw the news about the cease-fire and was relieved for you)

Just wondering if you think you'll be able to make it in time for the deadline or not ?

Anyhow, enjoy the week-end !

Thanks for thinking of me! Hoping all will be well.

I probably won't make it by the deadline, though I shouldn't be too late, if you'll wait for me.

Korahir
2021-05-21, 12:15 PM
Thanks to both of you. Judging 13 entries csn be quite the ordeal.

The Viscount
2021-05-21, 02:06 PM
We will certainly wait until our judges have finished.

mattie_p
2021-05-22, 11:55 PM
Alright competitors, it was a long day, I have about a dozen piles of books laying around everywhere, each with 5 or 6 in them. I've checked all 13 out, time to unveil the scores.


Baseline score is 3, with ad-hoc adjustments up or down. I did my best to be consistent across entries. In accordance with the primary source rules, the description of my ad-hoc adjustments is the primary source, not the sum that I provided. If the sum doesn't match the adjustments, the adjustments are correct.

Power: How do you compare to a "typical" Watch Detective in various scenarios? I'm defining typical as Ranger 10 or Rogue 10 / WD 10. BAB of 14-17, similar power level from class features, etc.

Originality: Did you use an "expected" entry method? Known cheese? Or something unique and flavorful?

Elegance: Qualifying for feats and prestige classes. RAW legal without too many shenanigans. Do dips and other prestige classes offer synergy, or are you just grabbing something to grab it? Does it feel smooth?

UoSI: Qualifying for the SI, quick entry. Using as many skills and class features as possible, and in unique ways, while being self contained. Coop Interrogation with your familiar/companion? Yes! With a different character? Not really.



Semloh Kcolrehs: 12.75

Power: 3
You knew what you were doing going into this. (-1 for all the vows). BAB is about equal to standard entry. But you did squeeze 5th level casting + turning out of the dish(+0.5) Pacifying touch is a decent go-to to shut things down (+0.5) and a way to make the vows work for you.

Originality: 3.5
Ranger was expected (-0.25), Knight was not. Add in Apostle of Peace and all the codes and vows cuz why not (+0.75). All the things all the time.

Elegance: 4.5 4 (incorrect maths)
Couple minor nitpicks. Pacifying Touch (Su) - per SRD (Su) is a standard action unless something indicates otherwise, no AoO shenanigans there. Vow of Poverty allows simple weapons, Sap and Greathammer aren't, neither are shield spikes. Carrying around a table isn't very elegant. I ... question your reading on the Touch of Golden Ice feat. It's essentially a contact poison you are applying to your hands, feet, or other unarmed strikes. Unarmed strikes are weapons. (-0.5 for all the above). Legal entries into AoP and qualified for all feats when taken. (+0.5) Urban tracking is a nice feature for a Watch Detective and you have skill ranks to actually use it! (+0.5) There's also elegance in making them break the law to attack you (+0.5), finally have an eyewitness for their dastardly deeds! But don't heal the bruises, you need physical proof.

Use of Secret Ingredient: 2.25
Pre-req is Track, and you don't have it (-1) (As a DM I would allow the substitution - I gave equal credit elsewhere) . But you took the flavor enhancing Urban Tracking instead (+0.5). ECL 6 entry (+0.5). You didn't really do anything to enhance Disarm(-0.25). The knowledge bonuses are there but you lack ranks, the capstone is otherwise unused (-0.5). I can't help but think you'd rather have more AoP levels, or prestige pally, or really anything but the ingredient.


Brother Hecatfael: 10.75

Power: 2
BAB +4 at 10 and +11 at 20 is a step down (-0.5) You do have a lot going on, let's see, 2nd level vestige access, 1st level divine casting, up to 3 shaped soulmelds (with 2 essentia and 1 available chakra bind in Totem, Hand, or Waist), claws enhanced to +2, and 2nd level maneuvers. And a pet bat (the CR 1/10 version I presume) to help you flank. Yes it's a wide range of available powers to draw from, but you're still limited by actions per round. And, none of your options are very good. (-0.5)

Originality: 4.5
Well, this is different. No ranger or rogue, 5 different base classes and 2 unusual prestige classes for this. Not quite full marks because I don't really sense a whole-hog commitment to a theme but pretty close. (+1.5)

Elegance: 2
No ranks in diplomacy makes it hard to qualify for Kensai (-0.5). Justiciar requires skill focus, but you pick it after you take the class, albeit the same level (see DMG p176) (-0.25). I don't think Kensai does what you think it does. You don't get to re-imbue a signature weapon daily, even if it is your claws. There's no mechanic to un-imbue, just continue to enhance what you have. And you get claws or fists, not both. I'll grant you that you can use your natural weapons after a flurry (but not as part of it) ((This is debateable by the way)) but you're now taking a -4 penalty on your natural weapons and your BAB is bad enough already. A lot of your narrative talks about your soulmeld utility but remember you only have 3 at a time, 1 binding, and 2 floating essentia. (-0.25)

Use of Secret Ingredient: 2.25
ECL 6 entry (+0.5). You didn't max out a single class skill for Watch Detective. (-0.25) You didn't really do anything to enhance Disarm and lack ranks to cooperatively interrogate (-0.5). The knowledge bonuses are there but the capstone is otherwise unused (-0.5).



