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Thurbane
2022-06-20, 04:08 PM
Welcome to Junkyard Stadium! It is in this hallowed pile of miscellaneous parts that we will hold a competition of Practical Optimization with three components. The catch? Competitors may not use the third item in their builds!

Goal: Create a build that showcases the selected ingredients while steering clear of the Forbidden Ingredient.

This competition has two Necessary Components and one Forbidden Component. This round's components are...



Necessary: Stunning Fist (https://www.d20srd.org/srd/feats.htm#stunningFist) feat (PHB)
Necessary: Evasion (http://web.archive.org/web/20150920050449/http://archive.wizards.com/default.asp?x=dnd/glossary&term=Glossary_dnd_evasion&alpha=E) class feature (various)
Forbidden: Monk (https://www.d20srd.org/srd/classes/monk.htm) base class (PHB)



Everybody Was Kung-Fu Fighting...

https://i.imgur.com/FxMh5aL.png





Creation: 32 point-buy is the presumed creation method. You may assume that you will have enough exp to reach ECL 20, and that the occasional bit of crafting, use of spells with exp components, or the like won't prevent you from doing so. However, LA buyoff is an alternate rule which is not in play.
Workshop: 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 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. If you use web material, please link it. Dragon Magazine Compendium is allowed, as are Oriental Adventures (and its 3.5 updates in Dragon Magazine) and the Dragonlance Campaign Setting. Alternate rule systems from UA such as generic classes, spontaneous divine casters, gestalt and fractional saves and BAB are not allowed, as they create a different playing field.
Leadership is banned: We're creating one thing, not all of the things. 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.
Speculation: Please don't post or speculate on possible builds until after the reveal in order to avoid spoiling the surprise if a particular competitor is producing a build along those lines. Speculation and stub posting is to be avoided until the reveal is completed.
Disputes: Any scoring disputes should be sent to the Chair via PM. Valid disputes include RAW misreadings, arithmetic errors, things missed that are present in the entry, and inconsistently applied criteria. Invalid disputes include disagreements on matters of opinion, a judge not catching something not explicitly presented in the entry, and the like. Invalid disputes will be responded to via PM by the Chair, but valid disputes will be posted in-thread for the judge to review. When disputing, please indicate the judge the dispute is intended for and provide a quote of the disputed comment or comments. Note: the Chair may edit or paraphrase any disputes in presenting them to the judges.
Presentation: You will need to present a write-up of your build at at least one of the following points: 5th level, 10th level, 15th, 20th, and a "sweet spot" that you feel is the high point of the build, as well as presenting a fully-fleshed out 20-level build in the table below. Please give a rundown of the build's abilities and playability throughout its life. 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. Also for this reason, PLEASE do not include any material that may or may not offend any potential viewers/judges/competitors OR break forum rules. Any builds which violate forum rules WILL be withheld from posting.
Anonymity: if you are submitting multiple entries, please try not to have entries reference each other, or have other obvious "tells" that they are from the same competitor. If it is essential for your concept that entries are somehow linked, that is fine, but otherwise, please try to limit info that will give away who competitors are.



Due to concerns about standardizing entry format, please use the following table for their entry.
NAME OF ENTRY


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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



Code immediately below (spoiler).

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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


For other systems (Psionics, ToB, Incarnum, etc.) keep track of PP/maneuvers/essentia separately, preferably in a nice neat list.

mattie_p has also kindly made a Google Document that greatly assists with creating and formatting tables: https://docs.google.com/spreadsheets/d/1BG0-5sq4dL9Ooh7-QfXuyHzO4rXSz-CRcj29t6BeUVE/edit?usp=sharing




Scoring: Each judge is required to provide the criteria by which they are judging the builds. By "criteria," we mean a simple explanation of what the judge is looking for in each of the below categories and what kind of scoring we can expect. If a judge deems a build to be illegal, they may provide a 0 in Elegance but may not refuse to judge any build presented by the Chairman.
The Categories: Judging will be based on the following criteria, with each build rated from 1 (very poor) to 5 (exemplary) in each area: Originality, Power, Elegance, Use of Components.


Originality: Is the build unique? Does it deviate from the obvious? Does it forge its own path, or does it fall back on common, established optimization tricks? Some judges score entries for the quality of their concept & backstory as well, though not all do. Providing at least some backstory is heavily encouraged, as it helps the judges figure out who the entry is. Note that the purpose of this category is not to penalize entries that independently came up with the same idea as another entry, but rather to reward entries that explore underutilized and non-obvious areas of optimization, so, judges, try not to base your judging in this category too heavily on what other builds are doing. Multiple entries using the same element may certainly be evidence that the element is unoriginal, but you shouldn't impose anything like a "-1 for each other build using the same class" penalty.
Power: 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: This category was formerly titled "Build Stability." Here, we're essentially measuring how skillfully you put your build together and how you balanced flavor with 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 an automatic loss of one point per flaw in this category. Other things that will cause lost points here are excessive multiclassing (meaning any multiclassing that results in an xp penalty), and classes that don't fit the concept - using Cloistered Cleric in a front-line melee fighter, for example, may lose you points. Rule adherence and legality of sources is scored under this category; additionally, reliance on a questionable, controversial, or ambiguous ruling can and should result in a deduction. Neither the number of sources nor their relative obscurity should be penalized--contestants should feel free to use any books they like. Dipping should not be penalized unless it results in a multiclass xp penalty; if the system won't penalize it, neither should judges.
Use of Components: Was the Forbidden Component avoided? Were the Necessary Components showcased, or simply used because they were necessary?



Note on scoring: if you are going to penalize an entry for something specific, it is strongly recommend that it only be penalized in one of the four categories for this - the one you feel is the most relevant. It is OK to put different penalties for different instances in their own category, but if, say, someone fails to qualify for a PrC, try not to ping them in Elegance and Power, for instance.
Disputes: Any scoring disputes will be posted by the Chairman in-thread after reviewing them privately. Valid disputes include

RAW misreadings,
arithmetic errors,
things missed that are present in the entry,
and inconsistently applied criteria.

Note: only competitors are to raise disputes, and only on their own entry. If you, as a spectator, find an error in judging (or in an entry, for that matter), please hold off on comment until after the final reveal. Thank you.
Invalid disputes include

disagreements on matters of opinion,
a judge not catching something not explicitly presented in the entry,
and the like.

Invalid disputes will be responded to via PM by the Chair, but valid disputes should be responded to by each individual judge. Judges are obligated to respond to disputes to ensure that everyone gets a fair shake. A judge's scores will only be recognized if they have recognized all disputes. In the absence of any other judges, the entries will be judged by the chairman.



Completion Time:

Contestants will have until 23:59 GMT Monday July 18, 2022 to create their builds and PM them to the chairman (note: you are free to submit builds up until I start posting entries, even if this deadline has passed).
Builds will then be posted simultaneously to avoid copying.
Judges will have until 23:59 GMT Monday July 25, 2022 to judge the builds and submit their scores. Judging deadline is subject to extension as required.
As the precedent has been set from Episode 2, should all prospective judges have posted their rulings in a neat, timely fashion and all disputes have been settled satisfactorily (to either judges, contestants, or the Chairperson), the judging period may end prematurely to give way to a new episode. No reason to keep working on a finished building and avoid moving onto the next one.


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 that doesn't gain a medal. Contestants are invited to vote for honorable mention via PM. Everyone else can vote in-thread. Ready? Set? Get to the junkyard and start building!

On the subject of messaging the chair (me), a few guidelines:
- I am not here to give critiques on your build or guess how the judges might score it!
- For entries, please keep the entry to no more than 2 messages, if at all possible.
- For entries, don't expect me to search through your entry and edit in or out material. Entries should be sent to me complete - if there is a later revision, re-submit the full build. PLEASE DON'T INCLUDE TEXT IN YOUR SUBMISSION YOU WANT ME TO EDIT OUT FOR THE POST - SUBMIT IT TO ME EXACTLY HOW I WILL POST THE FINISHED PRODUCT.
- Please make sure the name of your entry is clearly present in the message.



Junkyard Wars in the Playground I: Shadowdancer + Sneak Attack - Rogue (http://www.giantitp.com/forums/showthread.php?337864)
Junkyard Wars in the Playground II: Healing Spells + Ruby Knight Vindicator - Cleric (http://www.giantitp.com/forums/showthread.php?342896)
Junkyard Wars in the Playground III: Dragons + Theurges - Kobolds (http://www.giantitp.com/forums/showthread.php?347412)
Junkyard Wars in the Playground IV: BoED + Undead Type - Completes (http://www.giantitp.com/forums/showthread.php?355278)
Junkyard Wars in the Playground V: Dread Witch + Reaping Mauler - Fighter (http://www.giantitp.com/forums/showthread.php?360271)
Junkyard Wars in the Playground VI: Wonderworker + Profession Skill - Factotum (http://www.giantitp.com/forums/showthread.php?369604)
Junkyard Wars in the Playground VII: Metamagic Feats + LA - Metamagic Reducers! (http://www.giantitp.com/forums/showthread.php?374504)
Junkyard Wars in the Playground VIII: Pounce+Small Size-Barbarian (http://www.giantitp.com/forums/showthread.php?388151)
Junkyard Wars in the Playground IX: Earth Dreamer + Ordained Champion - Cleric (http://www.giantitp.com/forums/showthread.php?395791)
Junkyard Wars in the Playground X: Meldshaping + Natural Attacks - Totemist (http://www.giantitp.com/forums/showthread.php?403880)
Junkyard Wars in the Playground XI: Magical Darkness + Improved Familiar - Wizard (http://www.giantitp.com/forums/showthread.php?409650)
Junkyard Wars in the Playground XII: Dragonmark Heirs + Touchstones - Martial Weapons (http://www.giantitp.com/forums/showthread.php?430214)
Junkyard Wars in the Playground XIII: Mulhorandi Divine Minion + Monk - Any Other Wildshaping (http://www.giantitp.com/forums/showthread.php?465901)
Junkyard Wars in the Playground XIV: Racial Paragon Classes + Spellcasting - Base Classes (http://www.giantitp.com/forums/showthread.php?479427)
Junkyard Wars in the Playground XV: Ruathar + Stoneblessed - Human (http://www.giantitp.com/forums/showthread.php?497904)
Junkyard Wars in the Playground XVI: Trapsmith + Combat Trapsmith - Rogue (http://www.giantitp.com/forums/showthread.php?540521)
Junkyard Wars in the Playground XVII: Elemental Warrior + Jaunter - Fighter (http://www.giantitp.com/forums/showthread.php?552569)
Junkyard Wars in the Playground XVIII: Argent Savant + Holy Scourge - Wizard (http://www.giantitp.com/forums/showthread.php?555404)
Junkyard Wars in the Playground XIX: Incarnum Blade + Exotic Weapon Master - Spiked Chain (http://www.giantitp.com/forums/showthread.php?562523-Junkyard-Wars-XIX-IB-EWM-SC)
Junkyard Wars in the Playground XX: Xorvintaal Exarch + The Pact-Bound Adept - Sorcerer (http://www.giantitp.com/forums/showthread.php?568541-Junkyard-Wars-XX-XE-PBA(a)-S)
Junkyard Wars in the Playground XXI: Rebuke Undead + Teamwork Benefits - [Divine] feats (http://www.giantitp.com/forums/showthread.php?572680-Junkyard-Wars-XXI-Halloween-Round!)
Junkyard Wars XXII: Battle Trickster + Magical Trickster - Uncanny Trickster (http://www.giantitp.com/forums/showthread.php?577512-Junkyard-Wars-XXII-Show-Me-Your-Skillz)
Junkyard Wars XXIII: Spellwarp Sniper + Silver Pyromancer - Energy Substitution (http://www.giantitp.com/forums/showthread.php?581736-Junkyard-Wars-XXIII-Ready-Aim-Fire)
Junkyard Wars XXIV: Vow of Peace + Saint - Divine casting (http://www.giantitp.com/forums/showthread.php?585567-Junkyard-Wars-XXIV-VoPe-S-DC)
Junkyard Wars XXV: Silverwood Arcanist + Share Soulmeld - Soulcaster (http://www.giantitp.com/forums/showthread.php?590622-Junkyard-Wars-XXV-SA-SS-S)
Junkyard Wars XXVI: RSL + ACF - PrCs (http://www.giantitp.com/forums/showthread.php?593374-Junkyard-Wars-XXVI-RSL-ACF-PrCs)
Junkyard Wars XXVII: Unholy Scion + Mark - Affiliation (http://www.giantitp.com/forums/showthread.php?598151-Junkyard-Wars-XXVII-US-M-A)
Junkyard Wars XXVII: 1MF + CPA&A - T (https://forums.giantitp.com/showthread.php?603826-Junkyard-Wars-XXVIII-1MF-CPA-amp-A-T)
Junkyard Wars XXIX: Social Distancing Edition! (https://forums.giantitp.com/showthread.php?610153-Junkyard-Wars-XXIX-Social-Distancing-Edition!)
Junkyard Wars XXX: Something a Little Spicy (https://forums.giantitp.com/showthread.php?631758-Junkyard-Wars-XXX-Something-a-Little-Spicy)
Junkyard Wars XXXI: Giddy-Up! (https://forums.giantitp.com/showthread.php?633325)
Junkyard Wars XXXII: Theurge Without Theurge (https://forums.giantitp.com/showthread.php?634803)
Junkyard Wars XXXIII: LotD + AF - Necropolitan (https://forums.giantitp.com/showthread.php?636185)
Junkyard Wars XXXIV: SE + HoS - Soulmelds (https://forums.giantitp.com/showthread.php?637670)
Junkyard Wars XXXV: Complete Class + Complete PrC - PHB Classes (https://forums.giantitp.com/showthread.php?641168)
Junkyard Wars XXXVI: Vestige Binding + MWP - Binder (https://forums.giantitp.com/showthread.php?642413)
Junkyard Wars XXXVII: Bone Collector + Necropotent - ToB (https://forums.giantitp.com/showthread.php?644772)
Junkyard Wars XXXVIII: NPC Class + Prestige Class - Base Classes (https://forums.giantitp.com/showthread.php?645816)

Thurbane
2022-06-20, 04:09 PM
Q1. Are Monk base class variants allowed?
A2. No, any variants of the Monk base class are disallowed. No UA Monk variants, no Chaos Monk (which would also be disallowed as Dragon material anyway) etc.

Q2. Does the ban extend to other classes with the word Monk in the title?
A3. No, only the Monk base class and its variants.

Q3. Are other base class adaptations allowed?
A3. Yes, however be aware that judges may apply penalties if they feel you are using an adaptation that has little official support, has rules issues, or is poorly fleshed out in it's respective book.

Q4. Why Evasion? Why not a more uniquely "Monk" ability like Ki Strike etc?
A4. The last few rounds have suffered from a lack of entries. Things like Ki Strike shoehorn entries into a small number of entry methods. I am trying to see if having more open requirements attracts more entries.

Q5. What about class features that emulate Evasion, without being called Evasion?
A5. No, for this comp, the class feature must be called Evasion. However...
A5. Special: if you can somehow get the Improved Evasion class feature without having Evasion, this counts as Evasion for this comp.

Q7. Does it have to be the Evasion class feature? What about Evasion as a racial ability, or through a magic item, soul meld or spell?
A7. No, it must specifically be the Evasion class feature.

Q8. What if I have Evasion, but then trade it away for an ACF?
A8. If the final character does not possess the Evasion or Improved Evasion class feature, it does not meet the reqs for this round.

pabelfly
2022-06-20, 08:58 PM
Okay, I'm keen to see what i can do with this.

loky1109
2022-06-21, 09:12 AM
I have some ideas, but I can't be sure I'll have enough time in the next month. We'll see.

Thrice Dead Cat
2022-06-23, 06:20 PM
I need to do a deep dive for this one. I swear there is a way to get the required ingredients without meeting the usual requirements, but I'm not finding them. Hopefully I wasn't thinking of something out of Dragon magazine. If I don't get a submission in, I am happy to judge, as always.

loky1109
2022-06-28, 04:37 PM
I think I'll make my entry for this round.

pabelfly
2022-07-02, 08:46 AM
Took me a while tweaking everything but I finally have a build I'm happy with for this competition. Now I just need to go to the effort of writing and formatting it up.

ciopo
2022-07-03, 11:17 AM
this is kindaish a stupid question, but : if we substitute evasion for an alternate class feature, does it still count as qualification for the round?

H_H_F_F
2022-07-03, 11:51 AM
this is kindaish a stupid question, but : if we substitute evasion for an alternate class feature, does it still count as qualification for the round?

Surely not, right?

Thurbane, if you end up with a very low number of entries I can cook this round. I have an idea I'm not thrilled with, but it's probably good enough to submit if you end up running short on entries (though it'd be a shame to break my streak of always placing outside of the Iron Chef.)

pabelfly
2022-07-03, 03:02 PM
this is kindaish a stupid question, but : if we substitute evasion for an alternate class feature, does it still count as qualification for the round?

