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The Viscount
2021-08-14, 09:49 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.

Weapons are cool and magic is fun, but sometimes there's nothing like the old ways. This round we're turning to the oldest ways there are, natural weapons. Turn to Champions of Ruin and hear the roar of the crowd, this round we're cooking with Thayan Gladiator!

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 Tuesday August 31th, 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 September 12th, 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. (A fillable, pre-formatted version found here (https://docs.google.com/spreadsheets/d/1BG0-5sq4dL9Ooh7-QfXuyHzO4rXSz-CRcj29t6BeUVE/edit#gid=0))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)
Iron Chef CXI: Watch Detective (https://forums.giantitp.com/showthread.php?630421-Iron-Chef-Optimization-Challenge-in-the-Playground-CXI)
Iron Chef CXII: Spinemeld Warrior (https://forums.giantitp.com/showthread.php?632291-Iron-Chef-Optimization-Challenge-in-the-Playground-CXII)
Iron Chef CXIII: Celebrant of Sharess (https://forums.giantitp.com/showthread.php?633637-Iron-Chef-Optimization-Challenge-in-the-Playground-CXIII)

The Viscount
2021-08-14, 09:49 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 for the purpose of overcoming DR.
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.

Venger
2021-08-14, 09:50 PM
I've waited forever for this. I'm in to cook.

Yan Korlat
2021-08-14, 10:09 PM
This one doesn't give you much to go on! A few questions:

-May we write into backstory or ignore the "Must undergo a ritual developed by the Zulkir of Transmutation that grants the class its abilities" pre-req?
-The class features all function as the INW feat, and apply to a single natural attack FORM, rather than a single natural attack, correct?

I have a bunch of questions about how natural attack stacking will be ruled, but they might be too spoliery.

The Viscount
2021-08-14, 10:53 PM
This one doesn't give you much to go on! A few questions:

-May we write into backstory or ignore the "Must undergo a ritual developed by the Zulkir of Transmutation that grants the class its abilities" pre-req?
-The class features all function as the INW feat, and apply to a single natural attack FORM, rather than a single natural attack, correct?

I have a bunch of questions about how natural attack stacking will be ruled, but they might be too spoliery.

Given that the class doesn't really give you any information about the ritual, I'd say you're certainly welcome to incorporate it, but it is nor required.

For the second question, I'm not sure I understand the question.
If you're asking for something like "If my character has 2 claws, do the benefits of the class apply to both claws because they're the same form?", the answer to that question is yes. If you're asking a different question, please rephrase or provide an example.

Please feel free to PM any questions you think are too specific to post in the general thread.

AvatarVecna
2021-08-14, 11:05 PM
I think I'll volunteer upfront to judge this time around.

The Viscount
2021-08-14, 11:06 PM
I think I'll volunteer upfront to judge this time around.

We are graced with your sacrifice.

H_H_F_F
2021-08-15, 06:58 AM
Looking forward to this one. I'll ebter if I find something interesting to do with this. Good luck, everyone!

pabelfly
2021-08-15, 07:33 AM
I think I'll volunteer upfront to judge this time around.

Thank you for taking this role.

I think I might have a go at this ingredient.

Yan Korlat
2021-08-15, 09:48 AM
For the second question, I'm not sure I understand the question.
If you're asking for something like "If my character has 2 claws, do the benefits of the class apply to both claws because they're the same form?", the answer to that question is yes. If you're asking a different question, please rephrase or provide an example.


Thanks! That was indeed what I was confirming.

WhamBamSam
2021-08-15, 11:09 AM
Dunno exactly what I'm doing with this yet, but I have some thoughts.

daremetoidareyo
2021-08-15, 11:12 AM
This is a relatively simple class, it’s gonna be neat to see what creative growth it spawns.

Kuulvheysoon
2021-08-15, 04:26 PM
Ugh, the worst part of Iron Chef is trying to avoid the obvious options like [CENSORED] and [CENSORED] when coming up with ideas. I've got a half dozen different ones, but of those 2 are crap, 2 I'm pretty sure that everyone will think of and someone will go for, 2 are potentials, and one is a meme build.

Choices, choices.

ciopo
2021-08-15, 04:29 PM
I vote for meme build :p

daremetoidareyo
2021-08-15, 04:55 PM
Ugh, the worst part of Iron Chef is trying to avoid the obvious options like [CENSORED] and [CENSORED] when coming up with ideas. I've got a half dozen different ones, but of those 2 are crap, 2 I'm pretty sure that everyone will think of and someone will go for, 2 are potentials, and one is a meme build.

Choices, choices.

Thing is, obvious options might only be obvious to you. And the other thing is that obvious options can be done both well as well as poorly, so if you’re thinking of [censored], consider making it the best dang [censored] there is

Kuulvheysoon
2021-08-15, 05:26 PM
I vote for meme build :p

I mean, we are allowed to submit two entries these days...


Thing is, obvious options might only be obvious to you. And the other thing is that obvious options can be done both well as well as poorly, so if you’re thinking of [censored], consider making it the best dang [censored] there is

And that's the issue. It's so very easy to talk yourself out of something that you're convinced that everyone immediately thinks of, then when the entries are revealed... no one touched it, either because they didn't think of it or because they also Vizzini'd themselves out of it.

loky1109
2021-08-15, 06:23 PM
I have crazy concept.

Thurbane
2021-08-15, 07:01 PM
I might be up for an entry, but I strongly suspect my lack of knowledge of [redacted] will hamper any entry I submit.

Zaq
2021-08-16, 11:02 AM
Hmmmmm. Intriguing. I don't have a build in mind just yet, but this has potential. I'm going to try to cook and hope inspiration strikes. We shall see.

I feel personally insulted by that 9th level ability. Come on, bro. Come on.

ciopo
2021-08-16, 11:19 AM
Right? I can't wrap my head around why bypassing /magic is higher rated than /adamantine or /silver. Maybe it made more sense in 3.0?

AvatarVecna
2021-08-16, 11:42 AM
Right? I can't wrap my head around why bypassing /magic is higher rated than /adamantine or /silver. Maybe it made more sense in 3.0?

One lets you hurt werewolves, the other lets you hurt dragons. Dragons are cooler than werewolves, thus...

ciopo
2021-08-16, 12:35 PM
I suppose that is a very valid concern in a slave arena settings, where the tech/wealth level are more along the lines of "rusty fork" than "+1 longsword"

fingers crossed for no dragons :O

Do you happen to have a judging rubric?

AvatarVecna
2021-08-16, 12:54 PM
I suppose that is a very valid concern in a slave arena settings, where the tech/wealth level are more along the lines of "rusty fork" than "+1 longsword"

fingers crossed for no dragons :O

Do you happen to have a judging rubric?

1) All categories start at 3 and increase/decrease from there. All scores are measured in quarter points.

2) Originality is a measure of how expected a particular ingredient is in my eyes, both in general and for this particular competition.

3) I measure power relative to the competition. This isn't a caster round, it's not even a half-caster round, so mundane builds will score about what they deserve, and caster builds will probably get top marks by default unless they're particularly awful.

4) Elegance is, for me at least, a measure of how likely this build is to start arguments at tables. Not my table or your table or any particular person's table, but tables in general. Leaning heavily on pure RAW interpretation that results in obvious power grabs? That's an argument. Multiclassing penalties? That's an argument. Failure to qualify for feats? That's an argument. Template-stacking? Item dependency? 7 different classes/PrCs? Flaws? Weird interpretations? Arguments all. Oh, and try to list your sources. Book will suffice, I don't need page numbers, but include them if you wish.

5) UotSI is a measure of how well you're making use of a given PrC feature. To use an example from a previous contest, the Rage Mage round featured a ton of people making gish builds (obviously - it's a barbarian half-caster PrC), which means the ability to boost your spell save DCs wasn't getting much attention from basically anybody (IIRC, some chefs didn't even have it in their list of class features, that's how little thought it got from them). Sure, every build technically had a spell or two that had a spell DC to enhance with that ability, but basically none of them actually cared about a save DC increase, so basically none of them got points for it.

H_H_F_F
2021-08-16, 12:59 PM
. I feel personally insulted by that 9th level ability. Come on, bro. Come on.

I legit had to read it 3 times before being convinced that I'm not missing anything. Glad I wasn't the only one who found it upsetting.

Kuulvheysoon
2021-08-16, 02:12 PM
Jeez. I mean, we're used to martials getting shafted, but that's just brutal. Worst part is, that's what level 14 at the earliest? For a natural weapon focused class. Not going to lie, I was impressed by the silver and adamantine abilities. Then they slap this in your face. Insult to injury, yo.

If the last competition was about someone's ex, this one is about the giant middle finger that WotC gave to martials in 3.5E.

AvatarVecna
2021-08-16, 02:34 PM
Jeez. I mean, we're used to martials getting shafted, but that's just brutal. Worst part is, that's what level 14 at the earliest? For a natural weapon focused class. Not going to lie, I was impressed by the silver and adamantine abilities. Then they slap this in your face. Insult to injury, yo.

If the last competition was about someone's ex, this one is about the giant middle finger that WotC gave to martials in 3.5E.

Dwarven Defender decided to not use movement. Thayan Gladiator decided to not use weapons. Both decided to be even worse versions of Fighter. Hence why they're here. :smalltongue:

Thurbane
2021-08-16, 04:50 PM
OK, I have the chassis of an idea. All comes down to available time, and if I'm happy with it.

Kuulvheysoon
2021-08-16, 05:15 PM
I'm willing to lay down money that someone is going to have the same idea as my entry, but I'll have to hope that I pull it off better.

Because I actually kinda like this idea? Not enough that I might actually want to play it (considering the trash tier status of Thayan Gladiator), but enough that I would be able to play it, you know?

EDIT:
Dwarven Defender decided to not use movement. Thayan Gladiator decided to not use weapons. Both decided to be even worse versions of Fighter. Hence why they're here. :smalltongue:...Well played.

Khatoblepas
2021-08-16, 07:27 PM
I have a cruel, cruel build and I'm sure I'm going to get 1 in elegance so I'm going to all out making it as ridiculous as possible.

AvatarVecna
2021-08-16, 07:29 PM
I have a cruel, cruel build and I'm sure I'm going to get 1 in elegance so I'm going to all out making it as ridiculous as possible.

Refuge in audacity is a fickle thing, but those builds usually get a chuckle from me so who knows. Should be entertaining. :)

The Viscount
2021-08-16, 10:20 PM
Right? I can't wrap my head around why bypassing /magic is higher rated than /adamantine or /silver. Maybe it made more sense in 3.0?

In 3.0, DR was overcome by +1, +2, +3, etc weapons, DR/magic was introduced in 3.5 as an improvement of the older system. They were just mean.

H_H_F_F
2021-08-18, 03:56 AM
I've been dealing with a nasty case of the flu. The upside is, I had enough free time to come up with a couple of stubs I'm pretty happy with. I'm feeling a bit better today, and I'll see if I can make those into proper entries.

Piggy Knowles
2021-08-18, 06:43 AM
Time is always hard to come by, but I'm super overdue for a judging and nothing immediately comes to mind that strikes my fancy with this ingredient. If my IRL schedule doesn't overwhelm me, I'll try to judge this round.

Zaq
2021-08-18, 09:01 AM
I have several ideas and none of them are actually serious. But who knows, I just might be able to turn one or two into something fun.

Beni-Kujaku
2021-08-21, 06:39 PM
By "chosen natural weapons", what happens if you have several of one weapon? Would a kraken gain boni on its 6 tentacles? If yes, what about the additional attack, and what about the speed property? Can you make an additional attack with each natural weapon with either?

Kuulvheysoon
2021-08-21, 06:47 PM
By "chosen natural weapons", what happens if you have several of one weapon? Would a kraken gain boni on its 6 tentacles? If yes, what about the additional attack, and what about the speed property? Can you make an additional attack with each natural weapon with either?
From the first page;

...
If you're asking for something like "If my character has 2 claws, do the benefits of the class apply to both claws because they're the same form?", the answer to that question is yes. If you're asking a different question, please rephrase or provide an example.

Please feel free to PM any questions you think are too specific to post in the general thread.

H_H_F_F
2021-08-21, 07:15 PM
This quote doesn't really answer the "both/all or either" question for natural weapon focus, though. I was working under the either assumption. Seems like RAI, and prevents this from becoming a "how many claws can I get" round. I'd be glad to get an answer.

The Viscount
2021-08-21, 08:07 PM
The additional attack occurs once. Same for speed property.

mattie_p
2021-08-22, 03:40 PM
Team Iron Chef, updated my spreadsheet for IC competitions. Link is the same.

VERSION 2.0 (https://docs.google.com/spreadsheets/d/1BG0-5sq4dL9Ooh7-QfXuyHzO4rXSz-CRcj29t6BeUVE/edit?usp=sharing) is here.

Skill table is completely revamped. You simply enter the skill names at the top of the columns. At each level, select the cross class status and the number of skill points applied at that level. It will give you a single column that you can copy and paste back into the leveling table. It will automatically ignore skills without ranks. It will "remember" ranks assigned previously and keep printing them. But you only need to enter a "Y" or "y" at each level for cc status, and then the number of points assigned at that level. Does the rest for you.

Good luck, Iron Chefs.

Yan Korlat
2021-08-22, 04:09 PM
Thank you!! This makes skills so much easier.

H_H_F_F
2021-08-22, 04:51 PM
Thanks, mattie_p! Much appreciated.

H_H_F_F
2021-08-22, 07:01 PM
I just submitted my entry based on my second idea. Feel good about it - I think it might even place, if this ends up being a small round.

I got bored with my first idea, so this'll probably be my only entry this round.

How is everyone else doing?

Kuulvheysoon
2021-08-22, 07:05 PM
I submitted a build last week, and I've been toying with a second all this week. Not sure if I'm going to submit it, though. It's not as 'good' as my other one, I feel, and I don't want to burden the judges by submitting a second build, ya know?

Yan Korlat
2021-08-22, 07:25 PM
I'm a first-timer, but I've been wanting to get into this and had a few cool ideas for this round, so I decided to take the plunge! With the generous help of The Viscount :) with rulings and logistics, Build 1 is done and submitted, and my second idea is coming along—I just finished the crunch after a whole bunch of revisions and I'm writing it up now.

H_H_F_F
2021-08-22, 07:29 PM
I'm a first-timer, but I've been wanting to get into this and had a few cool ideas for this round, so I decided to take the plunge! With the generous help of The Viscount :) with rulings and logistics, Build 1 is done and submitted, and my second idea is coming along—I just finished the crunch after a whole bunch of revisions and I'm writing it up now.

Welcome, and good luck!

Yan Korlat
2021-08-22, 07:42 PM
Thanks! We'll see how it goes...

Thurbane
2021-08-22, 07:50 PM
Just realized a majorly messed up one of the reqs, which means I'll need to redesign the whole build. This happens like every second time I try to do one of these, no matter how vigilant I am. Unsure if I'll proceed or not. So incredibly annoying. :smallfrown:

Kuulvheysoon
2021-08-22, 08:11 PM
I'm a first-timer, but I've been wanting to get into this and had a few cool ideas for this round, so I decided to take the plunge! With the generous help of The Viscount :) with rulings and logistics, Build 1 is done and submitted, and my second idea is coming along—I just finished the crunch after a whole bunch of revisions and I'm writing it up now.

Everybody's gotta start somewhere. We're all insane here.

Yan Korlat
2021-08-22, 08:58 PM
Everybody's gotta start somewhere. We're all insane here.

Well, I wouldn't call either of my entries exactly sane, so seems like I'm fitting right in!

Kuulvheysoon
2021-08-22, 09:16 PM
Well, I wouldn't call either of my entries exactly sane, so seems like I'm fitting right in!

Trust me when I say that my first entry back in ICOC XX was terrible and yet somehow, it still won silver. Sanity doesn't matter! Only passion.

I do mean terrible. Didn't qualify for a feat, implied heavy reliance on items, misread RAW, 42 PB, oh, it was a glorious mess.

Yan Korlat
2021-08-22, 09:22 PM
Trust me when I say that my first entry back in ICOC XX was terrible and yet somehow, it still won silver. Sanity doesn't matter! Only passion.

I do mean terrible. Didn't qualify for a feat, implied heavy reliance on items, misread RAW, 42 PB, oh, it was a glorious mess.

Well, we'll see how it goes :p I don't think I can say much more than that right now.

MinimanMidget
2021-08-23, 12:58 AM
I've been looking for a round to make the jump from the E6 contest to the full one, and I just came up with a really stupid idea, so I guess it's time.

Zaq
2021-08-23, 01:14 AM
I actually had three ideas and managed to pick which two I liked best. I've got the class skeleton done for the first one and I know exactly what the fluff is going to be, but I haven't actually written it yet. For the second one, I've got the core trick nailed down and I've figured out how I'm qualifying for it, but I've got to flesh out the feats and stuff for the second half of the build once the main deal comes online.

I will say that at least one of them is one of those builds where I can't stop giggling as I'm putting it together. I make no apologies for what is to come.

I'm gonna laugh like crazy if someone picks up the third idea I had to scrap. It's something that I bet someone else could come up with as well. Or at least part of it is.


I'm a first-timer, but I've been wanting to get into this and had a few cool ideas for this round, so I decided to take the plunge! With the generous help of The Viscount :) with rulings and logistics, Build 1 is done and submitted, and my second idea is coming along—I just finished the crunch after a whole bunch of revisions and I'm writing it up now.

Welcome welcome welcome! I'm always thrilled to see new names here. This is probably a good round to start with if for no other reason than that making the skill table ought to be relatively easy! My absolute best advice (to you or to anyone else thinking of diving in) is to give yourself permission to do things. It's so tempting to just hold back and say "no, that's no good," but have you SEEN the crazy stuff we all come up with? My wins and medals, when they happen, never come from holding back. Stick to RAW, of course, but indulging in big and daring ideas is usually a better bet than taking the "safe" route! (Also, double-check your prereqs. Judges can and WILL find the stuff you don't qualify for!)

Yan Korlat
2021-08-23, 01:30 AM
Welcome welcome welcome! I'm always thrilled to see new names here. This is probably a good round to start with if for no other reason than that making the skill table ought to be relatively easy! My absolute best advice (to you or to anyone else thinking of diving in) is to give yourself permission to do things. It's so tempting to just hold back and say "no, that's no good," but have you SEEN the crazy stuff we all come up with? My wins and medals, when they happen, never come from holding back. Stick to RAW, of course, but indulging in big and daring ideas is usually a better bet than taking the "safe" route! (Also, double-check your prereqs. Judges can and WILL find the stuff you don't qualify for!)

Thanks! I actually used your "hall of fame" as a formatting and general guidance inspiration! I most certainly did not hold back on ...let's call it creative build design, so this should be interesting.

Kuulvheysoon
2021-08-23, 03:27 AM
Seconding the honourable Zaq. Crazy ideas are good ideas. The game's been around for longer than some forum members, I bet, so the normal stuff doesn't hit as hard these days.

I was also laughing when I put my (first) build together. If someone Vizzinis me, I'll be sad, but also happy because they probably pull it off more elegantly than me.

Yan Korlat
2021-08-23, 08:01 PM
Both builds in! I'm sure I've messed up somewhere (1 was especially complicated...), but as far as I can tell that's to be expected.



If someone Vizzinis me, I'll be sad, but also happy because they probably pull it off more elegantly than me.

What does Vizzini refer to here? I assume something related to the iocane scene, but I can't quite figure it out... something about duplicating your build?

daremetoidareyo
2021-08-23, 09:01 PM
Both builds in! I'm sure I've messed up somewhere (1 was especially complicated...), but as far as I can tell that's to be expected.



What does Vizzini refer to here? I assume something related to the iocane scene, but I can't quite figure it out... something about duplicating your build?

Depends on how someone is invoking it.

1.) I didn't build the build that I thought was too obvious, so no-one submitted the build that i thought was too obvious. I now regret that decision

And the flip side of that is

2.) Duplicate builds.

Zaq
2021-08-23, 09:08 PM
I feel like calling duplicate builds "Vizzini" is kind of defeating the point? Like the whole deal we reference the movie is because of the scene in which he's constantly talking himself into and out of both of the options and trying to mentally stay one step ahead in an endless faux-game-theory cycle, which perfectly sums up the experience of knowing that Legendary Basketweaver is perfect for this ingredient but also knowing that everyone else will want to make a Legendary Basketweaver character but also also knowing that everyone else knows that and will talk themselves out of it...

Duplicate builds are, like, anti-Vizzini. They're just duplicate builds.

Kuulvheysoon
2021-08-23, 09:13 PM
I feel like calling duplicate builds "Vizzini" is kind of defeating the point? Like the whole deal we reference the movie is because of the scene in which he's constantly talking himself into and out of both of the options and trying to mentally stay one step ahead in an endless faux-game-theory cycle, which perfectly sums up the experience of knowing that Legendary Basketweaver is perfect for this ingredient but also knowing that everyone else will want to make a Legendary Basketweaver character but also also knowing that everyone else knows that and will talk themselves out of it...

Duplicate builds are, like, anti-Vizzini. They're just duplicate builds.

Indeed, I was referring to talking myself out of the build. It's a time-honoured tradition.

In sad news, my meme build isn't going to work. There's not enough levels. Ah well, I'll talk about it post-reveal if I remember.

loky1109
2021-08-25, 06:43 PM
First had been send.

Thurbane
2021-08-25, 07:21 PM
Just realized a majorly messed up one of the reqs, which means I'll need to redesign the whole build. This happens like every second time I try to do one of these, no matter how vigilant I am. Unsure if I'll proceed or not. So incredibly annoying. :smallfrown:

OK, desperately trying to get back on track, but man, those IC deadlines come up quick! :smalleek:

Khatoblepas
2021-08-26, 02:55 AM
I just have to write the fluff but, uh, it's the most difficult part of this build. But I am very happy with it, overall.

H_H_F_F
2021-08-26, 04:34 AM
OK, desperately trying to get back on track, but man, those IC deadlines come up quick! :smalleek:

Not gonna lie, I'm eager to see the builds already... But you could always ask for an extension, if you come close but don't quite make it.

Khatoblepas
2021-08-27, 07:29 AM
My build is in, it's a mess, and it's very dumb, but I managed to do it!

H_H_F_F
2021-08-27, 05:54 PM
The reveal approaches! Is anyone still working? How are you doing, Thurbane?

WhamBamSam
2021-08-27, 06:57 PM
I've got all my tables done. Just need to write up.

Yan Korlat
2021-08-27, 07:36 PM
I’m waiting for a clarification from chair on one thing, and might have to revise a build, but I nominally have 2 submitted.

daremetoidareyo
2021-08-27, 07:37 PM
May the best thayan gladiator not lose!

MinimanMidget
2021-08-27, 07:47 PM
I'm basically done, just need to finish writing it up and send it in.

Thurbane
2021-08-27, 07:52 PM
I got some bad medical news yesterday, and TBH, not in the mood to finish up my entry. I'll post a stub after the reveal.

Yan Korlat
2021-08-27, 07:55 PM
I’m sorry about that-I hope things turn out alright. Get some rest/whatever else you need!

H_H_F_F
2021-08-27, 07:57 PM
Excited to see everyone's entries!

I'm sorry to hear that, Thurbane. Get well soon.

Zaq
2021-08-27, 08:03 PM
That's rough, Thurbane. I hope it stabilizes quickly, whatever it is.

I have two ideas that I've got the skeletons for, but I need to finish the tables and the write-ups. Tomorrow's going to be a bit of an Iron Chef-heavy day, it seems. I'm quite pleased with them overall, though.

mattie_p
2021-08-27, 08:17 PM
Did I hear people in a rush to make tables?? Fortunately there's a shortcut to making them. (Check my signature or the OP for a link to a Google sheet.) Made some significant improvements just today.

Thurbane, sorry to hear that. Hope everything will be as good as possible despite the news.

I will not be contributing a build this round. Good luck everyone.

Kuulvheysoon
2021-08-28, 06:11 PM
Truth be told, I'm almost more excited to see the stubs than I am to see the actual builds.

Zaq
2021-08-28, 06:46 PM
First build is in. To everyone who reads it... I'm sorry and you're welcome in equal measure.

Working on the second one. I'm approaching being done with the write-up but then I've gotta figure out fluff and make everything pretty.

H_H_F_F
2021-08-29, 02:39 AM
I'm very excited to see what everyone came up with

I'm also happy I didn't wait a few days before submitting my entry. At the time of submitting I liked it very much, but in the last couple of days I started feeling like it was super obvious and boring. I think I'm probably just tripping myself out and being paranoid, so it being out of my hands at this point is probably for the best.

Looking forward to the reveal!

mattie_p
2021-08-29, 08:09 AM
Birchy, please remove the details from your incomplete build from the above post until after the reveal. It is considered speculation and should not be posted at this point in the competition. Thanks

You're probably eager to share, and the time is fast approaching anyway. Just a few more hours most like.

The Viscount
2021-08-29, 12:15 PM
I'm extending the deadline 48 hours for some additional cooking time.

Kuulvheysoon
2021-08-29, 12:21 PM
Birchy, please remove the details from your incomplete build from the above post until after the reveal. It is considered speculation and should not be posted at this point in the competition. Thanks

You're probably eager to share, and the time is fast approaching anyway. Just a few more hours most like.

I'm blaming you for jinxing it, mattie_p :smalltongue:

Zaq
2021-08-29, 12:37 PM
Oh good, now I can finish my second build.

Beni-Kujaku
2021-08-29, 01:39 PM
Hello everyone ! This comp had my interest but I haven't had time to write a build. I am still very eager to see what y'all have cooked.

The current iteration of Junkyard Wars (https://forums.giantitp.com/showthread.php?634803-Junkyard-Wars-XXXII-Theurge-Without-Theurge) has seen the reveal of the builds‚ but nobody has volunteered to judge. Does anybody here want to review these non-theurge theurges ?

In return‚ I would appreciate to judge these ragtag gladiators‚ if you'd like.

Zaq
2021-08-29, 04:08 PM
Second build in! Now we hurry up and wait. This should be a good round!

daremetoidareyo
2021-08-29, 05:01 PM
It seems like there are going to be a lot of entries

AvatarVecna
2021-08-29, 05:24 PM
It seems like there are going to be a lot of entries

Wish there was a better judge than me signed up, I look forward to burning out and getting unnecessarily snarky. :smalltongue:

mattie_p
2021-08-29, 05:45 PM
Why wait? Just go into it with a double barrel snark-gun and blaze away. As with PCs everywhere and fire, so should judges and snark.

If you don't get the desired results with fire, the problem doesn't lie with the fire, merely the insufficient application thereof.

H_H_F_F
2021-08-29, 06:03 PM
Piggy Knowles said he might judge, if I recall correctly. I don't know where that stands though.

loky1109
2021-08-31, 08:00 AM
Thayan Gladiator is my favorite PrC. I'm eager and excited about incoming builds.

H_H_F_F
2021-08-31, 05:41 PM
Big re-veal!
Big re-veal!
Big re-veal!

Yan Korlat
2021-08-31, 11:09 PM
I can't wait to see what everyone came up with!!

Kuulvheysoon
2021-08-31, 11:19 PM
Hope that I'll be seeing these when I awake. Until then, fellow competitors.

Beni-Kujaku
2021-09-01, 12:38 AM
Aaaaaaaaaaaaaaaaaaaaaany minute now!

loky1109
2021-09-01, 01:08 AM
Mmm... GMT isn't Grinvich, is it?

Squire Doodad
2021-09-01, 01:20 AM
I must say, I was quite surprised to see we were only on number 14!
Then I noticed the other, less common numeral right besides it.

I just want to mark my place so I can jump back here more easily. Good luck to everyone!


Mmm... GMT isn't Grinvich, is it?

GMT is Greenwich Mean Time, yes.

H_H_F_F
2021-09-01, 03:37 AM
Where's the Kaboom?

There was supposed to be an earth-shattering kaboom!

The Viscount
2021-09-01, 10:31 AM
Sorry folks, probably should have said 72 hours instead of 48.

Anyway, it's time for the reveal (please hold off on posting until the all clear).

The Viscount
2021-09-01, 10:34 AM
[confused unga bunga]


Welcome ladies and gentlemen, To the arena of blood and bone!
Today highlight match is The Beast against a fresh batch of flesh golems! Let's see how he does against enemies that won't be cowed by his intimidating presence, shall we?

NG->TN->NE Antropomorphic apeSS, pg. 216, Druid 5 / Nature's Warrior 3 / Thayan Gladiator 10
Str 10 (8 +2 racial), Dex 18 (12 +6 racial), Con 20 (16 +4 level), Int 14, Wis 18 (14 +4 racial), Cha 15 (14 +1 level)
naked HP 8 + 6d8 + 3d10 + 10d12 + 103 (219), +40 rage
naked saves fort 19 ref 12 will 15
BAB/Grapple +18 / +33

dire lion pounce attack routine claw/claw/bite/bite/bite/rake/rake for +24/+24/+25(20)/+25(20)/+20/+24/+24 (+2 rage) (+4 study opponent) (+2 to claws from greater magic fang)
claw damage 1d6+7 (+2 rage, +2 GMF)
bite damage 2d6+3 +1d6 fire and rider improved grab (+1 rage), 19-20/x3 crit range
rake damage 1d6+3 (+1 rage, +2 GMF)
+ Serpent coils automatic damage of 1d8+7 on each successfull opposed grapple check (+2 rage)

Deity: Obad-hai I suppose?

LevelClassBase Attack BonusFort SaveRef SaveWill SaveSkillsFeatsClass Features1stRacial HD 1+1+0+2+2Knowledge(Nature) +2(4), Listen +4, Spot +4, Survival +2(4)ToughnessScent, Natural Armor 3, Claw/Claw/bite natural attacks, Darkvision 60 ft.2ndRacial HD 2+2+0+3+3Intimidate +1(2), Listen 4+1, Spot 4+13rdDruidic AvengerUA, pg. 51 Druid 1+2+2+3+5Knowledge(Nature) 2+3, Survival 2+3Extra RageCW, pg. 98Fast Movement, Rage 1/day, Nature Sense, Wild Empathy4thDruid 2 (+1 CON)+3+3+3+6Knowledge(Nature) 5+2, Knowledge(The Planes) +1(2), Survival 5+2Woodland stride5thDruid 3+4+3+4+6Knowledge(Nature) 7+1, Knowledge(The Planes) 1+1(2), Spellcraft +2, Survival 7+1Trackless step6thDruid 4+5+4+4+7Intimidate 1+4, Spellcraft 2+2Track, Strong StomachCs, pg. 64Iron ConstitutionCs.E.7thDruid 5+5+4+4+7Intimidate 5+4 + Never OutnumberedCS, pg. 87Wild shape (1/day)[/tr]8thSkilled City-DwellerCs.E. Nature's WarriorCW, pg. 63 1 (+1 CON)+6/+1+6+4+7Intimidate 9+2, Sense Motive +2Wild shape (2/day), Earth's Resilience9thNature's Warrior 2+7/+2+7+4+7Intimidate 11+1, Sense Motive 2+3Weapon Focus(Bite)Wild shape (3/day)10thNature's Warrior 3+8/+3+7+5+8Intimidate 12+1, Sense Motive 5+3Wild shape (large), Serpent's Coils11thThayan GladiatorCoR, pg. 63 1+9/+4+9+5+8Bluff +1, Intimidate 13+1, Spot 5+2Improved Natural Attack(Dire lion bite), Study opponent12thThayan Gladiator 2 (+1 CHA)+10/+5+10+5+8Intimidate 14+1, Spot 7+1 + Point it OutCS, pg. 88Imperious CommandDotU, pg. 50Improved critical, natural armor +113thThayan Gladiator 3+11/+6/+1+10+6+9Bluff 1+3, Intimidate 15+1Stunning critical, silver strike14thThayan Gladiator 4+12/+7/+2+11+6+9Bluff 4+1, Intimidate 16+1, Spot 8+2Natural weapon focus15thThayan Gladiator 5+13/+8/+3+11+6+9Intimidate 17+1, Sense Motive 8+1, Spot 10+2Intimidating RageCW, pg. 102Imbue natural weapon(flaming), natural armor +216thThayan Gladiator 6 (+1 CON)+14/+9/+4+12+7+10Intimidate 18+1, Sense Motive 9+1, Spot 12+2Adamantine Strike17thThayan Gladiator 7+15/+10/+5+12+7+10Intimidate 19+1, Sense Motive 10+1, Spot 14+2Savage Strike18thThayan Gladiator 8+16/+11/+6/+1+13+7+10Intimidate 20+1, Sense Motive 11+1, Spot 16+2Practiced SpellcasterCA, pg. 82Natural armor +3, natural weapon mastery19thThayan Gladiator 9+17/+12/+7/+2+13+8+11Intimidate 21+1, Sense Motive 12+1, Spot 18+2Magic strike[/tr]20thThayan Gladiator 10 (+1 CON)+18/+13/+8/+3+14+8+11Bluff 5, Intimidate 22+1, Knowledge(Nature) 8, Knowledge(The Planes) 2, Listen 5, Sense Motive 13, Spellcraft 4, Spot 20+3, Survival 8Imbue Natural Weapon(speed)

Cantrips are omitted
Bonus slot from high wisdom is included
Numbers inside (elipses) are for easy reference of an eventual Periapt of wisdom or equivalent, +2 at level 8, +4 at level 14, +6 at level 18. My assumption is that we do NOT have it
Level1st lvl2nd lvl3rd lvl3rd2--4th3--5th32-6th43-7th4328th4(5)329-13th4(5)4314-17th4(5)4(5)318-20th4(5)4(5)3(4)
I got to admit, my first thought was "Barbarian" and then I was like "everybody is going to do barbarian.. unless they Vizzini themself just like I'm doing, but let's not make a barbarian".

So I thought some more, and the focus that thayan gladiator has on natural attacks made me think of nature's warrior, because they go well together! The nicest thing, in my opinion, of thayan gladiator is getting one ( or two, with speed) extra attack with the signature natural attack and this means more chances of delivering rider effects, nature's warrior has a nice and accessible automatic damage on grapples, unlike the 8 level commitment that black blood cultist requires.

Something like poison would also have been an option, but I was drawn strongly to nature's warrior, in consideration of the fact that "probably" slave gladiators wouldn't have much wealth for equipment, and so the usually lacklusters choices of armaments from that PrC ( AC, DR, fast healing, even the +3 damage) would shine a bit more in the context of arena fights.

Sadly, nature's warrior prerequisite kind of locks us into (wild shape) ranger 5 / nature's warrior 5 / thayan gladiator 10, but I wasn't much liking the flavor of it, it's simple and straightforward but it's also "bland" mechanically, without anything that connected to going arena other than "because I have to". Plus I disliked that my only natural weapons were in wild shape, which I find is not elegant in relation to qualifying for thayan gladiator.

The other reasonable entry for nature's warrior was druid 6 and having settled for dire lion as the shape of choice, I tinkered with a druid 6/nature's warrior 2/ thayan glaidator 10/ warshaper 2 for a little while, but it had the same problems of blandness as the ranger. (plus, access to the large cats instead of only the medium cats!)

While tinkering, specifically perusing ACF that did away with the animal companion "because that doesn't fit an arena settings", I got "love at first sight" with the druidic avenger ACF, both because of the callback to barbarian and because the "viciousness" feel it has makes sense to me as a better fit for arena.

I will not claim that it's particularly innovative going for the combo of intimidating rage + imperious command, but at the end of the day I want an effective character, not a joke character. What works works, at least doing it as a druid is a little novel!

I wasn't liking the warshaper levels much, because they were a power choice, not a theme choice, but druid 6 / nature's warrior 4 is a split that displeases me, because that 4th level "unlocked nothing" and I didn't want to do a 6/3 split plus 1 level of some other class or PrC ( aka, probably warblade, or maybe crusader). That made me think "tell you what, I could go for something with LA or racial HD, especially if it's something that has natural weapons, that way I avoid the raised eyebrows at "no natural natural weapon". I looked around for appropriate races, and antropomorphic animals fits the bill very well! Also for arena reasons, "new and different" monstrous humanoids are exactly what some thayan slaver would get/capture for arena reasons, rather than "yet another boring old human"

The imbue natural weapon as elipsed are flaming and speed. Speed is kinda obvious : one extra bite is one more improved grab chance. Flaming was chosen with this in mind : Trolls! Or other arena opponents that have regeneration but vulerability to fire. Sure, fire is the most resisted damage, but regeneration beaten by fire is also the most common regeneration and trolls feel to me to be strong arena candidates, so I want to counter that! A similar argument can be made about ghost touch, and in the context of thayan arenas undeads seems likely, but between the two I feel countering regeneration is more important, also because incorporeal enemies are not what would present a visceral arena experience, I think.

It would make sense to substitute nature sense with urban sense, since I do go for sense motive, but at the time the character was that level, that wouldn't make sense.

Going for the ACF that grants strong stomach on the other hand I feel is strongly justified, that's the level our character gets captured by slavers, it makes perfect sense to me that being thrown into slave pits, into filth and with barely any food, would make the character "adapt or die". Yes, it's a power choice, but this time it's story-justified!

Skilled city dweller on nature's warrior is used to exchange survival for sense motive, because that's a skill that makes sense to me to have in a gladiatorial setting.

Incidentally, I'm happy that "pumping big numbers" on intimidate starts at 6th level. It's the transition point from "happy go lucky Ape minding his own businesses out in the forest" to "must do what it takes to survive in the slave pits"

The classes themself I feel flow well : we got captured by slavers, we get by with remembered lore for a little more, but eventually we don't have older druids around to teach us the way of things, therefore it makes sense to me that we don't gain much more druid levels after that, and wild shape as a defense mechanism to not be bothered by other bullying slaves anymore! but "sadly", that gets us noticed as a candidate for the arena.

I'm a bit unhappy about practiced spellcaster, because it's off-theme and as a payout it comes waaaay later than when I take the spellcraft ranks, but going form caster level 6 to caster level 10 achieves some good things, other than longer duration buffs : it "ranks up" barkskin, halo of sand and greater magic fang!

On greater magic fang : we put a +2 on the claws! that way we are NOT invalidating the 9th level thayan gladiator feature! ha!

The Alignment changes aren't necessary at all, we could start out neutral evil and leave it at that, but I feel a fall from grace is story-appropriate here.

There is a strong case to be made about Eschew materials here, but it doesn't fit anywhere :(

Sameish for the Invisible spell metamagic, from a story point of view it makes perfect sense, but alas, feats are tight.

On the other hand, I'm very happy that I avoided the "druid with natural spell" pitfall, joy!

1-5 happily in the forests
Blurb:Once upon a time, there was an happy anthropomorphic ape, minding his own businesses in his jungle house, attending "Old Gregor seminar on all things druid", Occasionally poking snarlying animals in the belly and/or repelling pink-skinned invaders!
tactics: we're a 3rd level druid at 5th level, what we will do is support, at least we got some chonky 44HP which is solid. Stay back and use a sling with our nice +8 ranged attack bonusmanape!

Sample spells prepared:
0th: 1x know direction, 1 x purify food and drink, 2x cure minor wounds
1st: 1x entangle, 1X lesser vigorSpC, pg. 229, 1x utility(pass without trace, speak with animals, faerie fire, goodberry, cloudburstSpC, pg. 49, stuff like this)
2nd: 2x utility(mass camouflageSpC, pg. 43, resist energy, easy trailSpc, pg. 76, linked perceptionPHBII, pg. 117 , listening lorecallSpc, pg. 133, spider climb, stuff like that)


6-10 captured by slavers!
Blurb: Old Gregor is dead! These people have caged me! Where are they bringing me? ... I'm hungry ... I'm so hungry (this is where alignment go from neutral good to true neutral)
Tactics: well, we are in the slave pits, doing.. slave things? Try to not get beat up, or do the beating up yourself once that becomes a possibility
This is when we shift from "support caster" to "must be beast to stay alive" druid-->nature's warrior. Hence the DR 3/-. OUr wild shapes of choice are cat->bigger cat aka leopard (https://www.d20srd.org/srd/monsters/leopard.htm)->Dire lion (https://www.d20srd.org/srd/monsters/direLion.htm). Deynonychus (https://www.d20srd.org/srd/monsters/dinosaur.htm) is also an option instead of the leopard, but I honestly like better staying on the cat family, mostly because it has the bite as primary attack, which fits better with the weapon focus we later use to qualify for thayan gladiator

Sample spells prepared: We are limited to those without material or divine focus components. You didn't think they would let you keep your divine focus, did you?
0th: 1x create water, 1 x purify food and drink, 3x cure minor wounds
1st:1xendure elements, 1xhealthful restSpC, pg. 111, 1xlesser vigor, 1xhorrible tasteSpC, pg. 116
2nd:2x lesser restoration, 1x primal hunterDrM, pg. 71, 1x heart of airCM, pg. 106
3rd:1x primal instinctDrM, pg. 72, 1xheart of waterCM, pg. 107, 1xgreater magic fang


11-15 sponsored
Blurb: our beastial shenanigans in the pits/arena got us noticed and we got "an offer we can't say no to", life is easier now, but it's arena fights day in and day out... (this is where the alignment goes from true neutral to neutral evil)
Tactics: assuming we are now sponsored enough that we can use a divine focus, prebuffing is an option. Other than that I don't think there is much to be said, it's not like being a beatstick is hard work. We select our catty bite as the natural attack improved by thayan gladiator, and go to town on whatever they throw at us in the arena, sounds simple enough! Make sure to rake with that pounce! Hopefully we can make use of our superior speed to pump up that Study opponent, yeah?
It's difficult to gauge how many fights per day we have to partecipate in. If I go with "common sense" it's more along the lines of "one fight per week", but this is in the hand of the GM.
At least we got the fear combo done for when it's an horde of mooks they unleash on us, woweeeee!

Sample spells prepared:
0th: same as 6-10
1st:1xobscuring mist, 1xentangle, 1xlesser vigor, 1xhorrible taste
2nd:1x barkskin, 1x halo of sandSs, pg. 117, 1x align fangSpC, pg. 8, 1x resist energy
3rd: same as 6-10


16-20 arena champion
this is... more beatsticking? nothing realy changes from level 11-15, other than bigger numbers, so I'm not sure what else I could say here!
Well, practiced spellcaster bumps up a nice package of the prepared spells, the AC bonuses, resist to 20, 4 more hours of duration of the CL/hour stuff, but that's about that...
One more bite attack from the capstone speed, for better raking all the things? I want it on record that greater magic fang is now used for +2 to claws( and therefore rakes) and not for "+1 to alls", thus the 9th level thayan gladiator feature is not rendered redundant!

Sample spells prepared: same as before.

Chef note: these musing are musing, and not "things I'm doing with the entry", especially the shenanigans, I'm not doing the shenanigans! Unless you, dear judge, think "yeah, that sounds reasonable!", I guess

Musing: the wording of natural weapon focus/natural weapon mastery is a bit confusing in our situation, where our imbued weapon is a secondary attack. the routine is claw/claw/bite/bite, but are we doing BAB/BAB/BAB-5/BAB-10 or BAB/BAB/BAB-5/BAB-5? the 8th level clearly says "at your highest attack bonus", so it "should" be without the -5 "secondary attack" malus, but wiggle fingers. What about when we have speed on it? the weapon enhancement says full attack bonus... it's fairly clear to me but eh, I could see an argument being made here that they are at -5

Musing: biting 3 times on a full attack helps making sure we establish the grab, but consider this : on a pounce, do we get 2 rakes for each successfull bite/grab? there is some shenanigan potential here. What if we bite 3 different targets? is releasing a grapple a free action, thus we can bite/grapple/rake/rake/release/bite/repeat? Does it depend on "when" the rake attacks happen? if they happen at the step 3 of "starting a grapple", and we don't mantain the grapple of step 4, then the shenanigany thing to do is bite->grapple->rake in step 3->not mantaint he grapple -> bite again! SHENANIGANS! BUT they are shenanigans enabled by the SI! :D

Musing: I find it highly suspicious that the vast majority of noncore divine spells don't indicate if they require or not a divine focus, so I want to make a note here that for level 6-10, we might want to self-restrict to core only, in those heydays of "we are butt naked and no focus for us", which would limit our spells prepared to basically a bunch of CLW/CMW and lesser resto instead of all that stuff from supplements

Musing: Damage reduction definition does not specify that it applies only to hit point damage, it specifies that it applies to damage "from most weapons and natural attacks". why am I musing on this? well, is ability damage, damage? If another thayan gladiatior took the wounding as their capstone, do we reduce it?Is it not damage done with a weapon!? p.s. if we know we're going against one such gladiator ( not all fights are to the death, right?), we might as well prepare Body WardCC, pg. 117 that day.

Musing: Remember than you can't cast spells while raging!

Musing: Pure shenanigans here, we have the will save potential to survive the savage species minor ritual of alignment, if we engineer our will save to hit a DC 25, we can have a (mindraped?) good cleric give us the good subtype, while staying evil-alignment ourselves. for just 56k gold, we can now benefit from luminous armor!

Musing: Access to gear is a big question mark here. The value of barkskin+halo of sand is esponentially greater if we do have (barding, I guess) for our dire lion form, because otherwise if we are trivial to hit anyway, there is little point in preparing those spells. Napkin mat put our AC around 24? which is low for 20th level, but if we have some appropriate armor and that number goes up to 34, now the 1vs1 with a CR16 enemy is suddenly much better looking given the average attack bonus of CR 16-17 creatures is around 20ish
CoR = Champions of Ruin
CA = Complete Arcane
CC = Complete Champion
Cs = Cityscape
Cs.E. = Cityscape web enhancement (http://archive.wizards.com/default.asp?x=dnd/we/20070228a)
CS = Complete Scoundrel
CW = Complete Warrior
DotU = Drow of the Underdark
DrM = Dragon Magic
UA = Unearthed Arcana
PHBII = Player's Handbook II
Ss = Sandstorm
SS = Savage Species
SpC = Spell Compendium

The Viscount
2021-09-01, 10:36 AM
No, I don't know how to say it either.


Auntyrvaloss'elwen T'elient ("Elwen")
NE Wyrm of War Steel Dragon Wyrmling Ardent 2 / Thayan Gladiator 10 / Totemist 2
(Probably) the only entry that involves multiple dragons, crocodiles, and dire horses!

Level Class Base Attack Bonus Fort Save Reflex Save Will Save Skills Feats Class Features
1st RHD: Dragon 1 2 2 2 Psicraft 2 (+4), Sense Motive 4 (+4), Spot 4 (+4), Concentration 4 (+1), Use Magic Device 4 (+1), Knowledge (The Planes) 4 (+4), Listen 0, Autohypnosis 0 Precocious Apprentice (Suffer the Flesh) Immunity to Acid, Alternate Form, Poison Resistance
2nd RHD: Dragon 2 3 3 3 Psicraft 2.5 (+1), Sense Motive 5 (+1), Spot 5 (+1), Concentration 5 (+1), Use Magic Device 5 (+1), Knowledge (The Planes) 5 (+1), Listen 0, Autohypnosis 0
3rd RHD: Dragon 3 3 3 3 Psicraft 3 (+1), Sense Motive 6 (+1), Spot 6 (+1), Concentration 6 (+1), Use Magic Device 6 (+1), Knowledge (The Planes) 6 (+1), Listen 0, Autohypnosis 0 Toughness
4th RHD: Dragon 4 4 4 4 Psicraft 3, Sense Motive 7 (+1), Spot 7 (+1), Concentration 7 (+1), Use Magic Device 7 (+1), Knowledge (The Planes) 7 (+1), Listen 1 (+1), Autohypnosis 0 Power Attack
5th LA: Steel Wyrmling
6th LA: Steel Wyrmling
7th Ardent 1 4 4 4 6 Psicraft 4 (+1), Sense Motive 7, Spot 7, Concentration 8 (+1), Use Magic Device 7, Knowledge (The Planes) 7, Listen 1, Autohypnosis 0 Weapon Focus (claw) (Bonus feat from mantle) Assume psionic mantles (2) (life and conflict)
8th Totemist 1 4 6 6 6 Psicraft 4, Sense Motive 7, Spot 8 (+1), Concentation 9 (+1), Use Magic Device 7, Knowledge (The Planes) 8 (+1), Listen 2 (+1), Autohypnosis 0 Practiced Manifester Wild Empathy
9th Ardent 2 5 6 6 7 Psicraft 4, Sense Motive 7, Spot 8, Concentation 10 (+1), Use Magic Device 7, Knowledge (The Planes) 8, Listen 2, Autohypnosis 1 (+1) Assume psionic mantle (magic)
10th Thayan Gladiator 1 6 8 6 7 Psicraft 4, Sense Motive 8 (+1), Spot 9 (+1), Concentation 10, Use Magic Device 7, Knowledge (The Planes) 8, Listen 2, Autohypnosis 1 Multiattack Improved natural attack, study opponent
11th Thayan Gladiator 2 7 9 6 7 Psicraft 4, Sense Motive 9 (+1), Spot 10 (+1), Concentation 10, Use Magic Device 7, Knowledge (The Planes) 8, Listen 2, Autohypnosis 1 Overchannel, (Pact Insidious) Mind over Body, (Pact Insidious) Improved Multiattack Improved critical, natural armor +1
12th Thayan Gladiator 3 8 9 7 8 Psicraft 4, Sense Motive 10 (+1), Spot 11 (+1), Concentation 10, Use Magic Device 7, Knowledge (The Planes) 8, Listen 2, Autohypnosis 1 (Otyugh Hole) Iron Will Stunning critical, silver strike
13th Totemist 2 9 10 8 8 Psicraft 4, Sense Motive 10, Spot 12 (+1), Concentation 11 (+1), Use Magic Device 7, Knowledge (The Planes) 9 (+1), Listen 3 (+1), Autohypnosis 1 Totem Chakra Bind
14th Thayan Gladiator 4 10 11 8 8 Psicraft 4, Sense Motive 11 (+1), Spot 13 (+1), Concentation 11, Use Magic Device 7, Knowledge (The Planes) 9, Listen 3, Autohypnosis 1 Rapidstrike (claws), Reserves of Strength Natural weapon focus
15th Thayan Gladiator 5 11 11 8 8 Psicraft 4, Sense Motive 12 (+1), Spot 14 (+1), Concentation 11, Use Magic Device 7, Knowledge (The Planes) 9, Listen 3, Autohypnosis 1 Imbue natural weapon, natural armor +2
16th Thayan Gladiator 6 12 12 9 9 Psicraft 4, Sense Motive 13 (+1), Spot 15 (+1), Concentation 11, Use Magic Device 7, Knowledge (The Planes) 9, Listen 3, Autohypnosis 1 Adamantine strike
17th Thayan Gladiator 7 13 12 9 9 Psicraft 4, Sense Motive 14 (+1), Spot 16 (+1), Concentation 11, Use Magic Device 7, Knowledge (The Planes) 9, Listen 3, Autohypnosis 1 Snatch Savage strike
18th Thayan Gladiator 8 14 13 9 9 Psicraft 4, Sense Motive 15 (+1), Spot 17 (+1), Concentation 11, Use Magic Device 7, Knowledge (The Planes) 9, Listen 3, Autohypnosis 1 Rend Natural armor +3, natural weapon mastery
19th Thayan Gladiator 9 15 13 10 10 Psicraft 4, Sense Motive 16 (+1), Spot 18 (+1), Concentation 11, Use Magic Device 7, Knowledge (The Planes) 9, Listen 3, Autohypnosis 1 Magic strike
20th Thayan Gladiator 10 16 14 10 10 Psicraft 4, Sense Motive 17 (+1), Spot 19 (+1), Concentation 11, Use Magic Device 7, Knowledge (The Planes) 9, Listen 3, Autohypnosis 1 Improved Rapidstrike (claws) Imbue natural weapon

Abilities Initial Race / Template Level 4 Level 8 Level 12 Level 16 Level 20
Str 13 13 13 13 13 13 13
Dex 9 9 9 9 9 9 9
Con 15 17 (+2) 17 17 18 (+1) 20 (+2 @ ~13 from Coliseum of Kord) 18
Int 8 8 8 8 8 8 8
Wis 17 17 18 (+1) 19 (+1) 19 20 (+1) 21 (+1)
Cha 13 15 (+2) 15 15 15 15 15
Ardent Powers:
Making heavy use of the Substitute Power ACF (specific changes justified below):

Ardent 1: Adrenaline Boost (Conflict, swapped for Offensive Prescience), Expansion (Conflict, swapped for Metaphysical Weapon)
Ardent 2: Metamorphosis (Life, swapped for Stygian Ward)



Totemist Soulmelds:

Waist: Strongheart Vest (invest all avaliable essentia)
Legs: Dragon Tail
(Totemist 2) Arms: Girralon Arms (bound to Totem chakra)


Racial Spellcasting:

0th: Detect Magic, Caltrops, Mage Hand, Light
1st: Nerveskitter, Shield
2nd: (Precocious Apprentice) Suffer the Flesh


0th: 5
1st: 4
2nd: 1




CW: Non-graphic descriptions of violence
The story of Auntyrvaloss'elwen's childhood is not a pleasant one. I tell the tale as pieced together from various eyewitness accounts, those rare publicized comments from Elwen herself, and the various and often contradictory biographies published by the arena publicists. These pieces were not easy to put together, and I have filled in the gaps with my estimations when necessary to produce a cohesive tale.

Rather than experiencing the nuturing attention of a mother, Elwen was abandoned in Thay and left to fend for herself. Her mental immaturity, combined with her kind's tendency to spend years sembled into human form, left her indistinguishable from all the other foundling children. The twin strict codes imposed by civilization and ethics that steel dragons typically adhere to were replaced by a deep understanding of that sort of natural law that grows to fill a cruel vacuum of power, driven by scarcity and survival. Elwen's indoctrination in this law was indoctrinated by the fists of larger children, forcing her to seek cover and watch warily for hungry hands in the depths of the colusseum complex.

The arena drove the life of the foundlings around it. The often rich, always careless attendees dropped sufficent food for them to eke out a living; the life of a gladiator provided a beacon of hope and a model of glory; and the rhythm of the crowds pulsing through the complex provided oppurtunities for knavery and escape. The actual fights were usually fairly mundane, but occasionally, a special event drew particularly large crowds, often for an exotic opponent for a star gladiator. On one of these days, the passages of the arena flooded with people, Elwen found herself pressed into a crush of spectators headed for the stadium, having sacrificed just-scavanged food to escape from a beating. For the moment, Elwen was content with the cover provided by the crowd, and allowed the stream to draw her out into the stadium benches. There, the countervailing flow of buffeting noise from the crowd sent her cowering beneath a bench, barely able to see the arena floor.

She didn't have to wait long to see the main spectacle of the day. Spartos the Great, the star gladiator of the Thayan arena, had been brought out to face an unknown foe. He raged around the sandy floor, earning alternating surges of bloodthirsty cheer from each side of the Arena. Elwen buried her head in her lap, praying that the older children wouldn't find her.

Suddenly, the noise of the crowd quieted, and Elwen heard the voice of the announcer boom over the stadium: "and for Spartos's opponent—a most unusual beast from the wilds of Gifu!" Elwen slowly lifted her head, and peered down into the arena, where she saw Spartus spitting on his palms and slowly backing away as a truly massive brown reptilian monster was brought into view. She couldn't tear her eyes away as the beast slowly raised its head, sending the guards who had been attempting to project a semblance of control scurrying back out of her sight. Pressing on despite the trepidation and suspense apparent in the air, the announcer continued "...and FIGHT!"

Spartus dashed forwards, thrusting his trident into the now-unfurled leg of the colossal reptile. It appeared to bounce off, leaving Sparticus off balance. He stumbled, trying to regain his footing, and threw out his net, leaving his back temporarily exposed. The beast took advantage of this, slapping him with an open paw and sending him flying across the arena. The dragon then rose into the air on a pair of enormous leather wings and addressed the announcer at eye level. "Your blood sport is amusing, humans, but do not involve me in your games." Turning, it opened its mouth, melting a section of the stands (specators and all) with a blast of acid, and rapidly flew off into the mid-day sky. Elwen continued to stare towards it far after it vanished into the distance, weathering a stampede of terrified pedestrians from her position under the bench. Forgotten, Spartos's remained on the sand, unmoving as the midday sun brought the ground temperature to a blistering heat.

Strangly intrigued, Elwen continued down the stairs, ready to scrounge for another meal. Unfortunately, as she turned back into the alleyway she had came from before the show, three larger children emerged from the shadows and assumed a menacing stance.

Elwen internally sighed and glanced behind her, where a fourth boy lurked in the shadows. A rank bile of terror rose through her. She was tempted to call out, proclaiming her innocence and bare pockets, but instead, she focused, remembering how the beast in the arena had taken advantage of his attacker's attacks to mount a succesful counterattack. She found a cold, calm center of her brain, and allowed her fear to rise in her throat, intending to weather the assualt for as long as she could. She closed her eyes and exhaled, feeling a measure of the tension she held escape through her mouth, only to suddently snap her eyes open to screams. In front of her, the three now-fleeing thugs's clothes had been melted away in strange patterns. Glancing down at her hands, she saw her fingers shaping into bright silvery claws. A chill ran through her body as a surge of energy flowed down her spine, reshaping her limbs into powerful, steel-sheathed legs, and her back sprouted two wings. F
inally, the terror she had felt earlier dissipated, and her conciousness seemed to flee from her flesh as she suddenly saw the situation in a harsh, cold, and metallic light. Her whole body intent on one purpose, she wheeled on the last boy behind her and unsheathed her claws.


Sadly, Elwen does not exist at level 5, which makes her extraordinarly challenging to play. Instead, she starts at level 6 as a Steel Dragon Wyrmling with Shield and Nerveskitter as her first-level spells, a 1/day ability to cast Suffer the Flesh (completely useless), and a few mostly-utility cantrips. This isn't a great place to be. However, she does get a breath weapon (only 1d6 damage), 4 BAB (+6 attack due to size bonus and str), and 3 natural weapons (admittedly, only for 2x1d4 and 1d6 damage due to small size) with power attack, which gives a fair bit of offense. Finally, she also has access to a 150ft fly speed, which could be quite useful in the correct situation.


