PDA

View Full Version : Optimization Zinc Saucier XLI: Every 41st Round, For 21 days, It Gets To Eat.



loky1109
2022-05-01, 06:51 PM
Welcome one and all to the Forty-First Zinc Saucier challenge!
Here Playgrounders come to test their skill in, so to say, making cupcakes of fish or T-bone steak of green beans.

What exactly do you need to do? To make a build that has the same abilities and feel as the Secret Ingredient WITHOUT actually using it!

For the forty-first round, we'll look at some obscure and hidden online SI and ask competitors to build us a Life Eater (https://web.archive.org/web/20161101200415/http://archive.wizards.com/dnd/article.asp?x=fr/pg20020911b) (prestige class from WotC site).

Our challengers will have about 3 weeks to build a complete build up to Effective Character Level 20 using a 32 point buy and all official WotC D&D 3.5 materials (excluding Dragon Magazine, but including any WotC online enhancements) with the abilities and feel of a Familiar without actually being it.

Entries must be submitted by Sunday, 00:00 (12:00 am) GMT, May 22, 2022. Monday, 00:00 (12:00 am) GMT May 30, 2022 As usual, please submit your entries via private message to the chairman, so as not to influence the other sauciers. Extensions are available.

Judges will then have as many time as they needed to post scores for all dishes.

Contestants will be judged and awarded a score of 1 through 5 in each of 4 categories:
Innovation (Uniqueness in character concept, race, class, etc)
Power (How powerful and versatile it is compared to the base class)
Elegance (What can only be described as how well the build "flows", i.e not using lots of 1-2lv dips, sacrificing flavour for power or using flaws)
Ingredient (How well the build captures the abilities and feel of the base class)

Presentation would be best in the style of how the iron chef does their presentations, however any style is allowed so long as it is clear on how the build was made.

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

PM: loky1109
Subject: Zinc Saucier 41, Name of your Entry

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

If you have questions about the contest that feel inappropriate to ask in the main thread, please PM me with "Zinc Saucier 41 Questions". Keep in mind that I am not a judge, and so questions about how acceptable X or Y might be to judges will get (at best) a guess on my part due to my somewhat limited familiarity with the competitive community.

Recommended style is as the spoilers below. The end of the second post has a link to a Google Sheet that helps show the layout, if that will help you with planning out your build.

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
-
-
-
-
-
-
-
-
-
-



Please do not post details of your build on the board before it is ready, so as not to spoil the surprise for others. Similarly, please try to refrain from speculating on possible builds too much even if you don't intend to use them yourself.

Sauciers may submit up to two builds each, as we don't want to overfeed the judges.


Soulknife
Bard
Monk
Assassin
Barbarian
Warlock
Paladin *
Warblade
Pyrokineticist
Ninja *
Druid
True Necromancer
Dervish
Whisperknife
Epic Infiltrator *
Master of Vipers
Ranger *
Flayerspawn Psychic
Totemist
Walker in the Waste
Drunken Master
Cleric
Duskblade
Psibond Agent
Argent Fist
Fighter
Artificier
Knight
Spellthief
Factorum no cooks submitted
Dragonfire Adept
Battle Dancer
Illithid Slayer one cook submitted
Swashbuckler
Chameleon
Dread Necromancer one cook submitted
Warmage
Kensai one cook submitted
Dread Pirate
Familiar


*: Classes marked with an asterisk have had their original posts updated to reflect the final results.

This competition is inspired by the Playground Iron Chef Competitions and uses mostly identical rules.

loky1109
2022-05-01, 06:51 PM
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. Alternate rule systems from UA such as gestalt and generic classes are not allowed, as they create a different playing field. Also, item familiars, fractional saves/BAB and LA Buyoff are forbidden, ether.

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 to take free feats is an automatic loss of one point per flaw in this category (penalty for use of flaws for some other reasons is up to judges). Traits are -0.5 each. Also, excessive multiclassing that gives you XP penalty can cause lost points, too.
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 cross-setting sources may be an Elegance deduction at the judges' discretion.
And please, please do not forget to indicate the sources.

Concerning Experience Requirements: For this round I remove XP reqs.

Definition of Power for scoring: Since this has been a point of contention, let me lay down this guideline. Since the goal is to emulate the Secret Ingredient, achieving much higher power than the Secret Ingredient is capable of is overkill and should be marked accordingly. Likewise if the build cannot match the power of the Secret Ingredient it should be marked accordingly. Individual judges can decide how much is too much for Power scoring, as each judge will have different tastes. The goal here is to prevent all entries being Wizard 20 because "they do it better."

What's the minimum score in a category? Assuming an entry is legal, the minimum score in any category is 1. If a judge is convinced that an entry is illegal by the RAW, the judge may give a 0 or decline to score a given entry. 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.

Is Dragon Compendium Allowed? Yes, but individual issues of Dragon and Dungeon Magazines are not (except for 3.5 update of Oriental Adventures given in Dragon #318).

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

Are Dragonlance, Ravenloft, Planescape, Dark Sun, or Kingdoms of Kalamar allowable sources? 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.

What about online sources in general? 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.
I know in this moment WotC archive looks shut down. You can use archive copy currently accessible via the Wayback Machine (https://web.archive.org/web/20161031211045/http://archive.wizards.com/default.asp?x=dnd/arch/dnd).

Where's the line drawn with "acceptable/unacceptable" for Unearthed Arcana? This will likely vary a bit from Chairman to Chairman. Variant class features and variant character classes are expressly permitted. Item Familiars and Gestalt have always been verboten; don't expect that to change. Flaws have similarly always been noted as warranting a deduction; even now that its me that is Chairing, its still extended 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. Bloodlines are ripe for abuse, and will be 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.

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

How the heck do I even do this? Your mission, should you choose to accept it, is to select a combination of race, templates, classes, alternate class features, prestige classes, skills, and feats, meld them into a single character that progresses from ECL 1 to ECL 20, that is as close as possible to the secret ingredient as possible in look, feel, class features. How you do it is up to you, I recommend you read previous competitions if you are interested in seeing how others have done it before you. Capture the essence!

Links amusement/edification:
Handy Tips for the Iron Chef in the Playground Noob
GitP Blank Iron Chef Entry (https://docs.google.com/spreadsheets/d/1BG0-5sq4dL9Ooh7-QfXuyHzO4rXSz-CRcj29t6BeUVE/edit#gid=0) (credit to mattie_p)

loky1109
2022-05-01, 06:52 PM
Reserved for FAQ

loky1109
2022-05-01, 07:01 PM
Sorry for too long delay, I was a little busy.

ciopo
2022-05-06, 02:15 PM
I'll see if inspiration hits!

loky1109
2022-05-17, 04:29 PM
How are you doing?
It's about five days and I received a bit short of entries.
Somebody are working? Need an extension? It can get to eat more days. ;)

pabelfly
2022-05-17, 07:59 PM
I had a look at this and like the PrC. I think I'll try making a build, I'll let you know how I go.

Geopol4r
2022-05-18, 09:43 AM
I'll look at this, no promises though.

loky1109
2022-05-19, 10:35 AM
I had a look at this and like the PrC. I think I'll try making a build, I'll let you know how I go.

I'll look at this, no promises though.

I welcome everybody!
Need any extension?

pabelfly
2022-05-19, 03:31 PM
I welcome everybody!
Need any extension?

Not sure I could replicate these abilities as well as I'd like, so I think I'll pass on this one. But it was pretty interesting checking out the PrC

loky1109
2022-05-21, 04:14 AM
It's less than a 24 hours to initial deadline and I have single entry in my mailbox. Does anybody still work on or have an idea?

loky1109
2022-05-22, 11:01 AM
Deadline was passed and nothing changed. I think wait at least till Monday and then take a decision.

Every willing to participate in challenge are welcome.

loky1109
2022-05-23, 01:25 PM
I really don't want to release sole entry. So I'm pushing deadline to next Monday, 00:00 (12:00 am) GMT May 30, 2022 (so, it gets to eat for 29 days now) and hope to receive at least one more entry. More is better.

Geopol4r, how is your looking? (I hope this is way how to talk.)

Malphegor
2022-05-23, 02:51 PM
this such a weird class designwise, you’d think the eating would come first and then get abilities from that lol

loky1109
2022-05-23, 03:46 PM
this such a weird class designwise, you’d think the eating would come first and then get abilities from that lol
Yeah, avery weird decision. I think about it for The Wolf in Sheep's Clothing! VC round (https://forums.giantitp.com/showthread.php?643357-Villainous-Competition-XLV-Wolf-in-Sheep-s-Clothing), but ten levels to start devouring turned out to be too much!

loky1109
2022-05-30, 02:55 PM
Sorry for delay. I didn't do my time management well.

I have two entries for this round. Well, can be fewer.