I wouldn't imagine so, unless you get Improved Evasion.

Thurbane
2022-07-03, 04:12 PM
this is kindaish a stupid question, but : if we substitute evasion for an alternate class feature, does it still count as qualification for the round?

Fair question but no: if you trade evasion away for an ACF, you don't meet the reqs of this round.

Thrice Dead Cat
2022-07-03, 05:49 PM
Fair question but no: if you trade evasion away for an ACF, you don't meet the reqs of this round.

What about class features that function as evasion but aren't evasion, like the Prescient Sense class feature. It acts as evasion, but doesn't have any restrictions on how heavy your armor can be.

H_H_F_F
2022-07-03, 06:01 PM
What about class features that function as evasion but aren't evasion, like the Prescient Sense class feature. It acts as evasion, but doesn't have any restrictions on how heavy your armor can be.


Q5. What about class features that emulate Evasion, without being called Evasion?
A5. No, for this comp, the class feature must be called Evasion.

I think that's already covered.

Thurbane
2022-07-08, 07:19 PM
Update: deadline has been extended by 1 week.

pabelfly
2022-07-08, 08:29 PM
Update: deadline has been extended by 1 week.

Well my entry is going quite well. My build and feats are all locked in, now I just need to finish checking tables, go over skill points, proof-read, and make sure my sourcebooks are all correct.

Good luck to everyone else trying to enter.

pabelfly
2022-07-10, 12:51 AM
Is it okay to ask how many entries have been submitted thus far?

loky1109
2022-07-10, 11:34 AM
One sent. Second in work. Table and all numbers are ready, need to write story.

Endarire
2022-07-10, 02:34 PM
While it shouldn't come as a notable surprise to anyone, Rogue2 gets Evasion in the same number of levels as Monk (Monk2) and normally gives better class features. Surreal's Lists of Stuff for 3.5 (http://minmaxforum.com/index.php?topic=1412.20) will likely help people.

(I don't plan to enter this time, but offer this guidance for those who want it. Enjoy!)

H_H_F_F
2022-07-10, 02:38 PM
snip

That's against the speculation rule. I'd delete that.

loky1109
2022-07-10, 04:17 PM
I'm agree with H_H_F_F.

And, anyway, it isn't full list.

Endarire
2022-07-10, 04:26 PM
Apologies.

loky1109
2022-07-12, 03:10 PM
Thurbane, you need to clear your mailbox.

Thurbane
2022-07-12, 04:24 PM
Thurbane, you need to clear your mailbox.

Done.

I really wish this forum had a bigger PM limit :smalltongue:

loky1109
2022-07-17, 05:44 PM
It's about one day to deadline!
How's the entries, folks?

Thurbane
2022-07-17, 05:54 PM
Hey everyone, I'm down with the COVID right now, but still hope to have the reveal posted for the updated deadline.

If anyone needs further extension feel free to PM me.

loky1109
2022-07-17, 06:08 PM
I wish you good health!

Thrice Dead Cat
2022-07-18, 01:33 PM
I hope you recover quickly, Thurbane!

pabelfly
2022-07-18, 07:44 PM
Hope you have a speedy recovery, Thurbane.

Thurbane
2022-07-18, 09:35 PM
Thanks for the well wishes everyone. :smallsmile:

I've had 4 vaccine jabs, and I'm on antivirals due to other high risk factors I would have with COVID, and between those things, I'm doing OK at the moment.

Anyhow, here's the reveal: please don't post until I give the all clear.

Thurbane
2022-07-18, 09:36 PM
Bansh, Hadozee Truespeak Warrior
https://vignette.wikia.nocookie.net/forgottenrealms/images/a/af/Hadozee3eB.jpg/revision/latest?cb=20180715134227
Build Stub: Rogue 4/Warblade 9/Disciple of the Word 7

Race: Hadozee. Size: Medium. Gender: Male. Alignment: Lawful Neutral. Patron Deity: Valkur
HP: 149 Move Speed: 30ft (50ft) Initiative: 6 BAB: 17 Fort: 14 Ref: 14 (16) (45) Will: 13 (17) (25)
Truespeak Check: 49

Bansh combines melee combat and Truespeak in two ways. The first is through the “Word Given Form” martial art. This gives us a 50% miss chance our chosen "Dodge" target. At level 12, we can change our Dodge target as an immediate action. Every attack against us has that 50% miss chance. Given how the feat is worded, I’d argue this includes anything requiring an attack roll, including spells.

The other way we combine combat and Truespeak is to enter the "Disciple of the Word". It's a melee PrC powered through Stunning Fist uses and Truespeak checks. Its abilities include increasing skill checks, boosting speed, bypassing damage reduction and dispelling magical effects.

Level 1 (with racial adjustment): 15/14/14/14/14/8
Level 20: 20/14/14/14/14/8
Perfectly in keeping with how standard Monks work in 3rd Edition, we're quite MAD with our stats too. Let's go over our stat requirements.

Strength: This dictates attack rolls and boosts damage. Dexterity: Dodge requires 13 DEX.
Constitution: Our 50% miss chance against attacks is great, but opponents might bypass this, we could get bad rolls, some spells can bypass, and so forth. We're also a frontliner with a bunch of D6 and D8 hit dice. We’ll spend part of our point buy here.
Intelligence: Combat Expertise requires 13 INT.
Wisdom: Combat Focus requires 13 WIS.
Charisma: The closest we get to a dump stat.


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


1st
Warblade 1
1
2
0
0
Balance 4, Climb 4, Concentration 4, Jump 4, Swim 4, Tumble 4
Race: Dodge
1: Improved Unarmed Strike
Battle Clarity, Weapon Aptitude


2nd
Adventure Rogue 1
1
2
2
0
Balance 5, Climb 5, Jump 5, Spot 5, Swim 5, Tumble 5
AR: Mobility
Trapfinding


3rd
Adventure Rogue 2
2
2
3
0
Jump 6, Spot 6, Swim 6, Truespeak 6, Tumble 6
3: Truespeak Training
AR: Combat Focus

Evasion


4th
Warblade 2
3
3
3
0
Concentration 7, Jump 7, Truespeak 7, Tumble 7

Uncanny Dodge


5th
Warblade 3
4
3
4
1
Concentration 8, Jump 8, Swim 8, Truespeak 8, Tumble 8

Battle Ardor


6th
Adventure Rogue 3
5
4
4
2
Balance 8, Climb 8, Jump 9, Spot 7, Truespeak 9, Tumble 9
6: Spring Attack
Trap Sense +1


7th
Adventure Rogue 4
6
4
5
2
Balance 10, Climb 10, Jump 10, Spot 9, Swim 9, Truespeak 10, Tumble 10
AR: Combat Expertise



8th
Warblade 4
7
5
5
2
Concentration 11, Jump 11, Truespeak 11, Tumble 11




9th
Warblade 5
8
5
5
2
Balance 11, Climb 11, Concentration 12, Jump 12, Truespeak 12, Tumble 12
9: Stunning Fist
W: Improved Initiative
Martial Art: Word Given Form



10th
Disciple of the Word 1
8
7
7
4
Balance 12, Climb 12, Concentration 13, Jump 13, Truespeak 13, Tumble 13

Word of Movement Sublime


11th
Disciple of the Word 2
9
8
8
5
Balance 13, Climb 13, Concentration 14, Jump 14, Truespeak 14, Tumble 14

Word of the Stance Unyielding


12th
Disciple of the Word 3
10
8
8
5
Balance 14, Climb 14, Concentration 15, Jump 15, Truespeak 15, Tumble 15
12: Combat Defense
Word of the Health Restored


13th
Disciple of the Word 4
11
9
9
6
Balance 15, Climb 15, Concentration 16, Jump 16, Truespeak 16, Tumble 16

Word of Movement Perfected


14th
Disciple of the Word 5
11
9
9
6
Balance 16, Climb 16, Concentration 17, Jump 17, Truespeak 17, Tumble 17

Word of Reflexes Exalted


15th
Disciple of the Word 6
12
10
10
7
Balance 17, Climb 17, Concentration 18, Jump 18, Truespeak 18, Tumble 18
15: Superior Unarmed Strike
Word of Strike Unstoppable


16th
Disciple of the Word 7
13
10
10
7
Balance 18, Climb 18, Concentration 19, Jump 19, Truespeak 19, Tumble 19

Word of the Fist Unravelling


17th
Warblade 6
14
11
11
8
Balance 19, Climb 19, Concentration 20, Jump 20, Truespeak 20, Tumble 20

Improved Uncanny Dodge


18th
Warblade 7
15
11
11
8
Balance 20, Climb 20, Concentration 21, Jump 21, Truespeak 21, Tumble 21
18: Combat Vigor
Battle Cunning


19th
Warblade 8
16
12
11
8
Balance 21, Climb 21, Concentration 22, Jump 22, Truespeak 22, Tumble 22




20th
Warblade 9
17
12
12
9
Balance 22, Climb 22, Concentration 23, Jump 23, Truespeak 23, Tumble 23
W: Iron Will




Warblade 1, Level 1 (IL 1): Moment of Perfect Mind (Diamond Mind), Wolf Fang Strike (Tiger Claw), Sudden Leap (Tiger Claw), Punishing Stance (Tiger Claw)
Warblade 2, Level 4 (IL 3): Wall of Blades (Iron Heart)
Warblade 3, Level 5 (IL 4): Rabid Wolf Strike (Tiger Claw)
Warblade 4, Level 8 (IL 6): Replace Wolf Fang Strike with Soaring Raptor Strike (Tiger Claw), Pearl of Black Doubt Stance (Diamond Mind)
Warblade 5, Level 9 (IL 7): Insightful Strike (Diamond Mind)
Warblade 6, Level 17 (IL 11): Nil
Warblade 7, Level 18 (IL 12): Greater Insightful Strike (Diamond Mind)
Warblade 8, Level 19 (IL 13): Trade Rabid Wolf Strike for Rabid Bear Strike (Tiger Claw)
Warblade 9, Level 20 (IL 14): Swooping Dragon Strike (Tiger Claw)

Bansh is a Hadozee in action and heart. He's cheerful, sometimes to the point of obnoxiousness, brave, inquisitive, and always up for adventure. He loves life on the sea, calling into port and meeting with other Hadozee living on the coast, whom he’s staunchly loyal to, but he'll go anywhere interesting experiences are had. He’s also highly expressive in his emotions.

Bansh is Lawful Neutral and worships Valkur, god of sailors. He won’t risk without for Good sufficient personal motivation, unless it involves a group of Hadozee in trouble. Bansh is Lawful, but is selective of the laws he follows. He feels there's no space for wilfulness on a sailing ship, and he’ll cheerfully abide by the rules of any group of Hadozee he’s with. If he doesn’t agree with other laws, he'll sail to the next port and hope that life and the laws there are more to his tastes.
So, why a Hadozee? The Hadozee have a lot of fun flavour and they're a cool-looking race. We get a bonus to one of our preferred stats, and a negative to our one dump stat. Having Rogue as a favored class means we avoid multiclassing penalties. An innate glide speed and racial bonuses to balance and climb are appreciated. We also get Dodge as a bonus feat (see p151 of Stormwrack), one of the feats we need for “Word Given Form”.

Warblade gives us some manoeuvres and a stance. Adventure Rogue gives us some bonus feats and Evasion, all of which we need for Disciple of the Word. Our fourth-level stat point improves our STR to 16, which ups damage and accuracy.

Feats and Class Features
Dodge: It’s our racial feat, we need it for the “Word Given Form” martial art. While it’s a situational +1 to AC for now, this is one build you're going to be happy you have this feat.
Improved Unarmed Strike: We can attack opponents with unarmed attacks and do lethal damage. It’s also necessary for both the “Disciple of the Word” Prestige Class and the “Word Given Form” Martial Art.
Battle Clarity: this boosts Reflex saves when we’re not flat-footed, which is neat.
Mobility: A bonus to AC moving in and out of threatened areas. We also need this for the “Word Given Form” martial art.
Truespeak Training: Truespeak as a class skill. We need full ranks in this to get the Word Given Form Martial Art at level 9, and we don't want to waste our skill points while trying to enter Disciple of the Word.
Combat Focus: +2 to Will saves during combat, and we need this for Combat Defense and Combat Vigor. We have enough spare feats to pick this up and still get “Word Given Form” at level 9.
Evasion: We need this to enter Disciple of the Word prestige class. This will be extremely handy and makes it worth considering light armor, even with our middling dexterity.
Uncanny Dodge: Retaining dex to AC against flatfooted and invisible enemies means we’re not worried about sneak attack damage.
Battle Ardor: A slight boost to our crit chances, which is nice.

Manoeuvres and Stances
Moment of Perfect Mind: we can substitute a Will save for a Concentration check. This is really useful even after we shore our Will save up with multiple feats that we take later.
Wolf Fang Strike: two attacks in one turn and we don’t have to worry about the regular TWF penalties.
Sudden Leap: Swift-action movement is always appreciated. This combines well with the first level of Disciple of the Word at level 10, which lets us substitute a Jump check for a Truespeak check if we really want to move considerable distances
but get a full attack off.
Punishing Stance: A nice early-game boost to damage.
Wall of Blades: This gives us another chance to dodge opponent attacks, just in case "Word Given Form" doesn't work and a particularly strong melee attack comes our way.
Rabid Wolf Strike: this gives us bonus damage to our attacks.

Skills Overview
Balance: We get a bonus on this skill due to our race. It’s also good flavour for a monk and for a sailing character.
Climb: We get some good bonuses to climbing, such as a racial bonus to the skill, not losing dexterity to AC, and being able to hold an item while climbing without issue. We also get to glide and negate any fall damage. It’s also good flavour for a monk and for a sailing character.
Concentration: Mechanically, it’s required for Insightful Strike and Greater Insightful Strike. It’s also good flavour for a monk, and for a sailor who might spend hours scanning the horizons looking for important sights.
Jump: It powers our Tiger Claw strikes. It’s also good flavour for a monk and for a sailor.
Swim: given that we’re spending much of our life on the water, we at least want a modicum of swimming ability in case we need to explore underwater or fall overboard.
Spot: it’s always good to be able to see problems as early as possible, especially out on the open water.
Truespeak: you can’t have a Truespeak warrior without this skill.
Tumble: This is a key skill. First, we need it for our manoeuvres, and getting around or through enemies without provoking attacks of opportunity. Second, we need this for our Word Given Form martial art and for Disciple of the Word. Lastly, it’s good flavour for a monk and for a sailor.

Level 5 Skill Checks
Balance 5, Climb 5, Concentration 8, Jump 8, Spot 6, Swim 8, Truespeak 8, Tumble 8 (Does not include stat bonuses or skill synergies)
Two levels of Adventure Rogue and two Warblade levels prep us for Disciple of the Word, which we start at 10th level. We're taken Rogue at levels 6 and 7 to help get 10 ranks in Knowledge (Geography) and Knowledge (Nature).

The suggested entry for Disciple of the Word involves taking two levels of Monk, since you get Stunning Fist early. The obvious question arises: why try a Disciple of the Word build without Monk levels? Adventure Rogue gives us more feats over four levels, helping with minimizing BAB loss, beating out the Monk's two over two levels. Rogue has more skill points as well. Our Warblade manoeuvres help give us more options in combat, including improved offensive ability. We can also more easily afford to improve our Truespeak ability with items to match relevant benchmarks when we enter the class late. Our delay even gives us the spare feats to get Combat Defense at level 12, greatly boosting the effectiveness of the “Word Given Form” Martial Art.

Lastly, let's go over Disciple of the Word prestige class, since we're about to enter the class. The entry feats show this class is intended to be a Truespeak-flavoured Monk prestige class, but there are two glaring loopholes to this. The first loophole is that none of the class abilities specify that you need to make unarmed attacks to get the abilities. We'll assume that we're still punching stuff with our fists though, but it’s not necessary. You can just as easily use the skills of a Disciple of the Word with any melee weapon. The second loophole is that you only have a minimal penalty for not being unarmored – you might lose a Monk’s +1 to AC while being unarmored. We’ll likely want light armor to make use of our Evasion skill though, given how high our dex is, but we can also go with medium armor if we want a further boost to AC.

Feats and Class Features
Spring Attack: This gives us the ability to move, attack an enemy once, and move away to force them to move to us. It's not explicit how this ability works with our various Warblade manoeuvres – I’d presume they don’t – but in any case, we need this for the “Word Given Form” martial art.
Combat Expertise: This can help us trade attack accuracy for an AC bonus. This is the last feat we need for “Word Given Form” Martial Art, which we will reach the skill rank prerequisites for at level 9.
Stunning Fist: We need this to enter the Disciple of the Word prestige class. Rather than attempting to stun enemies, we’ll be using Stunning Fist uses to power the class abilities of a Disciple of the Word.
Improved Initiative: When we get our first turn, not only are we not flatfooted, we get to designate our Dodge target (and get that 50% dodge chance and +1 AC), and we get our bonus to Will saves.
Word Given Form Martial Art: We get this as a bonus at level 9 for our combination of feats. When using the Dodge Feat against an opponent, we get total concealment, or 50% miss chance against an opponent.
Word of Movement Sublime: We can use a Truespeak check in place of a Balance, Jump or Tumble check. This is pretty neat since we're investing heavily into Truespeak skills and we can eventually reach epic skill checks levels for Balance and Tumble. As for Jump, our Tiger Claw strikes are based on this, so being able to use our Truespeak check for this in place of Jump is extremely handy.