Varash Cloudwatcher: 13

Power: 2.75
Soulknife and Soulbow are notoriously underwhelming. (-0.5) BAB 14 at level 20 is about standard. But you do have a few tricks to fall back on at lower levels, and Ranged disarm with a merciful arrow shot with you mind seems fun and a decent trick. I guess you just ... shoot everyone in the hand? while in your zen dreamlike state? (+0.25)

Originality: 3.5
Ranger - meh (-0.25). Barbarian? ... okay Soulknife?? Soulbow??? What's going on here? (+1) Primordeal Half-Giant is known cheese, but not the worst (-0.25)

Elegance: 3.5
The dip for Barb to get untyped +4 to search and spot seems otherwise out of place. (-0.25) (note, barbarian ACFs wolf totem from UA/SRD would have given you track at 5, and another ACF would have traded rage for archery and FE... just saying. Barb5/SK2/SB3 & etc). Not sure what Planar Ranger ACF is really giving you except for... 5 skill ranks you could have gotten later? (-0.25) Legal entries into Soulbow and qualified for all feats when taken. (+0.5) Autohypnosis goes well with the theme so nice pickup. (+0.25) Several interesting feat pickups along the way (+0.25)

Use of Secret Ingredient: 3.25
ECL 8 entry (+0.25). Disarm synergy detected (+0.25), Subdual damage too (+0.25), and Investigate uses your knowledges (+0.25) - shame you didn't invest more or you might have found a use for the capstone (-0.25). Cooperative Interrogation seems unused too (-0.25). Watch detective doesn't feel like a move Varash regretted.


Sibyll d'Orien: 17.25

Power: 3.5
BAB 6 @10 and 13 @20 is close to standard but a minor debit (-0.25). SA +3d6, 2nd level psionics is about right. 7th level SLA is a definite step up (+0.5) Highly enriched social skills. (+0.25)

Originality: 4
Rogue is called out as an easy entry to Watch Detective (-0.25), but your psionics was unique here and I frankly didn't see the connection until this entry was published. (+0.5). Excellent refluffing. Ebon Saint and Heir of Siberys aren't exactly great PRCs but it was exciting to see them play a role here (+0.75)

Elegance: 4.75
Legal entries into prestige classes and qualified for all feats when taken. Very skillfully done, I might add. (+0.75) Astral tracking is a nice score on top of the regular kind (+0.5) Superb feat selection otherwise, great synergy (+0.5). The only thing keeping you from a perfect score in this category was choosing House Orien instead of Tharashk (the House of Inquisitives). No penalty, but no extra credit.

Use of Secret Ingredient: 5
ECL 6 entry (+0.5). Max ranks in quite a few class skills - and feats and features synergnize around them! (+0.25) Knowledges and a use for the capstone! (+0.5) Yes only two but you USE them. Combat Expertise used to get Improved Feint and qualify for Ebon Saint. (+0.25) Max ranks in bluff but no intimidate means you need a partner but at least can help interrogate (-0) Short PRCs enhance rather than drown out a lackluster secret ingredient, making it clear you're where you want to be (+0.5). No disarm but I don't care, yes, I'm giving a perfect score here.



Murphy Chell: 13.75

Power: 4
BAB 14 is baseline here. Druid level 10 (5th level casting + Urban shape + Companion) is a step up from baseline. (+1)

Originality: 3.5
Nezumi? (+0.25) Druid didn't really lend itself towards the class, but Urban Druid is a nice touch (+0.25).

Elegance: 3.75
Urban tracking is a nice feature for a Watch Detective and you have skill ranks to actually use it! (+0.5) Scent is great pickup (+0.25) Information network lets you do your thing very quickly (+0.25). Good synergistic feat selection (+0.25) You needed to use 2 feats to pull this off (Skill knowledge and track) but didn't "earn" them back anywhere via free bonus feats, that seems clunky to me. (-0.5)

Use of Secret Ingredient: 2.5
ECL 6 entry (+0.5) In addition to track, you added flavor enhancing Urban Tracking (+0.5). Taking improved disarm means you used Expertise! (+0.25) You didn't max out a single class skill for Watch Detective. (-0.25) The knowledge bonuses are there but the capstone is otherwise unused (-0.5). I can only assume that with taking more 10 levels of Druid instead of Watch Detective, with the same feat selection, you'd be able to everything you currently can do and more. (-1)



Bertie Sugg: 15

Power: 3.75
BAB 14 is baseline here. Spellthief abilities are about baseline too. However, stealing SLAs from Jeeves and using it to power evasive reflexes means you're nearly never getting touched in combat (+0.5) Other stealth skills enhance spellthief abilities (+0.25)

Originality: 3.75
Spellthief? And without insane CL stacking from Master?! (+0.25) Stealth base is very cool and unique here. (+0.25) And fun story (+0.25)

Elegance: 3.75
Good synergistic feat selection (+0.25), no reliance on questionable rulings or weirdness (+0.25). Very nice use of a familiar here (+0.25)

Use of Secret Ingredient: 3.75
ECL 8 entry (+0.25). Taking deft strike means you used Expertise! (+0.25) Max ranks in quite a few class skills - and feats and features synergnize around them! (+0.25) You didn't really do anything to enhance Disarm(-0.25). Max ranks in bluff and near max intimidate plus a partner means you can cooperatively interrogate all by yourselves (+0.75) The knowledge bonuses are there but the capstone is otherwise unused (-0.5).



Mitra: 13

Power: 2.25
BAB 6 @10 and 13 @20 is close to standard but a minor debit (-0.25). All the BoED vows #sorrynotsorry (-0.75). You do get Pacifying touch to calm things down (+0.25)

Originality: 4
Master inquisitive and Dungeonlord were nice touches! (+0.5) Lot's of dreaming in this competition, but worth a small bonus (+0.25). And another AoP? (+0.25)

Elegance: 4
Legal entries into prestige classes and qualified for all feats when taken. (+0.75). Dungeonlord gives some good synergies to the skills and features of Watch Detective (+0.25).