From then on, Elwen acquired a fearsome reputation among the other urchins as a demon-child. They shunned her, but largely left her to her own devices. Elwen didn't particularly mind this, but she felt oddly adrift: having discovered her inner reptilian, she longed to once again feel the magic of a new measure of strength coursing through her veins. At night, she fell asleep longing for the return of the single-minded purpose her initial transformation had brought. Unleashing her steel claws and teeth upon the occasional brave or stray drunk didn't give provide the same satisfaction, nor did taking her ennui out on the various animals that shared space with the urchins. Mostly alone, Elwen contemplated the brutally stark center she had identified in her own brain, the crulety of the Arena, and the fundemental law of survival tying all living creatures together. She had occasionally witnessed battles of magery in the arena, but she was coming to realize that that form of magic
was no different from every other attempt by living creatures to tear others down, eke out its own existance, and impose its will upon the world around it. Different manifestations of magic were only divergent from the sword in that they required different implements to enact violence, but at a foundational level, the aggression sourced from a spellbook differs not from aggression born out of pure strength of mind. Elwen resolved to rage in that path, focusing on augmenting her own draconic impulses, in search of that surge of brutal pleasure she had found in fighting for her wellbeing. She continued to hone her mind, sitting for hours on end exploring her thoughts and deepest impulses.

She was jerked out of one of these sessions by the rough hand of a gladiator, drunk and wandering through the bowels of the arena. Elwen attempted to brush him off, only for his hand to clamp down again on her shoulder with a quiet growl: "This is no place for children. You've found some trouble by being here." Beneath his grip, Elwen's shoulder turned metallic as she once again sembled, allowing her to slip away and claw at his armored body. His armor deflected much of the strength of her claws, and she was forced to take flight to dodge a thrust of his spear. Elwen looked down at the now-cursing gladiator and found contempt in herself. Pulling that thread, she exerted her will, and once again felt her body change. Her sleek scales grew, and her muscles began to respond more quickly. She attacked the gladiator again, savaging his armor and forcing him to flee. Elwen pursued, hatred of this lesser wine-fat specimen coming to dominate her mind.

After that night, Elwen realized that the purity of her form, and the channeling of her legacy, was a substantial asset, if only she could leverage her own nature to force it to the surface in greater quantities. Further study in this direction revealed that Elwen could force a second ghostly tail to the surface of her back, utilizing more of her draconic legacy. After further experimentation with the psionic powers she had exhibited in the scrap with gladiator, Elwen realized that she had very little stamina, and meditated for many more hours contemplating conflict and honing her strength of will. She eventually came to the understanding that all natural life was bound together, but not by some vital spirit that could be channeled to provide rejuvenation. Rather, the essence of life was one defined by the vigor of battle, the swift heady rush of excitment through muscles, transforming one's body into a war machine and washing away prior wounds. Primed with this understanding
, Elwen felt finally ready to face the arena.

The master of the arena was initially unimpressed with her combat prowess, but agreed to allow her into the arena, likely to serve as cheap fodder. The Zulkir of Transformation, however, appears to have discovered her prowess for natural attacks. Elwen refused to speak about the ritual she underwent, but eyewitness reports suggested that even in humanoid form, her nails glinted silver.

Soon came her first fight in the arena. Before even stepping out onto the sand to a relitively meager audience, Elwen had retreated into the primal, reptilian center of her brain. She walked into the arena free of fear, and as her opponent circled her, sizing her up, the quiet titters from the audience did not bother her. She reached deep into herself, expending some of the core of energy that kept her walking through the day, and pushed her new understanding of battle and life into her form. Her human skin grew brown and craggy as her form rapidly expanded, quieting the audience immidiately. The announcer was similarly stunned into silence. Elwen flexed her wings and lept into the air, staying carefully out of reach of her terrified opponent before crashing down upon him.


By 10, combat has become far more viable. Unfortunately, Elwen effectively requires a Orange Ioun Stone by level 9. While it's possible to push this point a bit later in the level progression by re-ordering totemist levels to come sooner, and then entering Thayan gladiator before finishing Ardent, the Ioun Stone is a core part of Elwen's later combat tactics, as well as a generically useful bonus, and one of two essentially crucial items (...bring on the Elegance penalties).

Not only does Elwen have access to Multiattack, Improved Natural Attack, and Weapon Focus (claw) (through Conflict mantle) to improve her claw attack to a viable level, Elwen's various methods of spellcasting are also partially online. Shaping gives you access to a second tail attack (the description of the soulmeld explicity details a second limb growing, bypassing the normal restriction of one attack per limb). More importantly, however, her Ardent manifesting is almost fully operational, giving her access to augmented expansion, for increased strength and two die bumps on all natural attacks. True dragons, which Elwen is, also gain 2 wing attacks and a tail attack when they become large-sized, regardless of their age category. Elwen's full natural attack routine using just augmented expansion is thus 2 claws at 2d6 each, a bite at 2d6, two wings at 1d6, and two tail attacks at 1d8 at a +8 attack bonus for the bite and +6 for everything else, other than the claws at +7. Elw
en also gets her full str bonus (3) to the bite, 4 str to each tail attack, and 1 str bonus to each claw attack. This power is fairly spammable—Elwen has access to 20 PP before any Wisdom-boosting items at level 10, meaning she can comfortably use Expansion augmented twice and then use it unaugmented 6 more times. Unaugmented use forgoes 1 tail attack, 1 dice increase on all attacks, and 1 Str bonus. If the circumstance allows, she also has a quite high wisdom modifier, and can use her flight to study her opponent from the air before plunging into melee.

However, the third part of Elwen's magic makes level 10 especially interesting. Suffer the Flesh needs a caster level of 2 to have any effect, and Precocious Apprentice means that it starts at a caster level of 1. Therefore, it's effectively useless until the Orange Ioun Stone (or one of the feats discussed later) is obtained. However, once Elwen gains access to the stone, she can start to use Suffer the Flesh. This means as a nova option, when she has time to pre-buff, she can manifest metamorphsis at a manifester level sufficent to produce interesting results.

Elwen's psionics are not the result of studious inquiry, nor wild magery. Rather, Elwen taps into the magic inherent in her draconic mind to produce psionic effects. Therefore, Elwen uses Metamorphisis slightly differently then most: not as a general-purpose Polymorph effect, but as an upscaled Alter Self effect. In other words, Elwen uses Metamorphisis to turn into a different dragon. Barring extraordinary circumstances, Elwen sembles into the Brown dragon, an artifact of the arena match she witnessed in her youth. A Very Young Brown Dragon is large, with 9 hit dice. Elwen can just barely hit 9 ML on metamorphisis:

Ardent Levels: 2
Practiced Manifester: 4
Ioun Stone: 1
Suffer the Flesh (CL 2, 2 Con Damage): 1
Life Mantle: 1

After sembling, Elwen has the physical stats of a substantially larger Brown Dragon. She may then be able to productively manifest expansion, further boosting her size (while typically, size increases do not stack, I think there's substantial ambiguity around the stacking of polymorph-type effects with straight size increases—unlike essentially all spells/powers like Expansion, the rule that size increases do not stack appears nowhere in Metamorphisis, which suggests that designer intent is somewhat different, and again unlike size-modifying effects, Metamorphisis says that the target "acquires" a new size category, rather than referencing an increase/decrease. Finally, it's a little unclear what "not stacking" actually means here—because of how different the two effects are, I'm not sure that the concept of the size changes stacking actually makes sense. If this doesn't work, it just reduces Elwen's nova potential and instead spreads out her damage more—both powers cost 7 pp
but offer slightly different cost/benefit tradeoffs, although Metamorphisis is usually better).

Anyway, the further size and strength increases provided by metamorphisis further augment Elwen's combat prowess, bestowing more damage, higher attack bonuses, and a stronger power attack. Untangling what benefits are gained or kept from a metamorphisis is a bit tricky. One of the few advantages of playing a true dragon is that the clause in metamorphisis that prevents gaining extra attacks by sembling into a form with more limbs does not apply, as both forms have the same number of limbs. Read strictly, I believe this clause substantially reduces the combat effectiveness of most humanoid polymorph targets. However, it's fairly clear that the qualities we care about (manifesting, meldshaping, spellcasting, feats, and class abilities) are all retained—metamorphisis explicitly retains all supernatural, spell-like, and extraordinary non-racial traits of the original form. Feats are normally extraordinary abilities unless stated otherwise (FAQ 37, BoED 39), so I'm fairly confiden
t in saying that Elwen keeps her feats while morphed. Boilerplate draconic racial traits are also replaced 1:1.

Elwen can also continue to use all the spells and abilities mentioned in the level 5 snapshot.


After her initial fight, Elwen was immidiately scheduled for more fights, and began to draw a certain buzz around herself. Sometimes, she fought as a brown dragon, but she typically fought as a steel dragon, using her focus to enlarge herself. After proving herself against weaker opponents, she was scheduled for her first exhibition match against a full gladiator. Further self-reflectin had revealed to Elwen a new well of mental energy that she could tap, and she walked the now-familiar path to the arena supremely confident. This time, however, she walked out to an unfamiliar sound: the cheering of a large crowd of spectators. Elwen knelt, and projected the draconic ideal she had located in her mind, augmented by a new pool of power as well as the entirety of her previously-known strength. A sharp bolt of pain cascaded through her brain, creating a grim smile from Elwen as she leaned into the hurt until the rush of draconic power overtook her, becoming a yet larger and strong
er form of the same dragon she had previously sembled into. The fight was quick and brutal, but afterwards, in her quarters, Elwen felt oddly drained, and the posting of the second fight in the new series, coming up tomorrow with a stronger gladiator, sent a shock of genuine terror through her. She was now the star of the show, a role she'd never been comfortable in, and she wasn't at full strength. Elwen despaired, and began madly casting around for any potential solution. She remembered a rumor of a bookie who was willing to interfere in fights to get his payout, and set out for him, hoping to strike a deal.

What she returned with would later be identified as a Pact Insidious. Rather than directly interfering in her own fight, the bookie would grant her novel understanding of her own body that allowed her to purge the drained feeling she was suffering from and provided yet more martial prowess. However, such knowledge came at a cost. The bookie required that she interfere in two specific other fights, sabotaging the equipment of the only two gladiators which she knew well. Second, rather than delivering a quick death, she was to draw out her next fight, torturing her opponent. Elwen identified this second flight fully rested, and prevailed, satisfying the bookie's request. Her sabotage was also effective, and cut her off from further contact with other gladiators.

Now properly girded against mental depletion, fights once again began to blend into eachother. Elwen took pleasure from demonstrating her martial superiority in every one, but began to tire of the banality of slaughter. Thankfully, the monotony was interrupted by a trip scheduled with the Arena Master: she would travel with him to the Coliseum of Kord, and demonstrate the prowess of his gladiators. Before setting out, however, the master took her to the local prison. Coin changed hands, and the guard guided her down to beneath the bottom of the prison, a maze of tight and twisted passages, before abrutly shoving her into a foul pit. From the top, the Arena Master bellowed down an explanation. "A little girl doesn't scare anyone! You'll stay here for a week, and when I come back, you'll become a bit more intimidating, if only because of your stench and depravity." Elwen accepted her fate, knowing that this stay was likely a precondition to her trip to the Coliseum of Kord, and
used the time in the hole not to enhance her charisma, but instead strengthen her resolve. After a week, the master seemed a fair bit disappointed in the result, but resigned himself to her minute stature, and they travelled together (although she remained under guard).

The fight in Kord was marvelous. Elwen used her new strength of will to tap into a yet greater portion of her hidden strength, and stunned the audience with her size and fierce martial prowess. Elwen and the master began to travel far and wide, seeking different arenas where Elwen could demonstrate her skill and the master could fatten his pockets.

This is where all of Elwen's disparate abilities start to come together, after some minor soul bartering. By shaping and binding Girillon Arms, Elwen has managed to get two extra claw attacks that are enhanced by Thayan Gladiator with her main secondary claw attacks. She's also managed to pick up Rapidstrike and Thayan Gladiator's extra attack, for yet more claw attacks—unfortunately, these do not apply to both sets of claws, and thus only give a total of +2 claw attacks. Stunning Critical provides occasional CC, and triggers fairly regularly with the number of claw attacks being made. Improved Critical is generally good and also enhances this stun. She's also gained various minor abilities—Silver Strike is occasionally useful, and a free Ghost Touch (or if items are readily avaliable, +1d6 elemental damage) is always welcome. More natural armor is similarly a nice passive perk. However, the main dish is Elwen's nova ability, which has dramatically improved.

By squeezing every last bit of strength from herself, Elwen can actually hit a manifester level of 18 on Metamorphisis, despite having only two class levels in Ardent. This allows for shaping into a Young Adult Brown, a huge dragon with 27 strength and a +24 attack bonus. Subject to the same rules issue as earlier, Elwen can then expand into a Colossal form, garnering truly incredible reach and natural attack damage, as well as a tail sweep and crush abilitity.

In order to raise her ML, Elwen exploits the rest and healing granted by Metamorphisis to overload on feats that allow for the increasing of caster level at the price of temporary damage. Using the Magic mantle, which states that "you always treat magic and psionics as identical," she also doubles up on similar arcane and psionic feats. Using the same wording, she uses the reserves of strength feat to break the HD limit on metamorphisis, giving her access to Huge dragons. Finally, she uses the suffer the flesh spell to bounce all transparencied caster level increases into another bonus, netting another 0.5x multiplier. In order to mitigate the Constitution loss, Elwen considered dipping a level of binder, but couldn't find the time to study the archaic art. Instead, because Precocious Apprentice limits to 1 nova/long rest, Elwen uses Strongheart Vest, augmented with 2 extra essentia, and Mind over Body with a +4 Con modifier to consistently heal the entirety of the con damage
she takes.

Unfortunately, Con damage reduces Elwen's Con recovery, so a 18 in Con is only enough to heal over 2 days, rather than 1. However, this is also fixable: using the same CL boosting trick as on Suffer the Flesh (both Overchannel and Reserves of Strength should work on Alternate Form, as Alternate Form explicitly calls out Polymorph in the text, and other than specific inapplicable exceptions, "Usually, a spell-like ability works just like the spell of that name" (SRD)), Elwen can augment her racial Alternate Form SLA to CL 8 immidiately before resting. This allows her to shapechange into a Dire Horse (MMII), with a Con of 21 and 8 HD. Including a +2 from the Colusseum of Kord, this allows Elwen to rest with a 23 base con, meaning she can safely recover 5 con damage.

At this point, Elwen also requires 1/day stun immunity or mitigation (stun immunity results in additional damage, which is irrelevant because of Metamorphisis) to allow for the manifesting of Metamorphisis in the same round as Suffer the Flesh, meaning that as a solo player, a Third Eye: Clarity, Wakeful Mind Graft, or similar item is required (I may not being going for max elegance...). Necropolitan is NOT an option, as immunity to Con damage interferes with Suffer the Flesh.

Metamorphisis ML:

Ardent 2
Ioun Stone 1
Practiced Manifester 4
Life Mantle 1
Overchannel 3
Reserves of Strength 3
Suffer the Flesh 4


Suffer the Flesh CL:

Racial Spellcasting: 1
Ioun Stone: 1
Overchannel: 3
Reserves of Strength: 3


Assuming she can pull all of this off, Elwen attacks as a Colossal dragon with Colossal+ claws (meaning 6d6 damage on every single claw attack and a bevy of special attacks) with extra perks (better accuracy due to Improved Multiattack, better crit range due to Thayan gladiator, extra attacks from various sources [Totemist+Thayan+Rapidstrike], Power Attack). Notably, pounce is somewhat less necessary as her horizontal reach, fully buffed, is 20 feet, allowing for effective pseudo-ranged swats (30 feet with her bite attack). Her total PP have also increased slightly (by 4) as her Wisdom increases, allowing for 3 full metamorphisis+unaugmented expansion combos. This would likely increase more if fully equiped. Elwen can also become a merely large brown dragon without suffer the flesh, as detailed above, allowing for more sustainability for lower-intensity fights. These buffs allow her to fully utilize Thayan gladiator class features, which are underwhelming when not used to mak
e 6+ attacks per round.

Maintaing Dex while Expanded is a minor hurdle, as Rapidstrike requires 9 dex and Brown dragons of any age have only 10 before Expansion. Even one size category would therefore reduce Elwen below the threshold, depriving her of extra attacks. Elwen takes the Adreneline Boost power to mitigate this, requiring her to pay 1PP per metamorphisized rapidstrike round with an unaugmented expansion running and 4PP per round with an augmented expansion, assuming no other dexterity bonuses.

From here, the story of Auntyrvaloss'Elwen grows murky, and the legends confound the true story. It is clear that she continued to associate with the master of the arena, travelling with him and taking pleasure in her impeccable ability to slaughter other combatants. Over the course of a year, her fame grew, and she drew incredible crowds to ever more grand ceremonies. All of that changed, however, one fateful day, when the masters of the arena brought a second dragon for her to do combat with. Upon seeing her opponent, it appears that Elwen sembled into her full form, and replicated the disaster in the arena that had began her career, using her claws, breath, tail, wings, body, and bite to massacre the attendees. Eyewitnesses agree on only two aspects of this scene: the devestation wraught, and the contempt with which Elwen denounced the specators, deriding them as mere leeches onto the contest of strength that, from her perspective, formed the iron law of nature.

Very little about Elwen's playstyle fundementally changes. Instead, Elwen's claw attacks improve dramatically, and she gains several substantial damage steroids. Improved rapidstrike grants 4 extra attacks, at -5/-10/-10/-10 (as I read the feat, there is an argument that it should instead be 3 extra attacks at -5/-10/-15). Thayan gladiator's level 10 feature allows you to enchant your claws with speed, which states that "When making a full attack action, the wielder of a speed weapon may make one extra attack with it." Most of the other level 10 features are raw damage, which are underwhelming as discussed below. However, this capstone is still useful for Elwen. An extra attack pushes her to a total of of 4 (base) + 4 (improved rapidstrike with +16 BAB)+ 1(speed)+1 (Thayan Gladiator)=10 claw attacks at Colossal+ damage, on top of two wing and tail attacks and a bite attack. She also finally pierces DR/magic, ga
ins a better critical with her 10 claw attacks, and gains more accuracy with her Thayan-Gladiator-granted extra attack.

To make Elwen's claw attacks even more punishing, she takes the Rend feat. Gaining access to this feat is mildly annoying, because Elwen is small in her base form. However, she can use her racial Alternate Form to become a Giant Crocodile indefinetly using the same CL boosting trick as she uses for Suffer the Flesh, as it has only 7 HD. As long as Elwen does this before levelling up and gaining access to the rend feat, she can gain the rend feat without issue. Being a giant croc is not a substantial impediment, as Elwen's main combat tactic is shaping into another form. In combat, she gains full benefit from Rend, as her big dragon form is most certainly Huge or larger. Because of this feat, which states that "If you strike the same opponent with two claw attacks, you automatically deal extra damage equal to that of two claw attacks plus 1-1/2 times your Strength bonus," Elwen effectively slightly more than doubles the damage of her claw attacks, dealing on average 2xbase+1.2
5 STR on every claw attack that hits. She can also inititate grapple attempts automatically on every single one of her claw attacks, dealing even more damage if she succesfully grapples a Large or smaller creature. Elwen makes grapple checks with a +18+str bonus, due to her sembled size and Girillon Arms.

A full attack routine is then 6 claw attacks at full +16 AB (+8 str, -8 size, which admittedly is not great), followed by 4 more improved rapidstrike claw attacks (at either 11/11/11/11 or 11/6/1), all for 6d6+0.5 str. For every two of those that hit, Elwen deals an extra 12d6+1.25 Str, every strike initiates a grapple attempt, and every crit threatens a stun. The rest of Elwen's natural attacks are less relevant, but still contribute substantial damge—2 wing attacks at +16 for 2d8+0.5 Str, two tail attacks at +16 for 4d8+1.5 Str, and a bite attack at +16 for 4d8+Str.

Overall, Elwen is able to use the Thayan Gladiator class features to substantially greater effect by incorperating several different magic systems to enhance and expand her natural attack routine, turning otherwise-underwhelming abilities into substantial assets. On top of this, Elwen would struggle to enchant her natural attacks without Thayan Gladiator, making it especially crucial to her combat prowess. Elwen's strength of will pervades every aspect of her approach to combat.





I've sourced several specific nitpicky things throughout, but these are the general non-core non-SRD sources I've drawn from
Dragonlance Campaign Setting (Reserves of Strength)
Magic of Incarnum (Totemist, soulmelds)
Magic of Eberron (Suffer the Flesh)
Draconomicon (Rapidstrike, Imp. Rapidstrike, Dragon rules, Rend)
Monsters of Faerun (Brown Dragon)
Dragons of Faerun (Steel Dragon, Brown Dragon update)
Complete Psionic (Ardent, Adrenaline Boost, Practiced Manifester)
Expanded Psionics Handbook (Mind over Body)
Complete Champion (Coliseum of Kord)
Complete Scoundrel (Thayan Gladiator, Otyugh Hole)
Ardent Web Enhancement (https://web.archive.org/web/20120211004433/http://www.wizards.com/default.asp?x=dnd/psm/20070629a, Substitute Power)
Complete Arcane (Precocious Apprentice)
Spell Compendium (Nerveskitter, Caltrops)
Fiendish Codex II (Pact Insidious)

The Viscount
2021-09-01, 10:37 AM
You bet he's unchained.


Django, Devourer of Brains
https://64.media.tumblr.com/f05c24a85701e30e343f0ac4217af80b/tumblr_inline_p7v27tFrzC1r0zz7o_500.png

Ever since he’d been born, he could hear the voices.

Rip. Tear. Consume.

At first it’d frightened him. What child wouldn’t be? But as he grew, the oppressive life of a slave began to weigh down on him, and he had to embrace his darker urges to survive.

But he didn’t survive. He thrived. It was almost a relief when he began to grow tentacles; his master lifted him from common scullery duty to train him first as a bodyguard, then as his abilities grew more and more powerful (and his master’s trust grew more and more tenuous) he was trained in gladiatorial combat.

And it was here that he truly learned what it meant to live. It was simple: life in the pit had one rule. Kill or be killed. And few were as good at killing as he was. His tentacles and natural psionic abilities allowed him a commanding presence over the lesser fighters, and soon he was uncontested.

It wasn’t until the first elf that he killed that he truly earned his title, however. His mouth had changed, morphed after he’d grown his fourth tentacle, and elves were almost unheard of in the pit, their ethereal beauty and grace landing the few who were captured as slaves as soft house servants. But this one had tried to kill her master after he’d bedded her, and Django’s own master had bid for her life, and tossed her in the ring for their amusement.

He had her on her knees, bruised and battered, until he sensed something else. Something calling to him from deep inside her. As he got on his knelt down before the kneeling woman, his tentacles grew a mind of their own and curled around her head, flexing as they secured her. She began to scream as his razor sharp teeth dug through her skull, and in that instant he tasted bliss as her life, centuries of experience, flowed through him. It was intoxicating.

He’d had a taste, and now he found that he couldn’t stop.

And he didn’t want to.
LE Kalashtar Psychic Warrior 5/Warblade 1/Flayerspawn Psychic 4/Thayan Gladiator 10 Level Class Base Attack Bonus Fort Save Reflex Save Will Save Skills Feats Class Features
1st Psychic Warrior 1 +0 +2 +0 +0 Autohypnosis 4, Concentration 4, Knowledge (psionics) 4 Illithid Heritage, Illithid Skin (flaw), Toughness (flaw), Combat Focus (fighter feat) Bonus feat
2nd Psychic Warrior 2 +1 +3 +0 +0 Autohypnosis 5, Concentration 5, Knowledge (psionics) 5 Mantled Warrior (Freedom: +10 ft speed while psionically focused)
3rd Psychic Warrior 3 +2 +3 +1 +1 Autohypnosis 6, Concentration 6, Knowledge (psionics) 6 Illithid Grapple (1 tentacle)
4th Psychic Warrior 4 +3 +4 +1 +1 Autohypnosis 7, Concentration 7, Knowledge (psionics) 7
5th Psychic Warrior 5 +3 +4 +1 +1 Autohypnosis 8, Concentration 8, Jump 5, Knowledge (psionics) 8 Illithid Legacy, Weapon Focus (tentacle) (fighter bonus feat) Bonus feat
6th Warblade 1 +4 +6 +1 +1 Autohypnosis 8, Concentration 8, Jump 5, Knowledge (psionics) 8 Battle clarity (Int to Reflex saves), weapon aptitude
7th Flayerspawn Psychic 1 +4 +6 +1 +3 Autohypnosis 8, Concentration 10, Jump 5, Knowledge (psionics) 9 Illithid Blast (bonus feat)
8th Flayerspawn Psychic 2 +5 +6 +1 +4 Autohypnosis 8, Concentration 11, Jump 5, Knowledge (psionics) 11 Illithid Grapple (2 tentacles) Bonus illithid feat
9th Flayerspawn Psychic 3 +5 7 +2 +4 Autohypnosis 8, Concentration 12, Jump 5.5, Knowledge (psionics) 12 Illithid Grapple (3 tentacles) Illithid Blast 2/day
10th Flayerspawn Psychic 4 +6/+1 +7 +2 +5 Autohypnosis 8, Concentration 13, Jump 6, Knowledge (psionics) 13 Illithid Grapple (4 tentacles) Bonus illithid feat
11th Thayan Gladiator 1 +7/+2 +9 +2 +5 Autohypnosis 8, Concentration 13, Jump 9, Knowledge (psionics) 13 Improved Natural Attack (tentacle) Study Opponent, bonus INA feat
12th Thayan Gladiator 2 +8/+3 +10 +2 +5 Autohypnosis 8, Concentration 13, Jump 12, Knowledge (psionics) 13 Improved Critical (tentacle), Multiattack Natural armor +1, bonus feat
13th Thayan Gladiator 3 +9/+4 +10 +3 +6 Autohypnosis 8, Concentration 13, Jump 15, Knowledge (psionics) 13 Stunning critical, silver strike
14th Thayan Gladiator 4 +10/+5 +11 +3 +6 Autohypnosis 8, Concentration 13, Jump 17, Knowledge (psionics) 13, Tumble 0.5 Natural weapon focus
15th Thayan Gladiator 5 +11/+6/+1 +11 +3 +6 Autohypnosis 8, Concentration 13, Jump 18, Knowledge (psionics) 13, Tumble 1.5 Combat Vigor Imbue natural weapon (thundering), natural armor +2
16th Thayan Gladiator 6 +12/+7/+2 +12 +4 +7 Autohypnosis 8, Concentration 13, Jump 19, Knowledge (psionics) 13, Tumble 2.5 Adamantine strike
17th Thayan Gladiator 7 +13/+8/+3 +12 +4 +7 Autohypnosis 8, Concentration 13, Jump 20, Knowledge (psionics) 13, Tumble 3.5 Savage strike
18th Thayan Gladiator 8 +14/+9/+4 +13 +4 +7 Autohypnosis 8, Concentration 13, Jump 21, Knowledge (psionics) 13, Tumble 4.5 Illithid Extraction Natural weapon mastery
19th Thayan Gladiator 9 +15/+10/+5 +13 +5 +8 Autohypnosis 8, Concentration 13, Jump 22, Knowledge (psionics) 13, Tumble 5.5 Magic strike
20th Thayan Gladiator 10 +16/+11/+6/+1 +14 +5 +8 Autohypnosis 8, Concentration 13, Jump 22, Knowledge (psionics) 13, Tumble 7 Imbue natural weapon (wounding)
Flaws Taken: Shaky (-2 to ranged attack rolls), Vulnerable (-1 to AC)

Ability Scores: Strength 16, Dexterity 10, Constitution 16, Intelligence 12, Wisdom 14, Charisma 8. All level-up boosts should go to Strength, ending with a score of 21.

Martial Maneuvers Known: 3
Martial Maneuvers Prepared: 3
Martial Maneuvers: Claw at the Moon, Steel Wind, Sudden Leap
Stance Known: Punishing Stance



Character Level
PP
Powers Known/Level
Powers
Manifester Level


1st
1
1/1st
Precognition (offensive)
1st


2nd
3
2/1st
Dimension hop, precognition (offensive)
2nd


3rd
6
3/1st
Dimension hop, expansion, precognition (offensive)
3rd


4th
9
4/2nd
Damp power, dimension hop, expansion, precognition (offensive)
4th


5th
10
4/2nd
Damp power, dimension hop, expansion, precognition (offensive)
4th


6th
13
7/2nd
Damp power, dimension hop, expansion, force screen, precognition (offensive), psionic charm, psionic suggestion
5th


7th
14
7/2nd
Damp power, dimension hop, expansion, force screen, precognition (offensive), psionic charm, psionic suggestion
5th


8th
19
8/2nd
Damp power, dimension hop, expansion, force screen, hustle, precognition (offensive), psionic charm, psionic suggestion
6th


9th
20
8/2nd
Damp power, dimension hop, expansion, force screen, hustle, precognition (offensive), psionic charm, psionic suggestion
6th


10th
25
9/3rd
Damp power, dimension hop, expansion, force screen, greater concealing amphora, hustle, precognition (offensive), psionic charm, psionic suggestion
7th


11th
26
9/3rd
Damp power, dimension hop, expansion, force screen, greater concealing amphora, hustle, precognition (offensive), psionic charm, psionic suggestion
7th


12th
27
9/3rd
Damp power, dimension hop, expansion, force screen, greater concealing amphora, hustle, precognition (offensive), psionic charm, psionic suggestion
7th


13th
28
9/3rd
Damp power, dimension hop, expansion, force screen, greater concealing amphora, hustle, precognition (offensive), psionic charm, psionic suggestion
7th


14th
29
9/3rd
Damp power, dimension hop, expansion, force screen, greater concealing amphora, hustle, precognition (offensive), psionic charm, psionic suggestion
7th


15th
30
9/3rd
Damp power, dimension hop, expansion, force screen, greater concealing amphora, hustle, precognition (offensive), psionic charm, psionic suggestion
7th


16th
31
9/3rd
Damp power, dimension hop, expansion, force screen, greater concealing amphora, hustle, precognition (offensive), psionic charm, psionic suggestion
7th


17th
32
9/3rd
Damp power, dimension hop, expansion, force screen, greater concealing amphora, hustle, precognition (offensive), psionic charm, psionic suggestion
7th


18th
33
9/3rd
Damp power, dimension hop, expansion, force screen, greater concealing amphora, hustle, precognition (offensive), psionic charm, psionic suggestion
7th


19th
34
9/3rd
Damp power, dimension hop, expansion, force screen, greater concealing amphora, hustle, precognition (offensive), psionic charm, psionic suggestion
7th


20th
35
9/3rd
Damp power, dimension hop, expansion, force screen, greater concealing amphora, hustle, precognition (offensive), psionic charm, psionic suggestion
7th


*Is not counting the bonus PP from a high Wisdom score, but is counting the kalashtar racial of +1 PP per level..


I’m going to be straight with y’all. This build has an assumption in it that contributes to how effective it is. RAW, Illithid Grapple gives you a tentacle that you can use as a secondary natural weapon, adding to your full attack routine. This works perfectly well, and there’s no issues.

The issue happens when you take the feat more than once. There is a Special section after the feat that specifies that, as a full-round action, you can give up any other attacks to make an attack with each tentacle that you possess. How this build chooses to interpret these two facts is thusly:
Using the Special section allows you to use your tentacles as primary natural weapons, without the penalty associated with secondary weapons, allowing you to make 4 attacks at your full BAB, but no other attacks.
That every time you take the feat, you gain an additional secondary attack with a tentacle for each feat, taking the direct reading of “If you make a full attack, you can use the weapon as your primary attack along with your tentacle as a natural secondary attack”, giving us (at 20th level) four weapon attacks and five tentacle attacks, one of which is at +16 via Thayan Gladiator’s Natural weapon mastery while the other four are at +14 thanks to the Multiattack feat.
I can absolutely see the honourable judges disagreeing with me, and penalizing the build appropriately in Power and Elegance (at their discretion). But I also ask them to consider the editing “standards” used in CPsi before they make their judgements. Consider the Illithid Blast that this build gets as a free feat, for example. Tell me, dear judges, how many PP can I spend while using this ability? Spoiler: It doesn’t say. It doesn’t say how many you can spend and it doesn’t say what effect spending them will have, even though it literally calls out spending them in the previous sentence. This is the quality of editing that went into this product, ladies and gentlemen. CPsi is notorious for terrible editing, which is why I’m standing by my judgement call on this one.

On the use of Flaws; I would have loved to have gotten away without them. I even went PsyWar/Flayerspawn Psychic to try and eke enough feats out of the build. You have no idea how much I wanted to use Wilder as a base instead of PsyWar (for better Charisma synergy with Illithid Blast, along with flat out more powers known/PP). I have no excuse for Shaky, but I do have a defense for Vulnerable. In my initial build, I hadn’t realised that Illithid Grapple took an extra illithid feat beyond Illithid Heritage, and all of the ones that I wanted to take also required another illithid feat. Then I saw Illithid Skin, which perfectly cancels out Vulnerable, leaving me at a net zero, but with the ability to legally take Illithid Grapple at 3rd level.
We’re a low level psychic warrior with a few interesting choices. We don’t have Power Attack, first and foremost ,so we’ll play a bit more defensively, even though we’ve got some unique tools. Also, we have a tentacle growing out of our face. This is a problem, though ironically enough here (and throughout the entire build, even post-illithid face) we have a +2 bonus to disguise ourselves as human. No, I don’t get it either. We’ve actually got a decent HP, thanks to Toughness, so it’s actually useful to help survive these levels (a sentence that I never thought that I would write). We nab mindlink as a PLA (ML equal to ½ HD) thanks to our race, and it could come in handy later on for stealthy communication.

The Freedom mantle (via Mantled Warrior) gives us a valuable speed boost that we can enjoy in heavy armor, so we won’t be slowing anyone else down. It only applies while psionically focused, but we’ve got no metapsionic feats, and the only reason that we’d blow it would be for the other feature of the mantle, to help us escape a bad grapple. It also lets us access the wonderful dimension hop. Are we going to be using it a lot at this level? Well, no. But we’re taking it, dammit, because it will absolutely come in useful later.

By the end of this section, we’re rocking a ML of 5, and we pick up our first tentacle, so we’ve got that 1d4 + ½ Strength at a -5 to hit. But at least it’s something, right? Free attacks are free attacks.
We take our single level of warblade here for some much-needed utility. Steel wind gives us a second attack (of sorts) since we won’t be picking up a second attack for a while, and when we do we’re going to be behind the BAB curve for quite a while, and it helps keep our to-hit bonus relevant. Sudden Leap is golden for maneuverability, and Claw at the Moon is the unfortunate prerequisite Tiger Claw maneuver for it. Since we delayed warblade, we have an IL of 3.5, so we’re actually good to take this 2nd level maneuver, so yay? Really, the meat here is Sudden Leap. Combined with dimension hop from psychic warrior, we’ve got a reliable source of pseudo-Pounce (both being swift action movement abilities). Sudden Leap is the preferred method, because it’s on an easy recharge (don’t use a swift action that round and attack to refresh, and one of the reasons we grabbed the level instead of through feats. The other reason being we’re feat-starved as it is), and because it doesn't cost us our few PP, which we’re going to be hoarding like misers, although this is precisely why we picked kalashtar as our race, to help mitigate this.

We take all of our flayerspawn psychic levels here to round us out before finishing off the rest of the levels with Thayan Gladiator. We get all of our tentacles here in a rapid-fire sequence (literally one a level for a bit), and Illithid Blast as a bonus feat. Sadly, we cannot make optimal use of the damned thing. We have a negative Charisma modifier, so we’re basically going to ignore it. Thankfully, it wasn’t a required feat, it was literally free, and we only took this PrC so we could multiply our tentacles to the max. It also boosts our ML to it’s final level of 7, which is an interesting number. Mainly because of all of the augments to our 2nd level powers that end up costing 7 PP, which we can manifest, like augmenting damp power to shut down AoE spells, or increasing the duration or manifestation speed of expansion.

It’s a bit of a low point for the build, to be honest. Flayerspawn Psychic doesn’t fit a melee build at all, and the reduced HD also doesn’t help. But on the other hand, we have something that most Fightery-types don’t. Our Will save is only +5 (at 10th level), but looks can be misleading. As soon as we make a successful attack, we gain our combat focus (since 1st level, but best discussed here) for an extra +2 to that save. Kalashtar gives us a bonus +2 against mind-affecting abilities as well, but even more sneaky is the fringe benefit of Flayerspawn Psychic. The Illithid Heritage feat (yes, also from back at first level) gives us +1 per 2 illithid feats as a bonus on saving throws against spells, powers, spell-like abilities, and psi-like abilities. And we have (the frankly ridiculous number of) 8 illithid feats, nabbing us a +4 bonus against all of those lovely effects. Which applies to all saves, not just Wisdom. So we’re surprisingly tanky against non-HP damage and abilities.

Neat little thing about Illithid Grab, though - it gives you Improved Grab with the tentacles, giving you a little niche in emergency grappling when combined with expansion. Now, you’re not optimized at all towards it, but you should be able to do it in a pinch if it’s really needed, and you can still attack your grappled target with all of your tentacles. No bonus for having multiple tentacles attached like true mind flayers, unfortunately (yes, it explicitly states this. No, I am not salty at all about it).
Okay, so this is the bit where it all comes together. That absolutely stellar d12 HD helps make up for the sad sack which was Flayerspawn Psychic levels, getting us closer to something resembling a reasonable HP total (and Toughness helps. Honest, those 3 HP are clutch now). We’re rocking a 3 round Study Opponent (assuming no magical items to boost our Wisdom, which also gives us more PP, so we’re keeping an eye out for those) to help us in that first round of combat once it’s initiated. Improved Natural Attack (tentacle), granted to us for free by the SI, changes our weak and piddly tentacles from a pathetic 1d4 to a mighty 1d6. Combined with Punishing Stance (thought that I’d forgotten about it, didn’t you? Nope. Just saving it, mainly because here’s where the benefits start to outweigh the AC cost), each of our tentacles do 2d6 + ½ Strength damage. At 15th level, thanks to Multiattack our attack routine is +11/+6/+1 and +9/+9/+9/+9/+6. Not too shabby, even if the attacks themselves aren’t too impressive (though that can be changed, thanks to access to expansion increasing our size to Huge). Now we’re really getting the mileage out of Sudden Leap/dimension hop, giving us the movement to freely switch between targets for Full Attacks without Pounce.

Use of SI, you ask? Well, I’m glad that you did. As mentioned before, INA makes our tentacles mighty with the glorious d6 to damage, and Improved Critical makes it more likely that they’ll do 4d6 (thanks to Punishing Stance). Natural armor is always a plus for a frontline character (which we are, despite the lack of Power Attack), and Stunning critical just makes our tentacles even better, considering that we’ve got 5 chances per round to stun off of an okay DC. Everybody rolls a 1 eventually, right? Natural weapon focus is great for giving us another shot at that stun and a crit, which deals even more damage thanks to our choice of Thundering from Imbue natural weapon.

15th level is where I’d probably consider the “highlight” of the build, as it were, to come online. With Natural weapon focus, you get a bonus tentacle attack at -5 opposed to the -2 of Multiattack, but at this point we’re kinda hoping for a crit with how many attacks we’re making (and Improved Critical (tentacles) helps) for the bonus Thundering damage. We’ve also finally got enough ranks in Jump to be relatively consistent in the check to gain semi-regular movement as a swift action. We’re technically not behind in iterative attacks either; the full BAB characters are also sitting at 3 attacks for this level.
So the build polishes itself off with the final 5 levels of Thayan Gladiator. Thanks to Thayan Gladiator being full BAB, we just manage to squeak in under the line with +16 BAB, giving us those 4 gorgeous attacks. Combined with our tentacle face, we’ve got +16/+11/+6/+1 with our two handed weapon and +16/+14/+14/+14/+14 with our tentacles, which finally count as magical, in addition to silvered and adamantine. Seriously, WotC, just spit in our faces next time. We’d probably enjoy it as much as this. Honestly, make liberal use of greater magic fang off of an ally or something before this. You’ll save the cash/favours after 19th level, I guess?

Why do we bother with the back half of the SI instead of something like more high-level warblade, you ask? It’s kinda funny, but we actually get the most benefit from staying here. Specifically, the capstone. We pick up Wounding, letting you deal up to 5 Constitution damage per turn. No save, no SR, nothing. If they’re not immune to critical hits, it’s only a matter of time. Synergizes well with Stunning Strike as well, given how Constitution feeds into Fortitude saves, which feeds into Illithid Extraction. Natural weapon mastery makes our bonus tentacle attack (and the linked Con damage) that much better.

We pick up fast healing 2 during our combat focus for some minor healing with Combat Vigor. Then we take Illithid Extraction as our capstone feat. Is it the most optimized choice? Good lord no. Something like Combat Stability, which would boost our counter-grapple skills in addition to boosting all of our other combat form feats for being our 3rd such feat, would be way more optimal. But dammit, do you ever get to take this feat? I can’t think of a more insulting way to dispose of your gladiatorial opponents than by eating their brain in the middle of the arena after you just finished beating them to death with your tentacles (and melee weapon. But mostly the tentacles). You don’t even have to wait until they’re helpless, either; if you’ve got all four tentacles attached (which you stand a decent chance of) while they’re stunned (again, a decent chance, given that you’ve got Stunning Strike with all of your tentacle attacks and Wounding) you can deal those tasty 2d4 points of Intelligence damage (and get some bonus PP to use your powers, yay. Seriously, it’s outright insulting to only give you as many PP as points of Intelligence damage that you deal. And they’re only temporary! Come on, this is six feats deep into a chain). Really, the feat is kinda insulting as a whole, but we’re taking it for completion’s sake. Hit me in my Power score, I don’t care. I stand by this choice.
Player’s Handbook
Monster Manual (Multiattack feat)
Eberron Campaign Setting (kalashtar)
Expanded Psionics Handbook (psychic warrior, various powers and skills)
Tome of Battle (warblade, maneuvers)
Player’s Handbook 2 (combat form feats)
Complete Psionic (flayerspawn psychic, illithid feats, damp power, dimension hop)
Champions of Ruin (the Secret Ingredient, of course)
Expanded Classes (psionic) Part 1: http://archive.wizards.com/default.asp?x=dnd/psm/20070214a for the Mantled Warrior PsyWar ACF

The Viscount
2021-09-01, 10:38 AM
It's a bold strategy, Cotton, let's see if it pays off.


Thayan gladiator makes me think of, well, arena fights. Sure, there will be poor poor slaves being forced to fight to their death against overwhelming odds for the entertainment of the crowd, buuuuut... THE MONSTERS sounds much more interesting to me! With that in mind, engaging the KISS principle, I though "let's find some monster that tickles my fancy that has a combined HD+LA of 10"

Well, here we are.

CE Plains LandwyrmDn, pg. 172, thayan gladiator 10
Medium Dragon
Str 20 or 26 (16 +4 or 10 racial), Dex 16 (12 +4 racial), Con 24(18 +4 racial +2 level), Int 8, Wis 12 (10 +2 racial), Cha 10 (8 +2 racial)
HP 12 + 17d12 +127 (249)
naked AC 22 (+3 dex, +9 natural)
naked saves 20 12 10

Poison DC 25 for 1d6/2d6 str damage on each successful bite attack
Frightful presence DC 14

Full attack routine bite/bite/bite/claw/claw at (+3)+24/+24/+24/+18/+18 for
Bite : 2d6+5(+3), 19-20/x3 with rider poison
claw : 1d6+2(+2)



ECL/HD
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features


1/0
LA
-
-
-
-





2/0
LA
-
-
-
-





3/1
Racial Hit dice 1
+1
+2
+2
+2
Hide +4, Intimidate +4, Listen +4, Spot +4, Survival +4
Toughness
Burst of speed, Frightful presence, Poison, Bite/claw/claw natural weapons, natural armor bonus 6, Darkvision and Lowlight vision 60 ft., Immunity to magical sleep and paralysis


4/2
RHD 2
+2
+3
+3
+3
Hide 4+1, Intimidate 4+1, Listen 4+1, Spot 4+1, Survival 4+1




5/3
RHD 3
+3
+3
+3
+3
Hide 5+1, Intimidate 5+1, Listen 5+1, Spot 5+1, Survival 5+1
Weapon Focus(Bite)



6/4
RHD 4
+4
+4
+4
+4
Hide 6+1, Intimidate 6+1, Listen 6+1, Spot 6+1, Survival 6+1




7/5
RHD 5
+5
+4
+4
+4
Hide 7+1, Intimidate 7+1, Listen 7+1, Spot 7+1, Survival 7+1




8/6
RHD 6
+6/+1
+5
+5
+5
Hide 8+1, Intimidate 8+1, Listen 8+1, Spot 8+1, Survival 8+1
Ability Focus(Poison)MM, pg. 303



9/7
RHD 7
+7/+2
+5
+5
+5
Hide 9+1, Intimidate 9+1, Listen 9+1, Spot 9+1, Survival 9+1




10/8
RHD 8
+8/+3
+6
+6
+6
Hide 10+1, Intimidate 10+1, Listen 10+1, Spot 10+1, Survival 10+1




11/9
Thayan GladiatorCoR, pg. 63 1
+9/+4
+8
+6
+6
Spot 11+1
Virulent poisonSS, pg. 40
Improved natural attack(bite), study opponent


12/10
Thayan Gladiator 2
+10/+5
+9
+6
+6
Spot 12+1

Improved critical, natural armor +1


13/11
Thayan Gladiator 3
+11/+6/+1
+9
+7
+7
Spot 13+1

Stunning critical, silver strike


14/12
Thayan Gladiator 4
+12/+7/+2
+10
+7
+7
Spot 14+1
Shape Soulmeld(Sphinx Claws)Moi, pg. 40, 88
Natural weapon focus


15/13
Thayan Gladiator 5
+13/+8/+3
+10
+7
+7
Spot 15+1

Imbue natural weapon(ghost touch), natural armor +2


16/14
Thayan Gladiator 6
+14/+9/+4
+11
+8
+8
Spot 16+1

Adamantine strike


17/15
Thayan Gladiator 7
+15/+10/+5
+11
+8
+8
Spot 17+1
Open least chakra(hands)MoI, pg. 39
Savage strike


18/16
Thayan Gladiator 8
+16/+11/+6/+1
+12
+8
+8
Spot 18+1

Natural armor +3, natural weapon mastery


19/17
Thayan Gladiator 9
+17/+12/+7/+2
+12
+9
+9
Spot 19+1

Magic strike


20/18
Thayan Gladiator 10
+18/+13/+8/+3
+13
+9
+9
Hide 11, Intimidate 11, Listen 11, Spot 20+1, Survival 11
Endure BlowsDn, pg. 70
Imbue natural weapon(Speed)



Look, I'm going to level with you : this is a one dimensional "bite stuff, poison them" character, I just wanted to have some fun with making a monster! Which felt appropriate with the lore of thayan gladiator! The nice thing about thayan gladiator, mechanically, is that it let us deliver the rider poison two more times per round. Getting pounce is an obvious but necessary thing to make full use of full attack, and the level sphinx claws are taken and bound reflect this. Poison is our gimmick, so boosting it's DC is also a "d'uh" in the KISS way of things. Endure blows is the only bit of standout here, but it's very simple : I had to take toughness, I qualify for it, might as well take the "cool dragon only stuff"; yeah? The other candidates here were Awaken spell resistance or Improved speed, both in Draconomicon, but SR 8 does nothing at this level. +10 to land and burrow speed does have some appeal, but 60 ft of land speed is already plenty enough, and the 10ft of burrow speed is good enough for hiding purposes

Story: Slavers see/hear plains landwyrm unsuccessfully hiding from them, Slavers think "that creature would fetch a good price at the arena!", Venomfang finds himself carted off to said arena, where some strange trasmutation ritual is done to him to "unlock his hidden potential", Venomfang now survives by fightning in the arena whenever that may happens?


Tactics
ECL 10 : Bite things to the death, hide underground with the burrow speed if said things are flying? I seriously considered spit poison as that last feat, but burrow to the rescue!

HD 15 : Bite things to the death, now twice per round!

ECL 20 : Bite things to the death, now three times per round!

Wow, this is even simplier than dumb barbarian
Controversy: Shouldn't Intelligence be 6 for the -2 racial?
Answer: The monsters as race (https://www.d20srd.org/srd/monstersAsRaces.htm) for intelligence converts that 9 to a "no malus" if my PC intelligence is 8, but if you don't like that, just remove the grades from survival

Question: what's up with the strength? why are you listing two values?
Answer: The plains landwyrm monster entry ability scores lists strength as 15, but the base attack / attack / full attack entries list values as if the strength modifier was +5. I'm taking the conservative value of 15 as "official", but keep in mind it well might be 6 higher than that, as apprioriate for a dragon!

Musing: Rapidstrike in draconomicon gave me pause a moment, sure it's meant for when you have multiple different natural attacks of the same name, but woulnd't it be amusing to apply it to our bite, since we are biting more than once per round, after all?
CoR = Champions of Ruin
Dn = Draconomicon
SS = Savage Species
MoI = magic of Incarnum
MM = Monster Manual

The Viscount
2021-09-01, 10:40 AM
More like preying mantis.





Maximus Bloodrender
"Attack, Attack, Attack, Attack, ..."


https://srd.dndtools.org/srd/resource/images/races/racesSsouthThrikreen.jpg

Thri-kreen Warblade3/Thayan Gladiator 10/Bloodclaw Master 1/Warshaper3





Race : Thri-Kreen (2RHD, LA+1)
Level 1 : Toughness, Deflect Arrows (racial bonus)
Level 3 : Weapon Focus (Bite)
Level 6 : Improved Natural Weapon (Bite), Multiweapon Fighting
Level 7 : Improved Critical (Bite)
Level 9 : Multidexterity
Level 12 : Improved Multiweapon Fighting
Level 15 : Greater Multiweapon Fighting (or Planar Touchstone (Were Glade))
Level 18 : Staggering Strike (or Greater Multiweapon)
See Discussion & Sources below for clarifications



Thri-Kreen : +2 Str, +4 Dex, -2 Int, +2 Wis, -4 Cha
Point Buy level 20 after Racial Adjustments
(8, 12, 16, 20 in Str, 4 in Dex)
STR 22
DEX 20
CON 16
INT 12
WIS 10
CHA 6


Watchuget
- Flavorwise : Very savage clawing machine that wreaks havoc when it starts shredding everything in its path.

- Powerwise :

Pounce-like abilities (Sudden Leap maneuver, Pouncing Strike)
Bloodclaw Master PrC

Full strength bonus to dmg roll when attacking with your kukris or claws
An additional higher-level maneuver
Possible qualification for Warshaper
See Discussion & Sources below for clarifications


Thayan Gladiator

Improved Critical (which we can shuffle to kukris until we get the keen ability on them)
Improved Natural Weapon (Bite) 1d4 → 1d6
Natural Weapon Focus & Mastery net us an additional bite attack at our highest bab
The bite is further boosted by Improved Critical (once we have our keen kukris, might as well give it back right ?), Silver/Adamantine/Savage/Magic Strike meaning it can overcome pretty much anything (except those weird cold iron & alignment-based DR).
Finally you get +3 to your NA which specifically says “increases” it so you end up with +6 NA, +5 from Dex and the rest from the armor you finally managed to find that fit you.


Warshaper

Morphic Immunities : Makes sense; you spend so much time aiming for critical spots, you should hide yours from others.
Morphic Weapons : Just a conservative reading boosts both our claws and bite attacks.
Morphic Body : +4 to Con and Str, thank you very much I’ll take it
Morphic Reach : In case you couldn’t quite reach the target of your hatred. It should work with your weapons as well.


Maneuvers :

1st : Sudden Leap, Wolf Fang Strike, Leading the Attack
2nd : Claw at the Moon, Mountain Hammer
5th : Pouncing Strike (or Girallon Windmill Flesh Rip)
See Discussion & Sources below for clarifications


Sweet Spot
At 13th level, you get 3 attacks from iteratives on you main hand, 6 attacks from your off-hands (the usual 3 + 3 additional off-hand attacks from Improved Multiweapon Fighting) and 2 bite attacks. The first 9 attacks all have a crit chance superior to 25% which means your target is likely going to eat it's fair share of damage...
The remaining 2 bite attacks have only a 10% crit chance but when they do, the Stunning Strike (DC20), it's a crit multiplier of x3 and the Thundering's special crit ability dealing an extra 2d8 sonic damage (because of the x3) and a DC14 Fortitude of be deafened (if the spellcaster made it this far anyway) that come out and play.




Level Class Base Attack Bonus Fort Save Reflex Save Will Save Skills Feats Class Features
1st Thri-kreen 1 1 0 2 2 Climb 4, Jump 4, Spot 4, Toughness, Deflect Arrow (Racial)
2nd Thri-kreen 2 2 0 3 3 Climb 5, Jump 5, Spot 5,
3rd Warblade 1 3 2 3 3 Climb 6, Jump 6, Spot 6, Tumble 3 Weapon Focus (Bite) Battle Clarity (Reflex Saves), Weapon Aptitude
4th Warblade 2 4 3 3 3 Climb 7, Jump 7, Spot 7, Tumble 6 Uncanny Dodge
5th Warblade 3 5 3 4 4 Climb 8, Balance 1, Jump 8, Spot 8, Tumble 8 Battle Ardor (Critical Confirmation)
6th Thayan Gladiator 1 6 5 4 4 Climb 9, Balance 1, Jump 9, Spot 9, Tumble 8 Improved Natural Attack (Bite), Multiweapon Fighting Improved Natural Attack (Bonus Feat), Study Opponent
7th Thayan Gladiator 2 7 6 4 4 Climb 10, Balance 1, Jump 10, Spot 10, Tumble 8 Improved Critical (Bite) Improved Critical (Bonus Feat), Natural Armor +1
8th Thayan Gladiator 3 8 6 5 5 Climb 11, Balance 1, Jump 11, Spot 11, Tumble 8 Stunning Critical, Silver Strike
9th Thayan Gladiator 4 9 7 5 5 Climb 12, Balance 1, Jump 12, Spot 12, Tumble 8 Multidexterity Natural Weapon Focus
10th Thayan Gladiator 5 10 7 5 5 Climb 13, Balance 1, Jump 13, Spot 13, Tumble 8 Imbue Natural Weapon, Natural Armor +2
11th Thayan Gladiator 6 11 8 6 6 Climb 14, Balance 1, Jump 14, Spot 14, Tumble 8 Adamantine Strike
12th Thayan Gladiator 7 12 8 6 6 Climb 15, Balance 1, Jump 15, Spot 15, Tumble 8 Improved Multiweapon Fighting Savage Strike
13th Thayan Gladiator 8 13 9 6 6 Climb 16, Balance 1, Jump 16, Spot 16, Tumble 8 Natural Armor +3, Natural Weapon Mastery
14th Thayan Gladiator 9 14 9 7 7 Climb 17, Balance 1, Jump 17, Spot 17, Tumble 8 Magic Strike
15th Thayan Gladiator 10 15 10 7 7 Climb 18, Balance 1, Jump 18, Spot 18, Tumble 8 Greater Multiweapon Fighting Imbue Natural Weapon
16th Bloodclaw Master 1 15 12 9 7 Climb 19, Balance 1, Jump 19, Spot 19, Tumble 8 Shifting 1/day, Claws of the Beast
17th Warshaper 1 15 14 9 7 Climb 20, Balance 2, Jump 20, Spot 19, Tumble 8 Morphic Weapons
18th Warshaper 2 16 15 9 7 Climb 21, Balance 3, Jump 21, Spot 19, Tumble 8 Staggering Strike Morphic Body
19th Warshaper 3 17 15 10 8 Climb 22, Balance 4, Jump 22, Spot 19, Tumble 8 Morphic Reach
20th






You start off ahead of the herd, so to speak. Thri-Kreens are bipedal praying mantis-like creatures with 4 arms (that’s two pairs of claws). Your RHD comes with a full BaB, 2 good saves, +3 NA and good Dex to go with it.
Soon enough you enter Warblade, opening up maneuvers and especially Sudden Leap; with your +30 racial bonus on Jump, that’s a 90% chance of moving 40ft. (4 ranks, +4 Str, +2 from the d20) of swift action movement right there (that’s your speed btw). This pseudo pounce gives you 4 claw attacks and a bite (that can poison the target for an additional 1d6 Dex damage and a save-or-die a minute later.)
Uncanny Dodge, your high Dex and your Natural Armor give you an AC of 17 in most situations and that’s before wearing any armor (which might be problematic to get since your build is… exotic). Arguably, Uncanny Dodge should let you use Deflect Arrow when you are flat-footed. If not it’s fine but it would make sense and give some love to a seldom used feat.
Weapon Aptitude reads
change the designated weapon for any feat you have that applies only to a single weapon. Which means you can shuffle around the Weapon Focus but don’t forget to get it back to Natural weapon if you want to take levels in Thayan Gladiator.



Entering the SI right on time.
The first half of Thayan Gladiator gives us two bonus feats, and some goodies.
Study opponent give you a +1 attack/AC on the first round (better than nothing), Imbue Natural Weapon give your claws an extra ROAR while Natural Weapon Focus give you 10% chance to hit a crit and trigger it’s Thundering ability as well as Stunning Critical and Blood in the Water stance’s neverending bonuses.