Manoeuvres and Stances
Soaring Raptor Strike: this only specifically works against larger foes, but larger are common at higher levels, and it is decent bonus damage.
Pearl of Black Doubt Stance: generally a sub-par stance, this works especially well for our specific build. Every time we dodge an opponent’s melee attack, we get +2 Dodge bonus to our AC for our turn. With the "Word Given Form" martial art, and especially after getting Combat Defense at level 12, it's going to be easy to boost our AC multiple times for the rest of the round.
Insightful Strike: We’ll do our Concentration check in damage. Pretty neat and has a small amount of scaling for us while we take levels in "Disciple of the Word"

Level 10 Skill Checks
Balance 12, Climb 12, Concentration 13, Jump 13, Spot 9, Swim 9, Truespeak 13, Tumble 13 (Does not include stat bonuses or skill synergies)

Level 10 Truespeak Check
As a Disciple of the Word, we’re going to have to direct some of our build resources into boosting our Truespeak check. For now, a Greater Amulet of Silver Tongue for 10K will be a great buy and used for the rest of our adventuring career, but we can get away with not having this item until level 11.

Ranks – 13
Intelligence – 2
Amulet of Silver Tongue, Greater – 10

Truespeak Check – 25
Five more levels of Disciple of the Word. We reach 18 STR at level 12, which is nice for the extra accuracy and damage.

The high point of our build is arguably Level 12. Not that we don't have great things planned for later levels, but we've got the main ingredients of our build all together. We’ve got the Word Given Form ability along with Combat Defense, applying our 50% dodge chance to every attack we face. We have Pearl of Black Doubt stance, which has great synergy with Word Given Form to boost AC by two per missed attack. We have the starting levels of Disciple of the Word, giving us great bonuses to Balance, Jump, Tumble, and several melee-based Strength checks, and we've also got a few third-level manoeuvres to assist us offensively and defensively.

Feats and Class Features
Word of the Stance Unyielding: We can get a really high Truespeak check and that’s going to help resisting grapples, bull rushes, and disarming attempts.
Combat Defense: This makes Dodge apply to any opponent as an immediate action. Combined with the “Word Given Form” Martial Art we get next level, every opponent we face now has to deal with the 50% miss chance with their attacks, rather than just one opponent each turn. Oh, and it goes well with our Pearl of Black Doubt stance, we temporarily boost our AC by +2 for each miss.
Word of Health Restored: As a full-round action we can heal our character level in HP. Our Truespeak check won't be enough to meet the requirements of the skill to use it all the time without issue, even by level 20, but it's good out-of-combat in situations where you have a bit of spare time but don’t have access to healing items.
Word of Movement Perfected: We can easily pass a DC 25 Truespeak check to get boost our movement. This gives us 20ft extra movement and lets us walk on any surface, including walls, as long as we end our turn on a horizontal surface. It also stacks with other movement bonuses, such as Haste.
Word of Reflexes Exalted: We can substitute a Truespeak check in place of a Reflex saving throw. This also gives us the opportunity to reroll a natural 1 Reflex save, our skill is naturally quite high and you can’t fail a skill check. This also rather well with the Evasion ability we have.
Superior Unarmed Strike: This greatly improves attack damage.
Word of Strike Unstoppable: A flat Truespeak 45 check bypasses epic damage resistance. It’s worth noting that this says it applies to a melee strike, so can be combined with Strikes from Tome of Battle without issue.

Level 15 Skills
Balance 17, Climb 17, Concentration 18, Jump 18, Spot 9, Swim 9, Truespeak 18, Tumble 18 (Does not include stat bonuses or skill synergies)

Level 15 Truespeak Check
During our adventures, we'll want a custom Ring of Truespeak +14, and this will last us until the end of our adventuring career. We'll want to pick this up before level 15 to help with "Word of Strike Unstoppable". The Ring of Truespeak is a custom competence item (Dungeon Master’s Guide, p285). The pricing formula is a reference, the DM decides how it might actually be priced, and if they’re allowed in a game. We don’t need a custom Truespeak ring higher than this – we’d prefer to boost our capabilities elsewhere.

Ranks – 18
Intelligence – 2
Amulet of Silver Tongue, Greater – 10
Custom Ring of Truespeak +14 – 14

Truespeak Check – 44
We stop taking Disciple of the Word at 16th level, and shore up our offensive abilities, finishing off with four more Warblade levels and getting some higher-level manoeuvres. We also reach 20 STR at level 20, which gives a boost to accuracy and damage.

Let’s go over the rest of our feats and class features:

Word of the Unravelling Fist: We gain the ability to dispel an opponent’s highest-level effect. This is a great way to weaken a buffed opponent, or take away the power of a crucial magical item. It’s also a great point to leave the class at. And, again, this applies to strikes and can be combined with Tome of Battle and our Warblade strikes without issue.
Improved Uncanny Dodge: We can’t be flanked, slightly boosting our defensive prowess.
Combat Vigor: Since we already have two combat form feats (Combat Focus and Combat Defense) this feat gives us Fast Healing 4, another +2 to our will save, and another +1 to our AC.
Battle Cunning: A slight boost to crit confirmation rolls. It's a small flavourful bonus
Iron Will: +2 to our Will saves is always appreciated and stacks with the bonuses we get from Combat Focus.

Manoeuvres and Stances
Greater Insightful Strike: it’s like Insight Strike, but we get to double our Concentration check. It would be worth a small investment in an item that boosts Concentration for the extra damage that it does for this and Insightful Strike, but this isn’t assumed in the build.
Rabid Bear Strike: a melee attack that does an extra 10d6 damage. Neat.
Swooping Dragon Strike: in an amusing turn of events, we can use a Stunning Fist use to do a Truespeak check in place of a Jump check, which we can then use to stun an enemy. Instead of Stunning Fist doing regular unarmed damage and having roughly a DC of 20, our Stunning Fist ends up doing 10d6 extra damage and have a DC of 49 for our stunning attack.

Level 20 Skills
Balance 22, Climb 22, Concentration 23, Jump 23, Spot 9, Swim 9, Truespeak 23, Tumble 23 (Does not include stat bonuses or skill synergies)

Level 20 Truespeak Check
Ranks – 23
Intelligence – 2
Amulet of Silver Tongue, Greater – 10
Custom Ring of Truespeak +14 – 14
Truespeak Check – 49

Dungeon Master’s Guide: Custom competence item formula (Ring of Truespeak)
Player's Handbook: Combat Expertise, Dodge, Improved Initiative, Improved Unarmed Strike, Iron Will, Mobility, Spring Attack, and Stunning Fist feats, Rogue base classes
Player's Handbook II: Combat Defense, Combat Focus, and Combat Vigor feats
Stormwrack: Hadozee Race (p151), Valkur Deity
Tome of Battle: Warblade base class, Warblade stances and strikes, Superior Unarmed Strike feat
Tome of Magic: Truespeak skill, Truespeak Training feat, Disciple of the Word Prestige Class, Word Given Form Martial Art, Amulet of Silver Tongue, Greater Item
Unearthed Arcana: Adventurer Rogue alternate class features

Thurbane
2022-07-18, 09:37 PM
I have found that the Way of the changeling is deception. This means that when you are compelled to choose between truth and lie, you must quickly choose lie.


He was a regular young changeling with a dream. He wanted to become a kung-fu master, but... When he came to the nearest monastery and asked monks there to take him as a disciple they chased him out. He didn't surrender to despair and traveled to another monastery, then to the third, fourth. He tried to join wandering monks' apprentices, but he refused him, too. "You don't fit." It was a constant response.
And then he remembered his parent’s words: "If there are several roads to your dream, choose the one that goes through the deception." They didn't want him as an apprentice? He'll come as a Master! No sooner said than done. It was a big surprise how easy it was. Just say: "I am the monk errant," looking accordingly and you can be sure they'll welcome you. After that you just have to watch. Or you can go and join them in their training - nobody says nothing against. Of course it didn't work well at each time. Sometimes he had been compromised, but always managed to identify the threat and escape in time. Time passed and once he found himself not just masquerading as kung-fu master, but truly being him.



It’s only through deception that a changeling moves to perfection.
CN Changeling Wilderness Changeling Disruptive Attack Martial Rogue 18/Swashbuckler 2
Abilities Initial Levels Total
STR 12 12
DEX 14 14
CON 14 14
INT 14 14
WIS 15 5 20
CHA 10 10
Level Class BAB Fort Reflex Will Skills Feats Class Features
1st Wilderness Changeling Martial Rogue-1 0 0 2 0 48: {+4} Bluff: 4; {+4} Hide: 4; {+4} Jump: 4; {+2 CC} Knowledge (dungeoneering): 1; {+4} Knowledge (local): 4; {+4} Knowledge (nature): 4; {+4 CC} Knowledge (psionics): 2; {+4} Knowledge (religion): 4; {+4 CC} Knowledge (the planes): 2; {+4} Move Silently: 4; {+4} Sense Motive: 4; {+4} Tumble: 4; {+2} Use Magic Device: 2; Darkstalker (1), Improved Unarmed Strike (B) Bonus feat, social intuition
2nd Swashbuckler-1 1 2 2 0 6: Bluff: 4; {+4} Diplomacy: 4; Hide: 4; Jump: 4; Knowledge (dungeoneering): 1; Knowledge (local): 4; Knowledge (nature): 4; Knowledge (psionics): 2; Knowledge (religion): 4; Knowledge (the planes): 2; Move Silently: 4; {+1} Sense Motive: 5; {+1} Tumble: 5; Use Magic Device: 2; Weapon Finesse (S) Weapon Finesse
3rd Swashbuckler-2 2 3 2 0 6: {+2} Bluff: 6; {+1} Diplomacy: 5; Hide: 4; Jump: 4; Knowledge (dungeoneering): 1; {+2 CC} Knowledge (local): 5; Knowledge (nature): 4; Knowledge (psionics): 2; Knowledge (religion): 4; Knowledge (the planes): 2; Move Silently: 4; {+1} Sense Motive: 6; Tumble: 5; Use Magic Device: 2; Knowledge Devotion (Arcana) (3) Grace +1
4th Wilderness Martial Rogue-2 3 3 3 0 10: {+1} Bluff: 7; Diplomacy: 5; {+1} Hide: 5; {+1} Jump: 5; {+1 CC} Knowledge (dungeoneering): 1.5; Knowledge (local): 5; {+1} Knowledge (nature): 5; Knowledge (psionics): 2; Knowledge (religion): 4; {+2 CC} Knowledge (the planes): 3; Move Silently: 4; {+1} Sense Motive: 7; Tumble: 5; {+2} Use Magic Device: 4; Weapon Focus (Unarmed Strike) (B) Bonus feat, evasion
5th Wilderness Changeling Martial Rogue-3 4 4 3 1 12: {+1} Bluff: 8; Diplomacy: 5; {+3} Hide: 8; Jump: 5; Knowledge (dungeoneering): 1.5; Knowledge (local): 5; Knowledge (nature): 5; Knowledge (psionics): 2; {+4} Knowledge (religion): 8; Knowledge (the planes): 3; Move Silently: 4; {+1} Sense Motive: 8; Tumble: 5; {+1} Use Magic Device: 5; {+2} Social Recovery; Minor lore +1
6th Wilderness Disruptive Attack Martial Rogue-4 5 4 4 1 10: {+1} Bluff: 9; Diplomacy: 5; {+1} Hide: 9; Jump: 5; {+1} Knowledge (arcane): 1; {+2 CC} Knowledge (dungeoneering): 2.5; {+1} Knowledge (local): 6; {+1} Knowledge (nature): 6; Knowledge (psionics): 2; Knowledge (religion): 8; Knowledge (the planes): 3; {+1} Move Silently: 5; {+1} Sense Motive: 9; Tumble: 5; {+1} Use Magic Device: 6; Social Recovery; Cunning Evasion (6), Versatile Unarmed Strike (B) Bonus feat, disruptive attack
7th Wilderness Martial Rogue-5 5 4 4 1 10: {+1} Bluff: 10; Diplomacy: 5; {+1} Hide: 10; Jump: 5; {+3} Knowledge (arcane): 4; Knowledge (dungeoneering): 2.5; {+1} Knowledge (local): 7; {+1} Knowledge (nature): 7; Knowledge (psionics): 2; Knowledge (religion): 8; Knowledge (the planes): 3; {+1} Move Silently: 6; {+1} Sense Motive: 10; Tumble: 5; {+1} Use Magic Device: 7; Social Recovery;
8th Wilderness Martial Rogue-6 6 5 5 2 10: {+1} Bluff: 11; Diplomacy: 5; {+1} Hide: 11; Jump: 5; {+1} Knowledge (arcane): 5; Knowledge (dungeoneering): 2.5; {+1} Knowledge (local): 8; {+1} Knowledge (nature): 8; Knowledge (psionics): 2; Knowledge (religion): 8; Knowledge (the planes): 3; {+1} Move Silently: 7; {+1} Sense Motive: 11; Tumble: 5; {+1} Use Magic Device: 8; {+2} Collector of Stories, Social Recovery; Martial Study (Cloak of Deception) (B) Bonus feat, minor lore +2
9th Wilderness Martial Rogue-7 7 5 5 2 10: {+1} Bluff: 12; Diplomacy: 5; {+1} Hide: 12; Jump: 5; {+2} Knowledge (arcane): 7; {+1 CC} Knowledge (dungeoneering): 3; {+1} Knowledge (local): 9; {+1} Knowledge (nature): 9; Knowledge (psionics): 2; Knowledge (religion): 8; Knowledge (the planes): 3; {+1} Move Silently: 8; {+1} Sense Motive: 12; Tumble: 5; {+1} Use Magic Device: 9; Collector of Stories, Social Recovery; Superior Unarmed Strike (9)
10th Wilderness Changeling Martial Rogue-8 8 5 6 2 12: {+1} Bluff: 13; Diplomacy: 5; {+1} Hide: 13; Jump: 5; {+1} Knowledge (arcane): 8; Knowledge (dungeoneering): 3; Knowledge (local): 9; Knowledge (nature): 9; Knowledge (psionics): 2; {+5} Knowledge (religion): 13; Knowledge (the planes): 3; {+1} Move Silently: 9; {+1} Sense Motive: 13; {+1} Tumble: 6; {+1} Use Magic Device: 10; Collector of Stories, Social Recovery; Stunning Fist (B) Bonus feat, mutable anatomy
11th Wilderness Martial Rogue-9 8 6 6 3 10: {+1} Bluff: 14; Diplomacy: 5; {+1} Hide: 14; Jump: 5; {+1} Knowledge (arcane): 9; Knowledge (dungeoneering): 3; {+1} Knowledge (local): 10; {+2} Knowledge (nature): 11; Knowledge (psionics): 2; Knowledge (religion): 13; Knowledge (the planes): 3; {+1} Move Silently: 10; {+1} Sense Motive: 14; {+1} Tumble: 7; {+1} Use Magic Device: 11; Collector of Stories, Social Recovery; Minor lore +3
12th Wilderness Martial Rogue-10 9 6 7 3 10: {+1} Bluff: 15; Diplomacy: 5; {+1} Hide: 15; Jump: 5; {+1} Knowledge (arcane): 10; Knowledge (dungeoneering): 3; {+2} Knowledge (local): 12; {+1} Knowledge (nature): 12; Knowledge (psionics): 2; Knowledge (religion): 13; Knowledge (the planes): 3; {+1} Move Silently: 11; {+1} Sense Motive: 15; {+1} Tumble: 8; {+1} Use Magic Device: 12; Collector of Stories, Social Recovery; Daring Outlaw (12), Martial Stance (Assassin's Stance) (B) Bonus feat, dodge bonus +2, grace +2, sneak attack +6d6, special ability (camouflage)
13th Wilderness Martial Rogue-11 10 6 7 3 10: {+1} Bluff: 16; Diplomacy: 5; {+1} Hide: 16; Jump: 5; {+2} Knowledge (arcane): 12; Knowledge (dungeoneering): 3; {+1} Knowledge (local): 13; {+1} Knowledge (nature): 13; Knowledge (psionics): 2; Knowledge (religion): 13; Knowledge (the planes): 3; {+1} Move Silently: 12; {+1} Sense Motive: 16; {+1} Tumble: 9; {+1} Use Magic Device: 13; Collector of Stories, Social Recovery; Sneak attack +7d6
14th Wilderness Martial Rogue-12 11 7 8 4 10: {+1} Bluff: 17; Diplomacy: 5; {+1} Hide: 17; Jump: 5; {+2} Knowledge (arcane): 14; Knowledge (dungeoneering): 3; {+1} Knowledge (local): 14; {+1} Knowledge (nature): 14; Knowledge (psionics): 2; Knowledge (religion): 13; Knowledge (the planes): 3; {+1} Move Silently: 13; {+1} Sense Motive: 17; {+1} Tumble: 10; {+1} Use Magic Device: 14; Collector of Stories, Social Recovery; Ring the Golden Bell (B) Bonus feat, minor lore +4
15th Wilderness Martial Rogue-13 11 7 8 4 10: {+1} Bluff: 18; Diplomacy: 5; {+1} Hide: 18; Jump: 5; {+1} Knowledge (arcane): 15; Knowledge (dungeoneering): 3; {+1} Knowledge (local): 15; {+1} Knowledge (nature): 15; Knowledge (psionics): 2; Knowledge (religion): 13; Knowledge (the planes): 3; {+1} Move Silently: 14; {+1} Sense Motive: 18; {+2} Tumble: 12; {+1} Use Magic Device: 15; Collector of Stories, Social Recovery; Unbalancing Strike (15) Dodge bonus +3, sneak attack +8d6, special ability (hide in plain sight)
16th Wilderness Martial Rogue-14 12 7 9 4 10: {+1} Bluff: 19; Diplomacy: 5; {+1} Hide: 19; Jump: 5; {+1} Knowledge (arcane): 16; Knowledge (dungeoneering): 3; {+1} Knowledge (local): 16; {+1} Knowledge (nature): 16; Knowledge (psionics): 2; Knowledge (religion): 13; Knowledge (the planes): 3; {+1} Move Silently: 15; {+1} Sense Motive: 19; {+2} Tumble: 14; {+1} Use Magic Device: 16; Collector of Stories, Social Recovery; Weakening Touch (B) Bonus feat
17th Wilderness Martial Rogue-15 13 8 9 5 10: {+1} Bluff: 20; Diplomacy: 5; {+1} Hide: 20; Jump: 5; {+1} Knowledge (arcane): 17; Knowledge (dungeoneering): 3; {+1} Knowledge (local): 17; {+1} Knowledge (nature): 17; Knowledge (psionics): 2; Knowledge (religion): 13; Knowledge (the planes): 3; {+1} Move Silently: 16; {+1} Sense Motive: 20; {+2} Tumble: 16; {+1} Use Magic Device: 17; Collector of Stories, Social Recovery; Minor lore +5, sneak attack +9d6
18th Wilderness Martial Rogue-16 14 8 10 5 10: {+1} Bluff: 21; Diplomacy: 5; {+1} Hide: 21; Jump: 5; {+1} Knowledge (arcane): 18; Knowledge (dungeoneering): 3; {+1} Knowledge (local): 18; {+1} Knowledge (nature): 18; Knowledge (psionics): 2; Knowledge (religion): 13; Knowledge (the planes): 3; {+1} Move Silently: 17; {+1} Sense Motive: 21; {+2} Tumble: 18; {+1} Use Magic Device: 18; Collector of Stories, Social Recovery; Fists of Iron (18), Freezing The Lifeblood (B), Falling Star Strike (R), Meditation of War Mastery (M), Weapon Focus (Dagger) (M) Bonus feat, special ability (bonus feat)
19th Wilderness Martial Rogue-17 14 8 10 5 10: {+1} Bluff: 22; Diplomacy: 5; {+1} Hide: 22; Jump: 5; {+1} Knowledge (arcane): 19; Knowledge (dungeoneering): 3; {+1} Knowledge (local): 19; {+1} Knowledge (nature): 19; Knowledge (psionics): 2; Knowledge (religion): 13; Knowledge (the planes): 3; {+1} Move Silently: 18; {+1} Sense Motive: 22; {+2} Tumble: 20; {+1} Use Magic Device: 19; Collector of Stories, Social Recovery; Sneak attack +10d6
20th Wilderness Martial Rogue-18 15 9 11 6 10: {+1} Bluff: 23; Diplomacy: 5; {+1} Hide: 23; Jump: 5; {+1} Knowledge (arcane): 20; Knowledge (dungeoneering): 3; {+1} Knowledge (local): 20; {+1} Knowledge (nature): 20; Knowledge (psionics): 2; Knowledge (religion): 13; Knowledge (the planes): 3; {+1} Move Silently: 19; {+1} Sense Motive: 23; {+2} Tumble: 22; {+1} Use Magic Device: 20; Collector of Stories, Social Recovery; Fiery Fist (B) Bonus feat, dodge bonus +4, grace +3, minor lore +6
B - martial rogue bonus feats, S - swashbuckler bonus feat, R - bonus feat from rogue's special ability, M - martial arts.



