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Beni-Kujaku
2022-07-26, 03:58 PM
Monster Mash #4


This competition is for monstrous adventurers, in part to experiment with the possibilities they offer and in part to make use of the revised level adjustments which Inevitability and Debatra have spent five years assigning.
Adventurers designed for this contest must be of a monstrous race. For the purpose of this contest, “monstrous race” excludes all races designed for PC use, unless their level adjustment has been increased by one or more templates.
“Monstrous race” is a somewhat vague category, by necessity. No simple set of rules can exclude every single PC race without also excluding some genuine monsters. Entries which flout this rule with borderline-monstrous races risk a penalty to their Monstrosity score.

For the purpose of this competition, all races use the modified level adjustments listed in the LA Assignment Archive (https://forums.giantitp.com/showthread.php?624825). Races with a -0 level adjustment are treated as if they had a +0 level adjustment. Monsters not rated at the time an entry is submitted may not be used.
Some races' level adjustments include asterisks. These monsters have traits which render them unsuitable for PC use, such as a wight’s spawn creation, a dryad’s tree dependency, or a genie’s wishes; check the linked posts in the archive. For the purpose of this contest, those races do not possess those traits. In cases where it's unclear which traits are removed, please contact the chair for clarification.

Round Theme: Monsters in the Darkness

As in horror movies, a monster is that much more effective if people don't expect it, if it hides in the shadows to strike the finishing blow.


The monster character must end up with at least Sneak Attack +5d6 or Death Attack.
The initial monster race or template chosen need not give either of these abilities.



To note: Sneak Attack works with spells and other abilities only if they require attack rolls, and once per such attack roll.

Contestants
You will need to present a full build for your entry, from its first level to level 20. Also required is a rundown of how your build works at lower levels, to demonstrate that it is a functional character that could be played in a real game.
Traditionally participants in similar competitions give "snapshots" of tactics and abilities at levels 5, 10, 15, and 20. Depending on the monstrous race chosen, your character may be unavailable at lower levels; in that case, instead give snapshots at various levels where it is playable. These snapshots should be roughly evenly distributed among what levels it is available at.


32 point-buy is the presumed creation method.
If you do use a different point-buy, please make your case for its necessity in your entry. Keep in mind that for using exceptionally large or small point-buys may warrant deductions in elegance and/or power.
If the monster you're cooking with has no intelligence, or an Intelligence score of 1 or 2, consider the intelligence as 3 (-8 racial modifier). It still retains any immunity to mind-affecting abilities it may have.

Competitors will be free to use any official 1st party (WotC) 3.5 rulebook in constructing their builds. Dragon Compendium is allowed, but Dragon magazine is disallowed. Unearthed Arcana is allowed. Unupdated 3.0 materials, as well as web exclusives 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.
Official Errata and 3.5 updates to 3.0 content are considered valid regardless of whether their sources would otherwise be legal. This includes the 3.5 update of Oriental Adventures given in Dragon Magazine, and the 3.5 updates of Dragonlance Campaign Setting content given in later third party Dragonlance books.
Alternate rule systems from UA such as gestalt or Generic Classes are not allowed, as they create a different playing field. Item Familiars and Taint are also banned from the competition.

Specific bans:

Any material that grants you leadership without you specifically taking it should be ignored and may not be traded away for another feat or ACF. Any variant of Leadership, such as Undead Leadership and Dragon Cohort are likewise banned. Wild Cohort and Obtain Familiar are allowed. If you are not sure if a specific feat violates the 'no leadership' rule, err on the side of caution, or ask me.
However, Leadership may be taken to qualify for another feat or class (such as the Great Captain feat or Legendary Leader prestige class), though a character still doesn't get its usual benefit in those cases. This is to allow characters to access unproblematic material that'd otherwise be made unavailable because of the Leadership ban.

Because this contest involves creating a build up to level 20, no race with a base ECL higher than 20 is allowed.
The Dragonlance Campaign Setting is allowed, but the subsequent books for Dragonlance are considered 3rd party, and are therefore not eligible, despite the "WotC approved" status of those books. The same holds for Oriental Adventures (1st party) and the subsequent Rokugan books (3rd party).
The Illithid Savant and Beholder Mage prestige classes are specifically banned due to their extreme potential for abuse.


Judging
Judging will be based on the following criteria, with each build rated on a scale from 1 (very poor) to 5 (exemplary) in each area: Originality, Power, Elegance, and Monstrosity.
Scores of zero may be applied in cases of exceptional misconduct (plagiarism earns a 0 in Originality, failure to meet prerequisites earns a 0 in Elegance, non-monstrous races earn a 0 in Monstrosity, etc); otherwise, all entries should receive at least one full point in each category.
Originality: Is it unexpected or novel?
Power: Can it do what the concept asks of it? Is this a powerfully-built character?
Elegance: Is it mechanically straighforward or “pretty”?
Monstrosity: Is the monstrous character’s race used?

Elegance and Monstrosity demand further elaboration.
Elegance measures how skillfully you put your build together, and whether you sacrificed flavor for power. Use of flaws is considered in poor taste, and judges are asked to take a dim view of this option, taking it into account while grading. Other things that will cause penalties here are excessive multi-classing, and classes that don't fit the concept.
A legal source's relative obscurity should not be considered as penalizing Elegance, excepting the aforementioned issues with Unearthed Arcana. Using conflicting setting material may result in a penalty to Elegance at the judges' discretion, but a book's relative obscurity may not. In that same vein, drawing solely from the Core 3 (and the d20 SRD) should not be punished for lacking Originality.
Monstrosity measures how necessary the entry’s monster race was to the submission. We want to build monstrous adventurers here, not standard Iron Chef builds with a few racial hit dice at the start. Builds which could not function without the monstrous features of their race earn high Monstrosity scores, while builds which could work on any PC race with no changes will take Monstrosity penalties. Builds using non-monstrous races will also take penalties to Monstrosity. For rounds with specific restrictions on the monster race, this category will also include making good use of the mandatory component.

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

NAME OF ENTRY


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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



Code immediately below (spoiler).

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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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



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

Spells per Day/Spells Known


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


Alternatively, you may use this spreadsheet created by (https://docs.google.com/spreadsheets/d/1BG0-5sq4dL9Ooh7-QfXuyHzO4rXSz-CRcj29t6BeUVE/edit?usp=sharing) mattie_p (https://forums.giantitp.com/member.php?66256-mattie_p).
For other systems (Psionics, ToB, Incarnum, etc.) keep track of PP/maneuvers/essentia separately, preferably in a nice neat list or table.

Speculation
Please don’t post or speculate on possible builds until the reveal, in order to avoid spoiling the surprise if a particular competitor is producing a build along those lines.
Once builds are revealed, please do not comment on errors or rules issues on entries unless you are a judge. If you have such a comment, wait until the final reveal to post it.

Deadlines

Contestants will have until 23:59 GMT Tuesday 23rd of August to create their builds and PM them to the chair. Builds will then be posted simultaneously, to avoid copying. Judges will have until 23:59 GMT Tuesday 6th of September to judge the builds and submit their scores. If no judges have scored by that point, only the scores of the first judge to submit will be counted. Deadlines are subject to extension as/if required.

Submission
To standardize Entries, please use this format when sending it in:
PM: Beni-Kujaku
Subject: Monster Mash #, Name of your Entry
For Revisions and disputes, do the same thing. It makes it easier for me finding the entries in my mailbox.

More questions? Either ask in the thread or PM me with Monster Mash Questions in the header. Please use PMs for any questions relating to a specific build to avoid violating rules against speculation.

Houserules/Clarifications
D&D 3.5 is far from a perfect system, and inflated level adjustments are far from the only example of this. Many rules are ambiguous, absent, or just badly-written. I make no claim to fixing the system, but feel some “house rules” are in order:

Bonus feats that are granted even if you do not meet the prerequisites do not require you to meet the prerequisites in order to use.
All creatures are proficient with any natural weapons they may have or acquire.
Monsters with racial hit dice may gain an additional hit die instead of taking a character level. This functions as advancing a monster this way would under other circumstances. You cannot advance any monster beyond the maximum number of racial hit dice noted in its Advancement entry. You can advance that way before, after, or in-between taking actual class levels.
The DC of a monster's supernatural ability is 10+1/2 number of Hit Dice+mod. This includes class levels.
Able Learner's benefit applies to the level you take it.
Weapons from soulmelds are considered to be magic weapons.
Unarmed Swordsage grants Improved Unarmed Strike at level 1.
Spelltouched feats are legal and can be taken just like any other feat when you meet the prerequisites and have the feat slot available.
Possessing innate spellcasting from your race is treated as a spellcasting class for the purposes of prestige classes which provide new spells per day, an increase in caster level, and spells known (if applicable) as if you had gained a level in a spellcasting class to which you belonged before adding the prestige class level.



Previous Competitions:
MM1: Back to Basics (https://forums.giantitp.com/showthread.php?632644-Monster-Mash-Monstrous-Adventurer-Competition)
MM2: Scary Monsters (https://forums.giantitp.com/showthread.php?644846-Monster-Mash-II-Scary-Monsters!)
MM3: Keep your monsters close, and your enemies closer (https://forums.giantitp.com/showthread.php?646125-Monster-Mash-III-Keep-your-monsters-close)


And now, time to get mashing!

Beni-Kujaku
2022-07-26, 03:59 PM
Q&A for this round:

-Do Skirmish and other similar abilities like the ninja's Sudden Strike fulfill the comp requirements?
No, they don't. For the purpose of this comp, only sneak attack qualifies.




(LA -0 are asterisked)

Immediately qualifies:

4: Past Life Template (Rogue)
12: Rakshasa Naztharune
16: Abyssal Ghoul
19: Shadow Giant


Has sneak attack but less than 5d6:
2: Necrophidius (2d6)
3: Dark Ones (Creeper, 2d6), Shadar-Kai (1d6), Derro* (1d6)
4: Splinterwaif (2d6), Vultivor (Canomorph, 2d6), Dark Ones (Stalker, 3d6), Vorr (2d6), Skleroloth (1d6)
5: Spriggan (3d6)
6: Knave Splinterwaif (2d6), Thorn (2d6)
8: Babau (2d6)
9: Naityan Rakshasa (1d6), Witchknife* (2d6)
12: Astral Stalker (2d6), Visage* (4d6)
13: Kelubar (4d6), Rilmani Cuprilach (3d6)


There are impressively few creatures with sneak attack that were given LA-0.

Beni-Kujaku
2022-08-03, 10:29 AM
It's been quite calm around here... Do we have any contestants?

Paragon
2022-08-04, 01:20 PM
I'm almost done cooking.
Had a lot of fun exploring this part of the rules I was shaky on.

Hope I won't get first place by forfeit...

loky1109
2022-08-05, 05:25 AM
I didn't start yet, but I have some ideas.

pabelfly
2022-08-05, 05:50 AM
I'm exploring a few ideas, but I haven't yet hit that piece of inspiration that insists that I need to make a competition build.

ciopo
2022-08-05, 07:51 AM
Alas I am still on vacation doing vacation stuff, and phone doesn't lend itself much to research and making a table and so on, so I'm sitting this one out, despite having a clear idea of what I would have made

Beni-Kujaku
2022-08-05, 08:20 AM
Alas I am still on vacation doing vacation stuff, and phone doesn't lend itself much to research and making a table and so on, so I'm sitting this one out, despite having a clear idea of what I would have made

Do know that an extension is absolutely possible, and that if you can make something up in one week after you come back from holidays, I'd be happy to allow you to.

Inevitability
2022-08-06, 07:45 AM
This seems interesting! Might submit a build.

ciopo
2022-08-08, 09:54 AM
Beni, would you express your opinion (as a chair) (if appropriate at all) on favored class for those creatures that don't have any listed in their stat blocks?

I'm ok for it to be "up to the judge", of course, but I'd like to know it going in instead of be a guessing game :)

Beni-Kujaku
2022-08-08, 11:14 AM
Beni, would you express your opinion (as a chair) (if appropriate at all) on favored class for those creatures that don't have any listed in their stat blocks?

I'm ok for it to be "up to the judge", of course, but I'd like to know it going in instead of be a guessing game :)

Monster Manual 1 states that all monsters have a second favored class on top of their monster class. I'm not sure where I read that‚ but I distinctly remember reading somewhere that the DM should assign favored classes to monsters based on what class is the most appropriate for the monster.

I think it's fair to say that in an optimization competition‚ the classes you're choosing are appropriate for your monster class. Hence‚ I personnally consider that monster characters have favored class: Any (any one). Note that it doesn't change the fact that you could lose Elegance on a dip-heavy build.

ciopo
2022-08-10, 02:38 PM
If a template adds a racial bonus to a skill, does it also become "in class" for the racial hit dice it may have?

Beni-Kujaku
2022-08-10, 04:24 PM
If a template adds a racial bonus to a skill, does it also become "in class" for the racial hit dice it may have?

No. Yes‚ even if it's a speed bonus to Swim or Climb.

GreatWyrmGold
2022-08-21, 09:27 PM
Partly posting so anyone who might be interested is alerted before the contest is over.

Mostly posting because I can't find a "watch thread" button.

Beni-Kujaku
2022-08-22, 12:24 AM
I have recieved an ask for an extension. The new deadline will be next tuesday instead‚ the 30th of August‚ 23h59 GMT.

Everyone‚ do your best!

Tzardok
2022-08-22, 03:28 AM
Partly posting so anyone who might be interested is alerted before the contest is over.

Mostly posting because I can't find a "watch thread" button.

You see that rider Thread Tools up there, directly besides Search Thread? There's the "subscribe to thread" button.

Beni-Kujaku
2022-08-23, 03:14 PM
I have received the builds from the person asking for an extension. Is there anybody still cooking out there? If not, the reveal will take place tomorrow evening or thursday.

Beni-Kujaku
2022-08-24, 12:53 PM
Not many dare to speak his name. Some just call him « the Dark One », « the Stalker », « the Reaper », or even « Mr. Stabby ». But you can call him… Jack.


I have always been special. Always been capable of going above and beyond what others could. In situations where others would faulter, I flourished.

Lost from my people, from my home, since the very beginning. Taken, and treated as a freak – as a mute and mutated human, something to be gawked and laughed at. I had been forced to live my life with my face uncovered, underneath the cruel blistering light of the sun.

I did not fall to self-pity, or to cries of injustice. I've paid attention. Watched. Emulated those in power, put myself at their feet, served them so that I could join their rank. I had no resentment towards them, those who had taken me from my kind to abuse me or their pleasure.

But I despised the weak humans they thought I was one of. I had nothing in common with those.

The humans had no drive. They lived their life as if in an eternal fog, spending years in idleness. They pitied me, as if my suffering was worth than their meaningless lives.

I never feared suffering, I never feared pain, I never saw myself as unlucky. Because I had a secret power: the knowledge of the meaning of life.

Life is not to be lived in idleness, doing only what one must to merely survive. Life is not to be spent worrying about the morality of the slave, the opinion of the weak. Every second of life which is not filled to the brim with the raw excitement of being alive – your heart beating in your throat, your vision both blurry and somehow clearer than ever – is a second wasted.

Life is about thrill. And I knew where to find it.

I had murder and shadow in my blood.

What is loyalty? What is chivalry? What is law? The construct of the weak and the frail, refusing to live their lives. Power is the only law, life the only cause.

And why should we blessed few who know this heed the so-called sanctity of the life of those who choose to throw it aside?

I walk among them. Educated, well-dressed, well-spoken. Celebrated adventurer, vanquisher of devils. They think I did it for them, these pathetic wastes of space. They admire me. They love me.

And when night falls, and the shadows gather…

I delight in their screams.
CE Dark stalker, Beast heart adept 1 / Crinti shadow marauder 5 / Fighter 1 / Hellbreaker 4 / Rogue 4 / Swordsage 1
AbilitiesInitialRace / TemplateASIEnhancementInherentTotalSTR8412DEX16646 436CON162422INT16218WIS8412CHA10616
The basics:
HP 8 + 1d10 + 9d8+ 8d6 + 114 (188)
AC 10 +8 bracers + 13 DEX +5 deflection +7 natural = 43
Saves with cloak of resistance +5 and wand of conviction fort 21 reflex 37 will 19
languages known : common, infernal, abyssal, celestial, sylvan

The pokening:
+5 feycrafted cold iron short sword
Attack bonus: +13 BAB +13 DEX + 5 enhancement +2 flanking +2-5 insight +1 weapon focus = +36-39
Damage: 1d4 +1 STR + 5 enhancement +13 hit-and-run +13 shadow blade +19 craven + 5d6 sneak attack + 2d6 sudden strike = average 78 damage and -5 spell resistance per successfull sneak attack
full attack : +36/+31/+26 for average 78 damage each hit

Tactical teleports available:
free action 1/round
immediate action 1/encounter
move action 1/encounter
standard action 1/encounter and 10/day (in shadowy illumination)

By their powers combined:
first round of each encounter is 3 full attacks (shadow jaunt + shadow stride + blink dog dimension door), plus one as immediate action when it's their turn
every subsequent round are 2 full attacks (full attack + blink dog dimension door)
if for some reason we want to use the move action to do something else, we can still do two full attacks (standard action shadow jump + blink dog) if the illumination is shadowy, maybe feint?
swift action most likely busy with wands of wraithstrike
first successfull attack of each round, 5d6 sneak attack damage, average 17, are sacrified to reduce the target AC by 5 for one round, making a lot of iteratives more likely to hit

moneybags, nonfancy items:
weapon 53820 gp
enhancement bonuses 52000gp
inherent bonuses 137500gp
armor bonus 64000gp
deflection bonus 50000gp
natural armor bonus 50000gp
resistance bonus 25000gp
leftover for wands and other useful stuff 327680 gp