The aforementioned Weapon Aptitude class ability lets you change the Weapon Focus, Improved Critical and, arguably, Improved Natural Weapon feats (in between claws & bite). Until he can afford 4 keen kukris, Maximus will keep the Improved Critical on them since the Multiweapon feat allows him to use his 4 arms to attack 4 times with the kukris that now have a 15-20 crit threat (>25% chance) with only a -2 on each attack. When you get Multidexterity you’re not limited to kukris anymore. You can technically have 4 rapiers for instance but it’s best to keep the kukris, we’ll see why later on #nospoil.
NB : According to WBL, you could get those weapons at 9th level where 32k out of your 36k total would be spent on 4 very sharp curved daggers.
Anyways, as soon as Maximus gets his (many) hands on them, he can use his Weapon Aptitude to give back the Improved Critical feat to his bite attack; it’s still another 10% crit chance and Stunning Critical combined with the Thundering ability can make it punishing.
The Blood in the Water Stance is giving you uncapped bonuses that stack with themselves (even if the Dice God is being unreasonable, you should still hit your fair share of crits). Lastly, the Warblade 3’s Battle Ardor, gives you +Int to confirming crits and the Claw at the Moon maneuver gives you a +4 should you crit with it (the debuff is nice).



We’re finishing the SI with still more boosting of your bite since it has a threat range of 19-20, has the Thundering and Speed abilities, overcomes Silver, Adamantine and Magic DRs and you can attack 3 times with it (in virtue of the Natural Weapon Mastery and Speed ability stacking).
But that’s not the best part.
The Improved & Greater Multiweapon fighting feats give us 6 additional attacks.
Taking everything into account we have :
3 attacks on the main hand with usual iteratives at 15/10/5 (+Str + Weapon Focus (Kukri))
3 off-hand attacks at 15 (+Str + Weapon Focus (Kukri)) thanks to Multidexterity
3 additional off-hand attacks at 10 (+Str + Weapon Focus (Kukri))
3 additional off-hand attacks at 5 (+Str + Weapon Focus (Kukri))
3 additional bite attack at 15/15/10 (+Str)
I mean, if you can’t hit a crit there, someone rigged the dice (or you’re just using Roll20’s algorithm).



Ok now comes the good part. The Bloodclaw Master dip brings the Pouncing Strike maneuver for one but mostly Claws of the Beast that allows you to add your full Str bonus to any attacks made with Tiger Claw weapons, which kukris are.
The Shifting ability is nice for that it can add those +2 Str when you need it (meh ok) but mostly, it should qualify you for Warshaper (more on that in the Discussion section).
And this baby pack many punches.
- Immunity to crits (you spend so much time dealing them, it makes sense that you should know how to avoid them)
- Another size damage increase for your bite (and your claws should you be tempted to use them) and much more if tentacles or dragon wings/tails are allowed
- +4 untyped Str & Con, yummy
- And finally, reach, which is awesome (and it’s a “hidden” reach to boot for surprise AoO).




- Every +4 tome of X (except Charisma) in the following order Str>Con>Dex>Int>Wis

- KEEN kukris since that allows you to stop messing with your DM’s head because of your Weapon Aptitude changing your feats all the time.



Attack, attack, attack, ...
BaB 17 = 4 attacks
Multiweapon Fighting tree = 3 attacks with each off-hand weapon.
3 bite attacks (Thayan Gladiator’s Natural Weapon Mastery & the Speed ability)

Totalling 16 attacks, all with full Str bonus (except the bites that get half). Aouch.

Hello there
At 20, Sudden Leap Maneuver , as a swift action :
Racial Jump +30, Ranks +23, Str +8 = 60ft of movement

THEN you can pounce, moving twice your speed on a charge (80ft) and give your poor target a taste of the old full-attack (16 attacks with >25% to crit)

This ends up in you being able to charge a target from 140ft away before making a full attack…


Crit Chain
Blood in the Water stance doesn't have a cap on how many bonuses you can get and iteratives + the Multiweapon feat tree gives you 13 tries at threatening a crit at 15-20 per round (+ 3 bites at 19-20). If we average it, it's 3 crit threats per full attack. (if you somehow buffed Int, you get bonuses on trying to confirm them). Every hit you make has you full Str bonus added to it, if you crit, it is Str x 2 (and Blood in the Water is static damage as well so it multiplies).
To sum up, the more you hurt them, the more you have chances to hurt them even more.




- First things first. Toughness should be deleted from any WotC material. If we were to replace it with Improved Toughness it would still be a feat tax but at least it wouldn’t be as useless. So if your DM is sane, he will let the improved version function to qualify for Thayan Gladiator.

- Initiator Level :
I took the conservative reading knowing that trying to cheese it by default would cost me but ToB p39 clearly states :

In most cases, you add the full prestige class level to your martial adept level to determine your initiator level.
RAI, they probably meant “those PrC that we present here in this book”
RAW, that’s not what is written.
So if we go by RAW, this little paragraph allows Thayan Gladiator to increase IL fully.
If this floats, you don’t have to take Pouncing Strike (5th level maneuver for an IL of 10) but you can instead take Girallon Windmill Flesh Rip (8th level maneuver for an IL of 15) and boy this hurts.

- Bloodclaw Master is made for the Two-Weapon Fighting tree. The Multiweapon Fighting tree on the other handS says
This feat replaces the Two-Weapon Fighting feat for creatures with more than two arms. which means it should qualify and that Claws of the Beast get you the full Str bonus to all off-hand attacks. That’s my reading anyway.

- Having the Shifting class feature from Bloodclaw Master count as a
Wild shape or similar class feature was my call. The stuff about the Eberron adaptation to the Shifter’s Shifting ability led me to believe it was ok. That and the fact that it’s a Su ability called shifting that grows claws.
If you rule it’s not enough, alter the build by getting Greater Multiweapon Fighting at level 18 and Planar Touchstone (Were Glade), that specifically lets you retain the Shapeshifter subtype, at level 15 and voilà.

- In the end, if Bloodclaw Master can’t let you access the 8th level maneuver Girallon Windmill Flesh Rip, can’t let you add your full Str bonus to all kukri attacks and can’t let you qualify for Warshaper, just drop it and pick Warshaper (thanks to the Planar Touchstone method described previsouly) up to level 4 (or even 5 if the DM was so kind as to allow the LA buy-off).

Sources :
Player’s Handbook - Improved Critical, Weapon Focus, Kukris, “Tomes of +5”
Monster Manual - Improved Natural Attack, Multiweapon Fighting
Epic Level Handbook - Greater & Improved Multiweapon Fighting, Multidexterity
Champions of Ruin – Thayan Gladiator
Complete Warrior – Warshaper
Magic Item Compendium – Keen ability
Tome of Battle : Book of the Nine Swords – Warblade, Bloodclaw Master Maneuvers &
Stances.
Shining South : Non-psionic version of Thri-Kreen race
If needed : Planar Handbook - Planar Touchstone (Were Glade) p164

The Viscount
2021-09-01, 10:42 AM
Clowning on OotBI, one of Iron Chef's proudest traditions.



Five-Punch Man
AKA: "Just a Dude"


https://i.imgur.com/39piU1t.gif


When asked, "What is Truth?," a Thayan gladiator stretches his shoulder, punches you five times in the face and, without saying a word, lets his utter contempt for epistemology serve as the gauge of a warrior's progress along the way. By learning the meditative art of the Way of the Wallop, the warrior improves his ability to punch people in the face, in the neck, and in the groin. Thayan gladiators (like most people, if we're being honest) see the literal extensions of themselves as, well, extensions of themselves, and the repeated pummeling of someone's face as a spiritual experience.

- On The Virtues of The Gladiator, by five-punch man, as dictated to his faithful aide.



Artificer 5/ renegade mastermaker 3/ Thayan gladiator 8/ disciple of Dispater 4.
LE male wild dwarf (Races of Faerun p.23)

ABILITIES:
Str 16
Con 18 (16)
Dex 8
Int 14
Wis 8
Cha 12 (14)
All level advancements go to strength.

A giant lizard lumbered towards the arena, carrying two creatures on its back; one small and unimpressive, the other much smaller still – yet somehow more epic in stature, betraying a wise and honorable nature.

"He's gonna mess you up, master. Real bad. You know that, right?"

"Shut the **** up." Said the crude, tiny man, rubbing his right shoulder.

"He's basically a slightly worst version of the king of smack." Insisted the magnificent frog-like being on his other shoulder. "He's gonna beat the **** out of you. It's going to be worse than the ritual." (Editor's note: I'm not sure whether or not the marvelous creature actually said that last sentence. I was simply overcome by a strange urge to mention the ritual. Perhaps this is worth exploring.)

"I said shut the **** up, you miserable excuse of a-" (Editor's note: several very inappropriate untruths were then spoken regarding the Intelligent and loyal servant, which I cut out for your benefit. During that grueling tangent, the vulgar master and his noble companion disembarked their lizard and walked into the preparation room of the arena.)

"Regardless of being vile enough to make Dispater lose his lunch, that's definitely biologically impossible." Answered the humble homunculus, humbly. "Could we get back on topic?"

"There is no topic. He's gonna die." Replied his dreadful master, who usually claimed he was 3'2'', despite being 2'11'' at most.

"What's your plan?"

"I'm going to punch him in the face."

"And If that doesn't work?"

"You know, I'm probably going to punch him in the face again. Once every 1.2 seconds or so. Should do the trick."

"And if he vampire-claws-heals whatever you do to him?" Said the honestly fabulous frog.

"Can't heal everything" replied the damn brute, crudely.

The clever construct surely had a winning argument in mind, but was unfortunately cut off by the announcer.

"Ladies, great old ones, and gentleman! On this corner, sometimes weighing 185 lbs, but currently weighing in 11,840 lbs, THE DECIMATOR!"

The crowd screamed as the huge figure grinned and scratched his shimmering claws on his armor.

"On the other corner, weighing in 56 lbs, FIVE-PUNCH MAN!"

The bald and clean-shaven wild dwarf stood with one hand forward and one behind his back, looking bored. The Decimator leaned his head, looking confused. (Editor's note: that wretch of a dwarf ordered me to write that the crowd erupted in cheers. They didn't.)

"Fight!"

The gigantic elan moved first, lunging forward and delivering 4 painful strikes with his claws. Blood spilled to the floor. The dwarf swayed, but remained standing. Growling, he said:

"You done?"

From behind his back emerged his other arm – but where his hand should have been, there was something foreign, flashing in blue light and dripping with poison. Five whirling rings encompassed a mechanical hand of iron, clenched into a fist. The dwarf smiled.

"My turn."



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


1st
Artificer 1 (ECS p.29)
0
0
0
2
Craft (blacksmithing) (+4) 4; Craft (poisonmaking) (+4) 4; Disable device (+4) 4; Knowledge: Arcana (+4) 4; Search (+4) 4; Use magic device (+4) 4;
Wild Cohort (Web (http://archive.wizards.com/default.asp?x=dnd/re/20031118a)), Scribe Scroll (bonus)
Artificer Knowledge, Artisan Bonus, Disable Trap, Item creation


2nd
Artificer 2
1
0
0
3
Craft (blacksmithing) (+1) 5; Craft (poisonmaking) (+1) 5; Disable device (+1) 5; Knowledge: Arcana (+1) 5; Search (+1) 5; Use magic device (+1) 5;
Brew Potion (bonus)



3rd
Artificer 3
2
1
1
3
Craft (blacksmithing) (+1) 6; Craft (poisonmaking) (+1) 6; Disable device (+1) 6; Knowledge: Arcana (+1) 6; Search (+1) 6; Use magic device (+1) 6;
Toughness, Craft Wonderous Item (bonus)



4th
Artificer 4
3
1
1
4
Craft (blacksmithing) (+1) 7; Craft (poisonmaking) (+1) 7; Disable device (+1) 7; Knowledge: Arcana (+1) 7; Search (+1) 7; Use magic device (+1) 7;
Extraordinary Artisan (ECS p.53, bonus)
Craft Homunculus


5th
Artificer 5
3
1
1
4
Craft (blacksmithing) (+1) 8; Craft (poisonmaking) (+1) 8; Disable device (+1) 8; Knowledge: Arcana (+1) 8; Search (+1) 8; Use magic device (+1) 8;
Craft Magic Arms and Armor (bonus)
Retain Essence


6th
Renegade Mastermaker 1 (MoE p.81)
3
3
1
6
Craft (blacksmithing) 8; Craft (poisonmaking) (+1) 9; Disable device (+1) 9; Knowledge: Arcana (+1) 9; Search (+1) 9; Spellcraft (+1) 1; Use magic device (+1) 9;
Weapon Focus: Battlefist (Slam)
Battlefist, Craft Master


7th
Renegade Mastermaker 2
4
4
1
7
Craft (blacksmithing) 8; Craft (poisonmaking) (+1) 10; Disable device (+1) 10; Knowledge: Arcana (+1) 10; Search (+1) 10; Spellcraft (+1) 2; Use magic device (+1) 10;

Battlefist +1, Self Repair


8th
Renegade Mastermaker 3
5
4
2
7
Craft (blacksmithing) 8; Craft (poisonmaking) (+1) 11; Disable device (+1) 11; Knowledge: Arcana (+1) 11; Search (+1) 11; Spellcraft (+1) 3; Use magic device (+1) 11;

Supporting Construction


9th
Thayan Gladitor 1 (CoR p.63)
6
6
2
7
Craft (blacksmithing) 8; Craft (poisonmaking) (+2 CC) 12; Disable device 11; Knowledge: Arcana 11; Search 11; Spellcraft 3; Use magic device (+2 CC) 12;
Combat Expertise, Improved Natural Attack: Battlefist (bonus)
Study Oponnent


10th
Thayan Gladitor 2
7
7
2
7
Craft (blacksmithing) 8; Craft (poisonmaking) (+2 CC) 13; Disable device 11; Knowledge: Arcana 11; Search 11; Spellcraft 3; Use magic device (+2 CC) 13;
Improved Critical: Battlefist (bonus)
Natural Armor 1


11th
Thayan Gladiator 3
8
7
3
8
Craft (blacksmithing) 8; Craft (poisonmaking) (+2 CC) 14; Disable device 11; Knowledge: Arcana 11; Search 11; Spellcraft 3; Use magic device (+2 CC) 14;

Stunning Critical, Silver Strike


12th
Thayan Gladiator 4
9
8
3
8
Craft (blacksmithing) 8; Craft (poisonmaking) (+2 CC) 15; Disable device 11; Knowledge: Arcana 11; Search 11; Spellcraft 3; Use magic device (+2 CC) 15;
Power Attack
Natural Weapon Focus


13th
Thayan Gladiator 5
10
8
3
8
Craft (blacksmithing) 8; Craft (poisonmaking) (+2 CC) 16; Disable device 11; Knowledge: Arcana 11; Search 11; Spellcraft 3; Use magic device (+2 CC) 16;

Imbue Natural Weapon (Thundering), Natural Armor 2


14th
Thayan Gladiator 6
11
9
4
9
Craft (blacksmithing) 8; Craft (poisonmaking) (+2 CC) 17; Disable device 11; Knowledge: Arcana 11; Search 11; Spellcraft 3; Use magic device (+2 CC) 17;

Adamantine Strike


15th
Thayan Gladiator 7
12
9
4
9
Craft (blacksmithing) 8; Craft (poisonmaking) (+2 CC) 18; Disable device 11; Knowledge: Arcana 11; Search 11; Spellcraft 3; Use magic device (+2 CC) 18;
Disciple of Darkness (CoR p.23)
Savage Strike


16th
Thayan Gladiator 8
13
10
4
9
Craft (blacksmithing) 8; Craft (poisonmaking) (+2 CC) 19; Disable device 11; Knowledge: Arcana 11; Search 11; Spellcraft 3; Use magic device (+2 CC) 19;

Natural Weapon Mastery, Natural Armor 3


17th
Disciple of Dispater 1 (BoVD p.60)
14
12
6
11
Craft (blacksmithing) 8; Craft (poisonmaking) 19; Disable device (+3) 14; Knowledge: Arcana 11; Search (+3) 14; Spellcraft 3; Use magic device 19;

Device Lore


18th
Disciple of Dispater 2
15
13
7
12
Craft (blacksmithing) 8; Craft (poisonmaking) 19; Disable device (+3) 17; Knowledge: Arcana 11; Search (+3) 17; Spellcraft 3; Use magic device 19;
Hellbound Knight (CoR p.23)
Iron Hews


19th
Disciple of Dispater 3
16
13
7
12
Craft (blacksmithing) 8; Craft (poisonmaking) 19; Disable device (+3) 20; Knowledge: Arcana 11; Search (+3) 20; Spellcraft 3; Use magic device 19;

Rusting Grasp


20th
Disciple of Dispater 4
17
14
8
13
Craft (blacksmithing) 8; Craft (poisonmaking) 19; Disable device (+3) 23; Knowledge: Arcana 11; Search (+3) 23; Spellcraft 3; Use magic device 19;

Iron Power 1


Infusions per day. Bonuses from Int not included.

Level
1st
2nd
3rd


1st
2




2nd
3




3rd
3
1



4th
3
2



5th
3
3
1


6th
3
3
1


7th
3
3
2



Wild cohort table:



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


1st-2nd
Swindlespitter (MM3 p.41)
1
3
3
0
spot 5
Virulent Poison (SS p.40), Mobility (b), weapon finese (b)
posion dc 14


3rd-5th
Swindlespitter
2
3
3
1
Spot +1 (6)
Ability Focus: poison spray
poison DC 16


6th
Swindlespitter
3
4
4
1
Spot +2 (8)

+1 Con, poison DC: 18


7th-8th
Fleshraker (MM3 p.40)
3
4
4
1
Jump 7
Virulent Poison, Ability Focus: poison
poison DC 18


9th-11th
Fleshraker
3
4
4
1
Jump +1 (8)




12th-14th
Fleshraker
5
5
5
2
Jump +2 (10)
Power Attack
poison DC: 19


15th
Fleshraker
6
6
6
3
Jump +2 (12)
Leap Attack (CAdv p.110)
+1 con, poison dc: 21


16th-17th
Giant Banded Lizard (Sa p.48, 164)
7
7
7
3
Spot 8, listen 5
Virulent Poison, Ability Focus: poison, Deadly Poison (SS p.31), Quick Reconnoiter (CAdv p.112)
Poison DC 25, double secondary damage


18th-20th
Giant Banded Lizard
8
7
7
3
Spot +1 (9)







As an artificer who also DOES POISON, Five-Punch man makes and uses a lot of stuff, and I'm not going to go through it all. Assume normal melee equipment and enchantments, mostly. Of special note is the triple weapon capsule retainer (CAdv p.121), a cheap mundane item that allows to apply poison doses as a swift action. Sweet. In the same vein, the toxic weapon enhancement (DotU p.96) could be a useful and thematic addition. The virulent enhancement, from the same source, becomes nearly as tempting at later levels, when Five-Punch Man routinely uses a posion that deals double secondary damage. Both could be fine. This is especially easy if you buy the RAW approach for double enhancement presented below, but that's not a must. A wand chamber (Dungeonscape p.34) could also be useful. Continuing the theme of most of the build, these options wouldn't apply for a "normal" natural weapon.

A necklace of natural attacks should work on top of the battlefist enhancement and the gladiator bonus, RAW. The actual enhancement bonuses wouldn't stack, but you could get different special abilities from each source. Nothing stopping you from enjoying both. This isn't essential for the build, but RAW at least it should work.

Level 5: This is going to be a bit long – a lot of this will stay relevant through the entire career.
Artificer has a strong start. Five-Punch man is a melee, as well as a trapfinder. He starts out with 18 Con, which is a tremendous help with his poor HD. Being a straight artificer, he already has access to retain essence, so he should not run into EXP issues at any point.
Infusions wise, everything is accessible of course, but of special note are the armor enhancement infusions – all very good, and all available at this level. Beware their cost, though. As fun as throwing on heavy fortification can be, a 100 gp stacks up at this level, and you need the money for crafting equipment and poison. Later levels – go wild.

Personal weapon augmentation is first level, no-cost infusion that is going to be a permanent feature of Five-Punch Man's career. At early level, it's a great source of reliable bonus damage through something like frost or flaming (sudden stunning if you want to be cheesier) or used for the toxic enhancement, mentioned in the equipment section. At later levels, it can be used to offer solution to each specific problems Five-Punch Man thinks he might face – ghost touch, bane weapon, etc. Skill enhancement is a resource-cheap way to solve all sorts of problems, and especially useful to craft higher DCs poisons from level 1 of the build. Speaking of which…

As a wild dwarf, Wild-Punch Man has racial poison use – as well as familiarity with wild dwarf knockout poison, one can assume. His wild cohort, Scaly (detailes of whom can be found in the "Spell and Scale" spoiler tag right beneath the table), is a freaking delight and always up for donating her poison, greatly saving on expenses. That poison also happens to be more potent than that of most of her kind, due to her feats. When crafting other poisons, Five-Punch man can utilize his Extraordinary Artisan feat for cheaper costs.

Level 10: Into the SI, entering through his natural weapon – a battlefist, replacing his right arm. This is a natural slam attack made of iron and steel, which gets iteratives and can be enchanted. Neat. While all the other chumps walk into the arena with boring claws and teeth, Five-Punch Man can walk in with a magically enhanced fist dripping in poison – simply not an option for most natural weapon users. RAW, the fist damage isn't effected by his small size, making it a net gain in most ways. If the DM decides to decrease it anyway – well, improved natural attack from Thayan Gladiator will help it back up. Improved critical is also useful, especially with iteratives, and will be supported further in the future. Natural armor stacks with his heavy armor. Admittedly, he doesn't have much support for study opponent.

Breaking up with scaly was a hard call, and not just for fluff reasons. Wild cohort punishes you quite harshly for taking an advanced animal companion, and taking a fleshraker is no longer an obvious choice – as you lose 6 levels instead of 3. Still, in the end, Scaly 2.0 has more survivability and combat utility, and Dex Damage is more reliable than blindness.

The core identity of Five-Punch Man is already here – beating up enemies using his enchanted-and-poisoned battlefist as a versatile combatant, and getting advantages for said battlefist that he never could as a straight renegade mastermaker.

Level 15: Many goodies. Natural weapon focus is incredible, of course, and Five-Punch Man is nearing his 5th punch. Stunning critical and savage strike really makes you want to crit, don't they? Iteratives are helpful for that, but… hmm. Thundering is there to support the crits – with a magical natural weapon and with personal weapon augmentation, Five-Punch Man can afford to give ghost touch up. Silvered and adamantine strike are very helpful to get over DR, as Five-Punch Man's battlefist is DECIDEDLY made from iron or steel. None of your fancy metals, thank you very much.

Combat expertise will be situationally useful, when enemies focus Five-Punch Man. Power attack will be consistently helpful, of course, though not as useful as for a THF build. Disciple of Darkness is trash, but it can potentially save the day here and there. Scaly 2.0 is on the top of her game, with 21 DC on her poison and leap attack to keep her pounce relevant. Everything synergizes well. Now, if only we could crit more…

Level 20: Oh yeah.

I'm going to talk about Scaly 3.0 now, because I'll be too excited later. Scaly 3.0 would claim she's male, and is named "The Ancient King", but she can't talk, so we'll stay with Scaly 3.0 She's a vast improvement over Scaly 2.0, and has the Deadly poison feat, which makes virulent a good investment (see equipment). She's also an effective combatant in her own right, though likely utilized only outside of the arena. Great. Let's get to business.

We exit the SI after getting the awesome natural weapon mastery, right before the trash that is magic strike comes online. I've had a native enhancement bonus to that slam since level 7, thank you very much. Our next step leads us deeper into evil, as we complete our entry to the service of Dispater, lor of Dis. And Dat, probably.

Iron power is our capstone, and what a capstone it is. It's the holy grail of many critical hit builds, as (I believe) the only way within our allowed material to improve critical range on top of improved critical. The only issue is, it requires a weapon made of Iron or steel – which our slam attack is. Improved critical, savage strike, stunning critical, imbue natural weapon (thundering) – everything just got a huge boost. DoD having full BaB also insured we comfortably reach our 4th iterative, finally becoming Five-Punch Man.

This is obviously fantastic. On top of that, the class gives us device lore, and the skill points to re-stack our trapfinder skills. It gives us Iron hews, which is not spectacular by any means, but is supported by our many attacks and our great Con Score. Finally, at level 19, it gives us rusting grasp – granting us caster level 15 for the purposes of crafting, and making up for the largest downside of our choice to lean martial instead of staying in renegade mastermaker.

Thayan Gladiator is all about using a chosen natural weapon effectively. A wild dwarf with no meldshaping and no psionic powers may not seem like the best entry, but Five-Punch Man is doing great for himself. He enjoys everything his 8 levels of the SI granted him greatly, with the sole exception of study opponent, which is situational at best anyway. His natural weapon can uniquely benefit not only from poisons and enchantments made by him, but also from iron power – to get better-to-significantly-better usage of all his class features. He can overcome DR/chaotic, DR/evil, DR/adamantine, DR/magic and DR/silver. He has four iteratives, competing with rapidstrike builds – and getting them way before the ECL most of those would get improved rapidstrike.

The Viscount
2021-09-01, 10:43 AM
That little guy hasn't done anything yet! And when he does I bet it's going to be something really cool.



PREFACE


Study Opponent (Ex): You prefer to circle your opponents before engaging them in melee, searching them for weaknesses and noting the way their bodies move. You can study any opponent within 30 feet as a standard action for a number of rounds equal to your Wisdom modifier (minimum 1 round). For each round you study, you gain a +1 bonus on attack rolls and AC during the round that you first engage them in melee combat.

There are two correct ways to interpret this ability. I’ll rearrange the sentence a bit to illustrate:
* For a number of rounds equal to your wisdom modifier, you can use a standard action to study an opponent. (Likely rules as intended)


* You can study an opponent for a number of rounds equal to your wisdom bonus as a standard action. (This is the interpretation we are using for this build)




‘Ole Cooter
Lawful Evil Middle Age Silverbrow Human
Monk 2/ Swordsage 1/ Monk of the Long Death 6/ Thayan Gladiator 1/Assassin 8/ Mindspy 1

https://images-ext-1.discordapp.net/external/kyE3s2j0moe4IZulDo9VHGR8fSDQpw3v5VKtZ6qb5Cc/https/c.tenor.com/IVuvo3MuWiYAAAAd/indiana-indiana-jones.gif





ABILITIES




STR

DEX

CON

INT

WIS

CHA



Start (32 PB)
8
15
13
15
15
11


Middle Age
7
14
12
16
16
12


4th level



+1




8th level



+1




12th level



+1




16th level



+1




20th level




+1










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


1
Hand and Foot Monk
0
2
2
2
ius, stunning fist, favored in guild (mercantile), toughness
28: concentration 4, craft (alchemy) 4, craft (poisonmaking) 4, Disguise 4, Hide 4, Jump 4, Move silently 4,
flurry of blows, bonus feat, unarmed strike 1d6


2
Sleeping Tiger Invisible Fist Monk
1
3
3
3
improved initiative
7: Concentration 5, Craft (alchemy) 5, Craft (poisonmaking) 5, Disguise 5, Hide 5, Jump 5, Move Silently 5
invisible fist, bonus feat


3
Swordsage
1
3
5
5
Primary contact, (weapon focus
9+1: Concentration 6, Craft (poisonmaking) 7(PC), Disguise 6, Heal 3, Hide 6, Jump 6, Move silently 6
Quick to act +1, discipline focus (weapon focus), 6 Maneuvers, 4 readied, 1 stance


4
Monk of long death 1
1
3
7
7

7: Bluff 3, Concentration 7, Disguise 7, Hide 7, Move silently 7,
Deathguard +1, monk abilities, poison use


5
monk of long death 2
2
3
8
8

7: Bluff 6, concentration 8, Disguise 8, Hide 8, Move silently 8
Macabre shroud


6
monk of long death 3
3
4
8
8
Darkstalker
7: Bluff 9, concentration 9, Hide 9, Move silently 9, Tumble 1
Death knell, deathguard +2


7
monk of long death 4
4
4
9
9

7: Bluff 10, concentration 10, Hide 10, Move silently 10, Tumble 4



8
Monk of long death 5
4
4
9
9

8: Bluff 11, concentration 11, Decipher script 2, Hide 11, Move silently 11, Tumble 6,
Deathguard +3


9
Assassin 1
4
4
11
9
Illithid bloodline
8: Bluff 12, Concentration 12, Hide 12, Move silently 12, Sleight of Hand 2, Use Magic Device 2
Sneak attack +1d6, death attack, poison use, spells


10
Monk of the long death 6
5
5
12
10

8: Bluff 13, Concentration 13, Decipher script 6, Hide 13, Move silently 13,
death attack


11
Thayan Gladiator
6
7
12
10

6: Bluff 14, spot 5
Improved natural attack, study opponent


12
Hit Run Fighter 1
7
9
12
10
raptor school, ring the golden bell
6: Jump 10, Swim 2
hit and run tactics, bonus feat


13
Assassin 2
8
9
13
10

8: Bluff 16, Concentration 15, Hide 15, Move silently 15
poison save +1, uncanny dodge


14
Assassin 3
9
10
13
10

8: Bluff 17, Concentration 17, Hide 17, Move Silently 17
Sneak attack +2d6


15
Assassin 4
10
10
14
10
snap kick
8: Bluff 18, Concentration 18, Hide 18, Move Silently 18, sleight of hand 4, use magic device 4
poison save+2


16
Mindspy 1
11
10
14
12

7: Bluff 19, Concentration 19, sense motive 5
Anticipate, combat telepathy, spherical detect thoughts


17
Assassin 5
11
10
14
12

9: Bluff 20, Concentration 20, use magic device 11
Improved uncanny dodge, sneak attack +3d6


18
Assassin 6
12
11
15
13
ability focus: death attack
9: Hide 19, Move silently 19, Sleight of hand 11
poison save +3


19
Assassin 7
13
11
15
13

9: Hide 20, Move silently 20, Sleight of hand 12, Use Magic Device 17
Sneak attack +4d6


20
Assassin 8
14
11
16
13

9: Bluff 23, Use magic device 23
poison save +4, hide in plain sight



MANEUVERS
MANEUVERS: Wolf Fang Strike, Sudden Leap, Sapphire Nightmare Blade, Distracting Ember, Mighty Throw, Shadow Blade Technique
STANCE: Child of Shadow

SPELLS:
1: Hypnotism (Illthid bloodline), Distract Assailant, Sniper’s Shot, Insightful Feint, Shadow Double
2: Detect Thoughts (Illithid bloodline), Swift Invisibility, Swift Ready, Getaway, Smoke Stairs
3: Suggestion (Illithid Bloodline), Vital strike, Toxic Tongue, Nightmare Terrain, Create Fetch
4: Confusion (Illithid Bloodline), Unseen Strike, Heartripper, Hide from Dragons





PROLOGUE



Maximous stretched his nezumi muscles in the gladiatorial antechamber. A buzzing insect...buzzed...its way between the shafts of light that pierced the room from the light of the afternoon. Maximous was sending quite a bit of coin back home from these fights. He even managed to buy the freedom of his most recent litter of pips.

In just a few minutes, he was going to fight Ole Cooter, one of the oldest gladiators in Thay. Ole Cooter had a reputation as a boring gladiator, yet here he was, fighting almost daily, still plodding along.

Maximous knew that he would have to act fast, as his opponent, known only as Ole Cooter, was known as a power striker. Those sorts of fighters had to be outmaneuvered and worn out. Just don’t get hit, and make them sweat. Easy Enoughfor a fast ratling fighter! Anxiety crept into Maximous’s legs, precipitating a tapping against the ground. Maximous dipped his fingers in a little pouch and scratched his nails along a dry paste, caking the creases and intracuticular spaces of his paws. This paste was an irritating poison that is deadly when introduced into the blood stream. This little gift was from the stablemaster by special request of the Tharchion. He reflected at what an honor this opportunity presented. He, Maximous, was hand chosen to get rid of this gladiator and there was a reward associated with his success. Maybe Maximous would have the down payment for his freedom soon.

The word was amongst the fighters of the gladiator stables that Ole Cooter used to be a merchant who had sold the poison that failed to kill the Zuiker in an assassination attempt decades ago. He was subsequently sentenced to live the rest of his life as a gladiator. How the hell did an herb merchant survive this long as a fighter?

But really, how hard was it gonna be to fight an old merchant? Well, today was the day that Young Maximous was gonna squeak in a big win.

The doors parted, and Maximous spied the old man in his late forties who was to be his opponent. Maximous felt some relief at seeing how weak the man appeared. Ole Cooter had thin arms and skinny legs. He wore no armor.

The two contestants approached each other and began circling as the Emcee declared their names and the rules of the match.

This was a first blood match.
No weapons other than the ones mother nature gave to you may be used.
A round of betting will occur in the next three minutes.

Maximous basically had this all memorized so he focused on intimidating Ole cooter.

Ole Cooter stood there. He watched the form of Maximous do a pre-fight weapon drill meant to rile the crowd and intimidate him. He watched a femoral artery have insufficient armor. He observed an analogous vein in the mouse-man's neck display its potential to be a source of blood choking. Ole Cooter stood still and watched.

“And Fight!”

Maximous charged at Ole Cooter. His plan was to slash and retreat and let the poison do its work. But as he neared, the air changed.

Ole Cooter held his right hand outward, palm down. Still. Too still. He suddenly flinched and the hand instantly curled into a fist. A nearly imperceptible vibration was set into motion.

Maximous became dizzy.

Maximous felt like his head was levitating above his body. He wasn’t even 15 feet away from Ole Cooter. What the hell is happening?

Maximous tripped. Struggling for breath. He looked up. Ole Cooter was calmly walking away. Yelling something about being done fighting by Thay’s rules. Maximous tried to get up but he was interrupted by the voice of his grandfather, “Come on, son. You’re done here. Just let the light swallow you up.”

Confusion and fear poured over Maximous. Like he was wrapped in a tunnel to tight to squeeze out of. What was even happening?

“You died, Grandson. Your body just hasn’t had time to realize. Let’s go to a nice place in the Outlands. There’s an Osage tree there the size of the sky, and not a serpent in sight”



BACKGROUND



Ole Cooter was a Monk of the Long Death (Hereafter referred to as MoLD) well before he was formally inducted into the order. His father personally trained him with a meticulous amount of loving detail throughout his life to imbibe the best tools available of all the martial arts. Imagine if Bruce lee was a Grecian Monk of Thay who was perfecting a modern martial art that synchretized many different styles and was bringing his kid along for the ride.

The MoLD are considered to be a macabre sect of academic monks, based geographically in Thay, who were known to be striving to understand death.

Not the soul.
Not morality.
The Biophysical nature of life itself.

The MoLD are students focusing the razor’s edge of existence that separates a body under the auspices of life in the present and the chaos of the unknown of each moment of the future. Each increment of time brings an essential probability of cessation that animating force.

The MoLD consider themselves academics, scientists, and biologists. And like all biologists, the MoLD understand that to study life is to study death. And through this study, there are many fruits of knowledge to pick. For medicine, for inner peace, for spiritual peace, for forgiveness, and for war.

Young Cooter studied poisons and drugs effects on the body and living tissues. He got pretty good at making these substances. And then he got adept at selling these poisons through underground markets. And then he sold a deadly draught of poison to a person who turned out to be a snitch. And this person was providing poison to would-be assassins on the Tharchion’s life. Every man in the supply chain of that attempt on the Tharchion’s life was divined and severely punished.

Cooter was arrested and sentenced to Life imprisonment in the gladiatorial stables.

But Cooter was kind of...at home there.

He could just hone new ways to advance the research of his order. Butchering gladiators in their own game not through superior strength, but through superior knowledge.



LEVEL SNAPSHOTS



OVERVIEW:

This build is predicated on the strange wording of the Thayan Gladiator's one first level ability. What does it mean to study someone for 3 rounds as a standard action?

Death Attack!

Actually, there's a number of things that require empty rounds of watching.

Raptor school grants +6 to attack and damage. In addition to the +3 to attack and AC from the study abilitiy? That’s +9 to hit with a death attack.

If we had space in the build, the chink in the armor feat, (from song and silence) which trades a round of observation for negating half of someone's armor bonus. That seemed like a pain to actually calculate, so when there was insufficient feat space to fit everything i wanted, it got cut.

Mindspy and its detect thoughts optimization also uses rounds of observation to power up. Reading the minds of anyone in a sphere around you, and getting another +1 to hit and AC is nice too.

With UMD, detect spells on wands can be used at maximum power in a standard action.

Stacking as many as possible, this is what was created.

If we are doing Death attacks, we need that Death attack Fort save DC to be really high. So MoLD, entered early via primary contact nabs some death save DC increases, and it advances monk fighting skills, which benefit from improved natural attack. Thereby using every single feature of the first level of the Special ingredient. And expanding the capacity of the study opponent into a whole new frontier of optimization.

For death attack to function reliably, we need ways to get sneak attacks with melee weapons to hit and deal damage. So invisible fist and a series of assassin spells and maneuvers all aid in that endeavor to trigger sneak attack.

We needed a race with racial casting in order to take ranks in craft (alchemy) and so, Ole Cooter is born as a silverbrow human rather than a whisper gnome or tibbit. Take it as verboten that Ole Cooter can craft poison though-out his career and will strive for con damaging poison, or int/wis increasing drugs for themselves.


LEVEL 5


This is a pretty straightforward set of levels. A monk with some swordsage thrown in. Immediate action invisibility, pre-requisites for thayan gladiator, and primary contact for early entry into the Monks of long death. Flurry is helpful for death attacks later. Going first is going to be important, so we abandon hand and foot monk fighting style at level 2 and pick up sleeping tiger. And monk of long death has macabre shroud, which is weirdly helpful because it only takes a DC 20-30 knowledge: local, Thay check to learn a striking amount about any gladiator. We wind up adding 6 to that DC, which is almost useless, but it definitely isn't nothing. The low BAB and strength score here is going to hurt survivability during these rounds. Hopefully you go adventuring with a party of well rounded individuals to buff that up. But Ole Cooter has a pretty good skill array for sneaking and disguising themselves as ordinary folk.

LEVEL 10


We'll be cooking with gas soon, I promise. We take darkstalker because it's good for what we'll be doing later. Being concealed or invisible and karate chopping people to death. At level 6 we pick up death knell as a 1/day spell like ability. We can just add it to our featherfall racial SLA as conditionally helpful. At level 9 we pick up death attack and the illithid bloodline feat. Assassin had to be wedged here for the level 9 feat to provide the 4 extra spells to the assassin’s list, including the prerequisite detect thoughts spell for mindspy later. At level 9, Cooter’s Stunning fist save DC is 17 and their Death Attack save DC is 15. At level 10, Cooter’s Stunning fist save DC is 18 and their Death Attack Save DC is 21, which is appropriate for level 10.

LEVEL 15 (APEX)


Well, howdy everyone! At level 11 we take the special ingredient. Now Cooter can take a standard action to study their opponent for 3 rounds. Meaning that a death attack is possible in the next round. Also, every punch deals 2d8 damage. Hit and run fighter adds 2 more to the initiative check, as well as dex to damage for a flat footed opponent, and two fantastic feats enter the game: ring the golden bell (use a melee weapon attack (unarmed strike) at range, which is enough to trigger death attack if it is a sneak attack that deals damage.) And raptor school stacks on top of your ability to study your opponent, offering +6 to attack and damage on your first round (on top of the +3 you already have).

Three more assassin levels follow, upping the death attack save DC by 3 more (DC24) and snap kick is added, which allows for subsequent death attacks in a round if you hit with your first strike. Almost Everything this build can do is here. In addition we have 3 level assassin spells, and suggestion is added to our spells known from the illithid bloodline, so we can affect will saves instead of just fort.


LEVEL 20


Mindspy + 3 rounds of observation as a standard action skips all of the problems of detect thoughts in combat. We can detect thoughts in a sphere which might be cool if theres like really smart earthworms or birds or something, and we derive some combat benefits from it. It surely helps in gladiatorial contests that are routinely rigged. The final 4 levels of assassin add another 4 to the death attack save DC as well as adding hide in plain sight to the mix of assassin abilities. Plus all of the spells chosen are quite helpful for combat or adventuring.





Source

Spells/Maneuvers

Feats
Race/ Class



Dragon Magic


SilverBrow Human 6


Cityscape

Favored 61, Primary Contact 61, Mercantile Guild 90



Dungeon Master's Guide


Assassin 180


Spell compendium
Distract Assailant 69, Heartripper 111, Hide From Dragons 114, Insightful Feint 124, Invisibility, swift 125, Sniper's Shot 194




Lords of Madness

Darkstalker 194



Exemplars of Evil


Invisible Fist 21


Complete Mage
Nightmare Terrain 111, Toxic Tongue 120, Unseen Strike 122, Vital Strike 122




Complete Scoundrel
Create Fetch 96, Smoke Stairs 103




Complete Warrior

Raptor School 111
Mindspy 62


Dragon Compendium

Illithid Bloodline 100, Ring the Golden Bell 105,



Drow of the Underdark
Shadow Double 62,

Hit and Run Tactics 58


Forge of War
Swift Ready 117




Player's Guide to Faerun


Monk of Long Death 65


Song and Silence
Getaway 92




Tome of Battle
Distracting Ember 52, Sapphire Nightmare Blade 65, Mighty Throw 73, Child of Shadow 76, Shadow Blade Technique 78, Sudden Leap 89, Wolf Fang Strike 90

Swordsage 15


Unearthed Arcana


Sleeping Tiger (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#sleepingTiger) Monk, & Hand and Foot (https://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#handandFoot) Monk 52


Monster Manual V

Ability Focus 204

The Viscount
2021-09-01, 10:47 AM
That's not shifting! THAT'S shifting.



Takkan
CE Feral Longtooth Shifter Wolf Totem Barbarian 4/Warshaper 5/Thayan Gladiator 10
Initial Ability Scores (32-point buy)
Str 18, Dex 12, Con 16, Int 10, Wis 8, Cha 8
Racial ability score changes: +2 Dex, -2 Int, -2 Cha.
Feral Template: +4 Str, -2 Dex, +2 Con, -4 Int, +2 Wis
Ability Score increases go to Str.
Final ability scores:
Str 26, Dex 12, Con 18, Int 4, Wis 10, Cha 6

“For this next match, boy do we have a treat for you.” The Announcer yelled through the stadium with a sadistic grin. “A melee fighter barely smarter than a wild animal, but more ferocious than anything you’ll encounter. The prized gladiator of Tharchion Azyrnon Khal of Delhumide, a brutal killer who shifts his form in rage to terrifying effect! When he was found in the wilds, it took fifteen men and five wizards to bring him down, and now he’s here for your viewing pleasure! Give it up for Takkan!”
The doors opened and a minor procession came out, based around a large wheeled platform, on which rested a cage of solid iron with a few breathing holes, from which animalistic growling and snarling could be heard. Four soldiers with long spears tipped with electrical energy stood at alert, pointing them at the cage. There were also two wizards clad in red robes, glaring intently at the cage.
They dismissed the cage, and the moment they did so, it revealed a very hairy human, hunched over and growling. His leather armor seemed rather fine, surprising considering the rest of his appearance. He also had razor sharp claws on his hands that almost looked to be covered with frost. His first action was to leap forward, but the soldiers presented the spears in the hairy human’s face. They didn’t seem to harm the creature, but it didn’t advance on the wizards or soldiers. “Looks like Takkan is ready to fight! But thankfully our Red Wizards are here to make sure that he doesn’t harm anyone except our challenger!” As the wizards and soldiers started shuffling back, still having their shields raised, and once the gates closed and Takkan could no longer see the people that brought him in, he seemed to be a bit calmer.
“And who is the foolhardy challenger? Well he’s definitely brutal, but if there was a battle of brains between Takkan and the challenger, I’d bet on the chairs they were sitting on!”
This caused the crowd to emerge in raucous laughter, and Takkan glared at the announcer’s booth.
“Anyway folks, it’s time for the reveal. He’s a special breed, introducing the half-orc Kurrak Manslaughter!”
The gates on the other side of the arena opened and a half-orc strode out. His armor was a motley array of small dented metal plates and thick dirty hides, but the large, almost oversized, axe he was wielding looked very shiny, and it crackled with electricity.
“Well, looks like we’re going to have a brutal smackdown fight. Let the competition begin!”
The two competitors started approaching each other cautiously for quite some time, almost a half-minute, but then Takkan charged forward, initiating the combat by charging forward. While doing that, his form shifted and changed, his mouth extending and growing a snout, his muscles growing in size as he landed particularly powerful hits with his claws and teeth. Kurrak Manslaughter looked staggered, but kept his ground, but Takkan followed up with an additional claw attack, a tail sprouting from behind him a few seconds later. Kurrak got his chance to counterattack, swinging his greataxe several times, landing three hits on Takkan. Takkan didn’t seem too daunted by this, his wounds already partially closing, and he lashed out with more attacks, one of which managed to trip Kurrak and made Kurrak fall to the ground. Takkan used this brief reprieve to grow his arms and tail far longer than they usually would be on a creature of his size.
“Looks like Takkan’s pulling out the big guns now. This is why he’s regarded as the most fearsome gladiator! Stay tuned to watch him mow down a dozen Thayan Knights who failed in their duties!”
Until, when Takkan landed a claw, and Kurrak just dropped to the ground, his body surrounded by a pool of blood.
“And there you go! The real cost of fighting someone like Takkan! His claws and bite are well-known for draining your stamina, so this fight was almost settled before it began!” The crowd went wild, cheering another brutal fight.

“I told you Takkan would win.” Tharchion Azyrnon Khal grinned from behind his bodyguard, who collected the money from Turak Hashan, one of the more powerful Red Wizards. “His abilities are unique, even for a Gladiator. I’m not entirely sure what sort of training Takkan has.”
“You cheated!” Turak announced. “You got someone to cast polymorph on your gladiator as the fight began! That’s how they were able to do that! I can sense magic, you know!”
“Then you would know that Takkan is a rare breed able to shift into a different state, sort of like a barbarian’s rage. I’ve been trying to find more of his kind, but Takkan killed the mercenaries that captured him from his tribe… how unfortunate.”
“You’re treading on a thin line here, Azyrnon.” Turak threatened as he walked out, followed by his two knight bodyguards.
“Were you really threatening Turak Hashan? I’ve heard he’s going to make a play to be Zulkier of Evocation by next year. You should be careful.” Azyrnon’s bodyguard commented a few minutes after Turak left.
“Turak Hashan’s overextending himself already, Zeldrys. If he’s stupid enough to go after Uzyryan, I’d be happy to side with the current Zulkier. Might be enough to get funding for the new wizard tower.”
“Where’d you hear that from?”
“Turak’s supporters are less in his pocket than the Red Wizard would like to believe. Taroven Inaren’s been looking for a position in the government independent of him, and Inzhekln’s got some other plan. Turak’s on a house of cards, Zeldrys.”
“Well, I’ll make sure to adjust that when I ask about leads.”
“In the meantime, I need to check up on Takkan, make sure he’s being treated well.”

The metal men with sparky spears had put him back into his home cage. One metal man told him he fought good. Maybe Master will give him treat, for fighting good. He heard from loud voice above (God? He should ask Master about God voice from above) he will fight knights who did bad thing. He liked these fights. Arena Master never gave bad knights sharp axes or strong armor, only metal armor that breaks easily.
He heard whisper noise coming from stone wall. Right. One fighter was on other side. Called himself Tellas. Wanted to escape. Why escape when he can fight good and get treats? Tellas is stupid, silly man for not making sense.
The door to hallway opened, and he saw Master walk in, followed by Bodyguard and also Protector. It was easy to tell them apart, Bodyguard’s armor looked heavy but actually is light, and Protector’s armor looked light but actually is heavy. “One protects me from fighting threats, one protects me from other threats.” Master had explained.
“You did a good job, Takkan! Did you want to go outside and guard me alongside Kiyan while Zeldrys gathers information?”
He nodded. This was why Tellas was stupid. Why go through all this effort to escape when you can be good to your master and you go outside for free?
“I hope you’re ready to fight after this, there’s quite a few knights that shirked their duties.”
Takkan grew up in a wild tribe of humans, his shifting traits coming from a werewolf ancestor. Takkan was one of the stronger members of the tribe, due to his shifter abilities, being able to down a lot of the prey the tribe uses for food. A mercenary group ended up capturing him and forcing him to be a bodyguard, however, giving him some experience in regimented fighting. In combat, Takkan uses rage and shifting to deal with a threat quickly with sharp claws and strong bite
Takkan escaped from his captors and started wandering the land, going on more of a spiritual journey to learn about his morphic form, learning how to shape his body in a way not seen in Faerun before. However his freedom was short-lived, because soon his abilities were known throughout Thay. Takkan uses the same attacks as before, except he adds a tail when he gets the chance, and his Shifter Savagery feat makes all of his attacks extremely potent when raging and shifting (Abilities that synergize really well)

Takkan found escaping from his Thayan masters a lot more difficult than escaping from the random mercenaries that picked him up, so he just started to go along with it. His strategy has remained unchanged, although Takkan might throw in a trip attempt or two to spice things up in the battlefield.

Takkan is a beast in the gladiator arenas, able to strike four times with his claws when most creatures would only be able to strike twice, and adds in a bite and tail strike when he can, and his ability to extend his limbs makes him able to deal with even Large opponents effectively. Occasionally he’ll use his tail to make a trip attack.

Level Class Base Attack Bonus Fort Save Reflex Save Will Save Skills Feats Class Features
1st Feral Template - - - - - - -
2nd Barbarian 1 +1 +2 +0 +0 Intimidate +4 Weapon Focus(Claws) Ferocity 1/day, illiteracy, Lion Spiritual Totem(Pounce)
3rd Barbarian 2 +2 +3 +0 +0 Intimidate +5 Improved Trip
4th Barbarian 3 +3 +3 +1 +1 Intimidate +6 Power Attack, Track
5th Barbarian 4 +4 +4 +1 +1 Intimidate +7 Ferocity 2/day
6th Warshaper 1 +5 +6 +1 +1 Escape Artist +1, Intimidate +7 Morphic Immunities, Morphic Weapons
7th Warshaper 2 +5 +7 +1 +1 Escape Artist +1, Intimidate +7.5 Toughness Morphic Body
8th Warshaper 3 +6/+1 +7 +2 +2 Escape Artist +1, Intimidate +8 Morphic Reach
9th Warshaper 4 +7/+2 +8 +2 +2 Escape Artist +1, Intimidate +8.5 Morphic Healing
10th Warshaper 5 +7/+2 +8 +2 +2 Escape Artist +1, Intimidate +9 Shifter Savagery Flashmorph
11th Thayan Gladiator 1 +8/+3 +10 +2 +2 Escape Artist +1, Intimidate +10 Improved Natural Attack(Claws) Study Opponent
12th Thayan Gladiator 2 +9/+4 +10 +2 +2 Escape Artist +1, Intimidate +11 Improved Critical, Natural Armor +1
13th Thayan Gladiator 3 +10/+5 +11 +3 +3 Escape Artist +1, Intimidate +12 Shifter Multiattack Stunning Critical, Silvered Strike
14th Thayan Gladiator 4 +11/+6/+1 +12 +3 +3 Escape Artist +1, Intimidate +13 Natural Weapon Focus(Claws)
15th Thayan Gladiator 5 +12/+7/+2 +12 +3 +3 Escape Artist +1, Intimidate +14 Imbue Natural Weapon(Frost), Natural Armor +2
16th Thayan Gladiator 6 +13/+8/+3 +13 +4 +4 Escape Artist +1, Intimidate +15 Great Bite Adamantine Strike
17th Thayan Gladiator 7 +14/+9/+4 +13 +4 +4 Escape Artist +1, Intimidate +16 Savage Strike
18th Thayan Gladiator 8 +15/+10/+5 +14 +4 +4 Escape Artist +1, Intimidate +17 Natural Armor +3, Natural Weapon Mastery
19th Thayan Gladiator 9 +16/+11/+6/+1 +14 +5 +5 Escape Artist +1, Intimidate +18 Ragewild Fighter Magic Strike
20th Thayan Gladiator 10 +17/+12/+7/+2 +15 +5 +5 Escape Artist +1, Intimidate +19 Imbue Natural Weapon(Speed)



Shifters in Faerun: While Shifters are primarily an Eberron race, on p26 of the Races of Eberron book there’s a couple paragraphs describing how Shifters can be used in any fantasy setting. Takkan Daan was built using this as a baseline, and the only Eberron content used relates to shifters.
Player’s Handbook (Barbarian p24, Weapon Focus p91, Improved Trip p90, Toughness p91, Track p91, )
Complete Warrior (Warshaper p89)
Cityscape Web Enhancement(Ferocity) link (http://archive.wizards.com/default.asp?x=dnd/we/20070228a)
Complete Champion (Spiritual Totem ACF p46)
Savage Species (Feral Template p116)
Unearthed Arcana (Totem Barbarian p48)
Races of Eberron (Shifter p25, Shifter feats p116)
Eberron Campaign Setting(Great Bite p54)
Champions of Ruin(Thayan Gladiator p63)

The Viscount
2021-09-01, 10:48 AM
I heard that guy blinded a cyclops.


- And now in our stadium the main fight of this day happens!
- Our champion! Invincible! Unbeatable!!! Glorious and horned Grogan Dal!!! - massive minotaur with great battleaxe and crackling with sparking horns stepped on sand of the arena in one end. His mighty roar spread over the amphitheatre.
- And his opponent! Mysterious contender! Nobody!!! - on the opposite side came an unremarkable silent hobbit.
- Let the fight... begin!!!

Minotaur was going to trample that insignificant threat with single attack, but halfling with a smile did some weird incomprehensible maneuver and slipped between champion's legs. This was followed by slightly swing and slap minotaur on the ass. After all hobbit bounced off enemy with spectacular somersault. It was surprising, but such little slap had effect like knife stab - minotaur roared in pain. However he turned around and moved to enemy, but with more prudence. Next collision and quick-​hit exchange! Grogan's horns and axe seemingly hit little hobbit, but he dodged a strike in the last moment as if had some magic protection, anyway no one blood drop fell on the sand. In return Nobody again slapped bigger enemy with little palm. These "strikes" didn't seem like something that can do any damage, but obviously they had some effects - minotaur even fell down on one knee.
Exchange of blows continued for some time. It looked like several minotaur's attacks had their effects, but hobbit still didn't drop any blood on sand. While completely not serious slaps of mysterious Nobody literally bludgeoned the champion. It lasted about a minute, and the minotaur's body fell on the sand. Nobody joyfully waved at the crowd and... sank into the arena's sand without any trace.


AbilitiesInitialRaceLevel 8Level 12Level 16Total
Str 8 - -
Dex 15 2 1 1 1 20
Con 14 2 16
Int 16 4 20
Wis 10 4 14
Cha 14 4 18


Unbodied Telepath-2/Thayan Gladiator-10
Level Class Base Attack Bonus Fort Save Reflex Save Will Save Skills Feats Class Features
4th Monstrous Humanoid-4 +4 +1 +4 +4 Bluff (+7) 7; Diplomacy (+7) 7; Disguise (+7) 7; Intimidate (+7) 7; Listen (+7) 7; Sense Motive (+7) 7; Spot (+7) 7; Hidden Talent (Astral Construct) (1st), Weapon Focus (Incorporeal touch) (3rd) Telekinetic Force, Assume Likeness, Hide Mind, Incorporeal Traits, Psionic Powers
8th LA+4 - - - - - - -
9th Psion (telepath)-1 +4 +1 +4 +5 Bluff 7; Concentration (+7) 7; Diplomacy 7; Disguise 7; Intimidate 7; Listen 7; Sense Motive 7; Spot 7; Skin of the Construct (B) Bonus feat, discipline
10th Psion (telepath)-2 +5 +1 +4 +6 Bluff 7; Concentration (+2) 9; Diplomacy 7; Disguise 7; Intimidate 7; Listen 7; Sense Motive 7; Spot 7; Psicraft (+5) 5; Azure Toughness (6th)
11th Thayan Gladiator-1 +6 +3 +4 +6 Bluff (+2) 9; Concentration 9; Diplomacy 7; Disguise 7; Intimidate (+2) 9; Listen 7; Sense Motive (+2) 9; Spot (+1) 8; Psicraft 5; Improved natural attack (B) Study opponent
12th Thayan Gladiator-2 +7 +4 +4 +6 Bluff (+2) 11; Concentration 9; Diplomacy 7; Disguise 7; Intimidate (+2) 11; Listen 7; Sense Motive (+2) 11; Spot (+1) 9; Psicraft 5; Improved critical (B) Natural armor +1
13th Thayan Gladiator-3 +8 +4 +5 +7 Bluff (+1) 12; Concentration 9; Diplomacy 7; Disguise (+1 CC) 7.5; Intimidate (+1) 12; Listen 7; Sense Motive (+1) 12; Spot (+3) 12; Psicraft 5; Law Devotion (9th) Stunning critical, silver strike
14th Thayan Gladiator-4 +9 +5 +5 +7 Bluff (+1) 13; Concentration (+2 CC) 10; Diplomacy 7; Disguise (+1 CC) 8; Intimidate (+1) 13; Listen 7; Sense Motive (+1) 13; Spot (+1) 13; Psicraft 5; Natural weapon focus
15th Thayan Gladiator-5 +10 +5 +5 +7 Bluff (+1) 14; Concentration (+2 CC) 11; Diplomacy 7; Disguise (+1 CC) 8.5; Intimidate (+1) 14; Listen 7; Sense Motive (+1) 14; Spot (+1) 14; Psicraft 5; Imbue natural weapon (thundering), natural armor +2
16th Thayan Gladiator-6 +11 +6 +6 +8 Bluff (+1) 15; Concentration (+2 CC) 12; Diplomacy 7; Disguise (+1 CC) 9; Intimidate (+1) 15; Listen 7; Sense Motive (+1) 15; Spot (+1) 15; Psicraft 5; Practiced Manifester (12th) Adamantine strike
17th Thayan Gladiator-7 +12 +6 +6 +8 Bluff (+1) 16; Concentration (+2 CC) 13; Diplomacy 7; Disguise (+1 CC) 9.5; Intimidate (+1) 16; Listen 7; Sense Motive (+1) 16; Spot (+1) 16; Psicraft 5; Savage strike
18th Thayan Gladiator-8 +13 +7 +6 +8 Bluff (+1) 17; Concentration (+2 CC) 14; Diplomacy 7; Disguise (+1 CC) 10; Intimidate (+1) 17; Listen 7; Sense Motive (+1) 17; Spot (+1) 17; Psicraft 5; Natural armor +3, natural weapon mastery
19th Thayan Gladiator-9 +14 +7 +7 +9 Bluff (+1) 18; Concentration (+2 CC) 15; Diplomacy 7; Disguise (+1 CC) 10.5; Intimidate (+1) 18; Listen 7; Sense Motive (+1) 18; Spot (+1) 18; Psicraft 5; Shape Soulmeld (Incarnate Avatar) (15th) Magic strike
20th Thayan Gladiator-10 +15 +8 +7 +9 Bluff (+1) 19; Concentration (+2 CC) 16; Diplomacy 7; Disguise (+1 CC) 11; Intimidate (+1) 19; Listen 7; Sense Motive (+1) 19; Spot (+1) 19; Psicraft 5; Imbue natural weapon (speed)

Level Class 1st 2nd 3rd PP
1st Psion (telepath) Astral Construct (B); Inertial Armor; Dissipating Touch; Deceleration 4+2
2nd Psion (telepath) Hammer; Prescience, Offensive 8+5
3rd Psion (telepath) Concealing Amorpha; Cloud Mind 13+7
4th Psion (telepath) Biofeedback; Aversion 19+10
9th Psion (telepath) Empathic Transfer, Hostile; False Sensory Input 27+12
10th Psion (telepath) Body Adjustment; Share Pain, Forced 37+15

Thayan Gladiator should have natural weapon. In Unbodied as Characters we can read:

—Natural Attack: An unbodied can make a melee touch attack to deal 1d6 points of damage.
so unbodied can be Thayan Gladiator. More important this natural attack is touch attack.