Please don't post until I'll finish.

loky1109
2022-05-30, 03:04 PM
Stop, what your classes are?


https://pbs.twimg.com/media/EooKRecXYAA-v6A?format=jpg&name=small
link (https://twitter.com/cherro_art/status/1335892416705024002)

Drizinyon is a half-drow. Son of the high-ranking priestess and noname slave. He has slightly more Drow Legacy in his blood than a regular half-breed, but he is a man and it’s causing problems. He never liked drow society and as unbelievable as he never liked Lolth, but… It isn’t because of her evil demonic nature - he was fine with it, even more than fine, he likes evil and powerful demons. They look like somebody who makes their own way to power and freedom. It's so intoxicating! He wanna the same for himself. Power and freedom! He started to search. Well, Lolth is the only one of the demonic gods and he can find somebody for himself. He read books. Stole them, killed for them, but he found some way.
Most demon-lords recognize only slavish worship and this doesn’t suit Drizinyon. But in one book he found reference to the order of Life Eaters, somebody not-thrall serves Baphomet. Further research gives him vague descriptions of their abilities. He didn’t know how to join their ranks, so he decided just to do something similar and hoped to draw the attention of the Baphomet himself. His hopes being fulfilled, Baphomet looked at him. Corner of his eye. Drizinyon gets some power but not being accepted into Life Eaters he can follow their way only by the feel and of course he did something wrong. Surprisingly, Baphomet didn’t reject such Heretic of the Faith, but even the opposite gave him unusual powers and started to use this Mystic Wanderer as his Divine Agent after Drizinyon had met with Gazelduth the Goristro, one of Baphomet's generals. Drizinyon talked on behalf of Baphomet with powerful beings. He met with dragons and high-ranking elves, with vampires and illithids. With somebody it were just meetings, but sometimes Drizinyon got from it a new piece of power, so it became Wearer of Purple and one of the Seekers of the Misty Isle. While his heretical nature warped most of that he received.

CE Half-Drow Dirty Fighter Thug 3/Swashbuckler 2/Wilderness Drow Mimic Adventurer 2/Warblade 1/Divine Crusader 1/Death Delver 1/Contemplative 6/Mystic Wanderer 1/Divine Agent 1/Wearer of Purple 1/Seeker of the Misty Isle 1