A changeling’s word is harder than metal. Once I have lied about something, not even gods can change it.
I want to build my Kung Fu master without using monk's prestige classes. Next I decided to abandon prestige classes at all and use a minimum of base classes.
To better use Stunning Fist I need as many feats as possible. Fighter is a first thought, but... the single Evasion option for fighter is in Dragon Magazine. Well, I took martial rogue. I spent three feats and two Swashbuckler levels to obtain a 12d6 sneak attack. Rogue without sneak attack isn't something right. I actually got seven fighter's feats for free. Cool!



Even if it seems certain that you will be revealed, bluff.
Martial rogue selection is clear.
Changeling Rogue gave me in-class Knowledge (religion). Not on all levels, but still not bad.
Plus mutable anatomy and +6 on all Knowledge checks. All three sound very good or perfect!
Wilderness Rogue gave me in-class Knowledge (nature) and Hide in Plain Sight as a Special Ability option!
And of course Disruptive Attack. It looks pretty useful against somebody with sneak attack immunity.
Master is at the very beginning. He can strikes with bare hands and feet, can stealth well (thanks Darkstalker and Cunning Evasion feats) and bluff, has a broad range of expert knowledge and evasion ability.
It's exactly the same as 6th ECL. Hilariously dead level!
There's a big difference between this and previous levels! Daring Outlaw gives back all sneak attack I trade off plus swashbuckler's dodge and grace! Greate!
And I got a Stunning Fist! Three uses, but it's up to three rounds of free sneak attacking!
I have Hide in Plain Sight that synergizes well with Cunning Evasion. I have Unbalancing Strike - unlimited flat-footed humanoids. I have Ring the Golden Bell 5 ranged unarmed strikes. I have Freezing The Lifeblood and Falling Star Strike very interesting substitutions for stunning attacks. As well as Weakening Touch and Fists of Iron not so good options, but they are prerequisites for Meditation of War Mastery, one of few ways to improve Stunning Fist's DC.
Nothing changes dramatically. I get two more stunning attempts (one from levels, one from Fiery Fist - out of this totally not useful), +1 BAB and all base saves, one more sneak attack dice, +1 dodge bonus, grace and minor lore, and some skills.




Lying from the outset is the only way to attain believing in the end.
Stats, especially Wisdom and Dexterity, improvement items. Magic weapon or fang wands. Of course Monk's belt and Ki straps (I think everybody except VoPers in this round want this items).



Knowing the Lie is to know the True.
Type Name Book Page
Race Changeling Races of Eberron 41
Class Rogue PHB 49
Class Swashbuckler Complete Warrior 11
Class variant Martial Rogue Unearthed Arcana 58
Substitution levels Changeling Rogue Races of Eberron 122
Class variant Wilderness Rogue Unearthed Arcana 56
ACF Disruptive Attack PHB2 57
Feat Darkstalker Lords of Madness 179
Feat Improved Unarmed Strike PHB 96
Feat Weapon Finesse PHB 102
Feat Knowledge Devotion Complete Champion 60
Feat Weapon Focus PHB 102
Feat Cunning Evasion PHB2 78
Feat Versatile Unarmed Strike PHB2 85
Feat Martial Study Tome of Battle 31
Feat Superior Unarmed Strike Tome of Battle 33
Feat Martial Stance Tome of Battle 31
Feat Daring Outlaw Complete Scoundrel 76
Feat Stunning Fist PHB 101
Feat Ring the Golden Bell Dragon Compendium 105
Feat Unbalancing Strike Oriental Adventures 66
Feat Weakening Touch Complete Warrior 106
Feat Fists of Iron Complete Warrior 99
Feat Freezing The Lifeblood Complete Warrior 99
Feat Falling Star Strike Oriental Adventures 62
Feat Fiery Fist PHB2 79
Martial Art Style Meditation of War Mastery Oriental Adventures 81
Skill Trick Social Recovery Complete Scoundrel 89
Skill Trick Collector of Stories Complete Scoundrel 85
Maneuver Cloak of Deception Tome of Battle 76
Stance Assassin's Stance Tome of Battle 75

Thurbane
2022-07-18, 09:38 PM
Fluff concept : Take Seelah, file the serial numbers off, and tie it in with the silver flame.

Soh, blabla reedeeming rogue+paladin, brief act 2 intermission to internalize something something about the power of friendship the soul, some mumbo jumbo about putting your soul where your mouth is ( I.E. your fists) and there you have it an easy bake argent fist!

Not much of Seelah I admit, but rogue+paladin couldn't not make me think of her.

p.s. I tried to append "the sad" but it doesn't roll as well as "the mad"

p.p.s. Motto: MUST PUNCH EVIL IN THE FACE!

Lawful good Azurin, Argent fist 10, Cleric of the Silver Flame 1, Paladin 5, Rogue 4
AbilitiesInitialAbility Score IncreaseEnhancementInherentTotalSTR10414DEX14418CO N14418INT1010WIS1856534CHA8210
HP 10 + 14d10 + 5d6 + 40 (144) + (20-60) enhancement + (20-40) inherent
AC Baseline 10 + 8 (armor of some sort) + 2 (DEX) +12 (WIS) = 32, add relevant "generic gear", maybe +7 sacred, I forecast 49ish
Saves Fortitude 28 or more, Reflex 22 or more, Will 35 or more, With mettle and evasion, these numbers are with only the ability modifier and grace, add resistance and other bonuses to taste, I humb it at 35/29/42

Nakeish punch : +26/+21/+16 for 2d10+2, maybe +7 sacred
Smite evil 8/day, bonus attack 12, bonus damage 19
Stunning fist 8/day, DC 51 (10+10 level +12 wisdom +10 argent fist +5 sapphire fist +2 ki wraps +2 ability focus) , and bonus damage 5
Lay on hands+ divine spirit healing pool of 252 HP, potentially double with some turn undead investment
circa 12-24 turn undead leftover for fueling law devotion / argent fist features

Baseline moneybags:
Monk's belt 13000gp (bought)
Enhancement increases as tablefied 88000gp (bought)
Inherent increases as tablefied 137500gp (bought)
Ki wraps 2500gp(crafted)
= 241000, leaving 519000gp for
resistance bonus
natural armor bonus
deflection bonus
amulet of natural attack
miscellanea cleric wands
miscellanea "necessary magic items" : flight, tactical teleportation, true seeing etcetera, you know them, you love them
"best armor" that takes advantage of Holy armor

LevelClassBase Attack BonusFort SaveReflex SaveWill SaveSkillsFeatsClass Features1stPaladin 1+1+2+0+08: {+4} Diplomacy: 4; {+4} Sense motive: 4; Knight training, Sapphire smiteHumanHoly warrior; Aura of good, detect evil, Smite evil 1/day2ndRogue 1+1+2+2+08: {+1} Appraise: 1; {+2} Balance: 2; {+1} Decipher Script: 1; Diplomacy: 4; {+2} Jump: 2; Sense motive: 4; {+2} Tumble: 2; Intuitive attackbonusAdventurer, Antiquarian; Bonus feat3rdPaladin 2+2+3+2+02: Appraise: 1; Balance: 2; Decipher Script: 1; Diplomacy: 4; Jump: 2; {+1 CC} Know(Arcana): 0.5; {+1} Know(Religion): 1; Sense motive: 4; Tumble: 2; SerenityDivine grace, Lay on hands4thRogue 2+3+3+3+08: {+1} Appraise: 2; {+2} Balance: 4; {+1} Decipher Script: 2; Diplomacy: 4; {+2} Jump: 4; Know(Arcana): 0.5; Know(Religion): 1; Sense motive: 4; {+2} Tumble: 4; Improved unarmed strikebonusEvasion, Bonus feat5thPaladin 3+4+3+4+12: Appraise: 2; Balance: 4; Decipher Script: 2; Diplomacy: 4; Jump: 4; {+1 CC} Know(Arcana): 1; {+1} Know(Religion): 2; Sense motive: 4; Tumble: 4; Aura of courage, Divine health6thRogue 3+5+4+4+28: {+1} Appraise: 3; {+1} Balance: 5; {+2} Decipher Script: 4; {+1} Diplomacy: 5; {+1} Jump: 5; Know(Arcana): 1; Know(Religion): 2; {+1} Sense motive: 5; {+1} Tumble: 5; Azure touchSpell sense7thPaladin 4+6/+1+5+4+22: Appraise: 3; Balance: 5; Decipher Script: 4; {+1} Diplomacy: 6; Jump: 5; Know(Arcana): 1; {+1} Know(Religion): 3; Sense motive: 5; Tumble: 5; Divine soultouchHoly warriorTurn undead, Bonus feat8thPaladin 5+7/+2+5+4+22: Appraise: 3; Balance: 5; Decipher Script: 4; {+1} Diplomacy: 7; Jump: 5; Know(Arcana): 1; {+1} Know(Religion): 4; Sense motive: 5; Tumble: 5; Divine spirit; Smite evil 2/day9thRogue 4+8/+3+5+5+28: {+2} Appraise: 5; Balance: 5; {+1} Decipher Script: 5; {+3} Diplomacy: 10; Jump: 5; Know(Arcana): 1; Know(Religion): 4; {+2} Sense motive: 7; Tumble: 5; Stunning fistbonus, Sapphire fistUncanny dodge10thCleric 1+8/+3+7+5+46: Appraise: 5; Balance: 5; Decipher Script: 5; {+1} Diplomacy: 11; Jump: 5; Know(Arcana): 1; Know(Religion): 4; Sense motive: 7; {+5} Spellcraft: 5; Tumble: 5; Cloistered; Lore, Law devotion, Incarnum domain, Knowledge domain, Channel incarnum11thArgent fist 1+8/+3+9+5+64: Appraise: 5; Balance: 5; Decipher Script: 5; {+1} Diplomacy: 12; Jump: 5; {+1} Know(Arcana): 2; Know(Religion): 4; {+1} Sense motive: 8; Spellcraft: 5; {+1} Tumble: 6; Ascetic knight, Ki focus, Stunning smite12thArgent fist 2+9/+4+10+5+74: Appraise: 5; Balance: 5; Decipher Script: 5; {+2} Diplomacy: 14; Jump: 5; {+1} Know(Arcana): 3; Know(Religion): 4; Sense motive: 8; Spellcraft: 5; {+1} Tumble: 7; Craft wondrous itemsHoly armor, Ki strike(silver)13thArgent fist 3+10/+5+10+6+74: Appraise: 5; Balance: 5; Decipher Script: 5; {+2} Diplomacy: 16; Jump: 5; Know(Arcana): 3; Know(Religion): 4; {+1} Sense motive: 9; Spellcraft: 5; {+1} Tumble: 8; Balm of the silver flame14thArgent fist 4+11/+6/+1+11+6+84: Appraise: 5; Balance: 5; Decipher Script: 5; {+1} Diplomacy: 17; Jump: 5; {+1} Know(Arcana): 4; {+1} Know(Religion): 5; Sense motive: 9; Spellcraft: 5; {+1} Tumble: 9; Smite evil 1/day15thArgent fist 5+11/+6/+1+11+6+84: Appraise: 5; Balance: 5; Decipher Script: 5; {+1} Diplomacy: 18; Jump: 5; {+1} Know(Arcana): 5; Know(Religion): 5; {+1} Sense motive: 10; Spellcraft: 5; {+1} Tumble: 10; Extra stunningWrath of the silver flame16thArgent fist 6+12/+7/+2+12+7+94: Appraise: 5; Balance: 5; Decipher Script: 5; {+1} Diplomacy: 19; Jump: 5; {+1} Know(Arcana): 6; {+1} Know(Religion): 6; Sense motive: 10; Spellcraft: 5; {+1} Tumble: 11; 17thArgent fist 7+13/+8/+3+12+7+94: Appraise: 5; Balance: 5; Decipher Script: 5; {+1} Diplomacy: 20; Jump: 5; {+1} Know(Arcana): 7; {+1} Know(Religion): 7; Sense motive: 10; Spellcraft: 5; {+1} Tumble: 12; Ki strike(cold iron)18thArgent fist 8+14/+9/+4+13+7+104: Appraise: 5; Balance: 5; Decipher Script: 5; {+1} Diplomacy: 21; Jump: 5; {+1} Know(Arcana): 8; {+1} Know(Religion): 8; Sense motive: 10; Spellcraft: 5; {+1} Tumble: 13; Ability focus(Stunning smite)Mettle19thArgent fist 9+14/+9/+4+13+8+104: Appraise: 5; Balance: 5; Decipher Script: 5; {+1} Diplomacy: 22; Jump: 5; {+1} Know(Arcana): 9; {+1} Know(Religion): 9; Sense motive: 10; Spellcraft: 5; {+1} Tumble: 14; Smite evil 2/day20thArgent fist 10+15/+10/+5+14+8+114: Appraise: 5; Balance: 5; Decipher Script: 5; {+1} Diplomacy: 23; Jump: 5; {+1} Know(Arcana): 10; {+1} Know(Religion): 10; Sense motive: 10; Spellcraft: 5; {+1} Tumble: 15; Embrace of the silver flame
Azurin: Special snowflake humans from Magic of Incarnum, bonus feat, 1 essentia, no bonus skill
Essentia: soul energy you can invest in stuff, and the receptacles have a cap of 1 +1/6 character level, rounded down