Use of Secret Ingredient: 2.75
ECL 6 entry (+0.5) Craft: Painting for profile? Check! (+0.25) You didn't really do anything to enhance Disarm(-0.25). No Bluff or intimidate for co-op interrogation (-0.25). Didn't go anywhere with Combat Expertise. (-0.25) Removed Penalty as essentially one mistake one penalty. The knowledge bonuses are there but the capstone is otherwise unused (-0.5).


Yiana: 15

Power: 3
BAB 14 is standard. Nothing earthshattering really drags Yiana down or brings her to the next level. (+0)

Originality:4.25
The defense attorney angle is pretty nifty (+0.25). Swashbuckler! Marshal! Urban Savant! Jordain Vizier - never even heard of it. (+1)


Single Female Lawyer
Fighting for her clients
Wearing sexy mini skirts
And being self-reliant


Elegance: 4 3.75 (incorrect maths)
Legal entries into prestige classes and qualified for all feats when taken. (+0.75) Some of those were pretty painful, 2 ugly feat taxes you don't get back (-0.5). Pulling out some obscuse uses of skills (Bluff, Profession: Barrister) (+0.25) Jordain Vizier Eidetic memory is a nice pickup here (+0.25)

Use of Secret Ingredient: 3.75 4 (adjustment up)
ECL 8 entry (+0.25). Craft: Painting for profile? Yes please! (+0.25) Max ranks in quite a few class skills - and feats and features synergize around them! (+0.25) Knowledges and a use for the capstone! (+0.5) Max ranks in bluff but no intimidate means you need a partner but at least can help interrogate (-0) You didn't really do anything to enhance Disarm(-0.25), or go anywhere with Combat Expertise. (-0.25) Removed Penalty as essentially one mistake one penalty.



Jack Oni: 15.25

Power: 3.75
BAB 15 is standard. 6th level maneuver with Warblade recovery (+0.25). Scent and Mindsight (+0.5)

Originality: 2.75
Ranger and Rogue both are expected pre-cursors(-0.5) Hellbred was quite unexpected anywhere near this class - they aren't earning redemption anytime soon with this ingredient (+0.25)

Elegance: 4
Good synergistic feat selection (+0.25), no reliance on questionable rulings or weirdness (+0.25). Good use of bonus feats to pick things up early (+0.25). 10 levels of base classes to get some synergies is a classic for a reason (+0.25).

Use of Secret Ingredient: 4.75
ECL 6 entry (+0.5) Investigate uses your knowledges and you use the capstone via Marshal (+0.5). Max Intimidate but low bluff means at least you can tag-team (+0). Maxed skills (+0.25), Disarm (+0.25), Expertise (+0.25) see some play. You did take painting (+0.25) but it gives a bonus to Gather Information, which you have so few ranks in (-0.25).



Father Tei: 15.5

Power: 3.5 3.75 (incorrect maths)
BAB 6 @10 and 12 @20 is close to standard but a minor debit (-0.25). Was wondering when someone would put knowledge devotion to work (+0.25) 4th level casting is above standard (+0.5) Feint + IF + every exotic weapon is a nice boost (+0.25)

Originality: 4.5
It takes a unique individual to look at Watch Detective and say, "you know what this class needs is some Shiba Protector and Mystic Wanderer." Sprinkle in a dash of Master of Masks and a Cleric entry because why not. (+1.5)

Elegance: 2.75
Alignment change and middle age are legal but also a little bit of cheese (-0.5) Knowledge devotion requires 5 skill ranks which you don't have at 1st level. And when you swap it you give up the domain power that gives you all knowledges. Should have swapped it later (-0.25) Legal entries into prestige classes and qualified for all other feats when taken. (+0.25) You creatively paid a few taxes along the way (+0.25)

Use of Secret Ingredient: 4.5
ECL 8 entry (+0.25). Let's see we have Disarm (+0.25), Expertise (+0.25), Painting (+0.25), Knowledges & capstone use via devotion (+0.5), Bluff (but need a partner so +0), Max ranks in quite a few class skills - and feats and features synergnize around them (+0.25). What with all your casting, SLAs, masks, etc, seems like it would be challenging to avoid gathering evidence via magic (Charm person I don't think leads to appropriate consent under the terms of the Rule of Evidence, for example) (-0.25)



Night Owl: 11.75

Power: 1.75
BAB +4 at 10 and +9 at 20 is a big step down (-0.75) And 1st level spells twice? 1st level manifesting? Truespeech? We'll talk about your schtick below, but not much "there" there. (-0.5)

Originality: 5
You. *Ahem* I. Ummm... I mean, WHAT? How? What! I'll just leave this here. (+2) I think I just failed a will save. This was a lot of fun to read.

Elegance: 4
Drunken Master requires evasion, which you gave up at Monk 2 (ECL 4) for feign death (-0.25) (you gain it back later at ECL 16). Appear to be missing 1 rank in intimidate for Frostrager (-0.25) ((Maybe from ECL 8 missing skills - were you comatose that whole level?)). There's ... no multiclass penalties and you had to qualify for about 17,000 different things, which aside from the nits picked above you did (+1). And while normally I don't engage with shenanigans, the rules don't say that I can't give an ad-hoc bonus of +0.5 to a drunk owl, and only to a drunk owl. (I need Cold hard proof that I can't!)

Use of Secret Ingredient: 1
ECL 6 entry (+0.5) 2 levels taken, 8 were not (-2). But my what you did with those 2. You took painting so you can show off the composite sketch (+0.25)! I'll give you credit for (ab)using the heck out of combat expertise (+0.5) I've been penalizing class skills (-0.25), disarm (-0.25), co-op interrogation (-0.25), lack of use of capstone (-0.5). But I think you kinda knew this was part of the deal.


Jonathan Glint: 10.25

Power: 3
BAB 15 is standard. Rogue offers some skills, changeling helps disguise, totemist gives some utility, Kharash gives HiPS and ranger wands. Overall seems right in line with a standard entry. No change.