At this time NoBody is similar to regular Unbodied, except different power choice. With his powers he can more effectively fight in melee, plus can create Astral Construct for backup.
Using of Assume Likeness provides for NoBody great combat advantage, with first look a few enemies can identify his true nature, and when foe will understand his mistake it might be too late.

Another two levels in Psion (telepath) give not only new helpful powers, but bonus feat - I take Skin of the Construct. Power Attack is the reason.

More important, it grants you one Menu A choice (EPH 186) that you can use as if you were the construct.

An astral construct does not need to meet the prerequisites for a feat granted by a menu choice.
So NoBody has melee touch attack +4 (too little, but for touch attack this can be enough, and this isn't necessarily always use PA on full) which can do 1d6+5(PA)+2(Prescience, Offensive)+1d8(Hammer) during 6 round for 8 PP and has AC 21-23 (not so much) and 20% miss chance for another 4-8 PP, plus incorporeality 50% miss chance for free. And furthermore, he has Forced Share Pain and Hostile Empathic Transfer which can help if enemy's potential to do damage to NoBody will be surprisingly good. After all Cloud Mind, False Sensory Input and Body Adjustment with incorporeality always provide an opportunity for retreat and regroupment.
NoBody isn't ultimate fighter as for 10 ECL, but can give any hostile combatant at least some uncomfortable minutes.


Thayan Gladiator class gives NoBody +1 damage via PA at each level, plus minor bonus damage from INA, plus 1d6 sonic damage, and 2 extra attacks! Of course improved critical and savage strike are very useful, too. As like as antiDR abilities. Isn't useful the NA bonus, but... There are only +3, not a big deal.
And we take feats. Law Devotion gives up to +7 on attack (main application) or AC (if things to turn tough). +14 melee touch with 1d8+17 (if only Skin of the Construct apply) +1d6 sonic. Three times in round. Sounds not bad.
About Skin of the Construct. Now, with Practiced Manifester it lasts 10 rounds. NoBody has a whole minute to kill somebody without need to remanifestate it.
And Shape Soulmeld (Incarnate Avatar). As NoBody is LE, and thanks to poor wording of this soulmeld, he has two benefits for one price.

Evil: You gain a +2 insight bonus on melee damage rolls for every point of essentia that you invest in this soulmeld.

Law: You gain a +1 insight bonus on melee attack rolls for every point of essentia that you invest in this soulmeld.
One essentia point he has since 10 ECL from Azure Toughness.




PHB - Power Attack, Weapon Focus, Improved Critical
MM - Improved natural attack
MoI - Azure Toughness, Shape Soulmeld, Incarnate Avatar
XPH - Unbodied, Psion, Hidden Talent, All powers
CPsi - Skin of the Construct, Practiced Manifester
CoR - Thayan Gladiator
CC - Law Devotion

The Viscount
2021-09-01, 10:49 AM
This time, with knives.



KNIFE WIELDING TENTACLE
https://hackaday.com/wp-content/uploads/2015/11/arduino_littlebits_knife_wielding_tentacle_by_outa spaceman_t.jpg?w=800
"I appear to have invented a knife wielding tentacle. Uuh, if anyone would like to volunteer to kill him off, that would be fine by me."
-- Narlash Venamech, the Red Wizard of Thay who did it.

Lawful Evil Amphibious Anthropomorphic Giant Octopus Knight 3/Warblade 1/Crusader 1/Thayan Gladiator 3/Disciple of Dispater 8/Thayan Gladiator +4

Narlash looked at his masterpiece with pride. He had lost a lot of money betting on the wrong horse at the gladiator tournaments, and lost many, many times with his creations. Every time, they'd get stabbed to death, or clawed, or have their heads bitten off, and all the other Red Wizards were beginning to make fun of him for it. "Undertaker Venamech", they'd called him. Not because he buried his opponents, but because he was always burying the corpses of the competitors he had to shamefully drag out of there. But this time, this time nobody would be able to stop him. This time, he had created a monster so incredibly dangerous, they wouldn't be able to get near him. He found an octopus, submitted it to grafts and obscene magical experiments, and twisted it into a terrible abomination.

Upon its reveal, the other Red Wizards were appalled.
"What is this stupid thing?"
"How did you graft a two handed weapon to its tentacles?"
"I don't think this is in the spirit of the rules!"
"Did you deliberately add flaws to it?"

But Venamech wasn't listening. His creation, a whirling knife wielding tentacle, started spinning, and as it spun, it slapped the other Red Wizards, getting faster and deadlier with every hit. He'd win. His creation was crude and terrifying and one dimensional, but he'd win this time. He'd definitely win. And even if he didn't, nobody would be able to kill his deadly knife wielding tentacle.


Before any class levels, level drained by a wight once. Failed Fortitude save.
Made Two Pacts InsidiousFC2
Devoted to the Elder Evil ZargonEE (for obvious tentacle reasons)

Str 18 +2 20
Dex 12 +6 -2 16
Con 14 -2 12
Int 13 +0 13
Wis 9 +4 13
Cha 8 -4 4

Vile 1) Willing DeformityBoVD
1) Toughness
Flaw: Shaky) Combat Reflexes
Flaw: Vulnerable) Combat Expertise
Pact Insidious) Power Attack
Pact Insidious) Disciple of Darkness (Dispater)BoVD
Mounted Combat) DCFS: Abberation BloodLoM
3) Weapon Focus (Talenta Sharresh)ECS
Vile 5) Deformity (Tall)BoVD
6) Ironheart AuraToB
TG1) Improved Natural Attack (Talenta Sharresh)
TG2) Improved Critical (Talenta Sharresh)
9) Stormguard WarriorToB
Vile 10) Vile Natural AttackBoVD
12) Extended ReachSS
15) Robliar's GambitPHBII
Vile 15) Chosen of Evil
18) Inhuman ReachLoM
Vile 20) Hellbound KnightEE

Stances:
Blood in the Water
Punishing Stance

Manuevers:
Sudden Leap
Wall of Blades
Mountain Hammer
Steely Strike
Emerald Razor
Stone Vise

Level Class Base Attack Bonus Fort Save Reflex Save Will Save Skills Feats Class Features
1st Knight 1 0 0 2 Jump (+4) 4; Intimidate (+4) 4; Climb (+4) 4; Toughness, Combat Reflexes, Combat Expertise, Power Attack, Willing Deformity, Disciple of Darkness (Dispater) Fighting challenge +1, knight's challenge, knight's code
2nd Knight 2 0 0 3 Jump (+1) 5; Intimidate (+1) 5; Climb (+1) 5; Mounted Combat (DCFS: Abberation Blood) shield block +1
3rd Knight 3 1 1 3 Jump (+1) 6; Intimidate (+1) 6; Climb (+1) 6; Weapon Focus (Talenta Sharresh) Bulwark of defense
4th Warblade 4 3 1 3 Jump (+1) 7; Intimidate 6; Balance (+4) 4; Climb 6; Battle clarity (Reflex saves), weapon aptitude
5th Crusader 5 5 1 3 Jump (+1) 8; Intimidate (+2) 8; Balance (+1) 5; Climb (+1) 7; Deformity (Tall) Furious counterstrike, steely resolve 5
6th Thayan Gladiator 6 7 1 3 Jump (+1) 9; Intimidate (+1) 9; Balance 5; Climb (+1) 8; Ironheart Aura, Improved Natural Attack (Talenta Sharresh) Improved natural attack, study opponent
7th Thayan Gladiator 7 8 1 3 Jump (+1) 10; Intimidate (+1) 10; Balance 5; Climb (+1) 9; Improved Critical (Talenta Sharresh) Improved critical, natural armor +1
8th Thayan Gladiator 8 8 2 4 Jump (+1) 11; Intimidate (+1) 11; Balance 5; Climb (+1) 10; Stunning critical, silver strike
9th Disciple of Dispater 9 10 4 6 Jump (+1) 12; Intimidate (+1) 12; Balance 5; Climb (+1) 11; Stormguard Warrior Device lore
10th Disciple of Dispater 10 11 5 7 Jump (+1) 13; Intimidate (+1) 13; Balance 5; Climb (+1) 12; Vile Natural Attack Iron hews
11th Disciple of Dispater 11 11 5 7 Jump (+1) 14; Intimidate (+1) 14; Balance 5; Climb (+1) 13; Rusting grasp
12th Disciple of Dispater 12 12 6 8 Jump (+1) 15; Intimidate (+1) 15; Balance 5; Climb (+1) 14; Extended Reach Iron power +1
13th Disciple of Dispater 13 12 6 8 Jump (+1) 16; Intimidate (+1) 16; Balance 5; Climb (+1) 15; Summon erinyes
14th Disciple of Dispater 14 13 7 9 Jump (+1) 17; Intimidate (+1) 17; Balance 5; Climb (+1) 16; Greater iron hews
15th Disciple of Dispater 15 13 7 9 Jump (+1) 18; Intimidate (+1) 18; Balance 5; Climb (+1) 17; Robliar's Gambit, Chosen of Evil Ironskin
16th Disciple of Dispater 16 14 8 10 Jump (+1) 19; Intimidate (+1) 19; Balance 5; Climb (+1) 18; Iron power +2
17th Thayan Gladiator 17 15 8 10 Jump (+1) 20; Intimidate (+1) 20; Balance 5; Climb (+1) 19; Natural weapon focus
18th Thayan Gladiator 18 15 8 10 Jump (+1) 21; Intimidate (+1) 21; Balance 5; Climb (+1) 20; Inhuman Reach Imbue natural weapon, natural armor +2
19th Thayan Gladiator 19 16 9 11 Jump (+1) 22; Intimidate (+1) 22; Balance 5; Climb (+1) 21; Adamantine strike
20th Thayan Gladiator 20 16 9 11 Jump (+1) 23; Intimidate (+1) 23; Balance 5; Climb (+1) 22; Hellbound Knight Savage strike


2-3) The Knife Wielding Tentacle doesn't have a knife at this point, so they're really just a tentacle. They get level drained by a wight down to 1RHD, and swap that RHD for levels in Knight. They now make everywhere they threaten difficult terrain, which is incredibly useful, as nobody can charge them now. At level 3, they get their first knife for their tentacle. A weapon graftedLoM masterwork talenta sharrash is 1200gp, about half their WBL but doable. Don't worry about it being nonmagical, this problem will be solved later. Additional knives will be grafted later, as money permits. Two Pacts Insidious are made here, for four corruption points each, gaining him two feats. After this point, KWT devotes himself to an elder evil: Zargon. Zargon is also a giant tentacle toting warrior beast, so they're kindred spirits. He uses his devotion to further devote himself to the archdevil Dispater, to whom he made the Pacts Insidious, thus cementing his devotion to two of the most important things in creation: Knives, and Tentacles.


4-5) Here we set up the KWT's martial manuevers, of which only two are of note: Blood in the Water and Sudden Leap. Please remember this stance for later. Sudden Leap will allow us to manuever ourselves around the battlefield to get the enemy in range of our reach weapons. Also of note, the Warblade's Weapon Aptitude ability. Please remember this for later, too.

6) Entering Thayan Gladiator, we choose our bonded weapon: The Talenta SharrashECS. Getting side eyed by the people administering the Zulkir of Transmutation, it technically counts! Improved Natural Attack (Talenta Sharrash) gives us a 2d8 weapon. Not shabby. We don't want to replace all our tentacles with sharrashes just yet, leave one so that you can attack within your natural reach, but make sure to Sudden Leap to a place where you can be sure they're walking through your threatened area. Study Opponent can give us (sigh) +1 to attack and damage, which will be multiplied on a crit later. Maybe if we get more wisdom bonuses, we can psyche out our opponent enough so that we can study them for multiple rounds. Just something to think about. Static bonuses are this build's bread and butter.

7) Improved Critical with our natural weapon gives us a 17-20/x2 weapon. Now we can really start using Blood in the Water.

8) Stunning Critical will come in very useful soon. Every critical hit we land has the ability to stun our foe, though the DC is not that high (20), it can be improved with items and more grafts later. The amount of critical hits we will be landing makes this our Touch of Golden Ice, but for evil guys.

9) Now this, this is the level where it all comes together. Using Stormguard Warrior, we can perform our entire attack routine and deal 0 points of damage. BUT, according to the Viscount, these attacks still threaten and confirm a critical hit, even if the amount of damage done (0), is only doubled to (0). Stunning Critical is still performed, and more importantly, Blood in the Water still ticks up. And where do we get useful targets to mock crit? What else in a gladiator arena than the audience? We just reach up our tentacles and slap the audience around a bit for 0 damage, boosting our attack and showing what a great heel we are. And not only that, if we do the same to our opponent, we can still have a chance to stun them during our setup, allowing us free reign next turn to wail on them.

12) We start to really extend our reach at this level, and we can graft our final tentacle.

A little note for this level, now that we have all our weapons, on the potential flexibility of our weapons. We have knives for hands, but what if we need something else? With the morphing weapon property, we can change our grafted weapon to whatever we want, within reason.
Weapon Finesse states: "Natural weapons are always considered light weapons."
So we can morph to any light weapon, and according to the Viscount, any two handed weapon.

One interesting weapon to become is the Poison RingDrC. Sure, our knife-tentacles will deal 1 (1d2 with INA) damage, but they'll be touch attacks and we can power attack with it, because natural weapons can power attack at a rate of 1:1. We lose reach, but gain so much more in return. We could also morph into kukris for extra threat range, useful for when you're underground and you can't use your entire reach. But we've grafted knives to our tentacles, I hear you cry, how do we add magical abilities to them? We have the standard Necklace of Natural AttacksSS, to which we can add +1 Morphing. Pricy for 6 natural weapons, but it's alright. We also can add a truedeath or demolition crystalMIC to each of our grafted weapons, allowing us to critical hit undead and constructs. Not something we can usually do with natural weapons, but a grafted weapon DOES retain all its properties, including the ability to slot in weapon augment crystals. We can also sunder our own tentacles and enchant a new talenta sharrash to graft onto us, because the giant octopus has the unique ability to regrow its natural weapons. It'll cost an extra 1000gp, but it's a small price to pay for a completely nonmagical magical weapon.

Another good weapon to morph into for our non-reach radius is the Nimblewright's rapier handsMMII. 3d6, 18-20/x2, and with our improved critical range gets down to 15-20 and eventually 9-20.

But then how do we keep our sweet Thayan Gladiator bonuses? The Viscount ruled that even in a morphed state, TG still applies to any Grafted Talenta Sharrash.

13-16) Here's where it starts getting crazy. We have an iron natural weapon, so obviously we go into Disciple of Dispater for that sweet sweet crit range. Stunning Critical becomes a lot better. Blood in the Water procs 2 out of 5 hits (assuming a 12-20 threat range), and we get 6 a round. Rile up that crowd, baby, you'll never miss, and get +2 attack and damage every round. Robliar's Gambit is there so we can gain extra attack bonuses with Channel the Storm, in case someone has the temerity to attack one of our tentacles.

17+) With all this extra range, the next Thayan Gladiator abilities are just perfect. An extra attack, ghost touch, and an extra critical multiplier at 20th level, we get everything we could possibly want from the class. Now when we use Stormguard Warrior, we can do at least 115 extra damage a crit (of which we do on average 2 a round), not counting power attack bonuses, or the bonuses from Greater Iron Hews, or the bonuses from Blood in the Water. The longer the Knife Wielding Tentacle wields a knife, the more damage it'll do, the more accurate it becomes, and the deadlier it is to be within it's radius. You can't charge it, it'll cut you up like a cuisinart.

With our resources at level 17, we can hire a Red Wizard to cast Embrace/Shun the Dark Chaos on our Mounted Combat feat. We don't need to be mounted. We need to be long. We replace the feat with Abberation Blood, so we can take Inhuman Reach at level 18.

Finally, there you have it. A 50ft radius of whirling death, difficult terrain, that reaches out and touches anyone who dares get into its death circle, tearing them apart with critical hits. Perfect for a colluseum.


- All creatures are proficient with any natural weapons they may have or acquire.
Getting the Talenta Sharresh grafted to your tentacle makes it a natural weapon, and thus, you gain proficiency with it, and then you can take Weapon Focus with it without having to take Exotic Weapon Proficiency.

- An anthropomorphic animal has the natural attacks of the base creature, but it can also use weapons if it did not have hands already. It must still acquire the necessary proficiency to wield weapons effectively, either through feats or through character classes.
An anthropomorphic octopus doesn't lose any of its limbs, but it does gain the ability to wield weapons, and thus has "hands" you can graft weapons to. The grafted weapon doesn't exclude two handed weapons, and they become Light weapons on being grafted to your hand, so you can wield one in each tentacle.

- Getting 20 levels requires a single wight hit, and a wight is a CR3 enemy, easily findable by a ECL2 party. It's cheesy, but according to the negative level rules in Savage Species, creatures without class levels DO lose 1 racial hit die with a permanent energy drain.





If I take Weapon Focus (manufactured weapon), and later have it grafted onto me, does that count as the Weapon Focus (natural weapon) for Thayan Gladiator? Or must I take Weapon Focus (Grafted manufactured weapon)?
Viscount: I'd say that the weapon focus for the weapon you have counts.


Does it count as scoring a critical hit for the purpose of Stunning Critical if you are using Stormguard Warrior's Combat Rhythm to make touch attacks and roll a critical hit there? It deals no damage, but is still a hit.
Viscount: Yes. you still scored the critical hit, so it should still trigger.


I have an Anthropomorphic Giant Octopus with 2RHD. If he is hit by a wight before he takes a class level, and fails his fortitude save at the end of 24 hours, he's reduced to 1RHD. Monster Manual IV specifies that 1 hit die is lost, regardless of source. If he then takes a class level, does he have 1 RHD or does he swap it for a class level, as Savage Species says (any creature with 1RHD swaps it for a class level.) It doesn't affect my build much, I just want to squeeze in another class level.
Viscount: I would say that you swap the 1 RHD for your class level, but I would caution you that Doing the Wight Thing (as tactics like this are called) is old, well-known cheese, that judges may not like.




1) The "chosen weapon" of Thayan Gladiator works like this:
Improved Natural Attack: When you enter this class, choose one of your natural weapons to gain the benefits of the Improved Natural Attack feat. The natural weapon you choose is affected by the rest of the abilities you gain through advancing in this class.
If a Warblade uses Weapon Aptitude to change the weapon affected by INA, does that weapon gain the benefit of all of the Thayan Gladiator's class features? It seems all of the TG's class features are based off the weapon affected by the INA feat, not a seperate class feature.

Relatedly, can an aptitude weapon benefit from the thayan gladiator's class features in the same way? It is affected by INA.

1. Unfortunately, no. Warblade can shift the feat to another weapon, but it can't change class features. An aptitude weapon could only benefit if it was somehow the same "kind" of weapon as the one you chose for your abilities.



2) What kinds of weapon can a +1 Morphing Grafted Manufactured weapon turn into? According to Weapon Finesse:
Natural weapons are always considered light weapons.
Can I morph a grafted manufactured two handed weapon into another grafted two handed weapon? Another natural weapon? A grafted light or one handed weapon?

2. I'd say you could probably turn the weapon into another weapon of the same handedness, plus light based on the rules there. Of course with weapons like the bastard sword being both one and two handed, that's kind of moot.




3) What is the critical range of the Nimblewright's Rapier-hands when not in the hands of a nimblewright? Say, if you morphed your natural weapons into one. It's ability Augmented Critical gives it 15-20, but fails to say what it does without it. Is it 18-20? Is it still 15-20?

3. Without its augmented critical ability, use the range for normal rapiers.


4) With all of the above in mind ....... if you graft a +1 morphing aptitude poison ring to the tentacle.... would you be able to morph it into any grafted weapon, including those with reach, and still gain the benefit of all of the thayan gladiator's class features without having to do anything to set up apart from the standard action to morph it, and also power attack with touch attacks since the poison ring is now a natural weapon, and thus exempt from the prohibition that light weapons cannot be power attacked with.

4. I'd say you could only morph it into other grafted weapons of the same handedness, though as mentioned certain bridging weapons exist. Because it's still the "same" weapon you chose, I'd say you retain the class features. I would say that being a natural weapon allows you to bypass the Power Attack restriction. To be clear, you'd only be able to make touch attacks with it as a poison ring, that quality wouldn't follow if it was morphed to a different form.

The Viscount
2021-09-01, 10:52 AM
Wendigoing... wendigoing... wendigone


Zuzela Csarkos was regular human once. He lived in Thay and this means he should be powerful or should grovel. Of course Zuzela chose the first option. He knew his chances to become wizard are... not. And he chose another way - martial arts to become thayan knight - this is high rank, too.
Zuzela trained stubbornly and was able to interest one Red. This wizard took Zuzela as a personal bodyguard and adorned him with a magical tattoo.
But Zuzela was the knight not for long. His first mission became the last. Red sended him as squad leader into some cave where he should get one hidden magical item. Zuzela did this, but when his squad was returning an avalanche came down and sealed the exit.
Nobody knows what exactly happened in this cave during the two weeks while slaves were digging out the exit, but only one human had been found alive - Zuzela. All others left from themselves only blood and small body parts.
Zuzela himself didn't avoid damage, either. He lost both his feet, but not this was most important - he somehow became a wendigo, an awful spirit of hunger and cannibalism.
When he woke from a stupor only his employer could stop him, half of slaves and soldiers were already dead to this moment.
Red Wizard was impressed by Zuzela again. But now the fate of the gladiator was prepared for him. Wendigo is a very dangerous monster and only a fool would try to use it in this sort, but Zuzela had his knight's tattoo and Red somehow was able to control him mentally.


Ok. We have elephant in the room - there is no LA in template description.
But, if we look at the sample wendigo on the pages 186-187 (FF), we can see this:

Level Adjustment: +4
And

The sample wendigo presented here uses a 4th-level human sorcerer as the base creature.
There are no way for this sample to obtain +4 LA other than from wendigo template. Obviously this is typo that LA isn't specify in template.

Abilities Total Initial Race / Template Level 4 Level 8 Level 12 Level 16
Str 23 16 +4 +1 +1 +1
Dex 20 12 +8
Con 18 14 +4
Int 13 12 +1
Wis 10 8 +2
Cha 20 16 +4


Chaotic Evil Wendigo Warblade-5/ex-Thayan Knight-1/Thayan Knight-10
Level Class Base Attack Bonus Fort Save Reflex Save Will Save Skills Feats Class Features
1st Warblade-1 +1 +2 +0 +0 Concentration (+2) 2; Diplomacy (+4) 4; Intimidate (+4) 4; Jump (+4) 4; Knowledge (local) (+2) 2; Knowledge (arcana) (+4 CC) 2; Martial Lore (+4) 4; Tumble (+4) 4; Human Heritage (Human), Toughness Battle clarity (Reflex saves), weapon aptitude
2nd Warblade-2 +2 +3 +0 +0 Concentration (+2) 4; Diplomacy (+1) 5; Intimidate (+1) 5; Jump 4; Knowledge (local) 2; Knowledge (arcana) 2; Martial Lore (+1) 5; Tumble (+1) 5; Uncanny dodge
3rd Warblade-3 +3 +3 +1 +1 Concentration (+2) 6; Diplomacy (+1) 6; Intimidate (+1) 6; Jump 4; Knowledge (local) 2; Knowledge (arcana) 2; Martial Lore (+1) 6; Tumble (+1) 6; Weapon Focus (Longsword) Battle ardor (critical confirmation)
4th Warblade-4 +4 +4 +1 +1 Concentration (+1) 7; Diplomacy (+1) 7; Intimidate (+1) 7; Jump (+1) 5; Knowledge (local) 2; Knowledge (arcana) 2; Martial Lore (+1) 7; Tumble (+1) 7;
5th Warblade-5 +5 +4 +1 +1 Concentration (+1) 8; Diplomacy (+1) 8; Intimidate (+1) 8; Jump (+1) 6; Knowledge (local) 2; Knowledge (arcana) 2; Martial Lore (+1) 8; Tumble (+1) 8; Iron Will (B) Bonus feat
6th Thayan Knight-1 +6 +6 +1 +1 Concentration 8; Diplomacy 8; Intimidate 8; Jump 6; Knowledge (local) 2; Knowledge (arcana) 2; Martial Lore 8; Tumble 8; Bluff (+3) 3; Spot (+1) 1; Combat Expertise Horrors of Thay (+2 fear, +1 charm), zulkir's favor
7th Wendigo (+4 LA) - - - - - Track (B), convert WF (Longsword) to WF (Bite) via Weapon aptitude
8th Thayan Gladiator-1 +7 +8 +1 +1 Concentration 8; Diplomacy 8; Intimidate 8; Jump 6; Sense Motive (+1) 1; Knowledge (local) 2; Knowledge (arcana) 2; Martial Lore 8; Tumble 8; Bluff (+2) 5; Spot (+1) 2; Improved Natural Attack (Bite) (B) Study opponent
9th Thayan Gladiator-2 +8 +9 +1 +1 Concentration 8; Diplomacy 8; Intimidate 8; Jump 6; Sense Motive (+3) 4; Knowledge (local) 2; Knowledge (arcana) 2; Martial Lore 8; Tumble 8; Bluff 5; Spot (+1) 3; Improved Critical (Bite) (B) Natural armor +1
10th Thayan Gladiator-3 +9 +9 +2 +2 Concentration 8; Diplomacy 8; Intimidate 8; Jump 6; Sense Motive (+3) 7; Knowledge (local) 2; Knowledge (arcana) 2; Martial Lore 8; Tumble 8; Bluff 5; Spot (+1) 4; Vicious Wound Stunning critical, silver strike
11th Thayan Gladiator-4 +10 +10 +2 +2 Concentration 8; Diplomacy 8; Intimidate 8; Jump 6; Sense Motive (+3) 10; Knowledge (local) 2; Knowledge (arcana) 2; Martial Lore 8; Tumble 8; Bluff 5; Spot (+1) 5; Natural weapon focus
12th Thayan Gladiator-5 +11 +10 +2 +2 Concentration 8; Diplomacy 8; Intimidate 8; Jump 6; Sense Motive (+3) 13; Knowledge (local) 2; Knowledge (arcana) 2; Martial Lore 8; Tumble 8; Bluff 5; Spot (+1) 6; Imbue natural weapon (frost), natural armor +2
13th Thayan Gladiator-6 +12 +11 +3 +3 Concentration 8; Diplomacy 8; Intimidate (+2) 10; Jump 6; Sense Motive (+1) 14; Knowledge (local) 2; Knowledge (arcana) 2; Martial Lore 8; Tumble 8; Bluff 5; Spot (+1) 7; Flyby Attack Adamantine strike
14th Thayan Gladiator-7 +13 +11 +3 +3 Concentration 8; Diplomacy 8; Intimidate (+2) 12; Jump 6; Sense Motive (+1) 15; Knowledge (local) 2; Knowledge (arcana) 2; Martial Lore 8; Tumble 8; Bluff 5; Spot (+1) 8; Savage strike
15th Thayan Gladiator-8 +14 +12 +3 +3 Concentration 8; Diplomacy 8; Intimidate (+2) 14; Jump 6; Sense Motive (+1) 16; Knowledge (local) 2; Knowledge (arcana) 2; Martial Lore 8; Tumble 8; Bluff 5; Spot (+1) 9; Natural armor +3, natural weapon mastery
16th Thayan Gladiator-9 +15 +12 +4 +4 Concentration 8; Diplomacy 8; Intimidate (+2) 16; Jump 6; Sense Motive (+1) 17; Knowledge (local) 2; Knowledge (arcana) 2; Martial Lore 8; Tumble 8; Bluff 5; Spot (+1) 10; Great Flyby Attack Magic strike
17th Thayan Gladiator-10 +16 +13 +4 +4 Concentration 8; Diplomacy 8; Intimidate (+2) 18; Jump 6; Sense Motive (+1) 18; Knowledge (local) 2; Knowledge (arcana) 2; Martial Lore 8; Tumble 8; Bluff 5; Spot (+1) 11; Imbue natural weapon (wounding)

Level Class 1st 2nd 3rd Stances
1st Warblade Stone Bones, Steely Strike, Sapphire Nightmare Blade Stance of Clarity
2nd Warblade Steel Wind
3rd Warblade Rabid Wolf Strike
4th Warblade Sapphire Nightmare Blade Disarming Strike Blood In The Water
5th Warblade Bonecrusher


Zuzela is pretty common Warblade with longsword and purpose in life. Nothing special.

Zuzela reached his goal, but right after that his life throwed him a curveball. Now he is a wendigo. He doesn't need his sword anymore and changes WF (longsword) to WF (Bite). One problem is here. Zulkir's favor ability from Thayan Knight's first level. Without WF (longsword) he can't be a Thayan Knight and can't have this class ability. And this means he can resist Red Wizard's mind-affecting spells. And somewhen he should get out of hand. But by RAI this effect is achieved by magical tattoo which is more like item than class ability and should work anyway. But on the other hand if we are using RAW, wendigo can't attack with longsword, but he can use weapon aptitude for reverse change WF in order to temporary meeting Thayan Knight's requirements and turning Zulkir's favor on. Anyway Zulkir's favor plus Human Heritage give Zuzela possibility been dominated via Dominate Person casted by Red Wizard. With this option Zuzela can became a gladiator, but not mad uncontrollable cannibalistic monster.

Wendigo plus Thayan Gladiator equal Bite with crit range 15-20/x4, that is very good for natural weapon. Attack bonus is +23, +24 if Zuzela attacks from above (of course he does). Damage isn't very big - 1d8+9+1d6 (cold) +2 Con damage or +1 Con damage +1/round bleeding damage depending on how Wounding and Vicious Wound work together. And Zuzela still has options to use martial strikes. First of all Bonecrusher. Rabid Wolf Strike with Wind Walk as move action combo seems very good, too. Stance for all time obviously is Blood In The Water.
If against wendigo stand more than one enemy it will use Great Flyby Attack. With Blood in the Water this tactic can give the bonus up to +5 for attack and damage with single round.
Let talk about defense. 4d6+10d12+67 = ~150 hp, AC 23-31 (with Combat Expertise+Fighting Defensively), DR 5/cold iron (specified in update booklet), regeneration 5, and at will Wind Walk. All this in conjunction with perfect fly 120 give Zuzela good survivability.



Fiend Folio - Wendigo (p. 186)
Tome of Battle - Warblade (p. 20), all maneuvers (p. 47-94)
Complete Warrior - Thayan Knight (p. 85)
Champions of Ruin - Thayan Gladiator (p. 63)
Races of Destiny - Human Heritage (p. 152)
PHB - Toughness, Weapon Focus, Iron Will, Combat Expertise, Track, Improved Critical
Monster Manual - Improved Natural Attack, Flyby Attack
Savage Species - Vicious Wound (p. 40), Great Flyby Attack (p. 35)

The Viscount
2021-09-01, 10:53 AM
He's got a bone to pick you with.


Gulog, CE Frostblood Half-Orc Ranger 6/Barbarian 1/Osteomancer 3/Thayan Gladiator 10

The zulkir offered myself and twelve others a test of worth. We have been given three years, a generous requisition budget, complete creative freedom - and one chance to build a gladiator out of them. Three years to take some offal out of the slave pits and turn it into something worthwhile. Those that survive the Zulkir’s ritual will meet in the arena to test their creator’s skill. When all the inferior products lie dead, all will see that my arcane prowess, creativity and raw power far outmatch those of my rivals, and I, I alone, will be appointed to the Zulkir’s staff!

The most delightful ideas seethe in my mind - some impractical, no doubt, and others overly ambitious, but I can requisition enough slaves to refine my theories before I start on the real work. Not all of my rivals will be so patient or cautious. Indeed, I give it less than a month before Bebtu kills his first subject, and Evekh considers herself an experimentalist; she’ll just chain a slave to her workbench and start transmuting at random, hoping to stumble onto something useful before it expires.

Progress Report 9
...two-thirds of my budget spent just on the raw materials! Still, one cannot substitute cut glass for diamond and still expect a spell to function. Purchasing a subject with a useful heritage was one thing, but acquiring the materials to see it properly expressed quite another, and as for finding an uncorrupted copy of the Tome of Ossein… but I have all I need now, and I am eager to begin.

Procedure: Wing Graft. Outcome: Partial Success
Nil sign of arcane or biological rejection noted to date. I anticipated some interference from the preservation spell I used between excising the wings from the white dragon and grafting them to the subject, but it appears my research overestimated the risk. They appear to have integrated completely, but the subject demonstrates little proficiency with them as yet. Hypothesis: the trace of draconic blood in the subject’s veins is insufficient for full control and strength. Trial oral or intravenous infusion of dragon blood; if unsuccessful, consider acquiring draconic soul from the Academy of Shapers and Binders.

Procedure: Familiar Bonding. Outcome: Success
In itself, not a vital step, but necessary. I acknowledge there are risks in educating the subject in such basic magic as it is capable of learning, but Ossein’s work is irrefutable. If the subject remains completely ignorant, it will never be capable of mastering the changes I have planned for its body. Moreover, if it survives its final trial I intend to keep it - sentimental of me, I know - and it should possess some skill against my enemies. In the meantime, the cat answers as much to me as it does to the subject, and that is satisfactory. I do not forget that I am trying to create something dangerous.

Progress Report 114
Broke into Szarys’s laboratory to inspect her progress. She has - make that had - a yuan-ti and seems to be attempting to improve its poison. Solid work, but pedestrian.

Attempt 5: Preliminary Osteomorphosis. Outcome: Partial Success
Finally, some progress. The subject responded to enhanced encouragement protocols, successfully rejoining two out of six broken fingers. Same rebroken when subject begged for healing potion to fix the rest.

Attempt 12: Preliminary Osteomorphosis. Outcome: Success
Subject dissolved all of its tarsals and metatarsals. It reported discomfort when standing on boneless feet and fell during its first three attempts to walk on them.

Progress Report 267
Increased control of skeleton has led to better wing integration, although subject only capable of brief intervals of true flight. Martial prowess continues to develop. Subject now able to completely dissolve its skeleton and move by muscular effort only. Negative feedback now at sufficient level to prevent cat familiar attempting to eat deossified subject.

Attempt 7: Facial Restructuring. Outcome: Significant Attitude Correction
Subject modified its skeleton successfully, but chose to model itself on me. Unpleasant and grotesque, seeing a bleached parody of oneself with stringy hair. Dealt with the insolence more or less appropriately; as the subject is now aware, attempting to disguise oneself as a Red Wizard carries automatic sentence of death. It is fortunate that I am merciful, and that I haven’t time before the deadline to begin again with a new subject. Still, there will be some delay while it heals from the correction procedure.

Attempt 1: Osteophyte Manifestation. Outcome: Failure
Explained to subject the process of manifesting bone spurs through its skin. Subject attempted to force terminal phalanges out under its fingertips. Area grew swollen as bones grew and fused, while rest of hand deossified. Nil skin protrusion.

Progress Report 341
Bebtu tried to kill me. The attempt was as pointless as his eighth subject death. Nine of the original thirteen of us now remain.

Attempt 13: Osteophyte Manifestation. Outcome: Partial success
Subject produced three bone spurs from knuckles of right hand, each approximately 15 centimetres long. However, spurs exhibited normal bone density and were unsuitable for use as weapons.

Attempt 26: Osteophyte Manifestation. Outcome: Success
Subject created spurs to serve as weapon and armour. It was able to alter these in response to combat conditions and successfully defeat its opponents while taking minimal damage itself. Several of its opponents exhibited extreme demoralisation during the test, even when subject’s osteophytes were not shaped as weapons, but as rather intriguing sculpture. If it were not intended as a gladiator, it would make a fascinating display piece.

Progress Report 378
I will conduct the ritual tonight. There are less than four months remaining before the tournament, and my subject must have time to adjust to the final changes.

The ritual is a delicate and intricate piece of work - one can tell a zulkir developed it - and I admit to some trepidation. It is not uncommon for our superiors to encode traps for overconfident or careless casters into such spells. I have inspected the instructions in minute detail, studied accounts of the creation of gladiators, all the usual precautions. I have more doubts about the ritual casting than I do about the ability of my creation to survive it. Whatever the outcome, I am proud of what I have made.

Procedure: Gladiator Ritual. Outcome: Success
Success! My creation moved differently when it awoke, such purpose and precision, such purity of intention. It was beautiful before, but it is so much more now. I cannot wait to test it further.

Attempt 1: Morale Infusion. Outcome: Unknown
Tomorrow, when the sun is high, my creation goes to the arena. It will fight in my name and for my cause, to prove itself worthy of all the time I have spent moulding it.

“You will be glorious,” I told it. “None of my rivals will have anything worthy of being pitted against you. Show them your strength, kill them however best pleases you, and survive. You are the foundation of my triumph. When you stand alone in the area, the blood of the fallen red on your slicing bones, all will know who made you. I will take my rightful place among the highest of Thay, and you will be first in my favour.”

It bowed its head, bone spurs rippling down its back.

“Perhaps I will even give you a name.”


Abilities Initial Race / Template Level 4 Level 8 Level 12 Level 16 Level 20
Str 17 +2 +1 +1 +1 +1 +1
Dex 10
Con 14
Int 12 -2
Wis 14
Cha 9 -2


Level Class Base Attack Bonus Fort Save Reflex Save Will Save Skills Feats Class Features
1st Ranger (Arcane Hunter, Skilled City Dweller (http://archive.wizards.com/default.asp?x=dnd/we/20070228a)) +1 +2 +2 +0 Heal (+4) 4; Listen (+4) 4; Knowledge (arcana) (+4 CC) 2; Knowledge (nature) (+4) 4; Sense Motive (+4) 4; Spot (+4) 4; Dragon Wings, Endurance (B), Track (B) Favoured enemy (arcanist) +1, wild empathy
2nd Ranger +2 +3 +3 +0 Heal 4; Listen (+1) 5; Knowledge (arcana) (+1 CC) 2.5; Knowledge (nature) 4; Sense Motive (+1) 5; Spot (+1) 5; Tumble (+2) 2; Two-Weapon Fighting (B) Combat style (two-weapon combat)
3rd Ranger +3 +3 +3 +1 Heal 4; Listen (+1) 6; Knowledge (arcana) (+1 CC) 3; Knowledge (nature) 4; Sense Motive (+1) 6; Spot (+1) 6; Tumble (+2) 4; Toughness, Endurance Martial Study (Wall of Blades) (B)
4th Ranger (Urban Companion (http://archive.wizards.com/default.asp?x=dnd/we/20070228a)) +4 +4 +4 +1 Heal 4; Listen (+1) 7; Knowledge (arcana) (+1 CC) 3.5; Knowledge (nature) 4; Sense Motive (+1) 7; Spot (+1) 7; Tumble (+2) 6; Urban companion
5th Barbarian (Skilled City Dweller (http://archive.wizards.com/default.asp?x=dnd/we/20070228a), Spiritual Totem (Lion)) +5 +6 +4 +1 Heal 4; Listen (+1) 8; Knowledge (arcana) (+1 CC) 4; Knowledge (nature) 4; Sense Motive (+1) 8; Spot 7; Tumble (+1) 7; Pounce, rage 1/day
6th Osteomancer +5 +8 +4 +3 Heal 4; Listen 8; Knowledge (arcana) 4; Knowledge (nature) 4; Sense Motive 8; Spot (+2 CC) 8; Tumble 7; Improved Dragon Wings Boneless, immunity to disease
7th Osteomancer +6 +9 +4 +4 Heal 4; Listen 8; Knowledge (arcana) 4; Knowledge (nature) 4; Sense Motive 8; Spot (+2 CC) 9; Tumble 7; Skeletal shift
8th Osteomancer +7 +9 +5 +4 Heal 4; Listen 8; Knowledge (arcana) 4; Knowledge (nature) 4; Sense Motive 8; Spot (+2 CC) 10; Tumble 7; Bone spurs, unnerve
9th Ranger +8 +9 +5 +4 Heal 4; Listen 8; Knowledge (arcana) 4; Knowledge (nature) 4; Sense Motive (+4) 12; Spot (+2) 12; Tumble 7; Weapon Focus (bone spurs) Favoured enemy (monstrous humanoid) +2, Favoured enemy (arcanist) +3
10th Thayan Gladiator +9 +11 +5 +4 Heal 4; Listen 8; Knowledge (arcana) 4; Knowledge (nature) 4; Sense Motive (+1) 13; Spot (+1) 13; Tumble 7; Improved Natural Attack (bone spurs) (B) Study enemy
11th Thayan Gladiator +10 +12 +5 +4 Heal 4; Listen 8; Knowledge (arcana) 4; Knowledge (nature) 4; Sense Motive (+1) 14; Spot (+1) 14; Tumble 7; Improved Critical (bone spurs) (B) Natural armour +1
12th Thayan Gladiator +11 +12 +6 +5 Heal 4; Listen 8; Knowledge (arcana) 4; Knowledge (nature) 4; Sense Motive (+1) 15; Spot (+1) 15; Tumble 7; Skewer Foe Stunning critical, silver strike
13th Thayan Gladiator +12 +13 +6 +5 Heal 4; Listen 8; Knowledge (arcana) 4; Knowledge (nature) 4; Sense Motive (+1) 16; Spot (+1) 16; Tumble 7; Natural weapon focus
14th Thayan Gladiator +13 +13 +6 +5 Heal 4; Listen 8; Knowledge (arcana) 4; Knowledge (nature) 4; Sense Motive (+1) 17; Spot (+1) 17; Tumble 7; Imbue natural weapon (frost), natural armour +2
15th Thayan Gladiator +14 +14 +7 +6 Heal 4; Listen 8; Knowledge (arcana) 4; Knowledge (nature) 4; Sense Motive (+1) 18; Spot (+1) 18; Tumble 7; Martial Stance (Punishing Stance) Adamantine strike
16th Thayan Gladiator +15 +14 +7 +6 Heal 4; Listen 8; Knowledge (arcana) 4; Knowledge (nature) 4; Sense Motive (+1) 19; Spot (+1) 19; Tumble 7; Savage strike
17th Thayan Gladiator +16 +15 +7 6 Heal 4; Listen 8; Knowledge (arcana) 4; Knowledge (nature) 4; Sense Motive (+1) 20; Spot (+1) 20; Tumble 7; Natural armour +3, natural weapon mastery
18th Thayan Gladiator +17 +15 +8 +7 Heal 4; Listen 8; Knowledge (arcana) 4; Knowledge (nature) 4; Sense Motive (+1) 21; Spot (+1) 21; Tumble 7; Extra Rage Magic strike
19th Thayan Gladiator +18 +16 +8 7 Heal 4; Listen 8; Knowledge (arcana) 4; Knowledge (nature) 4; Sense Motive (+1) 22; Spot (+1) 22; Tumble 7; Imbue natural weapon (speed)
20th Ranger +19 +17 +9 +8 Heal 4; Listen (+4) 12; Knowledge (arcana) 4; Knowledge (nature) 4; Sense Motive (+1) 23; Spot (+1) 23; Tumble 7; Improved Two-Weapon Fighting (B) Improved combat style


Level1st
4th0
9th1



At this point, Gulog is fairly ordinary two-weapon ranger. His weapons of choice are a spiked gauntlet and spiked armour, leaving a hand free for a heavy shield. The shield has spikes too, of course, just to complete the look. Since he's from Thay, his knowledge and skills are themed around magic and cities, rather than nature and the wilderness. Martial Study is mostly a prerequisite, but Wall of Blades is nice for a fighter with much better attack bonus than AC. His cat urban companion is nothing particularly special, but by the end of his career it will at least have a giant pile of hit points. And finally, a Barbarian dip...yeah, I know. The sad fact is, even if you're not a dedicated charger, to be effective as a melee character, you need Pounce, and there just aren't a lot of ways to get it. Rage is certainly a nice pile of bonuses for him to have too. The fact that Barbarian is his favoured class does make me feel a little better about it, at least.

Attack routine at level 5 with Rage: Armour spikes +10 melee (1d6+7) and spiked gauntlet +10 melee (1d4+3)


Osteomancer is a weird class that grants some really weird abilities, most of which we just don't have the skills or stats to make good use of. The main one we're here for is bone spurs, which is a natural weapon that mimics manufactured weapons, allowing Gulog to take advantage of Thayan Gladiator while still using iteratives and two-weapon fighting. We also pick up monstrous humanoids as a favoured enemy (apparently they're a popular choice in gladiatorial arenas), improve our favoured enemy bonuses against arcanists, and turn our latent draconic heritage into flight.

Attack routine at level 10 with Rage: Armour spikes +15/+10 melee (1d8+7) and spiked gauntlet +15 melee (1d6+3)


Levels in Thayan Gladiator really pick the build up, adding more attacks and improving the damage of those attacks. Frost dovetails nicely with frostblood, and it's a bonus that gets better the more attacks you make. Continuing that theme, we also pick up Skewer Foe and Punishing Stance - they're small damage bonuses, but we're making enough attacks that they're worth a lot. I like generic damage bonuses more than precision damage, since they work against everything and don't require any special conditions to activate.

Attack routine at level 15 with Rage, Punishing Stance, and Skewer Foe: Armour spikes +21/+16/+16/+11 melee (1d8+8+3d6 and spiked gauntlet +21 melee (1d6+4+3d6)


Not much changes in the final levels - the speed property and Improved Two-Weapon Fighting add even more attacks, and Extra Rage allows Gulog to fight in top form for three fights per day instead of just one.

Attack routine at level 20 with Rage, Punishing Stance, and Skewer Foe: Armour spikes +27/+27/+27/+22/+17/+12 melee (1d8+9+3d6) and spiked gauntlet +27/+22 melee (1d6+4+3d6)
AC: 10 +4 (chain shirt) +2 (heavy shield) +3 (natural armour) -2 (Punishing Stance) = 17 (-2 = 15 with Rage)
Fort +19 (+21 with Rage), Ref +9, Will +10 (+12 with Rage)


Some DMs (and possibly some judges), may not accept that you can grow armour spikes through your armour, or that you can consider your bone spurs a single natural weapon for Weapon Focus and Thayan Gladiator. In either case, it's not a problem - we can drop the shield and use a pair of spiked gauntlets without impacting the build beyond the loss of a bit of AC and going down a single die size. I'll also freely admit that Gulog's numbers are a little low - while he doesn't require any specific items, general numerical bonuses would be enormously helpful to him.



Frostblood Half-Orc: Dragon Magic
Arcane Hunter: Complete Mage
Dragon Wings, Improved Dragon Wings: Races of the Dragon
Martial Study, Martial Stance, Wall of Blades, Punishing Stance: Tome of Battle
Spiritual Totem: Complete Champion
Osteomancer: Dragon Compendium
Thayan Gladiator, Skewer Foe: Champions of Ruin
Extra Rage: Complete Warrior
Everything else: SRD content

The Viscount
2021-09-01, 10:54 AM
Also a reference to an old old IC build. Double points.



I like
big
BUTTS
and I cannot lie!

You other brothers can't deny!
When a brute walks in
with a 20 on the hit
and then they confirm the crit
you get STUNNED!

Wanna pull up Toughness
that butt's got buffness

Deep in that shiny armor
you callipygian charmer

Ooh, baby, I wanna get wit' ya
roll for init, yeah

My cleric tries to cure me
but I want that butt so come an' lure me!

Ooh, that tattooed skin
you say you wanna get in my pen?

Well fight me,
smite me,
'cuz you ain't that average knight, see

I see that passion
to hell with full castin'

See you sweat
wet
got it goin' like a druid's pet

I'm tired of magazines
sayin' clawed hands are the thing

Find the average Thayan and ask 'em that?
"they gotta pack much back!"

So tharchions (https://forgottenrealms.fandom.com/wiki/Tharchion)!
Yeah!
Tharchions!
Yeah!
Has your brawler got the butt?
Hells yeah!

Tell 'em to shake it!
Shake it!
Shake it!
Shake it!
Shake that flaming butt!

BABY GOT BACK!






Baby
LE neraph (Planar Handbook 12)
Monk 2 / sohei 3 / tattooed monk 3 / kensai 2 / Thayan gladiator 10

Abilities Initial Race / Template Level 4 Level 8 Level 12 Level 16 Level 20
Str 16 1 1 1 1 1
Dex 16
Con 14
Int 14
Wis 8
Cha 8




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


1st
Monk 1
0
2
2
2
NEW


Knowledge: Religion (+4) 4;
Concentration (+4) 4;
Diplomacy (+4) 4;
Ride (+4) 4;
Sense Motive (+4) 4;
UMD (+4 CC) 2




Improved Unarmed Strike {B}
Combat Expertise {B}
Endurance


Unarmed strike, bonus feat (Passive Way style: Unearthed Arcana pg. 52), unarmored AC, decisive strike (PHB2 pg. 51), upper-class background (Ride as permanent class skill; see Cityscape pg. 59)


2nd
Monk 2
1
3
3
3
NEW


Knowledge: Religion (+1) 5;
Sense Motive (+1) 5;
Balance (+4) 4


OLD


Concentration 4;
Diplomacy 4;
Ride 4;
UMD 2;




Improved Grapple {B}


Bonus feat (see Oriental Adventures pg. 19 & 79), invisible fist (Exemplars of Evil pg. 21)


3rd
Sohei 1 (Oriental Adventures 28)
1
5
3
5
NEW

Knowledge: Religion (+1) 6;
Concentration (+1) 5;
UMD (+2 CC) 3;


OLD

Diplomacy 4;
Ride 4;
Sense Motive 5;
Balance 4;




Weapon Focus (Butt) {B}
Extra Rage (Complete Warrior pg. 98)


Ki frenzy 1/day (3 w/feat), Weapon Focus


4th
Sohei 2
2
6
3
6
NEW

Knowledge: Religion (+1) 7;
Diplomacy (+3) 7;


OLD

Concentration 5;
Ride 4;
Sense Motive 5;
UMD 3;
Balance 4;



lol screw u


5th
Sohei 3
3
6
4
6
NEW

Knowledge: Religion (+1) 8;
Ride (+1) 5;
UMD (+2 CC) 4;


OLD

Sense Motive 5;
Balance 4;
Concentration 5;
Diplomacy 7;




Deflect Arrows {B}


Ki frenzy 2/day (4 w/feat), Deflect Arrows


6th
Tattooed monk 1 (Complete Warrior 83)
3
8
6
8
NEW

Diplomacy (+2) 9;
Balance (+1) 5;
Knowledge: Local (+1) 1;
Knowledge: Arcana (+1) 1;
Knowledge: Planes (+1) 1;


OLD

Knowledge: Religion 8;
Concentration 5;
Ride 5;
Sense Motive 5;
UMD 4;




Extend Supernatural Ability (Tome of Magic pg. 73)


Chameleon tattoo


7th
Tattooed monk 2
4
9
7
9
NEW

Diplomacy (+1) 10;
UMD (+2 CC) 5;
Knowledge: Planes (+2) 3;
Knowledge: Nature (+1) 1;


OLD

Knowledge: Religion 8;
Concentration 5;
Ride 5;
Sense Motive 5;
Balance 5;
Knowledge: Local 1;
Knowledge: Arcana 1;



lol screw u


8th
Tattooed monk 3
5
9
7
9
NEW

Diplomacy (+1) 11;
Knowledge: Planes (+5) 8;


OLD

Knowledge: Religion 8;
Concentration 5;
Ride 5;
Sense Motive 5;
UMD 5;
Balance 5;
Knowledge: Local 1;
Knowledge: Arcana 1;
Knowledge: Nature 1;



Crab tattoo


9th
Kensai 1 (Complete Warrior 49)
5
9
7
11
NEW

Diplomacy (+1) 12;
Sense Motive (+1) 6;
UMD (+2 CC) 6;
Collector of Stories (Complete Scoundrel pg. 85;


OLD

Knowledge: Religion 8;
Concentration 5;
Ride 5;
Balance 5;
Knowledge: Local 1;
Knowledge: Arcana 1;
Knowledge: Planes 8;
Knowledge: Nature 1;




Toughness


Signature weapon (butt) max +1


10th
Kensai 2
6
9
7
12
NEW

Diplomacy (+1) 13;
Sense Motive (+2) 8;
Knowledge: Local (+3) 4;


OLD

Knowledge: Religion 8;
Concentration 5;
Ride 5;
UMD 6;
Balance 5;
Knowledge: Arcana 1;
Knowledge: Planes 8;
Knowledge: Nature 1;
Collector of Stories;



Power surge, signature weapon (butt) max +2


11th
Thayan gladiator 1 (Champions of Ruin 64)
7
11
7
12
NEW

UMD (+2 CC) 7;
Intimidate (+2) 2;


OLD

Knowledge: Religion 8;
Concentration 5;
Diplomacy 13;
Ride 5;
Sense Motive 8;
Balance 5;
Knowledge: Local 4;
Knowledge: Arcana 1;
Knowledge: Planes 8;
Knowledge: Nature 1;
Collector of Stories;




Improved Natural Attack (butt) {B}


Improved Natural Attack, study opponent


12th
Thayan gladiator 2
8
12
7
12
NEW

Intimidate (+4) 6;


OLD

Knowledge: Religion 8;
Concentration 5;
Diplomacy 13;
Ride 5;
Sense Motive 8;
UMD 7;
Balance 5;
Knowledge: Local 4;
Knowledge: Arcana 1;
Knowledge: Planes 8;
Knowledge: Nature 1;
Collector of Stories;




Improved Critical (Butt) {B}
Shape Soulmeld: sphinx claws (Magic of Incarnum pgs. 40, 88)


Improved Critical, natural armor +1


13th
Thayan gladiator 3
9
12
8
13
NEW

UMD (+2 CC) 8;
Intimidate (+2) 8;


OLD

Knowledge: Religion 8;
Concentration 5;
Diplomacy 13;
Ride 5;
Sense Motive 8;
Balance 5;
Knowledge: Local 4;
Knowledge: Arcana 1;
Knowledge: Planes 8;
Knowledge: Nature 1;
Collector of Stories;



Stunning critical, silver strike


14th
Thayan gladiator 4
10
13
8
13
NEW

Intimidate (+3) 11;
Bluff (+1) 1;


OLD

Knowledge: Religion 8;
Concentration 5;
Diplomacy 13;
Ride 5;
Sense Motive 8;
UMD 8;
Balance 5;
Knowledge: Local 4;
Knowledge: Arcana 1;
Knowledge: Planes 8;
Knowledge: Nature 1;
Collector of Stories;



Natural weapon focus


15th
Thayan gladiator 5
11
13
8
13
NEW

UMD (+2 CC) 9;
Intimidate (+1) 12;
Bluff (+1) 2;


OLD

Knowledge: Religion 8;
Concentration 5;
Diplomacy 13;
Ride 5;
Sense Motive 8;
Balance 5;
Knowledge: Local 4;
Knowledge: Arcana 1;
Knowledge: Planes 8;
Knowledge: Nature 1;
Collector of Stories;




Open Least Chakra: hands (Magic of Incarnum pg. 39)


Imbue natural weapon (flaming), natural armor +2


16th
Thayan gladiator 6
12
14
9
14


NEW
Intimidate (+3) 15;
Bluff (+1) 3;


OLD

Knowledge: Religion 8;
Concentration 5;
Diplomacy 13;
Ride 5;
Sense Motive 8;
UMD 9;
Balance 5;
Knowledge: Local 4;
Knowledge: Arcana 1;
Knowledge: Planes 8;
Knowledge: Nature 1;
Collector of Stories;



Adamantine strike


17th
Thayan gladiator 7
13
14
9
14
NEW

UMD (+2 CC) 10;
Intimidate (+1) 16;
Bluff (+1) 4;


OLD

Knowledge: Religion 8;
Concentration 5;
Diplomacy 13;
Ride 5;
Sense Motive 8;
Balance 5;
Knowledge: Local 4;
Knowledge: Arcana 1;
Knowledge: Planes 8;
Knowledge: Nature 1;
Collector of Stories;



Savage strike


18th
Thayan gladiator 8
14
15
9
14
NEW

Intimidate (+4) 20;


OLD

Knowledge: Religion 8;
Concentration 5;
Diplomacy 13;
Ride 5;
Sense Motive 8;
UMD 10;
Balance 5;
Knowledge: Local 4;
Knowledge: Arcana 1;
Knowledge: Planes 8;
Knowledge: Nature 1;
Bluff 4;
Collector of Stories;




Wanderer's Diplomacy (PHB2 pg. 85)


Natural armor +3, natural weapon mastery


19th
Thayan gladiator 9
15
15
10
15
NEW

UMD (+2 CC) 11;
Intimidate (+2) 22;


OLD

Knowledge: Religion 8;
Concentration 5;
Diplomacy 13;
Ride 5;
Sense Motive 8;
Balance 5;
Knowledge: Local 4;
Knowledge: Arcana 1;
Knowledge: Planes 8;
Knowledge: Nature 1;
Bluff 4;
Collector of Stories;



Magic strike (lol)


20th
Thayan gladiator 10
16
16
10
15
NEW


Sense Motive (+3) 11
Intimidate (+1) 23;


OLD

Knowledge: Religion 8;
Concentration 5;
Diplomacy 13;
Ride 5;
UMD 11;
Balance 5;
Knowledge: Local 4;
Knowledge: Arcana 1;
Knowledge: Planes 8;
Knowledge: Nature 1;
Bluff 4;
Collector of Stories;



Imbue natural weapon (speed)



Skill table: Values in parentheses indicate skill points spent, not ranks. For example, "UMD (+4 CC)" means that I spent four skill points on cross-class UMD and increased my total ranks by 2. (Thanks to mattie_p for making the spiffy auto-formatting table!) Reminder: Because of upper-class background (Cityscape 59), Ride is always in-class.