Hit Die / ECLClassBase Attack BonusFort SaveReflex SaveWill SaveSkillsFeatsClass Features1/2Racial hit die 1+0+0+2+024: {+4} Hide: 4; {+4} Know(Arcana): 4; {+4} Know(Dungeon): 4; {+2} Know(Local): 2; {+2} Know(Nature): 2; {+4} Know(Planes): 4; {+4} Move silently: 4; EducationSneak attack +3d6, poison use2/3RHD 2+1+0+3+06: {+1} Hide: 5; Know(Arcana): 4; Know(Dungeon): 4; {+1} Know(Local): 3; {+1} Know(Nature): 3; {+1} Know(Planes): 5; {+1} Know(Religion): 1; {+1} Move silently: 5; Blindsight 60ft, Light sensitivity3/4RHD 3+2+1+3+16: {+1} Hide: 6; Know(Arcana): 4; Know(Dungeon): 4; {+1} Know(Local): 4; {+1} Know(Nature): 4; Know(Planes): 5; Know(Religion): 1; {+1} Move silently: 6; {+2} Collector of stories; Knowledge devotionFog cloud 2/day, shadow cloak 3/day4/5Rogue 1+2+1+5+112: {+1} Bluff: 1; {+1} Handle Animal: 1; {+1} Hide: 7; Know(Arcana): 4; Know(Dungeon): 4; Know(Local): 4; Know(Nature): 4; Know(Planes): 5; Know(Religion): 1; {+1} Move silently: 7; {+3} Ride: 3; {+1} Sense motive: 1; {+4} Use Magic Device: 4; mounted combatAdventurer, mimic, wilderness5/6Rogue 2+3+1+6+112: {+1} Bluff: 2; {+1} Handle Animal: 2; {+1} Hide: 8; Know(Arcana): 4; Know(Dungeon): 4; Know(Local): 4; Know(Nature): 4; Know(Planes): 5; Know(Religion): 1; {+1} Move silently: 8; {+3} Ride: 6; {+1} Sense motive: 2; {+4} UMD: 8; Combat expertiseBonus feat, evasion6/7Rogue 3+4+2+6+212: {+3} Bluff: 5; {+2} Handle Animal: 4; {+1} Hide: 9; Know(Arcana): 4; Know(Dungeon): 4; Know(Local): 4; Know(Nature): 4; Know(Planes): 5; Know(Religion): 1; {+1} Move silently: 9; {+2} Ride: 8; {+2} Sense motive: 4; {+1} UMD: 9; StealthyPenetrating strike7/8Crinti shadow marauder 1+4+2+8+28: Bluff: 5; {+1} Handle Animal: 5; {+1} Hide: 10; {+1} Know(Arcana): 5; Know(Dungeon): 4; Know(Local): 4; Know(Nature): 4; Know(Planes): 5; {+3} Know(Religion): 4; {+1} Move silently: 10; Ride: 8; Sense motive: 4; {+1 CC} UMD: 9.5; Shadow ride8/9Crinti shadow marauder 2+5+2+9+28: Bluff: 5; {+1} Handle Animal: 6; {+1} Hide: 11; Know(Arcana): 5; {+1} Know(Dungeon): 5; {+1} Know(Local): 5; {+1} Know(Nature): 5; Know(Planes): 5; {+1} Know(Religion): 5; {+1} Move silently: 11; Ride: 8; Sense motive: 4; {+1 CC} UMD: 10; Sudden strike +1d69/10Crinti shadow marauder 3+6/+1+3+9+38: Bluff: 5; {+1} Handle Animal: 7; {+1} Hide: 12; {+1} Know(Arcana): 6; {+1} Know(Dungeon): 6; {+1} Know(Local): 6; Know(Nature): 5; {+1} Know(Planes): 6; Know(Religion): 5; {+1} Move silently: 12; Ride: 8; Sense motive: 4; {+1 CC} UMD: 10.5; Craven, Ride-by attackBonus feat, Shadow walk10/11Crinti shadow marauder 4+7/+2+3+10+38: Bluff: 5; {+1} Handle Animal: 8; {+1} Hide: 13; {+1} Know(Arcana): 7; {+1} Know(Dungeon): 7; Know(Local): 6; {+1} Know(Nature): 6; Know(Planes): 6; {+1} Know(Religion): 6; {+1} Move silently: 13; Ride: 8; Sense motive: 4; {+1 CC} UMD: 11; Sudden strike +2d611/12Crinti shadow marauder 5+7/+2+3+10+38: Bluff: 5; Handle Animal: 8; {+1} Hide: 14; Know(Arcana): 7; Know(Dungeon): 7; {+1} Know(Local): 7; {+1} Know(Nature): 7; {+1} Know(Planes): 7; {+1} Know(Religion): 7; {+1} Move silently: 14; Ride: 8; Sense motive: 4; {+2 CC} UMD: 12; Shadow pounce12/13Rogue 4+8/+3+3+11+312: {+3} Bluff: 8; Handle Animal: 8; {+1} Hide: 15; Know(Arcana): 7; Know(Dungeon): 7; Know(Local): 7; Know(Nature): 7; Know(Planes): 7; Know(Religion): 7; {+1} Move silently: 15; Ride: 8; {+4} Sense motive: 8; {+3} UMD: 15; Undo resistance, Improved feintBonus feat, disruptive attack13/14Hellbreaker 1+8/+3+3+13+510: Bluff: 8; Handle Animal: 8; {+1} Hide: 16; {+1} Know(Arcana): 8; {+1} Know(Dungeon): 8; {+1} Know(Local): 8; {+1} Know(Nature): 8; {+1} Know(Planes): 8; {+1} Know(Religion): 8; {+1} Move silently: 16; Ride: 8; Sense motive: 8; {+2 CC} UMD: 16; Mantle of darkness, telepathic static14/15Hellbreaker 2+9/+4+3+14+610: Bluff: 8; Handle Animal: 8; {+1} Hide: 17; {+2} Know(Arcana): 10; {+1} Know(Dungeon): 9; {+1} Know(Local): 9; {+1} Know(Nature): 9; {+2} Know(Planes): 10; {+1} Know(Religion): 9; {+1} Move silently: 17; Ride: 8; Sense motive: 8; UMD: 16; Steal spell-like ability15/16Hellbreaker 3+10/+5+4+14+610: Bluff: 8; Handle Animal: 8; {+1} Hide: 18; {+1} Know(Arcana): 11; {+1} Know(Dungeon): 10; {+2} Know(Local): 11; {+1} Know(Nature): 10; {+1} Know(Planes): 11; {+2} Know(Religion): 11; {+1} Move silently: 18; Ride: 8; Sense motive: 8; UMD: 16; Animal affinitySneak attack +4d616/17Hellbreaker 4+11/+6/+1+4+15+710: Bluff: 8; Handle Animal: 8; {+1} Hide: 19; {+1} Know(Arcana): 12; {+2} Know(Dungeon): 12; {+1} Know(Local): 12; {+2} Know(Nature): 12; {+1} Know(Planes): 12; {+1} Know(Religion): 12; {+1} Move silently: 19; Ride: 8; Sense motive: 8; UMD: 16; Stowaway17/18Beast heart adept 1+12/+7/+2+6+15+98: Bluff: 8; Handle Animal: 8; Hide: 19; {+2} Know(Arcana): 14; {+1} Know(Dungeon): 13; {+1} Know(Local): 13; {+1} Know(Nature): 13; {+2} Know(Planes): 14; {+1} Know(Religion): 13; Move silently: 19; Ride: 8; Sense motive: 8; UMD: 16; Monstrous companion, monster empathy, mosnter handler18/19Swordsage 1+12/+7/+2+6+17+1110: Bluff: 8; Handle Animal: 8; {+2} Hide: 21; {+1} Know(Arcana): 15; {+1} Know(Dungeon): 14; {+1} Know(Local): 14; {+1} Know(Nature): 14; {+1} Know(Planes): 15; {+1} Know(Religion): 14; {+2} Move silently: 21; Ride: 8; Sense motive: 8; UMD: 16; Shadow bladeQuick to act, Discipline focus (Shadow hand)19/20Fighter 1+13/+8/+3+8+17+116: Bluff: 8; Handle Animal: 8; Hide: 21; {+1} Know(Arcana): 16; {+1} Know(Dungeon): 15; {+1} Know(Local): 15; {+1} Know(Nature): 15; {+1} Know(Planes): 16; {+1} Know(Religion): 15; Move silently: 21; Ride: 8; Sense motive: 8; UMD: 16; Sneak attack +5d6, hit-and-run, Dirty fighter-Level adjustment 1-------
Dark stalker: Base monster, medium corporeal humanoid from fiend folio, D8 hit die, medium BAB, 2 skill points, poor/good/poor saves 3 racial hit die, level adjustment +1
ability modifiers +4 STR +6DEX +2CON +2INT +4WIS +6CHA
30ft land speed, 2 natural armor bonus, no natural attacks
racial bonuses +8 hide, +4 move silently, class skill hide, listen, move silently, sleight of hand, spot, tumble
Common special qualities: blindsight 60ft
fog cloud(sp), 2/day caster level 5
Poison use(ex): never risks accidental poisoning
Shadow cloak(su): 3/day gain total concealment while in shadowy illumination or normal concealment in bright light. Not negated by darkvision except if able to penetrate magical darkness
Sneak attack(ex): extra 3d6 precision damage, appliable against denied-dex or flanked enemies
light sensitivity(ex): -2 morale bonus to all attacks, saves, checks, and damage rolls while in sunlight or daylight-equivalent
Rogue: Base class from Player's handbook, d6 hit die, medium BAB, 8 skill points, poor/good/poor saves "Adventurer": alternate class feature form unearthed arcana, trades sneak attack progression for fighter bonus feat
Bonus feats: from list, at first and every even level
mimic: ACF from Exemplars of evil, class level/day disguise self, caster level equal to rogue level
"wilderness": ACF from unearthed arcana, exchange some class skill for others, that we care about we gain handle animal and ride plus other, and lose class skills we haven't taken ranks in
Penetrating strike: ACF from dungeonscape, trades trap sense for the capacity of still doing half sneak attack damage to targets that would otherwise be immune, if you're flanking them
Disrupting attack: ACF from player's handbook II, trades uncanny dodge for the capacity of not dealing sneak attack in exchange of reducing target AC by 5 for 1 round, nonstackable
Crinti shadow marauder: Prestige class from shining south, D8 hit die, medium BAB, 4 skill points, poor/good/poor saves Prerequisites: nongood alignment; handle animal 4, hide 8, move silently 8, ride 8; mounted combat, stealthy; Dambrath region; Roleplay prereq
Shadow ride(su): like shadow jump above, but works with the mount, 25ft increment, daily pool of 50*class level ft
bonus feat: from list, must meet prerequisites
Shadow walk(sp): 1/day as the spell, self and mount only, caster level equal to crinti shadow marauder level
Shadow pounce(ex):Any time you use a spell, spell-like or ability with the teleportation descriptor, you can full attack at the end of the teleport, must have line of sight with the target before the teleport, the teleport destination must treaten the target
Hellbreaker: Prestige class from Fiendish codex II, D6 hit die, medium BAB, 6 skill points, poor/good/good saves Prerequisites: chaotic alignment; bluff 8, know(planes) 4, sense motive 8; Undo resistance, Combat expertise, improved feint; sneak attack +2d6; infernal language
Mantle of darkness: can hide in any kind of darkness, even if observed
Telepathic static: telepathy is suppressed within 20ft, Divination is similarly suppressed (spellcraft DC 20+spell level or slot lost)
Steal spell-like-ability: forgo 2d6 on successful sneak attack or touch willing ally, gain use of target SLA of max level hellbreaker/2
Sneak attack: as the rogue feature, +1d6
Stowaway: Any time a teleportation effect is used within 30ft, teleport with the target. Automatic if the target is willing, immediate action level check DC 10+caster level if unwilling
Beast heart adept: Prestige class from Dungeonscape, D8 hit die, good BAB, 4 skill points, good/poor/good saves Prerequisites: handle animal 8, know(arcana) 4, know(dungeon) 4; Animal affinity; Roleplay prereq
Monstrous companion: like druid animal companion, but from special list, we choose a blink dog (https://www.d20srd.org/srd/monsters/blinkDog.htm). it gains our alignment
Monster empathy: like druid wild empathy, affects all magical beast(no max INT), plus animal and aberrations(max INT 2) at -4
Monster handler: can make handle animals checks with magical beast and aberrations (max INT 2)
Swordsage: Base class from Tome of battle, d8 hit die, medium BAB, 6 skill points, poor/good/good saves quick to act: +1 bonus to initiative
discipline focus: with the chosen discipline preferred weapons, gain the benefit of weapon focus. For us it's shadow hand discipline and short swords
blade magic: 6 manouvers known, 4 manouvers readied, 1 stance known. Recovery method: 1 full round action per readied manouver
Fighter: Base class from Player's handbook, d10 hit die, good BAB, 2 skill points, good/poor/poor saves hit-and-run tactics class variant: from Drows of the underdark, trade heavy armor profiency for +2 bonus to initiative and +DEX to damage against nearby flat-footed enemies
"dirty fighter": ACF from unearthed arcana, trades bonus feats for sneak attack damage progression
Feats: Education: Eberron campaign setting, no prerequisites. All knowledge skill are class skill, +1 to checks with arcana and planes
Knowledge devotion: Complete champion, one knowledge skill 5 ranks. Gain +1-5 insight bonus to attack and damage roll based on identifying the creature. Make one knowledge a class skill
Collector of stories: Complete scoundrel, skill trick, prereq one knowledge skill 5 ranks. gain +5 competence bonus to knowledge checks to identify creatures
Mounted combat: Player's handbook, ride 1 rank. 1/round substitute ride check for mount AC. taken as fighter bonus feat
combat expertise: Player's handbook, INT 13. can sacrifice attack bonus for AC bonus. taken as fighter bonus feat
Stealthy: player's handbook, no prereq. +2 to hide and move silently
Craven: Champions of ruin, sneak attack feature, not immune to fear. -2 to will saves against fear, sneak attack deals extra damage equal to HD
Ride-by attack: Player's handbook, mounted combat, ride 1 rank. when mounted and charging, can keep on moving after the attack. taken as crinti shadow marauder bonus feat
Undo resistance: Fiendish codex II, sneak attack. successful sneak attack with cold iron weapons reduce spell resistance of the target by 1 per sneak attack and sudden strike dice. stacks, 1 hour duration
Improved feint: Player's handbook, combat expertise, INT 13. Bluff in combat as move action instead of standard action.
Animal affinity: player's handbook, no prereq. +2 to handle animal and ride
Shadow blade: Tome of battle, one shadow hand stance. While in a shadow hand stance, add DEX to melee damage done with shadow hand weapons (short swords)
Blade magic: 6 manouvers known, 4 readied, 1 stance. Initiator level 9 when the swordsage level is taken
Shadow jaunt: shadow hand, no prereq. standard action teleport up to 50ft away
Shadow stride: shadow hand, no prereq. swift action teleport up to 50ft away
Mountain hammer: Stone dragon, no prereq. standard action melee attack deals 2d6 extra damage and ignores DR and hardness
Burning blade: Desert wind, no prereq. swift action +5ft reach and melee attack damage is converted to fire for 1 turn
Fire riposte: Desert wind, 1 desert wind manouver. immediate action do melee touch attack dealing 4d6 fire damage against opponent that successfully attacked you with a melee or natural weapon
Leaping flame: Desert wind, 2 desert wind manouver. immediate action teleport adjacent to a creature that attacked you, up to 100ft away
Island of blades stance: shadow hand, no prerequisites. If you and an ally are adjacent to the same creature, you gain the benefit of flanking that creatureManouvers most likely to be left unreadied: burning blade, fire riposte

Weapon: the entry is with a generic "+5", one template, one special material, here listed useful properties we might want instead of generic enhancement bonuses Cold iron material: Dungeon master guide, 2320 gp cost of the base masterwork shortsword. 30HP, hardness 10
feycrafted: template from Dungeon master guide II, 1500gp. 10% less weight, -1 hardness, hit die reduced by one step. Can use DEX mod for attack rolls
Eager: +1, magic item compendium, free draw, +2 to initiative, +2 to damage on the surprise and first round of combat
Assassination: +1, cityscape, +1d6 sneak attack damage, no risk of poisoning self, add weapon enhancement bonus to the poison save DC


The inception was somewhat simple, "I'm going to make a blink dog telflammar shadowlord huehuehue"
but the lack of iteratives made getting shadow pounce... not that effective, "oh I'm gonna bite twice instead of once.. joy... not"
so I took a bigger look at those creatures with racial sneak attack and tacked on hellbreaker+beast heart adept+shadowpounce to get "lots" of chances to apply that sweet sneak attack.
Fairly early I settled on either a Vultivor or a dark stalker, Vultivor was fun to think about because it has a racial shadow jump, and "dogman with dogs" was hilarious to me.
Early version went for beast heart adept 5, to have TWO blink dogs!!
But I disliked how I was making use of assassin stance to get the "required" 5d6 of sneak attack, in spite of also having sudden strike (teflammar shadowlord is so feat intensive, bleh)

I kept going back and forth between Vultivor and dark stalker, but the higher sneak attack and the higher intelligence settled that for me in the end.

for a while there were two levels of scarlet corsair to help qualifying for hellbreaker, with a "piratey" name, and some deprecated joke about "ye scurvy dogs"

I dislike how crinti shadow marauder works against itself, since you can't (or can you?) charge/spirited/charge/valorous lance while shadowpouncing, would have been kind of fun multiplying craven/shadow blade/hit-n-run damage, but alas

mini story: Something something being useful to the crinti noble houses, we work our ass off being useful and gaining the approval for becoming shadow marauders, then hatch this insane plan about stowawaying other people teleportation for some extra stabbity, but that lands us in some trouble, hence a prison escape episode, where we befriend faithful blink dog
ECL5
rejoice in starting out already able to afford a feycraft weapon! Go raid caravans or something! Much space to be horsing around!
ECL10
more stabbity! don't forget your wands! And poison!
ECL15
Is that some hide in plain sight I fail to see in the corner?
ECL18
You got a blink dog which has a lovely free action dimension door he can use once per round, stowaway on it for shadow pounce shenanigans!
ECL20
some extra damage, and island of blades to make sure you can always do at least half sneak attack damage, plus, you know, a much more involved alpha strike :)

it's a rogue, no need to get complicated!
Stowaway and shadow pounce: of course I'm making the assumption they combo together, the "big" problem here is that blink dog dimension door is supernatural, not a spell or spell like, so if the GM rules that you can't stowaway on a blink dog dimension door, you might as well rework those levels as jaunter or swashbuckler or whatever

Shadow cloak racial ability: there is no word about how long it lasts, is it like, forever? :P

blink dog companion and alignment: beast heart adept says the blink dog gains your alignment, so there shouldn't be any problem here, it's somewhat funny being at the opposite end

There is no word at all about what happens if the blink dog dies, use the druid animal companion mechanics?

"unofficial" unearthed arcana names: I have no idea where they originated from, they are in the "Other Class Variants (https://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm)" section of the UA, that'll be "adventurer" and "dirty fighter"

Beni-Kujaku
2022-08-24, 12:54 PM
A giant assassin bird. I’m really glad it doesn’t fly, I can’t imagine a worse fate than being Death Attacked via bird droppings.


Budgee the not-budgee (Achaierai Assassin 10/Fist of the Forest 3/Druidic Avenger Huntsman Druid 1)

Stats before racial: 16/14/14/12/14/08
Stats after racial: 24/16/18/12/18/14
Stats after racial and levels: 24/16/22/12/18/14


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


1st
Outsider 1
+1
+2
+2
+2
Hide +4, Move Silently +4, Disguise +2, Handle Animal+2, Survival +2, Diplomacy +4, Balance +4, Sense Motive +4, Spot +4
Power Attack
Darkvision 60ft, Spell Resistance 19, Black Cloud, Outsider traits


2nd
Outsider 2
+2
+3
+3
+3
Hide +5, Move Silently +5, Disguise +2.5, Handle Animal+2.5, Survival +2.5, Diplomacy +5, Balance +5, Sense Motive +5, Spot +5




3rd
Outsider 3
+3
+3
+3
+3
Hide +6, Move Silently +6, Disguise +3, Handle Animal+3, Survival +3, Diplomacy +6, Balance +6, Sense Motive +6, Spot +6
Improved Unarmed Strike



4th
Outsider 4
+4
+4
+4
+4
Hide +7, Move Silently +7, Disguise +3.5, Handle Animal+3.5, Survival +3.5, Diplomacy +7, Balance +7, Sense Motive +7, Spot +7




5th
Outsider 5
+5
+4
+4
+4
Hide +8, Move Silently +8, Disguise +4, Handle Animal+4, Survival +4, Diplomacy +8, Balance +8, Sense Motive +8, Spot +8




6th
Outsider 6
+6
+7
+5
+5
Hide +9, Move Silently +9, Disguise +4, Handle Animal+4, Survival +4, Diplomacy +9, Balance +9, Sense Motive +9, Spot +9, Climb +3
Great Fortitude



7th
Assassin 1
+6
+7
+7
+5
Hide +9, Move Silently +9, Disguise +4, Handle Animal+4, Survival +4, Diplomacy +9, Balance +9, Sense Motive +9, Spot +9, Climb +3, Use Magic Device +5

Sneak attack +1d6, death attack, poison use, spells


8th
Fist of the Forest 1
+7
+9
+9
+5
Hide +9, Move Silently +9, Disguise +4, Handle Animal+4, Survival +4, Diplomacy +9, Balance +9, Sense Motive +9, Spot +9, Climb +3, Use Magic Device +5, Survival +3

AC Bonus, Feral trance 1/day, Fast movement, primal living


9th
Druidic Avenger Huntsman Druid 1
+7
+11
+9
+7
Hide +9, Move Silently +9, Disguise +4, Handle Animal+4, Survival +4, Diplomacy +9, Balance +9, Sense Motive +9, Spot +9, Climb +3, Use Magic Device +5, Survival +8
Martial Study (Cloak of Deception)
Fast Movement, Rage 1/day, AC Bonus, Favored Enemy (Campaign Specific), Track, Wild Empathy (-4), Nature Sense, Spells


10th
Assassin 2
+8
+11
+10
+7
Hide +9, Move Silently +9, Disguise +4, Handle Animal+4, Survival +4, Diplomacy +9, Balance +9, Sense Motive +9, Spot +9, Climb +3, Use Magic Device +10, Survival +8

+1 save against poison, uncanny dodge


11th
Fist of the Forest 2
+9
+12
+11
+7
Hide +9, Move Silently +9, Disguise +4, Handle Animal+4, Survival +4, Diplomacy +9, Balance +9, Sense Motive +9, Spot +9, Climb +3, Use Magic Device +10, Survival +11

Improved Uncanny Dodge, Untamed Strike


12th
Assassin 3
+10
+13
+11
+8
Hide +9, Move Silently +9, Disguise +4, Handle Animal+4, Survival +4, Diplomacy +9, Balance +9, Sense Motive +9, Spot +9, Climb +3, Use Magic Device +15, Survival +11
Martial Stance (Assassin’s Stance)
Sneak Attack +2d6