Abilities Initial All levels Total
STR 8 8
DEX 11 11
CON 14 14
INT 16 16
WIS 8 8
CHA 17 5 22
Level Class Base Attack Bonus Fort Save Reflex Save Will Save Skills Feats Class Features
1st Dirty Fighter Thug-1 1 2 0 0 20: {+4 CC} Concentration: 2; {+1} Craft (alchemy): 1; {+4 CC} Heal: 2; {+3} Knowledge (local): 3; {+4 CC} Knowledge (religion): 2; {+4 CC} Knowledge (arcana): 2; Drow Legacy Sneak attack +1d6
2nd Swashbuckler-1 2 4 0 0 7: {+1 CC} Concentration: 2.5; {+1} Craft (alchemy): 2; {+3} Diplomacy: 3; Heal: 2; Knowledge (local): 3; {+1 CC} Knowledge (religion): 2.5; {+1 CC} Knowledge (arcana): 2.5; Weapon Finesse (B) Weapon Finesse
3rd Wilderness Drow Mimic Adventurer-1 2 4 2 0 11: {+1 CC} Concentration: 3; Craft (alchemy): 2; Diplomacy: 3; Heal: 2; Knowledge (local): 3; {+5} Knowledge (nature): 5; {+1 CC} Knowledge (religion): 3; {+1 CC} Knowledge (arcana): 3; {+2} Perform (Dance): 2; {+1} Survival: 1; Death Devotion, Weapon Focus (Club) (B) Bonus feat, poison use, disguise self 1/day
4th Dirty Fighter Thug-2 3 5 2 0 5: {+1 CC} Concentration: 3.5; {+1} Craft (alchemy): 3; Diplomacy: 3; Heal: 2; {+1} Intimidate: 1; Knowledge (local): 3; Knowledge (nature): 5; {+1 CC} Knowledge (religion): 3.5; {+1 CC} Knowledge (arcana): 3.5; Perform (Dance): 2; Survival: 1;
5th Swashbuckler-2 4 6 2 0 7: {+1} Bluff: 1; {+1 CC} Concentration: 4; {+1} Craft (alchemy): 4; {+2} Diplomacy: 5; Heal: 2; Intimidate: 1; Knowledge (local): 3; Knowledge (nature): 5; {+1 CC} Knowledge (religion): 4; {+1 CC} Knowledge (arcana): 4; Perform (Dance): 2; Survival: 1; Iron Will (OH) Grace +1
6th Dirty Fighter Thug-3 5 6 3 1 5: {+1} Bluff: 2; Concentration: 4; {+1} Craft (alchemy): 5; Diplomacy: 5; Heal: 2; {+1} Intimidate: 2; Knowledge (local): 3; Knowledge (nature): 5; {+1 CC} Knowledge (religion): 4.5; {+1 CC} Knowledge (arcana): 4.5; Perform (Dance): 2; Survival: 1; Daring Outlaw Sneak attack +2d6 +4d6
7th Wilderness Adventurer-2 6 6 4 1 11: {+1} Bluff: 3; Concentration: 4; Craft (alchemy): 5; Diplomacy: 5; Heal: 2; Intimidate: 2; Knowledge (local): 3; Knowledge (nature): 5; {+1 CC} Knowledge (religion): 5; {+1 CC} Knowledge (arcana): 5; {+1} Perform (Dance): 3; {+7} Survival: 8; Martial Study (Cloak of Deception) (B) Bonus feat, evasion
8th Wilderness Mimic Adventurer-3 7 7 4 2 11: Bluff: 3; {+6 CC} Concentration: 7; Craft (alchemy): 5; {+2 CC} Diplomacy: 6; Heal: 2; {+3} Intimidate: 5; Knowledge (local): 3; Knowledge (nature): 5; Knowledge (religion): 5; Knowledge (arcana): 5; Perform (Dance): 3; Survival: 8; Sneak attack +5d6, dodge bonus +1, disguise self 2/day
9th Divine Crusader-1 7 9 4 4 5: Bluff: 3; {+1} Concentration: 8; Craft (alchemy): 5; Diplomacy: 6; Heal: 2; Intimidate: 5; Knowledge (local): 3; Knowledge (nature): 5; {+4} Knowledge (religion): 9; Knowledge (arcana): 5; Perform (Dance): 3; Survival: 8; Heretic of the Faith Aura, Domain (Hunger)
10th Death Delver-1 7 11 4 6 5: Bluff: 3; Concentration: 8; Craft (alchemy): 5; Diplomacy: 6; Heal: 2; Intimidate: 5; Knowledge (local): 3; Knowledge (nature): 5; {+4} Knowledge (religion): 13; {+1} Knowledge (arcana): 6; Perform (Dance): 3; Survival: 8; Deathsense, rebuke undead
11th Contemplative-1 7 11 4 8 5: Bluff: 3; Concentration: 8; Craft (alchemy): 5; {+2} Diplomacy: 8; Heal: 2; Intimidate: 5; Knowledge (local): 3; Knowledge (nature): 5; Knowledge (religion): 13; Knowledge (arcana): 6; Perform (Dance): 3; {+3} Profession (herbalist): 3; Survival: 8; Bonus domain (Glutony), divine health
12th Mystic Wanderer-1 7 11 6 10 5: {+3} Bluff: 6; Concentration: 8; Craft (alchemy): 5; Diplomacy: 8; Heal: 2; Intimidate: 5; Knowledge (local): 3; Knowledge (nature): 5; Knowledge (religion): 13; {+2} Knowledge (arcana): 8; Perform (Dance): 3; Profession (herbalist): 3; Survival: 8; Spell Focus (Necromancy) Glory of the divine, sleep
13th Divine Agent-1 7 11 6 12 7: Bluff: 6; Concentration: 8; Craft (alchemy): 5; Diplomacy: 8; Heal: 2; Intimidate: 5; Knowledge (local): 3; Knowledge (nature): 5; Knowledge (religion): 13; Knowledge (arcana): 8; Perform (Dance): 3; Profession (herbalist): 3; Survival: 8; {+7} Use Magic Device: 7; Granted domain (Sloth)
14th Wearer of Purple-1 7 11 6 14 5: Bluff: 6; {+5} Concentration: 13; Craft (alchemy): 5; Diplomacy: 8; Heal: 2; Intimidate: 5; Knowledge (local): 3; Knowledge (nature): 5; Knowledge (religion): 13; Knowledge (arcana): 8; Perform (Dance): 3; Profession (herbalist): 3; Survival: 8; Use Magic Device: 7; Energy resistance (acid) 5, new domain (Death)
15th Seeker of the Misty Isle-1 7 13 8 14 9: Bluff: 6; Concentration: 13; Craft (alchemy): 5; Diplomacy: 8; Heal: 2; {+5} Hide: 5; Intimidate: 5; Knowledge (local): 3; Knowledge (nature): 5; Knowledge (religion): 13; Knowledge (arcana): 8; {+4} Move Silently: 4; Perform (Dance): 3; Profession (herbalist): 3; Survival: 8; Use Magic Device: 7; Arterial Strike Extra domain (Travel Spell)
16th Contemplative-2 8 13 8 15 5: Bluff: 6; Concentration: 13; Craft (alchemy): 5; Diplomacy: 8; Heal: 2; Hide: 5; Intimidate: 5; Knowledge (local): 3; Knowledge (nature): 5; Knowledge (religion): 13; Knowledge (arcana): 8; Move Silently: 4; Perform (Dance): 3; Profession (herbalist): 3; {+5} Spellcraft: 5; Survival: 8; Use Magic Device: 7; Slippery mind
17th Contemplative-3 8 14 9 15 5: Bluff: 6; Concentration: 13; Craft (alchemy): 5; Diplomacy: 8; Heal: 2; Hide: 5; Intimidate: 5; Knowledge (local): 3; Knowledge (nature): 5; Knowledge (religion): 13; Knowledge (arcana): 8; Move Silently: 4; Perform (Dance): 3; Profession (herbalist): 3; {+5} Spellcraft: 10; Survival: 8; Use Magic Device: 7; Divine wholeness
18th Contemplative-4 9 14 9 16 5: Bluff: 6; Concentration: 13; Craft (alchemy): 5; Diplomacy: 8; Heal: 2; Hide: 5; Intimidate: 5; Knowledge (local): 3; Knowledge (nature): 5; Knowledge (religion): 13; Knowledge (arcana): 8; Move Silently: 4; Perform (Dance): 3; Profession (herbalist): 3; {+5} Spellcraft: 15; Survival: 8; Use Magic Device: 7; Spontaneous Domains
19th Contemplative-5 9 14 9 16 5: Bluff: 6; Concentration: 13; Craft (alchemy): 5; Diplomacy: 8; Heal: 2; Hide: 5; Intimidate: 5; Knowledge (local): 3; Knowledge (nature): 5; Knowledge (religion): 13; Knowledge (arcana): 8; Move Silently: 4; Perform (Dance): 3; Profession (herbalist): 3; {+5} Spellcraft: 20; Survival: 8; Use Magic Device: 7; Divine body
20th Contemplative-6 10 15 10 17 5: Bluff: 6; Concentration: 13; Craft (alchemy): 5; Diplomacy: 8; Heal: 2; Hide: 5; {+2} Intimidate: 7; Knowledge (local): 3; Knowledge (nature): 5; Knowledge (religion): 13; Knowledge (arcana): 8; Move Silently: 4; Perform (Dance): 3; Profession (herbalist): 3; {+3} Spellcraft: 23; Survival: 8; Use Magic Device: 7; Bonus domain (Cold)
Type Name Preq When I need it? When I fulfil it?
Prestige Class Divine Crusader BAB +7 9th level 8th level
Prestige Class Divine Crusader Alignment: Chaotic evil 9th level Always was
Prestige Class Divine Crusader Knowledge (religion) 2 ranks 9th level 1st level
Prestige Class Divine Crusader Weapon Focus 9th level 3rd level
Prestige Class Death Delver Concentration 8 ranks 10th level 9th level
Prestige Class Death Delver Heal 2 ranks 10th level 1st level
Prestige Class Death Delver Knowledge (religion) 4 ranks 10th level 7th level
Prestige Class Death Delver Base Will Save +2 10th level 9th level
Prestige Class Death Delver Must have had at least one near-death experience (fallen below 0 hit points and lived) 10th level Strory
Prestige Class Contemplative Knowledge (religion) 13 ranks 11th level 10th level
Prestige Class Contemplative Able to cast 1st-level divine spells. 11th level 9th level
Prestige Class Contemplative Must have had direct contact with one's patron deity or a direct servant of that deity, or with an enlightened being embodying the highest principles of an alignment (a solar, for example). 11th level Story
Prestige Class Mystic Wanderer Alignment: Any nonlawful 12th level Always was
Prestige Class Mystic Wanderer Craft (alchemy) 3 ranks 12th level 4th level
Prestige Class Mystic Wanderer Diplomacy 8 ranks 12th level 11th level
Prestige Class Mystic Wanderer Knowledge (nature) 3 ranks 12th level 3rd level
Prestige Class Mystic Wanderer Perform 3 ranks 12th level 7th level
Prestige Class Mystic Wanderer Profession 3 ranks (herbalist) 12th level 11th level
Prestige Class Mystic Wanderer Iron Will 12th level 5th level
Prestige Class Mystic Wanderer Able to cast 2nd-level divine spells. 12th level 11th level
Prestige Class Divine Agent BAB +4 13th level 5th level
Prestige Class Divine Agent Knowledge (religion) 7 ranks 13th level 9th level
Prestige Class Divine Agent Able to cast 2nd-level divine spells. 13th level 11th level
Prestige Class Divine Agent The divine agent must have made peaceful contact with her deity or its direct agents (sometimes other divine agents acting on the deity's behalf ). Furthermore, a potential divine agent must have completed a specific task assigned by her deity in order to become a divine agent. Once the task is completed, the character can become a divine agent at any point thereafter. 13th level Story
Prestige Class Wearer of Purple Alignment: Any evil 14th level Always was
Prestige Class Wearer of Purple Craft (alchemy) 5 ranks 14th level 6th level
Prestige Class Wearer of Purple Diplomacy 4 ranks 14th level 5th level
Prestige Class Wearer of Purple Knowledge (arcana) 8 ranks 14th level 12th level
Prestige Class Wearer of Purple Knowledge (local) 3 ranks 14th level 1st level
Prestige Class Wearer of Purple Speak Language (Draconic) 14th level 1st level
Prestige Class Wearer of Purple Iron Will 14th level 5th level
Prestige Class Wearer of Purple Spell Focus (Necromancy) 14th level 12th level
Prestige Class Wearer of Purple Base Save Bonus: Will +5 14th level 10th level
Prestige Class Wearer of Purple Able to cast at least one necromantic spell. 14th level 9th level
Prestige Class Wearer of Purple The character must have made peaceful contact with an evil true dragon or dracolich. 14th level Story
Prestige Class Seeker of the Misty Isle Elf or Half-Elf 15th level Always was
Prestige Class Seeker of the Misty Isle Knowledge (religion) 4 ranks 15th level 5th level
Prestige Class Seeker of the Misty Isle Survival 8 ranks 15th level 7th level
Prestige Class Seeker of the Misty Isle Able to cast 2nd-level divine spells. 15th level 11th level
Prestige Class Seeker of the Misty Isle Must be inducted into the order by another member. 15th level Story
Feat Drow Legacy Half-elf with drow ancestry. 1st level Always was
Feat Weapon Focus BAB +1 3rd level 1st level
Feat Daring Outlaw Sneak attack +2d6 6th level 6th level
Feat Daring Outlaw Grace +1 6th level 5th level
Feat Heretic of the Faith Divine spellcasting ability 9th level 9th level
Feat Heretic of the Faith Patron Deity 9th level Story
Feat Arterial Strike BAB +4 15th level 5th level
Feat Arterial Strike Sneak attack ability 15th level 1st level
Feat Spontaneous Domains Ability to cast 3rd-level spells 18th level 12th level
Feat Spontaneous Domains Access to two or more cleric domains 18th level 11th level
Level Class 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
9th Divine Crusader-1 0
11th Divine Crusader-2 1 0
12th Divine Crusader-3 2 1 0
14th Divine Crusader-4 2 2 1 0
15th Divine Crusader-5 3 2 2 1 0
16th Divine Crusader-6 3 3 2 2 1 0
17th Divine Crusader-7 3 3 3 2 2 1 0
18th Divine Crusader-8 3 3 3 3 2 2 1 0
19th Divine Crusader-9 3 3 3 3 3 2 2 1 0
20th Divine Crusader-10 3 3 3 3 3 3 2 2 1
Level Class New Domain 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
9th Divine Crusader-1 Hunger Ghoul Light
11th Divine Crusader-2 Glutony Ghoul Light, Goodberry Ghoul Glyph, Death Knell
12th Divine Crusader-3 Ghoul Light, Goodberry Ghoul Glyph, Death Knell Ghoul Gesture, Create Food and Water
13th Divine Crusader-3 Sloth Ghoul Light, Goodberry, Touch of Fatigue Ghoul Glyph, Death Knell, Unseen Servant Ghoul Gesture, Create Food and Water, Deep Slumber
14th Divine Crusader-4 Death Ghoul Light, Goodberry, Touch of Fatigue, Cause Fear Ghoul Glyph, Death Knell, Unseen Servant Ghoul Gesture, Create Food and Water, Deep Slumber, Animate Dead Enervation, Vampiric Touch, Slow, Death Ward
15th Divine Crusader-5 Travel Spell Ghoul Light, Goodberry, Touch of Fatigue, Cause Fear, Mage Armor Ghoul Glyph, Death Knell, Unseen Servant, Silence Ghoul Gesture, Create Food and Water, Animate Dead, Anyspell Enervation, Vampiric Touch, Slow, Death Ward, Rary’s Mnemonic Enhancer Ghoul Gauntlet, Baleful Polymorph, Symbol of Sleep, Slay Living, Break Enchantment
16th Divine Crusader-6 Ghoul Light, Goodberry, Touch of Fatigue, Cause Fear, Mage Armor Ghoul Glyph, Death Knell, Unseen Servant, Silence Ghoul Gesture, Create Food and Water, Animate Dead, Anyspell Enervation, Vampiric Touch, Slow, Death Ward, Rary’s Mnemonic Enhancer Ghoul Gauntlet, Baleful Polymorph, Symbol of Sleep, Slay Living, Break Enchantment Eyes of the King, Heroes’ Feast, Waves of Fatigue, Create Undead, Anyspell, Greater
17th Divine Crusader-7 Ghoul Light, Goodberry, Touch of Fatigue, Cause Fear, Mage Armor Ghoul Glyph, Death Knell, Unseen Servant, Silence Ghoul Gesture, Create Food and Water, Animate Dead, Anyspell Enervation, Vampiric Touch, Slow, Death Ward, Rary’s Mnemonic Enhancer Ghoul Gauntlet, Baleful Polymorph, Symbol of Sleep, Slay Living, Break Enchantment Eyes of the King, Heroes’ Feast, Waves of Fatigue, Create Undead, Anyspell, Greater Field of Ghouls, Stone to Flesh, Shadow Walk, Destruction, Limited Wish
18th Divine Crusader-8 Ghoul Light, Goodberry, Touch of Fatigue, Cause Fear, Mage Armor Ghoul Glyph, Death Knell, Unseen Servant, Silence Ghoul Gesture, Create Food and Water, Animate Dead, Anyspell Enervation, Vampiric Touch, Slow, Death Ward, Rary’s Mnemonic Enhancer Ghoul Gauntlet, Baleful Polymorph, Symbol of Sleep, Slay Living, Break Enchantment Eyes of the King, Heroes’ Feast, Waves of Fatigue, Create Undead, Anyspell, Greater Field of Ghouls, Stone to Flesh, Shadow Walk, Destruction, Limited Wish Bite of the King, Waves of Exhaustion, Create Greater Undead, Antimagic Field
19th Divine Crusader-9 Ghoul Light, Goodberry, Touch of Fatigue, Cause Fear, Mage Armor Ghoul Glyph, Death Knell, Unseen Servant, Silence Ghoul Gesture, Create Food and Water, Animate Dead, Anyspell Enervation, Vampiric Touch, Slow, Death Ward, Rary’s Mnemonic Enhancer Ghoul Gauntlet, Baleful Polymorph, Symbol of Sleep, Slay Living, Break Enchantment Eyes of the King, Heroes’ Feast, Waves of Fatigue, Create Undead, Anyspell, Greater Field of Ghouls, Stone to Flesh, Shadow Walk, Destruction, Limited Wish Bite of the King, Waves of Exhaustion, Create Greater Undead, Antimagic Field Energy Drain, Trap the Soul, Astral Projection, Wail of the Banshee, Mordenkainen’s Disjunction
20th Divine Crusader-10 Cold Ghoul Light, Goodberry, Touch of Fatigue, Cause Fear, Mage Armor, Chill Touch Ghoul Glyph, Death Knell, Unseen Servant, Silence, Chill Metal Ghoul Gesture, Create Food and Water, Animate Dead, Anyspell, Sleet Storm Enervation, Vampiric Touch, Slow, Death Ward, Rary’s Mnemonic Enhancer, Ice Storm Ghoul Gauntlet, Baleful Polymorph, Symbol of Sleep, Slay Living, Break Enchantment, Wall of Ice Eyes of the King, Heroes’ Feast, Waves of Fatigue, Create Undead, Anyspell, Greater, Cone of Cold Field of Ghouls, Stone to Flesh, Shadow Walk, Limited Wish, Control Weather Bite of the King, Waves of Exhaustion, Create Greater Undead, Antimagic Field, Polar Ray Energy Drain, Trap the Soul, Astral Projection, Wail of the Banshee, Mordenkainen’s Disjunction, Obedient Avalanche