Thayan gladiator focuses on one natural weapon.

How can we possibly focus on anything but the greatest natural weapon of all?

The butt.


https://ssb.wiki.gallery/images/5/58/Peach_SSBU_Skill_Preview_Side_Special.png

First, a quick stop in monk to load up on prereqs. Passive Way style (UA 52) for Combat Expertise. UA pg. 52 does say that a monk can abandon their fighting style at any time and take another feat at the next appropriate level, so Baby does just that after level 1. Meanwhile, Oriental Adventures pg. 19 says that you can give up Deflect Arrows at 2nd level to take a feat from table 6-1 on pg. 79 as long as you meet prereqs, and so since Improved Grapple is on table 6-1 and Baby does meet the prereqs of IUS and Dex 13, they get that prereq out of the way as well. Staying unarmored is dumb, so don't do it. Decisive strike is mostly useless for Baby, but they have it as an option, and at least it doesn't go away when armored.

Sohei! The forgotten class. Level 1 of sohei gives Weapon Focus for free. To me, it is clear that it ignores prereqs: a character who takes sohei as their first class level does not have BAB +1 and therefore cannot have Weapon Focus, but they would indeed have Weapon Focus on their sheet because of sohei. Since all of sohei's other feats explicitly ignore prereqs, it's pretty clear that this is legal even before Baby has their butt attack online. Ki frenzy is a frenzy and therefore is affect by Extra Rage, which explicitly works on "rage or frenzy." 4/day isn't bad, actually. A stat bonus is good, and the ability to flurry is excellent. I have no idea whether or not ki frenzy's flurry stacks with monk's flurry, so I swapped out monk's flurry for decisive strike just to avoid the controversy. (Again, Baby isn't usually a decisive strike kind of person, but it doesn't cost anything to have it on the sheet.)

It's hard to talk about butts without naturally going to tattoos. (https://www.huffpost.com/entry/anal-anus-tattoos-next-big-thing-woman_n_1775413) So of course Baby spends three levels in tattooed monk! The chameleon tattoo offers alter self with a duration of hours per tattooed monk level once per day per tattoo. With three levels and two tattoos, that's a total of six hours; Baby will use Extend Supernatural Ability on one of them to get the total duration up to nine hours, which is basically all day. What do they turn into? Why, a cervidal, of course. Monster Manual 2, pg. 43. Since Baby is a neraph and is therefore an outsider, they can transform into a cervidal. (Caster level of supernatural abilities = HD, so that's not a concern.) Alter self allows the user access to any natural weapons possessed by the target form.

https://cdn.discordapp.com/attachments/647393639886094337/881272776080650240/unknown.png

Friends and enemies, the butt is online.




https://cdn.discordapp.com/attachments/647393639886094337/878705600509399060/image0.jpg

Crab tattoo offers DR/magic. Per MM1 pg. 307, this means that Baby's butt overcomes DR/magic way before the SI would grant that ability. If it's good then, it's better now! (Cheeky? Me? How dare you.)

Kensai. As everyone knows, kensai matters for exactly one reason: getting arbitrary enhancements on natural weapons. Like a butt. Note that you explicitly do not need to spend time or XP re-enhancing natural weapons that you lose and regain, which is good.

If you don't know what enhancement we want, you're not paying attention, because that was like way back at the very beginning.

Sizing. MIC pg. 43.


https://cdn.discordapp.com/attachments/647393639886094337/878067686331002900/unknown.png
I'm just gonna leave that flavor text there without additional commentary.

Baby has two levels in kensai because I assume that you can't get a +gold enhancement without a +1 (just like a typical weapon). Since the cost to add sizing (+5000) is less than the cost to go from +1 to +2 and since kensai doesn't say that you can't add enhancements that don't map to + values, I assert that this is 100% RAW-legal.

How big can we make it? …I don't know. I don't think WotC knows either. As big as the GM will assent to. Large seems like a given. Can we go to Colassal? Well, maybe if you butter the GM up, at least. How many dice on "dummy thicc?"

Technically sizing doesn't only have to go in one direction, (http://wondermark.com/961/) just in case Baby needs to fit into a small chair. If you don't see the value in this, you've never flown coach.

(Kensai needs an oath or something? Okay, um, conquering the arena or something. Whatever.)

Once Baby's got their rear in gear, let's plunge bass-ackwards into Thayan gladiator!


https://ssb.wiki.gallery/images/d/dd/Bowser_SSBU_Skill_Preview_Down_Special.png

INA immediately helps with the process of assembling as many size bonuses as we can squeeze in there.

Study opponent? More like give them a chance to study Baby! C'mon, check that out. (Fine, maybe that just sits there.)

Improved Critical, of course, improves the spread of rolls that get the most attention.

Natural armor is great because we can always use a little extra padding. Helps to buttress the defenses.

Stunning critical is fabulous for leaving an enemy all rumpled and disoriented. Baby is nothing if not stunning.

Silver strike means Baby's moon has just as strong an effect on lycanthropes!

Natural weapon focus means that you can bring in even more butts at once! Even without a frenzy getting up to the three moon wolf, all day every day you can just carry out a two-butt assassination.

Imbue natural weapon makes perfect sense since Baby's butt is already too hot to handle, so obviously they assign flaming there. And don't forget that the hands bind of the sphinx claws lets you haul your butt wherever it needs to go!

Adamantine strike is entirely right. Not even constructs get left behind.

Savage strike means that Baby's butt knows even more about penetrating, so it can get through defenses and leave enemies cleft in twain.

Natural weapon mastery means that your attack rolls will no longer bottom out as easily!

Wanderer's Diplomacy lets Baby spend their hard-earned booty on things like wands of greater mighty wallop (Races of the Dragon pg. 115) to add even more size bonuses to the pile.

Magic strike is

Imbue natural weapon for speed brings the total of butts up to four, (https://mobile.twitter.com/SortaBad/status/1414686342949314566?s=20) completing the merging of glutes and quads.





Champions of Ruin: Thayan Gladiator
Planar Handbook: Neraph
Monster Manual II: Cervidal
Complete Warrior: Tattooed monk, kensai, Extra Rage
Oriental Adventures: Sohei, alternate monk feats
Unearthed Arcana: Passive Way monk style
Cityscape: Social class rules for skill backgrounds
Magic of Incarnum: Shape Soulmeld, Open Least Chakra, sphinx claws
Player's Handbook II: Decisive strike, Wanderer's Diplomacy
Tome of Magic: Extend Supernatural Ability
Exemplars of Evil: Invisible fist
Magic Item Compendium: Sizing
Races of the Dragon: greater mighty wallop

Musical inspiration by Sir Mix-A-Lot (https://www.youtube.com/watch?v=X53ZSxkQ3Ho)

The Viscount
2021-09-01, 10:55 AM
The more important question is...will you blend?





These gladiators have a problem. Almost all of the abilities granted by your...ritual can be trivially replaced by magic items or minimal investment. The final evolution granted is an especially egregious example of this: gaining a weapon enhancement is not a great reward for 10 years in the aerna. Just to emphasize this, let's look at all the abilities you promise, and how much they'd cost to replace:

1 Improved Natural Attack: 1 feat (note that we required toughness to get through your abhorrent ritual, so this isn't actually a positive). Study opponent rarely impacts the fights, but at least it's not easy to replace.
2 Improved Critical: 1 feat, a +1 property, or many many spells at best. Note that forcing them to use a natural weapon, we're already unlikely to see the strikes the audience goes wild for, so this is more "compensation" then "power". Natural armor +1 is a really bland stat boost—nobody will even notice!
3 Stunning Critical: Actually a unique ability! Silver Strike: meh. Easy to replace for any non-natural weapon, so again this feels like compensation for your insistence on claws and other body parts, and we can always buy Silversheen (DMG) if necessary to make some fights more (or less) fair (A paste, priced only at 250 gp, that bypasses DR/silver for one hour.) This ability isn't worth much unless we're invaded by lycanthropes.
4 Natural Weapon Focus: Rapidstrike. Typical training would produce better results.
5 Imbue Natural Weapon: More +1 weapon properties. Natural armor is again a fine stat boost, but not exactly unique.
6 Adamantine Strike: this is a legitimately useful ability, if we're locking them into natural weapons. Still a compensation ability, though.
7 Savage Strike: This is outclassed by Kaorti resin weapons, but even if we're not willing to procure those, plenty of mundane weapons produce more savage damage then even upgraded claws. Still, this isn't an easy effect to replicate, so I'll grudgingly give you credit for the technique.
8 Natural Weapon Master: Bah. Not very impactful again.
9 Magic Strike: ...No comment. This is simply a stark display of your impotence.
10 Imbue Natural Weapon pt. 2: This capstone is almost more insulting then the year 9 feature. They get to choose between a +2 ability or a nerfed +3 ability to apply to their weapons? For the money we spend housing them and on your grotesque "ritual," this should do more.


Total: a +5 adamantine (any normal) weapon (keen flaming burst ghost touch), 2 feats (rapidstrike and improved natural attack), a natural armor item, and a cheap consumable, outside of the year 1 and 3 abilities. This comes at the price of 10 years and a feat. I could train these gladiators better without magical assistance! Even if I sent them to a monastic order, they'd be better at unarmed fighting.
However, the level 3 feature is both mechanically useful, especially in an arena setting, thematically fitting (think of a gladiator dazing another with a massive hit), and actually unique.

In other words, this whole process is designed to make our gladiators up to par with every town's basic, non-multiclassed fighter who decided to use real weapons, and then squandered away a few feats. This aggressively squanders the potential of the first- and third-level unique abilities, both of which benefit greatly from lots of attacks, real class features, and real weapons, and legitimately contribute to the gladiator experience and audience excitement. They love the circling in the arena, followed by powerful, dangerous blows that knock an opponent senseless. The rest of the class is not designed to provide these, and we're losing attendance over it. Improve your tactics, or face the arena. -The Master

Looking up from the note, the Zulkir began to frantically pace her room and mutter to herself.

"To start with, let's get lots of natural attacks. Enter the next star gladiator: the ANTHROPOMORPHIC GIANT OCTOPUS." She snapped her head back and cackled at the ceiling, grabbing a sharp stiletto from her desk. She inked the tip in a pot of purple liquid and began scrawling on a sheet of parchment.

"Standing at a full seven feet, the octopus is a fearsome predator, given her six tentacled and suckered arms. To enrich her into the perfect gladiator, we merely have to improve her ability to Multiattack—"

The Zulkir suddenly stopped before madly scratching out the last part of her last comment, quietly chuckling to herself. The laughter slowly escalated into a full-blown shriek, and her improvised quill descended furiously once again.


Prototype Proposal—The Blender
LE Amphibious Anthropomorphic Giant Octopus Ardent 5/Thayan Gladiator 3/Wizard 1/Disciple of Dispater 8/Warblade 1

Standing at a full seven feet, the octopus is a fearsome predator, given her six tentacled and suckered arms. To enrich her into the perfect gladiator, we merely have to improve her ability to fight with multiple weapons, and bring out the power inherent in those weapons to land brutal blows on her opponents.


Level Class Base Attack Bonus Fort Save Reflex Save Will Save Skills Feats Class Features
1st Monstrous Humanoid RHD 1 0 2 2 Concentration (+4 CC) 2; Spot (+4) 4; Balance (+4 CC) 2; Multiweapon Fighting
2nd Monstrous Humanoid RHD 2 0 3 3 Concentration (+1 CC) 2.5; Spot (+1) 5; Balance (+1 CC) 2.5;
3rd Ardent 1 2 0 3 5 Concentration (+1) 3.5; Spot 5; Autohypnosis (+2) 2; Balance 2.5; Toughness Assume psionic mantles (2) (Freedom, Physical Power)
4th Ardent 2 3 0 3 6 Psicraft (+1) 1; Concentration (+1) 4.5; Spot 5; Autohypnosis (+1) 3; Balance 2.5; Weapon Focus (Kukri) (bonus) Assume psionic mantles (Conflict)
5th Ardent 3 4 1 4 6 Psicraft (+1) 2; Concentration (+1) 5.5; Spot 5; Autohypnosis (+1) 4; Balance 2.5;
6th Ardent 4 5 1 4 7 Psicraft (+1) 3; Concentration (+1) 6.5; Spot 5; Autohypnosis (+1) 5; Balance 2.5; Disciple of Darkness
7th Ardent 5 5 1 4 7 Psicraft (+1) 4; Concentration (+1) 7.5; Spot 5; Autohypnosis (+1) 6; Balance 2.5; Assume psionic mantles (Mental Power)
8th Thayan Gladiator 1 6 3 4 7 Psicraft 4; Concentration 7.5; Jump (+3) 3; Spot 5; Autohypnosis 6; Balance 2.5; Improved natural attack (kukri!), study opponent
9th Thayan Gladiator 2 7 4 4 7 Psicraft 4; Concentration 7.5; Jump 3; Spot (+3) 8; Autohypnosis 6; Balance 2.5; Power Attack Improved critical, natural armor +1
10th Thayan Gladiator 3 8 4 5 8 Psicraft 4; Concentration (+1 CC) 8; Jump (+1) 4; Spot 8; Autohypnosis 6; Balance (+1 CC) 3; Stunning critical, silver strike
11th Immidiate Magic Conjurer Combat Wizard 1 8 4 5 10 Psicraft 4; Concentration (+3) 11; Jump 4; Spot 8; Autohypnosis 6; Balance 3; Combat Expertise (bonus) Abrupt Jaunt
12th Disciple of Dispater 1 9 6 7 12 Psicraft 4; Concentration (+2 CC) 12; Jump (+1) 5; Spot (+1) 9; Autohypnosis 6; Balance (+1) 4; Improved Multiweapon Fighting Device lore
13th Disciple of Dispater 2 10 7 8 13 Psicraft 4; Concentration (+2 CC) 13; Jump (+1) 6; Spot (+1) 10; Autohypnosis 6; Balance (+1) 5; Iron hews
14th Disciple of Dispater 3 11 7 8 13 Psicraft 4; Concentration (+2 CC) 14; Jump (+2) 8; Spot (+1) 11; Autohypnosis 6; Balance 5; Rusting grasp
15th Disciple of Dispater 4 12 8 9 14 Psicraft 4; Concentration (+2 CC) 15; Jump (+2) 10; Spot (+1) 12; Autohypnosis 6; Balance 5; Practiced Manifester (Ardent) Iron power +1
16th Warblade 1 13 10 9 14 Psicraft 4; Concentration (+2) 17; Jump (+3) 13; Spot 12; Autohypnosis 6; Balance 5; Battle clarity (Reflex saves), weapon aptitude
17th Disciple of Dispater 5 14 10 9 14 Psicraft 4; Concentration (+2 CC) 18; Jump (+2) 15; Spot (+1) 13; Autohypnosis 6; Balance 5; Summon erinyes
18th Disciple of Dispater 6 15 11 10 15 Psicraft 4; Concentration (+2 CC) 19; Jump (+2) 17; Spot (+1) 14; Autohypnosis 6; Balance 5; Greater Multiweapon Fighting Greater iron hews
19th Disciple of Dispater 7 16 11 10 15 Psicraft 4; Concentration (+2 CC) 20; Jump (+2) 19; Spot (+1) 15; Autohypnosis 6; Balance 5; Ironskin
20th Disciple of Dispater 8 17 12 11 16 Psicraft 4; Concentration (+2 CC) 21; Jump (+2) 21; Spot (+1) 16; Autohypnosis 6; Balance 5; Iron power +2

Statistics
Abilities Initial Race / Template Level 4 Level 8 Level 12 Level 16 Level 20
Str 16 18 (+2) 19 (+1) 20 (+1) 20 21 (+1) 22 (+1)
Dex 15 19 (+6, -2) 19 19 19 19 19
Con 13 11 (-2) 11 11 12 (+1) 12 12
Int 13 13 13 13 13 13 13
Wis 12 16 (+4) 16 16 16 16 16
Cha 8 4 (-4) 4 4 4 4 4

Manuevers and Stances

Wall of Blades
Iron Heart Surge
Claw at the Moon
(Stance) Blood in the Water

Powers By (Ardent) Level

Dimension Hop (Freedom), Adrenaline Boost (Physical Power)
Prescience, Offensive (Conflict)
Hustle (Freedom)
Animal Affinity (Physical Power)
Graft Weapon (Physical Power)

PP Breakpoints (assuming 16 wisdom)

ECL 3: 2 + 1 = 3
ECL 4: 6 + 3 = 9
ECL 5: 11 + 4 = 15
ECL 6: 17 + 6 = 23
ECL 7: 25 + 10 (Mental Power mantle effective wis bump) = 35
ECL 15: 25 + 18 (Practiced Manifester) = 43

Spells Per Day (ECL 11 or above)

0: 3
1: 1+1

First-Level Spells Known: Nerveskitter, Benign Transposition, Protection from Good

This prototype is designed to be a mobile and aggressive striker centered around the Stunning Critical feature. This ability scales with threat range, number of attacks, to-hit bonus, and strength bonus. The Blender should be able to make up to 19 attacks every six seconds, threaten a critical strike on any roll of a 9 or above, and constantly increase the accuracy and power of her own weapons with every critical strike she makes. While she might not be the strongest gladiator, the sheer number of attacks she makes should result in at least one strike slipping past her opponent's guard. In order to do this, I modified my ritual to take advantage of the latent psychic capabilities embedded in this creature's mind. The natural aggression of the octopi lends itself to philosophies of conflict and power easily. Particularly, the Graft Weapon power offers a uniquely potent capability to the discerning enricher of flesh. I delved deep into its psionic manifestation, and found that "the grafted weapon is considered both a standard weapon and a natural weapon for the purpose of effects that distinguish between either weapon type." I initially worried that the power may not take on tentacles, but a deep dive into a bestiary suggested that the limbs of an octopus were indeed considered arms, as required for the power (fluff of the SRD entry for Giant Octopus). Similarly, in order to effectively fight with many weapons, creatures need the additional coordination provided by three or more hands. Luckily, the process of making octopi anthropomorphic turns their arms humanoid, adding hands, meaning her limbs have the requisite coordination.

This means that I can now indirectly graft the strength of iron and the blades of kukris directly into her flesh. I then enlisted the powers of the darker aspects of this world to further enhance her combat prowess (although this necessitated the creation of a new altar chamber. See Requisition Form 90312—Alpha). After basic training as a gladiator, basic wizard training allows for more creativity and diverse applications of her stupendous combat prowess by girding her against suprise attacks and mental control, while further manifestations of the dark power underneath allow her to unleash those devastating criticals you wanted to see more often. Finally, further training in the advanced tactics of the blade allow her to become nearly unstoppable in the arena as she rains down blow after blow. Detailed plans below.
As a neophyte, the gladiator strengthens her mind after attaining her physical form. Utilizing her 6 arms, she wields 6 kukris, and utilizes her growing resevoir of psionic tricks to enhance both her damage output and mobility. By the fifth level, she's capable of two independent ways of increasing her damage, and several more tricks to enhance mobility. Damage output is acceptable, as while she's not particularly skilled at combat at this level, her six weapons are still quite effective at lacerating the flesh of her opponent. She can also utilize her focus to increase her own speed, or expend it for a burst improvement on her attacks. Do not attempt to face her in water. We lost several assitants and a test specimen to that experiment, as a combination of extreme mobility and a blinding effect proved disasterous.
Now, she becomes a full-fledged gladiator. Grafting all 6 weapons renders her somewhat useless outside of combat, but provides a slight improvement in her combat prowess, as a tentacled horror with knives attached to her arms is both extraordinarly intimidating and extremely effective. Until she gains her full power point reserve and is subjected to gladiator training, however, she will choose to only graft 1 or 2 of her weapons, wielding the rest normally and saving her power points for other ardent powers. The ritual I subject her to upgrades the damage of any kukri she chooses to graft, doubles her threat range on all kukris, allows her to bypass /silver DR, slightly upgrades her natural armor, and allows her to stun her opponents (DC 20 before buffs) whenever she crits. This should be quite often, as she threatens on a 15-20. Once she recieves these benefits, she typically grafts 5 weapons at the start of the day (including her mainhand), allowing stunning criticals and other benefits for the majority of her attacks, and leaving the last hand open to wield normally. Finally, if she has time to, she can also thoroughly study her opponents to upgrade her accuracy and further upgrade her armor. This is particularly useful, as it synergizes with her ability to power attack, meaning she can add even more extra damage to all of her attacks. If she gets a chance to buff her stats, animal affinity increases her STR by two (improving every aspect of her attacks), Offensive Prescience gives her yet more extra damage, and adrenaline boost offers a short-term augmentation of her prowess.
With demonic power awakened, The Blender is now even better at her fighting style. With 13 attacks per round, a drastically improved reserve of power points for yet more mobility and damage, and the ability to bounce around the battlefield with short, abrupt jaunts, her chassis is already quite effective. Disapter then draws out the power of iron inherent to her weapons, increasing her crit threat range to 12-20 while also giving her the ability to further increase their damage. She should regularly be able to stun an opponent, as 13 attacks, each with a 9/20 chance of a critical threat, result in many, many saves against stunning in most opponents.

She also appears to have gained the ability to enhance and/or corrode some devices, but the extent of this power is not fully clear. Her rudimentary wizard training also allows her to more consistently get the jump on her opponent.
In her final form, The Blender gains a full 19 attacks, each of which critically strike on a 9-20. On a critical strike, she threatens a stun on her opponent (DC: 21 before buffs) and gains a +1 to hit and damage for a full minute (190 attacks). A reasonable full attack then looks something like this (using the Greater Iron Hews ability bestowed by Dis, animal affinity, a 4-pp offensive precognition, and the swift action for manuverability through hustle.): 6 attacks at +25, followed by 6 attacks at +20, 6 more attacks at +15, and a final attack at +10 (STR+Graft Weapon+Iron Power+BAB-TWF): As soon as she starts critting, her attack bonus improves. Each strike that hits deals 1d6 (size upgrade)+8 (str) + 2 (iron power ) + 6 (iron hews) + 1 (graft weapon), plus more from blood in the water. Assuming a reasonable (32) AC, projections place her damage per round at about 300 average with 0 stacks of blood in the water before the turn starts, or about 700 with 5 stacks. If anything can sustain this level of firepower, her total damage over a minute would come out to approximately 20000 before power attacks, which can be used to channel excessive attack bonus (as BITW stacks build) into damage. This comes on top of the stuns that she threatens, which lock down any opponent she happens to be facing.

While admittedly not as strong as her offense, the Blender has solid defensive ability as well. Wall of Blades also benefits from BiTW, abrupt jaunt allows her to interrupt attack routines, benign transposition gives a very nice defensive option, and Iron Heart Surge serves as a last-ditch way of resuming an interrupted assualt. She also also begun to demonstrate an ability to manifest stoneskin over herself, and can occasionally summon a demon to support her.
I believe this to be the most effective way to utilize the stunning ability I have developed, while still being an extremely effective combatant.


This build "works" with nothing more than a bunch of kukris. As always, however, more magic items only enhance combat prowess.

More STR is obviously good: it increases her to-hit, damage, and stun DC.
More WIS will increase PP, which directly translates to better mobility and damage through buffs and hustle.
More INT allows for more uses of Abrupt Jaunt, making a +1 or +3 item a fine investment
An Enfeebling kukri or two is well worth the cost, due to the substantial STR damage on crits
A necklace of natural attacks or amulet of mighty fists is likely a more efficient way to enchant all the kukris then manual enchantment.



Per The Viscount, Combat Expertise satifisies Disciple of Dispater's entry req (Expertise), as it's clearly intended as an update.

The biggest potential RAW issue I see is qualifying for the PRC using Weapon Focus (kukri). However, the feat is permanent, which dodges some of the typical arguments against spell-based qualification, and Graft Weapon has a 24 hour uptime, which means you're practically guarenteed to level up with a weapon grafted (and therefore with a Kukri counting as a natural weapon). Even if you lose the benefits if you fail to qualify after entrance (Complete Arcane/Warrior debate), that's not a big deal, because again, you have 24 hour uptime on making Kukris natural weapons, with enough bonus PP to save 5 in the tank to re-attach if necessary. Other than that, I think I'm pretty clean on rules-legality in this build.

Multidexterity, despite being a listed prereq of improved and greater MWF, is unnecessary, as the update guide explicitly states that it's been updated into multi-weapon fighting and thus satisifies those pre-reqs.

Originally, this was an ur-priest/ardent pyschic theurge build, but I was about 5 feats short of fitting everything, though I managed to make the skills and feats work out. I could be taking practiced manifester earlier with fewer levels of ardent, but I decided emphasizing the secret ingredient through the MWF chain was more important, and I didn't want to invite the elegance penalties on top of that. I could fit Soul Eater in if I really wanted, but that again de-emphasizes the secret ingredient, invites the action vs buff argument, and has some awkward feat implications that delay improved MWF.

I'm suprised by how good the wizard dip is here. The purpose of the warblade dip is obvious (I don't have good magical defenses, so Iron Heart Surge is great, and Blood in the Water is a truly insane damage steroid when you're making 19 attacks at 9-20/x2), but the combat Wizard dip gets me at minimum a bonus feat, with either a familiar or an abrupt jaunt class feature, and basic spellcasting (read: nerveskitter). In a low-magic setting, I'd probably stick with the familiar, but abrupt jaunt scales well.

Practiced manifester is mostly just for the bonus PP and better dispel resistance, and technically for augmenting your low-level powers if you have a ton of bonus PP.

Amphibious template deals with not being able to breathe air, at the cost of two DEX.


Savage Species: Anthropomorphic Giant Octopi, Improved/Greater MWF
Stormwrack: Amphibious Template
Book of Vile Deeds: Disciple of Dispater, Disciple of Darkness
Unearthed Arcana: Combat Wizard
PHBII: Immidiate Magic
Complete Psionic: Ardent, various powers, Practiced Manifester
Spell Compendium: Nerveskitter, Benign Transposition
Tome of Battle: Warblade and related manuevers
Complete Scoundrel: Thayan Gladiator

The Viscount
2021-09-01, 10:57 AM
You only think you've mastered the bow. This is true mastery.


You know, it's kinda funny. The folks here in the arena sometimes say that no weapon can ever compare to one that's part of you—that nothing external to yourself will ever channel your desires and your skill the way your own body will.

That's a little different than what my dad and the other elves in his village said. They taught me that it's possible to pour much more skill and engineering and expertise into something you can plan and craft over time. That's the elven way, after all.

Heh, and while I'm thinking about it, the same blokes that swear by their own bodily weapons insist that you've always gotta just throw 100% of yourself behind every blow and see which ones connect because sometimes you get lucky. When I was growing up, Dad always said that you've gotta take your time and line up a perfect shot, leaving nothing to chance.

Well, guess what. Maybe it's not just one or the other, now is it? I'm a half-elf. My entire being is all about merging disparate elements together. Finding a nice harmonious middle path.

Oh, and will you quit whining down there? The match is over already. I didn't even hit you that many times…



Vame Pomier
NE forestlord half-elf
Ranger 4, Ardent 2, Thayan Gladiator 10, Swordsage 2, Eternal Blade 2


Abilities Initial Race / Template Level 4 Level 8 Level 12 Level 16 Level 20
Str 16 17 18 19 20 21
Dex 14
Con 14
Int 12
Wis 14
Cha 8




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


1st
Ranger 1
1
2
2
0
Spot (+4) 4; Climb (+2) 2; Concentration (+4) 4; Craft (bowmaking) (+4) 4; Survival (+4) 4; Listen (+4) 4; Psicraft (+4 CC) 2; K (Arcana) (+2 CC) 1;

Toughness
Track, Spiritual Connection, Favored Enemy (arcanists)


2nd
Ranger 2
2
3
3
0
Spot (+1) 5; Climb (+2) 4; Concentration (+1) 5; Craft (bowmaking) (+1) 5; Survival (+1) 5; Listen (+1) 5; Psicraft 2; K (Arcana) 1;


Rapid Shot (archery combat style)


3rd
Ardent 1
2
3
3
2
Spot 5; Climb 4; Concentration (+1) 6; Craft (bowmaking) 5; Survival 5; Listen 5; Psicraft (+2) 4; K (Arcana) 1;


Primary mantles (Conflict, Physical Power); powers (metaphysical weapon, vigor), Weapon Focus (elvencraft shortbow), 2 pp/day before stats


4th
Ranger 3
3
3
3
3
Spot (+2) 7; Climb 4; Concentration (+1) 7; Craft (bowmaking) (+2) 7; Survival (+1) 6; Listen (+1) 6; Psicraft 4; K (Arcana) 1;

Practiced Manifester
Endurance


5th
Ranger 4
4
4
4
3
Spot (+1) 8; Climb 4; Concentration (+1) 8; Craft (bowmaking) (+1) 8; Survival (+2) 8; Listen (+2) 8; Psicraft 4; K (Arcana) 1;


Distracting attack, spells (1st level ×0/day before stats)


6th
Ardent 2
5
4
4
4
Use Magic Device (+3) 3; Spot 8; Climb 4; Concentration 8; Craft (bowmaking) 8; Survival 8; Listen 8; Psicraft 4; K (Arcana) 1;

Craft Wand
Secondary mantle (Magic), powers (graft weapon), 6 pp/day before stats


7th
Thayan Gladiator 1
6
6
4
4
Use Magic Device (+3) 6; Spot 8; Climb 4; Concentration 8; Craft (bowmaking) 8; Survival 8; Listen 8; Psicraft 4; K (Arcana) 1;


Improved Natural Attack (elvencraft shortbow), study opponent


8th
Swordsage 1
6
6
6
6
Use Magic Device (+5) 11; Spot 8; Climb 4; Concentration (+2) 10; Craft (bowmaking) 8; Survival 8; Listen 8; Psicraft 4; K (Arcana) 1;


Quick to Act +1, Discipline Focus (Shadow Hand), maneuvers


9th
Swordsage 2
7
6
7
7
Use Magic Device (+1) 12; Spot 8; Climb 4; Concentration (+2) 12; Craft (bowmaking) (+4) 12; Survival 8; Listen 8; Psicraft 4; K (Arcana) 1;

Craven
AC Bonus


10th
Thayan Gladiator 2
8
7
7
7
Use Magic Device (+1) 13; Spot (+1) 9; Climb (+1) 5; Concentration 12; Craft (bowmaking) 12; Survival 8; Listen 8; Psicraft 4; K (Arcana) 1;


Improved Critical (elvencraft shortbow), natural armor +1


11th
Thayan Gladiator 3
9
7
8
8
Use Magic Device (+1) 14; Spot (+1) 10; Climb (+1) 6; Concentration 12; Craft (bowmaking) 12; Survival 8; Listen 8; Psicraft 4; K (Arcana) 1;


Stunning Critical, Silver Strike


12th
Thayan Gladiator 4
10
8
8
8
Use Magic Device (+1) 15; Spot (+1) 11; Climb (+1) 7; Concentration 12; Craft (bowmaking) 12; Survival 8; Listen 8; Psicraft 4; K (Arcana) 1;

Murderous Intent
Nat Weapon Focus


13th
Thayan Gladiator 5
11
8
8
8
Use Magic Device (+1) 16; Spot (+1) 12; Climb (+1) 8; Concentration 12; Craft (bowmaking) 12; Survival 8; Listen 8; Psicraft 4; K (Arcana) 1;


Imbue Nat Weapon (shock), nat armor +2


14th
Thayan Gladiator 6
12
9
9
9
Use Magic Device (+1) 17; Spot (+1) 13; Climb (+1) 9; Concentration 12; Craft (bowmaking) 12; Survival 8; Listen 8; Psicraft 4; K (Arcana) 1;


Adamantine Strike


15th
Thayan Gladiator 7
13
9
9
9
Use Magic Device (+1) 18; Spot (+1) 14; Climb (+1) 10; Concentration 12; Craft (bowmaking) 12; Survival 8; Listen 8; Psicraft 4; K (Arcana) 1;

Quicken Spell
Savage Strike


16th
Thayan Gladiator 8
14
10
9
9
Use Magic Device (+1) 19; Spot (+1) 15; Climb (+1) 11; Concentration 12; Craft (bowmaking) 12; Survival 8; Listen 8; Psicraft 4; K (Arcana) 1;


Nat armor +3, nat weapon mastery


17th
Thayan Gladiator 9
15
10
10
10
Use Magic Device (+1) 20; Spot (+1) 16; Climb (+1) 12; Concentration 12; Craft (bowmaking) 12; Survival 8; Listen 8; Psicraft 4; K (Arcana) 1;


Maaaaaagical strike


18th
Thayan Gladiator 10
16
11
10
10
Use Magic Device (+1) 21; Spot (+1) 17; Climb (+1) 13; Concentration 12; Craft (bowmaking) 12; Survival 8; Listen 8; Psicraft 4; K (Arcana) 1;

Metamagic Spell Trigger
Imbue nat weapon (shocking burst)


19th
Eternal Blade 1
17
13
10
10
Use Magic Device 21; Spot 17; Climb 13; Concentration (+3) 15; Craft (bowmaking) 12; Survival 8; Listen 8; Psicraft 4; K (Arcana) 1;


Blade Guide, Eternal Training 1/day


20th
Eternal Blade 2
18
14
10
10
Use Magic Device 21; Spot 17; Climb 13; Concentration (+3) 18; Craft (bowmaking) 12; Survival 8; Listen 8; Psicraft 4; K (Arcana) 1;


Guided Strike



Maneuvers:
• [ECL 8] Sapphire Nightmare Blade
• [ECL 8] Distracting Ember
• [ECL 8] Cloak of Deception
• [ECL 8] Rabid Wolf Strike
• [ECL 8] Moment of Perfect Mind
• [ECL 8] Shadow Jaunt
• [ECL 8] Blood in the Water (stance)
• [ECL 9] Assassin's Stance (stance)
• [ECL 9] Bonecrusher
• [ECL 19] Ruby Nightmare Blade


You ready? Sweet. Let's get started.

Levels 1-6 are about getting set up as quickly as possible. Toughness is going to be painful no matter what, but at level 1 it represents an actual noticeable increase in max HP, so you know what, if we're going to take it then let's take it when it actually matters most. Half-elf means that Vame doesn't take any MC penalties for ranger. (The favored class for forestlord half-elf is Sorcerer and Any. Dragon Magic says that FC Sorcerer replaces wizard as the full elf's FC, but it doesn't say anything about forestlord half-elf losing FC Any.)

Ardent is here for two primary reasons. First, Weapon Focus as a bonus feat from the Conflict mantle, so let's get a prereq out of the way. Second, graft weapon. This is a beautiful little power that turns a melee weapon that you can hold in one hand into a natural weapon. It lasts for 24 hours, so you only need to manifest it once a day, which is great. (Remember, of course, that ardent can pick any power that it can manifest as its new power at level-up and it isn't limited by class level, just ML, hence why we have Practiced Manifester in there. Vame doesn't have enough PP to worry about manifesting much other than graft weapon, so any powers other than that one are mostly window dressing and are not something being relied upon heavily. Amazingly, we're not actually doing psionics=magic stuff with the Magic mantle… we actually just want UMD in-class forever.

Vame's choice for weapon to graft is his trusty elvencraft shortbow (which he's fully capable of making by himself; he's an elf, after all, or at least he's got elven blood). It'll be best to put a wand chamber (Dungeonscape 34) in it. Per Races of the Wild pg. 166, an elvencraft shortbow is still a bow, but it can be wielded in melee similar to a club. That sounds like it's a melee weapon (check) and usable in one hand (check), making it eligible for grafting. Cool. Now it's a natural weapon. And with a 24 hour duration, that can be true all day every day, whenever desired.

Why do we want to graft something like this, though? Why not something like a whip or a heavy pick or a flindbar or something else really weird and wild? Well, because it counts as a bow. You know what cares if we use a bow? Hunter's mercy, the 1st level ranger spell. Which forces a critical threat on the next bow attack you make within 1 round. 4 levels of ranger is just barely enough to get access to this spell. Just having it once a day (even with high WIS) isn't sufficient, of course! And that's where Craft Wand comes in. (The CL prereq is met by forestlord half-elf providing treewalk as a supernatural ability, and per page .315 of the Monster Manual, "Unless otherwise noted, a supernatural ability has an effective caster level equal to the creature’s Hit Dice.") 1st level wands are very cheap and easy to make, and we can provide every single one of the prereqs.

Thayan gladiator! The roar of the crowd, the thrill of the fight, the nonspecificity of the zulkir's ritual!

INA and Improved Critical are simply useful. They're basic +numbers things that just work, and I like that.

I tried to come up with an explanation of a non-contrived instance in which study opponent is more useful than attacking or casting hunter's mercy, but you know what? You're my friends and I can't lie to my friends. Sorry. Stupid feature is stupid.

Okay, so if you can do a bag of rats thing, just get a chicken/rat/other harmless critter and study it in the privacy of your own home (or, you know, anywhere before combat starts). There's no limit on how long study stays good before use, and although you do have to engage the studied opponent in melee, you also gain the bonuses against everyone, not just against the target, so you can basically just tote around the studied chicken (a phrase I didn't expect to write today) and, when you're ready to take a sweet, sweet +2ish bonus against someone else, you can attack the poor bird and gain that bonus against everyone.

Look, I told you this was stupid. It's your fault for not listening and then reading this spoiler.

A couple levels of swordsage bring a lot of utility online right away. In particular, in just two levels we get sneak attack (assassin's stance) and no fewer than three easy ways to trigger it: sapphire nightmare blade (for flat-footedness), cloak of shadow (for invisibility, denying DEX to opponents who can't see you), and distracting ember (for easy flanking). Craven comes online right at the same time. Remember hunter's mercy? Craven damage is glorious with a guaranteed critical hit. You've got three easy-peasy sneak attacks per encounter (plus any you get through standard flanking, etc.). I'll take that.

Stunning critical is possibly my favorite feature of the SI this time! I love a rider effect that isn't use-limited, especially when we can tamper with the odds using hunter's mercy. Sure, hunter's mercy takes a setup round, but then stunning critical robs the target of a round of actions, so honestly this just evens out (except you're dishing out mad damage in the process). Also, don't forget that a stunned target is a target without their DEX bonus, so that means more free sneak attacks with Craven!

Natural weapon focus hardly needs any introduction, but more attacks is simply an unalloyed Good Thing. That's like the best thing a full-BAB class is likely to offer you, you know? Get yourself some nice bonuses (say, Craven with cloak of deception or a stunned target, perhaps) and you're in business. And don't forget that it's entirely possible to just full attack irrespective of maneuvers! The first attack after hunter's mercy is a guaranteed crit, so it's likely that you'll have a stunned opponent thereafter.

Murderous Intent is useful not for its weird full-round attack thing but rather for its last single sentence: automatically confirming crits against favored enemies. FE (Arcanists) is about as broad as it's possible for an evil character to get, so that's a large number of foes where hunter's mercy isn't just a threat but is flat out a guaranteed crit.


Choosing shock for the weapon imbuement is a bit arbitrary, but really the goal is simply to set up for one of the burst enhancements down the line, since we've got guaranteed crits and all. Shock felt like the one of the three on offer that's least likely to end up being resisted, but of course, you can read the room.

Since an elvencraft bow has to be made out of wood, it's normally very hard to get silver or adamantine on there. Accordingly, having silver strike and having adamantine strike are really nice bonuses when up against enemies with DR other than vs. magic!

Savage strike is something that can't really be replicated easily, and there's nobody better positioned to take advantage of it than someone forcing crit after crit without relying on things like "dice." More base damage, more Craven, more fun. It's pure gold.

The remaining SI levels are, basically, numbers things. Natural weapon mastery is good for the same reason that natural weapon focus is good, but with a +5 to hit. +3 NA is… a passive defensive ability. I don't know how to show that off. You tell me how to show that off. I don't think we can fit in hidecarved dragon with 8+ levels of Thayan gladiator. Maybe if you had some way of, like, redirecting damage (Dahlver-nar?) and you self-targeted with brittleskin (Shining South 44)? Maybe? I mean that seems like a hell of a lot of work just to show off a +3 natural armor. Or maybe we can just say that it'll make someone's iteratives more likely to miss and move on with our lives. Same with magic strike. How am I supposed to show that off, exactly? I suppose it lets me break DR/magic in an AMF? I guess? Or we can move on with our lives once more. Shocking burst, at least, is good times!

Metamagic Spell Trigger is just action economy in a can. Sure, you burn through the wands faster, but you're also level 18; you can afford to make a whole lot of wands at this level. Every round is just a guaranteed crit plus a hella nasty full attack (with lots of craven sneak attacks versus stunned targets, extra lightning damage, and so on).

Eternal blade is, to be blunt, filler—but hey, Vame's already got all the prereqs with no investment needed, so why not? (If you find returning to base classes to be more elegant, you could just as easily take a level of swordsage and a level of ardent and honestly it wouldn't do much less, but I figure that if it's there, I may as well use it. It's not a dip, since a dip is getting in, grabbing the good stuff, and getting out—it's just a nice way to fill out the build without incurring multiclassing penalties even after the SI isn't long enough. Also, yes, half-elves are elves. "For all effects related to race, a half-elf is considered an elf.") Ruby nightmare blade for even more multiplier-stacking fun, an extra maneuver once per day (maybe greater insightful strike? I chose not to make that the default maneuver I took because I genuinely don't know if it's multiplied on a crit) and auto-breaking DR aren't bad to have.



So this build is presented with the assumption that you're just going to be making melee attacks with your grafted elvencraft shortbow. Everything works just fine that way, and if you don't like what I'm about to say, then just go with everything that came before. But… just because it's a melee weapon doesn't mean that it stops being a bow. It never says you stop being able to make ranged attacks as normal. And if that's the case, what changes as you make ranged attacks with a natural weapon?

Well, without actually changing any build elements, getting extra attacks just got easier. Rapid Shot is there (I took archery as the combat style simply because I did not want to have an argument about whether or not you can TWF with a normal weapon and a grafted one) already, and we don't have to worry about positioning nearly as much. And if nothing else, you've got the ability to use ammo to take advantage of more enhancements and so on.

Also, the darn thing gets a hell of a lot funnier. I mean, picture that. Just picture it! But you can't tell me that it wouldn't be a hell of a gladiatorial show.

If you wanted to change build elements, trading a feat or two to get into deepwood sniper (Masters of the Wild 52) would be totally worthwhile since you've got the extra critical multiplier.



Category Game Element Book Page
Class Ardent Complete Psionic 5
Class Swordsage Tome of Battle 15
Class Thayan Gladiator Champions of Ruin 61
Class Eternal Blade Tome of Battle 109
Race Forestlord half-elf Dragon Magic 8
ACF Spiritual Connection Complete Champion 50
ACF Arcane Hunter (FE Arcanists) Complete Mage 32
Spell Hunter's Mercy Spell Compendium 117
Power Graft Weapon Expanded Psionics Handbook 110
Weapon Elvencraft Shortbow Races of the Wild 166
Feat Practiced Manifester Complete Psionic 57
Feat Craven Champions of Ruin 17
Feat Murderous Intent Elder Evils 14
Feat Metamagic Spell Trigger Complete Mage 45
Mantles Various Complete Psionic 66-71
Maneuvers Various Tome of Battle 52-94

Credit to mattie_p for developing and sharing the spreadsheets to help with formatting!

The Viscount
2021-09-01, 10:58 AM
I'm not your buddy, pal.



Dasyatidae (Buddy) Leoidea
CE Lolth-Touched Amphibious Anthropomorphic Stingray
Medium Monstrous Humanoid (Aquatic) 2 / Totemist 6 / Scaled Horror 1 / Thayan Gladiator 10

"Buddy gonna shut you down"

https://www.youtube.com/watch?v=nll2r0h8rRE

Cephala's grief fueled decent into madness shook the Underdark to its core, but none were left so confused, distraught, and abandoned as Dasyatidae. He had been a loyal animal companion to the Primeval Ranger for years and now his master had become such a monster that even the most depraved shuddered at the whisper of her name. A small little stingray tied to the fate and soul of one of Lolth's greatest champions, he was the purfect curiosity for the new Kulkir of Transmutation.

-----

Buddy basked in the adoration of the crowd and let it wash away some measure of the sadness that his vestige caused. He raised his arms to their applause and their laughter as the adventurers who had been brought to face him stumbled around the arena and struggling not to vomit. He was a crowd pleaser and the stadium erupted as the rogue lost her lunch. Unfortunately for them, these adventurers would be suffering like this for hours to come, but Buddy was pleased that he hadn't needed to finish any of them off as Focalor would have compelled him to grieve in earnest. But such as it was, Buddy's bound vestige would wear off in time for him to celebrate his string of victories and continue to cleanse Cephala's name. His transformation into a Thayan Gladiator was peculiar to him at times but he was thankful for it and relished the experience of walking in the footsteps of his lost master. The legend of Cephala had no ending so, and Buddy raised an eyebrow as he studied the defeated adventurers, perhaps this victory would finally earn him the right to search out his dear octopus.



Buddy's body and mind


Ability
Point Buy
Race
Templates
Total Starting Score


STR
18
2
6
26


DEX
8
4
-2
10


CON
18
2
6
26


INT
8
0
0
8


WIS
8
4
0
12


CHA
8
-2
0
6





Buddy's soul


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


LA+1
Lolth-Touched Amphibious Template
-
-
-
-
Hide 0+8, Move Silently 0+4, Swim 0+8
-
Amphibious, Fearless, STR +6, DEX -2, CON +6


2nd
Monstrous Humanoid 1
+1
+0
+2
+2
Hide 4+8, Move Silently 0+4, Swim 0+8
Weapon Focus (Sting)
Land speed 30ft, Swim 30ft, Natural Armor +1, Sting (1d4+STR plus poison), Dark Vision 60ft, Weapon Finesse


3rd
Monstrous Humanoid 2
+2
+0
+3
+3
Hide 5+8, Move Silently 0+4, Swim 0+8
-
-


4th
Totemist 1
+2
+2
+5
+3
Hide 5+8, Move Silently 1.5+4, Swim 0+8
Ability Focus (Poison)
Wild empathy, illiteracy


5th
Totemist 2
+3
+3
+6
+3
Hide 5+8, Move Silently 3+4, Swim 0+8
CON+1
Totem chakra bind (+1 capacity)


6th
Totemist 3
+4
+3
+6
+4
Craft (Poisonmaking) 1, Hide 5+8, Move Silently 3.5+4, Swim 0+8
-
Totem's protection


7th
Totemist 4
+5
+4
+7
+4
Craft (Poisonmaking) 4, Hide 5+8, Move Silently 3.5+4, Swim 0+8
Azure Toughness
-


8th
Thayan Gladiator 1
+6
+6
+7
+4
Craft (Poisonmaking) 4, Hide 5+8, Move Silently 4+4, Swim 0+8
-
Improved natural attack (Sting), study opponent


9th
Thayan Gladiator 2
+7
+7
+7
+4
Craft (Poisonmaking) 4, Hide 5+8, Move Silently 4.5+4, Swim 0+8
CON+1
Improved critical, natural armor +1


10th
Thayan Gladiator 3
+8
+7
+8
+5
Craft (Poisonmaking) 4, Hide 5+8, Move Silently 5+4, Swim 0+8
Bind Vestige
Stunning critical, silver strike


11th
Totemist 5
+8
+7
+8
+5
Craft (Poisonmaking) 7, Hide 5+8, Move Silently 5+4, Swim 0+8
-
Chakra binds (crown, feet, hands)


12th
Totemist 6
+9
+8
+9
+6
Craft (Poisonmaking) 10, Hide 5+8, Move Silently 5+4, Swim 0+8
-
Totem chakra bind (+1 meldshaper level)


13th
Scaled Horror 1
+9
+10
+9
+6
Craft (Poisonmaking) 11.5, Hide 5+8, Move Silently 5+4, Swim 0+8
Open Lesser Chakra (Shoulders), CON+1
Improved grab, keen scent


14th
Thayan Gladiator 4
+10
+11
+9
+6
Craft (Poisonmaking) 12, Hide 5+8, Move Silently 5+4, Swim 0+8
-
Natural weapon focus


15th
Thayan Gladiator 5
+11
+11
+9
+6
Craft (Poisonmaking) 12.5, Hide 5+8, Move Silently 5+4, Swim 0+8
-
Imbue natural weapon (Ghost Touch), natural armor +2


16th
Thayan Gladiator 6
+12
+12
+10
+7
Craft (Poisonmaking) 13, Hide 5+8, Move Silently 5+4, Swim 0+8
Virulent Poison
Adamantine strike


17th
Thayan Gladiator 7
+13
+12
+10
+7
Craft (Poisonmaking) 13.5, Hide 5+8, Move Silently 5+4, Swim 0+8
CON+1
Savage strike


18th
Thayan Gladiator 8
+14
+13
+10
+7
Craft (Poisonmaking) 14, Hide 5+8, Move Silently 5+4, Swim 0+8
-
Natural armor +3, natural weapon mastery


19th
Thayan Gladiator 9
+15
+13
+11
+8
Craft (Poisonmaking) 14.5, Hide 5+8, Move Silently 5+4, Swim 0+8
Bonus Essentia
Magic strike


20th
Thayan Gladiator 10
+16
+14
+11
+8
Craft (Poisonmaking) 15, Hide 5+8, Move Silently 5+4, Swim 0+8
-
Imbue natural weapon (Speed)




For this build I wanted to stay close to the mental image of Thayan Gladiator that I had which was a monstrous combatant with one specific natural weapon that they used in the arena to entertain the crowds while still fighting in a relatively traditional manor.

Effective Character Level 5:

So here's what you get from Buddy the Stingray at ELC 5: Natural Weapon Sting +12 to hit for 1d4+8 points of piercing damage and Stingray venom which was the basis for this whole build. Stingray venom is a brutal poison that leaves a victim nauseated for 1d4 hours and has secondary damage of 1d3 DEX. Leaving your opponents with one move action per turn is basically the end of the encounter and, even if they do make the Fort Save against the poison they are still sickened (no save) which will make their next save attempt even harder. Buddy's save DC is 23 at ELC 5! (10 + 1(HD) + 7(CON) + 2(Racial Bonus) + 2(Ability Focus)

Totemist 2 gives 3x Soulmelds, 2x Essentia, 1x Chakra Bind. Totem Binding Kraken Mantle would have let Buddy breath out of the water until he got an item to replace that function. Dukar hand coral is cheep and would let him hold his breath for exceptionally long periods given his CON, gilled armor would grant air breathing period and both of those options fit into WBL for ELC 5. But in the end the Amphibious template worked and DEX isn't a key stat here so the problem removed itself entirely; the reduction to AC and Reflex saves is countered by the piece of mind not needing to worry about suffocating from a dispelling. Totem binding Girallon Arms for extra natural attacks and melding Totem Avatar for extra AC lets Buddy perform admirably as a big stupid fighter at this level.

There was a good idea to take Barbed Stinger here to capitalize on the stinger but in the end feats were tighter than class levels and as an aquatic swimmer it was very easy to qualify for Scaled Horror. Also, while Buddy may have weapon finesse, it won't be used.

Chronocharm of the Horizon Walker is a clearance pounce for 500gp and when you have Totemist natural attacks then it’s an easy pickup. Necklace of natural weapons of course.


Effective Character Level 11:

Buddy aims to end his fights in the arena by leaving his opponents stumbling around with sick tummies. Improved CON and binding Focalor for Aura of Sadness pushes the effective save DC for Buddy's venom to 26 taking to penalty into account. Totemist 5 gives 4x melds and 3x essentia so Girallon Arms, Kraken Mantle, Sphinx's Claws, and Totem Avatar will be the favorites. It is worth noting though that as long as Buddy gets an hour to prepare for a match he can meld/invest/bind whatever will work best. Azure Toughness is taken instead of the normal version to compound upon this versatility. Totem's protection is also a neat little RP friendly ability that could play in to any gladiatorial matches against magical beasts.

The most generic loadout for Buddy is Sphinx's Claws to hands for natural weapon pounce or Girallon Arms to Totem for extra natural attacks, essentia into Wormtail Belt for extra AC, and maybe Blink Shirt all else being equal.

Learning to read: I guess the nerds in Thay are such bookworms that even their gladiator slaves are forced to become literate because that's what happens to Buddy. In addition to the power of poetry, Buddy also gains the actual class features of the SI which really play on his Sting attack and give some more AC in the form of Study Opponent or just straight improvement to natural armor. I chose to highlight ELC 11 because he actually has 10HD here and if you wanted to use him for an encounter the LA is probably moot at this point. Silver Strike helps get over relatively obscure DR but Stunning Critical is another important rider on the sting attack and Buddy's STR modifier pushes that DC to 23. Another hobby for Buddy is messing around with trying to distil his venom into a usable poison via the rules in DotU. I don't think he has to roll a handle animal check for himself but enough craft poison attempts should yield something useful and from the monster manual he is immune to his own venom. So maybe just bags and bags of caltrops covered in stingray venom and like spiked armor with weapon capsule retainers and you know just poison everywhere.

Buddy can definitely afford to pimp out his necklace of natural weapons now. The Assassination special ability from Cityscape Part 3 by Ari Marmell is a +1 equivalent enchantment that grants poison use and sneak attack but more importantly, it increases the DC of the weapon's poison by an amount equal to the weapon's enhancement bonus. Buddy's easily earned a +3 Assassination Necklace by now so his actual effective DC is 29 if he hasn't been dispelled.


Effective Character Level 16:

The Last level of Totemist lets Buddy bind Sphinx Claws and Girallon Arms at the same time as well as provides a 4th point of essentia. The Scaled Horror dip makes up for not taking Barbed Stinger and also gives keen scent and 1st level Ranger spells which Buddy's WIS is just high enough to grant/cast. Improved grab is great since sickened opponents are easy to grapple and if they are nauseated then grappling them completely shuts down any chance for escape. Open Lesser Chakra (Shoulders) lets Buddy bind Phase Cloak in addition to the others. Virulent Poison ups the poison DC by another 2.

Three more levels of the SI grant additional sting attacks and let us deal with even more forms of damage evasion like incorporeality and DR/adamantine. At this point Buddy has significant natural armor which helps make up for the AC lost as he charges around the arena. The enhancement bonus on the necklace of natural weapons goes up to 5 so the DC for Buddy's venom is 33 including Focalor.


Effective Character Level 20:

The last 4 levels of the SI just keep loading class features onto Buddy's stinger with another cute bonus to natural armor as well. Imbuing the stinger with speed means that an etherealy charging Buddy gets 3 chances to nauseate an opponent with his DC34 venom, +25, +25, +20 to hit and if the opponent makes the first save they become sickened and take another -2 penalty to the following saves due to being sickened. Bonus Essentia is a fine feat to provide more of a very flexible resource that can be converted into grapple bonuses, extra HP, extra AC, etc.


PHB: Lots
Champions of Ruin: Thayan Gladiator
MMIV: Lolth-Touched
Stormwrack: Stingray, Amphibious
Savage Species: Anthropomorphic, Scaled Horror, Virulent Poison
Magic of Incarnum: Totemist, Azure Toughness, Open Lesser Chakra, Bonus Essentia
MM3.5: Ability Focus
Tome of Magic: Bind Vestige

The Viscount
2021-09-01, 10:59 AM
I respect the pun game.


Hopp Delgado
LE Hare Hengeyokai Psychic Warrior 7/Warshaper 3/Thayan Gladiator 10

https://vignette.wikia.nocookie.net/vsbattles/images/9/9e/Hossdelgadowiki.png

The old lich leaned against his scythe, looking down from the box to the arena below in boredom. He did not relish the prospect of a long unlife babysitting the scowling child and her idiot companion that sat in the seats next to him, but she was, by all accounts, an incredible prodigy, and perhaps even a future Zulkir, so it was the circle mage’s lot for him. Perhaps it wouldn’t be so bad. After all, they had successfully carried out the Zulkir of Transfiguration’s ritual and produced a gladiator that had been deemed acceptable and would be participating in the day’s event.

The rakshasa they had been working on stepped into the arena, from one of its six entrances, waived to the crowd with his backwards hands, before doing an ostentatious backflip to land in a fighting crouch, eliciting gleeful claps and cheers from the simpleton. Other creatures entered from four of the remaining entrances, similarly showing off to introduce themselves, until only one entrance remained.