Paladin: Core base class, d10 hit die, 2 skill points, full BAB, high/low/low saves
Holy warrior: Complete champion Alternate Class Feature, trades paladin spellcasting for a bonus feat at 4th level
Aura of good: We are shiny!
Detect Evil: At will Spell-like Ability, as the spell
Smite Evil: Add charisma to attack and Paladin level to damage to a normal melee attack, Works only against evil
Divine grace: Add charisma bonus to all saves
Lay on hands: a pool of supernatural healing equal to charisma bonus * paladin level
Aura of courage: fear immunity to self and +4 morale bonus vs fear to allies within 10ft
Divine health: Immunity to diseases
Turn undead: 3+cha modifier special ability to make the stinkies go away
Divine spirit: ACF from Dungeonscape, trades special mount for a 1/day summon of an untargettable spirit that can heal for twice the amount of lay on hands, duration 5 rounds
Rogue: Core base class, d6 hit die, 8 skill points, medium BAB, low/high/low saves Adventurer: (https://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#rogue) ACF trading sneak attack for bonus fighter feats
Antiquarian: ACF from complete champion, trades trapfinding for a bonus to Appraise for divine items, and a 1/day identify-like SLA , for divine items only
Evasion: Reflex saves for half instead saves for null
Spell sense: ACF from complete mage, prereq arcana 1 rank. trades trap sense for dodge bonus to AC against spells and spelllikes
Uncanny dodge: keep DEX bonus to AC even when flat-footed or attacked by invisible enemeis
Cleric: Core base class, d8 hit die, 2 skill points, medium BAB, high/low/high saves Cloistered: (https://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#clericVariantCloistere dCleric) variant, d6 hit die, 6 skill point, poor BAB, bonus domain
Lore: d20+1 knowledge check to know about random tidbits about famous stuff
Law devotion: ACF from complete champion, trades law domain for law devotion feat
Incarnum domain: From Magic of Incarnum, grants Incarnum spellshaping as a bonus feat
Knowledge domain: bonus domain granted by cloistered variant, add all knowledges to the list of class skills
Channel incarnum: ACF from magic of Incarnum, trades turn undead for the ability to free action gain 1 bonus essentia, times 3+CHA/day
Argent fist: Prestige class from Faiths of Eberron, d10 hit die, 4 skill points, medium BAB, high/low/high saves
prereq BAB 5
Lawful good
Religion 4 ranks
Knight training and Improved unarmed strike
Evasion, Smite evil, Turn undead
Worship the Argent Flame, join the Order of the Argent FistFeatures Ascetic knight: paladin, monk, and ascetic knight level stacks for the purpose of determining unarmed strike damage and smite evil bonus damage
Ki focus:Can use stunning fist with any held monk weapon
Stunning smite: when using stunning fist and smite evil together, add the argent level to the stunning fist DC
Holy armor: Keep the armor bonus from wisdom and monk levels even when wearing armor or using shields
Ki strike: unarmed strike are treated as silver, and later also cold iron
Balm of the silver flame: swift action spend 1 turn attempt to double any healing you do for 1 turn
Smite evil: extra uses of the paladin feature
Wrath of the silver flame: swift action spend 1 turn attempt to add 2d6 fire damage dealt with unarmed attacks to undead, lycanthropes and evil outsiders. lasts for 5+CHA bonus rounds
Mettle: Fortitude and will saves for half/partial instead saves for null
Embrace the silver flame: swift action spend 1 turn attempt to gain, for 5+CHA bonus rounds : fast healing equal to WIS; radiate light as daylight that deals 2d6 damage and -2AC to undead, lycanthropes and evil outsiders; Autoconfirm critical hits against undead, lycanthrope and evil outsiders and allowed to crit undead; can spend action point to take an extra move action
Feats:
Knight training: from Eberron campaign setting, we can multiclass freely between paladin and one class of our choice (Rogue)
Sapphire smite: from Magic of Incarnum, prereq smite feature, CON 13; gain 1 essentia, and can invest essentia in it to gain extra uses of smite evil and bonus damage
Intuitive attack: from Book of exalted deeds, prereq BAB 1, exalted behavior; can use WIS in place of STR for attack rolls with natural attacks and simple weapons
Serenity: from Dragon compendium, prereq divine grace; Use WIS instead of CHA for divine grace, lay on hands, smite evil and turn undead.
Improved Unarmed strike: core,considered armed even when unarmed, unarmed strikes can deal lethal damage
Azure touch: from Magic of Incarnum, prereq lay of hands, CON 13; gain 1 essentia, and can invest essentia in it to be counted as higher level for lay on hands
Divine soultouch: from Magic of Incarnum, prereq turn undead, CON 13; can spend 1 turn undead to gain 1 temporary essentia and increase the receptacle capacity by 1 for 1 round
Stunning fist: core, prereq DEX 13, WIS 13, BAB 8, Improved unarmed strike; for (charlevel/4), target of attack must make a fortitude save DC 10+1/2charlevel+WIS modifier or be stunned for 1 round
Sapphire fist: from Magic of Incarnum, prereq stunning fist, CON 13; gain 1 essentia, and can invest essentia in it to increase the DC and the damage of stunning fist
Incarnum spellshaping: from Magic of Incarnum, prereq ability to cast spells, CON 13; gain 1 essentia, and allowed to use incarnum spells
Law Devotion: from Complete Champion, 1/day swift action gain sacred bonus to either AC or attack for 1minute, can change bonus each round, scales +5 to +7 at 15th level. Can spend 3 turn attempts to use again
Craft wondrous items: core feat, prereq caster level 3rd; Can craft wondrous items
Extra stunning: from Complete Warrior, 3 more uses per day of stunning fist
Ability focus: core feat, prereq special attack; add 2 to the DC of the selected special attack

This didn't really get my usual flipflopping about, I saw stunning fist and i was all "IMMA MAKE AN ARGENT FIST!", followed by "If I want to do all the things I want to do, I need me some extra feats", so feat rogue became kindaish the only option.
for a little while I was doing Rogue 2/ Paladin 8, but in the end with all the incarnum stuff I'm taking, azurin cleric is just too strong an option to willfully ignore

The only real variance after that was feat order and class order really, and if to include or not craft wondrous items

I will admit in shame that I had somehow missed the BAB8 prerequisite of stunning fist and was taking it at level 4ish before I wised up to it

I wish I could have taken 1st level as rogue, but just too many of the feat have prerequisites that don't make it easy shifting one up over yonder

Cloistered cleric isn't really needed, but it let's me have all skills in multiple of 5 except diplomacy which we keep at max rank, and that makes me happy
1-5
We grew up making big starry eyes at the stories of how argent fists PUNCHES EVIL! Alas, we missed the "once every 20 years" admittance season for the monastic training, we suspect this was some sabotage from those shiny bald heads over yonder, in envy of our magnificient hair!, But never fear! We got into the "paladin track" of training just fine, we'll just have to make do on the side with the less known "action archeologist" for due training on the physical requirements for those exclusive argent fists!

--Some growing pains here, as our damage will never be much to write home about, since we're optimizing a DC. At least we take care of becoming SAD as soon as possible. At least we have TWO smites, do remember there is an essentia cap and for level 1-5 it's 1

6-10
Study hard! Our joint training as paladin and action archeologist continues! It was only just when the next recruiting season for argent fist that we remembered we need to study for the written exams, too! and so we went into seclusion to cram a bunch. At long last we passed that difficult physical exam of "stun this hardy dude"(Yes I'm going to pretend this is the RP requirement for entering argent fists)

(see, I can find lip service to pay to cloistering! who cares that I'm mixing up the wuxias)

-- these levels are ana ccumulation of a bunch of essentia related stuff, at 6th level we can put 2 essentia on sapphire smite and 1 in azure touch. Azure touch in a way is just lowering the "cost" of multiclassing, but from 7th level we'll be putting 3 essentia on smites and 2 on azure touch thanks to divine soultouch, and at 8th level the value of lay on hands get tripled, such that without even any WIS item, such that the total "pool" is 105 or so!. And of course, at 9th level we get the signature stunning fist, and right out of the gate it'll have a DC of 22 or more! The cleric level closes the deal. We now have 5 essentia, and a cap after divine soultouch of 3, but with two abilities giving temporary essentia, all three of azure touch, sapphire smite, sapphire fist will be capped.

With our high wisdom, we got a bunch of leftover turn attempts to fuel law devotion

Cleric spell : we got 3 first level slots, plus domain slot; domain slot will be detect incarnum, proposed prepared spells will be 3xConvictionSpell Compendium

11-20
happily ever after punch stuff

-- a bunch of "numbers going up" in regard to stunning fist DC, and more uses for turning attempts, build is fairly self contained like that!
Craft wondrous item exists to make sure we get Ki wraps from magic item compendium, I'm sure there will be other little useful items we can craft with our first level cleric spell access, but the one directly relevant for the comp is +2 DC of stunning fist
final essentia "split", accounting for temporary essentia, will be 5 to sapphire fist, 4 to sapphire smite and 2 to Azure touch

Craft wondrous prerequisite: it's paid for by the SLA we have, both detect evil and the antiquarian, per complete mage SLA can satisfy "caster level X" prerequisites

Temporary essentia and incarnum feat: needs GM adjudication, but given how divine soultouch says it increases the capacity of feats, it would be useless if that didn't last the whoel 24 hours, we are still spending a daily resource after all!

Serenity and "alternative turn undead": I'm staying low-key and assume serenity doens't change WIS for CHA for channel incarnum, as we don't actually need it, but in an actual campaign I would probably allow serenity to apply to alternative types of turn undead

Serenity and lay on hand prerequisites: lay on hand says " a paladin with CHA of 12 or higher" etcetera, a strict read might disallow us from using lay on hand in spite of serenity, if the strict read only apply serenity to the numerical use of WIS for those class features, and not for "prerequisites"

Ability focus: I've seen some say you can't take it with stunning fist, because "a feat isn't a feature" and thus it's not a "special attack". So I'm taking it on stunning smite, which is definetively a class feature, and in the sample NPC statblock is right there under attacks and not qualities :)

Thurbane
2022-07-18, 09:38 PM
https://itsmygamemyrules.files.wordpress.com/2016/07/bakemono.gif

Old master One Hundred Tigers once found a badly wounded bakemono child. Master was looking at an evil-born creature and thought. Are bakemonos true inherent tainted or can good attitudes and teaching change that? This was a challenge!
Master cured the goblin, gave him a name - Small Oak, and started to teach him. It was a really hard task, Small Oak was barely smarter than monkey and had no idea of discipline. First time he tried to run away almost every day. Master chased him and brought him back until he realized that it’s just a game for Oak. Well, master like games, too.
One Hundred Tigers played with Small Oak for a few years. During this time he teached bakemono common language and slight understanding of religion. Okay, understanding is too strong of a word, “some feeling” would sound better. Anyway One Hundred Tigers managed to raise Oak good bakemono.
However, the idyll did not last long. One Hundred Tigers was a great martial artist, but he wasn’t all-powerful and when a gang of bandits ambushed him with poisoned weapons… He defeated them, but poison defeated him. When Small Oak found the master's body he realized all. He wasn’t smart as a human, but he was smart as a predator. This ambush wasn’t incidental, bandits were hunting on the One Hundred Tigers on purpose. It was unfair, the old master was a good kind Vanara. This means his murderers were evil. Small Oak returned to his and One Hundred Tigers’s house, took master’s sword and went to do justice with prayer in his mind.

CG Bakemono Barbarian 20

Abilities Initial Race levels Total
STR 16 4 4(others) 24
DEX 14 0 14
CON 16 4 20
INT 8 -8 3
WIS 14 -2 1(4th) 13
CHA 8 -6 2

Level Class Base Attack Bonus Fort Save Reflex Save Will Save Skills Feats Class Features
1st Spiritual Lion Totem Whirling Frenzy Barbarian-1 1 2 0 0 4: {+2 CC} Knowledge (religion): 1; {+2 CC} Speak Language (Common): 1; Improved Unarmed Strike Illiteracy, pounce, whirling frenzy 1/day
2nd Barbarian-2 2 3 0 0 1: {+1} Jump: 1; Knowledge (religion): 1; Speak Language (Common): 1; Uncanny dodge
3rd Spell Sense Barbarian-3 3 3 1 1 1: {+1} Jump: 2; Knowledge (religion): 1; Speak Language (Common): 1; Ancestral Relic Spell sense +1
4th Barbarian-4 4 4 1 1 1: {+1} Jump: 3; Knowledge (religion): 1; Speak Language (Common): 1; Whirling frenzy 2/day
5th Barbarian-5 5 4 1 1 1: {+1} Jump: 4; Knowledge (religion): 1; Speak Language (Common): 1; View the spirit world
6th Barbarian-6 6 5 2 2 1: {+1} Jump: 5; Knowledge (religion): 1; Speak Language (Common): 1; Power Attack Spell sense +2
7th Streetfighter Barbarian-7 7 5 2 2 1: {+1} Jump: 6; Knowledge (religion): 1; Speak Language (Common): 1; Streetfighter 1
8th Barbarian-8 8 6 2 2 1: {+1} Jump: 7; Knowledge (religion): 1; Speak Language (Common): 1; Whirling frenzy 3/day
9th Barbarian-9 9 6 3 3 1: {+1} Jump: 8; Knowledge (religion): 1; Speak Language (Common): 1; Stunning Fist Spell sense +3
10th Streetfighter Barbarian-10 10 7 3 3 1: {+1} Jump: 9; Knowledge (religion): 1; Speak Language (Common): 1; Streetfighter 2
11th Barbarian-11 11 7 3 3 1: {+1} Jump: 10; Knowledge (religion): 1; Speak Language (Common): 1; Greater frenzy
12th Barbarian-12 12 8 4 4 1: {+1} Jump: 11; Knowledge (religion): 1; Speak Language (Common): 1; Leap Attack Whirling frenzy 4/day, spell sense +4
13th Streetfighter Barbarian-13 13 8 4 4 1: {+1} Jump: 12; Knowledge (religion): 1; Speak Language (Common): 1; Streetfighter 3
14th Barbarian-14 14 9 4 4 1: {+1} Jump: 13; Knowledge (religion): 1; Speak Language (Common): 1; Evasion
15th Barbarian-15 15 9 5 5 1: {+1} Jump: 14; Knowledge (religion): 1; Speak Language (Common): 1; Pharaoh's Fist Spell sense +5
16th Streetfighter Barbarian-16 16 10 5 5 1: {+1} Jump: 15; Knowledge (religion): 1; Speak Language (Common): 1; Streetfighter 4, whirling frenzy 5/day
17th Barbarian-17 17 10 5 5 1: {+1} Jump: 16; Knowledge (religion): 1; Speak Language (Common): 1; Tireless frenzy
18th Barbarian-18 18 11 6 6 1: {+1} Jump: 17; Knowledge (religion): 1; Speak Language (Common): 1; Extra Stunning Spell sense +6
19th Streetfighter Barbarian-19 19 11 6 6 1: {+1} Jump: 18; Knowledge (religion): 1; Speak Language (Common): 1; Streetfighter 5
20th Barbarian-20 20 12 6 6 1: {+1} Jump: 19; Knowledge (religion): 1; Speak Language (Common): 1; Mighty frenzy, whirling frenzy 6/day

ECL Ancestral Relic New Abilities Relic Value Max Relic Value
3rd Masterwork Falchion - 375 1350
4th Falchion +1 +1 2375 2700
5th Falchion +1 - 2375 4500
6th Falchion +1 - 2375 6500
7th Sizing Falchion +1 SizingMIC 7375 9500
8th Ki focus Sizing Falchion +1 Ki focusDMG 13375 13500
9th Ki focus Sizing Falchion +1 - 13375 18000
10th Keen Ki focus Sizing Falchion +1 KeenDMG 23375 24500
11th Keen Ki focus Sizing Falchion +1 - 23375 33000
12th Slow burst Brash Keen Ki focus Sizing Falchion +1 BrashMIC, Slow burstMIC 42375 44000
13th Everbright Agility (+2) Slow burst Brash Keen Ki focus Sizing Falchion +1 EverbrightMIC, Agility (+2)OA 46375 55000
14th Berserker Everbright Agility (+4) Slow burst Brash Keen Ki focus Sizing Falchion +1 BerserkerMIC, Agility (+4)OA 70375 75000
15th Berserker Everbright Agility (+4) Slow burst Brash Keen Ki focus Sizing Falchion +1 - 70375 100000
16th Berserker Everbright Agility (+4) Slow burst Brash Keen Ki focus Sizing Falchion +3 +3 118375 130000
17th Valorous Berserker Everbright Agility (+4) Slow burst Brash Keen Ki focus Sizing Falchion +3 ValorousUnapproachable East 147375 170000
18th Furious Valorous Berserker Everbright Agility (+4) Slow burst Brash Keen Ki focus Sizing Falchion +3 FuriousOA 220375 220000
19th Initiative Prismatic burst Furious Valorous Berserker Everbright Agility (+6) Slow burst Brash Keen Ki focus Sizing Falchion +3 InitiativeOA, Agility (+6)OA, Prismatic burstMIC 280375 290000
20th Jumping Initiative Prismatic burst Furious Valorous Berserker Everbright Agility (+6) Slow burst Brash Keen Ki focus Sizing Falchion +3 JumpingMagic of Faerűn, BlurringOA, Dr# 318 328085 380000

Barb Whirling Pouncer, yeah... Very fresh concept, I know. I understand that Lion Totem Frenzer clearly should get a big penalty in Originality, but... Look at the round's restrictions. I think barbarian 20 shouldn't be the first idea for this round. Plus, please note the very unusual race.