13th
Fist of the Forest 3
+11
+13
+11
+9
Hide +9, Move Silently +9, Disguise +4, Handle Animal+4, Survival +4, Diplomacy +9, Balance +9, Sense Motive +9, Spot +9, Climb +3, Use Magic Device +15, Survival +14

Feral Trance 2/day, Scent


14th
Assassin 4
+12
+13
+12
+9
Hide +9, Move Silently +9, Disguise +4, Handle Animal+4, Survival +4, Diplomacy +9, Balance +9, Sense Motive +9, Spot +12, Climb +3, Use Magic Device +17, Survival +14

+2 save against poison


15th
Assassin 5
+12
+13
+12
+9
Hide +9, Move Silently +9, Disguise +4, Handle Animal+4, Survival +4, Diplomacy +9, Balance +9, Sense Motive +9, Spot +16, Climb +3, Use Magic Device +18, Survival +14
Bind Vestige (normally Aym)
Sneak Attack +3d6


16th
Assassin 6
+13
+14
+13
+10
Hide +9, Move Silently +9, Disguise +4, Handle Animal+4, Survival +4, Diplomacy +10, Balance +9, Sense Motive +9, Spot +19, Climb +3, Use Magic Device +19, Survival +14

+3 save against poison


17th
Assassin 7
+14
+14
+13
+10
Hide +9, Move Silently +9, Disguise +4, Handle Animal+4, Survival +4, Diplomacy +13, Balance +9, Sense Motive +9, Spot +20, Climb +3, Use Magic Device +20, Survival +14

Sneak Attack +4d6


18th
Assassin 8
+15
+14
+14
+10
Hide +9, Move Silently +9, Disguise +4, Handle Animal+4, Survival +4, Diplomacy +16, Balance +9, Sense Motive +9, Spot +21, Climb +3, Use Magic Device +21, Survival +14
Combat Reflexes
+4 save against poison, hide in plain sight (Su)


19th
Assassin 9
+15
+15
+14
+11
Hide +9, Move Silently +9, Disguise +4, Handle Animal+4, Survival +4, Diplomacy +19, Balance +9, Sense Motive +9, Spot +22, Climb +3, Use Magic Device +22, Survival +14

Sneak Attack +5d6


20th
Assassin 10
+16
+15
+15
+11
Hide +9, Move Silently +9, Disguise +4, Handle Animal+4, Survival +4, Diplomacy +22, Balance +9, Sense Motive +9, Spot +23, Climb +3, Use Magic Device +23, Survival +14

+5 save against poison




Spells per Day


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


7th
-
0(+1)
-
-
-
-
-
-
-
-


9th
3(+1)
0(+1)+1(+1)
-
-
-
-
-
-
-
-


10th
3(+1)
1(+1)+1(+1)
-
-
-
-
-
-
-
-

12th
3(+1)
2(+1)+1(+1)
0
-
-
-
-
-
-
-
[/tr]

14th
3(+1)
3(+1)+1(+1)
1
-
-
-
-
-
-
-


15th
3(+1)
3(+1)+1(+1)
2
0
-
-
-
-
-
-


16th
3(+1)
3(+1)+1(+1)
3(+1)
1
-
-
-
-
-
-


17th
3(+1)
3(+1)+1(+1)
3(+1)
2
0
-
-
-
-
-


18th
3(+1)
3(+1)+1(+1)
3(+1)
3
1
-
-
-
-
-


19th
3(+1)
3(+1)+1(+1)
3(+1)
3
2
-
-
-
-
-


20th
3(+1)
3(+1)+1(+1)
3(+1)
3
3
-
-
-
-
-



Spells Known


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


7th
-
2
-
-
-
-
-
-
-
-


9th
-
2
-
-
-
-
-
-
-
-


10th
-
3
-
-
-
-
-
-
-
-

12th
-
3
0
-
-
-
-
-
-
-
[/tr]

14th
-
4
3
-
-
-
-
-
-
-


15th
-
4
3
0
-
-
-
-
-
-


16th
-
4
4
3
-
-
-
-
-
-


17th
-
4
4
3
0
-
-
-
-
-


18th
-
4
4
4
3
-
-
-
-
-


19th
-
4
4
4
3
-
-
-
-
-


20th
-
4
4
4
4
-
-
-
-
-




At this level our giant budgee assassin mostly attacks like a normal one of his race. He will use his cloud to deal 2d6 damage and attempt to drive people insane. Against most targets he will do his normal racial claw/bite chain, against weaker targets that he feels he can hit reliably he will use the full chain for the slightly higher damage if everything hits. That is a rarity at this point though. For spells I'd go with disguise person just because it's amusing thinking of a giant bird with four legs trying to disguise as anything.


At this level our giant budgee assassin has at least 1 level in all the classes he is going to obtain. Why did i do it like this? I imagined that he was training in some kind of order that's a combination of the normal one for fist of the forest and a druidic order that looks to kill those who are logging too much or the like. So he advances equally in these areas for as far as he is going to go. The spellcasting isn't important, really. Now, though, he can double rage. Doing his Fist of the Forest not-rage and the rage from druidic avenger. Additionally his armour class has increased 9 due to the monk wisdom bonus and fist of the forest constitution bonus. His increases to constitution have increased his hit points as well so he's not too bad in that area. We have druid spells as well now, but their DCs are incredibly low so I'd generally go with buffs or summons for distractions. Favored Enemy will depend on the campaign.

This is probably his strongest point, which is not saying much.


Now our budgee can turn invisible and has 5d6 sneak attack whenever he can have his stance up. This can be used to maneuver versus creatures that don't have permanent see invisibility (which is a rarity at this point but hey, you never know). Overall, though, he is doing much of the same. Trying to wade into combat and load up the sneak attack dice. First and second level assassin spells. Pass without trace is always incredibly good, spider climb can be useful. Although it's incredibly late to be getting them and you can just purchase this with your WBL


Really there is nothing new with these levels again. We are up to 7d6 sneak attack dice, which is all we're going to get, we have okay saves and so on. We can't hide well, but we can use scrolls of level 6 or below without fail other than a nat 1. He binds the vestige in order to get the double damage versus objects and adamantine at this level. His average damage per round without sneak attack is only 81 per round, so 162 versus objects. However this is enough to carve through ~4 inches of adamantine per round, or ~11 inches of stone. Nothing really special for level 10, let alone level 20, but it gives him another trick in his bag. Greater invisibility is a thing now as well, which can be expensive to replicate by WBL. At least I tell myself that to not cringe too hard at the low power level.


Why did I do this build despite it obviously lacking? I just like the idea of a giant bird being an assassin, honestly. Since it has Move Silently and Hide as class skills, that lets me qualify for Assassin with the RHD to get the earliest completion possible for this race for one of the requirements of the challenge.

Is this the strongest way that you can build this concept? Definitely not. In my actual games I would go for a more powerful build over the more elegant one, but I wanted to try to go for something a bit more elegant here, and by that I mean finishing two prestige classes and getting the +5d6 sneak attack requirement along with the death attack requirement from normal class features.

The first level of fist of the forest is all you desire from a power perspective, as the base damage of the unarmed strike doesn't matter to you with it being only a sneak attack delivery method. A better way to get IUS for it is either monk or, preferably, unarmed swordsage. If I was playing this myself it would probably end up looking something like Outsider 6/Assassin 1/Rogue 1/Unarmed Swordsage 1/Barbarian 1/Fist of the Forest 1/Totemist 2/Swashbuckler (with Daring Outlaw) 7. Going for 8d6 sneak attack along with 7 'normal' natural attacks, an unarmed strike with iteratives and pounce for a total of 11 attacks and the potential for 88d6 sneak attack. Instead this build just has 4 unarmed strikes from the iteratives and 3 natural weapons along with 7d6 sneak attack for the potential of 49d6 sneak attack damage. Forsaker would also be a giggle for the massive spell resistance it could give, but I decided to go with this path rather than a single level of assassin to minimally qualify the build.

However I figured this build was already inelegant enough without going for 8 total classes. The games I play in also allow for chaining together class ACFs. That is since ranger can trade away their track and swift track to have DD as a class skill and to gain trapfinding, I could trade the track and swift track I gain from druid huntsman for that. So in that game I would do that and focus more heavily on DD and search instead of other things to be a trapmonkey later on but I don't think that's supported normally, so I didn't include it in this build.



I don't have enough time to write up any detailed lore regarding this build. However the thought was a NE instead of LE one of his kind that ends up attached to nature somehow. He ends up training to become someone who runs around in the wild and assassinates those doing harm to it. Although his assassinations are more being the Kool-Aid Man or that orc member of the Dark Brotherhood from Oblivion than actually sneaking around. The UMD is justified by that he doesn't go into towns very often so he takes whatever magical resources he can scavenge from bodies or is given for assignments, so he has to learn some way to use them himself.


Achaierai - Monster Manual
Assassin - Dungeon Master's Guide
Fist of the Forest - Complete Champion
Druid - Player's Handbook
Huntsman and Druidic Avenger ACFs - Unearthed Arcana
Martial Study, Martial Stance, Assassin's Stance, Cloak of Deception - Tome of Battle

Beni-Kujaku
2022-08-24, 12:55 PM
For once, WotC attributed a sensible LA to a creature with more than 2HD. I, for one, am looking forward to see how it fares against forum-attributed-LA’d creatures.




Salim
"Now you see me”


https://i.pinimg.com/736x/ee/a2/d1/eea2d12b0bbcfde0364d3c1d80df7126.jpg

Marrulurk3/Fighter1/Swordsage2/Assassin1/Unseen Seer7/Telflammar Shadowlord5




Alignment : Neutral Evil
Race : Marrulurk
Level 1 : Dodge, Point Blank Shot (Marrulurk Bonus), Rapid Shot (Marrulurk Bonus)
Level 3 : Mobility
Level 4 : Spring Attack (Fighter Bonus)
Level 6 : Blind-Fight
Level 9 : Shadow Blade
Level 12 : Gloom Razor
Level 15 : Staggering Strike
Level 18 : Craven



Point Buy at level 1
STR 8 +2
DEX 16 +6
CON 14 +4
INT 18
WIS 8 +6
CHA 8 +4

All level increases in Int




A rich banquet, some hand-shaking, loud mundane noises of the high crowd of Thesk echoes within the indecently wealthy walls of the monument hosting the fest.
People from all over the East are gathered here tonight in Velprintalar for the birthday of the Simbul himself.
Luxury is dripping from every tapestry or dish alike and the noise of festivities is drowning any sense of danger. A particularly plump merchant lord seems to be enjoying the company of lightly dressed hostesses whose professional cristallin laughs can be heard across the room.
If someone were to pay a closer look, they’d find out that those hostesses are actually the very same bodyguards of this merchant whose illicit dealings have enticed many a thief. Such fortune has earned him many enemies whom he crossed, calling it the cost of doing business. Unfortunately for him, one of those belonged to the Shadowmasters’ Guild.

Hidden amidst the crowd, pleasant enough not to raise suspicion and bland enough to be easily forgettable, a figure navigates the masses, gathering intel on the place. A clever disguise hides his feline looks and his intelligent calculating eyes seem to leave no stone unturned and no one unmasked as he scans the room.
At some point this individual vanishes from sight without raising any turmoil.

The party follows its course until the big cake comes in. The magical lights are snuffed out, the crowd entones a regional celebratory song as one and the different ladies in the room are asked to dance along the way between the Simbul and his birthday delicacy.
Reluctantly the bodyguards of the plump merchant join the fray and the window Salim has been waiting for, opens up. Perched up on one of the columns, seemingly walking on thin air he turns invisible, teleports again to reappear next to the merchant, delivering a flurry of extremely well calculated blows before vanishing again, hiding in the shadows of the ceiling. The target’s face blemished when he felt under attack but the moment passed and nothing seemed to have happened. What is a bad dream ?

*Thud*

The body falls to the ground but Salim is already on his way, his job done.
The Shadowmasters will be pleased.



LevelClassBase Attack BonusFort SaveReflex SaveWill SaveSkillsFeatsClass Features
1stLA +1
2ndMarrulurk 11022Disguise (+4 CC) 2; Hide (+4) 4; Move Silently (+4) 4; Search (+4 CC) 2; Spellcraft (+4 CC) 2; Spot (+4) 4; Dodge, Point Blank Shot (Racial Bonus), Rapid Shot (Racial Bonus)Death Attack, Nauseating Breath, Poison Use, Sneak Attack, Marruspawn Traits
3rdMarrulurk 22033Disguise (+1 CC) 2.5; Hide (+1) 5; Move Silently (+1) 5; Search (+1 CC) 2.5; Spellcraft (+1 CC) 2.5; Spot (+1) 5;
4thMarrulurk 33133Disguise (+1 CC) 3; Hide (+1) 6; Move Silently (+1) 6; Search (+1 CC) 3; Spellcraft (+1 CC) 3; Spot (+1) 6; Mobility
5thFighter 14333Disguise (+1 CC) 3.5; Hide (+2 CC) 7; Move Silently 6; Search (+1 CC) 3.5; Spellcraft (+1 CC) 3.5; Spot 6; Use Magic Device (+1 CC) 0.5; Spring Attack (Fighter Bonus)Hit and Run ACF
6thSwordsage 14355Disguise (+1 CC) 4; Hide (+1) 8; Move Silently (+2) 8; Search (+1 CC) 4; Sense Motive (+4) 4; Spellcraft (+1 CC) 4; Spot 6; Use Magic Device 0.5; Quick to Act +1, Discipline Focus (Shadow Hand)
7thAssassin 14375Disguise 4; Hide (+1) 9; Move Silently (+1) 9; Search (+4) 8; Sense Motive 4; Spellcraft 4; Spot (+2) 8; Use Magic Device 0.5; Blind FightSneak Attack +1d6, Death Attack, Poison Use, Spells
8thUnseen Seer 14377Concentration (+1) 1; Disguise 4; Hide (+1) 10; Move Silently (+1) 10; Search 8; Sense Motive 4; Spellcraft (+5) 9; Spot (+2) 10; Use Magic Device 0.5; Damage Bonus +1d6
9thTelflammar Shadowlord 14397Concentration 1; Disguise 4; Hide (+1) 11; Move Silently (+1) 11; Search 8; Sense Motive 4; Spellcraft 9; Spot 10; Use Magic Device (+7) 7.5; Shadow Sight, Shadow Jump
10thTelflammar Shadowlord 253107Concentration 1; Disguise 4; Hide (+1) 12; Move Silently (+1) 12; Search 8; Sense Motive 4; Spellcraft 9; Spot 10; Use Magic Device (+4) 11.5; Sleight of Hand (+3) 3; Shadow BladeShadow Blur
11thTelflammar Shadowlord 364108Concentration 1; Disguise 4; Hide (+1) 13; Move Silently (+1) 13; Search 8; Sense Motive 4; Spellcraft 9; Spot 10; Use Magic Device (+1) 12.5; Sleight of Hand (+6) 9; Shadow Walk
12thTelflammar Shadowlord 474118Concentration 1; Disguise 4; Hide (+1) 14; Move Silently (+1) 14; Search (+3) 11; Sense Motive 4; Spellcraft 9; Spot 10; Use Magic Device (+1) 13.5; Sleight of Hand (+3) 12; Shadow Pounce
13thTelflammar Shadowlord 574118Concentration 1; Disguise 4; Hide (+1) 15; Move Silently (+1) 15; Search (+4) 15; Sense Motive 4; Spellcraft 9; Spot 10; Use Magic Device (+1) 14.5; Sleight of Hand 12; Conceal Spellcasting; Gloom RazorShadow Discorporation
14thUnseen Seer 284119Concentration 1; Disguise 4; Hide (+1) 16; Move Silently (+1) 16; Search (+1) 16; Sense Motive 4; Spellcraft (+3) 12; Spot 10; Use Magic Device (+3 CC) 16; Sleight of Hand 12; Conceal Spellcasting; False Theurgy; Silent Spell (Unseen Seer Bonus)Advanced Learning
15thUnseen Seer 385129Concentration 1; Disguise 4; Hide (+1) 17; Move Silently (+1) 17; Search (+1) 17; Sense Motive 4; Spellcraft (+4) 16; Spot 10; Use Magic Device (+2 CC) 17; Sleight of Hand 12; Conceal Spellcasting; False Theurgy; Mosquito's Bite; Divination Spell Power +1
16thUnseen Seer 4951210Concentration 1; Disguise 4; Hide (+1) 18; Move Silently (+1) 18; Search (+1) 18; Sense Motive 4; Spellcraft (+2) 18; Spot (+4) 14; Use Magic Device (+2 CC) 18; Sleight of Hand 12; Conceal Spellcasting; False Theurgy; Mosquito's Bite; Staggering StrikeDamage Bonus +2d6
17thSwordsage 21051311Concentration 1; Disguise 4; Hide (+1) 19; Move Silently (+1) 19; Search 18; Sense Motive (+8) 12; Spellcraft 18; Spot 14; Use Magic Device (+2 CC) 19; Sleight of Hand 12; Conceal Spellcasting; False Theurgy; Mosquito's Bite; AC Bonus
18thUnseen Seer 51051311Concentration 1; Disguise 4; Hide (+1) 20; Move Silently (+1) 20; Search (+2) 20; Sense Motive (+4) 16; Spellcraft (+2) 20; Spot 14; Use Magic Device (+2 CC) 20; Sleight of Hand 12; Conceal Spellcasting; False Theurgy; Mosquito's Bite; Advanced Learning, Guarded Mind
19thUnseen Seer 61161412Concentration 1; Disguise 4; Hide (+1) 21; Move Silently (+1) 21; Search (+1) 21; Sense Motive (+5) 21; Spellcraft (+1) 21; Spot (+1) 15; Use Magic Device (+2 CC) 21; Sleight of Hand 12; Conceal Spellcasting; False Theurgy; Mosquito's Bite; CravenDivination Spell Power +2
20thUnseen Seer 71161412Concentration 1; Disguise 4; Hide (+1) 22; Move Silently (+1) 22; Search (+1) 22; Sense Motive (+1) 22; Spellcraft (+1) 22; Spot (+5) 20; Use Magic Device (+2 CC) 22; Sleight of Hand 12; Conceal Spellcasting; False Theurgy; Mosquito's Bite; Damage Bonus +3d6





Starting off pretty strong with a packed monster race : full bab, good ref & will saves, small size, awesome ability modifiers. And that’s just the chassis, the abilities that come with are no jokes either. You get a 2d6 sneak attack out-of-the-box, a death attack, a 1/d (Su) Save-or-Lose DC 15 and Poison use.
You’re a sentry ; darkvision 60ft, low light vision coupled with maxed rank Spot. The (Ex) ability Discriminating Hearing of the marruspawn lets him detect the presence of moving creatures within 30ft.
The fire resistance 5 is always welcomed.
If that wasn’t enough you get 2 bonus feats that can be very useful at low levels since you can get 2 attacks at ECL 2 and the +18 to Hide makes it very viable for sneak attacking (or death attacking).
You also get Spring Attack and we need to get smart about it because we only have 20ft. move speed to play with. The feat calls for a “melee weapon”, not a “melee attack” meaning shortspears are fair game. You’re hidden, move out to get in range of the enemy while unseathing your shortspear, throw said shortspear with Sneak attack, Dex to damage & Point Blank Shot bonus (every +1 counts), then move back and hide. Your fighter ACF is called Hit-and-Run which fits the build perfectly.



Your first swordsage dip comes with a lot of goodies.
Your stance grants you concealment (sadly not enough to hide as the stance specifies) as long as you have moved 10ft this round which is probable given your guerilla fighting style.
10ft of extra movement guaranteed with Wind Strike.
Cloak of Deception is the real goodie here, as a swift you can turn invisible for an entire round. You start your turn hidden, turn invisible, throw your attack hide back with the +10 from invisibility. This means no one knows what hit them.
Shadow Jaunt allows you to relocate in times of need but mostly reposition yourself before the fight, to study your victim for 3 rounds for instance.
Finally the +1 to Init brings yours to +9 (+6 Dex, +2 Hit-and-Run ACF) and +1 to hit with shadow discipline weapons which a dagger is. Throwing daggers (which are melee weapons as well) or short spears is a judgment’s call essentially trading +1 to hit for a -10ft of range. Later on you’ll rely on daggers most of the time anyways.
Assassin comes with an added 1d6 to sneak attacks, another form of Death Attack (scaled on Int so better than the Cha one from Marrulurk) and 2 spells known : Healer’s Vision is a given (+2 to hit & damage for rounds per level) and Sniper’s shot can be really useful combined with Rapid Shot and a composite longbow.
Unseen Seer is yet another +1d6 of SA while progressing Assassin casting.
Telflammar Shadowlord is finally here. The first 2 levels improve the abilities we had so far, our darkvision reaches magic-proof and we have another teleport ability from shadow to shadow (its range isn’t enough to beat Shadow Jaunt yet but it’ll come).
Shadow Blur is very nice, it being a free action and all, that should trigger thanks to your Child of Shadow stance as long as you move 10ft.
Telflammar 1st level spells are goodies which are discussed below.