“THUMPTHUMPTHUMPTHUMPTHUMPTHUMPTHUMP”

Dust rose from around the final entrance, obscuring the final combatant, then dissipated as long strands of something sharp and evil looking whirled through it, revealing the figure of a grizzled humanoid rabbit whose right arm was adjoined to the whirling strands and whose left eye was covered by a patch. The creature towered over the other gladiators and cast a long-eared shadow over the arena.

The lich’s skeletal face assumed a rictus of malevolence. The rabbit man was Hopp Delgado, with whom the lich had a long and acrimonious history. He relished the hare’s capture and gladiatorial enslavement, and could only hope that he would watch his enemy die in the arena sooner rather than later.

The rakshasa lunged forward, undeterred by the size disparity, attempting to dart around the strange spinning blades, but the rabbit man twisted them expertly and one slashed across its feline chest, leaving an ugly wound and forcing the demon to stagger back as the hare sprung off in a different direction, tearing into a different competitor with the unnatural, whirling appendage so suddenly that the lich and the half-wit scarcely had time to wince.

The battle was over in relatively short order. Delgado stood victorious, spinning his blade-appendage over his head and reacting to the cheers and jeers of the crowd with exaggerated machismo as the rakshasa knelt humbled at his feet. At last, the long ears and rodentlike nose turned toward the lich’s box. His mistress glowered down past Delgado to the rakshasa, who had raised his reversed hands to her pleadingly. She shook her head to a roar from the crowd, as the rabbit slashed the demon apart.

Spectral Exterminator
Ability Scores
32 Point Buy: 16 Str, 14 Dex, 14 Con, 8 Int, 16 Wis, 8 Cha
After Hengeyokai Mods: 16 Str, 14 Dex, 14 Con, 8 Int, 14 Wis, 8 Cha
Hare Hybrid Form: 16 Str, 16 Dex, 14 Con, 8 Int, 14 Wis, 8 Cha
Increase Str at all opportunities. Warshaper’s Morphic Body increases Str and Con by 4.

Build Table


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


1st
Psychic Warrior 1
+0
+2
+0
+0
Psicraft 2cc
Toughness, Combat ReflexesB
-


2nd
Psychic Warrior 2
+1
+3
+0
+0
Psicraft 2.5cc
Martial Study (Crusader’s Strike)B
-


3rd
Psychic Warrior 3
+2
+3
+1
+1
Psicraft 3cc
Aberration Blood (Bulging Eyes)
-


4th
Psychic Warrior 4
+3
+4
+1
+1
Psicraft 3.5cc
-
-


5th
Psychic Warrior 5
+3
+4
+1
+1
Psicraft 4cc
Weapon Focus (Bite)B
-


6th
Psychic Warrior 6
+4
+5
+2
+2
Psicraft 4, Autohypnosis 1
Inhuman Reach
-


7th
Warshaper 1
+4
+7
+2
+2
Psicraft 4, Autohypnosis 1, Balance 1
-
Morphic Immunities, Morphic Weapons


8th
Warshaper 2
+5
+8
+2
+2
Psicraft 4, Autohypnosis 1, Balance 2
-
Morphic Body


9th
Warshaper 3
+6
+8
+3
+3
Psicraft 4, Autohypnosis 1, Balance 3
Practiced ManifesterB
Morphic Reach


10th
Psychic Warrior 7
+7
+8
+3
+3
Psicraft 4, Autohypnosis 1, Balance 3.5cc
-
-


11th
Thayan Gladiator 1
+8
+10
+3
+3
Psicraft 4, Autohypnosis 1, Balance 4cc
Improved Natural Attack (Spinning Sword)
Study Opponent


12th
Thayan Gladiator 2
+9
+11
+3
+3
Psicraft 4, Autohypnosis 1, Balance 4.5
Martial Stance (Thicket of Blades), Improved Critical (Spinning Sword)B
Natural Armor +1


13th
Thayan Gladiator 3
+10
+11
+4
+4
Psicraft 4, Autohypnosis 1, Balance 5cc
-
Stunning Critical, Silver Strike


14th
Thayan Gladiator 4
+11
+12
+4
+4
Psicraft 4, Autohypnosis 1, Balance 5, Spot 1
-
Natural Weapon Focus


15th
Thayan Gladiator 5
+12
+12
+4
+4
Psicraft 4, Autohypnosis 1, Balance 5, Spot 2
Extended Reach
Imbue Natural Weapon (Ghost Touch), Natural Armor +2


16th
Thayan Gladiator 6
+13
+13
+5
+5
Psicraft 4, Autohypnosis 1, Balance 5, Spot 3
-
Adamantine Strike


17th
Thayan Gladiator 7
+14
+13
+5
+5
Psicraft 4, Autohypnosis 1, Balance 5, Spot 4
-
Savage Strike


18th
Thayan Gladiator 8
+15
+14
+5
+5
Psicraft 4, Autohypnosis 1, Balance 5, Spot 5
Martial Study (Law Bearer)
Natural Weapon Mastery, Natural Armor +3


19th
Thayan Gladiator 9
+16
+14
+6
+6
Psicraft 4, Autohypnosis 1, Balance 5, Spot 6
-
Magic Strike


20th
Thayan Gladiator 10
+17
+15
+6
+6
Psicraft 4, Autohypnosis 1, Balance 5, Spot 7
-
Imbue Natural Weapon (Speed)



Psionics


Level
Manifester Level
PP
Powers Known


1st
1
0
Defensive Precognition


2nd
2
1
Defensive Precognition, Expansion


3rd
3
3
Defensive Precognition, Expansion, Adrenaline Boost


4th
4
5
Defensive Precognition, Expansion, Adrenaline Boost, Hustle


5th
5
7
Defensive Precognition, Expansion, Adrenaline Boost, Hustle, Detect Hostile Intent


6th
6
11
Defensive Precognition, Expansion, Adrenaline Boost, Hustle, Detect Hostile Intent, Psionic Lion’s Charge


9th
9
11
Defensive Precognition, Expansion, Adrenaline Boost, Hustle, Detect Hostile Intent, Psionic Lion’s Charge


10th
10
15
Defensive Precognition, Expansion, Adrenaline Boost, Hustle, Detect Hostile Intent, Psionic Lion’s Charge, Graft Weapon


11th
11
15
Defensive Precognition, Expansion, Adrenaline Boost, Hustle, Detect Hostile Intent, Psionic Lion’s Charge, Graft Weapon
*Does not include bonus PP for a high Wis score. Absent Wis boosting items, a Wis of 14 gives bonus PP equal to ML.

“Look, the point I’m trying to make is that nobody is born cool. Except of course…”
Level 5You start as a pretty standard Psychic Warrior, taking Expansion as soon as its duration will last for more than a round, and staple 2nds Hustle and Detect Hostile Intent. Feats are a little odd, some paying feat taxes (Hare form grants a bite attack allowing you get Weapon Focus out of the way while you still have a PsyWar feat to spend on it), and others setting the stage for things to come later, but early levels are the time when a few extra HP from Toughness or a 1/encounter Crusader’s Strike come most in handy. You’ve got Combat Reflexes and decent Dex even when expanded (you can also Adrenaline Boost as a swift if you feel like you’ll need one more AoO in a given round), so grab a reach weapon to take full advantage.
Level 10Hengeyokai’s shapechanger subtype qualifies you for Warshaper, which is always a welcome addition to any brute that qualifies, especially a natural weapon build. Immunity to nonlethal from Morphic Body likely means you can heal yourself out of combat by unarmed striking yourself with Crusader’s Strike, but it’s a bit cheesy even if it is largely just replacing what the 4th level of Warshaper would have given anyway, so ask your DM. Returning to PsyWar picks up Graft Weapon, and this is where things really get fun. Graft Weapon makes a one-handed weapon into part of your arm and makes it count as a natural weapon for 24 hours, meaning that Warshaper can improve its reach and damage dice, and also that you’re proficient with it even if you wouldn’t be normally (proficiency with natural weapons is an explicit feature of the shapechanger subtype, lest you think I’m abusing the contest rules around natural weapons). This means that you can trade out that boring old halberd or whatever you had before for a spinning sword made out kaorti resin – a one-handed reach weapon that also threatens adjacent squares and has an impressive 19-20/x4 critical range, but would normally require two Exotic Weapon Proficiency feats to use. In addition to Morphic Reach, you now have Inhuman Reach and a high enough ML to expand to huge size for minutes/level or to large as a swift, further extending the sword’s reach.
Level 15The SI is finally here, now that you’ve got a natural weapon worth applying it to. Improved Natural Attack improves the damage dice of the spinning sword another step (effectively colossal when fully expanded). Improved Critical gets a threat range beyond 20 to start from, bringing the threat range to a very respectable 17-20 with 4x damage and a save against stunning on crits. You’ve also got ample opportunities to fish for those crits, as the SI’s full BAB gets you up to your third iterative attack (which the grafted weapon still gets) along with an extra swing from Natural Weapon Focus, and AoOs from a reach that is improved even further with Extended Reach (the blades of a spinning sword are explicitly non-rigid, so having one as part of your arm qualifies you without relying on using Morphic Weapons to grow an extra pseudopod or whatever) and has Thicket of Blades to prevent people from moving through it safely.
Level 20Finishing out the SI grants a 4th iterative and an extra attack from the Speed enhancement, and brings the Natural Weapon Focus attack up to your full bonus. Savage Strike increases your weapon’s crit modifier from the already impressive x4 of kaorti resin to x5. The last feat goes to Law Bearer, seeing as you qualify by virtue of having already put the work in to get Thicket of Blades. Against Chaotic enemies it’s a nice little damage boost on at least one attack of a Psionic Lion’s Charge pounce, and the bonus to AC stacks with both Defensive Precognition and Study Opponent.
Adaptation
Many parties throw around Mass Snake’s Swiftness or Haste like candy. If in such a group, the Speed enhancement is redundant, and Wounding, or in a game where you’re fighting mostly Chaotic enemies maybe Axiomatic is a better choice for the second Imbue Natural Weapon ability.

In a game where dedicating oneself to an Elder Evil is kosher, Deformity (Tall) is essentially free. Your DM may argue that the medium size requirement is specific rather than a minimum requirement, in which case you would not be able to add the bonus to your reach under the effect of Expansion. Another 3.0 size prereq, that of Area Attack in Savage Species, is pretty clearly using ‘huge size’ to describe a minimum value, as it describes how it works for gargantuan and colossal creatures, but this is still a point of DM adjudication.

On a build that doesn’t use Move Silently for anything, the Hare’s bonus to move speed is more useful, but it is undeniable that Hoss Delgato is a superior punny name, and Cat Hengeyokai has the same statline, so it’s an easy change to make.

"My memory isn't what it used to be. It used to be... a unicorn."
Champions of Ruin: Thayan Gladiator
Complete Psionic: Adrenaline Boost, Practiced Manifester
Complete Warrior: Warshaper
Lords of Madness: Aberration Blood, Inhuman Reach
Oriental Adventures: Hare Hengeyokai
Savage Species: Extended Reach
Secrets of Sarlona: Spinning Sword
Tome of Battle: Martial Stance, Martial Study, Maneuvers
Web (http://archive.wizards.com/default.asp?x=dnd/re/20031014a): Kaorti Resin
Everything else is SRD.
"I've been bitten by ghosts, haunted by mole rats and slapped by vampires. I think I've earned a free hot dog."

The Viscount
2021-09-01, 11:00 AM
Who knows what evil lurks in the heart of gladiators?


Lopoda Nautilo, The Shadow
NE Necropolitian Mineral Warrior Anthropomorphic Giant Squid
Large Undead (Aquatic, Earth, Augmented) 3 / Ardent 5 / Psychic Warrior 2 / Mindbender 1 / Thayan Gladiator 7


https://www.youtube.com/watch?v=nqdUAzcSRBA


Ability Scores


Ability
Point Buy
Race
Templates
Total Starting Score


STR
16
2
6
24


DEX
14
4
-2
16


CON
18
2
6
26


INT
8
0
0
8


WIS
8
4
0
12


CHA
8
-2
0
6





Build


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


LA+2
Anthro Giant Squid LA, Mineral Warrior, and Necropolitian Template
-
-
-
-
-
-
40ft Burrow Speed, Natural Armor +3, Earth Strike, Dark Vision 60ft, DR 8/Adamantine, Ability Score changes, Undead type*


3rd
Monstrous Humanoid 1
+1
+0
+2
+2
Bluff 2, Intimidate 2, Sense Motive 2, Swim 0+8
Toughness
Land speed 30ft, Swim 80ft, Natural Armor +6, 8 Tentacles (1d4+STR), Bite (1d8+1/2STR) Constrict (1d6+STR), Improved Grab, Ink Cloud, Jet, Darkvision


4th
Monstrous Humanoid 2
+2
+0
+3
+3
Bluff 2.5, Intimidate 2.5, Sense Motive 2.5, Swim 0+8
-
-


5th
Monstrous Humanoid 3
+3
+1
+3
+3
Bluff 3, Intimidate 3, Sense Motive 3, Swim 0+8
Multgrab
-


6th
Ardent 1
+3
+1
+3
+5
Bluff 3, Intimidate 3, Psicraft 3, Sense Motive 3, Swim 0+8
STR+1
Assume psionic mantles (Conflict, Freedom)


7th
Ardent 2
+4
+1
+3
+6
Bluff 3, Diplomacy 2, Intimidate 3, Psicraft 4, Sense Motive 3, Swim 0+8
-
Assume psionic mantle (Magic)


8th
Psychic Warrior 1
+4
+3
+3
+6
Bluff 3.5, Diplomacy 2, Intimidate 3.5, Psicraft 4, Sense Motive 3.5, Swim 0+8
Practiced Manifester (Ardent)
Combat Reflexes


9th
Psychic Warrior 2
+5
+4
+3
+6
Bluff 4, Diplomacy 2, Intimidate 4, Psicraft 4, Sense Motive 4, Swim 0+8
-
Expanded Knowledge (False Sensory Input)


10th
Ardent 3
+6
+5
+4
+6
Autohypnosis 1, Bluff 4, Diplomacy 4, Intimidate 4, Psicraft 4, Sense Motive 4, Swim 0+8
STR+1
-


11th
Mindbender
+6
+7
+4
+8
Autohypnosis 1, Bluff 4, Concentration 3, Diplomacy 4, Intimidate 4, Psicraft 4, Sense Motive 4, Swim 0+8
Mindsight
Telepathy


12th
Ardent 4
+7
+7
+4
+9
Autohypnosis 1, Bluff 4, Concentration 6, Diplomacy 4, Intimidate 4, Psicraft 4, Sense Motive 4, Swim 0+8
-
-


13th
Ardent 5
+7
+7
+4
+9
Autohypnosis 1, Bluff 4, Concentration 9, Diplomacy 4, Intimidate 4, Psicraft 4, Sense Motive 4, Swim 0+8
-
Assume psionic mantle (Time)


14th
Thayan Gladiator 1
+8
+9
+4
+9
Autohypnosis 1, Bluff 4, Concentration 10.5, Diplomacy 4, Intimidate 4, Psicraft 4, Sense Motive 4, Swim 0+8
Greater Multigrab, STR+1
Improved natural attack (tentacle), study opponent


15th
Thayan Gladiator 2
+9
+10
+4
+9
Autohypnosis 1, Bluff 4, Concentration 12, Diplomacy 4, Intimidate 4, Psicraft 4, Sense Motive 4, Swim 0+8
-
Improved critical, natural armor +1


16th
Thayan Gladiator 3
+10
+10
+5
+10
Autohypnosis 1, Bluff 4, Concentration 13.5, Diplomacy 4, Intimidate 4, Psicraft 4, Sense Motive 4, Swim 0+8
-
Stunning critical, silver strike


17th
Thayan Gladiator 4
+11
+11
+5
+10
Autohypnosis 1, Bluff 4, Concentration 15, Diplomacy 4, Intimidate 4, Psicraft 4, Sense Motive 4, Swim 0+8
Extended Reach
Natural weapon focus


18th
Thayan Gladiator 5
+12
+11
+5
+10
Autohypnosis 1, Bluff 4, Concentration 16.5, Diplomacy 4, Intimidate 4, Psicraft 4, Sense Motive 4, Swim 0+8
STR+1
Imbue natural weapon (Ghost Touch), natural armor +2


19th
Thayan Gladiator 6
+13
+12
+6
+11
Autohypnosis 1, Bluff 4, Concentration 18, Diplomacy 4, Intimidate 4, Psicraft 4, Sense Motive 4, Swim 0+8
-
Adamantine strike


20th
Thayan Gladiator 7
+13
+12
+6
+11
Autohypnosis 1, Bluff 4, Concentration 18, Diplomacy 4, Intimidate 4, Psicraft 4, Sense Motive 4, Swim 0+8
Deft Opportunist
Adamantine strike




The stadium was in an uproar this season of Iron Chef Thay. One thaumaturgic newcomer had risked it all on a horrible experiment to take Ikayaki to the next level had produced a monster! An effort to infuse too much MSG into the grilled squid via psionic methods accidentally merged the chef with his unholy creation and has yielded an undead abomination of man, monosodium glutamate, and squid. As it's tentacles shot out and the beast began to devour the audience the producers were in agreement, all of their losses could be made up in the gladiatorial pits with this big squid.


Lets talk about this squid! ELC 5 is just pure squid HD and that's fine. LA is usually overpowered at the lowest levels and that's certainly no exception for Lopoda. This squid man must become a mineral warrior first (by way of seasoning) and a Necropolitian second (by grilling) in order to layer the templates correctly due to type constraints. Once that is done, however, 3 movement options give extreme versatility. Natural armor and DR are excellent protection and 8 tentacles at a 30ft reach plus a bite provide awesome damage output with Lopoda's high STR. Adding improved grab and constrict on top of that makes for a horrifying level 5 encounter (grapple mod is 19 without items or effects). He doesn't care about breathing as an aquatic creature because he's undead! Toss on some Chronocharms of the Horizon Walker for budget pounce and it's tentacles for days.


The next snapshot of Lopoda that's fun is ELC 11 when he picks up Mindbender and Mindsight. It takes some finagling with Ardent and Psychic Warrior levels to get the right skill ranks for Practiced Manifester into Mindbender but it's doable and Mindsight provides the preferred method for locating targets as Lopoda swims through the ground with 50ft of movement (10 extra from Freedom Mantle). Speaking of the squid's MANTLES, Conflict grants weapon focus for the SI prereq as well as psionic lion's charge so we can stop relying on items. Pain and Suffering could give Empathic Transfer, Hostile to qualify for Mindbender but Time is better so Lopoda takes expanded knowledge for false sensory input instead. So at this point powers known are: Expansion and Call Item from PsyWar and False Sensory Input from Expanded Knowledge. Ardent gives Dimension Hop, Metaphysical Weapon, Offensive Prescience, and Hustle. A lot of the level 1 powers are a let down so if you're allowed to sub them out with the ACF then definitely do.

With Mindsight, Lopoda knows the position of the other thinking creatures in the arena even while underground. With Hustle (or a chronocharm) he can surface as a huge squid and full attack a whole party. You should use expansion when above ground to avoid arguments about enclosure but I would argue that since it specifically says that you double your height, length, and width that your tentacle reach should be 60ft. If anything moves inside of that radius then Lopoda should have plenty of AOOs to spend from Combat Reflexes. The first indication of the final horror comes here: on Lopoda's next standard action he moves the grapple underground and then releases his hold leaving whatever he'd grabbed deep beneath the dirt to start suffocating and with his mindsight Lopoda can know if that creature figures out a way to start moving again.


ELC 17 is where the sweat spot is. The squid has 15 HD and is ready to eat everything! Mindbender learns Psionic Lion's Charge and the 4th and 5th levels or Ardent give Dispel Psionics, and Anticipatory Strike as powers known. The magic mantle is really only taken in order to dispel Freedom of Movement so if that isn't a concern then go for Natural World or something else. 4 levels of the SI beg some questions. One extra tentacle attack on a full attack is great if he'd happened to miss. The argument I'll make here though is that the description of Mindsight seems like more than enough for Lopoda to be able to Study his opponents from underground which, for all normal encounters, should mean for as long and as often as he wants. An extended look at an encounter with Lopoda would imagine him swimming around beneath the earth as he studied the adventurers come to slay him. Then he bursts out of the ground an starts snatching them up! After grabbing up most of the party he dives back down into the earth like some tentacled land shark. Greater Multigrab + Double Expansion + Extended Reach should put his tentacles at about 140ft long (conservative reading of extended reach is 125ft) and a grapple mod of 39 before items (Gloves of Titan's Grip and a +6 STR item push that to 50) and that's for one tentacle by itself so that Lopoda isn't considered grappled. Since he isn't grappled he can just move back underground with Hustle if he caught them on a regular attack or full attack. If he caught them on an AOO then Anticipatory Strike is an immediate action.


Lopoda caps out with 7 levels of the SI for a solid crit multiplier increase on his 9 tentacle attacks. It's definitely a shame that we have to use a necklace of natural weapons and pay for enchantments out of our own pocket but frankly, reducing the 9th attack's penalty and overcoming DR/magic are super lackluster. With a +6 DEX item Lopoda has 9 AOOs so he'll take Deft Opportunist at the end just to make sure that he's hitting all of those. Wounding actually is kinda notable as it would make suffocation underground more of an immediate issue and it's pretty cheep but some more of that below:



Big question for a DM: can a burrowing creature attack? If two Bulettes meet underground do the just kinda bump into each other and either surface to fight or just go around? This is a big question because if Lopoda can attack underground then it stands that he should be able to attack surface targets from underground as well. At that point, a tentacle should be able to shoot up through the ground, constrict around some poor soul, and then pull its victim all the way back underground to Lopoda's kraken-ish maw. Supposing that this is possible, then a +1 necklace of natural weapons with throwing and seeking negates the normal miss chance that Lopoda would have for relying only on his mindsight and only costs 18000 gold per natural weapon.....
If the DM in question says that this is ridiculous then it's going to cost 80k on top of that for brilliant energy weapon which absolutely allows a glowing tentacle to shoot up and grab something and, by improved grab RAW, then pull the opponent 140ft through the earth and into Lopoda's space.

This point is also relevant if Lopoda fights something else that also doesn't need to breath.

PHB: Lots
Champions of Ruin: Thayan Gladiator
Savage Species: Anthropomorphic, Extend Reach
Underdark: Mineral Warrior
Libris Mortis: Necropolitian
Complete Psionics: Ardent, Practiced Manifester
EPH: Psychic Warrior
Complete Arcane: Mindbender
Lords of Madness: Mindsight
Serpent Kingdoms: Multigrab
Complete Adventurer: Deft Opportunist

The Viscount
2021-09-01, 11:01 AM
I'm more partial to Amingo, myself.



Mitra Yuuz


https://media.discordapp.net/attachments/869438935527481344/882113376841527326/cactus_man_resubmission_by_hozenziglacier.png
Needlefolk Fighter 4/Barbarian 2/Thayan Gladiator 10
Chaotic Evil




NEEDLEFOLK (MM2 158):
PLANT TYPE: 3 Racial HD, and LA +1 (3.5 update booklet)

ABILITIES:
Racial mods: +2 str, +2 con, -4 int, +4 wis, -6 cha



Abilities
Initial
Race
Level 4
Level 8
Level 12
Level 16
Level 20


Str
17
19
20
20
20
21
22


Dex
15
15
15
15
16
16
16


Con
13
15
15
16
16
16
16


Int
14
10
10
10
10
10
10


Wis
8
12
12
12
12
12
12


Cha
8
2
2
2
2
2
2










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


1st
Needlefolk Racial HD 1
0
2
0
0
Spot (+4) 4; Listen (+4) 4;
Brutal Throw (Complete Adv 106)
Plant traits, +4 Nat armor, spd 30, needles ranged attack (1d12+str, range inc 20'/max range 200'), 2 claws melee (1d4+str)


2nd
Needlefolk Racial HD 2
1
3
0
0
Spot (+1) 5; Listen (+1) 5;




3rd
Needlefolk Racial HD 3
2
3
1
1
Spot (+1) 6; Listen (+1) 6;
Point Blank Shot



4th
Fighter 1
3
5
1
1
Climb (+2) 2; Spot 6; Listen 6;
Precise Shot
bonus feat


5th
Fighter 2
4
6
1
1
Climb 2; Jump (+2) 2; Spot 6; Listen 6;
Weapon Focus (needles)
bonus feat


6th
Whirling Frenzy (UA 66) Bear Totem (UA 48) Barbarian
5
8
1
1
Climb (+1) 3; Jump (+1) 3; Spot 6; Listen (+2) 8;
Ranged pin (Complete Warrior 104), Toughness
Pounce, Whirling Frenzy


7th
Thayan Gladiator 1
6
10
1
1
Climb (+1) 4; Jump 3; Spot (+1) 7; Listen 8;
Improved Natural Attack (Needles)
Improved Natural Attack (1d12->3d6?), Study Opponent


8th
Thayan Gladiator 2
7
11
1
1
Climb (+1) 5; Jump 3; Spot (+1) 8; Listen 8;
Improved Critical (Needles)
Improved Critical, Nat armor +1


9th
Thayan Gladiator 3
8
11
2
2
Climb (+1) 6; Jump 3; Spot (+1) 9; Listen 8;
Vile Natural Attack (Elder Evils 14)
Stunning Critical, Silver Strike


10th
Thayan Gladiator 4
9
12
2
2
Climb (+1) 7; Jump 3; Spot (+1) 10; Listen 8;

Natural Weapon Focus


11th
Barbarian 2
10
13
2
2
Climb 7; Jump (+2) 5; Spot 10; Listen (+2) 10;

improved Grapple


12th
Thayan Gladiator 5
11
13
2
2
Climb (+1) 8; Jump 5; Spot (+1) 11; Listen 10;
Rapid Shot
imbue Weapon (Ghosttouch), Nat armor +2


13th
Thayan Gladiator 6
12
14
3
3
Climb (+1) 9; Jump 5; Spot (+1) 12; Listen 10;

Adamantine Strike


14th
Thayan Gladiator 7
13
14
3
3
Climb (+1) 10; Jump 5; Spot (+1) 13; Listen 10;

Savage Strike


15th
Thayan Gladiator 8
14
15
3
3
Climb (+1) 11; Jump 5; Spot (+1) 14; Listen 10;
Staggering Critical (DotU 52)
Nat armor +3, Natural weapon Mastery


16th
Fighter 3
15
15
4
4
Climb 11; Jump (+2) 7; Spot 14; Listen 10;

Dead Level


17th
Fighter 4
16
16
4
4
Climb 11; Jump (+2) 9; Spot 14; Listen 10;
Weapon Specialization (needles)
Bonus Feat


18th
Thayan Gladiator 9
17
16
5
5
Climb (+1) 12; Jump 9; Spot (+1) 15; Listen 10;
Ranged Weapon Mastery (PHB2 82)
Magic Strike


19th
Thayan Gladiator 10
18
17
5
5
Climb (+1) 13; Jump 9; Spot (+1) 16; Listen 10;

Imbue Natural Weapon: Wounding


20th
LA+1




Climb 13; Jump 9; Spot 16; Listen 10;






OVERVIEW
Manticore belt?!?

...not a ranged natural weapon

Throwing scarab Daelkyr half blood…

might be a ranged natural weapon...but probably isn’t a ranged natural weapon

Check the Fiend Folio, Monster Manual 2, and 3.0-3.5 update document for some LA values that aren’t readily apparent.

Needlefolk! 1d12 ranged damage! Not an EX attack! Plant type!

--an edited overview of the process of building this.

Basically, this is just a ranged version of a natural attacker. Why would the wizards employ a Cactus who stands there blasting quills at their opponent? I don’t know, executions or something? Maybe?

BACKSTORY
An orphan needlefolk is taken in by an evil roman styled wizard and trained to fight in the gladiator arena. You meet them in a bar that allows such weird patrons inside, and they tell you about how much they hate elves. They got really good at shooting clouds of needles at people that want to kill them. All they want out of life is some pollen to land on their flower.

LEVEL 5
Three racial hit dice isn’t that bad in exchange for 2 BAB, a bunch plant type immunities, and a 1d12 damage ranged, needles shotgun blast of pain attack. We mitigate multi-attribute dependency by taking Brutal Throw. With a strength of 20, point blank shot, and weapon focus, that’s a +11 to hit for 1d12+6 damage if they are within 30 ft of you. The 1 LA can now be bought off if that variant rule is permitted.

LEVEL 10
Mitra picks up two spare attacks over the course of these levels: whirling frenzy & natural weapon focus. The 1d12 damage upgrades to 3d6 according to the weapon size chart for the great axe. Whirling frenzy adds another 4 to strength and boosts our flagging reflex save. So maybe this level is best expressed as the damage output.

3d6+5 +1 vile damage at +15/+10/+10 to hit. Crits on a 19 or 20. Fort save vs. stun on a crit.
During a rage within 30 feet of the target this becomes 3d6+6+1vile at +14/+14/+9/+9.

We can also use all of these attacks to get ranged pins in place to hold a single opponent down while you get out of charging distance. Gearwise, Mitra is going to want something that increases her size.

LEVEL 12: Build Apex
Everything about level 10 plus two more attacks, a plus +4 on improved grappling, and the ability to pin ghosts and incorporeal stuff to the ground. So, if the needles can literally hold nothingness down. That’s 6 rolls to attempt to get a crit.
Attack routine: +13/+13/+13/+8/+8/+3

LEVEL15
The goodies keep rolling in. Crit multiplier goes up, and Mitra no longer eats a -5 for one of your extra shots. With the addition of staggering critical, even if the opponent makes their save against your stun attack, they are slowed for a round. If you find yourself facing a slowed or stunned opponent, putting a few pins on them eats their actions up. If you’re fighting someone with deflect arrows though, you’re just going to have to claw them to death.

LEVEL 20
Things get a little interesting near the end. Weapon specialization adds 2 to Mitra’s damage per shot, but it also opens them up to ranged weapon mastery (piercing), which adds another +2 to hit and damage while advancing the range increment from 20 to 40. We add the wounding property onto the needles, because It doesn’t really seem like we need more attacks so much as something that can end encounters in a different way that also leans into rolling 7d20 for your attacks.

The addition of the contestant turns the gladiatorial arena into a bit of a rock paper scissors game, as the needlefolk is immune to sneaks and crits for the most part by virtue of the plant type. Any gear that grants more rage uses would be helpful for the build.

SOURCES: Cited in line.

The Viscount
2021-09-01, 11:03 AM
The lions are trapped in here with him.



https://i.pinimg.com/originals/f4/c6/70/f4c670aec25c5e145b8dabeb6441ad71.jpg

Daniel: the Spilled Blood of Ragnorra


Daniel busied himself with preparations before his latest match. The tiny shrine to Ragnorra in his locker was explained away easily enough should anyone ask. It was expected, encouraged even, for certain types of gladiators to take these grim reminders in the ring. People didn’t tend to be too interested in what he did with them afterwards. He ran his thumb along a withered piece of leather and lit a candle in Her name. Someone behind him cleared their throat as he finished his hasty prayer. Daniel shut the door to his locker firmly enough to extinguish the flame and put on his alabaster mask, held fast to his face with an unobtrusive bit of magic.

“Thought I’d reserved this place til midday. I might not’ve been decent,” he joked and turned to face his opponent.

“Damn, am I early? Sorry. Still a bit lagged. They had me fighting in Ravens Bluff til a day or two ago. Teleporter always scrambles my brains some,” said a radiant aasimar with an angelic helmet under his arm.

“Yeah, a little. Don’t worry about it.” Wouldn’t do to make a bad first impression. Who knew how many times they’d be facing each other in the future?

Daniel sat on the plain wooden bench by the lockers and rolled forward, forming a smooth curve with his back. He touched his toes and fastened his leather sandals. A tendon in his knee made a noise loud enough the new guy winced.

“I take it you already got the script, yeah?” he said and set his helmet down on the floor. It blinked.

“Yeah. Bad luck, but nobody wants to see the new guy win, y’know?” Daniel said, trying to be easygoing.

“I guess. Still a bit of a disappointment. Any moves you wanted to work out beforehand? Want to give the bastards a good show and all.”

Daniel lay on his back and tried to pull his knee to his chest to stretch his hamstring, but his hand faltered as he felt a twinge of pain.

“You want a hand with that?”

Daniel swallowed. “Yeah.”

He came closer and sat down. He rested the back of Daniel’s knee on the palm of his land and leaned gently forward. He had an extra thumb growing out of the side of his hand.

“Tell me when to stop, all right?”

“All right.”

“My name’s Anthony, by the by. I figured after the guest appearance, I’d do a kind of take to the skies, curse the heavens thing. My guy’s got a kind of fallen angel gimmick.” Daniel’s hip joint creaked and cracked with the wounds of a hundred battles as Anthony worked it.

“Could’ve fooled me. Setup sounds good. Stay between rows 20 and 24 though, or the other nobs in the box won’t be able to see, and stay under the top deck. My character can’t fly, so they’ve got to buy it when I catch you by the ankle or what have you.” Crack. Daniel nodded his head and Anthony repeated the process with the other leg.

“Ah, that. Don’t worry about that, it’s glamered. I figured I’d wear something else on the way in in case someone saw us talking. Your guy’s a sunshiner or something, right? Wouldn’t do for me to go out like that if they didn’t have us playing doubles against a manticore or something.”

Anthony got to his feet when he was done stretching and put on his armor, leaving his chest bare for the spectators.

“I’ve got to take something off you. Don’t worry, I’ll wait til after I kill you, but do you have anything you desperately want to keep on til they rez you? I don’t want to do anything against your religion or anything like that.”

Anthony picked up his helmet and stroked a tear from its eye with his thumb. He set it atop his head, muting his halo into a dusky shadow. The angelskin melted away until Daniel faced a snarling beast, leathery wings and a long, reptilian tail skittering and dragging on th floor behind him.

“Most considerate of you, but no, I’m not especially particular. During the match, I’d appreciate if you could lay off the wings. They’re not terribly sensitive, but the illusion gets a little patchy if you interact with them too much,” he said.

“Got it,” Daniel said. He hard footsteps by the entrance.

“VIPs,” Anthony said with a sneer, his voice deepening as the glamer finished its work.

“Time to get into character?” Daniel asked.

“No time like the present,” Anthony said and slammed him against the wall of lockers hard enough to dent them just as a gaggle of socialites rounded the corner in what they doubtless thought a stealthful manner.

“Your mother will weep when she sees what I’ve done to you, sunshine!” Anthony growled, sulfurous smoke rolling from his nostrils as his claws closed around Daniel’s throat.

“I never knew my mother, fiend! She was taken from me too soon by filth like you!” He glimpsed a few of the socialites whispering and they scurried away once they saw something they felt like they shouldn’t have.

The announcer showed up before too much longer to tell them they were on.

“Good luck out there golden boy,” Anthony said and slapped Daniel on the ass with his wing.

“Keep it, villainous cur,” Daniel said, his voice unmuffled by his enchanted alabaster mask.

“On this side of the ring, we have your number one man! Cruelly abandoned on the streets of Keltar, our wise and generous zulkirs saw glimpsed potential in him from afar! They brought him here where he could serve his purpose: where he could fight and grow strong for you! Sport lovers of all nations, I give you Hyperion, the Blazing Sun!”

Daniel strode into the ring to cheers and applause. He raised his knife above his head until it caught the light. He brought up his other hand and snatched its twin from its side, holding them crossed.

“This blade is called Light! And its brother, Darkness! With the two of them by my side, I shall fear no evil!”

The crowd cheered and laughed with delight, like they always did. Time for the other shoe to drop.

The announcer patted his back and turned back to the hall where his opponent was to emerge.

“And I’m afraid it’s my solemn duty to inform you his opponent today is no mere mortal. An ancient evil has clawed its way free from the depths of Hell itself and says it will not be caged by any four walls of man!”

The audience booed. If there was one thing a good gladiator knew, it was his place.

“I give you the demon Drink! Will our man prevail once ag—“ Before he could finish, Anthony flitted out from the hall and knocked him into the sand.

“Enough talk, meat!” He lashed out at Daniel’s ankles with his tail, pulling his stroke enough for him to easily jump over.

The announcer scrabbled to his feet and hopped out of the ring, his voice magically amplified.

“I don’t believe what I’m seeing, he’s jumped the bell!” The bell now went off to designate the match’s official start for anyone who’d gotten in late.

Daniel went at him with his knives for a while, letting the flats of the blades glance off his armor, glamered to look like stony flesh enough times to build suspense for the audience.

“Burning brightness! His skin is too thick! Pelor, give me strength!” Daniel shouted.

Anthony growled and breathed a cloud of illusory flame into the hollow of Daniel’s neck. In reality, it was nothing more than his hot breath.

Daniel screamed in pain and lunged backwards into a handspring.

“You fight for pennies in this sewer like a dog while your zulkirs grow fat off your backs. When will you gladiators learn you outnumber them? How long will you continue to fight for scraps?” Anthony unfurled his wings and showboated for the crowd, his back to Daniel while he caught his breath.

The crowd booed while Daniel got into position and jumped on Anthony’s back, steering clear of the wings as requested.

“I don’t know how they do things in Hell, evildoer, but in Thay, we don’t give pennies to dogs!” The crowd gamely laughed.

“Tuck and roll to the left on three?” Daniel whispered against Anthony’s neck.

“Yeah sure, just tap on my shoulder. You want a mortal wound first?” Anthony said too quietly for anyone to hear.

“Nah, my guy doesn’t hit from behind,” Daniel said.

He tapped Anthony’s shoulder a third time. Anthony reached over his back and hurled Daniel to the ground, kicking up a huge cloud of dust.

“Pathetic! It’s clear mere words won’t make a damned bit of difference to you worthless sheep. The only language you understand is blood!” Anthony unfurled his wings and with a single beat was halfway to the box, zeroing in on a group of city councilors.

“Fiend!” Daniel shouted. He hopped over the edge of the pit and into the audience, taking the stairs two at a time while the crowd cheered.

“Kick his ass!”

“Send him back to Hell!”

“Seek the sun, Hyperion!”

One of the guards by the entrance to the box made a token resistance.

“Sir, if you don’t let me inside,” Daniel paused while those behind him who’d left their seats leaned in, “people are going to die!”

He gamely stepped aside and Daniel took in the scene before him. Anthony had already ripped Councilman Gossamer from his seat and had him by the throat in one hand. His feet dangled in the air, one sandal tumbling into the stands below.

“Maybe if I spill a little blue blood on this sand, you degenerates will put a stop to all this,” Anthony ran a claw along Gossamer’s neck, but not hard enough to draw blood.

“This ends here!” Daniel hurled Light across the narrow room and sliced off Anthony’s hand. Before it and Gossamer fell safely to the ground in the box, he barreled forward and tackled Anthony back out, drifting the long way down to the sand.

“You got it in you for a hard landing?” Daniel whispered.

“Yeah, you want a quick Hell’s heart before you do me?”

“Yeah, you got it.” Anthony snapped his wings shut and pulled Daniel’s arm around him. As promised, the illusion stuttered, so it looked as though Daniel had done it himself.

They landed hard in the sand and circled each other until enough of it had cleared so they could be seen.

“Your fight is with me, monster, and that’s where it’s going to stay!” Daniel shouted, exultant.

“You know nothing of fighting, mortal,” Anthony said and flicked his tail across the bloody, clotted sand. He breathed a cloud of fake fire and smoke across Daniel’s mask and knocked it off with the followthrough of his tail.

The crowd gasped as they saw the unsimulated horror that lay beneath. Daniel had to show his devotion to Her somehow.

“Foul demon! Your cursed mark will not be with me long! Our loving zulkirs have mastered all aspects of magic. I’ll be good as new in no time. It’s a pity you will not be here to see it!”

He tackled Anthony to the ground and stabbed him in the heart with Darkness. He was dead before he knew it, his serpentine tongue still lashing at empty air. Within the cover of his cloud of smoke, Daniel bit it off and swallowed it. He drew a surreptitious glyph to Ragnorra in the sand, as he did at every winning match and covered it just as quickly before anyone could see what he was up to and notice his sacrifice. She drew nearer each time and soon enough would be here proper.

Daniel put his mask back on and acted like he’d barely gotten away with his life, taking shaky steps to the announcer, who scampered up behind him to raise his fist, still clutching Darkness, aloft.

“Sports enthusiasts, your champion! On your way out, decide if you’d like to see Drink again and if so, what you want the zulkirs to bring him back as when they resurrect him so our gladiators can really teach him a lesson! Just put your coins in the jars. Have a good afternoon, everyone!”

The crowd applauded and began to peel off. Daniel went off to the locker room once he’d made his victory lap and started to get cleaned up. He was hanging up his weapon and about to bathe when a fan from the crowd knocked on the lockers, still warped from earlier.

“Excuse me, Hyperion, I know you’re real busy fightin’ evildoers and everythin’, but I was wondering could I get your autograph?” said a boy coming up barely past his knee, holding a doll bearing his likeness and a pen.

Daniel knelt despite the protest of his knee and signed “Hyperion” big enough for it to be seen across the room. “Sure, kid. I’d have to be a monster to say no.”




NE human ranger 5/thayan gladiator 10/avenging executioner 5


str 14 other increases here
dex 16 increase at 12
con 14
int 12
wis 14
cha 8





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


1st
ranger 1
+1
+2
+2
+0
hide 4, k (arcana) 4 (2), k (nature) 4, listen 4, ms 4, sm 4, spot 4, tumble 4
toughness, snatch trophy, willing deformity (elder evil)
favored enemy (arcanists,) track, wild empathy


2nd
ranger 2
+2
+3
+3
+0
hide 1 (5), k (dungeoneering) 1, k nature 1 (5), listen 1 (5), ms 1 (5), sm 1 (5), spot 1 (5), tumble 1 (5)
two weapon fighting (bonus)
combat style


3rd
ranger 3
+3
+3
+3
+1
hide 1 (6), k (dungeoneering) 1 (2), k nature 1 (6), listen 1 (6), ms 1 (5), sm 1 (6), spot 1 (6), tumble 1 (6)
endurance (bonus)



4th
ranger 4
+4
+4
+4
+1
hide 1 (7), k (dungeoneering) 1 (3), k nature 1 (7), listen 1 (7), ms 1 (7), sm 1 (7), spot 1 (7), tumble 1 (7)

distracting attack


5th
ranger 5
+5
+4
+4
+1
hide 1 (8), k (dungeoneering) 1 (4), k nature 1 (8), listen 1 (8), ms 1 (5), sm 1 (8), spot 1 (8), tumble 1 (8)
deformity (teeth) (elder evil)
favored enemy (humanoid: human)


6th
thayan gladiator 1
+6/+1
+6
+4
+1
intimidate 4
weapon focus (bite), improved natural attack (bite)(bonus)
study opponent


7th
thayan gladiator 2
+7/+2
+7
+4
+1
intimidate 4 (8)
improved critical (bite)
natural armor +1


8th
thayan gladiator 3
+8/+3
+7
+5
+2
intimidate 2 (10), never outnumbered

stunning critical (bite), silver strike


9th
thayan gladiator 4
+9/+4
+8
+5
+2
intimidate 2 (12), spot 2 (10)
improved critical (kukri)
natural weapon focus (bite)


10th
thayan gladiator 5
+10/+5
+8
+5
+2
spot 2 (12), clarity of vision
murderous intent (arcanists) (elder evil)
imbue natural weapon (ghost touch), natural armor +2


11th
thayan gladiator 6
+11/+6/+1
+9
+6
+3
intimidate 2 (14), point it out

adamantine strike


12th
thayan gladiator 7
+12/+7/+2
+9
+6
+3
intimidate 1 (14), spot 3 (15)
improved two weapon fighting
savage strike


13th
thayan gladiator 8
+13/+8/+3
+10
+6
+3
intimidate 2 (16), sm 1 (9), spot 1 (16)

natural armor +3, natural weapon mastery


14th
thayan gladiator 9
+14/+9/+4
+10
+7
+4
intimidate 1 (17), sm 2 (11), spot 1 (17)

magic strike


15th
thayan gladiator 10
+15/+10/+5
+11
+7
+4
intimidate 1 (18), sm 2 (13), spot 1 (18)
flay foe, vile natural attack (elder evil)
imbue natural weapon (wounding)


16th
avenging executioner 1
+15/+10/+5
+11
+9
+6
balance 5, intimidate 1 (19), listen 1 (9), spot 1 (19)

bloody blade, sudden strike +1d6


17th
avenging executioner 2
+16/+11/+6/+1
+11
+10
+7
intimidate 1 (20), listen 6 (15), spot 1 (20)

rapid intimidation


18th
avenging executioner 3
+17/+12/+7/+2
+12
+10
+7
intimidate 1 (21), listen 4 (19), spot 1 (21), listen to this
craven
sudden strike +2d6


19th
avenging executioner 4
+18/+13/+8/+3
+12
+11
+8
intimidate 1 (22), hide 1 (9), listen 3 (22), spot 1 (22), spot the weak point

dread blade


20th
avenging executioner 5
+18/+13/+8/+3
+12
+11
+8
intimidate 1 (23), hide 5 (14), listen 1 (23), spot 1 (23)
abominable form (elder evil)
bloody murder, sudden strike +3d6





It begins. You start play as a ranger with an emphasis on melee combat. Devotion to Ragnorra, the mother of monsters, grants you vile feats marked accordingly on the chart. Specifically, you have willing deformity, and deformity teeth, granting you a bite attack to gt into thayan gladiator. You can use it or your kukri to carve steaks off your foes. With bloodsoaked intimidate, you can make an intimidate as a swift against an adjacent enemy who sees you. This is also the excuse for toughness. Favored enemy arcanists allows you to get your bonus against all creatures who cast arcane spells or use invocations which is an awful lot. Distracting attack allows enemies you attack to be treated as flanked by you as far as your allies are concerned to help them do things like inflict precision damage. Your second favored enemy is human, who you will likely be facing the most often in the Thayan gladiatorial ring. You are fighting with kukris in addition to your bite, laying groundwork for later on. For the time being, twf alongside your bite and enjoy racking up your thousand cuts. Ranger also provides access to its wide selection of useful spells through wands, so keep them in mind as well. Skilled city dweller allows you to trade ride for tumble and survival for sense motive.



You’re in the secret ingredient and it’s already begun to pay dividends. Your bite has advanced a step in damage and its critical range has doubled. On a critical, it stuns, can affect incorporeal targets, and strikes as if silver. Your threat range with the kukri has doubled as well, and Ragnorra has granted you murderous intent, which allows you to use a full-round action to stagger an enemy as long as you deal damage to them with a melee attack. This is great, but the secondary effect, which works against all favored enemies, lets you automatically confirm all critical threats. This alongside your extra bite from thayan gladiator and twfing mean a lot of extra damage including an extra iterative from your bite with natural attack mastery. You’ve also got never outnumbered to intimidate enemies more efficiently, and clarity of vision to spot invisible monsters.



You’re wrapping up thayan gladiator. Improved two weapon fighting doles out another kukri attack and savage strike juices the multiplier on your bite when it crits. Your bite pierces dr as though magic and deals con damage. It also deals one point of vile damage with each strike which cannot be healed normally, and flay foe is up which deals an extra 1d6 damage when you hit an enemy more than once slashing melee weapon which both your kukri and bite qualify for. Given how many attacks you throw out in a round, this extra damage will add up very quickly.



You follow thayan gladiator with avenging executioner. I’d say having to be a gladiator fighting to give the Thayan commoners their bread and circuses counts as a tragic wrong. It provides further synergy with your wintimidation, allowing you to demoralize more quickly, frighten enemies whenever you deal precision damage, deal precision damage against anyone who’s in a fear condition, and frighten anyone who sees you make a kill, which activates your bloodsoaked intimidate. Abominable form, your final vile feat from Ragnorra, further synergizes with your fear stacking. It allows you to render weaker creatures shaken whenever they behold you and applies a stacking bonus to your intimidate modifier. Avenging executioner also provides a source of precision damage for you to apply craven to. You will be able to scare enemies, deal a ton of attacks to them with precision damage on top of it, extra damage from craven, damage from flay foe, and automatic crits on each of them against favored enemies. Pretty good for a gladiator.




srd: ranger, toughness, human, two weapon fighting, weapon focus, improved critical, improved two weapon fighting
champions of ruin: thayan gladiator, snatch trophy, bloodsoaked intimidate, flay foe, craven
complete scoundrel: avenging executioner, skill tricks
elder evils: willing deformity, deformity (teeth), murderous intent, vile natural attack, abominable form
complete mage: arcane hunter
phb2: distracting attack
skilled city dweller (http://archive.wizards.com/default.asp?x=dnd/we/20070228a)

The Viscount
2021-09-01, 11:03 AM
That's our entries for the round! Judges, over to you!

AvatarVecna
2021-09-01, 11:04 AM
Was that 20 builds I saw flash by?

H_H_F_F
2021-09-01, 11:06 AM
Wow! These are a lot of entries, and at a glance they seem very diverse and surprising. Well done, guys, and good luck, judges!

Kuulvheysoon
2021-09-01, 11:08 AM
Good lord, that's a whole lotta entries. I'm glad that I didn't submit more than 1 entry, tbh. The judges have a mountain of 'em to work through this time.

The Competitors:
Unga Bunga: NG->N->NE Anthropomorphic Ape Druid 5/Nature’s Warrior 3/Thayan Gladiator 10
Auntyrvaloss'elwen T'elient ("Elwen"): NE Wyrm of War Steel Dragon Wyrmling Ardent 2/Thayan Gladiator 10/Totemist 2
Django: LE Kalashtar Psychic Warrior 5/Warblade 1/Flayerspawn Psychic 4/Thayan Gladiator 10
Venomfang: CE Plains Landwyrm Thayan Gladiator 10
Maximus Bloodrender: ?? Non-Psionic Thri-Kreen Warblade 3/Thayan Gladiator 10/Bloodclaw Master 1/Warshaper 3
Five-Punch Man: LE Wild Dwarf Artificer 5/Renegade Mastermaker 3/Thayan Gladiator 8/Disciple of Dispater 4
‘Ole Cooter: LE Middle-Aged Silverbrow Human Monk 2/Swordsage 1/Monk of the Long Death 6/Thayan Gladiator 1/Assassin 8/Mindspy 1
Takkan: CE Feral Longtooth Shifter Wolf Totem Barbarian 4/Warshaper 5/Thayan Gladiator 10
NoBody: ?? Unbodied Psion (Telepath) 2/Thayan Gladiator 10
Knife Wielding Tentacle: LE Amphibious Anthropomorphic Giant Octopus Knight 3/Warblade 1/Thayan Gladiator 7/Disciple of Dispater 8
Zuzela Csarkos: CE Wendigo Warblade 5/ex-Thayan Knight 1/Thayan Gladiator 10
Gulog: CE Frostblood Half-Orc Ranger 6/Barbarian 1/Osteomancer 3/Thayan Gladiator 10
Baby: LE Neraph Monk 2/Sohei 3/Tattooed Monk 3/Kensai 2/Thayan Gladiator 10
The Blender: LE Amphibious Anthropomorphic Giant Octopus Ardent 5/Thayan Gladiator 3/Wizard 1/Disciple of Disapater 8/Warblade 1
Vame Pomier: NE Forestlord Half-Elf Ranger 4/Aedent 2/Thayan Gladiator 10/Swordsage 2/Eternal Blade 2
Dasyatidae “Buddy” Leoidea: CE Lolth-touched Amphibious Anthropomorphic Stingray Totemist 6/Scaled Horror 1/Thayan Gladiator 10
Hopp Delgado: LE Hengeyokai (Hare) Psychic Warrior 7/Warshaper 3/Thayan Gladiator 10
Lopoda Nautilo: NE Necropolitan Mineral Warrior Anthropomorphic Giant Squid Ardent 5/Psychic Warrior 2/Mindbender 1/Thayan Gladiator 7
Mitra Yuuz: CE Needlefolk Fighter 4/Barbarian 2/Thayan Gladiator 10
Daniel: NE Human Ranger 5/Thayan Gladiator 10/Avenging Executioner 5

Alright, I think that I got everyone. Couldn't find an alignment for Maximus Bloodrender or NoBody, unfortunately.

daremetoidareyo
2021-09-01, 11:14 AM
I think the only way to really divine the winner here is to set up brackets and fight the matches out

Venger
2021-09-01, 11:24 AM
I hope both octopi fight each other at some point.

H_H_F_F
2021-09-01, 11:37 AM
Do we have any confirmed judges except AvatarVecna? Does anyone want to commit to judging?

Kuulvheysoon
2021-09-01, 11:38 AM
Now, for the stubs!

I actually had a complete other build ready to submit - Skarn Monk 7/Incarnate 3/Thayan Gladiator 10 that had 8 unarmed attacks, stacking soulmelds to get something like +18 damage per hit before any other considerations. I eventually didn't submit for 2 reasons; It just seemed so bland, and I realised that I had utterly Zinc Saucier'd Spinemeld Warrior. It was kinda funny (I even had a whole section at the end about it).

I didn’t even think about it while building this, but I think that I accidentally Zinc Saucier’d my way to Spinemeld Warrior with this entry. Let’s check it out, shall we?
Meldshaping: accomplished through incarnate levels.
Twin Spine Fighting/Two Weapon Fighting: We’ve got flurry of blows, natural weapon mastery and speed IUS.
Noble Familiarity: Okay, we don’t exactly have this one, but we could UMD a wand of guidance of the avatar for the skill boost, and the magic item is… well, that’s in the DM’s hands.
Spine Enhancement: UMD to the rescue here (again. Though that’s more a comment on UMD than on anything else). Wand of greater magic fang/weapon to the rescue. It’s even an enhancement bonus.
Spine Rend: Pulverize Foe (or the piercing equivalent of Skewer Foe, which we also qualify for) is a similar enough ability that I’d call it sufficient.
Chakra Bind (arms): We unlock a lesser bind (hands/feet/crown opposed to arms), but the one we have works really well for our build.
Adamantine Spines: We literally get Adamantine Strike, which accomplishes the same damned thing.
Second build just wouldn't come together, and it was my meme build. Tauric Anthropomorphic Bat-Sword Spider Thayan Gladiator 10/Swordsage 1. I was really disappointed that I couldn't get it to work the way that I wanted it to. It had some pretty ridiculous stat modifiers, and I fluffed the entire Tauric thing as the ritual described in the entry requirements. I included an option to stack a ridiculous number of templates onto the sword spider (which wouldn't count towards the LA), but discarded it as being a little too much cheese.

Yan Korlat
2021-09-01, 01:15 PM
Wow, those are some...creative builds. Lots of RHD and LA. I'm surprised that the two octopi are doing similar things (although they go about it rather differently....)—that's a coincidence.

Beni-Kujaku
2021-09-01, 01:28 PM
By Hextor that's a lot of builds! And I mean a lot! More than I've ever seen in a comp. I'll still judge‚ but count at the very least a good week or two.


By the way‚ I'm once again asking for a volunteer to judge Junkyard Wars‚ it's been more than a week since the reveal and we still have no judge. If one of you can spare a few hours‚ that will be very appreciated!

H_H_F_F
2021-09-01, 01:37 PM
Thanks for judging, Beni-Kujaku!

I can't really make time for judging ten builds in the foreseeable future, my apologies.

I had a build called "dark mother" that was meant to be a Half-shadow-dragon anthro-baleen-whale. Once I realized I can't qualify for improved rapidstrike with only psychic warrior (would've had 14 BaB at 15 hd, and never make it to 18 hd) I sort of lost interest in it.

I also considered submitting a plains landwyrm at some point, which would've been very awkward. Glad I didn't do that.

Thurbane
2021-09-01, 04:21 PM
This was my stub.

At one point, before foramtting the table and doing skills etc, I had the idea "Hey, Sworsdage would be better than Warblade". Did the whole table, skills etc. then realised "Oh, Swordsage doesn't meet the BAB reqs for the ingredient". Went back and started re-doing it, but then found out that an ongoing pain in my shoulder meant I may need surgery, which put me into a bit of a funk, and I couldn't be bothered continuing.

The schtick was enchanting the tentacles as much as possible with Kensai, before applying the "free" upgrades from TG.