Originality: 3
Rogue entry is expected (-0.25), only changeling rogue (people probably assumed everyone was going to do it so no one did). Totemist got some play above but I'm not penalizing. Stalker of Kharash is niche and unexpected here. (+0.25) Solid character.

Elegance: 2.5
You seem to be using racial emulation to take the golden hands substitute levels, but don't get that feat until level 3. (-0.25) Entry into Stalker is eased through creative use of paying the taxes (+0.25). Paying for feats for soulmelds and opening chakras seems wasted when you only have 2 essentia to play around with. (-0.5) No tremendous synergies unless I'm missing something big.

Use of Secret Ingredient: 1.5 1.75 (adjusted)
Seem to be missing 2 ranks in Search at ECL 5 to qualify for Watch Detective (-0.5) You didn't really do anything to enhance Disarm(-0.25). No Bluff or intimidate for co-op interrogation (-0.25). Didn't go anywhere with Combat Expertise. (-0.25) Removed Penalty as essentially one mistake one penalty. The knowledge bonuses are there but the capstone is otherwise unused (-0.5). Max ranks in quite a few class skills(+0.25). With your feat selection it feels like you should have just gone more totemist rather than watch detective.



Hemlock Nodens14.5

Power: 3.25
BAB 6 @10 and 12 @20 is close to standard but a minor debit (-0.25). Standard Factotum with multiple Font of Inspiration is maybe a step up from Ranger or Rogue (+0.25). Gnome Quickrazor and Iaijutsu Focus is right out of the handbook (+0.25)

Originality: 2.75
Rogue dip (-0.25). Otherwise this is a bog-standard Factotum, hard to be original with 4 FoI feats (-0.25). I'll give you points for Lucid Dreaming (+0.25) and Dreamtelling (+0.25). Gnome Quickrazor and Iaijutsu Focus is right out of the handbook (-0.25)

Elegance: 3.75
There's a certain elegance to simplicity (+0.25). Dreamtelling is simple to get but really pulls this whole build together (+0.5)

Use of Secret Ingredient: 4.5 4.75 (adjusted upwards)
ECL 6 entry (+0.5) Craft: Painting (+0.25) Max ranks in quite a few class skills (+0.25) Knowledges and a use for the capstone! Repeatedly while dreaming! (+0.5) Max ranks in bluff but no intimidate means you need a partner but at least can help interrogate (-0) You didn't really do anything to enhance Disarm(-0.25). Removed for standardization Expertise -> Feint -> IF -> Surprising Riposte (+0.25)

Venger
2021-05-23, 12:35 AM
Build
Class levels
Chef
Judge 1
Total
Place


Semloh Kcolrehs (https://forums.giantitp.com/showsinglepost.php?p=25041856&postcount=57)
LG Human Urban Ranger1/Knight4/Watch Detective2/Apostle of Peace2/Watch Detective10/Apostle of Peace5

13.25




Brother Hecatfael (https://forums.giantitp.com/showsinglepost.php?p=25041856&postcount=58)
?? desert kobold totemist 2/monk 1/binder 1/archivist 1/watch detective 3/swordsage 1/watch detective 6/kensai 2/justiciar 2/watch detective 10

10.75




Varash Cloudwatcher (https://forums.giantitp.com/showsinglepost.php?p=25041856&postcount=59)
CG Primordial Half-Giant Ranger 2 - Barbarian 1 - Soul Knife 2 - Soulbow 4 - Watch Detective 10


13




Sibyll d'Orien (https://forums.giantitp.com/showsinglepost.php?p=25041856&postcount=60)
NG Human, Psychic Rogue 5/Watch Detective 10/Ebon Saint 3/Heir of Siberys 2


17.25




Murphy Chell (https://forums.giantitp.com/showsinglepost.php?p=25041856&postcount=61)
LN nezumi urban druid 5/watch detective 2/urban druid 6/watch detective 3/ urban druid 7/ watch detective 4/urban druid 10/watch detective 10

13.75




Bertie Sugg (https://forums.giantitp.com/showsinglepost.php?p=25041856&postcount=62)
LN changeling spellthief 10/watch detective 10

15




Mitra (https://forums.giantitp.com/showsinglepost.php?p=25041856&postcount=63)
NG air goblin noble 3/master inquisitive 2/watch detective 3/dungeon lord 1/watch detective 5/apostle of peace 2/watch detective 10/dungeon lord 3

13




Yiana (https://forums.giantitp.com/showsinglepost.php?p=25041856&postcount=64)
LG human marshal 3/swashbuckler 4/urban savant 2/jordain vizier 1/watch detective 10

15.25




Father Tei (https://forums.giantitp.com/showsinglepost.php?p=25041856&postcount=65)
LG>NG middle aged phoenix human cloistered divine magician cleric 2/ human paragon 3/ mystic wanderer 2/ watch detective 10/ shiba protector 1/ master of masks 2

15.25




Jack Oni (https://forums.giantitp.com/showsinglepost.php?p=25041856&postcount=65)
LG spirit hellbred ranger 2/rogue 2/warblade 3/watch detective 10/ marshal 3

15.25




Night Owl (https://forums.giantitp.com/showsinglepost.php?p=25041856&postcount=67)
LN Unicorn Clan Human Archivist 1/ truenamer 1/ monk 2/ deadly hunter druid 1/ watch detective 2/ psychic warrior 2/ fighter 2/ Drunken Master 1/ Soulknife 1/ Contemplative 1/ feat rogue 2/ frostrager 3/ warchief 1

11.75




Jonathan Glint (https://forums.giantitp.com/showsinglepost.php?p=25041856&postcount=68)
ng changeling rogue 3/totemist 2/watch detective 10/stalker of kharash 5

10.25




Hemlock Nodens ([url=https://forums.giantitp.com/showsinglepost.php?p=25041856&postcount=69)
Lawful Neutral Human Factotum 5/Watch Detective 2/Feat Rogue 1/Factotum +3/Watch Detective +8

14.5




The Chair's entry when he finishes it ([url=https://forums.giantitp.com/showsinglepost.php?p=25041856&postcount=70)
(mystery flavor)
The Viscount
-
-
-



Thanks for judging. Updated table. Let me know if I need to adjust totals.