Drizinyon is in the quest now. He's searching. He is mostly melee fighter with some variety of skills. His AB and base Damage aren't very big, but Death Devotion and Sneak Attack give some fighting power. Thanks to Daring Outlaw Drizinyon has +5d6 sneak attack damage: 2d6 from 3 levels of Fighter and 3d6 from 5 sum levels of Swashbuckler and Rouge. Plus he get Swashbuckler's dodge bonus +1. He take Iron Will via Otyugh Hole. Club is Baphomet's Favored weapon, so Drizinyon takes Weapon Focus with it. Due Drow Legacy and Martial Study (Cloak of Deception) he has some escape options.
Starting from 9th level Drizinyon more and more became spellcaster. Yes, his first steps look very weak - only several spells, not all even useful, but the further away, the more powerful he became. With Heretic of the Faith he can take domains unusual for Baphomet and change the ones that don't fit. Main theme of his heresy are Consuming and Getting power throw it. Spontaneous Domains gives very needed flexibility. Rebuke undead from Death Delver is fuel for Death Devotion as like as separate Turn/Rebuke pool from Cold domain. With Anyspells and Limited Wish Drizinyon can deal with some unexpected problems which lay outside scope of his limited spell list.

Well, he only read about them, so, please, don't punish him very much, he does all that he can.
Requirements. Drizinyon has all skills that needed to became Life Eater. Of course he is CE and worships Baphomet. Instead of Dodge feat he has Swashbuckler's ability that works exactly identically.
Deathwatch. Drizinyon has similar ability from Death Delver.
Poison Use. Drow Rogue 1st level provides it.
Sneak Attack. Drizinyon has even two daces more.
Death Knell. Spell from Glutony and Death domains.
Chill Touch. Spell from Cold domain.
Hide in Plain Sight. Cloak of Deception works even better!
Wounding Sneak Attack. Arterial Strike does the same.
Fatiguing Touch. Touch of Fatigue, Waves of Fatigue and Waves of Exhaustion spells from Sloth domain.
Enervation. Enervation spell from Hunger domain and Energy Drain spell as more powerful version.
Draining Sneak Attack. Death Devotion works even better with every strike, not only with sneak attacks.
Destruction. Spell of same name is in Death domain.
Feed. It's something tricky. Bite of the King spell from Hunger and Glutony domains let Drizinyon swallow enemy. Gluttony domain's granted power he can eat bigger enemy than normal. Unfortunately Drizinyon has no options to gain bonuses to his Constitution.

Type Name Book Page
Race Half-Elf PHB 18
Race Half-Drow DotU 220
Class Fighter PHB 37
Class Swashbuckler CW 11
Class Rogue PHB 49
Class variant Thug UA 51
Class variant Dirty Fighter UA 58
Class variant Adventurer (Rogue variant) UA 58
Class variant Wilderness Rogue UA 56
Class variant Mimic Exemplars of Evil 21
Class variant Drow Rogue DotU 58
Prestige Class Divine Crusader CD 33
Prestige Class Death Delver HoH 93
Prestige Class Contemplative CD 30
Prestige Class Mystic Wanderer Magic of Faerûn 35
Prestige Class Divine Agent MotP 24
Prestige Class Wearer of Purple Faiths And Pantheons, Dragons of Faerûn (3.5 update) 211, 67
Prestige Class Seeker of the Misty Isle CD 61
Feat Drow Legacy DotU 220
Feat Weapon Finesse PHB 102
Feat Death Devotion CC 57
Feat Weapon Focus PHB 102
Feat Iron Will PHB 97
Feat Daring Outlaw CS 76
Feat Martial Study ToB 31
Feat Heretic of the Faith Power of Faerûn 46
Feat Spell Focus PHB 100
Feat Arterial Strike CW 96
Feat Spontaneous Domains CC 62
Maneuver Cloak of Deception ToB 76
Domain Hunger SpC 275
Domain Glutony SpC 274
Domain Sloth SpC 280
Domain Death PHB 186
Domain Spell SpC 280
Domain Cold SpC 271

loky1109
2022-05-30, 03:06 PM
Hungry like a barghest!


Life eater mh? Ooof, not an easy one to emulate, let's make do!

The capstone is the one I most keenly want to emulate, and my first thought was to "be the barghest" to get that quoted feed.
Alas, assume supernatural form is kind of problematic to fit in, since outsider is a somewhat difficult creature type to have access to.

My second thought was to go planar shepherd for that handy dandy "wild shape into outsider AND get their (SU) and (EX)" , but like, I couldn't, on a chassis that required 5 level of druid and 9 level of druid-advancing prc, justify splashing a bit of rogue in it to play pretend we're a life eater. "Why would you do that and not go on to be a plain druid" is a very legitimate concern.

I found my happyness with hellbreaker, "if I can't BE a barghest, I can at least steal the barghest nomnom power!" and so I did that.

But then the problem became "Ok, now that I can steal the nomnom power, how do I guaranteed I have a barghest to steal it from!?" and planar ally became the obvious answer.

So here we are :)


ministory blurb : we are some baphomet cultist doing his dark bidding and so on, go team aurochs! We got major envy for our fellow lifeeater cultist, so we entreat our dark patron for similar powers!
CE Human, Cleric 2 / Contemplative 7 / Hellbreaker 8 / Ninja 3

Str 24 (14 +4 level +6 item), Dex 20 (14 +6 item), Con 20 (14 +6 item), Int 14, Wis 21 (14 +1 level +6 item) , Cha 16 (10 +6 item)

Starting languages : Common, Abyssal, Infernal

HP 6 + 2d8 + 17d6 + 100 (174)
AC 38 (10 +5 dex + 8 armor + 5 wis + 5 natural + 5 deflection) touch 25 flat-footed 33

saves base Fort 21 Reflex 24 Will 28 (+4 resistance, +4 morale)

+25 hide, +35 move silently

Attack Profile without divine power, righteous might, fury domain power, animal devotion(ape) :
4 claws attack at +23 dealing 2d6+13, +4d6 sneak attack + 2d6 sudden strike, with rider poison DC 27 1d3 CON damage on the first 8 attacks, secondary 5 rounds later.
Divine power brings the to-hit up to +31
Righteous might --> +32 for 3d6+15 +SA etcetera
fury domain --> +34 for 3d6+17+SA etcetera
animal devotion --> +38 for 3d6+21+SA etcetera

untyped bonuses to STR,CON and natural armor depending how many high HD humanoids we manage to feed on, not factored in since this all depends on how much we manage to feed
760000 gp wallet
head slot: something
eyes slot: something
amulet slot; bought amulet of natural armor +5 (50000), tinkered/crafted up to with +4 assassination,toxic,virulent "of natural attacks" ( 4 claws ) 200800 and +6 CON (18000), +6 WIS (18000) = 266800
shirt slot: something
robe/armor slot: bought vest "of armor +8" (64000), tinkered/crafted to add of greater silent moves (16875) = 80875
belt slot: something
cloak slot: crafted cloak of protection +5 (25000), of resistance +4 (8000), of charisma +6 (18000) = 51000
arms slot: bought bracers of the hunter (8500), tinkered/crafted to add of strength +6 (18000) = 26500
gloves slot: bought gloves of dexterity +6 36000
ring: bought ring of invisibility 20000
ring: something
boots slot: something