The rest of Telflammar is gravyy. Shadow Walk is a great means of escape in a pinch and Shadow Pounce is key to this build… even though we’re not using it to its full potential just yet, being able to teleport and full-attack then move (if Spring Attack triggers as it should, you don’t even provoke). Since you have Haste as a 2nd level spell, you can attack once more during a full attack (which Shadow Pouce gives), at +1 and have +30ft to move out and go hide somewhere afterwards.
Shadow Discorporation makes you close to immortal ; your Ref save is through the roof. Another level of Unseen Seer to finish the progression of Telflammar (we really don’t need another Death Attack) and to use Advanced Learning for Golem/Vine/Grave Strike (pick any one of those depending on your DM’s tastes). You can now sneak attack constructs/plants/undead ! What’s more they eat your Dex damage, twice since Shadow Blade stacks with Hit-and-Run (you can always UMD pretty reliably the other two spells from wands if you don’t have the right one on hand).
Because the point of this build is waiting for the right time to ambush your targets, you should have plenty of time to tailor the maneuvers and prepare the adequat Telflammar spells for the fight ahead.
Speaking of tactics, Gloom Razor gives you 2 golden options for free. If an opponent misses you due to concealment, you get a free attempt at being invisible to them until the end of your turn. And secondly, if you move at least 10ft (your teleportation is 50) you can treat your enemy as flat-footed for the next melee attack you make.
We also reach 3rd level spells from Telflammar which are no joke.
Both casting classes are Int based so there is quite a good synergy here



You keep improving your Assassin’s casting side with Unseen Seer (we just used one to finish off Telflammar casting). More detail on the different casting options this opens in Spells and Tactics below.
Staggering Strike is your professional knack that doesn’t leave anything to chance. Every hit you make, you trigger a DC = 1d3+2xDex(Hit-and-Run & Shadow Blade)+8d6 (SA)+2(Barbed)+19 (Craven) ; I doubt many targets can make it, which means they’re at your mercy.
But the real capstone of the build is the new Swordsage level. Your new stance is Assassin’s Stance which means you end up with 8d6 SA and your new maneuver is Shadow Stride. You’re hidden, trigger the swift action spell most suited for your target, teleport as a standard which triggers a full attack (Haste & Fang of the Vampire compensate for your low bab) then move action teleport out of the fight. Alternatively, you can decide to go for broke and make 2 full-attacks on the same round.
Lastly your UMD is maxed out so making preparations with the wands you need for your job is paramount so a Wand Bracer from Dungeonscape could help a ton.




Divination
Guided Shot is another good divination spell, unfortunately it takes your swift to cast and only lasts one round so to combine it with Sniper’s Shot you need a belt of battle or something like this. If you manage it, the combo is really rewarding.
Golem/Vine/Grave Strike spells are also swift action divination spells that last one round and you only know 2 out of 3 so the third one has to come from a UMDed wand.

Delivering Damage
Whirling Blade and Thunderlance are spells that use your Int for hit & damage and share the good taste of being wandable.
Hit-and-Run Tactics and Shadow Blade both mention that you add your Dex to damage, adding Wraithstrike into the mix makes sure you hit that combo and deliver a ton of damage.
When you teleport in and out of fights, you can use a Feycrafted barbed dagger in order to hit with your dexterity bonus (in case Wraithstrike wasn’t enough) and add the +2 to dmg on SAs.

Spells of use
- Assassin
1st : Healer’s Vision is a given for the +2 to hit and damage on precision based attacks.
Sniper’s Shot opens up long range sniping ; Composite longbows have 110ft range increments. Distract Assailant is a swift action to potentially flat-foot an opponent and Disguise Self can assist you while setting up your assassinations.
2nd : Alter Self and Wraithstrike are no-brainers at 2nd level.
Ice Knife is funny because since you do roll an attack, miss and still do damage, any creature in the AoE can potentially get sneak attacked. Returning Weapon to save on some money if you go with the throwing dagger and running trick.
3rd : Nightmare Terrain because it completely fits your modus operandi ; you get a lot of places to hide into even if they pass their saves. Fangs of the Vampire King for an extra attack meaning an extra sneak attempt (Wraithstrike helps for that one too) and Toxic Tongue since we have 2 sets of Poison Use (Ex) it just makes sense we deal some.
4th : Most of the spells we can already replicate and sometimes better. The draw here is Freedom of Movement to avoid getting held down and I can see Modify Memory put to some great use.

- Telflammar Shadowlord
Contrary to the Assassin, the Telflammar knows every spell on his spell list, so this is more about why some of them are worth preparing.
1st : Knock (need I say more ?), Levitate to attack from very weird angles or hide from floor-dwellers. Blindness/Deafness can set up a lot of sneak attacks and lastly, Shadow Spray : a range AoE that deals ability damage triggers sneak attack as negative energy. The save is a bit low but you do get AoE SA if combined with stuff like a Grease Spell which isn’t everyday.
2nd : Haste is awesome. More movement, more attack and bonuses to hit and AC. Air Walk is a good movement spell to get into any position you might want and Greater Invisibility lets you pre-buff before going into the fray.
3rd : Mislead is the winner here. It’s a get away card albeit countered by True Seeing. I can see some use for Darkbolt, especially coupled with Sniper’s Shot and the Snipping rule of the Hide skill.

What Ifs ?
- You’re caught by surprise
Init is +9 (+6 Dex, +2 Hit-and-Run Tactics ACF, +1 Quick to Act) and you can carry wands of Sign and/or Nerveskitter for a total of +18 but sure, why not.
A wand of Celerity, Lesser (if Shadow Stride is available, otherwise you need Celerity) should do the trick ; you take your turn anyway teleport and hide at +36 (+22 ranks, +6 Dex, +4 racial, +4 Small) somewhere you can ride your daze effect in peace.
Your Hide checks should take care of “what if they have True Seeing” since it’s mundane.

- You’re caught in an AMF

Unless the description of the specific maneuver or stance
says otherwise, treat it as an extraordinary ability. That means both Shadow Jaunt & Stride are therefore legal in an AMF. Enjoy, you’re the only small creature that doesn’t insta-die if grappled by an AMFed beatstick and what’s more you get to full-attack them with every jump since Shadow Pounce is an (Ex) ability as well.

- Not sneak attackable
Immunity to critical and SA if dealt with by the Golem/Vine/Grave spells.
Uncanny Dodge is dealt with with Distracting Ember or allies flanking.
Improved Uncanny Dodge is a difficult one to deal with and this is when your Poison Use can come in handy. Here is a list of the potent poisons that can help your cause :
PoisonTypeInitialSecondarySource
Skalavor Venom (Greater)Injury DC 24 (34)Paralysis1d6 (4d6) ConDungeonscape
Sssartisss Injury DC20Paralysis 2d6 minUnconsciousness 1d4 hourSerpent Kingdom
EyeblastInjury DC22BlindnessBlindnessBOVD
Lizardfolk Sleep PoisonContact DC17Unconsciousness 1d3 roundsUnconsciousness 1d6 hoursDMG

Teleport, injure them, teleport back to shelter and wait and see if the secondary effect kicks in while dosing your barbed dagger once more just in case. Each of these conditions denies them Dex-to-AC effectively making them sneakable.
You could argue that Grease works since the wording seems to make you lose Dex-to-AC no matter what and being “considered flat-footed” might not be avoided by Uncanny Dodge.



- Setting up SA ?
1) Your main schtick is to be hidden before and rain hell upon thee once you’re ready to.
2) A good initiative helps you start vs flat-footed opponents.
3) The swift action Distracting Ember maneuver can help setup flanking
4) Gloom Razor offers 2 options for free that might let you get sneak attacks. Arguably the “benefit of an invisibility spell” isn’t magical but (Ex) since that’s what a feat defaults to, so you could beat True Seeing and the likes. Depends on your confidence vs the book-throwing ability of your DM.
5) A wand of Grease works wonders.

- Skills
You’re a kind of skill monkey. I wasn’t trying to do this at first but I realized that Int based with an average 4+Int classes just makes you so.
Maxed out on Hide/Move Silently, UMD, Spellcraft and Sense Motive (the OA variant of Sense Motive is particularly useful to gauge whether you can take your target on or not).
Your Spot isn’t too shabby and the skill tricks are completely flavorful given your line of work.
Mosquito’s Bite so that after you invisibly teleported, full-attacked, teleported away you still have a full round of confusion before they realize what happened.
False Theurgy so you don’t get counterspelled or even Spellcrafted when you make your escape with Dimension Door or Mislead.
Conceal Spellcasting to be able to cast without blowing your cover.
Ah and the 5 ranks in Sleight of Hand allows you to use a barbed dagger to deal an extra +2 damage on sneak attack rolls as well as enjoying the +2 bonus daggers get to be hidden on your person.

- Qualifying as a Telflammar : the fluff wants you to call Thesk your home region. I think you can just say you come from there from this piece of text
marruspawn linger on in forgotten and blasted wastelands across many worlds. It begs you to put them in a setting in the Forgotten Realms and the
Bare and inhospitable [...] Thesk Mountains loom brown and sullen over the western stretch of the Golden Way seem to be the perfect setting to do so.
If that doesn’t fly, Swordsage gets Knowledge (local) so you can shuffle 2 points around easily to meet the prereqs.
It is said that Telflammar Shadowlords prepare and cast spells like a wizard does but nowhere is a spellbook mentioned. Weird right ?

- Getting LA Buyoff from your DM would net you a 3rd Advanced Learning from Unseen Seer meaning the last spell of the Golem/Vine/Grave trio. You can UMD it, sure, but man it’s frustrating.

- Netting Dex improving items is good ; each point you add is 2 points of damage, more Initiative and better Hide/MS checks.



SRD - Fighter, Assassin, Feats, Spells
Drow of the Underdark - Hit-and-Run Tactics ACF
Tome of Battle - Swordsage, Shadow Blade, Gloom Razor, Stances & maneuvers
Sandstorm - Marrulurk
DMG II - Feycraft weapon template
Unseen Seer - Complete Mage
Complete Adventurer - Staggering Strike
Champion of Ruin - Craven
Unapproachable South - Telflammar Shadowlord
Spell Compendium - Spells
Player Handbook II - Celerity, Lesser
Complete Adventure - Barbed dagger

Beni-Kujaku
2022-08-24, 12:56 PM
Great introduction, nice supporting cast and good magic system, 10/10 can’t wait for the anime to air in the west !
The gelatinous cube is the best girl


I'm so sorry for this cursed joke entry but I couldn't not build it.


I was reincarnated as a gibbering mouther after being executed, and now I must rend evil for great justice???

ꙮ Shogo-su ꙮ

https://i.imgur.com/ZoP1qJB.png

CG Aggressive Quick Advanced Gibbering Mouther (Past Life: Rogue) Unarmed Swordsage 8 / Bloodclaw Master 2

"For crimes of murder, assault, carrying a deadly weapon on holy ground, intimidation, vand-" the guard droned on. Shogo tuned him out, as well as he could. No sense in spending the last few minutes of your life listening to some stuck-up officer explain to you that yes, it was a crime when you killed a couple thugs for coin. He supposed it was fine: thirty-five years was more than some got, more than he himself would've gotten, if he'd stuck to the straight and narrow. His family would miss him, but over the years enough ill-gotten gains had made their way to them that he couldn't say he was worried for them. All in all, it'd been a life well-lived, if you disregarded the whole killing people thing. Maybe if he could do things over, he'd try to do better, but he couldn't.

"-nd resisting arrest, the Holy Crown of Meyagard condemns you to be hanged until you die. Pray to what few gods would still have your worship, and may the crows grow fat on your flesh." At this point, Shogo had learned, protocol dictated a thirty-second gap, a time for the aforementioned prayers and final contemplations. The guard chose to ignore that, striding over to the lever the moment he was finished.

In his last moments, Shogo found himself wryly amused by the guard's utter lack of patie-

...

...

With a start, Shogo opened his eyes. And his eyes. And his eyes. And his eyes. And his eyes. Between the fifth and sixth pair, there was a moment of disorientation, as Shogo's brain caught up to what his body was showing him, then eyes resumed blinking open.

The perspective was all off. What should've been a straight hallway was a crooked tunnel, each part appearing from many different angles, constantly shifting relative to the others. Straight lines were nauseating geometric impossibilities: right angles a nightmarish kaleidoscope of twists. Shogo tried to sort himself out and brought a hand towards his head, only to find out he no longer possessed either.

"What's going on?" Shogo muttered, or rather, tried to mutter, as what came out was a cacaphony of sounds, dozens of voices speaking dozens of phrases, some variants on his intent, some nonsensical words, some meaningless sounds. An eye, wildly spinning in its calloused socket, granted a brief glimpse of himself, and the shock nearly drove him to madness.

A formless, semisolid mass of flesh, shifting like runny mud or thick soup, covered in disparate eyes at seemingly random places. Teeth jutted out of the flesh without rhyme or reason, turned outward, sideways, or even inward, rows of teeth tightly gripping flesh, folding the body in on itself, skin and muscles arranged like a grotesque charcuterie board. Shogo's mind, or what little remained of it, collapsed in horror, risen only from its agony by a distant scream.

"Help! Someone, please help!"

Something within Shogo dimly recognized he had to do something. His body moved, surged forward, wet chunks of flesh lubricating the cobblestone in front of him, so that the bulk might pass over it more easily. Cavities of teeth mindlessly tore at the stones as they passed, accomplishing nothing. The eyes not in Shogo's direction of travel showed a pinkish, gooey trail, glistening with newly-shed skin, but Shogo paid them no mind. His body rounded a corner, not turning, but simply ceasing to move in one direction and starting in another. Five of Shogo's eyes focused on the scene in front of him, the others providing useless views of the walls, ceiling, and neighbouring passages.

A woman was being menaced by an armed man: that much was clear. Part of Shogo questioned some small details: the woman's pointed ears, the strange staff she held despite seeming able-bodied, her strange, useless armor, seemingly designed to appeal rather than protect. But another part of him (a metaphorical expression that, perhaps, could be taken literally now) took command, flexed muscles to their limits, tore stretches of tissue in strategic places, and prepared for a mighty feat of strength.

...

Graknar the orc chieftan was having a good day. He'd killed some adventurers, got a sweet magic axe off of one, and his useless men had even managed to keep their cleric alive, out of spells, and utterly powerless. She'd be a liability by tomorrow, of course, but there was plenty he could do befo-

Eighteen hundred pounds of meat, blood, and mucus slammed into Graknar teeth-first. Strands of flesh covered in eyes and teeth encircled him, searching for weaknesses, tearing through skin like it wasn't there. A tendril forced its way down his nostril, sprouting teeth as it did so, then retracted suddenly. Graknar, for his part, had died on impact, blissfully unaware as Shogo tore into him. Shogo swallowed a choice bit of trachea, fixed a cluster of eyes on the cleric, and gibbered some words of reassurance.

----

As for the elven cleric, she, of course, would be but the first of Shogo's many attractive, young, female companions, each masterfully crafted to appeal to a different demographic, each predisposed to getting into wacky pseudo-romantic hijinks in a way that'd easily take twenty or thirty books to resolve, none of them quite strong enough to ever take the spotlight away from our story's hero. Their story, still unfolding, was sure to be a light and novel one.




Base array:

STR: 16
DEX: 13
CON: 13
INT: 10
WIS: 16
CHA: 8

Mouther modifiers:

STR: 16
DEX: 15
CON: 25
INT: 4
WIS: 18
CHA: 10

Size increase:

STR: 24
DEX: 13
CON: 29
INT: 4
WIS: 18
CHA: 10

Ability score increases (8 HD, 12 HD):

STR: 24
DEX: 14
CON: 30
INT: 4
WIS: 18
CHA: 10



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


7th
Advanced Gibbering Mouther (5 RHD)
+3
+1
+1
+4
Spot 8
Strength Devotion, Improved Initiative
Large size, Gibbering, Spittle, Improved Grab, Blood Drain, Swallow Whole, Ground Manipulation, Amorphous, DR 5/Bludgeoning, Darkvision (60 ft.), Quick trait, Aggressive trait


10th
Past Life: Rogue
+3
+1
+1
+4
-
-
Sneak Attack +6d6, +2 on attacks, saving throws, skills


11th
Unarmed Swordsage 1
+3
+1
+3
+6
Jump 3
Ability Focus (Spittle), Improved Unarmed Strike(B)
Monk Unarmed Strike Progression (1d8), Quick To Act +1, Discipline Focus I (Tiger Claw), Martial Maneuvers, Martial Stances


12th
Unarmed Swordsage 2
+4
+1
+4
+7
Jump 6
-
AC bonus


13th
Unarmed Swordsage 3
+5
+2
+4
+7
Jump 9
-
-


14th
Unarmed Swordsage 4
+6/+1
+2
+5
+8
Jump 12
Multiattack
Discipline Focus (Insightful Strike: Desert Wind), Monk Unarmed Strike (2d6)


15th
Bloodclaw Master 1
+6/+1
+4
+7
+8
Jump 13
-
Shifting 1/day, claws of the beast



16th
Bloodclaw Master 2
+7/+2
+5
+8
+8
Jump 14
-
Superior Two-Weapon Fighting, Tiger Claw Synergy (stance)



17th
Unarmed Swordsage 5
+7/+2
+5
+8
+8
Jump 15, Tumble 2
Staggering Strike
Quick To Act +2


18th
Unarmed Swordsage 6
+8/+3
+6
+9
+9
Jump 16, Tumble 4
-
-


19th
Unarmed Swordsage 7
+9/+4
+6
+9
+9
Jump 17, Tumble 6
-
Sense Magic


20th
Unarmed Swordsage 8
+10/+5
+6
+10
+10
Jump 18, Tumble 8
Snap Kick
Discipline focus (Defensive Stance: Shadow Hand), Monk Unarmed Strike (2d8)





Maneuvers:
Burning Blade (Swordsage 1) (DW)
Sudden Leap (Swordsage 1) (TC)
Stone Vise (Swordsage 1) (SD)
Burning Brand (Swordsage 1) (DW)
Flashing Sun (Swordsage 1) (DW)
Cloak of Deception (Swordsage 1) (SH)
Shadow Jaunt (Swordsage 2) (SH)
Strength Draining Strike (Swordsage 3) (SH)
Soaring Raptor Strike (Swordsage 4) (TC)
Death From Above (Bloodclaw Master 1) (TC)
Searing Blade (Swordsage 5) (DW)
Leaping Flame (Swordsage 6) (DW)
Pouncing Charge (Swordsage 7) (TC)
Dancing Mongoose (Swordsage 8) (TC)

Stances:
Island of Blades (Swordsage 1) (SH)
Blood In The Water (Swordsage 2) (TC)
Assassin's Stance (Swordsage 5) (SH)

Retrains:
Swordsage 4: replace Stone Vise with Bonecrusher.
Swordsage 8: replace Shadow Jaunt with Obscuring Shadow Veil

ECL 10The core gameplan is simple: either set up shop at a chokepoint and begin grappling/confusing enemies, or blind them with Spittle and unleash six bites with 6d6 sneak attack tacked on. Improved Initiative helps with quickly getting into position and possibly getting a quick sneak attack. Note the Quick trait which helps bring Shogosu's speed, if not to human levels, at least high enough to keep up with the party's halflings, dwarves, and heavily armored fighters. Strength Devotion is a bit of a wonky feat (see the 'unclear rules' section) but in any case should help shore up nova damage and mitigate the effects of DR.

While sneak attack immune foes are a problem, note that six 1d2+7 hits (plus, say, Burning Blade's buff) still add up to a respectable level of damage (probably more than the party rogue could manage against such foes).