Piggy Knowles
2021-05-24, 08:06 AM
Thanks for judging! Still reading over everything, but thus far it looks great!

mattie_p
2021-05-24, 09:08 AM
I'm sure there will be some disputes or clarifications, there always are. Any update from the chair on that or on timeline for closing this round? How is my esteemed colleague and fellow judge H_H_F_F doing?

H_H_F_F
2021-05-24, 11:57 AM
I'm sure there will be some disputes or clarifications, there always are. Any update from the chair on that or on timeline for closing this round? How is my esteemed colleague and fellow judge H_H_F_F doing?

5 fully judged so far, but I should be able to make much better progress during the next couple of days. I hope to be done within 72 hours. I'm looking forward to reading your judgement!

The Viscount
2021-05-24, 05:54 PM
I'm sure there will be some disputes or clarifications, there always are. Any update from the chair on that or on timeline for closing this round? How is my esteemed colleague and fellow judge H_H_F_F doing?

At time of posting, I currently do not have any disputes in my inbox. After our second set of judgements, I'll give a few days for disputes, if any, and then move to the next round where we may reap the wages of our sin.

The Viscount
2021-05-25, 06:13 PM
Funny you should mention disputes, here's one now!


Hello Mattie_p (or is it mattie_p ?), thanks for judging!

I feel your judgement of my entry is spot on, only minor nitpick I have is that to other entries you've given a minor bonus for using disarm, but far I can see the only difference between their sinergy and mine is that they take ranged disarm whereas I take improved disarm, shouldn't that be a +0.25?

that's it for the dispute, I've more to say about elegance and OutSI, but they are outside the scope of a dispute and more along the lines of observations/urge to explain myself, so I'll put them behind a spoiler because they aren't meant to be an actual dispute, since it's more something down to preference/subjectivity, and since I'm writing about the disarm minor thing, I might as well send them together shrugs



On elegance :I was considering the huntsman ACF for the bag of goodies it gives, which would have neated me the track :3 , but I felt it inelegant because I "traded away" wild shape for urban shape, RAI I could clearly lose urban shape for huntsman, but RAW it's "trading the same thing two times" and therefore illegal and I like staying as RAW abiding as possible.
My initial idea was of using a completely different race and use the urban wild shape as fuel for the Cadv Scent feat and Hawk vision, but I felt that was inelegant because urban shape is not wild shape, but by then I got married to the idea of having scent somehow, if nothing else for the meme factor of using stinking cloud while having scent. the other strong contenders were SS antroanimals, but the cha penalty were arghh

On UotSI : I disagree with the penalty you've given me on UotSI for being druid, putting aside that I wouldn't qualify for improved disarm without the free expertise Watch detective gives :P, I understand the reasoning behind that penalty. I was almost stopping at druid 9 because the information network was what I wanted out of the class, but I disliked taking a random 1 level dip for something "useful" (felt inelegant to me compared to a 10/10 build) eventho going 1(rogue or ranger)/9druid/10 watch detective would have made my life soooo much easier. But I didn't write anythign about it and assuming that I'd rather be a full druid is a fair observation, even if that wasn't my intention at all :D

It's also a bit of a pet peeve I have, about wanting to avoid "obvious entries" as much as possible :)

I also wish I knew 23 ranks in a class skill was a factor, I however very much like to keep the skills I have chosen to put a lot of ranks in as close to each other as possible,
aka I like 6 skills at 21 more than 3 skills at 19 and 3 skills at 23 :). Personal preference so that's that

I feel like a sleazeball for saying anything, but I guess that fits for a ratty character :D

mattie_p
2021-05-26, 03:28 PM
Hi Murphy, it's nice to meet you. You can capitalize or not, I'm not picky there. Thanks for the entry. I enjoyed reading all of them and gave me an excuse to pile my books across the living room floor and sit in a beanbag chair for hours on end.

Regarding Disarm, the improved disarm feat requires combat expertise. My intention was to penalize once for (-0.25) for not further enhancing either of these aspects of the Watch Detective, and to credit once if either was further utilized, and to credit twice (totaling +0.5) if both were utilized.

In re-reading my judging, I see that I didn't quite adhere to that for all of the entries. Saturday was a long day and I wanted to get it done on time! But that's no excuse for shoddy judging. By my view, I inappropriately penalized Mitra, Yiana, and Jonathan. Each will receive a +0.25 adjustment in their UoSI scores. Furthermore, Hemlock received both a credit and a debit, I will erase the debit which will result in a +0.25 point adjustment. I will edit the judging above to reflect those at some point.

I will note that I gave you a +0.25 score in UoSI for taking Improved Disarm, and your peer similarly received a +0.25 score for use of Ranged Disarm. Further use of aspects would have received additional credit. So while you don't actually have a score change as a result of this, I'm sure your peers will thank you.

I'll maybe respond a little later to your side note, I gotta run and watch my kid run in outdoor track.

Venger
2021-05-26, 04:40 PM
Chart updated accordingly.

mattie_p
2021-05-26, 04:55 PM
Venger, while I was updating based off of the dispute, I also corrected some math errors. Please adjust scores in the table for Semloh, Yiana, and Father Tei. I did suggest there might be math errors, and while double-checking I found 3. My sincere apologies. Other than correcting the math (which I will note I said was permitted in my "primary source" rules), no competitor will get downgraded based on a dispute.