Takeo

https://i.imgur.com/d46C6Eq.png

LE Male Anthropomorphic Octopus Monstrous Humanoid 2/Warblade 3/Thayan Gladiator 10/Kensai 5



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


2nd
Monstrous Humanoid 2
2
0
3
3
Hide 5, Listen 5, Ride 2.5, Spot 5
Toughness, Weapon Finesse
Darkvision 60 ft, improved grab, ink cloud, jet, low-light vision


3rd
Warblade 1
3
2
3
3
Hide 5, Listen 5, Ride 3, Spot 5, Tumble 5
Weapon Focus
Battle clarity (Reflex saves), weapon aptitude


4th
Warblade 2
4
3
4
4
Concentration 5, Hide 5, Listen 5, Ride 3.5, Spot 5, Tumble 5

Uncanny dodge


5th
Warblade 3
5
3
4
4
Concentration 5, Diplomacy 5, Hide 5, Listen 5, Ride 4, Spot 5, Tumble 5

Battle ardor (critical confirmation)


6th
Thayan Gladiator 1
6
5
4
4
Concentration 5, Diplomacy 5, Hide 5, Listen 5, Ride 4.5, Spot 8, Tumble 5
Power Attack
Improved natural attack, study opponent


7th
Thayan Gladiator 2
7
6
4
4
Concentration 5, Diplomacy 5, Hide 5, Jump 1, Listen 5, Ride 5, Spot 10, Tumble 5,

Improved critical, natural armor +1


8th
Thayan Gladiator 3
8
6
5
5
Concentration 5, Diplomacy 5, Hide 5, Jump 4, Listen 5, Ride 5, , Spot 11, Tumble 5

Stunning critical, silver strike


9th
Thayan Gladiator 4
9
7
5
5
Concentration 5, Diplomacy 5, Hide 5, Jump 7, Listen 5, Ride 5, Spot 12, Tumble 5
Combat Expertise
Natural weapon focus


10th
Kensai 1
9
7
5
7
Concentration 11, Diplomacy 5, Hide 5, Jump 7, Listen 5, Ride 5, Spot 12, Tumble 5

Signature weapon


11th
Kensai 2
10
7
5
8
Concentration 13, Diplomacy 5, Hide 5, Jump 11, Listen 5, Ride 5, , Spot 12, Tumble 5

Power surge


12th
Kensai 3
11
8
6
8
Concentration 15, Diplomacy 5, Hide 5, Jump 15, Listen 5, Ride 5, , Spot 12, Tumble 5
Leap Attack
-


13th
Kensai 4
12
8
6
9
Concentration 16, Diplomacy 5, Hide 5, Jump 16, Listen 5, Ride 5, Sense Motive 4, Spot 12, Tumble 5,

Ki projection


14th
Kensai 5
12
8
6
9
Concentration 17, Diplomacy 5, Hide 5, Jump 17, Listen 5, Ride 5, Sense Motive 8, Spot 12, Tumble 5

Withstand


15th
Thayan Gladiator 5
13
8
6
9
Concentration 17, Diplomacy 5, Hide 5, Jump 18, Listen 5, Ride 5, Sense Motive 8, Spot 15, Tumble 5
Martial Study (pouncing charge)
Imbue natural weapon, natural armor +2


16th
Thayan Gladiator 6
14
9
7
10
Concentration 17, Diplomacy 5, Hide 5, Jump 19, Listen 5, Ride 5, Sense Motive 8, Spot 18, Tumble 5

Adamantine strike


17th
Thayan Gladiator 7
15
9
7
10
Concentration 17, Diplomacy 5, Hide 5, Jump 20, Listen 5, Ride 5, Sense Motive 9, Spot 20, Tumble 5

Savage strike


18th
Thayan Gladiator 8
16
10
7
10
Concentration 17, Diplomacy 5, Hide 5, Jump 21, Listen 5, Ride 5, Sense Motive 11, Spot 20, Tumble 5
Extended Reach
Natural armor +3, natural weapon mastery


19th
Thayan Gladiator 9
17
10
8
11
Concentration 17, Diplomacy 5, Hide 5, Jump 22, Listen 5, Ride 5, Sense Motive 13, Spot 20, Tumble 5

Magic strike


20th
Thayan Gladiator 10
18
11
8
11
Concentration 17, Diplomacy 5, Hide 5, Jump 23, Listen 5, Ride 5, Sense Motive 15, Spot 20, Tumble 5

Imbue natural weapon

H_H_F_F
2021-09-01, 04:38 PM
Nice character, Thurbane. Simple and effective. Is the name a reference to the Tales of the Otori? They were some of my favorite books growing up.

Well, there are some truly awesome entries in there, gang. The ICO spreadsheet has been updated with all of them. I'm impressed, and I had a lot of fun going through the builds. I said at some point that I think I might place if it ends up being a small round, and it didn't, so I don't – but I'm not disappointed. It's great to have such a huge showing. Hopefully our esteemed judges will succeed in rising to the challenge.

For those speculating, this is not the largest round in IC history. In fact, it just barely makes the top 10. It is, however, the largest round since CW's Spellsword in 2014, which is still very impressive.

The title of largest round ever is a three-way tie between Dragon Disciple, Talon of Tiamat and Anointed Knight. The first of these, Dragon Disciple, actually had a Thayan Gladiator entry – Venger's Draco Drago (https://forums.giantitp.com/showsinglepost.php?p=13480701&postcount=149).

It's incredible how I can make myself feel like something is a crazy coincidence when it's very clearly not. I similarly noticed that the other two tied ingredients for largest ever had Piggy-Knowles with a silver medal, and my mind went "Woah, that's crazy. People thought this may be the largest round ever, but the actual largest rounds ever either had the ingredient as a class or had Piggy, who said he might judge, as a silver medalist." That’s such an obviously convoluted and silly thought, that also commits the base-rate fallacy by ignoring the fact that Piggy has placed in half of these things. I should know better than to fall for this crazy-Facebook-aunt thinking, but apparently I don't.

The human mind is amazing.

Yan Korlat
2021-09-01, 05:17 PM
By Hextor that's a lot of builds! And I mean a lot! More than I've ever seen in a comp. I'll still judge‚ but count at the very least a good week or two.


By the way‚ I'm once again asking for a volunteer to judge Junkyard Wars‚ it's been more than a week since the reveal and we still have no judge. If one of you can spare a few hours‚ that will be very appreciated!

I could probably find time this weekend, but I've never participated in JW and this is my first time in IC—I've read over enough past rounds at this point that I'm comfortable taking a stab but there's a good chance my judgements will be terrible.

Thurbane
2021-09-01, 07:21 PM
Nice character, Thurbane. Simple and effective. Is the name a reference to the Tales of the Otori? They were some of my favorite books growing up.

Actually, I knew the Japanese word for octopus was Tako, and searching for some traditional Japanese names, found that Takeo means "warrior" (or similar), so I thought it was fitting.

Beni-Kujaku
2021-09-02, 01:35 AM
I could probably find time this weekend, but I've never participated in JW and this is my first time in IC—I've read over enough past rounds at this point that I'm comfortable taking a stab but there's a good chance my judgements will be terrible.

Thank you very much! Don't worry‚ everybody has a first time‚ and doesn't judge badly because they have no experience. I'm looking forward to your ratings!

By the way‚ if somebody else wants to take a look at JW and judge as well‚ they are very welcome. One judge is great‚ two are awesome!

Zaq
2021-09-02, 07:48 PM
Now, for the stubs!

I actually had a complete other build ready to submit - Skarn Monk 7/Incarnate 3/Thayan Gladiator 10 that had 8 unarmed attacks, stacking soulmelds to get something like +18 damage per hit before any other considerations. I eventually didn't submit for 2 reasons; It just seemed so bland, and I realised that I had utterly Zinc Saucier'd Spinemeld Warrior. It was kinda funny (I even had a whole section at the end about it).

I didn’t even think about it while building this, but I think that I accidentally Zinc Saucier’d my way to Spinemeld Warrior with this entry. Let’s check it out, shall we?
Meldshaping: accomplished through incarnate levels.
Twin Spine Fighting/Two Weapon Fighting: We’ve got flurry of blows, natural weapon mastery and speed IUS.
Noble Familiarity: Okay, we don’t exactly have this one, but we could UMD a wand of guidance of the avatar for the skill boost, and the magic item is… well, that’s in the DM’s hands.
Spine Enhancement: UMD to the rescue here (again. Though that’s more a comment on UMD than on anything else). Wand of greater magic fang/weapon to the rescue. It’s even an enhancement bonus.
Spine Rend: Pulverize Foe (or the piercing equivalent of Skewer Foe, which we also qualify for) is a similar enough ability that I’d call it sufficient.
Chakra Bind (arms): We unlock a lesser bind (hands/feet/crown opposed to arms), but the one we have works really well for our build.
Adamantine Spines: We literally get Adamantine Strike, which accomplishes the same damned thing.
Second build just wouldn't come together, and it was my meme build. Tauric Anthropomorphic Bat-Sword Spider Thayan Gladiator 10/Swordsage 1. I was really disappointed that I couldn't get it to work the way that I wanted it to. It had some pretty ridiculous stat modifiers, and I fluffed the entire Tauric thing as the ritual described in the entry requirements. I included an option to stack a ridiculous number of templates onto the sword spider (which wouldn't count towards the LA), but discarded it as being a little too much cheese.

So my third build, which I obviously didn't submit, was literally a spinemeld warrior. Specifically the insectile skarn Rapidstrike user that I didn't build back in the SmW round. Not like you really get anything meaningful out of SmW after, like, a max of two levels anyway! With iteratives it was something like primary/focus/speed/Rapidstrike/Improved Rapidstrike/TWF/ITWF/GTWF/iterative/iterative/iterative, all with the favored weapon? Of course I also didn't really have any meaningful bonus damage on it, and my other two builds seemed like more fun anyway, but I was giggling for a little bit at the concept of out-SmWing the SmW.

Yan Korlat
2021-09-03, 06:02 PM
Are we supposed to wait till after judging to do HM votes?

mattie_p
2021-09-03, 06:08 PM
You can vote HM at anytime.

daremetoidareyo
2021-09-03, 07:38 PM
I cannot lie, I like Dummy thic Butts: my HM goes there

Yan Korlat
2021-09-06, 11:33 PM
I'll vote ‘Ole Cooter for HM.

I feel for the judges, especially after judging for JW! This is a whole lot of builds to deal with :(. Good luck!

loky1109
2021-09-07, 12:31 AM
I give my HM to Vame Pomier.

Thurbane
2021-09-07, 12:46 AM
So many great entries this round, my I think I'll give my HM to Five-Punch Man: Battlefists are cool!

H_H_F_F
2021-09-07, 08:16 AM
'Ole Cooter is my HM as well.

Akal Saris
2021-09-07, 10:10 AM
Wow, so many builds here look like they would be a blast to play! It makes me want to run a short 'arena' game set in Thay where the PCs have to fight in the arena against the Gladiators' Guild and their anthropomorphic aquatic guildmaster :P

H_H_F_F
2021-09-07, 04:26 PM
How are our judges doing? I hope you're not having too much trouble with this volume of entries.


Wow, so many builds here look like they would be a blast to play! It makes me want to run a short 'arena' game set in Thay where the PCs have to fight in the arena against the Gladiators' Guild and their anthropomorphic aquatic guildmaster :P

Sounds like a neat idea.

Any chance we'll ever see you participating again? I wasn't around back when you used to cook for this competition, but your builds account for many of my favorites ever.

Akal Saris
2021-09-07, 05:20 PM
Thank you very much for your kind words! It makes me really happy to know that you recognized me from my builds. Seriously, that put a smile on my face :)

I'm unlikely to participate any time soon, since I don't do much 3.5 optimization these days. However, I do contribute some ideas to Piggy Knowles' optimization showcases, which demonstrate some great concepts in practical optimization:
https://forums.giantitp.com/showsinglepost.php?p=24372982&postcount=2

Beni-Kujaku
2021-09-10, 04:24 AM
How are our judges doing? I hope you're not having too much trouble with this volume of entries.

I've done four of them yesterday night, I'll continue this week-end and send at least the first part.

I'm really impressed with the love and care of a lot of these entries, they're a blast to read, and a pleasure to judge. Thank you to everybody!

H_H_F_F
2021-09-10, 04:47 AM
Thanks for the update, Beni! Appreciate your work.

Yan Korlat
2021-09-11, 07:52 PM
I assume that the judging deadline is going to be extended because of the number of builds? It would be a shame if we only got the scores of the judge that submitted first.

Zaq
2021-09-11, 07:57 PM
I've done four of them yesterday night, I'll continue this week-end and send at least the first part.

I'm really impressed with the love and care of a lot of these entries, they're a blast to read, and a pleasure to judge. Thank you to everybody!

I'm so glad that you're having fun with it! Keeping that joy is a big part of judging. I'm glad you're making progress!

You mentioned "the first part." I would like to propose that you hang onto all your judgments until you're done and then share them with us all at once. I say that this has several benefits.


Everyone disputes at the same time (if needed; I certainly hope not to dispute, but they're part of the game) and therefore you won't be dealing with disputes at the same time as normal judgments (since that could maybe affect them).
It's easier to find and collect all the scores for whoever's building the table.
You won't be potentially influenced by commentary on the judgments while you're working on your later ones.
Everyone gets their payoff at the same time; if you post them in pieces, the chefs who get their judgments later may feel kind of frustrated.


That's the way it's always been done, at least, and I submit that these benefits are adequate reason to stick with that particular tradition. Just my opinion.

Yan Korlat
2021-09-11, 07:59 PM
+1 for Zaq’s suggestion-I don’t mind having to wait a bit longer. Posting in segments could also make consistency tricky.

AvatarVecna
2021-09-11, 08:44 PM
I'll be honest, I still haven't started judging. It's probably easier than the number of builds make it seem since it's a noncaster round, but there's still so many builds and enough variation that it's pretty intimidating. >.<

Aplatypus
2021-09-11, 08:48 PM
Hey no pressure from me, Judges. I'm just happy yall are taking the time to evaluate this many builds.

Venger
2021-09-11, 09:39 PM
Yeah. Thanks for the update. We're more than happy to wait til you're done and get them all at once.

The Viscount
2021-09-11, 10:19 PM
I assume that the judging deadline is going to be extended because of the number of builds? It would be a shame if we only got the scores of the judge that submitted first.

The deadline bit is really only as-needed. In a situation like this where we have judges working on it I'm happy to wait.

Yan Korlat
2021-09-11, 10:32 PM
Perfect! I assumed that it wouldn’t be enforced in this situation :).

H_H_F_F
2021-09-12, 02:29 AM
One more voice for you taking your time and submitting the full judgement, Beni. I think it'd be easier on you that way. Things tend to get messy or frustrating when it's not done that way, in my (granted, quite limited) experience.

AvatarVecna, I know that I'd be overwhelmed in your position too! Frankly, though, I think you got this. Knowing you and going through these entries, I don't see many entries that would appear to be real time killers for your metric.

The Viscount
2021-09-12, 07:15 PM
While we're at a lull, here's what I'm looking at for the next round. Since we're fast approaching the Halloween season, each ingredient will be frightening. Beware. Some are scarier than others.


You got a friend in me
Wailing and gnashing of teeth
Don't

AvatarVecna
2021-09-12, 07:19 PM
1 vote for "Don't"

Thurbane
2021-09-12, 07:43 PM
I'll vote "Don't" as well.

Kuulvheysoon
2021-09-12, 07:57 PM
Make it three.

H_H_F_F
2021-09-12, 08:10 PM
"Don't" sounds like it might be too scary for my taste. I have my personal suspicions, though I'm probably wrong.

My vote goes for teeth.

daremetoidareyo
2021-09-12, 08:22 PM
Don't you forget about heironious

Venger
2021-09-13, 07:52 AM
Don't stop believin' it'll be shining blade

JyP
2021-09-13, 08:00 AM
I think the only way to really divine the winner here is to set up brackets and fight the matches out
And then have a guy with Vow of Poverty participating :smalltongue:

Thurbane
2021-09-13, 03:55 PM
And then have a guy with Vow of Poverty participating :smalltongue:

You know, I kept thinking, if not for the alignment restrictions of Thayan Gladiator, this would have been the perfect round for a VoP build.

loky1109
2021-09-13, 04:11 PM
You know, I kept thinking, if not for the alignment restrictions of Thayan Gladiator, this would have been the perfect round for a VoP build.

I almost did it.

Venger
2021-09-13, 04:14 PM
You know, I kept thinking, if not for the alignment restrictions of Thayan Gladiator, this would have been the perfect round for a VoP build.

It's so dumb there's no evil version for people who want to hamstring their characters in that very specific way. Just call it "vow of indulgence" (to remain discrete from vow of decadence) and specify you have to spend the money on stupid hats, beer, or going to plays, things that have no mechanical effect. Change the "sacreds" to "profanes" and you're done.

Zaq
2021-09-13, 05:58 PM
I'm interested in "you've got a friend in me."

RaiKirah
2021-09-13, 06:08 PM
I would be interested in "you've got a friend in me," not least because I'm curious whether the operative word is "friend" or "in."

Yan Korlat
2021-09-14, 12:17 AM
just don't

Beni-Kujaku
2021-09-14, 12:23 AM
I would be interested in "you've got a friend in me," not least because I'm curious whether the operative word is "friend" or "in."

Indeed. You've got a friend in me.

H_H_F_F
2021-09-14, 04:40 AM
Since Wailing and gnashing of teeth is obviously going nowhere, I'll strategically vote for "you got a friend in me."

Korahir
2021-09-14, 04:49 AM
Don't you dare make this shining blade....

H_H_F_F
2021-09-14, 06:40 AM
I mean, this is what it sounds like, right?

loky1109
2021-09-14, 06:53 AM
Friend in me!

Paragon
2021-09-14, 08:30 AM
I vote don't

Beni-Kujaku
2021-09-14, 10:00 AM
Don't you dare make this shining blade....

Halloween is for scaring people‚ after all ^^

The Viscount
2021-09-14, 06:03 PM
I mean, this is what it sounds like, right?

I don't know, is it?

H_H_F_F
2021-09-15, 02:22 AM
I don't know, is it?


"Don't" sounds like it might be too scary for my taste. I have my personal suspicions, though I'm probably wrong.

I still think I'm probably wrong. You said it was too scary last year when I brought it up.

Still... fear is a potent motivator. You've go a friend in me.

Thurbane
2021-09-15, 04:59 PM
"Don't" makes me think of the trailer for the fictitious movie Don't that was in Grindhouse. I think Simon Pegg created it. Not sure if that was intentional, but maybe?

I was going to link the clip, but it's a little NSFW with horror/gore themes.

My own take on Don't, in D&D terms, is it may be a PrC that focuses on denying actions or similar to others...

Zaq
2021-09-15, 05:08 PM
I'm almost certain I know what don't is, but I'm not sure if it's fun and/or sporting to share it.

H_H_F_F
2021-09-17, 05:56 AM
So, 8 for Don't and 5 for Friend In Me. Seems like the Don'ts have it.

How are our judges doing? AvatarVecna, I hope you're still intending to judge?

AvatarVecna
2021-09-17, 07:07 AM
So, 8 for Don't and 5 for Friend In Me. Seems like the Don'ts have it.

How are our judges doing? AvatarVecna, I hope you're still intending to judge?

Intending to, but a WW/Mafia game has been eating a lot of my attention. I might be dying in that game 15 hours from now, though, so if that happens I'll get right on this, otherwise I'll be working on it over the weekend when I've got attention for it. I'm not particularly looking forward to it, but hopefully my bad judging style can get through things without being too painful. >.<

H_H_F_F
2021-09-17, 08:05 AM
Good luck with your game! Hopefully you'll make it.

Beni-Kujaku
2021-09-17, 12:14 PM
And I'm halfway through‚ but I had a pretty rough week. Hopefully I'll be done by the end of next week

Beni-Kujaku
2021-09-23, 03:26 PM
Tell your friends and family, the long wait is over, for the judgement is done! Your builds were extremely well done, covering almost the whole spectrum of fighting styles in d&d. That was an impressive lot, congratulations to all! And yet, another wait starts today. The one for disputes. I'm waiting for those, may my judgement be torn to shreds!

Here is the part ½ !


Reject primateness, return to lion.

Originality: 2
Honestly, I see nothing here that made me say "Oh, that's nice thinking!". There doesn't seem to be any cheese, or innovative usage of your classes. Nature's Warrior in itself is quite original, and qualifying for Thayan Gladiator with one natural weapon but using its abilities for another is quite interesting, but there's nothing really flashy here.

Elegance: 3
I really like your fluff and how you chose Anthropomorphic Ape to be a "monster" that could be picked as a gladiator, but having a class with so many physical boosts while fighting exclusively in the form of a lion does not flow that well. Apart from that, the Practiced Spellcaster seems really out of place. The rest of the build is based on the wild shape and intimidation, and you start investing in spellcasting, without even having Natural Spell in the first place. That just seems weird to me.

Power: 2 -> 2.5
Yes, you are a lion who can attack lots of time, but... That's all. You can't use spells in combat, you have no way to hit flying opponents without items without losing all your Thayan Gladiator features by detransforming, and I'm pretty sure Intimidating Rage doesn't work with Never Outnumbered, due to both the wording of IR ("you can only use this feat against a single foe") and NO ("rather than only a single enemy you threaten", IR doesn't target a single enemy you threaten). That means you really can't terrify somebody except for one round by a standard action, which really isn't good. And without Power Attack, or precision damage, you have no real way to take advantage of those many attacks with high to-hit. (+0.25 for the versatility of wild shape, +0.25 for the potential multi-raking with their bite)

UoSI: 4
That's some good gladiatoring here. You use 10 levels of gladiator. Most of the build is based on having natural weapons, and dealing damage with them. You even sort of use Study Opponent thanks to your speed (though staying within 30ft while evading them isn't going to be easy without some sort of defense. Any gladiator can move 30ft and attack, except if they're studying you too).

Total: 11
That's a... standard build. Enjoyable to read, in line with the competition, but nothing that makes you rethink your life. Pretty good.



You automatically lose 3 points in elegance because no judge would ever announce a name like that in an arena, .

Originality: 4
DRAGON! Too few people use true dragons, and even if Steel is the most standard color, that's still nice to see. And Ardent, on a secret ingredient based on natural weapons? My, that's something I wasn't expecting. Even though... There are four of them in the comp. The Originality section will be tough for everybody. And Totemist on top of that. Much more standard. However, how you used all of this for your build is extremely unique. Probably because it doesn't work, but that's very nice to see some attempted cheese like that.

Elegance: 0 (no, not because of the name)
Paraphrasing Fiend Folio II: "From the judge’s point of view, such a pact is still an exercise in damnation—it is merely sneakier than taking Flaws to get bonus feats. A Pact Insidious allows a gullible mortal to believe he can gain the benefits of a flirtation with free feats without suffering its consequences. Thus, it exploits the eternal self-delusion of the lazy and greedy." That's -2. I don't want to hear anything about it, getting two feats without paying them is worse than taking flaws.

Your build is very heavily based on having the DM go your way. Substitute Power requires DM intervention. Getting an orange ioun stone while you're trapped in an arena and spend all your days fighting requires heavy DM intervention. Getting a feat from the Otyugh Hole while Otyugh Holes and Thay aren't even in the same universe is downright impossible. That is the opposite of elegance. And having your totemist and ardent levels sprinkled here and there doesn't help anything.

Power: 1.5-> 2 because of disputes
That's nice and all, but even if we allow everything above, your build just doesn't work. Not only do you confuse caster level and manifester level (neither the orange ioun stone nor suffer the flesh can increase your manifester level), you absolutely can't take Metamorphosis as a 2nd level ardent. Practiced Manifester explicitly states that it doesn't apply to spells known, so learning Metamorphosis, even if you could theoretically manifest (which you can't anyway, since the ioun stone doesn't increase your manifester level, so you're stuck at lv 6), is completely out of question. And without metamorphosis, you're... very weak. Your strength is pretty low compared to your ECL, and even with expansion, you're not going to kill many people. At least you can indeed cast expansion for 7 PP, if you can make your DM agree that you're able to learn it. Almost none of what you can do really works, since Suffer the Flesh can only improve six low-level spells, none of which really care about caster level. And, no, you can't use either Reserves of Strength or Overchannel on Alternate Form. Overchannel improves manifester level, which doesn't help you, and RoS improves CL when casting a spell. Using an SLA is not casting a spell, even if the effect is the same. At least Girallon's arms to get 4 claws on which to put Thayan Gladiator's ability, so that's not that bad.

UoSI: 2.5-> 3 because of disputes
Did you really need Thayan Gladiator? When a build would be much better and would probably not change at all the fight it fights by removing almost all the levels in the secret ingredient and replacing them with things like more manifester level, or some more soulmelds that improve all your natural weapons, I feel like you haven't really used the ingredient. Just built around the ingredient, despite it instead of with it. I don't even know what is the first thing you imbued your claws with.

Total: 8
Interesting idea, doesn't work.



That picture is so nice. And, let's be honest, a fight between two illithids would be excellent to sell tickets.

Originality: 4.5
You know what, you're an illithid. With adamantine thundering tentacles. That jumps to land on enemies tentacles first to eat their brain, draining their blood and their brain alike. It doesn't get much better than that. And everything else is fairly original too. Combat Focus? When was the last time you saw this?

Elegance: 2.5
"I know what I have to do, but I don't know if I have the strength to do it..." Oh well, rules are rules. -2 to elegance for flaws. Apart from that, it's an extremely clean and focused build. Your dedication to the tentacleness is admirable, and having your psionics aid you in this task with expansion while also adding to the mind flayer flavor is very welcome. Only Combat Focus and Combat Vigor strike me as fairly out of place, along with the Jump support. Why not having taken things like improved grapple, and something to improve your damage on a full attack instead? Anyway, that's minor compared to the feat flaw tax.

Power: 2
Welp, you knew it was coming. Illithid Grappling is an extremely unoptimized way to spend your feats, and Illithid extraction is even worse. Why couldn't it just kill the opponent outright? It's not like you were gonna get it before level 15 anyway. Anyway, that makes the rest of the build a bit lacking. You have pretty low strength, pretty low BAB, and no way to deal significant damage before... well, before level 20, where wounding is admittedly pretty good. Also, no way to hit flying opponents. However, your saves are pretty good (nothing stellar, but good), with Illithid heritage.

UoSI: 4
More than most, your natural weapon is integral to your build, and increasing its damage helps you a lot. No critical support for that stunning, though. Not much else to say here, it's a pretty straightforward class.

Total: 13
Congratulations and thank you for this build. You knew where you were going, and knowingly lost point in both Elegance and Power to make the build you wanted. That's commendable, and sometimes, when I go to IC to look for a character idea, I like to see some things like that.



Comparing to other landwyrms, it seems likely that it really only has 15 Str, and that the +5 bonus on everything else was the typo. Which baffles me, since that means they got it wrong on 5 occurences. And there's no errata.

Originality: 3
... What's this thing? Where does it come from? Why is it playable? Isn't it the only monster with a LA and Frightful Presence? How did they think 15 Str amounted to a +5 bonus?? I have so many questions!!! (More seriously, points for the race, but everything else is just the standard package)

Elegance: 4
Well, I'm surprised I'm giving these kinds of scores, but really, there's nothing to hate here, except that there's too little. Only one "class" with no useable class feature isn't really interesting. Everything is perfectly clean, you're finishing each and every one of your prestige classes, every feat goes somewhere. Perfectly elegant, except for the fact that it's a little too bland and without this "Oooh, that's why they took that" factor. What could possibly go wrong?

Power: 1-> 1.5
Aand there we go. Yeah, being a CR 16 dinosaur at level 20 without any real combo and with only one underwhelming natural attack and low strength on which to put your Thayan bonuses isn't exactly ideal. (Clarification: mostly nothing to do if poison doesn't work, and poison rarely works.) That said, +0.5 because your mobility is quite excellent on the ground.

UoSI: 5
You do use the ingredient, that's for sure. Are you using it well, impressively so. Pounce is a really good way to use your three attacks, having one big bite is definitely what was intended to optimize the "+2 attacks on your favored weapon" from the Gladiator, and you're using a 19-20 Natural Weapon to optimize the critfishing parts of the class. You're even able to Study Opponent better than any other build here, with your burrow speed. That's a great Thayan Gladiator.

Total: 13
That was bold. I was really looking for errors, because let's be honest, this doesn't really belong in an optimization contest. And yet, there really was nothing wrong in this build that I could see that would justify losing points. That was surprising and refreshing.



Man, that name is metal. As are your "claws".

Originality: 2: "I get lots of attacks and I try to get crits on as much of them as possible" isn't really a new strategy, and using a Thri-kreen for it either. Bloodclaw master is a tiny bit better, but still nothing really stood to me as a unique choice or use of your classes.

Elegance: 1.5: Your build in itself is pretty elegant, I appreciate the focus of it, but it has a few problems. First, there are some dips and unfinished classes that should be avoided (BCM 1, WS 3...), then, you're relying a lot on your ability to put your hands on 4 keen kukris, and probably even more if you want to add some crit-related features on your kukris. That's far from a given in a campaign, even less if you're cloistered in the arena fighting day in day out. And finally, there are things that are illegal in your build. Like Staggering Strike. Did you mistake it for another feat? It requires Sneak Attack, and you have none. That seems like a vestige from an earlier version of the build where you would use your multiple attacks to abuse Sneak Attack instead of crits, but right now it doesn't make sense. And since it's not even in the Source paragraph, I can't even check if I'm looking at the right feat (the one I'm looking at is from CAdv). Same thing with all your Weapon Aptitude shenanigans. Thayan Gladiator gives you "the benefit of the feat", not the feat itself. You can't use Weapon Aptitude on it. That doesn't affect too much, since you eventually keep your feats on the bite, but that still adds up to a lot of penalties.

Power: 4.5
First, I'm not considering that you can get an 8th level maneuver. Prestige classes that add fully to your IL explicitly say so. And I'm considering that Warshaper can give you one natural weapon. No more. That's pretty clearly the RAI, and in case of bad editing, that's where I'm looking at. So you can improve your bite, but not your claws at the same time.
Yeah, that's a lot of attacks at the end of a charge. With full strength bonus on each of them, and lots of crit possibility. I'm sure you'll be fine most of the time. And with that jump modifier, you might even be able to catch foes flying a bit low, so that's good. I would have liked something a bit more immediate to take advantage of that many crits, since in the end, getting +3 per round with Blood in the Water is good, but pretty slow, and you don't have much else to take advantage of your many, many crits with kukris.

UoSI: 2
You don't need the SI. Getting any initiator prestige class instead would give you Girallon Windmill and could really improve your kukris instead of just improving your bite, which is clearly not the focus of your build. There is next to no synergy between Thayan Gladiator and the rest of your build, except Battle Ardor, but since the criticals with your bite are pretty rare, it's a bad investment... In the end, it's a good multiweapon fighting build, but a pretty bad Thayan Gladiator. At least you got up to 10 levels, but it seems like it's more of a detriment for you than anything.

Total: 10
It's an interesting build, but it is either not based at all on Thayan Gladiator, and just included for the comp, or based on it, but it has drifted so far apart that the SI is not an integral part of the build anymore. You even replaced your natural weapons, when Thayan Gladiator is all about optimizing them. I'm a bit disappointed here, I must say.


The secret of my strength? 100 sit-ups, 100 push-ups, and 100 punches up your throat, you crappy ****!

Originality: 4
Battle Fist is fun. Using it to stack Natural Weapon and Manufactured Weapon enhancements on the same attack is very interesting, and using artificer on a round centered around natural weapons is definitely worth some attention. Same with using a Wild Cohort to get some poison and an artificial fist to get the poison on a natural weapon. Then again, beyond that, your feats are all fairly standard in the scope of your goal, and Disciple of Dispater was an obvious choice considering the premices.

Elegance: 4
Very focused build. You know what you want, and how to get it. Everything goes somewhere. No double qualifications and no completed prestige classes prevent me from giving full mark.

Power: 3
You can bypass the vast majority of damage reduction and hit them with 5 multi-enhanced punches. Nothing will stand in your way. However, if they aren't in your way, then there isn't much you can do. You don't have pounce, you are slow, and you don't have any mobility options. And you haven't written what kind of other magic items you'd like to craft, so I don't really know anything about how you solve problems. Your dinosaur could maybe grapple your opponents but it doesn't seem like Scaly is really the fighting type, or somebody that you're willing to lose in combat. Also, I'm not sure if you're allowed to choose the feats of your cohort. If you have to use Handle Animal to even instruct her to attack, I don't see you being able to instruct her to train her poison in order to get Virulent.

UoSI: 4
Your whole build is centered around your natural weapon, and that's good. You could even say that the whole build is just one big Thayan Gladiator, trying to improve the natural weapon even higher. You do use almost everything the levels you took gave you. It's just that you don't take the 10 level, and even if they don't give you that much, the capstone could have been interesting, to complete your "immunities? I barely know her" package, or just to improve your damage output.

Total: 15
That's a really solid build here, with some original interpretation of the class and good use of its ability. Ironically, it probably would have benefitted you to unfocus a tiny bit and get some utility, some way to move around, or to fly, or just to ride your dinosaur.


The name's Cooter. 'Ole Cooter.

Originality: 5
First full mark in originality here (and probably not the last), just because of the sheer absurdity of the build. It is based on some out-of-nowhere reading of an ability and combines so many classes that have next to nothing to do with each other... I love it. Also, what even is a mindspy? Thank you for digging out this thing. And I love the early entry into Monk of the Long Death. It's weird that it exists in an official content. WotC is usually very tight about allowing skill ranks above the regular maximum.

Elegance: 0
I had to penalize you somewhere, and it was either here or in Power. Yeah, no sane DM would even remotely allow this reading of the class feature. This is just too big to pass. I'm still going to continue judging as if it somehow worked like that, but the most permissive reading that I think could be allowed would be "You can observe somebody in the usual time, but you only have to use your standard action on the first round, so you can act normally, on the others, but you only get the benefit at the end of the regular duration". Also, that's really too many dips to my taste, and above all, you don't qualify for either Assassin or Thayan Gladiator. In Assassin, because Hide isn't a class skill for Monk of the Long Death and you hence don't have enough ranks in it, and in Thayan Gladiator because you don't have a natural weapon. A monk's fists are considered natural weapons only in the context of effects which improve natural weapons, which prerequisites are not. (Also, it's just "Favored", "Favored in guild" is another feat altogether) And I'm pretty sure being a Gladiator and an assassin can get you kicked out of a mercantile guild, even one specialized in poison. If it wasn't for illegality and questionable reading, though, your score would have been pretty high, just for the really nice double qualifications and creative use of some feats like Illithid Bloodline.

Power: 4
Death attack after a standard action with a DC 24+Int, what isn't there to love? With some Belt of Battle, that could be incredible. I like the fact that you put some thought into Hiding, even though you neglected the fact that it wasn't a class skill for MotLD. Good usage of the swordsage dip. If I had a complaint, it's that you're probably not going to use anything except your death attack in combat (I know that it's kind of of the point, but still). Even if it's only a standard action, Mindspy's ability isn't really worth it. You don't have a high enough charisma to make suggestion really effective, and if they somehow succeed at their saving throw, or just are undead or a construct, you don't have much to do except attacking dumbly with just a few bonuses and hoping for the better. You also have some difficulty against flying enemies, though your Hiding abilities make it easier.

UoSI: 3.5
I want to give you more than that, but it just wouldn't be fair. The majority of the build is indeed based on one Thayan Gladiator ability, and you do make good use of this first level. But you only take the first level. There are so many things left untouched... But I understand it was the best way for this build to work.

Total: 12.5
Let's be honest, this is an incredible build, but it's based on some nonsense. As always, when there is an ambiguity and RAI is obvious, you should try to keep to it. But it really gives some of the most unique builds around, so I'm not complaining ^^ (except if putting 0 in elegance counts as complaining)


- Soooo... How many skill ranks did you say you had?
- Twenty! As much as my number of fingers!
- In what skills? Probably Intimidate, Tumble and maybe Jump?
- No, no! Twenty in total!

Originality: 1
Let's face it, everybody knows the Feral template, everybody knows Warshaper, almost everybody knows about shifters and Lion totem barbarians. And you don't get anything surprising out of this build. It's clean and easy to read, but definitely not original.

Elegance: 4.5
It's a pretty build. Neatly folded, like a present. +1 LA, 4 levels of base class, a 5-level prestige class, and a 10-level prestige class. It doesn't get much cleaner than that. And on top of it, everything is very focused on your objective. You want big natural weapons, and to kick people's a** with them. There are good synergies everywhere, and I really liked the love given to the fluff at the beginning, to the point of giving Thayan-sounding names to everybody. An Eberron race in Faerun is sure to raise a few eyebrows, but if it is explicitly useable elsewhere... Really an elegant and thematic build. I appreciate the fact that you're using Feral to get permanent natural weapons instead of just using the shifter ones. Just a tiny point reduction because of several very minor nitpicks: Cross-class skills are not really elegant to see, the build is pretty unclear from place to place, for example you could have clarified that you took the Wolf Totem ACF on Barbarian. Which leads to the fact that being of the Lion Totem and the Wolf Totem at the same time is a bit weird. Not only does it make you get redundant pounce from Feral, I feel like you tried to hide the fact that you have two different totems in the build. It's minor and mostly fluff, but that just prevents you from getting full mark.

Power: 4
Feral is broken, we all know that, but you succeeded in using it pretty well. Combining the strong claws of the feral template with the increases from Savagery and Thayan Gladiator make for some truly terrifying strikes. And with your doubly-boosted movement speed and pounce, not much can escape you. And with the plethora of bonuses Feral gives to your attacks, you're gonna rip through the opposition pretty fast. That said, you're pretty one-dimensional as a character, and a Will-based attack will disable you pretty easily, as will flying opponents. You're also going through your resources pretty fast. Your strategy is based on combining shifting and ferocity (I'll consider here that Ferocity counts as Rage for the purpose of prerequisites, but that's not really a given) to get truly astounding claw strikes, but you can only do so twice per day, and a clever opponent might even just burrow or stall you until you can't do it anymore. You're far from helpless without it, but not nearly as much of a powerhouse as you are when raging.

UoSI: 4.5
Why do you have Great Bite? Why have a feat that improves your bite (not even that much) when the rest of your abilities is centered on your claws? Anyway, that's some impressive use of the Secret Ingredient. Your build longs for a way to bypass DR, and Thayan Gladiator gives you just that. Thayan Gladiator is based on natural weapons, and your build is centered around getting the biggest claws possible to improve with the prestige class's features. Really nice. I'm not sure why you chose frost instead of ghost touch, though. 1d6 damage is negligible compared to your damage output, it doesn't synergize with any of your feats, and without ghost touch, you can't touch incorporeal creatures at all (since it isn't damage reduction, so your claws won't count as magic and have 50% to touch them).

Total: 14
The concept of your build is really simple, maybe too simple, but you made it work very well. This is really the kind of character that could be very enjoyable to play in a real campaign (if the DM allows Feral, which is almost a guaranteed "no" without nerfing it, but the build functions really well even without Feral. You already have Pounce. Just take razorclaw as your shifting, or put all your Thayan abilities on the bite and use your +17 BAB to wield a weapon.)


I always hate when a nonphysical entity punches me in the face.

Originality: 5
I... Uh... What? How do... That can't work...:smalleek: That shouldn't work... How does that even work?:smallconfused: No sane DM will ever let that work!:smallfurious: There's no way that makes sense if that works...:smallfrown: ...That might work.:smallannoyed:
Having an incorporeal character in a competition about natural weapons is definitely something I wasn't expecting. Combining it with some psionic abilities was something that surprised me. Using poor wording to enter the SI and somehow getting access to Power Attack on an incorporeal weapon is something I wasn't even considering. That's an easy full Originality mark right here.

Elegance: 4
That's impressively clean for such a wild concept. Just one goal, and everything to accomplish it. There's even a tiny bit of double qualification with Azure Toughness. It's not that well organized, with feats that seem like they come from nowhere (why Law Devotion, exactly?), and I can still complain about the fact that the incarnum seems to not really contribute much to anything or, you know, that Power Attacking with an incorporeal touch attack is a thing that makes almost as much sense as getting healed by drowning, or that I'm pretty sure the rituals that grant Thayan Gladiators their powers don't work on incorporeal creatures, but your build is so much of a legal vacuum that I can't penalize much for anything.

Power: 1.5-> 1.75
Okay, that's impressive, but in the end, that's only three attacks per round with a low Power Attack bonus, and that's only starting at level 14. Before that, you only have one attack per round. And that's only after taking a round to buff yourself by absorbing your Astral Construct (+0.25 since you can do that quite safely in the ground). Incorporeality will probably carry you up to level 10 or so, but after that, you're going to see a lot of magical and ghosttouch weapons. Psionics do help a bit, but they are pretty late, even with Practiced Manifester, and touch powers will only work 50% of the time.

UoSI: 2.5
You do use the ten levels of the SI, and having more attacks is integral to the build, but you're not making really good use of any of the other abilities, like all the critical-related ones, you can't use natural armor, and touch attacks natively bypass damage reduction, so there is no use for most of the class. A shame, since it takes up 80% of your class levels.

Total: 13
I love this character concept. It's just so absurd that it makes you question what it means for a character to be believable. And yeah, this character, I can believe could work. And it's (probably) legal! But that's still weird.


Please refrain from posting such builds in the future. It is hard for judges.

Originality: 3
Anthropomorphic animal to get lots of natural weapons is quite a well-known trick, as are most of your classes (except knight, which really isn't often seen). The goal of grafting a weapon to your arms, however, is pretty unique, and allows for a lot of shenanigans. And even the weapon you chose if pretty original. Worshipping Elder Evils to get bonus feats is really unoriginal, and has been seen in a lot of builds during the years.

Elegance: 0
What were you thinking? It seems like you're making fun of the judges by making a build combining everything considered inelegant in one. And I really don't like that. So, the list: two Pacts Insidious, see Elwen for what I think about it. Then, the build relies havily on getting access to exotic weapons from another universe (Thay is not in Eberron, Dispater neither), and the ability to get them grafted to you, and the ability to get a NoNA. Then you take two flaws, because of course you do, and top it all off with some Dark Chaos Feat Shuffle, which is probably the single most inelegant way to get feats without having to pay them. This build is horrendous.

Power: 3.5
An anthropomorphic animal has humanoid arms and hands. But it also keeps the natural weapons of the animal. Like tentacle attacks. A tentacle is not an arm. This implies that an anthropomorphic octopus has separated tentacles and hands, not a hand at the end of each tentacle. Which means, since weapons can only be grafted on a hand, that you should only be able to get two Talenta Sharrash, even if you somehow brought them to the forgotten realms. Of course, octopi have arms and not tentacles, even though the giant octopus is always referred to as having tentacles and not arms. And Savage Species does say you have humanoid hands without mentioning if you get them on each limb. Putting that aside, because discussing the editing of Savage Species is probably not the best idea, you're very strong. Blood in the Water with this kind of setup and range can be devastating, and even on the "slapping" round, you will have a good chance of dazing the opponent, which is obviously very good, if you'd like to prepare for the next round with 40 bonus damage on each attack. Slapping the public will probably still get you disqualified, though. Even if you don't deal damage, you'll daze them, and the referee would probably rule it out. The fight is in the arena, not outside of it. In the end, you're truly unapproachable, but pretty easy to escape with your 20 ft land speed and no increase to it. The rest of the arena will just kite you with bow and arrow until you die without having really attacked anything. Sudden Leap helps a bit, but if the arena is large enough, you'll still be unable to catch up to your preys.

UoSI: 4
That's really nice, and the build definitely has something to do with natural weapons and the improvement of them, but not taking the last three levels, and generally not really using some of the features (additional attack is not really useful when you already have 6 of them, and you never study opponents since you don't want them to come closer than 50ft of you) makes giving you more difficult.

Total: 10.5
This is PO, not TO.


I can chew the world! Killing, maddening, servile! Tell me master, now when did you last let my heart decide?

Originality: 3.5-> 3.75
Welp, you're a wendigo. That's three points by itself. Who even plays a wendigo? The level of Thayan Knight is also interesting, even though it doesn't integrate very well in your build. Unfortunately, everything else is so standard and expected it hurts. (+0.25 for having taken Human Heritage as a Human. That's an interesting take.)

Elegance: 4-> 4.25
I really like how you added the level of Thayan Knight, and how you placed the wendigo template (even though it's an ill decision power-wise). Good job also on justifying the LA of the template. That said, having a class dip that doesn't give you anything apart from fluff justifications and for which you don't qualify most of the time is not ideal. And taking human heritage as a human doesn't really make sense, your character wouldn't know that he was going to be turned into a wendigo. Also, you messed up your first level skills. (4+1 (Int)+1 (Human))*4=24, and you have 28. (+0.25 because if Human Heritage can stack with the human bonus skills, then the last problem is moot)

Power: 2
Your bite crits often, and deals a lot of damage on a crit. That means you want 1) Lots of attacks and 2) Rider effects on your crits. And you have neither. Wounding as your capstone is much worse than speed, that allows you a third attack, since it doesn't multiply on a crit, and (Greater) Flyby Attack specifically doesn't allow you to full attack, which means every enemy you attack will only get hit once, and have a pretty high chance of not being stunned. And with only Stunning criticl and Blood in the Water as your riders on crits, you won't scale very fast. Also, changing 5d12 HD into 5d6 is... unoptimal, to say the least, as is having a useless class dip and a semi-useless feat for fluff reasons. I still appreciate your very high mobility. No one will be able to attack you in melee unless you attack them first. A shame that you're forced to do so to deal damage.

UoSI: 4
How do you force a build to be based on natural weapons? Just take a template that doesn't allow you to attack with regular weapons. And having 18-20/x3 is an almost perfect natural weapon on which to put your abilities. A small problem is that your last level ability is not ideal, and that Flyby can't make use of Natural Weapon Focus, but otherwise a pretty good fit.

Total: 13.5
The build is simple, but the find of the wendigo is an extremely good fit for Thayan Gladiator, and all the fluff justifications were really enjoyable.

Beni-Kujaku
2021-09-23, 03:26 PM
And here is the second and last part !


He cuts his enemies down to the bone.

Originality: 2.5
I had to look up osteomancer. That's a good point, and a very nice way to get weapons that count as both manufactured and natural. And Improved Dragon Wings is a nice feat chain that isn't often used. That said, not much else is of any originality. The dragonblood versions of every base race are well-known, and your ACF are some of the most common ones.

Elegance: 2
Lots of cross-class skills, ranger levels sprinkled all around the build, Extra Rage 13 levels after you first get rage... Those don't make for a particularly elegant build. And there is no real focus or theme as far as I can tell. Your build is stronger with bones, but it could function almost the same way with another natural weapon (with no TWF).

Power: 2.5
Osteomancer and ranger don't bring much to the table, and it shows. You have a few attacks, but they don't deal a lot of damage by themselves, and your other abilities are mostly defensive. There's really nothing especially wrong here, it's just... underwhelming.

UoSI: 3.5
Once again, nothing especially over-the-top here. You're using natural/manufactured weapons, which synergize well with the class, but have no crit optimization, and do not have enough damage to really take advantage of Natural Weapon Focus and Imbue Speed.

Total: 10.5
It pains me to say that about a character with such a cool concept as "fighting with its own bones as weapons", but... This character is a bit boring to me. There's nothing especially wrong, and nothing that particularly stands out. Nice journal entry, though.


-You know that's supposed to be a headbutt, ri...*Oomph!*
-And one butt to the head, one! Just as you asked!

Originality: 4.5
The flavor is funny, Sohei is indeed a forgotten class, and Kensaï is inexplicably absent from this competition. What, did everybody Vizzini themselves? Your feats are original, your form of choice is original... Really, there's only your base race which is a well-known cheese-enabler, and the fact that once you get past the bottom fluff (flavor text? Bottom text.), this is a pretty standard concept of a character who turns into a guardinal to get a strong natural weapon.

Elegance: 3
Using Extra Rage on ki frenzy makes me happy. The rest of the build isn't inelegant, but there is a monk dip (which also adds multiclassing penalties), a quasi-kensaï dip, and lots of cross-class skills. Getting WF(Butt) before having a butt attack is bold, but that means you have a useless feat for three levels. Also, the fact that you don't keep your natural weapon through the day is a problem. Not really in terms of power (even though you might get fights in the arena more than twice a day and more than 6 hours apart), but more in terms of how the ritual works. It's not explicitly stated, but I doubt the Thayan ritual is over in a standard action, which means you may lose your butt attack before it is completed. Finally, there's the kensai reading that you can add Sizing to your weapon. If the class doesn't say it can add a property with a fixed cost, then it probably can't. I'm not sure about that, so I'll still count it in power, but that deserves an elegance penalty. These are mostly details, but these are a lot of details.

Power: 1.5
Let's be honest here, a butt attack is cool (or hot, or whatever temperature-based adjective you'd like), but it's not effective. Even if you somehow get to Colossal size (which is far from trivial, if we consider the reasonable (in my opinion) reading that you can't wield a weapon larger than two size category larger than you, and that Sizing shouldn't allow you to go to Huge), your damage is still only 2d6. That's as much as a greatsword, and you don't even get to add 1.5 times your strength bonus. Between cervidal and frenzy, your mobility is really good, but I would have liked to see a way to hit airborne opponents. And finally, you don't really have that many attacks per round, do you? That's really just the same number of (usable) attacks as a full attacking fighter. Or probably even less than that. Natural Weapons are not a monk's weapon, so I doubt you get a butt attack from your frenzy. And finally, you lose all your powers 15 hours a day. Far from ideal.

UoSI: 2.5
You took all ten levels in the class, and your build is kind of focused on your natural weapon, but there is next to no synergy between your builds' elements and the class features of the SI. You don't have many attacks or a high chance of critical to take advantage of Stunning critical; you never stay long at the same time to study your opponent...

Total: 11.5
I appreciate the pun, I really do, and the build was fun to read. It's just that you seem to have focused on the "haha butt" idea while neglecting a bit to make your character stronger.


Like KWT, only actually good.

Originality: 3
Anthropomorphic animal to get lots of natural weapons is quite a well-known trick, as are most of your classes (even though combining manifesting, spellcasting and Disciple of Dispater like that can raise enough eyebrows to be noticed). The goal of grafting a weapon to your arms, however, is pretty unique, and allows for a lot of shenanigans, even though you're not the only one here who has thought about that. And upping Dispater up to level 8 is really something that is not seen enough. Pretty standard feats and ACF, however.

Elegance: 4
First, a bit of cross-classing and keeping half a rank for 3 levels is a small penalty, as are the wizard and warblade dips. Apart from that, solid build with a lot of focus on the theme, and nice stub at the beginning. I approve of the graft weapon power and not using Substitute Power.

Power: 5
As with Knife-Wielding Tentacle, I'm really not sure you have 6 hands to which you can graft kukris, but since I'm not certain either way, let's skip that. Anyway, you are incredibly strong. You have mobility, some defense, decent saves, and an ungodly amount of 20ft reach attacks who will force around half as many saving throws for stun. Even against things immune to crits, you can still score threats and use blood in the water to get something like +10 to your rolls in one round. That's almost ridiculous. The only thing that you have difficulty with is incorporeal creatures, since you didn't take ghosttouch, but that's very easily fixable with a Necklace of Natural Weapons or just enchanting your kukris. Disciple of Dispater also fixes your very slight damage problem on the first round of combat with Iron Hews. Truly a finely honed build.

UoSI: 3.5
If any ability that can be replicated with loads of money was useless in D&D, there wouldn't be many decent classes. I agree that Stunning Critical is the best feature by a good margin, but that doesn't mean you should dump the rest, especially in a competition based around the class. I agree however that you made good use of these first three levels, and that the build is very much based around Thayan Gladiator, but I just can't give you more than that for three levels.

Total: 15.5
That was a nice analysis on the class and an incredibly good optimization of it. Impressive work, sir.



Your grafted club-bow-thingy reminded me of this guy (https://i.pinimg.com/originals/a7/6d/63/a76d635b93165b562b9f3b3f9ec83d55.jpg) from Hunter x Hunter. Just hope that the same fate won't befall you.

Originality: 5
You know, at this point, between a wendigo and a half-elf, I'm not sure which one I expect more to show up in an optimization contest. But the gist of the build is grafting a bow to use as a natural weapon. Ranged natural weapon is one of the rarest things in the game, and using one with Thayan Gladiator makes me very happy. Even if you don't use the bow as a ranged attack, using Stunning Critical with the ranger forced crit spell is extremely unique, and simply... What the hell is an eternal blade? I love everything about this, and wasn't expecting half of it.

Elegance: 3.5
Practiced Manifester doesn't work on known powers! That's litterally written in the feat text! Why are there two people out of the three ardents who tried to use it this way? Fortunately, in your case it's not that bad, since it can be replaced with a dorje or a 1/day item of graft weapon, both of which are affordable by level 6. That makes you a bit item dependant, but very much less so than Elwen, since graft weapon is only a 3rd level power, and since you only cast it once a day. Still, that's no good for something so integral to the build. Also, Supernatural Abilities caster level very probably don't work for prerequisites, as implied in the FAQ (https://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9qp0). I know the FAQ is not something to go by, but that's still a penalty for me. Small penalty, though, since it easily fixable by replacing Practiced Manifester with Practiced Spellcaster, since the former isn't of any use to you. There are also a few quasi-dips in the build which are not ideal, but all in all, a decent readable build (thank you for the skill column, that's very clear). I especially like the Eternal Blade. This is a great example of double qualification which also doubles as a fluff improver. Nice.

Power: 4
I assume the Forbidden Technique is used. I see no reason why it shouldn't, and it really improves your character a lot. Having a ranged natural weapon solves a lot of Thayan Gladiator's problems, allowing you to Stunning Critical from a distance, which is absolutely genius, and to get more time to cast hunter's mercy. All that while being able to do something against both flying opponents and casters. On casters especially, you even confirm automatically your crits. I would have liked a 5th level of ranger for something like FE(Monstrous Humanoid). Especially in the arena, that would be a Hextorsend. You have a pretty low damage output without sneak attack, but with craven and your high chance of stunning with your first attack, leaving the other attacks of the turn as sneak attack, that should not be too much of a problem. And at level 20, Guided Strike can help with stunning things with an exotic damage resistance. All in all, a more than acceptable build in terms of power.

UoSI: 4.5
What can I say? That's some very good SI usage. 10 levels, an extremely creative use of Stunning Critical and Silver/Adamantine strike on a weapon that normally has a hard time bypassing damage resistance. And a build definitely centered around your usage of your weapon. Not the most optimized weapon for critfishing and you have no time for Study, but apart from that, you're a Thayan Gladiator, and it shows.

Total: 17
This. This is a character with almost everything I was looking for in this comp. Some delicious cheese and not too much questionable choices, with a surprisingly high power level. That's a yes for me.



Yep, that stingray's first name is "stingray". What you gonna do?

Originality: 3
Anthropomorphic animal is quite expected at this point, but a stingray? That would not be my first guess. This choice entails (get it?) Scaled Horror, which is equally unseen. However, apart from that, the rest is fairly standard stuff. Totemist on a natural weapon build is nothing new, and the rest is just incarnum and poison support. Oh, and Lolth-touched, which is a very well-known template for its strength.

Elegance: 2.5
What the heck is wrong with your skill column? Please do make it a bit more readable, like bolding the skills on which you put points. Also, showing the racial bonuses is really not necessary, and harms readability. Also, you can breath both air and water three times over (Anthropomorphic, Amphibious, and Focalor), and I find that hilarious, but not really elegant. But the big thing here is item dependancy. Necklace of Natural Weapons, chronocharms (which, incidentally is from Eberron, and doesn't exist in Thay), that's not very good. That's not essential to the build, so it's not a big penalty, but a penalty nonetheless. You also get next to only cross-class skills for most of your career, which I don't really appreciate.

Power: 2.5
You hit things with your tail and your claws, do respectable damage, and have an extremely strong poison on top of it. That's nice, don't get me wrong, it's just that you're really one-dimensional. You can't do anything against anything that has more than 30 ft of movement speed, and you rely a bit too much on your poison, which means that if you're up against a construct or an undead, or a spellcaster, you'll be pretty helpless. I appreciate the fact that you have pounce, but your Girallon claws aren't extremely useful, considering they're both secondary and unboosted by Thayan Gladiator. And Scaled Horror is original, but it doesn't give you that much in the end. You're probably not going to grapple much with no racial bonus and Medium size, and 1 ranger spell per day will not turn the tables (even though entangle can be pretty useful once in a while).

UoSI: 2
You do have 10 levels of Thayan Gladiator, but you're not really using it for anything except getting two more sting attacks. You have no crit optimization, your weapon is not that adapted for Thayan Gladiator, and you even have other natural weapons that are not affected by Thayan Gladiator. The build could work almost the same without Thayan Gladiator.

Total: 10
That's a pretty simple build that would make for a good enemy in the arena, but as a character, it leaves a bit to be desired, both in terms of power and thayan gladiatorness.



Us punny humans don't deserve such a rabbit.

Originality: 3
Another weapon grafter. I really didn't think there would be that many. But that weapon, however, I haven't really seen anywhere. Kaorti resin, on the other hand (or, you know, on the same), I have seen everywhere. Hengeyokai into Warshaper is also disappointingly standard, and you don't have much in terms of original feats. I like your choice of maneuvers, but since the original ones (law bearer and crus. strike) don't integrate that well into the build, they won't give you that many points. Using the graft of a flexible weapon to qualify for extended reach was very funny, and the whole "I take Weapon Focus for my bite, but then I apply Thayan Gladiator's abilities to my grafted blade" is some well-appreciated and probably not intended cheese, nice find.

Elegance: 2.5
I'm not sure how to rule the Dragon Magazine update of Hengeyokai. Is that counted as official? When in doubt, don't penalize. The extended reach thing is a bit questionable, since it's not really a part of your body, but that's no penalty either. On the other hand, the item dependancy is strong with this one. A spinning sword from Eberron while you're in the FR, and you want it made in a resin only crafted by an extrapalanar race that want the death of all Material denizens. I'm not sure christmas is that early. Also, using warshaper to create natural weapons that are not in the table 5-1 explicitly referenced in the class is, as always, dubious at best. Also, the high number of martial studies is not ideal. If you want crusader maneuvers, you can just take a level of crusader, that would flow better. And finally, more than half your skill points are invested in cross-class skills. There's nothing outright awful, but lots of things that make me tick.

Power: 2.5
That's some nice battlefield control, with your pretty colossal reach (I believe 50ft when expanded and with your sword) and your acceptable speed and mobility. However, you have nothing really impressive in terms of damage, since the spinning sword isn't the most brutal kind of weapon in the game, even a colossal one. Most opponents will just take the opportunity attack and charge through your threatened area. Plus, 6 attacks (7 with your secondary bite) isn't that much in a natural weapon build. Also, I don't think you read crusader's strike well. It explicitly needs your target to be an enemy with a different alignment from yourself, so can't be used to self-heal, even more since I don't know where you took the "warshapers are immune to nonlethal damage" from.

UoSI: 2
Welp, that's the basic usage of Thayan Gladiator. You don't especially like to be able to hit multiple times with your sword, except for damage. You can fish crits a bit, but aren't especially optimized in that sense (I, however, like the fact that you get to x5 when you crit). And your concept of "high reach grafted weapon with some crits in it" could mostly be made without Thayan Gladiator. Also I have no idea why Law bearer is here. It's not even that good, and since you don't have pounce, you're mostly trying to stay in melee anyway, so you won't charge often.