Though high-LA characters have a reputation for being frail, Shogosu is by no means a glass cannon. +10 natural armor, DR 5/bludgeoning, and a sky-high constitution score leave him with overall bulk compared to a frontline martial. (8+4*4.5 + 5*9 = 71 HP, compare to a level 10 paladin with 16 con who has slightly more HP (10+9*5.5 + 10*3 = 90) but worse AC and no DR). Saves are similarly solid, with the +2 boost from Past Life and the high constitution/wisdom making up for lackluster base bonuses (reflex is on the low side, but it's the least important of the three and additionally compensated through high constitution). Skills are one notable area where Shogosu fails to measure up to other PCs: nearly all available ranks are required for combat-only skills like Tumble and Jump. That said, with great wisdom, the multiocular boost, and early-game ranks invested, you're also the party's spotter, which is an undervalued role that will be useful nearly every session (if not every encounter).

While it's an issue for many monstrous PCs, communication is not a problem for Shogo, as gibbering mouthers natively speak common.

ECL 15
Unarmed Swordsage is the perfect class for this build, accommodating our unconventional fighting style while adding various goodies, and a quick dip into Bloodclaw Master gives us another two claw attacks to add to the flurry. Unarmed Strikes are another welcome addition to the arsenal (I guess Shogosu kinda extends pedipalps?), and the AC bonus granted by swordsage is basically free. We're up to a nova flurry of spittle, six bites, two unarmed strikes, two claws, and a slam, for twelve attacks total, plus whatever maneuvers give us.

Maneuvers help us set up sneak attack (Island of Blades, Cloak of Deception), improve mobility (Shadow Jaunt, Sudden Leap), avoid DR (Burning Brand), add more attacks (Flashing Sun) or simply pile on per-attack damage bonuses on our flurries (Burning Blade). There's a few powerful single-target attacks, mostly intended against creatures that are somehow immune to sneak attacks.

ECL 20
With Snap Kick we're up yet another attack, and Assassin's Stance boosts the sneak attacks we were going to make anyway. Staggering Strike is incredibly good at denying opponents their full attacks, and with the number of attacks we're making even enemies with sky-high fortitude saves need to be concerned about rolling an 1.

Searing Blade is another very potent damage booster, and Dancing Mongoose throws in additional attacks: Pouncing Charge and Leaping Flame both improve battlefield mobility in more offensive manners.

We've been boosting Jump throughout, so our base modifier is now +27, before adding in items, ability boosts, masterwork tools (somewhat straining the bounds of realism, I admit), or whatever else adds to the check, meaning that a decent roll on Sudden Leap more than makes up for our lackluster speed.

A final note on attack rolls, for those who're nervous about having essentially half-progression BAB. Shogo's high strength makes up for a lot of the difference, and unlike regular rogues he has access to multiple swift-action ways to deny targets their dexterity bonus. The plethora of attacks should make up for most of the remaining difference.



When looking for a monster chassis, I realized that gibbering mouthers are exceptionally well-suited to sneak attack, possessing multiple incapacitating abilities (both spittle and improved grab deny a target its dexterity bonus), and additionally having many natural bite attacks. However, the low intelligence makes rogue unappealing, and most prestige classes that grant sneak attack have heavy skill requirements. Salvation came in the form of the DMG2's special abilities, one of which (Past Life: Rogue) grants 6d6 sneak attack for a mere 3 LA. From there, the idea of making an isekai parody was pretty straightforward, and it let me playfully lampshade the animeness (animosity?) of ToB classes.

I think Shogosu is a fine flurry sneak attacker, with the obvious caveat that he is a flurry sneak attacker. Undead, constructs, oozes, and high-DR foes are always going to be a problem, just like problems you cannot just stab, as they are for most such builds. That said, maneuvers like Burning Brand and Death From Above expand options against troublesome foes somewhat.

Spittle
Judging by the gibbering mouther's stat block, it's supposed to use spittle during full attacks, implying that the ability does not provoke AoOs. Furthermore, there's the implication that spittle, being an (Ex) ability, does not provoke AoOs [Those extraordinary abilities that are actions are usually standard actions that cannot be disrupted, do not require concentration, and do not provoke attacks of opportunity]. If spittle is ruled to provoke attacks of opportunity anyway, it can still used through clever use of reach and positioning, making a Sudden Leap to close distance, or simply grabbing all foes that threaten you before making a ranged attack. Secondarily, it's not clear whether spittle's damage scales with the size increase, which would depend on its status as a natural weapon.

Strength Devotion
The slam attack granted by strength devotion may or may not be permanent, rather than contingent on the 1/day minute-long hardness-overcoming ability, with RAI suggesting the second and RAW suggesting the first. Furthermore, the text 'If you already have a natural weapon, use whichever damage value is higher. You gain a +2 circumstance bonus on any damage rolls you make with that weapon.' is highly ambiguous and suggests you get a +2 damage bonus to all natural weapons, or at least one type of natural weapon you already possess (in our case, bites). It might even suggest that by RAW all your natural weapons use either the listed die or their original one, but I don't want to go that far.

Strength Devotion is a worthwhile feat if it were to perform either or both of the two main functions (granting a permanent slam or granting +2 damage on natural weapons/bites). If your DM rules that neither of these bonuses persistently apply, I suggest swapping it out for Combat Reflexes.

Unarmed Swordsage
The second-level AC bonus of swordsages does formally not work with the unarmed swordsage variant, as it requires light armor. Given how it's strange in the first place that an AC bonus would work with lightly armored but not unarmored characters, and the fact that unarmed swordsages don't even get the proficiency it supposedly requires, I think it's fair to say any reasonable DM would rule it to work for unarmed swordsages.

Searing Blade
Searing Blade is almost certainly meant to be a swift action, rather than the listed standard action, given that its effects boost melee attacks and the duration wears off at the end of your turn. This build assumes it's actually usable.

Sudden Leap
Sudden Leap is commonly assumed to waive the double-DC penalty associated with standing jumps. This would be convenient for this build, but not required for functionality.

Craven
Every sneak attacker wants craven, and we're no different, but barring a one-level dip into certain classes (which seems both unoriginal and inelegant) we don't technically qualify. If your DM is lenient enough to rule that template-based sneak attack (flavorfully linked to the rogue class, even) counts as the 'sneak attack class feature' that Craven requires, drop Ability Focus or Improved Initiative and get it (alternatively, in an environment without elegance penalties just drop a level of bloodclaw master for sneak attack fighter).

Beni-Kujaku
2022-08-24, 12:56 PM
Translation be damned, sometimes, Mercury is still a better color than Red if you want to be a rouge.


Monster Mash IV: Seriyu, Verdant Wind Ninja

IMPORTANT NOTE: This build mostly exists to show off the power Swift Ambusher+Gloom Razor, since it's a Feat combo I Have't seen before. If i get an 0 in Monstrosity, understand that was not the goal of the build.

https://i.ibb.co/TcKtgmX/Mercury-Dragon.webp

Chaotic Good Wyrm of War 3/Scout 3/Swordsage 2/Rouge X

Abilities Initial Race / Template
STR 12
[tr][td] DEX 14 +4
[tr][td] CON 12 +2
[tr][td] INT 16
[tr][td] WIS 14
[tr][td] CHA 10

Seriyu will put all of his ASIs into DEX


Build Goals:

-Use Gloom Razor + Swift Ambusher to stack Sneak Attack and Skirmish. On A Tiny Dragon

-Leverage the high base skill points from Scout, Swordsage and Rouge to be the party sneak

[tr] Level Class Base Attack Bonus Fort Save Reflex Save Will Save Skills Feats Class Features
[td] 1st Wyrm Of War (DoE) +3 +3 +3 +3 Knowledge (Local 4, Arcana 4 ) Escape Artist 4 Open Locks 2 (CC) Disable Device 2 (CC) Move Silenty 2 (CC) Hide 2 (CC), Listen 4, Search 4, Spot 4, UMD 4 Darkstalker (LOM) Immunity to Fire, Vunabilty to Cold, Breath Weapon, Protected Sight, Blindsense, Darkvision
2nd - +3 +3 +3 +3 Listen 5, Search 5, Spot 5 Balance 5, UMD 5
3rd - +3 +3 +3 +3 Escape Artist 5 Move Silenty 3 (CC) Hide 3 (CC), Listen 6, Search 6, Spot 6, UMD 6 Flyby Attack
4th Scout 1 (CA) +3 +3 +5 +3 Escape Artist 7 Move Silenty 4, Hide 4, Listen 7 Disable Device 7 Weapon Finesse Skirmish 1D6, Trapfinding, Bonus Feat (WoW)
5th Swordsage 1 (ToB) +3 +3 +7 +5 Move Silenty 8, Hide 8, Listen 8 Quick To Act +1, Displine Focus (Tiger Claw)
6th Scout 2 +4 +3 +8 +5 Open Locks 3 (CC) Move Silenty 9, Hide 9, Listen 9 Disable Device 9, Search 9, Spot 9 Shadow Blade (ToB) Battle Fortitude +1, Uncanny Dodge
7th Scout 3 +5 +4 +8 +6 Escape Artist 10 Open Locks 5 (CC) Disable Device 10, Search 10, Spot 10 Knowledge (Local 5) Fast movement +10ft, Skirmish (+1d6, +1AC), Trackless step
8th Swordsage 2 +6/1 +4 +9 +7 Knowledge (Local 6, Arcana 5 (CC) Move Silenty 11 Hide 11, Listen 11 Improved Inative AC Bonus (+3)
9th Rouge 1 +6/1 +4 +11 +7 Move Silenty 12, Hide 12, Listen 12, Disable Device 12, Open Locks 11 Gloom Razor (ToB) Sneak Attack 1D6
10th Rouge 2 +7/2 +4 +12 +7 Move Silenty 13, Hide 13, Listen 13 Disable Device 13, Search 13, Spot 13 Open Locks 12 Evasion
11th Rouge 3 +8/3 +5 +12 +8 UMD 9, Move Silenty 14, Hide 14, Listen 14 Disable Device 14, Search 14, Spot 14 Open Locks 14 Death's Ruin (CC), Sneak Attack 2D6
12th Rouge 4 +9/4 +5 +13 +8 UMD 13, Move Silenty 15, Hide 15, Listen 15 Disable Device 15, Search 15, Spot 15 Open Locks 15 Swift Ambusher (CS), Improved Unarmed Strike Improved Uncanny Dodge, Skirmish 2D6 +2 AC
13th Rouge 5 +9/4 +5 +13 +8 Escape Artist 11 UMD 16, Move Silenty 16, Hide 16, Listen 16 Disable Device 16, Search 16, Spot 16 Open Locks 16 Sneak Attack 3D6
14th Rouge 6 +10/5 +6 +14 +9 Escape Artist 14 UMD 17, Move Silenty 17, Hide 17, Listen 17 Disable Device 17, Search 17, Spot 17 Open Locks 17 Skirmish 3D6 +2 AC
15th Rouge 7 +11/6/1 +6 +14 +9 Escape Artist 17 UMD 18, Move Silenty 18, Hide 18, Listen 18 Disable Device 18, Search 18, Spot 18 Open Locks 18 Snap Kick (ToB) Sneak Attack 4D6
16th Rouge 8 +12/7/2 +6 +15 +9 Knowledge (Local 9) UMD 19, Move Silenty 19, Hide 19, Listen 19 Disable Device 19, Search 19, Spot 19 Open Locks 19 Martial Study (Pouncing Charge) Skirmish 3D6 +3 AC, Uncanny Bravery
17th Rouge 9 +12/7/2 +7 +15 +10 Escape Artist 20 UMD 20, Move Silenty 20, Hide 20, Listen 20 Disable Device 20, Search 20, Spot 20 Open Locks 20 Sneak Attack 5D6
18th Rouge 10 +13/8/3 +7 +16 +10 Knowlegde (Local 12) Escape Artist 21, Move Silenty 21, Hide 21, Listen 21 Disable Device 21, Search 21, Spot 21 Open Locks 21 Staggering Strike (CA) Skirmish 4D6 +3 AC, Skill Mastery

Level Initiator Level Manuvers Known Manuvers Readied Stances Known
[td] 1st 0 0 0 0
[tr] 2nd 1 0 0 0
3rd 1 0 0 0
4th 2 0 0 0
5th 3 6 4 1
6th 3 6 4 1
7th 4 6 4 1
8th 5 7 4 2
9th 5 7 4 2
10th 6 7 4 2
11th 6 7 4 2
12th 7 7 4 2
13th 7 7 4 2
14th 8 7 4 2
15th 8 7 4 2
16th 9 8 4 2
17th 9 8 4 2
18th 10 8 4 2

"Aspirant, you have proven your resolve and resourcefulness over the month of your trial. Welcome to the Harad Delivn Temple." "Sensi, that's the Yokai who was stealing our curry!" "I know"


Primary Skills:

Move Silently (12) + Hide (20) (Both Dex): Both of these skills effect your sneaking abilities. Move Silently contests Listen, Hide contests Spot.
Note that Seriyu's Tiny size gives him a 8+ Racial bonus to Hide

Listen (10) + Spot (8) (Both Wis): These skills let you gather information- I.E where the monsters are. Listen contests Move Silently, Spot contests Hide.

Search: (Int) (9) Allows you to comb rooms to find treasure and traps, removing the need for the 10-foot pole.

Disable Device (10): Attempt to break target trap.

Escape Artist (11): Lets you crawl though air vents and escape capture.

Seriyu starts out as a Wyrm of War/Scout with a skill focus. He will mostly use his skills to sneak around and steal curry.

Then one of the Masters notices him and he enters Swordsage. The formal training allows him to express his natural magic talents via the sublime way, giving him a major power boost

- Child of Shadow gives him a 150FT disengagement option. And dragons/beholders/etc can't see him because of Darkstalker!

- Shadow Jaunt increases his already massive movement, allowing him to move between cover and keep moving thanks to flyby attack.

- Cloak Of Deception lets him become invisible once every five minutes. This lets him hide without cover if needed, albeit only for one turn.
-
- In combat, Seriyu will use the Skirmish+Flyby attack combo to always get his +1d6 Skirmish bonus! He main combat strikes are Wolf Fang Strike, Rapid Wolf Strike and Emerald Razor. He uses these to add extra damage and accuracy to his melee attacks.

- Stealth wise, Seriyu uses Child of Shadow to scout out from the air while concealed and uses Spot and Listen to find Traps and Foes. When using Search, he uses Hide and Move Silently to evade detection while combing the area.



As bidden by his Senesi, Seriyu went on a journey of self discovery. He would get to one of these "Pubs", or die trying!

New Primary Skill: Open Locks (17)(Dex). Allows for the opening of locks without keys. The better the lock, the higher the check

Improved Skills:

Move Silently: 18

Hide: 26

Listen: 15

Disable Device: 16

Search: 16

Spot: 15

Escape Artist: 15

Now Seriyu will get his Primary Offensive Combo, otherwise known as the Turing Swallow Cut

First, he closes the distance, moving at least 10ft. This will trigger Skirmish (+1d6/+1AC) and Moving Shadows from his Gloom Razor Feat. Moving Shadows will leave his opponent flat footed, allowing him to sneak attack next turn. Then, he uses the extra move to retreat at least 10ft. With Skirmish+Assassin's Stance+Sneak Attack he can do 4D6 damage per round using this.

Seriyu also grabs Strength Draining Strike to weaken powerful melee foes, such as Giants.




The renowned Swift Ambusher Seriyu is said to slain men with a single cut. He called this technique the "Zantetsuken"
Apparently, this means "Metal Cutting Blade" in Rokugan. Clearly, Rokugan iron is terrible."

UMD (20) (Cha): Seriyu has invested the UMD ranks to use wands without failure.
(As long as he does't get a one...)
So it's clearly time to bribe your party wizard so you can use wands to solve all your skill problems.

Improved Skills:

Move Silently: 27*

Hide: 35*

Listen: 23*

Disable Device: 24

Search: 24*

Spot: 23*

Open Locks: 27

Escape Artist: 27*

.* Effect by Skill Mastery

And now, Seriyu's Turning Swallow Cut (Skirmish+Moving Shadow+Sneak Attack) becomes even stronger. Swift Ambusher greatly increase the damage by allowing Rouge and Scout levels to stack for Skirmish and Sneak Attack.

While in Assassin's Stance Seriyu gains 13d6 Damage to his Attacks when using Moving Shadow+Skirmish on a flat-footed opponent. And due to his high Initiative (+6 from Dex, +1 from Quick to Act, +4 from Improved Initiative, for a total +11 modifier)

He also now adds Snap Kick to his attack routine, allowing him to attack twice every round. This means, if he can Sneak Attack (And both Attacks Hit) He can deal a massive 26D6 damage. Every. Single. Round.

But Wait! There's More!

With Wolf Fang Strike, Seriyu can deal a Humongous 39D6 Damage. Which is... Frankly a bit over the top, really.

"But Wait!" You Ask "Pouncing Charge Let's you Pounce, Right? How much damage does That Do!??"

The answer is "Enough Damage" (No I never thought we'd reach it either)

Because Pouncing Charge does... 52D6 damage. You could roll all 1s... And you would still activate the Massive Damage rules. (If they are in play, of course)

So if everything hits... your target is almost certainly dead.

Beni-Kujaku
2022-08-24, 12:58 PM
The Snatcher is asking for copyright for his catchphrase. And for your soul, but that’s more of a long-term goal.
Vasuthants can’t speak ? Doesn't matter, evil monologues always get a pass.


Who am I? Ha! Bua ha ha! FOOL! I am the very embodiment of everything that your kind has-

What do you mean, you didn't ask who I am? Sure you did.

No, I'm quite sure you've asked for an evil monologue.

Yes, you did.

Yes, you did!

Well, it's my initiative, and talking is a free action, so shut up.

Where was I? Did I call you a FOOL yet? Good, good.

As I was saying, I am the very embodiment of everything that your kind has feared since the beginning! I am the weeping and gnashing of teeth, I am that which creeps in the night, I am the reason that you have stood vigilant by your fires, gazing, frightful, into the night, I am the terror of a runaway sentence that never, ever, ever ends!

I am, literally, the Monster In the Darkness!

…What do you mean, you don't get it? Look at me! I am… a monster. In darkness. Like, that's all I am. That's the theme right there.

No, not that one (https://static.wikia.nocookie.net/oots/images/1/12/MitD.jpg/revision/latest?cb=20150928113704). That's a Protean or something. I am like the very concept of… I'm like, the ultimate representation of the primordial fear of the- What does my type have to do with- Ugh, forget it. You've ruined everything. We can just fight, I guess.

Yeah, it's FINE. It's all FINE.

No, it's not that, I'm just… I worked really hard on that speech, and I sort of botched it, and I feel like that's at least partially because of how you kept interrupting me. Forget it, it's fine.

…Yes, that would, make me feel better, actually.

Ehem, Ehem;

FOOL!