that leaves 276825 for whatever random necessary magic item that we sadly can't craft ourselves, like third eyes, or anklet of translocations or belt of battles or whatnot and a bunch of rods/wands/consumables because extending and quicken are a thing
LevelClassBase Attack BonusFort SaveRef SaveWill SaveSkillsFeatsClass Features1stNinja 1CAdv pg. 5+0+0+2+0Bluff +4, Craft(Poison-making) +4, Disable Device +4, Hide +4, Listen +4, Move Silently +4, Sense Motive +4, Spot +4, Tumble +4Combat Expertise, Improved FeintHuman bonus featAC bonus, Ki power, Sudden strike +1d6, trapfinding2ndNinja 2+1+0+3+0Bluff 4+1, Craft(Poison-making) 4+1, Disable Device 4+1, Hide 4+1, Listen 4+1, Move Silently 4+1, Sense Motive 4+1, Spot 4+1, Tumble 4+1Ghost Step(invisible)3rdCleric of Baphomet 1 / Ninja 2+1+2+3+2Bluff 5, Craft(Poison-making) 5, Disable Device 5, Hide 5,Knowledge(Arcana) +1, Knowledge(Religion) +4, Listen 5, Move Silently 5, Sense Motive 5, Spot 5, Tumble 5Undo ResistanceFCII p. 85Rebuke Undead, Divine MagicianCM p. 33, Strength DevotionCC p. 53, 624thCleric 2 / Ninja 2+2+3+3+3Bluff 5, Craft(Poison-making) 5, Disable Device 5, Hide 5,Know(Arcana) 1, Know(Religion) 4+1, Knowledge(The Planes) +4, Listen 5, Move Silently 5, Sense Motive 5, Spot 5, Tumble 5Ability Score Increase +1 STR5thCleric 2 / Ninja 3+3+4+3+4Bluff 5+3, Craft(Poison-making) 5+3, Disable Device 5, Hide 5, Know(Arcana) 1, Know(Religion) 5, Know(Planes) 4, Listen 5, Move Silently 5, Sense Motive 5+3, Spot 5, Tumble 5Sudden Strike +2d6, Poison use6thCleric 2 / Hellbreaker 1FCII p. 86 / Ninja 3+3+4+5+6Bluff 8+1, Craft(Poison-making) 8, Disable Device 5, Hide 5+4, Know(Arcana) 1, Know(Religion) 5, Know(Planes) 4, Listen 5, Move Silently 5+4, Sense Motive 8, Spot 5, Tumble 5DarkstalkerLoM p. 179Mantle of darkness, Telepathic static7thCleric 2 / Hellbreaker 2 / Ninja 3+4+4+6+7Bluff 9+1, Craft(Poison-making) 8, Disable Device 5, Hide 9+1, Know(Arcana) 1, Know(Religion) 5+1(2CC), Know(Planes) 4, Listen 5+1, Move Silently 9+1, Sense Motive 8, Spellcraft +1(2CC), Spot 5+1, Tumble 5Steal spell-like ability8thCleric 2 / Hellbreaker 3 / Ninja 3+5+5+6+7Bluff 10+1, Craft(Poison-making) 8, Disable Device 5, Hide 10+1, Know(Arcana) 1, Know(Religion) 6+1(2CC), Know(Planes) 4, Listen 6+1, Move Silently 10+1, Sense Motive 8, Spellcraft 1+1(2CC), Spot 6+1, Tumble 5ASI +1 STR, Sneak attack +1d69thCleric 2 / Hellbreaker 4 / Ninja 3+6/+1+5+7+8Bluff 11+1, Craft(Poison-making) 8, Disable Device 5, Hide 11+1, Know(Arcana) 1, Know(Religion) 7+1(2CC), Know(Planes) 4, Listen 7+1, Move Silently 11+1, Sense Motive 8, Spellcraft 2+1(2CC), Spot 7+1, Tumble 5Arterial StrikeCW p. 96Stowaway10thCleric 2 / Hellbreaker 5 / Ninja 3+6/+1+5+7+8Bluff 12+1, Craft(Poison-making) 8, Disable Device 5, Hide 12+1, Know(Arcana) 1, Know(Religion) 8+1(2CC), Know(Planes) 4, Listen 8+1, Move Silently 12+1, Sense Motive 8, Spellcraft 3+1(2CC), Spot 8+1, Tumble 5Neutralize spell-like ability11thCleric 2 / Hellbreaker 6 / Ninja 3+7/+2+6+8+9Bluff 13+1, Craft(Poison-making) 8, Disable Device 5, Hide 13+1, Know(Arcana) 1, Know(Religion) 9+1(2CC), Know(Planes) 4+2, Listen 9+1, Move Silently 13+1, Sense Motive 8, Spellcraft 4, Spot 9+1, Tumble 5Sneak attack +2d612thCleric 2 / Hellbreaker 7 / Ninja 3+8/+3+6+8+9Bluff 14+1, Craft(Poison-making) 8, Disable Device 5, Hide 14+1, Know(Arcana) 1, Know(Religion) 10+1(2CC), Know(Planes) 6+4, Listen 10, Move Silently 14+1, Sense Motive 8, Spellcraft 4, Spot 10, Tumble 5Practiced Spellcaster(Cleric)CD p. 82ASI +1 STR, Foil summoning13thCleric 2 / Hellbreaker 8 / Ninja 3+9/+4+6+9+10Bluff 15, Craft(Poison-making) 8, Disable Device 5, Hide 15, Know(Arcana) 1, Know(Religion) 12+2(4CC), Know(Planes) 10+5, Listen 10, Move Silently 15, Sense Motive 8, Spellcraft 4, Spot 10, Tumble 5Steal Supernatural Ability14thCleric 2 / Contemplative 1CD p. 30 / Hellbreaker 8 / Ninja 3+9/+4+6+9+12Bluff 15, Craft(Poison-making) 8+5, Disable Device 5, Hide 15, Know(Arcana) 1, Know(Religion) 13, Know(Planes) 15, Listen 10, Move Silently 15, Sense Motive 8, Spellcraft 4, Spot 10, Tumble 5FuryFCI p. 89 Domain, Divine health15thCleric 2 / Contemplative 2 / Hellbreaker 8 / Ninja 3+10/+5+6+9+13Bluff 15, Craft(Poison-making) 13+5, Disable Device 5, Hide 15, Know(Arcana) 1, Know(Religion) 13, Know(Planes) 15, Listen 10, Move Silently 15, Sense Motive 8, Spellcraft 4, Spot 10, Tumble 5Craft Wondrous ItemSlippery Mind16thCleric 2 / Contemplative 3 / Hellbreaker 8 / Ninja 3+10/+5+7+10+13Bluff 15, Craft(Poison-making) 18+1,Diplomacy +4, Disable Device 5, Hide 15, Know(Arcana) 1, Know(Religion) 13, Know(Planes) 15, Listen 10, Move Silently 15, Sense Motive 8, Spellcraft 4, Spot 10, Tumble 5ASI +1 STR, Divine Wholeness17thCleric 2 / Contemplative 4 / Hellbreaker 8 / Ninja 3+11/+6/+1+7+10+14Bluff 15, Craft(Poison-making) 19+1,Diplomacy 4+4, Disable Device 5, Hide 15, Know(Arcana) 1, Know(Religion) 13, Know(Planes) 15, Listen 10, Move Silently 15, Sense Motive 8, Spellcraft 4, Spot 10, Tumble 518thCleric 2 / Contemplative 5 / Hellbreaker 8 / Ninja 3+11/+6/+1+7+10+14Bluff 15, Craft(Poison-making) 20+1,Diplomacy 8+4, Disable Device 5, Hide 15, Know(Arcana) 1, Know(Religion) 13, Know(Planes) 15, Listen 10, Move Silently 15, Sense Motive 8, Spellcraft 4, Spot 10, Tumble 5Craft Magic Arms and ArmorDivine Body19thCleric 2 / Contemplative 6 / Hellbreaker 8 / Ninja 3+12/+7/+2+8+11+15Bluff 15, Craft(Poison-making) 21+1,Diplomacy 12+4, Disable Device 5, Hide 15, Know(Arcana) 1, Know(Religion) 13, Know(Planes) 15, Listen 10, Move Silently 15, Sense Motive 8, Spellcraft 4, Spot 10, Tumble 5Animal DevotionCC p. 53, 5420thCleric 2 / Contemplative 7 / Hellbreaker 8 / Ninja 3+12/+7/+2+8+11+15Bluff 15, Craft(Poison-making) 22+1,Diplomacy 16+4, Disable Device 5, Hide 15, Know(Arcana) 1, Know(Religion) 13, Know(Planes) 15, Listen 10, Move Silently 15, Sense Motive 8, Spellcraft 4, Spot 10, Tumble 5ASI +1 WIS, Divine soul