Venger
2021-05-26, 05:03 PM
Venger, while I was updating based off of the dispute, I also corrected some math errors. Please adjust scores in the table for Semloh, Yiana, and Father Tei. I did suggest there might be math errors, and while double-checking I found 3. My sincere apologies. Other than correcting the math (which I will note I said was permitted in my "primary source" rules), no competitor will get downgraded based on a dispute.
All right. Reposting the table for the new page. Are those values correct?


Build
Class levels
Chef
Judge 1
Total
Place


Semloh Kcolrehs (https://forums.giantitp.com/showsinglepost.php?p=25041856&postcount=57)
LG Human Urban Ranger1/Knight4/Watch Detective2/Apostle of Peace2/Watch Detective10/Apostle of Peace5

12.75




Brother Hecatfael (https://forums.giantitp.com/showsinglepost.php?p=25041858&postcount=58)
?? desert kobold totemist 2/monk 1/binder 1/archivist 1/watch detective 3/swordsage 1/watch detective 6/kensai 2/justiciar 2/watch detective 10

10.75




Varash Cloudwatcher (https://forums.giantitp.com/showsinglepost.php?p=25041863&postcount=59)
CG Primordial Half-Giant Ranger 2 - Barbarian 1 - Soul Knife 2 - Soulbow 4 - Watch Detective 10


13




Sibyll d'Orien (https://forums.giantitp.com/showsinglepost.php?p=25041867&postcount=60)
NG Human, Psychic Rogue 5/Watch Detective 10/Ebon Saint 3/Heir of Siberys 2


17.25




Murphy Chell (https://forums.giantitp.com/showsinglepost.php?p=25041869&postcount=61)
LN nezumi urban druid 5/watch detective 2/urban druid 6/watch detective 3/ urban druid 7/ watch detective 4/urban druid 10/watch detective 10

13.75




Bertie Sugg (https://forums.giantitp.com/showsinglepost.php?p=25041872&postcount=62)
LN changeling spellthief 10/watch detective 10

15




Mitra (https://forums.giantitp.com/showsinglepost.php?p=25041878&postcount=63)
NG air goblin noble 3/master inquisitive 2/watch detective 3/dungeon lord 1/watch detective 5/apostle of peace 2/watch detective 10/dungeon lord 3

13




Yiana (https://forums.giantitp.com/showsinglepost.php?p=25041883&postcount=64)
LG human marshal 3/swashbuckler 4/urban savant 2/jordain vizier 1/watch detective 10

15




Father Tei (https://forums.giantitp.com/showsinglepost.php?p=25041886&postcount=65)
LG>NG middle aged phoenix human cloistered divine magician cleric 2/ human paragon 3/ mystic wanderer 2/ watch detective 10/ shiba protector 1/ master of masks 2

15.5




Jack Oni (https://forums.giantitp.com/showsinglepost.php?p=25041887&postcount=66)
LG spirit hellbred ranger 2/rogue 2/warblade 3/watch detective 10/ marshal 3

15.25




Night Owl (https://forums.giantitp.com/showsinglepost.php?p=25041895&postcount=67)
LN Unicorn Clan Human Archivist 1/ truenamer 1/ monk 2/ deadly hunter druid 1/ watch detective 2/ psychic warrior 2/ fighter 2/ Drunken Master 1/ Soulknife 1/ Contemplative 1/ feat rogue 2/ frostrager 3/ warchief 1

11.75




Jonathan Glint (https://forums.giantitp.com/showsinglepost.php?p=25041899&postcount=68)
ng changeling rogue 3/totemist 2/watch detective 10/stalker of kharash 5

10.25




Hemlock Nodens (https://forums.giantitp.com/showsinglepost.php?p=25041903&postcount=69)
Lawful Neutral Human Factotum 5/Watch Detective 2/Feat Rogue 1/Factotum +3/Watch Detective +8

14.5




The Chair's entry when he finishes it ([url=https://forums.giantitp.com/showsinglepost.php?p=25041856&postcount=70)
(mystery flavor)
The Viscount
-
-
-

Thurbane
2021-05-26, 06:18 PM
So many great entries this round, but I think my HM has to go to Bertie Sugg. :smallbiggrin:

mattie_p
2021-05-26, 06:57 PM
Looking good, Venger, thanks.

So all of this is inherently subjective, right? I did my best to judge everyone using the same scale as much as possible. I do stand by my ratings for the rest of the categories.

For the Use of Secret Ingredient, I tried to level the playing field by using as many objective measures as possible. Taking advantage of class skills is an inherent part of using the class to its fullest potential. And many of the special abilities of Watch Detective depend upon skill checks, making skill ranks especially crucial here. The Urban Tracking feat, even though not part of the class, also depends upon a Gather Information check.

Regarding Urban Druid levels, I feel I sufficiently rewarded you in other categories, notably Power. That is part of the problem, to be honest. Druid is such a strong chassis, I'm having a hard time buying why you took such a crippling personal penalty as to go into Watch Detective, Murphy. I don't think you sold me on your rationale behind it, rather than continue as an Urban Druid and solve crimes on the down low.

ciopo
2021-05-27, 04:42 AM
Oh yeah, I second the HM to Bertie

Also,is it just me that the links to the individual entries all sends to the same destination?

mattie_p
2021-05-27, 07:39 AM
Not just you. I forgot to mention that whilst judging.

Zaq
2021-05-27, 10:56 AM
I love an awful lot of what's on display here, but I cannot in good faith vote for anyone other than the Night Owl for HM. That build is a work of terrifying and beautiful art.