Small Oak is pretty straightforward and his abilities speak for themselves, so snapshots will not be very broad.
Small Oak is just stupid goblin who can biting, clawing and striking with another body parts. Of course he has Frenzy and Pounce. Nothing special apart from stats - minmax perfection. Int 3, Cha 2, Str and Con 20.
Oh yes, he has his master's Falchion, but now it's oversized so maybe unarmed strike and natural weapons are better.
Okay, here we are. Power Attack, Stunning Fist feats, Sizing, Ki focus and Keen Falchion enchantments. Plus Streetfighter. Small Oak is a pretty strong charger now. Three attacks with up to +18 AB for first two (before PA) and threat range of 14-20, plus secondary bite. Also Small Oak has two Stunning Fists which he can use through his Ancestral relic falchion.
At this point it's good to have Monk's BeltDMG, p. 248 and Ki StrapsMIC, p. 113 as well as Mask of BloodMIC, p. 115, Cloak of Predatory VigorMIC, p. 87.
Small Oak now has all he needs. Evasion during frenzy, +3 on Reflex from frenzy, +4 from ancestral relic, +5 on all saves against spells from Spell sense, Pharaoh's Fist for better utilize Stunning Fist, at least 4 Stunning Fist attempts, good charge synergy from Streetfighter ACF, Berserker and Brash enchantments for better utilize frenzy.
Number of attacks is five with up to +28 AB for first two.
Small Oak has just better numbers now. Only special feature is cleaving charge from Streetfighter ACF. First attack's AB is +36 now, 8 SF/day.
Ancestral Relic gives something now, though. Valorous is must have for every charger, Jumping is very good - +30 to jump doesn't just lie around, Prismatic burst works well with crit-fishers.

Type Name Book Page
Race Bakemono OA, Dr #318 146, 44
Class Barbarian PHB 24
ACF Spiritual Lion Totem CC 46
ACF Whirling Frenzy UA 66
ACF Spell Sense CM 35
ACF Streetfighter Web link (https://web.archive.org/web/20201112031718/http://archive.wizards.com/default.asp?x=dnd/we/20070228a)
ACF View the spirit world CC 46
Feat Improved Unarmed Strike PHB 96
Feat Ancestral Relic BoED 39
Feat Power Attack PHB 98
Feat Stunning Fist PHB 101
Feat Leap Attack CA 110
Feat Pharaoh's Fist Sandstorm 51
Feat Extra Stunning CW 98

Thurbane
2022-07-18, 09:39 PM
Tam the Drifter

Tam doesn't remember much of Limbo or his kind. Vague feelings of dread, a flash and then nothing until he was found by the ranger who brought him back to the monks that raised him. Though he looked like a Slaad the monks, like the ranger, knew him for what he was and they raised him as one of their own.

And for that Mystra has always had his devotion.

But life for Tam was difficult. Never truly comfortable, he didn't belong like the other orphans. Tam was of the city and yet not, of the wild and yet not, of the world of men... and yet not. After living with the monks for 40 years, Tam yearned to wander. He had stayed to care for father Gil and the others who had taken in him as a child but now they were dead. And the only friend other friend he had, a nymph who was similarly long lived, urged him to see the world and so Tam joined the Order of the shooting star.

Most members of the shooting stars don't have an animal companion, the few that do often choose smaller creatures akin to a familiar: a hawk or a raven that can assist them better in the city.

Tam's snake was not small. As large a man, the creature could serve as a mount for many of the wizards he assisted through the years. Bean needed to be strong, adaptable, capable of navigating the wild or the city. Like Tam the dung snake was incredibly smart and like him he intimidated most people that encountered him. But Tam knew the creature would serve him well and it proved its worth time and time again in the service of Mystra.

Above all Tam learned to hunt rogue spellcasters for they were always going to be the biggest threat he would face during his travels.

Tam's other studies often confused his companions. ''Why learn to fight with your hands?'' Just use a weapon. But Father Gil, the monk who had spent the most time with him, warned him thus: ''weapons can be dropped, broken, lit on fire, frozen or simply not available'. Your body is a weapon like any other, learn to use it. Strike a man in the right spot and he is helpless before you. Hone your skill enough and your hands will be as deadly a greatsword.''

As always, Tam found his own way. He discovered kindred spirits in the paragnostic assembly. Within their ranks he found friends and people who reminded him of the monks that had raised him. Curious minds always willing to wander in search of wonder.

And amongst them he found he belonged.



Tam the Drifter

Race: Neraphim
Templates: none
ACF and substitution levels:

Arcane Hunter level 1
Ranger of the Shooting star Level 3 and 4 but did not trade his animal companion
urban companion
2 weapon fighting style
Planar Ranger substitution at level 8

Attributes

STR 14
DEX 14
CON 14
INT 14
WIS 15 (20)
CHA 8


Bean the dung snake
Medium Animal
Initiative: +3 (Dex); Senses: low-light vision, scent, Listen +10, and Spot +10

AC: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Hit Dice: 3/4 of Tam's
Fort +4, Ref +6, Will +2
Speed: 20 ft., climb 20 ft., swim 20 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple +5
Attack: Bite +5 melee
Full Attack: Bite +5 melee
Damage: Bite 1d3+4
Special Attacks/Actions: Constrict 1d3+4, improved grab
Abilities: Str 17, Dex 17, Con 13, Int 1, Wis 12, Cha 2
Special Qualities: Environmental adaptation, fast healing 1, immunity to disease
Feats: Alertness; improved grab; Toughness
Skills: Balance +14, Climb +14, Hide +13, Listen +10, Spot +10, and Swim +11

Bean is especially brutal for 2 reasons: he gets 3/4 of Tam's hitpoints instead of merely 1/2 like a normal familiar and he get's Tam's BAB, making him surprisingly good at grappling.

With fast healing 1, scent, great racial skill bonuses, Tam's skillpoints and 3 movement modes, Bean's is quite the bodyguard/flanking buddy. Most importantly, he can share spells with Tam and transform into large creatures through alter self and eventually polymorph.






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


1st
Ranger
+1
+2
+2
+0

+4 Jump
+4 Listen
+4 Spot
+4 Survival
+4 knowledge: dungeoneering
+4 knowledge: nature
+4 knowledge: religion
+1 knowledge: local
+1 knowledge: arcana

Knowledge devotion (add religion to skill list)
Favored Enemy: Arcanists +2, track, wild empathy


2nd
Ranger
+2
+3
+3
+0
+1 Heal
+5 Jump
+5 Listen
+5 Spot
+5 Survival
+5 knowledge: dungeoneering
+5 knowledge: nature
+5 knowledge: religion
+1 knowledge: local
+1 knowledge: arcana
-
Combat Style: TWF


3rd
Ranger
+3
+3
+3
+1
+1 Heal
+5 Jump
+5 Listen
+4 Spellcraft
+5 Spot
+5 Survival
+5 knowledge: dungeoneering
+5 knowledge: nature
+5 knowledge: religion
+1 knowledge: local
+5 knowledge: arcana

Improved Unarmed Strike
Wavespeak


4th
Ranger
+4
+4
+4
+1
+1 Heal
+5 Jump
+5 Listen
+4 Spellcraft
+5 Spot
+5 Survival
+7 knowledge: dungeoneering
+7 knowledge: nature
+7 knowledge: religion
+1 knowledge: local
+7 knowledge: arcana

-
Urban Companion: Dung Snake


5th
Ranger
+5
+4
+4
+1
+1 Heal
+5 Jump
+5 Listen
+4 Spellcraft
+7 Spot
+8 Survival
+8 knowledge: dungeoneering
+8 knowledge: nature
+8 knowledge: religion
+1 knowledge: local
+7 knowledge: arcana

-
Favored enemy Arcanist: +4
Favored Enemy Undead: +2



6th
Ranger
+6/+1
+5
+5
+2
+1 Heal
+5 Jump
+7 Listen
+4 Spellcraft
+9 Spot
+9 Survival
+9 knowledge: dungeoneering
+9 knowledge: nature
+9 knowledge: religion
+1 knowledge: local
+7 knowledge: arcana
Sword of the arcane order
Improved Combat Style


7th
Ranger
+7/+2
+5
+5
+2
+1 Heal
+5 Jump
+10 Listen
+4 Spellcraft
+10 Spot
+10 Survival
+10 knowledge: dungeoneering
+10 knowledge: nature
+10 knowledge: religion
+1 knowledge: local
+7 knowledge: arcana
-
Woodland Stride


8th
Ranger
+8/+3
+6
+6
+2
+1 Heal
+5 Jump
+10 Listen
+4 Spellcraft
+10 Spot
+10 Survival
+10 knowledge: dungeoneering
+10 knowledge: nature
+10 knowledge: religion
+1 knowledge: local
+7 knowledge: arcana
+8 knowledge: planes
-
Portal Intuition


9th
Ranger
+9/+4
+6
+6
+3
+1 Heal
+5 Jump
+10 Listen
+4 Spellcraft
+10 Spot
+12 Survival
+12 knowledge: dungeoneering
+12 knowledge: nature
+12 knowledge: religion
+1 knowledge: local
+7 knowledge: arcana
+8 knowledge: planes
Stunning Fist
Evasion


10th
Ranger
+10/+5
+7
+7
+3
+1 Heal
+5 Jump
+11 Listen
+4 Spellcraft
+13 Spot
+13 Survival
+13 knowledge: dungeoneering
+13 knowledge: nature
+13 knowledge: religion
+1 knowledge: local
+7 knowledge: arcana
+8 knowledge: planes
-
Favored Enemy Arcanist +6, Undead +2, Constructs +2


11th
Ranger
+11/+6/+1
+7
+7
+3
+1 Heal
+5 Jump
+14 Listen
+4 Spellcraft
+14 Spot
+14 Survival
+14 knowledge: dungeoneering
+14 knowledge: nature
+14 knowledge: religion
+1 knowledge: local
+7 knowledge: arcana
+8 knowledge: planes

-
Combat Style Mastery


12th
Ranger
+12/+7/+2
+8
+8
+4
+1 Heal
+7 Jump
+15 Listen
+4 Spellcraft
+15 Spot
+15 Survival
+15 knowledge: dungeoneering
+15 knowledge: nature
+15 knowledge: religion
+1 knowledge: local
+7 knowledge: arcana
+8 knowledge: planes
Superior unarmed strike
-


13th
Ranger
+13/+8/+3
+8
+8
+4
+1 Heal
+7 Jump
+15 Listen
+4 Spellcraft
+15 Spot
+15 Survival
+15 knowledge: dungeoneering
+15 knowledge: nature
+15 knowledge: religion
+1 knowledge: local
+7 knowledge: arcana
+16 knowledge: planes
-
Planar Tracking


14th
Ranger
+14/+9/+4
+9
+9
+4
+1 Heal
+7 Jump
+15 Listen
+4 Spellcraft
+15 Spot
+15 Survival
+15 knowledge: dungeoneering
+15 knowledge: nature
+15 knowledge: religion
+1 knowledge: local
+15 knowledge: arcana
+16 knowledge: planes

-
-


15th
Ranger
+15/+10/+5
+9
+9
+5
+1 Heal
+7 Jump
+15 Listen
+4 Spellcraft
+15 Spot
+15 Survival
+17 knowledge: dungeoneering
+17 knowledge: nature
+17 knowledge: religion
+1 knowledge: local
+17 knowledge: arcana
+16 knowledge: planes

Practiced Spellcaster: Ranger
Favored Enemy: Arcanist +8, Undead +2, Constructs +2, Elemental +2


16th
Ranger
+16/+11/+6/+1
+10
+10
+5
+1 Heal
+7 Jump
+15 Listen
+4 Spellcraft
+16 Spot
+18 Survival
+18 knowledge: dungeoneering
+18 knowledge: nature
+18 knowledge: religion
+1 knowledge: local
+18 knowledge: arcana
+16 knowledge: planes

-
-


17th
Ranger
+17/+12/+7/+2
+10
+10
+5
+1 Heal
+7 Jump
+15 Listen
+4 Spellcraft
+16 Spot
+18 Survival
+20 knowledge: dungeoneering
+20 knowledge: nature
+20 knowledge: religion
+1 knowledge: local
+20 knowledge: arcana
+16 knowledge: planes


-
Hide in plain sight


18th
Ranger
+18/+13/+8/+3
+11
+11
+6
+1 Heal
+7 Jump
+15 Listen
+4 Spellcraft
+17 Spot
+21 Survival
+21 knowledge: dungeoneering
+21 knowledge: nature
+21 knowledge: religion
+1 knowledge: local
+21 knowledge: arcana
+16 knowledge: planes
Snap Kick
-


19th
Ranger
+19/+14/+9/+4
+11
+11
+6
+1 Heal
+7 Jump
+15 Listen
+4 Spellcraft
+20 Spot
+22 Survival
+22 knowledge: dungeoneering
+22 knowledge: nature
+22 knowledge: religion
+1 knowledge: local
+22 knowledge: arcana
+16 knowledge: planes

-
-


20th
Ranger
+20/+15/+10/+5
+12
+12
+6
+1 Heal
+7 Jump
+15 Listen
+4 Spellcraft
+23 Spot
+23 Survival
+23 knowledge: dungeoneering
+23 knowledge: nature
+23 knowledge: religion
+1 knowledge: local
+23 knowledge: arcana
+16 knowledge: planes
-
Favored Enemy: Arcanist +10, undead +2, constructs +2, elemental +2, oozes +2



Spells per Day/Spells Known


Level
1st
2nd
3rd
4th



1st
-
-
-
-



2nd
-
-
-
-



3rd
-
-
-
-



4th
0
-
-
-



5th
0
-
-
-



6th
1
-
-
-


7th
1
-
-
-



8th
1
0
-
-



9th
1
1
-
-



10th
1
1
0
-



11th
1
1
0
-



12th
1
1
1
-



13th
1
1
1
-



14th
2
1
1
0



15th
2
1
1
1



16th
2
2
1
1



17th
2
2
2
1



18th
3
2
2
1



19th
3
3
3
2



20th
3
3
3
3




Key spells per level

1 mighty wallop
2 alter self, hunter's eye
3 greater mighty wallop
4 polymorph

Breakdown

Level 1-7

You're a mostly standard ranger that uses the spell mighty wallop and knowledge devotion to boots your weapon damage somewhat.

Level 8-11

Being an outsider with sword of the arcane order means you can transform into a large dwarf ancestor (+18 natural armor) making you a fairly tough opponent. You also share this spell with Bean the dung snake who becomes a large animal that suits whatever environment you're in.

Level 12-15

Your unarmed strikes now deal a significant amount of damage with greater mighty wallop and superior unarmed strike. You have a caster level of 8 (1/2 of 12 + 2 from shooting star substitution level ) so greater mighty wallop lasts 8 hours and increases you 2 size categories.

Each casting of alter self lasts 80 minutes, which also gives you an extra size category. Thus your 1d10 strikes become 4d8 damage without magic items. When you stun an opponent you can further enhance your damage with a swift spell (hunter's eye) for an extra 2d6 sneak attack damage

Finally, unlike a monk's unarmed strikes, superior unarmed strikes can be made off-hand which you can combine with your ranger combat style.

Level 15+

With practiced spellcaster your caster level becomes 13, letting transform into a kelvezu which grants you 8d6 sneak attack dice. Any creature you stun is essentially dead. Bean becomes just as deadly as you since you share polymorph with him, which helps you flank any target you choose.