Thanks.
As soon as I saw the round title, I coulnd't resist making it -about- the darkness!
So here we are, going all goth about "I carry my darkness with me", "darkness is my burden", "feel this crushing despair", "claws in the darkness" etcetera etcetera :)
Or let's go the extra mile in cheesy lines
I AM THE DARKNESS

Cheerily, we are somewhat "literally" strangling a piece of our own nonexistent soul inside ourself to make the build work, it's somewhat poetic, really, are you feeling the cringe yet?
NE Shadow Vasuthant, Incarnate 1 / Fighter 1 / Swordsage 1 / Rogue 13
AbilitiesInitialRace / Template4th8th12th16thTotalSTR88DEX186111128CON8N/AN/AINT14-68WIS12214CHA14418
Naked HP 12 + 1d12 + 1d10 + 1d8 +14d6 + 72 (149)
Naked AC Irrelevant, you can't target me due to total concealment, but 23 or so, touch AC 20
Naked saves irrelevant, you can't target me due to total concealment, but 12/19/13 with evasion

max naked attack bonus: 11BAB+1SIZE+9DEX+1WPN.FOC+2FLANK+2"invisible" = 26
melee rider = 9 shadow blade + 9 hit-and-run + 18 craven (36) + 8d6 sneak attack
naked full attack: +26/+21/+16 unarmed strike 1d6-1 + rider plus secondary slam attact +20 for 1d4-1+rider(except shadow blade) , bypassing DR/magic
naked area attack : up to 9 creatures in a 75ft long*15ft wide * 15ft tall line with IUS : +26 for 1d6-1 plus rider , bypassing DR/magic
naked ranged option : dissolving spittle ranged touch attack +23 for 1d6+27(hit-n-run+craven) acid damage and 8d6 sneak attack

Can still deal melee rider and half sneak attack on hostiles immune to sneak attack, if flanking them
Always flanking adjacent creatures

A permanent 60ft extraordinary "aura of darkness" that negates any and all illumination, magical or otherwise
A supernatural ability to have total concealment when in "any condition other than full daylight"
backup +34 hide, +36 move silently, nondetectable by special sense

75ft perfect manouverability flight speed
DR 5/magic
fast healing 2
Undead immunities, immunity to cold, acid, light
Resist fire 5, electricity 5
3/day free action reroll of any d20 die roll
1/day planeshift CL15 (plane of shadow only)
darkvision 60ft, blindsight, low-light vision 60ft, and lowly +24 listen and spot
Hit Die / ECLClassBase Attack BonusFort SaveReflex SaveWill SaveSkillsFeatsClass/Template Features1/3Racial Hit Die 1+0+0+0+212: {+4} Hide: 4; {+4} Listen: 4; {+4} Spot: 4; Darkstalker, Improved grappleRacialDamage Reduction 5/magic2/4RHD 2+1+0+0+33: {+1} Hide: 5; {+1} Listen: 5; {+1} Spot: 5; 3/5Incarnate 1+1+2+0+51: {+1 CC} Hide: 5.5; Listen: 5; Spot: 5; Undead MeldshaperAura, Detect opposition4/6Fighter 1+2+4+0+51: {+1 CC} Hide: 6; Listen: 5; Spot: 5; Sneak attack +1d6, Dirty fighter, Hit-and-run5/7Unarmed swordsage 1+2+4+2+75: {+1} Escape artist: 1; {+2} Hide: 8; Listen: 5; {+1} Move silently: 1; Spot: 5; {+1} Tumble: 1; Improved unarmed strikeDiscipline focus(shadow hand), Quick to act6/8Rogue 1+2+4+4+77: {+1} Escape artist: 2; {+1} Hide: 9; {+1} Listen: 6; {+2} Move silently: 3; {+1} Spot: 6; {+1} Tumble: 2; Weapon FinesseSneak attack +2d6, Trapfinding7/9Rogue 2+3+4+5+77: {+1} Escape artist: 3; {+1} Hide: 10; {+1} Listen: 7; {+2} Move silently: 5; {+1} Spot: 7; {+1} Tumble: 3; Spell Reflection8/10Rogue 3+4+5+5+87: {+1} Escape artist: 4; {+1} Hide: 11; {+1} Listen: 8; {+2} Move silently: 7; {+1} Spot: 8; {+1} Tumble: 4; Sneak attack +3d6, Penetrating strike, Fast healing 29/11Rogue 4+5+5+6+87: {+1} Escape artist: 5; {+1} Hide: 12; {+1} Listen: 9; {+2} Move silently: 9; {+1} Spot: 9; {+1} Tumble: 5; Shadow BladeUncanny dodge10/12Rogue 5+5+5+6+87: {+1} Escape artist: 6; {+1} Hide: 13; {+1} Listen: 10; {+2} Move silently: 11; {+1} Spot: 10; {+1} Tumble: 6; Sneak attack +4d611/13Rogue 6+6/+1+6+7+97: {+1} Escape artist: 7; {+1} Hide: 14; {+1} Listen: 11; {+2} Move silently: 13; {+1} Spot: 11; {+1} Tumble: 7; 12/14Rogue 7+7/+2+6+7+97: {+1} Escape artist: 8; {+1} Hide: 15; {+1} Listen: 12; {+2} Move silently: 15; {+1} Spot: 12; {+1} Tumble: 8; Gloom strikeSneak attack +5d6, Evasion13/15Rogue 8+8/+3+6+8+97: {+1} Escape artist: 9; {+1} Hide: 16; {+1} Listen: 13; {+1} Move silently: 16; {+2} Spot: 14; {+1} Tumble: 9; Improved uncanny dodge14/16Rogue 9+8/+3+7+8+107: {+1} Escape artist: 10; {+1} Hide: 17; {+2} Listen: 15; {+1} Move silently: 17; {+1} Spot: 15; {+1} Tumble: 10; Sneak attack +6d615/17Rogue 10+9/+4+7+9+107: {+1} Escape artist: 11; {+1} Hide: 18; {+1} Listen: 16; {+1} Move silently: 18; {+2} Spot: 17; {+1} Tumble: 11; Flyby Attack, Great flyby attackSpecial ability16/18Rogue 11+10/+5+7+9+107: {+1} Escape artist: 12; {+1} Hide: 19; {+2} Listen: 18; {+1} Move silently: 19; {+1} Spot: 18; {+1} Tumble: 12; Sneak attack +7d6, Plane shift 1/day17/19Rogue 12+11/+6/+1+8+10+117: {+1} Escape artist: 13; {+1} Hide: 20; {+1} Listen: 19; {+1} Move silently: 20; {+2} Spot: 20; {+1} Tumble: 13; 18/20Rogue 13+11/+6/+1+8+10+117: {+1} Escape artist: 14; {+1} Hide: 21; {+2} Listen: 21; {+1} Move silently: 21; {+1} Spot: 21; {+1} Tumble: 14; Craven, Air heritageSneak attack +8d6, Special ability-Shadow template LA--------Shadow template LA-------
Vasuthant: Base monster, small corporeal undead from monster manual III 2 racial hit die, no level adjustment
30ft perfect flight speed, 3 natural armor bonus, one slam attack
modifiers +6DEX -6INT +2WIS +4CHA
racial bonuses +4 hide, +2 listen+ 2spot, bonus feat Improved grapple
Standard special qualities: blindsight, darkvision 60ft, immunity to acid and cold, resistance 5 fire and electricity, +2 turn resistance, undead traits
enervating crush(su): Basically a swallow whole proxy, small or smaller grabbed by the improved grab slam are automatically "pulled to the center" and receive automatic damage (1d4+1d4 STR ability damage), healing or granting temporary hit points to the vasuthant
improved grab(ex) with the slam attack
reality distorsion(ex): 3/day free action(limit 1/turn) reroll failed roll or force opponent to reroll successfull roll
immunity to light(ex): Immune to all effects of light, natural or otherwise. No effect from spell in the sun domain or with the light descriptor
trap light(ex): absorbs all light, magical or natural, within a 60ft emanation, lowlight or darkvision needed to see normally within the area, sources of illumination within the area are suppressed
unholy toughness(ex): add bonus hit point equal to CHA*HD
Shadow: template from Lords of Madness No size/type change, no HD related recalculation
all speeds increased to 150% of base
Level adjustment 2
resistance to cold 5+HD, darkvision 60ft, low-light vision 60ft
+6 racial bonus to move silently
shadow blend(su): in any condition other than daylight, can blend with the shadows gaining total concealment
Additional special qualities for every 4HD from list, I picked DR/5 magic at 1HD, Fast healing 2 at 8HD, Evasion at 12HD, 1/day CL15 plane shift(shadow plane only) at 16HD
Incarnate: Base class from Magic of Incarnum, D6 hit die, poor BAB, 2 skill points, good/poor/good saves, must have one neutral alignment axis meldshaping: 2 soulmeld, 1 essentia, 0 binds
aligned soulmelds: can't shape soulmelds with an alignment descriptor different than our own alignment
aura: registers as evil to detect evil
detect opposition: at will SLA like detect evil, but for the opposite alignemnt than our own, so detect good
Fighter: Base class from Player's handbook, d10 hit die, good BAB, 2 skill points, good/poor/poor saves "dirty fighter" class variant: from Unearthed arcana, trade bonus feats for Sneak attack progression
hit-and-run tactics class variant: from Drows of the underdark, trade heavy armor profiency for +2 bonus to initiative and +DEX to damage against nearby flat-footed enemies
Swordsage: Base class from Tome of battle, d8 hit die, medium BAB, 6 skill points, poor/good/good saves quick to act: +1 bonus to initiative
discipline focus: with the chosen discipline preferred weapons, gian the benefit of weapon focus. For us it's shadow hand discipline and unarmed strike
blade magic: 6 manouvers known, 4 manouvers readied, 1 stance known. Recovery method: 1 full round action per readied manouver
unarmed: accepted/officialized adaptation, trades light armor profiency for improved unarmed strike and monk-like unarmed strike damage progression
Rogue: Base class from Player's handbook, d6 hit die, medium BAB, 8 skill points, poor/good/poor saves sneak attack: extra 1d6 precision damage for every odd level, appliable against denied-dex or flanked enemies
trapfinding: allows the finding and disabling of magical traps
Spell reflection: alternate class feature from complete mage, replacing evasion. DEX+1/day times a spell or SLA that misses you (with an attack roll) can be redirected back to the caster as an immediate action
penetrating strike: alternate class feature from dungeonscape, replacing trap sense. allows half of sneak attack to still be dealt against flanked enemies even if they would be otherwise immune to sneak attack
uncanny dodge: being caught flat-footed or attacked by invisible creatures don't deny our DEX-to-AC
improved uncanny dodge: can't be flanked
special ability: extra from list, we picked a bonus feat at both 10th and 13th level

Feats: Darkstalker: Lords of madness, no prerequisites. blindsight, blind-sense, scent and tremorsense can't be used to find us
Improved grapple: Player's handbook, prerequisites ignored by being granted as racial bonus feat. +4 on grapple checks and they don't provoke attack of opportunity
Undead meldshaper: Magic of incarnum, undead type and INT 3. Use WIS in place of CON for shaping soulmelds
Weapon finesse: Player's handbook, BAB +1. can use DEX in place of STR for attack roll with light weapons
Shadow blade: Tome of battle, one shadow hand stance. While in a shadow hand stance, add DEX to melee damage done with shadow hand weapons (unarmed strike)
Gloom razor: Tome of battle, hide 9 ranks, shadow blade, BAB +6, two shadow hand manouvers. Three tactical options Lingering gloom:activation being missed due to concealment, in the turn after hide vs spot check swift action, if successfull 1 round invisibility
Moving shadows: activated by dealing melee damage and moving 10ft or more in the same turn. next turn, enemy is flatfooted against your first melee attack you make
Shadow slip: activated by successful melee attack against an opponent you flank. Next turn, DC 20 tumble while adjacent to that foe to free action move to any square adjacent to that foe without provoking AoO
Flyby attack: Monster manual I and others, fly speed. When flying, can take a standard action during the execution of a move action, thus enabling moving both before and after the standard action
Great flyby attack: Savage species, fly speed, flyby attack. full round action : fly in a straight line up to speed, choose a number of opponents you threaten along the line up to DEX modifier. Make one attack roll and one damage roll. use those rolls against each opponent. Those opponents are denied doing AoO against you
Craven: Champions of ruin, sneak attack feature, not immune to fear. -2 to will saves against fear, sneak attack deals extra damage equal to HD
air heritage: Planar handbook, no prereq. natural flight speed increased by 30ft, +2 to jump and balance checks
Soulmelds: those with a *are preferred and the default choice, we can have two shaped each day, other listed are "possibly useful" *soulspark familiar: gives a tiny outsider familiar with 13HP,STR 10 and DR 1/good invested essentia gives it fast healing 1, we favour this for easy flanking buddy, lorewise it's "a piece of our soul"
*Dissolving spittle: standard action ranged touch attack that provokes AoO, 1d6 acid damage + 1d6/essentia
Bluesteel bracers: +2 insight bonus to initiative, +1/essentia insight bonus to weapon damage rolls
Necrocarnum shroud: +1 profane bonus to attack and damage rolls any time an adjacent living creature takes damage, for 1 round or rounds equal to that creature HD if it dies
Lucky dice: swift action +1 luck bonus to choice of: attack and damage rolls,saves, skill and ability checks, 1+1/essentia duration
Blade magic: 6 manouvers known, 4 readied, 1 stance. Initiator level 3 when the swordsage level was taken
Shadow jaunt: shadow hand, no prereq. standard action teleport up to 50ft away
Cloak of deception: shadow hand, no prereq. swift action greater invisibility for 1 turn
Mountain hammer: Stone dragon, no prereq. standard action melee attack deals 2d6 extra damage and ignores DR and hardness
Burning brand: Desert wind, no prereq. swift action +5ft reach and melee attack damage is converted to fire for 1 turn
Flashing sun: Desert wind, 1 desert wind manouver. full action do full attack with 1 extra attack, all attacks at -2
Fire riposte: Desert wind, 1 desert wind manouver. immediate action do melee touch attack dealing 4d6 fire damage against opponent that successfully attacked you with a melee or natural weapon
Island of blades stance: shadow hand, no prerequisites. If you and an ally are adjacent to the same creature, you gain the benefit of flanking that creature
This was a bit of a romp!, when I saw the theme title, I instantly decided I was going to do shenanigans with the combo of trap light+shadow blend, even before I saw the theme is sneak attack, that was set in stone! After that, it was picking what "flavor" to go for, there's a bunch of classes that are fluffwise doing this or that with shadow and shadow synonyms, Shadow sun ninja is probably the one that's most funny to think about, considering how choke full of fluff every class ability is, and how they are all about "the darkness within your light", like, -smile-.
but alas, very few of these are sneak attack classes :(, so here's a mini-romp of build evolution.

Started with an easy totemist 2 / rogue 3 / fighter 1 / umbral disciple 10, binding girallon arms and scratching away with 25ft reach and 6d6 sneak attack
I wasn't liking how low/terrible the attack bonus on the claw was, and it felt I was wasting the grapple potential, so went for ranged with totemist 2 / umbral disciple 8 / rogue 1 / fighter 5, binding manticore belt for "volley" shenanigans, alas at the time I didn't remember we only SA once per volley, damn you volley rule!

back to the drawing board, back to girallon arms, gave a try to grappling with totemist 2 / wilder 4 / umbral disciple 10, kinda liked how psionics solved communication and manipulation between mindlink, far hands and psionic tongues, but it was "bleh" and very low on the sneak attack

With the introduction of psionic, did the obvious turnaround and committed more to psionic, rogue 1 / fighter 1 / wilder 4 / psychic assassin 10

inevitable "if I put psionics/casting in it, I should try to maximize psionics/casting, and this is a rogueish round, not a caster round, so let's try to NOT go that way"

complete reset : incarnate 1/ rogue 11 / fighter 1 / past life(rogue) , maximize sneak attack, it was 15d6 or so

"simplified" to the "most bland but elegant" incarnate 1 / rogue 15

got annoyed about low "naked" numbers, tried to throw vow of poverty in the mix, hence a brief stunt as incarnate 1 / rogue 5 / slayer of domiel 10

got tired of "martial study+martial stance", convinced myself I should stop jumping through hoops for a worse result than one level of swordsage would give, and that was a brief swordsage 1/rogue 5/ slayer of domiel 10 ( and slayer of domiel is not compatible to incarnate due to alignment conflict)

"go a mile go three mile" swordsage 1 / battledancer 1 / fighter 1 / rogue 3 / slayer of domiel 10, this had the biggest nubmers overall, with both CHA to saves and CHA to AC, but alas

I did NOT like being an undead with lawful good alignemnt and exalted feats, so did a backpedal to incarnate 1 / fighter 1/ swordsage 1 / rogue 13

hated the "low" BAB, had a stint as incarnate 1 / fighter 1 / unarmed sowrdsage 1 / rogue 3 / swashbuckler 10 , ultimately decided I liked the extra feats more than I liked the extra BAB from swashbuckler (daring outlaw, of course)

And that's all folks!

story: We've been befriended by either/or crinti shadow marauders/teflammar shadowlords, because we are useful! be it command undead, or simple diplomacy promising us food, off we are providing the service of undispellable darkness for all-you-can-can shadow pouncing! Or maybe we're played by some 13 years old going through their edgy emogoth phase and they felt like being cheeky/chuuni, who am I to know?? End result is the same : the "character" making warbling and/or sucking sounds, and the "player" shouting darkness related one-liners. To the regret of everybody or nobody, this enables the DM to riposte with "I attack the darkness (https://www.youtube.com/watch?v=9Kgx2b1sIRs)"

ECL 5: We are a little spiteful ball of darkness! we zoom about, spitting in the face of goodness, oh my!
-- our damage is kind of terrible, might want to meld dissolving spittle + sighting gloves for a while, that way your single ranged touch attack is 2d6+1 damage at least.
On the other hand, we're practically unkillable, what with our total concealment that can't be broken! perfect flight speed on top of that, who is going to touch us??
-- skill points now and later are chosen for theme, rather than usefullness. Other than hide 9 for prerequisites we shouldn't ever need to use neither hide nor move silently, except for obfuscating what square we are in I guess, if your GM leans that way

ECL10: we should keep on spitting in the face of goodness, but now it's 2d6+8+4d6SA damage instead, oh my! we should only bother going for melee for those pesky creatures that can't be denied DEX-to-ac or needs to be flanked for penetrating strike, in which case we got our soulspark familiar to buddy buddy flank with, can it "ride" us so it can keep up while doing it's best to not receive AoO? what if we "protect" it by enveloping it inside our warm cold belly of enervating crush, thus moving it with us ( but "gently" enveloping it, of course, no crushing our own soul!
The manouvers, of course, give us the leverage to do that bit of different thing. I suggest leaving burning brand and cloak of deception unreadied, as everything else is more interesting, either it be a "get out of jail" teleportation effect, or bypassing DR, or changing the damage type to bypass DR again, or a surprise riposte to do sneak attack damage again when least they espect it!

ECL17(sweet spot): with great flyby attack, we now got some option to deal with groups! Against enemies that aren't immune to sneak attack, the combination of great flyby attack + gloom razor moving shadow, all our enemies are always flat-footed, oh my! But if they dare be immune to sneak attack, all we gotta do is glomp our soulspark in our crushing embrace and presto we have a flanking buddy to do sneak attack damage anyway, lalala! Before this more or less we kept on spitting, but now's the time to give gentle caresses!
--take note that gloom razor shadow slip is free action moving, so against single opponent, if we want to do full attacks but still get the benefit of moving shadow, a tumble check is all it takes

ECL20: bigger numbers, faster zoomer :)



Shadow blend: it's nifty, but sadly not well defined in my opinion, for example, do we have total concealment as soon as we are not in daylight, or is it a standard action activation? what about duration? what about darkvision? The only guidance we have is "a shadow creature can disappear in the shadows, giving it total concealment". I am obviously taking the stance that it is not negated by darkvision, with the simple reasoning that darkvision negates concealment from being "in a nonilluminated area", but shadow blend is a step "more" than simply being hiding in darkness. As for duration, it seems fairly clearly and reasonable, to me, that it's "for as long as the creature is in the shadows". A point of contention then became, is this kind of "like invisibility" or is this kind of "like greater invisibility"? The most permissive reading being "you always have total concealment, period" and the least permissive reading would require another standard action to regain the total concealment each time an action that "breaks invisibility" is taken. luyckily, we don't "need" the total concealment for sneak attacking, it's simply the thematically cool gimmick (and easy enabler)

Island of blades shenanigans: behold my munchkinry! to "make it work" I'm using the "letter" and not the "spirit" of the stance. it says "If both you and an ally are adjacent to the same creature, the two of you gain the benefit for flanking that opponent." Note that it does not mention we need to be threatening it, nor does it make any provision about enemies immune to flanking. So lo and behold, our soulspark familiar, which is adjacent but not threatening, flanking with us!

On grappling your soulspark familiar : a "big" problem with this plan is that we can't use the full round action great flyby attack while grappling, but it's luckily solved by improved grab. we take the -20, the familiar fails the opposed grapple check on purpose, he's now "safely" carried in our gullet while we ourselves are not considered grappled, therefore free to act as we deem fit! BUT!! this bring us to the second problem: "can" we not do the enervating crush automatic damage? if we're allowed to *not* do that damage, we're peachy and we can carry our soul forever, but if we otherwise are forced to damage the familiar, this makes the "grapple your own familiar" backup plan a limited resource, because the strength damage will kill it for sure! In that case it has limited uses per day. At least it's a backup plan to the simplier "soulspark familiar rides on our shoulder, he doesn't act at all and is automatically moved with our movement" which is itself a backup plan to the simple "I sneak attack because I have total concealment"

necrocarnum shroud and stacking: the soulmeld reads "you gain a +1 profane bonus any time an adjacent living creature takes damage", it does not clarify if this bonus stacks with itself or not, what with the duration being only 1 turn. I personally feel it should stack, but doesn't, hence why we just shape some other soulmeld by preference

DR/magic and unarmed strike: since we got DR5/magic from the shadow template, our natural attacks bypass DR/magic, the possibly controversy here is "does that apply to unarmed strike too?" if it doesn't, I suggest changing the extra special qualities taken with the shadow template as follow : fast healing 2 at 1HD, evasion at 8HD, +2 luck bonus to all saves at 12HD, and plane shift at 16HD, as DR/magic is otherwise "mostly useless" if it doens't provide us a way of penetrating DR, and might as well pick different special qualities from the shadow template. The previous order put DR/5 at 1st HD because it's most useful at low level

Great flyby attack and glooming razor moving shadows: there is some wiggle room here, because while we are clearly doing a melee attack with great flyby, and we are clearly moving 10ft or more, and so can chain moving shadows back to back for forever. However, as it's only fair, since we're doing a "letter not spirit" reading of island of blades, a samey thought can be applied here, and thus great flyby attack is not "a melee attack"

Rogue special abilities and pickign bonus feat twice: it's a gray area, nothing says we can't pick a bonus feat as the special ability more than one, but skill mastery esplictly says you can take it more than once, which brings some implication that otherwise you can't take a special ability more than once. It becomes an argument that hypothetical "special quality: weapon finesse" is different than hypothetical "special quality: wepaon focus". In case you wouldn't allow a second bonus feat with the 13th rogue level, here a simple adjustment : remove three levels of rogue, add 3 level of swashbuckler; with the feat you would have previously taken weapon finesse take daring outlaw instead. You will not have air heritage and that's okay. The end result is 1 more BAB, 6 more HP, 2 more fortitude save, 2 more reflex save, 2 dodge AC, a bit less skill ranks

Beni-Kujaku
2022-08-24, 12:59 PM
And here we are! Six great and sneaky entries for your reading and judging pleasure!

ciopo
2022-08-25, 03:00 AM
I love the gibbering mouther

loky1109
2022-08-25, 04:29 AM
Table.