Hiro Quester
2021-05-27, 11:13 AM
I love an awful lot of what's on display here, but I cannot in good faith vote for anyone other than the Night Owl for HM. That build is a work of terrifying and beautiful art.

I'm with Zaq on that. It was ridiculous, and awful, and hilarious, and inelegant, but still deeply insightful, taking rules lawyering to the extreme limit in a beautiful and awful way.

Piggy Knowles
2021-05-27, 11:15 AM
+2 to Night Owl for HM.

Venger
2021-05-27, 04:50 PM
Oh yeah, I second the HM to Bertie

Also,is it just me that the links to the individual entries all sends to the same destination?

Try it now. They look fine to me.

ciopo
2021-05-27, 04:57 PM
They all sends to Semloh

Venger
2021-05-27, 05:02 PM
Still? I posted all the links again and tested it out and they lead to the correct dishes on my end.

ciopo
2021-05-27, 05:04 PM
Nevermind, I'm an idiot and I was clicking on the old table :D

I'll go hide in a corner now!

(And thank you for making the overview tables in the first place!)

DeTess
2021-05-28, 03:11 PM
Nooooooo!

I stop paying attention to this part of the forums for a bit because I'm busy with work, and then this ingredient comes and goes. Ah well, the builds that did make it in do all look pretty cool and flavorful, but still, I'll be kicking myself for not getting some builds in for this one.

H_H_F_F
2021-05-29, 03:49 PM
Friends, it seems like I can't catch a break lately. If it isn't personal loss, it's war, or an addict relapsing, or a suicidal attempt (both by different people, neither by me). I didn't have the free time I thought I would have, and a lot of people have needed me lately.

If you'd still like to wait I'll try my best to do it quickly, but perhaps it's better to move on at this juncture. I'm very sorry to disappoint.

Hiro Quester
2021-05-29, 06:01 PM
We’re all sorry that life has been so hectic for you lately, I’m sure.

Imho, as a non-contestant, I’d suggest leaving it up to you, H_H_F_F.

If you want to keep working at it, and just want more time, I’d vote for more time.

But if you want to just let go of this commitment, given everything else that’s going on, we’ll be fine without your judging.

H_H_F_F
2021-05-29, 06:50 PM
We’re all sorry that life has been so hectic for you lately, I’m sure.

Imho, as a non-contestant, I’d suggest leaving it up to you, H_H_F_F.

If you want to keep working at it, and just want more time, I’d vote for more time.

But if you want to just let go of this commitment, given everything else that’s going on, we’ll be fine without your judging.

Thanks for your sentiments, Hiro Quester.

I'd really like to comolete this task, but with how crazy things have been, I no longer feel comfortable offering a concrete timeline. I wouldn't like to hold back the competition.

Hiro Quester
2021-05-29, 07:23 PM
I think there is precedent for allowing more time for a judge, if many contestants and the chair agree.

In my first IC, swiftblade, judging was delayed a few months for various reasons—including the GitP site outage.

it’s also not unreasonable to open up the next round while we wait, IMHO. But I know opinions might vary on that one.

daremetoidareyo
2021-05-29, 09:04 PM
Thanks for your sentiments, Hiro Quester.

I'd really like to comolete this task, but with how crazy things have been, I no longer feel comfortable offering a concrete timeline. I wouldn't like to hold back the competition.

I know you said that you would judge, but seriously though, any of those stressors you listed take priority. They’re stressful. Don’t worry about letting anyone here down. You honor the competition by taking care of yourself.

The Viscount
2021-05-29, 10:21 PM
I agree with dare. You've got more than enough going on in your life, and I don't want to pile more demands on you. Sorry to hear stuff is so out of control.
Here's the reveal.



Build
Class levels
Chef
Judge 1
Total
Place


Semloh Kcolrehs (https://forums.giantitp.com/showsinglepost.php?p=25041856&postcount=57)
LG Human Urban Ranger1/Knight4/Watch Detective2/Apostle of Peace2/Watch Detective10/Apostle of Peace5
Paragon
12.75
12.75
10th


Brother Hecatfael (https://forums.giantitp.com/showsinglepost.php?p=25041858&postcount=58)
desert kobold totemist 2/monk 1/binder 1/archivist 1/watch detective 3/swordsage 1/watch detective 6/kensai 2/justiciar 2/watch detective 10
Beni-Kujaku
10.75
10.75
12


Varash Cloudwatcher (https://forums.giantitp.com/showsinglepost.php?p=25041863&postcount=59)
CG Primordial Half-Giant Ranger 2 - Barbarian 1 - Soul Knife 2 - Soulbow 4 - Watch Detective 10

Korahir
13
13
8th


Sibyll d'Orien (https://forums.giantitp.com/showsinglepost.php?p=25041867&postcount=60)
NG Human, Psychic Rogue 5/Watch Detective 10/Ebon Saint 3/Heir of Siberys 2

Piggy Knowles
17.25
17.25
1st


Murphy Chell (https://forums.giantitp.com/showsinglepost.php?p=25041869&postcount=61)
LN nezumi urban druid 5/watch detective 2/urban druid 6/watch detective 3/ urban druid 7/ watch detective 4/urban druid 10/watch detective 10
ciopo
13.75
13.75
7th


Bertie Sugg (https://forums.giantitp.com/showsinglepost.php?p=25041872&postcount=62)
LN changeling spellthief 10/watch detective 10
Piggy Knowles
15
15
4th


Mitra (https://forums.giantitp.com/showsinglepost.php?p=25041878&postcount=63)
NG air goblin noble 3/master inquisitive 2/watch detective 3/dungeon lord 1/watch detective 5/apostle of peace 2/watch detective 10/dungeon lord 3
Zaq
13
13
8th