Thurbane
2022-07-18, 09:43 PM
...and that's it. Five very varied entries this time around.

I was working on a chair's entry before I got sick, but I don't think I saved it properly. The only notes I have remaining are Martial Wizard 6/Spelldancer 4/Abjuration Champion 5/Enlightened Fist 5.

That later on Changed to Archivist X/Spelldancer X/Knight of the Raven 10/Dragon Slayer 1, from memory.

Basically I was looking for a primary caster build that ticked the req boxes for the round.

Now we await judging.

I'm a bit muddle-headed at the moment, if I messed up posting anyone's entry, please PM me

H_H_F_F
2022-07-19, 12:19 AM
Nice!

I was playing with a Kalashtar unarmed swordsage 5/ fist of dal quor 1/ warmind 5/ and then 4 more levels of swordsage and 5 of shadow sun ninja (jumbled up to get maneuvers (9ths) and stances (8ths) at the right time).

My idea was using a reach weapon with expansion for reach, and using warmind to stun two opponents with the same martial strike each time - utilizing mountain tombstone strike to impact both enemies' ability to make the save.

At the end, the stunning didn't feel ad impactful as I wanted it to be, I didn't feel that I found enough of a reason to want to do it with a weapon and not just unarmed strike, and I didn't really care about evasion, so I gave it up.

ciopo
2022-07-19, 03:32 AM
seeing a single classed ranger, single classed barbarian and (almost) single classed rogue is very funny to me.

I was tinkering with a single classed ranger too, going for wildshape ---> great flyby attack , since it's one attack roll, therefore one stun for them all! and ascetic hunter for juicy DC bonus.

but it was just bland and I could think of any "glue", prone as I am to not outputting much fluff, wasn't much fun as simple as it was

Thrice Dead Cat
2022-07-19, 09:13 AM
My uninspired idea was simply Swordsage 10/Shadowsun Ninja 10. It felt incredibly lazy, but at least got 10 "real" monk levels for Stunning Fist. I had pulled up a list of "monk" prestige classes to see if I could bump up the effective monk level a little bit, but never really went anywhere with it due to their various requirements.

Another idea was to go Barbarian into Frozen Berserker and/or Fist of the Forest before swinging into Rogue for evasion and then Swordsage/SSN.

I'm honestly surprised to see not one, but almost three didn't single class entries here!

loky1109
2022-07-19, 12:51 PM
seeing a single classed ranger, single classed barbarian and (almost) single classed rogue is very funny to me.

For me, too.
I think it's sorta protest against PrC domination in the Iron Chef. :smallcool:

Table!

Name Alignment / Race Class Levels Chef Total Place
Bansh, Hadozee Truespeak Warrior (https://forums.giantitp.com/showsinglepost.php?p=25523411&postcount=30) LN Hadozee Martial Rogue 4/Warblade 9/Disciple of the Word 7
Master Lying True (https://forums.giantitp.com/showsinglepost.php?p=25523412&postcount=31) CN Changeling Wilderness Changeling Disruptive Attack Martial Rogue 18/Swashbuckler 2
Neelah Soulfist (https://forums.giantitp.com/showsinglepost.php?p=25523413&postcount=32) LG Azurin Holy Warrior Paladin 5/Antiquarian Spell Sense Martial Rogue 4/Azurin Cloistered Cleric 1/Argent fist 10
Small Oak (https://forums.giantitp.com/showsinglepost.php?p=25523414&postcount=33) CG Bakemono Spiritual Lion Totem Spell Sense Whirling Frenzy Streetfighter Barbarian 20
Tam the Drifter (https://forums.giantitp.com/showsinglepost.php?p=25523416&postcount=34) ?? Neraphim Arcane Hunter Urban Companion Planar Ranger of the Shooting Star 20

pabelfly
2022-07-26, 11:45 PM
Anyone interested in judging this comp? I personally think there are some interesting entries here.

Thrice Dead Cat
2022-07-29, 12:09 PM
Anyone interested in judging this comp? I personally think there are some interesting entries here.

Yes, I stated that I was going to judge in the event that I did not submit anything. Apologies for the delay. I thought I had an extra week to judge! As always, here is my rubric:



Starts at 3/5. It's the halfway point, so that's what I'll use for everything
I'm going to focus more on the narrative and the character you're presenting here than strictly the mechanics. So even a Fighter 20 could score well if you did something interesting with it.
Numerous dips will likely lead to penalties.
"Standard" tricks/builds will also likely be penalized (e.g., Wizard 3/Master Abjurer 10/Iot7V 7 isn't taking home any points here, ignoring the obviously banned class for the moment)





Starts at 3/5
The goal is "What sort of power/flexibility do you bring to your role, and does it achieve the goals of said role?" Essentially, I'm trying to provide some weight to avoid pure caster supremacy.
Still, bigger numbers, more skills, and more tools all count to more power.





Starts at 4/5
Illegal entry deductions apply here
Same goes for ambiguous/debatable interpretations.
Skill point math being off or missed skills also apply here (e.g., Knowledge of a creature where you have zero ranks in the appropriate Knowledge without some other way to know about it via something like Bardic Knowledge/Lore/something like the Jack of All Trades feat for a floating 0.5 skill rank/etc.)
Multiclassing penalties will earn a minor penalty if they apply at all.





You have twenty levels to play with to spend on various base/prestige classes, but even a Required Base Class/Required Prestige Class isn't necessarily enough for 5/5.
Forbidden material will be penalized.



That out of the way, let's begin!





I honestly was not expecting to see any Truespeech, so props there (+1.00). I also wasn't expecting Hadozee, so there's another +0.5 to you. The story is a little light, but not enough to penalize you.



Early levels, you're a Warblade with more skills. Your stats are spread a little thin, but having access to armor at least helps somewhat. Pearl of Black Doubt usually isn't worth it, but stacking that with miss chances certainly helps. I'm not terribly sold on on the Combat X feats, but being able to switch Dodge targets as an immediate action is nice. Same for the limited fast healing.

I feel like you're not getting much out of Disciple of the Word, however. Your best trick is eventually replacing your reflex saves at most 10 times per day with a Truespeech check (which, because it's not a Reflex saving throw, does not benefit from evasion), bypass DR, or dispel the highest spell on an enemy. Action Before Thought and Mountain Hammer have both been options since ECL 4 for you to do those same two things. Sure, your Truespeech check will liking be higher than your Concentration check but I'm just not seeing the benefits there.

Your miss chance also can be negated somewhat since it's only total concealment rather than a flat 50% miss chance. This opens up a bit of a rules kerfluffle as it's not due to poor lighting or invisibility, so you could argue that you still benefit from it even against a target with blindsight (although a True Strike type effect will still bypass it). Let's call this a +0.75 altogether.

EDIT: Added an extra +0.25 here per the first dispute.



Most of your abilities flow into each other. You have to burn a few feats to make your schtick work. Being able to use a Truespeech check on Swooping Dragon Strike is nice, but mostly replacing one skill for another doesn't really do much for you. Sure, you're getting more mileage out of your magic items as they can pull more than double duty effectively applying to multiple skills (with restrictions), but once you take those away, you've got about the same amount of bonuses to something like jump or tumble as you would Truespeech. Plus, like I mentioned under power, some of the abilities you do get from Disciple of the Word are easily replaced with maneuvers you could have had since level 3 at the earliest. I'm not penalizing you for that, but I'm not giving you any points here either.

That said, I will penalize you for how you listed out your skills. Yes, filling out the skills for all 20 levels is the most annoying part of this competition, but you drop skills from the table at various points and it makes it hard for me to figure out what's new and what's not (-0.25).



You have access to everything required as fast as I think is possible in this competition (+0.50). You also have new uses for your SF attempts (+0.25), but you only have 10 attempts per day (7 from Disciple levels, plus another 3 from your other 13 class levels). That last one was going to be hard to pass, but you could have fit a few more in there with more Disciple levels and/or Shadowsun Ninja levels. I mean, you already have Warblade in there!

Another thing I won't penalize, but it's clear where you found the feat rogue. Officially, that ACF doesn't have a name. Neither UA or the official SRD call it what you called it, but another site does. It's still clear from your sources what you meant. Just be care in the future on where you pull your information from, as sites like that tend to have errors in their transcriptions.







Rogue/Swashbuckler is simple and to the point. A little odd, but not terrible given the existence of Daring Outlaw. That said, I do like how you used the feat rogue variant to qualify for Martial Stance and then used that to qualify, effectively double dipping on your class features (+0.5). Arguably, you couldn't apply both the Wilderness ACF and Changeling racial substitution levels since they both make adjustments to the class skills list.



You're basically a ranger for most of your career. You have a slew of skills, but lack sneak attack until 12th level. Disruptive attack is effectively "free" for you when you get it, so that's nice (+0.50). Versatile Unarmed Strike and all of the feats you spent on Meditation of War Mastery just feel like a waste. Ability Focus (Stunning Fist) does the same thing without lighting three feats on fire. The limitations on Falling Star Strike, Freezing the Lifeblood, and Fists of Iron just hurt too much. You don't have enough attempts to warrant what is in effect an extra +1d6 of SA with FoI, and you really don't have enough attempts to use either of the other two feats (-0.25). At least Fiery Fist gives you an extra use per day.

EDIT: Added an extra +0.25 here per the first dispute.



A 2/18 class split is straight and to the point. You're all in on your fists, but question the choices you've made regarding most of your feats. No penalties, but no bonuses either.



Again, this just feels "functional." You've got Evasion and Stunning Fist about as fast as can be expected. You also went all in on Stunning Fist with Meditation of War Mastery - it's just that MoWM isn't that good when Ability Focus is right there! You could have instead picked up something like Improved Natural Attack, some Ambush feats, or something else. Again, no penalty, but I'm not seeing anything that warrants a boost.






Paladin into Argent fist is interesting for this competition (+0.50). Your fluff is almost nonexistent though (-0.25). I also was not expecting to see any Incarnum, so bonus points there (0.75).



You can get some insanely high DCs on your Stunning Fist when you use one of your Smites and have access to 15 uses per day by my count with your Extra Stunning. So that's good (+0.25). Even without the extra +10 leaves you with a solid 41 DC throughout the day. You're also close to being WIS sad, but your damage will be a little on the low ends compared to other front line fighter types. Craft Wondrous Item is an odd choice, and I feel like you'd have been better served grabbing Knowledge Devotion or just about anything else in its place.


Argent Fist is everything you want and need, so I don't get why you pushed it back as far as you did. You qualify as early as 6th level (entering at 7th). You could have shuffled your rogue levels to later on and gotten the good stuff sooner. That said, you at least have everything you need for the contest online at 9th level. There's also something to be said for dumping all of your essentia into Sapphire Smite and/or Sapphire Fist for extra uses of Smite Evil and higher DCs for Stunning Fist. Being able to gain virtual essentia also means that you don't have the usual problems of locking all of your mojo into a feat for the day. So call that a +0.25 altogether.



You've got a solid focus on SF and are almost WIS sad. Arguably, you won't be benefiting from evasion due to wearing heavy armor, but you've got a middle-ish Ref saving throw bonus anyhow. Call it 4.00.






Gotta say, was not expecting a barely sentient goblin race with a wisdom penalty going Barbarian 20 for this competition. I like the fluff you have here, too, even if Ancestral Relic is a bit overdone in my opinion. Same for all of your charging shenanigans. Call it an even 3.0.



You've got the usual staples of pounce, whirling frenzy, and spell sense, plus some extra features to the usual "charge first, ask questions later" mentality with the Streetfighter ACF. Unfortunately, with only a 13 Wisdom score, your SF attempts aren't going to be terribly successful. End result is a poor man's barbarian mixed with a poor man's monk (-0.50).



Taking a race with a wisdom penalty and minimal investment into one of the two themes of the round isn't doing you any favors here (-0.50). Really, it looks like you took three separate concepts and failed to get them to emulsify after chucking them all into a blender. Sure, crit fishing with an ancestral relic falchion works well with charging, whirling frenzy attacks, but then you just have stunning fist tacked on and it doesn't really do much of anything. It's like a pina colada, but the pineapple isn't ripe and the chunks still have bits of skin on them.



Again, Stunning Fist feels like an afterthought. You have a few extra feats, but they're not really doing much with your low DC. You get them as riders on your falchion, but they still just aren't doing much for me (-0.50).






Neraphim for shapechanging abuse isn't new (-0.25). Neither is Sword of the Arcane Order (-0.25). Ranger 20 is an interesting take on this challenge, however (+0.25).




You've got all the usual power from SotAO and Practiced Spellcaster means Hunter's Eye gets some extra mileage, too. I wish you would have broken down more of your alternate forms - both yours and Bean's. You're stronger than the stereotypical ranger, but I also don't know what all else you can do from your ACFs since you never really go into why you took them. Greater Mighty Whallop and its lesser brother are always nice - more so with "real" size increases, too, so you at least have damage (+0.5).

Your skills are mostly set up to powering Knowledge Devotion, which almost feels like a waste. You eventually get HiPS but have no ranks in hide or move silently! Altogether, it feels a little half-baked (-0.25).



You get a penalty here for not citing your sources (-1.00). You also don't qualify for Knowledge Devotion at first level due to it requiring 5 ranks in a Knowledge skill (-0.25). That said, you could just swap the order you take it and Improved Unarmed Strike, so it's not as if your build is completely invalid otherwise. This also screws with your skill ranks, but I'm not going to penalize you twice here.

You also don't really talk about your ACFs. I know you get your dung snake from the urban companion, Favored Enemy: Arcanists from Arcane Hunter, but it would have been so much easier to read had you listed them all in the table.




You at least have a strategy of trying to apply SF so that you can eventually sneak attack with Hunter's Eye, but you don't build on its DC or any other effects for it (+0.00). Evasion is "just there," but that's honestly been the case for almost all of the entrants this round.



I gotta say, judging this round felt like I was going more off vibes than I usually do. So apologies there, too.

ciopo
2022-07-29, 04:17 PM
Thank you for judging, 3DC!

pabelfly
2022-07-29, 10:58 PM
Yes, I stated that I was going to judge in the event that I did not submit anything. Apologies for the delay. I thought I had an extra week to judge! As always, here is my rubric:

I gotta say, judging this round felt like I was going more off vibes than I usually do. So apologies there, too.

I'm very grateful that you've judged. Thank you very much for your time.

loky1109
2022-07-31, 05:45 AM
Thank you TDC!


Table with rating.

Name Alignment / Race Class Levels Chef Thrice Dead Cat Total Place
Bansh, Hadozee Truespeak Warrior (https://forums.giantitp.com/showsinglepost.php?p=25523411&postcount=30) LN Hadozee Martial Rogue 4/Warblade 9/Disciple of the Word 7 15.50 15.50 1st
Master Lying True (https://forums.giantitp.com/showsinglepost.php?p=25523412&postcount=31) CN Changeling Wilderness Changeling Disruptive Attack Martial Rogue 18/Swashbuckler 2 13.75 13.75 2nd
Neelah Soulfist (https://forums.giantitp.com/showsinglepost.php?p=25523413&postcount=32) LG Azurin Holy Warrior Paladin 5/Antiquarian Spell Sense Martial Rogue 4/Azurin Cloistered Cleric 1/Argent fist 10 15.50 15.50 1st
Small Oak (https://forums.giantitp.com/showsinglepost.php?p=25523414&postcount=33) CG Bakemono Spiritual Lion Totem Spell Sense Whirling Frenzy Streetfighter Barbarian 20 11.50 11.50 4th
Tam the Drifter (https://forums.giantitp.com/showsinglepost.php?p=25523416&postcount=34) ?? Neraphim Arcane Hunter Urban Companion Planar Ranger of the Shooting Star 20 11.75 11.75 3rd

Thurbane
2022-07-31, 05:01 PM
Many thanks for the judging TDC. Here is a couple of disputes:


Thanks for your time and effort judging, Thrice Dead Cat, it’s very much appreciated.


I'm not terribly sold on on the Combat X feats, but being able to switch Dodge targets as an immediate action is nice. Same for the limited fast healing.

Switching Dodge targets is worthwhile since we need to specify Dodge targets to get a 50% miss chance against our dodge target. Instead of one opponent that has a 50% miss chance against us with "Word Given Form" martial art, it’s every opponent.

Bansh also manages to pick up Combat Vigor, which gives us a +4 to Will saves while in combat. I think this is a pretty good buff, especially since will save based spells are a good way to otherwise get around one of the weaknesses of the “Word Given Form” martial art.

I hope my high base saves are worth considering in regards to Power scoring – 17/14/14 saves are all above “good” levels of saves before magic items are considered, and Will can easily go up to 18 thanks to Combat Vigor.

Outside of this edge-case build, I completely agree with your assessment of Combat X feats.