Total: 10
That character is badass. There's no denying it. A giant rabbit that wields a 50ft long sword? That's terrifying! However, it has a few issues everywhere and just doesn't flow that well.


Big, menacing, deadly, and absolutely delicious!

Originality: 4.5
That's not an anthropomorphic giant octopus, that's an anthropomorphic giant squid! Still, anthropomorphising an animal with many natural weapons is hardly original. Your templates are individually quite common, but the way you use them, to get an aquatic creature a burrowing speed, is very nice and not seen often. And you'd think a competition with as many monstrous humanoids and LA'd races would have a few grappling builds, but apparently not, so props to you for it. Using mindsight and expansion to be an on-land kraken is bonkers, and I love it (if only it worked). This is a really cool idea for a boss fight.

Elegance: 0
Let's get the big thing out of the way: you absolutely don't qualify for Mindbender. I see nothing that gives you Charm Person, even less so at a caster level 5 (you don't even have a caster level). But the worst is that you don't qualify for the skill prerequisites either. You have 8 intelligence. That means that 2+int classes give you only 1 skill point per level. But you added 3 points at every level. That makes your skill column unacceptable from start to finish. You don't qualify for Mindbender, or for Practiced Manifester. That, plus the fact that you messed up your table (the last two levels are the same), that I don't understand why you took False Sensory Input in the middle of the build, tand that you seem to rely a bit too much on Eberronian chronocharms, I can't give you any other score here.

Power: 1
How late did you decide to take the Necropolitan template? I feel like it was pretty late, since not only does it not bring much to your build (you could have just taken Amphibious if you needed to breathe out of the water, and burrowing creatures have no problem breathing either), but you forgot to take into account many of its effects, which makes it so that it actively harms your build in a number of ways. You forgot that you lose a level during crucimigration, so you could have one less RHD. Above all, you forgot that you have no Con score as an undead. Investing 18 points in constitution becomes useless (you could have used these points for Intelligence, for example ;) ), and a melee build with no constitution will have a hard time surviving very long. Next, there are the tentacles. Either they don't depend on your natural reach, or they do, but you don't get to pick when they do. If they don't, then you have a 30ft reach whatever your size. If they do, then your tentacles double your natural reach (I believe that's the most acceptable ruling), and, as an expanded Gargantuan creature with extended reach, you have a reach of 20ft (Gargantuan)+5 ft (extended reach) times 2 for the tentacles, so 50ft. The "my size doubles" is a standard text when going up a size category and doesn't apply to reach. And about attacking from underground, that's a nice idea, but it doesn't really work. Burrowing is a movement speed, not a state. You are just below earth, and you can't attack somebody above earth, since there is some dirt between you two. That's the same way even a creature with reach can't attack through a wall. You can only attack if your head is peeking through the floor. And about brilliant energy weapon, that could work to attack, but using it for Improved Grab is extremely questionable, since the opponent isn't affected by the brilliant energy weapon, and could not pass through the ground. It might work by strict RAW, but since you don't qualify for Mindbender, you can't know where you attack anyway when underground. You still have a lot of attacks and can grapple a lot of things when above ground, but that's far from optimized, and your low HP will eventually get you.

UoSI: 2.5
You have 8 tentacle attacks! That's a lot! And your character concept is definitely centered around natural weapons. However, you don't make a particularly good use of any of the SI's features, and you don't even finish it. A grappling build will not attack the same opponent more than once if they can grab them, so Stunning Critical will not be of much use, and the low natural multiplier makes it so that improved critical is of little use. Same for Natural Weapon Focus. You already have 8 tentacles, having one more will not change anything. I appreciate the concept of studying people from below the ground, that's something that not many characters here use (only one other, if I'm not mistaken).

Total: 8
The character concept is incredible, and if I ever run an arena-based game, this goes as the final boss. But the failure to qualify for a lot of things and the main concept relying on a very lenient DM make it not suitable here.


A cactus that can pin people to the walls? There's a pun waiting to be had here.

Originality: 2.75
Yep, you're a cactus. And you have a ranged natural attack for Thayan Gladiator. That's some good stuff here. The rest is extremely standard fighter feats, and you don't have any special class, but only your race and concept are enough to carry you. Also, a barbarian without lion totem? Is that even possible?

Elegance: 3.5
If you're looking for some focus, there's your build. That's litterally "I have a ranged natural weapon, and I want moar to-hit, moar attacks per round, and moar damage". Your class levels aren't very well organised, and you alternate between fighter, barbarian and gladiator seemingly at random. No cross-class skills, either. Nothing spectacular, but pretty elegant all in all.

Power: 2
Thayan Gladiator really likes having a ranged natural attack. That alone, along with your various power enhancers, and your decent number of attacks, make up some acceptable battle prowess. It's just all a bit lackluster. Your feats just don't help you this much (+1 vile damage, seriously? Staggering Critical is also not really useful, since you want your enemies stunned when you crit them, slowing them doesn't change anything.). And pinning, not only does it probably not work (the wording implies that the surface to which you pin people has to be vertical), but you really don't have a good bonus to grappling, since you're only medium. Also, Brutal Throw doesn't work, since your needles aren't throwing weapons.

UoSI: 3
You really like the power boost from Thayan Gladiator, but you don't optimize it so much, except by having a ranged natural weapon. The needles almost need Thayan Gladiator to be effective, but the abilities from Thayan Gladiator would rather work with something with more innate attacks per round, or with a better critical threat. And, once again, Staggering critical and stunning critical don't really work together at all.

Total: 11.25
There's a lot of wasted potential here. I would have liked to see something else than just pure numerical bonuses, that aren't even that impressive. Ranged Pin is interesting, but there's not much support for it.


Pffff, wrestling's fake! I don't care if you are really going to kill your opponent!

Originality: 3
Yay for intimidation! Also, avenging executioner is one of the most underrated prestige class, and synergizes really well with the rest of your build. And most of your feats are pretty original too, so that's good. Nothing transcendant in terms of intimidation and natural attack support, though.

Elegance: 3.5
Elder Evils feats, seriously? Apart from that, that's some extremely clean build, with base class 5/5 level PC/10 level PC. Nothing wrong here. You are pretty unfocused, with some of your feats aimed at your kukris, and others for your bite, and others for intimidation, and the three don't have that much synergy.

Power: 3
I feel like this character would really be pretty strong. Lots of attacks and some crits can be interesting. However, there's nothing you can do really efficiently, especially early on. Your kukris crit often, but your crits don't do anything except mediocre damage. Your bite is strong, but you don't have that big of a threat range and not many attacks. And you can intimidate a lot of people, but you're better at it if you can drop people, and you don't really have the damage output for that. Everything becomes better at higher levels and with Avenging Executioner, but you're still far from the best damage dealer here.

UoSI: 2.5
This is an intimidation-based character. Not really a natural weapon-based character. Even without having your bite or Thayan Gladiator, you could act basically the same (but with a lot less cool factor, granted). You do use the whole 10 levels and most of the class features, but since you're putting resources in improving your kukris, that isn't ideal.

Total: 12
I adore this character concept, and the fluff is on point. Mechanically, however, it seems a bit lacking, both in power and in usage of the SI. A bit more focus on your natural weapon might have helped here.

And that's all for me! Enjoy your read!

Yan Korlat
2021-09-23, 03:36 PM
Thank you very much for dealing with all these builds!

H_H_F_F
2021-09-23, 03:44 PM
Thanks so much for your hard work, Beni! I've read my judgement, and skimmed over a few others. I'm looking forward to reading the rest more in depth.

This hurts to say this round with my current standing, but no disputes from me! Thank you for your work.

loky1109
2021-09-24, 08:13 AM
Thank you, Beni! Great work! It is hard round for judging!

The Viscount
2021-09-24, 08:31 AM
Thank you for judging, Beni-Kujaku.

I have a message from a chef.


No disputes for elegance or originality—you're not wrong on either.

On Power:

On a reread, I clearly did not adequately explain why my tricks might work. Specifically, I'm using the magic mantle, which states that "you always treat magic and psionics as identical". This clearly includes caster/manifester level duality, hence why I'm able to use suffer the flesh to improve caster/manifester level interchangeably. With that said, I apparently forgot to explain that in my entry, so I'm not expecting a huge points bump here.

Practiced manifester actually does (probably) work for this, because I'm not using it to directly affect my spells known. Instead, the ardent learns powers based on how many power points she can spend on a power. Practiced manifester unambiguously allows me to manifest higher-level powers, and thus allows me to learn them as an ardent.

Overchannel works on spells by the same magic mantle ability I mentioned above.

Reserves of strength is admittedly ambiguous on my racial polymorph ability. According to the SRD, "Usually, a spell-like ability works just like the spell of that name," which seems like it includes "interaction with feats."

On UoTSI: I don't feel this is quite fair, because literally every build that uses Thayan Gladiator and any spellcasting system would probably do better being a full-caster. For the combat style I'm using, Thayan gladiator is pretty darn effective, as otherwise, it would be quite challenging to enchant a full attack routine in a metamorphosed form, and the Thayan gladiator abilities give more of pretty much everything that this build wants: damage, attacks, CC, etc.

Thanks again for judging!

Beni-Kujaku
2021-09-24, 12:28 PM
About Practiced Manifester: No. I understand how the ardent gains new powers, but PM "doesn't affect your powers known". If it was "doesn't affect your number of powers known", or "you don't know more powers as if you had a higher level in that class" or something, I may have agreed with you. But as it is, what this means is "when determining your powers known, consider that you don't have this feat". Score stands.

About the Magic Mantle and using it to consider CL and ML are the same: I do not agree with your interpretation, but I understand it. The Magic Mantle mentions "Most campaigns already treat [magic and psionics] in this manner, so this mantle is most useful in campaigns where they are considered different systems." and uses dispel psionics as an example, which is the exact example used in the "Magic-Psionics transparency" paragraph and the "Psionics are different" variant. As I see it, the magic mantle only allows you to apply transparency if your DM doesn't allow it, and the transparency doesn't allow to consider caster levels and manifester levels to be merged.
That said, if it worked, you are very much better in combat, since you can manifest augmented Expansion without having to take too much Con damage, and you might even be able to learn metamorphosis by using items that increase your caster level without mentioning "when you cast spells". +0.5

About Thayan Gladiator: My point wasn't that psionics>mundane (and I don't think it's always the case when your concept is a melee fighter.). It's that Thayan Gladiator's class features are kind of obsolete on you. Claws are not really adapted for Thayan Gladiator, since they do not do that much damage and have a low critical threat. The two additional attacks do not amount to much when you already have 8, and you even have most of your low-level strategies based around having 4 kinds of natural weapons, and not focusing on one. I agree that I have maybe judged harshly, since you become more focused on your claws to make them more effective later on, but that still doesn't warrant more than +0.5.

(Also, what is CC? Is it something like "coup critique" for a mistranslated "critical hit", or is it a wording that I don't know for something else?)



Edit: thanks H_H_F_F! That's changed!

H_H_F_F
2021-09-24, 01:43 PM
Hey Beni, you can't use formatting within the text of a spoiler tag. I found this out trying to do the exact same thing (Crossing something within the title) for the fluff on the ghost next door, my last year Halloween entry for the villain competition. Frustrating, but that's how it is.

Amidus Drexel
2021-09-24, 02:17 PM
Not the chef, but I'd assume "CC" is short for "Crowd Control" in context.

Beni-Kujaku
2021-09-24, 03:23 PM
Not the chef, but I'd assume "CC" is short for "Crowd Control" in context.

Oh! Why not. Gladiator doesn't really provide that‚ though‚ except maybe with stunning crit. Thank you for the clarification !

The Viscount
2021-09-24, 09:55 PM
Here's a few more for you.


Hello Beni, I like to read how you judge.
But I have some disputes.


The level of Thayan Knight is also interesting, even though it doesn't integrate very well in your build.
Hm... As I see integration isn't so bad. First, I double qualify in Knight and Gladiator with Weapon Focus. Second, Iron Will is very useful for my build. I didn't lose much with precs.


That said, having a class dip that doesn't give you anything apart from fluff justifications and for which you don't qualify most of the time is not ideal.
Thayan Knight gives me +1BAB, +2 Fort, some skills. Its Class Features, let's be fair, isn't impressive. I don’t feel sorry for them. But! Without them, even used not all time, Zuzela isn't so playable. I need this PrC. If I come with, for example, Warblade-6 instead of Warblade-5/ex-Thayan Knight-1, you would have shamed me first.

Plus... Thayan Knight and Thayan Gladiator as I think is one of most incompatible by fluff pair of PrCes despite fact that they are from the same region, and successful combining them in one character should be very surprising.



And taking human heritage as a human doesn't really make sense, your character wouldn't know that he was going to be turned into a wendigo.
If we talk about a character, not a build, he didn't made choices,

This feat may only be taken at 1st level.
In Thay, strongly racist country, this maybe effect of natural selection. )))



Also, you messed up your first level skills. (4+1 (Int)+1 (Human))*4=24, and you have 28.
Two words: Human Heritage.


Wounding as your capstone is much worse than speed
I know. I choose Wounding because Speed is overly obvious choice.


Flyby Attack specifically doesn't allow you to full attack, which means every enemy you attack will only get hit once, and have a pretty high chance of not being stunned.
If they are stunned they are stunned all (if they'll not win save). If they aren't... well, let them chasing me. )))


And with only Stunning criticl and Blood in the Water as your riders on crits, you won't scale very fast.
Not only. Anybody without some heal starting slowly die, dye Ravenous Bite bleeding.


Also, changing 5d12 HD into 5d6 is... unoptimal, to say the least
Ок, this really looks unoptimal, but let math. Before transformation Zuzela has 58 hp. After he has 50 hp. Only 8 hp difference. And that doesn’t count others ten levels which give +20 hp surplus.


as is having a useless class dip and a semi-useless feat for fluff reasons.
If game will be not only on the gladiator stadium, this feat in conjunction with Red Wizard master will allow Zuzela to have profit from any buff spell with word "person" in title.


I still appreciate your very high mobility. No one will be able to attack you in melee unless you attack them first. A shame that you're forced to do so to deal damage.
As I said before, I can do Great Flyby Attack and not everyone can chase me.


Firstly, thank you so much for judging. I genuinely appreciate it. I only have some commentary about the elegance score.


I had to penalize you somewhere, and it was either here or in Power. Yeah, no sane DM would even remotely allow this reading of the class feature. This is just too big to pass. I'm still going to continue judging as if it somehow worked like that, but the most permissive reading that I think could be allowed would be "You can observe somebody in the usual time, but you only have to use your standard action on the first round, so you can act normally, on the others, but you only get the benefit at the end of the regular duration".

I mean, i expected to lose points here, and that's a fair interpolation that you've suggested. It could be built around if the DM and player are capable of negotiating that.


Also, that's really too many dips to my taste, and above all, you don't qualify for either Assassin or Thayan Gladiator. In Assassin, because Hide isn't a class skill for Monk of the Long Death and you hence don't have enough ranks in it


I don't begrudge the dipping thing.

And you absolutely caught a skill rank mistake that I should have avoided. If in the spirit of treating the main gimmick of this build as if it worked, I would like you to re-assess your evaluation of assassin qualification. The build doesn't enter assassin until HD 9, even if the skill ranks on my table are wrong, with the same investment of skill ranks, Ole cooter does qualify for assassin by level 9 with the skill rank expenditure at the cross class skill rank rate. And look, If that's a line in the sand you can't cross because the build was inaccurate, that's a line in the sand, and i get it. But if you're amenable to considering that the mistake is relatively minor, the build does qualify for assassin.



and in Thayan Gladiator because you don't have a natural weapon. A monk's fists are considered natural weapons only in the context of effects which improve natural weapons, which prerequisites are not.

I'm gonna firehose argue with you on this point, putting forth a number of arguments that might individually sway your opinion on this point.

1. Weapon focus (unarmed strike) is to be assumed as Weapon focus (unarmed strike (as a natural weapon) thereby triggering the pre-requisite of thayan slaver because the unarmed strikes are always being treated as a natural weapon by the effect of the feat. I forgot to specify that the discipline focus class feature i chose for this build was tiger claw, which has the distinction to have not one, but two natural attacks that you count as having weapon focus in: unarmed strike and claw. This qualifies ole cooter to take the class, although claw is not what we choose for the effect of the improved natural attack class feature from the class.

2. Narratively, it makes little sense to me that a gorilla using a slam attack by balling up its fists gets to count as having a natural attack for thayan gladiator, but a monk doing the same thing, balling up the fist to slam it into someone, somehow falls into a RAW trap of not being covered, therefor the elegance is zero due to failure to qualify for the SI.

3.
Unlike the basic classes found in the Player’s Handbook, characters must meet requirements before they can take their first level of a prestige class. The rules for level advancement (see page 58 of the Player’s Handbook)apply to this system, meaning the first step of advancement is always choosing a class. If a character does not meet the requirements for a prestige class before that first step, that character cannot take the first level of that prestige class.

The monk qualifies so long as the monk is under the effect of treating his unarmed strike as a natural weapon. There's all sorts of spells and gear typically taken by monks that can facilitate this, if you're not buying the discipline focus argument

4. The first level thayan gladiator ability treats the monks unarmed strike as an improved natural attack, so the monk self qualifies for thayan gladiator after getting in at the first level.


Also, it's just "Favored", "Favored in guild" is another feat altogether) And I'm pretty sure being a Gladiator and an assassin can get you kicked out of a mercantile guild, even one specialized in poison.

I think that they're functionally the same feat unless the DM is ruling that favored only allows for benefits from the guilds in the cityscape supplement. And not any of the other guild fringe benefits found in city of waterdeep or other supplements. Getting kicked out of the guild doesn't matter by the time youre an assassayan gladiator.


Again, thank you again for judging. I was happy with your judgment prowess despite the elegance score i wound up receiving.

Zaq
2021-09-25, 01:10 PM
I know there's some disputes outstanding so of course I'm not trying to rush or anything, but are we expecting any more judges?

AvatarVecna
2021-09-25, 02:00 PM
I know there's some disputes outstanding so of course I'm not trying to rush or anything, but are we expecting any more judges?

Expecting might be a strong word but I'm planning to? >.<

Beni-Kujaku
2021-09-25, 02:22 PM
I know there's some disputes outstanding so of course I'm not trying to rush or anything, but are we expecting any more judges?

Yes, AvatarVecna said they should be judging.


Thayan Knight integrates well: My point wasn't the prereqs but the advantages it gives you. And as I see it, it doesn't give you any real advantage. And no, the equivalent of a warrior level and tower shield proficiency that you won't ever use don't count. And as much as I like the fluff around it, your character is far from "not so playable" without it. Killing one human per day is bad, but far from unsurmountable for an evil adventurer (if you're doing your job well, you'll probably do at least that). And in the arena, this will almost never be a problem. Score stands. And for the "combining gladiator and knight", I would agree if you effectively combined them. Here, you have levels of both but never at the same time, and you don't use the knight's features.

Human heritage: I considered that this feat means that even though you're not a human, the part of your blood that is human is stronger, which means you count as human, and that you get the skill points of a human for your 1st level, which is why I didn't count the extra skill points at first level and thought you had too many points. I didn't consider the fact that "human-descended races" may include humans, and hence could be stacked to get +8 skill points at first level. That's an interesting reading, but one that may not pass for all tables. +0.25 on Originality and +0.25 on Elegance. However, the "benefit from humanoid spells" is a stretch. What beneficial spells is that? Enlarge Person only? I still consider it a semi-useless feat.

(Greater) Flyby and the fact that you seem to believe you're completely safe if your opponent can't chase you: By using Flyby, you are moving inside a controlled space. People will attack of opportunity you and probably deal more damage to you with a two-handed weapon than you can with your bite. They can even try to grapple you, and with your LA, you have a worse grapple modifier than a fighter with 16 Str. And when you're grappled, all your Flybies will not go. Also, even if they're bleeding, it will take a really long time for them to die with 3 damages per turn. If they have a way to attack from a distance or a mobility option (and anyone will by level 10), this will not be a viable strategy. Score stands.

"I only lose 8 HP by going wendigo at level 5": No, you still lose 12 or 15 HP. I compare this choice to having taken wendigo at level 1, not to your number of HP before taking wendigo, because then I'd have to compare it to you taking 4 class levels instead of the LA, and you'd lose far more HP.



"I could qualify for assassin by just swapping my skills around": You could, and that's why I judged by considering you could enter it, notably that your death attack has a high DC (compare to Nautilo, who can't enter Mindbender without changing a lot of things in the build, and that I penalized in power because they can't do their main thing). But you don't qualify right now, and that's a penalty to Elegance. Score stands.

"Unarmed counts as Natural Weapons for prerequisites": First, I'll say that I understand the reading "qualifying for this class is something that improves my unarmed strike, so that counts for IUS". That's a stretch, but that might work. Which is why I didn't just nope the whole build and said "you don't qualify for Study Opponent anyway". But since it's a stretch, that's an elegance penalty. 1) and 4) are specifically effects that improve natural weapons, so Improved Unarmed Strike counts as natural for their purpose (and their purpose only). But that still says nothing about prerequisites. 2) Yeah, that makes little sense. But prerequisites are something that must be based on RAW as much as possible, and only on RAI if RAW is ambiguous. And if you want to go this way, Zulkirs won't try to enchant a regular human's fists if they want some monsters with claws and bite in their arena. 3) Yes. You obviously can do that. But not only you didn't, and I can only judge what you wrote, that would only change the penalty from "slight failure to qualify" to "item dependancy" (since I believe no maneuver or assassin spell can do that). Anyway, score stands.

"Favored=Favored in guild": Yes, they are functionally the same, it's just that your sources and table were in disagreement.

The Viscount
2021-09-25, 09:42 PM
Thank you for your speedy responses. I have a few more for you.

First one last clarification from Zuzela Csarkos



(Greater) Flyby and the fact that you seem to believe you're completely safe if your opponent can't chase you: By using Flyby, you are moving inside a controlled space. People will attack of opportunity you and probably deal more damage to you with a two-handed weapon than you can with your bite
With Great Flyby they will not.

Targets of your attack do not get attacks of opportunity against you, but other opponents that would be entitled to attacks of opportunity may take them.
Scenario in which one wendigo will fight against more than five opponents on gladiator arena isn't expected. Yes, if opponents are at least three and they all have reach more than 5 ft, they can theoretically can line up so way that allows AoO Zuzela, but if enemies are only two, or they have no reach - no AoO.

All other are fair.

Three others.


Hello, Beni-Kujaku! I very glad to see your judgement!


Originality: 5
Thank you for great rating, I'm very flattered. Glad you enjoyed it.


And disputes

And that's only after taking a round to buff yourself by absorbing your Astral Construct.
NoBody is incorporeal. He can dive under ground to buff himself in peace and quiet.


Incorporeality will probably carry you up to level 10 or so, but after that, you're going to see a lot of magical and ghosttouch weapons.
Even after ten level NoBody can attack enemy being inside an object (ground, for example).


An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks.

So enemy has only one single attack to NoBody in round, if he ready action. Magical or ghost touch weapons, it doesn't matter.
Yes, this tactics isn't so spectacular, but it works.


You do use the ten levels of the SI, and having more attacks is integral to the build, but you're not making really good use of any of the other abilities
I didn't write it - shame for me - but NoBody can effectively use Study Opponent if these opponent can't strike NoBody in the air above his head. Or NoBody can try to hide in the ground (he can look out and has cover instead of total cover) and Study Opponent in this position. Yes, it only +5 check, but it is more then nothing.
I don't expect any points for Study Opponent. I must write this in entry as I said, but I want to explain this point for you.


It's not that well organized, with feats that seem like they come from nowhere (why Law Devotion, exactly?)
+7 THAC0 is not a thing I can ignore in PA build.


Hello Beni-kujaju, thank you for judging!

On no natural spell : spellcasting is either prebuffing and/or post combat healing, since raging is not sinergetic with casting at all :)

On intimidating rage + never outnumbered : the purpose of intimidating rage is doing the demoralize action (as described in the PH/srd) as a free action instead of standard action.
So the sequence of event is: I rage and designate one foe. The demoralize action is now a free aciton rather than a standard action for me against that designated foe. Once he's on a square I threaten, I start to demoralize (free action, after all) it until he becomes shaken. For each such demoralize action, never outnumbered let me affect any other foe that may or may not be within 10 ft. Also, regardless of the never outnumbered, IR + imperious command = complete lockdown on that single target unless it's immune to fear

I don't understand where you think this doesn't work? My read of the IR feat is that it enables me to make demoralize attempts as a free action. what it says on the tin :D

On flying enemies, and thayan "designated weapon" please note that my reading of the class may or may not be more limiting than intended. I.e. it could be "all bites" rather than "this specific bite" , if it's "bite" , then when there's a flying boogey, it's as simple as going dire hawk (or your favourite flying shape of the month) instead of dire lion, we're among the better equipped for dealing with flying foes, I feel. Hurts to not be pouncing for sure, but to be honest at that point I'd just "cheat" with call lightning and a burrowing wild shape, to the booing crowd :D (and also very much not a demonstration of the SI)

Yeah I dislike that late practiced spellcaster too, but as stated it's a "bracket increase" on quite a bunch of the staple druid buffs

I've seen you haven't commented on the "trick" of doing the rakes for each bite, does that sway any in the power?


Hello Beni-kujaju, thank you for judging!

Well, not much to say, the only category that I can call out on is power (d'uh!). Not that I was expecting any high score, but not a 1 either.

Like, I have a physical statline that's stronger/faster/chonkier than most other contestant, I'm basically trading class features for the statline and the dragon HDs, a flat 1 seems... too low? Just because my pony is a lousy poison doesn't mean that I'm doing *that much significantly worse* than the other contestants.. am I? I would have an easier time disputing this if I had a bit more details, but fair's fair, it's a simple entry. Are you perhabs dismissing the poison as irrelevant? forcing 3 saves each round felt passably okay to me, more so if we're all naked but if we do get items I do get better all around the block, too! Would it help visualize it if I hyped it as "3d6 str damage per round!!!" (except not, cause the save is what it is at 18 plus CON :( , it's ironically much deadlier early in our career)

the comment about being a CR16 monster makes me feel like you aren't giving me PC wealth for those generic items everybody is assumed to have but we mostly politely handwave away. Which is 100% fair for slave gladiators, but it's unfair in relation to the other entries, either we're all naked, or none of us are, right

loky1109
2021-09-26, 03:22 PM
Name Alignment / Race Class Levels Chef Beni-Kujaku Judge 2 Judge 3 Total HM Place
Unga Bunga (https://forums.giantitp.com/showsinglepost.php?p=25181378&postcount=97) NG->TN->NE Antropomorphic ape Druid 5 Nature's Warrior 3/Thayan Gladiator 10 11.50 11th
Auntyrvaloss'elwen T'elient (https://forums.giantitp.com/showsinglepost.php?p=25181380&postcount=98) NE Wyrm of War Steel Dragon Wyrmling Ardent 2/Thayan Gladiator 10/Totemist 2 9.00 19th
Django (https://forums.giantitp.com/showsinglepost.php?p=25181382&postcount=99) LE Kalashtar Psychic Warrior 5/Warblade 1/Flayerspawn Psychic 4/Thayan Gladiator 10 13.00 8th
Venomfang (https://forums.giantitp.com/showsinglepost.php?p=25181384&postcount=100) CE Plains Landwyrm Thayan Gladiator 10 13.50 6th
Maximus Bloodrender (https://forums.giantitp.com/showsinglepost.php?p=25181385&postcount=101) ?? Thri-kreen Warblade 3/Thayan Gladiator 10/Bloodclaw Master 1/Warshaper 3 10.00 16th
Five-Punch Man (https://forums.giantitp.com/showsinglepost.php?p=25181388&postcount=102) LE Wild Dwarf Artificer 5/Renegade Mastermaker 3/Thayan Gladiator 8/Disciple of Dispater 4 15.00 1 3rd
'Ole Cooter (https://forums.giantitp.com/showsinglepost.php?p=25181389&postcount=103) LE Silverbrow Human Monk 2/ Swordsage 1/ Monk of the Long Death 6/ Thayan Gladiator 1/Assassin 8/ Mindspy 1 12.50 2 9th
Takkan (https://forums.giantitp.com/showsinglepost.php?p=25181393&postcount=104) CE Feral Longtooth Shifter Wolf Totem Barbarian 4/Warshaper 5/Thayan Gladiator 10 14.00 4th
NoBody (https://forums.giantitp.com/showsinglepost.php?p=25181394&postcount=105) LE Unbodied Telepath-2/Thayan Gladiator-10 13.25 7th
Knife wielding tentacle (https://forums.giantitp.com/showsinglepost.php?p=25181395&postcount=106) LE Amphibious Anthropomorphic Giant Octopus Knight 3/Warblade 1/Crusader 1/Thayan Gladiator 7/Disciple of Dispater 8 10.50 14th
Zuzela Csarkos (https://forums.giantitp.com/showsinglepost.php?p=25181400&postcount=107) CE Human Wendigo Warblade-5/ex-Thayan Knight-1/Thayan Gladiator-10 14.00 4th
Gulog (https://forums.giantitp.com/showsinglepost.php?p=25181401&postcount=108) CE Frostblood Half-Orc Ranger 6/Barbarian 1/Osteomancer 3/Thayan Gladiator 10 10.50 14th
Baby (https://forums.giantitp.com/showsinglepost.php?p=25181404&postcount=109) LE neraph Monk 2/Sohei 3/Tattooed Monk 3/Kensai 2/Thayan Gladiator 10 11.50 1 11th
The Blender (https://forums.giantitp.com/showsinglepost.php?p=25181405&postcount=110) LE Amphibious Anthropomorphic Giant Octopus Ardent 5/Thayan Gladiator 3/Wizard 1/Disciple of Dispater 8/Warblade 1 15.50 2nd
Vame Pomier (https://forums.giantitp.com/showsinglepost.php?p=25181407&postcount=111) NE forestlord half-elf Ranger 4/Ardent 2/Thayan Gladiator 10/Swordsage 2/Eternal Blade 2 17.00 1 1st
Buddy (https://forums.giantitp.com/showsinglepost.php?p=25181408&postcount=112) CE Lolth-Touched Amphibious Anthropomorphic Stingray Totemist 6 / Scaled Horror 1 / Thayan Gladiator 10 10.00 16th
Hopp Delgado (https://forums.giantitp.com/showsinglepost.php?p=25181409&postcount=113) LE Hare Hengeyokai Psychic Warrior 7/Warshaper 3/Thayan Gladiator 10 10.00 16th
Lopoda Nautilo (https://forums.giantitp.com/showsinglepost.php?p=25181410&postcount=114) NE Necropolitian Mineral Warrior Anthropomorphic Giant Squid Ardent 5 / Psychic Warrior 2 / Mindbender 1 / Thayan Gladiator 7 8.00 20th
Mitra Yuuz (https://forums.giantitp.com/showsinglepost.php?p=25181412&postcount=115) CE Needlefolk Fighter 4/Barbarian 2/Thayan Gladiator 10 11.25 12th
Daniel (https://forums.giantitp.com/showsinglepost.php?p=25181414&postcount=116) NE Human Ranger 5/Thayan Gladiator 10/Avenging Executioner 5 12.00 10th

H_H_F_F
2021-09-27, 10:36 AM
Thanks for the table, Loky.

Beni-Kujaku
2021-09-27, 01:34 PM
The fact that great Flyby doesn't provoke doesn't change that much, since they can still attack you from a distance, or spread so that they can charge you at the end of your movement (remember that you can only move your speed, not twice your speed). Or just prepare an attack for when you attack them. And above all, you don't have Great Flyby for the vast majority of your career, level 19 is super late for something that seems so integral to your fighting style. Score stands.


Buffing under the ground: Good point. Remember that being just underground only gives you full cover, not complete immunity (and that you can't go further down than just underground, since an incorporeal creature has to always be in contact with a free space), and that if you can buff yourself, then so can your opponent. +0.25 to Power.

Attacking from underground: I mean, you can, but that's far from advisable. You can't see your target when you're underground, so you're probably not attacking the right square, and they have full cover from you (as you do from them, but then you don't really get advantage from attacking from below). And if they prepare an action, you only get partial cover against the attack. The rules don't really like incorporeal creatures ambushing people. I don't understand why you think they can't attack you at all if they don't prepare an action. And that's not counting the fact that if you get underground, your halfling disguise is busted. Score stands.

Study opponent: Indeed you can, but you'd probably rather attack them in that case than use your standard action. No point here.

Law Devotion: I understand why you did it power-wise, it's just that it doesn't really go with the theme of your character and seems to only be placed there because you had a free feat to use.



You're not weak, but you're painfully one-dimensional. You don't deal that much damage per round since you don't have Power Attack and you only really get 3 attacks per round (you do have 2 claws, but let's be honest, that won't do you that much good). You're relying almost solely on your poison, and as strong as it is, you are almost helpless when you're going against something that is immune (and there starts to be a few ways to be immune to poison by level 10, and evermore as you're going into really high levels). Plus, since it's an injury poison, if something has DR 10 that you can't bypass (and until level 19, you can't bypass DR/Magic without objects. I fully understand that you should have at least a Necklace of Natural Weapons at this point, but in the arena, nothing is ever certain. Anyway, DR/Alignment is pretty common starting at level 10-14), you have around 30% chance to just not affect them with your poison. And 95% if they have DR 15/Evil, for example. However, I understand that I may have undersold your speed and mobility, which is pretty admirable and should let you go places (litterally). +0.5 Power



On natural spell: The strength of a druid is not only to be able to turn into an animal, it's to be able to remain an animal for the whole day. If you're prebuffing, you always want to do it with a +10 natural armor and without having to spend an extra standard action before being able to fight. If you're healing yourself, you want to be able to do it as a lion, because you only have 3 Wild Shapes per day and you don't want to waste them if you can keep them. And if you are only going to use it for heal and prebuff, that doesn't tell me why you invested a feat on something seemingly so secondary to your character. Plus, most good druid buffs last at least min/level, and increasing the caster level won't help you much. +1 natural armor with barkskin and +1 enhancement with GMF don't seem like the best use of a feat. Score stands.

On Intimidating Rage and Never Outnumbered: It's a matter of target. Never Outnumbered specifies that the new target is "rather than a single foe you threaten" while Intimidating Rage targets "any enemy within 30ft". So since you don't target "a single foe you threaten", you can't replace that target with "every enemy within 10ft". You might be able to affect all enemies within 10ft if the first foe you target with IR is an enemy you threaten. But even then, since Intimidating Rage specifically mentions that it can't affect more than one foe per encounter, the other enemies that would be affected would only be demoralized normally, for 1 round. It "works", but it's not like you're using Intimidating Rage on every foe around you. That's what I mean.

And I don't understand why you think Imperious Command+Intimidating Rage means a complete lockdown? The enemy cowers for 1 round, then is shaken for the rest of the encounter, that's all. Unless you use the reading that you can use Intimidating Rage several times on the same foe, since it's a free action. That... seems to be possible, but would make the feat disgustingly broken (no-save free action panicked for one round) and is absolutely not the spirit of the feat.

Using alternate wild shapes to adapt to adversity: I'm not a fan of this tactic at all. Mostly because changing shape is a standard action, and because you only have 3 Wild Shapes per day, and you'll probably have at least as many fights. You want to be able to stay in one shape. Also, let's be honest, you get much less out of a Dire Eagle than you do a Dire Lion. No pounce, no rake... Still, that's a pretty good point. +0.25 in Power

Rake: A creature with this special attack gains extra natural attacks when it grapples its foe. Normally, a monster can attack with only one of its natural weapons while grappling, but a monster with the rake ability usually gains two additional claw attacks that it can use only against a grappled foe. Rake attacks are not subject to the usual –4 penalty for attacking with a natural weapon in a grapple.
A monster with the rake ability must begin its turn grappling to use its rake—it can’t begin a grapple and rake in the same turn.

Sorry, that doesn't work. But that would be dope.

loky1109
2021-09-27, 02:08 PM
Table updated.

Question. What colors should I use for 1-3 places?

The Viscount
2021-09-28, 08:37 AM
The colors in the select box are golden rod for first, dim gray for second, and fire brick for third. HM is blue.

one followup




Rake: A creature with this special attack gains extra natural attacks when it grapples its foe. Normally, a monster can attack with only one of its natural weapons while grappling, but a monster with the rake ability usually gains two additional claw attacks that it can use only against a grappled foe. Rake attacks are not subject to the usual –4 penalty for attacking with a natural weapon in a grapple.
A monster with the rake ability must begin its turn grappling to use its rake—it can’t begin a grapple and rake in the same turn.

Sorry, that doesn't work. But that would be dope.

But that is accounted for! :
Pounce (https://www.d20srd.org/srd/specialAbilities.htm#pounce)
When a creature with this special attack makes a charge, it can follow with a full attack—including rake attacks if the creature also has the rake ability.

adding to the dire lion Improved grab, hence why the garbled musing about "if I bite 3 times thanks to thayan gladiator, do I get to establish then exit grappling three times, thus doing 6 rake attacks?" , it's enabled by pounce! That specifically says we can do the rake attacks in a turn we charged on! (implied : ignoring the normal limitations of rake attacks, that can only be done on opponents that starts the turn grappled)

sidenote : it's funny to think about, the rakes are the scratches done with the hind paws, so basically it's doing the rabbit/cat kicks

Beni-Kujaku
2021-09-28, 10:23 AM
I always read the Pounce text as "whenever you charge‚ add your Rake attacks to your full attack"‚ which would be independant from wether you grapple or not (and would of course not be multiplied if you have several grapple attempts). Can somebody more rule-savvy (even a competitor) give me a hand‚ and the proper ruling?

The Viscount
2021-09-28, 12:47 PM
Certainly.

Rules Compendium provides some helpful clarifications on using rake and pounce together. This text appears in pounce (emphasis mine).

When a creature that has this extraordinary special attack charges, it can still make a full attack even if it charged while restricted to a single action. All its attacks receive the +2 bonus on attack rolls gained from charging. If it uses its attacks to successfully start a grapple, and it has the rake ability, it can also make rake attacks.

From this we can conclude that a creature with pounce and rake can grapple as part of the pounce, and must grapple to perform rakes.

Beni-Kujaku
2021-09-28, 01:26 PM
Then the question becomes "can you release a grapple between your bites to start another and use rake again". And the answer is: absolutely. Usually, you can forego one of your attacks when grappling to release a grapple, so that's that, but more than that, if you don't enter your opponent's square after starting the grapple and attacking, the grapple is immediately released, without mention of any action. So you absolutely can Rake 3 times if you succeed in grappling three times. Now, the problem was never in your number of attacks, and these attacks are pretty moot if the opponent has a DR you can't bypass, but 4 potential claw attacks is never something to sneeze at, even moreso with a dire lion's strength. That's at least +0.25 in my book (and in Power).

H_H_F_F
2021-09-29, 04:18 PM
Since it seems like we're done with the main mass of disputes, I want to transfer the data to the ICO spreadsheet. Beni, could I get a clarification on Auntyrvaloss'elwen T'elient's (Jesus Christ) total score? The individual numbers still sum up to 8, which also still shows up as the total, but your updated tagline says the score has been improved to 9. Has elegance jumped to 1, perhaps? Please let me know. By the way, thanks for updating the disputes so clearly to your original judgement, it's very helpful.
AvatarVecna my friend, you're still in to judge, right?

AvatarVecna
2021-09-29, 04:33 PM
I don't think I'll manage it, sorry. >.<

H_H_F_F
2021-09-29, 04:56 PM
That's a shame, but understandable with such a large field. Thanks for trying.

I believe no one else is judging, then. Chair, do you want to give more time for further disputes, or should we go for the reveal?

Beni-Kujaku
2021-09-29, 07:28 PM
Since it seems like we're done with the main mass of disputes, I want to transfer the data to the ICO spreadsheet. Beni, could I get a clarification on Auntyrvaloss'elwen T'elient's (Jesus Christ) total score? The individual numbers still sum up to 8, which also still shows up as the total, but your updated tagline says the score has been improved to 9. Has elegance jumped to 1, perhaps? Please let me know. By the way, thanks for updating the disputes so clearly to your original judgement, it's very helpful.
AvatarVecna my friend, you're still in to judge, right?

No, it's +0.5 to Power (I still think their reading is very questionable, but it it worked, it would bump their power quite a bit, so I gave haf point) and to UoSI (I wrote 2.5-> 2 instead of 2.5->3, which lead to the erroneous (no, not the shining blade) total sum). I'll update it.

Too bad, AvatarVecna... I would have liked another judging, but don't lose sleep over that. Thank you for trying.

By the way‚ could you pm me the builds that you did judge‚ if any? I'd like to compare to see what I could've done better

The Viscount
2021-09-30, 10:38 AM
No worries AvatarVecna.

I'll post the reveal later today, assuming we're not waiting on another judge.

H_H_F_F
2021-09-30, 11:17 AM
I'll post the reveal later today.

Hyped. I have a couple of chef guesses I'm very certain in, and a couple I'm questioning myself on. Curious to see who did what, and nerveously awaiting the dreaded "Don't" round.

The Viscount
2021-09-30, 07:07 PM
Here is our reveal!

Name Alignment / Race Class Levels Chef Beni-Kujaku HM Place
Unga Bunga (https://forums.giantitp.com/showsinglepost.php?p=25181378&postcount=97) NG->TN->NE Antropomorphic ape Druid 5 Nature's Warrior 3/Thayan Gladiator 10 ciopo 11.50 11th
Auntyrvaloss'elwen T'elient (https://forums.giantitp.com/showsinglepost.php?p=25181380&postcount=98) NE Wyrm of War Steel Dragon Wyrmling Ardent 2/Thayan Gladiator 10/Totemist 2 Helloqwerty 9.00 19th
Django (https://forums.giantitp.com/showsinglepost.php?p=25181382&postcount=99) LE Kalashtar Psychic Warrior 5/Warblade 1/Flayerspawn Psychic 4/Thayan Gladiator 10 Kuulvheysoon 13.00 8th
Venomfang (https://forums.giantitp.com/showsinglepost.php?p=25181384&postcount=100) CE Plains Landwyrm Thayan Gladiator 10 ciopo 13.50 6th
Maximus Bloodrender (https://forums.giantitp.com/showsinglepost.php?p=25181385&postcount=101) ?? Thri-kreen Warblade 3/Thayan Gladiator 10/Bloodclaw Master 1/Warshaper 3 Paragon 10.00 16th
Five-Punch Man (https://forums.giantitp.com/showsinglepost.php?p=25181388&postcount=102) LE Wild Dwarf Artificer 5/Renegade Mastermaker 3/Thayan Gladiator 8/Disciple of Dispater 4 H_H_F_F 15.00 1 3rd
'Ole Cooter (https://forums.giantitp.com/showsinglepost.php?p=25181389&postcount=103) LE Silverbrow Human Monk 2/ Swordsage 1/ Monk of the Long Death 6/ Thayan Gladiator 1/Assassin 8/ Mindspy 1 daremetoidareyou 12.50 2 9th
Takkan (https://forums.giantitp.com/showsinglepost.php?p=25181393&postcount=104) CE Feral Longtooth Shifter Wolf Totem Barbarian 4/Warshaper 5/Thayan Gladiator 10 Krym 14.00 4th
NoBody (https://forums.giantitp.com/showsinglepost.php?p=25181394&postcount=105) LE Unbodied Telepath-2/Thayan Gladiator-10 loky1109 13.25 7th
Knife wielding tentacle (https://forums.giantitp.com/showsinglepost.php?p=25181395&postcount=106) LE Amphibious Anthropomorphic Giant Octopus Knight 3/Warblade 1/Crusader 1/Thayan Gladiator 7/Disciple of Dispater 8 Khatoblepas 10.50 14th
Zuzela Csarkos (https://forums.giantitp.com/showsinglepost.php?p=25181400&postcount=107) CE Human Wendigo Warblade-5/ex-Thayan Knight-1/Thayan Gladiator-10 loky1109 14.00 4th
Gulog (https://forums.giantitp.com/showsinglepost.php?p=25181401&postcount=108) CE Frostblood Half-Orc Ranger 6/Barbarian 1/Osteomancer 3/Thayan Gladiator 10 MinimanMidget 10.50 14th
Baby (https://forums.giantitp.com/showsinglepost.php?p=25181404&postcount=109) LE neraph Monk 2/Sohei 3/Tattooed Monk 3/Kensai 2/Thayan Gladiator 10 Zaq 11.50 1 11th
The Blender (https://forums.giantitp.com/showsinglepost.php?p=25181405&postcount=110) LE Amphibious Anthropomorphic Giant Octopus Ardent 5/Thayan Gladiator 3/Wizard 1/Disciple of Dispater 8/Warblade 1 Helloqwerty 15.50 2nd
Vame Pomier (https://forums.giantitp.com/showsinglepost.php?p=25181407&postcount=111) NE forestlord half-elf Ranger 4/Ardent 2/Thayan Gladiator 10/Swordsage 2/Eternal Blade 2 Zaq 17.00 1 1st
Buddy (https://forums.giantitp.com/showsinglepost.php?p=25181408&postcount=112) CE Lolth-Touched Amphibious Anthropomorphic Stingray Totemist 6 / Scaled Horror 1 / Thayan Gladiator 10 Aplatypus 10.00 16th
Hopp Delgado (https://forums.giantitp.com/showsinglepost.php?p=25181409&postcount=113) LE Hare Hengeyokai Psychic Warrior 7/Warshaper 3/Thayan Gladiator 10 WhamBamSam 10.00 16th
Lopoda Nautilo (https://forums.giantitp.com/showsinglepost.php?p=25181410&postcount=114) NE Necropolitian Mineral Warrior Anthropomorphic Giant Squid Ardent 5 / Psychic Warrior 2 / Mindbender 1 / Thayan Gladiator 7 Aplatypus 8.00 20th
Mitra Yuuz (https://forums.giantitp.com/showsinglepost.php?p=25181412&postcount=115) CE Needlefolk Fighter 4/Barbarian 2/Thayan Gladiator 10 daremetoidareyou 11.25 12th
Daniel (https://forums.giantitp.com/showsinglepost.php?p=25181414&postcount=116) NE Human Ranger 5/Thayan Gladiator 10/Avenging Executioner 5 Venger 12.00 10th

Congratulations to all of our contestants! It's great to see such a healthy turnout. Next round will be up shortly.

Yan Korlat
2021-09-30, 07:09 PM
I have to say, I didn't expect second and second to last for my first round. That was a wild ride. Thanks to Beni-Kujaku and The Viscount!

Zaq
2021-09-30, 07:40 PM
Gold! Dang! I was thinking that Baby was going to be HM and Vame was going to be an also-ran, but you know what, I'll take gold too! I hope everyone enjoyed the butt puns. I assure you that every single thing in that build was intentional. If you think I was making a joke about derrieres, I can assure you that I was.

A response to Beni that I've been sitting on (I'm not gonna spend time and energy disputing when I'm in first, but I do want to say this):

Beni, thanks for judging! Twenty builds is a hell of a tall order, and I really respect the time and effort you put into this.

I do want to say a couple things about Vame, though, basically under Elegance.

First, and perhaps most importantly, I feel like it's really wrong for you to cite the Pathfinder FAQ in your judgment. This isn't Pathfinder! That's an entirely different game! You might as well cite the rulebook for 5e or Shadowrun or Scrabble! Having a supernatural ability inarguably gives a caster level (it's black and white RAW), and the prereq for Craft Wand is just a caster level with absolutely zero qualifications about where that caster level comes from, whether it counts as arcane or divine, etc. (I will also say that I'm reasonably proud of landing on forestlord helf since I needed something that would zap MC penalties from ranger, that would count as an elf so I could self-craft an elvencraft shortbow, *and* that would have helped me qualify for Craft Wand; forestlord helf is basically custom-made for that, and I think I used it nearly to the fullest. This wasn't a casual choice!)

(This is a weaker argument than the supernatural ability one, since that's black and white RAW, but I will also note that at the time I take Craft Wand, I have ML 5 and I also have the Magic Mantle, which lets me always treat magic and psionics as identical. That was my original argument for how to qualify, but I decided that the forestlord helf would be more elegant and less controversial, at least within 3.5, which we are playing. But that doesn't mean that Magic Mantle is removed from my build table, after all.)

Second, I believe that the line from Practiced Manifester about powers known simply means that it doesn't grant you more powers known the way more levels in the target class would. I'm not gaining powers known from PM. I'm gaining a single power known from a level of ardent, as is laid out clearly in the class rules. Ardent says that you learn a new power at every level, that power must be from one of your mantles, and you must be able to manifest the power at the level at which you learn it. All of these things are true. I am not arguing that PM pushes me farther along the power level cap table (such as saying that it would give a Psion 1 / Fighter 4 / Psion +1 access to 3rd level powers) since ardent has no power level cap table to affect, nor am I saying that it would give me additional powers known (such as an ardent gaining +4 powers known from it, as would be granted by gaining 4 levels in ardent). This strikes me as incontrovertible and I don't feel like it's fair for you to misread the feat--or the build--like that.

In non-dispute-flavored matters, I'm flattered that you scored Vame so high, but I'm certainly not complaining! I feel like there has to have been at least one other person who would have said "hmm, a critical hit focus with one specific weapon? Hunter's mercy! and then talked themselves out of it while Vizzini laughed and laughed. Regarding my power, I feel like the fact that I spelled out that I have three separate nearly-guaranteed ways to get sneak attack per encounter (2/3 of which work for a full round worth of attacks) even before getting stunning critical involved would count for being pretty on-the-ball when it comes to why I get to rely on SA + Craven for my standard damage, but you didn't explicitly penalize for that, so I think we're possibly on the same page? Maybe? Well, either way. I'm glad you think the Forbidden Technique works; there's no reason why it wouldn't, but I had a hunch that a judge might get touchy about it.

daremetoidareyo
2021-09-30, 07:41 PM
Pazuzu be praised! HM again! I thought for sure that baby would get it.

Kuulvheysoon
2021-09-30, 07:44 PM
I flat out admitted that I knew I was going to tank Power and Elegance. But dammit, this ingredient sorta-supported Flayerspawn Psychic, and dammit I wasn't about to pass that up.

That being said, you were far more generous than I had thought that you would be (honestly, probably more than it deserved), and the compliment about being daring (and flat-out crazy) was much appreciated, kind judge.

H_H_F_F
2021-10-01, 02:57 AM
Bronze! Hell yeah! Very happy with this. Placing in a round with 20 entries is a real confidence boost.

Congrats to my fellow medalists! I clocked Vame as Zaq's from a mile away, but the blender weirded me out. The mechanics felt like something a few others here could have done, but the submission style wasn't familiar at all, so I suspected it was by a first time entrant, or someone who hasn't participated in a while. Glad to see I was right.

I did not lie when I said not disputing hurts, with my particular score. Being half a point behind silver was tempting, but I decided against it because I felt my complaints were either to amorphous or a matter of style, and I felt that Beni-Kujaku had enough on his plate anyway. Still, I will note a couple of short points I considered disputing:

1. With other contestants getting 3.5 in UoSI only using 1 or 3 levels, I felt that being knocked a full point was a bit harsh, when the only verbally addressed issue was lacking 2 levels. However, I understand that not everything was verbally addressed, and that it was probably a matter of quality of use - I'll acknowledge the blender made a bold choice to utilize stunning critical as fully as possible, and drop everything else. Still happy with my score.

2. I felt that my power score was a bit lower than expected, and that the versatility complaints weren't really true. To me, if I'm building a wizard, a cleric or an artificer, I'm not going to spend pages going through all of the reasons these are good, flexible and powerful. I am not going to re-write spell list breakdowns and equipment guides. I am only going to address the things that have made my entry uniqe, and leave the rest with a sentence like I included in this one's equipment section: "assume normal stuff, other than the special stuff mentioned below". In my opinion, Five-Punch Man enjoys great flexibility and versatility from the very start, and expecting me to prove that tier 1 classes have these options at every opportunity seems a bit much. However, I recognize again that this is a matter of style, and that it isn't that far off from where I'd rank my power, somewhere around 3.5-4.

3. Just a note, I stand by my decision to not take the full 10 levels and going for iron power instead. It gives up some raw power, sure, but it highlights something unique very few gladiators can do and gives a high CL to make some more extravagant equipment, now that the money is there.

That's it for my commentary! I'm very happy with your judgement overall, Beni, and I'm at awe with the amount of work it must've taken.

I'm glad others thought of ways to go into disciple of dispater, even if they squeezed more out of iron power than I did. I still like that my weapon is always there - amazingly, the battlefist is (ex), which means it doesn't turn off even in an AMF.

Congratulations to all of our entrants! Thank you very much for your work, Beni-Kujaku, and thanks as always to our dear chairman, The Viscount! May his soul be cursed forever for the fate he has brought upon us this day.

Yan Korlat
2021-10-02, 12:00 AM
Well, I certainly appreciate you not disputing :p. Disciples of Disapter unite! On a more serious note, this was great fun, and I’m (very) pleasantly surprised by my results. A few mechanical thoughts:

1. I’m both suprised by how many other people tried to graft weapons and the fact that nobody else used it to seriously critfish. I’m also suprised we didn’t get a psychic warrior or two-I was strongly considering making the blender a psywar.

2. The blender was originally a really funky ur-priest psy theurge that used all the feat based shenanigans to advance quickly for girillion arms on top of the current build. It required ~4 more feats than I had, though, and after seeing KWT, I’m glad I didn’t go the flaw route.

3. Poor Elwen. Unpronounceable name, a bag of tricks she can’t use, and too much LA. I’m actually still really proud of getting a debatably legal cl 18 metamorphosis into 2 levels of ardent, and I was a little suprised my racial alternate form tricks to deal with the con drain didn’t get me any originality points-finding a 21 con animal with 8 hd required a ton of splatbook diving. I also obviously subscribed to the same interpretation as Zaq with regard to ardent.

4. In response to the not-actually-complaint about hands on The Blender, this was actually the first thing that I verified works on this build. Graft Weapon doesn’t require hands. It adds it to the end of one of your arms. Giant octopi’s fluff refers to their arms.

Thanks again for judging!

H_H_F_F
2021-10-02, 03:15 AM
We have 3 psychic warriors in the mix, but I think most people believed that going for a psychic warrior / totemist base would really hurt their originality.

loky1109
2021-10-02, 04:46 AM
1. I’m both suprised by how many other people tried to graft weapons and the fact that nobody else used it to seriously critfish. I’m also suprised we didn’t get a psychic warrior or two-I was strongly considering making the blender a psywar.

As for me, TG is about natural weapon, not manufactured, so I didn't even think to look at this direction.

Beni-Kujaku
2021-10-02, 09:31 AM
Having a supernatural ability inarguably gives a caster level (it's black and white RAW), and the prereq for Craft Wand is just a caster level with absolutely zero qualifications about where that caster level comes from, whether it counts as arcane or divine, etc.

After a tiny bit more research, Complete Arcane does explicitly state SLA CL counts for prereqs (p72), so probably supernatural too. Oh, well. You can consider that you have +0.25 points if you so want.


(This is a weaker argument than the supernatural ability one, since that's black and white RAW, but I will also note that at the time I take Craft Wand, I have ML 5 and I also have the Magic Mantle)

Second, I believe that the line from Practiced Manifester about powers known simply means that it doesn't grant you more powers known the way more levels in the target class would.

I already gave my interpretation for both Magic Mantle and Practiced Manifester in other disputes, and I will not change it. Practiced Manifester says that it doesn't affect your powers known, not just that you don't gain powers known as if you had a higher level in that class. And counting magic and psionics as identical is the exact wording of magic-psionics transparency, plus the magic mantle states that this aspect is largely useless in most campaigns, which makes me think it just allows you to apply transparency in a campaign that doesn't. And transparency doesn't include manifester level=caster level.

Anyway, I didn't understand why there wasn't more sneak attacks in this round. TG heavily benefits from lots of attacks, so why not put a bit more damage on it. Of course, Craven helps a lot (that feat is just busted. I have seen a fix that changes it to just "you get +1d6 to your sneak attack" and even then it's far from a useless feat), and I'm pretty happy with what you did with it.






1. With other contestants getting 3.5 in UoSI only using 1 or 3 levels, I felt that being knocked a full point was a bit harsh, when the only verbally addressed issue was lacking 2 levels.
People who got good scores with very few levels were incredibly centered around using the SI's abilities. The build would just not work without it. You made good use of the whole class, but you could probably work kind of the same without TG (just a whole whole lot weaker, and you would be three-punch man, so you really use it, but it's just not as essential as for Cooter and the Blender)



2. I felt that my power score was a bit lower than expected, and that the versatility complaints weren't really true. To me, if I'm building a wizard, a cleric or an artificer, I'm not going to spend pages going through all of the reasons these are good, flexible and powerful. I am not going to re-write spell list breakdowns and equipment guides.

I would have liked to give you more points, but even if you have 5 levels of a tier 1 doesn't mean you can expect me to just say "yeah, he should be able to do anything, let's give him 5 in power". No infusion gives you mobility, and you don't tell me what you'd like as your equipment except "the standard package", and lots and lots of things to improve your melee damage. Well, everyone will have "the standard package", and your melee damage isn't the problem. I would have liked for you to understand your weaknesses and tell me how you plan to overcome them. You still lack any way of fighting somebody who doesn't run into you and are always at risk of losing Scaly, while having slight issues with poison immunities.



That's it for my commentary! I'm very happy with your judgement overall, Beni, and I'm at awe with the amount of work it must've taken. And thanks as always to our dear chairman, The Viscount! May his soul be cursed forever for the fate he has brought upon us this day.

Oh my gods yes it was so long! I almost spent an entire 24 hours on this! Never again! (Well, not too soon, at least. It was loads of fun and I would gladly do it again someday if there are so many submitted build, but I'd like to rest in the meantime). Also, the shining blade was doomed to come one day or another, take it that way: it's your chance to "shine" in the adversity!