Combat expertise: take malus to attack rolls for a dodge bonus to AC, behold, feat tax!
Improved feint: move action bluff vs sense motive to make one enemy lose his dex bonus to AC for one attack
Sudden strike: precision damaged added when the target is denied his dex bonus to AC
AC bonus: untyped WISMOD to AC while unarmored and unencumbered
Ki power: a pool of 1/2ninja level + WISMOD refreshing daily, while it isn't empty we have an untyped +2 to will saves, usable only while unarmored and unencumbered
Ghost step: (SU) swift action become invisible for 1 round, uses 1 ki point
Undo resistance: successfull precision damage done with cold iron weapons reduce target spell resistance by 1 per die of precision damage, stacks
Divine Magician: Cleric ACF, trades 1 domain for adding one abjuration, divination or necromancy wizard spell per spell level to the cleric list.
Strength Devotion:1/day swift action bypass hardness and adamantine, gain slam secondary attack with circumstance bonus to damage. can use 1 turn attempt to regain the use. Cleric and other classes with access to domain can trade a domain for the equivalent devotion feat
Poison use: never risk self poisoning when applying poison
Darkstalker: when we hide, creatures with special senses can't perceive us with those sense, they must use normal spot/listen
Mantle of darkness: can make hide check even while observed if we are in any kind of darkness
Telepathic static: telepathy is suppressed within 20ft, Divination too unless a spellcraft check is passed
Steal spell-like ability: forgo 2d6 sneak attack dice or touch willing creature to gain use of target SLA of max class level/2 spell level, for 1 minute or until discharged
Sneak attack: precision damage when target is denied DEX to AC or is flanked
Arterial strike: forgo 1d6 sneak attack dice to make the target bleed for 1 damage per round, cumulative
Stowaway: if a teleportation is cast within 30ft, you can hitch a ride with a "level check" against DC 10+caster level
neutralize spell-like ability: forgo 2d6 sneak attack dice to prevent target from using a SLA for class level/rounds
Practiced spellcaster(class): selected class caster level is increased by 4, up to your HD
Foil summoning: conjuration(calling) and conjuration(summoning) are suppressed within 20ft.
Steal supernatural ability: forgo 2d6 sneak attack dice or touch willing creature to gain use of target SU for 1 minute or until discharged
Fury Domain: free action 1/day designate one creature or object as target. +2 profane bonus to attack and +2 untyped bonus to damage against it until a new target is selected
Divine health: Immune to all diseases
Slippery mind: can reroll failed saves against enchantment 1 round later
Divine wholeness: (su) action to heal self by 4*level / day
Divine body: immune to all poisons
Animal Devotion:1/day swift action to gain 1 minute of one of: +8 profane bonus to STR, +30 profane bonus to land speed, overland flight with a +20 profane bonus, natural bite attack with constitution damage. Can regain use by spending 3 turn attempts
Divine soul: Spell resistance 22


Cleric casting, omitting orisons, bonus slot form high wisdom included, +6 wisdom amulet crafted at level 15 included, the "+1D" means from then we also have one domain spell slot
Levelcaster level1st level slot2nd level slot3rd level slot4th level slot5th level slot3rd12----4th-11th23----12th-13th63----14th73+12+1---15th85+13+1---16th95+13+12+1--17th105+14+13+1--18th116+14+13+12+1-19th126+14+14+13+1-20th136+15+14+13+12+1
Extra spell known gained from divine magician:

Chill touch
Kelgore's Grave MistPHBII
Ray of Exhaustion
Enervation
Waves of Fatique

As said in the intro, emulating the capstone was my goal, and the closest proximity to it was to obtain barghest feed somehow.
I *could* have gotten that on something like druid 5 / planar shepherdFoE 9 . But that's *a lot of druid levels* leaving me very little wiggle room to emulate the rest of the build, and it was strongly off theme, in a "this overshadows the SI in power a bit much".

I'm happy with hellbreaker, it's somewhat similar in being a rogueish prc. but then I needed a source of easy barghests, and planar binding/ally felt obvious to self-solve this problem of sourcing feed.

Of the two, cleric felt it fit better than wizard. So here we are.

On emulation :
Alignment : check
Skill list and skill prerequisites: somewhat close in theme . we got 10 level of 6+int
Sucky prerequisite feat tax : lifeeater got dodge, we got combat expertise
Patron : d'uh!
Deathwatch : we can prepare it as cleric
Poison use : from ninja and supported with craft(poisonmaking)
Sneak attack : check
Death knell : we can prepare it as cleric
Chill touch : we can prepare it as cleric thanks to divine magician
Hide in plain sight : mantle of darkness and supported with darkstalker
Wounding sneak attack : Arterial strike
Fatiquing touch : emulated with the fatique-related spells chosen with divine magician
Enervation : we can prepare it as cleric thanks to divine magician
Draining sneak attack : no can do :(, but stupidly we can steal supernatural ability this from a willing fellow lifeeater!
Destruction : no can do, would need 13 levels of cleric casting :(, but stupidly we can steal supernatural ability this from a willing fellow lifeeater!
Feed : damn yes!
Medium BAB : we're behind curve, but we can make do with divine power
all good saves : we're behind curve, but we got conviction
Level 5:
We are a little sneaky dude living in the cultist compound and doing the bidding of the bigger goons now and then. Improved feint helps us doing sudden strikes without having to use ghost step, so we can keep that to run away if we need to run away. I wish we could have picked mage armor with divine magician but alas, it is not abjuration.
Complete Adventurer has rules for poisoncrafting. with 8 ranks, +2 from int, and +2 from masterwork tool, we succeed on a 3+ in creating those poisons that have a DC15 craft. For the entry, assume greenblood oil for now. Cost is 100gp per 6 doses. Greenblood oil is DC13 injury poison for 1 con damage, secondary 1d2 con damage.
We got three first level cleric slots. let's go with 1x convictionSpC, 1x shield of faith, 1x entropic shield
Strength devotion gives us that bit of extra oomph with a secondary natural attack, with turn undead 4 uses/day are plenty for most encounters.

Level 10:
We've been sent to make trouble for devils, and so that's what we do!
It's difficult to say what mileage we get out of steal spell-like-ability without knowing what we will fight and what allies we have, but at least it's *something*
There's not much to say tactic wise because stabbing the other guy is more or less all we are good for. We make them bleed, and we hide somewhat well

Level 15:
We enter in a deeper communion with Baphomet himself! Giving us a thumb up for furthering his plans.
Fury domain power is very interesting, yes. it's only 1/day, but it last "until you change target". So this is an assassination tool, declare your target the day before you engage it, pronto you can use it a second time on the day of the assassination. That the domain spells are useful is bonus.

mr. horny is tired of depending on the graces of the market for mantaining his gear, so he decided to make it himself!

average day spells prepared : 3x chill touch, 1x conviction, 1x Deathwatch; , Darkness x1, Kelgore grave mist x1, Death knell x1. Domain : 1x true strike, 1x bull's strength

level 18 is when we gain planar binding, in preparation to that we're starting to get diplomacy to make bargaining easier. We don't need the barghest to fight for us after all, it only needs to be close enough that we can take his feed (willingly) close to whatever corpse we killed.

Level 20:
I wish death was a baphomet domain, that way I could have picked up death devotion to emulate the draining sneak attack a bit, but alas.

There is a bit of a blerg with poison, because devils are immune. But feed requires humanoids, not outsiders. So we are hunting the mortal servants of abyssal cults!!
I want craft weapons and armors to make sure I can have the weapon enhancement that support poisons.

average day spells prepared :

3x chill touch,2x Conviction, 1x Deathwatch. domain True strike
2x Darkness, 1x Kelgore grave mist,1x Death kneel, 1x Lesser restoration. Domain Bull's strength
1x ray of exhaustion, 3x Girallon's BlessingSpC. Domain Rage
1x Enervation, 1x freedom of movement, 1x divine power. Domain Divine power
1x Waves of fatique, 1x righteous might. Domain Shout


Girallon claws allows us to deliver four additional doses of poison without needing to stop to reapply them.

Poison stuff at high level:
We use animal devotion for the bite, extract that poison, manufacture it for DC ??? and apply it to our claws when it's time. baseline this is a DC23 1d3 CON poison.

Alternative : We craft ourself an amber amulet of huge monstrous scorpionMiC pg. 68, 350gp, That takes care of the source of DC18 injury poison for 1d6 CON damage.
Optional step : if you GM says you need handle animal or survival to harvest the poison, craft yourself a Third eye:ImprovisationMiC pg. 141 for 500gp, and cast divine insight on yourself for making those check at +20 even untrained
since there is no DC listed for manufacturing/manipulating those poison in ready-to-apply doses, so I'm pumping craft poisonmaking to the max and call it a day.

DotU gives us those two +1 weapon enhancement : Toxic making one dose last for two uses, and Virulent making the secondary effect happen 5 rounds later rather than 1 minute.
Here (https://web.archive.org/web/20110121150509/http://www.wizards.com/default.asp?x=dnd/we/20070314a) We get the +1 assassination property, increasing poison DC by an amount equal to the weapon enhancement, yum!
Savage species doens't list magic fang or greater magic fang as a prerequisite to make a necklace of natural attack, so we can happily craft that, too.
Magic Item compendium pg. 233-234 gives us what it costs to combine properties in the same item, and that the "common" effects can be added at fixed costs.
sudden strike and sneak attack: I took the side of caution and not used sudden strike to fuel stuff that says it needs sneak attack

strength devotion weird wording : Unlike other devotions, (air devotion for easy comparison), after the first paragraph that says the main effect, there is no closing statement of "this bonus last 1 minute" after the "in addition". leaving me stumped about the wording: Does it mean that the activation is used only for bypassing hardness, and everything else is always active? Is the bypassing adamantine always active? do we always have a slam attack? what about the circumstance bonus?
I will take the side of caution and fiat it to NOT always be active, since we got the turn undead to fuel more uses anyway. But if you want to consider otherwise, it is of course a small power bump.

trading contemplative domain for a devotion : Complete champion p. 53 , is very clear. "If you are a cleric (or any other character class who gains access to a domain)," means we can trade contemplative domains for devotions

Barghest feed and HD cap: greater barghest stops gaining HD at 18HD, but nothing is said about stopping gaining STR,CON, Natural Armor
CAdv: Complete Adventurer
CC: Complete Champion
CD: Complete Divine
CM: Complete Mage
CW: Complete Warrior
DoTU: Drows of the Underdark
FoE: Faiths of Eberron
FCI: Fiendish Codex I
FCII: Fiendish Codex II
LoM: Lords of Madness
MiC: Magic Item compendium
PHBII: Player's Handbook II
SpC: Spell Compendium

loky1109
2022-05-30, 03:07 PM
That's all.

Now we need a judge! Can anybody evaluate this only two entries?

Seward
2022-05-31, 03:43 PM
Ok. You got me. Only 2 entries and practice for the Iron Chef I've promised to judge damn soon.