Name Alignment / Race Class Levels Chef Total Place
Jack the Reaper (https://forums.giantitp.com/showsinglepost.php?p=25560794&postcount=18) CE Dark stalker Beast heart adept 1/Crinti shadow marauder 5/Hit and Run Dirty Fighter 1/Hellbreaker 4/Mimic Wilderness Penetrating Strike Disruptive Attack Adventurer Rogue 4/Swordsage 1
Budgee (https://forums.giantitp.com/showsinglepost.php?p=25560797&postcount=19) NE Achaierai Assassin 10/Fist of the Forest 3/Druidic Avenger Huntsman Druid 1
Salim (https://forums.giantitp.com/showsinglepost.php?p=25560801&postcount=20) NE Marrulurk Hit and Run Fighter 1/Swordsage 2/Assassin 1/Unseen Seer 7/Telflammar Shadowlord 5
Shogosu (https://forums.giantitp.com/showsinglepost.php?p=25560802&postcount=21) CG Aggressive Quick Advanced Past Life Gibbering Mouther Unarmed Swordsage 8/Bloodclaw Master 2
Seriyu (https://forums.giantitp.com/showsinglepost.php?p=25560803&postcount=22) CG Wyrm of War Mercury Dragon Wyrmling Scout 3/Swordsage 2/Death's Ruin Uncanny Bravery Rogue 10
Literal (https://forums.giantitp.com/showsinglepost.php?p=25560806&postcount=23) NE Shadow Vasuthant Incarnate 1/Hit and Run Dirty Fighter 1/Unarmed Swordsage 1/Spell Reflection Penetrating Strike Rogue 13

Beni-Kujaku
2022-08-25, 04:34 AM
Name Alignment / Race Class Levels Chef Total Place
Seriyu (https://forums.giantitp.com/showsinglepost.php?p=25560803&postcount=22) CG Wyrm of War Scout 3/Swordsage 2/Death's Ruin Rouge 10

Wyrm of War is not a race, it's a sovereign archetype. Seriyu is a mercury wyrmling.

loky1109
2022-08-25, 04:38 AM
Wyrm of War is not a race, it's a sovereign archetype. Seriyu is a mercury wyrmling.
Fixed. ........

Beni-Kujaku
2022-08-26, 04:50 PM
Do we have any judge here?

GreatWyrmGold
2022-09-01, 08:36 PM
I've got a build I didn't assemble enough to submit.

Splinterwaif 4/Rogue 3/Fighter (Sneak Attack) 1/Assassin 1/Guild Thief 1/Justiciar of Talia 1/Master of Masks 1/Nightsong Enforcer 1/Peerless Archer 1/Ronin 1/Shadow Thief of Amn 1 with the Past Life (Rogue) NPC trait and…one level in Spellthief or Psychic Rogue, for a total sneak attack bonus of +18d6 (17d6 on melee attacks). Who needs Death Attack when you can add about 60 damage to a splinterspit and a few arrows, fired at either an unsuspecting target or one bound by brambles?

(I believe Psychic Rogue is technically its own class, not a Rogue variant, but taking it and Rogue is still cheesy and inelegant. On the other hand, Spellthief doesn’t provide much to the build, since its signature ability A. requires deducting Sneak Attack dice and B. sucks.)

Camouflage and Call Bramble both work to deny targets Dexterity bonuses, which is necessary for ranged sneak attacks. A source of greater invisibility would be great, of course, and normal invisibility provides more mobility than hiding, but neither is necessary.

One notable “trick” I wanted to call attention to: Justiciar of Talia gives a bonus weapon proficiency feat, which can be Exotic Weapon Proficiency. (But not Martial.) Ronin requires proficiency with bastard swords, an exotic weapon. Boom! Weird prestige class bonus, matched with inconvenient prerequisite.

I even came up with a convoluted backstory for this character! The gist is that a plant somehow absorbed the essence of a local hunter, a soldier from a nearby town, and a thief from the big city.

loky1109
2022-09-02, 12:15 AM
You could get Lurk. Or Avenger non evil assassin from web.

I maybe could be a judge, but right now I have no time until at least next weekend.

Inevitability
2022-09-02, 03:32 AM
I've got a build I didn't assemble enough to submit.

Splinterwaif 4/Rogue 3/Fighter (Sneak Attack) 1/Assassin 1/Guild Thief 1/Justiciar of Talia 1/Master of Masks 1/Nightsong Enforcer 1/Peerless Archer 1/Ronin 1/Shadow Thief of Amn 1 with the Past Life (Rogue) NPC trait and…one level in Spellthief or Psychic Rogue, for a total sneak attack bonus of +18d6 (17d6 on melee attacks). Who needs Death Attack when you can add about 60 damage to a splinterspit and a few arrows, fired at either an unsuspecting target or one bound by brambles?

(I believe Psychic Rogue is technically its own class, not a Rogue variant, but taking it and Rogue is still cheesy and inelegant. On the other hand, Spellthief doesn’t provide much to the build, since its signature ability A. requires deducting Sneak Attack dice and B. sucks.)

Camouflage and Call Bramble both work to deny targets Dexterity bonuses, which is necessary for ranged sneak attacks. A source of greater invisibility would be great, of course, and normal invisibility provides more mobility than hiding, but neither is necessary.

One notable “trick” I wanted to call attention to: Justiciar of Talia gives a bonus weapon proficiency feat, which can be Exotic Weapon Proficiency. (But not Martial.) Ronin requires proficiency with bastard swords, an exotic weapon. Boom! Weird prestige class bonus, matched with inconvenient prerequisite.

I even came up with a convoluted backstory for this character! The gist is that a plant somehow absorbed the essence of a local hunter, a soldier from a nearby town, and a thief from the big city.


I considered splinterwaif as well, but then I saw Call Bramble was a standard action and Su rather than Sp, meaning it couldn't easily be quickened. Surprised nobody submitted a build with it in the end, though!

loky1109
2022-09-07, 08:30 AM
I'll try to reread entries and to start judging today or tomorrow.

Beni-Kujaku
2022-09-07, 08:52 AM
I'll try to reread entries and to start judging today or tomorrow.

Thank you very much!

Beni-Kujaku
2022-09-12, 12:08 PM
Hello everyone! While we wait for Loky's judgement (on that note, have you started?), would you like to vote for the next theme?

In only four iterations, we had monstrous character from basically all types, except three. One Humanoid, three Monstrous Humanoids, one Aberration, one Elemental, one Giant, three Dragons, one Fey, two Oozes, three Outsiders, one Plant, and two Undead. Interestingly, all three Outsiders had different extreme alignment subtypes, one CG, one LG and one LE. But, among these characters, we had no Construct, no Animal, and no Magical Beast. I thought we should work to change that. Here are three type-focused themes for you to choose:

Rock 'n Roll - Must have a body composed at least in part of a mineral or mineral-like substance (stone, iron, dirt, gems, whatever) and possess and showcase attacks or special abilities centered around these substances.

Brain over brawn - Must innately possess the telepathy ability (no mindbender!) and focus on mind-affecting attacks.

Reject humanity, return to Monster - Must be a quadruped (or something with more than 4 legs): not allowed to have humanoid hands or somehow magically gain them.

Monsters of a Feather flock Together: the character must primarily focus on summoning, calling or creating allies to help them. They must be able to call, summon or create at least one kind of ally of the same creature type as themselves

Which one do you prefer? Do you have other suggestions? You decide! (wait, no, that's ERBOH)

Paragon
2022-09-12, 12:10 PM
I'm down for Mechanical Monster ?

ciopo
2022-09-12, 01:00 PM
sounds interesting, but I'm having trouble visualizing "design space" with themes being creature-type.

like, how do you "showcase" a creature type? what comes to mind is kind of the opposite of interesting, build-wise

despite that, I already got ideas, so eh :)

Inevitability
2022-09-12, 01:15 PM
Hello everyone! While we wait for Loky's judgement (on that note, have you started?), would you like to vote for the next theme?

In only four iterations, we had monstrous character from basically all types, except three. One Humanoid, three Monstrous Humanoids, one Aberration, one Elemental, one Giant, three Dragons, one Fey, two Oozes, three Outsiders, one Plant, and two Undead. Interestingly, all three Outsiders had different extreme alignment subtypes, one CG, one LG and one LE. But, among these characters, we had no Construct, no Animal, and no Magical Beast. I thought we should work to change that. Here are three type-focused themes for you to choose:

The Mechanical Monsters: the character must permanently be a Construct, be it by their monster race, template, or any other way.

Reject humanity, return to Monster: the monster character must be either an Animal, or a Magical Beast, be it by their monster race, template, or any other way.

Deicide monsters: the monster character must be an Outsider with the Chaotic and Evil subtypes, be it by their monster race, template, or any other way.


Which one do you prefer? Do you have other suggestions? You decide! (wait, no, that's ERBOH)

I think that type-based contests are too broad, and I think that recent special ability-focused ones have been popular enough to keep them around.

If we really want to encourage animals, constructs, magical beasts, or CE outsiders, how about themes like:

Rock 'n Roll - Must consist of a mineral (stone, iron, dirt, gems, whatever) and possess and showcase attacks or special abilities centered around these substances.

Brain over brawn - Must innately possess the telepathy ability (no mindbender!) and have mind-affecting attacks. (all demons have telepathy, so they're kind of an obvious entry point for this one)

Four Legs Good - Must be a quadruped: not allowed to have humanoid hands or somehow magically gain them.

loky1109
2022-09-12, 02:19 PM
Hello everyone! While we wait for Loky's judgement (on that note, have you started?)
Yes, I'm working on it. It moves slightly slowly, but still.

Beni-Kujaku
2022-09-12, 03:12 PM
@ciopo, Inevitability: Yeah, that's what I feared.

Being quadruped may be the base for a build (what with rake, pounce and that kind of things being basically exclusive to these creatures), but telepathy and "material" aren't, and I don't feel like mind-affecting attacks are linked enough to Telepathy to justify being put in the same theme, but maybe I'm mistaken. Having Mindsight doesn't a build make. It's more something "on top" than something you build upon. For the Outsiders, I thought of using the ability to summon, call or create allies, similar to the demons' ability to summon other Tanar'ri, but maybe there's not enough support for it. If you don't think it's good, then "must feature heavily mind-affecting attacks" could be good.

Would you find it better if instead of an open-ended theme, I'd choose one specific creature that could be interesting to optimize? Like "play a succubus", "play an arrow demon", or "play an astral tasker", "play a grisgol". Maybe not for this one, but for a later round. A lot of these monsters have interesting abilities and/or restrictions that could make a comp based on them very unique.


For now, until and unless somebody has better ideas, everybody can vote for "Brain over brawn", "Rock n' Roll", "Four Legs Good" and "Monsters of a Feather flock Together: the character must primarily focus on summoning, calling or creating allies to help them. They must be able to call, summon or create at least one kind of ally of the same creature type as themselves". I will edit the first post.

Inevitability
2022-09-12, 03:29 PM
Would you find it better if instead of an open-ended theme, I'd choose one specific creature that could be interesting to optimize? Like "play a succubus", "play an arrow demon", or "play an astral tasker", "play a grisgol". Maybe not for this one, but for a later round. A lot of these monsters have interesting abilities and/or restrictions that could make a comp based on them very unique.

I'm interested in this but for a template: there's a lot of templates that're just as impactful as races, but the greater variety of base creatures gives slightly more build variety options. I'm afraid that for, say, a succubus round, the race is going to overshadow whatever class PCs enter for the first ten levels or so: a succubus bard, rogue, and factotum might be very different on paper, but in practice all of them are going to spam SLAs and Energy Drain as their main modes of offense, initially.

As for templates we could work with: Half-Dragon is very well-supported and can be applied to nearly anything, Voidmind is intriguing, multifaceted and similarly has a huge range of possible recipients, Half-Fey and Half-Illithid are both neat options as well. A lot of the libris mortis templates might also work, but I'm less familiar with those.


Anyway, for now I'm voting for Four Legs Good: I think that four-legged creatures would put some interesting restrictions on this contest and I'm curious to see the results.

Paragon
2022-09-16, 12:37 AM
I'll try to reread entries and to start judging today or tomorrow.

How are you doing loky ?

loky1109
2022-09-16, 02:55 AM
How are you doing loky ?

Still working. Real life does hamper a little.

loky1109
2022-09-17, 10:55 AM
Okay, I'm here!
Sorry for delays.

Originality. Starting from 3. Highly subjective category. Are your classes, feats, combos, and tricks obvious and expected? Did I see something similar before? Or were you able to surprise me?

Power. Starting from 0. Before you built your build it was able to do nothing. With every level, every feat, ability and spell it was starting to do more. I'll be evaluating not only raw power, but utility, survivability, flexibility, and other parameters.

Elegance. Starting from 5. Till you place the first brick in your build there were zero mistakes. Guaranteed. Each mistake which I can find will take away some part of this five.

Monstrosity. Starting from 0, for obvious reasons. It's my second time judging MM, and I don't see why I shouldn't go with chair recommendations.

Monstrosity measures how necessary the entry’s monster race was to the submission. We want to build monstrous adventurers here, not standard Iron Chef builds with a few racial hit dice at the start. Builds which could not function without the monstrous features of their race earn high Monstrosity scores, while builds which could work on any PC race with no changes will take Monstrosity penalties. Builds using non-monstrous races will also take penalties to Monstrosity. For rounds with specific restrictions on the monster race, this category will also include making good use of the mandatory component.

Originality (3.5). Your race selection isn't something mind blowing.
Rogue is a very unoriginal choice for this round. But you took a feat rogue, well it's slightly better for you. Swordsage and Fighter (especially sneak attack and drow variants) don't work to your advantage, either.
While shadow pouncer isn't a big surprise (just a little), but specifically Crinti shadow marauder isn't an obvious choice.
Hellbreaker and Beast Heart Adept are good choices.

And your tactic. I didn't expect somebody to be mounted.

Power (3). You are good at damage dealing and have good AB. Plus you do up to 12 attacks in a round. Or at least 6 attacks. (+1.25)

Your defense looks good, too. Not a very big amount of hp, but you can survive some damage. Good AC and saves. (+1)

You have good mobility with your blink dog and teleportation stuff. (+1)

Some spell-likes, your own and stolen (+0.25).

Skills and other utility... Not bad. I'd be glad to see more Bluff, Ride, HA, SM and to see Darkstalker, but it's still good. (+0.75).

What I dislike.
First, your entry starts work too late. At 17 ECL you still can do just one full attack/round. One level early your full attack is only +10/+5. I penalize you for -0.75.
Second. Big part of your good numbers came from magic items. You aren't item dependent - you work without specific items or items at all, but still. If I cast Disjunction on you, or if your DM just said "No" for magic-marts, your numbers noticeably decrease. It's another -0.5.

Elegance (3.25). Okay. My favorite part where I searching for mistakes and just aging. )
Why did you place dark stalker's racial features at the different levels? (-0 I'm looking for you!)

I understand Stealthy and Animal affinity as just prereqs. And it anyway work passive. But Improved feint and Mounted combat being just prereqs... Why didn't you increase the ride? It can save your mount's life! Knowledges are cool, yes, but you could afford to replace one or two ranks from every of it to the Ride. (-0.25)

Cross-setting materials. Well, one feat isn't a big deal (-0).

Your highlights... are brief. ECL 5 and 10 looks like you wrote it just to write something. Don't like this (-0.25).


Shadow stride: shadow hand, no prereq. swift action teleport up to 50ft away
Shadow stride is move action teleport. Swift - Shadow blink. It looks like just a typo (-0).

I don't like feycraft weapons. It looks like buying a feat just for 1500 gp. And this feat is better than Iron Will! Plus, nobody can guarantee you so specific item. Or enemy brute could just sunder it. Don't like it very much (-0.5).


Shadow ride(su): like shadow jump above, but works with the mount, 25ft increment, daily pool of 50*class level ft
It should be traces of previous build variants (with Vultivor, yes?). It isn't a big deal, but it is the fourth time "not a big deal" (-0.25).

Riding a blink dog isn't a good idea. It's a medium creature, you are medium, too. It's an issue (-0.5).

Monstrosity (4). You get good stat bonuses from your monster race. It looks like a hard task to get the same with only WotC-legal races and templates in ECL 4 (+0.75). Plus race gives you needed sneak attack dices and is theme related as like as your class selection (+1).
You get +5d6 sneak attack (but not Death Attack), but you get it only at the very end. Not good (+0.5). On the other hand you have Sudden strike +2d6. Yes, it doesn't work as a sneak attack, but it's a very similar ability and I give you a bonus for that (+0.25). You have ACFs that help your SA works, you have Craven, Improved feint, Undo resistance and Steal spell-like as a compliment for SA and with Island of blades can SA 24/7. Very good (+1).

If you aren't a Dark stalker... Well, it'd be playable and even not very bad, but race is still significant part of entry (+0.5).

Originality (3.5). Achaierai. I didn't see it coming!
Assassin is obvious PrC. Fist of the Forest in this round - isn't. Druidic Avenger Huntsman, either.
Your feat selection isn't something to write home about.

Power (3.5). Well, you do 7 attacks with not bad AB and significant damage, but you have no options to move and make all your attacks in the same round (+0.5). Plus your Black Cloud (+0.25).
Good amount of hp, good AC, good saves, some SR (+1.25).
You have good speed, but it's all about your mobility (+0.5).
You have a full set of assassin's spells and some druidic (+0.75), but you are strongly limited at using them by rage, and as I see you are don't rely on them at all (-0.5).

Skills... Not bad, but you aren't a skill monkey and your Hide and MS are too low in my opinion (plus, you are, you know, Large!) (+0.5).

Your wall dismantling trick, while is totally out of all others, but I like it (+0.25).

Elegance (4.25). Your spell per Day table is hard to read. And I don't understand what "(+1)" in 0lvl means. 0th level spells don't get bonus from high stats and where are bonus 2nd level spells on 14th and 15th ECL (-0.5)? I'll not penalize you for not existing spell known, because I already gave you a penalty for not using spells in Power, but in the other case it should be -0.5. And I should say, taking an assassin and ignoring half of its abilities isn't a very elegant move.

Using always LE creature as NE is DM-dependent (-0.25).

Your 15th and 18th level feats look like you didn't know what to take. I'll not penalize you here, but I strongly dislike your choice (even though I like what you do with Aym).

I like how you get Improved Uncanny Dodge (+0.25).

I know where Bind Vestige and Aym are taken from, but you should specify this in the Sources section (-0.25).

Monstrosity (2.5). Ok. You are a member of a very specific race. Large, good stats, but it's all (+0.75) and I don't see how Achaierai fit the round theme (+0).
Your class selection... Well, assassin is in theme, yes, but Druid and FotF... aren't (+0.5).

You get Death Attack very early and manage to get +5d6 SA (+7d6 with stance). Good for you (+1.25). But out of it... the only synergy I see is Cloak of Deception. I don't understand how you intend to use your SA and DA at all. You aren't Monster in the Darkness, you are almost a regular (not very good) rager (-0.5).