Yiana (https://forums.giantitp.com/showsinglepost.php?p=25041883&postcount=64)
LG human marshal 3/swashbuckler 4/urban savant 2/jordain vizier 1/watch detective 10
Zaq
15
15
4th


Father Tei (https://forums.giantitp.com/showsinglepost.php?p=25041886&postcount=65)
LG>NG middle aged phoenix human cloistered divine magician cleric 2/ human paragon 3/ mystic wanderer 2/ watch detective 10/ shiba protector 1/ master of masks 2
WhamBamSam
15.5
15.5
2nd


Jack Oni (https://forums.giantitp.com/showsinglepost.php?p=25041887&postcount=66)
LG spirit hellbred ranger 2/rogue 2/warblade 3/watch detective 10/ marshal 3
WhamBamSam
15.25
15.25
3rd


Night Owl (https://forums.giantitp.com/showsinglepost.php?p=25041895&postcount=67)
LN Unicorn Clan Human Archivist 1/ truenamer 1/ monk 2/ deadly hunter druid 1/ watch detective 2/ psychic warrior 2/ fighter 2/ Drunken Master 1/ Soulknife 1/ Contemplative 1/ feat rogue 2/ frostrager 3/ warchief 1
daremetoidareyou
11.75
11.75
11/HM


Jonathan Glint (https://forums.giantitp.com/showsinglepost.php?p=25041899&postcount=68)
NG changeling rogue 3/totemist 2/watch detective 10/stalker of kharash 5
Venger
10.25
10.25
13


Hemlock Nodens (https://forums.giantitp.com/showsinglepost.php?p=25041903&postcount=69)
Lawful Neutral Human Factotum 5/Watch Detective 2/Feat Rogue 1/Factotum +3/Watch Detective +8
Khatoblepas
14.5
14.5
6th


The Chair's entry when he finishes it ([url=https://forums.giantitp.com/showsinglepost.php?p=25041856&postcount=70)
(mystery flavor)
The Viscount
N/A
N/A
N/A



Next round up over here (https://forums.giantitp.com/showthread.php?632291-Iron-Chef-Optimization-Challenge-in-the-Playground-CXII).

Venger
2021-05-29, 10:30 PM
Congratulations to all the medalists. This was a very good round.

Thurbane
2021-05-29, 11:04 PM
Great round, everyone. https://forums.giantitp.com/images/sand/icons/icon_thumbsup.png :smallsmile:

Still bummed I didn't get an entry on for this ingredient, but having seen the entries, feel like mine would've been a bit plain vanilla, and doubt it would have scored very high.

ciopo
2021-05-30, 01:52 AM
Friends, it seems like I can't catch a break lately. If it isn't personal loss, it's war, or an addict relapsing, or a suicidal attempt (both by different people, neither by me). I didn't have the free time I thought I would have, and a lot of people have needed me lately.

If you'd still like to wait I'll try my best to do it quickly, but perhaps it's better to move on at this juncture. I'm very sorry to disappoint.

Take Care H_H_F_F !


Hi Murphy, it's nice to meet you. You can capitalize or not, I'm not picky there. Thanks for the entry. I enjoyed reading all of them and gave me an excuse to pile my books across the living room floor and sit in a beanbag chair for hours on end.

Regarding Disarm, the improved disarm feat requires combat expertise. My intention was to penalize once for (-0.25) for not further enhancing either of these aspects of the Watch Detective, and to credit once if either was further utilized, and to credit twice (totaling +0.5) if both were utilized.

In re-reading my judging, I see that I didn't quite adhere to that for all of the entries. Saturday was a long day and I wanted to get it done on time! But that's no excuse for shoddy judging. By my view, I inappropriately penalized Mitra, Yiana, and Jonathan. Each will receive a +0.25 adjustment in their UoSI scores. Furthermore, Hemlock received both a credit and a debit, I will erase the debit which will result in a +0.25 point adjustment. I will edit the judging above to reflect those at some point.

I will note that I gave you a +0.25 score in UoSI for taking Improved Disarm, and your peer similarly received a +0.25 score for use of Ranged Disarm. Further use of aspects would have received additional credit. So while you don't actually have a score change as a result of this, I'm sure your peers will thank you.

I'll maybe respond a little later to your side note, I gotta run and watch my kid run in outdoor track.

I'm absolutely ok with that :) I was confused because on some entries you gave points for building on expertise but not disarm, on some for disarm but not expertise and on some for both, that confused me a little bit and I thought you probably judged those in different days and that's were the perceived inconsistency came from

H_H_F_F
2021-05-30, 03:08 AM
Well done guys, my apologies again. And congratulations!

Thank you to our judge and our chair. I hope life will be more reasonable soon so I can participate in the next round in some capacity.

loky1109
2021-05-31, 12:39 PM
His tactic of taking enemies weapons to use against them is also bolstered, somewhat unusually, by way of the TWF Style feat Steal and Strike. Since the relevant part of the feat applies only to the kukri, Warblade’s Weapon Aptitude can switch it to apply to any desired type of weapon, so long as Jack practices with a weapon of that type for an hour in the morning.
This trick doesn't work.

WhamBamSam
2021-06-01, 04:24 PM
I disagree? It works with only a specific kind of weapon, which is what Weapon Aptitude requires in order to apply to a feat. It might not be RAI, but I think it holds up by RAW.

loky1109
2021-06-01, 05:05 PM
It unequivocally isn't RAI, and not clear by RAW.
I was sure, I saw the confirmation in FAQ, but... I didn't.

You are formally right, but I still think this is inelegant.

mattie_p
2021-06-01, 07:10 PM
There's a lot that I did catch, that one eluded me. I might have applied a small penalty. Weapon Aptitude modifies feats that apply to only a single weapon, that feat applies to 2. But judgment stands, dispute time over.