To test if I thought I could do this, I went to the warmage thread, did a napkin calculation of how I'd judge the entries, came close enough in concept to what the judge actually did and figured ok, I'll give it a try.

Feel free to make all the disputes, this is a learning experience for me too.

Very briefly, judging criteria for me (before I've looked at any entries)

Innovation: Not duplicating the other entry helps your score. But this will likely hurt you both equally since there is only two of you, so it will be mostly about the building blocks of how you try to duplicate the SI, whether they seem like a "stock approach" or you came at it from a fun angle. I'm a sucker for classes considered actually bad that are made good in an innovative build, so you'll get a small bonus there if I see something like that.

Power: How well you can do what you say you can do. The role you claim matters, although since this is a SI simulation and the SI is an assassin with stealth, sneak attack and SLA support I'm going to judge this on the "Assassin" scale or "Assassin Divine Gish" scale, not whether you can break the universe (although if you can do both, you may score well). As this is a SI contest and the SI has a level 5 entry point, your power at levels 10 15 and 20 will weigh more heavily than how good your chasse is in lower levels.

Elegance: I don't find multiclass builds inelegant, or single class builds elegant, what I like to see is a class that can do its role from L1-20, or if not, show a character growth progression that makes sense (why did you change from being a cleric to an assassin....) If your character doesn't thematically hold together just from the build, show me in the fluff how a character might make these choices rather than, say "more cleric". This is where having a weak or nonsensical low level build will hurt you, rather than in power, because the SI won't have any power till you enter it either, but you do need to fill some role that would make a party want to bring you along, even if you don't start out as "Assassin with SLAs".

Secret Ingredient: This SI has a lot of stuff (monk-save, 6 skill points with good skill list, sneak attack, poison, a bunch of SLAs, sneak attack enhancers etc). The more you have about when the SI would have it (this benchmark assumes you enter at level 11, so you have wiggle room), the better you score. I consider the CE alignment and religious affiliation important. If you're not a big fan of the SI's deity, you better follow a really close equivalent.

I have an afternoon free with nothing else going on. I'll try to do this pretty quick to leave time for disputes before I tackle the Iron Chef judging. With only two entries, hopefully it won't be terribly difficult.

loky1109
2022-05-31, 03:53 PM
Seward! Thank you for responding the call!

Seward
2022-05-31, 07:14 PM
Yeah, I do this pretty fast. If I have the time to deep focus on it and capture it all and feel I understand the SI. That said, I might have missed something and welcome disputes. Both of the entries did a good job of emulating some pretty difficult things so well done overall.

Looking over how I score I'm fairly happy with the range a character might get in every level except Elegance, where penalties can add up quickly depending on illegal or questionable things or a really incoherent build but I am not entirely sure how people could get a score higher than 4 the way I tend to look at things. I thought the first one on the "positive" side "met expectations" and the second one was "above expectation" but I feel like I may be missing a category of thought here that I should be rating on, since now it is mostly "build coherence" on a -.5 to +.5 scale and "is it legal and described properly in the character description" on a "negative lots to 0" rating system. Suggestions for more positive things to rate on would be welcome. Perhaps I should rate +0 for a "legal but incoherent build" +.5 for "legal and meets expectations" and "+1" for "legal and exceeds expectations with the negative numbers reserved to reduce those numbers based on illegal, possibly problematic or poorly explained choices. (with that model both builds would have scored +.5 higher in elegance and overall)

As a side note, I considered Feed and Hide in Plain Sight the most difficult skills to truly emulate, so they rated as high as most of the more common martial stuff and the entire bucket of SLAs on the "How well did you match the SI" category.


Innovation: 3.75 Going at this with lots of domains was something I anticipated, using rapid advancement to get to Destruction and Hunger Domain to simulate feed by leveraging Divine Crusader was not. +.5. Getting to 5d6 sneak attack via daring outlaw and getting all the random skill requirements out of the way via that path was also a good way to compress advancement +.25. I liked some of the ways you simulated powers via class abilities rather than just cleric spells +.25 (eg Death Delver), Contemplative -.25

Power: 2.5

Kill Stuff by Attacking Them: 3/4 bab but weak attributes till L10 and club with 8 str = not impressive even with 5d6 sneak. Cleric buffs help but don't really close the gap till the L15-20 range. You really need magic to assassinate most enemies -.5.

Do Assassin Skills: Limited skill points and only minimal investment in prereq skills (stealth and social) balanced only by disguise self. Dexterity is also unusually low for a class that is supposed to be good at stealth and social skills. High charisma balances the lack of skill points somewhat, and eventually spell slots help close the gap some but I find this only slightly better than a baseline cleric, so -.5

Do Cleric Stuff: Weaker than a cleric/rogue hybrid in 5-10 range, then gets stronger rapidly as Divine Crusader advances with all signature "Life Stealer" SLAs on schedule and with solid saves +.25 Fort/will saves significantly better than default build +.25

Don't be Mistaken for Another Role: I think the balance is ok here, you look like a martial assassin early if weak, and you lack the spell slots try to simulate a real cleric in spite of L9 spells and I feel what slots you have will be used to support the "divine assassin" role you are trying to emulate, so +0 here, reflecting that you are a fair imitation of a Life Stealer that focuses on SLAs rather than more martial abilities.

Elegance: 2.75 I don't understand how you get spell domain rather than Travel on Seeker of Misty Isles. It doesn't matter to power or SI use (both domains are excellent for an assassin-type) and there probably is a way, but -.25 because you didn't explain it in your prereqs. While I would have liked Death Delver casting mentioned, the reason for this class was obvious so no penalty +0. This is an extremely careful jigsaw puzzle build but your story did explain that you were trying to emulate the SI without perfect knowledge of what it was an your story held together enough to satisfy me. Every level seemed to have something that fit pretty well, and had a reason, although the character is recognizably different in approach in later levels compared to mid levels. All that said, that's what I expect of an emulation build, so no penalty or bonus overall +0.

Ingredient: 4.5 Ok, I went through every single thing this SI might have and the only thing that came late was chill touch (at level 20) and the skill point weakness and relatively low bab I already dinged you for in "power" (and that's where I track the building blocks like BAB and saves, not here). So..

Martial stuff poison, sneak attack 4-6d6, bleed, draining sneak attack (death devotion) all arrive on time and at expected power levels +.5

SLA stuff All but one SLA on time, and all by the end all SLAs, and all with decent saves +.5 The late chill touch isn't exactly an important or signature skill for the class so no penalty for getting it only at L20.

HIPS Cloak of Deception is pretty close, however actually hiding with skill to back it is superior to invisibility vs many foes, especially in higher levels, and swift-action requirement is sometimes an advantage, sometimes a problem net +.25

Feed Hunger domain isn't a bad approximation. It gives "get stronger by eating" and can destroy a body, but it isn't really the same. Still you can do it on demand much like the SI's power so +.25










Innovation: 3.0 My default was cleric/rogue as -.5 but cleric ninja reduces that to -.25. Contemplative -.25. Hellbreaker as the backbone, that is very cool +.5 and I think adds more to the Assassin theme than just the abilities that match SI.

Power: 4

Kill Stuff by Attacking Them: 3/4 bab and solid physical attributes, plus multiple attacks eventually to leverage precision damage and native poison source, with cleric spell buffs adding to this in later levels (and precision damage on undead via gravestrike). This is a quite solid rogue-style damage inflictor just considering physical skills +.5

Do Assassin Skills: Nearly kept up on skill points, has stats to back them up and they're spent on things that a LifeStealer's supposed to be good at, with the only real weakness in the Intimidate area and just not quite enough skill points to go around when all those contemplative levels stack up (By L20 you are at L12 skill levels for a similar skillmonkey). Hellbreaker adds telepathic static and stowaway, and L5 cleric casting slots do fill in a lot of gaps (silence, divine inspiration etc) which overall tips this to slightly positive +.25.

Do Cleric Stuff: Spellcasting is a bit better than default (L5 spells rather than L3-4 max spells on a rogue/cleric hybrid) but loss of destruction SLA with nothing equivalent to replace it is a pretty hard counter on power to the higher CL+slots, so +0 on spellcasting. Saves are comparable - a little higher in will, a bit lower in fort, reflex about the same, no stat weaknesses, close enough for +0. Steal SU ability is a wildcard that I think could well be leveraged a number of ways for a divine assassin but has restrictions, +.25 for that.

Don't be Mistaken for Another Role: You convincing as a divine assassin but also clearly not a melee brute or a primary caster in spite of being able to cover these roles in some situations. +0 (this category is a penalty for getting power outside of your role that confuses party members as to what you are for)

Elegance: 3.5 Everything seems legal +0. I want to bring attention to level 3. At this point the character has committed to a Lifestealer ideal. He's got weaker forms of his later sneak attack, hide in plain sight, deathwatch, craft poisonmaking, a fairly useless defensive feat prereq similar to dodge and is good at all the assassin-skills for his level. Even saves are kinda in the "all good" ideal. As the character grows, so do the abilities and the role is recognizable from L1-20. Every level from L3 onward adds to the basic concept in ways that make sense with existing skills and powers advancing steadily and new capabilities that improve the role also arriving at a steady pace. When I say "classes don't matter for elegance" this is what I'm talking about and something I strive for in characters I play for real. Well done, +.5 for overall thematic build.

Ingredient: 4.25 A solid attempt. The Feed is indeed quite challenging to accomplish. This is on a -.5 to +.5 scale where on low end you miss the entire category and mid is you got some of it right, high end you got it all close enough an observer probably can't tell the difference between you and the real SI.

Martial stuff All but Draining sneak attack arrive on time and you hit the 4-6d6 of sneak attack equivalent I assumed for this class at L20. Draining sneak attack is unique and important to ID you as a Life Stealer though so only +.25 rather than the +.5 for a perfect score here.