If you aren't Achaierai, but something regular... Yes, it should decrease your power and some change you playstyle (+0.5).

Originality (1). Nothing I see in your entry I can call original for this round. Absolutely.

Power (3.75). Well, you have too low AB, you can compensate for it with spells, but this is a temporary solution. Damage is good (+0.75).
Not the best hp, AC and saves (+0.5).
Your speed is just 20, but your teleportation stuff helps you (+0.75).

You have two good sets of spells and use them very well (+1).

Skills and skill tricks are very expected, but this doesn't make them less useful (+0.75).

Elegance (3). I'd like to see spells per day and spell known tables as well as your known maneuvers list (-0.5).

Ice Knife is funny because since you do roll an attack, miss and still do damage, any creature in the AoE can potentially get sneak attacked.
I don't buy it (-0.25).


Shadow Spray: a range AoE that deals ability damage triggers sneak attack as negative energy.
No, it doesn't (-0.25).

I don't like feycraft weapons. It looks like buying a feat just for 1500 gp. And this feat is better than Iron Will! Plus, nobody can guarantee you so specific item. Or enemy brute could just sunder it. Don't like it very much (-0.5). Plus, if you use feycraft dagger, your damage should be 1d2, not 1d3:

Every hit you make, you trigger a DC = 1d3+2xDex(Hit-and-Run & Shadow Blade)+8d6 (SA)+2(Barbed)+19 (Craven)

Barbed dagger. It's an exotic weapon, you aren't proficient with it (-0.25).


Mosquito’s Bite so that after you invisibly teleported, full-attacked, teleported away you still have a full round of confusion before they realize what happened.
Mosquito’s Bite can be used only once, but your full-attack consists of more than one attack. So this doesn't work (-0.25).

Monstrosity (2.25). First. Marrulurk. While it definitely is a monster, but

This competition is for monstrous adventurers, in part to experiment with the possibilities they offer and in part to make use of the revised level adjustments which Inevitability and Debatra have spent five years assigning.
I can't find Sandstorm among revised books. I consider using this monster barely legal. I penalize you (-1) and shall not evaluate your race here. You actually didn't get advantages over anybody who doesn't use LA tread.
I could remove this penalty by the chairman's decision.

About the theme. Well, you are definitely in the theme. With race and with your classes (+1).
You have Death Attack since the very beginning and have up to +6d6 SA (+8d6 with stance). Very good (+1.25). Multiple DA is cool. https://forums.giantitp.com/images/sand/icons/icon_thumbsup.png
You have Craven, Staggering Strike, Gloom Razor, Golem/Vine/Grave Strike spells (select any two), Distracting Ember maneuver and some other spells. You compliment your SA and I believe you can make it (+1).

Originality (5). Wow.

Power (3.25). You have a surprisingly big number of attacks for somethingbody with +10 BAB. But anyway your total AB (about from +20 to +15) is pretty low. But your total damage and rider effects look very good (+0.75)!
Your defensive side. It's respected for +5 LA entry! HP is solid despite the Quick trait. Plus Amorphous. Your AC isn't great and even 5 DR doesn't help very much. Saves are good: 20/16/18 (+1).

Your base mobility leaves much to be desired. Maneuvers help slightly, but it still is a weak point (+0.5).

Talking about maneuvers... You have plenty of different examples of "blade magic," plus your own innate Su and Ex and Swordsage's Sense Magic. It all looks very useful (+0.75).

Your skills... Well, you have some. Firstly I wanted to give you 0 here, but next I looked at the Past Life. +2 to all (can be used untrained) skills isn't something groundbreaking, but it is worth +0.25.

Elegance (3.25). Bad things first. You have two traits. Penalty -1.
I don't like your skill presentation (only show skills which rise), but in this specific case this isn't an issue enough for penalty (-0).


We've been boosting Jump throughout, so our base modifier is now +27, before adding in items, ability boosts, masterwork tools
You forgot -6 from low speed (-0.25).


Ability score increases (8 HD, 12 HD):
I'd like to know what increase was for what ability, but it isn't very essential (-0).

I don't like you replacing Shadow Jaunt with Obscuring Shadow Veil, in my opinion some teleportation is more essential for you, but it is just bewilderment, not penalty (-0).

Sources (-0.5).

Monstrosity (4.75). Your race and template give you everything (+1.25). Base race is totally out of theme, but Past Life saves the day! Unarmed Swordsage is so so, Bloodclaw Master doesn't fit the theme (+0.75).

You have enough SA from the very beginning (plus Stance on 20 ECL), despite this beginning being late (10 ECL), you don't have DA (+1).
Staggering Strike is the your only ability that compliments SA and you have some methods to provide you opportunity to make SA, but just a few (+0.5).

Well, I can't take your monstrosity out of you without ruining your character totally (+1.25).

Originality (2). I can't say I never heard about Sovereign archetypes, but this is the first time I actually read about them. It's a good sign for you.
Dragons are a double-edged sword. On the one hand they are the second D in our game’s name, on the other they are too hard to play as PC. I say it's a draw.
Your classes and feats... Absolutely nothing unexpected.

Power (3.5). You are a tiny Swift Ambusher dragon. I don't know what exactly your AB is, but approximately it should be not very great. Yeah, the first US is about +22-23, but second and third are worse, as well as natural attacks without multiattack feat. Plus, it looks like you don't seek full attacks very much. Flyby Attack and Skirmish don't synergy with it very much (until Pouncing Charge on the 18th ECL). It isn't very good even with not bad damage from this single strike (+0.5).

Your hp looks low, your AC isn't great, saves are not bad, at least Reflex (plus Evasion) and Will. Protected Sight is a good little bonus, Immunity to fire is always welcome, while vulnerability to cold is a bad thing (+0.5).

Your mobility. Part where you are great. 200 ft fly (or 210?), 70 ft land speed, teleportation. Good (+1.25)!

Skills are your other strong side. Especially with Skill Mastery (+1). And you have the Darkstalker (+0.25).

And your martial maneuvers. You are only 2nd level Swordsage so your martial training doesn't give you very much, but it's at least something (+0.25).

Plus. You are a tiny melee flyby attacker. It isn't good for you. Every try to attack means AoO (-0.25).

Elegance (2.5). Your entry is poorly edited. I can only guess what your stats are. I found mentions about Dex, Wis and Int, but Str, Con and Cha are mysteries (-1).
The only place in your entry where I managed to find your race is your portrait link (-0.5).
I guess right what does (DoE) mean, but I shouldn't guess (-0).

I don't like your skill presentation (-0.25).

Why didn't you take an unarmed swordsage? Instead you spend a feat for IUS (-0.25).


Child of Shadow gives him a 150FT disengagement option. And dragons/beholders/etc can't see him because of Darkstalker!
What do you mean? Child of Shadow does nothing with Darkstalker, vice versa. CoS gives you concealment when you move. Darkstalker lets you hide from special senses. No synergy (-0.25).

RAW you need at least one weapon to use Wolf Fang Strike. You can choose to make an unarmed strike only instead of an off-hand weapon. I think any reasonable DM would let you use claw or US as main-hand weapon, but RAW is RAW (-0.25).


While in Assassin's Stance Seriyu gains 13d6 Damage to his Attacks when using Moving Shadow+Skirmish on a flat-footed opponent.

He also now adds Snap Kick to his attack routine, allowing him to attack twice every round. This means, if he can Sneak Attack (And both Attacks Hit) He can deal a massive 26D6 damage.

With Wolf Fang Strike, Seriyu can deal a Humongous 39D6 Damage.

Because Pouncing Charge does... 52D6 damage.
Well, it’s not so bright. Gloom Razor lets you make SA only with the first attack. And as I see you have only Cloak Of Deception and Hiding as alternative tactics to let you SA. I'll not penalize you for your optimistic estimate, just mention it (-0).

I didn’t find mentions about Mercury Dragons in Eberron (-0, you have my finger-wagging).

Monstrosity (1). First. Here we have the same issue as with Salim.

This competition is for monstrous adventurers, in part to experiment with the possibilities they offer and in part to make use of the revised level adjustments which Inevitability and Debatra have spent five years assigning.
I can't find Mercury Dragon among revised monsters. I consider using this monster barely legal. I penalize you (-1) and shall not evaluate your race here. You actually didn't get advantages over anybody who doesn't use LA tread.
I could remove this penalty by the chairman's decision.

You have needed SA, but only at the ECL 19. And not get DA at all. Not good (+0.5).
But you have Skirmish with Swift Ambusher and Assassin's Stance. It gives you some bonus (+0.25). Plus, you have Gloom Razor, Staggering Strike and Death's Ruin. All this synergy with your SA or lets you use it (+0.75).
Thematically you fit with all your classes, but your race... I don't think so (+0.5).

Originality (3.5). I know this monster, I saw it in the VC Gojira! round, but I didn't expect it, you get points for it. Shadow template is a pretty oblivious choice. Your class selection is totally expected apart from Incarnate, which is a good find. Your feats... Well, here the same pattern. All but Great flyby attack are expected.

Power (3.75). Not sky-high, but still ok AB, good damage, great Great flyby attack using, ranged option. I see, you can inflict pain (+1).

Your hp looks okish. Your saves and AC are not so good. You're right, you have almost 24/7 total concealment, you have some DR (not very useful in defending but still) but AC and saves still are important (+0.75).

Maneuverability. Good (perfect actually) fly speed plus some martial teleportation (+1).

Martial and innate magic, plus meldshaping. Give you something useful, while not gamebreaking (+0.5).

Skills. Not great. Yeah? you have Darkstalker, but skills themselves just meh, you have all you need, but that's all (+0.5).

Elegance (4.5). Craven. I don't buy the point "undead have no fear immunity." Of course they have (-0.5)!
And that's all. I can't find anything more to nitpick for. Only possibility is "special abilities and picking bonus feat twice," but I'm actually on your side with it.

Monstrosity (5). Your race and template are the core of your entry. Its give you your main combo, some stats (not so many), other useful stuff (+1), and I really can't imagine your entry without it. Yeah, Necropolitan Human can be a good Incarnate 1/Fighter 1/Swordsage 1/Rogue 13, but it will be a completely different Incarnate 1/Fighter 1/Swordsage 1/Rogue 13 (+1).
Thematically... Yes, YOU ARE THE DARKNESS.
Race, template, most classes. Points are yours (+1.25).

You have enough SA and have it on ECL 14. Not too late (+1). No DA, so no bonus for it (+0).

Gloom razor, Craven (despite its illegality), Cloak of deception, Island of blades + Soulspark familiar, and of course your always on total concealment. I see how you make SA and what improve it (+1).

I need some chairman's decision. Beni, please, look at Salim and Seriyu judging.


And the table
Name Alignment / Race Class Levels Chef loky1109 Total Place
Jack the Reaper (https://forums.giantitp.com/showsinglepost.php?p=25560794&postcount=18) CE Dark stalker Beast heart adept 1/Crinti shadow marauder 5/Hit and Run Dirty Fighter 1/Hellbreaker 4/Mimic Wilderness Penetrating Strike Disruptive Attack Adventurer Rogue 4/Swordsage 1 13.75 13.75 3rd
Budgee (https://forums.giantitp.com/showsinglepost.php?p=25560797&postcount=19) NE Achaierai Assassin 10/Fist of the Forest 3/Druidic Avenger Huntsman Druid 1 13.75 13.75 3rd
Salim (https://forums.giantitp.com/showsinglepost.php?p=25560801&postcount=20) NE Marrulurk Hit and Run Fighter 1/Swordsage 2/Assassin 1/Unseen Seer 7/Telflammar Shadowlord 5 10.00 10.00 4th
Shogosu (https://forums.giantitp.com/showsinglepost.php?p=25560802&postcount=21) CG Aggressive Quick Advanced Past Life Gibbering Mouther Unarmed Swordsage 8/Bloodclaw Master 2 16.25 16.25 2nd
Seriyu (https://forums.giantitp.com/showsinglepost.php?p=25560803&postcount=22) CG Wyrm of War Mercury Dragon Wyrmling Scout 3/Swordsage 2/Death's Ruin Uncanny Bravery Rogue 10 9.00 9.00 5th
Literal (https://forums.giantitp.com/showsinglepost.php?p=25560806&postcount=23) NE Shadow Vasuthant Incarnate 1/Hit and Run Dirty Fighter 1/Unarmed Swordsage 1/Spell Reflection Penetrating Strike Rogue 13 16.75 16.75 1st

Beni-Kujaku
2022-09-17, 11:51 AM
The point of this comp is to encourage usage of monstrous races. The LA assignment thread is mostly a pretext. In all but very rare cases‚ choosing an officially LA'd race would actually be a detriment to the competitor. I don't think we should penalize them further if they're choosing obviously monstrous races or templates.

loky1109
2022-09-17, 11:53 AM
The point of this comp is to encourage usage of monstrous races. The LA assignment thread is mostly a pretext. In all but very rare cases‚ choosing an officially LA'd race would actually be a detriment to the competitor. I don't think we should penalize them further if they're choosing obviously monstrous races or templates.

Okay, I'll re-evaluate them.

Inevitability
2022-09-17, 12:13 PM
The point of this comp is to encourage usage of monstrous races. The LA assignment thread is mostly a pretext. In all but very rare cases‚ choosing an officially LA'd race would actually be a detriment to the competitor. I don't think we should penalize them further if they're choosing obviously monstrous races or templates.

For this round, the OP clearly said "Monsters not rated at the time an entry is submitted may not be used.". I think it's a good idea to change the rules and allow unrated monsters like dragon wyrmlings and marrulurks, but I don't think the moment to change that rule is in the judging phase, after it's become clear some builds are impacted. Just remove the line next round and move forward with a level playing field for everyone.

Salim and Seriyu's builders knew, or should have known, that their entries were illegal: allowing them without even a token penalty rewards them for blatant rulebreaking.

loky1109
2022-09-17, 12:46 PM
For this round, the OP clearly said "Monsters not rated at the time an entry is submitted may not be used.". I think it's a good idea to change the rules and allow unrated monsters like dragon wyrmlings and marrulurks, but I don't think the moment to change that rule is in the judging phase, after it's become clear some builds are impacted. Just remove the line next round and move forward with a level playing field for everyone.

Salim and Seriyu's builders knew, or should have known, that their entries were illegal: allowing them without even a token penalty rewards them for blatant rulebreaking.

Actually, I already re-evaluateв them and this anyway doesn't change places.

Beni-Kujaku
2022-09-17, 02:30 PM
For this round, the OP clearly said "Monsters not rated at the time an entry is submitted may not be used.". I think it's a good idea to change the rules and allow unrated monsters like dragon wyrmlings and marrulurks, but I don't think the moment to change that rule is in the judging phase, after it's become clear some builds are impacted. Just remove the line next round and move forward with a level playing field for everyone.

Salim and Seriyu's builders knew, or should have known, that their entries were illegal: allowing them without even a token penalty rewards them for blatant rulebreaking.

This is indeed wiser. I wrote this seeing that the two impacted entries were already judged last and would not be affected‚ but it is very much more consistent to keep the penalty for this round. I'm sorry for my rushed answer.

loky1109
2022-09-17, 02:50 PM
Should I restore the previous version?

Beni-Kujaku
2022-09-17, 03:49 PM
Should I restore the previous version?

Yes you should

loky1109
2022-09-17, 04:09 PM
Yes you should

It is done.

Beni-Kujaku
2022-09-18, 04:58 AM
Anyway, thank you loky for your judging, and if anybody has any disputes, don't hesitate to send them to me, and to vote for the next round.

loky1109
2022-09-18, 05:04 AM
Next round, yes!

4 legs for me.

Tusen
2022-09-19, 11:32 PM
Consider this another vote for 4 legs good.

I'm surprised at how well my Budgee build did. The reason why the level 15/18 feats read like I didn't know what to take is since I didn't know what to take, which is also why I forgot to include them in the source page. I was limited for time so I couldn't delve into the spells much and the like, but it's nice to see I could have got around 14.5/20 if I had the time to go over it with a fine toothed comb afterwards and fix it up.

My initial thought for the round was a rogue past life manticore of some kind, since although their spikes suffer from volley precision damage rules since they can be done in a standard action, it was still a cool idea to me. The issue is the 'the creature can launch only twenty-four spikes in any 24-hour period' part. That killed my idea there.

My second idea was a rogue past life Gauth that gets sneak attack on its inflict moderate wounds and scorching ray eye rays and that had warlock levels to get eldritch blast into its full attack chain as well. However the issue I had with it is the same issue I had with budgee, trying to find some way to get the sneak attack to proc regularly, even though with warlock I at least had a more spammable invisibility effect than I ended up having with budgee, along with potential flanking friends with The Dead Walk and the like. Paralysis is just a SoL anyway so that doesn't really count. I think I went with budgee since he could end up with a far higher number of attacks through his naturals and the melee shenanigans with fist of the forest. In hindsight I could have done it given the build that I went with but that's hindsight for you.

Beni-Kujaku
2022-09-25, 04:16 AM
Well, there doesn't seem to be any dispute, so here's the final table. Next round will be posted in a bit.

Name Alignment / Race Class Levels Chef loky1109 Total Place
Jack the Reaper (https://forums.giantitp.com/showsinglepost.php?p=25560794&postcount=18) CE Dark stalker Beast heart adept 1/Crinti shadow marauder 5/Hit and Run Dirty Fighter 1/Hellbreaker 4/Mimic Wilderness Penetrating Strike Disruptive Attack Adventurer Rogue 4/Swordsage 1 ciopo 13.75 13.75 3rd
Budgee (https://forums.giantitp.com/showsinglepost.php?p=25560797&postcount=19) NE Achaierai Assassin 10/Fist of the Forest 3/Druidic Avenger Huntsman Druid 1 Birchy 13.75 13.75 3rd
Salim (https://forums.giantitp.com/showsinglepost.php?p=25560801&postcount=20) NE Marrulurk Hit and Run Fighter 1/Swordsage 2/Assassin 1/Unseen Seer 7/Telflammar Shadowlord 5 Paragon 10.00 10.00 4th
Shogosu (https://forums.giantitp.com/showsinglepost.php?p=25560802&postcount=21) CG Aggressive Quick Advanced Past Life Gibbering Mouther Unarmed Swordsage 8/Bloodclaw Master 2 Inevitability 16.25 16.25 2nd
Seriyu (https://forums.giantitp.com/showsinglepost.php?p=25560803&postcount=22) CG Wyrm of War Mercury Dragon Wyrmling Scout 3/Swordsage 2/Death's Ruin Uncanny Bravery Rogue 10 Tusen 9.00 9.00 5th
Literal (https://forums.giantitp.com/showsinglepost.php?p=25560806&postcount=23) NE Shadow Vasuthant Incarnate 1/Hit and Run Dirty Fighter 1/Unarmed Swordsage 1/Spell Reflection Penetrating Strike Rogue 13 ciopo 16.75 16.75 1st

Inevitability
2022-09-25, 05:15 AM
Grats to ciopo, great build! I love your choice of base monster.

Also very happy with my own second place: it's my first submission to one of those contests in a very long time (made some stupid mistakes out of rustiness) and I'm glad to see that the ridiculous concept of 'shonen protagonist gibbering mouther' appealed to some people! Kind of surprised nobody else went with Past Life, tbh.

loky1109
2022-09-25, 07:23 AM
Kind of surprised nobody else went with Past Life, tbh.
I think it's look too expected choice.

ciopo
2022-09-25, 07:53 AM
Credits to H_H_F_F for both my entries fluff, as I have tapped him for writing those blurb, given my shortcomings in that area.

Loki, I'm sorry ot disappoint you but I was careful to not mention mounted combat shenanigans with mr jack.. because I wasn't planning for him to ride all that much! Ok maybe there was a token horse that would need to be bough-again after every encounter, but shadow rider was like, the last resort.


as for literal, I disagree that immune to mind affecting = immunity to fear. Yes, it's immunity to most fear, but not all fear are mind affecting. I don't think having an argument about it would have been conductive, and obviously different GM would rule differently about it.

loky1109
2022-09-25, 07:58 AM
as for literal, I disagree that immune to mind affecting = immunity to fear. Yes, it's immunity to most fear, but not all fear are mind affecting. I don't think having an argument about it would have been conductive, and obviously different GM would rule differently about it.
Wrong. All fear are mind affecting. RC is clear about this.


Loki, I'm sorry ot disappoint you but I was careful to not mention mounted combat shenanigans with mr jack.. because I wasn't planning for him to ride all that much!
Oh... I see it now. Well, you was not enough careful. )))