I feel like you're not getting much out of Disciple of the Word, however. Your best trick is eventually replacing your reflex saves at most 10 times per day with a Truespeech check (which, because it's not a Reflex saving throw, does not benefit from evasion), bypass DR, or dispel the highest spell on an enemy. Action Before Thought and Mountain Hammer have both been options since ECL 4 for you to do those same two things. Sure, your Truespeech check will liking be higher than your Concentration check but I'm just not seeing the benefits there.

“Action Before Thought” and “Mountain Hammer” are options available, true, but as with any manoeuvre, they can only be used once before they need to be re-initiated. There’s also the opportunity cost of these manoeuvres – if I have these, I’ve had to forgo other options for them. I would make the argument that instead of getting these capabilities from Warblade, I’ve gotten them from Disciple of the Word instead.

I also think the effect “Word of the Fist Unravelling” kind of got skipped here. It can dispel the highest-level effect currently targeting the target, and I believe this is a rather difficult effect to find elsewhere. The word “effect” is rather ill-defined, and while it seems to mean a buff spell, I’d also argue this could apply to the effects of an equip items too. It’s a pretty good option for any melee character to have.


Being able to use a Truespeech check on Swooping Dragon Strike is nice, but mostly replacing one skill for another doesn't really do much for you.

Swapping Jump for Truespeak also helps with our swift-action movement option in Sudden Leap – we’re getting pretty much twice the distance from our swift-action jump should we need it. Aside from that, as a sailor, we’ll probably make occasional use of being able to push Balance, Jump and Tumble into epic DC levels to be the best crewman aboard whatever ship we find ourselves.


That said, I will penalize you for how you listed out your skills. Yes, filling out the skills for all 20 levels is the most annoying part of this competition, but you drop skills from the table at various points and it makes it hard for me to figure out what's new and what's not (-0.25).

I did list out my full and complete skill ranks every five levels in my level summary though.


You have access to everything required as fast as I think is possible in this competition (+0.50). You also have new uses for your SF attempts (+0.25), but you only have 10 attempts per day (7 from Disciple levels, plus another 3 from your other 13 class levels). That last one was going to be hard to pass, but you could have fit a few more in there with more Disciple levels and/or Shadowsun Ninja levels. I mean, you already have Warblade in there!

Setting Sun and Shadow Hand disciplines are Swordsage only. If I switched Warblade to Swordsage, I lose 3 BAB (and go below 16 BAB), I lose 18 HP, and Iron Will and Improved Initiative. There are upsides to this trade, sure, but it seems like a debatable build choice, rather than a missed opportunity.

Disciple of the Word is difficult to justify taking to 10th level in this specific build. Firstly, there’s the opportunity cost of losing Warblade levels, and thus a loss of higher-level manoeuvres, reduced damage output, and losing Iron Will. Second, the abilities are underwhelming for this build. 8th-level lets you negate one melee attack per day. 9th lets you negate a targeted Will save. This does counter some really strong spells, but our Will is pretty good, even before adding item effects. Lastly, you can get swift-action movement, but we already have that, and since we’re using manoeuvres to assist with damage output, this isn’t a huge concern as it would be on a mundane without manoeuvres.

I also thought that all of the extra ways that Disciple of the Word makes use of the Stunning Fist ability might be worth recognizing here too. We need to use a Stunning Fist usage to power every single one of our class abilities.

Again, regardless of your response, I’d like to finish off by thanking you again for taking the time to judge.



Thank you for your judging, Thrice Dead Cat!

I have couple of words to saying, however.

Versatile Unarmed Strike and all of the feats you spent on Meditation of War Mastery just feel like a waste.
Well, first about Versatile Unarmed Strike. I don't think it's a waste, it's good against X/bludgeoning DR and to be honest I can't replace it with something better on the level when I took it. It's fighter bonus feat. Improved Natural Attack and Ambush feats aren't.
Meditation of War Mastery is another thing. Yes, Ability Focus is almost the same and looks cheaper, but... I want Falling Star Strike and Freezing the Lifeblood with MoWM or without. So we have choose between Ability Focus and Fists of Iron plus free MoWM. One feat for +2 DC or another one feat for +2 DC, not very useful +1d6 damage option and free WF. Second option looks more elegant for me.
And yes, I wanted to take Ability Focus and MoWM (and Ascetic Rogue, too), but it's very feat starved in second half build.


you really don't have enough attempts to use either of the other two feats (-0.25).
It's inherent Stunning Fist issue. Without this two feats I still have not enough attempts, but them at least give me variety of options. Plus, look at the Unbalancing Strike. It's feat with Stunning Fist in prerequisites, but it doesn't eat SF attempts and gives me very good debuff option.


Again, this just feels "functional." You've got Evasion and Stunning Fist about as fast as can be expected. You also went all in on Stunning Fist with Meditation of War Mastery - it's just that MoWM isn't that good when Ability Focus is right there! You could have instead picked up something like Improved Natural Attack, some Ambush feats, or something else. Again, no penalty, but I'm not seeing anything that warrants a boost.
I see your point about not the best SF using, but how about Evasion? Cunning Evasion plus Hide in Plain Sight and Darkstalker with +16 Reflex before any items is worth something, isn't it?

And I don't agree with your SF using evaluation. Yes, SF itself is very limited, but it opens Unbalancing Strike for me. Which is... I don't know how to say. It's almost all what sneak attacker could dream about.

And... talking about my power you didn't say anything about my skill variety. I think I can something out of combat. )

Thrice Dead Cat
2022-08-01, 08:22 PM
For the disputes:


For switching Dodge targets, I'm not seeing how you get to apply that to everyone. Yes, you can switch targets, but that comes at once per round and uses your immediate action. Word of Reflexes Exalted is already fighting for that, too. Don't get me wrong, I know it's not nothing, but it's also not "Dodge applies to everyone in a round."

I'll give you the saves and effective save bonus from all of your Combat X feats. Bansh actually ends up with a fairly close "Monk" save bonus, all said and done, and that is something I didn't really touch on in my review of your build. So you've earned yourself an extra +0.25 to power there.

Warblade does have the worst recovery method, but you still have the option to burn a swift action and attack to recover a single maneuver. That would mean that those maneuvers are available every other round or so, if you so chose. There is something to be said for the opportunity cost of taking the maneuver versus using a class feature. Plus, you're not actually that far behind. Warblade 16 would certainly net you a higher IL level, but you'd only be up three extra maneuvers known (plus a bonus feat and other class features). And like you said, Word of the Fist Unravelling is certainly worth a (high level) maneuver. I know I briefly mentioned WotFU, but it did play heavily into your Power Score, even with its restrictions.

Again, substituting a SF attempt and truespeech check for a higher Jump check is not bad, given your dedication to pumping that skill up. It just feels like one of the least impactful thing you can do with a SF attempt. By 10th level, I would hope most characters would have at least some means of temporary flight. So jumping extra good without something like Leap Attack to play into a reason to jump versus fly doesn't really do it for me, y'know? The fact that it's also a Su ability doesn't help it either.

For skills, "every 5 levels" is every 5 levels. It's not every level. So I still have the same complaint on having to do skill point math. I know doing that math is a giant pain. It's one of the reasons why I highly recommend using mattie_p's Google spreadsheet. It makes it so, so, so much easier!

My suggestion for Shadowsun Ninja was less "Drop Warblade and take Swordsage" and more "Use some feats to qualify so that you get a few extra SF attempts (and other class features)." Although, to be fair, I was mistaken in thinking that Martial Study was a Warblade bonus feat option... and it's not. So shame on me. (Although, I might also just be disappointed that nobody went for SSN when that was the idea I dedicated the most time myself for a build, which is neither here nor there. That also doesn't really reflect on Bansh either.)

You also make a good point for level 7 being a good breakpoint from Disciple. It's a little weird for saves, but per your assessment, it probably is the best point to get out of it. Getting even a limited dispel magic type ability on someone who is otherwise purely melee is just that good. I also know Bansh is tight on feats, but as some of the other builds here have, you could have picked up Extra Stunning.

So, all together, you're up an extra +0.25!


Fair point on Versatile Unarmed Strike. I still think you would be better off with larger damage dice than worrying about bypassing DR on the enemies that have it. Improved Natural Attack helps in all cases, just less so when those types of DR are involved while VUS only helps when said DR is in play. Also, the restrictions on all of those feats is a very, very steep one. It's not "against a living creature," but rather explicitly only against creatures of the Humanoid type. That is just too narrow an ability to ever be worth it in my opinion! You're also not really benefiting from the free weapon focus since you're all-in on using your fists, so an extra +1 to attack roles with another weapon isn't even a drop in the bucket.

Unbalancing Strike is nice, but it has the same problem as most of the rest of your feats: if your opponent isn't humanoid, it does nothing but burn one of your precious feat slots. The same holds for most of the rest of the OA feats. You could make the argument that "humanoid" refers to body plan rather than creature type. There is that ambiguity there since it doesn't say "Humanoid creature type," but even then, a large portion of the monster manual is going to be off limits for those feats.

You got me on not giving you credit for your wide array of skills and actual ability to hide. I very much breezed past your skill list. So shame on me there and an extra +0.25 points in power for you, too.

Points will be added to my review post for ease of tabulation. Just wait until the edit appears.

Thurbane
2022-08-02, 03:40 AM
I have been advised no further disputes from Bansh, and no disputes from Small Oak.

I'm furiously finishing up my VC entry, but if there seems to be no further disputes coming, will wrap this up relatively soon, and post the final reveal.

loky1109
2022-08-02, 06:14 AM
Updated table.

Name Alignment / Race Class Levels Chef Thrice Dead Cat Total Place
Bansh, Hadozee Truespeak Warrior (https://forums.giantitp.com/showsinglepost.php?p=25523411&postcount=30) LN Hadozee Martial Rogue 4/Warblade 9/Disciple of the Word 7 15.75 15.75 1st
Master Lying True (https://forums.giantitp.com/showsinglepost.php?p=25523412&postcount=31) CN Changeling Wilderness Changeling Disruptive Attack Martial Rogue 18/Swashbuckler 2 14.00 14.00 3rd
Neelah Soulfist (https://forums.giantitp.com/showsinglepost.php?p=25523413&postcount=32) LG Azurin Holy Warrior Paladin 5/Antiquarian Spell Sense Martial Rogue 4/Azurin Cloistered Cleric 1/Argent fist 10 15.50 15.50 2nd
Small Oak (https://forums.giantitp.com/showsinglepost.php?p=25523414&postcount=33) CG Bakemono Spiritual Lion Totem Spell Sense Whirling Frenzy Streetfighter Barbarian 20 11.50 11.50 5th
Tam the Drifter (https://forums.giantitp.com/showsinglepost.php?p=25523416&postcount=34) ?? Neraphim Arcane Hunter Urban Companion Planar Ranger of the Shooting Star 20 11.75 11.75 4th

Thurbane
2022-08-07, 04:00 PM
Sorry for the late reveal, but here we go:



Name
Alignment / Race
Class Levels
Chef
Thrice Dead Cat
Total
Place


Bansh, Hadozee Truespeak Warrior (https://forums.giantitp.com/showsinglepost.php?p=25523411&postcount=30)
LN Hadozee
Martial Rogue 4/Warblade 9/Disciple of the Word 7
pabelfly
15.75
15.75
1st


Master Lying True (https://forums.giantitp.com/showsinglepost.php?p=25523412&postcount=31)
CN Changeling
Wilderness Changeling Disruptive Attack Martial Rogue 18/Swashbuckler 2
loky1109
14.00
14.00
3rd


Neelah Soulfist (https://forums.giantitp.com/showsinglepost.php?p=25523413&postcount=32)
LG Azurin
Holy Warrior Paladin 5/Antiquarian Spell Sense Martial Rogue 4/Azurin Cloistered Cleric 1/Argent fist 10
ciopo
15.50
15.50
2nd


Small Oak (https://forums.giantitp.com/showsinglepost.php?p=25523414&postcount=33)
CG Bakemono
Spiritual Lion Totem Spell Sense Whirling Frenzy Streetfighter Barbarian 20
loky1109
11.50
11.50
5th


Tam the Drifter (https://forums.giantitp.com/showsinglepost.php?p=25523416&postcount=34)
?? Neraphim
Arcane Hunter Urban Companion Planar Ranger of the Shooting Star 20
Soranar
11.75
11.75
4th



Congrats to all the competitors, especially pabelfly.

New round will be up soon(ish).

pabelfly
2022-08-07, 05:52 PM
Sorry for the late reveal, but here we go:



Name
Alignment / Race
Class Levels
Chef
Thrice Dead Cat
Total
Place


Bansh, Hadozee Truespeak Warrior (https://forums.giantitp.com/showsinglepost.php?p=25523411&postcount=30)
LN Hadozee
Martial Rogue 4/Warblade 9/Disciple of the Word 7
pabelfly
15.75
15.75
1st


Master Lying True (https://forums.giantitp.com/showsinglepost.php?p=25523412&postcount=31)
CN Changeling
Wilderness Changeling Disruptive Attack Martial Rogue 18/Swashbuckler 2
loky1109
14.00
14.00
3rd


Neelah Soulfist (https://forums.giantitp.com/showsinglepost.php?p=25523413&postcount=32)
LG Azurin
Holy Warrior Paladin 5/Antiquarian Spell Sense Martial Rogue 4/Azurin Cloistered Cleric 1/Argent fist 10
ciopo
15.50
15.50
2nd


Small Oak (https://forums.giantitp.com/showsinglepost.php?p=25523414&postcount=33)
CG Bakemono
Spiritual Lion Totem Spell Sense Whirling Frenzy Streetfighter Barbarian 20
loky1109
11.50
11.50
5th


Tam the Drifter (https://forums.giantitp.com/showsinglepost.php?p=25523416&postcount=34)
?? Neraphim
Arcane Hunter Urban Companion Planar Ranger of the Shooting Star 20
Soranar
11.75
11.75
4th



Congrats to all the competitors, especially pabelfly.

New round will be up soon(ish).

There were some great competitors in this competition, I'm pretty happy to win against this field.

Thanks to Thurbane for running the comp and having an interesting set of ingredients, and thanks again to Thrice Dead Cat for judging.

ciopo
2022-08-08, 03:51 AM
Paladin into Argent fist is interesting for this competition (+0.50). Your fluff is almost nonexistent though (-0.25). I also was not expecting to see any Incarnum, so bonus points there (0.75).



You can get some insanely high DCs on your Stunning Fist when you use one of your Smites and have access to 15 uses per day by my count with your Extra Stunning. So that's good (+0.25). Even without the extra +10 leaves you with a solid 41 DC throughout the day. You're also close to being WIS sad, but your damage will be a little on the low ends compared to other front line fighter types. Craft Wondrous Item is an odd choice, and I feel like you'd have been better served grabbing Knowledge Devotion or just about anything else in its place.


Argent Fist is everything you want and need, so I don't get why you pushed it back as far as you did. You qualify as early as 6th level (entering at 7th). You could have shuffled your rogue levels to later on and gotten the good stuff sooner. That said, you at least have everything you need for the contest online at 9th level. There's also something to be said for dumping all of your essentia into Sapphire Smite and/or Sapphire Fist for extra uses of Smite Evil and higher DCs for Stunning Fist. Being able to gain virtual essentia also means that you don't have the usual problems of locking all of your mojo into a feat for the day. So call that a +0.25 altogether.



You've got a solid focus on SF and are almost WIS sad. Arguably, you won't be benefiting from evasion due to wearing heavy armor, but you've got a middle-ish Ref saving throw bonus anyhow. Call it 4.00.




Thank you again for judging, 3DC, here some comment now that I'm back form vacation, before I go on vacation again, I wasn't feeling like typing it out as a dispute from the phone :)

About power : and overall monstrous saves! :P

About Elegance : that cleric dip gives "too much" to be left for later, and rogue/paladin levels are carefulyl weaved to try to minimize multiclass penalties as much as possible, while still getting "a lot" of feats as soon as possible, in that regard it made perfect sense to me to frontload all the base classes, and leave a straight PrC 10 afterward

About UotSI : Evasion is also one of the PrC prerequisites, and it's kind of stupid that it get's invalidated by one of the early PrC features, at a table I would probably propose to let holy armor works for evasion, too, but in the context of the contest, it is what it is.

Also I thought I only had 8 SF ( 5 from levels + 3 from extra stunning ), are you counting argent fist to give 1 SF/level?

Create wondrous items is a bit of an odd choice, I know, but it's kind of the only sureway way of getting a specific nongeneric item :), and +2 DC from the wrappings is equivalent ot the ability focus on value, and of course there may be other items I get to possibly craft for either myself or the party, assuming access to the relevant spells by party member. This was in part a kind of holdover from a previous iteration of the build : I was getting that kama that works with stunning fist from the magic item compendium with ancestral relic, and craft wondrous items would then allow me to get all the other pieces of that item set, but it was a lot of investment for little return, relatively speaking

Thurbane
2022-08-12, 05:13 PM
New round is up: https://forums.giantitp.com/showthread.php?648718-Junkyard-Wars-XXXX-Ninths-Meta-Prepared&p=25548047#post25548047