SLA stuff All but Destruction simulated with adequate saves on time. +.25 Destruction is a hit both here and in power for different reasons. Here, you can't get a perfect emulation without it, as an apparently martial assassin busting it out is a signature move for a high level version of the SI. There it actually matters for overall power (enervation would also be in this category, where death knell missing would only hurt you here, not in power)

HIPS mantle of darkness with ghost step to cover it when no shadows exist works for me. (HIPS needs cover if no concealment around, so sometimes it will be a bit better than Mantle+Ghost Step vs truesight/see invis, sometimes worse) +.5

Feed I really wanted to give a +.5 here, but the awkwardness of setting it up with planar binding+locking down the steal SU power vs just having it ready when handy reduces its utility to a +.25, even though you do in fact emulate the ability perfectly if you set it up and pay the opportunity cost.

loky1109
2022-06-01, 04:13 AM
Thank you again Seward! It was really quick!

loky1109
2022-06-01, 05:47 AM
Seward, I have one dispute for you.


Hello Seward, thank you for judging!

First of all, I'd like to apologize for messing up in the writeup : we have planar ally, not planar binding. Luckily, Barghest have "any evil plane" as enviroment so they can be found in Baphomet realm

Only comment I have about the judging points is on the feed. Barghest doesn't give a time limit between slaying an humanoid and feeding on it. It only says it must be humanoids, that we can feed on it as a full round action, and that's it.

Now, I understand the wording "When a barghest slays a humanoid opponent, it can feed on the corpse, devouring both flesh and life force, as a full-round action." Could be read that I *must* feed *when* I deliver the killing blow, and that reading would preclude me from using steal SU because I would have to have the feed "pre-loaded". (Aside : what constitutes as "slaying" ? delivering the killing blow? doing the most damage? what about people that die from the poison? this is GM-adjudication territory)

But I was going for a different reading, and I should have made it clearer on the writeup: I read that "when etcetera" as definying the limits of being allowed to feed only on humanoids we have killed ourself, and not also a time limit on feeding. What I was imagining was having the planar ally barghest hanging back in the previous room, or even back at the home base, with a contract along the lines of "You will willingly allow me to steal your feed supernatural ability, in exchange of (appropriate payment)" ( this would be a long term service ).

So, I would be free to use steal SLA/SU during the fights themself, and only in the afterward I would go pet the barghest to enable the feed. Would be kind of awkward having to do the full round feed in the middle of combat if there are more than one opponent for example, and if that "when" was binding us to having ot feed when we slay the humanoid, then it would be nonfunctional : we don't have the full round action to feed when we're delivering the killing blow, because we just used (some action) to do the killing blow itself

Hell, amusingly, I could be bringing the corpses home, takeout meals :)) leave the good doggo in the cultist compound!


I'm sorry for leaving steal SU unexplored, as you said it's quite the wildcard, I just feel it takes away from the SI if I were to harp on about the wide open usability of this nifty ability. Especially in hindsight of it not having any limit of per day uses

Seward
2022-06-01, 08:07 AM
Regarding feed dispute. I admit I saw "planar ally" in my brain when you wrote "planar binding" because you're a cleric and didn't notice the goof, and given what you are consciously trying to emulate when you started the relationship with that deity, having it send you barghests (and probably nothing but barghests) when using Planar Ally made sense.

I subscribe to the idea a barghest can consume the body of any humanoid it has killed at any time after it is dead, it is how I've run it as a GM (using the threat of doing so to add urgency to PC actions without automatically abandoning self-preservation to try to consume a corpse rather than miss an opportunity to feed when other threats exist), and by other GMs for similar reasons. I don't think you can feed unless you have the SU ability locked and loaded when you kill an enemy (strike the killing blow), but as you say, if you need the SU ability for some other reason that day you can swap it in and out, only loading it before you kill somebody you need to feed on. That's close enough to keep the "power" +.25 for the steal SU bonus I gave you while also considering you'd have feed when you really needed it, especially under most GM rulings you'll get statboosts/hit die boosts/etc after feeding which also boosts power. Assuming you can swap it in and out, which relies on having a friendly barghest on call.

Part of why it was only +.25 was that "power" in this challenge is "be a better divine assassin" and it's good, but you already have a lot of the stuff you might want to emulate covered one way or another with cleric casting+scroll-type WBL.

IIRC, at my table those hit die boosts would work like Inspire Greatness, except with permanent instead of temporary hitpoints and for hit dice based on amount of feeding you've done (so no skill boosts or feats but otherwise it is pretty nice) but they'd vanish if you swapped SU abilities. I imagine many other GMs would find a different balance, but you'd get something.

Now then you've described pretty well how you get to use Steal SLA to set up the assassination with one ability (the +.25 for power assumed, basically for everything except the final kill, or for sticking with feed and eating a few folks ahead of time) and then have the Feed ability lined up and ready to prevent restoration of the victim, which is the primary point of the ability for the SI (the ability to boost stats etc is, as you noted in conflicts, a bit more GM dependent but also not really impaired by having to use planar ally. You could always buy some books to get the inherent bonuses at 18+ to end up the same as somebody with the SI). A fairly obvious solution to the problem of needing to do the killing blow while needing some other Su ability to make the kill is to subdue the enemy, call in the barghest, steal feed, kill the helpless victim, eat it.

Both SI and your abilities are at will (which is why I gave you nearly full credit) but Lesser Planar Ally is not, which is why you didn't get full score.

However, if you go with the hour/level 600gp (or even day/level, the 6000gp isn't that expensive for L18+) planar ally at this point it is in fact a reusable ability until the barghest thinks its service is done. Likewise one L4 spell isn't a resource that will win or lose an assassination, or even several (and if it was for some reason you have the option to pay more for the day/level version). So you could go on a killing spree feeding on everything in sight, just as somebody with the SI could, and an observer wouldn't be able to tell the difference when you started feeding. Given that your planar ally has at-will blink and levitate, some disguise as relatively harmless thing (wolf or goblin) and in really dangerous situations staying dim door distance away and only coming in to power you up when it is safe and without witnesses (plus any other cleric buffs you give it) I think you do in fact come up to the standard of "an observer couldn't tell you weren't the SI" on this function, which is the only way to get a full +.5.

+.25 on use of SI for 4.5 in that category, 15 score overall.

I just have to say both entries were amazing on the emulation side. The difference in score is mostly how effective the builds are at most levels in that role.

loky1109
2022-06-01, 01:42 PM
Well, as I see we have only single judge, don't we?
If somebody want join us as such let he say it now or will be silent forever. Saying "now" I mean till 23:59 GMT today more realistically till next morning.

loky1109
2022-06-02, 03:50 AM
Reveling time.

Name Alignment / Race Class Levels Chef Seward Total Place
Drizinyon Hun'iryn (https://forums.giantitp.com/showsinglepost.php?p=25475131&postcount=17) CE Half-Drow Dirty Fighter Thug 3/Swashbuckler 2/Wilderness Drow Mimic Adventurer 2/Warblade 1/Divine Crusader 1/Death Delver 1/Contemplative 6/Mystic Wanderer 1/Divine Agent 1/Wearer of Purple 1/Seeker of the Misty Isle 1 loky1109 13.50 13.50 N/A
Mr. horny (https://forums.giantitp.com/showsinglepost.php?p=25475132&postcount=18) CE Human Cleric 2/Contemplative 7/Hellbreaker 8/Ninja 3 ciopo 15.00 15.00 1st

Congratulations for ciopo! Gratitude for Seward!

Yeah, you see it right, Drizinyon is mine. Chair's entry.
Sorry for that, I just was strongly hit by inspiration at one moment. Plus, there was one one entry and all looked like it's all, so I decided to place my entry in.


I don't understand how you get spell domain rather than Travel on Seeker of Misty Isles.
I did it via Heretic of the Faith.


HIPS Cloak of Deception is pretty close, however actually hiding with skill to back it is superior to invisibility vs many foes, especially in higher levels, and swift-action requirement is sometimes an advantage, sometimes a problem net +.25
Firstly it was lesser drow with Blend into Shadows feat, but... lesser version doesn't have Darkness SLA.

And, I looked at your judging. In Elegance part you was tend to give penalty, not bonuses. Maybe you should start from 4, not 3?

Seward
2022-06-02, 06:53 PM
I'm kind of happy I scored the chef higher than the host's last second entry, although I approve of adding your own to make it more interesting when there was only one chef.



I did it via Heretic of the Faith.


I had assumed Heretic of the Faith was how you got to Hunger domain, and that the feat let you swap only one domain, so you'd be stuck with Travel when you got to Seeker.



If you have access to domains, you can exchange any one domain you have with another domain outside those normally availiable to your faith.


The list of domains I found for the deity seemed to fit the rest of your choices, but did not include Hunger, and the only deities I did find associated with that domain was Doresain, Incabulos and Laogzed.

----

Regarding Elegance, I'm going to re-read my judge criteria I stated for the Iron Chef run and also look at some prior rounds to see criteria other judges used that fall within that. I feel I'm good with negatives mostly for illegal or "table variation" types of things with a straight 0-1 range for "this is a coherent build" as mentioned above (where mid range of "meets expectations" is +.5). But yes, I think I need to find something else positive to rate it on to get the 5 point range. If I can't figure out anything else before I judge the Iron Chef round I may go to a 4 point baseline (especially if somebody really added up a lot of negatives in this area and I need the extra buffer)

loky1109
2022-06-13, 07:38 AM
My next month will be very busy. Working without days off, then vacation and I see issues with competitions now, so I take the pause.
But Zinc Saucier will return with some very interesting!